Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => Suggestions => Topic started 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
-
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.
-
@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.
-
You can make an aesthetic change
-
Yeah, I could work, but would need to ask what everyone thinks about it, either Devs and Players.
-
Everything but:
- 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.
-
Everything but:
- 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.
-
Everything but:
- 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 :)
-
hope you guys can find them :)
Or we'll make a new one :P
-
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.
-
Adding a spotter to the Sniper Ace like the old Sniper team seems like a good idea.
-
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
-
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!
-
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 :)
-
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.
-
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.
-
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.
-
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?
-
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 ^^).
-
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
-
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")
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.
delete the rifle grenades upgrade and put the throwing grenade ability.
I like this idea.
-
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 ?
-
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")
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.
delete the rifle grenades upgrade and put the throwing grenade ability.
I like this idea.
No. Just no. Keep Rifle nades.
-
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.
-
No. Just no. Keep Rifle nades.
Agreed.
-
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.
-
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.
-
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.
-
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
-
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 ;)
-
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.
-
Give the TH an option to break the threads of a tank. It would make sense.
-
An OP sense I would say.
-
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
-
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.