Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 29, 2024, 03:40:10 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: 0
Battles waiting: 5
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
...
4
5
[
6
]
7
Go Down
Print
Author
Topic: State of this mod.... (Read 32206 times)
0 Members and 7 Guests are viewing this topic.
Sach
EIR Veteran
Posts: 1211
Re: State of this mod....
«
Reply #100 on:
August 09, 2009, 09:59:09 am »
You have to balance at the best players though. If you have an ability or playstyle that gives a slight advantage at the average players' level and is balanced there it can quickly turn in to a ridiculously overpowered ability at the higher levels of play.
You want to balance for fun at all levels but from pure balance you really have to look at 'what is the most extreme outcome of this change' and not 'whats the average outcome of this change.'
Logged
Sach Wins!
Would people please stop killing my AVREs. Not cool.
Smokaz
Honoured Member
Posts: 11418
Re: State of this mod....
«
Reply #101 on:
August 09, 2009, 10:17:26 am »
Quote from: Sach on August 09, 2009, 09:59:09 am
You have to balance at the best players though. If you have an ability or playstyle that gives a slight advantage at the average players' level and is balanced there it can quickly turn in to a ridiculously overpowered ability at the higher levels of play.
You want to balance for fun at all levels but from pure balance you really have to look at 'what is the most extreme outcome of this change' and not 'whats the average outcome of this change.'
Completely agree. Not with a few dictacting the many, but with the top-down perspective. Take for example ABE. If you just run your AB blob through mp44s to kill a tank, the extra range doesn't seem as broken. Its when you experience that you can't combat them with tanks because they are "kiting" anti infantry tanks, the range, health and fireup on AB seems very overwhelming. The top-down perspective should apply the most in EIRR balancing because this perspective observe the very limit of what you can squeeze out of a unit.
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Sach
EIR Veteran
Posts: 1211
Re: State of this mod....
«
Reply #102 on:
August 09, 2009, 10:20:46 am »
I don't really understand the new airbourne elite. When I first started playing EIR AB Elite gave something like 20 range 20 sight 20% accuracy and I and a few others showed it was clearly overpowered. You never got suppressed since you saw hmgs before they saw you and you could kill ostwinds and p4s from outside their sight.
It got changed to 20% accuracy 20% damage 20% health or something similar and was much more balanced. It should never have gone back to sight and range.
Also when Raid Assault was popular a few wars ago you could counter AB blobs with 1 ostwind and 1 bike and you can't do that with the new ABE.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: State of this mod....
«
Reply #103 on:
August 09, 2009, 10:36:32 am »
Quote from: Sach on August 09, 2009, 10:20:46 am
I don't really understand the new airbourne elite. When I first started playing EIR AB Elite gave something like 20 range 20 sight 20% accuracy and I and a few others showed it was clearly overpowered. You never got suppressed since you saw hmgs before they saw you and you could kill ostwinds and p4s from outside their sight.
It got changed to 20% accuracy 20% damage 20% health or something similar and was much more balanced. It should never have gone back to sight and range.
Also when Raid Assault was popular a few wars ago you could counter AB blobs with 1 ostwind and 1 bike and you can't do that with the new ABE.
Its the same for a lot of things. Most people weren't vetting up a PE panther quite a few patches back when they had retardedly good range increase from veterancy and could basically "kite" 57mms. But when you encountered bbqpitboy's vet 3 PE panther which outranged your 57mm and he just stayed at that range like it was a mobile 88, the balance problem became very apparent.
Also Telescopic sights is another broken doctrine ability which you don't understand how broken it is before some douche blobbing 2-3 50mm ATHT's together insta snipes your 57mm with the tank damage global ability. Again the whole counter system gets flushed down the toilet.
Range increases is the most dangerous stat to toy with, imo. Relic designed the initial ranges for the majority of their units very well.
«
Last Edit: August 09, 2009, 10:40:08 am by Smokaz
»
Logged
pqumsieh
EIR Veteran
Posts: 2367
Re: State of this mod....
«
Reply #104 on:
August 09, 2009, 10:49:25 am »
agree with smokaz, I've been playign with telescopic sights for a while and I must say, not even just for the 50mm, my hetzers own most tanks of the battlefield including FF....and thats just not right. (Hetzer has 60m range btw, jag is at 55, 50mm is at 65)
In other words, stop buffing range...even airborne elite should be changed if we go this route as well as improved barrels (Blitz) and improved rifling (RCA). People well QQ, but in the right hands these range increases are too much of an edge. With my RCA doctrine, my infantry can litterly kite other infantry...and deal pretty good damage.
PQ
Logged
Common sense is not so common after all.
AmPM
Community Mapper
Posts: 7978
Re: State of this mod....
