Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 04, 2024, 11:44:08 pm
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 5
Battles in progress: 1
Battles waiting: 0
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
Balance & Design
>
[CW] Infantry Rework
Pages: [
1
]
2
Go Down
Print
Author
Topic: [CW] Infantry Rework (Read 9574 times)
0 Members and 7 Guests are viewing this topic.
PonySlaystation
EIR Veteran
Posts: 4136
[CW] Infantry Rework
«
on:
September 09, 2011, 03:01:17 pm »
I really don't like how the Commonwealth faction works in vCoH. Basically they're focused around emplacements, which is not really fun to play with or against. In EIR the emplacements were removed but that left a big gap which still hasn't been filled. I'm not saying that emplacements should be brought back, they should be changed in to mobile weapons instead, like how the 17pndr currently works.
What I'm thinking about is their infantry, which needs a rework. In vCoH they were expensive infantry but also all-around rambos which meant that they didn't really require any real micromanagement. Officers only made this worse by encouraging players to blob all their infantry together. I know EIRs aim is to be as close to vCoH as possible but you must agree that this faction (at least their infantry) is awful, relic really messed up this one, and you know it.
In my opinion what needs to be done is:
Tommie Infantry should become more like other infantry, they shouldn't be rambo soldiers. They also need a grenade and that's where rifle grenades should be, rifle grenades should not be a weapon upgrade they should be an ability much like the panzerfaust. They could also use some variety, like another type of infantry. I'm not proposing a huge change to this unit. I'm saying rifle nades need to change, they need another type of infantry and I think they should get slightly less health and instead slightly more damage output.
Sappers should work like how builder units work in the other factions which is primarily as flamethrower support and as a builder of course, which is why they should be weak so that other units have to support them and lower pop so they can be effective as sandbag/wire builders. The Piat could be kept the same (with 4 man sapper if required).
Officers should just be upgrades to infantry squads so the officer becomes a part of the squad. It should not buff units around it but rather just improve the squad a little and maybe have some ability. They should still be limited however, I'm not saying it should be possible or effective to a captain or a lieutenant in every squad.
Here are the units I'm suggesting:
Light Infantry - 4 pop
4 man cheap infantry much like volksgrenadiers but only four man so you'll need to have more of them. Can be upgraded with a lieutenant and 4x Lanchester SMGs. The idea is that their cheap and low pop so you can have many of them but they have low survivability, meaning they require more micromanagement.
Tommy Infantry - 5 or 6 pop
6 man basic infantry can be upgraded with Bren LMGs or AT rifles and a captain. Instead of grenades they have rifle grenades which is an ability rather than a weapon upgrade, they fire a rifle grenade at a designated target like a house for example, rifle grenades have slightly longer range than regular grenades but do less damage. The idea is that they have about the same squad health as a riflemen but are six men so they have slightly more firepower and if upgraded with a captain they come closer to grenadier squad health.
Sappers - 3 pop
3 man infantry with pistols and slightly more health than engineers can be upgraded with a flamethrower or 3x Thompsons with drum magazines. The idea is that they work like pioneers and engineers so they are weak and need other infantry to support them. The flamethrower is good for clearing houses and the Thompsons are better at other close quarter fights.
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.
AmPM
Community Mapper
Posts: 7978
Re: [CW] Infantry Rework
«
Reply #1 on:
September 09, 2011, 03:10:18 pm »
What are you talking about? Tommies are AWESOME in EIRR.
No, your engineers do not need SMGs and Flamers.
No, Brits have commando's if you want SMGs.
Rifle Nade is awesome as is, great useful upgrade.
Logged
.
.
.
.
.
.
.
.
.
.
.
PonySlaystation
EIR Veteran
Posts: 4136
Re: [CW] Infantry Rework
«
Reply #2 on:
September 09, 2011, 03:13:32 pm »
Quote from: AmPM on September 09, 2011, 03:10:18 pm
What are you talking about? Tommies are AWESOME in EIRR.
