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[Tomik Runik] Company of Heroes 2 - Western Armies Force DISPO !!!

n°10784884
blood_sam
rien
Transactions (6)
Posté le 15-08-2014 à 16:05:21  profilanswer
 

Reprise du message précédent :
3 parties tout à l'heure, la première avec une équipe de noobs même pas foutus de prendre une étoile, la deuxième contre une équipe de noobs même pas foutus de prendre une étoile, et la troisième où j'ai fait que de la merde, perdu mes unités bêtement (en rushant tout seul) et été le dernier de ma team, et de loin [:connemrara:2]

 

Et c'est vraiment l'horreur de jouer en 1280*1024, j'ai l'impression d'être collé à mes unités et je vois que dalle :o


Message édité par blood_sam le 15-08-2014 à 16:06:19
mood
Publicité
Posté le 15-08-2014 à 16:05:21  profilanswer
 

n°10801785
blood_sam
rien
Transactions (6)
Posté le 22-08-2014 à 17:57:57  profilanswer
 

Plus d'infos sur le prochain standalone (anglais)
http://www.coh2.org/news/22744/ard [...] gn-details

n°10826913
blood_sam
rien
Transactions (6)
Posté le 02-09-2014 à 12:07:14  profilanswer
 

Tain, vive les noobs qui font de la merde contre l'IA en difficile, et qui ragequit quand l'ennemi arrive chez nous... Bizarrement une fois qu'ils sont partis on gagne :ange:

n°10830864
dav4u
Nothing ...
Transactions (8)
Posté le 03-09-2014 à 19:49:55  profilanswer
 

C'est toujours les autres qui font de la merde :sarcastic:

n°10830871
blood_sam
rien
Transactions (6)
Posté le 03-09-2014 à 19:53:56  profilanswer
 

Oui. Tu faisais peut-être partie de ceux qui ont quitté ?

n°10830933
Dæmon

Transactions (2)
Posté le 03-09-2014 à 20:27:17  profilanswer
 

deja jouer contre l'IA :/


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|.:::.._On se retrouvera_..:::.|
n°10830950
blood_sam
rien
Transactions (6)
Posté le 03-09-2014 à 20:36:13  profilanswer
 

Oui ça pue, je le fais depuis quelques temps après une période sans jouer ou avec les US pour voir ce qu'ils valent. D'habitude ça arrive de tomber avec de bons joueurs, mais hier soir...


Message édité par blood_sam le 03-09-2014 à 20:37:22
n°10830983
dav4u
Nothing ...
Transactions (8)
Posté le 03-09-2014 à 20:58:47  profilanswer
 

blood_sam a écrit :

Oui. Tu faisais peut-être partie de ceux qui ont quitté ?


 
Non du tout  :hello:  

n°10836330
blood_sam
rien
Transactions (6)
Posté le 05-09-2014 à 19:43:30  profilanswer
 

Tin en 4v4 c'est vraiment de la merde les US...

n°10836385
Dæmon

Transactions (2)
Posté le 05-09-2014 à 20:08:17  profilanswer
 

non :o
edit: mais full US oui :o


Message édité par Dæmon le 05-09-2014 à 20:08:37

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|.:::.._On se retrouvera_..:::.|
mood
Publicité
Posté le 05-09-2014 à 20:08:17  profilanswer
 

n°10836399
blood_sam
rien
Transactions (6)
Posté le 05-09-2014 à 20:17:32  profilanswer
 

Je vais venir sur CanardPC et jouer avec vous pour apprendre alors :o
Les russes ça va je sais y faire maintenant, même si j'ai l'impression de faire de la merde en boucle ces derniers temps...

n°10836421
Dæmon

Transactions (2)
Posté le 05-09-2014 à 20:27:14  profilanswer
 

en 4vs4 les US peuvent être très très utiles mais ils ont besoin de la variété des russes pour compenser les points un peu faibles. Les US ont une bonne infanterie, des arty de ouf, des tanks qui sont pas mal (mais pas assez resistants).


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|.:::.._On se retrouvera_..:::.|
n°10836443
blood_sam
rien
Transactions (6)
Posté le 05-09-2014 à 20:38:46  profilanswer
 

Y'a une bonne infanterie mais je trouve con de devoir utiliser du carburant pour débloquer l'ensemble des bâtiments. Et puis j'arrive à rien avec eux :o
Ça manque de char lourd aussi, y'a bien le Easy8 mais payant...
 
