Company of Heroes: Eastern Front

Author Topic: [1.23]Katayusha  (Read 10098 times)

Offline defender7

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[1.23]Katayusha
« on: August 14, 2010, 03:56:50 AM »
The bridge was blown at cherbourg, and the katyushas kept pelting my repair pioneers. So i rolled up 3 nebelwerfer units.
Fired across with SIX salvos in a tight pattern directly on it....

..the freaking truck was still there with fire all around it.
Does it have 3"plate steel roof and asbestos lining? it's a truck after all.  ???

I really like most of 1.23. Great job overall.
« Last Edit: August 14, 2010, 03:58:39 AM by defender7 »

Offline Kolaris

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Re: [1.23]Katayusha
« Reply #1 on: August 14, 2010, 04:32:52 AM »
Nebelwerfers don't damage vehicles.

Offline defender7

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Re: [1.23]Katayusha
« Reply #2 on: August 14, 2010, 06:44:26 AM »
Ah, yes. I have been playing mods so long that I had forgotten that 34kg 150mm rockets do not damage vehicles in regular COH.  ::)
My mistake.

Offline GodlikeDennis

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Re: [1.23]Katayusha
« Reply #3 on: August 14, 2010, 08:34:06 AM »
Back when Kats had very little health a nebelwerfer was instant kill to them. I'm glad those days have passed.
If you get into an argument with me, you're wrong.

Offline defender7

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Re: [1.23]Katayusha
« Reply #4 on: August 14, 2010, 10:10:24 AM »
It just seems a little ridiculous to see all those rockets hit a truck and nothing happens. Must be a Chevrolet.  :D

Offline Seeme

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Re: [1.23]Katayusha
« Reply #5 on: August 14, 2010, 09:28:23 PM »
In real life nebels could take out tanks...

The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme

Offline Tico_1990

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Re: [1.23]Katayusha
« Reply #6 on: August 14, 2010, 09:52:14 PM »
Luckily for us (or not depending on your views), this is a game ;)

Offline defender7

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Re: [1.23]Katayusha
« Reply #7 on: August 15, 2010, 09:55:42 AM »
Luckily for us (or not depending on your views), this is a game ;)
So is checkers. This is a war game. Thank you for your astute observation. I am not here to flame or demand realism. My point was to show that there was no available long range counter to the truck since it was out of short range contact and out of mortar range. It caused my game to stalemate, and I believe it to be a balance issue. The only reason I post here is to possibly help EF be the best it can be. I have been playing war games for over 30 years since ASL(squad leader) came out.
I think 1.23 shows huge steps forward and I am amazed at what you guys have done.

Chtob vse byli zdorovy and Aloha!
 :)

Offline GodlikeDennis

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Re: [1.23]Katayusha
« Reply #8 on: August 15, 2010, 10:48:00 AM »
From your previous posts it sounded like you demanded realism, which of course is not acceptable.

But since you argue from a gamplay standpoint, what map were you playing? This can have a huge bearing on your argument. Any arty is quite counterable on maps that aren't choke-pointy. In regards to nebels countering them, that is not their job at all. They are actually the earliest available arty piece and they are used for AOE damage, suppression and LoS reveals on infantry in a huge area. They are not good against any sort of vehicle and are not intended to be. If you are wehrmacht and wish to damage vehicles with arty I suggest you use stukas because, although inaccurate, actually do a lot of damage. Based on the halftrack, they are also resistant to counter fire. Alternatively you can sneak in with stormtoopers, or call in a V1 after spotting. There are actually quite a few options to dealing with these. Even panthers are extremely good because of their speed and durability. They can usually deal lots of damage before making it out alive.
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Offline defender7

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Re: [1.23]Katayusha
« Reply #9 on: August 15, 2010, 11:01:18 AM »
Dennis, if you actually read my first post you would know what map I was playing. I had no off map artillery. The map was choke point. I am seeking the fine balance between realism and a game, which in itself makes a great game. You seem to want a game. I guess you did not know the katyusha was primarily mounted on a six wheeled truck, not a halftrack. But that is besides the point. If a kat can hit a Neb, why cant a neb hit a kat? you are still thinking in vanilla COH. I am just discussing balance at this point.

Offline Paciat

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Re: [1.23]Katayusha
« Reply #10 on: August 15, 2010, 12:08:10 PM »
My point was to show that there was no available long range counter to the truck since it was out of short range contact and out of mortar range.
You want too counter a doctrinal mobile artillery with cheaper static nebels?
Quote
It caused my game to stalemate, and I believe it to be a balance issue.
If you dont like stalemate dont build towed arti. T3 has plenty of vechicles to make the game mobile.

Offline defender7

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Re: [1.23]Katayusha
« Reply #11 on: August 15, 2010, 12:18:25 PM »
My point was to show that there was no available long range counter to the truck since it was out of short range contact and out of mortar range.
You want too counter a doctrinal mobile artillery with cheaper static nebels?
Quote
It caused my game to stalemate, and I believe it to be a balance issue.
If you dont like stalemate dont build towed arti. T3 has plenty of vechicles to make the game mobile.
Those vehicles cant swim. Did you read anything? I had "T3". T3 is not even the point.
Forget it. My point is there are still balance issues that I should not even have posted here after seeing these responses. My intention was to bring it to the eyes of the devs for further improvements to a great mod.
« Last Edit: August 15, 2010, 12:29:22 PM by defender7 »

Offline Wilson

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Re: [1.23]Katayusha
« Reply #12 on: August 15, 2010, 12:31:11 PM »
@defender7 - I think the balance in COH is less good on chokepoint maps, because I get the impression the game is designed to be about mobile fighting.

Dennis was talking about the Wehrmacht halftrack which can be upgraded with rockets, not the Katyusha being a halftrack. His point stands about the Stuka upgrade for the halftrack being a good bet for you to counter the Katyushas. The EF mod have said they want to keep the feeling of vanilla COH, hence the slight oddness between units here and there in the name of balance.

Also, playing with Victory Points will end concerns about stalemating, since it's very unlikely that both sides will end up dug in with artillery with one VP uncapped by either side.

I get the impression that COH is designed to be balanced in VP matches, where stalemates like you describe don't really happen.

Offline GodlikeDennis

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Re: [1.23]Katayusha
« Reply #13 on: August 15, 2010, 01:42:35 PM »
I don't know what map you mean by Cherbourg. Isn't that a campaign level?

Regardless, the single mention of the word bridge in the post means that a balance problem can't be isolated because of the added variables, that being that you can't counter his arty with normal units.

In mine, and many others', opinions CoH is already a perfect mix between gameplay and realism - hollywood realism. This is a good mix to be easy for most people to understand the basics of the weapon systems and have fun at the same time. It seems like you're trying to turn the game into something it's not, a realism simulator. CoH may not be for you. Try Men of War. I hear it's an excellent game that is very realistic.

Don't bother asking the devs to change the game to be more realistic. They will keep the existing formula of vCoH.
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Offline defender7

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Re: [1.23]Katayusha
« Reply #14 on: August 15, 2010, 01:44:36 PM »
Yes Wilson, I am getting the picture. I forgot about the stuka upgrade.
Does it have the same range as Katyusha and is it an equal vanilla counter?
I am sorta done with this for now and looking to see what N44 does with the eastern front for my style of play. I did not know EF wanted to preserve vanilla play.