Company of Heroes: Eastern Front

Announcements (Read-Only) => Announcements => Topic started by: Blackbishop on January 15, 2011, 05:39:51 AM

Title: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on January 15, 2011, 05:39:51 AM
(http://www.easternfront.org/uploads/WartyX/osth.png)

The Schutzen War Camp

Remember that all the pictures on this post are WIP.

Your first step into modern, mechanised warfare. The Schutzen War Camp have a wide list of specialised support and assault units. One of the units in this building that you can recruit is the Panzer II Ausf. L "Luchs".

As stated in the previous article, this building has two pools of units too:

Heavy Assault(HA): The units that belong to this pool are the Stormpioniers and the Sdkfz. 251 (aka Troop Halftrack).

Heavy Support(HS): The units that belong to this pool are the PaK 40 and the 75mm Infantry Support Gun.

Neutral units: Panzer II Ausf. L (aka Luchs), Panzerfusiliers and the Panzerwerfer.

Units Deployable:

Panzer II Luchs
Role: Heavy Recon
Weapons: 20 mm KwK 38 L/55 + MG34
Abilities: Speed!, can capture points.
Summary: The reconnaissance unit of the ostheer, capable of capturing points and having the ability to increase it's speed temporary makes it a valuable target... if not a must die one. With it's 20 mm cannon can do short work of enemy infantry; however remember that those units aren't meant to fight by themselves because aren't so tough.
(http://i52.tinypic.com/v6rtqf.jpg)


Panzerfusiliers
Role: Infantry
Weapons: 4xMP40
Upgrades: Extended magazines
Abilities: Grenade Shower
Summary: A squad of four soldiers wielding MP40 submachine guns. They are tougher than the Landser and excels in close combat. Their time based ability called "Grenade Shower", as the name suggest, unleash a vicious rain of stielhandgranates to the target until the effect worns off. Extended magazines upgrade grants them a better rate of fire.


Panzerwerfer
Role: Anit-Infantry/Spam
Weapons: 15 cm Panzerwerfer 42
Abilities: Salvo - Explosive Rounds
Upgrades: Incendiary Rounds (Replaces Explosive, requires research)
Summary: Armed with 15 cm tubes and capable of firing 10 projectiles, the Panzerwerfer 42 is strong enough to fight against infantry, specially high concentration of them. It's normal barrage can be improved to incendiary after that upgrade is researched. It has halftrack armor, so it's quite resilant to small weapons fire; also remember to change it's location once you fired to avoid being hunted down by a quick enemy raid.


Sturmpioneers
Role: Assault Engineers
Weapons: 2xFlammenwerfer + 2xMP40
Abilities: Detect Mines(passive), Barbed Wire, Sandbags, Czech Hedgehogs, Run(requires Blitz Pioneers), Goliath(requires Blitz Pioneers), Trench(requires Fortress Pioneers), S-Mines(requires Fortress Pioneers).
Upgrade: Blitz Pioneers OR Fortress Pioneers.
Summary: The Ostheer Stormpioniers are ready to combat on the eastern front! Let them construct trenches or planting S-Mines by upgrading them as Fortress Pioneers or to assault a position with Run ability and  be able to construct Goliaths as Blitz Pioneers. Be wise about your choice because you can only perform one upgrade for each squad. Use them to flank enemy forces and ignite them to ashes. They can build defensive emplacements such as sandbags, barbed wire and Czech Hedgehogs besides being able to detect mines while running.
(http://i56.tinypic.com/eqcmqd.jpg)


Troop Halftrack
Role: Transport + Anti-Infantry
Weapons: MG34 (MG comes manned)
Abilities: Hold 10 troops (2 squads), First Aid, Reinforce.
Summary: Armed with an MG34, is strong enough to combat infantry, offering more protection than almost all objects around the map(excluding buildings), let alone that is mobile. Capable of reinforce nearby squads makes it useful for supporting assaults. It has a time based ability called First Aid, that like the Sdkfz. 9, can be used after Mobile Heal Station upgrade from the HQ is purchased.
(http://i56.tinypic.com/ae6rnt.jpg)


PaK 40
Role: Heavy Anti-Tank
Weapons: PAK 40 7.5cm + 2x Luger Pistole 08 (4 men in total)
Abilities: Camouflage
Summary: The heavy PaK 40 is one of the best anti tank weapons the Ostheer can give you. With it's 75 mm cannon can decimate almost all the tanks that dare to get on their sight. It can camouflage to ambush the opponent, while using their first shot bonus before their camo fades off.


75mm Infantry Support Gun
Role: Heavy Infantry Support
Weapons: 7.5cm Infantriegeschütz 18 + 2x Luger Pistole 08 (4 men in total)
Abilities: Indirect fire, Direct fire
Summary: The 75 mm ISG is a versatile weapon of the Ostheer: works as an anti-infantry gun and as a light anti-tank gun. With it's Indirect fire ability will barrage the desired location as a mortar; while Direct fire will shot a projectile on a straight line, like an anti-tank gun. Be sure to try one of these!
(http://i52.tinypic.com/11l4vmh.jpg)

Upgrades available:

Nebelwerfer
Summary: Allows to produce the Panzerwerfer.

Heavy Assault
Summary: Allows to enable the production of Stormpioniers and Troop Halftracks. When you active HA, PaKs 40 and 75mm ISG teams are disabled.

Heavy Support
Summary: Allows to enable the production of PaKs 40 and 75mm ISG teams. When you active HS, Stormpioniers and Troop Halftracks are disabled.

You can purchase those upgrades whenever you want(as long as you have resources of course).
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 15, 2011, 05:55:56 AM
This sounds... OP  :o
I'm sure though, you won't let such a thing to happen.
I just wonder, how some poor G.I. Joes are even capable of fighting such force? This stuff must really be wa-a-ay expensive, cause otherwize, it's the hell on earth for any opponent.
Looking forward to try 'em in the field though.  :)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Paciat on January 15, 2011, 06:07:12 AM
This sounds... OP  :o
A gun that can fire stubby PzIV shells and counter mortars seems OP too me too.

Hope that StoormPioneres wont be spamable. It would be great if some army had engiees more expensive than basic rifles.

PAK40? Will it be a copy of a Soviet upgraded gun (ZiS-3)? It shouldnt have a camo ability then.
Pak 36 -> 2 camo shots
Pak 38 -> 1 camo shot
Pak 40 -> no camo shots. :D
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Shadowmetroid on January 15, 2011, 06:11:13 AM
Another update! Updates make me happy. :D

Excellent choices for the Schutzen War Camp! It makes me brainstorm strategies. ;D
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on January 15, 2011, 06:26:46 AM
A gun that can fire stubby PzIV shells and counter mortars seems OP too me too.

Hope that StoormPioneres wont be spamable. It would be great if some army had engiees more expensive than basic rifles.

PAK40? Will it be a copy of a Soviet upgraded gun (ZiS-3)? It shouldnt have a camo ability then.
Pak 36 -> 2 camo shots
Pak 38 -> 1 camo shot
Pak 40 -> no camo shots. :D
ISG's cone of fire isn't so big.

Besides being in a too early stage, by now they cost more than grenadiers but less than a sniper.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: GodlikeDennis on January 15, 2011, 08:00:20 AM
ISG sounds interesting. Sturmpios do sound extremely OP atm. Also, they shouldn't be able to build trenches ever. I really dislike that idea. Pak 40 sounds just like the wehr Pak, a bit boring if you ask me. The other units sound interesting. I like the idea of the fusiliers.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: TacticalNuke on January 15, 2011, 09:17:50 AM
NO trechces. That defeats the whole part of being highly mobile. I don't want to see another brit-stlye faction.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Dzierzan on January 15, 2011, 09:24:30 AM
Great news, but right now Ostheer looks to OP like Soviets in Patch 1.0. I hope that units of Ostheer will be more expensive than other german factions.

BTW: Do you have any animators?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Analpirat on January 15, 2011, 09:40:45 AM
I'm also a bit sceptical of the trench idea. They can also build sandbags, so is there really a need for trenches(which also were a british only ability, but now the soviets can build doctrinal trenches an Osterheer can build nondoctrinal trenches)? Maybe they could build a bunker that can't be upgraded? What I'm also worried about is the 2 Flamethrowers + all the explosives stuff. I mean they can both build the trenches and clear them out in a second.

Perhaps you could consider making them reliant on explosives and taking their flamethrowers away? They could be able to throw incindiary grenades and Geballte Ladungen, that'd also work to clear out buildings. And for Fortress ops you could give them something like the commando charges and the Panzermines and for Blitz ops they could...uhm, throw smoke and a hail of flamegrenades? Or a stachel charge?

But still, Great update ;)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Red_Stinger on January 15, 2011, 11:11:03 AM
Awesome work guys!! Epic update. I just love the 'panzerfusilier' idea. I wanna get them. Any pics of them?  :D
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Rikard Blixt on January 15, 2011, 11:38:39 AM
Awesome work guys!! Epic update. I just love the 'panzerfusilier' idea. I wanna get them. Any pics of them?  :D

Look at my avatar :)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Jono on January 15, 2011, 11:39:58 AM
Thx for the update you guys are doing really well  ;D
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: cephalos on January 15, 2011, 12:07:25 PM
Hell yeah! Stormpioneers with Goliath ablity sounds really similiar to mine idea  :D
I love idea of Panzerfusiliers, but I guess Panzerwerfer is too OP if made buildable and non-doctrinal.

