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Author Topic: [Feedback] 0.7.9L Patch  (Read 16339 times)
0 Members and 11 Guests are viewing this topic.
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« on: April 02, 2011, 03:52:31 pm »

Hey guys,

Opening up a Feedback log for the current patch.

Let us know what you think about the current patch.

Same rules as last time if you please, state something you like about the patch and something you dislike. (Or if you have all 'likes' then it's all good. Wink )
Feel free to throw in some complaints about the previous patch too, if you feel so inclined.

Try to find the time to write us some feedback, the Devs are really anxious to know of what the community thinks and what can be improved.

Thanks,

[PR Lead] Ground

brn4meplz EDIT:
- Sapper Flamethrower upgrade was removed from RSE.
- 25pdr was removed from CW basic unit into an RCA Tier 1 Unlock.
- Ablative Armour(RSE) was linked correctly(It adds to maximum health instead of Over repair)
- Combat Engineering(RSE) was added and should work correctly
- Expert Engineers(RSE) added and should work correctly
- Infrarot Scheinwerfer(TH) was added and should be working correctly
- Temporary Exclusion added for Magnetic AT grenades and Veteran Sgt(Sprint) to disallow the purcahse of both upgrades

The RSE Abilities are not entirely fleshed out and will undergo more changes. As will all doctrines eventually. To prevent launcher crashes the changedéremoved units were deleted and you should rebuild your company before going into combat.
Please post any bugs(Like the Double shot Wind found last night)
« Last Edit: April 02, 2011, 07:40:59 pm by brn4meplz » Logged

Latest Shoutcast:
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BigDick
Guest
« Reply #1 on: April 02, 2011, 04:28:20 pm »

wtf removing sapper flame upgrades but assault flammen are untouched? wtf is this im speechless
what i like? can't remember actually..... that my T4 RE is not working and i dont need to think about my company - nice job
« Last Edit: April 02, 2011, 04:30:25 pm by BigDick » Logged
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #2 on: April 02, 2011, 04:29:56 pm »

wtf removing sapper flame upgrades but assault flammen are untouched? wtf is this im speechless
what i like? can't remember actually.....

wtf are you talking about? Sapper flamer upgrade isnt gone.

P.S. this is feedback over the actual patch notes, not the April Fools patch notes. Wink
Logged
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #3 on: April 02, 2011, 04:31:24 pm »

Flamer upgrade was removed, Groundfire.
Logged

i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #4 on: April 02, 2011, 04:35:06 pm »

Flamer Upgrade was removed. I did it within the last hour so I have not had time to make a post on it.
So was the 25pdr from everyone.

Theres a few things that have changed and I'll be posting about.
Logged

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
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #5 on: April 02, 2011, 04:35:49 pm »

Um, im looking at the patch notes right now and I found this:

Quote
Sapper demo kit (1x mine, 1x demo, 1x minesweeper) moved to Royal engineer t2 unlock alongside flamethrower.

but nothing about 'removing' the flamethrower kit.


@brn, ahh, kk.

Might as well go ahead and edit my OP in this thread to reflect the changes. (tbh, i always thought mario karts were broken anyways)
Logged
Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #6 on: April 02, 2011, 04:49:35 pm »

Well, the 17pdr change just seems like a bad joke.

We had the 6pdr which worked fine. Why not keep the 17 pdr as an unlock heavy atg belonging to the RE. This current change just seems really unessecary.

I understand your desire to replace the 6 pdr with the 17 pdr, but so many negatives to that happening and not one positive.
Logged

Yes that's me, the special snowflake.
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #7 on: April 02, 2011, 04:56:10 pm »

Well, the 17pdr change just seems like a bad joke.

We had the 6pdr which worked fine. Why not keep the 17 pdr as an unlock heavy atg belonging to the RE. This current change just seems really unessecary.

I understand your desire to replace the 6 pdr with the 17 pdr, but so many negatives to that happening and not one positive.

What are you talking about? what change to 17pdr?
Logged


Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #8 on: April 02, 2011, 07:00:30 pm »

The 17pdr is mobile Demon.

