Company of Heroes: Eastern Front

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Messages - 2LTAndeh

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1
Announcements / Re: Ostheer Update 4: Schutzen War Camp
« on: January 16, 2011, 02:44:01 AM »
Looks amazing so far, and I'm really liking the different unit pools. Personally I have no problem with the ability to build trenches as digging a hole in the earth for cover doesn't seem like such a peculiar thing as to only be used by the British or Russians. As far as modeling one goes, it seems unnecessary to make a completely different one for it being a simple thing and besides, I think we'll be preoccupied using the new units to not care too much how our trenches look.

2
Mapping / Re: I have a map, can I send it?
« on: August 28, 2010, 04:59:59 AM »
Hi!
I have a map, based on battlefield from battle of Studzianki ( http://en.wikipedia.org/wiki/Battle_of_Studzianki ). It's already ready, I have version on 4 players and 6. Can I send it to someone to take a look? I can add screenshots.

Are you looking for someone to test it? I'd be happy to take a look at it.

As far as being unable to get the loading screen to work, I'm not quite sure what to do. My friend is having the same problem but he can get his loading screen and map preview working when he doesn't play it in Eastern Front, so we're thinking it has something to do with the way he packed it as an SGA file.

3
Ostheer Suggestions / Re: New Ost. tech idea - optional tech system
« on: August 24, 2010, 01:33:01 AM »
Correct me if I understood wrong...
I pay to send one unit for two minutes somwhere to heaven to get Vet and upgrades, and then I advance on the next tier? So what's the point of sending heavy support, if I can send light?  ??? getting a tank for slowing my teching up?

I think you got it. I think the difference between the Light, Medium and Heavy support options is just that the Light Support option just gives your infantry vet based on what Tier youre on, Medium Support gives vet but unlocks some particular units, and Heavy Support unlocks heavy vehicles with vet along with giving your infantry vet. The point of having these seems to let you have more options in determining what strategy to use and how you're going to use that strategy.

4
That guy on the right just looks like a Panzer Elite Tankbuster.

Shows how much I use the PE.  :P Anyway heres a few more pictures that give a better example of what I would like to see.

This one shows an early war uniform, probably M39.



Pay no mind to the guy on the left in this one, no idea who he is. Anyway this is probably my favorite one though some may think its a little dark.



Slight variation of the one above. Not sure what insignia the guy on the left has.



This one actually depicts a couple Waffen SS guys, the only difference in their uniforms were black shoulder boards and SS insignia which isn't depicted in this picture.



Lastly the winter uniform. Take note of the awesome basket-boots.




5


I rather like how the guy on the far right looks. Generic enough to be your standard soldier but not too generic looking to just be a meatshield.

6
Mapping / Re: Demyansk (2)
« on: August 05, 2010, 09:49:48 PM »
Had a chance to play last night, the flare effects are a nice touch and the map seemed well balanced. Well done.  :)

7
Eastern Front / Books on Soviet Strategy
« on: August 01, 2010, 03:16:36 AM »
I've been trying for a while to find some books about Soviet military strategy during WWII and haven't had much success. Most books out there seem to deal with the German strategy and try to answer that awful question "How could the Germans have won?" I've learned some about the Russian strategy but I've had to do it by "turning the map around," if you will. So I'm wondering if anyone has any suggestions as to what books to read. Thanks in advance.  :)

8
the modder team finally seems to know how to animate "shove weapons" like paks etc.

 :) Awesome. I've been looking forward to seeing some infantry support guns, I hope they put some in.

9
ummm thats could work too but i was just thinking take any kind of pak gun and put it in their for AT but that works too with moving turret  :P MG42 for MG Medical to be given to soldiers but needs say 40 ammo like brites and with medics, and repair Pioneers like Weh.

Gotcha, so a blend between the Brits' defenses and the Wehrmacht's, keeping in mind the "heaviness" of the bunker. Versatile and its more historically accurate considering only 40 some Pantherturm bunkers were built on the Eastern Front. I like it. It has a more "siege" feel to it as well.

