*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
November 23, 2024, 01:14:37 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
Pages: 1 [2] 3 4   Go Down
  Print  
Author Topic: well im out, cya later  (Read 16521 times)
0 Members and 5 Guests are viewing this topic.
Nevyen Offline
Honoured Member
*
Posts: 2365


« Reply #20 on: March 26, 2009, 07:19:59 am »


There are people who on private pms told me they stopped writing in the forums cause noone listens.
Reaching a point where you can compaire EIRR's gameplay to vcoh is something to comment upon dont you think.



And agiain never said it wasn't but whats wrong with being respectful and mature about it?  I never question your input but will question your context as in those terms it has more hate than support around it.

Besides who wants fanboys they do nothing but lulz rather than make contributions to the mod, i value those who care about the mod and support with passion, but temper that with respect

The steam isnt needed it as i told a developer of another mod once its just a game in the end and that should always be kept in sight no matter how we feel.

Look i think we have cleared this up, but i feel strongly about this,  its unfair to have a go at people who are putting thier time into somthing for free. Constructive criticism is fine but being rude, disrespectul and discourteous, will only drive those who have the passion and drive to do this away from the mod.  
« Last Edit: March 26, 2009, 07:24:37 am by Nevyen » Logged

Schultz Offline
EIR Veteran
Posts: 679


« Reply #21 on: March 26, 2009, 07:33:02 am »

Nevyen its not like people havent tried to give imput from the start.
There were pages and pages floating around. At some point people stopped caring.
And me as long as others, tried to voice my concerns calmly and with respect from the start. But to no avail as our voices were lost while people flamed each other on issues whether the marder can be considered the pak/atg equivalent for pe, or whatever.

I have nothing with you guys in personal, lets not bring things out of proportion. Its actions and the outcome that is under criticism.
I care whats why im saying these things. If i didnt give a shit, i would have long siezed saying anything.
Im sorry if this offended you, its my way to try to help.

And honestly THTB fuck off! Tongue
« Last Edit: March 26, 2009, 07:35:38 am by Schultz » Logged
Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #22 on: March 26, 2009, 07:37:40 am »

hope they dont lower the 17pdrs range.. that would be wrong.
Logged

Akranadas Offline
Honoured Member
*
Posts: 6906


« Reply #23 on: March 26, 2009, 08:31:36 am »

hope they dont lower the 17pdrs range.. that would be wrong.

I wouldn't say that couldn't happen; it's one of the options, but not the only one.
Logged
Pak75mm Offline
EIR Veteran
Posts: 108


« Reply #24 on: March 26, 2009, 09:12:07 am »

well i can say is that the update really reverted the brits back to VCoH mode but slightly worse since it gave their blobs more power with piat buff. The arty spam is back to some extent with officer arty being superior than what any axis has. The victor target with 25 and priest and almost no cooldown between it and regular fire is almost wtfbbq. It would be interesting if the emplacements were left be and the piats were the ones that got buffed. then people would be dealing with blobs. But then again armor thats suppose to counter that gets eaten up.

emplacement buff was needed, but it already said it went a bit far in that. Range on 17 is insanely high and bofors i cant complain much but i feel it shouldnt out range a marder if anything be on par. i feel the emplacements are meant to be supported by each other not became one single set piece to rule all ala vCoH. But i cant complain much. mortar pit is fine.

As far as blobing goes....eh i feel this is tough to solve a bit when relic design team really encourage this with expansion. officers need to be close and troops need to be close with em. PE buffs encourage cohesion and spam to keep units alive. Its tough but everyone knows the brits bonked vcoh into a mess. I can see why so many feared them coming here and some of the same issues they brought in vcoh are coming to light here as well.....blobbing being the main one. I for one can say im guilty off lol but this time around with piat buff everything becomes to easy.
Logged
TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #25 on: March 26, 2009, 09:21:27 am »

I dunno. I don't think it's possible for EiR to ever get as bad as vcoh in blobbing because you can't retreat out of suppression.

