Company of Heroes: Eastern Front

Author Topic: Ability suggestion thread:  (Read 175879 times)

Offline Tankbuster

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Re: Ability suggestion thread:
« Reply #390 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
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Offline Cranialwizard

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Re: Ability suggestion thread:
« Reply #391 on: September 01, 2012, 04:50:06 PM »
Redguard would be proud

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Offline Pac-Fish

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Re: Ability suggestion thread:
« Reply #392 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.

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Offline neosdark

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Re: Ability suggestion thread:
« Reply #393 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.

Offline Pac-Fish

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Re: Ability suggestion thread:
« Reply #394 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

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Offline Pac-Fish

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Re: Ability suggestion thread:
« Reply #395 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.

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Offline Dann88

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Re: Ability suggestion thread:
« Reply #396 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.
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Offline Pac-Fish

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Re: Ability suggestion thread:
« Reply #397 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.

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Offline Dann88

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Re: Ability suggestion thread:
« Reply #398 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. :)
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Offline Pac-Fish

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Re: Ability suggestion thread:
« Reply #399 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.

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Offline TheVolskinator

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Re: Ability suggestion thread:
« Reply #400 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 .
Quote from: Pocketsize
I can't wait till they add british to CoH:O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada.

Offline Pac-Fish

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Re: Ability suggestion thread:
« Reply #401 on: September 02, 2012, 09:11:41 PM »
That Plant Feet ability kind of sounds OP IMO

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"Ha Ha Ha! We have the ZEAL!"
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Offline TheVolskinator

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Re: Ability suggestion thread:
« Reply #402 on: September 02, 2012, 11:32:33 PM »
Keep in mind how ass the Lee-Enfield is.
Quote from: Pocketsize
I can't wait till they add british to CoH:O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada.

Offline Ghost

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Re: Ability suggestion thread:
« Reply #403 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?!  ???
« Last Edit: September 02, 2012, 11:52:58 PM by Ghost »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline TheVolskinator

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Re: Ability suggestion thread:
« Reply #404 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.
Quote from: Pocketsize
I can't wait till they add british to CoH:O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada.