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Q&A for EiR2 Development
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Topic: Q&A for EiR2 Development (Read 18624 times)
0 Members and 8 Guests are viewing this topic.
tank130
Sugar Daddy
Posts: 8889
Re: Q&A for EiR2 Development
«
Reply #40 on:
June 12, 2013, 07:36:54 am »
I hate the blizzards. Just promotes vehicle heavy companies, or campy game play. It is bad for Eir environment.
Some argue you just have to create a company or units to take advantage of it....... yaaaaaa, everyone with the same builds just to tolerate a silly mechanic.
Fine when EiR:2 is nothing but Germans and Soviets. How about when we introduce the other factions back in? WTF would you do with an airborne company?
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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.
XIIcorps
Donator
Posts: 2558
Re: Q&A for EiR2 Development
«
Reply #41 on:
June 12, 2013, 07:40:02 am »
Quote from: tank130 on June 12, 2013, 07:36:54 am
I hate the blizzards. Just promotes vehicle heavy companies, or campy game play. It is bad for Eir environment.
Some argue you just have to create a company or units to take advantage of it....... yaaaaaa, everyone with the same builds just to tolerate a silly mechanic.
Fine when EiR:2 is nothing but Germans and Soviets. How about when we introduce the other factions back in? WTF would you do with an airborne company?
Were airbourne lieutenant, were ment to be surrounded
Logged
Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
Scotzmen
EIR Veteran
Posts: 2035
Re: Q&A for EiR2 Development
«
Reply #42 on:
June 12, 2013, 08:37:37 am »
Quote from: tank130 on June 12, 2013, 07:36:54 am
I hate the blizzards. Just promotes vehicle heavy companies, or campy game play. It is bad for Eir environment.
Some argue you just have to create a company or units to take advantage of it....... yaaaaaa, everyone with the same builds just to tolerate a silly mechanic.
Fine when EiR:2 is nothing but Germans and Soviets. How about when we introduce the other factions back in? WTF would you do with an airborne company?
"It's fine Scottish weather, falling straight down. Well, to the side like"
I'm sure the Scots can endure
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Q&A for EiR2 Development
«
Reply #43 on:
June 12, 2013, 08:40:17 am »
I like the blizzards, it forces you to adapt.
Every army has access to halftracks. So long as you're provided with sufficient warning of what you are fighting in, it should not be an issue.
And yes, I am very much for players having to remake their companies to adapt to battlefield conditions. It's smart and unique and rewards foresight and planning.
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Spartan_Marine88
EIR Veteran
Posts: 4838
Re: Q&A for EiR2 Development
«
Reply #44 on:
June 12, 2013, 08:43:25 am »
Quote from: tank130 on June 12, 2013, 07:36:54 am
I hate the blizzards. Just promotes vehicle heavy companies, or campy game play. It is bad for Eir environment.
ye gads tank, make me want to face desk.
So fucking easy to just bounce infantry to a fire pit before launching an attack. I almost nearly ignore blizzards these days, if you use cover none of your guys are going to drop during the blizzard.
AB could be interesting, your in a battle fighting and suddenly blizzard sets in, your cut off from your reinforcements!
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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
Yes that's me, the special snowflake.
aeroblade56
Development
Posts: 3871
Re: Q&A for EiR2 Development
«
Reply #45 on:
June 12, 2013, 08:45:27 am »
russkis gets neanderthal Reward units a 25 man team with torches and bat.
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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.
AmPM
Community Mapper
Posts: 7978
Re: Q&A for EiR2 Development
«
Reply #46 on:
June 12, 2013, 09:30:02 am »
Unit response feels sluggish, the graphics are ok, not really better, just different style. It's still an old looking engine, like MoW zoomed in.
Balance seems OK, lack of iconic Eastern Front units makes me a little sad, instead they settled for things that...are boring. White Scout car instead of BA series armored cars, no lend lease equipment to be seen outside of that, same old Panzer IV instead of a Panzer III, no improvement to building garrisons (how hard would it have been to implement room clearing or a building assault).
True line of sight seems a little off, you can garrison a 2 story building and still have LoS blocked by some ground level shrubs.
Will EIR2 be able to address an AI fix similar to EIRR? Modify the LoS? etc?
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Contaminator
EIR Veteran
Posts: 161
Re: Q&A for EiR2 Development
«
Reply #47 on:
June 12, 2013, 09:46:55 am »
The blizzards aren't all that bad. I think it would be a better impact on the game if there weren't already fires at almost all of the capture points. Because right now all you have to do is jump to the nearest point and hunker down or skip from point to point warming up before you move on. I always prepare for the blizzard. If I am setting up an mg or mortar in a disputed area I always throw down a fire pit next to them. Its all about prep. And I think removing autofires at points would make the blizzard more important to gameplay.
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Quote from: Tymathee on January 30, 2012, 04:57:43 pm
the nashorn is like a kid with a giant penis, it has no idea how to use it or where to point it most of the time but it could still fuck you
Bear
EIR Veteran
Posts: 903
Re: Q&A for EiR2 Development
«
Reply #48 on:
June 27, 2013, 10:45:52 am »
I wish for eir2 that it is possible to keep capture weapons for transmission into the launcher for an upcoming fight, like veterans.
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Brothers stand tall!
Erst die Heimat, dann die Ferne.
Erst die Erde, dann die Sterne.
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: Q&A for EiR2 Development
«
Reply #49 on:
June 27, 2013, 03:30:12 pm »
MG42s for Everybody!
