Title: Patch R041 Post by: TheVolskinator on January 21, 2019, 02:44:54 pm General
1 - 105 and 88 No longer gain vet bonuses. 2 - Snipers (both Axis and Allied) vCoH cloak has been re-enabled Pop cost reduced from 8 to 7. American Non-doctrinal: 1 - Jeep Cost increased from 75 MP, 10 FU to 90 MP, 10 FU. 2 - M10 Vet3 no longer grants 0.8 scatter. Vet3 now grants 1.2 dmg. (as it did in the past). 3 - M8 Main gun modified: Reverted to pre-LV nerf (basically vCoH) stats as a start. Acc. at L range reduced from 0.75 to 0.65. Pen. at S/M/L ranges decreased from 1/0.83/0.66 to 0.65/0.6225/0.495. Reload decreased from 7 s to 5.25 s. Doctrinal: 1 - American Industry Dragon's Teeth build time increased from 22.5 s to 40 s. 2x BAR cost increased from 65 to 85 MU. 2 - Fighting Spirit Cover bonus reduced from 0.8 cooldown/reload to 0.9 cooldown/reload. Cost decreased from 25 MP to 20 MP. 3 - M4 Rhino Main gun acc. at L range decreased from 0.75 to 0.65 (matches the nerf to the M4A1). 4 - M8 Scott Phase armor removed. Main gun replaced with the old Sherman HE rounds (pre-canister shot stats). Cost increased from 300 MP, 170 FU to 395 MP, 250 FU. For the time being, Pour it on 'Em has been priced out on the Scott. Bugfix: 1 - Currahee AB Engies no longer gain multiple Fire-up! abilities. 2 - American Industry BARs Now functions when used in combination with Supp. and Maneuver (weapon toggle was previously missing). Commonwealth Non-doctrinal: 1 - Cromwell Acceleration increased from 2.43 to 4.86. Deceleration increased from 4.5 to 9. Hull rotation increased from 35 °/s to 70 °/s Cost increased from 370 MP, 200 FU to 395 MP, 225 FU. 2 - Sherman III Is now added to all CW doctrines. It is a statistical clone of the M4A1 with a different visual model, and will be CW's StuG-like "economy" medium tank. Main gun acc. at L range decreased from 0.75 to 0.65 (matches the nerf to the M4A1). Doctrinal: 1 - Infantry Brigade Has been 100% enabled and implemented. 2 - Tank Shock Reload bonuses removed. Currently functions, but I'm leaving the description nebulous (I'll be changing it further with Newdocs). Bugfix: N/A Wehrmacht Non-doctrinal 1 - up-gun Puma Main gun modified: Acc. vs. all inf. armor types increased from 0.1 to 0.5. Damage reduced from 90 to 67.5. Reload reduced from 4.5 s to 3.7 s. Doctrinal: 1 - StuG III Has been renamed to Stu. Gesch III Ausf. G "StuG III" (SPG) 2 - StuH 42 Has been renamed to Stu. H 42 "StuH" (Hvy. SPG) Bugfix: 1 - Cover and Evasion Training (Pak 40) Now functions. 2 - KT Tank Shock Now functions. Moved from UI 5 to UI 6. 3 - Smoke Cannisters (JP4) Now function. 4 - V1 Now functions. Panzer Elite Non-doctrinal: 1 - Panzergrenadiere Cost decreased from 215 MP to 195 MP. Doctrinal: 1 - Mechanized Advance 1.15 acc. bonus removed. Now grants an 0.85 rec. acc. bonus. 2 - Mobile Suppression Luftwaffe le M.G. 34 stats now match those of the Bike MG (was previously using the old, high DPS weapon). Bugfix: 1 - Infrarot Hetzer main gun dmg. is now the intended 100 (was previously 87.5). 2 - Highway 69 Now correctly functions on the IST. Map Changes 1 - Brecourt (6p) added 2 - Frozen River (6p) added 3 - Point du Hoc (4p) added 4 - Lanteville (4p) added 5 - Arnhem (4p) added 6 - Neuville (8p) now Neuville Winter (6/8p) 7 - Angoville (2p) sectors modified for new 1v1 mode 8 - Bastion (6p) updated: swamps removed, city opened up a tad 9 - Dutch Countryside (6p) updated: removed some more trees, fixed shotblockers 10 - Somewhere in Normandy (6p) updated: water removed because Area is a crybaby 11 - Adaire, D-day and Montherme (6p) ingame names fixed to match naming convention. Also made some small tweaks to Adaire to improve pathfinding and atmosphere. 12 - Removed Eindhoven (6p) from rotation Title: Re: Patch R041 Post by: Tachibana on January 21, 2019, 02:49:49 pm General 2 - Snipers (both Axis and Allied) vCoH cloak has been re-enabled Cost reduced from 540 MP, 200 MU to 400 MP, 150 MU. Pop cost reduced from 8 to 7. Glad I left discord cause I probably would have legit been admitted to a psych ward if I read whatever QQ led to this change. Title: Re: Patch R041 Post by: ChetnikVoyvoda on January 21, 2019, 04:49:21 pm This is awesome!!! I can't wait for:
1 - Infantry Brigade Has been 100% enabled and implemented. How will the cloak work on the PE Sniper? Super excited for the Newdocs as well! They seem to be ideal for capturing the feeling that every doc is excellent if that is the flavor of forces you are inclined for! Title: Re: Patch R041 Post by: TheArea on January 21, 2019, 07:35:50 pm Thanks for the work Volks, but a couple of comments:
