Gates Of Hell: Ostfront/Liberation/Finest Hour Anonymous
04/03/26(Fri)21:42:33
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2372849
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File: finesthour.jpg (86.4 KB)
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Showing all 119 replies.
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>>2372901
at what range is that supposed to work?
Most of all with which tank buster?
At the range of 150 it takes out a late war StugIII in one or two shots to the front
even if its engaged from the side it just eats endless shells
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>>2372915
what I am trying to say is, if you are in an established firing line and the big bong shoots from second row, there is barely any way to take it out, especially when its flanks are covered or unreachable
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File: image_2026-04-06_001527797.png (3.1 MB)
just spent 45 minutes edging my artillery up to fight the enemy on an offense conquest and they missed half their shots anyways. im getting real sick of this game not respecting my time
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>>2374761
Also mod your game so your tanks are indestructible, don't want anything to stop you from going pewpewpew
Although you have to be pretty fucking stupid to die at all if you know the position of every single enemy.
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>>2375027
Okay just finished this, Low Eco + Hard dif + Short len, NKVD infantry + mortars + some captured artillery
Attack battles are fairly balanced and feel good to play
Defense rapes my ass most of the time, I mean I win but lose a lot of troops and start to get overrun at 1k. Some maps with good setup are manageable or even comfortable.
Weird how they did not implement a fixed preparation phase or something. 5-7 minutes to prepare a proper minefield is definitely not enough, 10 minutes should be though (and there's a mod for that as far as I know).
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>>2375264
Offense and defense are so goddamn badly balanced
Defense is a snore fest except on heroic at which point the AI is spamming so much and 1 one shotting every unit you have it just becomes stupid.
Offense is either half-way decent or usually just a boring fest of slowly moving up your front. The AI spends all its forces in the first five minutes when you capture their first point which leaves the remaining two points just a slow boring mop up fest.
Instead of shelling out more DLC the devs should make conquest not shit.
>Weird how they did not implement a fixed preparation phase or something.
THis dev has a lot of BS Excuses for things and concerning this they say if the player had three more minutes they would be able to make an impregnable wall of defense which wouldn't 'be fair' for the AI enemy.
I wouldn't mind the five - seven minutes if the pathing wasn't so shit. So many times I Tell my units to travel across the map and they get hitched on some random object or crash into each other.
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File: 04.png (1.8 MB)
1st defense, Runway map
Conquest Rebalanced Lite + Hard diff + Low Eco + Small Conquest Size
Seems like a bit of an overkill from AI no? Didn't have much luck with the mines too.
Played the same mod on High Eco and Very Large size and felt pretty linear and comfy tech progress from AI.
Now I wonder what ramps up the difficulty the most, the economy or the conquest size.
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>Gates of Hell
I would consider buying it but the FPS-mode just makes it seem like utter cancer
I want to command my troops, not control them
why do they even still have this?
it made sense back in the early 2000s when they were too poor to do proper pathfinding
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>>2374525
I turn off Fog of War in conquest because its bullshit how much the AI outnumbers you in resources regardless of whether they are attacking or defending.
MP, Campaign, or the Skirmish missions I leave it on. Conquest that shit goes off right away.
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I really wish there was a game like medieval Ostfront. Bannerlord is the closest thing but it just sucks so bad.
Also don't forget to use your officer's binos for scouting (only work when he uses them) and rifle grenades are so good on hedgerow maps. I like a lot of little details like the pz 1 J having the SMK (H) tungsten rounds for extra AP or the yanks M20 having a bazooka on it. Is there any secret little piece of gear you've found?
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Fuck! Forgot to make screenshots. Anyway here's a pic from another game.
I came back to GOH to check if it's finally fixed. Nope.
Shit's still jank as fuck, at least in the scripted campaigns. Some Liberation / Airborne bugs have been fixed, but weird shit still happens.
