Company of Heroes: Eastern Front

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Messages - Monos

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1
Strategy and Tactics for Ostheer / Re: Burstfire ostwehr strat
« on: March 16, 2014, 06:15:29 PM »
Newbies is plural form, i'm just one nub.  :)

2
Strategy and Tactics for Ostheer / Burstfire ostwehr strat
« on: March 13, 2014, 06:33:48 PM »
Hope to see a the strat forum blossum so i'll help it abit. So far i've had the most success vs soviets with a strat that resembles volk, volk, mg, sniper in the start. Most soviets i've met until now blob en mass T1 into TankHall anti-inf.

The strat is quite basic but here we go. Just for fun, might not work well against better opponents.

Build 1 extra sturm early and have the two you start with building T1.
secure all fuels you can possibly get ASAP.

support pool, Landser, Sniper, T2, Mg, Landser, Modernized support in T1.

From here you got choices as Another HMg, Landser, Sniper or mortar. if you are taking the offensive you can even get an LMG from T2.

If it's even T3 ,if you own all fuel points T4.


Now explain:

why sniper against SU? O_o.
because ostheer sniper is only 300mp and SU commandsquad is only 4 men. Do not attack conscripts with the sniper, hit only commandsquad then inginery.

at the time your sniper is out you gather your 3 sturmpios, the landser and sniper vs his Commandsquad, conscript and maby even an inginery. Get in good cover at a point he really needs to start the fight.

keep your sturms in front, followed by landser and sniper. focusfire his commandsquad and if he charges your sturms will destroy him, if not, you can just snipe away until he retreats. during this fight one of your pios should have been retreated and build T2. HMG is your third unit and it hurts.

the modernized support upgrade gives your sniper burst shot. this is good vs conscripts because when low enough the MG and even sturms can insta kill the whole squads earning loads of experiance. (if you use elite army doc left side u get even more vet!)

this is good because you dont really want to kill 1 conscript at the time, its useless. Your enemy will have to get T2 to take your sniper out also, delaying his armor. Get panzergrens against shocking armor.

My first guide for newcommers ever. yay, enjoy :) hope it's viable.

3
Community Events and Tournaments / Re: Steam Names
« on: March 13, 2014, 08:18:54 AM »
Monos1337 - i play mainly 1v1 and could sometimes go for a 2v2 max.

4
Suggestions / British Reward Command Trees
« on: February 17, 2014, 09:08:22 PM »
I'm trying to figure out how one could set up new commandtrees for the british that would be valid to use in one vs one ranked.
This is what i got so far, been reading about strategies and playing myself.

As it stands now, the RCA is for spamming howitsers in 2vs2 games. The Royal Engineers is for spamming emplacements and churchills.
I'm trying to make this idea about changing the two so they will take up another role and playstyle. Both need atleast one

"Cooool!!!" ability.


Royal Arty::: - Artillery Support to Better/Cheaper infantry

Reinforcements: -------------------------------------

Forward Observation Officers - Gives spotting and increase their hp.
Improved fielding - Decreased reeinforcement cost for tommy's.
Priest 105mm SPG - Normal

Defensive -> Support: -------------------------------

Supercharged arty - Good if you use mortars
Empty - No ideas here yet
Empty - No ideas here yet

____________________________________________________________________________________________


Royal Engineers:::

Demolisions/Armor/Advanced Support: ------------------------------------

Secured Trenches - All trenches will selfdestruct if entered by enemy. Dealing dmg to the enemy squad but can't kill. (1CP)
Empty - Remove hull and add more things that go bang or.. Add an ability that makes dummy units. (Read Below)
ManpowerBlitzFuel or something - Exchange fuel for manpower? Lategame u most often have more fuel than u can spend with the manpower

income. (Should include something to give the brits a stronger lategame which they need.)

Logistics: ------------------------------------------

Unchanged.

____________________________________________________________________________________________


Removed abilities:::

Creeping Barrage - Useless...
Overwatch - Kinda useless 1on1
Counter battery - Superuseless 1on1.

