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Reinforcement Packages
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Topic: Reinforcement Packages (Read 9873 times)
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Wildseven
EIR Regular
Posts: 12
Re: Reinforcement Packages
«
Reply #20 on:
July 17, 2009, 03:18:19 pm »
Are you limited to adding units already in Coh? I've read that there have been tests with new unit types, perhaps when those are ballanced reinforcement packages could be the place for them?
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Aggamemnon
Donator
Posts: 418
Re: Reinforcement Packages
«
Reply #21 on:
July 17, 2009, 06:29:51 pm »
Okay at first I was like, fuck yeah, about time.
I'm really into the fact that you can't get doctrinal units (why else pick a doctrine?)
This was my biggest complaint/grudge with re-inforcements.
But after playing a bit longer, I think the main problem is not that you can get those elite units, but the fact you can get as many as you like with PP.
If they are re-inforcements, then why can you oversupply them?
If the current sets where locked at supply limits (so 2 falls, 2 commandoes, 2 AB etc...) then it would be nowhere near as big a problem as we are seeing.
It's great being able to get storms for a utility role, same with any other unit, but when a guy is PE, and has more storms than grens, you start to get a problem.
Remove PP purchasing on re-inforcements and see how that goes.
As for suggestions on packages, if doctrine stuff is removed I'd simply double the number, and add flavours from each faction. Including a tier1 or tier 2 type power to go with them.
So Infantry A would give you Rifles with a zook, 2 extra MG teams, 1 Mortar and a single offmap shot.
Infantry B would give Rifles that build defences faster, more mines on engies, and one free triage.
Depending on how you go with this, every doctrine should have an exclusive unlock, that allows more of it's doctrinal stuff in supply/reserve.
«
Last Edit: July 17, 2009, 06:36:11 pm by Aggamemnon
»
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"Success on D-Day, depended entirely on these men"
Glaze
EIR Veteran
Posts: 112
Re: Reinforcement Packages
«
Reply #22 on:
July 17, 2009, 06:47:25 pm »
Quote from: AmPM on July 17, 2009, 10:44:25 am
While I agree, also please make it so that if you buy a package for the doctrine you already have such as buying Luft with Luft you get an increase in your FJ available.
Or RE with RE for more Churchills, Blitz with Blitz for more Storms, etc.
A reason to take your own doctrine choice finally.
That actually sounds like an awesome idea.
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Theonepower777
EIR Regular
Posts: 46
Re: Reinforcement Packages
«
Reply #23 on:
July 17, 2009, 06:56:13 pm »
plz keep the reinforcement officer-he is a great asset and a good placeholder for any future pe officer units
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Sharpshooter824
I <3 Aloha
EIR Veteran
Posts: 775
Re: Reinforcement Packages
«
Reply #24 on:
July 17, 2009, 07:00:52 pm »
The Wehr officer from reinforcements is so common now its incredibly annoying, everyone has it and the mortar barrage which gets old..really fast, considering its a doctrine unit it should be removed tbh
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Rawr
Theonepower777
EIR Regular
Posts: 46
Re: Reinforcement Packages
«
Reply #25 on:
July 17, 2009, 07:07:14 pm »
I see a captain every 2 games with lethal foo-seems like a good exchange considering the recharge timer.
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Detrian
EIR Regular
Posts: 38
Re: Reinforcement Packages
«
Reply #26 on:
July 17, 2009, 07:43:22 pm »
Quote from: salan on July 17, 2009, 11:42:21 am
you disagree that getting a pak or mg in PE is not utility?
you disagree that getting stickies or the button in brits or american is not utility?
you disagree that getting opentopped carriers in wehrmacht or american is not utility?
you disagree that getting flamethrowers in PE/Brits is not utility?
... i could keep going.
reinforcements were designed to be about UTILITY. They instead became about elite infantry spam and loss of flavor for the individual doctrines. So they will be reworked, its just a matter of time really.
Alright I can see bits of those examples being actually worth it but still, this is going to do nothing but a) make more unit spam and b) Instead of taking "flavor" away from doctrines, take it away from the armies themselves.
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Aggamemnon
Donator
Posts: 418
Re: Reinforcement Packages
«
Reply #27 on:
July 17, 2009, 07:57:20 pm »
Yeah, hardcap elite units in re-inforcements. Job done.
