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Weapon, Strategem & Progression guide

Hello, I'm bringing you an updated guide to loadouts. Enjoy!
(LASER)7- means you need rank 7 to unlock.
DLC items marked with an asterisk (\).*

1) Primary Weapons

  • (ASSAULT RIFLE)18 AR-20L Justice - Anti-Personnel (AP), Bayonet, Unstoppable - overall the best ammo weapon;
  • (ASSAULT RIFLE)\* AR-14D Paragon - Anti-Personnel, Bayonet, Slowing - great addition to any team;
  • (SHOTGUN)2 SG-225 Breaker - Unstoppable - no other weapon can kill Cyborg patrols so effectively;
  • (PRECISION)14 RX-1 Rail Gun - Anti-Personnel, Unstoppable, Stun - provides amazing Crowd Control (CC), shines on Retaliatory Strike;
  • (LASER)7 LAS-5 Scythe - Anti-Personnel, best vs The Illuminate;
  • (LASER) LAS-13 Trident - Anti-Personnel, great at killing off patrols, mediocre at killing armoured infantry, dangerous in inexperienced hands;
  • (LASER)\* LAS-16 Sickle - alternative to the Scythe;
  • (ARC)\* AC-5 Arc Shotgun - it can shoot over walls, mainly for Retaliatory Strike.
All the other weapons either lack AP capabilities, or have range inadequate for killing patrols before alarms are sounded or are too niche to mention.

2) Strategems

  • (PERK) Stratagem Priority - great for loadouts with 3 or 4 Offensive red or Defensive green strategems;
  • (PERK) Cardio Accelerator - great at lower & higher levels and for doing sample runs. It should be noted that either the entire team is using those or not at all;
  • (PERK) MD-99 Autoinjector - great at higher levels;
  • (PERK) Displacement Field - against The Illuminate;
  • (PERK)\* All Terrain Boots - the most important Perk if you are low on $ and can't afford all DLCs, it allows you to retain normal speed on snow and forest planets. If you don't have All Terrain Boots (ATB), you will NEED a Jump Pack or Vehicles to not slow down your teammates;

  • (BACKPACK) LIFT-850 Jump Pack (2 packs at Mk3) - Great item, best against Bugs, saves a loadout slot when used by 2 people. Mandatory against Bug masters. Good replacement for ATBs on snow/forest planets;
  • (BACKPACK) SH-20 Shield Generator Pack anti Crowd Control (CC) and extra HP;
  • (BACKPACK) Resupply Pack (2 packs at Mk3) + Resupply x1-2. Absolutely bonkers, as it allows your team to save 1 or 2 loadout slots, since carriers get free ammo refills when picking up crates. Go with 2 Resupplies when all weapons require ammo, and with 1 if some aren't ammo based. Best on Cyborg planets;
1 ammo user 2 ammo users 3 ammo users 4 ammo users
Resupply Pack 0 1 1 1
Resupply 1 1 1-2 1-2
Loadout Slots 1 2 2-3! 2-3!
  • (BACKPACK)\* AD-289 Angel for healing Divers, Vehicles, Turrets and especially Escort Objectives;


  • (SECONDARY) REP-80 for healing Divers, Vehicles, Turrets and especially Escort Objectives;
  • (SECONDARY) RL-112 Recoilless Rifle or EAT-17 - Anti-Tank (AT) weapons, the RL is bad without assisted reload, but is the best AT against Cyborg, while EAT is 1 use only;
  • (SECONDARY)\* REC-6 Demolisher, M-25 Rumbler or MLS-4X Commando- more Anti-Tank, the Demolisher doesn't require ammo, the Commando has assisted reload, and the Rumbler is hard to use. It's also worth mentioning that the Rumbler is the best weapon against Bug masters;
  • (SECONDARY)\* TOX-13 Avenger - Anti-Tank weapon against Bugs;

