Company of Heroes: Eastern Front

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Messages - HaroldSax

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Wow this guy is clueless.

Hurdurr I'm gonna ask for recrewing like it's an easily added feature even though the devs had said multiple times on these forums and other websites that they can't because of the way the engine works.

Because everyone always looks for every post everywhere.

Yea, don't be a douche about it.

2
General Discussion / Re: is EF dying?
« on: February 01, 2010, 01:22:02 AM »
Well, also, there aren't all too many people playing CoH in general. When I do log on, I can see maybe 30...40 games at max.

3
Ostheer Suggestions / Re: Questions to the developer.
« on: February 01, 2010, 12:32:28 AM »

When can we expect information?
When we feel like it.

Best. Answer. Ever.

4
Um, Russians can't lock anything down, so I don't know what you mean by they can cap 50% of the map and then lock it down quickly. It basically mimics the offensives made by the Russians during the war.

They swarm over, get beat down, retreat, do it again until it works.

5
Red Army Suggestions / Re: Soviet machine gun
« on: January 31, 2010, 11:55:52 PM »
Technically, the command squad can easily overwhelm MG positions that the Wehrmacht put up.

I've noticed with Russians, rather than advancing slowly, I send in Conscripts early on and do whatever I can to impede their advance while I am moving up with the better troops. If it works, naturally, they're weaker than they normally would be, turning it into more of a mop-up operation.

The lack of an MG may seem like a disadvantage, but the Soviets have ways to deal with them. Given, you need either the Command Squad or get the T2 building of theirs and use their artillery mortars against them; but the point being, if you move fast enough, smart enough, and stealthy enough in the beginning, you're probably going to overwhelm them.

6
Red Army Suggestions / Re: Russian Soldier Truck
« on: January 31, 2010, 11:51:20 PM »
That's what I thought you meant, but I wasn't quite sure.

7
Ostheer Suggestions / Re: Ostheer Brainstorm?
« on: January 31, 2010, 11:50:27 PM »
@Nub - Your history seems to be fairly correct, so no worries there :)

@word - That is a good read, but I would like to think that rather than creating one huge concept by one's self...we could somehow build from the ground up as a community. This is a mod, this section is here for a reason, lets utilize it.

8
Red Army Suggestions / Re: Russian Soldier Truck
« on: January 31, 2010, 07:30:53 AM »

Noone will pay 45 fuel for an extra 3 men, just make it one universal vehicle, carrying 12 men, no fuel cost but 150-200 MP, but the fact that it doesnt cost fuel should be balanced because the men inside are in danger (25%-50% damage to infantry inside, upon destruction if they are still inside the truck), and yes, the armor should be that of a jeep or bike, so if it gets hit with one Pak round or a Panzershrek, its toast, forcing the Soviet player NOT to rush the trucks, but to tactically deploy his troops from them, either on the flanks or close to the frontlines. So heres my "two cents":

-Troop Carrier-

  -Armament: None
 
  -Upgrades: Improvised Armor (More protection vs small arms fire, EX: MG42s, STG44s, etc)
                 Gunner's Hatch: When infantry is in the truck a single soldier can get into a MG mounted ontop or rear of vehicle and give some MG fire. (only doing German Bike damage and some minimal suppression)
                  Observation Point: Just like the PE's Scout Car, the Truck can be upgraded to Hold down Points
                   Extra Seats: Upon Upgrade the capacity is increased from 12 to 20. (Upgrade through armory)
 
  -Health: That of a Jeep, then an un-upgraded Greyhound once the improvised armor is purchased.
 
 
  -Abilities: Hall Ass!: Gets the truck to double its speed for a short while (Unable to do once Improvised armor is purchased)

   ***Expenses***

-Troop Carrier GAZ-AAA: 150-200MP
                                  2 Population cap

    -Upgrades: Improvised Armor: 45 Munitions
                    Gunner's Hatch: 35 Munitions
                    Lockdown: 25 Munitions
                    Extra Seats: 75 Munitions
   
    -Abilities: Hall Ass: 25 Munitions
                  Lock down: Free

    -Available in the Infantry Support Center, after you get a Barracks

Note: All the upgrades can be purchased on the same truck.
 ;)

Well, you said that there is an ability for lock down, what exactly would that do?

I can agree with your changes though to my original idear, anything to keep it balanced and not have people attempting Russoblitzkriegness.

