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0.7.9R Patch Notes
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Topic: 0.7.9R Patch Notes (Read 86113 times)
0 Members and 4 Guests are viewing this topic.
Mgallun74
EIR Veteran
Posts: 1478
Re: 0.7.9R Patch Notes
«
Reply #80 on:
July 11, 2011, 03:05:38 pm »
hmmmmmmm, seems like a bitch slap to Allied people, especially TR companys like mine that need 57mm to be effective, and well in order for me to keep my 4 57mm, i have eliminate probably one or 2 AI units, that are needed to protect them 57s..
ya, good change.
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: 0.7.9R Patch Notes
«
Reply #81 on:
July 11, 2011, 03:07:51 pm »
Quote from: Mgallun74 on July 11, 2011, 03:05:38 pm
hmmmmmmm, seems like a bitch slap to Allied people, especially TR companys like mine that need 57mm to be effective, and well in order for me to keep my 4 57mm, i have eliminate probably one or 2 AI units, that are needed to protect them 57s..
ya, good change.
What do you THINK the nerf was meant to do? Buff your company?
Logged
Mgallun74
EIR Veteran
Posts: 1478
Re: 0.7.9R Patch Notes
«
Reply #82 on:
July 11, 2011, 03:10:23 pm »
Quote from: Mysthalin on July 11, 2011, 03:07:51 pm
What do you THINK the nerf was meant to do? Buff your company?
no, but it hurts it and not sure why change was made, i suppose i can take off AP rounds and keep all 4, but meh, havent played in like a month, played a few the last few days, good the see the status quo lol.
time to go back to other games
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smurfORnot
EIR Veteran
Posts: 4715
Re: 0.7.9R Patch Notes
«
Reply #83 on:
July 11, 2011, 03:12:09 pm »
if it hurts you,it also hurts axis,since price up isnt one sided
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Mgallun74
EIR Veteran
Posts: 1478
Re: 0.7.9R Patch Notes
«
Reply #84 on:
July 11, 2011, 03:16:17 pm »
Quote from: smurfORnot on July 11, 2011, 03:12:09 pm
if it hurts you,it also hurts axis,since price up isnt one sided
ya, just noticed. no biggie i guess.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: 0.7.9R Patch Notes
«
Reply #85 on:
July 11, 2011, 03:30:39 pm »
Quote from: Mgallun74 on July 11, 2011, 03:10:23 pm
no, but it hurts it and not sure why change was made, i suppose i can take off AP rounds and keep all 4, but meh, havent played in like a month, played a few the last few days, good the see the status quo lol.
time to go back to other games
*Facepalm*
The point of nerfing ATGs was to hurt ATG centric companies. It's how logic works.
Logged
PonySlaystation
EIR Veteran
Posts: 4136
Re: 0.7.9R Patch Notes
«
Reply #86 on:
July 11, 2011, 03:47:58 pm »
Yay a patch! Most changes look great. I just have a few questions/statements.
Quote
- Sherman upgun now costs 30 F instead of 60 Mun
That seems very cheap. AT 60 MU you'd lose something but 30 fuel is barely anything. Which is a bit sad because I want to see both up-guns and regular ones. Having a fuel cost for this upgrade is a step in the right direction it just needs some polishing.
Quote
- Sideskirts now cost fuel instead of Munitions; 25 F for Stug, 30 for PzIV, 40 for Panther
Again very cheap. If the fuel cost is too much for the actual unit then reduce the fuel cost for it and increase the fuel cost for the skirts to balance it out. Skirts should be an investment, not something that's so cheap it's basically included in the price.
Quote
- Tank Hunters T1 ketten can now buy 2 mines for 50 ingame MU
Awesome. Also Bergetiger vet. Awesome.
Quote
- Armored Car accuracy increased to be in line with the Puma
Wait a minute, Increased? Did you recently buff the Puma AC? I thought the PE AC was way better than the Puma?
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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.
Smokaz
Honoured Member
Posts: 11418
Re: 0.7.9R Patch Notes
«
Reply #87 on:
July 11, 2011, 03:51:21 pm »
It translates nicely, skirts used to be 60 muns, now they're 30 fuel. Upgun used to be 60 munitions, now its 30 fuel. Whats wrong with it?
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
RikiRude
Donator
Posts: 4376
Re: 0.7.9R Patch Notes
«
Reply #88 on:
July 11, 2011, 03:55:46 pm »
upgun on sherman is fine, it should be cheap since it loses its ai.
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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
Mgallun74
EIR Veteran
Posts: 1478
Re: 0.7.9R Patch Notes
«
Reply #89 on:
July 11, 2011, 03:56:33 pm »
Quote from: Mysthalin on July 11, 2011, 03:30:39 pm
*Facepalm*
The point of nerfing ATGs was to hurt ATG centric companies. It's how logic works.
well, thanks for ruining the way i like to play, and my companies setup.. this is a extra 120 mun for me, which right now iam at zero.. now in order to make the TR company useful i have to probably cut back on AP or some AI stuff.
guess some people wanted to roll around in their tanks more freely now. and by increasing the price in the m10 and m18 along with the 57mm makes us companies have a bit harder time coming up with a good setup of counters for the massive amounts of german armor rolling around.
