Company of Heroes: Eastern Front

Announcements (Read-Only) => Announcements => Topic started by: Blackbishop on October 21, 2012, 08:44:22 AM

Title: Ostheer Layout for 2.0.0.0
Post by: Blackbishop on October 21, 2012, 08:44:22 AM
Hello Eastern Front fans,

It's time we brought to you the new tech tree for Ostheer because, as you may be aware, it's changed a bit since the last time we released any news about it. Still, change shouldn't come as a surprise as we are still in the alpha phase and this stuff usually happens:

(http://media.moddb.com/images/mods/1/10/9675/Final_Overlay_Ostheer.png)
Tech tree (http://media.moddb.com/images/mods/1/10/9675/Final_Overlay_Ostheer.png)

As it is too much information, we have divided it in two different parts, so for now we will start with the first three tiers.



HQ or Tier 0 (http://media.moddb.com/images/mods/1/10/9675/oh_hq.jpg)

Units available:
Sdkfz. 9 "Famo" (http://media.moddb.com/images/mods/1/10/9675/famo.jpg)

Opel Blitz (http://media.moddb.com/images/mods/1/10/9675/opeld.jpg)

Upgrades available:



Infanterie Gefecht Kommand or Tier 1 (http://media.moddb.com/images/mods/1/10/9675/tier1_building.jpg)

Units available:
Landsers (http://media.moddb.com/images/mods/1/10/9675/landser.jpg)

Stormpioneers (http://media.moddb.com/images/mods/1/10/9675/sturmpioniere.jpg)

Upgrades available:



Infanterie Gruppen Post or Tier 2 (http://media.moddb.com/images/mods/1/10/9675/tier2.jpg)

Units available:
LMG Team (http://media.moddb.com/images/mods/1/10/9675/lmg34.jpg)

Assault Pool: Kübelwagen (http://media.moddb.com/images/mods/1/10/9675/kbelwagen.jpg)

Assault Pool: Marksman (http://media.moddb.com/images/mods/1/10/9675/sniperpx.jpg)

Support Pool: PaK 36 (http://media.moddb.com/images/mods/1/10/9675/pak36.jpg)

Support Pool: Infantry Support Gun (http://media.moddb.com/images/mods/1/10/9675/lig18.jpg)

Upgrades available:



In the next days we will post the missing information ;).
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 21, 2012, 09:30:42 AM
hmm, The team deserves a cookie.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Dzierzan on October 21, 2012, 09:50:34 AM
Nice changes since when i've played OH :).
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Dann88 on October 21, 2012, 11:14:34 AM
Yay! ;D
Title: Re: Ostheer Layout for 2.0.0.0
Post by: PanzerWilly on October 21, 2012, 12:37:21 PM
Hey! Why the donor board was never announced with this T-T.........ToT

Why the Panzer III gone from basic to assault while the supposed Stug III tank destroyer gone from assault to support? Will Panzer III become slightly more powerful or the Stug III was nerf to accommodate its tech? Why is it so? Please explain! And......is the Flakpanzer Kugelblizt is actually in this game???? Why? Fans?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: MonolithicBacon on October 21, 2012, 12:59:12 PM
What's that? Map sneaks? You guys!
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Desert_Fox on October 21, 2012, 01:35:57 PM
Wow! Interesting concept!  :D
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Cranialwizard on October 21, 2012, 02:40:27 PM
*subject to change if we find flaws
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Dreamerbg on October 21, 2012, 03:05:17 PM
So it wont be like PE - build T1  or T2 to get access to T3 and T4.
In OH you always need a T3 to build T4  ::)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Cranialwizard on October 21, 2012, 03:06:24 PM
So it wont be like PE - build T1  or T2 to get access to T3 and T4.
In OH you always need a T3 to build T4  ::)

Yes. It acts like a Supply Yard-type unlock.

Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 21, 2012, 03:52:44 PM
Did anyone notice the Irony?


Also, what happens to the PaK 40?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 04:03:35 PM
Also, what happens to the PaK 40?

