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Vet Rework
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Topic: Vet Rework (Read 65338 times)
0 Members and 7 Guests are viewing this topic.
nugnugx
Donator
Posts: 4051
Re: Vet Rework
«
Reply #180 on:
March 16, 2011, 07:18:21 am »
Quote from: EliteGren on March 16, 2011, 06:51:56 am
They are done. Me and Bob finished it in january.
Are they waiting for warmap?
Logged
EliteGren
EIR Veteran
Posts: 6106
Re: Vet Rework
«
Reply #181 on:
March 16, 2011, 07:22:50 am »
Waiting for EIRRmod to implement the veterancy code change, which will happen after the warmap. Essentially, yes
Logged
Quote from: deadbolt on December 30, 2010, 09:14:16 am
i prefer to no u
Quote from: deadbolt on July 30, 2012, 08:08:48 am
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Tymathee
Donator
Posts: 9741
Re: Vet Rework
«
Reply #182 on:
March 16, 2011, 09:03:39 am »
any insight on whats been changed?
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"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.
EliteGren
EIR Veteran
Posts: 6106
Re: Vet Rework
«
Reply #183 on:
March 16, 2011, 09:15:49 am »
Generally
Vet 1 is now an offensive bonus. Defensive buff moved to vet 2. Vet 3 and 4 will be special bonuses, depending on the unit. Vet 5 is a survivability buff
There will be no official full veterancy list, just like in old EiR you will see what the vet level gives in the launcher when you earned it on your unit (EIRRMod needs to add this).
«
Last Edit: March 16, 2011, 09:20:44 am by EliteGren
»
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #184 on:
March 16, 2011, 10:13:02 am »
Why would you not release a list?
All it means is we have to write it down and post it so people can see whether or not it matters.
Logged
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EliteGren
EIR Veteran
Posts: 6106
Re: Vet Rework
«
Reply #185 on:
March 16, 2011, 10:14:56 am »
To make it more interesting.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #186 on:
March 16, 2011, 10:21:08 am »
Interesting now = annoying?
That would be like not giving patch notes and just saying "figure it out", there is no reason to do so.
Logged
EliteGren
EIR Veteran
Posts: 6106
Re: Vet Rework
«
Reply #187 on:
March 16, 2011, 10:22:58 am »
If that's what you consider annoying you should go see a therapist.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #188 on:
March 16, 2011, 10:27:06 am »
It's true, it's like undocumented stats.
1) We have to make a post listing them anyway
2) It's not like they are randomly determined so it's going to be the same for that unit any time
All it means is more work for the community to make the list when you could just post the document.
Want to make vet interesting? Make it change based on a list of possible bonuses for that level. That way 2 vet units have a chance to be different from each other.
Logged
EliteGren
EIR Veteran
Posts: 6106
Re: Vet Rework
«
Reply #189 on:
March 16, 2011, 10:31:53 am »
Quote from: AmPM on March 16, 2011, 10:27:06 am
It's true, it's like undocumented stats.
1) We have to make a post listing them anyway
Why exactly would you have to do this? Do you not remember how hard people tried to get a Vet 3 M10 to see what it gives to them?
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #190 on:
March 16, 2011, 10:35:26 am »
Because you lose performance on certain units by trying to retain vet on it?
Like the M10 for example, if it gets vet that's nice, but it's more effective as a cruise missile that you don't expect to come back.
Like most infantry....sure, it's nice to get vet. But most often you will get more out of it leaving it on the field with 1 guy and just fighting or running around capping.
Trying to add artificial value to vet by making it "mysterious" is stupid. Make the vet worth having and people will get it just to get it.
Logged
DarkSoldierX
EIR Veteran
Posts: 3015
Re: Vet Rework
«
Reply #191 on:
March 16, 2011, 10:40:32 am »
I like it when I dont know. Personally I like the "mysterious" factor of first playing a game, and finding out what its like.
Logged
Quote from: nugnugx on June 03, 2011, 11:42:22 am
two words
atgs and fireflies
Looks who's butthurt
Quote from: BigDick on January 08, 2012, 06:47:44 am
*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
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #192 on:
March 16, 2011, 10:43:07 am »
Which works in single player games where you can maintain that mystery by avoiding FAQ's.
