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Messages - neosdark

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1
Off Topic / Re: Random Word Game
« on: December 27, 2016, 04:20:40 AM »
скрипка

2
Off Topic / Re: Random Word Game
« on: November 18, 2016, 06:18:39 AM »
Giggle

3
Off Topic / Re: Random Word Game
« on: November 12, 2016, 12:20:05 AM »
Nerf Karlings

4
Off Topic / Re: Random Word Game
« on: October 30, 2016, 04:28:51 AM »
Gaijin

5
Off Topic / Re: Random Word Game
« on: August 21, 2016, 07:12:41 AM »
Optimus Prime

6
Off Topic / Re: Random Word Game
« on: August 15, 2016, 05:07:11 PM »
Pontifex Maximus

7
Off Topic / Re: Random Word Game
« on: July 12, 2016, 03:46:01 AM »
Hades

8
Off Topic / Re: Random Word Game
« on: July 03, 2016, 08:45:58 PM »
Acrid

9
Off Topic / Re: Random Word Game
« on: June 24, 2016, 12:15:22 AM »
Nepotism

10
Off Topic / Re: Random Word Game
« on: June 16, 2016, 08:29:18 PM »
Hippopotomonstrosesquipedaliophobia

11
Off Topic / Re: Random Word Game
« on: June 04, 2016, 08:19:05 AM »
Inflamation

12
Off Topic / Re: Dota 2
« on: August 21, 2013, 02:59:18 AM »
I get the feeling that I'm one of the few people who really doesn't get the DOTA2 or LoL craze. I just find it so damn boring to play or to watch. Plus the communities are total crap XD.

I'll just stick to WoT, War Thunder, RO2 and the upcoming FF14 release XD

13
Off Topic / Re: Make a Faction concept.
« on: August 11, 2013, 09:28:15 PM »
Well this is my new RMC concept, except it's based on the Canadian Army with the Royal Marines as a Doctrine they can choose. I tried to make them mobile like the PE and not try to be too much like the vCOH British, but I may have given them too much armor...oh well ::) I'm sorry if this is confusing to you, but this is what I put together. Also I want you to know about the Close Combat Support and Long Combat Support are kind of a way for teching. I couldn't think of resource costs so I just wanted to point out that they both cost a lot of fuel, so it's wise to choose one, but not both because you'll fall behind your enemy's teching. Also I know the Canadian Ram Tank never saw action, but I think it's a great tank for this faction because one it's Canadian and two it was a pretty decent tank. I also know many French tanks like the Char B1 and the Somoa S35 were captured by the Germans, but I think it would be cool if the French rode out in their own tanks. Again, sorry if this is confusing and I'll edit whenever I can, but I hope you like it  ;D Please comment and tell me what you think about this concept
P.S. I used some of the ideas from Neosdark so I want to say thanks to him and don't want to be bashed at for not showing credit :D


Base is protected by Twin Vickers K AA Emplacements that can rotate 360 degrees.

Tier 0/HQ

Upgrades:
Close Combat Support (enables all units and upgrades that require Close Combat Support)
Long Combat Support (enables all units and upgrades that require Long Combat Support)

Produces:

1)Canadian Sappers: 3 man squad with three Lee-Enfield Rifles. Constructs all your base buildings and basic defenses (sandbags, barbed wire, tank traps, mines, etc.)
Upgrades:
Minesweeper/Demolitions Upgrade: enables your Sappers to spot and remove enemy mines and plant demolition charges on buildings.
Advanced Engineers Upgrade: enables your Sappers to repair your vehicles with advanced repair.

Observation Post: Sappers can construct this observation post anywhere in any sector. When not upgraded, infantry can garrison it and fight in it.
Medic Post Upgrade: Spawns medics and retrieves wounded soldiers. Save 4 soldiers and a Canadian Infantry Section will be produced for free. Loses garrison ability
Forward Observation Post Upgrade: Locks down territory sector and gains much larger line of sight than it originally had. Only Captain Group can garrison Forward Observation Post.

2)Captain Group: 3 man squad with one Captain and two bodyguards. Captain is given Sten gun and bodyguards are given Lee-Enfield Rifles. Captain gives defensive bonuses to infantry around him. Bonuses are faster moving, regenerate health slowly, and take less damage from enemy infantry. When combined with a Forward Observation Post, his bonuses affect all infantry in secured territory. Also when in Forward Observation Post, he is able to call in Forward HQ Glider. (Only one Captain Group available on field at a time).

Forward HQ Glider (Can only be called in by Captain Group when he garrisoned in a Forward Observation Post): Acts as a forward HQ. Can train Sappers, Canadian Infantry Section, and Universal Carrier.

