Company of Heroes: Eastern Front

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Messages - TheVolskinator

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211
Ostheer Suggestions / Re: Buildable Arty for the Ostheer?
« on: August 13, 2010, 03:54:48 AM »
My 'Breach Assault Arty' has 2 Wespe's and a Brummbahr; I think that Call-In would be the best. Not quite as damaging as the Hummel but a tad more mobile. Building it as a static emplacement would take away from the OH's mobility. Anyone agree with me on this last point?

212
Ostheer Suggestions / Re: Ostheer Concept by TheVolskinator
« on: August 11, 2010, 04:14:56 AM »
Overhauled cheap elites. Should hopefully remedy the balance issues with U.S. and CW factions. Added two new units and MOVED THE 88, TIGER, AND BOTH PLANES to DOCTRINAL ONLY!!!

@ Paciat; I (still) hold really deep respect towards you, but your comment felt like a slap in the face followed by "you're a bloody useless idiot". It kindof lacked constructive critasizm and just went strait for the /flame. I'm not trying to make it a big deal, the comment just...hurt. A lot. Hopefully what I've channged will avoid any more flaming from the Devs...  :-\  :(  :'( again, not holding any hard feelings.  :(

213
Ostheer Suggestions / Re: Ostheer Concept by TheVolskinator
« on: August 10, 2010, 11:11:36 PM »
Changelog mentions a lot of the changes; read the PDF to see if I missed any!  ;D

214
Strategy and Tactics / Re: How can Werhmacht withstand the Russian Rush?
« on: August 09, 2010, 03:31:14 AM »
I usually go PE, and run with PGs. The first two PGs get G43s, the next 4 get StG44s. G43s get Def>Off>Off vet, the STGs get triple Def vet and become my meatshield...and every time I fight a Russian player i get hit with a hoard of unmicroed Conscripts so I can just waltz wherever I please [Fals in cover+ FG42s I've had fulley vetted within 15 seconds of their deployment+upgrade; side note]. I've finished 10 games in a row now with 6 PGs and an ATH in ithe russian base in about 15-20 mins. Just make sure to get Defensive Op and 4 Man squads ASAP, and you're good to go. Just vet up your PGs and you've got the thing in the bag; send your Kett around to cap while the Russian gets tunnel vision trying to kill your vetted Pgs...oh, and the PE AC with its LOLZORPWN_ROFLECOPTER gun shreds Russian inf too...

215
General Discussion / Re: Tigers! Vanilla vs Voss
« on: August 07, 2010, 02:23:28 AM »
Works for me, great idea IMO.

216
Suggestions / Re: The changes to the mod 1.21 patch.
« on: August 04, 2010, 03:06:21 PM »
The Jackson model is absolutely stunning, love it! The Jumbo and the Sherm105 seem to be almost the same unit; a Priest instead of he Jumbo might be a nice change to the Calliope. Pershing's new model is also fantastic, now we just need a smaller [and faster...] M18  :D .

217
Ostheer Suggestions / Re: Ostheer Concept by TheVolskinator
« on: July 22, 2010, 07:59:47 PM »
The Drache isnt a fundamental call-in; is my concept still viable without the cute lil' bugger?  :-\  :)

218
Ostheer Suggestions / Re: Ostheer Concept by TheVolskinator
« on: July 19, 2010, 03:06:46 PM »
I know. But i didn't have anything better in my head at that time lol.

219
Ostheer Suggestions / Re: Ostheer Concept by TheVolskinator
« on: July 19, 2010, 01:45:50 PM »
*Other than the 1-shot-kill- "Marked Shot" ability, Tiger 205 is your standard CoH 'Hauptmann Voss' Blitz Tiger, possibly with some changed stats. It's not an "uberpwn cant be killed rapid fire death cannon" unit.

*I changed the Oberfeldwebel, he just fires a more damaging G43. While he's powerful, he will (in my concept) remain non-doctrinal; he's the extra punch to grab when you're not sure if its a Conscript squad or a T-34 around that wall.

