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Weapons Cache explained
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Topic: Weapons Cache explained (Read 22494 times)
0 Members and 6 Guests are viewing this topic.
SpaceHamster
EIR Veteran
Posts: 131
Re: Weapons Cache explained
«
Reply #60 on:
December 23, 2011, 08:30:40 pm »
Quote from: Smokaz on December 23, 2011, 08:05:46 pm
Puddin, I noticed you posted early on how it was not affecting your companies. But how correct was that? Are you a fan of this system as well?
Additionally, do you think your type of specialization goes against the EIRR ideal? Do your kinds of builds really require to be limited?
before he was saying chaffee's were fine, and then he starts complaining about them being way to good,
But you know what, the weapon cache wouldn't be so bad if it didn't have ridiculous amount of weapon cache needed for a few weapons...
Logged
Quote from: Sachaztan on November 08, 2011, 01:03:50 pm
The warmap is like Dukenukem Forever.
No one thinks it will ever be released, then several years after everyone has given up the little hope they have it gets released from out of nowhere. And then it turns out it sucks.
tank130
Sugar Daddy
Posts: 8889
Re: Weapons Cache explained
«
Reply #61 on:
December 23, 2011, 08:57:16 pm »
Quote from: SpaceHamster on December 23, 2011, 08:30:40 pm
But you know what, the weapon cache wouldn't be so bad if it didn't have ridiculous amount of weapon cache needed for a few weapons...
BINGO!!!!!
and that is why we are working on it and trying to get it balanced.
We just need more people to stop with the sarcastic insulting gibberish and post examples of screwed up builds. It is impossible for the small Dev team to try every combination, but much simpler for the larger community.
If you have an example of a OP, upgrade spam company that can be built with the WC or a completely balanced build that can not, then post it. From that Data we should be able to narrow down the numbers much faster.
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.
Audemed
Donator
Posts: 644
Re: Weapons Cache explained
«
Reply #62 on:
December 23, 2011, 09:17:58 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
Pretty balanced, yeah? Doesn't fit.
Logged
tank130
Sugar Daddy
Posts: 8889
Re: Weapons Cache explained
«
Reply #63 on:
December 23, 2011, 09:19:53 pm »
Looks pretty balanced to me.
As I and a number of other dev members have said already: We know PE is fucked. We are working on it.
I need some examples of other factions as well please.
Logged
tank130
Sugar Daddy
Posts: 8889
Re: Weapons Cache explained
«
Reply #64 on:
December 23, 2011, 09:27:10 pm »
I just popped in the launcher and saw 8 axis online. 6 of them are playing PE. I would really like to know what they are running with the WC in place as it is.
Allidoiswin
Armedshit
brn4meplz
DienBienFoo
Fiddlestix
Logged
Vermillion_Hawk
EIR Veteran
Posts: 1282
Re: Weapons Cache explained
«
Reply #65 on:
December 23, 2011, 09:44:02 pm »
Quote from: tank130 on December 23, 2011, 09:27:10 pm
I just popped in the launcher and saw 8 axis online. 6 of them are playing PE. I would really like to know what they are running with the WC in place as it is.
Allidoiswin
Armedshit
brn4meplz
DienBienFoo
Fiddlestix
Quote from: tank130 on December 23, 2011, 09:12:20 pm
I think we all know PE is screwed
Logged
What is a man? A miserable little pile of secrets.
- Andre Malraux
- Dracula
AmPM
Community Mapper
Posts: 7978
Re: Weapons Cache explained
«
Reply #66 on:
December 23, 2011, 10:05:55 pm »
My Companies that do not fit.
Rifle Infantry Dual t3
14 Rifles with BAR
2 HMG
2 Naked Rangers
2 Engies with Triage
6 Hellcats with Repairs and .50
4 ATGs
2 Mortars
1 Howi
2 Jeeps
Armor Coy is similar in build, but more AT oriented
Terror (farthest from fitting)
6 Grens with Medkits and SMP44
4 Volks with Medkits and SMP44
6 Volks with PFaust and Medkit
3 Volks with PFaust, Med, Mine
3 HMGs
2 Panthers
4 Bikes
2 ATGs
3 Pios with Flamethrower, Med, Mine, Bunker
2 Nebel
2 Minesweepers
Pretty balanced company with lots of options, -58/100
My Blitz Coy that is ALL MP40/Faust Volks with support spam and Tigers fits fine however....
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tank130
Sugar Daddy
Posts: 8889
Re: Weapons Cache explained
«
Reply #67 on:
December 23, 2011, 10:22:26 pm »
Quote from: Vermillion_Hawk on December 23, 2011, 09:44:02 pm
I am so glad you quoted me. Here is a perfect example of where it appears there is a problem because of so much attention on the forums, but in reality, it's not really a problem.
PE is is not completely fucked, yet many have posted it is. The same can be said for "Everyone hates the weapon cache" I agree there is a lot of opposition in the forums, but is it really that bad outside of the forums?
