补丁介绍
使用说明:
1、解压缩
2、安装Update文件夹下的升级补丁到游戏目录
3、复制Crack文件夹下的免DVD文件到游戏安装目录
4、运行游戏
升级档安装步骤:
1.安装《英雄连2》PLAZA版游戏:http://down.ali213.net/pcgame/CompanyOfHeroes2ISO.html
2.安装本升级档
更新说明:
一下为部分更新说明,详细更新说明请查看压缩包内的Update文件夹下的patchnotes.txt文件。
机翻:
更新v4.0.0.21699:
3月28日更新
经过三个多月的无数次论坛反馈,众多的调查和比赛,超过10次的迭代,冬季平衡预览中提出的最终变化已经准备好发布到现场比赛中。
一个非常感谢你出面向社区成员史密斯先生,来自通用绅士的Callum和Miragefla,无数小时,使得以下平衡变化成为可能。但当然,他们并不孤单。社区成员如Nacho,Cruzz,Le Saucisson Masqu? Capiqua,Osinyagov和Planet Smasher在确定和帮助修复错误以及实施多个QoL功能方面发挥了重要作用,社区中的顶尖玩家对于提供高水平的平衡批判至关重要,当然,整个社区的持续警惕也会影响到mod并在过去几个月提供持续的反馈意见,使迭代过程成为可能。为了所有的努力和奉献,我们感谢你。
作为一个回顾,下面的变化旨在针对特定的主导元素,以消除默认构建订单并促进战略多样性。这个补丁的范围集中在两个主要支柱:轻型车辆游戏和步兵缩放,以及主导Meta:苏维埃卫兵和刑罚以及USF迫击炮的两个次要地区。最后,一些生活质量的改变,如小组组织和揋主持?的目标是改善游戏和感觉。
一般
加固半轨/运输
我们希望使用这些单元更加不利于增强平台,更可靠,以更好地补充Wehrmacht现场的存在。
加固半条腿现在已经与步兵队和武器队共享老兵
所有半径的加载时间标准化为2。
给予手制动能力以防止不必要的运动
251半场现在可以携带迫击炮队
共享Veterancy
以下单位类型将有助于以下费率对附近的军官/半部队进行共同的老兵训练
5%迫击炮/间接火灾
10%HMGs
50%步兵
0%任何其他
狙击手
我们觉得狙击手的斗篷能力超过了表演,使他们难以与步兵对抗。为了解决这个问题,我们做了以下改变:
当没有伪装时射击或使用进攻能力,本机将无法伪装10秒钟
狙击手不能斗篷,直到战斗3秒钟
隐身变化
为了使其他隐形单位符合狙击手的掩饰变化,我们采用了以下重新掩盖的限制:
反坦克炮/坦克隐形变化
坦克(例如JP4)和反坦克炮在战斗结束后不能再斗篷5.5秒
在射击的10秒内,这两种类型的装置都不能重新装扮
非狙击手隐身步兵改变
隐形(渗透)步兵在战斗4秒之前不能重新冒险
隐形步兵在使用进攻能力(例如手榴弹)的10秒内无法重新掩护
基于步兵的反坦克的使用费率
与反步兵队相比,反坦克步兵队的比赛速度不成比例。这使得步兵的斑点太容易扩张与护甲。这也允许反坦克装备的队伍超出专门的反步兵队伍,比他们应该更有效率地进行交易。随着这个变化,我们的目标是简化老师的收益速度或所有班级。
Panzerschrecks / Bazookas / PIATs / PTRS / BOYS AT Rifles现在在伤害目标时获得3倍的经验。这个变化并不影响英国狙击手
M17 Quad
我们希望降低Quad的性能,以配合轻型坦克和其他压制平台。为了使这个单位的步兵柜可行,M17不能再在这个动作中压制敌方。
原文:
update v4.0.0.21699:
MARCH 28th UPDATE
After over three months of countless posts of forum feedback, numerous surveys and tournaments, and over 10 mod iterations, the final changes put forward in the Winter Balance Preview are ready to be released into the live game.
A massive thank you goes out to community members Mr. Smith, Callum from GeneralsGentlemen, and Miragefla that put in countless hours to make the following balance changes possible. But of course, they did not do it alone. Community members such as Nacho, Cruzz, Le Saucisson Masqu? Capiqua, Osinyagov, and Planet Smasher were instrumental in identifying and helping fix bugs as well as implementing multiple QoL features, top players in the community were crucial for providing high level balance critique and of course the constant vigilance of the entire community that playtested the mod and provided ongoing feedback over these past few months made the iteration process possible. For all your efforts and dedication, we thank you.
As a refresher, the changes below were designed to target specific dominate meta in order eliminate default build orders and promoting strategic diversity. The scope of this patch was focused around two primary pillars: Light Vehicle Play and Infantry Scaling, as well as, two secondary areas of Dominate Meta: Soviet Guards and Penals, and the USF Mortar. Finally, a number of Quality of Life changes such as Squad Formations and 揋hosting?have been targeted to improve gameplay and feel.
GENERAL
Reinforcement Half Tracks/Transports
We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence.
Reinforcement Half-tracks now have shared veterancy from infantry squads and weapon teams
Load Times for all Half-tracks standardized to 2.
Given a handbrake ability to prevent unwanted movement
251 Half-track can now carry mortar teams
Shared Veterancy
The following unit types will contribute to shared veterancy to nearby officers/halftracks at the following rates:
5% mortars/indirect fire
10% HMGs
50% infantry
0% anything else
Snipers
We feel that the Sniper抯 cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes:
When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to become camouflaged for 10 seconds
Snipers cannot cloak until out of combat for 3 seconds
Stealth Changes
To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions:
Anti-tank gun/Tank stealth changes
Tanks (e.g., JP4) and anti-tank guns cannot re-cloak until out of combat for 5.5 seconds
Neither type of unit can re-cloak within 10 seconds of having fired a shot
Non-sniper stealth infantry changes
Stealth (infiltration) infantry cannot re-cloak until out of combat for 4 seconds
Stealth infantry cannot re-cloak within 10 seconds of having used an offensive ability (e.g, grenades)
Veterancy Rates from Infantry-Based Anti-Tank
Anti-tank infantry squads were attaining veterancy disproportionately fast compared to anti-infantry squads. This was allowing blobs of infantry to scale versus armour too easily. This also allowed anti-tank-equipped squads to outpace dedicated anti-infantry squads and trade more efficiently than they should. With this change we aim to streamline the speed of veterancy gain or all squads.
Panzerschrecks/Bazookas/PIATs/PTRS/BOYS AT Rifles now award 3 times less experience when damaging a target. This change does not affect the British Sniper
M17 Quad
We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move.
by PLAZA
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