Company of Heroes: Eastern Front

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Messages - S1lv3rWolf

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1
Ostheer Suggestions / Re: Unit suggestion thread:
« on: September 30, 2011, 11:12:20 AM »
Although I'm unsure how Ostheer secure their resources, I had an idea sometime ago regarding, not a unit, but a unique observational post.

The idea is an obs. post that resembles a set of loudspeakers, its ability would be to secure the resources in the sector, but rather than improving the resources of said sector, it would take a more defensive role by slowing down units (or just infantry) that enter the sector (i.e. they'd be more cautious).
Meanwhile, it'd give no bonus to friendly units, as I'm sure a slowed down squad of infantry are already weak as it is :P



As for the above idea of a dedicated scout squad, I think the Space Marine Scout Squad from DoW2 would be along the lines of what you might want, since that squad can camouflage and can get a detection radius when upgraded. It'd fit the whole "dedicated scout" role.

2
Ostheer Suggestions / Re: Ok? Air Patrol?
« on: June 16, 2011, 09:56:09 AM »
Most users thought that would be OP, so was discarded.

Makes sense, Air Patrol sounds alot of a direct counter to Airborne, not exactly something that would be seen as fit, Blackout from CoHO has the same idea in relation to blocking all abilities tho.

3
General Discussion / Re: Tiger Ace thread
« on: June 04, 2011, 12:18:27 AM »
I don't think TA needs really an ability :(.

Nostalgia Critic "yes...yes...yes"

Following this video of my reaction to the above quote, I can agree that the Tiger Ace should not need any ability, should we change a few stats around? maybe, maybe not, but it certainly does not need an ability of its own.

4
Suggestions / Re: Land Mattress
« on: June 01, 2011, 12:14:41 PM »
In EF, the Calliope fires a 30 missile salvo, the Kat 16, the Nebel 6.
The 25pdr also fires a barrage of 6 shells, it just seems more because they're "spread out" unlike the Neb (also because they're much more powerful).

If the Land Mattress were to be in game, and if it would replace the Priest, it'd be fairly different, for starters, it'd probably only do a missile salvo of between 10 and 15, it would not have access to supercharge (these were shells, not rockets) and victor target (because of limited range), mix it with a slow movement speed and this would probably increase the chance of the opposing players being able to steal it for their own purposes.

The land mattress would probably have its damage between the Cal and the Neb, and have a nice long(er) cooldown because of all the abilities it could use (afaic, the Walking Stuka rockets have the highest base damage of unit-based artillery (120-100), Nebel has the lowest (30-20), this is not counting any possible modifiers).


Very alternatively, maybe we could replace the FOO from a 25pdr off-map barrage to a rocket barrage, only Axis have these. ;D

5
Suggestions / Re: Land Mattress
« on: May 31, 2011, 01:07:03 PM »
I actually like idea of replacing 25-pdr with Land Matress. Just with some nerfs it could be quite useful replacement:
(my proposition):
1. less range/ supercharge rounds don't affect it
2. overwatch doesn't affect it
3. counter battery doesn't affect it
4. Victor target doesn't affect it.

Similiar to Wehr nebelwerfer, but immobilised. Damage like in Katyusha/Calliope.

Perfect reward for RMC , imo.

That's just wrong because it ruins the Royal Canadian Artillery doctrine entirely, it is simply not worth going to that doctrine if it'd only affect the mortars, and the Priest comes a bit late to make any sense on unlocking the abilities.

Having it replace the Priest (making it have the same pop, since it's +2 from the 25pdr) and make it an extra buildable for the sappers would probably make it worth it, or make it movable like the Nebel, with maybe making it a bit slow because of it's sheer size, weight and power.

6
Suggestions / Re: Land Mattress
« on: May 31, 2011, 10:31:45 AM »
32 judging by the OP's pic anyway its a nice concept and not a bad idea but wont happen Brits have their four rewards and thats all their gonna get, ntm I prefer the Willy's Jeep Calliope myself ;P

True, but there is one thing, the Comet is a reward unit on its own, but its also included with the RMC, maybe the solo Comet could make way for something else? ???

7
Suggestions / Re: Land Mattress
« on: May 31, 2011, 10:16:10 AM »
Can't be that hard to balance, we already have a Calliope and the Katyusha ;D

(For comparison, Katyushas could have between 14 and 48 launchers, the Calliope had 60 tubes, the Land Mattress has about 30, judging from the picture on wikipedia).

8
Balance Discussion / Re: [1.4.0.0] The Red Tide
« on: May 30, 2011, 01:29:25 PM »
If only we could use CoHO features in the current game, the little icons under the units would've been great to use. :)

EF's Red Tide and CoHO's Infantry Attrition seem to be very close, but in CoHO it is literally put up as being Allied War Machine for Infantry (so lower cost, but a max number of infantry).

