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Author Topic: Have you tried the Operation Market Garden Mod?  (Read 18075 times)
0 Members and 2 Guests are viewing this topic.
Akranadas Offline
Honoured Member
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Posts: 6906


« Reply #20 on: May 20, 2009, 07:00:48 pm »

That may be so, but IE6 (Yes, IE6) is still the most popular web browser
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BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #21 on: May 20, 2009, 07:01:59 pm »

That may be so, but IE6 (Yes, IE6) is still the most popular web browser

Eh....take it up with HR, I just make up crazy doctrine things  Cheesy
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UnLimiTeD Offline
EIR Veteran
Posts: 554


« Reply #22 on: May 20, 2009, 07:15:26 pm »

It is nice to see how the mods can stop fighting each other.
Wish EiR would still work for me, but my firewall thinks otherwise, and my schedule...
Meh.
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Hey, it's not going to happen
AceOfWar Offline
EIR Regular
Posts: 7


« Reply #23 on: May 20, 2009, 07:19:16 pm »

OMG actually works with most browsers, just not with IE7 and below. I have Chrome, Firefox, Safari and Opera installed on my computer and they all work fine. It's just Microsoft being only compliant with there own standards.......
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Scaevola Offline
EIR Regular
Posts: 32


« Reply #24 on: May 20, 2009, 07:24:15 pm »

I quite like OMG. One thing to remember though, OMG has taken a quite different development direction, and plays different. If you're looking for new gameplay, you should try a game or two. Particularly the British play very differently, with mobile 17 pounders and effective mortars, but also with the speed nerf in enemy territory. The new units aren't particularly confusing, and the wiki is incredibly useful on those sorts of things. The style of game play in general seems different. Halftrack loading makes halftracks actually useful, you will see a lot of those.

About the launcher/website game room - I've never seen it as a problem. It avoids the issues of huge lag spikes (though for the most part that's fixed) and launcher crashes.

A lot of players are live feeding their games, so just pop on vent, and watch a game. There are also 6 or so shoutcasts of some very good matches, that are worth a look as well. Also, in the future many new features are going to be added, including extensive doctrines, advanced training system (which specializes your troops in a particular area) veterency, and more.
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A witty saying proves nothing - Voltaire
BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #25 on: May 20, 2009, 07:28:23 pm »

Also, we have one of these up on our forums as well.

A big thing between the two mods is that we have gone in completely different game play directions, so comparing the games by 1 thing doesn't really work well. It is like an apple and apple juice, yes they are apples, but one you don't need teeth to consume. I love my analogies.
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Lt_Apollo Offline
EIR Veteran
Posts: 380


« Reply #26 on: May 20, 2009, 07:34:58 pm »

i hope your talking about american and wher HTs as PEs are prehpes one of the best motorised AI units in the game. i mean the prloading of HTs is cool but you can do the same with PE by just loading units at your spawn, its what makes my shock teams so deadly. while this is a cool feature i dont see why it is important besides removing a single task for a blitz assualt.

in my eyes OMG is not as accessable to newerplayers due to the more complicated loyout and rediculouse internet browser issue that shouldent even exsist. also while the new units aperantly add flavor they just complicate the matter, if a noob joins OMG all he is going to want to know is This IS this unit, by adding multiple versions OF the same unit you have complicated that matter.

now its umm sherman jumbo? sherman? mass production sherman? croc sherman? HuhHuh?? most newer players would get lost due to this method as most newer players are used to vinnila CoH, while this would be easy for vetrans of EiR it just seems a bit hostle if you where new.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #27 on: May 20, 2009, 07:45:22 pm »

[Choppy Chop]
Cleaned up the thread - removed semi-flames and off topic comments.

