- Recorded game files no longer saved to disk until after the game.
That's going to be a disaster! A DISASTER! (But I get why they did it).
#501
- Recorded game files no longer saved to disk until after the game.
That's going to be a disaster! A DISASTER! (But I get why they did it).
Overall I'm very happy with the patch changes. Seems to be a step in the right direction.Especially like the bug fixes and veterancy fixes for the various units (both axis and allies).
Only complain is the change made to axis Urban Assault Team. I'm ok with no stormtrooper squad coming with it but the cost shd be reduced a bit more than just 100 mp. As it stand, 600mp for a Stuh = another axis tank/unit we won't be seeing anymore in game.
Don't get me wrong, it's just 1 complain vs the rest of the patch which I'm happy with. Lets see how these play out in actualy gameplay.
armor vs blitz gogogogo
no more KKC blitz strat, basically. Aniketos is going down. Looks like allies will be playing vs a lot more defensive players, which i hate doing.
I am really interested to see what happens with the free wire cutters
Nope Winner. Blitz is still the best doctrine after the nerfs. Basically, it's going to be like 1.4 when Blitz players avoided the StuH because it was bugged. It's still the better doctrine, especially because BARs + WSC >>>>> T2.
Only you won't be able to instantly laugh at someone with a StuH as I think it retains its previous buff. It may actually retain some use aswell.
One thing they should have done was cheaper Rangers, 350 like ST IMO. Also, I wonder what T2 will give Volks and KCH.
#507
*sigh of relief*
Wow looks like they did listen. Bravo Relic...they werent too afraid to go back on some of their previous changes......Allies got nerfed deservedely in all the key areas.....this looks really good
Sounds like they listened to those *wire is imba* threads....wire cutters are now global from the start of the game (!?)
I was going to say in my earlier post I expected Blitz to get nerfed, but I meant it as something of a joke because I thought the only reason is that it is so popular. It has taken a hit but I think its warranted....ill probably get howled down for it but its going to slow down blitz, and while this looks bad on its own, with the hits allies have taken this could actually be fair....going to require some game time. A 500MP StuH comes to mind as fair....I actually like the flexibility you get from breaking up the urban and armoured teams...
I guess we didnt scream loud enough about other changes (namely terror/v1). Maybe they dont want us using it in 1v1?
EDIT: Thanks for posting this info too
after reading patch notes, all i can say is weak sauce. Better be alot of undocumented changes. if not then the m10 will still be weapon of choice with awm to keep them coming.
no one will use axis grenades still, why? because we dont have the resources, we are still going to have to pump our men with panzerschrecks because m10s will be a match for stugs, p4s , and panthers.
WEAK SAUCE!
Its to bad they dont list the game breaking bug they introduced for the patches.
Allied M3 Halftrack and Jeep armor is no longer highly resistant to projectile ammunition........................... That one makes me laugh, like bullets will ever hurt the freaking halftrack anyway, it will still chew up and spit out any infantry it sees.
The only change that i like is the wire cutters from start, and the increase of damage to units cutting wires. So now wire will be used properly instead of the losers way. now you build barb wire and support it with an mp or other unit to prevent them from getting through.
New Maps, Nice.
Nice Changes Relic
Three new maps...oh boy...good for those who remember the contest and played em before.....
What about ultimate graphic settings crashes in Vista? Are these going to be fixed?
ÜberJumper:
- Recorded game files no longer saved to disk until after the game.
That's going to be a disaster! A DISASTER! (But I get why they did it).
What do you think about it ?
I'm just kind of sad that nothing was done with the nebelwerfer, one of my favorite manuevers was to sneak my stormtroopers up on enemy infantry, shell the crap out of them and once they hit the deck, come out of camo and make those yankees pay. It worked pretty well untill the Allied players started to realize what that loud screach was. "What's that? Sounds like a nebelwerfer, I suppose I'll just walk over there."
It sucks having to send your (unsupported by armor or any HMG's) battered infantry runnin' home with their tails between their legs because that artillery takes way too long to even do what it's "specialized job" is - allowing the infantry you were trying to pin so your tanks can roll in and clean up the rest to take the advantage through means of dumb luck. Suppose I'll have another wack at it... Maybe I misjudged the time between the gun sounding and the when riflemen start to crawl away (prior to suppression, that is.)
- Removed flamethrower death critical on ballistic weapons.
Can anyone explain what that means?
Great patch by the way, can't wait to see what all of those Vire/Lyon players do without their wire rushes.![]()
"- Removed flamethrower death critical on ballistic weapons. "
Flamer pios and engineers no longer explode when shot at killing another engie in the process.
Patch looks awesome
only disapointment was there all 1v1 maps![]()
OMFG where the hell have i been all day..... Def not sleeping tonight.
