Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 09, 2024, 10:21:42 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: 4
Battles in progress: 1
Battles waiting: 0
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
>
Infantry Weapons Suggestions
Pages: [
1
]
Go Down
Print
Author
Topic: Infantry Weapons Suggestions (Read 4478 times)
0 Members and 1 Guest are viewing this topic.
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Infantry Weapons Suggestions
«
on:
April 18, 2011, 08:28:15 am »
See attached PDF Document.
«
Last Edit: April 18, 2011, 08:31:49 am by TheVolskinator
»
Logged
Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.
Getting EiR:R Released on Steam
Forum Rules & Guidelines
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Infantry Weapons Suggestions
«
Reply #1 on:
April 18, 2011, 08:30:13 am »
Quote from: TheVolskinator on April 18, 2011, 08:28:15 am
Assault Riflemen (90 Munitions, Applies to American Riflemen under Infantry Battalions only, YES I KNOW ASSAULT RIFLEMEN WERE ALREADY PART OF THE MOD!!, overlaps purchase of BARs, Bazookas, M3 Grease Guns, and if included, Experienced Marksmanship) – Replaces all M1 Garands with M1 Carbines, adds a Thompson, Bazooka, and 2 M3 Riflemen Grease guns to the squad, and a single use of Assault Grenades (no stun effect).
I want them back and they should allso get flamers, a couple of pussys were saying it sucked and then it got removed but fuck that they were awesome.
Logged
Quote from: Grundwaffe
Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
gj icelandic i am proud of u
Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
Sometimes its like PQ doesnt carrot all.
Work Harder
LeoPhone
Honoured Member
Posts: 0
Re: Infantry Weapons Suggestions
«
Reply #2 on:
April 18, 2011, 08:32:46 am »
you know m1 carbines are worse than garands in every aspect right?
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Infantry Weapons Suggestions
«
Reply #3 on:
April 18, 2011, 08:35:04 am »
Yes. But engineers with M1 garands would be unbalanced.
Logged
Scotzmen
EIR Veteran
Posts: 2035
Re: Infantry Weapons Suggestions
«
Reply #4 on:
April 18, 2011, 08:37:50 am »
would be awesome if we could customise our squads with many weapon choices. So we can even more customise our companys
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Infantry Weapons Suggestions
«
Reply #5 on:
April 18, 2011, 08:42:32 am »
Heh. Hence adding this; none of them are OP (IMO). And I replaced M1 Garands with Carbines on the Asslt Rifles because I *think* they have better acc while moving and better point-blank acc. Plus it lowers overall DPS to get the whiners to fking stfu :3
Logged
NightRain
EIR Veteran
Posts: 3908
Re: Infantry Weapons Suggestions
«
Reply #6 on:
April 18, 2011, 09:10:52 am »
rofl M1 carbines instead of M1 Garands. Honestly? I want to see someone use those, my volks could just walk over them.
145 mun 15 manpower and 5 fuel. I'd rather put up 55 more mun and 260 manpower and buy a Sniper instead. Although I like the idea of having a marksman in team that deals less rof but higher acc and dmg but what would be its practical use? Esp with such a high cost. I'd rather go for Terror of Stalingrad.
Engineers with RRs....
Guess who starts blobbing cheap engineers and spam RRs? Hint hint: First letter M last one N.
I'd rather have one thompson for a Riflesquad after one Tier 3-4 unlock. That'd be just awsome.
«
Last Edit: April 18, 2011, 09:17:24 am by NightRain
»
Logged
Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
Uglysori
EIR Veteran
Posts: 301
The very best player of one of the four factions.
Re: Infantry Weapons Suggestions
«
Reply #7 on:
April 18, 2011, 09:29:57 am »
Lol engies with RRs... I guess at least they'd drop alot for me to pick up.
Logged
Tymathee
Donator
Posts: 9741
Re: Infantry Weapons Suggestions
«
Reply #8 on:
April 18, 2011, 09:33:52 am »
zooks would be more fun and balanced, maybe even boys at.
tbh, their high pool cost, low health and lack of men would prevent at engies from being spammed. at most you'd have like what, 6, 8? as long as it locks out the flame upgrade, could u image flame/rr engies woo
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
PonySlaystation
EIR Veteran
Posts: 4136
Re: Infantry Weapons Suggestions
«
Reply #9 on:
April 18, 2011, 10:04:16 am »
I would like to see
Engineers with rifles for US Armor, because Assault engineers are crap.
