Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

View Stats:
CP and abandonned stuff
The CP does not decrease when the crew died. And it is not fun.

For example, you put 3 browning on the first line, they died. The lost MG will remains 3x10 CP ....
Other one : you buy a tank, it is immobilized or the crew died, you have 30 CP consumed due to an abandonned tank far in the battlefield.

The autodestruct function is not user friendly at all....

After few minutes you can not buy new units anymore, so you end the game with 1 squad, and the IA has dozen of tanks just because your CP is high due to lost equipment.

Is there a mod or a way to prevent that ?

It kills the game honestly ...
< >
Showing 1-15 of 40 comments
shade Jan 23 @ 1:30am 
On my point of view, the broken tank should not count. I prefer having more CP than possible and a bit laggy than no CP available and no fun :(
struckat Jan 23 @ 3:17am 
You brought x number of CP, they killed your tank, and you think that once its destroyed, it shouldn't count any more? I dont understand the logic.
Originally posted by shade:
The CP does not decrease when the crew died. And it is not fun.

For example, you put 3 browning on the first line, they died. The lost MG will remains 3x10 CP ....
Other one : you buy a tank, it is immobilized or the crew died, you have 30 CP consumed due to an abandonned tank far in the battlefield.

The autodestruct function is not user friendly at all....

After few minutes you can not buy new units anymore, so you end the game with 1 squad, and the IA has dozen of tanks just because your CP is high due to lost equipment.

Is there a mod or a way to prevent that ?

It kills the game honestly ...

This problem is due to balancing issues, particularly in PvP.
I'll explain to you, I'm taking out the maximum number of tanks, say 3 Panther, 1 Tiger, and 2 Stug.
I empty my tanks, without the current system, I buy the same quantity of tanks and I take back the empties, so I go to 6 Panther, 2 Tiger and 4 Stug.

In your text you mention the death of the crew would be enough to redeem the members.

They have to get there otherwise the players would do anything and take advantage of this flaw.
Yea for now best thing you can do is throw an anti-tank grenade or tnt charge at any equipment you aren't going to repair or use again if the crew gets killed, and completely destroy it. Self destruct the tank or set fire to the tank engines with AT grenades, satchel charges or flames or artillery if you aren't going to repair it.

Is this a recent change with Frontlines? I seem to remember when your tank was hull broken in multiplayer before you would get the CP back but you could still repair it, and recrew it later. I agree that is a better system, even if it could be exploited somewhat, it still keeps the game flowing more and more units in play, instead of being limited by a popcap with not many units on the field.
Last edited by General Max Hoffman; Jan 23 @ 5:04am
Saxhorn Jan 23 @ 6:18am 
If the vehicle/unit you purchased is not totally destroyed it counts towards your CP limit.

So any equipment that gets left behind or is captured by the enemy continues to cost you CP.

Not a huge problem in most game modes but in Frontlines (which I assume the OP is talking about by the mention of first line) it can be a problem.

The more you use - the more you lose.
So the less you have left available to continue defending the remaining objectives.

I believe the CP of the two soldiers who crew the MG should have been released but not the CP for the weapons. At 10 CP per M2HB HMG placing three of them at the first zone was a gamble.
shade Jan 23 @ 11:42am 
Me and my friends were already doing like Frontline before it exists, and yes it is an issue in long gaming. In PVP or PVE.

The point is, the limitation shall be the MP, if you have MP you can buy what you want.

The CP limits the number of unit on the map, because even if you buy empty tank, you should have to buy Crew, and if you reach the max CP you can not stuff infinite tanks. So increase the tank crew cost of CP in that case.

But now : the CP is the limits for everything,

So if by unluck you tank is broken far away you're f*cked for the rest of the game.

If you do a line with 3 MG and 2 mortar, when that first line died your amount of CP is almost totally blocked. => in real war you always have several lines of defense.

I spend half of my time destroying abandonned stuff with my own artillery, it is completly absurd.

The MP should limit the buying, not the CP.

:S
shade Jan 23 @ 11:48am 
Originally posted by struckat:
You brought x number of CP, they killed your tank, and you think that once its destroyed, it shouldn't count any more? I dont understand the logic.

yes the vast majority of the remaining are lost and never used again, you barely repair a tank time to time.

But most often, the line is lost and you won't pay the price to recover a tank behind the ennemy lines.

There should be a way to allow multiple waves of attack during one game. (fully stuffed, not half naked infantry only).
Saxhorn Jan 24 @ 2:17am 
If you don't like how Frontlines works all I can suggest is go back and play Domination or Battlezones.

The CP limits the number of unit on the map
That's what it is supposed to do.
Your 'limit' was always set by CP not MP.
MP trickles in and gets replaced when a unit is destroyed.

If you do a line with 3 MG and 2 mortar
Great you'll know not to throw weapons you can't afford to lose around like this.

you barely repair a tank time to time
Every player I've ever played with or against has used the ability to repair damaged equipment and use it.
The player should have the choice to abandon his equipment, it would no longer be part of his army but would incur a recovery penalty to buy it back, the problem is that as I said the players would abuse it.
shade Jan 25 @ 5:04am 
Originally posted by Saxhorn:
If you don't like how Frontlines works all I can suggest is go back and play Domination or Battlezones.

