Company of Heroes: Eastern Front

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Topics - ThGermanElite

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1
Red Army Suggestions / Conscripts without weapons....
« on: August 24, 2010, 09:31:12 PM »
You know what would be cool?.....would it be possible to make the soldiers in the Conscript unit who do not carry weapons, possibly "punch" or do some unarmed combat motion? Granted, it would barely do any damage, but at least they wont be useless...

Also, if the above idea is possible, would the DEVs be able to add some E-Tools (Entrenching Tools/Shovels) (Recieved at Vet1 or 2) which improve the damage given by the "unarmed conscripts"??

2
Ostheer Suggestions / K98 Specialists
« on: July 05, 2010, 04:43:09 AM »
Just wanted to wish the EF community a Happy 4th of July!!

Also.....
I was thinking:

Can the Ostheer get for T1 or T2 units...a support Grenadier squad??

K98 Specialists (or another name):
---4 Grenadiers, seasoned and expert with the K98
---Armed with with K98s only, and as veterancy progresses, they recieve an accuracy & damage bonus. And maybe a critical hit bonus too. No health upgrades.
---Cannot have any other upgrades, except "improved sights" or "K98 Scopes"  (improving accuracy and range). No PanzerFaust.
--- Fantastic on long range, but downright terrible in close combat.....Ideal for placing into buildings or supporting tanks...also a great flank defense.
---Grenades or Build sandbags ability
---Moves quickly
---Once Vet 3 is achieved they gain an extra squad member OR gains the ability to sprint OR cloak (or all 3 ;P.....jk)
---280-300 MP cost
---4 Pop cap


Get back to me ASAP.   

A single unit thread...
Single units wont help to create a hole faction.
Closed - Lord Rommel -DEV

3
General Discussion / HAPPY 4TH ALL!!! And some other things
« on: July 05, 2010, 04:30:07 AM »
Just wanted to wish the EF community a Happy 4th of July!!

Also.....
I was thinking:

Can the Ostheer get for T1 or T2 units...a support Grenadier squad??

K98 Specialists (or another name):
---4 Grenadiers, seasoned and expert with the K98
---Armed with with K98s only, and as veterancy progresses, they recieve an accuracy & damage bonus. And maybe a critical hit bonus too. No health upgrades.
---Cannot have any other upgrades, except "improved sights" or "K98 Scopes"  (improving accuracy and range). No PanzerFaust.
--- Fantastic on long range, but downright terrible in close combat.....Ideal for placing into buildings or supporting tanks...also a great flank defense.
---Grenades or Build sandbags ability
---Moves quickly
---Once Vet 3 is achieved they gain an extra squad member OR gains the ability to sprint OR cloak (or all 3 ;P.....jk)
---280-300 MP cost
---4 Pop cap


Get back to me ASAP.  8) 8)

A topic for the Ostheer suggestion board AND a single unit presentation... ::)
Lord Rommel - DEV
Closed

4
Balance Discussion / something about 1.11
« on: June 04, 2010, 12:23:24 PM »
Ok....heres a few things I found a little....odd

Vet system for conscripts is relatively a little too fast....50 muni and 15 fuel (correct me if Im wrong).....early game Germans dont have an answer to it...PPSH wrecks havoc close range and the Bolt action rifle performs well long range, also they are un-suppressable (with abilities)......if you wouldnt mind just tweeking them a bit, when they vet. Just make the Vet cost more, or after veterancy make the conscripts themselves cost more....1v1 they can beat a Vet 3 Wehr grenadier squad.....its just a little imbalanced

The OP...yeah, I saw it in another post...he got the point across.
-Builds too fast
-250 MP??? Pretty dang cheap
-Garrisonable
-Reinforcement point
-Costs less than the PE Field HQ, and does way more

Command squad-They are literally the hardest infantry to deal with....massive health...critical hits are common...and early game they are nearly invincible. I just finished a game where my ally killed 2 volks squads, 2 MG squads and a pioneer squad before reaching 50% health... :/ for a beginning unit thats a bit imbalanced, and the opposing players were not happy with that.

