Company of Heroes: Eastern Front

Announcements (Read-Only) => Announcements => Topic started by: Blackbishop on March 14, 2011, 06:40:10 PM

Title: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 14, 2011, 06:40:10 PM
(http://www.easternfront.org/uploads/WartyX/osth.png)


The Panzer Kampf Kommand

Remember that those skins are WIP, they aren't the final ones.

The Best of German Steel is ready to steamroll the enemy forces. The Panzer Kampf Kommand is where you can call in your armoured support. All panzer reinforcements requested from the Kampf Kommand come from off-map; arriving at the edge of the battle.

This building uses two different pools, Panzer Assault(PA) and Panzer Support(PS). PA will let you build Panthers and StuGs while PS allows for Marder IIs and the Brummbär, each one oriented to fill the gap left by the previous pools choices or you can use it just because you like it ;).

The Panzer III Ausf. J is the main stay of the Ostheer forces, is the neutral unit for this building; always available and multi-roled (through upgrades).

Units Deployable:

Panzer III Ausf. J
Role: Medium Tank
Weapons: 5 cm KwK 39 L/60 Ausf. J + 2xMG34
Upgrades: Side Armour, 7.5cm L/24 KwK Ausf. N (Soft Targets)
Abilities: Panzergranate 40
Summary: The main battle tank for the Ostheer, capable of dealing with medium tanks, but helpless against modern ones. The Panzer III is able to combat both infantry and armour. Upgrades allow it to increase it's effectiveness vs either.

Can be upgraded with side armor (skirts) and it's has the ability to fire a Panzergranate projectile; devastating against man and machine alike. Anti-Infantry specialise comes by way of the 7.5cm "Stubby" cannon upgrade.

(http://www.majhost.com/gallery/blackbishop/EF-Content/pz_iii.png) (http://www.majhost.com/gallery/blackbishop/EF-Content/pz_iii.png)


Panther Ausf. G
Role: Heavy Tank
Weapons: 7.5 cm KwK 42 + 2xMG34
Abilities: Panzergranate 40/42
Summary: The Ausf. G version of the Panther is ready to be deployed at the Eastern Front! This fearsome war machine can be loaded with Panzergranate 40/42 munition for limited time, increasing the damage to enemy tanks.

(http://www.majhost.com/gallery/blackbishop/EF-Content/panther_g.png) (http://www.majhost.com/gallery/blackbishop/EF-Content/panther_g.png)


StuG III Ausf. G
Role: Assault-Gun
Weapons: 7.5 cm StuK 40 L/48
Upgrades: Side Armour
Summary: With the arrival of the T-34 on the Eastern Front it was quickly noticed that Panzer IIIs were no match for them - T-34s being both technologically advanced and available in massive numbers - in response, Oberkommande sent forth the StuG III to the eastern front. Supplementing the Pz. III as a mobile Anti-Tank platform. The Stug III can be upgraded with Side Armor(skirts) to increase it's resilience to enemy fire.

(http://www.majhost.com/gallery/blackbishop/EF-Content/stug_iii.png) (http://www.majhost.com/gallery/blackbishop/EF-Content/stug_iii.png)


Marder II (Sd.Kfz. 132)
Role: Tank Destroyer
Weapons: F22
Abilities: The Tracks!
Summary: The Panzer Support pool has available the Marder II for use as an effective tank destroyer to combat Soviet armour. Armed with the 7.5cm PaK 40 and armour piercing rounds the Marder II - while more vulnerable than the fully in-cased StuG III - is highly capable at silencing Soviet advances.

The Marder II is able to target enemy tracks; immobilising them - allowing for easy take down by localised tank fire or small infantry assault. Be aware the Marder is a fragile unit and should attack from maximum range, supported by Panzer IIIs.

Eastern Front's Marder II uses a soviet divisional gun F22 re-chambered to use german PaK 40 ammunition.

(http://www.majhost.com/gallery/blackbishop/EF-Content/marder_ii.png) (http://www.majhost.com/gallery/blackbishop/EF-Content/marder_ii.png)


Brummbär
Role: Heavy Assault-Gun
Weapons: 15 cm StuH 43 L/12
Upgrades: Side Armour, Observer
Summary: The Sturmpanzer IV is the next step in anti-infantry support, boasting a powerful 15cm howitzer; infantry and structure alike are left helpless. Providing an excellent close combat support against infantry and light vehicles, It can be upgraded with armoured skirts and the vehicles line of sight can be increased with the Tank Commander opening the top hatch to survey the field.

Slow and large; the Brummbär should move with infantry support to avoid destruction by concentrated anti-tank weaponry.

(http://www.majhost.com/gallery/blackbishop/EF-Content/stupa.png) (http://www.majhost.com/gallery/blackbishop/EF-Content/stupa.png)

Upgrades available:

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

Panzer Support
Summary: Allows the production of Marders IIs and Brummbärs. Disables the production of StuGs and Panthers.

These upgrades can be purchased at any time; resources willing.

Here ends the last sneak peak of Ostheer buildings, next ones are for it's doctrines. See you next time!
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Desert_Fox on March 14, 2011, 06:54:46 PM
WWWWWWWWWWWWWWWWWOOOOOOOOOOOOOOOOOOOOWWWWWWWW!!!!!!!!!!!!  :D :D :D

I never expected Brummbar and Marder II. :D :D :D

Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Max 'DonXavi' von B. on March 14, 2011, 06:57:47 PM
Boooooooo-Yaaaaaaaaaaaaaaaa  ;D ;D ;D

Really nice shite, StuG III, finally  :-*

I don't know who made it, but I guess Burro was it. Right?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Alexander 'ApeMen' J. on March 14, 2011, 07:41:57 PM
awesome
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: 250.Inf. Div. on March 14, 2011, 07:44:48 PM
Yeaaaah good update and nice models,the marder 2 is awesone but i like more the SdKfz 131 model.

one question ¿the brummbar model is new or eliwood and dmz model?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 14, 2011, 07:47:07 PM
Boooooooo-Yaaaaaaaaaaaaaaaa  ;D ;D ;D

Really nice shite, StuG III, finally  :-*

I don't know who made it, but I guess Burro was it. Right?
Yes, is his fault ;).

Yeaaaah good update and nice models,the marder 2 is awesone but i like more the SdKfz 131 model.

one question ¿the brummbar model is new or eliwood and dmz model?
lol... different models.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Alexander 'ApeMen' J. on March 14, 2011, 07:51:22 PM
i like the brumbaer

it looks fantestic


and im so happy so see next time the first doctrine
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 14, 2011, 07:55:38 PM
I think Community's Brummbar is the late model, we are going to use the middle one.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Paciat on March 14, 2011, 08:10:31 PM
A Marder that can brake tracks? :o
Dont forget to add button ability to Fireflies to ballance that. ::)
And who would choose Brummbar over an upgraded Panther? Its like choosing KV-2 over T-34/85.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Vrachov on March 14, 2011, 08:13:46 PM
I like the supplies on them.If you look closely on Brummbar they look like Jeep ;D
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 14, 2011, 08:24:21 PM
A Marder that can brake tracks? :o
Dont forget to add button ability to Fireflies to ballance that. ::)
And who would choose Brummbar over an upgraded Panther? Its like choosing KV-2 over T-34/85.
And since when the panther and the brummbar have similar roles ;). Remember that abilities and other similar stuff are alpha. They may or not be present on the ostheer beta.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Gerrit 'Lord Rommel' G. on March 14, 2011, 08:25:17 PM
A Marder that can brake tracks? :o
Dont forget to add button ability to Fireflies to ballance that. ::)
And who would choose Brummbar over an upgraded Panther? Its like choosing KV-2 over T-34/85.

Marder II is quiet fragile. So u need some abilities to protect it.

About Panther and Brummbär:
Well: Keep pools in mine! When u chose the pool of the Panther u wont get Brummbär. When u need the Brummbär u cant build the Panther - your chose! 
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Dzierzan on March 14, 2011, 08:26:22 PM
Yeach baby!!! ;D ;D ;D
 Come to papa!!!
I want play OH right now.
OK OK i can wait. 8)

One question: who's a modeler and animator these tanks?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: BurroDiablo on March 14, 2011, 08:49:01 PM
Model and skins by me (and relic for Panther :P ). Animations will be by Hartkeks and possibly Sweeten. Skins may change. In the case of the Panther and Panzer III, skins will definitely change.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Red_Stinger on March 14, 2011, 08:50:28 PM
 :o :o :o :o

 :) :)
 :D :D
 ;D ;D

Oh my god. Awesome skins. My birthday present - with some delay though. Thanks!!!
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Mertypro on March 14, 2011, 09:05:53 PM
thank you for these update! :-*
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: KILLTEK on March 14, 2011, 09:59:56 PM
coool i guess... :-\ i just really wish it was ready allready  :'(
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Paciat on March 14, 2011, 10:26:03 PM
A Marder that can brake tracks? :o
Dont forget to add button ability to Fireflies to ballance that. ::)
And who would choose Brummbar over an upgraded Panther? Its like choosing KV-2 over T-34/85.

Marder II is quiet fragile. So u need some abilities to protect it.
I wouldnt say Marder and Gwagon abilities are to protect them. The only protection they have is called a reverse gear.
Quote
About Panther and Brummbär:
Well: Keep pools in mine! When u chose the pool of the Panther u wont get Brummbär. When u need the Brummbär u cant build the Panther - your chose!
I guess that the Brummbär can be usefull when supporting an Elephant. :)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Killar on March 14, 2011, 10:53:06 PM
That will be pretty cool!!

If you play with a mate you f.e. will have the panthers, while your mate supports you with a Brummbär.

Its like Wehr/PE combo

Seriously, this year?  :D
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: BurroDiablo on March 14, 2011, 10:56:17 PM
Seriously, this year?  :D

Indeed. I'll personally work my fingers to bloody stumps in order to make it so ;)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Sommarkatze on March 14, 2011, 11:34:55 PM
Woaw. This is wonderful news! :D A big thanks to you guys. To the whole Eastern front team thanks! You are doing a great job ! :D

Love to see the Marder II in action <3 ^^
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: edeka009 on March 15, 2011, 08:52:56 AM
Good job! I hope that the tanks (Panther and Stug III) to be quite "violent" enough to buckle a KV-2 or IS-2.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Morvagor on March 15, 2011, 09:29:33 AM
I made a graphic for an article for my own german gamer blog (click on image):
(http://dl.dropbox.com/u/2692362/Bilder/ef_upd3.png) (http://www.morvagor.de/3366/eastern-front-ostheer-vorschau-teil-3/)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Paciat on March 15, 2011, 10:11:48 AM
Its kind of wierd that Stugs and Marders apear on the field at the same time that the hevies do. My favorite WH and PE strategies were T1 T3 based. Now I will need an upgrade on TLast to get those fun midgame units. :(
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: SublimeSnugz on March 15, 2011, 11:54:58 AM
That Marder2 model looks pretty sweet, I think its just abit overkill to give the marder a imobilize ability like the treadbreaker or "The Tracks" as you call it lool  ;D, and giving it paper thin armour wouldn't make up for it either.
The panzergrenate ability needs another name it sounds corny and people who are going to use it need a small indication on wtf this ability is going to do - look at how all vcoh vehicle ablities are named, "Fire Smoke" "Site Main gun" "Rapid-fire artillery" ETC ... its not hard to figure what the purpose of those abilities are and what theyre gonna do when looking at their names. 

Quote
I made a graphic for an article for my own german gamer blog (click on image):
Nice graphic Morvagor, makes it alot easier to quick distinguish the different vehicles from the pools.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Venoxxis on March 15, 2011, 12:37:08 PM
In the case of the Panther and Panzer III, skins will definitely change.

Hopefully not too much, being really happy to see "fieldgray/dark feeling" units  :P. What i mean to say, that panther of relic looks badass. Its skin should stay that like ;)!

The camos are surprisingly beautiful, maybe its because of the huge number of detail :P. Gameplay will show how they will fit into the game.

Good update, you wont get these hard criticsm like the last time from me  ;D
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: BurroDiablo on March 15, 2011, 01:05:07 PM
PE is already field grey so we've chosen to give them mid-late camo scheme. I like the Field grey I gave the the Marder, but having a mix of Camo units and then some field grey units may look a little off. I dunno, it's currently being discussed, but I think most, if not all, buildable Ostheer vehicles will be camo'ed.

The panzergrenate ability needs another name it sounds corny and people who are going to use it need a small indication on wtf this ability is going to do

That's what the description is there for. You hover over the Panzergranate ability, it tells you what it does, then you learn something. :P

Its kind of wierd that Stugs and Marders apear on the field at the same time that the hevies do. My favorite WH and PE strategies were T1 T3 based. Now I will need an upgrade on TLast to get those fun midgame units. :(

Actually, they probably won't. We have some more idea's you won't know about until finalise them.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: IJoe on March 15, 2011, 01:45:27 PM
PE is already field grey so we've chosen to give them mid-late camo scheme. I like the Field grey I gave the the Marder, but having a mix of Camo units and then some field grey units may look a little off. I dunno, it's currently being discussed, but I think most, if not all, buildable Ostheer vehicles will be camo'ed.

MAYBE, it would be a good idea to make early Ostheer vehicles (like panzer 2, 3) wear field grey, and have the more later ones authentically camouflaged.
After all, Ostheer, unlike the rest of axis factions, is supposed to represent the german army throughout 1941-1945, not just 1944-45, right?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: BurroDiablo on March 15, 2011, 02:46:04 PM
That is one possibility
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Desert_Fox on March 15, 2011, 03:42:06 PM
PE is already field grey so we've chosen to give them mid-late camo scheme. I like the Field grey I gave the the Marder, but having a mix of Camo units and then some field grey units may look a little off. I dunno, it's currently being discussed, but I think most, if not all, buildable Ostheer vehicles will be camo'ed.

MAYBE, it would be a good idea to make early Ostheer vehicles (like panzer 2, 3) wear field grey, and have the more later ones authentically camouflaged.
After all, Ostheer, unlike the rest of axis factions, is supposed to represent the german army throughout 1941-1945, not just 1944-45, right?

Good idea  ;)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Max 'DonXavi' von B. on March 15, 2011, 03:50:01 PM
I hope you don't change PIII-skin anymore. It looks so sweet, probably the best CoH screen I've ever seeen  :-*
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Red_Stinger on March 15, 2011, 05:12:44 PM
I hope you don't change PIII-skin anymore. It looks so sweet, probably the best CoH screen I've ever seeen  :-*

+1, looks so nice. But do you have a skin of it without metal skirts? Does it have an other camo?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Max 'DonXavi' von B. on March 15, 2011, 05:23:22 PM
One comment on the Marder II.. It looks like an SdKfz. 132, but has the wheels of the Panzer 38 (t). As far as I remember, there was only a Marder III on the chassis of Panzer 38 (t).
The chassis the SdKfz 132 that Marder II uses should be the one of Panzer II Ausf. D1 and D2.
But I may be wrong, only the tracks are looking strange to me.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 15, 2011, 05:46:50 PM
You mean, the design of the wheels? It's not from a Panzer 38(t) ;D!

Quote from: BurroDiablo
[...] Marder II is also modified off an old Panzer II Ausf.C I had made before we decided we'd rather have the Luchs. [...]

The design of the wheels of the marder II are just an oversized ones from Pz II Ausf C.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ghost on March 15, 2011, 06:58:18 PM
[...]But I may be wrong, only the tracks are looking strange to me.
look at this picture (http://www.achtungpanzer.com/images/mar2_8.jpg) they look fine to me
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Chancellor on March 15, 2011, 07:06:30 PM
PE is already field grey so we've chosen to give them mid-late camo scheme. I like the Field grey I gave the the Marder, but having a mix of Camo units and then some field grey units may look a little off. I dunno, it's currently being discussed, but I think most, if not all, buildable Ostheer vehicles will be camo'ed.

I thought you guys were trying to stick to the Relic fieldgrey scheme?  It would look odd that the Ostheer is camo while the other German factions remain fieldgrey.

Soviets aren't camoed either (which is good) so Ostheer would probably be the only faction that looks like it came out of a forest hut instead of a war machine.

I'm loving the Marder II skin though.  It reminds me a little of Mr Scruff's fieldgrey skins which I always liked.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: TheReaper on March 16, 2011, 12:33:45 AM
Boooooooo-Yaaaaaaaaaaaaaaaa  ;D ;D ;D

Really nice shite, StuG III, finally  :-*

I don't know who made it, but I guess Burro was it. Right?
Yes, is his fault ;).

Awesome models as always... :D SO much detail! Good job!

Post Merge: March 16, 2011, 02:39:45 PM
One thing in my mind... Will the Pz 3 loose the Panzergranate abilty with the "stubby" cannon or it will loose with the 7,5 cm upgrade. Just to keep the balance.  ;)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: MBJrP36 on March 16, 2011, 06:55:57 PM
why does the 7.5cm upgrade reduce firepower against tanks? in reality the stubby was the replacement for the 50mm because it could shoot HEAT rounds giving the PZIIIN the same firepower as a 
T-34/41' allowing it to go toe-to-toe with it's foes while gaining the extra HE strength. Also Bumbbar had a ball mounted coax MG34 standard on all production models.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: cephalos on March 16, 2011, 06:58:50 PM
why does the 7.5cm upgrade reduce firepower against tanks? in reality the stubby was the replacement for the 50mm because it could shoot HEAT rounds giving the PZIIIN the same firepower as a 
T-34/41' allowing it to go toe-to-toe with it's foes while gaining the extra HE strength. Also Bumbbar had a ball mounted coax MG34 standard on all production models.


What? Longer barrel = higher velocity = effective penetration = damage

short barrel sucks against armour.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Gerrit 'Lord Rommel' G. on March 16, 2011, 07:21:58 PM
why does the 7.5cm upgrade reduce firepower against tanks? in reality the stubby was the replacement for the 50mm because it could shoot HEAT rounds giving the PZIIIN the same firepower as a 
T-34/41' allowing it to go toe-to-toe with it's foes while gaining the extra HE strength. Also Bumbbar had a ball mounted coax MG34 standard on all production models.

Well. Panzer III Ausf. N was designed to retake the role of Panzer IV; a heavy support unit. New grenades allow Panzer III with the short 7,5cm KwK to destroy T-34 but main role was the support of infantry and/or Tiger-tanks [7,5cm KwK was designed to be able to fire indirect on targets].

About Brummbär: The early model hadnt a MG. A number of Brummbär tanks were rearmed with a MG later. They formed a "late mid production version" of the Brummbär. The late production version had always a MG.

About camo:
Well...Ostheer will need a different skin. The reason is quiet simple:
How do u identify infantry and tanks on the field?
Wehrmacht had a kind of a light gray. PE used a "blue-dark-gray".
Wehrmacht infantry had standard equipment, a lot of PE soldiers using "advanced equipment" like the Flak crew with an optical Panzerfaust at the back or more mg-cords. But how do u want to identify Ostheer infantry? Again a different version of gray oO
So out of my view Ostheer will need something different and camo could be a solution.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: MBJrP36 on March 16, 2011, 07:26:02 PM
What? Longer barrel = higher velocity = effective penetration = damage

short barrel sucks against armour.
[/quote]

The design of the barrel affects AP just as much as the length, HEAT rounds allow far greater firepower than normal AP rounds while not needing more barrel length, the same principle was applied to the US M60 MBT and the Sheridan Light Tank post-war.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: SublimeSnugz on March 16, 2011, 07:37:08 PM
Quote
Ostheer will need something different and camo could be a solution.

+1 giieef camo
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: IJoe on March 16, 2011, 09:05:50 PM
But camo is nonsense. Why not clown shoes and bunny tails then?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Dzierzan on March 16, 2011, 09:17:34 PM
Quote
But camo is nonsense. Why not clown shoes and bunny tails then?

