Company of Heroes: Eastern Front

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Messages - S1lv3rWolf

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16
General Discussion / Re: russian tutorial
« on: May 24, 2011, 02:09:53 PM »
CoH:O had a Wehr tutorial. It was actually pretty cool. Maybe someone can find a way to add it in the future but it will not be our devs I think.

the american and wehrmacht tutorial levels were basically the same until the very end where they explain how each faction techs up, Eastern Front could simply have the same idea, to explain how the Soviets and the future Ostheer tech up.
The same last tutorial level also introduced you to some units and let you fight the AI by taking out its base or winning by VP (the AI would never leave the main base sector), this also introduced the player by letting him know how to win a match, something the vCoH tutorial explains in a much higher detail through multiple levels.

17
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: May 23, 2011, 02:57:08 PM »
the MG-42 came from a prototype named MG-39/41, so despite the MG-42 and MG-34/41 having the same firerate, both are most likely different and unique in their own ways.

Plus, it keeps to the theme of them having a different MG :P

18
Ostheer Suggestions / Re: Unit suggestion thread:
« on: May 23, 2011, 01:20:37 AM »
Well, i don't think is ironic :), Kugelblitz can be a cool unit, working like the flakpanzers do. And in the other hand we have the maus... what we can do with that piece of junk? ??? I would prefer to have buildable pantherturms :P.

inb4 Sturer Emil ;D

oh hey, here's another unit, the Panzer Beobachtungswagen V Panther
In short - it's an artillery observation Panther Ausf. D with a dummy gun. - like the Cromwell Command Tank. :)
Unfortunately I wouldn't be entirely sure where this unit would fit, other than a special one for campaign or something.

19
Ostheer Suggestions / Re: infra-red Panthers etc?
« on: May 22, 2011, 03:02:23 AM »
He I have an idear non have said yet.
lets add it in the campaign
Very interesting. It would be useful, maybe use it against partisans if they'll add such a level?

Or have partisans needing to avoid it if playing as them.

Here's something extra: we could also have the 251/20 (Infrared) halftracks in a similar mission, these were paired with friendly tanks to help them at night.



In one way, the Infrared Panther could be in the "Boss Fight" ;D

20
Ostheer Suggestions / Re: Unit suggestion thread:
« on: May 22, 2011, 02:51:24 AM »
Yep, that's the Flakvierling variant.
Well to me that looks like a Whirblewind (or whatever the Flakpanzer PE gets is called)

Its easy to mistake them since both have the quad-barrel Flakvierling and mounted on the same Panzer IV chassis, but the Wirbelwind had a nine-sided turret and The Mobelwagen was simply a square box whose shields could just be lowered down. :)

Also: ah well bishop, guess I have to ask then, 251/17 or 251/21?  ;)
(probably the former).

21
Ostheer Suggestions / Re: Unit suggestion thread:
« on: May 18, 2011, 10:15:06 AM »
Yep, that's the Flakvierling variant.

22
Ostheer Suggestions / Re: Unit suggestion thread:
« on: May 17, 2011, 12:48:38 PM »
I'm surprised that no-one suggested the Flakpanzer IV Mobelwagen, yet, suggested the Gepard, the Flakpanzer I and even the field-modded Flakpanzer T-34 (searched the thread).

The Mobelwagen is very unique, seeing that it needs to have its shields fully down to even THINK about fighting infantry, and it uses the same 3.7cm FlaK as the Ostwind (prototype had the 2cm Flakvierling), but I don't have complete knowledge of its usage, except for the fact that they were built on damaged Pz IV chassis from the Eastern Front.


Keeping up with the previous topic, I like Stavka's idea, each faction usually has a different way of securing points (PE have the 223, British have their HQs, Axis and US have the Observation Posts), it might just work.

23
Announcements / Re: New Eastern Front Layout!
« on: September 18, 2010, 01:53:35 AM »
Love the layout, mega-sexy.

24
Suggestions / Re: Panzerkrieg-Rus and Ost tank
« on: July 04, 2010, 04:57:00 PM »
We discussed an EF Panzerkrieg. One of the ideas was to add a 'Super Heavy' class to the existing three vanilla classes, which would be ISU-152 for Allies and Elefant for Axis.

