Company of Heroes: Eastern Front

Author Topic: Ability suggestion thread:  (Read 172243 times)

Offline Akalonor

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Re: Ability suggestion thread:
« Reply #45 on: March 12, 2010, 11:14:33 PM »
But fun nonetheless! :)
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
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Offline Daiwiz

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Re: Ability suggestion thread:
« Reply #46 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.
In Soviet Union, rifle shoots you!

Offline Akalonor

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Re: Ability suggestion thread:
« Reply #47 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?
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.

Offline allthatisman

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Re: Ability suggestion thread:
« Reply #48 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

Offline Pauly3

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Re: Ability suggestion thread:
« Reply #49 on: March 13, 2010, 10:13:58 PM »
crazy and OP especially KURSK :P
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn

Offline Akalonor

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Re: Ability suggestion thread:
« Reply #50 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.
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.

Offline Ghost

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Re: Ability suggestion thread:
« Reply #51 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.
« Last Edit: March 14, 2010, 10:33:24 PM by kingtiger »
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Versedhorison

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Re: Ability suggestion thread:
« Reply #52 on: March 15, 2010, 04:36:15 AM »
since when did panthers have 88m cannons?

[insert signature here]

Offline Raider217

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Re: Ability suggestion thread:
« Reply #53 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



Offline Paciat

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Re: Ability suggestion thread:
« Reply #54 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
« Last Edit: April 01, 2010, 04:13:44 PM by Paciat »

Offline neosdark

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Re: Ability suggestion thread:
« Reply #55 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).

Offline guynumber7

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Re: Ability suggestion thread:
« Reply #56 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.

Offline neosdark

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Re: Ability suggestion thread:
« Reply #57 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.

Offline Akalonor

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Re: Ability suggestion thread:
« Reply #58 on: April 09, 2010, 02:47:18 AM »
Brits have similiar rifle launched grenade.
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.

Offline neosdark

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Re: Ability suggestion thread:
« Reply #59 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