But then the name of game will be - Company of Clowns: Eastern Circus. (joke)

Anyway camo or not camo, everything will be good.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Chancellor on March 16, 2011, 11:29:42 PM
Real men don't hide in bushes!  Real men wear their country's colors with pride!   ;D

But seriously, I hope the Ostheer vehicles can just be another shade of fieldgrey or hopefully EF can open up to skin modding.  The Marder II and Panther skins look so great; it'd be a shame to get rid of them.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 17, 2011, 12:07:50 AM
I like Marder II current skin too ;D!! It would be a shame to drop it :-X.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: delmar77 on March 17, 2011, 05:33:01 AM
No tigers in factories.... :-\    but was a wise choice   ;D

CONGRATS TEAM!!!
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: markusqstar on March 17, 2011, 05:40:47 AM
I think EF modders are doing an amazing job on this. However, I really would like to see the Elephant Tank (or the Ferdinand that it was called in the early 40ies). It was produced especially for the EF and It left a huge mark in the battle of kursk. I mean 320 enemy tanks for the price of 13 Ferdinands/Elephants, is not a bad record. It would be a shame not having such a great piece of history in the game.

There are also the Neubaufahrzeug, Nashorn, Flakpanzer IV Mobelwagen, Panzerkampfwagen I. Not that sexy tanks but they made their part.

Or maybe Michael Wittmans Tiger ace? he destroyed 141 tanks and 132 anti tank cannons by himself and his crew as you guys probably know.


Anyway, thanks for a great mod and keep up the good work.

Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 17, 2011, 06:32:51 AM
@delmar77
Meh, who needs buildable tigers :P.

@markusqstar
You can be sure the Elefant will be featured in EF, just that it won't be a normal unit... it's too powerful to be among them. Have you met our old friend ;)

(http://media.moddb.com/images/mods/1/10/9675/elephant02.jpg)
Elefant #2 (http://media.moddb.com/images/mods/1/10/9675/elephant02.jpg)

(http://media.moddb.com/images/mods/1/10/9675/elephant03.jpg)
Elefant #3 (http://media.moddb.com/images/mods/1/10/9675/elephant03.jpg)

(http://media.moddb.com/images/mods/1/10/9675/elephant04.jpg)
Elefant #4 (http://media.moddb.com/images/mods/1/10/9675/elephant04.jpg)


About the others... i can't say a word because i'm not an expert on that field ;).
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Morvagor on March 17, 2011, 08:30:32 AM
@Camo: Green would be an option ;)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: markusqstar on March 17, 2011, 04:32:42 PM
Thats great man, It looks great. Now I'm happy :). Any date set for when the next update about the doctrines will be published?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: BurroDiablo on March 17, 2011, 05:11:04 PM
About mid April. Next month basically, we aim to publish an update every month.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 17, 2011, 05:35:37 PM
Thats great man, It looks great. Now I'm happy :). Any date set for when the next update about the doctrines will be published?
At the next month.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: markusqstar on March 17, 2011, 06:08:10 PM
Nice ;D. And after the Doctrines are finished, are you close to the release? Or do we have months left?  :-\
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ghost on March 17, 2011, 08:38:24 PM
Nice ;D. And after the Doctrines are finished, are you close to the release? Or do we have months left?  :-\
before it can be released, OH will have to go into beta-testing. it's still in alpha phase if i got it right  ??? so be patient  8)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Killar on March 17, 2011, 09:07:51 PM
i would rather wait for a balanced soviet and OH release than another half made faction
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Paciat on March 17, 2011, 10:53:12 PM
i would rather wait for a balanced soviet and OH release than another half made faction
See you in 2012.  ;D
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: TheReaper on March 17, 2011, 11:06:00 PM
i would rather wait for a balanced soviet and OH release than another half made faction
See you in 2012.  ;D
The world will end in 2012, so please hurry, Devs! :D:D:D
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: IJoe on March 17, 2011, 11:25:57 PM
The world will end in 2012, so please hurry, Devs! :D:D:D
Only on december 21st, so we'll still have some time to check the new faction out  ;D
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Seeme on March 18, 2011, 11:31:59 AM
Ill go to space after I download this mod,Ill be protected ;D
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: HomerSimpson on March 18, 2011, 04:00:52 PM
It's simply impressive how this great Mod is developing! The skins look really great and I can't wait to see them on my screen, destroying sovjet tanks :)

If you were in germany right now the whole EF team would get free beer :)

Sorry for bad english, congrats and keep working on this great piece of art!  ;)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: delmar77 on March 18, 2011, 05:15:33 PM
@delmar77
Meh, who needs buildable tigers :P.

ITS TRUE!!!!


Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Sommarkatze on March 18, 2011, 06:37:29 PM
The marder II will use the Marder III from PE as orginal unit right? How will you do with the guncrew? Will they be Panzergrenadiers (I think that btw must be the coolest name ever. Panzergrenadiers<3) or something else? Will they be wearing the nice looking black uniform? Or will they be dressed as Landsers?

Keep up the good work! :D
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Gerrit 'Lord Rommel' G. on March 18, 2011, 06:50:27 PM
What?  ???

Marder II is an own unit. There is no linking with Marder III oO
And no linking with "Panzergrenadiers".
The black wearing soldiers who drive the tank are "Panzermänner" - tank soldiers. Panzergrenadiere are support infantry who is trained in armour supporting combat.
So i think u had mixed up a lot of stuff here xD
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Raider217 on March 18, 2011, 07:09:10 PM
What?  ???

Marder II is an own unit. There is no linking with Marder III oO
And no linking with "Panzergrenadiers".
The black wearing soldiers who drive the tank are "Panzermänner" - tank soldiers. Panzergrenadiere are support infantry who is trained in armour supporting combat.
So i think u had mixed up a lot of stuff here xD

I think he means the crew / firing animations

As for the gun crew looking similar to Panzer grens I wont be surprised if they don't look anything like them. 
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Sommarkatze on March 18, 2011, 07:17:52 PM
Yeah thats what I mean like Raider217 said! XD Back in my own modding days ( HL1 ftw.) I usely took something that looked like that I wanted to creat. In this case the Marder III because they are similar and both have canon crew members loading the gun etc. So I thought you guys did the same there instead of creating a whole new unit from scratch with all the programming and animations and stuff XD

If this is the case Iam really really impressed by you guys ! (Iam still impressed by you guys already :3)

So Yeah. Lets formulate it again. The guys loading and shooting the gun are visible on the marder. What will these guys look like? Because in PE Marder III they look like panzergrenadiers.

Sorry if you understood me wrong :C
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Gerrit 'Lord Rommel' G. on March 18, 2011, 07:29:28 PM
Jeah. Okay. Now i can understand what u are asking xDDD
The Marder II use the Marder III animations or rather it is planed to use this animations. At the moment Hartkeks is animating the Marder II - perhaps he had to change some of the animations. So all this information are "wip"  ;)

The skin is an other question. At the moment vehicles had priority.
Perhaps we will see the black clothes of the german Panzertruppen - perhaps we will see a camo version of the Panzertruppen clothes.
Everything wip at the moment or better - team can change details ^^ Till BETA nothing is absolutely final - thats the developing process xD
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Sommarkatze on March 18, 2011, 07:38:48 PM
Okey. Thank you for your ansver ^^

I personally hope for the black one ; D
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Versedhorison on March 19, 2011, 02:21:59 PM
I like what I see.