Sturmpioniere for WM Terror
Bazooka jeeps
Riflemen and Engineers don't need more weapons, especially not heavy and doctrine specific weapons like RRs or LMGs. The BAR and Flamer role is enough.
I think officers for all factions is a good idea, but I guess everyone doesn't agree with that, so it's not likely that US will get another one.
«
Last Edit: April 18, 2011, 10:13:44 am by PonySlaystation
»
Logged
Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
Tymathee
Donator
Posts: 9741
Re: Infantry Weapons Suggestions
«
Reply #10 on:
April 18, 2011, 10:45:03 am »
my suggestion for allied grit, the middle t3 on infantry - soldier armor rifles and heroic crits for rangers (no one hit sniper deaths) and take off the -10% rcv acc and 5% health for rangers.
Logged
RikiRude
Donator
Posts: 4376
Re: Infantry Weapons Suggestions
«
Reply #11 on:
April 18, 2011, 11:59:02 am »
I haven't finished reading this just yet, but to add on to your Experienced Marksmanship which I believe could be better worded I say this:
First off, name change, you are calling it experienced marksmanship when it has nothing to do with accuracy. Instead call it something like, improvised rifles, or airborne improvisation, or something to that extent.
Give these to glider rifles (tbh can glider rifles just para in? the glider adds some inconsistency that just pains me to see!) or AB.
the m1 garand has an 8 round enbloc clip, so it would make most sense to have it be shot in 2x four round bursts. Knowing that the m14 has a rate of fire of 700-750, and uses 10-20 round magazines, I think it would be safe to say these garands have a rof of about 650.
These could be fired on the move, but would be horribly inaccurate, so make them have terrible on the move accuracy, but pretty decent accuracy when standing still.
«
Last Edit: April 18, 2011, 12:05:56 pm by RikiRude
»
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
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Infantry Weapons Suggestions
«
Reply #12 on:
April 18, 2011, 01:26:42 pm »
Quote from: TheVolskinator on April 18, 2011, 08:28:15 am
See attached PDF Document.
VIRUS TBFH
lol k dif colours ftw
Logged
DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Infantry Weapons Suggestions
«
Reply #13 on:
April 18, 2011, 07:03:28 pm »
Aint no virus foo'. And right on for support of Improvised Firemodes (lawl? any good for a new name?). IMO, let it go for rifles in general as it's more or less replacing BARs, if selected. And the squad gets .1 additional incrimental accuracy at S/M/L range
so it does apply, accuracy wise. The garand in-game fires on a 10 round reload cycle, same as every other rifle-type weapon in the game.
Logged
8thRifleRegiment
EIR Veteran
Posts: 2210
Re: Infantry Weapons Suggestions
«
Reply #14 on:
April 18, 2011, 08:40:00 pm »
I like all thse posts about adding more to the s
Allies, adding more things equals more time wasted by the devs balincing it AND dealing with the multitudes of posts people will post about it, let's stop saying, add more, to ANY faction axis or allied and let them put all the effort into the warmap and current balance issues.
Logged
I will never forget the rage we enduced together
Quote from: brn4meplz on March 08, 2013, 12:46:54 pm
Ohh Good, AmPm can pay in Doubloons.
RikiRude
Donator
Posts: 4376
Re: Infantry Weapons Suggestions
«
Reply #15 on:
April 18, 2011, 08:44:05 pm »
Quote from: TheVolskinator on April 18, 2011, 07:03:28 pm
Aint no virus foo'. And right on for support of Improvised Firemodes (lawl? any good for a new name?). IMO, let it go for rifles in general as it's more or less replacing BARs, if selected. And the squad gets .1 additional incrimental accuracy at S/M/L range
so it does apply, accuracy wise. The garand in-game fires on a 10 round reload cycle, same as every other rifle-type weapon in the game.
really? i had no clue, makes sense from a developers pov though.
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...