Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Suggestions => Ostheer Suggestions => Topic started by: Gerrit 'Lord Rommel' G. on March 16, 2010, 10:56:15 PM
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I had the idea of a Veterancy system for the Ostheer a little like the PE one, only that the units can choose a weapon upgrade for each Veterancy Level they gain. For Example: a Volksgreanadier squad reaches vet. 1 now they can choose like 2 fg42 or 2 mp 44, vet. 2 now they can choose between 1stg44 and a Panzerfaust (only usable via ability), vet 3 choose between light mg42 and schreck.
Like this all Troops could be upgraded there only have to be done some stuff that could be able to add.
I like it , it's very useful and unique +1
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Global experience - the point is that all units experience gained is counted together in one building and then redistributed to individual units as medals, giving this unit some benefits. F.e.:
Prestige center (100 MP, 10 Fuel)
Prestige center serves as gathering point for experience. Units doesn't become veterans by experience, instead all experienced is counted inside this building and can be checked every time clicking on it. For those experience points medals can be granted to particular units, making it then more valuable in combat:
20exp Iron Cross 1st class
50exp German Cross
90exp Knight's Cross
Each medal is then displayed with unit's banner similar to PE def/off veterancy. Each unit can receive only 1 individual medal, it doesn't have to have lower medals to receive bigger one. So it is possible to distribute a Knight's cross to a unit without any medal. Effect of medals are cumulative, higher medal has bigger impact. Medals could also grant some special ability.
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Global experience - the point is that all units experience gained is counted together in one building and then redistributed to individual units as medals, giving this unit some benefits. F.e.:
Prestige center (100 MP, 10 Fuel)
Prestige center serves as gathering point for experience. Units doesn't become veterans by experience, instead all experienced is counted inside this building and can be checked every time clicking on it. For those experience points medals can be granted to particular units, making it then more valuable in combat:
20exp Iron Cross 1st class
50exp German Cross
90exp Knight's Cross
Each medal is then displayed with unit's banner similar to PE def/off veterancy. Each unit can receive only 1 individual medal, it doesn't have to have lower medals to receive bigger one. So it is possible to distribute a Knight's cross to a unit without any medal. Effect of medals are cumulative, higher medal has bigger impact. Medals could also grant some special ability.
cool idea 8)
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That is a nice idea...
Well, I have my idea of my own though... 8)
Veterancy for Ostheer
Ostheer capables to build tower in every areas. This tower can not be build in area that hasn’t been captured, however the effect last even after seized by enemy. Only one tower can be built in every area and the tower is invisible. Also, the tower doesn’t reveal any invisible unit nearby. The bonus gave by the tower is varied and depend on which base building you built. Each base building unlock new bonus for your troop. Only 1 bonus can be active at once and the bonus is same for every tower.
1.) Infantry Bonus:
• (Pro) Increase Accuracy and damage against enemy infantry
• (Pro) Your infantry will sprint and harder to suppress.
• (Pro) Decrease enemy accuracy against your infantry.
• (Con) Slightly decrease your unit accuracy to enemy vehicle and highly to tank.
• (Con) Decrease recon unit reveal range.
2.) Vehicle Bonus:
• (Pro) Increase Accuracy and damage against enemy vehicle.
• (Pro) Your vehicle upgrade and repaired time will be decreased.
• (Pro) Decrease enemy accuracy against your vehicle.
• (Con) Slightly decrease your unit accuracy to enemy infantry and tank.
• (Con) Decrease repair rate of Builder Halftrack; Ost Grenadier and Ost Panzerjäger Grenadier (Require Last Stand Doctrine) to anything beside vehicle.
3.) Tank Bonus:
• (Pro) Increase accuracy and damage against enemy tank.
• (Pro) Increase armor penetration against enemy vehicle and tank.
• (Pro) Decrease enemy mine and AT damage against your tank within area.
• (Con) Slightly decrease your unit accuracy to enemy vehicle and highly to infantry.