(forgive me if my grammar is messed up, Im tired :/   )

5
Bugs & Tech Support / AT Gun squads have no eyes 0.o
« on: June 02, 2010, 10:35:59 AM »
After playing a game, I decided to zoom into a AT gun squad (PTRD) and as I looked I noticed they had no eyes....all my settings are the lowest they can go....just a small bug/glitch I found, they performed the same though, and did nothing wrong.

6
Suggestions / To all the Devs/Modders
« on: June 01, 2010, 08:44:46 PM »
To all you guys:
This last patch to 1.11 has definitly made the Russians feel more like a real faction, you guys have done an OUTSTANDING job at this.....just keep up the good work and continue on truckin!!!

(No Im not sucking up, I am just thoroughly impressed with this patch and wanted to voice my opinion) 8) 8)

7
Bugs & Tech Support / I only have 1.04.....
« on: May 28, 2010, 06:37:48 AM »
I need help to get up to date please, like in the title I only have version 1.04...please send me the links so I can get up to date.....BTW, I cant get any updates through the EF start up menu, so I NEED the links to get updated.

Thanks for your time

8
General Discussion / SLIGHT history problem....please explain
« on: May 19, 2010, 05:36:40 AM »
I was reading over the "Guide" on the EF site , then I ran into this:::::

"SU-85
Our new SU-85 assault gun is the bane of the german armor. Specifically designed as a tank hunter, it excels at this role with its powerful 85mm gun and sloped armor. Be careful against infantry, as it has no machine gun for close defense. This tank is so good, there goes a rumor around that the Germans copied this design for a new development based on a panther chassis... "

 Under my own impression the Germans did not use the SU-85 as a base idea for the JagdPanther (If thats what you were implying). They simply needed a better model than the Panzer 4 model. And they loved the performance the Panther model put out, same with the 88mm gun it had, so they obviously put two & two together. Besides if it was based off the idea of the Russian models, it shouldve seen alot more action in the Eastern Front than it really did, most the action they saw was in the western front. I've done alot of research on Germany and I have never come up on anything that says they based the JagdPanther off the SU85. Yes, it rivaled the SU100 (as said in the book Armored Warfare of World War Two: Eastern Terror. And in the book: Technology of War: Nazi Germany 1939-1945 it states Germany tried to stay within their own "minds" (so to speak), no outsider ideas. (A few exceptions, but not the SU85). I am currently studying to be a history professor, and all the things Ive read/seen/watched, I have never come across that idea. Sorry, you guys are great, but that statement is false

9
Bugs & Tech Support / German voice mod??
« on: May 19, 2010, 04:57:13 AM »
Anyone here know where I can find German Voices for CoH? It needs to be compatible with ToV and the latest patch.  PLEASE CHECK ANY LINKS YOU POST ON HERE AND MAKE SURE THEY STILL EXSIST   And if you post one on here please tell me what file location it should be placed.....thanks :)

10
Strategy and Tactics / PE vs Russians
« on: April 07, 2010, 08:54:42 PM »
This is a thread for all my fellow PE players. Post any good and bad strategies here, PE has been on the rise in power recently because of our determination to perfect them, now we have a new enemy we can work together and perfect our strategies.

My personal fav is this:

-3-4 Squads of G43s (Get them to 4 man squads ASAP)
     -Vet them to Vet 3 Offensive
-1 squad of MP44s
     -Vet them to Vet 3 Defensively
-Use Hetzers ONLY when  nessessary
-Get Panthers ASAP
-Use the TD Doctrine
-Use Marders wisely AND SUPPORTED, move them with Panthers and keep them at a safe distance behind them
(They tend to rip apart T34s and IS2s)
-JagdPanther is a great late game option too

11
Ostheer Suggestions / Ostheer Vet system
« on: March 03, 2010, 08:08:18 PM »
                   Heres my idea: There are 3 "tabs" on the factory window, each tab is the same units but different vet levels, and you can upgrade your factory 3 times to unlock the vetted units. Think about the Sturm Armory (For Example), there would be an "upgrade button" on the factory for you to upgrade the troops which are trained from it, so lets say you upgraded the Sturm Armory, itll cost 30 Fuel for vet 1, 50 for vet 2 and 70 for vet 3, and as you tier up the cost for the vet upgrades increase, like the Panzer Command would cost 50 Fuel for vet 1 etc,etc. So if you have a Vet 3 Sturm Armory, the Krieg Barracks will still remain at Vet 0.
               