I'm thinking a heavy bunker with the option of giving it a Pak40 or a 10 cm Nebelwerfer 40 (to be used as a heavy mortar firing conventional HE rounds) while still able to garrison one squad, two squads can be garrisoned if no weapon has been added to the bunker yet. Im thinking that being able to garrison a squad makes up for the lack of an MG bunker. I apologize it took so long to respond, getting started with school again.

Here is a link describing the Nebelwerfer 40. http://en.wikipedia.org/wiki/10_cm_Nebelwerfer_40

10
Mapping / Re: 4P_Lida, Russia
« on: July 18, 2010, 07:36:14 AM »
Awesome job.  :)

11
Hey man thats got to be the best concept i ever read ;D

I have a thought when i was reading it how about for the  Belagerungpionier seens thay are a doctrines that they are alowed to build heavy defensive bunkers such as MG, AT, AA, Medical, Repair Bunkers. Just a thought you think it over and if its a good idea then go for it :D

Thank you.  :) Are you suggesting that the Belagerungpioniers be able to build MG, AT, AA bunkers etc in place of the Pantherturm III bunker? Or in addition to being able to build the Pantherturm III?

well it's always cool to have many tigers IF you're playing as wehrmacht,but not when you're against them,i hardly won my bro in 1v1,i had like 10 t-34 and he had 1 tiger+3 panthers
well,2 would be just fine,if there will be cap for tigers
and yes i know what sissi means,i'm a finn myself ;) just said it like you got a cool name for them

Pop cap changed to 2. :)

12
Eastern Front / Re: Fav AFV of WW2 [Reasons]
« on: July 08, 2010, 11:11:45 AM »
As much as I love the sheer power of the Tiger I and the all kinds of awesome that is the Panzer IV, I pick the Sherman. It saw combat in every major theatre during WWII. From the islands of the South Pacific, the deserts of North Africa, the plains of Russia, the hedgerows of France and the hills of Italy, the Sherman proved itself as one of the most effective fighting machines ever produced. It was reliable, easy to produce and easy to maintain. Exactly what you need when you're shipping a tank to every corner of the globe.

13
Red Army Suggestions / Re: Auto-Reinforce?
« on: July 08, 2010, 09:57:42 AM »
Hu, I remembered that you could just right click on the reinforce button and it would reinforce auto.


Maybe its warhammer I am remembering he, could swear its in coh.

You can indeed auto-reinforce in Warhammer40k. It doesn't seem to really have a huge effect on the game unless you have a ton of "squishy" units like the Imperial Guard. Anyway I don't really think it would make too much sense if the devs were to try to implement this in EF considering that you have to be near your HQ, half-track or forward base to reinforce. In Dawn of War you could reinforce anywhere on the map which made auto-reinforce a fairly logical thing to implement. I understand the whole AT gun reinforcement but doing the work to implement auto-reinforce would only realistically affect the crewed AT guns and mortars and not to mention it would really piss off people who rely on snipers.  :P

14
i like this one,very much,at first i ofc looked up were there any finns :D liked those 'sissi' troops,but is there any cap with tiger,like max 2,or can you make an army of 'em?

I know "Sissi" is a funny name but its the literal name for the Finn's light infantry, it means "Guerrilla" in English. I might change it to "Kynttilä Joukot" meaning light infantry to lessen any confusion regarding the name, considering most people aren't aware of the Finn's infantry in WWII.

As far as the Tiger tank is concerned I completely forgot to put a cap on it. I'd like to see the cap put at 3 considering how expensive it is, how much pop cap it uses and how long it takes to get. I want people to get some bang for their buck. While this may make the Ostheer seem OP on paper if you were to suggest that someone could spam Tigers in a 2v2, the reality is the Russians get some awesome AT power and one or two Tigers on the field isnt a game winner like it is in vanilla CoH. If you're at a point in the game where you can throw out three Tigers like its nothing, then its likely the game has been going in your favor. Anyway, theres a saying in the US military that goes something like "One is none and two is one," which essentially means you usually need a backup or reserve to be effective in combat and win.

