Company of Heroes: Eastern Front

Author Topic: The changes to the mod 1.21 patch.  (Read 8074 times)

Offline Mad hatters in jeans

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The changes to the mod 1.21 patch.
« on: August 01, 2010, 09:52:30 PM »
i ask for a list of the reward vehicles that may be added in the future. As not all of them were added in this patch.

I'm assuming two conflicting reasons for this.

They will be added with the Ostheer version later on in the future. (up to a year?)

Or they are dropped and the only reward units are what have been included in the new 1.2 patch. (1.21 if you want to be precise).

My views on the mod so far:
I like the reward units, it really does add life to the game, in fact i would have stopped playing CoH years ago if it weren't for Eastern front mods. I find the latest mods the best ones by far.
Also i would say the Soviet teching is just about right.  Maybe a smidgin too slow to get to armour, but only a minute or two behind the Germans.  It’s nice to be able to use the mid-early game units without fear of the soviet armour hounding you too early on, and it’s nice as the soviet player to get better with the earlier units also.


I find the conscripts are used more early game, and the command squad requires careful micromanaging if you want them to vet without dieing too soon. On the odd occasion where I’ve been careless I really did mourn the loss of the command squad, especially one vetted up. However I’ve yet to get them to vet 3. Which is probably just as well.
The tank hunter seem to perform as they should, being effective enough against light armour but no match for the heavies which is how I think it should be.


The God of War ability should be adapted in the future, I find it, odd to have as a last level ability when it’s so unwieldy and unpredictable where the shells land that I only use it as an extra if I’m bored.   
As a solution to this I would suggest one of four options:
1. Change the ability so it in fact offers creeping barrage to arty firebases at same cost.
2. Improve the power of the God of war, so it’s even more powerful but make it cost 6 points or more.
3. Weaken the power and reduce the cost. And narrow the barrage area.
4. Remove it entirely and replace with a new more interesting power. (perhaps a new self-propelled gun arty piece?)

A mention on the special call in mechanics for the tank hunter doctrine.
I find them useless. For their cost being twice than of an ingenery squad, how are they justified?
I could build two ingenery squads to do the repairs of a tank and the other for a different task for that price.
What’s more, they appear after the call-in Sherman. The rather expensive call in Sherman.( I don’t think the cap to 3 is really necessary when they cost more than an IS2) O.o.
As a solution to their ineffectiveness I propose one of  four options:
1. Bring back the mechanics ability to rebuild dead tanks.
2. Give them the ability of the British sappers with the repair ability thing, so they can repair things to a higher standard and toughen them up.
3. Move them lower down the tree, so they can be recruited before the lend-lease Sherman and reduce their cost. (I would suggest 200 at most if they remain unchanged).
4. Remove them and replace with something else. I would leave this to the developers discretion.

Offline Blackbishop

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Re: The changes to the mod 1.21 patch.
« Reply #1 on: August 01, 2010, 10:01:07 PM »
That was exactly what I thoguht... the mechanics are nearly useless and costs a lot.
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Offline GreenApple

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Re: The changes to the mod 1.21 patch.
« Reply #2 on: August 02, 2010, 12:21:49 AM »
2. Give them the ability of the British sappers with the repair ability thing, so they can repair things to a higher standard and toughen them up.

Best idea.


3. Move them lower down the tree, so they can be recruited before the lend-lease Sherman and reduce their cost. (I would suggest 200 at most if they remain unchanged).

Will not happen, because most factions have a 3CP Tank and can save one's bacon as Churchill or Hetzer.
« Last Edit: August 02, 2010, 01:19:49 AM by GreenApple »


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Offline Strayker

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Re: The changes to the mod 1.21 patch.
« Reply #3 on: August 02, 2010, 12:34:38 AM »
Quote
1. Bring back the mechanics ability to rebuild dead tanks.
+100
You are absolutely right...it had a meaning to call them. Finally Allies had their way to repair wrecks and when you played with US guy he had a option to have two Pershings...something that wasnt from patch 1.5 or so...in summary the Mechanics as of now are just expensive waste of manpower
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Offline Seeme

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Re: The changes to the mod 1.21 patch.
« Reply #4 on: August 02, 2010, 01:13:36 AM »
To not make is op, it should cost 50 muni or something. LIke to restore the shells and amour that broke off it.
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline GreenApple

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Re: The changes to the mod 1.21 patch.
« Reply #5 on: August 02, 2010, 01:21:02 AM »
Bergetiger can also cause two Tigers.


