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Messages - Hendrik 'DarcReaver' S.

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751
Suggestions / Re: General Thoughts regarding the Ostheer
« on: January 19, 2010, 02:58:21 AM »
Hardcaps are an incredibly bad idea. You can limit players with high unit upkeep (makes sense as the Ostheer had severe problems getting ammo and fuel) and high reinforcement costs. or low repair rates (like PE has).

The best idea IMO is to make them similar to the US faction, but with a slightly better lategame and slightly worse earlygame. Their vehicles should cost lots of fuel.

    + having strong earlygame infantry like Grenadiers with more men than Wehrmacht or PE and various upgrades to make them fight more effective,
    + strong "light vehicles" like Panzer III's and Halftracks with Flakvierlings on top as shock units (can be locked down to increase sight range and accurracy)
    + pak50s and more expensive lategame units like Panzer IV with fuel costing global upgrades (like Ausf. G  to make them better armed and armoured for example) and individual upgrades like MG Gunners.
    + in general onmap artillery like the Wespe Selbstfahrende ArtillerieunterstĆ¼tzung (after upgrade available)
    + the ability to build a special version of Tiger I tank (after upgrade) instead of Panthers at a similar cost, cause I think that CoH doesn't need ALL german armies to have panthers... It should cost slightly more (maybe 700mg/140 fuel) but have better overall stats than the panthers have with lower hitpoints than the Wehrmacht Tigers. If someone wants Panthers he can play Wehrmacht.
    + maybe an own version of the 88 as an emplacement like the 17 pounder
    + no possibility to construct OPs at all, but they can secure a sector by occupying a house in the sector and make it their forward HQ to which they can retreat. This sector will be "locked down" like when a Brit Truck sets up on a point and produce more income. The Ostheer can produce infantry in the HQ. The Field HQ is unlocked via a certain technology.

752
Suggestions / Re: Balance
« on: January 19, 2010, 01:00:40 AM »
I'm pretty sure that Wehr Support Vet 1 will really shine against the UDSSR, just because of +25% acc -25% reload time for MG42, which will rape those conscripts within seconds.

Later on, vehicle vet for Pak38's (vet 3 + 20% dmg) and 88's will be very useful I guess, way more useful than against US.

753
Suggestions / Re: General Thoughts regarding the Ostheer
« on: January 18, 2010, 01:29:03 AM »
Your ideas are not bad at all, but I REALLY dislike all those "No Retreat!" claims. Retreating is essential in Teamgames, especially later on. For both Axis AND Allies. By removing Retreat-functions for important late-game units and limiting their whole Techtree in the lategame massively, you would create a HUGE imbalance in teamgames, making the Ostheer basically unplayable, because nobody sane would use them - cause they'd get steamrolled.

A much better idea is to create them more like the current US-Faction, which is also pretty strong early on, but decreases efficiency during the lategame.

Strong Vet bonuses would keep the Ostheer in the game.

754
Suggestions / Re: New German Units
« on: October 26, 2009, 10:49:45 AM »
However, I was totally bored today, so I started mindmapping
and outlining a basic concept for the German army, hope you'll like it!

Here we go:

Some weeks ago I bought a book named "Wehrmacht - Eine Bilanz",
which gives some stats and facts about "Operation Barbarossa".
At the start, the German troops covered about 3000 km frontlines,
about 3 million soldiers fought against the russian.
The German army had 2000 planes, 3300 tanks + LOAD's of PaK's etc.
That's why I decided to make support-troops at least 4 men  and  normal squads 6,
several prototypes and units were only available to the Eastern Front,
so I decided to make them call-ins, like Sturmtigers.

German troops earn veterancy by fighting and are pretty expensive, but damn_tough guys. Buying vet wouldn't fit in the system
since vetted troops in CoH are called from the Eastern Front like said in the Kampfkraft-centre.
Their units have a wide range of abilities, which all have a pretty high cooldown (but still lower than PE's, about 30-45 seconds), which can only be reduced by using Munitionspanzers and doctrine-specific abilities like 'Assault'.

