Company of Heroes: Eastern Front

Author Topic: Kalach (3v3)  (Read 48305 times)

Killar

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Re: Kalach (3v3)
« Reply #240 on: August 04, 2011, 02:34:49 AM »
lol. fireflies have a insane range

Offline Alexander 'ApeMen' J.

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Re: Kalach (3v3)
« Reply #241 on: August 04, 2011, 02:39:48 AM »
and the range increased if you use command tank^^
what was it? vet 1 or 2?



Offline BurroDiablo

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Re: Kalach (3v3)
« Reply #242 on: August 04, 2011, 04:06:35 AM »
Vet 1

Offline Cranialwizard

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Re: Kalach (3v3)
« Reply #243 on: August 04, 2011, 04:46:15 AM »
You have to give credit to the 105 escorted by the 4 M10s. That obliterated a lot of Evilspike's AT-HTs and HT's with shrecks, the M10s would destroy and the 105 would kill inf.

After you killed the 105 of that engagement I focused more on arty and was starting to just spam M10s to harass the bases while the other two repaired and capped.

It was a pretty nice game but the axis team was confused as hell at the end due to the consistent rain of arty from all 3 teams (I believe, idk if dennis launched any)
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Offline Max 'DonXavi' von B.

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Re: Kalach (3v3)
« Reply #244 on: August 04, 2011, 06:42:51 AM »
Hey, Iosef was awesome too alongside those two tank hunter squads (one of the squads killed 3 Panthers!!!) :P
When this map is going public I'm waiting for more stalemates like that on Kalach :D

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Offline Cranialwizard

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Re: Kalach (3v3)
« Reply #245 on: August 04, 2011, 06:59:26 AM »
Hey, Iosef was awesome too alongside those two tank hunter squads (one of the squads killed 3 Panthers!!!) :P
When this map is going public I'm waiting for more stalemates like that on Kalach :D

Of course, and you can't forget dennis' fireflies.

Though the axis team put up a pretty good fight, we saw panthers coming onto the field and we weren't entirely prepared.
"Balancers are 10 a penny"

Offline GodlikeDennis

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Re: Kalach (3v3)
« Reply #246 on: August 04, 2011, 07:43:16 AM »
I had a massive score at the end of that game. The first one I won in score also :P

I really like the new layout (not that I'm biased :D) because the combat really focused around the VPs. In the first game there was quite a few attempts by cranial and myself to ninja the townhouses VP but Burro had some nasty defenses. The battles we had near the river crossing were epic.

I had a pathing bug when I was Brit several times just NW of the castle near a tree. My stuart and priest got stuck there for ages.
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Offline Dzierzan

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Re: Kalach (3v3)
« Reply #247 on: August 04, 2011, 09:07:39 AM »
Pity, that there was not me... :-\.

Offline cephalos

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Re: Kalach (3v3)
« Reply #248 on: August 04, 2011, 10:49:59 AM »
Lol, Make total destroy - wanton destruction of public property  ;D

looks like the map occured to be total tank battle, right?

Offline Dzierzan

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Re: Kalach (3v3)
« Reply #249 on: August 04, 2011, 11:17:43 AM »
Maybe when everyone will block all possible entrances and build mass tanks ;D.

Killar

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Re: Kalach (3v3)
« Reply #250 on: August 04, 2011, 01:14:50 PM »
looks like the map occured to be total tank battle, right?

Advancing stopps when evry side has 2VP´s and holds them. Some minor fighting is going on but evry side is collecting more and more tanks and arty to break through. Finally there is a big showdown.

I dont know how the fighting would be with 3VP´s.

Offline Max 'DonXavi' von B.

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Re: Kalach (3v3)
« Reply #251 on: August 04, 2011, 01:33:40 PM »
Closed Beta 3:

- Pathfinding improved in front of starting positions 4 and 5
- Added some obstacles (trees, hedgerows) in front of starting position 3 to reach a certain level of justice between the two sides
- Added shot blockers to the castle walls
- Castle can't be entered by tanks anymore
- Exchanged guard_posts_arm_01s by _02s at the main road railroad crossing. 02s are opened and don't block the way for infantry/light vehicles.

Guys I'm thinking about replacing the destructed bridges by normal ones because there's still little movement between the town center and the northern island.

Edit:

- Added a new pathway to the town hill to make the possible ways to it match the ones to the castle hill.



I'd like to see signups for this evening, also new faces if you like.
« Last Edit: August 04, 2011, 02:08:08 PM by MaxiKing6 »

Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

Killar

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Re: Kalach (3v3)
« Reply #252 on: August 04, 2011, 02:05:51 PM »
Dzierzan wanted to play yesterday so he can take mine if he wants. Im on if there is a place left.

Offline Alexander 'ApeMen' J.

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Re: Kalach (3v3)
« Reply #253 on: August 04, 2011, 02:46:11 PM »
im not sure but i stil think that 3 vp would work better

one at the hill on the left, one  in the middle next to the town and the last in the castle


i saw it in our games yesterday, if there is no vp on the hill there was only in the beginning a little action for the sectors there. atfer this there wasnt any more



Offline GodlikeDennis

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Re: Kalach (3v3)
« Reply #254 on: August 04, 2011, 02:50:09 PM »
Yeah I'm game again. Any chance we can do it 1-2 hours earlier (or more) though if this is good for everyone?

There was a bit of action between the island and the town center but in the first game Burro had such a stubborn defense we couldn't get over the bridges. In the second game, Burro pushed over and captured our high munitions point but Cranial eventually pushed him off. If he had made it to our high fuel, things would've been very dire for us IMO.

I think the fact that tanks play such a large part is just due to the collection of players we had. Everyone who played favoured the tank rush. I'd like us to try some massive infantry battles in the town because I think that could be epic too. The wooden bridge above the factory and the main center bridge weren't used much because the first game was focused on the axis team totally trying to retake the castle area and the second game we pushed up through the RHS high resource points so the city capture wasn't necessary.

I liked the 4VPs myself. The island could've been a great target for you guys to take our main fuel but you didn't. Instead, we pushed up to yours. Burro stopped my big attack on the top VP over the bridge with some well placed (annoying) mines and some tanks. The fighting could've been a really interesting 2 front battle in that first game if I'd succeeded.
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