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MarinusTau
MarinusTau - - 29 comments @ Stars

I see. I assumed the Swarm scouts were following trade ships. Focusing the Hubs and utility ships does end a wave, but the high amount of scouts means there os barely a reprieve till the next wave.

I am happy to share a replay - with my capital by now a literal Fortress, and my fleet never leaving the gravity well, it has regardless turned into a game of tower defense. I think their strength is fairly balanced, if challenging - it's the sheer endlessness of it all that reduces all aspects of the game to defence. (And the swarms don't even give decent XP ;) )

Any tips on how to eliminate scouts?

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Stars

Gotcha - so I guess that means nuking trade stations and refineries to create a system quarantine.

Thank you for all the work!

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Stars

Cheers, thank you for the reply! When you say all Hubs and Scouts, does that mean in a gravity well or in the entire map? Since I cleared entire gravity wells multiple times, but it was such a war of attrition in the end.

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Stars

Does the Swarm Crisis ever end? I must be doing something wrong - a single swarm took out a titan, two capital ships, a mid-tier star base, at the same time while they were all supported by two repair stations… With this simultaneously happening at five different planets, kind of ended that round via the quit button...

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Divide and Conquer

Roger, I know that, just wondering what the possible culprit could be between the first Hotfix and the 2nd patch...

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Divide and Conquer

Hey, I just updated to the new patch and I have two problems in an hot seat game. I have altered the .cfg file so that I can fight defensive battles.

1. Dwarves of Khazad Dum can't be played in the hotseat game. I know that the scripts don't play nice with hotseat, but just throwing it out there (only mention was ~30 pages ago). Not even their shield appears in the row at the top. I have to admit I didn't try it in the earlier patches, only now tried to play a hotseat game with them. Single player campaign starts no problem.

2. I tried playing different factions to see if it was just KD dwarves or a general bug and stumbled across something else. I started a game with the dunedain and just skipped over them, but then, when it would have been the dwarves (of erebor in this case) turn, i got the turning ring and suddenly I was prompted to defend or auto resolve a city held by rebels against the dunedain. Somehow the ai moved my own units and then prompted me to defend against an attack they lead on rebels... any ideas what could be the cause? Anything I can offer to help solve this mystery? ^^

Or did I miss something very obvious -.-

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Sins of a Galactic Empire

I thought so, but switching the skybox off didn't seem to help...

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Sins of a Galactic Empire

Why are all my stations and ships orange? ^^

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Content

Did that darker model ever show up? ;)

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MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

I was just wondering what happened to the gun of the Panzer IV infanty support tank of the PE? It used to use HE shells or? Just wondering because without it it is a weaker version of the Panzer IV and not really useful. Further, it leaves the mortar halftrack as the only unit of the tank hunter doctrine of PE which can fight larger bodies of infantry effectively...

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ News Update #2

Awesome, I was getting worried :P

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

Oh okay, I only read they don't spawn at the same time anymore, missed that only 1 spawns as well.

Oh nice, didn't know that about the Panthers :) Both or only one of them?

Good karma+2 votes
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

@Celution: Okay, no more reply button to much ^^.

Found a few more things:

The panther battle group of the Panzer Elite only spawns one panther now instead of two.

The Wehrmacht Panther mg gunner upgrade says "Upgrades the Panzer IV" instead of "Upgrades the Panther". And I don't know if it is one purpose, but the Panther's called in with the panther battle group do not have the option to gain a gunner like the Wehrmacht Panthers. Cheers, Marinus

Good karma+2 votes
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

Hey, bohika, I'm back. Take it as a compliment that I play your mod so much. Once again, I've noticed something strange.

My wehrmacht allied ai doesn't seem to have the urgue to build PAK. No matter that he has 6 Shermans attacking him, the Nebelwerfer seems to be a better investment to him ;).

And the Assualt Sherman is op. How do you hurt these things? It's like a StuH with triple the range O.o

Good karma+2 votes
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

Just giving credit where it's due :)

Good karma+2 votes
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

Great, then my goal was reached :) I could imagine that the Panzer Elite with the scorched earth doctrine would be constantly short of ammunition because of their three dedicated arty units and their barrages, just to name an example ;)

But you guys have done a great job! The game finally is what it should have been :)

Good karma+2 votes
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

Thanks for answering. Yes, by now I have been convinced by your take of artillery and see it in another light (I forgot to factor in the higher tank prices...).

It's really only the grenades that annoy me, they really shouldn't be a one hit k.o. weapon. I think it is good that they are used and that the way they are used is correct, just that they are to strong in large buildings and can take out entire squads with one hit. But otherwise I think it is good that the AI uses them! :)

Good karma+2 votes
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

Hahah, I actually read all of it. Thanks for taking your time, I feel honored that my comment got so much attention.

To put it in a nutshell, I agree with what you're saying and I think it is a good idea.

