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Weapons Cache needs to go.
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Topic: Weapons Cache needs to go. (Read 37333 times)
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Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Weapons Cache needs to go.
«
Reply #100 on:
December 23, 2011, 12:26:05 pm »
Quote from: Groundfire on December 23, 2011, 12:21:03 pm
The WC pool is no different than any other pool. You can quite easily say that the vehicle and Tank pools overlap with Fuel, but we fail to bring that up.
Look, 4 costs for a unit is more then enough that include mp, mu, fu and the pool. pop adds a 5th cost and wc now adds a 6th, this puts in on par with games like Hearts of Iron which while in my opinion is one of the best games out there but is notoriously small due to its complexity.
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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
Vermillion_Hawk
EIR Veteran
Posts: 1282
Re: Weapons Cache needs to go.
«
Reply #101 on:
December 23, 2011, 12:52:08 pm »
Indeed, adding another layer of depth to the game is not the way to expand past the core playerbase that is currently active.
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What is a man? A miserable little pile of secrets.
- Andre Malraux
- Dracula
tank130
Sugar Daddy
Posts: 8889
Re: Weapons Cache needs to go.
«
Reply #102 on:
December 23, 2011, 01:16:00 pm »
You used to have to purchase Vet. Now you don't
The WC now balances out the complexity again...........trololololo
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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.
Tymathee
Donator
Posts: 9741
Re: Weapons Cache needs to go.
«
Reply #103 on:
December 23, 2011, 01:49:09 pm »
why r the devs fighting so hard for this? clearly the community hates it.
I really think it needs 1 more try and if it still can't be "fixed" to game-play satisfcation, like everything else, it needs to be scrapped
Logged
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.
Audemed
Donator
Posts: 644
Re: Weapons Cache needs to go.
«
Reply #104 on:
December 23, 2011, 03:35:52 pm »
Quote from: Groundfire on December 23, 2011, 12:21:03 pm
The WC pool is no different than any other pool. You can quite easily say that the vehicle and Tank pools overlap with Fuel, but we fail to bring that up.
Im not worried about the new players. In the past 2 weeks, Ive gotten 160 new accounts registered to the launcher. These people are not used to the old paradigm like you all are. I cant speak for them, but maybe they find things easier cause the majority of the community now have to have a portion of their army as un-upgraded infantry if they want to play attritional.
At least you have enough new players to replace the ones that will leave: a proven business model.
For fuck sake, at least fix the PE cache. The rest are workable, but PE is completely fucked and you're too arrogant to admit it.
Logged
tank130
Sugar Daddy
Posts: 8889
Re: Weapons Cache needs to go.
«
Reply #105 on:
December 23, 2011, 03:57:36 pm »
Quote from: Audemed on December 23, 2011, 03:35:52 pm
At least you have enough new players to replace the ones that will leave: a proven business model.
For fuck sake, at least fix the PE cache. The rest are workable, but PE is completely fucked and you're too arrogant to admit it.
It is unfortunate you feel the Dev team is too "arrogant" to admit something. We have clearly stated we are working on it.
We would love to fix PE with the wave of a wand, but that's not the case. We are trying to calculate the correct numbers. Couple that with only a handful of people active on the Dev team right now, plus real life, means it will take some time.
@ Tim,
If we scraped things after only 1 or 2, even 3 tries, this mod would not even exist.
The first time the WC was implemented it did absolutely nothing and did not affect anyone's builds. A clear sign that is was NOT working. The numbers were adjusted and now they have gone too far the other direction in SOME cases.
Now is the really tricky part of finding the right combination. We have to be so careful to get it perfect or the whole community will be QQ again. This means it's going to take more time. If we could try some changes, test drive it, rinse and repeat it would go a lot smoother.
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Smokaz
Honoured Member
Posts: 11418
Re: Weapons Cache needs to go.
«
Reply #106 on:
December 23, 2011, 04:02:19 pm »
But are you sure its what best for the game, and WC being what the players actually want?
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SlippedHerTheBigOne: big penis puma
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Tymathee
Donator
Posts: 9741
Re: Weapons Cache needs to go.
«
Reply #107 on:
December 23, 2011, 04:05:08 pm »
Tank.
I'm not saying to scrap it cuz it doesn't work. I think it works and in most cases does what it's supposed to.
However, my point is that it's meeting ALOT of opposition and if it's faced with a similar amount of criticism and frustration then it may need to go for the betterment of the mod.
I cited previous cases of thing that worked well but met a lot of opposition before being scrapped. Purchasing vet, unit limits, reinforcements etc.
Logged
Audemed
Donator
Posts: 644
Re: Weapons Cache needs to go.
«
Reply #108 on:
December 23, 2011, 04:11:42 pm »
Quote from: tank130 on December 23, 2011, 03:57:36 pm
It is unfortunate you feel the Dev team is too "arrogant" to admit something. We have clearly stated we are working on it.
We would love to fix PE with the wave of a wand, but that's not the case. We are trying to calculate the correct numbers. Couple that with only a handful of people active on the Dev team right now, plus real life, means it will take some time.
Not the dev TEAM, groundfire. Yes, he can fix PE with the wave of a wand, just as he fucked it up in the first place. PE can be fixed very, very quickly with little to no effort:
AT nades: Remove cache cost (not magnetic nades)
Falls faust: 2 cache from 4
Luft G43: 2/0 cache, they're squishy as fuck
MP44 PG's: 3 cache, no reason to be same cache as 4KCH
Shreck PG: 4 cache
Demo charge: 2-> 4 cache
Incendiary assault: 4 cache, it's good but it's sure as fuck not blitz ass/ass warfare
Logged
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Weapons Cache needs to go.
