Company of Heroes: Eastern Front

Author Topic: Suggestions for the next versions  (Read 6881 times)

Offline SC

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Re: Suggestions for the next versions
« Reply #15 on: January 26, 2013, 11:21:07 PM »
Do you know the British, enemy paratroopers, or commandos from the op. market garden campaign, first mission? they would be perfect to replace the commonwealth commandos on RMC. and just leaving them as they are. sten gunners from gliders, PIATs, vickers hmgs and mortar crews from glider hq.

Can they actually be durable? Since the Glider-Borne commandos are glass cannons.
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Offline krupp steel

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Re: Suggestions for the next versions
« Reply #16 on: January 27, 2013, 05:08:21 AM »
I honestly DO NOT want to see more BS abilities for the Brits, Strafing Run mainly.  Giving them strafe would just be redundant, OP and dull.
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Offline Hellc@t

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Re: Suggestions for the next versions
« Reply #17 on: January 28, 2013, 08:29:22 PM »
btw, do you need any Romanian translator for the foreign units? oh, first I have to ask, do you make the foreign units to talk in their languages or in German?
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Offline Gerrit 'Lord Rommel' G.

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Re: Suggestions for the next versions
« Reply #18 on: January 28, 2013, 09:58:39 PM »
Dont know why we should need a "translator" for foreign units  ???
Think u mean "voice actor" - but all in all; no. We dont need neither a translator nor a voice actor (at the moment ^^).
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Offline Hellc@t

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Re: Suggestions for the next versions
« Reply #19 on: January 31, 2013, 09:18:04 PM »
SAS Raiders do not need to have the recon team abilities, otherwise why would you purchase such upgrade from the Marine Sections? And for the Marine Section, only three upgrades should be put on a squad, I don't see how a fourth one would be positioned there


SAS units are NOT supposed to be stormtroopers for RMC as SC said before OR Recon squad. They are supposed to be ONLY ONE squad trainable and used SMART. That means you don't just throw themselves on the frontline like a riflemen squad for example, OR you don't create 10 squads of them and making them your "new army" (as in Wehrmacht case, Blitz doctrine, once you got access to stormtroopers you don't use anymore grenadiers and make stormtroopers your new army - just an example) You should use them carefully. In WW2, the SAS sodliers were used behind enemy lines, and they needed a sniper rifle to kill important high ranking units I guess, and they weren't used on the front line just like any other soldiers. As abilities, they should camoflage, throw grenade and sticky bomb, and (maybe) use medic kits. Now this is about realism. If you wish to make this mod a bit realistic, go back in WW2 history and find out more about SAS troops. :)


For the RMC riflemen section, delete the Recon squad upgrade and make one trainable at the HQ truck OR delete the rifle grenades upgrade and put the throwing grenade ability.
Why you should add stens to riflemen section for RMC? Because it should be a bit different from the Commonwealth, and stens have been used only by commandos and Lt. why shouldn't it be used also by riflemen section too?

Does it harms the balance? It's just a sten gun that should be good used at short ranges
« Last Edit: January 31, 2013, 09:35:44 PM by Bimbo »
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Offline SC

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Re: Suggestions for the next versions
« Reply #20 on: February 01, 2013, 10:22:35 AM »
SAS units are NOT supposed to be stormtroopers for RMC as SC said before

From a gameplay perspective. Everyone on the forum is well aware the purpose of the SAS troops in WW2, an elite paratrooper operating behind enemy lines that tackled a variety of operations. But Bishop has stated before, they were meant to effectively function as an elite esque unit that functioned similar to Guards/Stormtroopers (Although they never were able to do that because "Hurr balancers")

Quote
Now this is about realism. If you wish to make this mod a bit realistic, go back in WW2 history and find out more about SAS troops. :)

This mod's not about realism in every little detail. While it's up there on the priorities, people would rather have balance. Not saying I wouldn't mind seeing them be a unit that operates completely independently, I'm simply stating what's been said before.

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delete the rifle grenades upgrade and put the throwing grenade ability.

