Company of Heroes: Eastern Front

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - JuhwannX

Pages: 1 2 [3] 4
31
Suggestions / Guards vs. Navals.
« on: July 18, 2013, 06:45:03 AM »
Hey there all. I thought I'd make a post about this, as it's something I've been thinking about for a while.
What's the community's thoughts on Guards vs. Navals?

They're both elite infantry, 360 manpower, and very powerful units, in their own right.

Navals seem like the love child of Strelky's and Guards. They have better armour, than strelky, and more health. But they dont' reach the level of those awesome bad ass Guards. However they're stronger than Strelky. They also are in between guards and strelky in terms of squad size. Being 5 men. They can be equipped with DP-28's, and PTRD's. PTRD's are AT rifles, that allow the Navals to do massive damage to light and medium tanks. The DP-28 will absolutely WRECK infantry men. The Navals are more versatile than Guards, I've found. Navals have better AT abilities than Guards, due to them getting an AT weapon, compared to guards who have only an AT ability. Navals are doctinal, while guards are non-doctrinal. Navals throw Molotov Cocktails, ATM. The Navals also have the prospect of suffering Jack-of-all-trades Master-of-None syndrome. If you get a PTRD on a naval, it seems as though it'd be best to just get the second. Getting both gives them MUCH higher AT ability. And they don't really lose the whole SVT rifles, they naturally have, to fight infantry. However if you get dual DP-28's then you really don't need anything else to fight infantry. Just stand behind some green cover, to let the LMG's start firing, and watch the mowing down that the navals do. However getting 1 of both, doesn't seem that viable to me. But that's my personal gameplay style. I would hope this topic would allow people to give their own ideas and thoughts.

Guards are non-doctrinal, and aren't as versatile, however they're super specialized. Guards are naturally OK in combat, but then they get upgrades designated JUST for them. The shock Guards upgrade makes them absolute tank infantry. THey not only get an LMG with this (Another DP-28, no muni cost for this one) but they also get access to SVT rifles, that do massive amounts of damage to infantry. The Guards are also able to get the PPSH upgrade, for the squad, if you go Breakthrough doctrine and get them with the Tank riders *Now Ram* upgrade on the right side of Breakthrough. These 2 upgrades are completely different in their abilities. The SVT gives the Guards long range superiority. While the PPSH makes them good when fighting up close and personnal. The Guards also have a natural healing ability, when they get shock guards. Now I've talked alot about the AI, but what about the AT? Well. Guards only have an AT ability. The 4VPGS. It's a fast moving, damaging, and slowing effect ability. But it's not spammable or a legitimate weapon. It's just supposed to support the rest of your army. But as you see. The guards do lack in AT. But they make up for it in their AI capabilities.

But what are you all's thoughts on Guards and Navals. I'm not trying to start a huge debate on the issue, just a discussion on not only the viability of the units, but also the differences between the 2, and what you think about them.'

32
Mapping / Re: [Finished] Pommern (4)
« on: July 18, 2013, 06:18:01 AM »
The map is ridiculously poor to play on. You made a map called " Compstomper Heaven" That should have been related to this map. There are too many houses. The whole "cross the bridge to assault your enemy" is bullshit. The enemy will just do 1 thing. Rush an engineer up to that point. Place Wire. And mines there, and then bam. That's it.

Clean up the tactical map. It's just too cluttered with garbage. Use photoshop to fix that up.
Make all water passable. It's ridiculous that only specific spots of negative cover water are passable. Make all of it passable, and you help mittigate the issue.
      - OR BETTER YET: Just remove the whole bridge mechanic, and just have the player use the freaking roads to get across. Bridge maps/Water Maps suck in
CoH anyway. (I.E. Industrial River, and Blowlands.) I can just imagine this becoming the Pripyat map from CoH 2. Or better known as Scheldt 2.0.

Remove alot the houses for the Axis side. The map is too cluttered with housing. It's really open and forested for the Allies, and yet it's overly cluttered for the Axis. On top of this, due to the water, there are few ways to get around the map with vehicles. So good fucking luck trying to have a tank battle on this overly clustered map. Maps like Sturzdorf, or even Semois, that have towns and all of that have 1 thing that this map doesn't. The open places aren't too open, and the maps aren't too big. It's ridiculous. The Maps so big. Only connecting halves by very easily abusable single location water ways, and a bridge. Also. Why do axis have 2 VP's on their side, while allies don't?

