Company of Heroes: Eastern Front

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Topics - Gerrit 'Lord Rommel' G.

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31
Off Topic / MOVED: soviet locked,help
« on: June 19, 2010, 11:48:22 PM »

32
Off Topic / Searching for a colorist
« on: June 15, 2010, 09:20:37 PM »
Hey guys!
I write this topic in name of my "Hearts of Iron III" modding team.

We, the great TRP ( Total realism project ) mod are searching for a colorist.

The TRP mod is one of the most famous mods for Hearts of Iron. You can already play version 0.94 for HoI II.
At the moment the team has started with the work for the TRP Semper Fi mod.
I'm the head tech tree and unit graphic developer.

For the mod we are searching a talented artist,
who can transfer photos out of wwII from black/white into color!


here is an example of the work we need for this modding project!

The original photo ( black/white ) was transfered into color.
We need some special photos in color and so we would be happy about persons how can do such an job ;)

When u are able to do such an work,
write me a Pn or email ( panzergerrit@gmx.de ).

Your name will appear at the mod credits!

Lord Rommel for the HoI III Semper FI TRP Mod.
Horrido!

33
Balance Discussion / MOVED: Civil wars....
« on: March 18, 2010, 04:55:37 PM »
This topic has been moved to General Discussion.

http://easternfront.org/forums/index.php?topic=3154.0

Fit better into the general board ;)

34
This topic has been moved to Balance Discussion.

http://easternfront.org/forums/index.php?topic=3146.0

Think this is a typical balance discussion ;)

35
Some notes to post at this forum:

1.) Please use the "search" function of the forum!
Here are lots of senseless threads with "one unit" ideas
or reward unit ideas and so on.
The community can't read all this stuff so please use the
search function before u start a new thread!

2.) For single unit or ability ideas and discussions.
i have open special separated threads.

Please use this threads first!

3.)
Please watch out for the topic name. Good and fitting
topic names will help the user to orientate at this board!


Unit/ Reward unit suggestions Thread:
click here

Thank u very much!
This will help to structurer and clean up this suggestions
forum!

Lord Rommel - EF german historian

36
Red Army Suggestions / Unit - Reward suggestions thread:
« on: March 18, 2010, 03:36:16 PM »
Here you can write down new ideas for units
or reward units:

39
I had the idea of a Veterancy system for the Ostheer a little like the PE one, only that the units can choose a weapon upgrade for each Veterancy Level they gain. For Example: a Volksgreanadier squad reaches vet. 1 now they can choose like 2 fg42 or 2 mp 44, vet. 2 now they can choose between 1stg44 and a Panzerfaust (only usable via ability), vet 3 choose between light mg42 and schreck.
Like this all Troops could be upgraded there only have to be done some stuff that could be able to add.

I like it , it's very useful and unique +1

40
Eastern Front / Searching for pictures.
« on: March 09, 2010, 06:19:01 PM »
Hey guys!
Today i had cleaned up my "digital photo archiv of 2. ww".
I collect pictures of the "great 7 nations" of the 2 ww.

Today i noticed that i had no pictures of russian parachute troops and mountain troops.

So had someone here pictures out of 2ww which show soldiers of this army arm?

Thanks guys!

41
Ostheer Suggestions / Ability suggestion thread:
« on: February 26, 2010, 06:08:56 PM »
Here u can post or discuss your ability suggestions!
( e.g. doctrine abilities and so on! )

42
Ostheer Suggestions / Unit suggestion thread:
« on: February 26, 2010, 06:07:22 PM »
Here u can post or discuss your unit ideas!
( e.g. "axis"soldier-squads, new tanks, new planes - with ability and squad size and weapons and so on. )

!!! For a "poll" at THIS thread please write me a PN
with all details for a poll. !!!

43
Ostheer Suggestions / !READ FIRST!: using the Ostheer suggestions forum
« on: February 26, 2010, 06:06:31 PM »
Some notes to post at this forum:

Important information; RELEASE DATE -> Done when its done!

1.) Please use the "search" function of the forum!
Here are lots of senseless threads with "one unit" ideas
or half doctrine idea and so on.
The community can't read all this stuff so please use the
search function before u start a new thread!

2.) For single unit or ability ideas and discussions
i have open special separated threads.

Please use this threads first!

3.) For workout concept ideas start a new topic.
Please watch out for the topic name. Good is e.g.
"Ostheerconcept by ( your name/nick ).

Please don't post just doctrines or just one or two building ideas.
A new faction needs much more than one or two things!

