Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 11, 2024, 09:14:16 am
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 0
Battles in progress:
Battles waiting:
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
General Discussion
>
State of this mod....
Pages:
1
...
3
4
[
5
]
6
7
Go Down
Print
Author
Topic: State of this mod.... (Read 32039 times)
0 Members and 1 Guest are viewing this topic.
Mukip
EIR Veteran
Posts: 450
Re: State of this mod....
«
Reply #80 on:
August 08, 2009, 11:26:22 pm »
I also think the doctrine buffs are a bit much in some instances. It would be nice if there was a general rule that nothing would be buffed from it's original stats beyond 20%. I'd like to see most veterancy and doctrine buffs reduced wholesale by 5% each for a start and work from there.
Logged
Aggamemnon
Donator
Posts: 418
Re: State of this mod....
«
Reply #81 on:
August 08, 2009, 11:33:14 pm »
It should be balanced for 2v2, with 3v3 and 4v4 in mind (not deciding).
Not everyone min maxes, but I have always said doctrinal units should be hardcapped, especially in re-inforcement packages.
As for Offmaps, just because some people dislike them ingame doesn't mean everyone does.
I very much prefer having them in (on my side or not) as it shifts up the gameplay when it's needed, but I think they should be tied to units LOS, specifically, a select number of spotting units, so people could see them coming up to fire them off.
The adjoining territory also sounds like a good idea to me.
I'm against making them ALL tied to officer units, but they also shouldn't be on every unit.
Officers, bikes, jeeps, recons, and any other light, none cloakable units would be best imo.
As for comparisons to other mods, I think the Devs here have it spot on design wise.
Balance is getting there, it's definitely the most fun I have with what little gaming time I have lately.
Logged
"Success on D-Day, depended entirely on these men"
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: State of this mod....
«
Reply #82 on:
August 08, 2009, 11:44:45 pm »
the V1 is the worst offmap of all. u fail
go fail cat GO!
and
because id rather play EIRR than OMG.
Logged
Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
wildsolus
Donator
Posts: 807
Re: State of this mod....
«
Reply #83 on:
August 08, 2009, 11:52:22 pm »
v1 auto kills the howi.
good trade imo.
Logged
lol
lol x2
Aggamemnon
Donator
Posts: 418
Re: State of this mod....
«
Reply #84 on:
August 08, 2009, 11:53:19 pm »
People really need to back off the comparisons.
If you enjoy a mod, do that.
If you aren't for whatever reason enjoying it, make a point.
Don't mix these two up. You don't need to compare having a good time in one mod with things you disagree with in another to try and force/blackmail or guilt trip the devs into doing what you want. These people obviously want to put out an enjoyable mod, but they also have not only a vision of how it should be, but how best to balance what everyone not only wants, but is interested in seeing and having fun with different aspects of the mod
There are already plenty of good mods out there, offering exactly what you are all saying EiRR should do. Play both, for what they are, good mods, in different respects.
Logged
anthony210
EIR Veteran
Posts: 1016
Re: State of this mod....
«
Reply #85 on:
August 09, 2009, 12:05:07 am »
The problem is EIR used to be like that but now it has changed into a more off map and special abilities mod. Is this the direction the mod wants to go? Thats fine but let us know because it wasnt before.
Logged
DasNoob
EIR Veteran
Posts: 3430
Re: State of this mod....
«
Reply #86 on:
August 09, 2009, 12:38:41 am »
Quote from: anthony210 on August 09, 2009, 12:05:07 am
The problem is EIR used to be like that but now it has changed into a more off map and special abilities mod. Is this the direction the mod wants to go? Thats fine but let us know because it wasnt before.
It's not, we are working on fixes. Ultimately we want more of a tactical game... doctrines brought some things out that were a little unexpected.
Changes are on the way.
EIRRmod can correct me if I'm wrong
Logged
Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!
Quote from: Smokaz on February 24, 2010, 11:45:39 am
You have DasNoob who uses the mod as COHTV
Sixpack
EIR Veteran
Posts: 185
Re: State of this mod....
«
Reply #87 on:
August 09, 2009, 03:56:42 am »
Quote from: Freek on August 08, 2009, 11:14:50 pm
Why is it that I think axis have the best offmaps? (V1, firestorm...)
Because the gras always seems greener on the other side.
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: State of this mod....