Keep up the work guys this is gonna be great when it comes out. Also I'm glad to see panthers in the Ostheer.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Mattdamon07 on March 20, 2011, 09:31:54 PM
love the stug 3 and panzerkumpwagen 3, the others....well there not so bad ;)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: delmar77 on March 23, 2011, 04:15:39 PM
the Ostheer havent Ant.Aircraft? only doctrines perhaps?


 the sistem for vets?

and fortification the sector?

coming soon in next  Preview?

Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Desert_Fox on March 23, 2011, 04:27:06 PM
the Ostheer havent Ant.Aircraft? only doctrines perhaps?


 the sistem for vets?

and fortification the sector?

coming soon in next  Preview?

For AA read the Ostheer update 3: Infanterie Gruppen Post

Veterancy: wait next OH updates

Fortifications: wait next OH updates

;)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: skycaptain_p40 on March 24, 2011, 03:30:54 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 5: Panzer Kampf Kommand
Post by: Ghost on March 24, 2011, 04:11:23 PM
well, maybe there are doctrinal AT units. just wait and see about the doctrines and their units / abilities.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: vadlama on March 24, 2011, 04:29:55 PM
put on a camouflage net on the StugIII, or a half tree (branches with leaves :D), and then I'll cum into my pants :D:D
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 24, 2011, 05:16:50 PM
put on a camouflage net on the StugIII, or a half tree (branches with leaves :D), and then I'll cum into my pants :D:D
[writing this on a notebook...]
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: SublimeSnugz on March 24, 2011, 10:05:14 PM
and then I'll cum into my pants :D:D

wtf
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: HomerSimpson on March 26, 2011, 10:38:53 AM
Man...you got serious promblems!... ???

I like the models the way they are! great job guys! i can't wait to send some russian tanks to hell  ;) :D
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: HerrVoss on May 26, 2011, 05:55:29 AM
put on a camouflage net on the StugIII, or a half tree (branches with leaves :D), and then I'll cum into my pants :D:D
[writing this on a notebook...]

She said cash or credit and I J**zed in my pants!
Lonely Island for you young currant Americans.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: GodlikeDennis on May 26, 2011, 02:53:13 PM
Also, add boats to EF.

I'M ON A BOAT!
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: PanzerWilly on February 13, 2012, 01:45:44 PM
May I asked, although I like all the other ostheer tank skin, the only skin that bugged me is the Panther. Cause.....why the Panther tanks have to be field grey?  ??? Is this to standardized all Panther tanks? Any possibility of changing the Panther skin? Perhaps a camo brown or something, at least the ostheer Panther color reflected its deployment on the Eastern Front, which majority of the Panther tanks are in camo brown or yellow.......

Just a suggestion an opinion, hope you guys won't angry  :-\ please, an explanation or answer will be suffice, thanks  ;)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Walentin 'Walki' L. on February 13, 2012, 02:56:26 PM
May I asked, although I like all the other ostheer tank skin, the only skin that bugged me is the Panther. Cause.....why the Panther tanks have to be field grey?  ??? Is this to standardized all Panther tanks? Any possibility of changing the Panther skin? Perhaps a camo brown or something, at least the ostheer Panther color reflected its deployment on the Eastern Front, which majority of the Panther tanks are in camo brown or yellow.......

Just a suggestion an opinion, hope you guys won't angry  :-\ please, an explanation or answer will be suffice, thanks  ;)

I think it is already changed.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 03, 2012, 06:11:43 AM
.....Where is the Panzer IV in all this?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: GodlikeDennis on March 03, 2012, 06:21:43 AM
What makes you think Ostheer have them?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 03, 2012, 06:23:15 AM
Your comment is worrying me....perhaps a call-in? Something?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: neosdark on March 03, 2012, 04:21:53 PM
Soldat.... the general populace of EF has agreed that the Ostheer does not need a Panzer IV because they get the Panzer III which far more customizable and is available in larger numbers because it should be cheaper to make. The only possibility of seeing a Panzer IV of any kind would be the Sturmpanzer IV, which is available post-Modernization in this very Panzer Kampf Kommand.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 03, 2012, 10:14:41 PM
Soldat.... the general populace of EF has agreed that the Ostheer does not need a Panzer IV because they get the Panzer III which far more customizable and is available in larger numbers because it should be cheaper to make. The only possibility of seeing a Panzer IV of any kind would be the Sturmpanzer IV, which is available post-Modernization in this very Panzer Kampf Kommand.

The 50mm KwK 39 of late-model Panzer IIIs was not suitable against all but the lightest Russian armour, Panzer IVs were the real battle tanks after they were equipped with the L43. Making an Ostheer without the Panzer IV is like making the Red Army with the T-34/76. I guess the general populace just wants to see new models...
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Cranialwizard on March 03, 2012, 10:27:23 PM
Soldat.... the general populace of EF has agreed that the Ostheer does not need a Panzer IV because they get the Panzer III which far more customizable and is available in larger numbers because it should be cheaper to make. The only possibility of seeing a Panzer IV of any kind would be the Sturmpanzer IV, which is available post-Modernization in this very Panzer Kampf Kommand.

The 50mm KwK 39 of late-model Panzer IIIs was not suitable against all but the lightest Russian armour, Panzer IVs were the real battle tanks after they were equipped with the L43. Making an Ostheer without the Panzer IV is like making the Red Army with the T-34/76. I guess the general populace just wants to see new models...

There were more StuG variants produced by the end of the war than there were Panzer IVs. Even Panthers were just slightly under the number of Panzer IVs made. The tank overall is outclassed and is just a slight step up from the last class. It's not too major. It's like a Sherman to a Cromwell.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: neosdark on March 03, 2012, 10:32:01 PM
The general populace does like new models, that is quite true, and we are tired of seeing the Panzer IV. And the Red Army has a choice not to use T-34's, as I'm sure you are aware, they can use KV-1 and KV-85 instead.

The 50mm KwK 39 armed Panzer III isn't supposed to go head on against the T-34 and especially not the KV series. It is designed for fighting off the T-90, T70 and possibly SU-76 and SU-85, as well as supporting Infantry. It can be used to attack T-34s in a 2 on 1 situation and with proper micro it can be used for good engagements from the rear.

I originally wanted to see both Panzer IIIs and Panzer IVs in the design, with one taking place of the other post-Modernization, but it makes more sense for us to just stick to using Panzer IIIs.

