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State of this mod....
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Topic: State of this mod.... (Read 32052 times)
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salan
Synergies TL2 mod!
Posts: 6290
Re: State of this mod....
«
Reply #20 on:
August 05, 2009, 03:25:52 pm »
I laugh at the group zeal .. why does everyone complain about it. 1 doctrine out of 12 gets it, you think its group zeal causing blobbing? Normal zeal is 10 times more useful due to the restriction on group zeal. (and then as well, you give up sector arty, flammen assaults, or the hummel barrage to get group zael.. im actually running a SE without it because i wanted the others more.. its NOT a no brainer after playing with it last war)
where are you going to address passive buffs effecting all units on the field? Do you not think that M1 carbines or Raid Assault effectively cause blobbing of those units in more ways then even group zeal could? I would say yes.
Even when the game had absolutely NO doctrines in it, guess what happened? ... people still blobbed.
also the PE faction with or without group zeal, play in the means that they NEED higher % of troops to extend through teh game play. No reliable MG means no reliable suppression means need to win through superior firepower, yet they don't get ANY buffs to their infantries damage out put, unless you are specialized troops in luft.
Blobbing is not a result of current game situation, it is a result of the base game we have modded.
«
Last Edit: August 05, 2009, 03:27:37 pm by salan
»
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www.synergiesmod.com
wildsolus
Donator
Posts: 807
Re: State of this mod....
«
Reply #21 on:
August 05, 2009, 03:30:16 pm »
Quote from: SaintPauli on August 05, 2009, 03:06:23 pm
If possible remove the ability to manually target enemies when more than one unit is selected*.
that'd be really nice counter to blobs not gonna lie... dnice would have no clue what to do!!
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lol
lol x2
salan
Synergies TL2 mod!
Posts: 6290
Re: State of this mod....
«
Reply #22 on:
August 05, 2009, 03:31:41 pm »
i wonder if its possible, probably is through scar...
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LeoPhone
Honoured Member
Posts: 0
Re: State of this mod....
«
Reply #23 on:
August 05, 2009, 03:55:32 pm »
heres my solution: offmaps will kill much less enemies, and instead they blow buildings and defensive structures/blockages. ofcourse offmaps wont be totally useless against units.
and doctrine buffs: they work fully for your 1st units, but when you start oversupplying, the buffs dissapear!
and all the problems are fixed!
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Jazlizard
EIR Veteran
Posts: 691
Re: State of this mod....
«
Reply #24 on:
August 05, 2009, 03:57:59 pm »
Quote from: wildsolus on August 05, 2009, 03:30:16 pm
Quote from: SaintPauli on August 05, 2009, 03:06:23 pm
If possible remove the ability to manually target enemies when more than one unit is selected*.
that'd be really nice counter to blobs not gonna lie... dnice would have no clue what to do!!
You could likely just hotkey the individual units and pull it off still, just might take a 1/2 second longer.
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Quote from: Phil
The MOD is over. The war is over. We're too lazy to restart it. You can all go fuck pickles mom, I hear she's easy.
Illegal_Carrot
Global Moderator
Posts: 1068
Re: State of this mod....
«
Reply #25 on:
August 05, 2009, 04:10:03 pm »
Quote from: salan on August 05, 2009, 03:31:41 pm
i wonder if its possible, probably is through scar...
Couldn't you just Tab through the units and order them to fire individually?
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Quote
Rifle87654: Give me reward points.
Brn4meplz: I'm drunk.
AmPM
Community Mapper
Posts: 7978
Re: State of this mod....
«
Reply #26 on:
August 05, 2009, 04:10:42 pm »
Blobbing = Most force in one place
Guess what, that is the objective of an attack, put the most localized force in place at the weakest point of the enemy line and breakthrough, then exploit.
We aren't fighting a Civil War period line battle.
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SaintPauli
EIR Veteran
Posts: 530
Re: State of this mod....
