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Vet Rework
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Topic: Vet Rework (Read 65392 times)
0 Members and 8 Guests are viewing this topic.
AmPM
Community Mapper
Posts: 7978
Re: Vet Rework
«
Reply #40 on:
October 11, 2010, 03:47:36 pm »
Soldier armor is pretty damned nice.
I would assume that its because Mando HP is lower than other elite infantry.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Vet Rework
«
Reply #41 on:
October 11, 2010, 03:47:52 pm »
Lack of manboobs. If they were fat like the americans their gliders would collapse under them.
Logged
Hicks58
Development
Posts: 5343
Re: Vet Rework
«
Reply #42 on:
October 11, 2010, 03:50:15 pm »
Suddenly I'm wishing Commandos had manboobs and walking in-field...
Wow.
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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.
Nimitz
EIR Veteran
Posts: 149
Re: Vet Rework
«
Reply #43 on:
October 11, 2010, 04:03:06 pm »
Quote from: Mysthalin on October 11, 2010, 03:37:57 pm
Soldier armour > Elite Armour in nearly every possible situation imaginable.
Just sayin'.
Are you sure? Remember it's going to be Elite Kar98s shooting at you and Mp44s/mp40s. Not garands or BARs or thompsons.
Logged
Tymathee
Donator
Posts: 9741
Re: Vet Rework
«
Reply #44 on:
October 11, 2010, 05:01:30 pm »
the thing about mandos is they're non elite infantry with elite infantry price and status. All "Elite" infantry can tackle tanks as well as infantry (Airborne, Luft, Storms, Rangers)
If u put commands in an AB company, i feel player would take more airborne than commandoes because they're just more useful because of their AT capability.
Commandoes are kinda like stormies cuz of the smoke but you see them b4 they disappear. They're really mainly good for assaulting, other than that, you may as well just fall back.
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.
Unkn0wn
No longer retired
Posts: 18379
Re: Vet Rework
«
Reply #45 on:
October 11, 2010, 05:03:08 pm »
Keep in mind we're probably removing vet purchasing, hence why we'll be reworking the vet somewhat.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Vet Rework
«
Reply #46 on:
October 11, 2010, 05:03:14 pm »
Quote from: Mysthalin on October 11, 2010, 08:19:13 am
True, how is it relevant in this situation however?
Do the calculations yourself - you'll see I'm right.
Smokie, so you're saying the vet 1 for riflemen should help them in that one very specific situation where they get shot by a Panzer 4 in cover, and then afterwards by a G43? While the volksgrenadier gains an actual tangible bonus in every fight he has against a tommy or rifle squad?
Also, no - you would still die to the G43 shot at 12 damage, since you'd be put into red health.
No i'm pointing out a situation where it matters, and calling you a noob for disregarding it in the first place.
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Mysthalin
Tired King of Stats
Posts: 9028
Re: Vet Rework
«
Reply #47 on:
October 11, 2010, 05:06:47 pm »
Oh, so you're just trolling. It's ok.
Logged
lionel23
Donator
Posts: 1854
Re: Vet Rework
«
Reply #48 on:
October 11, 2010, 05:17:14 pm »
Quote from: Unkn0wn on October 11, 2010, 05:03:08 pm
Keep in mind we're probably removing vet purchasing, hence why we'll be reworking the vet somewhat.
So there is no vet or what does this mean? And can the vet tables definitely be worked to make units USEFUL in what they do? Like the Jumbo vet totally works for that unit, other units.. not so much.. ie the allied MG or some of the other TDs.
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Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
Mysthalin
Tired King of Stats
Posts: 9028
Re: Vet Rework
«
Reply #49 on:
October 11, 2010, 05:19:21 pm »
It means no more SPs payed to get to vet 2/3.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: Vet Rework
«
Reply #50 on:
October 11, 2010, 05:24:17 pm »
Vet for the reward/new units will definitely be reworked as well to better match the units once they're completely final stat and rolewise.
Logged
bbsmith
The Brain and Muscle
Posts: 2778
Re: Vet Rework
«
Reply #51 on:
October 11, 2010, 06:11:10 pm »
Quote from: AmPM 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.
Well if you look at the doctrines most of them are Defensive buffs for Infantry and Offensive for Tanks. I don't want the Doctrines and the Vet to be overbuffing a category.
