Title: killing mod? Post by: Shabtajus on March 26, 2014, 08:22:04 am hey some pesimistic thoughts here and who knows maybe its true? as allways 1 or few threads pops out when player base go low in numbers so lets not break this tradition and lets see wtf is going on here?
whats is ya plan? +make eirr balanced and a great game is it working? +well.. lets see what we have, hmm we banned few active players (wind, cheffarz..), some devs abusing powers, some devs insulting comunyti, we killed doctrines, that made to leave few players aswell, we released a lot of balance patches, than we reverted changes that made some players leave a game cuz meta game got stupid, we made some hot fix and game now aint even working atm. I aint shithead trust me i like this mod and i spent too much time here to not relise how all changes is going to wrong direction. All cool with shitload of patches lately but was not that easier for you DEV team releasing smaller patches with few tweaks and do it more often instead doing ALL in 1 patch (changing units and also changing current enviroment they be used). As i said before shit goes down fast, after every patch ppls just keep leaving dem game WTF I believe mr.tank after rage will thank me later for ma genius thoughts, aint no thx needed in adavance - Sun-Tsu move Title: Re: killing mod? Post by: Bear on March 26, 2014, 08:26:54 am hey some pesimistic thoughts here and who knows maybe its true? as allways 1 or few threads pops out when player base go low in numbers so lets not break this tradition and lets see wtf is going on here? whats is ya plan? +make eirr balanced and a great game is it working? +well.. lets see what we have, hmm we banned few active players (wind, cheffarz..), some devs abusing powers, some devs insulting comunyti, we killed doctrines, that made to leave few players aswell, we released a lot of balance patches, than we reverted changes that made some players leave a game cuz meta game got stupid, we made some hot fix and game now aint even working atm. I aint shithead trust me i like this mod and i spent too much time here to not relise how all changes is going to wrong direction. All cool with shitload of patches lately but was not that easier for you DEV team releasing smaller patches with few tweaks and do it more often instead doing ALL in 1 patch (changing units and also changing current enviroment they be used). As i said before shit goes down fast, after every patch ppls just keep leaving dem game WTF I believe mr.tank after rage will thank me later for ma genius thoughts, aint not thx in adavance needed - Sun-Tsu move +1 Es ist interessant zu sehen, dass je mehr gespendet wird, desto schlechter werden die Leute behandelt die gespendet haben und das Spiel wird schlechter. Auch sieht es so aus als ob manche nicht möchten das dieser Mod gespielt wird. Es wird von ihnen ein negativer Einfluss genommen und selber spielen sie gar nicht. It is interesting to see that each more is donated, the worse the people are treated who have donated and the game developed in a worse direction. Also it looks as if some people do not want that this mod is played. It is taken from them a negative influence and them selves do not playing it. +1 Title: Re: killing mod? Post by: chefarzt on March 26, 2014, 08:57:45 am Me, banned?
Mods just shit atm thx to superorganized dev team. Title: Re: killing mod? Post by: aeroblade56 on March 26, 2014, 09:12:31 am it might be nice if that wipe that was supposed to happen ages ago did happen so we dont have reward unit armies around.
but yeah, since the last couple patches eirr has enjoyed a nice decline in playerbase which is probably because doctrines aren't in as that is one of the selling points in the mod. when bearsoul and chaindivision stop playing it hits you right in the feels. Title: Re: killing mod? Post by: shockcoil on March 26, 2014, 09:45:21 am You know I always thought it was no co-incidence EIR was more active when we had powerful doctrines. Sure sometimes they were OP but they were fun first and foremost and both sides had cool shit to abuse.
