Company of Heroes: Eastern Front

Author Topic: Removing limits on call in units  (Read 16549 times)

Offline AbhMkh

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Re: Removing limits on call in units
« Reply #30 on: August 15, 2010, 03:54:41 PM »
what do you think seeme?
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Offline Seeme

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Re: Removing limits on call in units
« Reply #31 on: August 15, 2010, 04:03:43 PM »
What do I think? That I should go 1v1 on him and show him how airborne is done.
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Offline AbhMkh

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Re: Removing limits on call in units
« Reply #32 on: August 15, 2010, 04:07:04 PM »
Yes give him a good one , and i meant about the units?
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Offline Seeme

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Re: Removing limits on call in units
« Reply #33 on: August 15, 2010, 04:43:06 PM »
   Oh I think that Airborne just might be the strongest unit in the game. As people said before, it can be dropped anywhere. And if you don't have recon plane, it can be dropped near you guys to give support, dropped behind a bunker or mg nest, etc. Since they have great amour(Airborne amour) they don't die easily when In front of A mg, making the fire up ability useful. So even if there in front of a MG, they can knock it out. Meaning Mgs are almost useless to Wehrmacht if you know how to use airborne.


   Also It can basically be its own force, because airborne has those rifles that are better then most  mobile AT weapons. And if you don't have muni on you, Get a AT gun. You don't even have to retreat cause they reinforce anywhere, making it a great threat. Same goes for the AT gun. And if you need to def a position that you just took with the airborne, call down heavy weapons package and you get a mortar and a mg, but great for the job. You also get free fuel and Muni so that helps pay for a AT Rifle for the airborne.


  And last, no buildings can survive when airborne comes, with its satchel charges and its Pineapple Grenades, it will clear out any building and probably destroy it, meaning if the enemy comes out, he cant re enter again. This goes great up fire up, cause like I said before if theres a MG in the building, run up, throw, run away, Hes dead.


 So all in all theirs almost no weakness for the airborne. The only thing that is any threat is the Whirlwind and the Ostwald, And The KCH and MP44 PGs. if you do it right, you can even counter those with the hit and run tactic. So now what do you think of the Airborne?
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Offline AbhMkh

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Re: Removing limits on call in units
« Reply #34 on: August 15, 2010, 07:08:02 PM »
Aah the airborne is a great unit as you mentioned , with all its capabilities , however the thing being discussed here is "the limits on the call in units"


Airborne can be used most effectively when it is present at the right place at the right time , now with this limit , i cant use it properly , what say ya??
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Offline Seeme

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Re: Removing limits on call in units
« Reply #35 on: August 15, 2010, 07:10:58 PM »
Am sorry I just got mad for some reason.

Lets not go off-topic now.
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Offline FatalFlashBack

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Re: Removing limits on call in units
« Reply #36 on: August 30, 2010, 02:28:17 PM »
is it not possible to add an option to the start-up program?
call-in units limits on/off?

Offline Versedhorison

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Re: Removing limits on call in units
« Reply #37 on: August 31, 2010, 12:38:47 AM »
I'm for keeping the caps, It makes AI games fun and plus I hate seeing games being ruined by spam blobs. Although the priest/hummel limmit should be brought back up to 3.

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Offline Paciat

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Re: Removing limits on call in units
« Reply #38 on: August 31, 2010, 01:32:06 AM »
What the hell can we do if the AI spams call in units  , the strength of airborne lies in its infantry and anywhere drop able AT guns , it doesnt make any sense if you cant use more than 4 or 5 of these
5 AT guns isnt enough?  :o ::)
How many AT guns do you need?
« Last Edit: August 31, 2010, 01:34:22 AM by Paciat »

Offline Loupblanc

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Re: Removing limits on call in units
« Reply #39 on: August 31, 2010, 06:35:57 PM »

 Eh. Actually, I'm for adding MORE limits.
 Like 50%-60% max pop for armor. To keep mechanized
 armies balanced. But that can be argued.

 Actually, my beef is with tanks like Callioppe and Crocodile.
 In 1.0 COH, Callioppe had no cap, but could use their 75mm.
 People would only make those, since cost no fuel. Spam them like hell. (Imagine the rocket barrage!!!).

 Now they've been capped to 2. Fine. How about giving
 them their gun back now? :)

 Same with Crocodile. It's a regular sherman (no upgrades)
 But with a machine gun removed to put in the flamethrower.
 How about capping it to 2 (It's a speciality unit), only used
 for tank trap removal, really. The Sherman 105mm is a HUGE
 improvement over this unit. Maybe give it the Jumbo gun.
 (75mm short, with HE rounds). That way, it would be
 comparable to 105, sorta. With the flamethower making up
 for the extra machine gun?

 I'm for capping the StuH42/105 too. Maybe to 3-4 ?
 Panthers to 4?
 Etc.
 
 I like diversity.

 God, Ostwind, Wirblewind ought to be capped too.
 Thinking of 20x Ostwind armies rushing the base in
 3vs3...
 
  What are the chances to see that in real life?

 (I know it's just a game, meh)

 Fireflies... etc.

 No caps on 'regular tanks though'. Pz4, StuG, Sherman.
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Offline Griptonix

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Re: Removing limits on call in units
« Reply #40 on: August 31, 2010, 06:49:43 PM »
Priest and Hummel. They're currently limited to 2 and it should be 3.
Yeah that limit should be definetly removed...
I agree but I can also wee where the AI or playing against someone using them could get really annoyed. I usually stagger them when firing so I have a continuous barrage into the fog of war or into choke points. Really cheap but no different than any other buildable or doctrinal artillery unit.
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Offline Blackbishop

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Re: Removing limits on call in units
« Reply #41 on: August 31, 2010, 07:39:22 PM »
I always thought that EF team could fix the US crocodile by giving him the correct vet, and a functional 75mm cannon, its an infantry support tank after all, and I thought that while you upgrade your shermans to 76mm the crocodile should remain with the 75mm one, because is just a IST, hence allowing to use up-gunned shermans and M10 to deal with armor and a crocodile supported by rifleman to take care of infantry and at the same time, be able to counter effectively a sneaky Puma.

But i don't agree that every unit should have a limit.
« Last Edit: August 31, 2010, 07:41:14 PM by blackbishop »
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Offline Seeme

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Re: Removing limits on call in units
« Reply #42 on: August 31, 2010, 09:29:48 PM »
Maybe you should have an option, when you want to use the flamer you choose that button meaning the crew operates the flame but not the gun to take out inf. When you deal with Amour you have an button to get the  Gun, meaning you cant use the Flamer but the gun. Same thing with the Rockets, it would pause the reloading time but fire its main gun.
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Offline GodlikeDennis

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Re: Removing limits on call in units
« Reply #43 on: September 01, 2010, 03:02:14 AM »
I remember when the croc was so powerful it could dominate a massive enemy army in seconds.
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Offline Seeme

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Re: Removing limits on call in units
« Reply #44 on: September 01, 2010, 03:11:42 AM »
Those times have changed...
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