Company of Heroes: Eastern Front

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Messages - AdmV0rl0n

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1
General Discussion / Crashes and current release
« on: May 02, 2016, 09:31:54 PM »
Its been a while.

I stopped playing the mod when two different things happened. First, you guys removed the excellent additional brit faction (I wanted it to stay, but nevermind), and in later releases the mod started crashing. I'm vaguely aware that re-crewing weapons was one cause..

I kept my ear to the ground, and I'm aware that the team are looking to work their way to making it a mod on steam (good luck on that, looking forward to that).
I and some friends added 2.3 to my 'new' steam version and that seems correct. In most games sadly we're back to seeing all too common crashes.

But I don't want a moaning post, rather I figured I would write back some observations from someone who has been away a while.

New units - I was surprised and impressed in so many new units and with Osteer - looks like amazing progress by the team.
AI - I got so bitchslapped. I'd forgotten how good your AI work is - especially compared to the pretty weak, simple AI currently active in the steam release. Examples are that the AI will come try to clean you out if you get behind its lines. It uses artillery far better and with a more correct frequency compared to the standard AI, and it uses the bergertiger which has all but gone from standard AI.

Anyway, good luck with your work, and I hope you guys can correct (or give stable options) for the steam release.

As ever, thanks for all your efforts
AdmV0rl0n

2
Announcements / Re: The Royal Marines Commando issue
« on: July 23, 2013, 07:09:21 PM »
You guys did something great.

You made a brit faction that was pretty darn good, and more flexible than the originals. And as a user of your great mode, I have appreciated and *enjoyed* playing with the RMC a lot. Its a very flexible faction, and in playing them they are much less inflexible that the original brits. Maybe this ends up being the nightmare balance wise.

I've voted to keep them. I'm aware and fully accept that the eastern front was actually your focus and really the design of your 'art'. But sometimes things grow from the unexpected.

In respect of this, I do not know if this makes sense, but could it be a reward unit that remained, but the lobby leader has a tick box to allow the RMC? If the players want a strictly balanced game, they can rule out the RMC. And yet for those of us who play for fun, and I suspect that is many - the option can remain.

I am curious, can the team spec out what part of the RMC is badly imbalanced? Maybe you could just seek to remove the worst cases..

Even if you make the choice I don't like, I still want to thank all of you and the team - because I had a lot of fun just playing with that faction and I amsad to see it prospectivly go. It really would be a loss to the game for me as one of your users. I'm aware others feel it somehow pollutes things, and maybe it does in the harsh confines of a perfect setup.


3
Announcements / Re: Ostheer Released
« on: July 12, 2013, 02:37:39 PM »
Congratulations to the whole EF team. I am aware that you have put in enormous work on this, and you have added personally to my enjoyment of the game to a huge degree and I want to thank you here, and now for all your efforts.

As an aside, I'm personally sad to see you remove RMC. I really think thats something you guys should have discussed more widely before making your choice. The RMC were frankly better than the normal brits, at least not as unhinged. You've put so much work in to make them and now throw that away? I don't understand. Surely the team of people who put all that work in must not be happy to see it die? You made a better brit faction, with IMHO better balance in terms of the game than relic did.. and you reove it?

Although you are right, your focus was the Eastern Front, Stalin asked the Brits repeatedly for a second front. So I appeal to your whole team here and now, provide the front in game as you did and put the RMC back :) To quote history ! 'second front now!' :)

Balance can be worked on, but honestly, I like Eastern Front because you guys add content into the game. Its almost always been as solid as a production release, and you guys should be rightly proud. But please be aware, your value is in adding in the units, not in removing chunks. Its now a less rich, less interesting, less fun add on.

For now, while I appreciate the Osteer, I can't change my version. I prefer the RMC. This obviously means I can only play with friends on the same version, but what can I do.

However this pans out, thanks for your efforts, You guys have added immesurable fun to my CoH install for a long time








4
General Discussion / AI 1.5
« on: September 05, 2011, 01:47:56 AM »
Some observations.

The AI in 1.5 is rocking. Its gone up a couple of notches (Previous EF versions were tougher than vanilla IMHO) from 1.4 and further, the Ai now has a brutality about its Artillery and calls in's. Until now, in most cases, the Ai tended not to use many calls in. But in 1.5 I am being hit with the full monty rather more. Its the first time I'm seeing V1's and rocket barrages and firestorms raining down in this combined way. If they Ai takes a dislike to one of your positions now, and it can;t reach it with conventionals, its using these to much better effect.

The games are longer, and tougher, so many thanks to the devs for ratcheting this up.

I have a question. Some mods do more in terms of the pop cap limit - is there any possibility in bring in some more adjustment on the pop cap, weather, and perhaps even the flow of supplies per side? I'm aware on expert the Ai gets a boost, could this be a % value set by the players at game start?

