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Author Topic: deff officer buffs on lobal CD?  (Read 6910 times)
0 Members and 6 Guests are viewing this topic.
Shabtajus Offline
EIR Veteran
Posts: 2564


The very best player of one of the four factions.

« on: May 19, 2014, 04:09:55 pm »

hey some thoughts here,

i know in the past with passive aura officers were though guys, but now we have experienced some interesting things. Etc why dont this officer gets global cooldown? why it buffs team8 units? for comparison we have captains, comand squads and leutenants, mandos leutenant. I am fine with some def buffs but i dont get it why team8s get aura bonuses as well?

it was nerfed cuz ''OP'' and came back being even more hard to deal with. I dont know any unit in game that instantly buffs everything what is in its aura radius.

i feel like this should be looked at in next patch
« Last Edit: May 19, 2014, 04:11:48 pm by Shabtajus » Logged


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.
Tries to convince people he's a good guy,says things like this. Scumbag Shab.
nikomas Offline
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« Reply #1 on: May 19, 2014, 04:11:56 pm »

I'm not sure what you're trying to say, the brit luitenants heroic charge has no global cooldown for example and it is stronger than the german officer buff. The Deff officer is still one of the weaker ones in the game (only american officer is weaker).
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"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.
Shabtajus Offline
EIR Veteran
Posts: 2564


The very best player of one of the four factions.

« Reply #2 on: May 19, 2014, 04:13:21 pm »

But mandos lt dont give aura buffs for teamn8s units. Why deff officer gives it?
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Smokaz Offline
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« Reply #3 on: May 19, 2014, 04:15:18 pm »

I dont know if it is right that def Officer can buff the KT of a teammate, but I think that in the discussion we have to remember that if the officer man is killed, you basically lose a lot of doctrine abilities!
« Last Edit: May 19, 2014, 04:19:25 pm by Smokaz » Logged

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nikomas Offline
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« Reply #4 on: May 19, 2014, 04:17:13 pm »

You know that the def officer has an active aura while all british ones have a passive right? As in, the brit ones are always on while the def one is on a cooldown? As for buffing allied units supervision could always be targeted on allied vehicles so it's possible it was carried over, that's not entierly the same discussion as the first point thou.

I remember using the old (targeted) supervision on an allied KT before, it's not new.
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Shabtajus Offline
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Posts: 2564


The very best player of one of the four factions.

« Reply #5 on: May 19, 2014, 04:18:27 pm »

i am tottaly ok than getting something on allied side tbh, all ya gonna need to do is to kill that 1 men. I am just saying that axis allready has tanks/inf/support weapons that deals more damage and when all this assortiment is buffed by 3 pop unit is kinda meh dont u think so?
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GrayWolf Offline
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« Reply #6 on: May 19, 2014, 09:30:16 pm »

it is good as it is. Believe me Smiley
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Mysthalin Offline
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Posts: 9028


« Reply #7 on: May 20, 2014, 12:23:20 am »

It's already been said - the officer aura is on a cooldown, it has a limited duration, it is not the strongest aura buff possible and it is reliant on doctrine abilities to shine. And once you lose the officers - that's it - your double T3 build has become useless.

The ability is comparable more to heroic charge than it is to FOO, the infantry smoke offmap or the defensive officer mortar off-map. I do not see why it should be going into a global cooldown.

Now, whether or not it should affect allies is a different, and interesting question. EiR has always seemed to be against buffing allies with officer units and auras but I'm of the opinion that this should perhaps change. You're still allowed to heal your allies, your smoke still helps their infantry not get suppressed and shot to pieces - why shouldn't your aura based buffs help them? Beyond "because relic" in the case of lieuts and captains and stacking officer buffs in general EiRR history... I don't really see the rationale for keeping things that way.
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Shabtajus Offline
EIR Veteran
Posts: 2564


The very best player of one of the four factions.

« Reply #8 on: May 20, 2014, 03:32:38 am »

What about range and damage buffs? It was allways messed up balance when units get extra range we had so many good examples like pershint tiger avres etc. As for mandos heroic charge is good only for 1 guy who dedicated his doctrine unlocks and company build as much as defensive players. Your point about healing is not valid as well because axis have med bunkers s.heal scout cars and lufft med kits being availabe for all team. What about terror towers? Buffs provided by tower are available for team as much as smoke on allied side.
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nikomas Offline
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« Reply #9 on: May 20, 2014, 03:34:35 am »

Uhm shab, you don't need doctrines to use heroic charge well, it's really good without any doctrines at all and gets better with veterancy.
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Mysthalin Offline
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« Reply #10 on: May 20, 2014, 04:05:07 am »

What about range and damage buffs? It was allways messed up balance when units get extra range we had so many good examples like pershint tiger avres etc. As for mandos heroic charge is good only for 1 guy who dedicated his doctrine unlocks and company build as much as defensive players. Your point about healing is not valid as well because axis have med bunkers s.heal scout cars and lufft med kits being availabe for all team. What about terror towers? Buffs provided by tower are available for team as much as smoke on allied side.

You're wrong on the heroic charge, anyone can use it, and it works great regardless of what infantry you use it with.

