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Author Topic: How to play PE for dummies(or Smokaz)  (Read 6707 times)
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Illegal_Carrot Offline
Global Moderator
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Posts: 1068


« Reply #20 on: October 13, 2010, 05:43:55 pm »

Quote
Or conversly, we can just give armor the assault halftracks and infantry can be overbuffed, since were just throwing around vauge implications on what giving one particular doctrine a T3 halftrack is going to turn out like.
Yes, because if this were implemented there would literally be no way it could be balanced at all. There is no way its price, pop, pool or stats could be changed in any way to make it balanced. It's not like we have a dev team and a balance team to make sure things stay fair.

Quote
please dont pretend as if you know my balance opinions better than I do Mr.ImgoingtoplaydownthePak40asmuchaspos sible.
The reason he puts down the PaK 40 so much is because it really isn't that good. If he kept using them in his company, it'd be pretty suspicious, but as it is, he'd rather get rid of the things and get his reward point back.
If you don't believe all of us, run the numbers. It really aint that great.

Quote
Armor has alternative playstyles without the need for an assault halftrack.
Currently, all the Armor trees are very similar, and don't allow for much variation at all. One tree's T3 buffs every tank's HP, one buffs every tank's accuracy, and one buffs every tank's turret rotation/reload. The differences between these three is not play style changing. The T4s are a bit more varied, but still not enough to custom tailor your company/gameplay to.
And besides, there are already some infantry support abilities in the game, so the devs think it's a good idea, too.

Why not:

Mechanized Infantry Support

T1 - Mechanized Columns: All Jeeps and Halftracks (including those carrying infantry) arrive 50% faster, and gain 10% HP.

T2 - Small Arms Support: All Jeep and HT weapons gain +15% damage and suppression. All infantry within 25m of a HT recover abilities 50% faster, and -10% cooldown/reload. All infantry can build defenses 33% faster. Jeeps and Snipers gain the Mark Target ability.

T3 - Calling It In: All vehicles within 35m of infantry gain +20% accuracy, all infantry within 35m of vehicles (except Jeeps) gain +30% accuracy. All vehicles within 35m of infantry gain +20% max speed/accel/decel, and are not slowed by terrain.

T4 - Mobile Cover: All infantry within 15m of tanks take 20% less damage and 40% less suppression, gain +10% accuracy, and move with +1 speed. Nearby infantry grant the tank +7.5m sight. Halftracks and armored cars can cap and hold territory.

Unlocks:
T1 - Ambush Tactics: Engineers can build roadblocks; Riflemen and Engineers can place vehicle slow mines.

T1 - Specialized Vehicles: Assault Halftrack and T17 armored car unlocked for purchase.

It lacks the polish and balance of a finalized doctrine, but the premise would be 100% viable as a doctrine tree.
The buffs it gives encourage the use of all types of units and abilities. It does nothing to encourage the spam of any one unit, and promotes a mixed force of close support infantry, multi-purposed vehicles, and spearhead armor.
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Rifle87654: Give me reward points.
Brn4meplz: I'm drunk.
FailHammer Offline
EIR Veteran
Posts: 312



« Reply #21 on: October 13, 2010, 08:49:55 pm »

Actually, this last post of yours brings up something I've been meaning to talk about.

The obsession of filling in weaknesses in doctrines through new units and abilities.

STOP DOING IT.

I love you sometimes
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What, people flocking around to hijack a place on my balls on their ballride to victory and PEEPEES?
Im not pulling this out of my ass, you tinfoil hat prostitute.
"Holy shit puddin, you just critted him in the face"-joseph54
Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #22 on: October 14, 2010, 05:48:53 am »

I like Illegal's mechanised infantry tree suggestion.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #23 on: October 14, 2010, 07:07:12 am »

I like Illegal's mechanised infantry tree suggestion.
+1
Except please leave rifle zooks in.
Armour needs infantry based AT.
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Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything.  Its really really frustrating.
Your tiger is a whore
Nimitz Offline
EIR Veteran
Posts: 149


« Reply #24 on: October 14, 2010, 07:18:48 am »

No they don't. Stickies are enough, when PE was still raping everything with their mobile paks I could understand the urge to have zook-rifles, simply because normal AT wasn't enough sometimes (and you'd get overwhelmed by half-tracks). Now they aren't that strong anymore and you can do just fine with Tanks+ATG+Stickies [imo].
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Illegal_Carrot Offline
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Posts: 1068


« Reply #25 on: October 14, 2010, 02:54:39 pm »

I like Illegal's mechanised infantry tree suggestion.
Quote from:  Ununoctium
+1
Thanks. I tried to make a viable tree without including any insane abilities or huge buffs. I also avoided limited use/temporary abilities; nothing's worse than working all the way up to a T4, and having it last only 20 seconds at a time.
Quote
Now they aren't that strong anymore and you can do just fine with Tanks+ATG+Stickies [imo].
Well, Zooks are only really effective vs light/medium vehicles (unless you're spamming them, which should be discouraged), which T17s/M8s can deal with quite effectively.  Because of that, Zooks are mostly unnecessary, but perhaps they could be put into Ambush Tactics, for about 75Mu to discourage overuse.
But now I'm balancing a doctrine that doesn't exist, which is pretty silly.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #26 on: October 14, 2010, 05:18:10 pm »

pretty sure illegal's doctrine would be really OP, but it would be fun, although I'm not sure how much different it would be from the current middle tree of Armor pre-bugfix...
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #27 on: October 14, 2010, 05:31:27 pm »

pretty sure illegal's doctrine would be really OP, but it would be fun, although I'm not sure how much different it would be from the current middle tree of Armor pre-bugfix...

All armor needs in your eyes:

ATG buffs

Your armor is nothing but ATGs anyway!
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #28 on: October 14, 2010, 05:47:52 pm »

But now I'm balancing a doctrine that doesn't exist, which is pretty silly.

Keep it up, I like the suggestion. Not everything makes it in and somtimes Choices get cut for better things. Never hurts to try, we might pull a choice to fill a gap
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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
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #29 on: October 14, 2010, 07:40:23 pm »

What brn said, doctrine ability ideas are still more than welcome in this stage. For ANY doctrine really.
So everyone is welcome to make posts or threads with suggested abilities, trees, entire doctrines or whatever Smiley.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #30 on: October 14, 2010, 07:48:32 pm »

I honestly think adding that tree into armour should be properly considered. It's a good, well balanced tree that promotes a certain combined-arms kind of gameplay. The percentages may be off(like Illegal stated himself in a disclaimer) - but properly balanced ones can be decided upon, now can't they?
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