I might be able to throw something together. I’ve been told that this won’t do and that Denmark needs at least 2 more focuses. Let’s jump straight into it, shall we?Īnd there you have it folks, that’s all from. Which is thrilling to me I now have the chance to make them as underpowered as I want - muahahahaha!īefore we go any further, do keep in mind that everything is still a work in progress and might change before releasing in- oooopsie! Spoilers ) But every bit of feedback and correction is welcome! Do you think I missed something? Do let me know! Did I misspell something in Danish? Don’t even bother - I’ll never get it right anyways )ĭenmark is famous for surrendering after merely 2 hours when Germany invaded, so this Dev Diary will be similarly short and sweet. Denmark and Sweden have fought the most wars between them than any other countries, so there’s some old blood and rivalry here. Denmark has had the great misfortune to be designed by a Swede, namely me - and why would that be such a terrible thing you might ask yourself? Well, let me shed some light on that and give you a bit of context dear reader. Velkommen til Danmarks historiske Dev Diary! As you might have so astutely observed, today’s Dev Diary is all about Historical Denmark (and if you didn’t catch that, it’s ok no one understands Danish anyways, so you’re not alone). The damage reductions are smaller than for land combat but that's because they have a much greater effect on the combat but be careful defeating an armored foe with just small guns should be much harder now. To put this imply they now reduce damage directly on top of reducing critical chance. There will obviously still be certain numbers that fit better than others but overall these differences should be less extreme.įinally the last change I want to discuss is the new penetration effect for ships. These changes are generally intended to flatten the efficiencies further for combat widths while also reducing division sizes. This is the change that originally spawned the open beta idea. Now the next big change, terrain combat widths. So now if you want your plane to go faster you either use a newer airframe with lower drag (higher base speed) or by putting a bigger engine in the existing airframe. These are abstracted into agility in game. What less weight does provide is better climb rate acceleration plus some other things. Now the aircraft stuff, so power/weight is very not intuitive for aircraft, adding more power will make a plane faster but taking weight off a plane won't make it faster since speed is almost entirely determined by thrust against drag not weight. So why affect agility, agility previously was a stat that was seldom increased but often reduced by making it something you are rewarded by not using all your thrust budget you can lessen the agility effects of modules by not loading up your entire plane creating a choice between maximizing raw damage or maximizing damage bonuses during air to air combat by bring higher Agility. This change requires a bit of game explanation and some explanation of aircraft. Let's get the big one out the way thrust and weight for planes. Right now let's get into some explanations. added ENG and USA upgraded infantry templates for AI and improved their infantry templates in general added generic AI upgraded infantry template for late game infantry AI more likely to upgrade division in the field even with equipment deficits Of course this doesn’t mean you can’t or shouldn’t post about it outside the form, I want to encourage as much discourse, theorizing and number crunching as possible so give it a try and let us know what you think. In the last week of the test we will post a feedback form to be able to collect feedback data that we can use to analyze your responses. Additionally it won't have anything new coming with AAT just changes for base game and previously released DLC’s. From July 6th until August 3rd there will be a special Summer Open Beta branch on steam, this branch will have the new changes listed below. So let's go into how this is going to work. These changes will affect all three major combat groups ( Army, Air, and Navy), and vary from value changes to some new functionality and behavior so be sure to read the change list so you know what you're getting yourself into. These changes are hand picked for testing in order to get feedback from the community on specific changes that might have large impacts. This summer for weeks we will be giving you the chance to test some of the balance changes coming with the 1.13 Stella Polaris patch. I'm here to introduce a new thing I will be doing over the summer. A bit of the different DD than you’re used to this week.
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