Company of Heroes: Eastern Front

Author Topic: Breakthrough Doctrine- Mechanics  (Read 25822 times)

Offline GodlikeDennis

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Re: Breakthrough Doctrine- Mechanics
« Reply #45 on: April 01, 2012, 05:04:43 AM »
As far as I'm aware, the only effect of inspired speech is getting +1 speed (3 becomes 4 in most cases) and you can't move and fire. There should be no suppression resistance or any other effect.
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Offline Otto Halfhand

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Re: Breakthrough Doctrine- Mechanics
« Reply #46 on: April 01, 2012, 05:21:48 AM »
Thanks Dennis.

Hey I don't think people know how to use the new boards in the S&T section. People are viewing and responding to my posts. But no-one else has posted on any of the Boards. I know Sunday, Monday I guess for you; is the busiest day of the week, if there is no action at all you'all might review the concept. I know JoeLong has created a new PE S&T thread but He's a new member and can't be expected to grasp the all the doo-dads right away.

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Offline Yhcrana

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Re: Breakthrough Doctrine- Mechanics
« Reply #47 on: May 29, 2012, 03:17:37 PM »
As I've said before Mechanics are pretty useless, but believe it or not they're more effective in combat than ingineery... of course I'd rather have two squads of ingineery than the one squad of Mechanics for about the same price... unless you're playing in a pop capped game and don't have the population for ingineery.

They used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.

Increased production was always worthless, 3 squads of mechanics wont speed up tank production as much as a Wehrmacht officer... so you could spend the 780 manpower on three squads of mechanics or just 200 manpower and 50 fuel on a second tank hall which would effectively double your production speed.

...just another overzealously nerfed soviet unit really.

Personally I'd say get rid of the increased tank production and give them an actually useful ability like repairing tank wrecks as a bergetiger does, then they'd be a good unit.

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Re: Breakthrough Doctrine- Mechanics
« Reply #48 on: May 29, 2012, 04:43:22 PM »
As I've said before Mechanics are pretty useless, but believe it or not they're more effective in combat than ingineery... of course I'd rather have two squads of ingineery than the one squad of Mechanics for about the same price... unless you're playing in a pop capped game and don't have the population for ingineery.

They used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.

On which map is that useful?

Increased production was always worthless, 3 squads of mechanics wont speed up tank production as much as a Wehrmacht officer... so you could spend the 780 manpower on three squads of mechanics or just 200 manpower and 50 fuel on a second tank hall which would effectively double your production speed.

...just another overzealously nerfed soviet unit really.

several squads of mechanics will not multiplice production. One mechanics squad improves production speed as same as a officer. I guess you lost several games using your taktik.

Personally I'd say get rid of the increased tank production and give them an actually useful ability like repairing tank wrecks as a bergetiger does, then they'd be a good unit.

yeah and expremely OP

Offline stealthattack1

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Re: Breakthrough Doctrine- Mechanics
« Reply #49 on: May 29, 2012, 05:09:08 PM »


They used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.

On which map is that useful?

id say the man has a point.


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Offline Otto Halfhand

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Re: Breakthrough Doctrine- Mechanics
« Reply #50 on: May 29, 2012, 07:32:41 PM »
As killar says one mechanics squad will reduce production time 50%. only useful if you have the resources available to take advantage of it though.

Quote
On which map is that useful?
Kalach
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Offline Cranialwizard

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Re: Breakthrough Doctrine- Mechanics
« Reply #51 on: May 29, 2012, 09:02:35 PM »
Quote
On which map is that useful?
Kalach

No. In a majority of maps, there are couple to no bridges at all. MG nest are rarely built simply due to reliability factors when you get into more experienced gameplay.

Blowing bridges in Kalach gets you no where because the other routes are wide open, and blocking the open paths doesn't do anything but lead your enemy to another path so this whole issue seems pointless.

Quote
They used to be good when they could build defenses and stuff, you could call them in at the start of the game to block bridges and build MG nests.

In what universe? "Start of the game?" "Bridges?" Sounds like Annihilate, No Pop Cap, High Resources, on Lyon, Vire River, the Scheldt, or some other map of that type. I'm starting to take your suggestions even less seriously as I get the impression you're looking for bountiful Soviet buffs to increase your chances at winning against computer players on Vire River... ???

Increased production was always worthless, 3 squads of mechanics wont speed up tank production as much as a Wehrmacht officer... so you could spend the 780 manpower on three squads of mechanics or just 200 manpower and 50 fuel on a second tank hall which would effectively double your production speed.

