Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => General Discussion => Topic started by: Rikard Blixt on May 22, 2010, 05:13:02 PM
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Discuss here.
No Vet or Retreat?
That's for 1.20 (next patch).
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No Vet or Retreat?
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That lend lease 76 Sherman just put a smile on my face! ;D
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No Vet or Retreat?
That's for 1.20 (next patch).
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Downloading now. ;)
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19%.... Nice that you released it just before the planned gaming evening tonight.
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Quick question - is the launcher update option supposed to work for this patch? Or do I have to download the patch from the homepage?
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Quick question - is the launcher update option supposed to work for this patch? Or do I have to download the patch from the homepage?
I can't get my updater to work. Guess it's down.
Just use the download link, it's 637 MBs so you better get going!
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I do believe it will get online later, and be online for a few days. The new patch is using a bulletproof system that cannot crash (unless EF Website goes down).
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Playing as we speak, already run into some quite noticeable changes. Good ones at that!
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Nice work guys, downloading now.
That Sherman does indeed look rather nice, much better than re-hashing the repair ability methinks :)
My updater isn't working either at the moment, ah well.
Hopefully this will get a few more people back into EF
Cheers
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A bunch of us were just playing (including some of the devs), it was awesome until like half of us (maybe all of us) dropped. I'm sure looking forward to tonight's event, that's for sure. Other than the drop, I see nothing wrong with 1.10!
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Does someone want to explain why the Sherman costs only 480 manpower for 3 cp, while a StuH, which is much worse and also doctrinal, costs 600 manpower and takes 5 cp to unluck? Seriously...even the USA, which is the original maker of the tank has to take the time to build their Shermans from the depot and it costs them fuel too...
I can understand the snipers and weapons teams getting better armor type (airborne) because they cannot reman and retreat atm but anyone want to explain why the strelkys get it too when they already have better and cheaper weapons upgrades to combat vetted grens?
Whos smart idea was this? You gonna pull a stunt like that with the Ostheer too? Give them a doctrinal 480 manpower Panzer 4 for 3 cp? How about give all the Ostgrens AB armor right when they are made, and then for after a 100 munis 75 fuel upgrade they all get 1 or hell, maybe even 2 lmg42 per each squad for free...such bs.
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Sorry to already be dishing out bugs but a problem ive recieved with breakthrough stategy I don't know if anyone else will have got this but i went sherman, mechanics, animal killer, motivating speech then tank riders and I was then stuck on 3 CP for the rest of the game... no way of getting IL-2 sturmivoks??? also the sherman comes to early and is easy to spam :( like Chancellor has said
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Please tell me there are some crash fixes that come with this patch... ><
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Hi everyone!
I've download the patch, and I've found some error/bugs:
-shock guard have still the slow down ability
-they still cost 300 MP
-I've dont see any leaders squad in some unit (it seem to me that only guard have a leader )
-Also, I found annoying that normal ingeneers can have flamethrowers while sturmovie need a doctrinal abilitie.
And ingeneers still have satchel charge in case of demolition charge (is this a wanted abilitie? )
Otherwise they are pretty well balanced now.
-Sherman are effectively easy to spam!!
-I'am so sick of the ridiculous strelky red banner, why the red banner isn't allowed to the command squad, when the player get PPS-43? (this is only my opinion, lets see others ^^')
-I was very disapointed: there isn't DP-28 or ZIS-2 skin --> useless comment I know, but I wanted to signal it
-T34/85 are insane against panzers! I've sent two of them in the mid of the battlefield and they destroyed 2 panthers and 2 pzr'4!
-The upgrade system is well-though : very good job! :)
However this is a great patch: game mechanics are preserved, and new skin ( I like particularly guard and ingeneers skin ) are great! Thanks to developers!!!
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The red banner MAKES the strelky. No way should it be removed.
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I remember when I suggested the reinforcement sherman tank and some did not seem a good idea but now I really love :P.
Very good work and thanks.
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some more bugs:
- the name for the smg upgrade of the command squad is missing "$......no range"
- the name of the sherman call-in is missing "$......no range"
- the tooltip for the DP28 upgrade for the unit is missing "$......no range"
- the unit symbol for the ISU is missing (just blue)
- was mentioned before: no model for the DP28
ps: i have the german version (maybe some things are not missing in the english version... ???)
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Shermans were supposed to be 620mp....So they shouldn't be easy to spam. No more than hetzers/Storms/rangers/Churchills
-Also, I found annoying that normal ingeneers can have flamethrowers while sturmovie need a doctrinal abilities
That's because they are two different units with different abilities now
-T34/85 are insane against panzers! I've sent two of them in the mid of the battlefield and they destroyed 2 panthers and 2 pzr'4!
That can't be, they only received a minor pen increase against panthers and that's it!
the unit symbol for the ISU is missing (just blue)
Odd cause I just tested it and its there
Anything that goes contrary to the changelog is indeed an oversight, sorry!
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One little thing : AI can,and use retreat with soviets but player can't.
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Yeah its a known side effect due to the way we implemented the ability to use prop war in this patch. Its not much of an issue really and will be fixed next patch when we implement retreat feature
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the unit symbol for the ISU is missing (just blue)
Odd cause I just tested it and its there
it wasn't. but i'll test it again ;)
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Ok after an other game I correct some thing:
-Guard cost 340MP (I've said hey still cost 300MP :wrong!)
-An other bug, strange but personnaly I like it: upgraded strelky with PPSH dont have red banner!
-In the french version numerous description are like El Tigre said: there is some "$;.....no range" ( I dont know for other version )
-For the T34/85: now I remember that AI was always moving panzers, while their turret cant fire very often! Sorry for confusion!
-In the Soviet Support Barrack, upgrade arent clear: when they say the "long range combat" unlock sniper and AT gun, it unlock AT infantry and sniper --> same for "close combat", it unlock mortars and AT infantry while its write that it unlock AT gun and mortar.
EDIT: shermans are easily spammable, and very powerful! they have a long range, a good precision, a good fire rate, and are insane against infantry AND tanks!
Also I've noticed that when the sherman's main gun hit, say, a german AT gun, the tank's machinegun often finished off the target!
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How many CPs will the Sherman cost? 620 for a Sherman and 600 for a StuH or a Hetzer...very fair. Lets use our brains and compare the units and their actual effectiveness...
750 manpower with a total cumulative of 5 CP (counting the first ability on the tree) on my watch is what is called "balanced" Remember you don't even need a depot or a build time for the damn things.
AB armor for Strelky right off the bat and a 100 munis 25 fuel universal upgrade...why not just stop pretending they actually have to earn it and just give it to them right off the production line? This is ridiculous. American rifles get universal BARs that cost more but no universal elite armor. Germans get vet but no universal weapons. Wtf do the Strelky get? Universal weapons stronger than BARs, and universal AB armor. Give either universal elite armor upgrade and make them buy the damn weapons individually like Wehr or give them universal weapons upgrade and make them earn the vet / armor individually like USA.
Cut the BS and stop avoiding this topic.