15
Changelog

June 05th.
-Fixed several unit inconsistencies and changed how Waffenamt research effects infantry and panzers.
-Changed the Panzer Waffenamt to the Panzertruppenschule to more easily discern between unit unlocks and upgrades. -Panzergrenadiers and Panzerschutzen can get LMGs. -Removed the Medical Half-Track as an independent unit, only produced with Panzergrenadiers. -
Removed the Sdkfz 251/1 Half-Track and replaced with the Sdkfz 11 Halftrack.

June 07th.
-SS Mountain troops are now a recruitable unit but replace the standard Jager Troops.
-Panzergrenadiers built without the halftrack are now 400MP and 475 with the halftrack.
-The Tiger I now costs 800MP and 135Fuel instead of 850MP.
-Removed recruitable unit detail in the doctrine section to simplify the layout. Off map units are still described.

June 08th.
 -Removed the Nashorn take destroyer from the Army Group South doctrine and replaced it with the Panzer V Panther. Allows the production of the Panther tank at the Panzer Regiment Barracks.


June 10th
.
-The Logistiks Officer is now an actual unit that has to be recruited from the HQ.
-Added penalties to stopping the Logistics Handling ability and penalties if the officer is killed.
 -Changed how the Supply Warehouse works and reduced its cost.
-Removed the Panzer III command tank.
-Replaced the Hummel with the Wespe.
-Replaced the Sdkfz 11 Halftrack with the Sdkfz 250 Halftrack.
-The Panzer III Ausf J can now be upgraded with armored skirts.

June 22nd.
-Removed the Panzergrenadier unit from the Infantrie Barracks.
-Cleaned up layout.

June 23rd.
-Reduced the research cost of Panzer Regiment Command from (350MP 45Fuel) to (200MP 20Fuel).
-Reduced the cost of SS Grenadiers from (475MP) to (400MP).
-Any veterancy upgrades from the Waffenmant and Panzertruppenschule do not effect off-map support units. (Finnish Sissi, Panzer IV Ausf. J, and SS Feldgendarmerie.)
-SS Gebirgsjäger Troops DO NOT replace standard Jager Truppen.
-Panzergrenadier squads DO NOT replace standard Grenadier squads.
-Reduced the Command Point cost of the Finnish Sissi from 2 to 1.
-Reduced the Command Point cost of the SS Feldgendarmerie from 3 to 2.
-SS Gebirgsjäger Troops now receive a bonus from the Infantry Feldwebel I veterancy.
-Infantry Feldwebel I gives a line of sight and suppression bonus to light infantry instead of an accuracy bonus.
-Infantry Feldwebel I gives an accuracy bonus to MG42 Teams and Mortar Teams only.
-Infantry Feldwebel II gives an accuracy bonus and health bonus instead of a suppression bonus to LMGs.
-Infantry Feldwebel II does not give any veterancy bonus to Panzergrenadiers or Panzerschutzen.
-Panzer Hauptmann veterancy now gives crews the ability to repair their tank back to 50% health if the Panzer is idle instead of simply repairing engines faster.
-Panzer Hauptmann veterancy no longer gives Panzers a movement speed bonus.
-Panzer Leutnant I veterancy gives an armor bonus to panzers instead of an accuracy bonus.

July 07th
-Reworked all veterancy so each doctrine has its own T3 vet upgrade.
-The Tiger I no longer has to be researched.

July 15th
-The Sd.Kfz. 124 Wespe now costs 60 fuel instead of 35.
-The Sd.Kfz. 124 Wespe is no longer a doctrine specific unit.
-The Tiger I now has a pop cap of 2 instead of 3.

July 28th
-Removed the "Cutting Supply" ability from the Pantherturm III bunker due to the likelyhood that coding will not allow it.

November 1st
-Edited the abilities of the Logistiks Officer and made his function more clear.
-Edited how the Supply Warehouse is accessed.

The original post was getting way too long so I just decided to keep the changelog in a different post.

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