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[Game On!] Company of Heroes: Opposing Fronts l The Second Round Commenses!

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Posts

  • DrovekDrovek Registered User regular
    edited October 2007
    Well, this worked for me:

    Right click > properties > language

    Change it to something else. Now let it download all the language files (set it to spanish, was like a bit over 200MB for me). Then change it back to English and it will redownload all the files. Seems it fixed it for me.

    I'm using vCOH bought on Steam, not OF, but I don't see why it would work differently. Seems it's having issues knowing what files Steam should overwrite, download, and stuff.

    Drovek on
    steam_sig.png( < . . .
  • VeritasVRVeritasVR Registered User regular
    edited October 2007
    Yay! Patch notes!
    - Combat system updates: System reverted to COH infantry combat.

    BITCHES. 8-)

    VeritasVR on
    CoH_infantry.jpg
    Let 'em eat fucking pineapples!
  • snerfusnerfu Registered User new member
    edited October 2007
    Does this game require you to have the first one? or is it a standalone game?

    snerfu on
  • RookRook Registered User regular
    edited October 2007
    snerfu wrote: »
    Does this game require you to have the first one? or is it a standalone game?

    stand alone.

    Rook on
  • WrenWren ninja_bird Registered User regular
    edited October 2007
    didn't the BETA ON thread have a nicely detailed OP with in-depth info for all the trees? it should get a copy pasta

    Wren on
    tf2sig.jpg
    TF2 - Wren BF3: Wren-fu
  • Johnny SkinsJohnny Skins Registered User regular
    edited October 2007
    I just picked this up yesterday, I wasn't in the beta so I'll need some time getting up to speed. My Relic name is the same as here, if anyone is still playing what with the Orange Box dropping in a few days.

    Johnny Skins on
  • Steel-AngelSteel-Angel Registered User regular
    edited October 2007
    THREAD, RISE FROM YOUR GRAVE

    Question: Why are Fallschrimjagers like Nazi ubermenschen? They cloak in cover, get FG42s for 75 muni anywhere that chew through riflemen in droves, have soldier-type armor so they take less damage, AND have anti-vehicle with the panzerfausts? AND THEY POP UP EVERYWHERE.

    Steel-Angel on
    signaturep.jpg
  • The_ScarabThe_Scarab Registered User regular
    edited October 2007
    Rook wrote: »
    snerfu wrote: »
    Does this game require you to have the first one? or is it a standalone game?

    stand alone.

    Ironic considering I would strongly advise not buying this game unless you have VCOH aswell.

    It is a terrible jumping off point to the game. Good, but really only good for existing fans.

    The_Scarab on
  • Waka LakaWaka Laka Riding the stuffed Unicorn If ya know what I mean.Registered User regular
    edited October 2007
    Dareth Ram wrote: »
    9 out of 10 Vista issues we track down for people seem to be

    a) Problems with Vista
    b) Problems with drivers

    At this point in time, my Quad Core beast gets brought to it's knees with this game on Directx 10 on Vista. It beats it up, has it's way with it and does'nt call back in the morning.

    Waka Laka on
  • VeritasVRVeritasVR Registered User regular
    edited October 2007
    The_Scarab wrote: »
    Rook wrote: »
    snerfu wrote: »
    Does this game require you to have the first one? or is it a standalone game?

    stand alone.

    Ironic considering I would strongly advise not buying this game unless you have VCOH aswell.

    It is a terrible jumping off point to the game. Good, but really only good for existing fans.

    The expansion really takes a radical approach to standard RTS playstyles. The units, buildings, and teching is all very different, even compared to its vCoH counterpart. The new factions are extremely powerful also comparatively, and the ability for units to be kind of superman-ish defeats the purpose of the main idea of CoH: to cut off, harass, suppress, and flank. The British in particular cannot be cut off and are turtle kings until they amass enough awesome units with no effort. Their rifle grenade upgrade allows them to attack garrisoned MGs in the beginning with little or no risk (which was one of the biggest strengths in terms of early-game strategy in CoH). American tanks are now completely outclassed by the Panzer Elite, including the Pershing which could formerly hold its own against the Tiger. Now Panzerschreks completely dominate vehicles to the point of ridiculousness, forcing the Americans to use infantry against either the Wehrmacht's combined arms and specialized infantry or the Panzer Elite's array of armored vehicles and tanks. And the Americans have sticky bombs and AT guns, and Rangers which are fucking godly now for some reason, forcing the player to go Infantry doctrine.