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Nobody has given you any 'BS' and nobody is ignoring you. CoH isn't Top Trumps - there is more to balance than a single units' armour and upgrade cost.
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"Cut the BS and stop avoiding this topic."
Angry, ungrateful little tyke, aren't you?
You just got a superb upgrade to a superb mod, and allllll you can do is complain, whine, bitch, moan and get snotty.
Get your knickers out of their knot and calm down.
"Cut the BS"... who do you think you are, Anderson Cooper?
If you have issues then state them calmly and maturely.
Childish crap like the above shows little to no gratitude to those that put so much effort into this mod & patch.
HDLK
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Nobody has given you any 'BS' and nobody is ignoring you. CoH isn't Top Trumps - there is more to balance than a single units' armour and upgrade cost.
Yea you and Headlock are right. My apologies.
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Chill pill-
1)No one said everything is now perfect
2) Play for at least a week..not 1 hour to get used to things and then 'complain'...I mean...give feedback
3)This is a step stone as costs and other things will be improved in the next patch when we take into account retreat and vet...
The role of the sherman is somewhat similar to Churchill/hetzer/rangers/storms....aka its the 'Aww shit caught with my pants down I have no AT' button
Its supposed to come at 3 CPs. Cost should have been the one I mentioned to avoid spaming. Also the idea is that if you go down that tree you essentially forgo the tankriders until much later...and you're more likely to go down that side ad get the ISU before you get to the tankriders...which balances things out...
Less hit points but long ranged gun give it a purpose even if you research T34s...
Some tweaking may be needed though...
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A Lebenszeichen from the Mod. That's fine.
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Chill pill-
1)No one said everything is now perfect
2) Play for at least a week..not 1 hour to get used to things and then 'complain'...I mean...give feedback
3)This is a step stone as costs and other things will be improved in the next patch when we take into account retreat and vet...
The role of the sherman is somewhat similar to Churchill/hetzer/rangers/storms....aka its the 'Aww shit caught with my pants down I have no AT' button
Its supposed to come at 3 CPs. Cost should have been the one I mentioned to avoid spaming. Also the idea is that if you go down that tree you essentially forgo the tankriders until much later...and you're more likely to go down that side ad get the ISU before you get to the tankriders...which balances things out...
Less hit points but long ranged gun give it a purpose even if you research T34s...
Some tweaking may be needed though...
That's cool but imo the Sherman is much more effective than the Hetzer or Churchill, and at 620 its not much of a difference in terms of cost. I guess if it is supposed to come at the same time as a Hetzer or Churchill, then shouldn't it have the same overall effectiveness as those tanks? IMO the Sherman is better than those tampon tanks performance-wise. You see, those tanks are supposed to be "undesired", where you only call them in if you absolutely have to stop the bleeding. In vCoH, spamming Churchills is supposed to suck due to their low combat effectiveness. Spamming Shermans (for relatively the same price as spamming Churchills) on the other hand, does not suck at all.
In regards to the Strelky, I guess I'll play more and find out, but at the moment I still stand by my word on those.
Also, minor issue, with 1.10 I'm getting some crashes that I have never experienced with the previous patches. I am running on the same graphics settings as the previous patch too. Is this just me?
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Same here;i have problem with this patch. Seven from eight games played until now has stuck,sometimes at the end of the game,and sometimes in the middle.
No problem i had with previous patch,but now is unplayable.
Ah...by the way...=>when the game became "frozen",this "phenomenon"happen with my PC and i am forced to restart.Alt+tab,Alt+F4,Ctrl+Alt+Del...don't work....
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Just to clarify...cause the EF sherman is very different than the US version...it has 136 less hit points...no 50 cal making its Ai and AT ability somewhat luck luster compared to a Hetzer...and certainly not half as resilient as a Churchill...are you sure its abilities don't seen a bit OP because you can currently spam it at 480mp....cause that's what it sounds like to me...
Hmmm odd, mine is alot more stable than it used to be...but taht's not something I know anything about...point the flak at Rizz ;D
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Rizz, Dragon, a few others, and I, also crashed while playing 4V4s.
I believe it may just be a few people, OR it may be an element in the mod that's causing it, about 30 minute in it crashed.
Can't speak for Rizz and company, but I am no longer experiencing crashes.
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Unfortunately, due to an overhaul of the whole launcher and update system, it must be downloaded from this site.
-Warty
Alt DL Links:
http://www.megaupload.com/?d=8JT9NKZ4 (http://www.megaupload.com/?d=8JT9NKZ4)
-Rizz
I'm confused. :-\
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Great patch but I'll seriously miss the huge masses of unupgraded conscripts and the zombie vehicles ability, it made some serious and fun battles. I guess I'll play a last couple of matches before upgrading. ;D
And was the soviet AI fixed?
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Just to clarify...cause the EF sherman is very different than the US version...it has 136 less hit points...no 50 cal making its Ai and AT ability somewhat luck luster to a Hetzer...and certainly not half resilient as a Churchill...are you sure its abilities don't seen a bit OP because you can currently spam it at 480mp....cause that's what it sounds like to me...
Hmmm odd, mine is alot more stable than it used to be...but taht's not something I know anything about...point the flak at Rizz ;D
In regards to the Sherman, I'll play more to see, but yes I'm pretty sure its still better than a Hetzer or a Churchill.
CoH tank mgs suck real bad anyways and I could care less if it had an mg gunner or not; but the main issue when comparing the Sherman to the Churchill / Hetzer is that both of those tampon tanks have a major disability, such as the Churchill's speed and crap gun, or the Hetzer's lack of a turrent and also crap gun.
What you get instead is a tank with acceptable speed, acceptable gun, a turrent that rotates with acceptable speed; and still acceptable health. In terms of the armor of the tank being toned down when compared to the Churchill's, one must realize that the Churchill is too slow to really circlestrafe / kite, while in the hands of a decent player, the lower armor of the Sherman can be negated by micro. The Hetzer also cannot circle-strafe, and even if it was possible it has a crap gun with low accuracy against infantry and AT crew members. Sure the Sherman might be toned down a bit, but its still more effective because it has none of those major disabilities as mentioned above.
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Unfortunately, due to an overhaul of the whole launcher and update system, it must be downloaded from this site.
-Warty
Alt DL Links:
http://www.megaupload.com/?d=8JT9NKZ4 (http://www.megaupload.com/?d=8JT9NKZ4)
-Rizz
I'm confused. :-\
Well, I meant that you couldn't download via the Launcher. At the time of me writing that, the link on ModDB was the only one I was aware of.
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Churchills were useless in most situations, they don't have very realistic armour IMO. And they are nearly easily destroyed, when RL churchills were able to take on Tigers.
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Hetzer gun has Identical gun to a PzIV and an MG that fires in all directions which is quite effective...appart from the range upgrade it get and the APCr which make it even better than a Pz IV
Churchill....assuming you face the enemy can take shreck hits all day.
And no in RL churchills were crap...tracks were too easily damaged..turret got stuck too easily even by its own tracks and the 6pdr or 75mm was not good even vs a PZIV H/J uness you came awefully close...too close...
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We have much to thank for the good work of yours. I will train this week to give a more accurate feedback.