The Germans should have 3 tiers:

Tier [1] = basic starting-tier, Wehrmachtquarters (1st Building),
builds Grenadiers, mg's and mortars (after upgrade).
Tier [2] = Skirmish Escalation, Kampf-Kompanie (2nd building),
unlocks officer, builds Panzer III (after Upgrade), halftracks and the Pak 40 aswell as some kind of Bergepanzer.
Tier [3] = Assault Escalation, Sturm-Kommand (3rd building),
requires officer, builds units like Panthers, Pumas and Stormtroopers.
Waffenkammer, buildable at tier [1], it's similar to the Kampfkraftcenter and provides global upgrades, for example enables mortar's, Panzer III's, and 2 upgrades which are only available if you choose a specific Operation:

Assault Operations: Enables an upgrade for Stormtroopers to be armed with Stg's44 instead of mp38 (1) and veteran-officers which improve Infantry's fighting-capacities (2) [reducing supression and lowering veterancy-requirements] .
Defensive Operations: Enables building Flak88s (1) [for a load of ressources] and allows to mount mortars in modified bunkers  (2) [ better protection from enemy fire].
Tank Operations: Enables your Pak's to use their ability 'Treadbreaker' - immobilization with low range (1) [good to stop an enemy tank trying to rush your PaK] and the ability to upgrade Panzer III's with 'Skurzen' (and a heavier maingun)(2) [increases survivability against heavier tanks].

Units out of Headquarters:
- Combat-Pioneers (4-man-squad), upgrades: Flamethrower, improved repairs, Minedetector,
builds buildings, tanktraps and mines etc.
- Officer (hardcap 1): adds, depending on picked doctrine,
specific abilities, improves nearby units stats.
- Kettenkrad, scout and similar to the bike.

Units:
- Panzergrenadiers (6-man-squad), upgrades:
Panzerschreck, Lmg42 (or another weapon like mp 38)
can ONLY throw grenades when upgraded with mp's or panzerschreck!
- Heavy 81mm mortar-troop (1 mortar per troop, 4-man-squad)
(2 for the mortar, 2 defenders with mg38)
- MG42-squad (4 men, 1 heavy mg42)
- Sdkfz 251 Upgrades: Sdkfz 251/17: 2 cm Flak, Sdkfz 251/22 - 7.5cm PaK40 L/46, can carry PaK's (lowers their speed and let them take more damage, but also doubles PaK-speed)
- Panzer III
- Panther
- Puma, upgrade: 50mm main cannon
- 7,5 cm PaK-40
- Stormtroopers (4 men), elite Infantry used for assaults,
can cloak and starts armed with mp-40's and panzerfausts.
Sniper, armed with a Kar98.
Doctrines:

Assault-Operations:
(Officers become armed with Stg44 and get an ability to focus artillery- and mortarfire on a certain point, regardless of eventual cooldown, increases damage-output for nearby grenadiers)

Right side: Artillery Support

- Mortar-Training: higher range & rate of fire, mortar production-speed is raised by 100%, troops start as vet 1 (2 points)
- Heavy Offmap-Artillery: Gustav artillery or 155mm offmap. (2 points)
- call-in of the Hummel-selfpropelled artillery(hardcap 2) (4 points)

left side: Urban Warfare

- Assault-Grenadiers: Upgrades grenadiers to throw better grenades over longer range (1 point)
- Assault: Available for vetted troops, breaks supression, increases speed and
reduces grenade-cooldown by 75%), but assaulting troops take additional damage. (2 points)
- Call-in Sturmtiger(1 time). Modified Tiger I armed
with a massive short-ranged Mortar which shreds buildings and enemy infantry. Each shot takes munitions. (4 points)

Hold the Line-Operations
(enables troops to retreat to the Officer like brits to the captain, adds life-regeneration to units and
gives defensive boni in own territory)

left side: Defensive-Operations

- Hold the Line!: Ability that increases units' rate of fire, increases armour and reduces supression. Only usable on your territory.(1point)
- Scorched Earth: disable strat-point until its repaired, enables grenadiers to lay mines, wire, sandbags and tanktraps. (2 points)
- Reinforcements: 2 Panzer-III's + grenadiers arrive on the battlefield, alternative: 1 Panther + grenadiers. (5 points)