Which pak40?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 21, 2012, 04:06:34 PM
The one that replaced the PaK 36 after modernisation?

(http://i56.tinypic.com/281anes.jpg)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 04:10:05 PM
The one that replaced the PaK 36 after modernisation?
veeeeeeery old concept :)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: ubermensche on October 21, 2012, 04:19:23 PM
I guess it became redundant when you got the Marder.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 04:28:06 PM
Na its not completly gone, we are still discussing to replace the PanzerIV with the pak40.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Dreamerbg on October 21, 2012, 04:29:37 PM
I personaly preffer to see PAK 40 , there is enought PzIVs in the game already  :P
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 04:31:44 PM
and even more Panthers and Tigers :P
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Dreamerbg on October 21, 2012, 04:38:47 PM
Oh, I am OK with new Panthers, they look super :P and Tigers were not be buildable till OH  :P
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Desert_Fox on October 21, 2012, 04:39:41 PM
I personaly preffer to see PAK 40 , there is enought PzIVs in the game already  :P

Agree, I'd like to see different units in Ostheer  ;)

PS: Panther and Tiger of course ALWAYS in game  ;D
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 04:46:53 PM
Nobody likes PanzerIV :(
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Max 'DonXavi' von B. on October 21, 2012, 04:48:03 PM
Nobody likes PanzerIV :(

Well, I do ;D
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Dreamerbg on October 21, 2012, 04:53:56 PM
Dont really dislike it, just preffer something different  :P
 PzIV is a medium tank - similar to PzIII, OH needs something more powerfull against soviet IS2s and in same time not spammable (my opinion of course :) )
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Sommarkatze on October 21, 2012, 04:58:05 PM
Am I the only one wondering about the Kugelblitz!?


Good job btw <3
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 05:07:40 PM
Why?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Alexander 'ApeMen' J. on October 21, 2012, 05:08:02 PM
dunno if you already noticed this but each unit in the news is linked to a big picture of it :P
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 05:11:29 PM
The Opel Blitz pic is the most impressive one. Almost looks out of a movie, gj!
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Max 'DonXavi' von B. on October 21, 2012, 05:13:38 PM
Thanks :D

There are even more epic pictures to come next time..
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Alexander 'ApeMen' J. on October 21, 2012, 05:15:06 PM
yeah at least the t3 and t4 pics are awesome :P
Title: Re: Ostheer Layout for 2.0.0.0
Post by: ubermensche on October 21, 2012, 05:28:09 PM
Na its not completly gone, we are still discussing to replace the PanzerIV with the pak40.

That doesn't make sense. A Tier 4 anti-tank gun that isn't so special when everyone else has tanks?

Unless you guys put a PaK 43, that can balance the stuff out a bit.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Blackbishop on October 21, 2012, 05:42:32 PM
Na its not completly gone, we are still discussing to replace the PanzerIV with the pak40.

That doesn't make sense. A Tier 4 anti-tank gun that isn't so special when everyone else has tanks?

Unless you guys put a PaK 43, that can balance the stuff out a bit.
Atm, if the Panzer IV is not suitable, would be better to leave the panther there, as it was in the initial stage. PaK 40 doesn't fit at all there.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Alexander 'ApeMen' J. on October 21, 2012, 05:48:57 PM
if we will notice that the panzer IV dosnt fit at all in fortress then it will be probably the panther again
support and fortress panthers will be just different in their possible upgrades then
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Panzer4life on October 21, 2012, 05:59:19 PM
Love this update, I saw it first on Moddb, so I came over to post. I like the layout of the Ostheer, I might want to make every building so I can have variety in my game. As a PE fan, I hated how some buildings were pretty much worthless except for a quick upgrade or two (T1 and T4).
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Crinkle on October 21, 2012, 06:24:37 PM
How will the lack of combat units until a base building is constructed work?
Will it leave the faction vulnerable to an engineer charge from the yanks/soviets, or rifle charge from the Brits?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: GodlikeDennis on October 21, 2012, 06:30:13 PM
How will the lack of combat units until a base building is constructed work?
Will it leave the faction vulnerable to an engineer charge from the yanks/soviets, or rifle charge from the Brits?

