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OhSlowpoke
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« on: April 23, 2012, 01:41:59 am »


"Hush, Axis Whiner, doctrines are going to be here soon!"


A Doctrine Update

Alright a bit of an update for you tired and/or mad members of the OMG community. I've got a REAL status update of you!

This a an update straight from the bench of the coding team. They have been diligently working on Tier 1 abilities and I have an actual status update on them for you! The majority of the Tier 1 abilities in Blitz, Defensive, Terror and Armor have been done and are currently being bug-tested by us in internal- the grand majority of them are working and we're pushing ahead to work on Airborne and Infantry once those are done and tested.

Expect them soon!


As a little preview, I'm going to up the Tier 1 Abilities in the doctrines that are finalized.


Wehrmacht

Blitz

Deterrants

All Coax and Hull MGs gain 5+ range, and have their incremental accuracy changed to 1.15 and search radius doubled.

Dynamic Cover

All medium armor may use smoke shot similar to the Shermans ability.
2 use, same as Sherman cost

Organized Platoons

Platoons that consist of either; Pure Volks or; Pure Grens have their callin timers reduced by 33%

Assault

Assault available on all infantry units

Panzerkrieg

Halftracks gain the ability to buy Overdrive.

Artillery Observation

Designate an area in the FoW for a flare to fired into.
Fire a flare, 8 minute cool down; lasts for 25 seconds (4 uses). Flare makes a small area in the fog of war visible.

Tier 2 Blitz:

Armored Advance

All Tanks emits an aura around them that does not stack with each other that grants the following.

- Recieved Suppression 0.70
- Recieved Accuracy .9
- 1/2 the size of LT aura

Blitzkrieg!

Blitz ability available.

Camouflage Smocks

Allows Grens or Stormtroopers to gain "elite" armor for 2 slot item. (replaces 2 LMG or PShrek or MP40s)

40 Manpower for Gren
80 Manpower for Stormtooper

Medical Expertise

Medpacks heal 25% faster but end 25% earlier.

Walking-Wounded Volks can move normally in enemy terrain.

Fast Scouts

All light armor get 15% LoS bonus.
All light armor gains a 15% bonus to acceleration/deceleration/speed.   

Heavy Mortar Bombardment

Designate an area to receive 1 mortar shell every 3 seconds for 45 seconds.

2 times the size of the barrage ability circle that mortars have. 3 uses at 5 minute cooldowns.



Terror

Experienced Sergeants

Infantry take slightly less suppression (.85)

Snap Shooting

Snipers are crack shots- and respond faster.
50% Setup time
15% cooldown reduction.

Hunter Killers

Pioneers and Strumpioneers can buy Volks Rifles (For Free)

Perfectionism

Pioneers repair slower, but with less wear and tear
Applies to Sturmpionierie and Pioneers
(.8 Repair Speed, .25 Wear and Tear of regular engineer repair)
(Free upgrade option)

Tracer Rounds

MG42s grant a bonus(non-stackable) to units the MG is firing on.
10% increase to accuracy.

Tampering

A random enemy player take slightly longer to deploy (1.15)

Defensive

Advanced Warning
+12.5% Sight Range
(Affects Gren, Volks, KCH, Pios)

Karbines
Gren (Elite) Rifles can be equipped to support weapons or Pioneers for a small cost.
(2 on MG, Pio, 1 on Mortar. 10 and 5 Munitions respectively)

Heavy Support
+1 Mortar/MG/PaK resupply per game
All support weapons have 15% more health(the weapon, not the crew).

Stuka Barrages
Unlocks Incindiary Barrage
Unlocks Smoke Barrage

Sighted Weapons
All infantry inside bunkers gain extra accuracy at 5% per min
Caps at 15%

Entrenchment
Sandbags, Wire, Tank Traps build quicker and have more health.
1.25 Building Speed
1.50 Health



Americans

Armor

A Tool for Every Job
All Sherman variations can purchase either the Mine Flail or Bulldozer.

Specialized Optics
Tank Destroyers have 15% (+5) greater sight range

Quadruple Bypass
Quads can purchase AP Rounds for 40 MU, 2 uses.

Morningstar
Crab Flail gives 10% health buff.

Pineapple Express
Jeeps can purchase Smoke Grenades and Pineapple Grenades for 30 MU, 2 uses and 50 MU, 2 uses respectively.

Field Mechanics
Engineers can purchase the Field Mechanics upgrade at 35 MU which improves their repair from Normal to Advance.



Airborne

Prepared LZ

Airborne and Pathfinders can Build Sandbags and Barbed Wire

Baseball Toss

Pathfinders and Airborne throw Grenades and Satchels 15% farther.

Big Boom

Airborne Squads can also buy a second Satchel or Handgrenade

Weighted Packs

All pure Airborne platoons deploy 33% faster.
33% Decreased Scatter
33% Faster Drop Times

Support Teams

MG, Mortar and Sniper teams can Parachute.

