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Vet Rework
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Topic: Vet Rework (Read 65351 times)
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Tymathee
Donator
Posts: 9741
Re: Vet Rework
«
Reply #20 on:
October 11, 2010, 10:58:53 am »
and still no one really makes any suggestions lol.
this is kinda difficult though, bob really restricted us, tho i agree that having damage is silly, but can you change the critical chance of a weapon to do a kill at green/yellow/red health?
like can i make is so at vet 3 riflemen have a 10% chance of killing a squad at yellow health regardless of health?
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.
Tymathee
Donator
Posts: 9741
Re: Vet Rework
«
Reply #21 on:
October 11, 2010, 11:16:24 am »
Just a couple other ideas I'm having that I wonder if it's possible to change
Additional Squad Members
Detection Radius
Weapon Change
Weapon Scatter
Capture Rate
LT like aura
Lower movement penalties (water, yellow/green cover)
Add mine detection
Add camo
Add Booby Trap detection
Change burst rate for weapons that burst (BAR, Hmg, etc)
Ability recharge rate
For arty - scatter radius (like priest has lower scatter than howie, can this be changed)
Change AOE for splash weapons.
Less chance of infantry scatter, or none (sniper, howie, mortar)
Adding poison shot (u shoot target, has small health deterioration) prolly more of a doc thing.
Unit becomes invisible on warmap but no camo on field.
(would be a neat global ability like a reverse recon run)
Lower aim time (time it takes for weapon to fire first shot)
Set up time for weapon teams
faster suppression recover
fire on move accuracy
turn speed
woo, more than i originally thought of but a nice list none the less.
Logged
Speigass
banzai
EIR Veteran
Posts: 114
Re: Vet Rework
«
Reply #22 on:
October 11, 2010, 11:49:58 am »
I like cover usage improvement for both inf and tanks. This way we could emulate and promote unit specific fighting style.
For instance:
Vet 3 rifles - 10% less incoming acc in yellow cover
Vet 3 grens - 15 % less incoming acc in green cover
Vet 4 tommies - 10 % less incoming dmg and acc in trenches
Vet 2 pgrens - 10 % less incoming acc in buildings
vet 4 stug - 15 % less incoming penetration in cover
vet 2 hetzer - 10 % less incoming acc in cover
vet 3 shreman - 10 % less incoming acc when moving
and so on
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AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #23 on:
October 11, 2010, 12:49:13 pm »
Bob, you can have both Offensive and Defensive bonuses on a unit and not have it broken.
It's when you stack vet on top of things that already make them tougher that it gets wonky.
AB Armor + AB vet dodge bonus for instance.
Why shouldn't a vet 3 gren be an overall upgrade to a vet 0 gren? Vet 3 Sherman should overall be better as well. The reason vet is useful is that it makes your units better pretty much all around by the time you get to vet 3.
Not to mention, stacking only say, + damage bonuses onto vet breaks the game. Infantry vet easy, so who wants to play against a blob of stuff that instakills anything you send at it. Better to have -15% accuracy, +hp and + damage than + damage + damage + damage.
Speigass, Cover usage would be great, but very map dependent. Not to mention too many incoming accuracy bonuses in cover = nearly invulnerable in cover.
Balancing vet has more to do with numbers, and less to do with where those numbers apply.
«
Last Edit: October 11, 2010, 12:58:47 pm by AmPM
»
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Speigass
banzai
EIR Veteran
Posts: 114
Re: Vet Rework
«
Reply #24 on:
October 11, 2010, 01:00:00 pm »
Cover bonuses on infantry are easilly negated by nades,flames, splash and indirect. Vannila rifles to rifles firefights are rare anyway, even better it would promote grenade usage.
After all once we got doctrines we might balance vet to avoid op
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AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #25 on:
October 11, 2010, 01:05:50 pm »
Either way, this should definitely come AFTER the doctrine rework, the debacle is more than enough to chew on right now.
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Tymathee
Donator
Posts: 9741
Re: Vet Rework
«
Reply #26 on:
October 11, 2010, 02:04:40 pm »
I'd rather not see damage bonuses in any type of vet and let them only be from doctrines.
Now, reload and cooldown bonuses yes. Because as a soilder gets more experienced, he should be able to learn how to fire his gun faster and reload it faster.
