EFEastern Front Forum Archive
Read-only public archive · no login or tracking

Archived topic · 29 posts

Patch 1.01

General Discussion

#21800

Re: Patch 1.01

So far so good, I played a few skirmishes and things are looking up.  I'll need to play some more to get a better idea of some things, but for the time being I will just say that you accidentally made the cost of the mortar teams 250, instead of 350 as the notes suggest.
#21803

Re: Patch 1.01

Quite nice => Thumbs Up
Forum post image

An apple a day keeps the doctor away ;)
#21812

Re: Patch 1.01

that's great ;] I suppose it will need more adjustments but it's really amazing that you can came up with a patch within days!
#21827

Re: Patch 1.01

Just played a few skirmishes and the soviets don't seem so overwhelming anymore. Good job on the patch.
Forum post image
#21833

Re: Patch 1.01

Very nice..now i can play a game without fear of that awful ingenery spam
#21860

Re: Patch 1.01

all changes are justyfied ! good job on this! (especially on the speed of the patch ;D)
#21903

Re: Patch 1.01

When i did "Check for updates" it told me "Beta" Patch. Does it mean that we can't play multiplayer with this patch or actually it is ok and everyone should download it?
#21905

Re: Patch 1.01

I agree with all the changes! Great job guys, can't wait to play. :)
#21909

Re: Patch 1.01

Iglooman wrote:
When i did "Check for updates" it told me "Beta" Patch. Does it mean that we can't play multiplayer with this patch or actually it is ok and everyone should download it?


Typo, has been fixed.
Valar Morghulis
Quote
[CoH:EF-Dev]Walki: BULLSHIT
[CoH:EF-Dev]Walki: I'll eat a tree if this won't work now
[CoH:EF-Dev]Rizz: ok
[CoH:EF-Dev]Rizz: I'll hold you to it
<10 minutes later>
[CoH:EF-Dev]Walki: I think I really gotta eat a tree...
[CoH:EF-Dev]Walki: got a decent one?
#21955

Re: Patch 1.01

Ok thx :)
#22171

Re: Patch 1.01

Great patch, devs!
#22293

Re: Patch 1.01

You are all to be applauded for your quick fixes. There are many things that still need adjustment, but your quick response to the most glaring issues with the MoD are most welcome, appreciated, and scream 'stfu' to all those who blasted the devs and the MoD after only one day of being 'live'.

Congratulations, thank-you, and keep up the great work.

signed,
the-package.net online gaming community.
#22521

Re: Patch 1.01

Awesome patch guys, but you accidentally DECREASED the cost of the mortar to 280 instead of increasing it to 350. The zis 2 price doesn't seem to have changed contrary to the patch notes saying it's been increased to 300. That's about it for weird stuff I've noticed so far.

On a side note, what were the previous values for the zis gun? The ones in the patchlog are rather strange as the thing has nearly double (and against some units like the hetzer and jagdpanther more than double) the penetration of the 57mm and uncloaked pak along with significant damage bonuses against heavy tanks that no other at gun gets. Why is this?
#22526

Re: Patch 1.01

w00tm0ng3r wrote:
Awesome patch guys, but you accidentally DECREASED the cost of the mortar to 280 instead of increasing it to 350. The zis 2 price doesn't seem to have changed contrary to the patch notes saying it's been increased to 300. That's about it for weird stuff I've noticed so far.

On a side note, what were the previous values for the zis gun? The ones in the patchlog are rather strange as the thing has nearly double (and against some units like the hetzer and jagdpanther more than double) the penetration of the 57mm and uncloaked pak along with significant damage bonuses against heavy tanks that no other at gun gets. Why is this?


They probably made the Mortar Unit 70mp per man (that's how it's done in the game) in hopes of making the total cost 350mp but later made the mortar a 4 man unit. It looks like a oversight but could be seen as somewhat fair.
#22548

Re: Patch 1.01

ZIS seems a bit OP for a 57mm gun.  Its acting much more like a 75mm+ gun.
#22568

Re: Patch 1.01

xenotype wrote:
ZIS seems a bit OP for a 57mm gun.  Its acting much more like a 75mm+ gun.


Really in this game, take gun calibers with a cargo ship full of salt. Particularly in regards to gun range, where a dinky little 37mm, notorious for being so ineffectual it was nicknamed "army doorknocking utensil", mounted on a halftrack outranges the legendary 88 of the tiger (though not of the flak 88, which ostensibly is the exact same gun) and the 90mm of the pershing.

That said, the fact that it's penetration is so much better than the other at guns, along with a trippy damage bonus against heavy tanks that makes it do as much damage per shot as the 57mm against tigers/king tigers and MORE damage per shot than even the king tiger and jagdpanther against the jagdpanther, and this BEFORE AP rounds is activated, makes it a bit suspect in my eyes. Especially since the cost hasn't actually gone up contrary to the changelog.
#22591

Re: Patch 1.01

I don't know why they didn't put the ZIS-3 76mm (M1942) gun instead - was reliable and accurate and looks way cooler than the current AT gun.
Forum post image
#22680

Re: Patch 1.01

thebomb wrote:
I don't know why they didn't put the ZIS-3 76mm (M1942) gun instead - was reliable and accurate and looks way cooler than the current AT gun.


Probably because it's not actually an AT gun. It's just a regular artillery piece.
#22703

Re: Patch 1.01

thebomb wrote:
I don't know why they didn't put the ZIS-3 76mm (M1942) gun instead - was reliable and accurate and looks way cooler than the current AT gun.


Same reason Relic chose the Pak-38 over the Pak-40... it's too powerful. ZiS-2 was 57mm, ZiS-3 was 76mm.

Current AT gun is just a reskin anyway, we should be getting the ZiS-2 model in in the no-so distant future, I think it may need a reskin though.
#22707

Re: Patch 1.01

Oh and after a bit more attentiveness I discovered that conscripts still don't show squad numbers (still always 0/0). Just so you guys know.
#22774

Re: Patch 1.01

For a start, AT Guns no longer use AT rounds (read the changelog) and additionally, we can't fix the Conscript 0/0 glitch without increasing the pop cost.
Forum post image
#22805

Re: Patch 1.01

WartyX wrote:
For a start, AT Guns no longer use AT rounds (read the changelog) and additionally, we can't fix the Conscript 0/0 glitch without increasing the pop cost.


Ah ok that explains it, as well as why I couldn't find the AT rounds ability while playing today. Sucks about the conscript glitch, though they're so expendable I guess it hardly matters  ;D
#23106

Re: Patch 1.01

Its not letting me update, saying something about connection timing out.

And because of this I cannot play the game.
#23131

Re: Patch 1.01

Try downloading the patch from our ModDB page.
Forum post image
#23377

Re: Patch 1.01

hi all, is it just me or does it lagg alot,do any of u get players just dropping of the blue,even when u are winning,and its the same in comp stomp
#23430

Re: Patch 1.01

The installation guid says I need to have Company Of Heroes installed ... which of them?

Company Heroes - Opposing Fronts

or

Company Of Heroes - Tales Of Valor

or

the first Company Of Heroes?

EIDT: I found the answere myself in FaQ ... any of them will do.

Last edited January 26, 2010 at 3:19 PM by Blizzer

#23571

Re: Patch 1.01

Patch 1.01 -good!!!