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Ability suggestion thread:

Ostheer Suggestions

#78768

Re: Ability suggestion thread:

There is a certain "cool factor" in your suggestions. But what does it add to the game. 10 seconds worth of blocking isn't worth 220-224 MP.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#78779

Re: Ability suggestion thread:

yeah i think the surrender ability would break the balance to extrem
so i dont think that an ability like this will come

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#78780

Re: Ability suggestion thread:

But for a campaign it must be awesome. You could simulate the endless surrendered soviet or german soldiers marching along the way while enemy vehicles are drviving by
#78784

Re: Ability suggestion thread:

Yes but only for campaign, like in PE campaign.
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#78802

Re: Ability suggestion thread:

yes in the campaingn this would be pretty cool
but only there

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#78808

Re: Ability suggestion thread:

Killar wrote:
But for a campaign it must be awesome. You could simulate the endless surrendered soviet or german soldiers marching along the way while enemy vehicles are drviving by
IIRC the surrender deal is in the 6th or 7th Market Garden scenario. All those Red Caps with their hands in the air looks like a giant Conga Line.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#78814

Re: Ability suggestion thread:

In Arnhem mission. ;)
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#78826

Re: Ability suggestion thread:

MG-42 starter tabs
These 1942-dated starter tabs are designed for use with the German MG-42 machine gun and allowed the easy insertion of the belt ammunition feed into the firing mechanism.

For 35/50 munitions allow faster reload for the MG-42
Lasts 15-20 seconds
#78962

Re: Ability suggestion thread:

Isent that the standard ammo belt for mg42? Why pay for something you already have? XD A drum magasin however would be sweet ;D
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#78981

Re: Ability suggestion thread:

Suggestion: All tanks and weapons systems that were designed to use AP or HE rounds have the ability to switch ammo type (at a nominal muni cost). This option appears occasionally in vCoH and is certainlly found in ToV.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#79061

Re: Ability suggestion thread:

When I was talking about units surrendering, I obviously meant the campaign.
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#79826

Re: Ability suggestion thread:

a thing what could work is that a unit (maybe stormpios) can create tank dummies.
they would look like normal tanks and the enemy can also attac them
they should cost only mp cant move and consists of wood and stones. so they would work like tank traps

they are only there that the enemy attac a units which isnt realy there.

example:
you build 2 panther dummys. enemy spotted and think damn i need something bigger... on the same time you had your real units on another place of the map ready to fight.

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#79827

Re: Ability suggestion thread:

evilSpike wrote:
a thing what could work is that a unit (maybe stormpios) can create tank dummies.
they would look like normal tanks and the enemy can also attac them
they should cost only mp cant move and consists of wood and stones. so they would work like tank traps

they are only there that the enemy attac a units which isnt realy there.

example:
you build 2 panther dummys. enemy spotted and think damn i need something bigger... on the same time you had your real units on another place of the map ready to fight.

I like it :)
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#79829

Re: Ability suggestion thread:

hehe thx bishop
i think this is something totaly new and gains some new nice tactics

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#79873

Re: Ability suggestion thread:

Posted this in the wrong thread by mistake  :-X

Mr. wrote:
Perhaps, for an Infantry Squad armed with StG44's; the ability to go into Precision Mode or Assault Mode.

In Precision Mode, they fire their rifles Semi-Automatically, maintaining high accuracy even at longer ranges. While in Assault Mode, they fire fully automatically in order to deal high damage in a short time.

Maybe to prevent it from being abused, the switch could take a few seconds or have a cooldown timer, or some other system (such as switching to auto as a mun ability, similar to rifle's suppression fire).
#79888

Re: Ability suggestion thread:

blackbishop wrote:
evilSpike wrote:
a thing what could work is that a unit (maybe stormpios) can create tank dummies.
they would look like normal tanks and the enemy can also attac them
they should cost only mp cant move and consists of wood and stones. so they would work like tank traps

they are only there that the enemy attac a units which isnt realy there.

example:
you build 2 panther dummys. enemy spotted and think damn i need something bigger... on the same time you had your real units on another place of the map ready to fight.

