Here u can post or discuss your ability suggestions!i would like to send very heavy artillery to the small bases in COH EF. like Schwerer Gustav (offmap), Karl-Gerät(doctrine vehicle), 688th Railroad Artillery Battery 280mm(Doctrine emplacement, available only in the borders of the map to build a small railroad)..etc.
( e.g. doctrine abilities and so on! )
im also pretty sure thermite was not used in ww2, and WP maybe but not likely,The thermite (thermit) reaction was discovered in 1893 and patented in 1895.
Unleash the Reserves: Gives any squads in its large radius automatic reinforcement to maximum capacity and makes them fire faster, with renewed vigor, unfortunately the use of our reserves makes getting reinforcements at the headquarters or forward HQ impossible for 2 min..-3 CP, 200 munitions, 5 min. recharge.+1
I have a call-in unit which I posted in the Unit Suggestion thread. Notes is just that, bonus information that would clutter up the description, but needs to be in.
Pic:
(http://www.achtungpanzer.com/images/t34_58.jpg)
PzKpfw T-34/76 (R) (T-34(R) for short): (550 MP, 90 Fuel, 8 Pop)
Type: Captured medium tank
Role: Infiltration and ambush
These tanks are either captured or wrecked Soviet T-34s which have been pressed into service with a German panzer trupp. These T-34(R)s are manned by expert crews, have had sights added, and various other improvements from adding a radio to adding a commander's cupola.
Notes: It has poor visibility, much like the basic Soviet tank. However, unlike the Soviet tank, it has good accuracy due to properly trained crews and the addition of optical sights. As they are captured, they are limited in number. They are capable of cloaking and are difficult to detect. While cloaked they have reduced vision and reduced range. They will get several first strike bonuses upon enemy tanks. They cannot cloak within a certain range of the enemy main bases. They are capable of being upgraded with Schurzen (Side skirts) but this will remove their ability to cloak. It will increase their health and greatly increase the armor rating from the side. It is a call-in unit. They can also ambush, becoming impossible to detect except with a detector unit such as a sniper or the Major. They have much less health however as many have been recovered from wrecked but not destroyed T-34s. They are also slower as their engines are still new to the drivers and mechanics. The 8 pop is to represent the increased number if people required to get it back into action, and the fuel is boosted as the other tanks get fuel first.
PzKpfw T-34/76 (R) (T-34(R) for short): (750 MP, 8 Pop)
Type: Captured medium tank
*They are capable of cloaking and are difficult to detect.
what about german tank pz.kpfw "maus" http://forum.bestway.com.ua/showthread.php?p=163236#post163236 (http://forum.bestway.com.ua/showthread.php?p=163236#post163236)
it could cost 1500 mp 200 fuel and can be Set 1 times (the player)
ParkerWarrior, while the Maus would be an awesome tank to command, it was never made into a battle production, only three semi-complete prototype Maus were made. Also it be much slower than the King tiger, and it would have the slowest turret movement ever.
Now for the developers, my idea for the Elite Ostheer Squad is Op, i figured it would be a good counter for people who massed four to five NKVD conscripts squad. But it would be OP. So here is an idea of mine that I put in the abilities sections, cause I thought it would be neat for a call in unit:
flamenwerfer squad: A call in squad of five men, two armed with Flamenwerfer (flamethrowers) and the rest armed with Mp-40s. They can throw white phosphorus grenades (powerful against garrisoned and non-garrisoned infantry) and thermite grenades (powerful against buildings and vehicles). They cost 360 manpower to call in.
And how about a Panzer3 flamethrower tank: a special call in unit that cost 600 manpower to call in. It is armed with a massive flamethrower and can be upgraded to shoot an even more deadly stram of fire (more like a thick burning Napalm instead of a a projected gasoline/fire concoction, so it does more damage but at the downsize of range (about a 25% decrease in range).
Eintossflammenwerfer 46
...
Ostheer should have a Propoganda "Flip" ability to take control of enemy Infantry, It could get really annoying but maybe have a 1min reset timer on it.No, it wouldnt be annoying, it would be OP!
Nah, you just don't get that a Tiger 1 was armed with the flak 88 and the reason the coh 88 has that range is because its a structure that doesn't move and can be killed easily....not even relic would make these mobile and these guys are full of bad ideas lol
Abilities:
Stats:
His experience lets him cloak at max rate (normal snipers in green cover), even when he has no cover.
Has the sight range of a recon unit (jeep or motorbike), with the same detection, however, when he moves camouflaged, it is 25% movement speed. (25% slower than regular snipers)
Bigger is Better:
(Passive)
All heavy tanks (Panthers and Tigers) have 88 mm cannon.
But Armor costs 10% more fuel to create.
4 CPT
Cost: 1,000 mp (220 fuel over 1 min time) Must be able to afford fuel
Only 1 Tiger-gruppe on the field at one time.
Tiger-Gruppe:
Call in 2 Tiger I tanks to the field.
5 CPT
Cost: 1,200 mp (260 fuel over 1 min time) Must be able to afford fuel
Call in once per battle.
Große Tiger-Gruppe:
Call in 1 Tiger I and 1 Tiger II (King tiger) to the field.
since when did panthers have 88m cannons?
First aid kid upgrade - all infantry (not weapon crews) can use a first aid kid for 20 ammo if their lost at least 1 man.
It works the same as in Causeway and Tiger Ace campains but the healer will help the closest man that is still alive but on the ground (not neseserly from the same squad) and then the wounded man joines the squad.
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.
I like the camo-square idea, but than they could infiltrate pios and just hide out units like a sniper and play hide-and seek all day.If an enemy unit gets close to the the camo-square or if youre units start to shoot from it, it disapeares.
...OFFESNIVE and DEFENSIVE stance buttons in Hq...
I think Offensive should allow them to be suppressed easier, and defensive not apply to only your territory, DEF should be something like +10%Health (etc)
OFF should be something like +10% Damage (etc).
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.
1. Every man picked of the ground will cost ammo.
First aid kid upgrade - all infantry (not weapon crews) can use a first aid kid for 20 ammo if their lost at least 1 man.