I miss the spam recruits ..... however I thought the style of skills is similar to what I dreamed for the Eastern Front.
My compliments
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Hi guys, I tried the mod and it's quite good. One thing I didn't like is the bug of the sherman turret:
(http://kepfeltoltes.hu/thumb/100523/Sherman_bug_www.kepfeltoltes.hu_.jpg) (http://kepfeltoltes.hu/view/100523/Sherman_bug_www.kepfeltoltes.hu_.jpg)
A képet a Képfeltöltés.hu tárolja. http://www.kepfeltoltes.hu (http://www.kepfeltoltes.hu)
I have all graphical deatils in minimum. What seems to be the problem?
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Why are people already calling the sherman op, It cannot do anything to heavy armor.
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First of all the patch look good, but I have one question for the developers. What was the though about giving Strelkys airborn armour? I have not played with this patch that much, but it seems like a bad idea.
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Why are people already calling the sherman op, It cannot do anything to heavy armor.
Speaking of the sherman i decided to take a look at its stats in corsix mod studio, and the number are a bit crazy for some of them
damage- 184 (damage for 76mm sherman for americans is about 78)
reload - 5-6 seconds
range- 60 (equivalent to the range of most AT guns) with a minimum range of 5 (which is odd for a tank)
also has a splash radius of 4.5, a 1.2 penetration bonus modifier at short range, and the target tables are similar to that of the regular 76mm sherman. the stats seem to be from a kind of sloppy copy and paste job and i think might need a second look at for such an early vehicle
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Hi, i've played this Mod on 1.04 and i found a number of balance issues.
I've just played this new one 1.1, and i must say i'm impressed, the upgrades for the Russian units are definitely more balanced, and i love the Guards now they are very useful.
Also like the changes to the Firebase.
Played a few matches as the soviets. prettygood, plus the ability to put outposts on strategic points (why don't they show increased output on Manpower ones?) is again clever and better than before.
The Sherman tank is good and can help in a pinch but i don't rely on it. I have noticed the AI spams these. I think in maps with limited fuel they will be incredibly useful.
Also for the map kursk is there any larger versions of it out there? i find it rather paltry for the supposed epic final gasp of the Germans in Russia and the Russian defences.
I'd also like to thank whoever sorted the ingenery. I still find the tank-hunters a little weak unless i micro them.
oh and i do like being able to target areas with mortars now.
I found a bug in one game, (you know those points you accumulate over time from killing units and making buildings?) well I couldn’t accumulate more than 4, so I was unable to call in a juggernought tank.
And every time I’ve played a game it crashed afterward this did not happen in previous patch 1.04.
I do like the rank score thing so I can see how many games I have played.
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Nice patch :P... a have a few "bugs", i didn't have the sherman one, but i got another on the T90. The ISU icon is missing, tank riders doesn't show the pop cost. I don't know if someone have also seen this, if not maybe i have corrupted files.
By the way, when you upgrade the strelky to banner strelky, it affects to all these units on the field or just the new ones?
@Mad hatters in jeans
as far as i know the manpower points didn't get a boost just became "secure".
P.S. The sherman is great!! :D
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Nice patch :P... a have a few "bugs", i didn't have the sherman one, but i got another on the T90. The ISU icon is missing, tank riders doesn't show the pop cost. I don't know if someone have also seen this, if not maybe i have corrupted files.
By the way, when you upgrade the strelky to banner strelky, it affects to all these units on the field or just the new ones?
@Mad hatters in jeans
as far as i know the manpower points didn't get a boost just became "secure".
P.S. The sherman is great!! :D
ah thanks.
Would you be able to tell me something about the Russian Sturmovoik (or however you spell it) air attack special, is it normal for it to attack your own armour if it’s in the selected target zone?
Btw I love love love love this ability. My friend and I played a match a few days ago we were getting pounded by the German AI (we lost btw) anyways I created a mini-concentration camp with barbed wire and tank traps, my friend spawned the Tank/bunker thing KV2 something unstoppable. Which destroys tank traps so I had to fill in the gaps with mines.
Anyways the enemy come a knocking with tons and tons of armour and inf (this being before the new mod) and I use the ability.
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Oh my god. It decimated a good 10 armour pieces in our deployment zone and wiped a good 40 infantry out in one go!
It was epic.
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Hetzer gun has Identical gun to a PzIV and an MG that fires in all directions which is quite effective...appart from the range upgrade it get and the APCr which make it even better than a Pz IV
Churchill....assuming you face the enemy can take shreck hits all day.
And no in RL churchills were crap...tracks were too easily damaged..turret got stuck too easily even by its own tracks and the 6pdr or 75mm was not good even vs a PZIV H/J uness you came awefully close...too close...
Wow are you sure about the Hetzer cannon being equal to the P4 cannon? I've really never seen it as effective as the P4. Anyhow, it will never be as good as the P4; because of its lack of a turrent, it can get circlestrafed by infantry and tanks alike. I've never seen the Hetzer MG as being even close to effective either...well...P4 MG sucks too for that matter anyways.
No one with a decent skill level is going to face the Churchill in the front with shrecks. Its speed lets it be taken advantage of in many ways and a single PAK and 1 shreck is usually enough to deter it from offensive purposes. With the USSR Sherman on the other hand, a single PAK and 1 shreck is absolutely not enough to deter it.
While a Churchill or a Hetzer is never meant to be a mainline battle tank in the game like the P4, the current stats of the USSR Sherman makes it a valid, full-fledged battle tank.
Finally Robotnik in one of the previous posts also mentioned the stats of the USSR Sherman...
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Where's the Lend Lease Sherman?
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Ugh, first match went ok, 2nd match crashed within 2 minutes of starting.
Can balancing take a backseat while you guys try to figure out what's making this game crash so much?
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I can confirm that the crashes are back, first game crashed.
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First game crashed right as it ended and was loading back to main page second crashed within first 10 mins, didnt bother after that
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hey guys if i want to reinstall do i still need old updates n ef setup 1.0 or dis new ef setup 1.10 will do ??
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Causes for the new crashing problem will take top priority. Post as many details as you can into the Bugs subforum to help us identify the problem and sort it quickly. It shouldn't be anything too major because the dev version was extensively tested and to my knowledge, never crashed.
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Those having crashes may have other mods conflicting with EF, such as a skin mod?
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Beg pardon, but Zhytomir is NOT fixed - AI still gets jammed up on one of the foot bridges (the one beside the marshy area).
Probably best to simply put in a decent, vehicle size bridge....
HDLK
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Good work with new skins, I will use those in my next Comic Book "Steel Monster". This time it will be also from Soviet point of view.
Regarding crashes:
when played 1st time 1.10 it crashed too, after battle when loading screen appeared... as someone here wrote and this disn't happend before it's a new one. It had to hard reset pc.
Regarding units:
I believe this wasn't the intention but Guards (6men) costs 340MP and Shock guards (7men+Cover fire) (after upgrade in Armory) costs only 300MP.
