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Author Topic: well im out, cya later  (Read 16565 times)
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #40 on: March 26, 2009, 01:54:12 pm »

because of guys like you who posted weird things ^^
always remember: think about possible changes and their CONSEQUENSES.

what did i post that was wierd?
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CafeMilani Offline
Aloha
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Posts: 2994



« Reply #41 on: March 26, 2009, 01:56:39 pm »

many balance suggestions which were simply not 'balance' but 'imbalance' suggestions, u know Wink
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #42 on: March 26, 2009, 02:00:56 pm »

many balance suggestions which were simply not 'balance' but 'imbalance' suggestions, u know Wink

oh like you? but your worse!
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CafeMilani Offline
Aloha
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Posts: 2994



« Reply #43 on: March 26, 2009, 02:03:04 pm »

many balance suggestions which were simply not 'balance' but 'imbalance' suggestions, u know Wink

oh like you? but your worse!

no thats worse: "decrease cost of ally mortar, thanks!"

omg
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Mgallun74 Offline
EIR Veteran
Posts: 1478


« Reply #44 on: March 26, 2009, 02:07:57 pm »

many balance suggestions which were simply not 'balance' but 'imbalance' suggestions, u know Wink

oh like you? but your worse!

no thats worse: "decrease cost of ally mortar, thanks!"

omg

u want to increase BAR prices?
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Killer344 Offline
The Inquisitor
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Posts: 6904



« Reply #45 on: March 26, 2009, 04:21:24 pm »

Any emplacement is horribly vulnerable under construction. Two MG42 bursts can destroy one.

Emplacements canīt be heard in the fog of war... since they easily camouflage between the blob... an 88 truck in the other hand... well you know, also, it takes forever to set up a 88, and 17s arenīt snipable either :p.
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NightRain Offline
EIR Veteran
Posts: 3908



« Reply #46 on: March 26, 2009, 04:56:30 pm »

why don't we all have a beer and enjoy our time? Cheesy


Though I must say- Sim City anyone? I heard Sim City 3000 is very hard and needs a lot of things to keep the city alive, elecricity and stuff water etc its cool game! As well people need jobs otherwise they get poor and run outta money and the area turns slum then comes riots that destroys the city and in the end a Meteor storm comes and blows everything out. xD

That's sim city.

Anyway...yeah...I don't like sim cities...that is why I escaped to EiR...no brits...no PE...ah the peace...now they are in...and the peaceful beautiful thing turned into a massive horrible "I winz by buildinh a city!!1!1!!"
Darn that replay has a NEW London built in Europe! A lot of citizens too...and they go all wild when axis come near
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #47 on: March 26, 2009, 05:27:14 pm »

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.

Im sorry if this offended you, its my way to try to help.
Hey Shultz Wink

I just thought Id put my 2 cents in.  For you and others.

We hear your voices.  We take in our experience, others experience, the current state of code and stats, and try our best to make an informed desicion on our changes.

The problem as I see it - is that you probably dont see what comments infulenced what, or what balance test game gave what results.

I have people watching replays posted, and I even have some community members post me PMs things they are concerned with.

We try, and it obviously isnt apparent.  *shrug*

Enjoy your games while I go code some more - just to get flamed ;p (Thats a joke btw)
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Tymathee Offline
Donator
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Posts: 9741



« Reply #48 on: March 26, 2009, 05:53:51 pm »

I know you're working hard buddy, I try my best to help you guys out. Let me know if you want me on the team Wink lol.

also...I think you may need a PR specialist for the devs just to keep things down and handle all complaints. A liason of sorts, let everyone know what's going on, what you're working on, how things are going, what issues you're having with coding (we have those who know code in the community, you never know who might be able to figure it out or have a solution already)

just an idea
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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.
Malevolence Offline
Donator
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Posts: 1871



« Reply #49 on: March 26, 2009, 05:55:44 pm »

USURPER TRYING TO STEAL SALAN'S POSITION! GET HIM!
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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.
gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #50 on: March 26, 2009, 08:45:27 pm »

Did any of you actually watch that replay?  Just counting MGs and AT guns:

Total emplacements from the 2 Brits: four 17 pounders, one bofors, one vickers MG nest.   At most on the field at the same time?  two 17 pounders.

Total MGs/AT guns from the 2 wehr: six pak38s, eight MG42s.

And you wonder why two RCA players beat support weapon spam from wehr.

eh the problem is you need hmgs to fight brit blobs (without you are done) you need mortar/nebel to fight emplacements and paks to fight tanks...

means a lot of support stuff

wehr was allways build around many support weapons thats the way like the defensive wehr faction is meant to be played in coh

Did you actually watch the replay?

The number of MGs on the field at times outnumber the number of British infantry units.

When wehr has more MGs on the field than his opponent has actual infantry units, its not to counter blobbing anymore.   In fact it should be called a MG blob.

