Company of Heroes: Eastern Front

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Messages - Mad hatters in jeans

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1
Announcements / Re: Ostheer Released
« on: July 12, 2013, 01:02:49 PM »

2. In-balance with a two bar vet mortar and jagers. A squad of Jagers was point blank against the mortar and the single mortar riflemen annihilated the entire squad.
Looks like those Jagers messed with the wrong mortar crewman. XD

3. Cocktails, I threw two cocktails at a damaged sturmpanzer, and it died. ??? Whaaattt?
Anyways that's my piece of advise.
I haven't really tried the molotovs vs vehicles much, maybe they're reverted them to being good vs vehicles?

2
Announcements / Re: Ostheer Released
« on: July 08, 2013, 06:30:52 PM »
So I reinstalled CoH had a few battles and I like the Ostheer. The swapping between Assault and support is an interesting dynamic.

I don't see a huge number of upgrades necessary, which is good keeps the focus on the gameplay and with the swapping mechanic I imagine an upgrade building would be excess to requirements.
I want to play around with the Doctrines some more but I can say they're all very unique in their own rights.

The Marksman is pretty badass with some vet, the build-able fortifications is a curious take on bunkers. The foxhole upgrade for (is it in Fortress skill tree?) Landsers is another interesting take on the basic trench building thing.
Anyone tried the combat training for the engineer unit? I haven't yet because 75 munitions D:. Maybe I'll test that later.

Oh and I did try the Brandenburgers parachute unit the instant territory capture for 50 munitions is another interesting dynamic, I can see that being very handy for those maps with cut-off sections in them. I'll have to experiment with them more.
Who am I kidding I have to experiment with everything more.
Has the skin changed for the KV2? I noticed it looks much much better now

Two of the new 6 player maps have CTD for me while playing, one I suspect because it's so big. The other had the lightning weather (any way to change the weather on maps? I've totally forgotten).
But they all look very pretty and I had the time of my life while the game was operating XD. It might just be my pc, I'll give them another spin with lowered graphics settings and see if that doesn't help.

I can't really comment on much yet, it's been so long since i've even looked at CoH. Incidentally with the "New steam version" of the game do I need to have Opposing fronts installed at the same time?

Hats off to you guys I'm definitely going to tinker around with this some more, love all the new toys units you've introduced.


3
Announcements / Re: Eastern Front Patch 1.800
« on: May 19, 2013, 11:39:47 PM »
okay then
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If you are interesting in reading the changelog of the new patch, you can check here. If you don't know how to switch your retail CoH into Steam, Relic explains it.
That should be "interested".
I mean it doesn't have to be but I figure if you want it looking official. well yah

4
Announcements / Re: Ostheer Command Trees
« on: March 13, 2013, 10:12:57 PM »
@Mad hatters in jeans
IMO the incendiary rounds for Panzerwerfer comes more or less at the same time you would get it. And remember than these rockets can be used against armoured units as well, just like the calliope or the katyusha.

Also, I really doubt the enemy uses an army of tanks and not spend on infantry/weapon teams because if he does that, it is likely he will lose the match as soon as AT infantry or AT weapon teams attack their armoured units.

I suppose that's true. Just have to wait and see.

5
Announcements / Re: Ostheer Command Trees
« on: March 13, 2013, 08:26:04 PM »
So i'm just having a quick look over the abilities, i'm sure there will be lots of debate about them but the first one that is most notable is this from the
Support Army Group
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Brandenburger ability calls a Ju 52 which paradrops a Brandenburger squad at the desired area. Brandenburgers are specialized in undercover operations, and they use soviet uniforms and soviet weapons. They have also the ability to capture a point instantly if it is neutral and to make neutral an enemy captured point, this ability doesn't work on Secured Points or in Victory Points.
I like the idea but balancing it could be tricky.

I am a bit clueless about this one
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Incendiary Rounds is an upgrade given to Panzerwerfers, it makes them able to fire incendiary projectiles instead of the normal ones. This upgrade is global , retroactive and automatic so, once you pick this your Panzerwerfers will no longer fire their original ammo.
So some arty can fire incendiary ammo. But by the time this ability is unlocked there's likely to be some big soviet armour rolling around. Doesn't sound that great to me.

