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Author Topic: EIRR Update 006  (Read 27177 times)
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salan Offline
Synergies TL2 mod!
*
Posts: 6290


« on: June 03, 2009, 01:37:01 am »

YOU WILL NEED TO RE-REGISTER YOUR LAUNCHER REGISTRATION ON THE FORUMS TO ACCESS THE LAUNCHER
(Left hand side - http://64.79.205.72/index.php?page=57)

- Anything in red is NOT in currently and will be added in hotfixes shortly.

Doctrines
added Doctrines to Launcher!
this is a work in progress, and each ability will be designated as complete or incomplete.
These will be added through hotfixes.

http://64.79.205.72/index.php?topic=9755.msg167312#new

ALL
* You will gain 10pp gain per game, win or lose.
* New Starting Resources:
  8000 MP, 1800 Mun, 1200 F
* Repair removed from the game, all vehicles now have a repair kit upgrade
   (Ranging from 10 - 150 Mun, 1 use)
** R+ mode has been changed.  It is now a random chance between the 3 current modes.

Added TOV Units

US
- Pershing: 16 pop (From 17)
- Quad: 6 pop (From 5)
- Crocodile: 12 pop (From 14)

- Engineer availability from 8, 4, 1 to 6, 4, 1
- Quad availability from 4, 4, 1 to 2, 4, 1
- Jeep availability from 4, 2, 1 to 6, 2, 1

- Triage center moved to infantry doctrine

- Riflemen: 190 MP (From 200 MP)
- Airbourne: 280 MP (From 300 MP)
- M8 Skirts: 60 Mun (From 100 Mun)
- Triage Center: 120 Mun (From 140 Mun)
- .30 mg team: 250 MP, 20 Mun (From 270 MP, 30 Mun)
- Mortar team: 350 MP, 50 Mun  (From 420 MP, 50 Mun)
- Demolitions: 60 Mun (From 70)
- Riflemen Grenades: 30 Mun (From 35 Mun)
- Ranger/Airbourne Grenades: 40 Mun (From 45 Mun)
- AP Rounds: 40 Mun (From 50 Mun)

- Sticky penetration against side skirts improved.


British
- Firefly: 12 pop (From 14)
- Stuart: 7 pop (From 8 )

- Tommy Recon Section snipe range increased
- Stuart gun modified
- British MG Team suppression improved, SF ability removed
- British Mortar Team damage & range increased, rate of fire reduced.
- Churchill Tank Shock improved.


- Vickers MG Bunker Upgrade: 45 Mun, 2 pop, (From 140 MP, 30 Mun, 3 pop)
- Churchill MK IV: 410 MP, 260 F, 10 pop (From 410 MP, 275 F, 12 pop)
- Tommy infantry section: 255 MP (From 265 MP)
- Sappers: 200 MP (From 210)
- Chuchill AVRE: 410 MP, 240 F (From 490 MP, 315 F)
- Commando grenade: 40 Mun (From 45 Mun)
- Piat commando grenade: 40 Mun (From 65 - bugfix)
- Tetrarch: 300 MP, 70 F (From 300 MP, 80 F)
- British MG Team: 280 MP, 30 Mun (From 320 MP, 50 Mun)
- FOO moved to Captain


Wehrmacht
- Tiger: 640 MP, 635 F (From 860 MP, 635 F)
- Flammenwerfer HT: 240 MP, 80 Mun, 30 F (From 240 MP, 65 Mun, 55 F )
- Grenade: 25 Mun (From 30)
- StuG/H Armor Skirts:  50 Mun (From 60)
- PIV Armor Skirts - 60 Mun (From 70 Mun)
- Panther Armor Skirts - 80 Mun (From 90)
- PAK - 400 MP, 120 Mun (From 400 MP, 140 Mun)
- MP40 - 65 Mun (From 70)
- Stormtrooper medkit - 25 Mun (From 15 Mun)
- KCH medkit - 25 Mun (From 15)
- Grenadier medkit - 20 Mun (from 15)
- Panzerfaust (Volks): 40 Mun
- Panzerfaust (KCH): 50 Mun
- Stormtrooper: 320 MP (From 300 MP)

- PAK no longer shoots 3x in camouflage
- Tiger Ace removed Sad

- Motorcycle availability from 4, 2, 1 to 6, 2, 1
- Pioneer availability from 8, 4, 1 to 6, 4, 1
- Nebelwerfer availability changed to 1, 1, 1

- Panther: 15 pop (From 16)
- Ostwind: 10 pop (from 11)
- Tiger: 16 pop (From 17)
- King Tiger: 18 pop (From 19)


