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Wacky EIR:R unit ideas/changes
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Topic: Wacky EIR:R unit ideas/changes (Read 7781 times)
0 Members and 3 Guests are viewing this topic.
Scotzmen
EIR Veteran
Posts: 2035
Wacky EIR:R unit ideas/changes
«
on:
June 30, 2011, 08:32:25 am »
So I was reading that thread about kch bull, and thought hey! Let's make a thread for people to post there crazy ideas.
No rules, can be as retarded or as serious as you want.
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Unkn0wn
No longer retired
Posts: 18379
Re: Wacky EIR:R unit ideas/changes
«
Reply #1 on:
June 30, 2011, 08:35:10 am »
http://www.youtube.com/watch?v=5HPft8SZj9o&t=0m15s
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Wacky EIR:R unit ideas/changes
«
Reply #2 on:
June 30, 2011, 08:40:54 am »
Volks that fire fausts.
All the time.
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RoyalHants
EIR Veteran
Posts: 2109
Re: Wacky EIR:R unit ideas/changes
«
Reply #3 on:
June 30, 2011, 08:41:41 am »
Priest with constant arty barrage
Logged
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.
shockcoil
griefer & spammer
EIR Veteran
Posts: 1566
Re: Wacky EIR:R unit ideas/changes
«
Reply #4 on:
June 30, 2011, 09:52:36 am »
Calliope that fires howie shells
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RikiRude
Donator
Posts: 4376
Re: Wacky EIR:R unit ideas/changes
«
Reply #5 on:
June 30, 2011, 10:49:34 am »
real - off map carpet bombing that drops calli rockets
creeping supply drop barrage.
mg42 that shoots stuka rockets.
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Quote from: Killer344
Killer344: "Repent: sory no joke i just had savage diorea"
Quote from: Malgoroth on October 10, 2011, 05:03:49 pm
... or a fat ass cock sucking churchill being stupid
smurfORnot
EIR Veteran
Posts: 4715
Re: Wacky EIR:R unit ideas/changes
«
Reply #6 on:
June 30, 2011, 11:59:05 am »
I win button! not shitty V1 :p
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jackmccrack
EIR Veteran
Posts: 2484
Re: Wacky EIR:R unit ideas/changes
«
Reply #7 on:
June 30, 2011, 12:03:52 pm »
Here's a wacky idea: finished doctrines.
XD I am pissing myself!
Logged
Let's talk about PIATs in a car.
deadbolt
Probably Banned
EIR Veteran
Posts: 4410
Re: Wacky EIR:R unit ideas/changes
«
Reply #8 on:
June 30, 2011, 12:46:05 pm »
Quote from: Scotzmen on June 30, 2011, 08:32:25 am
So I was reading that thread about kch bull, and thought hey! Let's make a thread for people to post there crazy ideas.
No rules, can be as retarded or as serious as you want.
black infantry units.
rooooooofl.
Logged
DERDBERT
Quote from: jackmccrack on August 03, 2014, 01:58:51 pm
Like Jesus, Keeps died for us
He made a funny thread for bear, and got banned.
Now bear makes his own funny thread. It's unsurprisingly not funny.
Keeps died for our funny threads.
skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: Wacky EIR:R unit ideas/changes
«
Reply #9 on:
June 30, 2011, 12:49:22 pm »
Red Ball Express was mostly black drivers, so howie truck should be black driver idd.
Logged
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
COHCommando
EIR Veteran
Posts: 274
Re: Wacky EIR:R unit ideas/changes
«
Reply #10 on:
June 30, 2011, 01:45:45 pm »
commandos with 100 health per man and Elite armour
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TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Wacky EIR:R unit ideas/changes
«
Reply #11 on:
June 30, 2011, 02:34:44 pm »
Idea I had. Dont flame it, read it in it's entirety. Ive triple checked all numbered values, theyre = to what I want them to be.
Combat Medic
Doctrine: U.S. Infantry, WM Defensive, CW Scotting Engineers, PE Luftwaffe.
Unlock Conditions: Unlocked with a chosen T1 unit unlock.
Unit Class: Medical Personnel.
Unit Icon (In-Game): Large ‘medic’ cross.
Unit Skin: Medic skins from vCoH (US, CW, WM), copy WM skin for PE.
Unit Role: Squad member revival.
Build Cost: 350 Manpower, 80 Munitions.
Build Time (vCoH): 30.
Population Upkeep: 1.
Manpower Upkeep: N/A.
Pool Type: Infantry.
Pool Occupation: 6.
# Of Squad Members: 1.
Reinforce Cost Per Man: N/A.
Health Per Man: 100.
Target Type: infantry_heroic.
Critical Type: infantry.
Move Speed: 3.
Sight Range: 5.
Detection Range: 0/7.
Weapons:
-N/A.
Upgrades:
- N/A.
Abilities:
- Man Down! (Passive): The medic will run to any ‘wounded’ downed squad members within a 15 unit radius (same coding as mine detectors automatically removing mines within X radius of the squad, when stopped), whether that player’s or an ally’s, pick him up, and bring him back to his squad at full health. Will then immediately seek out other bodies to pick up and bring back to squads. No cost, no button to be pressed, is ‘always on’.