I like this idea.
le stalin faec

Offline Hellc@t

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Re: Suggestions for the next versions
« Reply #21 on: February 01, 2013, 02:35:38 PM »
Sorry for being such a nuisance, but, you know... I'm kind of obsessed on playing realistic games ;D

It actually doesn't rise cause our model doesn't support it. In the beginning nobody had a clue how to make it rise <.<. Now we now BUT we lost the reference files.
Well I hope you can make it rise up because it looks very nasty when firing the rockets right now. I'm not a modder or something but can't you take the model from Sherman Calliope ?
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Offline Wekwekboris

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Re: Suggestions for the next versions
« Reply #22 on: February 03, 2013, 02:03:37 AM »
SAS units are NOT supposed to be stormtroopers for RMC as SC said before

From a gameplay perspective. Everyone on the forum is well aware the purpose of the SAS troops in WW2, an elite paratrooper operating behind enemy lines that tackled a variety of operations. But Bishop has stated before, they were meant to effectively function as an elite esque unit that functioned similar to Guards/Stormtroopers (Although they never were able to do that because "Hurr balancers")

Quote
Now this is about realism. If you wish to make this mod a bit realistic, go back in WW2 history and find out more about SAS troops. :)

This mod's not about realism in every little detail. While it's up there on the priorities, people would rather have balance. Not saying I wouldn't mind seeing them be a unit that operates completely independently, I'm simply stating what's been said before.

Quote
delete the rifle grenades upgrade and put the throwing grenade ability.

I like this idea.

No. Just no. Keep Rifle nades.

Offline Hellc@t

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Re: Suggestions for the next versions
« Reply #23 on: February 03, 2013, 11:54:10 AM »
Allow Famo to build "big flashlights" (sorry for that term but I really don't know how are they called  ;D - ex. they have been used at Vierville in combination with flakvierlings to spot the american planes) when choosing the "Army support troops" commander tree helping the LOS of your base, because army support troops contains Luftwaffe units.
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Offline Spieel

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Re: Suggestions for the next versions
« Reply #24 on: February 03, 2013, 06:07:47 PM »


No. Just no. Keep Rifle nades.

Agreed.

Offline krupp steel

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Re: Suggestions for the next versions
« Reply #25 on: February 03, 2013, 09:01:01 PM »
Allow Famo to build "big flashlights" (sorry for that term but I really don't know how are they called  ;D - ex. they have been used at Vierville in combination with flakvierlings to spot the american planes) when choosing the "Army support troops" commander tree helping the LOS of your base, because army support troops contains Luftwaffe units.
I think that is a great idea.  What you probably mean are searchlights.
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Offline Gerrit 'Lord Rommel' G.

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Re: Suggestions for the next versions
« Reply #26 on: February 03, 2013, 10:17:03 PM »
Allow Famo to build "big flashlights" (sorry for that term but I really don't know how are they called  ;D - ex. they have been used at Vierville in combination with flakvierlings to spot the american planes) when choosing the "Army support troops" commander tree helping the LOS of your base, because army support troops contains Luftwaffe units.
I think that is a great idea.  What you probably mean are searchlights.
cant see the gameplay profit here...
Building something for resources u need to build up a fighting force and that wont give u any important gameplay benefit sounds odd to me.
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Offline krupp steel

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Re: Suggestions for the next versions
« Reply #27 on: February 03, 2013, 11:57:57 PM »
I think this can be useful.  Sight can be very important for attacks you must defend, and also this could be like the triangulation from the commando doctrine, except it is visible and also it is more tougher by lot.  I don't know, he might be on to something.
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Offline Hellc@t

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Re: Suggestions for the next versions
« Reply #28 on: February 04, 2013, 02:32:03 PM »
It can be useful when you want do defend your base with some AT guns, and the AT guns can fire over its line of sight, and the searchlights are helpful in this. they have restriction to 2-3 to build and to be built ONLY in base, NOT captured territories cause that's too easy to attack enemy bases
« Last Edit: February 04, 2013, 02:35:40 PM by Hellc@t »
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Offline Gerrit 'Lord Rommel' G.

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Re: Suggestions for the next versions
« Reply #29 on: February 04, 2013, 04:31:35 PM »
It can be useful when you want do defend your base with some AT guns, and the AT guns can fire over its line of sight, and the searchlights are helpful in this. they have restriction to 2-3 to build and to be built ONLY in base, NOT captured territories cause that's too easy to attack enemy bases
A number of maps have limited base sectors and limited line of view.
So a number of maps wont work with this searchlights.
And about the function:
When u need them to defend your base against nearby forces - well. perhaps u have already lost the game or u havent used
troops for recon and spotting missions.
Out of my view a sniper can do the job of the searchlights much better - when u play a bit micro ;)
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