*Nebel Gas I'll consider removing, but I ask this: is it a "cool" or "useful" idea to flush the Russians out of their trench spam?

*The 88s I'll hardcap at 2 (or 3?).

*Cephalos, you need to READ the 'Other' on the unit lists! Most of the unit's you've commented on as"spammable are HARDCAPPED; the Nebels at 2, and Tiger 205 at 1!  ;D

220
Ostheer Suggestions / Re: Ostheer Concept by TheVolskinator
« on: July 18, 2010, 08:30:09 PM »
*Yep. Something that would remove the heir of "HA! SU-152 is invincible and now that I have it, ive won". Now you need to watch out for the Elefant; a nemesis, if you will.

*Fa-223 is already in the game, and you can see it if you play the JointOps mod.

*The two AT cannons are in there to give good counters to the dreaded IS-2 spam, and the 88 is mobile so its not a sitting duck for arty. It's not like that 88 is going to zip around the map like a PaK on Kettenkrad treads...its SLOW, but mobile.

*G43 for the Oberfeldwebel; you can only have one of him, and its intended that he can cause damage on his own: he is a Veteran Sergreant, after all.

*Nebelwerfer Gas Barrage is intended to counter players who place Conscripts and Tank Hunters in trench lines that cut off the entire map. OP? Yes. But the Russian Trench spam is OP too. Yes, the Germans did use Gas in WW1, and on the Eastern Front (in some places) in WW2.

*Tiger Tank 205 will have the cost boosted (due to the tank ace status); it is NON doctrinal but VERY, VERY expensive, and slow. You need the New Mabach upgrade to get anywhere, and it has you stopped for 65 seconds.

*If you look at Sabotage, it costs an insane 5 CPs (same as the KT), and only has a 30% chance of destroying the unit produced. However, your idea is also acceptable. Ill see if i can change it when I edit the PDF.

221
Ostheer Suggestions / Ostheer Concept by TheVolskinator
« on: July 18, 2010, 06:57:57 AM »
See the attached PDF file. I hope y'all like it, I put a ton of work into this, looking at all the suggestions and comments posted around the forum.
Changelog 8/10/2010:

-Added possible unit quotes.
-More information available in “Other” for each unit.
-Unit health(s) raised in general; avg. unit health (infantry) per man was hovering around 45, too low.
-Lichte Grenadiers now have the “Throw Steilhandedgranate” ability.
-Lichte Grenadiers can now be upgraded with an LMG34 after both the MP38 and G41 upgrades.
-VW Kubelwagen cost raised to 180 Manpower from 170 Manpower.
-Fixed typing error which placed Offensive Vehicle Vet1+Vet2 as Offensive Infantry Vet1+Vet2.
-Removed the “Dragon Incoming!” (Fa223 ‘Drache’ call-in) from the left side of the Infiltration Method tree.
-Replaced the "Dragon Incoming!" ability with "Drain". See PDF for "Drain" stats.
-Added Icons for Manpower, Munitions, and Fuel costs for unit costs, abilities, and upgrades.
-Added more stats such as Target Type, Move Speed, Health for vehicles, Acceleration and Deceleration, Rotation speeds, Crush Types, and Crush_Human True/False.
-Edited Tiger, Panther, Panzer III, StuG III, Panzer II, Ostgrenadier, and Feldpionier build costs.
-Revised costs of most of the doctrinal abilities, and hardcapped the 'Warmonger' (Elefant Call-in) to 3 maximum

