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Flammenwerfers
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Topic: Flammenwerfers (Read 11380 times)
0 Members and 3 Guests are viewing this topic.
AmPM
Community Mapper
Posts: 7978
Re: Flammenwerfers
«
Reply #20 on:
April 02, 2012, 01:44:16 am »
Quote from: Poppi on April 02, 2012, 01:29:57 am
dont people know that you are suppossed to keep a tight group of m10s, atg, zooks, and rr so they can kill those cheap flammens so that arty can wipe out a few of your callins.
45-60 range is super tight, you need to keep all that stuff stacked on top of itself right???
I mean shit, an arty blast has an AoE of like, 10. How would you ever stay scattered enough.
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smurfORnot
EIR Veteran
Posts: 4715
Re: Flammenwerfers
«
Reply #21 on:
April 02, 2012, 02:11:57 am »
I propose we make flames die to single at or m10 shot,and increase pop by 1-2. Also,nerf panther,so 75mm sherman can fight it off,so that volk doesnt get defeated by panther+flammens combo
ARe we gonna start seeing threads,he started with 2 shermans,my shreck+atg combo couldnt beat this,nerf shermans,increase popo to 13 so he cant start with 2?
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Scotzmen
EIR Veteran
Posts: 2035
Re: Flammenwerfers
«
Reply #22 on:
April 02, 2012, 03:59:22 am »
NERF ALL THE THINGS!
Just doesn't have the same effect without pics tbh
.
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aeroblade56
Development
Posts: 3871
Re: Flammenwerfers
«
Reply #23 on:
April 02, 2012, 04:02:12 am »
Quote from: Scotzmen on April 02, 2012, 03:59:22 am
NERF ALL THE THINGS!
Just doesn't have the same effect without pics tbh
.
AB nuff said.
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Quote from: Hicks58 on January 08, 2016, 05:47:37 pm
You are welcome to your opinion.
You are also welcome to be wrong.
Scotzmen
EIR Veteran
Posts: 2035
Re: Flammenwerfers
«
Reply #24 on:
April 02, 2012, 04:04:20 am »
Quote from: aeroblade56 on April 02, 2012, 04:02:12 am
AB nuff said.
I now no know what you mean?
Logged
NightRain
EIR Veteran
Posts: 3908
Re: Flammenwerfers
«
Reply #25 on:
April 02, 2012, 04:23:01 am »
Quote from: aeroblade56 on April 02, 2012, 04:02:12 am
AB nuff said.
Airborne Satchel Charges are OP I agree but you can only have up to 13 airborne infantry and have fucked up pools afterwards.
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Quote from: Unkn0wn on June 05, 2011, 04:01:40 am
Because a forum post should be like a woman's skirt. Long enough to cover the subject material, but short enough to keep things interesting.
Ahnungsloser
Donator
Posts: 1447
Re: Flammenwerfers
«
Reply #26 on:
April 02, 2012, 04:32:33 am »
Quote from: NightRain on April 02, 2012, 04:23:01 am
Airborne Satchel Charges are OP I agree but you can only have up to 13 airborne infantry and have fucked up pools afterwards.
You forget the +1 Satchel Charge T2.
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9th Armoured Engineers
NightRain
EIR Veteran
Posts: 3908
Re: Flammenwerfers
«
Reply #27 on:
April 02, 2012, 04:46:41 am »
Quote from: Ahnungsloser on April 02, 2012, 04:32:33 am
You forget the +1 Satchel Charge T2.
When I did say that satchels are OP I did mean that very tier 2 which gives two of them
30 mun per satchel pl0x
Logged
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Flammenwerfers
«
Reply #28 on:
April 02, 2012, 04:55:39 am »
The problem aint that They are OP, they are way to spammable that is the problem.
for the price of 520 man and 80 fule you can buy 2 units with more effectiveness than a croc and same pop, less fule than a croc and for only 120 more man and ontop of that only 6 pool are way to easily spammable, that is the only thing bad about them and that is what needs to be changed.
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Quote from: Grundwaffe
Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
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Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
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Ahnungsloser
Donator
Posts: 1447
Re: Flammenwerfers
«
Reply #29 on:
April 02, 2012, 05:02:16 am »
Quote from: NightRain on April 02, 2012, 04:46:41 am
When I did say that satchels are OP I did mean that very tier 2 which gives two of them
30 mun per satchel pl0x
I want to increase the "OP-Ness".
Logged
NightRain
EIR Veteran
Posts: 3908
Re: Flammenwerfers
«
Reply #30 on:
April 02, 2012, 05:06:44 am »
Quote from: TheIcelandicDictator on April 02, 2012, 04:55:39 am
The problem aint that They are OP, they are way to spammable that is the problem.
for the price of 520 man and 80 fule you can buy 2 units with more effectiveness than a croc and same pop, less fule than a croc and for only 120 more man and ontop of that only 6 pool are way to easily spammable, that is the only thing bad about them and that is what needs to be changed.
I still believe that their performance versus their cost is near balance. Torching 1 ranger squad actually pays the unit itself back. But the problem is, 2 zooks will destroy it before it manages to torch anyone.