It works the same as in Causeway and Tiger Ace campains but the healer will help the closest man that is still alive but on the ground (not neseserly from the same squad) and then the wounded man joines the squad.
Well Paciat i like the idea. However I believe that it would be better to make slightly less powerful by doing two things: 1) Instead of a First-Aid Kit make it some kind of Pain-killing drug (perhaps Morphine) which causes the soldier to join your squad for a short period of time before he becomes wounded again or unless he reaches the Main Base Area or a Medic Bunker .
If u can pick up survivers from the ground with minimal wait and have join the squad for as long as he isn't killed, that can cause spam (just have a Wehr spam Pios and when the Medics are done u pick up the scraps).
No Sarin gas, wasn't used in ww2 because it wasn't developed in a stable form until late 44 early 45 AND gas weapons where not used in WW2 on the battlefield (Hitler was injured by Mustard Gas in WW1 and didn't want to put his troops through that, kinda funny for a man who slaughtered innocents....)
I have an idea:
88mm long range support.
An offmap 88 shoots one shell on designated enemy's unit.
Cost 25 mun, cooldown 45 seconds.
Pick up an enemy unit. In 3 seconds time one shell will hit it. This is 88mm shell from typical 88. There is one shell, however sometimes this one shell can save important unit or point.
Note: I don't expect this ability to be doctrinal. Doctrines deserve for something more powerful, nevertheless this ability can be used after purchsing ability in HQ ( like PAnther battlegroup) or one of units can call it in.
I just started thinking( not too good of an idea right ;) ) But what if the Ostheer have a foreign unit to match each of there Doctrines, something like
Fast attack
L
3cp-Call-in a quick squad of Finnish Jager Troops*
2cp- Gives all units the ability to sprint*
1cp- Allows Finns to construct sandbags*
R
2cp-Allows Pios(their equal) to construct a shelter that provides camo to garrisoned units(but they can not shoot out of it)*
2cp-Gives Shelter the ability to heal garrisoned units.*
1cp-Gives the shelter increased sight range.*
Creeping Defenses
L
3cp- Call in a Hungarian Support MG ( better defense statistics)*
2cp- Gives the HHMG the suppress ability for no cost*
2cp- Increases the HHMG's Smoke cover.*
R
2cp- Gives you units the ability to disable a sector*
3cp- Temporarily Removes friendly sector FOW.*
2cp- Allows garrisoned units to detect stealthed enemies/objects.
Bloodied Earth
L
3cp- Calls in a Romanian Cavalry man with the ability to ride his steed to the front lines(Dismounts when near enemies, Can't re-mount)*
2cp- Allows the Romanian soldiers to throw grenades*
3cp- The Romanian Forces now fight with Zeal*
R
1cp- Gives Units the ability to throw incindenary grenades*
2cp- Calls down an Off-map Artillery strike*
5cp- The Ostheer Komandant calls for a bombing run(Cost 300Mu, Classic free fall run, 20minutes for Rechrge)*
*-These are only examples of what I think would be good, Don't take my recommendations too seriously its just a concept.
a "last Ditch effort" would be cool.
What I would do, is make it to where it came after your Hq was destroyed. that way it was a last last ditch effort.
or maybe no call-in units? just increased production speed?
Was reading something about the colapse of the East Front 1944, which gave me following Idea for Doctrine.
"Feste Plätze" was a Hitler-Order that all citys had to be held, even if they were enclosed, such as to bind enemy troops. Examples were Königsberg, Kurland, Breslau ect.
Would be a good idea for defensive Doctrine of Ostheer.
Possibility:
* Even if you are cut off from base, you can build Bunkers and HQ on cut off territory.
* Bunkers can hold more infantry and are doubble in strength (harder to destroy).
* All Units (Infantry and Tanks) can be entrenched. If trenches take damage, pioneers can repair them under fire.
* Forward bases can look further into enemy territory and produce units.
* Such Units would be badly armed "Volkssturm"
* If feasable in CoH, destroyed or damaged Buildings can be repaired by engineers (just like HQ)
* Buildings can be upgraded to strongpoints = harder to destroy and the offer better cover and protection for inf. inside them. Maybe this is possible like making a forward HQ (or combining it with it). Graphics would be with sandbags around basement windows and doors and one MG on each side in the building.
Only with such a Building you can make a territory to "Festen Platz" if it is cut off. You would need 2/3 Amo and 1/3 Fuel.
* If cut off, Units there would fight with extra fanatism and zeal. They would lose this, as soon as territory is conected with base again. They can not leave this cut off territorry except in direction of home base to reunite it again. Otherwise people would let themselves get cut off or capture territory cut off from base, so they can get advantages of doctrine. You can only build such buildings for "Feste Plätze2 if you are conected with territory. and it only is effective if cut off.
* If conection with homeland (Base) is restored, Volkssturm Units can be upgraded to normal Infantry Units.
* Pioneer Units would be able to repair destroyed tanks and HQ on territory
* Resources of cut off territory would still be culminated and collected.
* For Territory where there are no buildings available, You can build a big bunker, something like Flak-Tower Type or the Mortar Bunker.), which would make such a terrain to a stronghold. It would then be the forward HQ. Just like Mortar Bunker, it can not be completely destroyed but only rendered useless. If captured and repaired by the enemy, it would lose all function and just be a normal building to take cover.
* engineers can build those Panther-Bunkers.
* All units should be able to camo themselves.
* If possible create a little Flakbunker with the tower of Wirbelwind-Tank of Luftwaffe doctrine. (crew can't be killed by snipers) or Flak/Vierling in a mortar entrenchment?
Post Merge: May 26, 2010, 04:19:48 PMa "last Ditch effort" would be cool.
What I would do, is make it to where it came after your Hq was destroyed. that way it was a last last ditch effort.
That would be absolutely useless and a waste of time. If your HQ and everything on your base is destroyed, you can imagine what kind of powerfull units are in your territory. Sending in some "last ditch" units is just some cattle for the enemy to slaughter for their game statistics. What could they do, except die? Once Base is destroyed, game over.
