Company of Heroes: Eastern Front

Announcements (Read-Only) => Announcements => Topic started by: Blackbishop on March 18, 2014, 12:53:20 AM

Title: Changes for the next version!
Post by: Blackbishop on March 18, 2014, 12:53:20 AM
Hello comrades,

It is time to talk about some of the upcoming changes for the Soviet and Ostheer factions in Eastern Front. Since we couldn't release our previous patch due to the issues with Company of Heroes updates, we continued working and improving the build, so we have now what we think it is more balanced and enjoyable to play rather than in previous versions. We will start talking about Soviets.

One of the big changes of the Soviet army, is the removal of the upgrades in the Support Barracks used to unlock the units, now they require additional buildings to be unlocked. We also replaced the ZiS-2 anti tank gun with the ZiS-3, because the latter was more common and the ZiS-2 is a much stronger AT gun and having the most powerful AT gun (zis-2) available so early in the game just looks/feels strange... so the ZiS-3 was a better choice. However, would that mean the end of the appereance of the ZiS-2 in Eastern Front mod? We don't think so.

(http://media.moddb.com/images/articles/1/154/153922/auto/at_gun_team_new.jpg)

ZiS-3 will be the regular anti tank gun that you can recruit from the Support Barracks. ZiS-2 now is a special unit for the Propaganda War Strategy Command Tree. You can get it unlocking the second right-hand side upgrade on that tree, and it will replace the ZiS-3. If you have several ZiS-3 units on the field, they will remain as it, but you can pay some resources to convert them into ZiS-2. If you recrew a lost ZiS-3 as Soviet player, you can upgrade it as well.

The Tank Hall also got some tweaks, being the most important ones: getting a third upgrade in order to unlock the mighty IS-2 and you can now use T-34/85 and SU-100 in the same match. We are still working to get the new models onboard, we hope to get the T-60 and the T-70 to replace the old models when this new patch rolls out.

Conscripts also got a boost, they now can recrew heavy weapons, although you surely know how delicate they are, so it is up to you how to use it in your favor. The Commissar call-in was also removed, in it's place you now get an ability that let you select a Conscript squad and convert it into the Shtrafnie squad(whose squad leader is equipped with a PPD-34 submachine gun).

(http://media.moddb.com/images/articles/1/154/153922/auto/shtrafnie_troop_new.jpg)

And now, the last change to report about the Soviet Army... is that they now can use Heavy Machine guns. Yes, you are not dreaming nor drunk.

We tried several workarounds for blob suppression weapons based off vehicles, but all of them are gimmicky and do not work right.
This is something that soviets already suffer from since a very long time. Only chance to fix this seems to be by adding a hmg type weapon to them... and so we did.

(http://media.moddb.com/images/articles/1/154/153922/auto/hmg_team_new.jpg)

However, this weapon, the SG-43 Goryunov, it is just a temporal replacement as a heavy machine gun team. Our real goal is to finish this one:

(http://media.moddb.com/images/articles/1/154/153922/auto/carriage1.jpg)

Meanwhile, we will remain using the placeholder(Credits to DMz). There are more subtle changes for Soviets, but that will be for another time. For now let's talk about Ostheer...

(http://media.moddb.com/images/articles/1/154/153922/auto/sturmpioniers_new.jpg)
The Sturmpioniers now get Gewehrs 41 when purchasing their combat upgrade.


(http://media.moddb.com/images/articles/1/154/153922/auto/landser_mp40_new.jpg)
Landser squads can now get three MP40 instead of a MKB42(W)


(http://media.moddb.com/images/articles/1/154/153922/auto/landser_at_new.jpg)
Or two Panzerbüchse 39 anti tank rifles.


(http://media.moddb.com/images/articles/1/154/153922/auto/mortar_team.jpg)
Ostheer can now produce mortar teams when selecting the Support pool.


(http://media.moddb.com/images/articles/1/154/153922/auto/panzerfusilier_new.jpg)
Panzerfusiliers no longer get MP40/IIs, they can get now MG-34s.


(http://media.moddb.com/images/articles/1/154/153922/auto/jagers_new.jpg)
Jägers no longer have Gewehr 43 as upgrade; they don't have MP44s,
 but they use something similar...


(http://media.moddb.com/images/articles/1/154/153922/auto/support_call_in_new.jpg)
The Support Army Troops tree no longer gives you either Wespe or Panzer 38t,
you now get a Panzerjager squad with a Luchs light tank for support.
(Wespe is it's own call-in at the end of the tree
and Panzerjagers are no longer available as regular unit)


(http://media.moddb.com/images/articles/1/154/153922/auto/skirmish_commander_new.jpg)
First new unit: the Skirmish Commander, only one available at the field,
 just like the Soviet Command Squad... however both use different abilities.


(http://media.moddb.com/images/articles/1/154/153922/auto/granatbuchse_team.jpg)
Second new unit: Bombardier Team, composed of one soldier equipped
 with a Granatbüchse 39 and two more using MP40s. Replaces the LMG Team.


Thanks for your support,

Archaic Entertainment Team
Title: Re: Changes for the next version!
Post by: Dann88 on March 18, 2014, 05:45:02 AM
Some of those changes actually make senses like the bombardier teams, call in group, jager upgrade, panzerfusilier upgrade, landser upgrade, sturmpioneer upgrade. Soviet AT guns are models, Zis-3 is just a nerfed zis-2 plus a change of model, that's all. I'm not sure about SU hmg team though, my opinion stands neutral, just give it a chance maybe.
Title: Re: Changes for the next version!
Post by: Grand Duke on March 18, 2014, 05:48:52 AM
Wow! Nice changes guys, can't wait to try them all out. There are also some I longed for (AT-rifles for Ostheer, less silly Ofhenrors, rifle grenades, mortar, German officer, and the most importantly the GLORIOUS SOVIET HMG ;D! But, there are some things I'd like to clarify for me, if I may.

1. About T-60, will it replace T-90 or will it be added along it? Not that I want this abomination (T-90, not T-60, this one is fine) gone (in fact, I do), just asking.
2. About SU-100, I remember reading a Dev post about it. It said something about that you were planning to remove this vehicle, as it has no niche, offering the same firepower as an IS-2 and costing cheaper. Does it's comeback mean it got some tweaks?
3. That HMG on the 2nd pic, is that a DSHK? Nice, I always wanted to see it, or the SG-43, in this mod. Will the mobile HMG available for all Soviet doctrines or will it be a doctrine unlock? By the way, how about a DSHK upgrade for the late-war tanks? I understand that's a lot to ask for, but a man can dream, can't he.
4. Just to clarify, so without the Combat Upgrade the Sturmpios are better at close range with their MP-41s, and with it they're better at medium-long ranges with G41 and also tougher? Did I get it right?
5. Can you please elaborate about the OH mortar? Will it be available along with the leIG? What will be advantages of using the mortar over leIG and vice versa?
6. Landsers getting MP40s, is it an individual unlock for every Landser squad or will it be a tech replacing the "Sergeant Promotion"?
7. Jägers getting something similar? Oooh, is it the MKB?
8.  About support army group, does that mean we no longer can build Luchs and now have to call it in? Also, is the end of the Pz38(t)? My wild guess is that it is reserved for future reward trees, or... a brand new faction? Maybe one day we'll see the rise of mighty minor Axis nations (Italy/Romania/Hungary)? ;)
9. Bombardier Team, so, if I understand correctly, that's an AT unit, isn't it? How effective would it be against infantry?

Uhh, that's a whole lot of questions I pumped out. Well, still, I'd be grateful if a dev would give me a tiny bit of his/her precious time  :)
Title: Re: Changes for the next version!
Post by: Blackbishop on March 18, 2014, 07:06:07 AM
1) T-90 will cease it's existence in Eastern Front mod as soon as we have the T-60.

2) That's correct. But the main reason to remove it was because it caused crashes and because it didn't look like a SU-100(regardless of what some people think).

3) The MG in the third pic is a SG-43 Goryunov. The DSHK was never placed on a tripod(fourth picture). And this HMG team comes as regular unit.

4) Well, their MP41s aren't too strong, just like others armies have their builder unit with wealer weapons, so they become better.

5) It will be available depending of your pool choice.

6) It is unlocked with the upgrade Seargant Promotion, along with the Panzerbuchse 39 anti tank rifles.