1. Seems like an odd move to make snipers cheaper and jeeps more expensive, in some ways it reads like a double buff to snipers, not to mention the return of vCoH cloak. I know snipers were being used less lately and needed a tiny bit of help, but we'll have to see what kind of effect this has in the run of play, and I'm with Tachi, I have serious doubts. 2. Locked and Loaded untouched? So, the insta suppression some qq about was left as is? 3. Still no help for zooks? 4. Ost Heat rounds unchanged? I hope it's the case that 2,3, and 4 are being addressed via the doc rework. Oh, and it'll be nice to see V1 again, I miss blocking with bike and hoping for the rocket to land on a super persh. Title: Re: Patch R041 Post by: Poppi on January 21, 2019, 08:21:30 pm Not understanding the triple buff snipers just received.
Title: Re: Patch R041 Post by: Unkn0wn on January 22, 2019, 01:11:55 am Great! On the snipers, that must be a typo on pricing, no? They were more expensive with cloak, not cheaper lol. I can dig out the old price and revert, unless you think making them cheaper is warranted.
Title: Re: Patch R041 Post by: Bear on January 22, 2019, 01:35:37 am I have two questions
First question: Quote New-Newdocs: Who, What, Where, When, Why, and "Volsky why are the Allies OP?!" How do these changes fit with this thread?http://forums.europeinruins.com/index.php?topic=29416.0 Second question: General Who thinks such a crap?2 - Snipers (both Axis and Allied) vCoH cloak has been re-enabled Cost reduced from 540 MP, 200 MU to 400 MP, 150 MU. Pop cost reduced from 8 to 7. I thought EIR goes to Steam because more should play? This change gives great frustration potential for new players! Update: EIR wants to be elite but the elite always stands by itself alone and there want also be alone! So EIR will never be a successful game, if it is not designed for the mass of players! Even with Volksy, there are still the old mistakes in thinking! Poor EIR! Title: Re: Patch R041 Post by: GrayWolf on January 22, 2019, 05:41:20 am Sniper price for years was 500, 200, 7pop. Then it went to 600, 250, 8 pop. I'm pretty sure it's a typo
Title: Re: Patch R041 Post by: ChetnikVoyvoda on January 22, 2019, 10:13:45 am I saw in the chat on Discord that people pointed out that Snipers were nerfed beyond reason. If I recall correctly, they were currently 200 MU. Perhaps it is wise to make them 150MU while leaving them unable to cloak outside of standing still in cover. It is extremely unrealistic and annoying to have cloaking units who can move outside of cover, not to mention militarily unviable, as if they have Predator suits or something. It is very realistic to have units cloak in cover, and I suggest that the price remains at 150MU for Snipers while they lose vCoH cloak, as well as for moving cloak to not be present on any other units, such as Storms, save perhaps for non-combat cheeky units like the Commandos Offmap Radioman, who is like a sneaky infiltrator super spy who moves along the edges of the map behind enemy lines.
Conversely, it is reasonable to point out that the Jeep costing 15 MP more, to be priced like a Wehr Bike or Schwimm, is not actually significant enough to be related to Sniper cost as an inherent buff to Snipers. Three or four Jeeps now cost 45-60 MP more than before, so this really isn’t that viable of a counterpoint to Snipers being buffed, rather it is penny pinching QQ the other direction about Snipers being buffed rather than nerfed. Likewise, it is clear that Tachibana is right about the QQ about Snipers, however while I have seen him use Snipers, Poppi and GrayWolf I’ve never seen play at all, so they are likely forum armchair observers with veteran insight and I don’t know if they ever use Snipers, but Area in particular dislikes Snipers in his company as well as in general, and Bear and Unkn0wn also hardly ever use Snipers, at least not reliably, therefore there is a clear bias from this other camp against any sort of buff to Snipers, to be noted. In conclusion it would be great to see Snipers at the 400 MP, 150 MU price point, however only without moving cloak on Snipers, or any other units. Title: Re: Patch R041 Post by: Unkn0wn on January 22, 2019, 10:36:21 am I use snipers in almost all my companies fyi, and still regularly get 10 - 30 kills on them. I wasnt a big fan of the cloak removal initially but got used to it now and wasn't actually a party asking for it to be returned. I suppose one could argue that with the return of cloak one could once again "counter snipe" as a viable counter to someone who's running snipers but I'm not sure that actually warrants the unit going down in price.
