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v0.0.3 Changelog
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Topic: v0.0.3 Changelog (Read 19048 times)
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Mysthalin_Axis
EIR Veteran
Posts: 184
Re: v0.0.3 Changelog
«
Reply #40 on:
February 21, 2009, 09:51:08 am »
All I can say is that the brits have already been made usefull when the emplacement set up time was fixed, and piats were fixed to actually hit stuff, and be able to cloak.
All these new buffs to them are not that necesarry, though will help vs epic campdowns.
Logged
DeadlyShoe
EIR Veteran
Posts: 470
Re: v0.0.3 Changelog
«
Reply #41 on:
February 21, 2009, 10:00:34 am »
Looks good, mostly. Though... reducing the ATHT to 3 pop won't end well. It might make sense if it was just a sticky platform but focus fire makes it better than any infantry squad...it's expensive in munitions but talk about popcap efficiency. Goodness just compare it to the pop on armored cars, which have minimal AT ability.
«
Last Edit: February 21, 2009, 10:04:15 am by DeadlyShoe
»
Logged
This may be the most offensive thing I've read. At least, today.
Khorney
EIR Veteran
Posts: 221
Re: v0.0.3 Changelog
«
Reply #42 on:
February 21, 2009, 10:09:28 am »
there's a bug with the 25 pounder - the building itself takes up 6 cap to deploy, in addition to the units you bring on - thus, if you are at max cap (well, not even that, 6 is alot), you cannot put it down. fix plz.
Logged
DuckOfDoom
EIR Veteran
Posts: 318
Re: v0.0.3 Changelog
«
Reply #43 on:
February 21, 2009, 10:19:11 am »
Wont the changes make the atht even more effective, since green health repairs are alot slower (and the atht got a price buff)? I do agree that PE needed more at options though, so I guess that does solve that problem to an extent.
Quote from: BigDick on February 21, 2009, 05:28:02 am
its fucking useless to discuss with people like u
kill yourself in real life
«
Last Edit: February 21, 2009, 10:20:49 am by DuckOfDoom
»
Logged
Lionel-Richie
Guest
Re: v0.0.3 Changelog
«
Reply #44 on:
February 21, 2009, 10:51:26 am »
Quote from: Khorney on February 21, 2009, 10:09:28 am
there's a bug with the 25 pounder - the building itself takes up 6 cap to deploy, in addition to the units you bring on - thus, if you are at max cap (well, not even that, 6 is alot), you cannot put it down. fix plz.
I think this bug is with all of emplacements, as well. Mortar emplacements costs 1 pop to put down as well as 17 pdrs.
Logged
Tymathee
Donator
Posts: 9741
Re: v0.0.3 Changelog
«
Reply #45 on:
February 21, 2009, 11:16:50 am »
Quote from: DuckOfDoom on February 21, 2009, 10:19:11 am
Quote from: BigDick on February 21, 2009, 05:28:02 am
its fucking useless to discuss with people like u
kill yourself in real life
well just look at his name, he acts just like one but off that...how long til we see the doctrines?
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"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.
salan
Synergies TL2 mod!
Posts: 6290
Re: v0.0.3 Changelog
«
Reply #46 on:
February 21, 2009, 11:37:42 am »
we'll fix the bugs with the emplacements as fast as possible.
Mmm foo not working? Someone shoot the testing monkey !
and the repair rates of American/Wehrmacht/British base unit is equal, the PE are slightly behind due to their main infantry being their repairers.
Wehr took a bit of a fix as they were previously almost 2x as effective for their population then the rest of the factions.
Logged
www.synergiesmod.com
GenSturm
EIR Veteran
Posts: 90
Re: v0.0.3 Changelog
«
Reply #47 on:
February 21, 2009, 11:48:30 am »
What about rep. rate of Luftwaffe infantry?
Logged
The-Goatlord
EIR Regular
Posts: 10
Re: v0.0.3 Changelog
«
Reply #48 on:
February 21, 2009, 12:01:07 pm »
Pio and Pgren repair rates should be swapped.
More arty = lame as all fucking hell bullshit. So... hurray for bugs
That's one I hope never gets fixed.
Hurrah on changes for the most part.
Logged
wildsolus
Donator
Posts: 807
Re: v0.0.3 Changelog
«
Reply #49 on:
February 21, 2009, 12:19:39 pm »
nice changes, only thing that feels off to me is the price of the quad and skirts for axis vehicles... stickies are worthless now especially since you have to pay for vet 2 to get the longer range to get close to em.
and quads should be at 225-260 imo, just seem way overpriced for basically a 'hit or miss' type unit.
Logged
lol
lol x2
salan
Synergies TL2 mod!
Posts: 6290
Re: v0.0.3 Changelog
«
Reply #50 on:
February 21, 2009, 12:23:02 pm »
Quote from: wildsolus on February 21, 2009, 12:19:39 pm
nice changes, only thing that feels off to me is the price of the quad and skirts for axis vehicles... stickies are worthless now especially since you have to pay for vet 2 to get the longer range to get close to em.
and quads should be at 225-260 imo, just seem way overpriced for basically a 'hit or miss' type unit.
quads were always 350 in EIR, they mistakenly were priced in at their upgrade cost and not the actual combined cost.
