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7.9J Changelog
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Topic: 7.9J Changelog (Read 51430 times)
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: 7.9J Changelog
«
Reply #20 on:
February 05, 2011, 01:21:26 am »
One step at a time bitches. good changelog.
Logged
Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: 7.9J Changelog
«
Reply #21 on:
February 05, 2011, 01:22:18 am »
Quote from: WildZontar on February 05, 2011, 01:19:34 am
Aren't you the goddamn lead developer? YOU RUN THIS SHIT.
Its called delegation, if you want me to do it all, no probs - EIR:R will be done some time next century hahahahaha
Logged
Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
WildZontar
Donator
Posts: 1168
Re: 7.9J Changelog
«
Reply #22 on:
February 05, 2011, 01:26:47 am »
Quote from: EIRRMod on February 05, 2011, 01:22:18 am
Its called delegation, if you want me to do it all, no probs - EIR:R will be done some time next century hahahahaha
No, I don't want you to do it alone, but being the Lead Developer would most likely have you being able to check over the stat changes so you know what's happening to EiR:R, no? Also allowing you to change things so you can see whats clearly balanced/imbalanced/ or an issue to the game?
Is this making sense?
Logged
Quote from: Smokaz on February 05, 2011, 06:24:08 am
Zontar is a filthy sludge-dwelling muppet, thats why.
Quote from: Killer344 on July 21, 2011, 08:10:45 pm
Y U SAVED US FROM GOING INTO BANKRUPT!
ALL BOW DOWN TO WILDZONTAR!
cloud234
EIR Veteran
Posts: 363
Re: 7.9J Changelog
«
Reply #23 on:
February 05, 2011, 01:30:52 am »
WARNING! Developer burnout imminent!
Truth to be said, you know how things work on the inside. There has to be a reason if new "community aggression" comes and repeats itself.
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: 7.9J Changelog
«
Reply #24 on:
February 05, 2011, 01:36:11 am »
Quote from: WildZontar on February 05, 2011, 01:26:47 am
No, I don't want you to do it alone, but being the Lead Developer would most likely have you being able to check over the stat changes so you know what's happening to EiR:R, no? Also allowing you to change things so you can see whats clearly balanced/imbalanced/ or an issue to the game?
Is this making sense?
*points to quote*
"You're not volunteering hard enough!"
Logged
Scotzmen
EIR Veteran
Posts: 2035
Re: 7.9J Changelog
«
Reply #25 on:
February 05, 2011, 01:38:09 am »
Quote from: EIRRMod on February 05, 2011, 01:36:11 am
*points to quote*
"You're not volunteering hard enough!"
Most of the people here that can volunteer there skillz are part of the team, Mr. EIRRMod
Logged
Tymathee
Donator
Posts: 9741
Re: 7.9J Changelog
«
Reply #26 on:
February 05, 2011, 02:34:13 am »
the leig being changed puts it in line with both the stuh (a t2), the 95mm (a t2) AND the 75mm GMC (a t3 unlock as well). it can still damage vehicles and tanks, just not as effectively because iv'e seen stuhs do quite a bit of damage against light vehicles and tanks.
i like the 25% dmg for engie mines, should be interesting to see how it affects the meta-game, time will tell but no other doc has this so that makes it really interesting. Its nto as bad as it seems since engies placing mines will take 2x dmg n acc.
and omg, the faust increase is something we allied players have been asking for for a loooong time because of volks spam. Place the mystalin followers for that, you still get it cheaper than the sticky (60mu) and it's much more useful (imo) because it can target anything (infantry, weapon teams, houses, etc, anything on the field) and now u get 3 uses, please don't tell me you wont get a 3rd use out of it now that you know you have it lol cuz I would! I think u get 3 stickies, you rarely see an allied player use all 3 but u don't see us complaining do you?
Quote from: lionel23 on February 05, 2011, 12:54:35 am
PE Infantry also... I think the SIMPLIEST thing to do is just do a copy and paste of Grenadiers for them. It seems odd they get a price increase, HP and armor change but their weapons aren't Grenadier rifles... is that really fair to hit their infantry in a half manner?
they're still cheaper than Grenadiers and a little more than volks, they can take more of a punch but aren't invulnerable against weapon upgrades like before it's a fine change, and you guys get your freakin mp44 grenadiers now basically.
Quote from: DarkSoldierX on February 04, 2011, 11:36:32 pm
Oooh thats a change I was NOT expecting!
someone doesn't browse the boards at all, it was announced days ago.
Quote from: EIRRMod on February 05, 2011, 12:55:08 am
I want this one too
I think officers as a 'mini' squad distributing the health is a good way to remove their strength of armor + health.
