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If you could change or add one thing to EIR, what would it be?
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Topic: If you could change or add one thing to EIR, what would it be? (Read 48710 times)
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EliteGren
EIR Veteran
Posts: 6106
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #80 on:
May 09, 2011, 07:56:13 am »
Well the fail is complete now after tyms post
Logged
Quote from: deadbolt on December 30, 2010, 09:14:16 am
i prefer to no u
Quote from: deadbolt on July 30, 2012, 08:08:48 am
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
Tymathee
Donator
Posts: 9741
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #81 on:
May 09, 2011, 08:08:03 am »
Quote from: Malgoroth on May 09, 2011, 07:46:30 am
I would love to know where all this sudden hate for camo units is coming from...
always been frustrated with cloak.
Quote from: EliteGren on May 09, 2011, 07:56:13 am
Well the fail is complete now after tyms post
i wrote half of those while falling asleep and actually fell asleep before i hit send and just woke up and hit it lol said there were 27 new posts so i actually have no idea what i posted atm.
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.
skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #82 on:
May 09, 2011, 08:20:56 am »
Would like to see more inf vs inf battles, where inf flanks an MG or just inf vs inf battles with nade dodge micro for example or rifleman rushes being held off by smart MG redeployment etc. - without being interrupted by some Light Vehicle or Tank all the time.
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Quote from: deadbolt
bad luck skaffa> creates best and most played eir maps
> hated for creating best and most played eir maps
Quote from: Tachibana
47k new all time record?
Quote from: deadbolt
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
MittinsKittens
Donator
Posts: 916
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #83 on:
May 09, 2011, 08:24:54 am »
Oh, Would love a mode where you can pull on your WHOLE company straight away. I mean EVERYTHING.
Would love to see how that would work
Probably just turn into Arty spam, But nether the less, Would be interesting if you ask me
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EiRNames:- MittinsKittens & FlutterShyPegasus
RoyalHants
EIR Veteran
Posts: 2109
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #84 on:
May 09, 2011, 08:28:52 am »
Quote from: MittinsKittens on May 09, 2011, 08:24:54 am
Oh, Would love a mode where you can pull on your WHOLE company straight away. I mean EVERYTHING.
Would love to see how that would work
Probably just turn into Arty spam, But nether the less, Would be interesting if you ask me
Lag........
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Quote from: Mysthalin on May 27, 2013, 09:05:15 am
Yeah calbanes, I mean - some people like smokaz are still yet to win a single game, even though they've been around here for years.
Unkn0wn
No longer retired
Posts: 18379
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #85 on:
May 09, 2011, 08:30:02 am »
We did consider a micro gamemode, where you get about 18 pop of units and nothing more. (With victory points)
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PonySlaystation
EIR Veteran
Posts: 4136
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #86 on:
May 09, 2011, 08:32:01 am »
Quote from: skaffa on May 09, 2011, 08:20:56 am
Would like to see more inf vs inf battles, where inf flanks an MG or just inf vs inf battles with nade dodge micro for example or rifleman rushes being held off by smart MG redeployment etc. - without being interrupted by some Light Vehicle or Tank all the time.
I agree, most people ingame are like "an mg how are we gonna counter it??!!" and then they bring on a howitzer instead of using infantry.
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Sharks are not monsters Henley, they are cute, cuddly and misunderstood. They love humans. sometimes they love TOO much. They love people so much that sometimes their kisses separate people into two flailing pieces which are consumed by other sharks in a frenzy of peace and joy.
Unkn0wn
No longer retired
Posts: 18379
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #87 on:
May 09, 2011, 08:36:07 am »
Quote from: skaffa on May 09, 2011, 08:20:56 am
Would like to see more inf vs inf battles, where inf flanks an MG or just inf vs inf battles with nade dodge micro for example or rifleman rushes being held off by smart MG redeployment etc. - without being interrupted by some Light Vehicle or Tank all the time.