«
Reply #88 on:
August 09, 2009, 04:46:33 am »
Quote from: anthony210 on August 09, 2009, 12:05:07 am
The problem is EIR used to be like that but now it has changed into a more off map and special abilities mod. Is this the direction the mod wants to go? Thats fine but let us know because it wasnt before.
Im not sure stating on a DAILY BASIS, that tons of offmaps, blobs, and doomforts is not the intention of the mod, without wanting to strangle someone =p
This is a balance phase, to find the EXTREMES.
And thats what we're finding.
Next person to state: '
Is this the direction the mod wants to go?
' - gets a slap with a wet fish!
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.
Nevyen
Honoured Member
Posts: 2365
Re: State of this mod....
«
Reply #89 on:
August 09, 2009, 04:47:26 am »
I have two large Kippers waiting.
Logged
anthony210
EIR Veteran
Posts: 1016
Re: State of this mod....
«
Reply #90 on:
August 09, 2009, 05:00:03 am »
EIRRmod: The question was not meant as a jab at the mod. I am just saying the mod was nearly a completly differant game before. People didnt have 10 off maps in a game. People had like 1 or 2 if any.
Now, on top of extremely powerfull doctrine abilities and units, we have to deal with the numerous new unit abilties, plus the off maps. Its a bit much and takes all the fun out of the game. I havent played vanilla at all since I started playing this mod over 2 years ago, I asked someone if this is how vanilla is atm and they said yes. I think I may be done with CoH soon, too bad there isnt another good WWII RTS with a mod like this out =(.
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: State of this mod....
«
Reply #91 on:
August 09, 2009, 05:07:57 am »
Quote from: anthony210 on August 09, 2009, 05:00:03 am
EIRRmod: The question was not meant as a jab at the mod. I am just saying the mod was nearly a completly differant game before. People didnt have 10 off maps in a game. People had like 1 or 2 if any.
Now, on top of extremely powerfull doctrine abilities and units, we have to deal with the numerous new unit abilties, plus the off maps. Its a bit much and takes all the fun out of the game. I havent played vanilla at all since I started playing this mod over 2 years ago, I asked someone if this is how vanilla is atm and they said yes. I think I may be done with CoH soon, too bad there isnt another good WWII RTS with a mod like this out =(.
I know you werent taking a jab anthony210, but you also didnt read the content / intent of MY message either =p
Late tier doctrines are powerful, they define your company - however, atm the way we have a free flowing choice of anything from any tier, is causing the ability to stack / focus / min-max.
Whether this will be tweaked, or completely changed is being discussed.
Logged
Dragon2008
EIR Veteran
Posts: 355
Re: State of this mod....
«
Reply #92 on:
August 09, 2009, 05:26:33 am »
You should put the doctrine choices back to EIR. Like you had to pick the tier doctrine above to get the one below.
Logged
PC Specs:
CPU: AMD Phenom(tm) II X6 1100T @ 3.3ghz
RAM: 4GB
Motherboard: ASUS M5A99X (EVO)
Graphics Card: ATI HD 6970 2GB
Hard Drive: 1TB
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: State of this mod....
«
Reply #93 on:
August 09, 2009, 05:34:47 am »
Quote from: Dragon2008 on August 09, 2009, 05:26:33 am
You should put the doctrine choices back to EIR. Like you had to pick the tier doctrine above to get the one below.
Thats one route we're discussing.
The main reason we opted for the way it is now, is because it allowed the player much more variety.
However, it seems to just be allowing a min/max situation (sometimes).
Im not a fan of going to the Stacked tier system (Columnal) until we see if we can tweak this one. But it is an option ;P
Logged
Mukip
EIR Veteran
Posts: 450
Re: State of this mod....
«
Reply #94 on:
August 09, 2009, 05:42:04 am »
I think Airborne and Luftwaffe are sucessful doctrines, in that they give you a variety of options and there's some genuine competition between the t2's, 3's and 4's. A Fortress Europe Luft company could play much differently than a Crete Vets army. You can choose to focus on buffing Falls and Luft Infantry for G43 spam, or unlock the specialist Fallscirmjagers squads and run with that. There's the Flak88 and Vierling to play with. It's the same with Airborne you can play it a lot of different ways and there are some distinctly different paths to take in the doctrine tree. AB spam seems tiresome at times but I think with the temporary removal of reinforcements they seem to be under control, and if you choose to play an Ab themed company (specialized Ab units instead of offmaps) it's an interesting challenge. All the other doctrines should be like these.
