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Comment History  (0 - 30 of 142)
Ivelios
Ivelios - - 142 comments @ Contra

Taking that previous wall of text as reason *why*, here's my idea: take away the Mobile Barracks' artillery and give it to Super Black Lotus. It would be similar to Colonel Burton's laser strike or A-10 call-in. And honestly, she's the only hero unit to claim to be "Super" and really... isn't. She can make decent money sitting at home or can harass your enemy in an insignificant, annoying-at-best manner. I never find myself buying Black Lotus and it's because she just doesn't have any real offensive capability. This would give people more of a reason to buy her. And considering she's the same price at $2000 as the arguably-overpowered Mobile Barracks, it would both nerf the barracks and buff her at the same time. While you can only make one Black Lotus and therefore would have much more limited artillery ability, you still have the Neutron Cannon to take into consideration. Oh, and it's still super easy to kill her so there's that too.

Well, that's really all I have for now. I hope it's taken into consideration.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Contra

Ugh, I hate moddb's comment system. Well, here's the rest of what I was going to add again because I wasn't allowed to edit the first one after all (but did type out and subsequently was all deleted... which sucks).

While I'm talking about the Mobile Barracks I think we should examine the unit a bit more. For a mere $2000 you can use it as its namesake, a mobile barracks, and as an artillery unit. The barracks aspect alone is very powerful just considering the General: it's all about infantry. Making them on the front line without having to bring along a dozer (considering how vulnerable they are) if very useful. Also considering that it is a powerful artillery unit, perhaps that's a bit much. Two of them can easily crush an entire attacking force so long as they are even *mildly* bunched up. And considering you should probably spam them (the only reason *not* to is their friendly fire factor mentioned in my last post), you'll probably have five or six to blast any group of units in sight. And yes, all players see where they are going to fire, but a lot of the time it's either unavoidable or is still going to screw them over anyways (such as the attacker being forced into a more well-defended area or just having to pull out altogether). It also has a very long range and can trump most other artillery units (in my experience anyways).

Part 1. The second part I'll post in one minute when I'm able to. After posting this I think I'll just find and use your forum; moddb just isn't meant for this xD

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Contra

Don't know if this is the best place for suggestions but here it is:

Heavy Artillery units needs to have a Hold Fire mode. This goes for the mobile Nuclear Cannons, the Mobile Barracks, the SCUD launchers (renamed Elribus I think?) and any other heavy artillery. When they're near your base IE you're on the defense or just have yet to move out they are more liable to kill your units than your enemy's and there really isn't much of a way to stop them from destroying half of your defenses other than manually giving them a different target (which in the middle of battle you may not be able to dedicate time to). Plus, you're likely to want to manually select targets for such a harmful unit anyways to ensure maximum casualties (on your ENEMY'S side, for as of now they are just as likely to kill your own if you don't watch them like a damn hawk).

That's all I have for now and I hope it's taken into consideration. As of now I'm really paranoid of having units like these *anywhere* near other units of my own. And that's... a really, really silly fear to have. Implementing this simple fix (well I'm not a coder, but I'd guess it is) would fix all of these artillery units for me and likely others.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Normandy 1944: European Theater

Both your friend and yourself should completely reinstall N44. Also make sure that you are using the same version.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Normandy 1944: European Theater

Short answer: No.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Normandy 1944: European Theater

Question one (price): Most units are priced according to an arbitrary skill rating associated with any given unit; F.E. Conscripts are skill 1 and are cheap while hardened Fallschirmjager troops are skill 4 and are more expensive. In general the more effective a troop is the more expensive it is. Other cost differences may be due to a variety of other factors such as equipment or ease of replacement (looking at Conscripts again). So unless there are a few values skewed (there are literally *hundreds* of units) there will be a reason for any given price difference.

Question two (anti-tank): The current public release (Alpha 1.0 with hotfix) is not balanced for vehicular/ tank combat. Tanks, Anti-Tank Guns and infantry-based counters as well are all entirely unbalanced for this version of the game. These will be changed and made balanced as the mod progresses.

Vehicle combat will likely be very realistic.

