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Ability suggestion thread:

Ostheer Suggestions

#94419

Re: Ability suggestion thread:

i dont know what you mean "see cloaked enemies easier", cloaked is cloaked. other than that though, it looks cool to me.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#94422

Re: Ability suggestion thread:

I have a second ability idea derived from sommarkatze. How about something along the lines called eye in the sky or code breaker.

Eye in the sky: For a muni cost like 50 a patch of land(relatively big) would be revealed, thus granting you the intellegence you need. It would not find cloaked units for that might be too op. And it would last for a few seconds. Its a little like recon run I admit. However you cannot drop arty on the spot you decloak. Thats just brutal :-X

Code breaker: This ability could be given to RMC commando tree :P. It reveals the ememys on the field on your mini map and on your tactical map. It would be like the Vampire detection where you know there is an eney there but you must check tactical map in order to see what it is :P. The cost would have to be a bit high since its a powerful ability

They're just suggestions :P. Don't flame me cause they're "noobish sounding"
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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 18, 2011 at 11:09 PM by Fishhunterx

#94431

Re: Ability suggestion thread:

I would Love that then you could commando drop in an intelligent way instead of guess and hope the god of infantry killers does not die in 4 seconds note it would be cool

Last edited October 19, 2011 at 1:01 AM by Alorios

#94432

Re: Ability suggestion thread:

Fishhunterx wrote:
I have a second ability idea derived from sommarkatze. How about something along the lines called eye in the sky or code breaker.

[...]

They're just suggestions :P. Don't flame me cause they're "noobish sounding"


Not a noobish idea: Soviets have this in the Urban tree called "Flare". Same concept, however it increases the received accuracy of units in the area inside too. IIRC it can be dropped anywhere on the map except the HQ areas?
"Balancers are 10 a penny"
#94437

Re: Ability suggestion thread:

I didn't know you could drop the flares anywhere :o This is news to me :P

But what about the code breaker for RMC? Maybe to replace a intelligence ability :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#94496

Re: Ability suggestion thread:

Well then scrap the name. But what about the actual ability ???

How about, intelligence command? Or radar superiority?
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#94505

Re: Ability suggestion thread:

I realize they might take time to make (cause devs are busy) but maybe for the future ??? RMC with diff docs (or moddified docs) would be nice.

After all, since RMC are aggresive, RCA and RSE tress are def. and don't fit as well. And commando tree is less appealing since you already have off. infantry that are cheaper
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#94515

Re: Ability suggestion thread:

Actually RSE is the best-fit for the RMC because of it's additional tank call ins-A weakness you have if you abuse the OP aspects of the RMC and build only T1-and T2 glider. If you have a Churchill at that point it's GG.
"Balancers are 10 a penny"
#94520

Re: Ability suggestion thread:

Isn't RMC being changed with next patch ???. So that tactic shouldn't be as effective :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#94525

Re: Ability suggestion thread:

Yeah we'll work on it. Since the balance team is generally focused on Soviets, it may take awhile.
If you get into an argument with me, you're wrong.
#94528

Re: Ability suggestion thread:

Hey guys back with another idea from one of my old Ostheer concepts:

Unleash the Reserves: Gives any squads in its large radius automatic reinforcement to maximum capacity and makes them fire faster, with renewed vigor, unfortunately the use of our reserves makes getting reinforcements at the headquarters or forward HQ impossible for 2 min.

This would be a last resort Plan X type of ability, but can also be used to create that final push, so you can finally finish of that pesky Soviet horde and send them all packing.