             Heres a really short brief description of my vet system::

This can work either way, with the buildable (This version of the Ostheer)/buyable (Wehr style) vet or the earned vet (USA):
Vet 1: Unlocks all upgrades for the unit or a specific upgrade
Vet 2: 25-50% More health/20-40% less chance of armor penetration for tanks/Tank upgrades (Extra Armor, MG mounted on top, etc)
Vet 3: Quicker movement speed and accuracy bonus/ 10% health increase. Faster suppression recovery rate/Does not supress as quickly

The better vet results may be too high or too low, but thats always up for debate, I just do NOT agree with the more popular vet system of troops getting just special abilities per vet level.

12
Ostheer Suggestions / Moderators, please take notice....
« on: February 19, 2010, 03:42:07 AM »
2 things:

1) Ive been wondering, are you guys going to make the Ostheer speak German? I know Ive been talking to ya'll about it for some time, I just never have got a straight answer.

2)How will the veterancy system work? Will it just allow the units to use different abilities, or allow them to have more health, better accuracy, and take more suppression, or a little bit of both?

I appreciate your time.  8)

13
Red Army Suggestions / Russian Transport Truck
« on: February 12, 2010, 04:51:13 AM »
A lot of people have been talking about a Russian Troop Transport, so heres what I came up with: It carryies 12 men, no fuel cost but costs 150-200 ManPower, the fact that it doesnt cost fuel should be balanced because the men being transported are in danger if they are inside the truck when it dies(50%-75% damage to infantry inside upon destruction). The armor should be that of a jeep or bike, so if it gets hit with one Pak round or a Panzershrek, its toast, forcing the Soviet player NOT to rush the trucks, but to tactically deploy his troops from them, either on the flanks or close to the frontlines. So heres my "two cents":

-Troop Carrier-

  -Armament: None
 
  -Upgrades: Improvised Armor (More protection vs. small arms fire, EX: MG42s, STG44s, etc)
                 Gunner's Hatch:  A soldier gets into a MG mounted on top of the vehicle and give some MG fire. (Doing German Bike damage and some minimal suppression)
                  Observation Point: Just like the PE's Scout Car, the Truck can be upgraded to Hold down Points
                   Extra Seats: Upon Upgrade the capacity is increased from 12 to 21. (Upgrade through armory)
 
  -Health: That of a Jeep, then an un-upgraded Greyhound once the improvised armor is purchased.
 
 
  -Abilities: Hall Ass!: Gets the truck to double its speed for a short while (Unable to do once Improvised armor is purchased)

   ***Expenses***

-Troop Carrier GAZ-AAA: 150-200MP
                                  2 Population cap

    -Upgrades: Improvised Armor: 45 Munitions
                    Gunner's Hatch: 15 Munitions
                    Lockdown: 30 Munitions
                    Extra Seats: 50 Munitions
   
    -Abilities: Hall Ass: 25 Munitions
                  Lock down: Free

    -Available in the Infantry Support Center, after you build a Barracks

Note: All the upgrades can be purchased on the same truck, so you can have a Armored Truck locking down a point, with a MG and men can be stationed inside it to provide a quick reaction to incoming enemy threats.  ;D

14
Ostheer Suggestions / Most important Ostheer characteristic?
« on: February 12, 2010, 04:39:13 AM »
List all other ideas you have below.
KEEP ALL COMMENTS ON THIS SUBJECT

15
Bugs & Tech Support / Unable to Download the game
« on: February 04, 2010, 07:49:55 AM »
My game I had doesnt work anymore, so I reinstalled it, and the one from Moddb doesnt work (for me) neither does the one one this site, (I download it all the way, then when I go to install it on the computer it doesnt even open) can I get the link for megaupload again or please explain to me whats going on.

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