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Changes for the next version!

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#152775

Changes for the next version!

Hello comrades,

It is time to talk about some of the upcoming changes for the Soviet and Ostheer factions in Eastern Front. Since we couldn't release our previous patch due to the issues with Company of Heroes updates, we continued working and improving the build, so we have now what we think it is more balanced and enjoyable to play rather than in previous versions. We will start talking about Soviets.

One of the big changes of the Soviet army, is the removal of the upgrades in the Support Barracks used to unlock the units, now they require additional buildings to be unlocked. We also replaced the ZiS-2 anti tank gun with the ZiS-3, because the latter was more common and the ZiS-2 is a much stronger AT gun and having the most powerful AT gun (zis-2) available so early in the game just looks/feels strange... so the ZiS-3 was a better choice. However, would that mean the end of the appereance of the ZiS-2 in Eastern Front mod? We don't think so.

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ZiS-3 will be the regular anti tank gun that you can recruit from the Support Barracks. ZiS-2 now is a special unit for the Propaganda War Strategy Command Tree. You can get it unlocking the second right-hand side upgrade on that tree, and it will replace the ZiS-3. If you have several ZiS-3 units on the field, they will remain as it, but you can pay some resources to convert them into ZiS-2. If you recrew a lost ZiS-3 as Soviet player, you can upgrade it as well.

The Tank Hall also got some tweaks, being the most important ones: getting a third upgrade in order to unlock the mighty IS-2 and you can now use T-34/85 and SU-100 in the same match. We are still working to get the new models onboard, we hope to get the T-60 and the T-70 to replace the old models when this new patch rolls out.

Conscripts also got a boost, they now can recrew heavy weapons, although you surely know how delicate they are, so it is up to you how to use it in your favor. The Commissar call-in was also removed, in it's place you now get an ability that let you select a Conscript squad and convert it into the Shtrafnie squad(whose squad leader is equipped with a PPD-34 submachine gun).

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And now, the last change to report about the Soviet Army... is that they now can use Heavy Machine guns. Yes, you are not dreaming nor drunk.

We tried several workarounds for blob suppression weapons based off vehicles, but all of them are gimmicky and do not work right.

    [*]First try was the Ford GPA, which doesnt work because it's destroyed by frontal assault with SMGs, fausts, schreck hits and Hafthohlladung as it's immobile while in suppression mode.
    [*]Second was T90 with lockdown, also doesnt work properly because it's also suffering the same problems as above.
    [*]Third is suppression with Red banner Strelky with DP28. Also doesn't work because it limits strategy. Always Red Banners + DP28 or you'll loose to lategame Axis blobs - without suppression they can just run through your army, much like the old USA rangerspam when they had no exhaust effect after "Fire Up", just that Axis do not even need it because Soviets can't suppress.

This is something that soviets already suffer from since a very long time. Only chance to fix this seems to be by adding a hmg type weapon to them... and so we did.

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However, this weapon, the SG-43 Goryunov, it is just a temporal replacement as a heavy machine gun team. Our real goal is to finish this one:

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Meanwhile, we will remain using the placeholder(Credits to DMz). There are more subtle changes for Soviets, but that will be for another time. For now let's talk about Ostheer...

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The Sturmpioniers now get Gewehrs 41 when purchasing their combat upgrade.



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Landser squads can now get three MP40 instead of a MKB42(W)



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Or two Panzerbüchse 39 anti tank rifles.



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Ostheer can now produce mortar teams when selecting the Support pool.



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Panzerfusiliers no longer get MP40/IIs, they can get now MG-34s.



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Jägers no longer have Gewehr 43 as upgrade; they don't have MP44s,
but they use something similar...



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The Support Army Troops tree no longer gives you either Wespe or Panzer 38t,
you now get a Panzerjager squad with a Luchs light tank for support.
(Wespe is it's own call-in at the end of the tree
and Panzerjagers are no longer available as regular unit)



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First new unit: the Skirmish Commander, only one available at the field,
just like the Soviet Command Squad... however both use different abilities.



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Second new unit: Bombardier Team, composed of one soldier equipped
with a Granatbüchse 39 and two more using MP40s. Replaces the LMG Team.



Thanks for your support,

Archaic Entertainment Team
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Last edited March 18, 2014 at 7:33 AM by Blackbishop

#152776

Re: Changes for the next version!