The large amount of houses, make doctrines like Luftwaffa, and Urban WAY too good. And way too abusable. Just make 4 partisans from your opponents own houses and then wait till his army is crossing the bridge. Then BOOM. And honestly, I don't mind matches maybe favouring a doctrine, or not. (Looking at you Freedom Square) But if it's got something going on, it's not that bad. But that's the thing. This map DOESN'T have anything going on with it. There's no definite strategy's. Except arti-spam. And that's going back the the above Scheldt 2.0/ CoH 1 Pripyat/Arti spam map statements.

Also. Make the base sectors freaking bigger. It's so cramped and cluttered. Also fix the MG emplacements. The other player can just go around the other side of the Allies base and then go into it and start wrecking shit. And the Ally player can't do anything against it.

And another thing. Trying to make your map different is cool and all. But don't use that as an excuse for poor map design. Saying "Then it will play like all others." Doesn't excuse you for making your map crappy. The reason why people would want the map to play like others, is because those maps play well. Things like Demyansk, Karachev, Freedom Square ( To an extent), Msstow, are all maps I enjoy, cause they have basic CoH gameplay. Cut-offs. high resources, green cover, good flanking routes, and all of that. Things that make CoH good and different. But this map is like most water maps, and is filled with red cover everywhere. Hell, I'll give Blowlands the fact that there was at least green cover in a FEW places. With this, it's all in the industrial area. MEANING the Wehr, Ostheer, or PE side. So basically all 3 factions can defend their side  so easily, without contest. It's ridiculous. As the only way to get past a defense like that is, guess what? Artillery of some form. Which is just a boring and poor way to design the map. So yes, you can be different. But you can't produce garbage.

33
Mapping / Re: [finished] compstompers_Heaven (8)
« on: July 18, 2013, 06:11:15 AM »
I'm sorry but, why? Why are you feeding the Comp stompers? It's feeding the people who want to do a no pop-cap annihilate games. They don't help balance. They don't help determine whether things are good. Their balance feedback is useless to us. "Hurr Durr. My T70 spam strat didn't work. The games imbalanced." Well I couldn't understand how that T70 spam strat that you tried to use against another person, COULDN'T have worked :/. It's ridiculous how much shit was overperforming and over powered, due to us not balancing it well, but the community never speaking the hell up. But you know why? Cause half of it is comp stompers. They're going to kill the mod. And this post is a fucking blemish on the face of the forum related to maps. >: (

34
Eastern Front Replays / Re: Glimz vs Pepsi
« on: July 17, 2013, 11:54:31 PM »
Booked. We'll be doing a cast of this as well :)

35
Eastern Front Replays / Re: Glimz vs Dreamer
« on: July 17, 2013, 11:47:41 PM »
Booked. Simus and I should record our cast of this within a week :)

36
Mapping / Re: [Finished] Pommern (4)
« on: July 17, 2013, 05:17:56 AM »
I agree with the above statement. I'll actually check this mod out. Maybe it could be added later. MIGHT be better than some of the other EF 2v2 maps, that highly favour axis.

37
Propaganda Headquarters / Re: Eastern Front Channel
« on: July 15, 2013, 07:49:34 PM »
Yeah. Also, I never stopped doing EF casts, I just didn't have anything to cast. I still don't actually. The forum isn't that hot ATM. Alot of players don't like to post their games for whatever reasons. So IDK why there needs to be an "Exclusive" EF channel, when there's already 1, AND other people (I.E. Myself) cast the mod.

38
General Discussion / Re: another Great war?
« on: July 15, 2013, 05:11:14 PM »
Go ahead. I'd like to read it.
 

39
Eastern Front Replays / Re: SU vs. Wehr - P4 Spam = Insta-win.
« on: July 12, 2013, 02:08:21 PM »
Really though, in the end I know for a fact that the P4's were wrecking those IS-2's. Which is really making me wonder on the issue of calling an IS-2 tank, a heavy. Considering how P4's are able to cut through the armour like butter, and RARELY bounce. Also Wehr has always been frustrating for their bought vet that affects all units of that type. It's always seemed cheap to me. I know I know. Most CoH players agree it's fine, cause Wehr vet is worse than American vet, but I honestly just thought both sides earning vet would have been the case. Either way though, I know I made some massive mistakes, that lost me the game, and that's probably why I'm the most upset ATM. A change of doctrine would have also helped, as the arti from the Firebase, and Katuysha, and Observers, probably could have done some massive destruction. Especially if GoW was activated on those P4's and the like.

