Company of Heroes: Eastern Front

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Topics - hgghg4

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1
Ostheer Suggestions / Ostheer Vehicle Poll
« on: February 19, 2010, 09:20:45 PM »
I probably opened a can of worms here, but I am curious and maybe the Devs are too, about who would like to see what. I am just putting generic vehicle types IE: Panzer 4 not Panzer 4 Ausf. F to limit the amount of work i needed to make this list...yes I am slightly lazy... you have 8 choices choose wisely

I am going to everything from light vehicles all the way to heavy vehicles including PaKs and mobile arty (Which by CoH standards are considered vehicles), no flaming, no arguing over what is what and what should be what. Also no saying "Why is such and such vehicle not on here" Why? Here is your answer... its stupid, unfeasible or just down right ridiculous... don't question it.... This is completely statistical to possibly help the admins...If there is a legitimate vehicle that is not on here that you would like to see on here PM me. And I swear to god if you send me something stupid like the Jagdtiger, Sturmtiger, Maus, Ratte or Monster I will openly flame you...

Also I am sorry for those of you who voted already but please vote again... and now you can change your votes :D

2
Ostheer Suggestions / Ostheer Vehicles
« on: February 18, 2010, 08:39:11 PM »
I probably opened a can of worms here, but I am curious and maybe the Devs are too, about who would like to see what. I am just putting generic vehicle types IE: Panzer 4 not Panzer 4 Ausf. F to limit the amount of work i needed to make this list...yes I am slightly lazy... you have 8 choices choose wisely

I am going to everything from light vehicles all the way to heavy vehicles including PaKs and mobile arty (Which by CoH standards are considered vehicles), no flaming, no arguing over what is what and what should be what. Also no saying "Why is such and such vehicle not on here" Why? Here is your answer... its stupid, unfeasible or just down right ridiculous... don't question it.... This is completely statistical to possibly help the admins...If there is a legitimate vehicle that is not on here that you would like to see on here PM me. And I swear to god if you send me something stupid like the Jagdtiger, Sturmtiger, Maus, Ratte or Monster I will openly flame you...

Post Merge: February 18, 2010, 09:26:12 PM
Panzer 38(t) added

3
Balance Discussion / 1.05
« on: February 04, 2010, 09:34:22 AM »
I (and I am sure most of the rest of the community) am wondering an approximate date for 1.05 release and what are some of the fixes to be initiated (hopefully mandatory patching.)

Thanks to all the hard work and dedication to the Devs.

4
Balance Discussion / Partisans
« on: February 01, 2010, 04:05:33 AM »
They need to have an armor nerf, I had two buddies who took on 1 Partisan squad with 2 MP44 4man squads and 2 Vet 2 Flamers and they, I didn't see this but they are saying as the partisans where crossing the road they took no casualties and killed all 4 squads I don't have the replay so I have to take their word but I have seen the Partisans go against some crazy odds and come out... a small armor nerf is all... they should be like commandos in armor and power (Power I think they are not sure about armor)

5
Ostheer Suggestions / Suggestions for Ostheer
« on: January 29, 2010, 07:37:05 AM »
**DISCLAIMER**
I do not claim to have came up with all these suggestions as I found a few in here that seemed like a really good idea to me, which may or may not be agreed with. This is just my opinion and I thank everyone who I took the suggestions from. :D


Also when you see #x Units, that is how big the squad is. I enjoy feedback so please give some :D

Built from HQ Building

   Eastern Front Sappers - 3x Units 3x Kar98k 250MP
         -Similar Panzer Elite Grenadiers.
         -Decent armor and attack power.
         -Builds Base buildings.
      Upgrades (2 slots)
      - G43 - 25 Munitions - Gives 1 G43 (Takes up one slot)
      - STG44 - 45 Munitions - Gives 1 STG44 (Takes up one slot)
      - Body Armor- 25 Munitions
         - Increases armor 2x

   Combat Engineers - 4x Units 4x Kar98k 250MP
         - Same health and armor as Pioneers
         - Builds Defenses
         - Needs Eastern Garrison or Grossdeutschland Division

Built from Eastern Garrison

   Osten Grenadiers - 5x Units 4x Kar98k 1x STG44 325MP
         - Strong Elite Infantry
         - Backbone of the Ostheer Infantry
      Upgrades (4 slots)
      -STG44 - 75 Munitions - Gives 2 STG44s (Takes up two slots and requires Grossdeutschland Division)
      -G43 - 50 Munitions - Gives 2 G43s (Takes up two slots)
      -Panzershreck - 75 Munitions - Gives 1 Panzershreck (Takes up two slots and requires Mechanisierten Division)
      Abilities
      - Hand Grenade with Fragmentation Sleeve - 25 Munitions
      - AT Grenade - 35 Munitions