    God I hate the new CoH.

    VeritasVR on
    CoH_infantry.jpg
    Let 'em eat fucking pineapples!
  • Steel-AngelSteel-Angel Registered User regular
    edited October 2007
    VeritasVR wrote: »
    The_Scarab wrote: »
    Rook wrote: »
    snerfu wrote: »
    Does this game require you to have the first one? or is it a standalone game?

    stand alone.

    Ironic considering I would strongly advise not buying this game unless you have VCOH aswell.

    It is a terrible jumping off point to the game. Good, but really only good for existing fans.

    The expansion really takes a radical approach to standard RTS playstyles. The units, buildings, and teching is all very different, even compared to its vCoH counterpart. The new factions are extremely powerful also comparatively, and the ability for units to be kind of superman-ish defeats the purpose of the main idea of CoH: to cut off, harass, suppress, and flank. The British in particular cannot be cut off and are turtle kings until they amass enough awesome units with no effort. Their rifle grenade upgrade allows them to attack garrisoned MGs in the beginning with little or no risk (which was one of the biggest strengths in terms of early-game strategy in CoH). American tanks are now completely outclassed by the Panzer Elite, including the Pershing which could formerly hold its own against the Tiger. Now Panzerschreks completely dominate vehicles to the point of ridiculousness, forcing the Americans to use infantry against either the Wehrmacht's combined arms and specialized infantry or the Panzer Elite's array of armored vehicles and tanks. And the Americans have sticky bombs and AT guns, and Rangers which are fucking godly now for some reason, forcing the player to go Infantry doctrine.

    God I hate the new CoH.

    And those infantry get CUT TO PIECES by FG42s. Or mortar teams, which have been buffed to the point of ridiculousness.

    Steel-Angel on
    signaturep.jpg
  • Dark_SideDark_Side Registered User regular
    edited October 2007
    Oh man, and here I was loving the new factions and content. The British have finally made it possible to do what this game has never allowed, defend for extended periods of the game.

    Dark_Side on
  • romanlevinromanlevin Registered User regular
    edited November 2007
    This awesome game deserves much more discussioning.

    romanlevin on
  • Dareth RamDareth Ram regular
    edited November 2007
    Or mortar teams, which have been buffed to the point of ridiculousness.
    You try cracking British defenses without the buffed mortar.

    British infantry is not really something I have a problem with.

    Dareth Ram on
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    edited November 2007
    romanlevin wrote: »
    This awesome game deserves much more discussioning.

    Indeed. I just played 3 games last night. Fun stuff. I played the same guy twice actually. He was British and spammed infantry, and I was Wehrmacht so I just got some MP40s, some LMGs for my Grenadiers, and a Flammenwerfer. Poor guy didn't have a chance. Hilariously enough we got matched up on the same map witht he same teams and he used the same strat, but this time he got a howitzer up in a rather easily defensible position and I wasn't able to break it. From then on it was just a matter of a shell every once in a while wiping out a squad. By the time I got my StuG (or is it a StuH?) out, he had AT emplacements, and by the time I got my Tiger out, he still had emplacements. Oh well.

    TychoCelchuuu on
  • Corp.ShephardCorp.Shephard Registered User regular
    edited November 2007
    I've been playing this game during a good bit of my free-time. It is most excellent.

    The game is definitely far more balanced around 2v2+ play. The most recent patch fixed up the auto match system for me: I can now play other auto matches than only 1v1s (and only those sometimes). This makes playing far more enjoyable and faster. Unfortunately, statistics are current broken due to the same patch (d'oh!), so one cannot get that nice feeling of progression.

