Company of Heroes: Eastern Front

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Messages - Yhcrana

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Balance Discussion / Re: Breakthrough Doctrine- Mechanics
« on: June 02, 2012, 05:47:19 PM »
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On which map is that useful?

You're so right... no one would ever build an MG nest, that's such a fail tactic and is completely useless on every map.
Lol, people would actually build MG nests...? Why do those even exist when nobody uses them?

...of course they have a long range, cover a wide area and are the only Heavy Machine Guns the soviets can build. But what do I know?

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several squads of mechanics will not multiplice production. One mechanics squad improves production speed as same as a officer. I guess you lost several games using your taktik.

Yeah... that explains why they don't improve production the same as a wehrmacht officer and why I've never lost a game due to that 'taktik'... probably because I'm not a retard that uses mechanics for faster tank production.

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yeah and expremely OP

Aww poor baby... you butthurt about Bergetigers too? Oh teh noes someone is repairing the damaged vehicles exactly like how a mechanic would in real life, how will I's evers recover from dis massively OP gameplay?
...I'll make sure only dose Panzer Elite guys I keep fighting against have this ability! Yes! Dat will solvers my problems!


I am 12 and what does mortars have to do with mechanics?

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Balance Discussion / Re: Breakthrough Doctrine- Mechanics
« on: May 29, 2012, 03:17:37 PM »
As I've said before Mechanics are pretty useless, but believe it or not they're more effective in combat than ingineery... of course I'd rather have two squads of ingineery than the one squad of Mechanics for about the same price... unless you're playing in a pop capped game and don't have the population for ingineery.

They used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.

Increased production was always worthless, 3 squads of mechanics wont speed up tank production as much as a Wehrmacht officer... so you could spend the 780 manpower on three squads of mechanics or just 200 manpower and 50 fuel on a second tank hall which would effectively double your production speed.

...just another overzealously nerfed soviet unit really.

Personally I'd say get rid of the increased tank production and give them an actually useful ability like repairing tank wrecks as a bergetiger does, then they'd be a good unit.

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I had no munitions left to spend

As I've already said I was playing against human players.

So for tankhunters to be even partially effective you need to spend a huge amount of munitions on them? Great... I would rather dick about with American Infantry with Sticky Bombs.
I just find it annoying that 8 squads of Strelky would take out a PE armoured car more easily than 8 squads of Tank Busters, if you upgrade them with submachineguns or LMGs they can even take out Pumas.


The molotov was a real tragedy... it's whole purpose was to immobilize tanks by overheating the engine.
Remember the good old days when the command squad threw mollies? It was one of the best abilities in the game, I used to mess up people's panthers with molotovs so much...
Now they still do a ridiculous amount of damage to tanks and vehicles but rarely ever damage the engine.

It always pisses me off that a few molotovs will destroy the gun part of a flakvierling 38 before it kills the crew... 30 munitions = destroyed flak.

Although it's short range and conscripts tendency to die before they throw it leaves something to be desired.

I'd say either fix them properly so they're like a PE incendiary grenade or make it the way it should be so that they disable tanks and vehicles without blowing them up so rapidly.

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General Discussion / Re: EF wins...
« on: May 29, 2012, 02:44:27 PM »
It's not so bad that they suck (or are just new to the game), but people often do stupid things... quitting like a little bitch when their noob blocking fails for example.

"Oh noes we've lost now Ima quit cause it's hopeless!"

...and I just keep playing and win.

I'm not posting to say that they 'sucked', I'm posting to say that my team quit for whatever reason and I stayed behind and won.

...call it an OCD.

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That would be a simulator that tests the base values of units against each other? Does it take into account how quickly those PE cars gain veterancy from killing so many men? The ranges? The accuracy against constantly moving targets?
I always have to question simulators... like how come in Deadliest Warrior the Americans always seem to win?

Anyways there were a lot of different factors in that game, I had all my men in the top middle section of Stalingrad Railroad just above the train station in the light/heavy cover.
The PE armoured cars came up from the middle of the map, kept moving and stayed out of range as best they could.
When they got damaged they retreated back south to some repair bunkers that I couldn't get to without running into a heap of MGs, none of my men had any veterancy.
As soon as the cars were repaired they'd attack again, take out another squad then repeat the same pattern.
When I got down to four squads of tank hunters, one strelky and 2/5ths of the command squad I retreated.
I had no fuel or manpower left to unlock the long range upgrade for the support barracks and buy proper AT guns.