40
Bugs & Tech Support / Inginery Minesweeper
« on: July 11, 2013, 10:29:31 PM »
Might have been a bug with the minesweeper in this replay

41
Eastern Front Replays / SU vs. Wehr - P4 Spam = Insta-win.
« on: July 11, 2013, 05:48:16 PM »
Just a 1v1 of my SU propoganda strategy, vs. a Wehrmacht Terror strategy.

42
Strategy and Tactics for Soviets / Soviet Armoured Assault Tactics
« on: July 11, 2013, 04:01:52 PM »
Hey there all, as the official EF caster, I thought I should start putting out some strategies I had came up with during the ostheer beta. The first strat is what I would like to call the Combined Arms Armour Assault.

Set-up of this strat: * Note all strategies from me do include the Command Squad as part of your build. He's so useful and gives such early bonus' against the Ostheer, PE, AND Wehrmacht, that I can't see you skipping him.*

So how does this strat work?
This strat revolves around using a very light infantry force to hold your positioning on the field and allowing your tanks to do a lot of the dirty work in terms of AI, AT, and AA.

Build order + Explanations
1.) Build 2 Inginery.
For the betterment of this strat it'd be best to keep these Ingenery ALIVE as long as possible. Rebuilding them can mess up unit timings and the like, and ruin the strat outright. So keeping these guys alive is essential.

2.) Amount of Conscripts 3.
The amount of conscripts you need depends from strat to strat. Conscripts cost nigh to no upkeep, and are very cheap to reinforce, but I find it's very VERY rare that you need all 4 cons. Now that strelky are much more able to come out, whether you're going Tier by Tier, or a Fast teching strategy. You really don't need to rush out that many conscripts for every strategy. They just overly increase the amount of micro you need to have to keep your force mobile, and bleed you on manpower, for reinforcement. We'll be going over 4 conscript strategies on a later date, but for this strategy I'd recommend 2-3.

(Because you'll be going breakthrough, you must remember that you'll only be able to get full rifles on these conscripts and NOT PPSH's. Please keep this in mind) 

3.) Build and Hotkey your Command Squad.
I feel the command squad is a truly effective part of this strat. He's got a great close range damage and can actually kill a landser squad in a 1v1 at close quarters combat, in the early game. Keeping him alive with all four models, will vastly improve your general DPS. Hotkeying the command squad will give you great control over him, and you'll be able to make sure he's not taking sniper fire or being harrassed by some other units.

Using the strat:

After following the above build order of early game units, you're going to want to rush a fast T3 tech. When you're rushing this T3 tech, it'd be best if you find a way to OP a high fuel point, or to hold it for the early game to get your fast vehicles out.

You're going to be skipping T2 at first with this strategy, and then be back teching after getting some vehicles from your T3.

In the early game you want to bleed as much manpower on your opponent as possible, but also not bleed as much yourself. Since you're rushing T3 your strelky's coming in will be a bit later than you might normally like, but because you're going for armour superiority and not infantry superiority, you should be perfectly fine. You also want to keep your opponent from teching as long as possible, so always harrassing his fuel will be very helpful to yourself.

Since you're conscripts will only be able to get full rifles with this strategy, it'd be best to give them those ASAP, so put up the armoury building within the first few minutes. Also I'd recommend you give your conscripts molotovs, after building your second conscript. Due to the starting resources of the russians, you should standardly have enough fuel to tech molotovs, after building your secondary conscript. Using mines is kinda a non necessity with this strategy, due to you giving your conscripts early game full rifles. Place a few here and there, to defend your fuel and cutoff, but also keep your munitions for your later units.

When you've fast teched your T3 you want to get out a 1 of everything from your T3. So get 1 T70, 1 T90, and 1 SU-76. Now that you have the SU-76 out, you want to spend the 75 munitions to get the light artillery barrage from the unit. It's going to help giving your russian army a bit of covering fire on retreats, or giving them enemy a bit of a gut punch before the final slice on the neck.