I don't think Brit blobbing has actually gotten worse than the patch; if anything there is less of it, because resources and pop are invested in emplacements. PIATs kill infantry on hits after all not scatter. I recall one occasion when a Brit player had 7-8 PIAT sappers on the field at once. That was oogly.  What we are seeing is more Brit players, less ability to shut the blobs down by tank kiting, and Foo. Wink

Part of the problem unfortunately is rifle grenades. Smoke counters HMGs and rifle grenades counter cover. While it is possible to use both tactically rather than blobmatically, it's more of a matter of preference than anything else. They work well either way.

But if (hypothetically) you nerfed rifle grenades Brits would have a hard, hard time against support weapon spam.

Perhaps the issue is that Brits have every reason to spam upgraded squads and very little reason to use rifle squads, which is very different from every other faction in EiR.  Of course, their rifles kinda suck, sooo...eh.


« Last Edit: March 26, 2009, 09:25:29 am by TheDeadlyShoe » Logged
Draken Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #26 on: March 26, 2009, 09:25:10 am »

U just over did it. 2 buffs were to much for emplacements, range and build time.

There are 3 options:

-Higher build time

-Lower range

-Don't change range and build time, but make them immobile

Or my last idea, to use brit trucks, when truck will be set up on the terrirtory with emplacements it will give them EiR stats, without it they will have normal vCoH stats (Just an idea, maybe on this base you will get much better idea)

And IMO your should decide, if u want touch vCoH stats or not, cuz if u touch one unit, then something else starts being imba, so you will need to change it too, and it will be infinite circle.
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #27 on: March 26, 2009, 10:19:22 am »

How about this option if it's able to be done...

You make the vickers, and stuff mobile but you get the option to build the emplacement around it to make it stronger, but then after you do that, you can't move it, at all, can't unbuild, nothing. I know with eirr repair times, it'd be a menace, well then, make emplacements build at double time, i know this is codable.

Another idea is to make them mobile but to make their respective emplacement buildable and garrisonable by said weapon. I've seen a mod do this where you could build the mortar pit and put mortars and hmgs in it, but not at guns, although I'm sure this was possible as well.

Another idea, give emplacements the same modifers as the trench, just without the accuracy modifers that make it impossible to hit anything inside of it. That way, when you put something that has fire on it, just like irl, it should burn them out by god.

Then there's the option of just going back to making them static again and buildable by truck/sapper. Leave their current ranges, maybe nerf it a little by 5-10 units and just make it so they can't move. You could make them a little cheaper because of this...only issue, you'd have emplacements everywhere lol.

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.
Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #28 on: March 26, 2009, 11:46:39 am »

change build time, damage etc.. but dont mess with the range of the 17pdr... its basically the allieds 88...   it owned axis tanks in ww2.. i know this is a game, but have to have some realistic parts of the game.
Logged
Killer344 Offline
The Inquisitor
*
Posts: 6904



« Reply #29 on: March 26, 2009, 12:01:50 pm »

change build time, damage etc.. but dont mess with the range of the 17pdr... its basically the allieds 88..   it owned axis tanks in ww2.. i know this is a game, but have to have some realistic parts of the game.

My biggest annoyance in this patch I can think of, why the hell do the allies have something that is more pop cap effective, cheaper, mobile, harder to kill, and that performs almost the same as an 88?
Logged

If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #30 on: March 26, 2009, 12:11:02 pm »

change build time, damage etc.. but dont mess with the range of the 17pdr... its basically the allieds 88..   it owned axis tanks in ww2.. i know this is a game, but have to have some realistic parts of the game.