• (Con) Decrease repair rate of Builder Halftrack; Ost Grenadier and Ost Panzerjäger Grenadier (Require Last Stand Doctrine) to anything beside tank.
4.) Superior Bonus
• (Pro) Increase damage against all of enemy unit.
• (Pro) Your unit gain bonus defense.
• (Pro) Increase your unit accuracy to all of enemy unit.
• (Con) Increase enemy accuracy against all of your units.
• (Con) Your Builder Halftrack; Ost Grenadier and Ost Panzerjäger Grenadier (Require Last Stand Doctrine) will repair slower.
5.) No Bonus
• (Pro) No Decreasing stat.
• (Con) No Bonus.
I also use this in my concept, perhaps anyone interested, you can look there ;D
Thanks
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I think it's cool but too limited,wordsmiths Idea seeemed like it would work in a good way, but I can see coding troubles with it.
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How about these:
Tungsten carbide is often used in armor-piercing ammunition, especially where depleted uranium is not available or is politically unacceptable. The first use of W2C projectiles occurred in German Luftwaffe tank-hunter squadrons, which used 37 mm autocannon equipped Junkers Ju 87G dive bomber aircraft to destroy Soviet T-34 tanks in World War II. Owing to the limited German reserves of tungsten, W2C material was reserved for making machine tools and small numbers of projectiles for the most elite combat pilots, like Hans-Ulrich Rudel. It is an effective penetrator due to its high hardness value combined with a very high density.
And for solving the other axis country support I figuered out these:
Axis allies infantry support (The axis countrys sending troops to assist the germans. +1 squad size, and reduce the price and reinforce time)
Axis allies industry support (with the support of the axis counrties, the wehicles can build faster)
Police Divisions (Foreign troops assist you to secure the captured territoryes. Increase the output of the oil and ammo.)
It can be a doctrinal ability or something. I think i saw these on the forum, so maybe not I'm the one, who came up wit this idea.
http://en.wikipedia.org/wiki/4th_SS_Polizei_Division (http://en.wikipedia.org/wiki/4th_SS_Polizei_Division)
That's all. :)
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Ok i gathered some of my ideas for this thread:
-A Veterancy system for the Ostheer a little like the PE one, only that the units can choose a weapon upgrade for each Veterancy Level they gain. For Example: a Volksgreanadier squad reaches vet. 1 now they can choose like 2 fg42 or 2 mp 44, vet. 2 now they can choose between 1stg44 and a Panzerfaust (only usable via ability), vet 3 choose between light mg42 and schreck.
Like this all Troops could be upgraded there only have to be done some stuff that could be able to add.
-A ability for all Ostheer inf. units that they can lock on a position. They get Health and accurancy bonus, maybe further sight, but wont be able moving first have to leave locked pos. again. That would be nice so ur units dont leave cover and will be better in defending positions countering russian spam attacks like this. it would also fit to the concept of the Ostheer to switch fast from attacking the enemy and to quickly defend the new captured land.
-medikit for all inf and supporting troops (including paks and mortars). It would be a free ability so no costs but a cool down time like russians have and the troops maybe could be unable to move and shoot while healing, because i think its not logic for troops to run in battle while beeing injured. Maybe they could also have a mobile Medic Tent, it would cost 3 - 5 pop and would be recruted from HQ, for example. It would be a 3 men squad of medics. They can heal units on the way pios heal tanks, so only 1 squad at the time. The set up tent has to be set down before moving, but could have the option of gathering wounded soldiers, healing in a small range around tent (could work over a cool down ability) and 1 squad could move in the built up tent. In the tent faster Heal rate, but low fire rate and accurancy for troops shoting out of the tent.
Antwort
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I have some ideas cocerning the Ostheer forward HQ.
The idea:
What if the Ostheer had the ability to actually construct a building, in any of their territory, that functioned as an HQ. The reason I think this is a good idea is because, sometimes you will be on a map with no buildings, or hardly any buildings, and you really need a forward HQ, but you cant make one!! I dont know what building model you would use, but it could be like a bunker.
