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Ability suggestion thread:

Ostheer Suggestions

#131783

Re: Ability suggestion thread:

Plant Feet!: Experienced British Troops dig in and fight, rapid firing their Lee-Enfield rifles in a "mad minute"--30 rounds or more in rapid succession. This focus on rapid fire lowers their accuracy slightly, however.
Modifiers: Cooldown 0.5, Accuracy 0.9. Based off of the Fire-Up! ability.  15s duration. Costs 15 MU. No exhaustion period. 90s recharge time.

Grit!: Grit your teeth, Soldier! Your troops hit the deck and army crawl, making themselves harder to hit but sacrificing their ability to return fire while they grimly crawl towards enemy positions.
Modifiers: Received Accuracy 0.75, Morale Rate (Suppression Recovery) 1.5, Weapon Range Modifier -34. Based off of the Evasive Maneuvers ability for the Axis tank crew from the ToV campaign. No cost. No cooldown. On a toggle, as per a standard Camouflage ability.

Unholster Sidearm!: The squad Sergeant will unholster his M1911A1 .45 automatic pistol and fire two magazines of .45 caliber ACP ammunition at the selected squad before reholstering his pistol and continuing to fight with his primary weapon.
OR
The Feldwebel will unholster his Luger P08 9mm automatic pistol and fire two magazines of 9mm Parabellum ammunition at the selected squad before reholstering his pistol and continuing to fight with his primary weapon.
Modifiers: N/A. Squad leader uses an accessory weapon pistol. Based off of the Panzerfaust ability. No cost, 30s cooldown. Targets tp_squad.

Abilities from my http://www.moddb.com/mods/operation-avalanche-fall-of-italy .
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.
#131786

Re: Ability suggestion thread:

That Plant Feet ability kind of sounds OP IMO
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#131805

Re: Ability suggestion thread:

Keep in mind how ass the Lee-Enfield is.
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.
#131810

Re: Ability suggestion thread:

TheVolskinator wrote:
Plant Feet!: Experienced British Troops dig in and fight, rapid firing their Lee-Enfield rifles in a "mad minute"--30 rounds or more in rapid succession. This focus on rapid fire lowers their accuracy slightly, however.
Modifiers: Cooldown 0.5, Accuracy 0.9. Based off of the Fire-Up! ability.  15s duration. Costs 15 MU. No exhaustion period. 90s recharge time.

Grit!: Grit your teeth, Soldier! Your troops hit the deck and army crawl, making themselves harder to hit but sacrificing their ability to return fire while they grimly crawl towards enemy positions.
Modifiers: Received Accuracy 0.75, Morale Rate (Suppression Recovery) 1.5, Weapon Range Modifier -34. Based off of the Evasive Maneuvers ability for the Axis tank crew from the ToV campaign. No cost. No cooldown. On a toggle, as per a standard Camouflage ability.

Unholster Sidearm!: The squad Sergeant will unholster his M1911A1 .45 automatic pistol and fire two magazines of .45 caliber ACP ammunition at the selected squad before reholstering his pistol and continuing to fight with his primary weapon.
OR
The Feldwebel will unholster his Luger P08 9mm automatic pistol and fire two magazines of 9mm Parabellum ammunition at the selected squad before reholstering his pistol and continuing to fight with his primary weapon.
Modifiers: N/A. Squad leader uses an accessory weapon pistol. Based off of the Panzerfaust ability. No cost, 30s cooldown. Targets tp_squad.

Abilities from my http://www.moddb.com/mods/operation-avalanche-fall-of-italy .

why here in OSTHEER suggestion thread?!  ???
BurroDiablo wrote:
Jagd[tiger] is a buildable replacement for the Kettenkrad... It can cloak and cap points. :P

Last edited September 2, 2012 at 9:52 PM by Ghost

#131814

Re: Ability suggestion thread:

Because you can use the abilities for stuff OTHER then what the written desc. says. E.g, use these as a jumping board for ideas for OH abilities.
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.
#131825

Re: Ability suggestion thread:

Do you know how much damage a tommy squad can do to regular infantry? And besides this is OP for any faction, given the current conditions. Only .9 accuracy? Thats not a big difference. You get worse penalties while running. And all of your abilities seem to have this same quality. Its too good and doesnt offer a drawback.
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#131830

Re: Ability suggestion thread:

They're currently in use in a non-vCoH environment. So I can see where you would draw that opinion. All of those abilities are earned with veterancy anywho. Tommies are NOT scary. EF uses the same Tommies as vCoH does, which in turn are the same units used in Europe in Ruins mod. I play that mod quite a lot and I've seen my fair share of Tommies. Without an officer, Tommies are crap. Pure and simple. I cede my argument, clearly noboy is interested in the abilities here.

On a side note however, how is using a panzerfaust-like pistol ability OP?
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.
#131833

Re: Ability suggestion thread:

NO one said we weren't interested. I just said they were generally (or at least sounded) OP. I play EIRR too. Not quite often but I play it never the less. And the pistol thing give the weapon crew AI ability and cost nothing, so it can be spammed. Weapons crews arent supposed to be able to defend themselves. Thats why they are given pistols in the first place and u need to support them. If they could support themselves then whats the need to get anything else?
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#131875

Re: Ability suggestion thread:

It's a pistol. Oooh, scary luger. Again, in the context where they are used, the abilities are difficult to spam (especially the pistol one). Try using the Plant-Feet ability constantly in vCoH at the beginning of a game. By the time you can really use it, you're facing the threat of the MG and sniper pin that roflstomps CW players.

The pistol ability is given to mainline infantry squads. Not weapons crews. And in it's current iteration, only to Riflemen and another rifleman-like ambush unit; both for the US faction.
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.
#131877

Re: Ability suggestion thread:

If this pistol is so weak and pathetic why even give units that ability? And its every 30 sec. Thats pretty short for a free ability
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Om Nom Nom Nom
"Panzer-Guppy ready for battle!"
"Ha Ha Ha! We have the ZEAL!"
"Grenadiers! Fall In!!"
#141141

Re: Ability suggestion thread:

Fire Bundle Grenade

Cost: 50 Munitions

It is just like PE's Fire Grenade, but the fire damage is 4X more deadly.  I'll consider which unit to add or what requirements are once OH is released or I have more info.
My personal favorite
#141155

Re: Ability suggestion thread:

12.8 cm Pak 44        350 manpower 50 fuel
http://en.wikipedia.org/wiki/12.8_cm_Pak_44

M30 Luftwaffe drilling 50 munitons.  This game needs a Shotgun
M30 Luftwaffe drilling

#141156

Re: Ability suggestion thread:

Viperthug91 wrote:
Hafthohlladung

Give it to some unit that can camoflauge. 60 munitons
http://en.wikipedia.org/wiki/Hafthohlladung


Is already in.

Viperthug91 wrote:
12.8 cm Pak 44        350 manpower 50 fuel
http://en.wikipedia.org/wiki/12.8_cm_Pak_44


It was operated by a crew of 11 man. Animate it and it might get in.

Viperthug91 wrote:
M30 Luftwaffe drilling 50 munitons.  This game needs a Shotgun.
M30 Luftwaffe drilling


Probably a reason? You are not the first one to search Wikipedia for German Weapons in WW2. All three suggestion have no serious foundation and you didn't included an argument that might speak for including those units/weapons.

I identify as a four-eyed bird man. /s

Last edited January 10, 2013 at 7:06 AM by Walki

#141159

Re: Ability suggestion thread:

@Viperthug91
PaK 44 for Ostheer? Nope. That gun wasn't used in the Eastern Front and I'm not sure if it was used in the Western Front either.

And what shotgun do you mean?
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#141162

Re: Ability suggestion thread:

The m30 drilling shotgun. It was a shotgun that pilots were in some cases equipped with in a big case in their plane for survival use. Its basically a normal double barrel hunting shotgun but with a third ordinary rifle barrel.
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..

