Company of Heroes: Eastern Front

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Topics - krupp steel

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Balance Discussion / 75 leig mm
« on: October 13, 2015, 05:04:20 AM »
-plays 2v2 on kharkov as ostheer with normal ostheer teammate and 2 expert soviets
-builds 3 leig 75mm and a 1 skirmish commander to spot
-3 leigs can attack anything at a further range than what their ability allows for simply by clicking the target
-wins the game with ease in 20 minutes, with each leig having 80+ kills and veterancy ace achieved each one within 10 min

It literally can fire unlimited without cooldown and you don't need to use the ability at all just click the target and your good. It fires very quick much faster than a normal mortar with a much larger range.

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Suggestions / inspiring speech
« on: February 21, 2015, 06:54:36 PM »
It would be a good idea to hear some voices when activating this ability, like wehr propaganda war

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Bugs & Tech Support / Conscript Penal Death
« on: February 10, 2015, 04:32:31 AM »
When the comissiar of the squad dies, the model automatically turns into a conscript model (The uniform goes from green officer to brown/tan conscript uniform, BUT the model keeps the officer cap upon death). Also a friendly reminder, when the comissiar dies it is lost forever.

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Balance Discussion / Ostheer Halftrack cover
« on: December 11, 2014, 02:51:01 AM »
Unlike the infantry carriers such as the Bren and Panzer Elite Halftrack, Infantry inside the Ost halftrack take damage. Not only that, but they don't seem to fire 360* if not at all, since I remember hearing that the only spot to shoot from was the rear. I would prefer it would be the same like the PE halftrack, especially since the halftrack does not have to transporting capabilities that the Wehr HT has.

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Ostheer Suggestions / Buff Beutepanzer
« on: December 04, 2014, 01:33:21 AM »
I know they are previously wrecked tanks but come on, its like they are significantly weaker than their normal counter parts. Seriously, why would you revive a t34 when you could get much more out of a panther, tiger, and even a panzer 4 compared to having 2-3 beute panzers. I know manpower wise they are beneficial but seriously several dozens of fuel and munitions along with TIME (its not free folks and isn't instant, almost as if it were built from a factory at base) just to revive the friggin tank. And if you accidentally move your famo OR it is interrupted and has to retreat due to enemy, you just lost a bunch of munitions and fuel for nothing (EVEN WORSE when it gets crushed). That is why I think it needs some redoing to the ability. Maybe make it have an upgrade every 3 minutes to allow the ability to be possible, free of cost of resources (this way a person doesn't get punished if they accidentally order the famo to move or something) Also make the beute panzers WORTH getting, atm they are pretty bad.

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Balance Discussion / Zis2 OP
« on: November 26, 2014, 02:48:46 AM »
Seriously, this 290 mp unit does more damage than a flak 88. It one shots Halftracks and takes out armor like the panzer iii in a couple hits.

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General Discussion / Main website outdated (info)
« on: November 11, 2014, 04:43:43 AM »
It appears that most of the information for units are outdated. Things such as health and abilities have changed for certain squads and I see that there is no such change in that section of the website, it is outdated from last patch(s). This can be very misleading, especially to the noobies.

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Balance Discussion / faction v faction balance
« on: November 10, 2014, 02:42:38 AM »
I think that there is some balancing issues when the eastern front factions don't go against eachother, but with the vCoh or OF factions. Lets start with USSR:

USSR is very weak against the panzer elite, esp their blobs. Early PG blobs w/ g43s decimate 4 conscripts and command squad. Snipers become a necessity in this case. Especially when they are faced against blobs of mp44 4-man PGs, strelky, conscripts, and even guards just melt like butter.

USSR however, they are fairly balanced against wehrmacht because of the long time they faced eachother while the ostheer was still in development

The ostheer overall is much more powerful than the vcoh/of factions they are against, for many reasons.

Ostheer is extremely powerful against the british. 2 sturmpioneer squads wreck a single tommy squad. Landsers can go one on one with brit troops and can be spammed only being 270 mp while brits have 450 mp squads that barley are able to defeat them.

Ostheer are also very powerful agianst americans simply because landsers are better infantry for the same/lower cost. The sturmpioneers almost always win against engies, and can go one on one with riflesquads when they are positioned right (green/building cover).

There is much more to be said but these are just the facts that immediately come to mind.

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Suggestions / Jäger voice actor
« on: November 02, 2014, 06:05:36 PM »
I know this is a bit minor but I was hopping if you guys could change this guys voice actor. To be honest it feels a bit awkward now that the skirmish commander is on the faction with the same exact voice actor. In addition, it is obvious that the Jagers voice actor tends to say that it is a Lieutnant, which is ironic since the squad is a bunch of high level fighters and not officers. I think that there are plenty of different other types of voice actors that could fit the role of these guys quite well. Stormtroopers and knights cross holders from the Wehrmacht could be a better replacement for this units voice acting.

Also, could you guys change the hockey for switching fire types? When mkb42 is upgraded, they get an ability to switch from auto to single fire, which is R. Typically I tend to spam the R button when I try to reinforce my troops so it would be nice if every time i did so that their fire type would not change everytime I reinforce them.

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General Discussion / Infantry Veterancy is unclear (Ostheer)
« on: November 02, 2014, 05:58:24 PM »
Can someone list me the exact specific Veterancy abilities and values the following units get? Many things are unclear especially with the outdated/inaccurate UI descriptions.

