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0.7.6 Patch Notes
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Topic: 0.7.6 Patch Notes (Read 63706 times)
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Computer991
Donator
Posts: 1219
Re: 0.7.6 Patch Notes
«
Reply #140 on:
March 15, 2010, 11:43:51 pm »
Gotta say a funny patch,i wonder whose behind all the balancing being done,i'm not going to lie i'm a bit skewed towards axis...And even to me this patch seems retarded...the stuart is useless now,and the stag is just lols,That's all i have to say.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: 0.7.6 Patch Notes
«
Reply #141 on:
March 16, 2010, 12:34:50 am »
I'm seeing these changes to the stuart compared to the vanilla gun :
4 percent more penetration against panther (x1.25 from before)
7 and 14 percent more penetration by range (M/L)
11 percent more penetration against hetzer (x4 from before)
Damage mod vs Marder from 2x to 1.5x
Damage mod vs PE HT from 2x to 1.5x
Damage mod vs WM HT from 2x to 1x
I don't see how exactly that's a change into an anti-vehicle role... Other than for busting panthers and hetzers slightly better, anyway.
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Killer344
The Inquisitor
Posts: 6904
Re: 0.7.6 Patch Notes
«
Reply #142 on:
March 16, 2010, 12:46:48 am »
It could be bugged.
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.
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: 0.7.6 Patch Notes
«
Reply #143 on:
March 16, 2010, 01:00:27 am »
I think the Stuart could of retained its canister shot and include the buff against Tanks.
This is how i classed how they performed in my head when i choose my Brit company.
Stuart is a 1Hit Wonder. It will reliably kill those Shrekked infantry every 180s. (or w/e the recharge was. i know it was long) though less mobile and couldnt take a hit. but it did a great job killing 120-240mu worth of shreks and other infantry upgrades. But it could only kill infantry every 180seconds. its 40mm could not snipe infantry worth of crap
Stag was not close to the 1Hit Wonder. but it could reliably kill infantry over a long period of time. it would be such a nuisance rather than a hard hitter against Infantry (lol) compared to the Stuarts canister shot. but it served a different role. It speed and Health also let it destroy light tanks with ease
instead of the Stuart wiping out a whole shrek squad in 1 second racking up 4-8 kills depending on blob. The stag reliably killed units through the course of battle using Micro.
Looking it this way. both served different play style and worked well under different situations depending on player preference
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Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
gamesguy2
Honoured Member
Posts: 2238
Re: 0.7.6 Patch Notes
«
Reply #144 on:
March 16, 2010, 01:05:13 am »
Quote from: Mysthalin on March 16, 2010, 12:34:50 am
I'm seeing these changes to the stuart compared to the vanilla gun :
4 percent more penetration against panther (x1.25 from before)
7 and 14 percent more penetration by range (M/L)
11 percent more penetration against hetzer (x4 from before)
Damage mod vs Marder from 2x to 1.5x
Damage mod vs PE HT from 2x to 1.5x
Damage mod vs WM HT from 2x to 1x
I don't see how exactly that's a change into an anti-vehicle role... Other than for busting panthers and hetzers slightly better, anyway.
Vanilla gun doesn't get a dmg bonus vs WM HT.
And you seriously didn't check the difference in reload?
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ImmanioEiR
Donator
Posts: 247
Re: 0.7.6 Patch Notes
«
Reply #145 on:
March 16, 2010, 01:41:27 am »
Not to re-ignite the flaming or anything, but I must apparently be masochistic or something: I run (and ran before this patch) an armor company without t17s, bazookas or AP rounds, and I'm enjoying it. I'm not claiming to be a great player, winning all my battles, but I'm not losing them all either.
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Jinker
EIR Veteran
Posts: 227
Re: 0.7.6 Patch Notes
«
Reply #146 on:
March 16, 2010, 02:11:31 am »
Guys, the only real problem here right now is that fact that you are QQing when you should be reshaping your company(s) a little and re-working your tactics. Everyone else does the same after every patch and reset.
