Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => General Discussion => Topic started by: Hurson on May 28, 2010, 10:43:29 PM

Title: Brigde demolition and last effort units [1.11]
Post by: Hurson on May 28, 2010, 10:43:29 PM
How come the Soviets don't have either of those?

Every other faction has it, and it's not ripping off the other factions to give them that.

Just give the Ingenerys demo charges with the next patch until somebody can think of anything more creative.

And add a call in group of 2x and 1y or whatever it should be composed of.

Denying the Soviets those two things ain't making them special (or maybe it is, but not in the good way).

At least from my point of view.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Blackbishop on May 28, 2010, 10:50:17 PM
Well maybe the assault engineer could deploy demo charges instead of Satchel Charges.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Sonders on May 29, 2010, 12:03:07 AM
Well maybe the assault engineer could deploy demo charges instead of Satchel Charges.

nooooooooo, dont change that. i love those sat charges. you want demo, go urban assult. best one of the three anyway. the one on the right with the 3cp shermen is a bit lame, like a "I win button" so I dont use that one.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Hurson on May 29, 2010, 01:03:02 AM
you want demo, go urban assult.

Oh, I forgot about the partisans, but a non doctrinal brigde demolition unit should be added to the Soviets.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: nbeerbower on May 29, 2010, 02:03:53 AM
Sturmovies should get them, but not normal Ingenery.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Blackbishop on May 29, 2010, 03:42:45 AM
Sturmovies should get them, but not normal Ingenery.
+1
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Headlock on May 29, 2010, 05:48:15 AM
How come the Soviets don't have either of those?

Every other faction has it, and it's not ripping off the other factions to give them that.

PE doesnt have 'em.

And we survive jsut fine.

Although, in light of the massive denial of resources conducted by the soviets as they retreated, some form of demolition does make sense.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Blackbishop on May 29, 2010, 05:58:40 AM
PE have Goliaths :P.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Cranialwizard on May 29, 2010, 06:18:48 AM
I find Partisans make for good "If I can't have it he can't have it" strategies, assuming you have Sabotage. >: )

I once Had a situation like that. Wehr CPU Hard (Before CPUS were nerfed)

I had a couple Partisans(Don't remember which map, most likely Vienna) and I used Demo charges and Sabotage on nearly every building near the middle in a VP match.

He started to whip out some tanks so I marched them back a few feet.

He started to garrison the buildings and got some nasty surprises, and his tank eventually was crushed to some Tank Hunters.

I <3 Partisans
Title: Re: Brigde demolition and last effort units [1.11]
Post by: cephalos on May 29, 2010, 01:13:29 PM
allrigght, but Ingenery should have some anti-bridge equipment. when somebody is playing defensively, he takes Prop Strategy, and he can't blow this "damn bridge". So explosives are VERY IMPORTANT.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Cranialwizard on May 29, 2010, 01:30:05 PM
Well, if you were that worried, you could upgrade your Mortar and open fire on the bridges, a lengthy process but it works.

Another similar way would be to us Commander's Arty, but the mortar would be a better way.

Honestly if I can't blow it up myself I do this:

X=Tank Trap
_=Wire
-=Sandbag
O=Mines(For Soviets, Mines are found on Tank Hunters and Mechanics, NOT Ingenery. A line of Mines represents 2, maybe 3 depending on the bridge)

My Side of the Bridge
----------------------------
_________________________
0000000000000000000000000
XXXXXXXXXXXXXXXXXXXXXX
_________________________
Enemies' Side


I usually put down Wire for the first layer because tank traps can be a long process, and wire can hold off any early scout vehicles like Motorbikes or Schwimmigans.

It's a VERY lengthy process to carry out that system, but it seems to work often.

The only occasion that it fails is when you have a Tiger or a Panther roll through it. But that's what the mines are for ;) The engines on the beast are actually very easy to break.

The sandbags are for any kinds of Mortars or Tank Hunters whom like to hide in heavy cover >: )

Wires keep out infantry, and tank traps + Mines cover Tanks.

Title: Re: Brigde demolition and last effort units [1.11]
Post by: cephalos on May 29, 2010, 01:57:12 PM
those ideas are good, however they take time, precious time. placing 4 explosives by 4 Ingenery will take max 30 seconds. Building upgraded mortars and believing that n-round will blow the bridge won't work when you are under fire or blitzed by german tanks.
Buildin defences often works, but clever player will esily break through this line. Mortar barrage, mines blow up, then panther... Blocked bridge doesn't mean safe bridge. Blown bridge may be safe, unless enemy will use sappers, and this take his time. Also repairing unit is easy to kill.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Sonders on May 29, 2010, 02:30:01 PM
Partisans are dam good all around for their demo and booby traps. The only thing is it doesn't show a kill count for their booby traps so its hard to see how good they did. Like Brit emplacements don't give a kill count.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Mad hatters in jeans on May 29, 2010, 02:47:43 PM
ah bridges, i love them especially against AI, once i lock them down i can effectively dictate how the game will go.

My usual process of locking them down well similar to "Cranialwizard", except i just use barbed wire then tank traps.
If i go as defensive doctrine i use slit trenches+mg nests if i can afford the time and manpower.
I love mg nests becaues they don't use population. however big downsides are they're waay too expensive and they can't be recrewed.


oh and if i can't defend the bridge destroying it with everything that can fire mortar like rounds inc the command squad arty.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: PoldekPL on May 29, 2010, 03:00:59 PM
Hey, did everyone forgot we still have free space in Armoury? There's always possibility to add Demo Charges to buy for Inginery. We just need to balance it's cost, research speed and power of charges...
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Mad hatters in jeans on May 29, 2010, 03:09:14 PM
Sturmovies should get them, but not normal Ingenery.

I like this idea. yes i like it alot.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: EP13 on May 29, 2010, 04:22:50 PM
Sturmovies should get them, but not normal Ingenery.

+1  :D
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Red_Stinger on May 29, 2010, 06:52:30 PM
I was always supporting the idea that ingeneers should have demo charge and partisans satchel charge.

Only ingeneers have the necessary training to put demo charge!

Also, I would like to have "real" sturmovie ingeneers (skins are awesome!) : the mine detector should be allowed to normal ingeneers for a cost (like flamethrower), and so sturmovie can have full PPSH and demo/satchel charge, making them a real assault unit.

I dont want to use them if I have to pay 50MU for a unit with one man who can't fight, and cant retreat at all.
ah bridges, i love them especially against AI, once i lock them down i can effectively dictate how the game will go.

My usual process of locking them down well similar to "Cranialwizard", except i just use barbed wire then tank traps.
If i go as defensive doctrine i use slit trenches+mg nests if i can afford the time and manpower.
I love mg nests becaues they don't use population. however big downsides are they're waay too expensive and they can't be recrewed.


oh and if i can't defend the bridge destroying it with everything that can fire mortar like rounds inc the command squad arty.

Now soviet MG nest cost pop, make it the worse MG nest of the game.
Like Cephalos said : "Blocked bridge doesn't mean safe bridge", and mortar take a loooonnnng time to destroy a bridge.
Title: Re: Brigde demolition and last effort units [1.11]
Post by: Headlock on May 30, 2010, 12:45:23 AM
PE have Goliaths :P.

crap, good point.

Post Merge: May 30, 2010, 12:51:24 AM
Hey, did everyone forgot we still have free space in Armoury? There's always possibility to add Demo Charges to buy for Inginery. We just need to balance it's cost, research speed and power of charges...

hooray!