No, your engineers do not need Flamers.
They're boring and generic, they don't require any micro and they're stronger just because they don't have any real mg counters. They need flamers and rifle nades should not be a permanent weapon because that's not what it is, it's a grenade and it works horribly bad in the game as a permanent weapon. They're also in need of a grenade.
Logged
Vermillion_Hawk
EIR Veteran
Posts: 1282
Re: [CW] Infantry Rework
«
Reply #3 on:
September 09, 2011, 05:48:57 pm »
I like rifle grenades, they have their applications, and can be used to devastating effect on occasion. I rally don't see this rework as being too necessary. Tommies do their job in EiRR just fine. More micromanagement != better faction.
Logged
What is a man? A miserable little pile of secrets.
- Andre Malraux
- Dracula
RikiRude
Donator
Posts: 4376
Re: [CW] Infantry Rework
«
Reply #4 on:
September 09, 2011, 07:32:45 pm »
The only idea I like from the OP is the idea of just buying an officer in the squad.
What would be cool is if you could buy an officer upgrade for your squad, this would give your tommies the LT and Capt benefits, add an extra man to the squad (the officer) and cost some MU, MP, and maybe even raise the pop to 6.
Logged
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
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: [CW] Infantry Rework
«
Reply #5 on:
September 09, 2011, 07:55:32 pm »
Defeats the purpose of officers then. Although it would be cool to be able to purchase something like a Sgt, armed with a sten. Might convey 5% accuracy boost when in X cover type.
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.
Getting EiR:R Released on Steam
Forum Rules & Guidelines
spinn72
EIR Veteran
Posts: 1802
Re: [CW] Infantry Rework
«
Reply #6 on:
September 09, 2011, 08:56:11 pm »
I believe firesparks was trying to work on something similar, but the idea got shut down a long time ago :\
Logged
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: [CW] Infantry Rework
«
Reply #7 on:
September 09, 2011, 11:00:59 pm »
Quote from: PonySlaystation on September 09, 2011, 03:13:32 pm
They're boring and generic, they don't require any micro and they're stronger just because they don't have any real mg counters.
see, this entiere sentence shows how little you know about brits.
1. Generic? they got rifle grenades and boys at rifle. Now everyone has them but brits had them first.
2. dont require micro? Brits might be stronger but a skilled player facing them knows how to exploit there weakness. Too many wher and PE players treat brits and ami mirrors and suffer for it.
3. No mg counter? A british soldier is borne with a rifle grenade in his hand. smoke and use it. Or better yet creep around and hit it.
Brits do not need to become mirrors.
In rereading your wall of text i came to realize. This is a rage post about riflenades.
In my opinion relic fucked up on grenades (not the brits), they shouldnt be an upgrade, they shouldn't have cost munitions (although cd/limited supply helps) as unless your a russian every soldier should have one.
«
Last Edit: September 09, 2011, 11:06:06 pm by Spartan_Marine88
»
Logged
Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
Smokaz
Honoured Member
Posts: 11418
Re: [CW] Infantry Rework
«
Reply #8 on:
September 10, 2011, 01:50:15 am »
let LTs buff riflenades more!
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Mister Schmidt
Lawmaker
Posts: 5006
Re: [CW] Infantry Rework
«
Reply #9 on:
September 10, 2011, 01:51:38 am »
I disagree with every single point.
Is this a serious post btw? Regardless, I found it hilarious.
Nice try.
Logged
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.."
PonySlaystation
EIR Veteran
Posts: 4136
Re: [CW] Infantry Rework
«
Reply #10 on:
September 10, 2011, 06:09:07 am »
Seriously? you actually like how their infantry are currently? Also wtf is this talk about mirroring? Just look at the Soviet infantry in Eastern Front, it's nothing like WM or US infantry because they all have different stats, weapons and abilities, kind of like what I proposed, CW just seems like an unfinished faction in the first place and there is never any serious gameplay from it. People in EIR just use the faction to exploit stupid strategies.
