Company of Heroes: Eastern Front

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Messages - Sigmar

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1
General Discussion / Re: Small weapons problems, and fixes
« on: May 23, 2014, 03:31:01 PM »
The major in the command squad will do the t pose when he is sniped sometimes as well

2
General Discussion / Re: AI just stopped building units
« on: May 22, 2014, 06:17:59 PM »
I was playing on Kursk yesterday as the ost and my ai ally was Wehrmacht. . When we went to place our first buildings his blew up and he just sat there. Not building any units or tier buildings . This went on for 10 mins until I sent team order to defend middle of map . Then it seemed to wake up the ai and get him moving and building .
Same map, different match . Ai ally built units but they were all in home sector . Not capping or harnessing . I think part of the issue is based on what the ai can see of the map , what you or it has revealed determines part of its priorities .  The geography and resource placement factors into this I think as well. Sometimes giving the team order works . Of course this does nothing if your opponent is the one not building or attacking .

3
Balance Discussion / Re: Soviet vs Ost Ai
« on: May 22, 2014, 06:02:24 PM »
I would like to comment about the AI as well. I have seen the Russians build the ford gpa and guards, though infrequently . This could be because of all the previous requirements to build the guards , or because when I play they tend to go almost always with the commander tree that provides naval troops. The Naval troops I have seen equip both the DP and the antitank rifle. I don't recall the strelky with the pps or dp like the op said . Nor have I seen upgraded engineers. I have seen the Observer team behave in the same manner, basically running around the map occasionally harassing pioneers which they are very good at, and then wondering into the base and getting shot up by-based defenses before retreating.

As far as panzer elite behavior, I have seen almost all scout cars like the Op said as well. It is very uncommon  for them to build general infantry troops until much later in a match if at all, unless it has chosen Luftwaffe . I've also noticed in some games them building multiple munitions trucks and leaving them at their base. I'm talking two, three or more sometimes. I also noticed that the Panzer elite kerk,  once it's get shot it will just sit there and let the other unit destroy it instead of fleeing. As far as command tree choice, the PE is much more varied compared to the Russians.

How does the AI choose which command tree is going to use? Is it random or based on some activities, resources, etc, happening in game?

Overall great job and thanks for continuing to tweak it .

4
Thanks for all the feedback.

As far as the CS is concerned , if you can level it up it is a great addition .  I just don't see it as durable or as offensively powerful as it used to be.  It seemed to behave more like a Brit rifle squad before, now it seems to be more like an Am. rifle squad.  It has a difficult time taking out a volks squad one on one in similar cover.  Maybe I have been unlucky in my match ups but that has been my exp.

I do use it like a hunter team in the beginning of a match, searching for eng squads and the such, trying to rack up exp before the harder units hit the field.  The problem is it doesn't seem to make the kills as quick as before, and because of that , it takes more damage from engagements , and spends more time retreating back to base to replenish numbers.

Just my observations, it seems to require a lot more babysitting then before.

5
Just a couple comments about the new patch.

Is it just me or has soviet cp gain been reduced?  It seems like it takes much longer to gain cp then before. I don't know if this was changed across the board or just for soviets.

Was the command squad damage reduced?  I find myself not building it anymore as it seems much more fragile and seems to do much less damage.  In turn it seems to gain vet much slower because of this.

The 76mm emplacement takes 4 cp to get too.  On top of that it is around 360 req and 60 fuel for what I feel is in an inferior 20mm gun.  It's rate of fire is slow, but I guess is compensated by area of effect damage.  It also seems to do min damage to armor.  By contrast the PE can call in luftwaffe eng after 3 cp and build their 20mm flak for a reduced cost in both req and fuel. The gun does great damage against inf, and solid damage against light armor.  I think this situation is also compounded by the fact that CP seem to take a lot longer to build up then before (though I could be imagining ).

I know it was felt Naval inf was OP hence the reduction in strength and unit size. My question is why are the weapon sets now exclusive of one another?  I enjoyed the jack of all trades approach before, similar to rangers when upgraded.  Anti tank, as well as anti inf, as well as grenade type weapon after research.  Just wondering why the one or the other change?

I also like to add thanks for all the hard work.  I continue to enjoy this mod and CoH because of it.  Can't wait for the Ost.


6
Red Army Suggestions / Re: Russian Heavy Infantry
« on: August 28, 2010, 05:26:05 PM »
Quote
They do have a second heavy infantry type...Sturmovie engineers. Resilient assault infantry with ppsh, satchel charges and conveniently...mine sweepers. Go urban doctrine and you can get double flammer for these guys...very ugly vs Axis infantry/bunkers/base buildings

No argument here. One of the biggest smiles I have had in awhile playing CoH was on the map where it starts to snow, 3 on 3, stalingrad? I went urban popped an upgraded group of these guys out and it was pure chaos. "Flamethrower attack! Fire everywhere! There burning us!" Couldn't stop laughing ;)!

I guess I am just an AT hunter hater .  They require a lot of micro to get the job done and seem to die to easily but then again are only 280 mp. I like heavies .  Vetted Airborne and Storm squad kicks arse .  "We are crushing them beneath our jack boots!"

7
Red Army Suggestions / Russian Heavy Infantry
« on: August 28, 2010, 05:11:58 AM »
Any chance of getting doctrine based Heavy inf similar to rangers?

I think GodlikeDennis had made the suggestion in another thread and it kinda stuck with me.  He had mentioned it as a replacement in the Breakthrough doctrine and think that would be a good replacement for the Sherman since we already have tank riders.

I know they have guards, but guards are a great jack of all trades inf, something more anti armor based like rangers , would be nice.

This would give some added flexibility to your build out instead of going close range support you could still have some AT infantry , AT inf that doesn't die if you sneeze on them.

