Company of Heroes: Eastern Front

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Messages - Westoffensive

Pages: [1]
1
Bugs & Tech Support / Re: permanent problem
« on: November 03, 2010, 02:44:11 PM »
But EF comes with new skins too or am I wrong?
Never mind, maybe i´ll change my skins - maybe not. We´ll see.

Thanks for reading this.

2
Bugs & Tech Support / permanent problem
« on: November 03, 2010, 10:04:09 AM »
Hi guys,

I played the EF mod from the very beginning but stopped with it for several reasons a long time ago.
Because some of the changes within the mod my mate and I decided to give the russian army a second chance.

Unfortunately I´m not able to bring this mod to run the way it should.

I did a clean install in the CoH main folder with the full installation package of version 1.2.0.0. After finishing the installation I ran all the automatic updates and patched EF finally to version 1.2.3.2. All five update files (1.2.1.0, 1.2.2.0, 1.2.3.0, 1.2.3.1 and 1.2.3.2) are placed in the subfolder EF_Updates and the "up to date" massage appears. After adapting the installation path in the setting tab of the EF launcher I could start the game and set up a match.

The problem is we couldn´t join our games. Everytime we send an invite we get a message of incompatible game versions. Due to the fact that other players are able to join to my mate I´m really sure that it is me who have the problem. I´ve searched the forum here and there but none of the tips and hints could solve my problem.

I should say that I´ve installed different skins, sounds and custom maps to "normal" CoH which is fully patched, up to date and perfectly working. There is no other mod than EF installed and (don´t know if this is relevant) I´m not using the -dev mode in any cases.

Does anybody know what´s going on here and how this issue could be fixed?

---

EDIT:

OK,

I think I found it out by myself. After deleting the skins of my "normal" CoH I was able to find some lobby games and was also able to connect to them.

Maybe it would be usefull and helpful for some of us to update the List of Issues & Fixes thread because the point mentioning *Skinmods* isn´t really clear because it doesn´t only affect EF but also the CoH setup.

Due to the fact that I like my normal CoH customization I´m not able to play this mod again which is sad but true.

Nevertheless have fun playing this mod.

Rgds.

3
Quote from: BurroDiablo

[qoute
If the fucking house collapses in the process, you can't say we didn't try.

Yes, but I think that even the possibility is rather dramatical for this mod.

--

Ok guys,

because this mod has died for me a long time ago this is the last post from me in here.
Maybe I will play this mod some day again but for now I´ll erase the last part of the EF chapter by deleting this forum account. And the bullshit I have read from GodlikeDennis is the last straw.

Just one thing I wanted to know:

What is so important about the personal rank? Who really cares about that? I know a lot of people out there which have a higher rank than me even if they have a negative win-loss statistic. They just play more often because they might have more time. So the ranking system do not provide anything about the real playing ability of a player.





4
Quote from: Zerstörer
[quote
We're trying to fix what's broken based on the majority feedback, to make the mod more successful and MOST importantly more fun for alot more people.

Your plans doesn´t fix the problems - they redesign the mod because you have to split EF from CoH.

Quote
Responding to the majority feedback can never be a mistake!

You are absolutely right so take a look at the poll - over 20% are with me and they think that your plans would be a bad idea.

Quote
Do you play 1v1 games online? Do you play vs humans with and against EF? Is there any reason why despite enjoing it so much you've never felt the need to post a replay to show a really awesome game you enjoyed that much? How often do you play online?

You compare apples and oranges like you did in my balance thread or do you want to adjust this mod for me?
If you had read my few statements in this forum with care you should have understand that I do not play your mod any longer due to massive balance problems. I do not exclude that this is just my personal incompetence but this makes your mod quite honestly unenjoyable for me.

Quote
Do you play competitive vanila COH online at all and what's your rank?

Is this about EF or vanilla CoH?

-

You guys have to do what to do. If you think that removing existing factions is the best way - so what? I really do not care a fig about it.

