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killing mod?
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Topic: killing mod? (Read 10364 times)
0 Members and 6 Guests are viewing this topic.
Bear
EIR Veteran
Posts: 903
Re: killing mod?
«
Reply #20 on:
March 26, 2014, 05:43:29 pm »
since I start to play EIRR was the allied just op and it was very hard for the axis to win and not really fun to play but after the last wipe was for me the balance fine.
Sure some units was op of every side but a good game need some superstars and the axis wasnt just OP, you can see this on the leaderboard w/l quote, but it wasnt easy for allied to win a battle, maybe they was missing the fun, just to play and stump the axis and so the most allied player leave this Mod and the Axis was the hole summer alone, just any player like rollinghamster, commiekiller, andy and some other was there and this is for me the only really probleme here and not the disable doctrines now.
But why isnt its possible to give both sides the same power without losing the fun?
but pls not this spam shit
«
Last Edit: March 26, 2014, 05:52:23 pm by Bear
»
Logged
Brothers stand tall!
Erst die Heimat, dann die Ferne.
Erst die Erde, dann die Sterne.
XIIcorps
Donator
Posts: 2558
Re: killing mod?
«
Reply #21 on:
March 26, 2014, 05:44:26 pm »
If docs come back as is then the last 2 months are naught for nothing.
I wont be back if they come back as is.
some will care, others wont thats life I guess.
Logged
Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
Hicks58
Development
Posts: 5343
Re: killing mod?
«
Reply #22 on:
March 26, 2014, 05:54:54 pm »
Quote from: Bear on March 26, 2014, 05:43:29 pm
since I start to play EIRR was the allied just op and it was very hard for the axis to win and not really fun to play but after the last wipe was for me the balance fine.
Bear, in the absolutely nicest way possible:
The Allies were not OP. Your playstyle was not conductive to EiRR, you and Chain liked to sit back with arty and doom forts which crumbled to the fire and manoeuvre style of EiRR. It wasn't until the recent months that you guys started to learn and adapt to it.
Logged
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.
Bear
EIR Veteran
Posts: 903
Re: killing mod?
«
Reply #23 on:
March 26, 2014, 06:02:03 pm »
I can only say what I saw and I was so angry about this for me OP allied that I had play 2012/13, I guess, about 9 Month only Allied and after this the Axis was going better after some updates and specially after the last wipe and my favorite allied tank calli lose his maingun. so for me it seems that any was angry that I was playing as allied much better like as axis and this was helpfully for the axis than but maybe the impression deceives me
Logged
XIIcorps
Donator
Posts: 2558
Re: killing mod?
«
Reply #24 on:
March 26, 2014, 06:05:58 pm »
Quote from: Bear on March 26, 2014, 06:02:03 pm
I can only say what I saw and I was so angry about this for me OP allied that I had play 2012/13, I guess, about 9 Month only Allied and after this the Axis was going better after some updates and specially after the last wipe and my favorite allied tank calli lose his maingun. so for me it seems that any was angry that I was playing as allied much better like as axis and this was helpfully for the axis than but maybe the impression deceives me
axis units prior to the 2014 changes were pound for pound stronger then allied units.
the allies excelled in cheaper more spammable units to overcome the stronger axis units.
Tho can be said for both sides that balanced and rigid play styles are always overcome by task specific spam or more fluid play styles
Logged
tank130
Sugar Daddy
Posts: 8889
Re: killing mod?
«
Reply #25 on:
March 26, 2014, 07:57:36 pm »
Quote from: Hicks58 on March 26, 2014, 05:13:03 pm
then let the community decide.
The forums have always been filled with a VERY vocal minority of our community.
Granted, with the very small player base we currently have, the discrepancy is not so large.
But seriously, look back over the last 2 or 3 years of balance posts. 90% of the posts are made by the same 10 or 12 people.........
Logged
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.
Hicks58
Development
Posts: 5343
Re: killing mod?
«
Reply #26 on:
March 26, 2014, 08:05:25 pm »
I ran it past EiRRMod and he was alright with the idea.
If the community decides they want the vote to go forward, it'll happen. If we get nothing but nopes then there's no problem.
Logged
shockcoil
griefer & spammer
EIR Veteran
Posts: 1566
Re: killing mod?
«
Reply #27 on:
March 26, 2014, 08:11:05 pm »
Quote from: TheIcelandicManiac on March 26, 2014, 04:51:26 pm
Make the game fun, regardless of balance and you get the community back.
The reason why people played the game back in the old days was that it was fun, people would complain about OP crap all the time on every side, Anything from the Terror officer, carbines, No speed reduction lockdown ists, Mark 4 tank spam and so many more.
it may have not been balanced and would have been given shit from game reviwers if it were a real game but holy shit it was fun.