The stuh's price does seem a bit high. Are all retreating bugs fixed, because I've been having problems with rifles/airborne not retreating at all?
Tier 3 seems a bit more viable now.
Also, the supply drop no longer seems worth it. When I play airborne I'm always low on manpower, sometimes munitions, but I wouldn't trade, but that's just how I play airborne.
you practically drop anything you want anywhere you need it...
you obviously need to have some drawbacks..
Aww, no fix for the broken action markers in world builder?![]()
My opinions on some highlights:
Stuff I like:
Makes Grens and Storms far more useful and effective.- Fixed a bug that caused the Panzerschreck to misfire.
- Axis Grenadier and Stormtrooper squads can continue purchasing weapons packages regardless of the number of times they’ve dropped them.
Yay. Defensive is going to be a monster with this.- Axis 88mm Flak 36 now receives intended bonuses from support weapon veterancy.
It's better than nothing. I still think there should have been an increased cooldown, or a few second's delay on the AT drop so that it's not quite so effective at turning a battle.- Allied Paradrop AT-Gun cost increased to 350 manpower from 320.
YES. THANK YOU.- Allied Supply Drop will now cost 200 Manpower.
*If* that doesn't play out for some reason and needs rebalancing, I'll go ahead and make the suggestion that if it needs fixing, you remove the fuel from the drop, make it two 50 mun crates, and make the cost of the drop 50-100 MP and 50 fuel. Airborne tends to not burn fuel as fast as some of the others anyway.
That's the nerf I've been asking for. Wish there was some specific information on the decrease though.- Allied M4 Crocodile Sherman range and damage decreased.
Gee, you think maybe it was a bit too powerful? This should cut down on the steamrolling of idle infantry and circling tigers.- Allied M10 Tank Destroyer acceleration speed slightly decreased. - Allied M10 Tank Destroyer damage reduced versus Axis Light Vehicles.
- Allied M10 Tank Destroyer damage reduced against buildings.
- Allied M10 Tank Destroyer turn radius increased.
Dislike:
Because this means engineers have a free gun, while pios don't. Should have capped it at three.- Squads building barbed wire are now capped at two builders per squad.
- Axis Stormtrooper squad removed from the Urban Assault Team and the Armored Assault Force Commander Tree Abilities.
- Axis Urban Assault Support cost decreased to 600 manpower from 700.
- Axis Armored Assault Force cost decreased to 900 manpower from 1000
The StuH is going to cost 600 MP. Can't say that's a good thing. Should have reduced that to 450 or 500.
Not sure about it:
- Wire cutters are now provided to all players at the start of the game.
This will significantly change the early game. No more Semois pin, no more quick wire-and-forget on the bridges, none of that. This is probably the single biggest change to strategy and the flow of the game.
Oh, and by the way, I was almost dead-on. For once, Relic came through where I didn't think they would. They fixed a lot of bugs.
If the Croc is nerfed, Defensive heavy T2 spam (preferably with vet2 and FTFL spam) will have only one thing to fear before they advance to FlaKs, and that's a strafing run.
Swooping Hawk: Is there a secret underground cult of British faction haters?
Quercus: Of course there isn't. Nothing secret about it at all.
ÜberJumper:
- Recorded game files no longer saved to disk until after the game.
That's going to be a disaster! A DISASTER! (But I get why they did it).
I'm not sure to understand the consequences.
What do you think about it ?
#523
dr: Or WSC. Doesn't look like the mortar was fixed.
I don't know how the thing works on the inside, but are you sure Mortar damage modifiers to friendly/enemy units isn't actually a misnomer meaning friendly=Allies, enemy=Axis?
i agree with banjo. i also think something is still not ok with AT but i can live with that change. 200 MP for Supply Drop THANK YOU Relic!
But about that StuH.... omg 600 MP for one StuH? 560 Caliope vs 600 StuH... 560 Caliope ... sure its 1 CP more but come on ITS JUST A STUH!!! Sure it is a inf killer but tell me what a Caliope is. It is a cheaper better and a easy to protect unit than a StuH which is in most cases destroyed after killing 2-3 riflemansquads because of AT guns or stickies. so now i gonna call them only if i face a hardcore riflespam... compared with a Caliope which is ALWAYS usefull shows where the problem is.
I think it makes more sence to build Pumas, you get 2 for the price of one StuHs. so bye bye StuH![]()
#526
IMBA IMBA! Omg Relic you don't love us! 1.7 Had better fix all this bs issues! In the meanwhile, I'm playing SC!Originally Posted by Company of Heroes Release Notes
(That should've been spelled worse, but I just couldn't take myself that far)
Interesting changes. While the StuH nerf seems a bit overdone, I'm very curious overall... The wire cutters completely negate the Semois pin, which could turn out very interesting! Certainly a better option than only-territory only, IMO.