Its because wehr support spam is insanely difficult to beat and cost effective.  Mostly due to the MG42, the Romulan cloaking pak, and the "lol I can do anything you can do but better" mortar.
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overfreeze222 Offline
Content Creator
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Posts: 199


« Reply #51 on: March 27, 2009, 11:23:32 pm »

Gamesguy, we need hmgs, apart from the lmg (weak suppresion) and mortar, its all the wehr have. if u are RCA, u have mortars, hmgs, arty (priest or 25), possibly BARS. now, Brits blob like there is no tommorow, hence the Hmg's, in hinesite, though, we shoodnt have had them on, because u werent attacking, u were sitting in ur emplacements bombing our pants off us.

The reason we had 6 paks: it is a very viable (or at least i thought it was) emplacement killer, plus there handy against tanks.

No mortars? useless against emplacements (unless u get a direct hit on the gun)
No nebels? as above (the flame damage this does should be a ton better against emplacements)
No stukas? rather a stug any day (and its a bitch to protect)
No heavy (hummel and the likes) arty? not a common word in the axis vocabulary

Bofors spank any light vehicles u may send to kill crew, which by the way are like the gods of olde. send a tank to kill bofors? hello button plus 17.
Send inf to kill brens, why whats that whistling noise? oh, a huge bloody artillery shell, or isnt that gun supposed to shoot at aircraft? now for a breakdown:

Bofors kill inf and light vehicles
17 + brens kill tanks going after Bofors
arty and/or bofors kills inf supporting tanks.

and just to chuck it in there : mortar kills anti-blob Hmg's, blobs bum rush inf, button tanks, up come the piats,arty enemy blob, u have ur self. Sim City.



A few suggestions for this:

 - Increase flame damage to emplacements
 - Decrease Emplacement crew survivability ( i'm pretty sure Icould spray an mp44 at a 25 pdr and kill at least One crew member)
 - Reduce damage done to moving inf by Bofors (this is insanely high)
 - Increase damage done to emplacements done by paks (not by much, just a bit)
 - Increase damage done by mortars
 - Just to balance shit out, decrease the damages massed inf does against emplacements, u cant blow up a 17 pdr with a rifle. (unless u shoot the ammo box or something....)

Just putting it out there.

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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #52 on: March 28, 2009, 12:08:37 am »

Gamesguy, we need hmgs, apart from the lmg (weak suppresion) and mortar, its all the wehr have. if u are RCA, u have mortars, hmgs, arty (priest or 25), possibly BARS. now, Brits blob like there is no tommorow, hence the Hmg's, in hinesite, though, we shoodnt have had them on, because u werent attacking, u were sitting in ur emplacements bombing our pants off us.

The reason we had 6 paks: it is a very viable (or at least i thought it was) emplacement killer, plus there handy against tanks.

No mortars? useless against emplacements (unless u get a direct hit on the gun)
No nebels? as above (the flame damage this does should be a ton better against emplacements)
No stukas? rather a stug any day (and its a bitch to protect)
No heavy (hummel and the likes) arty? not a common word in the axis vocabulary

Bofors spank any light vehicles u may send to kill crew, which by the way are like the gods of olde. send a tank to kill bofors? hello button plus 17.
Send inf to kill brens, why whats that whistling noise? oh, a huge bloody artillery shell, or isnt that gun supposed to shoot at aircraft? now for a breakdown:

Bofors kill inf and light vehicles
17 + brens kill tanks going after Bofors
arty and/or bofors kills inf supporting tanks.

and just to chuck it in there : mortar kills anti-blob Hmg's, blobs bum rush inf, button tanks, up come the piats,arty enemy blob, u have ur self. Sim City.



Go and watch the replay.  Actually watch it.

There were no Brit blobs except at the first 2 minutes of the game, after that the most brit squads in one place was 3, and usually from two different players.

You had 6 paks but they never ever shot at emplacements.  Because we didn't have all that many!   Half our emplacements died within the first 10 minutes of the game to shreks, not paks.  Whine Dnicee started complaining about sim city, there were exactly one 17 pounder and one mortar pit on the field.

You had multiple mortars and a nebel.  So I dunno what you are talking about.  Mortars and nebels don't counter emplacments, they counter the infantry guarding it.  In addition, stuka is extremely powerful against emplacements(just ask smokaz) and how can you possibly have a hard time guarding the most mobile arty in the game?

You had a heavy arty piece that game.  Did you forget?  Your teammate brought out a hummel early and bombed us with it the entire game.  The problem was your teammate was too scared to lose it so it sat right next to spawn shooting at long range where it didn't do much.   We actually brought our priests up to fire.    My PE company's hummel one volleys emplacements like half the time, you just need to get closer and be willing to risk the arty piece a little.  And before you say it, allied arty except the calliope is just as easy to kill.   Ask victor target about his priest.  It got off two barrages before I drove a couple of shreks in clown cars and raped it, and then raped the firefly he happened to bring up as well.