Title: Re: killing mod? Post by: narref on March 26, 2014, 10:25:30 am hey some pesimistic thoughts here and who knows maybe its true? as allways 1 or few threads pops out when player base go low in numbers so lets not break this tradition and lets see wtf is going on here? whats is ya plan? +make eirr balanced and a great game is it working? +well.. lets see what we have, hmm we banned few active players (wind, cheffarz..), some devs abusing powers, some devs insulting comunyti, we killed doctrines, that made to leave few players aswell, we released a lot of balance patches, than we reverted changes that made some players leave a game cuz meta game got stupid, we made some hot fix and game now aint even working atm. I aint shithead trust me i like this mod and i spent too much time here to not relise how all changes is going to wrong direction. All cool with shitload of patches lately but was not that easier for you DEV team releasing smaller patches with few tweaks and do it more often instead doing ALL in 1 patch (changing units and also changing current enviroment they be used). As i said before shit goes down fast, after every patch ppls just keep leaving dem game WTF I believe mr.tank after rage will thank me later for ma genius thoughts, aint no thx needed in adavance - Sun-Tsu move As horrible as it sounds I totally agree with Shab. It's been quite some months since doctrines were disabled and it was done properly balance the units. But the results have not been good at all, too many huge changes back and forward the metagame has changed totally and the playerbase has decreased. Some of the changes/ideas were cool indeed but from a player point of view it seems more like the dev team is "playing around" with the stats rather than aiming for a proper balance. Title: Re: killing mod? Post by: GrayWolf on March 26, 2014, 10:29:56 am You know I always thought it was no co-incidence EIR was more active when we had powerful doctrines. Sure sometimes they were OP but they were fun first and foremost and both sides had cool shit to abuse. That's the main problem :P Title: Re: killing mod? Post by: EIRRMod on March 26, 2014, 10:34:12 am Some of the changes/ideas were cool indeed but from a player point of view it seems more like the dev team is "playing around" with the stats rather than aiming for a proper balance. The main goal is proper balance. And most changes are aimed at that goal.If something seems 'played around' with - then its to see an effect, or change an existing problem. With such a small team, and limited time - its how we have to do it. Title: Re: killing mod? Post by: XIIcorps on March 26, 2014, 01:46:49 pm Fuck off and make ya own mod shab.
The amount of work EIR has received in the last couple weeks is more then it got for some months in years past. the mods actually getting somewhere balance wise. Adding docs back in as is would just undo all the current work. like tanks said numerous times they plan on bring them back as unlocks not tiers Title: Re: killing mod? Post by: Bear on March 26, 2014, 01:53:26 pm Fuck off and make ya own mod shab. The amount of work EIR has received in the last couple weeks is more then it got for some months in years past. the mods actually getting somewhere balance wise. Adding docs back in as is would just undo all the current work. like tanks said numerous times they plan on bring them back as unlocks not tiers -1 Its seems that allied be not longer op and because this is eirr dying. ....but the balance feels fair now and its sad that now the allied player dont come and all days waiting axis player in eirr. ufeelme? Title: Re: killing mod? Post by: PonySlaystation on March 26, 2014, 01:58:36 pm The amount of work EIR has received in the last couple weeks is more then it got for some months in years past. True but there was no a reason to ban Wind and Chefartz, two of the most active players in a mod with an already miniscule playerbase. Even criminals get a chance to appeal for a time based sentence. I think they deserve a second chance. Title: Re: killing mod? Post by: XIIcorps on March 26, 2014, 02:26:44 pm True but there was no a reason to ban Wind and Chefartz, two of the most active players in a mod with an already miniscule playerbase. Even criminals get a chance to appeal for a time based sentence. I think they deserve a second chance. well look the rules are in black and white viewable by everyone.Both players had numerous warnings and still habitually crossed the line. Not banning them would set a precedent for anarchy Title: Re: killing mod? Post by: aeroblade56 on March 26, 2014, 03:08:04 pm I think everyone needs to realize that bearsoul just used ufeelme and a +1.
imo when bearsoul starts seeing shit is wrong we need to listen, the guy has been stomped into dust and back .he never backs down and never complains. Title: Re: killing mod? Post by: Bear on March 26, 2014, 03:52:31 pm I think everyone needs to realize that bearsoul just used ufeelme and a +1. imo when bearsoul starts seeing shit is wrong we need to listen, the guy has been stomped into dust and back .he never backs down and never complains. aeroblade you be just a dazzler :P and I have said in the last 12 month all what it give to say about this theme. Title: Re: killing mod? Post by: Uglysori on March 26, 2014, 04:01:42 pm hey some pesimistic thoughts here and who knows maybe its true? as allways 1 or few threads pops out when player base go low in numbers so lets not break this tradition and lets see wtf is going on here? whats is ya plan? +make eirr balanced and a great game is it working? +well.. lets see what we have, hmm we banned few active players (wind, cheffarz..), some devs abusing powers, some devs insulting comunyti, we killed doctrines, that made to leave few players aswell, we released a lot of balance patches, than we reverted changes that made some players leave a game cuz meta game got stupid, we made some hot fix and game now aint even working atm. I aint shithead trust me i like this mod and i spent too much time here to not relise how all changes is going to wrong direction. All cool with shitload of patches lately but was not that easier for you DEV team releasing smaller patches with few tweaks and do it more often instead doing ALL in 1 patch (changing units and also changing current enviroment they be used). As i said before shit goes down fast, after every patch ppls just keep leaving dem game WTF I believe mr.tank after rage will thank me later for ma genius thoughts, aint no thx needed in adavance - Sun-Tsu move I personally think a lot of these points are inane. Balance is a whole different animal to tackle but lets go through these other points first. 1. As far as I can tell only Wind has been banned and seemingly out of his own volition through his various actions. This sucks as he was very active and I personally liked playing with him but this is not a mod killing action or precedent. 