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Old 9th Apr 08, 4:16 PM Forum Rules   # 1
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Relic Patch 2.301 Changelog

Patch 2.301 now in QA testing.

=================================
Company of Heroes Release Notes
=================================

v2.301

Online

- Resolved a game arbitration issue when the game resulted in a sync error.


Fixes

- Fixed World Builder to export correctly. All custom maps should now save correctly. Be sure to re-save your custom maps to carry over these properties.
- Updated save game version. Save games previous to 2.300 will not be compatible with the current version of Company of Heroes.
- Fixed a bug that allowed the player to teleport garrisoned troops.
- -dev mode has been re-enabled.


Gameplay

- British Bren carriers and Bren gunners will no longer be able to button Flakvierlings, 88s, AT guns, Howitzers.
- Strafing run has been tuned.
- US M8 Greyhound and Wehrmacht SdKfz 234 Armoured cars have had their target accuracy modifiers reduced from 0.73 and 0.82 respectively to .9.
- US M8 Greyhound and SdKfz 234 Armoured Cars moving accuracy modifiers changed from 0.6 to 0.8.
- Light vehicle received accuracy modifier on light engine damage critical changed from 1.25 to 1.35.
- Sniper detection radius reduced from 3m to 1m.
- Panzer Elite Defensive Veterancy Vehicle modifiers tuned at vet levels 2 and 3. Received accuracy and damage modifiers reduced, health maximum modifiers reduced.
- Panzer Elite 222 Armoured cars have their health bonus at Vet 1 reduced from 30 to 15.


Maps Changes

- Several map weather settings have been tuned.
- The Scheldt - Two bridges to centre island replaced with land bridges.
- Hochwald Gap - Tweaked territory near bridge crossings, widened bridge crossings from each base, removed a large number of fx markers.
- St. Mere Dumont - several buildings replaced so window facings are more equitable between north and south facing.
- St. Mere Dumont - moved some fuel points to prevent them from being captured on the wrong side of a wall.
- Wrecked Train - cleared some debris from the center of the map
- Wrecked Train - removed some tank traps blocking access to one of the fuel points
- Langres - Moved one of the strategic points slightly. Rebalanced VP locations slightly so that both have equal coverage from defensive buildings.
- Beaux Lowlands - Updated to 3 VPs
- Beaux Lowlands - replaced high munition point with strategic point.
- Sturzdorf - bottom player has one extra ramp up to the high fuel area.
- Minor pathing changes to Linden to enable Kettens to capture a point.
- Verriers Ridge - added version of map with no repairable bunkers (playable with Company of Heroes: Opposing Fronts).

Plus: Some console changes that we will provide more information about when the patch goes live.
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Old 9th Apr 08, 4:20 PM   # 2
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Granted, it's only a hotfix-type patch, but I can't see anything not deserving of love. <3
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Old 9th Apr 08, 4:20 PM   # 3
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Sounds interesting. Especially the Lowland change =)
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Old 9th Apr 08, 4:21 PM   # 4
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Quote:
- Several map weather settings have been tuned.


NICE does this mean we wont always get semois rain map etc?.

Quote:
- Verriers Ridge - added version of map with no repairable bunkers (playable with Company of Heroes: Opposing Fronts).

Nice again i love you relic nice changes, this map is very viable w/ small tweaks needed.


Quote:
Plus: Some console changes that we will provide more information about when the patch goes live.

No more console watching exploiting? weeee.

Quote:
- St. Mere Dumont - several buildings replaced so window facings are more equitable between north and south facing.


Much needed fixing.

Relic only thing im disappointed with is that def doctrine 280m rocket barrage has not be fixed vs british emplacements/trucks. Also officer's observed fire artillery does not damage them.
http://www.youtube.com/watch?v=UPU65UzfA1E

Please fix it so defense doctrine wehr can be playable vs british.

Last edited by Schwarzwald : 9th Apr 08 at 4:36 PM.
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Old 9th Apr 08, 4:25 PM   # 5
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Does this patch include the sound cache fix? For missing building/unit creation sounds etc?
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Old 9th Apr 08, 4:26 PM   # 6
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Quote:
Does this patch include the sound cache fix? For missing building/unit creation sounds etc?