I loled.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Cranialwizard on October 21, 2012, 06:30:52 PM
How will the lack of combat units until a base building is constructed work?
Will it leave the faction vulnerable to an engineer charge from the yanks/soviets, or rifle charge from the Brits?

I loled.

 :-X
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Dreamerbg on October 21, 2012, 06:31:08 PM
They are starting with 2 stormpioneers :P
Title: Re: Ostheer Layout for 2.0.0.0
Post by: ubermensche on October 21, 2012, 06:31:40 PM
How will the lack of combat units until a base building is constructed work?
Will it leave the faction vulnerable to an engineer charge from the yanks/soviets, or rifle charge from the Brits?

Have you ever played Company of Heroes before?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 06:34:42 PM
I guess he saw that there is no infantry in HQ and saw a problem because of it.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Crinkle on October 21, 2012, 06:37:12 PM
I don't mean the base being vulnerable, I meant a sheer number of units on field being able to cap and shore up positions before you even have a chance to get combat squads over there to put pressure on them.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Rikard Blixt on October 21, 2012, 06:38:17 PM
I don't mean the base being vulnerable, I meant a sheer number of units on field being able to cap and shore up positions before you even have a chance to get combat squads over there to put pressure on them.


They are starting with 2 stormpioneers :P
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 21, 2012, 06:38:30 PM
You have storm Pios, , you can always get close to the tommies and rip them apart with MP40s. Hopefully, the Pios will be more durable than American engineers, since they are going up against Tommies and not Pzgrens. Also, for the record:

I loled.

Title: Re: Ostheer Layout for 2.0.0.0
Post by: ubermensche on October 21, 2012, 08:45:57 PM
Are the stats of the MG34 squad gonna be similar to MG42-equipped grenadiers?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 09:37:40 PM
Stats are not final yet.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 21, 2012, 09:40:04 PM
will it function similar to Gren MG 42s?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 09:45:47 PM
The basic weapon yes, but the hot barrel function like the G43 Suppression of PE with an AOE. Basically what a HMG42 does with one burst.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 21, 2012, 10:04:51 PM
it supresses nothing.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 10:10:48 PM
it supresses nothing.
?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Cranialwizard on October 21, 2012, 10:11:42 PM
it supresses nothing.

Actually, no, it will have a suppression feature,

The basic weapon yes, but the hot barrel function like the G43 Suppression of PE with an AOE. Basically what a HMG42 does with one burst.

It can not always suppress like a HMG otherwise it would be overpowered with it's way to turn and move around quickly.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: MonolithicBacon on October 21, 2012, 10:13:07 PM
Quote
It can not always suppress like a HMG otherwise it would be overpowered with it's way to turn and move around quickly.

Do you happen to know what its suppression value is normally, without the ability? Just for reference's sake.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Cranialwizard on October 21, 2012, 10:16:34 PM
Quote
It can not always suppress like a HMG otherwise it would be overpowered with it's way to turn and move around quickly.

Do you happen to know what its suppression value is normally, without the ability? Just for reference's sake.

Not very high at all. It'd take several burst to suppress a single unit. In that case it's more similar to the LMG42.

Hoping I haven't said too much otherwise the hand of god will come down and smite me :(

Title: Re: Ostheer Layout for 2.0.0.0
Post by: MonolithicBacon on October 21, 2012, 10:22:31 PM
Quote
It can not always suppress like a HMG otherwise it would be overpowered with it's way to turn and move around quickly.

Do you happen to know what its suppression value is normally, without the ability? Just for reference's sake.

Not very high at all. It'd take several burst to suppress a single unit. In that case it's more similar to the LMG42.

Hoping I haven't said too much otherwise the hand of god will come down and smite me :(

Bah! Nevermind the hand!