Some of those changes actually make senses like the bombardier teams, call in group, jager upgrade, panzerfusilier upgrade, landser upgrade, sturmpioneer upgrade. Soviet AT guns are models, Zis-3 is just a nerfed zis-2 plus a change of model, that's all. I'm not sure about SU hmg team though, my opinion stands neutral, just give it a chance maybe.
I'm drunk now, I'm outranked you in philosophy.
#152777

Re: Changes for the next version!

Wow! Nice changes guys, can't wait to try them all out. There are also some I longed for (AT-rifles for Ostheer, less silly Ofhenrors, rifle grenades, mortar, German officer, and the most importantly the GLORIOUS SOVIET HMG ;D! But, there are some things I'd like to clarify for me, if I may.

1. About T-60, will it replace T-90 or will it be added along it? Not that I want this abomination (T-90, not T-60, this one is fine) gone (in fact, I do), just asking.
2. About SU-100, I remember reading a Dev post about it. It said something about that you were planning to remove this vehicle, as it has no niche, offering the same firepower as an IS-2 and costing cheaper. Does it's comeback mean it got some tweaks?
3. That HMG on the 2nd pic, is that a DSHK? Nice, I always wanted to see it, or the SG-43, in this mod. Will the mobile HMG available for all Soviet doctrines or will it be a doctrine unlock? By the way, how about a DSHK upgrade for the late-war tanks? I understand that's a lot to ask for, but a man can dream, can't he.
4. Just to clarify, so without the Combat Upgrade the Sturmpios are better at close range with their MP-41s, and with it they're better at medium-long ranges with G41 and also tougher? Did I get it right?
5. Can you please elaborate about the OH mortar? Will it be available along with the leIG? What will be advantages of using the mortar over leIG and vice versa?
6. Landsers getting MP40s, is it an individual unlock for every Landser squad or will it be a tech replacing the "Sergeant Promotion"?
7. Jägers getting something similar? Oooh, is it the MKB?
8.  About support army group, does that mean we no longer can build Luchs and now have to call it in? Also, is the end of the Pz38(t)? My wild guess is that it is reserved for future reward trees, or... a brand new faction? Maybe one day we'll see the rise of mighty minor Axis nations (Italy/Romania/Hungary)? ;)
9. Bombardier Team, so, if I understand correctly, that's an AT unit, isn't it? How effective would it be against infantry?

Uhh, that's a whole lot of questions I pumped out. Well, still, I'd be grateful if a dev would give me a tiny bit of his/her precious time  :)

Last edited March 18, 2014 at 6:05 AM by Grand Duke

#152778

Re: Changes for the next version!

1) T-90 will cease it's existence in Eastern Front mod as soon as we have the T-60.

2) That's correct. But the main reason to remove it was because it caused crashes and because it didn't look like a SU-100(regardless of what some people think).

3) The MG in the third pic is a SG-43 Goryunov. The DSHK was never placed on a tripod(fourth picture). And this HMG team comes as regular unit.

4) Well, their MP41s aren't too strong, just like others armies have their builder unit with wealer weapons, so they become better.

5) It will be available depending of your pool choice.

6) It is unlocked with the upgrade Seargant Promotion, along with the Panzerbuchse 39 anti tank rifles.

7) MKb42 (H), which can be toggled to fire at bursts as usual or single shot like a rifle(similar to sniper).

8] Panzer 38t will return in the foreign tree, as it should have been done since the start :).

9) I think it has an anti tank shot, but it normally uses HE bombs, so it is good against infantry.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Last edited March 18, 2014 at 6:32 AM by Blackbishop

#152779

Re: Changes for the next version!

Interesting that most changes that now appear to the Ostheer, are almost the same that I suggested about a year ago in the beta -.-
#152780

Re: Changes for the next version!

Sikko wrote:
Interesting that most changes that now appear to the Ostheer, are almost the same that I suggested about a year ago in the beta -.-

This news post mostly revolves around the Ostheer, yes. But soviets also received changes in their core gameplay, teching and unit pool. It's just that their changes are more subtle than the Ostheer changes. But still, they're very noticeable and make playing Soviets a very nice experience. I even prefer playing Soviets a bit over Ostheer :)

Regarding the feedback on the Ostheer:

Of course we incorporated ideas that people suggested back in the beta. Everyone knew that the old design wasn't that good, but it was the best experience we could deliver at that time. We also said: "We will take feedback seriously and we WILL improve the Ostheer once the time comes based on YOUR suggestions - the community. But not 2 weeks into the release". You may look up the old feedback threads in the beta forums if you don't believe me.

