Hey guys, love the mod and i'd love to contribute to it by making some suggestions, i've been playing CoH for 3 years so i'm confident of myself that i know what is balanced or not.
--1. Buildings and Units--Ostfront Headquaters - The ostfront headquaters is the first building avaible to the Ostheer, it produces vital building units for the Ostheer --->
Produces:
1. Ostheer Pioneers --->
Good vs: Infantry
Cost: 170 manpower, 3 pop cap
Reinforce cost: 18 manpower
Upgrades: Advanced repair (50 munition), Minesweeper (30 munition)
Build time: 17 seconds
Health per man: 58
Speed: 2
Weapon: 2x mp40, 1x Kar98
Size: 3 men
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Ostheer Infantry bunker - The ostheer infantry bunker produces the backbone units of the ostheer for early-mid game.
Cost: 250 manpower + 10 fuel --->
Produces:
1.) Grenadier Truppen --->
Description: Grenadier Truppen are German soldiers trained to fight on the frontline
Good vs: Infantry
Cost: 290 manpower, 5 pop
Reinforce cost: 32 manpower
Upgrades: 3x G41 (45 Munition, requires 'Sturm Bunker')
Build time: 25 seconds
Health per man: 64
Speed: 2.5
Weapon: 4x Kar98, 1x Mp40
Squad size: 5 men
2.) MG34 Machine gun --->
Good vs: Infantry
Cost: 280 manpower, 3 pop
Reinforce cost: 34 manpower
Upgrades: N/A
Build time: 30 seconds
Health per man: 53
Speed: 2.5
Weapon: 1x Tripod MG34, 2x MP40
Squad size: 3 men
3.) Scharfschütze (sniper) --->
Good vs: Infantry
Cost: 360 manpower
Reinforce cost: N/A
Upgrades: 6x Zeiss telescopic sight
Build time: 40 seconds
Health per man: 50
Speed: 3
Weapon: Kar98k w/ 4x Zeiss Telescopic sight
Squad size: 1 man
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Sturm Bunker - The Sturm Bunker is able to produce some of the most versatile units availbe to the Ostheer, it also enables Grenadier Truppen to be upgraded with G41's.
Requires: Ostheer Infantry bunker
Cost: 360 manpower + 25 fuel --->
1.) Sturmtruppen --->
Good vs: Infantry, Light vehicles
Cost: 330 manpower, 4 pop cap
Reinforce cost: 35 manpower
Upgrades: 1x Panzerschreck (60 munitions), 2x StG44 (60 munitions)
Build time: 35 seconds
Health per man: 60
Speed: 3
Weapon: 1x Stg44 3x Kar98
Squad size: 4 men
2.) 8cm Mortar team --->
Good vs: Infantry, Light vehicles
Cost: 280 manpower, 3 pop cap
Reinforce cost: 34 manpower
Upgrades: N/A
Build time: 30 seconds
Health per man: 54
Speed: 2
Weapon: 1x 8cm mortar (operated by 2 men), 1x mp40
Squad size: 3 men
3.) Panzerjäger Squad --->
Good vs: Light vehicles, tanks
Cost: 310 manpower, 4 pop cap
Reinforce cost: 36 manpower
Upgrades: 1x Panzerschreck (60 munition)
Build time: 32 seconds
Health per man: 70
Speed: 2.5
Weapon: 1x Panzerschreck, 3x Kar98
Squad size: 4 men
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Ostheer panzer support bunker - This building produces units to support your main forces, it also provides a variety of light vehicles effective vs enemy light armour.
Requires: Sturm Bunker
Cost: 420 manpower + 40 fuel
1.) Panzer Grenadiers
Good vs: Infantry
Cost: 350 manpower, 4 pop cap
Reinforce cost: 34 manpower
Upgrades: 2x StG44 (50 munition), 2x Kar98 Rifle grenades [Schießbecher] (50 munition) [Panzer grens do not have the throw grenade ability]
Build time: 36 seconds
Health per man: 90
Speed: 3
Weapon: 4x G43
Squad size: 4 men
2.) PaK 40 75mm Anti-Tank gun
Good vs: Light vehicles, Tanks
Cost: 350 manpower, 4 pop
Reinforce cost: 40 manpower
Upgrades: N/A
Build time: 40 seconds
Health per man: 55
Speed: 2
Weapon: 1x PaK 40 (operated by 2 men), 2x mp40
Squad size: 4 men
3.) StuG III
Good vs: Infantry, Tanks
Cost: 400 manpower, 55 fuel, 5 pop
Upgrades: 7.5cm StuK 40 (long barreled high-velocity AP 75mm)
Build time: 50 seconds
Health: 450
Speed: 5
Weapon: 7.5cm StuK 37 (short barreled low-velocity HE 75mm)
4.) Panzer III
Good vs: Light vehicles
Cost: 350 Manpower, 50 fuel, 5 pop
Upgrades: Armored skirts (50 munition)
Build time: 47 seconds
Health: 400
Speed: 5.5
Weapon: 50mm KwK 39
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Ostheer Panzer bunker - Deploys the Ostheer medium tanks, the backbone of the German panzer divisions.
