EFEastern Front Forum Archive
Read-only public archive · no login or tracking

Archived topic · 422 posts

Ability suggestion thread:

Ostheer Suggestions

#38934

Re: Ability suggestion thread:

The SdKfz. 9 should be able to relocate the flakvierling and the 8,8 flak cannon
"This Goddam forum smells like Volksgrenadiers!"
1st SS Division Leibstandarte SS A. H.
#39039

Re: Ability suggestion thread:

Sry - wrong thread - moved to: unit suggestions thread.
May the force be with you.

Forum post image

Last edited June 29, 2010 at 5:43 PM by Lord Rommel

#39040

Re: Ability suggestion thread:

Firefighters? You mean those guys who save cats, homes and people from certain death in flames?  :o .... Looks like I still know little about Wehrmacht....
Forum post image

Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#39056

Re: Ability suggestion thread:

cephalos wrote:
Firefighters? You mean those guys who save cats, homes and people from certain death in flames?  :o .... Looks like I still know little about Wehrmacht....

General Model was called Hitlers firefighter. Late game infantry are the Hitlers savior infantry so why not call them firefighters.
#39667

Re: Ability suggestion thread:

Toorstain wrote:
What if the "last ditch effort" would give you some random units? Just like the last american inf-doctrine call-in (can't remember the name).

There could also (or instead) be a power so you could call in a battlegroup of random non-German units. like you get some Czech units, some Hungarians, some Romanians, etc. etc.

Or maybe you can get a full battlegroup from a non-German country, but you get the battlegroup from a random country every time you use it.


What I meant was something like this:


An ability, a call-inn, much like the American infantry battlegroup call-inn, where you get random foreign units.

Two variants:

1 - You get a couple of units from a random country (all-hungarian, all-romanian etc.). The different countries have different specializations, like finns give you a few good units, Hungary gives you armored vehicles, and Romania gives you infantry (I don't really know, nor do I care, which country that should give what units). Again, what country you get will be completely random.

2 - You get a battlegroup consisting of units from different nationalities with different specialities. This ability would be the one that is most similar to the american one (And in my option not as cool as the first option). On the other hand would this probably be the easiest for the devs.

The usefulness of such ability would be to get a lot of units very quickly, but they aren't necessarily as good as the German units. You will also have to take a chance on what units you get.

This idea would, in my opinion, be the best solution for including other axis nations into the Ostheer. I know that such an ability would demand a lot of work, but I think the devs can make it.
#39976

Re: Ability suggestion thread:

Toorstain wrote:
Toorstain wrote:
What if the "last ditch effort" would give you some random units? Just like the last american inf-doctrine call-in (can't remember the name).

There could also (or instead) be a power so you could call in a battlegroup of random non-German units. like you get some Czech units, some Hungarians, some Romanians, etc. etc.

Or maybe you can get a full battlegroup from a non-German country, but you get the battlegroup from a random country every time you use it.


What I meant was something like this:


An ability, a call-inn, much like the American infantry battlegroup call-inn, where you get random foreign units.

Two variants:

1 - You get a couple of units from a random country (all-hungarian, all-romanian etc.). The different countries have different specializations, like finns give you a few good units, Hungary gives you armored vehicles, and Romania gives you infantry (I don't really know, nor do I care, which country that should give what units). Again, what country you get will be completely random.

2 - You get a battlegroup consisting of units from different nationalities with different specialities. This ability would be the one that is most similar to the american one (And in my option not as cool as the first option). On the other hand would this probably be the easiest for the devs.

The usefulness of such ability would be to get a lot of units very quickly, but they aren't necessarily as good as the German units. You will also have to take a chance on what units you get.

This idea would, in my opinion, be the best solution for including other axis nations into the Ostheer. I know that such an ability would demand a lot of work, but I think the devs can make it.