Anyway - as ever, thanks for 1.5, its been a blast so far! 


5
Balance Discussion / Re: Balance and Logik of Wehrmacht Defense
« on: July 28, 2011, 07:14:09 PM »

Bleh. The whole trenches thing gets pathetic. They have been watered down to pointlessness due to constant whining. If the brits actually get anything with teeth, it gets watered.
The trenches are hard to kill, guess what, thats not a surprise.
The men in trenches are pointless.
The enemy can walk up to trenches and walk around - especially at any vet levels. I have yet to see any viable killing power from a unit in a trench. One squad of pios can walk up and decimate a trench even when the whole trench is firing at them.
The Wer can deal with trenches in short order care of Pioneers and snipers.. Especially at any vet level.
Men in trenches are actually hobbled because they are immoble, and sit there quite uselessly. It can be quite advantageous to find your oppo is simply trenching up.
PE get the options to take grenades early game, and again, as these are counters to trench play, whats the whining about?
And lastly, the taking of a brit trench is a prize worth snagging, because if you put troops in them, the brits really struggle to counter it.




2. Trenches promote 'camping and passive game' ( not sure who said that, I like trenches). But everyone else here hates them, so they won't be included.

To be fair, I only hate trenches because they're nigh invincible.    :-\

If they actually had a weakness other than fire, like perhaps CQB, they wouldn't be so bad.

They are weak to fire, but most fire weapons are extremely inaccurate (barrages), expensive (inc. grenade), or a glass cannon (flammen pioneers).

6
Announcements / Re: Ostheer Update 8: Veterancy
« on: June 16, 2011, 05:09:13 PM »
To the devs, this again looks like great work by you guys.

Without knowing any better, given it seems a large change, and that obviously balance is a tricky affair - do the devs think this will go through a set of alpha/beta/public/RC releases?

I'll add one more item, sadly 2.602 (I know this is not EF's fault) seems to have added a serious level of instability, drops, crashes and problems over 2.601 in my testing, and the crew I play with cite the same in their overall view. Do you think the addition of the Osteer will make this generic unstable level worse, or be unaffected? And is it worth seeing if THQ/Relic have an answer before dropping in the Osteer?


7
Bugs & Tech Support / Re: [1.4] List of known issues
« on: June 08, 2011, 01:00:56 AM »
I think so - yes.

8
Bugs & Tech Support / Re: [1.4] List of known issues
« on: June 07, 2011, 11:40:08 PM »
I believe this bug exists.

As I play brit a fair amount, it seems that the changes to the Infantry units removing the trench works as planned. However, units being re-generated from the field hospital tents/ medic building have the trench building capacity back.

They come out of that building in the same config as the pre-change brit inf unless I am mistaken.

(I was loathe to report, because those inf men are actually useful to some degree and differ from standard. ;)    )

Anyway, in addition, while I;ve not spent time grabbing the required info, many attempts at multiplayer games seenm to be breaking up in very short order due to crashes with friends/game partners. I will double check in future that all are on 2.602 and 1.40 - however, early gut feel here is there is a quantity of instability in 1.40 that was not the case previously (no blame attached guys, I understand 2.602 probably plays a serious part in that - and we have noted that 2.602 seems less stable as well, with more sync errors and crashes in our play)

9
General Discussion / Re: Thanks to the team for the brit reward
« on: February 01, 2011, 08:16:38 PM »
This is not the same than adding wire cutters to sappers. Relic decided to not let Brits deploy tank traps, also they design brits to be slower on enemy territory.

Does the latter affect the gameplay? Yes, along with many other things but tank traps not being among them.
Does the former affect the gameplay? Well, besides benefit camping to brits, looks like they could live without them just as PE does.

In a nutshell, brits don't need it, at least not badly so, there won't be brits + tank traps unless Relic do it or a miracle occurs.

@cephalos
Let's hope Relic do their homework ;).

:)
Well, Relic (Who did a lot of things, good and bad) also originally made the camping brit strat a viable one, but have watered it down and down and down over time. I must contest your PE point though :) The PE has a faction that can road block, which while not the same as tank traps, is a gap blocking ability.

I thought the RMC ethos was to bring about a more balanced mobile brit faction (least thats how it feels to me) - if so, then in a very general sense, they should have some form, or at least one of the brit factions that one might choose - some form of block.

But anyway, no problem. The wish is a bit of wishful thinking on my part, and if relic have made it particuarily tricky to do then fair enough.

Incidentally, the people I play with and I have a gut feeling - not more than this - that somehow the CPU on expert is not as potent as it was prepatch. Its only a gut feeling, but it seems to have less punch, vehicles, and it oddly seems to not make buildings and upgrades in a way we sort of expect.