Speaking of now you've teched T3, in your Red army Mustering Tent, you'll be able to actually buy strelky's. These guys are your main combat force, after conscripts have lost a lot of their utility. I'd recommend purchasing 3 strelky's to get some long range damage on the field, as strelky's will beat landsers, and volks, at range combat. You don't have to buy Red Banner till you have a good amount of fuel to make sure you can still purchase any other things you need. Such as any other vehicle.

Now that you've rushed your T3 tech, you know your opponent would be finding a hard or soft counter to your tech, so I always recommend getting a mine sweeper. The mine sweeper helps to make sure your T70 or T90 doesn't hit an AT mine and become the biggest red target on the field.

When you go to back tech, I'd recommend going for both T2 upgrades. Now that you've gone for those both, guards will be open to you to use, as elite infantry to help out your strelky's, conscripts, and Command squad.

Also you'll want to get out some AT guns and snipers. AT guns to counter any type of Tiger, Panther, P4, Stug, or Panzer 3 rush. Sure, your SU-76 can get the jump on a Stug and or a panzer 3, but you're going to need some hard AT to fight off the Ostheer heavy's. You also need to upgrade your conscripts, strelky's and your guards with their Men Against Tanks upgrades. Conscripts have AT nades, Strelky's can get PTRS', and Guards get their VPGS ability with Men against Tanks.

Oh BTW: What side of Breakthrough am I supposed to go?
Completely up to you, I recommend the right hand side, as it gives you T34 ram, Mechanics, and the ISU-152. All of which, are very helpful units/abilities.
If you want to go left hand side - Then make sure you have the Su-85 equipped. The SU-85 is really good with this strat, if you've been pushed off by your opponent vehicle rushing. It won't take a tiger on it's own, but for an assault gun, it's pretty freaking good.

Upgrade Order List:
Molotovs
T3 Opening upgrade
T1.5 upgrade
T2 upgrade
Men Against Tanks
Weapon Reserves
Shock Guards


Building Order
Red Army Mustering Tent
Armoury
Russian Tank Hall
Soviet Support Barracks
 
Strat in Lamans terms: Use vehicles to kill shit :P

43
Eastern Front Replays / 2v2 on Kholm - SU vs. OH
« on: July 11, 2013, 02:12:59 PM »
Hey there all. Got a vEF replay for ya. A 2v2 of myself and my friend Jolla Sami fighting it out with 2 random guys that joined us. Enjoy. Also on a balance not, a Sturm pioneer beat a guard squad, at close range, at no health. *We weren't playing against AI the whole game. The game bugged out, and we wanted to win based on VP's so we just went till the VP's ticked down. About the time you see the other guy drop, we should have gotten the win screen. No we are not comp stompers :P* If you want to see the sturm pio kill the guard, then go to the near end of the replay, just look around, the small scuffle should be happening there.

44
General Discussion / Re: OH emplacements
« on: July 10, 2013, 10:26:45 PM »
no Im sorry foxholes do not seem to be equivalent to slit trenches, units indide foxholes can be picked off quite easily where slit trenches make the unit inside near invincible! I wish that was the case though.

Yeah and slit trenches are really gay and really overpowered. An aggressive brit just moves his truck right to your cutoff, slit trenches it, and it's like getting rid of a group of horny roaches from a house. You just won't do it. Be glad they aren't, or nobody would like the Army fortress doc. Well except for the player using it.

45
General Discussion / Re: Faction you want to play as in Tournament
« on: July 10, 2013, 10:11:00 PM »
I do plan to host a tournament in a few weeks/months, after most of the actual PvP player base has learned Russians and ostheer. It'd be done just like VCoH tournaments, with players doing fixed position 500 VP matches switching factions, in rounds of best of 3, while the finals would be best of 5. That's the general one I'd host though, as that's what you came to EF more than likely to do, is to play as the new factions, so why would I not have you play said factions I the tournament. I have nothing against Amer. Vs. OH. or SU vs. PE, for example. It's just if I wanted to play as the VCoH factions or OF factions I don't need the mod for that. We have another patch that's going to be released in a few, fixing bugs and some text issues, and a while after that we should be holding our first tournament for the open beta. At least, that's what I'm hoping. IDK what the rest of the balance team or dev team planned on.

Also I do have some strategy's in the work for Russians ATM. I'm still thinking of strats for Ostheer, but I'd have those and general build orders prepared by the time the tournament began, to help out players trying to find a good synergy with their units and their composition.

Pages: 1 2 [3] 4