2nd idea:
What if you could upgrade German tanks to have the ability to lock down (yes i know that has been suggested on another thread, but this is different) However, while they are in lockdown ability they act kinda like the PE Scout Car in the sense that the enemy cant capture the base while it is in lockdown.
also, this tank can call in artillery strikes, and increase line of site. It may even have the ability to call in pioneers, or automatically repair vehicles around it. It may sound overpowered, but maybe you could set a limit on how many you could upgrade.
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Base Building
Idea: The Ostheer don't have base building in an ordinary way. they don't use pioneers or engineers. Buildings are called in, and defenses are constructed as units that must be set up. The reason is that that the Ostheer is an early game team that will not be slowed down by base building.
HQ
The Ostheer have an ordinary HQ where you can call in base trucks that is a bit different than the british trucks. They can only be set up inside the base and only be set up once.
In the HQ you can also build an early capturing unit (and conscript figther). I have no idea what unit that should be, but that can someone else think of. You can also build an Sdkfz. 9 halftrack that can repair things.
Defenses
One of the buildings is a "defenses building". There you can build things like MG nest-teams or Flak 88-teams that begins as a non-attack unit that you can move somewhere and deploy into for example a MG nest. Whether they should be able to un-deploy is a balance question.
Trucks
The base trucks could be like this.
-Infantry
-Light Vehicles/Support units
-Tanks
-Defenses
(Not necessarily in this order)
Toorstain
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+1
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+1
Great idea. Ostheer will be original, somehow...
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Three tech groups, one for a match,
Heavy panzer Regiment I:
enables Tiger (expensive, slow and very powerful)
Heavy panzer Regiment II:
enables King Tiger (expensive, slow and very powerful)
Medium panzer Regiment I:
enables Pz IV (normal price, versatile and more powerful)
Medium panzer Regiment II:
enables Panther (fairly expensive, fast and deadly)
Tank destroyer Regiment I:
enables StuG III (cheap, hard to hit, versatile, and powerful)
Tank destroyer Regiment II:
enables Elefant (expensive, the extreme tank destroyer)
Choosing heavy panzer regiment would means more expensive tanks so you might be lacking tanks! Choosing medium panzer regiment would mean a balance between tank destroyer, which emphasis on effective anti-tank vehicles.
Call-in tanks would be a bad idea, they should use the fuel for tanks, especially for the very powerful ones.
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I'm a little iffy on yours LH, too much good not enough bad.
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Doctrin: Last man standing
Kind: Defend (but not like the britains)
With max points in the doktrin you will be able to recruit a vehicle with louderspeakers and a general.
The loudspeakers lower lowers the moral of enemys troops. This was in fact real. They were used a lot in the war.
They must be very effective versus the russian standart units, but less effective versus britains. If a russian standart troop´s moral is too low and it run away, there is a 30% chance that they turn sides when a loudspeaker is in range.
All other troops got a only 10% chance.
This is not Op, its only a passive for the spaming of russian standart soldiers, when the player got better units, they will not convert and the loudspeaker will become useless compared to a tiger, so it is just a gadget for the first 10 minutes or if you got too much oil. All in all i think its ok (rate).
2: The Sniper: Everyone of us saw the movie duell, i mean it done everyone. Ok by the way its not sure if there was a sniper könig or not, i mean that i heared he was mentioned by the sowjets but of course he wasn that important. The most of the movie is fiction but i dont know.. German snipers were known as elitian, a reason is that a huge number of snipers were old aristokrates, from better families in which it was normal to hunt and go to the army.
So i think a second special unit could be a elitian sniper, deep in the tree like the tiger. The elitian sniper (let call him könig for fun), can shoot twice as long and fast, got a 50% chance to do not lose comonflage, and can run with it.
But there can only be 1 elitian sniper every 30 minutes, the countdown starts after the active sniper died.