But then you have a doctrine like RCA, which doesn't seem to do anything useful besides irritatingly spamming offmaps. And am I the only one who has noticed a distinct lack of Brit players online recently or is it just my imagination? I think it's due to unnattractive doctrines that lack the synergy of the above mentioned AB and Luft. They just don't seme as good or useful for the most part either, Commando has a T4 (commando ambush squads) which seems about as good as the Luft or Ab T3's.
«
Last Edit: August 09, 2009, 05:43:39 am by Mukip
»
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: State of this mod....
«
Reply #95 on:
August 09, 2009, 05:46:32 am »
No Mukip, you are completely correct.
When the reset happened today, you had 5 brits to 17 US, and similar for WM / PE.
I agree that the doctrines that are focusing on arty are ... wrong at the moment. They each had a theme, and we have drifted from each theme.
Logged
BigDick
Guest
Re: State of this mod....
«
Reply #96 on:
August 09, 2009, 05:59:53 am »
Quote from: Mukip on August 09, 2009, 05:42:04 am
But then you have a doctrine like RCA, which doesn't seem to do anything useful besides irritatingly spamming offmaps. And am I the only one who has noticed a distinct lack of Brit players online recently or is it just my imagination? I think it's due to unnattractive doctrines that lack the synergy of the above mentioned AB and Luft. They just don't seme as good or useful for the most part either, Commando has a T4 (commando ambush squads) which seems about as good as the Luft or Ab T3's.
nah you dont see many brits currently because they got boring e.g. royal engies has not much T4 to try them out again
people tend to make companies for doctrines where they have (as u said) different T4 to choose from
that dont mean that their doctrines are unattractive but i play currently no brits (except a RCA company at the beginning) because im bored of playing brits after 150-200 brit games
they have just no real weakness to compensate with doctrines
the PE on the other side is a faction full of weakness
they are crap in all areas you would actually need all 3 PE doctrines at ones to make it a faction like brits are without doctrines
that is why they are interesting to experiment with them and try what company build suck less
Logged
Wolster
EIR Veteran
Posts: 52
Re: State of this mod....
«
Reply #97 on:
August 09, 2009, 06:34:25 am »
Id rather play with no Doctrine abilities atm, just Veterancy, the rest is so out of balance.
Most of the posters on these forums are so baised towards there favourite faction/Doctrine that there comments show no levels of compromise to others opinions & so the merry go round keeps a turning round & round with no hope of true balance.
Also most of the the loudest voices in balance are the elite/best players so how can they hope to balance a game towards the lower/medium skill players, who are having entirely different battlefield experiences than there own.
Vanila COH has had years to get balance right, & still they carnt satisfy everyone. If Doctrine buffs are the way to go then tone the whole lot down by a factor of half so they arnt impacting so hugely, & massively increase cost to all weapons that have significant abilities in game so they dont get spammed, & simmilarly double the cost of all elite inf of all nations to make none elites (& yes fucking airborne are elite) much more commonplace.
Logged
Mgallun74
EIR Veteran
Posts: 1478
Re: State of this mod....
«
Reply #98 on:
August 09, 2009, 09:13:29 am »
hmmmm, 7 pages long! sweet! lol...
Logged
scrapking
EIR Veteran
Posts: 924
Re: State of this mod....
«
Reply #99 on:
August 09, 2009, 09:33:54 am »
Quote from: Wolster on August 09, 2009, 06:34:25 am
Id rather play with no Doctrine abilities atm, just Veterancy, the rest is so out of balance.
Most of the posters on these forums are so baised towards there favourite faction/Doctrine that there comments show no levels of compromise to others opinions & so the merry go round keeps a turning round & round with no hope of true balance.
Also most of the the loudest voices in balance are the elite/best players so how can they hope to balance a game towards the lower/medium skill players, who are having entirely different battlefield experiences than there own.
Vanila COH has had years to get balance right, & still they carnt satisfy everyone. If Doctrine buffs are the way to go then tone the whole lot down by a factor of half so they arnt impacting so hugely, & massively increase cost to all weapons that have significant abilities in game so they dont get spammed, & simmilarly double the cost of all elite inf of all nations to make none elites (& yes fucking airborne are elite) much more commonplace.
Boldfaced is very important I think.
Also, I'm not sure how much of the problem is literal "balance", as opposed to simply "unfun aspects".
Logged
Pages:
1
...
3
4
[
5
]
6
7
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...