Company of Heroes: Eastern Front

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Messages - orenda

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Ostheer Suggestions / Re: Nazi spy.
« on: February 08, 2010, 06:39:10 PM »
Nice idea. However, real spies are not some commandos and they never acted on the battlefield. Their job was to collect intel and if possible to infiltrate and blend with the enemy. Some spies were even "working" for the enemy in order to get to higher positions in their hierarchy - of course with the idea to be able to collect more intel.

My suggestion is to make him a call in unit which can feed you information about enemy's building and unit production, similar to the British. You can also make him really hard to detect (if it is possible) in order to infiltrate the enemy' base and plant some explosives or just make him spawn in the enemy's base/building or any building on the map.

Another option is to act opposite to Wehr officer's supervision - to delay enemy production process (again if it is possible).

Another idea is to have ability similar to propaganda - like he has supplied false info and ordering a unit to return to their base.

Of course, it can be made to detect snipers easier than motorcycle/jeep as a passive ability.

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Balance Discussion / Re: [v1.04] suggestions and tweaks.
« on: February 08, 2010, 01:13:46 AM »
I like some of the ideas:

5. It will be interesting if the Command Squad can actually secure only one sector. The problem this may cause though is related to ammo management since you pay only for upgrades and not for abilities (which has to be changed in my opinion) or being able to start massing T-34 earlier in the game after securing a fuel point. However, having this option will give you some new possibilities and I think it will be worth considering this idea.

6. I like the idea about having Tank Hunters having breaking track ability, though in mid to late game it can be OP when having upgraded Zis or upgraded tanks.

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Suggestions / Re: Japenese representation in COH
« on: February 05, 2010, 09:22:42 PM »
On the topic: I have always wanted to have Sovients and Japanese in CoH, so I prefer the latter than having another German faction. Of course, the devs won't create Japs instead of the Ostheer, so it does not really matter.

By the way, an interesting fact tells that Japanese infantry was using bikes to transport faster around the islands they were capturing. It will be hilarious to have Japanese on bikes in CoH  ;D

Offtopic: @Psihopat, I am not attacking you in anyway, but in almost every topic I check I see your posts telling about Romania during WW2 and how important it was and so on. It is quite irritating, to be honest.

@UeArtemis, many countries speak languages which have Latin roots, but nowadays there is no modern language which is close enough to Latin, even Italian is not that close. We live in globalizing world and people and languages are mixing and everything is changing. I also did a bit of research because it was interesting to me as well to learn more about Romanian languange, so you can check out http://en.wikipedia.org/wiki/Romanian_language.

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Balance Discussion / Re: [1.04] Some suggestions
« on: February 05, 2010, 01:25:04 PM »
Yes, I agreed that the amount of ammo I proposed was too high, so I changed it in my first post. Hopefully, in the next patch some things will be change and more ammo management will be required while playing with the Soviets.

*edit* I just came up with the idea to give LMG to the Command Squad (if you decide to reduce its number to 3 men). In this case you will be mostly concerned with preserving your Command Squad, than rushing with it and killing some volks. Also, it will be perfect to support the brainless Conscripts (especially when they get boosted a bit with the new rifles) with some LMG fire in the early game. I will be glad to hear some opinions about that.

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Red Army Suggestions / Re: Outposts
« on: February 05, 2010, 03:11:29 AM »
I was talking about boosting the hitpoints of the outposts, not about making them to heal troops...

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General Discussion / Re: Inability to recrew weopons
« on: February 05, 2010, 01:25:30 AM »
Relic are busy making their next Warhammer 40k shi... ops, I mean game. Never really understood why they didn't expand CoH in a positive direction (ToV is an epic fail if you ask me) or even begin making CoH 2 on the new engine. 

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Red Army Suggestions / Re: Outposts
« on: February 04, 2010, 09:32:21 PM »
Balancing guys, balancing.
its a early game building, and thats why it should be destroyed pritty fast!

I have to agree with that. Still, a bit of HP boost won't hurt the balance much.

Just as an idea, the devs can make Propaganda's "MG Dugout" to boost the HP of the Outposts as well.

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Suggestions / Re: Japenese representation in COH
« on: February 04, 2010, 07:13:40 PM »
Psihopat, maybe you didn't really read UeArtemis' post quite well.

Anyway... Romania's name come from Roman and is related to Roman people when it was part of the Roman empire. But nowadays Romanians don't have anything in common with Romans, many tribes and nations have passed through and settled down in modern Romanian territory. In other words, in your blood flows the genes of Huns, Avars, Bulgars, Pechenges, Cumans. In this case, I don't have any idea why your country is named Romania.

"Don't compare Hungary with Romania. My country has beat them all over the history." > I have always found patriotism like this very entertaining...

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Suggestions / Re: Japenese representation in COH
« on: February 04, 2010, 06:03:03 PM »
Psihopat, no offense, but patriotic post like yours only pollute such forums. You won't achieve anything by posting such texts and especially you won't make the devs implement Romanian forces in the game at some point later. It is just a WW2 game, in which only major powers are implemented as it is in the most games! Accept it.

Also, as far as I can see, this topic is about implementing Japanese forces in the game, so your posts are off topic.


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Balance Discussion / Re: SOVIET \"Tier\" SYSTEM PERFECTED
« on: February 04, 2010, 03:49:59 PM »
Good ideas, I agree on most of them like having upgrades to unlock some units and paying fuel as well for some global upgrades.

However, I believe Snipers and Tank Hunters should come with the building and no upgrade to be required for them.

Reasons

Sniper team: In the early game, because of lack of MGs and good infantry (except the command squad), snipers are your best unit to support your conscripts and to be able to counter enemy support units.