-
Well thats what i want anyways
Just look at OMG mod, it has always been way better balanced than EIR in many aspects and that is its major downfall at most parts, it then decided to add units like the combat engi, jackson, and other units which made it !!Fun!! to play, then they removed it for balance and the mod died again.
...
this guy gets it.
Logged
XIIcorps
Donator
Posts: 2558
Re: killing mod?
«
Reply #28 on:
March 26, 2014, 08:42:06 pm »
Quote from: tank130 on March 26, 2014, 07:57:36 pm
The forums have always been filled with a VERY vocal minority of our community.
Granted, with the very small player base we currently have, the discrepancy is not so large.
But seriously, look back over the last 2 or 3 years of balance posts. 90% of the posts are made by the same 10 or 12 people.........
the same 10 to 12 who either
A) Play around 20-30 games a week
or
B) Are getting stomped repeatedly by superior teams and players.
Logged
tank130
Sugar Daddy
Posts: 8889
Re: killing mod?
«
Reply #29 on:
March 26, 2014, 09:06:55 pm »
Quote from: XIIcorps on March 26, 2014, 08:42:06 pm
the same 10 to 12 who either
A) Play around 20-30 games a week
or
B) Are getting stomped repeatedly by superior teams and players.
Ya....um..... wrong
Many of the posts are from people who don't even play the game anymore....
Logged
nikomas
Shameless Perv
Posts: 4286
Re: killing mod?
«
Reply #30 on:
March 26, 2014, 09:27:09 pm »
I suppose the irony here is that some of what would have caused the most issues with doctrines (heavy tanks) was reverted last patch.
Anyway, I'd love to see them back personally, in whatever form.
Logged
"You can always count on Americans to do the right thing—after they've tried everything else."
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.
XIIcorps
Donator
Posts: 2558
Re: killing mod?
«
Reply #31 on:
March 27, 2014, 01:23:27 am »
ok admitaly i would like tank shock on mah churchills, guess i be needing T3 unlocks then.
Logged
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: killing mod?
«
Reply #32 on:
March 27, 2014, 01:56:17 am »
First order of buisness, Change back tankchock to not be a AOE lockdown ability and instead buffs the MG supression.
I loved that back in the old days when i asked why they changed TS and all i got as a response was
this link
, still not sure why you guys made it back to the AOE one as the MG buff was pretty good for a 20 mun cost.
Logged
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
nikomas
Shameless Perv
Posts: 4286
Re: killing mod?
«
Reply #33 on:
March 27, 2014, 01:59:59 am »
All I'm wondering when watching that is why tank shock was apparently working on a vehicle, and appearently making the units inside shoot less?
Clearly not just a supression boost?
Logged
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: killing mod?
«
Reply #34 on:
March 27, 2014, 02:43:47 am »
Wasnt that before they units in the Clowncar have HT armour?
Logged
XIIcorps
Donator
Posts: 2558
Re: killing mod?
«
Reply #35 on:
March 27, 2014, 03:13:18 am »
Mk4 shock bug was hellafun rof increase by like 200% for the duration
Logged
Bear
EIR Veteran
Posts: 903
Re: killing mod?
«
Reply #36 on:
March 27, 2014, 03:52:08 am »
Quote from: TheIcelandicManiac on March 27, 2014, 01:56:17 am
First order of buisness, Change back tankchock to not be a AOE lockdown ability and instead buffs the MG supression.
I loved that back in the old days when i asked why they changed TS and all i got as a response was
this link
, still not sure why you guys made it back to the AOE one as the MG buff was pretty good for a 20 mun cost.
pls give the 128mm of the jt the possibility to select between at-mun and ai-mun like it is at the moment, maybe by vet2?
I know I will never have a vet2 jt because the allied will try hard to kill him and the axis will not help me to protect him.
And pls give the pe sniper a better camouflage that he can kill a mg without dying.
And why must the Tiger driving like a drunken stupid schoolboy? I was playing 1v1 as allied vs chain as axis and she was using a vet1 tiger, it was just sad for me to see how slow the tiger is and how he dance if he should just drive backward. I have killed him with just 1 M10 because her panzerschreck stormtroopers hit my m10 absolutly nothing!?.
And why drive the P4 apparently seems now same stupid like the tiger?
And my vet4 hotchkis stuka hadnt after 4 arty attacks not kill a mg internally within a timbered house and after 4 arty attacks to not kill a bofor, that is really bs....
and the kch need a rush possibility against brit riflenade guys, if this not already change.
maybe the last 4 points be all a problem of this disable doctrines.
for allied I can say nothing at the moment, because I play it not often.