Some personal words to you Zerstörer:

Starting a kind of personal war in an official forum puts you in a very precarious position.
Constructive criticism - do you remember?  ;)

5
Quote from: BurroDiablo

[qoute
... our Lead Developer ...

Quote
...  our old Lead Developer ...

Yeah, this easy.
-
(sarcasm on)
Sorry folks but this isn´t the fault of the team because our old Lead Developer was a blockhead and we couldn´t argue at him that there are still too many open issues left.
(sarcasm off)
-
You cannot imagine how often I have heard such excuses in real life. It is absolutely unnecessary to know anything about your team to understand that you are facing problems which might be caused by your old lead developer.
Why don´t you concentrate on the amazing work you´ve already done and find a way out of this mess instead of making (imo) another mistake? If you will change the non existing vet system and recrewing function to the soviets all the claims about balance and all the early problems you dealt with until now will start over again. The soviets are fine working as they are.

This is why I said your thoughts are moving in the wrong direction.

Quote
What Philosophy? Being tied down to some unwritten rule that holds back progress? We implemented a new faction, bravo, but we also encountered the problems that come with that. You think recrewing would be out if there wasn't a bug? Of course it wouldn't.

To be honest - an unwritten rule is the same as Philosophy and your unwritten rule/philosophy was to implement a new faction without any changings to the original CoH.
You should be proud instead of worsen you. You did an awesome work and all I wanted to say is that you only have to improve some intricacies of your mod. This is what relic does over years now.
I really do not understand why you are saying the progress is hold back. EF is fully playable and most of us enjoy playing your mod. But if you read between the lines you might gain problems with your Ostheer concepts. Maybe the Ostheer was/is designed whith recrewing and vet abilities but you should be (and I guess you are) intelligent enough to know that relic won´t help you as much as you desire so there has to be a plan B, or not?
Changing the original and unique concept by splitting it from from original CoH and remove two factions now couldn´t be the right way because this is what makes EF so interesting and awesome and would be a radical step back.

-

So please do not feel pissed off and do not take everything too serious. I take my hat off to the EF team but I still think that you should find other ways to remove the problems you´re facing now.
Same goes for critics - remember that your mod is still for free and that all of you spend their free time on it just to amuse the CoH community and just for that you should and could be proud on you.


6
    Quote from: BurroDiablo

    [b
    - if you remove one (or all) Allies faction then you could install ONLY Russian faction and it will be able to re-crew weapons?[/b]
    The above is the only way to make sure that Soviets and Ostheer factions will be able to re-crew weapons normally like WH/US. It is also the only way that we can acomodate 'Ranking online' as well as being able to automatch as you normally do. Without replacing the 2 factions all of this cannot and will not be fixed


    Why should the soviets NOW be able to recrew the weapons? Aren´t they strong enough? And why the fuck is it neccessary to get a ranking system? Playing computer games is for fun - not to raise the self-confidence.

    Quote
    - vet-system is now not possible to implement? (same as previous question - if you replace it then it will be possible?)
    It is possible, hence the answer "I agree with adding in retreat and vet, but keep the Relic factions"

    Why should the soviets gain veterancy? Most of the units are strong enough to resist and are cheap enough to replace. You just have to spam tons of ingenerys to your opponent to win the game.

    Quote
    - retreat - same question, is it not possible to programm retreat without replacing old Relic faction?
    It is possible, hence the answer "I agree with adding in retreat and vet, but keep the Relic factions".
    Adding the retreat back to the soviets , is THE ONLY WAY to allow Prop War(and the officer equivalent) to work with the soviets.
    [/list]

    Ok, this is a major problem but you should have known this during the conceptional phase. Why don´t you implement a retreat function to the soviets which gets only effected when prop war is used? Not possible?

    -

    Sorry guys but you should have think about these points during the conceptional phase of this mod.
    In my opinion all of the thoughts above are moving into the wrong direction and I do not think that this is the result of claims and doubts you get. I guess this is a result of massive problems with implementation of the Ostheer even if nobody knows what they can expect except of the developers.