  • (VEHICLE) EXO-44 Walker Exosuit - best Exosuit in general, 8 Anti-Tank homing missiles, 2000 bullets;
  • (VEHICLE) M5-32 HAV - 4-man vehicle, 50 Anti-Tank cannon shells, 1000 bullets;
  • (VEHICLE)\* EXO-51 Lumberer Exosuit - 15 Anti-Tank cannon shells, flamethrower;
  • (VEHICLE)\* TD-110 Bastion - amazing 2-man vehicle, 35 Anti-Tank cannon shells, 1500 bullets;


3) Progression

For starters, you can never go wrong with P-2 Peacemaker, Resupply , Reinforce & NUX-223 Hellbomb.
Focus on unlocking some sort of an Anti-Tank (AT) weapon, higher level planets are riddled with enemy tanks, and no Primary Weapon is able to pierce their armour. CTRL+F to find them.
My 4 recommended Primary Weapons will unlock at levels 2 (Breaker), 7 (Scythe) & 18 (Justice), with the Trident being available from the start. But be warned about Trident, you will piss off your teammates until you'll learn not to shoot them in their backs. It's also the most expensive piece of equipment to fully upgrade.
When it comes to Backpacks, LIFT-850 Jump Pack is the best choice, followed by SH-20 Shield Generator Pack.
Against enemy masters (Bosses if you will), you will need Airdropped Stun Mines for the Siege Mechs, Incendiary Bombs & Thunderer Barrage against Great Eyes and EAT-17 or M-25 Rumbler vs Hive Lords.
Finally, on Retaliatory Strikes, depending on the strategy, Thunderer Barrage or AT-47 Anti-Tank Emplacement, plus Anti-Personnel Barrier and Static Field Conductors for CC.

Any criticism welcome, especially the constructive kind. My Steam nickname is Valaryon, spin your cape when you meet me spreading Democracy!

Needs more testing: Strafing Run, Obsidian, Sledge.
Link to the previous guide: https://www.reddit.com/Helldivers/comments/9wriqd/loadout_guide/
Edit: polishing, added M5-32 HAV (Cazadore), Jump Packs on snow planets (Agent_137), many changes (awdrius), removed Close Air Support (too weak AT), removed SH-32 Directional Kinetic Shield (there are always better alternatives), removed A/RX-34 Railcannon Turret (it one-shots friendlies) & A/GL-8 Launcher Turret (no minimum range), added SG-225 Breaker, added LAS-16 Sickle.
submitted by UtileDulciMiscere to Helldivers

1.101.1.40 → 2.0.0.8 changes Part 5

Previous one: https://www.reddit.com/Warthundecomments/jp9ve3/1101140_2008_changes_part_4/