Logged
TheIcelandicManiac
Resident forum troll. Fucked unkn0wns mom
Posts: 6294
Re: killing mod?
«
Reply #37 on:
March 27, 2014, 04:02:38 am »
Why dont we just invade belgium while we are at it bear?
There is nothing wrong with any of the things you just posted.
The JT 2 hits m10s, no need to buff
The PE sniper has a faster Recloak timer than the normal one
The tiger part i have noidea what you mean( wait no i get it, that might just be bad deaccell making so the pathing reads it going faster turning around than just backing up, solution to that is shiftclick)
The p4 part makes less sense than the tiger thing
The hotch stuka, Dont stay at max range when you fire dufus, its a close range support weapon
The KCH dont need a buff, god dont buff KCH.
Allis
Why not add make the mk6 viable more than the HP buff
Removing ranger spring made them a pain in the ass to retain vet
AB is meh as always
Commando Doc is about as bad as it gets with the removal of free smoke on commandos as it was the only real reason to get them, you can do better with cheaper sappers and tommys.
Just stop sucking at the game and blaming balance on your losses bear, thats the real issue.
Logged
Bear
EIR Veteran
Posts: 903
Re: killing mod?
«
Reply #38 on:
March 27, 2014, 04:11:17 am »
Quote from: TheIcelandicManiac on March 27, 2014, 04:02:38 am
Why dont we just invade belgium while we are at it bear?
There is nothing wrong with any of the things you just posted.
The JT 2 hits m10s, no need to buff
The PE sniper has a faster Recloak timer than the normal one
The tiger part i have noidea what you mean( wait no i get it, that might just be bad deaccell making so the pathing reads it going faster turning around than just backing up, solution to that is shiftclick)
The p4 part makes less sense than the tiger thing
The hotch stuka, Dont stay at max range when you fire dufus, its a close range support weapon
The KCH dont need a buff, god dont buff KCH.
Allis
Why not add make the mk6 viable more than the HP buff
Removing ranger spring made them a pain in the ass to retain vet
AB is meh as always
Commando Doc is about as bad as it gets with the removal of free smoke on commandos as it was the only real reason to get them, you can do better with cheaper sappers and tommys.
Just stop sucking at the game and blaming balance on your losses bear, thats the real issue.
the jt need this vs sp...
and chain had use a tiger not jt...
better vet be only good for already good player but maybe EIRR want be a exclusive club for good player....
the p4 was by my last game driving different as I was knowing him..
I know no better discripting as dancing for this what the tiger is doint if he should just driving backward, his ass swings from left to right and back the hole time...
my hotchkis was pretty nearly to the mg and bofor in the situation, I know this thing with the range....
and riflenade guys can just kill all inf and that is it than?
«
Last Edit: March 27, 2014, 04:14:02 am by Bear
»
Logged
XIIcorps
Donator
Posts: 2558
Re: killing mod?
«
Reply #39 on:
March 27, 2014, 04:11:41 am »
Quote from: Bear on March 27, 2014, 03:52:08 am
pls give the 128mm of the jt the possibility to select between at-mun and ai-mun like it is at the moment, maybe by vet2?
I know I will never have a vet2 jt because the allied will try hard to kill him and the axis will not help me to protect him.
And pls give the pe sniper a better camouflage that he can kill a mg without dying.
And why must the Tiger driving like a drunken stupid schoolboy? I was playing 1v1 as allied vs chain as axis and she was using a vet1 tiger, it was just sad for me to see how slow the tiger is and how he dance if he should just drive backward. I have killed him with just 1 M10 because her panzerschreck stormtroopers hit my m10 absolutly nothing!?.
And why drive the P4 apparently seems now same stupid like the tiger?
And my vet4 hotchkis stuka hadnt after 4 arty attacks not kill a mg internally within a timbered house and after 4 arty attacks to not kill a bofor, that is really bs....
and the kch need a rush possibility against brit riflenade guys, if this not already change.
maybe the last 4 points be all a problem of this disable doctrines.
for allied I can say nothing at the moment, because I play it not often.
if your FJsniper is dieing to a MG you should just stop playing EIR and maybe settle for painting pictures in MS paint.
JT is fine its gimpy gun hurts everything
Tiger and other heavy tanks always seem to have chaotic pathing
As for the P4 i guess your spamming to many commands in too many directions overloading the units AI
Hotch Stuka, as Icelandic said stop firing it at max range. the thing excels at mid to short range barrages.
if you think KCH need a buff then i will redirect you to the afformentioned paint alternative.
Logged
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