Title: Re: Patch R041 Post by: Shabtajus on January 22, 2019, 10:42:46 am Map Changes N/A Unknownz? lol? Where r our maps? Title: Re: Patch R041 Post by: Shabtajus on January 22, 2019, 10:46:41 am As for snipers - i like it.
M8scottz - does it means it can now take on marders, ostwinds, p4s ans IST? I like it. 4men KCHs stay? I like it. Overall good patch but if u managed to unlock rewards units as well, that would be awesome. Wp Steven for patch and FU Unknownz for no maps, ur terrible map lead Title: Re: Patch R041 Post by: Bear on January 22, 2019, 12:27:01 pm I use snipers in almost all my companies fyi, and still regularly get 10 - 30 kills on them. I wasnt a big fan of the cloak removal initially but got used to it now and wasn't actually a party asking for it to be returned. I suppose one could argue that with the return of cloak one could once again "counter snipe" as a viable counter to someone who's running snipers but I'm not sure that actually warrants the unit going down in price. I think a good player can make between 15% to 40% of all his inf kills with a single sniper and it's too cheap for that. Title: Re: Patch R041 Post by: ChetnikVoyvoda on January 22, 2019, 01:07:45 pm I think a good player can make between 15% to 40% of all his inf kills with a single sniper and it's too cheap for that. This is indeed an excellent point, however the prevalence of such high infantry kill counts, with good players, parallels the rarity of this occurring, likewise, with units such as Panzer IVs, Churchill and Sherman Crocs, Churchill AVREs, Tigers and King Tigers, Pershings, and Ostwinds- and more rarely, Shermans and Cromwells. It is often Panzer IVs and AVREs where you see high kill counts, as well as with Panzer IIIs and M8 Scotts recently, before this patch's changes of course. Munitions are almost universally more precious than Fuel, and the cost of 150 MU, much less 200 MU, for a highly fragile one-man infantry unit, combined with the high MP cost, is more prohibitively expensive than the cost of some of these tanks and vehicles, which can equally manage to accumulate infantry kills on a similarly occasional basis, paralleling the prevalence of occasional highly significant Sniper success.Title: Re: Patch R041 Post by: Bear on January 22, 2019, 02:47:45 pm This is indeed an excellent point, however the prevalence of such high infantry kill counts, with good players, parallels the rarity of this occurring, likewise, with units such as Panzer IVs, Churchill and Sherman Crocs, Churchill AVREs, Tigers and King Tigers, Pershings, and Ostwinds- and more rarely, Shermans and Cromwells. It is often Panzer IVs and AVREs where you see high kill counts, as well as with Panzer IIIs and M8 Scotts recently, before this patch's changes of course. Munitions are almost universally more precious than Fuel, and the cost of 150 MU, much less 200 MU, for a highly fragile one-man infantry unit, combined with the high MP cost, is more prohibitively expensive than the cost of some of these tanks and vehicles, which can equally manage to accumulate infantry kills on a similarly occasional basis, paralleling the prevalence of occasional highly significant Sniper success. This change means that there will be more snipers and the more snipers are used the less sense it makes to bring ATGs or HMGs to. Except maybe you can also cloak your ATGs. With most Docs, this will make it more useful to take more Tank Destroyer (for example, Stug) instead of the ATGs. And that makes Fuel even more valuable and anti-inf tanks (for example, P4) are used less frequently. If you still set on ATGs you need more Inf for recrew this atgs or at some point the Map is littered with unoccupied ATGs and HMGs These units for recrewing do not need to be heavily armed. This makes Man more valuable than Mun. I think this is all bad. Title: Re: Patch R041 Post by: Shabtajus on January 22, 2019, 03:43:41 pm What’s the fuss about snipers? Get a proper counter and do a push, not jus send 3 bikes no brainer thing. Snipers never was and will be a problem until each player takes responsibility bring counters. It’s a basic thing to do just like having minesweeper in ur company or an ATG. I love like guys QQ about certain unit and do not buy counters ever, leaving to teammates deal with annoying things like snipers/mines and QQing after lost game and blaming units instead of themselves for lack of common sense building proper companies
Title: Re: Patch R041 Post by: Bear on January 22, 2019, 03:52:23 pm What’s the fuss about snipers? Get a proper counter and do a push, not jus send 3 bikes no brainer thing. Snipers never was and will be a problem until each player takes responsibility bring counters. It’s a basic thing to do just like having minesweeper in ur company or an ATG. I love like guys QQ about certain unit and do not buy counters ever, leaving to teammates deal with annoying things like snipers/mines and QQing after lost game and blaming units instead of themselves for lack of common sense building proper companies You can not understand it because it is not a problem for you. For many other players it will be a problem and that will hurt EIR. Title: Re: Patch R041 Post by: Shabtajus on January 22, 2019, 04:03:00 pm You can not understand it because it is not a problem for you. For many other players it will be a problem and that will hurt EIR. Fair enough. Then again, it’s not rocket science we are doing here and we have like 10-12 active players atm, so if somebody runs a certain unit based company, well it will not be a surprise next game and you will bring counter. If no, all its on you for not doing so. Its not a knock on u Bear, nor its on other players, i am just saying that some ppl never learn and they release there frustrations on blamin others instead of learning from mistakes Title: Re: Patch