Improved Command Vehicles - More munis but no abilities to use muni on? Check....
Improved Emplacements - Nobody likes emplacement spam...


Additional info:::

Dummy Units:
I watched a documentary of the D-Day where they informed that the british made entire armies of inflatable vehicles and dummies. So that the germans would think they would invade a different part of europes mainland. Now let's say the enemy suddently sees a superearly stuart and retreats Just to find that it was a immovable dummy unit.

http://en.wikipedia.org/wiki/Dummy_tank




NOW DISCUSS and i'll flesh out this post as we go.

5
Red Army Suggestions / Re: Soviet wounded recovery
« on: February 16, 2014, 08:07:09 PM »
What if the healtruck can build a unit when deployed which is a Medic.

Instead of having the medic run back to a casulty clearing station or the truck itself you would micro it around the battlefield finding wounded soldiers and using an ability to revive one soldier with a cooldown and munitions cost.

When revived the soldier will be a one man squad (?) not very usefull for fighting but ninjacapping and scouting. Maby give him one special ability....

Edit nr 2: had to rewrite -_- it crashed:

what if to avoid having to many new 1 man squads out and... maby using manpower to get a useless unit that gives u another useless unit for muni aint a good investment.

maby the unit u build could put the wounded out of their missery and recover lost gear.
maby like the pios salvage wreck it would give u a molotov worth of muni. or if this unit had some cool abilities with superlong cooldowns (10-20-30min) "recovering" a body would decrease the timers by 10 min each. and on top of it make these abilities free to use. no muni cost. but when u use an ability the others go on CD again. so if u want to use the best one u need to recover 3 bodies, dont die and not use the first two.


IDEA 3:

To recover wounded would give u bonus XP for command points!!! instead of other resource. to get that ability u need for your strat earlier by sacrefising microtime and alittle mp!!!!

wehr buys vet, why not be able to "buy" xp :D

Let's say that early tankriders are a part of your strat, if you could get them a minute earlier it would be helpfull.

This xp giving unit would have to be forced fired on like normal medics and it would have one more ability. finnishing enemy wounded also. If that wehr medic bunker is giving you problems, kill enemy wounded if your multitasking is up for it.

6
Announcements / Re: Eastern Front not working on Steam (update)
« on: February 15, 2014, 03:39:12 PM »
Their officer change (to make it a valid unit in a T1-T2-T4 strat), M10 fix and more wasn't dumb though. ;)

7
Announcements / Re: Eastern Front not working on Steam (update)
« on: February 14, 2014, 11:41:12 PM »

8
Announcements / Re: Eastern Front not working on Steam (update)
« on: February 14, 2014, 08:41:43 PM »
Yo. Maby you could contact these guys and include their fixes, balance changes to Eastern Front.
So that EF will be the ultimate thing out there. And a true Expansion to the original. :)

9
Announcements / Re: Eastern Front not working on Steam (update)
« on: February 06, 2014, 01:26:48 AM »
Quote
or they will continue with their plan, abandon coh1 and make coh2 better because EF mod is giving them bad benefits.

It is SEGA's plan. Not relic. I've seen it before. SEGA destroy games with patch watings that are months long. Hotfixes? Nah, not the SEGA way. Some of my favorite games got assf***ed by SEGA because they shut down the project after the first two patches cus sales was starting to drop.

So the game was unplayable but they got paid... I kinda knew this would happen when SEGA took over, told some friends they were gonna fuck it all up and all, but there is nothing we can do about it so.. Whats the point of trying.
Yes, this makes total sense since SEGA invested money to get CoH to steam instead of just abandoning support altogether when Quazal Servers closed on May 13th of last year...

Acutally it does. The old version had THQ's logo in it and had to be shut down. After the THQ bankrupt sale they released a new steam version putting the price up to 25Euro for Coh + Exp. When people didn't want to get COH2, they still wanted to play COH again. The same way i played SC1 the most right before SC2 came out. Thus they buy the 25Euro COH edition.