Good karma+2 votes
Ivelios
Ivelios - - 142 comments @ Normandy 1944: European Theater

Over time a lot of the textures/ skins will be replaced with ones that cause less lag and take up less space. It will take a while, so for now you just have to live with it or lower your settings.

As for the 105mm Sherman, do you have your Shader set to Ultra? That causes all kinds of problems with the models (missing guns, hats, shoes, etc.).

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ N44 Alpha 1.0 HOTFIX

Just above the preview image (where it says Description) is where you can find the bug fixes. You need to press "read more +".

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Normandy 1944: European Theater

Further game modes and scenarios aren't being considered at this time. While they would be nice to have there are simply more important things that need to be done (like balance).

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Normandy 1944: European Theater

The N44 Alpha 1.0 (and all future patches) will work on the Company of Heroes Steam Relaunch.

No, it does not have a self-installer. Just extract the files to your main Company of Heroes (Steam Relaunch) directory.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Normandy 1944: European Theater

Everything after the previous alpha 2.0 is being done by a new lead developer. Due to this, as far as names are concerned, all older versions are being ignored; So anything older than the new N44 Alpha Version 1.0 isn't being considered.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Normandy 1944: European Theater

I don't even have a very good computer and it still only takes ~ 2min or so to get in-game. If your settings are on the lowest possible and reinstallation doesn't help, I'd say it's probably your computer. And if it isn't that (if your computer is actually good), then I can't help you.

Good karma+2 votes
Ivelios
Ivelios - - 142 comments @ Normandy 1944: European Theater

Make sure your graphics are set properly (a lot of cosmetic issues are due to having your shader set to Ultra; It has to be set lower than that) and if that doesn't fix it then I would reinstall from scratch.

I can't recreate your problem (Soviets being randomly pink) so I can't come up with a better solution than what I just said.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Upcoming Patch, Common answers and Feedback

The lack of equipment on your soldiers (guns disappearing, hats, helmets etc.) is due to having your shader set to Ultra. It needs to be lower than that. It seems to work fine on Medium.

The flashing and moving rays is due to an improper installation. It's probably not your fault directly; Now and then the extracting process just sort of lets something slip. Reinstall to fix those issues.

/edit: this is all directed at muratozcan94. Message didn't go where I wanted it to.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Upcoming Patch, Common answers and Feedback

I can't help unless you give more information. "They are all messed up" is extremely vague; I haven't the slightest clue what your issue is, let alone how to solve it.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Normandy 1944: European Theater

Exactly what is pink? You need to be more descriptive. Otherwise we can't help you.

We are aware that the Luftwaffe infantry and Panzer Elite (SS) base defenses have pink uniforms. If anything *other* than those are pink, the problem is on your end and I recommend a reinstall.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Upcoming Patch, Common answers and Feedback

The camera zoom will probably be set a good distance further out - so yes, more like BK's camera. It's not exactly on the top of the priority list though.

Good karma+2 votes
Ivelios
Ivelios - - 142 comments @ Upcoming Patch, Common answers and Feedback

I highly doubt that a lower popcap feature will be added. The entire point of this modification is a high focus on realism; you are using an entire division, not one or two platoons as with regular CoH. Well... you would be, except a division is actually about ~ 10,000 troops (depending on the military in question). That many men just... wouldn't work on the CoH1 engine.

The current system for population is about the best one we can use to simulate the level of realism we're going for.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ N44 Alpha Version 1.0 Full Repack

There aren't too many cracks at total realism (game engine permitting IE lack of truesight*TM CoH2*); the number of units you can field in N44 for just one battle, let alone a whole match, is going to be staggering. Likewise, the rate in which you can lose those units will be pretty fast. It should be good times when it's all done.

In other words: I agree :D

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Upcoming Patch, Common answers and Feedback

Just saying that just about nothing at all is currently as-intended as far as balance goes. The build was successful if you played the game at all and didn't crash :p

But yea, currently there isn't a solid way to kill tanks in general. I literally had a Priest waltz right up to my Pak 40 and mow down the whole crew with the .50cal on top. Then I hit it with a magnetic mine and it did ~10% or so damage.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ N44 Alpha Version 1.0 Full Repack

What happened before it crashed? Were there any similarities between either crashed game?

