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Messages - Magyar
1
« on: July 15, 2014, 09:44:42 PM »
I'm eagerly awaiting the new patch too, but you could show a little more respect... this mod isn't their job. Working on a mod for a computer game should be the least of someone's priorities if they want to lead a healthy life.
2
« on: June 01, 2014, 06:39:22 PM »
I'll add you when I get the chance to go on Steam and play a bit.
3
« on: May 31, 2014, 03:09:17 PM »
Since EF has been 'greenlit' on Steam, what exactly does that entail for the mod? Will it become a free to play game (requiring base CoH and subequent expansion packs) that we download from Steam? Would it mean any other changes?
Furthermore, when can we expect this to take place? Will the next major update bring EF to Steam, or will this be in the more distant future?
4
« on: May 30, 2014, 03:53:57 PM »
Yes, it wasn't performing as well as hoped and it was making modding more complicated, as far as I remember. Don't quote me on this, but I believe they said that they'd look into reworking it and reintroducing it at a later time, but they currently have other priorities that they want to focus on first.
5
« on: May 26, 2014, 04:08:46 PM »
I agree that Ostheer teching is rather awkward and I find the Concrete Bunkers and Foxholes largely useless as well. The Concrete Bunkers in particular are bad since HMG teams cannot set up inside of them to shoot straight ahead, undermining the structure's primary purpose. I have often wondered how different the game would be following a slightly more realistic approach, the amount of times i have seen a squad of engineers or troops capturing a VP with no cover surrounded by troops firing on them only to have them succeed the cap and retreat. Well, there's always the Blitzkrieg mod which makes the damages more realistic, but in my opinion it ruins the gameplay of the game as a whole. Sometimes it is frustrating to be in that situation you described but at the same time I think that's exactly what encourages deep tactics in CoH, since you need to flank, set traps and intercept retreat paths to properly eliminate units.
6
« on: May 26, 2014, 02:25:02 PM »
You can't view these factions and their strengths in absolute firepower terms- sometimes their strength lies elsewhere or in how their units are used in unique situations. That's the beauty of CoH. Here's a quick explanation for why the Axis are actually probably slightly stronger than the Allies:
Sure Riflemen are arguably stronger than Volksgrenadiers, but it comes down to how the units are used that really determines who comes out on top: Riflemen's rifles deal more damage per second up close, but Volksgrenadiers deal more damage per second from a distance and so if both squads remain at a distance and have similar cover then the Volksgrenadiers will actually win, especially if the Americans attempt to close the distance and charge head first losing their cover bonus.
HMG teams? Sure the American one deals more absolute damage, but the Wehrmacht one suppresses far faster, which is really the purpose of the HMG and plus the Wehrmacht can build really beefy bunkers for their HMGs which the Americans cannot do.
Mortars? Wehrmacht mortars are far more powerful and outrange the American and British mortars. The Panzer Elite Mortar Halftrack ridiculously outclasses all other mortars, since it is so mobile and has a special fiery ability as well - perfect for incinerating British blobs that are sitting around their Headquarter truck.
Bikes? The Wehrmacht Bike is the best of all light vehicles at countering snipers. The Jeep is a joke incomparison.
Panzershreks? It's not even funny how powerful these beasts are and the Allies have nothing that can even compare.
In terms of tanks: in absolute terms the Wehrmacht are simply better. The tier 3 StuG easily defeats a tier 4 Sherman or Cromwell if they don't keep moving around and that's pretty much the rule that rings true for most tank battles in this game, the StuG, Panzer IV, Panther, Tiger, etc. are far stronger than their Allied equivalents (aside from the Pershing but even that is just a Panther with a stronger gun unless it gets vetted up), which forces the Allies to either use their speed and mobile turrets to hit flank the Axis armour and get rear hits or they try to stay at a distance with Fireflies and Calliopes and bombard Axis tanks without receiving fire in return. In terms of absolute firepower the Wehrmacht would probably come out on top but when we factor in speed, mobility and range then suddenly tank combat receives many new dynamics that forces us to accept that sheer firepower doesn't determine who wins.
