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Hauled AT Guns
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Topic: Hauled AT Guns (Read 7771 times)
0 Members and 13 Guests are viewing this topic.
Tymathee
Donator
Posts: 9741
Re: Hauled AT Guns
«
Reply #20 on:
July 23, 2011, 12:28:43 am »
Myst, quit actin like a smart ass and drop it, you proclaim to be the voice of reason alot of times and then you go and trip out like this.
and everyone else, by continuing to argue with him you continue this thread for no reason other than to bicker. there's no point in arguing with him. NO one is going to win this argument, just quit already. Why isn't this locked?
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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.
BigDick
Guest
Re: Hauled AT Guns
«
Reply #21 on:
July 23, 2011, 01:33:32 am »
Quote from: AmPM on July 22, 2011, 10:40:38 pm
If we make them mount into the HT/Bren, they could be transported just fine.
As long as they can't shoot out of the Bren Carrier.
and can we have the KT being mount into a HT too? its often to slow to reach the battlefield for combat before game is finish
Logged
Hicks58
Development
Posts: 5343
Re: Hauled AT Guns
«
Reply #22 on:
July 23, 2011, 07:18:40 am »
Another decent idea gets shot down due to people being they way they are on this forum.
Woohoo!
In before the lock btw.
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.
Mysthalin
Tired King of Stats
Posts: 9028
Re: Hauled AT Guns
«
Reply #23 on:
July 23, 2011, 08:05:32 am »
I am complaining the way I am because I know for a fact that in this particular issue - the dev team has presented ZERO reason as to why they're not implementing this, other than the lack of fully developed animations.
It's been about for literally ages, this idea - and each and every time it's been shot down by the claim of "no animations".
Which I say bollocks to - considering so many other things have been put into the game while lacking full animations.
I have a massive problem with double standards and people pulling rank like that, Tym. It is my opinion that the pulling of rank and double standards that plague EiRR ever so heavily are the main reason the mod isn't advancing faster.
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Smokaz
Honoured Member
Posts: 11418
Re: Hauled AT Guns
«
Reply #24 on:
July 23, 2011, 08:10:02 am »
Plus one to halftrack-towed 57mms kiting and shooting armored cars.
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Hauled AT Guns
«
Reply #25 on:
July 23, 2011, 08:53:44 am »
BKmod did it, BoTB mod did it, ATG hooked onto the back of the HT and and just looked a little 'off' with the crew floating with it
, it was coded as being 'inside' the HT, though appearing outside of it, thereby forcing it not to fire. Took 5 seconds to get it into and out of the HT, so you cant just drive it around and drop it wherever the fuck you feel like. Everyone happy, zomg, relative balance?!?!
Devs, fuck off, you guys did a great job on the mod and nobody is denying it. Doesnt make the community a bunch of mentally defficcient little kids that cant suggest one fucking thing without having to impliment it themselves-- HUR DEE DUR, thats why YOURE the devs.
Community, fuck off as well, devs dont need any more crap thrown at them, theyre hauling ass on the mod and doing a great job with it. Are towed ATGs REALLY that big of a deal? Just wait 20 seconds longer for your ATG to reach the front (nobody really uses HTs that much anyways).
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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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Tymathee
Donator
Posts: 9741
Re: Hauled AT Guns
«
Reply #26 on:
July 23, 2011, 09:14:08 am »
Quote from: Mysthalin on July 23, 2011, 08:05:32 am
I am complaining the way I am because I know for a fact that in this particular issue - the dev team has presented ZERO reason as to why they're not implementing this, other than the lack of fully developed animations.
It's been about for literally ages, this idea - and each and every time it's been shot down by the claim of "no animations".
Which I say bollocks to - considering so many other things have been put into the game while lacking full animations.
I have a massive problem with double standards and people pulling rank like that, Tym. It is my opinion that the pulling of rank and double standards that plague EiRR ever so heavily are the main reason the mod isn't advancing faster.
'
I understand but you just went about it in the wrong way. You of all people should know that that type of verbal tirade doesn't get noticed by the devs. If they don't agree with you fine leave it be. Just cuz one doesn't like it doesn't mean someone else won't, and if they have more clout it gets done.
I've written many a balance thread that at the time no one liked or gave ideas and no one liked or understood at the time that made it into a patch. Personally I think making it able to "unbuild" into a halftrack would work. Maybe make it so you can "unpack" the 57 much like an emplacement and you could put it into a halftrack.
Mind you to balance this, it would have to be really slow or immobile as it wont have the gun but it could well work. Then when you're ready to deploy the HT can "build it" like it does the howie or something
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tank130
Sugar Daddy
Posts: 8889
Re: Hauled AT Guns
«
Reply #27 on:
July 23, 2011, 09:17:48 am »
Quote from: TheVolskinator on July 23, 2011, 08:53:44 am
Devs, fuck off, you guys did a great job on the mod and nobody is denying it. Doesnt make the community a bunch of mentally defficcient little kids that cant suggest one fucking thing without having to impliment it themselves-- HUR DEE DUR, thats why YOURE the devs.
