Company of Heroes: Eastern Front

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Messages - Daulat

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Wow, good to know that.

Another thing I noticed with AIs, Soviet AI really love their fuel sectors while ostheer AI couldn't care any less for fuel sectors. What happens next is quite evident. Soviets rolls out tanks after tanks, ostheer just sits and spam landsers. And even if it captures some fuel sectors, ostheer AI keeps on purchasing upgrades rather than go for some armor, or high tier units. It just spams landsers. It doesn't even contests for fuel sectors as soviet AI does. Soviet AI even captures fuel sector that are near ostheer base and ostheer AI hardly retakes it, while soviet AI is securing all the fuel sectors in the meantime. I think Ostheer AI really needs to stop spamming landsers and  prioritize fuel sectors, in fact all AI for that matter.

And regarding PE, after playing quite some games with them, I'm really loving them now and the changes are really making sense. I see the vampire halftrack increases the range of MHT barrages, Panzer IV IST(also when upgunned) and Panther's range. Was this change made with British in mind? If so I'm so eager to see how British will turn out. And the global halftrack upgrade is probably the most well thought option that was added. Love it!

And another thing I noticed is Armored car, when upgraded from scout car, it still takes 2 popcap, while it took 4 before. I personally like the change, as overdrive ability was removed, and it also was too fragile for a 4 popcap unit.

About munition halftrack, I see that it heals units when defensive operations is researched, but it seems at a reduced rate. Is that so or it's the same rate as around HQ?

Another thing, before, AT-HT's treadbreaker ability made AT nades useful when dealing with armored threats, but now, AT nades have lost much of their use, except maybe on buildings, or emplacements, which has actually restricted the tech tree choices now imo, as it's hard to deal with armor if you choose to either go both tier 1 buildings at the start, or go to Panzer support command from any of the tier 1 building as there is no early to midgame armor counter in these three buildings. Even for shreks, you need to go Panzer Jager command. So, in a way, going Panzer Jager command is almost always a requirement for PE as the second building, if the player wants to remain prepared for armored threats. Before, Panzer support worked just as well, as AT-HT and AT nades could deter armored threats. Even going both tier 1 buildings could work as shreks were in the Kampgruppe company. AT nades were never as reliable as they tend to miss a lot on moving targets and no shreks before Panzer Jager command. Is this restriction intended? I don't mind a little rigidity in teching up though. Just wanted to understand what was the idea behind these changes.

And where can I know about the current ostheer and soviet veterancy bonuses? I presume a lot has changed since pre-steam version.

Thanks. :D

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What has happened to American and Wehr AI? American Armor division doesn't use Calliopes, they just sit there around headquarters. Wehr Ai never builds Kampkraft centre. Was AI changed for original factions in between the EF 2.300 pre steam version and the current version?

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As the changes to PE are still experimental, I would like to suggest some ideas.

 I think PE mortar halftrack should be removed and infantry halftrack should be made upgradable to mortar halftrack for a munition cost. Or keep the mortar halftrack but also add the option to upgrade the IHT to mortar halftrack. That way there would be a good incentive to go with IHTs then, which right now they don't have as scout car are more preferable as they are upgradable to armored car. It would really add a lot of flexibility to the faction. And the latter idea would also go along with PE faction design, like having the flexibility of upgrading PGs with shrek for munitions cost or get the tank hunter squad for manpower cost.

Another thing that should be totally removed from every faction which has halftracks, is to remove the ability to reinforce squads when upgraded. Like American halftrack still reinforces when upgraded with quad, ostheer's does the same after mortar upgrade, which really doesn't make sense. It would also be strategically good, and would require a lot of thought before upgrading. Same would be for the IHTs, when they upgrade to mortar halftracks.

And, if let's say, mortar halftrack is removed, a slot is freed in Kampgruppe Company which can be filled with the Stummel, which can be made to require the global halftrack upgrade (ausf B upgrade) to produce, so when it comes, it will be slightly more formidable and also would not be available as soon as Kampgruppe company is built . And also, Hotchkiss light tank can be added to the Panzer Jager command, which would also give a non doctrinal artillery option to PE. Hotchkiss being reward unit for Marder III really doesn't make that much sense, as Marder III is pretty much essential for PE.


