Company of Heroes: Eastern Front

Author Topic: [1.11] God of War "2"  (Read 13862 times)

Offline Paciat

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Re: [1.11] God of War "2"
« Reply #15 on: June 07, 2010, 06:31:57 PM »
I don't know about the 3CP thing... The Soviets already have a lot of artillery, and Propaganda Strategy lets them get Katyushas!
Wehrmacht has Stukas, Nebels and 2 types of call-in arti in 2 doctrines.

Offline berni

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Re: [1.11] God of War "2"
« Reply #16 on: June 07, 2010, 10:50:35 PM »
What if god of war make available 2 types of call-in arti, one for defensive and the other for offensive, or one for defensive and one of area denial

the defensive could be like sector artillery, but first shot not to fast, less acuracy, more shells, less effective against tanks

the offensive one could be a sort of creeping barrage,less powerfull, more shells, with big circles overlapping a little one to another. something that you use and let you scream "uuuraaa" and charge:P

Offline rtil

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Re: [1.11] God of War "2"
« Reply #17 on: June 11, 2010, 11:21:57 PM »
if i'm not mistaken, can't you use it in enemy territor if a "spotter" is present? i could've sworn i did this in a game last night.

Offline GodlikeDennis

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Re: [1.11] God of War "2"
« Reply #18 on: June 12, 2010, 06:11:51 AM »
The ability is nothing like sector artillery, in that it can be used anywhere you have line of sight bar base sectors. I have no idea where this idea of friendly/neutral territory only came from. It does not require further line of sight past ability activation, so it will continue to fire regardless of LoS after it is active (unlike sector).  Also, in case anyone wonders, the ability does drop smoke flares in the epicenter.
« Last Edit: June 12, 2010, 06:14:43 AM by GodlikeDennis »
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Offline wordsmith

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Re: [1.11] God of War "2"
« Reply #19 on: June 12, 2010, 09:25:06 AM »
I think what he meant was that it could be dropped anywhere not just in friendly sectors which is true, you just have to have actual visual control (no fog of war). Only exception is HQ sector. After trigerred you don't have to maintain the visual control it would drop shells anyway for about 1-2min... did actually someone measured how long it works? I just measured the impact, which was about 2 standard screen lengths radius from epicenter but the density and cadency is so low that it's just pitiful.

Offline cephalos

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Re: [1.11] God of War "2"
« Reply #20 on: June 12, 2010, 10:17:30 AM »
It works far more longer than 2 minutes. From 4 to maybe 6 minutes.

Offline Paciat

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Re: [1.11] God of War "2"
« Reply #21 on: June 12, 2010, 11:30:28 AM »
It works far more longer than 2 minutes. From 4 to maybe 6 minutes.
This can be called a bug too.
Most abilities are yellow when active and blue when cooling down. GoW works when its cooling down.

Offline TomaSkTemplar

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Re: [1.11] God of War "2"
« Reply #22 on: June 12, 2010, 11:44:13 AM »
when using GoW, artillery strikes even 600 seconds after activation, with a reload of 900...there is only little real pause from constant bombardment.

Offline Condottieri

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Re: [1.11] God of War "2"
« Reply #23 on: June 14, 2010, 11:55:57 AM »
I love the Doctrine that the GOW is in, definitely suits my playing style. However, I think that GOW itself is a complete waste of time getting or using. I personally think that that doctrine is still powerful enough even with only the two abilities on the right, so i think if GOW is made powerful like some of the ideas suggested, that doctrine might be OP.

Make it more useful, or make it something completely different. Don't make it too powerful.

Offline Seeme

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Re: [1.11] God of War "2"
« Reply #24 on: June 14, 2010, 02:47:54 PM »
Its useally 1 or 2 thinks the make a doctine good.
The Russians think there sooo tough, wait till the Ostheer comes...

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Offline Venoxxis

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Re: [1.11] God of War "2"
« Reply #25 on: June 14, 2010, 03:41:12 PM »
[...] or make it something completely different.  [...]

Thats what i guess to be the best at the moment. Improving the ablity would make it op and also more compareable to the PE's sector art.

Lets get something new instead of this ability. This slot should be uses in a "cooler" way.


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Offline TacticalNuke

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Re: [1.11] God of War "2"
« Reply #26 on: June 14, 2010, 03:50:13 PM »
I think that it fits in pretty well. The russians were well known for thier use of artillery. It just needs to be rethought.
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Offline Saavedra

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Re: [1.11] God of War "2"
« Reply #27 on: June 18, 2010, 12:01:49 PM »
Idea.

Make God of War mimic the British Creeping Barrage. However, while the British Creeping Barrage is fairly accurate, you could make God of War fire on a wider area and with more shells but at the cost of accuracy.

So if Creeping Barrage´s area fire looks like this:

|....|
|....|
|....|
|....|

Make the God of War´s barrage look like this:

|...................|
|...................|
|...................|
|...................|


Again, more shells, but more spread out as well. I think this would work better on area denial and also could help advances.

Offline cephalos

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Re: [1.11] God of War "2"
« Reply #28 on: June 18, 2010, 06:39:27 PM »
+1

Offline nomad52

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Re: [1.11] God of War "2"
« Reply #29 on: June 18, 2010, 07:44:03 PM »
Idea.

Make God of War mimic the British Creeping Barrage. However, while the British Creeping Barrage is fairly accurate, you could make God of War fire on a wider area and with more shells but at the cost of accuracy.

So if Creeping Barrage´s area fire looks like this:

|....|
|....|
|....|
|....|

Make the God of War´s barrage look like this:

|...................|
|...................|
|...................|
|...................|


Again, more shells, but more spread out as well. I think this would work better on area denial and also could help advances.

+1