    I don't really care for statistics in a gloating kind of way, but there is something nice about being able to look back and analyze your victories, your general ratios, and just smile at all the fun you've had. Also, it is nice for team balancing: I often find myself playing players way under my skill level, a matter most unpleasant for them I'll bet, because my 2v2 rating isn't really rising.

    I am hopeful that they will fix it soon.

    I don't really think that Panzer Elite are terribly overpowered in larger games. In four versus four games, one could argue that they are weaker, simply due to their lack of a decisive and powerful artillery unit. There are some problem with them innately, I'd argue. I find that infantry half-tracks are perhaps the most troubling unit on their side, really. Far too powerful. It has the reinforcement capacity of a half-track, coupled with MG-Like suppression (abet weaker than your standard MG, no doubt), and an impressive damage ouput. On wheels. It also can house infantry units, who can freely shoot out of it, making either into an incredibly mobile tank-hunter, or a close-range infantry dicer.

    Its just a monstrous unit. Granted, it costs 15 fuel, but its manpower cost is equivalent to that of the American MG squad (Which is the cheapest non-engineer unit/combat infantry unit I can think of, so that might say something), so I wouldn't really call it expensive.

    I'll throw out some of my suggestions when you're playing American versus Panzer Elite players, because I find that this is a frustrating and difficult battle at many times.

    1) The Kettenrad is a significant unit for the PE. If I know that I'll encounter a PE player, the first unit I will build will be a jeep. The jeep is excellent for hunting the Kettenrad: It has a great sight/detect camo radius, and is easily as fast as the Kettenrad. Wiping out the PE's fasting capping unit early game can give you a fine edge, and its very unlikely that you'll lose the jeep. Most PE squads will be building the first base building, or capturing nearer points.

    2) Investment into munitions is definitely key. Mines prove very troublesome for the Panzer Elite: They have no way to remove them without shooting them with an explosive weapon (A trick that most players do not utilize), or a grenade. Most Panzer Elite players use Assault Grenadiers in excess, whom are constantly rushing at you. You must play more defensively against the Panzer Elite. Seek the best cover you can, and mine off other areas. Greyhound Mines are devastating against the Panzer Elite: Their wide radius will wipe out entire squads of them. The nature of mines turns the fast, mobile Panzer Elite against them. Armored Company players would make fine use of the Grey-hound armored car: it can tackle any PE vehicle aside from the Panther in a straight fight, and it can even beat the fearsome Marder III, as long as the Panzer Elite player isn't expecting it. Armor skirts will protect your greyhounds from panzerschreks long enough for you to retreat, and if they tail you, pressure them with infantry units, or lure them into one of your mine fields. Finally, flamethrowers are fine weapons against the Panzer Elite, particularly if the PE player is using infantry half-tracks with units in them. The flamethrower will target the squad inside for extra damage, killing most of it instantaneously. The woes of an open-top tank, eh? All of these tactics here require great munition hordes, so don't be shy to boost a few points with OPs. If you play your cards right, you'll be able to equalize the few hundred manpower you lost there with plenty of kraut kills.

    So theres a few pointers/tricks that I will often use.

    Corp.Shephard on
  • VeritasVRVeritasVR Registered User regular
    edited November 2007
    Greyhound Mines are devastating against the Panzer Elite: Their wide radius will wipe out entire squads of them. The nature of mines turns the fast, mobile Panzer Elite against them. Armored Company players would make fine use of the Grey-hound armored car: it can tackle any PE vehicle aside from the Panther in a straight fight, and it can even beat the fearsome Marder III, as long as the Panzer Elite player isn't expecting it. Armor skirts will protect your greyhounds from panzerschreks long enough for you to retreat, and if they tail you, pressure them with infantry units, or lure them into one of your mine fields.

    This is good advice. The Greyhound has been the standard jack-of-all-trades vehicle for the Americans before Opposing Fronts, but now it seems like they have extra usefulness against the Panzer Elite. Greyhounds weren't used THAT much previous, and now everyone bitches about not being able to beat PE with Americans. Panzerschreks do need to be toned down significant in order for any sort of vehicle to be viable.

