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CoH: Eastern Front (Official Thread)

25 Mar 2013, 19:30 PM
#41
avatar of EFDreamerBG

Posts: 76

Its not Ivan or Boris :D
25 Mar 2013, 20:53 PM
#42
avatar of ApeMen

Posts: 65

@dreamer

this is not true
his first name is ivan :P


so the first 2 keys are out
3 more left

we wish all of you good luck^^
1 Apr 2013, 17:48 PM
#43
avatar of Pounder

Posts: 67

Yes, this is an awesome fucking mod.

On behalf of, and as one half of RnP, we'd like to ShoutCast some games on this map.

So if anyone has an excellent replay within the Eastern Front mod, send it to either Rogers (rpgrogers@gmail.com) or myself (grpounderosa@gmail.com).
2 Apr 2013, 09:48 AM
#44
avatar of EFDreamerBG

Posts: 76

We've got alot , but mostly from closed beta.
Maybe if you ask you will recive keys :)
12 May 2013, 01:42 AM
#45
avatar of Sturmovik

Posts: 838

any news on how to make the mod work on the steam now ?
12 May 2013, 18:00 PM
#46
avatar of ApeMen

Posts: 65

all we can say is we are still working on it
14 May 2013, 15:11 PM
#47
avatar of ApeMen

Posts: 65

ok this was faster then i thought^^

the ostheer beta works now with the new steam version
so we can say its fixed :D
14 May 2013, 15:49 PM
#48
avatar of EFDreamerBG

Posts: 76

yep... if there is no more crashes there will be a patch for regular EF soon :)
9 Jun 2013, 18:29 PM
#49
avatar of Sturmovik

Posts: 838

how do I install mod and get it to work with steam ? :)
29 Jun 2013, 16:43 PM
#50
avatar of EFDreamerBG

Posts: 76

Better wait 1 week and get the new full installed :P

Cuz on July 6th Ostheer will be released :P
30 Jun 2013, 00:06 AM
#51
avatar of BartonPL

Posts: 2807 | Subs: 6

Finally, something that will be playable at all without bullshiet stuff
30 Jun 2013, 13:31 PM
#52
avatar of Sturmovik

Posts: 838

Well atleast I can play this and enjoy coh since I dont have coh2 yet.. :/
5 Jul 2013, 18:41 PM
#53
avatar of ApeMen

Posts: 65


Hello comrades!

It has been a while since the last announcement, and we are almost ready to release Ostheer. We are just finishing the translations of the locales needed for release, hunting for bugs and fine tuning stats. We expected to release Ostheer at June 22th, however, we concluded than releasing it in such date will compromise the result and we decided to release it a couple of weeks after, at July 6th. We are confident that the experience we offer is different enough to the one offered in Company of Heroes 2, and we hope you enjoy it.

Regarding Ostheer Beta, we thank the support of the players who joined us and gave us feedback in the internal section of the forums, we also thanks the players for not giving up waiting for us to release Ostheer and we hope those who faltered to give Eastern Front a second chance now that Ostheer is being released. Now the release date is at hand, we would like to announce we have tweaked a bit the Soviet faction(but I guess a lot of you already knew about it).

So, let's discuss about the changes that Soviets have been experimenting in the last months of development:

Propaganda War Strategy
We feel the changes done here centers it more around the concept of Soviet propaganda than before, among these changes we have tried to make Propaganda more appealing besides Navals and Katyushas. The changes we made aim at making the gameplay more variable in terms of starting and global gameplay strategies.

Among the changes the ones to 'Not a step back!' are likely the most significant changes. Now it affects units in a large circular area and provides significant defensive boni. On top of that, the unlock of this ability enables conscripts, Naval infantry and Strelky to construct defenses. Also, soviet players get access to a NKVD Commissar call in - the Commissar will improve Conscript's combat performance by his presence and enables players to upgrade their Conscripts into Shtrafnie troops, which are armed with defensive machine guns.

Also, Propaganda now houses several improved defensive emplacements to fortify soviet territory and a complete revamp of "Red Tide". While before it was just a generic call in it is now an extremely powerful ability. As long as it's active infantry units will take damage but will not die to anything but artillery, tanks and sniper fire.

Urban Combat War Strategy
Urban combat also received several changes to make it more appealing compared to Breakthrough.

As Partisans are very lacking units and in general were not worth to be used over Street Fighting we decided to change their role from sneaky commando-units to fast responding, well rounded but squishy support troops. They can move at normal speed while cloaked and received the ability to throw molotovs instead of grenades. This way they're more focused on denying cover and as anti-weapon teams out of stealth. Additionally, they're also equipped with VPGS Stun Grenades, which enable other soviet troops to finish off escaping vehicles. Of course they can still sneak around the map and lay down demo charges to confuse the enemies of the Soviet Union!