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spinn72
EIR Veteran
Posts: 1802
Re: Reinforcement Packages
«
Reply #28 on:
July 17, 2009, 08:11:55 pm »
I only think reinforcement packages should really be upped to the level where you can only get them after T3s. Also limit their ability to be oversupplied, so that reinforcements give something like 2/0/1 or something.
You can also always increase the prices of reinforcement units since they are different in cost to the normal ones.
The only thing i really dislike about reinforcements are Blitz with Blitz reinforcements or Airborne with Airborne reinforcements.
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gamesguy2
Honoured Member
Posts: 2238
Re: Reinforcement Packages
«
Reply #29 on:
July 17, 2009, 10:29:51 pm »
My idea is to keep each reinforcement package very good at one thing, and each package would be completely self-sufficient at that one task.
Oh and no bren carrier/IHT/engy/pio because I believe they are bad for the game.
Allies:
Infantry: Riflemen, Quad, Lieutenant, Tommies.
Anti-Tank: 57mm, Sappers, Bren MMG, M10
Armor: Sherman, Firefly, Sherman Croc, Staghound
Artillery: Howitzer, Captain, 60mm Mortar, Jeep
Axis:
Infantry: Grenadiers, Assault Grenadiers, Armored Car, Luftwaffe Infantry
Anti-Tank: Pak38, AT-HT, Volksgrenadiers, Hetzer
Armor: Panzer IV, Wirblewind, Stuh, Scout Car
Artillery: Nebelwerfer, Mortar HT, Stuka, Armed Schimmwagen
Each package is useful to all factions, each equally powerful at the one thing they are supposed to be good at, with only a few doctrine units so the doctrines feel unique.
«
Last Edit: July 17, 2009, 10:34:24 pm by gamesguy2
»
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RubixCubed
EIR Veteran
Posts: 98
Re: Reinforcement Packages
«
Reply #30 on:
July 17, 2009, 10:45:52 pm »
Quote
My idea is to keep each reinforcement package very good at one thing, and each package would be completely self-sufficient at that one task.
Oh and no bren carrier/IHT/engy/pio because I believe they are bad for the game.
Allies:
•Infantry: Riflemen, Quad, Lieutenant, Tommies.
•Anti-Tank: 57mm, Sappers, Bren MMG, M10
•Armor: Sherman, Firefly, Sherman Croc, Staghound
•Artillery: Howitzer, Captain, 60mm Mortar, Jeep
Axis:
•Infantry: Grenadiers, Assault Grenadiers, Armored Car, Luftwaffe Infantry
•Anti-Tank: Pak38, AT-HT, Volksgrenadiers, Hetzer
•Armor: Panzer IV, Wirblewind, Stuh, Scout Car
•Artillery: Nebelwerfer, Mortar HT, Stuka, Armed Schimmwagen
Each package is useful to all factions, each equally powerful at the one thing they are supposed to be good at, with only a few doctrine units so the doctrines feel unique.
i came all over my keyboard reading this great idea.
Logged
Aggamemnon
Donator
Posts: 418
Re: Reinforcement Packages
«
Reply #31 on:
July 17, 2009, 11:33:37 pm »
Don't think you should be placing Wirble, PIV and Stuh together.
Good ideas though.
I think you should narrow it down to 3 units per package and allow people to unlock 2.
I honestly don't mind elite units being in them, but I strongly think certain units should be HARD capped, so no PP purchases over supply limit (all re-inforcements really)
If Elite units are in them, then they should be in exclusive packs, so you can't get two types of elite re-inforcements.
Logged
acker
EIR Veteran
Posts: 2053
Re: Reinforcement Packages
«
Reply #32 on:
July 17, 2009, 11:41:38 pm »
Switch out the Quad for the new Fire Support (or Assault) Team, if it ever gets implemented.
I really want the Command Tank for the Armor Reinforcement Package, it fits so well... Doesn't matter what type of armor-based company you want to run, the CCT will always be useful.
Artillery seems somewhat weak for some reason. Maybe its the 60mm Mortar.
Axis Armor should have the Panther at least...
«
Last Edit: July 17, 2009, 11:52:05 pm by acker
»
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Illegal_Carrot
Global Moderator
Posts: 1068
Re: Reinforcement Packages
«
Reply #33 on:
July 18, 2009, 12:50:54 am »
Quote from: acker on July 17, 2009, 11:41:38 pm
Axis Armor should have the Panther at least...