Under Red Tide, I see no problem with limiting the number of infantry, if the weakest units die first, then the commander that used the ability either used it wrong, or the enemy commander made the smart choice by targeting them first. :)

9
Suggestions / Re: Pausing allowed online
« on: May 30, 2011, 12:29:27 PM »
as far as I'm concerned, this only works when you're playing solo, and it is most likely hardcoded, so there's no chance anyone would want this nor would it be possible to implement.

10
Bugs & Tech Support / Re: [1.4] List of known issues
« on: May 29, 2011, 01:04:02 AM »
thanks blackbishop, I just checked myself and there's a difference, the wrecks in vCoH don't have a white ring, have no portrait and have no unit name while selected, the ones I've seen being used in the maps have a pink "missing" portrait, engine sound, unit name, white ring around it and in Zhytomyr, the Tiger wreck even has a commander on it ;D
It's just a visual thing regardless. :)


Also, i'm sure this might be completely unrelated to the mod, but I was playing the PE campaign on Return to Valkenswaard when I lost both my Jagdpanthers on a bridge (forgot it was booby trapped, camo on vet looks great btw), and two squads of 2-men dubbed "Tiger Crew" spawned after they blew up, they all had the proper abilities of the ones from Tiger Ace DLC :o
Regardless, it may have been a random occurrence since my internet connection fell while playing it (and it did freeze for a few moments, twice.)
I tried it again to see if it was a random occurrence and killed a Jagdpanther on purpose, and it pretty much happened again, so something's up, I'll need to check on MP.

Before
After

11
Bugs & Tech Support / Re: [1.4] List of known issues
« on: May 28, 2011, 09:44:11 PM »
Sniper-Ace while under One Man Army doesn't seem to have a fire sound, the Jagdpanzer IV's hull MG seems to have no fire sound either.

The 2v2 map "Zhytomyr" seems to have some performance issues, at least for me, all of the other maps seem to work fine.

World wrecks in multiple Eastern Front maps seem to be selectable, not sure if it is supposed to be like this (can't remember if they are selectable on vCoH maps, but I'm pretty sure they aren't, despite still being targetable).


Just a few things I've noticed while playing Eastern Front, the Zhytomyr performance issue i've been having seems to have been crawling ever since the initial release though?  ???

12
the Pershing, afaic, has an incorrect turret placement that someone already fixed (and even added a tank commander to it!), I don't mind the size at all and I think it fits quite nicely.

German Panther tank vs M26 Pershing - The Battle of Köln

Not sure if it'd be useful for size comparison, but it's something :P

(oh wow auto-embed, didn't know this!)

13
Suggestions / Re: Air to ground and ground to air
« on: May 27, 2011, 11:26:23 AM »
The Halifax was only ever meant to be a cutscene model anyway, it was never meant to be in the actual game, almost like the V2 Rocket.

Not to mention we only need the americans to have a bombing run, not both factions, and British commandos are equally famous :D :P

14
Indeed, it is why no-one really cares about resizing the Marder 3 or Hellcat.

I haven't really seen the SU-76 in-game yet, but depending on its size, it might just be another "relic model" ;)

15
General Discussion / Re: russian tutorial
« on: May 25, 2011, 10:03:18 AM »
I remember the start of the Wehr tutorial begins with your panzer group being bombarded by artillery. Only one tank survives and you use this as your "click to select unit, right click to move it" kind of tutorial unit. I though it was the best tutorial I've seen in a game yet. It was pretty engaging.

PS. It's not like I needed to do the tutorials but you get to level 6 straight away and get some free items in CoH:O.

I still remember the tutorials like it was yesterday:
The very first level starts off in the middle of the fight, you are then ordered to attack their artillery and tell you to take the tank (Sherman/Panzer IV), unfortunately the tank dies and you take control of the lone squad (Rifleman/Grenadier) (before this part, it is only a cutscene), in this section you learn about controlling the camera, the squad and cover types.
After this you meet up with another Rifleman/Volk squad being suppressed by an MG, you get told how to use grenades, after this small section you get told about destructible bridges (it blows up before you get across it) and finding alternate pathing, aswell as dealing with MGs, the rest is a bit of a regular fight, including being told how to pick up items (bazooka/panzershreck) and fighting vehicles and artillery, in the end you are told how to take and defend the victory point, it is here, during the 2nd wave that you get control of a Sherman/Panzer IV, and in the final wave you get an ability to help you.

The very first tutorial level of CoHo provided the true basics of playing Company of Heroes and usual RTS, the rest of the tutorials provide a more in-depth explanation that you find in the regular vCoH tutorials, with the exception of the final level where you are told how the faction you chose techs up.  :)


Both factions in Eastern Front (Soviet and Ostheer) seem to tech up differently from their counterparts, so maybe the tutorial should be about that + unique factors like the mixed veterancy of the Soviets (regular for most and shared w/ the Command Squad, and the offensive/defensive bonuses it gives).

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