Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 05, 2024, 11:58:07 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: 4
Battles in progress: 0
Battles waiting: 1
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
>
Balance & Design
>
New Unit ideas
Pages:
1
[
2
]
3
4
Go Down
Print
Author
Topic: New Unit ideas (Read 15393 times)
0 Members and 13 Guests are viewing this topic.
PonySlaystation
EIR Veteran
Posts: 4136
Re: New Unit ideas
«
Reply #20 on:
May 07, 2013, 03:37:54 pm »
btw what happened to the tech tree for the warmap?
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.
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: New Unit ideas
«
Reply #21 on:
May 07, 2013, 03:46:36 pm »
Too ambitious for us to accomplish atm. We need to concentrate on actually getting the steam version working first. lol
Logged
Latest Shoutcast:
EIRR Groundcast 11
"The Super Dev Showdown!!"
http://www.youtube.com/watch?v=IOGm79rXWhU
(full version)
AmPM
Community Mapper
Posts: 7978
Re: New Unit ideas
«
Reply #22 on:
May 07, 2013, 04:10:30 pm »
Quote from: Groundfire on May 07, 2013, 03:30:59 pm
Unless there's the context of a tech structure, I don't really see how variants of the same tank would be beneficial to the game.
That for sure needs a tech tree attached to it, along with an incremental technology level grind.
I sent EIRR mod a mock up
Logged
.
.
.
.
.
.
.
.
.
.
.
Marlboroman
EIR Veteran
Posts: 111
Re: New Unit ideas
«
Reply #23 on:
May 14, 2013, 04:03:39 pm »
Quote from: Groundfire on May 07, 2013, 03:30:59 pm
Unless there's the context of a tech structure, I don't really see how variants of the same tank would be beneficial to the game.
That for sure needs a tech tree attached to it, along with an incremental technology level grind.
Panther ausf F Was as different a tank as the P4 H Was to the G, different turret with thicker armor and it Also mounted the same 88mm gun the tiger did.
«
Last Edit: May 14, 2013, 04:11:26 pm by Marlboroman
»
Logged
NightRain
EIR Veteran
Posts: 3908
Re: New Unit ideas
«
Reply #24 on:
May 14, 2013, 10:16:16 pm »
Why are people insisting on new vehicles? No, be reasonable. More infantry. More infantry units please. Give us osttruppe for Wehrmacht and PE.
Logged
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.
XIIcorps
Donator
Posts: 2558
Re: New Unit ideas
«
Reply #25 on:
May 15, 2013, 01:39:05 am »
CW could use some inf love.
Tommies or sappers the choice is limitless..
Logged
Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
XIIcorps
Donator
Posts: 2558
Re: New Unit ideas
«
Reply #26 on:
May 15, 2013, 03:17:08 am »
Quote from: Alpha TIG on May 15, 2013, 02:42:58 am
RCA have Canadian's, RC have Commandos, and RE have flamethrower Sappers
Just because they are all 6-4 65/60HP Soldier armoured guys with Lee Enfields doesn't mean there is no variation XD
(Yes it does!)
1inf per doctrine all almost identical
Variation FTW
Logged
Shabtajus
EIR Veteran
Posts: 2564
The very best player of one of the four factions.
Re: New Unit ideas
«
Reply #27 on:
May 15, 2013, 03:58:44 am »
kanagaroo with krush ability
Logged
Quote from: TheWindCriesMary on April 08, 2013, 11:10:04 am
I feel like if Smokaz and Shab met up it would be a 50/50 tossup to see which one of them robbed the other first.
Quote from: Hicks58 on May 04, 2013, 01:59:39 pm
Tries to convince people he's a good guy,says things like this. Scumbag Shab.
XIIcorps
Donator
Posts: 2558
Re: New Unit ideas
«
Reply #28 on:
May 15, 2013, 05:10:15 am »
Quote from: Shabtajus on May 15, 2013, 03:58:44 am
kanagaroo
with krush ability
that is functional
Logged
XIIcorps
Donator
Posts: 2558
Re: New Unit ideas
«
Reply #29 on:
May 15, 2013, 05:12:09 am »
Quote from: Alpha TIG on May 15, 2013, 03:26:11 am
Well to be fair, Commandos are as different to Tommies as Fallschirmjagers are to Panzer Grenadiers - 20% more survivable, have access to SMG's, and don't have access to the other units weapons.