...just another overzealously nerfed soviet unit really.

several squads of mechanics will not multiplice production. One mechanics squad improves production speed as same as a officer. I guess you lost several games using your taktik.

Personally I'd say get rid of the increased tank production and give them an actually useful ability like repairing tank wrecks as a bergetiger does, then they'd be a good unit.

yeah and expremely OP

This.
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Offline Pac-Fish

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Re: Breakthrough Doctrine- Mechanics
« Reply #52 on: May 29, 2012, 09:08:37 PM »
I think its a matter of preference. I'll just leave it at that :P

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Offline Otto Halfhand

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Re: Breakthrough Doctrine- Mechanics
« Reply #53 on: May 30, 2012, 02:07:20 AM »
@ cranial,
Quote
No. In a majority of maps, there are couple to no bridges at all. MG nest are rarely built simply due to reliability factors when you get into more experienced gameplay.

Blowing bridges in Kalach gets you no where because the other routes are wide open, and blocking the open paths doesn't do anything but lead your enemy to another path so this whole issue seems pointless.
The majority of maps do not have 3 and a half bridges, you are correct. On Kalach the bridges if interdicted will secure a tidy resource base. The bridges need not be blown to deny the enemy this Third of the map. a string of wire early on followed by tank traps later (with a little more wire work) will deny early infantry penetration and later vehicular incursions, At least till crush is available. In the Case of Kalach such defencing measures should lead the enemy down the bridge crossing of least resistance into a Main Line of Defence or a nasty ambush. Designating an engineer to watch the back door and cut wire to open up AI controlled retreat paths can yield even larger benefits. Even in the event that a player sends his own engineers to clear the path. One on one the engineer working at the wire gets eaten.
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Killar

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Re: Breakthrough Doctrine- Mechanics
« Reply #54 on: May 30, 2012, 07:25:30 AM »
You know that you give away your victory if you block flanking possibilitys playing as allies? Axis players will thank you if you run straight into their mg´s.

Although having 2 or 3 bridge maps where it might be benefitial is not a reason to change the mechanics.
« Last Edit: May 30, 2012, 07:30:52 AM by Killar »

Offline Otto Halfhand

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Re: Breakthrough Doctrine- Mechanics
« Reply #55 on: May 30, 2012, 03:48:31 PM »
No its not a reason to change mechanics. Defencing is available to several squad types.

My 107mm mortar batteries will handle the Axis MGs. When I'm ready the wire will then come down and Tank Traps allow one way traffic towards the Axis lines.
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Offline My Name Is Ante

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Re: Breakthrough Doctrine- Mechanics
« Reply #56 on: May 30, 2012, 04:57:02 PM »
You know that you give away your victory if you block flanking possibilitys playing as allies? Axis players will thank you if you run straight into their mg´s.

Although having 2 or 3 bridge maps where it might be benefitial is not a reason to change the mechanics.
If your enemy is AI it will actually make the game much much easier...
Though I only do that when I am bored because seeing the AI make blob that will be easily decimated by my MGs and Arties is actually fun, make you feel almighty... :P

But of course what you are saying is true, when against human...
Unless robotnik or jojo create a much more advance AI that able to counter this... ;D
I am sorry for my bad

Killar

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Re: Breakthrough Doctrine- Mechanics
« Reply #57 on: May 30, 2012, 08:24:27 PM »
Why not playing a 1vs1 vs. human players if you seek a challenge?
« Last Edit: May 30, 2012, 08:36:20 PM by Killar »

Offline Pac-Fish

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Re: Breakthrough Doctrine- Mechanics
« Reply #58 on: May 30, 2012, 11:57:14 PM »
No its not a reason to change mechanics. Defencing is available to several squad types.

My 107mm mortar batteries will handle the Axis MGs. When I'm ready the wire will then come down and Tank Traps allow one way traffic towards the Axis lines.

Wher mortar will kill you with it's farther range. And if they don't the snipers will. Or the Panther :P. Of course there are counter to what the AI gets but they can always counter back. It works both ways.

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Offline Otto Halfhand

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Re: Breakthrough Doctrine- Mechanics
« Reply #59 on: May 31, 2012, 12:15:41 AM »
Indeed Cat it works both ways. You can't remain static. I think you are mistaken about the mortar range though. IIRC the 107mm mortar outranges axis counterparts. It may outrange nebels -not sure about that. The damage is excellent. Ground Attack works better then Barrage unless you are tackling a blob. I will assert that Ground Attack grants more shots than Barrage over the course of the recharge cycle. Barrage gives 4 shots? IDK how many shots you get in the same period. -no replay. :) BTW Thankyou.
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