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Ability suggestion thread:

Ostheer Suggestions

#93624

Re: Ability suggestion thread:

Well Wehr panther and PE Panther are the same tanks. Dunno why identical guns should have different stats.

Maybe The OH Tiger will get the stats of a Wehr Tiger Vet3 at some vet step and become even better.

Eastern front was the ace battlefield for tigers not the western front (coh wehr) so it should be better with maximum vet.

Im not a fan of more than 1 tiger either. Very hard to balance :P
#93625

Re: Ability suggestion thread:

Yeah Ghost that's what I meant. While the Wehr Tiger only has short range but a huge AoE and loads of health, the OH Tiger will probably be long ranged, focused on AT and health will be somewhere between Panther and WM Tiger (more historically correct I guess too, perfect for the Eastern Front tank battles). Obviously OH earned vet will be more potent than Wehr purchased vet, more like US to allow them to become much more powerful.

It's likely that OH vehicle vet will be the most powerful vehicle vet in the game. US infantry will still be king though for vet bonuses.
If you get into an argument with me, you're wrong.

Last edited October 10, 2011 at 4:31 PM by GodlikeDennis

#93635

Re: Ability suggestion thread:

i think dennis is right
OH tiger should have a bigger range then wehr tiger but therefore less AoE damage

so main focus should be tanks and buildings not infantry

but i how we will change it into a simple unlock of the tiger and not a replace of panthers. tiger would be more expensive (and yes it should be more expensive) then panthers, but its not realy fair for the axis player to pay more ress for a job a panther could also handle. tiger should be the OH answer of IS-2, IS-3 and ISU-152

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#93636

Re: Ability suggestion thread:

I don´t like the idea of buildable tigers
#93637

Re: Ability suggestion thread:

allthatisman wrote:

2 CPT
JU 87 'Stuka' strike:
Cost: 150 Ammo
Stukas patrol the area killing infantry with gun strikes and tanks with single bomb hits (very accurate). No ground indecator on the map, just the 'Jericho Trumpet' sound when they are striking. Causing fear in the enemy.

3 CPT
Fuhrers command!:
Cost: 420 MP
Only one on the field at one time
Call in a single SS officer in a half track with a loudspeaker. Inspiring friendly troops in the territory and striking fear into the enemy troops in the territory. (+40% offensive stats friendlies, -30% defensive stats to enemies in the territory)

5 CPT
Enemy at the gate:
650 MP
Only one per battle.
Call in a Veteran of the war to end all wars, This sharpshooter trained all the best and has left some secrets for himself.

Abilities:
Intuition: (passive) writing the book of sharpshooting he can sense the spots where enemy sharpshooters are. (like tank awareness for the PE) snipers show up on the mini map in the fog of war.
Counter sniper: (activate) While in this mode he will kill all snipers in his sights. (in this mode he will not shoot at other infantry)
Stats:
His experience lets him cloak at max rate (normal snipers in green cover), even when he has no cover.
Has the sight range of a recon unit (jeep or motorbike), with the same detection, however, when he moves camouflaged, it is 25% movement speed. (25% slower than regular snipers)



I am really intrested in these idea's although they were discussed a while back I wish to revive them and try to edit and improve them a little. And I'm guessing that Enemy at the Gates really inspired these ideas what a great film :p.


JU 87 'Stuka' strike:

Unit: Stuka Dive Bomber
CP Cost: 3
Munitions Cost: 150
Description: A single Stuka Dive Bomber, dive to the ground firing its twin MG17 machine guns before dropping a single bomb capable of packing a punch into the enemy's armour, or simply tearing infantry to shreds.
Additional Information: Possibly similar to the P5-1 Mustang's radius.

Fuhrers command!:

Unit: Propaganda Half Track
CP Cost: 2
Manpower Cost: 400
Population Cost: 2
Abilities:        (Activate) Force Retreat 75 Munitions.
Vet/Research (Passive) Increase friendly units fighting effectiveness.
Vet/Research (Passive) Decreases enemy units fighting effectiveness.
Description: A half track with loud speaks designed for demoralising the enemy and strengthen the Nazi Army's will to fight.