    The best idea I've seen is to limit the number of 'schreks to one per squad, and have it do minimal damage against a tank's frontal armor. This would require the squad to use tactics (which are all but forgotten now due to the blob effect) in order to flank the tank's rear. Perhaps even MGs may make a comeback with enfilading fire?

    VeritasVR on
    CoH_infantry.jpg
    Let 'em eat fucking pineapples!
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    edited November 2007
    I've taken to playing Wehrmacht only in 1v1 because I'm just freaking tired of coming up against PE, but I think I'll stop wimping out, man up, and fight them. I'm always so pressed with manpower: I need one jeep to harass their ketten and their infantry. Fine. I also need some rifleman. Okay. But I also need a sniper if they're massing infantry, and then some engineers for the flamethrowers, and BARS for my riflemen to give them at least a chance and sticky bombs because they can always make a ton of vehicles...

    I just feel harried. I never have what I need. I guess that'll come with practice, though.

    TychoCelchuuu on
  • Steel-AngelSteel-Angel Registered User regular
    edited November 2007
    Anyone that plays Panzer Elite should feel bad for abusing a broken game element. Like autosnipers in CS:S.

    I just came off a 1v1 automatch where I had map control over pretty much everything (except one +10 fuel, on Langres). I killed the first inf-HT, killed a mortar HT with rangers, killed an armored car, AND killed a fucking PZIV. Then the fucking PE pull out their two Panthers, backed by SWARMS of panzergrenadiers that somehow manage to overcome MG suppression to toss flame nades into a building. This is followed shortly thereafter by a Hetzer and a Marder to kill my two Shermans, which they one shot into oblivion.

    I lost when the other guy had 11 tickets remaining.

    Steel-Angel on
    signaturep.jpg
  • VeritasVRVeritasVR Registered User regular
    edited November 2007
    Don't play until they fix the Panzerschrek and MG ability to suppress infantry.

    I'm cautiously optimistic that they will actually acknowledge these as huge flashing problems. Perhaps I've been bittered by Verant's attempts at patching the broken clusterfuck that was EverQuest.

    VeritasVR on
    CoH_infantry.jpg
    Let 'em eat fucking pineapples!
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    edited November 2007
    I don't play 1v1 anymore except as Wehrmacht. Playing as Americans just gives me a 50/50 chance of coming up against PE, which is no fun alone. 2v2 and up, though, I have no trouble playing against PE. It's just too much pressure in a 1v1, when they can pull so much stuff out that basically destroys my riflemen.

    TychoCelchuuu on
  • Steel-AngelSteel-Angel Registered User regular
    edited November 2007
    I'm cautiously optimistic that they will actually acknowledge these as huge flashing problems.

    Given Relic's shit-awful patch cycle for Dawn of War (LOL IMBALACRONS) and their even worse work with CoH, it's doubtful. Remember vCOH 1.5, when they for some reason BUFFED the hideously overpowered 57mm? And nerfed the motorbike for some reason or another? IIRC, 1.6 actually rolled everything back except for bugfixes.

    This is pretty much how I feel playing US: http://forums.somethingawful.com/showthread.php?threadid=2618605&userid=0&perpage=40&pagenumber=10#post334987278

    edit: Also, is it just me or are US units awfully overpriced when you compare them to their PE equivalents? It's only 220MP and 15 fuel for an infantry halftrack, while a pasty, shitty riflesquad costs 270MP. The former will simply ANNIHILATE the latter with minimal casualties.

    Similarly, Marder costs about the same as an M10 yet comes much earlier and is MUCH MORE powerful, being able to one-shot kill the M10 from a huge distance away. Add that it unsites instantly (compare to AT gun) and you have a recipe for headaches.

    Steel-Angel on
    signaturep.jpg
  • Steel-AngelSteel-Angel Registered User regular
    edited November 2007
    Anyways, anyone want to play a wehr v. US game? That match-up seems fairly reasonable right now except for POWAR RANGERS, nebel range being a touch too high, and schreks.