1.101.1.40 → 2.0.0.8 changes: Part 5

  • New AI ships for EC.
  • All cruisers, destroyers, K-Boot Typ 1937 [aka Kanonenboot K-2], Peacock (P 239) – now has an anchor.
  • All cruisers – compartment HPs lowered
  • Admiral Graf Spee, Admiral Hipper, Emden, Köln (Königsberg c.), Bartolomeo Colleoni, Attilio Regolo, Leipzig, Zara, Kako, Tama [aka Kuma], Mogami, Mikuma, Sendai, Arethusa (26), Belfast (C 35), Enterprise (D 52), Hawkins (D 86), London (69), York (90), Atlanta (CL-51), Brooklyn (CL-40), Helena (CL-50), Cleveland (CL-55), Northampton (CA-26), Raleigh (CL-7), Trenton (CL-11), Portland (CA-33), Krasnyy Kavkaz – engine room HP slightly increased.
  • Admiral Graf Spee, Mogami, Tone, Northampton (CA-26) – auxiliary ammo storage HP increased.
  • All heavy cruisers, Mikuma, Suzuya – hull damage threshold: 90000 → 60000.
  • Wolf (WL) [aka Type 1924 Jaguar], Leopard (LP) [aka Type 1924 Leopard], Turbine (TB), Destroyer No. 19 [aka Mutsuki], Churchill (I 45) [aka Clemson (L45)], Barker (DD-213) [aka Clemson (DD-213)], Litchfield (DD-336) [aka Clemson (DD-336)], Frunze – can now spawn 3 times.
  • Köln (F 220) – first-stage ammo storage HP lowered.
  • Admiral Hipper – crew: 1400 → 1403.
  • Köln (Königsberg c.) – crew: 820 → 824.
  • Nürnberg – crew: 935 → 937.
  • Attilio Regolo – crew: 420 → 424.
  • Kako – crew: 616 → 619.
  • Tone – crew: 877 → 882.
  • Tama [aka Kuma] – crew: 438 → 442, mine HPs lowered.
  • Destroyer No. 19 [aka Mutsuki] – received Type 1 SAP as Tier III mod.
  • Hatsukari [aka Chidori] – received Type 1 SAP as Tier IV mod.
  • Yūgumo – Type 96 25mm Anti-Aircraft Machine Gun: yaw speed: 50 °/s → 12 °/s, pitch speed: 55 °/s → 10 °/s, ammo: 1950 → 1500.
  • Arethusa (26) – crew: 623 → 624.
  • Belfast (C 35) – crew: 956 → 957.
  • Leander (75) – crew: 767 → 771.
  • London (69) – crew: 793 → 796.
  • Peacock (P 239) – received shell ejection.
  • Tiger (C 20), Northampton (CA-26) – charge storage HP lowered.
  • Atlanta (CL-51) – crew: 623 → 625.
  • Pensacola (CA-24) – crew: 653 → 654.
  • Brooklyn (CL-40) – crew: 868 → 869, main calibre turret HPs lowered.
  • Cleveland (CL-55) – crew: 1255 → 1256.
  • Chapayev – crew: 1184 → 1186.
  • Kirov – crew: 692 → 695.
  • Krasnyy Krym – crew: 852 → 854.
  • New bombs – FAB-50x, FAB-100x, FAB-250x, FAB-500x, FAB-1000x. (Only their model differs, but that can't be viewed as CDK is broken due to the Dagor 6.0 update.)
  • 40mm akan m/70B, Bofors 57mm Gun L/70 Mk. 1 – they now use the new Begleitpanzer reload sound.
  • 163mm Roland 1 SAM – reload time: 10 sec → 5 sec.
  • All ground HE now have the same fuse delay of 0 m.
  • All ground HESH and HEAT now have the same fuse delay of 0.05 m.
  • All ground HE and HEAT now have the same fuse sensitivity of 0.1 mm.
  • Reworked every weapon's FX.
  • Mistral SATCP – fuse sensitivity: 10 mm → 0.1 mm.
  • HOT (all):
    • maxAxisValues: 0.5 → 0.35
    • new line: ' "maxLaunchAngle": 20 '.
  • 9M114 Kokon:
    • maxAxisValues: 0.5 → 0.2
    • new line: ' "spinOffset": 0.4 '
    • new line: ' "spinFreq": 1.5 '
  • 9M120 Ataka – maxAxisValues: 0.5 → 0.2. (Probably affects manoeuvrability.)