The problems within the Ostheer were much deeper. You could not fix the faction by switching 2-3 units in a tier or changing some costs. We took all stuff that was suggested during release and beta into consideration, worked in some own ideas and tried to improve the gameplay experience to the maximum possible. I personally refused to change the parts of the design within 2 weeks of the release just because a number of people suggested something they thought was a good idea without thinking in the whole picture (like putting p3 in t3 without reworking the pools/pool system).

Simply just adding/removing a unit here and there, switching some units inbetween the tiers and stuff like that would not have improved the Ostheer design from release at all. And replacing an unfinished design with another unfinished design is simply a waste of time. You can't just come up with a working faction design in 2 days. Just look at CoH 2 kindergarden design threads... So many awful ideas going on there, I'm glad relic does not listen to them at all... But that's another topic.

Also, most members of the team took a break from Eastern Front after the initial release. Some went on vacation, others (like me) had exams to finish and work to do. Also, I personally was fed up with corsix at that point. Spending 12-16 hours a day fixing and adding abilities, target tables, weapons, vehicles and having to test all this stuff for hours during several weeks and months was simply enough at that point.

So, progress was halted during late summer/fall of 2013. We then gathered and started working on the Factions again for the release of a patch that was actually planned to be released almost 3 months ago, but thx to relic we couldn't publish a new EF version because of the known issue with custom .dlls that was only fixed a few weeks ago.

And right now we've using the time to polish ideas and fixing bugs, description errors and other stuff. Since we've been delayed so much already, we said it's fine to wait some more weeks to get everything in a better shape.



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#152790

Re: Changes for the next version!

Does this mean that I can't use Panzerjagers as my main AT force for the Army Fortress Troops doctrine? :'(  Are the Panzerjagers for Army Support Troops now?

I can't wait to try out the new update still, even if I can't use them. ;D

Last edited March 18, 2014 at 6:40 PM by SilentAssassin

#152794

Re: Changes for the next version!

That's correct... ouch. Now you talk about AT and Fortress tree, I realize forgot to add one screenshot :\... my bad. In our current set up, you can build a concrete emplacement with a PaK 36 inside.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#152796

Re: Changes for the next version!

Concrete Pak 36 emplacements?? How does that fare overall to other AT units, because the Pak36 is a 37mm AT gun, which is the smallest gun, smaller than the 57mm or the Pak 38.
No one can stop the German panzer divisions.
#152797

Re: Changes for the next version!

Blackbishop wrote:
That's correct... ouch. Now you talk about AT and Fortress tree, I realize forgot to add one screenshot :\... my bad. In our current set up, you can build a concrete emplacement with a PaK 36 inside.



You mean the PaK 36 37mm "Doorknocker"?

Wouldn't that be a waste of resources, unless you face a spam of jeeps or halftracks?
#152798

Re: Changes for the next version!

LCH98 wrote:
Blackbishop wrote:
That's correct... ouch. Now you talk about AT and Fortress tree, I realize forgot to add one screenshot :\... my bad. In our current set up, you can build a concrete emplacement with a PaK 36 inside.



You mean the PaK 36 37mm "Doorknocker"?

Wouldn't that be a waste of resources, unless you face a spam of jeeps or halftracks?


It's not final if it stays or not, we're testing its performance. Originally it was meant to give some sort of early anti tank capacities to Army fortress. However, with the latest iterations it seems to be unnecessary.
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Abuse is abuse and has to go.
#152804

Re: Changes for the next version!

In regards to the Pak upgrade for the concrete emplacements, I think something like this is needed, as outside of the field hospital upgrade for 'Army Fortress troops' the thing is pretty much useless...

Maybe make this Pak36 upgrade universal? So all command trees have *some* reason to build the emplacements? Or maybe an upgrade that makes them like the 'starting' flak emplacements? (iirc, this was originally part of the plan from before OH was even released). Come to think of it, the 'flak' upgrade would be better as the universal one, along side the hospital (which I personally feel should be universal too). And give the 'dedicated AT upgrade' (the Pak36 as already made. I think it might need some special ability to go with it though, to help against later game heavier armour).

That said, I like the sound of pretty much all the announced changes (even if I do kind-of lament the absence of the Luchs as a build-able unit, OH needs some kind of scout-car equivalent still).

¬JD
~ MedMod Dev
#152805

Re: Changes for the next version!

DarcReaver wrote:
LCH98 wrote:
Blackbishop wrote:
That's correct... ouch. Now you talk about AT and Fortress tree, I realize forgot to add one screenshot :\... my bad. In our current set up, you can build a concrete emplacement with a PaK 36 inside.



