Company of Heroes: Eastern Front

Show Posts

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 - defender7

Pages: [1]
1
Mapping / Re: Just like Stalingrad
« on: August 18, 2010, 12:17:43 PM »
Check out Bergy's tractor works over at relics map bunker. This guy is making something to behold.

2
Balance Discussion / Re: [1.23]Katayusha
« on: August 15, 2010, 01:44:36 PM »
Yes Wilson, I am getting the picture. I forgot about the stuka upgrade.
Does it have the same range as Katyusha and is it an equal vanilla counter?
I am sorta done with this for now and looking to see what N44 does with the eastern front for my style of play. I did not know EF wanted to preserve vanilla play.

3
Balance Discussion / Re: [1.23]PTRD
« on: August 15, 2010, 01:35:20 PM »
war games by definition try to be realistic. I understand the theme here now. No further comments necessary.
Thanks .

4
Balance Discussion / Re: [1.23]PTRD
« on: August 15, 2010, 12:50:40 PM »
I agree with your explanation, Wilson. Thanks for your great response. I was just not sure of the direction. I was hoping they would strive for a historical war game over a fantasy game. I think if fine tuned, it can be that game. Perhaps I am one of the few.

5
Balance Discussion / Re: [1.23]Katayusha
« on: August 15, 2010, 12:18:25 PM »
My point was to show that there was no available long range counter to the truck since it was out of short range contact and out of mortar range.
You want too counter a doctrinal mobile artillery with cheaper static nebels?
Quote
It caused my game to stalemate, and I believe it to be a balance issue.
If you dont like stalemate dont build towed arti. T3 has plenty of vechicles to make the game mobile.
Those vehicles cant swim. Did you read anything? I had "T3". T3 is not even the point.
Forget it. My point is there are still balance issues that I should not even have posted here after seeing these responses. My intention was to bring it to the eyes of the devs for further improvements to a great mod.

6
Balance Discussion / Re: [1.23]PTRD
« on: August 15, 2010, 11:50:38 AM »
A 'War game' to me means a historical game based upon real events and attempt to represent a reasonable approximation of the actual forces, terrain, and other material factors faced by the actual participants, while maintaining a balance that gives both sides a fair chance to win the scenario. Fantasy war games either draw their inspiration from works of fiction or provide their own imaginary setting.  What is your game?
I think EF can be be the former or the latter. I am not sure what your team's intentions are.
Perhaps you missed my point as well.

7
Balance Discussion / Re: [1.23]PTRD
« on: August 15, 2010, 11:17:16 AM »
ok, I was not clear whether you were making a game or a war game.  I will take your response as it is a game.  :)
Nuff said. I still like it, but I wish it was more of a war game.  :)
A great war game balances the realism into a game.
I really like what you guys have done so far, please do not take my comments as some kind of demand for total realism.

8
Balance Discussion / Re: [1.23]Katayusha
« on: August 15, 2010, 11:01:18 AM »
Dennis, if you actually read my first post you would know what map I was playing. I had no off map artillery. The map was choke point. I am seeking the fine balance between realism and a game, which in itself makes a great game. You seem to want a game. I guess you did not know the katyusha was primarily mounted on a six wheeled truck, not a halftrack. But that is besides the point. If a kat can hit a Neb, why cant a neb hit a kat? you are still thinking in vanilla COH. I am just discussing balance at this point.

9
Balance Discussion / [1.23]PTRD
« on: August 15, 2010, 10:40:37 AM »
Lets talk about the Ptrd.
Quote
The PTRD-41 (Shortened from Russian, ProtivoTankovoye Ruzhyo Degtyaryova) was an anti-tank rifle produced and used from early 1941 by the Soviet Red Army during World War II. It was a single-shot weapon which fired a 14.5x114mm  round. Although unable to penetrate the frontal armor of German tanks, it could penetrate the thinner sides of early-war German tanks as well as thinly armored self-propelled guns. The 14.5 mm armor-piercing bullet had a muzzle velocity of 1012 m/s. It could penetrate an armor plate up to 35 to 40mm (40mm with tungsten ammunition) thick at a distance of 100 meters at 0 degrees. During the initial invasion, and indeed throughout the war, most German tanks had side armor thinner than 40mm (PzKpfw I & II: 13-20mm, III & IV series: 30mm, PzKpfw V  Panther (combat debut mid-1943): 40-50mm), which meant that the PTRD teams need to be close to very close–sometimes point blank distances–to have a chance of penetrating the sides of these tanks. However due to the high velocity and small size of the round, it had a very high chance of shattering or utterly failing against armor it should have penetrated, which was aggravated if the target was not at a perpendicular angle.

In game it seems to do much much more than that.
It damages frontal armor of medium and heavy tanks. It shoots infantry at long range.

What the PTRD did effectively was immobilize those tanks at short to medium range by hitting the drive train. Once stuck, the panzers were fairly screwed, and without support abandoned or destroyed by infantry or cannon.

I would like to see how this unit could be further balanced through increased immobilization or other concepts.

Please don't remind me that this is just a game. It is a war game, and EF brings brings great things.  :)

Spasiba and aloha. :)




10
Balance Discussion / Re: [1.23]Katayusha
« on: August 15, 2010, 09:55:42 AM »
Luckily for us (or not depending on your views), this is a game ;)
So is checkers. This is a war game. Thank you for your astute observation. I am not here to flame or demand realism. My point was to show that there was no available long range counter to the truck since it was out of short range contact and out of mortar range. It caused my game to stalemate, and I believe it to be a balance issue. The only reason I post here is to possibly help EF be the best it can be. I have been playing war games for over 30 years since ASL(squad leader) came out.
I think 1.23 shows huge steps forward and I am amazed at what you guys have done.

Chtob vse byli zdorovy and Aloha!
 :)

11
Balance Discussion / Re: [1.23]Katayusha
« on: August 14, 2010, 10:10:24 AM »
It just seems a little ridiculous to see all those rockets hit a truck and nothing happens. Must be a Chevrolet.  :D

12
Balance Discussion / Re: [1.23]Katayusha
« on: August 14, 2010, 06:44:26 AM »
Ah, yes. I have been playing mods so long that I had forgotten that 34kg 150mm rockets do not damage vehicles in regular COH.  ::)
My mistake.

13
Balance Discussion / [1.23]Katayusha
« on: August 14, 2010, 03:56:50 AM »
The bridge was blown at cherbourg, and the katyushas kept pelting my repair pioneers. So i rolled up 3 nebelwerfer units.
Fired across with SIX salvos in a tight pattern directly on it....

..the freaking truck was still there with fire all around it.
Does it have 3"plate steel roof and asbestos lining? it's a truck after all.  ???

I really like most of 1.23. Great job overall.

14
Mapping / Just like Stalingrad
« on: July 19, 2010, 12:51:32 PM »
Just played Urban streets night 4V4.SGA with EF and it was the closest thing to stalingrad that I have yet to experience with this mod..

Grab the pack and try it.
http://companyofheroes.filefront.com/file/MCA_Map_Pack_1;94953

Valley roads is also awesome.

Pages: [1]