Changelog 8/11/2010
-Ostpioneers Hp/man reduced to 55 from 70. Cost increased to 170 Manpower from 150 Manpower. Now low quality troops fit ONLY for base construction.
-Feldpionier Hp/man reduced to 60 from 80. Cost increased to 225 Manpower from 210 Manpower. Upgrade for Schwere Ostpioneers cost boosted to 105 munitions. Should be much less spam-able, easier to kill, and it’s upgrade should show up much later.
-VW Kubelwagen Hp/ man reduced to 150. Cost boosted to 185 Manpower. Might be too expensive for too little bang, but Cephalos seemed PISSED that it was so cheap for so much HP, so…
-Lichte Grenadiers Hp/man reduced to 55 from 75. Now much easier to kill; a sort of glass-cannon infantry. Now balanced to be on par for a 1v1 with Volksgrenadiers and U.S. Riflemen; only effective in a 1v2 fight with Commonwealth Infantry Sections; poor HP=easy kills for Tommie.
-MG34 Hp/man reduced to 75 from 80 for ease-of-kill.
-Ostgrenadier Trupp cost increased to 380 Manpower from 310 Manpower to balance spam-ability. Reinforce cost per man increased to 47 Manpower from 37 Manpower to balance cheap reinforcement. T2 and T3 upgrades costs have been boosted. Hp/man lowered  to 85 from 95. Should now be on par to face a 2 vs 1 fight with U.S. Riflemen and 1.5 vs 1 with Commonwealth Infantry Sections. Expense also prevents spam.
-Oberfeldwebel cost increased to 270 Manpower, 15 Munitions, 25 Fuel.
-StuG III fuel cost raised to 40 fuel from 30 fuel.
-Panzer III Hp/man reduced from 410 to 400.
-210mm Nebelwerfer Incindiary Smoke Barrage ability removed due to wanton stupidity and typing error. Incindiary Barrage will NOT be included; too PE-ish.
-210mm Nebelwerfer now has 210mm Smoke barrage ability for 25 Munitions (HUGE cloud of smoke).
-Mobile FlaK88mm Carriage is now only buildable if the Wall of Steel Method is chosen. Removes the PaK 40 from production at the Schwere Ostkriegbarracks but allows the 88’s production at the Schwere Ostkriegfabrik
-Messerschmitt 109E Fighter is now only buildable if the Wall of Steel Method is chosen. Hardcapped at 1.
-Tiger #205 is now only buildable if the Obliteration Method is chosen.
-Ju 87 Stuka is now only buildable if the Obliteration Method is chosen. Hardcapped at 1.
-Added Sd. Kfz. 251/22 Medium AT Halftrack unit. Only buildable if the Infiltration Method is chosen.
-Added Gebirgsjager unit. Replaces Ostgrenadiers. Only buildable if the Infiltration Method is chosen.

Changes should deal with Cephalos' knit picking  ;D about too many elite+cheap units; units are now balanced via HP and expense balancing; i.e. no spamming uber-elite Ostgrenadiers...

Changelog 10/2/2010:
-Radio Trupp’s ‘Mark and Fire!’ cooldown increased to 75 seconds from 60 seconds; rapid, free artillery would destroy early game balance.
-Ostgrenadier Trupp reinforce cost/man reduced to 45 Manpower from 47 Manpower; costs the same as Panzer Grenadiers.
-Ostgrenadier ‘Terror Package’ upgrade has the possibility of removal, PLEASE COMMENT ON WHETHER YOU WANT IT KEPT OR REMOVED!
-Panzer III gained the ‘Long-Barreled 50mm’ upgrade: Long-Barreled 50mm (75 Munitions, 30 seconds to upgrade): Replaces the ‘Stubby’ 50mm with a longer, high velocity 50mm, capable of respectable damage against the Sherman or equivalent.
-Tiger #205: Hauptmann Whitmann Voss ‘Marked Shot’ ability cooldown timer increased to 220 seconds from 20 seconds. No 1-shot-kill spams.
-‘Field Triage’ upgrade added to the Headquarters. See PDF for details.
-“Sounds of War” hardcap reduced to 1 from 2. Use cost increased to 300 Manpower, 35 Munitions from 200 Manpower, 35 Munitions.
-Left and Right-side branches for each Method now have names.
-“Wasteland” ability on the Wall of Steel’s LHS had its CP cost raised to 4 from 3. Cooldown was reduced to 300 seconds from 500 seconds.
-Wall of Steel method LHS new ability added: Zealous Homefront. Zealous Homefront (3 CPs): All three of your resource incomes will be boosted (passively) by +10 due to a rebound at Germany’s factories. Also grants a button-ability (Free, lasts 45 seconds, 120 second cooldown) that will replace any completely lost unit with a Lichte Grenadier squad (E.G., 2 Radio Trupp’s and a PIII are destroyed; you get 3 squads in return). Allows for an infantry meatshield, but could occupy valuable population space.
-Schwere Ostpioneers renamed to Feldpioniers.
-Edited for political correctness; all Russian-specific terms were removed; comments now read “…to destroy our enemies” instead of “…to destroy [the Russians]”.  Apologies to any offended.

