Mgallun74
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« on: August 25, 2009, 02:36:35 pm » |
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do you think we should get rid of offmaps?
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CafeMilani
Aloha
Posts: 2994
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« Reply #1 on: August 25, 2009, 03:24:10 pm » |
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nah not completely.
whats map art?
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Falcon333
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« Reply #2 on: August 25, 2009, 03:31:54 pm » |
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nah not completely.
whats map art?
It says on-map artillery (ie. 105, Calliope, ...)
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"Chance favors the prepared mind"
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pernik
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« Reply #3 on: August 25, 2009, 03:56:41 pm » |
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Definitely, off-maps suck.
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GeneralGlacko
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« Reply #4 on: August 25, 2009, 03:57:25 pm » |
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You could finally add in the panzerwerfer and axis howitzer.
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Tymathee
Donator
Posts: 9741
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« Reply #5 on: August 25, 2009, 04:01:09 pm » |
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I think that would be pretty cool to get rid of off-maps all together and give all sides some type of specialized on map artillery.
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"I want proof!" "I have proof!" "Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
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CafeMilani
Aloha
Posts: 2994
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« Reply #6 on: August 25, 2009, 04:02:26 pm » |
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give all sides some type of specialized on map artillery.
nah..
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Thepassenger
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« Reply #7 on: August 25, 2009, 04:06:26 pm » |
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Yes due to people spaming and useing cheap tactics for off maps.
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Malevolence
Donator
Posts: 1871
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« Reply #8 on: August 25, 2009, 04:17:09 pm » |
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On-map artillery only also gives some doctrines an advantage on the flip side to take them out. Blitz, for instance, has a much easier time against onmap artillery than some other doctrines.
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Akranadas' Greatest Hits, Volume 1: Vet has nothing to do with unit preformance. 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.
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Tymathee
Donator
Posts: 9741
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« Reply #9 on: August 25, 2009, 04:22:39 pm » |
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On-map artillery only also gives some doctrines an advantage on the flip side to take them out. Blitz, for instance, has a much easier time against onmap artillery than some other doctrines.
True. But off maps negate all or maybe the other idea EIRMOd had, have officers be the one to call down artillery strikes, no interface clicking.
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Mgallun74
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« Reply #10 on: August 25, 2009, 04:24:08 pm » |
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On-map artillery only also gives some doctrines an advantage on the flip side to take them out. Blitz, for instance, has a much easier time against onmap artillery than some other doctrines.
True. But off maps negate all or maybe the other idea EIRMOd had, have officers be the one to call down artillery strikes, no interface clicking. that would be a good idea.
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TheWindCriesMary
The Ethics Police
EIR Veteran Posts: 2630
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« Reply #11 on: August 25, 2009, 05:18:12 pm » |
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On-map artillery only also gives some doctrines an advantage on the flip side to take them out. Blitz, for instance, has a much easier time against onmap artillery than some other doctrines.
True. But off maps negate all or maybe the other idea EIRMOd had, have officers be the one to call down artillery strikes, no interface clicking. This idea is win. Not only is it more realistic, it just makes sense. It would add a cool atmosphere to the mod aswell! -Wind
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Vermillion Hawk: Do you ever make a post that doesnt make you come across as an extreme douchebag?
Just sayin'
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BigDick
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« Reply #12 on: August 25, 2009, 05:27:21 pm » |
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where is my vote options offmaps are not needed and onmaps need to be more expensive?
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Groundfire
EIRR community manager
EIR Veteran Posts: 8511
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« Reply #13 on: August 25, 2009, 06:41:41 pm » |
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There needs to be a fine balance. Off maps are part of the game.
Getting 2 max per offmap unless you pick the respective T4 is absolutely fine imo.
the ppl that have the problem are usually the ones that cant get outta the way in time.
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AmPM
Community Mapper
Posts: 7978
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« Reply #14 on: August 25, 2009, 06:48:15 pm » |
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Offmaps are easy to dodge for the most part, stop blobbing up.
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gamesguy2
Honoured Member
Posts: 2238
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« Reply #15 on: August 25, 2009, 07:02:58 pm » |
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Offmaps are easy to dodge for the most part, stop blobbing up.
Except earthshaker, which is roll a D6, on a 5 and a 6 it randomly lands 40 meters away from the smoke and instagibs your panther. FOO/strafe/SA is pretty hard to dodge too.
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AmPM
Community Mapper
Posts: 7978
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« Reply #16 on: August 25, 2009, 07:05:10 pm » |
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SA you just need to keep moving to avoid. Strafe is annoying but only affects infantry really. FOO is dodgable "gee, why did that Captain just run up to me?"
Earthshaker is a gamble.
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gamesguy2
Honoured Member
Posts: 2238
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« Reply #17 on: August 25, 2009, 07:07:00 pm » |
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SA you just need to keep moving to avoid. Strafe is annoying but only affects infantry really. FOO is dodgable "gee, why did that Captain just run up to me?"
Earthshaker is a gamble.
You can't avoid the first shot on SA unless you never ever stop, which would be retarded. FOO is not dodgeable if the guy is smart and fires it off from 40 range. And the LT can fire FOO with RCA as well, and LTs are much less obvious.
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VERTIGGO
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« Reply #18 on: August 25, 2009, 07:41:04 pm » |
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I play blitz so I will say first of course I want less off-maps. However they are part of the game, and I think the officer observation idea is grand. I also have lost 2 tanks to one earthshaker about 25m from the smoke (moving at full speed on a road). Just because something is insanely OP 10% of the time doesn't mean it's not OP.
Personally I think the allied howi and flak guns need to be movable like the brit bunkers (or none at all). I think they would both be implemented more if they didn't suffer from counter fire (or even just the knowledge of their location + panther rush). This is of course more beneficial for the howi, but the flaks shouldn't be left alone either. Any unit that is fixed in place is asking to be eaten alive. Oh another thing, none of them should be regaining health like they do now. That's just ridiculous.
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TOV units = intentionally OP marketing gimmicks
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