  • 9M120M Ataka-M:
    • maxAxisValues: 0.5 → 0.2
    • new line: ' "maxLaunchAngle": 20 '
    • new line: ' "spinOffset": 0.4 '
    • new line: ' "spinFreq": 1.6 '
  • 9M127 Vikhr:
    • maxAxisValues: 0.5 → 0.2
    • autoAimingMaxAngle: 10 → 5
    • new line: ' "maxLaunchAngle": 3 '
    • new line: ' "spinOffset": 0.4 '
    • new line: ' "spinFreq": 1.7 '
  • 9M14-2 Malyutka-2, 9M17P Falanga-PV:
    • new line: ' "maxLaunchAngle": 20 '
    • new line: ' "spinOffset": 0.4 '
    • new line: ' "spinFreq": 1.3 '
  • 9M14M Malyutka-M, 9M17M Falanga-M:
    • maxAxisValues: 0.5 → 0.2
    • new line: ' "maxLaunchAngle": 20 '
    • new line: ' "spinOffset": 0.4 '
    • new line: ' "spinFreq": 1.3 '
  • BGM-71 TOW, BGM-71 TOW-2:
    • maxAxisValues: 0.5 → 0.3
    • new line: ' "maxLaunchAngle": 20 '
    • new line: ' "spinOffset": 0.4 '
    • new line: ' "spinFreq": 1.7 '
  • R530E, R550, Shafrir, PL-2, R-13M, R-3R, R-3S, R-60, R-60M, Rb.24, Rb.24J, Fireflash, AIM-9 (all) – now has a fire delay of 0.15 sec.
  • R530, AIM-7C, AIM-7D, AIM-7E – now has a fire delay of 0.25 sec.
  • Fireflash – explosive weight: 20 kg → 7 kg, new line: ' "rotationRocketX": 15 '.
  • 102mm ROBL Mk. IX, 4-inch/45 Mk. XVI, 102mm ROQF 4-inch Mk. V, 4-inch/50 Mk. 9, 4.5-inch ROQF Mk. IV, 4.5-inch ROQF Mk. V – aimMaxDist: 20000 m → 12000 m, attackMaxDist: 15000 m → 10000 m.
  • 45 Caliber Type 10 12cm Naval Gun – new shell: Type 1 SAP.
  • 45 Caliber Type 10 12cm Naval Gun, Cannone OTO da 120/45 Mod. 26, 45 Caliber 10th Year Type 12cm Naval Gun, 45 Caliber Type 3 12cm Naval Gun, Cannone Ansaldo da 120/50 Mod. 26, Cannone OTO da 120/50 Mod. 36, 12,7cm S.K. C/34 – all shells max distance: 50000 m → 20000 m.
  • 130mm/50 obr. 1913g. – new shells: 130 mm pat.1911 HE, 130 mm pat.1911 SAP.
  • Honolulu, Iwo Jima, Palau Islands, Saipan – the playable area has been doubled.
  • F-4E – stock RB rep cost: 11190 SL → 12980 SL.
  • F-4EJ – stock RB rep cost: 11490 SL → 13370 SL.
  • Phantom FGR. 2 – stock RB rep cost: 8730 SL → 10060 SL.
  • T 18B-2:
    • Wings repair, Fuselage repair, Engine, Radiator, Offensive 20 mm, Turret 13 mm, Offensive 13 mm, Offensive 57 mm, m/51: 3900 RP → 2400 RP, 5100 SL → 5200 SL, 220 GE → 230 GE.
    • Cover: 5100 RP → 3100 RP, 6600 → 6700, rep cost slightly increased.
    • Airframe, Compressor, New 20 mm cannons, New 13 mm MGs, m/49A: 3500 → 2100 RP.
    • Engine injection, New 13 mm MGs (turret), New 57 mm cannons, m/49: 5100 RP → 3100 RP, 6600 SL → 6700 SL.
  • Almost all aircraft – rep cost of Cover mod slightly increased, at the same time their stock repair cost was slightly lowered.
  • T-72B (1989) – stock AB / SB rep cost: 5840 / 10950 SL → 5170 / 9840 SL.
  • T-72B3:
    • Parts: 7500 RP → 4500 RP.
    • FPE: 5700 RP → 3300 RP, 17000 SL → 16000 SL, 300 GE → 290 GE.
    • Tracks, Filters, Horizontal drive, Vertical drive, Crew replenishment, Smoke grenade, 3BM22, 9M119M1: 25000 RP → 15000 RP.
    • Suspension, Brakes, Adjustment of fire, Laser rangefinder, Thermals: 19000 RP → 11000 RP, 17000 SL → 16000 SL, 300 → 290 GE.
    • Transmission, Engine, Artillery, ESS, T-72B3 UBH, 3BM42: 27000 RP → 16000 RP, 430 GE → 420 GE.
