Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Ostheer Suggestions => Topic started by: Ghost on April 28, 2011, 11:12:09 AM

Title: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on April 28, 2011, 11:12:09 AM
as the topic's name suggests this is a summary of the OH sneaks to give you an idea before you start making suggestions for units which may already be in the

concept. everything in here is still WIP and not final. coloured things contain links or pictures.

updated to alpha status



The buildings


The HQ

Infanterie Gruppen Post

Schutzen War Camp

Panzer Kampf Kommand

Forward Support Center

Veterancy

Ostheer has a different system than the other factions, however shares some basic principles. Ostheer veterancy is achieved by combat, both armoured and infantry based troops follow this rule.
When your unit reaches the first level of veterancy, you will be promted to choose a bonus that will increase with each veterancy level.

Example:
Landser starts at vet0 and gains vet1 -> you can choose between different options (not yet revealed). If you choose e.g. to increase speed, you will get a certain bonus. when the squad gains vet2, that bonus will increase. same at vet3. but be careful, once chosen you cannot change the vet bonuses for this squad!

Basic infantry and support vehicles can gain 3 levels of vet (vet1 Regular, vet2 Veteran, vet3 Senior).
Elite infantry and tanks however gain an additional level vet4, which makes them an ace. This last vet4 gives you the choice to specialize your unit. E.g. a Marksman ace can become an Observer (artillery support) or a Sniper Ace (dedicated sniper), a panther ace can become a Command Tank (bonuses for nearby units) or a Tank Hunter (offensive stats increased).


Modernisation (http://easternfront.org/forums/index.php?topic=5857.msg68415;boardseen#new)
Modernisation is an Ostheer ability that let them use better equipment on the battlefield, reflecting the change of weapons, units and strategies used in the Eastern Front campaign while it lasted. Each upgrade will be available to purchase at your HQ so you can purchase them whenever you want, if you have the resources; the purchased upgrade or upgrades will remain until the game ends and you won't be able to recruit "outdated" equipment.


Details
OH building and unit chart (http://www.majhost.com/gallery/blackbishop/Temp/ostheer_tech_tree.png)


TIER 1: The HQ

- Starting units: 2 landser

- Units deployable:

Sdkfz. 9 - famo 18 ton halftrack (http://img153.imageshack.us/img153/3802/sdkfz9.png)
pic (http://media.moddb.com/images/mods/1/10/9675/famofinal1.jpg) pic (http://media.moddb.com/images/mods/1/10/9675/Sdkfz._9_Famo.jpg)
Role: Builder Unit.
Limit: 2.
Abilities: Advanced Repair, Self-Repair, Heal(requires upgrade).
Upgrade: None.
Modernisation: None.
Summary: Sdkfz. 9 can build your basic base buildings: Infanterie Gruppen Post, Schutzen War Camp and Panzer Kampf Kommand.


Opel Blitz
Role: unknown
Abilities: Deploy Supplies
Upgrade: unknown
Modernisation: None
Summary: This vehicle will allow Ostheer increase their income a little bit by locking down a sector.


- Building upgrades:

Mobile Heal Station
The Ostheer has no medics to pick up wounded soldiers from the battlefield. However the HQ has equipped vehicles with the necessary materials to act as a mobile heal station. The Sd.Kfz 251 and the FSC gain the ability to heal nearby troops by a limited time for a small muni cost.

- Modernisation upgrades:

Infanterie Gruppen Post (330MP, 45 Fuel)
Schutzen War Camp (450MP, 80 Fuel)
Panzer Kampf Kommand (520MP, 120 Fuel)

- Base defenses:

20mm Flak 38 Emplacement (http://img811.imageshack.us/img811/3759/2cm2.png)
pic (http://media.moddb.com/images/mods/1/10/9675/flak_emplacement.jpg)
Role: Base defense.
Abilities: None.
Summary: This static weapon will help you to defend your HQ effectively against infantry and light vehicles, providing you a safe zone... at least from early to mid game. Like similar units from other factions, these are your last line of defence; but while they excel at repelling infantry, you should keep an eye out for enemy support infantry such as mortars.


TIER 2: The Infanterie Gruppen Post (http://easternfront.org/forums/index.php?topic=4900.0)

The Ostheer use a special new way to build their units. The Ostheer is able to switch its unit-pool for different battle-situations. The building units are divided by Light Assault(LA) units and Light Support(LS) units.
That means: each building had at least three units to select from. 1 is always buildable. An upgrade switches which of the other 2 units can currently be built, switching between Pool 1 and Pool 2 - for a  price...

The units that belong to LA are the Marksman and the Kübelwagen.

The units that belong to LS are the MG-34 Team and the 75mm ISG.

The Landser is a neutral unit, you can recruit them whatever you choose.

- Units deployable:

Landser (http://i52.tinypic.com/v79s1y.jpg)
Unit pool: Neutral.
Role: Infantry
Weapons: 5xKar98, after "Feldwebel" upgrade: 4xKar98 + 1xMP40, after modernisation: none.
Abilities: Sandbags, Grenade.
Upgrades: Feldwebel (change 1 K98k to an MP40) and allows to use anti personal grenades.
Modernisation: Hafthohlladungen.
Summary: Early infrantry of the Ostheer... these soldiers armed with Kar98k rifles will serve you faithfully during the match. As they use those bolt rifles they are good firing at long distance, however you can promote one soldier to Sargeant w/MP40 and it's combat effectiveness in medium range will increase. They won't fair well in close combat fights. This unit can build sandbags from scratch. Throw Grenade ability will be available when Feldwebel upgrade is researched and Hafthohlladungen after modernization.

Marksman
Unit pool: Assault.
Abilities: Sneak.
Weapons: MKb.42.
Upgrades: None.
Modernisation: None.
Ace veterancy: Forward Observer (gives you clear sight of a zone covered by FoW) and Sniper Ace (Sniper Camouflage, Best Counter-Detection, Slowest Camouflaged movement; receives a Scoped-K98; removes Hide ability)
Summary: The marksman wields an Mkb.42, has similar traits to a normal sniper except that as he uses an assault rifle instead of a rifle, the range of fire is less than a normal sniper, although it has better rate of fire. Remember this before engaging.

MG-34 Team
Unit pool: Support.
Role: Infantry Support.
Weapons: 1xMG34 + 2xKar98, after modernisation: 1xMG34/41 + 2xKar98.
Abilities: Hot Barrel.
Upgrades: None.
Modernisation: Unlocks Hot Barrel ability(the gunner will conitnue shooting without cooling down the weapon for a short period of time).
Summary: This support team carries a MG34, set on a tripod and it's crew members wields kar98ks. Ideal for supporting your landsers or/and marksman(or marksmen). Let's welcome those soviets with a rain of lead!

Kübelwagen (http://media.moddb.com/cache/images/mods/1/10/9675/thumb_620x2000/RelicCOH_2011-07-12_05-58-02-60.jpg)
Unit pool: Assault.
Role: Scout.
Weapons: MG-34
Abilities: Unknown.
Upgrades: 2nd MG (MG-42)
Modernisation: Gains better engine (upgrades all vehicles in the field, passive)
Summary: The recon vehicle of the Ostheer, has a MG-34 and has good mobility. After modernization, you can purchase a passenger MG-42 to increase it's firepower.

75mm Infantry Support Gun (http://i52.tinypic.com/11l4vmh.jpg)
pic (http://media.moddb.com/images/mods/1/10/9675/leIG18.jpg)
Unit pool: Support.
Role: Heavy Infantry Support / Heavy Mortar.
Weapons: 7.5cm Infantriegeschütz 18 + 2xKar98 (4 men in total).
Abilities: Indirect fire, Direct fire. After Modernisation: Hollow Charge Shell.
Upgrade: None.
Modernisation: Gains "Hollow Charge Shell" ability for better AT capabilities (30 Mun, 90 sec cooldown).
Summary: The 75 mm ISG is a versatile weapon of the Ostheer: works as an anti-infantry gun and as a light anti-tank gun. With it's Indirect fire ability will barrage the desired location as a mortar; while Direct fire will shot a projectile on a straight line, like an anti-tank gun. Be sure to try one of these!

- Upgrades available:

Light Assault
Enables the production of Marksmen and Kübelwagen. When you active LA, the MG34 Team and 75mm ISG are disabled.

Light Support
Enables the production of MG34 Team and 75mm ISG. When you active LS, Marksmen and Kübelwagen are disabled.

You can purchase both upgrades whenever you want(as long as you have resources of course), but only one can be active at time.


TIER 3: The Schutzen War Camp (http://easternfront.org/forums/index.php?topic=5011.0)

Heavy Assault(HA): The units that belong to this pool are the Ofenrohrtrupp and PzII Luchs.

Heavy Support(HS): The units that belong to this pool are the Sdk. 251 and the Pak40.

Neutral units: Stormpioniers and the Panzerwerfer.

- Units Deployable:

Panzer II Luchs (http://i52.tinypic.com/v6rtqf.jpg)
pic (http://media.moddb.com/images/mods/1/10/9675/panzerluchs.jpg) pic (http://media.moddb.com/images/mods/1/10/9675/luchs.jpg)
Unit pool: Assault.
Role: Heavy Recon
Weapons: 20 mm KwK 38 L/55 + MG34.
Abilities: Speed!
Modernisation: Needs Modernization upgrade to be unlocked.
Summary: The reconnaissance unit of the ostheer, capable of capturing points and having the ability to increase it's speed temporary makes it a valuable target... if not a must die one. With it's 20 mm cannon can do short work of enemy infantry; however remember that those units aren't meant to fight by themselves because aren't so tough.

Panzerwerfer 42 on Maultier (http://media.moddb.com/images/mods/1/10/9675/donepw42.jpg)
Unit pool: Neutral.
Role: Anit-Infantry/Spam
Weapons: 15 cm Panzerwerfer 42
Abilities: Salvo - Explosive Rounds
Upgrades: Incendiary Rounds (Replaces Explosive)
Modernisation: None. (Needs modernisation to be researched and either Infantry Gruppen Post or Panzer Kampf Kommand).
Summary: Armed with 15 cm tubes and capable of firing 10 projectiles, the Panzerwerfer 42 is strong enough to fight against infantry, specially high concentration of them. It's normal barrage can be improved to incendiary after that upgrade is researched. It has halftrack armor, so it's quite resilant to small weapons fire; also remember to change it's location once you fired to avoid being hunted down by a quick enemy raid. Eastern Front's Panzerwerfer is special, when firing, it must remain still until the turret locks down the target area, so the vehicle doesn't rotate when firing, only the turret does, remember this when firing.

Stormpioneers (http://i56.tinypic.com/eqcmqd.jpg)
pic (http://media.moddb.com/images/mods/1/10/9675/uncommon.jpg)
Unit pool: Neutral.
Role: Assault Engineers.
Weapons: 4xKar98.
Abilities: Detect Mines(passive), Barbed Wire, Sandbags, Czech Hedgehogs, Deploy Mines, Run(requires Assault Pool), Goliath(requires Support Pool), Concrete emplacements, S-Mines.
Upgrade: SMG Pack(4xMP40), LMG Pack(1xMG34), Flammethrower (1xFlammenwerfer 42)
Modernisation: If you purchased the LMG or the Flamethrower packs, you are allowed to buy an additional wepon, if you got the SMG pack you will get grenade shower ability.
Summary: The Ostheer Stormpioniers are ready to combat on the eastern front! Let them construct concrete emplacements or planting S-Mines to defend zones. Stormpioniers are very versatile, so you can upgrade them with four MP40 or MG-34s or Flamethrowers, depending of your needs. They swap abilities, Run and Deploy Goliath when swapping pools.

Sdkfz. 251 ausf. B (aka Troop Halftrack) (http://media.moddb.com/images/mods/1/10/9675/sdkfz251bnearfin.jpg)
pic (http://media.moddb.com/images/mods/1/10/9675/halftrack_251_ausf_b.jpg) pic (http://media.moddb.com/images/mods/1/10/9675/halftrack_251_ausf_c.jpg)
Unit pool: Support.
Role: Transport + Anti-Infantry.
Weapons: 2xMG34 (MGs come manned), after modernisation and upgrade: Flak38.
Abilities: Hold 10 troops (2 squads), First Aid, Reinforce.
Upgrade: Can be upgraded to Sd.Kfz. 251/3(with the antenna, the default HT comes without it).
Modernisation: Can be upgraded to Sdk. 251/17C with Flak-38 (http://i239.photobucket.com/albums/ff276/Gertudedubeef/251-174.jpg) for better AI. (45 Mun).
Summary: Armed with 2 MG34, is strong enough to combat infantry, offering more protection than almost all objects around the map(excluding buildings), let alone that is mobile. Capable of reinforce nearby squads makes it useful for supporting assaults. It has a time based ability called First Aid, like the Forward Support Center, than can be used after Mobile Heal Station upgrade from the HQ is purchased.

PaK 40 (http://media.moddb.com/images/mods/1/10/9675/PaK_40.jpg)
Unit pool: Support.
Role: Heavy Anti-Tank.
Weapons: PAK 40 7.5cm + 4xKar98 (4 men in total)
Abilities: Camouflage(requires Elite vet)
Upgrade: None.
Modernisation: None. Needs modernisation to be unlocked.
Summary: The heavy PaK 40 is one of the best anti tank weapons the Ostheer can give you. With it's 75 mm cannon can decimate almost all the tanks that dare to get on their sight. It can earn a camouflage ability to ambush the opponent, while using their first shot bonus before their camo fades off.

Ofenrohr Truppen (http://media.moddb.com/images/mods/1/10/9675/Panzerbsche_Team.jpg)
pic (http://media.moddb.com/images/mods/1/10/9675/Ofenrhor_Troops.jpg) pic (http://media.moddb.com/images/mods/1/10/9675/ofenrohrzug.jpg) pic (http://media.moddb.com/images/mods/1/10/9675/ofenrohr_troops.jpg)
Unit pool: Assault.
Role: Anti-Tank Support.
Weapons:  1x Panzerschreck 43 + 2x Luger Pistole 08.
Abilities: Sandbags, Reload Focus.
Upgrades: None.
Modernisation: Additional Schreck upgrade.
Summary: Early AT infrantry of the Ostheer, they use the early version, the RPzB 43. Activating Reload Focus makes them shoot with more precision and reduces the reload time but decrease the speed of the unit and makes them more vulnerable to enemy fire. They must be stationary to fire and have the ability to build sandbags as well.

- Upgrades available:

Heavy Assault
Allows to enable the production of the Ofenrohr Trupps and the PzII Luchs. When you active HA, the Sdk. 251 Halftrack and the Pak40 are disabled.

Heavy Support
Allows to enable the production of the Sdk. 251 Halftrack and the Pak40. When you active HS, the Ofenrohr Trupps and the PzII Luchs are disabled.

You can purchase those upgrades whenever you want(as long as you have resources of course).


TIER 4: The Panzer Kampf Kommand (http://easternfront.org/forums/index.php?topic=5412.0)

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 (http://www.majhost.com/gallery/blackbishop/EF-Content/pz_iii.png)
Unit pool: Neutral.
Role: Medium Tank.
Weapons: 5 cm KwK 38 L/42 Ausf. J + 2xMG34, after upgrade: 7,5cm L/24 as AI + 2xMG34 or 5 cm KwK 39 L/60 as AT + 2xMG34.
Upgrades: Side Armour, 7.5cm L/24 KwK Ausf. N (Soft Targets)
Abilities: Panzergranate 40.
Upgrade: None.
Modernisation: Gains better frontal armor and gun mantlet, upgrades all vehicles in the field.
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, and you can upgrade it with a better anti-tank gun as well.

Panther (http://www.majhost.com/gallery/blackbishop/EF-Content/panther_g.png)
Unit pool: Assault.
Role: Heavy Tank.
Weapons: 7.5 cm KwK 42 + 2xMG34
Abilities: None.
Upgrade: Skirts, Cupola MG(requires vet1).
Modernisation: Unlocked after modernisation.
Ace veterancy: Command Tank (buffs nearby friendly vehicles) or Tank Hunter (offensive stats increased)
Summary: The Ausf. G version of the Panther is ready to be deployed at the Eastern Front! This fearsome war machine can only be brought after modernization. It will start as an ausf. D variant but once it start hitting vet he will be upgraded to ausf. G, allowing the player to invest in a cupola MG for AI support.

StuG III Ausf. G (http://www.majhost.com/gallery/blackbishop/EF-Content/stug_iii.png)
Unit pool: Assault.
Role: Assault-Gun.
Weapons: 7.5 cm StuK 40 L/48
Upgrades: MG gunner. After modernisation: Side Armour Skirts (25 Mun).
Modernisation: Can be upgraded with Side Armor Skirts for better protection.
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.

Marder II (Sd.Kfz. 132) (http://www.majhost.com/gallery/blackbishop/EF-Content/marder_ii.png)
Unit pool: Support.
Role: Tank Destroyer.
Weapons: F22 76mm gun
Abilities: After modernisation: Tungsten Core Shell.
Upgrade: None.
Modernisation: Gains "Tungsten Core Shell" ability for far better damage (40 Mun, 90 sec cooldown).
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 support units vs armoured units over large distances. 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.

