Company of Heroes: Eastern Front

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Ostheer Suggestions / Re: Ostheer Concept by TheVolskinator
« on: October 17, 2010, 10:31:21 PM »
I've thought of another couple of possible fixes for your Ostheer army concept; as always you are free to heed them or not, your concept, you're the boss.

Units :
-The Marked Shot (One hit kill) of the Doctrinal Tiger is OP, as having 400 MP and 80 fuel+ vanish in less than a second without being able to do something about it is unbalanced; make it a disable for the ennemy tank's main gun (similar to ATHT's Treadbreaker, in effect and cooldown) that would require repairs by engineers, OR a coup de gâce for damaged vehicles (less than 25% HP), as you probably experienced a tank battle where you had to fire 3-4 shots to finish a tank on the verge of death.

-Oberfeldwebel should come with the ability to use smoke grenades (still 15-20 ammo) instead of Stielhandengranate, as he is in a leadership position; troops would benefit from tactical preparation of an onslaught. I would also add to up to now, only tanks, mortar, rifle nade section and artillery have been given smoke rounds, having officers equipped with it would be original AND useful.



Doctrinal :
-Stealth bomber, first command ability of the right branch of Infiltration method... 4 CPs.. Damn. Ostheer's gonna be heavy with aerial raids.
#Instead, I could see a real stealth ability more in line with the idea behind Infiltration Method : From now on, owned structures (does not include occupied civilian buildings) are covered with leaf net camouflage (an add like the MG gunner in Fortify the Perimeter) and on activation, 75 ammo for 20 secs, they disapear from the sight of the enemy; great to prevent a bunker from being destroyed or to recover from the surprise of a base rush.

-There is 4 command abilities in the right branch of Obliteration method instead of the standard 3, I would advise you remove Harbring of Death, as you already have a plane-based abilities in this doctrine (Ju 87 stuka)

-The command button in Zealous Homefront that creates Licht Grenadiers for dead squads is identical to Red Tide of the Soviet Army, remove that ability.


Veterancy:
-Defensive Veterancy (both for infantry and vehicles) should yield side bonuses like the Offensive one (weapons), for now it's a bit useless. If you intend to make Teller mines, or concealed pits to immobilize tanks (personnal suggestion), available to Feldpioneers, use the occasion to insert them into gameplay without ruining balance early game.

Upgrades:
-You asked for a feedback on Terror Package : good idea, but reduce the number of Flammenwerfers given to 2 (3 is overdoing it), and make it require a global upgrade from HQ before it is authorized (Terror Warfare, cost MP and fuel, quite like the Kampfgruppe Kompagnie's panzershreck upgrade)

Misc:
-Sonderkommandos, in Infiltration Method, bear the same name as Jews used as auxiliaries in the execution of the Holocaust in death camps. It should be changed for something possibly less offensive to certain players.

-While I like your Assault Infiltration ablity of calling in Volkssturm reinforcement, I have to say that they would be out of phase, as they were raised as a unit only late 1944, and the Eastern Front setting starts with Barbarossa years before. I searched for a substitute unit with the same background and task that could fit, which I will introduce in next post to lighten up the now too heavy text.



Post Merge: October 16, 2010, 06:50:59 AM
We have yet to see any SS units in CoH, for a good reason, but yet they were used extensively as the war progressed, mostly in anti-tank duties. Foreign volonteers formations and remaining German SS units were often raised as Panzerjager (Tank hunters) batallions/regiments/brigades, equipped with sub-machine guns and Panzerfaust. I thought "Hey, that would be great" but as forum members quickly reminded newcomers, the devs wish to keep the game politically neutral and un-offensive to players, so I can't just call them "SS". Here's something I came with :

blackguard

(dated) A scoundrel; an unprincipled contemptible person; an untrustworthy person.    --->  suits description of the brutal, chaotic and sadistic nature of SS formations, without naming them.


Blackguards :
Role:  Anti-tank, light anti-infantry
Cost: 280 each  (comes in 2 squads = 560)
# of Squad Members: 5
Build Time: N/A, Called-in
Weapons: 1 K98k and 4 MP40
Upgrades : Volkssturmgewehr 1-5 (75 ammo)
Abilities: Frantic (On activation, passive, 35 ammo, 30 sec duration, 60 sec cooldown): Blackguards recover Health Points (+22 over 30 secs), fire with increased accuracy  (1.05) and rate (1.25); works only in enemy-held territories, Volley: (On activation, Free, 2 sec channel time, 7 sec cooldown) For the duration of effect, the squad freezes where it stands and is will fire 2 panzerfaust free of cost on the next targeted enemy unit.
Health: 70
Reinforce Cost: 0.6 of basic value (33 per man)
Retreat modifier: 0.5
Upkeep: 10,39
Pop cap: 5
Sight: 35
Capture rate: 0.90

What do you guys think ?

