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[PE] FJs
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Topic: [PE] FJs (Read 21281 times)
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nikomas
Shameless Perv
Posts: 4286
Re: FJ Squad Size
«
Reply #60 on:
June 11, 2014, 03:00:25 pm »
Bwhahahaha, Oh man, I checked again... our FJ's are even more gimped than I remember.
Recloak Timer between shots.
Vcoh - 1 second * 1.25 per shot in rapid succession/active combat, max 10 seconds
EiRR - 10 seconds * 1.25 per shot in rapid succession/active combat, max 10 seconds (LOL)
First Strike (Ambush Bonus)
Vcoh - +25% Damage and accuracy, an additional 25% of both on a second ability for over a total of 50% extra acc and damage
EiRR - Only 25% of both.
And in Vcoh they would recloak in combat for several ambush shots per fight until the timer stacked up...
Oh my god they have been nerfed so hard and nobody could really tell exactly why cause of the camoflauge extensions, LAMO
«
Last Edit: June 11, 2014, 03:02:37 pm by nikomas
»
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.
Hicks58
Development
Posts: 5343
Re: FJ Squad Size
«
Reply #61 on:
June 11, 2014, 03:19:19 pm »
I'm wondering when that happened. It wasn't a product of my time, or hell, even PQ's or Skaffa's if I recall.
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.
tank130
Sugar Daddy
Posts: 8889
Re: FJ Squad Size
«
Reply #62 on:
June 11, 2014, 03:31:26 pm »
Quote from: skaffa on June 11, 2014, 12:52:52 pm
Better ambush? Sit in cover and wait? Laaaaaame, boring imo.............
You mean like storms cloak at vet one? The only use of cloak for storms now is to sit behind cover and hope someone drives by. Meanwhile your teammates are raging cuz your units are sitting there doing nothing.
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.
nikomas
Shameless Perv
Posts: 4286
Re: FJ Squad Size
«
Reply #63 on:
June 11, 2014, 03:35:22 pm »
Quote from: Hicks58 on June 11, 2014, 03:19:19 pm
I'm wondering when that happened. It wasn't a product of my time, or hell, even PQ's or Skaffa's if I recall.
So do I tbh, it was musta been before I even started playing (So before 2011)
Logged
Hicks58
Development
Posts: 5343
Re: FJ Squad Size
«
Reply #64 on:
June 11, 2014, 03:42:17 pm »
There's a fair possibility it happened with the introduction of EiRR, as a preventative measure that has not been unnoticed, but rather uncared for.
After all, when pool was prevalent nobody cared for unupgraded FJ's, it's only with the release on pool have they become a viable option.
Logged
TheWindCriesMary
The Ethics Police
EIR Veteran
Posts: 2630
Re: FJ Squad Size
«
Reply #65 on:
June 11, 2014, 04:51:29 pm »
I've been trying all upgraded and upgraded for the past week trying to get them to work. Something seemed terribly off because they just weren't viable both when I was using them or when I saw other guys try to use them (elitegren, Katusha etc).
And it's not just unupgraded FJs that are the problem, it's all FJ's. But yeah the problem is definitely more prevalent with unupgraded ones.
Good to see the flag wave didn't go unanswered. Let it never be said the balance forum can't lead to some good... though it was a lot of work to quash the
Logged
Quote from: EIRRMod on April 30, 2012, 07:08:25 pm
Vermillion Hawk: Do you ever make a post that doesnt make you come across as an extreme douchebag?
Just sayin'
jackmccrack
EIR Veteran
Posts: 2484
Re: FJ Squad Size
«
Reply #66 on:
June 12, 2014, 01:24:37 am »
I think there's a better way of strengthening Falls, without increasing their squad size. A few folks have mentioned tweaking the ambush technique. I think that's a good idea.
«
Last Edit: June 12, 2014, 01:51:55 am by jackmccrack
»
Logged
Let's talk about PIATs in a car.
Katusha
EIR Veteran
Posts: 989
Re: FJ Squad Size
«
Reply #67 on:
June 12, 2014, 03:05:53 am »
A few things:
1) We should try having the old ambush back, as nikomas described how much it was nerfed. Good step to making vanilla k98s better, also other weapons. Would increase survivability vs inf. Tanks still a problem
2) Please for the love of god make cloak a toggle ability so it's not a pain in the ass to cap or hold a sector when you need to.
3) I like the idea of smokaz of having a toggle ability for ambush that's really strong on a cooldown. Think of something like a "Concentrated fire" ability which decreases cooldown and reload by a lot for maybe 10-20s, allowing for possible "POOF rifles gone" situations with good micro. This could be followed by a 20-30s period of cooldown and reload penalties like they just "ran out of ammo" from concentrating fire.
4) I also agree with wind because any of these buffs won't be really good without survivability. The trick here is not overbuffing killing power AND survivability together. It is hard to find a middle ground. I would still be against adding an extra man because this adds too much survivability vs tanks. Maybe add +5 hp per man? Or decrease mortar bonuses vs fsj.
Logged
nikomas
Shameless Perv
Posts: 4286
Re: FJ Squad Size
«
Reply #68 on:
June 12, 2014, 03:17:01 am »
Here is the thing some of you are missing thou, the "Combat Qucik-Cloak" does increase survivability because the falls cloak so fast in the start of an engagement that they'll break up enemy fire, bursts specifically. The enemy has to retarget them every time they shoot and they gain a brief window where they are not visible to the enemy due to the recloak, this does in fact increase survivability.
With such a quick cloak by the way the FJTB's become more potent, because the tank literally only has a 1 second window to shoot the FJ after he fires his shreck before he goes back to cloak, it's pretty much the speed of sniper cloak on his first shot.