Brummbär (http://www.majhost.com/gallery/blackbishop/EF-Content/stupa.png)
Unit pool: Support.
Role: Heavy Assault-Gun.
Weapons: 15 cm StuH 43 L/12
Upgrades: Side Armour, Observer
Modernisation: Unlocked after modernisation.
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.

- Upgrades available:

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

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

You can purchase those upgrades whenever you want(as long as you have resources of course).


Forward Support Center

- Units Deployable:

Panzerfusiliers (http://www.majhost.com/gallery/blackbishop/EF-Content/panzerfusiliers.jpg)
Unit pool: None.
Role: Infantry.
Weapons: 4xMP44.
Upgrades: None.
Abilities: Grenade Shower and Fire Panzerfaust(vet1).
Modernisation: Earn grenade shower ability.
Summary: A squad of four soldiers wielding MP44 submachine guns. They are tougher than the Landser and excels in close combat. Their time based ability called "Grenade Shower", as the name suggest, unleash a vicious rain of stielhandgranates to the target until the effect worns off. They can use Panzerfausts to fight off enemy tanks.


Doctrines (http://easternfront.org/forums/index.php?topic=5651.0)


Doctrine 1: Army Support Troops

Right tree: Luftwaffe Support

* Luftwaffe Recon Command - 2CP (Allows the player to call in the Sdkfz/263 Air Command vehicle; able to call in Recon Runs and Stuka strikes [requires Aces High!].)

* Brandenburger - 2CP (Airdrop two man squad of highly trained special forces infantry).

* Aces High! 3CP (Sdkfz/263 gains Ju 87 dive bombing ability.)


Left tree:Foreign Support

* Foreign Volunteers - 2CP (Call-in a single random Foreign squad)

* Fear factor - 2CP (Accuracy against Ostheer units decreased for limited time)

* Foreign Battlegroup - 3CP (Call-in two random Foreign squads (or 1 random squad plus a random crewed weapon) and 2 Foreign Tanks)



Doctrine 2: Army Elite Troops

Right tree:Assault Battalion

* Jaegers (http://www.majhost.com/gallery/blackbishop/EF-Content/relic00938.png) - 3CP (Call on a 3-man squad of highly trained sharpshooters)

* Panzerkrieg! - 2CP (Infantry fight better when near friendly tanks)

* Tiger Production (http://media.moddb.com/images/mods/1/10/9675/Tiger_Late.jpg) - 3CP (Replace Panther with a buildable Tiger I)


Left tree:Elite Battalion

* Infantry Recon - 1CP (Infantry sight range's increased)

* Ostkrieg! - 3CP (Infantry receive a range and damage bonus when fighting from cover and buildings)

* Elefant (http://www.moddb.com/mods/coheastern-front/images/elefant2#imagebox) - 5CP (Call-in the feared Elefant Tank Destroyer)


Doctrine 3: Army Fortress Troops

Right tree: Improved Defences

* Improved Fortifications - 2CP (Pioneers can construct Panzernests (http://warandgame.files.wordpress.com/2011/06/osprey_panzernest.jpg) and Tripwires (http://www.5rar.asn.au/weapons/trap_12.jpg))

* Improved Communications - 2CP (Field HQs can still operate when in isolated territory)

* Wespe - 3CP (Call-on the 105mm Wespe Self-propelled howitzer)


Left tree: Improved Supply

* Prioritised Support - 2CP (For a short period of time Ostheer produce more resources)

* Prioritised Weapons - 2CP (For a short period of time Ostheer produce units faster)

* Royal Tiger (http://media.moddb.com/images/mods/1/10/9675/King_Tiger_Henschel.jpg) - 5CP (Call in a Tiger II Henschel)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: RedGuard on April 28, 2011, 11:46:07 AM
Wow  :o that was comprehensive good to see all this info together. Lets you get a good feel for the faction

thx for putting that together ghost :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on April 28, 2011, 12:04:47 PM
good job Ghost  ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on April 28, 2011, 12:52:08 PM
Thank you, Ghost. This is quite a good summary and makes just 1 topic to read of five.  :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Archibald on April 28, 2011, 05:34:50 PM
Finaly. Thanks, Ghost. Is that to expect.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on April 28, 2011, 06:25:33 PM
For trip wire :).

http://www.5rar.asn.au/weapons/trap_12.jpg (http://www.5rar.asn.au/weapons/trap_12.jpg)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: IJoe on April 28, 2011, 06:41:47 PM
For trip wire :).

http://www.5rar.asn.au/weapons/trap_12.jpg (http://www.5rar.asn.au/weapons/trap_12.jpg)
What's the difference between a mine, or a booby trap and a tripwire? Any new visuals, or just cost/prerequisites?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on April 28, 2011, 06:46:33 PM
Well, a tripwire won't do that much damage to a vehicle than a mine, booby traps need to enter the building/cap the sector to trigger them unlike trip wires.

I cannot say anymore at this moment :).
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Paladin88 on May 12, 2011, 05:32:24 AM
(The Ostheer Stormpioniers are ready to combat on the eastern front! Let them construct trenches)

Isn't this going to be a pain for the Brits to combat? Brits sux vs slit trench...
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on May 12, 2011, 06:23:55 AM
It won't be that kind of trench... and if in the end we cannot implement it, will be replaced for other ability.

Soviets won't have trenches either in 1.40... Whoops that's a spoiler :P.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Walentin 'Walki' L. on May 12, 2011, 01:10:21 PM
Quote
Soviets won't have trenches either in 1.40... Whoops that's a spoiler :P.

hurray! :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on May 15, 2011, 12:14:34 PM
updated it with the new sneak peak 7 "modernisation"
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: MrRossi on May 23, 2011, 02:36:20 PM
Well... on question regarding the MG 34/41. It was just a prototype and has never seen production. Why have you chosen to use this instead of the 42?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: S1lv3rWolf on May 23, 2011, 02:57:08 PM
the MG-42 came from a prototype named MG-39/41, so despite the MG-42 and MG-34/41 having the same firerate, both are most likely different and unique in their own ways.

Plus, it keeps to the theme of them having a different MG :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: MrRossi on May 23, 2011, 03:11:16 PM
Ok so somehow a matter of style :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: RedGuard on May 23, 2011, 09:03:27 PM
the mg34 saw combat
dont get it confused with mg34/41 which was different
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: BurroDiablo on May 23, 2011, 09:40:14 PM
The MG34/41 was produced in small numbers (about 300), so it may not have been used extensively, but it was still used. Also, it's the modernisation upgrade for the MG34, it brings the values up to that of an MG42 without the need to change the model.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on June 15, 2011, 11:19:02 PM
updated with "Ostheer Update 8: Veterancy" and added scheme pics
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Seeme on June 18, 2011, 12:30:17 AM
Thanks, Ghost
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on July 05, 2011, 10:15:17 PM
Just wondering guys, but after the Panzerfusilliers get there Modernization, will the StG-44 have Extended Mags, cause I don't recall them having any, not even as experiments. I know there were experiments to get Ex. Mags with MP40s (didn't work too well), never heard anything about StG ones.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on July 05, 2011, 10:18:23 PM
Just wondering guys, but after the Panzerfusilliers get there Modernization, will the StG-44 have Extended Mags, cause I don't recall them having any, not even as experiments. I know there were experiments to get Ex. Mags with MP40s (didn't work too well), never heard anything about StG ones.
When the upgrade was added we haven't thought about modernization yet. Perhaps will be discarded.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sidewinder on July 06, 2011, 01:36:32 AM
That's a shame, I really like the idea.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on July 06, 2011, 02:21:23 AM
Well I can think of an upgrade for StGs, 1 or 2 that would make sense would be;

1) Flash Hider which would increase damage at mid-long range, by decreasing the smoke and flash out of the barrel thus making it easier to track and take out targets

or
2) The Krummlauf curved barrel (which I have been suggesting forever) which would increase accuracy when in cover and in buildings
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on July 12, 2011, 08:10:33 PM
here is a new pic from the ostheer
its the kübelwagen

posted here: http://www.moddb.com/mods/coheastern-front/images/the-worlds-deadliest-classic-car-show (http://www.moddb.com/mods/coheastern-front/images/the-worlds-deadliest-classic-car-show)

pic
(http://media.moddb.com/cache/images/mods/1/10/9675/thumb_620x2000/RelicCOH_2011-07-12_05-58-02-60.jpg)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: vonklaus on July 12, 2011, 08:17:44 PM
bad ass U need Kubelwagens to drive head first into conscripts guns blazing. Wouldn't be eastern front without it,and it has 2 mgs nice.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on July 12, 2011, 08:18:57 PM
LOL vintage rape!!  ;D
Awesome job, guess it was Burro again  :)

Oh I know what's dug in to the right..

Edit: The pic at ModDB is much bigger.. I spotted a Jägermeister bottle there, am I right?
;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: BurroDiablo on July 12, 2011, 08:29:22 PM
Yeah, the rear gunner is an alcoholic... :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on July 12, 2011, 08:34:51 PM
Nice little Easter Egg  :)
I thought it would be something like 'Don't drink and drive, Klaus..'
We need a name for those Kübelwagen guys, definately.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on July 12, 2011, 08:40:22 PM
lol i had to look twice to see finaly the jägermeister bottle^^

this is realy cool^^

Nice little Easter Egg  :)
I thought it would be something like 'Don't drink and drive, Klaus..'
We need a name for those Kübelwagen guys, definately.

1+
we need a name
is someone in the game called werner? that would be cool
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on July 12, 2011, 08:43:50 PM
Werner, like you may know, is already a different kind of Rider in Germany.. :P
Let's call him "Holger".
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 12, 2011, 08:57:27 PM
Where is that jägermeister bottle?

Holger sounds kind of gay. Lets call him Jürgen  ;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on July 12, 2011, 09:00:16 PM
lol jürgen is classic german^^

mom i shop you the bottle

edit
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on July 12, 2011, 09:03:23 PM
Jürgen is better, but screws non-German tongues.. :P
Now I got it. His name is Wilhelm, short form 'Willy'! :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on July 12, 2011, 09:06:34 PM
Jürgen is better, but screws non-German tongues.. :P
Now I got it. His name is Wilhelm, short form 'Willy'! :D

ah you was faster^^

mh ok another old german name is erich or heinrich (but i dont like heinricht, you know heinrich himmler -> bad man^^)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 12, 2011, 09:15:20 PM
omg how cool is that  :D  thx maxi!
I hope its on evry kübel. Drunken player & drunken unit  ;D

Heinrich was my former hirer. He told me alot about his wartime (gebirgsjäger). Absolutly cool man

Is the name Friedrich already in use?

Do you know "panzerschreck Johann"?  ;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on July 12, 2011, 09:17:56 PM
NP Killar. I also can't wait to clink glasses (well, bottles) with Willy, Heinrich or Friedrich or however he will be called then. I see nice times coming and a new hero rising.
And I don't know Panzerschreck Johann yet.. tell me more, man. :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Gerrit 'Lord Rommel' G. on July 12, 2011, 09:22:24 PM
My suggestion for the Kubelwagen-nickname: Christian - in honor of MrScruff. He loved the Kübelwagen. Before he died he had started with an own Kübelwagen model.
So why not call him "Christian".
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 12, 2011, 09:27:35 PM
Haha Panzerschreck Johann is a really old one. Harlequin named the Panzerschreck Pio. Also he has a name for the american pio squad too but dont remember.

3v3 Team GiannisGR (Arm Arm Inf) vs Team Makaay (Ter Def Blz) - Part 1 of 4 (http://www.youtube.com/watch?v=r_Jl108bbSk#)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on July 12, 2011, 09:29:19 PM
My suggestion for the Kubelwagen-nickname: Christian - in honor of MrScruff. He loved the Kübelwagen. Before he died he had started with an own Kübelwagen model.
So why not call him "Christian".
Strong agreement. May every player think of him while starting heroic Kübelwagen charges.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on July 12, 2011, 09:33:54 PM
My suggestion for the Kubelwagen-nickname: Christian - in honor of MrScruff. He loved the Kübelwagen. Before he died he had started with an own Kübelwagen model.
So why not call him "Christian".
Strong agreement. May every player think of him while starting heroic Kübelwagen charges.
+1 good initiative... which one is Christian then?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on July 12, 2011, 09:34:21 PM
The driver.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 12, 2011, 09:38:51 PM
Would be so cool if we had a voice actor. "Christian dont drive so fast the Gunner is getting ill" The gunner "If i hadnt drunk so much Jäger last night i would aim much better"  ;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on July 12, 2011, 09:44:11 PM
Haha nice one  :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on July 12, 2011, 09:47:55 PM
Haha nice one  :D
+1 absolutely great idea!
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on July 12, 2011, 09:59:35 PM
maybe we will find our own actors?

1+ for christian
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Gerrit 'Lord Rommel' G. on July 12, 2011, 10:08:09 PM
Well. Think the problem is the sound quality.
I would make new unit sounds but i think my microphone isnt one of the best ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: pariah on July 12, 2011, 10:11:37 PM
Remember that i offered to buy a good microphone for anybody who needs it to provide decent Soviet or Ostheer lines. ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 12, 2011, 10:12:55 PM
Besides you need more than one voice. To make the sound relic like you need to post edit the files to improve the quality.

Maybe icarusfoundyou is skilled with such programs  ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: pariah on July 12, 2011, 10:24:49 PM
Yeah, he probably knows more about sound than just music. ;D Maybe someone could ask him if he could help out with this?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 13, 2011, 12:07:37 AM
Company of Heroes - Voiceactor Comparison - Wehrmacht - English vs German - Part 1/2 (http://www.youtube.com/watch?v=G4SpP7VBtA8#)

fast forward to 13:12. Its not rly funny but i laid on the floor laughing  ;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on July 13, 2011, 12:18:27 AM
Hahaha great Killar ;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on July 13, 2011, 12:29:17 AM
lol, this gren commander is screaming all the time...
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: pariah on July 13, 2011, 01:29:12 AM
Fuck yeah, man! Sweet find! I noticed some of those lines didn't even make it into the game! Think you could post part 2 as well?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 13, 2011, 01:49:40 AM
Here you go:

Best part is the goliath ;D


Company of Heroes - Voiceactor Comparison - Wehrmacht - English vs German - Part 2/2 (http://www.youtube.com/watch?v=sWcFBYcuKmw#)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: pariah on July 13, 2011, 02:40:53 AM
Music to my ears. ;D Thanks. Goliath was fucking HILARIOUS. :D I was disappointed they didn't play the Leutnants Force Retreat speech, though. :(
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sovereign on July 13, 2011, 03:35:32 AM
Ha, would love to see the one for Russian..  :P

German soldiers with Russian undertones = serious lol.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on July 13, 2011, 10:18:55 AM
Hahahaa  :D Leutant Gottlieb is insane! " I'm invunerable! I am Steel!"
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on July 13, 2011, 04:16:13 PM
omg i alwasy thought that the units had only 2-3 different sentences^^

but there are so many more :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 13, 2011, 04:33:14 PM
If you hear closely the sounds are sorted by unit behaviour.

unit built, unit moving, unit attack, unit dying

For the Bike there are 5 different sound files for moving (you click more to move the unit so there must be more sound files)

Nebel f.e. has few sounds because you click the unit not very often
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dann88 on July 14, 2011, 03:01:37 AM
Inf HT: you drive lik my mother
sturmgrenadiers: we are sturmgrenadiers not magicicans :P
88 flak: blow them to the Alantic ;D
those speech make me crazy, volksgrenadier's is the most dramatic =))
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 14, 2011, 03:11:10 AM
Volksgrenadiers get always mobbed by the other units  ;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Walentin 'Walki' L. on July 14, 2011, 10:18:44 AM
I don't know what you guys think but look in the corner... I think I see a digged in AT weapon :P.

(http://walki12.wa.funpic.de/k%C3%BCbelwagen.jpg)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 14, 2011, 11:07:41 AM
Already revealed its the new Zis3
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on July 14, 2011, 12:14:12 PM
hehe

i know what it is but i dont tell you :D

but you will see it
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: pariah on July 14, 2011, 05:37:52 PM
Nice how you put an arrow pointing to it, because otherwise nobody would be able to find the corner. ;D :P

What i'd like to know is, how is that guy in the middle still alive?! :o
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on July 14, 2011, 07:24:22 PM
oh the guy in the middle is chuck norris

nothing can hit him^^


no maybe he had only luck?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: pariah on July 14, 2011, 07:27:47 PM
No, if he was Chuck Norris he would have kicked those Kübelwagens to death before they got a chance to open fire. ;D

I just noticed something - The Kübelwagen closest to the camera has flat tires. :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 14, 2011, 07:31:42 PM
They are firing at the new reward unit behind the reworked Zis3
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on July 14, 2011, 07:38:12 PM
which new reward unit?
there is no new reward unit in the upcomming patch...
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 14, 2011, 07:41:19 PM
firing = shooting?  :-\

Isnt the IS7 not yet published?  :-X
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on July 14, 2011, 07:46:34 PM
 ;D sure next to the reichsflugscheibe  :o
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 14, 2011, 07:49:14 PM
;D sure next to the reichsflugscheibe  :o

haha this thing was a complete failure, made by a crazy man.

I vote for the suicide zeppelin to be included as a reward
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on July 14, 2011, 07:52:46 PM
lol, guys, stop spamming stupid ideas.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on July 15, 2011, 06:24:28 AM
Reward Units? They are conscripts.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mattdamon07 on July 17, 2011, 06:04:33 AM
Reward Units? They are conscripts.

