Company of Heroes: Eastern Front

Author Topic: Compilation of suggestions  (Read 6609 times)

Offline ReckLESS

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Compilation of suggestions
« on: February 03, 2011, 11:16:10 PM »
Disclaimer: I have read and analyzed ideas, other people have been throwing here. And so I've decided to throw out a compilation of what I liked, along with my own thoughts. Sorry, but I can't remember whose suggestions were these, but I don't pose them as my own.


Changes to Soviet faction:


Infantry:

[NEW UNIT] Recruits – upgrade of Conscripts (instead of Penals). Practically identical to old Penal Troops but are suppressable and can retreat. Have no NKVD officer with “Motivate” button.

Penal Troops: now a call-in unit in Propaganda doctrine. The number of rifles depends on conscript upgrade. Take no popcap, squad limit of 3.

[NEW UNIT] Black Devils – anticipated Naval infantry. A reward unit, replacing Partisans in Urban doctrine. Cannot be called in from buildings – can only enter from offmap. 4-men squad, 2 SVTs, 2 PPsHs, have high suppression resistance. After “booby traps” unlocked, receive “Grenade Assault” ability (similar to that of WH Blitz doctrine), cannot place booby traps.


Vehicles:

[NEW UNIT] BA-64 – Reward unit for T-90. Can cap sectors, has thin armor and cannot suppress as fast as T-90.

[NEW UNIT] KV-8S – Reward unit for KV-2 for Urban Doctrine. Lighter, faster, with flamethrower.

LL-Sherman – please, remove it, Shermans are boring.

[NEW UNIT] KV-1 – tank for “Heavy” upgrade, replaces IS-2 in Tank Depot.

IS-2 – make it a call-in in Breakthrough doctrine, just before ISU-152.


Doctrines:

[PROPAGANDA]

Left Branch:
2 CP – For Motherland!
1 CP – Penal Troops
4 CP - ???

Right Branch:
1 CP – Impenetrable Defense (MG dugouts and Foxholes in one slot – people were long asking for this)
3 CP – Katysha
4 CP – God of War. [CHANGE] Can target only friendly territory. When targeted, all Katyshas and Firebase on the map begin to fire in the selected point, regardless of their range and cooldown. Additionaly, 3 off-map firebases (virtual) begin to shell selected point, 8 shells each. Duration and cooldown are both shorter than before.

[URBAN] – no changes here.

[BREAKTHROUGH]

Right Branch:
1 CP – Mechanics
4 CP – IS-2 Call-in
3 CP – ISU 152

Offline cephalos

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Re: Compilation of suggestions
« Reply #1 on: February 03, 2011, 11:23:13 PM »
I have an idea for this unknown 4CP ability.

4CP - superior commanders:
- all Commisars and squad leaders get +15%hp
- command squad get one more guard
- this guard is carrying Supreme Red Banner -  thanks to this banner Command Squad has powerful aura that decreases supression.
- CS' mortar barrage is replaced by Heavy Artiliery Barrage
- CS can use Propaganda ablility ( this one which uses Wehr Officer)

Offline IJoe

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Re: Compilation of suggestions
« Reply #2 on: February 03, 2011, 11:31:32 PM »
I like all of the above, except for one thing: I don't see, why would anybody sane trade partisans for mariners (given their description)?

I changed my mind, only doctrines pose some interest. Unit suggestions are repulsive. But that's, of course, at the time being (taking into account the date, when the author posted it first, it didn't seem that bad at all then)  ;D
« Last Edit: April 29, 2011, 08:08:28 AM by IJoe »

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Offline cephalos

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Re: Compilation of suggestions
« Reply #3 on: February 03, 2011, 11:35:24 PM »
'cos marines are cool  :D
well, actually I'm pretty bored with partisans. They might be effective and awesome, but sincerely if I'd take Urban Combat ( what happens very seldom), I'd use only Sniper Ace, double flamethrowers and KV-2 from time to time. Urban Combat needs something fresh - marines.
BTW, I really can't stand when I see wasting one slot in commander tree for booby traps. This could be used in many ways. Cool ways.