En fait je vois pas trop comment les jouer, ils ont des unités intéressantes mais au final au moment où je les reçois, l'ennemi est au stade supérieur...

n°10837070
Powerslime

Transactions (4)
Posté le 06-09-2014 à 10:02:30  profilanswer
 

Il est de toutes façons clair qu'à partir du 3v3, l'axe est bien avantagé.
Les US sont utiles en équipe pour dominer le début de partie et accumuler pas mal de ressource du coup.
 
En ce moment je rush le M20 à presque chaque partie et il est très efficace à ce moment. Ses mines sont aussi un très bon moyen de contrôler les chars ennemis plus tard dans la partie. Par contre, il faut y faire très attention car très fragile.

n°10845384
Profil sup​primé

Transactions (0)
Posté le 09-09-2014 à 19:09:14  answer
 

Gros Patch :
 

Citation :


    Update September 9th, 2014
 
    War Spoils
    Loot table optimizations will result in greater item variation; previously some item categories were weighed heavier than intended resulting in a greater drop frequency. e.g. faceplates. In addition, we have enhanced the player’s ability to sort and filter items within the customizer. A new Wehrmacht commander has also been added to the game. It focus is on infiltration tactics, territory control, and offensive maneuvers.
 
    Commanders
        Wehrmacht Encirclement Doctrine added to store
        Soviet Tank Hunter Tactics added to store
    War Spoils
        Wehrmacht Encirclement Doctrine added to war spoils
        Added 40 new bulletins to war spoils
        Added 4 new victory strikes to war spoils
    Customizer
        Players are now able to hide duplicates items in their customizer
        Players can now organize items within the customizer in alphabetical order
    Map Rotation Spotlight
    As part of our continued support of community created content, we have incorporated five community maps into the custom game list. Our goal is to incorporate more community created maps in the future, so make sure to submit your work into the Steam Workshop as it may be featured next!
 
    Custom Game Maps
        Added (2-4) Overgrowth
        Added (2-4) Karelia Summer
        Added (4-6) Lemberg Fall 1944
        Added (6-8) Pinsk Marshes
        Added (6-8) Narva River
    Units and Abilities
    Our intent with changes to units or abilities focuses on broadening the variation in tactics and strategies, while reducing the potential for undesirable or uninteresting gameplay.
 