R041 Post by: Bear on January 22, 2019, 04:24:48 pm Fair enough. Then again, it’s not rocket science we are doing here and we have like 10-12 active players atm, so if somebody runs a certain unit based company, well it will not be a surprise next game and you will bring counter. If no, all its on you for not doing so. Its not a knock on u Bear, nor its on other players, i am just saying that some ppl never learn and they release there frustrations on blamin others instead of learning from mistakes Good point Mister EIR elite Gamer. I want to tell you a story. My ATGs crews were constantly shot away. By the time my unit arrived for recrewing, the ATGs were already destroyed. So I had to call new ATGs. It will take some time until these come. Only these ATGs were fast again without crews again and everything started again. The Area was firmly of the opinion I had no ATGs at all the time and was very angry. :) That's not funny! I have something else to say about cloaking, to. Even though I never use it and only slowly started using it in my last plays with Blitz-Coy. These units in real were specialized in approaching undetected. There was distraction attacks, wrong uniforms and much more used what in a game like EIR can not really be considered. Jumping from cover to cover does not make up for that. Then more of a capability that a unit for a few seconds is not automatically recognized as an enemy unit. Title: Re: Patch R041 Post by: ChetnikVoyvoda on January 22, 2019, 04:39:19 pm It is true that the Allies have to use either Recoiless Rifles on Airborne, or rely on Tank Destroyers and ATGs. In your ATG scenario, you overextended with ATGs by relying on them on your frontlines, or were picked off entirely to be unable to defend them and lost your position because you had no Sniper-Counters.
No one is approaching coordinated companies in the midst of a literal battle with wrong uniforms and passing undetected. The Austrians in the Napoleonic Era always had a bubble of scouts around their forces to counter any infiltrators, and the Romans and all top level generals always used extensive scouting to spot infiltrators. The protocol is to answer a code word, one which is changed frequently in order to prevent the enemy from acquiring it from interrogating captured prisoners, even if the approaching unit has the same uniform, and if the password is wrong, the protocol is shoot on sight. No one is walking over open ground invisible. This naive comparison leads perfectly into your bias surrounding Snipers, because you are not a critical thinker in this military regard. This change means that there will be more snipers and the more snipers are used the less sense it makes to bring ATGs or HMGs to. Except maybe you can also cloak your ATGs. With most Docs, this will make it more useful to take more Tank Destroyer (for example, Stug) instead of the ATGs. And that makes Fuel even more valuable and anti-inf tanks (for example, P4) are used less frequently. If you still set on ATGs you need more Inf for recrew this atgs or at some point the Map is littered with unoccupied ATGs and HMGs These units for recrewing do not need to be heavily armed. This makes Man more valuable than Mun. I think this is all bad. The Fuel invested should be directly for countering Snipers. It takes 10 FU per Bike or Jeep. That's 40 FU for a Bike or Jeep rush. PE do not use HMGs or ATGs, other than in Scorched Earth and Tank Hunters, respectively, with these docs having alternatives for these in PE in general. Brits have the Recon Section in Universal Carrier combination which is just as reliable in most cases, sometimes more reliable because of its precision, sometimes less reliable because it can be focus-fired more easily. The investment for these Sniper-Counters is less than that of a Sniper by far. Your reasoning is exclusively based on not being able to successfully counter enemy Snipers, because no one would follow your logic of considering Manpower more expensive than Munitions because you require to re-crew the half-dozen HMGs and ATGs you just lost to them all being sniped and now being strews everywhere on the battlefield. If you manage to re-crew your field equipment at this point in a hypothetical game scenario, you are still not meeting the cost of a Sniper, because you just used less expensive infantry squads to get a second usage for all of those support weapons, and can consider the cost of those weapons being replenished with being able to use them a second, or third time. All of these arguments are predicated on not being able to use Sniper-Counters. If you are not using your own Snipers, which I know you, Bear, are not, you can use Sniper-Counters. If you have 2 of these reliable Sniper counters in your company and are still struggling against 1-2 Snipers, then you should practice micro and overall strategy skills. Specifically, according to Lothen's Balance Flow Chart, you should evaluate: ->Unit: ->Sniper. ->I wanna nerf it. ->What is the intended role of the unit? ->Is that the role I believe it should have? ->Yes, but... ->It does that one thing too well. ->Compared to what? ->Functionally unique. ->Are there functional counters? ->Are there at least 2 counters available to each doctrine? ->Yes. (Bike/ Armed Schwimm/ Jeep rushes, & counter-sniping, with other counters including artillery and pushing aggressively, with vehicles chasing the Sniper rather than relying on a camping defensive strategy without employing Sniper-Counters) ->Its balanced, NugNug. (https://memegenerator.net/img/instances/72874716/nug-nug.jpg) Lothen said it, not me. Title: Re: Patch R041 Post by: Mysthalin on January 22, 2019, 05:46:35 pm In all honesty - the rise of the sniper is something that I anticipated years and years ago, in my officially designated role as quartermaster general of EiR.