How is my point not valid? My point was that pretty much everything can be used to buff or otherwise assist friendly troops, except, for legacy reasons - officer auras.
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Smokaz Offline
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Posts: 11418



« Reply #11 on: May 20, 2014, 04:11:04 am »

The vet 2 brit LT buffs, while not having range and damage (afaik), how do they compare to the officer buff? I think this is sort of relevant.
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nikomas Offline
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« Reply #12 on: May 20, 2014, 04:24:13 am »

The vet 2 brit LT buffs, while not having range and damage (afaik), how do they compare to the officer buff? I think this is sort of relevant.
The LT buffs and heroic charge are borderline extreme, if it wasn't for the fact that the brits are stuck with enfields for the most part they'd probably been nerfed to hell and beyond years ago.


Luitenant Force Multiplier Vet0 (Passive Aura)
+25% Accuracy

Luitenant Force Multiplier Vet2 (Passive Aura) (Stacks with above)
+10% Accuarcy
-35% Cooldown
-10% Reload


Heroic Charge (Active Ability, Vet 1, Stacks with passive aura)

Supression Removed
Sprint
-25% Recived Damage
-50% Weapon Cooldown
-80% Recieved Supression


+20% Weapon Supression
+20% Recieved Accaurcy
Exhaustion



Actually as you can see smokas it will increase the damage output of rifle armed squads by two, if not threefold! They will fire over twice as fast and with greater accuarcy, basically an "I win" button in a blob vs blob inf fight. This is a case where the buff is so strong that if it could be applied to allied troops, shit would go bonkers.

This is without doctrines to, even with doctrines the def officer wishes he could do what the Lui can.
« Last Edit: May 20, 2014, 05:07:49 am by nikomas » Logged
Shabtajus Offline
EIR Veteran
Posts: 2564


The very best player of one of the four factions.

« Reply #13 on: May 20, 2014, 04:59:25 am »

I dont know nikomas what you think but i personally chosing a fight vs 1 good buffed guy instead of buffed all units on the field. We all know that EIR:R us tam game and most of time guys spend fighting next to each other. So in this situation we have a team with single buffed brit blober fighting all axis team buffed by der oficer. Tell me how it is fair team wise?


Still question about range and damage is open and not answered by mysth
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Mysthalin Offline
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« Reply #14 on: May 20, 2014, 05:09:28 am »

The only argument against permanent range buffs that ever existed was that it reversed counters. P4s would begin countering M10s, panthers would start countering AT guns and so on. A temporary and not extreme range buff however? I'm tending towards giving it a chance and seeing how it works out.

You made no question about damage, other than "what about damage?". It's there, so?
« Last Edit: May 20, 2014, 02:55:01 pm by Smokaz » Logged
XIIcorps Offline
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« Reply #15 on: May 20, 2014, 05:37:52 am »

The only argument against permanent range buffs that ever existed was that it reversed counters. P4s would begin countering M10s, panthers would start countering AT guns and so on. A temporary and not extreme range buff however? I'm tending towards giving it a chance and seeing how it works out, rather than just knee-jerk nerfing it because shab lost a super pershing.

You made no question about damage, other than "what about damage?". It's there, so?
i dont think anyone would have a problem with temporary buffs to range/dmg stats. would make gameplay less stagnant thats for sure.
Seeing P4s temporarily kiting M10s would be funny but in no way game breaking if it was tied to uses/global cooldown.
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tank130 Offline
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« Reply #16 on: May 20, 2014, 07:03:53 am »

ugh........range buffs even on a cool down will be a big mistake IMO. There is a lot of historical evidence that shows how broken that can be.

Cool down does not fix broken, it just means you run around broken for a while, then camp it in the background while your teammate runs around broken.

I 100% support ignoring CoH stats for the most part, but we should be careful.........
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #17 on: May 20, 2014, 01:03:26 pm »

Myst, NO.  Look, you say temporary.  However, unless you set the C/d to like 5-6 minutes or more, you can use the range buff repeatedly as you beat the enemy with superior range, they regroup, come at you again, and you pop it again, and beat them again.  Its not ok.
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Shabtajus Offline
EIR Veteran
Posts: 2564


The very best player of one of the four factions.

« Reply #18 on: May 20, 2014, 01:58:36 pm »

The only argument against permanent range buffs that ever existed was that it reversed counters. P4s would begin countering M10s, panthers would start countering AT guns and so on. A temporary and not extreme range buff however? I'm tending towards giving it a chance and seeing how it works out.

You made no question about damage, other than "what about damage?". It's there, so?



I am more than cool with new things for a game. Trust me i do like changes. More we get, more interesting game will be. But some of those changes breaking a game and all fun goes away. I am cheering the fact how fast you guys reacted and fixed AB smokes, smoke nades, SP and avres, HE shermans. All this allied stuff was broken. Also fixed stacking auras for def officers, KT speed. Good job. So tell me please who holds you back from fixing def officer? It was tested and confirmed as not a great idea to have such a powerfull things.
« Last Edit: May 20, 2014, 03:01:41 pm by Smokaz » Logged
EliteGren Offline
EIR Veteran
Posts: 6106


« Reply #19 on: May 20, 2014, 02:01:33 pm »

Myst, NO.  Look, you say temporary.  However, unless you set the C/d to like 5-6 minutes or more, you can use the range buff repeatedly as you beat the enemy with superior range, they regroup, come at you again, and you pop it again, and beat them again.  Its not ok.

Superior range? It's just tiny ass 5m (and that's with a special T3 only) for like 15 seconds, who even cares. You should be worrying about the dps buff more.

If you see him pop it, retreat, come back in a few seconds, it's not hard.
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