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Author Topic: Weapons Cache needs to go.  (Read 38767 times)
0 Members and 12 Guests are viewing this topic.
FailHammer Offline
EIR Veteran
Posts: 312



« Reply #40 on: December 20, 2011, 11:55:09 pm »

WC should be limited to certain upgrades that become spammable after say 4 or some arbitrary number. right now you are assigning a 4th resource to everything making the economics of company mgmt that much more difficult
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Im not pulling this out of my ass, you tinfoil hat prostitute.
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #41 on: December 20, 2011, 11:58:26 pm »


What other upgrades than assault really do merit limiting?


Assault doesn't even require limiting just an appropriate cost.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #42 on: December 21, 2011, 12:48:57 am »

What other upgrades than assault really do merit limiting?

All upgrades that are too effective in large numbers. Many of them are currently overpriced because of how effective they are in large numbers.

A few examples:

Stormtrooper Mp44
Fallshirmjäger FG42
Commando Sten SMGs
Ranger Thompsons
Airborne Recoilless Rifles
Riflemen Sticky Nades
Volksgrenadier Panzerfaust
Knights Cross Holders Panzerfaust
Panzer Grenadier Magnetic AT Grenades
All 1x Panzershrecks
Riflemen Bazookas
All AT Rifles
Airborne Satchel Charge
.30 Cal HMG AP Rounds
Assault Engineer Shotguns
Assault Grenades
50mm Halftrack
Officer Artillery
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Smokaz Offline
Honoured Member
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Posts: 11420



« Reply #43 on: December 21, 2011, 12:50:04 am »

....What? You serious?
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #44 on: December 21, 2011, 12:59:10 am »

Quote
Officer Artillery

I just LOLED
since officer arty is on global cooldown,you may have 20 officer arty,but guess what,you may USE only 1!!!!! And then it goes on cooldown  Roll Eyes Roll Eyes Roll Eyes Roll Eyes

Quote
Riflemen Sticky Nades
yea,sticky nade spam,fucking scary,spend half of you mun just on sticky,enemy will tremble in fear...

Quote
Panzer Grenadier Magnetic AT Grenades
lol,it's a sticky which is a bit cheaper,but only damages engine on 2min(?)...

half of the shit you mentioned isnt scary at all if spammed,cuz it costs alot...
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #45 on: December 21, 2011, 01:02:51 am »

Smurfornot, read my post before you reply.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #46 on: December 21, 2011, 01:05:46 am »

Quote
All upgrades that are too effective in large numbers. Many of them are currently overpriced because of how effective they are in large numbers.

yes,care to elaborate to me how officer arty is too effective in larger numbers,how stickies are etc? In my TD coy I had lots of AT magnetic mines,and not a single game did somebodyy complained how too effective they were. They just didnt rush inf with armor after they saw few of them flew...
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #47 on: December 21, 2011, 01:13:56 am »

And why do you think they limited officers and increased the cooldown to six minutes? It was because they were too effective in large numbers. Many units and upgrades are overpriced because of this reason and the weapon cache could make sure that players don't have 500 of them while at the same time maintaining a proper cost-to-effect ratio.
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RikiRude Offline
Donator
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Posts: 4376



« Reply #48 on: December 21, 2011, 01:25:23 am »

after consideration, i think i feel that smokaz may be right with his hard cap on stuff.

OR lets say depending on the upgrade in this case let's say faust, there are 6 at their normal price, after that 6th is bought it costs +10mu, after 12 its +20 or something like that.
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smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #49 on: December 21, 2011, 01:35:50 am »

And why do you think they limited officers and increased the cooldown to six minutes? It was because they were too effective in large numbers. Many units and upgrades are overpriced because of this reason and the weapon cache could make sure that players don't have 500 of them while at the same time maintaining a proper cost-to-effect ratio.

so you would decrease cost even more,how are players supposed to spendt munition then?
Unless you cap them to 2,they are still gonna be very effective if you have 3-4 of them on field...
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #50 on: December 21, 2011, 01:37:43 am »