Also, the Flare was quite useless as a doctrinal ability, and now has been replaced by something completely different: A smoke barrage! As some of you might know, smoke makes units very resistant to suppression and normal weapons have very low accuracy while used in smoke. However, grenades, flamers and artillery are mostly unaffected by it. Since Urban focuses on close combat fights, artillery and fire weapons the smoke barrage adds a very powerful tool to protect your own infantry forces while still maintaining a high damage output in infantry fights!

Also, the KV 2 now really is even more of a beast than before as it now can provide artillery barrages from afar onto enemy fortifications! The Germans will tremble when they hear the 152mm shells heading into their direction.


Conscripts
They had always the feeling of being worthless and investing resources on them make the player bleed. We worked in a way to improve this situation and now they're strongly connected to the Propaganda doctrine and received some buffs in several areas. They now come in form of a call-in instead of being recruited through a building.

The most apparent changes are now the introduction of KRAK(RPG43) at-grenades as AT-ability and the earlier availability of full rifles, which now only require the armoury to be built. Also, as stated above, they now scale well when used with Propaganda doctrine and are a viable way to be used as a mainline infantry. However, Strelky are overall still superior since conscript veterancy mostly revolves around utility.

Strelky
This unit has been tweaked in a way to offer players better support for their strategies. Strelky are now available with both Soviet Support Barracks upgrades and with the Soviet Tank Hall, so they'll always be a valuable asset to every soviet army.

They now have access to PTRS 41 antitank rifles, which can be used to defend against vehicles like halftracks, Pumas, Armoured Cars and other vehicles which otherwise forced players to get AT guns. On the other hand the PPSh got some finetuning to make it more reliable and the VPGS Stun Grenades were moved to other units.

Command Squad
This unit has received several changes as well, first of all, they are now a 4 men squad; secondly their abilities have been tweaked and now they get Charge! in Propaganda War Strategy, the artillery strike is now available with Urban Combat Strategy and the Blackout ability (similar to the one used in CoH:O) is now assigned when selecting Breakthrough Assault. Also, Danko and other Commissars now will use the Nagant revolver instead of the Tokarev TT-33.





Gaz 43
We though Soviets needed a jeep-like vehicle to fight against snipers and that the Observer Team was good for the task, so we brought this unit to the Soviet roster, why not the BA64? Because that model is not ready yet so, this model would work for the role intended.



Observer Team
As we already disclosed, this unit was replaced by the Gaz 43, however, players who prefer to use the old spotters can still use them, it is only needed to switch it on the Reward Unit panel. They have been tweaked as well, they now have two active abilities, flare and artillery barrage and they no longer have the observe ability button; they have cover as passive ability and when they are cloaked, they automatically use observer bonuses(this means passive cover and observe were merged). We made this because the squad had issues retreating while in observe mode and the only way to fix this was changing how the ability was called.



Sniper Team
The Sniper Team is back! However, many things were tweaked in order to make it balanced, so against enemy snipers they act as a single entity, which means one shot kill them both, nonetheless, when you fight against them with vehicles or infantry they behave as a two-men squad, being capable of reinforcing when one comrade falls... the reinforcement times and cost are lower than it used to be in the previous versions.

SU 76
SU 76 has received an additional role and it now offers indirect support for your tactics. We remember a lot of players asked for this feature in the SU 76 a while ago, but it was something we were keeping for 2.0. SU 76 can now fire barrages but it needs to be lock down first, and it won't be able to move any longer until you decide to stop the indirect fire mode.

T-34s
These units also had a couple of changes, first of all they can now always carry infantry, which means they no longer need Breakthrough Assault for this, and also the upgrade into T-34/85 from the armoury works different now: Instead of unlocking a new T-34/85 unit, it will no longer allow the Tank Hall to build T-34/76 and it will build only the new T-34/85. This doesn't means your old T-34/76 just become 85s, but they will be left as it until they die... however, each T-34/76 unit left will be equipped with an individual upgrade to make it a T-34/85, so it is up the player to continue using it as it or make it better for a nominal cost.



We are still working in the new Soviet models, so, you can expect a couple of new Soviet objects to replace old stuff in the next version! :). We have also some screenshots from the Ostheer in action, in our map Königsberg, courtesy of our Devs Ape and Max.










7 Jul 2013, 18:56 PM
#54
avatar of Darc Reaver

Posts: 194

Ostheer is released, download links and additional information can be found here:
http://www.easternfront.org/
18 Jul 2013, 19:13 PM
#55
avatar of ApeMen

Posts: 65

which was my front section?



klaus i think we are wrong here...
15 Aug 2013, 06:52 AM
#56
avatar of ss trooper

Posts: 32

Why does the new eastern front patch crash?
20 Aug 2013, 17:10 PM
#57
avatar of Robotnik

Posts: 39

Why does the new eastern front patch crash?


