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Author Topic: Vet 4 & Vet 5  (Read 24045 times)
0 Members and 4 Guests are viewing this topic.
CommanderHolt Offline
EIR Veteran
Posts: 600


« Reply #40 on: September 07, 2010, 10:05:48 pm »

I would say that if a Vet4 or Vet5 Infantry unit should get bonuses, I say they should be Uncrushable (if possible)! Now that they have lived so long, they must be honorably shot to pieces (or gibbed by arty...) rather then being lamely ran over!
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #41 on: September 07, 2010, 10:11:52 pm »

Make vet 4 Armor immune to engine crits =)
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #42 on: September 07, 2010, 10:33:19 pm »

Cosmetic model change ftw!



At vet 5 it changes to this...



Do little cosmetic stuff. Like adding tank commanders, or have them access to a special upgrade that they wouldnt have otherwise. Like the US Johnson LMG.

Or give squad leaders assault weapons at vet4/5, idk, there are so many possibilities.
« Last Edit: September 07, 2010, 10:37:04 pm by Groundfire » Logged

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arsonist123 Offline
EIR Veteran
Posts: 145


« Reply #43 on: September 07, 2010, 10:56:31 pm »

sounds like you guys all like the ideas of a hero unit... You should all play COH online... -.-
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AlterFrax Offline
EIR Veteran
Posts: 92


« Reply #44 on: September 07, 2010, 11:55:32 pm »

I think most of us here have tried it, liked it and disliked it in some ways, but always came back to EIRR because of the persistency that vCoH and CoHO just doesn't provide.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #45 on: September 07, 2010, 11:58:21 pm »

I still want to have a 1 tommy gun on Riflesquad leader...
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #46 on: September 08, 2010, 12:11:47 am »

It would be nice that after vet4/5 squads retain the weapons they pick up during battles.

Would make it seem as if they get comfortable with their "own" equipment and dont need to be issued stuff. Kinda like a "dirty dozen" unit of renowned status. Everyone's got their own cool gun.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #47 on: September 08, 2010, 12:52:32 am »

6x Shreck commando squad/4x shrek vet 5 storm/4x LMG42 vet 5 storm.

You sure, groundfire?
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #48 on: September 08, 2010, 01:04:42 am »

I still don't see why another 10% bonus or two would make units OP, as long as its not stacking on top of what they already have.

10% Accel or turret rotation wouldn't break a tank, and 10% more accuracy or range wouldn't break infantry.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #49 on: September 08, 2010, 01:07:29 am »

10 percent range would, in fact, break infantry. Imagine grenadiers suddenly outranging .30 cals, or RRs suddenly firing at tanks from beyond their LOS(sound familiar?).
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Unkn0wn Offline
No longer retired
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Posts: 18378


« Reply #50 on: September 08, 2010, 04:49:04 am »

We've long established range is a no go.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #51 on: September 08, 2010, 07:20:10 am »

Puma vet 3.
I'm sure there's also others.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #52 on: September 08, 2010, 07:30:55 am »

6x Shreck commando squad/4x shrek vet 5 storm/4x LMG42 vet 5 storm.

You sure, groundfire?
that would cost so much muni and every guy that dies loses/drops the weapon
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Quote from: shockcoil
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My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #53 on: September 08, 2010, 07:36:38 am »

and the chances of you losing a guy on the 95 HP/man storm squad, when it has cloak and some of the most powerful short-ranged weaponry is pretty damn unfeasible.
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #54 on: September 08, 2010, 07:41:34 am »

Sappers with Ambush and 4X schreks... ohh the thought of instant killing a tiger from full health at long range is so awesome.
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He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #55 on: September 08, 2010, 07:42:39 am »

6 RR Easy Company Airborne squad? x2?
6x BAR rifleman with Suppression fire and Carbines? Cheesy
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #56 on: September 08, 2010, 09:46:11 am »

Hey now, lets pull out the hyperbolic examples pls.

Vet 5 units, what, we established that these things would need to hit some absurdly high experience to reach. Considering they are no more durable than a vet3 squad I see no problem in letting them keep picked up weapons. They can still be insta gibbed by many things.

Also, it was just an idea, theres no reason why we cant limit the amount of a particular weapon they are allowed to carry. Also, they are gonna drop weapons at some point too, which they wouldnt keep when the last man escapes off the field.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #57 on: September 08, 2010, 10:35:08 am »

I pull out hyperbollic examples because I know I'd definatelly be doing them Tongue.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #58 on: September 08, 2010, 12:17:36 pm »

I pull out hyperbollic examples because I know I'd definatelly be doing them Tongue.

Thats only made under the assumption that players like me wouldnt hunt your vet5 unit down the second I saw it.

Id imagine that alot of vet 5 units would get most of their experience from stomp vet. Its not hard at all to remove high vet units from the game. I might not kill them, but they'd be gone and useless.

Yeah, you could use it, but would it really be useful after the initial shock?
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #59 on: September 08, 2010, 12:22:10 pm »

Is a sniper useful after the initial shock?
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