PE
- PzIV IST: 10 pop (From 12)
- Panther: 15 pop (From 16)
- Wirbelwind: 10 pop (From 8 )

- Vampire halftrack radius increased
- Healing Scout car moved to Scorched Earth
- Bergetiger removed (for now)

- Tank Buster Grenadiers: 195 MP (From 205 MP, 110 Mun)
- Light AT HT: 255 MP, 40 F (From 275 MP, 50 F)
- Radio equipped Scout Car - 145 MP, 80 Mun, 10 F (From 145 MP, 95 Mun, 10 F)
- Marder: 380 MP, 120 F, 6 pop (From 305 MP, 170 F, 8 pop)
- PzIV IST Armor Skirts: 60 Mun (From 80)
- Panther Armor Skirts: 80 Mun (From 90)
- Flakvierling: 290 MP, 60 Mun, 4 pop (From 290 MP, 70 F, 6 pop)
- Anti tank grenade: 20 Mun (From 25 Mun)
- Incendiary grenade: 25 Mun (From 30 Mun)
- Scout Car 145 MP, 20 F (From 145 MP, 10 F)
- FJ faust: 40 Mun ( From 50)


Launcher changes

A rework of the level system has been implemented.
each level is 100 pnts above the last, level 1: 100, level 2 : 200, level 3 : 300, etc... except for the 200pnts needed between 7th and 8th.


Common Wealth
Quote
                       level 1 : Major
                        level 2 : Lieutenant Colonel
                        level 3 : Colonel
                        level 4 : Brigadier
                        level 5 : Major General
                        level 6 : Lieutenant General
                        level 7 : General
                        level 8 : Field Marshal


United States
Quote
                      level 1 : Major
                       level 2 : Lieutenant Colonel
                       level 3 : Colonel
                       level 4 : Brigadier General
                       level 5 : Major General
                       level 6 : Lieutenant General
                       level 7 : General
                       level 8 : General of the Army


Wehrmacht
Quote
                       level 1 : Major
                        level 2 : Oberst leutnant
                        level 3 : Oberst
                        level 4 : General Major
                        level 5 : General Leutnant
                        level 6 : General Oberst
                        level 7 : General
                        level 8 : General Feldmarschall

Panzer Elite
Quote
                       level 1 : Sturmbannfuhrer
                        level 2 : Obersturmbannfuhrer
                        level 3 : Standartenfuhrer
                        level 4 : Brigadefuhrer
                        level 5 : Gruppenfuhrer"
                        level 6 : Obergruppenfuhrer
                        level 7 : Oberstgruppenfuhrer
                        level 8 : Reichsfuhrer

How you gain xp in EiR:R 006+


Vs Equal ranked TEAM (Adds all xp, averages)

Win: 20xp
Loss: 10xp

Modifiers:
per rank lower: -20% Xp
per rank higher: +20% Xp
Min 20% Xp
Max 200% Xp

eg, Im rank 5, playing a rank 3 TEAM
my modifiers are:
2 - 5 = -3 * 20% (60%) = 40% of win, loss, pp gain.

The last question to answer is, WHY DO I NEED TO GAIN XP and LEVEL?
In order to unlock your doctrine tiers, and advantage tiers, you need a corresponding xp rank as follows:

Quote
              Xp Level 1 : Doctrine Tier 1 Unlocked
               Xp Level 2 : Advantages Tier 1 Unlocked
               Xp Level 3 : Doctrine Tier 2 Unlocked            
               Xp Level 4 : Advantages Tier 2 Unlocked
               Xp Level 5 : Reinforcements Unlocked
               Xp Level 6 : Doctrine Tier 3 Unlocked
               Xp Level 7 : Advantages Tier 3 Unlocked
               Xp Level 8 : Doctrine Tier 4 Unlocked
« Last Edit: June 03, 2009, 03:45:29 am by Unkn0wn » Logged

Guderian Offline
EIR Veteran
Posts: 817



« Reply #1 on: June 03, 2009, 01:52:04 am »

this is awesome..... Yust truly awesome
Logged

Eir customer support staff.
salan Offline
Synergies TL2 mod!
*
Posts: 6290


« Reply #2 on: June 03, 2009, 01:54:22 am »

REINFORCEMENT CHANGES
Cost: 100 PP


Race - Wehrmacht

Blitzkrieg Reinforcement
Volksgrenadiers
Stormtroopers
Panzer IV
HMG 42

Terror Reinforcement
Mortar
Ostwind
Sniper
KCH

Defensive Reinforcement
Pak 38
Pioneers
Officer
Grenadiers



Race - PanzerElite

Scorched Earth Reinforcement
Assault Grenadiers
Radio Equipped SC
Vampire Halftrack
Mortar Halftrack