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Offline Strayker

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Re: The changes to the mod 1.21 patch.
« Reply #6 on: August 02, 2010, 02:34:36 AM »
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Bergetiger can also cause two Tigers.
Yeah, youre absolutely right...therefore i think it will be only fair that Allies can have two Pershings with use of Mechanics. Besides it will make the SU viable ally for US in 2v2 games, maybe like WM+PE. And maybe it could bring more gamers to EF, who knows? Who wouldnt like multiple Pershings? ...I certainly would like to.
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Offline GreenApple

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Re: The changes to the mod 1.21 patch.
« Reply #7 on: August 02, 2010, 03:08:19 AM »
Cleartext:
Bergetigers can cause several Tigers. It's no ability it is a bug correct? Well, you would like to see the same bug for the Soviets, so you would support this bug!?

Ehm ... ??? Wrong adjustment

I guess the bug isn't fixable and if anything, in that case they should fix that it is no longer possible.


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Offline HyperSniper999

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Re: The changes to the mod 1.21 patch.
« Reply #8 on: August 02, 2010, 04:10:12 AM »
Quote
Bergetiger can also cause two Tigers.
Yeah, youre absolutely right...therefore i think it will be only fair that Allies can have two Pershings with use of Mechanics. Besides it will make the SU viable ally for US in 2v2 games, maybe like WM+PE. And maybe it could bring more gamers to EF, who knows? Who wouldnt like multiple Pershings? ...I certainly would like to.
I hate seeing games with East and West Allies together. American and Soviet troops did make contact on the Elbe, but that was a few days after fighting had ended.
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Offline Strayker

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Re: The changes to the mod 1.21 patch.
« Reply #9 on: August 02, 2010, 12:48:46 PM »
Quote
Bergetigers can cause several Tigers. It's no ability it is a bug correct? Well, you would like to see the same bug for the Soviets, so you would support this bug!?
I dont think its a bug and if it is, it was probably intended, otherwise it could be nerfed in previous Relic patches, or even in this 1.20 EF patch which introduced slight tweaks to vanila factions. Anyway if you want to call it "bug", then be it...but i still think it will be fun when Allies can use this "bug" to their advantage as well.

Quote
I hate seeing games with East and West Allies together. American and Soviet troops did make contact on the Elbe, but that was a few days after fighting had ended.

Yeah and Pershings were used maybe two on Western Front and still you have them in game. Moreover Devs were thinking of implementing IS-3 to Soviets as an reward unit, though its no historical record that it was used against Germans. What im trying to tell is that CoH is not a 100% historical reproduction, if you want it try another mod.
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Offline Desert_Fox

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Re: The changes to the mod 1.21 patch.
« Reply #10 on: August 02, 2010, 01:03:23 PM »
I'm not completely agree about recover destroyed tanks with Mechanics. It's smells like OP.

One time I've played a 2v2 with my friend (me PE) and we used two Tiger Tanks combinated with double PE Panther...absolutely devastating!  ;D

Offline GodlikeDennis

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Re: The changes to the mod 1.21 patch.
« Reply #11 on: August 02, 2010, 03:32:25 PM »
I was once in a 4v4 where my 3! Tigers were the last stand against waves and waves of kangs. Neither side could push up until relic shat itself and the game ended. It was already a two and a half hour map (route N13).

Personally I didn't like when mechanics could rebuild tanks. It should stay with PE. But something does need to be done about them, they're a little crap atm.
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Offline Seeme

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Re: The changes to the mod 1.21 patch.
« Reply #12 on: August 02, 2010, 03:50:04 PM »
Like I said, we should do a 50 muni fine for a recover!
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline GodlikeDennis

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Re: The changes to the mod 1.21 patch.
« Reply #13 on: August 02, 2010, 04:08:06 PM »
A muni cost? For Russians?

Don't make me laugh.
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Offline Strayker

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Re: The changes to the mod 1.21 patch.
« Reply #14 on: August 03, 2010, 05:29:08 PM »
I personaly dont like changing the M10 to M36. The tank destroyer itself looks fine, it has fine animations, but i think it changes the gameplay too much. Devs said that they will introduce only slight tweaks to factions based on gamers from GR, but removing a vehicle from faction doesnt look like a slight tweak to me. So i think the Wolverine should be back and the Jackson could be a reward unit for Sherman perhaps. What do you guys think?
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