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yep, you guessed it, more suggestions... Soviet stuff 3!

Suggestions

#2581

yep, you guessed it, more suggestions... Soviet stuff 3!

For the city fight doctrine:

A first tier ability: noble sniper

One at a time reinforcement, provides a single sniper with aditional abilities
He has better vision and range than other snipers (1.5x) and has two abilities:
1. Sow fear: the noble sniper kills the commanding officer of a squad, forcing them to retreat (like in the german propoganda doctrine)
2. Rapid fire: the sniper fires rapidly with his svt40, pinning a squad (like g43 ability)

He can also build one dummy: this appears as a Russian sniper model lying down, uncamoflaged. If an enemy sniper shoots at the dummy, it is destroyed, but he gives his position away to the noble sniper who can then countersnipe him (25 mun)
Za Chest Gvardii!
#2588

Re: yep, you guessed it, more suggestions... Soviet stuff 3!

I read in a book some time ago that when russkie snipers sniped 40 (or 30 not sure) natzies they were nobled by comrade stalin himself. It seems that sniping standards in games lies around 100-200 snipes so thats cinda unreal.
The GrimReaper is walking the Earth collecting Suols
#2591

Re: yep, you guessed it, more suggestions... Soviet stuff 3!

maybe, but it depends on how the player uses the sniper, besides, the option reflects a veteran sniper (zaitsev or the higher scoring one) myself I don't really have much luck with snipers cos I forget them for tanks and infantry...
Za Chest Gvardii!
#2592

Re: yep, you guessed it, more suggestions... Soviet stuff 3!

one time i had a realy good sniper killing lots of germans but then he sant a V1 in the head of him but the good thing was that only he died.
The GrimReaper is walking the Earth collecting Suols
#2598

Re: yep, you guessed it, more suggestions... Soviet stuff 3!

Hmm, the Sow Fear, and Dummy abilities are quite interesting. The Russians do have a Vet Sniper (part of a doctrine) so I may look into those ideas (first one is easy enough).

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Cassidy Motto -> Frangas non flectes.....You can break me, but I'll never bend.
#2671

Re: yep, you guessed it, more suggestions... Soviet stuff 3!

Bunker ideas

perhaps the soviet bunkers can be upgradeable with a zis-3 at gun? it was quite a common defence...

in addition it could perhaps add camoflage so that it cannot be seen by the enemy, but cant fire until the player 'reveals' it and then the crew open the loophole and fire

Suggestions for sneak peak army list: t34 upgrade could be more general, like upgrading all t34s with aircraft engines to make them faster and electric turrets to improve turn rate

Suggestion for urban assault doctrine: u probably have already got a stalingrad veteran assault squad with grenade assault and ppshs, but perhaps you could give 2 of them a panzerfaust upgrade to improve their at and then add another ability: forced entry, where the infantry fire the panzerfausts into the building, removing 2 people in the house and forcing others out of it, then occupying it themsleves (buildings only, not bunkers)

Another upgrade: tank factory upgrades all t34s and kv1s with flamethrowers in lower hull mg like Churchill crocodile

Deployable truck defences: trucks can go hull down to become artillery, aa site etc

Area denial ability: urban assault ability: pe8 bombs the crud out of several houses and kills any infantry In a huge area. Huge cost

A german suggestion: (gasp!) karl heavy mortar shell: calls in a sinlge mortar shell which destroys anything under it (buildings and fortifications especially) like v1 in cost

Kettenkrad unit: like pe kettenkrad but with 2 people: one on the back with stg44 and a panzerfaust and the driver.

Russian ideas: again... Building upgrades:
When occupying buildings, Russians can add weapons: 2 dp28s, a maxim and 2 ptrs rifles.

Za Chest Gvardii!

Last edited November 30, 2008 at 1:30 PM by vengefulnoob

#2711

Re: yep, you guessed it, more suggestions... Soviet stuff 3!

well how about more ablilleties for the engineres, they shuld build bunkers trenches tank-traps, the usual stuff but they shuld be able to build camoflage. like u make them place camoflage-nets and stuff on a building of your choice and meybe also on tanks that are not moving. this culd meybe be used against the pe airstrike that the planes wont se the tanks and wont be ale to attack them.
The GrimReaper is walking the Earth collecting Suols
#2825

Re: yep, you guessed it, more suggestions... Soviet stuff 3!

this was the latest thread about "weapons" so this comes under here.
how good will molotovs be against tanks? Finland troops destroyed russian tanks with molotov. one down the hole in the back and boom no tankcrew left.
The GrimReaper is walking the Earth collecting Suols
#2827

Re: yep, you guessed it, more suggestions... Soviet stuff 3!

depends if ur close enough, but most of the time if u run up to it and throw one in an open slot it should work...
Za Chest Gvardii!
#2848

Re: yep, you guessed it, more suggestions... Soviet stuff 3!

I like the idea of the ZiS-3 bunker, sadly there is still some discussion and dispute with in the mod team to how defence orientated the Russians should be. This is mostly due to balance. The British have slow moving and expensive infantry squads but large amounts of defences. Giving the Russians large and powerful defences (like upgrading bunkers and trenches into British type emplacements) AND also giving them fast moving and slightly cheap infantry, may cause imbalance.

The flamethrower tanks i believe would have to be a doctrine ability/uprade as Russian tanks are cheaper, faster and also the OT-34 would have it's main gun along with the flamethrower.

I'm quite interested with your forced entry ability, like many good ideas though, it may affect game balance, and would have to be carefully made (large chance to fail for example), otherwise every time an enemy enters a building, they would be getting forced out again.

About your idea about occupying buildings, i would love to have that, and have thought of it before (ZiS-2s/ZiS-3s and mortars though instead, along with allowing infantry (once the building is locked down) to throw grenades. This though i'm not totally sure how to do, as new building models i expect would be needed unless AT/Mortar shots just appeared out of the building. This would probably take a lot of work, and is much easier in a game like Faces of War (park your tank in a building to make a hole, then just stick the AT gun in there behind a wall).


Sorry to keep you waiting man ;).

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Cassidy Motto -> Frangas non flectes.....You can break me, but I'll never bend.
#2850

Re: yep, you guessed it, more suggestions... Soviet stuff 3!

would it be able to make some units fire Tracer amunition or meybe for machinguns instead for ball amunition. this would make the shoots more visible but also much better against infantry cuse the bullets are ignited.
The GrimReaper is walking the Earth collecting Suols
#2852

Re: yep, you guessed it, more suggestions... Soviet stuff 3!

dw ;D

Ot34 is a doctrine upgrade for mechanized doctrine: player gets better optics and flamethrower on t34s.

Shame about bunker and disagreement, but sov defences were mostly temporary, even at Kursk. They used wooden bunkers, dugouts and secret tunnels etc. So defences could be weak but surprising, ie OMG where did that at come from?!

Forced entry would have long cooldown and cost lots of muni, besides, smgs don't really work from buildings, so the Russian would have to occupy them with riflemen: Lots of resources for one building.

Tracer sounds like a nice idea. Russian used green barium chloride bullets: maybe ability for dp28 upgrade like Bren gun buttoning? Improve the squads accuracy for 30secs for example.

As for buildings, my ideas are based around infantry: anything not on a tripod would have to be lifted by a crane... Mortars are a nice idea, but I don't think putting them in houses is too useful: why not adapt roadwork's idea and let them in trenches?

Ty for feedback
Za Chest Gvardii!

Last edited January 3, 2009 at 2:48 PM by vengefulnoob