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Messages - bavbav
1
« on: August 05, 2013, 12:45:36 PM »
as the title says, id like to know in which file is the ef equivalent of keydefaults.lua is located so i can edit they keys, ive searched the ef files with corsix but no luck. its just terrible to play with default ones, i believe this is the most important part of any rts game and every single game developer or mod maker ignores this, i realy wonder does everyone click butons with mouse? anyway i didnt wanned to necro the old thread. and if its hardcoded into files somewhere, please make it into lua file like relic did
2
« on: July 29, 2013, 03:19:56 AM »
You have to remember that all british infantry are naturally tougher than all other in fantry. So you cant just change 1 thing about them without making 2000 more. Also we dont touch vCoH factions. If that was the case werh blitz shower would be re balanced. Nades that not only stun normal infantry, preretreat but even while retreating.
yeah i realize you dont change original factions, but maybe as a reward like faction, like rmc was. concerning about infantry price decrease but not power, well i think its pretty simple, brit infantry without upgrades sucks. i sincerely doubt more squads are more powerful if u take into consideration that the other changes like no free ops means no easy munis to upgrade riflenades/brens and also restricts healing which costs 40 munis by alot. result is more squads and more caping power, but they are not strong at all. unupgraded they are also highly vulnerable to mgs. combined with much weaker trenches, i believe they would play much more like americans, able to take teritory abit more easy, but not with the insane power of upgraded stuff. that concerns also bren carier, if u have no free ops, how can it be repaired indefinately like in vcoh? i believe it balances out but ofcourse balance is debatable. for example when u said wehr assault nades, are they really broken? vs americans nah, u hit 1 squad, whatever for 50 munis its neglected by retreat, ofcourse need to retreat in time clearly, like it used to be vs pe g43 slow. they are cleary very imba vs brits tho, because of brits blob, slow squads and expensive infantry, it works wonders and if u manage to get it off while theyre at hq truck, its game over. would assault nades still be imba if brits would have infantry more like americans? i doubt it. well anyway whatever happens with rmc, dont overly complicate it like relic did with brits. and when i mention this, id like to say also, soviets and ostheer have their own weird things, not to the scope of pe and brit ofcourse, but they actualy feel like they have too many upgrades or stuff. nice example is for instance the diffrent upgrades soviet infantry gets with diffrent doctrines. or nothing..... so many units seem to overlap, something that doesnt happen with original 4 relic factions much at all. well id give more exact examples but not for this thread.
3
« on: July 28, 2013, 06:02:35 PM »
id like to see brits that are slightly changed from original relic design but not much. how this is achieved, depends, either introduce a faction like rmc or simply edit the brits
so i think the most annoying parts of brit faction are slow and expensive infantry, trenches and free ops. some other things could be better designed too yes, but the core of brit problems comes from these because they make infantry broken in many aspects.
so id do the following: - reduce infantry section and sapper cost by 1/3, to 300 and 200 respecivly - remove slow walk speed they have in enemy teritory - give infantry normal walking speed retreating instead of running - remove free ops completely, brit truck would still lockdown sectors but not provide op. secured resourcing upgrade would still be available on all 3 trucks - make trenches to function more like sandbags or neutral house, meaning they provide far less cover and cant be deleted and therefore garrisoned by enemy
these changes combined would make brit able to field alot more infantry and also be more confortable to play, but at the same time, without free ops and nerfed trenches, they wouldnt be able to have the munitions or fuel to mass upgrade/tech or spam invincible trenches. they would function much more like other factions with more emphasis on infantry and less on gimmicks
now id leave lts and their vet for now, if you think it would promote blobbing i disagree, because less munitions means less brens/riflenades/healing. in that regard theyd be in line with things like mass bars with flamers, piospam, grenspam or pgren with group zeal. every faction blobs stuff up, but they can also split, something brits in current relic incarnation cant.
that said other stuff like doctrines and vehicles i wouldnt change aswell. in the end i think theyd play similar but without really annoying things. i guess there are some things thatd need change like recon, maybe full sprint speed. and i always hated how brit vickers takes pop but cant rotate, while vierbel can and has insane dmg aswell, but whatever.
