Company of Heroes: Eastern Front

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Messages - Iglooman

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1
General Discussion / Re: A.I. changes to original C.O.H.
« on: February 24, 2010, 12:41:03 PM »
Just stop playing skirmish or comp stomp. Play against people and hope that those guys won't drop.  :)
I get bored of all those skirmishes games....  :-\

2
Balance Discussion / Re: DON'T NERF INGENERYS!
« on: February 11, 2010, 12:46:26 PM »
Flamethrowers engeniers need a nerf

They are insane powerful against elite units

My idea is to make them unable to shoot when moving,to have very small range attack(1/2 range compared with grenades),and if one soldier is killed to explode killing/burning any infantry who stay near.Also this is close to reality,and bring more balance in game.Careful use will make them very useful,but throwing them alone in a rain of bullets will be a foolish or  desperate decision.

This change will not make them useless,but will be necessary to be used just as support or kamikaze units,and not like OP spearhead how it is now

Allot of people use just engeniers with flamethrowers as infantry,and that destroy the fun of strategies and gamplay.

I have noticed that PE blobs a lot and many people start countering them by flammers since pe infantery get owned by flamme.
I don't think that it should be nerfed. Unupgraded, ingenerys are weak and so they can not be sent to an attack even wih flammers. The upgrade cost 200 ammo and you need then 50 ammo (soviets can't make op). You should have vehicules if you are pe (Remember that pe= vehicule faction) and if you are wehr, you have mgs , grens , vetted flammers, mortars maybe puma if you had time.

Switching mosin of ingeneys ok but I believe they are ok as they are.

3
Balance Discussion / Re: 1.05
« on: February 11, 2010, 12:38:51 PM »
Hi! I would like the salvage wrecks ability removed from tank assault doctrine.It's kinda lame IMO to have four man repair a destroyed tank,and they do it pretty fast too.Just put something like su-100 has thredbreaking ability or something else...

I don't agree. Just let it as it is. You just need to destroy the wrecks and apart from wreck of ISU 152 (and IS2 , not sure), your tanks can just walk above it and destroy it or just shot it. Anyway, mechanics are also vulnerable and cost 300 mp which is a lot ( 1 mechanic = 2 ingeneys = 1 guard) so getting the salvage ability make them more interesting.

4
Balance Discussion / Re: [1.04]Command squad and upgraded conscript Balance
« on: February 07, 2010, 11:10:52 PM »
Bikes/Swimm, flame pios, mp40s, mines all work like a treat...people are just too used to same tactics...time to innovate, change tactics and move on...not use the same established tactics you've always used...
That's when you get the bitching and complaining about soviets being OP...people fail to adjust and innovate..
'OMFG the MG42 doesn't work the same way it works for rifles'...then fucking adjust and change your tactis, don't complain and say change the balance to fit my same old tactics!...Its like the Stug...when first started everyone bitched about how OP its armour was...then after it was nerfed to fuck people realized you can just circle strafe the thing, bypass the front armour with anything and kill it, so ofcourse everyone then went..stug sucks dude!(This isn't aimed at you, its a general comment)

+1000

5
Balance Discussion / Re: Propositions for balancing the game
« on: February 01, 2010, 11:01:19 PM »
Double motors can find the sniper unless it is very well hidden, in a place that they will never go to.

My ranked level is 15 wehr 13 US 13 PE 13 Brit in 2vs2 with multiple accounts. I give you one here : Add me as ChocoMac. Im wondering how you play soviets and urban doctrine.  :)

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Balance Discussion / Re: Red Army Seems to have lost the war
« on: February 01, 2010, 07:18:10 PM »
"with my teammate" Why don't you play 1vs1? I have also good teammates lvl 16 and more ranked 1vs1. This is too easy. You should have asked him for a dual.  :P ;D

because iam a (2v2) teamplayer
i stopped ranking up in 1v1 automatch in 2006/2007

Hehe, same for me  ;D

7
Balance Discussion / Re: Propositions for balancing the game
« on: February 01, 2010, 07:14:44 PM »
What you are saying maccollo is that your opponent made bad mistakes.

