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EIRR Balance
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Topic: EIRR Balance (Read 28678 times)
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GeneralGlacko
EIR Veteran
Posts: 134
Re: EIRR Balance
«
Reply #20 on:
September 25, 2009, 03:48:52 pm »
Fix Defensive, fausts and PE infantry in general.
Logged
Tymathee
Donator
Posts: 9741
Re: EIRR Balance
«
Reply #21 on:
September 25, 2009, 07:05:29 pm »
Quote from: anthony210 on September 25, 2009, 09:23:10 am
I agree, make the upgun sherman a differant tank like the upgun Puma is, and make it cost a bit more MP and Fuel than the regular sherman.
I would have to agree with this. Making the Sherman a separate unit would be great. In fact, any vehicle or tank that gets a totally different gun when you upgrade it should have a separate unit and only cost MP and Fuel like any other tank. This includes the hotchkiss upgun as well.
So here's my balance suggestions
US
1. Change Def Ops to make Engineers be able to build defenses faster like in vcoh
2. Lower price of M18 .50 cal.
3. Change pop on m10 to 8 or 9 to differentiate from m18.
4. Change rcv dmg/acc on Vet 1 airborne to .85 like all infantry & special infantry.
5. Make allied officer abilities passive, and an off map for click ability and also give it scaling ability vet like brit officers (can be same for all)
CW
Can't think of anything.
WM
1. Take away damage penalty Sherman gun/upgun/firefly gets vs All skirts (only tank that gets that modifier)
2. Up Puma upgun acc vs light vehicles to make it the hard counter vs allied light vehicles
(allied light vehicles>Puma, upgun puma>allied light vehicles)
PE
Can't think of anything right now.
I'll come back and edit the CW and PE later.
«
Last Edit: September 25, 2009, 07:07:53 pm by Tymathee
»
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"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.
Ununoctium
EIR Veteran
Posts: 1256
Re: EIRR Balance
«
Reply #22 on:
September 25, 2009, 07:12:14 pm »
Quote from: anthony210 on September 25, 2009, 09:23:10 am
I agree, make the upgun sherman a differant tank like the upgun Puma is, and make it cost a bit more MP and Fuel than the regular sherman.
This
Logged
Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything. Its really really frustrating.
Your tiger is a whore
BeRzErKeR
EIR Veteran
Posts: 266
Re: EIRR Balance
«
Reply #23 on:
September 25, 2009, 07:34:38 pm »
What I think needs balancing is Vet.
Logged
Killer344
The Inquisitor
Posts: 6904
Re: EIRR Balance
«
Reply #24 on:
September 25, 2009, 09:29:13 pm »
Please, Do not troll in this thread.
Logged
Quote from: brn4meplz on April 18, 2013, 01:23:05 am
If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
gamesguy2
Honoured Member
Posts: 2238
Re: EIRR Balance
«
Reply #25 on:
September 28, 2009, 06:16:17 pm »
Terror doctrine, T17, certain offmaps like the 105 vs firestorm, PE infantry, (should be cheaper IMO), hunter killer, and wehr's AT weakness vs light vehicles outside of terror doctrine.
Logged
puddin
EIR Veteran
Posts: 1701
Re: EIRR Balance
«
Reply #26 on:
September 28, 2009, 07:08:27 pm »
there are certain units that might need some changes but in all honesty, for the year or 2 i have been around ere in EIRR, this is what i see.
The geneneral game is balenced. If you take unvetted companies and decide to play and build a decent company, there are some good counters you can employ but it is if you have the right counters availible.
Such as a T-17 being able to be nailed by ostwinds and penetrated often as long as 1 shot with something else, a t-17 is null and void.
THe Doctrines i find to be more the Issues. The 1 Axis HEavy tank per company would be pretty shit vs a Single Tank reaper company being able to hold the tank at bay with 2 AP round ATGs... PLus Heavy Tanks are still very vullnerable to Stikies, Stun, Button, and many things that can make a heavy tank useless while it gets pummelled.
Such as 2-3 RCA players vs 2-3 Terror players would be WTF? With Captain On maps and off maps it would cause havack or Blitz players vs Rangers without reapers is just disgusting, or armor players with Onboard ves anything means you fight the tank 3 times almost making the armor god like in most cases.
While the Doctrines are superb, ITs the fact that in all honesty, you can have One doctrin and a company, do pretty fail vs another build no matter the skill of the player. I have seen it happen more than a few times.
I think Vet should be reworked for individual units to give them more flavor. Such as Stuh vet, Giving lightly better splash, OR stuart vet giving more pellets for canister, or Captain vet for faster movment, or american officer vet faster movement to keep pace with the infantry, Look at the tanks individually and how they are used, such as M-10s with faster turrent rotation for better circle strafing and maybe better accelleration.
Personally, i think the vet tables could make all the difference... And as long as allied armor vet is better then Next gen vehicles... Then Next gen is useless.
German engineering should be changed, Either 100% movement or 100% firing rate but imobile. One or the other. Doing both half assed is not that help full. Or with a destroyed engine... Moving at 50% speed is being imobile for the most part or even a dmged one.
The abundency of offmaps is still disgusting. No oen really enjoys working hard to vet up a unit, workign hard to keep it alive, and care only abotu 2-3 units in a company and still play hard enough to win, or leave a unit in when they know they should remove it, Only to have it Off mapped and die and have no way to avoid it, You can run, But a lag spike and boom, canlt run fast Enough.