7) MKb42 (H), which can be toggled to fire at bursts as usual or single shot like a rifle(similar to sniper).

8] Panzer 38t will return in the foreign tree, as it should have been done since the start :).

9) I think it has an anti tank shot, but it normally uses HE bombs, so it is good against infantry.
Title: Re: Changes for the next version!
Post by: Sikko on March 18, 2014, 09:34:15 AM
Interesting that most changes that now appear to the Ostheer, are almost the same that I suggested about a year ago in the beta -.-
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 18, 2014, 10:26:36 AM
Interesting that most changes that now appear to the Ostheer, are almost the same that I suggested about a year ago in the beta -.-
This news post mostly revolves around the Ostheer, yes. But soviets also received changes in their core gameplay, teching and unit pool. It's just that their changes are more subtle than the Ostheer changes. But still, they're very noticeable and make playing Soviets a very nice experience. I even prefer playing Soviets a bit over Ostheer :)

Regarding the feedback on the Ostheer:

Of course we incorporated ideas that people suggested back in the beta. Everyone knew that the old design wasn't that good, but it was the best experience we could deliver at that time. We also said: "We will take feedback seriously and we WILL improve the Ostheer once the time comes based on YOUR suggestions - the community. But not 2 weeks into the release". You may look up the old feedback threads in the beta forums if you don't believe me.

The problems within the Ostheer were much deeper. You could not fix the faction by switching 2-3 units in a tier or changing some costs. We took all stuff that was suggested during release and beta into consideration, worked in some own ideas and tried to improve the gameplay experience to the maximum possible. I personally refused to change the parts of the design within 2 weeks of the release just because a number of people suggested something they thought was a good idea without thinking in the whole picture (like putting p3 in t3 without reworking the pools/pool system).

Simply just adding/removing a unit here and there, switching some units inbetween the tiers and stuff like that would not have improved the Ostheer design from release at all. And replacing an unfinished design with another unfinished design is simply a waste of time. You can't just come up with a working faction design in 2 days. Just look at CoH 2 kindergarden design threads... So many awful ideas going on there, I'm glad relic does not listen to them at all... But that's another topic.

Also, most members of the team took a break from Eastern Front after the initial release. Some went on vacation, others (like me) had exams to finish and work to do. Also, I personally was fed up with corsix at that point. Spending 12-16 hours a day fixing and adding abilities, target tables, weapons, vehicles and having to test all this stuff for hours during several weeks and months was simply enough at that point.

So, progress was halted during late summer/fall of 2013. We then gathered and started working on the Factions again for the release of a patch that was actually planned to be released almost 3 months ago, but thx to relic we couldn't publish a new EF version because of the known issue with custom .dlls that was only fixed a few weeks ago.

And right now we've using the time to polish ideas and fixing bugs, description errors and other stuff. Since we've been delayed so much already, we said it's fine to wait some more weeks to get everything in a better shape.



Title: Re: Changes for the next version!
Post by: SilentAssassin on March 18, 2014, 07:37:37 PM
Does this mean that I can't use Panzerjagers as my main AT force for the Army Fortress Troops doctrine? :'(  Are the Panzerjagers for Army Support Troops now?

I can't wait to try out the new update still, even if I can't use them. ;D
Title: Re: Changes for the next version!
Post by: Blackbishop on March 18, 2014, 08:14:35 PM
That's correct... ouch. Now you talk about AT and Fortress tree, I realize forgot to add one screenshot :\... my bad. In our current set up, you can build a concrete emplacement with a PaK 36 inside.
Title: Re: Changes for the next version!
Post by: Panzer4life on March 18, 2014, 09:16:27 PM
Concrete Pak 36 emplacements?? How does that fare overall to other AT units, because the Pak36 is a 37mm AT gun, which is the smallest gun, smaller than the 57mm or the Pak 38.
Title: Re: Changes for the next version!
Post by: LCH98 on March 18, 2014, 09:18:20 PM
That's correct... ouch. Now you talk about AT and Fortress tree, I realize forgot to add one screenshot :\... my bad. In our current set up, you can build a concrete emplacement with a PaK 36 inside.


You mean the PaK 36 37mm "Doorknocker"?

Wouldn't that be a waste of resources, unless you face a spam of jeeps or halftracks?
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 18, 2014, 09:22:40 PM
That's correct... ouch. Now you talk about AT and Fortress tree, I realize forgot to add one screenshot :\... my bad. In our current set up, you can build a concrete emplacement with a PaK 36 inside.


You mean the PaK 36 37mm "Doorknocker"?

Wouldn't that be a waste of resources, unless you face a spam of jeeps or halftracks?

It's not final if it stays or not, we're testing its performance. Originally it was meant to give some sort of early anti tank capacities to Army fortress. However, with the latest iterations it seems to be unnecessary.
Title: Re: Changes for the next version!
Post by: jonarus_drakus on March 18, 2014, 11:36:59 PM
In regards to the Pak upgrade for the concrete emplacements, I think something like this is needed, as outside of the field hospital upgrade for 'Army Fortress troops' the thing is pretty much useless...

Maybe make this Pak36 upgrade universal? So all command trees have *some* reason to build the emplacements? Or maybe an upgrade that makes them like the 'starting' flak emplacements? (iirc, this was originally part of the plan from before OH was even released). Come to think of it, the 'flak' upgrade would be better as the universal one, along side the hospital (which I personally feel should be universal too). And give the 'dedicated AT upgrade' (the Pak36 as already made. I think it might need some special ability to go with it though, to help against later game heavier armour).

That said, I like the sound of pretty much all the announced changes (even if I do kind-of lament the absence of the Luchs as a build-able unit, OH needs some kind of scout-car equivalent still).

¬JD
Title: Re: Changes for the next version!
Post by: LCH98 on March 18, 2014, 11:49:23 PM
That's correct... ouch. Now you talk about AT and Fortress tree, I realize forgot to add one screenshot :\... my bad. In our current set up, you can build a concrete emplacement with a PaK 36 inside.


You mean the PaK 36 37mm "Doorknocker"?

Wouldn't that be a waste of resources, unless you face a spam of jeeps or halftracks?

It's not final if it stays or not, we're testing its performance. Originally it was meant to give some sort of early anti tank capacities to Army fortress. However, with the latest iterations it seems to be unnecessary.

Honestly, i'd like to see something like 'Panzerwerks', which were used in the Ostwall, a defence line between pre-war Germany and Poland, and was used against the red army in 1944.

I am however not certain if there were AT guns in those things, as they were used in coordination with AT mines and Dragon's Teeth, i think that it's rather unlikely, however, they would make for a great fortress.
(Note that these things have almost unrestricted 360 degree firing angle, whereas the current OH concrete bunkers do not, as well as that they're mostly underground, and built long-before battle and not molded like the OH bunkers, and therefore somewhat less exposed to artillery or air attack


Here some pictures:
http://previewcf.turbosquid.com/Preview/Content_2009_07_14__16_36_16/Ostwall1.jpg98989e54-1855-41a4-a39d-c8ec47dff218Larger.jpg (http://previewcf.turbosquid.com/Preview/Content_2009_07_14__16_36_16/Ostwall1.jpg98989e54-1855-41a4-a39d-c8ec47dff218Larger.jpg)
http://en.tracesofwar.com/upload/3955110919220421.jpg (http://en.tracesofwar.com/upload/3955110919220421.jpg)
http://en.tracesofwar.com/upload/8876080815131144.jpg (http://en.tracesofwar.com/upload/8876080815131144.jpg) (this one has taken a scratch or two)


Title: Re: Changes for the next version!
Post by: arthazx on March 19, 2014, 12:29:06 AM
HI all

why i can't use is 3 tank , why i can't to customise my URSS army?

i can't use SU 122 tank and Kv1 and KV85 or KV1S.
plz help and fix.

thanks for attention
Title: Re: Changes for the next version!
Post by: Codename "Tiger" on March 19, 2014, 12:35:12 AM
I think you misunderstand some things...
There are no SU122 or KV1S or KV85 in this game.