He was talking about the AT gun in the corner
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tiger80 on July 27, 2011, 02:28:05 AM
I have not read the entire Ostheer thread, so this question may have been answered.  When does EF expect the Ostheer to be released?  I am curious because it sounds pretty cool.  Thank you.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: pariah on July 27, 2011, 02:31:35 AM
Between V.J. day and V.E. day. ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on July 27, 2011, 09:25:29 AM
I have not read the entire Ostheer thread, so this question may have been answered.  When does EF expect the Ostheer to be released?  I am curious because it sounds pretty cool.  Thank you.

And btw, to the VJ /
We have goals/estimates when we will be done, and like it has been said before, we believe we will be done with Ostheer (done enough for release) in Q4 2011 or Q1 2012.

;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Gooman on August 12, 2011, 07:41:27 AM
the hp bonus and the taking more damage effect of the blood lust pretty much cancels each other, so why bother adding it?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on August 12, 2011, 05:23:22 PM
@Gooman
Did you read correctly that paragraph? ::)

Quote
to take more damage before being mortally wounded

That means, resist more than normal troops.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mr.ious.Q on August 14, 2011, 01:25:04 PM
The Ostheer maskman can automatic firing with his scoped STG ? So how many shot does it take to get 1 kill from that ?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on August 14, 2011, 01:29:21 PM
Subject to balancing.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on August 14, 2011, 02:05:31 PM
The Ostheer maskman can automatic firing with his scoped STG ? So how many shot does it take to get 1 kill from that ?

Probably two. It isn't meant to be treated as a usual sniper, remember that.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on August 14, 2011, 02:06:17 PM
new picture for the marksman

Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on August 14, 2011, 02:16:09 PM
"lol, carnage"  ;D

Nice shot, I love his gloves :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on August 15, 2011, 05:45:28 PM
There will be blood
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: FOXYJAGER on August 16, 2011, 12:19:12 AM
how will u guys balance the tiger production,more expensive,less damage,weaker armor something like that
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Desert_Fox on August 16, 2011, 12:24:33 AM
more expensive

This one I think..and I hope. ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on August 16, 2011, 12:44:36 AM
Maybe it will be hardcapped ???. Like max 2 or 3. Wher can't get more than 1 if Im correct ???
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Desert_Fox on August 16, 2011, 12:50:56 AM
Maybe it will be hardcapped ???. Like max 2 or 3. Wher can't get more than 1 if Im correct ???

Two Tigers are absolutely OP, especially if supported by other units like Marders or Panthers.

IMHO One is enought like in vCoH.  :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on August 16, 2011, 01:40:38 AM
Maybe it will not stay this way. You are predicting these things because of the stats of the current Wehr tiger ...
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on August 16, 2011, 02:14:44 AM
Maybe it will not stay this way. You are predicting these things because of the stats of the current Wehr tiger ...

and remember vet0 units of the ostheer has reduced stats

so a new build tiger is worst like the wehr vet0 tiger
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on August 16, 2011, 07:03:42 AM
Two Tigers are absolutely OP, especially if supported by other units like Marders or Panthers.

IMHO One is enought like in vCoH.  :)

+1
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mattdamon07 on August 16, 2011, 07:18:51 AM
i always liked having two tigers in vanilla wehrmact, rapes everything once vetted
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on August 16, 2011, 07:21:09 AM
i always liked having two tigers in vanilla wehrmact, rapes everything once vetted

However, that's not the sense of a balanced game ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on August 16, 2011, 08:43:35 AM
Since Tigers are a doctrinal replacement for Panthers in the OH, we will make them just tougher Panthers, perhaps slightly better against infantry. They won't use the same infantry mulching stats of the Wehr Tiger though. They'll be primarily AT like the unit they replace.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Desert_Fox on August 16, 2011, 11:54:37 AM
i always liked having two tigers in vanilla wehrmact, rapes everything once vetted

OT

I did it, play with a PE mate  ;)

END OT
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on August 16, 2011, 03:18:09 PM
I had 3 Vet 3 Tigers in a massive 4v4 once. Took us 3 hours to defeat the kangs (2.601).
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Crinkle on August 16, 2011, 11:43:53 PM
are the ostheer going to speak german in the way that russains speak russian?  i really dislike the english that the vanilla germans troops use
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on August 16, 2011, 11:46:19 PM
If they speak German not all of us can understand them :P.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on August 16, 2011, 11:47:43 PM
are the ostheer going to speak german in the way that russains speak russian?  i really dislike the english that the vanilla germans troops use

They will speak German.

@Fishhunterx: Do you understand the Soviets? ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on August 16, 2011, 11:49:11 PM
Nope ;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on August 16, 2011, 11:50:29 PM
1) Ostheer tigers should be weaker than the normal ones.

2) Ostheer tigers will have a massive MP/FU upkeep IIRC.

3) You can build more than one, but you are going to cripple your resources.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on August 18, 2011, 05:08:42 PM
1) Ostheer tigers should be weaker than the normal ones.

2) Ostheer tigers will have a massive MP/FU upkeep IIRC.

3) You can build more than one, but you are going to cripple your resources.

though I still think it's totally unbalanced: IF I'll build 2 tigers, my economy will cripple you say... ok, so I'd buy 1 Tiger, and fill the AT gaps with other tanks, like Panthers... oh, wait...

Looks like this ability will be almost instant lose ability - unable to push IS-2 spam back with Panthers, because they will be replaced with weaker and insanely expensive Tiger, maybe 2 Tigers.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on August 18, 2011, 05:17:32 PM
That's just the idea cephalos. You shouldn't judge it by how it sounds, but how it works in the gameplay. Massive, cripple, weaker are just generic words to describe how it should be, they don't say chances or numbers.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on August 18, 2011, 06:22:34 PM
When he says cripple I think he means a significant decrease in MP. So lets say each Tiger cost 22 mp upkeep And you MP upkeep b4 the Tigers was 250. If you build 2 that -44. That leaves you with 206. Thats significantly lower than b4 but doesn't mean your economy is "destroyed" per say. At least not like MP blitz for Wher :(.

Or maybe the Tiger will have a fuel upkeep like SU has muni upkeep ??? Who knows, maybe panthers are cheaper in Ostheer and more "spammable" like the IS-U 2 :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Desert_Fox on August 18, 2011, 06:25:27 PM
Isn't Ostheer an Anti-Spam faction?  ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on August 19, 2011, 05:31:37 AM
Since Tigers are a doctrinal replacement for Panthers in the OH, we will make them just tougher Panthers, perhaps slightly better against infantry. They won't use the same infantry mulching stats of the Wehr Tiger though. They'll be primarily AT like the unit they replace.

Since it's supposed to just be a straight upgrade rather than giving you a better but more expensive unit. Tigers would have a cannon similar to Panthers (long range AT) but would have a little more health than Panthers. We can also adjust other small aspects.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Cranialwizard on August 19, 2011, 05:33:35 AM
Maybe make them a bit better VS Infantry than Panthers, but who knows. We've not gotten our hands on it to test it so all changes are way-way pending.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mr.ious.Q on August 19, 2011, 05:37:29 AM
So can the buildable Tiger have abilities like shooting HEAT shells or smoke launchers to create cover ?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on August 19, 2011, 05:48:22 AM
No, they won't have abilities like this as standard. They may gain abilities like that as one-time uses (see their vet model).
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on August 19, 2011, 05:53:59 AM
Ostheer Tigers will never use smoke dischargers ;).
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Juzemeen on September 07, 2011, 05:42:57 PM
Is there an picture of the panzerfusiliers?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: BurroDiablo on September 08, 2011, 02:51:45 AM
Sorry but I have removed some those images as being leaked to the general public was not their purpose. I have also hidden everything in my DeviantArt so there will be no more 'updates'.

Please stick to compiling and documenting things from Official releases...
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: trollgore on September 08, 2011, 03:34:28 AM
Im thinking if the su-100 was brought back, that can be enough for the russians to use against it :P

but to be serious maybe having it at like 600mp 140 fuel, and how about a munitions cost hmm? maybe 25-50munitions??

or have the differences just like the kv-t34 series tanks. panthers are faster and turret can traverse faster, but tiger will be much slower but more powerfull gun and slightly more armour. make it vernerable to circle strafing from a lighter tank
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Cranialwizard on September 08, 2011, 04:32:24 AM
Im thinking if the su-100 was brought back, that can be enough for the russians to use against it :P

but to be serious maybe having it at like 600mp 140 fuel, and how about a munitions cost hmm? maybe 25-50munitions??

or have the differences just like the kv-t34 series tanks. panthers are faster and turret can traverse faster, but tiger will be much slower but more powerfull gun and slightly more armour. make it vernerable to circle strafing from a lighter tank

Stop bringing it up. The answer is no.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on September 08, 2011, 04:42:33 AM
Im thinking if the su-100 was brought back, that can be enough for the russians to use against it :P

but to be serious maybe having it at like 600mp 140 fuel, and how about a munitions cost hmm? maybe 25-50munitions??

or have the differences just like the kv-t34 series tanks. panthers are faster and turret can traverse faster, but tiger will be much slower but more powerfull gun and slightly more armour. make it vernerable to circle strafing from a lighter tank

You must really like this thing huh? Anyways this is the wrong place to post it, even if it was to be considered. And you want your SU-100 back? I want my special conscripts back! But we can't have everything can we? :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Juzemeen on September 08, 2011, 10:14:33 AM
Sorry but I have removed some those images as being leaked to the general public was not their purpose. I have also hidden everything in my DeviantArt so there will be no more 'updates'.

Please stick to compiling and documenting things from Official releases...

Ah shit just to late XD
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on September 08, 2011, 12:56:36 PM
Sorry but I have removed some those images as being leaked to the general public was not their purpose. I have also hidden everything in my DeviantArt so there will be no more 'updates'.

Please stick to compiling and documenting things from Official releases...
sorry, it wasn't my intention  :( i removed the links in the summary
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: BurroDiablo on September 08, 2011, 11:44:45 PM
It's okay, but there was some stuff there that hadn't even been shown to donors and probably balancers too. Those will be released in time, preferably when they are working in game (which should be soon) ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on September 14, 2011, 12:19:33 AM
Are the pzb wielding infantry still part of the Ostheer? If so, are they able to damage heavy tanks, or will it be a bit realistic and that it's not going to do anything?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on September 14, 2011, 12:40:44 AM
Nope, that's why they should get shrecks or use assault tanks from the tank support building :).
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on September 14, 2011, 12:45:26 AM
So, it can't do anything? Not even damage similar to PTRD at least?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on September 14, 2011, 12:47:43 AM
They can damage light armor similar to the PTRD im assuming. Like the m8 greyhound or the t-70. Or m3 halftrack or stuart
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on September 14, 2011, 12:52:00 AM
both PTRD and PZB39 can do things against the light vehicles, although they would be firing at different things. I guess PZB39 does absolutely nothing against the big things
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on September 14, 2011, 12:53:17 AM
It's an AT rifle, those things never destroyed medium/heavy tanks, and roughly light tanks. Only if those guys would be the sole AT solution they would be as strong as you think.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on September 14, 2011, 12:54:07 AM
I guess PZB39 does absolutely nothing

Why would you say that ???. Its a counter to light armor,

Will Ostheer have muni upkeep ???
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on September 14, 2011, 12:54:29 AM
No, it won't.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on September 14, 2011, 12:55:46 AM
Then that makes Soviets special ^^
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on September 14, 2011, 12:57:01 AM
Why would you say that ???. Its a counter to light armor,

Will Ostheer have muni upkeep ???

I edited it. I meant to say it doesn't do anything to heavy armor, but PTRD can.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on September 14, 2011, 01:11:31 AM
Then that makes Soviets special ^^
I wouldn't say it :P.

@irik
If you are clever enough you can see what I tried to say ^^.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on September 16, 2011, 02:56:04 AM
I think I get it now.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mr.ious.Q on September 17, 2011, 12:02:29 PM
In the next Ostheer's sneak can you show us the Ostheer's buildings ?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on September 17, 2011, 01:11:46 PM
Ostheer buildings have lowest priority
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on September 17, 2011, 07:13:27 PM
does that mean next Ostheer sneak is the Schutzen War Camp then?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on September 17, 2011, 07:15:18 PM
does that mean next Ostheer sneak is the Schutzen War Camp then?
Yes, will feature Schutzen War Camp units ;).
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on September 17, 2011, 09:14:23 PM
and the last 2 missing t0 and t1 units :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on September 17, 2011, 09:25:48 PM
and the last 2 missing t0 and t1 units :D

If they're animated by then..
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: BurroDiablo on September 17, 2011, 10:00:36 PM
Shutzen War Camp has the most units, unit variations and modernisation upgrades, so the update may be a little later than scheduled, but when it comes it will be pretty huge.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on September 24, 2011, 06:06:35 PM
I remember when updates would come on the 15th of every month. Will that still happen, or will updates only come as soon as it's done?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on September 24, 2011, 09:05:19 PM
When they're done I guess :-\
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on September 24, 2011, 10:37:12 PM
the problem is not that we dont want to show you something
its more we cant

the needed modles/animations arent ready
and this would not looks so sexy if there is a panzerwerfer42 without animations right?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Red Banner on September 26, 2011, 06:35:34 PM
Just question.
What do model without animation ?
my tip....nothing
another question Red alert 2 units need animation too ?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on September 26, 2011, 06:45:43 PM
All models need animations, otherwise they are just going to be nice blocks without actions.

When we say "animate", we mean someone that can export a model from 3D Max format to Relic format and set it up on the Object Editor.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Walentin 'Walki' L. on September 26, 2011, 07:52:58 PM
Quote
export a model from 3D Max format to Relic format

That's exactly the thing the most people fail with. The mod tools are a hell lot of work to set up and it often goes wrong like for me :P.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Red Banner on September 26, 2011, 08:46:38 PM
Oh nice thanks
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ciorex on October 23, 2011, 08:02:06 PM
Just curious, is there gonna be a diference in stats between the Army Fortress Troop doctrine King Tiger and the Terror Doctrine one? or just a cosmetic one, aside from the Henschel turret.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on October 23, 2011, 08:05:39 PM
I would think it does more dmg :P. But you should ask someoe who actually has info on the stats :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ciorex on October 23, 2011, 08:14:04 PM
I would think it does more dmg :P. But you should ask someoe who actually has info on the stats :P
Well historically speaking the Henschel turret was slightly better armored and could hold more shells(same caliber) than the Porsche one, so I guess well just have to wait and see.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on October 23, 2011, 08:23:02 PM
Sorry :-[. I said more dmg. I meant the Ostheer KT would do better overall. :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on October 23, 2011, 10:56:06 PM
added pics from the latest update: (http://easternfront.org/forums/index.php?topic=6961.msg94815;boardseen#new)
-Sdk. 9 "Famo"
-Infantry Support Gun
-Pz. II "Luchs"
-Pak 36
-Pak 40
-Panzerwerfer
-Sdk. 251 B (aka Troop Halftrack)
-Ofenrohr Trupp
-Panzerfusiliers
-Tiger (doctrine)
-Kingtiger (doctrine)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Bottlecap84 on November 01, 2011, 03:20:43 PM
Hello EF community,
I have a concern which I would like the EF community to address. What is the point of the FlaK 38? I phrased that poorly because I know its purpose is a support weapon that is lethal towards infantry but in my opinion the Unit is mostly redundant because of other units available. Let me explain:
First of all I will compare it to the MG34 which is also a support weapon that is lethal towards infantry. Both are direct infantry killers rather than indirect infantry killers such as mortars and are used to deal with large numbers of infantry units unlike snipers. On paper the MG will have far greater suppression capabilities than the flak but the flak will cause greater damage. They are both vulnerable to snipers, three shots per unit, and are both equally vulnerable to mortars, tanks and armoured cars. However this is where the list of similarities between the two units ends. The MG has a far greater survivability, primarily because it can retreat and the flak cannot. This means the flak will be more likely to be captured and used against you and I assume the flak will cost more and take up more population than the MG. The major difference between them is the fact that the flak is a tier 2 unit. This is far too late for a unit that can be so easily compared to the MG and will not be as useful in my opinion.
Next I will compare it to the upgraded troop halftrack. Both use a Flak 38 20mm cannon which is lethal towards infantry. Although the Flak 38 does not cost fuel or require a certain pool it is inferior in nearly every way to the troop halftrack. The upgraded troop halftrack is invulnerable to snipers, mortars and infantry. On top of that it is far more mobile, can reinforce your infantry and can micro enemy infantry, the flak can do none of these things. In short it would be far more profitable to wait for a troop halftrack than a flak 38.
I see no reason to choose the flak 38 over either of these units and as a result I deem it quite pointless. If the DEVs can challenge me on this claim and prove that it isn’t totally useless than that’s fine but if I’m right this is the solution I propose. Put the Flak 38 in the MG34s place and get rid of the MG entirely. As I have already proved the MG and the flak have very similar uses and properties so the flak would not be out of place. On top of that the flak is unique and the MG is not. Finding a unit to put in the Flak 38s original place would not be hard; the Panzer IB, the SDKFZ 10/5 or the SDKFZ 232 can all be succeeded by the Panzer II.
On top of this the upgrade for the troop halftrack should be changed. If the troop halftrack was a neutral unit you could have two separate upgrades that would be unlocked separately after you research each pool. For example if you research the Heavy assault pool a 75 mm L/24 low velocity gun upgrade can become available or if you research the Heavy support pool a Pak 36/40 upgrade becomes available. The 75mm L/24 upgrade would give the halftrack a cannon similar to the Panzer Elites Panzer IV cannon and the Pak 36/40 upgrade would give the halftrack an AT gun, which would either be a Pak 36 or a Pak 40 depending on whether or not the modernisation upgrade has been purchased.
I understand the idea of changing some units in the faction when it is a few months from release is repulsive but all I ask is for you to consider it.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on November 01, 2011, 03:33:24 PM
What makes you think the flak cannot move? AFAIK it will function like a cross between an AT gun and a BOFORs and might/might not lock down to fire. As for it's purpose, there are loads of units that exist in the game with the same purpose but do it differently, come earlier or are stronger at it. It's impossible to gauge until we actually see it in action. If it doesn't work, we can change it. The balance team has changed a few Soviet units and mechanics over a year after their release. No tears will be shed for a unit that may or may not be removed before it even hits the public. I'm sure we'll find a way to make it work anyway.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on November 01, 2011, 04:13:35 PM
What makes you think the flak cannot move? AFAIK it will function like a cross between an AT gun and a BOFORs and might/might not lock down to fire. As for it's purpose, there are loads of units that exist in the game with the same purpose but do it differently, come earlier or are stronger at it. It's impossible to guage until we actually see it in action. If it doesn't work, we can change it. The balance team has changed a few Soviet units and mechanics over a year after their release. No tears will be shed for a unit that may or may not be removed before it even hits the public. I'm sure we'll find a way to make it work anyway.
+1

Quote
Fire position grants the weapon more precision while losing mobility
so unlike the MG34 Team the flak 38 will be able to fire while moving but with reduced accuracy.

the Sdk 251 troop halftrack will be only available to Heavy Assault pool and not as a neutral unit and it's flak upgrade will give you a mobile and better AI unit.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on November 01, 2011, 04:51:36 PM
Also I might add that just because it's the same weapon doesn't mean stats will be the same.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Bottlecap84 on November 01, 2011, 04:52:52 PM
When did I say the Flak 38 couldn't move?. Oh that's right I didn't. Either that or I gave you the wrong impression in my post. Anyway I'm fully aware it can move. I'm making the point that the Troop half-track will have far greater mobility.