Creeping barrage is devistating, Should be a deley inbetween sheel shots, as when you run, you have about a 1 in 8 chance to pick the way its being fired, and then your fucked, even while retreating.
I think Certain units shoudl have no retreating defensises, especially units used beind enemy lines often. I think Storms, should only get a speed buff along with airborne and Luftwaffa s many times they are dropped in, wreak havock and run away, well they should pay the price for it and not keep the vet if they are not goign to fight.
Logged
Puddin' spam
tm
Quote from: aeroblade56 on September 03, 2012, 04:46:14 pm
i cant really blame smokaz i mean playing against puddin is like trying to fight off breast cancer. You might win and do it and be a bad ass but you'll feel sick and mutilated forever.
Quote from: nikomas on September 04, 2012, 03:59:27 am
Puddin' spam
tm
is soulcrushing... what's hard to understand about that?
GeneralGlacko
EIR Veteran
Posts: 134
Re: EIRR Balance
«
Reply #27 on:
September 28, 2009, 07:21:22 pm »
Hotchkiss Stuka
Give it a pop decrease and fuel decrease/damage increase or timer cooldown.
It's a horrible arty piece atm.
Raise the vehicle pool on PE.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: EIRR Balance
«
Reply #28 on:
September 28, 2009, 08:24:15 pm »
German engineering and the HC stuka, both agreed. They need to be changed/improved. How is it beneficial for the p4 to be firing at half speed if it has engine damage? It needs to gtfo, not be outranged by some 57mm chasing it or rr's nailing it down because it has .. half speed of engine damage? A lobster in a wheelchair crusing backwards with squeaky training wheels could catch up to it. And the HC stuka is just so unreliable, even when it hits it can end up doing little damage. It should have 67% the reload time of the regular stuka, seeing as how it has 4 rockets and not 6.
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Todlichpanther3
EIR Regular
Posts: 12
Re: EIRR Balance
«
Reply #29 on:
September 28, 2009, 08:36:07 pm »
smokaz im not sure if comparing it to regular stuka is a good
idea. Stukas arnt actually considered good by most people.
Though i do agree, PE vehicle pool needs about 6 more imo.
Logged
Mukip
EIR Veteran
Posts: 450
Re: EIRR Balance
«
Reply #30 on:
September 28, 2009, 08:39:46 pm »
I'd like to see the PE infantry and vehicle pool increased slighty too. I run a fairly balanced company in my view and yet I have to pay 2 pp after every game to replace stuff. I have inf, support and vehicle pools all down to 0 and armour down to 4 so I have a wide range of different units I'm not spamming, yet I'm paying pp's.
Commando Piats should be 2 pool pop instead of 3. Sappers are only 2 so Commando Piats shpould be too, they aren't really better than Sappers they're just different.
«
Last Edit: September 28, 2009, 08:47:08 pm by Mukip
»
Logged
Todlichpanther3
EIR Regular
Posts: 12
Re: EIRR Balance
«
Reply #31 on:
September 28, 2009, 08:46:16 pm »
they are better imo, but due to being a doctrinal unit, thats acceptable.
Logged
puddin
EIR Veteran
Posts: 1701
Re: EIRR Balance
«
Reply #32 on:
October 01, 2009, 11:04:25 am »
Commando piats are a 3 man squad... Not that devistating to be honest....
Logged
Tymathee
Donator
Posts: 9741
Re: EIRR Balance
«
Reply #33 on:
October 01, 2009, 12:06:45 pm »
well, i would have to kinda gree. commando piats are a 3 man and sappers 4 man, commando piats already cost a bit much as is, but i think commando's are a 3 pool.
btw, the pool thingis the best idea you've come up with eirr mod, cudos.
Logged
Piotrskivich
EIR Veteran
Posts: 542
Re: EIRR Balance
«
Reply #34 on:
October 01, 2009, 12:16:21 pm »
Please improve goliath vet, as it is it's not even worth vetting them up.
Logged
bbsmith
The Brain and Muscle
Posts: 2778
Re: EIRR Balance
«
Reply #35 on:
October 01, 2009, 12:33:02 pm »
Commando Piats don't have PIAT ambush.
Logged
Quote from: aloha622 on March 28, 2010, 07:11:18 pm
prove it and you'll win
Quote from: bbsmith on March 28, 2010, 07:21:29 pm
I win.
Quote from: aloha622 on March 28, 2010, 07:30:53 pm
k u win.
MonthlyMayhem
EIR Veteran
Posts: 164
Re: EIRR Balance
«
Reply #36 on:
October 01, 2009, 02:48:13 pm »
I'd like to see stormies only being able to cloak in cover and not able to move while cloaked.
Logged
aka Maysauze/MrGamenWatch
bbsmith
The Brain and Muscle
Posts: 2778
Re: EIRR Balance
«
Reply #37 on:
October 01, 2009, 02:50:58 pm »
Some people might conciser that blasphemy.
Logged
CrazyWR
EIR Veteran
Posts: 3616
Re: EIRR Balance
«
Reply #38 on:
October 01, 2009, 02:56:59 pm »
probably the same people that considered it blasphemy with regards to paks.
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
Blitzen
EIR Veteran
Posts: 312
Re: EIRR Balance
«
Reply #39 on:
October 01, 2009, 04:45:04 pm »
I would like to see AT guns miss every shot.
However, not everything we would like to see is balance or even makes sense.
Stormies are situational and expensive and have no 'oh shit' buttons.
Logged
Quote from: Two on December 18, 2009, 03:02:20 pm
Bullshit, only fags and girls dont like star wars
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