They are the only army currently that doesn't have any heavy inf call in .  I figure they don't need close support inf as they have multiple options already (combat eng, strelky w ppsh , command squad upgraded). Mid/long covered w guards and/or strelky w lmg upgrade. To get any punch out of tank hunters u need upgrade at armory and even then they still die way easy and slows your tank hall upgrades.

Input or feel free to disagree  ;)

I tried to find some historical equivalent but didn't have much luck.  I don't know how the Russian airborne were equipped, though I did find out they only had a couple of airdropped missions and then fought as ground pounders for the rest of the war.

8
Red Army Suggestions / Re: Conscripts without weapons....
« on: August 28, 2010, 04:38:18 AM »
Anyone tell me why the unarmed conscripts run towards the enemy ?  I mean I place the unit behind cover and the unarmed ones take off toward the enemy like sacrificial lambs?

9
Balance Discussion / Re: Greyhound vs Mortar HT (1.23) Greyhound down
« on: August 28, 2010, 04:31:55 AM »
Quote
The funny thing is that both M-8 and T-17 have less HP than a Jeep.
Jeep takes normal 36 dmg from 1 mortar round, M3 Halftrack, M-8 and T-17 take x2 dmg (72) from german mortars (both).
This makes the Jeep 2,5 times more resistant to german mortars than an M-8.

Allied mortars are more accurate and do x2 dmg vs infantry (40), but their base dmg is only 20 and they have no multipliers vs halftracks and armored cars.


Thanks for the input, good to know


10
Balance Discussion / Re: British A.I. and Command Vehicles 1.23
« on: August 28, 2010, 04:29:31 AM »
I have also noticed he will sometimes not move with his starting scout team.  He will sit them at base, create another rifle squad, then Lt, and still not have moved out with his starting scout team.

Pretty frustrating playing with them as your partner .  I have tried giving them capture here , attack here commands with some success .  But unfortunately once you do that sometimes the A.I. will stop thinking on its own after that and you have to continually give them commands to get them to do anything.

11
Balance Discussion / Greyhound vs Mortar HT (1.23) Greyhound down
« on: August 26, 2010, 05:52:13 PM »
Was playing US yesterday and decided to go motor pool instead of tank yard for something different.  First Greyhound out I upgunned but didn't have muni at the time to add skirts.

I then proceeded to hunt down the mortar HT that had been punishing my infantry when low and behold I get hit by one motor round and drop to less then half life? Repair up and head out again and same situation?

Is this normal and just something I hadn't noticed before ? If so it seems pretty excessive.

Btw I know I can shoot and move and micro better to avoid the shell but I am just wondering if this is the expected damage?

12
Balance Discussion / Re: IL-2 Sturmovik call in airstrikes. 1.23
« on: August 25, 2010, 04:30:27 AM »
I was wondering if it will continue to pound an area if you no longer have line of sight on it? In other words if I can no longer see the area I originally targeted will the barrage continue, or will the planes fly over it with out engaging anything there because it is no longer visible?

 

13
Balance Discussion / British A.I. and Command Vehicles 1.23
« on: August 24, 2010, 06:08:26 AM »
I don't know if anyone has noticed an issue with the British command vehicles.  Been playing a lot lately against the A.I (since discovering this great mod) and noticed sometimes with the British as an ally he will not deploy his command vehicles.  This will happen sometimes on a call in, when something happens to the sector of the map he was going to deploy on I am assuming .

If the situation changes between call in and appearance he will just sit there with the vehicle.  I have lost some 2 vs 2 games because he never deploys the vehicle and/or his vehicle gets destroyed, he calls in a new one, and then it just sits there.  He wont deploy it and hence no longer create new units.

I don't recall this happening in vanilla but I could be wrong, the British AI would make some pretty horrible plays on vehicle placement , maximizing sector bonus and discounting how exposed his vehicle is going to be.

I don't know if there is some hang up in the decision algorithm when the situation changes, and instead of choosing again it just hangs.

Anyone else notice this?



14
Balance Discussion / PTRD vs Half track and Engineer (1.23)
« on: August 24, 2010, 01:20:57 AM »
I was wondering if this was working as intended.  I had an non upgraded tank hunter team (single at rifle) shooting up a mortar half track which was being repaired by an engineer team (non vetted).  I could not out damage the repair, IE they could repair faster then I could hurt it.

To me this doesn't seem right.  Now I am not saying the PTRD rifle needs to do more damage but maybe it has to do more with the lack of penetration of the other team members rifles.

Russians have a heck of a time vs Panzer elite armor, be it the half tracks, kerkrand , or what not compared to the US or Brits.  Was the Mosin Nangent (sp?) that bad of a rifle compared to the lee enfield or M1 Garand?

Apologize if this has been discussed before as I am new to the forums.  I mean if the reason the Mosin has such poor penetration on PE armor is because of the availability of the tank hunter squads I would figure they should be a little better at taking down armor. With out the AT nade I have a very difficult time dealing with armor and even then you have to mass them as the die like flies.

15
General Discussion / Re: Munitions upkeep
« on: August 22, 2010, 10:15:46 PM »
Quote
In my opinion the major problem is that it is expected that players read the quoted ChangeLog 1.20 in detail.
My suggestion is to point out the munition upkeep in the unit description. Or even better with a special icon in the cost overview.
If you know that your munition income will go down to zero if you go for AT guns you have a chance to counter it, e.g. by favouring Tank Hunters to AT guns and supporting it with SU-85 against Ostwinds and Inf. HT.

I think this is a great idea as I for one did not until recently know why I was having problems with my muni  like the other poster mentioned. Icon or added unit description would be great.

I love the the Russian army for the all options it has, but knowing the trade offs would help greatly.

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