So this is already a defend gadget too.
Next one: Better shelters (bunker), you will be able to build shelter lines this will need a huge number of ressouces. A shelter line is twice as strong as the allies shelter lines (trenshes), but it would be defending lines, built of concrete, that cant be destroyed by artillerie fire. Only by the simple men vs men war (if you look the pazifik wall..), the britains trenshes are very strong and they were attacker, they do not got the time to build big defending walls, the germans got the time and they done it, they built extreme defending lines, but no where in comany of heroes you can see it. Their shelters were tooo week, they are just rusher, but they werent rusher after 1942, since 1942 they were more defending than rushing and so 1 of the german armys need strong shelters. To make it more real and more fun. you must be able to win with a good defending, like the britains are able to win with a defending. I want to have my little base with my awesome defending line defending versus legions of russians, that would be cool, right now you got no chance versus russian rushers. i want the ability to build bunker lines which make you to a good defender.
But i do not want that this is a too powerful effekt so i would make the suggest, that EVERY faction receive a such doktrin, that every faction will be able to win through defending. So there is no advantage. The skills could be different but they all should be able to build bunker lines,. But the germans should be able to build the best from beton, while the others only can make normal trenshes, but even the trenshes should be better, and you should be able to place them like walls in other games, that you can make lines.
And maybe a ultimate in the doktrin, a timer for example, that when you get all doktrin points the game will be won in 60 minutes/120 minutes. That you can only try to hold your main base this time..
that would be nice..
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The elitian sniper (let call him könig for fun), can shoot twice as long and fast, got a 50% chance to do not lose comonflage, and can run with it.
A sniper that can fire as far as an 88 and can kill a Tommy squad (450MP) in 15 seconds.
I wouldnt call him a "defend gadget".
A shelter line is twice as strong as the allies shelter lines (trenshes), but it would be defending lines, built of concrete, that cant be destroyed by artillerie fire. Only by the simple men vs men war (if you look the pazifik wall..), the britains trenshes are very strong and they were attacker, they do not got the time to build big defending walls, the germans got the time and they done it, they built extreme defending lines, but no where in comany of heroes you can see it. Their shelters were tooo week, they are just rusher, but they werent rusher after 1942, since 1942 they were more defending than rushing and so 1 of the german armys need strong shelters. To make it more real and more fun. you must be able to win with a good defending, like the britains are able to win with a defending. I want to have my little base with my awesome defending line defending versus legions of russians, that would be cool, right now you got no chance versus russian rushers. i want the ability to build bunker lines which make you to a good defender.
British advances were allways slow becouse they were defensive oriented. Tunesia 1943 and Caen 1944 prove me right.
If you want concrite lines build wehrmacht bunkers and dragons teeth. If you want defensive units build the best MGs (MG42) ingame and PAKs that can camo.
But i do not want that this is a too powerful effekt so i would make the suggest, that EVERY faction receive a such doktrin, that every faction will be able to win through defending. So there is no advantage. The skills could be different but they all should be able to build bunker lines,. But the germans should be able to build the best from beton, while the others only can make normal trenshes, but even the trenshes should be better, and you should be able to place them like walls in other games, that you can make lines.
So you want to change every fraction?
Why want you just play another mod that modifies core fractions then?
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I like Wordsmith's idea. Hmm, would each succeeding award upgrade the armor of said unit (i.e. normal >> airborne >> hero)?
Here are a few building suggestions as well:
Since the Ostheer had to shift very quickly between offensive and defensive tactics on the Eastern Front, it makes sense to put a premium on base area space (as few buildings as possible) to make more room for defensive structures etc. Forward HQs and mobile repair workshops are included to keep up with the rapidly-changing pace of front-line combat (and to somehow recreate the "wandering pockets" that the Eastern Front was famous for).