Enemy at the gate:

Unit: Sniper
CP Cost: 4 / 5
Manpower Cost: 500
Population Cost: 4
Abilities:  (Activate) Camo - 25% quicker movement speed than the usual sniper.
Veteran 1 (Passive) Increased view range.
Veteran 2 (Activate) Fires 4 shots without being detected.
Veteran 3 (Activate) Sets up a decoy to distract the enemy.
Description: A veteran sniper who was been training snipers to be a true marksmen.
Additional Information: Can appear in a building within the map.
They come for our blood but drown in their own!
#93638

Re: Ability suggestion thread:

Mass wrote:Enemy at the gate:

Unit: Sniper
CP Cost: 4 / 5
Manpower Cost: 500
Population Cost: 4
Abilities:  (Activate) Camo - 25% quicker movement speed than the usual sniper.
Veteran 1 (Passive) Increased view range.
Veteran 2 (Activate) Fires 4 shots without being detected.
Veteran 3 (Activate) Sets up a decoy to distract the enemy.
Description: A veteran sniper who was been training snipers to be a true marksmen.
Additional Information: Can appear in a building within the map.


The most OP unit ever!
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#93640

Re: Ability suggestion thread:

Desert_Fox wrote:
The most OP unit ever!


Agreed, most of all this part:

Mass wrote:Enemy at the gate:
Additional Information: Can appear in a building within the map.
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Lemberg - Baraque de Fraiture - Smolensk - Heiligenbeil - Nobel Dynamite Works - Lorient - Poltawa
#93641

Re: Ability suggestion thread:

Well it can be balanced out, just a mere suggestion. I'm not a balance expert. And if this is OP then what about the Hero of the Soviet Union?

And I meant like the Fallschirmjäger just the once sorry for not making that more clear.
They come for our blood but drown in their own!
#93651

Re: Ability suggestion thread:

what's the point of copy-pasting already existing unit  ??? this is pointless and boring, that's all.

Sniper Ace isn't OP at all. It requires a lot of CPs, 750 manpower ( Tiger I comes for 800mp ) and takes 4 popcap. And it's hardcapped to 1. Sure, it's very efficient unit, but seriously, who can spare 750mp just like that in late game?
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#93671

Re: Ability suggestion thread:

Desert_Fox wrote:
Mass wrote:Enemy at the gate:

Unit: Sniper
CP Cost: 4 / 5
Manpower Cost: 500
Population Cost: 4
Abilities:  (Activate) Camo - 25% quicker movement speed than the usual sniper.
Veteran 1 (Passive) Increased view range.
Veteran 2 (Activate) Fires 4 shots without being detected.
Veteran 3 (Activate) Sets up a decoy to distract the enemy.
Description: A veteran sniper who was been training snipers to be a true marksmen.
Additional Information: Can appear in a building within the map.


The most OP unit ever!


lol there is nothing more to say^^

i have never seen such a OP suggestion :P
its totaly... realy totaly crap

and stuka strike as 1st ability????
what is it? the free win doctrin?

guys the ostheer concept is nearly finished!
there is noo need to suggest whole new doctrins.

and as devs said many times before:
there will never be a unit in CoH wich is called SS


yes we know, SS soldiers were a big part of the eastern front, but its a dev decition and its a good decition that they wont add a unit which is called SS or has SS symbols in its skin.


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#93673

Re: Ability suggestion thread:

What about the propaganda HT ;D
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#93674

Re: Ability suggestion thread:

@JU 87 'Stuka' strike
Ostheer already have this.

@Enemy at the gate
Ostheer can get a "sniper ace" getting a marksman to max vet IIRC.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#93732

Re: Ability suggestion thread:

evilSpike wrote:
lol there is nothing more to say^^

i have never seen such a OP suggestion :P
its totaly... realy totaly crap

and stuka strike as 1st ability????
what is it? the free win doctrin?

guys the ostheer concept is nearly finished!
there is noo need to suggest whole new doctrins.

and as devs said many times before:
there will never be a unit in CoH wich is called SS


yes we know, SS soldiers were a big part of the eastern front, but its a dev decition and its a good decition that they wont add a unit which is called SS or has SS symbols in its skin.


I wasn't putting them in that Order sorry for not making that clear, it was just a suggestion of 3 separate CP Ability's to be put anywhere within a fitting CP Tree.

As for the Sniper it was just a suggestion sure the Ability's may seem OP but they are just a suggestion they can be editted and balanced out with ease, e.g. adding a long cool down or reducing their effectiveness, and how about he fires 2 shots without being detected with a long cool down?