Offline Blackbishop

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Re: Compilation of suggestions
« Reply #4 on: February 03, 2011, 11:42:07 PM »
I like all of the above, except for one thing: I don't see, why would anybody sane trade partisans for mariners (given their description)?
+1
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Offline ReckLESS

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Re: Compilation of suggestions
« Reply #5 on: February 03, 2011, 11:49:29 PM »
Who else would you replace with Marines? Guards? IMO Marines should not be "buildable".

As for Marines' stats, that is a subject of debate, of course. Long time ago I myself suggested a Demoralizing Attack for them - works like Heroic Charge, but with negative effect on enemies only.

Tommorow I'll update my post, giving some new ideas on Marines and Propaganda missing ability.

Offline Desert_Fox

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Re: Compilation of suggestions
« Reply #6 on: February 03, 2011, 11:50:54 PM »

Offline Paciat

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Re: Compilation of suggestions
« Reply #7 on: February 04, 2011, 07:49:45 AM »
Recruits and Propaganda penal troops is a great solution. :)

Soviets dont really need a buildable KV-1 as they have better tanks allready. KV would only be a good solution if the T-34 gun upgrade would also affect KV. Also Soviets dont rally need a IS-2 call-in in 1 doctrine alongside Tank Riders and ISU.
KV 1 would be a good replacement for the LL Sherman and the same model (reskinned) could be used for KV-8.

You got carried away with GoW. Everything on the field is fireing + 3 more offmap firebases? ;D ;D ;D The cost of it would have to be 500ammo. Also players with a slow graphics card would have a BIG LAG everytime this ability is used.
I would like to see a simple inaccurate 10-12 shell barrage using Overwatch shells.
Love those shells
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Offline cephalos

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Re: Compilation of suggestions
« Reply #8 on: February 04, 2011, 11:21:10 AM »
Recruits and Propaganda penal troops is a great solution. :)

Soviets dont really need a buildable KV-1 as they have better tanks allready. KV would only be a good solution if the T-34 gun upgrade would also affect KV. Also Soviets dont rally need a IS-2 call-in in 1 doctrine alongside Tank Riders and ISU.
KV 1 would be a good replacement for the LL Sherman and the same model (reskinned) could be used for KV-8.

You got carried away with GoW. Everything on the field is fireing + 3 more offmap firebases? ;D ;D ;D The cost of it would have to be 500ammo. Also players with a slow graphics card would have a BIG LAG everytime this ability is used.
I would like to see a simple inaccurate 10-12 shell barrage using Overwatch shells.
Love those shells
Company of Heroes

I'd rather see GoW as massive Creeping Barrage...

Offline Raider217

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Re: Compilation of suggestions
« Reply #9 on: February 04, 2011, 12:00:14 PM »
What I was thinking but dunno if possible was that you could select a sector (or just average barrage area) to be covered in arty but then add more (up to three) for additional and at an increasing munitions cost (1 barrage 75 muni, an additional 100 for adding a second then 125 more for adding a third).

Barrages being same damage or lower than US-Inf doctrine barrage ability but varying in shots fired depending on how many barrages you buy due to the 75 munit cost of the first barrage:
1 called in- Less shots than US barrage
2 called in- Both have same or just less than US barrage
3 called in- All three have same or more shots fired

But thats just me and might'nt play out as easy (or fairly) as im thinking.
« Last Edit: February 04, 2011, 12:22:16 PM by Raider217 »



Offline Analpirat

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Re: Compilation of suggestions
« Reply #10 on: February 04, 2011, 12:19:52 PM »
Wouldn't make that GoW a hyper-sector artillery? I think the whole "affects an entire sector" thing is problematic because it can get overpowered very fast.  If it affects 3, that'd be insane. (Plus Sector Arty costs what, 200mun?)

