View Poll Results: What do you value most of "Europe at War"?

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53. You may not vote on this poll
  • supports the single player campaigns, adding new units and a more realistic weapon damages.

    33 62.26%
  • The cooperative missions style "joint Ops"

    14 26.42%
  • The new game modes: Infantry Combat, tank war, annihilate with POW...

    16 30.19%
  • Allows play in Europe and Africa in the same mod

    25 47.17%
  • The variety of units and abilities.

    29 54.72%
  • The funny and chaotic map "EaW: D-Day"

    7 13.21%
Multiple Choice Poll.
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Europe at War v6.1.7 Announced new front!

  1. #851
    Member Zupadupadude's Avatar
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    Quote Originally Posted by DrCh View Post
    I have high graphics settings

    NVIDIA GeForce GTX 460
    I have a graphics card to cope
    Yea, but you have to put them lower.

  2. #852
    Member DrCh's Avatar
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    No, on the other cards I have no bugs. And it's not just me. My friend set the minimum, but also displays a square smoke.



  3. #853
    @DrCh
    I'd lower your texture detail and effects fidelity to high. Btw, are you playing the mod in a laptop?

    EDIT:
    Nvm, just read your friend tried with lower settings.
    Last edited by blackbishop; 16th Aug 12 at 10:20 PM.

  4. #854
    Member []inveigle[]'s Avatar
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    one of my old cards did that right before it died. Both my new cards perform just fine, although I do get random flickering of ground textures on occasion. I believe it to be an SLI issue though.

  5. #855
    Member bangalor44's Avatar
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    tap dancin on a land mine (midwest U.S.A)
    I've had this happen on a few maps.I think its a map problem I think para drop or landing zone is another.mostly older maps.maybe what patch was used when map was made.I have an agp card with medium to high settings.

  6. #856
    Member LloydyBoy's Avatar
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    @DrCh

    this happens to me when i Alt Tab or play in Windowed mode, if your doing this then stop

  7. #857
    Member TheVole's Avatar
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    How can you bear to play the game with an ago card. I for one know first hand the horrors as I have used onemyself in this game. But what I cannot understand is how when I have 4 gigs of gpu memory it still does this to me.

  8. #858
    Member bangalor44's Avatar
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    tap dancin on a land mine (midwest U.S.A)
    I have no problem with agp card all mods run fine.I'm pretty sure this is a map problem tho.Not video card problem.

  9. #859
    Hi. This my first post on this forum, so i greet all.
    In my opinion mod has no-balance. I was played with my friends, two is from Exitii clan, some from Winged clan. So:

    -17-pound gun destroyed Ferdinand two shots. Pak for destroyed stuart need 3 shots. At gun US have scouting, camo and AP. 17 pound long range AP and high damage. Pak - camo, low range low damage. Pak - 310 mp, 17 pound - 240, US AT Gun - 280. Why?
    -Price Starfing Run is 75 ammo. He easy killed infr PE and Wh. Fire Storm price is 160 ammo. Its worse than strafing run. Off map arty from infr doctrine us same. Strafing run is too good. Bombing run 150 ammo, br is better than fs and off arty. Paradrop is for free. So para doc player all time spaming sr's and br's
    -Caliope is too good. 60 rockets destroyed all battlefield. US can have 3 cali - 2 from doc and 1 from t4. Wh can't win with that. 2 cali and 30 rockets will be good.
    -2 Falshirmjager from terro price is 350 mp. 1 squad 175 mp. It have 6 people, reinforce 1 people is 43 mp. 5x43=215. Relic logic - when you receive squad reinforce will be cheaper than creat new squad. EaW logic - ?
    -Phershing ability cost is 1200mp. It have 2 Phershings. Tiger ability 800 mp. It have 1 tiger. Why not 1200 mp and 2 tigers? In vCoH Tiger=Phershing and tiger/phershing cost is 800 mp.
    -Hitlerjugend - no reinforce cost, 200 mp, 3 flamers. 1 cp. Very good in early. All terro is too good. KT = 900mp, Tiger = 800. Terro is good in early and late, they also have 2 falls for 350 mp. The best choose on wh is terro.