What made me consider this emergent threat? Well, nerfing Machineguns. I anticipated from the very get go that making MGs more expensive from their utterly paltry 250 MP 30 MU (ish) costs at the time would mean an immediate change in their use to be more effective by the EIR community. Blame it on me being an economist that understands how incentives work, or a Nostradamus-level idiot savant - but my imagination was always focused on the presumption that a nerf to MGs in terms of cost would lead to an almost immediate spike in their tactical utilisation by all players. Why is that? Simply because of human nature. If one has an easy, no-micro-required option to deal with more or less any infantry threat at the same cost and half the pop input of a grenadier with a grenade - human nature is to utilize it as much as possible. It is sensible. It is also human nature to use no-brainer solutions in a no-brainer manner. So while the "EiR elite" would use MGs as the uber-powered tools of rape that they were - the rank and file would put them in a church and forget about them till they died. How many times have you put a 'nilla rifle squad, or even two, in a church to stay there and die for the glory of 'murrica? How many of your volks squads have died trying to fire off a single faust off at an M8, with zero consideration for the letters that the company commanders would have to write home? How often did you try to micro these units for best effect to prevent this waste of life, and the letters being written by the company commanders to the grieving widows on the homefront? With MGs becoming more expensive, by a large degree, they could no longer be seen as throwaway units. From Rocksitter to yoye101 everyone started to treat them more akin to StuGs or Shermans. Important parts of the offensive force that needed to come in with the rest of the company, leading to a more sophisticated use of their firepower. It also meant that manpower - the oft maligned red headed step-child of EiR resources suddenly became much more valuable. If 4 machineguns suddenly replace 8-9+ squads of volks/rifles, as opposed to just 4 squads of grens the arithmetic of war means that suppressing a squad of infantry once is no longer a good enough justification. So with all these pressures - MGs just became better, despite them nominally being nerfed in price. Heck, the once-mocked .30 cal is now sweared at by many an axis player despite receiving only one buff (+5m range) roughly 3 years ago! This makes snipers a very, very natural response to the meta-game. With MGs becoming more prevalent on the tactical level (the change of tactics for which prevents just being nuked by retard-charge nades) and at the same time more "juicy" for snipers - the level of surprise I experience at snipers now dominating the meta approaches zero pretty damn quickly. Especially since general use of snipers has been improving among the general populace throughout the years. The one main issue that I am not sure how to resolve, even as a (by some accounts) relatively experienced player - is what options have been made available to me for countering the sniper specifically over the years. Us, experienced players, have always played by the assumption that snipers without cloak (the Commando sniper most notably, but the FSJ sniper to a degree) are often better than ones that can cloak at will due to being forced into more favourable tactics for sniper survival than their more "free" counterparts. Look at any shoutcast featuring Skaffa between 2010-2013. His (WM) snipers are almost never cloaked. And yet they'll rack up 50+ kills each game, regardless of who he's playing against. So the recent "nerf" of removing cloak from the WM and US sniper to me are almost a buff. Sure, a capability was dropped - but one that other than super extreme niche cases acted as a noob trap. So now we have a double-whammy of: 1) Snipers that are forced into more effective roles by most players 2) Them having better targets to shoot. Whereas after more than 10 years of play, the community has rarely evolved in good counters for snipers in general. The 3x Bike rush has been used in 2007-8 as the cornerstone. Back then it was a clear response. Today it is often used, and rarely effective. Other variations such as the bike + puma do exist, but I personally haven't witnessed them as being any better at the tactical level. Typically what overwhelms a sniper is either: 1) A strategic-level assault across a broad front that wins you sufficient ground to win the pop battle. 2) Arty randomly killing the sniper. The outcomes for gameplay are tied entirely to what the player situations are: 1) Is fun, particularly if you are fighting highly competitive 2v2s for grudgepoints amongst veteran EiR players. 