«
Reply #105 on:
August 09, 2009, 10:56:04 am »
Sadly have to agree with removal of range bonuses.
Would also suggest a price increase across the board on handheld AT weapons, will allow armor to be more of a counter to elite infantry spam.
Logged
.
.
.
.
.
.
.
.
.
.
.
bristiler
EIR Regular
Posts: 49
Re: State of this mod....
«
Reply #106 on:
August 09, 2009, 11:51:59 am »
I know its already been said but the "cool" new abilities are getting extremely annoying, I play allies axis brit pe american and wher. Im not great at any but what Im consistantly seeing is people mashing their"I win" buttons (the new unit abilities) every time they can. It usually renders units that are supposed to counter them useless. some of these abilities. the slow down effect from officers, the stun barage from officers, the panzer fear or whatever the hall it is that buttons your tanks, and so on and so forth. I know I didnt list many/any allied ones but thats only because I cant think of them at the moment. Possibly to stop the arty spam doctrines we could put a cap on 1-2 types purchaseable per doctrine but giveing several choices. On top of that I believe the artys should be called from officers/Forward Observers called on the map which you would have to purchase the unit but not the artilary ability as you have already bought it in your doctrine.
Logged
Detrian
EIR Regular
Posts: 38
Re: State of this mod....
«
Reply #107 on:
August 09, 2009, 12:39:41 pm »
Quote from: EIRRMod on August 08, 2009, 11:20:42 pm
Quote from: Detrian on August 08, 2009, 11:04:48 pm
Balancing this stuff based on what a player can get in a single 1v1 or 2v2 in VCOH probably has some merit.
Do you mean the number of uses during a single 1v1 / 2v2 or, do you mean selection of choices?
Uses
Logged
Detrian
EIR Regular
Posts: 38
Re: State of this mod....
«
Reply #108 on:
August 09, 2009, 12:44:33 pm »
Or tier artillery shots something like this:
T2 artillery: Something like smoke rounds (3 uses)
T3 artillery: Somethng that actually does damage (2 uses)
T4 artillery: Strongest skill available (1 use)
Logged
Aggamemnon
Donator
Posts: 418
Re: State of this mod....
«
Reply #109 on:
August 09, 2009, 12:54:09 pm »
The problem with that limit is, who would really take 2 mortar barrages when their enemy is getting a tiger and a tank buff?
(I'm not against changing them, but gimping it is overdoing it)
Logged
"Success on D-Day, depended entirely on these men"
AmPM
Community Mapper
Posts: 7978
Re: State of this mod....
«
Reply #110 on:
August 09, 2009, 02:43:28 pm »
Decrease the amount purchasable due to tier 1-3 purchases. Increase number of free + purchasable at T4.
So say you have Stafing 1 free, limit 2; bombing limit 1 as your t2 and t3 choice for AB.
You get Air Superiority.
It adds on 1+2
So now, 2 free Strafe, limit 4, 1 free bombing, limit 3. Recon run would be increased as well but its not the issue in the thread.
6 Strafe + 4 bombing could be nasty, but its a t2, t3, and t4 choice that costs SPs.
«
Last Edit: August 09, 2009, 02:45:24 pm by AmPM
»
Logged
Smokaz
Honoured Member
Posts: 11418
Re: State of this mod....
«
Reply #111 on:
August 09, 2009, 02:51:00 pm »
I thought that still was too much offmap if you aim for a overall reduction to be noticeable.
It could be put in system like this:
T2 Offmaps - 1 Use for free, 1 use max
T3 Offmaps - 0 Uses for free, 2 max uses
T4 Offmap amplifier: T2's now have 2 max uses, T3 gets 1 free use and 3 max uses
(More powerful offmaps get more uses here to offset that they are a higher tiered doctrine ability and overall you have to pay more to spam offmaps, but you still have to pay for them)
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: State of this mod....
«
Reply #112 on:
August 09, 2009, 02:52:56 pm »
I think we should also limit how many troops are effected by passive buffs.
m1 carbines, heat rounds, raid assault, those type.. actually if we used the following and changed it from uses, to units. Mmm..
Quote from: Detrian on August 09, 2009, 12:44:33 pm
Or tier artillery shots something like this:
T2 artillery: Something like smoke rounds (3 uses)
T3 artillery: Somethng that actually does damage (2 uses)
T4 artillery: Strongest skill available (1 use)
The problem here is that while you may not enjoy being hit by things you can see, no one is sitting here complaining about the passive buffs which on almost all occasions should reward a player with higher kill ratios then off boards tend to. Nerfing the offmaps to oblivion will not create a balanced state of play, it will simply drive the majority of playerrs back into the passive buffs which A) effect all units of its type, B) allow the most return for the investment.
