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Author Topic: 006l Hotfix List  (Read 14440 times)
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Smokaz Offline
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Posts: 11420



« Reply #20 on: June 18, 2009, 12:24:30 pm »

I also get repair on them, watch out, upgun puma blob coming to a map near you
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Scyn Offline
EIR Veteran
Posts: 1011


« Reply #21 on: June 18, 2009, 12:51:57 pm »

Something not on that list...

• Infantry Haltrack Suppression increased to .009/7/5/5 from .007/5/3/3
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Malevolence Offline
Donator
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Posts: 1871



« Reply #22 on: June 18, 2009, 12:56:33 pm »

By the way: good job adhering to Valve's ideal of mod development - release early and often! I'd rather have a bunch of quick fixes implementing the new units and doctrines and balance et c. piecemeal than waiting for one huge update that's bound to be bug prone!
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Vet has nothing to do with unit preformance.

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Latios418 Offline
EIR Veteran
Posts: 443


« Reply #23 on: June 18, 2009, 01:29:45 pm »

Speaking of Puma blobs, I use to run 12x Pumas (4 upgunned), 3x StuHs, and 16x Stormtroopers (6x with double shrecks) in OMG, plus random pioneer squads. It never lost.
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Anonymous 06/19/09(Fri)11:55 No.4931966

Is Akranadas in this thread? Fucker can't stop bragging about his "waifu taldeer" and cosplaying in an eldar farseer costume while shouting "Flithy monkeighs!" interspaced with random eldar gibberish.
salan Offline
Synergies TL2 mod!
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« Reply #24 on: June 18, 2009, 01:30:29 pm »

Speaking of Puma blobs, I use to run 12x Pumas (4 upgunned), 3x StuHs, and 16x Stormtroopers (6x with double shrecks) in OMG, plus random pioneer squads. It never lost.

totally different game play though Wink
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salan Offline
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« Reply #25 on: June 18, 2009, 01:30:36 pm »

Something not on that list...

• Infantry Haltrack Suppression increased to .009/7/5/5 from .007/5/3/3
added to first post
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Latios418 Offline
EIR Veteran
Posts: 443


« Reply #26 on: June 18, 2009, 01:31:36 pm »

I also had two snipers.

And yes, gameplay is very different in OMG. I much prefer EiRR.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #27 on: June 19, 2009, 05:38:50 pm »

By the way: good job adhering to Valve's ideal of mod development - release early and often! I'd rather have a bunch of quick fixes implementing the new units and doctrines and balance et c. piecemeal than waiting for one huge update that's bound to be bug prone!
Thats just because tommorow is another day Wink

Periodic updates has always been my style (when thats what Im focusing on that is)
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CryingWolf Offline
EIR Veteran
Posts: 138


« Reply #28 on: June 20, 2009, 11:45:49 pm »

Quote from: EIRRMod link=topic=10333.msg175510#msg175510
• Infantry Haltrack Suppression increased to .009/7/5/5 from .007/5/3/3

Wow....That's kinda awesome, Combine that buff with Intensity, and I got a awesome Supression unit.
« Last Edit: June 21, 2009, 12:10:04 am by EIRRMod » Logged

Who's Afraid Of The Big Bad Wolf?
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #29 on: June 21, 2009, 03:44:38 am »

Quote from: EIRRMod link=topic=10333.msg175510#msg175510
• Infantry Haltrack Suppression increased to .009/7/5/5 from .007/5/3/3

Wow....That's kinda awesome, Combine that buff with Intensity, and I got a awesome Supression unit.

As far as I know it'll pretty much come down to what it was like before Relic fixed the burst bug Tongue.
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Jazzhead5 Offline
EIR Regular
Posts: 23


« Reply #30 on: June 21, 2009, 03:51:58 am »

THANK GOD! I'm glad they fixed the suppression in vcoh, but in EIRR PE really needs something to subdue the massive commando/ranger blobs. Vet3 commando blobs make me want to put a gun to my head... Tongue
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Smokaz Offline
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Posts: 11420



« Reply #31 on: June 21, 2009, 03:59:17 am »

How does intensity giving wehrmacht a 3 pop mobile mg help PE? Tbh some of the cross-factional reinforcement/combinations need a serious look at. If everyone is running inf/commando or luft/terror companies, the alternatives need a beefing up or the popular choices small changes. Intensity is supposed to give wehr tank-mounted mgs better supression right?