How would you go about that?
We could for example experiment with lowering the starting pop, which would encourage only infantry play at the start, similar to how it is in vCOH. But end-game everything would just be the same.
«
Last Edit: May 09, 2011, 08:42:08 am by Unkn0wn
»
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MittinsKittens
Donator
Posts: 916
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #88 on:
May 09, 2011, 08:45:54 am »
Gotta admit, That sounds pretty cool
Might make the start a bit Bland though (Always being Inf/Support), The Tanks/Vechs allows you to mix up your opening and allow for some pretty hectic starts to the game.
Plus, It will be weird after 3+years of having 25pop to go to less then that xD
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Tymathee
Donator
Posts: 9741
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #89 on:
May 09, 2011, 08:46:07 am »
Quote from: Unkn0wn on May 09, 2011, 08:30:02 am
We did consider a micro gamemode, where you get about 18 pop of units and nothing more. (With victory points)
that sounds awesome, do it! except make it 20 and make it start out at 10 pop and work to 20.
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NightRain
EIR Veteran
Posts: 3908
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #90 on:
May 09, 2011, 09:01:35 am »
Quote from: Tymathee on May 09, 2011, 08:46:07 am
that sounds awesome, do it! except make it 20 and make it start out at 10 pop and work to 20.
20 starting. People go "Hm yay! Inf battles" then <insert 2x M10s> => Rage.
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
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.
skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #91 on:
May 09, 2011, 09:06:09 am »
Quote from: Unkn0wn on May 09, 2011, 08:36:07 am
How would you go about that?
We could experiment with lowering the starting pop, which would encourage only infantry play at the start, similar to how it is in vCOH.
Will have to think about it properly, but what comes to mind right now is, for example lowering fuel and use the spare mp on inf.
Some people have 6 or so P4s/Shermans with 2x repair. They are not gonna use 1 riflesquad to lire mg fire and flank with another. They just rush in inf with nades or assault nades to take out atg and rush in with tanks to rape the rest. Infantry is usually just there to support the vehicles. No1 will get 1 rifle to draw mg fire from a building and then flame it with an engineer when they can just shoot at it with a tank or lv.
Tanks are usually the backbone of an army, and infantry is just there to support it.
Some way of allowing LVs and Tanks to only enter the field in midgame. For example tie it to the amount of territory you control or xp you earn as in vcoh by fighting. ( you could earn a tiny bit of xp for each sector you capture )
Besides that, for killing units you get xp, you keep getting more xp and when you have like 1 full point (in vcoh used for doctrine unlock remember) you can call in LVs, and at 2 points you can call in tanks. Im just making this up right now, not sure if its all perfect etc.
It could be tested in a new game mode.
When using this I would also lower the fuel because you dont want to see strictly tank spam in the mid/end game.
You just take out the fuel which is usually spend in the early game to compensate.
This way you will have inf battles in the start of the game, the more u kill and the more sectors u got, the faster you can get lvs and tanks. This will also allow you to create more strategies and entice people more to fight over extra sectors.
In the midgame and on you will have the same gamestyle as we now currently have in every EIR game from the start, but less fuel to prevent mass spam and optionally to make tanks support inf like in vcoh, not the other way around. (btw dont hate, its just theorycrafting, be constructive if u gonna post on this topic, we got a devs attention dont fck it up kthx)
As I said there might be better ideas and all that but this is just of the top of my head.
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nugnugx
Donator
Posts: 4051
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #92 on:
May 09, 2011, 09:17:06 am »
There is an easy way... make tanks only enter game from 15 min or 10 min and before that your tank callins are greyed out.
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smurfORnot
EIR Veteran
Posts: 4715
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #93 on:
May 09, 2011, 09:21:11 am »
that might not be a bad idea,even though it kinda does limit your first callin buildt.