I kind of like it to be honest. +1 1/2
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#45530

Re: Ability suggestion thread:

@dlty's idea:
dlty wrote:
here's some of my idea for the ostheer:
-im thinking that when the ostheer's infantry walks into a  cover(any types of cover,heavy or light,but not negative cover)they will walk slow for protection and they received lower accuracy.
-when the ostheer's infantry walks into a negative cover,they walk faster for prevent stay too long on a negative cover.the ostheer's infantry will received more accuracy when in a negative cover.

well,thats all of my idea,hope u guys will accept this=)
thx
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#45544

Re: Ability suggestion thread:

blackbishop wrote:
@dlty's idea:
dlty wrote:
here's some of my idea for the ostheer:
-im thinking that when the ostheer's infantry walks into a  cover(any types of cover,heavy or light,but not negative cover)they will walk slow for protection and they received lower accuracy.
-when the ostheer's infantry walks into a negative cover,they walk faster for prevent stay too long on a negative cover.the ostheer's infantry will received more accuracy when in a negative cover.

well,thats all of my idea,hope u guys will accept this=)
thx



Actually it makes more sense to have them recieve more accuracy when moving slower, and less when  moving faster :/
Reverse the two and I support it 100%
"Know God, No Fear. No God, Know Fear"
-Favorite Faction: Panzer Elite
-Favorite Unit (all-time): Tiger/Grenadiers
-Favorite Strategy: Quality over Quantity
-Favorite Doctrine: Scorched Earth
-Favorite Soviet Unit: UpGunned T-34
#45573

Re: Ability suggestion thread:

i'm still stuck on having the ostheer start off extremely powerful, and having them slowdown as the game progresses.  or maybe be forced to pay resources to keep their forces running at optimum levels. This could be done in several different ways, like having a high cap rate, for first 2 points, high upkeep, high reinforcement costs, or just having ablitlies that could only be used once or insert a fair number here, and the only way to get them to recharge is to invest in an armory/kampfkraft veterncy/upgrade system. Maybe as ostheer moves up the tier list things like retreat could be taken away, upkeep could be raised and pop cap lowered, and reinforcements raised.  i see the ostheer as the foil to the soviets, they should dominate early-mid game, and slowly become overwhelmed late game. 
#45606

Re: Ability suggestion thread:

ThGermanElite wrote:
blackbishop wrote:
@dlty's idea:
dlty wrote:
here's some of my idea for the ostheer:
-im thinking that when the ostheer's infantry walks into a  cover(any types of cover,heavy or light,but not negative cover)they will walk slow for protection and they received lower accuracy.
-when the ostheer's infantry walks into a negative cover,they walk faster for prevent stay too long on a negative cover.the ostheer's infantry will received more accuracy when in a negative cover.

well,thats all of my idea,hope u guys will accept this=)
thx



Actually it makes more sense to have them recieve more accuracy when moving slower, and less when  moving faster :/
Reverse the two and I support it 100%

well then,maybe should do a little change:
-when the infantry walks into light cover,they walk slow and they received damage-10% and without changing the received accuracy.in a heavy cover received damage-15%
-when in a negative cover,they walk faster and received lower  accuracy.

and will be thankful for accepting=)
coh name:BlessAllOfYou/manintheworld12

Ostheer~!!T^T
#45615

Re: Ability suggestion thread:

dlty wrote:
ThGermanElite wrote:
blackbishop wrote:
@dlty's idea:
dlty wrote:
here's some of my idea for the ostheer:
-im thinking that when the ostheer's infantry walks into a  cover(any types of cover,heavy or light,but not negative cover)they will walk slow for protection and they received lower accuracy.
-when the ostheer's infantry walks into a negative cover,they walk faster for prevent stay too long on a negative cover.the ostheer's infantry will received more accuracy when in a negative cover.

well,thats all of my idea,hope u guys will accept this=)
thx



Actually it makes more sense to have them recieve more accuracy when moving slower, and less when  moving faster :/
Reverse the two and I support it 100%

well then,maybe should do a little change:
-when the infantry walks into light cover,they walk slow and they received damage-10% and without changing the received accuracy.in a heavy cover received damage-15%
-when in a negative cover,they walk faster and received lower  accuracy.

and will be thankful for accepting=)

+1
"Know God, No Fear. No God, Know Fear"
-Favorite Faction: Panzer Elite
-Favorite Unit (all-time): Tiger/Grenadiers
-Favorite Strategy: Quality over Quantity
-Favorite Doctrine: Scorched Earth
-Favorite Soviet Unit: UpGunned T-34
#46308

Re: Ability suggestion thread:

Dunno which Doctrine name, but i had some idea's of abilities.
Stuka with one (or three) accurate bombs, or just stuka guns fire at troops.

Junker 52 who can land near HQ (like the british commando planes etc) and which can make troops or can give some supplies. there where many junker 52's on the ostfront..

Ill tell you if i have more
#46350

Re: Ability suggestion thread:

Lolman112 wrote:
Dunno which Doctrine name, but i had some idea's of abilities.
Stuka with one (or three) accurate bombs, or just stuka guns fire at troops.