    Guard Riflemen DP-28 ‘Button’
        The intent of these changes is to provide the opposing player an opportunity to react and counter the usage of button. Currently, the ability is very one sided, it provides the Soviet player with a quick and easy to execute vehicle snare without much counterplay in-between. By providing the opposing player with a way to react, the counter-play relative to unit positioning is better defined, thus reducing the receiving player’s frustration when the ability is executed.
            Speed reduction from 0.1 to 0.33
            Added rotation reduction of 0.33
            Acceleration from 0.1 to 0.5
            Deceleration from 8 to 2
            Main gun set to active
            Main gun rate of fire set to fire 1.56x slower
    Pack Howitzer
        Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
            Now uses an arced projectile trajectory; no longer direct fires on target
    Dodge WC51
        Our intent was to delay the dispatch of this unit in an effort to provide the opposing player more time to prepare for light armor.
            Command point cost from 0 to 1
    M20 Utility Car
        Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
            Build time from 60 to 45 seconds
    M5A1 Stuart
        The functionality of Shell Shock was modified in a number of ways to reduce its potency versus medium and heavy vehicles. Previously, the ability afforded the Stuart a great deal of flexibility in what targets it could frontally engage, limiting the need to flank with the unit. The reduced penetration of Shell Shock helps elevate this issue, while still retaining the value of the ability through deflections. Additionally, the Stuart’s build time was reduced as it is no longer required to regulate the pacing of the unit.
            Build time from 75 to 50 seconds
            AOE penetration from 60/30/15 to 30/22.5/20
            Shell shock stun duration from 5 to 3 seconds
            Shell shock ready aim time from 0.125 to 0.25-0.5
            Shell shock AOE penetration from 0 to 30/22.5/20
            Shell shock penetration from 180/100/30 to 60/45/40
            Shell shock turret traverse speed from 100 to 52
            Shell shock scatter modified to match main gun scatter
            Shell shock range distance modifiers set to match main gun range distance
    M8A1 HMC
        Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
            Now uses an arced projectile trajectory; no longer direct fires on target
    M4A3 Sherman
        Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
            Build time from 75 to 55 seconds
    105mm Sherman
        Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased.
            Now uses an arced projectile trajectory; no longer direct fires on target
            AOE radius from 4.5 to 5.5
    M36 Jackson
        Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
            Build time from 90 to 60 seconds
    M4A3E8 Sherman
        The Easy Eight was previously over performing for its cost, its cost was increased to better reflect its in-game value.
            Manpower cost increased from 380 to 400
            Fuel cost increased from 135 to 145
    Osttruppen
        Osttruppen have seen a drastic increase in their performance, they are now effective at mid to long ranges.
            Near accuracy from 0.45 to 0.55
            Mid accuracy from 0.4 to 0.52
            Far accuracy from 0.35 to 0.49
            Near aim time modifier from 0.125 to 0.375
            Far aim time modifier from 4 to 3.25
            Near cooldown modifier from 0.125 to 0.25
            Modified cover modifiers to match Grenadier KAR 98
            Accuracy cover bonus from 2 to 3
            Added a received accuracy modifier of 1.25
    Panzer Grenadiers
        We wanted to better establish the mid-range role of this unit. We lowered its short range damage output and increased its mid range performance. Additionally, we further increased its durability to reduce damage received on approach.
            Received accuracy modifier from 0.87 to 0.8
            Near accuracy from 0.56 to 0.5
            Near range distance from 8 to 5
            Mid range distance from 16 to 19
    Brummbar
        Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased.
            Now uses an arced projectile trajectory; no longer direct fires on target
            AOE radius from 5 to 6
            Angle scatter from 7.5 to 6
            Distance scatter max from 4 to 2.5
            Armor from 210 to 260
            Target Weak Point replaced with Bunker Busting Barrage
    Teller Mines
        This removes the possibility of the mine instantly destroying the M36 or M10, something we viewed as undesirable and overly frustrating to the opposing player.
            Damage from 500 to 400
            Cost from 60 to 50 ammunition
    Riegel AT mine
        We lowered the damage of the Riegel AT mine to maintain the differences in behavior relative to the Teller.
            Damage from 400 to 320
            Cost from 60 to 50 ammunition
    Luftwaffe Medical Supplies
        No longer provides healing during combat; resumes healing once squad is out of combat
        Removed bonus damage and armor modifiers
        Added received accuracy modifier of 0.87
        Added accuracy modifier of 1.15
    MG34
        The previous update increased the suppression of the MG34 to a level slightly higher than the MG42. Our intent with this change is to positon the MG34 slightly below the MG42, in regards to both damage output and suppression.
            Near accuracy from 0.6 to 0.68
            Rate of fire from 14 to 12
            Rate of fire far modifier from 1 to 0.9
            Focus fire from true to false
            Reload duration from 8 to 6
            Setup duration from 2 to 3 seconds
            Nearby suppression radius from 12 to 11.5
            Suppression from 0.0159 to 0.012
    le.IG 18 Infantry Support Gun
        Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
            Now uses an arced projectile trajectory; no longer direct fires on target
    Sturmpioneer Medical Supplies
        No longer enables healing during combat
    Jaeger Light Infantry
        We wanted to better define the role of the Jaeger Light Infantry as a recon unit while improving its provided utility to the player. The single G43 rifle enables the squad to ‘snipe’ enemy infantry, performing effectively at long range. Combined with its above average sight range, ability to spawn behind enemy lines, and booby trap ability, this squad enables the player to harass the opposing players infantry and economy.
            Squad no longer fully equipped with the G43 rifle; base rifle switched to KAR 98
            Squad now equipped with one G43 sniper rifle; instantly kill entities at or below 75% health on hit
            Added ‘Infiltration Tactics Grenade’ ability to the squad
            Manpower cost from 340 to 300
    Obersoldaten
        We converted the unit’s armor into received accuracy, as received accuracy blends in better with the current structure of infantry combat. Units can negate the received accuracy through veterancy and positioning; whereas, armor is only negated through penetration which heavy weapons possess. Additionally, the damage of the KAR 98 was increased to offset the damage reduction on the LMG34.
            KAR 98 damage from 14 to 16
            Armor from 1.25 to 1
            Received accuracy modifier from 0.87 to 0.7
    Kubelwagen
        This change is geared towards improving the suppressive performance of the Kubelwagen versus larger groups of units. Previously, it was too easily overwhelmed and therefore failed to function as a reliable suppression platform. The unit still retains its vulnerability to flanking and anti-tank weaponry, requiring the user to be mindful of its limited firing arc and position.
            Population cost from 4 to 6
            Mid accuracy from 0.55 to 0.5
            Far accuracy from 0.35 to 0.16
            Rate of fire from 8 to 12
            Moving accuracy from 0.5 to 0.75
            Moving burst multiplier from 0.1 to 0.5
            Moving cooldown multiplier from 0.125 to 0.25
            Range from 35 to 40
            Mid range distance from 20 to 25
            Far range distance from 35 to 40
            Nearby suppression multiplier from 0.6 to 0.75
            Nearby suppression radius from 10 to 12
            Suppression from 0.008 to 0.0053
            Firing arc from 45 degrees to 30 degrees
    251 Flak Half-track
        This unit suffered from extremely low life expectancy due to its unresponsiveness when engaged by a threat. By removing the tear down, the unit is less likely to be destroyed by an advancing threat. However, the increased setup time prevents the player from using this unit in an overly aggressive manner, reinforcing its design as a defensive platform.
            Setup time from 3 to 4 seconds
            Tear down time from 2 to 0 seconds
    Panther Variants
        The Panther currently under performs within the current meta. We attribute this largely to the addition of new counters, such as the M36, as well as the high research cost associated to unlocking this unit. Overall, the unit did not feel like a reliable counter to medium armor. We believed this to be a result of its low accuracy and durability. Our intent is to reposition the Panther as an effective counter to medium and heavy vehicles. It should be a dominating force when engaging in a frontal assault, but remain vulnerable when flanked from the rear.
            Frontal armor from 290 to 320
            OKW Panther accuracy from 0.025/0.0375/0.05 to 0.035/0.045/0.06
            Wehrmacht Panther accuracy from 0.025/0.0375/0.05 to 0.03/0.045/0.06
    Sturmtiger
        The Sturmtiger previously suffered from a number of usability issues related to its ability to hit its target. The shell tended to collide prematurely with world objects resulting in an unintended ignition of the ammunition. By modifying the shell to ignore shot blocking and pierce, these occurrences will no longer occur. However, this has resulted in an improvement to the unit’s efficiency and utility, as it can now be used to fire through anything within the world.
            Now ignores shot blocking
            Now pierces through world objects
            Barrage can no longer be used on a specific target; it will only take a position within the world. This prevents it from homing in on a selected unit.
            Barrage range from 45 to 40
    Jagdtiger/Elefant
        Increased the projectile speed of the main gun to improve the visuals and responsiveness
    Off-maps and Loiters
    Off-maps with the loiter functionality will now display their activation zone, illustrating potential dangers on the battle field.
 
