Company of Heroes: Eastern Front

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Topics - Toorstain

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Off Topic / Modding tutorials
« on: September 21, 2010, 08:28:31 PM »
I'm interested in learning how modding works, but i basically know nothing about it. But i guess a couple of persons on this forum does. :)

So i'm wondering if anyone on this forum could post or link to some tutorials that would help me. And I mean basic and general stuff (like "what is coding?", "Make your first model!" or "How to animate!"). I don't think I will be making a mod anytime soon, but It is something I would really love to know how to do. ;D

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Red Army Suggestions / Soviet upgrade for "old" units
« on: July 02, 2010, 04:56:55 PM »
The way it is now, Soviet players aren't really encouraged to preserve your old units after you upgrade them. What if your old units also can get these bonuses, but a little bit different?

I see (at least) two options, and I'll use conscripts as an example

1. Through vet the old units can get the upgrades for free.
-Conscripts can get 8 rifles in vet 1, get molotov in vet 2, and NKVD in vet 3

2. You can buy the upgrades individually for any of the old units to make them as good as the new ones.
-Old conscripts buys an upgrade (like grens buy schrecks/Mg42 or sharpshooter buys artillery) to give them the NKVD, rifles and molotov cocktail.

I don't know how this will work with the changes in the 1.20 patch, i'm just giving ideas of improvements for how the mod is now.

Do anyone else have another solution?

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Off Topic / CoH 2 - How would you like it?
« on: June 23, 2010, 01:59:05 AM »
As far as I know there are no current plans by Relic to make Company of Heroes 2, but if was going to be made and you could decide how it would be, how would you make it?

-If Company of Heroes 2 should ever be made, how would you like it to be?
-How different would it have to be from normal CoH to make it worth buying?
-Any radical changes or just improving the current game?
-Should CoH 2 be made at all?

Just post your thoughts and ideas,I'll start :D:


CoH is about small company-sized battles, so I think they should improve how infantry is used since they are the backbone of a company. (Bigger squads, more allround-infantry)

Also minor improvements like that you can actually see infantry taking cover, so that infantry can jump over smal fences and similar objects, so that firefights are fought from greater distances and no-one fires for ten seconds at anyone in close-up without killing them, and generally bigger maps.

Also it maybe they could change the entire setting to another era. Perhaps the Vietnam war, the gulf war or the war in Afghanistan. Helicopter action anyone?

4
Balance Discussion / DON'T NERF INGENERYS!
« on: February 09, 2010, 09:18:13 PM »
(I consider this a balance issue of a future patch, so I did not add any [1.04].)
 First of all I want to say that I am not someone who don't want you to destroy my glorious red army ::). I usually (always) play PE, and I love to play vs soviets. (Also I don't consider this a balance issue of a future patch, so I did not add any [1.04].)

BUT:

I read somewhere that you were going to change the ingenery rifle to conscript rifle so they wouldn't be so effective, but I don't think that is a good solution. You should rather make them BETTER and raise the cost.

This is because this would encourage those who spams inf to use conscripts, and also give the soviets one of these so much needed choices between spamming crap or build a few good soldiers.

And this would help against both the early ingenery spam and the later spam of sturmovie ingenery (which I HATE).

If anybody complains about that the builder units must be cheap, maybe give the conscripts the ability to build base buildings. But the soviet would in my opinion have good of getting a little late start.

5
General Discussion / EF - operations?
« on: February 08, 2010, 05:36:43 PM »
For those of us who owns ToV, I wondered if you are thinking of making operations like assault and stonewall to the soviets some time in the future. Are you?

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Balance Discussion / Soviet arty
« on: January 30, 2010, 12:09:00 AM »
One of the main reason that people would call Soviet OP is the fact that they have way to much artillery.
I am not complaining and saying that the entire Soviet is OP, only their amount of artillery.
 They have heavy mortars, artillery firebase, kaytushas, officer, sniper team and God of war. This is in my opinion a little to much.
Actually I feel like the Soviets don't need any stationary artillery because they have heavy mortars and free call inns. And if you want some more you can just choose propaganda.
If you choose not to remove the artillery firebase I would suggest that you make it doctrine dependent, come in later, or change some of their other artillery sources.

The artillery firebase isn't the thing that annoys me the most, but I feel that it is so incredibly not needed. I think most of us can agree on that soviets have a little to much artillery, but do you have any other solutions?

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Balance Discussion / Remember that the Ostheer is coming.
« on: January 28, 2010, 03:41:58 PM »
I am not going to complain about any thing here, but I would remind you all that the Ostheer is coming up and could maybe be a faction better suited to play versus Soviets.

It is hard to balance when you can only change one of the teams...

So don't nerf everything in the soviets just yet, wait a little for the Ostheer. ;)

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Ostheer Suggestions / Not a concept, but some main ideas
« on: January 24, 2010, 12:43:00 AM »
I am not going to make an entire concept, but only make some ideas for others to use in their concepts. Some units and stuff here might also not work together, even though my first three points kinda fits into each other. well, let's go! ;)

1: Base structures
Maybe the ostheer could be a team without basebuilding or engineers. You just start out with your main base structure like anyone, and from there you can call in commonwealth-like trucks that can only deploy once, inside your base area. this nullifies the need of engineers to build bases.