Junker 52 who can land near HQ (like the british commando planes etc) and which can make troops or can give some supplies. there where many junker 52's on the ostfront..

Ill tell you if i have more

thats not a bad idea :).i like the one which can land a plane like british.but if u can change near HQ into your own territory will be much better.
coh name:BlessAllOfYou/manintheworld12

Ostheer~!!T^T
#46363

Re: Ability suggestion thread:

thanks :D.. I thought about ehhm... The same think like that commandos plane, but just land and not crash (exept you are gonna land it in enemy territory) but in there you can train units which have or panzerfaust or -shreck. I thought becouse they are shipped from germany or an base  and usually it is has much supplies. Or you can make the fallschirmjägers jump out of the plane, but thats maybe not good becouse the PE has already a Infiltration unit fallschirmjägers (but they aren't cool)

You can also... well.. maybe its a bad idea, but you can let workers spawn. Civilian-like people who are very fast builders (or you can put prisoners at work)

I like to support you all!
Hopefully you can do something with my advise,
if i have more ill tell
#46383

Re: Ability suggestion thread:

The Ju 52 idea sounds really nice. Good thought!  :)

You could train light troups in there, a mixture between PE's Fallschirmjäger and Luftwaffen Bodentruppen, maybe.
The good thing about it is, that as far as I know, there wouldn't be any really big problems with coding and animation, unlike making new base-buildings, since the DEVs can use the glider's ones.
And the best thing is, that there is already a Ju 52 model. I saw it about a year ago, but unfortunately, I do not know what happened with it.  :-\ 
In memoriam MrScruff
The Wehrmacht in the East

Obstheer FTW!
#46390

Re: Ability suggestion thread:

ok. I really hope it is comming xD.
I had also some ideas for units which i had posted.
#46417

Re: Ability suggestion thread:

i have an idea,
-when u choose the airforce doctrine(luftwaffe or what ever it name,i mean for ostheer)for ur 1st base like the barracks(US)wehrmacht quater(German)will be a landing plane like the british,but this time it is a base structure,quick build(i mean land lol)but easy to break.but for choosing other doctrine u  will not able to use landing plane as base structure instead of building barracks or what ever.....

hope this is a good idea....
thx to Lolman112,he have a brilliant idea and inspire me of this.
coh name:BlessAllOfYou/manintheworld12

Ostheer~!!T^T
#46429

Re: Ability suggestion thread:

you are welcome.
Sorry I say this but, it is maybe not a great idea. If your base is nearly destroyed, and the enemy is shooting at it, you can spam 1000nds of those planes there (and at your friend's hq) and that could be very annoying.
But otherwise if they have an solution at that, it's allright :D

Post Merge: [time]1283755807[/time]

kakatrot wrote:
i'm still stuck on having the ostheer start off extremely powerful, and having them slowdown as the game progresses.


Like in the WWII,
Blitzkrieg into russia, than get stuck, than get low supplies, than lose. xD
Maybe we should make the game progresses less slowdown, and instead of that, give them no fast vehicles on the biginning.

I also have an idea for a doctrine:
Defending doctrine:

Left line:                                            Right line:
Recource bonus                                  Foreign infantry
*recource gathering
is 20% more for 1
minute*

Bunker (i have no name)                  2 Vickers-6 ton tanks 
*A bunker with a Pak in it                    *brand new from
and 1 (or 2) machine-                          finland*
gun(s)
Max bunkers 4*

Still nothing                                      Junker 52 plane HQ
I have seen something like                *see my description
flak tower (flakturm)                      couple 'o posts above*
or an autobahn xD
But you cant use these things
becouse tey dont do somehing.
And there are not much planes.

Last edited September 6, 2010 at 6:50 AM by Lolman112

#47731

Re: Ability suggestion thread:

I was thinking about the veterancy system, that should be. I think the Hero Soliders started to appear in the EF, it could be done in the Ostheer. But that was told, there only 3 level of vet in coh, no chance adding a 4th one. My idea is that each level of vet gets an aura, that gives bonuses to accuracy to nearby units, like the british captian (not that much), or in Vet3 it can be upgrade to "Hero" that gives aura bonus to nearby units. It changes the look of the tank, that most of the heroes made custumozation to their vehicles, and the enemy can spot the hero unit. So the vet system works as the britis captain for everyone, or as an upgrade. It contain:
- faster reload time
- faster turning speed
- faster turret rotation
- heroic charge
- sprint
- camo
It reflects that the soliders work as a team. Yes ideas like the turret rotation speed is a bit strange, but it reflects, that the tank reacting faster, than an unexperienced crew. And for the ralism I must say a word: Pershing. :D  8)
#49330

Re: Ability suggestion thread:

Lolman112 wrote:
Dunno which Doctrine name, but i had some idea's of abilities.
Stuka with one (or three) accurate bombs, or just stuka guns fire at troops.