well i hope u do something like this, because if you go for entire redesign of brits, id say pe need one too with their mass variety of hts, but no main battle tank, no good arty, weak ability to lay field defenses, etc
4
« on: April 17, 2010, 12:25:09 PM »
no i dont like the idea
removing 2 factions to basciyl get recrew? no tnx
balance recrew for sovs, by making axis (wm in particular) to recrew with 5 man squads, so volks would spend entire squad when remmaning, because pe cant, unless you make luftwafe. then only unit able to do so would be pios, but we all know pios recrwwing die to anything and when theyd be reinforced to 5 mans, they still cost just as much as full squad. yes now when wm can recrew sov weapons for mere 100 mp its imba, but 300 mp wouldnt be
as for vet and retreat, you sticked around this for so long, why change it now? just balance the sovs and make them have variety in build orders, because now every single game is the same. add 25 fuel to command squad, rax and possibly 50 to armory, also 25 at startup. and suddenly theres alot of possiblitys. but now its, make comands suqad and rax with conscirpts until you get 50 fuel, then wsc, then tank depot and armory which is around the time u have 200 munis anyway. see how theres 0 options?
also if ostheer cant reman too, like i said, in their case 6 man recrewing would then fix any issues, because of american 6 man squads.... so anyone recrewing sov and ostheer weapons would pay like 300 mp. you know the same price sov/ostheer would spend building another weapon.
5
« on: March 31, 2010, 03:33:10 AM »
havent check here for couple of weeks, seen responses to my post....
i dont understand. why would you not want to get better?
its really confusing what u guys say
for me, the game is balanced the moment u can go and say, damn i lost because i played bad, i should play better
this can never happen if u balance around low lvl players. they will be happy, but those who can get better, will stop playing because its not fun if its imbalanced
so if it balanced around top lvl of play, nobody can blame the game for sucking, the game is then perfect. in that case the only fault is onto players who refuse to learn
theres is no other way to do it and yes i can understand it sucks to put lot of time into learning a game
the only other solution i think could be done is to basicly make 2 diffrent versions, and players could choose what the like to play. you know like beginner ladder and normal ladder in automatch for example. but i dont know is it worth it? promoting lazyness that is..... it just simply doesnt matter, if someone want to compstomp they can do it either way.
i mean this board is a testament to diffrent players all screaming for balance the way they want it. how can you make them all happy? impossible. there cant be 100 versions of the game, only one. so it should be the one which makes most sense, where players are to blame for losing themselves and not the game
6
« on: March 14, 2010, 08:16:32 AM »
well u cant balance based on lower lvl players, it just doesnt go. basicly ur saying that ur lazy and dont want to get better so the game should be made to ur lvl? what happens when u get better? it gets unbalanced and then u ask for balance again
so simply if it balanced at high lvl its very simple, get better
anyway to comment on earlygame, i just think there should be some build order variations, because right now its always the same. u make command squad, then u make couple conscripts and u wait for wsc, and then later tank depot
there is no other possiblity. id suggest to add fuel costs to armory, command squad and barracks, but give some starting fuel too. so then u make a choice.
7
« on: February 03, 2010, 03:49:11 PM »
what are you talking about man, they did not change anything with the original game, they only added sov faction and are making changes on it and not anything else
so i doubt limit on ab squad did happen, you probably were simply out of pop cap. if it did, how about replay. im sure theyd fix it asap as they stated they do not want to mess with the rest of the game, only with their work
and why u post that in balance discussion....
