Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 14, 2024, 10:03:53 pm
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 1
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
Balance & Design
>
Attack/Defense modes
Pages: [
1
]
2
Go Down
Print
Author
Topic: Attack/Defense modes (Read 5035 times)
0 Members and 9 Guests are viewing this topic.
Latios418
EIR Veteran
Posts: 443
Attack/Defense modes
«
on:
June 05, 2009, 12:09:08 am »
This hasn't been a problem for me until recently, because of the change to r+ to make the game mode random.
Attack/Defense mode is utter bullshit. Between two even teams, the defense team will win a full 99% of the time. You give two huge advantages to one team (owning 75% of the territory and being on defense, with the advantages of good cover and the lack of a fotm penalty, as well as weapon team stuff) while doing NOTHING to counterbalance those advantages. Thus every game starts off with the attackers only able to get +.25 territory usually, and the defenders gaining an advantage. No matter how you look at it, the game mode is at least slightly imbalanced; as it gives one side advantages and the other none.
Now, this was fixed when r+ was added in.. and now it's not, now that r+ is random. There is absolutely no logic behind this change. R+ is a balanced mode. If the fact that nobody plays attack/defend is a concern to you, then make it so that they aren't the most imbalanced pieces of shit to grace any version of CoH.
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.
wildsolus
Donator
Posts: 807
Re: Attack/Defense modes
«
Reply #1 on:
June 05, 2009, 12:28:36 am »
if you're having trouble breaking through defenses in the beginning just double or triple team one side of the map....
chances are there is only 1 pak and 1 mg (maybe 2 each). with more then double the amount the defender has, it should be a quick victory and give you a place to 'set up' or at least give you some map control.
Logged
lol
lol x2
Latios418
EIR Veteran
Posts: 443
Re: Attack/Defense modes
«
Reply #2 on:
June 05, 2009, 12:38:48 am »
I know you can attack the weakest point. I advocate it. But the problem is, you give one side all of the territory, and nothing for the other side to compensate. The defense is less important, but still there. You've got a game mode that in it's very nature puts one side at a disadvantage. I don't see how that's balanced. In addition, attacking with everything on one side really, really,
really
screws you territory wise.
Logged
wildsolus
Donator
Posts: 807
Re: Attack/Defense modes
«
Reply #3 on:
June 05, 2009, 12:42:12 am »
attack the weakest side scouting with bikes/jeeps
push to the other sides from there
regroup
repeat
Logged
Latios418
EIR Veteran
Posts: 443
Re: Attack/Defense modes
«
Reply #4 on:
June 05, 2009, 12:44:50 am »
so what you're suggesting is that all opponents do a support weapon spam (thus can't relocate quickly), and the we should hit one side, take the territory while our territory on the other side is taken, then move back to get that territory back and push into there while they simply recap the territory we took?
Logged
Scyn
EIR Veteran
Posts: 1011
Re: Attack/Defense modes
«
Reply #5 on:
June 05, 2009, 12:57:30 am »
Whine less, adapt more.
Logged
God is a genetically induced obsession that we interpret in such a way as to maintain our obedience.
Latios418
EIR Veteran
Posts: 443
Re: Attack/Defense modes
«
Reply #6 on:
June 05, 2009, 01:00:30 am »
Oh, how I wish this forum had an ignore feature. I mean, I can always just not respond to you, but I can't avoid reading your braincell-killing posts
Logged
Scyn
EIR Veteran
Posts: 1011
Re: Attack/Defense modes
«
Reply #7 on:
June 05, 2009, 01:03:51 am »
You realize if I had a friggin penny for every time I read a post like this about someone feeling imba-ed.. I'd still be poor, but I'd have quite a few pennies.
Logged
CrazyWR
EIR Veteran
Posts: 3616
Re: Attack/Defense modes
«
Reply #8 on:
June 05, 2009, 01:06:14 am »
l2p...old EIR was nothing but attack-defense. Its fine...dont just rush all your stuff in...
Logged
Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
RCA-land where shells fall like raindrops and the Captain is an invincible god
Latios418
EIR Veteran
Posts: 443
Re: Attack/Defense modes
«
Reply #9 on:
June 05, 2009, 01:11:14 am »
I was here for old EiR and I rejoiced when R+ was added in.
CLIPPED: Keep on topic.
Das-
«
Last Edit: June 05, 2009, 01:34:29 am by DasNoob
»
Logged
Captain Trek
EIR Regular
Posts: 49
Re: Attack/Defense modes
«
Reply #10 on:
June 05, 2009, 01:15:11 am »
I do agree that a mode that basically amounts to handing one side 75% of the territory at the start is a pretty dumb concept... A better idea would be a "no man's land" type scenario where both teams come on at the same time and for the first few minutes there is a large "no man's land" in the centre of the map... Any unit walking into this zone will get the same thing that defending units that advance too far in the defender's setup phase of defend/attack mode get (I.E. Mines are arty)... This gives both sides time to set up a defense, but also allows for some interaction between the players during the setup phase (by way of off or on-map artillery and mortars)...
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: Attack/Defense modes
«
Reply #11 on:
June 05, 2009, 01:17:19 am »
*Petition to give out a 2-day warning ban to Latios for flaming other forum users*
Random mode does not give an advantage to ANYONE - there's an equal chance of it being attack, defence and Reinforcements to both sides whenever a game is started in R+ mode.