Keep it civil  Grin
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SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #28 on: May 20, 2009, 07:52:38 pm »


OMG has a lot of really good ideas but as always there are plusses and minuses:

+ How they handle British emplacements
+ Halftrack loading
+ New units (hopefully this will make allies less boring to play)
+ Nice Wiki
+ More shoutcasts

- Browser/launcher problems
- New units are not new models just reskins
- Less players
- 600 fucking doctrine abilities planned (This is the reason I don’t play it)
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SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #29 on: May 20, 2009, 07:57:31 pm »

Master plan: Borrow the good stuff from OMG and incorporate that and Russian Front into EiR.  Cool
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Scyn Offline
EIR Veteran
Posts: 1011


« Reply #30 on: May 20, 2009, 07:57:47 pm »

I have to second that tbh. I took a look at the wiki and saw all the doctrine stuff and I closed the browser on OMG
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BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #31 on: May 20, 2009, 07:59:55 pm »

Just to clear up some things/ask a few questions.

First the new units (seems to be the shermans) are not going to be just voila unlocks, they will require VPs to unlock. There are 3 new tank versions: 105 (a short range howitzer) Easy 8 (tank destroyer variant) Jumbo (heavily armored). Then the normal things.

The browser issue is really that big of a deal? When I joined EiR I was laughed at for using IE, I guess some people see it as a hassel to download another browser variant/upgrade to the newest version of IE. Noted.

What is the issue with the browser/launcher? You join a game, ready up, copy battle number into your launcher, and launch. Just curious as to what the problem is that people are having.

We also have a wiki page which explains everything, from stupid things we do in vent, to what each unit is/does, to maps. http://www.omgmod.com/wiki/index.php/Main_Page

And what is wrong with the doctrines? Out of curiosity? Why is that a turn off to some people? (considering we don't even have them in yet).
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salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #32 on: May 20, 2009, 08:00:58 pm »

In the end the only thing that competes with each other is a persistent game for company of heroes.  

Ultimately the games are different enough, with different communities that you will always have a different experience going back and forth.

wonder when all the happy OMG'rs are going to try EIRR.. mmm not like dash is around to drive you away anymore Wink

good to see you guys progressing.
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #33 on: May 20, 2009, 08:01:44 pm »

Theres too much useless stuff taking up space. The devs clearly had a hard time seeing the Horizon effect in full swing. (You know that place you can always see but no matter how fast or hard you try to reach it you never can)

one of the reason I play EiRR is that i know what does what. When you start throwing in lots of specialized units and too many choices you detract from the core gameplay, and theres far to much shit in OMG to make any of it good.

One thing this thread does demonstrate is how friendly the EiR:R community is.
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He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
BoDyBaG2224TLS Offline
EIR Veteran
Posts: 798


« Reply #34 on: May 20, 2009, 08:08:45 pm »

Far too much shit. Gimmie a sec to see what new things we have.

4 New allied tanks (Easy 8, Jumbo, 105, Super Pershing)
2 New airborne units (Pathfinders, assault squad)
2 New infantry unit (spotter/ambush squad)

Axis.....well atm they have nothing new.

So those 8 new allied units (which will be unlocks once doctrines are in) are a major turn off for some people? Interesting. Is it that the new unit idea is a turn off, or is it too hard to know what they do? <----That sounds mean but I'm being non sarcastic, I just suck at that whole grammar thing.

@ Salancupcakepinkshirtman Wink thanks.
« Last Edit: May 20, 2009, 08:34:58 pm by BoDyBaG2224TLS » Logged
salan Offline
Synergies TL2 mod!
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Posts: 6290


« Reply #35 on: May 20, 2009, 08:20:16 pm »


@ Salancupcakepinkshirtman Wink thanks.

Hah, I should pull out a new pink shirt for fun!

seriously though, come play (eir) with us (i would have said me, but the jokes would have been bad) sometime, would be fun to play with you and chaos... mmm!

We kinda established the same features by creating reinforcement packages.  Without creating new units we managed to give each side new combo's they didn't have previously.  Basically recreating the same feature you did but without adding new unknown units.

Pershings and CCT's ... airborne and commando's.. hetzers and stormtroopers.

fun combos
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Skewldya Offline
EIR Veteran
Posts: 80


« Reply #36 on: May 20, 2009, 08:40:18 pm »

Thanks for mentioning us Luci!

Thanks for keeping some things strait Body.

