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Author Topic: Edit: Suppression fire OverPowered(!)  (Read 30581 times)
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #20 on: December 07, 2008, 08:57:28 am »

Doubtable.
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Unkn0wn Offline
No longer retired
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Posts: 18377


« Reply #21 on: December 07, 2008, 08:58:59 am »

Last wars it was pretty much the other way around. Just because one faction is winning the war doesn't mean that side is OP, although the low frequency of attack/defend swaps raises some suspicion towards a possible unbalance in favour of the allies.
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aloha628 Offline
EIR Regular
Posts: 33


« Reply #22 on: December 07, 2008, 09:03:05 am »

Not really. just the noobs are all going to the axis side.


i think this mod dont need much skill or strat..
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Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #23 on: December 07, 2008, 09:04:46 am »

Last wars it was pretty much the other way around. Just because one faction is winning the war doesn't mean that side is OP, although the low frequency of attack/defend swaps raises some suspicion towards a possible unbalance in favour of the allies.

As proven in several threads ...
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Unkn0wn Offline
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Posts: 18377


« Reply #24 on: December 07, 2008, 09:05:35 am »

Not really. just the noobs are all going to the axis side.


i think this mod dont need much skill or strat..

I beg to differ, if it was that easy, the learning curve wouldnt be so damn steep =)
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Apex Offline
Honoured Member
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Posts: 2971


« Reply #25 on: December 07, 2008, 09:29:09 am »

Suppression Fire is the main reason why allies are winning this war so unchallenged. It is not overpowered, but too common. Common BARs are needed, but suppression fire is too common. I have 2 suggestions how to fix this, either:

1. Making suppression fire a one time use ability.
2. Make BAR riflemen spawn with the suppression fire recharging, like they just used it.
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snipes Offline
retarded one
EIR Veteran
Posts: 313


« Reply #26 on: December 07, 2008, 09:29:25 am »

lmg has a chance to supress always, bar has an ability to supress at one moment, the bar supress ability has a huge cool down and is usually only used once a game, while on the other hand, an lmg can surpress at any moment with no cooldown, i think they're pretty much balanced, a bar is a one time deal usually and is like inspired assault, you use it at moments you need it, so stfu

edit* there has been very few games where rifleman bar squads have used  the bar ability twice
« Last Edit: December 07, 2008, 09:33:23 am by snipes » Logged

Unkn0wn Offline
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Posts: 18377


« Reply #27 on: December 07, 2008, 09:30:57 am »

Quote
2. Make BAR riflemen spawn with the suppression fire recharging, like they just used it.
Agreed, but with 3 minute cooldown like stumpster suggested.
(Having them not able to use SF for the first 6 minutes would be too problematic)

Making it a one time use won't necessarily solve the problem as most riflemen don't tend to stick around for another 6 minutes imo.
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Smithy17 Offline
EIR Veteran
Posts: 756


« Reply #28 on: December 07, 2008, 09:54:53 am »

Allies:: 2543 Territories [489 Commanders]
Axis:: 457 Territories [578 Commanders]

something is inbalanced...
It might indicate a small inbalance towards the allies but prooves nothing about suppression fire.
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UnLimiTeD4 Offline
EIR Veteran
Posts: 114


« Reply #29 on: December 07, 2008, 09:59:21 am »

Actually cheaper AI weapons were a major change.
If I recall, P4s pop was reduced to shermans value.
And LMGs are dirt cheap now just aswell.
I think raising BARs to 80 munition would be unfair, but maybe neccecary if it had to do anything with it, just I doubt it.

I like the idea of a lower cooldown and starting with it.
But then you would have to make it usebased, like 2 Uses, because those Rifles will likely survive another 3 minutes if they survived the first.
How about just making it a little less effective at everything but short range, and in turn reduce it's cooldown?
There's a lot of possibilities, I still think it's only a minor annoyance.
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Unkn0wn Offline
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Posts: 18377


« Reply #30 on: December 07, 2008, 10:01:13 am »

Quote
If I recall, P4s pop was reduced to shermans value.
Was always 12

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UnLimiTeD2 Offline
EIR Veteran
Posts: 131


« Reply #31 on: December 07, 2008, 10:09:30 am »

I think it was 14.
You couldn't start with 2 P4s without joint operations.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #32 on: December 07, 2008, 10:56:11 am »

there's no imbalance on the allied side. I think it's the axis noobs are just worse than the allied noobz as those are who I see beating up on people more. A lot of territory is gained in the early morning hours here in the US (3-8am) so that shows that it's the other side of the world that's kickin butt. Everytime I've seen the axis make a push or a gain, or get on defensive, i wake up the next morning and we're back on offense.
Logged