    Also, patchnotes are up.
    General

    - Performance improvements, especially on single-core systems.
    - Fixed a bug with account secret question collisions.
    - Removed the ability to add chat messages with no content.
    - Streamlined the in game downloader and added checksum verification.
    - Increased the default volume mix output, should now be equivalent to original CoH.
    - Fixed a bug where speech and music would stop mid-game.
    - Replays now restore the custom atmosphere, and also do not reset the atmosphere for save games.
    - Fixed a bug that resulted in the UI losing functionality after watching an NIS.
    - The screen no longer remains black if you save the game during a black screen transition.
    - Fixed a number of incorrect speech triggers.

    Campaign

    - Fixed the ending of OMG M07 so that the final mission speech does not play twice.
    - Fixed a potential crash that would occur in Caen M08.
    - Fixed Normandy M10 to ensure that the medal objective occurs when the Rangers arrive.
    - Ensured that the player would start with enough fuel to build a Howitzer at the start of Caen M01.
    - Removed extra lines in OMG M02 that were inaudible to the player with regards to the found plans.
    - Fixed a minor pathing issue in M05 of Best when squads garrison a particular house.
    - Fixed a keyless text reference when the player selects the neutral Goliaths in Normandy M08.
    - Fixed the special single player manpower point to increase in MP rate when an outpost is built on the point.
    - Ensured that the forward Motorpool Normandy M06 does not disappear when destroyed.
    - Map changes to Normandy M09.