And you have IS 2 thats enough :P

And for the moment there are no Reward Units for Ostheer or Soviet, but check out some new reward stuff for the vanilla Factions

Regards
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 19, 2014, 12:44:29 AM
HI all

why i can't use is 3 tank , why i can't to customise my URSS army?

i can't use SU 122 tank and Kv1 and KV85 or KV1S.
plz help and fix.

thanks for attention
Reward units were disabled for both Soviets and Ostheer for gameplay reasons.
Title: Re: Changes for the next version!
Post by: arthazx on March 19, 2014, 05:33:14 AM
I think you misunderstand some things...
There are no SU122 or KV1S or KV85 in this game.

And you have IS 2 thats enough :P

And for the moment there are no Reward Units for Ostheer or Soviet, but check out some new reward stuff for the vanilla Factions

Regards
ohh,  i sorry, i remember "su 122" for "Kv2" , "KV1-KV85" for "T34 and T34/85" and "ISU 152" for "IS-3" TANKS
Title: Re: Changes for the next version!
Post by: Blackbishop on March 19, 2014, 07:01:58 AM
These reward units(KV-1/KV-85 for T-34/76 and T-34/85) where removed long time ago. KV1 is now in Breakthrough Assault Strategy Tree. KV-85 is not available ingame and the reward units IS-3 and SU-122 will appear in reward command trees that we will release in the future.
Title: Re: Changes for the next version!
Post by: thatguy on March 19, 2014, 12:34:47 PM
These changes look great, I feel the HMGs are as essential to coh factions as AT guns so its great to see them being added.
Title: Re: Changes for the next version!
Post by: Hellc@t on March 19, 2014, 12:56:52 PM
I don't see how a Zis-2 gun is better than a Zis-3.... Zis-3 has a larger caliber than the Zis-2 and it can also be used as light artilerry purposes. If I was you, I would make the Zis-3 an upgrade for Zis-2 in that Propaganda War Strategy command tree you talked about
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 19, 2014, 01:07:08 PM
Don't let the numbers fool you. Even if the zis 3 has a larger caliber its Penetration is worse. The zis 3 is a light field gun,  used as makeshift AT. It was decent to deal with light axis tanks,  but more powerful axis heavies could not be penetranten at all. The zis 2 is a real at gun,  and it's even superior to the 57mm from US (even in realitiy).
Title: Re: Changes for the next version!
Post by: BurroDiablo on March 19, 2014, 01:32:51 PM
I don't see how a Zis-2 gun is better than a Zis-3.... Zis-3 has a larger caliber than the Zis-2 and it can also be used as light artilerry purposes. If I was you, I would make the Zis-3 an upgrade for Zis-2 in that Propaganda War Strategy command tree you talked about

There's a point where making a shell larger negatively effects its penetrating power. It's like trying to stab somebody with a spoon rather than a knife.
Title: Re: Changes for the next version!
Post by: Hellc@t on March 19, 2014, 03:22:45 PM
I don't see how a Zis-2 gun is better than a Zis-3.... Zis-3 has a larger caliber than the Zis-2 and it can also be used as light artilerry purposes. If I was you, I would make the Zis-3 an upgrade for Zis-2 in that Propaganda War Strategy command tree you talked about

There's a point where making a shell larger negatively effects its penetrating power. It's like trying to stab somebody with a spoon rather than a knife.
I know, that's logical. Whatever you say guys you know it better.
But will you make the ZiS-3 to have the ability of light artillery strike on a small radius just like the Su-76 Self Propelled gun?
Title: Re: Changes for the next version!
Post by: LCH98 on March 19, 2014, 05:35:05 PM
I don't see how a Zis-2 gun is better than a Zis-3.... Zis-3 has a larger caliber than the Zis-2 and it can also be used as light artilerry purposes. If I was you, I would make the Zis-3 an upgrade for Zis-2 in that Propaganda War Strategy command tree you talked about

There's a point where making a shell larger negatively effects its penetrating power. It's like trying to stab somebody with a spoon rather than a knife.
I know, that's logical. Whatever you say guys you know it better.
But will you make the ZiS-3 to have the ability of light artillery strike on a small radius just like the Su-76 Self Propelled gun?

A AT Gun with effective anti-infantry and anti-mortar capabilities sounds a little too OP for me.
I know it's in CoH2 and i hate it. Whenever you try to clear a AT-Gun spam on PvP, you just end up getting massacred by one or two of those guns firing HE rounds.
Title: Re: Changes for the next version!
Post by: Miles Dixon on March 19, 2014, 05:49:46 PM
Russian already have multiple light artillery unit (from basic to doctrine units), so I think the ZiS should not have the ability though... but if it is AP rounds like US and Brits, or faster reloading ability it sounds logic.
Title: Re: Changes for the next version!
Post by: Grand Duke on March 19, 2014, 06:00:03 PM
so I think the ZiS should not have the ability though... but if it is AP rounds like US and Brits, or faster reloading ability it sounds logic.
And again, there's always this Gunnery Veterans ability that 57-mm ZIS had all this time, the one temporarily increasing accuracy. Can't say it's really good or useful, never actually used it in battle, as it seems ZIS never misses vehicles. Maybe it can be used to snipe infantry, like the PE AT halftrack, don't know. In fact, I would much rather prefer faster reloading or something like this.
Title: Re: Changes for the next version!
Post by: Gerrit 'Lord Rommel' G. on March 19, 2014, 06:31:07 PM
so I think the ZiS should not have the ability though... but if it is AP rounds like US and Brits, or faster reloading ability it sounds logic.
And again, there's always this Gunnery Veterans ability that 57-mm ZIS had all this time, the one temporarily increasing accuracy. Can't say it's really good or useful, never actually used it in battle, as it seems ZIS never misses vehicles. Maybe it can be used to snipe infantry, like the PE AT halftrack, don't know. In fact, I would much rather prefer faster reloading or something like this.
It is missing the target ;) I use it a lot  ;D
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 19, 2014, 07:01:32 PM
so I think the ZiS should not have the ability though... but if it is AP rounds like US and Brits, or faster reloading ability it sounds logic.
And again, there's always this Gunnery Veterans ability that 57-mm ZIS had all this time, the one temporarily increasing accuracy. Can't say it's really good or useful, never actually used it in battle, as it seems ZIS never misses vehicles. Maybe it can be used to snipe infantry, like the PE AT halftrack, don't know. In fact, I would much rather prefer faster reloading or something like this.
The ability increases accuracy, range and actually lowers the weapon scatter - so if it does not hit the target directly the shell will still hit very closely to the intended target.
And about the light artillery barrage function: it's overkill. Too much artillery is bad for gameplay. Soviets have enough other artillery pieces to utilize. You don't need even more just for the sake of having it. If you really want to use ZiS 3 as artillery feel free to play some games in CoH 2. :)
Title: Re: Changes for the next version!
Post by: Grand Duke on March 19, 2014, 07:05:40 PM
The ability increases accuracy, range and actually lowers the weapon scatter - so if it does not hit the target directly the shell will still hit very closely to the intended target.
Oh. So, I must be wrong, then. I remember it's description not stating anyting about increased range, only about accuracy, IIRC.
Title: Re: Changes for the next version!
Post by: Codename "Tiger" on March 19, 2014, 07:09:50 PM
ZiS is an AT gun and not an artillery gun.
We dont want to copy the way of CoH2.
SU 76 for Artillery and AT Support, ZiS only for AT support.
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 19, 2014, 07:29:58 PM
The ability increases accuracy, range and actually lowers the weapon scatter - so if it does not hit the target directly the shell will still hit very closely to the intended target.
Oh. So, I must be wrong, then. I remember it's description not stating anyting about increased range, only about accuracy, IIRC.
Don't give too much on descriptions. There are quite a few errors in the translations of the release version due to some last minute changes and stuff (changing descriptions is a huge amount of work). We're currently updating the language files and filter out wrong texts.
ZiS is an AT gun and not an artillery gun.
We dont want to copy the way of CoH2.
SU 76 for Artillery and AT Support, ZiS only for AT support.
That's not entirely correct mate ;)

The ZiS-3 is a 76mm Field Support gun - maybe you could compare it to the german LeIG 18 or other weapons. However, the Soviet army used this gun to as makeshift AT gun. It was capable of fighting axis tanks, but overall it wasn't enough to deal with axis heavies.
The ZiS-2 on the other hand is a 57mm AT gun. It's more powerful than the US m1 57mm AT gun and was able to penetrate Tigers frontally. Much powerful.
Title: Re: Changes for the next version!
Post by: chaosval3 on March 19, 2014, 07:37:57 PM
Many penetration. Wow...o.0
Title: Re: Changes for the next version!
Post by: LCH98 on March 19, 2014, 10:35:27 PM
Many penetration. Wow...o.0

Very engrish
Such grammar
Much AT-gun
Wow
Title: Re: Changes for the next version!
Post by: Tom on March 20, 2014, 11:36:56 AM
Don't let the numbers fool you. Even if the zis 3 has a larger caliber its Penetration is worse. The zis 3 is a light field gun,  used as makeshift AT. It was decent to deal with light axis tanks,  but more powerful axis heavies could not be penetranten at all. The zis 2 is a real at gun,  and it's even superior to the 57mm from US (even in realitiy).
Exactly! They were too overkill in 41-42. It could easily penetrate a P3 and do no other damage than a entry hole and an exit hole. Some say it could pierce two tanks in a row.  For that reason it was replaced with Zis3 but when the big cats hit the field those nasty syringe-like AT's were back in business with great effect.