Besides, I'm just making the point that when balancing it you will have to make sure that the MG is substantially inferior to the flak 38, or it will beg the question why bother with the flak 38. You will also have to create a big enough gab between the the troop half-track and the flak 38 so the flak 38 doesn't become outclassed immediately. That or just change the troop half-track upgrade. I'll be interested to see what you do with it either way.

However I'm still not convinced that putting the Flak 38 in the MGs place is a poor choice of action. I'm actually quite shocked that it wasn't put there in the first place rather the wehrmacht MG.It would make the early game for the Ostheer far more interesting.

And ghost, I think you misread my post. I know that the halftrack part of the heavy assault pool, infact I noted it in my post. The paragraph where I mentioned different upgrades for the halftrack IF it was neutral was just hypothetical (Note my use of the word "IF").
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on November 01, 2011, 05:09:23 PM
As far as I know, the MG-34 is only available if you choose certain pool. Meaning that Ostheer won't be able to use this unit all the time.

Besides the Flak can inflict more damage to light vehicles. Don't know what you expect comparing it with a MG-34 at all, let alone with the Troop Halftrack. Do you really think the HT mounted MG would be better than the tripod version?

You are talking as if a flak would going to be the same as the mg, and how that can be possible, being both used in different ways? Both were used versus infantry, I agree, but that has nothing to do with the function of each one.

About we proving it isn't totally worthless, that question is out of place, the only way it will be proved is on a match.

Then again, other than that, comparing a Tier 1 MG-34 with a Flak 38 T2 being the first optional and the second one "always" available is quite pointless. Remember why the pool system has been implemented.

EDIT: I forgot to address one thing you might confused... In order to upgrade your Halftrack with the flak 38 you will need to purchase modernization for that building. Meaning that you won't be able to deploy towed flaks anymore.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on November 01, 2011, 05:10:20 PM
I read this,
The MG has a far greater survivability, primarily because it can retreat and the flak cannot.
and mistook it as you saying the flak couldn't move at all.

Anyway, as for a niche it can fill that neither the MG or HT can... OH at this time lacks a mortar, real sniper or early flamer. For early anti-building they will have to rely on grenades from landsers. Perhaps we can make this flak 38 effective against units in cover/garrisons? It might also be a little capable against early light vehicles like an M8 or T70. Perhaps it will even be decent against MG nests and brit emplacements?

In any case, it's too early to say. Once the balance team gets to actually use it, we will find a use for it.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Bottlecap84 on November 01, 2011, 06:08:02 PM
As far as I know, the MG-34 is only available if you choose certain pool. Meaning that Ostheer won't be able to use this unit all the time.
What difference does this make?

Besides the Flak can inflict more damage to light vehicles. Don't know what you expect comparing it with a MG-34 at all, let alone with the Troop Halftrack. Do you really think the HT mounted MG would be better than the tripod version?
When in my post did I ever compare the halftrack MG to the tripod MG?
You are talking as if a flak would going to be the same as the mg, and how that can be possible, being both used in different ways? Both were used versus infantry, I agree, but that has nothing to do with the function of each one.
Would you like to elaborate on how their functions are different?
About we proving it isn't totally worthless, that question is out of place, the only way it will be proved is on a match.

Then again, other than that, comparing a Tier 1 MG-34 with a Flak 38 T2 being the first optional and the second one "always" available is quite pointless. Remember why the pool system has been implemented.I don't see how one being more available than another makes much of a difference, I just means I have to wait an extra minute for my MG.

EDIT: I forgot to address one thing you might confused... In order to upgrade your Halftrack with the flak 38 you will need to purchase modernization for that building. Meaning that you won't be able to deploy towed flaks anymore.
Ah, now it makes more sense. So what you're basically telling me is that the whole building becomes modernised, I thought their were separate modernisation upgrades for each unit. That completely eliminates my problem with the halftrack and Flak 38.


Post Merge: November 01, 2011, 06:16:07 PM
I read this,
The MG has a far greater survivability, primarily because it can retreat and the flak cannot.
and mistook it as you saying the flak couldn't move at all.

Anyway, as for a niche it can fill that neither the MG or HT can... OH at this time lacks a mortar, real sniper or early flamer. For early anti-building they will have to rely on grenades from landsers. Perhaps we can make this flak 38 effective against units in cover/garrisons? It might also be a little capable against early light vehicles like an M8 or T70. Perhaps it will even be decent against MG nests and brit emplacements?

In any case, it's too early to say. Once the balance team gets to actually use it, we will find a use for it.

+1

Now you're talking. One difference like that that gives it a noticeable edge over the MG and its perfect.

Post Merge: November 01, 2011, 06:21:47 PM
OH at this time lacks a mortar, real sniper ........

That's interesting I thought the 75mm infantry support gun and marksman filled those roles. How do they work then?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on November 01, 2011, 06:30:22 PM
Quote
As far as I know, the MG-34 is only available if you choose certain pool. Meaning that Ostheer won't be able to use this unit all the time.
What difference does this make?
not every player will chose that pool so not everyone will have the MG. and not everyone will chose both pools for MG and halftrack, so these 2 units may not even be used in the same game
Quote
Besides the Flak can inflict more damage to light vehicles. Don't know what you expect comparing it with a MG-34 at all, let alone with the Troop Halftrack. Do you really think the HT mounted MG would be better than the tripod version?
When in my post did I ever compare the halftrack MG to the tripod MG?
blackbishops wants to point out that all 3 units will have different stats
Quote
You are talking as if a flak would going to be the same as the mg, and how that can be possible, being both used in different ways? Both were used versus infantry, I agree, but that has nothing to do with the function of each one.
Would you like to elaborate on how their functions are different?
1. mg as suppression and anti inf
2. flak as anti inf and anti light vehicles
3. troop halftrack with flak upgrade (optional per unit not global) (needs modernisation and in that moment you can't build more flak 38s) as additional option vs inf maybe vs. light vehicles (don't know about that) with better mobility but it will have a different ressource cost (maybe more fuel and munitions that the flak 38)
-> so they are all different and unique in their own ways
Quote
Then again, other than that, comparing a Tier 1 MG-34 with a Flak 38 T2 being the first optional and the second one "always" available is quite pointless. Remember why the pool system has been implemented.I don't see how one being more available than another makes much of a difference, I just means I have to wait an extra minute for my MG.
as i said above, the unit costs will be different, and players who play WM build MGs and Pumas at the same time, because they may have the same role (anti inf) but different stats, costs and pros/cons and come at different times in a game. i.e. when you have no fuel you can't build puma etc.
and again: not every player will go the same pool with the MG, if you don't chose that pool -> no MG34! it's as simple as that  ;)
Quote
EDIT: I forgot to address one thing you might confused... In order to upgrade your Halftrack with the flak 38 you will need to purchase modernization for that building. Meaning that you won't be able to deploy towed flaks anymore.
Ah, now it makes more sense. So what you're basically telling me is that the whole building becomes modernised, I thought their were separate modernisation upgrades for each unit. That completely eliminates my problem with the halftrack and Flak 38.
all modernization upgrades are global for their tier

Quote
When did I say the Flak 38 couldn't move?. Oh that's right I didn't. Either that or I gave you the wrong impression in my post. Anyway I'm fully aware it can move. I'm making the point that the Troop half-track will have far greater mobility.
the point is that the flak 38 can fire while moving and doesn't have to set-up first like the MG, which makes a big difference. and again if you chose the halftrack pool you trade an improved AI unit for an AT unit (pak36/40) so it's ok the way it is.

Quote
And ghost, I think you misread my post. I know that the halftrack part of the heavy assault pool, infact I noted it in my post. The paragraph where I mentioned different upgrades for the halftrack IF it was neutral was just hypothetical (Note my use of the word "IF").
i didn't get that wrong. what i wanted to say is that you won't always have all 3 units (Mg, flak and upgraded halftrack) at the same time, cause if you chose these pools you have no AT options at all and will most likely be defeated already


Quote
OH at this time lacks a mortar, real sniper ........

That's interesting I thought the 75mm infantry support gun and marksman filled those roles. How do they work then?
marksman is T1 but isn't going to be a real sniper like WM/US (read the description), ISG 75mm will act similar to a mortar but is T2. and keep in mind that when you build the building you only have neutral units and must research a pool first (time and ressources and IIRC no more units buildable during the pool upgrade).
Quote
How do they work then?
marksman:
Quote
Summary: The marksman wields an StG-44, has similar traits to a normal sniper except that he'll dispatch their enemies from medium/short (not long) distance and has higher rate of fire. Sneak allows the marksman to move cloaked like any other sniper, but while he's hiding he cannot fire. Remember this before engaging.
-> med/short distance support until ace veterancy -> option to become sniper ace (real sniper)
ISG:will be like a mortar, but as said above, won't be available as soon as the flak38
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on November 01, 2011, 08:34:53 PM
@Bottlecap84
1) Looks like you don't understand the pool concept of the Oshteer otherwise you won't answer to my MG-34 availabilty sentences with such comments. Here's another way to look at it.

If you pick the pool where the MG can be purchased, that's cool, perhaps you won't need the flak 38. But if you pick up the other pool you won't be able to recruit MG teams unless you switch pools which will cost you resources and time, giving your opponent an advantage. Remember that you will never have both pools at the same time.

2) The towed flak 38 is a T2 unit, meaning that will be stronger than the MG-34, although it can't have the same rate of fire than the latter. As Dennis said, it is a niche unit. You can wait one minute more if you like, but I don't think you will. I really doubt you will get a "fast" flak 38 easily, since you are "forced" to build the first building to start pumping out troops and have field presence and the second one costs more resources to be considered even at one minute later. If you build T1 and then focus on building T2 without choosing a pool on T1, meaning that will only use basic troops(landsers) you will fail badly.

3) I thought you were talking about HT MG because there's no way you can compare an HT w/flak 38 with a towed flak 38 because once you can get the former you are no longer able to get the latter. As you can see they appear at a completely different time, because you need to get one pool upgrade plus modernization. And the resources needed to such investment are high.

4) Marksman and leIG18 fill the role, but neither marksman is a sniper nor leIG18 is a mortar.

All in all, I think you are rushing conclusions too early. Even the balance team hasn't access to the build and you already are discarding units XD?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on November 02, 2011, 12:03:03 AM
I see that you put a significant amout of thought into this and it's admirable + comendable. But I think that once testing occurs they will see these problems anywho :P. And even if they don't notice it in testing when everyone starts playing + abusing it then the balance concern will be very obvious :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on November 02, 2011, 12:22:41 AM
@Fishhunterx
+1! Definitely!

But I think he was deep, perhaps too deep ;D.

Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on November 02, 2011, 12:47:59 AM
@Fishhunterx
+1! Definitely!

But I think he was deep, perhaps too deep ;D.

So much, DEEP THOUGHT!! TOO MUCH FOR MY SMALL MIND! AHHH  :-X
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on November 02, 2011, 01:20:49 AM
Indeed. I think they're overly complicating Ostheer. I myself am coming to be confused. Is Flak 38 worth it? I feel like Marksman or MG34 will meet my needs.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on November 02, 2011, 01:25:42 AM
Indeed. I think they're overly complicating Ostheer. I myself am coming to be confused. Is Flak 38 worth it? I feel like Marksman or MG34 will meet my needs.
It is as simple as if you don't need it don't buy it :P, I think you are the ones that are over complicating this stuff ;D. No one is making you decide between MG-34 and flak 38.

It's just a matter of what do you need at that moment.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on November 02, 2011, 01:52:18 AM
Then what's the flak 38 for? I think it's for racking up the bloody horde of reds and light vehicles alike, and I think MG34 simply holds back the red tide.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on November 02, 2011, 01:53:14 AM
Indeed. I think they're overly complicating Ostheer. I myself am coming to be confused. Is Flak 38 worth it? I feel like Marksman or MG34 will meet my needs.
It is as simple as if you don't need it don't buy it :P, I think you are the ones that are over complicating this stuff ;D. No one is making you decide between MG-34 and flak 38.

It's just a matter of what do you need at that moment.

Flak 38 has the power to mind fuck anyone it touches ;D. All hail Flak 38  :P

Its like chosing b/w build a brit mg emplacement and a bofor. Or b/w a bofor and a 17 pdr. One excels at its job. The other is a jack of all trades. You decide what the enmey will send at you
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Bottlecap84 on November 02, 2011, 04:33:11 PM
I've also got a few questions about the doctrines. How is improved communications going to be in anyway useful? To be honest I rarely see forward HQs. On top of that is it really worth a 4 CP wait?

Why would a player need a Wespe if Panzerwefers are permanently available?

What is the difference between fortress troops and elite troops?
Actually a better question, What are fortress troops?
To be honest I think the Doctrine names were chosen quite poorly and  it is very hard to tell from the names what the doctrines are about.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on November 02, 2011, 05:38:03 PM
Quote
I've also got a few questions about the doctrines. How is improved communications going to be in anyway useful? To be honest I rarely see forward HQs. On top of that is it really worth a 4 CP wait?
About FHQs, that's the point of the ability don't you think? Give you a reason to build them. I'll come up to balancers if it needs some tweaks.

Quote
Why would a player need a Wespe if Panzerwefers are permanently available?
Don't know, maybe you are playing Scheldt? Dude, if you want to get more arty instead of getting tanks it is up to you. Remember that the doctrine is a complement for your gameplay, not vice versa.

Panzerwerfers are "normal" units, but you need to purchase the panzerwerfer research at T2 in order to get them and the aforementioned upgrade requires modernization of T2 to be available. Besides, panzerwerfers' damage won't be that high and wespe has more armour, and a nasty surprise packed up, which I cannot tell you atm :P.

Quote
What is the difference between fortress troops and elite troops?
lol? Are you serious?

Quote
Actually a better question, What are fortress troops?
To be honest I think the Doctrine names were chosen quite poorly and  it is very hard to tell from the names what the doctrines are about.
I think every doctrine's name explains itself at least in a basic level of understanding, supposing that you don't know what it is about, then after reading it's braches, you can realize what it is about: Improved Defences & Improved Supply should tell you something.

Army Support Troops(Luftwaffe Support/Foreign Support) -> Brandenburgers, Stuka dive bombing, foreign units,

Elite Troops(Assault Battalion/Elite Battalion) -> Jaegers, Tigers, Elefants and bonuses for managing a combined army(infantry near tanks get bonuses).

Fortress Troops(Improved Defences/Improved Supply) -> Panzernests, FHQ can operate on isolated territory, Wespe, Henschel KT.

Honestly I don't know if you are seriously interested or are you trolling :o... but you should have in mind that you will decide what tech path and command tree you are going to choose, because your comments leave me a feeling that you think you will have everything on the field at certain point and that's not the case. You will always lack of resources to make that possible or if not, either you are wining or you are playing the wrong game type, where Eastern Front is not balanced upon(like Annihilate or it's no pop version or both teams saves resources for 15 minutes later).