«
Reply #27 on:
August 05, 2009, 04:49:53 pm »
Quote from: salan on August 05, 2009, 03:25:52 pm
I laugh at the group zeal .. why does everyone complain about it.
It’s not that bad. I just don’t see any reason to encourage blobbing.
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Smokaz
Honoured Member
Posts: 11418
Re: State of this mod....
«
Reply #28 on:
August 05, 2009, 04:59:06 pm »
Blobbing is best with units that deal accurate and vicious alphas, like 3-4 rr squads firing off volleys at max range and then backing off. Blobbing stuff that doesnt have a get out of trouble button or a impressive (accurate, penetration or damage) alpha just sets you up for AoE and supression. If you can just get supression the blob can be annihliated or retreated with smart play or offmaps.
The problem arises if group zeal or cohesion or similar stuff makes blob immune to supression as well as reducing their AoE damage taken. Then blobs feel overpowering or hard to counter.
Btw LMG G43 squads supress/pin now at medium/short range with slow, for you PE lovahs out there. Too bad only luftwaffe which already has the only other half-decent supression tool PE gets.
With the dramatic increase in british offmaps and airborne doctrine becoming the new monster choice for everyone, things are gonna get nasty for PE in terms of supressing inf blobs. I look in my gypsy ball and see fortress europe becoming popular for the 42~ range wirbelwind.
«
Last Edit: August 05, 2009, 05:05:34 pm by Smokaz
»
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
LuAn
EIR Veteran
Posts: 572
Re: State of this mod....
«
Reply #29 on:
August 05, 2009, 07:31:54 pm »
Give PE a new nondoctrinal Unit:
Heavy Machine Gun Infantry Squad!
And things will be fine
Logged
aka
UckY
FailHammer
EIR Veteran
Posts: 312
Re: State of this mod....
«
Reply #30 on:
August 05, 2009, 08:28:17 pm »
The problem still comes with fire up etc. I dont have specific solutions to it, because it is an important game feature, but...
it gives a player with 4 ABrrs etc the ability to act like a total fuckin idiot in terms of micro/play skill. Why seperate the units to avoid suppresion when you just press the magic button. It isnt anything except lazy play being incientivized by fire up. How about, yeah you get fire up and can instantly get unpinned etc, but you take more more inc acc. I mean you are standing up and running in a field of machine gun fire.( i know game > reality). I want to see better play. get a squad pinned and flank w another.combo.combined.arms. tactics etc etc USA USA USA rabble rabble.
The other problem is PE, as they have shit for suppresion. I play mostly PE(also all other facitons) and infantry is usually the problem. You have a vehicle based army that is very succeptible to manpack at, and at in gereral. That hurts your ability to counter infanty the way every single other faction can, vehicles. Therefore you are forced to duke it out with the other factions inf on inf and face it, yours isnt the best. To win that engagement you need smart play AND numbers, which leads to the PE blob, but it still isnt a true blob as it doesnt have manpack + inf killing/survivability and fire up. One MG still stops it cold.
Those are the 2 problems facing EiRRalphabetacharlie, and minorly the reliance on offmaps to counter everything.
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Quote from: Smokaz on November 23, 2009, 08:08:16 am
What, people flocking around to hijack a place on my balls on their ballride to victory and PEEPEES?
Quote from: Smokaz on April 03, 2010, 05:03:32 pm
Im not pulling this out of my ass, you tinfoil hat prostitute.
"Holy shit puddin, you just critted him in the face"-joseph54
LuAn
EIR Veteran
Posts: 572
Re: State of this mod....
«
Reply #31 on:
August 05, 2009, 08:41:11 pm »
Also a minor issue with pe i came accross:
The Marder costs 380MP 120Fuel, which is the same MP as any ATGun.
Why is that so? (considering that the atgun can be remannend endlessly until something actually destroys the atgun)
Logged
AmPM
Community Mapper
Posts: 7978
Re: State of this mod....
