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Messages - JohnnyRaygun
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« on: April 03, 2013, 07:58:38 AM »
Well they patched the online play issues so my friends and I have been able to fight other people. So far undefeated as the Germans (about 12 games so far). I initially did not like the game all that much but I am starting to warm up to it a bit more. The combat seems a bit different. I can't touch why, the way everyone moves, the damage dealt (or it seems lack there of) makes combats different from CoH.
Overall a fairly decent game, looking forward to fixes and updates.
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« on: April 02, 2013, 11:14:13 PM »
We're not supposed to talk about it due to the NDA but so many are playing it it's probably not going to stay secret for too long.
First things first, you can't play online. Every time you manage to connect to a multiplayer game, everyone desyncs and crashes the game. You can only play against the AI.
Hey, I just wanna play the game, I'll do a little comp stomp with easy AI. Nope, massive amounts of rapid fire 90-100% accurate mortars rain down on you none stop. It's just really bad. Also, graphically speaking it doesn't seem like much of an upgrade at all.
I understand it's a beta and some of these issues will be fixed but good god if they released it back when they initially planned? Hahaha...yeah.
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« on: July 30, 2011, 11:39:04 AM »
When it's done. It's been said numerous upon numerous times. I think even 2-3 threads down. Search next time :/
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« on: July 29, 2011, 06:02:22 AM »
Whoo, haven't posted since 2008  I've been playing this mod recently and forgot how awesome it is (and how much it's changed!) I really look forward to seeing Ostheer footage/screenshots! Also couldn't help but notice a lot of ideas I had suggested for the Ostheer in 2008 either made it in or some doctrine ideas used for the Soviets
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« on: September 01, 2009, 04:54:21 AM »
If I remember correctly, the Hs129's portrayed in CoH have the 75mm nose cannons in which only a small handful were actually equipped with (more common was the 50mm) and the engines were underpowered to boot. BF-110Gs and Me-410s were more common for ground attacking.
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« on: June 21, 2009, 06:39:19 AM »
Sweeeeeet
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« on: June 17, 2009, 11:34:45 PM »
Just checking up and not seeing anything at all being posted for a good while. Guys still alive?
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« on: June 29, 2008, 01:08:13 PM »
Well they were ideas while I was bored. The Storch would be a good idea. As for the bf109's its a situational trait. For instance, if the player is using the airborne command tree, the bf109's could shoot down the p47s and possibly the paras and atg. It would give you a window of opportunity to attack with air cover. And I say this because as it stands right now AA guns are not for planes but infantry. It's uncommon to shoot down a plane as is and when you do it's usually after it's done it's damage with no penalty to the player (IE like a longer cooling period for losing a plane)
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« on: June 24, 2008, 03:18:57 AM »
Well I think defense is as important as offense. It gives the player another strategy to work with. Like I hate having to pick the luftwaffe branch as P.E. if I want any kind of static defense. And with my other ideas, even with the defensive structure there is still a lot of units that would help in a good strong offense. But this is a suggestion forum..so if you guys got some better ideas I can't wait to see them.
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« on: June 05, 2008, 03:25:48 AM »
Any developer's thoughts on my ideas? Pretty quiet on these forums... =[
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« on: May 30, 2008, 09:02:09 PM »
Read the title: New GERMAN units.
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« on: May 22, 2008, 09:14:25 AM »
It would make sense that the elite Wermacht unit would be portrayed by the P.E. the Grossdeutschland did not engage in the defense of Holland during Market Garden, they were fighting in the defense of Romania. So either THQ wanted to make the Grossdeutschland and just use Operation Market garden as the scenario to fight the brits or they just don't really care to read into the history.
The ideas I came up with for the Doctrines and Ost Front germans was mainly to counter the britsh defensive build that they have. In terms of defense I feel that the Axis side is somewhat lacking. Maybe, perhaps, a german doctrine called something along the lines of "Forgotten Brothers" or something that can let you call in Italian and Romanian units?
