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Secret Weapons Division: CoH Suggestion Box

  1. #851
    Krases
    Guest
    Give some sort of special forces to each team....like army pathfinders.

    Give us HQ upgrades, like from a occupied house to a concrete bunker.

    Give both teams a bunker from which to mount AT guns

    allow more things to be built on territory capture points, like a barracks or a oversized bunker.

    add new doctrines to each side. French resistance doctrine for allies (sabatoge and gurilla warfare doctrine) and ost battalion doctrine for germans (cheap massed infrantry doctrine).

  2. #852
    tritech
    Guest
    don't know if it has been mentioned, but knowing the health of bridges, like buildings would be helpful.

  3. #853
    Winner909
    Guest
    @ tritech

    just click on the bridge or the building to find the health, but you can't if it's in the FoW

  4. #854
    tritech
    Guest
    iirc only buildings show health, not bridges.

  5. #855
    TheGnomes
    Guest
    Bridges show health, click on one in your LOS and it should display in your taskbar

  6. #856
    Sn1tch
    Guest
    Great suggestions:

    1. Men don't jump out of a building's blindspot to get killed
    2. When MG's lock on a target when garrisoned, it doesn't change target till that target dies/gets out of view and you can't manually change it either
    3. Add a reverse key for tanks
    4. KCH and Volks get a lvl 2 veterancy
    5. Put long timers on all abilities

  7. #857
    Imperator_Rex
    Guest
    Hi folks! I have two suggestions to make:
    1) All units when entering a forest automatically get invisible and can only be spotted when an enemy unit gets close by.
    2) Units when entering a bulding can, if they choose to, remain hidden in order to lay an ambush.
    Last edited by Imperator_Rex; 29th Apr 07 at 8:17 AM. Reason: typos

  8. #858
    Member fallen soldier7's Avatar
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    ally mgs cost 240 while axis mgs cost 260. the ally mg can kill faster than the axis mg can, and the ally mg has more hp and has AP.

    although the axis mg can suppress faster, it wouldn't matter since the allies can just retreat whatever was caught in the line of fire.

    my suggestion: keep the costs at the same, but balance it out by adding a camo and holdfire ability for the axis mg. this will make it worth its cost.

    also a camo ability for the axis mg will motivate people for more ambushes. the axis have more camo-able units than the allies, and thus are better suited for ambushes.

  9. #859
    Member MajFauxPas's Avatar
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    Aug 2006
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    Volks Veterancy 2 suggestion: 10% fire range bonus and 10% line of sight bonus.
    Hoping CoH2 Ships With Worldbuilder....

  10. #860
    advarntek
    Guest
    would be great to have wurfgranate for the axis would add some mega artillery.
    also axis has 3 heavy tanks panther, tiger, tiger ace and allies only have 1 persting (sherman is medium tank) so add some heavy tanks to allies
    Last edited by advarntek; 1st May 07 at 4:00 PM.

  11. #861
    mr.powell
    Guest
    If you knew how right you are Hadlow! ... the allies are in dire need of additional heavy armor and i do not only see it from the perspective of the original CoH but also with the upcoming expansion OF!

    I mean what can the US bring agains the Panzer Elite (1vs1) when fighting in a Multiplayer match ... dear Lord i really hope that Relic will be (at least) that smart to give the US (and if the UK also needs it) additional heavy tanks and i personally do not care whether they were fielded (the so called 'experimental tanks') or not as its only a game and not meant to reflect realism in EVERY possible way (see Tiger ace!!!) so bring on NEW heavy tanks for the US when the OF patch (which will perhaps be at 1.8) will be released for the original CoH so that the US has anything they can use as counter units agains Panzer Elite/german heavy armor and not such unbelievable things like a new (low calibre) at gun which can beat the crap out of a KT but any of your tanks can not damage it nor even scratch it!!! (=> such things make me a headache )

    I absolutely agree with you Hadlow and the axis should get in return for such heavy armor better infantry units so that it evens out again. I mean it is right that the axis already got three heavy tanks and US just have one heavy tank whereas they had way more heavy tank designs and whether they have been used or not is not THAT important as its ONLY a friggin game (and not real WWII - as CoH was never meant to totally reflect the real WWII) so it would certainly not hurt either the axis tanks nor the allied motor pool if they would get new heavy (experimental) tank designs at their command (bring on the new heavy allied reinforcements Relic!!!)

