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Bugs & Tech Support / Re: 2.1 Patch Ostheer Bugs
« on: July 09, 2013, 11:28:47 AM »
ic ok it would make for nice base def but it's all good if i wanna go defencive i can just play as weir
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Bugs & Tech Support / Re: 2.1 Patch Ostheer Bugs« on: July 09, 2013, 11:28:47 AM »
ic ok it would make for nice base def but it's all good if i wanna go defencive i can just play as weir
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Bugs & Tech Support / Re: 2.1 Patch Ostheer Bugs« on: July 09, 2013, 11:14:31 AM »realism aside, that is just annoying. i built it when i needed it, i expect it to come out of the building. having to check to make sure there aren't any support units building when you need to switch to assault and vice versa is absurd, unless the goal of that mechanic is to purposely slow down the production of the Ostheer, in which case you are putting a band-aid over a gaping wound in design. think of it this way your working in a factory making a product and you get a rush order for another product does that first product continue building no it dont the rush job comes first. on a bug related note when you build the concrete bunker i see no way to build the cannon for it all it shows is the med bunker but when you place the marker it shows the cannon if i want to use it for offence i have to garrosan it with troops 3
Balance Discussion / Re: Tanks standing still instant killing infantry« on: July 07, 2013, 04:10:40 AM »
first thing infantry vs tank tank wins unless you use hit and run ambush tactics in every rts game tanks have always killed infantry when they was run over case in point any CnC game and many units in all wars have died in rl do to being run over and crushed under tanks that being said i would recomend using the flanking manuver it works wonders or even better use a sniper as a forward scout that mainly what there for if your not shure how to best use a sniper message me and i'll tell you
good luck in your game and hope it goes better for you 4
Announcements / Re: Ostheer Released« on: July 07, 2013, 03:58:11 AM »
the is-3 was ok even though i only used it once but the RMC i would say make a whole new faction with them as they are they you lose a lot of good units that i like to use alot like the HMG crew and the firefly tank and morter crew
fyi using a sniper as an advanced scout for your morter and arty crews is op for killing heavily defended choke points with no real flanking points 6
Mapping / Re: [WiP] guess_the_map_name => Zariza Balka (4)« on: July 06, 2013, 10:50:47 AM »
im playing the map now and so far it's realy good as a comp stomp light on the stomp part though since i play against 2 normal ai's but i love the infantry usage and limited tank usability it gives 1 way for tanks to come in to your base but plenty of ways for infantry i like that cant wait to see the finished map:) great work so far keep it up
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Mapping / Re: Balancing and Gameplay questionnaire« on: July 06, 2013, 07:57:26 AM »
by the way guys i loved the minsk map it was realy well done looks beautiful and yes i understand why it is so hard to ballance but i may have a few idieas for it
#1 leave the road as is for the tanks but make the other areas only passable by infantry a few well placed bolders other impassable objects would take care of that #2 extend the map making it longer put the allied base on the other side of the cut off bridge and move the german base back to prevent arty spam you could also add another bridge leading across the river that could be destroyed #3 make it a 6 to 8 player map for strictly infantry and maybe light support vehicles and more hills like the one by the allied base giving more places to fight over and adding to the fun i know guys it's an old map but honestly tank rush and arty spam maps are so over done there just isn't enough good infantry larger maps 8
Mapping / Re: Balancing and Gameplay questionnaire« on: July 06, 2013, 06:49:01 AM »Nice ideas here, though I'd focus on 1v1 maps. We already have quite gamey 3v3s. The main poit is to show mappers what elements you would like to see in 1v1 map. most of the 1v1 maps i have played on even though there meant for infantry they play heavy on half tracks and tanks espeacly the ai i would love to see a balanced map that plays strictly to infantry and locks out the tanks 9
Mapping / just a map idea i would love to see« on: July 06, 2013, 06:17:20 AM »
i would love to see a 6 and an 8 player ifantry only maps with lots of foot bridges ridges hills and plenty of defendable areas:)
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Mapping / Re: quick question« on: July 05, 2013, 09:35:48 PM »
it worked thanks so much:)
cant wait for the map pack:) 11
Mapping / Re: quick question« on: July 05, 2013, 06:23:18 PM »
now how do i install it so i can play on the map?
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Mapping / quick question« on: July 05, 2013, 02:44:23 AM »
im not shure if this is the place for this but i had a quick question about a coh map called minks i saw a youtube vid for coh tov ef wich i haven't seen an eastern front mod for tov and i definatly haven't seen the minks map but it was in the vid i was waundering if this map was in a later version and if not could some one make it for the opossing fronts version of 2.700 cause it looks like a really nice map to play on or at least some thing like it?
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Bugs & Tech Support / Re: soviet forward base« on: July 03, 2013, 04:31:01 AM »
i played with the soviets quite a bit since yesterday i like the garrisionable outpost thats a nice feature and i love the IS-2 a few of those with t34 and kv-1 support makes a pretty effective force only thing i dont like though is not being able to build unit's at a forward base but it's ok though i still beat the skirmish just takes a little longer lol like i said though you guys did a realy good job on the mod cant wait for ostheer
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