Right side: Zeal

- Improved defenses: bunkers gain additional health, troops can reinforce at bunkers. (2 points)
- Zeal: adds 1 additional mg42 in mg42-troops, squads start as vet 1, troops fight better when loosing units. (2 points)
- call-in 2 Wespe medium Artillery(hardcap 4). (2 points)

Tank-Operations
(enables officers to reveal parts of the map via binoculars and to call in Luftwaffe-Bombardments)

Left side: Logistics:

- fast deployment: increase Productionspeed for tanks by 200% for 60 seconds (costs munitions). (1 point)
- Improved-AT-munitions: enables PaK's and tanks to fire improved shells which penetrate more often. (2 points)
- call-in Munitionspanzer III:  decreases cooldown between shots for nearby tanks, Artillery and grenadiers.
Also able to lay mines and spawns Goliaths.(2 points)

Right Side: Blitzkrieg!

- Crew-Training: tanks start with vet 1, mg-gunners are automatically added to the tanks. (2 points)
- call-in Ferdinand Tank Hunter. (3 points).
- call-in Jagdtiger (1 time).(4 points)

755
Suggestions / Re: New German Units
« on: May 07, 2008, 10:01:18 PM »
I think that the SS already is in the game. The PE is disguised SS for me.
Actually, it's probably based on Ligt armoured Scouting Battalions, you can see that due to the Scout Cars which were only delivered to armoured Scouts...

756
Suggestions / Re: New German Units
« on: May 07, 2008, 02:11:53 AM »
Disclaimer: I DO NOT want to insult anybody in this topic, I just want to state that the whole picture has to be seen and not just some parts. A pro-contra argumentation WILL fail, cause this subject is SO complicated.

Quote
"Furthermore what says an NS SS soldier is evil? They sure weren't the people signing the contract of the "Final solution". They weren't indoctrinated with killing civilians even though some stupid officers encouraged it."
I recommend reading Guido Knopps (German WW2-Historian) book "The Wehrmacht - A Review" (in German: "Die Wehrmacht - Eine Bilanz") (I don't know if it's available in english speech tbh). It deals detailed and differiantiated with the Wehrmacht aswell as with the Waffen SS and its role in the 2nd World War. Very interesting to read.

Quote
Look at those pictures.
http://libreopinion.com/members/leondegrelle/storyofthewaffenss.html
"Then, in 1941 during the great clash with the Soviet Union, rose the European Waffen SS. Young men from the most distant countries fought together on the Russian front."

Guido Knopp also produced MASSES of documentations about the 3rd Reich, about the maincharacters (Hitler, Göring, Goebbels, Himmler, Eichmann etc.), about the German Society and of course about the Armies.

He made a trilogy "Die Waffen-SS - Hitlers Glaubenskrieger" (The Waffen-SS - Hitlers Warriors), in which he described the rise and fall of the German SS-Divisions, starting as a distinct group of "Ariers" to a multicultural company, which were recruited due to a lack of new Ariers which could've been recruted. So it was a necessity. If enough blond poeple had been available they'd kicked them ALL out. The Nazis were EXTREMELY disrespectful agianst ppl which didn't fit in their "Übermensch"-racesystem.

However, during the French-war MANY SS-soldiers commited (or at least had to commit) crimes against civilians, en masse, especially executions. The amount of people killed lay in responsibly of officers, but the people were killed. Even more at the Russian Front.

But W/E, I recommend watching documentations about the 3rd Reich (I'm doing that since I'm 12 [Now I'm 20] ), reading detailed books and argumentations, then come back and say the SS is nice to be played. (Mom, I'll count the amount of documentations about N/S ideology currently on my PC: 34, books I've read : ~ 7, articles I read: at least roughly 100. I think I know a lot about this topic.
Btw: I'm German ;)

757
Suggestions / Re: New German Units
« on: May 06, 2008, 09:06:51 PM »
They were ALL NS -.- Cause the Sturmstaffel was Hitlers Ideological Eliteforce. In the Beginning 95% of its soldiers were Blond and had Blue eyes, over 1,80metres tall (They were called 'Arier', Ubermensch). They were indoctrinated to show no fear and to show no mercy against Russians, Polands and Jews.