I like it :)


Me too. :)
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#79977

Re: Ability suggestion thread:

Moonwalker wrote:
blackbishop wrote:
evilSpike wrote:
a thing what could work is that a unit (maybe stormpios) can create tank dummies.
they would look like normal tanks and the enemy can also attac them
they should cost only mp cant move and consists of wood and stones. so they would work like tank traps

they are only there that the enemy attac a units which isnt realy there.

example:
you build 2 panther dummys. enemy spotted and think damn i need something bigger... on the same time you had your real units on another place of the map ready to fight.

I like it :)


Me too. :)
+1  :)
"AT missile is OP, Infantry is fine"

Sincerely, Tank

CoH name: LTEVANLEE
Steam: ScarfaceOsamaBinPolPot
TWC: http://www.twcenter.net/forums/member.php?u=147065
#79988

Re: Ability suggestion thread:

Mr wrote:
Moonwalker wrote:
blackbishop wrote:
evilSpike wrote:
a thing what could work is that a unit (maybe stormpios) can create tank dummies.
they would look like normal tanks and the enemy can also attac them
they should cost only mp cant move and consists of wood and stones. so they would work like tank traps

they are only there that the enemy attac a units which isnt realy there.

example:
you build 2 panther dummys. enemy spotted and think damn i need something bigger... on the same time you had your real units on another place of the map ready to fight.

I like it :)


Me too. :)
+1  :)

+1
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#79990

Re: Ability suggestion thread:

How will it work against the AI?
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#79991

Re: Ability suggestion thread:

The AI will attack the dummies as well (until they are destroyed).
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#80035

Re: Ability suggestion thread:

right

but these dummys should also gain heavy cover for inf untill they are destroyed

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#80038

Re: Ability suggestion thread:

Maybe few HP for dummies? To avoid an excessive advantage?
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#80044

Re: Ability suggestion thread:

naa
i dont like the panther emplacements

the dummys arent there to fight. they are there for a low mp cost to fake a tank army

or you let your buildet tanks looks more like they are

and if you only have 2 tanks and there are 4-5 more dummy tanks the enemy first needs to look which tank shots

its not to gain you more fire power
its only a tactical thing!

maybe the dummy tanks can be upgraded with a mg34 gunner
but my original idea was to create only dummy tanks to fake a whole army and your real army is ready to counter attac while the enemy is fighting against fakes

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Last edited July 17, 2011 at 8:49 PM by evilSpike

#80355

Re: Ability suggestion thread:

that also depends on the division ur fighting in campaign some may fight to the death others surrender mid-way
Eviction [WIP]
"What is it !? I am busy Fighting Americans!"- Stormtrooper.
#80360

Re: Ability suggestion thread:

dummies shouldn't fight at all. All what they should to do is to distract enemy. He will think twice when he attacks.
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#80465

Re: Ability suggestion thread:

like the blitzkrieg mod's 25 pounder dummy emplacement?
#80556

Re: Ability suggestion thread:

Re: dummies.
I like the idea of misdirection. If you give the Sov mechanics the ability to build dummies, for example; A Zis truck model could be used with Son y Lumiere projectors to blow smoke/dust and create tank sounds. drive it around to create confusion, maybe even an image of a T34 on the tactical screens to confuse Funks and tank awareness. Many players including myself rely on sound cues.

Quaker cannons, (static dummies), just seem to me to be inappropriate to the flavor of vCoH. I don't much like pantherthurms or mortar bunkers either. I was very pleased when they were removed from the Verriere Ridge map.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#80561

Re: Ability suggestion thread:

Otto wrote:Quaker cannons, (static dummies), just seem to me to be inappropriate to the flavor of vCoH. I don't much like pantherthurms or mortar bunkers either. I was very pleased when they were removed from the Verriere Ridge map.


The only problem with the Panther Bunker was that it was capture-able. I wouldn't mind a similar unit being made for the Ostheer, probably as a doctrinal unit due to it's strength. If it were a constructable defense, it wouldn't be too bad, it's be like an 88 with a shorter range, less damage, and more health.