Stickies haven't changed, unless I am missing something, and this is the cheapest they have ever been in EIR's history.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: v0.0.3 Changelog
«
Reply #51 on:
February 21, 2009, 12:24:00 pm »
Thank you for including the hotfix in this release, I had to use it, for some reason my autoupdater will not update the files and even now after using it, if I run the updater it wants to overwrite my updated files again.
anyone else having this issue?
Logged
MistenTHA
EIR Veteran
Posts: 122
Re: v0.0.3 Changelog
«
Reply #52 on:
February 21, 2009, 12:33:27 pm »
Quote from: salan on February 21, 2009, 12:23:02 pm
Stickies haven't changed, unless I am missing something, and this is the cheapest they have ever been in EIR's history.
I believe he means that with skirts being standard on every axis tank, which reduces penetration, and hence the chance of the sticky bomb being a dud, and combined with the almost close range suicidalness of sticky bomb usage unless you get vet 2 with rifles, they aren't as effective as they used to be.
Logged
wildsolus
Donator
Posts: 807
Re: v0.0.3 Changelog
«
Reply #53 on:
February 21, 2009, 12:39:02 pm »
yea sorry i wasn't clear, misten said it perfectly.
because i know if i buy vet 2 on a few squads of rifles, they will be focus fired and killed almost immediately before they can get a sticky off that might be a dud on the cheaper skirted axis tanks.
Logged
The-Goatlord
EIR Regular
Posts: 10
Re: v0.0.3 Changelog
«
Reply #54 on:
February 21, 2009, 12:40:05 pm »
What with skirts being cheaper sticky prices could feasibly be lowered to compensate. But cheaper skirts are a great change. What with RRs never ever missing except for maybe once in a game I played last year.
Skirts only lower the damage by like 50% so it's not like it makes hand held AT useless. And on P4s its only lowered by 10 munis. Stugs are shit at killing infantry and stuhs are easily countered by AT guns and other tanks. If I'm not mistaken the skirts effects against AT guns and tank guns is negligible.
Logged
UnLimiTeD
EIR Veteran
Posts: 554
Re: v0.0.3 Changelog
«
Reply #55 on:
February 21, 2009, 01:37:04 pm »
There is no effect...
Still, StuHs are by far not easily counterable by ATGs.
17", maybe.
Logged
Hey, it's not going to happen
Absolution2
EIR Regular
Posts: 18
Re: v0.0.3 Changelog
«
Reply #56 on:
February 21, 2009, 03:33:19 pm »
Skirts in this mod are not beta skirts, they do not reduce handheld penetration rate, only damage.
Logged
rai0
EIR Regular
Posts: 42
Re: v0.0.3 Changelog
«
Reply #57 on:
February 22, 2009, 02:05:06 am »
r devs workin on "Victor Target" ?
without this r 25ps llittl bit useles.
r
«
Last Edit: February 22, 2009, 02:11:13 am by rai0
»
Logged
MistenTH
EIR Veteran
Posts: 199
Re: v0.0.3 Changelog
«
Reply #58 on:
February 23, 2009, 06:33:43 pm »
Quote from: The-Goatlord on February 21, 2009, 12:40:05 pm
Skirts only lower the damage by like 50% so it's not like it makes hand held AT useless.
At the current point in time, without doctrine buffs, increased repair rates and prevalence of skirts, allied hand held AT is quite close to worthless atm IMO.
Bazookas - Poor accuracy at long range, decent damage, but means nothing if it can't hit. And even if it does hit, it will bounce off more often than not. Don't talk about flanking, realistically the most ideal you can fire handheld AT is at the frontal armour of a tank at medium range because the tank will usually be supported.
RRs - Good penetration, good accuracy. But with skirts (at 50% damage reduction?) they deal 34 damage per RR. If both RRs hit you get about 68 damage. You will need 18 RR shots to penetrate to kill a P4 with 600 hp. RR is also currently the most expensive handheld AT in the game.
PIATs - Poor damage, poor accuracy. The only decent thing perhaps is an initial shock with PIAT ambush, and possible chance to hit rear armour from the front. If you hit.
And in all cases, even after you get off handheld AT hits, the axis tank can now be repaired quickly with multiple repairs. And attrition losses of infantry cannot be replaced as easily.
Handheld AT is also not much of a deterrance at the moment against some axis heavy tanks as well.
By comparison, axis handheld AT is much better. They hit more often, deal more damage to non-skirted allied tanks, and can skirt extreme range of machinegun cover without getting suppressed to get their shot off.
The most effective anti-tank capability allies have to depend on right now is the 57mm and firefly, primarily due to range and then damage. Handheld allied AT at the current point in time is a joke.
Logged
jackmccrack
EIR Veteran
Posts: 2484
Re: v0.0.3 Changelog
«
Reply #59 on:
February 23, 2009, 07:26:50 pm »
I thought skirts were -25% penetration and -25% damage, are they not?
Logged
Let's talk about PIATs in a car.
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