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.7.9.0 Patch released
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Topic: .7.9.0 Patch released (Read 55089 times)
0 Members and 2 Guests are viewing this topic.
MittinsKittens
Donator
Posts: 916
Re: .7.9.0 Patch notes
«
Reply #60 on:
May 13, 2011, 08:52:46 am »
Yeah, that's probably a given tbh. Wouldn't make sense if he couldn't xD
Just curious to see if there was anything else. If not, Going to have to put a few more Kettens in my build so when my Berge rolls out, He's ready to kick ass and repair tanks.
Logged
EiRNames:- MittinsKittens & FlutterShyPegasus
BigDick
Guest
Re: .7.9.0 Patch notes
«
Reply #61 on:
May 13, 2011, 09:13:12 am »
Quote from: Mysthalin on May 13, 2011, 07:00:52 am
1) If you were so aware of pervitin pills being broken, why didn't you inform anyone previously?
itwas already known that the accuracy is 1.45
Quote
2) It is not a 57.3% reduction in potency
it is a 57,3% reduction of the buff itsself
formula:
(old buffed dps - unbuffed dps)/(new buffed dps - unbuffed dps) = 157,3%
=> old buff was 57,3% more potent
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: .7.9.0 Patch notes
«
Reply #62 on:
May 13, 2011, 09:18:05 am »
Except it wasn't. There is not a single post before this thread relating to the ability being 1.45 acc.
You see, what you're calculating is absolutely irrelevant.
By the logic of your calculation a change in a buff from being 1.03dmg to being 1.01 dmg would be a massive 66% decrease.
When, in reality, it's only really a decrease in the DPS increment of less than 2% (aka - being absolutely irrelevant).
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BigDick
Guest
Re: .7.9.0 Patch notes
«
Reply #63 on:
May 13, 2011, 09:23:02 am »
Quote from: Mysthalin on May 13, 2011, 09:18:05 am
Except it wasn't. There is not a single post before this thread relating to the ability being 1.45 acc.
look harder there was....
Quote
You see, what you're calculating is absolutely irrelevant.
By the logic of your calculation a change in a buff from being 1.03dmg to being 1.01 dmg would be a massive 66% decrease.
When, in reality, it's only really a decrease in the DPS increment of less than 2% (aka - being absolutely irrelevant).
66% decrease of an ability is indeed a huge nerf....and if its in real just 2% dps difference this ability shouldn't be nerfed because its already a shit ability but buffed by 10 times
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: .7.9.0 Patch notes
«
Reply #64 on:
May 13, 2011, 09:27:31 am »
My point was that calculating the post 1. differentials(which is what you're finding) is absolutely fucking pointless because they're not indicative of
anything
. The 66% decrease could seem massive, when in reality it doesn't realistically have any effect on anything.
As such you calculate the differences between the DPS of the weapon with the old buff, and the DPS of the weapon with the new buff - as that is actually indicative of the relative decline(or rise) of the power of the ability.
In other words, you're becoming your former axis fanboy self again. Go smell some elderberries to get out of it.
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Tymathee
Donator
Posts: 9741
Re: .7.9.0 Patch notes
«
Reply #65 on:
May 13, 2011, 09:56:34 am »
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.
Mgallun74
EIR Veteran
Posts: 1478
Re: .7.9.0 Patch notes
«
Reply #66 on:
May 13, 2011, 10:04:27 am »
Seems dropped normal Zooks, when picked up by my TR guys, turns them into TR.. i had a rifle squad pick up somebodys 2 zooks from rangers, and proceeded to rape with 5 TR zooks.. lol, HT and Scout cars and mardars dieing in single volleys.
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BigDick
Guest
Re: .7.9.0 Patch notes
«
Reply #67 on:
May 13, 2011, 10:09:13 am »
Quote from: Mysthalin on May 13, 2011, 09:27:31 am
My point was that calculating the post 1. differentials(which is what you're finding) is absolutely fucking pointless because they're not indicative of
anything
. The 66% decrease could seem massive, when in reality it doesn't realistically have any effect on anything.
As such you calculate the differences between the DPS of the weapon with the old buff, and the DPS of the weapon with the new buff - as that is actually indicative of the relative decline(or rise) of the power of the ability.
if a doctrine choice buff an ability of a unit by e.g. 50% and these doctrine choice buff is reduced to buff the ability only by 25% after a patch....then its potency is cut to half and its absolutely independent whats the basic stats are (same ability could buff 2 different units with different stats) a nerf to 50% potency of a doctrine buff is a nerf to 50% of that doctrine T4
Quote
In other words, you're becoming your former axis fanboy self again. Go smell some elderberries to get out of it.
and now you can go and smell my klabuster beeren stalin
Logged
LeoPhone
Honoured Member
Posts: 0
Re: .7.9.0 Patch notes
«
Reply #68 on:
May 13, 2011, 10:13:29 am »
Quote from: Mgallun74 on May 13, 2011, 10:04:27 am
Seems dropped normal Zooks, when picked up by my TR guys, turns them into TR.. i had a rifle squad pick up somebodys 2 zooks from rangers, and proceeded to rape with 5 TR zooks.. lol, HT and Scout cars and mardars dieing in single volleys.
what? the patch is not in.
and that is supposed to happen. the same thing happens when you pick up allied 57mms.
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Tymathee
Donator
Posts: 9741
Re: .7.9.0 Patch notes
«
Reply #69 on:
May 13, 2011, 10:22:22 am »
and any other atgs, 6 pdrs, pak38, pak40 17 pdr you get the TR buff on it
so its very cool.
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PonySlaystation
EIR Veteran
Posts: 4136
Re: .7.9.0 Patch notes
«
Reply #70 on:
May 13, 2011, 12:19:54 pm »
So TR get their buff when they recrew but you can't even make AP rounds bound to the gun? It makes no sense that an AT gun should be more than twice as effective ONLY if the crew manages to stay alive.