Führungshauptamt (Command HQ)
Allows the production of T1-T2 infantry (i.e. Waffen-Grenadiers [standard inf.], Sturmpioniere [base-building/assault engineers] and Dirlewangers [cannon-fodder] etc.). Additional units such as Gebirgsjägers (special assault troops), Hauptsturmführer (field officer unit), and Kübelwagen/Sturmbannführer are made available once Führungshauptamt Upgrade has been purchased from the Waffenamt. These units are also available at the Feldquartier (Forward HQ).
Waffenamt
Allows the research of technologies for abilities and upgrades.
Maschinenwerkstatt
Allows the production of T1-T2 vehicles and tanks.
Panzerabteilung HQ
Allows the production of T3 vehicles and tanks. Can be upgraded to Schwere-Panzerabteilung HQ by the Waffenamt, allowing production of super-heavy tanks such as the Elefant or Tiger(P).
Feldquartier (Forward HQ)
Garrisoned infantry units can upgrade a building to a Feldquartier, which can also reinforce/heal the player's depleted/wounded infantry units. The Feldquartier can also produce units from the Führungshauptamt, as well as defensive vehicles such as PaKs.
Versorgungslager
Kübelwagen/Sturmbannführer can upgrade a supply point to a supply depot to increase overall output (must be within friendly territory).
Reparaturwerkstatt (mobile deployable unit)
Sturmpioniere can call-in a mobile workshop (SdKfz. 9) to repair nearby vehicles and tanks. Reparaturwerkstatt has to lock-down/deploy before it can perform any repairs.
For veterancy, I stick to a simpler scheme based on Waffen-SS ranks:
1. "Der Spieß" (universal unit upgrade*; promotes NCOs of the Waffen-Grenadier squads to the duty-rank of Stabsscharführer, giving additional veterancy and morale bonuses)
*Also enables "Break Suppression" (2 mins. 30 secs. cooldown time) and "Blut und Ehre" (Squad defends more fiercely with increased firing rate at the expense of speed and mobility; +100 mun. per use)
2. Feldpolizei (squad upgrade to Dirlewangers; attaches 4 additional Feldpolizei armed with pistols to keep these rough men back in line and also increases their survivability)
3. Hauptsturmführer
"Officers should lead by example and fight from the front!" --- A heroic veteran officer with 2 adjutants to lead the troops (can be attached to Waffen-Grenadier, Dirlewanger, Gebirgsjäger and Sturmpionier squads). This unit cannot be suppressed.
380 MAN
Abilities:
1. Sprint (cooldown time 1 min. 30 secs.)
2. Grenade (Steilhandgranate 43 [std.; cooldown time 30 secs], Bundled Grenade [+75 mun. per use])
3. Fire Panzerfaust (+35 mun. per use)
4. "Force Retreat" (cooldown time 3 mins.)
5. "Zeal" (cooldown time 3.5 mins.)
6. "Sore Throat" (Haupsturmführer becomes inflamed with a desire for glory to win additions for his Knight's Cross! Increases offensive damage in exchange for defensive penalties; +100 mun.)
Possible Universal Upgrades:
1. Splitterring (squad or universal unit upgrade; upgrades standard Steilhandgranate 43 with a fragmentation sleeve to cause greater damage)
Weapon Loadout:
1. Standard (1x MP40, 2x StG 44)
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I've always preferred the Wehrmacht's way of veterancy research to the Panzer Elite's. I feel like it requires more strategic thinking given that it costs resources to upgrade a unit and each unit type has its own tech tree. That said, I think the Ostheer can implement something similar while maintaining a unique identity. Heres my idea: The Ostheer has a buildable research structure, the Waffenamt, that can be built at any point in the game and rebuilt as many times if it is destroyed without losing previously researched vet.
The Waffenamt has four research categories with two veterancy tiers that adds a junior officer or NCO to that particular unit. (Whether or not the officer is shown on the field I leave up to the devs.) Each vet tier gives a particular kind of bonus only to a select kind of unit of a particular category. For example, Infanterie Feldwebel I only gives a bonus to light infantry and light crewed weapons. Infanterie Feldwebel II only gives a bonus to standard infantry and heavy crewed weapon teams.
