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Author Topic: Capping in EIR  (Read 13868 times)
0 Members and 3 Guests are viewing this topic.
aeroblade56 Offline
Development
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« Reply #40 on: June 30, 2014, 01:22:21 pm »

Didn't we all go through this once before and come to the conclusion eirrmod was to busy to put in the work for it or something.
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You are welcome to your opinion.

You are also welcome to be wrong.
tank130 Offline
Sugar Daddy
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« Reply #41 on: June 30, 2014, 02:55:41 pm »

Didn't we all go through this once before and come to the conclusion eirrmod was to busy to put in the work for it or something.

Don't we always go through threads that end with eirmod being to busy to do it........lol
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aeroblade56 Offline
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« Reply #42 on: June 30, 2014, 03:08:07 pm »

Don't we always go through threads that end with eirmod being to busy to do it........lol

Truth.
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Unkn0wn Offline
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« Reply #43 on: July 02, 2014, 11:22:44 am »

Wouldn't need Eirrmod for it, technically. Just somebody who knows SCAR, like headshotkiller.
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Hicks58 Offline
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« Reply #44 on: July 02, 2014, 11:30:10 am »

I'd like to think the devs have turned working around EiRRMod's schedule into an art form, lol.
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GrayWolf Offline
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« Reply #45 on: July 02, 2014, 12:28:46 pm »

I'd like to think the devs have turned working around EiRRMod's schedule into an art form, lol.

lol
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tank130 Offline
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« Reply #46 on: July 02, 2014, 02:01:31 pm »

Balancing it by pop present would easily gloss that one over.

I was just thinking this over. 1 rifleman left over in a squad is still the same pop as a full squad isn't it?
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PonySlaystation Offline
EIR Veteran
Posts: 4136



« Reply #47 on: July 02, 2014, 02:05:30 pm »

I was just thinking this over. 1 rifleman left over in a squad is still the same pop as a full squad isn't it?

1 rifleman is 1 pop, full squad is 5 pop.
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Hicks58 Offline
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« Reply #48 on: July 02, 2014, 02:08:01 pm »

1 Rifleman left in a squad is 1 pop, or 0 pop if it's the squad leader as the squad leader doesn't cost any pop (To allow a 6 man squad to be 5 pop).

A KCH squad is 5 pop. That makes the leader 1 pop and the other two guys are 2 pop. That'll mean a 3 man squad will have the same pop/capping effectiveness as a fully decked Rifleman squad. Rinse and repeat for Grenadiers which are 1 pop for the 3 guys and 2 for the leader.
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #49 on: July 03, 2014, 10:53:52 am »

Ideas for restricting infantry capping:

Remove capping from sappers/engineers/panzerpios/pios that dont have weapon upgrades by separating units

Make squad leader entity on riflemen, rangers, volks, marines, AB unable to cap

(I dont see tommy spam to cap as a problem)

Starting with 8 engineers should not be viable for establishing map control imo. And you see shab and skaffa doing it sometimes (they are great players, im just mentioning it that its considered very viable)

Less of "chase unupgraded inf around map into mine or around house" -> good in my eyes
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GrayWolf Offline
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Posts: 1590



« Reply #50 on: July 03, 2014, 11:54:55 am »

panzerpios

Am I the only one who's using them to fight ?
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