Another unit - Ingenery after Sturm.ing. upgrade in Amrory it is possible to upgrade them with flamethrowers. It works only for non-upgraded Ingenery NOT for Sturmovie Ingenery which I find little odd because this should be Urban Warfare doctrinal only...
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Those having crashes may have other mods conflicting with EF, such as a skin mod?
Nope
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Lend-Lease Sherman - worst idea ever...
2-3 months ago there were alot of Lend-Lease topics.
Most of the forum, icluding some Devs said that a 3rd (if counting Calliopes and Crocs 5th) Sherman is a bad idea.
I understand that Re-skinning a Sherman was easier than makind a T-28 or a Lend-Lease Valentine but who needs a Sherman when you have T-34 tank riders on the other side of the tree.
Dont know what was wrong with Mechanics Salvaging (exept they were doing it too fast) or with IS-2 digging in (just lower the turret rotation speed).
Now Sherman costs 120 MP less than other tank call-ins, its available at 3 CPs like a slower 57mm Churchill (very needed for the British to defend from PE light armor rushes - Soviets have Tank Hunters for that reason).
This Sherman is in fact a better all around tank than anything that UK has.
If M4 will stay in Soviet service is should be more expensive (600MP), cost 4 CPs (Like a Hetzer/Wirblewind) and be on the same side of the tree as all armor call-ins (Just like in Blitz doctrine or old Armor company when Calliopes main gun was still operational - vanilla COH times).
Or just replace It with a Lend-Lease jeep call-in (220MP, 1CP).
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I agree with Paciat, this Sherman is quite strong and easy to get. He got good idea with leased Jeep (scout unit), or you could consider leased Truck (10men capacity) - which would be able to move troops fast on battlefield and it would certainly fit into Breakthrough doctrine which should be offensive and fast move based.
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Regarding units:
I believe this wasn't the intention but Guards (6men) costs 340MP and Shock guards (7men+Cover fire) (after upgrade in Armory) costs only 300MP.
An oversight by the coders sadly
Another unit - Ingenery after Sturm.ing. upgrade in Amrory it is possible to upgrade them with flamethrowers. It works only for non-upgraded Ingenery NOT for Sturmovie Ingenery which I find little odd because this should be Urban Warfare doctrinal only...
These are now two seperate units! Flamethrower is on a weaker support unit, while PPS are on a resilient assault unit. Doctrine allows you to field what is essentially a specialized assault unit with 2 flamers which is of course alot different again than the other two.
Only thing I'd be tempted to change would be to make the Sturmovies a bit more 'combat pure unit' by removing their ability to construct buildings but retaining the repair and razor wire etc...
The sherman is a NEW MODEL not a reskin. It just needs a bit more tweaking to the stats and cost correction(see above it was supposed to cost 620).
A transport vehicle was discussed but we decided against it.
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It would be more clear if normal ingeneers can have only one flamethrower, and urban assault sturmovie can have 2 flamethrower.
I agree there should be 'combat pure unit' like Zerstorer said, but what about give all ingeneers demolition charge in case of satchel charge (and give it to partisan) ? No one answer me about this: what does it sound ?
EDIT: I've noticed that firebase still cost 15 population
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Just on the lend-lease sherman is it supposed to be first in the breakthrough tree because mechanics as the first unlock would make more sense
Edit:
-Non-upgraded PTRD teams have the reinforcement description etc of a CW infantry section
-I'll also confirm that firebase is 15 Pop
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These are now two seperate units! Flamethrower is on a weaker support unit, while PPS are on a resilient assault unit. Doctrine allows you to field what is essentially a specialized assault unit with 2 flamers which is of course alot different again than the other two.
Only thing I'd be tempted to change would be to make the Sturmovies a bit more 'combat pure unit' by removing their ability to construct buildings but retaining the repair and razor wire etc...
Ok now it is more clear, I thought it was a bug. However it would change a tactics slightly because Urban doctrine would be less used IMO. What about if Flamethrower in Urban doctrine would be available as upgrade to Strelky or Guards then?
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The new Sherman looks awesome and Russia need a 3 CP tank counter. I think it will be a cool unit when it has been balanced.
It seems like the sniper doesn't give as much damage to the Commander as he used to can anyone confirm this? It is hard to tell when it takes 3 shoot to kill him.
Many units has no hotkey and T-70 and T-90 have the same hotkey.
I think that that Strelky Rush might be to powerful.
Like most of patch so far.
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There are some things that bother me exept a Sherman ballance bug.
1. All ammo upgrades from armory now cost only half of what they cost earlier. Sure fuel cost was added but ammo is not an important strategic resource anymore. I think that armory ammo costs should be raised to 75% of the prices from 1.04 (+50% of current 1.10 prices). Of course fuel costs should stay as they are.
2. Soviet WSC costs no fuel so its easy to get strelky quickly. Noone will spam constripts anymore to they should have 0 pop (1 pop for NKWD) like they were in 1.04.
3. IS-2 with Strelky support is so easy to get. Only 40+75 fuel (faster than in 1.04) and you can build the heaviest tanks in game. Wehrmacht wont even have Stugs then.
Both Sherman and Heavy tank upgrade need to have higher costs. 1.11 is needed badly.
Post Merge: May 23, 2010, 04:33:08 PM
The new Sherman looks awesome and Russia need a 3 CP tank counter. I think it will be a cool unit when it has been balanced.
It seems like the sniper doesn't give as much damage to the Commander as he used to can anyone confirm this? It is hard to tell when it takes 3 shoot to kill him.
Many units has no hotkey and T-70 and T-90 have the same hotkey.
I think that that Strelky Rush might be to powerful.
Like most of patch so far.
Commisar has KCR and UKs officers heroic armor but much more HP (150!). Im suprised that only 3 shots are needed.
As for the Sherman, sure 1.04 Soviet needed something but that something is not an upgunned medium tank.
A BA-10 (counter to PE ACs and halftracks) would be great.
M-8 armor, 250HP, T-70 gun and 300MP cost and as slow as katiusha.
Now when teching has changed Soviets can allways get tank hunters/ZIS-2 (anyone can get that much fuel) or T-70/SU-85 and then SU-100.
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There are some things that bother me exept a Sherman ballance bug.
1. All ammo upgrades from armory now cost only half of what they cost earlier. Sure fuel cost was added but ammo is not an important strategic resource anymore. I think that armory ammo costs should be raised to 75% of the prices from 1.04 (+50% of current 1.10 prices). Of course fuel costs should stay as they are.
2. Soviet WSC costs no fuel so its easy to get strelky quickly. Noone will spam constripts anymore to they should have 0 pop (1 pop for NKWD) like they were in 1.04.
3. IS-2 with Strelky support is so easy to get. Only 40+75 fuel (faster than in 1.04) and you can build the heaviest tanks in game. Wehrmacht wont even have Stugs then.
Both Sherman and Heavy tank upgrade need to have higher costs. 1.11 is needed badly.
Post Merge: May 23, 2010, 04:33:08 PM
The new Sherman looks awesome and Russia need a 3 CP tank counter. I think it will be a cool unit when it has been balanced.