    Maybe you should have better released this amazing mod (which I didn´t play anymore due to some balance crap) until both new factions were ready and playable.

    You have always praised to implement to completely new and different factions in a full working relic system. If you are now going to do such major changings your mod is not better than all the other mods (don´t get me wrong, some of them are also amazing) and your philosophy has died.

    It is like in real life and absolutely normal.
    Major faults in the concepts mostly result in problems after going live but a redesign is the worst way even if a mod for a computer game isn´t really critical to the majority of you/us.

    Improving insead of changing should be the device.

    7
    Balance Discussion / Re: BreakThrough
    « on: February 24, 2010, 11:18:11 AM »
    ..not only the AI uses this doctrine. Even every player I played against has used this doctrine.

    OP or not (don´t want to start another endless discussion here) - in my opinion the breakthrough and propaganda strategies are impossible to counter (at least for me) in a 1vs1 setup.

    8
    Does this mean you won't post games vs human opponents to prove your claim then?

    No, that means that it isn´t my job to show someone being raped by soviet blobs. I guess everyone who has ever played this mod knows what I mean.

    If someone wrote...I can't beat the WH early game, make Conscripts into KCs...should we be changing that?
    No.
    What makes your claim any more valid than the above example you think?

    This is like comparing apples with oranges. I only criticize the possibility of building a huge soviet army which are able to overrun any other unit in early game WITHOUT having built only one tier. It´s not the strength - it´s the amount of soviet units.

    My job is to filter/separate genuine balance claims from claims made by those gamers who are either not playing well or just fail to use correct tactics in Human vs Human games.

    Fine. My opinion of your job is more like taking claims and criticism to my game/mod from any other players serious and proove if they could be valid.

    So, I've told you what would make a claim more valid, so in the absence of 'valid proof' to make me reconsider it, its discounted simple as that.

    Yes you did, but this would be first time that someone has to proove his claims instead of getting prooved that black is white.

    -

    Your answers only show that you are rather pissed off and could not deal with critiscm.

    To end this neverending story:
    You should close this thread because nobody has anything to tell something except us two. Only helpful hint was the one from Chancellor - thanks for that I´ll try this but I have my doubts.

    Good job with this mod - keep the spirit alive.......

    9
    @ Zerstörer:

    Do you really think I would open such a thread and criticize the balance if I were able to gain enough map control to built up an army which can resist the soviet blobs?

    And yes - I played the soviets as well and it takes about 10 to 15 minutes to control the whole map and force the axis player or CPU to capitulate (CPU can´t capitulate for sure).

    Concerning your desires in replays:

    As you say: "Replay or it didn´t happen".

    Where is a replay from a 1vs1 match where an axis player dominates the game and prevents the soviets from teching?
    Most of the replays in your section show 2vs2 or even 3vs3 battles but these combinations aren´t the problem.
    The only 1vs1 replay where the axis player dominates was on Moscow and this one isn´t very representive due to the fact that there are practically no fuel and ammonution points to capture.

    So, isn´t it funny enough to play with or against the soviets in 1vs1 or is it impossible to win with an other faction? Why are there no replays to have a look at?

    -

    And to be honest. I really don´t care if you care about my "unfounded" statements and claims. This is the criticism you have to deal with and between you and me - you (as developer) have to proove me the possibility to dominate the game with an opposing faction - not me.

    10
    .. i am not a big fan of people shouting OP,OP once their beloved volksspam doesnt work anymore ::) ...

    Great statement Pauly. This implicates that I am a player who spams his opponent with blobs of Volks and Grens. I guess you haven´t ever seen a game from me, or?

    But keep your mind at rest - I don´t even build a medic bunker when playing the Wehrmacht.

    -

    I really don´t know how all the suggestions like "flame pios +Volk/MP40 2bikes/swimwagon and after that an 2 MG" should help without having enough fuel and ammo.


