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Author Topic: Building effective companies  (Read 5232 times)
0 Members and 6 Guests are viewing this topic.
CrazyWR Offline
EIR Veteran
Posts: 3616


« on: August 09, 2012, 04:20:58 pm »

I'm curious why it seems people these days are against people winning games through the launcher or 'building effective companies'.  If one person builds a shitty company, and the other person builds a very effective company, regardless of composition, the person with the effective company should win, unless there's an even wider gap in player skill.  Lately it seems that people are doing all they can to nullify company building and trying to put everything into an equal footing.  I don't understand this viewpoint and would love someone to explain to me why building a good company is a bad thing.  It seems some people prefer to only have player skill decide games, and are leaning towards the direction that all doctrines and company builds should be roughly identical.  To me, this removes one of the key pieces of skill from EIR, as I've always considered building effective companies to be 70% of the battle...
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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #1 on: August 09, 2012, 04:23:19 pm »

Spam Companies that are good in the meta. GG
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #2 on: August 09, 2012, 04:25:19 pm »

so the only way  you think people build effective companies is thru spam?  I have to completely disagree with that.  Its incredibly simple to build effective companies with a large variety of units that serve multiple roles and thus give a user a large amount of soft counters.
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #3 on: August 09, 2012, 04:37:53 pm »

A proper good company and a capable player trumps almost anything with proper teamwork.

Spam companies fall flat on their face if they hit a single stumbling block, or lose the few key units too quickly



I wouldn't say that company creation is 70%. But taking the wrong stuff against the wrong stuff is a nearly guaranteed loss
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #4 on: August 09, 2012, 04:52:22 pm »

Company Build 50%

Map/Game Size 40%

Skill 10%
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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #5 on: August 09, 2012, 04:54:34 pm »

Company Build 50%

Map/Game Size 40%

Skill 10%

+1
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RikiRude Offline
Donator
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Posts: 4376



« Reply #6 on: August 09, 2012, 06:11:20 pm »

you forgot a big part of the equation ampm, teammates/team work.

company building id say is 40%, team work is 30%. the other 30% is for whatever!
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #7 on: August 09, 2012, 06:38:01 pm »

What silly conjecture. People are building companies and always wondering "what is good" so what is actually being discussed here? Some secret agenda to stop people from having winbutton companies?
You wanna talk to the hardcap men then. It's they who feel you should have 1 king tiger even with fuel for two.

The problem that is above your grasp is that everyone should be able to build a battlecruiser and not be limited to a floating toilet if the war is at sea, nor be using sword & shield vs lasers on land.
« Last Edit: August 09, 2012, 06:43:07 pm by Smokaz » Logged

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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #8 on: August 09, 2012, 07:08:28 pm »

The trick to building a company is not

"what do i want to do"

its "what do i have to do" to win
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hans Offline
EIR Veteran
Posts: 3497



« Reply #9 on: August 10, 2012, 03:55:01 am »




le me feeling like , AWWYEAHHH wanna play with coool tiger today. OH yeah wanna vet it up, fuuuuuuun.



METAGAME SAYS NOOOO, dude there are too many TANKDESTROYERS OUT THERE.



to win u have to use this !!!!!



le me, fuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
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Also, bad analogy ground, My vegetables never pissed on my ego when I decided they defeated me and gave up on dessert.
NightRain Offline
EIR Veteran
Posts: 3908



« Reply #10 on: August 10, 2012, 07:20:10 am »

To be fair Hans post is quite accurate when it comes to Tiger companies.

Spam companies- idk what those are.

70% Company build
5% Map
25% Skill
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #11 on: August 10, 2012, 09:39:53 am »

25% Company Build.
25% Individual Skill.
25% Team Efficiency (Amalgam of both teammate's skill and cohesion with team).
12.5-25% Map.
0-12.5% Luck.
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8thRifleRegiment Offline
EIR Veteran
Posts: 2210



« Reply #12 on: August 10, 2012, 10:42:28 am »

Tiger most epic tank, still not the greatest, id love to see tiger and KT do something for once, other then in stomps.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #13 on: August 10, 2012, 10:54:41 am »

This is ten percent luck, twenty percent skill
Fifteen percent concentrated power of will
Five percent pleasure, fifty percent pain
And a hundred percent reason to remember the name.

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tankmaster23 Offline
EIR Veteran
Posts: 98



« Reply #14 on: August 10, 2012, 11:42:21 am »

 I find it funny how everyone cried about w/c because they wanted to build there own company without restrictions on what they could take but when you see most company builds they are all the same ...  and hell most just watch what a few in the mod build and copy straight from them ..

 and what is spam come on now


 Rocksitter
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SophiaT1991 Offline
EIR Veteran
Posts: 159


« Reply #15 on: August 10, 2012, 11:52:21 am »

Away with all hardcaps and availability and in with progressive pricing.
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hans Offline
EIR Veteran
Posts: 3497



« Reply #16 on: August 10, 2012, 11:54:35 am »

I find it funny how everyone cried about w/c because they wanted to build there own company without restrictions on what they could take but when you see most company builds they are all the same ...  and hell most just watch what a few in the mod build and copy straight from them ..
(...)

because the coys that get most and best buffs are being taken most. Unfortunately we have a few successful and powerful builds and many many utter crap builds. IF u want to win, just simply copy successful coys. Calli without maingun? no, u dont find that. sadly a company wasteland these days...
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #17 on: August 10, 2012, 12:05:01 pm »

I find it funny how everyone cried about w/c because they wanted to build there own company without restrictions on what they could take but when you see most company builds they are all the same ...  and hell most just watch what a few in the mod build and copy straight from them ..

 and what is spam come on now


 Rocksitter

I don't want to stop "spam", i want restrictions based only on resources and I want balanced doctrines that are all equally effective in general game play.
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #18 on: August 10, 2012, 12:22:53 pm »

I want balanced doctrines that are all equally effective in general game play.

IMPOSIBRU
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You are welcome to your opinion.

You are also welcome to be wrong.
Heartmann Offline
Officer of Kindness
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Posts: 1776



« Reply #19 on: August 10, 2012, 03:44:19 pm »


Tbh, it was only in the beginning of my EiR gaming that i spammed units, like fjs ^^, after awhile u realize you need synergy, SPECIALLY when facing better players with better micro, you MUST create situations that challenge there ability to multi-focus different units, attacking with combined arms is something that i always advocate to new players, especially when facing better more advanced players and coy builds, using smoke with flame, suppression with grenade, frontal sacrifice with flanking kill-manuver, give ground to lure into mine trap then pummel with arty etc.

Create situations and coys that will allow you to take control of field, make them play on your terms, do not try and create coys to stop there way of playing, since you will still be playing a game of chase, since countering there play stile is often still playing on their terms.

Better to do something very unexpected and sometimes very risky, to create holes and punch through, make them dance to your tune as it where Wink
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