Luftwaffe Reinforcement
Fallschirmjager
Luftwaffe Infantry
Infantry Halftrack
Wirblewind

Tank Hunters
Armored Car
AT Halftrack
Hetzer
Tank Busters



Race - American

Infantry Reinforcement
Riflemen
Rangers
57mm ATG
M8

Airborne Reinforcement
Airborne
Mortar Team
.30 Cal
Sniper

Armor Reinforcement
Sherman
Quad
Engineer
Crocodile


Race - CommonWealth

Commando Reinforcement
Commandos
Piat Commandos
Lieutenant
Bren Carrier

Royal Canadian Artillery Reinforcement
Captain
Tommy Squad
6pdr AT gun
Cromwell

Royal Engineers Reinforcement
Churchill AVRE
Firefly
Bren MMG Carrier
Sappers
« Last Edit: June 03, 2009, 02:00:50 am by salan » Logged
Latios418 Offline
EIR Veteran
Posts: 443


« Reply #3 on: June 03, 2009, 02:26:01 am »

err, what is the reasoning behind tying rank to doctrines? This mod seems to have a really bad syndrome of giving people who play more more advantages. With vet, this is ok. However, this... only the better players are going to get t4, so not only are they better, they've got a super-doctrine ability...
Logged

Quote
Anonymous 06/19/09(Fri)11:55 No.4931966

Is Akranadas in this thread? Fucker can't stop bragging about his "waifu taldeer" and cosplaying in an eldar farseer costume while shouting "Flithy monkeighs!" interspaced with random eldar gibberish.
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #4 on: June 03, 2009, 02:40:57 am »

It's a 'progression' based system similar to what a lot of MMORPGs use.
Mind you, if you fight better opponents you will get a lot more xp so there is a drift towards equality present in the current system. We've focussed a lot on ensuring that newer players and the more casual players can stay competitive and will continue making effort in the future.
Logged
Latios418 Offline
EIR Veteran
Posts: 443


« Reply #5 on: June 03, 2009, 02:57:21 am »

One last question:

Why was .006 released only half-done? Right now we have all the negatives of it with barely any of the positives. All of our companies reset, no more free advantages, less resources overall (may be arguably better for balance, but I don't think many people enjoy fielding less stuff. The change on it's own isn't major, but with the removal of easy-access RAs that I had started to grow fond of...), etc. And in return we got... slightly better balance and the proof-of-concept of the doctrine system. Surely it would have been better to finish up the balance changes and actually put some decent doctrine stuff in to counteract all of the negatives?

Just IMO, this patch is total shit and it looks like we're going to be stuck with it until .007 comes out to make it good again.
Logged
Tymathee Offline
Donator
*
Posts: 9741



« Reply #6 on: June 03, 2009, 03:01:41 am »

well...i just lost my vet 3 rifle the last game i played so this comes right on the heels of that, go figure and i lost my vet 2 sherman so all good lol. they gone anyway
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.
Duckordie Offline
Community Mapper
*
Posts: 1687



« Reply #7 on: June 03, 2009, 03:02:58 am »

Latios418, Vet units are made to die!
Logged

^<-- Duck ™ and ©


 We need more axis players!:
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #8 on: June 03, 2009, 03:04:02 am »

I'm sorry if you feel that way.
You will not be stuck with 'this' untill 007 comes in, we will be integrating doctrines pretty consistently these next few weeks. These changes are huge from a design standpoint, you may not perceive them as such but they are.

The resource change was made because we felt that there was an over-abundance of upgraded infantry and slightly too many vehicles on the field. If it turns out the old resource values were better after all we will surely consider reverting them. All things considered however the starting resource decrease wasn't that big.

We also lowered the resource bonuses simply because in their previous form they were too powerful and ended up tipping the balance in company composition far too much in favour of already favoured, experienced, players.
Logged
Latios418 Offline
EIR Veteran
Posts: 443


« Reply #9 on: June 03, 2009, 03:05:16 am »

That doesn't mean I enjoy the removal of it all and the removal of a ton of resources from our companies. I don't even see how the base resources were a balance issue, considering every faction had the same amount.
Logged
nugnugx Offline
Donator
*
Posts: 4051



« Reply #10 on: June 03, 2009, 03:06:20 am »

q.q corner here  >>>>>>>
Logged

Latios418 Offline
EIR Veteran
Posts: 443


« Reply #11 on: June 03, 2009, 03:10:20 am »