I would actually prop the recharge period for this ability to 3 or 4 mins and give it a high munitions and/or manpower cost (considering what it is this ability does)

Any opinions??
#94553

Re: Ability suggestion thread:

Quote
Gives any squads in its large radius automatic reinforcement to maximum capacity


Where do those guys come from? Suddenly there like ghosts

I would rather see some Beutetanks like a german t34/76 or a german KV1. That would be cool.
#94555

Re: Ability suggestion thread:

It wouldn't be the first unrealistic thing in CoH. Something similar would be appropriate for Fortress Troops in OH. Though, they'd come out of defensive structures rather than nowhere.
If you get into an argument with me, you're wrong.
#94568

Re: Ability suggestion thread:

That's obvious ;D. We cannot reinforce entities from nowhere and I'm sure that was what neosdark thinks as well.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#94588

Re: Ability suggestion thread:

Yeah its really like that last resort thing when you have a ton of soldiers, near your HQ or Forward HQ that need a reinforcement, so instead of paying those exuberant Manpower costs, you can pay manpower and munis to get a quick super reinforcement, that is useful for only a defensive push back, and then you have to be very careful with your troops for a period of time cause you cannot reinforce your other forces, only build new ones (which cost, of course).

It would need special coding to work only in the vicinity of a reinforcement building or some vehicles, I imagine, since reinforcement can only occur in these types of situations.

Last edited October 21, 2011 at 10:41 PM by neosdark

#94591

Re: Ability suggestion thread:

Sounds like reasource blitz only in the middle of a fight and it already reinforces your soldiers, rather than you retreating then reinforcing. But its kinda cool :P
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#94656

Re: Ability suggestion thread:

hmmm. its strange, but not a bad idea imo. sounds kinda like the reimburse used (killed) squads in the propaganda doctrine exept they span to your squad
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#94920

Re: Ability suggestion thread:

Quote
* Foreign Battlegroup - 3CP (Call-in two random Foreign squads (or 1 random squad plus a random crewed weapon) and 2 Foreign Tanks)


My suggestion:

3 different foreign troops: Italians, Romanians and Hungarians

One is only Antiinfrantry based, other only antitank based and the third one mixed antiinf and antitank.

You get the call in what you need the most similar to US offmap battle group.But you will never know what exaclty you will get.

I don´t like the crewed weapon idea.


Cost: 1000mp


Antiinfantry: Romanians

  • 2 x Panzer 38t

  • 3 infantry squads equipped with SMG and LMG



Antitank: Hungarians

  • 2 x Turan II 41M

  • Toldi 41M

  • 1 Antitank squads equipped with Schreck



Mixed: Italians

  • Semovente M42

  • Fiat SPA AB41

  • 3 Infantry squads

Last edited October 23, 2011 at 3:41 PM by Killar

#94922

Re: Ability suggestion thread:

Wait so when you activate the ability you might get 1 of 3 foreign groups ???. Seems very random and unpredictable to me :P Better hope your right or your screwed :P. 1000 seems like alot
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#94926

Re: Ability suggestion thread:

Fishhunterx wrote:
Wait so when you activate the ability you might get 1 of 3 foreign groups ???. Seems very random and unpredictable to me :P Better hope your right or your screwed :P. 1000 seems like alot


Maybe you could have it sort of like 1000 MP for a random, or 1250 for a guaranteed pick.
"Balancers are 10 a penny"
#94944

Re: Ability suggestion thread:

Meh, don't give them names like that, you might start the old, Why is my nation not represented here Flame War. Just call them AI battlegroup, AT battlegroup, and Mixed Battlegroup and give them units from each nation in each. For example:

Mixed Battlegroup: 1 Semovente M42
                          1 Assualt Team armed with 3 MAS 38s, and 2 FM 24/29                                 
                          1 43M Zrínyi SPG

AT Battlegroup: 1 Turan II 75mm
                      2 Panzer 38 (t)
                      1 AT Teams with 2 Solothurn S-18/100 AT-Rifles (each, with a possible upgrade to 2 Panzerschreck)

AI Battlegroup: 1 Char 2C
                    2 Assualt Teams each armed with 3 Danuvia 43M SMGs and 2 MG30
                    1 Heavy Assault Team armed with 4 Suomi KP-31s.
#95362

Re: Ability suggestion thread:

i agree with neosdark on this one. specific countries make me think "why do hungarians fight tanks better than romanians???" i really like the foreign call in troops though.
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#95510

