Company of Heroes: Eastern Front

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Topics - ATL

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Bugs & Tech Support / KV hull MG vs Ostheer armour
« on: August 24, 2017, 05:17:11 PM »
It's been a long time since I last showed any life signs here, I've been enjoying the steam release so far during summer holidays  :)

While testing some stuff and the last balance changes I noticed something hilarious, the hull machinegun from the KV1 was damaging Stug III and Panzer III both with the skirt upgrade, yet it could only finish them if they faced their rears. I decided to take a look at Corsix from my crappy laptop and indeed I noticed that the hull MG weapon lacks the custom armours in the target table, I guess that is the cause of the problem.

I decided to record my fun moments and here are the results: https://youtu.be/XRfFMP-MOiI

And this extra one to confirm my initial theory: https://youtu.be/_YtV74g_OA4

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Off Topic / Steam Beta Broadcast
« on: December 24, 2014, 08:03:15 PM »
I'm sure you guys know about the release of the broadcast feature on Steam Beta, so I wanted to ask about pros and cons compared to other dedicated broadcasters pages like Twitch.tv. What do you think about this new feature?

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General Discussion / XP or 'Green numbers' and Ostheer
« on: September 22, 2013, 04:28:23 PM »
This thing was bugging me since the Ostheer update, and I wonder why is the only faction that loses the XP indicators when the choosen doctrine has been completed (like vCoH), I really miss that feature, specially helpful when handling artillery and in team games.

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Suggestions / A Fix a popcap exploit?
« on: September 20, 2013, 04:23:46 AM »
Right now, both the soviet Heavy mortar and the Ostheer LeIG consume 6 pop each, once their crew die, you can recrew them lowering their pop to a half using this exploit, since the pop cost come from the crew (2 each) and not from the gun, to fix this I suggest adding population to the gun instead (like the Nebelwerfer), I guess that this is possible for the LeIg (looks "similar" to the Nebelwerfer), but would it be doable for the Heavy mortar?

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Balance Discussion / [2.1] OH Tanks vs Infantry
« on: August 20, 2013, 04:06:11 AM »
Tanks act ingame as versatile fighting platforms, able to fight both armor and infantry, the addition of the Ostheer tanks have blurred the concept, the only able to hit infantry being the Panther, the other Tier 4 tanks having an awful acc of 30% against infantry (15% if it's target is moving). Ostheer tanks are meant as heavy duty AT measures, fighting soviet steel with steel, and not spammable all around killing machines, but they should be able to fend off infantry, while being able to be mobbed by AT infantry and therefore requiring combined arms to act properly.

So my suggestion is to increase accuracy against infantry to those tanks, the Panther is OK, the Panzer IV can pass without it too because of its avaibality resource wise and its performance against armor is much better than Wehr one(in fact it could be the "tank that is not a tank", it's an uparmoured M10/Hellcat) However the Tiger is the one left, tweaking it to be able to hit infantry while still needing support against infantry trying to mob it with AT means should do the trick.

To sum up, my suggestion is to increase Tiger acc regarding infantry to either a flat 40% or a 60-75% retaining its penalty against moving infantry to let offending infantry close in to fight off. Thanks for reading this painfully long post and feel free to discuss why it is or isn't a good idea

Topic closed - Please use THIS THREAD for a discussion. Thank you very much. Rommel, EF-Dev.

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