Cooldown makes more sense on rifled weapons like the garand, carbine, pistol, kar, lee etc.
and not so much so on automatic weapons like smgs and mp44's because they're already going full auto and have a locked firing speed as you hold down the trigger, the gun cant just shoot faster all of a sudden but u can reload it faster as u get comfortable with the gun.
There's also larger clip sizes, like u can add a drum onto an mp44, mp40, tommy, bar and get twice the ammo so you'd have a larger clip size but a slower reload (larger drum = heavier, takes a bit longer to reload)
Accuracy is definitely something u can add.
I've always wanted to see an ability called "Ironsights" where your speed is slowed like you're walking slow but you get the same accuracy as if you're standing still.
I'd say it'd be the same speed as an axis player using medkits. This can be a universal ability for all infantry that they can use once at a high vet
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LeoPhone
Honoured Member
Posts: 0
Re: Vet Rework
«
Reply #27 on:
October 11, 2010, 03:18:32 pm »
there is no point in making the vet make sense since the game itself doesnt even make sense! knights cross surviving a sniper headshot while grenadiers dont? you can keep going on forever
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #28 on:
October 11, 2010, 03:19:25 pm »
Why do people think the sniper is doing headshots?
He could just be doing body shots too, especially in a battlefield where he is on the front lines.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #29 on:
October 11, 2010, 03:20:04 pm »
You know, the more we work on making everything the same, the less fun this mod gets...
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Nimitz
EIR Veteran
Posts: 149
Re: Vet Rework
«
Reply #30 on:
October 11, 2010, 03:22:09 pm »
This is really just a pointless waste of time. Vet is FINE at the moment (imo).
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #31 on:
October 11, 2010, 03:24:55 pm »
Vet really is pretty ok right now, a few tweaks and it would be good.
Same with the doctrines though TBH. Most of them are fine.
Terror could use a couple items moved around, Luft needs to be looked at, some of the PE don't work, RCA needs to be made.
Logged
Hicks58
Development
Posts: 5343
Re: Vet Rework
«
Reply #32 on:
October 11, 2010, 03:27:26 pm »
Commandos needs some major help. >.>
Logged
Quote from: brn4meplz on November 05, 2012, 10:45:05 am
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.
Quote from: Mysthalin on March 27, 2014, 04:57:09 pm
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
LeoPhone
Honoured Member
Posts: 0
Re: Vet Rework
«
Reply #33 on:
October 11, 2010, 03:27:56 pm »
u forgot ab. oh, and make the kangaroo a t3
Logged
Hicks58
Development
Posts: 5343
Re: Vet Rework
«
Reply #34 on:
October 11, 2010, 03:29:17 pm »
Just sod the Roo off altogether tbh.
It's really not a necessary unit, and this is speaking as an Allied player lol.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #35 on:
October 11, 2010, 03:30:22 pm »
Mando's is bad, but thats more due to the cost of Mando's than the doctrine I think. The doctrine is actually very powerful as seen by Mando RD companies.
AB other than easy company needing minor tweaks and AW being broken is just fine.
Roo should just be locked at 2 per company.
Logged
Hicks58
Development
Posts: 5343
Re: Vet Rework
«
Reply #36 on:
October 11, 2010, 03:32:41 pm »
Somebody should run a test and give Commandos Elite armour and see what happens when used against various units.
If anything, it should provide entertainment value to see them compared to standard Commandos.
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: Vet Rework
«
Reply #37 on:
October 11, 2010, 03:37:57 pm »
Soldier armour > Elite Armour in nearly every possible situation imaginable.
Just sayin'.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #38 on:
October 11, 2010, 03:41:28 pm »
All Mando's need is a slight price change. The unit itself stands up quite well with smoke, grenades and Stens. Trust me on that one.
But they are a scalpel and need to be used as such, run in, gut the enemy support, assault with tommy blob.
I'm all for allowing them more weapon options, like starting with rifles, and then have upgrades for Stens like Stormies have for MP44.
Choose to get 3 stens and then add on the second batch if you want more.
Logged
Hicks58
Development
Posts: 5343
Re: Vet Rework
«
Reply #39 on:
October 11, 2010, 03:45:01 pm »
Quote from: Mysthalin on October 11, 2010, 03:37:57 pm
Soldier armour > Elite Armour in nearly every possible situation imaginable.
Just sayin'.
In which case, why are Commandos so paper thin compared to every other elite Infantry, with perhaps the exception of Fallschrimjager?
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