Good news Volks, we do not feel the community is a bunch of mentally deficient little kids that cant suggest one fucking thing without having to implement it themselves. But I do have concerns with some members ability to read before they post.....
Please be advised that DarkSoldierX , (the one who suggested Myst create the animation) is not a Dev member. In fact, prior to my post, the only Dev team member in this thread is Groundfire.
I agree that the engineers should not have been implemented with out correct animations. Sorry Myst, but two wrongs do not make a right, so I disagree that it is a double standard. By that logic we should always make two mistake if we are going to make one. I know that is not your point, but you are really making a mountain out of a mole hill on this subject.
I have no issues with this topic continuing, but you guys need to knock it off with the insults on each other or it's getting locked.
Play nice!!
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Quote
Geez, while Wind was banned I forgot that he is, in fact, totally insufferable
Quote from: Hicks58 on June 05, 2013, 02:14:06 pm
I'm not going to lie Tig, 9/10 times you open your mouth, I'm overwhelmed with the urge to put my foot in it.
Hicks58
Development
Posts: 5343
Re: Hauled AT Guns
«
Reply #28 on:
July 23, 2011, 09:40:15 am »
In my humble opinion, I'd like to see this feature.
I'd be happy enough watching mildly choppy animations for the unique curve it would throw to gameplay... Might make ATG builds less campy, and well thought out flanks more colourful.
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Mysthalin
Tired King of Stats
Posts: 9028
Re: Hauled AT Guns
«
Reply #29 on:
July 23, 2011, 09:44:02 am »
Quote
I agree that the engineers should not have been implemented with out correct animations. Sorry Myst, but two wrongs do not make a right, so I disagree that it is a double standard. By that logic we should always make two mistake if we are going to make one. I know that is not your point, but you are really making a mountain out of a mole hill on this subject.
I wouldn't be making such a big fuss out of the subject if I didn't see a trend going on. Standards of quality that need to be met for something to be implemented are easily bent if somebody on the dev team has a personal interest in it. And to me that is a double standard.
My main point, however, is that the functionality of towed ATGs would far exceed the very very slight lapse in animation that we would see. And since lapses in animation in exchange for functionality have been allowed before, I see no inherent problem with stopping the implementation of towed ATGs based solely upon the factor of lack of animations. (Law of Precedence).
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tank130
Sugar Daddy
Posts: 8889
Re: Hauled AT Guns
«
Reply #30 on:
July 23, 2011, 10:03:18 am »
Fair enough statement Myst, but this is not a court of law.......
In an effort to become better at what we do. I think it is more important to not intentionally repeat mistakes.
If not having towed atgs was game breaking, I would agree to making a sacrifice to quality for it; but in this case, it may or may not be a desirable game change. If it is decided it would enhance the game, then we need to implement it, but with correct animations.
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Katusha
EIR Veteran
Posts: 989
Re: Hauled AT Guns
«
Reply #31 on:
July 23, 2011, 10:49:39 am »
I could've sworn Groundfire posted a video of a working ATG haul, which didn't look half bad. I'll try to find it, from what I remember it looking like, I'd rather have ATG haul implemented with that animation, than not at all.
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Hauled AT Guns
«
Reply #32 on:
July 23, 2011, 04:34:43 pm »
Quote from: Katusha on July 23, 2011, 10:49:39 am
I could've sworn Groundfire posted a video of a working ATG haul, which didn't look half bad. I'll try to find it, from what I remember it looking like, I'd rather have ATG haul implemented with that animation, than not at all.
Ill save you the trouble.
Its not like this addition hasnt crossed my mind, but we really would have to have a long discussion about just towing ATGs as a mechanic by itself, then overlook the fact that it looks wierd, requires alot of custom models and is incredibly advanced RGD work.
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Smokaz
Honoured Member
Posts: 11418
Re: Hauled AT Guns
«
Reply #33 on:
July 23, 2011, 07:25:36 pm »
tldr
groundfire, next generation henchman
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Unkn0wn
No longer retired
Posts: 18379
Re: Hauled AT Guns
«
Reply #34 on:
July 23, 2011, 07:36:58 pm »
Quote
My main point, however, is that the functionality of towed ATGs would far exceed the very very slight lapse in animation that we would see. And since lapses in animation in exchange for functionality have been allowed before, I see no inherent problem with stopping the implementation of towed ATGs based solely upon the factor of lack of animations. (Law of Precedence).
Honestly, I think you're underestimating the effects such a feature would have on gameplay. Essentially it adds a whole new venue to 'safeguard' your ATGs from AI counters. (By allowing them to quickly jump into nearby HTs) It would also add a whole new dimension to assault mechanics when you are able to switfly deploy ATGs pretty much anywhere on the map.
That being said though, I would personally be open to experimenting with it once we have taken care of some higher priority development goals.
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