3)C15TA Armoured Truck (Requires Captain Group): Light armoured transport vehicle that can carry 8 soldiers (2 squads) to the front lines and infantry can reinforce around it. Infantry are able to shoot out the vehicle. Has no weapon of its own.
Upgrades:
Ambulance Vehicle: Gains the ability to settle down and heal and reinforce nearby infantry. Infantry garrisoned inside truck will also regenerate health. Loses ability in which soldiers can shoot from within it.

Tier 1/ (insert name here)

Produces:

1)Canadian Infantry Section: 4 man squad with four Lee-Enfield Rifles. Tough and reliable infantry at long ranges. Can be upgraded in multiple ways. Before they can be upgraded with any weapons, they need to be upgraded to Close Combat Group Upgrade or Long Combat Group Upgrade at no cost.
Upgrades:
Close Combat Group Upgrade (Requires Close Combat Support)
Long Combat Group Upgrade (Requires Long Combat Support)

Sten Submachine Gun Upgrade(Requires Close Combat Group Upgrade): Gives your Infantry Section 4 sten guns for close assaults. Enables "throw grenade" ability.
PIAT Upgrade (Requires Close Combat Group Upgrade): Gives your Infantry Section 2 PIATs. Enables "PIAT ambush" ability.
Bren Light Machine Gun Upgrade (Requires Long Combat Group Upgrade): Gives your Infantry Section 2 Bren guns. Enables "Mad Minute" Ability which causes suppression to enemy units.
.55cal Boys AT Rifle Upgrade(Requires Long Combat Group Upgrade): Gives you Infantry Section 2 Boys AT rifles. Enables "Blind Driver" Ability which causes enemy vehicle target to become immobile for a short period of time. (Does not affect enemy gun)

Universal Carrier:Starts with one Bren Light Machine Gun, but infantry cannot garrison it.
Upgrades:
Wasp Flamethrower Carrier Upgrade (Requires Close Combat Support): Gives the Universal Carrier a flamethrower. Removes the Bren gun
2" Mortar Carrier Upgrade (Requires Long Combat Support): Gives the Universal Carrier a 2" mortar in the back. Keeps the Bren gun

Fox Armoured Car MkI: Starts with one .50cal machine gun and one .30cal machine gun. Quick, agile, and hard to hit.
Upgrades:
Commander Upgrade (Requires Close Combat Support): Allows a commander to pop out the top of the armoured car. Increases accuracy, line of sight, and suppression.
Fox MkII 37mm Upgrade (Requires Long Combat Support): Gives the Fox Armoured Car a 37mm gun for its main gun. Effective against infantry and light vehicles.

Tier 2/(insert name here)

Upgrades:
Tank Destroyers:Enables Achilles and Archer Tank Destroyer
Produces:

Canadian Ram Tank (Requires Close Combat Support): Medium Tank armed with a 6pdr gun. Effective against light vehicles, light tanks, and infantry.
Upgrades:
Badger Ram Tank Upgrade: Replaces the 6pdr gun with a flamethrower.

Achilles Tank Destroyer (Requires Close Combat Support and Tank Destroyers): M10 Tank Destroyer mounted with the mighty 17pdr. Effective against all vehicles at short-mid ranges. Very quick and easy to move.

Canadian Grizzly I Tank (Requires Long Combat Support): Based on the Sherman, but not quite as successful, the Grizzly is a medium tank with a 75mm gun that can take on light vehicles, light tanks, and infantry.

Archer Tank Destroyer (Requires Long Combat Support and Tank Destroyers): Built on the Valentine chassis, but armed with the 17pdr, the Archer Tank Destroyer is a threat to any tank at mid-long ranges. Not very agile, but it makes it up for its long range.

Tier 3/(insert name here)

Upgrades:
Ugraded Tank Guns: Allows you to upgrade the Valentine XI Command Tank's dummy gun to a 75mm gun and the Sherman V to upgrade it's gun 75mm to a 17pdr gun

Valentine XI Command Tank (Requires Close Combat Support): The Valentine Command Tank is a support tank that gives nearby tanks range and line of sight bonuses. (Only one Valentine XI Command Tank available on field at a time).
Upgrades:
75mm Gun Upgrade:Replaces the dummy gun on this command tank with a powerful 75mm gun.

Churchill VII (Requires Close Combat Support): The heavy Churchill tank can be built and is ready for action. Heavily armored and well armed, this Churchill can challenge the German's heavy tanks.

Sherman V(Requires Long Combat Support): The Sherman V is effective, easy to produce, and well rounded causing it to be a valuable edition to the Canadian Army.
Upgrades:
17pdr Firefly Upgrade: Upgrade the already powerful 75mm gun of the Sherman V to make it into the feared Sherman Firefly armed with the mighty 17pdr.