Tank hunters: this unit is the only way to counter PE in early game, especially when you fight Infantry HT or Armored cars later.

Otherwise, you can switch Tank hunters with AT gun - in that way if the game is really dynamic, you will upgrade and use snipers and tank hunters since they are more mobile, or if the game has formed a heavy front line, then you may need mortars and AT guns.

Also, about the Command Squad - I believe Charge (which CD should be reduced if ideas below are implemented) and Binoculars should be usable from the start and later you will get Arty, as you propose. As I wrote in my topic, I believe that Command Squad's number should be reduced but made harder to kill, so you can have a good infantry support officer unit.

In general I agree with the rest ideas you have proposed. If you are interested, you can check out my suggestion topic and comment on the issues there if you want. Best regards.

11
Balance Discussion / Re: [1.04] Some suggestions
« on: February 03, 2010, 05:20:12 PM »
@Ohmega - like I said in my post, I believe there should be more ammo management while playing with the Russians. Its not really fair towards the rest factions where you lack ammo for proper squad upgrades and you really have to decide when to upgrade or use given doctrine abilities. In some ways, playing with the Russians is just infantry spams until you can produce some proper tanks and get to the nice doctrine abilities. Meanwhile you just use your ammo for global upgrades. If some of those global upgrades required a bit of fuel and of course some of them get ammo cost reduced, then players should starting thinking of other strategies, because they won't be able to produce T34 so quickly as it is now. Its my opinion and I don't insist that the rest have to agree with me :)

@PSIHOPAT:

I suggest to be given ability follow to command squad,like officer from britain.

I was thinking about that as well, but really I believe the Command Squad should have support role similar to the British officers, though Command Squad have to be stronger and harder.

Also, it was not something usual for the Russian army to see their commanders leading the assault. Commissars and the rest superiors were staying at the back, sending masses of conscripts to their deaths. In most cases, Russian superiors were cowards relying on the ordinary man from the village to win their war. So, if we have to stick to the history and its facts, then the Command Squad's support abilities should be improved in order to keep the balance and to be able to successfully use Conscript squads.

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Balance Discussion / [1.04] Some suggestions
« on: February 03, 2010, 02:15:14 AM »
First of all, I would like to congratulate you for your efforts and for the wonderful MOD you have made.

Here are some suggestions I would like to present. I want to emphasize on that it is my own opinion and it is based on what I have played so far - I still haven't tried every single strategy with the Soviets.

*edited* 1. Command Squad should be 3 persons. In early game it can be very hard for the opponent to stop a Command squad plus one or two squads of conscripts in the open field. Maybe you can make them a bit harder (to survive heavy MG and sniper fire) but they should be less than 5 man in my opinion. Also, I think it will be better if their artillery costs some ammo (like 15), reduce its cooldown a bit and keep it powerful as it is. Like some people already suggested, you can make them resist suppression. You can make Charge ability to buff up nearby squad's defense a bit and you can also reduce its cooldown. In this way the Command Squad will act more like really hard support/officer squad and not like some elite infantry unit as it is now.

*new* I just came up with the idea to give LMG to the Command Squad (if you decide to reduce its number to 3 men). In this case you will be mostly concerned with preserving your Command Squad, than rushing with it and killing some volks. Also, it will be perfect to support the brainless Conscripts (especially when they get boosted a bit with the new rifles) with some LMG fire.

2. Strelky: I believe their number should be reduced as well to 6 man. It is just too much to have 2 types of infantry with so many soldiers in their squads.

*edited* 3. Sniper team: I believe Artillery Spotter upgrade should be global again and then paying like 25 ammo every time you use this ability. In 2v2 and bigger games when you have the resources to mass infantry, sometimes it gets hard to really control all these unis - masses of conscripts or strelky, to micro the command squad in some decisive fightings, to watch over snipers because you have paid precious 75 ammo for the spotter and sometimes it is required so little to get them killed, especially when your attention is elsewhere. So, in my opinion, global upgrade and paying a bit of ammo for artillery will prevent you of smashing your head after you lose exactly the sniper team with arty spotter :)

4. T90: I saw some people mentioning that this unit should be improved and I have to agree. Its accuracy its not really great and I kind of find this unit not very reliable against infantry.

*edited* 5. IS-2: I believe there should be some upgrade in order to be able to produce it and this upgrade should cost both ammo and some fuel. As it is now, when built Tank Hall gives you access to all vehicles while IS-2 was put into action in the year 1944. In such case, you can reduce the ammo required for IS-2 gun upgrade.

6. Katyusha: I didn't find any info in change logs, but I find them weaker than before. Is that so and if yes, it will be better if you increase their damage a bit since they are easy to destroy.

*edited* 8. Ammo management: Like playing the rest factions, playing with the Soviets should involve more ammo management. In my opinion the player should carefully pick what to upgrade and which abilities to use in order to save ammo for later.

So, I think some infantry abilities like grenades or artillery should cost a bit of ammo, as well as some doctrine abilities like God of War (150 ammo for example) and IL-2 Sturmovik (100 ammo). Both abilities are powerful and as we know Wehr has to pay 150 ammo for V1.

My idea is that the player has to decide either to do several upgrades for their units or to save ammo exactly for those abilities because using them can be decisive.

*new* 9. Soviet artillery: It is true that Soviets have some artillery abilities like the ones on the Sniper teams and the Command Squad, but the Howitzers are a bit useless in any other game than 1v1. Their range is too short even on medium-sized maps and it should be increased in my opinion. To be honest, I haven't played with Howitzers since the last 2 patches, but it seemed that the Howitzers were quite powerful before. So, I can agree on nerfing a bit their power if it is necessary in order to increase their range.

I will update my post soon enough when I try different strategies and find more balance issues. Best regards.

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