 Just look at the lenght of that barrel ... ridiculous.
Title: Re: Changes for the next version!
Post by: PoliorcetE on March 20, 2014, 06:54:36 PM
Hi all

great news , can't wait  :)
and what about Stürmtiger ?
is it back in reward units ?

A+
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 20, 2014, 08:25:51 PM
Hi all

great news , can't wait  :)
and what about Stürmtiger ?
is it back in reward units ?

A+
Sorry to turn you down, but no Sturmtiger for this version. He doesn't fit in the current doctrine scheme and would feel odd and out of place. However, if you're lucky you'll hear some news about it somewhere in the future after this next major release. :)
Title: Re: Changes for the next version!
Post by: PoliorcetE on March 20, 2014, 08:56:59 PM
ok

hope i'm lucky to hear some news about it... ;D

A+
Title: Re: Changes for the next version!
Post by: Flash_KOTI on March 21, 2014, 12:19:42 AM
Any chance of the SU-100 getting a bit of a buff or something?  Considering it's a late war tank destroyer, ingame it really lacks much threat.  One on one, it doesn't seem to fare much better than StuGIVs.  I can't really see how it compares with the SU-85 because of the tech tree, but I haven't noticed any difference apart from a slight penetration boost.  IMO it needs either a range or damage buff, maybe while increasing the cost.  As it is, crewed AT teams are a better choice because of their high accuracy, decent penetration and massive range, and I usually find a bunch of t34/85s with some IS2s and a couple of Zis cannons bringing up the rear tears through enemy armour far more efficiently and adaptively than depending on SU-100s (never even use the SU-85s).
Title: Re: Changes for the next version!
Post by: Codename "Tiger" on March 21, 2014, 07:38:21 AM
Thanks for the information, i will test it today.
Title: Re: Changes for the next version!
Post by: Dreamerbg on March 21, 2014, 09:27:28 AM
SU-100 is a good tank killer, no matter if its a Tiger or a PzIII , but as any other AT weapon must be protected well with combined arms.
Ofc if you just go face to face with a Tiger you will lose the fight. But if you distract the Tiger with some infantry and shoot from max range with the SU-100, then you will at least scare of the Tiger,  sending it home with about 50% health and no scratches on your SU TD.
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 21, 2014, 12:24:25 PM
Any chance of the SU-100 getting a bit of a buff or something?  Considering it's a late war tank destroyer, ingame it really lacks much threat.  One on one, it doesn't seem to fare much better than StuGIVs.  I can't really see how it compares with the SU-85 because of the tech tree, but I haven't noticed any difference apart from a slight penetration boost.  IMO it needs either a range or damage buff, maybe while increasing the cost.  As it is, crewed AT teams are a better choice because of their high accuracy, decent penetration and massive range, and I usually find a bunch of t34/85s with some IS2s and a couple of Zis cannons bringing up the rear tears through enemy armour far more efficiently and adaptively than depending on SU-100s (never even use the SU-85s).
If you're trying to play t34-85 against someone who has Army Elite Tigers they'll make you cry ;)
SU 85s are decent if you're playing against someone who's using Panzer IIIs, Panzer IVs, StuGs or Panthers. Against anything larger your SU 85s will not be able to penetrate it, at least not frontally.

The SU 100 on the other hand is overall very powerful. It deals a lot of damage, has overall better armour and better health than a SU 85. When you upgrade cage armour on it it's pretty resilient to fausts/schrecks. But it's main advantage is the fact that it can damage most axis heavies in frontal assaults. The 100mm can penetrate Panthers and even Tigers pretty easily. Combined with its cheap price it's very a very cost-efficient tank destroyer. A ZiS-3 has nowhere near the efficiency of the SU 100.

SU-100 is a good tank killer, no matter if its a Tiger or a PzIII , but as any other AT weapon must be protected well with combined arms.
Ofc if you just go face to face with a Tiger you will lose the fight. But if you distract the Tiger with some infantry and shoot from max range with the SU-100, then you will at least scare of the Tiger,  sending it home with about 50% health and no scratches on your SU TD.
This. I'd also like to state that the SU guns work best with Urban Combat from my experience so far.
Title: Re: Changes for the next version!
Post by: Sotahullu on March 21, 2014, 09:23:32 PM
Quick question: Why not Maxim machine-gun? It's more iconic then SG-43 and it is more badass (specially if used by Finns :P) then unkown MG.
Title: Re: Changes for the next version!
Post by: LCH98 on March 21, 2014, 09:36:19 PM
Quick question: Why not Maxim machine-gun? It's more iconic then SG-43 and it is more badass (specially if used by Finns :P) then unkown MG.

"However, this weapon, the SG-43 Goryunov, it is just a temporal replacement as a heavy machine gun team. Our real goal is to finish this one:
"

I think they're still modeling and/or coding something similar to the Maxim (from what i see from the image, anyway), as the Maxim didn't use a tripod, they'll have to code it differently from the other MGs used in CoH1.
Title: Re: Changes for the next version!
Post by: Night Fox on March 22, 2014, 12:34:42 PM
Hi! Very liked your Eastern Front mod. But very much it would be desirable to see in the future the following units:

USA

M24 Chaffee
M36
Sherman A3E8 easy eight (reward for Sherman)
155mm SAU Grill (reward for Calliope)

Britain

6 pound gun
Crusader 2
Valentine
Matilda 2
 General Le or Grant

Wermaht

Stug 3 105 (reward for Stuh 42)
Panther aus G (reward for Panther)
Panzer 4 aus H (reward for Panzer 4)

Tank guards

150mm howitzer (reward for Hummel)
Stug 4 L70
Panzer 4 F2

Soviet

BT 7 (reward for T 70)
SU 152 (reward for KV 1)
SU 122  (reward for KV 2)
KV 85 (reward for IS 2)
152mm howitzer (reward for Katiuchas)
85mm AA gun

Ostheer

105mm howitzer
Panzer 38T
Panzer 3  aus M (reward for Panzer 3)
Brumbar (reward for Sturmpanzer)

Whether there are chances to see these units in future?

Title: Re: Changes for the next version!
Post by: Gerrit 'Lord Rommel' G. on March 22, 2014, 02:33:19 PM
Hi! Very liked your Eastern Front mod. But very much it would be desirable to see in the future the following units:

USA

M24 Chaffee
Would like to see it too but at the moment there is no plan for a Chaffee tank.
Quote
M36
M10 and M18 are already a lot of TD for US.
Quote
Sherman A3E8 easy eight (reward for Sherman)
Keep in mind; We are the EASTERN Front ;)
Quote
155mm SAU Grill (reward for Calliope)
Do u mean the french SAu tank from 1940?

Quote
Britain

6 pound gun
Crusader 2
Valentine
Matilda 2
General Lee or Grant
Same problem; Eastern front mod ;)

Quote
Wermaht

Stug 3 105 (reward for Stuh 42)
Why? StuH 42 isnt historical correct but it is already ingame?
Quote
Panther aus G (reward for Panther)
Already ingame? WE Panther is a mix of Ausf G and D.
Quote
Panzer 4 aus H (reward for Panzer 4)
Already ingame? Buy vet for WE ;)

Quote
Tank guards
PE?

Quote
150mm howitzer (reward for Hummel)
10,5cm LeFh 18 is part of the Ostheer.
Quote
Stug 4 L70
StuG L/70? What is this for a mix?
Quote
Panzer 4 F2
Why? Balanceproblem?

