Company of Heroes: Eastern Front

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Messages - Wekwekboris

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1
Suggestions / Re: Suggestions for the British Reward Units
« on: February 20, 2013, 11:21:40 AM »
Centurion :P Got into Germany and it was fully working. Was sad it wasn't in the reward units.

2
Balance Discussion / Re: [1.72]SU vs PE
« on: February 19, 2013, 11:39:53 AM »
Russians have a big range of AT.
I do sometimes use the TH when AI spams them armoured cars but thats it.
T-34/85 can destroy most tanks with ease while having a decent amount of health and armour to survive encounters long enough with Panthers and Tigers to get away.

Naval Infantry. Much tougher than TH but you dont get the mines and AT grenade (which is okay IMO but I do like the stun AT nade)

IS-2 can destroy any German tank/Vehicle with enough micro. Just close the distance and have slugfests with Tigers/Panthers. Also eats Marders and G-Wagons along with Stugs and Armored Cars for breakfast.

SU-76. Great early AT tank. I support my T-34/85s with these if I didn't go breakthrough, speaking of which....

SU-85. Much better gun than the Hetzer's and has quite good health. Only problem are going to be paks and shrecks (unless you have cage armour) but you don't use TDs for tank destroyers right???

ISU-152. They don't call it beast killer for a reason. (Though the barrage shot right now is utterly useless unless the enemy is on full stop)

Strelki. They have AT nades that are just as effective or better than the PE ones. (IF you went urban)

ZiS-2 AT Gun. Better than all the AT guns. (Except 17 Pdr but that is immobile)

ZiS-3 AT Gun. Good starting AT gun that has same punch with most AT guns (And you could upgrade to the ZiS-2....)

Guards. AT NADES.

Tank Hunters. They do much more damage to tanks than regular inf and I also liked them but it is not like the only change in the upcoming patch.....

*Formerly SU-100. Upgraded Version of the SU-85

*Formerly KV-85 Upgraded Version of the T-34/85

So that is 13 AT units? Technically 11 as of the patch right now and then 10 at later patches.

3
@Deflections: % of damage dealt when the your deflects ("bounces off") I believe. 0.25 means that 25% of penetrating damage will be dealt on none-penetrating rounds.

@Shirts: Most tank weapons in the game has a 0.9 multiplier (this means 10% less damage) to units with shirts.

Mmmm Shirts  ;D

4
Red Army Suggestions / Re: How about a 45mm at gun?
« on: February 18, 2013, 11:50:22 AM »
Some of these units could be used as reward units, however some of them can't. We'll see what can be done for the soviet reward units once we finish OH stuff, we have some plans and you will probably like them :). Stay tuned!

Like the return of the SU-100?  ;)

5
Balance Discussion / Re: [1.72]SU vs PE
« on: February 18, 2013, 11:46:27 AM »
Will the KV-85 be added again?  :D

6
Balance Discussion / Re: [1.72]SU vs PE
« on: February 17, 2013, 09:26:31 AM »
Meh. I dont use THs anyway that is because I always go propaganda and Naval Infantry look much cooler and they are tougher  ;D

7
Ostheer Suggestions / Re: when?!
« on: February 16, 2013, 02:34:19 PM »
Soon.

8
Balance Discussion / Re: [1.72]SU vs PE
« on: February 14, 2013, 12:01:50 PM »
I find Panzer Grenadiers kill my Strelki. Guards and Snipers no Contest. I find AT guns too weak for AC and the PZIV. I use my Tank Hunters which can get killed by the Panzer Grens. Only time I can win is when I get my first T-34/85s out or 2 Guards, 2 TH and 2 T-90s

9
Red Army Suggestions / Re: Unit - Reward suggestions thread:
« on: February 12, 2013, 11:39:54 AM »
Basically the IS2 ace will be the exact same as the current IS3, just using a different model though

I would like an IS-2 ace be 1 unit on field on a given time only, and not 1 time call in. Hopefully it is just a IS-2 with more range, more speed, more accuracy, more firing rate, an DSHk on top  ;) and better veterancy bonus.

10
Red Army Suggestions / Re: Unit - Reward suggestions thread:
« on: February 11, 2013, 03:53:28 PM »
So the buildable IS-2 will be weaker than the current IS-2?  ???

11
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: February 11, 2013, 03:22:05 PM »
Does Ostheer get late war version of Panther?  ;D That I would destroy anyway with my IS-2 :P  (And I can the IS-2 will be buffed)

12
Ok guys as you can see I'm new to the mod (and the game). I've been playing the vCOH casually for a few months and the mod for a few days. I usually play with/against a mix of friends and AI.

