*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 01, 2024, 03:39:16 pm

Login with username, password and session length

Resources

Recent posts

[Today at 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: [1]   Go Down
  Print  
Author Topic: [ALL] Emplacement suggestion  (Read 2969 times)
0 Members and 1 Guest are viewing this topic.
LeoPhone Offline
Honoured Member
*
Posts: 0


« on: July 01, 2010, 09:37:54 am »

These things are badly underused.
There are two things that cause people not to use them:
1- they cannot move
2- they have a long set up time, and if they are attacked before finished the entire unit is trashed.

now, i dont believe in making them movable, so here is my suggestion to do something about the 2nd cause:

When the soldiers start building the emplacement, it will pop up with about 10% HP. next, the guys are delayed for a few seconds untill they can start building. once they start building the emplacement becomes crewable right away. however, it will still be at 10% health. so the crew stays building(healing actually) untill the building is at about 80% health(or 100 if thats easier to code) then, they will move in by themselves and the last 20% gets added automatically.

Now what this changes, is that if your emplacement gets under attack while building, the guys can pop in the emplacement and you still have something that can fight. even though its not on full HP. the enemy has also succeeded since you lost a bunch of HP on your emplacement. the purpose of the delay at the begin is so that you cannot pop an emplacement out of nowhere right away. i think the purpose of the 20% hp gaining on crewing was(lol yeah, i forgot it) so it wont instadie when you just started building, but if the emplacement starts with a base 10% health this is not really needed i think.

Units that will be changed:
- 17pdr
- Bofors
- 25 pdr
- mortar pit
- vickers MG bunker
- howitzer (yes, those too Smiley)
- wehrmacht flak 88
- PE flak 88
- PE flak 36
(plz post facepalm pictures if i forgot one)

The US and wehr Mg bunker could also be affected, but i dont think thats a good idea. they are different units anyway since they are only munitions cost, are build by engis and can be garrisoned

another small suggestion i have is to improve the armour of the howy and flak build trucks a bit, so it wont die to a single jeep but will to two rifle- or a single thompson squad at close range.
« Last Edit: July 01, 2010, 09:43:38 am by LeoPhone » Logged
Uunderfire Offline
EIR Veteran
Posts: 206


« Reply #1 on: July 01, 2010, 09:42:30 am »

Emplacements are too fragile... I repost my idea of the flak topic :

Emplacements just.. don't fit in the EIRR environment as they are. Huge targets, super fragile, immobile and flat out shit. Useless.


What I think they need is the ability to be redeployed again.. Otherwise - why bother buying them when regular units can do the job just as well, on top of being able to move around?

And how about having the same ability as royal engineers have ? I mean the ability for the tanks, when they can trench. You could use it on the movables 17 pdr, and they would be more resistant. After, you just use the ability again to untrench.
Logged


LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #2 on: July 01, 2010, 10:21:56 am »

this is my suggestion. respond to my suggestion.
if you want to show off your idea make a new topic.
Logged
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #3 on: July 01, 2010, 10:51:48 am »

meh, I want brit emplacements to be moveable.

17pner especially should be pushed, or should be towed by something but that's some serious modding work.

emplacements should not be able to spring up under any type of fire. They are meant to cement your foothold after a push.

If I get to an emplacement under construction I should be able to kill it.

To compensate, the crews and weapons should be moveable and have alittle endurance.

Logged

Latest Shoutcast:
EIRR Groundcast 11 "The Super Dev Showdown!!"
http://www.youtube.com/watch?v=IOGm79rXWhU (full version)

Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #4 on: July 01, 2010, 11:00:13 am »

I believe OMG already has mobile units that can pop into empty emplacements.

A mobile 17 pounder would be slow as hell and complete rape. Kinda like a Jagd with damaged engine that can be sniped.
Logged


Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
FailHammer Offline
EIR Veteran
Posts: 312



« Reply #5 on: July 01, 2010, 12:14:29 pm »

If your emplacement comes under fire while you are building it you are doing it wrong. And emplacements are meant to be static, so choose wisely where to set them up. No need to move them all willy nilly about the place. If you want mobility get a 6pdr. fail fuck fail.

I do support the idea to give the trucks a smidge of a boost. Not much, just so they dont die to a sneeze.
Logged

What, people flocking around to hijack a place on my balls on their ballride to victory and PEEPEES?
Im not pulling this out of my ass, you tinfoil hat prostitute.
"Holy shit puddin, you just critted him in the face"-joseph54
UndeathWrath Offline
EIR Veteran
Posts: 284



« Reply #6 on: July 01, 2010, 12:31:17 pm »

I just think repairing needs to be brought back. If only for emplacements at least....
Logged



tank130:
oh noessss....I can't counter your big, unmovable anti tank gun with my much smaller, mobile, and cheaper anti tank gun.......
WTF... the horrors of imbalance.......
deadbolt Offline
Probably Banned
EIR Veteran
Posts: 4410



« Reply #7 on: July 01, 2010, 01:47:20 pm »

you're banned from balance, and why have you quoted yourself in your own sig, lol fail
Logged

DERDBERT
Like Jesus, Keeps died for us

He made a funny thread for bear, and got banned.

Now bear makes his own funny thread. It's unsurprisingly not funny.

Keeps died for our funny threads.
UndeathWrath Offline
EIR Veteran
Posts: 284



« Reply #8 on: July 01, 2010, 03:51:38 pm »

your momma never taught you to mind your own damn business?
Logged
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #9 on: July 01, 2010, 04:46:02 pm »

deadbolt's right...gtfo
Logged

1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
Killer344 Offline
The Inquisitor
*
Posts: 6904



« Reply #10 on: July 01, 2010, 07:20:47 pm »

His ban doesn't apply to this forum, drop it.
Logged

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.
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #11 on: July 03, 2010, 12:52:15 pm »

I believe OMG already has mobile units that can pop into empty emplacements.

A mobile 17 pounder would be slow as hell and complete rape. Kinda like a Jagd with damaged engine that can be sniped.

It's actually really easy to make the 17 pounder pushable around the map, the speed of it depends on the settings you use, as is the size of the squad.   Fall of France uses the 17 pounder for various set ups in the initial release and all were mobile moving pieces.  The emplacements themselves are horrible for the scar / rgd coding with sgroups and what not.   

Omg's approach for the build hte bunker and have the unit walk on and garrison it would be the most beneficial out of all of them imo.  If that is what you are aiming for..  (myself I liked the snipable version being pushed around for what I made)
Logged

Pages: [1]   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.077 seconds with 35 queries.