Anyway there was patch that fixed a bit the mid game with the incresae of the survival capacities of mortar and Zis.

 
just, why do u think sov midgame is so underpowered? best mortar, best sniper, very good at gun, tank hunter to prevent flak to at gun... make sniper with at gun. nothing can come close. thats how up sov midgame is... support wsc units with command squad and outpost and its done, u dont need any doctrine or tanks..... they just make things easyer. well like i said id be glad to show u, if u want, and maybe ull change ur mind about this. or maybe i will but i doubt that :P

What you are saying is interesting. You can win with only support units?????! Ok pioflammers vetted or nebels and bye bye everything or hetzer + mortar ht + blob mp44
I think you have misunderstood me :
-Tank rifles are not up, they have been buffed and they can kill a panther ok
-But, what I said, is in low ammo map (ha! don't play high ressources with US player that can make observation posts!) improving units cost ammo, you can get with the upgrade a good mortar. But I don't want to have a strategy around support unit as mortar. Why? Because, very easy to lose (less with the new patch ok, but before yea) I have to recognize that I often went propaganda so I prefered to wait for a katyusha and spend for IS2 and guards.
-Now with the patch soviets mid game is less up since conscrits can get molotov for only 125 ammo.

"improving resources also isnt in because sov can secure the map easly early and hold it with outpost"

Easly early??!! Ok they need to mass their units to fight and if you do well you can anilhate the entire early soviets units. Or just can make some damage and back. This actually depends on the map. So it is hard to say who will have the advantage on early game.

"unbelievable, they dont need much muni and fuel as it is"

Yea but have you seen the manpower they need, how it goes down fastly?

"infact go play sov/brit combo and ull see, fully upgraded sov in 10 mins with is-2 spam"

Unrealistic combo but I have already won it even in 1.0.

"now the fact they cant retreat seem to realy bother u aswell, but abilitys are ther eto counter that. simply use fireup and sprint abilitys, they have so many..."

Sure I use them, but an axis player would hunt your injured units (more in early game) and even with your outpost, you won't be able to counter them.

"now the thing with ingenery is the same. unupgraded they die very fast. but once u buy 200 muni upgrade and u go urban doctine for flamers they are hands down best infantry in the game. i will say again: 150mp 50 mun, basicly for half the cost u get a unit that is better than 2 vet3 pios. how can u underestimate this? not only is the hp and dmg basicly like 2 vet3 pios, they also get free satchels and immunity to mines! u DONT need munis for anything other than upgrading ur sturm ingenery man... apart from maybe upgrading zis and maybe tanks, but u can just buy is-2."

You misunderstood me, I did not say that ingenys was an up unit. I answered that they were not invincible in early game.
When I say :"Urban doc is up" it does not mean that every thing in it was up, I was more talking about the KV2 and the sniper.

"just for the sniper ace, just like any sniper u cannot use it alone. but while he has no retreat, full speed in cloak and smoke are enough that he never dies if u take care of him like you would of any sniper. he also gets sticky, foo arty, what mor eu want. for 750 its not only a goodly sniper, but also vehicle disabler and unit that fires foo arty form cloak. do you realize how deadly that is? "

Ok you launch a sticky. What happen? Unless your opponent don't know about this sniper existence, he will try to find it .
But ok, it was just a proposition, just asked for better survival capacities. I know that is deadly but it is really easy to kill if soviets use it as a spotter/killer (and not only a spotter). However ok, let my proposition go down, I don't play a lot urban doc but if you'd better spend  750mp for a IS 2 (remember that you said that they get fuel easily) than a simple sniper. This is just too risky, I know that it should not be superman but it is a last game unit.

"Im also pretty high lvl it really seems to me your missing some crucial things and because of that u say sov midgame is up. i mean what can i say, we can play games and i can show you how to use wsc units?"

