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Author Topic: Weapon cache update x2  (Read 60046 times)
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Smokaz Offline
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Posts: 11418



« Reply #80 on: December 15, 2011, 06:11:40 pm »

I took a aggressive approach because Groundfire is bullshitting you the community. He's making stuff up several times in this thread. Ofc I will take the bad guy vibe, the rebel, the honest but harsh critique. I dont mind meatshield for hard issues or represent unpopular truths. The only one I won't plague is EIRRMOD for obvious reasons :p (not above spreading korean $$$ takeover rumours though)

if you can dig up me ever being so disrespectful to the devs in a thread about a eirr issue by all means try t do so, but i only served what i was given.
« Last Edit: December 15, 2011, 06:13:17 pm by Smokaz » Logged

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Unkn0wn Offline
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« Reply #81 on: December 15, 2011, 06:31:35 pm »

Quote
This is why cache (in its current form) is bad. Look at the inf/veh/tank/support pool values, pretty even yeah? This is pretty much as balanced a company as you can make it. 6 G43 squads, 5 squads with only incendiary assault. Couple MG's, couple shrecks. 50mm halftracks. Panther. Healcar. Hummel. Couple muni HT's. IST. 3 panzerpios with demos. 2 MP44 squads with regular incendiaries. The cache punishes me for using this.

Puddin has a perfectly functioning company with 3 commando snipers and a fuckton of commando piats with demos.
Smokaz (and a few others) still have assault spam companies.
I've seen some 4man KCH PPill spam still.

Isn't that the shit we're trying to stop, not equal distribution (proper combined arms) companies?

For the record, I agree with you on this. It seems to be things are not working as intended.

What world we live in when puddin's companies make it through our anti-spam mechanics and a balanced company doesn't .


Quote
if you can dig up me ever being so disrespectful to the devs in a thread about a eirr issue by all means try t do so, but i only served what i was given.
I'm only pointing out that in taking a less aggressive approach you would have probably added more weight to your statements. Because again, I agree with your criticism, and I'm sure many others do as well. But by putting it the way you did, it's making it far too personal than it should be.

Anyway, keep the input coming. Just be constructive about it.
« Last Edit: December 15, 2011, 06:53:44 pm by Unkn0wn » Logged
Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #82 on: December 15, 2011, 06:52:24 pm »

I took a aggressive approach because Groundfire is bullshitting you the community. He's making stuff up several times in this thread.

What have I made up? I told you guys like it is.

WC pool is complex. It's sql intensive, It requires alot of manhours to work and I wanted to to work now so we can balance it later.

It shouldve been working when it was first implemented, but how can I implement a mechanic that gave no feedback of what was working and what wasnt, or was unintentionally too large?
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PonySlaystation Offline
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« Reply #83 on: December 15, 2011, 06:59:56 pm »

I initially supported the idea of a weapon cache system because two positive changes could come out of it:

1: Upgrades such as assault would be limited. (ie spam upgrades, upgrades like assault that are unbalanced and require little skill to simply mass in large numbers)

2: Players would be able to purchase a small amount units such as rangers without having to pay dearly for it. (ie not having to pay for how a unit performs if you have an entire company of them but rather how they perform in combat)

But why exactly would you want to limit every single upgrade? That makes no sense. Grenades for example require proper coordination and micromanagement to employ and are used to flank and kill HMGs in buildings for example, why would you want to limit that?

If the cache cost is tied to every single upgrade and in just one pool that just hurts the balanced companies which have varied upgrades and will not punish the spammers who just have the same upgrade in larger numbers (because that was the problem if I'm not mistaken).

A more logical solution to this problem would be to just have what BigDick suggested, an increasing cost if you buy many of the same upgrade. I don't care if the idea was voted down, I honestly want to see a proper argument for why the current weapon cache would be a better good system.

Two things can be done to fix the WC:

1: Remove cache cost for "regular upgrades" and keep them for spam upgrades (ie thompsons, RRs, assault, faust etc)

2: Remove WC, implement a cost increase if a player chooses to have many of the same upgrade. (ie if you have more than 4 assault upgrades, every extra assault you buy will cost +5 muni extra)
« Last Edit: December 15, 2011, 07:03:38 pm by PonySlaystation » Logged

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Jodomar Offline
EIR Veteran
Posts: 734


« Reply #84 on: December 15, 2011, 07:15:08 pm »

I'm glad I have star wars to play while this stuff gets figured out. Honestly just put a hard cap or a big dick style system in and be done with it. Enough of this weapons cache too complicated to implement properly bullshit! I actually have an even better idea but I'll make another post about that.
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tank130 Offline
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« Reply #85 on: December 15, 2011, 09:22:10 pm »

Cache needs to be turned off until it can be properly examined and implemented.  We need to be fixing one issue at a time, and the current issue is the warmap, not the cache system.  Not to mention how completely retarded the cache system is anyways...

