Company of Heroes: Eastern Front

Author Topic: Patch 1.10 'Revolution'  (Read 29743 times)

Offline Pauly3

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Re: Patch 1.10 'Revolution'
« Reply #120 on: May 25, 2010, 01:03:50 PM »
i got the nasty no-turret sherman too
is there a way to get ridof it??
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Offline Raider217

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Re: Patch 1.10 'Revolution'
« Reply #121 on: May 25, 2010, 01:27:51 PM »
Love the mod! But the AI seems to the use Command Squad's artillery strike more than once. Early game I retreated to dodge a strike only to find another identical one had hit another squad.
maybe there was more than 1 command squad around? against how many enemies did you play?
It's a glitch if you call in a barrage then build the tank depot you get heavy barrage which replaces the old one without need of recharging two very quick free barrages



Offline Tico_1990

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Re: Patch 1.10 'Revolution'
« Reply #122 on: May 25, 2010, 01:36:02 PM »
Pauly3, as was said a few times before, the no turret issue can be solved by turning the shaders (if I'm not mistaken) on.
Cheers

Offline FriendlyZombie

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Re: Patch 1.10 'Revolution'
« Reply #123 on: May 25, 2010, 06:28:04 PM »
Quote
maybe there was more than 1 command squad around? against how many enemies did you play?

Just a 1 vs 1. I wouldnt complain so much it's just that the artillery strike comes down so fast and wipes out entire squads.

Offline skhy

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Re: Patch 1.10 'Revolution'
« Reply #124 on: May 26, 2010, 01:46:47 PM »
i can't even start EF after loading this update  !!!!!!!!!

Offline Jimbosmith

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Re: Patch 1.10 'Revolution'
« Reply #125 on: May 26, 2010, 03:22:25 PM »
i can't even start EF after loading this update  !!!!!!!!!

Hi, Take a quick look in the Bugs & Tech Support part of the forum, if you cant find anybody with a similar problem to yours, make a thread with details to your problem.

Offline Strayker

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Re: Patch 1.10 'Revolution'
« Reply #126 on: May 26, 2010, 05:00:43 PM »
Well ive been extensively playing with this patch installed on 1v1 and 2v2 maps and i have some suggestions to share. But firstly id like to say that i think this patch is a step forwards, though it needs some tweaks. Integration of an upgrade system is a big plus, because it makes playing as Soviets more interesting and gameplay is varying upon your decisions whether upgrade this or not. I have a change list that maybe some of you wouldnt like, but overall i think it will help balance the Soviet faction. Anyways im not a dev and its their right to do whatever they like with this mod, but i just want to help as a player of this mod with this feedback to enhance it.

1. Buildings:

- In Soviet Support Barracks the Close Range Support (enables Tank Hunters and Mortar) and Medium Range Support upgrade (enables Sharpshooters and ZIS-2 AT gun) id rather change to Anti-tank support (enables Tank Hunters and ZIS-2 AT gun) and Anti-infantry support (enables Sharpshooters and Mortar). It will make more sense, because i dont get why mortar is in close range support upgrade, hence it has same range as sniper/sharpshooter which is in medium range support upgrade. Another thing is that youll be able to build units which you need, so e.g. youll see a tank, youll go for AT Support upgrade.
Next thing that could be slightly adjusted is the ZIS-5. I think it should be buildable once the Support Barracks is build. That means without the need of Russian Tank Hall...first reason is that upon building the Support Barracks youll be able to build something from there without the need of upgrading and second is that you could heal your early infantry (such as conscripts and ingenery) that are really crappy compared to their Axis counterparts. Again maybe someone will disagree with this, but frankly when do you want that healing truck? In late game is unusable, because you have tanks and Guards and probably many resources. Its true purpose should be on an early battlefield.

- In Rusian Tank Hall i think you should be able to build T-70 and 7-90 as soon as you build that building. That means with no upgrade...ofcourse price of those tanks should be then changed (say from 25 to 40 fuel). Then i would change the Light tankovy support to Medium tankovy support which will enable T-34 and SU-85 and Heavy tankovy support to specifically only enable the IS-2s (Both upgrades with increased cost than now).

