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Topic: EiR:R 007 (Read 33230 times)
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salan
Synergies TL2 mod!
Posts: 6290
EiR:R 007
«
on:
August 11, 2009, 02:17:08 pm »
War Progress Addition
There is now an interim war page, which shows the progress of the war.
On the left of the page, there is a list of Maps, with one highlighted.
This is the current Sector that is being fought over.
Each Sector has 3 states, Sector Contested, Axis Offensive and Allied Offensive.
Winning a game will push the progress across by a certain amount depending on the number of players per side.
2% for 2v2, 3% for 3v3 and 4% for 4v4.
If a side pushes enough, the state of the sector will change from Contested to their side on Offence.
Gametypes will now be random depending on the momentum:
Sector Contested
10% Axis Attack
10% Allied Attack
40% Reinforcements Mode
40% Meeting Engagement
Allied Offensive
10% Axis Attack
50% Allied Attack
20% Reinforcements Mode
20% Meeting Engagement
Axis Offensive
50% Axis Attack
10% Allied Attack
20% Reinforcements Mode
20% Meeting Engagement
Choosing a game type in game-setup, will add a 15% chance to the selected game type, and -%5 chance to the other three.
There are also maps tied to each sector.
Playing a game on the sectors map, results in a 200% reward for both PP and XP as well as sector momentum.
Playing a game on a map to either side of the sector, results in a 150% reward.
General:
RED -- Unit/Doctrine Changes
PURPLE -- Doctrine Additions
Green -- Price/availability changes.
*** Artillery is becoming more tactical rather then strategical, we have entered a variance in the ability to allow for wind drift. The direct center of the artillery strike can drift varying degrees depending on the artillery used. --- this will be phased in over the next week or so ---
US:
** T2 Armor: Mobile Warfare (changed to 15% speed increase and faster acceleration/deceleration)
** T2 Armor: Calling it in (Riflemen, and Engineers give nearby vehicles a 15% accuracy boost for 45 seconds, battle advantage unlock)
** T2 Armor: Mark Target (jeeps/m10/m18 marks target) moved to Royal Commandos
** T3 Armor: Experienced Loaders (for 20 seconds m10s, m18s, shermans, sherman jumbo's will reload 33% faster and have 33% less cooldown, battle advantage replacing Stacked shells)
** T3 Armor stacking shells moved to remaining T3 Infantry slot.
** T3 Armor: Improved Armor (Increased to 35% health)
** T4 Armor: High Explosive Rounds (timed upgrade that can be purchased increasing damage and accuracy while reducing penetration that will effect M8's, T17's, Shermans, Pershings.)
** Airborne: Hard and Fast moved to tier 1, and received accuracy changed to 10% received accuracy while moving.
** Airborne: Supply Drop moved to tier 2 (max 2).
** Infantry: Bravery (changed to 10% from 15% received suppression)
** Infantry: Mobile Cover (reduced received accuracy to 25% from 50%)
Recoilless Rifles: 180 Mun (From 165)
Rangers: 330 MP, 90 Mun (From 330 MP, 80 Mun)
Bazooka: 55 Mun (50 Mun)
M10 Availability to 4
M18 Availability to 3
T17 Availability to 4
CW:
** T2 Commando's: Marked Target (Lieutenant, Recon Tommies, Sniper Spotter, and Tetrarch's come equiped with Mark Target)
** T2 Commando's: Gliders Incomming (All Callins can deploy at half normal deployment timer, -60 Seconds in R+ mode. Commando group callins half the call in timer.)
** T2 Engineers: Ablative Armor (Vehicles receive 20% less incoming penetration for 45 seconds, global battle advantage unlock.)
** T3 Engineers: Bogged Down (radius target-able battle advantage that bogs down enemy vehicles by 33% movement speed and 20% incoming penetration debuff)
Piat Sappers: 180 MP, 120 Mun (From 200 MP, 100 Mun)
Piat Commandos: 180 MP, 120 Mun (From 180 MP, 120 Mun)
* Sappers will reveal after their first barrage, stopping constant invis shooting sappers.
WM:
** T2 Terror: Patch and Run (Medkits slow for half normal time, and are 50% more potent in healing)
** T3 Terror: Propoganda Officer moved to Tier 2..
** T3 Terror: Propoganda (radius target-able battle advantage that drastically reduces combat effectiveness of all units within its radius.)
** T4 Blitzkrieg: German Engineering (Tanks receive two repair kits per purchase, can move 50% and reload at 50% speed during repair.)