«
Reply #32 on:
August 05, 2009, 08:47:08 pm »
PE Scout Car (the normal one) should be turned into an HMG when locked down in a sector.
Logged
LuAn
EIR Veteran
Posts: 572
Re: State of this mod....
«
Reply #33 on:
August 05, 2009, 08:48:17 pm »
Quote from: AmPM on August 05, 2009, 08:47:08 pm
PE Scout Car (the normal one) should be turned into an HMG when locked down in a sector.
This would help nothing as RR would still "instagib" it.
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: State of this mod....
«
Reply #34 on:
August 05, 2009, 08:51:02 pm »
Hey Mgallan,
Thanks for the input!
We'll be parsing through all the data you guys collect about bugs and OP abilities / units.
The main thing we'd like to do, is offer the same *max* uses for arty, but reduce the capacity to do it all the time.
Even that may be reduced tbh.
In regards to the Doctrines, we're just implementing them - on paper they looked fairly balanced, but on implementation a lot of things have been missed.
So, thats where the next phase 007, will head.
Balance issues + some accessability tweaks.
[Edit: Posted to correct OP ugh...]
«
Last Edit: August 06, 2009, 01:57:32 am by EIRRMod
»
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.
Mysthalin
Tired King of Stats
Posts: 9028
Re: State of this mod....
«
Reply #35 on:
August 06, 2009, 12:45:10 am »
Quote
Hey Myst,
Huh, did I even post in this thread? :S
Logged
Skaevola
EIR Veteran
Posts: 175
Re: State of this mod....
«
Reply #36 on:
August 06, 2009, 12:47:07 am »
Quote from: AmPM on August 05, 2009, 08:47:08 pm
PE Scout Car (the normal one) should be turned into an HMG when locked down in a sector.
Troll somewhere else.
Das~
«
Last Edit: August 06, 2009, 01:06:44 am by DasNoob
»
Logged
jackmccrack
EIR Veteran
Posts: 2484
Re: State of this mod....
«
Reply #37 on:
August 06, 2009, 01:27:18 am »
Quote from: LuAn on August 05, 2009, 08:41:11 pm
Also a minor issue with pe i came accross:
The Marder costs 380MP 120Fuel, which is the same MP as any ATGun.
Why is that so? (considering that the atgun can be remannend endlessly until something actually destroys the atgun)
I used to think the manpower cost was expensive...
Now I acknowledge the Marder's power. It's good in narrow corridors...doesn't die easily to mortars and wont be overrun as easily by infantry. It costs as much as an AT gun because....it IS an AT Gun, only mounted.
Logged
Let's talk about PIATs in a car.
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: State of this mod....
«
Reply #38 on:
August 06, 2009, 01:56:34 am »
Quote from: Mysthalin on August 06, 2009, 12:45:10 am
Quote
Hey Myst,
Huh, did I even post in this thread? :S
Bwahahaaha sorry man.
Logged
BigDick
Guest
Re: State of this mod....
«
Reply #39 on:
August 06, 2009, 02:09:43 am »
Quote from: LuAn on August 05, 2009, 08:41:11 pm
Also a minor issue with pe i came accross:
The Marder costs 380MP 120Fuel, which is the same MP as any ATGun.
Why is that so? (considering that the atgun can be remannend endlessly until something actually destroys the atgun)
exactly that is the same i was often thinking when i considered the downs and ups for 2/3 or even 3/4 marders in my battalion screen
Quote from: AmPM on August 05, 2009, 08:47:08 pm
PE Scout Car (the normal one) should be turned into an HMG when locked down in a sector.
1. thats an OMG feature and eir shouldnt copy something that is not necessary
2. wouldnt help anything because PE need something non vehicle based supression that get not killed by AT guns, RRs, zooks...
«
Last Edit: August 06, 2009, 02:21:46 am by BigDick
»
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