You can't prepare a purely defensive company just for defence with the new version of the R+ mode, and even though, yes - the attacker is in a handicap, the mode gives both sides an equal chance of being the defender.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Attack/Defense modes
«
Reply #12 on:
June 05, 2009, 01:20:21 am »
Jesus, Maleshenko... calm a bit down will you. I get spit and rage on my monitor just from reading.
Yes, attacking is harder than defending. But its also sometimes more fun for both teams than the R(ush) mode. Attacking is one of the good ways to balance out a weaker team against a stronger one.
Its when you are forced to attack someone who had time to lay a couple of mines and set up some wire, you find out how viable your company really is. If you find yourself crashing quads and elite inf into a prepared line attack mode is probably demanding more from your company than you have designed it for.
When you are attacking, there's two golden rules.
1) Scout
2) Indirect fire
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Tymathee
Donator
Posts: 9741
Re: Attack/Defense modes
«
Reply #13 on:
June 05, 2009, 01:21:26 am »
i just won a game where I was on attack. If anything, attackers i feel have a flight advantage because the defenders don't knwo whats coming, and also most companies are made for R+ mode and not atk/def so the defenders usually have an attack type of call-in and not defensive.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"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.
Latios418
EIR Veteran
Posts: 443
Re: Attack/Defense modes
«
Reply #14 on:
June 05, 2009, 01:31:57 am »
Quote
*Petition to give out a 2-day warning ban to Latios for flaming other forum users*
Nevermind the fact they flamed me first. Let's all hate on Latios. I hope you didn't have anything important to say after this line, because I didn't read it because of how fucking moronic you are.
Quote
Jesus, Maleshenko... calm a bit down will you. I get spit and rage on my monitor just from reading.
Dumbasses insulting me, not reading what the fuck I'm saying, giving me answers to questions I didn't ask (metaphorically), and now saying I should be banned for returning flames while others shouldn't makes me rage. There is obviously some sort of intelligence deficiency going on for the majority of users on this mod.
Quote
Yes, attacking is harder than defending. But its also sometimes more fun for both teams than the R(ush) mode. Attacking is one of the good ways to balance out a weaker team against a stronger one.
I agree that it's a nice balancing factor for uneven teams. But why are we forced to play it on even teams?
Quote
Its when you are forced to attack someone who had time to lay a couple of mines and set up some wire, you find out how viable your company really is. If you find yourself crashing quads and elite inf into a prepared line attack mode is probably demanding more from your company than you have designed it for.
tbh it just determines how skilled you and your opponents are, if you're facing equal opponents you are going to lose, if you win then your opponents are much less skilled than you
Quote
When you are attacking, there's two golden rules.
1) Scout
2) Indirect fire
Defense can do both of these things. People seem to get the notion in their heads that defense = support weapon spam, which is not true of good players.
Quote
i just won a game where I was on attack. If anything, attackers i feel have a flight advantage because the defenders don't knwo whats coming, and also most companies are made for R+ mode and not atk/def so the defenders usually have an attack type of call-in and not defensive.
The attacks don't know what's there either, other than potentially hearing a vehicle. Attack type of call in works just fine in defend (better than a support weapon spam for sure): it's like reinforcement except you start with all of the territory.
One question:
WHY ARE WE FORCED TO PLAY IT?
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: Attack/Defense modes
«
Reply #15 on:
June 05, 2009, 01:33:10 am »
attackers have always had an advantage on the defenders, except where the defenders completely argued to pick a map and then chose one that would funnel their enemies into hard to breach choke points.
R+ being random is PERFECT, you don't know if you will be attacking or defending. A lot of the bullshit map arguing is not there now with that change alone. Brilliant in fact.
Attackers can group and push in one foul swoop while defenders need to hold a whole front. In any noticeably cohesive game the attackers will have swapped places with the defenders by at least the 1/3rd mark of the game.
usually harder for the defenders to then push the attackers out due to not having 1 large call in each predesigned to give them everything they need.
Logged
www.synergiesmod.com
salan
Synergies TL2 mod!
Posts: 6290
Re: Attack/Defense modes
«
Reply #16 on:
June 05, 2009, 01:34:41 am »
latios, you will be dealt with by the moderators soon.
and to answer your final question, you are not forced to play, in fact I doubt you will be able to for a few days with the way you are carrying on.
Logged
Sach
EIR Veteran
Posts: 1211
Re: Attack/Defense modes
«
Reply #17 on:
June 05, 2009, 01:35:16 am »
I prefer attack/defense mode. Less chance of armoured car rush.
Logged
Sach Wins!
Would people please stop killing my AVREs. Not cool.
DasNoob
EIR Veteran
Posts: 3430
Re: Attack/Defense modes
«
Reply #18 on:
June 05, 2009, 01:36:16 am »
Quote from: salan on June 05, 2009, 01:34:41 am
latios, you will be dealt with by the moderators soon.
and to answer your final question, you are not forced to play, in fact I doubt you will be able to for a few days with the way you are carrying on.
Actually warning sent and thread locked.
Please put your criticism in a more constructive manner next time to avoid flaming the community into responses that end up like this. Your assessment of R+ can be voiced in a better more respectful way to this community.
Das-
«
Last Edit: June 05, 2009, 01:38:39 am by DasNoob
»
Logged
Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!
Quote from: Smokaz on February 24, 2010, 11:45:39 am
You have DasNoob who uses the mod as COHTV
salan
Synergies TL2 mod!
Posts: 6290
Re: Attack/Defense modes
«
Reply #19 on:
June 05, 2009, 01:37:37 am »
thank you our faithful moderator.
Logged
Pages: [
1
]
2
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...