  • Pz.Kpfw. III E – RP, SL and rep cost set to 0 as it'll be a reserve vehicle.
  • Fla.Rak.Pz. 1:
    • Parts: 9900 RP → 6000 RP, 29000 SL → 30000 SL, 420 GE → 430 GE.
    • FPE: 6600 RP → 3900 RP.
    • Tracks, Horizontal drive: 33000 RP → 20000 RP, 29000 SL → 30000 SL, 420 GE → 430 GE.
    • Suspension, Brakes, Roland 3, Airstrike: 22000 RP → 13000 RP.
    • Filters, Vertical drive, Crew replenishment, Smoke grenades: 31000 RP → 19000 RP, 27000 SL → 28000 SL.
    • Transmission, Engine, Artillery, Rangefinder, Improved optics: 32000 RP → 19000 RP, 410 GE → 400 GE.
  • Leclerc S1:
    • Parts: 7500 RP → 4500 RP.
    • FPE: 8400 RP → 5100 RP.
    • Tracks, Filters, Horizontal drive, Vertical drive, Crew replenishment, OFL 120 G1, Laser rangefinder, Smoke grenade: 25000 RP → 15000 RP.
    • Suspension, Brakes, Adjustment of fire: 28000 RP → 17000 RP.
    • Transmission, Engine, Artillery, OFL 120 F1, Thermals: 32000 RP → 19000 RP.
  • Stuart III – AB BR: 1.7 → 2.0.
  • Maus, E 100:
    • Parts: 6000 RP → 3600 RP, 14000 SL → 8300 SL, 270 GE → 170 GE.
    • FPE: 3400 RP → 4000 RP, 7900 SL → 9400 SL, 150 GE → 190 GE.
    • Tracks, Horizontal drive: 9200 RP → 5500 RP, 14000 SL → 8300 SL, 270 GE → 170 GE.
    • Suspension, Brakes, Adjustment of fire: 5200 RP → 6200 RP, 7900 SL → 9400 SL, 150 GE → 190 GE.
    • Filters, Vertical drive, Crew replenishment: 350 GE → 370 GE.
    • Transmission, Engine, Smoke grenades: 320 GE → 340 GE.
    • Pz.Gr. 43: Tier II → Tier I, 5200 RP → 5500 RP, 7900 SL → 8300 SL, 150 GE → 170 GE.
    • Pz.Gr. 43: 150 SL → 110 SL. (per shot)
    • 12,8/8,8 Pz.Gr. TS: Tier IV, 11000 RP, 17000 SL, 340 GE, 220 SL per shot.
    • Hl.Gr. 38C: 5200 RP → 6200 RP, 7900 SL → 9400 SL, 320 GE → 190 GE.
    • K.Gr.Rot Nb.: Tier IV → I, 11000 RP → 5500 RP, 17000 SL → 8300 SL, 320 GE → 170 GE.
  • M60A2:
    • Parts: 5400 RP → 3300 RP, 420 GE → 430 GE.
    • FPE: 3600 RP → 2200 RP.
    • Tracks, Horizontal drive: 18000 RP → 11000 RP, 420 GE → 430 GE.
    • Suspension, Brakes, Adjustment of fire, MGM-51B: 12000 RP → 7300 RP.
    • Filters, Vertical drive, Crew replenishment, Smoke grenade: 17000 RP → 10000 RP, 16000 SL → 15000 SL, 400 GE → 390 GE.
    • Transmission, Engine, Artillery, Laser rangefinder, NVD: 18000 RP → 10000 RP, 17000 SL → 15000 SL, 420 GE → 390 GE.
  • Leopard 2 A5:
    • Parts: 7500 RP → 4500 RP.
    • FPE: 8400 RP → 5100 RP.
    • Tracks, Filters, Horizontal drive, Vertical drive, Crew replenishment, DM23, Smoke grenade, Thermals: 25000 RP → 15000 RP.
    • Suspension, Brakes, Adjustment of fire: 28000 RP → 17000 RP.
    • Transmission, Engine, Artillery, DM33, Laser rangefinder: 32000 RP → 19000 RP.
  • Strv 122:
    • Parts: 9900 RP → 6000 RP, 29000 SL → 30000 SL.
    • FPE: 6600 RP → 3900 RP, 300 GE → 290 GE.
    • Tracks, Horizontal drive: 33000 RP → 20000 RP, 29000 SL → 30000 SL.
    • Suspension, Brakes, Adjustment of fire, slsgr m/95: 22000 RP → 13000 RP, 300 GE → 290 GE.
    • Filters, Vertical drive, Crew replenishment, Smoke grenade: 25000 RP → 15000 RP.
    • Transmission, Engine, Artillery, DM33, Laser rangefinder: 32000 RP → 19000 RP.
