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Weapons Cache needs to go.
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Topic: Weapons Cache needs to go. (Read 37446 times)
0 Members and 14 Guests are viewing this topic.
lionel23
Donator
Posts: 1854
Re: Weapons Cache needs to go.
«
Reply #80 on:
December 22, 2011, 07:50:49 pm »
+1 to AMPM
The cache system is really broken, I don't understand how such a poor implementation could have been released. I've worked for companies where one needs to run a test environment before just releasing something that hasn't been thought out well.. and frankly I've lost a lot of interest in EIRR until that system gets fixed (Thank god for Star Wars!).
Anyway, the cache system did not even affect any of my allied companies but makes Wehr just unplayable. When did LMGs and MP40s become an issue? I can still run an army of 20+ riflemen SMGs or my 14+ ranger smgs with triage to no effect, yet my Defensive company can barely take fausts and my blitz company can't even use mass MP44s or half LMGs (and KCH, with full upgrades, count 16 against the cache? Is that retarded or what!).
My brits are also unaffected, and so I'm only rolling allies until the cache makes axis attractive again.
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Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Weapons Cache needs to go.
«
Reply #81 on:
December 22, 2011, 07:55:11 pm »
Fausts are an issue but single shreks are not O/o
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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
Hicks58
Development
Posts: 5343
Re: Weapons Cache needs to go.
«
Reply #82 on:
December 22, 2011, 08:02:13 pm »
Why use single LMG's when you got Grenadier Rifles? >.>
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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.
lionel23
Donator
Posts: 1854
Re: Weapons Cache needs to go.
«
Reply #83 on:
December 22, 2011, 11:02:58 pm »
Well how are fausts an issue? You can do a mass sticky bomb company with no huge penalty to your cache and its the same equivalent weapon.
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smurfORnot
EIR Veteran
Posts: 4715
Re: Weapons Cache needs to go.
«
Reply #84 on:
December 23, 2011, 12:29:28 am »
Quote
When did LMGs and MP40s become an issue?
They are OP,dont you know that?
Quote
Why use single LMG's when you got Grenadier Rifles? >.>
both kill stuff,except rifle doesnt cost mun,so wy would anyone wanna take LMG when their purpose is same,yet one is free
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tank130
Sugar Daddy
Posts: 8889
Re: Weapons Cache needs to go.
«
Reply #85 on:
December 23, 2011, 10:36:40 am »
Quote from: lionel23 on December 22, 2011, 07:50:49 pm
snip......I've worked for companies where one needs to run a test environment before just releasing something that hasn't been thought out well..... snip
This makes me LOL.
You
are
the testing department. This mod is still in Beta. That means we are testing things before completing them - you are the Beat testing team.
I guess I need to remind you that:
a.) this is not a "company". It is a group of volunteers
b.) the group of volunteers are all on different time zones. Game testing anything before releasing to the Beta testers (you) is impossible.
c.) it is impossible to test every single combination available with out a large number of players (the community) playing and building companies.
The Dev team has never claimed the WC is complete, balanced, or perfect. The more posts showing glaring issues and spam companies, the better information we have to balance it.
Everyone hated the PP, SP, and pool systems when they first came out as well, but slowly they were tweaked and balanced.
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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.
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Weapons Cache needs to go.
«
Reply #86 on:
December 23, 2011, 11:15:09 am »
/Tank uses evidence and logic!
/It's super effective!
/Thread stops flaming the devs!
No really :|. My allied companies are taking more of a hit then my axis ones, frankly. With their pool costs, cache costs, and high MU intake, my Infantry rangers are obsolete. There is a lack of BARs which IMHO is a change for the better, but this runs into the issue of vanilla allied units generally getting their shit pushed in vs vanilla axis units (PGs + free G43, Luft + free FG42, even nilla grens to name a few). Its not game breaking, just noticeable. I'm also confused as to why riflezooks cost (!) 4 cache points....
Anywho, I can still run balanced companies within the new cache system. It's just that there are less upgrades spread among mainline infantry squads, and people that took triple MU advantages are SOL. The fact that I can find a lot of chacheless axis upgrades exacerbates the issue.
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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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Smokaz
Honoured Member
Posts: 11418
Re: Weapons Cache needs to go.
«
Reply #87 on:
December 23, 2011, 11:15:57 am »
What is the purpose behind limiting stuff like lmgs, mp40s, grenades, sticky bombs etc?
They aren't gaining anything from being spammed.
Thats one question that hasnt been answered.
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Computer991
Donator
Posts: 1219
Re: Weapons Cache needs to go.
«
Reply #88 on:
December 23, 2011, 11:33:49 am »
the cache cost in its current form
is the exact same as a munitions increase
the purchase of a single assault grenade purchase for example will already affect your further company composition big time, because of the high cache cost. Similar to how assault grenades at 100 Mun would severely cripple your company and make their purchase undesirable, the same can be said for assault grenades at for example 10/100 cache.
What this does is not stop people from spamming if they want to but only stop those people who want to get 1 - 2 purchases of assault grenades in a balanced company the cache is doing exactly the same as what they're trying to avoid with it, but it's doing it on an even more drastic level
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Weapons Cache needs to go.
«
Reply #89 on:
December 23, 2011, 11:46:04 am »
Quote from: Computer991 on December 23, 2011, 11:33:49 am
the cache cost in its current form
is the exact same as a munitions increase
the purchase of a single assault grenade purchase for example will already affect your further company composition big time, because of the high cache cost. Similar to how assault grenades at 100 Mun would severely cripple your company and make their purchase undesirable, the same can be said for assault grenades at for example 10/100 cache.
