Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Topic started by: Aouch on January 20, 2010, 09:43:22 AM

Title: How to make Ostheer guns "movable"
Post by: Aouch on January 20, 2010, 09:43:22 AM
Since a lot of concepts include movable heavy guns like the leFH 18 (I'll take this one as example) and make them towable to trucks, I thought abit about how to make this possible in CoH.
I came to the conlusion, that, at least now, it's impossible to create such a thing, just think about the animation and how to make the gun "follow" the truck, what happens to the crew etc.

Therefore, here is my suggestion:
Therefore, make two different models:

So this is how it would function in CoH:


What do you think about this idea?
Title: Re: How to make Ostheer guns "movable"
Post by: Hendrik 'DarcReaver' S. on January 20, 2010, 10:13:05 AM
this sounds like an awesome idea! I like it. Only thing is that those deploy- undeploy should have cooldowns with pretty high values so you can't just switch positions every few seconds.
Title: Re: How to make Ostheer guns "movable"
Post by: bastex on January 20, 2010, 02:07:18 PM
but the issue is what u claim that we need to pay for setup etc hummel just needs to set up to get a bigger range 

edit:
 i just have read it my selve and its jiberish ( i have a troth infection so im quite full whit medical stuff)

sound very fun lets do it like this:
 u buy the howizer whit tracktor and u can set it up once that would mean the germans atlast get some fixed arty
Title: Re: How to make Ostheer guns "movable"
Post by: Venoxxis on January 20, 2010, 02:09:18 PM
Aouch!
This is awesome  :o
Title: Re: How to make Ostheer guns "movable"
Post by: Hendrik 'DarcReaver' S. on January 20, 2010, 02:20:24 PM
but the issue is what u claim that we need to pay for setup etc hummel just needs to set up to get a bigger range
? Cooldown =/= costs.
Title: Re: How to make Ostheer guns "movable"
Post by: Aouch on January 20, 2010, 08:45:54 PM
First thanks for your positive feedback!  :)

Of course there should be some decent cooldown to prevent constant position-switching. Something around 3-5 mins would be OK, I think.

But I didn't really get what bastex meant, if you can please enlighten me?
Title: Re: How to make Ostheer guns "movable"
Post by: Voop_Bakon on January 20, 2010, 09:06:44 PM
3-5 min to set up and lock down? Ouch, I mean, even the Hummel isn't that bad
Title: Re: How to make Ostheer guns "movable"
Post by: Loupblanc on January 20, 2010, 09:43:12 PM

 Mobile arty : AT88, 25PdrHowi, 105mmHowi, etc
 Reasons for their immobility has always been : Balance,
 and animations. Has to be pretty good reasons for this.
 I've noticed the costs of these is usually pretty glorious
 as well.
 
 Topic of Animation : (Mobile big Guns) :
 Aouch's suggestion is an excellent one. It circumvents
 this fairly well :) I like.
 
 (A pity, though. Codename Panzer's and Men of War's
 animations are awesome)(I love how the crew of the gun
 rush into the Half Track/Truck when it hatches up the
 gun) :p Yea, yea, this isn't the case in COH, I know.

 Topic of Balance : Something seriously punitive. Not
 like Marder3, Hummel, etc, lockdown. But like offscale
 is needed. 3-5 minutes (I favor 5) is good, I feel.
 
 Some thoughts. I like the timer of the british trucks
 Takes 'em awhile to setup. Such super guns shouldn't
 be able to setup/fire instanteanously, like Priests and
 Hummels (That is, after all, what they are for : Self-
 propelled guns) :)
Title: Re: How to make Ostheer guns "movable"
Post by: Aouch on January 20, 2010, 11:00:24 PM
When I said 3-5 mins, I didn't mean the set-up-time, but the cool-down for the mobility-ability.
Set-up should be done within 15 secs, which is already a long time, seeing as the frontline can be overrunned within a matter of a few seconds, especially Conscipt + T34 spam.  ;)
Remember, we're still talking about "movable" guns.

@Loup: Sorry for the match we had today. My CoH still tends to crash from time to time...  :-\