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Author Topic: EIR:R Secrets Revealed 8 - Pricing  (Read 22010 times)
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31stPzGren Offline
EIR Veteran
Posts: 455


« Reply #40 on: February 08, 2009, 04:19:20 am »

Hey, Did you here we're using the first launch to balance out the core units?

Yes, I'm just explaining why it will be unbalanced. You don't have to release it to know it.

Yes pzgen god, you already made a whole freakin thread on this we know, dont care.

I didn't make a whole thread on this so stop behaving like an idiot.
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Akranadas Offline
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Posts: 6906


« Reply #41 on: February 08, 2009, 04:30:55 am »

Hey, Did you here we're using the first launch to balance out the core units?

Yes, I'm just explaining why it will be unbalanced. You don't have to release it to know it.


You have to play with it to know it. Those snipers will create chaos amongst the two new factions which don't have sniper units of their own. A Wehr sniper is the bane of the British, while a American sniper can cause serious damage to PE. We're not just balancing wehr and Americans anymore.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #42 on: February 08, 2009, 04:34:25 am »

It isn't fullscreen, that was just the way fraps works.

2 questions:

ive heard you saying you cant get the launcher to full screen? but how can you then read all those little letters, or why have you made it look so good if its all so small, and even the spot where you can chat is small, just like the area where you can see which games are on enzenzenz CANT YOU RLY NOT GET IT FULLSCREEN?

and ive seen the US M8 is now 300 manpower, and then you also need the armor skirts costing 125 ammo to make the M8 usefull. and that while its soo easy killed by screcks, paks and all armour.
while im typin this i think PE with all their halftracks might have a harder time killing the M8, but still it sound very expensive
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stumpster Offline
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Posts: 2197


« Reply #43 on: February 08, 2009, 04:36:40 am »

No, it can't go fullscreen.  However, the reason that it does look small is because fraps recorded at half-size.
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Quote
Step out of the way. He'll keep going until he hits a wall, that being Akranadas. Let him go unmolested, his journey will take less time.
31stPzGren Offline
EIR Veteran
Posts: 455


« Reply #44 on: February 08, 2009, 04:46:53 am »

You have to play with it to know it. Those snipers will create chaos amongst the two new factions which don't have sniper units of their own. A Wehr sniper is the bane of the British, while a American sniper can cause serious damage to PE. We're not just balancing wehr and Americans anymore.

Fair enough. What I like to ask is, do you have detector units right off the bat such as a jeep/motorbike which allows you to do a suicide rush? (i.e. 3 bike/jeep rush one sniper?) Can the british using Cromwells and suicide snipers?

Can kettenkrad cloak and detect snipers (ref. to vCoH counters)? What about Inf Halftrack rushes? What about Armoured Car?

Equally, bringing a sniper against a player in a Ami vs Wehr match up where the opponent has no snipers, create the same scenarios. If the problem lies in the lack of counters, then unfortunately, perhaps you should innovate for Relic, and design units which fulfills the role of countering other units and pick up where someone else has decided to slack off or you might have issues in balance.

Admittedly this is not the best answer/solution or thoughts to things at hand but I guess we are all only discussing based on the information available at hand.
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stumpster Offline
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Posts: 2197


« Reply #45 on: February 08, 2009, 04:50:03 am »

This was covered in the first podcast.

- Bren Gun Carriers (unupgraded) can detect like a jeep or bike.
- Recon Tommies have the same minor stealth detection that they do in vCoH (range of 9)
- Ketts can detect like a jeep or bike
- Scout Cars have the minor stealth detection that was added in for the beta patch (range of 9)
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UnLimiTeDTLS2 Offline
EIR Regular
Posts: 32


« Reply #46 on: February 08, 2009, 04:52:21 am »

Why exactly do brits suffer vs. snipers?
They get the normal movespeed, they got reconsquads, can load infantry in their "jeeps" and are proficient with artillery.
PE, I can confirm that, but Brits?
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Bubblesatan Offline
EIR Veteran
Posts: 63



« Reply #47 on: February 08, 2009, 05:03:00 am »

What's wrong with suicide rush? Unless you have another sniper everything you do to kill an enemy sniper might end in a suicide rush.
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Prydain Offline
EIR Veteran
Posts: 287


« Reply #48 on: February 08, 2009, 05:18:55 am »

Will the Bren self repair be free or at least cheep since the Bren carrier costs so much fuel?
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The Germans in Greek
Are sadly to seek;
Not five in five score,
But ninety-five more;
All, save only Hermann,
And Hermann's a German.
Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #49 on: February 08, 2009, 05:56:52 am »

Bren Carrier has No Self Repair.
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Akranadas Offline
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Posts: 6906


« Reply #50 on: February 08, 2009, 05:58:42 am »

British suffer to snipers in the sense that their Infantry AT unit, is at equal squad size to that of the Wehr and PE (4), Captains and Lt's are absolutely an essential part of British Strategies, a Sniper can destroy that. For the British to effectively counter snipers they must use Bren Gun Carriers (not MMG carriers) or use Recon Squads. This means you have to reduce your anti-infantry effectiveness, and anti-vehicle stop gap to do so.