Have you heard of the projector infantry anti tank, or piat
Logged
TheVolskinator
Administrator / Lead Developer
Posts: 3012
Re: New Unit ideas
«
Reply #30 on:
May 15, 2013, 06:08:55 am »
WM - 'Panzergrenadiere' (4 men w. Elite Armor and 80 HP, 1x Gewehr 41, 1x LMG42, 2x semi-automatic MP44s [stats TBA])
US - Armored Infantry (5 men w. Soldier Armor and 55 HP, 5x M1917 Enfield (less effective than Marine version; can purchase the capability to use the OLD Button Ability)
CW - Polish Carpathian Infantry (6 men w. Soldier Armor and 55 HP, 5x Lee Enfield, 1x Bren LMG by default, have default access to upgrade for Grenades. Can Sprint for an X Manpower upgrade)
PE - 184ª Paracadutisti Div. 'Nembo'/184º Reg. Paracadutisti (copied from my mod's .ucs; for EiR, simply Paracadutisti or 'Parachutists'; 6 men with M1938 Beretta SMGs by default [Berettas were some of the most accurate SMGs of WW2, so, a hyper-accurate MP40, possibly with slightly better moving accuracy], 60-65 HP/Man and Soldier or Airborne Armor, could throw an Italian Bomba a Mano Mod. 35, BREDA! [Italian grenade; pineapple grenade range, appearance w. Stielgrenate blast radius and damage])
US - Heavy Weapons Platoon (6 man squad with an M1919 HMG, a BAR, a Bazooka, and 3 Garands [the BAR and Bazooka CANNOT be slot items, it messes with crewed weapons]; crew = normal riflemen. Default access to the Suppressing Fire ability)
PE, again copied directly from Operation Avalanche's .ucs file -
26ª Monte Div. 'Assietta'/29º Fanteria Reg. Brixia M35
:
Call in a single Brixia 45mm mortar to support your troops. The Brixia was a unique mortar in that it used a seperate firing charge rather than the self-contained shells that most mortars of the era used. The Brixia was noted for its accuracy, though its rate of fire was reduced thanks to its seperate charge and shell, and the piece was unfortunately outranged by other mortars. Its small shell made for less a less damaging blast wave (in fact, the Brixia was more of a 45mm crew served grenade launcher than a true mortar), but the Brixia is regarded as superior to the contemporary M2 60mm and 8 cm Granatewerfer in respect of their relative accuracies and mobility nonetheless. Repute: Competent.
On the Breda Grenade:
Throw an M1935 Breda grenade. These grenades were activated by the pulling of a simple flimsy tab and detonated on contact; this proved unreliable when they either detonated when dropped by accident or failed to detonate even upon hard contact with surfaces. The grenade also proved unfruitful in wounding enemy soldiers with it's poor fragmentation and blast radius.
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.
Getting EiR:R Released on Steam
Forum Rules & Guidelines
NightRain
EIR Veteran
Posts: 3908
Re: New Unit ideas
«
Reply #31 on:
May 15, 2013, 06:38:54 am »
Heavy machinegun team.
Standard 30 cal squad with 3 extra men (6 members total). One thompson included.
Logged
PonySlaystation
EIR Veteran
Posts: 4136
Re: New Unit ideas
«
Reply #32 on:
May 15, 2013, 06:59:43 am »
gief osttruppen with ppsh41.
Logged
ick312
EIR Veteran
Posts: 534
Re: New Unit ideas
«
Reply #33 on:
May 15, 2013, 07:06:57 am »
there are enough crazy units in eirr - before adding new ones, should the old ones be balanced
and if you really want to new stuff, get the panzerwerfer for pe
Logged
Quote from: tank130 on April 18, 2013, 10:06:07 pm
I don't know Wind, that whole 21 virgins thing kinda peaked my interest a little .......
Quote from: EliteGren on December 08, 2013, 06:10:28 pm
From fucking kids to fucking christ, jesus heartmann. Just stop already you filthy monster, you are only making it worse
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: New Unit ideas
«
Reply #34 on:
May 15, 2013, 07:10:12 am »
Balance is a subjective perspective. Might as well have some fun stuff to use.
Panzerwerfer will most likely be in next patch.
Logged
Scotzmen
EIR Veteran
Posts: 2035
Re: New Unit ideas
«
Reply #35 on:
May 15, 2013, 07:17:08 am »
Highland infantry. More health and takes more to suppress them. Access to Stens. Ability to run and no penalty to accuracy when on the move. "For Scotland!" Awwww yeeahh!
Logged
NightRain
EIR Veteran
Posts: 3908
Re: New Unit ideas
«
Reply #36 on:
May 15, 2013, 07:22:46 am »
Quote from: Scotzmen on May 15, 2013, 07:17:08 am
Highland infantry. More health and takes more to suppress them. Access to Stens. Ability to run and no penalty to accuracy when on the move. "For Scotland!" Awwww yeeahh!
MG42 doesnt care. They most likely instantly suppress infantry anyway due to the sheer number of bullets they spray out in one burst
Logged
Scotzmen
EIR Veteran
Posts: 2035
Re: New Unit ideas
«
Reply #37 on:
May 15, 2013, 07:37:03 am »
Scotland never cared about English long bow arrows, bullets are no different
Logged
terrapinsrock
EIR Veteran
Posts: 1009
Re: New Unit ideas
«
Reply #38 on:
May 15, 2013, 08:47:05 am »
Quote from: Groundfire on May 15, 2013, 07:10:12 am
Panzerwerfer will most likely be in next patch.
Logged
Quote from: XIIcorps on June 04, 2013, 09:50:56 am
Bit hard when its flaunted infront of you as a broken reward piece of ass you'll never get to shag with.
Current Vets:
kwiatekkek
okultysta, mistyk, szachista i alpinista.
Posts: 702
Re: New Unit ideas
«
Reply #39 on:
May 15, 2013, 09:08:45 am »
nuff said.
Logged
Quote from: Smokaz on November 22, 2011, 04:36:05 am
"L2P" is like a Auswitcz tattoo on your arm, a mark of the survivor.
Quote from: EIRRMod on October 17, 2011, 05:40:08 pm
*cough* Team Lead is Allied bias, just FYI
Pages:
1
[
2
]
3
4
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...