So again for reference, does the Kubelwagon have higher suppression (like an infrantry halftrack) or does it behave like a bike?
I'm just trying to see if Ostheer are also cursed with no early suppression, like their soviet opponents.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 21, 2012, 10:24:21 PM
OH has a early suppression unit the LMG team.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Alexander 'ApeMen' J. on October 21, 2012, 10:24:46 PM
kübel has no suppression at all
but it can be (at least with 2nd mg upgrade) a big pain for conscripts :P
Title: Re: Ostheer Layout for 2.0.0.0
Post by: MonolithicBacon on October 21, 2012, 10:28:18 PM
kübel has no suppression at all
but it can be (at least with 2nd mg upgrade) a big pain for conscripts :P

Now that's what I like to hear!
So it's a scouting/griefing unit unless upgraded, similar to the Bren carrier?
And the LMG team isn't a suppressor unless you have the munitions for it?

Correct me if I'm wrong.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Blackbishop on October 21, 2012, 11:19:09 PM
@MonolithicBacon
You are correct.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: ubermensche on October 22, 2012, 12:44:47 AM
What will be the differences between the G41 and the K98?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: iwizz on October 22, 2012, 02:48:40 AM
will there be translating into the Russian language?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: neosdark on October 22, 2012, 05:51:19 AM
will there be translating into the Russian language?

Already has been translated into Russian
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Sommarkatze on October 22, 2012, 08:27:03 PM
What will be the differences between the G41 and the K98?

The G41 works the same way as PE G43 ? Except its a differant rifle :>
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 22, 2012, 08:31:43 PM
G41 will shoot faster and maybe more damage on the same range as Kar98. Sturmpios are your close range firepower.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: krupp steel on October 23, 2012, 04:34:38 AM
G41 will shoot faster and maybe more damage on the same range as Kar98. Sturmpios are your close range firepower.

So G41>G43=SVT>Kar98?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: GodlikeDennis on October 23, 2012, 06:10:12 AM
G41s won't be long range focused like G43s. Instead they will increase firepower at all ranges, similar to the BAR upgrade (though not as lethal up close). They won't be superior to G43s and will just work differently. They won't have the same bad moving modifiers as G43s either because they are supposed to be somewhat mobile weapons. OH weapons will be designed to work best at midrange compared to long range Wehr and short range US/conscripts.

As Killar said, the short range firepower early on comes from Sturmpios and later on from doctrinal troops and Jaegers/Fusiliers (after Sturmpios upgrade with flamers).
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Shwepps on October 23, 2012, 12:36:27 PM
What does 'demo charges' for sturmpioneers means? Is it something like gathering resources from damaged vehicles?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 23, 2012, 12:37:30 PM
demolition charges
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Dreamerbg on October 23, 2012, 01:57:23 PM
What does 'demo charges' for sturmpioneers means? Is it something like gathering resources from damaged vehicles?
No, it is like a bomb with enought dmg to destroy a bunker.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 23, 2012, 03:17:31 PM
About the foreign troops, what role should they be used for?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 23, 2012, 03:31:54 PM
Thats classified :)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Ghost on October 23, 2012, 03:35:21 PM
About the foreign troops, what role should they be used for?
if you are referring to the "confederate battle group", guess that depends on which units you are given ;)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Shwepps on October 24, 2012, 12:06:18 PM
What does 'demo charges' for sturmpioneers means? Is it something like gathering resources from damaged vehicles?
No, it is like a bomb with enought dmg to destroy a bunker.

O, good.
And guys, as I've understood, unlock assault pool will forbid building a support pool at all, I'm right?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Gerrit 'Lord Rommel' G. on October 24, 2012, 12:14:57 PM
U can switch unitpools by a tech button ;-)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Ghost on October 24, 2012, 04:49:04 PM
What does 'demo charges' for sturmpioneers means? Is it something like gathering resources from damaged vehicles?
No, it is like a bomb with enought dmg to destroy a bunker.

O, good.
And guys, as I've understood, unlock assault pool will forbid building a support pool at all, I'm right?
like Lord Rommel said, you can only have 1 pool active at a time, you can however switch to the other pool and back again. so the units of the other pool are disabled only temporarily not for the entire game. pools are chosen globaly so building a second (let's say) tier2 building means you can just chose 1 pool, not 2 at the same time.
hope that helps shwepps ;)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Major Hochstetter on October 24, 2012, 10:05:18 PM
Interesting Concept.

