Company of Heroes: Eastern Front

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Messages - TheVolskinator

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226
The Ostpioneers build your base. The Schwere Ostpioneers build field defenses and participate in combat. The standard Ostpioneers are nothing more than basebuilders, I even stated that in the Ostpioneer's "Other" catagory. And 200 Manpower for a building unit is high as it is, it would be insanely expensive to do anything via Pioneers if the price went up. However, I can admit that the prices are a tad too similar, I'll consider dropping MP expenses on the Ost's and (maybe) raising it on the Schwere Ost's.

227
It's not 100% complete, but here's a preview at my Ostheer concept  ;D . Read and comment! Thanks!

Ostheer Faction Concept
Units:
Ostpioneers
Unit Class: Infantry.
Unit Role: Base Construction, rudimentary repair.
Build Cost: 180 Manpower.
Build Time: 30.
Built From: Headquarters.
Population Upkeep: 4, 5 if the Defensive Infantry Veterancy II upgrade is purchased from the Materiel Centre.
# Of Squad Members: 4, 5.
Reinforce Cost Per Man: 25 Manpower.
Health Per Man: 50.
Weapons: 3x Kar98k, 1x MP38 (additional man receives a Kar98k).
Upgrades: None.
Abilities: Construct Base Structures, Rudimentary Repair.
Move Speed: 3.
Capping Speed: .50
Other: .50 received accuracy when building in Yellow or Green cover. This unit is quite poor for any task aside from constructing your base. It is not recommended to use this unit once you have the Manpower for Schwere Ostpioneers.

Schwere Ostpioneers
Unit Class: Infantry
Unit Role: Field Defense Construction and Repairs, Demolitions, Assault, Repairs.
Build Cost: 200 Manpower.
Build Time: 35.
Built From: Headquarters.
Population Upkeep: 5.
# Of Squad Members: 5.
Reinforce Cost Per Man: 25 Manpower.
Health Per Man: 65.
Weapons: 5x Kar98k.
Upgrades: Combat Support Package (75 Munitions, 45 seconds to upgrade): Boosts the squad’s firepower with a Flammenwerfer 42, two G43s, and Demolition Charges (40 Munitions ea.) that can be planted anywhere! Upgrade is only available after Offensive Infantry Veterancy I is purchased from the Materiel Centre.
Abilities: Construct Field Defenses: Barbed Wire, Sandbags, Dragon’s Teeth, Mines (25 Munitions ea.), Teller Mines (35 Munitions ea., non-doctrinal), Observation Posts (200 Manpower), MG34 Pit (200 Manpower, 30 Fuel), Bunker (150 Manpower, can be upgraded with an MG42 or turned into a Repair Bunker [50 Munitions ea.]), Schwere Bunker (400 Manpower, can be upgraded with 3 MG42s AND an auto-firing 81mm mortar [100 Munitions]), Salvage Munitions, Advanced Repair.
Move Speed: 3.
Capping Speed: 1
Other: Munitions Supply (Acts as Panzer Elite Munitions Halftrack; applies to Panzer Elite player allies ONLY). Shwere Ostpioneers are also the only unit that the Ostheer has to effectively repair buildings or vehicles. If the Wall Of Steel Doctrine is chosen, the Shwere Ostpioneers can construct a Medical Tent for 200 Manpower, with an 80 heal radius, a 200 body search radius, and the ability to reinforce nearby squads. The tents, however, are hardcapped at 2 maximum, so choose your location wisely!

