Company of Heroes: Eastern Front

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Messages - Ghost

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16
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: October 20, 2012, 06:43:13 PM »
- Panzerjaegers (AT infantry, build:?, ability: Focus for improved Accuracy, upgrade: Panzerschreck)

worst ability ever
why? it's nice to have high accuracy with AT weapons and hit even moving targets

17
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: October 20, 2012, 02:32:48 AM »
from this replay

note: i will update the front page as soon as any official info is released by the devs, this is only a summary of what can be seen in the replay and is nowhere near final

Base defense: flak emplacement
Starting unit: Stormpioniers

HQ:
- Sdkfz. 9 Builder (supervise, adv. repair)
- Opel Blitz (lock sector, deploy goliath, savage wrecks, limit:4)
- Legionnairs foreign infantry (cut wire, upgrades: mine detector/MP40/?, build: mines, ?, sandbags, tanktraps, wire)
- upgrade: Mobile Heal Station

Infantry Gruppen Post:
- Landerzug (upgrade: Gewehr41, abilities: grenades, AT grenades, sprint, build:?)
- Stormpioniers (upgrades: MP40, Flamethrowers, abilities: cut wire, ?, build: butterfly bombs AP mines)
-?
-?
-upgrade: basic modernization (enable Gewehr41 for landers and Flamers for Stormpios)

Infantry Gefechts Kommand:
- Kübelwagen (upgrade: MG)
- Marksman
- MG Team (mobile, do not deploy, ability: Hot Barrel for suppression)
- Infantry Support Gun
-?
-?
-2 Pool upgrades

Schützen War Camp:
- Troop Halftrack (can reinforce troops, 2 MGs when troops inside)
- Panzerjaegers (AT infantry, build:?, ability: Focus for improved Accuracy, upgrade: Panzerschreck)
- Panzerfusiliers with MP40 (grenade shower, panzerfaust, build:?)
- Luchs
- Marder II
- upgrade Modernization (enable Luchs/Marder II, enable some abilities)
- Pool Heavy Support (Panzerjaegers, Luchs)
- Pool ? (Marder II, Panzerfusiliers)

Panzer Kampf Kommand:
- Stug III
- Panzerwerfer 42
- Panzer III
- ?
- 2 Pool upgrades
- upgrades: Modernization, Skirts
- Doctrine special tank (support -> Panther, elite -> Tiger I, fortress -> Panzer IV)



Doctrines:
Army Support Troops
-?

Army Elite Troops
-?

Army Fortress Troops:
left
- 2CP: Improved Fortifications (Pioniers can build Panzernests and Foxholes)
- 2 CP: Ambush Tactics (Infantry cloak in cover, gain first strike bonus, slow recloak after attacking)
- 4 CP: leFH 18 (105mm Howitzer)
right
- 2 CP: Counter Attack (in friendly sectors: +speed, - received accuracy; in enemy sectors: small + damage)
- 1 CP: Field Hospital (upgrade to collect wounded, each 4 wounded give a manpower bonus)
- 5 CP: Elefant (Precesion Shot: locks tank, can't move, can't turn, gives some bonus ?; can be called again if lost)

18
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: October 14, 2012, 12:21:04 PM »
So when are we going to see the first 'front' post of this thread updated with the new layout for the Ostheer? I'm positively giddy with anticipation here! :P

~JD
as soon as the new concept is ready  ;)

19
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: September 17, 2012, 04:59:12 PM »
I can't believe these haven't made it here yet! They went up on Moddb over the weekend.[...]
new pics posted on moddb
:P  ;D

20
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: September 15, 2012, 06:10:32 PM »
new pics posted on moddb

21
Ostheer Suggestions / Re: Ability suggestion thread:
« on: September 02, 2012, 11:51:24 PM »
Plant Feet!: Experienced British Troops dig in and fight, rapid firing their Lee-Enfield rifles in a "mad minute"--30 rounds or more in rapid succession. This focus on rapid fire lowers their accuracy slightly, however.
Modifiers: Cooldown 0.5, Accuracy 0.9. Based off of the Fire-Up! ability.  15s duration. Costs 15 MU. No exhaustion period. 90s recharge time.

Grit!: Grit your teeth, Soldier! Your troops hit the deck and army crawl, making themselves harder to hit but sacrificing their ability to return fire while they grimly crawl towards enemy positions.
Modifiers: Received Accuracy 0.75, Morale Rate (Suppression Recovery) 1.5, Weapon Range Modifier -34. Based off of the Evasive Maneuvers ability for the Axis tank crew from the ToV campaign. No cost. No cooldown. On a toggle, as per a standard Camouflage ability.

Unholster Sidearm!: The squad Sergeant will unholster his M1911A1 .45 automatic pistol and fire two magazines of .45 caliber ACP ammunition at the selected squad before reholstering his pistol and continuing to fight with his primary weapon.
OR
The Feldwebel will unholster his Luger P08 9mm automatic pistol and fire two magazines of 9mm Parabellum ammunition at the selected squad before reholstering his pistol and continuing to fight with his primary weapon.
Modifiers: N/A. Squad leader uses an accessory weapon pistol. Based off of the Panzerfaust ability. No cost, 30s cooldown. Targets tp_squad.