Logged
Malgoroth
Donator
Posts: 960
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #94 on:
May 09, 2011, 01:26:01 pm »
Quote from: Unkn0wn on May 09, 2011, 08:30:02 am
We did consider a micro gamemode, where you get about 18 pop of units and nothing more. (With victory points)
omfg yes please. I like Tym's 20 pop suggestion. Nice and divisible by 5. Starting at 10 with pop that low I don't know about.. But fuck yeah. That game mode sounds bad ass
Logged
AmPM
Community Mapper
Posts: 7978
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #95 on:
May 09, 2011, 04:59:52 pm »
Quote from: nugnugx on May 09, 2011, 09:17:06 am
There is an easy way... make tanks only enter game from 15 min or 10 min and before that your tank callins are greyed out.
Why should armor focused companies be at a disadvantage. If this is done we should just make it so you can only use basic infantry without any doctrine buffs to start.
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #96 on:
May 09, 2011, 05:53:55 pm »
An XP/timer combo. Lasts AT LEAST 10 minues, and if you've accrued enough XP at that point, tanks it is. Also takes a bit of the 'lollolololroflcopter I blobbed and took the map and now have shitloads of XP and have tanks and you dont!!!!!!!!!!!!!!!!!!!!!!!!!!1' shit that would probably happen. IMO, let HTs be callable; ACs at 1 point and 10 minutes, Tanks at 2 and 15-20 minutes. Armor heavy coy's would have a massive field advantage late-game, and would be the powerhouses at that point. Infantry heavy players would have the power in the early game, with the possibility of good infantry micro winning the match before tanks came into the equation--same as Vcoh; ami player outmicroes the WM, takes the map, WM cant make a comeback, RQs and goes in the GR forums to QQ..... ^^. This would also promote good unit preservation as most players scoff at Vet or not-suiciding infantry...well, now, if you lose it all in the first part of the game because your inf micro sucks giant dinosuar balls, you're S O L bitches!!!!!
but yeah, *seems* like a good idea.
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Tymathee
Donator
Posts: 9741
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #97 on:
May 09, 2011, 06:20:15 pm »
i say include tanks and infantry. make it a quick game mode where call in timers are near immediate, capping is 2x as fast and the win timer goes faster as well. Good for those who want a real quick 20-30 min game.
or heck, keep ti normal and make a separate "quick" game mode with the latter suggestions and have the full 40 pop
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #98 on:
May 09, 2011, 06:21:02 pm »
^+1
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AmPM
Community Mapper
Posts: 7978
Re: If you could change or add one thing to EIR, what would it be?
«
Reply #99 on:
May 09, 2011, 07:19:48 pm »
Quote from: TheVolskinator on May 09, 2011, 05:53:55 pm
An XP/timer combo. Lasts AT LEAST 10 minues, and if you've accrued enough XP at that point, tanks it is. Also takes a bit of the 'lollolololroflcopter I blobbed and took the map and now have shitloads of XP and have tanks and you dont!!!!!!!!!!!!!!!!!!!!!!!!!!1' shit that would probably happen. IMO, let HTs be callable; ACs at 1 point and 10 minutes, Tanks at 2 and 15-20 minutes. Armor heavy coy's would have a massive field advantage late-game, and would be the powerhouses at that point. Infantry heavy players would have the power in the early game, with the possibility of good infantry micro winning the match before tanks came into the equation--same as Vcoh; ami player outmicroes the WM, takes the map, WM cant make a comeback, RQs and goes in the GR forums to QQ..... ^^. This would also promote good unit preservation as most players scoff at Vet or not-suiciding infantry...well, now, if you lose it all in the first part of the game because your inf micro sucks giant dinosuar balls, you're S O L bitches!!!!!
but yeah, *seems* like a good idea.
Except that this game has nothing to do with vCoH. Also, how would it make armor tougher late game, you would still have all you AT. You would also need to remove light vehicles from the early game, since some require a tank to counter effectively.
Learn to deal with tanks pl z
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