Requires: Ostheer Panzer Support bunker
Cost: 400 manpower + 70 fuel
1.) Panzer IV --->
Good vs: Infantry, Tanks
Cost: 470 manpower, 80 fuel, 8 pop cap
Upgrades: Armour skirts (50 munition)
Build time: 57 seconds
Health: 600
Speed: 5
Weapon: 7.5cm KwK 40
2.) Panzer V Panther --->
Good vs: Tanks, Heavy tanks
Cost: 570 manpower, 100 fuel, 10 pop cap
Upgrades: Armored skirts (50 munition)
Build time: 70 seconds
Health: 800
Speed: 6
Weapon: 7.5cm KwK 42
3.) Hetzer
Good vs: Tanks, Light vehicles
Cost: 430 manpower, 60 fuel, 6 pop cap
Upgrades: APCR Rounds (60 munition)
Build time: 53 seconds
Health: 550
Speed: 5
Weapon: 7.5cm PaK 39
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--Doctrines--1.)
BlitzkriegLeft side: Panzer support1.) Elite tank crews
Description: All tanks get battle-hardened crews and perform better in combat
Abilities: 20% Increased sight, 10% Faster firing, 30% Less chance of critical hit to tank (engine damaged, main gun destroyed etc), 5% speed increase
Command points required: 2
Ability cost: No cost
Recharge time: None
2.) Blitzkrieg assault
Description: While this ability is active, all tanks get a increase in speed, sight range and decreased reload times
Abilities: +30% Speed, +20% Sight range, -10% Reload speed
Command points required: 2
Ability cost: 100 munitions
Recharge time: 60 seconds
Active for: 25 seconds
3.) King Tiger
Description: Call in the pinnacle of German tank designs, the King Tiger is a very powerful tank to have on the battlefield, but can only be called in once, such a decisive weapon should not be squandered
Abilities: Tank Shock (Free, 60 second recharge)
Command points required: 5
Ability cost: 1400 manpower
Recharge time: N/A
Excellent vs: Tanks, Heavy tanks
Health: 2000
Speed: 3
Weapon: 8.8mm KwK 43
Right side: Infantry support1.) Grenade Assault
The same as the Blitz Grenadier Assault2.) Elite Panzer Grenadier truppen
Description: Call in 2 Veteran Panzer Grenadier squads with a Sdkfz.251 w/ MG42 capable to reinforce all nearby infantry squads
Abilities: N/A
Command points required: 2
Ability cost: 450 manpower
Recharge time: 50 seconds
3.) Veteran Seargent
Description: All squad leaders recieve extra training and become more effective in combat
Abilities: 20% Increased sight range, 15% Increased rate of fire, 5% increased speed, 5% increased accuracy for squad.
Command points required: 4
Ability cost: N/A
Recharge time: N/A
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2.)
LuftwaffeLeft side: Air Support1.) Recon plane
Description: A recon plane will fly over the map providing sight for enemy units and buildings
Abilities: N/A
Command points required: 1
Ability cost: 40 munitions
Recharge time: 50 seconds
2.) Air re-supply
Description: German air supply planes will drop 2 supply crates with heavy weapons in for infantry
Abilities: Drops 2 supply crates with 2 Panzerschrecks and 2 MG42 LMG's, crates also contain 50 fuel and 100 munitions
Command points required: 2
Ability cost: 250 manpower
Recharge time: 300 seconds
3.) Luftwaffe bombing
Description: Dozens of bombers will drop their payload of heavy bombs of devastating large swaths of land
Abilities: Drops a lot of bombs in the selected area (similar to the American bomber, slightly less powerful)
Command points required: 4
Ability cost: 200 munitions
Recharge time: 200 seconds
Active for: 45 seconds
Right side: Anti-Air support1.) Base and Vehicle anti-air
Description: All base structures get upgraded with 20mm Flakvierlings capable of targeting planes but not ground targets. All tanks (except StuG III) get equipped with a MG42 HMG's with AP rounds capable of dealing damage to aircraft.
Abilities: Anti-air provided to base buildings and tanks
Command points required: 1
Ability cost: N/A
Recharge time: N/A
2.) Flakvierling 20mm
Description: Enables Pioneers to construct 20mm Flakvierlings (ineffective vs Infantry)
Abilities: Effective stationary AA
Command points required: 2
Ability cost: Flakvierling 20mm costs 300mp, 20 fuel, 4 pop cap
Recharge time: N/A
3.) Wirbelwind
Description: Call in a mobile Anti-Air vehicle that is very effective vs infantry and planes
Abilities: Good vs Infantry, excellent vs aircraft, can lock down that does not allow it to target infantry but targets planes much better.