And please explain what you see as OP? And rather than calling it "totaly... realy totaly crap" suggest how it could be improved or how you would change it.
They come for our blood but drown in their own!
#93741

Re: Ability suggestion thread:

why the invisible shooting is OP

1st) you cant conter snip this sniper
2nd) 4 invisible shots is a whole squad  ???  (ingenery, sturmovies, guards... they all are only 4 men squads)
3rd) its senless to suggest a seperate sniper call in, because ostheer has allready a sniper call in! and remember the marksman can become a real sniper with vet4 (vet4 is already a ace. so if you want a sniper ace you just reach vet4 with your marksman)

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Last edited October 11, 2011 at 6:15 PM by evilSpike

#93756

Re: Ability suggestion thread:

about sniper ace/enemy at the gates:
even if we forget about balancing for one moment, please look into the current doctrines for OH
http://easternfront.org/forums/index.php?topic=5651.0
and tell me where this call-in should be.

this unit would be far to strong to be placed as 1st or 2nd doctrine ability so it would have to be the 3rd.
but OH already has powerfull top-tree abilities:

Army Support Troops (stuka strikes and foreign call-ins)
Army Elite Troops (elefant call-in and buildable tigers)
Army Fortress Troops (wespe and tiger2 call-ins)

conlusion: unit would be OP (like evilspike explained perfectly) and would not have a suitable place in OH doctrines.

blackbishop wrote:[...]@Enemy at the gate
Ostheer can get a "sniper ace" getting a marksman to max vet IIRC.
link
marksman on ace vet (level 4) can choose between "observer" or "sniper ace"
QuoteSniper Ace (Sniper Camouflage, Best Counter-Detection, Slowest Camouflaged movement; receives a Scoped-K98; explosives; removes Hide ability)

evilSpike wrote:
[...]3rd) its senless to suggest a seperate sniper call in, because ostheer has allready a sniper call in! and remember the marksman can become a real sniper with vet4 (vet4 is already a ace. so if you want a sniper ace you just reach vet4 with your marksman)
->
Quote* Jaegers - 3CP (Call on a 3-man squad of highly trained sharpshooters)



about stuka strike:
blackbishop already said it, it's in Army Support Troops
Quote"Aces High! 3CP (Sdkfz/263 gains Ju 87 dive bombing ability"
BurroDiablo wrote:
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Last edited October 11, 2011 at 7:57 PM by Ghost

#93782

Re: Ability suggestion thread:

Hey guys I just suddenly had an urge to post here, I once had this weird idea, I even included it into my concept as a special ability for an SPG, anywhere here it is:

Shell Storm: The SPG (for the Ostheer this being the Wespe) unleashes a 1 minute long barrage of artillery shells (about 30-40 shells), firing of all the shells in the ammo compartment, and overheating the barrel. This tactic can be used to deny an enemy access to a particular area, destroy a particularly well-defended area, or force them into a choke-point. At the end of this barrage of lead, the gun barrel splinters thus requiring a repair from Pioneers, however to make sure you cannot immediately repair it, the barrel breaks after the abilities cooldown time (approx. 30 secs).

As I mentioned this could be a tactic used against a particularly stubborn defense made by a turtling Brit, a method to deny an enemy access to a certain area he really needs to advance to, a scare tactic  against less aware or skilled players, and in many other ways.

Your thoughts Gentlemen?
#93783

Re: Ability suggestion thread:

well im kinda biased because i just played against some turtling brits, (man i hate those guys)but it sounds cool to me.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#93784

Re: Ability suggestion thread:

1 min is way too long and that's way OP as it is. However, I think it's a pretty cool idea. Perhaps something for the Wespe to fire quite a lot of shots (10?) but then loses some health and main gun destroyed. Would have to also cost munitions of course.
If you get into an argument with me, you're wrong.
#93804

Re: Ability suggestion thread:

3 Wespes ???. Seems abundant :P. How strong is the Wespe anywho? Is it like a Humel b/c if so thats EXTREMELY devestating. Sure, you could move but still :P. Sector arty is 150 muni but 10 rounds. Of course it does target enemies in the sector will this ability would fire at a targeted area I suppose :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#93811

Re: Ability suggestion thread:

A Wespe is like a Hummel with a smaller gun.

Sector arty is actually 200MU  ;).