My critic about the grenades was just that they seem to be too powerful. To use my example from the beginning again, a grenade thrown into one window of a two story building should not kill be able to kill the guy on the first floor, on the roof and one the other side of the building at the same time. I like that grenades are the way to go to flush infantry out of buildings, what I dislike that they are kind of a fire and forget weapons.

I also understand what you are saying about the artillery, and I have to admit, when I was writing I had forgotten to factor in the price of tanks, which devalues my argument in a way. But what does this balancing do to the scorched earth of the panzer elite and the artillery of the british? It makes them a lot more expensive ammunition wise than the other doctrines... I guess that really changes the way you have to play the same faction... Interesting :)

Good karma+2 votes
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

No problem, don't worry, no offense was taken :).

Yes, I agree, infantry in buildings get big bonuses and as such, grenades have to be able to seriously hurt them, but the fact that they can kill an entire squad with one grenade, or even kill multiple members if they have already left the building makes it seem to powerful. As it is now, I would much rather put a squad in heavy cover near a building than in a building itself because the bonuses are almost the same but the grenade damager is gone...

And I won't preach to the converted on the second point ;)

Good karma+2 votes
MarinusTau
MarinusTau - - 29 comments @ Recon Element Flare Grenade [Semi-Final]

That flare must weigh a ton to make such an impact sound ;)

As a suggestion, what if they shot the flare upward towards the target area where it would descend slowly via parachute? Could possible be designed using the butterfly bomb models...

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

*let the battle begin* ^^

My first point was sparked by the annoyance of having to exit my small panzer elite squads every time a American rifleman squad showed up... Unless they where equiped with stgs, they do not have the fire power to kill 6 men in the time it takes them to appear, approach, throw a grenade that would kill 4 people spread throughout a 2 story house and then retreat. You kind of see where I'm coming from?

And to point two, that is not what I was arguing that I wanted them to do. What had irritated me once again that a Hummel barrage fired at close packed (=all within the dispersion circle) group of 5+ vehicles consisting of Shermans and similar level tanks (M10 etc.) will leave most of them stand (to be fair, with little health left, but still alive). If these support units are extra called in to provide long distance heavy fire power, why is it that this is what they lack? The precision artillery strike is similar. Naturally, it's extremely beneficial to such pin pointed accuracy, but against armored targets it still feels somewhat soft for 125 ammo (Shermans die on the third direct hit). Firestorm is similar.

My opinion is just for their price, they're (maybe only some of them) are not good enough :)

Good karma+2 votes
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

I've been really enjoying the mod so far, just wanted to add my two pence to it:

1. Buildings have been made useless. It makes more sense to put infantry in front of it in medium cover than to put them inside a building because enemies immediately use grenades. Now, I think that is a good idea, but the fact that one grenade can take out entire squads which is spread about an entire building kind of ruins it for me... op...

2. The munition cost for barrages of dedicated artillery units. The fact that all their abilities have such long reloads, cost ammunition, are inaccurate, and then barely be able to damage any heavy armor make me think twice about building any long range unit. How about a short range barrage that is free and a barrage that cost ammunition but can then be fired at the weapons maximum range...? Otherwise these units become to cumbersome to use...

Otherwise, I think the rest is epic! :)

Good karma+2 votes
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

It's in the north of the Falaise Pocket campaign missions, on the west side of the river at the ammunition depot.

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

That explains a bit xD

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MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

Oh, I forgot, my Wehrmacht ally on Baerenschanze started okay, but once combat started stoped making things and didn't even make a single building. The bases in Baerenschanzen are to small for all base buildings of both players as well.

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

Units do not use the door of the mortar bunker but instead walk out through the walls. And why not use the model from the campaign? Looks cooler xD

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Celution

Didn't realize you worked on the Eastern Front mod too! Really nice job on both of them! (but I like Back to Basics more xD)

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MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

Sorry, I rather meant the in game tool tip; says: "Good vs. Infantry, can reinforce nearby squads" right about the description you mentioned, I can send you a screen shot if you'd like :)

I understand, just wanted to sure it was out there.^^

I know, I know just wanted to put it out there; being half German makes you touchy about these things, bear with me xD

Good karma+1 vote
MarinusTau
MarinusTau - - 29 comments @ Company of Heroes: Back to Basics

The Panzer Elite Reconnaissance Halftrack award unit information says it can reinforce units, but ingame it doesn't seem to work.

Also, Nebelwerfer weapon teams that have lost their Nebelwerfer seem at a loss of what to do. If they can "continue existing" after the loss of their weapon, could there be a feature implemented that allows them to regain their weapon somehow or to pass on their experience to another crew?

Lastly, I kind of know this is not the place but I would like to point out that the Waffen-SS was in no way superior to the Wehrmacht and if possible I would welcome the removal of Nazi's personal soldiers displayed as elite troops...

On a positive note, I absolutely love your mod, everything feels a lot more real!

Good karma+1 vote