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Hotfix 006 q
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Topic: Hotfix 006 q (Read 32173 times)
0 Members and 7 Guests are viewing this topic.
Bubz
EIR Veteran
Posts: 726
Re: Hotfix 006 q
«
Reply #40 on:
July 16, 2009, 06:03:43 am »
and you ain't giving airbornes bars? o.o
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Nevyen
Honoured Member
Posts: 2365
Re: Hotfix 006 q
«
Reply #41 on:
July 16, 2009, 06:05:12 am »
Quote from: pernik on July 16, 2009, 04:28:21 am
Quote from: AmPM on July 16, 2009, 04:05:27 am
How do you lose with BARs vs FJ???
Seriously?
Correct me if I'm wrong, but Suppresion Fire won't do anything with units behind green cover? Even if they're in yellow cover, SF won't be that effective as if they were in the open. And everytime I've encountered FJs they were behind some cover (most likely the green one) waiting for ambush - and that wasn't only 1 squad. I know that Suppresion Fire is rather powerful thing, but.... Well, it's just that the PARADROPPING Riflemen would've probably had all their bones broken after the drop. One of the reasons I've chosen Airborne were the Paratroopers... If devs just want to have some good weapons on paradropping units but don't wanna make them too strong (which is something I doubt ABs with BAR w/o SF could be) just make those "Assault" or "Support" Airborne (just those with BARs) 1 man lesser (so they would be 5 men squad) or tune their HPs a bit so they would match more as those of Riflemen... Because even I still believe devs are trying to make Airborne Doctrine somewhat interesting so they gave us paradroppable Riflemen who got not only BARs but BARs with balls (read: SF - hehe), I just don't like the concept - that those guys weren't made for airdroping actions and it feels weirdly.. Cheers!
pernik we discussed this what if we gave you airborne without fire up but with bars?
or just reskinned the rifleman to look like airborne how would that sit?
Im not taking the piss either
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Bubz
EIR Veteran
Posts: 726
Re: Hotfix 006 q
«
Reply #42 on:
July 16, 2009, 06:21:01 am »
I don't like the concept either, but surely all the airborne players out there would love this.
Logged
Malevolence
Donator
Posts: 1871
Re: Hotfix 006 q
«
Reply #43 on:
July 16, 2009, 06:32:43 am »
Random suggestion: instead of randomizing the mode you select, you should have a "randomize" ticker you can turn on and off to turn, well, randomization, uh, on and off!
That way if you definitely want Axis Attack, let's say, then you can put it on axis attack and turn off randomization, but if you want a bit more of a random game, you can turn on randomization.
Or maybe just make there be a "random mode" selector again.
Logged
Akranadas' Greatest Hits, Volume 1:
Quote from: Akranadas
Vet has nothing to do with unit preformance.
Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
Mysthalin
Tired King of Stats
Posts: 9028
Re: Hotfix 006 q
«
Reply #44 on:
July 16, 2009, 07:11:11 am »
The reason why airborne are useful is definately NOT fire up. it's their ability to, unlike riflemen, not die to anything more violent than a fart. If anything, fire up is just a button to escape a nebel/mortar barrage, NOTHING else. The low availability on airborne means noone uses them for their nade/satchel charge attack role any more, and that's where fire up used to be useful.
They have 70 HP per man, making up a grand and great total of 420 HP in the squad, with airborne armor on top. Compare that to the measely 55 HP per man in a rifle squad, with infantry armor, and you realise why airborne are great - it is DEFINATELY not the absolutely USELESS fire-up ability.
BARs on airborne... I find it funny anyone would actualy think it would be OP because of fire-up.. No, it's because the infinitely good DPS on the BAR would actualy get a chance of being used, rather than the platform of it dieing within 5 seconds of entering combat - which is what makes bren tommies so great - they are actualy survivable enough to use their weapon.
If anything, I'd personaly gladly say good bye to fire up in exchange for paying the PPs for a T3/T4 and getting the 2 BARs without SF for free. Fire up has two uses : getting out of a nebeling/mortaring, and running away from KCH. With BARs, you wouldn't need to run away from KCH any more, and nebels don't really kill airborne all that much.
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xD3G3NERATE
EIR Regular
Posts: 18
Re: Hotfix 006 q
«
Reply #45 on:
July 16, 2009, 07:20:38 am »
Quote
* Commando Sniper can no longer enter Bren carriers or Kangaroo's. so sad!
Beautiful! Thank you very much!
Logged
Bubz
EIR Veteran
Posts: 726
Re: Hotfix 006 q
«
Reply #46 on:
July 16, 2009, 08:00:23 am »
Did they remove the ambush ability from schreked fallschrimjagers?
Logged
LuAn
EIR Veteran
Posts: 572
Re: Hotfix 006 q
«
Reply #47 on:
July 16, 2009, 08:14:20 am »
Can somebody please post a video or so of the new RCA Abilites plus Hull Down? And if they are Offmap things, arent they supposed to have this Tiny Blue Wheel in their Doctrine Icon?
I wanna know how it works before i spent pp on them.
(Also why not put creeping barrage on a really long cd?)
Logged
aka
UckY
Mgallun74
EIR Veteran
Posts: 1478
Re: Hotfix 006 q
«
Reply #48 on:
July 16, 2009, 08:16:45 am »
Quote from: Bubz on July 16, 2009, 08:00:23 am
Did they remove the ambush ability from schreked fallschrimjagers?
lol, probably not.. more SS like stuff, yeah!
Logged
LuAn
EIR Veteran
Posts: 572
Re: Hotfix 006 q
«
Reply #49 on:
July 16, 2009, 08:18:09 am »
Oh and btw: can the kang use Hulldown?!