The only problem with this is that units in Panzerkrieg are turreted, so that the Direct Fire ability turns the turret and not the whole tank, so it would be the IS-2 and <something from Ostheer>.

The other idea would be (i'm guessing) making a Panzerkrieg where you actually choose a faction rather than only having one team with units from that side.

26
Red Army Suggestions / Re: Unit - Reward suggestions thread:
« on: May 19, 2010, 12:18:55 PM »
Most of the reward units in vCoH are currently vehicles, having Marine troops as a reward unit would bring something new to the whole reward scheme :) So I agree with the idea of bringing marines into the game as replacing the Guards.

27
Ostheer Suggestions / Re: anti-Tank Flamethrower
« on: May 19, 2010, 12:07:38 PM »
No this is a retarded Idea of having a unit that can deal with EVERYTHING in the game. It's stupid an OP. stop thinking nonsense.

(sorry if this seems rude or very critical but I'm find the whole idea ridiculous)

saying that a flamethrower squad that can kill a tank's engine is OP is like saying that the AT-HT with a treadbreaker is OP, which it isn't, my initial idea for a "special" kind of squad would be the following:

Flammtruppen (I used the Pio page from CoH-Stats as base)
3 soldiers, 1 flamethrower and 2 MP40 with the same health (per man) as Wehr Pioneers, essentially this would mean they are as strong as the pioneers (210hp distributed to 3 men = 140hp to 2 men, each member of the squad would have 70hp, an officer alone has 140 i.e.).
"Aimed Burst" ability, a medium-cost munitions ability that could be used on vehicles, this would have a chance to damage the engine (yellow), a small chance of not doing damage to the engine at all, and a minimal chance of severely damaging the engine (red), the ability can be compared to the AT-HT's treadbreaker, only it doesn't immobilize the enemy tank completely, it just slows it down.
Popcap for these should probably be at min. 3, with a higher cost than the Wehr Pios (Pios = 120mp, these could be around twice the price, costing more than a usual wehr pio, but less than a wehr volk squad), like the german pioneers, they would be affected by the Negative Zeal, meaning the more of these are close, the more damage they would receive.
Of Course, unlike the pios they would not be able to do any kind of construction, as they are special :P


@Akalonor: I do not agree with the Ignite ability, as that would probably have to change the effects of the flamethrower to a level that other flamethrower units would want to have, it would affect infantry too easily.

28
Suggestions / Re: Flamethrowers, a new tank deterrent.
« on: May 18, 2010, 02:14:59 PM »
I swear I said that somewhere before ,Sliver Wolf .....Are you pyschic?

you did suggest a specialist flamethrower squad, but my idea is a bit different nonetheless :P

29
Suggestions / Re: Flamethrowers, a new tank deterrent.
« on: May 17, 2010, 10:03:29 AM »
Alot of you are comparing the fire effects from Blitzkrieg and vCoH, but this isn't what you are supposed to be thinking about. So here's something:

Instead of changing the effects or damage of fire, simply create a specialist squad with added abilities related to the soldier that controls the flamethrower.
Blitzkrieg Mod's "Churchill Crocodile" has an ability that tells it to "aim" the flamethrower into a tank's exhaust, in my mind, adding this kind of ability to a specialist flamethrower squad would make that squad unique to rest of the game, and it would not change the original gameplay and/or physics of the flamethrower. It would be an ability, not a feature ;)

30
Announcements / Re: Eastern Front Official Twitter
« on: May 16, 2010, 08:46:47 PM »
Not sure that Steam takes mods that aren't built on Half Life Source.

If you check some Source Mods on Steam you can even find mods that are not being hosted on the Steam Servers, that just have a link to the website you can download it from, an example is SourceForts: http://store.steampowered.com/app/90034/

For publicity, you could just ask steam to put up your mod there like that, but having the mod hosted at their steam servers would be a really great thing to have.

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