Junker 52 who can land near HQ (like the british commando planes etc) and which can make troops or can give some supplies. there where many junker 52's on the ostfront..

Ill tell you if i have more

but the difference between the ju-52s and the british gliders is that they were gliders, not planes that would require an aerodrome. good idea, i'd like to see it with fallschirmjaegers but i don't think it would be feasable.
"This Goddam forum smells like Volksgrenadiers!"
1st SS Division Leibstandarte SS A. H.
#49696

Re: Ability suggestion thread:

Versedhorison wrote:
Ok I'll start with an Idea I've been brooding over, Please discuss/criticize so we can make it better.

Doctrine Ability: ME262 Interceptor Jet.

Cost: 2 CP, 100 Munitions

Area of effect: Entire Map

Time Active: 60 Seconds

Cool Down Time: 120 Seconds

Effect: While active the ME262 Jet Fighter will attempt to shoot down as many enemy fighter planes and gliders that are called in the map with it's 4X30mm cannons.

first of all me 262 were used mainly n the western front
i believe that a me 106 would be a much better plane for this task afterall it was the germany most built fighter, and all the axis  countries of the eastrn front used it
#49697

Re: Ability suggestion thread:

Ostheer Doctrine ability.

Call in a "Fi 156 c1 Storch" Reconnance plane

The "Fi 156 c1 Storch circles the targeted area, making a large/medium circled area visible, whenever a enemy vehicle enters the "Fi 156 c1 Storch's" area it will automatically be marked (similar like the schwimwagen luftwaffe marktarget ability) The marked vehicles who leaves the recon area will be visible on radar for 2min or the ability duration if marked ofcourse.

The storch can be shot down from antiair vehicles/emplacements

EDIT:
All cloaked/stealth enemy units are revealed in the Fi 156 c1 Storchs" area
Forum post image

Last edited October 24, 2010 at 11:07 AM by Snug

#49701

Re: Ability suggestion thread:

this storch ability sounds cool!
+1
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn
#49765

Re: Ability suggestion thread:

Pauly3 wrote:
this storch ability sounds cool!
+1

+1

Great idea!
Forum post image
Wunderwaffen Doctrine: What technology created for us, we drive it towards the enemy.
#49769

Re: Ability suggestion thread:

Werwolf wrote:
Pauly3 wrote:
this storch ability sounds cool!
+1

+1

Great idea!

But not a new one. Its been in my Ostheer concept since April. :P
Too bad turret 50cal cant shoot down planes. :(
#49770

Re: Ability suggestion thread:

Paciat wrote:
Werwolf wrote:
Pauly3 wrote:
this storch ability sounds cool!
+1

+1

Great idea!

But not a new one. Its been in my Ostheer concept since April. :P
Too bad turret 50cal cant shoot down planes. :(

The mounted .50 cal was crap as AA defence anyway.  :P
Forum post image
Wunderwaffen Doctrine: What technology created for us, we drive it towards the enemy.
#49771

Re: Ability suggestion thread:

Paciat wrote:
Werwolf wrote:
Pauly3 wrote:
this storch ability sounds cool!
+1

+1

Great idea!

But not a new one. Its been in my Ostheer concept since April. :P
Too bad turret 50cal cant shoot down planes. :(


n1 there paciat, i guess it means that its a superb idea since we both came up with it ;D
Forum post image
#49772

Re: Ability suggestion thread:

Werwolf wrote:
The mounted .50 cal was crap as AA defence anyway.  :P

Slow rate of fire, poor vision sights. Its no wirblewind but 5 of them could sometimes do some damage to a small and slow plane like a Storch.
It would make allied air supremacy more of a fact. With HS-129, Ostheer Ju-87 and Fi 156 Luftwaffe will seem to be too powerfull.
I also love when a COH plane gets shot down and blows up on a random spot. :D

222 shoots at planes and airborne but allmost all allied AA MGs (BREN gun on upgunned carrier and jeep MG too) cant. That sucks.