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Ostheer Suggestions / Re: Ostheer Concept by TheVolskinator
« on: October 16, 2010, 06:09:21 AM »
Strafbattalion Soldaten/Penal unit Convicts (English or German)
Created from : Trupp Baracks (no doc required)
Role : Cannon Fodder, Minefield clearing, Supression soaking
Cost: 150 Manpower
# of Squad Members: 3
Build Time: 20
Weapons: K98 (reduced accuracy and damage)
Abilities: Blood Debt (Free, lasts 30 seconds, 45 second cooldown): Repaying their debt to Germany, any losses sustained while the ability is active will be reinforced for free Vanguard (Free, on target, no cooldown, no time limit): As long as the ability is active, the soldaten will open the way for the targetted squad, leading ahead of that unit at a dangerous distance*. Cannon fodder (Free, Passive, always active): The SS/PuC soak up some of the supression received by nearby allied units.
   
Health per man : 60
Reinforce Cost: 18
Reinforce time : 3
Capture rate : 0.85
Population : 3
Upkeep : 5
Retreat modifier : 50
Sight : 35
Retreat modifier : 0.5
Hardcapped at 2


I wasn't yelling at you, I was just answering Cephalos about the usefulness and the historical accuracy of Straffbatalions ;). Convicts come in small size, 3 seems like a good number to me (so that they can keep an eye on them). Harder to kill than pioneers would, but weaker than volksgrenadiers, therefore unfit for real damage-dealing. Limit set to 2 at the same time so that players can't spam them. Lower upkeep than pioneers, because they have no task except for their protection role (and cause they're underfed) so they require fewer ressources.  Have I forgot something ?

* About the same distance as a british officiers in follow mode.

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Ostheer Suggestions / Re: Ostheer Concept by TheVolskinator
« on: October 15, 2010, 10:39:46 PM »
In fact, with penal batallions, the German High Command was mostly trying to set an example among their peers for them not to cross the line in times of war, without executing them as human ressources were scarce for such an operation. Soldiers who atoned for their deeds by performing honorably during their sentence were released from straffbatallions and sent back to regular units, unlike Soviet Union's own penal units where prisonners, except for a few cases, were mostly used until their death as the army "forgot" to keep records of their good deeds.

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Ostheer Suggestions / Re: Ostheer Concept by TheVolskinator
« on: October 15, 2010, 03:29:08 AM »
http://en.wikipedia.org/wiki/Strafbattalion

Penal battalions are not slaves or Foreign prisonners battalions; they're Wehrmacht enlisted and officers who commited serious enough offense (mutinery, betrayal, murder, rape.etc) to get sent there, and has such, they have to repay their dishonorable acts in blood, i.e. getting killed or harmed on suicide missions. Thus, they do not need to be of a foreign nation, they could be germans for all I know. Avoiding deaths for their countrymen would be their only in-game task, so they open the way for LGrens and others units, since they aren't really useful otherwise. I would never use my volksgrenadiers in regular CoH to clear minefield when I can use pios for a cheaper cost.

See my point ? :)

The thing with grenades is, in Wehrmacht, Volksgrenadiers have no nades, Stormtroopers have bundle grenades, Grenadiers have Stielhandedgrenate, while Knight Cross Holders come with Assault nades regardless of doctrine choice, but all your guys in Ostheer, except for the basic pios, are equipped with the same frag grenade tough they're not suited for the same task. That's strange.

PS : 750 MP and 135 fuel is balanced for a produced Tiger I, as called-in units do not cost fuel at all but in average an extra 15-20 % manpower. Wehrmacht's Tiger I is 900, so...

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Ostheer Suggestions / Re: Ostheer Concept by TheVolskinator
« on: October 15, 2010, 12:24:51 AM »
I've read what you wrote, it's pretty good in fact. I have no qualms about being able to create a Tiger un-doctrinal based, but make it worth its efficiency in cost (ex : 750, 135 fuel, since Panther is 600-110 and Panzer 4, 410-85).

-If you permit, I would suggest adding Straffbatallion (Penal units) or remplacing a more or less useful unit with it (Volkssturm/Volksgrenadiers). Make it a cheap early game or low-level doctrinal called-in unit, a manpower cost around 100-150, with an ability like the Lieutnant's or Captain's Maintain command range, but instead of moving behind the unit, it would move AHEAD of that unit, to clear the way for mines and a passive that "sucks" the MGs supression in a small area, as to provide protection for regular units while they advance. That would reflect the mentality of totalitarian dictatorships of the time.

- Too many of your units come in with a grenade ability, making them too versatile and too costly in ammo with upgrades.

- Doesn't your Schwere bunker sound a bit too OP ? 20 slots, 3 MG42s and a 81 mm mortar ? Holy shit ! Unless you planned it to cost 600 mp and 70 fuel, I don't know how anyone would go throught a game without spamming these.

- Would you consider adding new or remplacing field defenses ? I was thinking of concealed tank traps, not quite like a mine or barrier, but more like a hole that would get tanks stuck for some time and damage/destroy treads. Other idea : incendiary trap triggered by a wire, defusable by engineer and built like regular barbed wire but invisible, effect somewhat identical to PE's Scorched Earth building traps.

Keep up the good work sir !

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