NOTE:  Please make a clear concept! Structure the concept!
Keep the reader in mind when u make a concept! When the reader cant read or understand your concept you wouldnt get ANY feedback ;)

Note: When u rework your concept and
present it in a new thread so please send ME a PN
because old version will be closed for clean up the
Ostheer suggestions board! Thank you very much!

Unit suggestions Thread:
click here

Ability suggestions Thread:
click here

General suggestions Thread:
click here

"Tips and ideas" - a text by wordsmith:
Some tips would be useful for everyone who wants to create own concept. Because despite original ideas some texts are hard to read or some concepts are not well thought through (no offence). I know it is hard to summarize ideas and it is even harder to present these ideas to others so they would understand them. Here are my general suggestions:

1. Study the forum for other suggestions and concepts and following discussion, this way you avoid posting some dull ideas or something which was posted before.

2. If you want to present only some ideas you don't have to create a whole concept for those. To create own concept requires quite lot of work. I don't want to scare somebody but if you want your concepts to be "complete" I strongly advise to put some hard thinking and researching into it. Otherwise it would be better to just write some ideas and put them into already created topics for:

--> Lord Rommel - Abilities suggestions
--> Lord Rommel - Units suggestions
--> Lord Rommel - General Ostheer  suggestions (veterancy, tiers, buildings...)



3. Think about a simple unique idea first and then build your concept and units around it. Not vice-versa.  It is same as for example other factions were build:

- PE - idea of having vehicles only faction, making it very mechanized
- Brit - idea of trucks instead building HQ but then having emplacements instead of units
- Russian - idea of purchasing abilities globally for ammo and then use it without ammo cost
- Ostheer - idea of making switchable production buildings forcing player to strategically plan in advance which units he will need (Lord Rommel)
- Ostheer - idea of making veterancy special for every unit, receiving different abilities (Paciat)
- Ostheer - idea of making 2 different teching lines forcing player to play strategically (Venoxxis)
- Ostheer - idea of making Panzers more valuable (with lost of Panzer player lost some fuel income)  but available sooner then Allies (Wordsmith)
...

4. Try to imagine how you play your own proposed concept. This requires quite good experience and knowledge of CoH but is very good for developing unit combinations and abilities along with the doctrines and balance.

5. Doctrines - behind every doctrine there is some main idea. When proposing doctrines try first to imagine this idea and then build the doctrinal abilities around it. In some concepts doctrinal abilities are not related to each other within one doctrine. It could be everything possible like:

- offensive, defensive, territory control, resource control , infantry, mechanized, armor, artillery, buildings, propaganda, engineers, special forces, maneuver combat, close combat, long range combat, etc...
There is very good article for doctrine developing, I strongly advise to read it firts too:

--> Nubrannosaurus - Creation Process Tips and Theories

6. Think about balance. As previous this requires some experience with game, but in general  at least compare your units and doctrines with existing factions to have some feeling of balance.

7. Make your text readable. Forum allows to code some text colors or text size - use it! No one will read long plain text.

8. Some graphics will not hurt, especially when explaining building or tiers. I use MS  Powerpoint or Word to create block diagrams for example, then just export it as picture and save to some media databank. This way you can present it on forum for others.

9. Enjoy it! :) it is important to have fun because it is a game, if you not enjoy it then don't do it.

Hope this text helps a little. Good luck, have fun!
( Thanks wordsmith for this text! )

Thank u very much!
This will help to structurer and clean up this suggestions
forum!

Lord Rommel - EF german historian

44
Ostheer Suggestions / 2nd reworked Ostheer by Lord Rommel
« on: January 23, 2010, 05:54:47 PM »
Hi guys!
Today i present you my reworked Ostheer-concept. Most things are similar with the old concepts but i put in some new ideas! Hf with it!

+++ German Ostheer +++ Last conceptupdate: 01. Feb. 2010 +++
First of all:
NO JAGDTIGER and NO STURMTIGER.

Why? Thats really simple: Both units never fight against red army at eastern front. Sturmtiger fought against the polish rebels at Warsaw and so NOT at the eastern front
and Jagdtiger fought PERHAPS!!! ( 1 or 2 Tanks ) at Wien during the last 3 or 4 days of world war 2 in Europa; not very much for a faction who should represent the hole eastern front! So; No Jagdtiger, no Sturmtiger at this concept!

Headquarter
The HQ ist the mainbuilding. Here you can research technologies like:
- SdKfz. 9 Startunit
- First-Aid-Center ( HQ is able to heal units near the hq. ).