I believe in recent patches vet has has an overhaul.

I notice logistic vet doesn't seem to affect upkeep of a squad (critical)

Vet 4 infantry Ostheer units with the Scout vet don't have speed bonus anymore - perhaps you can make an ability that toggles sprint on or off?

Not sure what the Skirmish commander has for its own unit bonuses for vet, and whether it affects the bonus aura that the skirmish commander gives out.

Also what do infantry units get at vet 4 with the repair bonus? At vet 3 I think they get advanced repair so what is left at vet 4? Same with Sturmpioneers? Do they get the fastest repair rate at vet 4?

Mg34
Riflegrenade team
Landsers
Brandenburgers
Jägers
Panzer fusiliers
panzerjagers


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Suggestions / Give conscripts a new member for every new vet level
« on: October 27, 2014, 09:08:34 PM »
Just an idea to buff their veterancy since they scale very bad at the moment, and losing a vet 3 conscript squad is not much worse than losing a regular, so lets change that. You wouldn't care at all if your vet 3 conscript squad just died, BUT you WOULD care if your vet 3 strelky/guard/naval or even vet 3 riflemen would have died. Not asking for much, no buff to accuracy/health/damage, only an additional man per vet would be good.

Each new member may or may not be equipped with a rifle, depending on whether the weapon reserve rifle upgrade from the armoury is chosen or not.

So
vet 1 - 8 members
vet 2 - 9 members
vet 3 - 10 members

Its will make the squad more unique since it will be the largest one, and also with the most unique veterancy there is out there. Not overpowered considering how fast each guy falls like flies but it does the purpose of cannon fodder much better than it initially did. And the weapon reserves will be worth getting since they will get 10 rifles at the max, making them decent squad late game.

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General Discussion / Observer camo bonuses
« on: October 13, 2014, 03:54:25 PM »
So I was playing against the AI and spammed 10 observer units, blobbed them in a crater for them to get the invisibility bonus. Was wondering if their camo bonus affected their damage like PE falls and their exact values.

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Strategy and Tactics / Minor Tips THREAD
« on: September 30, 2014, 05:15:56 AM »
This thread is based around giving small tips or tricks here and there that may seem small but could be a life changer. The list goes on and on, but to get started here are a few I have on the top of my head.

-Click repeatedly the location for where you want your squad to EXACTLY go instead of just one command. You want to guide your troops through cover and not "accidentally walking out in the open road".

-Click repeatedly behind a tank when you want to retreat it in reverse, facing front armor. It takes practice and getting used to, but if you don't you face the chance of the tank doing a 180, exposing its rear and wasting time turning.

-Always capture in cover, move a squad into the nearest cover (such as a sandbag, wall, bush) beside a fuel/mp/munition point, then order them to capture. Much safer than capturing out in an open road.

-Be aware of retreat paths. If the enemy is covering the retreat path of an important unit, then relocate to a different spot of the map so their retreat path would be different, so your troops would not be forced to retreat through enemy fire.

-You can listen through the fog of war, this is very useful as to identifying earlier on where enemy motorcycles, kettenkrads, jeeps, or brens are roughly located. Same concept applies to vehicles later on such as tanks (be sure to recognize the sounds each different vehicle makes)

-If one guy from a squad jumps out of cover, say behind a wall, then reposition it again behind the wall so the guy will jump back behind the wall to further restore previous defense bonuses (just because the shield is green doesn't mean ALL troops inside the squad have the defense bonuses)

-If you plan on capturing a point in cover, build a sandbag behind the point and immedietly order your men to capture. (leaves troops in green cover while capturing point, ideal for engineers, pioneers, volks, etc)

-When engaged in vehicle warfare, there are situations where you want to maximize damage to an enemy when it comes to targeting priorities. Say you have a panther against 2 M8's, one with 60% health and damaged engine(needs 2 shots to take down), and the other 30% health (needs 1 shot to take down). You have two options at this point:

*Kill the M8 with damaged engine, leaving the other to escape (most tempting from first glance)

OR

*chase the M8 down, destroying it, then return to the crippled M8. This means you have effectively killed 2 M8s without letting any escape, making logical use of targeting.

(Note this doesn't just apply to M8's, it can apply to any other vehicle as well like M10s, panthers, shermans, etc, make sure you know how to prioritize when it comes to these situations to maximize damage along with vehicle crits)

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Balance Discussion / Strelky 320 mp
« on: September 30, 2014, 05:08:15 AM »
Too expensive in my opinion. Landsers and fusiliers cost less and prove to be a better unit.

In order to get AT rifle or LMG/SMG upgrade, the strelky need:

The Armoury
Red Banner Strelky
Upgrade from support barracks
Red army tent
Men against tanks

The squad is obviously nerfed and if the upgrades weren't expensive enough to ACTUALLY make use of the squad, you need to further sink more munitions and fuel into getting the upgrades from armor to make use of them. Right off the bat, 320 manpower is too much compared to what extra 40 mp can get you with guards. Some may argue the AT rifle is why you would get this squad, but it is not very ideal since the squad's AI is cut in half (2 AT rifles, 1 flag) and the AT rifles aren't as efficient as getting an AT gun.

Compared to the ostheer,
The landsers and fusiliers can achieve the same thing at a lower cost, with better weapons/squad. 1v1 landser/fuslier beats strelky while still being cheaper and more effective at the jobs of LMG/AT/SMG rifle.

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