    And more, i don't write all now. No balance can be seen in 2v2, in 1v1 less. If someone want we can play 2v2, i have friend.

    Sorry, if there are mistakes in the text. My english isn't perfect

  10. #860
    i found a bug where the brits are unbale to use their glider ability because it tells me that the glider is on aproach even though i never called it in
    "I can haz cheezburgerz?"
    (\__/)
    (='.'=) This is Bunny. Copy and paste Bunny into your
    (")_(") signature to help him gain world domination.

  11. #861
    Member Dartborne's Avatar
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    Alcoy, Spain.
    -17pdr =76mm, sappers or light support truck (tier3)
    -pak38 =5cm, kriegs HQ (tier2) -- very early
    -Pak40 =7,5cm, pioneers on defense doctrine or reinforcements
    -Pak43 =8,8cm, Panzer grenadiers or luftwaffe troops, luftwaffe tactics
    -M1/57mm ATG = Motorpool (tier3)

    -straffing run, only effective vs infantry and light vehicles. Unless vs enemy AA.
    -Off map arty = 150, effective vs all units, can't be avoided with AA.
    -fire storm = 160, effective vs all units, incendiary effect. can't be avoided with AA.
    -Bombing run = 150, effective vs all units. can be avoided with AA.

    -calliope = 60 rockets, realistic. armor company (tier3),only 3.
    -150mm nebelwerffer = 6 rockets (tier 3), unlimited.
    -210mm nebelwerffer = 5 rockets, luftwaffe tactics, unlimited.
    -panzerwerffer = 10 rockets, terror (tier2), only 3.
    -halftrack with stuka = 6 rockets (tier2), unlimited.
    -hotchkiss with stuka = 4 rockets (tier2), unlimited.

    -2 pershings for 1200 MP, yes, but...
    -Tiger = 800
    -King Tiger = 900
    -Tiger + Tiger ace + King Tiger ausf. B (all tier4).

    2 pershings vs 2 tigers, 1 tigers ace, 1 KT and (opcional with blitzkrieg) 2 tigers or 1 tiger 205.

  12. #862
    17pdr is AT gun, pak 40 is emplacement. Emplace can't moving. Cali don't have problems with destroy it. Also pak 40 need doc and 5 cp, 17pdr not. Pak 43 too. M1/57mm should be similar to pak 38. But m1 is very more effective. Pak 38 is very early because US usually have more fuel, so can faster creat tanks or light vehicles than Wehrmacht.

    Sr and br's - ok should i or my friends creat AA units.

    -Caliope - 4cp so available is very quickly, good armor so canter arty cant destroy it and 60 (!) rockets. Maybe realistic but in my opinion (and my friends) no balanced.
    -150 mm nebelwerffer - no armor, 6 rockets vs 60... but don't doc, so ok.
    -210 mm nebelwerffer = 8 cp! And this is emplace.
    -Panzerwerfer Maultier - 10 rockets, bad accuracy, bad vs tanks, good is only incendiary effect.
    -halftrack with stuka - need 150 ammo and if it's should be good like 1 cali need 2-3. (300-450 ammo!) And US have 3 cali...
    -Hotchkiss with stuka - ammo

    2 phershings 1200 mp. 2 tigers 1400 mp + 200 fuel, tigers ace 820 + 110, = 1200 mp vs 2220 +310. And prices for tech t2+t4 and tigergruppe.
    US armor can camp on 1 vp and play t1-t3 with at guns, next to with cali and when have Phershing - attack on weak Wehrmacht. (cali weaked) I know because i playing armor this style. Terro have better situation. Can call 2 KT (900 mp one, 0 fuel), hitlerjugend is very good in early, very better than volks and dont have reinforce cost. Im not sure too good. Deff is not good choose... cali destroy emplacements.