On the other hand, do you want to play an MMO where you put time into levelling and have to upgrade to a skill that you don't know what it does?
Logged
EliteGren
EIR Veteran
Posts: 6106
Re: Vet Rework
«
Reply #193 on:
March 16, 2011, 10:46:09 am »
Quote from: AmPM on March 16, 2011, 10:35:26 am
Because you lose performance on certain units by trying to retain vet on it?
Well then don't. And if it really bothers you you can still check it out in the RGDs. But then again why would you if you are never going to have a vetted M10 anyway?
Quote from: AmPM on March 16, 2011, 10:35:26 am
Trying to add artificial value to vet by making it "mysterious" is stupid. Make the vet worth having and people will get it just to get it.
The purpose would be to make people keep discovering things and abilities as they play - you basically get new content every once in a while. How is that not superior compared to having 1 big list with all new abilities and bonuses listed and ready to be read in 1 go and you know everything from the get go? The 2nd variant of release sounds plain boring to me. Can't understand how you can prefer it
Logged
DarkSoldierX
EIR Veteran
Posts: 3015
Re: Vet Rework
«
Reply #194 on:
March 16, 2011, 10:47:10 am »
Im pretty sure in a MMO 95% of all infornmation on their wiki's is gathered by the users, not the makers., and Elitegren is right, Unless they encript the RGD's you can still just look at them.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #195 on:
March 16, 2011, 10:47:34 am »
Because it is a competitive game.
May as well make what units do random, that way there is always a surprise!!
Knowing what to get and what not to get based on it's abilities is part of the metagame.
Quote from: DarkSoldierX on March 16, 2011, 10:47:10 am
Im pretty sure in a MMO 95% of all infornmation on their wiki's is gathered by the users, not the makers., and Elitegren is right, Unless they encript the RGD's you can still just look at them.
You are right, should have it posted right after the patch then.
Logged
8thRifleRegiment
EIR Veteran
Posts: 2210
Re: Vet Rework
«
Reply #196 on:
March 16, 2011, 10:50:52 am »
creep some rgd's after the pathc, take some notes, presto now i can see vet again
Logged
I will never forget the rage we enduced together
Quote from: brn4meplz on March 08, 2013, 12:46:54 pm
Ohh Good, AmPm can pay in Doubloons.
EliteGren
EIR Veteran
Posts: 6106
Re: Vet Rework
«
Reply #197 on:
March 16, 2011, 10:58:32 am »
Knowing what to get and what not to get? Veterancy is not just picked up like a doctrine ability, you either have it or you don't. Planning on which units you want to vetwhore sounds extremely stupid to me, considering people are not really a huge fan of big ass veterancy farm companies and we are not interested in promoting vet whoring. Also, as you said before, you lose performance on units by trying to retain vet on them.
«
Last Edit: March 16, 2011, 11:00:06 am by EliteGren
»
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #198 on:
March 16, 2011, 11:04:17 am »
Why? Vet whoring the right units, to a point, is very effective. For instance, Vet 3 Artillery fires much faster than vet 0 currently. Vet 3 Infantry get minor bonuses unless using high damage weapons, meaning you are better off letting them fight to 1 man and not worrying than retreating at 2-3 men.
Knowing which units are worth vetting, and which aren't, and playing accordingly is actually pretty important to the metagame.
Either way, the argument is moot. I'll post it from the RGDs.
Logged
RikiRude
Donator
Posts: 4376
Re: Vet Rework
«
Reply #199 on:
March 16, 2011, 11:06:00 am »
Some people NEED to know that kind of info, I don't really care about vet, the only useful vet (to me) us reduced timers or an extra use of something, but I think it's quite helpful knowing what everything does.
Take for example, bigger sticky range at vet 2. If you have no idea that you get better range on vet 2, and you are fighting rifles, and one of those rifles stickies your tank, you will immediately call h4x!
Personally, if you guys put that info up I'll read it, and I'm more likely to vet up a unit if I know it will be worth it (especially if we are going to be paying SPs for it). But if you guys don't put it up, well that just means someone will get the rdg or whatever and post it with in a few days.
Logged
Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
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