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The end of EiR?
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Topic: The end of EiR? (Read 27043 times)
0 Members and 13 Guests are viewing this topic.
panzerman
EIR Veteran
Posts: 689
Re: The end of EiR?
«
Reply #40 on:
October 15, 2009, 03:43:44 am »
Quote from: NightRain on October 15, 2009, 01:40:16 am
No one wants to play Axis attack or Allies Attack anymore, only M/E and Reinforcements which are filled with Gimmicky callin such like 2 P4s. 3 Staghounds of any type and so on and so on...
And the warmap really isn't changing a lot.. and Canadian Tommies can't get their upgrades yet...etc
i reckon they should make any armored call in's for maybe the first 5 to 10 min inaccessible to the player and only infantry callins to start off.
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anthony210
EIR Veteran
Posts: 1016
Re: The end of EiR?
«
Reply #41 on:
October 15, 2009, 03:51:07 am »
Quote from: Akranadas on October 15, 2009, 01:14:37 am
What gamey/fantasy unit abilities are you guys referring to?
All of the unit abilities and "powerups" such as ferocity. Originally there were very few of these and almost all of them were doctrine specific unlocks.
Now we have officers with verious click abilities and passive buffs that improve with veterancy (aka Warcraft II Heroes that get better with levels). We have units that can completly stop a tank in a few seconds (treadbreaker, button, staghound stun). We have off maps galore. We have ferocity making gren squads act like supermutants. We have rifleman that get to vet 2 throwing stickies at extreme range with incredible accuracy. We have tank that can use tankshock to completly pin squads (yes was nerfed recently but it is still a "magic" ability in my book). Theres probably more that I am just not thinking of right now, and this applies to both sides.
Some or most of this is not really the mod but the direction Relic has taken CoH with its expansions. However the mod has the choice whether to use all these things relic decides to put in.
Not to mention the complete lack of any form of automatch for ranking purposes makes our leaderboards very misleading. All it takes is playing a lot to get to the top, not skill. Game dodging is rampant, stacking is a regular thing and everyone is guilty of it.
Dont get me wrong, I really hope EIR and Company of Heroes in general takes a turn for the better. But it seems Relic and even some or most of you enjoy these abilities which is great for you but sucks for anyone that really enjoyed the old EIR and Old COH.
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Akranadas
Honoured Member
Posts: 6906
Re: The end of EiR?
«
Reply #42 on:
October 15, 2009, 04:16:28 am »
So, if we removed most of the unit abilities beyond things like Grenades, Fausts ect. it would intern make it a much better game?
While I personally would prefer to see a lot of the unrealistic abilities (Fire Up!, Suppression Fire, Warning Shot, Focus Fire Tread Break, Stun Shot ect) removed from the game due to their fantasy value, the due add some strategic depth to the game.
«
Last Edit: October 15, 2009, 04:19:15 am by Akranadas
»
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overfreeze222
Content Creator
Posts: 199
Re: The end of EiR?
«
Reply #43 on:
October 15, 2009, 04:49:10 am »
Quote from: Akranadas on October 15, 2009, 04:16:28 am
So, if we removed most of the unit abilities beyond things like Grenades, Faust's etc. it would intern make it a much better game?
While I personally would prefer to see a lot of the unrealistic abilities (Fire Up!, Suppression Fire, Warning Shot, Focus Fire Tread Break, Stun Shot etc) removed from the game due to their fantasy value, the due add some strategic depth to the game.
I wouldn't really say that any of those mentioned ability (other than Fire Up!) would be "unrealistic". you would think that AT gun crews would be taught to aim for things like the treads, or people using BARS would be taught how to keep up a decent amount of fire to keep and enemy's head down. White phosphorus (stun rounds) were absolutely horrific someones eyes, and the smoke itself is enough to cloud someones vision.
But i agree with a lot of the posts, a lot of the doctrine ability's have got a bit out of hand. The old ones, that affected ur compnay build, and the units u could have and the amount u could field, rather than the shit like Invinci-Grens through Zeal. (though present in the old EIR, not as effective, partly Relics fault i believe). A better way to do it would be, have the doctrines affecting units in the launcher (price reductions, availability etc) rather than making everything uber pwn on field. Have the units that were doctrinal made into unlocks again. Make the reinforcement packs based on your doctrine choices. make it the old way, u picked a line, and that line led to ur T4, instead if this mix n match we got going on.
While the mod was meant to move from the old EIR, to give a sence of a "fresh start", a bit of homey goodness, may reattract (dictionary plz
) some of the older players, and bring in a few more.
As things are, the doctrines make many things broken. The vet has a say in this aswell. some of the vet is crazy. What happened to units not being made of rape-sauce till they were vet 3, and that was WITH doctrines. Ive watched vet 2 grens beat down vet 3 rifles, with a bit o LMG magic. Ive watch vet 3 rangers with tomminiguns rip down a whole blob of volks with mp40s, that blob inclusive of a KCH squad. Stormtroopers, tromping around 3 shotting shermans, and ripping apart anyhting that looks like flesh, with those mpp44 doom cannons (at vet ofc).