    Loiter Abilities
        Now display an in-game reticle which reveals the engagement zone of the plane
    P47 Rocket Strafe
        We added a second P47 Thunderbolt to reduce the extremes this off-map tended to produce. Previously, it was either fairly effective or would completely miss its target. This change makes the off-map feel more consistent in terms of damage output while also providing the opposing player the opportunity to react before losing a unit.
            Now dispatches two P47 Thunderbolts
            Second plane dispatched 4 seconds after first
            Damage from 160 to 80
            Plane attack delay from 5 to 8 seconds
            Number of attacks per plane from 2 to 3
            Time range between planes maximum from 10 to 4
            Recharge time from 60 to 120 seconds
    Stuka Suppression Run
        The recharge timer was significantly increased to prevent the player from pinning the opposing player into their base. Additionally, the cost was increased to better reflect the value of this ability.
            Recharge duration from 93 to 180 seconds
            Cost from 120 to 150 ammunition
    USF 155mm Howitzer Off-map
        This change prevents the destruction of a full health OKW base structure.
            Shells fired from 15 to 12
            Damage from 130 to 120
    OKW 105mm Howitzer Off-map
        Adjusted the performance of this ability so it no longer destroys the USF base when used at maximum potency. Also reduced the length of time it can deny an area by reducing the total shell count and activation time of each salvo in the barrage.
            Increased required ammunition for each additional salvo by 200
            Reduced the number of shells fired from each additional salvo from 15 to 5
            Barrage radius now tightens as it progresses to each new tier
            Ability no longer triggers if ammunition requirement is met at a later point in the game
    Prioritize Vehicles
    We have created a new ability similar to hold fire which enables the user to restrict main gun fire based on target type. For example, an Elefant with priority targeting activated would no longer fire on infantry; instead, the unit would only engage vehicles. This greatly enhances the usability of a unit by restricting unwanted vehicle rotation and enhancing weapon efficiency.
 
    Prioritize Vehicles
        Added a new ability on anti-tank units which only restricts fire against non-vehicle targets. This should greatly improve the usability of these units as they will now only fire on vehicles when set to this restricted firing state.
    Hand Held AT
    Our intent is to reduce the accuracy of hand held AT versus infantry, reducing the number of killing blows it is capable of dealing. Additionally, we want to put a greater emphasis on positioning the squad as close as possible to the opposing armored unit; discouraging the use of these weapon types at max range.
 
