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Author Topic: 0.7.9D Patchnotes  (Read 17327 times)
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Hicks58 Offline
Development
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Posts: 5343



« Reply #20 on: October 06, 2010, 12:30:47 pm »

Don't Fired-up Infantry run at a speed of 3.0?
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I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #21 on: October 06, 2010, 12:33:36 pm »

4. Also the speed of Tigers.
3 is the speed Infantry run around at normally. Also KT top speed.
2 is the speed they walk and crawl at.
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Tymathee Offline
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« Reply #22 on: October 06, 2010, 12:41:04 pm »

Ok...so the Sherman Jumbo is slower than a KT with less health and worse armor? wonderful...i hope it doesn't cost that much or else its useless
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Hicks58 Offline
Development
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« Reply #23 on: October 06, 2010, 12:50:34 pm »

4. Also the speed of Tigers.
3 is the speed Infantry run around at normally. Also KT top speed.
2 is the speed they walk and crawl at.


Knew it was 3 or 4...

Well, the KT is such a lumbering beast because it *IS* a beast when it gets into range.

836 Health and Pershing armour?... Pak's are gonna love it, and 50mm's on wheels are gonna laugh at it.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #24 on: October 06, 2010, 01:33:18 pm »

Knew it was 3 or 4...

Well, the KT is such a lumbering beast because it *IS* a beast when it gets into range.

836 Health and Pershing armour?... Pak's are gonna love it, and 50mm's on wheels are gonna laugh at it.

considering the speed it has, there is no reason you shouldn't be moving your atgs alongside it so 50 mm's shouldn't even be a problem
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Yes that's me, the special snowflake.
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #25 on: October 06, 2010, 01:35:42 pm »

Terror Grenadier vet change showing in launcher.

vet 1: regen .028
vet 2: 1.15 accuracy; .85 received accuracy
vet 3: 1.10 health; 1.20 damage

Is this right or wrong?
« Last Edit: October 06, 2010, 01:42:20 pm by AmPM » Logged


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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #26 on: October 06, 2010, 01:43:54 pm »

considering the speed it has, there is no reason you shouldn't be moving your atgs alongside it so 50 mm's shouldn't even be a problem

Id imagine that the jumbo is pure infantry support. HE rounds armor T4 gun or whatever, and infantry run past it. This thing is a rolling bunker and atg guns can keep up.

I think it fits a very unique role and i know as soon as I can im going to get one.

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seanconnery Offline
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« Reply #27 on: October 06, 2010, 01:48:09 pm »

The Sherman Jumbo was so ridiculous when I've played it against it multiple times.  It instant suppresses with the MG.  It's like a tank shock before it got nerfed where it would just suppress everything and steam roll it over.  Plus, the mini-howie shot is like ridiculous with the suppression.
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Tymathee Offline
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« Reply #28 on: October 06, 2010, 02:43:19 pm »

Dang, that sounds epic! lol sounds like a stuh sean Tongue doesn't the hmg on the stug and stuh isnta suppress?
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AlterFrax Offline
EIR Veteran
Posts: 92


« Reply #29 on: October 06, 2010, 03:53:22 pm »

I am happy to see this patch, but still no Berg? /cry
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #30 on: October 06, 2010, 04:29:45 pm »

We tried to get a Berge fix in, we played around with it but still no go.

It'll get in, I will guarantee it. it's just going to take time.
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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 #31 on: October 06, 2010, 04:32:44 pm »

Just freaking do the change I proposed and that was voted for like months ago.
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brn4meplz Offline
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Posts: 6952


« Reply #32 on: October 06, 2010, 05:32:22 pm »

What we have in place for it is a simplified version of what you suggested. Your suggestion is only more complex, which leads to more problems. It was in place ages it and it works. The issue lies with targeting things
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salan Offline
Synergies TL2 mod!
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« Reply #33 on: October 06, 2010, 05:54:10 pm »

what was the timer on the jumbos ability?
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #34 on: October 06, 2010, 06:04:14 pm »

What we have in place for it is a simplified version of what you suggested. Your suggestion is only more complex, which leads to more problems. It was in place ages it and it works. The issue lies with targeting things
How is it more complex? Having two seperate abilities that do not share a timer can't be that hard to code in :S.

I heard the reason why nobody is taking it is since you need to gain an illogical ammount of munitions(too low munitions gained from wrecks) to get even a single repair.
« Last Edit: October 06, 2010, 06:10:54 pm by Mysthalin » Logged
brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #35 on: October 06, 2010, 06:17:34 pm »

You actually gain alot of munitions from wrecks. small wrecks give small things but say for instance if you manage to salvage a howitzer wreck it gives somewhere in the range of 110 munitions. which is enough for a repair.

The system we have now is 2 abilities. A salvage and a Repair. Which is less complex then 3 abilities where 1 affects the other.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #36 on: October 06, 2010, 06:20:05 pm »

Read up on my updated suggestion!

Ability on a set timer.
Ability that cost munitions.
Salvage.

A howitzer wreck is just 125 Health... A greyhound one is 150 - how can the howitzer one gain more than the greyhound one(I heard it was at just 8 muni for a greyhound wreck) :S.
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #37 on: October 06, 2010, 06:33:24 pm »

It's not based on Health.

Each vehicle in the game has a convertable salvage based on their cost(it's in vCoH terms)

When you compare the value of an M8 to the value of a Howitzer there is a large discrepancy.

It's not a perfect system but when you consider 100 Munitions is a use of a Heavy repair(600HP's) that a pretty good deal for the only renewable repair in the game.

Numbers will probably need to be tweaked, but getting it working is the first priority.
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Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #38 on: October 06, 2010, 06:51:07 pm »

i think its gonna be useless. think about it. blitz get 1 extra repair, Armor get 1 extra repair (Through doctrines) but PE TB have to BUY a doctrine + BUY the unit = lots of resources + Put it on the field for about 7- 10 pop atleast. It cant be 2 or 4 pop cuz than you can just spam the suckers. unless someone hardcaps them to 1

Or it can be 2 pop UNLESS the price is high and its not reliable to be able to spam
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #39 on: October 06, 2010, 06:52:57 pm »

The extra repairs are being changed in the Doctrine rework, they won't be around for ever.

The Bergetiger has a heavy unit cap of 2 like Tigers. No one uses it so no one knows about it
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