   Light Machine Gun Squad - 3x Units 3x MG34 300MP
         - Strong Mobile firepower
         - Same Armor as PE troops
      Upgrades (3 Slots)
      - MG42 - 50 Munitions - (Takes up one slot)
      Abilities
      - Suppressive Fire - 35munitions
         - Pins at a faster rate
      - Light Defensive Fighting Position (1 Unit slot, 5 Troop maximum)
         - Makes a light sandbag position that can be garrisoned by infantry for heavy cover
         - Can be destroyed at the rate of sandbag walls
         - Neutral when no units are inside

   Sniper - 1x Unit 1x Scoped Kar98k 340MP
         - Similar to the Wehrmacht and American Snipers but can not cloak on roads
      Abilities
      - Counter Snipe (while in buildings, does not work in DFP, Bunkers or Guard Towers)
         - There is a 50% chance that if the Sniper is shot at by another sniper that
           the American Sniper or British Sniper Shot will hit a decoy and be shot in return.
   
   Scout - 2x Unit 1x Dog 2x Kar98k 175MP
         - Has extreme Sniper detection range because of the dog.
      Abilities
      - Rush Sniper
         - The dog Rushes the sniper and forces him to stop firing for a short time while
           the handlers can get in close to force a retreat or kill the sniper
      - Dog Attack - 25 munitions
         - Dog attacks one person in a squad or a revealed sniper and kills the target
      - Sniper Ambush
         - The squad waits in cover and camouflaged until a Sniper walks in the detection radius
           then the Dog attacks causing the Sniper to get suppressed while the men attack.

Built from Grossdeutschland Division

   Pak 40 75mm Anti tank Gun - 4x Units 4x MP40s 350MP
         -Slower then the Pak38 but is more resilient.
      Abilities
      - Ambush
         - Requires not moving and not on roads
      - ACPR Rounds - 50 Munitions
         - Triples armor penetration for 45 seconds

   Light Howitzer 10.5cm leFH18 - 5x Units 5x MP40s 550MP
         - Slower then the other factions mortars, fires slower, has a larger minimum radius
           and but has very high damage almost equal to 105 American Howitzer but can not fire
           freely.
      Abilities
      - Barrage
      - Smoke Barrage
      - Incendiary Barrage (3 Incendiary Shells) - 100 Munitions

   Sdkfz 251 Halftrack - Unarmed Transport - 210MP 25 Fuel
      Upgrades
      - Sdkfz 251/8-1 Armored Ambulance - 50 Munitions
         - Provides a Healing Aurora
      - Sdkfz 251/10 3.7 Pak38 AT gun - 100 Munitions
      - Sdkfz 251/17 2cm Flak Cannon - 75 Munitions

Built from Mechanisierten Division

   Marder II - 7.5cm Pak 40/2 L/48 - 300MP 45 Fuel
      Abilities
      - ACPR Rounds - 50 Munitions
         - Triples armor penetration for 45 seconds
      - Lock Down
         - Increases Accuracy and Fire Rate

   Pzkpfw III Ausf. G - 3.7cm KwK 35/36 L/46.2 - 350MP 40 Fuel
      Upgrades
      - 50mm KwK 38 L/42 - 75 Munitions
         -Increases Armor Penetration
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      Abilities
      - Phosphorus Shell with 3.7cm KwK 35/36 - 35 Munitions
      - ACPR Rounds with 50mm KwK 38 - 50 Munitions
         - Triples armor penetration for 30 seconds

   2nd SS Panzer Infantry - 4x Units 4x Kar98k - 475MP
      Upgrades (4 Slots)
      - STG44 - 75 Munitions - Gives two STG44 (Takes up two slots)
      - Panzershreck - 75 Munitions - Gives one Panzershreck (Takes up two slots)
      - Scoped Kar98k - 35 Munitions - Gives one Scoped Kar98K (Takes up two slots)
      Abilities
      - Bundle Grenade - 50 Munitions
      - Satchel Charge - 50 Munitions
      - Magnetic Grenade - 35 Munitions

   StuG III Ausf. F - 7.5cm StuK 40 L/43 - 375MP 50 Fuel
      Upgrades
      - L/48 - 60 Munitions - Increased Armor Penetration
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions

Built from 1st SS Panzer Division

   Jagdpanzer - 7.5cm Pak39 L/48 - 420MP 75 Fuel
      Upgrades
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      Abilities
      - Ambush
         - Requires not moving and not on roads
      - ACPR Rounds - 75 Munitions
         - Triples armor penetration for 45 seconds

