Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => General Discussion => Topic started by: bigbear948 on January 10, 2010, 11:45:49 PM
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After looking at the guide, I think that the soviet faction really suits my play style , as I hate retreating ,cannot preserve units that well and love mixing medium tanks with normal infantry.
This is probably a big coincidence but plz don't get rid of the no retreat feature later on when you figure out how to.
When the mod is released I hope you don't nerf the soviets too much if everyone thinks they are OP.Thats what happened too the British Faction.
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'No retreat' was a deliberate gameplay mechanic. We could add it back in whenever we wanted to.
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I am really looking forward to the Soviet play style as well. Its emphasis on combined arms appeals to me greatly. I'm not really a fan of the American 'zerg' play style and the Germans are too inflexible for me. Looking forward to it!
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?? Dude... soviets are more zerg than americans, if anything :)
Post Merge: January 11, 2010, 04:51:23 AM
I think I should get XP for bombing my own troops as soviets ;)
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I am wondering - what time frame is modelled for RKKA (Soviet Army)? 1941-42 or 43-45 (as for Wehr + PE)?
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The Soviet are a pick-and-mix from across the whole war period.
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AS I see, mostly for 1941-42. For example Conscripts - they were not used in 43-45...
"Due to logistical problems, full weapon supply is not possible."
Soviet Army had no problems with armor/ammunition from the spring of 43 till the end.
More of use to call them "Shtrafniki" (Penalty Batallion Soldiers), who were very widely used in 43-45.
http://en.wikipedia.org/wiki/Penal_military_unit (http://en.wikipedia.org/wiki/Penal_military_unit)
And... Give back a correct name for 120mm mortar :)
Another very strange unit: how can You imagine a fight of Tiger or Panther (43-45) against KV-2 (last tank of 250 built was lost in winter 41/42)??? Also - what will it be - as "heavy tank" like Tiger or "heavy Artillery" like Priest? Dont forget, it had 152mm howitzer (NOT AT gun like others).
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KV-2 is an Artillery Tank like a StuH. Its an interesting unit, for the sake of novelty its worth having in. Of course, if people aren't happy with this, we can offer an SU-122 Reward replacement later on.
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The KV2 will be played like Churchill-AVRE.
(The KV1 is like the Churchill).
... I ... want... the... SU-122... way WAY more of them
than KV2 :) I'm fine with them being reward replacement units.
:)
I'd rather perhaps, you can only ever have 1x KV2 ?
Just make it a bit more powerful, but if lost, that's it?
In 1943+ you better believe that KV2 is a one of it's kind :)
While SU-122 are weaker, but don't have this limitation?
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KV-2 was a garbage. Very often to brake down, very hard to repair. Was designed to attack concrete fortifications in Finnland in 1940 with its turret-mounted howitzer M-10T. All KV-2 were lost during 6 month of 1941.
I wound suggest:
replace heavy tankbuster (now ISU-152) with SU-100.
replace heavy self-propelled howitzer/artillery tank (now KV-2) with ISU-152.
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After looking at the guide, I think that the soviet faction really suits my play style , as I hate retreating ,cannot preserve units that well and love mixing medium tanks with normal infantry.
This is probably a big coincidence but plz don't get rid of the no retreat feature later on when you figure out how to.
When the mod is released I hope you don't nerf the soviets too much if everyone thinks they are OP.Thats what happened too the British Faction.
Unless I'm playing as Americans with a vet 3 rifle squad,that is my problem.
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KV-2 was a garbage. Very often to brake down, very hard to repair. Was designed to attack concrete fortifications in Finnland in 1940 with its turret-mounted howitzer M-10T. All KV-2 were lost during 6 month of 1941.
I wound suggest:
replace heavy tankbuster (now ISU-152) with SU-100.
replace heavy self-propelled howitzer/artillery tank (now KV-2) with ISU-152.
Whilst what your saying does make sense I feel that the KV-2 is just too a) hilarious looking and b) unique and powerful to be taken out of the mod.
Burros idea for a SU-122 reward unit is the best for all the KV-2 haters out there.
Personally I love the things, mainly due to scoring a lot of very lucky hits with one in a Men of War match against my mate ;D
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OH god the KV-2 in men or war is amazing against infantry if you can nail a good shot. Too bad my brothers is way better then me at the game and always sneaks a flamethrower behind me >:(
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Some feiw questions to DEVs:
http://www.easternfront.org/media/Arty_Scene.jpg (http://www.easternfront.org/media/Arty_Scene.jpg)
Is it ML-20?
http://www.easternfront.org/media/relic00162.jpg (http://www.easternfront.org/media/relic00162.jpg)
Where is 12mm DShK hmg on the turm of IS-2? Also I hope, that rear-firing lmg in turm will exist too.
http://www.easternfront.org/media/kv202.jpg (http://www.easternfront.org/media/kv202.jpg)
Even with this useless monster - I hope it will have 3 lmg in it (1 forward firing, 1 tieded with main gun, 1 - reward firing).
