Company of Heroes 2

Company of Heroes 2

Horde Defense Mod
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更新于:2019 年 8 月 16 日 下午 7:25

更新于:2019 年 8 月 15 日 下午 7:01

更新于:2019 年 8 月 14 日 下午 4:55

更新于:2019 年 8 月 14 日 下午 12:00

[Bug fix]
- Fixed UI description for 250 halftrack

[Updatge]
- reworked vehicle plating/weapons upgrades. Plating now increases armor && hitpoints, vehicle weapons now increase damage && penetration

Vehicle Weapons 1 - 2% damage 2% penetration
Vehicle Weapons 2 - 3% damage 3% penetration
Vehicle Weapons 3 - 5% damage 5% penetration

Vehicle Plating 1 - 5% armor 5% hitpoints
Vehicle Plating 2 - 5% armor 5% hitpoints
Vehicle Plating 3 - 5% armor 5% hitpoints


[New Upgrade OST and OKW]
- improved shaped charges increases panzerfaust/panzershreck range, damage, and penetration by 10%


[Other changes]
- Panzerwerfer now has vet 4/5

更新于:2019 年 8 月 13 日 下午 7:27

更新于:2019 年 8 月 9 日 下午 7:57

更新于:2019 年 8 月 7 日 下午 4:43

[New Feature]
- Armor & Weapon upgrades
- armor 1 → armor 2 → armor 3 - increase armor on all vehicles by 5% each
- weapons 3 → weapons 3 → weapons 3 - increase weapon damage by 2% 3% and 5% respectively
- can be purchased from T4 buildings on Ost and OKW

[Balancing]
- still working on find the sweet spot
- trying to reduce zis3 gun spam. They now cost 25mu and have had their range reduced 60 → 50 same for their barrage ability
- First Wave should come out later ~20:00

更新于:2019 年 8 月 5 日 下午 3:35

[New Feature - OST/OKW]

- Upgrade center has several new upgrades and moved existing upgrades from other buildings.

Advanced Cover training
- Infantry receive less damage while in cover as well improved reload

Panzer Grenadier Combined Arms training
- Infantry receive Panzergrenadier training allowing them to operate more efficiently in tandem with vehicles
- Pgrens no longer require veterancy to benefit from this ability

HEAT Rounds
Crew vehicle repair
Vehicle Optics

Bolster Infantry Squads 1, 2, 3
- Increases max number of infantry per squad for all infantry types

Improved Foritifcations
- Increases pioneer build speed and allows grenadiers to build obstacles

Vehicle plating 1, 2, 3
- Adds 5%, 10%, 15% armor to all vehicles respectively

更新于:2019 年 8 月 3 日 下午 8:32

更新于:2019 年 8 月 1 日 下午 6:34

Update August 2019
- I've been painstakingly play testing and working on the AI to bring it more in line with my vision. I've played well over a 100 hundred games and simulated even more scenarios trying to get a handle on the AI's capabilities considering how limited our modding tools our, but I have made some dramatic improvements.

- Keep in mind this mod is balanced for 3v2 and 4v2 vs standard Soviet AI opponents though you can try more or less, I have not tested these scenarios nearly as much.

Progressive Scaling
- The AI would routinely power spike late game forcing the player into a make or break situation where they had either prepared well enough or they hadn't resulting in a loss.

- AI's progression is MUCH more gradual now and won't become a wave monster in a short span of time. I've coded several functions that force the AI into this more gradual approach and I will try to list them here.

AI Power Increase
- 2CP [2:00-4:00 minutes game time]: AI income and unit usage begins scaling

- 8CP [7:00-10:00 minutes]: Expect to see the first light armor - AI will field A LOT of infantry aggressively trying to dive points. You will need suppression and flank coverage.

- 10CP [11:00-14:00 minutes]: First T34's should begin hitting the field in small numbers. No more than 1-3 should be present, but expecting increased infantry scaling as more and more pour on to the field focusing on your fuel points more than anything else.

- 15-19CP: AI will begin building their income very rapidly, but may become slightly passive at this point as players fortify their territories.

- 20CP [20:00-25:00 minutes]: First large AI power spike. At this point players should have a few Panzer IV's/Panthers or StUG IIIs on the field. Pak 40s/raktens are also very effective.

- 25CP [25:00-30:00 minutes]: AI will start deploying a large number of vehicles. Expect anywhere from 4-7 T34s and possibly a few Heavy's KV1s/KV2s/ISU152/IS2s. There is some RNG at play so these numbers can vary considerably.

- 32CP onward: AI will continue increase it's deployment numbers. Waves will start hitting in force. Expect a lot of artillery now if you haven't already been getting hit with it. They are capped on the number of Katyusha's they can field, but they will use them on cooldown consistently. Players will need repair bunkers and 2-3 pioneers to keep their vehicles on the field.