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Author Topic: Quick rgd patch suggestions.  (Read 28160 times)
0 Members and 5 Guests are viewing this topic.
Hicks58 Offline
Development
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Posts: 5343



« Reply #40 on: November 14, 2013, 03:11:36 pm »

Turn shitty assault grens into super badasses please.

What, 80 HP per man and AB armour not enough for you?
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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.
At the end of the day, however, stormtroopers finally got the anal invasion with a cactus they have richly deserved for years.
tank130 Offline
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« Reply #41 on: November 14, 2013, 04:11:39 pm »

He prolly means 'fix all scar abilities in doctrines'

Then he should prolly learn to read, then read the title of this thread.........
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XIIcorps Offline
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« Reply #42 on: November 14, 2013, 05:52:34 pm »

What, 80 HP per man and AB armour not enough for you?
nah ray probly wants KCH for pe
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XIIcorps Offline
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« Reply #43 on: November 14, 2013, 07:57:04 pm »

Fix 280mm rocket barrage it drops almost instantly (2 seconds) compared to the 5seconds for other offmaps
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aeroblade56 Offline
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Posts: 3871



« Reply #44 on: November 14, 2013, 08:14:18 pm »

Probably make bren carrier turn faster or something.
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You are welcome to your opinion.

You are also welcome to be wrong.
PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #45 on: November 14, 2013, 08:55:40 pm »

We love these types of posts. So detailed and clear, like we have this shit memorized or something....lol

Perhaps you could actually list the issues in a clear and concise manner. Please be sure to make it accurate so the thread does not become a argument of "yes it's broken" - "No it's not"

Airborne
Prepared Positions, Covered Operations, Secured Landing Zones, Improved Defences, Spare Magazines.

Defensive
Rapid Deployment and Prepared Positions T2.

Terror
Diversion T2.

Armor
Calling it in T3 unlock.

Scorched Earth
Counter Attack T2. Scorched Earth T2 unlock.

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tank130 Offline
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« Reply #46 on: November 14, 2013, 09:32:32 pm »

Airborne
Prepared Positions, Covered Operations, Secured Landing Zones, Improved Defences, Spare Magazines.

Defensive
Rapid Deployment and Prepared Positions T2.

Terror
Diversion T2.

Armor
Calling it in T3 unlock.

Scorched Earth
Counter Attack T2. Scorched Earth T2 unlock.



Pony, these are all scar abilities. As per the thread title, we are looking for RGD issues. But thanks for the list,
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XIIcorps Offline
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« Reply #47 on: November 14, 2013, 10:19:38 pm »

Re t2 entrenched positions.
supposed to allow 17pdr emplacement
maybe instead gives increased range of 3-5
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #48 on: November 15, 2013, 06:42:30 am »

Airborne
Prepared Positions, Covered Operations, Secured Landing Zones, Improved Defences, Spare Magazines.

Defensive
Rapid Deployment and Prepared Positions T2.

Terror
Diversion T2.

Armor
Calling it in T3 unlock.

Scorched Earth
Counter Attack T2. Scorched Earth T2 unlock.



I fixed Prepared positions a while ago. The +6 pop? It just never got patched.

That and I didn't know there was anything wrong with spare mags, what's wrong?
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nikomas Offline
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Posts: 4286



« Reply #49 on: November 15, 2013, 06:59:45 am »

Functionality wise I'm quite sure spare mags work correctly, it might have the wrong UI icon but that's hardly enough to call it broken over.
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Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #50 on: November 15, 2013, 07:50:11 am »

I fixed Prepared positions a while ago. The +6 pop? It just never got patched.

That and I didn't know there was anything wrong with spare mags, what's wrong?

Prepared positions is only half fixed. The timer isn't working.

I thought spare mags was just a placeholder. Nevermind, my bad, I'm sure it works nicely.
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tank130 Offline
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« Reply #51 on: November 15, 2013, 08:59:10 am »

I thought spare mags was just a placeholder. Nevermind, my bad, I'm sure it works nicely.


THIS

is why I ignore your list............
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #52 on: November 15, 2013, 09:12:58 pm »

Because I made a small slip up? The rest of the list is still relevant. Fix all the broken stuff. If SCAR stuff can't be fixed, replace it with something else. Can't have so many broken doctrine abilities.
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aeroblade56 Offline
Development
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Posts: 3871



« Reply #53 on: November 15, 2013, 10:50:56 pm »

I fixed Prepared positions a while ago. The +6 pop? It just never got patched.

That and I didn't know there was anything wrong with spare mags, what's wrong?

Airborne riflemen can't get them.
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nikomas Offline
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« Reply #54 on: November 15, 2013, 11:02:42 pm »

Airborne riflemen can't get them.
Does the description say that they should?
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Groundfire Offline
EIRR community manager
EIR Veteran
Posts: 8511



« Reply #55 on: November 16, 2013, 09:10:02 am »

Does the description say that they should?

It does. Ive popped open my AB account and I have pleny of AB rifles using spare mags.

Airborne riflemen can't get them.
Please provide video evidence
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #56 on: November 17, 2013, 04:14:01 am »

I would personally increase time of the offmaps. Those that bomb things that is.

I suppose this needs a bit more details as in why:

Often if game mode is engagement, when all players are on field the offmaps will become available. Why not increase the timer so that the offmaps become available more toward the midgame? Often longest games are 1 hour and shortest 15 minutes. Why not increase the timer closer to that 15 minutes?
« Last Edit: November 17, 2013, 07:30:10 am by NightRain » Logged

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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #57 on: November 17, 2013, 09:45:09 am »

Offmaps are going to be gamey no matter how because of the way they are implemented in EIR. In COH they cost resources, in EIR they are free but limited use. If strafing runs were 150 munitions people would think twice before getting them and not every player would have offmaps. Just an idea. But restricting the time when you can use offmaps is not the way to go. They are needed to counter blobs.
« Last Edit: November 17, 2013, 09:46:41 am by PonySlaystation » Logged
tank130 Offline
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« Reply #58 on: November 17, 2013, 11:20:21 am »

Offmaps are going to be gamey no matter how because of the way they are implemented in EIR. In COH they cost resources, in EIR they are free but limited use. If strafing runs were 150 munitions people would think twice before getting them and not every player would have offmaps. Just an idea. But restricting the time when you can use offmaps is not the way to go. They are needed to counter blobs.

You are very correct IMO.

This is one of the first things we addressed when setting up the design of EiR2. Every doctrine ability, both top tier & bottom tier (although we are getting rid of that) will have a cost.
We are also getting rid of all the useless little abilities and making more powerful ones. By adding a cost, we can create really good abilities but have the ability to balance them.

Of course, this all means nothing until we can mod CoH2. I would love to just completely overhaul EiR:R, but that's not gonna happen....lol
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Spartan_Marine88 Offline
EIR Veteran
Posts: 4838



« Reply #59 on: November 17, 2013, 04:03:51 pm »

We are also getting rid of all the useless little abilities and making more powerful ones. By adding a cost, we can create really good abilities but have the ability to balance them.

So your just copying OMG mod?
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Yes that's me, the special snowflake.
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