Post Merge: [time]czw, 28 paź 2010, 01:52:57[/time]

Snug wrote:
n1 there paciat, i guess it means that its a superb idea since we both came up with it ;D

Since you like it heres a picture of it.  :P
Forum post image

Last edited October 28, 2010 at 9:54 AM by Paciat

#49777

Re: Ability suggestion thread:

paciat: actuallly for example the greyhound turret mg can shoot down planes
"But risk has always been an inescapable part of warfare."
Grand Admiral Thrawn
#49799

Re: Ability suggestion thread:

seriously not another you stole my idea post. Paciat stop it (you know its not true) and be happy that the creativity of the devs might be floathing once more.

<:-) @smiley with a clown hat
Forum post image
#50474

Two suggestions for the new faction

sorry, I have not done an English course. I am using, unfortunately, the google translation tool to write briefly two suggestions!

AIR BASE: The new faction could have AIRPLANES as basic constructs. these planes have the same mechanics of the British and trucks would be equivalent to this faction.

DOCTRINE OF CHEMICAL WARFARE: Well I personally really like the second war and miss a doctrine of COH elements of chemical warfare, as the military development of chemical weapons such as bombs of poisonous gases, smoke and incendiary
#50475

Re: Two suggestions for the new faction

war wrote:
sorry, I have not done an English course. I am using, unfortunately, the google translation tool to write briefly two suggestions!

AIR BASE: The new faction could have AIRPLANES as basic constructs. these planes have the same mechanics of the British and trucks would be equivalent to this faction.

DOCTRINE OF CHEMICAL WARFARE: Well I personally really like the second war and miss a doctrine of COH elements of chemical warfare, as the military development of chemical weapons such as bombs of poisonous gases, smoke and incendiary


I loled when I read the air base suggestion ;D... not because it's bad just something that I remembered... also I don't think it would fit the ostheer concept(I mean a plane that behaves like a british truck too)... nevertheless just wait and see ;).

Chemicals, this kind of ability won't be implemented because on the Europe battlefields this wasn't used at all. But I think Chinese Battlefield would use that kind of ability (I don't know if Pacific Thunder will).
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#50512

Re: Ability suggestion thread:

Somebody might have said this before but. One fun doctrine ability would be a shoot from one of the mighty Dora canons :D It could be called Dora/Schwerer Gustav (hey thats my name :D) shoot or 800mm impact or something XD However,

It would cost like 100 muntions because YEAH its really big and powerful. You can set it off anywhere on the map ( where you can see, not in the shadow part you know ;3)
When you target something on the map with it the shell will be flying down in a matter of seconds. Like 2-4. This is becuase when you get the abiletiy ready the canon is like behind the front waiting for action.

However, It ain´t really accurate . Because that would be kind of OP if you think about how fast the shell will be arriving and also it is artilleri we are talking about ;)

The impact however would be like a smaller V1 rocket or something XD Or maybe not. Make it a really big explosion instead and infantri  units who miracules survives or are nearby will be in shock for the mighty impact for like 5-6 secons? ^^
Forum post image
My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#50523

Re: Ability suggestion thread:

I think it should cost the same as the V1 , but do more damage to Vehicles than infantry ( Unlike the v1)
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#50558

Re: Ability suggestion thread:

And again Dora's mentioned...
If you get into an argument with me, you're wrong.
#50564

Re: Ability suggestion thread:

GodlikeDennis wrote:
And again Dora's mentioned...

... people are soooo predictable  >:(
Forum post image

Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#50569

Re: Ability suggestion thread:

Delicious ;D
That everyone what this super-mega-extra-imba-shoot of the 80cm gun Dora...
Just used against Sevastapol - against a fortress as siege artillery.

Out of my view DORA GUN is NO option for the Ostheer.
May the force be with you.

Forum post image
#50572

Re: Ability suggestion thread:

Lord wrote:
Delicious ;D
That everyone what this super-mega-extra-imba-shoot of the 80cm gun Dora...
Just used against Sevastapol - against a fortress as siege artillery.

Out of my view DORA GUN is NO option for the Ostheer.