It seems like the sniper doesn't give as much damage to the Commander as he used to can anyone confirm this? It is hard to tell when it takes 3 shoot to kill him.
Many units has no hotkey and T-70 and T-90 have the same hotkey.
I think that that Strelky Rush might be to powerful.
Like most of patch so far.
Commisar has KCR and UKs officers heroic armor but much more HP (150!). Im suprised that only 3 shots are needed.
As for the Sherman, sure 1.04 Soviet needed something but that something is not an upgunned medium tank.
A BA-10 (counter to PE ACs and halftracks) would be great.
M-8 armor, 250HP, T-70 gun and 300MP cost and as slow as katiusha.
Now when teching has changed Soviets can allways get tank hunters/ZIS-2 (anyone can get that much fuel) or T-70/SU-85 and then SU-100.
I agree with everything you say even the critic of my own post, but I still think that the Sherman looks to good to throw out.
About the officer, well it used to only take 3 shoot, which was good. But I think it might have been change in this patch.
One way to make the IS-2 come out later would be to require the Medium Range Support upgrade, if the Support Barracks was 20 fuel more expensive it would come out. 40+75+20+40+135 fuel = 210 + extra upgrades.
Compared to panzer 35+50+50+50+80 fuel = 265 + extra upgrades.
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A couple of my observations:
1. Lend-lease Sherman. Way too cheap, should come after mechanics in the doc tree, 1 shoots PE halftracks (not 100% sure about this). Also, I don't quite like the concept. Now everybody is going to rush to L-L Sherman, and the most awesome unit in this mod - the T-34 tank rider - will be seldom used. I mean, Eastern front is not about the freaking Shermans running around, it's about the MVP tank of WW2 - T-34!
I have other points, but right now I have to run, I'll post a little bit later :)
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Tell me, what's the point of making conscripts ( 200mp 8 pop) if we can make far more powerful strelky ( 250mp 7 pop)? At the beginning of the game spamming conscripts was obvious because they were CHEAP - noone cared about pop but resources. Later conceripst were used as mass distraction. So now there is no use of them in later stages of game.
BTW, nice sherman.
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Hi,
It would help if some uploaded a torrent file ...
Regards
funnyme
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Now that the support Barracks is only 200 mp I can skip spamming conscipts and spam more powerful Strelky :)
@ Funnyme , do you mean of Coh? Because the mod installer is on the forum somewhere.
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One way to make the IS-2 come out later would be to require the Medium Range Support upgrade, if the Support Barracks was 20 fuel more expensive it would come out. 40+75+20+40+135 fuel = 210 + extra upgrades.
Compared to panzer 35+50+50+50+80 fuel = 265 + extra upgrades.
The problem with youre IS-2 solution is that you will not have to sacrifice anything while wehrmaht should piospam and build TierIV (no tier I, II, III).
There are more balance bugs:
4. Strelky own PE 3 man squads. Strelky apear too early in the game.
5. T-70 is a PE AC killer just like Stuart/Staghound but its earlier. Soviets can get a SU-85 very fast for AT duties too. Both T-70 and T-90 should cost 10 more Fuel (35) and be as efective vs halstracks/ACs as US M-8/T-17.
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I like the fact that you can get OR easily spammable conscript (you can only build the soviet tent) OR more reliable strelky.
If you want to spam cheap but crap infantry, take conscript.
If you want to have more powerful infantry, you can get SSB which cost 200MP and time: you have less infantry and the ennemy have more time to cap and secure territories.
But I agree that conscript should take 1 or 0 pop.
And strelky should have an higher construction time.
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The problem with youre IS-2 solution is that you will not have to sacrifice anything while wehrmaht should piospam and build TierIV (no tier I, II, III).
And the fuel you start with to build tier 1 for 25 fuel you can have tier 2 as well. I don't think it can solve the problem but it can be a part of the solution, it is dangerous to make to big changes to the game I know that it is hard to imagine but we might end up with USSR being UP.
We could properly make the tank hall cost 50 fuel and the Heavy tank upgrade cost a 100 so the total cost would be 245 fuel. I would properly still be a little OP but you might be able to counter it. alternatively you could have the heavy tank upgrade cost 150 fuel so it would cost 225 fuel to get it, but I fear that it would be too much of a gamble to go for it.
I like the fact that you can get OR easily spammable conscript (you can only build the soviet tent) OR more reliable strelky.
If you want to spam cheap but crap infantry, take conscript.
If you want to have more powerful infantry, you can get SSB which cost 200MP and time: you have less infantry and the enemy have more time to cap and secure territories.
As it is now I don't think it is a fair trade off. Going Strelky is better, the extra build time is not a big deal, you start the game with a MP advantage. In addition it is much easier to go over to middle game, because you have the Support Barrack.
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For some reason my Sherman Spawns without a turret, idk if its a problem with the mod or if its on my end
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For some reason my Sherman Spawns without a turret, idk if its a problem with the mod or if its on my end
http://easternfront.org/forums/index.php?topic=3493.0 (http://easternfront.org/forums/index.php?topic=3493.0)
It's a bug on lower graphics, it's being investigated.
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thanks for this new patch guys. the updater seems to be working again now (it would always say it couldn't retrieve latest version in the old one for a while.) will give it a play now ;D
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When I call in the Sherman, it's turret is completely invisible. Anybody know how to fix that?
Either 1. Read the thread in Bugs & Tech Support
or 2. Wait for next patch
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When my game crashes i get an error saying: "No dump file". Is that anything to do with my end or is it the mod doing that?
Also i had a very interesting encounter with a Purple Tank CO when i called in my Shermans. He was sitting inside my tank but all purple, i play on a near maximum graphics if that might be the cause a problem
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Patch does seem to be an improvement.
I appreciate that the commisar artillery has a requirement now. I think I would prefer it came later than the sub machine gun(not sure if this is correct) upgrade on the squad though. It's still really early artillery that can drastically impact the early game, and thus the rest of the game in my opinion. I like one uber squad amongst all the crapy conscripts early(with the weapon upgrade) over the artillery power, but I haven't played this enough to really comment.
The fuel in the upgrades was definitely an improvement, and unit unlocks are appreciated also, for more diverse strategy options.
The Sherman does concern me. It looks great, and it doesn't seem to be the infantry murderer that the american sherman is. I really won't comment on its balance, though it does seem so far, to be really powerful for this early in the game. My bigger concern is that it is kind of an iconic american faction unit, and it is just soo easy to build in mass in the current balance for russians. I would personally suggest a ridiculously long timer on it to reflect the rarity...it is lend lease...that may allay other concerns as well, about how early it can come out...etc. Also, I'm not sure if you changed up tanks, but I thought it was a nice approach to make the tank crews "greenness" the weakness of early russian armor, and maybe that would be an appropriate approach to balancing the sherman as well.
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Sorry to already be dishing out bugs but a problem ive recieved with breakthrough stategy I don't know if anyone else will have got this but i went sherman, mechanics, animal killer, motivating speech then tank riders and I was then stuck on 3 CP for the rest of the game... no way of getting IL-2 sturmivoks??? also the sherman comes to early and is easy to spam :( like Chancellor has said
I got a very similar problem. only difference is i got stuck at 4 and i went down the "motivating speech" path first.
