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EIRR Update 006
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Topic: EIRR Update 006 (Read 27196 times)
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LeoPhone
Honoured Member
Posts: 0
Re: EIRR Update 006
«
Reply #20 on:
June 03, 2009, 03:34:01 am »
Quote
- Vickers MG Bunker Upgrade: 45 Mun, 2 pop, (From 140 MP, 30 Mun, 3 pop)
i dont see it
Logged
gamesguy2
Honoured Member
Posts: 2238
Re: EIRR Update 006
«
Reply #21 on:
June 03, 2009, 03:44:40 am »
Quote
Vickers MG Bunker Upgrade: 45 Mun, 2 pop, (From 140 MP, 30 Mun, 3 pop)
]
Hasn't changed as far as I can tell. Still 140 mp, 30 mun, 3 pop.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: EIRR Update 006
«
Reply #22 on:
June 03, 2009, 03:45:14 am »
Yea we still need to do that one, forgot to put in red.
Basically it's becoming an upgrade rather than a unit, like it is for the other factions.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: EIRR Update 006
«
Reply #23 on:
June 03, 2009, 03:53:06 am »
Quote from: Latios418 on June 03, 2009, 03:27:52 am
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).
Not possible coding wise due to the way criticals work unfortunately.
I think you're exaggerating how 'useless' repair is now, and no one is forcing you to repair.
To be quite honest, many others and myself NEVER repair in the first place.
Quote
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.
It becomes a problem when 99% of the infantry fielded is upgraded.
We wanted unupgraded infantry 'skirms' be a tad more common. They don't *suck* in combat that much, they only suck when they get faced off against upgraded infantry obviously, but everyone is affected equall
Quote
Now I go from having 2400-2600 munitions to 1800, which is significant.
Because you're calculating in your RBs. You got from 2000 to 1800. If you invest in munition RBs this iteration you will go from 2600 Munitions max to 2250 Munitions max. Comparing the current 1800 starting amount to your 2600 Munitions last war with full RBs is not exactly a fair comparison, now is it? In total you *only* lose 350 Munitions.
I'm done this discussing this with you now, I have said what needed to be said and I'm under the impression that regardless anything I say you will not be pleased. I'm sorry if you feel this way about the patch but it seems like everyone else is fine with it.
Logged
gamesguy2
Honoured Member
Posts: 2238
Re: EIRR Update 006
«
Reply #24 on:
June 03, 2009, 03:54:04 am »
Quote from: Unkn0wn on June 03, 2009, 03:45:14 am
Yea we still need to do that one, forgot to put in red.
Basically it's becoming an upgrade rather than a unit, like it is for the other factions.
Well now its 140 manpower, 45 munitions, and 3 pop. It got a price increase.
Logged
Latios418
EIR Veteran
Posts: 443
Re: EIRR Update 006
«
Reply #25 on:
June 03, 2009, 03:59:03 am »
You never did answer my question though. What WAS the point in releasing a half-done patch? The balance wasn't so urgently bad an IMMEDIATE hotfix was required, and even if it was that didn't necessitate the removal of a decent doctrine system for the time being and a company reset. Why not take it slowly and release a full doctrine system, along with a full balance patch instead of one that's only 3/4ths done?
On the subject of repair, I almost never repair myself, but it's still not a change I like. Anothe problem with it is that it nerfs engineers, pioneers, sappers, and PGs without giving them anything to compensate. I liked PIAT Sappers because I could set them on a Firefly (only time I ever did use repairs) to repair a hit or two's worth of damage, but now they're just mediocre AT with no repair.
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
No longer retired
Posts: 18379
Re: EIRR Update 006
«
Reply #26 on:
June 03, 2009, 03:59:14 am »
TOV units are being unlocked FYI.
Logged
Baine
Steven Spielberg
Posts: 3713
Re: EIRR Update 006
«
Reply #27 on:
June 03, 2009, 04:01:28 am »
Quote from: Latios418 on June 03, 2009, 03:59:03 am
You never did answer my question though. What WAS the point in releasing a half-done patch? The balance wasn't so urgently bad an IMMEDIATE hotfix was required, and even if it was that didn't necessitate the removal of a decent doctrine system for the time being and a company reset. Why not take it slowly and release a full doctrine system, along with a full balance patch instead of one that's only 3/4ths done?
On the subject of repair, I almost never repair myself, but it's still not a change I like. Anothe problem with it is that it nerfs engineers, pioneers, sappers, and PGs without giving them anything to compensate. I liked PIAT Sappers because I could set them on a Firefly (only time I ever did use repairs) to repair a hit or two's worth of damage, but now they're just mediocre AT with no repair.