Mister Schmidt are you are serious guy? yeah I can see that. "Oh no change not good, I just want to spam sapper flamers in smoke and fail horribly at it."
The only thing this would actually do is give CW some versatility, increase the number of possible company designs and give them some micromanagement options. But that all sounds horrible right? Because CW were fine in vCoH right? and the small changes made to them in EIR made them ok right?
Logged
Mister Schmidt
Lawmaker
Posts: 5006
Re: [CW] Infantry Rework
«
Reply #11 on:
September 10, 2011, 06:17:11 am »
No, change is good, except when the proposed changes are stupid and unnecessary.
But seriously, having Dawn of War squads in EiR is like, although realistically it could be cool, it would be silly to convey buffs to nearly every squad.
Also, you claim tommies are rambos, and in terms of hp yes, but they do have the shittiest guns in the game pretty much, so it's justified.
«
Last Edit: September 10, 2011, 06:22:16 am by Mister Schmidt
»
Logged
PonySlaystation
EIR Veteran
Posts: 4136
Re: [CW] Infantry Rework
«
Reply #12 on:
September 10, 2011, 06:21:03 am »
Quote from: Mister Schmidt on September 10, 2011, 06:17:11 am
No, change is good, except when the proposed changes are stupid and unnecessary.
You don't see the contradicting irony in your posts?
Logged
Smokaz
Honoured Member
Posts: 11418
Re: [CW] Infantry Rework
«
Reply #13 on:
September 10, 2011, 06:24:09 am »
Exceptions can be contradictions because, well they are exceptions. But please do continue, seeing pony and schmidt go at it will probably be like Goofey and Donald Duck squabbling with their animal grunts.
Logged
Mister Schmidt
Lawmaker
Posts: 5006
Re: [CW] Infantry Rework
«
Reply #14 on:
September 10, 2011, 06:25:30 am »
Nah I don't bother with Pony anymore, waste of my time
Logged
spinn72
EIR Veteran
Posts: 1802
Re: [CW] Infantry Rework
«
Reply #15 on:
September 10, 2011, 07:06:51 am »
Quote from: PonySlaystation on September 10, 2011, 06:09:07 am
Mister Schmidt are you are serious guy? yeah I can see that. "Oh no change not good, I just want to spam sapper flamers in smoke and fail horribly at it."
Sigged for awesomeness.
Logged
jackmccrack
EIR Veteran
Posts: 2484
Re: [CW] Infantry Rework
«
Reply #16 on:
September 10, 2011, 09:57:32 am »
I would by flamers on so many Sappers
Logged
Let's talk about PIATs in a car.
Audemed
Donator
Posts: 644
Re: [CW] Infantry Rework
«
Reply #17 on:
September 12, 2011, 08:59:42 pm »
I have to also disagree with your OP. I don't think those changes would really do much to actually
help
brits at all.
OTOH, though, i fucking hate riflenades implementation. Should be more like a cooldown based targeted grenade, just at a longer range. High accuracy, 30s/1m CD, higher dmg, all 5 rifles fire normally when not firing nades.
Logged
RikiRude
Donator
Posts: 4376
Re: [CW] Infantry Rework
«
Reply #18 on:
September 12, 2011, 09:03:21 pm »
Quote from: Audemed on September 12, 2011, 08:59:42 pm
I have to also disagree with your OP. I don't think those changes would really do much to actually
help
brits at all.
OTOH, though, i fucking hate riflenades implementation. Should be more like a cooldown based targeted grenade, just at a longer range. High accuracy, 30s/1m CD, higher dmg, all 5 rifles fire normally when not firing nades.
that sounds like a really cool idea i have to say.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: [CW] Infantry Rework
«
Reply #19 on:
September 13, 2011, 02:58:40 pm »
Why not just give Lee-Enfields 10 damage per shot? Its still not on par with 12-dmg-volks k98s, but its better then doing as much damage as a carbine--jack shit.
Logged
Pages: [
1
]
2
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...