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Author Topic: R029 bug and query.  (Read 16466 times)
0 Members and 1 Guest are viewing this topic.
GrayWolf Offline
EIR Veteran
Posts: 1636



« Reply #30 on: February 22, 2017, 05:59:44 am »

Volsky best mod in EIR history. Cheesy
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jackmccrack Offline
EIR Veteran
Posts: 2483


« Reply #31 on: February 26, 2017, 12:40:18 pm »

Bren Carrier Overdrive ability not showing
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Let's talk about PIATs in a car.
jackmccrack Offline
EIR Veteran
Posts: 2483


« Reply #32 on: February 26, 2017, 04:35:03 pm »

Enigma Decoded doesn't work.

Tommy Marksman Snipe hotkey is the same as Unload transport hotkey.
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kyun Offline
EIR Recruit
Posts: 2


« Reply #33 on: March 01, 2017, 05:38:47 pm »

bren carrier still same cost

'10mu commando smoke' (doctrine ability) costs 15 mu
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #34 on: March 01, 2017, 09:19:49 pm »

PSA, Fighting Spirit/Riflemen is/are bugged/not working the way I intended it.

Not only is 0.8 cooldown/reload + 0.8 cooldown/reload in cover too much, but I forgot to remove the old Fighting Spirit ability from Riflemen--so they're losing 7.5% rec. acc. per man lost on top of everything else.

For the hotfix, the rec. acc. ability is being removed, and I'll be going ham with the nerfbat as well.

In the meantime, the cost of Fighting Spirit has been increased from 40 MP to 110 MP on Riflemen and on Marines the cost has increased from 50 MP to 60 MP (Marines lacked the rec. acc. ability in the first instance).
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Quote from: tank130
I want to ensure we have a 100% decision on the process before we do the wipe.
If not, then I wipe, then someone gets something they shouldn't, then it gets abused, then the shit hits the fan and then I ban shab.

PIE (Pertinent Info (for) EiR), incl. Zoomout Mod - updated 14 Apr. 2019

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Tachibana Offline
NotADev
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Posts: 1246


« Reply #35 on: March 02, 2017, 01:20:27 am »

310mp rifles? o.0
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It's like saying "i can understand his concerns that fire breathing dragons live in far away lands"
americans dont dodge wars.
Quote from: Trapfabricator
Literally, The only thing less likely than this is zombie hitler becoming prime minister of israel
TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #36 on: March 02, 2017, 08:53:46 am »

350 with everything on them.

In testmod the Rifles beat Storms at all ranges when both squads were in cover, even if the Storms had their medkits running before the fight began.

If the Rifles were out of cover, the Storms would sometimes win--with one guy left on 5% HP.

That shit is imba.
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GrayWolf Offline
EIR Veteran
Posts: 1636



« Reply #37 on: March 02, 2017, 10:28:08 am »

"How to turn Rifles into killing machines in 3 easy steps [MUST WATCH] #GoneSexual" XD
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #38 on: March 02, 2017, 10:45:54 am »

Least I don't abuse dat shit ScorchedWolf.
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CrazyWR Offline
EIR Veteran
Posts: 3629


« Reply #39 on: March 02, 2017, 05:56:17 pm »

I don't understand, isn't that what we were going for?
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1. New tactics? it's like JAWS, first one in the water dies

RCA-land where shells fall like raindrops and the Captain is an invincible god
Tachibana Offline
NotADev
*
Posts: 1246


« Reply #40 on: March 02, 2017, 06:16:22 pm »

Starting to get a bit off topic. Maybe start a new thread to discuss rifle doc buffs?
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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #41 on: March 03, 2017, 12:21:07 pm »

-shrug- Iunno. Keep in mind, this is on the testing range where I'm the only one doing anything.

Whenever I'm in an EiR game, nobody ever manfights me with infantry anymore unless they have a 2:1 ratio on squads; errbody either mortars me or sends a tank, so it's hard to see if the Rifle squad itself is truly balanced or not when the the current Fighting Spirit is in play.
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qnfrdmsdkzm Offline
EIR Member
Posts: 50


« Reply #42 on: March 11, 2017, 10:49:13 pm »

R030 bug thing. someone post that plz.

Units cant use Grenades even thoes units equiped 2x Mk2 frag grenades on Client, if you using Doctine 'Hard & Fast', 'Discruption' on AB Company.

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TheVolskinator Offline
Administrator / Lead Developer
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Posts: 3012



« Reply #43 on: March 11, 2017, 11:05:54 pm »

AB Riflemen have the disruption grenade ability (oops, added to patchnotes), but normal AB do not, and the grenade ability was fixed so that it should function.

How many different units did you try this with?
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Tachibana Offline
NotADev
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Posts: 1246


« Reply #44 on: March 15, 2017, 01:36:19 pm »

Hamster is correct, grenades on ANY UNIT in your AB company will not work if you have either of those doctrines selected.

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