... see? People are really predictable :D
Forum post image

Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#50586

Re: Ability suggestion thread:

Owh come on. Its just a game. Its like the V1 rockets were never used against troops only terrorattacks on London and such, but the wehrmacht use it likes it no big deal XD But yeah okey. I have to pardon myself then ^^, I didnt know it had been up before. I havent read through all the pages ;)

But in my opinion. The Dora would be a good abiletiy ;P
Forum post image
My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#50591

Re: Ability suggestion thread:

Sommarkatze wrote:
Owh come on. Its just a game. Its like the V1 rockets were never used against troops only terrorattacks on London and such, but the wehrmacht use it likes it no big deal XD But yeah okey. I have to pardon myself then ^^, I didnt know it had been up before. I havent read through all the pages ;)

But in my opinion. The Dora would be a good abiletiy ;P

Dora sucks.
It will never be as cool as the V1. Even if you get a free pizza everytime Dora fires, V1 will still be cooler.
#50599

Re: Ability suggestion thread:

But the dora actually hit something Paciat ;) Unlike the V1
Molly: " It's our rock garden"
Dwight: "What are you farming, Bullcrap?"

You Are a Rebel Spy and a traitor to the Empire!
~Darth Vader

Any typos found may be given to Seeme.
#50613

Re: Ability suggestion thread:

Akalonor wrote:
But the dora actually hit something Paciat ;) Unlike the V1


V1s hit ships in the channel didn't they? That was actually their purpose. By the way, has anyone else heard of the pigeon-guided missiles that were tested. Kinda cruel but funny.
If you get into an argument with me, you're wrong.
#50629

Re: Ability suggestion thread:


[/quote]
Dora sucks.
It will never be as cool as the V1. Even if you get a free pizza everytime Dora fires, V1 will still be cooler.
[/quote]

No way XD ! Dora is way cooler in my opinion. Shooting godzilla penis size shells from a canon who is ridiculous big!? Its pure awesome! XD But point taken. However I was thinking about this one.

I was working on a ostheer concept some months ago but I didnt really had the power to put it up here on the page. ( Had problems to find a good tank because i hate panzer III that everybody else seems to love XD) However,

In my concept the ostheer had an upgrade they could buy called panzerfaust supplies or something (focusing on the late part of the war.) making every infantri unit recieve the panzerfaust abilety. However. This one you bought from a building. It could been a doctrine abilety yes of course ^^ But my concept was focusing on that just that one you had to buy because. Later there was two panzerfaust doctrine abiletys. The first one was from the doctrine called like Berlin defensiv or something focusing on the final battles of berlin. During the final stages of the war in Berlin all kinds of rare equipment was used. The fliegerfaust for exampel.


Panzerfaust 200
This abilety however changed all units panzerfausts to the panzerfaust 200. Which made the range longer and more powerful. But as you maybe understand it would enter late game ^^. Before you printscreen this and start an hate campaigne on the inteternet against me it could ofc be changed to the panzerfaust 150 or something else. But the 200 its cooler ;3

The second one is from another doctrine focusing on real hardcore frontschweinz or what you should call it in english. Front pigs? XD This one is rather late to and its called panzerfaust massproduced or something XD It should cost like 100 muntions or something. But when you activate it. every unit with the panzerfaust abilety can now fire their panzerfaust for free (they still have cooldown time on them doue.) In a short amount of time. Like 20 secs or something? XD (haters gonna hate? XD)

What do you think? :D

Forum post image
My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#50634

Re: Ability suggestion thread:

@Sommarkatze
I don't know why should someone flame your idea... unless it's was produced in low numbers...

An upgrade to improve fausts... sounds good and unique. I think would be helpful for the ostheer. Well, I have to continue writing the next monthly ostheer update... ;)

Lord Rommel knows if this fits the Ostheer... he's our german history expert ;D!! Just to clarify... i'm not part of the ostheer.

[off-topic]
why Pz. III and you are sworn enemies btw ;D?
[/off-topic]
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...

Last edited November 22, 2010 at 8:37 PM by blackbishop

#50656

Re: Ability suggestion thread:

I am glad that you liked it. Thanks :D nawh I dont really know. its usely commun here on the internetz that people start flaming the minute somebody says something wrong XD I cant wait to see what lord rommel will think about it :D

(offtopic)
Me and the Pz III are sworn enemies because I think its so damn prewar dated XD Armed with like a BB gun I dont really see any use of it in the COH games who are set in 1944. Its so outdated XD
Forum post image
My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#50663

Re: Ability suggestion thread:

Sommarkatze wrote:
I am glad that you liked it. Thanks :D nawh I dont really know. its usely commun here on the internetz that people start flaming the minute somebody says something wrong XD I cant wait to see what lord rommel will think about it :D

