Company of Heroes V2: Electric Boogaloo (also, Panzers)
172 replies, posted
[QUOTE=Teh Zip File;35138571]I wish the Blitzkrieg team would stop hating EF and incorporate it into their mod, new units/abilities and all.[/QUOTE]
Why do they hate each other?
Dunno, but they're entirely against putting the Russians in Blitz.
MC seems unstable to me, it skipped a ton and then the screen went black and I had to kill it with the Task Manager.
Didn't even get through a single match.
[editline]16th March 2012[/editline]
Also the MC team should see if the ZM team will allow them to share assets.
MC really lacks props, plus they need better maps. I only played one, but there were no buildings to lock down (or they were at like 5% health) and there was a notable lack of good cover.
what they need is a big old urban map. i mean rows upon rows of houses and blocks, extra large size map. maybe middle east theme.
i can't play the chinese though. i mean they could have at least used the german voices.
Updated EF...played 1 game vs AI to see what there was in game...
MOW/MOWAS>COH:EF by so much...
[QUOTE=FoodStuffs;35171366]what they need is a big old urban map. i mean rows upon rows of houses and blocks, extra large size map. maybe middle east theme.
i can't play the chinese though. i mean they could have at least used the german voices.[/QUOTE]
They could have pulled an EF and used the voices in another language.
Even if there are no Chinese voices (I don't know if there are or not) they could use another language as a stand-in, at least it sounds foreign.
there are also plenty of games with azn sounding sound bytes, like age of empires.
Holy shit, they should steal all of the Chinese sound bytes from C&C:G :v:
i think they need to refine the mod first, make it a bit deeper.
i mean the guys you can helicopter in you can't even upgrade. they should be like delta force or some shit.
I think the areas in most need of work are the maps, which are not up to CoH standard, and the voices.
[QUOTE=Zombiespeed;35138083]Does anyone know how to fix the ''A NAT negotiation failure occurred.'' error while connecting to a friend?
Look, we have a Friend 1, friend 2, friend 3 and friend 4.
Wen friend 1 hosts a game everyone can join.
But then friend 2 hosts a game only friend 1 and 3 can join
And if Friend 1 dont want to host a game we cant play online cause we having this error.
Any fix?[/QUOTE]
I've tried port forwarding myself but i keep getting it. It's a common problem sadly.
i need testers for a realism take i'm doing on the modern combat mod, let me know if you're interested. its very basic still, but it will get better.
CoH fucks me right off cause it use to run great on ultra with no issues, now I have to play it on Low everything to last at least 1 game without crashing with the temp folder bullshit or some DX bug that occours no matter what i do.
All the while i can play every single game on the market on ultra without fail.
I really loved CoH and still do, but i want to play more than half hour.
That Modern Combat mod is rather fun, even though the unit selection is currently rather limited. The AI plays really well in my opinion. I look forward to what the future brings for this mod.
One thing off the bat that I find rather annoying is the very limited camera view; to be honest it should allow me to zoom out a bit more as it feels like i've got my nose in the dirt.
The AI in MC is a bastard.
I actually have to micro my units around and be active instead of turtling like I do in Blitz/vanilla CoH. :v:
my internet fucked up. anyway, i pretty much doubled the range at which infantry engages with similar changes applied to motorized and mechanized units. combat was made deadlier all around too (infantry dies much, much faster out of cover) i just need some people to playtest this so i can balance it all out.
[QUOTE=Electric Eye;35178082]my internet fucked up. anyway, i pretty much doubled the range at which infantry engages with similar changes applied to motorized and mechanized units. combat was made deadlier all around too (infantry dies much, much faster out of cover) i just need some people to playtest this so i can balance it all out.[/QUOTE]You should make infantry stay the fuck in cover like in Kmod; simply don't have them move at all unless directly ordered to.
[QUOTE=Teh Zip File;35178002]The AI in MC is a bastard.
I actually have to micro my units around and be active instead of turtling like I do in Blitz/vanilla CoH. :v:[/QUOTE]
I swear the AI is fucking using real tactics. I took 90% of the map away from the Americans, and thought I was in for an easy win. Suddenly troops are at one point, then at another, and another, I send in an APC, some Troops, and an MG, and suddenly Strykers everywhere blowing up all my shit, 5 minutes later I lost 75% of the map.
Shock and Awe is a bitch, goddamn Americans.
[QUOTE=Sgt Doom;35178121]You should make infantry stay the fuck in cover like in Kmod; simply don't have them move at all unless directly ordered to.[/QUOTE]
you know that hold position command that was in blitzkrieg or something? im going to add that in to every infantry unit as soon as im done reworking values.
I'm also helping test Electric's edit of the mod, but we need more people to get more opinions.