Granted, Ostheer has many not cool abilities, but that would be addressed before the beta starts.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on November 02, 2011, 11:25:34 PM
@blackbishop: Will FHQ cost less when Army fortress is obtained? It'd be kinda cool and it makes players want to use FHQ more. US Infantry doctrine does this to :P

I think Panzerwerfers will do less dmg. So wespe will be kinda fun ;D.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on November 03, 2011, 03:17:54 AM
Some aspects of the doctrines, especially Fortress Troops, is my greatest concern for Ostheer at the moment. Be sure that we'll rework the useless powers as fast as possible so we can concentrate on faction balance.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Red Banner on December 16, 2011, 10:09:50 PM
Are you think that you can do ostheer as Christmas presen for us ?
I know you have a lot of work everyone, just a new video will be pretty good. (loooooog pls)  ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on December 16, 2011, 10:48:16 PM
Panzerwerfers are "normal" units, but you need to purchase the panzerwerfer research at T2 in order to get them and the aforementioned upgrade requires modernization of T2 to be available. Besides, panzerwerfers' damage won't be that high and wespe has more armour, and a nasty surprise packed up, which I cannot tell you atm :P.

Was it that awesome ability I suggested way back when for the SPGs??
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on December 16, 2011, 11:37:13 PM
Panzerwerfers are "normal" units, but you need to purchase the panzerwerfer research at T2 in order to get them and the aforementioned upgrade requires modernization of T2 to be available. Besides, panzerwerfers' damage won't be that high and wespe has more armour, and a nasty surprise packed up, which I cannot tell you atm :P.

Was it that awesome ability I suggested way back when for the SPGs??

The rapid fire over heating barrel thingy bob :P?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on December 17, 2011, 02:46:58 AM
Yurp that exactly
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: stealthattack1 on December 17, 2011, 03:38:20 AM
hmm. why do i feel left out. btw, i checked your "list of units the mods will never in a million years add" thread, and i noticed there is now a ostheer section. congratulations! :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on December 17, 2011, 03:41:13 AM
I think there has always been an Ostheer section  :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on December 17, 2011, 04:14:20 AM
Well not at first but then Bishop and i changed that
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: stealthattack1 on December 17, 2011, 04:49:16 AM
well, the last time i checked it there wasnt, soooo......yea. i haven't checked it in a long time though.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on December 17, 2011, 04:53:51 AM
I think it may be time to add more stuff to it  :P. Just sniff around the forums and find things not already mentioned  :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on December 17, 2011, 08:36:49 AM
What will be the difference between ostheer HT and Wehr HT.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on December 17, 2011, 02:13:20 PM
Who said there was a difference :P? PE and Wher HTs are pretty much the same. Except the PE one can get offensive vet but it cant upgrade and has no back MG :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on December 17, 2011, 04:11:03 PM
What will be the difference between ostheer HT and Wehr HT.
Quote
Sdkfz. 251 ausf. B (aka Troop Halftrack)
Role: Transport + Anti-Infantry
Weapons: MG34 (MG comes manned), after modernisation and upgrade: Flak38.
Abilities: Hold 10 troops (2 squads), First Aid, Reinforce.
Upgrade: None.
Modernisation: Can be upgraded to Sdk. 251/17 with Flak-38 for better AI. (45 Mun).
Summary: Armed with an MG34, is strong enough to combat infantry, offering more protection than almost all objects around the map(excluding buildings), let alone that is mobile. Capable of reinforce nearby squads makes it useful for supporting assaults. It has a time based ability called First Aid, that like the Sdkfz. 9, can be used after Mobile Heal Station upgrade from the HQ is purchased.
as you can see the OH halftrack will have 10 soldiers, manned MG34, can reinforce and can use "First Aid" after unlocking this ability. it can also be upgraded with a Flak-38.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on December 17, 2011, 04:12:58 PM
Panzerfusiliers, will they be purely AI or will they have other uses too?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on December 17, 2011, 04:36:58 PM
Panzerfusiliers, will they be purely AI or will they have other uses too?

Close range AI.  :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on December 17, 2011, 04:38:42 PM
Yes, they're purely AI. MP40s ftw!
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: stealthattack1 on December 17, 2011, 09:53:27 PM
Yes, they're purely AI. MP40s ftw!

seriously!!
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on December 18, 2011, 03:21:12 PM
So no spl abilities for the panzerfusiliers except grenade showers?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mattdamon07 on December 31, 2011, 02:46:03 AM
can we get a better picture of the panzerfusliers?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on December 31, 2011, 02:49:20 AM
At the moment they look like this:
(http://www.majhost.com/gallery/blackbishop/EF-Content/panzerfusiliers.jpg) (http://www.majhost.com/gallery/blackbishop/EF-Content/panzerfusiliers.jpg)
Panzerfusiliers Pic (http://www.majhost.com/gallery/blackbishop/EF-Content/panzerfusiliers.jpg)

@Tankbuster
They can fire panzerfausts and use Hafthohlladung(planned ability).
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on December 31, 2011, 05:50:23 AM
Where these the fine soldiers that were going to get the MP-40/2 Extended Mag upgrade for their MP-40s or have I gone mad Bishop?

If they get the Panzerfaust and Hafthohlladung, that means they would be a tad more multipurpose than their original incarnation, no?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on December 31, 2011, 05:56:45 AM
IIRC that upgrade was canceled. Besides, they have enough AI power atm with 4 MP40s(4 MP44 after modernization) ;D.

Grenade shower ability is the old pre-OF Wehr assault ability... resurrected, just like the Tiger Ace :P.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on December 31, 2011, 06:10:17 AM
Ahh well I haven't been around that long to know what that ability used to look like.

And that sucks, I like the MP 40/2, looks cool IMO. Would give them a bit more firepower against my swaths of Strelky with PPShs >:D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mattdamon07 on December 31, 2011, 03:03:51 PM
thanks for the pic, they look awsome but it i would like them in coats, i think they would look more dominant against infantry.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on December 31, 2011, 05:29:08 PM
And remove the goggles please.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on December 31, 2011, 05:30:12 PM
The goggles have to stay.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on December 31, 2011, 05:31:47 PM
Why?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on December 31, 2011, 05:34:11 PM
Because they are part of Panzerfüsilier's official equipment, it's a design decision.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on December 31, 2011, 05:35:28 PM
I've heard "it's a design decision" way too many times in my balancing tenure.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on December 31, 2011, 05:38:45 PM
Because they are part of Panzerfüsilier's official equipment, it's a design decision.
Ok.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on December 31, 2011, 06:57:29 PM
@Mattdamon07
lol ;D? They have always used coats :P.


Also, don't think they are going to remove the googles just for the lulz ;D.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on December 31, 2011, 07:49:25 PM
Bishop I think Matt is saying that he would prefer to see the Panzerfusiliers in a long coat or a trench coat, because that would make them look a tad more dominant over infantry targets. I don't really agree with him though.

If they are Panzerfusiliers then they should work in close proximity with tanks. Which means if your long ass coat gets caught in the tank's bogeys or treads....well you won't have a particularly nice day now will ya Matt?? Plus, just cause they are fighting in the Soviet Union doesn't mean they all get nice long furry coats
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on December 31, 2011, 08:15:39 PM
the googles have no effect to the unit
so i dont see a reason why it should not stay

Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mattdamon07 on January 01, 2012, 09:52:39 AM
If they are Panzerfusiliers then they should work in close proximity with tanks. Which means if your long ass coat gets caught in the tank's bogeys or treads....well you won't have a particularly nice day now will ya Matt?? Plus, just cause they are fighting in the Soviet Union doesn't mean they all get nice long furry coats

Im talking in-game, and bishop i didnt really think  they were coats :p
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sommarkatze on January 01, 2012, 04:42:14 PM
Because they have googles right now and its a waste of time to remodell them without them. That time could be used elsewhere.

(http://d37nnnqwv9amwr.cloudfront.net/entries/icons/original/000/002/686/Deal_with_it_dog_gif.gif)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on January 01, 2012, 05:03:07 PM
Sometimes I wonder where you find all these animated dogs Sommarkatze :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on January 01, 2012, 05:30:54 PM
Particularly (correct me if I happen to be wrong) since your name translates to Summer Cat (or something similar), it does get a tad contradictory.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sommarkatze on January 01, 2012, 06:16:04 PM
Oh yes. I love cute animals. So me lurking around on the internet find cute animals gifs there and there and fall in love and what to share them :D. Great ways of showing opinions in a funny way to! What to say :P
And yes, its Summer cat. And to be honest Iam more of a cat person but all this funny cat i can haz cheeseburger is kind of overrated imo so when it comes to funny pics and such I prefer differant animals. Like dogs ^^

To get back on the topic.
First of all, whats wrong with the googles on the helmet? Is it that the pionners already have it?  :o If thats the case I understand. I think its sad that all the german factions have panthers for example but we have to be realistic. So to get every unit a unique look and still have it relative real its a hard nut to crack! An great example of the creative devs is the ofenrohr troops that they issued gasmasks! Why Relic itself didnt think of this I dont know! Good job! :D However not every unit can have this. It aint warhammer ;P

What about giving them ( or any other unit ?) the camo facemask?

(http://img259.imageshack.us/img259/3937/camomaskww2.jpg) (http://imageshack.us/photo/my-images/259/camomaskww2.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

They dont need any stealth camo abilety or anything. Just an differant apperance ^^.

KEEP IT REAL! WOH! <3
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: BurroDiablo on January 01, 2012, 07:47:07 PM
You want us to get sued by Slipknot? :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on January 01, 2012, 07:50:25 PM
In some weird way, you're cute, Sommarkatze.  :P

That kind of mask is a nice alternative, however most of the people wouldn't have seen this before so they ask themselves if the Devs are mad to camo the troup's faces ;)

Plus that:
You want us to get sued by Slipknot? :P

;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Gerrit 'Lord Rommel' G. on January 01, 2012, 07:59:17 PM
In some weird way, you're cute, Sommarkatze.  :P

That kind of mask is a nice alternative, however most of the people wouldn't have seen this before so they ask themselves if the Devs are mad to camo the troup's faces ;)

Plus that:
You want us to get sued by Slipknot? :P
;D

This face masks were trail versions of the Waffen-SS-Division. The Heer wasnt interested because this masks limited the soldiers abilities in battle. The were nice to camo the face but camo colours or natural camo materials like soot or dust or mud were much more effective and much easier to produce/get.
Out of my view Ostheer wont need them. They are just a optical gimmick with no real ingame effect.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sommarkatze on January 01, 2012, 09:35:28 PM
You are right my dear Lord Rommel. Just thought if you ran out of ideas for the apperance of units this would be an idea. Maybe something for the Jagers ? ( the 3 elite snipers/marksman doctrine unit?)

HAhaha! Nawh Maxi <3 Thank you. I took that right to my heart! My job here is done ;) I like you all guys <3 You are the best!

Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mattdamon07 on January 02, 2012, 12:22:17 AM
hahaha dont use the facemask it looks like a gimp mask, unless you put goggles on it and maybe other things but seriously to me it looks like a gimp mask.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on January 02, 2012, 01:24:49 AM
You want us to get sued by Slipknot? :P

OT but whats slipknot?

Maybe something for the Jagers ? ( the 3 elite snipers/marksman doctrine unit?)

I like this idea :P. Snce they are suppose to be hunters and stuff it would be appropriate
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on January 02, 2012, 02:54:21 AM
Slipknot is a metal band, a particularly gruesome group well known for their "lovely" album covers and violent lyrics. They love wearing masks and other strange bondage like paraphernalia (might be wrong with this last part of course)

The mask heavily obscures peripheral vision, especially important for any self respecting (and life valuing) Sniper or Jager. If anything the Heckenschutze should have a ghillie cap. Like the fellow down bellow, he even has a StG-44 XD
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on January 02, 2012, 03:41:05 AM
The mask isnt suppose to be comfortable in the game its just suppose to make the unit look nice or cool. Likt the gas mask. Gas weapons weren't used during WW2 :P. At least not widely or conventionaly
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on January 02, 2012, 04:12:43 AM
Well actually Fish buddy the early Panzerschrecks I.E. the Ofenrohr had no heat shield, as you can see on the later Panzerschreck models. Thus early operators had to wear gas masks to protect their faces from the back blast and heat discharge of the weapon.

Technically speaking the Bazooka and other AT weapons that fire Rockets (that includes the Panzerschreck) should be unable to fire (well not unable but for safety reasons, they shouldn't) in buildings because firing a rocket out of a confined space releases a hell of a lot of energy and in confined spaces that much pressure can actually damage internal body parts and cause death quite easily. The PIAT, Faust and AT rifles (I'm including the Recoiless Rifle in this category cause it is in fact a rifle, not a rocket launcher) can however fire out of buildings with no problems (not sure about the Faust truthfully, since it does use a small explosive charge it might also be in the same rocket category)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on January 02, 2012, 04:21:05 AM
Ah yes. I know what you're talking about. Alot of smoke + heat expels out the back of the end of the bazookas, which is why the weapon is recoiless. Thats why the teammate(b/c it typically took 2 ppl to operate a bazooka IIRC, despite the games and movies) wasnt suppose to stand behind the gunner(or guy holding the weapon). The same thing happens with modern AT4 launchers. I saw it on a show (I think :P)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on January 02, 2012, 05:35:03 AM
Sorta although there is a new AT4 model called the AT4CS (Confined Space) that has a ballast of seawater in the back thus negating the explosive effects.

But back to the topic please...
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on January 02, 2012, 08:06:44 AM
are animating the AT teams finished?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on January 02, 2012, 06:50:41 PM
Nope, the Ofenrohr equipment is not ready, neither the famo.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on January 03, 2012, 12:16:41 AM
what's the progress on sending the update? i'm curious of where you guys are right now
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on January 03, 2012, 01:25:39 AM
sending the update?

What do you mean?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: SublimeSnugz on January 03, 2012, 01:27:13 AM
sending the update?

What do you mean?

I think he asks for when the next patch is rdy for shipping ^^
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on January 03, 2012, 02:01:59 AM
What do you think is the next patch? :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: irik on January 03, 2012, 02:16:31 AM
never mind, let when the update comes be a surprise
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mattdamon07 on January 10, 2012, 05:55:46 AM
Well actually Fish buddy the early Panzerschrecks I.E. the Ofenrohr had no heat shield, as you can see on the later Panzerschreck models. Thus early operators had to wear gas masks to protect their faces from the back blast and heat discharge of the weapon.

Technically speaking the Bazooka and other AT weapons that fire Rockets (that includes the Panzerschreck) should be unable to fire (well not unable but for safety reasons, they shouldn't) in buildings because firing a rocket out of a confined space releases a hell of a lot of energy and in confined spaces that much pressure can actually damage internal body parts and cause death quite easily. The PIAT, Faust and AT rifles (I'm including the Recoiless Rifle in this category cause it is in fact a rifle, not a rocket launcher) can however fire out of buildings with no problems (not sure about the Faust truthfully, since it does use a small explosive charge it might also be in the same rocket category)

Panzerfuast is more like a very deadly grenade launcher . if you watch videos of german troops firing them you see them point them upwards a bit, and it doesnt have much sparks as well
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sommarkatze on January 10, 2012, 10:05:03 PM
I heard the exact opposit that the Panzerfaust is really brutal with like an 3 meters flame coming from its rear when fired ? Well 3 meters sounds a bit to much but on the little poster on it with the info it says
Achtung! Feuerstrahl! Which means Warning Firebeam? XD In the movie The brigde (from 1953 I think?) there is one scen where they fire a panzerfaust from a house and a guy behind it gets tremendoues burn damages!
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Walentin 'Walki' L. on January 10, 2012, 10:25:12 PM
Im quite sure that it could be fired from the hip. Maybe you are talking about the Panzerschrek they had caused injuries like that when standing behind them.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on January 10, 2012, 11:31:10 PM
Im quite sure that it could be fired from the hip. Maybe you are talking about the Panzerschrek they had caused injuries like that when standing behind them.

http://www.youtube.com/watch?v=BobJlVCRINY&feature=related (http://www.youtube.com/watch?v=BobJlVCRINY&feature=related) not exactly from the hip, more from the shoulder  ;)

Quote
Der nach hinten austretende Strahl kann auf kurze Entfernung tödlich sein.
-> the fire coming out of the back of the Panzerfaust can be lethal at short range. but 3m seem a bit extreme
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on March 04, 2012, 01:59:29 AM
updated with new pictures from:
moddb (http://www.moddb.com/mods/coheastern-front/images)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on April 18, 2012, 08:35:36 PM
i hope you will enjoy this one as well^^
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on April 18, 2012, 08:46:46 PM
i hope you will enjoy this one as well^^

huh? what map is this?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on April 18, 2012, 08:52:53 PM
its an ostheer map :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on April 18, 2012, 09:03:30 PM
Oshteer map with Tommies? Looks like I need to re-read some history books  ::)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on April 18, 2012, 09:08:17 PM
haha no i was just testing
then i saw this and thought mh could be a nice pic^^
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on April 18, 2012, 09:46:04 PM
Ceph, you should know that map quite well.. ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on April 18, 2012, 10:53:56 PM
Ceph, you should know that map quite well.. ;)

no way... I mean I haven't been playing CoH since february so I don't remember maps quite well :P but if you claim so I guess it's maybe Mstov, but this camera angle makes me doubt it :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Max 'DonXavi' von B. on April 18, 2012, 10:59:59 PM
It's quite certainly Mstow, as far as I can judge :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on April 18, 2012, 11:22:58 PM
hehe it is^^
and still one of my most loved 1vs1 maps XD
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Desert_Fox on April 18, 2012, 11:27:02 PM
Love snowy maps!  :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on April 18, 2012, 11:59:31 PM
yeah, me too  ;)
I may find some spare time do remake Mstov using new assets like snow-covered trees. Though I don't promise, because rl is taking my whole free time at this moment and I'm afraid it might carry on for a looong time  :-\
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on April 19, 2012, 12:01:18 AM
at least you have left us a superb map in the meantime :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: cephalos on April 19, 2012, 12:08:08 AM
at least you have left us a superb map in the meantime :)

Well, not precisely. It requires some fixing here and there, some unpassable fences and stuff. So far I don't have enough time even to sit down and launch WB ;) because I used to work for 2-3 hours on one map, in 5-10 minutes it's hard to do anything what makes sense, and even if so, I forget about it because next time I can sit down and map is often a few days later. So far I've given up mapping, maybe in future I might be back  :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on April 24, 2012, 06:26:55 PM
added this pic:
(http://www.majhost.com/gallery/blackbishop/Temp/ostheer_tech_tree.png)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on April 24, 2012, 11:08:28 PM
Correct me if I'm wrong, but by looking at this flow chart, I see a shift of the Ofehnror Troops (AT Infantry) to Tier II Assault, the absence of the Panzerfusiliers unit in the same tier (removal most likely, or perhaps something vet related now) and the mobile FlaK 38 (again Tier II). The Luchs is now part of Assault tree in Tier II (still post-Modernization I assume). Oh and there's a Opel Blitz in the HQ XD.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on April 24, 2012, 11:58:31 PM
Panzerfusiliers were moved to the Forward Support Center(aka Ostheer buildable FHQ).

