Company of Heroes: Eastern Front

Author Topic: Unit suggestion thread:  (Read 648327 times)

Offline Venoxxis

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Re: Unit suggestion thread:
« Reply #150 on: April 15, 2010, 07:48:28 PM »
haha.. this is not any reason at all. just give them a usal name like "landserzug" or anything else.

Like i suggested before, it would be the best just to integrate 2 granade launchers in one squad. The troop would act like the american ranger squad for example. 2 AT weapons, and (here) 2 more usual assault rifles of any kind.

The origniality it would bring in the ostheer is just amazing.


Also why should they have 2 upgrades than?
You cant upgrade a unit to everything which was actually possible in real live. That really doesnt make any sense. Just take a look at the WH halftrack, why i cant upgrade to a halftrack with a mounted pak40?

Offline Paciat

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Re: Unit suggestion thread:
« Reply #151 on: April 15, 2010, 09:48:15 PM »
Also why should they have 2 upgrades than?
You cant upgrade a unit to everything which was actually possible in real live. That really doesnt make any sense. Just take a look at the WH halftrack, why i cant upgrade to a halftrack with a mounted pak40?
So you want it working like a PIAT? (AT only)
It would be wierd that "Granade Grenadieres" throw normal granades but fire rifle granades at tanks.

But I guess its better than a 3rd shreck.
These granades could be weaker (more inaccurate?) than PIATs but could be fired while running (chasing damaged tanks).

Got to re-think my Ostheer concept becouse these rifle granades seem to be a better idea than captured Polish AT rifles.

Offline Venoxxis

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Re: Unit suggestion thread:
« Reply #152 on: April 16, 2010, 01:06:43 AM »
So you want it working like a PIAT? (AT only)

This is exactly what i want.

But I guess its better than a 3rd shreck.
These granades could be weaker (more inaccurate?) than PIATs but could be fired while running (chasing damaged tanks).

Got to re-think my Ostheer concept becouse these rifle granades seem to be a better idea than captured Polish AT rifles.

And this is exactly what i think.
You got me right ;) - and you understand the reason why these "launchers" fit.

A third schreck would simply be boring, for the reason you mentioned.

The Easternfront "Ost-Front" - was the frontline where the greatest number of "Steel-battles" had been fought. Enormous amounts of tanks were build to stop the Wehrmacht. And these masses gotta be countered with something. And in this case, something is everything which actually means "AT". That forced the germans to use everything they had to take out the russian "ratsch-bum"-tanks masses.

-> this general fear made the Gewehrgranetgerät widely used at the easternfront.


To sum it up:
This fits pretty much better in the Ostheer than some kind of AT weapon which actually got created on the plans of the US-bazooka.

Offline cephalos

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Re: Unit suggestion thread:
« Reply #153 on: April 16, 2010, 10:08:05 PM »
Ok, it's me again. I was thinking a lot about Assault Ingeneers, so I decided to show yopu my concept.

Their units were called Heeres-Pioneer-Sturmbrigaden, so I'll call them HPS. Because I still don't know the numbers, I'll try to describe them using existing units.

Assault Pioneers:
Tier 3 unit
Description: Special pioneers used to close combat or urban operations. Very versalite, with many upgrades.
Cost: 300 mp
Pop: 6
Weapon: 3x Mp40
Health: like 4-men panzer grenadiers squad no vet
Firepower: like 3-men volks vet3
Abilities: Fire-up! (like airbourne or rangers)

Upgrades:
1. Close Combat Weapons (75mun)
Arms your HPS with 3x MP43 and Volkshandgranate ability:
Volkshandgranate - cost 0 mun, 2 min. recharge time - made of scrap powerful frag granate. Has small range, powerful blast, however it is useless against infantry in cover or buildings.

2. Flamenwerfer ( 75 mun)
Arms one man with flamethrower. Squad gains also smoke granates ability ( 25 mun, 30 sec recharge)

3. Goliath Assault Tactics (100 mun)
Squad gains ability Deploy Goliath: ( I descriped it before, but if someone don't remember...) squad deploys Goliath, what takes 5 seconds. Player has no control over Goliath, which rushes immiedately to targeted area/unit, and detonates. During Goliath's travel squad is immobilised (but can shoot), because somebody has to control this remote bomb. Range of Ability is similar to jeep's view range. 2 minutes cooldown, cost 100 mun.

4. ( I don't know if it is possible to give 4th upgrade icon, butI think it should be)
Explosives and Mines Equipment ( 50 mun)
HPS gain ability to place explosives ( like brits commandos, 50 mun), mines (25 mun) and they get Wirecutters. Also they can put booby traps in buildings ( free).

Overall idea is to create small, flexible unit, with many upgrades, which can be used in urban warfare. Why 6 pop? Because they are quite tough ( as far I remember Wehr Pioneers die like flies) and can be armed with many weapons ( flamethrower!) and abilities, which gives them adventages in combat. However they can be used as main combat unit, but they should be designed as support unit.

