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Author Topic: Triage Center  (Read 16764 times)
0 Members and 3 Guests are viewing this topic.
KABOOM Offline
EIR Regular
Posts: 14


« on: November 29, 2008, 10:23:14 am »

Hello evryone,

How come the "Triage" upgrade is only 80 ammo and 0 pop cap while evry axis upgrade, even a empty bunker has a pop cap cost of at least 1, even 2 for the repair bunker that ONTOP of that also costs twice as much ammo?


I am new, so please explain to me why this is the case, there most be a reason for such a grave inbalance between the factions.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #1 on: November 29, 2008, 10:24:58 am »

Triage has 2 pop last time I checked
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Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #2 on: November 29, 2008, 10:25:08 am »

It's because there is always one guy left to close windows and doors in that empty bunker.

Add mg gunner and u will have 2 pop. Logic?
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KABOOM Offline
EIR Regular
Posts: 14


« Reply #3 on: November 29, 2008, 10:27:32 am »

Oh, alright, its just that it does not say "2 pop cap" in the tooltip for the Triage center.

If pop cap is the same, why the ammo difference?
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Unkn0wn Offline
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Posts: 18379


« Reply #4 on: November 29, 2008, 10:30:23 am »

Serves different purposes than a bunker, obviously. Triage center is incredibly useful, used to even cost 120 MU and more.
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #5 on: November 29, 2008, 10:33:31 am »

Buy at least 3, most usefull inf. upgrade you can possible get since you can not reenforce in EiR. Horrifcly inbalanced imo, part of why inf is the strongest Doc currently.
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NLeaflar Offline
EIR Regular
Posts: 14


« Reply #6 on: November 29, 2008, 10:34:27 am »

Because MG bunker/nest spam is gay, and they want to prevent it. Bunkers in general are tougher than any of the the allied emplacements, as they cannot be destroyed by small arms. Repair bunkers especially can have a huge effect on the game - a single infantry squad that keeps coming back from a triage might effect the game (it would take a vet 3 AB sitting in radius of triage with raid assault and several dropped LMG's fighting an infantry blob to be hugely game changing), but not nearly as often or profound as tanks that keep coming back from the brink. Also, triages don't replace squad members, so unless you are very careful with your infantry squads, triage centers are not quite as useful.
« Last Edit: November 29, 2008, 10:35:59 am by NLeaflar » Logged
Unkn0wn Offline
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« Reply #7 on: November 29, 2008, 10:38:04 am »

Because MG bunker/nest spam is gay, and they want to prevent it. Bunkers in general are tougher than any of the the allied emplacements, as they cannot be destroyed by small arms. Repair bunkers especially can have a huge effect on the game - a single infantry squad that keeps coming back from a triage might effect the game (it would take a vet 3 AB sitting in radius of triage with raid assault and several dropped LMG's fighting an infantry blob to be hugely game changing), but not nearly as often or profound as tanks that keep coming back from the brink. Also, triages don't replace squad members, so unless you are very careful with your infantry squads, triage centers are not quite as useful.

Works particularly well with higher vet squads.
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NLeaflar Offline
EIR Regular
Posts: 14


« Reply #8 on: November 29, 2008, 11:24:51 am »

Erm...yes? I guess it lets you keep those higher vet squads on longer, but the main difference triage will make concerning vet is on vet 1, because its actually a defensive buff. It effectively increases the health of infantry, and the triage still heals the total health back just as fast. Same reason repair bunkers work best on panthers - best armour in the game, but relatively low health points in relation to its overall survivability.
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DemonicTruism Offline
EIR Regular
Posts: 34


« Reply #9 on: December 16, 2008, 08:14:57 pm »

Because MG bunker/nest spam is gay, and they want to prevent it. Bunkers in general are tougher than any of the the allied emplacements, as they cannot be destroyed by small arms. Repair bunkers especially can have a huge effect on the game - a single infantry squad that keeps coming back from a triage might effect the game (it would take a vet 3 AB sitting in radius of triage with raid assault and several dropped LMG's fighting an infantry blob to be hugely game changing), but not nearly as often or profound as tanks that keep coming back from the brink. Also, triages don't replace squad members, so unless you are very careful with your infantry squads, triage centers are not quite as useful.
Infantry makes up the majority of an army. The ability to make the bulk of your army more useful and usable is extremely handy, particularly as Allied infantry already enjoys a lot of benefits over Axis infantry on several levels.

