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Messages - Ressy
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« on: June 03, 2011, 03:30:13 AM »
Sorry if its been talked about already, just don't want to help overload the website by refreshing pages every minute.
What "surprises" are their for the RMC?
Thanks for the update EF dev team!
Play as RMC and nobody on your team gets resource income bonus from secured points. SURPRISE! But seriously, this latest patch is awesome (aside from bugs) and you guys rock.
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« on: May 28, 2011, 10:19:27 PM »
I've been having an issue when using Commandos for brits: Secured points, and the resourcing upgrade on a HQ command truck will not produce additional resources. For anyone on my team. The only thing that improves a resource point's output is the HQ command truck upgrade on the British armor doctrine.
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« on: February 01, 2011, 02:08:39 AM »
17lbers are extremely good against the KT, whether it be the emplacement, fireflies, comets or achilles'. Who knew 2 or 3 dedicated anti-tank platforms would do well against a tank?
LOL just lol yes. imagine tank destroyers destroying tanks?
It was more that 2 Achilles in hull-down w/ brit over-repair and command tank actually beat a jagdtiger (also a tank destroyer) in a straight up match. Jagdtiger did manage to kill one of them.
Considering the relative resources put into the different sides, and the limit of 1 ever on Jagdtigers, it felt the achilles were a tad much.
I should mention that the main complaint is from my friend, who loves big big tanks, whereas I prefer large groups of weak tanks.
ahh tank destroyers vs each other is a different ball game. i can imagine the difficulties taking on the achilles in hull-down and overreapair, but i wonder what led up to this event. do you have the replay? could post it if there is a balance problem folks will be able to see.
No replay, it was me and a friend doing unit tests to see how good the new brit stuff was. Setup was the jagdtiger rolling straight into the M10's, and then them all sitting still and potshotting each other. He did roll the jagd out before it got smashed, after killing one M10, but I could have canceled hull down and chased it fairly easily. In a mobile battle the M10's may not have the hull down bonuses, but they do have turrets, giving them the advantage over german tank destroyers in a maneuver battle. Also, firing at the jagd's front armor not one shot ever pinged, without using AP shells ability. If the heaviest germal armor is 100% penetrated already, what's the point of an ability to increase penetration?
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« on: January 27, 2011, 02:51:33 AM »
17lbers are extremely good against the KT, whether it be the emplacement, fireflies, comets or achilles'. Who knew 2 or 3 dedicated anti-tank platforms would do well against a tank?
LOL just lol yes. imagine tank destroyers destroying tanks?
It was more that 2 Achilles in hull-down w/ brit over-repair and command tank actually beat a jagdtiger (also a tank destroyer) in a straight up match. Jagdtiger did manage to kill one of them. Considering the relative resources put into the different sides, and the limit of 1 ever on Jagdtigers, it felt the achilles were a tad much. I should mention that the main complaint is from my friend, who loves big big tanks, whereas I prefer large groups of weak tanks.
5
« on: January 26, 2011, 10:10:22 AM »
Anyone else noticing the penetration on the M10 Achilles is a bit much? I did a test match vs a friend, he sent out the Jagdtiger vs some of the new brit units to test them. Not one shot from an M10 achilles pinged off the armor, every single one penetrated. I did not use AP shells ability.
Other factors of the test: M10s were hull down and backed up by a lvl 3 command tank.
I had earlier observed my (2 or 3 I think) M10s beating the ever-loving crap out of a King Tiger, with no command tank even.
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« on: July 07, 2010, 06:15:37 AM »
At least they'll fire if anything gets within range?
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« on: June 14, 2010, 10:29:47 AM »
My only hope is that when eventually they get around to CoH 2 they don't do to CoH what they did to DoW. So long as they don't do that, I'm good.
That aside, this mod is awesome, and I'm sure that it's not going anywhere anytime soon.
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« on: June 10, 2010, 08:20:30 AM »
Well, can they at least take the limit off of the calliopes? The AI only generally fires those off once from the arse end of the map and then runs it directly into my guns thereafter.
computer spamming of hummels and priests is a bit of a pain, if only because the cpu tends to just lock them down and then call in precision strikes on guys they can't see...
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« on: June 05, 2010, 12:51:44 AM »
when I first started playing EF (1.04) I recall that the Hard AI was about equivalent to the Extreme AI for normal CoH.
Now with the latest patch it seems closer to even with the old AI at the high end.
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« on: May 29, 2010, 08:09:56 PM »
Sturmovie Engineers + Flamethrowers. There's a great way to use up 100 munitions per squad for late game russians. They also make a great addition to a tank force.
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« on: May 29, 2010, 03:27:25 AM »
Ressy, any faction generally vs. AI only (Hard or Extreme), and preferably on chokepoint maps. Not good enough at multitasking to handle an open field situation.
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« on: May 27, 2010, 09:23:14 AM »
I find myself almost always going for trenches first, and then only ever using the MG nests when there's a trench in front of them.
A cost reduction, or something to make them more effective, or at the very least something to make them die slower would be nice.
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« on: May 27, 2010, 05:10:24 AM »
And Relic hasn't instituted a "cancel" option for the commands unfortunately.
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« on: May 25, 2010, 11:19:08 PM »
There's two things I've really noticed about the Strelky since patch 1.10: Other infantry have a very hard time killing them They tend to kill other infantry very, very quickly.
What about reducing the squad size to 4 or 6, reducing the cost slightly, and then reducing their accuracy and armor. Smaller squad sizes would keep them from outnumbering other infantry so badly, and an accuracy/armor nerf would give other inf a chance against them.
If they change the armor type that wouldn't be necessary.
Also earlier on a trench of strelky, a trench with command squad (barracks+inf tent), and a MG building managed to kill an armored car. Just wondering how the heck that managed to happen and which of these had effective vs light vehicle weapons?
Of which "Armored Car" are you talking about? Wehr Sdkfz 234 or PE SdKfz 222?
I think it was a Panzer armored car, but don't hold me to it. I was facing both wehrmacht and panzer AIs and I didn't look much at the armored car.
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« on: May 24, 2010, 02:53:05 AM »
There's two things I've really noticed about the Strelky since patch 1.10: Other infantry have a very hard time killing them They tend to kill other infantry very, very quickly.
What about reducing the squad size to 4 or 6, reducing the cost slightly, and then reducing their accuracy and armor. Smaller squad sizes would keep them from outnumbering other infantry so badly, and an accuracy/armor nerf would give other inf a chance against them.
Also earlier on a trench of strelky, a trench with command squad (barracks+inf tent), and a MG building managed to kill an armored car. Just wondering how the heck that managed to happen and which of these had effective vs light vehicle weapons?
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