2. Devs abusing powers. Seriously this is pretty much bullshit. Every example I have seen at its root is a non-issue. I understand not everyone who plays is an adult but a large number of you react like 5 year olds on the forums. Like shit that simply wouldn't fly on official game forums, ie racial insults, for a game that you actually paid said company for. Yet somehow in the mod it becomes a social justice issue that you should be able to act like an unreasonable ass in launcher or in the forums run by in essence volunteers who have laid out pretty simple rules. Get over yourselves. I am not a moderator and its tiring even for me to read. Accusations of reward unit generation... who cares? There are plenty of legitimate companies chock full of reward units currently anyway. Is this really a mod breaking issue? Also don't try to accuse me of favoritism as I have never gotten anything from the Devs except some reward points for winning a game challenge with my old SE company. 3. See above. Now it isn't ideal to have some of the past back and forth between the devs and the certain members on the open forum. But its understandable given how some members act on the forum. Frankly again I see this as a non-issue. Those threads aren't the ones driving newbies away from or joining the mod. Most new guys could hardly be bothered to go through the tutorials than to go through some of our more snarky threads. And frankly the ones that get into fights with the devs continue to play anyway cause they like pissing off devs. 4. The doctrine removal I agree seriously put a damper on the mod. I've put in a lot of games of SE so I would imagine that I don't get bored that easily. I am pretty bored with SE and PE in general since the docs have been killed. I know ppl that have stopped playing because of lack of docs and I can understand some frustration around this since the announcement had implied that this would be a few week loss of doctrines coupled with a war reset. Really there is nothing strongly differentiating EiRR vs OMG right now without docs. OMG probably has more unit variety frankly despite EiRR reward units. I know ppl that quit before because of the doctrine balance but if you want to look at the dwindling number of hardcore players that had stuck with the mod it is probably related strongly to the doc removal and length of its ongoing removal. 5. The balance patches have shown initiative and I am sure have revealed some interesting aspects of balance for the mod. However, I am not sure the length and scope of changes were needed. It was nice to move away from VCoH balance but as I said when it was put to an informal vote, why did we need to reinvent the wheel instead of focusing on a few underpowered units. Frankly some sort of sandboxing should have prevented some of the changes from making it off the paper and then these changes seem to persist for an inordinate amount of time despite agreement that it was a bad change. This can drive players away. Title: Re: killing mod? Post by: ick312 on March 26, 2014, 04:22:04 pm few thoughts:
-docs add the spice. -last balance changes were obviously right!. No philosophical discussion! Removing rambo RR blobs was just right! -dev abusing their status: that was in the past the case, where especially 2 of the younger devs poisoned the atmosphere without penalty. -its good that there is any progression! -information policy is now very good. (it was terrible in the past time, but now its really "adequate" <=idk if that word works) -there are brutal balance issues through the unlocks, even without the docs -The harsh critics the devs are earning now, even they do now a better job then in the past, is also cause they are too easy going on the behaviour of their own community. Title: Re: killing mod? Post by: TheIcelandicManiac on March 26, 2014, 04:51:26 pm Make the game fun, regardless of balance and you get the community back.
The reason why people played the game back in the old days was that it was fun, people would complain about OP crap all the time on every side, Anything from the Terror officer, carbines, No speed reduction lockdown ists, Mark 4 tank spam and so many more. it may have not been balanced and would have been given shit from game reviwers if it were a real game but holy shit it was fun. (http://runeatrepeat.com/wp-content/uploads/2013/09/i-just-want-to-have-fun.gif) Well thats what i want anyways Just look at OMG mod, it has always been way better balanced than EIR in many aspects and that is its major downfall at most parts, it then decided to add units like the combat engi, jackson, and other units which made it !!Fun!! to play, then they removed it for balance and the mod died again. Here as i have nothing to do right now im gonna make a list of things that are fun. 1. Rambo officers, it may have been idiotic for 2 Ami officers to beat a Volsk squad with m40s but damn it was fun. 2. Cloaking stormies, it may have made little sence in the game and in the hands of a skilled player they slaughterd most things alive(even tough they were easy to counter if you werent so closed minded(yes, i am talking about you, you know who you are)) 3. Defencive officer, having them blobbing around with the dual t3 and vet 3 blobs was OP to a certain point but there were other doctrine abilitys on the allied that counterd it(exept the 200 Dam zreck, that thing was hilarious) 4. Main gun cali, i have to admit i was against it but damn it was fun to use. 5. Scout car spam, it wasnt really removed but it got a pretty heavy kick in the balls when it was boosted to 20 fule and its vet was nerfed. 6. G43 Falls, not really op as the mid t4 already gave the Pgrens the cloak buff without the cloak at vet2 but still fun. 7. Grenadier marksman, the 4 man squad that could snipe everything was one hell of a blast even tough it rarely paid off to buy the upgrade but yet again, !!FUN!!. 8. The Old AVRE, havent checked it lately but there was a clear diffrence in the AVRE after its change, it may have been given the ability to kill units behind the green cover but it just woulnt kill units outright anymore. 9. Passive sprint lightning war, Running around with 2000 volks, oh man i miss that. 10. 4 man PGren MG, not op , just fun. 11. FOO spam , sure when pudding figured out that bug that enabled no cooldown it turned into a mess but it was semi easy to counter as long as it wasnt against 3 players spamming them. 12. Asswarefare, oh man that was epic, dropping 5 squads of AB rifles in the back , Zooking and nading the fuck out of everything, good times. 13. Button, nothing more fun than locking down a tank that some idiot rushed in. Title: Re: killing mod? Post by: Hicks58 on March 26, 2014, 05:13:03 pm You know, this is a mod for the community. It's a multiplayer mod, it'll fall short without the people.