Triage centers allow Allied infantry to use their abilities more - use the ability, win that small fight, move back to the triage center, then come forward again healed and cooled down. It's part of what makes Suppressive Volley and so on so strong.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #10 on: December 16, 2008, 08:27:41 pm »

It also repairs ATGs and Howi in the radius. Also units in buildings. The Triage is EPIC if used right.
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stumpster Offline
Honoured Member
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Posts: 2197


« Reply #11 on: December 16, 2008, 08:31:26 pm »

Buy at least 3, most usefull inf. upgrade you can possible get since you can not reenforce in EiR. Horrifcly inbalanced imo, part of why inf is the strongest Doc currently.

http://forums.europeinruins.com/index.php?topic=6741.0

While the Triage is powerful, not sure about Infantry being the strongest doctrine...
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Quote
Step out of the way. He'll keep going until he hits a wall, that being Akranadas. Let him go unmolested, his journey will take less time.
Wildfire
Guest
« Reply #12 on: December 16, 2008, 09:00:57 pm »

thtb thinks the allies are OP so meh. id have to say the strongest doc is terror.
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Doce Offline
EIR Veteran
Posts: 248


« Reply #13 on: December 16, 2008, 11:05:31 pm »

Hello evryone,

How come the "Triage" upgrade is only 80 ammo and 0 pop cap while evry axis upgrade, even a empty bunker has a pop cap cost of at least 1, even 2 for the repair bunker that ONTOP of that also costs twice as much ammo?


I am new, so please explain to me why this is the case, there most be a reason for such a grave inbalance between the factions.
More importantly, why the heck do those damn Airborne cost less than a Panther? It's lucrative!
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"How many in a dozen, mofo?"
DasNoob Offline
EIR Veteran
Posts: 3430



« Reply #14 on: December 16, 2008, 11:18:06 pm »

Tirage are great!
« Last Edit: December 16, 2008, 11:19:43 pm by DasNoob » Logged

Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!

You have DasNoob who uses the mod as COHTV
Duckordie Offline
Community Mapper
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Posts: 1687



« Reply #15 on: December 17, 2008, 03:37:48 am »

Yeah... But some fucking kid changed so that trigage cant be destroyed with smal arms fire... (It took time but it could be done)
Now they are like a bunker, just cheeper can better
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^<-- Duck ™ and ©


 We need more axis players!:
whiskey44 Offline
EIR Regular
Posts: 18


« Reply #16 on: December 17, 2008, 07:33:06 am »

they still dont stand up to a military intelligence/v1 combo  Wink
they're annoying till you realize they have one, then its just a minor inconvenience of sending in some schrecks or the v1 to get rid of it.
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MistenTH Offline
EIR Veteran
Posts: 199


« Reply #17 on: December 18, 2008, 01:11:54 am »

Triages are more than annoying when you're depending on nebelwerfers to chip away at hp, when they keep vet 3 RR airborne alive time and again, when they're hidden behind a house near the front lines supporting a forward defence.

Doubly so when 1 V1 later, you find out they've built a 2nd one.
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Wildfire
Guest
« Reply #18 on: December 18, 2008, 01:53:52 am »

Omg, sounds a lot like a repair bunker!!! O noes, triage is so OP!!!...when I regularly see two repair bunkers on the field, repairing one tank and sometimes having an engineer on it as well. There's a reason why there's so many vet 2 tigers, panthers, panzer iv's, etc, in axis players company.
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ImmanioEiR Offline
Donator
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Posts: 247


« Reply #19 on: December 18, 2008, 02:21:24 am »

Triages are more than annoying when you're depending on nebelwerfers to chip away at hp, when they keep vet 3 RR airborne alive time and again, when they're hidden behind a house near the front lines supporting a forward defence.

Doubly so when 1 V1 later, you find out they've built a 2nd one.
No offense, but to me that just sounds like they have a counter for your tactic of using nebels to wear them down.
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