Agree hopefully we can see this fixed as well, alot of sounds are missing when you click on buildings/unit creation etc. i cant find the post now but a relic dev im assuming hes a dev said it was supposed to be fixed.

edit: links given on issues on sound
http://forums.relicnews.com/showpos...59&postcount=10
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Old 9th Apr 08, 4:26 PM   # 7
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I am excited to see how the modified maps play now!
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Old 9th Apr 08, 4:29 PM   # 8
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Quote:
- US M8 Greyhound and Wehrmacht SdKfz 234 Armoured cars have had their target accuracy modifiers reduced from 0.73 and 0.82 respectively to .9.
- US M8 Greyhound and SdKfz 234 Armoured Cars moving accuracy modifiers changed from 0.6 to 0.8.
- Light vehicle received accuracy modifier on light engine damage critical changed from 1.25 to 1.35.


How exactly do those modifiers work?
 
Old 9th Apr 08, 4:34 PM Forum Rules   # 9
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Yup, there will be sound changes.
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Old 9th Apr 08, 4:36 PM   # 10
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Basicly those units have a moving accuracy modifier so that anything shooting at it while its moving will have its accuracy reduced by said amount (multiplication). Theres also just a general accuracy bonus meaning just because it's "that vehicle" it recives less accuracy.
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Old 9th Apr 08, 4:38 PM   # 11
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I have to say thanks for re-enabling the -dev!

Tank you, thank you, thank you.
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Old 9th Apr 08, 4:40 PM   # 12
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Second on Fante's question, wouldnt .9 increase the accuracy?
Sound fixes needed badly, as well as when wehr players build units it says that your base is under attack. Very unnerving
 
Old 9th Apr 08, 5:06 PM   # 13
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The best part about this patch are the map changes - some of the biggest issues that have been there for a long, long time are finally gone.
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Old 9th Apr 08, 5:13 PM   # 14
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I believe the "target accuracy" numbers are a base number that you multiply your accuracy by when your target is one of those two Armored Cars. The last number works in a similar way, but it's phrased differently.

So from what I gather from this change, it will now be easier to hit Armored Cars when they're standing still( and EXTRA easy to hit them when engine damaged ), but more difficult to hit them when they're moving.

Unless I have this totally backwards.
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Old 9th Apr 08, 5:25 PM   # 15
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Quote:
- US M8 Greyhound and Wehrmacht SdKfz 234 Armoured cars have had their target accuracy modifiers reduced from 0.73 and 0.82 respectively to .9.


This is the accuracy multiplier weapons that try to hit the vehicle get. As an example, a StuG has a 73% base chance to hit an M8. This now becomes 90%. (Some weapon differences still remain, also discounting range, movement, paint, etc.).

Quote:
- US M8 Greyhound and SdKfz 234 Armoured Cars moving accuracy modifiers changed from 0.6 to 0.8.


Less sure about this one. However, this seems to be the multiplier given to accuracy to hit a moving vehicle of the type. This, then, is a change that reduces the penalty to hit a moving vehicle of the type. Not all weapons has a base value of .6 here though. This combined with the first one means that where a tank used to have .73*.6=.438 chance to hit a moving thingy, it is now .9*.8=.72%, or SUBSTANTIALLY easier.

However, that is not as clear cut because this is not as 'unified' as it seems, some has .6, some has *1, some has .75 modifier - not all are .6 against the puma/greyhound.

Quote:
- Light vehicle received accuracy modifier on light engine damage critical changed from 1.25 to 1.35.


Basically, getting engine damage makes them even easier to hit.

What does this add up to?

It should mean that it will be easier to hit M8's or puma's, both on the move and standing still, and engine damage makes them even easier to kill.
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Last edited by Falaris : 9th Apr 08 at 5:30 PM.
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Old 9th Apr 08, 5:30 PM   # 16
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Its a nerf all across the board for the AC and M8. The recieved accuracy while stationary has been increased .17 (M8) and .08 (AC), while the recieved accuracy while moving has been increased .20 (Both M8 and AC). Thats a 25% bonus to shooting a moving AC/M8 compared to what it is currently.

All light vehicles (including halftracks) had recieved accuracy modifiers while engine damaged increased by .10 points. This means light vehicles with engine damage are even easier to finish off. (This follows what relic did in the Team Automatch beta patch)

I think these changes are an excellent way to make infantry more viable against the (at the moment) light vehicle dominated mid-game.
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Old 9th Apr 08, 5:44 PM Forum Rules   # 17
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Has Drekplaats been fixed? The top players always get 2 10-point fuels right outside their base, and this isn't fair because the bottom players don't.
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Old 9th Apr 08, 6:59 PM   # 18
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Quote:
Resolved a game arbitration issue when the game resulted in a sync error.