Ideally, we would have wanted to make doctrines work right with the new launcher. But, the code is all there for the previous doctrines. After the current issue is resolved to get the mod working, why not make a public vote? If people want the doctrines back in their current form so bad, after the changes that have been made, then let the community decide. There would have to be spot balance fixes, addressing shit as it comes up, but that'd be part of the parcel. As they say, you'd have to deal with it. So long as it's RGD stuff it'd be fixable quickly (Ingame stats, nothing fancy like airborne call in timers, blow the bridges, etc). I try to think I'm not a totally unreasonable person, you guys know what you want, so tell us. To iterate, if people want this, we'd reactivate the doctrines and have a total wipe (Except people's gold reserves, any cards or companies would go poof) and the poll would run for one week. You people interested? Title: Re: killing mod? Post by: TheIcelandicManiac on March 26, 2014, 05:30:01 pm Would be neat to try but a clusterfuck to put into effect.
Title: Re: killing mod? Post by: Hicks58 on March 26, 2014, 05:39:00 pm Let me worry about the logistics.
As the community, the responsibility for you is the choice. Title: Re: killing mod? Post by: Bear on March 26, 2014, 05:43:29 pm since I start to play EIRR was the allied just op and it was very hard for the axis to win and not really fun to play but after the last wipe was for me the balance fine.
Sure some units was op of every side but a good game need some superstars and the axis wasnt just OP, you can see this on the leaderboard w/l quote, but it wasnt easy for allied to win a battle, maybe they was missing the fun, just to play and stump the axis and so the most allied player leave this Mod and the Axis was the hole summer alone, just any player like rollinghamster, commiekiller, andy and some other was there and this is for me the only really probleme here and not the disable doctrines now. But why isnt its possible to give both sides the same power without losing the fun? but pls not this spam shit :) Title: Re: killing mod? Post by: XIIcorps on March 26, 2014, 05:44:26 pm If docs come back as is then the last 2 months are naught for nothing.
I wont be back if they come back as is. some will care, others wont thats life I guess. Title: Re: killing mod? Post by: Hicks58 on March 26, 2014, 05:54:54 pm since I start to play EIRR was the allied just op and it was very hard for the axis to win and not really fun to play but after the last wipe was for me the balance fine. Bear, in the absolutely nicest way possible: The Allies were not OP. Your playstyle was not conductive to EiRR, you and Chain liked to sit back with arty and doom forts which crumbled to the fire and manoeuvre style of EiRR. It wasn't until the recent months that you guys started to learn and adapt to it. Title: Re: killing mod? Post by: Bear on March 26, 2014, 06:02:03 pm I can only say what I saw and I was so angry about this for me OP allied that I had play 2012/13, I guess, about 9 Month only Allied and after this the Axis was going better after some updates and specially after the last wipe and my favorite allied tank calli lose his maingun. so for me it seems that any was angry that I was playing as allied much better like as axis and this was helpfully for the axis than but maybe the impression deceives me :)
Title: Re: killing mod? Post by: XIIcorps on March 26, 2014, 06:05:58 pm I can only say what I saw and I was so angry about this for me OP allied that I had play 2012/13, I guess, about 9 Month only Allied and after this the Axis was going better after some updates and specially after the last wipe and my favorite allied tank calli lose his maingun. so for me it seems that any was angry that I was playing as allied much better like as axis and this was helpfully for the axis than but maybe the impression deceives me :) axis units prior to the 2014 changes were pound for pound stronger then allied units.the allies excelled in cheaper more spammable units to overcome the stronger axis units. Tho can be said for both sides that balanced and rigid play styles are always overcome by task specific spam or more fluid play styles Title: Re: killing mod? Post by: tank130 on March 26, 2014, 07:57:36 pm then let the community decide. The forums have always been filled with a VERY vocal minority of our community. Granted, with the very small player base we currently have, the discrepancy is not so large. But seriously, look back over the last 2 or 3 years of balance posts. 90% of the posts are made by the same 10 or 12 people......... Title: Re: killing mod? Post by: Hicks58 on March 26, 2014, 08:05:25 pm I ran it past EiRRMod and he was alright with the idea.
