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Topic: Treadbreaker (Read 37214 times)
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Sach
EIR Veteran
Posts: 1211
Re: Treadbreaker
«
Reply #140 on:
February 22, 2009, 09:11:11 am »
Quote from: scrapking on February 22, 2009, 09:07:22 am
It will deter people from wanting to play Allied - and that is in itself perhaps the single largest problem this mod actually has.
QFT
I think some of these axis fanboiis need to stop and think about how much fun they will really have if the allied population gets even smaller.
I'm not saying allies should be easier than axis but abilities which make the game less fun as allies really need to be looked at since they are unpopular already.
As it is, the treadbreaker right now is a decent ability that fits well within the frame or eir. whether it should be cheaper is another matter but it should not be buffed.
Logged
Sach Wins!
Would people please stop killing my AVREs. Not cool.
CafeMilani
Aloha
Posts: 2994
Re: Treadbreaker
«
Reply #141 on:
February 22, 2009, 09:23:28 am »
treadbrakers aer meant to brake treads, stickies are meant to damage the engine -.-
How ya like that now??
Logged
Smithy17
EIR Veteran
Posts: 756
Re: Treadbreaker
«
Reply #142 on:
February 22, 2009, 09:25:18 am »
For the last time - no one cares what the ability name is.
Logged
scrapking
EIR Veteran
Posts: 924
Re: Treadbreaker
«
Reply #143 on:
February 22, 2009, 09:26:34 am »
Quote from: aloha622 on February 22, 2009, 09:23:28 am
treadbrakers aer meant to brake treads, stickies are meant to damage the engine -.-
How ya like that now??
Then I'm gonna say you have no clue about what the real problem is.
Your opinion no longer counts.
Logged
CrazyWR
EIR Veteran
Posts: 3616
Re: Treadbreaker
«
Reply #144 on:
February 22, 2009, 02:28:14 pm »
Scrap, if you like your vetted tank so much, don't rush it in unsupported if you think they might have an ATHT there...its not that complicated. You don't see Axis players rushing in tanks unsupported, because they know they'll run right into stickies and AT guns...if you keep the tank back behind a rifle screen or with an AT gun, it won't be that hard to repair it. Treadbreaker does like 5% damage...
Logged
Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
RCA-land where shells fall like raindrops and the Captain is an invincible god
OhSlowpoke
EIR Regular
Posts: 18
Re: Treadbreaker
«
Reply #145 on:
February 22, 2009, 02:40:13 pm »
Support your tanks? That doesn't even make sense. Of course it makes sense for allied rifles, because they have to get close, and toss a sticky, meaning the axis player can kite their tanks, and use infantry to clean the rifles off their treads, stickied or not. The ATHT can drive in, stay out of the range of rifles, or JUST within the range of supporting AT and infantry, disable your tank, and then fuck off? Seems shenanigans to me.
Logged
scrapking
EIR Veteran
Posts: 924
Re: Treadbreaker
«
Reply #146 on:
February 22, 2009, 03:05:41 pm »
I'm kind of sick of Axis whiners who want to cry for every possible advantage, without remembering that they are playing a MULTIplayer persistent game.
Logged
CrazyWR
EIR Veteran
Posts: 3616
Re: Treadbreaker
«
Reply #147 on:
February 22, 2009, 03:58:57 pm »
Your bias is showing...
Logged
Schultz
EIR Veteran
Posts: 679
Re: Treadbreaker
«
Reply #148 on:
February 22, 2009, 04:20:06 pm »
I kinda like how the LATH performs now. It was too powerful before.
Its role now is significant anyway.
A little cost in resources tho would be nice.
Logged
puddin
EIR Veteran
Posts: 1701
Re: Treadbreaker
«
Reply #149 on:
February 22, 2009, 04:51:44 pm »
Quote from: scrapking on February 22, 2009, 09:07:22 am
People get fucking bitter and angry and argue and do some shady shit when their precious vet dies. You simply cannot have one side with an ability that is well designed for vet-griefing, and not the other. It will hurt the mod. It will deter people from wanting to play against PE.
It will deter people from wanting to play Allied - and that is in itself perhaps the single largest problem this mod actually has.
Personally I prefer if neither have it. And for the record, my faction of choice is Axis. I play alot of Allied games to 1) actually be able to play because so many people simply refuse to play Allied at all - and I wonder why that might be? 2) to get a wider and more accurate view of balance.
Your whole basis for argueing against read breaker is Vet griefing? Your being serious? And how is that a "balence issue"
Scrap, ujnless your arguments are made for unit balence remove yourself from the discussion. Its a game, your going to lose units, fact of life. Just because you put more into it....Does not mean they are goign to survive every engagment.
Oh, and if you spend 10 PP on a unit. and It gets tread Broken... And its unsupported, you deserve to lose it.
How abotu we Think abotu ways to CHANGE thigns instead of just nerfing it.
1.) Reduced Range on Tread Breaker.
2.) Pop cap increase on Tread breaker 2.
3.) pop cap increa eon Focuse Fire 1.
4.) Time between shots slightly increased.