[QUOTE=JaegerMonster;35179295]I'm also helping test Electric's edit of the mod, but we need more people to get more opinions.[/QUOTE]
I might be able to make maps, maybe. I'm kinda slow at it and it's been ages since I touched the world editor though.
its just gameplay reworking at the moment, all we need to do for now is just play a shit ton of CoH. come play with us we are so lonely B(
Does the AI get resource cheats in Battle of the Bulge or something? They're certainly more intelligent than usual, but I could swear they also get extra fuel, seeing as how they have no trouble pumping out armour before me, even though the default capture method in the mod doesn't increase resources with each sector.
The AI always gets resource cheats, pretty sure.
How else do they manage to spam like 20 Pumas before you can get 5 M8's.
I figured that might be the case, but considering how fuel significantly slows down progress to vehicles for the US in BotB, even a small resource cheat makes it very difficult very quickly. I'm just thankful AT teams seem to be packing modern AT weapons by how bloody effective they are.
i really really fucking hate the ai on hard and up. normal is mostly docile and you can beat them with a fucking flyswatter. hard on the otherhand cheats fuckloads, they get all the lucky shots, my vehicles seem to just not want to move fast when they're about to get hit with a final rpg shot.
not only that but they're INSANELY aggressive. as i've said before the leap from normal to hard is so fucking significant it's almost a crime that they didn't have an inbetweener. you know, an aggressive AI that doesn't cheat every move they make.
the only way i can have a fighting chance is if i take a map like bedam or lyon, kill all the bridges i can and barricade the rest.
bedum is awesome though, i love maps where you have your little base island and it's connected to a main island and the enemies spawn on another little island connected to the main island. i wish i had the patience to learn how to map cause it would make the game so much better.
If you're playing as Wehrmacht, the Goliath can be very useful against the AI. If you know a particularly valuable enemy unit, or bunch of units, is coming down a particular path, put a Goliath in cover near the path. It'll cloak when in cover. When they come close enough, drive it into their faces and detonate. Mines and demo charges are also remarkably effective; I have never seen the AI use mine detectors. If they do see them, it's usually an accident prompted by a unit having mine detection by default.
If you're playing on a map with bridges, don't detonate them instantly. Wire them up and wait for groups of enemies to cross it. A single squad is easy enough to take on; have an MG pin them until more units arrive on the bridge.
If you're playing as PE, the SE doctrine's roadblocks are very useful for funneling enemy vehicles right into the face of your own AT weapons. Infantry can still get past them, but you can line your side of it with barbed wire; i've never actually seen the AI cut barbed wire, or place charges to clear roadblocks or barbed wire. If they do destroy them, it's usually collateral damage from their arty.
But yeah, the jump from normal to hard is really severe, one would assume the difficulty would be a smooth gradient. As far as I know, the difficulty does not change the characteristics of yours or the enemy's units; the AI merely gets resource cheats, is more likely to use abilities and is more aggressive. It might be the case the units they were using were somewhat better than your faction's equivalent of them, or they had veterancy (even 1 bar is going to make a large difference)
Honestly once you played a few rounds against Hard AI you learn their tricks and can beat them 8 / 10 times if not everytime (factoring in dicking about / experimenting).
Even expert is not all that after a while either.
If you're wanting to see how easy it is to win in some cases, play as PE, tech up to a fast halftrack load it up with 1 squad and roll right into the allies main base unload then camp the shit out of them, pull up another halftrack this time sticking a shreck team in and repeat.
It don't matter if you loose all the map because all the resources they are getting won't be put to any use. And after a while the AI will retreat all it's units to base for easy killing.
Total game time is roughly 15 / 20 mins
Another tactic against the PE is to play US, get 2 fast snipers (1 may surfice in some cases), an MG team and take airborne doct, a squad or 2 of riflemen to cap some stuff if you want.
Take your snipers keeping them hidden and walk them up to the axis flak cannons, put 1 sniper in close to reveal it and use the 2nd to snipe from afar and use the MG as security (using the AP rounds). Normally by the time you have dealt with 1 of the flaks you can call a Para squad in, do so and capture the flak, proceed to spawn rape the PE into oblivion.
Hell iv'e even pulled both of these moves of a few times in automatches much to my amusment but at least humans can counter it / stop it. The only times i've actually lost to an AI in recent years is in MP comp stomping when people drop out and lumberyou with a normal AI, that shit aint fun.
Yeah, the vanilla CoH AI is fairly predictable. In the mods, however, it gets really bloody vicious.
[editline]23rd March 2012[/editline]
Looking at this "Tactical AI Mod" on the Relic forums. Looks rather interesting, I think i'll play around with it.
The only realy challenge iv'e got from Ai was the the realism mod. Though i havent played newer blitzkreigs through CoH's inability to play more that 30 mins before throwing a fit.
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