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Author Topic: If you could Change/Add one thing to EIR...  (Read 24244 times)
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Griffith Offline
EIR Veteran
Posts: 94


« Reply #60 on: February 18, 2010, 10:44:30 am »

Plus if the player doesn't notice the mg right away and gets supressed before he can back out you'll usually see the squad take 20-25% total health dmg unless they manage with a medkit and cover. The two mg's are just different but similar roles, area denial suppression and dmg, each just excels at a different area.
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Deutschland Uber Alles In Der Welt!
Vockner Offline
EIR Regular
Posts: 48



« Reply #61 on: February 18, 2010, 11:37:20 am »

I have limited EiR play time, but my 2 cents...

I'd like to see Unit Mins and Maxs applied to Battalion creation.

The goal would be to force players to field Armies that are more defined by the Doctrine they choose and eliminate some of the more unrealistic Battalion builds.  I recognize that some of the stranger builds are actually pretty good, but I don't see them as fun to play or play against after the novelty wears off.

To that end, I think that Battalion building needs to be more structured in what is required and what is limited.  I think someone mentioned something similar, but I felt the need to elaborate on my own opinion.  

Maybe its as simple as forcing players to use at least 75% each (or some % calculated by someone with more knowledge of EiR than me) of their Infantry, Vehicle, Support and Armor Costs.  So you'd have to field at least some infantry, some vehicels, some support and some armor.  

The trick would be to place limits without limiting customization so that, for example, not every Terror Doctrine Battalion is exactly the same.

Vock~

Oh, and also... please make matchups easier and faster to organize.  kthx...   Roll Eyes
« Last Edit: February 18, 2010, 02:58:08 pm by Vockner » Logged


"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of bullshit."
- General George Patton Jr
Doctrine Sigs:
http://s1011.photobucket.com/albums/af232/Gern44/EiR%20Signatures/
Vockner Offline
EIR Regular
Posts: 48



« Reply #62 on: February 18, 2010, 11:52:09 am »

id like to see a gametype that removes all doctrines abilties(not units) and vet from units in that game.
so people will not have buffs for their barrels or strafing runs for that game.

the XP units gained will be added to the XP they had before the game.

people who spent the fewest PPs on doctrine units will get newb advantages.

This jumped out at me as well.  At least one, maybe two excellent ideas.

There needs to be additional slots in the Battalion Building Screen where you can 'Park' Units (for lack of a better term) that have a Min Vet level of 1, that you don't want to use at that time.  The Parked unit/s cost nothing towards your Battalion, thus you can replace them with an identical 0 exp new unit/s if you want.

It just dawned on me that there is a box in the Battalion Building screens where you add units, then put them when you want to move to another tab.  I'm assuming you can't leave units in there, as I've never tried.  I'm fairly certain their costs count toward your Battalion when you put them there anyway.

I played a 2v2 yesterday and due to my inexperience (and suckyness) my teammate lost at least one good vet unit.  No one should have to put units like that at risk when they are playing with nubs like me. 


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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #63 on: February 18, 2010, 12:31:19 pm »

Quote
When the US Mg opens fire the infantry may have enough time to go back if the player is watching them. But in the end it does it job, doesnt it?
You don't want them to go the direction you put your mg.

With the MG42 you kill whatever you just suppressed with a mortar or another squad.  There is a huge difference between taking a little bit of damage and killing(or heavily maiming) a full squad.

Plus if the player doesn't notice the mg right away and gets supressed before he can back out you'll usually see the squad take 20-25% total health dmg unless they manage with a medkit and cover. The two mg's are just different but similar roles, area denial suppression and dmg, each just excels at a different area.

