Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Suggestions => Ostheer Suggestions => Topic started by: Gerrit 'Lord Rommel' G. on February 26, 2010, 06:08:56 PM

Title: Ability suggestion thread:
Post by: Gerrit 'Lord Rommel' G. on February 26, 2010, 06:08:56 PM
Here u can post or discuss your ability suggestions!
( e.g. doctrine abilities and so on! )
Title: Re: Ability suggestion thread:
Post by: Versedhorison on February 27, 2010, 12:59:39 AM
Ok I'll start with an Idea I've been brooding over, Please discuss/criticize so we can make it better.

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.

Notes: The Me262 should fly across the map very fast and in a short amount of time making it more difficult, but not impossible to be shot down by enemy AA guns. The Me262 should make a lot of noise too. It's long cool down time reflects how rare these fighters where and how hard pressed the Luftwaffe were. Since this is a doctrine ability the Ostheer should have another kind of AA unit (non doctrine) but far less capable as this.
Title: Re: Ability suggestion thread:
Post by: Panzer4life on February 27, 2010, 04:47:44 AM
My ideas on how an ability or call in unit works are instead of using munitions for strikes (like my He-111 bombing raid) they would instead use oil to represent the oil shortages in the East. Due note that all these ideas are only for use with the Ostheer.

He-111 bombing raid: A single He-111 drops a a series of large bombs (similar in explosion to a 105mm artillery shell) for the width of two gliders drops. The bombs are inaccurate and can miss the target easily. It cost 200 oil to use.

ju-87 dive bomb: A stuka drops three bombs (similar to the 105mm artillery shell) very accurately on a target area. it cost 75 oil to use.

Recycle vehicle: your pioneers can now salvage any vehicle (including the Allies) and use it as your own. This allows players to get a hold of T-34, Sherman tanks, Priest, Katyusha, and any other US/British/Soviet vehicle. it cost 200 manpower and 60 oil to salvage one of the enemy vehicles, but only 200 manpower to salvage one of your own.

Fight to the bitter end: In a sector you are holding, you can use the ability to make all units in that area to hold their ground and fight to the end. They would become harder to hit, take less damage, and fire faster than normal. But the consequence of doing so is that your units become immobilze, and the sector doesn't give you ammo or oil (depending on what it is). it cost 50 oil to use.   
Title: Doctrine: Total war strategy
Post by: wordsmith on February 27, 2010, 08:25:43 AM
Doctrine: Total war strategy (indirect game economy impact)

Left side: Economy war
Economy boost (1CP) - everybody in our homeland increased its productivity to support war effort
- player active ability 300 MP cost, fuel income increase +50/min., ammo income increase +50/min., duration 1min.

Priority supply (3CP) - your prestige allows you to arrange better supplies
- passive ability, increases MP income by +25/min.

Bombard supply routes (4CP) - let's hurt the economy of the enemy, bombard their supply lines
- player active ability 300 Ammo cost, for duration of 30 sec. all enemy income of MP, fuel, ammo is halved (bombard sounds can be heard on background indicating the bombardment)

Right side: Sabotage tactics
Industry sabotage (2CP) - sabotage the production of enemy
- player active ability 100 Ammo cost, for duration of 1min. all enemy production time is doubled (or production speed is halved)

Firebrand squad (2CP) - squad of saboteurs which is sent to decimate enemy
- call-in unit 270MP cost, 3 men, MP40
- invisible on small map and on tactical map
- once deployed in enemy territory, they disrupt income from that sector effectively halving the resource income
- have ability to plant mines (25 Ammo) and to plant Demolition charges (50 Ammo)
- only 1 Firebrand squad in game at time allowed

Disinformation (3CP) - send false information to enemy to confuse him
- player active ability 150 Ammo cost, for duration of 45sec. false information will be displayed on enemy small map and on tactical map, indicating random infantry squads and tanks moving towards his base
Title: Re: Ability suggestion thread:
Post by: Jean Sibelius on March 04, 2010, 01:27:47 AM
Here u can post or discuss your ability suggestions!
( e.g. doctrine abilities and so on! )
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.

Railroad Artillery

i know is hard to make up but I think you can maintain game balance, making railways artillery vulnerable(20 population, capturable, weak vs counter artillery strikes, soft armor, 10 amno consume per shot) because its superior range and firepower.

Karl-Gerät

24 population, medium armor, slow reload, lost of fuel.

Schwerer Gustav

4 shells for 100 amno each, 30sec per shot. I´m thinking in the V2 effect for each shot or something. Only 24 shots per game because  burns its barrel beyond that.

game balance:

It is need to suppress the use of ammunition in  other skills "in order to provide the giant cannon". Also be needed to maintain a very weak supply truck, like Katyusha but wiht a big explotion capable to damage other vehicles if it is destroyed close to the railgun or Karl-Gerät. without supply truck the monster can only fire 2 shells.
Title: Re: Ability suggestion thread:
Post by: Panzer4life on March 04, 2010, 02:18:17 AM
ok , my idea for some more Ostheer ability;

Schwere Gustav: a single round from this massive gun is fired, about as powerful as the V2. cost 100 ammo and recharge in 5-6 minutes.

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.

Sarin gas attack: A bomber drops a number of canisters of Sarin nerve agents into the battle, causing an area to be un-passable to infantry, the enemy and your own for about two minutes. In that time, only Tanks and not half-tracks or armored cars will be able to pass through safely. Vehicles that aren't tanks will become empty shells, unmannable for the rest of the game. it cost 200 ammo to use and it recharges in about 4 minutes. 

Title: Re: Ability suggestion thread:
Post by: hgghg4 on March 04, 2010, 05:28:44 AM
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....)
Title: Re: Ability suggestion thread:
Post by: Panzer4life on March 05, 2010, 04:31:10 AM
All I know is that Sarin was made by the Germans during WW2, i didn't know it wasn't used though. Thanks for pointing that out.



Title: Re: Ability suggestion thread:
Post by: hgghg4 on March 05, 2010, 05:42:06 AM
Yup no problem
Title: Re: Ability suggestion thread:
Post by: guynumber7 on March 05, 2010, 06:35:03 AM
im also pretty sure thermite was not used in ww2, and WP maybe but not likely,
Title: Re: Ability suggestion thread:
Post by: Paciat on March 05, 2010, 07:57:12 AM
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.
Title: Re: Ability suggestion thread:
Post by: Versedhorison on March 05, 2010, 11:15:24 AM
There were a few instances where thermite was used in the war.
Title: Re: Ability suggestion thread:
Post by: Panzer4life on March 05, 2010, 06:59:54 PM
Thermite is primary used in the sabotage of vehicles in the event of a base being run over, but they are in grenade form, so I suppose if you threw one at a tank (like a t-34) it would damage the hull pretty good. White phosphorus was used in mortar shells, but sometimes they were made in grenade form. 
Title: Re: Ability suggestion thread:
Post by: hgghg4 on March 05, 2010, 07:10:04 PM
AND Willy Pete does NOT stun vehicles! AT ALL!
Title: Re: Ability suggestion thread:
Post by: mike b on March 05, 2010, 11:19:20 PM
Ju-87 Kanonvogel run - use the Stuart's 37mm shells for this maybe?

Definitely need some SS stormtroopers (like the ones they have in BotB, maybe make them a doctrine specific unit or a call in)

Bf109G strafing run (available sooner than the Kanonvogel run, less destructive, quicker cooldown, less points, and in a different doctrine)

Ju-88 Bombing run - similar to the American P-47 bombing run, maybe 2 of them dropping bombs but once again in a different doctrine from the other 2 airplane abilities





 
Title: Re: Ability suggestion thread:
Post by: Unr3aL on March 06, 2010, 08:20:31 PM
Recon plane artillery
The recon plane will be flying slowly one minute in the circles and calling artillery on every spotted unit. This plane can be shot down.
Title: Re: Ability suggestion thread:
Post by: neosdark on March 08, 2010, 04:20:07 AM
I'd like to add an interesting ability i used in my Ost layout.

 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.

It sounds like a pretty fair ability and it has a long recharge and a drawback to counter the ability itself.
Title: Re: Ability suggestion thread:
Post by: wordsmith on March 08, 2010, 07:53:41 PM
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
Title: Re: Ability suggestion thread:
Post by: Panzer4life on March 08, 2010, 08:58:23 PM
here I am again to share my ideas for some abilities:

Ostheer Elite squad: Call in for 500 manpower. A five man squad with a sniper included, the other four are armed with Mp-44. They can use a Panzerfaust for 50 ammo, and they can camo with reduce speed and cannot use the Panzerfaust.
Title: Re: Ability suggestion thread:
Post by: Unr3aL on March 08, 2010, 10:02:02 PM
=sniper+knight cross holders. It will be too deadly infantry. ;)
Title: Re: Ability suggestion thread:
Post by: Daiwiz on March 08, 2010, 11:15:43 PM
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): (750 MP, 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.

Big thanks to NeosDark: The T-34 can choose to get a schurzen upgrade and an optics upgrade, which will increase the accuracy and give better sight. The Schurzen will remove the tanks ability to cloak and thus it will no longer be able to infiltrate Soviet lines. It will also be repainted to the typical grey of the German army. The Schurzen cost 50 munitions, the optics cost 65 munitions.
Title: Re: Ability suggestion thread:
Post by: neosdark on March 09, 2010, 12:08:35 AM
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.

I love your idea man its very nice and fair but if i would interject one slight thing it would be to make them cost more Manpower and no fuel (as call-ins don't cost anything but MP)

Also instead of having come on standard with all the new optics and stuff, create a single upgrade that adds new optics, and side-skirts as well as a new paint-job (so in the basic form it can camo or blend in, and when they get the upgrade they can no longer camo cause of the new paint-job)
Title: Re: Ability suggestion thread:
Post by: Daiwiz on March 09, 2010, 03:17:24 AM
Nice, thanks. Ill add those in.

The reason I put fuel in was so that it would require a bit more, but I see what you mean.
Title: Re: Ability suggestion thread:
Post by: wordsmith on March 09, 2010, 01:20:06 PM
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.

Nice idea man! *However I would remove cloaking, instead I propose that this tank should be not visible on radar and tactical map - as it represents that allies will confuse it with own tanks and not warn the commander about it.
Title: Re: Ability suggestion thread:
Post by: ParkerWarrior on March 09, 2010, 01:29:17 PM
Do you know about the German Dora gun
Germans could use this gun for 650 ammunition but the chance that the gun hit the target very low (30%) and shots can be Set 1 times (the player)
Title: Re: Ability suggestion thread:
Post by: Venoxxis on March 09, 2010, 01:33:53 PM
650 ammo for a single shot which doesnt even hits its target?
this is a no go man.
Title: Re: Ability suggestion thread:
Post by: Gerrit 'Lord Rommel' G. on March 09, 2010, 01:34:30 PM
Well...Dora is no gameplay option in my eyes ;)
This gun had just one combat mission during the
hole eastern front campaign and so this gun is
"just" linked with the battle of sewastopol and not
with the battles of the eastern front.
Dont like all this "giant artillery ideas" for a
game like CoH which is based up on small unit formations
and real "small" battlefields.
Title: Re: Ability suggestion thread:
Post by: ParkerWarrior on March 09, 2010, 01:41:26 PM
it will hit the battlefield 100% but where no one know :P
Title: Re: Ability suggestion thread:
Post by: My Name Is Ante on March 09, 2010, 02:47:22 PM
I like this line:
"6 weeks to Moscow"

So I think this could be cool ability that make all of your unit move in higher speed in exchange of slight accuracy. They also become harder to suppress. However, unlike Blitzkrieg ability, this ability is permanent.

Thanks
Title: Re: Ability suggestion thread:
Post by: Daiwiz on March 09, 2010, 03:16:22 PM
That could work Ante. A global unit bonus.

@Wordsmith, ye I could do that. The main reason I made it possible to cloak was to simulate it being confused with a different Soviet tank. By cloaking it they can just roll by and cause confusion and problems. In BotB mod, they have a jeep for the Germans (I forget the name of the tactic) and it is able to cloak simulating that it is behind the lines etc. I dunno, it all depends on how balanced it would be.
Title: Re: Ability suggestion thread:
Post by: ParkerWarrior on March 09, 2010, 07:54:49 PM
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)
Title: Re: Ability suggestion thread:
Post by: Panzer4life on March 09, 2010, 11:16:48 PM
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).
Title: Re: Ability suggestion thread:
Post by: hgghg4 on March 10, 2010, 01:08:20 AM
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)


No, as stated in almost every other thread the Maus, Ratte and Landkruezer will not be added to the game....ever....
Title: Re: Ability suggestion thread:
Post by: Daiwiz on March 10, 2010, 05:58:07 AM
Someone should really make a mod giving us those super tanks. Plus several bombers so we can wreck them.
Three Mauses were built, 2 without either a gun or a turret. The third had to be abandoned a few miles from the Soviet lines as they ran out of fuel.

BTW, ParkerWarrior suggested the Captured T-34, I just wrote it up and gave the abilities etc. He honestly has a lot of ideas, many of which could be integrated into the game. Not all, but many :P

@Panzer: I did something very similar, except it's a buildable unit, and only has 1 flamethrower with 3 rifles and 1 smg. Perhaps yours could be a global upgrade? Close combat or something, giving every Stosstruppen two flamethrowers, the SMGs, and your grenades. Just an idea :P

I like the flamethrower PzIII, although I'd prefer a flamethrowing SdKfz halftrack. Perhaps both, or maybe it gives you an option?
Oh, also, where is the flamethrower? Is it hull-mounted (Like the Churchill crocodile), axial (Like the Sherman Crocodile), or does it replace the main gun's position, and will the gun still be useable or will it be like the Sherman Croc and have just the flamer?
Title: Re: Ability suggestion thread:
Post by: Panzer4life on March 10, 2010, 06:11:35 PM
Daiwiz, I would think (cause i know Germany did make flame tanks, just can't find any source) the flamethrower would be turret mounted; it would allow the fuel to be below the flamethrower and in the tank, unlike the Churchill tanks which had a carriage behind it carrying the fuel.

And like you said, no Maus should ever be in the Eastern front. And i wouldn't play a mod if it had one. Does anyone know what the largest purpose built AT gun was on the Eastern front for the Germans? Cause I havew an idea, but I need to know what it is so i could look it up.
Title: Re: Ability suggestion thread:
Post by: Gerrit 'Lord Rommel' G. on March 10, 2010, 06:28:46 PM
Well. "Main" anti tank gun was the 7,5cm PAK 40. Some schwere Heeres-Panzerjäger-Abteilungen ( heavy tank hunter units ) were equipped with the 8,8cm PAK 41/43.
This are the heaviest anti tanks guns.

A number of 10,5cm Flak 38 and 12,8cm Flak 40 could be used in anti tank action, too. But the number is extrem small.
Title: Re: Ability suggestion thread:
Post by: Daiwiz on March 11, 2010, 02:24:23 AM
The 128 mm existed and was used, yeah. Just not very much...

Alright then Panzer. The next question is would it replace the gun or the MG? Depending on the answer, you would have to decide whether the main gun is usable or not.
Title: Re: Ability suggestion thread:
Post by: guynumber7 on March 11, 2010, 03:58:58 AM
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).


call it the chemical warfare squad.

Post Merge: March 11, 2010, 04:10:27 AM
Eintossflammenwerfer 46

USeable by early oStheer infantry, the Eintoss is a disposable flamethrower, meant to fire a single burst then be thrown away.

for about 20 munis in game, the ostheer infantry could pull out this flamethwower, fire a single 6 second burst at the target, doing  more damage then the pioneers flamethrower, and then throw it away.
Title: Re: Ability suggestion thread:
Post by: Blackbishop on March 11, 2010, 04:28:25 AM

Eintossflammenwerfer 46

...

That could work :P, is a good idea.
Title: Re: Ability suggestion thread:
Post by: Pauly3 on March 11, 2010, 03:05:37 PM
but i dont think it should be an early game ability (flammenwerfer for 2o mun) cause the Eintossflammenwerfer was develop in 1944.
Title: Re: Ability suggestion thread:
Post by: Panzer4life on March 11, 2010, 07:00:21 PM
ok, the Panzer 3 flamethrower tank would lose its main gun and it would gain the flamethrower. And i have to say, using a flamethrower like the Panzerfaust (use for ammo) isn't such a good idea. People would forget they even had that ability.