CAPTAIN OBVIOUS IS CAPTAIN OBVIOUS

I'm glad that you notice I'm complaining, I never would have noticed it myself

now repairs cost munitions as well, tbfh you should have just completely removed them from the game because with the lower munitions we'll have less decent infantry than ever, i don't see what the point in spending more of our limited munitions to disable your tank for 2(+) minutes is. Light vehicles is the only time it MIGHT see use by decent players...
Logged
Latios418 Offline
EIR Veteran
Posts: 443


« Reply #12 on: June 03, 2009, 03:10:42 am »

ps captain obvious = captain dumbass
Logged
Demon767 Offline
Warmap Betatester
EIR Veteran
Posts: 6190



« Reply #13 on: June 03, 2009, 03:11:10 am »

CAPTAIN OBVIOUS IS CAPTAIN OBVIOUS

I'm glad that you notice I'm complaining, I never would have noticed it myself

now repairs cost munitions as well, tbfh you should have just completely removed them from the game because with the lower munitions we'll have less decent infantry than ever, i don't see what the point in spending more of our limited munitions to disable your tank for 2(+) minutes is. Light vehicles is the only time it MIGHT see use by decent players...

qq
Logged


Generalleutnant of The Reichs Wolves

Nevergetsputonlistguy767
Tymathee Offline
Donator
*
Posts: 9741



« Reply #14 on: June 03, 2009, 03:14:11 am »

geez...dude. Just play it and see how it plays before you start complaining, they just released it.  It's a new and interesting change. They're trying to get rid of the stupid repair blobs that we see, i find nothing wrong with that. It's something different and it goes away from some long held belief's they've held from eir ot eirr and that's not changing from the core stats, so give it a try first. I can't wait personally.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #15 on: June 03, 2009, 03:15:22 am »

oh yeah and what the hell is sp?
Logged
Unkn0wn Offline
No longer retired
*
Posts: 18379


« Reply #16 on: June 03, 2009, 03:15:50 am »

Basically though you're really just upset because you lost your previous company to a wipe?
I can understand where you are coming from but the wipe was long announced and it's very much a good thing for us to have all these balance/gameplay changes tested in a fresh playing field.

It sucks but the wipe was a necessity.
I think you will just have to get over it, we all lost our accounts but I don't see why it would be no fun to 'start fresh'.

Quote
now repairs cost munitions as well, tbfh you should have just completely removed them from the game because with the lower munitions we'll have less decent infantry than ever, i don't see what the point in spending more of our limited munitions to disable your tank for 2(+) minutes is. Light vehicles is the only time it MIGHT see use by decent players...
Before EIR:R the resource amounts on munitions and fuel were very similar to the *new ones* today and it worked out fine.
200 Munitions less to start with is really only 2 - 3 large unit upgrades that you lose. Some upgrades have also gone down in price further.

Repairs are meant to be less common, and if you want repairs you will have to invest some precious munitions into them.
That's the entire point, mind you 200 HP/min is quite a significant repair rate.

Anyway, let's avoid a flame war and this thread getting locked please.
Logged
LeoPhone Offline
Honoured Member
*
Posts: 0


« Reply #17 on: June 03, 2009, 03:26:20 am »

WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYY!!!!! did you remove tiger ace?  Cry Cry Cry Cry Cry Cry Cry Cry
Logged
Latios418 Offline
EIR Veteran
Posts: 443


« Reply #18 on: June 03, 2009, 03:27:52 am »

If you want to remove repair blobs, then don't significantly increase munitions spent to repair, significantly decrease munitions given, and make it so the tank is 100% useless for 2+ minutes. tbh only way i see repair being balanced efficiently is if you get a cheap repair kit that repairs criticals and not HP after a set period of time (in which the tank ISN'T 100% useless).

I'm upset because of several reasons. One of them is the wipe, but I really dislike a lot of these changes. There's nothing wrong with upgraded infantry; the only thing vanilla infantry are ever used for is recrewing and dying because they totally suck shit at combat. Now I go from having 2400-2600 munitions to 1800, which is significant. The fuel change I'm less concerned about, although tbh it should probably be even less fuel because with 600-800 less munitions in every company's anti-tank ability will significantly decrease, whereas the fuel change makes a much smaller difference. Doctrine system completely fucked up; now we're getting all of our units right away, doctrines are only proof-of-concept implemented instead of the halfway decent ones we had before. Repairs 100% useless on everything but light vehicles now; if you're going to make them cost munitions in a decreased munitions environment don't make them suck shit like they currently do by giving them a HUGE disadvantage.
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LeoPhone Offline
Honoured Member
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Posts: 0


« Reply #19 on: June 03, 2009, 03:31:52 am »

Latios?
and thanks alot devs, for working so hard on the best game ever which we can play for free  Wink
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