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Messages - Reinefarth
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« on: May 28, 2010, 07:49:35 PM »
are you talking to the developers or me. if your talking to me then i assure you that i do care about balance and a ton of t34\85s early in the game is not balanced. they are in many ways better than is2 as they are fast and agile with a vary powerful gun and good armor (now equivalent to a Churchill if i read the changelog right) and most of all its cheap so combined with the ability to bring them to bare so soon makes it boring and easy as the Russians and hard and frustrating as the Germans
To the developers. I agree to what you say. Developers of all mods (coH, PE ect.) are always buisy making Germans crappy and boosting allies.
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« on: May 28, 2010, 04:11:49 PM »
Was reading something about the colapse of the East Front 1944, which gave me following Idea for Doctrine. "Feste Plätze" was a Hitler-Order that all citys had to be held, even if they were enclosed, such as to bind enemy troops. Examples were Königsberg, Kurland, Breslau ect. Would be a good idea for defensive Doctrine of Ostheer. Possibility: * Even if you are cut off from base, you can build Bunkers and HQ on cut off territory. * Bunkers can hold more infantry and are doubble in strength (harder to destroy). * All Units (Infantry and Tanks) can be entrenched. If trenches take damage, pioneers can repair them under fire. * Forward bases can look further into enemy territory and produce units. * Such Units would be badly armed "Volkssturm" * If feasable in CoH, destroyed or damaged Buildings can be repaired by engineers (just like HQ) * Buildings can be upgraded to strongpoints = harder to destroy and the offer better cover and protection for inf. inside them. Maybe this is possible like making a forward HQ (or combining it with it). Graphics would be with sandbags around basement windows and doors and one MG on each side in the building. Only with such a Building you can make a territory to "Festen Platz" if it is cut off. You would need 2/3 Amo and 1/3 Fuel. * If cut off, Units there would fight with extra fanatism and zeal. They would lose this, as soon as territory is conected with base again. They can not leave this cut off territorry except in direction of home base to reunite it again. Otherwise people would let themselves get cut off or capture territory cut off from base, so they can get advantages of doctrine. You can only build such buildings for "Feste Plätze2 if you are conected with territory. and it only is effective if cut off. * If conection with homeland (Base) is restored, Volkssturm Units can be upgraded to normal Infantry Units. * Pioneer Units would be able to repair destroyed tanks and HQ on territory * Resources of cut off territory would still be culminated and collected. * For Territory where there are no buildings available, You can build a big bunker, something like Flak-Tower Type or the Mortar Bunker.), which would make such a terrain to a stronghold. It would then be the forward HQ. Just like Mortar Bunker, it can not be completely destroyed but only rendered useless. If captured and repaired by the enemy, it would lose all function and just be a normal building to take cover. * engineers can build those Panther-Bunkers. * All units should be able to camo themselves. * If possible create a little Flakbunker with the tower of Wirbelwind-Tank of Luftwaffe doctrine. (crew can't be killed by snipers) or Flak/Vierling in a mortar entrenchment? Post Merge: May 26, 2010, 04:19:48 PM
a "last Ditch effort" would be cool.
What I would do, is make it to where it came after your Hq was destroyed. that way it was a last last ditch effort.
That would be absolutely useless and a waste of time. If your HQ and everything on your base is destroyed, you can imagine what kind of powerfull units are in your territory. Sending in some "last ditch" units is just some cattle for the enemy to slaughter for their game statistics. What could they do, except die? Once Base is destroyed, game over. Post Merge: May 27, 2010, 12:30:58 AM
or maybe no call-in units? just increased production speed?
You can already do that with German Officer. Production Speed should be the same for both sides, maybe Sviets a bit faster with T34.
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« on: May 28, 2010, 03:53:20 PM »
The Waffen SS didn't play a very important role on the Eastern Front until the Battle of Berlin, so I say no
You are makin jokes, right? Battle of Prokhorovka/Kursk - "not a very important role"? Battle of Charkow? - "not a very important role"? The Waffen-SS was so "unimportant" in the East, that they just happend to recruit several Divisions out of Baltics, Ukraine and even Bjelorussians, eh? (Kampfgruppe Kaminski ect.) Sorry to have to say this, but such comments show a pathetic ignorance in history. The only place the Waffen-SS didn't fight was Africa. Of course the Ostheer need Waffen-SS!!!