And thanks Lord Rommel for telling me what AT gun was mainly used on the Eastern front. I was hoping for something other than the 7.5mm Pak gun, but i suppose we could make the Pak40 a doctrine unit.
Title: Re: Ability suggestion thread:
Post by: guynumber7 on March 11, 2010, 07:12:57 PM
How would people forget that had it?
okay, so its not aviable right at start, but after an upgrade called Incedinary Weapons, ostpios can use the Eintoss, and OStgrenadiers can fire 4 incedinary rifle grenades at a target for 40 munitions.
Title: Re: Ability suggestion thread:
Post by: Akalonor on March 12, 2010, 02:43:32 AM
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.
Title: Re: Ability suggestion thread:
Post by: Paciat on March 12, 2010, 08:53:36 AM
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!
Commando glider lands to save the day, youre ability is used you send commandos to rape tommies, they die after making heavy casualties. The enemy lost 1000MP.
Situatoins like this would happen allmost in every game...
Title: Re: Ability suggestion thread:
Post by: Pauly3 on March 12, 2010, 09:04:06 AM
Paciat, the lone guard of balance. ::)
no, stupid jokes aside, that ability would be to tough and impossible to counter.
Title: Re: Ability suggestion thread:
Post by: Akalonor on March 12, 2010, 11:14:33 PM
But fun nonetheless! :)
Title: Re: Ability suggestion thread:
Post by: Daiwiz on March 13, 2010, 03:14:27 AM
Until you play allied :P But nice idea.

Ethical bits aside, perhaps a Work-Camp upgrade. I saw it sorta mentioned in the topic about wether to include non-German troops. Perhaps, as was stated in the mini idea, a truck is capable of traveling around and retrieving wounded enemy soldiers. They are then sent back and once a certain number is reached, either munitions or fuel goes up by, say, 1 point? Depending on thoughts, I can write up a unit description/cost.
Title: Re: Ability suggestion thread:
Post by: Akalonor on March 13, 2010, 03:17:36 AM
How about a Spy ability that allows you to infiltrate Allied produced units and unknowingly turn them into spies giving you a look on the battlefield before unleshing the infiltrator on the enemy defenses?
Title: Re: Ability suggestion thread:
Post by: allthatisman on March 13, 2010, 05:51:46 AM
Hey everyone here is a Tech tree idea I had.

Based off of three major battles on the eastern front:
Leningrad, Stalingrad, Kursk.

Leningrad
Siege war:
Left:
Thunder Storm:

2 CPT
Precision Strike:
Cost: 50 Ammo
CD: 2 mins
Three artillery shots in small area

3 CPT
Wall Strike:
Cost: 200 Ammo
CD: 10 secs
Wide area of Precision bombardment creating a wall of fire and brimstone between you and the red army great for wide defensive stopping power or massive defense killing power.

4 CPT
Mobile 'Nut Cracker' Flak 88:
Cost: 600 mp
CD: 3 mins
Max: 3 on the field at one time
Call in a mobile Flak 88 platform, must be setup before firing and packed up before moving.

Right:

Lighting Storm:

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.

1 CPT
Supply the siege:
Cost: 200 mp
CD: 2 mins
drop supplies into the field. 100 muns 20 Fuel

3 CPT
At Any Cost:
250 Ammo, 100 Fuel
CD: 5 mins
All tanks and Infantry lost in battle are replenished at the HQ during activated ability
1 min duration.
Penalty: during CD -80% resource production on Ammo/Fuel

Stalingrad:

“Ratten krieg”

Rat War:

Left:

Propaganda:

1 CPT
1,000 Year Reich:
All infantry now have the push ability:
Activated on each unit.
Cost: none
CD: 1 min
Duration: 15 seconds
Penalty: 30 seconds
Infantry get a great increase in offensive stats (55%) for 15 secs, willing to give they're lives for the Fatherland. (-50%) defensive stats after for 30 seconds.

1 CPT
Objective Secured:
(passive)
Infantry capture points when no enemy units are in the territory at 50% speed. (allowing you to continue the offensive without have to take the time to capture the point. Only works if the area is unsecured (no troops, tanks, outposts). Goes from Enemy controlled to neutral to friendly.

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)

Right:

Street Fighting:

3 CPT
Street Kings:
600 MP
Max 3 in the field.
Kings of the battle field these men have been hardened by fighting in the streets of Stalingrad. Idle for Urban combat. (storm trooper knight cross holders) 3 man squad w/ SG44s cammo,assault grenades,  panzerfaust, Demolition packs (65 ammo) can be placed any where, does 150% damage to buildings with enemies inside.

1 CPT

Kings Command:

In the presents of the the storm kings troops feel the power of the street kings, giving them zeal to hold out any counter assault.

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)

Kursk – Largest Tank battle in WWII, if not the largest in history.

“Panzer Strum”

Armor Storm: 

Left:

Might of the Reich:

1 CPT
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.

Right:

Great Strikes:
2 CPT
Panzer Zeal:
All tanks fight harder when grouped with other German Armor. (Like PE group Zeal for infantry.)

3 CPT
Cost: 250 Ammo
Duration: 1 Min
CD: 5 mins
Press on the attack!:
All tanks get a Defensive bonus to push threw defensive lines. (2 times the frontal Armor and 1.5 times side and rear armor).

4 CPT
500 mp (over 1 min)
Only one per Battle.
JagdTiger:
Call in the 'Elefont' Tank destroyer.


Let me know what you all think. Thanks
Title: Re: Ability suggestion thread:
Post by: Pauly3 on March 13, 2010, 10:13:58 PM
crazy and OP especially KURSK :P
Title: Re: Ability suggestion thread:
Post by: Akalonor on March 14, 2010, 03:45:51 PM
What about Ostheer doctrine Paratrooper spotters that call in Combat Paratroopers?? Some kind of German faction NEEDS paratroopers.
Title: Re: Ability suggestion thread:
Post by: Ghost on March 14, 2010, 10:30:54 PM
@Mobile 'Nut Cracker' Flak 88: was discussed before
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

@snipers: do they cloak when in cover or as an ability?
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: tigers already have an 88mm gun, panthers simply never had it  ::) only the schmalturm design for the panther2 which was never built
Bigger is Better:
(Passive)
All heavy tanks (Panthers and Tigers) have 88 mm cannon.
But Armor costs 10% more fuel to create.

@tiger gruppen: would it really be possible to have 3 tiger1 and one tiger2 at the same time??? balance  :o
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.
Title: Re: Ability suggestion thread:
Post by: Versedhorison on March 15, 2010, 04:36:15 AM
since when did panthers have 88m cannons?
Title: Re: Ability suggestion thread:
Post by: Raider217 on March 15, 2010, 09:11:05 AM
since when did panthers have 88m cannons?

Since people started thinking it'd be cool having them ingame even if they were never properly made and are OP
Title: Re: Ability suggestion thread:
Post by: Paciat on April 01, 2010, 04:09:31 PM
I have a "new" idea:

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.

Also all infantry and weapon crews slowly heal themselves 10MP/min. (As fast as vet 1 wehrmacht and def. vet 3 PE)
 200MP/40Fuel
Title: Re: Ability suggestion thread:
Post by: neosdark on April 02, 2010, 05:42:57 PM

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).
Title: Re: Ability suggestion thread:
Post by: guynumber7 on April 09, 2010, 12:23:05 AM
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.
Title: Re: Ability suggestion thread:
Post by: neosdark on April 09, 2010, 02:30:05 AM
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.
Title: Re: Ability suggestion thread:
Post by: Akalonor on April 09, 2010, 02:47:18 AM
Brits have similiar rifle launched grenade.
Title: Re: Ability suggestion thread:
Post by: neosdark on April 09, 2010, 04:12:35 AM
Yes but its AI this one happens to be AT :P. It makes it easier to animate. All u have to do is change the damage multipliers and target preference
Title: Re: Ability suggestion thread:
Post by: Paciat on April 09, 2010, 06:38:29 PM
Its a vietlord idea.
A very simple and great idea.

Pionneers prepare a camo square zone.

All units in that squere will be camouflaged.
It can be called a camo net or whatever.
Or pioneers can have an ability like an over-repair that works on all units.
When the unit moves or shoots the ability will end.
Title: Re: Ability suggestion thread:
Post by: Akalonor on April 10, 2010, 01:19:00 AM
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.
Title: Re: Ability suggestion thread:
Post by: Paciat on April 10, 2010, 01:51:54 AM
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.
It can cost ammo so an Ostheer player wont make it everywhere.
Sitting under a camo net all game wont help you win but in some situations it will be usefull.
There will be no damage bonus but it will be usefull at atacking moving supprt teams (mortars MGs), flanking tanks and guns, etc.
Title: Re: Ability suggestion thread:
Post by: Akalonor on April 10, 2010, 03:53:21 AM
Would it be large enough to fit an AT gun under it...
Title: Re: Ability suggestion thread:
Post by: cephalos on April 10, 2010, 11:07:38 AM
I have an idea!
OFFESNIVE and DEFENSIVE stance buttons in Hq:
It would work easily - in Hq there would be two buttons. At the beggining of the game it would be pressed DEFENSIVE button. Player can't have both or none of them pressed. It would be a global ability, with 1-2 minutes of cooldown and unlimited working time.
OFFENSIVE - all player's units gain, for instance, 5%* suppression resistance, movement speed and for example firing speed.
DEFENSIVE - all player's units on alied teritory gain, again for instance*, 5% fire resistance, increased damage when firing from buildings and cover, they suppress 5% easier.

* - I don't know what value would fit, because more advanced players are more experienced in this per cents.

Now why: German ary during years 41-45 had a few offensive and deffensive operations. Barbarossa (Offensive), then winter 41-42 (deffensive), next Fall Blau (Offensive), than Stalingrad  (firstly ofensive, but then deffensive), Kursk battle ( Offensive), and after it it was rather defensive war. So that's why I think that giving this button(s) in Hq will greatly increase reality - because war on the East was sometimes defensive and sometimes offensive, Ostheer should reflect that.
Title: Re: Ability suggestion thread:
Post by: vietlord on April 10, 2010, 06:58:05 PM
off and def seems good, but activate it should cost something
Title: Re: Ability suggestion thread:
Post by: cephalos on April 10, 2010, 07:08:26 PM
Yes, you are right, but if this abilites would have limited time and give significant changes in unit's power. I suggest that the ability should incerase unit's firepower, speed, etc. slightly.
Title: Re: Ability suggestion thread:
Post by: Akalonor on April 10, 2010, 07:10:40 PM
 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).
Title: Re: Ability suggestion thread:
Post by: Pauly3 on April 10, 2010, 07:15:34 PM
Rommel has a similar idea in his concept.
Title: Re: Ability suggestion thread:
Post by: wordsmith on April 10, 2010, 07:31:02 PM
...OFFESNIVE and DEFENSIVE stance buttons in Hq...

It is a nice idea mate :) very similar to Lord Rommel's concept btw but! with small exception: such ability would be OP if it would not have also some disadvantage! In terms of balance, other factions has to pay in some way for ability to boost troops. Also in Lord Romeel's concept he suggest it as payable function, not for free.

I like simple ideas and this is one of them, but we need to consider balance always otherwise no one would want to play such game.
Title: Re: Ability suggestion thread:
Post by: cephalos on April 10, 2010, 09:23:41 PM
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).

DEFfensive should suppress easier - MGs are typical defensive weapon, don't you think? Health boost is also good idea, but I would rather insist on significant damage boost when firing from buildins/trenches.

OFFensive should focus on blitz-like attacks -speed, firing speed, incerased damge and suppression ressistance.

wordsmith, thanks that you reminded me about balance. I Just love creating things like that, but I often overpower them. So that's my idea:
What OFFensive gives you, DEFFensive takes back. For instance: When you turn on OFFensive, your army moves faster, shoots faster, inflicts greater damage, but they suppression fire is less effective, they do'n have this health boost and their garnisson fire is less effective.
And it works in the second side -What DEFF  gives you, OFF takes back. Simple nad, what's more, very real.
Title: Re: Ability suggestion thread:
Post by: Versedhorison on April 10, 2010, 09:30:49 PM
cephalos this sort of idea would go well as doctrine abilities not as some HQ ability to avoid people declaring OP.
Title: Re: Ability suggestion thread:
Post by: cephalos on April 10, 2010, 09:48:49 PM
Yes, it would also work as doctrine ability, but then there would apperar comments like: "oh, it's like Blitzkrieg Assault in Wehr, useless".
I was thinking about this something special for Ostheer, making them a little bit different from other German armies. And yes, it would be OP if we won't balance it. And I repeat, that it wouldn't be something like "shooting twice times faster" or "two times more health", but slightly increasing unit's possibilites while decreasing rest which is not so needed. That's why it should be free, with maybe 2 minutes cooldown.
Title: Re: Ability suggestion thread:
Post by: guynumber7 on April 10, 2010, 11:46:54 PM
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.


oh the PWM is the PE AT nade? darn.
Title: Re: Ability suggestion thread:
Post by: comrade2012 on April 13, 2010, 03:27:41 AM
My ideas for Ostheer abilities:

repair destroyed enemy tanks

call in tanks captured from other armies like: 
French tanks:
Ft-17, S-35, Renault-35, H-39, and Char b1-bis.
Italien:
M11/39, and M13/40
Czech:
panzer 38t

call in a Wespe. (make it cheaper than Hummel)

call in a Sturmtiger. (cost munitions to shoot it)

call in a Famo. Famos can carry in special engineers to repair tanks quickly, or can simply tow a damaged/destroyed tank away to repair it safely.
Title: Re: Ability suggestion thread:
Post by: Akalonor on April 13, 2010, 04:08:42 AM
A little OP with the call-ins too many of them and besides all those tanks will have to be created,animated,then coded one at a time, which will kill the developers and cost time . I like the FAMO idea, label it Sd. Kfz 9 or else people will get confused.
Title: Re: Ability suggestion thread:
Post by: comrade2012 on April 13, 2010, 04:28:56 AM
Oh, I didnt mean for it to sound like you could have the ability to call in all of those tanks. I was just throwing out some suggestions. Yea, if you could call in all of those it would be way OP.
Title: Re: Ability suggestion thread:
Post by: Killar on April 21, 2010, 11:18:37 PM
when you play as Ostheer the more enemy contact (means kills) you have the bigger possibility is that there are many russians in front of you trying a breach. So you can request a a backup like a tank battle group to assist. this feature would not be linked with doctrine but avaiable at your command post.

Perhaps you can get a call in as a vet ability

Just thougts  ;D
Title: Re: Ability suggestion thread:
Post by: Paciat on April 22, 2010, 11:18:26 AM

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).
1. Every man picked of the ground will cost ammo.

2. Olny squads that lost some men can use this ability. It will not create new squads so it will not cause spam.
The defensive doctrine medic bunker (new squads and reinforce) or UKs CCS near a HQ can cause spam.

3. 5 seconds under fire is a lot of time.

4. It can be a global upgrade that will slow teching-up. I like the idea that you can use men from different fractions, (not only Ostheer wounded) but wasting youre fuel and ammo in early game can be the reason that you loose the game. (just like a piospam that was countered)
Title: Re: Ability suggestion thread:
Post by: ThGermanElite on April 26, 2010, 09:47:23 PM
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....)

You know something else funny for Hitler? He passed legislation to cook a live lobster humanily, you had to kill it first before cooking it.
Title: Re: Ability suggestion thread:
Post by: Akalonor on April 27, 2010, 02:52:59 AM
He was a vegetarian too I believe.About the Lobster, I'm on his side for that, Go Lobsters!
Title: Re: Ability suggestion thread:
Post by: comrade2012 on April 30, 2010, 02:46:12 AM
Yep he was on strange mofo. Just look at as his mustastash, i mean whats up with that???
Title: Re: Ability suggestion thread:
Post by: cephalos on May 13, 2010, 11:24:04 PM
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.
Title: Re: Ability suggestion thread:
Post by: Toorstain on May 14, 2010, 01:21:50 AM
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 like the idea, but it would be strange if the 88 shot through a hill or a building from outside of the map.