It needs a reworking. if i could get my damn Mods to work in game, i would even test this stuff out in my free time. Its annoying knowing how to change stuff and not have it represented in game. (btw, any help with this would be appreciated)
«
Last Edit: October 15, 2009, 04:52:51 am by overfreeze222
»
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Quote from: EIRRMod on March 09, 2010, 05:40:16 am
Never EVER not cut leave out the blood drippings on a computer case.
I did, and the Power-supply literally EXPLODED.
The most uncomprehensible post on the forums... Ever.
Two
EIR Veteran
Posts: 2079
Re: The end of EiR?
«
Reply #44 on:
October 15, 2009, 05:04:52 am »
Quote from: nated0g on October 15, 2009, 02:28:08 am
I have no problems with game balance.
But the Warmap is a bit...fail.
Could we have the old Sectors system? And generated Att/Def.
Cos tommies outranging mgs is balance.
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IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
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Smokaz
Honoured Member
Posts: 11418
Re: The end of EiR?
«
Reply #45 on:
October 15, 2009, 05:42:14 am »
I see terror and ferocity mentioned here several times, you can all be assured that terror is being reworked and I have talked/confered to Bobby a couple of times since he's in charge of that doctrine. Last thing I heard was that ferocity is not coming back in the current form for the next doctrine rework, so keep your hope up guys. Hopefully terror will be fun to play with and against.
BTW in the interest of being historically correct ferocity and zeal are old EIR abilities and not new.
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ImmanioEiR
Donator
Posts: 247
Re: The end of EiR?
«
Reply #46 on:
October 15, 2009, 05:49:10 am »
I played some pre-reinforcements EiR. And yes, there's definitely been a change in the last year. There are more new units, more stat changes from vCoH, more fancy doctrine abilities (this last thing is probably connected to the decision to not include resource discounts in doctrines, which made up quite a lot of the old doctrines). It plays a bit differently than old EiR. But I'm still having fun with it. It's different, but in my eyes not worse, and I definitely appreciate all the hard work put into it.
As for "unrealistic abilities", fire-up is one I'd actually argue is quite realistic. Elite/veteran troops will be less prone to hitting the dirt when under fire. I don't have military training, but when taking fire in open ground, the worst thing you can do is to follow your instincts and hit the ground. Maybe increase the damage taken somewhat while fired up. Actually, if I had full freedom, I'd probably make suppression and pinning increase cover bonuses, at least if realism was the target. That makes perfect sense. Being suppressed will mean you hug the cover if you have it, but being suppressed in open ground won't really help you much, it's just the natural urge that green troops get when under fire.
Still, once again, gameplay > realism.
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tankspirit668
EIR Veteran
Posts: 129
Re: The end of EiR?
«
Reply #47 on:
October 15, 2009, 01:43:54 pm »
Quote from: Akranadas on October 15, 2009, 04:16:28 am
So, if we removed most of the unit abilities beyond things like Grenades, Fausts ect. it would intern make it a much better game?
While I personally would prefer to see a lot of the unrealistic abilities (Fire Up!, Suppression Fire, Warning Shot, Focus Fire Tread Break, Stun Shot ect) removed from the game due to their fantasy value, the due add some strategic depth to the game.
Most Problematic are Tread Breaker and Fireup. Tread Breaker eacause the repair system, that is completely different, from Vanilla COH. So it`s basically more worth. Fireup is totally nuts in EIR Environment, in Vanilla COH every Infantry Unit has the ability to break free from surpression and heavy fire, etc. by retreating back to HQ, what is not possible here. So it`s basically more worth than in Vanilla COH. Let MGs be a hardcounter against Rangers, etc. by exchanging Fireup with Sprint Ability.
Another thing is the current Doctrine System with the availibility and pricing system is favouring units instead of tactics, spam instead of a mix of units and combined arms to a large degree.
My 2 cents
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lionel23
Donator
Posts: 1854
Re: The end of EiR?
«
Reply #48 on:
October 15, 2009, 03:04:46 pm »
To my knowledge from vCOH, Fireup does make the unit more prone to damage, hence why it is used for quick assaults or to run, not to use and stand still in a fight, plus the major slow fatigue effect which makes the rangers so very dangerous to tanks and grenading infantry.
Also, Fireup doesn't protect the unit, so if rangers stupidly fire up towards an MG, they literally get torn apart by the increased MG damage at close range which normally wouldn't happen as suppressed units are stopped at range, rangers are not and if you're not careful gets whole squads wiped out in the blink of an eye.
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Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
NightRain
EIR Veteran
Posts: 3908
Re: The end of EiR?
«
Reply #49 on:
October 15, 2009, 03:23:07 pm »
Button is by far the worst ability I've ever seen and when I see people spam Brens to button vehicles for 1 minute...it kinda kills something inside me, especially if the vehicle is vet 3
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
tankspirit668
EIR Veteran
Posts: 129
Re: The end of EiR?