I like it, although i think 2 men because of their smg's would be the best way to go, anymore and they're a mini kch squad and you'll see them used as such. (even if it's 3 max purchase, you'll see someone use all 3 as a call in trust)
also, the assault changes are a big change that was needed, they were being spammed and spammed well. Anytime someone can just go create an account just to counter a specific infantry company and spam assault, i find that a problem.
Quote from: EIRRMod on February 05, 2011, 01:36:11 am
*points to quote*
"You're not volunteering hard enough!"
I'd love to volunteer and be part of the balance team just as a reviewer, whatever is needed I can help out with, i've been part of EIR for 3 years pretty much and am very dedicated to seeing this mod go on as long as possible and be the best it can be.
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: 7.9J Changelog
«
Reply #27 on:
February 05, 2011, 02:35:22 am »
BTW, to some of you, you must remember a lot of these changes aren't designed to help the elite player but the casual EIR player. A lot of the spam tactics loses new players because they're getting their asses kicked by cheap tactics, no one wants to play that, not even the vets who knows how to counter such things.
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: 7.9J Changelog
«
Reply #28 on:
February 05, 2011, 02:39:53 am »
Thank you for all your hard work Firesparks
Guys, Play the patch.
Many of you are miss-interpreting the changes, give it a try before you jump on the someone elses' bandwagon.
Tym has the absolute right positive correct mindset. Optimistic, anxious to try the new changes, and doesnt disrespect the hard work and time that the coder put into the patch just because you "think" your army was nerfed.
This community has a problem with speculation and conjecture.
Logged
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: 7.9J Changelog
«
Reply #29 on:
February 05, 2011, 02:46:32 am »
agreed. you guys have no idea what your talking about the PE changes. its a considerable buff
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: 7.9J Changelog
«
Reply #30 on:
February 05, 2011, 02:52:14 am »
Quote from: WildZontar on February 04, 2011, 11:33:37 pm
Engineer mines for Tank Reapers? Are you fucking kidding me?
Also, i just went "wtf" at this one.
Is there some problem with extending the AT capabilities of the average infantry unit that doesnt involve blanket buff "zooks zooks zooks" or ATG spam? Using mines too hard or something?
Logged
cloud234
EIR Veteran
Posts: 363
Re: 7.9J Changelog
«
Reply #31 on:
February 05, 2011, 02:59:36 am »
Quote from: Groundfire on February 05, 2011, 02:39:53 am
Many of you are miss-interpreting the changes, give it a try before you jump on the someone elses' bandwagon.
Tym has the absolute right positive correct mindset. Optimistic, anxious to try the new changes, and doesnt disrespect the hard work and time that the coder put into the patch just because you "think" your army was nerfed.
This community has a problem with speculation and conjecture.
I can readily cite the amount of times, implementations which were made which have been stated from day one to be terrible. I would honestly let dead dogs lie but if you want to push on this point I will happily cite as many as I can remember. Not everything requires "trying" to know its bad. Do you try drugs just to know its bad? :p
I agree people should not blame the coder. They should blame the one who thought this was great for balancing.
Logged
BigDick
Guest
Re: 7.9J Changelog
«
Reply #32 on:
February 05, 2011, 03:59:38 am »
Quote from: DarkSoldierX on February 04, 2011, 11:36:32 pm
Oooh thats a change I was NOT expecting!
that will probably help making the PE schrecks a bit better AT option
i like that change
ut im still waiting for non fuel based remanable AT to replace the 50mm
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: 7.9J Changelog
«
Reply #33 on:
February 05, 2011, 04:31:07 am »
Quote from: cloud234 on February 05, 2011, 02:59:36 am
Do you try drugs just to know its bad? :p
Yes. Yes I do.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: 7.9J Changelog
«
Reply #34 on:
February 05, 2011, 04:51:50 am »
Alright, I see everyone is up in arms already, probably without even playing the patch.
So let me get some things straight
Quote
Engineer mines for Tank Reapers? Are you fucking kidding me?
What's your point? It's one of a list of various AT buffs that TR now gives, much more balanced than just buffing bazookas and ATGs. We added a buff to TR, you should be happy if anything. Unless you still haven't digested the TR nerf I guess.
Quote
Why the increase in fausts to 50 munitions? You'll never get to fire off 3 rounds (unless ur opponent really sucks) plus the firing animation is easy to dodge. Its even worse than stickie that it doesn't cause a disable!
The firing animation dodge is also a reason why you could be happy with 3 uses. Getting 3 fausts off may be hard, but it's certainly not going to be impossible. (You used to get 3 uses with vet 2, now you get them at base). It's an experimental change, see how it plays out, else we'll have to take a little more drastic course in regards to the panzerfaust.