Quote
Soviet

BT 7 (reward for T 70)
Well. BT-7 would be cool for the red army but at the moment there is no model and no plan for the BT tanks.
Quote
SU 152 (reward for KV 1)
Will be a balance problem.
Quote
SU 122  (reward for KV 2)
Same: Balanceproblem. Perhaps SU 122 will be part of a reward doctrine.
Quote
KV 85 (reward for IS 2)
Perhaps part of a reward doctrine.
Quote
152mm howitzer (reward for Katiuchas)
Will be part of a reward doctrine.
Quote
85mm AA gun
Perhaps part of a reward doctrine.

Quote
Ostheer

105mm howitzer
Already ingame? Play army fortress.
Quote
Panzer 38T
Will be back in action with foreign nation doctrine.
Quote
Panzer 3  aus M (reward for Panzer 3)
Is already ingame? Build Panzer III, buy long 5cm upgun and chose def vet ;)
Quote
Brumbar (reward for Sturmpanzer)
Perhaps it will be back in a reward doctrine.

Quote
Whether there are chances to see these units in future?
There are chances ;) But be patient. We wont be able to implement all weapons of WW2!
We have to think of balance, gameplay and factiondesign.
Title: Re: Changes for the next version!
Post by: Campaigner on March 22, 2014, 05:28:34 PM
I really like asymmetry and thus soviets lacking an MG was nice, but if you say it's absolutely needed then OK.

Can't you explain what all those weapons are good for?   If squad x gets MP44 and squad y gets Gewehr 43s what does it actually mean?   Can't you do it like this: "Panzerjagers get MP44 (Assault Rifle - same damage at all ranges, medium damage and superb penetration)" cause I have no idea what all those shortenings mean and especially for soviets.

I see you have some focus on realism with only using units that were actually used on the eastern front. So most importantly, is Eastern Front fun to play as it is now?
Title: Re: Changes for the next version!
Post by: Gerrit 'Lord Rommel' G. on March 22, 2014, 05:48:18 PM
Ef is always fun to play ;) And why should we use "ahistorical" weapons? There is a big arsenal available and we picked out what we needed.
About your weapon question:
Well. First of all this is a standard CoH system. So rifles and carbines will always be good on long range and submachine guns on close range.
Test and play with CoH and get a feeling for the weapons.
Title: Re: Changes for the next version!
Post by: Sotahullu on March 22, 2014, 09:46:09 PM
How the Bombadier unit works by the way? Granatbüchse 39 is big grenade lobbing Ex-AT rifle but how that works ingame?
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 22, 2014, 10:01:09 PM
How the Bombadier unit works by the way? Granatbüchse 39 is big grenade lobbing Ex-AT rifle but how that works ingame?
Works similar to british Rifle Grenades, but still different.
Title: Re: Changes for the next version!
Post by: Grand Duke on March 23, 2014, 06:00:28 AM
How the Bombadier unit works by the way? Granatbüchse 39 is big grenade lobbing Ex-AT rifle but how that works ingame?
Works similar to british Rifle Grenades, but still different.
Will the accuracy of the grenades be adjusted? Because the British rifle grenades tend to miss the target and almost always land several meters behind the target. The accuracy is so bad, I've yet to see british rifle grenadiers hit an enemy target smaller than a big building or a King Tiger.
Title: Re: Changes for the next version!
Post by: chaosval3 on March 23, 2014, 10:33:17 AM
Ofcourse. You'll have to just wait and see for yourself. Personally, I am a great fan of the granatbüchse.

Title: Re: Changes for the next version!
Post by: Grand Duke on March 23, 2014, 10:41:00 AM
Ofcourse. You'll have to just wait and see for yourself. Personally, I am a great fan of the granatbüchse.
That's great to hear. I'm very interested in rifle grenades which are currently extremely underrepresented in video games, and I was extremeply disappointed in that lazy-ass work Relic did implementing those useless british rifle grenades.
Title: Re: Changes for the next version!
Post by: Dann88 on March 23, 2014, 11:21:22 AM
Well, make a beta patch then, I'm nearly done with redownloading the CoH, can't wait to play EF again after a long time
Title: Re: Changes for the next version!
Post by: Codename "Tiger" on March 23, 2014, 12:11:10 PM
And the Panzerbüchse is a good defense weapon too :P
There are very strong combos possible, e.g. MG and Granatbüchse :P
They have an "accuracy" ability, means then they are stationary but perform better.
Its an really nice unit ;D
Title: Re: Changes for the next version!
Post by: LCH98 on March 23, 2014, 01:53:24 PM
Will the Landsers still be able to use Gewehrs?
I like to use them as long-range killers, together with a sniper and one or two MGs, and i'd hate to see that go
Title: Re: Changes for the next version!
Post by: Grand Duke on March 23, 2014, 02:23:06 PM
Will the Landsers still be able to use Gewehrs?
I like to use them as long-range killers, together with a sniper and one or two MGs, and i'd hate to see that go
I don't think so. It looks like Panzerfusiliers and Landsers swapped roles: the former is now a long range suppression fire team with an MG-34 and the latter move in for the close range kill with their MP-40s. You know, I'm OK with it.
Also, the G-41s are now given to upgraded Sturmpios, so you can use them as a long-range squad.
Title: Re: Changes for the next version!
Post by: Flash_KOTI on March 23, 2014, 02:50:21 PM
Since it was brought up, what kind of role will the SU-122 have?  In one of the older versions of EF, I vaguely remember it being a soviet version of the Wehrmacht's StuH, ie an anti-infantry short-range mobile artillery piece.  But the real-world version was also a capable tank destroyer, so it could conceivably be a replacement for the SU 85/100.
Title: Re: Changes for the next version!
Post by: Codename "Tiger" on March 23, 2014, 04:27:13 PM
Duke is right,
Landers have their standard Kar98 rifles, but they can now upgraded with Mp40 or with Panzerbüchse (AT).
The Panzerfüsiliers are now more defensive, they can be upgraded with LMG 34 and G41.
Title: Re: Changes for the next version!
Post by: LCH98 on March 23, 2014, 06:45:10 PM
Duke is right,
Landers have their standard Kar98 rifles, but they can now upgraded with Mp40 or with Panzerbüchse (AT).
The Panzerfüsiliers are now more defensive, they can be upgraded with LMG 34 and G41.

I'm sorry, but wouldn't that make the Landers a OP early-game SMG-squad?
Or does the MP40 upgrade require a expensive research, like the Mkb42 (H) in the current version?
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 23, 2014, 06:47:32 PM
Duke is right,
Landers have their standard Kar98 rifles, but they can now upgraded with Mp40 or with Panzerbüchse (AT).
The Panzerfüsiliers are now more defensive, they can be upgraded with LMG 34 and G41.

I'm sorry, but wouldn't that make the Landers a OP early-game SMG-squad?
Or does the MP40 upgrade require a expensive research, like the Mkb42 (H) in the current version?
Yup, unlocking mp40/pzb requires teching of course.
Title: Re: Changes for the next version!
Post by: LCH98 on March 23, 2014, 06:52:23 PM
Duke is right,
Landers have their standard Kar98 rifles, but they can now upgraded with Mp40 or with Panzerbüchse (AT).
The Panzerfüsiliers are now more defensive, they can be upgraded with LMG 34 and G41.

I'm sorry, but wouldn't that make the Landers a OP early-game SMG-squad?
Or does the MP40 upgrade require a expensive research, like the Mkb42 (H) in the current version?
Yup, unlocking mp40/pzb requires teching of course.


1)
Damn you react fast.
2)
Thank you for clearing that up.

3)
Just a slight idea, but shouldn't the PaK 40 75mm AT gun be support doctrine, as it's slow and can't really be used offensivly, and the Marder in the offence pool, as it can keep up with other tanks and provide extremely mobile, yet effective AT support?

Edit: removed typo
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 23, 2014, 07:23:23 PM
Duke is right,
Landers have their standard Kar98 rifles, but they can now upgraded with Mp40 or with Panzerbüchse (AT).
The Panzerfüsiliers are now more defensive, they can be upgraded with LMG 34 and G41.

