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 - Gatorbate
Pages: [1]
1
« on: April 27, 2011, 04:05:34 AM »
The recon jeeps with the recoilless rifles are extremely OP. They have far more health than a standard American jeep and yet demolish light vehicles with 5-6 shots. PE Armored Cars and even upgunned Pumas don't stand a chance.
I think their range and armor need to be nerfed.
2
« on: April 27, 2011, 12:48:58 AM »
Have you tried with different maps/starting positions? Sometimes that can affect the A.I..
It happened on Kursk, Duclair, and Rails and Metal. Actually, the AI seems to be bugged for all factions on Duclair. I played a USSR/US v. PE/Wehr game earlier today and the Wehr AI in the north position just stacked its units in its northern entrance and never moved.
3
« on: April 27, 2011, 12:43:44 AM »
What difficulty were they? Robotnik is working on improving the A.I..
Normal. Happens whether I play with or against them.
4
« on: April 27, 2011, 12:38:26 AM »
I've played 4 skirmish games against Soviet AI and I never saw any vehicles other than doctrinal ones. When the game ends and map is revealed, I can see that the AI never even built the Tank Hall.
Somehow they are still able to pose a threat, thanks to a spamstorm of dual PTRS Tank Hunters chipping away at my Panzer IVs until they die
5
« on: April 24, 2011, 10:34:02 PM »
I'm breaking my silence - this guys just trololollin
No, I'm not. Good to see that you don't take people seriously here. I've looked at some other threads around this forum and there seems to be a clique of certain users who are highly sarcastic and trash other people on this forum. I don't have reliable internet to allow online play against human players. But I feel a game should be balanced in all respects, including against the AI. The German AI never came to close to defeating me once in 1.3.1.0, as opposed to the original EF, which had excellent AI that could pose a challenge even on Normal. I would never consider EF's 1.0 AI to be a "comp stomp". Also, Soviet handicaps like no retreat and no crew weapons actually made their faction more challenging and offset their many, many advantages. Anyway, just my opinions. Mock/ban me if you want, it won't affect my life.
6
« on: April 24, 2011, 10:08:58 PM »
I was onboard with this mod in February 2010, around when the first version of EF came out. It was a lot of fun with the new units, but the Soviets were terribly OP. Sharpshooters massacring everything, enormous numbers of 1-pop NKVD Conscripts storming MGs and breaking suppression, Heavy Mortar howitzer rounds 1-shotting entire squads.
So now I returned to Company of Heroes this month, and found that many changes have been made to EF. But sadly, I fear not enough and the wrong changes have been made. After 10-12 skirmish matches against Hard German AI, and a 3-4 matches as Wehr vs Normal Soviet AI, it's clear to see this game still needs serious balancing.
I think the armory upgrades were better when they were Muni heavy instead of balanced with fuel, because they actually delayed upgrades longer for the Soviet player and made him seriously think how to use his 200 Munis.
The Command Squad global powers are definitely OP. IMO they need to be nerfed to just an area effect.
But the biggest problem is allowing the Soviets to retreat. The lack of a retreat option actually made vanilla EF more playable, because it forced the Soviet player to be careful where he sent his infantry. Now, the enormous Strekly waves can just be retreated the second adverse opposition is discovered, and then return after a minute or so to another area of the map. IMO, a good middle ground is allowing Soviet squads to retreat only if the Command Squad is present nearby.
And don't even get me started on the retreat to Medical Truck option, it is ridiculous. Simply stick it one screen length behind your front line of infantry and you are set. If they are going to leave in the option to retreat, at least take out the retreat to Med Truck ability.
Finally, not allowing the Soviets to capture MGs and crew weapons was part of their faction handicap. Removing this ability made the Soviets more OP from my experience.
7
« on: February 04, 2010, 04:19:22 PM »
I'm pretty sure they didn't yell "Hurray!" as they charged German MG-42s, lol
It was more likely "AHHHHH!!!" or some variant thereof
8
« on: February 04, 2010, 01:31:24 AM »
Hmmm, after playing 3 games this afternoon, I think I discovered a use for them after all in late game:
- Don't upgrade, build 10-12 squads - Send in waves of Conscripts before the tanks to absorb initial AT and 88 fire - Flank with T-90s while Conscripts and T-34s engage the enemy
9
« on: February 03, 2010, 08:08:54 PM »
Also, I don't find Tank Hunters to be very effective against Pumas. Before their upgrade their PTRS weapon has a very low ROF and 20mm Pumas are very effective against infantry, even in buildings
Yeah I'm working on that...
Thanks! By the way, all my criticisms are purely of good faith, your mod is great, I just want to see it improved
10
« on: February 03, 2010, 07:43:52 PM »
Garrison a building in a decent strategic point and the Axis aren't going there until they get Pumas. By then, you will have put Tank Hunters there.
You can counter that with Snipers, Grenadier grenades, and Pio-Flamers Also, I don't find Tank Hunters to be very effective against Pumas. Before their upgrade their PTRS weapon has a very low ROF and 20mm Pumas are very effective against infantry, even in buildings BTW, is there a way to make Conscripts "pick up" their comrades' fallen Mosins so they always have at least four rifles no matter the squad size? I remember running around once with a 4-man Conscript squad and only one had a gun, so they were useless
11
« on: February 03, 2010, 04:26:32 PM »
People only voice their opinions (both negative and positive) when they care about something. Hearing negative feedback is just as good as positive feedback as it shows a large number of people care what happens to this mod
When all is silent, that is when you have to worry
This. OP, I'm thankful the EF staff put in the hard work to give us this mod, but without criticism the mod will not improve.
12
« on: February 03, 2010, 04:02:57 PM »
and skipping the Mustering Tent saves 25 F that I can use to get out a Support Barracks quicker for Sharpshooters and Tank Hunters.
Please update your game.
Ah, there's a patch already? I've only played EF vs the skirmish AI.
13
« on: February 03, 2010, 03:50:00 PM »
I never understood why people would spend so many hours on an unpaid fan project, but I'm really glad they did!
Thanks go out to all the EF staff
14
« on: February 03, 2010, 03:47:33 PM »
After my first 2-3 games, I stopped building conscripts and haven't missed them since. Ingenery and the Command Squad fill the gap nicely in the early game, and skipping the Mustering Tent saves 25 F that I can use to get out a Support Barracks quicker for Sharpshooters and Tank Hunters.
Conscripts simply suck. Vanilla they die extremely fast, have only 4 rifles, refuse to stay behind cover, etc etc. The NKVD upgrade isn't worth it either, especially since now they cost pop. Red Banner Strelky have basically the same anti-suppression abilities, but have better weapons and longevity.
Spamming Ingenery instead of Conscripts is better for another reason: when your squads invariably get wiped out by Wehr motorcycles, your opponent gets only 4xp instead of 8xp!
Pages: [1]
|