[AoA] Patch v.686: "Infantry patch"

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Wister
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[AoA] Patch v.686: "Infantry patch"

Postby Wister » Tue 20 Oct 2015 11:52

NEW FEATURE:

  • Displaying specific markers for each kind of infantry (riflemen, anti-tank, anti-air, sniper, elite...).

BALANCE:

General balance:

  • Increasing all riflemen's rate of fire.
  • Increasing all infantry rifles' range by 200 (400 -> 600).
  • HE damage dealt to infantry in open field have been mitigated by 50%.
  • Increasing the tolerance on vertical angle constraint for Air Superiority Aircrafts missiles, allowing them to fire more easily while manoeuvring.
  • Increasing the anti-helicopter range of Air Superiority Aircrafts weapons.
  • Increasing the area of effect of anti-air missiles' splash damage for all aircrafts.
  • Increasing ground-to-air missiles' agility for all vehicles.
  • All stock limits have been increased. See details faction by faction below.

Cartel:

  • Spectre: U-turn time decreased by 20% (1 -> 0.8sec)
  • "LOAL-HI" upgrade for Grinch: now also increasing the speed of its indirect fire missile
  • Vipers' range increased by 200 (400 -> 600). The upgrade doesn't increase the range anymore, only damage.
  • Shadowhawk: increasing the rate of fire by 50% (0,4 -> 0,2sec per savlo) and adding AP ammo.
  • Shadowhawk : increasing CIWS quality.
  • Computerized Flying Procedure now also increases the Shadowhawk's agility.
  • Shadowhawk's vision increased by 400 (1000 -> 1400)
  • "Scout Combat Kit" price increased by 500 alu (500 alu -> 1000 alu)
  • Increasing the Extension module and Rare Earth Extension module stock capacity by 500 (500 -> 1000).
  • Increasing the HQ stock capacity by 1000 (2000 -> 3000)
  • Skyguard: decreasing the time between two shots for its anti-superweapon railgun.

Chimera:

  • Fennek: decreasing damage by 50% (2 per ammunition -> 1 per ammunition).
  • Fennek: now able to engage helicopters with its grenade launcher
  • "Close Quarter Combat" now also grants the Felin a smoke grenade launcher as well as a 15% speed increase, added to the already existing bonus.
  • Increasing the speed and vision of the Recon UGV.
  • Increasing the ADS' Death Ray range by 200 (1000 -> 1200)
  • Decreasing the speed of the ADS
  • Fixing a bug that prevented the ADS to deal damage to stealth units.
  • Increasing the Outpost stock capacity by 500 (1500 -> 2000).
  • Increasing the Rare Earth Outpost stock capacity by 500 (1000 -> 1500).
  • Increasing the HQ stock capacity by 500 (1500 -> 2000)

US:

  • Decreasing the hit points bonus granted by Green zone by 50% (+100% -> +50%).
  • Increasing MG Nest's machingun range by 150 (1100 -> 1250)
  • "Stinger Block II" now correctly apply range bonus to the MG Nest's Stinger, as it should be (it didn't until now).
  • Increasing the Stryker MC's smoke rounds range by 500 (1500 -> 2000)
  • V22 Osprey: increasing the CIWS quality after the "CIWS System" upgrade is researched.
  • Increasing the HQ, LEM and Rare Earth LEM stock capacity by 500 (1000 -> 1500).

BUG FIXES:

  • Vanguards will now capture enemy buildings correctly
  • Weapon icons will now be displayed correctly in unit's hints
  • Skyguard turrets will now shoot only once to intercept any super-weapon
  • Fixed some rare crashes

SOLO CAMPAIGN:

  • Player now starts with 8 Felins instead of 12 in "The Hunt for Yao" mission
Image

Rubisco
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Re: [AoA] Patch v.686: "Infantry patch"

Postby Rubisco » Tue 20 Oct 2015 12:00

Well done, guys. A good step for a renewal in this game. :)

Now i will wait for a patch that will significantly change the economic system of the game, one of the big gaps that penalizes the game since the beta.

