*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 01, 2024, 05:37:55 am

Login with username, password and session length

Resources

Recent posts

[October 05, 2024, 07:29:20 am]

[September 06, 2024, 11:58:09 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1]   Go Down
  Print  
Author Topic: Pio/ Engie Vet2  (Read 2553 times)
0 Members and 1 Guest are viewing this topic.
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« on: October 23, 2009, 03:20:27 pm »

Why is the wehr Pioneer Vet 2 modifiers so much better than the US Engineers Vet 2?

It doesnt make sense at all.

Pioneer Vet:
Vet 1     Received damage 0.85
Vet 2    Accuracy 1.15, Received Accuracy 0.9, Health 1.2
Vet 3    Health 1.1, Cover ability*, Damage 1.2

Engineer Vet:
Vet 1     Received damage 0.85
Vet 2    Accuracy 1.15, Received Accuracy 0.9, Received Suppression 0.85
Vet 3    Health 1.1, Cover ability*, Damage 1.2


Lets face it, improved accuracy on a flamethrower is just useless to begin with.

Then Pioneers recieve a 20% extra health while Engineers receive a .85 reduction in supression. Which is still absolutely does nothing but stop Engies from getting suppressed by 1 volley of volk fire.

Pioneers deffinately have the better deal because this health boost brings their already high HP to 84 HP per man instead of 70 HP

(140)1.2 / 2 = 84 HP per man @ Vet 2

On top of that, Vet 3 for Pios stacks the HP up to 92.4 HP per man.


The Vet should be standardized. On top of the Engineer's super low HP, and chance to be flamethrower critted far too early, Engineers are the ones that need the 20% health boost at Vet2 the most. This would bring their paultry 55 HP/man up to 66 per man, then another 10% at Vet 3 for 72 HP/man.

(165)1.1 (vet3) / 3 = 60.5 HP per man at vet 3
(165)1.2 x 1.1 /3 =72 HP per man with purposed value.

There should be some kind of award for keeping an engineer alive for combat, and what it gets through vet is not good enough right now as it is.
Logged

Latest Shoutcast:
EIRR Groundcast 11 "The Super Dev Showdown!!"
http://www.youtube.com/watch?v=IOGm79rXWhU (full version)

Pak88mm Offline
EIR Veteran
Posts: 423


« Reply #1 on: October 23, 2009, 03:21:45 pm »

mmmmmm no
Logged

Exactly.

There is only so many times you can slaughter Lt Apollo, Rocksitter, and Alwaysloseguy24 before you get bored and fall asleep.

-GamesGuy-

Most Hated player in EiR....Pak88Mm
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #2 on: October 23, 2009, 03:30:01 pm »

As long as a vet 3 engineer/pio squad can randomly die at almost full health...
Logged

SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #3 on: October 23, 2009, 03:37:17 pm »

How many engineers have you gotten to vet 3 without curbstomping newbs to do it?
Logged
Smokaz Offline
Honoured Member
*
Posts: 11418



« Reply #4 on: October 23, 2009, 03:53:46 pm »

Gaining vet on them has nothing to do with curbstomping. You can just opt for never using them unless as part of a MG flank, or only against supressed/pinned infantry. Wallah your engineer/pio is getting kills without taking much fire back. A few games using them like this and you'll have a vet 3 pioneer/engineer too.

Terror pios get the improved medikit making them really tough in green cover, and other doctrines have ways to make their infantry flamesquads tougher as well. But usually you dont retreat them, as having a vet 3 pioneer squad sniped in a environment that you can get them sniped again just means insta-retreat, so you might as well have them go out in flames and glory.

Additionally its the issue with squads just exploding before you can retreat them because of the flamer crit when you finally have vet, feels great having toiled to get a vet 3 flamer squad and then it just dies randomly to LMG fire at almost full health.

That said, the received supression bonus should be larger for engineers than it currently is something I've argued several times.
« Last Edit: October 23, 2009, 04:04:02 pm by Smokaz » Logged
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #5 on: October 23, 2009, 04:35:43 pm »

Uh huh, engies an pios getting a decent amount of kills like that only happens in a static perfect universe.

The point is that both sets of vet are not equal. Engies need a buff to vet 2.

I think standardizing the vet to what pios get should fix the problem, IMO, but more decreased supp. modifier may be fine.
Logged
puddin Offline
EIR Veteran
Posts: 1701



« Reply #6 on: October 23, 2009, 05:27:43 pm »

Pios have 2 men, het a health bonus... And engines have reduced supression... 

I don;t see the problems... Whats the health and supression and alll... Personally the vet on these 2 units is really that big of a deal? 

Logged

Puddin' spamtm
i cant really blame smokaz i mean playing against puddin is like trying to fight off breast cancer. You might win and do it and be a bad ass but you'll feel sick and mutilated forever.

Puddin' spamtm is soulcrushing... what's hard to understand about that?
Killer344 Offline
The Inquisitor
*
Posts: 6904



« Reply #7 on: October 23, 2009, 05:32:57 pm »

Because only US veterancy was nerfed in the last patch... CW/PE/WM vet is going to be in the next.
Logged

If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #8 on: October 25, 2009, 12:50:37 am »

I'd like to add that 1.1 health at vet 3 for engineers is utterly useless and gives no real benefits against no single weapon in the game - 0.1 milisecond more of life against an LMG/MP40 doesn't really count.

Thank you.
Logged

Pages: [1]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.076 seconds with 36 queries.