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Author Topic: New Vet List - Outdated  (Read 14105 times)
0 Members and 2 Guests are viewing this topic.
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #20 on: February 17, 2009, 04:36:01 pm »

scrapking has extremely valid points people should remember in concerns of the AC.
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #21 on: February 17, 2009, 04:39:52 pm »

i can retreat a howi now right?
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panzerjager1943 Offline
EIR Veteran
Posts: 659


« Reply #22 on: February 17, 2009, 04:40:25 pm »

Not veterancy related.
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #23 on: February 17, 2009, 04:41:54 pm »

its is considering if i spend the pp to vet it up and its in danger, i want to now if i can make it run away.
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #24 on: February 17, 2009, 04:43:55 pm »

Nope thats a coding issue, look at it form the standpoint of what the bonuses reflect,  if you think for a second that what you have now is all there is your not reading anything we post.

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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #25 on: February 17, 2009, 04:49:08 pm »

huh?
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acker Offline
EIR Veteran
Posts: 2053


« Reply #26 on: February 17, 2009, 05:48:02 pm »

Croc penetration buff is...wrong. To a lesser extent, so is the accuracy buff, the flamethrower is pretty accurate already, I believe.

I can't see very many reasons as to why a Calliope should have a CB ability. It could work out, though.

Rangers get a cover bonus? Link it to the upgrade, similar to Storms/Volks.

Received damage reductions on a Howitzer really is pointless to an extent. Accuracy, maybe. Or health.

Pershing needs better buffs.

Flammenwurfer halftrack accuracy bonus is also not useful. Replace with something that reduces engine criticals, maybe.

Officer (Axis) could get a cooldown decrease with vet? Maybe increase on supervision?

KT, Tiger, Tiger Ace need better buffs.

Buff nebel recharge rate for vet2.

Why would a stuka need counterbattery fire? It might work, but maybe not.

Vetted Captains/LTs should give better auras/lower cooldowns.

Accuracy issue with the Croc, like the rest of the flame units. Luckily, it also has a main gun, so it isn't as bad...

Received accuracy on the AVRE...change to acceleration buff, maybe? Units simply don't miss at the ranges an AVRE is used.

Puma-style armor on a PE light vehicle...not good.

Panzer IV IS doesn't need the penetration bonus. Buff reload rate instead.

Bergetiger needs repair rate buffs.

Same issue for JP as with other heavy tanks.


I like the list on the most part.
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EscforrealityTLS Offline
EIR Veteran
Posts: 593



« Reply #27 on: February 17, 2009, 06:24:38 pm »

Very good list but for the most art I agree with Acker, the Heavy tank Vet 3 buffs don't seem worth it though.

Perhaps make The Puma Amour upgrade at Vet 3?
« Last Edit: February 17, 2009, 06:36:04 pm by EscforrealityTLS » Logged

Pwanawan baby!
Malevolence Offline
Donator
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Posts: 1871



« Reply #28 on: February 17, 2009, 06:32:39 pm »

You guys don't seem to understand exactly how rape a Puma with an AC cannon is.

An AC's speed, with an AC's gun, on a chassis 100% immune to small arms fire makes for a SERIOUS problem for anything not armed with anti-tank. Like, seriously, that shit is going to be insane. I'd just say give it like a buff against penetration by 25% or something, not friggin' puma armor...
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Akranadas' Greatest Hits, Volume 1:

Quote from: Akranadas
Vet has nothing to do with unit preformance.

Quote from: Akranadas
We are serious about enforcing this, and I am sure you all want to be able to have your balance thought considered by the development team with some biased, sensationalist coming into your thread and ruining it.
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #29 on: February 17, 2009, 06:43:22 pm »

Not veterancy related.

being able to retreat a howi is an important question when it comes to buying its vet, so it kinda is.

and yes you can retreat the crew off of it.
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Fingertrapped
Guest
« Reply #30 on: February 17, 2009, 08:28:43 pm »


Quote from: notepad

Americans:
Engineers
-Vet1 Recieved damage 0.85
-Vet2 Accuracy 1.15, Recieved Accuracy 0.9, +40% repair rate, range +10 (m3 smg only)
-Vet3 Health 1.1, Cover ability*, Damage 1.15, +40% repair rate

How about changeing the engineer veterancy to make it more worthwhile to use engineers as a combat unit?

- Vet 2 Received Supression 0.75

instead of the accuracy and received accuracy buff

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Malevolence Offline
Donator
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Posts: 1871



« Reply #31 on: February 17, 2009, 08:43:50 pm »

I gotta agree, engineers sucking at combat is due to suppression from anything better than a hull machine gun (which frankly I saw suppress engineers two games ago, so even that).
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CrazyWR Offline
EIR Veteran
Posts: 3616


« Reply #32 on: February 17, 2009, 09:13:38 pm »

You guys don't seem to understand exactly how rape a Puma with an AC cannon is.

