Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
December 02, 2024, 04:38:20 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: 0
Battles in progress: 0
Battles waiting: 5
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
>
General Discussion
>
Weapons Cache needs to go.
Pages:
1
...
6
7
[
8
]
Go Down
Print
Author
Topic: Weapons Cache needs to go. (Read 37336 times)
0 Members and 3 Guests are viewing this topic.
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Weapons Cache needs to go.
«
Reply #140 on:
December 27, 2011, 07:05:58 pm »
Quote from: Demon767 on December 27, 2011, 05:01:07 pm
Hey Cockhead, learn to fucking read
Wtf is with this reply, i gave a fucking EXAMPLE where the EIRRTEAM wiped the doctrines, which was was a horrible idea resulting in the lowest player pop.
your fucking key word "turn off" will result in the EXACTLY the same fucking situation that has been done before. you were given eyes to read, fucking use them
Actually no, there is a world of difference between the doctrine wipes and a temporary disabling of doctrines to ensure the core balance of things. Unfortunately you are too much of a fucking idiot to understand the basic concept of laying a proper foundation for a game.
«
Last Edit: December 27, 2011, 07:09:36 pm by Spartan_Marine88
»
Logged
Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Weapons Cache needs to go.
«
Reply #141 on:
December 27, 2011, 07:10:34 pm »
I Gave a EXAMPLE,
EXAMPLE
EXAMPLE
EXAMPLE!!!!!!!!!!!!!!!
What do they both do
Ill use your term
TURN OFF THE DOCTRINES
What happened last time EIRR did that
EIRR POPULATION DROPPED
WHY CANT YOU FUCKING UNDERSTAND
Logged
Generalleutnant of The Reichs Wolves
Nevergetsputonlistguy767
tank130
Sugar Daddy
Posts: 8889
Re: Weapons Cache needs to go.
«
Reply #142 on:
December 27, 2011, 07:13:11 pm »
Quote from: AmPM on December 27, 2011, 06:20:49 pm
But neither can you make a general company that uses multiple types of upgrades either.
You will when the cache is balanced. You are basing your argument on the current numbers. Every Dev team member has said the numbers need to be tweaked.
Logged
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.
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Weapons Cache needs to go.
«
Reply #143 on:
December 27, 2011, 07:15:06 pm »
Because it was not the same thing Demon.
I would argue further but you clearly are an idiot and looking for a fight. If you had any braincells or a clue what of what you were actually talking about you wouldn't have gone straight to insults.
Also, as turning off doctrines shouldn't involve wiping companies which was the problem then no problem would exist.
«
Last Edit: December 27, 2011, 10:23:15 pm by Spartan_Marine88
»
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Weapons Cache needs to go.
«
Reply #144 on:
December 27, 2011, 09:54:51 pm »
Another thing cache doesnt reflect, is the amount of upgrades carried on a single squad. ONE fully upgraded terror/pills/faust/vehicle mine volk/kch costs 12 cache. This is FAR too expensive. It can be crushed by a single tank in 1 second. A faust does NOT hinder allied tanks from running over them. A hellcat for a KCH squad? No problem man, I dont even have engine damage.
I buy this squad to contend with allied infantry, any supporting unit that negates the kch will have rendered my 12 cache kch unable to contend with a bunch of 5 cache bars.
Also cache prices need to differentiate for platform. KCH faust spam is less of a problem because of the overall cache and muni cost of the platform while volk faust spam perhaps need to be 1 point more.
«
Last Edit: December 27, 2011, 10:06:25 pm by Smokaz
»
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: Weapons Cache needs to go.
«
Reply #145 on:
December 28, 2011, 04:00:53 am »
You are a fucking moron if you believe that wiping doctrines and turning off doctrines doesnt mean making eirr doctrineless.
Logged
PonySlaystation
EIR Veteran
Posts: 4136
Re: Weapons Cache needs to go.
«
Reply #146 on:
December 28, 2011, 06:35:27 am »
Quote from: tank130 on December 27, 2011, 07:13:11 pm
You will when the cache is balanced. You are basing your argument on the current numbers. Every Dev team member has said the numbers need to be tweaked.
Yes and the way to fix the numbers is to decrease the cost for regular upgrades, so why not just remove the costs for regular upgrades and with that steamline most of problems with the WC?
The whole specialization idea makes no sense at all. It's like saying that Assault is overpowered with Panzerschrecks but instead of changing Assault we'll increase the cost for Panzerschrecks so that Assault spammers can't cover up their weaknesses in AT.
But balance doesn't work like that. Assault isn't overpowered because of Schrecks. Assault is overpowered because it can deal a lot of damage without requiring any real micromanagement or planning.
You could fix Assault by simply changing the ability or increasing the cost slightly until you reach a balanced level.
But why would you mess with Panzerschrecks if they are balanced and thus have nothing to do with this equation, wouldn't that just hurt all the players who use different upgrades?
The idea basically comes down to nerfing other upgrades so that the overpowered ones somehow get balanced?
Honestly, if you can't explain the idea better than EIRRMOD did then it should go away, because it's far from convincing, it's very contradictive. It does exactly the opposite of what it sets out to do and even if you change the numbers it's still a broken idea, it's where the WC falls apart.
Changing the cache numbers to save the WC will only reduce the severity of the problem, it won't actually fix anything.
«
Last Edit: December 28, 2011, 06:37:20 am by PonySlaystation
»
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.
Unkn0wn
No longer retired
Posts: 18379
Re: Weapons Cache needs to go.