Must buy Upgrade.

Recon Run

Recon run unlocked




Infantry

Second Wind

Fireup and Sprint cooldown timers are reduced by 30 seconds.

Close and Spray, the SMG Way!

Riflemen can exchange their M1 Garands for M3 Greeseguns for free.

Setting up the Field

Riflemen and Ambush Riflemen can build barbed wire and sandbags.

HVAP Shells

57mm AP Rounds upgraded to 17 Pounder AP Rounds.

Got a Light?

60mm Mortar can purchase M83 Flare Rounds for 40 MU, 4 uses

Medical Emergency

-Medics now sprint to casualties, but movement speed when walking back is unaffected.



Panzer Elite


Scorched earth

Burning Bombardment

"Burning Bombardment" Offmap artillery Unlocked

3 Incindiary Shells (like MHT)

Increased Payloads

Hummels fire an extra shell every barrage

Mortar Half-track barrage lasts 7 seconds longer.

Steady Aim

Suppressive Volley Fire (Slow) can be used while garrisoned in buildings.

The slow part of SVF lasts 10% longer.

The Hand That Destroys

Incendiary Grenades now burn 5 seconds longer.

A Warm Welcome

All infantry may now buy building booby traps.
They can also be placed in british emplacements.

Immovable Objects

All Infantry may now build roadblocks and barbed wire.


Tank Hunters

Faustpatrone

Infantry may purchase Panzerfausts

Fully Aware

To be announced, having last minute changes.

APCR Ammunition

Vehicles may purchase the APCR upgrade. (As per vCoH, is general Penetration buff). Hetzer,  Panther, ATHT and Marder.

Defilade

While vehicles are in Cover, they receive 10% less damage.

Doubled Firepower

Squads with AT nades throw two nades (at the same time) at their target.

Tankbusters may purchase a second Panzerschreck

Getting Mobile

20% Acceleration and Deacceleration increase.

(Affects Marder/LATHT, Hetzer, Nashorn, Jagdpanther)

Vehicles with lockdown exit lockdown 50% faster.



Luftwaffe

Stuka Terror Dive

Stuka terror dive purchasable. (like strafing run but without the damage)

Hunting Rifles

Fallshirmjaegers and Luftwaffe Ground Forces can purchase G43s.

LMG Support

MG34 available for Luftwaffe Ground Forces.

Sure, We'll Hide This... Half-track

Medic Half-Tracks can now toggle camouflage (like a Hellcat), but the healing is disabled when camouflaged.

Shift the Lines

Offmap ability that grants sprint speed to all units on friendly territory. 10 seconds.+1 speed.

A Valued Cargo

Opel blitz trucks for 88 and flackverling gain Half-track armour.



British

RCA

Rifled Barrels

25 Pounders and Priests and supercharged mortars have Tighter Groupings.

15% Tighter Scatter, and 15% More accuracy.

Cancer Causing

British Mortars are granted Smoke Barrage.

Normal and Supercharge.

Shouting From Up Top

Lt Aura Range increased by 30% while they're inside buildings or inside Carriers

(not Trenches)

Ross Rifles

Recon sections gain 15% more rifle range. (Enfields only. Doesn't affect snipe)

High Velocity Ammo

+5 Range to Stuart and Staghound maincannons.

Doesn't affect abilities- doesn't stack with command tank.

Toolboxes

Bren carrier and MMG self repair speed nerf changed to 0.80 and a 15% reduced cool down timer on mmg carrier repair.





Commandos

White Cloud

Squad can target the ground or a unit, tosses smoke grenades ad-infinum (works like Assault)

Can be purchased on Commando type units.

Packing Heat

Officers (Lt+Captain) Can buy Commando Grenades.

They can also buy a Heavy Weapon; Bren, Boys AT, PIAT.


QRF (Quick Reaction Force)

All any platoon that is purely Commando units arrives 33% Quicker, when deployed on foot(not in gliders).

Glider Support Unlocked

Unlocks armour and infantry gliders.

Decrypted Signals

Reveals enemy doctrines and doctrine unlocks at random, every 2 mins.

Lists the Player Name, Doctrine, then 1 Ability

Radio Disruption

Lowers LOS of all the squads within a circle by 75% for 10 seconds.


RSE

Mechanized Escorts

Emplacement trucks now have 50% faster top speed, accel, and decel.
Also have 20% more health

I need drugs NOW!

Medic station healing cooldown reduced 25%

Behaving Like Officers

Tanks with tank commanders now gain experience at a 15% increased rate

Churchills may also buy tank commander

Speaking from the pulpit

CCTs may now switch between Lt. aura and normal aura
(Lt. aura only applies to infantry and tank aura to tanks)

Hulldown

British Armor gains the Hulldown Ability

Now this is a big sodding gun

Sappers may now buy Riflenades, Bren Guns, and Boys AT rifles


Pricing, Population and Stats (related to abilities) are subject to change during the Beta stage of balance testing.
« Last Edit: July 16, 2012, 04:00:06 am by UKPowerMax » Logged

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« Reply #1 on: April 23, 2012, 02:09:49 am »

Dear OP.