  12. #862
    Snipersx
    Guest
    Suggestion change zeal back... to 1.51

  13. #863
    PvtBravo
    Guest
    UNNERF ZEAL!

  14. #864
    Dhammpaha
    Guest
    Fixed 57 or 75 cannon on a half track as a new upgrade "this was real"

  15. #865
    advarntek
    Guest
    Fixed 57 or 75 cannon on a half track as a new upgrade "this was real"
    they also had a go with a 88mm but i did not work to well

  16. #866
    ronburgandy
    Guest
    Can we get in game shared control of teammates units.

  17. #867
    Captain Data
    Guest

    Small wishlist for Addon ...

    Just a few things & questions, hope no one has did this already ...
    ----------------

    1. Are you going to add a better armor-/penetration-system to the game? In CoH, there a slightly difference between front- and reararmor, but there was no sidearmor. I think it would greatly increase gaming experience to add at least side-armor to the game, so you can simulate more realistic tankbattles.

    2. In "DoW: Dark Crusade" you can conquer a world and you have to compete with other players (or AI). Why not adding such feature to the CoH-Addon? Would be cool to conquer Europe, either as Axis (early) or as Allies (late). And yes, it would add additional units to any force ingame.

    3. I really want to see more forces ingame, especially Brits & Russians. Also, an Africa-Campaign might be interesting.

    4. Why not bring back some nice features of DoW: I'd like to see a separate "Sergeant" to add to normal troops to increase its combatworth slightly. Same for any "special" unit, for example snipers, medics etc. It definitly would increase gaming experience.
    But wait, one important thing: some abilities should be removed if a special unit is attached to another unit: a sniper should no longer be able to cloak for example.

    5. Last but not least: crewable vehicles. I don't know exactly if its possible (especially when using it together with exp-system), but I really want to see a tank's crew leaving a burning tank or you can capture an enemy one. Yeah, this game is not "Heroes of WW2" or something, but some nice features are nice to have.

    CoH is, as far as I can tell, one of the best games atm, it's very easy and nice to modify (except adding new vehicles / models) and it gives me 100s of hours of gaming. I really want to see it the same amount enhanced per Addon like the DoW-series ...


    Ahhh ... one final idea:

    Please add for english version of game an option to switch between "fake german" and "real german". Also, add this option to the german version too, but this time to switch between "english" and "german" for allies.

    Reason: I own the german version of the game. The real german language of axis sounds so much better than the "fake-german" of the beta/demo. I don't think our friends of USA / GB should not to be allowed to hear them by default.
    Also, I wish I could hear my GIs talkin' in their native language, it would add much more athmosphere to the game ...
    Last edited by Captain Data; 3rd May 07 at 11:37 AM.

  18. #868
    Member ErichTheGraham's Avatar
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    Houston, Texas
    1. Some way to retire units
    2. Maybe a combine function for when you get stuck with multiple weak squads?
    3. Some way to relocate artillery and such late game (or just retire them too).
    4. Patrol Command
    5. Assist/Guard/Follow command.

  19. #869
    Member Gremlin Shoota's Avatar
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    Waaagh!!! (St.Catharines, Ontario)
    Make Buildings buildable away from HQ territory... but only on places where you have a Forward HQ set up, then you can. That'll solve the "Not enough room" problem.
    "Two things are infinite: the universe and human stupidity; and I'm not sure about the former." - Albert Einstein

  20. #870
    CorradO
    Guest
    ive said it before and i'll say it again:
    Allied War Machine absolutely NEEDS to be nerfed
    i suggest, at the very least, reduce its active time from whatever is now (40,45secs?) to something more reasonable like 20 or 25 seconds
    btw, i think 1.6 is great!

  21. #871
    Dodgy Bob
    Guest

    Swearing filter (again)

    I've read through most of this thread and noticed a few asking for this.

    Please can we have an option to turn off the swearing?

    I find it ridiculous that there's a filter to turn off the cartoon/obviously unreal blood but nothing for the very real swearing.

    Would love to play this game with my 10 year old son.