I'm sorry, but wouldn't that make the Landers a OP early-game SMG-squad?
Or does the MP40 upgrade require a expensive research, like the Mkb42 (H) in the current version?
Yup, unlocking mp40/pzb requires teching of course.


1)
Damn you react fast.
2)
Thank you for clearing that up.

3)
Just a slight idea, but shouldn't the PaK 40 75mm AT gun be support doctrine, as it's slow and can't really be used offensivly, and the Marder in the offence pool, as it can keep up with other tanks and provide extremely mobile, yet effective AT support?

Edit: removed typo
It works like that.
Title: Re: Changes for the next version!
Post by: LCH98 on March 23, 2014, 08:12:04 PM
Duke is right,
Landers have their standard Kar98 rifles, but they can now upgraded with Mp40 or with Panzerbüchse (AT).
The Panzerfüsiliers are now more defensive, they can be upgraded with LMG 34 and G41.

I'm sorry, but wouldn't that make the Landers a OP early-game SMG-squad?
Or does the MP40 upgrade require a expensive research, like the Mkb42 (H) in the current version?
Yup, unlocking mp40/pzb requires teching of course.


1)
Damn you react fast.
2)
Thank you for clearing that up.

3)
Just a slight idea, but shouldn't the PaK 40 75mm AT gun be support doctrine, as it's slow and can't really be used offensivly, and the Marder in the offence pool, as it can keep up with other tanks and provide extremely mobile, yet effective AT support?

Edit: removed typo
It works like that.

Might be me, but with support pool, i get the Marder and the Pz3, with assualt pool i get the luchs and PaK 40
Title: Re: Changes for the next version!
Post by: Codename "Tiger" on March 23, 2014, 08:13:50 PM
It will be changed in the next Patch
Title: Re: Changes for the next version!
Post by: LCH98 on March 23, 2014, 08:41:19 PM
It will be changed in the next Patch

That's good to hear, it always seemed illogical to me.

Thank you for informing me about that.
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 23, 2014, 10:28:30 PM
It will be changed in the next Patch

That's good to hear, it always seemed illogical to me.

Thank you for informing me about that.
There'll be more detailed informations on the faction changes in the near future, I think those will clear up a lot of confusion. :)
Title: Re: Changes for the next version!
Post by: Flash_KOTI on March 25, 2014, 01:59:07 AM
Apologies, just wan to "bump" the thread by re-posting my su-122 query, since it seems to have been buried in posts:

"Since it was brought up, what kind of role will the SU-122 have?  In one of the older versions of EF, I vaguely remember it being a soviet version of the Wehrmacht's StuH, ie an anti-infantry short-range mobile artillery piece.  But the real-world version was also a capable tank destroyer, so it could conceivably be a replacement for the SU 85/100."
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 25, 2014, 03:13:16 AM
Apologies, just wan to "bump" the thread by re-posting my su-122 query, since it seems to have been buried in posts:

"Since it was brought up, what kind of role will the SU-122 have?  In one of the older versions of EF, I vaguely remember it being a soviet version of the Wehrmacht's StuH, ie an anti-infantry short-range mobile artillery piece.  But the real-world version was also a capable tank destroyer, so it could conceivably be a replacement for the SU 85/100."
The SU 122 will no longer be a reward unit for the KV 2 and is removed for now. I am not aware of plans to readd it as part of a soviet reward doctrine at this point. But if it's readded it's likely to be used as multi-purpose vehicle instead of being a howitzer only. Much like the ISU 152 will be in the next release. 
Title: Re: Changes for the next version!
Post by: Flash_KOTI on March 25, 2014, 02:03:19 PM
That's a pity, I saw in one of the recent threads that a new model had been finished, so I thought it was going to be implemented again in an upcoming patch.  Ah well.
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 25, 2014, 02:30:23 PM
That's a pity, I saw in one of the recent threads that a new model had been finished, so I thought it was going to be implemented again in an upcoming patch.  Ah well.
That's the SU 100 that'll see action in the new release version ;)
Title: Re: Changes for the next version!
Post by: Miles Dixon on March 25, 2014, 05:56:44 PM
I hope it is not so off topic, but will the new version going to have compatibility for 2.602 too? Since the recent version of Steam requires all-time online with Steam (no more offline - it will shows cannot connect to Steam Server), which is a bit annoying when the internet connection is not so good...
Title: Re: Changes for the next version!
Post by: Blackbishop on March 25, 2014, 06:10:32 PM
I wonder if he is confusing the SU-122 with the ISU-122 :\. The HE ammo of the SU-122's shell could dislodge turrets and break tracks by brute percussion force(in common English: due to the massive size and explosive force) but only in close range which caused a lot of losses(either destroyed or captured); so, it cannot work like the ISU-122 or SU-85 that were real tank hunters.

Also, SU-85 was produced after SU-122, which means they needed a real tank hunter, so I really doubt it could replace the former's role. Maybe an ability could be added to break turrets or treads, but that would be checked in due time.

@miles_dixon
As long as you install the compatibility patch, any EF version will work with 2.602.
Title: Re: Changes for the next version!
Post by: Miles Dixon on March 26, 2014, 04:05:07 AM
@Enrique 'Blackbishop' E.

Thanks on the answer. :> Does it means that after installing the new patch, then install the compatibility patch? As I experienced with the 2.2.2.0 (for steam version), the game crashes (for 2.602) when I install them in order 2.2.1.0 -> 2.2.2.0 -> compatibility, but it works fine if 2.2.1.0 -> compatibility.

Also, will Ostheer have a MG/ defensive building like others (not the doctrine specific Panzernest), since it is not mentioned in the announcement?
Title: Re: Changes for the next version!
Post by: Blackbishop on March 26, 2014, 05:49:14 AM
No, Ostheer is not going to have new defensive structures.
Title: Re: Changes for the next version!
Post by: LCH98 on March 28, 2014, 06:55:45 PM
No, Ostheer is not going to have new defensive structures.

So no PaK 36 "Doorknocker" emplacement, as had been mentioned earlier?
Title: Re: Changes for the next version!
Post by: Blackbishop on March 28, 2014, 07:40:58 PM
With new I mean, not mentioned before :P. Although I'm not sure if it will be kept.
Title: Re: Changes for the next version!
Post by: minhvn on March 29, 2014, 03:01:00 AM
Are devs still working on the campaign for this mod?
Title: Re: Changes for the next version!
Post by: Blackbishop on March 29, 2014, 05:51:45 AM
No, it is frozen just like AI development. Right now, the only part of the mod in constant development is the multiplayer section.
Title: Re: Changes for the next version!
Post by: Partyzan1917cz on March 29, 2014, 03:53:52 PM
Great work guys :) . When the patch will come out?
Title: Re: Changes for the next version!
Post by: KarolR87 on March 29, 2014, 06:53:07 PM
Quote
No, it is frozen just like AI development.
So, does offline skirmish is still unplayable on some maps, rights?
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on March 29, 2014, 07:06:45 PM
Quote
No, it is frozen just like AI development.
So, does offline skirmish is still unplayable on some maps, rights?
Hmm it's likely. Afaik AI has still received some tweaks here and there, but overall the progress was halted a while ago. Also, as I rarely play vs. AI, which maps do cause trouble for the AI? Would be nice if you could notice us about them so we can fix them eventually (at least if it's possible).
Title: Re: Changes for the next version!
Post by: Blackbishop on March 29, 2014, 07:08:37 PM
If you mean, those times when the infantry doesn't do anything? That's right. It would be useful to keep a list, on what maps do you have these problems?
Title: Re: Changes for the next version!
Post by: Grand Duke on March 29, 2014, 07:52:03 PM
If you mean, those times when the infantry doesn't do anything? That's right. It would be useful to keep a list, on what maps do you have these problems?
A couple of days ago I had this glitch on Moscow (2), and that's the one I can remember. I'll try to find more later.
Title: Re: Changes for the next version!
Post by: KarolR87 on March 29, 2014, 08:01:24 PM
Yes guys, I meant situation when AI recruit only a few infantry squads and they standing next to HQ don't capture points and don't recapture mine.
At this moment I remember it was happen on Moscow map and somebody noticed it was also happen on maps included lake (sorry I don't remember name this map), but I didn't play on each maps but I'll try to find some freetime that try all maps.
Greetings.
Title: Re: Changes for the next version!
Post by: Grand Duke on April 05, 2014, 03:54:13 PM
So, errrm, any chance we hear some news soon, guys?
Title: Re: Changes for the next version!
Post by: Gerrit 'Lord Rommel' G. on April 05, 2014, 04:29:32 PM
So, errrm, any chance we hear some news soon, guys?
errrmmm, perhaps ;)
Title: Re: Changes for the next version!
Post by: SilverHawk on April 06, 2014, 02:58:34 PM
While we're on the topic of offline skirmish playing, is anybody able to get it working? Mine just gives me "Relic Servers are Offline" and then freezes when I try to play single player.
Title: Re: Changes for the next version!
Post by: minhvn on April 06, 2014, 06:01:30 PM
So, errrm, any chance we hear some news soon, guys?
errrmmm, perhaps ;)
Don't try to play the mission when you are running the mod
If you want offline vs AI, install 2.602
Title: Re: Changes for the next version!
Post by: Magyar on April 09, 2014, 03:56:36 PM
I love all of the changes. It might make the Soviets slightly less unique, but in the end it will make for better gameplay and therefore a better gameplay experience. After all, the Brits' uniqueness doesn't add anything positive to the game.
Title: Re: Changes for the next version!
Post by: kariux on April 09, 2014, 06:11:33 PM
So no powerful a** tanks blasting at each other righttt ??
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on April 09, 2014, 06:29:55 PM
So no powerful a** tanks blasting at each other righttt ??
SU 100, ISU 152 and IS 2 blast quite a bit imo.
Title: Re: Changes for the next version!
Post by: Wernicke on April 10, 2014, 06:18:19 PM
Love the intended changes for Ostheer infantry! Seemed a bit strange that MP 40's are in short supply, whilst the MKB42 is rampant. I hope the Panzerfusiliers' MG34s will be useful like the ordinairy machine gun crew, though. Speaking of MGs, thank the heavens for a Soviet gun crew at last!
Title: Re: Changes for the next version!
Post by: Jeff 'Robotnik' W. on April 16, 2014, 01:02:46 AM
A note about the AI, it still IS being developed contrary to what was said earlier in this thread. I'll be working on getting it cleaned up once again once everything is all put in place
Title: Re: Changes for the next version!
Post by: Tom on April 17, 2014, 07:54:10 PM
Nothing about the is2? I mean if coh2 made a tank as good as in reality is the is2. Just look at that main gun damage obliterating squads as it should be with that big ass canon.