All the people I play with are enjoying the new content, game mode and having a lot of fun- so many thanks as always for all your hard work and efforts

10
General Discussion / Re: Thanks to the team for the brit reward
« on: February 01, 2011, 12:37:33 AM »
As I explained, its not gonna happen unless relic does it(which they won't, as I've explained the reason)

No other faction can do the Sim-city like Brits do because of the amount of emplacements they can build. The addition of tank traps will make this way too more viable than it should be...so, no.

I don't understand the point. The emplacements cost them headcap (unless you are citing the no popcap game change version only). Other units get mortors that can actually move around and are not locked down - so the mortars are a mixed blessing.

Finally, I believe fundamentally the sim city style doesn't work, and has been nerfed to hell anyway. And good players can and do take it down with ease so we don't need to pretend that it works. Therefore, there are few if any reasons for the statement.

You could always compromise, and let only the brit eng faction tanktrap and each one costs some munitions.

IF the issue is fundamental coding that requires a chunk of work by relic, then ok, fair enough. But if not - then I don't agree with your view. Only my opinion of course - but there you go..

11
General Discussion / Re: Thanks to the team for the brit reward
« on: January 31, 2011, 12:07:27 AM »
Indeed churchill is more useful in RMC. The next patch will make trenches available for RSE sappers as well once you have improved emplacements, making it a little more viable.

I still find commandos good in RMC. They're useful in build orders when you don't go SAS command.

Brits do not need roadblocks.


The brit engineering faction should have tank traps or road blocks (don't care much which one). And any excuses on this are just that. If the claim is you want to make the brits more mobile - fine, the other three factions all have some form of ability to do this. And if you want, make it so that only RMC sappers can make them.

You've gone a long way in fixing the brits, and making them a more mobile faction, but if you really follow that ethos, then they deserve a road/tank trap like everyone else has available in at least one faction.

12
General Discussion / Re: Thanks to the team for the brit reward
« on: January 30, 2011, 06:41:21 PM »
Just as a followup - I don't know if this is by design or not - I just played on Gilroys (again, don't know if the map has any effect) and with RMC faction - I lost my main truck and had to bring it out again.

When I brought it out, I seem to lose the ability to make a captain or drop the RMC glider again from the first truck. I presume this is a bug, but if not, its a heck of a penalty and would mean keeping your truck very safe.

In talking about the RMC and commandos, I presume you are talking of removing trenches from the Commandos - but only where RMC is selected?

Anyway, having a lot of fun with the new faction. Thanks again

13
General Discussion / Thanks to the team for the brit reward
« on: January 29, 2011, 04:08:40 PM »
Dear EF mod team,

Thanks very much indeed for the new brit reward. Firstly, I want to say how much fun I am having playing them. Thanks very much for putting the time and effort I am sure it took.

Early observations:
This factional change (and I don't know the background) seems to be a very good effort to try and fix the brits. The units are cheaper, and more mobile. And they seem to have a real early game/mid game/late game variety about them.

I read in another thread that if you go airborne, then you can still build trenches. And then I read that is going to be 'fixed'. I'd say with the new faction please don't remove everything vanilla, but certainly limit some things to one of the doctrines.

I think in a general sense, the oly thing I'd like to see brits get is some form of road block in at last one of the factions, and for a minute when I read the new reward engineers I thought they were gonna have it ;) but anyway.

Overall - and I say this before any hardline balance changes come along, the reward is a lot of fun and thank you, thank you thank you!


14
Balance Discussion / Re: Some Brit issues...
« on: September 13, 2010, 07:10:31 PM »
Don't worry, that lack of any respect cuts both ways.

And while I don't post often, you can be assured that your continuing abusive comment has no effect on me, although its unfortunate others are forced to leave. Maybe you'd actually stick to some points and make some viable ones at it without name dropping, abuse aimed at others, and your general piss poor behaviour.

It would be nice to think that people can enjoy differing views and ideas on the game without resorting to abusive lines, and I am sure that ultimatly people are here because they like to lay the game, and like to play with and against others. At the end of the day, hacking someone off so they leave - is just one person less for everyone to play with/against.

15
I've not read the thread from end to end, so apologies if someone suggested this.

The brits landed in normandy with a vehicle called the 'dingo'. This was at one stage a vehicle that found a break out point during the battle and holds some historical note in terms of normandy.

http://en.wikipedia.org/wiki/Daimler_Dingo

The vehicle itself might be viable for being a reward unit replacement for the bren carrier (if the game can support that..)

The vehicle had a bren, but was know for also sometimes having a Boys AT gun or a Vickers K.

In terms of game theory, I don't think they fitted a second gun, so perhaps it should be more of a scouting vehicle that can take points in terms of CoH.


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