2) Is just boring, where the sniper racks up kills and the other team has no clear counter unless they pull off response 1) regardless. And, in my view, very little in-between exists. I honestly do not know what the best way to attempt to counter that would be. A part of me says that instead of barring snipers from cloaked movement - perhaps they should be tied entirely to it. Move slowly and cloaked by default, strike at range and get kills - but if you're out of position without support to bail you out - you're fucked. Would this work? I don't know. I'd be more than willing to try this option rather than stupid nerfs like limiting the amount you can buy, their cost (which is already quite high) or ROF (which is finally equalised across the factions). Title: Re: Patch R041 Post by: TheArea on January 22, 2019, 07:12:03 pm Why is that? Simply because of human nature. And this is why economists fail, they apply metaphysics to a field where it need not belong. Title: Re: Patch R041 Post by: ChetnikVoyvoda on January 22, 2019, 08:13:00 pm It is an over-nerf to keep Snipers from being able to move at regular speed, even if given the ability to cloak and move, because this would not only buff artillery, it would also nerf the vehicles that rush in and kill a sniper, other than the Jeep or Bike rushes, namely the light vehicles or tanks that rush in and hunt them down. By not being able to cloak and move, there is the vulnerability to being hunted down by these tank and vehicle rushes that are not explicit Sniper-Counters. This occurs very frequently, because the speed of vehicles over infantry gives them the ability to approach the Sniper with avoiding damage behind shot blockers, while having sufficient health to maneuver up to the Sniper with absorbing damage. If the Sniper is able to cloak and move, this makes such vehicle and tank rushes far riskier because they do not have adequate detection. On the other hand, not being able to move at regular speed would nearly certainly condemn Snipers to Allied Howitzers, Hummels, and Calliopes. It will be such a reliable counter to bring such artillery to counter Snipers, that those doctrines lacking it will be nerfed, such as Airborne, Wehr in general, Tank Destroyers, and Luftwaffe. Meanwhile, the short-range Howitzers for Commandos and RSE will also likely be a nerf for these doctrines because of limited anti-Sniper capability compared with their longer-range artillery counterparts.
By being able to cloak and move, there is the advantage of a Sniper being able to take shots at HMGs within the HMG’s range, and target the HMG gunners manning the HMG, who are always targeted first, then recloak again before the new gunner can target the Sniper and kill him, which is before the Sniper can take another shot. It is ludicrous to say that the Sniper not having the ability of moving cloak is a gift to new players, because this is simply conjecture. We should consider that the Sniper has in the fist place already experienced a significant nerf. My suggestion, again, is the 400 MP, 150 MU price, while not being able to cloak outside of cover. Title: Re: Patch R041 Post by: Tachibana on January 22, 2019, 08:20:26 pm And this is why economists fail, they apply metaphysics to a field where it need not belong. Holy shit, Area, marry me. Im smitten. Title: Re: Patch R041 Post by: TheArea on January 22, 2019, 08:29:26 pm careful now, I already got crimson, shab, and chit pregnant.
Title: Re: Patch R041 Post by: ChetnikVoyvoda on January 22, 2019, 08:43:32 pm careful now, I already got crimson, shab, and chit pregnant. I quite enjoyed the couple of politically-inclined discussions we had on Discord. Don't sour the experience posting inflammatory stuff like that. Keep it civil lest I turn into the next tank130. Title: Re: Patch R041 Post by: TheVolskinator on January 22, 2019, 08:49:08 pm My changes to the snipers (reverting them and triple buffing them) was the result of a deluge of QQ from basically everyone (at one point or another) that snipers were now useless, they never kill anything, it's 100% absolutely impossible to countersnipe with them, etc.
The price change I've already reverted (I need to update the notes). The pop and cloak changes will probably be reverted with the first hotfix I release (which will also take into account SnM and some other nonsense like scoped StGs on 4-man KCH). I overreacted as usual; my take on the whole thing? Cloakless (outside of cover) snipers are fine, l2p. Seriously. Title: Re: Patch R041 Post by: Bear on January 23, 2019, 01:56:48 am It is true that the Allies have to use either Recoiless Rifles on Airborne, or rely on Tank Destroyers and ATGs. In your ATG scenario, you overextended with ATGs by relying on them on your frontlines, or were picked off entirely to be unable to defend them and lost your position because you had no Sniper-Counters. THX for your lesson Mr. EIR elite gamer :) I mostly play Axis and I bring 3 bikes and 2 Flame HT at the sametime as sniper count and last time I killed a sniper so successfully from about 3 years ago. With mortar I was more successful against Sniper in this time. :D If we in the team try to excel ourselves in that our own support weapons are in the back row, we can also park them directly at the spawn.. Title: Re: Patch R041 Post by: Unkn0wn on January 23, 2019, 03:26:10 am This is all much ado about nothing really. Snipers are not like myst states "dominating the meta". In fact I don't think other than me, Magz and Shab anyone else uses them regularly, and of those people only Shab sometimes runs more than 1. They were largely fine with the cloak removed at their current price point and I imagine they'll be fine with cloak re-added as well. Myst does rightly point out that the cloak more often than not acts as a noob-trap as players are more likely to lose snipers by trying to move away cloaked at slow pace than they are by keeping them uncloaked at max range and constantly on the move.