I'll keep thinking of ideas and spitting them out here.
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« on: May 21, 2008, 04:40:34 AM »
You guys got a huge project ahead of you. I know it's probably a bitch to do all the coding, modelling, animating, etc and on top of that making it all balanced with the other factions....but we are all behind you! Keep up the stellar work and look forward to you guys blowing my shit up 6 ways from sunday. Salute!
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« on: May 21, 2008, 04:15:00 AM »
Also thought of another doctrine.
Hold the line-
The left side will be as follows:
Pioneer Opel Blitz- This is an engineering opel blitz that can build the standard stuff (barbed wire, mines, tank obs., etc) but it can also build a flak 20 (basically a flakveirling 38, but 1 barrel) and it would be placed in an entrenchment like say the british mortar pit or 17 pounder.
Adv. Opel Blitz- Same as the previous but now has the option of building a mortar pit with the inc. mortar rounds as well
Elite Opel Blitz- Same as before but now can build an entrenched 88 with the special ability to fire APCR rounds for 20 seconds.
The right side will be as follows:
"Man down!" This features offers a medic opel blitz. It will function just like the medic bunkers but that it can actually move with the combat. You can't reinforce your troops but you can get new squads after the sanitators (medics) grab enough bodies and they will come out of the truck.
"Call of the Wild"- This allows you to buy the Sturmpanzer IV G with it's 150mm infantry support cannon. It would be like a Stuh 42 but much thicker armor, an mg34 and 150mm instead of 105mm.
"Stalking Tiger"- This would be the "super tank" that this side gets. It will call in 1 Jagdtiger. It will be more powerful than the Jagdpanther but also much slower.
Other ideas for units and ideas of mentioned units: I think a kubelwagon would be a good idea for a recon unit for these Ost Front germans. Make it a normal kubel but upgradable to mount an mg34.
For artillery give it the ability of bracket fire. This would be a predetermined line that the arty would "zero in" and when needed could be called to fire down the line. It would make defenses even more deadly, as units try to move in, fire on the zeroed area could be deadly.
Pak 40- This would have a 5 man crew, making it last longer from suprise flank attacks. It alone is deadly as is, so it wont need any special abilities.
Pak 36- an alternate for ATG's. This is a very light weight cannon making it the fastest on foot. For a TWIST, for muni you can use the 37mm stielgranate 41 which would cause devistating damage to a tank. But to fire it would take some time. Basically its like a rifle grenade for the cannon making a once obselete gun into a deadly one. If you remember the Band of Brothers episode when they were in Carentan the german's used this twice, one of them nearly killing 1st Sgt Lipton.
As for normal infantry...well the grenadiers are as standard as you can really get so I dunno...
Also for those talking about the SS (which should be posted outside the German unit ideas...clouds it up..) There are reasons the SS aren't mentioned and thats because of sales. In Germany it is illegal to sell games with any affiliation to the SS and Nazi regime. Thats why in many mods you see an iron cross instead of a swatzstika. I consider the panzer elite basically the SS as the SS were typically elite units in Germany. Also because I believe in market garden in which the P.E. campaign takes place, is where the 9th and 10th SS panzer divisions laid. Kinda narrows it down...
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« on: May 20, 2008, 11:13:32 PM »
Ok I'm bored at work and here are some ideas. Oh by the way, first time poster. Love the idea, been waiting for this...
Doctrines:
Luftwaffe Superiority
One side could be: Storch - similar to the P47 recon but perhaps it could fly in and circle an area for 30 seconds? It's slow and unarmored so anti aircraft guns could make it easy prey. BF-109 Ace- This would be like the Storch except instead of a Storch it'd be a couple of Bf-109 F's flying a CAP (combat air patrol) over a sector to protect it from enemy aircraft. Essentially any aircraft used would get instantly shot down.
Call of the siren- This would work like the V-1 in how it's used. You pick an area then you hear a Stuka siren getting louder and louder until you see it come into screen and pulling up dropping 4 50kg bombs and 1 250 kb bombs. It would cause quite a bit of damage.