Ofenrohr troops were moved from T1 to T2 because it would fit better in that place, and they will start with schrecks instead of panzerbüchse 39s.

T2 used to have big problems in the past, one pool was full of support units(leIG18, PaK36, PaK40) while the other had one infantry squad(Stormpioniers) and the Halftrack(ausf. B & ausf. C), while you had Luchs/towed flak 38, Panzerfusiliers and Panzerwerfer as neutral units.

With that we can say than:
1) T2 had too much units.
2) Stormpioniers have been always too versatile.
3) The Support Pool only had weapon teams, not a good combo.
4) We don't have the towed flak 38, and we don't know if we will have it in the future.
5) PaK36 and PaK40 in the same building may sound good, but only one of them is necessary.

So, in first place we focusing on putting the tier building on a diet, Panzerfusiliers were cool, but Stormpioniers were too versatile to be only built from one pool and we couldn't have too infantry units like these in the same building as neutral units (redundant units) so we just give the Stormpioniers the smg optional upgrade and they can now perform as Panzerfusiliers used to be.

As Stormpios were moved to the neutral space, there was a hole in the assault section(only the HTs). The HT doesn't sound like a good assault unit and so we deviced the following:

Scrapping the pure Halftrack ausf. C chassis and only use the 251/17C(yes, they were different models), being the ausf. B the only HT available even after modernization. The Halftrack could easily fit the Support role, along with the PaK40(PaK36 was removed because we thought the PaK40 was a better choice). And moving the leIG18 to T1 to replace Ofenrohr Troops has some positive points, the first one was that they could start with schreck instead of complicate everything with the panzerbüchse rifles and the second was that it was really appropriate to treat these troops as assault ones and than we thought of the leIG18 as an hybrid type of mortar so it could fit the Support Pool of T1 instead of the AT guys. Then we had the Luchs as neutral unit that required modernization, there was no towed flak anymore so we thought:

"In support you can get the Halftrack and after modernization it can get the flak upgrade, adding the luchs to the other pool would lead to the player to chose what he wants to have or what he needs at the current time, do he wants a support HT and upgrade it later with a flak at the expense of not carrying troops or he needs AT support for now and might buy a better armoured luchs later, which there is no need to upgrade because AI is it's natural role" or something along these lines :P. So we ended with the T2 looking like this, Ofenrohr Troops and Luchs(modernization) OR Halftrack + PaK40(modernization)... now, both pools have counter for infantry and vehicles, just that are conviniently swapped(one pool with AT after modernization and the other with AI after the same upgrade).

So, in other words(TLDR):

* Panzerfusiliers -> Moved to FSC.
* Towed Flak 38
* Panzerwerfer
* Luchs -> moved to Assault Pool & available after modernization.
* Stormpioniers -> Made neutral unit
* Halftrack ausf. B -> Moved to Support. Still has the sdkfz. 251/17C upgrade.
* Halftrack ausf. C
* leIG18 -> moved to T1 at Ofenrohr Troops old place.
* PaK36
* PaK40 -> Still available after modernization.
* Ofenrohr Troops -> Moved to T2 Assault Pool. Removed Panzerbüchse Troops variant.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: stealthattack1 on April 25, 2012, 12:14:50 AM
heck, if its balanced, its fine with me.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on April 25, 2012, 12:24:52 AM
heck, if its balanced, its fine with me.

We all hope so :)

But as i heard Devs might change it again so even more delay for release :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mr.ious.Q on April 25, 2012, 02:42:53 AM
Why the panzerbuche be removed ? I think it's better for them to stay as part of the modernization because in early game, soviet don't have many heavy stuff and the OH have both the luch and shrek at tier 2 not to mention the leig 18 at tier 1, the panzerwefer as tier 2 neutral and the pak 40. I think adding something to delay the ostheer teching to match the early soviet is crucial.




Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Trooper425 on April 25, 2012, 04:55:11 AM
I'm sure the balancers have/will look this over. Community opinion on balance really isn't necessary at this point.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mr.ious.Q on April 25, 2012, 02:34:46 PM
1 more thing that i would make a suggestion about is the effect on the Ostheer neutral units when you select assault or support pool. For an instant example, like the tier 1 units, when you select the assault pool, you would benefit from having both the marksman and the kublewagen which are great in countering snipers but not so for the support pool units. So that we could allow the landsers to have some extra ability that fit the support or assault pool, in support pool the landsers would have a slightly larger radius of detection than normal landsers or when you select the assault pool would make them move a little bit faster.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on April 25, 2012, 03:26:45 PM
[...]So, in other words(TLDR):

* Panzerfusiliers -> Moved to FSC.
* Towed Flak 38
* Panzerwerfer
* Luchs -> moved to Assault Pool & available after modernization.
* Stormpioniers -> Made neutral unit
* Halftrack ausf. B -> Moved to Support. Still has the sdkfz. 251/17C upgrade.
* Halftrack ausf. C
* leIG18 -> moved to T1 at Ofenrohr Troops old place.
* PaK36
* PaK40 -> Still available after modernization.
* Ofenrohr Troops -> Moved to T2 Assault Pool. Removed Panzerbüchse Troops variant.
updated with new infos and reworked everything. if you find any mistakes please tell me :)

btw: have there been any changes to the doctrines for alpha/beta so far?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ursidey on April 25, 2012, 05:50:50 PM
Suggestion : for Elite battalion of Doctrine 2 (Army Elite Troops), you should change the name of the ability "Ostkrieg" in "Rattenkrieg", this would be perfect with its description, referring to the term used by the Germans at Stalingrad  ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on April 25, 2012, 06:13:50 PM
Why the panzerbuche be removed ? I think it's better for them to stay as part of the modernization because in early game, soviet don't have many heavy stuff and the OH have both the luch and shrek at tier 2 not to mention the leig 18 at tier 1, the panzerwefer as tier 2 neutral and the pak 40. I think adding something to delay the ostheer teching to match the early soviet is crucial.

what let you think that ostheer get instantly access to all t2 units?  ???
also who said that you get t2 realy soon after t1?

dont worry
luchs, pak40 and panzerwerfer requires all modernisation (which is not that cheap  ;) )
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on April 25, 2012, 06:23:57 PM
Which infantry except the Ofenrohr has AT?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on April 25, 2012, 06:34:51 PM
I have modified some of the text of the tier units :).

Also, didn't modified the veterancy section, because has changed as well, but I'll explain it so you can update it:

Ostheer veterancy is achieved by combat, both armoured and infantry based troops follow this rule. Every time a unit reach the first level of veterancy, you will be promted to choose one type of upgrade from tree. After you choose the first vet level, the following vet levels will be automatically loaded from the first vet you choose, in example(not related to actual OH upgrades):

You get three upgrades: more speed, more firepower, more endurance. When you select more speed at vet1, when you get the other vet levels, you will automatically get vet bonuses for more speed only... so you should choose carefuly what upgrade you get because that unit will stick with it until it dies. This applies for every combatant units in Ostheer.

Ostheer units have four vet levels:

* Regular -> vet1
* Veteran -> vet2
* Senior -> vet3
* Elite/Ace -> vet4 (Elite for infantry, Ace for tanks)

@Killar
Landsers have HHT grenades after modernization, and that's it :).
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Walentin 'Walki' L. on April 25, 2012, 06:39:15 PM
Which infantry except the Ofenrohr has AT?

Landser have magnet "Hafthohlladung".
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: MBJrP36 on April 25, 2012, 06:47:40 PM
Which infantry except the Ofenrohr has AT?

Landser have magnet "Hafthohlladung".

Weren't they supposed to get a panzerbuchse at vet 3-4 or something like that?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on April 25, 2012, 06:56:34 PM
Which infantry except the Ofenrohr has AT?

Landser have magnet "Hafthohlladung".

Weren't they supposed to get a panzerbuchse at vet 3-4 or something like that?

no
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: MBJrP36 on April 25, 2012, 07:02:14 PM
So it was changed, From update 8, Veterancy;
Landser (Example Infantry)
Senior ("Veterancy 3")
 - Stat(s) Increased
 - Sprint Ability
 - Upgrade for one LMG OR one Panzerbüchse (AT-Rifle).

Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on April 25, 2012, 07:14:38 PM
tbh the most of the older updates are already outdated XD

but what i can tell you is this

Landser:
Basic upgrade: Feldwebel (access to Stielhandgranate and upgrades your sqaud leader with an Stg44)
Optional upgrades: Light Mg34; Rifle nades (Requires T2 building; you can choose one of these upgrades costs 75mun)
Modernisation: access to HHL "Hafthohlladungen" (Light AT conter)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on April 25, 2012, 07:20:13 PM
I have modified some of the text of the tier units :).[...]
thx for the fast reply bishop :)
i changed the vet part, maybe you can just read over it again
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sommarkatze on April 25, 2012, 11:31:41 PM
So.. No Panzerbusche? ;C
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on April 26, 2012, 12:55:13 AM
So.. No Panzerbusche? ;C

right
there was no place for it
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Trooper425 on April 26, 2012, 08:56:46 PM
I noticed the Opel Blitz in the tech tree. What is it for?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Major Hochstetter on April 26, 2012, 09:58:41 PM
Landser:
Basic upgrade: Feldwebel (access to Stielhandgranate and upgrades your sqaud leader with an Stg44)
Optional upgrades: Light Mg34; Rifle nades (Requires T2 building; you can choose one of these upgrades costs 75mun)
Modernisation: access to HHL "Hafthohlladungen" (Light AT conter)

I like this change :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on April 27, 2012, 12:56:33 AM
I noticed the Opel Blitz in the tech tree. What is it for?
Quote
Opel Blitz
Role: unknown
Abilities: Deploy Supplies
Upgrade: unknown
Modernisation: None
Summary: This vehicle will allow Ostheer increase their income a little bit by locking down a sector.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Trooper425 on April 27, 2012, 03:09:14 AM
Thanks ghost :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mattdamon07 on May 28, 2012, 11:18:08 AM
have an upgrade for the opel blitz that makes tanks and vehicles travel faster in the territory it's on, call it extra fuel or something
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on June 06, 2012, 05:11:36 AM
Here are some new pics for OH stuff :).

(http://www.majhost.com/gallery/blackbishop/Temp/panzer_kampf_kommand1.jpg) (http://www.majhost.com/gallery/blackbishop/Temp/panzer_kampf_kommand1.jpg)
Panzer Kampf Kommand #1 (http://www.majhost.com/gallery/blackbishop/Temp/panzer_kampf_kommand1.jpg)

(http://www.majhost.com/gallery/blackbishop/Temp/panzer_kampf_kommand2.jpg) (http://www.majhost.com/gallery/blackbishop/Temp/panzer_kampf_kommand2.jpg)
Panzer Kampf Kommand #2 (http://www.majhost.com/gallery/blackbishop/Temp/panzer_kampf_kommand2.jpg)

(http://www.majhost.com/gallery/blackbishop/Temp/panzer_kampf_kommand3.jpg) (http://www.majhost.com/gallery/blackbishop/Temp/panzer_kampf_kommand3.jpg)
Panzer Kampf Kommand #3 (http://www.majhost.com/gallery/blackbishop/Temp/panzer_kampf_kommand3.jpg)

Here is the Tier 3 building for Ostheer, all the incoming tanks come from off-map and the antenna is animated, each time you are building something it rotates and "broadcast" reinforcement requests to the Fatherland ;).



(http://www.majhost.com/gallery/blackbishop/Temp/maultier_panzerwerfer.jpg) (http://www.majhost.com/gallery/blackbishop/Temp/maultier_panzerwerfer.jpg)
Panzererfer (http://www.majhost.com/gallery/blackbishop/Temp/maultier_panzerwerfer.jpg)

Our Panzerwerfer is finished at last, thanks to Walki for his hard work and to Halftrack/Tankdestroyer for helping us with the treads.



(http://www.majhost.com/gallery/blackbishop/Temp/brummbar_final.jpg) (http://www.majhost.com/gallery/blackbishop/Temp/brummbar_final.jpg)
Brummbär (http://www.majhost.com/gallery/blackbishop/Temp/brummbar_final.jpg)

Our Brummbär is now finished, it can have skirts and a commander, but as it is the early production model, it doesn't have MGs. Thanks to Walki for the fixed model.



(http://www.majhost.com/gallery/blackbishop/Temp/foxholes.jpg) (http://www.majhost.com/gallery/blackbishop/Temp/foxholes.jpg)
Foxholes (http://www.majhost.com/gallery/blackbishop/Temp/foxholes.jpg)

(http://www.majhost.com/gallery/blackbishop/Temp/foxholes2.jpg) (http://www.majhost.com/gallery/blackbishop/Temp/foxholes2.jpg)
Foxholes #2 (http://www.majhost.com/gallery/blackbishop/Temp/foxholes2.jpg)

Ostheer is not going to use trenches, but we decided would be better to feature foxholes ;). They are available for Landsers when you get Improved Fortifications on the Fortress Army Troops Command Tree. Thanks to Walki for the model/animations.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on June 06, 2012, 05:14:59 AM
I like the foxholes. They shall be a cool new idea
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on June 06, 2012, 08:39:26 AM
The Gods have answered  :o
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mr.ious.Q on June 07, 2012, 03:53:01 AM
So when troops garrison in these fox holes, will they take any damage ? And what about Allied troops, can they garrison in abandoned fox holes too ? 
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on June 07, 2012, 04:08:37 AM
@Mr.Q
Yes(because we don't want to use the brit trench mechanic, so they get different bonuses), and yes(because like trenches, they belong to the troops garrisoned on them) ;)... IIRC tanks can traverse over foxholes as well.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mr.ious.Q on June 07, 2012, 04:28:12 AM
But how a 7-man conscript squad or a 6-man rifle-strelky squad can garrison in 5 fox holes ?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on June 07, 2012, 04:41:58 AM
They can't. Either you use a five man squad or two squads whose total members sum up five. Five conscripts can be garrisoned there.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on June 07, 2012, 07:48:03 AM
Maybe we can make it that some of the men are invisibled in the foxholes, like the old Soviet trenches were.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Otto Halfhand on June 07, 2012, 08:25:48 AM
Is it possible that the graphic for foxholes could be modified to appear like a hole in the ground rather than an above ground concrete structure? I think the Kursk map uses some sort of inverted trench detail to do this. I hope that foxholes are not intended to provide cover from indirect fire and provide a moderate reduction in damage from splash damage. I think it only appropriate that foxholes have a size limited to the squad size of the folks digging them.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on June 07, 2012, 08:27:55 AM
Hence 5 holes for 5 Landsers. Can the MG team garrison foxholes?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Walentin 'Walki' L. on June 07, 2012, 02:20:54 PM
Hence 5 holes for 5 Landsers. Can the MG team garrison foxholes?
no
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Major Hochstetter on June 08, 2012, 01:25:09 AM
Great work!

The Panzerwerfer looks very cool, the PanzerKampfCommand is nice too and I LOVE this Brumbär  ;D ;D ;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Trooper425 on June 08, 2012, 04:25:34 AM
The foxholes don't look bad, just a little... unrefined. And maybe a bit too big for 1-per-man. They look like they should have two soldiers in each.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Desert_Fox on June 08, 2012, 10:17:37 PM
Wow, nice pics!

Panzerwerfer Rocks!  :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: lukeski on June 11, 2012, 01:02:58 AM
I can't wait for this to be released!  A quick question though; in The Infantry Support Doctrine with the foreign troops will there be squads resembling Romanian or Hungarian infantry or will the models in the squads just resemble the Wehrmacht?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ubermensche on July 06, 2012, 07:00:16 PM
Will the Feldwebel upgrade be universal for all Landser squads or will you have to individually upgrade each squad?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on July 06, 2012, 07:59:38 PM
@ubermensche
At the moment is universal.