Sexton Self-Propelled Artillery(Requires Long Combat Support): The Sexton, built on the Canadian Ram Tank chassis, is armed with the 25pdr howitzer and can crush enemy fortifications, infantry, and vehicles in record time. (Only two Sextons can be on the field at the same time)



Doctrines



Royal Marines Reinforcements

RHS

Royal Marines Support: The Royal Marines now fight alonside the Canadians, so now both your Canadian Sappers and Canadian Infantry Section have Marines in them. Half of your Infantry Section and Sappers are marines and the other half are Canadians. This boosts the health, armor, and rate of fire of your soldiers.

Heavy Defenses: Allows your Marine/Canadian Section to build basic defenses (sandbags, wire, tank traps) and your Marine/Canadian Sappers to build Twin Vicker K machinegun Nests and 4.2" Heavy Mortar Emplacements.

Royal Marine Battlegroup: The Royal Marines bringa heavy Cromwell VII, capable of tackling heavier tanks, and two Royal Marine Commando Groups (armed with 5 De Lisle Carbines and can be upgraded with duel Lewis Guns or duel PIATS) into the front.

LHS

Forward Observation Officers: You're Captain Group and Valentine XI Command Tank can call off-map artillery and coordinate a Sexton/4.2" Heavy Mortar Victory Target Barrage.

Centaur IV Assault Gun: The Centaur IV armed with a 95mm howitzer can support your front line troops by blowing enemy defenses to dust.

Land Mattress: Your Marine/Canadian Sappers can now build the mighty Land Mattress Rocket Launcher (it's a weapon team and the crew can be killed) that can shoot 30 rockets right into the enemy's throat. Only two can be built at a time.


Royal Armoured Corp Reinforcements

RHS

Canadian Ram Armoured Repair Vehicle: Call in a Canadian Ram ARV that can quickly repair all your vehicles in need of repair and can only repair the wrecks that belong to the you. It can salvage munitions from enemy wrecks though.

Field Modifications: All vehicles that needed the Close Combat Support Upgrade are now all reinforced with sandbags, allowing them to take more hits, while all the vehicles that needed the Long Combat Support Upgrade are now all supplied with better engines, allowing them to move around quicker. All upgrades for all vehicles are now cheaper also.

Tank Supplies: The Valentine Command Tank now has been supplied with better radios, allowing it to have a very large command aura, The Sexton SPA has been supplied with Super Charge Rounds allowing it to shoot farther than before, the Churchill VII can now improve it's anti-infantry capability with the crocodile upgrade, and all Sherman Vs are supplied with the Black Tulip rocket launcher (which costs munitions to fire).

LHS

Sprint: All your infantry now have the ability to sprint, so they can keep up with the tank columns.

Foreign Armoured Support: Our Allies can spare us one of their tanks (Char B1, Somoa S35,or Crusader Mk III) and one of their infantry sections (Foreign Sections 5 man group with stens that can be upgraded with 2 Brens or 2 Boys AT and are hard to suppress).

Armoured Battle Group: Two Sherman Fireflies and one Ram Kangaroo (that can be upgraded with a flamethrower) filled with 2 Foreign Squads are available for reinforcement.


Royal Air Force Reinforcements

RHS

Commando Support: Drop Commandos (5 men armed with De Lisle Carbines, Demos, and Satchel Charges. They also can use Commando Concealing Smoke) into enemy territory (The Commandos could also be from different countries like French, Canadian, British, Polish, etc. but they all do the same thing)

Booby Traps: Commandos and Canadian Sappers can now place booby traps in buildings and on points.


Requested Strafing/Bombing: Commandos and SAS groups can now request strafing runs and the SAS Captain group can request Bombing Runs.

LHS

SAS glider: Land a SAS glider into enemy territory (as long as you have line of sight): When the glider lands, a SAS group (four men armed with 1 PIAT and 3 stens, but can be upgraded with a second PIAT) comes out of the glider. The glider can train Twin Vickers K Jeeps, Recoilless Rifle Jeeps, SAS Captain group (who basically works like regular Captain group but with more health and attack), SAS group, espionage radio jeep (requires Espionage). (Only one glider on field at a time).

Espionage: The SAS glider can now create a radio jeep that is not armed, but can be put anywhere in an enemy sector and steal resources from it. It also shows the location of infantry groups on the mini-map. (Works just like the PE vampier halftrack) Also can use the ability "Block Transmission" which stops the enemies from receiving transmissions and messes up their mini-map for a short period of time. (Like the SU Command Squad "Blackout" ability.)