Will there be a ability to make shermans faster? or some shit



Pineapple Express
Jeeps can purchase Smoke Grenades and Pineapple Grenades for 30 MU, 2 uses and 50 MU, 2 uses respectively.

ALL THE ABUSE
« Last Edit: April 23, 2012, 02:17:00 am by Suga » Logged


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« Reply #2 on: April 23, 2012, 02:14:10 am »

 ;)
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« Reply #3 on: April 23, 2012, 02:39:46 am »

How's a jeep gonna use grenades?
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OhSlowpoke
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« Reply #4 on: April 23, 2012, 02:40:31 am »

It works! The animation is in that... VCoH gametype with the hero units- the guy on the jeep just hauls back and tosses the grenade!
« Last Edit: April 23, 2012, 03:26:44 am by OhSlowpoke » Logged

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« Reply #5 on: April 23, 2012, 02:45:03 am »

An actual update. Snap.

All of these sound great (I'm more excited than I should be over karabiners for my weapon crews because I'll have something to spend that leftover 10 munis on) except for this:

Tampering

A random enemy player take slightly longer to deploy (1.15)

Tampering puts a random player at an artificial disadvantage for the entire game.  A factor of 1.15 will only amount to a few seconds' difference, but I oppose the idea out of principle.  The game just says, "You have this debuff and nobody else has it and there's nothing you can do about it."  I would be okay with the Terror player getting an appropriately balanced buff to his own deployment times (he chose the company, he gets the bonus), but if there's a debuff cast on an enemy, it should A) be a limited-time active-use ability and/or B) the enemy should have some way to avoid it or some way to remove the debuff.  Putting a passive permanent debuff onto one player at random just because another player with a certain thing is in the game is bad design, imo.

Other than that, sounds great, coding team. I really like that it sounds like Armor will be actually worth using now is getting some really neat stuff - especially an American advanced repair unit.  You think mechanized infantry could get that too (at a higher price to account for an extra repair man and more durable troops)?  Crude repair is pretty lame.  Maybe you could name it "Field Mechanics Package" - then mech infantry would be like Brit sappers or rifles, fulfilling one of three roles or just going cheap vanilla.

oh god vet 3 engineers with field mechanics
« Last Edit: April 23, 2012, 02:56:15 am by Mister Maf » Logged

OhSlowpoke
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« Reply #6 on: April 23, 2012, 03:39:39 am »

Just a quick addon- after a bit more testing, All Blitz T1s are working,
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« Reply #7 on: April 23, 2012, 03:46:35 am »

http://www.omgmod.org/index.php?topic=9414.0
http://www.omgmod.org/index.php?topic=9237.0
http://www.omgmod.org/index.php?topic=8333.0
http://www.omgmod.org/index.php?topic=8790.0

Will you understand if I don't hold my breath?

Although I am willing to hold it for a while ;)
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OhSlowpoke
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« Reply #8 on: April 23, 2012, 03:50:05 am »

The difference is- this time, they're actually done. We just finished a game with all the Blitz T1s in game, without any bugs. And the others are just small niggling bugs that UK and Khorney are ironing out.

But feel free to keep complaining Bodybag.   ;) ;)

(Also, it's a nice showing of progression- talking about T1 design being done, then the full Doctrines, then the Database being finishes- now the doctrines got a shrink and a re-review, T1s are now coded and being implemented)
« Last Edit: April 23, 2012, 03:52:49 am by OhSlowpoke » Logged

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« Reply #9 on: April 23, 2012, 04:00:48 am »

Something always happens though, Bonte moving to like Africa with the recode. Marcus having a self-appearance break down, Andy wanting to become the greatest farmer.
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OhSlowpoke
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« Reply #10 on: April 23, 2012, 04:07:08 am »

Keep saying that, bro.
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« Reply #11 on: April 23, 2012, 06:59:03 am »

Lets stop coding, for OMG the musical
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« Reply #12 on: April 23, 2012, 09:27:37 am »

I've always been curious;

MG42s grant a bonus(non-stackable) to units the MG is firing on.
10% increase to accuracy.

The wording on that almost suggests that the units the MG is firing AT gets an accuracy increase- surely it's the MG itself, like a buff to incremental accuracy?
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« Reply #13 on: April 23, 2012, 09:30:35 am »

Lets stop coding, for OMG the musical

Best idea yet. Fund it.
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« Reply #14 on: April 23, 2012, 10:20:10 am »

Jeeps with grenades? Are you kidding me?..
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