** T2 Defensive: Pak Ambush (Paks can move while cloaked)
** T4 Defensive: Omniscience (effects vehicles)
** T4 Defensive: Fatherland defense (Health raised to 25%)
Panzerschreck: 140 Mun (From 120 Mun)
Double Panzerschrecks: 240 Mun (From 220 Mun)
Stormtrooper Panzerschreck: 160 Mun (From 140)
Double ST Panzerschrecks: 300 Mun (From 280)
** Military Intelligence returns.
PE:
** T1 Luftwaffe Aerial Recon (returns, and is now a recon run)
** T1 Luftwaffe Heavy weapon Supplies (panzershrek and lmg supply drop) moved to T2, swapped with T2 Flak Cannons (88 and Flak Cannon are available to purchase)
** T1 Scorched Earth: Slow Going (Enemy captures 33% slower)
** T2 Luftwaffe: Luftwaffe Airbridge (a battle advantage that drops a healing crate onto the battlefield. This healing crate will heal friends and foes, so don't lose control of it!)
** T2 Scorched Earth: Scorched Earth (An extremely high density anti building howitzer barrage saturates an area) (( WILL NOT DAMAGE PLAYER UNITS, only buildings ))
** T3 Scorched Earth: Incendiary Barrage (Recycle timer upped to 240 seconds)
* Fallschirmjager Tankbusters are no longer effected by stealth first strike bonus.
* AThT 50mm has had a 1 second reload increase, and will accelerate slightly slower.
Tank Buster Grenadiers: 195 MP, 120 Mun (From 195 MP, 110 Mun)
Extra Panzerschreck: 100 Mun (From 90 Mun)
FJ Tankbuster: 250 MP, 120 Mun (from 250 MP, 110 Mun)
* Stealthing Anti tank infantry will take longer to revert back to stealth.
Bug Fixes:
** Battalion HQ will now work.
Gliders now come in on a normal timer as intended.
«
Last Edit: August 15, 2009, 03:07:05 am by EIRRMod
»
Logged
www.synergiesmod.com
salan
Synergies TL2 mod!
Posts: 6290
Re: EiR:R 007
«
Reply #1 on:
August 15, 2009, 01:04:44 am »
this is the preliminary patch notes, there will be some added to it concerning launcher changes.
Logged
Warlight
Donator
Posts: 304
Re: EiR:R 007
«
Reply #2 on:
August 15, 2009, 01:06:12 am »
First
. If I have any comments I'll place them here.
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: EiR:R 007
«
Reply #3 on:
August 15, 2009, 01:15:36 am »
My poow Wummel got Nurfed
.
No longer will I shoot barrages before the flames recede
.
Logged
AmPM
Community Mapper
Posts: 7978
Re: EiR:R 007
«
Reply #4 on:
August 15, 2009, 01:26:38 am »
woot
Logged
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CrazyWR
EIR Veteran
Posts: 3616
Re: EiR:R 007
«
Reply #5 on:
August 15, 2009, 01:43:56 am »
soooo....German Engineering > OBM?
Logged
Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
RCA-land where shells fall like raindrops and the Captain is an invincible god
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: EiR:R 007
«
Reply #6 on:
August 15, 2009, 01:48:06 am »
Quote from: CrazyWR on August 15, 2009, 01:43:56 am
soooo....German Engineering > OBM?
heh heh heh im going to enjoy this
Logged
Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
Malevolence
Donator
Posts: 1871
Re: EiR:R 007
«
Reply #7 on:
August 15, 2009, 01:59:32 am »
I don't mean to be ridiculous, but why is a panzerschrek nerfed??
I wasn't aware of any balance issues?
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.
Akranadas
Honoured Member
Posts: 6906
Re: EiR:R 007
«
Reply #8 on:
August 15, 2009, 02:26:13 am »
If you read the whole thing, you'll see all hand held at weapons got a nerf
Logged
Mukip
EIR Veteran
Posts: 450
Re: EiR:R 007
«
Reply #9 on:
August 15, 2009, 02:26:48 am »
Because they increased the cost of all handhelt AT weapons across the board. Now that you have done that, maybe increase the fuel cost on some vehicles and limit KTs and Jagds to one per player.
Logged
BigDick
Guest
Re: EiR:R 007
«
Reply #10 on:
August 15, 2009, 03:49:43 am »
thanks for all the work but
Quote
M10 Availability to 4
M18 Availability to 3
T17 Availability to 4
* Fallschirmjager Tankbusters are no longer effected by stealth first strike bonus.
