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Author Topic: Allies in General  (Read 40560 times)
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Dragon2008 Offline
EIR Veteran
Posts: 355



« Reply #40 on: July 07, 2010, 06:47:42 am »

Point of this post: -ALLIES ARE OP-

OP LOL. Try explaining that to me when iv got a 1:3 Win/loss ration, then again that might to do with all the spamming, blobin, smurfs, gimmicks, stacking that iv been up against and is constantly been used alot more by everyone which is jus turning into another version of VCOH.

EDIT: This is the same story for every faction not jus allies before anyone ses anything.
« Last Edit: July 07, 2010, 07:04:22 am by Dragon2008 » Logged

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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #41 on: July 07, 2010, 07:05:53 am »

They will eventually get fixed, if BobSmith ever decides to resume coding.

Here you go guys. Luftwaffe will be released tomorrow if nothing goes wrong.



kthxbye.
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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 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #42 on: July 07, 2010, 07:31:26 am »

thanks for your time and effort bob
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Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
Hydro Offline
EIR Veteran
Posts: 242


« Reply #43 on: July 07, 2010, 07:43:21 am »

Looks like we will have the hardest to beat 88, especially with healing scout car
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DarkSoldierX Offline
EIR Veteran
Posts: 3015



« Reply #44 on: July 07, 2010, 10:00:36 am »

No offence but doesnt look like too good atleast on paper... a T1 and a T4 actualy buffing falls and a T4 that gives them covering fire not much >.<. And whats with the ostfront veterans seem to be buffing normal PGs? Or is veteran serg going to be on falls with that? Improved logistics looks good, fotress europe looks good, planned offencive looks kinda good I think I will go down that road.
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two words
atgs and fireflies
Looks who's butthurt
*waiting* 4 DarkSoldierNoobiX pops up to prove how much shit the T17 is penetrating KTs back and Jagd front and how much better the ac/puma is penetrating m10 rear  Cool Cool Cool
Baine Offline
Steven Spielberg
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Posts: 3713


« Reply #45 on: July 07, 2010, 10:06:33 am »

My experience at the moment:

I played my AB company to rank 9 and it really feels easy, last time i played axis with elitegren we lost because allies had so much shit left and it is the same with allies, everytime i feel i outattrition the axis Tongue
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #46 on: July 07, 2010, 10:13:54 am »

My experience at the moment:

I played my AB company to rank 9 and it really feels easy, last time i played axis with elitegren we lost because allies had so much shit left and it is the same with allies, everytime i feel i outattrition the axis Tongue

That's because you DO outattrion the axis. For every Grenadier squad Allies get about 2 Riflesquads
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Tymathee Offline
Donator
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Posts: 9741



« Reply #47 on: July 07, 2010, 10:39:15 am »

no comments on my super long post that took about 20 minutes to do? thanks.

btw, just a thought. What do you think of keeping the m-10's crush human but giving it light crush so it can't run over green cover? How would this nerf/cripple it, would it be a good solution for it?
« Last Edit: July 07, 2010, 10:41:09 am by Tymathee » Logged

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Nimitz Offline
EIR Veteran
Posts: 149


« Reply #48 on: July 07, 2010, 10:42:01 am »

Nice idea actually, I like it.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #49 on: July 07, 2010, 10:50:17 am »

dont see the problem with M10 crush at all.

Hangon here...

*looks in CoH manual*

My little CoH instruction booklet says that the stug is an "Assault Gun"

Wait a minute, your saying that stug power slides go against the combat nature of the unit?
Its an assault gun, therefore it should assault with it's gun!

BULLSHIT! REMOVE STUG HUMAN CRUSH so i can fuck its pathing with absolutely anything

but no seriously, it takes skill to crush, and players should be rewarded when they use their glass cannon, 1-purpose units to their absolute effectiveness.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #50 on: July 07, 2010, 10:53:19 am »

Tym, its a tank, it crushes stuff...

Easiest way to avoid it, stay in the open out of cover, tell unit to halt. Ignore unit and bring something to kill M10.

If you remove M10 crush, we should remove Panther crush, its fast, has heavy crush, and can run over infantry just fine.
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Computer991 Offline
Donator
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Posts: 1219



« Reply #51 on: July 07, 2010, 11:04:34 am »


but no seriously, it takes skill to crush, and players should be rewarded when they use their glass cannon, 1-purpose units to their absolute effectiveness.


