Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Topic started by: Hellc@t on January 16, 2013, 08:35:23 PM

Title: Suggestions for the next versions
Post by: Hellc@t on January 16, 2013, 08:35:23 PM
Hi, I have some suggestions for what developers can do in the next patches. I don't know but some of them you may like
So, let's start with the Americans first
- in the last patch, you said that Jumbo is no more a reward unit, and you will find a better place for it.. something like that. I think Jumbo can replace the original Sherman made by Relic.. what do you think?
- when I played first time CoH, I played it on v1.0, the first one and the Calliope was able to turn its turret and fire it. When I got ToV, that wasn't anymore, so, I haven't tried it yet in EF but if you can make it turn and fire its turret, do it ;D
British:
- riflemen section from the Royal Marine Commandos should be able to upgrade with 2 Sten Guns besides the Bren, riflegrenade, and recon upgrades
- SAS units should be a squad of 4 people, which 3 of 'em are armed with Thompson SMGs and one with an Enfield sniper rifle, having the ability "Deploy Marksman" just as the Recon section from HQ Truck
Soviets:
- they should be able to make a crew with PM M1910 machine gun http://en.wikipedia.org/wiki/PM_M1910
- sniper ace, from urban combat command tree, should have a scout in the same squad, and having the ability of looking through binoculars when standing
- can you make katyusha's rocket launcher to rise up when firing?
Wehrmacht:
- Voss's and Schultz's tigers and the King Tiger should have the ability of shooting a precise shot at long distance, just as the Schultz's Tiger ability is now, also they should have the deploying smoke ability and, the most important, I can give you an example now, why does the King Tiger have the commander up and it's line of sight is so bad? Try to make an ability of looking through binoculars or something when the tank is standing, so that's a bit more realistic. And they are ACES after all, Isn't it? they should have some nice abilities to prove that they're aces ;D
Panzer Elite:
- The Flak 88, that is been built by the Luftwaffe ground units, should have it's front shield that protects the crew removed, because we already have an Flak 88 with a shield from Wehrmacht's defense doctrine  so I thought this one should be without it.
And about Ostheer, well I don't know too much about Ostheer because it's not been released yet, I just want to know if there will be an Elephant tank and Wespe SP arty in their command trees, and you can make the Sturmpanzer being replaced by Sturmtiger as a reward unit....

More suggestions... I'm thinking about
PS. Maybe I'm new here for you because this is my first post, but that does not mean that I wasn't here before... ;D
Title: Re: Suggestions for the next versions
Post by: SC on January 16, 2013, 09:18:11 PM
To be honest, the jumbo replacing the normal Sherman sounds a bit ridiculous. Since it's already hard enough to kill them, especially when they get the 76mm gun. And I think the Calliope doubling as a conventional tank again would be too much.

I don't see the point for riflemen to get Stens honestly, I'd say they're for as they are. SAS raiders are supposed to be Stormtroopers for RMC, the sniper rifle would be weird for them.

It's already been said, the soviets are likely NEVER going to get a mobile MG unit. As it doesn't fit their gameplay style.

And I think giving the Tigers ALL the long range shot would be too much.

And last I checked, the Luftwaffe were likely going to get an Elefant tank to replace their 88s.
Title: Re: Suggestions for the next versions
Post by: Blackbishop on January 16, 2013, 10:01:24 PM
@SC
Elefant is for Ostheer only ;).

@Bimbo
Welcome to EF forums. Soviets won't be getting MG units. That's for sure.

SAS Raiders do not need to have the recon team abilities, otherwise why would you purchase such upgrade from the Marine Sections? And for the Marine Section, only three upgrades should be put on a squad, I don't see how a fourth one would be positioned there.