   Pzkpfw IV Ausf. A - 7.5cm KwK37 L/24 - 450MP 70 Fuel
      Upgrades
      - Armor Skirts - 50 Munitions
      - MG42 - 75 Munitions
      - Pzkpfw IV Ausf. F2 - 125 Munitions
         - Increased Armor and Firepower against Tanks

   Nashorn - 8.8cm Pak 43/1 - 500MP 90 Fuel
                - Has same range as Pak38 but longer reload time and small sight radius.
      Abilities
      -Lock Down
         - Increases Accuracy and Fire Rate
   Tiger - 8.8cm Pak 43/1 (Only with Army Group Center) - 600MP 150 Fuel
      - Only two Tigers at a time.

Built By Eastern Front Sappers

   Eastern Garrison - 250MP 10 Fuel
   Grossdeutschland Division - 300MP 25 Fuel
   Mechanisierten Division (Requires Eastern Garrison or Grossdeutschland Division) - 350MP 35 Fuel
   1st SS Panzer Division (Requires Mechanisierten Division) - 400MP 60 Fuel
   Sandbags
   Barbed Wire

Built By Combat Engineers


   Pillbox - 250 MP
   -Stronger then Wehr Bunker, MG and Pak can rotate 180 degrees side to side
      Upgrades (Two Slots)
      - MG42 - 50 Munitions (Takes up one slot)
         - Both MGs can not fire from the same position
      - PaK 38 50mm AT Gun - 75 Munitions (Takes up two slots)

   Heavy Defensive Fighting Position (3 Unit Slots 12 Max Troops) - 100MP
   - Not as strong as Wehrmact Bunker, made of reinforced sandbags
      Upgrades
      - MG 42 - 75 Munitions
                  - Allows for the occupying units to man the mounted MG42 for increased defense against infantry.

   Tank Bunker (With Army Group Center) - 300MP
   - Builds a concrete bunker around a Tank. Tank becomes immoblized, gains a defensive bonus and looses rear
          armor hit, is reduced to half Population cost and can not be de-bunkered. Call on tanks and non-turreted tanks can not be bunkered.

   2cm Flak Cannon Pit (With Army Group North) - 300MP 30 Fuel
   - More resiliant then Panzer Elite Flakveirling. Sandbag surrounded like British mortar pit and only has one barrel
   - Can not be sniped

   7.5cm Fixed AT Position (With Army Group North) - 400MP 50 Fuel
   - Concrete Bunker with a 75mm Pak40 with a 155 degree Firing arc. Very powerful, but limited arc of fire
   - Can not be sniped or burnt out.
   - Very well armored.

   8.8cm Flak Fixed Artillery (With Army Group South) - 350MP 55 Fuel
   - Placed inside a sand bag bunker and can not be sniped
   - 75% of Range of 105mm Howitzer
   - Incendiary Barrage (4 Incendiary Shells) - 150 Munitions

   Guard Tower - 100 MP
   - Weak wooden structure with 1 unit slot and 5 man capacity
   - Large sight radius.
   - Neutral when no units are inside like a trench.

   Sandbags
   Barbed Wire
   Tank Traps
   Mines
   Outposts
   Light DFPs


Doctrines

   Army Group North
   - Mechanized Infantry and Defensive Support
   Defensive Half
      - 2 CP - Defensive Operations
         - Allows for the building of Flak Cannon Pit
         - Increases HP on Pillbox and HDFP
      - 2 CP - Fortified Outposts
         - Increases HP on outposts and adds a MG34 for Light Infantry Defense
         - Allows for a small Anti Infantry Minefield to be placed around Outposts (Butterfly Bomb Type)
      - 3 CP - Increased Fortifications
         - Allows for the building of the 7.5cm Fixed AT Position
         - Gives Infantry a Defensive Bonus while near a HQ, Pillbox, Flak Pit or AT Bunker.
   Assault Half
      - 2 CP - Assault Squads
         - Gives access to a group of Gebirgsjager Infantry - 550MP
            - Highly skilled marksmen and mountain men that can traverse ground quickly.
         - Allows access to Assault Grenades for 50 Munitions
      - 2 CP - Assault Halftrack - 400MP
         - A halftrack with a dedicated MG42 gunner, Increased armor and HP with the Ability to
               carry 3 Unit Types and a max of 15 Troops and a Flank Speed option for 25 Munitions
      - 4 CP - Panzerwerfer 42 - 450MP
         - A 15cm 8 rocket barrage max call in of 3.
         - High damage, long cool down.