Ninja'ed by Cranial
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 03, 2012, 10:48:26 PM
Soldat.... the general populace of EF has agreed that the Ostheer does not need a Panzer IV because they get the Panzer III which far more customizable and is available in larger numbers because it should be cheaper to make. The only possibility of seeing a Panzer IV of any kind would be the Sturmpanzer IV, which is available post-Modernization in this very Panzer Kampf Kommand.

The 50mm KwK 39 of late-model Panzer IIIs was not suitable against all but the lightest Russian armour, Panzer IVs were the real battle tanks after they were equipped with the L43. Making an Ostheer without the Panzer IV is like making the Red Army with the T-34/76. I guess the general populace just wants to see new models...

There were more StuG variants produced by the end of the war than there were Panzer IVs. Even Panthers were just slightly under the number of Panzer IVs made. The tank overall is outclassed and is just a slight step up from the last class. It's not too major. It's like a Sherman to a Cromwell.

StuGs were so numerous because they were cheap but having a turret increases an AFV's offensive capabilities significantly. The Panzer IV L43 was still a relevant fighting vehicle at the end of the war(and to an extent post-war), a lot more than can be said for the Panzer III. Panzer IVs were the perfect balance of cost-to-produce, combat effectiveness, and servicability.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 03, 2012, 10:51:20 PM
The general populace does like new models, that is quite true, and we are tired of seeing the Panzer IV. And the Red Army has a choice not to use T-34's, as I'm sure you are aware, they can use KV-1 and KV-85 instead.

The 50mm KwK 39 armed Panzer III isn't supposed to go head on against the T-34 and especially not the KV series. It is designed for fighting off the T-90, T70 and possibly SU-76 and SU-85, as well as supporting Infantry. It can be used to attack T-34s in a 2 on 1 situation and with proper micro it can be used for good engagements from the rear.

I originally wanted to see both Panzer IIIs and Panzer IVs in the design, with one taking place of the other post-Modernization, but it makes more sense for us to just stick to using Panzer IIIs.

Ninja'ed by Cranial

And that is sad. In vCoH the Panzer IV was always eclipsed by the Panther and never really had the chance to shine for what it was t the Germany military. I am just saying it is odd to leave out such an integral vehicle.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 03, 2012, 10:55:54 PM
We don't need Panzer III & Panzer IV in the same place, and since Pz. IV has enough presence in the other axis factions, it was decided to use only Pz. III.

It wasn't included as part of modernization because we don't want to add more stuff to Ostheer, it has enough units and it won't be a reward unit of the Pz. III because it is not interesting at all.

Your opinion(@Ost_Front_Soldat) seems to be based from historic perspective and although it has nothing wrong, however, you need to see this through the gameplay perspective because that's has priority.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Pac-Fish on March 03, 2012, 11:01:52 PM
I think although the Panzer IV was a valuable part of the German war machine, in gameplay it has already be used so many times and there are a bunch of variations (in which they utilize Panzer IV chassis'). Really the Panzer III is new to COH and will be nce to see :P. I think the devs like filling Ostheer with new interesting stuff rather than old stuff.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Cranialwizard on March 03, 2012, 11:05:53 PM
I think although the Panzer IV was a valuable part of the German war machine, in gameplay it has already be used so many times and there are a bunch of variations (in which they utilize Panzer IV chassis'). Really the Panzer III is new to COH and will be nce to see :P. I think the devs like filling Ostheer with new interesting stuff rather than old stuff.

Who wants a faction full of all the same units as the other factions? It's why you see SOME similarities between factions (To retain balance from radical design) but you see key differences which makes every faction fun and interesting to play. If all 3 german factions played the same it would get boring.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: MBJrP36 on March 04, 2012, 12:04:29 AM
I agree with Cranial, the uniqueness of the ostheer is what I am excited about. Combined arms make up for the PZIII's shortfallings in WWII and it will do the same in EF.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 04, 2012, 01:41:33 AM
We don't need Panzer III & Panzer IV in the same place, and since Pz. IV has enough presence in the other axis factions, it was decided to use only Pz. III.

It wasn't included as part of modernization because we don't want to add more stuff to Ostheer, it has enough units and it won't be a reward unit of the Pz. III because it is not interesting at all.

Your opinion(@Ost_Front_Soldat) seems to be based from historic perspective and although it has nothing wrong, however, you need to see this through the gameplay perspective because that's has priority.

I see you point, but I don't think I am going to use vCoH PE and Wehr against the Red Army. Thats why I made a thread for Panzer IV as a reward unit, but thats ok. So I guess Tiger I will not be in the Ostheer, only returning vehicles are Panther, Hanomag, and Henschel KT?

 I do hope to see Ferdinand/Elefant at least(very Ostheer).
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: MBJrP36 on March 04, 2012, 01:51:51 AM
I belive that the Tiger I was going to be buildable but doctrine-specific at one time but I don't know about right now.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Desert_Fox on March 04, 2012, 02:16:10 PM
I do hope to see Ferdinand/Elefant at least(very Ostheer).

There will be the Elefant...look at OH Tech Tree.  ;)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 04, 2012, 02:30:43 PM
I do hope to see Ferdinand/Elefant at least(very Ostheer).

There will be the Elefant...look at OH Tech Tree.  ;)

Right you are! I think the Efefant should have no MG when it is called on to the field, but as un upgrade from the unit menu for 25 munitions the Elefant with recieve a hull mounted MG-34.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Pac-Fish on March 04, 2012, 08:51:43 PM
Honestly the Hull mounted MGs on any tank rarley do any significant damage gameplay wise :P. The top MG (IDK what its called) does far more damage like the .50 cals on the US tanks or thr MGs on Axis tanks.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: stealthattack1 on March 04, 2012, 09:29:41 PM
i agree. i think the hull mounted lmg42 is a nerfed infantry lmg42, but you are right, it sucks.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Walentin 'Walki' L. on March 04, 2012, 09:37:38 PM
It depends on the tank... Cromwells have a better Hull MG then a firefly because cromwell is AI.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: stealthattack1 on March 04, 2012, 10:12:41 PM
walki is right. stuart mg for example.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 05, 2012, 12:32:07 AM
Honestly the Hull mounted MGs on any tank rarley do any significant damage gameplay wise :P. The top MG (IDK what its called) does far more damage like the .50 cals on the US tanks or thr MGs on Axis tanks.

So you are saying the Elefants shoudn't have an MG because it doesn't make any difference? It would be a Ferdinand in that case. Think about it, gameplay stats can be tweaked to find balance. The Elefants MG34 could be more effective than the Panzer III's for the sake of gameplay, right? I honestly do not see an issue here.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Tankbuster on March 05, 2012, 11:53:11 AM
walki is right. stuart mg for example.