Post Merge: May 27, 2010, 12:30:58 AMor maybe no call-in units? just increased production speed?
You can already do that with German Officer.
Production Speed should be the same for both sides, maybe Sviets a bit faster with T34.
Firefighters? You mean those guys who save cats, homes and people from certain death in flames? :o .... Looks like I still know little about Wehrmacht....General Model was called Hitlers firefighter. Late game infantry are the Hitlers savior infantry so why not call them firefighters.
What if the "last ditch effort" would give you some random units? Just like the last american inf-doctrine call-in (can't remember the name).
There could also (or instead) be a power so you could call in a battlegroup of random non-German units. like you get some Czech units, some Hungarians, some Romanians, etc. etc.
Or maybe you can get a full battlegroup from a non-German country, but you get the battlegroup from a random country every time you use it.
I kind of like it to be honest. +1 1/2What if the "last ditch effort" would give you some random units? Just like the last american inf-doctrine call-in (can't remember the name).
There could also (or instead) be a power so you could call in a battlegroup of random non-German units. like you get some Czech units, some Hungarians, some Romanians, etc. etc.
Or maybe you can get a full battlegroup from a non-German country, but you get the battlegroup from a random country every time you use it.
What I meant was something like this:
An ability, a call-inn, much like the American infantry battlegroup call-inn, where you get random foreign units.
Two variants:
1 - You get a couple of units from a random country (all-hungarian, all-romanian etc.). The different countries have different specializations, like finns give you a few good units, Hungary gives you armored vehicles, and Romania gives you infantry (I don't really know, nor do I care, which country that should give what units). Again, what country you get will be completely random.
2 - You get a battlegroup consisting of units from different nationalities with different specialities. This ability would be the one that is most similar to the american one (And in my option not as cool as the first option). On the other hand would this probably be the easiest for the devs.
The usefulness of such ability would be to get a lot of units very quickly, but they aren't necessarily as good as the German units. You will also have to take a chance on what units you get.
This idea would, in my opinion, be the best solution for including other axis nations into the Ostheer. I know that such an ability would demand a lot of work, but I think the devs can make it.
here's some of my idea for the ostheer:
-im thinking that when the ostheer's infantry walks into a cover(any types of cover,heavy or light,but not negative cover)they will walk slow for protection and they received lower accuracy.
-when the ostheer's infantry walks into a negative cover,they walk faster for prevent stay too long on a negative cover.the ostheer's infantry will received more accuracy when in a negative cover.
well,thats all of my idea,hope u guys will accept this=)
thx
@dlty's idea:here's some of my idea for the ostheer:
-im thinking that when the ostheer's infantry walks into a cover(any types of cover,heavy or light,but not negative cover)they will walk slow for protection and they received lower accuracy.
-when the ostheer's infantry walks into a negative cover,they walk faster for prevent stay too long on a negative cover.the ostheer's infantry will received more accuracy when in a negative cover.
well,thats all of my idea,hope u guys will accept this=)
thx
well then,maybe should do a little change:@dlty's idea:here's some of my idea for the ostheer:
-im thinking that when the ostheer's infantry walks into a cover(any types of cover,heavy or light,but not negative cover)they will walk slow for protection and they received lower accuracy.
-when the ostheer's infantry walks into a negative cover,they walk faster for prevent stay too long on a negative cover.the ostheer's infantry will received more accuracy when in a negative cover.
well,thats all of my idea,hope u guys will accept this=)
thx
Actually it makes more sense to have them recieve more accuracy when moving slower, and less when moving faster :/
Reverse the two and I support it 100%
+1well then,maybe should do a little change:@dlty's idea:here's some of my idea for the ostheer:
-im thinking that when the ostheer's infantry walks into a cover(any types of cover,heavy or light,but not negative cover)they will walk slow for protection and they received lower accuracy.
-when the ostheer's infantry walks into a negative cover,they walk faster for prevent stay too long on a negative cover.the ostheer's infantry will received more accuracy when in a negative cover.
well,thats all of my idea,hope u guys will accept this=)
thx
Actually it makes more sense to have them recieve more accuracy when moving slower, and less when moving faster :/
Reverse the two and I support it 100%
-when the infantry walks into light cover,they walk slow and they received damage-10% and without changing the received accuracy.in a heavy cover received damage-15%
-when in a negative cover,they walk faster and received lower accuracy.
and will be thankful for accepting=)
Dunno which Doctrine name, but i had some idea's of abilities.thats not a bad idea :).i like the one which can land a plane like british.but if u can change near HQ into your own territory will be much better.
Stuka with one (or three) accurate bombs, or just stuka guns fire at troops.
Junker 52 who can land near HQ (like the british commando planes etc) and which can make troops or can give some supplies. there where many junker 52's on the ostfront..
Ill tell you if i have more
i'm still stuck on having the ostheer start off extremely powerful, and having them slowdown as the game progresses.
Dunno which Doctrine name, but i had some idea's of abilities.but the difference between the ju-52s and the british gliders is that they were gliders, not planes that would require an aerodrome. good idea, i'd like to see it with fallschirmjaegers but i don't think it would be feasable.
Stuka with one (or three) accurate bombs, or just stuka guns fire at troops.
Junker 52 who can land near HQ (like the british commando planes etc) and which can make troops or can give some supplies. there where many junker 52's on the ostfront..
Ill tell you if i have more
Ok I'll start with an Idea I've been brooding over, Please discuss/criticize so we can make it better.first of all me 262 were used mainly n the western front
Doctrine Ability: ME262 Interceptor Jet.
Cost: 2 CP, 100 Munitions
Area of effect: Entire Map
Time Active: 60 Seconds
Cool Down Time: 120 Seconds
Effect: While active the ME262 Jet Fighter will attempt to shoot down as many enemy fighter planes and gliders that are called in the map with it's 4X30mm cannons.
this storch ability sounds cool!+1
+1
But not a new one. Its been in my Ostheer concept since April. :Pthis storch ability sounds cool!+1
+1
Great idea!