Your view of the game is just...wrong.  Seriously.  How can we have blobs, arty, emplacements, mortars, tanks, all at the same time?  I had a priest, a captain, a 17 pounder, one bren squad, and a LT for 80% of the time.   Brit blobs take up a lot of pop cap.  3 squads and a LT is 18 pop, unless you think two squads is a blob?
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #53 on: March 28, 2009, 12:22:18 am »

Although our testing of the stuka was in a sandbox environment and within the yellow circle range, it dealt impressive damage to both the bofors and the 17 pounder. AT nades are also insanely good against emplacements for cost and has a long range you can throw them from. Both these emplacements are vulnerable to specific types of attack which only a good injected dose of L2P can help you learn.

Emplacements were either wrongly utilized or not used at all prior to the recent patch from what I've seen so of course much crying ensues when a new problem is encountering - but the key is to test out new strategies and units to deal with them which I'm 100% sure the awake players have been doing.

The mortar pit remains an issue because of its armor type, though. Vickers can be flanked.
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Mysthalin Offline
Tired King of Stats
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Posts: 9028


« Reply #54 on: March 28, 2009, 12:29:23 am »

Don't forget that the wickers is actually not repositionable as it is right now. It can't self-heal ^^.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #55 on: March 28, 2009, 12:42:17 am »

Although our testing of the stuka was in a sandbox environment and within the yellow circle range, it dealt impressive damage to both the bofors and the 17 pounder. AT nades are also insanely good against emplacements for cost and has a long range you can throw them from. Both these emplacements are vulnerable to specific types of attack which only a good injected dose of L2P can help you learn.

Indeed.   You can't always get that close with a stuka.  But in a realistic scenario the emplacement woudn't be a full hp either.  A simple mortar barrage would reduce its hp enough that a longer ranged stuka volley can get it.

AT nades are insanely good vs emplacements.  Just our last game my two PG squads instagibbed a 17 pounder with two AT nades.   Against a bofors/17 pounder combo, simply attack from the least vulnerable angle(behind a building/in cover) with shreks or AT nades, the bofors doesn't kill that fast, especially once you get close to it, at which point it does like no damage.

I'm sorry, but emplacements just aren't that hard to kill.  The main problem with them is you can field drop them in front of the enemy in the middle of a battle.  So take 10 seconds off the unpack timer and add 10 seconds to the construct timer.   
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MistenTH Offline
EIR Veteran
Posts: 199


« Reply #56 on: March 28, 2009, 10:24:06 pm »

Well, this thread is all over the place but anyways. I tested a double stuka build to try and 1 shot emplacements yesterday. Doesn't work reliably, hard to get the 1 hit kill. Stuka range is 120, 57mm is 60, 17pounder 80. Motorcycle sight range is 55. Without LoS and around 60 range from target, it's hard to get the kill on an emplacement even with 2 stukas. Way too much spread. Plus it's a 16 pop cap artillery option.

Well back to the drawing board. Probably have to try the hummel and at nades, or emplacements get something magically changed to them ^.^

And on-topic: I see overfreeze (the topic starter) is back and playing games again. Though as americans I believe.
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #57 on: March 29, 2009, 12:10:18 am »

i have been playing PE regularly lately, to understand the other side of the coin better in the idea of emplacements.

I have to say the only one that is anything hard to take over is the bofors.. bugger of a thing!

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Pak75mm Offline
EIR Veteran
Posts: 108


« Reply #58 on: March 29, 2009, 12:32:01 am »

Well, this thread is all over the place but anyways. I tested a double stuka build to try and 1 shot emplacements yesterday. Doesn't work reliably, hard to get the 1 hit kill. Stuka range is 120, 57mm is 60, 17pounder 80. Motorcycle sight range is 55. Without LoS and around 60 range from target, it's hard to get the kill on an emplacement even with 2 stukas. Way too much spread. Plus it's a 16 pop cap artillery option.

Well back to the drawing board. Probably have to try the hummel and at nades, or emplacements get something magically changed to them ^.^

And on-topic: I see overfreeze (the topic starter) is back and playing games again. Though as americans I believe.

at nades own 17 pounders but mortar pits take very little damage from em. i havent tried bofors or 25 pounder.
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gamesguy2 Offline
Honoured Member
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Posts: 2238


« Reply #59 on: March 29, 2009, 12:35:23 am »

Well, this thread is all over the place but anyways. I tested a double stuka build to try and 1 shot emplacements yesterday. Doesn't work reliably, hard to get the 1 hit kill. Stuka range is 120, 57mm is 60, 17pounder 80. Motorcycle sight range is 55. Without LoS and around 60 range from target, it's hard to get the kill on an emplacement even with 2 stukas. Way too much spread. Plus it's a 16 pop cap artillery option.

Well back to the drawing board. Probably have to try the hummel and at nades, or emplacements get something magically changed to them ^.^

And on-topic: I see overfreeze (the topic starter) is back and playing games again. Though as americans I believe.

at nades own 17 pounders but mortar pits take very little damage from em. i havent tried bofors or 25 pounder.

Bofors is the same armor type as the 17 pounder.  25 pounder/mortar pit has a different armor type.

Either way the mortar pit should still take significant damage unless its bugged.  Because AT nades do 150 damage with 1x modifier vs checkpoint armor and 1.5x modifier vs emplacment armor...
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