    Edit: What's up is with falls from terro and paras from commando doctrine? Why call they squads is cheaper than reinforce?
    Edit2: With mate i was duel Phershing vet 0 vs Tiger vet 0. Phershing is for 600 and win with tiger 800 mp! We repeated duel 2 times and the same result. I don't understand it.
    Last edited by Bandaro; 18th Aug 12 at 7:29 AM.

  13. Modding Senior Member Company of Heroes Senior Member  #863
    Celéstial by heart Celution's Avatar
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    Sweden
    DrCh, that means that the map creator used a wrong smoke effect, that only works under certain settings, not sure exactly what anymore.

    And your settings are fine, you don't need to lower them.

  14. #864
    Member DrCh's Avatar
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    Quote Originally Posted by Celéstial View Post
    DrCh, that means that the map creator used a wrong smoke effect, that only works under certain settings, not sure exactly what anymore.

    And your settings are fine, you don't need to lower them.






    No, I think it is necessary to correct the map. Necessary to remove (delete) the wrong smoke effect.

  15. Modding Senior Member Company of Heroes Senior Member  #865
    Celéstial by heart Celution's Avatar
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    That is what I mean dude, I am not sure if everyone has this smoke problem on this map, but if that is the case the only way to fix it is to edit the map.

  16. #866
    Member Dartborne's Avatar
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    Alcoy, Spain.
    @Bandaro
    -the 17 pounder is also a emplacement, and is also mobile PaK40 if received as reinforcement (random reinforcements).
    Any ATG can be destroyed with artillery or rockets, not only with the calliope.

    -M1 is the heavier gauge than pak38 (57mm vs 50mm). The U.S. can to build light vehicles in tier3, the WH in tier2.

    -the calliope has a medium armor (75mm) and can be improved a bit with sandbags, but is a sherman, any heavy tank or ATG can destroy it.
    the Panzerwerfer 42 have the same accuracy has a calliope, shoot less rockets, but is much cheaper, is achieved long before the calliope.

    The pershing is above caliber and armor from tiger. generally usually wins in a duel, depends on the expertise when controlling tiger, shoot the flanks and avoid taking damage.

  17. #867
    Member TheVole's Avatar
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    Also the Pershing comes pretty late in game, so you have to count the fact that you might be getting overrun by the much better German tanks. I have found when I play US online (where balance actually counts) that the Pershing can come far to late and the Sherman's can be a big MP drain defending of the German hords which can leave you with little MP left by the time you get the Pershing. Thank God you get 2 of them, but anyway the Pershing is not OP at all. Also if you cannot counter it by the time it comes in(which can be very easly done) then maybe you should change tactics or play online to see how underwhelming it can be in a late game scenario.

    Also what are the stats on the M3 T12, it seems rather powerful for a 75mm gun. I had a fresh tiger ace head to the frontlines and my opponent had 2, each one shot once and destroyed my tiger ace. They also one shot panzer 4's.
    Last edited by TheVole; 19th Aug 12 at 6:46 AM.

  18. #868
    Member Bink's Avatar
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    I'm wondering how many of you out there are using this mod at the moment and going through the British campaign. I could use some advice on the Caen: Into the City mission...the one where you would most benefit from prepping the map before capturing any of the Victory points, before all hell breaks loose in the following phases.

    This part of the campaign I've never gotten beyond the defending VP portion, and that was way back with the stock version and even with the walk through, they're not all that helpful. For one, because of the dynamics of this mod (more squad members, dead bodies stay, dead wrecks stay? etc.). Now I know the AI cheats here, especially when you take the VPs later, coming at you from all sides, including I believe, your own base area (its been a while, but I think they even come from the road in your base area directly below the one that your call-ins come from, prompting you to consider moving HQ trucks).

    The problem I'm running into here is how to prep the map in such a way that I don't inadvertently trigger all kinds of AI spam before I'm ready to deal with it. If I even enter to engage the fuel point area directly north, I know I can expect a steady stream of AI spam in 3-5 minute intervals. I think the same is true if I capture the manpower point directly west...they come from that road that's directly left of the base. Because of this, I'm wondering if capturing just the munitions points is safe, and if I stick to just engaging the enemy near and around the left VPs i.e. would that not trigger that right side AI spawn by the fuel point or no?