Ok let's play together or I play against you. :) Just tell me what is your Ranked level 2vs2 or 1vs1. Remember also that we can't see the level with soviets and it is the begining; everyone as me or you will improve. I actually have won most of my games with soviets. Even if I have returned to coh only for EF, I don't think that I have lost a lot of my wehr/PE. I have won all my axis games in EF (I have more played with Soviets, that is sure and maybe people in front of me were not always good).

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Balance Discussion / Re: Soviet arty
« on: February 01, 2010, 10:24:45 AM »
firebase, inaccurate and costs alot of fuel ITS FINE

free arty, with proper cooldowns its fine

god of war got massive nerf in last patch

commander arty would be fine if it didnt kill neutral buildings so fast and was a tier 2 ability

sniper arty isnt instant anymore, 5second delay and you have to upgrade individually for each sniper.  its 100% legit. 

good day

+1
I will just add that katyushas are good massed and they are just easy to kill (infantery without schreck can!) Counter it with nebel = bye bye

However; for the command arty, it is just useless if you are good at micro; you see red flares=   you have the time to move or "retreat button" . Soviets don't have it..

9
Balance Discussion / Re: Red Army Seems to have lost the war
« on: January 31, 2010, 09:56:59 PM »
How do you play it? 1v1, 2v2? It`s one thing to balance - complete other to nerf everything.
I play this game 24/7 for sole purpose of helping making it better.
Setback for the Soviets? hardly, put Brits+Soviets and Soviets will always prevail, the only improvement is for Axis players , in 1v1 they can rape Soviets now, especially if they get to in mid and late game.

i would like to play your axis with my teammate to show you how russians should be played

"with my teammate" Why don't you play 1vs1? I have also good teammates lvl 16 and more ranked 1vs1. This is too easy. You should have asked him for a dual.  :P ;D

10
Balance Discussion / Re: Propositions for balancing the game
« on: January 31, 2010, 09:46:48 PM »
Urban doctrine is really less used than the other. Why? It costs two much manpower and soviets really need it.

Dual flam is good ok, but cost 50 ammo when you need ammo to upgrade unit. Remember that they can't make observation post. Same they have been nerfed and they are not invicible. They don't rape wehr infantery (have you downloaded the patches? they are not the "best", if they were the best, they would own volks at least). Same, remember that flammers kill more units if your section is un high cover (increase damage or accuracy don't remember).

Yea the mortar is difficult to balance. I am more talking about the cost of unupgraded mortar than the upgraded one. And even with that, pioflammers vetted 2 making a fast attack own all your units. As said before soviet's mid game is just too underpowered ( there are bugs but still ).

I know for the snipers bug, ok but I just had another proposition. Actually the british arty was bugged, the first shell comes too soon (go look at relic forums) but there are no patch. And now people think that this arty was made like that in order to rape ennemi infatery.

Zis very good at killing? With bonuses a bit more but yet it cost 300mp 100 ammo and can't be recrewed (very important point).

The sniper ace is a last game unit. Should have better survival capacities. When you have detected it, you just destroy it fastly. It needs a lot of micro ok but still, should resist to 2 sniper shots.

I did not say that partisans were up. The doctrine is.

The point is that I don't ask for a big "Buff" but this a fact : urban is not used a lot.

Remember that soviets don't have any logistic :
-can't retreat
-can't improve ressources
-can't recrew
This means that axis just have to hunt ennemis and to cap ressources. PE is very good for that.

Unless you did not play a lot 1.3 EF or you did not play against good opponents, you would recognize that soviets are up mid game. Or the game depends a lot on the T2 with mortar. If you need to spend to get a decent mortar this is ridiculous because wehr will get nebels or acs will just pown you. Better to spend that one At rifles.

"indicate u didnt play much of the mod"
Well I played maybe 10 games with axis, I have won them all (even when there wasn't patch) and more and more and more games with soviets (did not win them all). Sure I need to improve but as I already said, mid game soviets were nerfed too much last patch, even if there are some bugs.