Ill add a few more things.  Something Ive noticed is people are saying negative things about this or that, but not tried out the mod.  Yes Veterancy is not in currently, nor is some of the other things we have planned...but there is a huge reason for that which I will get to in a minute.  Some of the things that people have talked about are also things we are looking at...fyi Engies with heroic armor still die quite fast.

Ok basically the main reason that we are still "in production" after the release of 2.5 is because of this:

It was decided that after the last patch that really screwed everyone up we werent going to have that happen anymore.  So Bonte/Marcus have been in the process of recoding the entire mod.  Basically this recode will make it so that future patches from Relic will have no effect on OMG whatsoever, any change they decide to make to units will be implemented by us on our own, not Relic.  So the mod essentially will be completely separate from Relic.  So this is the reason why Vet and ATS are not yet implemented.

The backend code for ATS and Vet is done, we are just waiting for Bonte and Marcus to give the go ahead so we can "turn it on."

One last thing, we say "600" doctrine abilities but we do not have 600 unique abilities, the way that our doctrines are designed is such that some abilities have multiple levels.  Each doctrine tree has around 10 doctrines.  We have not limited players to one specific tree, you can pick a main tree but also pick different abilities from other trees as well; what this does is essentially makes it so that not one single company will ever bee the same.  

The launcher is very simple to use, and you do not require a installer to install the mod.  Just download the "updater" and it will take care of everything for you, all you need is the battle ID from the site, plug it in and hit download and it will auto launch (assuming you have the "auto" box checked."  

Company creation is done exactly the same way it was done in the old EIR, exactly the same.  All factions are getting new units, some that fit in a certain niche...allied armor needed a boost so they got new armor but other factions will get more infantry.  Axis for instance got more infantry than they did armor, but these are not over the top units, they fit a certain role and are really only good for that role

So I invite everyone over to try the mod, if you dont want to try it in its current stage thats ok...but please give it a shot when we get Vet and ATS in which should be rather shortly.

Luci...we still need to do that game we keep talking about Smiley
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Draygon Offline
EIR Veteran
Posts: 1636


« Reply #37 on: May 20, 2009, 08:42:44 pm »

^^That is me btw, didnt know which account I was logged into ...oops.

If anyone has questions about the mod, feel free to ask them, without a flame and one of us will get you a strait answer.

Oh and Salan I still play EIR sometimes...mostly with Victor and Wild though they are my boys Smiley
« Last Edit: May 20, 2009, 08:44:23 pm by Draygon » Logged
SaintPauli Offline
EIR Veteran
Posts: 530


« Reply #38 on: May 20, 2009, 08:50:02 pm »

And what is wrong with the doctrines? Out of curiosity? Why is that a turn off to some people? (considering we don't even have them in yet).
I have read all you doctrine notes and there are simply 2 many. With 600 doctrine choices there will be no way to know what the enemy unit can do.

Like I said, I really like the new units and the way you handle the Brits. Right now I don’t play your mod because it’s less polished. I would have done so though if I thought the end product will be superior but I simply cannot see that happening with those doctrines. 
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Nevyen Offline
Honoured Member
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Posts: 2365


« Reply #39 on: May 20, 2009, 08:55:33 pm »

I think the saddest thing about all this is that there are specific individuals who on both sides outside of the dev teams who take the "drama" to far and continue to try and degrade the gaming experience for the general community member.  That above anything is what pisses me off the most.  The average player has no idea whats going on and thus walks away from one of the best concepts for COH around.

We decided to take the 1st step, we hope to see the same extended over on the other forums, I can't seem to access thier forums at work but as of last night (australian) time i still get the sense that some specific people still arn't ready to put the past behind them.

Sure we keep tabs on each other but in the spirit of healthy and honorable competition its all good.

One day i suspect we will be able to see a environment where mappers can have maps for both mods, players can choose what to play regardless of histrionics and both mods can be defined as truly unique in their own way.

This is the 1st step i suspect but it might need more thawing and in some cases a little more effort from some to see it come to realization.  But then if its worth it, it will take time.

Regards NEV
« Last Edit: May 21, 2009, 12:42:51 am by salan » Logged

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