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I'm disappointed.
We've waited this long for a patch, and what we end up with is an update which actually WORSENS the balance in favor of the soviets with the sherman.
After this long I was expecting IMPROVEMENT, not a worsening of the balance. Along with the multitude of crashes and errors.
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I'm disappointed.
We've waited this long for a patch, and what we end up with is an update which actually WORSENS the balance in favor of the soviets with the sherman.
After this long I was expecting IMPROVEMENT, not a worsening of the balance. Along with the multitude of crashes and errors.
Hay man, you should not complain, I can tell u from experience that it takes a long time and a lot of people to make a mod, but more importantly, it takes ever longer to make a balanced mod. How did u expect The EF team to balance a mod that is still as new and unfinished as EF? I like that they added the sherman, it makes perfect historical sense. now that they have feedback they can balance the sherman. But the expect it to be balance right off the bat it foolish. Even the original COH was not balanced when it was first released. I say Good job to the developers and keep up the good work. I understand how much time and effort you have had to put in just to get the mod up to this point, and i want to let you know that i appreciate it.
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@BDNeon
If you dont like the way they are doing their hobby, you could just reinstall EF 1.04 and wait for the hotfix, or join to EF team to help them. If you just go and rant nothing is going to happen, at least we can help them to detect bugs and glitches. Remember that they aren't selling EF, so you are encouraged to not complain :D.
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My biggest complaint:
Crashes too much.
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BDNeon is right. This is a very creative mod with excellent artwork, faction design, and coding. But how you can take four months to release a patch with some very obvious and very serious problems is beyond me. The sherman is just game breakingly unbalanced. The strelks are also game breakingly unbalanced. These issues they should have been able to forsee LONG in advance. 480mp for a full fledged MBT is a bad joke and it should be obvious that strelks can be gotten almost instantly. The crash bugs not showing up in testing before release? What do you guys have a beta tester team for? You guys have done a lot of hard work but bugs that should have never made it in any release have driven away most CoH players. Balance takes a while for less obvious problems. The sherman is an obvious problem that anyone should have been able to spot if they played the game ONCE before release. The crash bugs should have happened on SOMEONE's machine before release. I am willing to bet that a patch for these game breaking balance problems won't be out for a week at least. It takes a long time to build an engine, flesh out concepts, and model/skin/map. It shouldn't take thirty minutes to change game files to fix blatant balance issues.
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I'm just saying I'm disappointed, that's all. I didn't say it was the devs fault, or that I think I could do better.
I'm merely stating that after waiting this long for a patch, I was expecting improved balance instead of worsened balance. I'd be a bit less harsh if the patch had been out a lot earlier then it was.
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I'm just saying I'm disappointed, that's all. I didn't say it was the devs fault, or that I think I could do better.
I'm merely stating that after waiting this long for a patch, I was expecting improved balance instead of worsened balance. I'd be a bit less harsh if the patch had been out a lot earlier then it was.
Don't worry, it's just a springboard for good things to come.
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maybe i'm insane or something but i have been enjoying this patch so far.
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The Sherman was one of the last things we added, so it didn't receive as much playtesting as the other features. We have taken in to account all the major points on this thread and will make the appropriate changes as we see fit. This patch will be a minor hotfix (and we have our beautiful new update system) so it won't take 4 months again.
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No one will make a wise feedback because game crashes force players to stay away from EF.
So...until next patch will come,don't take too serious many comments because many of them are just superficial...
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My biggest complaint:
Crashes too much.
I second this. It's crashed in normal Coh maps as well as the maps that came with the mod. Oddly enough it didn't crash on Zhytomer map for me, about the only one it didn't it seems. A problem with staying connected to Relic?
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I've found recently an other bug:
I was playing Werh on Leningrad over AI and I saw an SU-85 named "SU-76".
Does it mean that SU-76 will be implemented? :) :)
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What do you guys have a beta tester team for? You guys have done a lot of hard work but bugs that should have never made it in any release have driven away most CoH players. Balance takes a while for less obvious problems. The sherman is an obvious problem that anyone should have been able to spot if they played the game ONCE before release. The crash bugs should have happened on SOMEONE's machine before release.
For me its kinda strange too its must have been beta tested the patch? wich concerns me because either your beta testers are totaly incompetent, or the patch was never tested wich i doubt.
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Yea...really...i also wonder what they tested before release..?...
Maybe something was tested,but i refuse to think about final material from the patch to be tested ONCE before release.
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I've played a few matches with my friend, we didn't had any problems. No crashes just the Sherman bug, but there is a soluton for than. What really boters the IL2 Sturmovik ability is way OP. You click on it and "You're winner". Seariously, without line of sight the planes destroyed all of my opponents defenses, AT guns, everithing. He said, that that is the God of war abilty, not the other. And it don't appear the range of the ability on the minimap, so that should be code this to the game too. Like if you use the sector artillery doctrinal abiliti, that sector on the minimap changes colour, or in PE's tank hunter planes.
Anyways, good job with the mod, I rather payed for it than the Tales of Valor. ;)
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First off devs you never seem to stop inspiraring me with the incredible work you do. Awesome patch so much content relic could even learn from you.
Anyway why is everybody complaining about the strelky upgrade? I think what everybody is forgetting is that when you upgrade strelky it only effects NEW ones so those four squads u built dont benifit at all. I agree that early strelky were good in the last few games i played of 1.10 but they can still be countered by good mg micro, fast tech to tier 2 or 3 and if you rely have trouble ftfl works against those fire up charges.
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Well obviously the Sherman is the biggest problem i think...but the model and skin of that tank just looks too good to throw it away. I think that it should be a reward unit...say for the Tank riders...many of you guys have complained about Tank riders, so you could switch to this lend-lease Sherman and still you will be able to build Soviet iconic T-34s from Tank Hall. That would be a possible solution, because youll need 4 CPs to call them (same as PEs Hetzer). Another thing is that mechanics should have their repair ability back. I mean look, Axis has PE and they have bergetiger, so Allies should have Soviets with mechanics...its even. I really liked that ability in 1.04, maybe it needed little tweaking but it was fine. Other than that why should i call those mechanics in the first place? When i play as PE i am building bergetiger only to repair destroyed tanks...so it was with mechanics...they dont need to build tank barricades or lay mines...ingenery can do that, they just need to repair those wrecks!
But i dont want to complain...ill say this patch is overall a good step because of changes in Tank Hall and WSC, soviets finally have some teching. It just needs some tweaking and bugs and crashes fixed.
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What do you guys have a beta tester team for? You guys have done a lot of hard work but bugs that should have never made it in any release have driven away most CoH players. Balance takes a while for less obvious problems. The sherman is an obvious problem that anyone should have been able to spot if they played the game ONCE before release. The crash bugs should have happened on SOMEONE's machine before release.
What makes you think we have a beta testing team? We normally get a few devs together and see if we find any obvious bugs.
Actually none of us had a crash during the play test of 1.10, and Sherman... That's none really refelected over, probably since the balance guy isn't there.