758
Suggestions / Re: New German Units
« on: May 05, 2008, 01:05:48 AM »
Great to hear that  :)

759
Suggestions / Re: Which is best?
« on: May 04, 2008, 06:26:50 AM »
First screen looks best, but use a brighter font for the Eastern Front printing, it's hard to read.

760
Suggestions / Re: Russian Bunkers
« on: May 04, 2008, 06:22:07 AM »
I think that idea was sort of coming along. We've spoken loads about the vastness of Russian Defences, and the need to make them better than the British ones,

VERY bad idea imo. British emplacements are somewhat near to OP-ness. That would make Russian/brit-combos EXTREMELY OP in every kind of teamgame.
Make them similar to the british or make them weaker & cheaper than british ones. You *could* add a kind of doctrine-ability which improves defenses, but don't make them uber from the start, it would only lead to tough balancing.

761
Suggestions / Re: New German Units
« on: May 02, 2008, 07:55:06 PM »
:-P You'll like it, details have to be figured out etc, but at least I like those suggestions ;)
Regarding to the Wehrmacht:

To an extend, especially at the eastern Front, Wehrmacht was involved into several war crimes, like the treatment of Prisoners of War. Because the Wehrmacht undersupplied them, many died of hunger. But like I said: The Wehrmacht is not responsible for most damage, it was done by the SS, Hitlers ideology-warriors ... The whole involvement is VERY complicated. For example there were whole divisions which didn't take action in executions, other battalions were even asked by SS-soldiers to watch those executions - for fun. Several Officers were VERY antisemitic and ruled with iron fist in their controlled zones, others not...

Like I said: VERY complicated...

762
Suggestions / Re: New German Units
« on: May 01, 2008, 01:53:12 PM »
Why does everybody want to play disgusting SS? They killed too many civilists, begun warcrimes en massê
and were ideologically blinded. I would hate to play them.
However, I was totally bored today, so I started mindmapping
and outlining a basic concept for the German army, hope you'll like it!

Here we go:

Some weeks ago I bought a book named "Wehrmacht - Eine Bilanz",
which gives some stats and facts about "Operation Barbarossa".
At the start, the German troops covered about 3000 km frontlines,
about 3 million soldiers fought against the russian.
The German army had 2000 planes, 3300 tanks + LOAD's of PaK's etc.
That's why I decided to make support-troops at least 4 men  and  normal squads 6,
several prototypes and units were only available to the Eastern Front,
so I decided to make them call-ins, like Sturmtigers.

German troops earn veterancy by fighting and are pretty expensive, but damn_tough guys. Buying vet wouldn't fit in the system
since vetted troops in CoH are called from the Eastern Front like said in the Kampfkraft-centre.
Their units have a wide range of abilities, which all have a pretty high cooldown (but still lower than PE's, about 30-45 seconds), which can only be reduced by using Munitionspanzers and doctrine-specific abilities like 'Assault'.

The Germans should have 3 tiers:

Tier [1] = basic starting-tier, Wehrmachtquarters (1st Building),
builds Grenadiers, mg's and mortars (after upgrade).
Tier [2] = Skirmish Escalation, Kampf-Kompanie (2nd building),
unlocks officer, builds Panzer III (after Upgrade), halftracks and the Pak 40 aswell as some kind of Bergepanzer.
Tier [3] = Assault Escalation, Sturm-Kommand (3rd building),
requires officer, builds units like Panthers, Pumas and Stormtroopers.
Waffenkammer, buildable at tier [1], it's similar to the Kampfkraftcenter and provides global upgrades, for example enables mortar's, Panzer III's, and 2 upgrades which are only available if you choose a specific Operation:

Assault Operations: Enables an upgrade for Stormtroopers to be armed with Stg's44 instead of mp38 (1) and veteran-officers which improve Infantry's fighting-capacities (2) [reducing supression and lowering veterancy-requirements] .
Defensive Operations: Enables building Flak88s (1) [for a load of ressources] and allows to mount mortars in modified bunkers  (2) [ better protection from enemy fire].
Tank Operations: Enables your Pak's to use their ability 'Treadbreaker' - immobilization with low range (1) [good to stop an enemy tank trying to rush your PaK] and the ability to upgrade Panzer III's with 'Skurzen' (and a heavier maingun)(2) [increases survivability against heavier tanks].