    Gameplay

    - Airborne Satchel Charges reduced in cost from 75munitions to 50munitions.
    - American 105mm artillery barrage recharge increased by 25s.
    - American 76mm gun upgrade cost reduced from 200mp/100fuel to 200mp/85fuel.
    - American Airborne Recoilless Rifles have their setup times reduced to enable them to fire more effectively at moving vehicles.
    - American BAR weapon damage modifier increased from .5 to .75 against Marder III armour type. BAR will do more damage when it penetrates the armour of the Marder III.
    - American Offmap artillery arrival delay reduced by 1s.
    - American Rangers have some changes to their veterancy. Vet 1 received accuracy bonus is moved to Vet 2. Vet 2 received damage modifier is moved to Vet 1.
    - American Rangers have their reinforce costs increased by approximately 10mp per soldier.
    - American Riflemen receive longer range sticky bombs ability at Vet level 2.
    - American Sherman .50cal turret mount cost reduced from 100munitions to 75munitions.
    - British 17 pounder AT gun has its range increased marginally to account for the size of its emplacement.
    - British 25 Pounder scatter tuned to reduce overshooting.
    - British Armour Command Truck and Field Support Truck have their sight radii tuned.
    - British Deploy Marksman ability range reduced from 35 to 30.
    - British officers and Recon squads have their camouflage detection increased marginally.
    - British Sappers have their health individually increased by 5.
    - British trucks have a small camo detection radius.
    - Commando Artillery cost increased from 80munitions to 100munitions.
    - Defensive Operations (researched at the HQ) is required to enable healing at Panzer Elite Medical stations.
    - Goliath has reduced chance of taking an engine critical from small arms fire.
    - Jagdpanther costs set to be the same as King Tiger. Will cost 100mp upkeep per minute for 5 minutes.
    - M8 Greyhound 37mm gun cool down reduced from 9s to 7s.
    - MG42 Suppression increased vs tp_infantry_soldier (British Infantry/Panzer Elite Infantry)).
    - On map American 105mm howitzers and all Flak 88 variants have their build times reduced from 90s to 60s.
    - Pak 38 Vet 3 damage modifier reduced from 1.25 to 1.15
    - Panzer Elite AT grenades set to do matching damage vs tp_infantry_soldier (British Infantry/Panzer Elite Infantry) target types
    - Panzer Elite AT Halftrack Focused Firing ability increased in cost from 30munitions to 40munitions.
    - Panzer Elite AT Halftrack Focused Firing ability will set a .55 speed modifier on the AT Halftrack for the duration of the ability.
    - Panzer Elite AT Halftrack Treadbreaker ability cost increased from 25munitions to 40munitions.
    - Panzer Elite AT Halftrack Treadbreaker ability range decreased from 45 to 32.
    - Panzer Elite Booby Trap ability recharge time increased.
    - Panzer Elite Defensive Operations cost increased from 100mp/20fuel to 150mp/30fuel
    - Panzer Elite Fallschirmjager FG42 weapon has its rate of fire reduced from 8 to 7.
    - Panzer Elite Fallschirmjager FG65 weapon is less effective against units in light and open cover.
    - Panzer Elite Flakvierling 38 cost changed from 340mp/20fuel to 300mp/35fuel.
    - Panzer Elite Funkwagen steals 100% of resources from enemy sectors now instead of 50%.
    - Panzer Elite grenadiers receive veterancy at a slower rate. Required 8 points for vet 1, 22 for vet 2, 36 for vet 3, now requires 12 points for vet 1, 26 for vet 2, 40 for vet 3.
    - Panzer Elite Infantry Halftrack cost increased from 240mp/15fuel to 240mp/20fuel.
    - Panzer Elite Infantry Halftrack had main MG42 Suppression reduced vs units in heavy and light cover.
    - Panzer Elite Infantry Halftrack health reduced from 300 to 285.
    - Panzer Elite Infantry lose their received_accuracy modifiers for Defensive Vet 1 and Defensive Vet 2
    - Panzer Elite Jager Kommand and Support Kommand costs increased from 220mp/20fuel to 220mp/30fuel.
    - Panzer Elite Luftwaffe Commander tree has its command point costs modified. Fallschirmjager increased from 2 to 3, Luftwaffe Ground Forces reduced from 2 to 1, Wirblewind increased by 1, Butterfly bombs reduced by 1.
    - Panzer Elite Mortar Halftrack barrage tuned by adding 1s to each cool down.
    - Panzer Elite Munition Halftrack cost reduced from 220mp/25fuel to 200mp/15fuel
    - Panzer Elite Panzer IV Infantry Support tank had its main weapon accuracy increased vs tp_infantry (US and Wehrmacht infantry) and tp_infantry_elite (US Rangers) from .4 to .5.
    - Panzer Elite Scout Car Logistik Upgrade decreased in cost from 40munitions to 25munitions.
    - Panzer Elite Sector Artillery costs 3 command points instead of 4.
    - Panzer Elite Tank Busters reduced in cost from 390mp to 360mp.
    - Panzer Elite Wirblewind AA vehicle increased in effectiveness vs light vehicles. Rounds Will have a greater chance of penetrating Armour of vehicles like M24 Greyhound and M19 Halftracks.
    - Panzer Elite Wirblewind has improved accuracy modifiers against massed infantry.
    - Panzer Grenadiers max builders set from 12 to 6. This will reduce the construction speed of Panzer Elite infantry.
    - Probability of blowing up a flamethrower armed soldier is reduced.
    - Turret mounted machine gunners have their chance of death criticals reduced in most weapon categories.
    - Wehrmacht Flak 88 health increased from 200 to 325.
    - Wehrmacht Registered Artillery cost reduced from 150munitions to 125munitions.
    - Wehrmacht StuH 42 weapon does marginally increased area damage to infantry.
    - Wehrmacht Volksgrenadiers get a new K98 rifle tuned vs tp_infantry_soldier (British Infantry/Panzer Elite Infantry). Damage modifier increased from .6 to .65.

    Data Bug Fixes

    - Set UI stats correctly for Jagdpanther. Was 3/5/5/4, should be 9/3/7/5.
    - Axis 88 crews will no longer lose their medical kit during the Battle Phase.
    - PE Assault Grenadiers cannot pick up dropped bazookas that they cannot use.
    - Axis Wehrmacht and Stormtroopers no longer use the same group selection. Double-clicking on either unit type will no longer select both unit types.
    - British Command Trucks will crush tank traps or other blocking objects for a short duration when they first appear on the map.
    - Kettenkrad will no longer have the rudimentary repair ability before the Tank Destroyer command tree is selected.
    - The American Tank Depot will count properly in Annihilate Games. Players will not lose Annihilate Games if all they have left is a Tank Depot.
    - Panzer Elite Sprint Ability is visible with requirements
    - Activate Panther Battlegroup upgrade on HQ now has a shortcut key.
    - Units can no longer repair slit trenches.
    - Several UI bugs were fixed when British emplacements were taken over by non-British allied or enemy forces.
    - Fixed a bug where the British Lt was applying his speed modifier bonus to some enemy and allied troops.
    - Fixed a bug where Heroic Charge 'fatigue' modifiers were not being applied after Heroic Charge had been used.
    - Fixed a bug where Panzer Grenadiers would detect mines while garrisoned in a halftrack.
    - V1 Fixes - fixed a bug where the V1 would fail if it was targeted on a unit that died before the V1 arrived. V1s should only target position, not entity.