My biggest annoyance in this patch I can think of, why the hell do the allies have something that is more pop cap effective, cheaper, mobile, harder to kill, and that performs almost the same as an 88?

what is the cost of 17pdr compared to 88?

thats why i said do change setup time, damage etc.. including costs.. unless the brit players want the shorter crappy range of it.. if i was brits i would gladly pay more for a long range sector tank killer.. but hey, thats me.
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #31 on: March 26, 2009, 12:14:51 pm »

88...can turn on its own to face targets

17 prr, have to be manually turned.
Logged
sgMisten Offline
Donator
*
Posts: 778


« Reply #32 on: March 26, 2009, 12:22:06 pm »

That's hardly a disadvantage. 17 pounder has a very wide attack arc, and you can face where the enemy is most likely to come from. The 88 faces the direction it was built in, if an enemy comes from the side, the 88 has to turn to the side to shoot, an enemy tank can shoot and scoot, then 88 will turn back to front, leaving the tank free to move up again without being shot at.
Logged
BigDick
Guest
« Reply #33 on: March 26, 2009, 12:41:50 pm »

what is the cost of 17pdr compared to 88?

thats why i said do change setup time, damage etc.. including costs.. unless the brit players want the shorter crappy range of it.. if i was brits i would gladly pay more for a long range sector tank killer.. but hey, thats me.

to balance this huge range would result in making the 17 pounder unable to move...and it would be still unbalanced on some "small" maps

the reason why it has such a long range in vCOH is why it is a static emplacement

since the 17 pounder is able to setup on a different place make it necessary to cut down its range (and not to buff it like in current EiRR stage)

and if you make it statically the brits have a hard time against tanks while attacking

a moveable 17 pounder with medium range (more than pak38/at 57mm but not much more) that has a "quick" buildup time (but without the health regeneration) but that building crew take 300% damage while building (like all other units while building sandbags or bunkers etc.) would be the most balance thing for brits
and lower the accuracy of piats that brit blobbs are vulnerable to anti infantry tanks...
Logged
Mysthalin Offline
Tired King of Stats
*
Posts: 9028


« Reply #34 on: March 26, 2009, 12:52:59 pm »

I think the crew already takes extra dmg while building, 300 extra dmg and 300 extra recieved accuracy, no?
Logged

BigDick
Guest
« Reply #35 on: March 26, 2009, 01:02:48 pm »

I think the crew already takes extra dmg while building, 300 extra dmg and 300 extra recieved accuracy, no?

no it don't it has take the damage as "entrenched"

there have to be really some thinking how to prevent the buttoning and "quick" setup of 17 pounder in the back combinations is handled

because if you get buttoned you can't do much about it and a 17 pounder has such a huge punch that 2-3 shots hurt or kill the most things
Logged
TheDeadlyShoe Offline
Weapon of Math Destruction
EIR Veteran
Posts: 1399


« Reply #36 on: March 26, 2009, 01:26:00 pm »

Every game i've seen an 88 in since the patch, the 88 has dominated. There is a clear performance gap between it and the 17, relocation or no.

Any emplacement is horribly vulnerable under construction. Two MG42 bursts can destroy one.
Logged
CafeMilani Offline
Aloha
*
Posts: 2994



« Reply #37 on: March 26, 2009, 01:34:10 pm »

change build time, damage etc.. but dont mess with the range of the 17pdr... its basically the allieds 88..   it owned axis tanks in ww2.. i know this is a game, but have to have some realistic parts of the game.

My biggest annoyance in this patch I can think of, why the hell do the allies have something that is more pop cap effective, cheaper, mobile, harder to kill, and that performs almost the same as an 88?

right now its pretty annoying, yes, rediculous.

well, brits are forbidden until next patch Wink
Logged

Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #38 on: March 26, 2009, 01:37:54 pm »

seems the axis have been spoiled by having a reach out and touch you gun for too long.. now they get a taste of the 17pdrs pwnage and AGGGHH! run for the hills! lolol.
Logged
CafeMilani Offline
Aloha
*
Posts: 2994



« Reply #39 on: March 26, 2009, 01:47:43 pm »

because of guys like you who posted weird things ^^
always remember: think about possible changes and their CONSEQUENSES.
Logged
Pages: 1 [2] 3 4   Go Up
  Print  
 
Jump to:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.094 seconds with 37 queries.