Its already slow and wirh horrible pathing, at least the gun should make the difference. Increase the cost if its need it, but that gun cant perform as the gun of a sherman with increased reload time.
Title: Re: Changes for the next version!
Post by: Grand Duke on April 26, 2014, 01:23:07 PM
Hey, how's the work on that awesome new patch going? I can't wait to try it out and it's been over a month since we had a major announcement, so, maybe you guys could post some news for us soon? Pretty please :)?
Title: Re: Changes for the next version!
Post by: Magyar on April 26, 2014, 02:33:03 PM
If you donate, you get early access to information. ;)

Other than that, I imagine there is a big patch headed our way in a month or two. I would imagine much of the visual features that can be shown off have already been implemented and they're focusing more on the boring mechanisms under the hood that aren't news worthy but are necessary for the overall structure.

But who knows- they might give us a little appetizer in a couple weeks.
Title: Re: Changes for the next version!
Post by: krupp steel on May 03, 2014, 02:20:52 AM
Will the new models of the soviet buildings be added as well?
Title: Re: Changes for the next version!
Post by: kirbyksn on June 20, 2014, 06:20:35 AM
so the 75mm LeIG is tweaked again?  :) currently it's too weak.
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on June 20, 2014, 04:27:53 PM
so the 75mm LeIG is tweaked again?  :) currently it's too weak.
Yes. It no longer a mortar but a "real" artillery piece instead.
Title: Re: Changes for the next version!
Post by: Campaigner on June 21, 2014, 12:35:27 PM
so the 75mm LeIG is tweaked again?  :) currently it's too weak.
Yes. It no longer a mortar but a "real" artillery piece instead.

Ooooh getting all excited here :D

We talking like the US howitzer or Hummel here??
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on June 21, 2014, 01:12:39 PM
so the 75mm LeIG is tweaked again?  :) currently it's too weak.
Yes. It no longer a mortar but a "real" artillery piece instead.

Ooooh getting all excited here :D

We talking like the US howitzer or Hummel here??

In terms of barrage only: yes. In terms of strength/range it's inferior ofcourse.
Title: Re: Changes for the next version!
Post by: Grand Duke on June 21, 2014, 01:52:06 PM
In terms of barrage only: yes. In terms of strength/range it's inferior ofcourse.
Heh, that sounds great, I was worried about Ostheer having two "mortars", but now that LeIG18 is a mobile barrage gun, many new strategies involving it can be invented. What about Soviet 122mm and 75mm emplacement of the Propaganda Doctrine, I understand you throw them out in favour of ZiS-3=>ZiS-2 upgrade, correct? Will they be part of a future reward doctrine? Are they going to be tweaked in the terms of stats/abilities/etc.?
Title: Re: Changes for the next version!
Post by: Campaigner on June 22, 2014, 12:13:23 PM

Ooooh getting all excited here :D

We talking like the US howitzer or Hummel here??

In terms of barrage only: yes. In terms of strength/range it's inferior ofcourse.

Why?  Is it mobile like Grand Duke says?


What about its power?   US Howitzer is 8 6 6 6. What's the LeIG18s stats?
Title: Re: Changes for the next version!
Post by: Jeff 'Robotnik' W. on June 22, 2014, 06:01:02 PM

Ooooh getting all excited here :D

We talking like the US howitzer or Hummel here??

In terms of barrage only: yes. In terms of strength/range it's inferior ofcourse.

Why?  Is it mobile like Grand Duke says?


What about its power?   US Howitzer is 8 6 6 6. What's the LeIG18s stats?

I would say it would be around 6 1 1 8  :)
Title: Re: Changes for the next version!
Post by: Kroener on June 28, 2014, 11:24:34 PM
Excuse me, but i don't understand all, i just discover this mod and i really love it, i have the version 2.2.2.0 and is it the last version ? and the new changes u talk about here we can have it now or it's just an announcement for a next update ? ( I'm french i don't understand the whole english words, sorry ) =/
Title: Re: Changes for the next version!
Post by: Dzierzan on June 29, 2014, 09:12:43 AM
As the title says "Changes for the next version!", which means changes you saw/read in this announcement will be available in the next version of this mod.
Title: Re: Changes for the next version!
Post by: Kroener on June 29, 2014, 03:38:43 PM
Ok thx for explications =)
Title: Re: Changes for the next version!
Post by: Hendrik 'DarcReaver' S. on June 29, 2014, 07:26:19 PM
Excuse me, but i don't understand all, i just discover this mod and i really love it, i have the version 2.2.2.0 and is it the last version ? and the new changes u talk about here we can have it now or it's just an announcement for a next update ? ( I'm french i don't understand the whole english words, sorry ) =/
Yes. The current version is 2.2.2.0, and the update/changes refers to a future release (most likely 2.3.0.0).
Title: Re: Changes for the next version!
Post by: Grand Duke on July 12, 2014, 08:12:22 AM
Could we discuss the upcoming changes to the factions' doctrines? I'll try to sum up what changes were hinted on by the devs so far.
1) SU Propaganda doctrine: replaced second ability of the right three (76mm and 122mm howitzers) with 57mm upgrade for the AT guns
2) OH Support doctrine: replaced the call-in group (Wespe+Sturmfus. or Pz38t+Sturmfus.) with Luchs+Panzerjager squad
3) OH Support doctrine: made the Wespe call-in the third ability (that used to be "Zu Gleigh!")
4) OH Fortress doctrine: I remember someone saying that you were going to revamp this doctrine, can you, please, tell us what is to be redone? Is Pak-36 concrete emplacement for the Fortress Doctrine still in the plans?
What are the other changes planned? Did I forget something that already has been revealed? Are the long-awaited reward doctrines going to make an appearance in the next patch?
Title: Re: Changes for the next version!
Post by: Campaigner on July 14, 2014, 01:19:46 AM
Yeah, get some discussions going while people are still interested (I know one guy on my Steam friends list who has given up on this mod due to the patch taking forever to come out).