Nevermind the Semois pin, I'm worried how this will reflect on Axis' ability to hold on to the left side of Ango for at least the first few minutes. Not good I'm guessing.The wire cutters completely negate the Semois pin
Well, they did say they were screwing around with buildings on Ango...
That strip of wire on Ango hedgerow gap (the north-south hedgerow) used to mean a LOT, I'll give you that... but overall, this change might make Semois a bit more fair.
However: "Squads building barbed wire are now capped at two builders per squad". But doesn't that imply that, when building sandbags, that's five builders per volks squad? :evilgrin:
Last edited by drChengele; 1st May 07 at 6:29 AM. Reason: Even I couldn't understand what I posted
lol The StuH is now wher it has been before the patch 1.5 ... nobody wants it more yet .600MP for something that is broken with two hits by an AT? Now way!![]()
Ats accuracy not fixed ...
But other things are great!![]()
![]()
StuH is still great at removing pesky buildings from the map. Changes are probably intended to encourage the use of veterancy and tier 2.
Besides, did people REALLY expect the Blitz + vet strat not to be nerfed? Relic spent way too much time designing the art for tiers 2, 3, and 4 for people not to use them!
This is the best patch relic has ever released for CoH. For the first time, I actually like EVERY SINGLE change except for the StuH.
600mp for a StuH is not worth it. 900 for a tiger is ok. but the stuh should be around 500mp.
2 major things they missed out though:
1. V1 rocket still useless.
2. Allied war machine still way way overpowered.
Nebelwerfer still kinda sucks, but with the puma being more viable again, maybe tier3 axis will see more use, and maybe ppl will throw in a nebel or 2 just for the heck of it.
Other than that the patch sounds really great!
I bet StuH WAS cheaper, but during beta testing somebody used mp blitz to spam 4, drove them into the allied base and destroyed it in like 10 seconds.
WIRE!!!
I don't understand why everyone starts of with wirecutters now, why would you even waste the time to wire now?
Everythign else I'll wait until I play to comment (I have some concerns about a 600MP STuH though)
#534
I don't understand why everyone is complaining that Terror and Infantry were left alone. You have to understand, that when they buff or nerf an aspect of the game, every other part of the game is indirectly affected. This is especially true when you consider the meta game.
I think that after people start playing with this patch, they will realize that infantry and terror are more viable, now that blitz and AB are more in line with the rest of the game. Hopefully we'll start to see a bit more variety now.
Wire is still going to be usefull. Think about it, lay some wire in front of your mg position, and they will have to send engis or pios to cut it before any other infantry can get through. Meanwhile your MG is shreading them. All this means is that you can't wire off an area and forget about it early game anymore. Now you have to use wire to simply slow down the enemy, or to direct his troops into a kill zone.why would you even waste the time to wire now?
I've found that it is generally better practice not to completely wire an area off. Instead, make a little "maze" with the wire. It doesn't have to be complex, it just has to make it so it takes a really long time for enemy units to get in and out. This way your machine guns can blow those units away while they try to navigate your maze.
Well... actually I was talking to my grandpa about ww2 (army air corps.) and he said that it was mostly fought mainly between squads of allied paratroopers and axis rocket launching ninjas. So, the whole AB vs Blitz match up may have been a nod to historical accuracy.
About the "maze" thing, it's always a good idea to not wire off a (defended) area completely since the pathfinder "knows" if area is wired and will send troops around instead.
A couple of times in friendly unranked I did this:
w = wire
. = open terrain
x = wall
x................x
x...wwwwwwx
x................x
xwwwwww...x
x................x
x...wwwwwwx
x................x
I guess that qualifies as a maze. Put an MG there and count the kills
P.S. :Well hello, my new sig.Well... actually I was talking to my grandpa about ww2 (army air core) and he said that it was mostly fought mainly between squads of allied paratroopers and axis rocket launching ninjas.
I'm sitting here at my desk with the biggest smile on my face, lol'ing at the patch notes.
I hope its as good as it sounds.
<3 dev team![]()
Wow this is so true. For all the good relic has done with this patch...i guess some of their "old nerf axis to hell selves" managed to creep in and make the stuh unreasonably expensive. Sure i don't think it's gamebreaking, but it's pretty painful to have a unit become totally worthless. Who will actually pay for a stuh now? I doubt even aniketos would.560 Caliope vs 600 StuH... 560 Caliope ... sure its 1 CP more but come on ITS JUST A STUH!!!
