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Eirr Possibilities
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Topic: Eirr Possibilities (Read 7765 times)
0 Members and 3 Guests are viewing this topic.
nugnugx
Donator
Posts: 4051
Re: Eirr Possibilities
«
Reply #20 on:
November 27, 2010, 04:38:03 am »
Axis - 2 KT followed by 2 tigers vs never ending rifle hordes with stickies, RR ab , and zook rangers , those were the days
and may i say , this was the gameplay that relic intended. axis heavy tanks vs anti at inf , and
allied medium anti inf tanks vs heavy shrek dual grens.
This is why the old eir might have felt more 'natural' because it was with the gameplay of vcoh.
No one complained back then of spam or anything being OP (only persh with field repairs). Even the AB with its offmaps felt balanced vs axis , because axis offered their own unique things that allies did not have. And loosing vet3s to strafing run was annoying , but was not a game breaker.
«
Last Edit: November 27, 2010, 04:45:31 am by nugnugx
»
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Artekas
Donator
Posts: 784
Re: Eirr Possibilities
«
Reply #21 on:
November 27, 2010, 04:45:07 am »
I wouldn't necessarily say that was the gameplay intended, although I didn't join in until OF. But even then wehr vs us 1v1s between competent players usually ended well before Wehrmacht would get a heavy tank but after US got elite inf. Shermans absolutely unused, M10s only used if War Machining it up. Maybe it was different before OF, though.
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nugnugx
Donator
Posts: 4051
Re: Eirr Possibilities
«
Reply #22 on:
November 27, 2010, 04:46:15 am »
Quote from: Artekas on November 27, 2010, 04:45:07 am
Maybe it was different before OF, though.
oh yes , with OF all the hell has broken loose with mirror units and abilities, one of the most fun battles i dare to say i played before OF. Now it feels more like chess , everything is more balanced by having more of the same, and currently the biggest factor is players skill , callins he counter-call vs other player and the usage of those units.
But it somewhat lacks the thrill of old eir , i personaly liked to chase a kt with rifles , throw a stickie and pound it from back with RRs. or vice versa , get a tiger and kite inf trying to outrun them.
«
Last Edit: November 27, 2010, 04:57:19 am by nugnugx
»
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nugnugx
Donator
Posts: 4051
Re: Eirr Possibilities
«
Reply #23 on:
November 27, 2010, 05:08:40 am »
and i think we had even less offmaps and arty.
inf only had howie ,
ab 3 strafe and 2 bombing runs,
armor callie
def - stuka , nebel, t4 arty offmap 2 uses
blitz - nebel
terror - nebel, 1 or 2 v1
«
Last Edit: November 27, 2010, 05:13:59 am by nugnugx
»
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Artekas
Donator
Posts: 784
Re: Eirr Possibilities
«
Reply #24 on:
November 27, 2010, 05:21:30 am »
Seems almost exactly the same now tbh, only difference that I can think of is blitz having an offmap.
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nugnugx
Donator
Posts: 4051
Re: Eirr Possibilities
«
Reply #25 on:
November 27, 2010, 05:27:09 am »
Quote from: Artekas on November 27, 2010, 05:21:30 am
Seems almost exactly the same now tbh, only difference that I can think of is blitz having an offmap.
no... first of all take in account that there was no PE and Brits.
«
Last Edit: November 27, 2010, 05:28:42 am by nugnugx
»
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deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Eirr Possibilities
«
Reply #26 on:
November 27, 2010, 05:36:06 am »
Quote from: SX23 on November 26, 2010, 09:03:21 pm
http://www.filefront.com/17567332/EIRR1.zip
Somehow, the replay speaks for itself.
But, as most of you won't actually dare to look in it, let me do a quick description:
We have two allies player, respectively weakgren/mhrasmmus that made up around 55 infantry squads with either smoke grenades or grease guns, and one players get 2-3 atg's on the field while the others get around 15 squads, literally.
There is no L2Play involved here, or L2Micro, as PE, you're quite fucked. Me and my teammates did fairly well considering the companies and here's the result.
Somehow, if you don't want to get everyone away from EIRR for good, find a way to limit the allied spam.
To be quite honest, if I play a few others game like this, I'll leave this mod definitely, and I'm sure that's shared by a few players here.
l2p and l2micro pl0x.