Tier 3 veterancy upgrades are doctrine specific that give a bonus to the doctrine specific units and a unique bonus to other units in their respective categories. These are researched at the Gebirgsjägerschule (Army Group North), Panzertruppenschule (Army Group Center), and the SS-Junkerschule (Army Group South).
Waffenamt (Research Building.) 100MP.
Armor Research:
Panzer Leutnant I -Armored cars and Panzer IIs are led by a junior officer. Units are less likely to receive mobility damage. (200MP. 25Fuel.)
Panzer Leutnant II -Panzer IIIs and Panzer IVs are led by a junior officer. Units are more accurate and damaged engines are repaired slowly when the panzer is idle. (250MP. 35Fuel.)
Infantry Research:
Infanterie Feldwebel I -Infantry are led by an experienced NCO. Increases the combat effeciancy of Jäger Truppen and MG42 teams.Jäger Truppen are less prone to suppression and have a greater line of sight. MG42 Teams take less time to suppress infantry. (250MP. 25Fuel.)
Infanterie Feldwebel II -Increases the combat efficiency of Grenadiers and Mortar Teams. Units are more accurate and have more health. (250MP. 35Fuel.)
Engineer Research:
Pionier Feldwebel I -Panzerpionier units are led by an experienced NCO. Base structures and defenses are built at a slightly faster rate. (150MP. 10Fuel.)
Pionier Feldwebel II -Panzerpionier units build sturdier structures and defenses. Base buildings and light defenses have more health. (200MP. 20Fuel.)
Artillery Research:
Artillerie Leutnant I -Artillery crews and AT crews are led by a junior officer. Increases the combat efficiency of sIG33 Guns crews and PaK 40 crews. Units have a faster rate of fire. (200MP. 25Fuel.)
Artillerie Leutnant II -Marder II crews are led by a junior officer. Units have a greater line of sight and are more likely to score disability hits. (200MP. 30Fuel.)
Gebirgsjägerschule
Gebirgsjäger Infanterie Leutnant -SS Mountain troops are led by a junior officer highly experienced in mountain warfare. They are not slowed by rough terrain, are less prone to suppression, and their squad sniper can slow enemy infantry. (300MP. 30Fuel.)
Gebirgsjäger Artillerie Hauptmann -Gebirgsgeschütz 36 Gun crews are led by a mid-level officer experienced in mountain warfare. Artillery crews are very accurate, have a faster rate of fire and shorter cool-down time. (300MP.40Fuel.)
Belagerungpionier Leutnant -Belagerungpionier units are led by a junior officer. They build light and heavy defenses faster and more durable than Panzerpioniers and can repair buildings much faster. (200MP. 30Fuel.)
Panzertruppenschule
Panzer Hauptmann -Panzer III, IV, and Tiger I crews are lead by an experienced officer. They are highly accurate, have a faster rate of fire, and crews will automatically initiate field repairs when the Panzer is idle and has less than 50% health. (300MP. 45Fuel.)
Panzerschützen Leutnant -Panzerschützen units are lead by a junior officer. Squad LMGs can suppress, slowly heal when idle, and are more likely to score mobility hits when using the Panzerfaust. (300MP. 30Fuel.)
SS-Junkerschule
SSTruppenoffiziere -All infantry units are led by an experienced and tough SS-Obersturmführer. Infantry units are highly accurate, very hard to suppress, and will receive less damage as squad members are killed. (300MP. 45Fuel.)
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2nd idea:
What if you could upgrade German tanks to have the ability to lock down (yes i know that has been suggested on another thread, but this is different) However, while they are in lockdown ability they act kinda like the PE Scout Car in the sense that the enemy cant capture the base while it is in lockdown.
also, this tank can call in artillery strikes, and increase line of site. It may even have the ability to call in pioneers, or automatically repair vehicles around it. It may sound overpowered, but maybe you could set a limit on how many you could upgrade.