You mean the PaK 36 37mm "Doorknocker"?

Wouldn't that be a waste of resources, unless you face a spam of jeeps or halftracks?


It's not final if it stays or not, we're testing its performance. Originally it was meant to give some sort of early anti tank capacities to Army fortress. However, with the latest iterations it seems to be unnecessary.


Honestly, i'd like to see something like 'Panzerwerks', which were used in the Ostwall, a defence line between pre-war Germany and Poland, and was used against the red army in 1944.

I am however not certain if there were AT guns in those things, as they were used in coordination with AT mines and Dragon's Teeth, i think that it's rather unlikely, however, they would make for a great fortress.
(Note that these things have almost unrestricted 360 degree firing angle, whereas the current OH concrete bunkers do not, as well as that they're mostly underground, and built long-before battle and not molded like the OH bunkers, and therefore somewhat less exposed to artillery or air attack


Here some pictures:
http://previewcf.turbosquid.com/Preview/Content_2009_07_14__16_36_16/Ostwall1.jpg98989e54-1855-41a4-a39d-c8ec47dff218Larger.jpg
http://en.tracesofwar.com/upload/3955110919220421.jpg
http://en.tracesofwar.com/upload/8876080815131144.jpg (this one has taken a scratch or two)


Last edited March 18, 2014 at 10:54 PM by LCH98

#152808

Re: Changes for the next version!

HI all

why i can't use is 3 tank , why i can't to customise my URSS army?

i can't use SU 122 tank and Kv1 and KV85 or KV1S.
plz help and fix.

thanks for attention
#152809

Re: Changes for the next version!

I think you misunderstand some things...
There are no SU122 or KV1S or KV85 in this game.

And you have IS 2 thats enough :P

And for the moment there are no Reward Units for Ostheer or Soviet, but check out some new reward stuff for the vanilla Factions

Regards
Eastern Front Channel (English)
https://www.youtube.com/user/Easternfront100

Eastern Front Videos (German)
https://www.youtube.com/channel/UCgro3RnKAxIRdTr_kNJibYw
#152810

Re: Changes for the next version!

arthazx wrote:
HI all

why i can't use is 3 tank , why i can't to customise my URSS army?

i can't use SU 122 tank and Kv1 and KV85 or KV1S.
plz help and fix.

thanks for attention

Reward units were disabled for both Soviets and Ostheer for gameplay reasons.
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#152811

Re: Changes for the next version!

Codname wrote:
I think you misunderstand some things...
There are no SU122 or KV1S or KV85 in this game.

And you have IS 2 thats enough :P

And for the moment there are no Reward Units for Ostheer or Soviet, but check out some new reward stuff for the vanilla Factions

Regards

ohh,  i sorry, i remember "su 122" for "Kv2" , "KV1-KV85" for "T34 and T34/85" and "ISU 152" for "IS-3" TANKS
#152812

Re: Changes for the next version!

These reward units(KV-1/KV-85 for T-34/76 and T-34/85) where removed long time ago. KV1 is now in Breakthrough Assault Strategy Tree. KV-85 is not available ingame and the reward units IS-3 and SU-122 will appear in reward command trees that we will release in the future.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#152815

Re: Changes for the next version!

These changes look great, I feel the HMGs are as essential to coh factions as AT guns so its great to see them being added.
#152817

Re: Changes for the next version!

I don't see how a Zis-2 gun is better than a Zis-3.... Zis-3 has a larger caliber than the Zis-2 and it can also be used as light artilerry purposes. If I was you, I would make the Zis-3 an upgrade for Zis-2 in that Propaganda War Strategy command tree you talked about
Ready to go on the hunt... :D
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#152818

Re: Changes for the next version!

Don't let the numbers fool you. Even if the zis 3 has a larger caliber its Penetration is worse. The zis 3 is a light field gun,  used as makeshift AT. It was decent to deal with light axis tanks,  but more powerful axis heavies could not be penetranten at all. The zis 2 is a real at gun,  and it's even superior to the 57mm from US (even in realitiy).
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Abuse is abuse and has to go.
#152819

Re: Changes for the next version!

Quote link=topic=11118.msg152817#msg152817 date=1395230212]
I don't see how a Zis-2 gun is better than a Zis-3.... Zis-3 has a larger caliber than the Zis-2 and it can also be used as light artilerry purposes. If I was you, I would make the Zis-3 an upgrade for Zis-2 in that Propaganda War Strategy command tree you talked about


There's a point where making a shell larger negatively effects its penetrating power. It's like trying to stab somebody with a spoon rather than a knife.
#152821

Re: Changes for the next version!