2. Units:

- Lend-lease Sherman...i think i dont have to explain further, why i added him here, but i know devs will surely fix his crazy stats in matter of time. But thats not the problem, problem its the tank itself, as i said in another topic it should be as a reward unit to replace say Tank Riders, so you should be still able to build soviet iconic T-34s. As someone said on these forums, it should be only a stopgap between conscripts/strelky and T-34s. In rough comparison as a Churchill before you can build Cromwells.

- Mechanics with Salvage ability. Im not suggesting this...i am begging the devs to add this very important feature of Soviets as one of the Allies armies back in the game.

- Coscripts charges should be back as they are one of the main characterstics of this mod. To achieve this their pop cost should be lowered from 8 to 4 and with the NKVD upgrade to 5. Maybe they should even have a lowered price from 200 to 150 manpower and Strelky could have increased cost from 250 to 300 manpower to prevent the Strelky Spam.

- Tank Hunters damage is too big for guys with AT rifles and cost of 220 manpower. They should have a global upgrade or upgrade on each squad for lets say lend-lease bazookas for that damage to be more balanced. I mean Stuart tank wont do so much damage to Hetzer as these guys do...its insane. They should counter the early armor threat as armored cars and etc. and to tank they shouldnt do much damage at all.

...This will be all from my feedback. Other than this the mod is progressing forwards and i think and hope that 1.20 patch will be the last before the Ostheer shows up...
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Offline wordsmith

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Re: Patch 1.10 'Revolution'
« Reply #127 on: May 26, 2010, 05:58:26 PM »
I'm with Strayker on this one, his suggestions make sense. I like all buildings suggestions part. About Sherman I started a poll here:
http://easternfront.org/forums/index.php?topic=3551.0

Conscripts and Strelky would be tuned in next hotfix I assume.

Mechanics, as I understood,  would not have the Salvage wreck ability again but I suggest to think about purpose of this unit too because as it is now for 300MP only to have repair unit is quite useless. Mechanics should have some other ability then, f.e. demolition charges (destroy defensive structures) or some kind of overrepair (could increase armor speed for a while or its damage/accuracy, not necessary HP) to fit into Breakthrough doctrine where they are now.

Offline Akalonor

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Re: Patch 1.10 'Revolution'
« Reply #128 on: May 26, 2010, 07:23:31 PM »
+12 to Strayker, 2 of it's for the avatar and signature hehe.
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
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Offline DanielWW2

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Re: Patch 1.10 'Revolution'
« Reply #129 on: May 26, 2010, 07:51:21 PM »
I like the changes. I makes the mod more playable as a noob. (yes I play against easy AI as the Germans)  ;D

I do have two requests:
1) A lot of times my AI buddy (or buddy's) are mentally retarded.
If I order them to defend a position they do everything but defending that spot and they just get all there units killed with leaves me alone to hold off two or more Russian AI players with is really starting to piss me off. Could somebody take a look at this please.

2) Since I downloaded the update I have a massive framedrop in EF. It went from 50+ to max 20 and it doesn't matter if I put the settings on max or on the lowest possible. I don't have this problem in the regular CoH so I know that this is a EF problem.
I am using a ATI 5850 with Catalyst 10.3 drivers. 

I also have to agree about the tank hunters. I am sick of them destroying my stug's with ease.

Offline Pauly3

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Re: Patch 1.10 'Revolution'
« Reply #130 on: May 26, 2010, 08:50:24 PM »
it is weird with the tank hunters....
when i use (aka spam) them, they just die and cant even kill a halftrack, but as soon as my enemy (or even worse the AI) uses them all my tanks are useless..... crazy
i think they need a sligth nerf
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn

Offline Akalonor

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Re: Patch 1.10 'Revolution'
« Reply #131 on: May 27, 2010, 05:06:47 AM »
About the directing(AI commands), thats a vCoh problem , when you point the AI in a direction they keep on going , so to speak. 
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.

Offline Ressy

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Re: Patch 1.10 'Revolution'
« Reply #132 on: May 27, 2010, 05:10:24 AM »
And Relic hasn't instituted a "cancel" option for the commands unfortunately.

Offline Akalonor

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Re: Patch 1.10 'Revolution'
« Reply #133 on: May 27, 2010, 05:12:47 AM »
sadly -.-
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.

Offline skhy

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Re: Patch 1.10 'Revolution'
« Reply #134 on: May 27, 2010, 07:16:25 AM »
i reinstall the new  1.10 again i can start now , but it still crash a lot even i don't use any infantry on the russian please help !