Company of Heroes: Eastern Front

Author Topic: special infantry  (Read 8428 times)

Offline vengefulnoob

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special infantry
« on: January 03, 2009, 08:27:19 PM »
are there any plans for winter equipment? It'd be nice to see ski troopers and snowshoes and of course, cossacks....
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Offline TheAllMihtyOne

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Re: special infantry
« Reply #1 on: January 04, 2009, 12:21:34 PM »
ya we want cossaks!
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Offline vengefulnoob

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Re: special infantry
« Reply #2 on: January 04, 2009, 03:48:31 PM »
Correction: Cossacks with ppsh :P

Ski troopers would move double speed in snow and it would be an upgrade for smg using infantry only

Snowshoes would allow soldiers to move normal speed in snow as an upgrade
Snowshoes for both sides , skis for soviets only

T34, kv1, panther and tiger only tanks that moves normal speed in snow (huge tracks) all wheeled vehicles lose speed

Idea: flamethrower to melt snow? ;D funny

These figure: eastern front winter involved bad conditions
 
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Offline TheAllMihtyOne

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Re: special infantry
« Reply #3 on: January 04, 2009, 07:38:33 PM »
no cossaks with missin nagats shooting from far! or meybe sabers but i heard that you guys didnt wanna engade urselfs in adding melecombat so ppsh or mosin nagats for our riding cossaks.
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Offline vengefulnoob

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Re: special infantry
« Reply #4 on: January 05, 2009, 12:25:03 AM »
revell made a 1/72 Cossack set... They had ppshs

It figures really... In Uranus they used cossacks against Romanians

Ppsh is light, can be fired while holding reins
Mosin is long and heavy (no innuendo intended :P) and needs horse to not be moving: that's why cavalry have always used pistol, carbine or smg
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Offline TheAllMihtyOne

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Re: special infantry
« Reply #5 on: January 05, 2009, 10:01:59 AM »
well a mosin nagant with bayonet is cinda like a spear but your right they shuld have some thing lighter like ppsh, svt40. or meybe just a tokarev.
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Offline vengefulnoob

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Re: special infantry
« Reply #6 on: January 05, 2009, 06:08:42 PM »
Are these ideas possible devs?
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Offline Dominic 'Dragon' Cassidy

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Re: special infantry
« Reply #7 on: January 06, 2009, 11:45:27 PM »
Cossacks would require the object editor (unless you want them on a donkey ;) ).
About winter equipment though I do not believe the game will be set around the winter, possibly maybe some of the campaign though. This is mainly as Multiplayer and Skirmish are our first targets to complete. Simply put all the skins for all the others sides and everything else are all summer/spring/autumn, not winter. To fit in with the rest of the game we will start with basic skins, lacking any snow.
Sorry for any disappointment.


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Offline vengefulnoob

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Re: special infantry
« Reply #8 on: January 06, 2009, 11:55:57 PM »
donkeys are fine; well call them Mexican Cossack volonteers lol
(where did u find a donkey model in essence?!)

It's ok, if u r planning to do a campaign for a post release update or whatever (see mine) winter infantry would be good, but I understand: the mod is set during zitadelle...

Please feedback on il2, doctrine suggestions etc...
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Offline TheAllMihtyOne

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Re: special infantry
« Reply #9 on: January 07, 2009, 12:07:15 AM »
i'm sorry for spelling and my lack of using the "enter" key. i realy hope you read this and respond with credit or whatewer.

i think this fit under special infantery. i dont know how far you have come with russian "medication" units or if you are going to edit the german ones. but what if u make a medic squad with 2-3 russian guys with a red cross. these guys culd be very ligthly armed or not amred at all so they get great spead. now you wonder what shuld i do with these not so wery (to the enemy) frightening units? it's briliant! you move them into battle with your troops and if one of your troops gets killed (but not so killed that he dies (cinda weird use of words i know)) they will pick him up on a stretcher and runs with him back to HQ (just like retreating with the defence bonus and all) and if there now were 3 guys in the squad only two is needed to run away with the wounded so the third one stays with the troops and when the guys with the stretcher have got rid of the wounded guy they run all the way back to their friend waiting for them with the next wounded. u culd meybe also ad so that wounded guys/killed but not dead near the medic not retreating dot "die" die so the other two can take them when they come back. if this seem to hard to do you culd meybe make some cind of battlefield heling so they heal wounded troops thats not killed so they wont get killed. they culd meybe also build field hospotals. a tent that they culd run to instead of running all the way back home to the HQ. so you ceep them with your troops and when you encounter hostieles you set up their tent and they start retrewing wounded soldiers.

i'm sorry for spelling and my lack of using the "enter" key. i realy hope you read this and respond with credit or whatewer.
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Offline vengefulnoob

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Re: special infantry
« Reply #10 on: January 07, 2009, 12:33:12 AM »
nice idea, it essentialy suggesting controllable medics
Armed with ppsh 43 (light) and they grab the wounded to bring back (lose control of medics carrying men until they return (but u can still control the one who stays behind)

I like the idea
Created at secialist place, expensive

Maybe add special ability "field operations" where they work over soldier where they are then put him in fight

Essentially a bergertiger but for wounded men


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Offline BurroDiablo

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Re: special infantry
« Reply #11 on: January 07, 2009, 02:06:11 AM »
I think if we implement Medic's, they will most likely act in the normal fashion. This being because messing around with such a thing may upset the balance of the game... some of these suggestions would most probably require more coding and animations. Initially anyway, we may work out something once the first release is out.

On the topic of medics however, I do think, unlike the US and British who can get medics from the start, the Soviets shouldn't get medics until tier 3 to increase that vulnerability factor.

Cossacks would a cool unit to have in the game, but again, maybe not riding horses (bears, hell yes! :P )... or donkeys. Also brings up the Idea of the defected Cossacks who fought for the Wehrmacht, who's main duties were anti-partisan. We could possibly replace the Knights Cross holders with Defected Cossacks and give them a special bonus against Partisans (also being able to spot them when cloaked). Again though, this raises the question if Partisans should maybe play a larger part in the game than we first intended? I really don't know.

Offline TheAllMihtyOne

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Re: special infantry
« Reply #12 on: January 07, 2009, 08:15:30 AM »
well if you want medics running from little huts/bunkers afret wounded troops u culd use my idea with a controlable medic squad with no or light arment and you can"set them up" or like "dig in" something like that as the MG or mortar were they set up a tant and from there they funktion as a medstation or sanitetsbunker. when your troops advance you pick down the tant and you get the squad back and moves it forward a bit before setting it down. if you didnt get it: the medicsquad is incontrolable when the tent is set up it works just as a american or german medstation. you culd also think about adding medtrucks for meybe both or factions that will be just regular trucks htat can go "hull down" just like the medic squad and from there it works like a american or german medstation. this idea seems pretty easy to me. just make new textures to medstation and medics then ad the ability to go hull down.  ;D sounds fiar enugh easy to me!
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Offline vengefulnoob

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Re: special infantry
« Reply #13 on: January 07, 2009, 10:26:58 AM »
troops defected a lot!

Perhaps u could give nkvd better attack against traitors, as their duty was to kill deserters etc

If u can include cossacks, that'd be good, a 2nd tier low health scout unit.

Again medics with ppsh are a good idea like almoghty has suggested.
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Offline TheAllMihtyOne

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Re: special infantry
« Reply #14 on: January 07, 2009, 11:17:36 AM »
troops defected a lot!
almoghty

nice spelling of my name ^^
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