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nyxstef
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Re: [AoA] Patch v.686: "Infantry patch"

Postby nyxstef » Tue 20 Oct 2015 12:02

Finally :D :D

Still, I'm waiting for the Income Outpost tweak; currently it's less efficient than HQ.
Last edited by nyxstef on Tue 20 Oct 2015 12:06, edited 1 time in total.
R.I.P AoA (Sep 2015 - Oct 2015) :(

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AndreB
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Re: [AoA] Patch v.686: "Infantry patch"

Postby AndreB » Tue 20 Oct 2015 12:03

JAW DROP :o :o :o :o :o :o

My FELINS omagawd

torinus
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Re: [AoA] Patch v.686: "Infantry patch"

Postby torinus » Tue 20 Oct 2015 12:08

SO MUCH AWESOME IN THESE NOTES!!

What is missing is ScoutCGS is still too strong, the upgrade to 1000 is not a big difference, better if you made the upgrade time last 1 minute or more. You don't need to start upgrade until your 8 Scout CGS start to move to enemy base because it is super fast. By the time they arrive upgrade is done.

I love other changes! I just need to try how infantry plays now in the game :)

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Re: [AoA] Patch v.686: "Infantry patch"

Postby torinus » Tue 20 Oct 2015 12:09

I love how the mass helicopters were handled, a good way to do it. Buff Air vs Helicopters as it should be :)
Also how Fennek are now useful without upgrade vs Helicopters and they are Sword Protocol solution to enemy air.

EDIT: Now all that is left is to remove problems that reduce micro and control.
Two main problems still:
#1 0.5s delay from giving orders to orders being carried out
#2 Units don't attack what you tell them if they are outside weapon range but fire on all enemy units/building while trying to get into range which also causes problems with different stealth units that uncloak and fire and wrong targets.

And stage two is to make a better tutorial and tips for new players.

Then you are ready for steam sales and more marketing. The game popularity will rise.
Last edited by torinus on Tue 20 Oct 2015 12:15, edited 3 times in total.

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AndreB
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Re: [AoA] Patch v.686: "Infantry patch"

Postby AndreB » Tue 20 Oct 2015 12:11

torinus wrote:I love how the mass helicopters were handled, a good way to do it. Buff Air vs Helicopters as it should be :)
Also how Fennek are now useful without upgrade vs Helicopters and they are Sword Protocol solution to enemy air.


Yeah very clever changes.

Now for the love of god they need to go grab someone and go post on Steam Reddit your own website about this patch.

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Re: [AoA] Patch v.686: "Infantry patch"

Postby Louvellan » Tue 20 Oct 2015 12:15

What great news ! Everything I hoped to see is there. Smokes for FELINs is a fantastic idea, it'll give them a very nice alternate use that could be quite effective when used properly. And some love for good old Orwellian ADS. Always loved that little thingy, never got to actually use it.

Excellent job Eugen, I guess you earned your Toussaint ! :D

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Re: [AoA] Patch v.686: "Infantry patch"

Postby torinus » Tue 20 Oct 2015 12:17

I like the Shadowhawk changes. They are kind of a stealth scout and useful support now.

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Megiddo
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Re: [AoA] Patch v.686: "Infantry patch"

Postby Megiddo » Tue 20 Oct 2015 12:18

Many very interesting things coming with this patch, can't wait to test them on the field!

Basic infantry ROF, +33% range, suvivability in the open, new CQC upgrade seems awesome, turrets range, Air specific AOE buff against chopper blobs...

Well, i hope this patch will come along with other needed tweaks and changes for other parts of the game. as "infantry patch", maybe "x" specific updates are to come on the move?

For now, thank you, great work guys! keep up the efforts :D
Last edited by Megiddo on Tue 20 Oct 2015 12:29, edited 1 time in total.
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