If the community decides they want the vote to go forward, it'll happen. If we get nothing but nopes then there's no problem. Title: Re: killing mod? Post by: shockcoil on March 26, 2014, 08:11:05 pm Make the game fun, regardless of balance and you get the community back. this guy gets it.The reason why people played the game back in the old days was that it was fun, people would complain about OP crap all the time on every side, Anything from the Terror officer, carbines, No speed reduction lockdown ists, Mark 4 tank spam and so many more. it may have not been balanced and would have been given shit from game reviwers if it were a real game but holy shit it was fun. - Well thats what i want anyways Just look at OMG mod, it has always been way better balanced than EIR in many aspects and that is its major downfall at most parts, it then decided to add units like the combat engi, jackson, and other units which made it !!Fun!! to play, then they removed it for balance and the mod died again. ... (http://www.ufunk.net/wp-content/uploads/2013/03/thumbs-and-ammo-5.jpg) Title: Re: killing mod? Post by: XIIcorps on March 26, 2014, 08:42:06 pm The forums have always been filled with a VERY vocal minority of our community. the same 10 to 12 who either Granted, with the very small player base we currently have, the discrepancy is not so large. But seriously, look back over the last 2 or 3 years of balance posts. 90% of the posts are made by the same 10 or 12 people......... A) Play around 20-30 games a week or B) Are getting stomped repeatedly by superior teams and players. Title: Re: killing mod? Post by: tank130 on March 26, 2014, 09:06:55 pm the same 10 to 12 who either A) Play around 20-30 games a week or B) Are getting stomped repeatedly by superior teams and players. Ya....um..... wrong Many of the posts are from people who don't even play the game anymore.... Title: Re: killing mod? Post by: nikomas on March 26, 2014, 09:27:09 pm I suppose the irony here is that some of what would have caused the most issues with doctrines (heavy tanks) was reverted last patch.
Anyway, I'd love to see them back personally, in whatever form. Title: Re: killing mod? Post by: XIIcorps on March 27, 2014, 01:23:27 am ok admitaly i would like tank shock on mah churchills, guess i be needing T3 unlocks then.
Title: Re: killing mod? Post by: TheIcelandicManiac on March 27, 2014, 01:56:17 am First order of buisness, Change back tankchock to not be a AOE lockdown ability and instead buffs the MG supression.
I loved that back in the old days when i asked why they changed TS and all i got as a response was this link (https://www.youtube.com/watch?v=z4cp1c0jpOE), still not sure why you guys made it back to the AOE one as the MG buff was pretty good for a 20 mun cost. Title: Re: killing mod? Post by: nikomas on March 27, 2014, 01:59:59 am All I'm wondering when watching that is why tank shock was apparently working on a vehicle, and appearently making the units inside shoot less?
Clearly not just a supression boost? Title: Re: killing mod? Post by: TheIcelandicManiac on March 27, 2014, 02:43:47 am Wasnt that before they units in the Clowncar have HT armour?
Title: Re: killing mod? Post by: XIIcorps on March 27, 2014, 03:13:18 am Mk4 shock bug was hellafun rof increase by like 200% for the duration
Title: Re: killing mod? Post by: Bear on March 27, 2014, 03:52:08 am First order of buisness, Change back tankchock to not be a AOE lockdown ability and instead buffs the MG supression. I loved that back in the old days when i asked why they changed TS and all i got as a response was this link (https://www.youtube.com/watch?v=z4cp1c0jpOE), still not sure why you guys made it back to the AOE one as the MG buff was pretty good for a 20 mun cost. pls give the 128mm of the jt the possibility to select between at-mun and ai-mun like it is at the moment, maybe by vet2?:D I know I will never have a vet2 jt because the allied will try hard to kill him and the axis will not help me to protect him. And pls give the pe sniper a better camouflage that he can kill a mg without dying. :) And why must the Tiger driving like a drunken stupid schoolboy? I was playing 1v1 as allied vs chain as axis and she was using a vet1 tiger, it was just sad for me to see how slow the tiger is and how he dance if he should just drive backward. I have killed him with just 1 M10 because her panzerschreck stormtroopers hit my m10 absolutly nothing!?. And why drive the P4 apparently seems now same stupid like the tiger? And my vet4 hotchkis stuka hadnt after 4 arty attacks not kill a mg internally within a timbered house and after 4 arty attacks to not kill a bofor, that is really bs.... and the kch need a rush possibility against brit riflenade guys, if this not already change. maybe the last 4 points be all a problem of this disable doctrines. for allied I can say nothing at the moment, because I play it not often. Title: Re: killing mod? Post by: TheIcelandicManiac on March 27, 2014, 04:02:38 am Why dont we just invade belgium while we are at it bear?