And why didn't we get this first on Donor Boards??  >:(
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: TheReaper on January 15, 2011, 12:16:07 PM
Panzerwerfer 42 = bye, bye soviet blob. :D Btw, I wouldn't say what's OP or UP until I see it ingame. And blackbishop: http://en.wikipedia.org/wiki/Projectile (http://en.wikipedia.org/wiki/Projectile) !!! Sorry, but that annoyed me, beasides its a neat update! :D
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Gerrit 'Lord Rommel' G. on January 15, 2011, 12:53:59 PM
About the price;
Please have in mind that u need the pool upgrade! They will cost resources.
When u want to build the Panzerwerfer u have to research it (that will cost resources).
When u want Blitz or Fortress pioneers u have to upgrade this unit (that will cost resources).
All in all u have to pay a lot of your resources for all this weapons!
So ingame it will be a good choice to focus one pool/unit group and research other stuff later or u wont have enough resources for unit production ;)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Ghost on January 15, 2011, 01:24:21 PM
why do some people always have to start with "XY sounds totaly OP"?!
if ostheer is a "quality over quantaty" faction than the units should be quite good. and keep in mind what rommel said about the unit pools:
you can only have one pool at a time and switching to the other pool will need resources and time.

so let's take a look at the units:

Quote
Neutral units: Panzer II Ausf. L (aka Luchs), Panzerfusiliers and the Panzerwerfer.
-Panzer II: i guess it will be a light tank, maybe like tetrach, simply use another tank or an AT gun against it and it will be useless
-Panzerfusiliers: anti-infantry only, so use snipers, hmg or any vehicle
-Panzerwerfer: arty unit, must be researched!

Quote
Heavy Assault(HA):
-Stormpioniers: only effective at close range, use an hmg, snipers or vehicle and they are useless, goliath will surely cost a lot of ammo
-Sdkfz. 251 (like WM)

Quote
Heavy Support(HS):
-PaK 40: stronger but also bigger and heavier than pak 38, which means slower ;) simply rush it with infantry or use snipers, mortars
-75mm Infantry Support Gun: somehow like a mortar with limited anti-tank capabilities, it's a stubby 75mm gun that will surely not make a lot of damage (and like mentioned in blackbishop's post: use it vs. LIGHT vehicles ;)), like any heavy weapon, counter it with snipers, arty or heavy tanks

and keep in mind that we still don't know what the rest of ostheer will look like: the last building and the doctrines. as mentioned before the panzer III (weaker than panzer 4) will be their main battle tank and will lose in a 1on1 vs. t34/sherman/cromwell so they need something to compensate for that ;).
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 15, 2011, 02:03:05 PM
"Remember that all the pictures on this post are WIP."

What exactly is "WIP" supposed to mean? ???
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Dzierzan on January 15, 2011, 02:06:25 PM
WIP mean Work in progress.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Gerrit 'Lord Rommel' G. on January 15, 2011, 02:07:51 PM
Jupp. Work in progress. So this pictures arent final. Skins, models could change before release.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 15, 2011, 02:10:47 PM
Cool, thanks. It looks great so far, anyway! I can't wait 'til i get to play your expansion!
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Desert_Fox on January 15, 2011, 02:17:30 PM
UUUUUUUUH!!!!!!

Panzerwerfer...I love that weapon  :D :D :D

And Panzer II rocks!  ;)

Great Update!! :D
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: furby on January 15, 2011, 03:10:55 PM
Hello from France
You make a very great great job !!
I play with my friends EF since one year already and we are really fans.
Is the Ostheer faction now playable?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: BurroDiablo on January 15, 2011, 03:21:47 PM
Is the Ostheer faction now playable?

No...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 15, 2011, 03:31:02 PM
It's a "WIP", in case you didn't know... Besides, would you really want to use a tank with textures like that?!
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Ruddersmarine on January 15, 2011, 03:46:46 PM
Don't know why people call the update OP, its not like you can build loads of units because it should be expensive.

Lovin the mod and hope for more :)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 15, 2011, 03:58:46 PM
I think "OP" is supposed to mean 'Observation Post'...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Desert_Fox on January 15, 2011, 04:08:03 PM
OP = Over Power  ;)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Black_Echo on January 15, 2011, 04:17:53 PM
Hi, i'm new here so excuse me if my question is dumb.Anyone knows when we will be able to play with Ostheer?


OSTHEER will be done when it sidone! NO Releasedate.  ;)
Lord Rommel

Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Venoxxis on January 15, 2011, 04:26:01 PM
I really like some points of the update, but a few i actually dislike.

One of the greatest unit will fore sure be the infrantry support gun. I always loved lord rommels idea of that gun. The luchs, gut damn i love that vehicle :D. finally a axis faction with a early game tank.

But in general, teching works really slowly with the ostheer, is that correct? Otherwise the luchs would role in way to early ;)


Hmhm.. with the panzerwerfer being a non-doctrinal art unit.. i really dont know what i should think about that atm. Either it will be rediculous weak to keep the balance, or it will be hardcapped. Or nebelwerfer like?
Sturmpios.. great model and lovely skin. But their ablilites seem to much brit-like for me and still way to similiar to the panzerfusiliers (4man sqaurd, mp40).
these guys should for example have a few things they can always build, like sandbag (and for gods sake no trenches!) and after selecting a doctrine things which fit in the doctrines playstyle.

the halftrack is alright.

pak 40 does need a difference to the pak of the wehrmacht. Thinking about a ability or obtainable ability via vet which makes a feelable difference. The camo ability is not a must have.



Sorry for the always hard criticism, nevertheless a good update. But this buildings concept is expandable.

In general: Be mindful that the ostheers concept isnt too similiar to the soviets.
What we got so far in both: 3 tech buildings, which got 2 ways of updates inside (sure ostheer 's got always a neutral unit and can always choose only one way). There should be some more difference. Im looking foward to the next building now, and the way they obtain vet. I hope we get less similarities than.

God damn im a hard slasher.



Regards
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Gerrit 'Lord Rommel' G. on January 15, 2011, 04:49:39 PM
[...]
Hmhm.. with the panzerwerfer being a non-doctrinal art unit.. i really dont know what i should think about that atm. Either it will be rediculous weak to keep the balance, or it will be hardcapped. Or nebelwerfer like?
Sturmpios.. great model and lovely skin. But their ablilites seem to much brit-like for me and still way to similiar to the panzerfusiliers (4man sqaurd, mp40).
these guys should for example have a few things they can always build, like sandbag (and for gods sake no trenches!) and after selecting a doctrine things which fit in the doctrines playstyle.
[...]
Sorry for the always hard criticism, nevertheless a good update. But this buildings concept is expandable.

In general: Be mindful that the ostheers concept isnt too similiar to the soviets.
What we got so far in both: 3 tech buildings, which got 2 ways of updates inside (sure ostheer 's got always a neutral unit and can always choose only one way). There should be some more difference. Im looking foward to the next building now, and the way they obtain vet. I hope we get less similarities than.

Panzerwerfer; Out of my view it is a motorised Nebelwerfer - or better - a motorised rocket thrower. Cant see a reason why such a weapon had to be e.g. only a doctrine unit...

The trenchs; Well. Trenchs are an historical tribute for the eastern front. Most people had just this german tank attacks in mind when they are thinking of eastern front. But it is fact that this "panzer fronts" were just a small part of the hole front line. Heeresgruppe Nord thought a "trench war" from 1941 till 1944. Heeresgruppe Mitte had dug in from 1942 till 1944...So why NOT trenches?
Cant see any problem (and with flame-thrower and molotov cockail they should be easy to clean).

One point i dont understand is your comparison of Ostheer and red army.
Out of my view red army had this "upgrades" for game balance. Ostheer use its unit pool for gameplay, game tactics and game stil. On the paper they look equal but in function and mechanic they are so diffrent.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Venoxxis on January 15, 2011, 05:13:13 PM

Panzerwerfer; Out of my view it is a motorised Nebelwerfer - or better - a motorised rocket thrower. Cant see a reason why such a weapon had to be e.g. only a doctrine unit...

The trenchs; Well. Trenchs are an historical tribute for the eastern front. Most people had just this german tank attacks in mind when they are thinking of eastern front. But it is fact that this "panzer fronts" were just a small part of the hole front line. Heeresgruppe Nord thought a "trench war" from 1941 till 1944. Heeresgruppe Mitte had dug in from 1942 till 1944...So why NOT trenches?
Cant see any problem (and with flame-thrower and molotov cockail they should be easy to clean).

One point i dont understand is your comparison of Ostheer and red army.
Out of my view red army had this "upgrades" for game balance. Ostheer use its unit pool for gameplay, game tactics and game stil. On the paper they look equal but in function and mechanic they are so diffrent.

Alright, if it works like a nebelwerfer, its a great idea. I remembered it from other mods, which made it katyusha like. That wouldnt fit after all.

Treches are historically correct. But for gamplays&feeling, it is the best way to keep the trenches british.

Surely the reason why the 2 concepts became similiar are not your fault Lord Rommel. Your concept was a solid stand alone. And at that time the soviets concept was a completely different one. But the soviet update made their concept at leat a bit similiar to yours ;)


Anyways, nice to see you!

Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Xantor on January 15, 2011, 05:53:29 PM
Great update guys, I hope to see Ostheer soon:)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Killar on January 15, 2011, 06:08:57 PM
Great update guys!

Wonder how tough will the luchs be? armor type like t90?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Walentin 'Walki' L. on January 15, 2011, 07:04:42 PM
nice update.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: delmar77 on January 15, 2011, 07:25:25 PM
Brazilian Greetings!

ABOUT Trench

Eastern Army is strong early game, fast and skilled
 late game is more defensive and "weak. " ex  Trenches, Turrent Panter and lots mines....half price mines? :)

AND

Without price of units, without criticism .. PLEASE!
Let's hope the entire package to review!
PS: Sexy Panzer II:)  - Hans los los! Tank hunters in my Neck!
ps2: Philosophy East Army  is GIMME THE PRICE

ps3: sorry my bad bad english
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on January 15, 2011, 07:25:36 PM
Panzerwerfer 42 = bye, bye soviet blob. :D Btw, I wouldn't say what's OP or UP until I see it ingame. And blackbishop: http://en.wikipedia.org/wiki/Projectile (http://en.wikipedia.org/wiki/Projectile) !!! Sorry, but that annoyed me, beasides its a neat update! :D
lol... sorry about it, i know was projectile, but in spanish is proyectil(like project -> proyecto) xD. Fixed.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Analpirat on January 15, 2011, 08:21:03 PM
Quote from: Lord Rommel link=topic=5011.msg54919#msg54919
The trenchs; Well. Trenchs are an historical tribute for the eastern front. Most people had just this german tank attacks in mind when they are thinking of eastern front. But it is fact that this "panzer fronts" were just a small part of the hole front line. Heeresgruppe Nord thought a "trench war" from 1941 till 1944. Heeresgruppe Mitte had dug in from 1942 till 1944...So why NOT trenches?
Cant see any problem (and with flame-thrower and molotov cockail they should be easy to clean).
First of all it'd be helpful to establish what trenches we're talking about. Are we talking the plain british trenches the soviets also use?

Because that would be -in my opinion- not very original. My problem with the British trenches is how they work: They are a free building with 360 degree field of fire and providing better boni than building-type cover. While I feel that they are somewhat necessary for the current British faction, I feel that in general they're somewhat lame because they don't really have a downside as they can be easily deleted.

Also, it just looks a bit copy&paste-ish if EF uses the British trench for both the factions it has added.

If, on the other hand, you would make the trenches similar to what you can find in some of the beach maps like pointe du hoc for example, I think it would be far more original and also less problematic balance wise.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 15, 2011, 09:06:10 PM
Yeah, maybe have something like the single-sided heavy cover of the map trenches? I'm not sure how you could make that buildable, though...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Panzer4life on January 15, 2011, 09:54:05 PM
I like most of the ideas, but lets think about this people. Since you can only choose between the Strum pioneers/inf halftrack and the 75mm AT/ support gun, you must choose what you want based on what you need. So this isn't OP. Plus when you upgrade the Strum pioneers to fortress pioneers, they can't sprint, and they only gain the ability to build trenches and Goliath bombs, which many people don't like.
   So, let the developers do as they please, that is why there will be beta testers, to test out the kinks. Also, if you donate $15.00 or more, you can become a beta tester, just a reminder.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: BurroDiablo on January 15, 2011, 11:12:05 PM
Yeah, maybe have something like the single-sided heavy cover of the map trenches? I'm not sure how you could make that buildable, though...

It's entirely possible, it would require a model but it also would require somebody with a lot of knowledge of Object Editor... these are people we lack at the moment.

Personally, I've never been a fan of trenches... but it's up to our faction designers and balancers to decide.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on January 15, 2011, 11:40:38 PM
It's not like is too late to change it ::).
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: nico97one on January 16, 2011, 12:30:08 AM
Just a question, can you make the skins a little bit "dirty" because I hate US; CW; PE; Wehr; skins which are, I think, way too clean ...
Nice job for the Panzer II, I love it !
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: GodlikeDennis on January 16, 2011, 01:50:47 AM
Just because it hasn't been played yet doesn't mean it can't be seen as OP yet. As described currently, OH gets one non-doctrinal unit with dual flamers and the ability to construct trenches. In the SU, this requires command point powers from two separate doctrines. Brits can't get flamers at all. In fact, Brits cannot reliably counter their own trenches so spamming them all over the map is a bad idea. OH will be able to spam them everywhere and just clear them out with mega flamers. Against the Brits, there will be no reason to build other units because Brits are weak to flames and cannot counter trenches outside of commando doctrine (riflenades are too inaccurate).

Historically correct or not, OH should never be allowed to build trenches. They destroy gameplay. The other units sound fine so far but Sturmpios have far too many positives, it doesn't even matter how much they cost.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: cephalos on January 16, 2011, 02:22:39 AM
Yeah, maybe have something like the single-sided heavy cover of the map trenches? I'm not sure how you could make that buildable, though...

It's entirely possible, it would require a model but it also would require somebody with a lot of knowledge of Object Editor... these are people we lack at the moment.

Personally, I've never been a fan of trenches... but it's up to our faction designers and balancers to decide.

I have an idea:
Heavy Cover ( really stupid name, I know) - cost some manpower, but has two tasks - to grant somr cover to infantry and block light vehicles. Buildble same as old-style PE Roadbloks ( I mean those big ones, not those small builded in line)
And this took me about 1 minute ( plus 1 to load World builder)\
(http://img7.imageshack.us/img7/2497/okop.jpg)

How do you like it?

EDIT: I forgot to write that it's ungarnisonable. Works like sandbags.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: 2LTAndeh on January 16, 2011, 02:44:01 AM
Looks amazing so far, and I'm really liking the different unit pools. Personally I have no problem with the ability to build trenches as digging a hole in the earth for cover doesn't seem like such a peculiar thing as to only be used by the British or Russians. As far as modeling one goes, it seems unnecessary to make a completely different one for it being a simple thing and besides, I think we'll be preoccupied using the new units to not care too much how our trenches look.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: GodlikeDennis on January 16, 2011, 03:19:17 AM
Wow cephalos, that looks pretty good. I wonder if it could be made to be built as a click and drag wall somehow. Overall, the concrete wall with sandbags and wire appearance looks really good and is kind of unique to the OH.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: PanzerHeer on January 16, 2011, 03:32:45 AM
i like but the only thing that does bother me is the sturmpios shouldnt have the flamethrowers right off the bat they should have to upgrade for em
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Raider217 on January 16, 2011, 06:19:23 AM
i like but the only thing that does bother me is the sturmpios shouldnt have the flamethrowers right off the bat they should have to upgrade for em

Alternatively they could be given the Eintossflammenwerfer ability instead of a straight flamethrower (munit per use), which alot of you would already know about.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Jono on January 16, 2011, 07:02:56 AM
I think trenchs would be a good thing for the ostheer becouse they need something to stop them from getting shreded from the supurer allied arty that dominates the existing axis arty but maybe if they had like an earth bunker (like a trench but more vunrable to direct fire but could hold mgs although only letting them fire in one direction
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Wilson on January 16, 2011, 10:29:04 AM
@cephalos - Yeah, that looks really cool. Something like that could be a nice unique feature for a different kind of entrenchment. Better than trenches for sure, GodlikeDennis has made good points about why it probably wouldn't be great for an Axis faction to have trenches.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 16, 2011, 10:36:18 AM
Or else,you could use some "trench" objects found in the great variety of of the maps (those, that cannot be actually "occupied" the way buildings are). I don't think there's a strong need of new animations for them, for there are several stages of destruction of those things. The latter could be used to illustrate the building stages (that is, fires and burning imply would have to be removed;))
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: khaitheman222 on January 16, 2011, 12:38:14 PM
Finally an infantry support gun!! good against those early game conscript spam. i dun tink the schutzen war camp is OP cus u can only use 1pool upgrade..anywAY,THE KRAUTS DESPERATELY need something 2 counter soviets early game infantry spamming...the panzer 2 luch is a good counter...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Analpirat on January 16, 2011, 12:44:09 PM
I think cephalos is spot-on with his idea. It looks fresh, it utilizes the proven mechanics and as long as you wouldn't be able to cordon of half of the map with it it also shouldn't pose any balance problems.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Baker Easy on January 16, 2011, 06:00:43 PM
I'm getting more and more excited for the Ostheer with every update.  I can't wait to play as them!

I think I would have liked the regular Panzer II more but that's far too late to change now (not to mention mostly irrelevant, I just like how the original looks better)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: BurroDiablo on January 16, 2011, 06:25:08 PM
I'm getting more and more excited for the Ostheer with every update.  I can't wait to play as them!

I think I would have liked the regular Panzer II more but that's far too late to change now (not to mention mostly irrelevant, I just like how the original looks better)

Regular PzII could be a reward unit in the future since we also have that model.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Seeme on January 17, 2011, 09:02:13 PM
Am Still wondering why this wasn't in the donaters forum first? ???
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Versedhorison on January 17, 2011, 09:07:34 PM
This all looks great. I'm looking foward to this heaps.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 17, 2011, 09:09:05 PM
Maybe because the donors are obsolete now?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on January 17, 2011, 09:10:43 PM
Am Still wondering why this wasn't in the donaters forum first? ???
My bad, i forgotten to place it there XD.