The mounted .50 cal was crap as AA defence anyway. :PBut not a new one. Its been in my Ostheer concept since April. :Pthis storch ability sounds cool!+1
+1
Great idea!
Too bad turret 50cal cant shoot down planes. :(
But not a new one. Its been in my Ostheer concept since April. :Pthis storch ability sounds cool!+1
+1
Great idea!
Too bad turret 50cal cant shoot down planes. :(
The mounted .50 cal was crap as AA defence anyway. :PSlow rate of fire, poor vision sights. Its no wirblewind but 5 of them could sometimes do some damage to a small and slow plane like a Storch.
n1 there paciat, i guess it means that its a superb idea since we both came up with it ;DSince you like it heres a picture of it. :P
sorry, I have not done an English course. I am using, unfortunately, the google translation tool to write briefly two suggestions!
AIR BASE: The new faction could have AIRPLANES as basic constructs. these planes have the same mechanics of the British and trucks would be equivalent to this faction.
DOCTRINE OF CHEMICAL WARFARE: Well I personally really like the second war and miss a doctrine of COH elements of chemical warfare, as the military development of chemical weapons such as bombs of poisonous gases, smoke and incendiary
And again Dora's mentioned...... people are soooo predictable >:(
Delicious ;D
That everyone what this super-mega-extra-imba-shoot of the 80cm gun Dora...
Just used against Sevastapol - against a fortress as siege artillery.
Out of my view DORA GUN is NO option for the Ostheer.
Owh come on. Its just a game. Its like the V1 rockets were never used against troops only terrorattacks on London and such, but the wehrmacht use it likes it no big deal XD But yeah okey. I have to pardon myself then ^^, I didnt know it had been up before. I havent read through all the pages ;)Dora sucks.
But in my opinion. The Dora would be a good abiletiy ;P
But the dora actually hit something Paciat ;) Unlike the V1
I am glad that you liked it. Thanks :D nawh I dont really know. its usely commun here on the internetz that people start flaming the minute somebody says something wrong XD I cant wait to see what lord rommel will think about it :D
(offtopic)
Me and the Pz III are sworn enemies because I think its so damn prewar dated XD Armed with like a BB gun I dont really see any use of it in the COH games who are set in 1944. Its so outdated XD
One last point;and that's the problem. I know that devs want to use every awesome piece of soviet steel, but it makes game quite disturbing. I mean that all vCOH factions were designed to have 1944-1945 equipment. I don't see any pzIII there.... even if pzIII were there. IF EF would be designed to be 1944-1945 game it would fit the vCOH climate of late-war battles and technology. That's why people ( me too) have different views of PzIII. I'd like to see it, but it looks like that in 1944 it would be treated as support vehicle, while PZIV was main battle tank. It's really strange to play in one game with army, which must evolve to 1944 equipment, while the second one already begins with it.
EF isnt placed in 1944 ;)
EF used elements from 1941 till 1945 - Watch KV-2 or Conscripts!
I am glad that you liked it. Thanks :D nawh I dont really know. its usely commun here on the internetz that people start flaming the minute somebody says something wrong XD I cant wait to see what lord rommel will think about it :D
(offtopic)
Me and the Pz III are sworn enemies because I think its so damn prewar dated XD Armed with like a BB gun I dont really see any use of it in the COH games who are set in 1944. Its so outdated XD
Well. First; it is the first time that i read something about a Panzerfaust 200. I know that there were some prototypes of the PzFaust 150, but 200 is absolute new for me.
BUT the general problem behind this idea is the question of anti tank capacity of the Ostheer Infantry.
Some people prefer Panzerbüchsen, some Panzerfäuste, some Panzerschreck, and so on!
Out of my view tank hunting is a special trained combat mission.
Germans formed Panzervernichtungstrupps but this "trained formations" were equipped with Panzerschrecks or heavy Panzerbüchsen ( e.g. 2,8cm sPzBz ).
The Panzerfaust was introduced when german army recognized that they were outnumbered by enemy's tanks.
The biggest problem is the question whether u could balance such an ability or not.
When every single Ostheer-infantry could kill tanks u will get a lot of ingame problems ;)
About Panzer III:
Out of my view one of the modern tanks of ww2. The chassis was robust, effective, safe and trusted ( dont know the english terms but details like "Drehstabfederung" or "Seitenvorgelege" and so on could bring more information ;) ).
It was planed in 1933-1934!!! with the german Z.W. and B.W.-plans ( Zugführerwagen and Begleitwagen ). The Pz III served from 1936 till 1945! 9 years of service; thats quiet good for such an tank.
What u had to keep in mind when u think of Pz III is the fact that this tank changed its role during the war. In 1939 it was germanys main battle tank ( dont mix with the modern MBT concept! ). In 1941-1942 it was updated with important systems like the 5cm gun and new armor and so on. In 1943 Pz III become a light support tank and were equipped with 7,5cm guns. So it took the place of the Pz IV. Till the end of war Pz III served at the western and eastern front with success. In march 1945 328 Pz III were still in action. 105 served at the front. 15th march 1945 eastern front reported that 16 Pz III were still in action... Okay. That is not very much but it is the proof that Pz III fought till the end against all enemies.
One last point;
EF isnt placed in 1944 ;)
EF used elements from 1941 till 1945 - Watch KV-2 or Conscripts!
i just hope that panzerIII will have the ability to fire HE when i want itThat could work ;).
it would bbe real good against blobs and the AT guns if you flank
How is this for an idea, instead of the Panther tank, the Ostheer can salvage any vehicle, including the enemy, and make it their own. I know on a number of occasions that the German army would take Soviet T-34s and give them a German designation....No.
Didn't think of that, though that is a good point. But still, the Ostheer don't need panthers. I know they were widely used on the Eastern Front, however, the Panther made their mark on the Western Front. Any ideas for a panther-replacement for the Ostheer?.... another Panther? Just kidding :) what about not giving them replacement but totally new unit(s), which take Panther's role? Like Jagdpanzer IV/70 for tank hunting. But really, it's hard to find any good replacement for this excellent tank. I guess that Ostheer won't need Panthers, because they will get Tigers or something even scarier. I can't imagine Ostheer running only on PzIIIs.