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Red Army Suggestions / Re: Russian Soldier Truck
« on: January 31, 2010, 05:31:16 AM »
Russians have very fast reinforcement speed. Giving them reinforce truck will make them too powerful, as it will just drive with the blobs and they won't get wiped. Russians need some tactic micro to put outposts in the right areas and move to them when they need to reinforce.

I wouldn't say giving the truck the ability to reinforce, but at least being able to bring in fresh troops would be nice. A simple way to balance it is this:

Most trucks in the game have a pretty small capacity, usually 12. That's enough to fit one 2nd tier Soviet infantry (Apologies, I cannot remember the exact name at the moment) squad in and the command squad. Later on, it can put 2 Guard squads in there.

Simply saying, make it to where the large sizes of infantry squads are a disadvantage, but be able to mechanize later in the game. The Soviets have a massive infantry advantage early on in the game, and it's quite easy to run across the map, suppress advancing German movements, and attempt to lock down. However, as time goes on, the Germans are able to easily counter this and bring the Soviets to bear.

They take a massive amount of time to bring fresh troops to the front, and giving a late-game alternative to running would be a nice way to balance out the meager defensive capabilities of the Soviets. Yes, there are outposts, but they are not capable of bringing new troops in or reinforcing.

My ideas, and again, I apologize for no actual model names. I am very uninformed when it comes to the Soviets in WWII.

Small Truck -

MP - 400
F - 20

Capacity - 12
Armament - None (No upgrades)
Armor - about that of the Jeep.


Large Truck -

MP - 500
F - 45

Capacity - 15
Armament - None (No upgrades)
Armor - Same as M3


I know the idea is very shoddy, but with someone's refinement with historical accuracy could make it work without making the Soviets seriously overpowered.

10
Ostheer Suggestions / Re: Hausser+Guderian+von Manstein
« on: January 31, 2010, 05:22:05 AM »
Finte! seems like it would be a semi-overpowered ability. Sure, the American units can Fire Up to break suppression, but that doesn't get them out of the line of fire.

This would, and it would do it fast. If it could break suppression, fine, but I personally do not think it should be able to break a pin. Simply as a balance mechanism.

It's a great idea, something I would be more interesting in hearing about, but in such a broad spectrum, I would have to say no :/

11
Ostheer Suggestions / Ostheer Brainstorm?
« on: January 31, 2010, 05:19:02 AM »
Okay, I am fairly new to this community, and I KNOW it's annoying when someone does this rather than read through everything, but I figured human responses would be better than research over things that I have very little idea about.

Simply speaking, what is the main focus of the Ostheer supposed to be?

We've seen that the Americans are probably one of the most flexible factions, as is the Wehrmacht, because they both have really powerful offensive capabilities and really strong defensive capabilities. The PE and British are quite different.

Just by the fact that most of the British structures cost population capacity, and they're all very useful in a mainly defensive fashion. Given, they definitely have offensive capabilities, and a lot of it, but overall, by and by, they stem down to primarily defensive play.

The Panzer Elite have, if meager, defensive capabilities if you go Luftwaffe. Overall though, as the polar opposite of the British, they are a very offensive faction. Their vehicles are typically inexpensive, not terribly powerful, but provide massive use in offensive movements. There's also the fact that their infantry is very flexible, and extremely deadly.

So, with that idea in place, how is the Ostheer going to work?

12
Ostheer Suggestions / Re: Creation Process Tips and Theories
« on: January 31, 2010, 05:13:34 AM »
Wow, incredible thread. I don't plan on cooking up ideas, because I'm simply better at helping people modify ideas rather than creating something all my own.

This is great though, it will help those who have read it criticize and truly think about the ideas being presented.

13
General Discussion / Re: Just Found Out About The Mod.
« on: November 07, 2009, 11:48:36 AM »
Well it's good to see a good mod coming up for this game, it really deserves it.

14
General Discussion / Just Found Out About The Mod.
« on: November 07, 2009, 05:49:01 AM »
All I can say is thank you to the team. A couple of buddies and I have been raving about how awesome it would be to play as the Russians and storm in on Eastern Front maps. This is truly going to be a wonderful thing for Company of Heroes and will get us firing our CoH's all over again for months to come.

I'm very excited to see this mod come to light and if there is any way I can help advertise the mod, please let me know.

Awesome work on the video too!

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