Company of Heroes: Eastern Front

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mr. Someguy

Pages: [1] 2 3 ... 7
1
Balance Discussion / Re: Infantry Balance
« on: July 24, 2012, 05:38:40 AM »
I'd look it up if CoH stats still existed. That place was way too useful and now it's dead   :'(

2
Balance Discussion / Re: Infantry Balance
« on: July 24, 2012, 03:01:50 AM »
They are used differently. MP40s are extremely powerful when stationary but can't attack well at all due to extremely low moving accuracy modifiers. PPShs are much better for assaulting enemy positions including MG42s, PGs, Grens and unupgraded volks etc. If you find yourself against lots of MP40s it's best to get DP-28s where you will force them to charge you or be destroyed at range. Same goes for MP44s. If you force him to charge, then stationary PPShs of your own will be very powerful. This is why RBS unlocks both weapon sets. It's not just for spamming one type but using them in combination depending on your enemy's forces.

Maybe I'm wrong, but aren't MP 44's actually better while moving? So charging in with them wouldn't be like charging with MP 40's

3
Mapping / Re: Noobish mapping questions post here
« on: July 23, 2012, 11:31:50 AM »
Very noob question, how do I open WB to map for EF?

4
General Discussion / Quick questions about the Royal Marine Commandos
« on: July 23, 2012, 08:50:42 AM »
1. Why doesn't the M10 Achilles have Infantry Crush like every other tank of similar size?
2. Why does the Captain come before the Lieutenant (as in, the support command truck requires a Captain, while armoured command and raider glider require a Lieutenant)?

5
Suggestions / Re: AI Bugs Discussion
« on: July 21, 2012, 11:42:37 PM »
I dont think thats a bug. I think it just spams them cause when it runs out of popcap, it can still make conscripts.

That isn't even what it does though, it just makes Conscripts and Ingenery. Sometimes it will spam 'expert' AT Guns, and sometimes it spams Naval Infantry if it has the right doctrine.

This is a picture of an Expert AI's idea of an attack, and their base afterward:

http://cloud.steampowered.com/ugc/918981986265267047/0BB0E3D00F32BC93B3EA637987F12696F8396A7E/
http://cloud.steampowered.com/ugc/918981986265264393/0D30F5E0E6EEA326274ABA832043BB27CAA286A3/

6
Balance Discussion / Re: Breakthrough Doctrine- Mechanics
« on: July 21, 2012, 11:24:38 PM »
Late to the party, but what about a 'lock down' ability where they 'set up' in a specified area and act like a repair bunker, fixing any tanks near them. Unlike a repair bunker, elimination is as simple as killing squad members. On the upside they automatically fix any damaged vehicle in the area and unlike most repair units, they do not have an incoming accuracy modifier while repairing.

7
General Discussion / Re: Weapons_Capture_Squads
« on: July 21, 2012, 09:46:49 PM »
The way I see it, Conscripts have virtually no training. The reason they can't capture heavy weapons is because they'd spend more time standing around it scratching their heads than they would shooting it at enemies.

8
Ostheer Suggestions / Re: Unit suggestion thread:
« on: July 17, 2012, 11:32:25 AM »
You should totally make an alternative version of the Funkwagen Vampire Halftrack that plays music when it's set up.

9
Ostheer Suggestions / Re: Unit suggestion thread:
« on: July 05, 2012, 09:33:55 AM »
The Tiger is in all 3 as well, in some form. Wehrmacht has the Tiger, Tiger 205, and the Tiger Ace with EF, Panzer Elite has the Bergetiger (still build off the Tiger, regardless), and Ostheer will also feature the Tiger. The SdKfz 251 is also in all 3, Troop Half-Track (WM), Ammunition Half-Track (PE), and OH's many variants.

The Panthers are the most closely related though, all serving the same role as well as being the same base vehicle.   :P

10
Ostheer Suggestions / Re: More basebuildings
« on: July 04, 2012, 01:08:17 AM »
I thought you had to pay each time you switched?

11
Ostheer Suggestions / Re: More basebuildings
« on: July 03, 2012, 09:12:16 AM »
If I may ask, howcome?

Personally I think if someone spends the resources to make 2 of the same building, they should be allowed to set one for Type A and one for Type B.

12
Ostheer Suggestions / Re: Unit suggestion thread:
« on: July 02, 2012, 10:49:22 AM »
There's an unused (or maybe used in campaign, I'm not sure) German howitzer assigned to the Wehrmacht faction. It is not buildable or usable in Multiplayer, however it is fully functional and is already modeled, textured, and animated. It can be accessed via playing it in Worldbuilder, or spawning it in Cheatmod. Since the Allies have such plentiful access to Artillery, with the Axis having only one piece (Hummel), I was going to simply suggest that this unit be made available to the Ostheer in some way. It would be a waste not to use it!

Picture of the Howitzer in WB: http://puu.sh/Ffby

13
Balance Discussion / Infantry Section "Deploy Marksman"
« on: July 01, 2012, 09:56:23 AM »
Just my opinion, but I think the ability to marksman's rifle used by the recon section should be able to fire instantly. My reasoning for this is, it's difficult to counter snipers. Not only do you have to target them manually, but then the infantryman has to get into place, then he has to aim, and often times the sniper has gone back into hiding before that happens. It's not uncommon to lose up to 3 men before I manage to nail the bastard, often because he cloaks too quickly to get hit. Since we already have to wait for the marksmen to find his sweet spot before firing, I suggest that the rifle have 0 setup / aim time and be able to fire instantly as soon as the marksman is ready.

14
Suggestions / Re: AI Bugs Discussion
« on: July 01, 2012, 09:13:46 AM »
I don't know if this counts as a bug, but I find it kinda funny when Soviet Expert AI spams almost nothing but Conscript squads and a single Command squad.

15
Ostheer Suggestions / Re: Ability suggestion thread:
« on: July 20, 2011, 07:22:25 PM »
Not really a scale issue to me, with the Mortar Bunker. It's just too strong. It's got a rapid rate of fire, with little warning, a good range, and a quick cooldown. It's also a bunker, so yeah, can be a bit hard to clear as well.

Pages: [1] 2 3 ... 7