What this does is not stop people from spamming if they want to but only stop those people who want to get 1 - 2 purchases of assault grenades in a balanced company the cache is doing exactly the same as what they're trying to avoid with it, but it's doing it on an even more drastic level
There is no way to fix that. The theory behind the WC is if we kept the price for assault nades low, but with a high cache, it makes up for the price increase while allowing you to spend the remaining munitions that you would have spent on that one purchase of assault on something else with a lower cache cost, giving incentive to buy other things that would have normally not been used.
Ive been seeing MG42 bunkers come back lately cause they have no cache cost. Now if you were blitz, what would you rather spend your 50 munitions on? Assault or a MG42 bunker?
Quote from: Smokaz on December 23, 2011, 11:15:57 am
What is the purpose behind limiting stuff like lmgs, mp40s, grenades, sticky bombs etc?
They aren't gaining anything from being spammed.
Thats one question that hasnt been answered.
Its safe to say that all of these items fall under a similar premise, which is a munitions cost. If you include one set of items in a new restrictive system and not the others, then you will see an overflow of usage into the items that are not restrictive.
It takes the teeth out of a restrictive system by doing this. Why do all units cost some kind of pool? The jeep is harmless, yet it still costs pool. The same concept applies here, even if the there are no problems with the jeep, if jeeps didnt apply to a pool, then you could fill out your entire company with M8s, until your pool is used up, then put the rest of your MP and fuel into jeeps, thus causing an overflow into jeep usage cause they are not restricted.
While this situation is not the most powerful or smart, I hope you can appreciate the scenario.
More resources would be put into buying BARs and LMGs, which ill admit should not be as high a cache cost as they are, but still companies with 20 BARs are still a problem and only help to make the EIRR play environment more hostile to infantry.
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Computer991
Donator
Posts: 1219
Re: Weapons Cache needs to go.
«
Reply #90 on:
December 23, 2011, 11:53:25 am »
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Weapons Cache needs to go.
«
Reply #91 on:
December 23, 2011, 11:57:59 am »
I made a rational and logical comment and thats what you give me in return?
L2presentactualargument plox
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Computer991
Donator
Posts: 1219
Re: Weapons Cache needs to go.
«
Reply #92 on:
December 23, 2011, 12:01:24 pm »
Your argument is stupid and redundant at best, there is no point in arguing with you because I now understand that you won't budge therefore I'm beating a fucking dead horse. Is that so hard to understand?
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Weapons Cache needs to go.
«
Reply #93 on:
December 23, 2011, 12:04:55 pm »
Quote from: Computer991 on December 23, 2011, 12:01:24 pm
Your argument is stupid and redundant at best, there is no point in arguing with you because I now understand that you won't budge therefore I'm beating a fucking dead horse. Is that so hard to understand?
Meh, if munitions increases actually worked, we wouldve done them already. But instead throughout the entire life of Eirr, Assault has been placed between 35 and 70 munitions, yet we still cant find that golden number to make a half dozen viable, yet keep someone from running a fucking company of 20.
So you guys shit on me for trying a different route. Thanx.
«
Last Edit: December 23, 2011, 12:06:29 pm by Groundfire
»
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Computer991
Donator
Posts: 1219
Re: Weapons Cache needs to go.
«
Reply #94 on:
December 23, 2011, 12:06:32 pm »
INCREFUCKINGMENTAL COST
It's quite simple really...like how old EIRR use to work You want to buy more than 12? Fine but its going to cost you 10+ MU or 20+ PER buy..
So the next one will cost you 70...Then 90...then 120 or find a good number that works but incremental cost would be the best route to go.
«
Last Edit: December 23, 2011, 12:08:41 pm by Computer991
»
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Weapons Cache needs to go.
«
Reply #95 on:
December 23, 2011, 12:11:32 pm »
Quote from: Computer991 on December 23, 2011, 12:06:32 pm
INCREFUCKINGMENTAL COST
It's quite simple really...like how old EIRR use to work You want to buy more than 12? Fine but its going to cost you 10+ MU or 20+ PER buy..
So the next one will cost you 70...Then 90...then 120 or find a good number that works but incremental cost would be the best route to go.
I know that would work too. Im just working with the tools that I was given.
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Computer991
Donator
Posts: 1219
Re: Weapons Cache needs to go.
«
Reply #96 on:
December 23, 2011, 12:14:19 pm »
Bro the tools are there the implentation wouldn't take too long if I'm not mistaken
Instead of adding more variables to the game, which is over complicatings things you should just use what is there already.
You gotta think about the noobs man...the Noobs this game is already scary we dont need to make it more scary with additional pools.
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Unkn0wn
No longer retired
Posts: 18379
Re: Weapons Cache needs to go.
«
Reply #97 on:
December 23, 2011, 12:20:36 pm »
I don't think incremental cost is the golden grail, though I do believe some modifications to the current weapons cache would already go a long way in solving the community's concern.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Weapons Cache needs to go.
«
Reply #98 on:
December 23, 2011, 12:21:03 pm »
Quote from: Computer991 on December 23, 2011, 12:14:19 pm
Bro the tools are there the implentation wouldn't take too long if I'm not mistaken
Instead of adding more variables to the game, which is over complicatings things you should just use what is there already.
You gotta think about the noobs man...the Noobs this game is already scary we dont need to make it more scary with additional pools.
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.
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Computer991
Donator
Posts: 1219
Re: Weapons Cache needs to go.
«
Reply #99 on:
December 23, 2011, 12:22:54 pm »
How many of them actually make it to a game tho? It's easy to register...building a company and playing a game is where they stop playing the game.
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