5.) Vet 2 Increases TB Range ( Sound familiar.)
Look, with this new launcher we don;t have to Argue about so much shit Do you all not understand that? All upgrades can have mutiple levels of balence not just 1. God Damn, pull your Heads out of your ass and wake up.
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?
scrapking
EIR Veteran
Posts: 924
Re: Treadbreaker
«
Reply #150 on:
February 22, 2009, 05:01:40 pm »
Quote from: puddin on February 22, 2009, 04:51:44 pm
Quote from: scrapking on February 22, 2009, 09:07:22 am
People get fucking bitter and angry and argue and do some shady shit when their precious vet dies. You simply cannot have one side with an ability that is well designed for vet-griefing, and not the other. It will hurt the mod. It will deter people from wanting to play against PE.
It will deter people from wanting to play Allied - and that is in itself perhaps the single largest problem this mod actually has.
Personally I prefer if neither have it. And for the record, my faction of choice is Axis. I play alot of Allied games to 1) actually be able to play because so many people simply refuse to play Allied at all - and I wonder why that might be? 2) to get a wider and more accurate view of balance.
Your whole basis for argueing against read breaker is Vet griefing? Your being serious? And how is that a "balence issue"
Scrap, ujnless your arguments are made for unit balence remove yourself from the discussion. Its a game, your going to lose units, fact of life. Just because you put more into it....Does not mean they are goign to survive every engagment.
Oh, and if you spend 10 PP on a unit. and It gets tread Broken... And its unsupported, you deserve to lose it.
How abotu we Think abotu ways to CHANGE thigns instead of just nerfing it.
1.) Reduced Range on Tread Breaker.
2.) Pop cap increase on Tread breaker 2.
3.) pop cap increa eon Focuse Fire 1.
4.) Time between shots slightly increased.
5.) Vet 2 Increases TB Range ( Sound familiar.)
Look, with this new launcher we don;t have to Argue about so much shit Do you all not understand that? All upgrades can have mutiple levels of balence not just 1. God Damn, pull your Heads out of your ass and wake up.
You just proved that you know plenty about RTS gaming, and yet nothing about persistent MMORPG gaming.
In VCoH, you are 100% correct. In EIR:R you are 100% wrong. I'm not even sure whose ass your head is up.
The issue is that one side would have an ability (with default vanilla treadbreaker ability) that the other side does not have access to. And if you think it would not be used to vet grief, you are living in Delusionland. If you are aware of that, but accept it, then you aren't getting the nature of fairness in persistent gaming.
Either way, your head is full of wrong.
Logged
MannfredvonRitter
EIR Veteran
Posts: 375
Re: Treadbreaker
«
Reply #151 on:
February 22, 2009, 08:36:25 pm »
Why should both sides get the same thing? Previously only the allies had engine damaging weaponry, axis didn't demand to have sticky bombs. It was part of the dynamic and reality of the game. Playing axis you didn't charge headlong into enemy positions because you knew of the risk. If your tank fights alone in EIRR, the risk
WAS
that you would lose the tank, I don't think that is really overly unfair.
Logged
scrapking
EIR Veteran
Posts: 924
Re: Treadbreaker
«
Reply #152 on:
February 22, 2009, 08:44:53 pm »
Quote from: MannfredvonRitter on February 22, 2009, 08:36:25 pm
Why should both sides get the same thing? Previously only the allies had engine damaging weaponry, axis didn't demand to have sticky bombs. It was part of the dynamic and reality of the game. Playing axis you didn't charge headlong into enemy positions because you knew of the risk. If your tank fights alone in EIRR, the risk
WAS
that you would lose the tank, I don't think that is really overly unfair.
Because engine damage was never a death sentence to a tank.
Immobilization is.
Stop comparing apples and oranges. I've explained at least a half dozen times why it is important that such an ability with the potential for vet griefing be under control.
Again, this is not about game balance. In many ways a damaged engine is very similar to immobilize to the results of the game. The difference is how each affects a persistent mod. Forcing a unit offmap in any way possible is the same effect toward winning. Destroying vehicles affects a player's long term goals in development.
Treadbreaker has too great an effect on unit destruction.
Logged
MannfredvonRitter
EIR Veteran
Posts: 375
Re: Treadbreaker
«
Reply #153 on:
February 22, 2009, 08:50:53 pm »
Quote
The issue is that one side would have an ability (with default vanilla treadbreaker ability) that the other side does not have access to.
You're wrong again. I replied to something you said and you didn't even remember you posted it. Failure.
I then made reference to the fact that engine damage ability was a one way street previously also and that no attempts to give it to axis were ever claimed made (that I'm aware). The game isn't symetrical in terms of balance like an MMORPG, it's the variety that makes the game.
Logged
overfreeze222
Content Creator
Posts: 199
Re: Treadbreaker
«
Reply #154 on:
February 23, 2009, 03:36:05 am »
Quote
OK, give that to stickybombs then.
this woodnt make sence, becoause when u think about it a stick is just randomly plonked onto the tank, where as a treadbreaker shot is an shot aimed at the treads, (hence the name) made to immobilise. How many reports of a sticky bomb were there that have instatntly immobilised a tank, where as a well placed shot cood quite easily destroy a tread. Maybe, as an addition, give all ATG's this ability, as you wood think the crew wood have been trained in tread shots.
