Company of Heroes: Eastern Front

Author Topic: Trenches/heavy cover  (Read 16741 times)

pariah

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Trenches/heavy cover
« on: July 07, 2011, 10:29:27 PM »
So it's been awhile since we have heard about the Ostheers system for heavy cover. Would you guys be able to give us an idea of what you're doing with it? Have you come to a conclusion yet?

Offline Blackbishop

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Re: Trenches/heavy cover
« Reply #1 on: July 07, 2011, 10:37:23 PM »
Now you mention it... nope ;D.
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pariah

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Re: Trenches/heavy cover
« Reply #2 on: July 07, 2011, 10:40:18 PM »
Haha. ;D Well i stand by my opinion that they should use inverted Sand Bags-type trenches. Looking forward to seeing what you guys do nonetheless.

Offline Otto Halfhand

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Re: Trenches/heavy cover
« Reply #3 on: July 08, 2011, 02:20:26 AM »
I think a non-doctrinal bunker system would be appropriate in Ostheer just as the Soviet style "underground" outpost system reflects the "Russian approach to heavy cover. I realize that is not likely to happen though.

Light Cover: Snow banks.

I would like to see more weather/time of day effects in EF. From what has been said elsewhere the only weather effects in CoH involve the unit voice-overs. ??? Colonel Mud and General Winter have always played an important role in "Eastern Front" conflicts.
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pariah

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Re: Trenches/heavy cover
« Reply #4 on: July 08, 2011, 02:25:31 AM »
Weather affects won't be included, at least in multiplayer/skirmish, because it rather changes the gameplay.

Buildable light cover isn't a good idea, because it just wouldn't be worth it.

Maybe doctrines could affect what types of cover you can build, but i dunno about that... :-\

Offline Otto Halfhand

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Re: Trenches/heavy cover
« Reply #5 on: July 08, 2011, 05:29:55 AM »
Weather affects won't be included, at least in multiplayer/skirmish, because it rather changes the gameplay.

Buildable light cover isn't a good idea, because it just wouldn't be worth it.

Maybe doctrines could affect what types of cover you can build, but i dunno about that... :-\
Ehh? What are sandbags? Macaroni?

The notion that weather effects or nighttime reduction of LOS won't be included because of changed game play sits poorly with me. It would enhance good gameplay. If it was a technical issue or even a balance issue I might buy your reasoning.
« Last Edit: July 08, 2011, 05:33:46 AM by Otto 213 »
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Offline GodlikeDennis

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Re: Trenches/heavy cover
« Reply #6 on: July 08, 2011, 06:22:45 AM »
I think it's both a technical issue and a gameplay issue. Nothing at the moment exists for weather conditions affecting gameplay so I don't know how hard it would be to code.

Weather effects would be a great idea for a campaign mission or two though. Harsh snowstorm that reduces troop movement speed to 1 and reduces LoS dramatically? That's easy to code by having the units in that particular mission having lower stats.
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Offline Mystic-Car

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Re: Trenches/heavy cover
« Reply #7 on: July 08, 2011, 11:14:39 AM »
Sounds like a Battle of Bulge map  :P.

match start: daytime
match end: stormy snowfalling afternoon
and of course the LoS and the movement speed has been decreased.

Offline Walentin 'Walki' L.

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Re: Trenches/heavy cover
« Reply #8 on: July 08, 2011, 01:07:40 PM »
Quote
Haha. ;D Well i stand by my opinion that they should use inverted Sand Bags-type trenches. Looking forward to seeing what you guys do nonetheless.

I guess you think about something like this:

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Offline Otto Halfhand

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Re: Trenches/heavy cover
« Reply #9 on: July 08, 2011, 02:00:02 PM »
Re buildable heavy cover. Roadblocks work well for me. If a area weapon strike comes in you have time to react. A proper dismount takes too much micro. hot key dismount is likely to dump your troops from the frying pan to the fire.

@GlD I can see hardcoding issues with weather too. The night LOS reduction should be do able, smoke afterall is a time related function. When playing with the Orel map the factions attacking uphill are at a disadvantage. It is always somewhat dramatic when the sun comes up. It would be nice to utilize  the darkness somehow. "Surrender to the will of the night".
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pariah

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Re: Trenches/heavy cover
« Reply #10 on: July 08, 2011, 03:35:09 PM »
I guess you think about something like this:


Yep, just like that. Maybe built more like Trenches (or Roadblocks? :-\) than Sandbags, but rather than garrisoning them to get insane cover, you just walk in there like normal for heavy cover to the front and back, but obviously not the side.

Offline Mr. Someguy

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Re: Trenches/heavy cover
« Reply #11 on: July 16, 2011, 03:52:11 PM »
I like this idea very much. I had a similar one but never brought it up because I didn't even know it was possible.

+1 for (not slit) Trenches.

pariah

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Re: Trenches/heavy cover
« Reply #12 on: July 16, 2011, 03:59:48 PM »
Well, that's the thing - I'm not sure if it is actually possible. Thought it was worth throwing out there, anyway.

I thought maybe the Ostheer should get normal Sand Bags like the other factions, but get these trenches from a doctrine, since they offer better cover, and are much harder to destroy.

Post Merge: July 16, 2011, 09:38:26 PM
Had a look at the doctrines again, and i think it would fit here:
Quote
Army Fortress Troops

Improved Defences

Improved Fortifications - 2CP (Pioneers can construct Panzernests and Tripwires)
Will Ostheer get access to the standard Sand Bags? If so, these trenches could replace them when you unlock the above.
« Last Edit: July 16, 2011, 09:38:26 PM by pariah »

Offline Mr. Someguy

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Re: Trenches/heavy cover
« Reply #13 on: July 17, 2011, 06:00:13 AM »
Not replace, but perhaps supplement.

Replacement would be back because although the Trench would be better in a field, Sandbags are much more versatile in where they can be placed.

Offline Ghost

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Re: Trenches/heavy cover
« Reply #14 on: July 23, 2011, 07:57:50 PM »
Quote
Sturmpioneers
Role: Assault Engineers
Weapons: 2xFlammenwerfer + 2xMP40.
Abilities: Detect Mines(passive), Barbed Wire, Sandbags, Czech Hedgehogs, Deploy Mines, Run(requires Blitz Pioneers), Goliath(requires Blitz Pioneers), Trench(requires Fortress Pioneers), S-Mines(requires Fortress Pioneers).
from OH sneaks: they can build BOTH sandbags and trenches (whatever they will look like  ???).
small note: to build trenches they must be upgraded to "Fortress Pioneers" first (individual unit upgrade like british recon squad).
« Last Edit: July 23, 2011, 08:01:07 PM by Ghost »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P