All Wehr and PE docs can get a Panther, so there's really no need.
My suggestions are a bit more traditional, still just a package for each doc, but I think they'd work well.
Blitzkrieg
Volksgrenadiers 4/3
Axis HMG42 2/1
Puma AC 2/1
Panzer IV 2/1
Defensive
Grenadiers 4/3
PaK 38 AT Gun 2/1
Axis Halftrack 3/2
or
Axis "Walking" Stuka 0/1
or
Nebelwerfer 0/1
StuG 2/1
Terror
Knight's Cross Holders 2/1
Axis Mortar 2/1
Axis Flammenwerfer 2/1
Ostwind 2/1
All Wehr units are evenly divided between the packages, so all the packages are viable all-rounders. Support weapons, especially, so no one package could be used as the 'support spam' package. There would have to be some changes to the Puma and the Flammenwerfer to make them viable (PE can already get the AC for cheaper, and the Flammen just sucks as it is, though the Puma upgun and the Flammen could use a buff anyways).
All the packages get one infantry/support weapon/ light vehicle/medium tank, and they're all about even, so they'd all be equally attractive, depending on play style. With the lack of doc-specific units, though, I don't see why a Wehr would pick any other Wehr package.
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Aggamemnon
Donator
Posts: 418
Re: Reinforcement Packages
«
Reply #34 on:
July 18, 2009, 01:08:56 am »
Again they should include something that you can't get usually, but very limited. That's the easiest way to add utility without spam.
Logged
VictorTarget
EIR Veteran
Posts: 234
Re: Reinforcement Packages
«
Reply #35 on:
July 18, 2009, 01:41:27 am »
...HMG, in the
Blitzkreig
reinforcements? It would seem more likely to me to switch that with Defensive's Grenadiers. Blitzkrieg is offensive and infantry heavy, defensive is support heavy. It seems to make more sense to me that way.
Logged
Illegal_Carrot
Global Moderator
Posts: 1068
Re: Reinforcement Packages
«
Reply #36 on:
July 18, 2009, 02:35:20 am »
Quote from: VictorTarget on July 18, 2009, 01:41:27 am
...HMG, in the
Blitzkreig
reinforcements? It would seem more likely to me to switch that with Defensive's Grenadiers. Blitzkrieg is offensive and infantry heavy, defensive is support heavy. It seems to make more sense to me that way.
I wanted to spread the support weapons out, so that one package wouldn't be 'the' support weapon package. The mortar fits Terror, the PaK firs Def, so Blitz gets the HMG. The HMG is already in the Blitz package anyways (and has been for a while).
Plus, the HMG can be used
very
aggressively (more so that the PaK or the mortar), so I feel it fits Blitz best.
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salan
Synergies TL2 mod!
Posts: 6290
Re: Reinforcement Packages
«
Reply #37 on:
July 25, 2009, 04:53:01 pm »
replace the howitzer with something and I love the idea!
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salan
Synergies TL2 mod!
Posts: 6290
Re: Reinforcement Packages
«
Reply #38 on:
July 25, 2009, 04:53:19 pm »
Quote from: gamesguy2 on July 17, 2009, 10:29:51 pm
My idea is to keep each reinforcement package very good at one thing, and each package would be completely self-sufficient at that one task.
Oh and no bren carrier/IHT/engy/pio because I believe they are bad for the game.
Allies:
Infantry: Riflemen, Quad, Lieutenant, Tommies.
Anti-Tank: 57mm, Sappers, Bren MMG, M10
Armor: Sherman, Firefly, Sherman Croc, Staghound
Artillery: Howitzer, Captain, 60mm Mortar, Jeep
Axis:
Infantry: Grenadiers, Assault Grenadiers, Armored Car, Luftwaffe Infantry
Anti-Tank: Pak38, AT-HT, Volksgrenadiers, Hetzer
Armor: Panzer IV, Wirblewind, Stuh, Scout Car
Artillery: Nebelwerfer, Mortar HT, Stuka, Armed Schimmwagen
Each package is useful to all factions, each equally powerful at the one thing they are supposed to be good at, with only a few doctrine units so the doctrines feel unique.
Logged
gamesguy2
Honoured Member
Posts: 2238
Re: Reinforcement Packages
«
Reply #39 on:
July 25, 2009, 05:04:43 pm »
Ok how about a sniper instead of howitzer.
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