Would you say the OH has become more or less versatile?
Is OH defensive like Wehr, gay defensive like Brits or offensive as US and SU?
Title: Re: Changes for the next version!
Post by: jonarus_drakus on July 14, 2014, 01:37:25 AM
Yeah... I get that you (the mod team) have day jobs and all that, I do... But as the previous poster mentioned, people are getting sick of waiting, and are outright giving up... I've stopped playing myself because whats the point? Why play an 'old' version when a 'new' version will be changing a bunch of stuff?

I think your gonna have to suck it up and compromise and give us SOMEthing, even if the 'updated models/textures/whatevers' that you want aren't ready yet. I'd normally be the last one to condone cutting corners, but unfortunately, your facing a scenario where that can't really be helped... C'mon guys, we've been patient, time for results!

~JD
Title: Re: Changes for the next version!
Post by: Grand Duke on July 14, 2014, 06:19:43 AM
Yeah, get some discussions going while people are still interested (I know one guy on my Steam friends list who has given up on this mod due to the patch taking forever to come out).

Would you say the OH has become more or less versatile?
Is OH defensive like Wehr, gay defensive like Brits or offensive as US and SU?
While I'm not entirely sure about OH's off/def alignment (I'd say they are pretty balanced, with a little more emphasis on offensive due to lack of early game AT - that AT rifles and the Doorknocker will hopefully take care of - and the lack of effective defensive emplacements - bugged Panzernest does not count), in my opinion OH' s main specialisation is elite infantry aided by tanks. As of this version, even their main builder unit is decent in combat, and their T1 infantry can be made into supermen with due upgrades. Throw in the Pzfusiliers, the doctrinal infantry (Jagers, Brandenburg, Pzjagers) and the fact that when vetted the infantrymen get not only combat bonuses, but also can be specialised into medics/scouts/repairmen, and voila - you got yourself your perfect infantry faction.
Title: Re: Changes for the next version!
Post by: Campaigner on July 14, 2014, 01:46:05 PM
While I'm not entirely sure about OH's off/def alignment (I'd say they are pretty balanced, with a little more emphasis on offensive due to lack of early game AT - that AT rifles and the Doorknocker will hopefully take care of - and the lack of effective defensive emplacements - bugged Panzernest does not count), in my opinion OH' s main specialisation is elite infantry aided by tanks. As of this version, even their main builder unit is decent in combat, and their T1 infantry can be made into supermen with due upgrades. Throw in the Pzfusiliers, the doctrinal infantry (Jagers, Brandenburg, Pzjagers) and the fact that when vetted the infantrymen get not only combat bonuses, but also can be specialised into medics/scouts/repairmen, and voila - you got yourself your perfect infantry faction.

I mean the new version :P
Title: Re: Changes for the next version!
Post by: Grand Duke on July 14, 2014, 07:52:33 PM
I mean the new version :P
Ahh, silly me and my reading comprehension :-[. Well, we cannot say definitely, because we don't really know whether PaK36 emplacement is going to be introduced at all and what sort of treatment will Concrete Emplacement get, but it looks like OH is becoming more mobile and offensive/mobile defensive (new mobile artillery, new Zwilling FlaMG upgrade for the half-track), at the expense of some marginal early-game AT.
Title: Re: Changes for the next version!
Post by: Allanon on August 13, 2014, 04:21:49 PM
I just wanted to say again that me and a couple of friends are really looking forward to see a new version of this mod! We are great fans!
Title: Re: Changes for the next version!
Post by: Hellc@t on September 02, 2014, 03:18:15 PM
So, the next patch will be released on 32 this month? (I mean NEVER)? this mod is fucking dead, dont you see guys? i dont care what you do after this post of mine (delete, ban, or have some strong replies that makes me regret posting this) but this is the last time i visit this forum... adios fuckers, slackers.... thx for making us wait instead of just quit.....
Title: Re: Changes for the next version!
Post by: Gerrit 'Lord Rommel' G. on September 02, 2014, 04:56:23 PM
Still the old story ;) The team is preparing everything for the steam release. Models are difficult to build, animate and add ingame. Balance is always an issue u have to test. Coding AI and general gameelement could cause problems. And CoH patches can add more and more problems to this list. So the team is working on the list.
Perhaps Bish can and will give u more details (i dont want to spoil at the moment :P).

And keep in mind: You can help us. When u can animate, code scar or data files, create skins and skin masks and stuff like this feel free to send an application.
Mod isnt dead. We have a target. EF wants to bring you the Steam version via Steam Greenlight and the mod will make it.
I can understand that you have the feeling that this is dead but when u are really interested in the mod there is always a way to help ;)
Thanks.
Title: Re: Changes for the next version!
Post by: BurroDiablo on September 02, 2014, 05:52:32 PM
The entitlement is strong in this one
Title: Re: Changes for the next version!
Post by: Goupil on September 03, 2014, 08:25:11 PM
As a fellow lurker, I follow this mod for some time. I created an account to remember this :
Most of the people interested in this mod aren't douchebags like one of the guy above. We appreciate your work and had ton of fun with EF already and are looking forward for the new stuff.

So please, keep up the good work !  ;D
Title: Re: Changes for the next version!
Post by: BurroDiablo on September 03, 2014, 10:00:57 PM
We know, we appreciate you guys being patient with us :)

We can understand the frustration too, but remember we actively work in private, even if there's no patches or announcements for months on end it doesn't mean we've just stopped working.
Title: Re: Changes for the next version!
Post by: Jeff 'Robotnik' W. on September 03, 2014, 11:47:43 PM
Rest assured, the patch is very close to ready :)
Title: Re: Changes for the next version!
Post by: jonarus_drakus on September 04, 2014, 08:18:33 AM
Do you have ANY news you can share with us? I don't want to sound 'entitled' or anything, but seriously, the reason people 'snap' and accuse the mod of being dead is because we keep hearing *nothing* at all.

I wish I could get the world-builder working (properly) again, so I could actually contribute... But after the upgrade to Win8, and the loss of my Daugavgriva map in the process, I'm seriously lacking the motivation (besides, I have other projects).

But back to the point, ANYthing 'news wise' would be good, we don't need any sort "will definitely be done by X" crap, just something other than words to *prove* that progress is happening...

^^;

~JD
Title: Re: Changes for the next version!
Post by: Alexander 'ApeMen' J. on September 04, 2014, 09:00:20 AM
Expect a new news post in the next days  ;)
Title: Re: Changes for the next version!
Post by: Grand Duke on September 04, 2014, 01:33:50 PM
Expect a new news post in the next days  ;)
No... No way... Could it be?... After all those months?...  :o
Title: Re: Changes for the next version!
Post by: minhvn on September 04, 2014, 01:35:38 PM
Expect a new news post in the next days  ;)
No... No way... Could it be?... After all those months?...  :o
next "days". Keep up the work :3
Title: Re: Changes for the next version!
Post by: Grand Duke on September 04, 2014, 01:45:05 PM
next "days". Keep up the work :3
Errm, actually I was referring to all the months we've been waiting for this, haha. Doesn't matter, just wanted to tell I'm eagerly waiting for this news post, whatever it will be about.
Title: Re: Changes for the next version!
Post by: Darren Marshall on September 04, 2014, 02:34:44 PM
Rest assured, the patch is very close to ready :)
Can't wait!  :D
Title: Re: Changes for the next version!
Post by: Pantherturm on September 05, 2014, 08:39:23 PM
Hello everyone!

After the latest patch from SEGA(few days ago) EF kept on crashing couple of minutes after a game had started. So, is it only me or others experience the same issue with me??
Title: Re: Changes for the next version!
Post by: krupp steel on September 05, 2014, 10:12:51 PM
When you say patch, do you mean the fix for EF play-ability due to the recent steam patch, OR the patch with all the content you guys have been working on?
Title: Re: Changes for the next version!
Post by: Pantherturm on September 06, 2014, 01:04:02 AM
There was an update/patch from SEGA a few days ago. After that the game kept on crashing after a few minutes but only when playing the EF mod.
Title: Re: Changes for the next version!
Post by: Blackbishop on September 06, 2014, 01:54:57 AM
@132
Both things of course ;).
Title: Re: Changes for the next version!
Post by: Campaigner on September 06, 2014, 12:51:17 PM
@132
Both things of course ;).

Awesome!

Impatiently awaiting the release :)