Company of Heroes: Eastern Front

Author Topic: 3 suggestions for vCoH factions, and 1 for Ostheer  (Read 8612 times)

Offline Andreas

  • Ingenery
  • *
  • Posts: 48
    • View Profile
3 suggestions for vCoH factions, and 1 for Ostheer
« on: October 02, 2011, 07:59:41 PM »
Connect territory with Vampire:
Make the Vampire halftrack capable of locking down on own territory - and then it will be "connected". Even if it isnt connected by other territories.

Forward HQ for wehr Def.
Give the defensive doctrine for wehrmacht an ability to upgrade a neutral building to a HQ. It will be like the normal HQ, except it will not be capable of "phase up". If placed in unconnected territory it will connect it like the vampire in the prior suggestion. I think it should cost around 500 manpower.

Commandos trainable from HQ glider
Make the HQ glider capable of training commandos

Finnish winter troops
Give the Ostheer a ability to call in Finnish winter troops. The finnish troops fought a long, tough war agsint the soviet unioin - being on the defensive. Therefore they will be extremely tough when in cover. But average when in the open.

Offline Blackbishop

  • Administrator
  • Poster of the Soviet Union
  • *
  • Posts: 12053
  • Community Manager, Programmer and Kicker
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #1 on: October 02, 2011, 08:03:40 PM »
Sorry but we will never make those changes to vCoH.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Cranialwizard

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 3270
  • Unknown Soldier
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #2 on: October 02, 2011, 08:06:57 PM »
First of all, no changes are going to be made to vanilla.

Forward HQ for wehr Def.
Give the defensive doctrine for wehrmacht an ability to upgrade a neutral building to a HQ.
Wehrmacht can already do this...

Quote
Commandos trainable from HQ glider
Make the HQ glider capable of training commandos
Why? Call in a normal glider...

Quote
Finnish winter troops
Give the Ostheer a ability to call in Finnish winter troops. The finnish troops fought a long, tough war agsint the soviet unioin - being on the defensive. Therefore they will be extremely tough when in cover. But average when in the open.

Possible in the Foreign Troop call in but unlikely to be it's own unit.
"Balancers are 10 a penny"

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #3 on: October 02, 2011, 08:19:57 PM »
Well Wher can set up a foward barracks capable of training troops  and it can be turned into a neutral building again. He proposes a whole HQ that works similar to your starting building :P.

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline TheVolskinator

  • Guard
  • ***
  • Posts: 221
    • View Profile
    • Deutschland’s Mächtiger Ostheer!
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #4 on: October 03, 2011, 12:14:32 AM »
Why? He doesnt want to defend is FHQ, so he wants an insta-place one like the one infantry company got in COHO?

Finnish have been suggested 10000000000 times over, next.

Tbh, it might be a nice touch to be able to recruit commandos from the HQ glider (isnt it the last unlock in that tree anyways? I never, ever play brits so I have no clue if it got swapped with tetrearchs or not).
Quote from: Pocketsize
I can't wait till they add british to CoH:O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada.

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #5 on: October 03, 2011, 12:26:22 AM »
Commando glider is actually the first cp ability for 3 cps :P

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline TheVolskinator

  • Guard
  • ***
  • Posts: 221
    • View Profile
    • Deutschland’s Mächtiger Ostheer!
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #6 on: October 03, 2011, 02:55:20 AM »
Yes, the commando glider is unlocked first. But if it gets destroyed, it might be nice to be able to recruit commandos from the HQ glider. What difference does it really make anyways, the HQ glider is so rare...
Quote from: Pocketsize
I can't wait till they add british to CoH:O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada.

Offline Andreas

  • Ingenery
  • *
  • Posts: 48
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #7 on: October 03, 2011, 07:58:31 AM »
Why? He doesnt want to defend is FHQ, so he wants an insta-place one like the one infantry company got in COHO?