Lichte Grenadiers
Unit Class: Infantry.
Unit Role: Light/Basic Infantry.
Build Cost: 260 Manpower.
Build Time: 40.
Built From: Trupp Barracks
Population Upkeep: 6.
# Of Squad Members: 6.
Reinforce Cost Per Man: 22 Manpower.
Health Per Man: 60.
Weapons: 5x Kar98k, 1x MP38.
Upgrades: SMG Supply (50 Munitions, 20 seconds to upgrade): Akimbo to the Volksgrenadier MP40 upgrade, it grants all squad members MP40s—however, they are more accurate and damaging than Volks MP40s, with a higher accuracy while moving! Stopgap Anti Tank (50 Munitions): Grants the squad the use of Fire a Panzerfaust 30! (25 Munitions), but fills all weapon slots; accuracy is higher than that of Volksgrenadier-fired Panzerfausts.
Abilities: Fire a Panzerfaust 30! (25 Munitions ea., 10 second cooldown time): The squad will fire a single Panzerfaust 30, a devastating weapon against light Russian armor and globbed infantry!
Move Speed: 3.
Capping Speed: .75.
Other: Lichte Grenadiers are the Ostheer’s Conscripts, although their fighting quality is that of Volksgrenadier’s, possibly slightly higher; they don’t have an upkeep cost (i.e., if you build a ton of them, you won’t receive less manpower.). They can fight some T2 Russian units (Strekly, standard Tank Hunters) but once Red Banner Strekly and any form of Guards hits the field, they’re obsolete.

Reconnaissance Team
Unit Class: Infantry.
Unit Role: Scouting, Observation, Marksmanship.
Build Cost: 290 Manpower.
Build Time: 70.
Built From: Trupp Barracks. Only buildable after researching Elevate to Scouting (100 Manpower, 10 Munitions, 30 Fuel) from the Headquarters.
Population Upkeep: 2.
# Of Squad Members: 2.
Reinforce Cost Per Man: 60 Manpower.
Health Per Man: 55.
Weapons: 1x Kar98k (very high accuracy, damage, and range; standard fire rate), 1x MP38.
Upgrades: None.
Abilities: Camouflage (Passive, can camo while in yellow or Green cover, like Falshirmjaegers.), Throw Stielhandengranate! (15 Munitions, 5 second cooldown): Throws a standard grenade.
Move Speed: 4.
Capping Speed: 1.50.
Other: This unit is excellent at picking off targets. Target Ingenery and wipe out Russia’s building force to achieve a quick and decisive victory for the Ostheer! The Recon Team can act as a Manpower drain, even on the mighty Russians.

Radio Trupp
Unit Class: Infantry.
Unit Role: Communications, Resource boost, required to advance from Elevate to Scouting to Elevate to Probing Attack.
Build Cost: 195 Manpower.
Build Time: 60.
Built From: Trupp Barracks. Only buildable after researching Elevate to Scouting (100 Manpower, 10 Munitions, 30 Fuel) from the Headquarters.
Population Upkeep: 3.
# Of Squad Members: 3.
Reinforce Cost Per Man: 30 Manpower.
Health Per Man: 60.
Weapons: 2x Kar98k, 1x G43 (used by radio operator).
Upgrades: Artillery Spotter (75 Munitions): A copy of the ability used by the Russian Marksmen, it allows the Radio Trupp to both mark the target AND call in an 81mm mortar barrage, similar to the Wehrmacht Officer’s, but for free, via Mark and Fire!
Abilities: Mark and Fire! (free, 60 second cooldown): The Radio Trupp can identify an enemy threat and mark the target, reducing its ability to dodge shots in the Fog of War, while an 81mm mortar barrage is called down upon its head! Ha ha!
Move Speed: 2 (slower due to the heavy radio set).
Capping Speed: 50.
Other: Whichever sector the Radio Trupp occupies, if it is friendly, will receive a resource boost. However, because the Trupp is hardcapped at a maximum of three, it might be wise to just build an Observation Post. When in enemy territory, the Radio Trupp can use its communications to call down artillery behind the enemy, disrupting the income of that sector, much like the Funkwagen Vampir. This ability is passive, for both friendly and neutral territory, however, the artillery disruption is a backstory. NO ARTILLRY FALLS unless the Radio Trupp uses Mark and Fire!