@lukeski
You'll need to wait for more info ;).

@Desert_Fox
Thanks :).
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on July 09, 2012, 06:53:36 PM
from moddb:
Quote
These are the foreign armored units that will be used for the Support Army Tree.
From left to right: Zrinyi II, Panzer 38(t), Carro Armato L6/40 and Semovente 47/32. The vehicles need to be skinned from scratch and animated.
Thanks to BurroDiablo for making these models.

http://www.moddb.com/mods/coheastern-front/images/foreign-vehicles
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Major Hochstetter on July 09, 2012, 11:11:44 PM
AWESOME!  :o

Pz 38(t)  :-*

Is this Zrinyi II an Hungarian unit?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on July 09, 2012, 11:34:19 PM
Yes it is. Zrinyi is an Hungarian unit.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ubermensche on July 10, 2012, 05:15:29 AM
I just noticed that the "blood lust" thing was removed, right?  :-[
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on July 10, 2012, 09:17:02 PM
I don't remember posting this one here so enjoy it :P.

(http://media.moddb.com/images/mods/1/10/9675/wip_ostheer_main_menu.jpg)
Main Menu for Eastern Front 2.0 (http://media.moddb.com/images/mods/1/10/9675/wip_ostheer_main_menu.jpg)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 11, 2012, 03:18:51 AM
I just noticed that the "blood lust" thing was removed, right?  :-[

How would you notice that? There was no spoiler made.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on July 11, 2012, 03:19:26 AM
Hooray! :D. Campaign missions :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on July 11, 2012, 05:07:10 PM
I just noticed that the "blood lust" thing was removed, right?  :-[

How would you notice that? There was no spoiler made.

[...]Ostheer veterancy is achieved by combat, both armoured and infantry based troops follow this rule. Every time a unit reach the first level of veterancy, you will be promted to choose one type of upgrade from tree. After you choose the first vet level, the following vet levels will be automatically loaded from the first vet you choose, in example(not related to actual OH upgrades):

You get three upgrades: more speed, more firepower, more endurance. When you select more speed at vet1, when you get the other vet levels, you will automatically get vet bonuses for more speed only... so you should choose carefuly what upgrade you get because that unit will stick with it until it dies. This applies for every combatant units in Ostheer.

Ostheer units have four vet levels:

* Regular -> vet1
* Veteran -> vet2
* Senior -> vet3
* Elite/Ace -> vet4 (Elite for infantry, Ace for tanks)
[...]

guess because of this ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on July 11, 2012, 05:55:04 PM
ah ok thx Ghost!
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on July 12, 2012, 12:51:23 AM
Urmm I recall reading that Blood Lust was now interspersed between the levels of Veterancy (between 1 and 3) instead of being shoved in between getting Vet 1 and Vet 2. May just be old information though...
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on July 12, 2012, 11:40:56 AM
Urmm I recall reading that Blood Lust was now interspersed between the levels of Veterancy (between 1 and 3) instead of being shoved in between getting Vet 1 and Vet 2. May just be old information though...
i wasn't sure either, but i could only find that quote about veterancy
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on July 12, 2012, 05:22:35 PM
Blood lust is not present on OH vet atm.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on July 23, 2012, 11:31:26 PM
New ingame screenshots, courtesy of ApeMen ;).

(http://media.moddb.com/images/mods/1/10/9675/relic1.png)
Pic #1 (http://media.moddb.com/images/mods/1/10/9675/relic1.png)

(http://media.moddb.com/images/mods/1/10/9675/relic2.png)
Pic #2 (http://media.moddb.com/images/mods/1/10/9675/relic2.png)

(http://media.moddb.com/images/mods/1/10/9675/relic3.png)
Pic #3 (http://media.moddb.com/images/mods/1/10/9675/relic3.png)

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

(http://media.moddb.com/images/mods/1/10/9675/mg34_team.jpg)
Pic #5 (http://media.moddb.com/images/mods/1/10/9675/mg34_team.jpg)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Karmany on July 24, 2012, 01:13:24 AM
Great work! Really looking forward too the day we other deadly can play!  :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on July 24, 2012, 04:12:52 AM
Added two pics more to the post #300.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on July 24, 2012, 04:26:43 AM
I see a MG34 :D (I think)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on July 24, 2012, 07:37:00 AM
I sees what I likes and I likes what I sees.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dreamerbg on July 24, 2012, 07:48:17 AM
I hope that the time when we will  do our own screenshots is closing  :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on July 26, 2012, 12:55:31 AM
There are some pics for our new Panzer III:

(http://media.moddb.com/images/mods/1/10/9675/pziii_ausfj.jpg)
Panzer III Ausf. J (http://media.moddb.com/images/mods/1/10/9675/pziii_ausfj.jpg)
The left one is the early version while the right one is the late version, both are the ausf. J version, only that one has the L/42 gun and the other the L/60 gun... although the ausf. J with L/60 won't be used for Ostheer.

(http://media.moddb.com/images/mods/1/10/9675/pziii_ausfl.jpg)
Panzer III Ausf. L (http://media.moddb.com/images/mods/1/10/9675/pziii_ausfl.jpg)
It uses the L/60 gun. The right model depicts the unit with the additional armour upgrade.

(http://media.moddb.com/images/mods/1/10/9675/pziii_ausfn.jpg)
Panzer III Ausf. N (http://media.moddb.com/images/mods/1/10/9675/pziii_ausfn.jpg)
It uses the L/24 gun. The right model depicts the unit with the additional armour upgrade.

(http://media.moddb.com/images/mods/1/10/9675/pziii_romanian.jpg)
Panzer III Ausf. N - Special Edition :P... I mean Romanian Version (http://media.moddb.com/images/mods/1/10/9675/pziii_romanian.jpg)
It uses the L/24 gun and has the Romanian skin. The right model depicts the unit with the additional armour upgrade. This model is used on the foreign battlegroup call-in.

It can be upgraded with a commander as well.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Major Hochstetter on July 26, 2012, 01:31:18 AM
Great work!

I can´t wait to play with these Panzer III  :D (one of my favourite tanks).
Unfortunately, it still takes quite a long while  :(


Edith: In blackbishop´s post #300, picture 3. Is that a tent behind this Luchs? 
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on July 26, 2012, 02:09:20 AM
That's a medic tent.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Major Hochstetter on July 26, 2012, 03:01:25 AM
This tent is built by stormpioneers, right?
And what kind of units comes out of this tent when the medics had done their work?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mattdamon07 on July 26, 2012, 09:15:01 AM
im guessing landsers
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on July 26, 2012, 09:31:40 AM
It doesn't spawn any units.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dann88 on July 26, 2012, 10:03:51 AM
bring men to the tent and get mp up? recycle wounded soldiers into mp? :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mr.ious.Q on July 26, 2012, 12:50:20 PM
Excuse me, but i don't know the reason why you would leave the Panzer 3 ausf J with L-60 gun out of the Ostheer's arsenal since it was the most produced variant of the panzer 3 with 1067 was built ( according to Wiki).
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sotahullu on July 26, 2012, 02:11:49 PM
Excuse me, but i don't know the reason why you would leave the Panzer 3 ausf J with L-60 gun out of the Ostheer's arsenal since it was the most produced variant of the panzer 3 with 1067 was built ( according to Wiki).

Well, mainly because there is no point on that. Any earlier PzIII produced was upgraded to latest standard so any Ausf. J was upgraded to Ausf. M standard by '44.

Oh, and Ausf. J was produced over +1500 models.


And as question, why model Ausf. L and not Ausf. M?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Walentin 'Walki' L. on July 26, 2012, 09:46:05 PM
bring men to the tent and get mp up? recycle wounded soldiers into mp? :P

We have a winner! You get a (virtual) cookie for this!
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: C.Finley on July 29, 2012, 12:44:29 AM
There Should be A key to where if ur losing u can just click a surrender button and the units give up to the other side which then gain towards fuel/mun/manpower or something like that
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on July 29, 2012, 01:43:51 AM
Urrm that sounds quite stupid, why would you want to surrender your troops to the enemy and then have them give the enemy resources
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on July 29, 2012, 01:51:00 AM
I think by surrendering you get the resources not the enemy. Otherwise I dont think that idea will be implmented
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on July 31, 2012, 07:30:52 AM
I have two screenshots, not that they show something awesome but still :P.

(http://media.moddb.com/images/mods/1/10/9675/Panzerjager.jpg)
Panzerjager (http://media.moddb.com/images/mods/1/10/9675/Panzerjager.jpg)

(http://media.moddb.com/images/mods/1/10/9675/Panzerjager_Squad.jpg)
Panzerjager Squad (http://media.moddb.com/images/mods/1/10/9675/Panzerjager_Squad.jpg)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: neosdark on July 31, 2012, 02:43:42 PM
Those poor, easily murderable souls. The IS-3 crew is laughing as the Panzerjaeger shoot Panzerschrecks at their beast.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on July 31, 2012, 02:54:10 PM
IS-3 will giggle at the sight of panerbuchse 39 :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on July 31, 2012, 04:31:20 PM
Its the Schreck, nothing to be laughed at.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dann88 on July 31, 2012, 04:58:27 PM
I think I posted a match that I scared the IS-3 with shreks. :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: BurroDiablo on July 31, 2012, 08:09:08 PM
Those poor, easily murderable souls. The IS-3 crew is laughing as the Panzerjaeger shoot Panzerschrecks at their beast.

What's not shown is the 5 Tigers backing them up :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sommarkatze on July 31, 2012, 08:48:51 PM
Great great works dev team! We are all cheering on you! :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sotahullu on August 09, 2012, 05:22:34 PM
I have to ask.

When you build Panther (whic is ausf. A first) so when it gains veterancy and thus have ausf. G model, will it have zimmerit or not?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Gerrit 'Lord Rommel' G. on August 09, 2012, 07:07:35 PM
Frist: We didnt say that vet is changing the tank. So when we would use a Panther Ausf. A it would become Ausf. G by vet ;)
Second: There is no plan for Zimmert because it would be just an optical detail that didnt influence the gameplay.
All in all i think there are (and will be) free skins that will add Zimmit look.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sotahullu on August 09, 2012, 09:56:15 PM
Frist: We didnt say that vet is changing the tank. So when we would use a Panther Ausf. A it would become Ausf. G by vet ;)
Second: There is no plan for Zimmert because it would be just an optical detail that didnt influence the gameplay.
All in all i think there are (and will be) free skins that will add Zimmit look.

There was in concep some talk about it. Oh well...
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dreamerbg on August 25, 2012, 05:52:30 PM
Any new SS soon  ::)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dreamerbg on August 28, 2012, 01:29:33 PM
There is whole balancers team. They will do their best to not make Ostheer OP :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on August 28, 2012, 06:01:27 PM
the posted tech tree is already outdated :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dreamerbg on August 28, 2012, 06:09:44 PM
Lol
Then you have what to show to us  :P  8)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on August 28, 2012, 07:31:25 PM
Lol
Then you have what to show to us  :P  8)

not yet :D
Title: Re: Summary of the Ostheer sneaks Foreign Troops?
Post by: lukeski on August 31, 2012, 08:49:15 AM
I have to say that the option to choose a doctrine involving the use of foreign troops for the Ostheer (Romanians, Hungarians) is probably one of the most exciting elements that adds some interesting historical flavor to the gameplay.  Any way that we can get a mild teaser regarding this?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Major Hochstetter on September 01, 2012, 03:01:20 PM
I have a question about the veterancy.

Is it still current, that Ostheer get additional abilities like "critical shot" for veteran level?
Title: Re: Summary of the Ostheer sneaks Foreign Troops?
Post by: Killar on September 01, 2012, 03:09:19 PM
I have to say that the option to choose a doctrine involving the use of foreign troops for the Ostheer (Romanians, Hungarians) is probably one of the most exciting elements that adds some interesting historical flavor to the gameplay.  Any way that we can get a mild teaser regarding this?

Already shown:
http://www.easternfront.org/forums/index.php?topic=8569.0

On the pics you will find some foreign units. Look at moddb there is more.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on September 06, 2012, 07:58:16 PM
I have a question about the veterancy.

Is it still current, that Ostheer get additional abilities like "critical shot" for veteran level?

afaik currently not
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Major Hochstetter on September 06, 2012, 08:44:25 PM
Ok.
Thank you for your answer apemen!
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on September 15, 2012, 06:10:32 PM
new pics posted on moddb (http://www.moddb.com/mods/coheastern-front/images/stats#imagebox)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on September 15, 2012, 06:25:47 PM
Actually the new tier building is tier 2, not tier1.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Trooper425 on September 15, 2012, 07:21:01 PM
Okay, NOW can we see the revised tech tree?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dzierzan on September 15, 2012, 07:38:05 PM
Okay, NOW can we see the revised tech tree?

I think we shall see it when it will be done.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on September 15, 2012, 08:24:41 PM
@Killar
Nope, the new building is Tier 1. Tier 1 does not produce Kubelwagens, so it would be odd that such building feature it and the building that produce them doesn't have it.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sotahullu on September 16, 2012, 12:36:39 AM
This is maybe an lame question but how can I join the beta?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on September 16, 2012, 01:15:34 AM
This is maybe an lame question but how can I join the beta?

afaik there were only 2 ways to get the early beta
1st) is a present for all of the community who donate 15$ or more to keep the server running
2nd) was to be in the winner team of the last tournament (this is already over)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on September 16, 2012, 01:47:40 AM
@Killar
Nope, the new building is Tier 1. Tier 1 does not produce Kubelwagens, so it would be odd that such building feature it and the building that produce them doesn't have it.

That would be really odd, but in devbox its currently the other way around :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Trooper425 on September 17, 2012, 04:27:10 AM
I can't believe these haven't made it here yet! They went up on Moddb over the weekend.

Medic halftrack
(http://media.moddb.com/images/mods/1/10/9675/medic_ht.jpg)

StuG III
(http://media.moddb.com/images/mods/1/10/9675/stugIII_default.jpg)

StuG III w/ skurtzen
(http://media.moddb.com/images/mods/1/10/9675/stugIII_skirts.jpg)

New Soviet firebase
(http://media.moddb.com/images/mods/1/10/9675/soviet_firebase.jpg)

New Ostheer Tier-1 building. This means the Ostheer tech tree has been changed AGAIN.
(http://media.moddb.com/images/mods/1/10/9675/tier1_building.jpg)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Pac-Fish on September 17, 2012, 04:39:27 AM
I like the HT skin :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on September 17, 2012, 04:59:12 PM
I can't believe these haven't made it here yet! They went up on Moddb over the weekend.[...]
new pics posted on moddb (http://www.moddb.com/mods/coheastern-front/images/stats#imagebox)
:P  ;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Major Hochstetter on September 17, 2012, 10:50:03 PM
Medic halftrack! :o I love this skin! :-*
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Trooper425 on September 18, 2012, 05:00:10 AM
@Ghost: *facepalm*
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on September 22, 2012, 01:47:28 AM
One that I forgot to commit a while ago XD...

http://www.moddb.com/mods/coheastern-front/images/tier-2-building
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dreamerbg on October 04, 2012, 11:10:48 AM
How much time we must wait more to see the new Ostheer concept  ::)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on October 04, 2012, 03:56:19 PM
i think its more or less ready
so you can expect it in the next days
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: stealthattack1 on October 04, 2012, 08:57:53 PM
^good to know. :)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ubermensche on October 08, 2012, 09:32:10 PM
So is the new Ostheer concept coming out???
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on October 08, 2012, 09:50:22 PM
As soon as it is ready it will be posted.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Viperthug91 on October 11, 2012, 06:32:43 AM
So i just watched a few videos of the Ostheer. Call me crazy but it looks like its done to me. Im sure maybe a few minor tweaks  nothing that can be fixed with a patch or 2 remain but it looks fluid balanced and fun. Good job!! So im asking this in the most respectful way possible. what are you waiting for?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on October 11, 2012, 06:46:21 AM
You can't tell from only watching a game against them but there are still inconsistencies in the core faction, doctrines need a lot of work, and vet and healing is not yet working.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on October 11, 2012, 07:09:07 AM
You can't tell from only watching a game against them but there are still inconsistencies in the core faction, doctrines need a lot of work, and vet and healing is not yet working.
Indeed, there are missing units, missing abilities and missing vet. I'd call it beta when we have all the units, abilities and vet ready :P.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: jonarus_drakus on October 14, 2012, 04:34:18 AM
So when are we going to see the first 'front' post of this thread updated with the new layout for the Ostheer? I'm positively giddy with anticipation here! :P

~JD
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on October 14, 2012, 12:21:04 PM
So when are we going to see the first 'front' post of this thread updated with the new layout for the Ostheer? I'm positively giddy with anticipation here! :P

~JD
as soon as the new concept is ready  ;)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Major Hochstetter on October 14, 2012, 02:02:14 PM
Good News  :)
I cannot wait to see the new concept   :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on October 20, 2012, 02:32:48 AM
from this replay (http://www.easternfront.org/forums/index.php?topic=8852.0)

note: i will update the front page as soon as any official info is released by the devs, this is only a summary of what can be seen in the replay and is nowhere near final

Base defense: flak emplacement
Starting unit: Stormpioniers

HQ:
- Sdkfz. 9 Builder (supervise, adv. repair)
- Opel Blitz (lock sector, deploy goliath, savage wrecks, limit:4)
- Legionnairs foreign infantry (cut wire, upgrades: mine detector/MP40/?, build: mines, ?, sandbags, tanktraps, wire)
- upgrade: Mobile Heal Station

Infantry Gruppen Post:
- Landerzug (upgrade: Gewehr41, abilities: grenades, AT grenades, sprint, build:?)
- Stormpioniers (upgrades: MP40, Flamethrowers, abilities: cut wire, ?, build: butterfly bombs AP mines)
-?
-?
-upgrade: basic modernization (enable Gewehr41 for landers and Flamers for Stormpios)

Infantry Gefechts Kommand:
- Kübelwagen (upgrade: MG)
- Marksman
- MG Team (mobile, do not deploy, ability: Hot Barrel for suppression)
- Infantry Support Gun
-?
-?
-2 Pool upgrades

Schützen War Camp:
- Troop Halftrack (can reinforce troops, 2 MGs when troops inside)
- Panzerjaegers (AT infantry, build:?, ability: Focus for improved Accuracy, upgrade: Panzerschreck)
- Panzerfusiliers with MP40 (grenade shower, panzerfaust, build:?)
- Luchs
- Marder II
- upgrade Modernization (enable Luchs/Marder II, enable some abilities)
- Pool Heavy Support (Panzerjaegers, Luchs)
- Pool ? (Marder II, Panzerfusiliers)

Panzer Kampf Kommand:
- Stug III
- Panzerwerfer 42
- Panzer III
- ?
- 2 Pool upgrades
- upgrades: Modernization, Skirts
- Doctrine special tank (support -> Panther, elite -> Tiger I, fortress -> Panzer IV)



Doctrines:
Army Support Troops
-?