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Quote from: Grundwaffe
Soon™
Quote from: Shabtajus on May 18, 2013, 02:16:45 am
gj icelandic i am proud of u
Quote from: aeroblade56 on June 21, 2013, 11:47:37 am
Sometimes its like PQ doesnt carrot all.
Work Harder
brn4meplz
Misinformation Officer
Posts: 6952
Re: Q&A for EiR2 Development
«
Reply #50 on:
June 27, 2013, 04:02:30 pm »
Quote from: Bear on June 27, 2013, 10:45:52 am
I wish for eir2 that it is possible to keep capture weapons for transmission into the launcher for an upcoming fight, like veterans.
Thats the design goal.
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He thinks Tactics is a breath mint
Quote from: Unkn0wn on July 31, 2012, 03:50:15 am
Wow I think that was the nicest thing brn ever posted!
Quote from: Bear on June 19, 2013, 01:24:59 pm
the pussy of a prostitute is not tight enough for destroy a condom
AmPM
Community Mapper
Posts: 7978
Re: Q&A for EiR2 Development
«
Reply #51 on:
June 27, 2013, 05:29:57 pm »
Quote from: brn4meplz on June 27, 2013, 04:02:30 pm
Thats the design goal.
Wouldn't this ruin balance after a little while? Especially with support teams able to be retreated, and then recrewed.
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terrapinsrock
EIR Veteran
Posts: 1009
Re: Q&A for EiR2 Development
«
Reply #52 on:
June 27, 2013, 05:34:03 pm »
Vet 3 conscripts with 3 shrecks and the ability to keep them
ohgodwhy.jpg
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:
Hicks58
Development
Posts: 5343
Re: Q&A for EiR2 Development
«
Reply #53 on:
June 27, 2013, 05:40:28 pm »
It's worth noting that originally, CoH2 was balanced for mirror faction play as well as standard play.
Supposing they kept that up into release (And I think they did for all but auto-match, though I'd have to go confirm that due to being tired) it'd be safe to assume that units are statistically balanced to be used against their own factions.
Meaning shit like stealing and keeping enemy vehicles wouldn't be as broken as CoH1. For example, penetration tables for Shermans vs M10's is wonky as all hell in CoH1, but since CoH2 was made with mirror-faction play in mind (Or at least as a component) we shouldn't run into any large issues.
Long story short, EiRR2 should really let you decrew, take, and hold onto an enemy Tiger if you've been lucky and skilful enough to pull it off. Naturally fielding them next game should cost the appropriate amount of resources as if you were buying the unit yourself though, as free units are bad mmkay.
Oh and Terrapin, in EiRR, I'd agree to that being batshit insane but Shrecks are somewhat less kill-everything-on-treads-in-sight weapons in CoH2 lol.
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Quote from: brn4meplz on November 05, 2012, 10:45:05 am
I mean I know Obama was the first one in EiR to get a card. and tbfh the Race card is pretty OP. but Romney has the K.K.K., those guys seem to camo anywhere. So OP units from both sides.
Quote from: Mysthalin on March 27, 2014, 04:57:09 pm
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
brn4meplz
Misinformation Officer
Posts: 6952
Re: Q&A for EiR2 Development
«
Reply #54 on:
June 27, 2013, 05:58:22 pm »
Quote from: AmPM on June 27, 2013, 05:29:57 pm
Wouldn't this ruin balance after a little while? Especially with support teams able to be retreated, and then recrewed.
The breakdown of unit stats in CoH2 is very favorable to Mirror matchups. Not only that but we can implement limiting features if it becomes necessary. Furthermore, we want to explore the options for removing retreat modifiers.
Logged
clonetroopers
EIR Veteran
Posts: 534
Re: Q&A for EiR2 Development
«
Reply #55 on:
June 27, 2013, 08:16:38 pm »
As in you can crush retreating units?
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Q&A for EiR2 Development
«
Reply #56 on:
June 27, 2013, 08:26:33 pm »
Quote from: clonetroopers on June 27, 2013, 08:16:38 pm
As in you can crush retreating units?
Accuracy and damage modifiers would be reduced or gone.
Logged
terrapinsrock
EIR Veteran
Posts: 1009
Re: Q&A for EiR2 Development
«
Reply #57 on:
June 27, 2013, 08:36:26 pm »
Quote from: Hicks58 on June 27, 2013, 05:40:28 pm
Oh and Terrapin, in EiRR, I'd agree to that being batshit insane but Shrecks are somewhat less kill-everything-on-treads-in-sight weapons in CoH2 lol.
Don't know, I have had a vet 3 conscript with 3 shrecks knock out 3 Ostwinds and 2 Panthers in a game......
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Hicks58
Development
Posts: 5343
Re: Q&A for EiR2 Development
«
Reply #58 on:
June 28, 2013, 07:44:13 am »
Until I've had the chance to have my wicked way with CoH2's RGD's, I can't really confirm to what extent any weapon in bulk is going to be a problem.
All I can say for certain is that CoH2 Shrecks
appear
to be less potent than CoH1 Shrecks.
Just bare in mind that we all get occasions of a weapon or unit dealing massive amounts of damage due to luck or good circumstances. That's a part of CoH in general lol.
Logged
EliteGren
EIR Veteran
Posts: 6106
Re: Q&A for EiR2 Development
«
Reply #59 on:
June 28, 2013, 08:46:53 am »
Quote from: Groundfire on June 27, 2013, 08:26:33 pm
Accuracy and damage modifiers would be reduced or gone.
How is this a benefit for a mod based on persistancy?
Logged
Quote from: deadbolt on December 30, 2010, 09:14:16 am
i prefer to no u
Quote from: deadbolt on July 30, 2012, 08:08:48 am
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
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