Remember to stay tuned!!!
The next ostheer update will be coming soon ;D!!(Or should I say two updates -.-U)
I think the right Tech Tree should be a Tiger Command:
On left site:
1cp : Für den Führer (all infantery have sprints and all tank units have full speed)
4cp : Hilfsarbeiter für die Fabriken (prisoners of war to work in German factories = production +25%)
6cp : mine detector 42 (prisoners of war run on the battlefield and see where mines of the enemys are and run into it)
On right site :
4 cp : King Tiger (only one at time)
4 cp : Lnt. Voss Tiger 205 (only one at time)
6 cp : Hunting Tiger 128mm pak 44 l/55 (only one at time)
I think the right Tech Tree should be a Tiger Command:(http://4.bp.blogspot.com/_kl2GKlgG_Xc/SOse7AGa5qI/AAAAAAAAAgo/HrGCN8Sy5U8/s400/facepalm.jpg)
On left site:
1cp : Für den Führer (all infantery have sprints and all tank units have full speed)
4cp : Hilfsarbeiter für die Fabriken (prisoners of war to work in German factories = production +25%)
6cp : mine detector 42 (prisoners of war run on the battlefield and see where mines of the enemys are and run into it)
On right site :
4 cp : King Tiger (only one at time)
4 cp : Lnt. Voss Tiger 205 (only one at time)
6 cp : Hunting Tiger 128mm pak 44 l/55 (only one at time)
concentration camps : 200mp and 25 fuel
every min. +10 fuel and +25 ammo
i`m from germany not out of a pit
when u read my text u see that i dont want to have a concentration camp but u think it must be there
How about concentration camps?
Post Merge: December 19, 2010, 09:02:46 PM
i'm not a nazi i've just read books where u see that a mine detector 42 is part of heeresgruppe mitte/bock
actually this is a pretty nice and neat forumhohohoho you can bet it ;).
so no hard feelings i guess
boT: i hope we will see a small artillery in the ostheer
something thats fills the gap between a mortar and a howitzer, i have a weird feeling this is going to be included.... ;)
Somebody has been stalking Dragon... :Plol ;D
Yeah, I'm sorry I picked the wrong thread, but keep writing here, 'till the bitter end (or 'till the moderator comes and moves it all to some other thread) ;D
Speaking of which hasnt the changelog for it been open to the donators forum for like a week or two???
New upgrade (global):
Ostketten
On eastern front German tanks where equipped with the wider "Ostketten" (east treads) to procede better on snowy or muddy terrain. All Ostheer tanks affected by this upgrade (best from Panzer Kampf Kommand) gain +10% speed offroad. As far as I know they where used by Panzer IV's, Pnazer III's and I also heard of Tigers with Ostketten.
What do you think about it?
BTW this is a StuG III with Ostketten:
http://i5.photobucket.com/albums/y183/golem-0815/stug-III-ostkette.jpg (http://i5.photobucket.com/albums/y183/golem-0815/stug-III-ostkette.jpg)
wouldn't wider tracks decrease the chance of a tank being immobilized?they are bigger so they are easier to hit. Immobilzing (spelling ??? ) is caused by damage, not by terrain ( in CoH of course, not real life).
wouldn't wider tracks decrease the chance of a tank being immobilized?they are bigger so they are easier to hit. Immobilizing (spelling ??? ) is caused by damage, not by terrain ( in CoH of course, not real life).
New ability for SdKfz. 10 (could seem slightly OP ;))
Via doctrine you can unlock an ability for the SdKfz. 10 that makes it able to salvage enemy tanks to add them for the own forces. This ability has a big cooldown and a certain resource cost.
I post this because in 1941, there were many soviet tanks (mostly T-34s) captured by the Wehrmacht due to their own lack of (good) tanks.
Any comments? ;D
But not too late to suggest, eh?Indeed, you can suggest if you like; remember that what we post on the sneaky peaky thingy is our concept of the ostheer, in it's alpha stage... it can change if we feel will be imba or if a better idea appears.
If there was no need, this thread would be closed, right?
Forgive me Im newOh come on, i'm not even scolding you ;D.
Most users thought that would be OP, so was discarded.
Hi all,
I know this is probably a bit late but i had an idea for how the Elefant could be implemented for the Ostheer.
Upon being called in it would be placed down on a position like the brit trucks are when they are called in. It is then immobile but has a range which could cover most of the map. It then only fires by ability, similar to artillery. When you have a target for it you select its albility and target it on the tank you want the living crap blown out of and then it fires a rapid volley of say, 3 to 4 shells at the target. it can then pack up and move to a new location. It also has a long reload time between barrages.
The basic idea is for it to be a sort of tank sniper, which is pretty much how it was used at Kursk. I was thinking it could be upgraded with a mg 42 for infantry defense or actually have a squad of infantry attached to it. the Mg would actually be albe to supress attackers so it actually does something. Anyway that my idea so some feedback would be appreiciated.
Thanks. ;)
+1, though I like the idea with that MG upgrade. It was done to Ferdinands after Kursk, so the upgrade could be named "Elefant" because after that upgrade and some changes to armour, commandant cupola, running gear + wider tracks.Hi all,
I know this is probably a bit late but i had an idea for how the Elefant could be implemented for the Ostheer.
Upon being called in it would be placed down on a position like the brit trucks are when they are called in. It is then immobile but has a range which could cover most of the map. It then only fires by ability, similar to artillery. When you have a target for it you select its albility and target it on the tank you want the living crap blown out of and then it fires a rapid volley of say, 3 to 4 shells at the target. it can then pack up and move to a new location. It also has a long reload time between barrages.
The basic idea is for it to be a sort of tank sniper, which is pretty much how it was used at Kursk. I was thinking it could be upgraded with a mg 42 for infantry defense or actually have a squad of infantry attached to it. the Mg would actually be albe to supress attackers so it actually does something. Anyway that my idea so some feedback would be appreiciated.
Thanks. ;)
PE has already Nashorn, who fits this role perfectly.
