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Comment History
Wingflierx
Wingflierx - - 20 comments @ BrewLAN Large Strategiccons

Great, now how do we get access to it?

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ Americans Revision

I've played the 5.0 revamped Americans quite a bit over the past few weeks, and I have to say that I'm extremely impressed.

True to form, they are the most diverse and versatile faction in the game. They are able to adapt to basically any situation with their incredibly powerful backbone Rifleman infantry. They shine early game, and can capitalize on that advantage to crush their opponent and apply overwhelming pressure until they've won by attrition (VPs). Their units seem cheaper than other factions (such as Rifleman 280 mp vs. Commonwealth's 320 mp infantry), but just as, or perhaps even more effective for their cost. They pay for this immense advantage with much higher hidden base upkeep ratios on their units, which engages the player into a delicate balancing act between fielding enough forces to hold the field, while researching the expensive upkeep upgrades to prevent resource starvation.

It is a unique playstyle that is particular to the USF, and I have to admit I've been having a *lot* of fun with it.

One component I love about the B2B reworks is that each of the 4 factions is still impressively unique, but the Allied and Axis factions are much more similar to each other, respectively, in playstyle, than they are to their opposing factions. So for example, the BC have less of an emphasis on upkeep management than the USF does, but still significantly more than the Axis factions do. There are plenty of interesting and unique similarities between allied factions that make their playstyle more alike, but creates a "team" dynamic against the opposing factions, who themselves are much more similar to one another.

The Americans are an extremely infantry-based lineup, perhaps more so than any other faction in the game (unsurprisingly, the British might come in second place). Their vehicles are of course diverse and powerful, but they generally serve the role of supporting a well-established infantry force more than they do as armies unto themselves. To this end, much of the USF armor have abilities that directly benefit the American infantry, and even a tech tree called "Combined Arms" (but more on that later). Unsupported USF tanks left out in the open will generally be overwhelmed and destroyed very quickly, so the player needs to be careful to use them in a support role, instead of as self-sufficient beasts (this is much more indicative of Axis tanks).

The American faction is generally pretty mobile. They have few buildings, and even their artillery pieces tend to be on wheels (Pack Howitzers and Sherman Calliopes, for example). Their playstyle emphasizes a constant shifting of forces, tactfully moving around the map to achieve dominance in every engagement. USF is at its strongest when the enemy feels as though its opponent is everywhere at once, while struggling to even gain a foothold on the map. Contrast this to the playstyles of some other factions (the British, for example) who thrive on create static positions in key locations, while endlessly repelling their opponents' advances like an impenetrable wall.

The USF faction trees are (in my opinion) the most diverse and individually useful in the game. It is *painfully* difficult to choose between them, because they all offer such an assortment of invaluable things. Combined Arms for example gives you access to Rangers, Assault Shermans, and an incredibly powerful upgrade to all your infantry units, now and forever giving them a permanent 1 star veterancy upgrade. Airborne offers the adaptable Paratroopers, which are strongest at a range and can be upgrade with Recoiless Rifles. Their brutally efficient short-ranged counterparts, the Pathfinders, are invaluable as well. Having access to supply drops, air strikes, and two Wolverine tank destroyers rounds them off as an incredibly potent choice that excels in almost any situation. Finally, Mechanized Command not only increases the survivability of your Calvary units, but gives you a vehicle (the CCKW truck) which completely alters the way the game is played. The Crocodile Sherman is an absolute terror on tracks, roasting infantry alive while still retaining decent staying power against enemy armor. The Calliope is of course, a spectacle to behold.

As I said, I feel that the Americans have the greatest diversity and difficulty of choice between their Commander trees. That isn't to say that the other factions don't have amazing options as well, it's just never as hard to decide. No matter which you choose, the USF trees offer something special.

Anyway, I could go on. All this to say that I'm very happy with the USF rework. They've retained their identity as a potent, infantry-based, mobile, early-game powerhouse whose high upkeep costs require a careful balancing act to continue bringing the pressure into lategame. They are just as, or more adaptable than ever before, making them a great option for both beginners and hardened veterans alike.

Good karma+4 votes
Wingflierx
Wingflierx - - 20 comments @ Wehrmacht Revision

Is it worth spending 150 MP and 50 fuel just to escalate to the Battle Phase so you can spend another 600+ manpower and ~150 fuel for a Tiger or Panther?

For the investment to be worth it, these would truly have to be game ending units. Being the rough equivalent of their COH2 counterparts seems like nowhere near enough.

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ Panzer Elite Redesign

I really like this rework, it reminds me greatly of the OKW from CoH 2. The sequel had a ton of interesting ideas and mechanics that I've always thought would be amazing to retroactively port into the first game, and the reworks of both B2B expansion factions seems to draw inspiration from this.

Overall, I really like what you've done with the PE faction redesign, but I have a few concerns:

1. I see no direct counter to Snipers in this rework. While the British Commonwealth were given their own version of a recon/sniper squad in the rework, something that was sorely needed, I unfortunately don't see a similar role being filled in the new PE iteration.

2. The Assault Grenadier and Tank Buster squads seem very similar in design. Assault Grenadiers seem to be pulled, inspirationally, directly out of CoH 2 as they were Wehrmacht's core frontline infantry unit, good at close to medium range, which could be upgraded with panzerschreks. The issue of course, for the player, was a trade-off. Once the Assault Grenadiers were upgraded with anti-tank weaponry, the squad DPS vs. Infantry was then halved.

