Company of Heroes 2

Company of Heroes 2

Persistent World Warfare
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更新:2024 年 4 月 29 日 @ 上午 10:10
TheGiftLucas 發表

V.1.3.8

更新:2024 年 4 月 20 日 @ 上午 4:16
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V.1.3.8
Modèle 12 Devastation main gun has dotdamage
Sharpshooter upgrade rifles deal less damage
Racketenwerfer does more damage

更新:2024 年 4 月 13 日 @ 下午 12:05
TheGiftLucas 發表

V.1.3.7

Mild reduction of damage and accuracy on infantry sections, and cut down on their cost
Heavy fortifications commander's gammon bombs now should function correctly

更新:2024 年 4 月 11 日 @ 下午 1:20
TheGiftLucas 發表

V.1.3.6.

Finally fixed the God's Fist

更新:2024 年 4 月 10 日 @ 上午 11:27
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V.1.3.5.

Attempted to fix God's Fist not guaranteeing the kill
Working towards T2 intel bulletins

更新:2024 年 4 月 9 日 @ 下午 1:14
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V.1.3.4.

Minor balance tweaks

更新:2024 年 4 月 8 日 @ 上午 8:56
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V.1.3.3.
Attached to the Modèle 39 its proper main gun, it will do its intended amount of damage.
Health and speed were both decreased, as it ran faster than anything on the battlefield. Just... a bit too much.
Heavily nerfed the Total War system, now emergency deploys will only give you one tank. (UI TO BE MODIFIED I BELIEVE!)
Heavily nerfed Limburger Industrial Complex, cost increased on both abilities post complex, and removed the double aircraft on the second one. It was wayy too much...

更新:2024 年 4 月 6 日 @ 下午 12:08
TheGiftLucas 發表

V.1.3.2.
Added the Universal Carrier back as the "Petit Wagon", with a flamethrower and repair variant. Weaker armor than the base game version, so keep it back during fights.
Made the Little Camper's veteran promotion immobilise the vehicle. You cannot move it until it comes back as an SFV IV.

更新:2024 年 4 月 4 日 @ 上午 7:11
TheGiftLucas 發表

V1.3.1.
Took another look at the summon tactics commander for Limburg, and gave them some well needed buffs.
-Improved damage and accuracy for the section d'invoqués
-Made the soldats de réserve's melee swinging actually do damage
-Made them a separate intel bulletin that replaces the Fusilier Elitism bulletin
-PLANNING on nerfing costs of summoning tanks.
Nerfed fuel cost for the Trifeu
Modified tank veterancies for Limburg's tanks
Added a new tank: Modèle 12 "Devastation" to the Limburger Fortifications roster, deployable after getting Anvil tactics. Will cost an arm and a leg.
Moved all Intel bulletins to a special cabin and planning on adding the 2 other tiers of intel bulletins
Reworked other various veterancies, still on the way to full rework!

更新:2024 年 4 月 2 日 @ 上午 2:44
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V.1.3: Total War!

(Summary of previous subpatches leading to V.1.3.):
(V.1.2.1.)
New unit added for Prj. Pheonix: The Welded men.
Warping the grounds between the strongest infantrymen and the weakest tanks, these walking tin cans are very powerful options against tanks and infantry, but can be very easily targeted by enemy vehicles and AT gear.

Veterancy UI for some units slightly modified
Assault groups for the AW have had their veterancy reworked to fit the theme of CQC spearheads.

Buffed the rapid-fire system of the Pak 40, now dealing much more damage against lighter vehicles.
Reworked God's Fist, enabling an auto fire system, and giving a three second window of opportunity for the enemy to save their vehicle.

Nerfed the trophy structure's base armor and health, making it much more vulnerable until construction.
The trophy structure will not immediately start effecting enemies, instead only applying buffs/debuffs when fully built.

(V.1.2.2.)
Fixed a few issues with the Paladin forcefield.
Created separate abilities for the Opperbevelsoldaten officer.
Reworked Intel engineers on the AW (veterancy) to fit the more combat orientated theme

(V.1.2.3.)
Fixed bugs with the rifle group "The Great Orient" having their combat bonuses active at all time.
Vastly decreased the Royal Guard's XP requirements to reach Vet 5, and fixed issue where the Ravager package was at veterancy 5 instead of 4.
Royal Guards now gain a slight amount of shared XP.

Most Pheonix units have had their production times significantly decreased to improve early game oppressive playstyle
Additionally, these units who cannot retreat now no longer can get pinned, and although they can be suppressed, the only debuff they receive is a 1.5 received damage modifier.
For the welded men, they lose half of their armor stat when suppressed, to allow MGs to kill them faster.
Cost for reformed riflemen reduced to adjust for the 2 additional men in their squad
Living flesh regeneration for both Pheonix tanks only begin 20 seconds after exiting combat instead of 10
Fixed fresh reinforcements having the Royal Engineer icon
Made proper UI for fresh reinforcements, who now have no eyes as the description says.

The Valkyrie now takes much less time to reload, and the amount of damage it deals scales with the type of vehicle. (LV<MT<HT) + 30/35 flat damage increase.
Fixed issue with the Valkyrie squad where it received some of the intel bulletin bonuses without picking said bulletin
The tank terror deals slightly elevated damage.
All handheld AT weapons are now able to either target Non infantry type units or vehicles and still deal the extra ballistic damage.
(This was done to allow said weapons to handle the welded men better)

Increased the cost of requesting paratroopers as the USF (+MP +5F +15MUNI)
Increased the cost of suppressive fire significantly, and decreased suppression amount per shot.
Small amount of tampering with with paratrooper weapons, small enough to not be mentioned (I do not remember if I even kept these changes I'll be honest)
Decreased the time for Naval officers to be produced (-15 secs)

Losing infantry units now chip into the Total War mechanic (in total, you need 25 triggers of Catastrophe to trigger Total War.)
A brief explanation of how Total War works: 6 triggers of catastrophe for the loss of a heavy tank, ~3 triggers for the loss of medium tanks, ~2 for light vehicles and ~1 for ULVs.
0.05 triggers for regular infantry, 0.1 triggers for CQC/specialised infantry (generally around 50-70 MP cost), 0.15 triggers for Elite infantry (Paratroopers, Armor specialists, Shock soldiers, ...) (80-100+ MP cost)

Hard AI can no longer calculate pathing while accounting for whether you can see it or not
Easy AI, Standard AI, and Hard AI have been scaled back to fit the other AI modifications I have made to boost difficulty

Lightly buffed the RR-HMG-12 and fixed UI issues which would occur when another faction picked up the HMG where it goes back to being called the MG42.

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Updates of the final patch (V.1.3.!)
Completion of the Total War! Mechanic (either sit on resource gain or immediately deploy 3 vehicles)
Decreased total triggers of catastrophe required for total war to 20 instead of 25
AT guns now have +20 damage against non infantry targets.
Fixed a lot of potential recrewable issues

Increased Welded Men's received accuracy, but compensated with 10+ base armor.

Nerfed the Cavalry's base damage output and armor
Fixed inconsistencies with the regular Cavalry having less armor than the 5th Gambit's deployed Cavalry Armored Car

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What is planned for the future:
Total veterancy rework (still incomplete, I know.)
Utilization of the SU-85 model (now in conceptualization)
Rifle group combat upgrades (Not started)
Technicians will NOT be getting a combat package
Begin progress towards proper implementation of Hero Units