11
Balance Discussion / Propositions for balancing the game
« on: January 31, 2010, 02:04:57 PM »
Balancing a game like CoH is a very hard work. Here are some propositions for balancing the game :

Without the patch, soviets were  op
With 1.01, I found the game fine, maybe some little things to change.
With 1.02/1.03, Soviets union became up, PE, which is underpower against other factions, owns soviets so easily.

-Mortar : Decrease cost to 300
As I said it can't only shot if it sees the ennemi and has a very short range (that we can't see). Moreover it can't retreat and they are only 4 man. They die so easily => 350mp for nothing.

-Snipers : Change the Brit arty to US arty = No first shot that block all the soldiers. Cost of the arty : 50 ammo and Time before being able to use it again : 180 seconds

-SU 100 : Decrease cost from 500mp to 400mp.
Ok it have been fixed and became usefulh. Sure the su shouldn't be used alone but it costs just too much ; 500mp 100 fuel 300 ammo for just one tank destroyer only useful when supported and even supported with infs, it won't destroy ennemis tanks supported too... 

-Zis At gun : Increase its accuracy. When upgraded, increase its damage(not the penetration)
It costs 300 mps but can't be recrewed, very easy to kill, and not really accurate and powerful : it is a shitty at for mid game.

-KV 2 : Limit it to 2. Increase its accuracy and increase its received penetration.
This tank is too slow and paks or schrecks can destroy it fastly. It is very inaccurate against infantery.

-Sniper Ace: 
  -Descrease its cost from 750 mp to 600 mp
  -OR it needs 2 sniper shots to kill it, increase its health and as the Knight Cross Holders, It can survive to one arty shot but injured.
The Urban is doctrine is a bit underpower, flammers are good, partisans are well done but their end game units are just shitty. The sniper ace is supposed to be an end game powerful infantery unit that can infiltrate ennemi base. However, it is now just better to use it as a normal support sniper or a simple spotter. It should be able to spot and to kill from the inside. 2 motor for 360 mp = dead.

12
Balance Discussion / Re: Red Army Seems to have lost the war
« on: January 31, 2010, 01:14:06 PM »
Yea Red army is underpower but devs said there will be a patch.

13
Balance Discussion / Re: Patch 1.03 WHAT HAVE YOU DONE...
« on: January 31, 2010, 12:59:28 PM »
Ok good luck , I understand that balancing is hard.

14
Balance Discussion / Re: No "Oh shit" button for Russians?
« on: January 31, 2010, 10:25:55 AM »
Yea At infantery are now very useful for their price.

15
Balance Discussion / Re: Patch 1.03 WHAT HAVE YOU DONE...
« on: January 31, 2010, 10:24:25 AM »
This patch have good points :
-Nice work with the SU, very balanced for its cost
-IS 2 was balanced for me before this patch and  right now, I don't find it too op
-Ok for T34 modifications. T34 is in fact easy to kill (pak, schreck) but it is balance for its price
-For the streklys, ok ; this is just that the patch did not work.
-At units are now useful against light armor.

It has actually nerfed all the soviet mid game :
-The first armor come with 115 fuel. This mean that you can be beaten easily by piospams flammers vet 2 and sniper can't be detected until T70 come and even when it is out, wehr have Pak.
-The mortar is harder to play : 350mp, but can't shot only if it sees the ennemi and has a very short range (that we can't see). Moreover it can't retreat and they are only 4 man. They die so easily => 350mp for nothing.
I just use it only if I really need it. Remember that wehr mortar cost 270, is not that powerful but at least has a very high range(can counter su mortar), can be retreated and can be recrewed.
-Same for the at gun, it cost 300mp and it is not accurate at all and not powerful at all even with the upgrade! It is also very easy to destroy it.

I would say for the fix that :
-Mortar reduce cost at 300 mp.
-Increase the accuracy of the at gun and increase its power when it is upgraded. To compensate increase the cost of the upgrade to 150ammo
-Divide the upgrade of the conscripts into 2 parts : 100 ammo first give molotovs to all units and then if this upgrade have been done 100 ammo to be able to make new vetted conscripts units with extra rifles. At least, in mid game, conscripts would have another option : throw a molotov and then die.

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