Re: Ability suggestion thread:

Maybe Hugarians have better aim ;D
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#101834

Re: Ability suggestion thread:

Or because they are really Hungry! ( Ba dum tsch dont ban me plz! <3)

COH is a lovely game. It have so many unique things that make it speciell! For example instead of every singel man have a lifebar. The whole squad have one and dies one after another depending on it! This ofc result in close combat where people dont seem to know how to aim ! And sometimes even if they have a free shot the enemy doesent die because they are too good or the attacker is to weak. This is ofc part of the COH gameplay and should NEVER been taken away. But it could work as an abilety?

Flanking!

Example: We got 2 squads of landsers. We call them Adam and Eve. Adam and Eve are out to take a checkpoint. Suddenly they walk straight into an American Mg team! Eve is the one too be target. Adam somehow did make it out and are now running a long route behind obstacles and dead cows and other epic map enviroment to get on the side of the mg outside of its fire view.

Its now the German player activate Flanking!

This do that every unit for like 30-20 sec for an amount of ammu gets a great bonus buff against enemys that AREN´T firing on them.
So what happens it that Eve is lying out there in the shitstorm crying over why they have to be Eve in a global conflict like this. The mg are focusing on Eve and not ADAM. This make that Adam who now is on the right of the mg gets the attack bonus and now flank the unit and gets a tremendous attack agains it because they arent the one getting fire on!

In short. Flanking! makes infantry better against targets that arent firing on them for a little period! This in other hand can probaly be missued, making you better in battle so long the enemy arent firing on you. But its only active in like I said. 20-30 secs. What do you say? :D
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#101847

Re: Ability suggestion thread:

This idea sounds interesting. But maybe "flanking" should last 10-15 sec (cause 30 sec seems way too long) and flanking makes troops run slightly faster. Or break suppresion (that might be OP and screw with gameplay). But hey, just throwing ideas out. And maybe cost 40-50 muni and the attack bonus is like increased by 1.4 and accuracy is reduced to .8 cause the trops are in a frenzy to flank :P. Im jk thats not the reasn why accracy should be .8 ;D
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#101858

Re: Ability suggestion thread:

Yeah, 10-15 secs sound better! Might get to OP otherwise ;P Run faster would work but break suppresion sounds a little to god. The whole thing is that the unit aint taking fire from anything and then could flank XD Good points!
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#108887

Re: Ability suggestion thread:

And MG SMG shots to shots after them. Causing the bonus to dissapear?

I dont know how it work out, but i can imagine this would happen :O
#108919

Re: Ability suggestion thread:

hmm. a bit situational, but it would be good for snipers. (rarley shot mat for long periods of time)
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Sommarkatze wrote:
OH FOR CRYING OUT LOUD AND RAPE CEASERS GHOST IN FRONT OF THE CHILDREN!?
#130207

Re: Ability suggestion thread:

In the general ww2 diskussion thread we are talking about the Stg44 curved barrel. According to wikipedia those were equipped on Elefant tanks as I though.
As said on wiki !
One of the biggest drawbacks of the tank destroyer Elefant was that in spite of having a 88mm anti tank gun, it did not have a machine gun to handle enemy infantry. Hence, the Krummlauf was fitted with the Stg44 Gun and used by the tank crew as a machine gun.


Would it be possible for the Elefant ( that are going to be a doctrine vechicle right?) to upgrade for like 75 ammu an stg44 with curvel barrel openings.
That later got the abilety for maybe 40 ammu start shooting around itself to defend itself against nearby infantry units. Like the Tiger ace campaigns S-mine launchers mixed up with the churchills tank shock.

