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Author Topic: trenches too powerful, even inbalanced like in vanillaa  (Read 10687 times)
0 Members and 2 Guests are viewing this topic.
amadeus Offline
EIR Regular
Posts: 21


« on: February 13, 2009, 08:41:05 pm »

trenches should cost some mp, shouldnt they?
i mean, they make all axis players buy flamers or grenades but most of them dont buy nades because they are too weak...
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amadeus Offline
EIR Regular
Posts: 21


« Reply #1 on: February 13, 2009, 08:44:32 pm »

"-Trenches will only give green cover to units within them, units die a lot faster, and trenches take a while to build."

sry didnt see this
but post ur opinions
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OhSlowpoke Offline
EIR Regular
Posts: 18


« Reply #2 on: February 13, 2009, 08:53:24 pm »

Trenches actually suck. Units die very quickly in them, they're immobile, and they take for-fucking-ever to build.
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stumpster Offline
Honoured Member
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Posts: 2197


« Reply #3 on: February 13, 2009, 08:54:34 pm »

I'd highly recommend you don't comment about trenches until you play the game.
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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.
Two Offline
EIR Veteran
Posts: 2079


« Reply #4 on: February 14, 2009, 07:29:14 am »

1 mortar shot lands anywhere near a trench and you've lost the entire squad, it doesnt even have to hit the trench  Sad
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Quote
IplayForKeeps: if we were an equation
IplayForKeeps: it would be
IplayForKeeps: two = keeps
IplayForKeeps: i only have 1 friend
Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #5 on: February 14, 2009, 07:30:44 am »

At the moment trenches just provide green cover AFAIK. Hence why their impact on EIR gameplay is very minimal.
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MannfredvonRitter Offline
EIR Veteran
Posts: 375


« Reply #6 on: February 14, 2009, 07:46:15 am »

Trenches blow, it just groups your men up for some epic death from a single mortar or such.

I may regret this, but I think the original trench needs to come back, we didn't even try it, maybe it's gay, but perhaps it gives the brits a fighting chance and justifies the expensive inf.
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Piotrskivich Offline
EIR Veteran
Posts: 542



« Reply #7 on: February 14, 2009, 07:52:02 am »

When OMG mod had the trench real good it was all about getting a man in before them so you could hold it for 10 mins till you got another guy lol.
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Mysthalin_Axis Offline
EIR Veteran
Posts: 184


« Reply #8 on: February 14, 2009, 07:52:33 am »

I think the main problem is that the mods forgot the main reason WHY the brits cost so much in vCoH, and took them in like they were, right into the mod.
Brit T1 units are liek other factions' T2 units - tommies are a good fight for grens, bren gun carrier is beatable only by fausts.
T2 kills T3 - Stuart wins Puma, sappers build 17 pdrs which in turn eat StuGs, etc.
T3 gives you cromwells - a counterpart to it - the P4 comes in only at T4.
Also, brit command trucks give you the lockdown ability which makes mucho dinero, and there's another resoruce advantage for the brits, in conjunction with their early strong stuff, making them quite viable
However, in EiRR their high costs on everything was retained, ignoring the fact that everyone is on equal footing here - T4 can come in the same time as T1/T2. Brits gain no extra resources like in vCoH - and thusly their two only advantages are gone. Fireflies are no longer spammable, the commandos "OMGIRDROPPINGIN!" ability when you need it, is gone, and they're early appearance is also removed.
That is the main reasons, I believe, that brits have become so unviable.
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Skaevola Offline
EIR Veteran
Posts: 175


« Reply #9 on: February 14, 2009, 09:31:56 am »

What about buffing the trench a little bit from green cover, to building cover? That way its more useful than sandbags, but not unkillable.
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EliteGrens Offline
EIR Veteran
Posts: 240


« Reply #10 on: February 14, 2009, 09:34:21 am »

Mortars OWN trenches.
'nuff said.
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Smithy17 Offline
EIR Veteran
Posts: 756


« Reply #11 on: February 14, 2009, 01:34:34 pm »

Can't they make trenches really good versus artillery, mortars, tank rounds etc but only green cover versus other weapons?
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Mysthalin_Axis Offline
EIR Veteran
Posts: 184


« Reply #12 on: February 14, 2009, 01:35:15 pm »

Can't they make trenches really good versus artillery, mortars, tank rounds etc but only green cover versus other weapons?
They can.
Question is, will they?
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Guderian Offline
EIR Veteran
Posts: 817



« Reply #13 on: February 14, 2009, 01:37:24 pm »

god hopes so.
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Eir customer support staff.
panzerjager1943 Offline
EIR Veteran
Posts: 659


« Reply #14 on: February 14, 2009, 01:43:51 pm »

We can but it involves changing every single weapon, which is time-consuming and goes against the team rules of not changing statistics.
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UnLimiTeD Offline
EIR Veteran
Posts: 554


« Reply #15 on: February 14, 2009, 01:44:50 pm »

Like the trenches...  Give it building cover, can't be that hard.
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Hey, it's not going to happen
Guderian Offline
EIR Veteran
Posts: 817



« Reply #16 on: February 14, 2009, 01:50:30 pm »

But then they will be much suspecitable to tank fire nón?
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UnLimiTeD Offline
EIR Veteran
Posts: 554


« Reply #17 on: February 14, 2009, 01:51:23 pm »

Possibly true. Thats bad aswell.
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Guderian Offline
EIR Veteran
Posts: 817



« Reply #18 on: February 14, 2009, 01:53:31 pm »

gah pain in the ass trenches : /
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Absolution Offline
EIR Regular
Posts: 27


« Reply #19 on: February 14, 2009, 01:57:19 pm »

Quote
We can but it involves changing every single weapon, which is time-consuming and goes against the team rules of not changing statistics.

Well you already changed the trenches once  Cheesy
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