I hope there is a place for the pak40 in this concept (as reward unit it sounds not bad).
I'm curious what has changed with the doctrines for Ostheer.  :P

Finally a question:
Who made this unit picture cards???  :o  They looks awesome! The MG Gunner und the Marksman..., all Infantery pictures looks great!
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Alexander 'ApeMen' J. on October 24, 2012, 10:08:53 PM
thx for the flowers^^
ui is my part XD
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Ghost on October 24, 2012, 10:23:57 PM
[...]I'm curious what has changed with the doctrines for Ostheer.  :P[...]
in the latest replays it was like this, but may have changed already ;)

Army Fortress Troops:
left
- 2CP: Improved Fortifications (Pioniers can build Panzernests and Foxholes)
- 2 CP: Ambush Tactics (Infantry cloak in cover, gain first strike bonus, slow recloak after attacking)
- 4 CP: leFH 18 (stationary 105mm Howitzer)
right
- 2 CP: Counter Attack (in friendly sectors: +speed, - received accuracy; in enemy sectors: small + damage)
- 1 CP: Field Hospital (upgrade to collect wounded, each 4 wounded give a manpower bonus)
- 5 CP: Elefant (Precesion Shot: locks tank, can't move, can't turn, gives some bonus ?; can be called again if lost)

Army Support Troops:
left
- 1 CP: Storch recon plane
- 3 CP: Brandenburgers (airdropped; build:?, ?, "false radio" to disrupt enemy production ; abilities: follow unit, demo charge, "annection" instantly cap a neutral sector)
- 3 CP: aces high (sdk 263 can call in dive bombers)
right
- 2 CP: paradrop fuel, munitions and heavy weapons
- 2 CP: confederation support (opel blitz can call in supply drops -> a JU52 will drop supplies depending on the sector where it's called in)
- 3CP: confederate mechanised support (call in foreign battlegroup with some infantry and tanks), e.g. 3 tanks and 1 "alpinis" infantry (upgrade: MP40, ability: ?)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 25, 2012, 05:33:58 AM
how many games were shown with the Ostheer?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Ghost on October 25, 2012, 01:04:43 PM
how many games were shown with the Ostheer?
these 3:
1st (http://de.twitch.tv/riggsman/b/335137392)
2nd (http://de.twitch.tv/riggsman/b/335141179)
3rd (http://de.twitch.tv/riggsman/b/335207499)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Killar on October 25, 2012, 03:15:44 PM
You keep track of all details Ghost, good work!
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Alexander 'ApeMen' J. on October 25, 2012, 05:04:10 PM
there was also a 4th game i casted but this one was not recorded :P
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 25, 2012, 05:39:52 PM
I noticed that the soviet obs team now reinforces. Great job AI devs. :)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: GodlikeDennis on October 25, 2012, 06:13:09 PM
There's a reason for that, which has nothing to do with any special coding. The Sniper and Spotter team have been split to fix several bugs and to provide better gameplay.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Dreamerbg on October 25, 2012, 06:25:10 PM
there was also a 4th game i casted but this one was not recorded :P
:'( :'( :'(
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 25, 2012, 06:26:39 PM
There's a reason for that, which has nothing to do with any special coding. The Sniper and Spotter team have been split to fix several bugs and to provide better gameplay.
I :-* the person who did that.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: mastercrapstain123 on October 26, 2012, 04:57:36 PM
bout time you guys update this thing  ;D
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Major Hochstetter on October 27, 2012, 01:20:22 PM
Thank you for the review Ghost  :)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 28, 2012, 04:05:08 PM
I have to ask, isn't 60 fuel too much for the halftrack?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Alexander 'ApeMen' J. on October 28, 2012, 04:43:34 PM
I have to ask, isn't 60 fuel too much for the halftrack?