Maybe because the donors are obsolete now?
I'm not used yet to post stuff there first. Not going to happen with the next ostheer sneaky peaky.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 17, 2011, 09:16:06 PM
Well, they are your rules, but i honestly think that everybody should get this information at the same time...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: WartyX on January 17, 2011, 11:51:19 PM
I agree with you lot about the trenches. Unless we make them different in function and appearance, it does seem like a cheap cop-out.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Desert_Fox on January 17, 2011, 11:56:51 PM
Forgive my ignorance  :-\ but...what are Czech Hedgehogs?  :P
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: cephalos on January 18, 2011, 12:08:11 AM
Forgive my ignorance  :-\ but...what are Czech Hedgehogs?  :P
http://en.wikipedia.org/wiki/Czech_hedgehog (http://en.wikipedia.org/wiki/Czech_hedgehog)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 18, 2011, 12:13:00 AM
So basically they are the same as Yankee Hedgehogs?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Desert_Fox on January 18, 2011, 12:15:10 AM
Forgive my ignorance  :-\ but...what are Czech Hedgehogs?  :P
http://en.wikipedia.org/wiki/Czech_hedgehog (http://en.wikipedia.org/wiki/Czech_hedgehog)

Oh, ok...simply tank-trap.  :)

I know it with another name. Thanks.  ;)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Rikard Blixt on January 18, 2011, 12:21:44 AM
So basically they are the same as Yankee Hedgehogs?

The Americans in CoH uses Czech Hedgehogs :>
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Morvagor on January 18, 2011, 12:57:47 PM
Nice concept, looks like Lord Rommels (old) idea of the Ostheer.

Why don't you use the EF-Twitter Account anymore?

PS: If you want to write an "ü" (in Schütze), use "ü" in html.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 18, 2011, 01:03:48 PM
Or you could, you know, just change the keyboard language to German... Although i still have an English keyboard, which is annoying, but yeah...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 18, 2011, 01:12:07 PM
Certainly. To donate is to give someone something without expecting/wanting anything in return. Otherwise it would be buying/bribing/hiring.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 18, 2011, 01:23:56 PM
Sorry, I accidentally deleted my post, previous to that last of pariah. So, I decided to restore it for the sake of common sense.
Certainly. To donate is to give someone something without expecting/wanting anything in return. Otherwise it would be buying/bribing/hiring.

Well, they are your rules, but i honestly think that everybody should get this information at the same time...

Truly so. I mean, donation should be an act of free will, done without any profit acquired. That's like a dictionary thing ;) (No I din't copy it from any dictionary, but, I think, the meaning of the word "donation" is somewhat close to what I've said).
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Killar on January 18, 2011, 02:42:28 PM
Truly so. I mean, donation should be an act of free will, done without any profit acquired.
Yeah but their "profit" was to keep the forum alive. Best to do that is to dangle news of the progress. So it worked, forum is saved. Why complaining?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 18, 2011, 02:47:59 PM
I'm not complaining. I just don't like people getting upset 'bout being cut off from some info simply 'cause they don't have money to spend, or some trouble with internet payments.
Anyway, it's not my decision, and it shouldn't be mine in any case. I, personally, am happy either way, as long, as the mod is alive.  :)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Killar on January 18, 2011, 02:52:10 PM
I'm not complaining. I just don't like people getting upset 'bout being cut off from some info simply 'cause they don't have money to spend, or some trouble with internet payments.

yeah thats their problems. The news are getting official anyways

Anyway, it's not my decision, and it shouldn't be mine in any case. I, personally, am happy either way, as long, as the mod is alive.  :)
As i said this comes up because the forum is saved for a time
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: SK8ERatWAR on January 18, 2011, 05:57:35 PM
I think Cephalos's heavy cover is sick! that would be awesome to see
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 18, 2011, 06:10:20 PM
I think Cephalos's heavy cover is sick! that would be awesome to see

Fully agree with that! Make it happen, you sexy modders, you!
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on January 18, 2011, 06:19:06 PM
Yeah, maybe have something like the single-sided heavy cover of the map trenches? I'm not sure how you could make that buildable, though...

It's entirely possible, it would require a model but it also would require somebody with a lot of knowledge of Object Editor... these are people we lack at the moment.

Personally, I've never been a fan of trenches... but it's up to our faction designers and balancers to decide.

I have an idea:
Heavy Cover ( really stupid name, I know) - cost some manpower, but has two tasks - to grant somr cover to infantry and block light vehicles. Buildble same as old-style PE Roadbloks ( I mean those big ones, not those small builded in line)
And this took me about 1 minute ( plus 1 to load World builder)\
(http://img7.imageshack.us/img7/2497/okop.jpg)

How do you like it?

EDIT: I forgot to write that it's ungarnisonable. Works like sandbags.
Nice :).
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: cephalos on January 18, 2011, 06:34:43 PM
haha thanks for support folks  ;)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Gerrit 'Lord Rommel' G. on January 18, 2011, 06:44:05 PM
Sorry. I dont like it  ::)

For me it had to watch more like "trenches".
Kilometers of kilometers of the eastern front were a trench war.
Static front lines and complex trench systems.
Just watch the battle of Kursk! Red army had build up 3!! defending lines with trenches, tank traps and duged in anti tank guns.
Watch the siege of Leningrad; Heeresgruppe Nord had build a complex trench line with underground bunkers and positions.

Most parts of the eastern front were a "static trench" war - a bit like ww1.
So a trench system is a must have for red army and Ostheer - out of my view.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: cephalos on January 18, 2011, 06:52:50 PM
Right, I agree, but what happens when let's say 75% ( just theory) won't like trenches for Ostheer? Will you still insist that trenches are a must?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 18, 2011, 06:53:16 PM
Well, i don't know how you would implement underground bunkers... Something like that would require a whole new system (something like that of Metal Fatigue).
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Gerrit 'Lord Rommel' G. on January 18, 2011, 06:57:59 PM
This bunkers were hjust an example for the "static war" at the eastern front ;)

My point is:
On most parts of the eastern front u had a war with parallels of ww1.
So u CANT fade out this fact and that is the reason why we shouldnt fade out this asprect for red army and Ostheer!
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 18, 2011, 07:02:21 PM
What about these?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on January 18, 2011, 07:03:20 PM
Even if this won't replace an old trench, i still like it :D! Perhaps something like this could be added, not to replace the trench but as complement of some doctrine.

Well, i don't know how you would implement underground bunkers... Something like that would require a whole new system (something like that of Metal Fatigue).
Well, we need to try something new at least :D! If it won't work will widely known :-X.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: cephalos on January 18, 2011, 07:06:53 PM
Well, why not to give trenches also to Wehrmacht and US? There were stalemates on the Western Front ( a lot of those), and trennch is the simples and most obvious type of cover that infantry can provide. Don't tell me that battle of Bocage, operation Luttich and other big battles didn't take place in trenches.
At the beginning trench was unique to Brits - because they were defensive faction it was obvious, same as not giving trenches to PE. Soviets made a bit difference, nevertheless trench was still allies stuff. Now I can't imagine when Ostheer will dig trenches for it's infantry and for PE Grens or Wehr Grens  :o This will cause trench war.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 18, 2011, 07:09:00 PM
What about these?

Yeah, that's just what i was thinking of!
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 18, 2011, 07:11:47 PM
I mean, these really aren't that tough,- you can't sit there with enemy running in circles and hopelessly trying to smoke you out - they'll simly run into your trench! Realistic? You bet!
It's also VERY eastern front style - "Comrades! Let's cut them out in their trenches!"  ;D
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on January 18, 2011, 07:17:13 PM
Well, why not to give trenches also to Wehrmacht and US? There were stalemates on the Western Front ( a lot of those), and trennch is the simples and most obvious type of cover that infantry can provide. Don't tell me that battle of Bocage, operation Luttich and other big battles didn't take place in trenches.
At the beginning trench was unique to Brits - because they were defensive faction it was obvious, same as not giving trenches to PE. Soviets made a bit difference, nevertheless trench was still allies stuff. Now I can't imagine when Ostheer will dig trenches for it's infantry and for PE Grens or Wehr Grens  :o This will cause trench war.
Afaik Ostheer trenches won't be the same that the soviets and brits have.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: SublimeSnugz on January 18, 2011, 07:18:58 PM
My point is:
On most parts of the eastern front u had a war with parallels of ww1.
So u CANT fade out this fact and that is the reason why we shouldnt fade out this asprect for red army and Ostheer!

Historical accuracy and Realism ruins gameplay. Trenches are just a too big balance headache, especially with an axis faction. Imgine a ostheer - Brit game lol.
I belive that Historical Accuracy should NOT have top priority when designing a faction, the way Relic did it was the right way imo.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Gerrit 'Lord Rommel' G. on January 18, 2011, 07:48:58 PM
Well. Out of my view the historical aspect is one of the most important point for a game which had decided to chose an real historical setting.

And out of my view trenches dont destroy the gameplay.
When a brit dig in he loses a big offensive capacity and when
german faction had their big tanks brits will regret their dug in xD
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 18, 2011, 08:00:53 PM
Grrr...
I must be talking to a wall here  :-\
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: SublimeSnugz on January 18, 2011, 08:04:06 PM
Well. Out of my view the historical aspect is one of the most important point for a game which had decided to chose an real historical setting.