* AThT 50mm has had a 1 second reload increase, and will accelerate slightly slower.
FJ Tankbuster: 250 MP, 120 Mun (from 250 MP, 110 Mun)
** T1 Luftwaffe Heavy weapon Supplies (panzershrek and lmg supply drop) moved to T2 (and there is no free use anymore)
that was not a "nice" move nerfing AT capabilities and raising the availability of cheap vehicles
since this
Quote
Churchill
Crocodile
Churchill Mk VI
Churchill Crocodile
Cromwell Command Tank
Staghound
Churchill Mk VI
Churchill Avre
Cromwell Command Tank
Staghound
Staghound (T17)
Hellcat
M3 Halftrack
Staghound (T17)
M3 Halftrack Quad
M3 Halftrack Quad
M8 Greyhound
M8 Greyhound
M3 Halftrack Quad
Jeep
M10 Wolverine
M10 Wolverine
Hellcat
Staghound (T17)
M10 Wolverine
M10 Wolverine
Hellcat
Staghound (T17)
Jeep
M3 Halftrack Quad
M3 Halftrack Quad
M3 Halftrack Quad
Hellcat
M10 Wolverine
M10 Wolverine
M4 Sherman
Hellcat
M10 Wolverine
M10 Wolverine
Hellcat
Staghound (T17)
Staghound (T17)
Staghound (T17)
are not enough vehicles to deal with
that is just retarded to provide this completely steamrolling by cheap vehicles spam
Logged
Mukip
EIR Veteran
Posts: 450
Re: EiR:R 007
«
Reply #11 on:
August 15, 2009, 04:02:38 am »
I agree with big dick for once, although I've not idea what that quote is. The upper limit on how many vehicles you can field if you're determined to spam them needs looking at.
Logged
Baine
Steven Spielberg
Posts: 3713
Re: EiR:R 007
«
Reply #12 on:
August 15, 2009, 04:03:13 am »
That's the amount of enemy vehicle from his last 3v3 afaik.
Logged
Lutefisk44
EIR Regular
Posts: 18
Re: EiR:R 007
«
Reply #13 on:
August 15, 2009, 04:08:01 am »
Whhaaaaaaaaaaaaat?! why is the price of shrecks increased?! I would much rather have a insta-rear-armor-hitting piat squad with 2-4 piats that only cost 180mp 120mun. Give the germans some mobile at team with 2-4 shrecks that insta-rear-armor-hit and can go invisible!
Logged
Quote from: Glacko
What?! A box! Ilove boxes
Mukip
EIR Veteran
Posts: 450
Re: EiR:R 007
«
Reply #14 on:
August 15, 2009, 04:19:23 am »
Shrecks have several advantages over the Piat, try using the Piat against a player who can micro his vehicles and then decide whether you'd rather have them over a shreck or not. If they weren't effective in their optimal situation, camo'ed in cover at short range, they would be a joke.
Logged
Baine
Steven Spielberg
Posts: 3713
Re: EiR:R 007
«
Reply #15 on:
August 15, 2009, 04:44:25 am »
Quote from: salan on August 11, 2009, 02:17:08 pm
** Military Intelligence returns.
Doctrine says otherwise, but probably just a description fix!
Logged
GeneralGlacko
EIR Veteran
Posts: 134
Re: EiR:R 007
«
Reply #16 on:
August 15, 2009, 05:06:22 am »
Can we finally up the hotchkiss availability guys? This is getting ridiculous with allied light armor, PE can't compete and with all these nerfs for the 50mm and inf at, it's geting quite annoying to deal with.
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: EiR:R 007
«
Reply #17 on:
August 15, 2009, 05:20:39 am »
Quote from: Mukip on August 15, 2009, 04:02:38 am
I agree with big dick for once, although I've not idea what that quote is. The upper limit on how many vehicles you can field if you're determined to spam them needs looking at.
Im pretty much with you there too, about vehicles.
I'll fight the good fight!
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.
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: EiR:R 007
«
Reply #18 on:
August 15, 2009, 05:56:33 am »
well, there you go. You got the big dog on board. no worries
Logged
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Two
EIR Veteran
Posts: 2079
Re: EiR:R 007
«
Reply #19 on:
August 15, 2009, 07:49:08 am »
so when are stats getting removed from the launcher?
Logged
Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
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