It doesnt kill so good but the nearby enemy units got suppresed ? :>
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#130251

Re: Ability suggestion thread:

Ferdinand didn't have a hull MG, but the Elefant did.
#130355

Re: Ability suggestion thread:

Ofc Burro! That is absolutely correct, however with all the respect. Not even once did I mention the Ferdinand in the post above :>
Or are you refeering to that there is no Elefant in the ostheer but only the Ferdinand?
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#130432

Re: Ability suggestion thread:

Hey Sommarkatz!
I think we might have problems getting the "round the corner" SMGs into vehicles for EF. From about mid 1941 or so SMGs were provided inside Panzers, (Stugs for one), but they were mostly for crew defense particularly after a bail-out. They were located undneath/behind ammo supplies and such-like. Maybe if the old JagdPanther bail-out crew bug/feature were used, (hint, hint), we might see them.
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
#130481

Re: Ability suggestion thread:

That I know Otto thanks! However I always thought of it being like an emplaced gun. Hard to describe it maybe so I made a simple picture.
I do love the tiger crew, but they dont fit in COH1  ;)

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*note it is a panther something rather than a elefant on the picture but you get the idea*

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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#131615

Re: Ability suggestion thread:

Walther wrote:
Elefant:

Marked Shot:
A very long range critical shot that deals 300 damage that has a maximum range of 60 m, and a 10% chance critical shot(damaged engine, destroyed main gun, and etc.); 100 or 120 munitions; 160 second cooldown


Maybe a reason why a tank destroyer needs an even longer range ability?
I identify as a four-eyed bird man. /s
#131616

Re: Ability suggestion thread:

Sounds expensive  :o
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#131617

Re: Ability suggestion thread:

Sounds like a very expensive Tiger Ace shot :-X
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#131618

Re: Ability suggestion thread:

Sir wrote:
Sounds like a very expensive Tiger Ace shot :-X


With the difference that a Tiger Ace shot has a sense. As it could use some more AT power.
I identify as a four-eyed bird man. /s
#131624

Re: Ability suggestion thread:

Walther wrote:
Elefant:

Marked Shot:
A very long range critical shot that deals 300 damage that has a maximum range of 60 m, and a 10% chance critical shot(damaged engine, destroyed main gun, and etc.); 100 or 120 munitions; 160 second cooldown



120 Muni, 160sec cooldown, 300 dmg and a 10% critical chance, Redguard would be proud
(un)official forum troll
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#131626

Re: Ability suggestion thread:

Tankbuster wrote:
Redguard would be proud


I laughed so hard I nearly pissed myself  ;D ;D
"Balancers are 10 a penny"
#131680

Re: Ability suggestion thread:

I think he meant a balance reason. A Jagdpanther has super long range. That doesn't mean we give it tread breakers or AP rounds. You really need justification in your post, not just this one.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#131689

Re: Ability suggestion thread:

Yeah and a rifle can shoot at for 500 meters, a sniper can fire and hit targets at a mile, and a panzerfaust could kill a tank crew in 1 hit. That doesnt mean we implement that type of realism. You are going to need better reasons
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#131695

Re: Ability suggestion thread:

The Marder's ability lets it perform better at the cost of mobility, not blow tanks up with 1 hit. Your ablity lets you insta gib stuff for muni, which bascially sounds like the Tiger Ace shot.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#131728

Re: Ability suggestion thread:

You guys are really harsh at him, I hate Blitzkrieg mod (yeah I admitt it :P) but I don't see his suggestion has anything to do with that mod. It's just a not really cool ability suggestion that's all.
I'm drunk now, I'm outranked you in philosophy.
#131731

Re: Ability suggestion thread:

I didnt say blitzkrieg. I don't love blitzkrieg but I dont hate it either. Im sort of in the middle :P. I said realism which is in a lot of mods. He was mentioning how the Elephant had a range of 3 miles and I said EF doesn't do that kind of stuff.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#131740

Re: Ability suggestion thread:

Most of the stats he said are just in his head, they have nothing to do with realism or realistic or whatever. That's my point. :)
I'm drunk now, I'm outranked you in philosophy.
#131750

Re: Ability suggestion thread:

Ok then lets forgo the realism part (cause u are probably right about the stats having to do with his suggestion). WHy does the Elephant need this? Im not asking u to answer this but this still remains a question.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"