Now that the 25Euro COH edition don't work anymore people will get COH2 to play online. If they go back to COH when they fix it in april or whatever. They still might have some thousand new sales.

But then again a thousand or just afjew hundred sales don't mean much. So my guess is that there will be an expansion to COH 2 or a new release soon. SEGA has done it with other games. One of which i enjoyed alot, Universe At War. Even hotfixes took over a month to release. After four patches the game still had issues and died shortly after it got abandoned.

If people start playing COH2 they will not only earn on sales but DLC. Maby the next patch for COH 1 will be DLC patch, or pay for online play.

Only time will tell. It's february now and i think march or april is the time they will release the already created fix. Why? Because it's SEGA. Total war Rome 2 is published by Sega.  Colonial Marines is a first-person shooter video game developed by Gearbox Software and published by SEGA!

SEGA fucks everything up!

10
Announcements / Re: Eastern Front not working on Steam (update)
« on: February 01, 2014, 12:22:01 PM »
Quote
or they will continue with their plan, abandon coh1 and make coh2 better because EF mod is giving them bad benefits.

It is SEGA's plan. Not relic. I've seen it before. SEGA destroy games with patch watings that are months long. Hotfixes? Nah, not the SEGA way. Some of my favorite games got assf***ed by SEGA because they shut down the project after the first two patches cus sales was starting to drop.

So the game was unplayable but they got paid... I kinda knew this would happen when SEGA took over, told some friends they were gonna fuck it all up and all, but there is nothing we can do about it so.. Whats the point of trying.

11
Bugs & Tech Support / Re: EF SKIRMISH EF 2.2.1.0 help me pls!!!!!
« on: December 24, 2013, 10:54:14 AM »
Time for conspiration theories.

What if relic is looking at mods, Eastern Front especially, as a hinder for getting the most players possible to play CoH2? ???

They will claim to update CoH1 to get the workshop working but eventually they will patch CoH2 and leave CoH1 unmodable. This is followed by a apology that they don't have resourses to update.  :-X The conspirasy!  :P

12
Announcements / Re: The Royal Marines Commando issue
« on: December 19, 2013, 01:45:02 AM »
after alittle bit of thinking i got the idea. You plan to release new reward doctrines right? The brits as is now has only one available doctrine choice in 1v1 and that is the commandos. Engie can be used as a desperate attemt at saving the game but still. 95% of pro brit games was commandos. The fact of having no real strat choices and only tactical ones with brits are some of what makes me like them. diversity over everything.

but at the same time, as said. Much of what is in the brit arsenal is only usable in 2v2 and up. So, reward tech trees?

The Marine faction as it used to be was all to random and well... messy. didn't really feel it.
so the trees could include more units with lots of abilities. Still few options basewise, but huge options doctrine and unit upgrade wise. your tech choice will be the doctrine instead of T1 to T3 buldings. Also if both sides of the two new trees was equally viable to pick early. or if the trees chad a pyramid type form. that if u choose one ability you could not get the other. that would also be different    (if possible)

anyways, lots of ideas. Think about it.

13
Eastern Front Replays / Monos (OH) vs Sbucholz21 (SU)
« on: July 09, 2013, 09:18:25 PM »
This replay is up for JuhwannX's review. :)

14
Strategy and Tactics for Ostheer / Re: Ostheer tiger
« on: July 09, 2013, 09:15:42 PM »
Good tip. I got the Stg for extra infantrystopping power, didn't know about his SU. I had map control most of the game and most of the fuel. He got more CP's than me so he got it right after i got the tiger. :) Shreks would've helped alot. And also not moving my tiger would've stopped it from missing so much!  ;D

15
Strategy and Tactics for Ostheer / Re: Ostheer tiger
« on: July 09, 2013, 08:51:56 PM »
Thanks for your answer!
Tip of the week nr 1 right here =)

To bad i picked the Elite command tree and kept the tiger close instead of far away. Also moved it alot.
So much new to learn :D

Again thanks :)

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