Army Elite Troops
-?

Army Fortress Troops:
left
- 2CP: Improved Fortifications (Pioniers can build Panzernests and Foxholes)
- 2 CP: Ambush Tactics (Infantry cloak in cover, gain first strike bonus, slow recloak after attacking)
- 4 CP: leFH 18 (105mm Howitzer)
right
- 2 CP: Counter Attack (in friendly sectors: +speed, - received accuracy; in enemy sectors: small + damage)
- 1 CP: Field Hospital (upgrade to collect wounded, each 4 wounded give a manpower bonus)
- 5 CP: Elefant (Precesion Shot: locks tank, can't move, can't turn, gives some bonus ?; can be called again if lost)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: stealthattack1 on October 20, 2012, 05:01:29 AM
ahh ghost. ever vigilant. kudos to you.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on October 20, 2012, 12:21:45 PM
Ghost is pretty observant.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sotahullu on October 20, 2012, 04:48:10 PM
Fortress Pz IV? Whats that by the way?

Edit: Oh, doctrine given tank. Nothing then.  :-X
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dreamerbg on October 20, 2012, 04:50:59 PM
In Ostheer T4 assault  You can build PzIII and a tank which depends on your doctrine choise.
So "Fortress Pz IV" means that you can get PzIV if you pick up the Fotress doctrine.

I think that PzIV will be replaced with another unit 
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on October 20, 2012, 06:24:10 PM
- Panzerjaegers (AT infantry, build:?, ability: Focus for improved Accuracy, upgrade: Panzerschreck)

worst ability ever
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dann88 on October 20, 2012, 06:36:54 PM
I can abuse Fire Focus if it has no cooldown. ;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on October 20, 2012, 06:43:13 PM
- Panzerjaegers (AT infantry, build:?, ability: Focus for improved Accuracy, upgrade: Panzerschreck)

worst ability ever
why? it's nice to have high accuracy with AT weapons and hit even moving targets
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on October 20, 2012, 06:45:41 PM
Meh, would still suck. A single T-34 pounded the two squads into dog poop and ran away. And 4 Schrecks missed.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on October 20, 2012, 06:48:55 PM
I can abuse Fire Focus if it has no cooldown. ;D
it has a cooldown. and not just a few seconds, so no abuse ;)

update on
army support troops doctrine:
left
- 1 CP: Storch recon plane
- 3 CP: Brandenburgers (airdropped; build:?, ?, "false radio" to disrupt enemy production ; abilities: follow unit, demo charge, "annection" instantly cap a neutral sector)
- 3 CP: aces high (sdk 263 can call in dive bombers)
right
- 2 CP: paradrop fuel, munitions and heavy weapons
- 2 CP: confederation support (opel blitz can call in supply drops -> a JU52 will drop supplies depending on the sector where it's called in)
- 3CP: confederate mechanised support (call in foreign battlegroup with some infantry and tanks), this time 3 tanks Stugs/Stuhs and "alpinis" infantry (upgrade: MP40, ability: ?)

update on some units:
- Panzer III (upgrades: short barrel gun, command tank with weaker gun; ability: AP shells)
- Panther (upgrades: MG, skirts)
- Panzerwerfer (barrage)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on October 20, 2012, 09:20:18 PM
Well done! Why do we need to make news? We actually just need to post 1 game and the community knows everything  ;D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Dreamerbg on October 20, 2012, 09:31:11 PM
Тhere are 3 games, but yeah, if you watch carefull and use pauses from time to time you can find soo much info :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ubermensche on October 21, 2012, 12:17:24 AM
So you guys took away the Sturmpanzer?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on October 21, 2012, 12:21:12 AM
So you guys took away the Sturmpanzer?
looks like you are right...
but something similar can be seen at ~44:50 and 47:39 (http://de.twitch.tv/riggsman/b/335137392)  :o
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on October 21, 2012, 12:50:04 AM
So you guys took away the Sturmpanzer?

yes and no :P

the sturmpanzer brummbär is still there
and comes normaly at the same place where i used the sturmtiger

the difference (expect of the armor and basic damage of the units) is you can have multiple brummbär panzer at the same time where with its reward unit (the sturmtiger) you can have only one at the same time
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on October 21, 2012, 12:52:56 AM
you had a tiger as doctrine tank, so the sturmpanzer is a call in for army elite troops?  :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ubermensche on October 21, 2012, 01:03:28 AM
So you guys took away the Sturmpanzer?

yes and no :P

the sturmpanzer brummbär is still there
and comes normaly at the same place where i used the sturmtiger

the difference (expect of the armor and basic damage of the units) is you can have multiple brummbär panzer at the same time where with its reward unit (the sturmtiger) you can have only one at the same time

What the fuck you guys are actually gonna put a Sturmtiger?

And also, the 105mm leFH 18 of Fortress troops: is it gonna be an arty emplacement or the Wespe as originally planned?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on October 21, 2012, 01:07:21 AM
you had a tiger as doctrine tank, so the sturmpanzer is a call in for army elite troops?  :P

yes in elite you have as buildable doctrin tank the tiger
and the the sturmpanzer are call in tanks


@ubermensche
the leFH 18 of fortress is like the us howitzer in inf doc
you have to build it with your famo
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ubermensche on October 21, 2012, 01:09:53 AM
I see. And what about the Wespe? Will that still be in-game?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on October 21, 2012, 01:30:42 AM
atm no but this can be changed in the future
but in the end the wespe was not a new gameplay element, because it was ingame more or less like a weaker hummel
stationary howitzer is therefore something totaly new for axis
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: jonarus_drakus on October 21, 2012, 02:34:32 AM
Maybe some sort of reward-unit replacement? Current stationary arty has better range, is more accurate, more damage, etc. But you can switch to Wespe, which while weaker, is at least mobile...?

~JD
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on October 21, 2012, 03:11:37 AM
btw after the donators got these pics already here they are also for the rest of the community :D

Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on October 21, 2012, 06:10:04 AM
What is that pak 36 doing? wasn't it removed?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Ghost on October 21, 2012, 01:22:15 PM
first part of the current concept (http://www.easternfront.org/forums/index.php?topic=8914.msg135556;boardseen#new)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ubermensche on October 21, 2012, 04:19:39 PM
YEAH!!!!! But why give them MP 41s?

And I thought that the Kugelblitz was just at a prototype stage?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sommarkatze on October 21, 2012, 05:01:12 PM
Because mp41´s are awesome and unique instead of just giving them mp40´s like its wehr counterpart ;)

And the Kugelblitz is a ... I dont know what to say. Wirwelwind and Ostwind already were in the game and ostheer needed  a AA tank so they didnt have any other choice?
I always thought the devs hated prototypes :S
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on October 21, 2012, 05:06:43 PM
Yeah but the Kugel is an exception because it's far cooler than other vehicles and was actually used in some places. It also fills that AI vehicle gap when no other unit is suitable or too similar to other factions.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sommarkatze on October 21, 2012, 05:15:23 PM
Iam satisfied with my ansver! I have never however heard about the kugelblitz actually seeing any action. Would you mind sending me a PM or such with the source on that? :>

- Sorry if I turn out to sound like a total douche but this is total news for me and highly interesting! :D

Thanks!
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ubermensche on October 21, 2012, 05:31:24 PM
Ok I see.

As for the AA tanks, both the Wirbelwind and the Ostwind were prototypes sorta...anyways they were quite rare on the battlefield. But still, it's a cool unit!

Also, will the Famo be able to build 20mm AA nests?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Killar on October 21, 2012, 05:44:20 PM
Quote
The Kugelblitz was not yet out of development when the war ended. Several evaluation vehicles had been built, but it is unclear how many. It is also unclear what happened to the few Kugelblitzes which were built; some sources say that they ended up being used in the Battle of Berlin.

One Kugelblitz was also involved in the fights near the town of Spichra, where it was destroyed and remained buried in the Spatenberg hill until its excavation in 1999

And here a link to the story of the only confirmed Kugelblitz kill, if you can read german ...
http://www.mihla.de/chr/chr0102030405/050313V2.HTM
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on October 21, 2012, 05:57:15 PM
No, the Famo won't build concrete bunkers.

Kugel will be seen even less than Wirbel and Ostwind I think because it is an extreme lategame tank which requires T4 and support pool. Support pool will be a bit of a rarer choice because you get stronger vehicles in assault pool (Tiger etc.) and most people will choose this. Kugel is going to be more expensive than the other tanks too but will be worth this price. It will be specifically designed against Soviets and have an AOE based attack rather than sniping like Ostwind or suppression like Wirbel to counter high numbers of troops.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Tankbuster on October 21, 2012, 06:39:50 PM
No, the Famo won't build concrete bunkers.

AA nest is concrete, not sandbags???
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on October 21, 2012, 06:59:47 PM
Surely someone's posted a pic of it somewhere? Yeah it's concrete and units can garrison it until you upgrade it.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on October 21, 2012, 07:14:29 PM
Surely someone's posted a pic of it somewhere? Yeah it's concrete and units can garrison it until you upgrade it.

now as you say it i noticed recently that nobody can build it atm :P
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: GodlikeDennis on October 21, 2012, 07:17:07 PM
Yeah that's true but surely someone's seen a pic of the starting positions or seen it in the broadcast.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Alexander 'ApeMen' J. on October 21, 2012, 07:33:00 PM
yeah i also remember an pic we showed with the upgraded version to a medic tent
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Blackbishop on December 31, 2012, 08:41:57 PM
New pics for Ostheer:

http://www.moddb.com/mods/coheastern-front/images/fiat-l640
http://www.moddb.com/mods/coheastern-front/images/fiat-l6-lf-flame-tank
http://www.moddb.com/mods/coheastern-front/images/zrinyi-ii
http://www.moddb.com/mods/coheastern-front/images/zrinyi-ii1
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: SheepHeard on January 03, 2013, 08:38:12 AM
Hello Guys,
can´t wait to get my handy on this shit. This mod is so asome!!!
In comparison with the CoH2 alpa, EF is the overall winner!!
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Mad hatters in jeans on January 03, 2013, 12:54:29 PM
zomg i haven't played this mod in a long time. Glad to see it's still going!
New pics for Ostheer:

http://www.moddb.com/mods/coheastern-front/images/fiat-l640
http://www.moddb.com/mods/coheastern-front/images/fiat-l6-lf-flame-tank
http://www.moddb.com/mods/coheastern-front/images/zrinyi-ii
http://www.moddb.com/mods/coheastern-front/images/zrinyi-ii1
That is so cool you're adding these units in!
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: krupp steel on January 09, 2013, 02:06:26 AM
zomg i haven't played this mod in a long time. Glad to see it's still going!
New pics for Ostheer:

http://www.moddb.com/mods/coheastern-front/images/fiat-l640
http://www.moddb.com/mods/coheastern-front/images/fiat-l6-lf-flame-tank
http://www.moddb.com/mods/coheastern-front/images/zrinyi-ii
http://www.moddb.com/mods/coheastern-front/images/zrinyi-ii1
That is so cool you're adding these units in!
That's good to hear
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Sotahullu on January 09, 2013, 11:01:05 PM
Oh my god!  :o

Give me, give me, give me! "drools"
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ubermensche on January 18, 2013, 04:33:10 AM
 I was looking at the gameplay trailer for the new OH maps and everything looks really finished and ready. So I was wondering: what do you guys still have left to do in Ostheer?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Walentin 'Walki' L. on January 18, 2013, 10:53:12 AM
I was looking at the gameplay trailer for the new OH maps and everything looks really finished and ready. So I was wondering: what do you guys still have left to do in Ostheer?

No, ofc not we are just holding it back for fun  ::)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: stealthattack1 on January 18, 2013, 09:39:13 PM
I was looking at the gameplay trailer for the new OH maps and everything looks really finished and ready. So I was wondering: what do you guys still have left to do in Ostheer?

No, ofc not we are just holding it back for fun  ::)
XD lol. QFT
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Jäger on January 18, 2013, 11:11:22 PM
I was looking at the gameplay trailer for the new OH maps and everything looks really finished and ready. So I was wondering: what do you guys still have left to do in Ostheer?

No, ofc not we are just holding it back for fun  ::)
He asked WHAT you have left, not if you have anything left.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Gerrit 'Lord Rommel' G. on January 19, 2013, 01:00:27 AM
One or two models arent ready and a lot of balance had to be done ;)
And balance is the main problem/theme/subject/(fill in any word u want).
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: krupp steel on January 20, 2013, 02:58:27 AM
I was looking at the gameplay trailer for the new OH maps and everything looks really finished and ready. So I was wondering: what do you guys still have left to do in Ostheer?
Yes, the winter maps are done.  They are located below this post





(http://img812.imageshack.us/img812/6623/downloadov.png) (http://www.mediafire.com/download.php?1ts0c29br405cvv)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Hendrik 'DarcReaver' S. on January 28, 2013, 11:54:28 PM
No, ofc not we are just holding it back for fun  ::)
rofl  ;D
I was looking at the gameplay trailer for the new OH maps and everything looks really finished and ready. So I was wondering: what do you guys still have left to do in Ostheer?
There's a bit stuff to do still. Mostly bug fixes, and Ostheer teching will receive some additional changes & tweaks to improve the overall gameplay. Once this is done it's ready to get into beta stage.

The mapping section is independent from the Ostheer and Walki, Maxi and mono are insane. You'll love the new maps which will come with the release. Also the campaigns look simply awesome!
:)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Spieel on January 29, 2013, 01:03:22 PM
^^ While I mostly play 1v1 I am rather exited for the campaigns.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: krupp steel on January 31, 2013, 04:52:02 AM
^^ While I mostly play 1v1 I am rather exited for the campaigns.
me too, I can't wait for the campaign and wondering when it will be out which is forever a mystery.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Wekwekboris on February 11, 2013, 03:22:05 PM
Does Ostheer get late war version of Panther?  ;D That I would destroy anyway with my IS-2 :P  (And I can the IS-2 will be buffed)
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: ubermensche on March 30, 2013, 06:52:49 PM
I was watching some Ostheer streams and I noticed 2 things that I just have to ask about:

How come Landsers use MP44s?

And how come the Ostheer has access to T-34s? I know that some were captured and put into service but I didn't see any devs talking about actually implementing this into the game?
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Kavkazets74 on June 16, 2013, 10:37:06 AM
Hello That's all I have. Me something interesting. Please tell me: infantry Ostheer (Landsers) have what effect? As the Wehrmacht infantry or folksgrenadery or something in between? It is very interesting. I was trying to figure out on the record matches the internet, but there Landsers killed by the hands of recruits! I was shocked! :o  :'( And you can find a synonym Landsers, because translator does not know how it is translated into Russian. Thank you in advance for your reply
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Gerrit 'Lord Rommel' G. on June 16, 2013, 12:21:13 PM
Landser is a german term for soldier. They are a kind of a mix of Volksgrenadieren and PE Grenadieren.
They are your backbone infantry. Later u can replace Landser with Panzerfüsilieren because this gyus are much better against enemy's elite infanty.
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: Kavkazets74 on June 16, 2013, 03:19:59 PM
Thank You very much! ;D And you can still question, I'll probably already tired, but all the same: they Landser can start without improvements fight the Russians arrows if they, too, without improvements? ??? Who of them will win? Grenades and different skills are not in счет.Только rifle. Thank you in advance. :D
Title: Re: Summary of the Ostheer sneaks [WIP]
Post by: TheVole on June 16, 2013, 03:45:42 PM
The units seems pretty much done, but as has been said their are many balance issues and missing UCS files for units and their abilitys.