    I realize that sounds more suited to the map thread its self, but since I'm using this mod while playing it I posted it here. Because of things like dead bodies stay and such, I've had to determine the right places to place mines for example. There are quite a few choke points that would need monitoring just to deal with the dead wrecks with piats so you don't run into scar errors when they try to respawn (which can be gotten around with crazy results by pausing an un-pausing a lot).

    Also someone correct me if I'm wrong but, any sector up above the VP that loses all of its bunkers, OR, if I stray beyond the northern border of the VP territory line, that will trigger the defending VP phase right? I think I accidentally did that once.

    Anyway, the tactical situation atm is that I have tank trapped and barbed wired just the southern routes up to that first east-west road with virtually no enemy engaged at the VPs or munitions resource areas. Likewise with the right fuel point, I haven't gone near it. The only point captured is the left fuel point near where I'd saved B-Coy and they did it themselves when I wasn't looking. I tried to Tank trap, wire, and mine in such a way as to preserve some distance from TT and wire, while also keeping distance from Allied wrecks I'd tried to put in out of the way places for recovery later. (Hey, the AI is taking liberties, so will I with the recovery sapper ) The strategy I'm going to go with here is build some select armor, park 'em somewhere hopefully out of the line of fire, blow 'em up and recover later, probably in the later phase so I can have an emplacement or three.

    With B-Coy rescued, and now with a fourth LT and captain, I'm now at 61 pop with some bit of wiggle room for emplacements, but not much. I know that the minute I place anything near the center of the base area, the nebels start their thing but I'll have them taken care of with strafing runs prior to planting anything (I do the same to the 88s so I can move armor forward).

    These couple missions seems like one of the funner British bits, but I don't know why I'm having such difficulty.
    Last edited by Bink; 19th Aug 12 at 10:58 AM.

  19. #869
    Eeee... whats is random reinforcements? How i can call it? Sorry but i didn't use that.

    -17 pounder is heavier gun than 88 (75 mm vs 88), but are considered to be comparable. Pak and M1 too.

    -light vehicle in t2 wh - halftruck and truck with flak 20 mm. Bars or sticks can destroyed it. In US t3 - M8, Stuart, t17.

    -Caliope can't be destroyed by maultier or nebels, maultier and nebels by cali yes. Caliope are behind lines, good player won't let enemy tanks (especially at guns) behind his own defence lines to callies.

    -In history 88 from Tiger is better than 90 mm from Pershing. Armor too, german steal on 2 WW was the best. Also Tiger in front has 110 mm armor, Pershing 102. And i should flank enemies by Tiger? By 1 tiger i should flank 2 Pershing? Ok with panthers - but panthers suck vs Phershing and have same cost +85 fuel.

    BubmleBeeTuna
    I dont have problems with counter Phershing. I dont have motivation to play blitzkrieg doctrine. In Terro i have King Tiger, he is 100 mp more expensive than tiger, but very better. Also i have goliats for 52 ammo, hitlerjugends and maultier (ok Wespe is also good).
    And if you want we can play 1v1 or 2v2 - i only play online, skirmish for discovery doctrines. My friend also want play with you.

    -How Wm and PE can counter Lieutenant Conti? He killed 3 pg squad and on motivation can go and kill mg! Alone! Also he don't need mp for reinforce, only medic.

    img836.imageshack.us/img836/3973/nowyobrazmapybitowej2en.png
    Group for 7 cp and 800 mp from deff.
    img195.imageshack.us/img195/5289/nowyobrazmapybitowejbd.png
    Group for 8 cp and 800 mp from infr. Balance?