  22. #872
    Lt. Winters
    Guest
    I have a few ideas I think would work perfectly:

    -No Pop cap

    -Introduce the Russians,Italians,French Resistance or any Resistance of any kind, Pacific War Campaigns, African Campaign and other interesting battles

    -Introduce Sea Warfare/Air Warfare

    -Make a lot of expansions to keep us entertained and money in your pockets

    -Look inside buildings when there are troops inside (with detail)

  23. #873
    mycatiswaffles
    Guest
    Please please please don't loose the artwork in COH:OF in thing that i love bout this game is the little things and the littlework above each doctrine, the artwork moving cutscenes and when you win or lose!!

    Make sure in OF that the artwork is just as cool for the new teams!!

  24. #874
    dmendro
    Guest
    I didn't bother reading the rest of this thread and I don't like the search function on these forums so, here's my suggestion.


    The ability to attach a unit to another unti would be fantastic. I.e., attach a sniper to a rifle squad, or attach a squad of infantry to a vehicle for support. I know you can guard a unit, but the abillity to basically combine the units together would be fantastic.

    Also, the ability to give units different types of move commands: Move with cover (run short bursts between buildings, hug walls, etc.), run like hell, move silently etc.

    How about a Military Police unit for guarding your base? Like an outpost type unit with a gate or something that can go up or down and keep light vehicles like trucks and jeeps out of your base. The MP would have like 2 troops per outpost and a doberman or something.

    How about actually making triage buildings useful. Units collected there would go to help diminish the cost of new units by taking some manpower from the triage station and maybe granting some veterancy too. Right now Triage units take for ever to pump out a unit. They're useless.

  25. #875
    Tankkiller99
    Guest
    i got a suggestion how bout the commander of the tank has an animation where he pops out of the hatch and looks through binoculars and calls out targets for the gunner in the tank like lets say for example "Tiger 500 meters!!!!" etc.. both ways of course

  26. #876
    Member fallen soldier7's Avatar
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    California, America
    make an option for custom games for there to be infantry only, or any other exceptions. also, allow for us to take off the pop cap for those.

  27. #877
    DistilledSometh
    Guest
    If you notice on the back of the cover art there's a screenshot showing some Riflemen firing from behind some barbed wire. If you look in the lower left-hand corner you notice what I think looks to be a 1919 A4 30 caliber MG. I'm simply suggesting you add a 30 .cal upgrade for Riflemen, maybe in place of the BAR. I think it'd a tactical advantage much like that of a squad of Grenadiers with an MG42.

  28. #878
    NMB
    Guest

    Rsanked Games Improvements

    After loosing rank several times because of game crashes i figured some improvements to stop the frustrations of plkaying ranked games! ohh and before you start replying with "if you dont like it then...." please dont bother as these are muy suggestions!

    1) Noobs jooining a ranked game to see what it is like causes annoyance and frustration to everyone loloking to inprove their rank. How many times have you started a game and after 30 seconds you realise that yupr partner is AFK, attacking with AT guns running down the wroad, bunker building in their mase and not capturing any flags?

    Also, there appears to be loads of smurfs around looking to screw up other peoples games by quitting straight after it has started or just doing nothing in the game.

    This has happened to me loads and i think i have a solution to this little problem!

    1) Reduce the log on accounts allowed to 1. All your stats get merged onto the one account and that is your only log on allowd to play online; unless you buy another game of course!

    2) As the first one will never happen(!), why not just put in a logic rule to ranked games to say that to be allowed to start a ranked game you gave to have 20 wins on your basic matches - this would mean that anyone playing a ranked game would atleast have an idea on how to win a game!

    The other main problem is that people play with their settings too hig and the game lags. Therefore here is my solution!!!

    To play online why not have get the software to check your FPS and your internet connection befoire it alloweds you to log on? If the FPS you get is not above 25 from the small film you can test your setting on then you get a message dsaying you need to turn down your settings. Also, it would make sure you have a decent internet connection?

    Not rocket sience but small tweaks which would increase smoother and better online game play IMO.

    Please only comment if you have somthiung sensible to say!

    As for my spelling well it's a new keyboard! :P

    NMB.

  29. #879
    Durandal4532
    Guest
    I believe it was already mentioned in a podcast, but more objective-based multiplayer would be very fun. Regardless of whether they were ranked or not, some form of assault/defend map, or maps for 3/5/7 players that were geared towards less capture and hold play than accomplishing objectives in a certain order. Maps dedicated to unbalanced play where you could win against a perpetually larger force, or have fun just assaulting a fortified position, could be fun.

  30. #880
    Dhammpaha
    Guest
    Bren carrier

  31. #881

    Sandbags

    Hello there.