Regarding Landsers again: Brit infantry are healthy but they are also useless without a Lieutenant, which forces you to blob your infantry squads, thereby begging things like Goliaths, StuHs or Firestorms to blow them up, which is something that the Ostheer and Wehrmacht don't need to worry about... the British are essentially supposed to blob in a game designed to punish infantry blobbing. Also keep in mind that CoH has many numbers determining combat that you don't see ingame: all we see is that the Americans have 6 Riflemen, but we don't see what their actual hit points are or what type of armour they have, etc. An infantry squad can have a lot of models in it but still be weak rubbish because they have very little hitpoints and a poor armour type (ie Soviet Conscripts) and that rings true for Riflemen relative to elite infantry. Sure Paratroopers or Rangers might have better survivability than Landsers, but they're also expensive elite infantry, not basic tier 1 infantry like Landsers and yet they're still not even that remarkable: Paratroopers' basic rifles are actual really bad, as in worse than the Riflemen's or Landsers' basic rifles. If anything, Landsers are overpowered because in the latest version released to the public they're better than most/all elite infantry, even though they're tier 1 infantry...
7
« on: May 26, 2014, 12:35:48 AM »
I don't want to take this thread completely off-topic but I think you're exaggerating the strength of the Allies, maddogb, because the Axis actually have superior units in many respects - for example Allied mortars in particular are actually pretty weak and short-ranged compared to the Wehrmacht equivalent. If mortars are giving you trouble it might be because you're not mobile enough with your infantry. Rather than trying to fortify and hold down a specific location with your Landsers you should try to keep them actively moving. Regarding Landser strength: their strength comes from their weapon upgrades, because once you have both of their gun upgrades they turn into crazy killing machines that cut through Riflemen and Soviets like a hot knife through butter. Just because the Allies have more numbers in their infantry squads doesn't mean that Axis infantry isn't remarkably powerful with the correct upgrades.
8
« on: May 22, 2014, 01:59:27 PM »
I've seen it happen on the Prague map. Ostheer AI would simply sit around in its either from the very beginning, or it would play normally and then 5-10 minutes in would break and just start sitting in its base.
9
« on: May 21, 2014, 03:39:35 PM »
Ah, I see. After quickly reading up on it I see that you're right about that. Nonetheless, I still wish such a reward unit would be available if solely for the purpose of variety. After all, EF adds reward units for other vanilla units. But I imagine that the EF response is that it isn't part of the 1944 timeline.
10
« on: May 20, 2014, 06:28:49 PM »
One thing that has always bothered me about Fallschirmjäger, a unit that has the word parachute in very name, doesn't actually parachute into the battlefield. It's an aesthetic touch that may seem superfluous but in all seriousness I recommend the creation of a PE reward unit that would be essentially identical to the Fallschirmjäger, except that its call in would allow it to be parachuted anywhere on the map.
Reasoning: being able to paradrop Fallschirmjäger would be beneficial for the player since it would allow the player to call in the unit anywhere on the map, without the need of surrounding structures. Their purpose is to be able to infiltrate behind enemy lines- they should not be dependent on the existence of nearby structures for this end. Furthermore, by using parachutes Fallschirmjäger could reinforce on the field just as American and Soviet airborne infantry do, further extending their utility as an elite combat unit meant to fight behind enemy lines or at least far from reinforcement points.
Is this overpowered? Not necessarily. Regular Fallschirmjäger have a better element of surprise due to being called in quietly from neutral structures, whereas paradropped Fallschirmjäger would not have the same element of surprise due to being brought in by relatively noisy aircraft. Therefore even regular Fallschirmjäger would reserve their purpose and would continue to exist, thus not harming the base game itself.
11
« on: May 17, 2014, 03:28:47 AM »
A little off-topic, but since we're on the topic of AI I randomly play a match against the PE to test something and I noticed that it simply massed Scout Cars rather than using Panzer Grenadiers. I think the early game PE AI could use a little attention too, if possible.
12
« on: May 16, 2014, 01:15:37 PM »
The problem is that making a Blitzkrieg styled game mod would require a huge time investment. Countless unit tables would need to be altered just for this game mode- each unit has a modifier for damage dealt, accuracy against and damage received from each other unit. So when we add another two factions to the game the number of tables that needs to be modified suddenly skyrockets to an even crazier height. I just don't think anyone on the team is that keen to invest that much time into making this game mode a reality.
13
« on: May 13, 2014, 11:27:37 PM »
These are all good points. I'm curious to see how some of them will be resolved.
14
« on: April 26, 2014, 02:33:03 PM »
If you donate, you get early access to information. Other than that, I imagine there is a big patch headed our way in a month or two. I would imagine much of the visual features that can be shown off have already been implemented and they're focusing more on the boring mechanisms under the hood that aren't news worthy but are necessary for the overall structure. But who knows- they might give us a little appetizer in a couple weeks.
15
« on: April 09, 2014, 03:56:36 PM »
I love all of the changes. It might make the Soviets slightly less unique, but in the end it will make for better gameplay and therefore a better gameplay experience. After all, the Brits' uniqueness doesn't add anything positive to the game.
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