«
Reply #50 on:
October 15, 2009, 03:43:10 pm »
Quote from: lionel23 on October 15, 2009, 03:04:46 pm
Also, Fireup doesn't protect the unit, so if rangers stupidly fire up towards an MG, they literally get torn apart by the increased MG damage at close range which normally wouldn't happen as suppressed units are stopped at range, rangers are not and if you're not careful gets whole squads wiped out in the blink of an eye.
Yep, but breaking the surpression is not fitting in the environment, rangers and ab are oo cost efficient with that and exchanging fireup with sprint would fit more. Another thing is for example stormtroopers, they are moving too fast for my taste, although reducing the speed could render them useless though.
«
Last Edit: October 15, 2009, 03:49:20 pm by tankspirit668
»
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NightRain
EIR Veteran
Posts: 3908
Re: The end of EiR?
«
Reply #51 on:
October 15, 2009, 03:52:34 pm »
so then make stormtroopers crawl on their belly when in cloak?
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Killer344
The Inquisitor
Posts: 6904
Re: The end of EiR?
«
Reply #52 on:
October 15, 2009, 04:07:19 pm »
Quote from: tankspirit668 on October 15, 2009, 03:43:10 pm
Quote from: lionel23 on October 15, 2009, 03:04:46 pm
Also, Fireup doesn't protect the unit, so if rangers stupidly fire up towards an MG, they literally get torn apart by the increased MG damage at close range which normally wouldn't happen as suppressed units are stopped at range, rangers are not and if you're not careful gets whole squads wiped out in the blink of an eye.
Yep, but breaking the surpression is not fitting in the environment,
rangers and ab are oo cost efficient with that and exchanging fireup with sprint would fit more. Another thing is for example stormtroopers, they are moving too fast for my taste, although reducing the speed could render them useless though.
It does fit, most axis units supress before they kill (I'm generalizing here, I know), while allieds tend to kill (tougher units, *generalizing again*).
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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.
tankspirit668
EIR Veteran
Posts: 129
Re: The end of EiR?
«
Reply #53 on:
October 15, 2009, 04:08:27 pm »
Quote from: Killer344 on October 15, 2009, 04:07:19 pm
It does fit, most axis units supress before they kill (I'm generalizing here, I know), while allieds tend to kill (tougher units, *generalizing again*).
You have a point there.
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Armfelt
EIR Veteran
Posts: 453
Re: The end of EiR?
«
Reply #54 on:
October 15, 2009, 04:23:00 pm »
Quote from: Dnicee on October 14, 2009, 10:11:41 am
What happend here? where did everyone go?
i mean 0-15 players in the launcher...and its most like 6-10 thats almost like old EiR? What happend to the other 40 players that played before i took a brake?
Got a huge school project at the moment + waiting for the grand patch.
Some of my friends refuse though to play EIRR because they think it´s unbalanced and too "spammy".
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"Well opinions are like assholes, everybody has one."
Two
EIR Veteran
Posts: 2079
Re: The end of EiR?
«
Reply #55 on:
October 15, 2009, 05:01:16 pm »
Bring back the old availability system tbh.
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deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: The end of EiR?
«
Reply #56 on:
October 15, 2009, 05:05:45 pm »
eir is headin ina bad direction and with discussion taking up a good amount of time no wonder the population are going elsewhere. with spam and vetted t4 profiles stackin against new lvl 1 players with no chance at all its understandable even loyal players making new profiles are leaving, the mod is ment to be an alternative gameplay to vcoh. but gren spam to kt, and t17 air blob, someone point out the difference apart from the fuckin time the units come on the field please.
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Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
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Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
Smokaz
Honoured Member
Posts: 11418
Re: The end of EiR?
«
Reply #57 on:
October 15, 2009, 05:17:45 pm »
ive told you that you can have my accounts TB 3>
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deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: The end of EiR?
«
Reply #58 on:
October 15, 2009, 05:21:35 pm »
im not on about me, ill happily rage about useless bullshit, but its not a fun environment for new ppl, i like spammin op bullshit to win. cos i like winning.
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Lt_Apollo
EIR Veteran
Posts: 380
Re: The end of EiR?
«
Reply #59 on:
October 15, 2009, 05:22:20 pm »
I think EiRs main liability is that it continues development on adding new features without looking into core game mechanics witch have really degraded since the original version. If i was a dev i would take this time to go through the base gameplay and correct any undesirable "features" and update them to accommodate new unit and doctrine conditions. I would changes these "features” to fit with the overall goal of the project even if it deviated from normal CoH in terms of game play.
What i am saying is that if the devs really think something is not working with the system they should change it to whatever extent they feel is needed even if that means completely reworking the unit or game mechanic to help improve overall game play, even if they haft to ignoring popular protest for that said feature to remain the same.
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