Logged
Quote from: EIRRMod on March 09, 2010, 05:40:16 am
Never EVER not cut leave out the blood drippings on a computer case.
I did, and the Power-supply literally EXPLODED.
The most uncomprehensible post on the forums... Ever.
AmPM
Community Mapper
Posts: 7978
Re: Treadbreaker
«
Reply #155 on:
February 24, 2009, 06:39:55 pm »
Actually, that's exactly what sticky bombs were for. They would throw them into the running wheels on a tank, it would explode, destroying the running gear and prevent it from moving. Its not like they tossed them onto the engine deck to damage an engine.
Logged
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scrapking
EIR Veteran
Posts: 924
Re: Treadbreaker
«
Reply #156 on:
February 25, 2009, 04:47:02 am »
Quote from: MannfredvonRitter on February 22, 2009, 08:50:53 pm
Quote
The issue is that one side would have an ability (with default vanilla treadbreaker ability) that the other side does not have access to.
You're wrong again. I replied to something you said and you didn't even remember you posted it. Failure.
I then made reference to the fact that engine damage ability was a one way street previously also and that no attempts to give it to axis were ever claimed made (that I'm aware). The game isn't symetrical in terms of balance like an MMORPG, it's the variety that makes the game.
Because you take one sentence of a paragraph, without the context of the entire paragraph, is "failure".
Quote
The issue is that one side would have an ability (with default vanilla treadbreaker ability) that the other side does not have access to. And if you think it would not be used to vet grief, you are living in Delusionland. If you are aware of that, but accept it, then you aren't getting the nature of fairness in persistent gaming.
Its not that "one side would have an ability". Its that "one side would have an ability...that would be used to vet grief" - sic.
Obviously each side has abilities the other does not. Its that this one conflicts with the mod's persistent nature. I've repeated this same exact sentiment too many times now, but that is the issue.
I am not debating how it affects the outcome of a game, I am debating how it affects the long term success of this mod. One side would not be encouraged to develop high vet tanks because this ability exists. Which begs the question as to why they would want to play against it?
Or why they would even want to play that faction, which is already horridly underrepresented.
Keep arguing pointlessly for something that will not be coming back. If you want to simply focus on the AT HT doing more actual damage, or being a cheaper upgrade, that I can understand - perhaps even agree with, but this whole "return treadbreaker to its previous form" nonsense is shortsighted, selfish and fucking ridiculous.
And again, my preference is to play Axis, not Allied - but the ability is outright bad for this mod.
Logged
UnderpoweredAll
EIR Regular
Posts: 29
Re: Treadbreaker
«
Reply #157 on:
February 25, 2009, 07:11:25 am »
Quote from: scrapking on February 25, 2009, 04:47:02 am
Quote from: MannfredvonRitter on February 22, 2009, 08:50:53 pm
Quote
The issue is that one side would have an ability (with default vanilla treadbreaker ability) that the other side does not have access to.
You're wrong again. I replied to something you said and you didn't even remember you posted it. Failure.
I then made reference to the fact that engine damage ability was a one way street previously also and that no attempts to give it to axis were ever claimed made (that I'm aware). The game isn't symetrical in terms of balance like an MMORPG, it's the variety that makes the game.
Because you take one sentence of a paragraph, without the context of the entire paragraph, is "failure".
Quote
The issue is that one side would have an ability (with default vanilla treadbreaker ability) that the other side does not have access to. And if you think it would not be used to vet grief, you are living in Delusionland. If you are aware of that, but accept it, then you aren't getting the nature of fairness in persistent gaming.
Its not that "one side would have an ability". Its that "one side would have an ability...that would be used to vet grief" - sic.
Obviously each side has abilities the other does not. Its that this one conflicts with the mod's persistent nature. I've repeated this same exact sentiment too many times now, but that is the issue.
I am not debating how it affects the outcome of a game, I am debating how it affects the long term success of this mod. One side would not be encouraged to develop high vet tanks because this ability exists. Which begs the question as to why they would want to play against it?
Or why they would even want to play that faction, which is already horridly underrepresented.
Keep arguing pointlessly for something that will not be coming back. If you want to simply focus on the AT HT doing more actual damage, or being a cheaper upgrade, that I can understand - perhaps even agree with, but this whole "return treadbreaker to its previous form" nonsense is shortsighted, selfish and fucking ridiculous.
And again, my preference is to play Axis, not Allied - but the ability is outright bad for this mod.
naaaah
I said it was too powerful before, but too weak now. It needs a change to be useful now.
Logged
CafeMilani
Aloha
Posts: 2994
Re: Treadbreaker
«
Reply #158 on:
February 25, 2009, 07:28:13 am »
maybe 150 damage and damaging engine?
or 50 damga + damage engine with a chance to immobalize of 50%?
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