That's a myth, the 30 cal/vickers do not do significantly more damage than the MG42.
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Griffith Offline
EIR Veteran
Posts: 94


« Reply #64 on: February 18, 2010, 12:51:31 pm »

I've played enough as both sides to see that your gonna do more dmg with the 30 cal than you will with the mg42 (not counting the suppression). Someone pointed out this is likely because it doesn't suppress as quickly allowing it to do full dmg longer, either way i like em both -shrug-
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #65 on: February 18, 2010, 01:11:28 pm »

The .30 cal, if I'm not mistaken, actually has less DPS than the MG42 - it's the fact it doesn't suppress quite as fast that makes it deal the tremendous damage.
Want proof? Take an airborne squad, or a ranger squad, and fire-up when it gets hit with a burst of MG42 fire and stand there. You'll be losing men faster than you would against a puma.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #66 on: February 18, 2010, 01:11:33 pm »

I've played enough as both sides to see that your gonna do more dmg with the 30 cal than you will with the mg42 (not counting the suppression).

Browning .30 Cal MG  40  20  10  7.058  14.12  32.33  

MG42  45  22  11  5.340  13.63  35.3

That's adjusted for damage modifiers and the bigger allied squads.

The MG42 outdamages the 30 cal at short range, they are roughly equal at medium range, the 30 cal has a slight advantage at long range by 1.7 dps.

By comparison, one volksgrenadier dude, not an entire squad, one dude, does 1.2 dps at long range.

As I said, the supposed damage advantage of the 30 cal is a myth.

Quote
Someone pointed out this is likely because it doesn't suppress as quickly allowing it to do full dmg longer, either way i like em both -shrug-

Suppressed infantry do not gain any defensive benefits against MG fire.  They only thing they get is an incoming suppression modifier.
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Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #67 on: February 18, 2010, 02:03:46 pm »

But i bet that pinned infantry has a dmg modifier that makes them take less.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #68 on: February 18, 2010, 02:07:44 pm »

But i bet that pinned infantry has a dmg modifier that makes them take less.

What are pinned infantry going to do?  Shoot themselves in the head and become zombies?
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #69 on: February 18, 2010, 02:16:36 pm »

pinned infantry is going to lie on the ground, and the result in 90% of the cases is that there is some object or dirt defending them against the mg bullets.
so they dont die.
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bbsmith Offline
The Brain and Muscle
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Posts: 2778


« Reply #70 on: February 18, 2010, 02:36:16 pm »

Yes, pinned infantry take less damage for 10 or 15 seconds. I don't remember which, but afterwords they take greatly increased damage.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #71 on: February 18, 2010, 02:59:08 pm »

yeah, becouse they get hit by mortars or assault infantry  Grin
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COHCommando Offline
EIR Veteran
Posts: 274


« Reply #72 on: February 18, 2010, 09:11:02 pm »

letting captains and lefts to get the bar or thompson for a tier one i got 4 kills with my captain he had a bar now he is vet 2 Smiley
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #73 on: February 19, 2010, 12:59:15 am »

Yes, pinned infantry take less damage for 10 or 15 seconds. I don't remember which, but afterwords they take greatly increased damage.
They don't take greatly increased damage, to my knowledge...
They just regain their ability to crawl after a while. Also, pinned infantry aren't as helpless as you may think. They can still throw grenades, stickies and faust tanks Smiley.
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bbsmith Offline
The Brain and Muscle
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Posts: 2778


« Reply #74 on: February 19, 2010, 01:01:39 am »

After 10s of being pinned they receive +100% Incoming accuracy and +50% Damage
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #75 on: February 19, 2010, 01:12:02 am »

That's something I never knew.. nice to know, tho.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #76 on: February 19, 2010, 02:22:47 am »

sweeeeeeeeeeeeeeeeeeet
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Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
... or a fat ass cock sucking churchill being stupid
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #77 on: February 19, 2010, 03:29:33 am »

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Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
bbsmith Offline
The Brain and Muscle
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Posts: 2778


« Reply #78 on: February 19, 2010, 03:29:55 am »

o4b would like one of those.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #79 on: February 19, 2010, 04:24:06 am »

i wonder why i've never seen one of those in a mod, is it just a model and looks funny in game?
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
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