  20. #870
    Member Dartborne's Avatar
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    -Off map reinforcements, defense doctrine.
    -sdkfz251/17 Ausf C/D
    -how to destroy a calliope in vCoH?? innovates a bit...
    -You have panthers, elephants, King tigers, nashorns, jagdpanthers, Jagdpanzer IV...the US only have one type of heavy tank.
    -17pounder (76mm)

    Pershing:
    90mm M3 AT gun
    Armor;
    front = 110mm
    Left/right = 76mm
    rear = 51mm

    Tiger:
    kwk 36 88mm
    Armor;
    front = 100mm
    Left/right = 82mm
    Rear = 82mm

    - EaW caliber table -
    (not distinguish ammunition types AT, HEAT, HE...)

    7.6mm (30 06) = M1 Garand, B.A.R, M1 carbine, M1919, M1917, springfield.
    7.65mm Parabellum = Luger
    7.9mm (303) = Lee enfield, Vickers .303, Bren.
    7.92mm = Karbiner K98, Gewehr 43, MP44 (Stg44), Mg34, Mg42, FG42.
    9mm Parabellum = MP40, Walther P38, Sten.
    11.5mm = Revolver Webley.
    11.43mm (45 Cal.) = M3 "grease gun", M1A1 Thompson, M1911 Colt 45.
    12.7mm (50 Cal.) = M2HB, M15A1/M16 halftrack.
    18mm = Boys Antitank rifle.
    20mm = Flakvierling 38, kwk20 (puma, sdkfz 223), Panzer II, Crusader Mk. I AA
    37mm = T17 Staghound, M8 greyhound, M3A1 Stuart, M5A1 Stuart, Pak36.
    40mm = Tetrarch, Daimler Mk. I, Boffors, Crusader Mk. II.
    45mm = Valentine II, Matilda II.
    50mm = Pak38, puma, Panzer III.
    57mm = M1 ATG, 6 pounder, M18 recoiless, Crusader Mk. III, Churchill.
    60mm = M1 bazooka, M9 bazooka, Mortero M2.
    75mm = Panzer IV, M4 Sherman, M4A3, Panther, Pak40, Hetzer, Jagdpanzer IV, StuG III/IV, M1A1 howitzer pack, LeiG 18, Cromwell.
    76mm = M4A3 76 (W) Sherman, M4A3E2 Sherman "Jumbo", M4A3E8 Sherman.
    76mm (3inch) = M10 "Wolverine", M5 ATG, M18 Hellcat, 3" mortar.
    76mm (17pdr) = 17 pounder ATG, Sherman Firefly, M10 "Achilles".
    77mm = Cromwell "comet".
    81mm = Granatewerfer 81mm mortar, M21 halftrack.
    87.5mm = 25 pounder
    88mm = Flak 36, Tiger, King tiger, Jagdpanther, Pak43, Nashorn, Elephant.
    90mm = Pershing
    94mm = Cromwell "centaur"
    95mm = Churchill Mk. VII
    105mm = M2A1 howitzer, 105 Sherman, StuH42, Lefh 18.
    114mm (4.5inch) = T34 Calliope
    150mm = Hummel, Nebelwerfer 41, Panzerwerfer 42.
    210mm = Nebelwerfer 42
    280mm = Stuka zu fuss, Churchill AVRE
    380mm = Sturmtiger.
    Last edited by Dartborne; 19th Aug 12 at 3:57 PM.

  21. #871
    Member TheVole's Avatar
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    -How Wm and PE can counter Lieutenant Conti? He killed 3 pg squad and on motivation can go and kill mg! Alone! Also he don't need mp for reinforce, only medic.

    img836.imageshack.us/img836/3973/nowyobrazmapybitowej2en.png
    Group for 7 cp and 800 mp from deff.
    img195.imageshack.us/img195/5289/nowyobrazmapybitowejbd.png
    Group for 8 cp and 800 mp from infr. Balance?
    This I can agree on Conti and his bro can easily lay waste to any infantry they come across, are about the same price as a rifleman squad, and can be built again and again.