Logged
AmPM
Community Mapper
Posts: 7978
Re: 0.7.9R Patch Notes
«
Reply #90 on:
July 11, 2011, 04:14:25 pm »
Quote from: Mgallun74 on July 11, 2011, 03:56:33 pm
well, thanks for ruining the way i like to play, and my companies setup.. this is a extra 120 mun for me, which right now iam at zero.. now in order to make the TR company useful i have to probably cut back on AP or some AI stuff.
guess some people wanted to roll around in their tanks more freely now. and by increasing the price in the m10 and m18 along with the 57mm makes us companies have a bit harder time coming up with a good setup of counters for the massive amounts of german armor rolling around.
Lol, god forbid you have to make a choice on how to build a company.
Its really very little change.
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Mgallun74
EIR Veteran
Posts: 1478
Re: 0.7.9R Patch Notes
«
Reply #91 on:
July 11, 2011, 04:16:01 pm »
Quote from: AmPM on July 11, 2011, 04:14:25 pm
Lol, god forbid you have to make a choice on how to build a company.
Its really very little change.
i do make choices, after each game, re do some stuff.. but this is a extra 120 mun we are talking about. so ya.. i guess the tankers got their way on this change.. now they can roam around knowing there wont be tons of atgs anymore.
Logged
AmPM
Community Mapper
Posts: 7978
Re: 0.7.9R Patch Notes
«
Reply #92 on:
July 11, 2011, 04:20:11 pm »
Quote from: Mgallun74 on July 11, 2011, 04:16:01 pm
i do make choices, after each game, re do some stuff.. but this is a extra 120 mun we are talking about. so ya.. i guess the tankers got their way on this change.. now they can roam around knowing there wont be tons of atgs anymore.
I my allied Coy I still have 4 atgs, stickies, and at least 6 TDs. How can you not handle tanks again?
Logged
PonySlaystation
EIR Veteran
Posts: 4136
Re: 0.7.9R Patch Notes
«
Reply #93 on:
July 11, 2011, 04:20:21 pm »
Quote from: RikiRude on July 11, 2011, 03:55:46 pm
upgun on sherman is fine, it should be cheap since it loses its ai.
Loses? Isn't the difference miniscule?
Logged
AmPM
Community Mapper
Posts: 7978
Re: 0.7.9R Patch Notes
«
Reply #94 on:
July 11, 2011, 04:22:55 pm »
Yes, kills 1 man always still.
Logged
Mgallun74
EIR Veteran
Posts: 1478
Re: 0.7.9R Patch Notes
«
Reply #95 on:
July 11, 2011, 04:23:03 pm »
Quote from: AmPM on July 11, 2011, 04:20:11 pm
I my allied Coy I still have 4 atgs, stickies, and at least 6 TDs. How can you not handle tanks again?
not everyone is as Elite as you, and need to play different styles
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: 0.7.9R Patch Notes
«
Reply #96 on:
July 11, 2011, 04:26:51 pm »
Quote
guess some people wanted to roll around in their tanks more freely now. and by increasing the price in the m10 and m18 along with the 57mm makes us companies have a bit harder time coming up with a good setup of counters for the massive amounts of german armor rolling around.
Technically the hit to pak38s and pak40s will also allow your TDs to have an easier time hunting enemy armour
. Not to mention it's probably going to be a little easier on medium tanks as well. Try to see both sides to the story, we aren't specifically targeting your playstyle, unless your playstyle is to build walls of ATGs that is. As a TR company I don't see why you can't cut back on some AI upgrades a little, maybe rely on Quads or other F based platforms to back up your ATGs, etc.
«
Last Edit: July 11, 2011, 04:29:21 pm by Unkn0wn
»
Logged
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: 0.7.9R Patch Notes
«
Reply #97 on:
July 11, 2011, 04:27:14 pm »
Why did you guys not lower the pop on the wirbles to 8?
Logged
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Mysthalin
Tired King of Stats
Posts: 9028
Re: 0.7.9R Patch Notes
«
Reply #98 on:
July 11, 2011, 04:28:37 pm »
Quote
well, thanks for ruining the way i like to play, and my companies setup.. this is a extra 120 mun for me, which right now iam at zero.. now in order to make the TR company useful i have to probably cut back on AP or some AI stuff.
Yet fucking again, I fail to see your problem. The point of nerfing ATGs was to nerf ATG-centric companies.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: 0.7.9R Patch Notes
«
Reply #99 on:
July 11, 2011, 04:31:00 pm »
Now mysth, he brought up a fair point that it does specifally hit 'Tank Reapers' a little more than other companies since TR does build specifically around the heavy use of ATGs. But there's no reason why he couldn't just cut back on some AI or find AI alternatives to BARs or whatever it is he is using to support them.
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