Quote
LEIG18 with lowered damage and penetration makes it a very poor weapon to field. Its notable use was its versatility... but now it is essentially a high pop high cost unit which can only kill infantry sporadically.
It's brought in line with the StuH, that's not necessarily a bad thing. But it's price and pool is now probably off for what it does. Easy fix
Quote
But with the exception of the rifle upgrade (storm tactics) PzGrens suck at damage output. Is this a good decision?
There's also upgrades, TBs and Assault grenadiers.
Quote
ight now the only reason (imo) to play PzGrens is becasue they are low pop
There's no reason to justify panzergrenadiers being 4 pop when all other mainline infantry in the game (including the 'terrible' ones) are 5 pop.
Quote
If anything, make it so it is a stackable buy, like how MP44s can be bought in two sets of 2 (so those who need cheap 2 use fausts or those who really think they'll get 3 uses out of it, be my guest).
You mean reverting the change and offering 3 as an option, basically doing NOTHING what so ever against volks+faust spam?
Quote
Assault Gren price increase, in particular MU from 95 to 120 MU (roughly a 25% increase in their cost) is super excessive.
Did you see the survivability buff? They're now basically grenadiers with mp44s... So no, that's really not excessive.
Quote
PE Infantry also... I think the SIMPLIEST thing to do is just do a copy and paste of Grenadiers for them. It seems odd they get a price increase, HP and armor change but their weapons aren't Grenadier rifles... is that really fair to hit their infantry in a half manner?
Base PE are not getting a price increase, because their weapon is so terrible so increasing them towards 240 MP (Gren price) wouldn't be justified at all. HOWEVER Tankbusters and Assault grens need to go to 240MP at least, since their weapon is a panzerschreck and mp44s respectively. Or are you going to tell me that Tankbusters (which are now practically a grenadier copy, except for the k98 on the other 3 guys) are in any way significantly worse than the Grenadiers with panzerschrecks?
«
Last Edit: February 05, 2011, 05:01:10 am by Unkn0wn
»
Logged
nugnugx
Donator
Posts: 4051
Re: 7.9J Changelog
«
Reply #35 on:
February 05, 2011, 04:54:13 am »
Good patch , my few notes
1) What about the price of FJ faust ? It's still the same ? Should also be increased imo.
2) Can the incendiary assault be made without damage to your own troops if we are decreasing the damage? A ability that can be used by enemy to kill yourself is not so great. It's not that powerfull , so atleast it shouldn't damage yourself.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: 7.9J Changelog
«
Reply #36 on:
February 05, 2011, 04:57:04 am »
Quote
1) What about the price of FJ faust ? It's still the same ? Should also be increased imo.
I'm not sure if the panzerfaust for KCH and Faust is the same as the volks one, else they will also be getting 3 uses and we will have to increase the price. It's an oversight :p
«
Last Edit: February 05, 2011, 04:58:50 am by Unkn0wn
»
Logged
BigDick
Guest
Re: 7.9J Changelog
«
Reply #37 on:
February 05, 2011, 05:00:01 am »
Quote from: Unkn0wn on February 05, 2011, 04:51:50 am
Or are you going to tell me that Tankbusters (which are now practically a grenadier copy,
except for the k98 on the other 3 guys
) are in any way significantly worse than the Grenadiers with panzerschrecks?
actually i forgot that and yes that makes them much more worse then grenadiers since you still would have a 3 men regular grensquad as AI
and additional they can't get regular medkits
these two facts does not justify pricing them like grenadiers with shrek
Quote from: Unkn0wn on February 05, 2011, 04:51:50 am
Alright, I see everyone is up in arms already, probably without even playing the patch.
So let me get some things straight
the nasty comments will be made when seeing the nerfs of assault or leig in action
«
Last Edit: February 05, 2011, 05:01:40 am by BigDick
»
Logged
nugnugx
Donator
Posts: 4051
Re: 7.9J Changelog
«
Reply #38 on:
February 05, 2011, 05:02:17 am »
Quote from: Unkn0wn on February 05, 2011, 04:57:04 am
I'm not sure if the panzerfaust for KCH and Faust is the same as the volks one, else they will also be getting 3 uses and we will have to increase the price. It's an oversight :p
KCH and FJ cost is 35 and i think it's the same, haven't seen any differences.
«
Last Edit: February 05, 2011, 05:04:47 am by nugnugx
»
Logged
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: 7.9J Changelog
«
Reply #39 on:
February 05, 2011, 05:02:43 am »
Quote from: unkown
There's no reason to justify panzergrenadiers being 4 pop when all other mainline infantry in the game (including the 'terrible' ones) are
5
pop.
fixed.
Logged
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