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Messages - machz
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« on: October 28, 2010, 03:22:50 AM »
You want to make IHT as good as an HMG42 (best early game wehrmacht unit) with a skin much better than a bren carrier for only 50 muni that PE has when it starts the game.
Think more about ballance. Muni halftrack has no weapons, no suppresion and gets destroyed by Stuart as easielly as any 22x skinned vechicle.
You should also know that PGs were designed to work in blobs with their shared vet and group zeal. Its hard not to spam them as they are the only buildable infantry that PE has.
well in a sense, yes, that is the choice remains - first g43, or ht upgrade. even tho it does turn it into a mobile mg, pe could use atleast one non doc suppression unit. and i have personal preference of not doing pg spam. besides the setup time should be much slower than wehr mg42, so pe has to set up even earlier. and no reinforce no transport on the upgraded ht. and while muni ht rocks, i dont think anyone would go t1 t2 t4 just to get a ht out when the m8 will be rocking the field a minute later. so really i dont see a problem, its only meant to be an early game suppression unit, not meant to last past midgame
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« on: October 27, 2010, 12:14:57 AM »
hey there, ive been playing with PE on the vanilla patch for atleast year and a half now, managing to finally get to lvl 12 (yes i do feel proud about that)
now after hearing that you guys changed the faction stats of the of/vanilla factions, i have to give a big congratz on finally changing the those little (and big) quirks that were making this game a headache.
now for my one suggestion to the infantry halftrack.
first off, t1 is undoubtedly the best opening to go with when playing against americans, muni ht is now a more useful unit, supports field presence of PG which is critical for holding territory.
but, what about t2?
thing that always had pe sort of trumped by large blobs of rifles with flamers was lack of a suppression unit, and while relic tried to solve this with the buff to suppression on iht, that was a terrible way to do it.
so i propose this (criticism needed)
infantry halftrack, when first built, has same stats as it does now, but features an upgrade that for 50 munitions, changes the skin of the ht (lets say a bigger gun or another mg42, just to make it look upgraded) and increases the health of the ht by say 50 hitpoints.
also comes with an ability, allowing it to lock down (exactly like a panzer 4)
the time to lockdown and setup is approx 3- 4 secs (slower than wher mg to setup) once lockdown its suppression stats will change, so that it only takes 1.5 - 2 bursts to suppress a group of infantry.
- it only gets suppression buff when its actually locked down, otherwise its stats will be the same as before, but no suppression at all when not locked down.
- its damage is slightly lowered, meaning that it can only suppress infantry in lockdown mode, not insta kill them.
pack up time is about 1.5 seconds, meaning it can still escape if flanked, but wont be able to reposition so easy.
cannot rotate ht once lockdown.
when the upgrade is researched, the infantry ht can no longer transport units, and possibly cannot reinforce them either (this im deciding on)
-cannot transport units while upgrading (meaning u cant do 2pg 2 ht base rush on ami base)
so yes a big wall of text of trying to find a way to get some use out of the ht without turning it into that monster game ender in 5 mins as it was before.
the pros to this idea:
no longer blob wars, flanking is needed to push back a pe player that went t2.
Combined arms with the pgs and iht
reduces pg spam
makes going t2 just as good as t1.
tho i still think with doing this the iht would have to cost 260mp and 25 fuel then, to counter balance its usefulness with the upgrade.
what does everyone think about this? what could possibly be the negatives from doing such a change?
ty ef mods and devs
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« on: January 25, 2010, 07:42:30 PM »
Ah. Okay. Sry. Didnt know this. thought most CoH-gamers know "recon" from reconnaissance and that is the military word for scouting But i'm surprised that google.com doesnt know the word RECON xDDD
So i had a scouting tank -> SdKfz. 231 and a trooptransporter -> SdKfz. 251 
i like the teching system and the veterancy system as well very well done thats a very creative way to go with a faction that could work question about the teching? so what your saying is you can only choose 1 pool at a time for your units right? that means if you no longer need infantry and fortifications support because he is spamming armor, do you have to tech again for battle tanks? and then if it changes again, tech back to the other pool?
