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Messages - akn102991
1
« on: October 19, 2009, 05:30:32 AM »
They already said that they weren't going to change the current armies.
And if you are talking about the Ostheer that they are planning on making, then there better be a good reason for including anything.
2
« on: October 13, 2009, 03:26:03 AM »
2 weeks to remember to hit record
3
« on: October 13, 2009, 03:19:35 AM »
fight nights actually sound like a great idea. Something like a friday or saturday night is usually a good idea, you usually have high traffic those days anyways. As for future plans, everything sounds LOVELY.
4
« on: October 11, 2009, 05:44:37 PM »
It has been discussed, and something we would like to do.
We just keep forgetting to press the 'Record' button...
Nice. It would be cool to have that style of video sometime soon.
5
« on: October 11, 2009, 05:12:19 PM »
First off, I want to complement the dev team on the videos released so far, they do a good job of displaying the new units, and getting us excited for release.
I for one am a huge fan of competitive 1v1 CoH. Could we possibly see (in the future) a Video Shoutcast in the form of a 1v1 Russians vs. Wehr so we can see them in action?
Thanks!
6
« on: October 11, 2009, 04:54:18 PM »
Ah this answers the question I posed in another thread. Cool.
While the idea posed by the OP is interesting, I still like the decision to have a hard-coded in NO RETREAT for the Russians. Not only does this make them especially unique, it gives them an entirely new playstyle. Since there isn't really a reason to keep whole squads alive (no vet (i think)), coupled with the no-retreat, this creates a strategy of just sledgehammering the enemy with men with no remorse. Completely different from the smartly-offensive americans, the stonewall defense and armor of the wehr, and the mobility of the PE.
I'm actually looking forward to playing Wehr vs. USSR as much as I am playing the Russians. They seem like a worthy opponent.
7
« on: October 11, 2009, 04:46:26 PM »
Fortunately they have been a "well behaved group". Nothing really special had to be done to get their squad ai working correctly. I was shocked they didn't try and charge into death, but they work fine.
As for talking a big game, I'm more of a work behind the scenes guy - especially here. However, if others choose to talk the game for me, I guess I'll just have to step up
I know, just giving you a hard time. Keep on keeping on.
8
« on: October 11, 2009, 04:44:42 PM »
Sweet. Seems about right.
Oh, and the Obligatory: OMG SO OP SO OP THIS IS RIDICULOUS HOW COULD THE RUSSIANS BE SO OP THE (fill in favorite doc/army) CAN'T COUNTER THIS BS.
Can Russians Reinforce? In the design doc, it did say the infantry could not retreat, so I was wondering if they can reinforce also.
9
« on: October 11, 2009, 04:34:31 PM »
This looks painfully similar to the Wehrmacht.
10
« on: October 11, 2009, 04:32:40 PM »
However, due to the extreme skill of our AI Coder, Sweeten, the AI of the game will be likely improved, to avoid Soviet domination. Oh boy - the pressures on
You talk a big game.... Mr. Sweeten. Muahahha. A question out of curiosity: How did you get the conscripts without guns to work correctly? As far as i know there isn't a unit in Coh that doesn't have a weapon (even the captain has a pistol), so this would stop any 'code borrowing' from there. Just curious.
11
« on: October 11, 2009, 04:29:26 PM »
Le sigh...
Posts like this are clever, funny, and entertaining, but ultimately useless. Would it be fun? Sure. If you could do such a thing instantly and it not take hours to make the model and hours to get it to play the music and hours to get it to even work right.
Maybe this belongs in a "Crazy Ideas that are just for fun" Thread.
12
« on: October 11, 2009, 04:26:27 PM »
Relic have been fantastic recently in helping us develop this mod, especially when they could be working on their more recent game or future projects.
This points to (at least some of the staff) relic wanting to make eastern front, but has to balance their resources to stay afloat, and not making an official eastern front expansion. Which is great for you guys: Here's to the best mod since desert combat!
13
« on: October 11, 2009, 08:48:14 AM »
Hi all.
I'm mainly interested in this mod because it gives a new faction to play with and the others get old after a while. With that said I'd like to ask some questions.
As a mod developer, what are some of the limitations into incorporating extra factions? Can you indeed create new factions complete with everything the other factions include. Such as doctrines, units, unit buttons, in-game tutorials etc.
Does the new faction REPLACE any faction or is it just a new selectable faction? Also, can they ally with either side?
Just wanting a breakdown on some things. What has been the biggest hurdle in creating an expansion?
EDIT: I saw some of these were kind of answered in the FAQ but I just want a dev to take a few moments to walk us through the life of a coh modder. From the first breakthrough moments where you found out how to do "this" and then everyones jaw dropping when it was learned how to do "THAT".
No need to give away secrets.
To Answer some basic questions (from the knowledge already given) In regards to creating a new faction: As far as I know, they were able to (by some sort of witchcraft, presumably) put an entirely new faction into CoH, as evidenced by some of the pictures released (like the one including the Ostheer in the options for germans. In regards to Russia being playable on both sides: As far as I know, it is limited to being Allies. Which makes sense. In regards to replacing current factions: they stated very explicitly that it would not TOUCH the other factions one bit: which is an incredibly wise decision. The rest of your comments seem more appropriate for a post-mortem, and not for pre-release, where they are working on getting the product out the door.
14
« on: October 11, 2009, 08:05:43 AM »
What do you mean?
I think he means that since there were so many barriers in place to adding new factions (or as they were so described by the relic patch notes) he finds it incredible that they were able to get a playable version of the mod running without that help. For the mod team I'd imagine this seems like too little too late for support of the mod. I guess it's good that they are at least being supportive, and not trying to hinder the operation.
15
« on: October 11, 2009, 08:03:21 AM »
personnally i think its fine they can not secure points for one during this time of the war the russians were constantly steamrolling the Germans they didnt really care about securing territory. the only time i really recall them really stopping is when crossing the vistula river the assault engineers after breaking through would use the germans own trenches to fend off the enemies till the tankovy divisions could exploit the gap
P.S. also i think the soviets detect snipers by using command squads and spotter teams (obvious) any way i dont think snipers will be that much of a problem as what would they use them for? killing 8 man conscripts or 7 man strelkovy squads? unlikely.
I'd say conscripts are the best sniper spotters. That just adds to the really interesting and unique playstyle of the Russians as displayed so far. With such little value of human life, the use of the conscript as just cannon fodder sounds like a fun strategy to explore. And on the topic of securing points, I'm fine (so far) that they are unable to do so. If there is a balance issue that could potentially be resolved through the resource gain from OPs, then sure, I'd be all for OPs. But as of now... so far so good.
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