2.24 Changes Incorrect

Discussion in 'Support' started by Straevaras, May 7, 2009.

  1. Straevaras

    Straevaras Member

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    So I've noticed so far that the changes in the game incorrectly reflect what's said in the changelog.

    UML - at 70 instead of the said 60 weight
    HITML - at 150 instead of the said 120 weight
    GML - at 70 instead of the said 60 weight
    UGML - at 70 instead of the said 60 weight
    HML - at 70 instead of the said 60 weight
    UHML - at 70 instead of the said 60 weight

    Also I noticed that when destroying turrets with sticky grenades, it now takes five grenades as opposed to the earlier two grenades, and now it takes two sticky grenades instead of just one to go through two plates of paper armor on an AFV MKII. Is this correct?
     
  2. Metal Smith

    Metal Smith Member

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    yes, turrets have resistance to sticky grenades. Check out the new buildings scripts.
     
  3. Straevaras

    Straevaras Member

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    Ok that makes sense. I forgot about the new resistances.
     
  4. Straevaras

    Straevaras Member

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    Also, there's this.

    Clarify please. There's five armors with six numbers listed. Which numbers go to which armors, and are you missing an armor?
     
  5. BitterJesus

    BitterJesus Member

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    I've never seen an armor named biology, damn empires has changed a lot
     
  6. harryhoot1

    harryhoot1 Member

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    my favorite class is getting weaker and weaker :(
     
  7. Metal Smith

    Metal Smith Member

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    25 is repeated 2 times. Remove it and you have your 5 respective numbers.
     
  8. Straevaras

    Straevaras Member

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    Thanks.
     
  9. arklansman

    arklansman Member

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    Actually I think plain is first, but you'll have to ask dizzy.
     
  10. Drag

    Drag Member

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    Nice find, I was too tired to check the changes again so I just copied whatever I could find out of the SVN log, no harm intended. Dizzy wanted ML's at 60 weight, I wanted them at 70 weight (equal to cannons because imo they ARE equal and NF heavies don't need more weight for armor)

    I didn't really calculate the sticky against turret damages since stickies are mainly weapons to be used against tanks and vehicles. Maybe I'll restore the sticky effectiveness to 2 per turret. It's always a bit hard to calculate since the values are in the code so I have to ask around first^^
     
  11. -=]Kane[=-

    -=]Kane[=- Member

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    HE, Seismics and the RPG seem to do less dmg to turrets 2 ...?!
     
  12. Drag

    Drag Member

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    Seismic does the same.

    I can't list all the changes the whole SYSTEM has changed.
     
  13. Mr. Weedy

    Mr. Weedy I will report bugs on the bug tracker

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    Yeh. I liked it too that riflemen could do something against turrets too because all the other classes could do that too.

    Engineer could jump on one turret and deconstruct it or build a near by ML turret to blow it up.

    Scouts could make them fubar and shut down.

    Grendiers could just blow them up.

    And riflemen could sticky them with their two stickies and blow them up. However this was always a bit costy method because you can normally carry only two stickies and you never know when you'll need those two stickies against a tank which comes around a corner.
     
  14. Straevaras

    Straevaras Member

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    Yeah, but now with this rifleman can't do anything against turrets. Unless this was adjusted back to normal in 2.24b. Was it?
     
  15. Drag

    Drag Member

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    Not true, I put quite some time into making sure that rifleman explosive grenades do enough damage that a turret (or more if they are close) die to 5-6 grenades. In addition that rifleman grenades also blow up repairing engineers if thrown properly. So I wouldn't go so far as to say rifleman are helpless against turrets. You can even damage enemy tanks with normal rifleman grenades if you time it ready. Given the increase in resistances of the rifleman I also don't see why he has to have weapons that also work well against turrets, he has the 3 other classes for that.
     

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