    Map Changes

    - Linden & Bedum added to the playlist.
    - Bernieres Sur Mer - top fuel point on right side of island had a gap placed in the wall.
    - Wolfheze - Some shotblocking hedgerows were placed by a house to the north of the bottom-left base.
    - Bedum - Some shot blocking set around a house in the bottom center of the map.
    - Linden - some points and victory points moved slightly to create better balance between the north and south teams.
    - Best - some points moved to create better balance between the two players.
    - Langres - Map base areas increased in size.

    Still hasn't addressed the issue of Marder III damage bonuses, or the .30 cal suckiness, or PE teching speed, or fuck-awful magic nazi ubermensch armor types, etc...

    Steel-Angel on
    signaturep.jpg
  • The_ScarabThe_Scarab Registered User regular
    edited November 2007
    The_Scarab on
  • Corp.ShephardCorp.Shephard Registered User regular
    edited November 2007
    The_Scarab wrote: »

    This was excellent.

    And these patch notes are very fine too! A good step in the right direction. It is interesting to me how Infantry Doctrine has gained in strength though, with these artillery decisions. I think they are necessary changes, ( I feel that if all American players are choosing the Infantry Support side of the tree before the artillery side every game, that the other side should be more appealing ) but I'd like to see the other doctrines become more appealing to American players in general.

    Although, perhaps the only modification that Armored Company needs is a reduction of the Marder III damage versus American Armor.

    In particular, the FG42 changes sound the most promising. My hatred for those blasted things... They had such insane damage potential! Those troops in cover were maddening to unseat.

    Yeah, the more I look at these changes, the more they agree with me.

    Corp.Shephard on
  • BuggoBuggo Registered User regular
    edited November 2007
    Hi everyone,

    We are aware of the current patch application issue with CoH. We've currently rolled back the server to version 2.103 while we fix the issue.

    Unfortunately, this means that anyone who patched the game needs to reinstall to be able to play.

    We will be releasing 2.200 again shortly.

    We are working on resolving this issue, sorry for the inconvenience.

    The Relic Team

    Buggo on
  • FanciestWalnutFanciestWalnut Registered User regular
    edited November 2007
    I love how because the patch doesn't auto apply I now get punished for not being a total retard. How hard is it to look up the patch directory and install it manually?

    FanciestWalnut on
  • VeritasVRVeritasVR Registered User regular
    edited November 2007
    Buggo wrote: »
    Hi everyone,

    We are aware of the current patch application issue with CoH. We've currently rolled back the server to version 2.103 while we fix the issue.

    Unfortunately, this means that anyone who patched the game needs to reinstall to be able to play.

    We will be releasing 2.200 again shortly.

    We are working on resolving this issue, sorry for the inconvenience.

    The Relic Team

    :!!:

    Buggo is posting here.

    I... am awed by your dedication to the online CoH forums, but this is just amazing. I guess I AM too bittered from the days of Verant's customer serivce.

    Thanks for the update.

    VeritasVR on
    CoH_infantry.jpg
    Let 'em eat fucking pineapples!
  • MalkorMalkor Registered User regular
    edited November 2007
    Ho-ho! For the first time Malkor's on the right side of things because I didn't install the patch as soon as it came out. How 'bout some games later this week between TF2 matches and such...

    Malkor on
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  • Tim JamesTim James Registered User regular
    edited November 2007
    They might be able to hotfix (or maybe not even that) so you don't have to reinstall when the server goes back to 2.200. You'd need to reinstall if you are dying to play right now though.