I dont suppose it addresses the sync issue mentioned here http://forums.relicnews.com/showthread.php?t=186782? I have stopped playing as it happens to me pretty much every game.
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Old 9th Apr 08, 7:08 PM   # 19
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Very, very good changes, especially to the maps. I might play Beaux again
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Old 9th Apr 08, 7:23 PM   # 20
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Maybe the scheldt will be worth playing now?
 
Old 9th Apr 08, 8:18 PM   # 21
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very good changes. i hope the released version would have other fixes added to it as well...schrek incy wincy accuracy buff. commando PROPERLY nerfed, falls minor buff, fixed rocket arty damage vs brits, and last but not least, V1 ACTUALLY KILLING trenches.
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Old 9th Apr 08, 8:23 PM   # 22
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Awesome, thanks to relic for continuing to update our precise game.
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Old 9th Apr 08, 8:25 PM   # 23
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Still no expansion of southern base size on wrecked train? Come on , relic.
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Old 9th Apr 08, 8:33 PM   # 24
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Quote:
fixed rocket arty damage vs brits


I was getting worried for moment, a bit disturbed anyway to be the only one fighting for wehr def doctrine rockets to work against british....Glad to see others supporting for fixes.
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Old 9th Apr 08, 8:50 PM   # 25
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Nice changes, looking forward to the patch.
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Old 9th Apr 08, 8:56 PM   # 26
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Awesome, that stupid M8 wont stand a chance vs my marder III now hah!

Shame about the schdelt, im probably the only one on here that thinks that, me and my friends liked to have long drawn out arty fests sometimes. Oh well, we will adapt!
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Old 9th Apr 08, 9:07 PM   # 27
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Hey Buggo. Thanks for the update. In regards to the -dev block fix - do you know if they fixed EVERYTHING the block does? As you probably know, there was a quick fix to "unblock" the block, but a lot of mods were still messed up even with the fix (they were able to run - they were just screwed up in several ways). When those same mods were packed into .sga, they worked perfectly as intended. Hopefully this was addressed, or a lot of modders are going to still have a lot of work ahead of them.
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Old 9th Apr 08, 9:15 PM   # 28
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Great changes! Just a few more issues when 3.400 comes out (provided nothing gets broken) and OF will probably be at par with 1.71 vCoH...
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Old 9th Apr 08, 9:18 PM   # 29
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You know, it's funny.

Back in vCOH 1.71, people were bitching harder about balance than they were now. They were shitting out balance complaints like creamy diarrhea all over the forum (fun mental image, eh?). And now people reminisce about 1.71 like the golden age of Perfect Balance™.

With the exception of strafing run, COH is -more- balanced than 1.71. Once strafing run is fixed, it will be more balanced than 1.71
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Old 9th Apr 08, 9:37 PM   # 30
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what can i say, good patch.

i still hope to see another beta patch because there is still large amount of bugs or balanced changes needs.

well balance is pretty good now. its just some units or abilitys are either too good or too bad so they need slight tweaking. and theres tons of them.
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Old 9th Apr 08, 9:45 PM   # 31
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Well there will still need to be a 2.400 for some more balance fixes (American's still need some help, or so they would have you believe). There also needs to be some bug fixes. I'm pretty sure the shrek drop bug still exists and there is still a bug with the King Tiger's main gun not looking proper if it gets destroyed. Also, it would really be nice if they figured out a fix for the blackscreen when using DX10 on certain rigs.

Edit: Also just because sides are balanced against each other (arguably) this doesn't change some of the internal balance problems that currently exist, like Wehr T3 being not very useful (especially the Stug).
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Old 9th Apr 08, 10:55 PM   # 32
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nice map changes. Good work relic, especially on scheldt.
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Old 9th Apr 08, 10:58 PM   # 33
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What's this? 3rd page in and there is no "OMFG R3L1C B0RK3D GAM3!!!1111 1337!" crap? Well, I'm impressed.

I like the changes listed; especially the -dev fix (nice to see a dev fix something they accidentally broke
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Old 9th Apr 08, 11:09 PM   # 34
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im really glad with the changes, with all the map fixes, relic has listened to us and supported the game yet again, i feel very fortunate to be part of the community.
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Old 9th Apr 08, 11:50 PM   # 35
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Quote:
- Beaux Lowlands - Updated to 3 VPs
- Beaux Lowlands - replaced high munition point with strategic point.