For everything else, I don't think it will happen because most of the suggestions are about changing vanilla stuff, and that will never happen. I'd like to use the Jumbo as replacement of the regular sherman, but that would be a huge change for US.
Title: Re: Suggestions for the next versions
Post by: Pac-Fish on January 16, 2013, 10:16:21 PM
You can make an aesthetic change
Title: Re: Suggestions for the next versions
Post by: Blackbishop on January 16, 2013, 11:23:26 PM
Yeah, I could work, but would need to ask what everyone thinks about it, either Devs and Players.
Title: Re: Suggestions for the next versions
Post by: krupp steel on January 17, 2013, 12:29:16 AM
Everything but:

Quote
- can you make katyusha's rocket launcher to rise up when firing?

Will probably not happen, since it seems that many of your suggestions are editing vCoH and OF, and there is a policy of not changing any of their units, but you could add in a reward unit here and there though.
Title: Re: Suggestions for the next versions
Post by: Walentin 'Walki' L. on January 17, 2013, 09:19:28 AM
Everything but:

Quote
- can you make katyusha's rocket launcher to rise up when firing?

Will probably not happen, since it seems that many of your suggestions are editing vCoH and OF, and there is a policy of not changing any of their units, but you could add in a reward unit here and there though.

It actually doesn't rise cause our model doesn't support it. In the beginning nobody had a clue how to make it rise <.<. Now we now BUT we lost the reference files.
Title: Re: Suggestions for the next versions
Post by: krupp steel on January 19, 2013, 11:39:38 PM
Everything but:

Quote
- can you make katyusha's rocket launcher to rise up when firing?

Will probably not happen, since it seems that many of your suggestions are editing vCoH and OF, and there is a policy of not changing any of their units, but you could add in a reward unit here and there though.

It actually doesn't rise cause our model doesn't support it. In the beginning nobody had a clue how to make it rise <.<. Now we now BUT we lost the reference files.
hope you guys can find them :)
Title: Re: Suggestions for the next versions
Post by: BurroDiablo on January 20, 2013, 08:21:34 AM
hope you guys can find them :)

Or we'll make a new one :P
Title: Re: Suggestions for the next versions
Post by: Hellc@t on January 22, 2013, 03:08:30 PM
Well, thank you for having seen my suggestions and replying..

I agree with you about Soviet MG, Jumbo and other stuff, but I think you can add a bit more LOS to the Tigers, at least for the Tiger II because it has the commander up, and just like Cromwell when being updated it has a bit more LOS
Elephant's place is for Ostheer, no way for Panzer Elite. If you will do it for Panzer Elite that's not realistic.
And how about Luftwaffe's 88's, will you remove the front shield? to be a bit different from Wehrmacht's one?  ;D

More Suggestions... for Soviets and Ostheer, because for standrad ones, I don't think you want to change Relic's work..
Will you make a restriction for 4 SU-85 so it's a bit balanced with Panzer Elite Hetzers?
ISU-152 being able to fire AP and HE rounds by being able to switch between them
Can you make an original "You are Victorious! / Defeated!" own soviet picture at the end of the game?

And I don't know too much about Ostheer, but when halftracks are able to call in airstrike, make it be a Strafing run by Bf-109 and Bombing run by Stukas. Have you already created Stukas or not? am I asking too much..? they are suggestions afterall, you will apply they if you wish...
And a sniper with k98 for Axis team is so missing in this game, so I thought it might be fine to replace the Ostheer's marksman as a reward unit... what do you think? ;D

A bug... after the T90 is destroyed I can still hear it's engine...