I would have prefered the 'wire on own turf only' option ... but i guess i can live with this change. As for the rest ... only time will tell how it all works out![]()
#540
Your forgetting the Caliope is now a dedicated mobile artillery platform, it can't defend itself from infantry or tanks and it's missile barrage is effective only to infantry and buildings.
Where as the STuG is an infantry and building nightmare, it can handle itself in most situations, laying waste to pockets of infantry and destroying critical buildings in less than 5 shots.
They are both made for different roles, so comparing them together is silly.
both have prices both have inf as target so why no comparison? maybe a Caliope cant defend itself ( i have to say StuH also cant defend itself against tanksso comparing them together is silly.)but it doesnt have to! Caliope just relaxes in the back of the frontline and waits for firing its deadly barrage while StuH gets its ass kicked by 2 AT shots or 4 stickies... i do a wild guess: we wont see much StuHs, even they really do their job great, because they are just way to expansive.
The STuH might be 50-100 MP overpriced at the most. Its still a very usefull tank. The vast majority of Blitz players would take the old Urban Assualt Team more for the Storms, and the STuH was a 300 MP Bonus. Even if they left the Urban Assualt Team at 700MP, I betcha most players would rather have two Storm squads for 700 MP.Originally Posted by tuffy!
Besides Storms not coming with the Tigers (Much needed change) I think the rest of Blitz is actually overall better. 'Specially if the reinforcement costs for Storms drops.
S.
#543
Why the hate on the STuH? It's great for spearheading an assault on a heavily fortified position. It will blow bunkers away in no time. Garrissoned units don't stand a chance, and it absolutely massacres infantry in the open.
Noble: People are just used to getting it at such a discount. Its still an exellent unit. Comparing it to the STuH of 1.4 is idiotic. That STuH was'nt effective regardless of the price. This one is.
I absolutely agree. No fuel costs either, perfect.Why the hate on the STuH? It's great for spearheading an assault on a heavily fortified position. It will blow bunkers away in no time. Garrissoned units don't stand a chance, and it absolutely massacres infantry in the open.
Lack of storms with StuH and Tiger, perfect. Tired of storms eating up my pop cap.
No change to AWM, quite all right with that. I like defensive anyway. I love going defensive and giving veterancy to my support units. Go ahead and send line after line of tanks at my vet 3 88s and see how long your munitions last.
Panzerfauts can now kill a jeep (hopefully); wonderful.
Everyone has wire cutters (hate to say I told you so). You still need engi/pioneers to cut wire, so wire is all but obsolete. A lone infantry squad will still be detered by a strand of wire placed mid/late game with no engineer around.
Vet on 88 will make squat of a difference. -15% damage, +20%hp, -25% penetration.
Flak has 200HP, Pershing does 140 per shot. So Vet3 88 will still blow up in 2 hits since the 2nd hit is in red critical range.
#547
Good luck getting a pershing in range of a properly defended 88. I agree though, that the veterancy isn't going to improve it's performance a whole lot.
It would be nice if the Flak88 had some more HP's (300) but either way you still have to rely on line of sight to punish those Pershings before they get into range. Also, lets not forget a Pershing is twice as expensive as a Flak88, so you can have two. =)Originally Posted by Virigoth
I had on some occasions a Vanilla 88 whistand 2 direct hits from a Persh. During all those occasions the 88 killed the Persh everytime. An allied player would be really crazy to charge an Elite 88 with a Persh anyways. And with the Vet 3 the 88 will more resistant to calioppe and Howies barrage.
If you can manage to have double 88 supporting each other no Persh will ever bother you.
What's the fuckin big deal with Adv Warning....Change your bike for a Sniper which can hold fire and camo. You will benefit from the same adv warning! Elite Vet Weapon support and Defensive! That will rock ass!The perfect counter to Armor. Vet 3 Paks and Vet 3 88, Nasty Snipers and MG42...all in only one Vet category FTW!
It will make a difference against Calioppe and Howies barrage though! And it will not hurt against Persh....To Viri: are you sure the 88 is not 300 now? they buff his HP in 1.5 so it was not lower than 200 HP before I am pretty sureGood luck getting a pershing in range of a properly defended 88. I agree though, that the veterancy isn't going to improve it's performance a whole lot.
"Great! More old farts for the stomach battalion!"
"It was either the Iron Cross or the Wooden Cross."
-Gunther Rall
Then the allied player sucked. A lone 88 can be taken out by a lone pershing driving up to it in an open field without losing the pershing.
None of that is part of my argument however. My point is that veterancy for the 88 is as pointless as it is for a Pak.
HP is 200. 1.5 only lowered damage of arty vs 88 they didn't touch the hp.
EDIT:
PS. Yes, LOS is what you need to defend against pershings.. Gee didn't they nerf that in 1.6?
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