Company of Heroes: Eastern Front

Author Topic: Ability suggestion thread:  (Read 175880 times)

Offline neosdark

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Re: Ability suggestion thread:
« Reply #315 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?

Offline stealthattack1

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Re: Ability suggestion thread:
« Reply #316 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.


OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?

Offline GodlikeDennis

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Re: Ability suggestion thread:
« Reply #317 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.
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Offline neosdark

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Re: Ability suggestion thread:
« Reply #318 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.

Offline Pac-Fish

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Re: Ability suggestion thread:
« Reply #319 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

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Offline GodlikeDennis

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Re: Ability suggestion thread:
« Reply #320 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.
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Offline Desert_Fox

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Re: Ability suggestion thread:
« Reply #321 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).

Offline Mass Killer DL

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Re: Ability suggestion thread:
« Reply #322 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
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"

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.

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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.
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Re: Ability suggestion thread:
« Reply #323 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.

Offline GodlikeDennis

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Re: Ability suggestion thread:
« Reply #324 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.
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Offline Walentin 'Walki' L.

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Re: Ability suggestion thread:
« Reply #325 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.
I identify as a four-eyed bird man. /s

Offline Desert_Fox

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Re: Ability suggestion thread:
« Reply #326 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

Offline GodlikeDennis

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Re: Ability suggestion thread:
« Reply #327 on: October 12, 2011, 04:49:13 PM »
My mate uses Hummels a LOT in our 2v2s, so he uses them often.
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Offline Walentin 'Walki' L.

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Re: Ability suggestion thread:
« Reply #328 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.
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Offline GodlikeDennis

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Re: Ability suggestion thread:
« Reply #329 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.
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