Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Balance Discussion => Topic started by: mikoyan on August 09, 2010, 07:47:32 PM
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Hi there, I'm new here, and am now trying to understand the way to play an effective game on the Soviet faction, all of its doctrine. It had been very impressive, so far, afterall, I just don't feel right to have the US and the Brits take all the credits in the Europe part of WWII.
After half a week of several matches (mostly with Breakthrough Strategy) something'd been bothering me, I'm not sure if anyone posted it already.
-First, the Soviet Faction did NOT have a start-up unit (e.g. Pioneer for the Wehrmach, Kettengrad/Schwimmwagen for the Panzer Elite, Engineer for the US, and Infantry Section for the Commonwealth) but the Soviet have nothing for the startup, this could mean a sizible disadvantage in term of speed. So, at least a squad of Ingenery will be fine.
-Sharpshooter and Tank Hunter does not return to camoflaged state after they fired their first shot after assigned to go into ambush position. I'd take minutes before they can go back into camoflage, or did not go to camoflage at all. (something about 'displace after you fire, or they will find you' kind of thing?) Oh, and during the ambush, Sharpshooter and Tank Hunter does not retreat back to base after they were ordered to.
-Commander Support 'Tank Rider' requires either 6 or 8 PopCap to deploy (depending on the model of the T34) but after deploying, it will actually consume 6 or 8 +4 (Tank Guards) PopCap. But it's more convenient that way, though
-Lastly, I love the Zveroboy (though it's quite frustrating when an annoying panzer start circling around them and it wasn't quick enough to turn to blow the panzer away) but can anybody tell me what the skill 'Beasthunter' actually does? Looking at the skill description, it sounds like an ambush, and the Zveroboy will go into camoflage, but it does not. Then what it does? Increase rate of fire? firepower? attack range? sight range? I have no idea.
Please kindly answer my question.
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-First, the Soviet Faction did NOT have a start-up unit (e.g. Pioneer for the Wehrmach, Kettengrad/Schwimmwagen for the Panzer Elite, Engineer for the US, and Infantry Section for the Commonwealth) but the Soviet have nothing for the startup, this could mean a sizible disadvantage in term of speed. So, at least a squad of Ingenery will be fine
The lack of a starting unit is to give a feeling in some ways for the unprepared soviets at the start of WW2
Now, the lack of starting unit isn't really a disadvantage for the following reasons.
1) You get extra starting resources to compensate
2) Because the mustering tent and conscripts build fast, you can have more units on the field capping the map than WH/PE in the same amount of time
As a rule, soviets will have 2 Inginiery and 2 Conscript squads by the time WH has 2 Pios and 1 Volk squad or 3 PE gren squads.
Also the fact that you don't need the mustering tent to get your command squad out, means that you can have it on the field before even a Volks squad is made....depending on the build order.
-Sharpshooter and Tank Hunter does not return to camoflaged state after they fired their first shot after assigned to go into ambush position. I'd take minutes before they can go back into camoflage, or did not go to camoflage at all. (something about 'displace after you fire, or they will find you' kind of thing?) Oh, and during the ambush, Sharpshooter and Tank Hunter does not retreat back to base after they were ordered to.
They do return to camo but it does take time..just like the PE Falls...
Tankhunters have like a 1 camo shot...like a Pak...after that they will re-camo when they stop shooting.
As far as I know there is no issue with retreat.
can anybody tell me what the skill 'Beasthunter' actually does?
It works exactly like the hetzer camo....like a Pak38 camo shot
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It works exactly like the hetzer camo....like a Pak38 camo shot
Doesn't work atm. The IS-152 needs a camouflage_ext.
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To be fair it was supposed to be removed cause the damn thing looks too big to camo ;D
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Hehe, I was wondering how a Jagdpanzer IV was "too big" compared to the Hetzer so it couldn't Camouflage, but then you have the huge IS-152 sitting there in an open field, completely invisible to the naked eye...
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Yeah,but it's still damn good thing. It would fit better if ISU-152 had lockdown like marder ( when driver helps loading those big, 43 kg weight shells) and shoots a bit faster.
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Yeah,but it's still damn good thing. It would fit better if ISU-152 had lockdown like marder ( when driver helps loading those big, 43 kg weight shells) and shoots a bit faster.
+1 Very good idea indeed...finally it would not fire only like one time in a minute.
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Aye, this is a nice idea :)
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- I'm totally for this. Lockdown like Marder3/Pz4G
*BUT* I want the lockdown graphics ;) Right now, it just
looks odd :p
(Talking about ISU152)
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- I'm totally for this. Lockdown like Marder3/Pz4G
*BUT* I want the lockdown graphics ;) Right now, it just
looks odd :p
(Talking about ISU152)
Yeah ;D!!
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Thank you all for the answer.
Yeah, somehow I fogot to observe the Soviet starting resources.
And here again I support the idea of locking down the Zveroboy for a site main gun like the Marder III
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Yes the idea of a locked down isu-152 firing faster is good , it has got to be implemented , however we are going to have our german player screaming OP Op again...
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Ye faster fire rate sounds better than the camo, which sounds a bit dumb (No offense anyone) to me :-X
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Yes the idea of a locked down isu-152 firing faster is good , it has got to be implemented , however we are going to have our german player screaming OP Op again...
Yes, if German player is not so clever to take upgunned puma or PzIV and circlestrafe ISU... ISU-152 is just big, ugly and more effective Geschutzwagen or Marder III.
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Dude , It only takes a single shot from the isu-152 to take care of a puma up gunned or not , whereas only two shots are required for the pz4 , and a player sending out a isu-152 alone is a player who has just learnt to play COH , Locked down ISU - 152 with support will work like a massive costal gun firing at you!
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Well used and cooperating units are really hard to beat. That's why it's such a fun - think, not play stupid ;D
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I don't really care if they add this ability. Locked down vehicles without turrets are generally very easy to kill with either indirect fire support or circle strafing. You can even get rear hits with some units simply draw it's fire from a different direction. It really wouldn't be very OP, unless it has no teardown time.