«
Reply #109 on:
December 23, 2011, 04:19:11 pm »
Quote from: Audemed on December 23, 2011, 04:11:42 pm
Luft G43: 2/0 cache, they're squishy as fuck
You just don't know what your doing with them lol
Amabush bonus + 33% accuracy in cover bonus + no negatives when using volley fire + free fg42 = wtfpwn
Logged
AmPM
Community Mapper
Posts: 7978
Re: Weapons Cache needs to go.
«
Reply #110 on:
December 23, 2011, 04:21:54 pm »
Which had nothing to do with pricing for the upgrade. If the doctrine is too powerful nerf it. Balance on the basic ability of the unit and upgrade.
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Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Weapons Cache needs to go.
«
Reply #111 on:
December 23, 2011, 04:29:26 pm »
Quote from: AmPM on December 23, 2011, 04:21:54 pm
Which had nothing to do with pricing for the upgrade. If the doctrine is too powerful nerf it. Balance on the basic ability of the unit and upgrade.
'
Im not saying the doctrine is too powerful, im saying that the g43 cache pricing is fine, I am able to buy 20 g43 with room to spare, but the unit has to be used defensively or supported by other stuff.
Actually i think its the first fun im having in a long time as im able to build my company around a theme with it remaining effective but not OP.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Weapons Cache needs to go.
«
Reply #112 on:
December 23, 2011, 04:53:05 pm »
Quote from: Spartan_Marine88 on December 23, 2011, 04:29:26 pm
'
Im not saying the doctrine is too powerful, im saying that the g43 cache pricing is fine, I am able to buy 20 g43 with room to spare, but the unit has to be used defensively or supported by other stuff.
Actually i think its the first fun im having in a long time as im able to build my company around a theme with it remaining effective but not OP.
Its bad enough that prices don't go up with buffs, but we're now adding ANOTHER layer of costs not reflecting doctrinal buffs?
Please remove weapon cache.
Logged
tank130
Sugar Daddy
Posts: 8889
Re: Weapons Cache needs to go.
«
Reply #113 on:
December 23, 2011, 06:04:15 pm »
Quote from: Audemed on December 23, 2011, 04:11:42 pm
Not the dev TEAM, groundfire.
The weapons cache is not Groundfire. We starting working on the WC months ago. Every member of the Dev team has seen it, commented on it, and was involved in someway or another.
Groundfire did most of the work because he took it on. Everything he did was posted in the Dev forums for review.
So knock it off with the personal lynch mob on Groundfire. This Dev team does not do anything with out the consent of the others in the team. We do not have rogue dev members just doing what the fuck they want anymore. That stopped when Firesparks was removed.
Logged
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Weapons Cache needs to go.
«
Reply #114 on:
December 24, 2011, 02:29:20 am »
can we like, agree that groundfire put alot of effort into it, im hating this blamasphere going in in these furoms.
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Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
hans
EIR Veteran
Posts: 3497
Re: Weapons Cache needs to go.
«
Reply #115 on:
December 24, 2011, 02:40:00 am »
i like the new system, keep it going
Logged
Quote from: brn4meplz on May 06, 2013, 01:52:31 pm
Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: Weapons Cache needs to go.
«
Reply #116 on:
December 24, 2011, 03:46:23 am »
Quote from: tank130 on December 23, 2011, 06:04:15 pm
The weapons cache is not Groundfire. We starting working on the WC months ago. Every member of the Dev team has seen it, commented on it, and was involved in someway or another.
Groundfire did most of the work because he took it on. Everything he did was posted in the Dev forums for review.
So knock it off with the personal lynch mob on Groundfire. This Dev team does not do anything with out the consent of the others in the team. We do not have rogue dev members just doing what the fuck they want anymore. That stopped when Firesparks was removed.
Id also like to add a bit more to this. The whole concept of the WC was concieved mostly by me, as a pool for upgrades. GroundFire just did most of the number for our first run set. So if anyones wants a witch hunt, light the torches and bring it to mah door mofos! :-)
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Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
BigDick
Guest
Re: Weapons Cache needs to go.
«
Reply #117 on:
December 24, 2011, 03:55:10 am »
cache needs to go cos its getting retarded in eir
its like everyone is panda
i see companies with masses 6-8xm10 8xm8, chaffee spam, 5-6 snipers, bunkerspam,demo spam....
its worse than ever before (except the 30 jeep and 30 m8 companies of old eir obm armor)
its spaming what has a good mun/cache ratio or vehiclesam to be able to spend the ressources
it was a quick idea and try of the dev team but also a even bigger failure
can be corrected by removing the cache and everyone is happy
«
Last Edit: December 24, 2011, 04:00:38 am by BigDick
»
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Weapons Cache needs to go.
«
Reply #118 on:
December 24, 2011, 03:55:43 am »
take EIRRMODS sheep hostage, EIRR 1.0 will be done in a week if done so
Logged
Firesparks
Honoured Member
Posts: 1209
Re: Weapons Cache needs to go.
«
Reply #119 on:
December 27, 2011, 01:47:55 am »
weapon cache is just a more restrictive munition substitute. the same munition price this mod has for years and now the dev team is trying to slap a new cost on weapon when they can't got the munition price of the old one perfect to begin with.
the dev team are apparently afraid of actually touching any old spam favorite. stuff like assault or faust could have been fixed by some reworking of the ability but instead they want to keep the old one and decide to slap on a new cost on everything. just putting on a hard limit would have been faster(but no less awful)
The amount of time put implementing this wc and then the time it will take to actually get the wc value "right" could have better spent better balancing the existing doctrines, units, and upgrade.
It's like the doctrine rework last years. The dev team apparently thinks some drastic overhaul will fix thing but all it does is putting thing back to square one.
«
Last Edit: December 27, 2011, 01:56:37 am by Firesparks
»
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