    The Germans really do not have anything to counter this, and I usually always play Germans. I applaud you dartborne for seperating the two, as the infantry doctrine is a really good doctrine, and having those 2 in seems way OP. But either way they still cause me a lot of problems in MP, seeing as they can be rebuilt if killed is a big issue. Not to mention there is no counter for them at all, spam infantry and hope for the best? A skilled player using good macro can easily kite around any German tank and use stickie bombs to there best of advantage. I have yet to come across anything that can easily take them out, MG's do very little damage and if I am correct do not suppress either of them (correct me if I am wrong.)

    I understand this is your mod and you can do as you please, and you mod has come miles since it first started. But for sake of balance there are many disparities between the factions, and balance is important.

  22. #872
    -Ok in armor this my mistake. Tiger has 100mm in front. But Pershing don't has 110mm, has 102. And Pershing is similar to Tiger, even worse. And again - in your opinion Pershing should be more powerful Tiger. Ok this is your mod. But Tiger is heavy tank, Pershing is medium. Heavy tank should flank medium? 88 from Tiger is 2 mm less, but is better! kwk 43 has 88 caliber, but is better vs tanks than 122 mm from IS-2. If you have right - this is not balance - blitz suck, better choose is terro with KT 100 mp expensive. Also - why i can have 2 KT from terro doctrine but 1 Tiger from blitz doctrine? That and that is in t4.

    -If i want good at gun in wh i have to choose deff and go to reinforcements tree? Not, this is not balance...

    -You have panthers, elephants, King tigers, nashorns, jagdpanthers, Jagdpanzer IV...the US only have one type of heavy tank.
    Rly, lets play 2v2. In 1v1 maybe u can destroyed my cali, but in 2v2 USA + Brit - cant't. 17 pounder, at guns stop your march for my cali. US can have one type of heavy tank, but have good at guns, sluggers with long range (scouts are useful) and sticks. Sticks + 120 rockets from 2 cali = destroyed. So 2 US too can destroyed your tanks. And air has very good br...

    And whats up with group for 800 mp in Wh and US? With Conti?

    BTW I respect you and your work put into this mod. But vCoH need long time to be balanced. Your mod is bigger then vCoH, has 16 skills in doc, not 6 and more units. Also tank fight is changed. So need re-balancing.

  23. #873
    Member LloydyBoy's Avatar
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    @Bandaro

    Pershing was classed as a Medium tank in the 1950s since Heavier tanks were being built, but in 1944/45 it was classed as a Heavy Tank

    and also @dartborne, the British Anti Tank Patrol is bugged, it has less damage than the Bombing run and half the time it does not even damage enemy tanks

  24. #874
    Member Dartborne's Avatar
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    I see you're basing in the tanks of WoT, (Which is not a tank simulator), the pershing has 102mm in the chassis and 114mm in the turret. (wikipedia is not 100% reliable)

    In WoT tanks can be equipped with cannons that were used in the WWII, the pershing use the 90mm M3 gun , not 90mm T15M2E2 gun, and Tiger had the 88mm KwK 36, not 88mm kwk43.

    In WoT the M36 "Jackson" is named "Slugger", and have a front armor 114mm, its mounted on a M10 chassis (57.2mm).
    Last edited by Dartborne; 20th Aug 12 at 2:19 AM.

  25. #875
    Member seb4771's Avatar
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    Pershing turret : 114 mm
    Pershing structure : 102 mm

    90mm is very good with small/medium range but penetration is very bad for long range.

    88 mm is good for small/medium/long range.

    For history : 1st fight with Pershing (3rd armored division) ambushed VS 2 Tiger + 1 pz IV = pershing win but at 1 km, ammo doesn't destroy anything part of Tiger at +1.5 km.
    Super pershing it's best US tank fo power/armor (but slow!!!), kill 1 tiger 2 (with ultra LUCK, because shoot perform BELOW ).