2nd HQ
Ostheer infantry is able to build up secondary HQs ( like the old Wehrmacht and US Army ) at neutral building. Here they can recrut all units form the "Infantriegefechtsstand".

The new way to build up this nation:
You research the SdKfz. 9 at the HQ. Now you can call in a SdKfz. 9.
This SdKfz. had the ability to build up in three different "Gefechtsstände" ( the productionbuildings ). The build up cost a number of resources.

– SdKfz. 9 
  • Ability:
Build up to: Infanteriegefechtsstand, Panzergrenadiergefechtsstand, Panzergefechtsstand.



The Ostheer use a special new way to build their units. The Ostheer is able to switch its unit-pool between different battle-situations.
That means: each building had three unit-pools. One neutral unit-pool ( can be used all the time! ) and two special pools ( different form building to building! ).
After building the structure the player can recruit the neutral units. When he wants to build the specialunits, he had to research the upgrade, which needs time and resources! BUT when the battle-situation changes and the player needs the other specialunits he can get back to the building and research the other pool by an upgrade. But this will coast some researchtime and resources!
The special is that he can change the building upgrade all the time for any battlesituation.


What is special with this Ostheer?
Each unit had his own abilities which allows them
to do special operations. So just a good skilled
gamer will be able to use all this possibilities with
its full potential. 


INFANTERIEGEFECHTSSTAND/ Infantry command post:
Neutral Units:
- Landserzug
( 6 soldiers with 6xKar98 )
  • Upgrade:
The G43: replace 3x Kar98 with with 3x G43.
  • Ability:
Handgranate: throw a granate.
Schützengraben: build a trench.
Sandbags: build sandbags.
Feldwebel: Landserzug get one more soldier, a feldwebel, with a Stg. 44, who influence the battleperformence of the squad.

Pool: Infanteriekampf - Infantrybattle ( Research Building-Upgrade )
- MG 42 Team

- Scharfschütze
( 1 Soldiers with StG 44 scoped - Rang lower then other snipers, but fire faster then other snipers! )
  • Ability:
Binoculars: better view range.
Camouflage: Camouflage the sniper.

Pool: Schwere Waffen - heavy weapon ( Research Building-Upgrade )
- 7,5cm Infantriegeschütz 18
( 5 Soldiers with 5x Luger Pistole 08 )
  • Ability:
Indirect fire: Fires like a mortar with explosive-grenades.
Direct fire: Fires like an antitank gun with normal grenades - this grenades can damage light vehicles.

- Panzervernichtungstrupp
( 4 Soldiers with 2x Panzerschreck and 2x Luger Pistole 08 )
  • Ability:
Reloadfocus: Tankdestroyerteam reload faster for a short period of time.
Schützengraben: build a trench.
Sandbags: build sandbags.


PANZERGRENADIERGEFECHTSSTAND/ Panzergrenadier command post:
Neutral Units:
- SdKfz. 231 Recontank
  • Ability:
Speed!: For a short period of time SdKfz. 231 move faster.

- Panzergrenadiere
( 4 soldiers with 4xMP40 )
  • Upgrade:
Extended magazines: Can fire more rounds before reloading.
  • Ability:
Grenadeshower: Throw a lot of grenades
Schützengraben: build a trench.

Pool: Unterstützungskampf - Supportweaponsbattle ( Research Building-Upgrade )
- Sturmpioneers
( 4 Soldiers with 2x Flamethrower, 2x MP40 )
  • Ability:
Sprengpanzer Goliath: Build a small Goliath tank.
Run!: Sprint for a short period of time.
Mines: They can auto detect mines.
Schützengraben: build a trench.
Barbed wire: build barbed wire.
Sandbags: build sandbags.
Tank barriers: build czech hedgdogs.

- SdKfz. 251
  • Ability:
First aid packets: heal nearby infantry
Reinforce: Infantry can reinforce nearby the SdKfz. 251.

Info: Can transport 10 Soldiers ( max. 2 squads ).


Pool: Abwehrkampf - Defensive battle ( Research Building-Upgrade )
- PAK 40 7,5cm
( 5 Soldiers with 5x Luger Pistole 08 )
  • Ability:
Camouflage: Camouflage the antitank gun.

- 2cm Flak 38
( 5 Soldiers with 5x Luger Pistole 08 )
  • Ability:
„Abprotzen“: Crew directs gun into fireposition and is so no more able to move the gun but its accuracy is clear better!
„Aufprotzen": Gun is now mobile.