The Mortar Bunker though, probably too strong to be build-able.
#80563

Re: Ability suggestion thread:

I don't have a problem with buildable or capturable, (that feature is kind of neat). I don't mind the combat abilities of the Pantherthurm or Mortar bunker either. I think they are kind of gimmicky, and the scaling issues don't make sense to me. If one Squad= a Company and one tank= a platoon one mortar bunker= a 4-8 weapon battery. there is an imbalance there. (I don't mean play balance). BTW be gentle with RedGuard. He is not well.
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#80688

Re: Ability suggestion thread:

Not really a scale issue to me, with the Mortar Bunker. It's just too strong. It's got a rapid rate of fire, with little warning, a good range, and a quick cooldown. It's also a bunker, so yeah, can be a bit hard to clear as well.
#80766

Re: Ability suggestion thread:

A few demo charges.  ;)
The Russians think there sooo tough, wait till the Ostheer comes...

Coh Name: Seeme
#81112

Re: Ability suggestion thread:

Dummies would be fun. Just make them bulletproof. Panthers destroyed by rifle fire would defeat the purpose.
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Last edited July 22, 2011 at 4:11 PM by blackbishop

#82414

Re: Ability suggestion thread:

Would it be possible to make an abilety like the thread breaker (or whata hell its called XD) but for the turret? You fire a focus shell on the enemy tank so the turret gets damaged so they cant move it.

It can shoot and all, but dont move. So it have to move the entie tank to that direction it gonna fire? :D Like an Stug ^^
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#90495

Re: Ability suggestion thread:

Schwere Panzerabteilung (heavy tank battalion) for Army Elite Troops.

Requires: 4CP
Cost: 1300 MP and 200 fuel
Ability: Calls in 2 Tiger 1s help change the tide of the battle. Tigers being relatively rare and expensive, it can only be called in once!

Why this ability?
It does seem a bit overkill in the beginning but aside from the Panther, the Ostheer seems to have no tanks that can counter the Russian armour tide. 2 Tigers should help. IMHO this ability should replace the "Tiger production ability" as this ability will give the Ostheer to have both Tigers and Panthers (which is what's suppose to happen I think). In fact Tigers were always employed in these heavy tank battalions (aside from the Grossdeutschland division) and used to reinforce those who really need it, hence why I think it should be an off-map support unit and not a produced unit.
"These new recruits are the caca!"
"Our tanks are far better than that cheap Allied scheisse!"
"Screw this weapon, man!"
#90496

Re: Ability suggestion thread:

Hmmmmm.... seems interesting enough. But the fact you can only call it in once seems...weird, especially since its for 2 inferior Tigers and for 5 cp's :(. If this were to be implemented I would say raise the # of CP's and change the # of times you can deploy it. Or its cost. IDK.

Edit: Actually I take something back. It was stated that the Tger in Ostheer would be inferior but if this was to be implemented then perhaps they will not be inferior :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"

Last edited September 16, 2011 at 11:09 PM by Fishhunterx

#90519

Re: Ability suggestion thread:

4CP? ROFLMAO

No... Back to the drawing board.
If you get into an argument with me, you're wrong.
#90524

Re: Ability suggestion thread:

I don't see the problem with 4 CPs. And anyway the cost can be changed. My main point here is the idea in itself. And maybe it could be called in more than once. But not at the same time (i.e. When both tanks are destroyed).
"These new recruits are the caca!"
"Our tanks are far better than that cheap Allied scheisse!"
"Screw this weapon, man!"

Last edited September 17, 2011 at 3:33 AM by ubermensche

#90527

Re: Ability suggestion thread:

You don't see a problem with Tigers at 4CP? LOL

Regardless, ridiculously high cost abilities have no use in the game. Nobody except bridge map/compstompers will save up that exorbitant amount of resources. By the way, OH tanks are called in from off-map when they are built, they don't come from the building.
If you get into an argument with me, you're wrong.
#90558

Re: Ability suggestion thread:

GodlikeDennis wrote:
You don't see a problem with Tigers at 4CP? LOL

Regardless, ridiculously high cost abilities have no use in the game. Nobody except bridge map/compstompers will save up that exorbitant amount of resources. By the way, OH tanks are called in from off-map when they are built, they don't come from the building.