An AC's speed, with an AC's gun, on a chassis 100% immune to small arms fire makes for a SERIOUS problem for anything not armed with anti-tank. Like, seriously, that shit is going to be insane. I'd just say give it like a buff against penetration by 25% or something, not friggin' puma armor...

This. But as someone who plays PE, I won't complain...
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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
Fingertrapped
Guest
« Reply #33 on: February 17, 2009, 09:18:11 pm »

AC with puma armor and overdrive is like some wet PE fanboy's dream.. panzerjager, I'm looking at you. Smiley

IF you're gonna keep the puma armor (which is a cool idea, if imbalanced) you gotta remove the overdrive for vet 2+ AC's and perhaps also slighty nerf its speed! (0.95 - 0.90) modifier maybe)

But honestly, the AC trades offensive power for a weak defense and small arms vulnerability. You cant just throw this out of the window and completely rework a unit into a completely new unit just because it gets vet.
« Last Edit: February 17, 2009, 09:21:55 pm by Fingertrapped » Logged
stumpster Offline
Honoured Member
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Posts: 2197


« Reply #34 on: February 17, 2009, 09:19:19 pm »

Uhh, AC gun is pretty much the exact same as the Puma gun.  Basically, with Puma armor...you're getting a Puma that can purchase Overdrive and is faster than usual.  The thing that makes the AC better is the coax MG.
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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.
Tymathee Offline
Donator
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Posts: 9741



« Reply #35 on: February 17, 2009, 09:36:35 pm »

Uhh, AC gun is pretty much the exact same as the Puma gun.  Basically, with Puma armor...you're getting a Puma that can purchase Overdrive and is faster than usual.  The thing that makes the AC better is the coax MG.

it IS the exact same, except the AC has .75 acc vs inf armor and the puma 1.00
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"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.
Tymathee Offline
Donator
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Posts: 9741



« Reply #36 on: February 17, 2009, 10:02:13 pm »

Quote
Engineers

Since engineers have 2 guns (m3 and flame) which are great on the move, why not give it assault ability instead of cover ability? Also, since engies are so hard to get to vet 3 anyway, give them 35% better suppression resistence, so you can have a true reward. Dmg while nice, i dont think is truly needed.

Mortar Squad

while the +10 is nice, all other abilities are right on line with the axis mortar and you make them pretty uniform, i guess this is ur intention.

Rangers

I'd have to agree on either giving assault or cover depending on upgrade

57mm AT Gun

lol faster at gun Cheesy, but again, at gun and pak have same exact vet bonus...but pak gets regen, so if ur trying to make it uniform, wheres the allied one thats diff from the axis? maybe +5/10 range? extra ap round?

M8 Greyhound

I'd like to see maybe Penetration added as a vet bonus for greyhounds. or say at vet 3 they get an extra mine, something to make it special, heck, maybe add suppression, ditto quad.

M10 Tank Destroyer

How about..wind up/down 0.0 at vet 2/3 so no more blank shots, also add maybe speed/accel to make m10 special

Crocodile

Haha, penetration, change to turret rotation like in old eir and w'ere good.

Calliope

how noticable is -15 and -20s really going to be? whats the cool down?

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gamesguy1 Offline
EIR Veteran
Posts: 135


« Reply #37 on: February 17, 2009, 11:15:22 pm »

Uhh, AC gun is pretty much the exact same as the Puma gun.  Basically, with Puma armor...you're getting a Puma that can purchase Overdrive and is faster than usual.  The thing that makes the AC better is the coax MG.

it IS the exact same, except the AC has .75 acc vs inf armor and the puma 1.00

Is that even implemented in EIRR?  Considering its a beta change.
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KriegesTeufel Offline
EIR Regular
Posts: 5


« Reply #38 on: February 17, 2009, 11:21:53 pm »

Quote
Flak 88
-Vet1 Speed 1.1, Recieved Damage 0.87
-Vet2 Recieved Accuracy 0.8, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +15

How does a speed increase help a fixed emplacement?  Does this refer to the truck that builds the gun?  If so, do any other bonuses carry over to the truck?
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Tymathee Offline
Donator
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Posts: 9741



« Reply #39 on: February 17, 2009, 11:43:40 pm »

Quote
Flak 88
-Vet1 Speed 1.1, Recieved Damage 0.87
-Vet2 Recieved Accuracy 0.8, Penetration 1.1
-Vet3 Damage 1.25, Penetration 1.15, Sight +15

How does a speed increase help a fixed emplacement?  Does this refer to the truck that builds the gun?  If so, do any other bonuses carry over to the truck?

lol...faster 88 =D
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