Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => General Discussion => Topic started by: thatguy on August 28, 2011, 01:51:57 AM

Title: street fighting
Post by: thatguy on August 28, 2011, 01:51:57 AM
what r ur thoughts on it
Title: Re: street fighting
Post by: Cranialwizard on August 28, 2011, 02:51:18 AM
If you were too lazy that you typed "r" instead of "Are", I am going to be just as equally lazy and say "No" instead of "Yes".

You've got to state reason behind the thread...otherwise it's just pointless. Posting your own thoughts would be nice.
Title: Re: street fighting
Post by: neosdark on August 28, 2011, 02:54:00 AM
Right buddy, try to make your posts a tad more eloquent you don't want them looking like some crap that you just texted to your friends. This ain't an English class, but some of out foreign friends don't enjoy reading leet.

EDIT:Damn Cranial, you beat me to it.
Title: Re: street fighting
Post by: Pac-Fish on August 28, 2011, 07:20:01 AM
To answer you short Q 8), street fighting has improved, but it simply enhances your units abilty to fight. It nice but perhaps not game changng which is why its weird its the last CP ability :P. Double flamers on you sturm engineers are fun though  ;D. Its not one of those abilites that you necessarily focues on obtaining like KT. Its more of a plus like PE sprint :)..
Title: Re: street fighting
Post by: thatguy on August 28, 2011, 10:19:25 AM
What is the difference between phosphorus grenades and molotoves?

Are phosphorus grenades any good vs vehicles? 
Title: Re: street fighting
Post by: Pac-Fish on August 28, 2011, 11:03:00 AM
I think one does more damage ??? And I think phosphorus cost muni. But I am not sure ???
Title: Re: street fighting
Post by: Desert_Fox on August 28, 2011, 11:39:50 AM
I think one does more damage ??? And I think phosphorus cost muni. But I am not sure ???

Yes, Phosporus Nades costs 15 ammo, Molotov are free.
Title: Re: street fighting
Post by: GodlikeDennis on August 28, 2011, 12:47:33 PM
Both the molotov burn and explosion are far weaker than phosphorous explosion and burn. The phosphorous initial explosion is akin to the nuclear US pineapple. Of course phosphorous nades also have a grenade timer whereas molotovs explode on impact.
Title: Re: street fighting
Post by: FOXYJAGER on August 28, 2011, 09:01:03 PM
Urban strat is my fav and i ve been starting to use it way more in pvps since 1.5.First things first thank u for fixing the booby traping/medic truck bug button and incenderiay traps are awsome!but like fishhunter was saying putting street fighting as 3CP and at the top was a little too much.becuase when i play VP500, standard and random normally...i dont even get street fighting intill theres 30sec left of the game.by that time im still just holding VPs with vstrelky and upgraded tankhunters and dont even have strumovie ingenery yet.Either try to  give some other ability that relates to inf tactics because i always wanted to have that scene on a dark urban map (dom palvov) of my strumovie burning out the hidden bunkers and my strelky next to them throwing nades through a building window full of half health retreating volks grenadiers (kind of like stalingrad) (:
Title: Re: street fighting
Post by: thatguy on August 29, 2011, 06:18:39 AM
Are phosphorous grenades effective against vehicles?
Title: Re: street fighting
Post by: Otto Halfhand on August 29, 2011, 02:32:35 PM
Are phosphorous grenades effective against vehicles?
PE incendiaries are very effective in causing engine criticals. 1.5.01 Molotovs somewhat less so. Phosphorus should be the same.

I am somewhat disappointed in the change to partizans from Boobytraps to incendiary traps. The ability to booby trap an SP and mop up the remnants with your Partizans for fun and profit is hard to beat. Was this changed as a balance item?

Re partizan demolitions: I tried wiring a bridge for demo. The first mp expenditure yielded 2 charges set, no detonator. The second mp expenditure yielded one more charge being set, still no detonator. Am I doing something wrong or is there a bug here. Building charges worked fine.
Title: Re: street fighting
Post by: GodlikeDennis on August 29, 2011, 03:19:38 PM
Against bridges, you need all 4 charges to be set to be able to detonate them.

Booby traps were replaced because they were too copy/paste. The incendiary trap is rarely used yet is quite a cool device so we went with that. Booby traps also caused problems in SE/Urban matchups where neither player would know who's trap was being set off.
Title: Re: street fighting
Post by: Seeme on August 30, 2011, 01:07:41 PM
And Abusive because they could come anywhere from the map and start booby trapping. Though I didn't help stop that myself ;D
Title: Re: street fighting
Post by: FOXYJAGER on August 31, 2011, 12:27:02 AM
Seeme and your partisans !! ;D On Orel u stole my friends flak at his base and killed half his PGs before they left his base!!well anyways thax for not dorping like the rest of your teamates ???,I mean we finally get across the river and win one little battle so all hope was lost??!?!?thx though because u guys had a great chance to come back at the end if nobody droped but very GG by the way one of my best EF games
Title: Re: street fighting
Post by: Dot.Shadow on August 31, 2011, 01:41:50 AM
I really like the incendiary trap. It might not be quite as effective, but it's very, very cool.

Street fighting on the other hand feels... Well... Useless.
Title: Re: street fighting
Post by: Cranialwizard on August 31, 2011, 02:21:32 AM
I really like the incendiary trap. It might not be quite as effective, but it's very, very cool.

Street fighting on the other hand feels... Well... Useless.

It provides some pretty nice bonuses making infantry more viable in late game, much like RBS with the phosphor nades. With the additions we made it makes street fighting more effective late game.
Title: Re: street fighting
Post by: Dot.Shadow on August 31, 2011, 02:38:33 AM
That might be true, it doesn't feel like something which should be at the end of a doctrinal tree. More of a mid tier thing. I mean, it's not even close to what God of War or the IL-2 strikes deliver.
Title: Re: street fighting
Post by: Ravenwild on September 23, 2011, 05:11:23 PM
The street fighting ability in theory is a good idea but it just comes too late. With all the infantry related doctrines, you get the bonuses/special units early. You use these early bonuses to push the enemy off the high fuel points so you don't get ground down by vehicles etc. At the stage it comes into play, anti-tank or artillery would be much more useful. 
Title: Re: street fighting
Post by: Pac-Fish on September 24, 2011, 12:27:38 AM
Maybe we should switch KV-2 and Street fighting. SF seems to come to late to heavily change the game :P