(offtopic)
Me and the Pz III are sworn enemies because I think its so damn prewar dated XD Armed with like a BB gun I dont really see any use of it in the COH games who are set in 1944. Its so outdated XD


Well. First; it is the first time that i read something about a Panzerfaust 200. I know that there were some prototypes of the PzFaust 150, but 200 is absolute new for me.
BUT the general problem behind this idea is the question of anti tank capacity of the Ostheer Infantry.
Some people prefer Panzerbüchsen, some Panzerfäuste, some Panzerschreck, and so on!
Out of my view tank hunting is a special trained combat mission.
Germans formed Panzervernichtungstrupps but this "trained formations" were equipped with Panzerschrecks or heavy Panzerbüchsen ( e.g. 2,8cm sPzBz ).
The Panzerfaust was introduced when german army recognized that they were outnumbered by enemy's tanks.
The biggest problem is the question whether u could balance such an ability or not.
When every single Ostheer-infantry could kill tanks u will get a lot of ingame problems ;)

About Panzer III:
Out of my view one of the modern tanks of ww2. The chassis was robust, effective, safe and trusted ( dont know the english terms but details like "Drehstabfederung" or "Seitenvorgelege" and so on could bring more information ;) ).
It was planed in 1933-1934!!! with the german Z.W. and B.W.-plans ( Zugführerwagen and Begleitwagen ). The Pz III served from 1936 till 1945! 9 years of service; thats quiet good for such an tank.
What u had to keep in mind when u think of Pz III is the fact that this tank changed its role during the war. In 1939 it was germanys main battle tank ( dont mix with the modern MBT concept! ). In 1941-1942 it was updated with important systems like the 5cm gun and new armor and so on. In 1943 Pz III become a light support tank and were equipped with 7,5cm guns. So it took the place of the Pz IV. Till the end of war Pz III served at the western and eastern front with success. In march 1945 328 Pz III were still in action. 105 served at the front. 15th march 1945 eastern front reported that 16 Pz III were still in action... Okay. That is not very much but it is the proof that Pz III fought till the end against all enemies.

One last point;
EF isnt placed in 1944 ;)
EF used elements from 1941 till 1945 - Watch KV-2 or Conscripts!
May the force be with you.

Forum post image

Last edited November 23, 2010 at 3:15 PM by Lord Rommel

#50675

Re: Ability suggestion thread:

Lord wrote:
One last point;
EF isnt placed in 1944 ;)
EF used elements from 1941 till 1945 - Watch KV-2 or Conscripts!

and that's the problem. I know that devs want to use every awesome piece of soviet steel, but it makes game quite disturbing. I mean that all vCOH factions were designed to have 1944-1945 equipment. I don't see any pzIII there.... even if pzIII were there. IF EF would be designed to be 1944-1945 game it would fit the vCOH climate of late-war battles and technology. That's why people ( me too) have different views of PzIII. I'd like to see it, but it looks like that in 1944 it would be treated as support vehicle, while PZIV was main battle tank. It's really strange to play in one game with army, which must evolve to 1944 equipment, while the second one already begins with it.
Forum post image

Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#50685

Re: Ability suggestion thread:

First! Great thanks for the respons! :D Second!

My bad ^^. I was mixing up the panzerfaust 150 and 200. I was thinking about the 150 version with its pointy rockethead ^^ The 200 series were actually reloadabel and that would made the pay for shoot mechanism kind of goofy^^
( You know the later version panzerfaust 200-250 were bases for the russian rpg later after the war ? :P)

And ofc my bad again^^. I did formulate wrong there XD Not every singel infantry unit should get the panzerfaust abilety. Only like main battle soldiers kind.For exampel the wehrmachts volksgrenadiers and grenadiers. Soldiers like that. Not pioneers and such XD



Lord wrote:
Sommarkatze wrote:
I am glad that you liked it. Thanks :D nawh I dont really know. its usely commun here on the internetz that people start flaming the minute somebody says something wrong XD I cant wait to see what lord rommel will think about it :D

(offtopic)
Me and the Pz III are sworn enemies because I think its so damn prewar dated XD Armed with like a BB gun I dont really see any use of it in the COH games who are set in 1944. Its so outdated XD