This made Assault Grenadiers specialists either at anti-infantry tactics, anti-vehicle strategies, but never both simultaneously. The changes you've made with the Assault Grenadiers here seem very reminiscent of that CoH2 unit, but instead of having the optional upgrade, it seems to come equipped with panzerschreks. If that's the case, I wonder either if the unit would be too ineffective against infantry, or worse, too effective against everything.

Furthermore, there seems to be a blatant role overlap between the Assault Grenadiers and the Tank Busters as well. Both having the exact same cost and coming equipped with the same anti-tank weaponry, I'm wondering again, why the player would need both in his arsenal. If both are anti-infantry units that happen to have anti-vehicle capability as well, and both buildings are optional, I'm heavily inclined to simply build the structure that comes equipped with the superior Anti-Infantry + Anti-Tank hybrid every time as opposed to wasting my money building both structures for a redundant role.

I personally suggest making Assault Grenadiers into a dedicated frontline Anti-Infantry unit with all of its soldiers dedicated to the STG44 automatic rifle, with the option to upgrade into panzerschreks at a significant cost.

3. Finally, I worry that the Sd.Kfz. 251 Supply Halftrack does not have a place in the game. An unarmed halftrack that can slowly heal infantry (out of combat) and increase the recharge speed of their abilities does not seem usable for 220 MP and 15 Fuel. This is because that MP and Fuel would most likely be much more useful in some other venture, and the new Headquarters comes equipped with the Defensive Operations upgrade that's cheaper and can't be destroyed but still does the same thing. Even repairing vehicles is something the Panzerpioneers can do for free, there's no need to spend even more resources on this HT upgrade.

If the purpose of the this PE rework is to remove redundant and useless infantry and halftracks from the game, I think this needs to be taken into consideration. I would much rather have some form of Anti-Sniper apparatus in this slot.

Anyway, those are my thoughts. If anything, they're nitpicky because the rework as a whole seems amazing and I'm excited to hear more and eventually try it out!


Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ Star Trek Armada 3: A Call To Arms V1.02 [Full]

Sorry to be a noob, but I'm curious as to how you actually use the "Voyager" upgrade. You can't build it from the Capital Ship factory after it's researched, and I don't see an ability anywhere. There's a similar one for Defiance and even the Enterprise. Please help!

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ CoH: Modern Combat - Patch 1.017

Great job guys! I'm so happy for you.

I know this is a little "nitpicky", but could you please include the current MC game version on the main menu screen from now on?

It's difficult to know whether we installed it correctly sometimes, and it's a small change which can make a big difference.

Also, am I correct in thinking that, even with the new "auto-updater" function, we're no longer able to launch the game without having to manually change the Steam launch options?

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ Patch 1.017 and the 2013 ModDB MotY Awards!

Great job guys. I've been waiting for this update to come back. Can't wait to play <3

Good karma+3 votes
Wingflierx
Wingflierx - - 20 comments @ Company of Heroes: Back to Basics

Found a potential balance concern in the latest version:

For the British, you can call in a Kangaroo Carrier + a Squad of 4 soldiers (with flamethrowers) for 480 manpower. This also unlocks the Kangaroo Carrier in the Armor Command Truck.

However, the Kangaroo Carrier from the Armor Command Truck costs 350 manpower and 55 gas, and doesn't come with an infantry squad (obviously), making the Kangaroo "call in" ability infinitely better than actually building one.

Am I missing something here?

Good karma+2 votes
Wingflierx
Wingflierx - - 20 comments @ Back to Basics v3.1 Update

I found a bug for the Panzer Elite faction:

In the Kampfgruppe Companie building, there is an upgrade called "Field Craft".

It says it gives the ability of Infanitry Halftracks to capture territory points while infantry are inside.

Unfortunately it doesn't actually work. Please fix.

Good karma+3 votes
Wingflierx
Wingflierx - - 20 comments @ Company of Heroes: Back to Basics

This mod is ******* awesome.

It's tied for my favorite of all the CoH mods, and I've tried tons of them (even Blitzkrieg). This and MC are my favorites.

I'm looking for more people to play with, please add me on Steam as Wingflier.

Keep up the amazing work!

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ The long awaited Patch 1.014!

Found the link to 1.011 full patch at least: Gamefront.com

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ The long awaited Patch 1.014!

If you could find it for me that would be great, I'm trying to help a friend to install it, and 15 patches of content (including the base .exe) is insane. He's not very computer savvy, I'm sure he'll **** it up somehow.

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ Company of Heroes: Modern Combat

You should put the Paypal link on the Moddb site too.

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ The long awaited Patch 1.014!

I would suggest, especially with your site being down, that you make a 1.014 full installer to avoid that kind of hassle.

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ Company of Heroes: Modern Combat

Do you guys need help keeping your website up? I see no Paypal donation button like I do on many other mods (such as Blitzkrieg). If it's a money problem, you should let your community help.

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ The long awaited Patch 1.014!

What if you're not updated to 1.013?

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ The long awaited Patch 1.014!

Question: Since the autoupdater feature isn't working because the website is down, if we use the 1.014 file to "manually" install it, do we just place it into the base Modern Combat v1.0 folder? Or do we have to manually install ALL the iterative updates as well?

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ The long awaited Patch 1.014!

The U.S. have really good ways to deal with the Chinese Tanks.

Add me on Steam as Wingflier and I'll show you in a game.

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ The long awaited Patch 1.014!

The U.S. have many powerful strengths to make up for the lack of dedicated artillery.

Add me on Steam as Wingflier, and I'll show you in a game.

Good karma+1 vote
Wingflierx
Wingflierx - - 20 comments @ Cross of Iron 1.20 Announced

Can't wait! Wish I was playing it now! :P

Good karma+1 vote