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Illegal_Carrot
Global Moderator
Posts: 1068
Re: 0.7.6 Patch Notes
«
Reply #147 on:
March 16, 2010, 02:12:19 am »
What the fuck is all the hubub about?
The Stag was horribly overpowered; to balance this out, the devs gave it a bit of a nerf, and and a whole shit ton of buffs to counter that nerf. Now the unit seems fairly balanced, without being terribly OP or way to expensive for it's output (I mean, it's not like the Ami HT MG is even bad). At least give it some time to sink in before you start making all these asinine judgments.
And the Stuart was a mostly-useless gimmicky unit, though Cannister shot was pretty OP. A unit that is useless 90% of the time, and OP the other 10% is not a good unit, nor is it good unit design (artillery withstanding). Seeing as Brits have plenty of AI, it makes sense for the Stuart to be given an actual (non-gimmick) role of light AT. Again, give it some fuckin time before you start crying like a baby.
Jesus, it's funny to watch all the scrubs complain as their OP stuff gets taken away, and they've got to start actually playing. Hell, with all the price/pop reductions, too, you can't even call this a nerf. The units are now actually balanced as they should be, and are no longer the mega-OP demigods that constantly demanded sacrifices of Axis infantry.
Fuck you, Staghound Rape MG Of Death, and good riddance. You too, Stun. Less I WIN buttons, and more actual playing, I say.
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Quote
Rifle87654: Give me reward points.
Brn4meplz: I'm drunk.
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: 0.7.6 Patch Notes
«
Reply #148 on:
March 16, 2010, 02:34:39 am »
well i like the change.
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Duckordie
Community Mapper
Posts: 1687
Re: 0.7.6 Patch Notes
«
Reply #149 on:
March 16, 2010, 03:43:47 am »
Quote from: Duckordie on March 15, 2010, 03:48:29 pm
NEW BUGS
Officers at vet 2 dont "Suport" any units exept infantry, and he done not follow then, paks, Nebbels, flak88 wont get suport, great...
Doctrine that gives you 30secs extra time, dose not work
Vent down?
What are the 2 new updates? What do they do?
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^<-- Duck ™ and ©
We need more axis players!:
DasNoob
EIR Veteran
Posts: 3430
Re: 0.7.6 Patch Notes
«
Reply #150 on:
March 16, 2010, 03:52:50 am »
Thread cleared a bit. This discussion is getting out of hand. Play with the changes and post your findings like always.
* DasNoob salutes.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!
Quote from: Smokaz on February 24, 2010, 11:45:39 am
You have DasNoob who uses the mod as COHTV
Mysthalin
Tired King of Stats
Posts: 9028
Re: 0.7.6 Patch Notes
«
Reply #151 on:
March 16, 2010, 05:13:04 am »
@Gamesguy: the old stuart had 5-6.5 reload time, the new one has 5-6...
Either way, it doesn't make the stuart any more specifically anti-tank : it's just an outright buff to the unit, rather than a change in it's role, so that's why I didn't check it. Either way - still not seeing what you mean.
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Baine
Steven Spielberg
Posts: 3713
Re: 0.7.6 Patch Notes
«
Reply #152 on:
March 16, 2010, 06:42:58 am »
Quote from: gamesguy2 on March 15, 2010, 06:53:51 pm
Quote from: Duckordie on March 15, 2010, 03:48:29 pm
NEW BUGS
Officers at vet 2 dont "Suport" any units exept infantry, and he done not follow then, paks, Nebbels, flak88 wont get suport, great...
Not a bug. Supervise intentionally excluded nebels and 88s. They still work on paks.
Wtf? Why? What's the reasoning behind that. I can understand that you guys didn't want it on tanks, but why now that change for no apparent reason?