222
Ostheer Suggestions / Re: Ostheer concept by Newbie. [2nd]
« on: July 18, 2010, 12:38:22 AM »
HEY! You stole my unit layout plan!  :P  8) jk jk. Looks pretty good, but it seems like the Glider HQ is fairly weak, and 3 Transports/4 AT guns is a tad much. I also see a few too many units, try keeping the range at around 15-20 total non-doctrinal units. But over all, very nice job.  ;D

223
Ostheer Suggestions / Re: Ostheer Technical Information
« on: June 22, 2010, 04:20:36 AM »
I submit to your authority(ies).  ;D I just didn't want to be countering an IS-2 rush with PzIIs..."WTH no damage? How's that possible??"  :P. I don't have an argument to the instant /almostflame, nor do I have a good idea to add to what's been said. So, nuff' said.  8)

224
Ostheer Suggestions / Re: Ostheer Technical Information
« on: June 21, 2010, 05:43:37 PM »
Yes, I do understand your answer. However, my point was not the mobility of the units, it was the age. The Panzer II was obsolete by the 3rd or so month of the war. The MG34, and the MP38 were also outdated and replaced. While this would lend the Ostheer more towards the Wehr (MG42, MP40), wouldnt the older weapons cut down the Ostheer's combat effectiveness? The PzIII is a vital part to the Ost, im not discounting that. And early AT, both in PaK and infantry held form, is very important. I've included that in MY concept. It's just the old status of the equipment being used, and the lack of an upgrade to COMPLETELY REPLACE that old tech with new and more destructive weaponry by mid/late game. However, I missed the fact that the Ostheer was full of artillery; I placed emphasis on actual controllable Luftwaffe units (Ju 87, Ju 88) and mobile heavy AT (FlaK 36/88 on cairrage and the insanely heavy PaK 40 75mm) in the place of arty. Thanks for the correcting there, Andeh.  :P  ;D

225
Ostheer Suggestions / Ostheer Technical Information
« on: June 21, 2010, 02:27:57 PM »
Many of the concepts and ideas that I've seen so far regard the Ostheer as a technologically inferior branch of the Wehrmacht; this flies in the face of what OKW (Ober-Kommand Wehrmacht) sent to the Eastern Front. The MG34, MP38, Panzerfausts (this is correct, however, they've been repeatedly suggested for a NERFing), and PzKpfw II have all shown up as examples. While they were imployed during the opening months of Operation Barborossa, the majority of OKW's outdated equipment was in fact sent to the Afrika Korps (a unit that is actually included as call-ins in my upcoming concept). The PzKpfw VI Tiger, and the PzKpfw V "Panther" were both developed especially for the Eastern Front. The Hetzer, Panzerjaeger IV, Konig Tiger, MP44, and many other advanced and technologically sound ideas were implimented for EF combat. My point within this whole ramble is that the Ostheer was NOT an under equipped unit (as a whole) for the majority of its time in combat. Only at the end of the war, after the debacle at Kursk, did the Ostheer lose the majortity of its worthwhile equipment. Is there a reason that the Ostheer has been rendered technically obsolete? I'm only asking that question (that was the idea of all of the above). I don't want a flame war, just an answer for the technical obsoletion of the Ostheer. If their equipmnt is terrible, how do they compete with the Russians, whos staple is mass produced, faulty, equipment?  8)

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