As a Wehrmacht player, you must exploit the British's weakness' as best you can. Snipers can do that, and have done that in testing, nothing more destructive then watching your LT get sniped as you charge an Axis position.
« Last Edit: February 08, 2009, 06:02:29 am by Akranadas » Logged
Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #51 on: February 08, 2009, 06:27:23 am »

Don't pay attention to those numbers too much Tongue

As found here:
http://forums.europeinruins.com/index.php?topic=7779.0



Quote
AMERICAN UNITS

Engineers - 110 MP, 3 pop
Riflemen - 200 MP, 5 pop
Rangers - 330 MP, 90 Mun, 6 pop (Fireup - 300 seconds)
Airborne - 300 MP, 6 pop  (Fireup - 300 seconds)
Jeep - 110 MP, 5 F, 3 pop
.30 Cal - 270 MP, 40 Mun, 3 pop
Mortar - 460 MP, 50 Mun, 4 pop
Sniper - 540 MP, 250 Mun, 7 pop
57mm - 380 MP, 110 Mun, 4 pop
Airborne 57mm - 400 MP, 110 Mun, 4 pop
M3 Halftrack - 200 MP, 20 F, 3 pop
Quad .50 - 350 MP, 120 Mun, 30 F, 5 pop
M8 - 310 MP, 50 F, 8 pop
M10 - 300 MP, 170 F, 10 pop
Sherman - 395 MP, 250 F, 12 pop
Crocodile - 400 MP, 275 F, 12 pop
Calliope - 600 MP, 450 F, 9 pop (Recharges 160 seconds)
Howitzer - 400 MP, 160 F, 9 pop (Recharges 180 seconds)
Pershing - 790 MP, 610 F, 17 pop

AMERICAN UPGRADES

Flamethrower - 75 Mun
Demolitions - 70 Mun (1 use)
Mine Detector - 10 Mun
MG Nest - 50 Mun (1 use)
Triage Center - 140 Mun (1 use)
Mines - 35 Mun (2 use)
Grenade (Riflemen) - 45 Mun (2 use)
Grenade (Rangers/Airborne) - 55 Mun (2 use)
BAR - 75 Mun (Suppression Fire - 240 seconds)
Sticky Bombs - 80 Mun (3 use)
Bazooka - 90 Mun
SMG - 140 Mun
Recoiless Rifles - 200 Mun
Satchel - 50 Mun (1 use)
AP Rounds - 50 Mun (2 use)
AP Burst - 20 Mun (2 use)
M8 Mines - 35 Mun (1 use)
M8 Skirts - 125 MP, 110 Mun
76mm Upgun - 140 Mun
.50 Upgrade - 50 Mun
Mine Flail - 40 Mun
Sherman Smoke - 30 Mun (2 use)
Bulldozer - 35 Mun


Quote
BRITISH UNITS

Tommy Infantry Section - 265 MP, 5 pop
Tommy Recon Infantry Section - 210 MP, 35 ammo, 5 pop (Marksman Shot - 240 seconds)
Sappers - 195 MP, 4 pop
Lieutenant - 155 MP, 40 Mun, 3 pop
Captain - 150 MP, 50 Mun, 3 pop
Commando's - 350 MP, 180 Mun, 6 pop
Piat Commando's - 270 MP, 100 Mun, 3 pop
Mortar Commando's - 495 MP, 60 Mun, 4 pop
HMG Commando's - 280 MP, 40 Mun, 3 pop
Bren Gun Carrier - 220 MP, 35 F, 4 pop
Bren MMG carrier - 270 MP, 60 MU, 35 F, 4 pop (Button - 240 seconds)
Tetrarch Light Tank - 340 MP, 80 F, 8 pop
Stuart Light Tank - 295 MP, 60 F, 8 pop
Cromwell - 370 MP, 220 F, 12 pop
Cromwell Command tank - 220 MP, 115 F, 3 pop
Sherman Firefly - 615 MP, 390 F, 14 pop
Churchill MK IV - 410 MP, 365 F, 12 pop
Churchill Avre - 515 MP, 315 F, 8 pop   (Recharges 85 seconds)
Churchill Crocodile - 490 MP, 415 F, 14 pop
Priest Self Propelled Artillery - 465 MP, 355 F, 11 pop   (Recharges 160 seconds)
17 pndr Anti Tank gun - 395 MP, 175 Mun, 4 pop
Bofors 40mm emplacement - 320 MP, 95 Mun, 4 pop
25 pnd emplacement - 430 MP, 180 F, 9 pop   (Recharges 180 seconds)
Vickers MG emplacement - 250 MP, 45 Mun, 3 pop
3in Mortar emplacement - 460 MP, 55 Mun, 4 pop

