Company of Heroes: Eastern Front

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Bugs & Tech Support / Re: Ingame Bugs
« on: July 14, 2015, 11:06:07 PM »
Thanks for your reply! I'm sorry, I didn't find a list of known bugs, just crashing issues, so reports may be duplicate.

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Already reported and they do gain veterancy, just don't show it yet.
Good to know!


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You need to be more specific when describing problems.
Sorry about that! The Ostheer doctrine branches have no names. The bombardment in Ostheer middle doctrine has a blank tooltip and description (on the tree, the actual ability has them). The Landsers description in the recruitment building mentions some upgrades that were probably phased out in an earlier version because I didn't find them. The medic veterancy has a crane icon and no medic kit ability, but the description is still the old one and I've no idea what the crane is supposed to do. The assault mortar (the one you get from assault pool) bombardment's ability is also blank IIRC. The repair skill from mechanic veterancy doesn't change as units gain further vet, which makes me wonder if it gets upgraded at all (it still says rudimentary repair).


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Unless you provide some proof of it, it is fine to me.
Tested it again, I was able to pick a resource with pioneers and landsers, but not with bombardiers or the commander squad. I've no idea what criteria it uses.


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It won't heal at all unless it is in the HQ sector and it works fine there. Otherwise there would be no sense in having airdropped medikits and triage center buildable everywhere and easily available in the same faction.
Yes, it does heal in the HQ area. My bad. Still, the medikits heal so little and consdering their delay and ammo cost, on top of being tied to a doctrine, I never use them. I would prefer them to be more useful honestly but that's a balance problem I guess.


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Nope, that's just your perception. Sniper ace fires faster than any other sniper; it has less cooldown so what you said is false. Same with the regular sniper, it doesn't fire much slower, just a bit slower, but it becomes faster when it gets veterancy.
Hm. I guess I'm too used to my vetted Wehr snipers then. Thanks for correcting me.


There's another bug I noticed with the Ostheer paratroopers. Their demolish skill, when used on american bunkers, makes them go right infront of the machine gun and die. Moreover, every time a man dies, the demolish progress is reset, so they can never demolish it on their own. It seems to be independent of the facing angle because I tried it on two different bunkers in Semois and both times they stood in front of them. I haven't tested it on the British yet but it's worth a check I think.

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Balance Discussion / Problems with USSR
« on: July 14, 2015, 10:48:22 PM »
I've noticed the Soviets struggle to keep up on bigger maps, for several reasons.

  • No forward HQ. All other factions, except British, can convert a building into an FHQ to produce fresh infantry or at least heal and reinforce (if PE). The Brits can move their trucks forward so that's not an issue for them either. The Soviets just have their medic truck, which to be honest is very underwhelming given its cooldown and how easy it is to destroy. It also can't reinforce troops either. I literally just keep it in base unless I'm playing co-op and my partner makes an FHQ.
  • No halftrack. That means no troop transportation and (again) no reinforcement. This is a rather big issue for them because of their zerg-oriented gameplay. Of course you can always rely on your ally in team games but it seems like a rather big oversight not to have troop transportation or reinforcement outside of the base.
  • Very reliant on upgrades or doctrine troops. This consumes lots of fuel, which Soviets *need* for their super expensive buildings and vehicles. On fuel-scant maps, they are just stuck spamming infantry that takes forever to arrive at destination.

I really like the soviets because of their unique mechanics and voice lines but with these things in mind I have little reason to play them over USA/GB on medium and larger maps.

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Bugs & Tech Support / Ingame Bugs
« on: July 10, 2015, 09:14:23 AM »
I've been playing this mod for a week or so on the steam version of Tales of Valor and these are the bugs I've noticed.

Wehr:
- Snowmen and vanilla Grenadiers don't get veterancy. Moreover, medic bunkers spawn regular grenadiers even if snowmen are selected. In both cases, the forward HQ can't produce either regular or snowmen grenadiers.

Ostheer:
- Ostheer troops do disproportionate damage against British emplacements. A single squad of Landsers could annihilate a Vickers faster than a tank in the vanilla version.
- Several tooltips are missing, especially within doctrine trees.
- The HMG emplacement from Fortress doctrine shows a wider arc before being built, but after it's finished it turns out the arc is a lot more narrow.
- The 'triage centre' doesn't heal troops at all, nor it has a subability that does so. There is no way to heal Ostheer troops short of that paradrop from the first doctrine, which heals very little and with a huge cooldown.
- The "OP" truck can anchor onto a sector that's being captured but won't secure it or stop the capturing. When it does that, it has to pick up and anchor again to provide the bonus, which means waiting the cooldown unnecessarily.
- Trucks on sectors seem to share the resource drop cooldown, but only visually. I was still able to call a resource drop when it was "on cooldown".
- Most troops are unable to pick resource paradrops.

Soviet:
- Soviet buildings are extremely hard to destroy with tanks compared to other base buildings.
- The sniper fires much slower than other snipers. Even the sniper ace from the urban doctrine is slower, but less so.
- The heavy mortar does disproprotionate amounts of damage compared to any other mortar. I'm fairly sure it's a damage table bug and not a balance issue.

Panzer Elite:
- The Jagdpanzer reward vehicle seems underperforming in all aspects compared to Hetzer, and costs more. Again, this is likely a bug and not a balance issue.

AI in general:
The AI seems to play slightly different compared to vanilla (Americans using T17 and Flak Halftracks, Wehr using halftracks offensively with pioneers inside for the machine guns). This is good, but I noticed they eventually degrade into churning out AT guns and nothing else. Airborne Americans are especially prone to that. Moreover, I've noticed they rarely re-crew abandoned guns, only if they happen to have idle infantry around. While it could be a legit strategy and not a bug, "Company of AT guns" isn't entertaining every single game (Sov/Ost don't do that). All in all, the Soviet and the Ostheer AI is MUCH more challenging compared to Wehr/USA.

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