    Ok, because many of you (and especially the developers) hold that the early game is balanced and fair this mod has died for me in 1vs1 matches.
    Spamming huge blobs of cheap and useless units followed by a one man army has nothing to do with tactic.
    That´s the same shit like building plenty of emplacements with the brits because of nescience how to handle the british units right.

    Maybe the soviets are not able to win a fight with tactical competence instead of spamming all men they have but then the whole mod was developed in the wrong direction (my opinion).

    11
    There are way too many things you can do with PE/WH vs soviets that you could never get away with vs US/Brits.

    You are absolutely correct but no one has answered to the crux of the matter yet. The massive amount of russian units in the early game which strafes you from all sides followed by the early available and nearly unsuppressable Major with his buddies.

    I have found that too many complaints come when people don't change tactics build orders etc and expect the same old stuff to work vs soviets. You don't change balance to fit tactics...its the other way around

    Sorry, but this is complete nonsense. I guess we all know that a german pioneer doesn´t win the war alone but what should a Wehrmacht player build first? Panzer Command for "Ostwind"?
    As already mentioned before I´m a fan of changing old tactics to new ones but you do not even have enough time to try something new because the russian army rapes your base diectly. Unfortunately there doesn´t exist a unit in any other faction that is able to shoot in three directions at the same time.

    -

    I made my statement and I´m not only one who has doubts that 1vs1 against the russians is a fair and balanced battle.

    Sorry but when you build such a huge expansion for an existing and fair game you also have to deal with criticism.

    12
    Ok,
    but Hetzer, Jagdpanthr and King Tiger aren´t units available in early game or am I wrong?

    And sorry, but I do not believe that the scoutcar will survice long enough facing a command squad to focus fire on the major while getting strafed by ingeneries or conscripts.

    As already mentioned. In a 2vs2 or even 3vs3 the axis factions could stand long enough against the russians to buit up an army. I only criticize the balance situation in 1vs1.

    13
    ... Gewehr rules, Scoutcar rules, fire concentration on officer squad, ...
    Yes, but you have´nt got enough fuel and population for building the "Logistiks Kompanie" with your first PG squad which is furthermore neccessary to stop the first ingenery squad. And the bike is helpless and hasn´t even enough capping speed to increase the needed fuel and amunition stock alone.

    14
    First of all I would like to say that this mod is outstanding made and fits perfectly to CoHexcept for the balance of the russian army.

    You all agree with me that no fine working strat against PE, Wehrmacht, the brits and the americans will help to win the battle against the russian army which is good because a new faction needs a new strategy.

    But:

    Due to the fact that the russian units are quite cheap and buildable very quickly the russian motto "quantity against quality" works perfectly for them and made them unbeatable in 1vs1 games. I normally play this mod only in 2vs2 games with my mate and we found out that the only almost working strat as Wehrmacht against the red gaggle is trying to wire them out, suppres them with MG units and snipe out as many as possible while the Pioneers can cap half of the map.

    In 2vs2 fights this works rather fine but in 1vs1 games you go down with this and all other strats I used because you don´t have enough popcap or even the time to build up a definsive line.

    It is always the same. Pioneers are shot down during wiring and the MG unit is busy with the ingenery while getting strafed, flanked and shot down by conscripts (which even doesn´t cost any population I guess). The only strat that almost worked was a vetted Pio-blob which has nothing to do with tactic.

    It is an absurdity that the least russian units like the conscripts and ingeneries are able to supress and kill qualified startup units like Volksgrenadiere and MG. They have to go down like flies - otherwise you do not have a chance to build T2 which is absolutely neccessary to stand against the first russian tanks.

    I have many doubts that the "Ostheer" will fix this balnce issue and therefor i played the mod the last time in 1vs1 today until the philosophy of CoH for 1vs1 games (defeating a faction with any other faction) will move into this mod.

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