Info: The Flak is able to fire during movement but so it is hard to hit something.


Technology at the Panzergrenadieregefechtsstand:
- StuKa zu Fuß - SdKfz. 251 can be upgraded to "StuKa zu Fuß".
  • Ability:
Batterie! Fire!: Fire a salve of 32cm Grenades.
- Flametank - SdKfz. 251 can be upgraded to
SdKfz. 251/16 "Flammenpanzerwagen".
  • Ability:
Burn!: For a short period of time the Flammenpanzer had a higher weapon range.


PANZERGEFECHTSSTAND/ Panzer command post:
Neutral Units:
- Panzer III Ausf. J L/42
  • Ability:
Panzergranate 40: Fire a Panzergrenade 40 which makes more damage then the normal tankgrenades.
Side armor: Upgrade Panzer III Ausf. J with Panzerschürzen.
7,5cm L/24 KwK: Upgrade Panzer III with 7,5cm KwK - better against "soft targets".

- Bergepanther
  • Ability:
German armor: Overrepair tanks.

 
Pool: Panzerkampf - Panzerbattle ( Research Building-Upgrade )
- Panther Ausf. A
  • Ability:
Panzergranate 40/42: Fire a Panzergrenade 40/42 which makes more damage then the normal tankgrenades.

- Marder II
  • Ability:
The Tracks!: Marder II destroyed the tracks of enemy tanks.


Pool: Infanterieabwehrkampf - Infantrybattle ( Research Building-Upgrade )
- StuG III Ausf. G
  • Ability:
Side armor: Upgrade StuG with Panzerschürzen.

- Sturmpanzer Brummbär
  • Ability:
Observer: Upgrade Brummbär with an Scherenfernrohr for higher view range.
Side armor: Upgrade Brummbär with Panzerschürzen.



DOCTRINS




Heeresunterstützungsverbände ( Army support troops )

Luftwaffeneinsatz ( Airforcemission ):

- 7. Flieger-Division
Call in a squad Fallschirmjäger.
( 4 soldiers with 2x FG42, 2x G43 )
  • Ability:
Geballte Ladung: throw a satchel charge.
Sprint!: Sprint for a short period of time. Can't be pinned down.
Fanaticism!: Higher weapon damage when a squad member is killed by the enemy!

- Luftversorgung ( Airsupport )
He 111 Air supply plain flies fuel, munition and weapons into the battlearea.

- StuKa Einsatz ( StuKa Attack )
For a short peroid of time Ju 87 StuKas fly over the battlefield and attack every enemy spotted.

schwere Heeres-Panzerbateilung ( heavy tankgroup ):

- prioritized Support
For a short period of time Ostheer produce more resources.

- prioritized weapons
For a short period of time Ostheer produce units faster.

- sHeeresPzAbtl 503 "Feldherrnhalle"
Call in a heavy Tiger II henschel-turret.
  • Ability:
FEAR!: Enemy infantry run away!
TERROR!: For a short period of time Tiger II makes more weapon damage.

Info
: You can call it again after destruction!

Heereseliteverbände ( Army's elite troops)

Heereselitedivision ( Army's elite division ):

- Grenadiere "Großdeutschland"
Call in a squad of Grenadiere "Großdeutschland".
( 4 Soldiers with 3x StG44, 1x LMG42 )
  • Ability:
Grenedesshower: throw a lot of grenades.
Firegrenadesshower: throw a lot of firegrenades.
Long Range Combat: Switch StG44 on long range modus for better long range battle performance ( 1 bullet fire mode ).
Short Range Combat: Switch StG44 on short range modus for better short range battle performance ( continuous fire mode ).

- Panzerartillerie "Großdeutschland"
Call in a PzSfl. II "Wespe".
  • Ability:
Smokegrenades: Fire smokegrenades. When such a grenade hit an enemy tank this tank is "blind" ( viewrange near to 0 ).

- Division "Großdeutschland"
This will replace the Panther with the Tiger I spätes Baulos of the heavy Kompanie of the Panzergrenadierdivision "Großdeutschland".

Info: You can just have 2 Tiger I at the battlefield at the same time.
Info: Tiger I nearly so strong like JS II ( same level! ).

sHeeresJgPzAbtl ( heavy tank hunter group ):

- Panzervernichtungsschlacht
Every infantry unit can use the Panzerfaust.