Since the Wespe's in the defensive doctrine, we could do an overwatch cross sector type of thing with it.
If you get into an argument with me, you're wrong.
#93818

Re: Ability suggestion thread:

Wespe have a 105 mm main gun, Hummel 150 mm...maybe Wespe can have the same power of the American M2 Howitzer (105 mm too).
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#93819

Re: Ability suggestion thread:

Ghost wrote:
about sniper ace/enemy at the gates:
even if we forget about balancing for one moment, please look into the current doctrines for OH
http://easternfront.org/forums/index.php?topic=5651.0
and tell me where this call-in should be.

this unit would be far to strong to be placed as 1st or 2nd doctrine ability so it would have to be the 3rd.
but OH already has powerfull top-tree abilities:

Army Support Troops (stuka strikes and foreign call-ins)
Army Elite Troops (elefant call-in and buildable tigers)
Army Fortress Troops (wespe and tiger2 call-ins)

conlusion: unit would be OP (like evilspike explained perfectly) and would not have a suitable place in OH doctrines.

blackbishop wrote:[...]@Enemy at the gate
Ostheer can get a "sniper ace" getting a marksman to max vet IIRC.
link
marksman on ace vet (level 4) can choose between "observer" or "sniper ace"
QuoteSniper Ace (Sniper Camouflage, Best Counter-Detection, Slowest Camouflaged movement; receives a Scoped-K98; explosives; removes Hide ability)

evilSpike wrote:
[...]3rd) its senless to suggest a seperate sniper call in, because ostheer has allready a sniper call in! and remember the marksman can become a real sniper with vet4 (vet4 is already a ace. so if you want a sniper ace you just reach vet4 with your marksman)
->
Quote* Jaegers - 3CP (Call on a 3-man squad of highly trained sharpshooters)



about stuka strike:
blackbishop already said it, it's in Army Support Troops
Quote"Aces High! 3CP (Sdkfz/263 gains Ju 87 dive bombing ability"



Alright I understand it now, and I haven't checked the Doctrine's in a long while till now, I wasn't to bothered about it getting in or not it was just a suggestion like I said it can be editted denied and so on.

I'm just a little annoyed on how bluntly evilspike replied rather than just just saying it was OP and would never make it into Ostheer a short sweet polite manner, maybe I'm just taking this a little to personal.

Also I had forgotten about the Sniper the Ostheer gets last I saw he could get a Scoped Stg and something else as I said its been a while since I checked on Ostheer content, tends to slip my mind.

------------------------------------------------------------------------------------------------------

Once again apologies I haven't checked the doctrine tree in a while so wasn't aware that the Stuka dive bomber had already been added. One question about that does it have the sirens on it to frighten the enemy and does this have any effect or is it just for show.

------------------------------------------------------------------------------------------------------

And lastly what are your thoughts on the Propaganda Halftrack could that possibly fit into Ostheer somewhere?

I can't really see a Unit it can replace on the doctrine so I would propose replacing an ability with it but I doubt that will be possible.

Personally I think that propaganda played a great part for the Nazi's so I ask that you consider this unit.
They come for our blood but drown in their own!
#93824

Re: Ability suggestion thread:

A propaganda vehicle would fit much better for the soviets imo. As political army and general army was seperated, the soviet ones were not.
#93825

Re: Ability suggestion thread:

The Propaganda HT is a very old, popular idea. It might make it in eventually as a reward unit.
If you get into an argument with me, you're wrong.
#93830

Re: Ability suggestion thread:

QuoteThe Propaganda HT is a very old, popular idea. It might make it in eventually as a reward unit.


I like units with special abilities :). For example the vampire. Does anybody use it in 1vs1 expect me? Knowing the enemy position is a huge advantage and on langres you are able to see almost every enemy unit with it.
I identify as a four-eyed bird man. /s
#93838

Re: Ability suggestion thread:

walki1 wrote:
QuoteThe Propaganda HT is a very old, popular idea. It might make it in eventually as a reward unit.


I like units with special abilities :). For example the vampire. Does anybody use it in 1vs1 expect me? Knowing the enemy position is a huge advantage and on langres you are able to see almost every enemy unit with it.


Yes, sometimes in 1v1 games I use it for Goliaths, if I have a lot of ammo. And Allies blobs make BOOOM!  :D
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#93841

Re: Ability suggestion thread:

My mate uses Hummels a LOT in our 2v2s, so he uses them often.
If you get into an argument with me, you're wrong.
#93851

Re: Ability suggestion thread:

The nice thing is that you can even see camoflaged snipers on the minimap and it has also a very big detection radius. But the only bug is that it doesn't shows AT Guns on the minimap.
I identify as a four-eyed bird man. /s
#93855

Re: Ability suggestion thread:

If you open the tac map you can actually see the unit icons so you can not only see where a unit is though FOW, you can see WHAT it is. Very useful.
If you get into an argument with me, you're wrong.
#93894

Re: Ability suggestion thread:

ya gotta love the tactical map. ;)
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#93899

Re: Ability suggestion thread:

GodlikeDennis wrote:
The Propaganda HT is a very old, popular idea. It might make it in eventually as a reward unit.