i guess you mean the ht in t1?
dont worry there will be no ht in t1 nor in t2 :P

the unit was just parked there so the balancers could see and test the unit
its one of the foreign battlegroup units but the coding wasnt done at the time we played the game


edit: its also not a ht (even if there was a ht icon) it was an italian tank :P
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Tankbuster on October 28, 2012, 06:33:45 PM
/O_O/

This sums up my thoughts. Also do you guys have any Ideas for the Veterancy of the Pz3. ?
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Alexander 'ApeMen' J. on October 28, 2012, 06:53:26 PM
we already know in which kind the inf and vehicle vet will work and what kind of specialisation vet will be possible to choose
so yes we know :D

but the vet isnt coded yet
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Shwepps on October 28, 2012, 11:19:10 PM
What does 'demo charges' for sturmpioneers means? Is it something like gathering resources from damaged vehicles?
No, it is like a bomb with enought dmg to destroy a bunker.

O, good.
And guys, as I've understood, unlock assault pool will forbid building a support pool at all, I'm right?
like Lord Rommel said, you can only have 1 pool active at a time, you can however switch to the other pool and back again. so the units of the other pool are disabled only temporarily not for the entire game. pools are chosen globaly so building a second (let's say) tier2 building means you can just chose 1 pool, not 2 at the same time.
hope that helps shwepps ;)

I hope I understood :)
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Flanker1949 on January 05, 2013, 01:11:40 AM
Come on. Just stop teasing us and release it already  :P
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Drake22 on January 05, 2013, 04:03:00 AM
Come on. Just stop teasing us and release it already  :P
'


Mob mentality! Ayeee
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Flanker1949 on January 05, 2013, 01:10:51 PM
lol
It appears those trouble starting thugs are everywhere now days even in this forum  ;D
Title: Re: Ostheer Layout for 2.0.0.0
Post by: HerrVoss on February 06, 2013, 06:26:32 PM
Wow haha, things have changed a lot.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Hendrik 'DarcReaver' S. on February 07, 2013, 01:37:17 AM
As a quick update:

I'm currently tweaking most stats for weapons/tank guns, building/upgradetimes for units, upgrade- and techingcosts etc. We're also tweaking the gameplay/roles of the units available to the Ostheer.

This is extremely important to make, because it makes the gameplay more fluid. If we would release Ostheer just_now without adjusting initial stats and roles to units you'd just get a lot of obsolete or overpowered units. Which would make the faction nice to look at with all the new models, but boring. Pretty much another Soviet 1.00 faction. And of course we want to avoid that.

Our progress in the last days was pretty great, we did quite a lot of testgames with the current Ostheer layout and it looked pretty stable already in terms of non-doctrinal gameplay, and it also was a lot of fun to play and try out different strategies that the faction offers. As far as I can tell I had a whole lot more fun by playing the Ostheer than PE when it was released back in 2.100.  ;)

However, there are still some flaws. The doctrines are not finalized in terms of coding and it will still take some time to get them to work. Bishop is working hard on getting everything in shape, though.

Once this is finally done, and we think that the gameplay is good/initial stats are solid we'll prepare the closed beta for our fellow donators, soviet commanders and the tourney winners :)

So stay tuned, it may be faster than you'd expect it 8)

Greetings
Title: Re: Ostheer Layout for 2.0.0.0
Post by: krupp steel on February 07, 2013, 01:58:42 AM
That was some good news to hear, good thing the Ostheer to be released at all, and not only that but sometime soon is some good news.
Title: Re: Ostheer Layout for 2.0.0.0
Post by: Hendrik 'DarcReaver' S. on February 07, 2013, 02:15:58 AM
That was some good news to hear, good thing the Ostheer to be released at all, and not only that but sometime soon is some good news.
Sure thing - we had quite a lot of issues to get the unit-pool idea to work within the vCoH gameplay mechanics, that's why it was delayed so much. Also several units in the Ostheer served no purpose and had to be redefined to fit a unique gameplay mechanic. However, now these issues have finally been settled and now we can proceed to finalize everthing for a release.

Just as a side note: Since beginning of february we updated around 45 internal versions forward on our devbox, which is used for coding and testing. That's more than we had in the whole last month, taken aside all the graphical stuff which was added recently.