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Poll
Question: Is the timedelay for attacking faction too long?  (Voting closed: August 03, 2014, 12:54:44 pm)
Yes - 3 (20%)
No - 12 (80%)
Total Voters: 15

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Author Topic: Attack time - poll  (Read 5047 times)
0 Members and 3 Guests are viewing this topic.
Batgirl Offline
EIR Veteran
Posts: 115



« on: July 20, 2014, 12:54:44 pm »

It makes me sigh that you have to wait so much in EIRR. Shortening the attack delay would help ever that much.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #1 on: July 20, 2014, 01:48:31 pm »

Attack time? You mean when you wait and listen to enemy fortification locations and decide with your team where to push and such? Use the time with your team rather than think by yourself.
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XIIcorps Offline
Donator
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Posts: 2558



« Reply #2 on: July 20, 2014, 04:42:52 pm »

2 Minutes for a 2v2

4 Minutes for a 3v3,4v4

On most 2v2 maps you have just enough time to get to the middle, lay some mines and build a few defences.

On most 3v3,4v4 maps you have equally just enough time to get near the Arty limit and lay some defences/mines.

Any shorter and the game mode may as well not exist.
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some of My kids i work with shower me Wink
CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #3 on: July 20, 2014, 10:59:22 pm »

its actually 3 for 2v2, 4 for 3v3, and 5 for 4v4.  And the attack timer is hardly a big deal except in a 4v4, and only then because 4 people coordinating defenses can get silly, not because the timer is too long.  Attackers still get +3 attack and some sort of countdown bonus where they don't seem to have to capture as much territory to start the timer.
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Shabtajus Offline
EIR Veteran
Posts: 2564


The very best player of one of the four factions.

« Reply #4 on: July 21, 2014, 01:24:03 am »

noooo oh god nooo

pls dont make dat timer shorter, i say we need increase it a little bit, i allways dropping 30% of cig which i cant finish cuz of aint enough def timer for proper smoking
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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.
Korpisolttu Offline
EIR Veteran
Posts: 218



« Reply #5 on: July 21, 2014, 01:31:11 am »

Ain't the 4v4 5mins?
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #6 on: July 21, 2014, 11:22:28 am »

yep, I mentioned that in my post
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #7 on: July 21, 2014, 01:59:45 pm »

I like the attack time. CHange music, eat some, smoke a jay. Tell teammate they suck. Tell suckers they are team. Tell other team they are suckmates. There are other things with attack/def I am more hostile about.
« Last Edit: July 21, 2014, 02:05:09 pm by Smokaz » Logged

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TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #8 on: July 21, 2014, 01:59:58 pm »

To be honest I don't think defenders get enough handicap to offset how huge +3 pop is for each attacking player AND a more favourable timer.

Attacking is a tremendous advantage in EiR.
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Just sayin'
brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #9 on: July 21, 2014, 04:20:03 pm »

To be honest I don't think defenders get enough handicap to offset how huge +3 pop is for each attacking player AND a more favourable timer.

Attacking is a tremendous advantage in EiR.

I actually agree with this, I always preferred attacking. It's significantly more fast paced and in coordinated cases, easier.

The defenders don't actually have a lot of time to defend, and their timer should probably increase. Once your dudes hit dirt, you've still gotta get to the front area, build defences, Prep areas(destroy garrison, cover, sight blockers, etc) and get ready for that opening salvo attack. Good luck if they have bonuses to shorten the attack time, or specialist assests which come in sooner(ab/commando)
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the pussy of a prostitute is not tight enough for destroy a condom Wink
EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #10 on: July 21, 2014, 05:27:21 pm »

To be honest I don't think defenders get enough handicap to offset how huge +3 pop is for each attacking player AND a more favourable timer.

Attacking is a tremendous advantage in EiR.
Yep, it was heavily in the defenders favour before that +pop was added, and now (In my opinion) its balanced enough with a team that knows how to defend.

The issue as *I* see it, is that we dont have defend or attack specific builds anymore (Like vEIR) - and thats quite important.

Ive thought about different solutions, such as a 'sideboard' that could be chosen after you know the game type, to actual different builds that you can set up depending on what game type (Both heavy code changes) - so its been left unadressed in EIRR.

We'll be looking at that as we implement the mechanics into EIRR2, and other ways of making the different game-types fair AND that can be planned for.

Peace out.
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Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
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TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #11 on: July 21, 2014, 05:40:59 pm »

Ive thought about different solutions, such as a 'sideboard' that could be chosen after you know the game type, to actual different builds that you can set up depending on what game type (Both heavy code changes)



You had my curiosity... but now you have my attention.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #12 on: July 21, 2014, 05:43:21 pm »

You had my curiosity... but now you have my attention.
Having different (chosable) builds dependant on gametype would remove the issues amirite?
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TheWindCriesMary Offline
The Ethics Police
EIR Veteran
Posts: 2630


« Reply #13 on: July 21, 2014, 05:54:55 pm »

I think it would potentially go a long way, while also making these game modes a whole lot more fun to play.

Sure you could have a super defending company (tons of SE minefields and roadblocks for example), but you could also customize a super optimized attacking company as well equipped to waste tons of the defender's munies poured into mines.

I like it a lot.
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XIIcorps Offline
Donator
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Posts: 2558



« Reply #14 on: July 21, 2014, 06:51:29 pm »

Its the single biggest issue thus far, no idea what game type will be till you RFS.

Pre warmap you had the luxury of selecting game type and thus building coys to suit.

having say and extra defense or offense tab to build a seperate composition but using say some of the same units from your company pool and mixing and matching as the situation beckoned.
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #15 on: July 21, 2014, 08:22:13 pm »

part of this would tie into being able to save templates for company builds.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #16 on: July 21, 2014, 08:37:29 pm »

part of this would tie into being able to save templates for company builds.
Indeed, this is also what is being considered in some way.
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