Grand Barrage: "Calls out multiple Avro Lancaster bombers to bombing the living crap out of any sector you have line of sight into. Quite literally the most destructive tool in the British arsenal"-neosdark

I really like your concept, but you have a lot of duplicate units/abilities which I think you want to serve different roles, but technically don't/shouldn't - for example: the Archer and the Achilles are both TDs and use the same gun (one is turreted and one isn't), giving the C.Infantry Section both the Boys AT Rifle and a PIAT upgrade is redundant, sure one is more AV than AT but it seems pointless when the PIAT can do it better, you have the Fox Reece Car and the Universal Carrier in the same tier with very similar scout/AI roles. Then you also have a crap ton of tanks coming in at Tier II, both the Ram and Grizzly have approximately the same gun. Being able to upgrade the Sherman V to Firefly makes the TDs redundant as you gain a well armored, fast, and well-armed medium tank, basically obsoleting all of Tier 2


I do like the Doctrines a lot though, and as a bit of note I actually wanted to have the Centaur be the Main medium tank for my faction, with the Meteor Engine upgrade making them into Cromwells, but I found that only the Centaur IV served in Normandy so I axed that idea.

14
Off Topic / Re: Make a Faction concept.
« on: August 09, 2013, 02:03:29 AM »
No thanks XD, I don't play CoH nearly enough to justify modding it on my own. Hell I barely play EF...

I've moved on to more entertaining games like CKII, WoT, and Age of Chivalry: Hegemony.

15
Off Topic / Re: Make a Faction concept.
« on: August 08, 2013, 05:40:28 PM »
I like the call-in glider then reinforce it to become a functional foward base or even a T1 building. About anything else I see the abilities and doctrines from America, Whermacht.
This faction is missing hard-core AT tank, old brits has 17 pounder, US has 57mm, WH has pak 38. I'm not sure the glass cannon can work effective as much as Marder III of PE too.
Assault Guns and Land Mastress is double arti support in same tree, that's not okay in most cases.
Infiltration Tactics, Assault glider are waste of both time and CP, so does to passive camo for a assault unit.

About the unit pool: I think it will must fit the model pool first rather than fit the concept's idea itself.
About most other doctrines is pretty good. They have needed basic stuffs like a ultimate arti support, ultimate armor support and other stuffs.

The abilites of units are also somewhat complicated and near useless because of the force of "to create something new". Most concepts I saw have that same problem, it don't have to be cool or unique, just help the faction or that unit is okay. Efficiency is what I aim.

I also personally hated the officer system. It doesn't matter but I will very glad if anyone can make a Brits faction that don't have stupid officer. (A captain for strategic advantage is okay).

Well for a hardcore AT they do get the Archer TD (which does admittedly come a tad late, but I don't want a superman faction) You can use the PIAT teams combined with the AEC Armored Car for early AT and you can use the Tetrarch as a StuG/Marder II/III flanker.

The officers for this faction work kinda like vBrits, kinda like Commissar:

The Leftenant doesn't affect all the units around him, he only affects the one he is attached to. When he gain Vet 1, he can attach to a squad but he doesn't need to follow them around anymore, he maintains radio contact instead and provides them with bonuses. The attached to gains veterancy irregardless of Leftenant, but they also gain bonuses from him.

The Captain functions as a Sector defender; if he is in a sector and your troops are in it too, he will provide them defensive bonuses and gain vet from them. Again this doesn't mean the units in the sector won't gain their own veterancy.

The Valentine Command vehicle works in the same way as leftenant except he can can attach with radio contact from the start. Getting his veterancy increase the amount of vehicles he can attach to (Vet 0: 1 vehicle, Vet 1: 2 vehicle, Vet 2: 3 vehicles, Vet 3: 5 vehicles). However if he is too far away radio contact won't work, so you can't keep him at base all the time, he needs to be close to the tanks he is commanding.

I can also understand the dislike of passive Camouflage for an assault unit, but if they had active right off the bat and  you have two or three of them in field at once, you can just sneak right through the enemies lines in early game and wreck their entire strategy with no way for them to fight back.

Assault gliders allow you to reinforce troops behind enemy lines as well as spawn Assault teams. I dunno why you think they aren't useful, but perhaps they come a tad late...

As for the double arty complaint: Correct me if I'm wrong but last I checked Breakthrough gets a SU-85, an ISU-152 and IL2 support. You get a neat little TD, an HE shooting super cannon on treads and Air support. So its no big deal. With my Brits you get a HE canon for up close and a rockets barrage from afar and either a Panther (which is no super cannon) or two Sherman Fireflys. Can't really say that its OP in comparison.

And which abilities won't work so well?

Mad Minute will work fine, its just like BAR suppression fire except more accurate and less fast.
Dual Grenade throwing from the Assault Team? Don't see issues there.
Mortar Flare launching would be easy to put in.
Calling in Leftnenat or Captain squads is easy peasy.
Switching weapons (found on Strike Section) can be done, just ask Volksinator, pretty sure his mod has it and so do others.

Can't see anything else that may go wrong....

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