    I'm starting to get really annoyed by sandbags in general.. I mean.. C'mon am I stupid or is there really no way to destroy sandbags/walk over them with infantry other than using a tank / goliath to blow them up?

    What's up with that anyway? It feels like I'm playing a game which is in an early beta stage where the remove sandbag option haven't been implemented yet?

    This game is supposed to be pretty realistic ( a matter of fact, so realistic that u can't play Axis vs Axis ) but I can't remember last time I was unable to walk over an object not higher than 0,7 meters off the ground in real life?

    In many tight maps such as the Shipyard Slaughter custom map there's only 2 entrances to the enemy, put 2 lines of sandbags in the corridors and viola, nobody can enter your base if you're playing against an ally and don't think about halftracks because there's only 1 fuelpoint.

    Yeah it takes time to build but hey it's free and it makes the barbed wire completely useless in my own opinion, the wire is also removable compared to the sandbags.

    They should only invoke cover, not hender (ie, stop) movement to any unit. Ideally, they should slow an infantry unit while crossing them, but not stop them. Of course, that would probably involve considerable coding.

    Relic would probably also like to avoid adding animation that shows infantry climbing over sandbags, and the animation isn't really necessary.

    I would propose a simple solution, just let infantry run through them much like that bug with german dragon teeth allowed allied vehicles to simply pass through them as though they didn't physically exist. Have sandbags only offer cover, not stop movement.

    Tivook

  32. #882
    antelope
    Guest

    Ranger Buff Idea

    How about increasing their LOS and camo detection. With low hp and weak AT this wold give them a additional role of patroling for cloaked snipers/storms. Just a thought.

  33. #883
    Octavius Drake
    Guest
    Hey all, well some suggestions i have are

    1 The choice for Germans to use chemical weapons. e.g. Mustard gas. I realise that in WW2 it was barely used due to Geneva convention, but still it could be an interesting aspect of the game to explore. Obviously an ability that could only kill infantry, possibly its use could be allowed through terror doctrine?

    2 I was think for the allied armies the use of troops from the ANZAC operations. They could be an entire army of their own, but better if they were a specific unit in the British armies. You know maybe a unit of Australian commandos, or something like the Rats of Tobruk. Could add some nice flavor.

    Thats all for now, thanks. (hope they havent been said)

  34. #884
    Please add in the recording function an option to forward the replay at 16x.
    "With all due respect sir... are you high??"

  35. #885
    Biscuits_Brown
    Guest
    Infantry only mode! Please!!

  36. #886
    whenever a sniper is built by either any side, a predator chirping sound plays for all players for atmosphere

  37. #887
    seven324
    Guest
    id love the ability to abandon and capture vehicles. E.G a jeep gets its engine destroyed so the crew jump out, and with capture they get in. it would be nice to actaully see them climb in and out of [would be nice with ANY vehicle] vehicles instead of just magicly appear in it. it would also be nice to have to ability to abandon weapons

  38. #888
    Member fallen soldier7's Avatar
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    California, America
    how about the ability to use snipers to disable turrets on top of tanks and other vehicles, except for the jeep and motorcycle.

    this way snipers would have a use lategame and it would add more realism.

    of course the player can reman the disabled gun, but it would cost them a penalty of about 20-60 mp, and it would have to be in their own territory.

    right now i find it odd that snipers can't shoot the guy on top of a sherman shooting the turret. and the guy on top won't even die to mortar fire. if the tank doesn't take damage, the guy on top with the turret won't take damage. it's odd and unrealistic.

    this can encourage the making of snipers late game.


    another thing, when the gunner in a halftrack is dead, all people have to do is unload and reload the troops inside. then the gunner magically reappears.

    for example: when an axis halftrack loses its gunner, the pio squad within does not lose a man in his squad. they must simply get off the halftrack, and then get back on. then the gunner is back.

    the squad inside should take a loss for every time the gunner dies. and if you don't want the gunner to show there should be an option to keep the men inside the halftrack. this would add realism and some more balance.

    hope you guys look into this.