I'm having a bit of trouble being inventive with my strategies with the soviets. I usually play with a fast fuel heavy T1-T3 with propaganda, skipping support barracks until end game, rushing T90 (or going straight for T34 if I forget to watch my fuel) and using Naval infantry in an early specialized infantry role.

I have some difficulties with early scout cars (until I get navals) and late game assault grenadiers (until I drown them in the red tide and hammer their blob to the ground with god of war). I usually skip Katyusha and the stationary artillery piece, but otherwise utilize the propaganda abilities to some extent.

I usually get a guaranteed win against the AI utilizing this strategy and some good results against my (also newbie) friends.

Whenever I try something different I feel like I'm getting my red buttocks handed right back. I've even tried experimenting in 2v2 with ranger/airborne american but we usually get smeared in the mud if I go (experi)mental. I was curious if you guys have any ideas on how to take a different approach or improve my play?

Ahhh. Dont skip the support barracks. DONT skip the Katyusha. For me, I am a vehicle heavy guy. My primary infantry units are Sturmovie Engineers along with some Snipers. I dont make Strelky and Guards as they cost too much pop and I need pop to save for Katyushas, IS-2s, T-34/85s Sturmovie Engineers with Assault Upgrade can take any infantry unit except KCH, Fallschrimjager (with FG42s) and Volks. (Volks have bonus to them) Use the snipers to eliminate the volks or force them to retreat. Tank Hunters are very good. They can eat armoured cars and Panthers, Stugs, Marders, anything that is not suited for killing inf and lightly armored vehicles. If you get 4 Sturmovie Engineers and 4 Tank Hunters and can backdoor to the enemy base, you can destroy the enemy base. (as long you got men vs tank) Get T-34/85s and get 3 of them with 2 Katyushas and your inf and steamroll your way. If the battle is quite even, get IS-2s and if you have enough pop, Guards.
The tactic above needs less fuel than this one.

This tactic is extremely vehicle heavy, you use emplacements more, ZiS AT guns and some Mortars. It goes defensive. Get your Sturmovie and only upgrade it to Flamers and some to Assault Gear. Cap as much fuel as possible while your ally gets the munis. Dig in and prepare for AI assault. Block the entrances. (Quite easy to do) Also force AI to go into your position. It should compose of 2 MG nests, 3 Snipers, 2 Mortars, 2 ZiS AT guns (Be sure to upgrade to ZiS-2) Flamers and assault sturmovies cap and harass or take back points. With your medical truck and outpost you have no problem maintaining your infantry. IF you think you can't survive AI spam, get some THs 2-3 of them and get some more mortars. Once this is done and hopefully you still have plenty of pop for tanks. You could also reduce the number of mortars, combat engineers to properly field your T-34/85s. Get 3 of them and roll over. Go breakthrough and scuttle the emplacements, cap more, get your unessesary units killed. The goal is to have 2 Mechanics, 4 Assault Engineers, 1-2 AT guns, 1 sniper and 4-6 T-34/85s. If you think T-34/85s are not enough, get IS-2s supported by SU-85s or an ISU-152. The goal in this strategy is minimize your infantry population at mid-end game to field a large armored force.

This tactic is my most used one. Leave around 24 pop to tanks. The rest goes to infantry. This strat might be the most safe but lacks the punch to end a game effectively. You utilize Strelky now and if you can spare them, Guards. (Maybe only 1-2 Squads. I'll prefer to use the pop for T-34/85s though to give you the power to neutralize enemy armor, vehicles, buildings) You will always need 2 AT guns and 2 Snipers. 3 Engineers also. You proceed to set up defense on a preferred point. And the rest of the defense planning is up to you. (YOu can make emplacements, tanks, more ind, depends) You also harass enemy points using your Strelky. If your opponent wont attack after a period of time, advance then set up another layer of defense. Get 2 IS-2s or 3 T-34/85s and support them with your AT guns creeping up along with your support units of snipers and infantry.

Most of my tactics needs competent allies and quite alot of munitions. I play on games with Pop and on standard. These strategies work when compstomping with people or doing a 2v2-4v4

13
Balance Discussion / Re: [1.7.0.2] Strelky seem weaker?
« on: February 08, 2013, 06:57:29 PM »
You could also spam Assault Sturmovies. Same pop and they perform their role as shock troopers well. (Guards cost 8 pop which is why I'll rather invest in 2 Sturmovie Squads)

14
Balance Discussion / Re: [1.7.0.2] Strelky seem weaker?
« on: February 08, 2013, 01:04:28 PM »
Yup I lose to Panzer Grens. I use Sturmovie though...

15
Red Army Suggestions / Re: Unit - Reward suggestions thread:
« on: February 07, 2013, 01:29:18 PM »
An IS-2 Ace? The IS-3 is very pointless considering it didn't participate in the Great Patriotic War against the Germans.

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