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AXIS own ALLIES
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Topic: AXIS own ALLIES (Read 29929 times)
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scrapking
EIR Veteran
Posts: 924
Re: AXIS own ALLIES
«
Reply #40 on:
February 19, 2009, 02:23:14 pm »
Slowpoke, I agree with you, but this issue can be fixed in a number of ways -
unit stats
pop values
pricing (although this doesnt really solve that first fight it means you can outlast, which also matters)
doctrine abilities (which might affect any number of the above)
etc etc etc.
Logged
Bubblesatan
EIR Veteran
Posts: 63
Re: AXIS own ALLIES
«
Reply #41 on:
February 19, 2009, 02:23:39 pm »
Allies can win the first fight but it requires more skill or more resources.
Logged
scrapking
EIR Veteran
Posts: 924
Re: AXIS own ALLIES
«
Reply #42 on:
February 19, 2009, 02:28:37 pm »
Quote from: Bubblesatan on February 19, 2009, 02:23:39 pm
Allies can win the first fight but it requires more skill or more resources.
"Can" and "Should" are 2 different things, and I fail to see what resources have to do with that first fight, really.
In general terms, if each player brings a mix of units, each unit that axis brings for the same pop will be a better version of what allies bring. Mortar, axis is better. HMG, axis is better. General infantry squad, axis is better. Medium tank, axis is better. All have the same pop values, so axis have a decent - but NOT insurmountable through skill, or creative call in adaptation - advantage in those first units.
But yes, skill can compensate, but where skill is equal there is only a little luck, making the right move a little faster than your opponent's right move, and the unit stats - the latter of which favors axis players as of now.
And again, as per Slowpoke, I am only talking about that first call-in. It rends to even out quite a bit more as there are more units on the field and things take damage and die.
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OhSlowpoke
EIR Regular
Posts: 18
Re: AXIS own ALLIES
«
Reply #43 on:
February 19, 2009, 02:32:07 pm »
In my opinion, the allies should have a global population boost, to represent their weaker units- allowing them access more units on the field, to counteract the axis units' superiority.
It shouldn't be a crazy amount- just a little bit would help.
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salan
Synergies TL2 mod!
Posts: 6290
Re: AXIS own ALLIES
«
Reply #44 on:
February 19, 2009, 02:33:04 pm »
a considerable imbalance in repair rates is currently being looked at. This adds to some of the problem.
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www.synergiesmod.com
narref
EIR Regular
Posts: 41
Re: AXIS own ALLIES
«
Reply #45 on:
February 19, 2009, 03:13:56 pm »
Quote from: scrapking on February 19, 2009, 02:28:37 pm
In general terms, if each player brings a mix of units, each unit that axis brings for the same pop will be a better version of what allies bring. Mortar, axis is better. HMG, axis is better. General infantry squad, axis is better. Medium tank, axis is better. All have the same pop values, so axis have a decent - but NOT insurmountable through skill, or creative call in adaptation - advantage in those first units.
not at all, volks cost the same pop than riflemen and are quite worse, the diference between axis and allied hmg is just really small, and the allied mortar is almost as good as the axis one. An upgunned sherman cost the same pop as a p4 and is quite better, I dont know the m10 pop but it must be nearly the same than stug and m10 is also quite better, and i think there're also some more units with the same pop cap wich are better, for the allie like jeeps, halftracks ...
«
Last Edit: February 19, 2009, 03:15:55 pm by narref
»
Logged
Bubblesatan
EIR Veteran
Posts: 63
Re: AXIS own ALLIES
«
Reply #46 on:
February 19, 2009, 03:14:29 pm »
resources spent in the units you call in
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panzerjager1943
EIR Veteran
Posts: 659
Re: AXIS own ALLIES
«
Reply #47 on:
February 19, 2009, 03:15:18 pm »
Axis Mortar has more range, and Grenadiers are standard Wehrmacht Infantry (Grenadier was rank for Private in 1943-1945.)
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Bubblesatan
EIR Veteran
Posts: 63
Re: AXIS own ALLIES
«
Reply #48 on:
February 19, 2009, 03:18:16 pm »
Volks aren't worse than rifles. It's you that can't use them.
Logged
narref
EIR Regular
Posts: 41
Re: AXIS own ALLIES
«
Reply #49 on:
February 19, 2009, 03:20:00 pm »
Quote from: Bubblesatan on February 19, 2009, 03:18:16 pm
Volks aren't worse than rifles. It's you that can't use them.
yeah... maybe...