  39. #889
    Skeletons777
    Guest
    If you look at the game from when it came out, to now, the pace of the game has slowed greatly IMO. It went from a fast paced tactical game to the point where both sides just cap and defend key points until they can build enough to attack and win. So the problem isn’t in nerfing and buffing units to meet the majority of players that complain but making things generally cheaper and easier to obtain to make a more enjoyable game. IMO everytime you guys patch the game its gets more and more sillly, you didnt with best sta.game of E3 with balanced teams. Please stop listening to players moan and complain. its like a little spoiled girl (players) and her father (relic) and everytime she wants something daddy gets it for her. keep this a good game, the origional RTS ive played since it came out and still my fav.




    Skeletons,

  40. #890
    Member
    Join Date
    May 2007
    Location
    The Void, deep in wildspace.
    1. Allow soldiers that garrison a building to fortify it, making it stronger against attacks. Sandbags on the windows, wooden boards for additional protection, structural support bars so that it takes more punishment before breaking down. Make it an option just like the conversion for forward hq.

    2. Make trenches and foxholes buildable. It is possible with the defomable terrain. It just needs the right models to make it work. Once built, trenches could be upgraded with protective roofs against mortars. Sure, the bunker already does that, but it is a bunker, not a trench. Trenches and foxholes, combined with bunkers, would look much cooler and add a lot diversity.

    3. Allow mines to blow a tank's tracks. It would not really damage a tank, but it would become immobile until repaired. Add the same possibility for sticky bombs. That way, infantry and engineers could literally stop tanks, but they would not be so easily destroyed and still be an armored cannon turret. The impact on tactics would b quite interesting, since a disabled tank doesn't free population points like a destroyed tank does and it forces the owner of the tank to either abandon it, or fight to retrieve and repair it.

    4. Make it possible for all weapons crews to abandon their weapon. It is a little bit retarded, if I have to bombard my own 88 or howitzer with mortars, tanks or pak, when the front has shifted out of range, just to get my 11 pop back.

    5. Make it possible to place demo charges on abandoned artillery. Artillery crews should be able to blow up their guns, instead of leaving them for the enemy to grab, as long as they have the time to do so.

    6. Remove the turret gunner upgrades and instead give tanks a 1 slot transport capacity, that enables the turret gunner when manned, like it does on the halftracks. The gunner should also be vulnerable to sniper fire and enemy infantry.

  41. #891
    TheGnomes
    Guest
    @ TheVOID

    Brits will have all the trenches you'll ever want

  42. #892
    seven324
    Guest
    ive got more id like to see

    1. infantry that are mounted in a vehicle can shoot out. E.G on a halftrack with rifleman allow them to lean out and start shooting.


    2. tank riders

    3. vehicles like jeeps ect could tip over when out of control, or tip over and roll for a few metres

    4. the option for allied structures to have some sort of gaurd. defensive axis get MG, and it would be nice if allied got some sort of thing like that. even 1-2 riflemen would be ok.

    5. support squads- similar to MG teams and mortars but a panzerschrek/bazooka team would be nice, as well as something like a BAR team with 2 bars in a team[i know thats how many you get with riflemen but a 3 man team with 2 bars and a rifle would be good aswell]

    6.squad leaders/officers with some sort of closes ranged gun [E.G for allied a tompson]

    7. things like AT guns and halftracks can be attacked to squads

  43. #893
    Skeletons777
    Guest
    id like to see something like a quartermaster building where any units can go and you buy guns. such as the bar upgrade gone and if you want your squad to have bars, then u go buy them.

    i would also kind of like the same thing with paratroopers if u can choose/spend ammo to have them hit the ground with RRs or have Thompson upgrades.

  44. #894
    BIG RED ONE
    Guest
    1. SOVETS
    2. ITALYANS
    3. DAK
    4. ALL DESERT,SISILY,ITALY,AND ESTERN FRONT WEPONS END MEN.
    5.RANDOM NUMBER OF RIFELS AND CARBINES,1SUPORT GUN,1 SMG (EXEPT SOVEATS), RADEO OP HAS A RIFEL
    6. AXIS SATALIT ARMYS

    (DONT BELEVE ME GO TO FLAMESOFWAR.COM) ITS NOT A VIDEO GAME. ITS MINITERS

    7. INFANTRY CAN ENTER/STORM BILDINGS
    8. SMOCE GRANADES FOR INFANTRY
    9. ASSOLT BRIGES
    10. BRITISH ORGANISED LIKE US FORSES
    11. A YEAR SET/FRONT SET SO THERE ARENT RUSSINS IN THE DESERT OR DAK IN SNOW
    12. A SQAD OF RUSSINS IS A PLATOON
    Last edited by BIG RED ONE; 17th May 07 at 3:17 AM.