    M9 Bazooka
        Accuracy reduced from 0.03/0.0425/0.055 to 0.025/0.0375/0.05
        Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad.
            Angle scatter from 7.5 to 18
            Distance scatter max from 10 to 14
    Panzershrek
        Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad.
            Angle scatter from 7.5 to 16
            Distance scatter max from 10 to 15
    Weapon Priority Tuning
    Weapon priority determines what target is automatically engaged when a unit is not given an explicit attack order. We have modified the values of each weapon such that it more intuitively engages targets of interest relative to its effectiveness.
 
    Modified Units
        StuG III E
        StuG III G
        Panzer IV
        Panzer IV Command
        Tiger
        Brummbar
        222 Scout Car
        Elefant
        Panther
        IS-2
        ISU-152
        KV-1
        KV-2
        KV-8
        M4C Sherman
        SU-76
        SU-85
        T34-76
        T34-85
        T70
        Stuart
    Unit Weapon Priority Modifications
        This increases the perceived value of these units, increasing the likelihood they will be automatically targeted by another unit.
            Katyusha
            Panzerwerfer
    Suggested Target
        Explicit user orders will now always be executed so long as sight is maintained and no shot blocker is present to prevent the shot from being fired.
            Suggested target weapon priority set to 1000
    Infantry Combat Tuning
    The intent of these changes is to better define the strengths and weaknesses of each core unit relative to one another. We wanted to better define how each core unit should engage their perspective targets. For example, in a Grenadier vs. Riflemen match up, the Grenadiers want to maintain range. This is now a valid tactic, where in the past it was not. An integral element to this iteration is the introduction of received accuracy in place of raw damage. This was used in instances where additional fire power was not necessary in maintaining the established unit relationships. For example, Grenadier long range fire power is high enough to establish the unit’s relative relationship with other units, allowing us to increase their durability instead. As a by-product of this shift, short and mid range units should have an easier time closing in on their target.
 
