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Messages - guynumber7

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16
Red Army Suggestions / Re: Unit - Reward suggestions thread:
« on: May 13, 2010, 06:35:07 PM »
One thing I never got, id how a 57mm can kick the spit out of a Pzr IV?

It (Zis-2)had long barrel which enabled higher velocity. A smaller shell going very fast.

ALso i would sugest the Zis 30 over some made up halftrack. The ZIS30 was a Koslomoldets armorwed tractor with a Zis2 stuck on it.

17
Suggestions / Re: Flamethrowers, a new tank deterrent.
« on: May 13, 2010, 06:28:09 PM »
I know that in men of war, shooting a flamethrower or throwing a molotov on a tanks engine will set it on fire, which will burn out the hull/ fuel and even detonate the ammo. I do know that mloltovs were effetive vs tanks, so why noit flamethrowers.

18
The cost of most units is wrong.
Also you can have a PzII earier (Tier II) than PE AC.

Eh, the PZ2 is kinda like a stuart, but worse in a way.

and the cost is not final.

19
Red Army Suggestions / Re: Possible Solution for the Soviet MG
« on: May 03, 2010, 04:47:11 AM »
PKP/KPV were only limited prototypes in 1944 and didn't actually enter service until 1949. DShK was just a good, it was only a 2mm smaller in calibre.


well it was in men of war so i thought it was so.

20
Okay, im not very good with infntry or names so here i go anyways.

Ostheer Base of Operations
This HQ basically is a moderately armored "building" that has the ability to pack up and move, i.e a team of men disassembles the building and rebuilds it elsewhere. This can only be done once.

Opel Blitz Engineering Truck (250 MP)
The Opel Blitz engineering truck is a mobile repair/defense center. It is capable of building mines, dragons teeth, wire,(it deploys infantry to do so) and repairing vehicles at a quick rate. Has very low armor though.

Ostheer Pioneers (250 MP)
squad of 3 men that builds all ostheer structures. They have K98K's and once the "last Ditch effort" upgrade has been purchased can fire panzerfausts for 5 ammo.

Heer Command Post
T1 Building:
Builds:
Volksstrum (150mp?): Light Infantry Squad initially armed with K98K's. They can use the Entossflammenwerfer 46, a disposable flamethrower that shoots for 6 seconds, for 25 ammo. Once Last ditch effort is purchased, they are randomly issued VG 1-5's and MP3008's

PAK 35/36: (350 MP) Light AT gun.
Moves very fast and turns very fast. Also fires very quickly. Very effective aganist light vehicles, and okay aganist heavier ones if and only if it fires into their rear armor.
Two abilities: :  PZGR 43 shaped charge warhead, a powerful short ranged warhead that can penetrate any armor. (requires Shaped Charge Research) (25 ammo)
HE rounds: HE rounds are loaded into the pak for 20 seconds, causing increased damage to enemy infantry but less to vehicles (20 ammo)

Ostheer Scout (450 MP)
A man equipped with a camouflage suit, he runs quite fast, and once told to go prone, will be totally invisible to enemies except at very close ranges, however he will crawl slowly while prone. He is equipped with a suppressed MP40, which is surprisingly good against enemy infantry. He can also throw TNT for 45 ammo, which causes devastating damage to everything in the blast radius.

7.5 cm le.IG 18 (250 MP)
A unique howitzer that can fire in 2 modes: mortar or direct fire. In mortar mode it can shoot farther, but the shells arc and take longer. In direct fire mode, it is naturally better against things in the open. It takes a few seconds to change modes.

T2 Building: Motorized vehicle Position:
Panzer 2 "Luchs" (350MP 25 fuel)A fast scout tank equipped with a 20mm cannon, it is great against enemy infantry and has okay AT ability
APCR ammo: temporarily boost effectiveness against enemy vehicles (35 ammo)



SWS halftrack
A halftrack capable of carrying men. They can fire their weapons out. It can be upgraded with a 3.7cm flak 43 but it loses its carrying ability. (upgrade costs 50 ammo)
-can also be upgraded to be a 10cm NBW 35 carrier, a heavy mortar in between power of the standard mortar and the USSR heavy mortar (60 ammo)

Strumsquad:heavy infantry (400 mp)
5 men squad that can do many different things
Initially armed with K98Ks: BUT

-can be equipped with MG34S HMG, which is great vs infantry, but it takes 2 seconds to set up. (50 ammo)

-can be equipped with STG44 w Vampir sight, which enables accurate fire from a single man (more accurate Mp44)  (45 ammo)

-can be equipped with schiessbecher launcher, which enables use of incendiary rifle grenades (like brit rifle grenade launcher but incendiary) They can also switch to AT rifle grenades, which are effective vs enemy armor. (requires shaped charge technology)

Panzer III(50 fuel 450 mp)
Medium tank of the ostheer. Initially armed with 50mm kwk 39 L43, good vs all targets but great vs none. Can be individually upgraded for 60 fuel to ausf L, which makes the gun more effective against enemy tanks and improves the armor. Can use APCR rounds once individually upgraded, (50 ammo) temporarily boosts AT performance further.

Stug III(50 fuel 450 MP)
Armed with a stubby 75mm. Very good vs infantry, horrible vs tanks. If shaped charge technology is researched, it can fire a single HEAT round, which does a high amount of damage to enemy tanks (50 ammo). If lengthened barrels is researched, it gains a KWK 40 L48 gun, which dramatically boosts its AT firepower, but it loses its HEAT round ability.