Logged
lionel23
Donator
Posts: 1854
Re: Weapons Cache explained
«
Reply #68 on:
December 23, 2011, 10:26:42 pm »
Yes it is bad outside these forums, but it's only on the forums where it gets noticed (complaining in launcher never gets you anywhere).
Also Tank, you quoted a BLANK for Vermillion Hawk?
Logged
Congratulations, dear sir...I must say, never before have I seen such precise gunnery displayed. - CrazyWR (on Leaderboard Howitzers)
tank130
Sugar Daddy
Posts: 8889
Re: Weapons Cache explained
«
Reply #69 on:
December 23, 2011, 10:29:13 pm »
Quote from: AmPM on December 23, 2011, 10:05:55 pm
My Companies that do not fit.
Rifle Infantry Dual t3
14 Rifles with BAR
2 HMG
2 Naked Rangers
2 Engies with Triage
6 Hellcats with Repairs and .50
4 ATGs
2 Mortars
1 Howi
2 Jeeps
When I look at this company not fitting, I sigh in relief that the weapons cache is working perfectly as intended.
Then I look at this:
Quote from: AmPM on December 23, 2011, 10:05:55 pm
Terror (farthest from fitting)
6 Grens with Medkits and SMP44
4 Volks with Medkits and SMP44
6 Volks with PFaust and Medkit
3 Volks with PFaust, Med, Mine
3 HMGs
2 Panthers
4 Bikes
2 ATGs
3 Pios with Flamethrower, Med, Mine, Bunker
2 Nebel
2 Minesweepers
That's not a overly upgraded company, so why does it not work.
It looks like Axis is getting hit harder than allies. There are exceptions of course, but from most of the comments and info I see, axis needs the most attention.
Thanks for the info, this will help.
Logged
lionel23
Donator
Posts: 1854
Re: Weapons Cache explained
«
Reply #70 on:
December 23, 2011, 10:32:58 pm »
What's wrong with that allied company? That is standard for most allies (though I personally dislike BARs, never fit my playstyle).
But yeah the big thing is the WC seems to be adversely hurting/affecting Wehr/Axis a lot more due to their heavier reliance on upgrades and vehicles compared to allies like Brits and Americans.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Weapons Cache explained
«
Reply #71 on:
December 23, 2011, 10:35:04 pm »
How is THAT axis a overly normal company?
Nebels take out a disproportionate amount of resources compared to cache. I would have to slam my fist into the table and also say: having TWO nebels ain't fucking normal.
However the infantry company is perfectly normal and how doctrine system suggests to play: max out on doctrinally buffed units because
THEY GIVE THE MOST BANG FOR BUCKS.
He uses hellcats to make up for the heavy investment in munitions on AI. His hellcats however have no buffs and are not a problem unless the base unit itself is problematic. He has indirect fire, direct fire and supression.
In a game with shreks and high armor axis tanks his hellcats can't do anything and he will have to rely on AT guns, thus a evenly matched & buffed axis infantry player will be able to contend with him.
«
Last Edit: December 23, 2011, 10:48:26 pm by Smokaz
»
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Mister Schmidt
Lawmaker
Posts: 5006
Re: Weapons Cache explained
«
Reply #72 on:
December 24, 2011, 03:27:39 am »
Yeahhh.. That infantry company is very similar to my own, it's hardly spam.
Logged
Quote from: xez0 on August 29, 2014, 10:57:01 am
and 6th " Main Thing " is you have to Chant " hare krishna hare krishna krishna krishna hare hare hare rama hare rama rama rama hare hare ".
Quote from: Smokaz on November 22, 2011, 09:01:38 am
"Seeing Bigdick in his full sado mask attire, David couldn't help but feel a tingle in his special place.."
BigDick
Guest
Re: Weapons Cache explained
«
Reply #73 on:
December 24, 2011, 04:00:04 am »
companies should be rewarded when being played doctrine themed
doctrines should buff more than one unit type but focus on a specific tree goal
weapons cache needs to be removed asap cos companies are not doctrine themed anymore its spaming whats possible
end of story
Logged
Firesparks
Honoured Member
Posts: 1209
Re: Weapons Cache explained
«
Reply #74 on:
December 24, 2011, 02:52:22 pm »
Quote from: tank130 on December 23, 2011, 08:57:16 pm
BINGO!!!!!
and that is why we are working on it and trying to get it balanced.
We just need more people to stop with the sarcastic insulting gibberish and post examples of screwed up builds. It is impossible for the small Dev team to try every combination, but much simpler for the larger community.
If you have an example of a OP, upgrade spam company that can be built with the WC or a completely balanced build that can not, then post it. From that Data we should be able to narrow down the numbers much faster.
ever heard of keeping it simple? weapon cache is just one more complexity to make it for the fact the current dev members can't balance the weapon or units. It's an excuse to keep certain units or weapon overpower by placing a hard limit on everything. It's a unnecessary restriction on experimentation, variety, and company build.
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
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