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Author Topic: Potential EiR gamebreakers in the CoH patch  (Read 7765 times)
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #20 on: July 30, 2008, 10:51:58 am »

Hmm

It ate my post.

I actually find the allies to be pretty easy. My counters for things are very limited. Infantry or HMG for infantry, AT Guns and infantry for tanks or vehicles, off and on map artillery for artillery and anything else that needs to go away.

Mix in a couple crocs and a sherman just because.

From my experience on both sides of the field, I haven't noticed any large game breaking units in the last couple wars. STuGs only perform as well as the player for instance, and can be worth the cost of the unit as long as you know what you are doing. On the other hand I have seen them misused even by good players where they die before even getting a shot off. Just like most any unit.

ATGs crew being targeted instead of the gun is great.

M10 buff is great, we might actually see them used more in their intended role. Pershing buff is good too.

No units should be limited in total number per company though, the fun is building your own company the way you want it.

Oh, and a KT can die very quickly to Tank Reapers. I can 4 shot a Tiger, they need something big enough to push against it.

And for the Puma, the version with the 20mm is actually the sdkfz 232 8-rad and was quite common from 1939 till 1943. The Puma was an upgunned version with a 50mm gun.

Besides, if we look at it this way, the Pershing should be removed =)

« Last Edit: July 30, 2008, 10:56:08 am by AmPM » Logged


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Bodybag2224-Armor Offline
EIR Veteran
Posts: 735


« Reply #21 on: July 30, 2008, 10:57:40 am »

And Tigers and KTs should breakdown every 5mins!
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #22 on: July 30, 2008, 11:00:24 am »

Guys at this point it is looking like all we will be able to do is some price (mp, mun, fuel) changes in order to try and balance out some of the problems in EiR (with the patching coming soon *I think*).  Thats all FL said he was giving (possible) database access for, without permission granted by FL that is all that will be done.
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BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #23 on: July 30, 2008, 11:11:02 am »

That is a start!
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #24 on: July 30, 2008, 11:15:32 am »

I don't think the pricing needs much adjustment tbh. Both the M10 and STuG will do what they were meant to do, in fact the m10 should pwn STuGs now with its longer range.
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BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #25 on: July 30, 2008, 11:17:03 am »

Yeah but stug spam just because more lol viable. I think they are under priced right now
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #26 on: July 30, 2008, 11:25:24 am »

Same with m10 spam though. With Command Tree, resource price reductions and TT, you could field M10's that autorepair, have field repairs, cost little, have long range, and 20% extra penetration for 9pop.

STuGs are good if the enemy has no idea how to use ATGs, trust me on this one. As probably the best STuG driver here.

On the other hand, they do deal with Shermans nicely, just like a Pershing kicks them around. It really depends on how your company is setup.
« Last Edit: July 30, 2008, 11:27:18 am by AmPM » Logged
Draygon Offline
EIR Veteran
Posts: 1636


« Reply #27 on: July 30, 2008, 11:50:44 am »

Well there are other things to look at too, not just armor, there are support weapons and infantry that need price increases and decreases.
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #28 on: July 30, 2008, 12:12:48 pm »

What weapon teams need a price change?
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509th Airborne
Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #29 on: July 30, 2008, 12:15:54 pm »

Stuka. price shoud be decreased
Stormy-Schreck price shoud be decreased by 10-20 ammo
Airborn-AT-Gun - Price decrease by a bit.

to lazy to type more ...

However the main reason why the allys lose imo is the fucked up Rifleman price....
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #30 on: July 30, 2008, 12:41:36 pm »

The main reason allies lose is they have no idea how to build their companies to work together. Unlike Axis where each company is fairly self contained, the allies need to specialize.

So yea, arranged team is the best way to play allies.
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Bodybag2224-Armor Offline
EIR Veteran
Posts: 735


« Reply #31 on: July 30, 2008, 12:42:17 pm »

And then you get yelled at for stacking and sit in launcher for 40 mins while you watch the stacked axis games fly off to happiness.
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GoOutside Offline
EIR Veteran
Posts: 70


« Reply #32 on: July 30, 2008, 12:57:22 pm »

*sigh* EIR love all the little nuances and tiny Glitches it makes me all tingly inside
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AmPmAllied Offline
509th Airborne
EIR Veteran
Posts: 285


« Reply #33 on: July 30, 2008, 12:59:00 pm »

I dunno, people still play in 2v2s vs Crono and Me (Dissonance).

Maybe we need smarter allies.
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Falcon333 Offline
EIR Veteran
Posts: 1125


« Reply #34 on: July 30, 2008, 01:45:25 pm »

I'm considering giving access to the database to a few select people in order to be able to modify costs.

That's a good way to keep everything up to date(r).
Still, since there will be multiple people working on the pricing, how can we avoid constant switches?

EDIT: Don't forget to update http://forums.europeinruins.com/index.php/topic,555.0.html
« Last Edit: July 30, 2008, 01:53:42 pm by Falcon333 » Logged

"Chance favors the prepared mind"
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