The 17pdr needs work right now. Among other things it's range is high, it's arc is huge and it's target tables are a little weird.

Once those things are in line it won't be much different from the current 6pdr aside from Penetration. It won't have cloak though which creates alot of problems currently with Tank targetting.

They both do the same damage. The difference will be penetration and speed
Logged
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #9 on: April 02, 2011, 07:30:07 pm »

Yay! so the 6pdr will cease to exist hopefully?
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #10 on: April 02, 2011, 07:37:41 pm »

Once the 17 is fixed enough to take it's place yes
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #11 on: April 02, 2011, 07:40:33 pm »

Added to Initial post.

-Temporary Exclusion added for Magnetic AT grenades and Veteran Sgt(Sprint) to disallow the purcahse of both upgrades
Logged
TheIcelandicManiac Offline
Resident forum troll. Fucked unkn0wns mom
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Posts: 6294


« Reply #12 on: April 02, 2011, 07:47:46 pm »

Well this should make all the complainers happy
Logged

Quote from: Grundwaffe
Soon™
gj icelandic i am proud of u  Smiley
Sometimes its like PQ doesnt carrot all.

Work Harder
Vermillion_Hawk Offline
EIR Veteran
Posts: 1282



« Reply #13 on: April 02, 2011, 08:32:54 pm »

Great, now I'm going to have to rethink my RCA Doctrine Advantages if 25 pounder is now a T1 unlock... Unless someone can tell me the whether the airburst barrage is cost-effective or not.
Logged

What is a man? A miserable little pile of secrets.

- Andre Malraux

- Dracula
spinn72 Offline
EIR Veteran
Posts: 1802



« Reply #14 on: April 02, 2011, 08:33:56 pm »

Airburst isn't as good as Earthshaker Smiley
Logged
Vermillion_Hawk Offline
EIR Veteran
Posts: 1282



« Reply #15 on: April 02, 2011, 08:56:33 pm »

Well in that case, my RCA issues have resolved themselves. Thanks!
Logged
Tymathee Offline
Donator
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Posts: 9741



« Reply #16 on: April 02, 2011, 09:38:32 pm »

Just like BD said, why take away the Sapper Flamethrower yet keep the way Flammen Grens are now, they're 2-3x's more effective.

I guess they won't be as bad now that you've disabled sprint for the time being so meh.

Just a suggestion, if u really want to keep the flamethrower upgrade for sappers yet make them not as OP, do the same thing u did with the commando sniper and make it so u can't put 'em in bren carriers (btw, same for flammens + iht, same thing tbh)

Or u could make a separate combat sapper unit with no soldier armor better gun (like the new test of tommy's) and only enable it to have piats and flames yet the one with soldier armor keep the mines and stuff.
« Last Edit: April 02, 2011, 09:40:52 pm by Tymathee » Logged

"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.
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #17 on: April 02, 2011, 09:45:48 pm »

no Tym, Axis and allies are completely two different factions, so there is no correlation between sapper flamethrowers and flammen grenadiers as both have different ways to counter the unit.

There is no eye for an eye dude, and for the record, flammen grens have been in for a long time, just because allies new units taken out doesnt even correlate to flammens being taking out. that way of thinking is absurd and i put it down to bias.
Logged
Firesparks Offline
Honoured Member
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Posts: 1209



« Reply #18 on: April 02, 2011, 10:21:44 pm »

Or u could make a separate combat sapper unit with no soldier armor better gun (like the new test of tommy's) and only enable it to have piats and flames yet the one with soldier armor keep the mines and stuff.
The new british sapper still have the flame thrower upgrade.
Logged


With sufficient thrust, pigs fly just fine. However, this is not necessarily a good idea. It is hard to be sure where they are going to land, and it could be dangerous sitting under them as they fly overhead. -- RFC 1925
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #19 on: April 03, 2011, 12:37:13 am »

nvm My opinnion has been changed.
« Last Edit: April 03, 2011, 12:53:18 am by NightRain » Logged

Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
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