Maybe an entirely different approach (haven't given much thought to it): What if GoW
a) raised the limit for available artillery so you could build more emplacements or kathyushas
b) acted as a duration-of-time-buff for artillery only, it could for example reset the cooldowns on artillery pieces or increase the number of projectiles fired in a barrage or increase RoF of artillery pieces or projectile speed or damage or AoE, you get the idea, things that'd be useful for artillery

Offline tpcoughlin

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Re: Compilation of suggestions
« Reply #11 on: March 27, 2011, 11:06:07 AM »
I suggest addition of a Maxim 1910/30 wheeled MG   8) to the TO&E for close support roles. A slot is available. designer note: The Maxim is the same MG as the Vickers Mk1 .303 MG but weighs 25# more so its speed should be decreased   (COST:too much controversy you decide  :( ). Justification: Every Faction but the Sovs have an MG for this Role. >:(

I suggest three abilities be added to the Headquarters Building:

1: "U-Boats Strike Murmansk Convoy". - adds 75 fp to the fuel pool.
(COST: 80 muni). designer note: 30 sec recharge

2. "New Factory opens in NovoSibirsk"  - adds 50 muni to munitions pool. (COST: 60 fp). designer note: 30 sec recharge

3. "Troikas Cross Lake Ladoga"  -adds 50 muni to munitions pool. (COST: 100 mp). designer note: 30 sec recharge


I propose a modification to the RHT of the Breakthrough assault Doctrine:

move "Mechanics"
to 1st slot -1CP
move "LL" to 2nd Slot, Remove the 76.2 mm M4a3E2 Sherman (very nice model) 8) remove T2 AP ability. (M4a3E2 = T34/85 < Pz V,   too powerful for such early deployment badly skews play balance. Replace w/Vanilla 75mm M4 and MG (Pz IVD < M4 < T34/76) (COST 400MP?, -3CP) Justification: of flip-flop "LL" Tank still deployable early and at Same CP as present. And "Mechanics"production bonus is nice early buff for a Tank Doctrine.Historical justification available upon Request ???  [/]
« Last Edit: March 31, 2011, 10:00:59 AM by tpcoughlin »
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Offline RedGuard

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Re: Compilation of suggestions
« Reply #12 on: April 29, 2011, 07:14:42 AM »
I think a SG-43 team would be a nice addition

failing that, the propoganda bunker should get a price reduction its way too expensive. or keep the cost that way it is change the machine gun in the bunker to sg-43 ;D more range better damage
« Last Edit: April 29, 2011, 08:06:52 AM by REDcommissar »
Soviet is OP

Offline Ghost

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Re: Compilation of suggestions
« Reply #13 on: April 29, 2011, 01:49:28 PM »
...

Quote
I suggest addition of a Maxim 1910/30 wheeled MG [...] Every Faction but the Sovs have an MG for this Role.
PE and british do not have an mg (brits only have bren). and as one of the devs said: red army doesn't need it, they have other things to compensate.

Quote
I suggest three abilities be added to the Headquarters Building:[...]
80 mun -> 75 fuel, 60 fuel -> 50 mun, 50 mun -> 100 mp...and with just 30 sec recharge...lol, now that's OP  ::)

Quote
I propose a modification to the RHT of the Breakthrough assault Doctrine:
move "Mechanics" to 1st slot -1CP
move "LL" to 2nd Slot, Remove the 76.2 mm M4a3E2 Sherman (very nice model) remove T2 AP ability.[...]
  ???
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Offline Sturmovik

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Re: Compilation of suggestions
« Reply #14 on: April 29, 2011, 02:15:50 PM »
And what, that the British does not have MG?
In real Europe campaigh they have no particulation via massive operations, & via the game, they have no massive offence/defence operations. Only "paratrooping" & others.
In that kind, they have no reason to have a medium/heavy MG.

SA will do many of that kind battle operations. For that reason they must have.
In SP campaign, can be a mission for infantry only battle operations. MG will be needed. (Holding the AT defence line, for exemple. MG will cut the infantry, AR rifles & AT-guns will makes the tanks.)
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