ML-20 Firebase
This heavy 120 mm gun-howitzer can lay down a thunderstorm of steel. It is not very accurate, but fires a lot of shells in a single salvo. This makes it perfect for area bombardment.
????? Did You ever learned evn this? ML-20 was a 152mm, not 120mm howitzer-gun! Arrrggghhh... And what for it must be not accurate??? Because is it soviet, just all?
Summary
The ML-20 was one of the most successful Soviet artillery pieces of World War II. Its characteristics positioned it between classical short-range howitzers and special long-range guns. Compared to the former, the ML-20 has better range (e.g. the German 15 cm sFH 18 had range of 13.3 km), which often allowed it to shell positions of enemy artillery while remaining immune to enemy fire. Its advantage over the latter was in weight and cost, and therefore in mobility and production rate. For example, the German 15 cm K 18 with range of 24.8 km weighed 12.5 tons and only 101 pieces were built; of the excellent 17 cm K 18 (23.4 t, 29.6 km) 338 pieces were manufactured; lighter 10.5 cm sK 18 (5.6 t, 19.1 km) was more common (2,135 pieces) but its 15 kg shell was much less powerful than a 44 kg shell of ML-20. German attempts to produce an analogue to the ML-20 were unsuccessful. The 15 cm sFH 40 was never produced due to construction defects; the 15 сm sFH 42 had insufficient range and only 46 pieces were built. In 1943 and 1944 Wehrmacht announced requirements for a 15 cm howitzer with a range of 18 km, but none reached production.
Of other guns with more or less similar characteristics, there were French 155 mm guns model 1917 and 1918 with longer range, but some 3.5 tons heavier. The Czechoslovakian howitzer K4 (used by Germans as 15 cm sFH 37(t)) was about 2 tons lighter, but with range more than 2 km shorter and only 178 pieces were built. The British BL 5.5 inch (140 mm) gun also had shorter range.
Main shortcomings of the ML-20 were its weight and limited mobility. As the experience of the ML-15 project suggests, the gun could be made somewhat lighter and more suitable for high-speed transportation. Use of a muzzle brake can be seen as minor flaw: while softening a recoil and thus allowing to use lighter carrige, muzzle brake has a disadvantage of redirecting some of the gases that escape the barrel toward the ground, where they raise dust, revealing the gun position. But when the ML-20 was developed muzzle brake was already a common element in artillery pieces of that class.
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Gameplay over absolute realism...they've always said this.
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I understand, if INGAME they will be undermodelled, and it will be correct in case of balance.
But I DONT understand, why in official manual You call ML-20 and PM-120 as "not accurate, with low rate of fire..." e.t.c. when THEY WERE accurate with high fire rate IN REAL! WHot for all this LIE? :)
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Because having a really powerful and really accurate mortar and howitzer makes the game unbalanced, all units need pros and cons :)
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For christ sake, go get your hair done...
Guide is old, needs to be updated... we already have a model for the fire base and its an M-30 model.
(http://www.majhost.com/gallery/Elburro/Loomis/m-30.jpg)
No DSHK on the Turret of the IS-2 because we have no way to fit one JUST YET... and no (working) rear MG's either because there's not way to make them fire accurately (Mgs can only fire forward I think).
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- I think his issue is with innacurrate DESCRIPTIONS/NAMES :)
(Hint: 1938 Mortar)
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Because having a really powerful and really accurate mortar and howitzer makes the game unbalanced, all units need pros and cons :)
Again - I AGREE to UNDERMODELL some weapen to make good balance.
But I am against insuilt words in name of great weapon of victory.
Following post is 100 % understood my idea:
- I think his issue is with innacurrate DESCRIPTIONS/NAMES
BurroDiablo -
THX for the news, M-30 is an exellent howitzer, it is still in use of some training regiments. One of the best howitzers in WW II.
About reward firing lmg in IS-2 and KV-2 - its sad, but if it is really impossible - that ok, no probs.
But according IS-2 - would You add an "Ability" - "12,7mm DShK hmg gunner)?
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If we ever figure out how, I think we'd love to add a DSHK upgrade to the IS-2 :)
Its just occurred to me that the German SDKFZ 251 (Wehr Halftrack) has a rear gunner that shoots backwards... hmmm
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Eh, exactly! Wehr Half Track has rear firing MG! ;)
Now you know where to find the code!!! :D
As for top MG, er, enough tanks have top forward
firing MG that it'd be easier to slap one on the IS2 ;)
Hey, IS2 is about only unit in-game with the T70, etc
who doesn't have an upgrade!!! ;)
(Please give cage armor to T34 damn you) :)