I'm not just talking about the officers, the officers were an example.
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Smokaz Offline
Honoured Member
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Posts: 11420



« Reply #51 on: December 21, 2011, 01:49:22 am »

B3ST PART WAS 30 CAL AP ROUNDS - TOO POWERFUL IN LARGE NUMBERS.
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Smokaz Offline
Honoured Member
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Posts: 11420



« Reply #52 on: December 21, 2011, 01:58:27 am »

And why do you think they limited officers and increased the cooldown to six minutes? It was because they were too effective in large numbers. Many units and upgrades are overpriced because of this reason and the weapon cache could make sure that players don't have 500 of them while at the same time maintaining a proper cost-to-effect ratio.

1) They didnt like that leadership units could rape mainstay armies. So they FIXED the actual problem by giving shared cooldown on the artillery for officers.

They reduced price on some of the popular upgrades, but gave it cache costs. Less of them were fielded - but then they started introducing cache costs to harmless stuff like lmgs, shreks, rrs etc.

Notice how they didnt reduce cost of assault nades? Because deep inside their minds they know that there is no general premise for how this system is supposed to encourage system (cache cost, price decrease = lie), because it was a lame lame lame mindfart allowed to the detriment of the game which probably is being argued hardcore internally by the devs.

It's not overpowered to have a army of pure airborne, of pure grenadiers or mass pumas or whatever. This idea that some units can solve all tasks given to them ingame is pure fail.
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #53 on: December 21, 2011, 02:16:22 am »

B3ST PART WAS 30 CAL AP ROUNDS - TOO POWERFUL IN LARGE NUMBERS.

They are quite powerful against PE but mostly they are just insanely overpriced.

They didn't increase the cost for assault because it's an ability that will be reworked.

Weapon cache or not some units (like many of the ones I have mentioned) are really overpriced and should go down in cost. Some of them have gone down in price recently but it's not finished, the same thing goes for WC, it's far from finished.
« Last Edit: December 21, 2011, 02:21:47 am by PonySlaystation » Logged
BigDick
Guest
« Reply #54 on: December 21, 2011, 03:18:25 am »

assault grenades are already overnerfed
no one will can get a good use out of it in a small amount - doesn't matter if its cos of pricing or cos of 100 weapon cache each

what will make you kill usually more? - 2 volks for 380/100 or a kch?

the power of assault grenades is that people use their company less cautious, keep the enemy moving and overrun them to steal/destroy their support weapons if the team keeps up and isn't to cautious either - otherwise it will fail horrible

i saw the same power on aggressive rifle users
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kwiatekkek Offline
okultysta, mistyk, szachista i alpinista.
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Posts: 702



« Reply #55 on: December 21, 2011, 03:19:30 am »

It is  funny to see  what  will pop out if you  type WC in the google  graphics
http://www.google.pl/search?q=wc&um=1&ie=UTF-8&hl=pl&tbm=isch&source=og&sa=N&tab=wi&ei=9aPxTqnYNs6yhAfJsvGfAQ&biw=1360&bih=899&sei=96PxToLtNoXEswajtM3tDw
strangely compelling, eh ?\
Smiley
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BigDick
Guest
« Reply #56 on: December 21, 2011, 08:17:58 am »

lolz

i've found groundfire digging for cache points that needs adjustment Cool Cool Cool

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EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #57 on: December 21, 2011, 08:32:05 am »

They didn't increase the cost for assault because it's an ability that will be reworked.

Source?
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i prefer to no u
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
smurfORnot Offline
EIR Veteran
Posts: 4715



« Reply #58 on: December 21, 2011, 11:15:57 am »

Quote
2 volks for 380/100

actually 120mun for volks.
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #59 on: December 21, 2011, 11:38:24 am »

lolz

i've found groundfire digging for cache points that needs adjustment Cool Cool Cool



That made me chuckle.  Roll Eyes
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