Yes it was good playing on the PE guys part but seriously man eight sqauds of tank hunters firing 16 ptrd should be an instant kill against a light armoured car, instead they miss most of the time and the one or two shots that hit deal very little damage.
Compare that to the 5 squads of rangers you could get for the same amount of manpower, 5 ranger squads would one shot kill a PE armoured car with their bazookas.

Perhaps it was just a fluke or bad play on my part but in my own experience tank hunters have been consistently lacking in performance in every game I've played since 1.6.0.

Maybe we could just rename them to something more appropriate for a 'soft counter'/'cheap support unit'? The name 'tank hunter' suggests they're something that's actually a dedicated anti-tank unit...  Change their name to something like 'tank annoyers', 'panzer ticklers' or 'kettenkrad chasers'. Anyone who's ever attacked a kettenkrad with tank hunters will get that.

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Balance Discussion / Re: What do you think of Soviet Tank Hunters?
« on: May 22, 2012, 09:08:09 AM »
Dude I'm not saying the guy I was playing against was retarded and just sat the cars in front of my guys for them to shoot, but I am serious about eight squads failing to kill either car.

Believe it or not I don't save replays of every single game I've ever played, if you really want to see how bad tank hunters are why don't you have a play match some time and test them out?

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General Discussion / Re: EF wins...
« on: May 21, 2012, 03:17:19 PM »
This is not the first place I posted it... we do not talk about the place I posted it... and the people there are not the sort you want to know your name (real or otherwise).

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Balance Discussion / Re: What do you think of Soviet Tank Hunters?
« on: May 21, 2012, 03:15:13 PM »
I played a game a couple of months ago Stalingrad Railroad Station as Soviets vs a PE and Wehrmacht player, I attacked with eight full squads of Tank Hunters supported with two strelky and a command squad... I had placed them in heavy cover, they had men vs tanks upgrade and they were attacked by 2 PE light armoured cars with no supporting infantry or artillery.

Neither PE armoured car was destroyed and all that remained of my infantry was four badly wounded tank hunter squads, one squad of strelky and 2 guards from the command squad.
Now if I had known Tank Hunters had been made so absolutely useless I could have just built eight squads of strelky and wiped the floor with those light armoured cars instead of wasting all my manpower on infantry that are supposed to be dedicated anti-vehicle/anti-tank... on that note I could have also built eight ZiS AT guns... or called in three tank riders etc etc etc.

Seriously when eight squads of tank hunters can't kill a single light armoured car as it drives by there has to be something wrong...

As for tank hunters being too strong vs infantry... that made me laugh hard. They used to be decent vs infantry just like any other small squad with bolt action rifles... now they are just as pathetic against infantry as they are against tanks.
Unless you're sending non-upgraded pioneers against them tank hunters will get raped by any infantry... although that's not saying much since pretty much everything rapes them nowadays.


Personally I'd say forget the tread breaking, screw anti-tank mines and give Tank Hunters back their old AT rifles and enough accuracy that they can at least shoot in the same general direction as their target.
I can imagine the 37mm cannon of a PE light halftrack breaking a tread cog but a 14mm ptrd? What's wrong with regular mines deployed by ingineery?
AT grenades are only useful if the target doesn't move, just like with PE AT grenades you'd have to be damn lucky to hit anything with them and not just be wasting munitions.

So remember kids, when you're thinking about taking tank hunters... just say 'no'.

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General Discussion / Re: EF wins...
« on: May 21, 2012, 02:27:00 PM »
I've had some games like that...

Some of the other games where even greater, there have been a couple that I would describe as epic wins...

One game on Hotchwald Gap vs pc my team mate rage quit like a little bitch, the only thing left of us allies was my support command truck and 3/4 of a sapper squad.

Long story short, seven real life hours and nine hundred tank kills later I won... it was worth it.

Pic related... note the game time.

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General Discussion / Re: EF wins...
« on: May 21, 2012, 12:59:16 PM »
Of course it's vs pc... here's a pic of what we did to some tard's base after he decided to start team killing us for no apparent reason.

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General Discussion / EF wins...
« on: May 21, 2012, 11:55:33 AM »
I thought it was worthy of a screen cap... anyone else got any insane or funny wins to show off?

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