Company of Heroes: Eastern Front

Author Topic: Ability suggestion thread:  (Read 172151 times)

Killar

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Re: Ability suggestion thread:
« Reply #300 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

Offline GodlikeDennis

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Re: Ability suggestion thread:
« Reply #301 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.
« Last Edit: October 10, 2011, 06:31:29 PM by GodlikeDennis »
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Offline Alexander 'ApeMen' J.

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Re: Ability suggestion thread:
« Reply #302 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



Killar

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Re: Ability suggestion thread:
« Reply #303 on: October 10, 2011, 08:07:31 PM »
I don´t like the idea of buildable tigers

Offline Mass Killer DL

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Re: Ability suggestion thread:
« Reply #304 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.
They come for our blood but drown in their own!

Offline Desert_Fox

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Re: Ability suggestion thread:
« Reply #305 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!

Offline Max 'DonXavi' von B.

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Re: Ability suggestion thread:
« Reply #306 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.

Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa

Offline Mass Killer DL

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Re: Ability suggestion thread:
« Reply #307 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.
They come for our blood but drown in their own!

Offline cephalos

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Re: Ability suggestion thread:
« Reply #308 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?

Offline Alexander 'ApeMen' J.

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Re: Ability suggestion thread:
« Reply #309 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.




Offline Pac-Fish

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Re: Ability suggestion thread:
« Reply #310 on: October 11, 2011, 01:00:17 AM »
What about the propaganda HT ;D

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Offline Blackbishop

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Re: Ability suggestion thread:
« Reply #311 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.
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Offline Mass Killer DL

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Re: Ability suggestion thread:
« Reply #312 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.
They come for our blood but drown in their own!

Offline Alexander 'ApeMen' J.

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Re: Ability suggestion thread:
« Reply #313 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)
« Last Edit: October 11, 2011, 08:15:04 PM by evilSpike »



Offline Ghost

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Re: Ability suggestion thread:
« Reply #314 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
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
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"
« Last Edit: October 11, 2011, 09:57:39 PM by Ghost »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P