I have a suggestion for the Ostheer;
Allow their infantry to ride on the sides of their tanks. Lower their defense rating while on the sides, but maybe increase the speed of the tanks a bit while it's carrying passengers to make it an actually viable option to transport troops in such a fashion. And while they are on the side, allow them to heal slowly, as if giving them their bodies a rest while traveling to the front, or retreating from it.
Also, suicide upgrades. Make it so their light vehicles can be packed with explosives so when their going to die anyways or something you can send it in and try and get an extra couple of kills out of it. Similar to the Goliath, except it can still perform it's basic functions, however if it could have transported troops, it no longer can due to the absence of space used for carrying explosives.
Thoughts?
I have a suggestion for the Ostheer;
Allow their infantry to ride on the sides of their tanks. Lower their defense rating while on the sides, but maybe increase the speed of the tanks a bit while it's carrying passengers to make it an actually viable option to transport troops in such a fashion. And while they are on the side, allow them to heal slowly, as if giving them their bodies a rest while traveling to the front, or retreating from it.
Also, suicide upgrades. Make it so their light vehicles can be packed with explosives so when their going to die anyways or something you can send it in and try and get an extra couple of kills out of it. Similar to the Goliath, except it can still perform it's basic functions, however if it could have transported troops, it no longer can due to the absence of space used for carrying explosives.
Thoughts?
If you like Dummy targets and Trickery play some RUSE.We already planned to implement it as part of the Army Fortress Troops but looks like was too difficult to do.
The Tunnel idea was suggested a long time ago (I know cause I used it in my Ostheer design) and I don't believe it had too many supporters.
Well, it may not be a very good suggestion, but at least it made a few people laugh, lol.
Suppose a troop carrier disguised as an enemy vehicle? You build it, stick some troops in it, and can use a impersonate ability to resemble a targeted enemy vehicle? Useful for getting around MG Nests, and flanking the enemy undetected.
Also, how about a tunnel of sorts? Build it at position 'A' and it transports units to position 'B'. The drawback is that it can be used by your opposition. Just make it have camoflauge netting or something.
Haha, I have never played C&C, except the one on the N64 (which was amazing btw, when I was like, 10).
How about units surrendering in the mod. That would be awesome.
How about units surrendering in the mod. That would be awesome.The mechanics for forced surrender are already included in vOF. THe scenario with the King Tiger in it uses them.
How about units surrendering in the mod. That would be awesome.
Why?
Why should I surrender my troops? :o
Of course they will ;D!How about units surrendering in the mod. That would be awesome.
Why?
Why should I surrender my troops? :o
Are the Italians making an appearence as foreign units? ;D
But for a campaign it must be awesome. You could simulate the endless surrendered soviet or german soldiers marching along the way while enemy vehicles are drviving byIIRC the surrender deal is in the 6th or 7th Market Garden scenario. All those Red Caps with their hands in the air looks like a giant Conga Line.
a thing what could work is that a unit (maybe stormpios) can create tank dummies.I like it :)
they would look like normal tanks and the enemy can also attac them
they should cost only mp cant move and consists of wood and stones. so they would work like tank traps
they are only there that the enemy attac a units which isnt realy there.
example:
you build 2 panther dummys. enemy spotted and think damn i need something bigger... on the same time you had your real units on another place of the map ready to fight.
Perhaps, for an Infantry Squad armed with StG44's; the ability to go into Precision Mode or Assault Mode.
In Precision Mode, they fire their rifles Semi-Automatically, maintaining high accuracy even at longer ranges. While in Assault Mode, they fire fully automatically in order to deal high damage in a short time.
Maybe to prevent it from being abused, the switch could take a few seconds or have a cooldown timer, or some other system (such as switching to auto as a mun ability, similar to rifle's suppression fire).
a thing what could work is that a unit (maybe stormpios) can create tank dummies.I like it :)
they would look like normal tanks and the enemy can also attac them
they should cost only mp cant move and consists of wood and stones. so they would work like tank traps
they are only there that the enemy attac a units which isnt realy there.
example:
you build 2 panther dummys. enemy spotted and think damn i need something bigger... on the same time you had your real units on another place of the map ready to fight.
+1 :)a thing what could work is that a unit (maybe stormpios) can create tank dummies.I like it :)
they would look like normal tanks and the enemy can also attac them
they should cost only mp cant move and consists of wood and stones. so they would work like tank traps
they are only there that the enemy attac a units which isnt realy there.
example:
you build 2 panther dummys. enemy spotted and think damn i need something bigger... on the same time you had your real units on another place of the map ready to fight.
Me too. :)
+1+1 :)a thing what could work is that a unit (maybe stormpios) can create tank dummies.I like it :)
they would look like normal tanks and the enemy can also attac them
they should cost only mp cant move and consists of wood and stones. so they would work like tank traps
they are only there that the enemy attac a units which isnt realy there.
example:
you build 2 panther dummys. enemy spotted and think damn i need something bigger... on the same time you had your real units on another place of the map ready to fight.
Me too. :)
Maybe few HP for dummies? To avoid an excessive advantage?Why building Panther dummies when you can build working Panther turret emplacements.
Quaker cannons, (static dummies), just seem to me to be inappropriate to the flavor of vCoH. I don't much like pantherthurms or mortar bunkers either. I was very pleased when they were removed from the Verriere Ridge map.
You don't see a problem with Tigers at 4CP? LOL
Regardless, ridiculously high cost abilities have no use in the game. Nobody except bridge map/compstompers will save up that exorbitant amount of resources. By the way, OH tanks are called in from off-map when they are built, they don't come from the building.
Would it be possible to make an abilety like the thread breaker (or whata hell its called XD) but for the turret? You fire a focus shell on the enemy tank so the turret gets damaged so they cant move it.I like the idea but think a destroy main gun critical would be better. This tactic was used by 38Ts and PzIII's in 1941 and 1942 to overcome T34's and KV1's
It can shoot and all, but dont move. So it have to move the entie tank to that direction it gonna fire? :D Like an Stug ^^
[...]It was stated that the Tger in Ostheer would be inferior but if this was to be implemented then perhaps they will not be inferior :Pwhere was said that OH tigers will be inferior? did i miss something? i didn't find anything about it in the official OH sneaks.