Other branch:
Fallschirmjaeger- Same as in the luft waffe branch except that they actually drop much like the airborne unit. Also for anti tank abilities they get the....i can think of the name of it, but its a magnetic shaped charge.
Zerstorer attack- An Me-110 comes in and strafes with its 20mm nose cannons. Does severe damage to squads and light armored vehicles.
Carpet bomb- Ju-88's come in and carpet bomb a sector. It isn't a very intense bombing so it wont be extremely devastating but it still gets the job done.
Urban Experience commander
One branch side:
Trip flare- Allows all infantry units to place a trip wire in a small area. When tripped a flare will launch into the air removing any FoW for 20 seconds.
Garrison reenforcement- This allows any garrison building turned into a barracks to have a better protection and an mg42 guard.
Fear the fatherland!- This will work like the allied war machine in that when a squad is killed it is immediately replaced at the HQ
Other branch side-
Urban camoflage- When units are near a building of any type for 3 seconds they become cloaked.
Danger close!- You use this ability on your own infantry in a bind, it will work like the defensive artillery ability except the rounds will all around the unit that "called it in"
Off the train!- This will work like the American divisional reinforcements. In it will be random low tier units.
Thats all i can think of for doctrines so far.
As for units-
Panzer II- this will be much like the armor cars and puma. for 50 muni you can make it the Flamingo varient which will be a longer range flame thrower.
Panzer 38t - this will be somewhat like the stuart, an early game light tank. It will have a high velocity 37mm cannon like the stuart but instead of the canister rounds it will have the retreat ability like infantry have giving it a high speed fallback saving it if its in trouble. This is something that will help you keep your armored advantage early game incase of bazookas and such!
Panzer III F- It will be like the PIV the P.E. have but it can be upgraded to a PIII L giving it a more anti tank role than anything. Has smoke grenade ability.
Panzerjaeger 731- Basically it was a captured universal carrier (brits and lend leased to the soviets so it works) that had 3 panzer shrecks mounted on it and also usually had plenty of panzer fausts. This would fire, slowly, volleys of panzershrecks and have the ability of "Give 'em hell!" which fires 3 shrecks and a couple of panzerfausts at once but then it can't fire for 20 seconds. It'll be a little more costly than the british bren carrier but have just the same armor (ie easily killed)
Radio man- This unit has a good LOS and can be used like the german officer. It can call in 81mm barrages and when vet 3 can call off map arty
Feldmarshall- like the captain, it can help increase the damage and power of defensive structures or units.
Elite wermacht sniper- almost twice cost of a normal sniper but has a scoped g43 and spotter. increased LOS and if the sniper gets sniped, the spotter can return fire and kill the sniper that shot. Takes over sniper duty.
Mg34 squad- Germans used tactics revolving around the machine gun as opposed to americans using it in support of the rifle squad. It will be a 5 man squad with the mg included. If the mg goes down, someone else takes over. Has the ability to launch a slow flare in which the MG unleashes hell for 10 seconds. 10 second cool off for barrel change.
sdkfz 231 command vehicle. 2 ideas. Either it can be used like the command tank the brits have (it'll have much less armor but have the ability to shoot 20mm) oorrrr it can be used like an HQ, something to where i starts in the beginning and instead of building buildings which trains troops you get the ability and then the units just come off screen. I dunno, play around with the idea i suppose.
Brandenburgers- this was the german version of the SAS commandoes. These guys can use the camoflage ability have have the ability to take over low tier vehicles and crew served weapons. Like perhaps they drop a grenade in the hatch of a tank and man it or use a pistol to execute the crew served men from behind...something to that effect, would be a coding/animators nightmare but you get the idea.
There was a version of the sdkfz 250 that had what was basically nebelwerfer rockets on it. It would have the same armor as the P.E. halftracks and the same distance and damage as the nebelwerfers making for quick and effective indirect fire support.
These are only some ideas. I will think of some more later.
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