2: Defensive structures
Without engineers, the defensive structures could be deployable. Like a MG-team that deploys into a MG-nest. You construct these units in a special defensive truck/building. Other of these units are mortar nest teams or mobile flak 88s. All these units can be deployed only once, and then work like any defensive structure.

3: Repairs
Since there are no engineers, you must construct a special "repair-unit". The unit could be a vehicle that you can command over to repair something. It drives there and two mechanics comes out and repairs the building or vehicle, when they are finished the mechanics gets back into the vehicle.

Here are some units that Ostheer could use. I like the veteran system where you can upgrade your squads when they gain veterancy. It is not my idea and i can't remember who thought of it, but all credits to you. And I will only name some of these upgrades I think would fit in. And also I think Ostheer should get some kind of zeal like PE so the man next to someone who kills an enemy also gets xp. This way unarmed units can gain vet

 Trucks
Both Wher and PE use halftracks, so maybe Ostheer could use trucks. It is cheap and fast, but cannot attack and gets destroyed easily. But when it gets destroyed almost everyone inside survives, unlike the few that survives in a halftrack. This is because it is so easy to get out. But the units that's inside the truck can be killed by handguns or a t90. Can get armor against handguns through vet.

LMG-squad
Ostheer could use LMG-squads instead of HMGs. The LMG-squad is a little like wher grenadiers with MG42, but are a little more like a HMG-squad. They start out with only one MG42, but can get another one through vet. The pros and cons of this is that they have higher mobility and can retreat faster, but they can also be pinned.

Urban Combat team
A four man squad with MP40. Is very though and die slowly. Can get, through vet, the choice between MP44s or a flamethrower.

Basic infantry
Five man squad squad armed with Kar98. Not very well-trained soldiers. Are mostly for conscript-killing in the start, but vets quickly, and can with full vet fight against guards. Can through vet get a sixth man, a sergeant or officer (call it whatever you like) whit an MP40 and the entire squad can get G43 (different upgrades).

So this is my suggestions, hope you like them. Feel free to use them in your concepts, and try to give some credit for them (even though I don't really expect it from you ::))

EDIT

Here is three suggestions for an ontheer officer. Which one you get might be determined by Company Commander choice, or you can have one of each.

Officer
An upgrade to any unit. Adds an officer to the squad that gives suppression bonuses, faster vet and other fitting abilities. Only one unit may have officer at a time.

Tank commander
Works like Officer, but you can't have a MG on top at the same time. Gives pretty much the same bonuses as a British command tank, but also bonuses to the tank it is in.

Artillery Commander
 A commander that can be put on for example a flak 88 or a German howitzer. He can spot with binoculars an he increases range and accuracy for the artillery or flak he is in.

EDIT 2

Some suggestions for veterancy upgrades, units will still get fighting bonus too.


Basic infantry

Vet 1 - Panzerfaust or grenade throw
Vet 2 - Veteran sergeant or field medic
Vet 3 - Entire squad gets G43 rifles (excellent mid- to long range combat.) or a scoped kar98 and excellent long range accuracy.

Urban assault team

Vet 1 - Incendiary grenades or build mines
Vet 2 - Veteran sergeant or medic (again, maybe?)
Vet 3 - Flamethrower or stg44 assault rifles.

I personally think that Vet 1 should give an ability, Vet 2 should give a new or replace a member of the squad and Vet 3 should give new weapons. Do you have any ideas?

EDIT 3

Some doctrine abilities

Messerschmitt Bf 109 (I think) - Late game ability
Is the IL-2s pissing you off? Call for air support. The Bf 109 is an ability to destroy enemy P47s, IL-2s and gliders. Just to not making IL-2 or any kind of aircraft entirely useless, it might have to wait a couple of seconds before the planes come in. Or maybe you have to lock it to a territory?

Blitzkreig - Early game ability
All vehicles and infantry moves faster and caps faster for a short/medium duration of time. This might help against Soviets capturing the entire map.

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Red Army Suggestions / Red Banner Strelky a "little too much"
« on: January 21, 2010, 11:06:57 PM »
I think the Red banner strelky is kinda too much. You should consider making a choice between smgs and lmgs. They just weren't that cool with all that firepower, You know, they should still be riflemen. But that is my opinion. ;D

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Bugs & Tech Support / Can't find launcher
« on: January 21, 2010, 10:06:35 PM »
Where is the launcher for EF? I couldn't find it when searching through my computer and it's not on the desktop. However, I can still launch right after installation. ???

And BTW, my red banner strelky got bren-guns.

11
Suggestions / Ostheer, a "call-in army" suggestion
« on: December 17, 2009, 06:00:30 PM »
I had an idea that the Ostheer might start out with "locals" like romanians, italians or finnish, and these soldiers would be like light infantry and vehicles.

Then they would have to upgrade and call in all german heavy units and tanks. :)

Like you have to build a building where you could upgrade it so that you could call in for example a halftrack filled with grenadiers (not vannila ones, of course ::))

I don't know how this would be balanced or anything, but it would sure give a feeling of being an "assulting" army. :D

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