Beef up scorched earth, tank hunters and royal canadian artillery. You seldom see these doctrines ingame. Hopefully when more of the doctrines are implemented, a larger diversity will be achieved.
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Bubz Offline
EIR Veteran
Posts: 726



« Reply #32 on: June 21, 2009, 04:04:19 am »

Crap I don't have a massive ranger/commando blob.  Sad
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Akranadas Offline
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Posts: 6906


« Reply #33 on: June 21, 2009, 04:11:00 am »

Royal Artillery not being used comes down to them not getting anything related to Artillery in regards to Off Maps. Currently, Infantry is more like Artillery.

Artillery is more of an Infantry based doctrine than, where as Infantry is more about Elite infantry. This should be fixed soon hopefully. I know I've been playing Royal Artillery and have found some issues regarding their currently implemented doctrines, which I've based to the coders; which I hope will be buffed/fixed.

Abilities like Gaging Distance not affecting Rifle Grenades enough to actually be worth using, The tommie range increase being a complete waste of PP due to the extra 5 range being negated by the enemy engaging you. Artillery just doesn't pack the punch in regards to doctrinal choices at the moment as opposed to Commandos or Royal engineers. They also don't have any useful unlockable units like the other two, with all their unlocks being artillery based and comparatively weak in terms of staying power; where as Commandos, has well all those elite commandos, and Engineers has its Churchills and Kangaroos.

If Royal Artillery got something else besides Mortar Pit, 25 Pounder (worthless POS if you ask me) and Priest; I think we'd see more people playing them.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #34 on: June 23, 2009, 05:07:55 am »

I'm watching these changes from turkey, and I'm trembling with fear. Are there any allied players left after all this?

And is 120 mun on stormtrooper shreks in one of the changes actualy implemented, or was that a typo? I really HOPE it was a typo.
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Bubz Offline
EIR Veteran
Posts: 726



« Reply #35 on: June 23, 2009, 05:10:12 am »

At the moment we have 2 allies and 11 axis, but I hope others will come soon.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #36 on: June 24, 2009, 01:33:00 am »

i'm playing american now.. never fear!
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Raio Offline
EIR Veteran
Posts: 243



« Reply #37 on: June 24, 2009, 02:25:46 am »

Royal Artillery not being used comes down to them not getting anything related to Artillery in regards to Off Maps. Currently, Infantry is more like Artillery.

Artillery is more of an Infantry based doctrine than, where as Infantry is more about Elite infantry. This should be fixed soon hopefully. I know I've been playing Royal Artillery and have found some issues regarding their currently implemented doctrines, which I've based to the coders; which I hope will be buffed/fixed.

Abilities like Gaging Distance not affecting Rifle Grenades enough to actually be worth using, The tommie range increase being a complete waste of PP due to the extra 5 range being negated by the enemy engaging you. Artillery just doesn't pack the punch in regards to doctrinal choices at the moment as opposed to Commandos or Royal engineers. They also don't have any useful unlockable units like the other two, with all their unlocks being artillery based and comparatively weak in terms of staying power; where as Commandos, has well all those elite commandos, and Engineers has its Churchills and Kangaroos.

If Royal Artillery got something else besides Mortar Pit, 25 Pounder (worthless POS if you ask me) and Priest; I think we'd see more people playing them.

Make "firing station" and "supercharget round" workin, then this doctrine gets the sense.
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Akranadas Offline
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Posts: 6906


« Reply #38 on: June 24, 2009, 02:31:55 am »

Doctrine has no direction imho. It's just vCoH abilities which won't have the same impact in EIR as they do in vCOH. Counter Battery and Overwatch means your 1 arty unit that you can afford on the field will be sitting there, still for a good portion of the game, not hitting targets if the enemy avoids it.

Doctrine seems like it wants to be an Infantry one in the first two teirs, the 3rd teir it wants to be an arty doctrine and 4th tier; it wants to be a support doctrine.

Honestly, no direction and no overall theme that the other doctrines have.
« Last Edit: June 24, 2009, 02:34:05 am by Akranadas » Logged
Raio Offline
EIR Veteran
Posts: 243



« Reply #39 on: June 24, 2009, 02:37:35 am »

did u ever seen well used Overwatch ?
did u ever seen well used Victor target ?

true, in vCoh, but.. 
 i want to c

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