Units out of Headquarters:
- Combat-Pioneers (4-man-squad), upgrades: Flamethrower, improved repairs, Minedetector,
builds buildings, tanktraps and mines etc.
- Officer (hardcap 1): adds, depending on picked doctrine,
specific abilities, improves nearby units stats.
- Kettenkrad, scout and similar to the bike.

Units:
- Panzergrenadiers (6-man-squad), upgrades:
Panzerschreck, Lmg42 (or another weapon like mp 38)
can ONLY throw grenades when upgraded with mp's or panzerschreck!
- Heavy 81mm mortar-troop (1 mortar per troop, 4-man-squad)
(2 for the mortar, 2 defenders with mg38)
- MG42-squad (4 men, 1 heavy mg42)
- Sdkfz 251 Upgrades: Sdkfz 251/17: 2 cm Flak, Sdkfz 251/22 - 7.5cm PaK40 L/46, can carry PaK's (lowers their speed and let them take more damage, but also doubles PaK-speed)
- Panzer III
- Panther
- Puma, upgrade: 50mm main cannon
- 7,5 cm PaK-40
- Stormtroopers (4 men), elite Infantry used for assaults,
can cloak and starts armed with mp-40's and panzerfausts.
Sniper, armed with a Kar98.
Doctrines:

Assault-Operations:
(Officers become armed with Stg44 and get an ability to focus artillery- and mortarfire on a certain point, regardless of eventual cooldown, increases damage-output for nearby grenadiers)

Right side: Artillery Support

- Mortar-Training: higher range & rate of fire, mortar production-speed is raised by 100%, troops start as vet 1 (2 points)
- Heavy Offmap-Artillery: Gustav artillery or 155mm offmap. (2 points)
- call-in of the Hummel-selfpropelled artillery(hardcap 2) (4 points)

left side: Urban Warfare

- Assault-Grenadiers: Upgrades grenadiers to throw better grenades over longer range (1 point)
- Assault: Available for vetted troops, breaks supression, increases speed and
reduces grenade-cooldown by 75%), but assaulting troops take additional damage. (2 points)
- Call-in Sturmtiger(1 time). Modified Tiger I armed
with a massive short-ranged Mortar which shreds buildings and enemy infantry. Each shot takes munitions. (4 points)

Hold the Line-Operations
(enables troops to retreat to the Officer like brits to the captain, adds life-regeneration to units and
gives defensive boni in own territory)

left side: Defensive-Operations

- Hold the Line!: Ability that increases units' rate of fire, increases armour and reduces supression. Only usable on your territory.(1point)
- Scorched Earth: disable strat-point until its repaired, enables grenadiers to lay mines, wire, sandbags and tanktraps. (2 points)
- Reinforcements: 2 Panzer-III's + grenadiers arrive on the battlefield, alternative: 1 Panther + grenadiers. (5 points)

Right side: Zeal

- Improved defenses: bunkers gain additional health, troops can reinforce at bunkers. (2 points)
- Zeal: adds 1 additional mg42 in mg42-troops, squads start as vet 1, troops fight better when loosing units. (2 points)
- call-in 2 Wespe medium Artillery(hardcap 4). (2 points)

Tank-Operations
(enables officers to reveal parts of the map via binoculars and to call in Luftwaffe-Bombardments)

Left side: Logistics:

- fast deployment: increase Productionspeed for tanks by 200% for 60 seconds (costs munitions). (1 point)
- Improved-AT-munitions: enables PaK's and tanks to fire improved shells which penetrate more often. (2 points)
- call-in Munitionspanzer III:  decreases cooldown between shots for nearby tanks, Artillery and grenadiers.
Also able to lay mines and spawns Goliaths.(2 points)

Right Side: Blitzkrieg!

- Crew-Training: tanks start with vet 1, mg-gunners are automatically added to the tanks. (2 points)
- call-in Ferdinand Tank Hunter. (3 points).
- call-in Jagdtiger (1 time).(4 points)

763
General Discussion / German Forces?
« on: April 27, 2008, 11:16:46 PM »
Hiho,

I've read very much information about the Russian, but what about the German Army?
Short of some pics of the Pz III and some discussions about artillery there wasn't that much yet :P

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