  26. #876
    Member Dartborne's Avatar
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    Alcoy, Spain.
    M26 pershing

    Crew: 5 men
    Weight: 41,891 kg
    Length: 8.65 m.
    Height: 2.78 m.
    Width: 3.51 m
    Engine: Ford GAA V-8 with 500 hp.
    Power / weight ratio: 12CV per tonne.
    Fuel capacity: 832 liters.
    Maximum Speed ??(Road): 48 Km / h.
    Maximum speed (cross country): 25 Km / h.
    Autonomy: 160 km
    Primary Weapon: M3 90mm gun.
    Secondary Weapon: two 7.62 mm machine guns M1919A4 and 12.7mm in the turret.
    Front armor: 102mm hull and 114mm in the turret.
    Lateral armor: 51mm in the hull and 76mm in the turret.

  27. #877
    Nope, on google and wiki right, not in WoT. You dont understand me.
    kwk 43 has 88 caliber, but is better vs tanks than 122 mm from IS-2.
    This is about caliber in guns. For example i gave gun from IS-2 and KT. I wrote this post at 3 in night when i return to home, so sorry.

    For history : 1st fight with Pershing (3rd armored division) ambushed VS 2 Tiger + 1 pz IV = pershing win but at 1 km, ammo doesn't destroy anything part of Tiger at +1.5 km.
    Didn't shoot in front.

    Darthborne
    You tell me about tanks, nothing about balance. In my opinion mod need re-balance, in your not. I told you why. Why Tiger should be more powerful/cheaper. All have to be 100% historic? It not may as vCoh, but for 1200 mp 2 tigers or Pershings?
    And sorry i forgot - cali can be destroyed by Luft in PE.

    And whats up with group for 800 mp in Wh and US? With Conti?

  28. #878
    Member Dartborne's Avatar
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    -I know that kwk 43 is effective even against 122mm armor, but the Tiger has a kwk 36, not kwk 43

    the pershing have 2 different models, so they go in pairs. Still, his arrival is late and increase its cost could cause it almost impossible to have them in hard battles.

  29. #879
    So caliber isn't measure. I'm not sure. What's is movitation for choose Blitzkrieg doctrine? Tiger not because KT is better. So what?

    Next to - group for 800 mp in deff and infr.

    img836.imageshack.us/img836/3973/nowyobrazmapybitowej2en.png
    img195.imageshack.us/img195/5289/nowyobrazmapybitowejbd.png

    And what about Conti? He's op. Dont need mp for reinforce, only medic. What's your answer?

  30. #880
    Member Dartborne's Avatar
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    -this ability is "panzer reinforcements", the "off map reinforcements" is the next. (falls -> Light reinforcements -> Panzer reinforcements -> Off map reinforcements)
    -I forget to change the cost of the US ability to 1400 mp.

    -Conti is a hero, like the captain schultz, blackmore or wolfgang berger

  31. #881
    Member TheVole's Avatar
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    Yes but you took out wolfgan and shultz from the game, which is why we are saying it is unbalanced. You replaced them with just standard officers much to everyone's distress.

    Correction Wolfgang is still in, he just is not nearly as powerful as conti or Blackmore.

    -As for Shultz he is just a regular officer, who has really no combat usefulness.
    Last edited by TheVole; 20th Aug 12 at 7:27 AM. Reason: found some stuff out.

  32. #882
    Member Dartborne's Avatar
    Join Date
    Apr 2009
    Location
    Alcoy, Spain.
    The unit is named " captain schultz's squad", consists of 4 men and Schultz, equipped with mp44, mp44 elite, satchel charges and grenades. (terror, basic support)

  33. #883
    And lost with Conti, need reinforments for 25 mp... Conti is op and should be balanced. 1 minutes ago i test he vs captain schultz. He killed easy all squad. Conti need only medic, 0 mp for reinf. Schultz not.

  34. #884
    Member Dartborne's Avatar
    Join Date
    Apr 2009
    Location
    Alcoy, Spain.
    Conti: is might need to reduce your damage, but Look at it this way: if a sniper, tank, mg, artillery kills conti you need produce it again (360 mp). if Schultz lost any member can be reinforced without having to create it again.