Burro wrote:
Quote link=topic=11118.msg152817#msg152817 date=1395230212]
I don't see how a Zis-2 gun is better than a Zis-3.... Zis-3 has a larger caliber than the Zis-2 and it can also be used as light artilerry purposes. If I was you, I would make the Zis-3 an upgrade for Zis-2 in that Propaganda War Strategy command tree you talked about


There's a point where making a shell larger negatively effects its penetrating power. It's like trying to stab somebody with a spoon rather than a knife.

I know, that's logical. Whatever you say guys you know it better.
But will you make the ZiS-3 to have the ability of light artillery strike on a small radius just like the Su-76 Self Propelled gun?
Ready to go on the hunt... :D
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#152822

Re: Changes for the next version!

Quote link=topic=11118.msg152821#msg152821 date=1395238965]
Burro wrote:
Quote link=topic=11118.msg152817#msg152817 date=1395230212]
I don't see how a Zis-2 gun is better than a Zis-3.... Zis-3 has a larger caliber than the Zis-2 and it can also be used as light artilerry purposes. If I was you, I would make the Zis-3 an upgrade for Zis-2 in that Propaganda War Strategy command tree you talked about


There's a point where making a shell larger negatively effects its penetrating power. It's like trying to stab somebody with a spoon rather than a knife.

I know, that's logical. Whatever you say guys you know it better.
But will you make the ZiS-3 to have the ability of light artillery strike on a small radius just like the Su-76 Self Propelled gun?


A AT Gun with effective anti-infantry and anti-mortar capabilities sounds a little too OP for me.
I know it's in CoH2 and i hate it. Whenever you try to clear a AT-Gun spam on PvP, you just end up getting massacred by one or two of those guns firing HE rounds.
#152823

Re: Changes for the next version!

Russian already have multiple light artillery unit (from basic to doctrine units), so I think the ZiS should not have the ability though... but if it is AP rounds like US and Brits, or faster reloading ability it sounds logic.
#152824

Re: Changes for the next version!

miles_dixon wrote:
so I think the ZiS should not have the ability though... but if it is AP rounds like US and Brits, or faster reloading ability it sounds logic.

And again, there's always this Gunnery Veterans ability that 57-mm ZIS had all this time, the one temporarily increasing accuracy. Can't say it's really good or useful, never actually used it in battle, as it seems ZIS never misses vehicles. Maybe it can be used to snipe infantry, like the PE AT halftrack, don't know. In fact, I would much rather prefer faster reloading or something like this.
#152825

Re: Changes for the next version!

Grand wrote:
miles_dixon wrote:
so I think the ZiS should not have the ability though... but if it is AP rounds like US and Brits, or faster reloading ability it sounds logic.

And again, there's always this Gunnery Veterans ability that 57-mm ZIS had all this time, the one temporarily increasing accuracy. Can't say it's really good or useful, never actually used it in battle, as it seems ZIS never misses vehicles. Maybe it can be used to snipe infantry, like the PE AT halftrack, don't know. In fact, I would much rather prefer faster reloading or something like this.

It is missing the target ;) I use it a lot  ;D
May the force be with you.

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#152826

Re: Changes for the next version!

Grand wrote:
miles_dixon wrote:
so I think the ZiS should not have the ability though... but if it is AP rounds like US and Brits, or faster reloading ability it sounds logic.

And again, there's always this Gunnery Veterans ability that 57-mm ZIS had all this time, the one temporarily increasing accuracy. Can't say it's really good or useful, never actually used it in battle, as it seems ZIS never misses vehicles. Maybe it can be used to snipe infantry, like the PE AT halftrack, don't know. In fact, I would much rather prefer faster reloading or something like this.

The ability increases accuracy, range and actually lowers the weapon scatter - so if it does not hit the target directly the shell will still hit very closely to the intended target.
And about the light artillery barrage function: it's overkill. Too much artillery is bad for gameplay. Soviets have enough other artillery pieces to utilize. You don't need even more just for the sake of having it. If you really want to use ZiS 3 as artillery feel free to play some games in CoH 2. :)
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Last edited March 19, 2014 at 6:03 PM by DarcReaver

#152828

Re: Changes for the next version!

DarcReaver wrote:
The ability increases accuracy, range and actually lowers the weapon scatter - so if it does not hit the target directly the shell will still hit very closely to the intended target.