...Sounds a lot like the Kübelwagen/Sturmbannführer I suggested in the Unit Suggestions thread :P though it wasn't as OP ;D
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Global experience - the point is that all units experience gained is counted together in one building and then redistributed to individual units as medals, giving this unit some benefits. F.e.:
Prestige center (100 MP, 10 Fuel)
Prestige center serves as gathering point for experience. Units doesn't become veterans by experience, instead all experienced is counted inside this building and can be checked every time clicking on it. For those experience points medals can be granted to particular units, making it then more valuable in combat:
20exp Iron Cross 1st class
50exp German Cross
90exp Knight's Cross
Each medal is then displayed with unit's banner similar to PE def/off veterancy. Each unit can receive only 1 individual medal, it doesn't have to have lower medals to receive bigger one. So it is possible to distribute a Knight's cross to a unit without any medal. Effect of medals are cumulative, higher medal has bigger impact. Medals could also grant some special ability.
Something similar in the "Cross of Iron" Mod and it looks awesome. Elite units not have some dot above the banner. My ideas are the following (I didn't wrote in the right thred):
Idea of Tank Veterancy for the ostheer
In the tank crew, there are 4-5 people, the driver, gunner, commander, etc. So I want to come up with anidea:
In different veterancy, the tank can have the following upgrades with vet:
-faster turret speed
-faster reloading time
-faster turning speed
-blowing down the turret, or the tracks
-increase the line of sight
-Don't know if it can be accomplish: when the tank turns, the turret is turning with it
-extra veterancy, for very high kill ratio: can became command vehicle, like the british command tank, but it takes a lot of xp
As in real life the crew gain experience, not the tank. So, no gaining heroic armor, or "can-upgrade über weapon", the tankers skill would be improve. It represents that, the crew reacting much faster in the battle. What do you think?
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I want to add something to my toughts above:
Normally a tank get minus for accuracy, when moving.
-With vet this would be decresed (for example a vet 3 Ost tank has no penality to accuracy, when moving, like the M10)
Like in the real world again, Rommel introduced this new tactic for his "ghost division", like shoot-when move, but Lord Rommel I think can tell us more about this. :)
Post Merge: July 14, 2010, 11:00:34 PM
I looked into it, and it the 7th Panzer Division fought under Kursk, so it could be implemented, as a doctrinal, or just a tactical style of the Ostheer.
Post Merge: July 14, 2010, 11:01:07 PM
http://en.wikipedia.org/wiki/7th_Panzer_Division_%28Germany%29#.22Ghost_Division.22_.2F_.22Phantom_Division.22_under_Erwin_Rommel (http://en.wikipedia.org/wiki/7th_Panzer_Division_%28Germany%29#.22Ghost_Division.22_.2F_.22Phantom_Division.22_under_Erwin_Rommel)
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what if there was a way to have the ostheer slowdown, maybe like a reverse vet. maybe like they come out really strong and fast, but as the battle continues they slow down and lose firepower, and the only way to get their originally stats back is to pay for upgrades with muni and fuel. its seems like they should juxtapose to the Sowjet troops. maybe reinforcing costs continually increase?
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Maybe instead of over time its a "Group Zeal" kindof thing , as they lose soldiers they get"Demoralized" And become slightly weaker.
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I recently had this idea, though it may only seem good on paper.
What if the Ostheer were created as if it were specifically tailored for doing everything better than the Soviets?
Allow me to explain: As an example, in order to counter large Soviet units, why not give the Ostheer a 6 man unit similar in strength and abilities to the Whermacht grenadiers? It would cost 100 manpower per soldier, perhaps a little extra. At the same time, it would reinforce slowly and expensively. In other words, the unit would almost be too powerful. An American commander could put out two rifleman units for less manpower. In other words, unless these Ostheer units are continually supplied with reinforcements and extra units, it is very easy for them to get outflanked and outnumbered. It would also need to inflict heavy damage to any opponents early on, otherwise it will still find itself in a losing battle of numbers.
