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Author Topic: Why not to play EIR....  (Read 7426 times)
0 Members and 3 Guests are viewing this topic.
DBSights Offline
EIR Veteran
Posts: 373


« on: August 30, 2007, 05:36:24 pm »

Pretty self-explanatory, watch the replay.

[attachment deleted by admin]
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DasGuntLord01 Offline
Shoutcaster
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Posts: 430



« Reply #1 on: August 30, 2007, 05:44:45 pm »

Sync Error?  Huh

Odd.
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Now accepting awesome replays for shoutcasting!
Ucross Offline
Honoured Member
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Posts: 5732


« Reply #2 on: August 30, 2007, 05:45:34 pm »

It was unfair and more should be done to prevent spawn camping and possibly tank trapping in spawns.
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DasGuntLord01 Offline
Shoutcaster
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Posts: 430



« Reply #3 on: August 30, 2007, 05:48:54 pm »

For future reference sights, give us the whole EuropeInRuins folder that lives inside your CoH directory, or a battle number.

If you want to watch this replay the battle ID is 914.  Cheesy
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DasGuntLord01 Offline
Shoutcaster
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Posts: 430



« Reply #4 on: August 30, 2007, 06:18:21 pm »

Okay, here's the deal.

I'm going to tell you the reason why spawn camping is so easy sometimes.

You're not going to like it, because the devs can't really do anything about it... but here it is...






THE STOCK RELIC MAPS ARE TOO FUCKING SMALL!!!!


That's it! That's all! There is no other problem!  On Big Fuck-off maps, battles rarely reach spawns until end game, when it's expected.

If you want to avoid spawn-camping, do NOT play relic custom maps, because, let's face it, for EiR they're pretty terrible!
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fldash Offline
Founder
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Posts: 9755


« Reply #5 on: August 30, 2007, 09:16:46 pm »

Going to add artillery that doesn't hurt friendlies but destroys people trying to camp spawns... Wink  Of course, that's in jest, but we have to find a way to prevent it better than we are.
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DasGuntLord01 Offline
Shoutcaster
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Posts: 430



« Reply #6 on: August 30, 2007, 09:27:21 pm »

Seriously, dash, I think you've done as much as you can be reasonably expected to do.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #7 on: August 30, 2007, 09:49:29 pm »

Is there any way to code EIR so players can choose which spawnpoint they spawn/retreat from/to?
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Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #8 on: August 31, 2007, 12:19:31 am »

Maybe force Infantry to retreat (like propaganda) when they're X distance from enemy spawn.
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #9 on: August 31, 2007, 02:37:02 am »

Maybe add all our costume maps into the installer.
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DasGuntLord01 Offline
Shoutcaster
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Posts: 430



« Reply #10 on: August 31, 2007, 03:04:44 am »

Maybe.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #11 on: August 31, 2007, 04:18:13 am »

I agree, it's just an issue with some maps and thus massive spawn protection is not required.

Maps to avoid:
- Hedgerow Siege


The issue is primarily that the "map entry points" are often placed too close to eachother, halfway the map, etc
This pretty much allows easy camping as you don't have to run that awfully far to be at their spawnpoints.

Note though that it's not necessarily the maps that are too small, rectangular small maps work fine, the main issue is the positioning of the starting points. (On square maps all of them should be placed somewhat in the same corner.)
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DBSights Offline
EIR Veteran
Posts: 373


« Reply #12 on: August 31, 2007, 07:15:12 am »

No, the problem is that once units take up residence in your spawn you can not summon more units.  I don't mean that they'll die, they can't appear on the field, they will impossible to use again and they will use up a timer.  Watch my teammate, he loses tones of inf. while never seeing a single one come out.  Also, some jerk Tank Traps the spawn so that we cannot get our armour out until the croc kills everything.  You should not be able to build in a spawn point (10% TT hp?).  Also, thanks to the spawn timers, even with spawn protection, it is impossible to dislodge an opponent from the field.  I can call out guys, kill some, and then the rest slaughter me and I have to wait for 2 mins until I call in more, all while losing vic points....

« Last Edit: August 31, 2007, 07:31:57 am by DBSights » Logged
fldash Offline
Founder
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Posts: 9755


« Reply #13 on: August 31, 2007, 07:19:22 am »

This really sounds like a bug to me, his units should have still come out onto the field regardless of enemy being near...  What was the message he was getting?
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Bonte Offline
EIR Veteran
Posts: 1234


« Reply #14 on: August 31, 2007, 07:20:50 am »

so now there is spawn artillary?Huh
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Candid - frank; outspoken; open and sincere: a candid critic

You must really think im an idoit.
DBSights Offline
EIR Veteran
Posts: 373


« Reply #15 on: August 31, 2007, 07:30:27 am »

"cannot perform actions"
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fldash Offline
Founder
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Posts: 9755


« Reply #16 on: August 31, 2007, 07:36:43 am »

Was that on his icons to call in or a message that popped up on the screen?
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Warbirds2 Offline
EIR Veteran
Posts: 422


« Reply #17 on: August 31, 2007, 06:34:27 pm »

When I tried to call out my units when the person TTed my spawn, I was able to place where I wanted them to go to from spawn.  However, when I clicked, the platoon turned grey and said, 'Unable to Perform Actions' in their unit description.

I was not able to bring them out a second time, and I lost 9 Volks, and 2 Grenediers due to that.

That mad me angry.   Angry
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Migi Offline
See airborne should get SMG's too!
EIR Veteran
Posts: 292


« Reply #18 on: August 31, 2007, 11:38:41 pm »

One thought that crossed my mind as far as a way to stop spawns from being TTed and fortified :


Make it a giant mine feild with huge amounts of health like the Demo charges had so no one can enter the imidate spawn area. I am only suggesting like the first ten yards.
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acker Offline
EIR Veteran
Posts: 2053


« Reply #19 on: September 01, 2007, 12:32:21 am »

Calliope barrages spawn, engine damages every tank and pins every infantry currently in the spawn. Same with howitzers. Or nebels/stukas.
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