«
Last Edit: June 12, 2014, 03:21:09 am by nikomas
»
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ick312
EIR Veteran
Posts: 534
Re: FJ Squad Size
«
Reply #69 on:
June 12, 2014, 04:33:01 am »
Quote from: nikomas on June 12, 2014, 03:17:01 am
Here is the thing some of you are missing thou, the "Combat Qucik-Cloak" does increase survivability because the falls cloak so fast in the start of an engagement that they'll break up enemy fire, bursts specifically. The enemy has to retarget them every time they shoot and they gain a brief window where they are not visible to the enemy due to the recloak, this does in fact increase survivability.
With such a quick cloak by the way the FJTB's become more potent, because the tank literally only has a 1 second window to shoot the FJ after he fires his shreck before he goes back to cloak, it's pretty much the speed of sniper cloak on his first shot.
playing top t4 - i cant confirm that.
ALSO the Vet modifier is a problem for them
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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
nikomas
Shameless Perv
Posts: 4286
Re: FJ Squad Size
«
Reply #70 on:
June 12, 2014, 04:56:48 am »
Quote from: ick312 on June 12, 2014, 04:33:01 am
playing top t4 - i cant confirm that.
ALSO the Vet modifier is a problem for them
Top tier 4 isnt remotly similar to what vcoh fallscloak was, so it's irellevant to what I'm suggesting.
Logged
EliteGren
EIR Veteran
Posts: 6106
Re: FJ Squad Size
«
Reply #71 on:
June 12, 2014, 09:23:07 am »
Quote from: Hicks58 on June 11, 2014, 03:19:19 pm
I'm wondering when that happened. It wasn't a product of my time, or hell, even PQ's or Skaffa's if I recall.
It happened during the salan times, early to mid 2009
I do agree their ambush could be reverted, just like the PE soldier armor with less hp. But one can dream
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
Heartmann
Officer of Kindness
Posts: 1776
Re: FJ Squad Size
«
Reply #72 on:
June 13, 2014, 06:00:55 am »
I remember Two complaining that they where op
Logged
Quote from: EIRRMod on December 24, 2012, 04:19:41 pm
In the basement getting drunk.
Quote from: tank130 on March 31, 2013, 08:55:36 am
It's not really creepy until I show up.............
- I've heard of being an animal in bed but...
- The phallic principle of the Navy
Hicks58
Development
Posts: 5343
Re: FJ Squad Size
«
Reply #73 on:
June 13, 2014, 06:27:28 am »
Heh, Two... I'm pretty sure I've inherited his modifiers.
Bastard.
Logged
GrayWolf
Development
Posts: 1590
Re: FJ Squad Size
«
Reply #74 on:
June 14, 2014, 02:30:55 am »
How to buff FJs :
- nerf received suppression (They get pinned in 0,5 sec... FASTER than Panzer Grenediers.)
- AB armor without unlock (Ab armor unlock goes for luftwaffle infantry).
- Cause there's 4 of them, not 6, give them 0.8 received damage or sth.
- You can also buff vanilla rifles, cause they are shitty as fuck :/
Logged
XIIcorps
Donator
Posts: 2558
Re: FJ Squad Size
«
Reply #75 on:
June 14, 2014, 02:40:25 am »
Quote from: GrayWolf on June 14, 2014, 02:30:55 am
How to buff FJs :
- nerf received suppression (They get pinned in 0,5 sec... FASTER than Panzer Grenediers.)
- AB armor without unlock (Ab armor unlock goes for luftwaffle infantry).
- Cause there's 4 of them, not 6, give them 0.8 received damage or sth.
- You can also buff vanilla rifles, cause they are shitty as fuck :/
they do not need buffing, in a 3v3 i just played they were fine.
they are specialist inf and when used like a scapel can cut more deadly then the broadest of swords.
Vanilla maybe they suck, but hey Vanilla mandos are better then Stens in the current meta.
Logged
Quote from: Heartmann on December 03, 2013, 11:20:45 am
some of My kids i work with shower me
GrayWolf
Development
Posts: 1590
Re: FJ Squad Size
«
Reply #76 on:
June 14, 2014, 04:31:15 am »
Quote from: XIIcorps on June 14, 2014, 02:40:25 am
they do not need buffing, in a 3v3 i just played they were fine.
they are specialist inf and when used like a scapel can cut more deadly then the broadest of swords.
Vanilla maybe they suck, but hey Vanilla mandos are better then Stens in the current meta.
Play not one, but 10 matches with them.
Logged
PonySlaystation
EIR Veteran
Posts: 4136
Re: FJ Squad Size
«
Reply #77 on:
June 14, 2014, 09:09:06 am »
They are deadly assault infantry, with FG42 they have a pretty high DPS. There are three issues:
1: They are complete junk without them. Running any other upgrade without the FG42 is useless, also requiring a T3 unlock to get some of those extra weapons is ridiculous.
2: They get suppressed very quickly. Faster than other infantry.
3: The ambush bonus from attacking out of cloak are pretty weak. So no one uses them as a defensive unit.
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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.
Mysthalin
Tired King of Stats
Posts: 9028
Re: FJ Squad Size
«
Reply #78 on:
June 14, 2014, 12:01:56 pm »
Fallschirmjagers will be receiving certain buffs in the upcoming patch.
Their rifles are going to be upgraded to grenadier rifles as a base, and they will also feature a reworked cloak (more like vCoH cloak, but not nearly as extreme).
Them being suppressed faster than anyone else is a myth, however. They have the same suppression tresh-holds as any other infantry in the game.
Logged
XIIcorps
Donator
Posts: 2558
Re: FJ Squad Size
«
Reply #79 on:
June 14, 2014, 04:16:37 pm »
Their ambush bonus is actually extremely powerful, even at med range.
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