Ostgrenadier Trupp
Unit Class: Infantry.
Unit Role: Basic/Heavy/Elite infantry, mass infantry engagement.
Build Cost: 310 Manpower.
Build Time: 50.
Built From: Shwere Ostkriegbarracks. (Ostkriegbarracks buildable after Elevate to Probing Attack (110 Manpower, 15 Munitions, 25 Fuel) is purchased from the Headquarters).
Population Upkeep: 6.
# Of Squad Members: 6.
Reinforce Cost Per Man: 37 Manpower.
Health Per Man: 95.
Weapons: 6x Kar98k.
Upgrades: Terror Package (55 Munitions, 50 seconds to upgrade): The Trupp will receive three Flammenwerfer 42s and the addition of Incindiary Grenades (20 Munitions ea.) to standard grenades (15 Munitions ea.). Weapon slots are filled and no other upgrades can be purchased for the unit once Terror Package has been bought. Veteran Combat Package (110 Munitions, 55 seconds to upgrade): Vastly boosts the Trupp’s firepower at range with an LMG42, two G43s, an RbPzf Panzershreck, and the addition of Bundled Grenades (50 Munitions ea.) to standard grenades (15 Munitions ea.). Upgrade is only available after Offensive Infantry Veterancy II is purchased from the Materiel Centre and the squad has participated in combat and has reached Offensive Vet1 or Defensive Vet1.
Abilities: Throw Stielhandengranate! (15 Munitions, 5 second cooldown): Throws a standard grenade. Throw Flammengranate! (20 Munitions, 40 second cooldown, 10% chance that grenade explodes in the thrower’s hand, killing the thrower and leaving a “napalm puddle”): Throws one of those new-fangled Incendiary Grenades to burn those Russian pigs out from their cover. But beware men; because the Flammengranate is new, there is a 10 percent chance that it could explode and kill you! Use caution and choose your targets wisely. Throw Schweregranate! (50 Munitions, 10 second cooldown): Some of those Stormtroopers sitting in France thought that tying 5 Stielhandengranates together would provide improved effectiveness—they were right! This grenade has a critical 30% chance to kill all enemy infantry in 3, 6, or 12 population buildings, and in trenches.
Move Speed: 3.
Capping Speed: 1.50.
Other: This unit is tougher than even Wehrmacht Grenadiers (95 hp/man vs. 80 hp/man, and 6 squad members vs/ only 4) and with Defensive Vet1, Defensive Vet2, and Defensive Vet3 attained from combat, they are almost unkillable! It is recommended that you use the Veteran Combat Package upgrade over the Terror Package upgrade, because there is a 30% chance that one of the flamethrowers could explode when fired upon, killing the squad member and leaving that damaging “napalm puddle”. Ouch! The chance is reduced to 0% (-10% for every Defensive Vet level) when Defensive Vet1-3 is obtained in combat (player didn’t choose Offensive Vet for that squad at any time; the Flammengranate chance remains at 10%).

Well, I ran out of space to Bold/Italisize (the real thing is; it didnt copy over to the forum), but hopefully the idea is carried over. For veterancy, as I'm sure you're all wondering, its a Wehr/PE combination. You purchase it from the Materiel Centre like the Wehrmacht does from the KC, but you must participate in combat to actually obtain it, like the Panzer Elite (the actual "per-squad" Veterancy is very close to PE standards, however, there is a name change to avoid confusion with the purchased vet.) Please comment! Thanks!

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Ostheer Suggestions / My New (and upcoming) Ostheer Concept!
« on: June 11, 2010, 03:14:24 PM »
Hi everyone, I'm a newbie to the EF forums, though not to CoH or EF itself. I've decided to put together a concept for the Ostheer faction, but before I get too far in, I wanted to explain what my concept would contain. For instance, teching up involves a composite throw together of the Wehr and British tech paths (must have so-and-so a unit on the field, then order a new tier [called "Elevate to ____"]). Veterancy is also a composite of Wehr and PE. You buy the veterancy levels as you do with Wehr, but must participate in combast to actually GAIN the Vet, and then you can choose Offensive/Defenseive vet--purchasing the veterancy ALLOWS ITS USE. Theres more coming but I have to go (cant finish a long post). Please comment on the idea! Thanks!

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