Maybe instead a plane that comes down and attack just one unit with a rocket or something. Similar effect as your idea, though.
Title: Re: Ability suggestion thread:
Post by: comrade2012 on May 18, 2010, 04:44:41 AM
what if there was an ability to sacrifice manpower for fuel???
Title: Re: Ability suggestion thread:
Post by: Akalonor on May 18, 2010, 04:51:11 AM
Theres a similiar ability in the BK mod , except the trade in is usually munitions for Mp/F , there are some that call for F-Mp and vice versa but I can't remember them all.
Title: Re: Ability suggestion thread:
Post by: ThGermanElite on May 18, 2010, 09:36:53 PM
You know what....what if there was an ability like this:
For 3500 mp the Ostheer player can call in something called "Last ditch effort", where they call in 2 Tigers,4 Grenadier squads and a HT..........Just throwing something out there
Title: Re: Ability suggestion thread:
Post by: Akalonor on May 19, 2010, 05:58:54 AM
1.A 'Last ditch effort' that costs 3500mp is NOT something you can afford in a tight spot ,hehe.Maybe if you bait them by letting them win and wait a few minutes.
2.- 2 tigers -2k mp
   -4 gren squads-1400 (350? each)
   -1 HT - 250? mp 15 F
total 3650mp + 15 F 3800 mp (nearly a minute to get 15 Fuel in a last ditch spot.)
3. Two Tigers, a wee bit OPOP
Title: Re: Ability suggestion thread:
Post by: ThGermanElite on May 19, 2010, 06:04:04 AM
AH HAHAHAAHA, yeah man, I figured that xD But I just wanted to throw some retarded idea out there to buzzkill everyone else loool
Title: Re: Ability suggestion thread:
Post by: Akalonor on May 19, 2010, 07:11:47 AM
'last ditch effort ' sounds good but what it gives isn't ha. Maybe have it cost 600 mp to give 2 gren. 1 Pz IV and 2 bikes, in a one time usage setting that requires the user to have less than one quarter of the map's Points(if thats possible)
Title: Re: Ability suggestion thread:
Post by: Gerrit 'Lord Rommel' G. on May 23, 2010, 11:58:05 PM
For Akalonor;
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.
Title: Re: Ability suggestion thread:
Post by: Akalonor on May 24, 2010, 08:07:27 AM
Thank you and Sorry, Didn't find anyplace it really 'Fit'
Title: Re: Ability suggestion thread:
Post by: comrade2012 on May 25, 2010, 03:28:18 AM
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.
Title: Re: Ability suggestion thread:
Post by: cephalos on May 25, 2010, 08:22:59 AM
noooo, destroying hq often ends game. Better, IMO would be if player had tier let's say 4 and he lost all his units. Then he calls-in only once "last ditch support", assuming that he has at least 1500mp
Title: Re: Ability suggestion thread:
Post by: Toorstain on May 25, 2010, 12:51:19 PM
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.
Title: Re: Ability suggestion thread:
Post by: cephalos on May 25, 2010, 03:31:19 PM
or maybe no call-in units? just increased production speed?
Title: Re: Ability suggestion thread:
Post by: Blackbishop on May 27, 2010, 11:19:32 PM
I was thinking about something crazy to be implemented :P... if ostheer will have medic bunker and after X number of wounded soldiers they give you Y squad... how about medics who get enemy wounded soldiers, to reintegrate as workers, POWs, I don't know what unit would be acting as engineer/pioneer but on some concepts use POWs as it; although i don't know if it's possible...
Title: Re: Ability suggestion thread:
Post by: Reinefarth on May 28, 2010, 04:11:49 PM
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 PM
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.

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 AM
or 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.
Title: Re: Ability suggestion thread:
Post by: ThGermanElite on May 28, 2010, 10:31:11 PM
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 PM
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.

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 AM
or 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.

My idea was to have a last ditch effort as a call in, however the pop cap cost would be reasonably high, so you wouldnt be able to use it if you already had like 2 panthers or so on the field (For exception of a large or massive map).
Title: Re: Ability suggestion thread:
Post by: Ltevanlee on June 20, 2010, 07:09:25 PM
                               Defensive Group:


   
Artillery support (Left side)

Call in-Unit: Kanone Pioneers- Needed to build all stationary artillery (2 man squad armed with G43s one has radio to call in light artillery- 25 munitions- 5-7 motar shells land marked by smoke- 1 CP 300 MP)

Building Permit(s)-FlaK support! : FlaK 30- One Barreled 20mm cannon- Should fire slower than the FlaK 38 but should cost lower (280 MP 10 FL- Built by Kanone Pioneers) PaK 43 or FlaK 36- Heavy AT guns that should be similar to the Flak 18/36 family (Should have a sandbag emplacement (British style) 380 MP 70 FL) Built by Kanone Pioneers- 4 CP

Call-in unit- 10.5 cm leFH 18/40: Mobile artillery support, move slow if carried by foot but also be towed( 480 MP 12 unit cap 2 CP).

Defensive measures (right side)

Passive–Unit: Veteran support teams- Support teams (HMGs, Motars, FlaK, and AT guns crews) can now see the enemy when they are farther away and use their weapons more accurately at distances (1 CP).

Passive–Player: Smooth Supply lines- Allows for 5 per cent more MP, MU, and FL to be brought in (2 CP).

Active-Player: V2- Call down a V2 rocket on a part of the battlefield, the V2 will burn a large portion of the area that it struck as well  (250 MU 4 CPs).







This Doctrine is similar to the Wehr's Defencive doctrine only this "Group" (Otheer doctrine) has 2 call-in units (defencive has 0) and has more Passive Abilities. 


Credit to Nubrannos for writing his gudie on how to make a good doctrine thread :)   

Please talk about/criticize,
                                   Thank you   







been a week and no responses  ??? ??? ??? ???  :-\
Title: Re: Ability suggestion thread:
Post by: Griptonix on June 28, 2010, 02:23:53 AM
The SdKfz. 9 should be able to relocate the flakvierling and the 8,8 flak cannon
Title: Re: Ability suggestion thread:
Post by: Gerrit 'Lord Rommel' G. on June 29, 2010, 07:14:45 PM
Sry - wrong thread - moved to: unit suggestions thread.
Title: Re: Ability suggestion thread:
Post by: cephalos on June 29, 2010, 07:37:36 PM
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....
Title: Re: Ability suggestion thread:
Post by: Paciat on June 29, 2010, 09:04:20 PM
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.
Title: Re: Ability suggestion thread:
Post by: Toorstain on July 04, 2010, 11:57:31 PM
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.

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.
Title: Re: Ability suggestion thread:
Post by: Akalonor on July 07, 2010, 10:39:27 PM
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.

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.
I kind of like it to be honest. +1 1/2
Title: Re: Ability suggestion thread:
Post by: Blackbishop on August 28, 2010, 12:06:05 AM
@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
Title: Re: Ability suggestion thread:
Post by: ThGermanElite on August 28, 2010, 03:49:55 AM
@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%
Title: Re: Ability suggestion thread:
Post by: kakatrot on August 28, 2010, 02:46:26 PM
i'm still stuck on having the ostheer start off extremely powerful, and having them slowdown as the game progresses.  or maybe be forced to pay resources to keep their forces running at optimum levels. This could be done in several different ways, like having a high cap rate, for first 2 points, high upkeep, high reinforcement costs, or just having ablitlies that could only be used once or insert a fair number here, and the only way to get them to recharge is to invest in an armory/kampfkraft veterncy/upgrade system. Maybe as ostheer moves up the tier list things like retreat could be taken away, upkeep could be raised and pop cap lowered, and reinforcements raised.  i see the ostheer as the foil to the soviets, they should dominate early-mid game, and slowly become overwhelmed late game. 
Title: Re: Ability suggestion thread:
Post by: dlty on August 28, 2010, 06:56:00 PM
@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%
well then,maybe should do a little change:
-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=)
Title: Re: Ability suggestion thread:
Post by: ThGermanElite on August 28, 2010, 10:02:39 PM
@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%
well then,maybe should do a little change:
-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=)
+1
Title: Re: Ability suggestion thread:
Post by: Lolman112 on September 04, 2010, 06:14:16 PM
Dunno which Doctrine name, but i had some idea's of abilities.
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
Title: Re: Ability suggestion thread:
Post by: dlty on September 05, 2010, 04:47:17 AM
Dunno which Doctrine name, but i had some idea's of abilities.
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
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.
Title: Re: Ability suggestion thread:
Post by: Lolman112 on September 05, 2010, 09:58:17 AM
thanks :D.. I thought about ehhm... The same think like that commandos plane, but just land and not crash (exept you are gonna land it in enemy territory) but in there you can train units which have or panzerfaust or -shreck. I thought becouse they are shipped from germany or an base  and usually it is has much supplies. Or you can make the fallschirmjägers jump out of the plane, but thats maybe not good becouse the PE has already a Infiltration unit fallschirmjägers (but they aren't cool)

You can also... well.. maybe its a bad idea, but you can let workers spawn. Civilian-like people who are very fast builders (or you can put prisoners at work)

I like to support you all!
Hopefully you can do something with my advise,
if i have more ill tell
Title: Re: Ability suggestion thread:
Post by: Aouch on September 05, 2010, 01:52:52 PM
The Ju 52 idea sounds really nice. Good thought!  :)

You could train light troups in there, a mixture between PE's Fallschirmjäger and Luftwaffen Bodentruppen, maybe.
The good thing about it is, that as far as I know, there wouldn't be any really big problems with coding and animation, unlike making new base-buildings, since the DEVs can use the glider's ones.
And the best thing is, that there is already a Ju 52 model. I saw it about a year ago, but unfortunately, I do not know what happened with it.  :-\ 
Title: Re: Ability suggestion thread:
Post by: Lolman112 on September 05, 2010, 03:45:28 PM
ok. I really hope it is comming xD.
I had also some ideas for units which i had posted.
Title: Re: Ability suggestion thread:
Post by: dlty on September 05, 2010, 05:28:53 PM
i have an idea,
-when u choose the airforce doctrine(luftwaffe or what ever it name,i mean for ostheer)for ur 1st base like the barracks(US)wehrmacht quater(German)will be a landing plane like the british,but this time it is a base structure,quick build(i mean land lol)but easy to break.but for choosing other doctrine u  will not able to use landing plane as base structure instead of building barracks or what ever.....

hope this is a good idea....
thx to Lolman112,he have a brilliant idea and inspire me of this.
Title: Re: Ability suggestion thread:
Post by: Lolman112 on September 05, 2010, 07:09:54 PM
you are welcome.
Sorry I say this but, it is maybe not a great idea. If your base is nearly destroyed, and the enemy is shooting at it, you can spam 1000nds of those planes there (and at your friend's hq) and that could be very annoying.
But otherwise if they have an solution at that, it's allright :D

Post Merge: September 06, 2010, 08:50:07 AM
i'm still stuck on having the ostheer start off extremely powerful, and having them slowdown as the game progresses.

Like in the WWII,
Blitzkrieg into russia, than get stuck, than get low supplies, than lose. xD
Maybe we should make the game progresses less slowdown, and instead of that, give them no fast vehicles on the biginning.

I also have an idea for a doctrine:
Defending doctrine:

Left line:                                             Right line:
Recource bonus                                   Foreign infantry
*recource gathering
is 20% more for 1
minute*

Bunker (i have no name)                  2 Vickers-6 ton tanks   
*A bunker with a Pak in it                    *brand new from
and 1 (or 2) machine-                          finland*
gun(s)
Max bunkers 4*

Still nothing                                       Junker 52 plane HQ
I have seen something like                *see my description
flak tower (flakturm)                       couple 'o posts above*
or an autobahn xD
But you cant use these things
becouse tey dont do somehing.
And there are not much planes.
Title: Re: Ability suggestion thread:
Post by: TheReaper on September 20, 2010, 12:03:52 AM
I was thinking about the veterancy system, that should be. I think the Hero Soliders started to appear in the EF, it could be done in the Ostheer. But that was told, there only 3 level of vet in coh, no chance adding a 4th one. My idea is that each level of vet gets an aura, that gives bonuses to accuracy to nearby units, like the british captian (not that much), or in Vet3 it can be upgrade to "Hero" that gives aura bonus to nearby units. It changes the look of the tank, that most of the heroes made custumozation to their vehicles, and the enemy can spot the hero unit. So the vet system works as the britis captain for everyone, or as an upgrade. It contain:
- faster reload time
- faster turning speed
- faster turret rotation
- heroic charge
- sprint
- camo
It reflects that the soliders work as a team. Yes ideas like the turret rotation speed is a bit strange, but it reflects, that the tank reacting faster, than an unexperienced crew. And for the ralism I must say a word: Pershing. :D  8)
Title: Re: Ability suggestion thread:
Post by: Griptonix on October 15, 2010, 12:16:40 AM
Dunno which Doctrine name, but i had some idea's of abilities.
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
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.
Title: Re: Ability suggestion thread:
Post by: sebipatru2 on October 23, 2010, 10:48:58 PM
Ok I'll start with an Idea I've been brooding over, Please discuss/criticize so we can make it better.

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.
first of all me 262 were used mainly n the western front
i believe that a me 106 would be a much better plane for this task afterall it was the germany most built fighter, and all the axis  countries of the eastrn front used it
Title: Re: Ability suggestion thread:
Post by: SublimeSnugz on October 24, 2010, 12:01:54 AM
Ostheer Doctrine ability.

Call in a "Fi 156 c1 Storch" Reconnance plane

The "Fi 156 c1 Storch circles the targeted area, making a large/medium circled area visible, whenever a enemy vehicle enters the "Fi 156 c1 Storch's" area it will automatically be marked (similar like the schwimwagen luftwaffe marktarget ability) The marked vehicles who leaves the recon area will be visible on radar for 2min or the ability duration if marked ofcourse.

The storch can be shot down from antiair vehicles/emplacements

EDIT:
All cloaked/stealth enemy units are revealed in the Fi 156 c1 Storchs" area
Title: Re: Ability suggestion thread:
Post by: Pauly3 on October 24, 2010, 12:52:32 PM
this storch ability sounds cool!
+1
Title: Re: Ability suggestion thread:
Post by: Werwolf on October 28, 2010, 06:30:58 AM
this storch ability sounds cool!
+1
+1

Great idea!
Title: Re: Ability suggestion thread:
Post by: Paciat on October 28, 2010, 07:41:22 AM
this storch ability sounds cool!
+1
+1

Great idea!
But not a new one. Its been in my Ostheer concept since April. :P
Too bad turret 50cal cant shoot down planes. :(
Title: Re: Ability suggestion thread:
Post by: Werwolf on October 28, 2010, 11:18:14 AM
this storch ability sounds cool!
+1
+1

Great idea!
But not a new one. Its been in my Ostheer concept since April. :P
Too bad turret 50cal cant shoot down planes. :(
The mounted .50 cal was crap as AA defence anyway.  :P
Title: Re: Ability suggestion thread:
Post by: SublimeSnugz on October 28, 2010, 11:31:34 AM
this storch ability sounds cool!
+1
+1

Great idea!
But not a new one. Its been in my Ostheer concept since April. :P
Too bad turret 50cal cant shoot down planes. :(

n1 there paciat, i guess it means that its a superb idea since we both came up with it ;D
Title: Re: Ability suggestion thread:
Post by: Paciat on October 28, 2010, 11:47:05 AM
The mounted .50 cal was crap as AA defence anyway.  :P
Slow 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.
It would make allied air supremacy more of a fact. With HS-129, Ostheer Ju-87 and Fi 156 Luftwaffe will seem to be too powerfull.
I also love when a COH plane gets shot down and blows up on a random spot. :D

222 shoots at planes and airborne but allmost all allied AA MGs (BREN gun on upgunned carrier and jeep MG too) cant. That sucks.

Post Merge: [time]czw, 28 paź 2010, 01:52:57[/time]
n1 there paciat, i guess it means that its a superb idea since we both came up with it ;D
Since you like it heres a picture of it.  :P
(http://www.aviationtrivia.info/images/rc_Fi156_5.jpg)
Title: Re: Ability suggestion thread:
Post by: Pauly3 on October 28, 2010, 03:04:43 PM
paciat: actuallly for example the greyhound turret mg can shoot down planes
Title: Re: Ability suggestion thread:
Post by: SublimeSnugz on October 29, 2010, 12:55:19 AM
seriously not another you stole my idea post. Paciat stop it (you know its not true) and be happy that the creativity of the devs might be floathing once more.

<:-) @smiley with a clown hat
Title: Two suggestions for the new faction
Post by: war on November 18, 2010, 09:04:26 PM
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
Title: Re: Two suggestions for the new faction
Post by: Blackbishop on November 18, 2010, 09:31:55 PM
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

I loled when I read the air base suggestion ;D... not because it's bad just something that I remembered... also I don't think it would fit the ostheer concept(I mean a plane that behaves like a british truck too)... nevertheless just wait and see ;).

Chemicals, this kind of ability won't be implemented because on the Europe battlefields this wasn't used at all. But I think Chinese Battlefield would use that kind of ability (I don't know if Pacific Thunder will).
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on November 20, 2010, 02:13:32 PM
Somebody might have said this before but. One fun doctrine ability would be a shoot from one of the mighty Dora canons :D It could be called Dora/Schwerer Gustav (hey thats my name :D) shoot or 800mm impact or something XD However,

It would cost like 100 muntions because YEAH its really big and powerful. You can set it off anywhere on the map ( where you can see, not in the shadow part you know ;3)
When you target something on the map with it the shell will be flying down in a matter of seconds. Like 2-4. This is becuase when you get the abiletiy ready the canon is like behind the front waiting for action.

However, It ain´t really accurate . Because that would be kind of OP if you think about how fast the shell will be arriving and also it is artilleri we are talking about ;)

The impact however would be like a smaller V1 rocket or something XD Or maybe not. Make it a really big explosion instead and infantri  units who miracules survives or are nearby will be in shock for the mighty impact for like 5-6 secons? ^^
Title: Re: Ability suggestion thread:
Post by: Akalonor on November 20, 2010, 05:08:44 PM
I think it should cost the same as the V1 , but do more damage to Vehicles than infantry ( Unlike the v1)
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on November 21, 2010, 03:36:00 AM
And again Dora's mentioned...
Title: Re: Ability suggestion thread:
Post by: cephalos on November 21, 2010, 11:11:35 AM
And again Dora's mentioned...
... people are soooo predictable  >:(
Title: Re: Ability suggestion thread:
Post by: Gerrit 'Lord Rommel' G. on November 21, 2010, 01:00:40 PM
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.
Title: Re: Ability suggestion thread:
Post by: cephalos on November 21, 2010, 01:41:38 PM
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.