Their price is sufficiently restrictive to prevent the kind of sniper spam builds we used to see in the puddin-days (3-4 snipers surrounded by a blob of RR AB - the horror), and with cloak re-added using another sniper as a counter once again becomes a possibility as well. In the end though, it won't matter. Good players will still be able to comfortable rack up a lot of kills on them (possibly even by keeping them uncloaked for most of the time), while poor players will continue to struggle with them due to their micro-intensity, and everyone will continue to randomly lose snipers to things like mortars and artillery, from time to time. What is more concerning I find is the persistence of heavy reliance on support weapons on both sides, but on the allied side especially. The MG nerf helped address this to some extent but until allies get proper reliable HHAT options and a revision of their TD units, ATG spam is going to continue to be the order of the day. This is one of the main issues with the allied faction currently in my view, and actually runs counter to the design of the US faction for one. In all, i believe it's undermining the kind of dynamic gameplay that EIR is normally known for. Title: Re: Patch R041 Post by: TheVolskinator on January 23, 2019, 08:37:02 am The M10 upgun exists and works well when used with sticky support. I would advise trying to make increased use of both it and the M18. At the end of the day I think the US does fine when players combine the ATGs and TDs. It's pop intensive but that's always been the downside to US--they're cost efficient but not pop efficient.
Title: Re: Patch R041 Post by: Tachibana on January 23, 2019, 01:25:08 pm This is all much ado about nothing really. Snipers are not like myst states "dominating the meta". I think myst is referring to the meta about 6 months ago prior to the cloak removal and fire rate equalization. Snipers were most definitely defining the meta. Title: Re: Patch R041 Post by: Shabtajus on January 23, 2019, 02:44:12 pm 6 months ago it was AB nonsense and snipers had nothing to do with it lol. Ya guises should play more so ya could tell what was what :p
Title: Re: Patch R041 Post by: Mysthalin on January 23, 2019, 05:49:37 pm Quote In fact I don't think other than me, Magz and Shab anyone else uses them regularly Plenty of other users as well. Rug in particular comes to mind - I'm sure Speedy can provide you with a list of all other dirty sniper spammers and a disturbingly accurate and detailed list of when multiple snipers were last seen by said players. Quote What is more concerning I find is the persistence of heavy reliance on support weapons on both sides, but on the allied side especially. The MG nerf helped address this to some extent but until allies get proper reliable HHAT options and a revision of their TD units, ATG spam is going to continue to be the order of the day. This is one of the main issues with the allied faction currently in my view, and actually runs counter to the design of the US faction for one. In all, i believe it's undermining the kind of dynamic gameplay that EIR is normally known for. I both agree and disagree there. It's perfectly possible to play well as the US without much of a need to over-invest in ATGs (or even M10s). Smart use of stickies, mines and even zooks can easily tide you over for most games, and most of my US companies don't tend to have much more than 1 or 2 ATGs as a result. It takes a bit of practice and a different mindset, but it's pretty rewarding - but few people are willing to take the plunge. Same goes for Wehrmacht - people just rely on support weapons due to familiarity, simplicity and convenience. The story is different for the brits, however. As good as PIATs and Boys are - they're definitely only supporting AT - and fireflies aren't always the most fun unit to use - so you're kind of stuck with ATG spam from them in most cases. Although I like to play a Churchil Mk IV spam company with minimal ATGs as an interesting twist I can hardly recommend it in good faith to most players. I think myst is referring to the meta about 6 months ago prior to the cloak removal and fire rate equalization. Snipers were most definitely defining the meta. Indeed, referring to about 5-6 months ago - though they had just lost their cloak at the time. Didn't think there had been much of a change for them since? Quote On the other hand, not being able to move at regular speed would nearly certainly condemn Snipers to Allied Howitzers, Hummels, and Calliopes. Fair point. Quote We should consider that the Sniper has in the fist place already experienced a significant nerf. My suggestion, again, is the 400 MP, 150 MU price, while not being able to cloak outside of cover. Nerfs that were very well deserved. The sniper is by no means underpowered for its price (500 MP, 200 MU) - the opposite is in fact more likely. At 400 MP and 150 MU having 2-3 snipers would quickly become a no-brainer - and playing the brits would become an absolute chore by comparison. Title: Re: Patch R041 Post by: NightRain on January 24, 2019, 12:03:39 pm Why not make snipers reward units? Are they an essential tool in a company one might ask? I think not. It is just one of the many.
