Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 24, 2024, 12:28:12 am
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 0
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
Balance & Design
>
Tanks, fuel
Pages: [
1
]
Go Down
Print
Author
Topic: Tanks, fuel (Read 5873 times)
0 Members and 1 Guest are viewing this topic.
ALLiDOisWIN
EIR Veteran
Posts: 225
Tanks, fuel
«
on:
October 14, 2012, 01:01:03 am »
As i have been playing a bit more OMG i thought to myself.. What if eirr had less fuel? I think game play would be a bit more fun TBH. like if we started out with 1200 fuel and had a chance to get at least 1400 fuel with resource bonuses. And maybe even go with only being able to have a maximum of one Pershing and tiger and panther... Those are my thoughts, let me know what you guys think
Logged
hans
EIR Veteran
Posts: 3497
Re: Tanks, fuel
«
Reply #1 on:
October 14, 2012, 01:16:46 am »
we had this discussion on a smaller base already. The conclusion was that less fuel would cripple PE coz they rely alot on vehicles killing as an example allied elite infantry. Elite inf would win with a fuel reduction + very good buffed infantry...and we all know that the fractions have infantry buffs to a different degree.
you have to adjust not only fuel then but also for balance sake alot of different other things.
PS: although u are right, with the ressource points we can field 4 sherman jumbos right now (if iam right), so hmm maybe a smaller decrease might be positive...but radical reduction will cause more problems i guess.
«
Last Edit: October 14, 2012, 01:19:21 am by hans
»
Logged
Quote from: brn4meplz on May 06, 2013, 01:52:31 pm
Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
ALLiDOisWIN
EIR Veteran
Posts: 225
Re: Tanks, fuel
«
Reply #2 on:
October 14, 2012, 01:22:10 am »
yes you are right, just annoying to see 3 panthers or 2 panthers and a tiger... Like who has at for that shit
Logged
AmPM
Community Mapper
Posts: 7978
Re: Tanks, fuel
«
Reply #3 on:
October 14, 2012, 01:50:02 am »
Really...you don't have enough AT to deal with that?
Logged
.
.
.
.
.
.
.
.
.
.
.
ALLiDOisWIN
EIR Veteran
Posts: 225
Re: Tanks, fuel
«
Reply #4 on:
October 14, 2012, 02:52:16 am »
i have an average of 4 ATGs and like an hellcat or something
Logged
smurfORnot
EIR Veteran
Posts: 4715
Re: Tanks, fuel
«
Reply #5 on:
October 14, 2012, 04:32:08 am »
Quote
The conclusion was that less fuel would cripple PE coz they rely alot on vehicles killing
then simply give them ATG,lol,so they don't have to spend most of their fuel on AT.
Logged
Ahnungsloser
Donator
Posts: 1447
Re: Tanks, fuel
«
Reply #6 on:
October 14, 2012, 05:17:28 am »
Additionally they need a doctrine independent crowd control unit to be able to handle the more infantry based metagame. But maybe we can give them back the soldier armour, but it's possible that this will result in mercyless PE blobbing.. .
Logged
9th Armoured Engineers
smurfORnot
EIR Veteran
Posts: 4715
Re: Tanks, fuel
«
Reply #7 on:
October 14, 2012, 05:42:04 am »
you blob vs allies and you are just asking to get that arty/callie barrage right into middle of your blob
Logged
Shabtajus
EIR Veteran
Posts: 2564
The very best player of one of the four factions.
Re: Tanks, fuel
«
Reply #8 on:
October 14, 2012, 05:46:43 am »
dont compare OMG and EIRR, it different play styles, if u reduce fuel at current meta axis will be doomed cuz of arty and amount of inf allies can get
Logged
Quote from: TheWindCriesMary on April 08, 2013, 11:10:04 am
I feel like if Smokaz and Shab met up it would be a 50/50 tossup to see which one of them robbed the other first.
Quote from: Hicks58 on May 04, 2013, 01:59:39 pm
Tries to convince people he's a good guy,says things like this. Scumbag Shab.
smurfORnot
EIR Veteran
Posts: 4715
Re: Tanks, fuel
«
Reply #9 on:
October 14, 2012, 06:16:23 am »
then nerf allies
Logged
puddin
EIR Veteran
Posts: 1701
Re: Tanks, fuel
«
Reply #10 on:
October 14, 2012, 07:20:14 am »
Quote from: ALLiDOisWIN on October 14, 2012, 01:01:03 am
As i have been playing a bit more OMG i thought to myself.. What if eirr had less fuel? I think game play would be a bit more fun TBH. like if we started out with 1200 fuel and had a chance to get at least 1400 fuel with resource bonuses. And maybe even go with only being able to have a maximum of one Pershing and tiger and panther... Those are my thoughts, let me know what you guys think
Increase Manpwoer and munitions.
The current problem is not reducing,its expanding. Armies are so increadably small that people lose somethign and it leaves a massive gap in their army. Meanwhile if they were able to have a little bit more, it would help stem the tide of vbehicles.