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Regarding KT, if it is destroyed now, another one will be ready to be produced in 1 hour! Was it intended? Wouldn't all such units be made more like how russian counterparts, like ISU 152?

For kettenkrad, I get there is not much less left to make it useful, but camouflage ability would be neat for ketten like how it was in scorched earth doctrine. But thinking about how snipers can't cloak without cover, a camo ability would have to be only in cover. I think PE need such a infiltrator unit which could provide information behind enemy lines.

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Hello folks, I'm currently running the steam version of eastern front. And I've several questions about the mod, especially about some of the changes that have been made. So I will just list them.

1. First regarding the AI, Wehr expert AI doesn't make Kampkraft centre and plays with no veterancy at all. Was something changed? It wasn't the case with the last version of eastern front I played.

2. Was the once per game limit removed for KT? I saw the wehr expert AI produce it twice, after it was destroyed. And what about jagdpanther?

3. What does Vampire halftrack do now? It seems it gives off a command aura and some vehicles seem to be affected by it but not all vehicles? What exactly does it do?

4. What does Skirmish commander do? How does its aura effects change with the chosen pool? And which troops does it affect?

5. Was the mobile healing removed for the munition halftrack? It was supposed to be implemented, no? I don't really mind not having that though, PE already has a great healing ability.

6. What about the secret squad upgrade that was mentioned for the PE mortar halftrack? Was it scraped?

7. And about stummel halftrack, wouldn't it fit better in Panzer support command rather than Panzer Jager command? And vice versa for AT-HT halftrack?

8. And about the repair ability on the kettenkrad by default, wouldn't that make PGs obsolete sort of late game, when it comes to repairing? After the advanced repair upgrade, a group of 3-4 kettenkrad can provide much faster repairs on vehicles and would also cost less pop cap. I think camouflage ability (could be only when in cover though) by default fits better on Kettenkrad rather than repair. I think the idea of PGs being the fighting as well as the engineer squad is the core part of the faction, no?

Well, that's all for now! Really loving most of the changes, both soviets and ostheer are so much better organized and conceptualized. Same with PE, it's a lot better now, a lot flexible. Looking forward to british faction now. Thanks for such dedication and passion.

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General Discussion / Re: Ostheer Healing
« on: September 12, 2016, 12:18:03 PM »
But in the 2.300 "pre-steam" changelog, it's mentioned that the medic ht upgrade is added to the halftrack in the Army fortress doctrine, which can be locked down in a sector for healing and damage modifier against unit in that sector is also changed, but I don't see any upgrade option in the halftrack. Which halftrack are we talking about here?

And what about the Field Hospital that sturmpioneers build? Does it heal troops in any doctrine because I'm pretty sure I've seen it heal like triage in some doctrine, I think Elite Army doctrine. Is it so?



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General Discussion / Ostheer Healing
« on: September 11, 2016, 10:58:20 PM »
As far as I know, Ostheer has only one non doctrinal option for healing, through medic upgraded sturmpioneers. For the army support there is a supply drop, for the army fortress there is passive healing in territories, but for the elite army troops, what are the options? I looked around but couldn't find a way to heal my troops, and have to rely on upgraded sturmpioneer squad to heal. It's actually awesome way to heal troops but is that the only non-doctrinal healing that ostheer has? 

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General Discussion / Re: Some enquiry about the skins and models in EF.
« on: January 15, 2016, 09:53:17 AM »
Thanks for the help  :).  I got the most of what you said,  except for the reason for pink textures.  In EF/data/art folder,  I checked under ostheer vehicles,  in panzer 4 folder there are tons of textures and model files,  can I change something there to solve that pink texture problem?