8
« on: February 02, 2010, 01:23:05 PM »
i actually think hes too cheap at 750 because like its been said....
he can kill just about anything, hes best spotter, has arty of its own and also a sticky with which he can kill vehicles in combination with arty. not to mention hes a standard vet3 ami sniper with added commando smoke to help survive...
and yes like its been mentioned, he is weak to mines and counter sniping, you know just like any sniper
but u cannot take away his only weaknesses, or he will completely dominate.
yes if people get 50 kills with wehr/ami snipers, how in the world could you not get at least double of that with this guy, he has FOO arty! that and axis has no strafes or commando drop
9
« on: February 01, 2010, 11:17:13 PM »
right i did, xfirestarter my name u are online now? i can see you are online on this site
10
« on: February 01, 2010, 07:53:22 PM »
well for sniper in my experience what can kill it is counter sniper or a mine. anything else really not, axis dont have strafes... its not just a sniper, its best spotter for arty ingame and can arty itself too u know. sticky a vehicle , followed by foo arty. u will kill anything that isnt tank and tanks will get low hp ah anyway we can play ye, whats your ro name? as for level, i dont know, if i say it just like that everywhere then i come off as bragging, but seems if i dont, im always writed off as another noob. not saying for u, but generaly.... im lvl 16 in 1v1 auto with all 4 army.. could be better if id strafe
11
« on: February 01, 2010, 07:36:25 PM »
what u mean? guard are better than partizans are they not? they both cost the same so... and i dont see shock guards killing 2 MP44 4man squads and 2 Vet 2 Flamers like op claim it happened with partizans so it only makes sense partizans who are weaker than guards can never kill them either? i mean seriously 2 flamers and 2 mp44 can take out 2 shock guards easily so far as they dodge the nades they throw at them. and guess what, not only are partizans weaker, they dont have nades either? thats just it, replay or i can never believe it
12
« on: February 01, 2010, 02:26:21 PM »
ye right now its almoast always 1 2 3, it would be great to have some variety to british build orders
lack of doctrine at is compensated by t2, you cant really go straight to tanks now that t3 costs 115 fuel.. t2 is just too usefull to skip
sadly no variation. its always the same every game, command squad, 3-4 conscirpts, t2 then some units from that and then t3 and start tanks and shock guards..
id say giving them back 25 starting fuel and make mustering tent cost 10 and command squad 15 so u can make a choice and go faster t2? or something i dont know. lowering t3 back to 100 fuel, but make t34s require t2 and t1 to be built..
well its really not flexible enough. like say wehr has lots of options, can go some t1 and then t2 or t3, or straight to t2, hell maybe even t1-t4 with oping fuel. its pretty equal if sov goes t1-t3, because command squad and conscripts can only hold the map for so long before u start to lose it. or pe can mass grens, go hts, go fast ac, etc i mean even american have lots of variation fast upgrades for rifles, wsc or fast motorpool, etc. sovs are really the same everygame and there is nothing that can suprise opponent
13
« on: February 01, 2010, 02:13:46 PM »
i dont believe you, they dont have that much hp. they are weaker than shock guards, both cost the same. no way what you described happened. if u have replay otherwise its impossible. i suspect poor micro of wehr if that really hapened
if anything should be nerfed about partizans is their unlimited demo charges
its very game breaking, you spawn partizans somewhere near enemy hq, then u cloak them, get them into base and FREE demo everything.
how about limiting demo charges to 2-3? or give them demo charge upgrade for i dont know 75 munis?