- Motorisierung! ( motorized! )
The 7,5cm PAK and the 2cm Flak 38 get mobile.
Replace 7,5cm PAK 40 with Panzerjäger 7,5cm Pak 40 Raupenschlepper Ost.
Replace 2cm Flak 38 with SdKfz. 7/2 ( 3,7cm Flak 37 ).

- sHeeresPzJgAbtl 654
Call in a Jagdpanzer Ferdiandt.
  • Ability:
The Elefant: Upgrade Ferdinand with a frontal-MG 34.
FEAR!: Enemy infantry run away!
TERROR!: For a short period of time Elefant makes more weapon damage.

Info
: You can just call ONE Ferdinand per game!


Festungsverbände ( Fortress troops )

Abwehrschlacht ( Defending battle ):

- Festungsbau
Sturm Pioneers are able to build heavy defense like MG-Nest, Anti-Tank-Bunker, Anti-Air-Bunker,  and minefields.

  • AA-Bunker:
It is a bunker with an anti-air-gun ( 2cm Flak 38, 2cm Quadgun or 3,7cm Flak 18 ) on it. One side it can fight against fighters and on the other side it will protect infantry against airstrikes.
  • AT-Bunker:
A small bunker with a 37mm Pak 36 Heeresanklopfgerät. The reason: By Hitler all weapons for fortification with a caliber over 5cm should transport to western front in 1944.
-> Bunkers can be garrison by Infantry ( e.g. MG 42 Team ).

- Festungskampf ( Fortification battle )
Second HQs can still produce units when they get cut of by supply.

- 10.5cm leFh 18/40
Call in a leFh 18.
  • Abilities:
Smokegranates: Fire a salve of smokegranate. If such a grante hits a tank, the tank is blind for a period of time!
Direct Fire!: With this ability the leFh 18 can fire directly on targets like an anti-tank gun. So it is extremly effectiv against any unit! )


Kampfgruppenverband ( Battlegroup combat ):


- Stadtkampf ( Towncombat )
Infantry get combat bonus ( better range, more damage ) when they fight form cover or out of buildings.

- Durchbruch! ( Breakthrough! )
For a short period of time tanks cant get critical hits and infantry cant pinned down. Tanks and infantry move faster!

- Der Gigant! ( the Giant! )
Call in a ME 323 glider ( a little bit bigger then Hamilcar so that Giant can land ;) ) which transports 2 squads of Stoßtruppen and a Marder II.
  • Abilities:
The Stoßtruppen: Giant can produce a squad of Stoßtruppen.
The Marder: Giant can produce a Marder II.

- Stoßtruppen
( 4 Soldiers with 4x StG44 )
  • Abilities:
Camouflage: Unit is invisiblefor the enemy.
Magnetmine: Unit can use a magnetic mine against armored enemies.


captured weapons
Beutwaffen:

The Ostheer isnt able to use heavy weapons of the red army because german steel is better then this red stuff!

Sectorprotection
Sektorensicherung:

The Ostheer secured resources by their dominance. That means: More soldiers in a territory will prodruce more resources, but their must be a limit, because of the balance!

Veterancy:
Veterancy will be gained by productiontime. A units which is build up for a longer time had more time to get training with their weaponsystem. So units with long production times had a high veterancy.
You can decide at your HQ ( 4 buttons ):
  • Build fast units with no veterancy.
  • Build units with veterancy I,
    but they need more buildingtime then units
    without veterancy-training.
  • Build units with veterancy II,
    but they need more buildingtime then units
    with veterancy I training.
  • Build units with veterancy III,
    but they need more buildingtime and more ressources
    then units with veterancy II training.

Horrido!
A Concept by Lord Rommel

45
Balance Discussion / My balancing ideas
« on: January 22, 2010, 10:56:30 PM »
So. I'm a bit surprised and confused because during the beta it was possible to win with the axies ( and i had not this feeling of such an overpowered red amry - dont know what happend! ). I had often win battles against the red waves but at the moment this is impossible.

And i think i have found 3-4 keypoint to change this ^^
1.) JS II must be more expensive, weaker and should cost MORE population. I think all russian tanks should be more expensive ( and more population cost ) or weaker then at the moment!
( Perhaps you implement a special technology button for research JS II - perhaps this will help to stop "early JS II" xD )
2.) The mortar is much too strong! I think it would be better when mortar makes less demage and need more time to cool down.
3.) The commandersquad: Here i think you guys should delete the artillery. MGs could be run down by recruts with the commanderability to run OR you lock the commandersquad with technology level II.
At the start it is impossible to stop so much infantry with just one or two german squads.

So. This are some points which could help to balance the red army ;)

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