There is nothing wrong with any of the things you just posted. The JT 2 hits m10s, no need to buff The PE sniper has a faster Recloak timer than the normal one The tiger part i have noidea what you mean( wait no i get it, that might just be bad deaccell making so the pathing reads it going faster turning around than just backing up, solution to that is shiftclick) The p4 part makes less sense than the tiger thing The hotch stuka, Dont stay at max range when you fire dufus, its a close range support weapon The KCH dont need a buff, god dont buff KCH. Allis Why not add make the mk6 viable more than the HP buff Removing ranger spring made them a pain in the ass to retain vet AB is meh as always Commando Doc is about as bad as it gets with the removal of free smoke on commandos as it was the only real reason to get them, you can do better with cheaper sappers and tommys. Just stop sucking at the game and blaming balance on your losses bear, thats the real issue. Title: Re: killing mod? Post by: Bear on March 27, 2014, 04:11:17 am Why dont we just invade belgium while we are at it bear? There is nothing wrong with any of the things you just posted. The JT 2 hits m10s, no need to buff The PE sniper has a faster Recloak timer than the normal one The tiger part i have noidea what you mean( wait no i get it, that might just be bad deaccell making so the pathing reads it going faster turning around than just backing up, solution to that is shiftclick) The p4 part makes less sense than the tiger thing The hotch stuka, Dont stay at max range when you fire dufus, its a close range support weapon The KCH dont need a buff, god dont buff KCH. Allis Why not add make the mk6 viable more than the HP buff Removing ranger spring made them a pain in the ass to retain vet AB is meh as always Commando Doc is about as bad as it gets with the removal of free smoke on commandos as it was the only real reason to get them, you can do better with cheaper sappers and tommys. Just stop sucking at the game and blaming balance on your losses bear, thats the real issue. the jt need this vs sp... and chain had use a tiger not jt... better vet be only good for already good player but maybe EIRR want be a exclusive club for good player.... the p4 was by my last game driving different as I was knowing him.. I know no better discripting as dancing for this what the tiger is doint if he should just driving backward, his ass swings from left to right and back the hole time... my hotchkis was pretty nearly to the mg and bofor in the situation, I know this thing with the range.... and riflenade guys can just kill all inf and that is it than? Title: Re: killing mod? Post by: XIIcorps on March 27, 2014, 04:11:41 am pls give the 128mm of the jt the possibility to select between at-mun and ai-mun like it is at the moment, maybe by vet2?:D if your FJsniper is dieing to a MG you should just stop playing EIR and maybe settle for painting pictures in MS paint.I know I will never have a vet2 jt because the allied will try hard to kill him and the axis will not help me to protect him. And pls give the pe sniper a better camouflage that he can kill a mg without dying. :) And why must the Tiger driving like a drunken stupid schoolboy? I was playing 1v1 as allied vs chain as axis and she was using a vet1 tiger, it was just sad for me to see how slow the tiger is and how he dance if he should just drive backward. I have killed him with just 1 M10 because her panzerschreck stormtroopers hit my m10 absolutly nothing!?. And why drive the P4 apparently seems now same stupid like the tiger? And my vet4 hotchkis stuka hadnt after 4 arty attacks not kill a mg internally within a timbered house and after 4 arty attacks to not kill a bofor, that is really bs.... and the kch need a rush possibility against brit riflenade guys, if this not already change. maybe the last 4 points be all a problem of this disable doctrines. for allied I can say nothing at the moment, because I play it not often. JT is fine its gimpy gun hurts everything Tiger and other heavy tanks always seem to have chaotic pathing As for the P4 i guess your spamming to many commands in too many directions overloading the units AI Hotch Stuka, as Icelandic said stop firing it at max range. the thing excels at mid to short range barrages. if you think KCH need a buff then i will redirect you to the afformentioned paint alternative. Title: Re: killing mod? Post by: Bear on March 27, 2014, 04:14:19 am if your FJsniper is dieing to a MG you should just stop playing EIR and maybe settle for painting pictures in MS paint. JT is fine its gimpy gun hurts everything Tiger and other heavy tanks always seem to have chaotic pathing As for the P4 i guess your spamming to many commands in too many directions overloading the units AI Hotch Stuka, as Icelandic said stop firing it at max range. the thing excels at mid to short range barrages. if