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TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Flammenwerfers
«
Reply #31 on:
April 02, 2012, 05:30:40 am »
but not all companys have zooks, regardless of that the prolem is not balance but amount of them you can have, its like when the volks with fausts and stugs were being spammed to oblivion, the problem was not that you could have a lot of them but you had enough of them to counter the enemy and still have a good counter to the rest of their shit
all i am saying increase the pool so you cant have as many in a company like 8 or increase their pop so you cant feild so many at once.
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smurfORnot
EIR Veteran
Posts: 4715
Re: Flammenwerfers
«
Reply #32 on:
April 02, 2012, 05:37:04 am »
2 atg's can counter few of them easily
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PonySlaystation
EIR Veteran
Posts: 4136
Re: Flammenwerfers
«
Reply #33 on:
April 02, 2012, 06:25:53 am »
The discussion is strategy, not balance, keep it on topic and give useful advice.
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tank130
Sugar Daddy
Posts: 8889
Re: Flammenwerfers
«
Reply #34 on:
April 02, 2012, 08:02:48 am »
I think you are just experiencing the "Flavor of the Day" or in more technical terms (*snicker) the "Meta Game".
It is comparable to Teller mines really. There is nothing wrong with tellers, there are counters, but when some one spams the fuck out of them, they become really fucking annoying and appear OP.
Please read that carefully: I said "Appear OP", not "They are OP".
Same shit with the flammens. Spam the fuckers and they "Appear OP". If you had 2 Shermans on the field at the same time you would roflmao at the flammens.
It is a simple case of what the Dev team is trying to find a balance for, but it is difficult. Spamming the fuck out of something (aka company specialization *cough*bullshit*cough*) can create balance issues. Trying to find a solution to reducing the spammability of units results in some people QQ "I want freedom of build"....
So for now we will just ignore it let you guys bitch about for another year or so........LOL
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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.
3rdCondor
Donator
Posts: 1536
Re: Flammenwerfers
«
Reply #35 on:
April 02, 2012, 09:04:35 am »
Lol, don't nerf flemmenwerfers. They are ONLY useful for the shock attack strategy by terror.
ADDED: How many vet 3's of these do you see? Or vet 2? NONE
why? because they get raped after they kill 2 atgs and an mg... and you're using 3 of them.
«
Last Edit: April 02, 2012, 09:06:55 am by 3rdCondor
»
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Quote from: Alpha TIG on August 08, 2012, 11:55:14 pm
No tits, but i will bake a cake then eat it in honour of Sir Condor The 3rd
Quote from: Smokaz on August 14, 2012, 04:15:58 pm
fuck the pgren rifle, fucking dogshit weapon
Quote from: TheIcelandicManiac on November 28, 2012, 04:04:22 pm
My beautiful black pussy won
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Flammenwerfers
«
Reply #36 on:
April 02, 2012, 09:39:28 am »
Quote from: 3rdCondor on April 02, 2012, 09:04:35 am
Lol, don't nerf flemmenwerfers. They are ONLY useful for the shock attack strategy by terror.
ADDED: How many vet 3's of these do you see? Or vet 2? NONE
why? because they get raped after they kill 2 atgs and an mg... and you're using 3 of them.
I thought it was because there fun disposable units that CAN be effective if used in the right situation. That being said is there never more then merely effective. And while AMPM is often not the sharpest tool in the shed and a start like a panther and few flammens probably would rape you the first time while its being used, if your caught off guard the second or third time it is your fault.
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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
3rdCondor
Donator
Posts: 1536
Re: Flammenwerfers
«
Reply #37 on:
April 02, 2012, 02:03:57 pm »
Agreed Spartan
Nerfing a unit like that is so stupid because they really don't work all of the time, and a player is often sacrificing the entire callin of halftracks for a few kills. It just seems too stupid of an idea to complain about a unit like the Flemmenwerfer halftrack.
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: Flammenwerfers
«
Reply #38 on:
April 02, 2012, 02:45:50 pm »
tankedit: personal attacks removed
Quote from: TheVolskinator on April 01, 2012, 05:56:10 pm
These used to be the laughing stock of EiR, the worst (after the 50mm puma) unit the WM had to offer. After the wipe, all I see is people spamming the fuck out of them, and it works. Mines seldom seem to stop the horde, mass zooks don't work, multiple ATGs, even tiered ones dont seem to stop the rush. So how would one counter companies with 6-12 suicide flammenwerfers in them.
On another note, you can spam them and still afford a Panther on a lv1 company, and still field a VERY balanced and effective company on top of them--in essence, the flammens are an "I win" button vs US players with ATG based AT. The Panther just mops up everything on treads thats not an FF.
tankedit: personal attacks removed
I asked for counters and commented that this was annoying to play against. I didnt say buff, nerf, add, subtract, or change the unit stats. I just said its annoying to fight against--READ--
ANNOYING
, and you can buy a shit ton of them without sacrificing overall company flexibility.
tankedit: personal attacks removed
«
Last Edit: April 02, 2012, 07:03:35 pm by tank130
»
Logged
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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Ahnungsloser
Donator
Posts: 1447
Re: Flammenwerfers
«
Reply #39 on:
April 02, 2012, 03:05:49 pm »
I would not recommend a Sherman to counter them because a Sherman need 4 Hits to destroy just one Halftrack. In this time the HT can
trollol arround the map.
A Tankdestroyer would be the best, but a combo with mines and tank traps for minimizing the flank can be another soloution. If you have none of them
block it with a Jeep while your staying out of the range from the flamethrower.
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