Your whole argument is nullified because wehr doesn't carry stickies Smiley

Americans do! you see the issue here?
If axis decided to attempt to tank crush the allies have so many VD's that it's just not a very good idea at any time.
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #52 on: July 07, 2010, 11:06:57 am »

MAGNETIC AT NADES!

...I'll be in the corner crying now
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Wow I think that was the nicest thing brn ever posted!  Tongue

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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #53 on: July 07, 2010, 11:07:07 am »

Give axis Magnetic Mines that can be attached to tanks hull when it is like 3 coh meters close to it. If tanks charge at axis inf they can damage their engines. Magnetic toy!
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #54 on: July 07, 2010, 11:11:07 am »

if you wanna rush your panther,I wouldnt mind...it will end as a dead panther very easly...on the other hand m10 is expendable,you can send it behind lines,and there is good chance you will crush something on the way...if you loose it,not a big deal as with panther...
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #55 on: July 07, 2010, 11:18:51 am »


but no seriously, it takes skill to crush, and players should be rewarded when they use their glass cannon, 1-purpose units to their absolute effectiveness.


Your whole argument is nullified because wehr doesn't carry stickies Smiley

Americans do! you see the issue here?
If axis decided to attempt to tank crush the allies have so many VD's that it's just not a very good idea at any time.

Mines and slow mines do the trick, once you sticky a tank its usually only alive for a min after anyways
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FailHammer Offline
EIR Veteran
Posts: 312



« Reply #56 on: July 07, 2010, 11:35:49 am »

All these look at my win loss shit is dumb. Stacks, stomps, luck, etc. Its a team game and what usually matters most is the teamwork and effectiveness of your team than your 733t playing.

Allies are a little easier than axis in general because they are more forgiving. As axis you get suppressed, fuckall. As allies, fire up, flank speed, bar supress, whatever. A mistake here or there wont mess your day up.

I do think that this is one thing that is easily overlooked in EiRR because of the no retreat. You are not able to recycle your axis units as easily and you start out with less. Allies are not OP just little gentler to your bum. Which brings me to my next point. Give me the booty
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Im not pulling this out of my ass, you tinfoil hat prostitute.
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Mchucky Offline
EIR Regular
Posts: 27


« Reply #57 on: July 07, 2010, 11:49:53 am »

 I might aswell put my 2 cents in.

 I agree with the op on allies being easier to play.My main problems are as following;
 1) Human Crash on M10s and flankspeed cromwells is too much for axis infantry.Especially the command tank is too cheap and with the said ability it can crush too much for its cost(See KCHsfor example.).
 2) Bar suppression negates all axis infanty.190 mp 80 mun riflemen kills 360mp 130 mun Oakleaves KCH with the push of a button, seriously?
 3)Some game mechanics seem to be working againts axis(sticky through hedges, PIAT through buildings.But these arent really a problem.).The main problem is criticals like engine damage and immobilization.They hurt axis much more then allies in EIRR, as in vCOH you can repair them easily.

So my suggestions are;
 1)Remove human crash while flank speed is on, and either remove human crash one m10, increase its price, or remove heavy cover crash as somebody else suggested.
 2) Remove BAR suppression, its just silly.Possibly decrease BAR price.
 3)Removing engine crits might hurt ally cripling too much(although they dont seem to need it RRs or ap rounds but...)so either make them timed or give every tank an ability with limited uses that will repair said criticals after a 20-30 (?) repair(it wont repair health only crits).
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Rocksitter Offline
EIR Veteran
Posts: 495



« Reply #58 on: July 07, 2010, 11:53:09 am »

  The allies suppose to have more units The axis are suppose to have better units So what happens when the less expensive more units get better then the more expensive better units?

 Thats the case its better to have more, but in alot of instances Allies also have better units for there cost...

 and Tym I agree with ya the shrek price is exactly what this post is about in general 60 mun for piats you can have a whole shit load
« Last Edit: July 07, 2010, 12:00:26 pm by Rocksitter » Logged

Tymathee Offline
Donator
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Posts: 9741



« Reply #59 on: July 07, 2010, 11:58:30 am »

put stun on fausts, problem solved.
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