Abilities from my http://www.moddb.com/mods/operation-avalanche-fall-of-italy .
why here in OSTHEER suggestion thread?!  ???

22
Ostheer Suggestions / Re: Unit suggestion thread:
« on: August 20, 2012, 06:47:51 PM »
[...]

1) "Heavy Panzerbuchse Team"
Ostheer already has Ofenrohrtrupp for AT. the combination of AT gun AND smg means AT AND anti-infantry. makes the squad too powerful, as they can battle everything.
or if tuned down too weak.

2) "Ausländische Aufseher" (literally "Foreign Overseer")
sounds like british officer

3) "Pfadfinder" (Literally "Pathfinder")
like recon squad from british, just with 3 members. ostheer will have kübelwagen and landers for scouting

conclusion:
there is a summary of the ostheer concepts. if you want to make suggestions to fit into it, please read this first.
and try not to make so many "copy-past" suggestions, like 2) or 3). try to give those units something special to make them different

23
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: July 12, 2012, 11:40:56 AM »
Urmm I recall reading that Blood Lust was now interspersed between the levels of Veterancy (between 1 and 3) instead of being shoved in between getting Vet 1 and Vet 2. May just be old information though...
i wasn't sure either, but i could only find that quote about veterancy

24
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: July 11, 2012, 05:07:10 PM »
I just noticed that the "blood lust" thing was removed, right?  :-[

How would you notice that? There was no spoiler made.

[...]Ostheer veterancy is achieved by combat, both armoured and infantry based troops follow this rule. Every time a unit reach the first level of veterancy, you will be promted to choose one type of upgrade from tree. After you choose the first vet level, the following vet levels will be automatically loaded from the first vet you choose, in example(not related to actual OH upgrades):

You get three upgrades: more speed, more firepower, more endurance. When you select more speed at vet1, when you get the other vet levels, you will automatically get vet bonuses for more speed only... so you should choose carefuly what upgrade you get because that unit will stick with it until it dies. This applies for every combatant units in Ostheer.

Ostheer units have four vet levels:

* Regular -> vet1
* Veteran -> vet2
* Senior -> vet3
* Elite/Ace -> vet4 (Elite for infantry, Ace for tanks)
[...]

guess because of this ;)

25
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: July 09, 2012, 06:53:36 PM »
from moddb:
Quote
These are the foreign armored units that will be used for the Support Army Tree.
From left to right: Zrinyi II, Panzer 38(t), Carro Armato L6/40 and Semovente 47/32. The vehicles need to be skinned from scratch and animated.
Thanks to BurroDiablo for making these models.

http://www.moddb.com/mods/coheastern-front/images/foreign-vehicles

26
Red Army Suggestions / Re: About the Soviet MG station.
« on: June 02, 2012, 11:38:51 AM »
DS-39 was designed to replace the Maxim, but it was a disappointment. it was only 2 years (1939-41) in service. only 10.000 were built compared to 600.000 maxims.
the replacement for Maxim was the SG-43 Goryunov (produced since 1943), using that one would make more sense.
the link you posted is from the 1946 version (postwar)...

why do you want to see the maxim replaced? it was a typical soviet weapon in WW2, it was developed by an american-born british weapons designer and built under licence in russia...

27
General Discussion / Re: LAN playing
« on: May 23, 2012, 01:25:03 PM »
you can play skirmish or LAN without internet. for automatch or other stuff you need internet, simple as that ;)

28
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: April 27, 2012, 12:56:33 AM »
I noticed the Opel Blitz in the tech tree. What is it for?
Quote
Opel Blitz
Role: unknown
Abilities: Deploy Supplies
Upgrade: unknown
Modernisation: None
Summary: This vehicle will allow Ostheer increase their income a little bit by locking down a sector.

29
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: April 25, 2012, 07:20:13 PM »
I have modified some of the text of the tier units :).[...]
thx for the fast reply bishop :)
i changed the vet part, maybe you can just read over it again

30
Ostheer Suggestions / Re: Summary of the Ostheer sneaks [WIP]
« on: April 25, 2012, 03:26:45 PM »
[...]So, in other words(TLDR):

* Panzerfusiliers -> Moved to FSC.
* Towed Flak 38
* Panzerwerfer
* Luchs -> moved to Assault Pool & available after modernization.
* Stormpioniers -> Made neutral unit
* Halftrack ausf. B -> Moved to Support. Still has the sdkfz. 251/17C upgrade.
* Halftrack ausf. C
* leIG18 -> moved to T1 at Ofenrohr Troops old place.
* PaK36
* PaK40 -> Still available after modernization.
* Ofenrohr Troops -> Moved to T2 Assault Pool. Removed Panzerbüchse Troops variant.
updated with new infos and reworked everything. if you find any mistakes please tell me :)

btw: have there been any changes to the doctrines for alpha/beta so far?

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