 Not a instant HQ, but upgradeable like the forward barracks. When your 1st. HQ is destroyed, you will still be able to make call-ins and create pioneers.
 BUT: You can only build buildings in the start sector. So if the enemy is standing in yor start sector, you are quite alot in trouble anyway..!

Sorry but we will never make those changes to vCoH.
Why not give some small additional changes to vCoH factions? The british already have a huge overhaul with the marines?

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #8 on: October 03, 2011, 08:43:29 AM »
Well its more of a whole new faction than a few tweaks :P. EF just makes small changes (like the strafe siren) that dont necessarily change gameplay dramatically :P

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline cephalos

  • Mapper
  • Mr. Spam
  • *
  • Posts: 1367
  • Pick a card...
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #9 on: October 03, 2011, 08:54:56 AM »
Why? He doesnt want to defend is FHQ, so he wants an insta-place one like the one infantry company got in COHO?

 Not a instant HQ, but upgradeable like the forward barracks. When your 1st. HQ is destroyed, you will still be able to make call-ins and create pioneers.
 BUT: You can only build buildings in the start sector. So if the enemy is standing in yor start sector, you are quite alot in trouble anyway..!

Sorry but we will never make those changes to vCoH.
Why not give some small additional changes to vCoH factions? The british already have a huge overhaul with the marines?

it's devs policy, they won't change anything, at least they add rewards and some small tweaks as Fishhunterx said.

Offline Pac-Fish

  • Axis Commander
  • Poster of the Soviet Union
  • *
  • Posts: 2494
  • Waka Waka Gluba Gulba
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #10 on: October 03, 2011, 08:57:57 AM »
But wouldn't be cool to have a reward faction(or doctrine, whatever floats your COH boat :P) for each side ;D. One can dream ;)

Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Offline Monos

  • Guard
  • ***
  • Posts: 115
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #11 on: October 03, 2011, 12:38:18 PM »
Wtf? If your HQ gets destroyed you want to be able to make another?

Whats the point? If you get owned so hard that you lose your HQ before you get to 0 points you deserve to lose.

...

Hq glider does not need this commando stuff.

Finnish troops? not interrested.

Vampire has it's use as a recon and resoursedraining unit. No need to change it.




AND last but not least. The EF devs are not allowed to screw up the normal Company Of Heroes. Atleast they ain't got my permission to do so.

Offline Cranialwizard

  • Donor
  • Poster of the Soviet Union
  • *
  • Posts: 3270
  • Unknown Soldier
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #12 on: October 03, 2011, 01:01:05 PM »
AND last but not least. The EF devs are not allowed to screw up the normal Company Of Heroes. Atleast they ain't got my permission to do so.

They can change or do whatever they want: It's their own policy that they make no changes to vCoh.
"Balancers are 10 a penny"

Offline Blackbishop

  • Administrator
  • Poster of the Soviet Union
  • *
  • Posts: 12053
  • Community Manager, Programmer and Kicker
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #13 on: October 03, 2011, 05:18:49 PM »
@Cranialwizard is right, we prefer to not mess with vCoH balance, we have enough with EF and if we change something from vCoH is because:

a) A bug that we can fix.
b) It has been considered by GR experts.
c) Unless we consider it.

However, we don't want to change vanilla balance because that's not our job (at least not for now ;)), let alone new(or not warranted) additions.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Offline Monos

  • Guard
  • ***
  • Posts: 115
    • View Profile
Re: 3 suggestions for vCoH factions, and 1 for Ostheer
« Reply #14 on: October 03, 2011, 10:06:58 PM »
Quote
They can change or do whatever they want: It's their own policy that they make no changes to vCoh.

I can kill my own mother but i got a policy not to do this because it will fuck my life up. Just like changing vCOH will fuck the game up.

Quote
a) A bug that we can fix.
b) It has been considered by GR experts.
c) Unless we consider it.

This wasn't normal balance tips.. This was suggestions for totally new things :)