  35. #885
    Conti lost 10-15% hp when enemy snipe shot to him. (vet 2, but Conti has quickly vets) Also flak shot to him 10 sek and he lie! Next to he killed 3 squad pgrens, and on motivation run to mg and mg have to retreat. Conti need 380 mp btw ;p

  36. #886
    Member Dartborne's Avatar
    Join Date
    Apr 2009
    Location
    Alcoy, Spain.
    and a tank or arty?

  37. #887
    I had howitzer + 2 nebels (i created 3 in very late) vs rang blob with Conti and arty didn't kill him. I was test today 2 maultiers shot in Conti from long range. 1 rocket hit Conti and nothing. Tank... i don't know, my kt's didn't kill him.

  38. #888
    Member Dartborne's Avatar
    Join Date
    Apr 2009
    Location
    Alcoy, Spain.
    conti destroy the king tiger?

  39. #889
    When conti saw tiger hes run to the base Without rangers with bazooks ofc, or tanks.

  40. #890
    Loving the mod specially the Africa maps . Only suggestion is that the Axis Expert 'AI' on skirmish is not 'difficult' enough. Allies seem far more aggressive...

    I keep hitting the 'Fatal Scar Error' during skirmish gameplay (I believe it occurs when calling in RAF Bomber strike).

    -- Log file for all error messages related to the Scar --

    Starting SCAR...
    binding game ender --------------------------------------------------------------------------------
    3011

    #####################################
    #--== IMProved Advanced AI Mod 0.99D ==--#
    #####################################

    Determing AI alt vehicle usage...
    Determing AI alt vehicle usage...
    Determing AI alt vehicle usage...
    Determing AI alt vehicle usage...
    Determing AI alt vehicle usage...
    Determing AI alt vehicle usage...
    Determing AI alt vehicle usage...
    Determing AI alt vehicle usage...

    *FATAL SCAR ERROR: [string "Data:Scar/aicontrol.scar"]:141: attempt to index field '?' (a nil value)
    Could not execute rule:
    FATAL Scar Error while running rules - Execution has been paused.
    WC_OnPlayerKilled
    Shutting Down SCAR...
    If you would like any other logs let me know... Keep up the good work

  41. #891
    Hi, who want play with me 1v1? I prefer US.

  42. #892
    Member TheVole's Avatar
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    Also when you call in the Hallifax bombers (the one where they swarm the map) it gives a fatal scar error, this is only on the desert Brit/afrika corps maps though.

  43. #893
    Member Dartborne's Avatar
    Join Date
    Apr 2009
    Location
    Alcoy, Spain.
    some players have called the Halifax bombers several times in the same game, and never gave us this error.

  44. #894
    Member TheVole's Avatar
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    Strange I have tried it several times on a few pf the new Africa maps and it has always given fatal scar error : L

  45. #895
    i too, sometimes have those error on halifax in AK maps, compared to standard and operation maps.. a very random % chance i say.. 50/50 in AK maps.
    btw, why not put one of the Pershing (correct turret & tankcomnder) model in the Tankfactory, and the other relic pershing model as an individual call-in.
    like the two KT models in terror doc,. 900mp each or less and limits of 2. for a variety and option.

  46. #896
    Member Dartborne's Avatar
    Join Date
    Apr 2009
    Location
    Alcoy, Spain.
    in all africa maps or only in "raid on el-agheila"?


    -New Sherman III

    Desert skin by Halftrack.
    Mudguards desert skin by VanAdrian
    Sherman ace edited model by blackbishop

  47. #897
    Member saukopf's Avatar
    Join Date
    Jul 2010
    Location
    Harbin China
    el-agheila……that reminds me "Die Deutsche Wochenschau" Nr. 554
    China United Airline civil aircraft maintenance man

  48. #898
    Member []inveigle[]'s Avatar
    Join Date
    Oct 2004
    Location
    Taking a walk down Heaven St.
    That tank looks great!

  49. #899
    I think one caption is enough with the americans

  50. #900
    Hello everyone, I'm new here, I just want to know what version of CoH is needed to install this mod: Europe at War, you know, from the first page. Thx

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