BRITISH UPGRADES

Bren Light Machine Gun - 90 Mun (Button - 240 seconds)
Rifle Grenades - 100 Mun (Smoke Grenade - 120 seconds)
Piat - 85 Mun (PIAT Ambush - 60 seconds)
Demolition Charge - 70 Mun (1 Mun)
Expert Engineers - 65 Mun
Commando Grenade - 65 Mun  (2 use)
Commando Smoke - 45 Mun (1 use)
Commando Democharge - 80 Mun (1 use)
Tank Commander - 45 Mun
HVAP Rounds - 55 Mun (2 use)
Bren Gun AP Rounds - 25 Mun (2 use)
Speed - 30 Mun (Recharge 120 seconds)
Mine Plow - 50 Mun
Tank Shock - 60 Mun (Recharge 300 seconds)
Littlejohn Adapter - 70 Mun (Smoke Shell - 120 seconds)
Canister Round - 70 Mun (1 use)
Creeping Barrage - 160 Mun  (1 use)
Creeping Smoke Barrage (Cromwell Command Tank) - 50 Mun (2 uses)
Casualty Clearing Station - 100 Mun, takes no population, has three 'healing' uses
Victor Targetting - 100 Mun (Recharge 480 seconds)
FOO - 200 Mun (Recharge 480 seconds)


Quote
WEHRMACHT UNITS

Pioneers - 110 MP, 2 pop
Volksgrenadiers - 185 MP, 5 pop
Bike - 110 MP, 5 F, 3 pop
MG42 - 270 MP, 40 Mun, 3 pop
Mortar - 495 MP, 70 Mun, 4 pop
Sniper - 500 MP, 250 Mun, 7 pop
Officer - 180 MP, 210 Mun, 3 pop
PaK - 400 MP, 140 Mun, 4 pop
Grenadiers - 240 MP, 5 pop
Stormtroopers - 300 MP, 5 pop
Halftrack - 195 MP, 20 F, 3 pop
Walking Stuka - 280 MP, 220 F, 8 pop (Recharges 120 seconds)
Flammenwerfer - 240 MP, 65 Mun, 55 F, 5 pop
Puma - 300 MP, 50 F, 8 pop
Nebelwerfer - 450 MP, 35 Mun, 120 F, 7 pop (Recharges 90 seconds)
KCH - 320 MP, 110 Mun, 6 pop
Flak 88 - 450 MP, 220 F, 8 pop
StuH - 380 MP, 160 F, 8 pop
StuG - 300 MP, 165 F, 8 pop
Ostwind - 400 MP, 175 F, 11 pop
PzIV - 400 MP, 260 F, 12 pop
Panther - 770 MP, 590 F, 16 pop
Tiger - 860 MP, 635 F, 17 pop
Tiger Ace - 900 MP, 665 F, 18 pop
King Tiger - 920 MP, 680 F, 19 pop

WEHRMACHT UPGRADES

Flamethrower - 75 Mun
Mine Detector - 10 Mun
Bunker - 5 Mun (1 use)
Bunker (MG42) - 55 Mun (1 use)
Bunker (Repair) - 160 Mun (1 use)
Goliath - 90 Mun, 10 F (1 use)
Armor Skirts - 50 Mun
MG42 Upgrade - 50 Mun
Mine - 15 Mun (1 use)
Medkit - 15 Mun (1 use)
Panzerfaust - 50 Mun (2 use)
MP40 - 50 Mun
MP44 - 120 Mun
Panzershreck - 110 Mun
Panzershreck (Stormtroopers) - 150 Mun
LMG42 - 75 Mun
Grenade - 40 Mun (2 use)
Bundled Grenade - 55 Mun (1 use)
Assault (Volksgrenadiers) - 60 Mun (1 use)
Assault (Grenadiers) - 50 Mun (1 use)
Assault (KCH) - 45 Mun (1 use)
Puma Upgun - 85 Mun