... see? People are really predictable :D
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on November 21, 2010, 07:20:08 PM
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 ;)

But in my opinion. The Dora would be a good abiletiy ;P
Title: Re: Ability suggestion thread:
Post by: Paciat on November 21, 2010, 08:19:34 PM
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 ;)

But in my opinion. The Dora would be a good abiletiy ;P
Dora sucks.
It will never be as cool as the V1. Even if you get a free pizza everytime Dora fires, V1 will still be cooler.
Title: Re: Ability suggestion thread:
Post by: Akalonor on November 21, 2010, 09:28:06 PM
But the dora actually hit something Paciat ;) Unlike the V1
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on November 22, 2010, 04:54:22 AM
But the dora actually hit something Paciat ;) Unlike the V1

V1s hit ships in the channel didn't they? That was actually their purpose. By the way, has anyone else heard of the pigeon-guided missiles that were tested. Kinda cruel but funny.
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on November 22, 2010, 08:30:55 PM

[/quote]
Dora sucks.
It will never be as cool as the V1. Even if you get a free pizza everytime Dora fires, V1 will still be cooler.
[/quote]

No way XD ! Dora is way cooler in my opinion. Shooting godzilla penis size shells from a canon who is ridiculous big!? Its pure awesome! XD But point taken. However I was thinking about this one.

I was working on a ostheer concept some months ago but I didnt really had the power to put it up here on the page. ( Had problems to find a good tank because i hate panzer III that everybody else seems to love XD) However,

In my concept the ostheer had an upgrade they could buy called panzerfaust supplies or something (focusing on the late part of the war.) making every infantri unit recieve the panzerfaust abilety. However. This one you bought from a building. It could been a doctrine abilety yes of course ^^ But my concept was focusing on that just that one you had to buy because. Later there was two panzerfaust doctrine abiletys. The first one was from the doctrine called like Berlin defensiv or something focusing on the final battles of berlin. During the final stages of the war in Berlin all kinds of rare equipment was used. The fliegerfaust for exampel.


Panzerfaust 200
 This abilety however changed all units panzerfausts to the panzerfaust 200. Which made the range longer and more powerful. But as you maybe understand it would enter late game ^^. Before you printscreen this and start an hate campaigne on the inteternet against me it could ofc be changed to the panzerfaust 150 or something else. But the 200 its cooler ;3

The second one is from another doctrine focusing on real hardcore frontschweinz or what you should call it in english. Front pigs? XD This one is rather late to and its called panzerfaust massproduced or something XD It should cost like 100 muntions or something. But when you activate it. every unit with the panzerfaust abilety can now fire their panzerfaust for free (they still have cooldown time on them doue.) In a short amount of time. Like 20 secs or something? XD (haters gonna hate? XD)

What do you think? :D

Title: Re: Ability suggestion thread:
Post by: Blackbishop on November 22, 2010, 09:29:47 PM
@Sommarkatze
I don't know why should someone flame your idea... unless it's was produced in low numbers...

An upgrade to improve fausts... sounds good and unique. I think would be helpful for the ostheer. Well, I have to continue writing the next monthly ostheer update... ;)

Lord Rommel knows if this fits the Ostheer... he's our german history expert ;D!! Just to clarify... i'm not part of the ostheer.

[off-topic]
why Pz. III and you are sworn enemies btw ;D?
[/off-topic]
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on November 23, 2010, 12:02:16 PM
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
Title: Re: Ability suggestion thread:
Post by: Gerrit 'Lord Rommel' G. on November 23, 2010, 04:08:24 PM
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!
Title: Re: Ability suggestion thread:
Post by: cephalos on November 23, 2010, 08:56:39 PM
One last point;
EF isnt placed in 1944 ;)
EF used elements from 1941 till 1945 - Watch KV-2 or Conscripts!
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.
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on November 24, 2010, 12:23:07 AM
First! Great thanks for the respons! :D Second!

My bad ^^. I was mixing up the panzerfaust 150 and 200. I was thinking about the 150 version with its pointy rockethead ^^ The 200 series were actually reloadabel and that would made the pay for shoot mechanism kind of goofy^^
( You know the later version panzerfaust 200-250 were bases for the russian rpg later after the war ? :P)

And ofc my bad again^^. I did formulate wrong there XD Not every singel infantry unit should get the panzerfaust abilety. Only like main battle soldiers kind.For exampel the wehrmachts volksgrenadiers and grenadiers. Soldiers like that. Not pioneers and such XD



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!


Excatly as you say the panzerfaust was made when they found out the enemy had a big amount of tanks. Just like in COH eastern front ( Well, at least when I play it XD) the russians are spamming tanks that drive right through my defensivs .
 And if I focus on anti tank the russians start invading with infantry. So thats why I vote for the panzerfaust abilety. You get it kind of lategame ( the later half of the war ;P) You could made the cooldown a little longer on them? XD Because right now. Germans have a real real big problem with fighting soviet tanks with infantry XD

And offtopic: Ofc the PzIII Its a great tank! But as Cephelos said it looks a little weird with that old lovely PzIII stumbling away fighting latewar tanks when you are used to see PzIV XD

/sry if this post was kind of confuzing to read. Just recenlty came home from a big snowboll fight XD
Title: Re: Ability suggestion thread:
Post by: Gerrit 'Lord Rommel' G. on November 24, 2010, 10:07:51 AM
Whether Panzerfaust 200 or 150; I'm against this two weapons. PzFaust 200 is nonsense, was never planed ( any source know such an idea ) and PzFaust 150 was a prototype at the end of war.
So nothing against this ability but i dont like both weapons. They had not ( and i repeat it all the time ^^ ) this "symbolical value". PzFaust 30, 60 or 100 were mass produced and so this are my candidates for such an ability.

About the ability in general; well. It is one ability. The question is how to implement. So idea is acceptable ( but nothing new ;) a number of other persons had already propose such an ability ) but we have to see how this ability would work in a hole concept.

Ostheer will have anti tank capacities but the questions is which system Ostheer will use.
Anti tank infantry with Panzerbüchsen?
Anti tank infantry with Panzerfäusten?
Anti tank infantry with Panzerschrecks?
Anti tank guns with high calibre?
Self propelled anti tank guns?
Everything is possible...
At the end Ostheer will get the weapon system which fits best into the new Ostheer faction  ;)

And again about PzIII;
Well. We had already confirmed that Ostheer will use Panzer III Ausf. J with 5cm L/60 gun and PzIII Ausf. N with 7,5cm L/24 gun.
Pz III with 5cm L/60 gun should and will be able to deal with T-34. Not in a 1vs1 situation but a number of PzIII should be able to kill T-34. JS-2 is a different question. Perhaps Ostheer will use something bigger to kill it.... 8)
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on November 30, 2010, 12:11:03 PM
Nooo! I Thought I was unique and speciell who got this idea first XD Well well, I understand. Point taken ^^ ( back to square 1 XD)
Title: Re: Ability suggestion thread:
Post by: Panzer4life on December 02, 2010, 03:16:13 PM
How is this for an ostheer AT unit;

Solothurn Panzerjager: A 4 man sqaud that has 2 men carry MP40s, one man a Luger pistol, and the 4th guy carries the massive Solothurn S-18/1000 at gun. It is a 20mm semi-automatic weapon. It would be more powerful than the PTRD-41, but has a slower rate of fire, and it would make the squad move much slower. The squad also has the ability to lay down AT mines, and they can make any cover a heavy cover (this means that they can't move until this bonus is lifted). They can get upgraded to have a 5th guy armed with a Panzershreck for about 100 muntions and 30 fuel.
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on December 09, 2010, 01:11:24 PM
Suggestion for a tank ability, that may come with veterancy:

Panzer III autoloads fitting ammotype - Means: If PIII attacks tanks, it autoloads AP ammo, if in conflict with infantry, HE ammo is loaded.

What do you think about it?
Title: Re: Ability suggestion thread:
Post by: Pauly3 on December 09, 2010, 10:26:29 PM
i just hope that panzerIII will have the ability to fire HE when i want it
it would bbe real good against blobs and the AT guns if you flank
Title: Re: Ability suggestion thread:
Post by: IJoe on December 09, 2010, 10:40:59 PM
 ::)
You, guys, should really chill out a little: PIII was (nor is supposed to be in the game, I hope) by no means better than PIV, which all of us can see and use right now. Keep that in mind, when making your suggestions. ;)
Title: Re: Ability suggestion thread:
Post by: Blackbishop on December 09, 2010, 11:06:25 PM
Panzer 3 will work meanwhile you and your opponent get better tanks :), don't expect that will beat a sherman alone ;). Or at least that's what I thought.

i just hope that panzerIII will have the ability to fire HE when i want it
it would bbe real good against blobs and the AT guns if you flank
That could work ;).

Remember to stay tuned!!!
The next ostheer update will be coming soon ;D!!(Or should I say two updates -.-U)
Title: Re: Ability suggestion thread:
Post by: Panzer4life on December 11, 2010, 04:54:39 PM
Can the Ostheer not get Panther tanks, I am sick of every Axis or Pe player waiting to attack (unless they Pioneer spammed) until they get the Panther tanks. 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.
Title: Re: Ability suggestion thread:
Post by: Raider217 on December 11, 2010, 06:23:23 PM
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.
Imagine an Ostheer player with a Pershing, KT, ISU-152, Tiger, Elefant (More than hopeful) so my response no.

EDIT: Might as well give them the P-1000 Ratte or the P-1500 Monster. Ntm reviving wrecks is PE's thing hence why dev's took the ability away from Mechanics.
Title: Re: Ability suggestion thread:
Post by: Panzer4life on December 11, 2010, 08:06:38 PM
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?
Title: Re: Ability suggestion thread:
Post by: cephalos on December 11, 2010, 09:49:22 PM
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.
Title: Re: Ability suggestion thread:
Post by: revoluzer on December 11, 2010, 10:43:44 PM
Remember to stay tuned!!!
The next ostheer update will be coming soon ;D!!(Or should I say two updates -.-U)

Interesting
Title: Re: Ability suggestion thread:
Post by: 57Panzerbrigade on December 19, 2010, 07:55:26 PM
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) 50 ammo (30 secs activated)
4cp : Hilfsarbeiter für die Fabriken (prisoners of war to work in German factories = production +25%)(all the time)
6cp : mine detector 42 (prisoners of war run on the battlefield and see where mines of the enemys are and run into it) 200mp

On right site :
4 cp : King Tiger (only one at time) 1250mp
4 cp : Lnt. Voss Tiger 205 (only one at time) 1650mp
6 cp : Hunting Tiger 128mm pak 44 l/55 (only one at time) 2000mp
Title: Re: Ability suggestion thread:
Post by: IJoe on December 19, 2010, 08:06:03 PM
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)

How about concentration camps? +fuel\ammo (in-game material values) due to requisition of all property (including golden teeth) from executed prisoners (jews, slavs, etc) ?
What pit did you climb out? Or what tree did you come down from? ???
Title: Re: Ability suggestion thread:
Post by: cephalos on December 19, 2010, 08:21:42 PM
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)
(http://4.bp.blogspot.com/_kl2GKlgG_Xc/SOse7AGa5qI/AAAAAAAAAgo/HrGCN8Sy5U8/s400/facepalm.jpg)
Title: Re: Ability suggestion thread:
Post by: cephalos on December 19, 2010, 08:57:22 PM
concentration camps : 200mp and 25 fuel
every min. +10 fuel and +25 ammo
i`m from germany not out of a pit

REMEMBER! CoH, even EF is POLITICALLY NEUTRAL - just no way that there will be SS, Concentration camps, penal troops and so on. And I find REALLY DISGUSTING using concentration camps ingame. Those aren't just buildings like bunkers or factories, they are symbols of Nazi Reign over Europe, very bloody and brutal though.
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on December 19, 2010, 09:04:09 PM
And I'm really disgusted by people who insult each other about a GAME!  :-X :-X :-X

Because CoH and EF it's ONLY this...a GAME.

Please, a Mod/admin clean up this thread.  >:(
Title: Re: Ability suggestion thread:
Post by: IJoe on December 19, 2010, 09:07:26 PM
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

Using human beings to sweep mines (though historically accurate, and not only for fascist regime) is just as inhuman as all the rest of atrocities, which took place during that war. Representing such things in any game is mentally ill without any exception.
Title: Re: Ability suggestion thread:
Post by: Blackbishop on December 19, 2010, 09:10:32 PM
Chill out comrades. It's just an idea, a weird one btw, but you don't need to begin a flame war.

No dogs, no pow to "defuse" mines and no concentration camps will be "featured" in the Ostheer. In the same way that soviets aren't shot by their commissar while retreating(not an accurate fact but works as example).

Deleted a couple of innecessary posts.
Title: Re: Ability suggestion thread:
Post by: 57Panzerbrigade on December 19, 2010, 09:14:47 PM
i feel sorry
It was wrong of me to submit such an idea
I did not want to offend some point or disgust, I thought since it is historically accurate in such a thinking game but then had themselves admit it's wrong to make something like a game I want to apologize again because it is inhuman and circumstances not in a eatern front mod or other public and unpublic heard
Title: Re: Ability suggestion thread:
Post by: Pauly3 on December 20, 2010, 12:57:32 AM
actually this is a pretty nice and neat forum
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.... ;)
Title: Re: Ability suggestion thread:
Post by: Blackbishop on December 20, 2010, 12:59:49 AM
actually this is a pretty nice and neat forum
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.... ;)
hohohoho you can bet it ;).
Title: Re: Ability suggestion thread:
Post by: Aouch on December 20, 2010, 02:53:44 AM
How about just calling it by its name? Luvly 7.5cm IG18.
Wait... That thing had already been made by someone for CoH, am I right? Therefore no fumbling with animations, because  it already has some?!  ;)
Title: Re: Ability suggestion thread:
Post by: BurroDiablo on December 20, 2010, 06:11:16 AM
Somebody has been stalking Dragon... :P
Title: Re: Ability suggestion thread:
Post by: Blackbishop on December 20, 2010, 06:25:13 AM
Somebody has been stalking Dragon... :P
lol ;D
Title: Re: Ability suggestion thread:
Post by: Pauly3 on December 20, 2010, 11:47:16 PM
Ha, I guessed right
my studys of your art have payed off!
Title: Re: Ability suggestion thread:
Post by: nitro on December 21, 2010, 06:49:01 PM
I would like to ask whether it is already Osther completed, and if not when is the expected date of completion

thanks
Title: Re: Ability suggestion thread:
Post by: Blackbishop on December 21, 2010, 07:49:31 PM
Release Date for the Ostheer: TBA.
Title: Re: Ability suggestion thread:
Post by: IJoe on December 21, 2010, 10:45:12 PM
I'd like to make a suggestion:
I think that sniper ace's vet 3 ability is incredibly weak, basically it isn't worth vet 3. It is also a bit boring (no offence) at the time.
So, why not make an exception to soviet abilities doctrine, and make it active per pay (not munition though, it's abused heavily enough), but actually powerful. Simply make it mid to short range deadly anti infantry rapid fire.
If I just said something stupid or outraging, you're welcome to stone me  ;)
Title: Re: Ability suggestion thread:
Post by: Aouch on December 22, 2010, 10:41:26 AM
OK...

*picks up a stone and throw it towards IJoe*

This is the Ostheer ability thread, therefore stay away with this kind of suggestions.  ;D
Actually it's not a bad idea, but I think it makes the soviet sniper too effective. After all, AFAIK there's no real multipurpose unit in CoH.
Giving the sniper an ability to go berzerk in close combat would IMHO turn him into such a unit.
After all MP40-Volks should easily make mincemeat of him and not vice-versa.
Title: Re: Ability suggestion thread:
Post by: IJoe on December 22, 2010, 10:52:43 AM
*"matrix" dodge*

You could set some limitations:
1. available only if stationary (and uncloaked of course)
2. takes 2-3 seconds after the cloak is gone to start shooting
3. takes 3-4 seconds after the shooting to cloak again
This way the ability wouldn't abuse enemy infantry too heavily.
And you shouldn't really forget, I'm suggesting paid (and expensive) activation for an expensive call-in unit, which is also one-at-a-time type, and a vet 3 one.

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
Title: Re: Ability suggestion thread:
Post by: Raider217 on December 22, 2010, 02:26:19 PM
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

Yeah cept theres no "Ability suggestion" thread or "Suggested fixes for Abilities" thread in Soviet suggestion forum. Which is trouble some as theres nowhere for people to properly suggest fixes for abilities like GOW (which hopefully wont be neccessary after 1.30) etc. Resulting in it spilling into incorrect topics.