Capping Speed: N/A. (assuming using vCoH speeds for sector-occupation-capping).
Retreat Modifier: .5.
Veterancy Bonuses:
-Vet1 (? XP): Sight range +5.
-Vet2 (? XP): Body search radius +5.
-Vet3 (? XP): Body search radius +10, Health +20, gains Passive 2 HP/second regen in a 5 unit radius.
Other: An idea I had to bring the underused and discredited Field Dressings ability from the Infantry Doctrine to full fruition.
Logged
Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.
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Mister Schmidt
Lawmaker
Posts: 5006
Re: Wacky EIR:R unit ideas/changes
«
Reply #12 on:
June 30, 2011, 02:37:28 pm »
What if the whole squads dead?
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Quote from: xez0 on August 29, 2014, 10:57:01 am
and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
Quote from: Smokaz on November 22, 2011, 09:01:38 am
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Wacky EIR:R unit ideas/changes
«
Reply #13 on:
June 30, 2011, 02:40:59 pm »
Medic isnt part of a squad, its a seperate unit.
Riflemen squad 10 game units away is attacked by a charging volk, 1 man is downed, wounded. Medic waltzes over, picks the guy up, walks back to the rifle squad, who goes from 5/6 to 6/6 men in it. Nearby allied tommie squad loses 1 man, medic walks over, picks guy up, brings him to that tommie squad. Etc. Its hed move (when carrying) at the very, VERY slow vcoh speeds, so its not like he'll recover everyone. Also shit expensive ^^
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Wacky EIR:R unit ideas/changes
«
Reply #14 on:
June 30, 2011, 02:43:35 pm »
Seems like something you'd use together with elite inf spam.. Imagine fighting airborne in smoke that are also getting recovered like that all the time?
Logged
Mister Schmidt
Lawmaker
Posts: 5006
Re: Wacky EIR:R unit ideas/changes
«
Reply #15 on:
June 30, 2011, 02:44:58 pm »
Quote from: TheVolskinator on June 30, 2011, 02:40:59 pm
Medic isnt part of a squad, its a seperate unit.
Riflemen squad 10 game units away is attacked by a charging volk, 1 man is downed, wounded. Medic waltzes over, picks the guy up, walks back to the rifle squad, who goes from 5/6 to 6/6 men in it. Nearby allied tommie squad loses 1 man, medic walks over, picks guy up, brings him to that tommie squad. Etc. Its hed move (when carrying) at the very, VERY slow vcoh speeds, so its not like he'll recover everyone. Also shit expensive ^^
I know full well what you meant. I mean what if an entire squad dies and bodies are on the floor?
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Wacky EIR:R unit ideas/changes
«
Reply #16 on:
June 30, 2011, 02:47:12 pm »
If so, it could probably be coded to either A drop the body or B the body just dissapears when the medic reaches the spot where the squad was (taking from vcoh, if the medic is walking towards a body and that man "dies", the medic will still walk all the way to where the body is before returning to the medic station. If the medic station is destroyed, the medic will still walk out and recover any bodies within the search radius, but upon his return to the bunker, the medic will cease to exist, along with the body he picked up).
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Wacky EIR:R unit ideas/changes
«
Reply #17 on:
June 30, 2011, 03:04:13 pm »
http://www.youtube.com/watch?v=yqnqLblyNa4&feature=related
LVT-4 Amtrak. Ive wanted to see one of these in CoH for a damn long time, though Im not too sure how easy or hard it would be to model. It would pretty much be a sort of WW2 APC, a cross between, say, an M3 halftrack (troop transport) and maybe an M8 (armor and .50 cal + .30 cal. Ofc no cannon.)
There was an LVT(A)-4 that was armed with a 75mm howitzer, similar to the M8 Scott (M5 stuart variant). It would lack the troop carrying ability, but would offer lightly armored firepower, in likeness to an M8 with an LeGT cannon strapped to it).
The LVT-4 was utilized in the European Theater, in such exploits as helping the 2nd Ranger Battalion cross the Rhine river. It was also used in material transport post-D-Day, and also in some hedge to hedge fighting in particularly under-manned sectors for the first month or so after the initial invasion. IMO, interesting and not-too-unbalanced addition.
«
Last Edit: June 30, 2011, 03:06:50 pm by TheVolskinator
»
Logged
skaffa
Honoured Member
Posts: 3130
The very best player of one of the four factions.
Re: Wacky EIR:R unit ideas/changes
«
Reply #18 on:
July 01, 2011, 07:45:55 am »
US Officer can purchase Panzerschreck !
Logged
Malgoroth
Donator
Posts: 960
Re: Wacky EIR:R unit ideas/changes
«
Reply #19 on:
July 01, 2011, 08:45:23 am »
Nazi dirty bomb.
V1 explosion that irradiates half the map and causes a severe DOT and nasty debuffs.
German railway gun.
V1 explosion that recharges every 10 minutes. Still less OP than FOO.
ME 262 air superiority
For the duration of the game - no allied planes. No para-dropped troops and no commando gliders (fuckers can walk), no recon runs, no white phosphorus, no strafes, no typhoons, nothing. AB and commando players can suck it.
«
Last Edit: July 01, 2011, 08:47:02 am by Malgoroth
»
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