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NightRain
EIR Veteran
Posts: 3908
Re: 0.7.6 Patch Notes
«
Reply #153 on:
March 16, 2010, 06:46:09 am »
What? If Officer can't supervise 88s or Nebels...what one wants to do with them then? They become worser than British Captains if they can't shoot saboteurs who shoot nebels...buffin paks and infantry ain't what I'd like to do with it ONLY It is specially bought to buff nebels
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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.
Duckordie
Community Mapper
Posts: 1687
Re: 0.7.6 Patch Notes
«
Reply #154 on:
March 16, 2010, 07:07:29 am »
No it dose not supervise Paks
Defensive doctine should then be removed,
Before when there was "Attack/Defend" now its only M:E RE
The Defensive dose not do that much of a extra... Use
Callie got its gun back, put officers cant Supervise Stucka, Flak88 or Nebble?
«
Last Edit: March 16, 2010, 07:09:06 am by Duckordie
»
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lionel23
Donator
Posts: 1854
Re: 0.7.6 Patch Notes
«
Reply #155 on:
March 16, 2010, 07:18:09 am »
Doesn't the officer increase damage? And you want that on nebs? Riflemen getting hit by a vet 3 one with doctrine buffs pretty much instant gibs them, as well as that burning fire.
Officers are primarily to support your infantry squads, just like the US Officer does his own men. I don't see the problem.
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Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
ImmanioEiR
Donator
Posts: 247
Re: 0.7.6 Patch Notes
«
Reply #156 on:
March 16, 2010, 07:21:47 am »
Historically (as in EiR's history, not RL history, of course), the defensive officer (the original officer) has been used to supervise support weapons. Mortars, nebels, PaKs, etc. Generally static units. I haven't played much Wehr lately, but if I start a new defensive company, I know I wouldn't be getting the officer to supervise infantry.
Logged
Duckordie
Community Mapper
Posts: 1687
Re: 0.7.6 Patch Notes
«
Reply #157 on:
March 16, 2010, 07:23:32 am »
O.o
What dose the howitzer do?
Vet 3 Nebble... Do u know how hard that is to keep alive? I think we are 3 people with a vet 3 nebble,
Bah, I gonna go Blitz...
U can doge the nebble, it takes time to fire it also. So dont go that way
Officers should support Paks, Nebble, stukas. Nuff said
Also, Officers dont follow Inf when they walk
Logged
Baine
Steven Spielberg
Posts: 3713
Re: 0.7.6 Patch Notes
«
Reply #158 on:
March 16, 2010, 07:27:48 am »
Quote from: lionel23 on March 16, 2010, 07:18:09 am
Doesn't the officer increase damage? And you want that on nebs? Riflemen getting hit by a vet 3 one with doctrine buffs pretty much instant gibs them, as well as that burning fire.
Officers are primarily to support your infantry squads, just like the US Officer does his own men. I don't see the problem.
The defensive officer never was that kind of officer that you would have with your infantry. He was the officer that supervised support weapons, Flaks, Mgs, Mortars, Nebels, and even Stukas.
And no, I'm not talking about paks here because paks need to be cloaked, don't you think after two games people will know that the lonely officer in the field means trouble?
And if you want it to run with your infantry then you go for Senior Officers and have fun with that. Everyone else will stay with support weapons.
So give it back supervise to 88s and other support weapons. It's always been about that.
Logged
lionel23
Donator
Posts: 1854
Re: 0.7.6 Patch Notes
«
Reply #159 on:
March 16, 2010, 07:39:42 am »
Quote from: Duckordie on March 16, 2010, 07:23:32 am
O.o
What dose the howitzer do?
Howitzers can't move, can't fire as fast as nebs, nor do they have such a large area-denying effect that a neb can do (mass suppression and burning in areas hit, or some nasty damage on direct hits). Howies only got a splash near their impact point, not like say the Captain's FOO which causes suppression. So once that first slow shell comes in, you can move out of the way. Neb fires so many rounds at once and just the first one exploding anywhere suppresses and keeps you in the area to die.
«
Last Edit: March 16, 2010, 07:42:48 am by lionel23
»
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