1.02 Patch

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Falke_MatrixForum
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Re: 1.02 Patch

Post by Falke_MatrixForum »

Thanks, although it will mean starting another campaign ;)
JDD
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Re: 1.02 Patch

Post by JDD »

Many infantry teams with only one range weapon have gained increased formation sizes for all factions.
I was about to post that you should do that :)

Going in the right direction overall, I hope you'll keep updating.
Shrike
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Re: 1.02 Patch

Post by Shrike »

Only just started playing this game and I already see a number of fixes to things I found missing or unclear. This will make the game feel a little less "early access" I bet, keep it up :)
Kathapalt
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Re: 1.02 Patch

Post by Kathapalt »

I think you should address the auto replenish and experience lost when replenishing next, i would like to have elite guards men and scouts =) and if i dont lose units, it would be nice to get some rp at the end of battle at least on normal, hard and impossible can be sadistic i think :D
larryed112
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Re: 1.02 Patch

Post by larryed112 »

Some nice fixes, thanks! Will try them out tomorrow.

I too would like to see some tweaking of the experience system. A large part of the fun for me is naming units and slowly watching the army gain experience as I go through battles. At the minute the end of battle auto replenishment is too harshly eroding my units experience, even when I play carefully.
Cataphract88
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Re: 1.02 Patch

Post by Cataphract88 »

larryed112 wrote:Some nice fixes, thanks! Will try them out tomorrow.

I too would like to see some tweaking of the experience system. A large part of the fun for me is naming units and slowly watching the army gain experience as I go through battles. At the minute the end of battle auto replenishment is too harshly eroding my units experience, even when I play carefully.
The patch is still to be released at this stage and my guess is that this will not happen until Monday, but I could be wrong and for once I hope I am!
Richard
RakuPL
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Re: 1.02 Patch

Post by RakuPL »

Yeah, could we have an update on when it will be finally released? :)
lordzimoa
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Re: 1.02 Patch

Post by lordzimoa »

From Iain on Steam forum, the patch will be released Monday:
Hi guys - it is going to be Monday. On top of getting the patch ready we are also moving office and we just don't have time to test it all properly and be sure there are no issues. Sorry for the delay but it will be worth the wait :)
Steakenglisch
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Re: 1.02 Patch

Post by Steakenglisch »

Big Thx for the good work! It's an very good game and after a bit fine tuning it will be an fantastic game! :-)
Akelion
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Re: 1.02 Patch

Post by Akelion »

Warlord class titans?i remember during the beta phase there were plans for them to be implemented.
orci
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Re: 1.02 Patch

Post by orci »

Bad Compiler! I had so much time to play this weekend, so a new patch would be welcome.
Anyhow the patch notes read good. Looking forward to this patch and the the ones to come.
yjzep
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Re: 1.02 Patch

Post by yjzep »

Any way to ass an indicator to the PBEM manager under the results tab for wins/losses? Playing multiple games gets confusing as to which game was which after it ended.
FroBodine
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Re: 1.02 Patch

Post by FroBodine »

Good morning. What is the chance the patch will be released today, Monday, December 8?

Thanks!
IainMcNeil
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Re: 1.02 Patch

Post by IainMcNeil »

Hi guys

over the weekend the guys started making some UI changes and we decided to wait for them to be complete so we think tomorrow now. Sorry for the delay but it will be worth it!

Thanks for your patience.
Kimmy
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Re: 1.02 Patch

Post by Kimmy »

If UI changes means fixing the editor then yaaaaaaaay \o/
Tolien
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Re: 1.02 Patch

Post by Tolien »

This is awesome news..

Only wish that Space Marines would be slightly thougher
Steakenglisch
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Re: 1.02 Patch

Post by Steakenglisch »

Tolien wrote:This is awesome news..

Only wish that Space Marines would be slightly thougher
Yes tougher Space Marines and Flyers (Orks and Imperium) are on my wishlist. :-)
Kimmy
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Re: 1.02 Patch

Post by Kimmy »

Since the patch has to yet be implemented, I'd like to add a very small note: the Bolter weapon appears to have an armour-piercing value of 25%, I could understand some of the reasoning behind it(it firing explosive rockets and all) except:
- it pierces armour better than the lascannon(AP 20%) which is a dedicated anti-tank weapon
- it only has 5 less armour piercing ability than the multi-melta(which has AP 30%) which is a dedicated anti-tank weapon
- the Heavy Bolter has an armour piercing value of 0 while it fires similar(or heavier?) ammunition
Then there's the bolt pistol which has AP 10% which is fine, but then there's the scout squad's sniper rifle which does 0% which also seems curious.