you think KCH need a buff then i will redirect you to the afformentioned paint alternative. the jt need this vs sp... and chain had use a tiger not jt... better vet be only good for already good player but maybe EIRR want be a exclusive club for good player.... the p4 was by my last game driving different as I was knowing him.. I know no better discripting as dancing for this what the tiger is doint if he should just driving backward, his ass swings from left to right and back the hole time... my hotchkis was pretty nearly to the mg and bofor in the situation, I know this thing with the range.... and riflenade guys can just kill all inf and that is it than? and I know you XIIcorps, you want just OP allied... Title: Re: killing mod? Post by: XIIcorps on March 27, 2014, 04:22:45 am the jt need this vs sp... would it kill you too know that i play both sides, and that while i will always have a bias towards brits being somewhat weaker then their axis counterparts.and chain had use a tiger not jt... better vet be only good for already good player but maybe EIRR want be a exclusive club for good player.... the p4 was by my last game driving different as I was knowing him.. I know no better discripting as dancing for this what the tiger is doint if he should just driving backward, his ass swings from left to right and back the hole time... my hotchkis was pretty nearly to the mg and bofor in the situation, I know this thing with the range.... and riflenade guys can just kill all inf and that is it than? and I know you XIIcorps, you want just OP allied... I HAVE NEVER ARGUED THAT AMERICANS HAVE NOT BEEN OP. which is almost always the source of the "allies are OP" statement. As for the tiger, What map were you on ? do you have a rplay of the tiger and its "bogus" pathing ? Riflenades are a non retalitory weapon, they should always be used to fire at range and retreat, if your blindly throwing KCH into their line of fire then its your fault not the units. Use something to counter them other then infantry, the exact thing they are desgined to take out. THE HOTCH, so one game you get crappy rolls on its barrage accuracy and its in need of a buff ? how about you do what the scientific community does and gather large amounts of data on a particular subject, draw your own conclusion from said data then submit it to the community for peer review. Title: Re: killing mod? Post by: GORKHALI on March 27, 2014, 04:33:09 am storms r stupid now , they r only good now with mp 40 ,with elite armor they rape , but don't give em shreks coz they useless on storms coz if it was in real they would hve blown them self up then the enemy tanks, coz they can't hit shit at all , grens do better job with shreks and they r cheaper as well.
Title: Re: killing mod? Post by: Bear on March 27, 2014, 04:41:32 am would it kill you too know that i play both sides, and that while i will always have a bias towards brits being somewhat weaker then their axis counterparts. I HAVE NEVER ARGUED THAT AMERICANS HAVE NOT BEEN OP. which is almost always the source of the "allies are OP" statement. As for the tiger, What map were you on ? do you have a rplay of the tiger and its "bogus" pathing ? Riflenades are a non retalitory weapon, they should always be used to fire at range and retreat, if your blindly throwing KCH into their line of fire then its your fault not the units. Use something to counter them other then infantry, the exact thing they are desgined to take out. THE HOTCH, so one game you get crappy rolls on its barrage accuracy and its in need of a buff ? how about you do what the scientific community does and gather large amounts of data on a particular subject, draw your own conclusion from said data then submit it to the community for peer review. ok, that is a fail of me I do never save the games and public they, because this be mostly loses of me public in forum. :) but I will not do it, is to much work for me but I think chain and I have played the most games the last 2 years because we be every year summertime there to, if all other not play eirr, why ever... and if I say somethink so it is true I be different other as the most human in this community! would it kill you too know that after so much years I play here? :D I think the tiger do this of all maps, bacause this I play never Tiger since years, only jan. this year the tiger was good and I have play him to some games... Chain and I was playing forest. and maybe you play both sides but I know you as brit player, so sorry... I must go working bb Title: Re: killing mod? Post by: Rocksitter on March 27, 2014, 03:09:32 pm Ok Shab so Portland has lost a few games but when team gets back healthy right in time for finals push they still win so dont feel down.
Title: Re: killing mod? Post by: Uglysori on March 27, 2014, 05:44:02 pm I think it would be interesting to put it to a vote to bring back doctrines.
