Company of Heroes: Eastern Front

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Messages - Grand Duke

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1
Nice Reward Command Tree guys!
But something strange has written on SU-122 board...  as I could understand it's something like "will break down fascists" - "сломим фашистов"

Yeah, looks like it's intended to be that phrase, as it actually could be written on a Soviet tank (and yes, it makes sense and sounds right in Russian), BUT HOWEVER. On the model we see it's written with mistakes. Instead of СЛОМИМ ФАШИСТОВ it's СИОМИМ ФАШИСОВ. Wrong letter in the first word and 1 letter missing in the second.

2
General Discussion / Re: Questions about Ostheer...
« on: March 02, 2015, 09:44:57 PM »
Awww. It's a shame you guys are getting rid of the AT rifles. I think these were very unique (and also an interesting thing history-wise, as many AT-rifles were used during Barbarossa by '41-'43 Wehrmacht, which Ostheer is based on, i presume)  and not that un-useful against light armour.
While giving another squad Panzerschrecks... Me no likes. What about Jagers and PzJagers with Oferohrs? Doesn't it seem like too many Panzerschrecks for one faction?

3
Ostheer Suggestions / Re: Buff Beutepanzer
« on: December 07, 2014, 09:45:49 AM »
Actually the OH crews should be more skilled and trained than an allied conscript tank crew since there are obviously more of them for allies.
Errrm, I'm sorry to pop in unannounced into some other people's discussion, but in my opinion even if the German crews are more experienced, the Beutepanzers should get some combat penalties (- acc., or -speed, or smth) just like DreamerBg said.
Just imagine, you are part of a german tank crew, trained to drive a PzIV, and the orders come through that you should man a repaired T-34. And here's where the trouble starts. If it's a T-34-76 you would have to leave one of your man behind and the commander would have to do gunner's job too, and that cannot contribute to your tank's battle efficiency. Secondly, all your tank's controls are in Cyrillics, the ammunition is marked differenly and is stored differently, the optics are different and have to be accustomed with and overall the tank is much more cramped and uncomfortable (especially after being knocked out and repaired). All this would cause some difficulties in combat for your crew, trained to drive another tank.
Of course, after getting veterancy and learning how to deal with all this over the course of the battle, the penalties should go away or become smaller.

4
Suggestions / Re: Jäger voice actor
« on: November 02, 2014, 07:59:27 PM »
Yes, Jagers really do sound a bit weird, I agree.
I'd like to throw in some notes on Soviet voices too - for a Russian-speaking person some of them sound a bit off. I have absolutely nothing against using Russian localisation for Americans and British as the placeholder for the Soviet voices - it's really ingenious, and some of the voices are matched perfectly, e.g. the conscripts using Tommies' voices is very fitting as Tommy NCO sounds really young and boyish in Russian localisation. Besides, I'm just used to T-34s sometimes admitting that they're Shermans, or the Guards saying some Rangers' quotes, it has it's own charm really. :)
What really bugs me is the Sniper Ace's voice. I understand that you didn't want to give him the US Sniper's voice as it is already used by the SU Sniper, and instead you gave him either the Commandos' or the Paratroopers' voice, or maybe the Lieutenant's voice, i'm not sure. The downside to this is that he does not sound like a sniper anymore. As far as I can remember he doesn't whisper when in camouflage, and his battle quotes are now mainly screaming and something about pumping someone full of lead - that's not what you'd expect from an ice-cold professional, would you? :D
Besides, he refers to himself as multiple people most of the time. For example, he'd say "Ok, let's go guys" or "Yes, we'll go there" or something like "I'll send the men there". Multiple personalities disorder, anyone? ;D
So, what I suggest is just giving him the regular Sniper's voice. At least this would make him sound like a real marksman.

5
Nice game. The tigers were absolutely no match for those SU-100s .
P.S. Why did you have to kill all those medics ;_;? That is a warcrime, you know! >:(

6
Really nice and intense game, loved every bit of that, especially the extensive use of call-ins and aviation! It's replays like this that make me want to play a game of EF ;)

7
Suggestions / Re: Night/Day cycle
« on: September 22, 2014, 05:03:05 PM »
Wait-wait-wait-wait, did I hear someone say BA-64? Because I definitely heard someone say BA-64. So... Does it means that units shown in http://www.easternfront.org/forums/index.php?topic=10772.msg149916#msg149916 are going to make an appearance soon? Please-please, tell us they are! :D

8
Balance Discussion / Re: 2.3.0.0 balance...
« on: September 18, 2014, 12:19:58 PM »
Could someone please tell me what changes were made to the God of War in this version? I noticed It looked kinda different when my AI SU opponent used it in my last game, but I couldn't grasp what has been changed, and I won't be able to test it myself for some time to come.