Oh. So, I must be wrong, then. I remember it's description not stating anyting about increased range, only about accuracy, IIRC.
#152829

Re: Changes for the next version!

ZiS is an AT gun and not an artillery gun.
We dont want to copy the way of CoH2.
SU 76 for Artillery and AT Support, ZiS only for AT support.
Eastern Front Channel (English)
https://www.youtube.com/user/Easternfront100

Eastern Front Videos (German)
https://www.youtube.com/channel/UCgro3RnKAxIRdTr_kNJibYw
#152831

Re: Changes for the next version!

Grand wrote:
DarcReaver wrote:
The ability increases accuracy, range and actually lowers the weapon scatter - so if it does not hit the target directly the shell will still hit very closely to the intended target.

Oh. So, I must be wrong, then. I remember it's description not stating anyting about increased range, only about accuracy, IIRC.

Don't give too much on descriptions. There are quite a few errors in the translations of the release version due to some last minute changes and stuff (changing descriptions is a huge amount of work). We're currently updating the language files and filter out wrong texts.
Codname wrote:
ZiS is an AT gun and not an artillery gun.
We dont want to copy the way of CoH2.
SU 76 for Artillery and AT Support, ZiS only for AT support.

That's not entirely correct mate ;)

The ZiS-3 is a 76mm Field Support gun - maybe you could compare it to the german LeIG 18 or other weapons. However, the Soviet army used this gun to as makeshift AT gun. It was capable of fighting axis tanks, but overall it wasn't enough to deal with axis heavies.
The ZiS-2 on the other hand is a 57mm AT gun. It's more powerful than the US m1 57mm AT gun and was able to penetrate Tigers frontally. Much powerful.
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Abuse is abuse and has to go.
#152832

Re: Changes for the next version!

Many penetration. Wow...o.0
#152838

Re: Changes for the next version!

chaosval3 wrote:
Many penetration. Wow...o.0


Very engrish
Such grammar
Much AT-gun
Wow
#152846

Re: Changes for the next version!

DarcReaver wrote:
Don't let the numbers fool you. Even if the zis 3 has a larger caliber its Penetration is worse. The zis 3 is a light field gun,  used as makeshift AT. It was decent to deal with light axis tanks,  but more powerful axis heavies could not be penetranten at all. The zis 2 is a real at gun,  and it's even superior to the 57mm from US (even in realitiy).

Exactly! They were too overkill in 41-42. It could easily penetrate a P3 and do no other damage than a entry hole and an exit hole. Some say it could pierce two tanks in a row.  For that reason it was replaced with Zis3 but when the big cats hit the field those nasty syringe-like AT's were back in business with great effect.

Just look at the lenght of that barrel ... ridiculous.
knowing what you want is half the battle
#152856

Re: Changes for the next version!

Hi all

great news , can't wait  :)
and what about Stürmtiger ?
is it back in reward units ?

A+
"S’il n’y avait pas la science, malheureux cloportes suintants d’ingratitude aveugle et d’ignorance crasse, s’il n’y avait pas la Science, combien d’entre nous pourraient profiter de leur cancer pendant plus de cinq ans ?"
Pierre Desproges
#152861

Re: Changes for the next version!

PoliorcetE wrote:
Hi all

great news , can't wait  :)
and what about Stürmtiger ?
is it back in reward units ?

A+

Sorry to turn you down, but no Sturmtiger for this version. He doesn't fit in the current doctrine scheme and would feel odd and out of place. However, if you're lucky you'll hear some news about it somewhere in the future after this next major release. :)
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Abuse is abuse and has to go.
#152862

Re: Changes for the next version!

ok

hope i'm lucky to hear some news about it... ;D

A+
"S’il n’y avait pas la science, malheureux cloportes suintants d’ingratitude aveugle et d’ignorance crasse, s’il n’y avait pas la Science, combien d’entre nous pourraient profiter de leur cancer pendant plus de cinq ans ?"
Pierre Desproges
#152864

Re: Changes for the next version!

Any chance of the SU-100 getting a bit of a buff or something?  Considering it's a late war tank destroyer, ingame it really lacks much threat.  One on one, it doesn't seem to fare much better than StuGIVs.  I can't really see how it compares with the SU-85 because of the tech tree, but I haven't noticed any difference apart from a slight penetration boost.  IMO it needs either a range or damage buff, maybe while increasing the cost.  As it is, crewed AT teams are a better choice because of their high accuracy, decent penetration and massive range, and I usually find a bunch of t34/85s with some IS2s and a couple of Zis cannons bringing up the rear tears through enemy armour far more efficiently and adaptively than depending on SU-100s (never even use the SU-85s).
#152869

Re: Changes for the next version!