    LMG Weapon Profiles
        We adjusted the LMG profile by scaling its damage output down. We found that the value of long range damage, which the LMG was designed around, was more valuable than we had previously anticipated. In addition to scaling the weapon down, we lowered the damage output at short and mid ranges to make the unit more vulnerable to other units that excel at these ranges.
            DP-28
                Near accuracy from 0.62 to 0.56
                Mid accuracy from 0.5 to 0.45
                Far accuracy from 0.44 to 0.39
                Near rate of fire modifier from 1 to 0.82
            Weapon Rack M1919
                Near accuracy from 0.64 to 0.57
                Mid accuracy from 0.52 to 0.47
                Far accuracy from 0.47 to 0.42
                Near rate of fire modifier from 1 to 0.82
                Suppression from 0.004 to 0
            Paratrooper M1919
                Near accuracy from 0.6 to 0.53
                Mid accuracy from 0.48 to 0.43
                Far accuracy from 0.43 to 0.38
                Near rate of fire modifier from 1 to 0.82
                Suppression from 0.006 to 0
            Grenadier LMG42
                Near accuracy from 0.56 to 0.5
                Mid accuracy from 0.44 to 0.39
                Far accuracy from 0.38 to 0.33
                Near rate of fire modifier from 1 to 0.82
            Obersoldaten MG34
                Near accuracy from 0.57 to 0.51
                Mid accuracy from 0.45 to 0.4
                Far accuracy from 0.39 to 0.34
                Near rate of fire modifier from 1 to 0.82
    Browning Assault Rifle
        Damage output was reduced at long range to reinforce this weapon’s short to mid range role. Previously, equipping the BAR enabled Riflemen to excel at long range relative to other infantry, reducing the importance of positioning when using this weapon upgrade.
            Near accuracy from 0.65 to 0.56
            Mid accuracy from 0.5 to 0.44
            Far accuracy from 0.35 to 0.3
            Mid rate of fire modifier from 1.16 to 1
            Far rate of fire modifier from 1.33 to 1
            Mid cooldown modifier from 1 to 1.25
            Far cooldown modifier from 1.25 to 1.5
    SMG Weapon Profile
        We found that effective use of a SMG weapon required the user to fire at near point blank ranges. This increased the difficulty in properly executing this weapon against opposing units. By modifying the weapon’s range distance, we are able to ease this requirement therefore improving usability. Consequently, the performance of the listed SMG weapons has been improved.
            Partisan PPSH
                Moving accuracy from 0.6 to 0.7
            Wehrmacht Weapon Crews MP40
                Range distance near from 8 to 10
                Range distance mid from 15 to 17
            Captain Thompson
                Range distance near from 8 to 10
                Range distance mid from 16 to 19
            Conscript PPSH
                Moving accuracy from 0.8 to 0.75
            Assault Grenadier MP40
                Range distance near from 8 to 10
                Range distance mid from 16 to 17
            Assault Engineer M3
                Range distance near from 8 to 10
                Range distance mid from 14 to 18
                Moving accuracy from 0.6 to 0.75
                Rate of fire near modifier from 0.7777 to 1
                Rate of fire far modifier from 1 to 0.7777
            USF Weapon Crews M3
                Range distance near from 8 to 10
                Range distance mid from 14 to 18
            Paratrooper Thompson
                Range distance near from 8 to 10
                Range distance mid from 16 to 19
    Grenadiers
        Intended to excel at long range
            Highest long range damage output for its tier
            Abilities load out geared towards long range combat
        Vulnerable at short range to all other unit types
        Versus Conscripts
            Advantaged at long ranges
            Even at mid ranges
            Disadvantaged at short ranges
        Versus Riflemen
            Slightly disadvantaged at long ranges
            Disadvantaged at mid ranges
            Disadvantaged at short ranges
        Changes
            Near accuracy from 0.7 to 0.65
            Mid accuracy from 0.65 to 0.575
            Far accuracy from 0.6 to 0.52
            Far aim time multiplier from 4 to 3.25
            Near cooldown modifier from 0.125 to 0.25
            Added a received accuracy modifier of 0.91
    Volksgrenadiers
        Performs moderately well at long range combat
        Extremely vulnerable at short range, moderately vulnerable at mid-range
        Versus Riflemen
            Disadvantaged at long ranges
            Extremely disadvantaged at short-mid ranges
        Versus Conscripts
            Advantaged at long ranges
            Disadvantaged at mid ranges
            Disadvantaged at short ranges
        Changes
            Mid accuracy from 0.6 to 0.62
            Far accuracy from 0.55 to 0.59
            Moving cooldown from 1 to 1.5
    Sturmpioneers
        Excels at short-mid ranges
        Vulnerable at long ranges
        Versus Riflemen
            Disadvantaged at long ranges
            Advantaged at mid ranges
            Advantaged at short ranges
        Versus Conscripts
            Disadvantaged at long ranges
            Advantaged at mid ranges
            Advantaged at short ranges
        Changes
            Added a received accuracy modifier of 0.87
            Near range distance from 8 to 3
            Mid range distance from 16 to 15
            Far mid distance from 35 to 28
    Conscripts
        Performs modestly at mid to short range, does not excel at any range
            Ability load out geared towards short-mid
        Vulnerable to long range units
        Versus Grenadiers
            Disadvantaged at long ranges
            Even at mid ranges
            Advantaged at short ranges
        Versus Sturmpioneers
            Advantaged at long ranges
            Disadvantaged at mid ranges
            Disadvantaged at short ranges
        Changes
            Near accuracy from 0.45 to 0.47
            Mid accuracy from 0.39 to 0.43
            Far accuracy from 0.3 to 0.29
            Near range distance from 4 to 0
            Mid range distance from 20 to 25
            Added a received accuracy modifier of 1.087
    Riflemen
        Performs moderately at all ranges; excels against other rifled units at short-mid
        Vulnerable at long ranges
        Versus Grenadiers
            Slightly advantaged at long ranges
            Advantaged at mid ranges
            Advantaged at short ranges
        Versus Sturmpioneers
            Advantaged at long ranges
            Disadvantaged at mid ranges
            Disadvantaged at short ranges
        Changes
            Near accuracy from 0.6 to 0.62
            Mid accuracy from 0.55 to 0.58
            Far accuracy from 0.5 to 0.45
            Near range distance from 6 to 3
            Far cooldown modifier from 1 to 1.25
            Added a received accuracy modifier of 0.97
            Build time from 25 to 28 seconds
    Bug and Gameplay Fixes
 