[...]It was stated that the Tger in Ostheer would be inferior but if this was to be implemented then perhaps they will not be inferior :Pwhere was said that OH tigers will be inferior? did i miss something? i didn't find anything about it in the official OH sneaks.
i guess they will start with decreased stats (like all OH tanks) but then get normal stats on 1st vet and some buffs on the other vets.
devs please correct me if i'm wrong ;)
but tigers which takes place of the panther makes not realy sense...i think what GodlikeDennis means is that OH Tiger will be a tank killer like the OH panther and not an inf killing machine like the WM tiger. this makes perfect sense to me as the OH Tiger replaces the panther as buildable unit (after unlocking that in the doctrine tree). so it will simply be an improvement to OH panthers without changing the general style (AT and not inf killer) of the unit.
dont forget OH has their own panthers...
but im sure we will find a way to balance buildable tigers :D
2 CPT
JU 87 'Stuka' strike:
Cost: 150 Ammo
Stukas patrol the area killing infantry with gun strikes and tanks with single bomb hits (very accurate). No ground indecator on the map, just the 'Jericho Trumpet' sound when they are striking. Causing fear in the enemy.
3 CPT
Fuhrers command!:
Cost: 420 MP
Only one on the field at one time
Call in a single SS officer in a half track with a loudspeaker. Inspiring friendly troops in the territory and striking fear into the enemy troops in the territory. (+40% offensive stats friendlies, -30% defensive stats to enemies in the territory)
5 CPT
Enemy at the gate:
650 MP
Only one per battle.
Call in a Veteran of the war to end all wars, This sharpshooter trained all the best and has left some secrets for himself.
Abilities:
Intuition: (passive) writing the book of sharpshooting he can sense the spots where enemy sharpshooters are. (like tank awareness for the PE) snipers show up on the mini map in the fog of war.
Counter sniper: (activate) While in this mode he will kill all snipers in his sights. (in this mode he will not shoot at other infantry)
Stats:
His experience lets him cloak at max rate (normal snipers in green cover), even when he has no cover.
Has the sight range of a recon unit (jeep or motorbike), with the same detection, however, when he moves camouflaged, it is 25% movement speed. (25% slower than regular snipers)
Enemy at the gate:
Unit: Sniper
CP Cost: 4 / 5
Manpower Cost: 500
Population Cost: 4
Abilities: (Activate) Camo - 25% quicker movement speed than the usual sniper.
Veteran 1 (Passive) Increased view range.
Veteran 2 (Activate) Fires 4 shots without being detected.
Veteran 3 (Activate) Sets up a decoy to distract the enemy.
Description: A veteran sniper who was been training snipers to be a true marksmen.
Additional Information: Can appear in a building within the map.
The most OP unit ever!
Enemy at the gate:
Additional Information: Can appear in a building within the map.
Enemy at the gate:
Unit: Sniper
CP Cost: 4 / 5
Manpower Cost: 500
Population Cost: 4
Abilities: (Activate) Camo - 25% quicker movement speed than the usual sniper.
Veteran 1 (Passive) Increased view range.
Veteran 2 (Activate) Fires 4 shots without being detected.
Veteran 3 (Activate) Sets up a decoy to distract the enemy.
Description: A veteran sniper who was been training snipers to be a true marksmen.
Additional Information: Can appear in a building within the map.
The most OP unit ever!
lol there is nothing more to say^^
i have never seen such a OP suggestion :P
its totaly... realy totaly crap
and stuka strike as 1st ability????
what is it? the free win doctrin?
guys the ostheer concept is nearly finished!
there is noo need to suggest whole new doctrins.
and as devs said many times before:
there will never be a unit in CoH wich is called SS
yes we know, SS soldiers were a big part of the eastern front, but its a dev decition and its a good decition that they wont add a unit which is called SS or has SS symbols in its skin.
[...]@Enemy at the gatelink (http://easternfront.org/forums/index.php?topic=6146.msg74481;boardseen#new)
Ostheer can get a "sniper ace" getting a marksman to max vet IIRC.
Sniper Ace (Sniper Camouflage, Best Counter-Detection, Slowest Camouflaged movement; receives a Scoped-K98; explosives; removes Hide ability)
[...]3rd) its senless to suggest a seperate sniper call in, because ostheer has allready a sniper call in! and remember the marksman can become a real sniper with vet4 (vet4 is already a ace. so if you want a sniper ace you just reach vet4 with your marksman)->
* Jaegers - 3CP (Call on a 3-man squad of highly trained sharpshooters)
"Aces High! 3CP (Sdkfz/263 gains Ju 87 dive bombing ability"
about sniper ace/enemy at the gates:
even if we forget about balancing for one moment, please look into the current doctrines for OH
http://easternfront.org/forums/index.php?topic=5651.0 (http://easternfront.org/forums/index.php?topic=5651.0)
and tell me where this call-in should be.
this unit would be far to strong to be placed as 1st or 2nd doctrine ability so it would have to be the 3rd.
but OH already has powerfull top-tree abilities:
Army Support Troops (stuka strikes and foreign call-ins)
Army Elite Troops (elefant call-in and buildable tigers)
Army Fortress Troops (wespe and tiger2 call-ins)
conlusion: unit would be OP (like evilspike explained perfectly) and would not have a suitable place in OH doctrines.[...]@Enemy at the gatelink (http://easternfront.org/forums/index.php?topic=6146.msg74481;boardseen#new)
Ostheer can get a "sniper ace" getting a marksman to max vet IIRC.
marksman on ace vet (level 4) can choose between "observer" or "sniper ace"QuoteSniper Ace (Sniper Camouflage, Best Counter-Detection, Slowest Camouflaged movement; receives a Scoped-K98; explosives; removes Hide ability)[...]3rd) its senless to suggest a seperate sniper call in, because ostheer has allready a sniper call in! and remember the marksman can become a real sniper with vet4 (vet4 is already a ace. so if you want a sniper ace you just reach vet4 with your marksman)->Quote* Jaegers - 3CP (Call on a 3-man squad of highly trained sharpshooters)
about stuka strike:
blackbishop already said it, it's in Army Support TroopsQuote"Aces High! 3CP (Sdkfz/263 gains Ju 87 dive bombing ability"
The Propaganda HT is a very old, popular idea. It might make it in eventually as a reward unit.