>AI not reacting to enemies
>AI rushing troops in cover and getting murdered
>inability to heal some units
>inability to search bodies sometimes, or pickup weapons
>atrocious pathfinding
>in-building combat being and absolute fucking comedy
>the interface makes pic-rel look like Jagged Alliance 2
>performance is still trash even on new beefy rig
That said... I think it's good for the most part. The problem with the whole series is that it's roots are in small scale RTT like the OG Soldiers Heroes of WWII, but the it tries to be Sudden Strike with the scale of the missions. Seven fucking minutes is hardly enough to prepare proper defense when you've got a bunch of infantry you need to equip, position and face like a company-worth of enemies.
That said, it's probably the best RTT game ever made. Everything can be destroyed, unit and equipment details is insane, direct control is pretty much making the game into a tactical shooter. And there's mods...
>>2381911
The Vietnam mod is something I've tried today. It's like fucking Arma, or the Green Berets movie with John Wayne. You have a base, units, and it generates missions for you, like take a patrol here and kill all the gooks you can find.
Almost forgot, I run this on Linux, works better than W11.
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>>2382971
the tiger h special unit in the midwar german offensive doctrine gets binos too for whoever is sitting in the commander's seat, i remember fighting against my friends and the binos saved me from pushing it into an ambush on more than one occasion
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>>2387788
and it's why this game will always be shit
Its impossible to micro every unit in this game, literally if player units actually responded to enemies instead of standing there comatose even the most mediocre players wouldn't lose a single soldier in this game
Which is probably why the dev won't fix it, their AI is garbage
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File: carentan.jpg (295.7 KB)
Playing the Airborne campaign; just reached pic-related. Jesus, is this game is fucking tedious. Forget tactics, you are just crawling through each mission in a linear manner, small steps, scavenging for ammo and doing inventory managment, while the enemy is 20 meters away doing fuck all.
It's stupid and unrealistic. Brécourt Manor was probably the most retarded mission I've played in any tactics game ever. Your dudes have to be microed like babies, cause they will get out of cover and run around like retards while under MG42 fire. Tried to surround the manor with 3 infantry squads and 3 MG teams acting as fire-bases, smoke and all. Nothing worked. The only way to beat the mission is killing the dudes in the house, getting someone to nuke the roadblock and get the tank. Tank then steamrolls everything, cause whoever designed the mission is retarded.
How the fuck did they make this more janky in terms of AI pathfinding than the previous games?
I love so much about the game, but then I play it and I'm already considering playing Close Combat or Sudden Strike five minutes in. At least the load times and performance are solid now.
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File: Screenshot 2026-05-07 195626.png (291.7 KB)
Don't worry, now you can play the actual good game in the franchise. You know, the one NOT propped up by retards too stupid to notice the broken AI? The low-IQ morons who mistakenly think they added HP to vehicles? The one that actually improved game mechanics instead of adding wehraboo and halftrack bloat? Yeah, that game.
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In the conquest campaign, you can just keep retreating from the attack missions, and farm defence missions forever, yes? Talking about indomitus specifically, I suck at the game and I keep getting my chimeras blown up, so I figure I'll farm defence missions until I get some proper tanks
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>>2396714
Correct. There is no penalty for retreating.
When I play Indomitus I just edit my starting research points so I have a basic lasgun squad, heavy bolter, and a vehicle with anything besides a multilas. The modder is fucking retarded and just tells people to git gud when there is a fucking demon spawning behind you in the first mission, and you literally cannot have researched anything to deal with it. Or spawning airdrops directly ontop of you, filled with elite units that land directly on the objecitve.
>y-you get 5 whole seconds of warning!
Then the valkryie spawns, has spawn protection as its cannons blow up your troops, and it squirts out an entire squad of elite troops.
tl;dr yes just retreat the modder is retarded
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>>2398291
Lmao, yeah, the difficulty is all over the place. I finally figured out a way to make progress, on the lowest difficulty setting. Fuck going higher, frankly, with the infinite waves its just an exercise in frustration.
But on the lowest setting its actually playable for me now. I started by going into sentinels, multilas for the first couple missions, then an autocannon. After that I rushed the bassilisk, the ryza demolisher and the lascannon eradicator. So far so good, though I savescum a lot, ngl. Maybe I'll try an Ironman run at some point, but fuck me its easy to lose all your walkers and tanks. I've taken to using pdf squads as screens, jsut send the fuckers in front of all my armor so they soak up shots and expose any emplacements the sentinels missed. Lore accurate, when you think about it, and super cheap. It's nice that the officer buffs seem to stack, there's no reason to ever lose an officer, so its a one time cost. I also bombard any objectives with offmap basillisc barrages, that helps a lot.