Quote
PANZER ELITE UNITS

Panzer Grenadiers 175 MP, 4 pop
Assault Grenediers 215 MP, 120 Mun, 4 pop
Tank Buster Grenadiers 205 MP, 110 Mun, 4 pop
Luftwaffe Infantry - 190 MP, 5 pop
Fallschirmjager - 250 MP, 5 pop
Flakverling 38 - 340 MP, 180 F, 6 pop
Flak 88 - 450 MP, 220 F, 8 pop
Kettenkrad - 95 MP, 5 F, 1 pop
Scout Car - 145 MP, 15 F, 3 pop
Armored Car - 260 MP, 30 F, 6 pop
Infantry Halftrack - 210 MP, 25 F, 4 pop
Munitions Halftrack - 200 MP, 35 F, 3 pop (Can deploy Goliath and Mines)
Vampire Halftrack - 210 MP, 40 F, 3 pop (Can deploy for Infantry Awareness/Stealth Detection)
Mortar Halftrack - 440 MP, 110 Mun, 60 F, 6 pop
Light AT Halftrack - 275 MP, 50 F, 5 pop
WirbleWind - 310 MP, 160 F, 8 pop
Panzer IV 'IS' - 350 MP, 265 F, 12 pop
Marder III - 305 MP, 195 F, 8 pop
Hetzer - 400 MP, 265 F, 10 pop
Panther - 770 MP, 590 F, 16 pop
Jagdpanther - 895 MP, 685 F, 18 pop
Hummel - 515 MP, 480 F, 10 pop   (Recharges 140 seconds)
Berge Tiger - 320 MP, 280 F, 6 pop

PANZER ELITE UPGRADES

Logistik Upgrade (Scout Car) - 95 Mun, allows Scout Car to capture territory and lockdown.  Also gives a healing aura when locked down (1/3rd Triage Center)
AT Grenade - 35 Mun (2 use)
Incendiary Grenade - 40 Mun (2 use)
Anti-building grenade - 40 Mun (2 use)
Panzerfaust - 50 Mun (2 use)
FG42 - 140 Mun
Overdrive - 35 Mun (120 seconds)
Hetzer Spotting Scope - 55 Mun
Treadbreaker - 95 Mun (240 seconds)
Focused Fire - 40 Mun (240 seconds)
G43 - 70 Mun (Volley Fire - 240 seconds)
Incendiary Mortar Rounds - 65 Mun (120 seconds)
Armor Skirts - 50 Mun
MG42 Upgrade - 50 Mun
Teller Mine - 70 Mun (1 use)
Mun HT Mine - 25 Mun (2 use)
Goliath - 90 Mun, 10 F (1 use)
Squad Size +1 (PG's) - 50 MP, 1 pop
Squad Size +1 (Assault Grens) - 55 MP, 25 Mun, 1 pop
Squad Size +1 (Tank Busters) - 50 MP, 1 pop
Advanced Repairs - 40 Mun
« Last Edit: February 08, 2009, 06:31:31 am by Unkn0wn » Logged
Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #52 on: February 08, 2009, 06:35:43 am »

Thnx Unk0wn. Missed Salan Tropic.

"Kettenkrad - 95 MP, 5 F, 1 pop"
At last i get my Kettenkrad info... Cheers, This units tells if the mod can balance cost or not
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^<-- Duck ™ and ©


 We need more axis players!:
Unkn0wn Offline
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Posts: 18377


« Reply #53 on: February 08, 2009, 06:37:16 am »

All prices are obviously subject to constant changes.
Stumpster should probably move this info to the front page so people don't complain about outdated prices when the full list was posted by himself in another forum section Tongue.
« Last Edit: February 08, 2009, 06:40:23 am by Unkn0wn » Logged
Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #54 on: February 08, 2009, 07:38:40 am »

Luftwaffe infantry should cost less then volks between 170-180 IMO.
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Duckordie Offline
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Posts: 1687



« Reply #55 on: February 08, 2009, 07:47:44 am »

Luftwaffe infantry got advanced repair (Or? Diff in EiR:R?)
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UnLimiTeD2 Offline
EIR Veteran
Posts: 131


« Reply #56 on: February 08, 2009, 08:34:40 am »

4men Tankbusters, according to list, are 15 mp more than grenadiers with schrecks, while being a weaker squad with a weaker weapon.
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Akranadas Offline
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Posts: 6906


« Reply #57 on: February 08, 2009, 09:02:43 am »

If you want 'cheap' 4 man panzershreck teams, pick Wehrmacht.

If you want PE, pick PE.

Races are balanced to offer a variety in their structure, not to mimic one another.
You pick a side for the sum of the whole parts, not the individual pieces.
« Last Edit: February 08, 2009, 09:04:54 am by Akranadas » Logged
gungunx Offline
EIR Veteran
Posts: 137


« Reply #58 on: February 08, 2009, 09:19:18 am »

but the tank busters can have anti tank grenad and teller mine which wehr gren cannot
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MamboNo1 Offline
EIR Regular
Posts: 2


« Reply #59 on: February 08, 2009, 02:25:55 pm »

Hopefully we will be able to chose wether or not to close the launcher once a game is full just as in the current launcer. It is anoying that it closes the launcher when it launches the game as u loose chat and other functions.
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