And out of my view trenches dont destroy the gameplay.
When a brit dig in he loses a big offensive capacity and when
german faction had their big tanks brits will regret their dug in xD

Historical aspekts should not be a slave book to be followed, but an powerfull inspiration source, espeacially when dealing with a hardcore RTS as Company of Heroes.

The British faction has really no reliable counters against trenches, they can't do  anything allmost. Imagine a squard of stormpios with 2x flamethrowes and mp40's inside a trench cookin them poor tommies up, dooms day i say.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 18, 2011, 08:08:14 PM
Yeah, sucks how Tommies can't clear rats out their own trenches. Best thing to do is delete them when you exit...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Chancellor on January 18, 2011, 09:04:40 PM
Snug knows what he's talking about.  The trench idea has been used way too much already.  Brit trenches already ruin gameplay.  Now Russians...now Ostheer?  The cow has been milked too much, leave it alone.  Static defenses is not how a fun game is meant to be played.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Ghost on January 18, 2011, 09:23:27 PM
[...]The trench idea has been used way too much already.  Brit trenches already ruin gameplay.  Now Russians...now Ostheer?  The cow has been milked too much, leave it alone.  Static defenses is not how a fun game is meant to be played.

that's like saying "ostheer shouldn't have sandbags because the other faction have them".
(about soviets&trenches: only one doctrine can use them)
if the EF faction designers think it's a good idea to include trenches then i'm sure it's gonna be ok.
and ostheer would be the first axis faction to have them.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Chancellor on January 18, 2011, 09:45:35 PM
Sandbags don't protect units from everything save flames and grenades and don't promote static gameplay.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 18, 2011, 09:51:18 PM
Just make Ostheer trenches unoccupiable: troops would go in there like into an area of heavy cover, but not into a building-like structure - historically accurate, and doesn't encourage static gameplay.
Am I missing on something here?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Wilson on January 18, 2011, 10:08:40 PM
[...]The trench idea has been used way too much already.  Brit trenches already ruin gameplay.  Now Russians...now Ostheer?  The cow has been milked too much, leave it alone.  Static defenses is not how a fun game is meant to be played.

that's like saying "ostheer shouldn't have sandbags because the other faction have them".
(about soviets&trenches: only one doctrine can use them)
if the EF faction designers think it's a good idea to include trenches then i'm sure it's gonna be ok.
and ostheer would be the first axis faction to have them.

I'd argue that trenches aren't like sandbags in that they were originally a faction specific thing, and they are far more powerful than sandbags in terms of defensive benefits. But I think the more important thing is that Axis trenches have the potential to unbalance the game (what do Brits do about them?) and they just don't promote interesting gameplay much (I personally think it's lame to have units insta-blow trenches to avoid leaving them for the enemy, but they'd be useless to Brits otherwise and people probably wouldn't bother if you couldn't). A large solid piece of green cover however, would be interesting, new and not so dodgy in terms of mechanics.

I do like the idea of trenches and I think units digging trenches could be very cool, but in the current implementation I don't like them. And since that won't change, they should be limited.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 18, 2011, 10:15:53 PM
"A large solid piece of green cover" isn't new; The Panzer Elite have Roadblocks.

What i suggest is the aforementioned heavy cover trenches. So the units can walk in them, and get cover on both sides; Essentially being reverse Sand Bags.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Wilson on January 18, 2011, 10:38:23 PM
Do the PE Roadblocks provide green cover? For some reason I assumed they didn't. Well, it wouldn't be that new then. But if it was about the length in cephalos' image, it would be a bit different from the PE one. I preferred the old PE roadblocks.

Heavy cover trenches would be pretty neat actually. You get the coolness of trenches without the dodginess of CoH's current trench cover.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Killar on January 18, 2011, 10:52:52 PM
I saw a broadcast yesterday when a brit player spammed half made trenches on wolfheze. Axis could´nt micro his vehicles and lost.

What about the idea to build a bigger longer trench with a heavy weapon? costs mp to build and mun to upgrade to:

-> HWG

or

-> AT

trench is walkable by enemy troops
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: TheReaper on January 18, 2011, 10:59:34 PM
Well. Out of my view the historical aspect is one of the most important point for a game which had decided to chose an real historical setting.

And out of my view trenches dont destroy the gameplay.
When a brit dig in he loses a big offensive capacity and when
german faction had their big tanks brits will regret their dug in xD

Historical aspekts should not be a slave book to be followed, but an powerfull inspiration source, espeacially when dealing with a hardcore RTS as Company of Heroes.

The British faction has really no reliable counters against trenches, they can't do  anything allmost. Imagine a squard of stormpios with 2x flamethrowes and mp40's inside a trench cookin them poor tommies up, dooms day i say.
Yeah, the US and Wehr factions were freash and original, it was fun to play, and historycally accurate (for an RTS game). But with the Brit and PE faction they're gone too far, look the popularity that factions. Even that is angers me, if I don't watch out, I can't buld all of the buildings on Wrecked train, for example. I think trenches wouldn't be so popular, if it don't allow the player to base rush, or do the Ostheer faction for light assault  force at the beginning, so you can't sit youre units in trenches, then you weaken youre forces. I think the less used building is the trench when youre a Brit. It's comical, how it gone to ToV and CoH:$ it's not fun to play with, especially in 1v1. hope the new patch will balance my favourite RTS game. :)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 18, 2011, 11:08:32 PM
Yeah, Roadblocks provide heavy cover. Which makes sense. What doesn't make sense, though, is Hedgehogs and Dragons Teeth not providing any cover...

Also, i think Killar has a good idea; Maybe trenches with mounted weapons? That might be alright...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Versedhorison on January 18, 2011, 11:21:26 PM
quit complaining trenches are fine. The ostheer isn't gonna become a new british faction ffs.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 18, 2011, 11:31:57 PM
Quit complaining that we are complaining. We are discussing.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 18, 2011, 11:32:22 PM
quit complaining trenches are fine. The ostheer isn't gonna become a new british faction ffs.

WTF?
I thought, it was, like, a discussion, FFS?  ;D
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Seeme on January 18, 2011, 11:36:44 PM
Its kinda off topic though.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 18, 2011, 11:38:54 PM
No, it's not,- we're discussing, what actually is a part of this particular update. So it's all quite valid here.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Venoxxis on January 18, 2011, 11:40:49 PM
quit complaining trenches are fine. The ostheer isn't gonna become a new british faction ffs.

WTF?
I thought, it was, like, a discussion, FFS?  ;D

yep a discussion :) which value shouldnt be underestimated.

The past and relic have shown, that historical accurancy isnt the keypoint of the game. Actually its the basic idea of which a game like that is buildup. No less and no more. The best game is still the one which is liked by the most people.


Regards
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Versedhorison on January 18, 2011, 11:52:48 PM
Sorry If I haven't made much of a point but I dont feel that trenches are gonna make the ostheer anything nearly as defensive as brits. Soviets have trenches (as a doctrine choice) but that hardly makes them anything nearly as defensive as British. I therefore think that people should not take such a harsh stance towards trenches.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Desert_Fox on January 19, 2011, 12:01:33 AM
I think also Soviets has trenches because they're infantries (except Guards) aren't good like other faction's troops.

It's a way to have a balanced game. :)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 19, 2011, 12:13:32 AM
Besides, their trenches are doctrinal, and they don't have any anti-trench tools right away as well.
Back to the topic: I think that some trenches are more than appropriate and would really suit the Ostheer. But these just have to be unique ones. Un-occupiable and passable by infantry and vehicles buildable heavy cover lines would be somewhat new, interesting, historically accurate, providing the necessary game dinamics, hell,- these would be flawless!  ;D ;D ;D
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Venoxxis on January 19, 2011, 12:15:56 AM
Besides, their trenches are doctrinal, and they don't have any anti-trench tools right away as well.
Back to the topic: I think that some trenches are more than appropriate and would really suit the Ostheer. But these just have to be unique ones. Un-occupiable and passable by infantry and vehicles buildable heavy cover lines would be somewhat new, interesting, historically accurate, providing the necessary game dinamics, hell,- these would be flawless!  ;D ;D ;D

+1.
This is right what i think as well.


Regards
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 19, 2011, 12:28:56 AM
Vehicles driving over cover without crushing it? I'm not sure that could be implemented...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 19, 2011, 12:33:46 AM
Vehicles driving over cover without crushing it? I'm not sure that could be implemented...

Believe me, it can.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 19, 2011, 12:36:49 AM
Well it's just that the current map trenches can't be driven over by vehicles, so i just assumed...

It's also annoying that infantry can't climb over walls, so if you guys could implement that as well, that would be fucking sweet!
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Tico_1990 on January 19, 2011, 12:49:52 AM
Well it's just that the current map trenches can't be driven over by vehicles, so i just assumed...

It's also annoying that infantry can't climb over walls, so if you guys could implement that as well, that would be fucking sweet!

I'm not sure what you mean, but I know that tanks are able to drive over trenches (granted, these need to be empty)
Cheers
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Versedhorison on January 19, 2011, 02:15:36 AM
Well it's just that the current map trenches can't be driven over by vehicles, so i just assumed...

It's also annoying that infantry can't climb over walls, so if you guys could implement that as well, that would be fucking sweet!
The devs have stated that they are not making core gameplay changes, just balance changes. Infantry 'jumping' over walls is one of them.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Rikard Blixt on January 19, 2011, 08:13:29 AM
Besides, their trenches are doctrinal, and they don't have any anti-trench tools right away as well.