    T34
        Reload time set to correct value, was unintentionally lowered when the KV-1 was modified
            Reload time from 5.2-5.8 to 6.2-6.8 seconds
    53K 45mm AT Gun
        Target size from 1 to 16; this increases the likelihood of the gun itself being hit when decrewed and manually targeted.
    Barrage Abilities
        Fixed an issue which caused the main gun to become disabled if the unit’s barrage ability was interrupted before completion. e.g. M8A1 HMC.
        Resolved an issue which allowed players to subvert the recharge timer if they canceled the barrage at a certain point in its animation. e.g. B4 Howitzer Barrage
    Ability Refunds
        Interrupted or canceled abilities now properly refund the cost and reset the cooldown timer of the ability.
    Salvage
        Salvage can no longer be activated on a team weapon which is in the process of being recrewed
    Recrewing
        Reduced sim side delay when a squad is attempting to recrew a weapon; recrewing should occur 0.25 seconds quicker as a result.
    Major ‘Establish a Treat Point’ Ability
        No longer allows the major to recrew an abandoned vehicle
    HMG
        Resolved a number of gameplay issues related to heavy machine guns. This includes issues with selection, positioning, and retreating.
    Unit Speech
        Resolves a number of issues related to unit speech or missing speech
    Pathfinding
        Vehicles will now be better at driving through narrow passages, they will be less likely to get stuck
        Vehicles will now be less likely to enter a tight spot, thereby reducing the occurrences of on-the-spot pivots
        Improved the way three point turns are executed
        Improved the way vehicles respond to facing orders
 

n°10845478
Dæmon

Transactions (2)
Posté le 09-09-2014 à 20:11:55  profilanswer
 

Citation :

Dodge WC51
        Our intent was to delay the dispatch of this unit in an effort to provide the opposing player more time to prepare for light armor.
            Command point cost from 0 to 1


 
 [:haha cry]


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|.:::.._On se retrouvera_..:::.|
n°10845533
blood_sam
rien
Transactions (6)
Posté le 09-09-2014 à 20:34:46  profilanswer
 

La voiture de merde là ? Tant mieux, autant au début elles faisaient pas trop chier mais depuis que je rejoue un peu j'ai l'impression de voir que ça.

n°10845686
Dæmon

Transactions (2)
Posté le 09-09-2014 à 21:50:15  profilanswer
 

:sarcastic:
Tu en sort qu'une en tout début de partie... Donc si c'est pour la retarder encore plus... Elle devient super useless quoi :/
Les shreck OKW seront déjà sorti quand la jeep arrive... Super les one shot...


Message édité par Dæmon le 09-09-2014 à 21:51:29

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n°10845726
blood_sam
rien
Transactions (6)
Posté le 09-09-2014 à 22:19:41  profilanswer
 

Ah nan je croyais que c'était la voiture OKW :kaola:

n°10845739
Dæmon

Transactions (2)
Posté le 09-09-2014 à 22:27:59  profilanswer
 

La kubel? elle a ete buff elle :o


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|.:::.._On se retrouvera_..:::.|
n°10845769
blood_sam
rien
Transactions (6)
Posté le 09-09-2014 à 22:51:18  profilanswer
 

[:kolombin:4]  
Je vais pas pouvoir jouer pendant quelques temps de nouveau, y'aura peut-être une autre MAJ d'ici là :o

n°10846127
Powerslime

Transactions (4)
Posté le 10-09-2014 à 09:07:45  profilanswer
 

Dæmon a écrit :

La kubel? elle a ete buff elle :o


C'est plutôt un nerf ce que je lis sur elle. Surtout concernant l'angle de tir, non?
Et c'est une très bonne nouvelle donc.

n°10848028
blood_sam
rien
Transactions (6)
Posté le 10-09-2014 à 18:06:12  profilanswer
 

Powerslime a écrit :


C'est plutôt un nerf ce que je lis sur elle. Surtout concernant l'angle de tir, non?
Et c'est une très bonne nouvelle donc.


Bah elle suppress +, plus de monde et plus loin normalement. En contrepartie elle doit faire moins mal (je crois, la flemme de relire) et couvre un angle plus faible oui.
Bref elle va rester bien casse couilles :o


Message édité par blood_sam le 10-09-2014 à 18:06:44
n°10862986
blood_sam
rien
Transactions (6)
Posté le 16-09-2014 à 23:36:13  profilanswer
 

Apparemment la Kubel est cheatée depuis le dernier patch :o
Sinon, Western Front Armies à 6,66 € sur le Humble Store, pas cher.

n°10863004
Dæmon

Transactions (2)
Posté le 16-09-2014 à 23:45:09  profilanswer
 

Ouais. Mais ils ont hotfix les assault engineer histoire de nerf encore un peu plus les US.