Logged
Quote from: aloha622 on March 28, 2010, 07:11:18 pm
prove it and you'll win
Quote from: bbsmith on March 28, 2010, 07:21:29 pm
I win.
Quote from: aloha622 on March 28, 2010, 07:30:53 pm
k u win.
Speigass
banzai
EIR Veteran
Posts: 114
Re: Vet Rework
«
Reply #52 on:
October 16, 2010, 03:10:22 am »
I definatelly suppor idea at some lvl of vet provide unit aditional use of his special equipment (aka nade, sticky, faust, mine, smoke and so on)
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3rdCondor
Donator
Posts: 1536
Re: Vet Rework
«
Reply #53 on:
October 18, 2010, 11:51:47 am »
How about this:
Vet 1: received accuracy buff (varies depending on type of unit for balance purposes)
vet2: reload buff or accuracy buff, not both... you choose!!!!
vet 3: speed buff or damage buff, you choose!!!
vet 4: defensive ability unlock (smoke grenade 2 uses with cooldown for free, some other creative ability. Maybe allowing for some abilities to only be able to be used once). Basically the idea of this vet level is to provide the unit with an actual ability that can be activated. Something that isn't too powerful, but is nice to have. Being able to fire a smoke shell from a KT might be an example. We can explore possibilities.
vet5: 1 more ability which helps buff the offensive abilities of the unit. An ability where a player can cloak a unit only once and get an ambush attack from that unit (cloaking a tiger to get an awesome ambush bonus, but it can only be used once per game). Maybe an ability that buffs the speed of the tank (similar to flank speed but perhaps not quite equal), but maybe a tank shock ability for armor as well.
My ideas are focused around heavy armor units, but perhaps we can work this idea out for infantry as well. I'm just thinking about making vet 4/5 about getting a special ability, i mean it IS vet5, so it should be good. We can give units special abilities without making them too powerful, but tbh I think that vet 5 is asking for superunits.
My vet 1 - 3 is basically a draft that involves my idea for changing the current system. having accuracy AND damage buffs for a heavy tank is pretty insane, so if the player can only choose one or the other, it isn't as bad... it is still good though.
Logged
Quote from: Alpha TIG on August 08, 2012, 11:55:14 pm
No tits, but i will bake a cake then eat it in honour of Sir Condor The 3rd
Quote from: Smokaz on August 14, 2012, 04:15:58 pm
fuck the pgren rifle, fucking dogshit weapon
Quote from: TheIcelandicManiac on November 28, 2012, 04:04:22 pm
My beautiful black pussy won
bbsmith
The Brain and Muscle
Posts: 2778
Re: Vet Rework
«
Reply #54 on:
October 20, 2010, 04:42:44 pm »
If we have 3 Vet levels they will be similar to what we have now and the 2 extra levels will be cosmetic. OR we can have 5 vet levels with similar buffs with what we have now but spread over 5 levels instead of 3. Still waiting on someone to come up with a full list.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: Vet Rework
«
Reply #55 on:
October 20, 2010, 05:02:04 pm »
Quote from: bbsmith on October 20, 2010, 04:42:44 pm
If we have 3 Vet levels they will be similar to what we have now and the 2 extra levels will be cosmetic. OR we can have 5 vet levels with similar buffs with what we have now but spread over 5 levels instead of 3. Still waiting on someone to come up with a full list.
I think the 5 with the bonus we have now would be ideal ... i hate the vet blobs we see these days, would be nice to spread out the love!
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www.synergiesmod.com
Smokaz
Honoured Member
Posts: 11418
Re: Vet Rework
«
Reply #56 on:
October 20, 2010, 05:02:14 pm »
Im making one right now
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Vet Rework
«
Reply #57 on:
October 20, 2010, 05:09:09 pm »
Btw when you say we have to work out the math what do you exactly mean
Logged
bbsmith
The Brain and Muscle
Posts: 2778
Re: Vet Rework
«
Reply #58 on:
October 20, 2010, 05:11:39 pm »
I'd like you to actually calculate the effects of the vet if your using percentages, but it doesn't really matter much.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Vet Rework
«
Reply #59 on:
October 20, 2010, 05:16:43 pm »
hmm yes or no, that is a lot of work, so it's nice to know exactly if it matters or not
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