Let the customability live, and let it expand. Reducing it chokes the game
Logged
Puddin' spam
tm
Quote from: aeroblade56 on September 03, 2012, 04:46:14 pm
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.
Quote from: nikomas on September 04, 2012, 03:59:27 am
Puddin' spam
tm
is soulcrushing... what's hard to understand about that?
XIIcorps
Donator
Posts: 2558
Re: Tanks, fuel
«
Reply #11 on:
October 14, 2012, 07:31:15 am »
i agree with pudding, having the variety of say the blitzkerig mods units would make this game unrivaled.
and would allow for more themed companies further immersing gameplay
Logged
Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
hans
EIR Veteran
Posts: 3497
Re: Tanks, fuel
«
Reply #12 on:
October 14, 2012, 10:19:00 am »
Quote from: puddin on October 14, 2012, 07:20:14 am
Increase Manpwoer and munitions.
The current problem is not reducing,its expanding. Armies are so increadably small that people lose somethign and it leaves a massive gap in their army. Meanwhile if they were able to have a little bit more, it would help stem the tide of vbehicles.
Let the customability live, and let it expand. Reducing it chokes the game
i disagree!
we already reach playtimes of 30 to 40 min in a 3v3 and over 1 hour in a 4v4. With more ressources, it will take longer. And also in this way the PE player is crippled because he has still not a comparable good infantry he can rely on...
I see the same problems with fuel there, only an increase wont be the only thing u have to do/adjust.
+ u have to adjust pools of the units too
Logged
dailydose
EIR Regular
Posts: 33
Re: Tanks, fuel
«
Reply #13 on:
October 14, 2012, 10:49:57 am »
If decreasing fuel will cripple PE players, why not lower everyone's fuel
except
PE's?
You can easily implement this through the advantages section. For example, if you lower everyone's base fuel by 300, give PE extra advantage points which automatically go to Fuel, cancelling out the base fuel reduction for PE. If you can't give extra advantages point for PE without giving it everyone else for code reasons, then you can create a "dummy" advantage which gives no benefits, and assign the extra advantage points of non-PE players to the dummy.
Logged
Quote from: tank130 on October 10, 2012, 03:24:06 pm
dailydose
Stop with the walls of text......lol
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Tanks, fuel
«
Reply #14 on:
October 14, 2012, 11:26:20 am »
Quote from: dailydose on October 14, 2012, 10:49:57 am
If decreasing fuel will cripple PE players, why not lower everyone's fuel
except
PE's?
You can easily implement this through the advantages section. For example, if you lower everyone's base fuel by 300, give PE extra advantage points which automatically go to Fuel, cancelling out the base fuel reduction for PE. If you can't give extra advantages point for PE without giving it everyone else for code reasons, then you can create a "dummy" advantage which gives no benefits, and assign the extra advantage points of non-PE players to the dummy.
The launcher doesnt work this way. It might potentially in the future but it doesnt now.
The best solution would be to lower starting fuel and then lowering fuel costs for PE units.
Logged
Latest Shoutcast:
EIRR Groundcast 11
"The Super Dev Showdown!!"
http://www.youtube.com/watch?v=IOGm79rXWhU
(full version)
RikiRude
Donator
Posts: 4376
Re: Tanks, fuel
«
Reply #15 on:
October 14, 2012, 12:06:23 pm »
reduce FU and simply reduce FU cost of PE stuff.
i dont think a big reduction is necessary, but it needs to be reduced by at least 100, 200 would be better I think though.
Logged
Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
AmPM
Community Mapper
Posts: 7978
Re: Tanks, fuel
«
Reply #16 on:
October 14, 2012, 12:41:09 pm »
Quote from: RikiRude on October 14, 2012, 12:06:23 pm
reduce FU and simply reduce FU cost of PE stuff.
i dont think a big reduction is necessary, but it needs to be reduced by at least 100, 200 would be better I think though.
Reduce Mu and Manpower too, to prevent people from spamming infantry and support options.
Logged
chefarzt
EIR Veteran
Posts: 1906
Re: Tanks, fuel
«
Reply #17 on:
October 14, 2012, 01:08:31 pm »
Yeah coys with more than 10 units just make for too long games.
Logged
Quote from: tank130 on April 22, 2014, 06:20:09 pm
This community is full of a bunch of mindless idiots with memories like two year olds.
https://www.etsy.com/de/shop/ShitGlitter?ref=l2-shop-header-avatar
I'm not sure what you're so defensive about Tank.
he makes shab look like a princess giving food to the poor.
AmPM
Community Mapper
Posts: 7978
Re: Tanks, fuel
«
Reply #18 on:
October 14, 2012, 01:19:32 pm »
It's true, a Fu decrease would require AT assets to raise in cost by an equivalent percentage...basically, you would see less vehicles, but less AT as well.
Logged
chefarzt
EIR Veteran
Posts: 1906
Re: Tanks, fuel
«
Reply #19 on:
October 14, 2012, 01:53:02 pm »
Actually im totally with Puddin. If stuff goes on like this well be playing EIRR:Commandos soon™.
Logged
Pages: [
1
]
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...