You guys are busy so I won't make it too complicated, but it might be advisable to bring down the Bolter's armour piercing value to say... somewhere around 0 to 10? Could always up the attack strength a bit(which'll still keep it strong vs heavy infantry, but stop it from being an anti-tank weapon). If I missed something glaringly obvious and I've been wasting your time with this message, I do apologise, but I just wanted to help you guys out and figured this was worth pointing out. :)
Kerensky
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Re: 1.02 Patch

Post by Kerensky »

Kimmy wrote:Since the patch has to yet be implemented, I'd like to add a very small note: the Bolter weapon appears to have an armour-piercing value of 25%, I could understand some of the reasoning behind it(it firing explosive rockets and all) except:
- it pierces armour better than the lascannon(AP 20%) which is a dedicated anti-tank weapon
- it only has 5 less armour piercing ability than the multi-melta(which has AP 30%) which is a dedicated anti-tank weapon
- the Heavy Bolter has an armour piercing value of 0 while it fires similar(or heavier?) ammunition
Then there's the bolt pistol which has AP 10% which is fine, but then there's the scout squad's sniper rifle which does 0% which also seems curious.

You guys are busy so I won't make it too complicated, but it might be advisable to bring down the Bolter's armour piercing value to say... somewhere around 0 to 10? Could always up the attack strength a bit(which'll still keep it strong vs heavy infantry, but stop it from being an anti-tank weapon). If I missed something glaringly obvious and I've been wasting your time with this message, I do apologise, but I just wanted to help you guys out and figured this was worth pointing out. :)
Just having a better AP rating than the Lascannon doesn't make the Bolter better at tank killing. It's actually a bit of a dance going on between how the two interact. The bolter, with 35 power and 25 AP compared to Lascannon with 65 power and 20 AP. Firing at some Ork targets lets see. We'll pick a Mega Dread with 85 defense.

25% AP removes 21 defense. Bolter
20% AP removes 17 defense. Lascannon

So then it becomes a straight comparison.
85 -21 vs 35. 64 vs 35 a difference of 29.
85- 17 vs 65. 68 vs 65 is a difference of 3.

The way combat works with these numbers is explained in this tooltip:
http://i.imgur.com/OXr2T7Z.jpg

Basically it says the larger the net difference, the less chance you have to damage your target. The result means that even though the Bolter has better AP, it isn't actually better at all against heavily armored targets.
What this AP rating on the bolter does it make it more effective against light or medium armored targets without simply inflating it's power ratings. This sets it apart from other anti infantry light weapons, such as heavy flamer with 40 power, 0 penetration, and 3 rate of fire (excellent for burning crowds of gretchin) and makes it better against things like Mega Armoured Nobz defense 45.

25% AP removes 11 defense. Bolter
0% AP removes 0 defense. Heavy Flamer

So then it becomes a straight comparison.
45 -11 vs 35. 34 vs 35 a difference of -1.
45- 0 vs 40. 45 vs 40 is a difference of 5.

So here, the bolter comes out on top of the heavy flamer thanks to this AP rating.

As for the heavy bolter, this was a decision made to turn these weapons into pure anti-infantry weapons with high rates of fire and no penetration. This is generally because of just how many units have this 'heavy bolter' secondary weapon, we really had to trim this item down in it's capabilities. And the Heavy Bolter support, being a unique handling weapon with it's 'support fire' function, required it's own entire separate entry for that reason alone! :idea:


Don't feel like you are wasting your time though, balance is always an ongoing task, especially for a game with such a massive unit and massive weapon roster! Thanks for the feedback, we hope you enjoy the game. There is an especially big patch coming up soon I believe!
Kimmy
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Re: 1.02 Patch

Post by Kimmy »

Thanks for the explanation, the amount of interaction with the community I've seen so far is quite lovely :)
This information not only helps explain your thinking, but will also help us make any of our future modded-in units more reasonably balanced.

My compliments on the game so far, it has been very enjoyable and I look toward the patch with anticipation!
(no seriously, I'm 27 yet I'm waiting for patch day like a child before christmas :lol: )
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