Oh, I got a hydra AA, hoping it would deal with the valkyries and airstrikes- nope, it does fuck all, even if its right under them. At least it shreds infantry and light vehicles like nobodys business
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>>2398377
aaand just as I finished writing this, my og ryza demolisher with 8 veterancy got oneshotted by an AT team, because I drove it too close to some hovels, after a 30 minute slog through the map with like 300 dead enemy infantry and 10 vehicles, fml
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>>2398291
Actually got a question about recon- I've been using the recce teams, they are hard to detect, which is nice, but their view range is the same as regular infantry, and a lot less than that of sentinels. Am I missing something? Is there a better scout team somewhere? Playing Cadia atm
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>>2398417
I believe the recon infantry do have better vision than regular infantry. Either the vision cone is wider, or they can see further. At least that is how it is in vanilla, I dont know if the modder did something different.
They are also stealthier/harder to detect, but not as stealthy as a dedicated stealth unit. I just slap them in a bush behind the enemy frontline and put them on hold fire.
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File: vision.jpg (2.1 MB)
They do have slightly more vision than regulars. I guess the reason to pick them over sentinels is that they are stealthy and cost way less. If you lose one you still have the rest of the squad crawling around. The sentinel is a tall target.
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>>2398475
Played with them a bunch just now actually, and I love them now. They're the best way to spot targets for arty and tanks on the offence, and with one squad you get six scouts, it makes no sense to keep them together. I just put them on hold fire, and use them to spot targets for the basillisks.
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File: krieg grenadier gives his life to take out howitzer.webm (3.5 MB)
The support that is just two squads of kriegsman running wherever you click is pretty nice. I like to send them in to reveal enemy emplacements, then I send in my less expendable kriegsmen afterwards to take the shit out
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Did they nerf player's AI in the last update or what? My units don't fucking shoot. And when they do, their aim is fucking DOGSHIT. Tanks
>do not shoot
>can't fucking aim
>have shit target priority
>when they actually hit the target, they hit the most armored part of the enemy tank there is
Same thing with arty. I have to micromanage every fucking unit.
I swear this wasn't the case like a month ago. I mean it wasn't great for sure but it wasn't that terrible.
Now there's a chance that this is a western front thing because I got the DLC like two weeks ago and have been playing only western front maps since. But this would be even more retarded.
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>>2409166
I'm positive to make up for how absolute dogshit the enemy AI is they nerfed the players AI even more so it 95% of the time does not shoot and when it does it misses most of the time
Your units are absolutely USELESS if you are not their holding their hands through every single possible action
even then they fuck it up
I always have to direct control my infantry to throw grenades for instance because if I tell my infantry to do it they will just pull out the grenade, forget what they were doing, stand there and get gunned down like idiots.
Such infuriatingly dumb AI
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>>2409166
>Did they nerf player's AI in the last update or what? My units don't fucking shoot. And when they do, their aim is fucking DOGSHIT. Tanks
Hasn't it always been like this?
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>>2409958
It's so good and so shit at the same time it's amazing how they achieved that.
And another thing, is it my copy of the game or player's tanks are gay as fuck? What I mean by this is, why do my tanks show their ASS to the enemy so fucking often? I order them to go to point A, they arrive at point A, then they proceed to turn around and present their butt in all its glory to the enemy.
Why the fuck is that happening? The pathfinding retardation I get okay okay it's super hard to implement blah blah blah fine, but this? This doesn't make any sense.
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>play the 40k mod because everyone is shilling it
>reroll first few Conquests because I'm clearly buying the wrong things
>clearly I just need a vehicle to deal with all this infantry spam
>put a Chimera on some elevation, there's like a hundred cultists coming it's way
>open up with the heavy bolter on them
>hit hit hit hit hit hit hit hit hit hit sound
>each cultist takes like good 10 bolter shots to die
>no splash either
>this is on "Hard", where enemies are supposed to have only 70% HP
Disappointment of the century. What's the point of making a 40k mod if you don't actually want to make it 40k Fucking insane to make something that's at least an equivalent of a 25mm autocannon into a generic machinegun.