Well. First; it is the first time that i read something about a Panzerfaust 200. I know that there were some prototypes of the PzFaust 150, but 200 is absolute new for me.
BUT the general problem behind this idea is the question of anti tank capacity of the Ostheer Infantry.
Some people prefer Panzerbüchsen, some Panzerfäuste, some Panzerschreck, and so on!
Out of my view tank hunting is a special trained combat mission.
Germans formed Panzervernichtungstrupps but this "trained formations" were equipped with Panzerschrecks or heavy Panzerbüchsen ( e.g. 2,8cm sPzBz ).
The Panzerfaust was introduced when german army recognized that they were outnumbered by enemy's tanks.
The biggest problem is the question whether u could balance such an ability or not.
When every single Ostheer-infantry could kill tanks u will get a lot of ingame problems ;)

About Panzer III:
Out of my view one of the modern tanks of ww2. The chassis was robust, effective, safe and trusted ( dont know the english terms but details like "Drehstabfederung" or "Seitenvorgelege" and so on could bring more information ;) ).
It was planed in 1933-1934!!! with the german Z.W. and B.W.-plans ( Zugführerwagen and Begleitwagen ). The Pz III served from 1936 till 1945! 9 years of service; thats quiet good for such an tank.
What u had to keep in mind when u think of Pz III is the fact that this tank changed its role during the war. In 1939 it was germanys main battle tank ( dont mix with the modern MBT concept! ). In 1941-1942 it was updated with important systems like the 5cm gun and new armor and so on. In 1943 Pz III become a light support tank and were equipped with 7,5cm guns. So it took the place of the Pz IV. Till the end of war Pz III served at the western and eastern front with success. In march 1945 328 Pz III were still in action. 105 served at the front. 15th march 1945 eastern front reported that 16 Pz III were still in action... Okay. That is not very much but it is the proof that Pz III fought till the end against all enemies.

One last point;
EF isnt placed in 1944 ;)
EF used elements from 1941 till 1945 - Watch KV-2 or Conscripts!



Excatly as you say the panzerfaust was made when they found out the enemy had a big amount of tanks. Just like in COH eastern front ( Well, at least when I play it XD) the russians are spamming tanks that drive right through my defensivs .
And if I focus on anti tank the russians start invading with infantry. So thats why I vote for the panzerfaust abilety. You get it kind of lategame ( the later half of the war ;P) You could made the cooldown a little longer on them? XD Because right now. Germans have a real real big problem with fighting soviet tanks with infantry XD

And offtopic: Ofc the PzIII Its a great tank! But as Cephelos said it looks a little weird with that old lovely PzIII stumbling away fighting latewar tanks when you are used to see PzIV XD

/sry if this post was kind of confuzing to read. Just recenlty came home from a big snowboll fight XD
Forum post image
My English is kind of useless. But that because Iam swedish Wooohoooj! ;3

Last edited November 23, 2010 at 11:25 PM by Sommarkatze

#50689

Re: Ability suggestion thread:

Whether Panzerfaust 200 or 150; I'm against this two weapons. PzFaust 200 is nonsense, was never planed ( any source know such an idea ) and PzFaust 150 was a prototype at the end of war.
So nothing against this ability but i dont like both weapons. They had not ( and i repeat it all the time ^^ ) this "symbolical value". PzFaust 30, 60 or 100 were mass produced and so this are my candidates for such an ability.

About the ability in general; well. It is one ability. The question is how to implement. So idea is acceptable ( but nothing new ;) a number of other persons had already propose such an ability ) but we have to see how this ability would work in a hole concept.

Ostheer will have anti tank capacities but the questions is which system Ostheer will use.
Anti tank infantry with Panzerbüchsen?
Anti tank infantry with Panzerfäusten?
Anti tank infantry with Panzerschrecks?
Anti tank guns with high calibre?
Self propelled anti tank guns?
Everything is possible...
At the end Ostheer will get the weapon system which fits best into the new Ostheer faction  ;)

And again about PzIII;
Well. We had already confirmed that Ostheer will use Panzer III Ausf. J with 5cm L/60 gun and PzIII Ausf. N with 7,5cm L/24 gun.
Pz III with 5cm L/60 gun should and will be able to deal with T-34. Not in a 1vs1 situation but a number of PzIII should be able to kill T-34. JS-2 is a different question. Perhaps Ostheer will use something bigger to kill it.... 8)
May the force be with you.

Forum post image

Last edited November 24, 2010 at 9:10 AM by Lord Rommel

#51147

Re: Ability suggestion thread:

Nooo! I Thought I was unique and speciell who got this idea first XD Well well, I understand. Point taken ^^ ( back to square 1 XD)
Forum post image
My English is kind of useless. But that because Iam swedish Wooohoooj! ;3