Ok we do not have the same gameplay, for you a map is a one shot, you loose something the game is ending.

On my side, we play hours-long game, with attacks, counter-attacks, with the line moving back and forth.

Can you understand this setting block every correct action ? In which world a military would say "Oh no you already have a MG, prefer loosing the battle than loosing another MG ..." it's absurd.

So your point of view is : only infantry on front lines ? In that case no CP loose ?

That's what happen in our game : we only took artillery, which is far away from the line and could be easily recover in case of lost.

When you loose a line, you loose equipment, this is the way army works. There is no "oh my god we already loose 2 MG, the war is lost ..."
shade Jan 25 @ 5:07am 
And regarding the self-destruct or the repairing : it could only happen when it far in the back of the frontline, so it means you couldn't put tank at front which is the main tactic during WW2 ...

That's mean also, that the person tryng to pierce, to attack a line will definitely lose the game due to lost of equiment on the road.

This function emphazises "campers".
Saxhorn Jan 25 @ 5:42am 
Originally posted by shade:
Originally posted by Saxhorn:
If you don't like how Frontlines works all I can suggest is go back and play Domination or Battlezones.

Ok we do not have the same gameplay, for you a map is a one shot, you loose something the game is ending.

On my side, we play hours-long game, with attacks, counter-attacks, with the line moving back and forth.

Can you understand this setting block every correct action ? In which world a military would say "Oh no you already have a MG, prefer loosing the battle than loosing another MG ..." it's absurd.

So your point of view is : only infantry on front lines ? In that case no CP loose ?

That's what happen in our game : we only took artillery, which is far away from the line and could be easily recover in case of lost.

When you loose a line, you loose equipment, this is the way army works. There is no "oh my god we already loose 2 MG, the war is lost ..."

It's a computer game not the real world.
It isn't perfect.

And yes the only way to stop CP loss is to use infantry only.
But that is not an acceptable solution.

The simple fact is there is no solution that balances both the PvE and PvP gamemodes.
Or at least no solution that I can think of.

That's why the only suggestion I can provide is not to play Frontlines if the CP loss bothers you so much.
Last edited by Saxhorn; Jan 25 @ 5:43am
Saxhorn Jan 25 @ 6:03am 
Originally posted by =VF=-Ray Jefferson:
The player should have the choice to abandon his equipment, it would no longer be part of his army but would incur a recovery penalty to buy it back, the problem is that as I said the players would abuse it.

The player has the choice to self destruct vehicles that come with a demo charge.
But if the hull is "broken" the crew bail out and you can't re-enter the vehicle to self destruct it (at least until the hull is repaired - once repaired why would you want to self destruct?).

You can't "scuttle" your units once they are 'hull broken'.

Unfortunately no such option exists for a crewed weapon like an AT gun.

I see very few vehicles self destructed by players (and none by bots).


Recently in one of the few Frontlines games I've played I had a STUG knocked out in a location dominated by enemy fire. The hull was damaged and there was no way to repair the vehicle. I tried to repair the STUG several times under the cover of smoke but all attempts failed.

I then decided to destroy the STUG.

I tried using the demo charge inside the vehicle but fiddling around getting the demo charge out of the STUG inventory and into the inventory of a soldier took too long. By the time I had had managed to transfer the demo charge from the inventory of the STUG to the inventory of the soldier, the soldier was dead.

I then needed to find the dead soldier in amongst other bodies to try and get the demo charge back but in the end after losing somewhere between 5 to 10 soldiers trying repair and then destroy the vehicle I just gave up and left it.

Others have said I should have fired at the STUG with another vehicle but the problem is I had neither the CP nor the MP to purchase another vehicle without first destroying the STUG that was stuck.

That was the whole reason for trying to destroy it so I could afford a replacement.

And that's my grudge with the current system. You can't easily destroy a vehicle once the hull is broken.
Last edited by Saxhorn; Jan 25 @ 6:05am
shade Jan 25 @ 2:03pm 
Originally posted by Saxhorn:
...

You nail it !

That's exactly the point, examples :

* ammo crates, last game I had an artillery in perfect position, I ate 4 ammo boxes just for that piece. I needed to micro-manage the empty crates to get them far away due to huge explosion, just for gaining CP .. if you loose empty ammo crates you loose CP ..

* as you said tanks. Each game half of my time is micro-managing repairing tank to destroy it,
or dedicating a piece of artillery firing at my own lost tank ... absurd :'(

* idem for trucks that come with artillery, you have to put them in an empty field, destruct them, and then micro-managing a poor guy lost in the countryside ..

xD

At a certain moment i'm asking myself if I play a wargame or euro truck simulator :D

but I like it ...

I just wish an option to decrease or cancel the CP, just for PVE or scripted PVP as we do.
Saxhorn Jan 25 @ 4:10pm 
I just wish an option to decrease or cancel the CP, just for PVE or scripted PVP as we do.

That would require a split in the "codebase". One set of code for PvP and one for other game modes.

That creates the problem of maintaining/updating two different sets of code into the future.

I'd say that is very unlikely to happen for such a niche issue.
< >
Showing 1-15 of 40 comments
Per page: 1530 50

Date Posted: Jan 23 @ 1:24am
Posts: 40