Putting them back in is going throw things off given some of the changes but I will think it will add some flavor to all the doctrines right now. It will be far more difficult to measure out the effect of baseline changes with doctrines in place. The question is was 3 months enough time to have tested baseline balance? Throwing out the idea of truly abandoning VCoH balance were we able to identify the underperforming units that needed to be tweaked? The other issue that will pop up is that in the end doctrines in their full glory is still only temporary given the clear goals of the dev team to bring about more toned down doctrines with the new launcher release. So the community will have to deal with non-buffed units in the meantime (no docs) or deal with nerfed units once new launcher comes out assuming the devs have finished up their vision of the new doctrine system. Looks like the majority of units that at least I initially thought should be tweaked were in the past couple of patches: "Tigers, Wirblewinds, Pak-36(?), Hummel, Priest, Piats(?), Mk6, ISTs, Flakverliengs, Hotch Stuka" I know the changes also brought up one possible issue that I heard of which was is sprint on 5 man Pgrens too powerful for a vanilla line unit given their cost? Feel like ppl should just open balance posts in the Balance forum and figure out if the changes have worked. Title: Re: killing mod? Post by: tank130 on March 27, 2014, 05:58:03 pm Quote given the clear goals of the dev team to bring about more toned down doctrines with the new launcher release. Holy shit, I think you set a new forum record for the most uninformed comment......lol The extremely clear goal of the dev team is to bring on more powerful doctrines with the new launcher release. We will be getting rid of all the bullshit stuff and focusing on some real impact stuff. The difference will be that all doctrine buffs will cost resources. This gives us the ability to create powerful buffs and balance them. Title: Re: killing mod? Post by: Uglysori on March 27, 2014, 06:23:32 pm Holy shit, I think you set a new forum record for the most uninformed comment......lol The extremely clear goal of the dev team is to bring on more powerful doctrines with the new launcher release. We will be getting rid of all the bullshit stuff and focusing on some real impact stuff. The difference will be that all doctrine buffs will cost resources. This gives us the ability to create powerful buffs and balance them. http://forums.europeinruins.com/index.php?topic=27838.msg479044#msg479044 Sorry if I misinterpreted the team's goals. My impression over the past months from the thread above and other threads is that the dev team realized that old doctrines because of their multiple authors and said author's ideas of balance were very difficult to balance and work with given the new vision of the team and that they were as you said "bullshit" because they often too overly powerful because of the scope and magnitude of the units they affected. Ie. old Asymmetric warfare trolol. Given that in that thread it was suggested that the new doctrine balance would be more: "Exactly, most doctrine abilities that actually introduce interesting gameplay dynamics can easily be turned into purchasable abilities. The other ones, mostly plain stat buffs, we are better off without anyway. In most case these type of abilities are pointless filler, i.e players will often not notice their effects but they still end up skewing balance. (Particularly when there's a lot of them stacking and what no)" I made the mistake of assuming that that means that the new vision of doctrine unlocks would be toned down and better balanced. I mean how can we rail against the "bullshit" which was making too many things too powerful to effectively balance with the old doctrines and not expect the new ones to be toned down? Title: Re: killing mod? Post by: EIRRMod on March 27, 2014, 06:53:30 pm The bullshit thats being referred to here Uglysori - is the multiple buffs of different types per unlock.
Like, on some of them, there were 3-4 'buffs' to different units on the same doctrine unlock - it became terrible to balance as it was just a clusterfuck of multiple 'if this does this, then this might be too powerful' circle-jerks. Toning down isnt the goal - making the selections have actual impact, while being 'interesting', is the goal. Title: Re: killing mod? Post by: Uglysori on March 27, 2014, 06:59:05 pm The bullshit thats being referred to here Uglysori - is the multiple buffs of different types per unlock. Like, on some of them, there were 3-4 'buffs' to different units on the same doctrine unlock - it became terrible to balance as it was just a clusterfuck of multiple 'if this does this, then this might be too powerful' circle-jerks. Toning down isnt the goal - making the selections have actual impact, while being 'interesting', is the goal. Make sense. I guess my vision of toned down would be instead of a T4 like Storm Tactics, which basically upgraded all PE infantry on a SE company - you would see a toned down single unlock that would, for instance, upgrade Tankbuster squads to 3x squad leader rifles. Title: Re: killing mod? Post by: EIRRMod on March 27, 2014, 07:03:29 pm Make sense. I guess my vision of toned down would be instead of a T4 like Storm Tactics, which basically upgraded all PE infantry on a SE company - you would see a toned down single unlock that would, for instance, upgrade Tankbuster squads to 3x squad leader rifles. That actually would be a viable unlock.The balancing would then be in the cost of that ability onto the squads you choose. The ratio of benefit:cost would be better than 1:1, but a cost nonetheless, so you are not just 'shuffling' a squads cost up for an equal benefit. Title: Re: killing mod? Post by: Uglysori on March 27, 2014, 07:05:28 pm Great, this is what I meant by thinking how you guys would be "toning down" the doctrines.
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