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General Discussion / Some enquiry about the skins and models in EF.
« on: January 14, 2016, 04:37:42 PM »
Hello everyone.  I was just curious about the models and skins that were changed in EF.  I had installed a historical skin mod from gamereplays thread by a user daedra, and it worked quite nicely in EF,  except for ostheer's panzer 4, which it was not even meant to interfere with.  So I thought maybe ostheer's panzer 4 borrows some data from original axis p4 as I had changed the original.  It just shows pink textures.  I understand it's not the concern of this mod,  but if anyone can guide how can I make it work,  it would be awesome.  Thanks for any help.  I tried looking inside the art data of EF,  but got bewildered  :P. Anyway love this mod,  great work indeed.  :)

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Hello irik, I would suggest you to try the PE T1 route. Go scout cars, secure high resource sectors, and fight on those terrirory, along side your locked scout cars, bunched fairly close to each other, preferably sectors near VPs. Get a good resource boost, get T1 upgrades and go T4 for ATHTs. AT nades are very powerful. Playing defensively against US is a good idea as US will not be able to field units as fast as you because of it's horrible manpower drain until mid game, even if they control larger area than you and have more pop cap. So, securing sectors early is the key. If you do that, then you'll have a great base to build from. Your PGs will be powerful with 4 man, with ATHTs and AT nades they can handle even Tank Depot units on their own(even more true with TD doctrine), by the time you will easily have access to marders anyway. Try this route. Going T2 as the first building will provide you with good offensive abilities, but versus US, doesn't help much, as US ARE the offensive faction in this match up,not the PE! So, utilize your STRENGTH, i.e early game resource securing, which is easily defendable, and then produce the shit load of units very soon. US will not be able to match your unit production speed until mid game, even if it has more pop cap than you. US are meant to play offensively, because if it does not deny enemy resources, it will not be able to match unit production speed, and will get mp blocked soon. PE doesn't have such problems with manpower.

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As an expert of the PE and player that is ranked top 10 on the automatch leader boards, T1 is more useful than what it is normally thought of.

First, T1 makes your infantry stronger with 4 man squad size. If you are going for assault grenadier squads, this is a must (increases DPS to fully upgraded storm troopers). 4 man g43's are also very effective, especially with vet sarge upgrade.

I think PE faction is really the least understood in terms of its gameplay, basically because it's T1 is the least used but the most essential to PE early. The only established strategy that I see being used is PG blob, with T2-T3, then T4, and back teching to T1 for upgrades, or sometimes T2-T4 instead of T3. But I really don't think PE was designed to play this way. It's T1 is very powerful when used properly and I don't see PE can be played effectively without T1 early,though there aren't much strategies developed around it sadly. Scout car is really underestimated. It's PE's answer to suppression. Scout car has more health than an armored car, even more so when setup. And it's suppression is very good,combined with it's great placement flexibility when securing sectors, several scout cars can hold a very big area early, while being setup very closed to each other, with PG used as a support and a repair unit. 3 scout cars can suppress the hell out of infantry, and a scout car can take 4 shots from a hellcat when setup!

Well, I think PE were designed to play defensive early on, securing a good amount of resources from the high resource points using scout cars, using PGs to support them when under attack, and early game, nothing can deny you those resources, as scout cars are very durable when locked, and placed closer to each other. Artillery will be a problem, but not for the early game. And Scout cars are also a great counter to flamer engies as they get suppressed very easily, so your PGs can fight the rifles. With no fuel cost, just 2 pop, it's a steal really. And, munitions HT can force US player to upgrade minesweeper on their engies rather than flamethrowers, further giving you advantage. You can place a vampire to your least guarded area to negate surprise attacks, while you're focusing on securing the resources, and even if they choose to attack from the least guarded area, you'll be well prepared. It's really fun to surprise the infantry clumping in the fog of war with a incendiary mortar round!, or a hummel barrage. Combined with the TD tank awareness, it's maphack lol. AT grenades are very good, combined with ATHT, 4 man squad is the single most powerful upgrade for PG early, for measly cost. Ever wondered why US Aimstong's "Bulletproof" strategy is so good against PE, the answer is lack of PE players utilizing T1 effectively. No mines, no suppresion, no resource securing, and a poor 3 man squad fighting against ocean of infantry charging without the fear of mines, and burning the hell out of everything. The way I think PE was designed to play defensively early as opposed to the common opinions. Just throwing ideas here.

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