And one more thing... is on this forum a topic about the Ostheer command trees? I'm really curious how is it looking like.
Title: Re: Suggestions for the next versions
Post by: GodlikeDennis on January 23, 2013, 05:59:38 PM
Adding a spotter to the Sniper Ace like the old Sniper team seems like a good idea.
Title: Re: Suggestions for the next versions
Post by: Hellc@t on January 25, 2013, 02:49:32 PM
Here's a "big" one ;D
I'm sure you will not apply it maybe because... you know, it sounds weird. I'm just saying suggestions ::)
And maybe you will say that I'm carzy giving such a suggestion


RAF is missing in this game, :o I mean in Skirmish games, because there are Spitfires in Lib of Caen campaign
So, I thought you may can take the Sptifire and make a new command tree called Royal Airforce Support, being able to call in strafing run, bombing run, rocket run, drop british paratroopers (like those ones from british paratroopers from op. market garden campaign), supply drop.... And, of course, replacing the Royal Arty Support as a reward unit. Is it possible to do that? ;D

Well, it might sound crazy, but it's just a suggestion afterall
What do ya think.. am I asking too much? ;D
Title: Re: Suggestions for the next versions
Post by: Max 'DonXavi' von B. on January 25, 2013, 02:57:21 PM
You don't ask too much, suggestions are always welcome!

There'd be surely a place for the Royal Air Force in the RMC reward faction! Just not in the way you suggested it, which sounds like an exact copy of the American Airborne tree! We could vary it though, to create a unique new RAF tree!
Title: Re: Suggestions for the next versions
Post by: saprize21 on January 25, 2013, 05:30:56 PM
Before i type this, i would like to say i know i prob am the only one in the world who likes this so here it is. Please add bridge maps were all the bridges are desctrutable cause i love playing vs ai and have fights over the bridges, but it would been awesome if the bridges could be destroyed if the enemy overwhelms me. So yeah, if possibole please make bridges only map with desctruable bridges :)

And please add a option for Pioneers to demolite bridges like the american enginers have :) I would love to blow up bridges with my german side to :)
Title: Re: Suggestions for the next versions
Post by: Hellc@t on January 26, 2013, 10:12:55 PM
Do you know the British, enemy paratroopers, or commandos from the op. market garden campaign, first mission? they would be perfect to replace the commonwealth commandos on RMC. and just leaving them as they are. sten gunners from gliders, PIATs, vickers hmgs and mortar crews from glider hq.
Title: Re: Suggestions for the next versions
Post by: SC on January 26, 2013, 11:21:07 PM
Do you know the British, enemy paratroopers, or commandos from the op. market garden campaign, first mission? they would be perfect to replace the commonwealth commandos on RMC. and just leaving them as they are. sten gunners from gliders, PIATs, vickers hmgs and mortar crews from glider hq.

Can they actually be durable? Since the Glider-Borne commandos are glass cannons.
Title: Re: Suggestions for the next versions
Post by: krupp steel on January 27, 2013, 05:08:21 AM
I honestly DO NOT want to see more BS abilities for the Brits, Strafing Run mainly.  Giving them strafe would just be redundant, OP and dull.
Title: Re: Suggestions for the next versions
Post by: Hellc@t on January 28, 2013, 08:29:22 PM
btw, do you need any Romanian translator for the foreign units? oh, first I have to ask, do you make the foreign units to talk in their languages or in German?
Title: Re: Suggestions for the next versions
Post by: Gerrit 'Lord Rommel' G. on January 28, 2013, 09:58:39 PM
Dont know why we should need a "translator" for foreign units  ???
Think u mean "voice actor" - but all in all; no. We dont need neither a translator nor a voice actor (at the moment ^^).
Title: Re: Suggestions for the next versions
Post by: Hellc@t on January 31, 2013, 09:18:04 PM
SAS Raiders do not need to have the recon team abilities, otherwise why would you purchase such upgrade from the Marine Sections? And for the Marine Section, only three upgrades should be put on a squad, I don't see how a fourth one would be positioned there


SAS units are NOT supposed to be stormtroopers for RMC as SC said before OR Recon squad. They are supposed to be ONLY ONE squad trainable and used SMART. That means you don't just throw themselves on the frontline like a riflemen squad for example, OR you don't create 10 squads of them and making them your "new army" (as in Wehrmacht case, Blitz doctrine, once you got access to stormtroopers you don't use anymore grenadiers and make stormtroopers your new army - just an example) You should use them carefully. In WW2, the SAS sodliers were used behind enemy lines, and they needed a sniper rifle to kill important high ranking units I guess, and they weren't used on the front line just like any other soldiers. As abilities, they should camoflage, throw grenade and sticky bomb, and (maybe) use medic kits. Now this is about realism. If you wish to make this mod a bit realistic, go back in WW2 history and find out more about SAS troops. :)