You got to remember our time is very limited, and it's a lot easier for the community to find bugs then it's for us (harder to find bugs in things you make!).
they dont need to build tank barricades or lay mines...ingenery can do that, they just need to repair those wrecks!
ingey can't build mines as of 1.10 patch. only mech and tank hunters. Also mech repairs fast as hell, while ingey are pretty slow repairers.
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they dont need to build tank barricades or lay mines...ingenery can do that, they just need to repair those wrecks!
ingey can't build mines as of 1.10 patch. only mech and tank hunters. Also mech repairs fast as hell, while ingey are pretty slow repairers.
Yeah, youre right mechanics are fast repairers...but is not there a room to buy some upgrade for ingeys to repair quicker (like in PE andvanced repair)? Or even like british sappers have an Overepair (buyable for munitions on each separate squad)? That would be a solution for non-breaktrough player.
What im pointing at is from my angle the now not needed mechanics. Because you dont need two builder units...ingeys lasts longer and have rifles so they are more efficient as frontline builders than mechanics with pistols only. Even you can upgrade them to Sturmovie. And when you need mines youll buy Tank Hunters squad. I think that they sole-purpose should be repair and wrecks repair...same as bergetigers.
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the unit symbol for the ISU is missing (just blue)
Odd cause I just tested it and its there
it wasn't. but i'll test it again ;)
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...but is not there a room to buy some upgrade for ingeys to repair quicker (like in PE andvanced repair)? Or even like british sappers have an Overepair (buyable for munitions on each separate squad)? That would be a solution for non-breaktrough player.
What im pointing at is from my angle the now not needed mechanics. Because you dont need two builder units...ingeys lasts longer and have rifles so they are more efficient as frontline builders than mechanics with pistols only. Even you can upgrade them to Sturmovie. And when you need mines youll buy Tank Hunters squad. I think that they sole-purpose should be repair and wrecks repair...same as bergetigers.
Mechanics should have their wreck repair ability back but they should do it slower than 1.04.
Both PE and Soviets have no medics to get zombie soldiers so both should be able to make zombie tanks.
1 thing I cant agree with is an "upgrade for ingeys". They are too cheap to repair faster than Engees/Pios.
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The ISU-152 is a big pink square on the tactic map. It looks very stupid.
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Yeah why not a big blue Triangle?
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FIRST off Great patch, love the new tier system, and the tree abilities. I wanted to point out something the devs may have already thought of, but just in case, when you implement the retreat function in 1.20 (of which I am a big fan) wont we need to allow for upgrades at the armory to benefit Current units? Otherwise, you would keep reinforcing your troops that arent upgraded throughout the game.....you would essentially want your squad to die. Also, with the retreat function, will you unbuff some of the units to balance?
Anyways, still my favorite mod out there by far!!!! Do you guys ever play on steam? Cant ever find EF players there, or do you meet somewhere else like through a direct IP(How?)
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FIRST off Great patch, love the new tier system, and the tree abilities. I wanted to point out something the devs may have already thought of, but just in case, when you implement the retreat function in 1.20 (of which I am a big fan) wont we need to allow for upgrades at the armory to benefit Current units? Otherwise, you would keep reinforcing your troops that arent upgraded throughout the game.....you would essentially want your squad to die. Also, with the retreat function, will you unbuff some of the units to balance?
Anyways, still my favorite mod out there by far!!!! Do you guys ever play on steam? Cant ever find EF players there, or do you meet somewhere else like through a direct IP(How?)
There's a Steam Group on Steam
http://steamcommunity.com/groups/CoHEasternFront (http://steamcommunity.com/groups/CoHEasternFront)
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Hello
I tried the 1.10 version. I don't know if someone else had experienced this, but for me 5 from 5 games crashes, when multiple explosions or so occurs... The sound stuck, the game freezes. (Never had such problems with the previous or the original version)
My brother cannot launch it at all with his steam game version.
Cheers
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I played 4 2v2 maps yesterday 2 humans 2 comps, evertything was fine except zhtymor. Then map just juttered around alot, and never recovered.
I so love this!
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Very good patch.
I love the "no-turret" Sherman too :D
(http://img19.imageshack.us/img19/969/cheroef20100524113923.png)
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Hello
I tried the 1.10 version. I don't know if someone else had experienced this, but for me 5 from 5 games crashes, when multiple explosions or so occurs... The sound stuck, the game freezes. (Never had such problems with the previous or the original version)
My brother cannot launch it at all with his steam game version.
Cheers
Most of my games crashed too. Only bigger 2v2, 3v3 and 4v4maps crashed. Never before it was so bad.
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I wish Relic would implement this as part of a forced download through steam etc. IT would make this mod official. Maybe someday. I mean WTF is relic doing with this game anyway... I posted an update on relics coh site to hopefully add more people to the EF party. I also think that with any new mod everyone wants to be the new team. So when osthher is released more people will play it because russians and ostheer will both be fairly new.
If anyone wants to play EF this week send me a steam friend request to snakeeyes23. Need to find human players for the mod.
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Bring back the mechanics tank resurrection ability.
It filled a vital niche in the allied pool of abilities, and I don't really understand why it was taken out.
And for the love of god fix these crashes, the mod is even more unplayable now then it was in 1.04. There's gotta be SOMETHING causing it to randomly crash to desktop.
Where does the mod store crash report information?
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Salvage is a very important and distinctive feature of PE. They have loads of light vehicles that go down very fast and is vehicle heavy faction. On the other hand soviets are not vehicle heavy and their vehicles are resilient and quite cheap.
To sum up, it seemed too much PE copy cat, wasn't really needed and could infact be OP in coop games. Its out and its never coming back! ;D
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It's not copycatting if it's on the opposite faction.
Americans can build OPs on points in the same fashion that wehrmacht can. Are they copying Wehrmacht?
Panzer Elite earns veterancy through battle experience similarly to the Americans. Are they copying the Americans?
The Panzer Elite revive tanks not just for themselves. Wehrmacht vehicles are very expensive and having a Panzer Elite teammate would drastically lessen the blow of a lost vehicle by reviving it. That's one of the main reasons why in almost all games axis has at least one PE member, just for the Bergetiger.
Before 1.10 I often liked playing Americans alongside a Russian teammate, because we both filled vital niches in the others abilities. I could build OPs on the points we captured while he could bring my tanks, which were fragile and expensive, back from the dead.
I don't like that 1.10 essentially made the russians independant of the other allied armies. Now there's no excuse to play anything except russians in the mod which defeats the purpose of even having the option of playing the other armies.
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Very good patch.
I love the "no-turret" Sherman too :D
(http://img19.imageshack.us/img19/969/cheroef20100524113923.png)
lol, some guy microing his turret-less sherman ;D
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I really love the patch, makes the Russians a much more fun faction to play than before. I too am encountering crashes at the end of the match (after score screen when I hit exit) and in 2v2 matches (fairly consistently). If that gets fixed (or even the cause known to prevent it) I don't much else wrong (other than Sherman spam)
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Is anyone else having IS-2 issues, Mine keeps on taking damage from any ol tank even if it bounces off.