AC MG is beast
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Killar on March 05, 2012, 12:05:54 PM
We will see if the elephant needs a mg or not. IMO it doesn´t need one.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Max 'DonXavi' von B. on March 05, 2012, 03:11:11 PM
It is meant to work like a heavy armoured shorter ranged Nashorn, so you will need to support it in order to protect it from being rushed by AT infantry.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Tankbuster on March 05, 2012, 03:55:24 PM
But the AT infantry will try to flank it so a forward mg will be kind of redundant, no?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Max 'DonXavi' von B. on March 05, 2012, 03:57:48 PM
Rather some support unit that helps you to deal with infantry in general, you could also spare some Landsers or Panzerfüsiliers ;)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Trooper425 on March 05, 2012, 04:33:55 PM
The last thing you want to do with an Elefant (roof mg or not) is try to take infantry. The Elefant is a unique heavy AT unit. It has no AI properties and I don't see a reason to add them. It would be like giving the Nashorn an mg. A panzer is different, because it is expected to have some AI qualities.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Max 'DonXavi' von B. on March 05, 2012, 05:05:57 PM
Noone said that Elefant will have AI capabilities ;)
It will be a hardcounter to enemy tanks, heavier and slower and better armoured than a Jagpanther but with the same main gun.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: BurroDiablo on March 05, 2012, 05:57:00 PM
We will see if the elephant needs a mg or not. IMO it doesn´t need one.

For the sake of an Elefant being an Elefant and not a Ferdinand, the model should have an MG... doesn't means it needs to do much damage.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Cranialwizard on March 05, 2012, 09:17:55 PM
We will see if the elephant needs a mg or not. IMO it doesn´t need one.

For the sake of an Elefant being an Elefant and not a Ferdinand, the model should have an MG... doesn't means it needs to do much damage.

Just make it extremely weak like the Coaxials of the Panzer IV or something.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: stealthattack1 on March 05, 2012, 09:26:13 PM
wow. didnt even know ostwind had coaxials. gonna have to check that out ;)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Cranialwizard on March 05, 2012, 09:27:57 PM
wow. didnt even know ostwind had coaxials. gonna have to check that out ;)

I was just using that as an example. They probably don't.

Edited to make more sense.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: stealthattack1 on March 05, 2012, 09:36:11 PM
may i suggest we delete these last three comments to clear up the thread then?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 06, 2012, 04:31:33 PM
We will see if the elephant needs a mg or not. IMO it doesn´t need one.

For the sake of an Elefant being an Elefant and not a Ferdinand, the model should have an MG... doesn't means it needs to do much damage.

Exactly, but I still think it should be a cheap upgrade, kind of representing the lessons learned on the eastern front throughout the years. And how about this, if an enemy infantry unit is right infront of the hull (pretty much touching the Elefant) the MG-34 can suppress it for a few seconds.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Cranialwizard on March 06, 2012, 09:10:52 PM
We will see if the elephant needs a mg or not. IMO it doesn´t need one.

For the sake of an Elefant being an Elefant and not a Ferdinand, the model should have an MG... doesn't means it needs to do much damage.

Exactly, but I still think it should be a cheap upgrade, kind of representing the lessons learned on the eastern front throughout the years. And how about this, if an enemy infantry unit is right infront of the hull (pretty much touching the Elefant) the MG-34 can suppress it for a few seconds.

It will be like a coaxial, overall very much unimportant.

If you were to start without an MG it would be a Ferdinand, then you want to upgrade to an Elefant?

Too much over thinking.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 06, 2012, 10:18:01 PM
We will see if the elephant needs a mg or not. IMO it doesn´t need one.

For the sake of an Elefant being an Elefant and not a Ferdinand, the model should have an MG... doesn't means it needs to do much damage.

Exactly, but I still think it should be a cheap upgrade, kind of representing the lessons learned on the eastern front throughout the years. And how about this, if an enemy infantry unit is right infront of the hull (pretty much touching the Elefant) the MG-34 can suppress it for a few seconds.

It will be like a coaxial, overall very much unimportant.

If you were to start without an MG it would be a Ferdinand, then you want to upgrade to an Elefant?

Too much over thinking.

Lol, the vehicle itself was "very much unimportant" to the German war effort but it is cool to use in a game, so why can't we just polish it off with an MG?

We have upgrades in vCoH for a tank commnader, cupola gunner, mortar flail, optics, lots of upgrades that do not help a whole lot. For the sake of balance and a taste of realism, allow the Elefant to marginally defend itself from frontal charges. Give the MG stats that will be notable but not game-breaking.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Cranialwizard on March 06, 2012, 10:33:39 PM
We will see if the elephant needs a mg or not. IMO it doesn´t need one.

For the sake of an Elefant being an Elefant and not a Ferdinand, the model should have an MG... doesn't means it needs to do much damage.

Exactly, but I still think it should be a cheap upgrade, kind of representing the lessons learned on the eastern front throughout the years. And how about this, if an enemy infantry unit is right infront of the hull (pretty much touching the Elefant) the MG-34 can suppress it for a few seconds.

It will be like a coaxial, overall very much unimportant.

If you were to start without an MG it would be a Ferdinand, then you want to upgrade to an Elefant?

Too much over thinking.
We have upgrades in vCoH for a tank commnader, cupola gunner, mortar flail, optics, lots of upgrades that do not help a whole lot. For the sake of balance and a taste of realism, allow the Elefant to marginally defend itself from frontal charges. Give the MG stats that will be notable but not game-breaking.

Probably not going to happen, and probably not going to be an upgrade. Else it's an improvised Ferdinand, and the only MGs that I see that are of any use on Vehicles is MG42s manned by a gunner on the outside on Panthers, Tigers, KT, and .50 cals on Stags and Greyhound and the Hellcat.

For the sake of balance those MGs are quite useless. If you want to defend from a frontal change, use other supporting units, like an actual MG.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 06, 2012, 10:37:54 PM
We will see if the elephant needs a mg or not. IMO it doesn´t need one.

For the sake of an Elefant being an Elefant and not a Ferdinand, the model should have an MG... doesn't means it needs to do much damage.

Exactly, but I still think it should be a cheap upgrade, kind of representing the lessons learned on the eastern front throughout the years. And how about this, if an enemy infantry unit is right infront of the hull (pretty much touching the Elefant) the MG-34 can suppress it for a few seconds.

It will be like a coaxial, overall very much unimportant.

If you were to start without an MG it would be a Ferdinand, then you want to upgrade to an Elefant?

Too much over thinking.
We have upgrades in vCoH for a tank commnader, cupola gunner, mortar flail, optics, lots of upgrades that do not help a whole lot. For the sake of balance and a taste of realism, allow the Elefant to marginally defend itself from frontal charges. Give the MG stats that will be notable but not game-breaking.

