Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Suggestions => Topic started by: NuclearTerrorist on August 30, 2009, 08:23:52 AM
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From what I have read so far, the Soviet units cannot retreat. That is indeed a good idea, but considering the nature of humans, it's simply impossible that people do not retreat under any conditions.
So, here's my alternative, Soviet squads should be able to retreat, but if they do so, they will be shot at by all other Soviet squads in range, as a primary target (meaning instead of doing what ever they were assigned to do) all the way 'till the retreating squad reaches the HQ. Once the retreating squad leaves the range of the squad now forced to shoot it, the squad that used to shoot will go back to doing whatever they were just doing, for example capturing a flag capturing a flag.
If you find that to harsh here's another variant.
It can be so that the commanding squad has an "aura" which has a certain range, which would give certain buffs, but make all the squads in range of the aura shoot the retreating squads.
Sorry if it's too hard to code, or has already been discussed
Peace out
-Nuke 8)
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nice, what im thinking on soviet retreat is they should be able to retreat like all other factions unless they are in range of NKVD troops.
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One question, what is the point of retreating when you know that the retreating squad will be killed by your own troops, better to let them die while fighting against the enemy.
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The Soviets have a lot of suppression breaking tactic's to counter the lack of a retreat. You can still technically retreat in the traditional sense, but you need to do it manually.
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Yeah just break their suppression, and tell them to go to an outpost or back to HQ. Makes sense to me.
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theres no vet to try to preserve any ways so y is retreat soo big a deal, i mean hopefuly russians arent a doctrine that will have to worry about the lack of troops
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Soviet squads are cheaper and larger than their counterparts in other factions, so you will be unlikely to have difficulty replacing the dead anyway.
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Soviet squads are cheaper and larger than their counterparts in other factions, so you will be unlikely to have difficulty replacing the dead anyway.
Specifically how much cheaper :)
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Soviet squads are cheaper and larger than their counterparts in other factions, so you will be unlikely to have difficulty replacing the dead anyway.
So we won't be able to refresh them :o :o :o :o
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Soviet squads are cheaper and larger than their counterparts in other factions, so you will be unlikely to have difficulty replacing the dead anyway.
So we won't be able to refresh them :o :o :o :o
You mean reinforce? Of course you still can.
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Soviet squads are cheaper and larger than their counterparts in other factions, so you will be unlikely to have difficulty replacing the dead anyway.
So we won't be able to refresh them :o :o :o :o
You mean reinforce? Of course you still can.
Ah OK I got scared for a second ;D
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Ah this answers the question I posed in another thread. Cool.
While the idea posed by the OP is interesting, I still like the decision to have a hard-coded in NO RETREAT for the Russians. Not only does this make them especially unique, it gives them an entirely new playstyle. Since there isn't really a reason to keep whole squads alive (no vet (i think)), coupled with the no-retreat, this creates a strategy of just sledgehammering the enemy with men with no remorse. Completely different from the smartly-offensive americans, the stonewall defense and armor of the wehr, and the mobility of the PE.
I'm actually looking forward to playing Wehr vs. USSR as much as I am playing the Russians. They seem like a worthy opponent.
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I am a big fan of the no retreat thing, but I think that the sniper Ace, the Sharpshooter Team and the commander should be able to retreat. Otherwise they will be very easy to counter with a motorbike or most other vehicles.
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I am a big fan of the no retreat thing, but I think that the sniper Ace, the Sharpshooter Team and the commander should be able to retreat. Otherwise they will be very easy to counter with a motorbike or most other vehicles.
They wanted to allow the Russians to retreat but...........making a new faction has bugs (they just said it was the "not one step back" order)
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I am a big fan of the no retreat thing, but I think that the sniper Ace, the Sharpshooter Team and the commander should be able to retreat. Otherwise they will be very easy to counter with a motorbike or most other vehicles.
I believe no retreat was intended...
They wanted to allow the Russians to retreat but...........making a new faction has bugs (they just said it was the "not one step back" order)
no post? ok
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They wanted to allow the Russians to retreat but...........making a new faction has bugs (they just said it was the "not one step back" order)
This was not a bug, but part of the faction design.
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They wanted to allow the Russians to retreat but...........making a new faction has bugs (they just said it was the "not one step back" order)
This was not a bug, but part of the faction design.
you guys tolled me and other people that it was a bug in creating a new nation aswell as not being able to recrew guns
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I doubt we did. The major 'new faction' limitations were adding starting units and recrewing heavy weapons.
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They wanted to allow the Russians to retreat but...........making a new faction has bugs (they just said it was the "not one step back" order)
This was not a bug, but part of the faction design.
you guys tolled me and other people that it was a bug in creating a new nation aswell as not being able to recrew guns
Where? I've never seen any Dev say that... all Devs understand its a part of the faction design.
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Well, either way, I don't mind it being a part of soviet
faction design. More casualties this way :D
It really becomes an issue when, as mentionned, someone
else comes along asking for tips when making his own
faction (as per latest patch).
Perhaps could make a new thread called : Faction/modelling
sharing tips, or something? Although to be honest, there
should be one anyways for united COH developpers.
- The thing, though, is that your mod is the first one
people think of when they think : How to animate new
tanks in COH? And how to add new factions successfully
in COH? :)