2.8cm spZb 41 squeeze bore at gun: Basically a heavy AT rifle, the spzb is very fast and is set up much like a Wehr heavy Mg42. Using powerful APCNR Tungstun rounds, this enabled extreme velocities and dispite the very small calibre of the gun, the high velocity enabled it to cause heavy amounts of penetration. It would be very useful even aganist the IS2 if it rear shotted. However, it is expensive for such a small unit and is nearly useless versus infantry. It coula have the ability to ambush on a first strike too, but maybe this should cost ammo.

Shaped Charge Technology: enables use of pak 35 pzgr43 and stug III HEAT round. (80 fuel)

T4: elite guards post (told you i suck with names)
Chemical Warfare squad: (500 mp)
Squad of 3 men equipped with steel body armor and MP44's. Can do the following: Twin Flammenwerfer 42 upgrade (100 ammo)
Thermite Grenade: Throw a powerful thermite grenade which burns through tank armor like nothing. Causes devastating continous damage to enemy tanks, but it is lessened if the enemy tanks move.  (50 ammo)
White Phosphorus Grenade: (50 ammo) The WP grenade airbursts over enemy positions and causes horrific burns to enemy infantry squads in the open.

Jadgpanzer 4: (75 fuel 500 mp)
Tank destroyer armed with Pak39. Equal to hetzer in performance. If Lengthened barrels is purchased, it gains the powerful KWK 42, which boosts its firepower considerably and allow the use of APCR rounds for 50 ammo.

Brummbär: heavy Support:
Heavily armored tank armed with a 15cm gun. Build limit of two. IT is equipped with massive HE shells that are powerful versus everything except tanks, but it has a slow rate of fire and the shells are slow. it can shoot further then the STUH though. It can fire an HEAT round for 45 ammo, once HEAT research has been completed. This round causes massive damage to enemy tanks IF IT HITS, but be careful because it is slow and innaccurate near the max range.

Lengthened barrels (100 fuel) give JPZ4 KWK 42 and STUGIII KWK 40 L48.

Last Ditch Effort (125 fuel) enables ostheer pioneers to use basically free  panzerfausts and VG1-5s and Mp3008's are issued to volksstrum.



I don't have many doctrine ideas but i was thinking at the beginning of one doctrine idea you could call in panzer 1's for like 200 mp, which have twin MG34 and wreck enemy infantry, but their armor is so thin that a single hand grenade will blow them up.


also, i was thinking that if the Jadgtiger isint in the game, why not have a immobile buildable 128mm flak 40 or very slow mobile 128mm PAK 44?


21
Ostheer Suggestions / Re: Unit suggestion thread:
« on: May 01, 2010, 08:56:31 PM »
yeah late game i think you should be able to build panzerfaust guy for 50 manpower. He has 2 panzerfausts AND THATS IT. once he fires both, he retreats to HQ and runs away.

22
Red Army Suggestions / Re: Possible Solution for the Soviet MG
« on: May 01, 2010, 08:46:03 PM »
imo, it should start as a standard MG position, then for like 100 ammo, you can upgrade it to a  PKP 14.5mm MG. (the prototype of the KPV) which would slaughter infantry and damage light vehicles.

23
Red Army Suggestions / Re: Suggestion of Soviet units
« on: May 01, 2010, 08:42:31 PM »
if SU122 is added it should have same armor as SU85.

also, imo T70 should have BA10 replacement, fast armored car with same 45mm gun and mg, but less armor.

24
Red Army Suggestions / Re: Unit - Reward suggestions thread:
« on: April 23, 2010, 07:15:11 PM »
uh, the 152 was always used as a tank killer. it didnt even need AP to knock out enemy tanks it just used HE.

though i would like to see a long range high elevation arty shot ability, ans maybe you could add an ap round ability (one shot, 35 ammo, high dmg/ chance of breaking components.)

25
Red Army Suggestions / Re: What The soviets need to be completed !
« on: April 21, 2010, 12:22:22 AM »
the SU122's armor wasent exactly thick..45mm, althogh it was sloped so it was basically like a T34.

26
Relic really should release a patch that fixes this issue. I mean come on.

27
Red Army Suggestions / Re: --idea for new soviets tanks--
« on: April 18, 2010, 01:31:38 AM »
Yes, except the Bt-5/Bt-7 didnt have 75mm gun, it only had a 45mm

The Bt5/7 normally had a 45mm 20k, same as the T70.

the BT7A, however, featured a short barreled 76mm KT26 howiser to use vs infantry. it woul dbe cool to see a fast unit with a powerful anti fort/inf howister.

28
Ostheer Suggestions / Re: Ability suggestion thread:
« on: April 10, 2010, 11:46:54 PM »
Panzerwerfmine AT grenade

Cost: 30 munitions

A german squad throws an extremly powerful anti tank grenade at enemy armor that  causes massive damage to an enemy tank, but does little or no damage to any other targets. It can take half the health off of a t34 instantly, but hasd a short throw range.

My friend i believe that this handy tool is all ready represented in game. The PE AT grenade is the Panzerwurfmine. So maybe we can find something that isn't represented. Perhaps using the Kar98k's- AT-grenade cup launcher-Gewehr Panzergranate but it wasn't to useful from what i heard.


oh the PWM is the PE AT nade? darn.

29
Ostheer Suggestions / Re: Raider 217's Ostheer Concept
« on: April 09, 2010, 12:26:11 AM »
37mm HE had worse effects vs infantry then a hand grenade.

30
Ostheer Suggestions / Re: Ability suggestion thread:
« on: April 09, 2010, 12:23:05 AM »
Panzerwerfmine AT grenade

Cost: 30 munitions

A german squad throws an extremly powerful anti tank grenade at enemy armor that  causes massive damage to an enemy tank, but does little or no damage to any other targets. It can take half the health off of a t34 instantly, but hasd a short throw range.

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