Oh goody :P. More sneaks at Ostheer ;D. Just kidding
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#90837

Re: Ability suggestion thread:

Sommarkatze wrote:
Would it be possible to make an abilety like the thread breaker (or whata hell its called XD) but for the turret? You fire a focus shell on the enemy tank so the turret gets damaged so they cant move it.

It can shoot and all, but dont move. So it have to move the entie tank to that direction it gonna fire? :D Like an Stug ^^
I like the idea but think a destroy main gun critical would be better. This tactic was used by 38Ts and PzIII's in 1941 and 1942 to overcome T34's and KV1's
孫 The
EF_v1.7.10

子 Art
Illegitimi non Carborundum -"Vinegar" Joe Stilwell

兵 of
Sun Tzu says: In warfare one compels and is not compelled by others

[b] 法 War
#93549

Re: Ability suggestion thread:

For the mg34. How about an abilety that cost like.. 50 - 75 ammu? And that makes them deploy the mg immedialy ? Well maybe not like that fast. But in 1 sec?

It should only be active under like 30 sec?
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#93580

Re: Ability suggestion thread:

50-75 muni for fast mg deploy???
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#93587

Re: Ability suggestion thread:

Yeah. I took it kind of high or the allies fanboys would rage ;P
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#93597

Re: Ability suggestion thread:

Fishhunterx wrote:
[...]It was stated that the Tger in Ostheer would be inferior but if this was to be implemented then perhaps they will not be inferior :P

where was said that OH tigers will be inferior? did i miss something? i didn't find anything about it in the official OH sneaks.

i guess they will start with decreased stats (like all OH tanks) but then get normal stats on 1st vet and some buffs on the other vets.
devs please correct me if i'm wrong ;)
BurroDiablo wrote:
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P
#93604

Re: Ability suggestion thread:

Ghost wrote:
Fishhunterx wrote:
[...]It was stated that the Tger in Ostheer would be inferior but if this was to be implemented then perhaps they will not be inferior :P

where was said that OH tigers will be inferior? did i miss something? i didn't find anything about it in the official OH sneaks.

i guess they will start with decreased stats (like all OH tanks) but then get normal stats on 1st vet and some buffs on the other vets.
devs please correct me if i'm wrong ;)


You're right about decreased stats in the beginnig (rookie veterancy), furthermore it was said sometime in the past that OH Tigers are supposed to be slightly better Panthers.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#93606

Re: Ability suggestion thread:

Yeah I may have said something like that in the past. OH Tigers will likely be closer in performance to Panthers than the Wehr Tiger. It will be focused on AT more (since it's taking the role of the Panther as a buildable unit) whereas the Wehr Tiger is mostly focused on dominating infantry.
If you get into an argument with me, you're wrong.
#93608

Re: Ability suggestion thread:

but tigers which takes place of the panther makes not realy sense...
dont forget OH has their own panthers...

but im sure we will find a way to balance buildable tigers :D

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#93622

Re: Ability suggestion thread:

evilSpike wrote:
but tigers which takes place of the panther makes not realy sense...
dont forget OH has their own panthers...

but im sure we will find a way to balance buildable tigers :D

i think what GodlikeDennis means is that OH Tiger will be a tank killer like the OH panther and not an inf killing machine like the WM tiger. this makes perfect sense to me as the OH Tiger replaces the panther as buildable unit (after unlocking that in the doctrine tree). so it will simply be an improvement to OH panthers without changing the general style (AT and not inf killer) of the unit.
BurroDiablo wrote:
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P
#93623

Re: Ability suggestion thread:

either way, buildable tigers sound awsome, cant wait till othseer!!! ;D
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?