Thanks for the information, i will test it today.
Eastern Front Channel (English)
https://www.youtube.com/user/Easternfront100

Eastern Front Videos (German)
https://www.youtube.com/channel/UCgro3RnKAxIRdTr_kNJibYw
#152871

Re: Changes for the next version!

SU-100 is a good tank killer, no matter if its a Tiger or a PzIII , but as any other AT weapon must be protected well with combined arms.
Ofc if you just go face to face with a Tiger you will lose the fight. But if you distract the Tiger with some infantry and shoot from max range with the SU-100, then you will at least scare of the Tiger,  sending it home with about 50% health and no scratches on your SU TD.
#152877

Re: Changes for the next version!

Flash_KOTI wrote:
Any chance of the SU-100 getting a bit of a buff or something?  Considering it's a late war tank destroyer, ingame it really lacks much threat.  One on one, it doesn't seem to fare much better than StuGIVs.  I can't really see how it compares with the SU-85 because of the tech tree, but I haven't noticed any difference apart from a slight penetration boost.  IMO it needs either a range or damage buff, maybe while increasing the cost.  As it is, crewed AT teams are a better choice because of their high accuracy, decent penetration and massive range, and I usually find a bunch of t34/85s with some IS2s and a couple of Zis cannons bringing up the rear tears through enemy armour far more efficiently and adaptively than depending on SU-100s (never even use the SU-85s).

If you're trying to play t34-85 against someone who has Army Elite Tigers they'll make you cry ;)
SU 85s are decent if you're playing against someone who's using Panzer IIIs, Panzer IVs, StuGs or Panthers. Against anything larger your SU 85s will not be able to penetrate it, at least not frontally.

The SU 100 on the other hand is overall very powerful. It deals a lot of damage, has overall better armour and better health than a SU 85. When you upgrade cage armour on it it's pretty resilient to fausts/schrecks. But it's main advantage is the fact that it can damage most axis heavies in frontal assaults. The 100mm can penetrate Panthers and even Tigers pretty easily. Combined with its cheap price it's very a very cost-efficient tank destroyer. A ZiS-3 has nowhere near the efficiency of the SU 100.

Dreamerbg wrote:
SU-100 is a good tank killer, no matter if its a Tiger or a PzIII , but as any other AT weapon must be protected well with combined arms.
Ofc if you just go face to face with a Tiger you will lose the fight. But if you distract the Tiger with some infantry and shoot from max range with the SU-100, then you will at least scare of the Tiger,  sending it home with about 50% health and no scratches on your SU TD.

This. I'd also like to state that the SU guns work best with Urban Combat from my experience so far.
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Last edited March 21, 2014 at 11:27 AM by DarcReaver

#152886

Re: Changes for the next version!

Quick question: Why not Maxim machine-gun? It's more iconic then SG-43 and it is more badass (specially if used by Finns :P) then unkown MG.
#152887

Re: Changes for the next version!

Sotahullu wrote:
Quick question: Why not Maxim machine-gun? It's more iconic then SG-43 and it is more badass (specially if used by Finns :P) then unkown MG.


"However, this weapon, the SG-43 Goryunov, it is just a temporal replacement as a heavy machine gun team. Our real goal is to finish this one:
"

I think they're still modeling and/or coding something similar to the Maxim (from what i see from the image, anyway), as the Maxim didn't use a tripod, they'll have to code it differently from the other MGs used in CoH1.
#152894

Re: Changes for the next version!

Hi! Very liked your Eastern Front mod. But very much it would be desirable to see in the future the following units:

USA

M24 Chaffee
M36
Sherman A3E8 easy eight (reward for Sherman)
155mm SAU Grill (reward for Calliope)

Britain

6 pound gun
Crusader 2
Valentine
Matilda 2
General Le or Grant

Wermaht

Stug 3 105 (reward for Stuh 42)
Panther aus G (reward for Panther)
Panzer 4 aus H (reward for Panzer 4)

Tank guards

150mm howitzer (reward for Hummel)
Stug 4 L70
Panzer 4 F2

Soviet

BT 7 (reward for T 70)
SU 152 (reward for KV 1)
SU 122  (reward for KV 2)
KV 85 (reward for IS 2)
152mm howitzer (reward for Katiuchas)
85mm AA gun

Ostheer

105mm howitzer
Panzer 38T
Panzer 3  aus M (reward for Panzer 3)
Brumbar (reward for Sturmpanzer)

Whether there are chances to see these units in future?