Offline Akalonor

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Re: Unit suggestion thread:
« Reply #154 on: April 18, 2010, 12:14:20 AM »
Ok, it's me again.
... All I could think was "Oh god not him"
just kidding , good idea I like the aspect, but dispise the stats. 3 men for 6 pop ? NO ,Fire up? WHY ?! The squad size of 3? why not 4??
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Offline comrade2012

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Re: Unit suggestion thread:
« Reply #155 on: April 18, 2010, 12:19:15 AM »
yea really. unless they were as good or better than iron cross holders, i cant see why they should be 6 pop cap.
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Offline PanzerWilly

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Re: Unit suggestion thread:
« Reply #156 on: April 18, 2010, 06:45:41 AM »
The Wehrmacht and PE taken the armored cars, I suggested the Panzer II to fulfill the gap between a reconnaissances scouting vehicle and a tier 3 class support light As the Russians got the T-28 T-90 the Stuart and US,Greyhound. The Panzer II should be at a cost of 350manpower & a fuel of 25.

Panzer II should come out slightly earlier than other vehicle as its appearance encourage(actually force) the allies to deploy armor cars and light tanks instead of going straight for the heavy tanks, I found out most multiplayer Allies love to spawn M10s, Kangaroos with PIAT & Bren & T-34 or SU 76 by throwing infantry to hold sectors supported by AT guns, and Axis smaller squad size or lesser Volks always being intimidated by the larger force, The Panzer II should be used to fight back the larger allies force. Its smaller profile give it a higher chance of evading vicious AT gun fire. And push infantry back, and making Allies to go for medium vehicles  instead hold down and wait for the heavy tanks, I found out experience British player tend to play defensive by laying slit trenches and hold on until friendly got the heavier tank. Panzer II should get a unique ability(upgraded via vehicle plant, cost less) with the rapid marksman shot, which take out infantry in buildings and slit trenches cost at a 535 munition for 5 to 7 seconds, which can intimidated Allies to think twice on holding a front endlessly.The Panzer II should have additional ability to overdrive at a cost of 40 munition as it is a tank and require more if you want to breakthrough the enemies or retreat to avoid loss. My Panzer II suggestion, thanks for looking it through. ;)

Offline Akalonor

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Re: Unit suggestion thread:
« Reply #157 on: April 18, 2010, 07:49:02 AM »
sounds good, is "535 munitions for 5 to 7 seconds"a error ?I sure hope so.
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.

Offline cephalos

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Re: Unit suggestion thread:
« Reply #158 on: April 18, 2010, 10:33:47 AM »
Maybe you're right about the pop cap... I just wanted them so "elite" as Cross Holders. So you would suggest 4-men squad for 4 pop cap? Why not...

But I think fire up is needed. I'm talking about ability to break or being inuverable to suppression - soliders in cityfights are often forced by situations to do something impossible - that's why I gave them Fire-Up! - because HPS were very brave soilders, they often were making things that normal people would call "sheer lunacy".

Offline LeaderH

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Re: Unit suggestion thread:
« Reply #159 on: April 18, 2010, 12:50:48 PM »
Also, It should not be damaged by rifle grenades. grenades dont have armor penatrating power, grenades are only good versus infantry.

http://en.wikipedia.org/wiki/No._68_AT_Grenade [nofollow]

though the penentration isn't that impressive to be killing a panzer III even in the sides or back, it can certainly damage it, or even killing the engine.

actually, instead of having flak guns, I think a twin MG34 would work for the new army, you can also mount the twin MG34 on a opel blitz truck.

http://en.wikipedia.org/wiki/MG_34#Characteristics [nofollow]

and that panther turret already in game for campaigns... well I think that might be awesome to put in the game :p
« Last Edit: April 18, 2010, 01:01:24 PM by LeaderH »

Offline vietlord

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Re: Unit suggestion thread:
« Reply #160 on: April 18, 2010, 02:04:32 PM »
i agree with panzerwilly for the Pz2 ... good for recco and against early blob  ... one speed ability or maybe the HTAT precise hit
pleeeease criticize or comment my ostheer try
http://easternfront.org/forums/index.php?topic=3265.0

Offline ales1988

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Re: Unit suggestion thread:
« Reply #161 on: April 26, 2010, 07:32:08 PM »
Hi. I'm a newbee on this forum, but I would love to see the Karl Gerät 040 in the game. This would be really awsome! Perhaps as an ultimate weapon for the last command points rewarded....
« Last Edit: April 26, 2010, 07:36:41 PM by ales1988 »

Offline Toorstain

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Re: Unit suggestion thread:
« Reply #162 on: April 26, 2010, 08:19:58 PM »
German Officer

Ideas:

1:The Ostheer officer could be an upgrade to units so they get another squad member. Only one squad can have an officer at the same time.

2:The officer could give the squad new abilities, new stats and turn them into a command unit.

3:A tank can also get an upgrade to a command tank. Similar point no. 1 and 2.

4:Artillery pieces can also get an artillery commander that increases their accuracy, range and things like that. Also similar to point 1 and 2.

Offline Akalonor

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Re: Unit suggestion thread:
« Reply #163 on: April 27, 2010, 02:56:33 AM »
What will yourOfficer be armed with?
@Ales seems good, a little big, but not too big ya know?
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.