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« on: January 25, 2010, 07:15:47 PM »
i suppose the issue i have with russian tanks is that a t34 can come out somewhere around the 7 - 8 min mark if the russian holds atleat half of the map (or 2 of the fuels on langres) which isnt exactly a bad thing, but considering its the standard tank for the russians, an armored car like the t 90 or t 70 should be out at this point in the game, with the t34 up somewhere around the 10 - 15 min mark
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« on: January 25, 2010, 12:27:33 AM »
Ok, 1, the '/' means OR. 2, How in the Holy Mother of God can you get tanks in 1 minute? 1 Volks and 1 Pio? WOW.
not sure if u noticed but before the patch the build times of the soviet infantry were to fast. that and their capping speed is what made them dominate the map in the first few mins. and he was actually right on it, by the time you have your wq up and your first volks pops out, he would have 2 engies, conscript, and a command squad, and the second conscripts would be halfway done. good thing its been looked at and fixed now, now there not as fast in the early game
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« on: January 25, 2010, 12:11:01 AM »
i would rather suggest removing the t 70, and replacing it with a armored car equivalent
i mean, the british have the stuart which can serve as an ac pe also have an ac us have an ac and lastly so do wehr.
or just lower the health on the t 70, and make it somewhat a reasonable cost as an armored car, and probably the same with the t 90.
and possibly, make some sort of upgrade from the tank hall that lets you build the is2 and su. like a simple 100 mp and 20 fuel lets u have access to su and is2, but make the upgrade take some time to complete. wehr or pe are not gonna get a panther out in 10 mins, and an is2 shouldnt be an exception to that
other than that t34 unupgraded is pretty fine as is, a medium fighting tank similar to the p4
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« on: January 24, 2010, 10:16:15 PM »
LOL no wonder, 2 T34-85s with the long gun can beat the f*ck out of a panther indeed lmao!
We've tested that 2 days ago, if the Panther Vet0 kites/manouvers well it's a 50/50 battle...if its vet1-3 it's likely to win. T34/76 is worse than a sherman 75 and a T34/85 is better than a sherman 76. That's how you should think about them. The panther will win vs two t34.85s the majority of times
i suppose thats fair, but considering you have access to su 100 and is2 for that job, shouldnt the t34 have a different role then becoming a panther tank itself?
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« on: January 24, 2010, 09:29:03 PM »
updated t-34s maybe? the bigger cannon ones?
yes they were upgraded ones im finding them to be alot more difficult to beat then is2 spam.. since their vet 3 and their new cannons do some wonderful damage, 4 of them can easily take on 4 panthers maybe the t34 should behave like the sherman, unupgraded its good at hitting infantry, then give it similar stats to that of a upgunned sherman
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« on: January 24, 2010, 09:06:09 PM »
it seems that the t34 has an easier time penetrating the pe panther, then the wehr one. cant confirm this but when playing i saw 2 t34 penetrate and do more damage to my panther from frontal shots then they did against my wehrmacht friends panther...
i could be mistaken tho
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« on: January 24, 2010, 07:15:40 PM »
nothing huge but can become confusing when viewing replays. soviets faction flag turn into british when saved in a replay
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« on: January 24, 2010, 07:13:52 PM »
seems that when i click on multiplayer or skirmish from the menu it shows the quick screen saying its opening and then hangs for about 30 secs, not a big deal but it is kind of odd seeing it take that long to get to the next menu.
also another thing that might be related, when starting up ef, encountered a (media not verified) message and would have to exit back to windows from the game. could be some issue with launcher integration, but only happened once
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« on: January 24, 2010, 07:06:50 PM »
not sure if this has been noticed among other players but when i scroll around the map the fps of the game will drop immensely when i view the mortar squad for the soviets. seems there is some graphical lag or something for the mortar squad to be able to drop the fps of the game so much
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