Company of Heroes: Eastern Front

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Messages - vikingsteve

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So uninstall it, and use the newest installer? I don't think my installer is the latest version. I'll try that.

-e-

This solved it.

3
Bugs & Tech Support / Can't launch EF; Given a Relic Error Report
« on: May 27, 2012, 09:56:15 PM »
What logs do you guys need? I just patched to the latest patch using the launcher. All I did was click Play. It hangs for about 5 or so seconds, then gives the error report that I attached. Nothing actually launched either. It just sits at my desktop.

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Balance Discussion / Re: Guards 1.6
« on: March 11, 2012, 05:04:24 AM »
Most infantry in the game get a squad leader weapon that just looks like an advanced weapon but is statistically the same as the others. Guards aren't really supposed to be spammable like they were in the past. Strelky are supposed to make up the bulk of your infantry forces. I feel like we nailed guards perfectly in the last couple patches. They are used as an elite infantry to flank and break a specific part of an enemy line before the rest of the blob rolls in.

As for the weapon stats, that will take ages to do. I might feel generous tomorrow. For now I can do the damages from memory.

Ing 7
Cons 9
Strelky 12
Guards 12
Sharpshooters 12
TH mosin 8
SVT 12
NI SVT 10 (M1 Garand)
DP-28  8 (identical to bren stats but 8 dmg instead of 5)
PPS-43  5 (identical to MP40)
PPSh 5 (very similar to MP40)

Generally, Soviet bolt action rifles are a mix of Wehr and US weapons. They're not as good as Wehr at long range but not as good as US at short range. They're just fairly decent at all ranges. The Guard SVT is very good on the move and at short range though. It's an assault weapon that can still be OK at long range. Very powerful indeed.

Guards aren't supposed to be your go-to infantry once they are unlocked?

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Balance Discussion / Re: Breakthrough Doctrine- Mechanics
« on: March 11, 2012, 04:56:04 AM »
I think they're worthless. Ingenery do just fine. The mechanics can't even build any new stuff, unlike the Luftwaffe. Speeding up tank production is meh. I don't think I've ever really needed the increased production.

I think they should be taken out in favor of something else. I never use them, and when I used to, they never changed anything. Why not just replace them with increased vehicle production and advanced repair? Doesn't have to be the first thing you get either. I mean, that's all people use them for anyway. Why make people spend manpower and have them be killable when you can just make it passive and maybe make it cost 1 command point more? Something like...

"Advanced Ingenery"

"Decrease the production time of all vehicles by x%, and enables Ingenery to repair vehicles at an increased rate."

Or they could just do something like the Americans have with Field Repairs (or whatever it was called) where you spend munitions to repair your tanks. Mechanics are slow, frail, and inconvenient.

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Bugs & Tech Support / Re: [1.600] Game crashes/freezes - Post here
« on: February 10, 2012, 01:30:11 AM »
EF always crashes on me when I try to load a saved game. In the past, this would not happen, but with 1.6 I am unable to load saves in EF, because they always prompt a crash.


The latest crash file I have from a loaded save:


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Bugs & Tech Support / Re: Launcher will not start
« on: February 10, 2012, 01:27:28 AM »
Yeah, I have the retail version of COH if that matters (on DVDs)

It's started twice now for me, but it's still very unpredictable. Sometimes it will start, other times it will just hang. The same thing happened to me with Half-Life 2... I wasn't launching EF/COH from Steam though.

*shrug*

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General Discussion / Re: Why was Naval Infantry Chosen?
« on: February 09, 2012, 11:30:01 PM »
The Naval Infantry are cool, I just don't like that you are forced to only choose one type of weapon for them. When play at Wehr, I always liked to use 1 Panzer/1 MG34 whenever I was speccing my Panzergrenadiers, and if I am right, the Naval Infantry function similarly. (I don't really use them as often as guards. sometimes I use them for AT)

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General Discussion / Re: 2 questions
« on: February 09, 2012, 11:27:39 PM »
Lol I actually think the Soviet sniper is a little too fast as well. I hardly use him, but when I do, it almost feels too cheap. It costs 35 fuel to unlock him, however.

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Bugs & Tech Support / Re: Launcher will not start
« on: February 09, 2012, 11:25:38 PM »
EF won't start for me either. It might once of out 10 to 20 clicks, but otherwise it just sits.


11
I'm actually having the same issue as well.

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Bugs & Tech Support / [bug]ISU-152 ability blanked out
« on: February 08, 2012, 09:52:37 PM »
I wish I had the picture, but the game crashed so it didn't save. My ISU-152 Zveroboy had the ability in the bottom left square described as <BLANK> and costed 50 munitions. I don't actually know what the ability is called, but as far as I know, I can click it and use it. The name and description are all missing though.

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Balance Discussion / Re: mg gun nests, another mention 1.501
« on: February 08, 2012, 08:15:13 AM »
incredibly mobile sounds like hyperbole to me

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General Discussion / I miss Red Tide's old function.
« on: February 08, 2012, 08:12:42 AM »
It was awesome. Now I only get Stahfynie squads... I loved using Red Tide to rush and then replenish. I could always count on a potential comeback with that ability. Why was it nerfed anyway? Were people abusing it?

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Strategy and Tactics for Soviets / Re: Soviet Medical Truck
« on: January 12, 2012, 10:11:59 PM »
I like to sit it at my HQ and use it to heal troops that I reinforce. Or, if I am winning in mid-game, and have a decent forward base-esque area established, I move it there. Thing is, it can't reinforce... but it would be OP if it could, lol.

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