Company of Heroes: Eastern Front

Author Topic: [Finished] Perekop (6)  (Read 26537 times)

pariah

  • Guest
Re: Perekop (6)
« Reply #90 on: February 07, 2011, 01:40:09 PM »
How is it a waste of Manpower? What else should i order my Heavy Machine Gun Team to do?

Offline Elquattro

  • Donor
  • Strelky
  • *
  • Posts: 56
    • View Profile
Re: Perekop (6)
« Reply #91 on: February 07, 2011, 05:49:45 PM »
I don't want to change middle bridge.

Sorry pariah.

For the gun, do not use guns in a restaurant! roooooooooooooooooooo !!!! =( (xD lol)

Offline Raider217

  • Donor
  • Commissar
  • *
  • Posts: 283
    • View Profile
Re: Perekop (6)
« Reply #92 on: February 08, 2011, 12:44:01 PM »
Is it possible that for positions 1 and 6 at least one of the bridges connecting to the rest of their allies were not destroyed.

This is because it ends up being a very slow and over protective start for them otherwise havig to repair a bridge before being able to fight or capture additional points. Apart from that a cool and nice addition escpecially the statues acting as strat points  ;)



pariah

  • Guest
Re: Perekop (6)
« Reply #93 on: February 08, 2011, 01:36:49 PM »
No, i don't much like that...

Also, i decided to try blocking an infantry bridge with a Tank Trap, and what do you know, it worked! I never would have thought to try to stop infantry with Tank Traps... I wonder if there's a way to stop tanks with Barbed Wire as well... I know there used to be...

Offline Raider217

  • Donor
  • Commissar
  • *
  • Posts: 283
    • View Profile
Re: Perekop (6)
« Reply #94 on: February 08, 2011, 03:27:17 PM »
What I mean is positions 1-2,3 (not 1-4,5) and 6-4,5 (not 6-1,3) at least one of the two bridges should be of the indestructable type otherwise you cap the points around your base and your then FORCED to repair a bridge in order to expand further this slows down your game and make the player(s) on those single islands harder to eliminate.

NTM a brit could just move his trucks there then blow up the bridges and give himself time to rebuild on the smaller island.



pariah

  • Guest
Re: Perekop (6)
« Reply #95 on: February 08, 2011, 03:30:50 PM »
Uh-huh... But what's the point of having 2 bridges, anyway? There is virtually no incentive to repair both!

Offline Analpirat

  • Guard
  • ***
  • Posts: 109
    • View Profile
Re: Perekop (6)
« Reply #96 on: February 08, 2011, 04:45:01 PM »
No, i don't much like that...

Also, i decided to try blocking an infantry bridge with a Tank Trap, and what do you know, it worked! I never would have thought to try to stop infantry with Tank Traps... I wonder if there's a way to stop tanks with Barbed Wire as well... I know there used to be...
Welcome to the world of high class laming ;-)
Soon you'll see why bridge maps are a bitch to play on, as you can manually place tank traps so close to each other that infantry can't pass them, thusly making even a large bridge practically impassable. It's just a retarded exploit that makes bridge maps even more unplayable.

pariah

  • Guest
Re: Perekop (6)
« Reply #97 on: February 08, 2011, 05:09:31 PM »
"High class laming"? ???

But if it's possible to place Tank Traps so close together that even infantry can't get past, maybe you Eastern Front modders could fix that? I know that base buildings need room around them for units to pass, so why not Tank Traps for infantry?

Offline Raider217

  • Donor
  • Commissar
  • *
  • Posts: 283
    • View Profile
Re: Perekop (6)
« Reply #98 on: February 08, 2011, 05:19:11 PM »
So you know in the changelog for next VCoH patch that tank trap exploit is fixed



pariah

  • Guest
Re: Perekop (6)
« Reply #99 on: February 08, 2011, 05:26:37 PM »
Cool, thanks Raider217! It feels so good to know that relic took my advice to heart. ;D

Offline Raider217

  • Donor
  • Commissar
  • *
  • Posts: 283
    • View Profile
Re: Perekop (6)
« Reply #100 on: February 08, 2011, 05:54:29 PM »
:O!!! Looks like in the next CoH patch, PE's HQ flaks won't cost population.

http://www.companyofheroes.com/forums/release-notes-32/topics/Release-Notes-012011

blackbishop's the one should thank for finding it
« Last Edit: February 08, 2011, 05:56:13 PM by Raider217 »



pariah

  • Guest
Re: Perekop (6)
« Reply #101 on: February 08, 2011, 06:10:36 PM »
O.K. then, thanks blackbishop! And thanks Raider217 for the link!

"Fixed a bug where Supply Drops could not be picked up by snipers or weapon teams" - How about the A.I. stealing my Supply Drops before it's possible for the player to pick them up? Fuck that's annoying...

"Vampire's Divert Supplies will now camouflage the Vampire while it is active" - I have been hoping they would do that for a long time! Although, the ability doesn't seem to do anything when i use it... Anybody know how to effectively use a Vampire? ???

P.S. Sorry for the major off-topic, Elquattro!

Offline Elquattro

  • Donor
  • Strelky
  • *
  • Posts: 56
    • View Profile
Re: Perekop (6)
« Reply #102 on: February 08, 2011, 07:48:31 PM »
No problem pariah =) !

I will changed strat game for perekop (bridge)

Offline Ltevanlee

  • Strelky
  • **
  • Posts: 86
  • 200 range bow monks ftw!
    • View Profile
Re: Perekop (6)
« Reply #103 on: February 08, 2011, 10:39:31 PM »
O.K. then, thanks blackbishop! And thanks Raider217 for the link!

"Fixed a bug where Supply Drops could not be picked up by snipers or weapon teams" - How about the A.I. stealing my Supply Drops before it's possible for the player to pick them up? Fuck that's annoying...

"Vampire's Divert Supplies will now camouflage the Vampire while it is active" - I have been hoping they would do that for a long time! Although, the ability doesn't seem to do anything when i use it... Anybody know how to effectively use a Vampire? ???

P.S. Sorry for the major off-topic, Elquattro!
I use them every once in a while, (when you got those extra resources) you have to park them in area where they don't look, but if they find it, your screwed.
"AT missile is OP, Infantry is fine"

Sincerely, Tank

CoH name: LTEVANLEE
Steam: ScarfaceOsamaBinPolPot
TWC: http://www.twcenter.net/forums/member.php?u=147065

pariah

  • Guest
Re: Perekop (6)
« Reply #104 on: February 08, 2011, 10:42:53 PM »
Yeah, but they don't fucking do anything! I set them up in enemy territory, and my resources don't improve. So i turn it off, and turn it back on, and still nothing... ???