Command points required: 3
Ability cost: 600 manpower
Recharge time: 60 seconds
Health: 450
Speed: 5.5
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3.) Artillery warfare
Left side: Battlefield Observation1.) Increased sight range
Has same effect as Wehrmacht increased line of sight, all points get increased sight range Costs 1 cp 2.) Binoculars
Description: All infantry units are equipped with binoculars to improve sight range
Abilities: +20% sight range for infantry squads (except sniper and pak40)
Command points required: 2
Ability cost: N/A
Recharge time: N/A
3.) Drop flares
Description: Drops red flares onto the target area to reveal part of the map
Abilities: Reveals part of the map temporarily, cannot be dropped on enemy base territory
Command points required: 3
Ability cost: 50 munitions
Recharge time: 60 seconds
Active for: 10 seconds
Right side: Artillery support1.) Heavy artillery strike
Description: The selected area will be bombarded 6 150mm rounds
Abilities: Similar to a Hummel barrage, except 6 rounds are fired instead of 4, red smoke is also shown
Command points required: 3
Ability cost: 175 munitions
Recharge time: 60 seconds
2.) Panzerwerfer Self Propelled Artillery --->
Description: Call in a halftrack with a 15cm rocket launcher, similar to the katyusha (max of 3 on battlefield)
Abilities: Barrage with a salvo of missiles
Command points required: 3
Ability cost: 500 manpower
Recharge time: 60 seconds
3.) Krupp K5 railroad gun barrage
Description: Devastate the selected area with 8 rounds of 283mm HE shells
Abilities: This ability will bombard a large area with 8 shells in a minute, the explosions are very big but it is inaccurate and expensive
Command points required: 4
Ability cost: 225 munitions
Recharge time: 300 seconds
Active for: 60 seconds
3.
--Abilities--1.)
Infantry abilitiesRepair - Availible to: Ostheer Pioneers, Panzer grenadiers
Advanced Repair - Available to: Upgraded Ostheer pioneers.
Faster repair of structures and units.
Sprint - Available to: Panzerjäger Squad, Panzer Grenadiers, Schwerer Panzerjäger squad
Fire Panzerfaust - Available to upgraded Schwerer Panzerjäger squads
Throw anti tank grenade - Available to upgraded Sturm Panzerjäger squads
Storm - Available to Sturmtruppen.
Reduces suppression, increases rate of fire, lasts for 10 seconds, 40 second recharge, exhaustion for 7 seconds after use
Grenade assault- Available to Sturmtruppen. each member of the squad will throw 3 grenades at a long range at the given area, any infantry caught in the blast will be stunned, grenades have a 1.5 second timer.
Camoflauge - Available to Sniper.
Build sandbags, barbed wire, dragonsteeth tank traps, mines (25 muni each) - Available to Ostheer Pioneers
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--Veterancy--Veterancy will be achieved through combat, but it will also be achieved by standing next to nearby units in combat, similar to the Panzer Elite, killing certain units such as command squads, t34's, IS2's and SU85/100's will give you a large boost in veterancy.
--Infantry: Grenadier Truppen, Sturmtruppen, Panzer Grenadiers
Level1 Vet: 5% Increased accuracy, -5% Recieved damage.
Level2 vet: 10% Increased accuracy, -5% recieved damage, -10% recieved supression accuracy, -10% recieved damage, -10% recieved supression, -10% reload/cooldown time.
Level3 vet: 10% Increased accuracy, -10% recieved damage, -15% recieved supression, -15% recieved damage.
--Support units: Ostheer Pioneers, MG34, 8m Mortar, Panzerjager Squad, Sturm Panzerjager squad, PaK40 Anti-tank gun,
Level1 Vet: 10% Increased rate of fire
Level2 Vet: 10% Increased rate of fire, 15% Decreased cooldown/reload speed
Level3 Vet: 10% Increased rate of fire, 15% Decreased cooldown/reload speed, 5% Increased movement speed
Tanks and Vehicles: StuG III, Panzer III, Panzer IV, Panzer V Panther, Tiger I, Nashorn, Wirbelwind, Panzerwerfer, Hetzer, Halftrack (Blitzkrieg).
Level1 Vet: 10% Increased movement speed, -5 seconds recharge time (panzerwerfer)
Level2 Vet: 15% Increased movement speed, -10 seconds recharge time (panzerwerfer), 10% increased accuracy
Level3 Vet: 15% Increased movement speed, -15 seconds recharge time (panzerwerfer), 15% increased accuracy, 15% reduced cooldown/reload speed
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Conclusion: So guys that is my ostheer suggestions, I know there will be flaws and issues you guys can spot, and by all means point them out and I will make the appropiate changes
Post Merge: April 04, 2010, 01:41:31 AM
NOTE: All these ideas are based on gameplay over realism, I tried to keep the units and abilites with some degree of realism and balance, but please if you see any problems or errors in my work then say so, post extra suggestions and also comment if you like/dislike my ideas and why, Thanks!!!