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« on: May 28, 2010, 03:39:29 PM »
The best way to balance a game is to give each side certain units, that are in firepower or deff on equal grounds. Making one side slow, the other one extremly fast (in building and capturing stuff), or to give them an advantage in costs, will frustrate any player. It will also take the chalange and fun out of playing Soviets. It also sucks if one side can build more units with the same resources available on a map, than the other side, if they are just as strong or stronger. If you are to much fixted on making one side bigger, better, giving them newer and classy stuff, and the other side still runs around with the same old junk then you are not interested in balance.
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« on: May 27, 2010, 01:03:59 PM »
Its because we missed out 2 things on the tech tree...the fact that you not only need to build a building to increase tier, but you'd also need to make a research in order to increase tier....small coding thing that makes all the difference. Wait this the hotfix, should be out reasonably soon
Yes, why didnt you make soviets like Germans witht he buildings. They are way to fast on the battlefield. They even have this officer-crew while I still run around with my two crappy engeneers. Soviets biuld and capture points much faster. Even if they just have one soldier. Playing PE against Soviets ist suicide. IN PE you need to waste good resources and uel, for the base-capture upgrade. And why is it, that it seems that Soviet Inf. Units run faster?
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« on: May 27, 2010, 12:47:58 PM »
The only weapon in the war that was able to take out practicly any tank (even at 5k, distance) with one shot, was the 88. It makes me sick to see the 88 in this game as such a pethetic weapon. Elite upgrade 3 88 needs up to 3 shots to destroy a US AT-Gun. I played Lyon against Soviets. My 88 needed over 8 shots to kill a SU85. It was allready disabled and was shot up to the point that you could kill it with a handgrenade. Yet the 88 kept shooting at it "boing" shells bounce off. If this game was somewhat realistic, a Tiger or King Tiger should take out a Sherman with one shot, if they are almost at point blank range. That a Tiger needs several shots to kill a US-Armoured car, is a joke. Its not like anyone could spam the game with tigers, since you only are able to get one. And even that single one which is expensive, isn't what it should be.
Playing Axis is becoming less fun with every new patch. The "Allies" have a nice lobby and the developers always have an open ear for them.
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« on: May 26, 2010, 03:23:45 PM »
Having read all the tweaks and upgrades of 1.10 and what this new "sherman" can do, I have decided not to install this patch. Such patches make me passionate Axis-Player sick. German Weapons have become junk and are constantly being tweaked. Why not give the axis slingshots, paperballs, water-baloons and pea-shooters. That should make the allied players happy - on the other hand, they still would whine, that axis is to strong.
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« on: April 22, 2010, 03:57:30 PM »
I don't want to sound rude, but you're definitely very new in the COH game and hence many things seem OP/useless.
It also sounds like you're playing version 1.00 cause the AT rifles vs infantry were fixed in later patches. If that is the case please make sure you update to 1.04 where alot of things were fixed.
If there is too much arty in game it spoils the gameplay. Arty spam is one of the worst thing in COH and its anything but fun.