    Tim James on
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  • BuggoBuggo Registered User regular
    edited November 2007
    I've actually posted here before, just not too much :)

    Buggo on
  • FanciestWalnutFanciestWalnut Registered User regular
    edited November 2007
    Yes!, now that I have patched the game will not go past the loading screen, WOOOO go go bug checking.

    FanciestWalnut on
  • BuggoBuggo Registered User regular
    edited November 2007
    Update: We think we have a solution and we're working on fixing it right now. We're hoping to have this out tomorrow if everything goes well, but maybe Thursday at the latest.

    So, if you are currently patched to 2.200 and you can wait until tomorrow, hold tight and it should work.

    If you are currently patched to 2.200 and you can't wait to play, reinstall to 2.103 and you will be able to play right now.

    If you are currently at 2.103, tomorrow we will get you to manually apply a patch.

    Steam Users: Just hold tight and tomorrow the patch will apply normally.

    ----

    We previously thought it was a different issue and so asked people to reinstall. Sorry for putting you through the loops, the above information is now accurate and we'll get everything sorted out soon. We're so sorry about all of this.

    Buggo on
  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    edited November 2007
    <3 Steam. I would rather it be out sooner, but it sure does save a lot of trouble when a program patches all my games automatically.

    TychoCelchuuu on
  • Dark_SideDark_Side Registered User regular
    edited November 2007
    Yeah, I'm enjoying Steam's autopatching as well.

    Kudos to Buggo on the updates though, COH is by far one my favorite games of the past couple years, it's nice to see dev's going above and beyond the normal call of duty.

    Dark_Side on
  • BuggoBuggo Registered User regular
    edited November 2007
    Alright, here is the latest update:

    "Hi everyone,

    We are working diligently on resolving newly found issues with the 2.200 patch. For the individuals who manually applied the 2.200 patch while it was available; we recommend that you re-install the game and patches. We are sorry for any inconvenience and we thank you for your patience during this matter.

    The Relic Team"

    Buggo on
  • Steel-AngelSteel-Angel Registered User regular
    edited December 2007
    I sure hope you guys at relic take away the stupid tp_infantry_soldier bonuses PE infantry get.

    Because watching a strafing run hit a giant blob of the bastards and kill NO ONE thanks to LOL GROUP ZEAL AND VET SARGE makes airborne utterly useless.

    Steel-Angel on
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  • Tim JamesTim James Registered User regular
    edited December 2007
    I believe I heard that the strafing run was reduced in other ways. Airborne and Armor need a little love. I know recoilless rifles will be better, but it's been a week since I saw the patch notes so I've forgotten everything.

    Tim James on
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  • VeritasVRVeritasVR Registered User regular
    edited December 2007
    Tim James wrote: »
    I believe I heard that the strafing run was reduced in other ways. Airborne and Armor need a little love. I know recoilless rifles will be better, but it's been a week since I saw the patch notes so I've forgotten everything.

    I love how everyone bitched about the strafing run, when in reality it was the only thing that made Airborne powerful compared to the other doctrines. The fear of a strafing run that (only about 50%) did something was a massive deterrent to not blob infantry. It was a deterrent. Does it work to deter anyone anymore? No.

    VeritasVR on
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    Let 'em eat fucking pineapples!
  • Steel-AngelSteel-Angel Registered User regular
    edited December 2007
    Hell, none of the other abilities are that great for AB anymore. Paras fucking suck and die horribly to any other infantry, and upgrade to 2 RRs for 125 muni that do the same damage total as a schrek. Airdrop AT is worthless since the Axis supertanks can engage it from the front now and blow it away (targeting priority changes). Supply Drop is marginally useful, since chances are you'll be cut off from fuel and muni by the superior Axis infantry blob. Strafing run and its neutering was mentioned previously. Bombing run costs 250 muni every use and just scratches the paint on the JP/KT.

    This guy hit it spot on when it comes to why I just don't enjoy CoH anymore: http://www.gamereplays.org/community/index.php?showtopic=315985

    Steel-Angel on
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