«
Reply #147 on:
December 28, 2011, 07:16:20 am »
I made this suggestion:
http://forums.europeinruins.com/index.php?topic=22292.0
Although truth be told, the more I think on it the more I believe a pool based approach for upgrades would be a better (and cleaner) alternative. (I.e RRs on AB increase AB pool to 8, bars increase riflemen pool to 1, etc. So upgraded units weigh a little heavier in their respective pools) I don't think much is needed to 'enable' this in the launcher.
Either that or the MP approach, which is much more comprehensive though.
«
Last Edit: December 28, 2011, 07:21:24 am by Unkn0wn
»
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Weapons Cache needs to go.
«
Reply #148 on:
December 28, 2011, 07:24:48 am »
Sorry unknown, but you can't do your idea with the current doctrines. It will heavily favor some doctrine paths while taking a dump on others.
Jonny Cache already does this right now (among other idiotic things), but your idea would further widen the gap between base spam w/cheap upgrades and upgraded people. Upgradespecializeguy wouldn't even be able to max out on his doctrine stuff, while basicunitbuff-hordespamguy could pick whatever upgrades he wanted depending on his defiency.
Example of this is commandos vs any of the axis inf spam T4s.
Who was it that mentioned Oak leaves spam as being such a powerful gimmick? I'm about to drop below 1-1 W/L ratio on the account I inherited from Two because it sucks so much. And he left me with eight fucking vet 3 oak leaves.
«
Last Edit: December 28, 2011, 07:28:07 am by Smokaz
»
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: Weapons Cache needs to go.
«
Reply #149 on:
December 28, 2011, 07:34:12 am »
That's a fair problem, although it could be argued that the guy spamming upgraded elite infantry is running a far more powerful build than the guy who's just spamming BAR riflemen with stickies and nades. In addition, you can now run more unupgraded elite infantry, which still benefit from the doctrine bonuses as well. (Unlike before, you can actually build an entire army of them if you want)
Also, we could broaden the system and include non-elite infantry as well, so that even BARs will increase your riflemen pool by 1 or 2 points.
Essentially what you'd be doing is having Airbourne at the current pool, but with RRs they'd be back at the pool they were several patches ago. Those doctrines were viable then, so they'll surely be viable again now. (Although some upgrades may warrant a pool cost that is 1 or 2 higher, still no big deal)
«
Last Edit: December 28, 2011, 07:35:50 am by Unkn0wn
»
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Weapons Cache needs to go.
«
Reply #150 on:
December 28, 2011, 07:37:56 am »
Whats the argument behind eliteinfantryguy doing a more powerful build? One guy is concentrating his force and taking more risk for reward, the other guy plays the long game and also tries to get the most out of his "bet". You are referring to the mystical spam factor again.
What was the problem with being able to build a army the way you want if the units are well priced?
Units being priced wrong is one of the most inexcusable lackings of EIRR, because this is a launcher change which you can do very fast without a patch. All that should be needed for it is for BT to make a thread about it and get a majority vote. :/
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: Weapons Cache needs to go.
«
Reply #151 on:
December 28, 2011, 07:49:02 am »
What I'm suggesting is merely that we keep the elite unit pool costs at their current values, but raise those values again with upgrades, similar to the level where they were before the pool cost. This will in no way harm doctrine specialisation. It'd just be a much cleaner way to go about having unupgraded elite infantry 'weighing less' than upgraded ones. I don't see how you can possibly oppose it.
Then in a second stage we could experiment with (slightly) increasing the (normal) base unit value for some upgrades like for example mines. (So that pioneers with mines will weigh a little heavier than those without)
All this does is it effectively allows us to better balance unit pool costs based on upgrades.
(This is the prime reason we wanted a weapons cache in the first place)
I'm not getting into the argument of pricing being able to solve all our issues, which I know from 4 years of experience is simply not the case. We need some sort of mechanism to control
SOME
(not all in my opinion) powerful upgrades the same way we needed a mechanism to control powerful units. If you're arguing against this, then you should also be arguing against the unit pools. (Since unit pricing alone should suffice in controlling the issue, no?) Currently unit pool costs are some sort of 'compromise' between unupgraded units and how powerful they get with upgrades. With differentiated pool costs based on upgrades we'd strike a MUCH better balance in regards to unit pool costs.
Also, you're more than welcome to assist the Balance team in their task. I'd like to see you draw up a list of all incorrectly priced units or upgrades. And I am willing to bet money on the fact that just making those price changes is not going to make the problem go away entirely. (Price is only one of several factors)
«
Last Edit: December 28, 2011, 07:51:56 am by Unkn0wn
»
Logged
Firesparks
Honoured Member
Posts: 1209
Re: Weapons Cache needs to go.
«
Reply #152 on:
December 28, 2011, 01:44:12 pm »
some of the unit and upgrades are inherently broken. That's why you change them to become less broken. It seems like the SDT have already given up on actually fixing balance and hope to force balance by implementing wc to further hard limit everything. Maybe Skaffa with his new position can actually do some good but at this point I think it's a long shot.
Given time and enough effort weapon cache can probably work but the team should be trying to directly balance the game instead. I'm sure the guy doing WC value is actually capable of helping with balance as well, or we are handing wc to someone you wouldn't trust with balance?
This whole "SDT" and "BT" deal has become an end to itself for you guys. Whether it's a team or an individual it's only a mean to bring a better game to us and making the community happy. There's nothing inherently sacred about "team" if it isn't working out. you're trying to force an option and keep preaching how much better it is.
You can call the people on the forum the noisy minority but honestly how else do you gauge people's reaction.
«
Last Edit: December 28, 2011, 01:50:08 pm by Firesparks
»
Logged
With sufficient thrust, pigs fly just fine. However, this is not necessarily a good idea. It is hard to be sure where they are going to land, and it could be dangerous sitting under them as they fly overhead. -- RFC 1925
Pages:
1
...
6
7
[
8
]
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...