Molotovs do come quicker then then OH trenches.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 19, 2011, 08:32:27 AM
Besides, their trenches are doctrinal, and they don't have any anti-trench tools right away as well.

Molotovs do come quicker then then OH trenches.

Comparing molotovs, which are actually an upgrade to a flamethrower which is not, taken as trench-clearing tools, is by all means inadequate in every aspect there is.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Rikard Blixt on January 19, 2011, 09:16:20 AM
Besides, their trenches are doctrinal, and they don't have any anti-trench tools right away as well.

Molotovs do come quicker then then OH trenches.

Comparing molotovs, which are actually an upgrade to a flamethrower which is not, taken as trench-clearing tools, is by all means inadequate in every aspect there is.

PE uses their incendiary nades for Trench Clearing. So it's pretty similar.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 19, 2011, 09:39:07 AM
Besides, their trenches are doctrinal, and they don't have any anti-trench tools right away as well.

Molotovs do come quicker then then OH trenches.

Comparing molotovs, which are actually an upgrade to a flamethrower which is not, taken as trench-clearing tools, is by all means inadequate in every aspect there is.

PE uses their incendiary nades for Trench Clearing. So it's pretty similar.

Well, of course it is. Every sane person would agree on that. But that, however, doesn't make it nearly as strong a flamethrowers, you wouldn't even have to bother buying first, for they just come by default. Moreover, the same troopers, that wield them, can also build trenches (by default as well).   ::)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Rikard Blixt on January 19, 2011, 10:17:20 AM
Wait what? PE needs to upgrade to Incendiary nades first, and can't build trenches?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 19, 2011, 10:19:16 AM
Wait what? PE needs to upgrade to Incendiary nades first, and can't build trenches?

I meant the Ostheer. It's their branch, right?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Analpirat on January 19, 2011, 10:49:38 AM
I agree with all the trench-opposed people here. Imho trenches completely screw CoHs gameplay mechanics and I think everyone clearly sees that. No clever use of cover, no maneuvering,no flanking, no real micro(just delete it when they come with flamers). Just pop a trench and hop in and you're done. It isn't even the model, it's the mechanic.

And even if it comes relatively late with the Ostheer, why even bother?
Does it really need them?
Or are you just giving it to them for the sake of historical accuracy? Because that argument just doesn't cut it. Like, at all. I don't think I even have to name any examples for historical inaccuracies in CoH because everyone in the know clearly sees that. What made CoH such a hit is balance>>>realism, and you should stick to that. Just think of what playstyle you're promoting with trenches and then weigh that vs what you think you gain with a little more historical correctness.

Furthermore, do you think it is public perception that the Eastern Front was more static than the Western Front? Will it matter to people? Can you picture someone at GR.org saying: "Well, EF also has trenches for the OH and the Soviets which is important because, while not many people might know about it, warfare on the Eastern Front was a lot more static than you might think"

My plea is: if you're adding a unit or a feature, then do it for the gameplays sake, not for historical accuracy.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: SublimeSnugz on January 19, 2011, 12:20:30 PM
I agree with all the trench-opposed people here. Imho trenches completely screw CoHs gameplay mechanics and I think everyone clearly sees that. No clever use of cover, no maneuvering,no flanking, no real micro(just delete it when they come with flamers). Just pop a trench and hop in and you're done. It isn't even the model, it's the mechanic.

And even if it comes relatively late with the Ostheer, why even bother?
Does it really need them?
Or are you just giving it to them for the sake of historical accuracy? Because that argument just doesn't cut it. Like, at all. I don't think I even have to name any examples for historical inaccuracies in CoH because everyone in the know clearly sees that. What made CoH such a hit is balance>>>realism, and you should stick to that. Just think of what playstyle you're promoting with trenches and then weigh that vs what you think you gain with a little more historical correctness.

Furthermore, do you think it is public perception that the Eastern Front was more static than the Western Front? Will it matter to people? Can you picture someone at GR.org saying: "Well, EF also has trenches for the OH and the Soviets which is important because, while not many people might know about it, warfare on the Eastern Front was a lot more static than you might think"

My plea is: if you're adding a unit or a feature, then do it for the gameplays sake, not for historical accuracy.

+1 couldn't agree more
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: GodlikeDennis on January 19, 2011, 02:18:22 PM
I said it 5 pages back and I'll say it again. Axis cannot be allowed to build Brit style trenches ever because Brits cannot counter said trenches. I'm in favour of either Cephalos' roadblock style battlement or of a buildable heavy cover style trench, which would be similar to some of the heavy cover available on some maps (Rails and Metal etc.). I'm not sure if you can actually build that type of thing and still be able to move through it though.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Desert_Fox on January 19, 2011, 03:53:40 PM
I don't like your avatar  :-X >:(
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Jimbosmith on January 19, 2011, 03:58:03 PM
neither do i, image deleted



Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 19, 2011, 04:30:13 PM
I couldn't see anything wrong with it...

What is really annoying, though, is the comment! Why do people keep asking how to get the Ostheer!?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Ghost on January 19, 2011, 04:34:34 PM
Moreover, the same troopers, that wield them, can also build trenches (by default as well).   ::)

Quote
Sturmpioneers
Role: Assault Engineers
Weapons: 2xFlammenwerfer + 2xMP40
Abilities: Detect Mines(passive), Barbed Wire, Sandbags, Czech Hedgehogs, Run(requires Blitz Pioneers), Goliath(requires Blitz Pioneers), Trench(requires Fortress Pioneers), S-Mines(requires Fortress Pioneers).
Upgrade: Blitz Pioneers OR Fortress Pioneers.
Summary: The Ostheer Stormpioniers are ready to combat on the eastern front! Let them construct trenches or planting S-Mines by upgrading them as Fortress Pioneers or to assault a position with Run ability and  be able to construct Goliaths as Blitz Pioneers. [...]

they can't build them by default. they must be upgraded first. and keep in mind that they can only have one of the two upgrades...

Quote
Heavy Assault(HA): The units that belong to this pool are the Stormpioniers and the Sdkfz. 251 (aka Troop Halftrack).

you have to buy the pool upgrade first and not everyone will take this one. many will choose pak40 and ISG. so i really don't see a problem with the sturmpios being able to build trenches and clear them...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Wilson on January 19, 2011, 05:28:27 PM

you have to buy the pool upgrade first and not everyone will take this one. many will choose pak40 and ISG. so i really don't see a problem with the sturmpios being able to build trenches and clear them...

If you want one key point, I think the big one is that the Brits can't counter them (not easily anyway). The fact that the Sturmpios can easily clear trenches isn't an inherent problem in itself.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Ghost on January 19, 2011, 05:50:22 PM
i'm not sure, but are riflegrenade squads / mortar pits / AVRE not effective vs trenches?

Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 19, 2011, 06:01:03 PM
Rifle Grenades aren't worth much, Mortar Pits have very limited range, and i really don't think doctrinal units or abilities count.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Analpirat on January 19, 2011, 06:03:06 PM

you have to buy the pool upgrade first and not everyone will take this one. many will choose pak40 and ISG. so i really don't see a problem with the sturmpios being able to build trenches and clear them...

If you want one key point, I think the big one is that the Brits can't counter them (not easily anyway). The fact that the Sturmpios can easily clear trenches isn't an inherent problem in itself.
 
Furthermore it isn't clear how that pool system will work out. Could be that eventually it will be pretty cheap to swap pools (because otherwise there is a great danger that some pools will never be used)And tbh, atm I think the Blitz upgrade for the Sturmpios is far less rewarding than the fortress upgrade.

@ Ghost: AVRE is doctrinal and I don't think it even works against trenches, though the Croc sure will. But alas, it is also doctrinal and also comes very late and at a high price. Riflegrenades are okayish from what I gather but as of yet they only had to be judged as a tool to recapture british trenches. If the OH can build them whereever and whenever they want I wouldn't be suprised if they wouldn't cut it anymore. Far less effective than Flamethrowers anyhow.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 19, 2011, 06:08:04 PM
And what's particularly annoying is that the Brits have Flamethrowers in the Operation Market Garden campaign...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Wilson on January 19, 2011, 06:31:38 PM
i'm not sure, but are riflegrenade squads / mortar pits / AVRE not effective vs trenches?

Rifle grenades are ok, but it would take them a while. I don't think AVRE is much good, and it's doctrinal and not early. And I don't think mortar pits are very good either (if anything I think trenches are maybe meant to be good against artillery?), and even if they were the poor Brits can't build mobile ones, so if you did set up a mortar, they'd just have to shift the trench back a bit.

I think this highlights well the problems Brits would have. You've got the croc coming far too late to help, commando grenades (?) which are also doctrinal and probably not great, or rifle grenade spam, which probably still wouldn't be great. All against something which only requires an upgrade on a non-doctrinal unit, and then no cost (if it's the same as Brit/Russian trenches).
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 19, 2011, 06:38:11 PM
Well, the Brits do have Snipers in their Recon squads... Although i've never used that ability on Trenches, i assume it would work...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Analpirat on January 19, 2011, 06:45:34 PM
For 25muni a shot + cooldown? It'll take weeks to clear a trench  ;)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on January 19, 2011, 07:10:28 PM
I thought it was 35? Maybe that was the upgrade... Anyway, yeah, not to mention the super-short range of the "Sniper"! Ludicrous!
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Raider217 on January 19, 2011, 07:49:51 PM
Skipping off the "hot" topic of trenches for now has the teching been worked out yet if so please let it not be "build any building from the start" youve done it with Soviets and RMC  :-\, doing it with a third faction would be in a word... stale.