   Army Group Center
   - Anti Tank and Tank Assault
   Defensive Half
      - 2 CP - Hold the Line!
         - Allows Access to Tank Bunker
         - Gives a Defensive Bonus to Infantry near HQ, Tank Bunkers and Pillboxes
      - 1 CP - Advanced Warning
         - Just like for the Defensive Doctrine
      - 5 CP - Ferdinand - 500MP
         - Call in a One Time Heavy Ferdinand Tank Destroyer to hold the line (can not be Tank bunkered)
   Assault Half
      - 3 CP - Surprise Attack - 150 Munitions
         - Tanks and Infantry get a speed Boost, Enemy Infantry get pinned and Tanks get stunned for 10 Seconds
         - Is a Linear ability, only units in the area are affected (Like a Strafe with no damage and a larger area)
      - 1 CP - Light Artillery Strike - 75 Munitions
         - Soften your opponents positions right before you attack! (Can only be Used in Enemy Territory)
      - 4 CP - Tiger Battalion
         - Allows Access to Tiger Production at the 1st SS Panzer Division.

   Army Group South
   - Urban Conflict
   Artillery Command
      - 1 CP - Booby Trap Building
         - Just like Panzer Elite
      - 3 CP - Flak 88 Fixed Artillery Position
         - Allows Access to the 88 Fixed Artillery Position
      - 3 CP - Wespe Self Propelled Artillery - 350MP
         - Max Call in 2
         - Range of upgraded Priests
         - High Damage, long cool down.
   Street Fighting
      - 2 CP - Advanced Street Fighting
         - Give an increased offensive and Defensive Bonus to infantry while fighting in Buildings
      - 3 CP - Firebomb - 150 Munitions
         - Call in a Trio of HE111's to drop lines of 3 Incendiary Bombs
         - Can not be used in Command Sector
      - 4 CP - Railway Artillery Shell - 200 Munitions
         - A single railway shell is launched at the target of your choice causing extremely high  damage to the target area. Only Notification is a high pitched whistle 8 seconds before impact.
         


6
Balance Discussion / Last Ditch Effort
« on: January 27, 2010, 04:20:11 AM »
I was just recently playing a game where I had my HQ destroyed and my allies where AI because my human allies left... Unlike the Americans, Wehrmacht and PE the Russians can not call in something when the HQ is destroyed to repair it... Just a thought to fix

7
Balance Discussion / Balancing
« on: January 23, 2010, 08:13:06 AM »
Here are just some idea's for balancing.

1) Reduce capping speed for Ingenerry, PTRD Tank Hunters, Snipers and Mortars

2) Eliminate capping for conscripts, for 200MP and no pop, early game that is an incredible capping power. They where fresh soldiers that had very little experience shooting a weapon much less capturing points.

3) Increase the reload time on the mortars, they fire only slightly slower then axis mortars. This would offset the high damage and range.

4) IS-2 Needs a limit of 2, ISU-152 limit of one, 900MP and can be called in like a Tiger OR 500MP give it higher Armor and make it a one time call in like the KT or Jagdtpanther.

5) I understand you don't want the Russians putting up MGs all over the place but because it is a doctrine specific building eliminate the population cost.

6) Increase the MP cost on the T34s to 400 from 300, will help slow the insane M10 style rushes.

7) Give the command squad the ability to rank up to gain access to the Heroic Charge, Binoculars, and Arty Barrage. IE: Rank1 Binoculars, Rank2 Heroic Charge, Rank3 Arty Barrage. This would eliminate the careless throwing your Command Squad into the enemy. Also increase the cost from 300MP to 300MP and 10 Fuel. (someone suggested the tier system but I elaborated on it but I do not take this suggestion as my own)

**EDIT** Found it!
tbh, Command squad's abilities should be unlocked per tier.
Binoculars are T1
Fire up is T2
Officer ARty is T3

8 ) KV-2 was one of the most heavily armored tanks in WW2, its speed, rate of fire and power are fine, just give it more armor and limit it like the Tiger.

9) During the Red Flag Charge increase damage taken by two. Seriously? You are going to stand up in front of an MG and not have anyone die? :o Just food for thought...

10) Allow the Russians to re-crew their lost weapons, only theirs BUT it has to be Strelky or Guard... Conscripts as stated before are fresh troops and barely know how to fire a weapon...kinda stupid in my opinion how a German squad can roll up and take the mortar because the Russians couldn't re-crew it, same goes for the ZiS-2s.


Please feel free to comment, but don't say "Oh you just suck because of blah blah and blah reasons." It is rather annoying that suggestions get lost because of flamers/trolls.

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