WH already has enough arty which comes in different forms -nebels,Stukas,off map defensive arty, Firestorm,V1,officer arty
I have version 1.04. Try playing Kharkov Map against Soviets with PE. (AI at Expert). You get screwed with so little fuel. I played with Luftwaffe doctrine. My Flakvierling was blown away by soviet pak, after snipers kept killing the crew. Wasnt able to defend the keypoints and was rushed and cut off. any infantry reinforcment was cut down, because they had t34 very soon. While I was only able to build these crap armored cars. Do tell me about Arty spam. soviets have enough of that, dont they. Even snipers can call in artillery. Hell, they dont need artillery, their mortars are enough. One One hit of a 120 morter and I can kiss my knightcross squad good bye. I would rather have one german artillery gun, than these off map guns. Ever since I played this game, I have only built a nebelwerfer once, to see how it looks like. Otherwise it is waste of manpower. The Stuka is much better, costs only 4 men, instead of 5 and is much more mobile. The best german unit in this game and my personal favourite is the 88, allthough it isnt vey realistic from its firepower . One 88 flanked by bunkers and pak, backed by mortars and allies can RIP.  I have played CoH for years, but honestly, who ever has used those crap options in the german doctrinees.like resource blitz,zeal, inspired assoult, for the fatherland? Like thats going to help against a tank armada when your standing there with a few infantry. Waste of amo points. A friend of mine who wast beta tester of the games and a game "celebrety" who never lost a game as axis, quit it because the allied players were constantly whining about how overpowered the axis was and the developers have constantly leveled the game to a degree, wehre Germans have had their qualities constantly reduced. Everyone has his playing style. I like the defensive game, where I can let the enemy run into my traps and cut them down. Rushing isn't my style. BTW: concerning the "grim reaper" STG44. First you need to upgrade them first with amo. You dont have that sort of Amo in the begining. Not even with Blitzkrieg Inf.Assoult Team. You need 50 Amo for every damned rifle you want to upgrade. And that was exactly my point. Soviets just need to upgrade it once in their research post, and now can produce it upgraded in masses. That isn't balanced at all. And those 2 Pioniers you get in the begining, the get cut down like nothing or have to retreat imediatly if the wish to survive. One soviet mortar, and all those expensive StG44 or MG34 are wasted for nothing. Soviet Inf. Rush with officers even cut down my MG42 in a building. At start of the game where every unit is precious and expensive, if you lose it then, you have practicly lost the game altready, because you cant build as fast as the enemy rushes the points. Also check how fast they take the points. Look how long it takes for even a 5 Man Volksgrenadier compared to one ore two soviet inf. units. Im often damned surprised when I see, how just one man is running around in my rear territory takes the points so fast. Faster than my units can run there. Thanks for the input anyway.
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« on: April 21, 2010, 11:56:22 PM »
Hello,
I have been playing EF Mod for some time now, and I'm testing it on differen Maps. I find the mod realy cool, but as Axis freak I am very disapointed and frustrated with the balance.
Playing the Opposing Front Mod (PE) against Soviets is nonsense. It is suicide and gets me so frustrated, I could smash my screen! You need tons of fuel to even build or upgrade the most stupid and simple things, while the Soviets rush your base and cut your throat.
It is already unbalnced if you play as Wehrmacht. Germans are slooooooooow in every possible manner. Their troops even seem to run slower. While soviets can build their bases realy quick and get everything much faster, Germans have to research everything so they can build the next base. If I don't play a map, where I can block off the enemy at bridges or crossings with barbed wire or tank traps or bunkers, I am always overrun. The soviet pioniers are double the size, fire much faster with their automatic rifles than Germans. Then they get these officer units that can call in mortars, that are extremly hard to kill. They dont need to research their building in their HQ and dominate the battlefield/map very easy. So big deal that they cant retreat. All you need to do is command and move them back to base to refill the units. Their antitank rifles are like snipers. One shot one kill. German Units need tons of amo to upgrade - each unit needs amo to upgrade (Puma f.e.) Soviets upgrade once (SU, T34) and now can build the better stronger version for ever, not having to upgrade each unit seperately.
Comparing the Doctrines of Soviets vs. Germans, Germans are now a joke. Propaganda doesnt work. The terror doctrine was always worth shit. except the King Tiger.
Playing PE against soviets makes me sick. just a few AT Rifle squads and all those expensive shit armored cars, Marders are junk. The simple soviet Pioniers/engineers are all stronger and cheaper than the 3 man shit squds of the PE units. PE needs to upgrade eveery single unit so they get better rifles, which soviets start off with from begining.
It seems the developers of this mod have taken all the good stuff from CoH and stuffed it into the soviets. Soviet repair units are faster and cheaper as the bergetiger of PE. Soviet airstrike is even better and more accurate than the Henshel airstrike of PE. I once had an 88 and 2 Ostwind and they all werent able to shoot down a single plane. Are they invulonarable?
I have read some of the suggestions of the ostheer you are planning. It seems you are very concerned, that the soviets can keep the upper hand.
I know Im a newbie and my opinion counts nothing, but I would finaly wish to see some units the makers of CoH have ignored in all mods persistantly. German Artillery! SIG 150, Lfh 105, SFH 150mm or 170mm.
And maybe some Units that arent just a joke and waste of space like this idiotic Kettenkrad of PE which can do nothing except drive around and get killed.
Thanks.
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