The Elite Army Group
Not sure what this does
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Panzerkrieg ability is a passive one; it allows vehicles to create an aura that boost infantry troops near them. This doesn't work with weapon teams.
What does the aura do? Which stats are boosted?

Quote
Pincer Movement is an active ability which grants infantry and vehicles offensive bonuses and more speed by a limited time, so they can try to bring down their enemies by trying to apply the tactic of the same name or just take the change to attack from the rear.
Sounds like the blitzkrieg ability. Seems a bit boring to me.

Can't wait to try out the Sturmtiger and Brumbar, seem like the ultimate counter to turtle players and deadlock breakers. sounds fun.

Fortress Army Group
This one sounds familiar but with a twist.
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The Field Hospital upgrade, unlocks the upgrade that bears the same name on the concrete emplacements. As the name says, it makes the defensive structure into a Field Hospital, popping up medics and retrieving wounded infantry units. There is a catch though, instead of getting a new squad when getting five soldiers, you get a small amount of manpower.
I'm curious just how much manpower is given. Could be interesting.

Yet another global buff ability
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Counterattack is an active ability than works different on infantry laid on enemy territory and the one in yours(or neutral); it gives it more speed and reduces the chances of getting hit while staying on your own territory or increasing the damage output if you are on enemy sectors(excluding enemy Command Area).
But at such a low cost i guess it's not so bad.

Aha here we go!
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The Elefant is a heavy tank destroyer call-in that can be allocated as many times as you want, but it can be only one at time in the battlefield. It has an ability to jam/break turrets from vehicles(that have those ofc :P).
Dis gon be gud


So overall some new units in most of the trees and a few abilities which have been twisted a little that we know already, which is nice.
I'm not a huge fan of the global buff ones like Counterattack, Pincer movement and incendiary ammo for panzerwerfers purely speculation from the descriptions on my part. They seem kinda boring but perhaps things will change or they'll be more important than they appear.

I am glad the Ostheer seem to be on track and progress is being made.

6
Announcements / Re: Eastern Front Patch 1.710
« on: January 03, 2013, 12:57:52 PM »
Looking good.
I had a quick play with the British earlier, the crusader tank is such a weird addition (certainly a few changes to the Brits eh). Loving the new soviet firebase and outpost designs


8
Announcements / Re: Thanks for your support
« on: August 14, 2012, 10:32:45 AM »
Keep up the good work. I look forward to the future updates.

9
General Discussion / Re: allies vs allies and axis vs axis
« on: July 14, 2012, 07:41:05 AM »
This is an interesting prospect.  Granted the balance would go out the window, but screw that it'd be fun!

10
Eastern Front Replays / Re: [1.601] X42C1 & mccrazydude(blitz) vs 2 friends
« on: February 17, 2012, 02:45:58 PM »
lol well you never know some folks might give some advice ^_^

11
Announcements / Re: Eastern Front 1.60 Patch
« on: February 14, 2012, 09:20:03 PM »
Zhytomir is now a 6p map and has been extensively changed.
Holy crap Zhytomir suddenly got cool. o.o (no pun intended)

12
Announcements / Re: Eastern Front 1.60 Patch
« on: February 05, 2012, 02:23:07 AM »
So uh just to check getting the reduced munitions costs in the armoury upgrade thing now does nothing right if there isn't munitions costs anymore?

13
Announcements / Re: Blackout Day
« on: January 23, 2012, 03:29:42 AM »
Interesting, whence such ideas appear? ???
Basically a knee-jerk reaction in regard to copyright laws...and of course lots of media relies on watertight copyright.
Pretty obvious it was gonna fail but it's still scary it even saw the light of day.


Is Filesonic really down?
Well, they disable their open download feature but is it really down?
From what i hear it's a response to Megaupload being taken down for the moment.

14
Announcements / Re: Blackout Day
« on: January 19, 2012, 11:58:45 PM »
Batton down the hatches, there be a shitstorm coming.

15
Announcements / Re: We are back!
« on: November 21, 2011, 04:45:50 PM »
yay, i was getting worried

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