Probably not going to happen, and probably not going to be an upgrade. Else it's an improvised Ferdinand, and the only MGs that I see that are of any use on Vehicles is MG42s manned by a gunner on the outside on Panthers, Tigers, KT, and .50 cals on Stags and Greyhound and the Hellcat.

For the sake of balance those MGs are quite useless. If you want to defend from a frontal change, use other supporting units, like an actual MG.

You forgot Panzer IV(PE have an MG upgrade) and these do very little damage and suppression...yet, they are in the game. You still have to support your Hellcat even if it gets an MG gunner so why is this any different?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Cranialwizard on March 06, 2012, 10:43:29 PM
Because it's a dedicated AI tank. It's supposed to have upgrades like that.

We're off topic.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 06, 2012, 10:55:40 PM
Because it's a dedicated AI tank. It's supposed to have upgrades like that.

We're off topic.

Hellcat is dedicatd AI? lol
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Cranialwizard on March 06, 2012, 10:57:39 PM
Because it's a dedicated AI tank. It's supposed to have upgrades like that.

We're off topic.

Hellcat is dedicatd AI? lol

I was referring to the PE P4.

It doesn't even matter, even those MGs are minor and are only helpful in certain situations. Stag MG gunner is OP and deals a shit ton of suppression.

Case closed. MG is going on Elefant and will likely not be stronger than a coaxial. It's a AT vehicle and doesn't need to be able to stomp and suppress infantry as well.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 06, 2012, 10:59:04 PM
Guys, you don't need to quote the whole block of text if it is right above your post ;).

Ostheer is going to have Elefants not Ferdinands, meaning that the hull mg will be there right off the bat. Now, for the cupola MG 34, that's up to the modeler, but it will be cool if has it :). If this mg would be implemente probably will come with vet, like happens with all OH tanks with coupola mgs.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 06, 2012, 11:02:41 PM
Because it's a dedicated AI tank. It's supposed to have upgrades like that.

We're off topic.

Hellcat is dedicatd AI? lol

I was referring to the PE P4.

It doesn't even matter, even those MGs are minor and are only helpful in certain situations. Stag MG gunner is OP and deals a shit ton of suppression.

Case closed. MG is going on Elefant and will likely not be stronger than a coaxial. It's a AT vehicle and doesn't need to be able to stomp and suppress infantry as well.

You mentioned only AI tanks have MG upgrade...but Hellcat is AT and it has AI upgrade.

And I never said it should be powerful! When did I say it should stomp infantry? You ok?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: stealthattack1 on March 06, 2012, 11:04:15 PM
if im right, this is all about the elafant having an MG right? whatever. who cares. one little hull mg will not affect balance that much. even if it does, it will be changed. i would take the hint from cranial and suggest getting back on topic. just calm down and leave it to the devs.

Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 06, 2012, 11:04:32 PM
Guys, you don't need to quote the whole block of text if it is right above your post ;).

Ostheer is going to have Elefants not Ferdinands, meaning that the hull mg will be there right off the bat. Now, for the cupola MG 34, that's up to the modeler, but it will be cool if has it :). If this mg would be implemente probably will come with vet, like happens with all OH tanks with coupola mgs.

Thanks for clearing that up.  ;)

And I do not think any Elefants have cupola MGs.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 06, 2012, 11:05:32 PM
if im right, this is all about the elafant having an MG right? whatever. who cares. one little hull mg will not affect balance that much. even if it does, it will be changed. i would take the hint from cranial and suggest getting back on topic. just calm down and leave it to the devs.

But when someone argues against it for no good reason, you're not going to leave it at that...
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 06, 2012, 11:16:02 PM
I mean, something like this ;D!

(http://www.majhost.com/gallery/blackbishop/Temp/elefant_box.jpg)
Elefant w/ cupola MG34 (http://www.majhost.com/gallery/blackbishop/Temp/elefant_box.jpg)
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: stealthattack1 on March 06, 2012, 11:17:46 PM
@blackbishop  nice pic ;)

@Ost_Front_Soldat  fair enough, but still. argument concluded.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 06, 2012, 11:24:09 PM
[...]

Exactly, but I still think it should be a cheap upgrade, kind of representing the lessons learned on the eastern front throughout the years. And how about this, if an enemy infantry unit is right infront of the hull (pretty much touching the Elefant) the MG-34 can suppress it for a few seconds.
Hmmm... if you put it that way I'd do this:

* Vet 0 -> Ferdinand
* Vet 1 -> Becomes Elefant, and now has a hull MG among other bonuses
* Vet 2 -> Gets the cupola gunner or Commander or some other bonus.
* Vet 3 -> Gets the cupola gunner or Commander if not given in vet 3 or some other bonus.

But that's just me and I'm not the one that decides it :P.

@stealthattack1
You are right, we are a bit off-topic ^^.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Ost_Front_Soldat on March 06, 2012, 11:25:41 PM
[...]

Exactly, but I still think it should be a cheap upgrade, kind of representing the lessons learned on the eastern front throughout the years. And how about this, if an enemy infantry unit is right infront of the hull (pretty much touching the Elefant) the MG-34 can suppress it for a few seconds.
Hmmm... if you put it that way I'd do this:

* Vet 0 -> Ferdinand
* Vet 1 -> Becomes Elefant, and now has a hull MG among other bonuses
* Vet 2 -> Gets the cupola gunner or Commander or some other bonus.
* Vet 3 -> Gets the cupola gunner or Commander if not given in vet 3 or some other bonus.

But that's just me and I'm not the one that decides it :P.

@stealthattack1
You are right, we are a bit off-topic ^^.

Sounds amazing. :) I'm still not sure if that model kit is 100% accurate but it is sexy :).
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Tankbuster on March 07, 2012, 10:54:06 AM
[...]

Exactly, but I still think it should be a cheap upgrade, kind of representing the lessons learned on the eastern front throughout the years. And how about this, if an enemy infantry unit is right infront of the hull (pretty much touching the Elefant) the MG-34 can suppress it for a few seconds.
Hmmm... if you put it that way I'd do this:

* Vet 0 -> Ferdinand
* Vet 1 -> Becomes Elefant, and now has a hull MG among other bonuses
* Vet 2 -> Gets the cupola gunner or Commander or some other bonus.
* Vet 3 -> Gets the cupola gunner or Commander if not given in vet 3 or some other bonus.

But that's just me and I'm not the one that decides it :P.

@stealthattack1
You are right, we are a bit off-topic ^^.

So Its name changes at Vet 1?
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Blackbishop on March 07, 2012, 05:18:36 PM
Supposing that this idea is supported, yes it will need to change.
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: saprize21 on June 16, 2013, 02:43:58 PM
Pictures are dead :(
Title: Re: Ostheer Update 5: Panzer Kampf Kommand
Post by: Codename "Tiger" on June 17, 2013, 08:16:09 AM
I think because we are in the BETA...you can watch Ostheer already on Youtube or live on Twitch