IMO this would be a awesome gun for the luftwaffe officer? :D
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My English is kind of useless. But that because Iam swedish Wooohoooj! ;3
#141164

Re: Ability suggestion thread:

blackbishop wrote:
@Viperthug91
PaK 44 for Ostheer? Nope. That gun wasn't used in the Eastern Front and I'm not sure if it was used in the Western Front either.
[...]

Well. The 12,8cm Pak was used by the german army during the last days of the war. A small number (10-12 guns of the version 80/1 und 80/2)
seen combat e.g. during the Ruhrkessel (Ruhr pocket) or the battle of the "Festung Harz". Soviets captured one 12,8cm gun on a testing ground.
But the 12,8cm Pak would be extreme heavy for CoH, or ;)

About the M30; There arent so much information about this gun.
But i dont think that a "field officer" will used this gun in combat.
There were a lot of weapons that where better and available in greater numbers ^^
May the force be with you.

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#141168

Re: Ability suggestion thread:

Walki wrote:
Viperthug91 wrote:
Hafthohlladung

Give it to some unit that can camoflauge. 60 munitons
http://en.wikipedia.org/wiki/Hafthohlladung


Is already in.

Viperthug91 wrote:
12.8 cm Pak 44        350 manpower 50 fuel
http://en.wikipedia.org/wiki/12.8_cm_Pak_44


It was operated by a crew of 11 man. Animate it and it might get in.

Viperthug91 wrote:
M30 Luftwaffe drilling 50 munitons.  This game needs a Shotgun.
M30 Luftwaffe drilling


Probably a reason? You are not the first one to search Wikipedia for German Weapons in WW2. All three suggestion have no serious foundation and you didn't included an argument that might speak for including those units/weapons.


The pakk 44 was made to counter the heavy Russian armor with 122mm and 128mm cannons and was said to have seen use over 50 were made. ( some say 51 others say 55) so they were out there. It was towed with a opel Blitz and a 11 man crew!!! that would be a pain to snipe them off of that gun.

And The Luftwaffe drilling i suggested that because the Luftwaffe squads get smashed by literally everything!!!engineers, rifle man,  even at AT gun will pick off a couple. British destroy them very easily too.maybe they can beat non upgraded conscripts but that would be it. I'm not saying make them defensively stronger per say but they should at least be able to beat someone.
#141169

Re: Ability suggestion thread:

LGF are weak, but that's the way Relic wanted them to be, otherwise they would have changed them a while ago so, we are not going to give them that shotgun.

Now, about the PaK 44, as it seems it was used in small numbers against Soviets, however, it doesn't change the point that it is too heavy and strong, a PaK 43 would be better IMO.
Mors Indecepta

Might controls everything, and without strength you cannot protect anything. Let alone yourself...
#141183

Re: Ability suggestion thread:

In my experience Luftwaffe Ground Forces are pretty decent in combat.  Their just like VolksGrenadiers, but 5 less health per man (making Health/man ratio 55 health, which is same as Rifleman and Engineers) and the same weapons as the VolksGrenadiers.  Get vet for them and they will be better :).  They are better in combat than UN-UPGRADED Panzer Grenadiers too.  Have them pick up a BAR here and there and it is a combat squad.




the only thing though I don't like about them is how the Luftwaffe leader screams at you like a little girl when you only lost 1 man.  You don't see knights cross holders complaining at all
My personal favorite

Last edited January 11, 2013 at 3:00 AM by 132

#141212

Re: Ability suggestion thread:

132 wrote:
In my experience Luftwaffe Ground Forces are pretty decent in combat.  Their just like VolksGrenadiers, but 5 less health per man (making Health/man ratio 55 health, which is same as Rifleman and Engineers) and the same weapons as the VolksGrenadiers.  Get vet for them and they will be better :).  They are better in combat than UN-UPGRADED Panzer Grenadiers too.  Have them pick up a BAR here and there and it is a combat squad.


Let alone when they get level 3 defensive vet! Who needs a combat squad when you have bulletproof repairers for the frontlines?
#141237

Re: Ability suggestion thread:

+3 offensive vet and a shrek or two make for even better LWGF panzer mechanics.
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

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