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I wish the devs would post their progress on overhauling conquest because this silence is killing me. Being a oldschool Panzer General, Blitzkrieg & Combat Mission player, having a proper campaign is pretty high on priority list. I'm using save editing to make it possible for having somewhat historical-timeline for my current conquest run:
>small campaign germany vs UK because it's precisely short enough to stop the A.I from unlocking the 1942-era techs such as Churchill tanks and 57mm guns
>switch to eastern front and reset campaign days to 0 in the save so the soviets don't begin in with the forementioned 42's tech (campaign days is what determines what A.I opponent unlocks)
>intend to edit back to western front once tiger tanks are unlocked and fight against USA to simulate the Sicilian front
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>>2414159
They keep saying they will some day but honestly I doubt conquest is going to change that much
It would be more likely they would make a sequel by the time they actually start changing conquest given how weird this antiquated engine acts when ever something new is added or changed.
I would at least like them to divide Conquest into an Early, Mid, and Late War campaigns to balance out the tech development and pacing more.
>>2413875
AI in this game are bullet sponges, just play on normal the AI plays the same damn way on all the difficulties. Only thing that changes is on hard and heroic they can take an arsenal of shots and keep on ticking and have the ability to one shot your ass half-way across the map.
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>>2414178
>AI in this game are bullet sponges,
Yes, but not to this degree. The Heavy Bolter is supposed to be at least an equivalent of a 20mm autocannon. Even the most souped-up elites (at least not without veterancy) can't take more than one or two direct hits from a 20mm Flak in base game.
>just play on normal the AI plays the same damn way on all the difficulties. Only thing that changes is on hard and heroic they can take an arsenal of shots and keep on ticking and have the ability to one shot your ass half-way across the map.
Indomitus Hard is normal game's Normal apparently. Their Normal is Easy, with increased player HP and everything.
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What's wrong with controls in this series?
Want to select a squad, has to find and select a leader or select every unit I want every time.
Want to select an anti-tunk dude to send him into a suicide mission, it appears he's a squad leader and by selecting him I pick the whole squad. Now I have to disband the whole squad to select him alone.
What am I doing wrong?
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>>2414159
You can modify the conquest to make early war last longer. I can tell you want to change if you want to just do it yourself. if you want to change other things I personally like reducing arty rate from .8 to .1 but increasing they resources 2x-3x so you get way more infantry and tanks coming at you. Not as good as a full rework but it has helped me get more fun out of conquest.
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>>2415117
If fortune shines upon you, drag and select works usually or you can select the dogtag icons on the left side of the screen.
Sometimes though the Code God decides you can't select certain units in which case you must get beneath your desk, get into a fetal position, and pray.
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>>2414206
Indomitus is hella weird. in heroic you can literally run out of ammo from all of what they throw at you and they literally mention on attack the AI has 2x your MP and defense 5x your MP. 5x? are they fucking stupid
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>>2421211
You are retarded. You THINK the games you like are like War Thunder, but literally every single one is like World of Tanks. They all have HP. In all of them, you can make a tank explode just by shooting the wheels enough.
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>>2422041
They work to block line of sight, but AI units all still share line of sight
>smoke MG
>enemy infantry off to a side still has vision of your advancing troops
>MG can shoot them easily since all units share vision
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>>2421176
One of the most recent patches also made it even worse
It nearly doubles the amount of infantry that the AI can have on map
>-Increased max AI infantry amount in Conquest before they stop purchasing from 96 to 168
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>>2422041
Smoke grenades kill the accuracy of anything trying to fire through it but for something like a machinegun it doesn't really matter because they're spraying a hose of bullets anyways so they're bound to still hit people.
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>>2422944
AI is always the same fow on or off and just run in prescripted directions until they find you or their objective however all units in a team share los so as other anon said if you're in smoke but still spotted you'll be shot. Smoke has 0 effect on accuracy. I play the game fow on. The game is a bit janky though with los so you can have a giant arty piece be invisible 30meters away because it is in a tiny bush.
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