QuoteThe Propaganda HT is a very old, popular idea. It might make it in eventually as a reward unit.
I like units with special abilities :). For example the vampire. Does anybody use it in 1vs1 expect me? Knowing the enemy position is a huge advantage and on langres you are able to see almost every enemy unit with it.
The Propaganda HT is a very old, popular idea. It might make it in eventually as a reward unit.
Can Vampire be detected easily by a scout unit (ex: mines) or does the recon unit have to be really close, like goliaths ???. If so I cant put it near their base XD
remember rome and its roads it could be from forward hqs to base and all you need are shovles and dusters or somthing to make flat land flatter maybe a steamroller tank that crushes infantry realy well could use sumtin like crab flail or mine plow only on lighter vehicle and you might be able to wire it to blow with a swithch on one section with an at mine ore sumtin
I have a second ability idea derived from sommarkatze. How about something along the lines called eye in the sky or code breaker.
[...]
They're just suggestions :P. Don't flame me cause they're "noobish sounding"
Gives any squads in its large radius automatic reinforcement to maximum capacity
* Foreign Battlegroup - 3CP (Call-in two random Foreign squads (or 1 random squad plus a random crewed weapon) and 2 Foreign Tanks)
Wait so when you activate the ability you might get 1 of 3 foreign groups ???. Seems very random and unpredictable to me :P Better hope your right or your screwed :P. 1000 seems like alot
Elefant:
Marked Shot:
A very long range critical shot that deals 300 damage that has a maximum range of 60 m, and a 10% chance critical shot(damaged engine, destroyed main gun, and etc.); 100 or 120 munitions; 160 second cooldown
Sounds like a very expensive Tiger Ace shot :-X
Elefant:
Marked Shot:
A very long range critical shot that deals 300 damage that has a maximum range of 60 m, and a 10% chance critical shot(damaged engine, destroyed main gun, and etc.); 100 or 120 munitions; 160 second cooldown
Redguard would be proud
Plant Feet!: Experienced British Troops dig in and fight, rapid firing their Lee-Enfield rifles in a "mad minute"--30 rounds or more in rapid succession. This focus on rapid fire lowers their accuracy slightly, however.why here in OSTHEER suggestion thread?! ???
Modifiers: Cooldown 0.5, Accuracy 0.9. Based off of the Fire-Up! ability. 15s duration. Costs 15 MU. No exhaustion period. 90s recharge time.
Grit!: Grit your teeth, Soldier! Your troops hit the deck and army crawl, making themselves harder to hit but sacrificing their ability to return fire while they grimly crawl towards enemy positions.
Modifiers: Received Accuracy 0.75, Morale Rate (Suppression Recovery) 1.5, Weapon Range Modifier -34. Based off of the Evasive Maneuvers ability for the Axis tank crew from the ToV campaign. No cost. No cooldown. On a toggle, as per a standard Camouflage ability.
Unholster Sidearm!: The squad Sergeant will unholster his M1911A1 .45 automatic pistol and fire two magazines of .45 caliber ACP ammunition at the selected squad before reholstering his pistol and continuing to fight with his primary weapon.
OR
The Feldwebel will unholster his Luger P08 9mm automatic pistol and fire two magazines of 9mm Parabellum ammunition at the selected squad before reholstering his pistol and continuing to fight with his primary weapon.
Modifiers: N/A. Squad leader uses an accessory weapon pistol. Based off of the Panzerfaust ability. No cost, 30s cooldown. Targets tp_squad.
Abilities from my http://www.moddb.com/mods/operation-avalanche-fall-of-italy .
Hafthohlladung
Give it to some unit that can camoflauge. 60 munitons
http://en.wikipedia.org/wiki/Hafthohlladung (http://en.wikipedia.org/wiki/Hafthohlladung)
12.8 cm Pak 44 350 manpower 50 fuel
http://en.wikipedia.org/wiki/12.8_cm_Pak_44 (http://en.wikipedia.org/wiki/12.8_cm_Pak_44)
M30 Luftwaffe drilling 50 munitons. This game needs a Shotgun.
M30 Luftwaffe drilling (http://M30 Luftwaffe drilling)
@Viperthug91Well. The 12,8cm Pak was used by the german army during the last days of the war. A small number (10-12 guns of the version 80/1 und 80/2)
PaK 44 for Ostheer? Nope. That gun wasn't used in the Eastern Front and I'm not sure if it was used in the Western Front either.
[...]
Hafthohlladung
Give it to some unit that can camoflauge. 60 munitons
http://en.wikipedia.org/wiki/Hafthohlladung (http://en.wikipedia.org/wiki/Hafthohlladung)
Is already in.12.8 cm Pak 44 350 manpower 50 fuel
http://en.wikipedia.org/wiki/12.8_cm_Pak_44 (http://en.wikipedia.org/wiki/12.8_cm_Pak_44)
It was operated by a crew of 11 man. Animate it and it might get in.M30 Luftwaffe drilling 50 munitons. This game needs a Shotgun.
M30 Luftwaffe drilling (http://M30 Luftwaffe drilling)
Probably a reason? You are not the first one to search Wikipedia for German Weapons in WW2. All three suggestion have no serious foundation and you didn't included an argument that might speak for including those units/weapons.
In my experience Luftwaffe Ground Forces are pretty decent in combat. Their just like VolksGrenadiers, but 5 less health per man (making Health/man ratio 55 health, which is same as Rifleman and Engineers) and the same weapons as the VolksGrenadiers. Get vet for them and they will be better :). They are better in combat than UN-UPGRADED Panzer Grenadiers too. Have them pick up a BAR here and there and it is a combat squad.