Speaking of which hasnt the changelog for it been open to the donators forum for like a week or two???
Title: Re: Ability suggestion thread:
Post by: IJoe on December 22, 2010, 02:38:07 PM
Speaking of which hasnt the changelog for it been open to the donators forum for like a week or two???

It has, but we are not to share any info on it, 'till it's announced by Devs.
Sorry.
Title: Re: Ability suggestion thread:
Post by: Raider217 on December 22, 2010, 02:40:34 PM
I realise that but thats not what I was asking.
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on December 22, 2010, 03:36:47 PM
The specific GoW changes aren't in the donor forum but they ARE in the balance tester forum :P
Title: Re: Ability suggestion thread:
Post by: 5hiftyl1v3z on December 23, 2010, 02:06:06 PM
Idea for new ability.
Based on Germans using Turn coat Russian units (mostly used for rear guard activitys, but some did see combat)

Traitors
A area effect ability which will cause all (infanty?) units to fire (under AI control) on their own team for a time period. Alternativly they could be put under enemy control.
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on December 29, 2010, 06:54:28 PM
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)
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on December 29, 2010, 07:33:24 PM
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)

Interesting. It's something different by the usual Tank's Upgrade (MG Gunner etc...). ;)

I think that one similar thing were also mounted on M4 Sherman.
Title: Re: Ability suggestion thread:
Post by: Versedhorison on December 30, 2010, 12:44:56 AM
speed upgrades would be cool but the tanks would either have to start slow or the speed upgrade itself would have to be a somewhat minor increase for balance sake.
Title: Re: Ability suggestion thread:
Post by: cephalos on December 30, 2010, 12:48:11 AM
what about the increased chance to become Immobilized?
Title: Re: Ability suggestion thread:
Post by: Versedhorison on December 30, 2010, 12:49:50 AM
wouldn't wider tracks decrease the chance of a tank being immobilized?
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on December 30, 2010, 12:57:15 AM
If think it has no effect..
I don't really know about vet-changes and upgrade bonuses, so I chose 10% just to have a number. Maybe 5% or 7% would be fine without giving this upgrade a "bad side"?
Title: Re: Ability suggestion thread:
Post by: cephalos on December 30, 2010, 02:48:45 AM
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).
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on December 30, 2010, 07:09:17 AM
Logically, larger treads would increase the total "hitpoints" of the treads while they would still take the same amount of damage from incoming fire. So the larger treads with more hitpoints would lose less % hit points and in effect, having to take more damage than the smaller ones to cease being operational.

The bonus would be even larger if theoretically the minimum required hitpoints were absolute, not percentage of total health. So big tread with 150 health is compared to little tread with 100 health. If treads had to be 50% undamaged to continue working, you could take 50 damage on the little tread but 75 damage on the big tread. Or, if treads only had to have 50 hp remaining (because they support the same weight tank anyway) the big tread could take 100 damage before being unusable.

I'm not saying I agree or disagree with the idea. I'm just throwing that out there cos I'm bored.
Title: Re: Ability suggestion thread:
Post by: Versedhorison on December 30, 2010, 02:53:01 PM
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).

Yes of course however I'm gonna agree with Godlikedennis post since bigger tracks = more track HP makes more sense for CoH (not IRL)
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on December 30, 2010, 03:08:59 PM
I agree with him too. I think that's a pretty good idea for the Ostheer now. Maybe just for a doctrine, but it should be implemented.
Title: Re: Ability suggestion thread:
Post by: Raider217 on December 30, 2010, 05:14:22 PM
Or it could be a global upgrade which until researched meant all tracked vehicles had lowered top speeds and HP (of their tracks that is). Sort of as a built in weakness to the faction. (Due of course to the effect of the Russian winters and mud on many of the Wehrmachts vehicles IRL)
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on December 30, 2010, 07:50:44 PM
I wonder what devs think about it
Title: Re: Ability suggestion thread:
Post by: Blackbishop on December 30, 2010, 08:11:31 PM
I was reading in the Axis History forum about the Ostketten and looks like they were built in 1944 for muddy conditions on spring and autumn and the winterketten since 1942 for the russian winter.

(http://forum.axishistory.com/download/file.php?id=81179&sid=7fd2ddf3d37c60dc7acadbb66fbcf7d1) (http://forum.axishistory.com/download/file.php?id=81179&sid=7fd2ddf3d37c60dc7acadbb66fbcf7d1)
Stug mit Winterketten (http://forum.axishistory.com/download/file.php?id=81179&sid=7fd2ddf3d37c60dc7acadbb66fbcf7d1)

(http://forum.axishistory.com/download/file.php?id=81180&sid=7fd2ddf3d37c60dc7acadbb66fbcf7d1) (http://forum.axishistory.com/download/file.php?id=81180&sid=7fd2ddf3d37c60dc7acadbb66fbcf7d1)
Stug mit ostketten (http://forum.axishistory.com/download/file.php?id=81180&sid=7fd2ddf3d37c60dc7acadbb66fbcf7d1)
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on December 30, 2010, 10:51:39 PM
Fits in time, doesn't it?
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on February 22, 2011, 12:12:09 PM
Ok, I've read all 14 pages of this topic and I didn't find something similar so I'd like to do my fist (and last I think  :P) suggestion for an Ostheer ability (obviously if the OH aren't completed  ;))

It's an ability that I've seen on GR.org in the CoH:O (yes I know, CoH:O sucks but this one is interesting IMO); it's the INFANTRY PILLAGE, an Infantry ability where they can collect manpower and ammo when they kill enemy infantry.

I thought it can be something similar at the ability of Wehrmacht Pios to collect ammo from destroyed tanks.

Maybe following this way:

> power of enemy infantry > Mp/Ammo accumulation

< power of enemy infantry < Mp/Ammo accumulation

If an OH Inf. section kill a Guard or a Sturmovie Sapper, or a CS member it will receive more resources than killing a Conscript or a normal Engineer.

It can be a Doctrine ability (maybe with 2-3 CP) with No Ammo Cost but with a long time of CD (3 mins?).

Here the example on GR.org: http://www.gamereplays.org/companyofheroesonline/portals.php?show=page&name=company-of-heroes-online-general-using-infantry-pillage (http://www.gamereplays.org/companyofheroesonline/portals.php?show=page&name=company-of-heroes-online-general-using-infantry-pillage)

It is as if the soldiers of 'OH stolen weapons and equipment to the fallen enemy...an ability for the unlucky, freezed and hungry OH soldier. :)

If you think that I have said another crap about Ostheer let me know  :D  :D
Title: Re: Ability suggestion thread:
Post by: Blackbishop on February 22, 2011, 05:31:10 PM
sounds good.
Title: Re: Ability suggestion thread:
Post by: IJoe on February 22, 2011, 05:43:30 PM
That sounds a bit like GLA-style (C&C generals) contract killing, or playing CoD 4 in point earning mode.
Maybe it's a little early to suggest, since we haven't actually seen OH in action yet.
From all the ideas so far, my favorite would be the vet system one, where you have to "send away" your infantry (by placing it into HQ) for a time to get it vetted. That would be very original and interesting.
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on February 23, 2011, 06:28:14 AM
I played blitz as my main in CoH:O and was actually in the top 3 for the first few days before I stopped playing it. The pillage power is really quite a good idea, certainly more balanced than the stupid defensive power that gives resources when your OWN troops die.

My favourite power from blitz though is the flares. 30 munitions to reveal part of the map and make the enemy take more damage... YES PLEASE. I could always know an opponent's teching path. Rifles would melt to MGs when flared up. It was also a nice counter to the OP infantry doctrine invisibility.
Title: Re: Ability suggestion thread:
Post by: Blackbishop on February 23, 2011, 06:56:54 AM
I think we could add some wehr abilities for Ostheer like flares and infantry pillage... are very nice additions to be dropped. And as CoH already has that content included ::)...
Title: Re: Ability suggestion thread:
Post by: jaime on February 23, 2011, 03:52:25 PM
 
Germans were exceeded 10 to 1 in the eastern front...to make up for that disvantaje they began to produce more automatic weapons(to have more fire power)....so i think that they should have a lot of units with the ability "supressing fire"....and another thing will the Ostheer have IA ???
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on February 23, 2011, 04:14:14 PM
IA as in inspired assault from the terror doctrine?
Title: Re: Ability suggestion thread:
Post by: 57Panzerbrigade on March 11, 2011, 11:13:02 PM
How do u think about a terror tree like this :
left site :
1cp loud-healers at all vehicles (ammo 25) (a new button at every vehicle ) (can make a 10 seks pinned down of enemy)
2cp sector propaganda (250 ammo) ( tells : Russian soldiers , when you result to a german soldier they give you eat )
4cp V2 Rocket ( 500 ammo ) ( very destructive)
right site :
2cp : Marder II Tank destroyer (400 mp) (main gun : 7,5-cm-PaK 40)
3cp : Tank destroyer IV (800 mp) ( main gun : 7,5-cm-Pak 39 L/70)
5cp : Tank destroyer Ferdinand/Elefant (1200 mp) ( main gun : 8,8-cm-StuK 43/1 L/71 )

I hope u like this
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on March 13, 2011, 11:35:48 AM
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
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on March 13, 2011, 11:46:03 AM
OP and bad gameplay.
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on March 13, 2011, 12:18:27 PM
I think OH Doctrines are already done and ready for the in-game transfer. ;)
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on March 13, 2011, 12:49:15 PM
But not too late to suggest, eh?
If there was no need, this thread would be closed, right?
Title: Re: Ability suggestion thread:
Post by: Raider217 on March 13, 2011, 01:47:37 PM
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

Explained weaknesses in this suggestion before and i'll do it again imagine an OH with KT, Pershing, ISU 152, Elephant, Tiger and KV's.

Theres why it shouldnt be included.
Title: Re: Ability suggestion thread:
Post by: Blackbishop on March 13, 2011, 07:01:27 PM
But not too late to suggest, eh?
If there was no need, this thread would be closed, right?
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.

When the Ostheer reaches it's beta stage you guys will be informed ;).
Title: Ok? Air Patrol?
Post by: DrRockzo1986 on June 14, 2011, 04:49:15 AM
This is one of my lesser ideas but it would involve an ability to block allied airborne or air support from bein used during the time it is active. Ive toyed with the idea that a plane would cross over the battlefield every so often allowing allied players to shoot it down cancelling its affect. again if it hasnt been mentioned.
Title: Re: Ok? Air Patrol?
Post by: neosdark on June 14, 2011, 04:53:14 AM
Yep discussed before, sorry bro. Seriously look it up on the search bar.

EDIT: Right here http://easternfront.org/forums/index.php?topic=2955.0 (http://easternfront.org/forums/index.php?topic=2955.0)
Title: Re: Ok? Air Patrol?
Post by: DrRockzo1986 on June 14, 2011, 04:54:59 AM
Damn should have gotten involved earlier
Title: Re: Ok? Air Patrol?
Post by: Blackbishop on June 14, 2011, 04:55:20 AM
Most users thought that would be OP, so was discarded.
Title: Re: Ok? Air Patrol?
Post by: DrRockzo1986 on June 14, 2011, 04:56:13 AM
Forgive me Im new
Title: Re: Ability suggestion thread:
Post by: Blackbishop on June 14, 2011, 05:05:39 AM
merged.

Forgive me Im new
Oh come on, i'm not even scolding you ;D.
Title: Re: Ok? Air Patrol?
Post by: S1lv3rWolf on June 16, 2011, 09:56:09 AM
Most users thought that would be OP, so was discarded.

Makes sense, Air Patrol sounds alot of a direct counter to Airborne, not exactly something that would be seen as fit, Blackout from CoHO has the same idea in relation to blocking all abilities tho.
Title: Elefant Pazerjager Idea
Post by: MajorBookworm on July 05, 2011, 02:12:26 AM
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. ;)
Title: Re: Ability suggestion thread:
Post by: Blackbishop on July 05, 2011, 02:16:14 AM
Merged 8).
Title: Re: Ability suggestion thread:
Post by: cephalos on July 05, 2011, 10:47:47 AM
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.
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on July 05, 2011, 12:53:46 PM
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.
+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.
That would make the Elefant slightly better in terms of speed, sight range and armour. Maybe and upgrade that comes with modernisation. ;)
Title: Re: Ability suggestion thread:
Post by: Sidewinder on July 05, 2011, 01:03:17 PM
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?
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on July 05, 2011, 01:55:46 PM
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?

1) Same as russians tank Guards?

2) Simply ridiculous!
Title: Re: Ability suggestion thread:
Post by: Sidewinder on July 05, 2011, 06:18:07 PM
1. I didn't know that the Russians had this feature, sorry.

2. Make it cost 100 munitions? Just an idea.

Although, my suggestions are quite late, so even if they were approved I doubt they would make it in.


EDIT: I suppose a single accurate V2 rocket for one of their doctrines isn't possible?
Title: Re: Ability suggestion thread:
Post by: cephalos on July 05, 2011, 06:40:01 PM
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 LOLed hard when I saw prop. #2  ;D
Title: Re: Ability suggestion thread:
Post by: Sidewinder on July 05, 2011, 08:19:46 PM
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.

Or perhaps dummy targets? Like fake Howitzer emplacements or dummy Hummels or something?
Title: Re: Ability suggestion thread:
Post by: neosdark on July 05, 2011, 10:09:01 PM
If you like Dummy targets and Trickery play some RUSE.


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.

Title: Re: Ability suggestion thread:
Post by: Sommarkatze on July 05, 2011, 10:15:28 PM
Its the ostheer. Not the Vietcong bro ;P
Title: Re: Ability suggestion thread:
Post by: Blackbishop on July 05, 2011, 10:20:30 PM
If you like Dummy targets and Trickery play some RUSE.


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.
We already planned to implement it as part of the Army Fortress Troops but looks like was too difficult to do.
Title: Re: Ability suggestion thread:
Post by: neosdark on July 05, 2011, 10:24:11 PM
The tunnel?

Would be cool, but sort of hard to do, cause my idea was to build one bunker and upgrade with this ability, and then another one with the exact same upgrade. When troops go into it, they are moved to the other bunker in a period of time determined by the Distance between the two bunkers. It seems complicated, so I doubt we could implement it in any case
Title: Re: Ability suggestion thread:
Post by: Tico_1990 on July 05, 2011, 10:31:53 PM
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.

You my friend have played way to much C&C Generals, nice ideas though :P
Title: Re: Ability suggestion thread:
Post by: Sidewinder on July 05, 2011, 10:36:23 PM
Haha, I have never played C&C, except the one on the N64 (which was amazing btw, when I was like, 10).

Those are my suggestions, I don't know. Just trying to make some stuff that's unique and interesting. Providing more options of play and tactics.
Title: Re: Ability suggestion thread:
Post by: DrRockzo1986 on July 06, 2011, 12:03:13 AM
Haha, I have never played C&C, except the one on the N64 (which was amazing btw, when I was like, 10).


Holy crap I didnt think anybody other than me played that one
Title: Re: Ability suggestion thread:
Post by: Sidewinder on July 06, 2011, 01:24:40 AM
I spent days on that game, literally days. I unlocked all those stupidly hard missions, where you have to rescue some Nod guys trapped inside a fence with all sorts of vehicles driving around like Mammoth Tanks. Then the one where you use that commando guy to destory the sam sites to call in a jet to drop in a Construction Yard.

*sigh* Good times...
Title: Re: Ability suggestion thread:
Post by: Blackbishop on July 06, 2011, 02:16:10 AM
Hey guys, remember that you are in the Ostheer's ability suggestion topic :).
Title: Re: Ability suggestion thread:
Post by: Otto Halfhand on July 06, 2011, 02:31:18 AM
The tunnel/tesserac idea is too SciFi for EF. Off map movement would be a nice touch or even selectable Call-in locations. I suspect the modifications necessary to the GUI console would require hard-coded changes though.  :(
Title: Re: Ability suggestion thread:
Post by: Blackbishop on July 06, 2011, 04:19:53 AM
I don't think would be SciFi as the same principle was applied on the battlefield ;D... we used to call it "Earthbunker".
Title: Re: Ability suggestion thread:
Post by: Tankbuster on July 06, 2011, 07:35:25 AM
How about units surrendering in the mod. That would be awesome.
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on July 06, 2011, 01:30:01 PM
How about units surrendering in the mod. That would be awesome.

Why?