Oh and down with trench's I guess.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Versedhorison on January 20, 2011, 12:27:23 AM
I agree with all the trench-opposed people here. Imho trenches completely screw CoHs gameplay mechanics and I think everyone clearly sees that. No clever use of cover, no maneuvering,no flanking, no real micro(just delete it when they come with flamers). Just pop a trench and hop in and you're done. It isn't even the model, it's the mechanic.

And even if it comes relatively late with the Ostheer, why even bother?
Does it really need them?
Or are you just giving it to them for the sake of historical accuracy? Because that argument just doesn't cut it. Like, at all. I don't think I even have to name any examples for historical inaccuracies in CoH because everyone in the know clearly sees that. What made CoH such a hit is balance>>>realism, and you should stick to that. Just think of what playstyle you're promoting with trenches and then weigh that vs what you think you gain with a little more historical correctness.

Furthermore, do you think it is public perception that the Eastern Front was more static than the Western Front? Will it matter to people? Can you picture someone at GR.org saying: "Well, EF also has trenches for the OH and the Soviets which is important because, while not many people might know about it, warfare on the Eastern Front was a lot more static than you might think"

My plea is: if you're adding a unit or a feature, then do it for the gameplays sake, not for historical accuracy.

>Trenches completely screws with CoH gameplay mechanics and i think everyone can clearly see that.

I for one do not share that opinion of yours and I'm sure many other people do not hold that view point.

> Imho trenches completely screw CoHs gameplay mechanics
> No clever use of cover, no maneuvering,no flanking, no real micro(just delete it when they come with flamers). Just pop a trench and hop in and you're done. It isn't even the model, it's the mechanic.
This is not much different to buildings really. You just hop in it and sit there and shoot the enemy until they literally burn you out. Buildings have been on CoH since the beginning. Therefore if trenches are very simmilar to buildings then this would imply that either buildings also screw CoH gameplay mechanics or that your statement is incorrect.

>Or are you just giving it to them for the sake of historical accuracy?
Perhaps the Dev's intend to give the ostheer a different feel and gameplay to that of the Whermacht and Panzer Elite factions and giving the Ostheer Trenches is one way to achieve that.

>Furthermore, do you think it is public perception that the Eastern Front was more static than the Western Front? Will it matter to people?
I'm sure people won't mind a small history lesson. It's not like people are gonna go; "zomg this mod isn't like what I though the Eastern Front was like, I'm gonna go play CoD world at war instead because its WAAAAYY more unrealistic than this."
TL;DR were not gonna lose players over this unless they are gonna boycott it over something as trivial as a couple more factions having slit trenches.

>My plea is: if you're adding a unit or a feature, then do it for the gameplays sake, not for historical accuracy.
Trenches are going in for gameplay reasons as I explained above.

Also in regards to Brits themselves not having enough anti-trench weapons they already do. They have plenty of Arty to kill trenches as well as other weapons like rifle grenades, Piats, Croc-Churchills ect. How do you think they manage to remove German troops from trenches that have been captured. However on another note I do believe that this alone is not enough as those weapons I have stated are not as effective at dealing with trenches as flame/incindiary weapons. However I have full confidince that the Dev's have identified this and will likely implement balance to deal with this.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: GodlikeDennis on January 20, 2011, 03:22:54 AM
Building are placed by the mapper in specific places. They can't just be plopped down on a cutoff or inside someone's base. They can also actually be hurt by small arms and are annihilated by mortars, artillery and tanks. Trenches are almost invulnerable to all weapons except grenades and flame. Mortars, AVRE and artillery are NOT a counter to trenches. The only British units that can noticably damage the units inside are the recon snipe (which can actually miss due to trench modifiers), commando nades, commando det packs, croc churchill and riflenades. Obviously, none of these are actually a reliable counter to trenches since they either miss or require constant munitions spending, or are doctrinal (in a shit doctrine - churchills). Trenches in their British incarnation are bad for the game.

Also, this is false:
Skipping off the "hot" topic of trenches for now has the teching been worked out yet if so please let it not be "build any building from the start" youve done it with Soviets and RMC  :-\, doing it with a third faction would be in a word... stale.
RMC can't just build any building.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Raider217 on January 20, 2011, 03:55:20 AM
False you say...
Buildings can now be built at any time; they do not require an officer anymore. Also, you acquire all units from all buildings without the need of an officer.

RMC can't just build any building.
Brits can call in (if youre going to be picky) from the start any base structure im not on about defenses. Simply saying I'd prefer teching of upgrading to new building (Wehr) or build a building to gain a building (PE and US). To another just build whatever then upgrade those buildings (Soviets).

Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: GodlikeDennis on January 20, 2011, 04:40:13 AM
Don't argue with me mate. I just played 3 games as RMC. It has been changed since that update.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Raider217 on January 20, 2011, 06:08:28 AM
Don't argue with me mate. I just played 3 games as RMC. It has been changed since that update.

Hey i'll accept defeat where it stands if it's changed im all good with that but in future I hope you don't just go False without explaining why as it sent the wrong message and not being a beta tester how was I supposed to know eh?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: GodlikeDennis on January 20, 2011, 08:22:04 AM
Fair enough. This is why it's difficult to provide information to you guys before it's finalised though. Things change if they're not good enough.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Analpirat on January 20, 2011, 08:58:33 AM
>Trenches completely screws with CoH gameplay mechanics and i think everyone can clearly see that.

I for one do not share that opinion of yours and I'm sure many other people do not hold that view point.
...
As you may have seen, GodlikeDennis already rebutted your post with great insight and detailled explanation. (Although I think already made these points in the post you wanted to adress)
As to your point on history lessons, I never said people wanted an unrealistic game. I said people don't primarily care about historical accuracy but about gameplay. So they won't appreciate the reference to an obscure historical detail that the trenches for the OH are. And if you still don't get why trenches are bad for the gameplay then I guess you won't ever get it.

Edit: Well, I'm gonna spell it out anyway(again). Buildings are placed in maps by the mappers. They make sure the placement of the buildings is balanced, i.e. both sides can benefit from them.Trenches can be placed wherever the player wants. Facing(unlike in buildings) is irrelevant with trenches because the units inside have a 360° field of fire. Furthermore, buildings can be occupied by both sides. While trenches theoretically can be as well, in practice they'll always be scuttled by a competent player. Furthermore, trenches offer BETTER cover than buildings. That alone is absurd. To top it off, units in buildings can be countered by a wide array of units, including tanks,mortars, at guns, grenades, flames, etc. Trenches however are nigh on indestructible. You won't harm them with tanks, nor with mortars, nor with artillery. The only way is to get up close and personal with grenades and flames.

And finally, compare the effort needed:
Trench player needs a unit to build a trench. Has to build a trench (no cost). Intellectual component: Has to not place it on the most retarded spot possible, other then that no effort required because trenches offer 360° field of fire with max protection from all sides. If shit hits the fan, has to select trench and press Del 2x.

Trench attacking player is restricted from movement in the area of the trench until he has a counter. He thusly looses ressources. He has to spend ressources to acquire a counter. He has to spend/ utilize ressources to protect his counter while that is attacking the trench. And even if this effort should succeed, there's nothing stopping the trench player from just popping a trench in no time again.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Versedhorison on January 20, 2011, 09:47:03 AM
if your so worried about trenches early game then build a bike/jeep/bren carrier to stop units from building them. Otherwise deal with trenches accordingly as any player worth his grain of salt would.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Analpirat on January 20, 2011, 09:52:26 AM
if your so worried about trenches early game then build a bike/jeep/bren carrier to stop units from building them. Otherwise deal with trenches accordingly as any player worth his grain of salt would.
I'm sorry, is there an argument hidden in between the lines or are you just trying to say l2p? Because if that were your point you'd have completely missed GodlikeDennis' and my point.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: cephalos on January 20, 2011, 10:37:35 AM
I guess it may sound quite disturbing... but shouldn't we make a new topic, where we will argue about trenches?? Maybe some poll?? This was supposed to be about entire update thread, not the "how trench sucks" tread.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Analpirat on January 20, 2011, 10:47:11 AM
I've seen,heard and read far more disturbing things  ;) I wouldn't object, it'd be a good way to settle this, ofc you would have to make sure the poll choices are balanced.

for example something like: should the ostheer have trenches and in what form?
a) OH should get Brit style trenches
b) OH should get trench-like structures with a different mechanic(e.g. heavy cover)
c) OH shouldn't get trenches at all
d) Other (please state)

though I'm not sure if that would be a well thought out poll.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Rikard Blixt on January 20, 2011, 10:56:04 AM
If it doesn't work out we'll just change it. Easier for to do major remake then for relic.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Desert_Fox on January 20, 2011, 11:26:59 AM
I have got some questions:

1) Panzerwerfer's rocket (not incendiary) will be effective against light veichles (from Jeeps to M8/Staghound) or it will be like Nebelwerfer's rocket?

2) Panzerfusiliers's ability "Granades shower": the granades launched will be like normal granade (ex. Grenadiers), Assault Grenades (ex. Doctrine ability) or multiple granade (ex. Assault troops) ?