Title: Re: Patch R041 Post by: Shabtajus on January 24, 2019, 02:01:59 pm Lol what?
Title: Re: Patch R041 Post by: Bear on January 24, 2019, 02:14:41 pm Why not make snipers reward units? Are they an essential tool in a company one might ask? I think not. It is just one of the many. You mean cheaper but reward unit, or? There should still be Sniper to but it should not be so cheap that each player will have at least one Sniper with them. That would change everything, I think. But if you all like it that way ... Will there be reward units again? Title: Re: Patch R041 Post by: Unkn0wn on January 24, 2019, 03:12:49 pm Reward units are coming back yes, or rather there's already some but there'll be more. And the sniper price is staying as it is, not getting cheaper.
Title: Re: Patch R041 Post by: fabulous_rug on January 25, 2019, 07:45:00 am Plenty of other users as well. Rug in particular comes to mind WAT?? since when do I use snipers as of late? I only ever kill them by using free flank speed on cromwells :) Title: Re: Patch R041 Post by: Unkn0wn on January 27, 2019, 03:50:27 am Added overview of map changes
Title: Re: Patch R041 Post by: TheVolskinator on January 27, 2019, 09:04:09 am I'm holding off on the map changes until I can get some sweet deets from unknown regarding them. Expect them with the hotfix.
EDIT: PIE zipfile in sig updated w. new info. Title: Re: Patch R041 Post by: Poppi on January 27, 2019, 03:26:41 pm Just saw that the AB cost for "Fight another day" is 2000mp for AB. Not 20mp
Title: Re: Patch R041 Post by: Unkn0wn on January 29, 2019, 03:43:54 am Just saw that the AB cost for "Fight another day" is 2000mp for AB. Not 20mp Will check whats up with that Title: Re: Patch R041 Post by: Smokaz on January 30, 2019, 08:36:56 am fun fact: in a game which 3 players play, one person losing to snipers and being unable to use them himself, can legally constitute a meta
Since the meta is so small SHOUTOUT to MYSTHLLBURBERRY Title: Re: Patch R041 Post by: Batgirl on January 30, 2019, 02:37:17 pm V1 DOES NOT WORK
BTW SHITTIEST PATCH 2019. SO MUCH CHEESE. Title: Re: Patch R041 Post by: Bear on January 30, 2019, 03:43:51 pm lancaster bomb doesnt work, to
Title: Re: Patch R041 Post by: Shabtajus on February 02, 2019, 09:14:40 am Steven, what is this? New m8scot cost twice as much for what? A main gun can’t hit at all, all shots scatter through targets. Literally scatter lol
Title: Re: Patch R041 Post by: Unkn0wn on February 02, 2019, 09:27:17 am Yea, it seems a bit excessive to double nerf things like this. Should stick to either a stat-nerf or a price nerf in first instance. I haven't given the m8 a try myself yet but if its truly as poor as you say then its certainly not worth being 250 F lol. Sounds like the scatter may be a bug though.
Title: Re: Patch R041 Post by: Tachibana on February 02, 2019, 12:57:35 pm Pershing Urban survival currently nonfunctional.
ps: un-nerf pershing HVAP #justiceforpershing Title: Re: Patch R041 Post by: Shabtajus on February 03, 2019, 06:20:59 am RSE - sabot shot does not work, it does not unlock trench busters.
RCA - right in the eye does not work for priest nor for mmg bren carrier Title: Re: Patch R041 Post by: TheVolskinator on February 03, 2019, 09:02:35 am RITE not working is probably an SQL problem, I'm working on that. Trenchbusters have been moved to new-RCA and will remain there.
Title: Re: Patch R041 Post by: Unkn0wn on February 04, 2019, 12:49:35 pm Right in the eye should be working now.
Title: Re: Patch R041 Post by: Shabtajus on February 05, 2019, 11:01:15 am Y u fix ur RCA and dont fix other docs, what is this bs Unknownz mm?
Title: Re: Patch R041 Post by: Unkn0wn on February 05, 2019, 12:19:53 pm What else is broken that isnt RGDs or SCAR? None of the things listed mkay
Title: Re: Patch R041 Post by: Bear on February 09, 2019, 04:21:55 am Ostfront Assault Pioniers cant use a pak40 after recrewing it.
It seams to be bugged... |