For the RMC riflemen section, delete the Recon squad upgrade and make one trainable at the HQ truck OR delete the rifle grenades upgrade and put the throwing grenade ability.
Why you should add stens to riflemen section for RMC? Because it should be a bit different from the Commonwealth, and stens have been used only by commandos and Lt. why shouldn't it be used also by riflemen section too?

Does it harms the balance? It's just a sten gun that should be good used at short ranges
Title: Re: Suggestions for the next versions
Post by: SC on February 01, 2013, 10:22:35 AM
SAS units are NOT supposed to be stormtroopers for RMC as SC said before

From a gameplay perspective. Everyone on the forum is well aware the purpose of the SAS troops in WW2, an elite paratrooper operating behind enemy lines that tackled a variety of operations. But Bishop has stated before, they were meant to effectively function as an elite esque unit that functioned similar to Guards/Stormtroopers (Although they never were able to do that because "Hurr balancers")

Quote
Now this is about realism. If you wish to make this mod a bit realistic, go back in WW2 history and find out more about SAS troops. :)

This mod's not about realism in every little detail. While it's up there on the priorities, people would rather have balance. Not saying I wouldn't mind seeing them be a unit that operates completely independently, I'm simply stating what's been said before.

Quote
delete the rifle grenades upgrade and put the throwing grenade ability.

I like this idea.
Title: Re: Suggestions for the next versions
Post by: Hellc@t on February 01, 2013, 02:35:38 PM
Sorry for being such a nuisance, but, you know... I'm kind of obsessed on playing realistic games ;D

It actually doesn't rise cause our model doesn't support it. In the beginning nobody had a clue how to make it rise <.<. Now we now BUT we lost the reference files.
Well I hope you can make it rise up because it looks very nasty when firing the rockets right now. I'm not a modder or something but can't you take the model from Sherman Calliope ?
Title: Re: Suggestions for the next versions
Post by: Wekwekboris on February 03, 2013, 02:03:37 AM
SAS units are NOT supposed to be stormtroopers for RMC as SC said before

From a gameplay perspective. Everyone on the forum is well aware the purpose of the SAS troops in WW2, an elite paratrooper operating behind enemy lines that tackled a variety of operations. But Bishop has stated before, they were meant to effectively function as an elite esque unit that functioned similar to Guards/Stormtroopers (Although they never were able to do that because "Hurr balancers")

Quote
Now this is about realism. If you wish to make this mod a bit realistic, go back in WW2 history and find out more about SAS troops. :)

This mod's not about realism in every little detail. While it's up there on the priorities, people would rather have balance. Not saying I wouldn't mind seeing them be a unit that operates completely independently, I'm simply stating what's been said before.

Quote
delete the rifle grenades upgrade and put the throwing grenade ability.

I like this idea.

No. Just no. Keep Rifle nades.
Title: Re: Suggestions for the next versions
Post by: Hellc@t on February 03, 2013, 11:54:10 AM
Allow Famo to build "big flashlights" (sorry for that term but I really don't know how are they called  ;D - ex. they have been used at Vierville in combination with flakvierlings to spot the american planes) when choosing the "Army support troops" commander tree helping the LOS of your base, because army support troops contains Luftwaffe units.
Title: Re: Suggestions for the next versions
Post by: Spieel on February 03, 2013, 06:07:47 PM


No. Just no. Keep Rifle nades.