Why should I surrender my troops?  :o
Title: Re: Ability suggestion thread:
Post by: Otto Halfhand on July 06, 2011, 04:43:05 PM
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.
Title: Re: Ability suggestion thread:
Post by: cephalos on July 06, 2011, 04:47:59 PM
Surrendering would propably destory gameplay or make it 100x different than it is now.
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on July 06, 2011, 04:57:39 PM
Remember how no retreat screwed Soviets up in the beginning..
Title: Re: Ability suggestion thread:
Post by: Alexander 'ApeMen' J. on July 06, 2011, 05:18:45 PM
the only way surrendering owuld work in my eyes would be a passiv ability of on eof the doctrins which leads into an auto surrender if the members of a squad are deduced to only a single one

for example:
ostheer has unlooked the surrender ability

a squad landser fights vs a squad strelky. strelky has only one solder alive in the squad which see the power of ostheer and surrenders.

this should not work with retreating units

but i dont think that something like this will be included^^
Title: Re: Ability suggestion thread:
Post by: MajorBookworm on July 07, 2011, 05:05:08 AM
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
Title: Re: Ability suggestion thread:
Post by: Blackbishop on July 07, 2011, 05:31:54 AM
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
Of course they will ;D!
Title: Re: Ability suggestion thread:
Post by: Goober on July 08, 2011, 12:34:30 AM
Sweet.  :)
Title: Re: Ability suggestion thread:
Post by: Ltevanlee on July 10, 2011, 06:42:56 AM
Make an auto surrender when they run into engines.

Saves Pop Cap
Title: Re: Ability suggestion thread:
Post by: Tankbuster on July 10, 2011, 08:45:41 AM
please do not get angry at me. I was thinking like if a player has a few beaten up conscripts and they suddenly come into contact with like three panzer 4s. they should surrender. A bit like tank shock but causing units to surrender.
Or maybe if a few units are pinned for 10 seconds, they could surrender.
Title: Re: Ability suggestion thread:
Post by: Otto Halfhand on July 10, 2011, 12:28:19 PM
There is a certain "cool factor" in your suggestions. But what does it add to the game. 10 seconds worth of blocking isn't worth 220-224 MP.
Title: Re: Ability suggestion thread:
Post by: Alexander 'ApeMen' J. on July 10, 2011, 01:36:28 PM
yeah i think the surrender ability would break the balance to extrem
so i dont think that an ability like this will come
Title: Re: Ability suggestion thread:
Post by: Killar on July 10, 2011, 01:43:31 PM
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 by
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on July 10, 2011, 01:53:37 PM
Yes but only for campaign, like in PE campaign.
Title: Re: Ability suggestion thread:
Post by: Alexander 'ApeMen' J. on July 10, 2011, 03:33:42 PM
yes in the campaingn this would be pretty cool
but only there
Title: Re: Ability suggestion thread:
Post by: Otto Halfhand on July 10, 2011, 04:31:31 PM
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 by
IIRC 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.
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on July 10, 2011, 04:44:00 PM
In Arnhem mission. ;)
Title: Re: Ability suggestion thread:
Post by: Crinkle on July 10, 2011, 05:15:54 PM
MG-42 starter tabs
These 1942-dated starter tabs are designed for use with the German MG-42 machine gun and allowed the easy insertion of the belt ammunition feed into the firing mechanism.

For 35/50 munitions allow faster reload for the MG-42
Lasts 15-20 seconds
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on July 11, 2011, 04:52:33 PM
Isent that the standard ammo belt for mg42? Why pay for something you already have? XD A drum magasin however would be sweet ;D
Title: Re: Ability suggestion thread:
Post by: Otto Halfhand on July 11, 2011, 06:07:54 PM
Suggestion: All tanks and weapons systems that were designed to use AP or HE rounds have the ability to switch ammo type (at a nominal muni cost). This option appears occasionally in vCoH and is certainlly found in ToV.
Title: Re: Ability suggestion thread:
Post by: Tankbuster on July 12, 2011, 09:05:11 AM
When I was talking about units surrendering, I obviously meant the campaign.
Title: Re: Ability suggestion thread:
Post by: Alexander 'ApeMen' J. on July 16, 2011, 05:25:05 AM
a thing what could work is that a unit (maybe stormpios) can create tank dummies.
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.
Title: Re: Ability suggestion thread:
Post by: Blackbishop on July 16, 2011, 05:27:52 AM
a thing what could work is that a unit (maybe stormpios) can create tank dummies.
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.
I like it :)
Title: Re: Ability suggestion thread:
Post by: Alexander 'ApeMen' J. on July 16, 2011, 05:29:52 AM
hehe thx bishop
i think this is something totaly new and gains some new nice tactics
Title: Re: Ability suggestion thread:
Post by: Mr. Someguy on July 16, 2011, 03:44:09 PM
Posted this in the wrong thread by mistake   :-X

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).
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on July 16, 2011, 06:25:20 PM
a thing what could work is that a unit (maybe stormpios) can create tank dummies.
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.
I like it :)

Me too. :)
Title: Re: Ability suggestion thread:
Post by: Ltevanlee on July 17, 2011, 06:59:10 AM
a thing what could work is that a unit (maybe stormpios) can create tank dummies.
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.
I like it :)

Me too. :)
+1  :)
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on July 17, 2011, 11:34:55 AM
a thing what could work is that a unit (maybe stormpios) can create tank dummies.
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.
I like it :)

Me too. :)
+1  :)
+1
Title: Re: Ability suggestion thread:
Post by: Tankbuster on July 17, 2011, 01:41:25 PM
How will it work against the AI?
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on July 17, 2011, 01:43:46 PM
The AI will attack the dummies as well (until they are destroyed).
Title: Re: Ability suggestion thread:
Post by: Alexander 'ApeMen' J. on July 17, 2011, 08:33:27 PM
right

but these dummys should also gain heavy cover for inf untill they are destroyed
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on July 17, 2011, 09:08:54 PM
Maybe few HP for dummies? To avoid an excessive advantage?
Title: Re: Ability suggestion thread:
Post by: Paciat on July 17, 2011, 09:25:12 PM
Maybe few HP for dummies? To avoid an excessive advantage?
Why building Panther dummies when you can build working Panther turret emplacements.
(http://www.flamesofwar.com/Portals/0/all_images/Briefings/Greeks-in-Italy/Greek-03.jpg)
Ostheer Army Fortress Troops->Improved Fortifications.
http://easternfront.org/forums/index.php?topic=5651.0 (http://easternfront.org/forums/index.php?topic=5651.0)
Title: Re: Ability suggestion thread:
Post by: Alexander 'ApeMen' J. on July 17, 2011, 10:46:12 PM
naa
i dont like the panther emplacements

the dummys arent there to fight. they are there for a low mp cost to fake a tank army

or you let your buildet tanks looks more like they are

and if you only have 2 tanks and there are 4-5 more dummy tanks the enemy first needs to look which tank shots

its not to gain you more fire power
its only a tactical thing!

maybe the dummy tanks can be upgraded with a mg34 gunner
but my original idea was to create only dummy tanks to fake a whole army and your real army is ready to counter attac while the enemy is fighting against fakes
Title: Re: Ability suggestion thread:
Post by: Mattdamon07 on July 19, 2011, 12:22:30 PM
that also depends on the division ur fighting in campaign some may fight to the death others surrender mid-way
Title: Re: Ability suggestion thread:
Post by: cephalos on July 19, 2011, 12:34:13 PM
dummies shouldn't fight at all. All what they should to do is to distract enemy. He will think twice when he attacks.
Title: Re: Ability suggestion thread:
Post by: Crinkle on July 19, 2011, 07:09:44 PM
like the blitzkrieg mod's 25 pounder dummy emplacement?
Title: Re: Ability suggestion thread:
Post by: Otto Halfhand on July 20, 2011, 02:54:15 AM
Re: dummies.
I like the idea of misdirection. If you give the Sov mechanics the ability to build dummies, for example; A Zis truck model could be used with Son y Lumiere projectors to blow smoke/dust and create tank sounds. drive it around to create confusion, maybe even an image of a T34 on the tactical screens to confuse Funks and tank awareness. Many players including myself rely on sound cues.

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.
Title: Re: Ability suggestion thread:
Post by: Mr. Someguy on July 20, 2011, 05:09:43 AM
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.

The only problem with the Panther Bunker was that it was capture-able. I wouldn't mind a similar unit being made for the Ostheer, probably as a doctrinal unit due to it's strength. If it were a constructable defense, it wouldn't be too bad, it's be like an 88 with a shorter range, less damage, and more health.

The Mortar Bunker though, probably too strong to be build-able.
Title: Re: Ability suggestion thread:
Post by: Otto Halfhand on July 20, 2011, 05:20:06 AM
I don't have a problem with buildable or capturable, (that feature is kind of neat). I don't mind the combat abilities of the Pantherthurm or Mortar bunker either. I think they are kind of gimmicky, and the scaling issues don't make sense to me. If one Squad= a Company and one tank= a platoon one mortar bunker= a 4-8 weapon battery. there is an imbalance there. (I don't mean play balance). BTW be gentle with RedGuard. He is not well.
Title: Re: Ability suggestion thread:
Post by: Mr. Someguy on July 20, 2011, 07:22:25 PM
Not really a scale issue to me, with the Mortar Bunker. It's just too strong. It's got a rapid rate of fire, with little warning, a good range, and a quick cooldown. It's also a bunker, so yeah, can be a bit hard to clear as well.
Title: Re: Ability suggestion thread:
Post by: Seeme on July 20, 2011, 11:21:49 PM
A few demo charges.  ;)
Title: Re: Ability suggestion thread:
Post by: Tankbuster on July 22, 2011, 06:05:33 PM
Dummies would be fun. Just make them bulletproof. Panthers destroyed by rifle fire would defeat the purpose.
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on July 30, 2011, 03:10:52 AM
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.

 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 ^^
Title: Re: Ability suggestion thread:
Post by: ubermensche on September 17, 2011, 01:00:19 AM
Schwere Panzerabteilung (heavy tank battalion) for Army Elite Troops.

Requires: 4CP
Cost: 1300 MP and 200 fuel
Ability: Calls in 2 Tiger 1s help change the tide of the battle. Tigers being relatively rare and expensive, it can only be called in once!

Why this ability?
It does seem a bit overkill in the beginning but aside from the Panther, the Ostheer seems to have no tanks that can counter the Russian armour tide. 2 Tigers should help. IMHO this ability should replace the "Tiger production ability" as this ability will give the Ostheer to have both Tigers and Panthers (which is what's suppose to happen I think). In fact Tigers were always employed in these heavy tank battalions (aside from the Grossdeutschland division) and used to reinforce those who really need it, hence why I think it should be an off-map support unit and not a produced unit.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 17, 2011, 01:05:59 AM
Hmmmmm.... seems interesting enough. But the fact you can only call it in once seems...weird, especially since its for 2 inferior Tigers and for 5 cp's :(. If this were to be implemented I would say raise the # of CP's and change the # of times you can deploy it. Or its cost. IDK.

Edit: Actually I take something back. 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 :P
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on September 17, 2011, 04:48:41 AM
4CP? ROFLMAO

No... Back to the drawing board.
Title: Re: Ability suggestion thread:
Post by: ubermensche on September 17, 2011, 05:28:47 AM
I don't see the problem with 4 CPs. And anyway the cost can be changed. My main point here is the idea in itself. And maybe it could be called in more than once. But not at the same time (i.e. When both tanks are destroyed).
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on September 17, 2011, 05:34:16 AM
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.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 17, 2011, 03:57:05 PM
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.

Oh goody :P. More sneaks at Ostheer ;D. Just kidding
Title: Re: Ability suggestion thread:
Post by: Otto Halfhand on September 19, 2011, 02:28:30 PM
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.

 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 ^^
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
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on October 09, 2011, 11:15:35 PM
For the mg34. How about an abilety that cost like.. 50 - 75 ammu? And that makes them deploy the mg immedialy ? Well maybe not like that fast. But in 1 sec?

It should only be active under like 30 sec?
Title: Re: Ability suggestion thread:
Post by: Tankbuster on October 10, 2011, 08:29:28 AM
50-75 muni for fast mg deploy???
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on October 10, 2011, 12:17:13 PM
Yeah. I took it kind of high or the allies fanboys would rage ;P
Title: Re: Ability suggestion thread:
Post by: Ghost on October 10, 2011, 02:23:13 PM
[...]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 :P
where 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 ;)
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on October 10, 2011, 03:24:03 PM
[...]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 :P
where 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 ;)

You're right about decreased stats in the beginnig (rookie veterancy), furthermore it was said sometime in the past that OH Tigers are supposed to be slightly better Panthers.
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on October 10, 2011, 04:30:24 PM
Yeah I may have said something like that in the past. OH Tigers will likely be closer in performance to Panthers than the Wehr Tiger. It will be focused on AT more (since it's taking the role of the Panther as a buildable unit) whereas the Wehr Tiger is mostly focused on dominating infantry.
Title: Re: Ability suggestion thread:
Post by: Alexander 'ApeMen' J. on October 10, 2011, 04:33:11 PM
but tigers which takes place of the panther makes not realy sense...
dont forget OH has their own panthers...

but im sure we will find a way to balance buildable tigers :D
Title: Re: Ability suggestion thread:
Post by: Ghost on October 10, 2011, 05:53:31 PM
but tigers which takes place of the panther makes not realy sense...
dont forget OH has their own panthers...

but im sure we will find a way to balance buildable tigers :D
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.
Title: Re: Ability suggestion thread:
Post by: stealthattack1 on October 10, 2011, 06:04:36 PM
either way, buildable tigers sound awsome, cant wait till othseer!!! ;D
Title: Re: Ability suggestion thread:
Post by: Killar on October 10, 2011, 06:27:00 PM
Well Wehr panther and PE Panther are the same tanks. Dunno why identical guns should have different stats.

Maybe The OH Tiger will get the stats of a Wehr Tiger Vet3 at some vet step and become even better.

Eastern front was the ace battlefield for tigers not the western front (coh wehr) so it should be better with maximum vet.

Im not a fan of more than 1 tiger either. Very hard to balance :P
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on October 10, 2011, 06:27:25 PM
Yeah Ghost that's what I meant. While the Wehr Tiger only has short range but a huge AoE and loads of health, the OH Tiger will probably be long ranged, focused on AT and health will be somewhere between Panther and WM Tiger (more historically correct I guess too, perfect for the Eastern Front tank battles). Obviously OH earned vet will be more potent than Wehr purchased vet, more like US to allow them to become much more powerful.

It's likely that OH vehicle vet will be the most powerful vehicle vet in the game. US infantry will still be king though for vet bonuses.
Title: Re: Ability suggestion thread:
Post by: Alexander 'ApeMen' J. on October 10, 2011, 07:53:18 PM
i think dennis is right
OH tiger should have a bigger range then wehr tiger but therefore less AoE damage

so main focus should be tanks and buildings not infantry

but i how we will change it into a simple unlock of the tiger and not a replace of panthers. tiger would be more expensive (and yes it should be more expensive) then panthers, but its not realy fair for the axis player to pay more ress for a job a panther could also handle. tiger should be the OH answer of IS-2, IS-3 and ISU-152
Title: Re: Ability suggestion thread:
Post by: Killar on October 10, 2011, 08:07:31 PM
I don´t like the idea of buildable tigers
Title: Re: Ability suggestion thread:
Post by: Mass Killer DL on October 10, 2011, 08:14:42 PM

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)


I am really intrested in these idea's although they were discussed a while back I wish to revive them and try to edit and improve them a little. And I'm guessing that Enemy at the Gates really inspired these ideas what a great film :p.


JU 87 'Stuka' strike:

Unit: Stuka Dive Bomber
CP Cost: 3
Munitions Cost: 150
Description: A single Stuka Dive Bomber, dive to the ground firing its twin MG17 machine guns before dropping a single bomb capable of packing a punch into the enemy's armour, or simply tearing infantry to shreds.
Additional Information: Possibly similar to the P5-1 Mustang's radius.

Fuhrers command!:

Unit: Propaganda Half Track
CP Cost: 2
Manpower Cost: 400
Population Cost: 2
Abilities:        (Activate) Force Retreat 75 Munitions.
Vet/Research (Passive) Increase friendly units fighting effectiveness.
Vet/Research (Passive) Decreases enemy units fighting effectiveness.
Description: A half track with loud speaks designed for demoralising the enemy and strengthen the Nazi Army's will to fight.


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.
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on October 10, 2011, 08:26:31 PM
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!
Title: Re: Ability suggestion thread:
Post by: Max 'DonXavi' von B. on October 10, 2011, 08:30:47 PM
The most OP unit ever!

Agreed, most of all this part:

Enemy at the gate:
Additional Information: Can appear in a building within the map.
Title: Re: Ability suggestion thread:
Post by: Mass Killer DL on October 10, 2011, 08:34:34 PM
Well it can be balanced out, just a mere suggestion. I'm not a balance expert. And if this is OP then what about the Hero of the Soviet Union?

And I meant like the Fallschirmjäger just the once sorry for not making that more clear.
Title: Re: Ability suggestion thread:
Post by: cephalos on October 10, 2011, 10:42:33 PM
what's the point of copy-pasting already existing unit  ??? this is pointless and boring, that's all.

Sniper Ace isn't OP at all. It requires a lot of CPs, 750 manpower ( Tiger I comes for 800mp ) and takes 4 popcap. And it's hardcapped to 1. Sure, it's very efficient unit, but seriously, who can spare 750mp just like that in late game?
Title: Re: Ability suggestion thread:
Post by: Alexander 'ApeMen' J. on October 11, 2011, 12:55:17 AM
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.

Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 11, 2011, 01:00:17 AM
What about the propaganda HT ;D
Title: Re: Ability suggestion thread:
Post by: Blackbishop on October 11, 2011, 01:12:24 AM
@JU 87 'Stuka' strike
Ostheer already have this.

@Enemy at the gate
Ostheer can get a "sniper ace" getting a marksman to max vet IIRC.
Title: Re: Ability suggestion thread:
Post by: Mass Killer DL on October 11, 2011, 06:05:20 PM
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.

I wasn't putting them in that Order sorry for not making that clear, it was just a suggestion of 3 separate CP Ability's to be put anywhere within a fitting CP Tree.

As for the Sniper it was just a suggestion sure the Ability's may seem OP but they are just a suggestion they can be editted and balanced out with ease, e.g. adding a long cool down or reducing their effectiveness, and how about he fires 2 shots without being detected with a long cool down?


And please explain what you see as OP? And rather than calling it "totaly... realy totaly crap" suggest how it could be improved or how you would change it.
Title: Re: Ability suggestion thread:
Post by: Alexander 'ApeMen' J. on October 11, 2011, 08:09:09 PM
why the invisible shooting is OP

1st) you cant conter snip this sniper
2nd) 4 invisible shots is a whole squad  ???  (ingenery, sturmovies, guards... they all are only 4 men squads)
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)
Title: Re: Ability suggestion thread:
Post by: Ghost on October 11, 2011, 09:47:28 PM
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 gate
Ostheer can get a "sniper ace" getting a marksman to max vet IIRC.
link (http://easternfront.org/forums/index.php?topic=6146.msg74481;boardseen#new)
marksman on ace vet (level 4) can choose between "observer" or "sniper ace"
Quote
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)
->
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 Troops
Quote
"Aces High! 3CP (Sdkfz/263 gains Ju 87 dive bombing ability"
Title: Re: Ability suggestion thread:
Post by: neosdark on October 12, 2011, 02:57:15 AM
Hey guys I just suddenly had an urge to post here, I once had this weird idea, I even included it into my concept as a special ability for an SPG, anywhere here it is:

Shell Storm: The SPG (for the Ostheer this being the Wespe) unleashes a 1 minute long barrage of artillery shells (about 30-40 shells), firing of all the shells in the ammo compartment, and overheating the barrel. This tactic can be used to deny an enemy access to a particular area, destroy a particularly well-defended area, or force them into a choke-point. At the end of this barrage of lead, the gun barrel splinters thus requiring a repair from Pioneers, however to make sure you cannot immediately repair it, the barrel breaks after the abilities cooldown time (approx. 30 secs).

As I mentioned this could be a tactic used against a particularly stubborn defense made by a turtling Brit, a method to deny an enemy access to a certain area he really needs to advance to, a scare tactic  against less aware or skilled players, and in many other ways.

Your thoughts Gentlemen?
Title: Re: Ability suggestion thread:
Post by: stealthattack1 on October 12, 2011, 03:32:23 AM
well im kinda biased because i just played against some turtling brits, (man i hate those guys)but it sounds cool to me.
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on October 12, 2011, 05:12:40 AM
1 min is way too long and that's way OP as it is. However, I think it's a pretty cool idea. Perhaps something for the Wespe to fire quite a lot of shots (10?) but then loses some health and main gun destroyed. Would have to also cost munitions of course.
Title: Re: Ability suggestion thread:
Post by: neosdark on October 12, 2011, 05:26:05 AM
OK well my original plan was, 135 munis, for 20s and ~15 rounds, is that something like what you mean, I can imagine 3 of these at once being quite scary.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 12, 2011, 07:07:05 AM
3 Wespes ???. Seems abundant :P. How strong is the Wespe anywho? Is it like a Humel b/c if so thats EXTREMELY devestating. Sure, you could move but still :P. Sector arty is 150 muni but 10 rounds. Of course it does target enemies in the sector will this ability would fire at a targeted area I suppose :P
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on October 12, 2011, 07:45:59 AM
A Wespe is like a Hummel with a smaller gun.

Sector arty is actually 200MU  ;).

Since the Wespe's in the defensive doctrine, we could do an overwatch cross sector type of thing with it.
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on October 12, 2011, 02:14:51 PM
Wespe have a 105 mm main gun, Hummel 150 mm...maybe Wespe can have the same power of the American M2 Howitzer (105 mm too).
Title: Re: Ability suggestion thread:
Post by: Mass Killer DL on October 12, 2011, 02:44:26 PM
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 gate
Ostheer can get a "sniper ace" getting a marksman to max vet IIRC.
link (http://easternfront.org/forums/index.php?topic=6146.msg74481;boardseen#new)
marksman on ace vet (level 4) can choose between "observer" or "sniper ace"
Quote
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)
->
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 Troops
Quote
"Aces High! 3CP (Sdkfz/263 gains Ju 87 dive bombing ability"

Alright I understand it now, and I haven't checked the Doctrine's in a long while till now, I wasn't to bothered about it getting in or not it was just a suggestion like I said it can be editted denied and so on.

I'm just a little annoyed on how bluntly evilspike replied rather than just just saying it was OP and would never make it into Ostheer a short sweet polite manner, maybe I'm just taking this a little to personal.

Also I had forgotten about the Sniper the Ostheer gets last I saw he could get a Scoped Stg and something else as I said its been a while since I checked on Ostheer content, tends to slip my mind.

------------------------------------------------------------------------------------------------------

Once again apologies I haven't checked the doctrine tree in a while so wasn't aware that the Stuka dive bomber had already been added. One question about that does it have the sirens on it to frighten the enemy and does this have any effect or is it just for show.

------------------------------------------------------------------------------------------------------

And lastly what are your thoughts on the Propaganda Halftrack could that possibly fit into Ostheer somewhere?

I can't really see a Unit it can replace on the doctrine so I would propose replacing an ability with it but I doubt that will be possible.

Personally I think that propaganda played a great part for the Nazi's so I ask that you consider this unit.
Title: Re: Ability suggestion thread:
Post by: Killar on October 12, 2011, 03:39:14 PM
A propaganda vehicle would fit much better for the soviets imo. As political army and general army was seperated, the soviet ones were not.
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on October 12, 2011, 03:40:22 PM
The Propaganda HT is a very old, popular idea. It might make it in eventually as a reward unit.
Title: Re: Ability suggestion thread:
Post by: Walentin 'Walki' L. on October 12, 2011, 04:25:02 PM
Quote
The 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.
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on October 12, 2011, 04:46:33 PM
Quote
The 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.

Yes, sometimes in 1v1 games I use it for Goliaths, if I have a lot of ammo. And Allies blobs make BOOOM!  :D
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on October 12, 2011, 04:49:13 PM
My mate uses Hummels a LOT in our 2v2s, so he uses them often.
Title: Re: Ability suggestion thread:
Post by: Walentin 'Walki' L. on October 12, 2011, 05:38:56 PM
The nice thing is that you can even see camoflaged snipers on the minimap and it has also a very big detection radius. But the only bug is that it doesn't shows AT Guns on the minimap.
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on October 12, 2011, 05:43:11 PM
If you open the tac map you can actually see the unit icons so you can not only see where a unit is though FOW, you can see WHAT it is. Very useful.
Title: Re: Ability suggestion thread:
Post by: stealthattack1 on October 12, 2011, 11:06:58 PM
ya gotta love the tactical map. ;)
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 12, 2011, 11:37:27 PM
The Propaganda HT is a very old, popular idea. It might make it in eventually as a reward unit.

Hooray! :D. My idea lives ^-^

The problem (or at least my problem) with Vampire is that you first have to slowly and steadily sneak it into enemy lines. Once ur opponent sees it then they'll do anything in their power to hunt it down. I tried it a few times and failed :'(. Against Brits Vampire is very good :D
Title: Re: Ability suggestion thread:
Post by: Cranialwizard on October 13, 2011, 01:46:01 AM
Just use the edges of the map as travel ground if possible. On maps like Langres and Semois it can be relatively easy to sneak one undetected. Angoville, not so much. You're heavily restricted on the right side by walls and hedges, on the left side there is almost TOO much open ground for you to set down.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 13, 2011, 07:06:28 AM
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
Title: Re: Ability suggestion thread:
Post by: Walentin 'Walki' L. on October 13, 2011, 04:36:02 PM
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

It has a quiet big detection radius I mean cause it's a very big vehicle.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 14, 2011, 12:57:22 AM
No I meant can the Vampire itself be detected easily?. Not can it detect enemy units easily :P
Title: Re: Ability suggestion thread:
Post by: Walentin 'Walki' L. on October 14, 2011, 09:54:15 AM
Oh sorry that's what I actually meant just like the Hellcat I think.
Title: Re: Ability suggestion thread:
Post by: Alorios on October 17, 2011, 01:17:04 PM
how about build roads havnt seen earlier in this thread so if possiable ostheer could build roads in flat areas like the oppiset of trenches ;D
Title: Re: Ability suggestion thread:
Post by: Desert_Fox on October 17, 2011, 01:52:00 PM
Sorry but...roads for doing what?
Title: Re: Ability suggestion thread:
Post by: Alorios on October 17, 2011, 09:16:09 PM
roads for driving faster and making negative cover
Title: Re: Ability suggestion thread:
Post by: Cranialwizard on October 17, 2011, 09:22:07 PM
That would be annoying to be honest. Building roads isn't something that's done lickidy-split, and you'd need something (Like the bulldozer sherman) to clear trees, walls, debris.

Not a good idea IMO.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 17, 2011, 10:26:30 PM
Sounds like something you put in campaign :P
Title: Re: Ability suggestion thread:
Post by: stealthattack1 on October 18, 2011, 12:17:21 AM
it would be pretty funny though.
i can see it now, othseer player spends all their time and resources building a road, and then the soviets tank rush straight down the lane, straight to the othseer HQ ;D
no offence man, but like fish said, it belongs in a campaign ;)
Title: Re: Ability suggestion thread:
Post by: Alorios on October 18, 2011, 04:02:06 AM
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
Title: Re: Ability suggestion thread:
Post by: Cranialwizard on October 18, 2011, 01:06:15 PM
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

Ok. I have to stop you right there. This isn't minecraft. This is war, This is Company of Heroes.

You can't use Rome and it's Roads as an example. That was to build up a civilization, we're not making empires.

Sorry, but nothing like this will ever be implemented for any of the factions for this mod/game.
Title: Re: Ability suggestion thread:
Post by: TheVolskinator on October 18, 2011, 06:48:19 PM
Terribad spelling = getting a young kid that doesnt know how things like this are pretty silly in EF vibe.
Title: Re: Ability suggestion thread:
Post by: cephalos on October 18, 2011, 06:54:17 PM
Sumtin tells me that we will have flame war here.  :(
Title: Re: Ability suggestion thread:
Post by: Blackbishop on October 18, 2011, 07:01:07 PM
Guys, don't make me clean this thread :). We don't want any irrelevant discussion here.
Title: Re: Ability suggestion thread:
Post by: Alorios on October 18, 2011, 09:19:58 PM
sry yur right but i am rushing this here so cut me some slak i get it no roads no need to be snipy LET THERE BE PEACE LOL
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on October 18, 2011, 10:30:11 PM
I think it would work out just fine Alorios if you used dots and comma  :3
Now on topic, what about an abilety called something like. Eye attention!

It cost ammu . Like 80? And this does that all your troops for a amount of time see much longer and spot cloaked enemies easier? :D
Title: Re: Ability suggestion thread:
Post by: stealthattack1 on October 18, 2011, 10:40:08 PM
i dont know what you mean "see cloaked enemies easier", cloaked is cloaked. other than that though, it looks cool to me.
Title: Re: Ability suggestion thread:
Post by: neosdark on October 18, 2011, 11:06:11 PM
I think he means an increase in detection radius for all units to go with the sight into the FoW boost.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 19, 2011, 12:18:14 AM
I have a second ability idea derived from sommarkatze. How about something along the lines called eye in the sky or code breaker.

Eye in the sky: For a muni cost like 50 a patch of land(relatively big) would be revealed, thus granting you the intellegence you need. It would not find cloaked units for that might be too op. And it would last for a few seconds. Its a little like recon run I admit. However you cannot drop arty on the spot you decloak. Thats just brutal :-X

Code breaker: This ability could be given to RMC commando tree :P. It reveals the ememys on the field on your mini map and on your tactical map. It would be like the Vampire detection where you know there is an eney there but you must check tactical map in order to see what it is :P. The cost would have to be a bit high since its a powerful ability

They're just suggestions :P. Don't flame me cause they're "noobish sounding"
Title: Re: Ability suggestion thread:
Post by: Alorios on October 19, 2011, 01:02:42 AM
I would Love that then you could commando drop in an intelligent way instead of guess and hope the god of infantry killers does not die in 4 seconds note it would be cool
Title: Re: Ability suggestion thread:
Post by: Cranialwizard on October 19, 2011, 03:00:25 AM
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"

Not a noobish idea: Soviets have this in the Urban tree called "Flare". Same concept, however it increases the received accuracy of units in the area inside too. IIRC it can be dropped anywhere on the map except the HQ areas?
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 19, 2011, 04:06:12 AM
I didn't know you could drop the flares anywhere :o This is news to me :P

But what about the code breaker for RMC? Maybe to replace a intelligence ability :P
Title: Re: Ability suggestion thread:
Post by: neosdark on October 19, 2011, 05:15:32 AM
Well technically we already have Code Breakers as an ability, with that Intel ability that lets you know what they have built and researched, after the ability is active, its in Commandos
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 19, 2011, 11:58:42 PM
Well then scrap the name. But what about the actual ability ???

How about, intelligence command? Or radar superiority?
Title: Re: Ability suggestion thread:
Post by: neosdark on October 20, 2011, 12:04:43 AM
Well maybe, I would like to see different doctrines for the RMC, but.....
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 20, 2011, 12:07:54 AM
I realize they might take time to make (cause devs are busy) but maybe for the future ??? RMC with diff docs (or moddified docs) would be nice.

After all, since RMC are aggresive, RCA and RSE tress are def. and don't fit as well. And commando tree is less appealing since you already have off. infantry that are cheaper
Title: Re: Ability suggestion thread:
Post by: Cranialwizard on October 20, 2011, 12:52:55 AM
Actually RSE is the best-fit for the RMC because of it's additional tank call ins-A weakness you have if you abuse the OP aspects of the RMC and build only T1-and T2 glider. If you have a Churchill at that point it's GG.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 20, 2011, 02:47:36 AM
 Isn't RMC being changed with next patch ???. So that tactic shouldn't be as effective :P
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on October 20, 2011, 05:08:46 AM
Yeah we'll work on it. Since the balance team is generally focused on Soviets, it may take awhile.
Title: Re: Ability suggestion thread:
Post by: neosdark on October 20, 2011, 05:32:42 AM
Hey guys back with another idea from one of my old Ostheer concepts:

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.

This would be a last resort Plan X type of ability, but can also be used to create that final push, so you can finally finish of that pesky Soviet horde and send them all packing.

I would actually prop the recharge period for this ability to 3 or 4 mins and give it a high munitions and/or manpower cost (considering what it is this ability does)

Any opinions??
Title: Re: Ability suggestion thread:
Post by: Killar on October 20, 2011, 02:06:45 PM
Quote
Gives any squads in its large radius automatic reinforcement to maximum capacity

Where do those guys come from? Suddenly there like ghosts

I would rather see some Beutetanks like a german t34/76 or a german KV1. That would be cool.
Title: Re: Ability suggestion thread:
Post by: GodlikeDennis on October 20, 2011, 02:15:07 PM
It wouldn't be the first unrealistic thing in CoH. Something similar would be appropriate for Fortress Troops in OH. Though, they'd come out of defensive structures rather than nowhere.
Title: Re: Ability suggestion thread:
Post by: Blackbishop on October 20, 2011, 05:34:04 PM
That's obvious ;D. We cannot reinforce entities from nowhere and I'm sure that was what neosdark thinks as well.
Title: Re: Ability suggestion thread:
Post by: neosdark on October 20, 2011, 11:58:48 PM
Yeah its really like that last resort thing when you have a ton of soldiers, near your HQ or Forward HQ that need a reinforcement, so instead of paying those exuberant Manpower costs, you can pay manpower and munis to get a quick super reinforcement, that is useful for only a defensive push back, and then you have to be very careful with your troops for a period of time cause you cannot reinforce your other forces, only build new ones (which cost, of course).