Two different departments...... different people. One does not effect the other at all in regards to priority or productivity.

just sayin'
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Audemed Offline
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Posts: 644



« Reply #86 on: December 15, 2011, 11:06:10 pm »

PE is now even more broken than before, -62 cache on my previously listed SE company.
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Groundfire Offline
EIRR community manager
EIR Veteran
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« Reply #87 on: December 15, 2011, 11:12:04 pm »

PE is now even more broken than before, -62 cache on my previously listed SE company.

Maybe you should try taking off some upgrades?
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Audemed Offline
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« Reply #88 on: December 15, 2011, 11:14:58 pm »

What, run around with 12 un-upgraded PG's? I've outlined my company, it's the kind that's *supposedly* promoted by the mod. This is just retarded.

EDIT: My ranger company, my terror company, and my armor company are still perfectly fine. All PE are -44 or higher.

Edit 2: Removed enough from SE to get in the black, 315 munitions left over.
« Last Edit: December 15, 2011, 11:18:05 pm by Audemed » Logged
tank130 Offline
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« Reply #89 on: December 15, 2011, 11:21:20 pm »

What, run around with 12 un-upgraded PG's? I've outlined my company, it's the kind that's *supposedly* promoted by the mod. This is just retarded.

EDIT: My ranger company, my terror company, and my armor company are still perfectly fine. All PE are -44 or higher.

Edit 2: Removed enough from SE to get in the black, 315 munitions left over.

Well that doesn't sound like the WC is completely fucked. That sounds like there needs to be an adjustment to PE units cache values.

Could you post a pic of your company and upgrades or a spread sheet or something. Just so we can see where the issue might be in your particular case.

So many people just post it's fucked, but kinda hard to fix unless we can narrow it down.
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Audemed Offline
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« Reply #90 on: December 15, 2011, 11:33:49 pm »

3x mines (2 each) 6
1x goliath (1 each) 6
3x 50mm HT (2 each) 6
1x IST (4 total) 4
6x G43 (4 each) 24
6x AT grenade (2 each) 12
6x Incendiary assault (6 each) 36
2x MG (2 each) 4
2x Assault Grens (4 each) 8
2x Incendiary grenades (2 each) 4
3x Demo charges (2 each) 6
1x Panther (6 total) 6
3x PG Shrecks (6 each) 18
1x Healcar (2 each) 2
1x Hummel (4 each) 4
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Smokaz Offline
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Posts: 11418



« Reply #91 on: December 15, 2011, 11:54:07 pm »

Maybe its the IST mg being 4? Imo all light vehicles below 40 fuels should not take any cache to repair.
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Audemed Offline
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« Reply #92 on: December 15, 2011, 11:58:01 pm »

So an incendiary assault on PG's is worth the same cache as a 4man KCH?
MP44 PG's with an incendiary grenade is worth the same as 4man KCH?
PG's with a G43 and AT nade are worth the same as a 4man KCH?
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Smokaz Offline
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Posts: 11418



« Reply #93 on: December 15, 2011, 11:59:16 pm »

Obviously not
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Computer991 Offline
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« Reply #94 on: December 16, 2011, 12:13:00 am »

Lol faust cost 4 pool
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #95 on: December 16, 2011, 01:16:40 am »

thought fausts cost 2?  Either way, it needs to be turned off until it can be properly implemented, because right now, its screwed up.  Post the values, let a select group of people that represent ALL 4 factions play with the numbers trying to break the system, and see where problems can crop up. 
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Smokaz Offline
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Posts: 11418



« Reply #96 on: December 16, 2011, 02:02:28 am »

8 cache total for fsj with fg42s and faust vs 6 cache rrs Cry

No matter what I do I cant make a decent luft anymore, I go into minus with inf and weapon cache so fast

The problem is that you just can't buy THAT many support pool units for PE

Why should I be forced to buy so many vehicles with Luft :/ I get no buffs for them

Found something that works :/ fuck fielding so much unupgraded pe infantry, whats the point

6 fsj with fg42s
2 Jagdpanzers
1 panzer II
4 fsj tank busters (cheaper cache wise for what they do imo)
1 x 50mm
1 x marder
1 x 88

6 panzergrens (3 w/g43s)
6 luftwaffes (no upgrades)

yay balanced build
« Last Edit: December 16, 2011, 02:17:21 am by Smokaz » Logged
Computer991 Offline
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« Reply #97 on: December 16, 2011, 02:29:04 am »

Whoever fucking thought up of weapons cache should be shot.

HURDURRR IM GOING TO PLAY WITH VANILLA RIFLES NOW BECAUSE I CANT USE ALL MY MUNITIONS.
« Last Edit: December 16, 2011, 02:34:08 am by Computer991 » Logged
Smokaz Offline
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Posts: 11418



« Reply #98 on: December 16, 2011, 02:39:41 am »

I hate this shit so much, and it favors tank guys over infantry guys
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Mister Schmidt Offline
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Posts: 5006



« Reply #99 on: December 16, 2011, 02:40:28 am »

I deduce that people do not particularly like the Weapons Cache.
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