9
General Discussion / Re: Nice reward unit!!!
« on: September 18, 2014, 06:16:53 AM »
I guess Christmas came early this year  ;D

10
Bugs & Tech Support / Re: 2.300 Bugs
« on: September 16, 2014, 12:02:11 PM »
And also don't forget he OH can now upgrade civilian buildings into forward barracks. Although this can be not useful on maps with no/few suitable buildings.

11
Balance Discussion / Re: OST Vet requires too much XP
« on: September 14, 2014, 08:10:07 AM »
title says all, I need to kill dozens of infantry for my landsers, brandenburgers, jagers, etc. just to reach vet 2/3, while other factions are able to do so much quicker. I do understand that the OST vet has more advantages such as the repair bonus or extra sight/cap, but still. US riflemen are capable of getting to vet 2 much quicker with around a dozen kills while it takes 2-3x more for the ostheer infantry.
First of all, the Soviets and the Americans actually are the fastest factions in the game to vet up due to vet up due to lower XP amount needed for the vet levels. And secondly, another possible explanation could be the fact that Ostheer units give the enemies much more XP when killed, than the Soviets. E.g. each Conscript model killed is worth 1 xp, while the landsers are worth 3 (i think) xp each, and we're not even talking about OH's flimsy but XP-expensive weapons teams who give a ridiculous amount of XP (5 or 6).

12
General Discussion / Re: OST Nerfed?
« on: September 14, 2014, 07:59:18 AM »
Well, actually the Ostheer does get a healing option: the very same medical concrete emplacement, when built in the base sector, produces a healing aura, just like the medic halftrack, or the American triage center. So now their mechanic is close to the American one: a healing building in your base sector, and casualty clearing buildings (which can also serve as reinforcement points) closer to the frontlines.
About the (formerly) medic veterancy, it is now replaced with a logistic vet (hence the crane depicted on its icon). It no longer allows you to use medkits, but instead makes reinforcement cheaper, upkeep lower, and also makes abilities like grenades cost less munitions. While the usefulness of this change is... arguable (personally, I liked the medkits more, even though they were overpriced and not really useful for their price), that's how it is in the current version.

13
Red Army Suggestions / Re: Give SU own faction music (pref ones from menu')
« on: September 10, 2014, 05:41:33 AM »
Sadly, there seems to be no way of doing that :(. I once asked this question here, too
http://www.easternfront.org/forums/index.php?topic=11171.msg153587#msg153587

14
Announcements / Re: Eastern Front ver. 2.3.0.0
« on: September 09, 2014, 10:16:43 PM »
Yes, the Officer has two knight cross holders as bodyguards who are armed with g43 rifles. The unit itself is pretty good in long range combat and buffs nearby allied units in a defensive manner, depending on the assault pool/support pool choice.
Speaking of bodyguards, I understand that this is only cosmetic stuff and you devs should probably do something more important, but here I was wondering, could you guys do something about the bodyguards' models? Make their unifroms, I dunno, a bit darker and less shiny, maybe a bit more dirty? It's just this contrast between them with their perfectly clean uniforms for parades with all the shiny silverish details, medals and stuff, and the officer, with his dark mud-covered coat, dirty cap and a moody look on his face... I guess after serving on the Eastern front, his bodyguards would look more like him and less like they're just from a great parade in Berlin  ;)

15
Balance Discussion / Re: The need for fire base
« on: September 09, 2014, 10:09:06 PM »
It was a harsh decision, but we had to cut off some artillery power from soviets overall. Compared to all other allied factions soviets have overwhelming amounts of arty - heavy mortars (which got buffed), su 76, katyusha, god of war, KV 2 arty barrage and spotter artillery. That's even more than brits have. The firebase on top was overkill. I also miss it sometimes, but we wanted to remove some of the artyspam, especially in teamgames. Going defensive t2-t3 strategies as soveits with heavy mgs, strafnies and guards lead to massive arty spam.

You need to keep in mind that many soviet units received buffs in combat power, and their veterancy is now on par with other factions, so soviets have more pushing power by default, even without artillery.
Aha. So that means, we won't see the firebase ever again? Not even in a reward tree? As a reward unit? What about that 76mm light howitzer emplacement?

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