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|.:::.._On se retrouvera_..:::.|
n°10881765
blood_sam
rien
Transactions (6)
Posté le 24-09-2014 à 14:20:41  profilanswer
 

Première partie depuis la MAJ, premier spam de Kubel.
J'ai déjà plus envie de jouer [:el frog:4]

n°10881949
Dæmon

Transactions (2)
Posté le 24-09-2014 à 14:54:41  profilanswer
 

blood_sam a écrit :

Première partie depuis la MAJ, premier spam de Kubel.
J'ai déjà plus envie de jouer [:el frog:4]


ouais pareil. je me foce un peu mais putain jouer US c'est la purge quoi. en 1vs1 contre OKW tu te fais rusher des la 2eme minute par une kubel qui te bloque dans 1/4 de la map et voila tout est fini.
Sachant que les US sont sense avoir un early game puissant pour compenser le late game ultra bourrin des allemands... L'genre de mission impossible   [:er dehy:1]


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n°10882000
blood_sam
rien
Transactions (6)
Posté le 24-09-2014 à 15:06:00  profilanswer
 

Deuxième partie sur Fôret de Lienne, 4v4, le truc impossible à gagner en Allié comme d'habitude quoi...
C'était tellement plus fun avant la sortie de WFA, au moins les end game étaient +/- équitables, là y'a tellement de chars lourds côté allemand... Et puis toujours les mêmes maps, c'est chiant :(

n°10882311
iparmenion​i

Transactions (3)
Posté le 24-09-2014 à 16:09:56  profilanswer
 

Je vois que le jeu est toujours aussi bien équilibré...
 
Pour les soviets c'est toujours spam de maxim en 2v2?

n°10882445
blood_sam
rien
Transactions (6)
Posté le 24-09-2014 à 16:43:19  profilanswer
 

En même temps les Soviets sont tellement pourris en infanterie en début de partie que la Maxim est la seule solution valable les 3/4 du temps :D

n°10882626
iparmenion​i

Transactions (3)
Posté le 24-09-2014 à 17:24:59  profilanswer
 

bah ouais c'est pour ça que je trouve le meta actuel à chier et que le gros patch n'a rien changé.

n°10886340
blood_sam
rien
Transactions (6)
Posté le 25-09-2014 à 20:34:13  profilanswer
 

http://reho.st/self/136e9392d7d16510ee0829a7bf45ecd464c1caa5.jpg

n°10886346
blood_sam
rien
Transactions (6)
Posté le 25-09-2014 à 20:35:19  profilanswer
 

En gros : on va nerfer les OKW dans pas longtemps, ils sont trop OP à l'heure actuelle. Bien ouej Relic...


Message édité par blood_sam le 25-09-2014 à 20:35:35
n°10886721
Dæmon

Transactions (2)
Posté le 25-09-2014 à 22:31:50  profilanswer
 

les US doivent toujours se contenter d'ouvrir au riflemen par contre :/


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|.:::.._On se retrouvera_..:::.|
n°10894851
blood_sam
rien
Transactions (6)
Posté le 29-09-2014 à 15:08:09  profilanswer
 

C'est bon, désinstallation, c'est même plus fun en Allies.
Je regrette franchement d'avoir acheté WFA...

 

Entre moi qui fait de la merde, les autres joueurs qui font de la merde/ragequit, les spams de Kubel, les boches + puissants...


Message édité par blood_sam le 29-09-2014 à 15:17:09
n°10895175
blood_sam
rien
Transactions (6)
Posté le 29-09-2014 à 16:30:51  profilanswer
 
n°10895996
Powerslime

Transactions (4)
Posté le 29-09-2014 à 21:04:22  profilanswer
 

Un peu triste quand même...

n°10896011
blood_sam
rien
Transactions (6)
Posté le 29-09-2014 à 21:12:55  profilanswer
 

http://i.imgur.com/AmXmrTC.jpg
 [:omgwtf]

n°10900605
fireballl
HA HA
Transactions (0)
Posté le 01-10-2014 à 13:04:02  profilanswer
 
n°10932851
major95
The !!!! Beat
Transactions (1)
Posté le 13-10-2014 à 11:51:52  profilanswer
 


C'est quoi ce truc ?  :lol:  
 
Avec le hashtag #nohomo  :D

n°10945020
blood_sam
rien
Transactions (6)
Posté le 16-10-2014 à 21:27:23  profilanswer
 

CoH 2 Ardennes Assault disponible en précommande :love:
40 € [:dovakor:4]  
Pour une campagne solo seulement, alors que le jeu de base au même prix incluait solo + multi + mode défi (solo/coop)...
 
Celui là je vais le maxi tartuffer, à condition qu'ils équilibrent le multijoueur actuel déjà...

mood
Publicité
Posté le   profilanswer
 

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