Now then, apply the general concept to the whole Ostheer. It is powerful when a good commander uses the troops right. He can muster an overwhelming force of these troops if he keeps them from being fully destroyed, but if he loses too many, then he will have to choose his battles wisely. In other words, the Ostheer would be a bit like an elephant: large and powerful, but very clumsy and slow.
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In other words, the Ostheer would be a bit like an elephant: large and powerful, but very clumsy and slow.
While I agree with you that Ostheer should be superior early in game, I think that your elephant-comparison don't fit to that idea:
Good early in game, few but powerfull infantry (many HP etc.) paired with inferior medium-tank-support (Pz III) but good anti-tank-units like StuG or Marder.
Also a mobile army, yet with possibilities to defend ground.
All this comes at a high cost of resources, through upgrades or better high upkeep.
The elephant better fits to potentially doctrin-units like the tankdestroyer Elefant. ;)
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I'm staying here and i'm reading and i really need to say what i need to say
1. the ostheer was a multinational army not a german one
2. the action of the game is happening somewhere in 44 so we need to see what countries were fighting against USSR in that time alongside Germany, and these contries were mainly Romania, Hungary, Finland, and some divisions of Slovakia and Croatia
3. these contries were never fighting together(Romania and Hungary were practically in war one with the other)
so in my opinion Ostheer need to have a german tech tree and the three doctrines should represent the contribution of the mainly allies in that time
romania, hungary an finland
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I'm staying here and i'm reading and i really need to say what i need to say
1. the ostheer was a multinational army not a german one
2. the action of the game is happening somewhere in 44 so we need to see what countries were fighting against USSR in that time alongside Germany, and these contries were mainly Romania, Hungary, Finland, and some divisions of Slovakia and Croatia
3. these contries were never fighting together(Romania and Hungary were practically in war one with the other)
so in my opinion Ostheer need to have a german tech tree and the three doctrines should represent the contribution of the mainly allies in that time
romania, hungary an finland
dude... wrong thread... besides this was already discussed.
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IMO, a simple weapon unlock for each veterancy level should be simple enough to code. The Ostheer should be the hardest, battle hardened SOBs in the German army, ergo, they are already veterans, giving them new weapons and skill sets per veterancy level should reflect on this.
The longer they fight and kill, the more weapons and skills they gather. High vet soldiers should have good anti-infantry and anti-tank weapons with sprint ability to boot.
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The longer they fight and kill, the more weapons and skills they gather. High vet soldiers should have good anti-infantry and anti-tank weapons with sprint ability to boot.
Do you really think that German soldiers were the fittest in the world (sprint)?
Its the US and Commonwealth that ate enough to have strength and trained everyday (some for 2 years) running for miles in the UK.
The more they took casualties (and got reinforced by volks or wounded) the less of an efective force they were. German army was at their prime in 1941!
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Merged.
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hey parciat CoH aint that realistic
volks beat rifles sometimes...wtf? old men and kids vs regulars?
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@Pauly3
Pacait's post was like 1 year ago ;)
I guess the post was updated by blacky, who's comment is invisible and it was somebody's idea
on the eastern front, there were mass graves. I think it would be cool if ostheer could build mass graves to demoralize the enemy soldiers. it will work the same way as a Medic Station. apart from that it retrieves the enemy dead / dying soldiers and throw them in a mass grave. When enemy soldiers get too close, they will be demoralized which lowers most of their states for some time after.
mass graves will be a new kind of defense that has not been seen before in COH.
which was instantly locked due to it's unbelievable stupidness.
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I merged the topic, instead of locking it, to give it a chance. But instead the guy deleted the topic and posted it again on the ostheer section as it's own topic.
and this:
which was instantly locked due to it's unbelievable stupidness.
But I would use, inappropriateness :).
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I wouldn't call it either. More like, imagination at work ^^