It would need special coding to work only in the vicinity of a reinforcement building or some vehicles, I imagine, since reinforcement can only occur in these types of situations.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 21, 2011, 12:22:21 AM
Sounds like reasource blitz only in the middle of a fight and it already reinforces your soldiers, rather than you retreating then reinforcing. But its kinda cool :P
Title: Re: Ability suggestion thread:
Post by: stealthattack1 on October 21, 2011, 06:21:31 PM
hmmm. its strange, but not a bad idea imo. sounds kinda like the reimburse used (killed) squads in the propaganda doctrine exept they span to your squad
Title: Re: Ability suggestion thread:
Post by: Killar on October 23, 2011, 05:36:33 PM
Quote
* Foreign Battlegroup - 3CP (Call-in two random Foreign squads (or 1 random squad plus a random crewed weapon) and 2 Foreign Tanks)

My suggestion:

3 different foreign troops: Italians, Romanians and Hungarians

One is only Antiinfrantry based, other only antitank based and the third one mixed antiinf and antitank.

You get the call in what you need the most similar to US offmap battle group.But you will never know what exaclty you will get.

I don´t like the crewed weapon idea.


Cost: 1000mp


Antiinfantry: Romanians

Antitank: Hungarians

Mixed: Italians
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 23, 2011, 05:48:07 PM
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
Title: Re: Ability suggestion thread:
Post by: Cranialwizard on October 23, 2011, 06:46:34 PM
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

Maybe you could have it sort of like 1000 MP for a random, or 1250 for a guaranteed pick.
Title: Re: Ability suggestion thread:
Post by: neosdark on October 23, 2011, 08:46:53 PM
Meh, don't give them names like that, you might start the old, Why is my nation not represented here Flame War. Just call them AI battlegroup, AT battlegroup, and Mixed Battlegroup and give them units from each nation in each. For example:

Mixed Battlegroup: 1 Semovente M42
                          1 Assualt Team armed with 3 MAS 38s, and 2 FM 24/29                                   
                          1 43M Zrínyi SPG

AT Battlegroup: 1 Turan II 75mm
                      2 Panzer 38 (t)
                      1 AT Teams with 2 Solothurn S-18/100 AT-Rifles (each, with a possible upgrade to 2 Panzerschreck)

AI Battlegroup: 1 Char 2C
                     2 Assualt Teams each armed with 3 Danuvia 43M SMGs and 2 MG30
                     1 Heavy Assault Team armed with 4 Suomi KP-31s.
Title: Re: Ability suggestion thread:
Post by: stealthattack1 on October 26, 2011, 08:40:03 PM
i agree with neosdark on this one. specific countries make me think "why do hungarians fight tanks better than romanians???" i really like the foreign call in troops though.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on October 27, 2011, 11:28:41 PM
Maybe Hugarians have better aim ;D
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on January 04, 2012, 12:10:54 AM
Or because they are really Hungry! ( Ba dum tsch dont ban me plz! <3)

COH is a lovely game. It have so many unique things that make it speciell! For example instead of every singel man have a lifebar. The whole squad have one and dies one after another depending on it! This ofc result in close combat where people dont seem to know how to aim ! And sometimes even if they have a free shot the enemy doesent die because they are too good or the attacker is to weak. This is ofc part of the COH gameplay and should NEVER been taken away. But it could work as an abilety?

Flanking!

Example: We got 2 squads of landsers. We call them Adam and Eve. Adam and Eve are out to take a checkpoint. Suddenly they walk straight into an American Mg team! Eve is the one too be target. Adam somehow did make it out and are now running a long route behind obstacles and dead cows and other epic map enviroment to get on the side of the mg outside of its fire view.

Its now the German player activate Flanking!

This do that every unit for like 30-20 sec for an amount of ammu gets a great bonus buff against enemys that AREN´T firing on them.
So what happens it that Eve is lying out there in the shitstorm crying over why they have to be Eve in a global conflict like this. The mg are focusing on Eve and not ADAM. This make that Adam who now is on the right of the mg gets the attack bonus and now flank the unit and gets a tremendous attack agains it because they arent the one getting fire on!

In short. Flanking! makes infantry better against targets that arent firing on them for a little period! This in other hand can probaly be missued, making you better in battle so long the enemy arent firing on you. But its only active in like I said. 20-30 secs. What do you say? :D
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on January 04, 2012, 02:04:36 AM
This idea sounds interesting. But maybe "flanking" should last 10-15 sec (cause 30 sec seems way too long) and flanking makes troops run slightly faster. Or break suppresion (that might be OP and screw with gameplay). But hey, just throwing ideas out. And maybe cost 40-50 muni and the attack bonus is like increased by 1.4 and accuracy is reduced to .8 cause the trops are in a frenzy to flank :P. Im jk thats not the reasn why accracy should be .8 ;D
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on January 04, 2012, 02:33:42 AM
Yeah, 10-15 secs sound better! Might get to OP otherwise ;P Run faster would work but break suppresion sounds a little to god. The whole thing is that the unit aint taking fire from anything and then could flank XD Good points!
Title: Re: Ability suggestion thread:
Post by: Andreas on February 14, 2012, 12:23:53 PM
And MG SMG shots to shots after them. Causing the bonus to dissapear?

I dont know how it work out, but i can imagine this would happen :O
Title: Re: Ability suggestion thread:
Post by: stealthattack1 on February 14, 2012, 05:31:14 PM
hmm. a bit situational, but it would be good for snipers. (rarley shot mat for long periods of time)
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on August 21, 2012, 08:21:17 PM
In the general ww2 diskussion thread we are talking about the Stg44 curved barrel. According to wikipedia those were equipped on Elefant tanks as I though.
As said on wiki !
One of the biggest drawbacks of the tank destroyer Elefant was that in spite of having a 88mm anti tank gun, it did not have a machine gun to handle enemy infantry. Hence, the Krummlauf was fitted with the Stg44 Gun and used by the tank crew as a machine gun.


Would it be possible for the Elefant ( that are going to be a doctrine vechicle right?) to upgrade for like 75 ammu an stg44 with curvel barrel openings.
 That later got the abilety for maybe 40 ammu start shooting around itself to defend itself against nearby infantry units. Like the Tiger ace campaigns S-mine launchers mixed up with the churchills tank shock.

It doesnt kill so good but the nearby enemy units got suppresed ? :>
Title: Re: Ability suggestion thread:
Post by: BurroDiablo on August 22, 2012, 02:34:11 AM
Ferdinand didn't have a hull MG, but the Elefant did.
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on August 22, 2012, 08:22:38 PM
Ofc Burro! That is absolutely correct, however with all the respect. Not even once did I mention the Ferdinand in the post above :>
Or are you refeering to that there is no Elefant in the ostheer but only the Ferdinand?
Title: Re: Ability suggestion thread:
Post by: Otto Halfhand on August 23, 2012, 06:39:36 PM
Hey Sommarkatz!
I think we might have problems getting the "round the corner" SMGs into vehicles for EF. From about mid 1941 or so SMGs were provided inside Panzers, (Stugs for one), but they were mostly for crew defense particularly after a bail-out. They were located undneath/behind ammo supplies and such-like. Maybe if the old JagdPanther bail-out crew bug/feature were used, (hint, hint), we might see them.
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on August 24, 2012, 12:27:03 PM
That I know Otto thanks! However I always thought of it being like an emplaced gun. Hard to describe it maybe so I made a simple picture.
I do love the tiger crew, but they dont fit in COH1  ;)

(http://www3.picturepush.com/photo/a/9048796/220/9048796.jpg) (http://picturepush.com/public/9048796)

*note it is a panther something rather than a elefant on the picture but you get the idea*

Title: Re: Ability suggestion thread:
Post by: Walentin 'Walki' L. on September 01, 2012, 02:19:36 PM
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

Maybe a reason why a tank destroyer needs an even longer range ability?
Title: Re: Ability suggestion thread:
Post by: Major Hochstetter on September 01, 2012, 02:20:07 PM
Sounds expensive  :o
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 01, 2012, 02:36:08 PM
Sounds like a very expensive Tiger Ace shot :-X
Title: Re: Ability suggestion thread:
Post by: Walentin 'Walki' L. on September 01, 2012, 02:37:02 PM
Sounds like a very expensive Tiger Ace shot :-X

With the difference that a Tiger Ace shot has a sense. As it could use some more AT power.
Title: Re: Ability suggestion thread:
Post by: Tankbuster on September 01, 2012, 04:29:41 PM
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


120 Muni, 160sec cooldown, 300 dmg and a 10% critical chance, Redguard would be proud
Title: Re: Ability suggestion thread:
Post by: Cranialwizard on September 01, 2012, 04:50:06 PM
Redguard would be proud

I laughed so hard I nearly pissed myself  ;D ;D
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 02, 2012, 06:16:31 AM
I think he meant a balance reason. A Jagdpanther has super long range. That doesn't mean we give it tread breakers or AP rounds. You really need justification in your post, not just this one.
Title: Re: Ability suggestion thread:
Post by: neosdark on September 02, 2012, 06:44:25 AM
Doesn't matter, this isn't Blitzkrieg mod, you want super mega realism you go there. People here like balance, and we are willing to forgo some realism for a better game.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 02, 2012, 06:54:46 AM
Yeah and a rifle can shoot at for 500 meters, a sniper can fire and hit targets at a mile, and a panzerfaust could kill a tank crew in 1 hit. That doesnt mean we implement that type of realism. You are going to need better reasons
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 02, 2012, 07:48:16 AM
The Marder's ability lets it perform better at the cost of mobility, not blow tanks up with 1 hit. Your ablity lets you insta gib stuff for muni, which bascially sounds like the Tiger Ace shot.
Title: Re: Ability suggestion thread:
Post by: Dann88 on September 02, 2012, 05:06:40 PM
You guys are really harsh at him, I hate Blitzkrieg mod (yeah I admitt it :P) but I don't see his suggestion has anything to do with that mod. It's just a not really cool ability suggestion that's all.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 02, 2012, 05:09:50 PM
I didnt say blitzkrieg. I don't love blitzkrieg but I dont hate it either. Im sort of in the middle :P. I said realism which is in a lot of mods. He was mentioning how the Elephant had a range of 3 miles and I said EF doesn't do that kind of stuff.
Title: Re: Ability suggestion thread:
Post by: Dann88 on September 02, 2012, 05:33:27 PM
Most of the stats he said are just in his head, they have nothing to do with realism or realistic or whatever. That's my point. :)
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 02, 2012, 05:44:49 PM
Ok then lets forgo the realism part (cause u are probably right about the stats having to do with his suggestion). WHy does the Elephant need this? Im not asking u to answer this but this still remains a question.
Title: Re: Ability suggestion thread:
Post by: TheVolskinator on September 02, 2012, 08:44:04 PM
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.
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 .
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 02, 2012, 09:11:41 PM
That Plant Feet ability kind of sounds OP IMO
Title: Re: Ability suggestion thread:
Post by: TheVolskinator on September 02, 2012, 11:32:33 PM
Keep in mind how ass the Lee-Enfield is.
Title: Re: Ability suggestion thread:
Post by: Ghost on September 02, 2012, 11:51:24 PM
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.
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 .
why here in OSTHEER suggestion thread?!  ???
Title: Re: Ability suggestion thread:
Post by: TheVolskinator on September 03, 2012, 12:47:10 AM
Because you can use the abilities for stuff OTHER then what the written desc. says. E.g, use these as a jumping board for ideas for OH abilities.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 03, 2012, 02:58:42 AM
Do you know how much damage a tommy squad can do to regular infantry? And besides this is OP for any faction, given the current conditions. Only .9 accuracy? Thats not a big difference. You get worse penalties while running. And all of your abilities seem to have this same quality. Its too good and doesnt offer a drawback.
Title: Re: Ability suggestion thread:
Post by: TheVolskinator on September 03, 2012, 03:15:28 AM
They're currently in use in a non-vCoH environment. So I can see where you would draw that opinion. All of those abilities are earned with veterancy anywho. Tommies are NOT scary. EF uses the same Tommies as vCoH does, which in turn are the same units used in Europe in Ruins mod. I play that mod quite a lot and I've seen my fair share of Tommies. Without an officer, Tommies are crap. Pure and simple. I cede my argument, clearly noboy is interested in the abilities here.

On a side note however, how is using a panzerfaust-like pistol ability OP?
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 03, 2012, 03:30:26 AM
NO one said we weren't interested. I just said they were generally (or at least sounded) OP. I play EIRR too. Not quite often but I play it never the less. And the pistol thing give the weapon crew AI ability and cost nothing, so it can be spammed. Weapons crews arent supposed to be able to defend themselves. Thats why they are given pistols in the first place and u need to support them. If they could support themselves then whats the need to get anything else?
Title: Re: Ability suggestion thread:
Post by: TheVolskinator on September 03, 2012, 05:38:36 PM
It's a pistol. Oooh, scary luger. Again, in the context where they are used, the abilities are difficult to spam (especially the pistol one). Try using the Plant-Feet ability constantly in vCoH at the beginning of a game. By the time you can really use it, you're facing the threat of the MG and sniper pin that roflstomps CW players.

The pistol ability is given to mainline infantry squads. Not weapons crews. And in it's current iteration, only to Riflemen and another rifleman-like ambush unit; both for the US faction.
Title: Re: Ability suggestion thread:
Post by: Pac-Fish on September 03, 2012, 05:47:55 PM
If this pistol is so weak and pathetic why even give units that ability? And its every 30 sec. Thats pretty short for a free ability
Title: Re: Ability suggestion thread:
Post by: krupp steel on January 09, 2013, 11:27:10 PM
Fire Bundle Grenade

Cost: 50 Munitions

It is just like PE's Fire Grenade, but the fire damage is 4X more deadly.  I'll consider which unit to add or what requirements are once OH is released or I have more info.
Title: Re: Ability suggestion thread:
Post by: Viperthug91 on January 10, 2013, 04:38:56 AM
Hafthohlladung

Give it to some unit that can camoflauge. 60 munitons
http://en.wikipedia.org/wiki/Hafthohlladung (http://en.wikipedia.org/wiki/Hafthohlladung)
Title: Re: Ability suggestion thread:
Post by: Viperthug91 on January 10, 2013, 04:50:30 AM
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)

Title: Re: Ability suggestion thread:
Post by: Walentin 'Walki' L. on January 10, 2013, 08:02:15 AM
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.

Title: Re: Ability suggestion thread:
Post by: Blackbishop on January 10, 2013, 06:19:59 PM
@Viperthug91
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.

And what shotgun do you mean?
Title: Re: Ability suggestion thread:
Post by: Sommarkatze on January 10, 2013, 06:36:21 PM
The m30 drilling shotgun. It was a shotgun that pilots were in some cases equipped with in a big case in their plane for survival use. Its basically a normal double barrel hunting shotgun but with a third ordinary rifle barrel.
(http://accurateshooter.net/Blog/riac02.jpg)

..

IMO this would be a awesome gun for the luftwaffe officer? :D
Title: Re: Ability suggestion thread:
Post by: Gerrit 'Lord Rommel' G. on January 10, 2013, 07:02:51 PM
@Viperthug91
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.
[...]
Well. 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)
seen combat e.g. during the Ruhrkessel (Ruhr pocket) or the battle of the "Festung Harz". Soviets captured one 12,8cm gun on a testing ground.
But the 12,8cm Pak would be extreme heavy for CoH, or ;)

About the M30; There arent so much information about this gun.
But i dont think that a "field officer" will used this gun in combat.
There were a lot of weapons that where better and available in greater numbers ^^
Title: Re: Ability suggestion thread:
Post by: Viperthug91 on January 10, 2013, 09:31:57 PM
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.

The pakk 44 was made to counter the heavy Russian armor with 122mm and 128mm cannons and was said to have seen use over 50 were made. ( some say 51 others say 55) so they were out there. It was towed with a opel Blitz and a 11 man crew!!! that would be a pain to snipe them off of that gun.

And The Luftwaffe drilling i suggested that because the Luftwaffe squads get smashed by literally everything!!!engineers, rifle man,  even at AT gun will pick off a couple. British destroy them very easily too.maybe they can beat non upgraded conscripts but that would be it. I'm not saying make them defensively stronger per say but they should at least be able to beat someone.
Title: Re: Ability suggestion thread:
Post by: Blackbishop on January 10, 2013, 10:10:15 PM
LGF are weak, but that's the way Relic wanted them to be, otherwise they would have changed them a while ago so, we are not going to give them that shotgun.

Now, about the PaK 44, as it seems it was used in small numbers against Soviets, however, it doesn't change the point that it is too heavy and strong, a PaK 43 would be better IMO.
Title: Re: Ability suggestion thread:
Post by: krupp steel on January 11, 2013, 03:52:39 AM
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.




the only thing though I don't like about them is how the Luftwaffe leader screams at you like a little girl when you only lost 1 man.  You don't see knights cross holders complaining at all
Title: Re: Ability suggestion thread:
Post by: MonolithicBacon on January 11, 2013, 08:51:47 PM
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.

Let alone when they get level 3 defensive vet! Who needs a combat squad when you have bulletproof repairers for the frontlines?
Title: Re: Ability suggestion thread:
Post by: Otto Halfhand on January 12, 2013, 01:02:06 AM
+3 offensive vet and a shrek or two make for even better LWGF panzer mechanics.