14
« on: February 01, 2010, 11:09:18 AM »
well i have played alot of games in EF since 1.0.. im also pretty high lvl it really seems to me your missing some crucial things and because of that u say sov midgame is up. i mean what can i say, we can play games and i can show you how to use wsc units? like i said, mortar, use attack ground it will fire even if u dont see enemy units. that is very important. and saying mortar is bad, u must upgrade it, 100 mun and the mortar is like a howitzer zis again, upgraded it has high dmg output and doesnt misses. seems to me equal to pak except no cloak. it sure has better dmg it is very very important to upgrade you units especialy wsc units... for recrewing, the only things u could recrew is mortar and zis it really doesnt matter, thats why u get 5 man squad size, also use them with outposts.. now the thing with ingenery is the same. unupgraded they die very fast. but once u buy 200 muni upgrade and u go urban doctine for flamers they are hands down best infantry in the game. i will say again: 150mp 50 mun, basicly for half the cost u get a unit that is better than 2 vet3 pios. how can u underestimate this? not only is the hp and dmg basicly like 2 vet3 pios, they also get free satchels and immunity to mines! u DONT need munis for anything other than upgrading ur sturm ingenery man... apart from maybe upgrading zis and maybe tanks, but u can just buy is-2. now the fact they cant retreat seem to realy bother u aswell, but abilitys are ther eto counter that. simply use fireup and sprint abilitys, they have so many... improving resources also isnt in because sov can secure the map easly early and hold it with outpost, then quick tech to wsc.. i mean just imagine what theyd be like with ops... unbelievable, they dont need much muni and fuel as it is. infact go play sov/brit combo and ull see, fully upgraded sov in 10 mins with is-2 spam just for the sniper ace, just like any sniper u cannot use it alone. but while he has no retreat, full speed in cloak and smoke are enough that he never dies if u take care of him like you would of any sniper. he also gets sticky, foo arty, what mor eu want. for 750 its not only a goodly sniper, but also vehicle disabler and unit that fires foo arty form cloak. do you realize how deadly that is? just, why do u think sov midgame is so underpowered? best mortar, best sniper, very good at gun, tank hunter to prevent flak to at gun... make sniper with at gun. nothing can come close. thats how up sov midgame is... support wsc units with command squad and outpost and its done, u dont need any doctrine or tanks..... they just make things easyer. well like i said id be glad to show u, if u want, and maybe ull change ur mind about this. or maybe i will but i doubt that
15
« on: January 31, 2010, 05:23:42 PM »
id just like to comment abit what u said, because i think ur missing a few things
well firstly some units are bugged this patch, like sniper, strelky, etc
but comentate on ur propositions:
mortar, you are very wrong here, unupgraded mortar costs 350 and is 4 man, but even if it doesnt have barrage ability, just must simply use attack ground ability and u can shoot into fow. u dont seem to ever upgrade your mortar, because then ud know, upgraded one now costs 437 (bugged cost shoudl be 350) but it gains barrage ability, more range and 5 man. ofcourse only new ones do, so spend your 100 munis before you produce first mortar
for snipers, again, they are bugged, otherwise theys cost 75mun upgrade to use arty per sniper
SU 100 is only a tank hunter and is pretty good vs panters, it doesnt have much hp tho. i have not played much in 1.03 to know if the new cost is good but suposedly its better than it was before
zis at gun, again u dont seem to upgrade your units, because upgraded zis is very good at killing. and it get acc and range and whatever bonuses if its upgraded. but remember only new ones get upgrade bonus
kv2, maybe, but on the other hand, it has quite large at damage. basicly to use it u need to move forward slow and use its range
and lastly for sniper aces, this is where u must be most wrong, because it is incredible. he runs at full speed while cloaked and also recloaks after firing very fast. for a mere double the cost of us/wehr sniper, you essentialy get a vet3 ami sniper, that also has commando smoke (helps survavibility alot) and can also sticky. that in itself is incredible, i have played games where this sniper ace would sticky everything on wheel and at the same time never die due to speed in cloak and smoke. it is incredible unit and i think opposed to you, it should actually cost 150 mp more not 150 less like u suggest.
also note for urban doctrine (supposedly underpowered u say) 50 mun flamer for sturm engies makes them the best infantry in the game u must realize this (1 pio costs 120 50 with flamer, while 1 engi with flamer costs 150 50. only that its better than 2 vet3 pios with flamers. the sturm upgrade gives them lots of hp and also invulnerability to mines and also incredibly underestimated, they can throw satchels for free, which is insane)
and for partizans, yes they dont seem that special, combat-wise you must use them as you would storms with mp44s, but i dont think u realise how much abuse potential they have because they have free demos. cloak them, get them into enemy base and win. for FREE
there are 2 seemigly useless ability in urban id agree, not one step back and booby trap for partizans, but well if u use booby trap with wire its incredible and im not sure about not one step back, it does seem pretty bad.
i just writed this because i thought just about everything u proposed seem to indicate u didnt play much of the mod.. i can be wrong, but please try to see what i mean by writing and try it urself i think ull see that ur wrong here
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