EiRR has never been finished, and now they have a new update they want to test. So we play it and test it and give feedback. But you Sir, keep bashing everything although you probably haven't even played it.
And tbh, the way you keep discussing in this forum shows an arrogant and hostile form that won't help your arguments.
But maybe that's just how i see it.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: EIRR Update 006
«
Reply #28 on:
June 03, 2009, 04:05:49 am »
TOV units are now 'fixed' and usable.
Logged
www.synergiesmod.com
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: EIRR Update 006
«
Reply #29 on:
June 03, 2009, 04:07:08 am »
Quote from: Latios418 on June 03, 2009, 02:57:21 am
One last question:
Why was .006 released only half-done?
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.
Thanks for your input Latios418
As I am but one person, and have yet to perfect cloning, it will take some time.
As you seem like a upstanding positive person, Im sure you will enjoy the changes as much as everyone else.
/polite
Non-polite version - GFY
Logged
Quote from: brn4meplz
Shit I'm pretty sure you could offer the guy a cup of coffee and he'd try to kill you with the mug if you forgot sugar.
Quote from: tank130
That's like offering Beer to fuck the fat chick. It will work for a while, but it's not gonna last. Not only that, but there is zero motivation for the Fat chick to loose weight.
Quote from: tank130
Why don't you collect up your love beads and potpourri and find something constructive to do.
Smokaz
Honoured Member
Posts: 11418
Re: EIRR Update 006
«
Reply #30 on:
June 03, 2009, 04:09:42 am »
So am I right to assume that it is the first "line" of doctrine abilities in the tabs which has been added?
I can't buy "*TBA Akranadas is awesome*" ?
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
nugnugx
Donator
Posts: 4051
Re: EIRR Update 006
«
Reply #31 on:
June 03, 2009, 04:11:00 am »
why would u want to buy Akranadas ?
Logged
Latios418
EIR Veteran
Posts: 443
Re: EIRR Update 006
«
Reply #32 on:
June 03, 2009, 04:11:06 am »
Is there a point to including both a polite and impolite version of your post?
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: EIRR Update 006
«
Reply #33 on:
June 03, 2009, 04:17:11 am »
Quote from: Latios418 on June 03, 2009, 04:11:06 am
Is there a point to including both a polite and impolite version of your post?
Yeah, ones for the community, the other is for you.
Im sure you can guess which is which.
Logged
Baine
Steven Spielberg
Posts: 3713
Re: EIRR Update 006
«
Reply #34 on:
June 03, 2009, 05:18:34 am »
Quote from: salan on June 03, 2009, 04:05:49 am
TOV units are now 'fixed' and usable.
Can everyone use them now? Or only those with TOV?
Logged
Schultz
EIR Veteran
Posts: 679
Re: EIRR Update 006
«
Reply #35 on:
June 03, 2009, 05:31:20 am »
One particular thing i feel like commenting.
Taken from the changes :
Pershing: 16 pop (From 17)
Firefly: 12 pop (From 14)
Panther: 15 pop (From 16)
Ostwind: 10 pop (from 11)
Tiger: 16 pop (From 17)
King Tiger: 18 pop (From 19)
PzIV IST: 10 pop (From 12)
PE Panther: 15 pop (From 16)
Wirbelwind: 10 pop (From 8 )
Also,
Tiger: 640 MP, 635 F (From 860 MP, 635 F)
But Jagdpanther still remains - 895 MP, 685 F, 18 pop
King tiger costs 920 MP, 680 F so you have a unit costing the MOST fuel in the entire mod, a unit that noone even uses, because its not even remotely close to the AI capabilities of a Kt or a Tiger.
How is this ok and can i ask why is this being kept in a vast (and from what i seen so far meaningful) update like this.
Logged
EIRRMod
Administrator / Lead Developer
Posts: 11009
Re: EIRR Update 006
«
Reply #36 on:
June 03, 2009, 05:36:25 am »
We missed it
Jagdpanther - 630MP, 595FU, 17 Pop (From 895MP, 685FU, 18 Pop)
«
Last Edit: June 03, 2009, 05:39:32 am by EIRRMod
»
Logged
Schultz
EIR Veteran
Posts: 679
Re: EIRR Update 006
«
Reply #37 on:
June 03, 2009, 05:39:01 am »
Quote from: EIRRMod on June 03, 2009, 05:36:25 am
We missed it
Remedy the situation ?
Logged
Raio
EIR Veteran
Posts: 243
Re: EIRR Update 006
«
Reply #38 on:
June 03, 2009, 05:39:37 am »
where r 25pounders
Logged
nugnugx
Donator
Posts: 4051
Re: EIRR Update 006
«
Reply #39 on:
June 03, 2009, 05:40:49 am »
25 pounders are now atgs......
Logged
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