I would suggest visiting our official forums and posting your warnings.log in the bug forum

http://www.easternfront.org/forums/index.php?board=63.0

A lot of people also experience this problem because they are trying to play with the non-steam version of CoH
26 Aug 2013, 02:06 AM
#58
avatar of Sturmovik

Posts: 838

Love this mod!!!
14 Sep 2013, 20:00 PM
#59
avatar of ApeMen

Posts: 65


Hello comrades!

The patch 2.200 was just released! After working on the feedback brought by players and balancers, we have done many changes on Eastern Front mod, hopefully they would make balance better. For further information about what was changed, you can take a look at the changelog.

We also want to inform you about the foreign faction reward thingy. After discussing the idea, we decided to not create a foreign reward faction, because it would involve a lot of balance work, and we don't have the time nor the crew to pull this out. But do not despair, because Ostheer and Soviets are getting a big surprise!

Ostheer will get access to three reward doctrines, featuring unique units and abilities, one of them will be completely based around the foreign support. This means Ostheer will not have any reward unit, but three reward doctrines and the Sturmtiger will be relocated into one reward doctrine.

For the Soviets, there are another set of three reward doctrines, so we will have now some freedom to allocate some units that players would have liked to use, like Soviet paratroopers, KV-85, BA-64 and more. Also, it is a fantastic time for those ones expecting the return of the SU-100, and you will be happy to know it returns to the Tank Hall once more. Just like with Ostheer, Soviets reward units will be relocated into the reward command trees if necessary:

1) The Observer Team now comes on T1 while the Ford GPA still comes from T2.
2) The SU-122 will be on it's own reward tree.
3) KV-1 is now the default unit of breakthrough.

We will be releasing two reward command trees at every "big patch" (you can identify it looking at the second number 2.2.0.0) starting on the next update, one for Soviets and one for Ostheer. We think this is the best way because waiting for the three trees means a long wait, while releasing one by one helps players to access quickly to the new features. Or what do you think?

Going back with the current changes, you might wonder what happened to SU-85... it was now moved to Tank Hall and requires Heavy Tank upgrade. So, SU-85 and SU-100 in Tank Hall? Correct, you get SU-85s and T-34/76s after you unlock them, and a new upgrade was added into the armoury: 100mm upgun for SU-85. So, you can start getting SU-100 after that upgrade... but there's a catch, because it is too much having both (SU-100 and T-34/85s) one upgrade disables the other. So you can upgrade the production to SU-100 only if you haven't got the T-34/85 upgrade and vice versa for the rest of the match.

This means that if you get the SU-100 upgrade, you won't be able to get T-34/85s, but you will get the SU-100 with it's superior cannon and you will only build T-34/76s. On the other hand, if you get the T-34/85 upgrade, you will stick with SU-85s, so it is up to the player to decide what tactic he will approach. This change will be present in this patch, but we don't have the new SU-85 model yet(which means we will use the SU-85 as place holder with a different name) so you would need to bear with us.







But don't worry, both of them (SU-85/SU-100 and T-34/76|T-34/85) will be able to carry passengers or get cage armour. I know the screenshots are old but when we have new progress you will know ;).



The Beutepanzer ability now should work correctly against allied factions, however, it was tied to the Fortress Army Group Tree due to it was a strong ability to be used normally. Cromwell now has the proper Beutepanzer texture(thanks VanAdrian) but the T-34/85 still doesn't have a proper texture. Hopefully this will be fixed in the next patch.



One last important change made was for both Sniper units for Ostheer and Soviets, Marksman and Sniper Team, according to the feedback received, we tweaked a bit their mechanics and now they present the following changes:

* They start with cover camouflage, once they stay by ten seconds on light or heavy cover they will camouflage, but they will lose the camouflage when retreating or firing a shot. In order to regain it they should stay on cover again. Detection of the sniper/marksman doesn't completely remove the camouflage if the sniper doesn't retreat or fire, so getting away from the enemy units will make it come back in a few seconds.

* They get the regular camouflage ability when they reach veterancy level 2.

* Their cost is now 300MP.

* The Soviet Sniper is an one man squad until it gets veterancy level 3.

We also have updated our old 76mm obr.1927 model for this new one, courtesy of DMz and Beefy^:







We have fixed a lot of bugs reported by the community, thanks for the feedback guys! I hope you enjoy the changes and to look forward for further updates! Hopefully, we will be replacing several outdated models in the future!

Right now there isn't a full version, but it will come later. Please update using your launcher and if you can't, you can look here.

Thanks for downloading and continue to enjoy,

Eastern Front Development Team
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