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Love the mod! But the AI seems to the use Command Squad's artillery strike more than once. Early game I retreated to dodge a strike only to find another identical one had hit another squad.
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Love the mod! But the AI seems to the use Command Squad's artillery strike more than once. Early game I retreated to dodge a strike only to find another identical one had hit another squad.
maybe there was more than 1 command squad around? against how many enemies did you play?
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i got the nasty no-turret sherman too
is there a way to get ridof it??
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Love the mod! But the AI seems to the use Command Squad's artillery strike more than once. Early game I retreated to dodge a strike only to find another identical one had hit another squad.
maybe there was more than 1 command squad around? against how many enemies did you play?
It's a glitch if you call in a barrage then build the tank depot you get heavy barrage which replaces the old one without need of recharging two very quick free barrages
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Pauly3, as was said a few times before, the no turret issue can be solved by turning the shaders (if I'm not mistaken) on.
Cheers
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maybe there was more than 1 command squad around? against how many enemies did you play?
Just a 1 vs 1. I wouldnt complain so much it's just that the artillery strike comes down so fast and wipes out entire squads.
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i can't even start EF after loading this update !!!!!!!!!
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i can't even start EF after loading this update !!!!!!!!!
Hi, Take a quick look in the Bugs & Tech Support (http://easternfront.org/forums/index.php?board=63.0) part of the forum, if you cant find anybody with a similar problem to yours, make a thread with details to your problem.
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Well ive been extensively playing with this patch installed on 1v1 and 2v2 maps and i have some suggestions to share. But firstly id like to say that i think this patch is a step forwards, though it needs some tweaks. Integration of an upgrade system is a big plus, because it makes playing as Soviets more interesting and gameplay is varying upon your decisions whether upgrade this or not. I have a change list that maybe some of you wouldnt like, but overall i think it will help balance the Soviet faction. Anyways im not a dev and its their right to do whatever they like with this mod, but i just want to help as a player of this mod with this feedback to enhance it.
1. Buildings:
- In Soviet Support Barracks the Close Range Support (enables Tank Hunters and Mortar) and Medium Range Support upgrade (enables Sharpshooters and ZIS-2 AT gun) id rather change to Anti-tank support (enables Tank Hunters and ZIS-2 AT gun) and Anti-infantry support (enables Sharpshooters and Mortar). It will make more sense, because i dont get why mortar is in close range support upgrade, hence it has same range as sniper/sharpshooter which is in medium range support upgrade. Another thing is that youll be able to build units which you need, so e.g. youll see a tank, youll go for AT Support upgrade.
Next thing that could be slightly adjusted is the ZIS-5. I think it should be buildable once the Support Barracks is build. That means without the need of Russian Tank Hall...first reason is that upon building the Support Barracks youll be able to build something from there without the need of upgrading and second is that you could heal your early infantry (such as conscripts and ingenery) that are really crappy compared to their Axis counterparts. Again maybe someone will disagree with this, but frankly when do you want that healing truck? In late game is unusable, because you have tanks and Guards and probably many resources. Its true purpose should be on an early battlefield.
- In Rusian Tank Hall i think you should be able to build T-70 and 7-90 as soon as you build that building. That means with no upgrade...ofcourse price of those tanks should be then changed (say from 25 to 40 fuel). Then i would change the Light tankovy support to Medium tankovy support which will enable T-34 and SU-85 and Heavy tankovy support to specifically only enable the IS-2s (Both upgrades with increased cost than now).
2. Units:
- Lend-lease Sherman...i think i dont have to explain further, why i added him here, but i know devs will surely fix his crazy stats in matter of time. But thats not the problem, problem its the tank itself, as i said in another topic it should be as a reward unit to replace say Tank Riders, so you should be still able to build soviet iconic T-34s. As someone said on these forums, it should be only a stopgap between conscripts/strelky and T-34s. In rough comparison as a Churchill before you can build Cromwells.
- Mechanics with Salvage ability. Im not suggesting this...i am begging the devs to add this very important feature of Soviets as one of the Allies armies back in the game.
- Coscripts charges should be back as they are one of the main characterstics of this mod. To achieve this their pop cost should be lowered from 8 to 4 and with the NKVD upgrade to 5. Maybe they should even have a lowered price from 200 to 150 manpower and Strelky could have increased cost from 250 to 300 manpower to prevent the Strelky Spam.
- Tank Hunters damage is too big for guys with AT rifles and cost of 220 manpower. They should have a global upgrade or upgrade on each squad for lets say lend-lease bazookas for that damage to be more balanced. I mean Stuart tank wont do so much damage to Hetzer as these guys do...its insane. They should counter the early armor threat as armored cars and etc. and to tank they shouldnt do much damage at all.
...This will be all from my feedback. Other than this the mod is progressing forwards and i think and hope that 1.20 patch will be the last before the Ostheer shows up...
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I'm with Strayker on this one, his suggestions make sense. I like all buildings suggestions part. About Sherman I started a poll here:
http://easternfront.org/forums/index.php?topic=3551.0 (http://easternfront.org/forums/index.php?topic=3551.0)
Conscripts and Strelky would be tuned in next hotfix I assume.
Mechanics, as I understood, would not have the Salvage wreck ability again but I suggest to think about purpose of this unit too because as it is now for 300MP only to have repair unit is quite useless. Mechanics should have some other ability then, f.e. demolition charges (destroy defensive structures) or some kind of overrepair (could increase armor speed for a while or its damage/accuracy, not necessary HP) to fit into Breakthrough doctrine where they are now.
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+12 to Strayker, 2 of it's for the avatar and signature hehe.
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I like the changes. I makes the mod more playable as a noob. (yes I play against easy AI as the Germans) ;D
I do have two requests:
1) A lot of times my AI buddy (or buddy's) are mentally retarded.
If I order them to defend a position they do everything but defending that spot and they just get all there units killed with leaves me alone to hold off two or more Russian AI players with is really starting to piss me off. Could somebody take a look at this please.
2) Since I downloaded the update I have a massive framedrop in EF. It went from 50+ to max 20 and it doesn't matter if I put the settings on max or on the lowest possible. I don't have this problem in the regular CoH so I know that this is a EF problem.
I am using a ATI 5850 with Catalyst 10.3 drivers.
I also have to agree about the tank hunters. I am sick of them destroying my stug's with ease.
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it is weird with the tank hunters....
when i use (aka spam) them, they just die and cant even kill a halftrack, but as soon as my enemy (or even worse the AI) uses them all my tanks are useless..... crazy
i think they need a sligth nerf
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About the directing(AI commands), thats a vCoh problem , when you point the AI in a direction they keep on going , so to speak.
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And Relic hasn't instituted a "cancel" option for the commands unfortunately.
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sadly -.-
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i reinstall the new 1.10 again i can start now , but it still crash a lot even i don't use any infantry on the russian please help !
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i reinstall the new 1.10 again i can start now , but it still crash a lot even i don't use any infantry on the russian please help !
You'll recieve more help from the Bugs/ Tech support forum look there for similar problems or make your own topic on that forum