Company of Heroes: Eastern Front

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Messages - JohnSchwartz

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Announcements / Re: The Royal Marines Commando issue
« on: July 23, 2013, 02:55:12 PM »
Here's an idea (but I don't know if its a good idea), if the Ostheer is going to get a foreign faction, why not make the RMC a foreign faction for the Allies? Maybe they could have soldiers and vehicles from minor countries that helped the Allies during WW2 like maybe the Free French or something :P.

I don't really know what to vote for personally because I do not really see how the RMC fits in to the Eastern Front, but I kinda liked their playstyle and now even fewer people play the British faction. But I do think that the real focus should be on Soviets and Ostheer.

This is a great idea. It would be cool to see the Poles or Greeks as well.

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Announcements / Re: The Royal Marines Commando issue
« on: July 23, 2013, 02:04:02 AM »
The RMC was a worthy experiment, but I think the priority should be the Eastern Front. I'd rather see a focused mod that does a great job with two factions, than a sprawling mod that bites off more than it can chew.

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General Discussion / Re: CoH 1 Server Changes
« on: April 22, 2013, 06:53:06 PM »
Is the new Steam compatible version going to incorporate any other changes that have been made? I know 2.0 is still a long way off, but I'm curious if is this going to be 1.73 or 1.8.

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General Discussion / Re: CoH 1 Server Changes
« on: April 19, 2013, 06:04:12 PM »
Outstanding news!

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General Discussion / Re: CoH 1 Server Changes
« on: April 11, 2013, 07:06:22 PM »
I didn't look into it closely, but first look (which I spent 10 mins on while dead-tired), made me think it's hardcoded. i.e. need to modify the game's executable. Meaning, don't expect it soon.

Maybe I'm overly cynical, but that sounds like a company protecting its new game by killing off mods for its old game. I hope that's not the case.

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General Discussion / Re: CoH 1 Server Changes
« on: April 10, 2013, 01:21:03 AM »
Do we need to wait for a patch to play online through Steam, or is there some setting we need to adjust?

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Suggestions / Re: American Reward Unit Suggestion - Jeep w/ 37 mm M3
« on: April 05, 2013, 06:30:42 PM »
That's crazy. I never even tried to use jeeps aggressively like that. They always seem to blow up as soon as anything breathes on them. It's strange that PE would have so much trouble killing them. I guess if you keep moving and just zip in and out it would work.

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Suggestions / Re: American Reward Unit Suggestion - Jeep w/ 37 mm M3
« on: April 04, 2013, 09:19:17 PM »
Ah okay, thank you.

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Suggestions / Re: American Reward Unit Suggestion - Jeep w/ 37 mm M3
« on: April 04, 2013, 08:19:28 PM »
I don't understand why a jeep is awful versus a sniper. They have good sight range, and a special trait to see hidden snipers. They are almost impossible for a sniper to kill, they move faster than snipers, they do reasonable damage to them, and they cost considerably less to produce. The game even specifically tells you to build them against them. I don't know everything though, so if there's a reason why they're awful, I'm willing to listen.

I also don't understand why they'd be better against the PE. Blocking vehicles (to cause a traffic jam?) only works in narrow confines. Cover pushing, by which I assume you mean using the jeep for cover while infantry cross open ground, would work a lot better if jeeps had any armor to speak of. If I misunderstood these terms, I apologize. I did searches for both phrases and didn't come up with anything on these forums. Both of these tactics could be used about as well against the Wehr as the PE, with the added bonus of the Wehr having weapons teams and snipers to counter.

Jeeps cost the same as scout cars and appear on the map at roughly the same time. Scout cars are more heavily armored vehicles (although it's possible that the weapons tables give a bonus to jeeps vs. scout cars), and the PE player is probably going to want a few for later to secure his resources. If the jeep did prove decisive, the PE player could push out an armored car for only 55 more fuel. Armored cars crush jeeps and infantry alike.

Disclaimer: I've never thought to use a jeep against PE, except as a spotter for mortars and AT, since it seemed like a waste of MP. I am not claiming any special expertise. I'm not trying to argue with you, I'm just explaining my understanding, and looking for some clarification on what you said.

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Suggestions / American Reward Unit Suggestion - Jeep w/ 37 mm M3
« on: April 04, 2013, 04:44:21 AM »
The 37 mm M3 was an early anti-tank gun that was towable by a jeep. My thinking is that it could be used as a replacement for the stock jeep, trading a recon unit for an early half-track killer. Since PE don't have snipers or weapons teams to worry about, the regular jeep is sometimes of limited utility. There are two options, both of which were widely used by the Americans. Either a jeep could tow the gun (which might be more complicated to implement than worthwhile), or the gun could be mounted in the back of a light truck like the GMC M6. In the M6, they were generally rear facing. Whether it's towed by a jeep or mounted in the back of a truck, it would be more mobile than infantry, but it would need time to set up before firing.

Stat wise, the 37 mm is the same gun that the Stuart uses, so it would be okay against infantry, deadly to light vehicles, and ineffective against heavy armor.

Does this unit step on any other units toes? I think it falls somewhere between the armored car and the anti-tank gun. I think the need to set up before firing would justify a lower price than the armored car (something like 220 MP, 10 Fuel), while the mobility and the lower penetrating HE round would distinguish the 37 from the 57 mm gun.

As far as other problems go, some might feel that the Americans can already counter early half-tracks with HMGs using AP rounds, or mortars, or sticky bombs/BARs. And these are all true, but I think there's room for a more effective counter before the Motor Pool is built, and not much reason to use jeeps against the Panzer Elite.

Anyways, thoughts?

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General Discussion / Re: COH2 and Easternfront mod...
« on: April 03, 2013, 05:48:48 AM »
The mortars are out of control. Especially the 120 mm Soviet mortars that you can get pretty early through on of the doctrines. My first couple games I had no idea what was up with the artillery bombardments, but I soon figured out that the AI likes to spam mortars.

There are some nice touches that I appreciate:

  • Being able to capture abandoned vehicles
  • A much better post battle stat breakdown
  • The line of sight changes
  • Vehicles seem to cost less manpower and more fuel
  • The way that fuel and munitions are collected from all strategic points

Overall though, it feels less like the result of five years of improvements, and more like a standalone expansion with some bells and whistles. I'll still play EF, that's for sure.

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Announcements / Re: Who Dares, Wins!
« on: January 03, 2011, 11:10:12 PM »
It looks like the Brits lose all ability to make slit trenches. Would that be the case?

Personally I'd like to see more defensive fighting positions in the game. Digging in has kept soldiers alive since at least the American Civil War. It seems odd that only one country in the game thought to give its soldiers entrenching tools.

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