  45. #895
    BIG RED ONE
    Guest
    1. airborn shood be its on army (that sums part of it up)
    spesal abilatys
    1. glider troops
    2. air drop medics
    wepons
    US
    1. random (tomson,grand,carbin,bar)
    2. glider jeeps
    3. no water cooled .30 cal. the .30 cal. are air cooled
    british
    1. random (sten,lee,bren)
    2. glider jeeps/tanks
    3. piats

    also bildings shood be abel to have medics and upgrad to aid staton
    Last edited by BIG RED ONE; 17th May 07 at 8:11 AM.

  46. #896
    Member
    Join Date
    Dec 2006
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    Cambridgeshire, UK
    id like to see bridges in the supply line resource thing, eg if you have territory over a bridge and the enemy blows the bridge it is then cut off, wouldnt really achieve much but it would be cool
    At 21:40 the second Battle of El Alamein began when more than 1,000 guns along the whole front opened fire simultaneously on the German Artillery twenty minutes later they switched aim to the German forward posistions. As a huge curtain of dust and smoke rose over the Germans, British Infantry moved in with fixed bayonets to the skirl of the pipers.

  47. #897
    Atomic_Squirrel
    Guest

    Advice to Relic

    I would first like to congrajulate relic for a fantastic game. An RTS with only two races that WORKS, avoiding the Starcraft 3-race rule that has almost become a standard was not easy.

    I am here however to make some suggestions to the Panzer Elite (Since it sounds like youre done with the British), an some overall game changes that would help. I prefer Axis, so i decided to help more with the Elite than the Commonwealth

    PANZER ELITE UNIT RECOMMENDATIONS:

    Making a german race that is still different from the werhmacht cannot be easy, but you've been doing a pretty good job at keeping it unique.

    Here are some reccomendations for units:

    20 Mil. (Saving Private Ryan)
    Some people may complain that the two axis races will have the same MG, but i think adding this in would be a nice addition.

    Its basicly a much slower than Heavy Weapon crew, but much more powerful than an MG. It would also serve to deter some ligth vehicles, like half-tracks or armored cars. This weapon crew would have better protection than others, since it was bulkier and provided more cover. This would helps balance the fact it cannot be stored in buildings. It would also have less surpression values, sinse it fires slower. It would still tear up infantry and ligth vehicles alike, but to balcne this, the crew would be a significant pop (Think 5) to balance the overall effectiveness of it.

    King Tiger:recomendations...

    The King Tiger was never widely used, they ran out of suplies to make them, and had constant engine problems. It could however, RAPE any Allied tank at the time.

    The King Tiger was this: Panther armor was sloped to make rounds bounce off of them more often. The King Tiger was MAINLY a Tiger with slopped armor and other improvements. In short: Probablity to penatrate: very very very low. The King also had an Incredible cannon, which coulb probably 3 shot a sherman in the game. To balance it and keep it from costing 2000 MP, I think they should add the Engine fauilures to the game. Let me give an example, say youre retreating you're King (God knows whats making it retreat) but a after a some seconds, like maybe a minute, BOOM, engine damage. In other words, You need to have repeires to make up for the constant engin problems. In a defensive position it was ideal, just like in WW2, but make move too much and there would be problems.

    Infantry recomendations:

    So far we have only heard of the Fallschirmjäger, I'm assuming there will be others (Like some veteran Easter front units, called in to help fend off the allies).
    But perhaps it is because they are planning an Overall unit (Like the riflemen) In which they should have upgrades like:
    Panzershrecks
    MP 44s.
    Grenades.
    However if there is Other infantry units, we can only fanthom at what they could be, perhpas specialised anty-infantry or anty-armor?


    PANZER ELITE DOCTRINE RECOMEDATIONS:

    Note about Scorched Earth: I recommend the name of the doctrine be changed. Yes the Germans practiced Schorched Earth policy, but not as much as the Russians, which we all know are gonna eventually come out.

    Rag-Tag Infantry: Scorched Earth
    During the final days of the war, some of the German army was made teenagers and old, out of desperation for toops. Scorched Earth sounds to me like a doctrine of desperation, and an ability to order cheap squads of un-adquate troops is something that could be added. Think Volks, but weaker. Same abilities though, since these troops actually had plenty of panzerfausts. I think getting 2 squads of weak volks for maybe 200-300 Mp sounds like a pretty good power.