Logged
Two
EIR Veteran
Posts: 2079
Re: Hotfix 006 q
«
Reply #50 on:
July 16, 2009, 08:21:43 am »
Quote from: Baine on July 16, 2009, 03:19:16 am
I checked, it's for tommies, i don't get it. I have like 2 or 3 Tommies in my commando company, and it was like one of the few buffs for commandos in the commando doctrine. What about Falls getting their buffs and airbornes and whatnot.
Tanks getting buffs in Terror and Blitz, but no Zeal for commandos?
Makes me sadpanda.
Yah, only reason i selected that t2 was to buff my mandos :/
Logged
Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Hotfix 006 q
«
Reply #51 on:
July 16, 2009, 08:23:48 am »
Quote from: Malevolence on July 16, 2009, 06:32:43 am
Random suggestion: instead of randomizing the mode you select, you should have a "randomize" ticker you can turn on and off to turn, well, randomization, uh, on and off!
That way if you definitely want Axis Attack, let's say, then you can put it on axis attack and turn off randomization, but if you want a bit more of a random game, you can turn on randomization.
Or maybe just make there be a "random mode" selector again.
Its getting you used to when the warmap, when EVERY game will be a random selection (with higher chance of chosen type) depending on whether your side is on Offence, Defence or Contested (ala old EIR)
Logged
Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
Two
EIR Veteran
Posts: 2079
Re: Hotfix 006 q
«
Reply #52 on:
July 16, 2009, 08:25:59 am »
Quote from: EIRRMod on July 16, 2009, 08:23:48 am
Quote from: Malevolence on July 16, 2009, 06:32:43 am
Random suggestion: instead of randomizing the mode you select, you should have a "randomize" ticker you can turn on and off to turn, well, randomization, uh, on and off!
That way if you definitely want Axis Attack, let's say, then you can put it on axis attack and turn off randomization, but if you want a bit more of a random game, you can turn on randomization.
Or maybe just make there be a "random mode" selector again.
Yet in the warmap we would understand, but right now its just annoying
Its getting you used to when the warmap, when EVERY game will be a random selection (with higher chance of chosen type) depending on whether your side is on Offence, Defence or Contested (ala old EIR)
Logged
Two
EIR Veteran
Posts: 2079
Re: Hotfix 006 q
«
Reply #53 on:
July 16, 2009, 08:26:51 am »
You really need to put the edit button back tbh
Logged
CryingWolf
EIR Veteran
Posts: 138
Re: Hotfix 006 q
«
Reply #54 on:
July 16, 2009, 08:29:39 am »
Its because its a sticky article. You can't edit them stuff that's been stickeyed.
Anyways, Nice work with patch. Liking the M/E mode
Logged
Who's Afraid Of The Big Bad Wolf?
Aggamemnon
Donator
Posts: 418
Re: Hotfix 006 q
«
Reply #55 on:
July 16, 2009, 08:36:42 am »
Amazing work, thanks to all the dev's.
Logged
"Success on D-Day, depended entirely on these men"
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Hotfix 006 q
«
Reply #56 on:
July 16, 2009, 08:38:45 am »
There might be some small bugs *cough xp bug cough* - now fixed.
But any others, please report asap - I implemented the additional mode + 1v1s in a rush =/
Logged
xD3G3NERATE
EIR Regular
Posts: 18
Re: Hotfix 006 q
«
Reply #57 on:
July 16, 2009, 09:04:50 am »
Quote
* Fixed Military Intelligence (wasn't stackable)
Still not working.
Logged
pernik
EIR Veteran
Posts: 196
Re: Hotfix 006 q
«
Reply #58 on:
July 16, 2009, 09:17:32 am »
Quote from: Bubz on July 16, 2009, 08:00:23 am
Did they remove the ambush ability from schreked fallschrimjagers?
Well, that's a good question... If they haven't removed it, then there's something wrong with that "Airborne + BAR + Fire Up = no go" thingy
I didn't even mind they wouldn't get the Suppresion Fire with BARs so maybe this would be a bit suitable to your "laws": "Airborne can purchase BARs, come with medkits, availability +2, ToV skin" - purchasable BARs could be about 60 MU, yet it's a Tier 4 abillity but that doesn't matter that much... or make it without medikits... I do believe there are many ways how you can make it not overpowered but still good - the current state just need some tweaking because if Airborne cannot get this, how the hell come FJs with T3 which gives them a Panzerschreck? (and FJ players WILL pay for it - who wouldn't pay for Pschreck on such a unit with those doctrine buffs).
I don't want devs to make Airborne some "uber leet" infantry which rapes both tanks and infantry, I just want to have them more effective when I get T4, because FJs are already kinda strong when they get there (Kurts Finest, Crete Vererans), and now even with Panzerschreck
We (at least I) don't know what the replacement of the actual T4 (Equipment Surplus) will be, but it just needs to be something, that won't leave the Airborne same old "boring" as at the start of your Company. And the current version of Equipment Surplus (or some tweaked version of it) just seems OK to me - and after implementing that T3 for FJs even more. Airborne just need to get some more "flavor" and not get replaced by those.. clams. (er, I mean Riflemen
)
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Hotfix 006 q
«
Reply #59 on:
July 16, 2009, 09:22:27 am »
Quote from: xD3G3NERATE on July 16, 2009, 09:04:50 am
Quote
* Fixed Military Intelligence (wasn't stackable)
Still not working.
Aww man!
You broke it AGAIN!
Pah.
/joke
Logged
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