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DiBBs
EIR Veteran
Posts: 104
Re: AXIS own ALLIES
«
Reply #50 on:
February 19, 2009, 03:27:23 pm »
I say...
Before you say a unit or faction is underpowered or something isn't balanced in the game, you should try all of the factions for a while to get a feel.
When you use a single faction and get beat, its not that your faction or unit is under powered. Your opponent is just better than you.
No unit or faction is a cake walk against against any other. And it mostly depends on the players ability for wins or losses.
You'll find its never easy to win no matter what you play as.
i'm personally getting a little tired of all 'baawwing' over faction balance because there isn't any problem for me. I play as PE which is supposed to be some op faction but I've also been crushed a fair amount of times by brits and americans.
well... /endrant.
oh yea and axis do not own allies at all.
Logged
PPLA
EIR Veteran
Posts: 85
Re: AXIS own ALLIES
«
Reply #51 on:
February 19, 2009, 03:39:55 pm »
I have played several games and i do have to say the allies (by allies I mean mainly Americans ) are under power. Everyone complaines that in EIR the allies spamed but that the only way they could win. The axis have a wide variaty of units while 1vs 1 axis units are superior and the allies just cant compete. EIR:R has taken away the allies only advantage number and if the allies (americans) cant spam its incredably hard to win
Logged
kilob
EIR Regular
Posts: 11
Re: AXIS own ALLIES
«
Reply #52 on:
February 19, 2009, 03:44:11 pm »
I agree with whoever made this link though... no matter how you put it down on the page with all the "balances" and pop equalizers and tank stats and all that.... axis always win/are better
the MG isnt that much unbalanced... but the mortar is MUCH better and that always is stopping my MG's ( im allied) from staying in buildings. also their AT gun can cloak and by the time you've ran from it, its already moved. the allied of course have their AT charge but that not only costs munitions, has cooldown/uses, but also because of AT firing rate gives you only one shot and if the tank is moving, chances are you'll miss.
I personally would be fine with all these allied disadvantages but the one thing i find that ruins the balance is the grandiers....
the shrek is much better than zooka. in real i know it was but come on! in the game the grandiers fire their shreks faster and reload faster, plus they dont need a special unit to have the shrek. Allied infantry have to be infantry to get rangers which are more expensive, and the main riflemen HAVE to get sticky (which sucks)
plus grandiers can get the light MG which completly owns... even though the allied can "pin" it always takes me at least 15-30 seconds to pin axis squads, and even then only one of them eventually pins.
the tanks overall are all very balanced.... of course i'd rater be able to spam shermans like they really did and have them suck, but of course EiR is almost exaclty the same with the main units...... there's more i'd like to say but i'd rather not waste your time... besides like i said i only hate how the grandiers have much better buy-able equipment. i think it would be better to have seperate squads for infantry AT like in battle of the bulge...
8)and that's why axis are overpowered in EiR
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EscforrealityTLS
EIR Veteran
Posts: 593
Re: AXIS own ALLIES
«
Reply #53 on:
February 19, 2009, 03:54:00 pm »
Cost reflect a lot of what you complaining about though. You just need more practice.
You clearly don't know how to use pin. Pin effects the squad you tell the Rifles too soot at, once the squad your shooting at are pined tell you rifles to focus on the next squad. You generally need a different squad to do the killing though. I think there a load of modifiers that stop the pinned squad taking damage from the rifles that pinned them, but I'm not sure.
Remember in EIR suppression is almost equal to death.
«
Last Edit: February 19, 2009, 03:57:38 pm by EscforrealityTLS
»
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Pwanawan baby!
DuckOfDoom
EIR Veteran
Posts: 318
Re: AXIS own ALLIES
«
Reply #54 on:
February 19, 2009, 03:56:40 pm »
One thing, which would make me very happy, is the hold fire ability on the allied at gun so it would stop fucking shooting infantry and revealing its position
Logged
UnLimiTeD
EIR Veteran
Posts: 554
Re: AXIS own ALLIES
«
Reply #55 on:
February 19, 2009, 03:57:30 pm »
Quote from: kilob on February 19, 2009, 03:44:11 pm
...BLA....bla..flame...theory...blabla yadayada.
On a serious note, the allies get 2 bazookes for less munition than 1 schreck, on a squad with fireup.
They have stronger grenades.
AP rounds can quite give you 3 shots, enough to kill a StuG.
The axis mortar is more expensive and shoots slower.
And on short range, Bars pin within 6-5 seconds. What esc said.