    Bomber bomb(Cant remember its name) : Lutwaffe or Scorched Earth.

    The Germans had a kind of plane, which was actually two planes, a Figther pigibacked on a bomber. The Plane took of, pilot in the figther. They would use the engines in the bomber as well, and when they got to their target detach the figther from the bomber and fly away. Why was this effective?

    The bomber was filled with explosives.

    BOOM. This was usally used to deny Allies acces to bridges and such, but it could also be used on units. I think a way to balnce it would be to make it cost fuel and munition, therefore keeping the munitions cost at like 250. You could hear the plane coming, and flares would appear. HOWEVER we must make sure the time between flares and bombings is not too long (This is why the V1 suks) In other words, balancing is needed for this ability.

    Veteran tank crews abilities: Tank hunters.

    When germany began making powerful units like the Tigers, they didnt just choose any crew, they got veterans from Stug crews and such to man them. Therefore, they would have supperior pilots, with supperior tanks.

    Im assuming one side of the Tank hunters tree is just supperior tanks, like JagdPanther and King Tiger, but what about the other side? Well i think including ideas like veteran crews on the other would be a good idea as well. Whether this would be for all Panzer Elite Tanks or just some is up to relic, but here are some examples:
    -Veteran spotters: Better overall acurracy.
    -Veteran pilots: Better overall tank speed.
    -Enemy tank Information or AP rounds: better penetration chance.

    If Panzer Elite tanks dont gain betterancy, this would work as betterancy.

    Jet plane: Lutwaffe

    By the end of the war, Germany had jet planes. the number? ridiculously low, but its still worth looking into, myabe just a plane not capable of being shot down due to its speed? only a suggestion, look into it.

    PANZER ELITE RECCOMENDATIONS:

    Mobility is the name, mobility is the game of the Panzer elite, since they are the offensive race, so here are just a couple of recomendations.

    -You have said tha armored cars will replace OPs for the Elite, just a thought: make sure they dont cause too much pop: 3 seems good to me, or 4

    -keep the madatory MG, mortar, and sniper, just so every race has em.

    -More ablities than the Werhmacht, like fire-up forr tropps, or something, so they can be better at assaulting.

    -Some kind of AA unit.

    OVERALL GAME RECOMENDATIONS:

    -Better inf AI: when shot by a sniper, the troops GO to cover instead of just trowinh themselves to the ground. Also, I recomend eliminating the Tank-trewad kills, were assuming the troops are smart enough to not walk into them.

    -Ability to storm houses with units in them, so they can figth inside, as to make building be more protected than just an Mg

    -Better Tank AI: please, better tracking.

    -Ability to chuck greanades with vehicles that have "Engine destroyed" impairment. Promote more Inf against Tanks.

    -Look over the ENTIRE terror doctrine, as it is, its very inefective overall.

    At last i give thanks to all who have taken theire time to read my recomendations, hopefully relic will look over this and have some good ideas.

    Thanks, keep up the good RTSs,
    Squirrel

  48. #898
    Member fallen soldier7's Avatar
    Join Date
    Feb 2007
    Location
    California, America
    give axis pioneers demo charges at the start of the game. same cost as allies in deploying, and would take more time [only two members per squad for pios].

    axis have lost their edge now that both sides start with wire cutters. plus it is next to impossible to clear tank traps and things like that without blitz or terror doctrines. and in the war the axis were trying to stop the advances of allied troops by blowing bridges, so it would be realistic as well.

    and a unit should be added to the sturm. a 'bulldozer' that has a turret on top [about the same strength as a halftrack's]. it also has an upgradable pioneer unit [50 munitions] that pops out of the bulldozer when you tell it to repair anything. and it runs tank traps over [no upgrade needed].

  49. #899
    nitromike
    Guest
    Opposing Fronts add:

    Since I jsut saw you guys are doing Market Garden, I beg you to includethe Polish Paras in it, CoD 3 was the first game to break the silence of the Polish Units and Vets from that era, please be one of these games like CoD that will break this silence, I think it would quite interestingly add something to the game and to the gameplay itself.

  50. #900
    Durandal4532
    Guest
    Agreed! Let's see a couple Polish units, instead of "Yellow ally end-game computer partner".

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