There is currently a single unit I know about that will crash the game (it's a Stug IV from a Fallschirmjager sub-sub doctrine).

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ N44 Alpha Version 1.0 Full Repack

You'll need to play on the Company of Heroes Steam Relaunch with the latest update.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Upcoming Patch, Common answers and Feedback

To quote the current main developer:
"It's WIP. This was for testing, not balancing or playing."

Good karma+3 votes
Ivelios
Ivelios - - 142 comments @ Alpha 1.0 Released!

To quote the current main developer:
"It's WIP. This was for testing, not balancing or playing."

More or less: the fact that you managed to play a few games means it was a success (downloaded & got in-game properly with no/ few crashes).

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ ZombieMod

Because it's fake and therefore doesn't matter?

I actually chuckled at this which is more than I can say for most April Fool's jokes. Kudos.

Good karma+2 votes
Ivelios
Ivelios - - 142 comments @ The Great War 1918

Either the hold position ability or the infantry AI fix that makes it so that when in cover the infantry no longer seek cover. Both N44 and Blitzkrieg both already have this AI fix, it would do you well to find and use it. The men are just as bad as in vCoH, their suicidal tendencies are annoying.

There are many abilities that are unclear in their use. "Men in the second line will reinforce you!" I have *no clue at all* what this means. Will my men all be unable to be suppressed? What is the difference between the Blue and Green gas attacks? The fact that I can use them is nice but the knowledge of what they actually do would be absolutely lovely. Then some descriptions are false. The German anti-tank gun is unable to use gas attacks but is listed as being able to do so right in the unit description, and if it is by doctrine that is is able then it should be left out of the general unit description because doctrine abilities are... well, special.

These are just my preliminary findings from my first skirmish match. Overall it was fun and rather interesting, but you *REALLY* need to work on all of the descriptions. The ominous general-meaning behind them is nothing compared to what they actually do. Players need to know what their unlocks do, please heed these words.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ ZombieMod

On the idea of morale: would be really cool if it was implemented in some form. Say when a group of survivors comes into medium range with multiple zombie squads (without matching friendly squads), or when members of a squad dies the squad could lose morale and especially if a squad was nearby when an allied squad was completely wiped out.

Could give them some penalties, being bigger the closer they are to zombies/ with stacking effects on squad losses. On the reverse they could maybe gain small bonuses when (rare as it is) outnumbering zombies. Though, personally, I'm more keen to only give the survivors penalties given that they have a huge advantage with their many firearms and vehicles.

Couldn't be *that* hard to code (though the Zombies getting done in the first place easily takes priority :P) and the penalties could be removed by getting away from the zombies or reinforcing the squad. This would really make the survivors think twice about letting zombies ever get into close/eating range. Yea, their guns are more accurate... but panic sets in too; nobody wants to get eaten.

Obviously melee (which look to be dropped?) or veteran squads wouldn't have as harsh of penalties, possibly with no penalties at all with max rank (that is if you're even going to use veterancy? haven't seen that mentioned, really).

Would be better than the standard suppressed/pinned thing anyway... I find that to be very unfitting.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ The Great War 1918

Have you thought about making the gas masks a toggle ability? By the sounds of it, as-is the masks only get activated when a unit actually gets subjected to the gas. And in the process of that many of them will die, retreat or otherwise take penalties besides those given by wearing the masks. It would be great if I could gas an enemy line, giving them all of the penalties from the gas as well as the masks, then arm all of my men with masks and rush into the line so my men aren't affected by *the gas itself* at all (or at least less, given that one reason people die is due to defective equipment).

Either way the gas sounds like a useful game mechanic, but it would be nice if it could be used offensively as well as defensively.

Good karma+1 vote
Ivelios
Ivelios - - 142 comments @ Blitzkrieg Mod

Count me in for a bet on that 2012 date that's supposed to be the end of the world. :P

Good karma+3 votes
Ivelios
Ivelios - - 142 comments @ Blitzkrieg Mod

Ah. Well personally I still vote "no" on that little feature... its not that cool and a lot of people's PC's wouldn't want to handle any more than they have to already (infinite popcap is bad enough xD).

Good karma+1 vote