3) Ostheer has new sound effects of weapons?

I think that's all....Oh no, I forgot:

4) When Ostheer will be released??  :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P  :P :P :P :P :P
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Raider217 on January 20, 2011, 11:31:08 AM
2) Panzerfusiliers's ability "Granades shower": the granades launched will be like normal granade (ex. Grenadiers), Assault Grenades (ex. Doctrine ability) or multiple granade (ex. Assault troops) ?

Sounds like multiple grenades but over a larger area and being less accurate than normal 'nades
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 20, 2011, 11:56:17 AM
BTW, 'though the Panzer II Luchs model is lovely, I think that armoured skirts should appear (visually) only as an upgrade, since historically it would be more accurate ;)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Analpirat on January 20, 2011, 11:57:17 AM
Btw, here's the link to cephalos' trench poll & discussion http://easternfront.org/forums/index.php?topic=5054.0 (http://easternfront.org/forums/index.php?topic=5054.0)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on January 20, 2011, 12:20:10 PM
Btw, here's the link to cephalos' trench poll & discussion http://easternfront.org/forums/index.php?topic=5054.0 (http://easternfront.org/forums/index.php?topic=5054.0)

I think, it would be nice, if all the posts, relevant to trenches, would be moved there by the moderator. Just IMO.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Ghost on January 20, 2011, 02:51:54 PM
i don't understand it. even if you say "brit can't counter trenches", US and soviets can (flamers, grenades and croc).
PE don't have flamers and have to use flame nades or incidiary rounds from mortarhalftrack. so they have disadvantages vs trenches as well.
but that problems are not caused by ostheer beeing able to build trenches.
it is caused by relic not giving their expansion faction enough anti-trench  weapons.

if you say "ostheer having trenches will destroy the game balance" then you would have to ask devs to make axis factions unable to use empty brit trenches, as this would cause the same problem.
and keep this in mind: brits have trenches AND mg nests, mortar pits, 17pounder and bofors. as far as we know from the updates, ostheer will have NO defensive building (just the flak as base defense) and will have to use trenches as defenses.

Quote
Putting all aside, what about 2x2 and bigger games, where OH will be accompanied by other german factions? Trenches would definitely cuase A LOT of problem and drastically affect the game-play.
why? it's the other way around. if you have 2 or more allied faction it is likely that it's not just brits but also US or soviets. so the allies would have anti-trench weapons.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Xantor on January 20, 2011, 04:04:49 PM
So maybe 2nd reward units for brits should be Satan(Stuart with flamethrower)? It would help Brits to destroying a trenches:)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: MatzeHTC on January 20, 2011, 04:44:20 PM
I'm sorry for asking here, but can you guys release a recrew-patch for the sovjets, please?
I can't wait till you release the Ostheer.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Rikard Blixt on January 20, 2011, 04:50:17 PM
I'm sorry for asking here, but can you guys release a recrew-patch for the sovjets, please?
I can't wait till you release the Ostheer.

Patch 1.30 should be arriving shortly.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: MatzeHTC on January 20, 2011, 04:59:44 PM
Thank you Rizz. :)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: SK8ERatWAR on January 20, 2011, 07:42:01 PM
Patch 1.30 should be arriving shortly.

ooh yippay ^^
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: TheReaper on January 20, 2011, 08:16:56 PM
I'm sorry for asking here, but can you guys release a recrew-patch for the sovjets, please?
I can't wait till you release the Ostheer.

Patch 1.30 should be arriving shortly.

Yaaay! will be the Soviets have further balance? :D I can't wait.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Ghost on January 20, 2011, 10:25:06 PM
patch 1.3 changelog (http://easternfront.org/forums/index.php?topic=5058.0)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Killar on February 02, 2011, 12:38:36 AM
next ostheer sneak peak will be in february?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on February 02, 2011, 12:49:17 AM
No, will be in march.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Seeme on February 02, 2011, 12:34:29 PM
Not enough stuff to talk about 'Eh?
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Raider217 on February 02, 2011, 01:22:00 PM
We got 2 in like december that was the deal/ trade off 2 sneak peaks in one month and miss out on one later.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: SublimeSnugz on February 02, 2011, 05:26:44 PM
(http://www.threadbombing.com/data/media/52/Kyle_Moar.jpg)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Killar on February 03, 2011, 02:44:39 AM
uahhh the blob!!!
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Mertypro on February 19, 2011, 07:57:19 PM
i can not wait...
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Saruman on February 21, 2011, 05:27:40 PM
@Merty: Hi, it´s me Khorne^^ But I can´t wait too...
Seems that the Ostheer will take a bit longer right. Well,  but
the nasty Recrewbug was fixed :D
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Caen44 on March 14, 2011, 07:58:15 PM
Hi there,

what are this for fantasy camo uniforms for the Sturm Pioneers on the picture on page 1 of this thread? Hopefully they will not look like this in the final version. This camo never existed in WW2...who´s idea was it to let them look like this?

Regards,

Caen44 (owner of www.ww2-camouflage.com (http://www.ww2-camouflage.com))
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: BurroDiablo on March 14, 2011, 08:09:04 PM
Everything is a work in progress. Most likely those skins are just place holders and will be replaced in time.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on March 14, 2011, 08:19:52 PM
Hi there,

what are this for fantasy camo uniforms for the Sturm Pioneers on the picture on page 1 of this thread? Hopefully they will not look like this in the final version. This camo never existed in WW2...who´s idea was it to let them look like this?

Regards,

Caen44 (owner of www.ww2-camouflage.com (http://www.ww2-camouflage.com))

lol... did you read this part???

[...]
Remember that all the pictures on this post are WIP.

[...]
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on March 14, 2011, 08:26:07 PM
Hi there,

what are this for fantasy camo uniforms for the Sturm Pioneers on the picture on page 1 of this thread? Hopefully they will not look like this in the final version. This camo never existed in WW2...who´s idea was it to let them look like this?

Regards,

Caen44 (owner of www.ww2-camouflage.com (http://www.ww2-camouflage.com))

lol... did you read this part???

[...]
Remember that all the pictures on this post are WIP.

[...]
Yeah, yeah... but it doesn't stop people, including myself, from noticing nonsenses and pointing those out, so you would have a time and a motive to work it all out for the sake of making the mod better. That is what is known as a "constructive criticism".  ;)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on March 14, 2011, 08:44:07 PM
that's called redundancy ;)...

User 1: "Hey guys we have this unit but it's skin is just a place holder".

User 2: "This is a really bad skin, this cannot be right".

User 1: "Ehmm... i said is just a place holder".

But all in all we appreciate that the users give us constructive criticism ;D!!
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Desert_Fox on March 14, 2011, 11:45:46 PM
that's called redundancy ;)...

User 1: "Hey guys we have this unit but it's skin is just a place holder".

User 2: "This is a really bad skin, this cannot be right".

User 1: "Ehmm... i said is just a place holder".

But all in all we appreciate that the users give us constructive criticism ;D!!

LOL, but not too constructive as I can see. :P :P

Anyway, if Devs doesn't show their units because they aren't totally ready ALL site users will say:

"When OH will be released?"
"When you Devs will show something to us?"
"When......"
"What......"
"Who......"

etc...

I think this is the right way to show their projects. :)
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Caen44 on March 16, 2011, 05:49:24 PM
Remember that all the pictures on this post are WIP.

I had not read this sentence. Otherwise I did not publish my fear of ugly and wrong camo skins.  ;D

If the Ostheer will got good Skins as the russians, everything will be allright.  ;)

Regards,

Caen44.

Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on March 16, 2011, 05:57:57 PM
While your fear of ugly camo is justified by the lack of information about the final skins (and this will remain hidden until the time comes ;)), you should not think that any of the skins shown here are the final ones (especially infantry ones).
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: skycaptain_p40 on March 24, 2011, 03:30:08 PM
I love the units, but this choosing between units will really mess with the way I would play as this faction. 
The choices i would most often make are:

Light Assault
Summary: Enables the production of Marksmen and MG teams. When you active LA, the FlaK 38 and Ofenrohr Truppen are disabled.

Heavy Assault
Summary: Allows to enable the production of Stormpioniers and Troop Halftracks. When you active HA, PaKs 40 and 75mm ISG teams are disabled.

Panzer Assault
Summary: Allows the production of Panthers and StuG IIIs. Disables the production of Marders and Brummbärs.

Those are the ones that would fit my play style, but the major problem being is i would have no AT capabilities until late game. 
Now I know that's mostly my fault because of my choosing, though still feel like that is an issue that should be addressed.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: Blackbishop on March 24, 2011, 05:13:09 PM
That's an easy one, just choose a defensive pool instead of an offensive one ::).
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: GodlikeDennis on March 25, 2011, 04:31:56 AM
You don't make the choice once. Swap back if you need the others. Or build a 2nd building if you're that desperate.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: IJoe on March 25, 2011, 04:34:41 AM
You don't make the choice once. Swap back if you need the others. Or build a 2nd building if you're that desperate.

Second building won't help, - since the upgrade is global, you'll still have to switch between the pools.
Title: Re: Ostheer Update 4: Schutzen War Camp
Post by: pariah on March 25, 2011, 04:38:41 AM
And on top of that, most maps only provide enough room in the H.Q. territory for 1 of each base building, and some Eastern Front maps only have enough for like 2 or 3. ;)