I don't think that there should be a system that discourages re-crewing. If we look at a practical example: I play in a very unfair match, It's me vs Examplenewguy23, because he will never get a shot at my atgs that means that my AP rounds will rape him even more. Now if it was a more intense match with artillery flying around everywhere then that would give allies a pretty big disadvantage because once the US AT guns are de-crewed they are next to useless compared to before and it's the same thing the other way around, if the axis have been pushed back it will be a lot harder for them to push back with armor because AP rounds will rape their tanks.
This makes no sense in a balance or gameplay perspective, if you want I can create a separate thread about this.
Logged
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.
Hicks58
Development
Posts: 5343
Re: .7.9.0 Patch notes
«
Reply #71 on:
May 13, 2011, 12:31:10 pm »
So... Are Stummels still going to be able to roll an actual hit on targets then?
That's one of the things that makes them incredibly powerful tbh. The GMC never racks up as many kills as it relies on the shell landing near the target and hoping for splash accuracy to do the damage.
Logged
Quote from: brn4meplz on November 05, 2012, 10:45:05 am
I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
Quote from: Mysthalin on March 27, 2014, 04:57:09 pm
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
Tymathee
Donator
Posts: 9741
Re: .7.9.0 Patch notes
«
Reply #72 on:
May 13, 2011, 01:26:48 pm »
Quote from: PonySlaystation on May 13, 2011, 12:19:54 pm
So TR get their buff when they recrew but you can't even make AP rounds bound to the gun? It makes no sense that an AT gun should be more than twice as effective ONLY if the crew manages to stay alive.
I don't think that there should be a system that discourages re-crewing. If we look at a practical example: I play in a very unfair match, It's me vs Examplenewguy23, because he will never get a shot at my atgs that means that my AP rounds will rape him even more. Now if it was a more intense match with artillery flying around everywhere then that would give allies a pretty big disadvantage because once the US AT guns are de-crewed they are next to useless compared to before and it's the same thing the other way around, if the axis have been pushed back it will be a lot harder for them to push back with armor because AP rounds will rape their tanks.
This makes no sense in a balance or gameplay perspective, if you want I can create a separate thread about this.
ap rounds can be tied to the gun but that would make it so all sides get access to ap rounds, unlike paks which only axis can cloak.
TR is passive, ap rounds is clickable, two totally different things in RGDS
Logged
BigDick
Guest
Re: .7.9.0 Patch notes
«
Reply #73 on:
May 13, 2011, 01:29:26 pm »
thats bullshit
because its on uses the ap rounds can't be tied to decrewed gun
either its like it is or every decrew/recrew action would give all at guns with possibility to buy ap rounds a fresh set of ap rounds
Logged
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: .7.9.0 Patch notes
«
Reply #74 on:
May 13, 2011, 01:37:48 pm »
Quote from: BigDick on May 13, 2011, 01:29:26 pm
because its on uses the ap rounds can't be tied to decrewed gun
OMG mod did it
i think
Logged
Quote from: Grundwaffe
Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
gj icelandic i am proud of u
Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
Sometimes its like PQ doesnt carrot all.
Work Harder
PonySlaystation
EIR Veteran
Posts: 4136
Re: .7.9.0 Patch notes
«
Reply #75 on:
May 13, 2011, 02:11:13 pm »
Quote from: TheIcelandicManiac on May 13, 2011, 01:37:48 pm
OMG mod did it
i think
Yeah he's right, tym and bigdick you are both wrong because other mods have done it.
Logged
LeoPhone
Honoured Member
Posts: 0
Re: .7.9.0 Patch notes
«
Reply #76 on:
May 13, 2011, 02:19:36 pm »
can you use more than 2 ap rounds on 1 atg in omgmod (with still other AP round atgs in reserve)?
if yes, what happens if you use 2 ap rounds on one atg, then retreat(or kill) the crew and recrew it? can you use AP rounds again? (again with still other AP round atgs in reserve)
Logged
Hicks58
Development
Posts: 5343
Re: .7.9.0 Patch notes
«
Reply #77 on:
May 13, 2011, 02:21:06 pm »
Well, even if that works, your paying a minimum of 100mp a pop to pull that off. If you do it specifically for the AP rounds, I can see it getting expensive fast.
Logged
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: .7.9.0 Patch notes
«
Reply #78 on:
May 13, 2011, 02:29:57 pm »
Quote from: LeoPhone on May 13, 2011, 02:19:36 pm
can you use more than 2 ap rounds on 1 atg in omgmod (with still other AP round atgs in reserve)?
if yes, what happens if you use 2 ap rounds on one atg, then retreat(or kill) the crew and recrew it? can you use AP rounds again? (again with still other AP round atgs in reserve)
I think(not sure) that if you buy 2 aprounds on 1 atgun and then retreat it you get those 2 back but if you use them both you wont get them back when you recrew it(might be wrong(dont play omg that often anymore))
Logged
BigDick
Guest
Re: .7.9.0 Patch notes
«
Reply #79 on:
May 13, 2011, 03:06:36 pm »
Quote from: PonySlaystation on May 13, 2011, 02:11:13 pm
Yeah he's right, tym and bigdick you are both wrong because other mods have done it.
no im not
its not possible to tie abilities on uses to weapons belonging to no one (world) the only way they might have made it is to use a global pool of ap rounds (something like stacking shells) as offmap and trigger it on recrew
but that will give you on an AT gun more than 2 uses of AP rounds after recrewing (depending how many in reserve)
and actually ap rounds in its current state are powerful
if it would be possible to use them from global pool then their price need to go up to 80-100mun
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