  • Rooikat Mk. 1D:
    • Parts: 7500 RP → 4500 RP.
    • FPE: 6600 RP → 3900 RP, 20000 SL → 19000 SL, 320 GE → 310 GE.
    • Tires, Horizontal drive, NVD: 25000 RP → 15000 RP.
    • Suspension, Brakes, Adjustment of fire, Airstrike: 22000 RP → 13000 RP, 20000 SL → 19000 SL, 320 GE → 310 GE.
    • Filters, Vertical drive, Crew replenishment, Improved optics: 31000 RP → 18000 RP, 28000 SL → 27000 SL, 450 GE → 430 GE.
    • Transmission, Engine, Artillery, Laser rangefinder, ESS, Smoke grenades: 27000 RP → 16000 RP, 390 GE → 380 GE.
  • Falcon – stock SB rep cost: 4760 SL → 5130 SL.
  • AMX 50 Surbaissé – stock SB rep cost: 7960 SL → 7170 SL.
  • CM-25:
    • Parts: 5400 RP → 3300 RP.
    • FPE: 4500 RP → 2700 RP.
    • Tracks, Horizontal drive, TOW-2B: 18000 RP → 11000 RP.
    • Suspension, Brakes: 15000 RP → 9100 RP.
    • Filters, Transmission, Engine, Vertical drive, Crew replenishment, NVD, Smoke grenade: 22000 RP → 13000 RP.
  • Basically every ship's every RP, SL and GE cost changed due to the splitting of the tree.
  • Every air mission had its time limit set to 25 minutes.
  • On the following maps some of the AI targets were ten times faster than others, this has been fixed – [Ground Strike]: Desert Coast, African Island Crater, Pacific Hidden Base, Fjords, Ireland, Korsun, Normandy,Poland, Port Moresby, Ruhr, Spain, Guiana Highlands, Wake Island.
  • The following maps had their score limit increased from 2400 to 7000, and their death penalty multiplier from 0 to 0.2 (now one's death counts toward the ticket bleed) – [Ground Strike]: Iron Range, Fjords, Ireland, Greece, Moscow, Green Ridge, Poland, Rice Terraces, Top of the World.
  • The following maps had their score limit increased from 2800 to 7000, and their death penalty multiplier from 0 to 0.2 (now one's death counts toward the ticket bleed) – [Ground Strike] Normandy.
  • The following maps had their score limit increased from 2400 to 7600, and their death penalty multiplier from 0 to 0.2 (now one's death counts toward the ticket bleed) – [Ground Strike] Spain, Guiana Highlands.
  • The following maps had their score limit increased from 2400 to 7600, and their death penalty multiplier from 0 to 0.4 (now one's death counts toward the ticket bleed) – [Operation] Normandy.
  • [Operation] Berlin – the number of T-34-85s reduced.
  • [Operation] Iwo Jima – added more cargo ships.
  • [Battle] Container Port – spawn points moved on the briefing map.
  • [Conquest #1] Container Port – spawn and capture points moved on the briefing map.
  • [Conquest #1] Tunisia – there will now be two spawns for each team instead of one.
  • Mozdok heli test flight – T-90A added.
  • That should be all.
Raw changes: https://github.com/gszabi99/War-Thunder-Datamine/compare/1.101.1.40..2.0.0.8
Current dev version – 2.0.0.8
Current live version – 1.101.1.40
Next one: https://www.reddit.com/Warthundecomments/jqwdp4/2008_dev_1101259_dev_changes/
Next one: https://www.reddit.com/Warthundecomments/jrtwcx/2008_dev_20021_dev_changes_part_1/
submitted by gszabi99 to Warthunder

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