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DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
Scotzmen
EIR Veteran
Posts: 2035
Re: Eirr Possibilities
«
Reply #27 on:
November 27, 2010, 07:14:58 am »
I remember EIR:R from a year ago,getting that patch were axis mortors outranged allied ones, were boyz at rifles were a hit or miss sniper rifle. Spamming those were fun
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SX23
EIR Veteran
Posts: 356
Re: Eirr Possibilities
«
Reply #28 on:
November 30, 2010, 06:49:07 pm »
It seems that none here actually watched the replay. We had AB spam replaced by smoke spam, and it's an hell of an issue when you got one player with 12 squads of it and the other with 5 atgs and 4 mg's.
Any vehicle/hmg gets raped respectively by at spam/rifle spam. You suppressed the blob?
No problem! Just pop up smoke and hop, your rifle nades squad not only charge forward, but kill the hmg and any support infantry along with it.
Please don't post anything as stupid as :
""Send flames grenades; cause of course, you know, those can't be dodged. Or perhaps should you try flammen pio dudes? Oups, I'm PE.
Then, you newb, go get a lvl 7 tier 3 doc to counter a supposed "tactic" available to all brits player.""
Removing the smoke from the rifles nades would do the job, and you still have access to smoke that prevent huge blobbing with unlimited or almost uses of it.
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With Courage shall we Rise,
With Might shall we Fight,
With Glory shall we Stand,
With Honor shall we Falter,
For the Fatherland shall we Prevail.
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Eirr Possibilities
«
Reply #29 on:
November 30, 2010, 07:47:16 pm »
Quote from: SX23 on November 30, 2010, 06:49:07 pm
It seems that none here actually watched the replay. We had AB spam replaced by smoke spam, and it's an hell of an issue when you got one player with 12 squads of it and the other with 5 atgs and 4 mg's.
Any vehicle/hmg gets raped respectively by at spam/rifle spam. You suppressed the blob?
No problem! Just pop up smoke and hop, your rifle nades squad not only charge forward, but kill the hmg and any support infantry along with it.
Please don't post anything as stupid as :
""Send flames grenades; cause of course, you know, those can't be dodged. Or perhaps should you try flammen pio dudes? Oups, I'm PE.
Then, you newb, go get a lvl 7 tier 3 doc to counter a supposed "tactic" available to all brits player.""
Removing the smoke from the rifles nades would do the job, and you still have access to smoke that prevent huge blobbing with unlimited or almost uses of it.
Actually you would just force us to use cct smoke and mortar smoke. No problem solved as then you would actually have us bother to bring a mortar to the fight and probably be even worse.
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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
SX23
EIR Veteran
Posts: 356
Re: Eirr Possibilities
«
Reply #30 on:
November 30, 2010, 08:07:08 pm »
It would mean that the ability cannot be repeated a dozen times with a dozen different squads.
Look at the replay and learn, mate. The problem's not the smoke, it's the smoke abuse.
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AmPM
Community Mapper
Posts: 7978
Re: Eirr Possibilities
«
Reply #31 on:
November 30, 2010, 08:11:22 pm »
Quote from: Spartan_Marine88 on November 30, 2010, 07:47:16 pm
Actually you would just force us to use cct smoke and mortar smoke. No problem solved as then you would actually have us bother to bring a mortar to the fight and probably be even worse.
If the Mortar was better, you would already be using it.
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Tymathee
Donator
Posts: 9741
Re: Eirr Possibilities
«
Reply #32 on:
November 30, 2010, 10:45:16 pm »
Quote from: nugnugx on November 27, 2010, 05:08:40 am
and i think we had even less offmaps and arty.
inf only had howie ,
ab 3 strafe and 2 bombing runs,
armor callie
def - stuka , nebel, t4 arty offmap 2 uses
blitz - nebel
terror - nebel, 1 or 2 v1
Inf had arty saturation where you had 4 offmaps and it came down immediately, good run, especially vs tanks. I used to take out whole tanks with that ability.
Stuka's back then were really nasty because people always had two fo them and because of the atk/def format, you could attack and have two of them and break most allied defenses. Then there was the horror of rocket artillery...b4 relic changed it, it was truly horrifying.
terror had firestorm and v1.
btw, blitz should've never gotten off maps :|
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.
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