Agreed.
Title: Re: Suggestions for the next versions
Post by: krupp steel on February 03, 2013, 09:01:01 PM
Allow Famo to build "big flashlights" (sorry for that term but I really don't know how are they called  ;D - ex. they have been used at Vierville in combination with flakvierlings to spot the american planes) when choosing the "Army support troops" commander tree helping the LOS of your base, because army support troops contains Luftwaffe units.
I think that is a great idea.  What you probably mean are searchlights.
Title: Re: Suggestions for the next versions
Post by: Gerrit 'Lord Rommel' G. on February 03, 2013, 10:17:03 PM
Allow Famo to build "big flashlights" (sorry for that term but I really don't know how are they called  ;D - ex. they have been used at Vierville in combination with flakvierlings to spot the american planes) when choosing the "Army support troops" commander tree helping the LOS of your base, because army support troops contains Luftwaffe units.
I think that is a great idea.  What you probably mean are searchlights.
cant see the gameplay profit here...
Building something for resources u need to build up a fighting force and that wont give u any important gameplay benefit sounds odd to me.
Title: Re: Suggestions for the next versions
Post by: krupp steel on February 03, 2013, 11:57:57 PM
I think this can be useful.  Sight can be very important for attacks you must defend, and also this could be like the triangulation from the commando doctrine, except it is visible and also it is more tougher by lot.  I don't know, he might be on to something.
Title: Re: Suggestions for the next versions
Post by: Hellc@t on February 04, 2013, 02:32:03 PM
It can be useful when you want do defend your base with some AT guns, and the AT guns can fire over its line of sight, and the searchlights are helpful in this. they have restriction to 2-3 to build and to be built ONLY in base, NOT captured territories cause that's too easy to attack enemy bases
Title: Re: Suggestions for the next versions
Post by: Gerrit 'Lord Rommel' G. on February 04, 2013, 04:31:35 PM
It can be useful when you want do defend your base with some AT guns, and the AT guns can fire over its line of sight, and the searchlights are helpful in this. they have restriction to 2-3 to build and to be built ONLY in base, NOT captured territories cause that's too easy to attack enemy bases
A number of maps have limited base sectors and limited line of view.
So a number of maps wont work with this searchlights.
And about the function:
When u need them to defend your base against nearby forces - well. perhaps u have already lost the game or u havent used
troops for recon and spotting missions.
Out of my view a sniper can do the job of the searchlights much better - when u play a bit micro ;)
Title: Re: Suggestions for the next versions
Post by: krupp steel on February 05, 2013, 01:59:47 AM
It can be useful when you want do defend your base with some AT guns, and the AT guns can fire over its line of sight, and the searchlights are helpful in this. they have restriction to 2-3 to build and to be built ONLY in base, NOT captured territories cause that's too easy to attack enemy bases
I had something else in mind.  I think searchlights should be made in friendly territory (for my idea) .  But the thing is, searchlights are made for defensive purposes, and searchlights would very much fit well and compliment the Wehrmacht Defensive doctrine (if only we could modify it) more than it would than this current doctrine.
Title: Re: Suggestions for the next versions
Post by: Wekwekboris on February 06, 2013, 11:43:42 AM
Give the TH an option to break the threads of a tank. It would make sense.
Title: Re: Suggestions for the next versions
Post by: Dann88 on February 06, 2013, 12:31:15 PM
An OP sense I would say.
Title: Re: Suggestions for the next versions
Post by: Jeff 'Robotnik' W. on February 06, 2013, 08:26:13 PM
Also such an ability would basically be a copy of the PE one, and were trying to stay away from doing exact copies of other factions abilities

If it were to break other parts of the tank now that may work, like breaking the vision slits and temporarily blinding it, since PTRD gunners used the accuracy of the gun to target weak spots on the tank since it had trouble penetration other parts such as the hull

Title: Re: Suggestions for the next versions
Post by: krupp steel on February 06, 2013, 11:26:54 PM
Please, no more abilities that function like the Brit button.  Just give the TH a RPG ability like the Strelky, but after Men Against Tanks upgrade of course.