Offline Olorin

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Re: Unit suggestion thread:
« Reply #164 on: April 27, 2010, 01:23:54 PM »
This is an idea I had for a unit that I posted in Wordsmith's Ostheer Concept page. It could be adapted to work for a variety of different faction setups, depending on how the final concepts for the faction shape up.

Quote from: Myself
I must say, overall I think the concept is great. However, I think that some of the units, the infantry in particular, seem rather generic. I have a suggestion of my own to make that may perhaps give more of a unique and individual feel to the faction.

I really like the idea of the 'reserve squad' but I think what I am proposing is a more evolved concept of it. Late in the war, Germany began using 'Volkssturm' troops, which means 'The people's storm' or something like that. I think this would be much more feasible than Hitler Youth conscripts, and they were much more widely used. The Volkssturm troops were mostly conscripts drawn from citizens that had been considered too young or too old to be conscripted before, of course with the impending defeat that changed things. Their basic function would be essentially as you outline for the reserve troops, but I think you can also go another step.

One thing that sometimes annoys me with company of heroes in general is that so many units use the same weapons, even if that is historically accurate, however it's cool to see some unique weapons that were still used on a wide enough scale to be believable in the game.

For the Volkssturm Squad, I think it would be interesting if they came with the MP-3008, a variant of the MP-40 redesigned to be manufactured cheaper for use among the Volkssturm. In gameplay terms it would function almost identically to the MP-40, but I believe it would add individuality and uniqueness to the unit while still maintaining historical accuracy and realism. As an upgrade option, I think the VG 1-5 would be appropriate. The VG 1-5 was a variant of the STG 44 intended specifically for the Volkssturm and redesigned to be manufactured more cheaply. In gameplay terms, it would be similar to the STG(MP)-44 except that it would be semi-automatic instead of automatic. The squad could, balance permitting, have the option to fire a panzerfaust at a nominal munition cost.

I believe that this would be much more interesting than the generic 'reserve squad' and realistic and fun.

MP-3008 Reference Page: http://en.wikipedia.org/wiki/MP_3008 [nofollow]

VG 1-5 Reference Page: http://en.wikipedia.org/wiki/Volkssturmgewehr_1-5 [nofollow]

Volkssturm Squad Visual Reference: http://www.lonesentry.com/articles/volkssturm/ib_vs_img1.jpg [nofollow]

Volkstturm Poster: http://www.german-helmets.com/SAURLAND/poster-volkssturm-bw.jpg [nofollow]

EDIT: Alternatively, I came up with another possibility for the loadout and abilities of the Volkssturm Squad. The default Volkssturm Squad would have the MP-3008 as described, but then where it goes from there varies depending on whether you have built the Specialist Training Facility or the Emergency Supply Yard.

If you have built the Emergency supply yard, then the Volkssturm Squad can fire a panzerfaust, free of munitions, which would be balanced by a longer cooldown time perhaps. In the hypothetical adoption of this concept, the Volkssturm Squad could only fire the panzerfaust if you have the Emergency Supply Yard.

If you have built the Specialist Training Facility, then the Volkssturm squad does not have the ability to fire the panzerfaust period, and comes equipped with the VG 1-5 or alternatively has the ability to upgrade to the VG 1-5, as well as the ability to throw a grenade at a nominal munition cost.

Now that I think about it more, these ideas do fit the overall theme of this concept, which is the war in 'stages' so to speak. My concept for the unit is less of a 'cheap unit to spam' and more of a moderately effective unit that is very useful for those low on resources, and hence those who probably have less territory and are losing.

I will elaborate. With the emergency supply yard variant, the squad is going to be more of an anti-vehicle squad than an anti infantry. Since the panzerfaust uses are free, this encourages the use of the unit when the player has little to no access to munitions. This is counterbalanced by the fact that their is a relatively longer cooldown time compared to say the panzerfaust of the Volksgrenadier, and the fact that the panzerfaust is only marginally effective against armor compared to the panzershreck. Thus when the player is doing poorly/has few territories, they would be more likely to use this unit which actually reflects the historical employment of these soldiers, but when they are doing well they would be better off to spend the resources on troops that they can purchase panzershrecks for.

The same is true for the Specialist Training Facility variant, but in a slightly different sense. If they come equipped with the VG 1-5, they will be a decent anti-infantry squad. However, compared to a true STG 44, it is not nearly as effective since the VG 1-5 only has a semi-automatic firing mode. Therefore if the player has the resources to spend on troops that can have STG 44's purchased for them, then they would be better off doing so. However, in the opposite case, since the Volkssturm squad costs only manpower, I would presume, that the cost of the lessened effectiveness would be worth the trade-off due to the fact that you do not have to expend munitions to get the VG 1-5.

This unit would be able to help the Ostheer player stabilize his line and regain his footing against swarms of cheap Soviet infantry or vehicles until more territories can be acquired and more powerful units purchased. Not to mention the fact that since this is not a tier 1 unit, that I do not think it would be particularly unbalancing.

I have some other ideas floating around in my head to improve the overall idea of this particular concept for the Ostheer faction, and would be glad to share them if you are interested.