WHOA! WHOA! Awesome!!! No more high muni domination!

Umm... Does the engine damaged apply to the PE armored car?

edit:
Quote:
- Sturzdorf - bottom player has one extra ramp up to the high fuel area.


Sweet! I also feel loved! Yay for support!
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Old 10th Apr 08, 12:03 AM   # 36
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Please tell me that the shared resourcing has been fixed for the us and the brits?
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Old 10th Apr 08, 12:11 AM   # 37
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shared resourcing isnt a bug.....

if you build listenign post as wehr, your ally will get same boost as you.
if you build listenign psot as american, you ally will get same bonsu as you.
if scotu car ops a point, you ally will get same bonsu as you.

if a brit truck ops a point, ally gets bonus too.......

its just a balance issue that allied team gets ops for free, whiel axis doesnt. so they can spam arty then.
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Old 10th Apr 08, 12:26 AM   # 38
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i think he is more talking about

1) if the brit and us HQ are not connected y should they get to share resources
or
2) if the brit goes RSE and get the extra resources why should your ally get the same
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Old 10th Apr 08, 12:49 AM   # 39
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well thats the same for everyone. same team has shared resources, its that simple

and rse extra resource still not a bug, it makes trucks generate more money which they share to allies.

in team games resources are shared..... is some ability makes then higher, everyone gets it...

so well ye, how to limit this is question. because everyhting is shared you cant just say, brits ops wouldnt give other allies increased incomes. it doesnt work if everything is shared.....
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Old 10th Apr 08, 1:09 AM   # 40
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Ohh some very interesting changes there.

Like the map ones, anybody tried em out yet and are they effective, i haven't had chance to get online for about a week!
Where are the 3 VPs on Lowlands now and hows St Mere playing?

Also SR, has it been fixed so it's still useful or is it useless now?
 
Old 10th Apr 08, 1:09 AM   # 41
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Any chance the Ridge map will be reintroduced into automatch?
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Old 10th Apr 08, 2:06 AM   # 42
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Quote:
Originally Posted by Buggo
Patch 2.301 now in QA testing.


Please read Shifty First line.

And sounds like good fixes to me, thank god for SR nerf.
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Old 10th Apr 08, 2:09 AM   # 43
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Quote:
Patch 2.301 now in QA testing.


Errr Lol, not sure what this means but i now take it that it's not been released yet.

Ooops, as i say haven't had the chance to log in yet so i would have noticed the lack of patch if i had.

 
Old 10th Apr 08, 2:16 AM   # 44
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Quote:
- Strafing run has been tuned


Which means?

-placebo? It's tuned now shut up and die like a man?

-to be usefull without raping whole communities?

-nerfed into oblivion start playing infantry company again?

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Old 10th Apr 08, 3:46 AM   # 45
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With the sniper detection radius, does this mean that jeeps/bikes/kettens will need to be more or less on top of the sniper to decloak him? How do people feel about that one? I'm not sure if it's good or not. Sure, it's great if you have one, but not so great if you're facing one!
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Old 10th Apr 08, 3:56 AM   # 46
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I'm also wondering about the sniper detection radius change. I already have serious problems with US snipers when I play PE. Is this going to make it significantly worse?
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Old 10th Apr 08, 3:58 AM   # 47
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I very much like what I see on the patch list ! Some excellent changes there.

However, there is only one change which im not too sure about - the sniper detection. 3m was too much, now I believe 1m is too little. 2m would be perfect in my opinion. Still, its no big issue.

Once again, great looking patch. Very much look forward to it.
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Old 10th Apr 08, 4:04 AM   # 48
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I think the sniper itself can only detect a cloaked ketten or another sniper 1m around himself!
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Old 10th Apr 08, 4:09 AM   # 49
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A fast hotfix patch nice work relic!

-strafingrun tune n1^^
-die schelde landbridges change n1^^
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Old 10th Apr 08, 4:37 AM   # 50
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that good but i think the wehrmacht need more change
like Volkgrendiers and Grendiers these is less number to the amircan unit
and be killed much more than amircan unit
for example the grendiers with 2 MG42 cann't hold against 2 rfilemen
even they cost 300 men power and 150 munitions and 2 hq upgrade
u most do something for that
and thanke you for all efforts to make this game so good

Last edited by CommanderAMD : 10th Apr 08 at 4:55 AM.
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