Hooray! :D. My idea lives ^-^

The problem (or at least my problem) with Vampire is that you first have to slowly and steadily sneak it into enemy lines. Once ur opponent sees it then they'll do anything in their power to hunt it down. I tried it a few times and failed :'(. Against Brits Vampire is very good :D
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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 October 12, 2011 at 9:41 PM by Fishhunterx

#93921

Re: Ability suggestion thread:

Just use the edges of the map as travel ground if possible. On maps like Langres and Semois it can be relatively easy to sneak one undetected. Angoville, not so much. You're heavily restricted on the right side by walls and hedges, on the left side there is almost TOO much open ground for you to set down.
"Balancers are 10 a penny"
#93939

Re: Ability suggestion thread:

Can Vampire be detected easily by a scout unit (ex: mines) or does the recon unit have to be really close, like goliaths ???. If so I cant put it near their base XD
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#93973

Re: Ability suggestion thread:

Fishhunterx wrote:
Can Vampire be detected easily by a scout unit (ex: mines) or does the recon unit have to be really close, like goliaths ???. If so I cant put it near their base XD


It has a quiet big detection radius I mean cause it's a very big vehicle.
I identify as a four-eyed bird man. /s
#94028

Re: Ability suggestion thread:

No I meant can the Vampire itself be detected easily?. Not can it detect enemy units easily :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#94071

Re: Ability suggestion thread:

Oh sorry that's what I actually meant just like the Hellcat I think.
I identify as a four-eyed bird man. /s
#94292

Re: Ability suggestion thread:

how about build roads havnt seen earlier in this thread so if possiable ostheer could build roads in flat areas like the oppiset of trenches ;D
#94294

Re: Ability suggestion thread:

Sorry but...roads for doing what?
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#94331

Re: Ability suggestion thread:

roads for driving faster and making negative cover
#94332

Re: Ability suggestion thread:

That would be annoying to be honest. Building roads isn't something that's done lickidy-split, and you'd need something (Like the bulldozer sherman) to clear trees, walls, debris.

Not a good idea IMO.
"Balancers are 10 a penny"
#94335

Re: Ability suggestion thread:

Sounds like something you put in campaign :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#94347

Re: Ability suggestion thread:

it would be pretty funny though.
i can see it now, othseer player spends all their time and resources building a road, and then the soviets tank rush straight down the lane, straight to the othseer HQ ;D
no offence man, but like fish said, it belongs in a campaign ;)
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#94365

Re: Ability suggestion thread:

remember rome and its roads it could be from forward hqs to base and all you need are shovles and dusters or somthing to make flat land flatter maybe a steamroller tank that crushes infantry realy well could use sumtin like crab flail or mine plow only on lighter vehicle and you might be able to wire it to blow with a swithch on one section with an at mine ore sumtin
#94381

Re: Ability suggestion thread:

Alorios wrote:
remember rome and its roads it could be from forward hqs to base and all you need are shovles and dusters or somthing to make flat land flatter maybe a steamroller tank that crushes infantry realy well could use sumtin like crab flail or mine plow only on lighter vehicle and you might be able to wire it to blow with a swithch on one section with an at mine ore sumtin


Ok. I have to stop you right there. This isn't minecraft. This is war, This is Company of Heroes.

You can't use Rome and it's Roads as an example. That was to build up a civilization, we're not making empires.

Sorry, but nothing like this will ever be implemented for any of the factions for this mod/game.
"Balancers are 10 a penny"
#94394

Re: Ability suggestion thread:

Terribad spelling = getting a young kid that doesnt know how things like this are pretty silly in EF vibe.
Pocketsize wrote:
I can't wait till they add british to CoH:O; the extreme forces leveled by the new imbalances will create a black hole around the servers that destroys half of Canada.
#94396

Re: Ability suggestion thread:

Sumtin tells me that we will have flame war here.  :(
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Lord wrote:
OSTHEER IS DONE WHEN IT'S DONE!
#94397

Re: Ability suggestion thread:

Guys, don't make me clean this thread :). We don't want any irrelevant discussion here.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#94406

Re: Ability suggestion thread:

sry yur right but i am rushing this here so cut me some slak i get it no roads no need to be snipy LET THERE BE PEACE LOL
#94416

Re: Ability suggestion thread:

I think it would work out just fine Alorios if you used dots and comma  :3
Now on topic, what about an abilety called something like. Eye attention!

It cost ammu . Like 80? And this does that all your troops for a amount of time see much longer and spot cloaked enemies easier? :D
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3