"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Thtb Offline
The German Guy
EIR Veteran
Posts: 3875


« Reply #33 on: December 07, 2008, 11:30:32 am »

there's no imbalance on the allied side. I think it's the axis noobs are just worse than the allied noobz as those are who I see beating up on people more. A lot of territory is gained in the early morning hours here in the US (3-8am) so that shows that it's the other side of the world that's kickin butt. Everytime I've seen the axis make a push or a gain, or get on defensive, i wake up the next morning and we're back on offense.

That the most bullshit post I have seen this month.
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CommanderNewbie Offline
EIR Veteran
Posts: 1240


« Reply #34 on: December 07, 2008, 11:47:34 am »

/facepalm
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CommanderNewbie - Allied
Prydefalcn - Axis
aloha628 Offline
EIR Regular
Posts: 33


« Reply #35 on: December 07, 2008, 01:48:35 pm »

there's no imbalance on the allied side. I think it's the axis noobs are just worse than the allied noobz as those are who I see beating up on people more. A lot of territory is gained in the early morning hours here in the US (3-8am) so that shows that it's the other side of the world that's kickin butt. Everytime I've seen the axis make a push or a gain, or get on defensive, i wake up the next morning and we're back on offense.


if it is like this, allies win because of they arty ( calliope and howie, who normally have 20 or more kills in 1 game) and because of their mega blobs which wtfpwn everything and cap everything Wink

i think allied arty is not really fair too because axis have no high range arty to call in...

but this is a BAR = inbalance? thread:

I find APEX's idea ( the 2nd point) very good, nearly perfect
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aloha625 Offline
EIR Regular
Posts: 22


« Reply #36 on: December 07, 2008, 03:26:34 pm »

Allies:: 2543 Territories [489 Commanders]
Axis:: 457 Territories [578 Commanders]

something is inbalanced...

look at this
Allies:: 2585 Territories [497 Commanders]
Axis:: 415 Territories [583 Commanders]

allies have more territory from day to day Wink
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salan3 Offline
EIR Regular
Posts: 22


« Reply #37 on: December 07, 2008, 03:41:55 pm »

Allies:: 2543 Territories [489 Commanders]
Axis:: 457 Territories [578 Commanders]

something is inbalanced...

look at this
Allies:: 2585 Territories [497 Commanders]
Axis:: 415 Territories [583 Commanders]

allies have more territory from day to day Wink

anyone who counts the territory count as imbalanced misses the fact that it is highly stacked in favor of who ever is attacking.

I believe the number was sometihng like 1pnt for each defensive win, but like 2 or 3pnts for each attacking win.

and something like 15 to 20 pnts to swap an attack to defense.  So each time a defender wins, they gain from 0 to how many players were involved in the fight.  Each time an attacker wins, they reduce the number towards zero by a number which is multiplied by the amount of players in the fight.

it was never an even fight for the defenders,hence last night and the night before when we had the advance 1 fight from swapping, it reverted back to WELL below that by 1 4v4 losing each time.

also, almost all of the new players are mostly playing axis, as always happens. 

I do believe that some pricing could be out of whack, for instance the crocodile, should cost more, and have a higher population. How many games have you NOT seen an allied croc rush starting the fight, and how many of those croc rushes do not dislodge at least 1 players mgs/mortars/pak guns completely.  (id venture to say 9 out of 10 croc rushes succeed in destroying the defensive positions while at least half lose their crocs in the process... trying not to exagerate.. i have been playing both sides a lot this war.)

there are many attributing features to why the territory keeps going down, but it does not always point to imbalances in the game.
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aloha628 Offline
EIR Regular
Posts: 33


« Reply #38 on: December 08, 2008, 07:44:39 am »

and look at the company leaderboard: there are just a few axis companies in the top 20...why? because allies win more games = something is inbalanced..and not because new players play axis first..."pros" play allies becaus its easier...
I really like this mod and its concept and i like to play allies AND axis but something is evidently inbalanced.

i think to balance this mod, you have to add or take away some units because the current units are made for CoH, not for EiR..
« Last Edit: December 08, 2008, 07:55:20 am by aloha628 » Logged
Smithy17 Offline
EIR Veteran
Posts: 756


« Reply #39 on: December 08, 2008, 07:49:48 am »

Umm, the top two companies are both axis
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