It's already completely apparent that without reinforcements the allied side of this game have a MUCH harder time dealing with the axis heavy tank spam you see every game. their lack of reliable manpack AT, mostly in American factions armor and infantry, yet slightly across the british side, is highly noticeable from the last version we played.
In a way EIRR has gone back to its roots with its equation of artillery vs specialized heavy troops. give or take a few exceptions.
Logged
www.synergiesmod.com
AmPM
Community Mapper
Posts: 7978
Re: State of this mod....
«
Reply #113 on:
August 09, 2009, 02:53:29 pm »
But is an additional use or two on the same level as say, HEAT rounds? Or any of the other good T4s?
Thats what it comes down to, that or remove the Arty T4 to buff offmaps, and have it add a bunch of abilities to their artillery units.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: State of this mod....
«
Reply #114 on:
August 09, 2009, 02:57:04 pm »
I'd say the tiger that can get 30-40+ kills a game is greater then the complete amount of any offmaps I have ever been able to use in a single game.
i tried CW artillery, US Infantry, PE scorched earth, WM Terror, all with as much arty as possible, and my kills from them was a hell of a lot less then a person could get reliably with 1 vehicle in most cases. and I did get good with those offmaps.
Logged
Draken
Chess master
EIR Veteran
Posts: 1850
Re: State of this mod....
«
Reply #115 on:
August 09, 2009, 03:01:01 pm »
Just played a game against earthshaker.
One shoot took 80% hp from my tiger, ofcourse as soon as I saw red smoke I started moving as far as I can on road and it hit me near church on neunen smoke was on that upper house in the town. The damage versus tanks should be toned down tbfh.
And salan yes you have 40-50 kills with tiger but you kill mostly meat, arty kills your most expensive units like paks, mortars your onmap arty, it's not about kills it's like backstab.
Destroy atg then rush with tanks, and get lots of kills. In long term destroying nebel with offmapp arty can be way more destructive for enemy then 20-30 inft kills on pershings.
«
Last Edit: August 09, 2009, 03:22:05 pm by Draken
»
Logged
Smokaz
Honoured Member
Posts: 11418
Re: State of this mod....
«
Reply #116 on:
August 09, 2009, 03:05:23 pm »
Well the thing is that artillery being spotted for can take out critical units - sure a tiger can blow up a lot of rifles and airborne. But that tiger is helpless against a sticky and a 57mm with ap rounds. You can be helpless against mg42s working together with the wehrmacht mortar.
A howitzer offmap used correctly takes out a wehr mortar like 90% of the time. A mortar saturation barrage can mop up an entire line of support weapons. It can also blow up critical stuff to remove like howitzers or nebewerfers. In terms of force against force, its like a extra hand helping you out on top of your normal population of units. In fairness it could be said that stuff like heat rounds and german steel and NGV makes your units more powerful than their population cost normally assumes they are.
If I remove your mortar when theres a ami and wehr player going up against each other, the guy without a mortar is at a severe disadvantage. His guys still have to redploy to dodge the mortar, his mgs cant stay in the same place, his soldiers cant sit in green cover and mortar smoke can negate your entire small arms force in conjunction with flamers and grenades.
«
Last Edit: August 09, 2009, 03:24:20 pm by Smokaz
»
Logged
EscforrealityTLS
EIR Veteran
Posts: 593
Re: State of this mod....
«
Reply #117 on:
August 09, 2009, 03:13:39 pm »
That Earth shaker off-map is completely gay, it is unavoidable. It don't like off-maps in the slightest to start with but damn that one is annoying. You can be a good distance from where its landing and for no reason
boom
your StuG explodes.
Logged
Pwanawan baby!
anthony210
EIR Veteran
Posts: 1016
Re: State of this mod....
«
Reply #118 on:
August 09, 2009, 03:38:12 pm »
Quote from: salan on August 09, 2009, 02:57:04 pm
I'd say the tiger that can get 30-40+ kills a game is greater then the complete amount of any offmaps I have ever been able to use in a single game.
i tried CW artillery, US Infantry, PE scorched earth, WM Terror, all with as much arty as possible, and my kills from them was a hell of a lot less then a person could get reliably with 1 vehicle in most cases. and I did get good with those offmaps.
Comparing a Tiger to off maps is not a good comparison. I am really not talking about axis vs allies balance here. I am talking about stupid unit abilities and the large amount of off maps seen in a game.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: State of this mod....
«
Reply #119 on:
August 09, 2009, 03:43:45 pm »
Besides, you're actually paying a T3 and a large amount of resources for a Tiger/Pershing.
Quote
I am talking about stupid unit abilities and the large amount of off maps seen in a game.
Anyway, like I said in other threads, we're well aware of this and we will be taking the necessary steps.
Logged
Pages:
1
...
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...