Also, what would be the point of having grenadiers for schrecks, and grenadiers for lmgs?
Fine, than I got 2 squads... really a difference.
Logged
Hey, it's not going to happen
Fingertrapped
Guest
Re: AXIS own ALLIES
«
Reply #56 on:
February 19, 2009, 03:59:14 pm »
It does not take 10-15 seconds to pin an axis squad in the open. If you trying to supress them in green cover, you are doing it wrong. You are not supposed to be able to easily supress infantry in green cover, thats the point of cover. Rifles can even supress enemy squads on the move if you are close enough and they do not retreat "through" cover. Thats pretty powerful. In the open a single rifle squad can supress both and pin one squad of axis infantry they meet in the open.
Also, most players ingame get very little from their rifle squads, because they do not have the "love" for their rifles. They will use them as sticky suicide squads, sucide blobs, rush them at tanks etc or blob them against mgs, nebels and mortars to provide cover or distraction for other units.
Some of the rifle usage I see ingame breaks my heart. With bars they
can
beat any other axis infantry by supression alone. Pair a BAR squad with a flamer, and voila they can beat anything else. Pinned units still burn like this *snap*.
Basically if two g43 squads OR a g43 squad and a fallschirm squad OR two grens meet a rifle and engi in the open, they have to quicky supress (lmg or slow) the engineers before the bars supress themself or they are guaranteed to lose. If they meet two rifels, they rifles can pop supression and IWIN the engagement.
Well microed rifles stand up to all kinds of axis infantry. You can even make thompson only rangers now, and pair them up with a bar squad. The only problem is that your main AT (stickies + at guns) drain munitions while your fuel based anti tank sucks, a problem axis doesnt have. Im not sure if I think the american munition-priced units and upgrades are priced correctly towards this problem.
Overall wehr seems like the most powerful faction right now, with their obscenely effective AT, cost-effective upgrades, superior repair power, superior units and.. the fact that a fair amount of the good players play nothing but wehr. Wehr doesnt have any weak sides, all the aspects of the faction are great as far as I can see.
«
Last Edit: February 19, 2009, 04:06:29 pm by Fingertrapped
»
Logged
Dnicee
EIR Veteran
Posts: 998
Re: AXIS own ALLIES
«
Reply #57 on:
February 19, 2009, 04:01:36 pm »
Im getting really sick of ppl whining all the time. My opinon is that you need to learn how to play the faction you like. Not just play 10 games and then say that they suck etc. I have played over 300 games of eir (i lost really much in my first 100 games) and exp do much in eir so of course its harder to win. I dont see many good allies complain so much as the rest of you.
and instead of complaining so much watch some replays of two good teams and you will see that its a even game.
I can agree that maybe somethings need to be changed but give it some time.
(Im not a good player, just have much exp and i suggest you new and average players get some too)
(This is just my opinon)
Logged
DuckOfDoom
EIR Veteran
Posts: 318
Re: AXIS own ALLIES
«
Reply #58 on:
February 19, 2009, 04:09:07 pm »
Quote from: Dnicee on February 19, 2009, 04:01:36 pm
Im getting really sick of ppl whining all the time. My opinon is that you need to learn how to play the faction you like. Not just play 10 games and then say that they suck etc. I have played over 300 games of eir (i lost really much in my first 100 games) and exp do much in eir so of course its harder to win. I dont see many good allies complain so much as the rest of you.
and instead of complaining so much watch some replays of two good teams and you will see that its a even game.
I can agree that maybe somethings need to be changed but give it some time.
(Im not a good player, just have much exp and i suggest you new and average players get some too)
(This is just my opinon)
I agree with dnice. However, I still think that axis squads are easier to manage and micro then allied squads due to smaller squad sizes. Axis micro is more forgiving due to their superior units, HOWEVER, the tradeoff is that causalities hurt axis more then allies.
Logged
Sach
EIR Veteran
Posts: 1211
Re: AXIS own ALLIES
«
Reply #59 on:
February 19, 2009, 04:09:42 pm »
Quote from: Fingertrapped on February 19, 2009, 03:59:14 pm
Also, most players ingame get very little from their rifle squads, because they do not have the "love" for their rifles. They will use them as sticky suicide squads, sucide blobs, rush them at tanks etc or blob them against mgs, nebels and mortars to provide cover or distraction for other units.
I'm guilty of that. I fucking hate rifles
Logged
Sach Wins!
Would people please stop killing my AVREs. Not cool.
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