#152895

Re: Changes for the next version!

Night wrote:
Hi! Very liked your Eastern Front mod. But very much it would be desirable to see in the future the following units:

USA

M24 Chaffee

Would like to see it too but at the moment there is no plan for a Chaffee tank.
QuoteM36
M10 and M18 are already a lot of TD for US.
QuoteSherman A3E8 easy eight (reward for Sherman)
Keep in mind; We are the EASTERN Front ;)
Quote155mm SAU Grill (reward for Calliope)
Do u mean the french SAu tank from 1940?

QuoteBritain

6 pound gun
Crusader 2
Valentine
Matilda 2
General Lee or Grant

Same problem; Eastern front mod ;)

QuoteWermaht

Stug 3 105 (reward for Stuh 42)
Why? StuH 42 isnt historical correct but it is already ingame?
QuotePanther aus G (reward for Panther)
Already ingame? WE Panther is a mix of Ausf G and D.
QuotePanzer 4 aus H (reward for Panzer 4)
Already ingame? Buy vet for WE ;)

QuoteTank guards
PE?

Quote150mm howitzer (reward for Hummel)
10,5cm LeFh 18 is part of the Ostheer.
QuoteStug 4 L70
StuG L/70? What is this for a mix?
QuotePanzer 4 F2
Why? Balanceproblem?

QuoteSoviet

BT 7 (reward for T 70)
Well. BT-7 would be cool for the red army but at the moment there is no model and no plan for the BT tanks.
QuoteSU 152 (reward for KV 1)
Will be a balance problem.
QuoteSU 122  (reward for KV 2)
Same: Balanceproblem. Perhaps SU 122 will be part of a reward doctrine.
QuoteKV 85 (reward for IS 2)
Perhaps part of a reward doctrine.
Quote152mm howitzer (reward for Katiuchas)
Will be part of a reward doctrine.
Quote85mm AA gun
Perhaps part of a reward doctrine.

QuoteOstheer

105mm howitzer
Already ingame? Play army fortress.
QuotePanzer 38T
Will be back in action with foreign nation doctrine.
QuotePanzer 3  aus M (reward for Panzer 3)
Is already ingame? Build Panzer III, buy long 5cm upgun and chose def vet ;)
QuoteBrumbar (reward for Sturmpanzer)
Perhaps it will be back in a reward doctrine.

QuoteWhether there are chances to see these units in future?
There are chances ;) But be patient. We wont be able to implement all weapons of WW2!
We have to think of balance, gameplay and factiondesign.
May the force be with you.

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#152896

Re: Changes for the next version!

I really like asymmetry and thus soviets lacking an MG was nice, but if you say it's absolutely needed then OK.

Can't you explain what all those weapons are good for?  If squad x gets MP44 and squad y gets Gewehr 43s what does it actually mean?  Can't you do it like this: "Panzerjagers get MP44 (Assault Rifle - same damage at all ranges, medium damage and superb penetration)" cause I have no idea what all those shortenings mean and especially for soviets.

I see you have some focus on realism with only using units that were actually used on the eastern front. So most importantly, is Eastern Front fun to play as it is now?
#152897

Re: Changes for the next version!

Ef is always fun to play ;) And why should we use "ahistorical" weapons? There is a big arsenal available and we picked out what we needed.
About your weapon question:
Well. First of all this is a standard CoH system. So rifles and carbines will always be good on long range and submachine guns on close range.
Test and play with CoH and get a feeling for the weapons.
May the force be with you.

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#152901

Re: Changes for the next version!

How the Bombadier unit works by the way? Granatbüchse 39 is big grenade lobbing Ex-AT rifle but how that works ingame?
#152902

Re: Changes for the next version!

Sotahullu wrote:
How the Bombadier unit works by the way? Granatbüchse 39 is big grenade lobbing Ex-AT rifle but how that works ingame?

Works similar to british Rifle Grenades, but still different.
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#152907

Re: Changes for the next version!

DarcReaver wrote:
Sotahullu wrote:
How the Bombadier unit works by the way? Granatbüchse 39 is big grenade lobbing Ex-AT rifle but how that works ingame?

Works similar to british Rifle Grenades, but still different.

Will the accuracy of the grenades be adjusted? Because the British rifle grenades tend to miss the target and almost always land several meters behind the target. The accuracy is so bad, I've yet to see british rifle grenadiers hit an enemy target smaller than a big building or a King Tiger.