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Operation Sealion: CoH Suggestion Box Mk. II

  1. #951
    Member fwwm's Avatar
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    Aug 2010
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    Look behind you...
    The idea of trucks for sharing recorces is good but if you are recieveing them how are you supposed to accept them? Maybe make a little button that is labelled 'share recources' and pops up and there are 2 sections like this:

    1 Person sharing with obvious
    2 Type of recource as in fuel manpower or munitions
    3 The amount of resources you want to give

    It paradrops recources where you want them to but only the person its to and the enemy can pick it up
    Last edited by fwwm; 25th May 11 at 3:28 PM.
    This sapce is blank. Or atleast it should be....

  2. #952
    A buff for minesweepers - If minesweepers disable a mine, the player could get 25munis as if the minesweepers 'recovered' the mine. I dare say minesweepers would get used a bit more with this benifit.
    Last edited by PrivateNoHope; 25th May 11 at 4:12 AM.

  3. #953
    <3 Philadelphia mandead's Avatar
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    Jul 2009
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    In my old mod I used to have it so that in order to actually lay mines you needed a minesweeper unit (there were exceptions, such as the Greyhound/Munitions Halftrack or Riflemen with Defensive Operations unlocked) so it would be much more common to see Engineers, Pioneers and Sappers upgrade with minesweepers as they required them to a much greater extent.
    "Pink Floyd and Keith Floyd made me who I am today."

  4. Company of Heroes Senior Member  #954
    Minister of Propaganda Imperial Dane's Avatar
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    May 2005
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    Or one could increase the lethality of mines and thus make minesweepers more vital, or make mines cheaper.

  5. #955
    Well... I havn´t read the whole thread and maybe these things are mentioned somewhere.

    - I´d love to make use of my second monitor with CoH. It should be possible to display the tactical map on a second monitor. (like they did it with World in Conflict)
    - Not a very usefull feature but a matter of style... It should be possible to transport a Pak or Nebelwerfer (or what is simular to that) with a vehicle. Halftrack etc. using cooldown to attach and uncouple

  6. #956
    Member PaLLeRo's Avatar
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    Jan 2008
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    I would love to see infantry have its own animation if they are in cover.

  7. #957
    I have lots of ideas but of all of them I think my most wanted changes are:

    1. Minimum VP for a game = #players for map x 125. This minimum vp should be the lowest vp that can be selected for 1v1's 2v2's 3v3's 4v4's
    1v1 minimum = 125 x 2 = 250
    2v2 minimum = 125 x 4 = 500
    3v3 mimimum = 125 x 6 = 750
    4v4 mimimum = 125 x 8 = 1000

    2. Having an option for a sound effect that will trigger when a game room is full prior to launch, or a launching sound effect.

    3. Make it harder hackers. I have heard that games that have to run through steam are more secure.

    4. Make automatch standard like warcraft 3 or starcraft with option to play custom matches

  8. #958
    Member fwwm's Avatar
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    Aug 2010
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    New suggestions: Allow Vet 3 mortar squads (from any faction) get an ablitity to drop shells into open top tanks to kill the crew and allow the tank to be captured by both sides any faction. But the catch is the main gun gets destroyed so anyone who recaptures it has to repair it for it to be fully operational again. As a counter to this, allow any open top tanks to have bonuses to health, speed, damage etc.


    EDIT: Allow vet 3 Infantry that can throw nades do the same thing.


    Also, Ideas for a possible Pacific Campaign:

    New Factions: Japanese Army and US Marines.
    Last edited by fwwm; 19th Jan 12 at 7:11 PM.

  9. #959
    If Russian factions is coming it will be better if they have a better sniper units. As I know it was the snipers that scared the Germans in Russian territories. So snipers with either more rounds per minute or fast moving snipers while they are camouflaged will be better.
    Also provide more factions each having one or two single stage or dual staged campaigns so that more units for multiplier will be fun. I don't care if there is no campaign for a faction all I care is multiplier.
    Importantly it will be better if u can provide low quality voice communication for multiplier .
    Also please provide easy option to invite last game's players to friend list. Most time I wanted to add my last ally as my friend. But not possible.

  10. #960
    Please don't do too much with snipers actually.

    Snipers are a unit that's only fun to play with, but not fight against, even if you have your own snipers. They were a part of the war, sure, but the reality of snipers is that they can make for some really not fun gameplay.

    This is true for a variety of games.

  11. #961
    RUSSIAN as a fraction in COH2
    When thinking about abilities of the Russians fraction we first should have a look at the current fractions and see how those eastern craziness could best fit into.

    Brits –* mobile base location driven, slow but tough units with ability to dig in
    Panzer Elite –*fixed base location driven, fragile but very versatile mobile units
    Wehrmacht – fixed base location driven, slow but tough units getting stronger over time
    Americans – fixed base location driven, weak but quick, universal units

    Russians –*mobile base location driven, weak, but very adjustable, masses of units


    The Russian Fraction (draft)

    The basic idea is that the Russians become stronger over time by stealing, infiltrating, occupying the opponents weapons and armory.
    So despite all the other fractions, the russians benefit from the opponents progress to use more powerful units later in the game and use masses of infantry to win during early stages of a game. Playing the Russians highly is linked on your opponents choice of fraction and commander tree.

    THE BASE SYSTEM
    – Russians should´t have a base at all rather use existing buildings and distinct locations on the map making them their own
    – Russians should be deploys hero units from outside the map next to their occupied buildings
    – Russians should be able to link their buildings through tunnels allowing them to quickly deploy units on the other side of the map

    THE UNIT SYSTEM
    –*Russians should be able produce masses of infantry units why hero units like panzers should be "call in" units only
    – Russians usually start the game without weapons and would take over the units weaponry by capturing or infiltrating
    –*Russian infantry commanders should be very important hero units, deployed after a certain amount of time on the battle field without the ability to reproduce

    UNIQUE ABILITIES
    – Russians should be able to steal and use certain abilities of the others opponent command tree using spys
    – Russians should benefit from the opponents weapon system especially by occupying buildings, capturing vehicles and repairing foreign wrecked units
    – Russians should be able to slow down production of the opponent by calling in demolition engineers (infantry version of a goliath)

    WEAKNESS
    – Russians tend to be passive because their abilities almost never become stronger than their opponents current used and researched weapon system
    – Russians do not have a base, so they will be locked to existing buildings on the map, destroying them would require re-location
    – Russians require like the Americans a high income of resources to deploy masses of units quickly and early in the game

    HOW TO PLAY
    – Russians use infantry to run over the opponents constructions. MGs are their most feared opponents but a smart use of very expensive snipers can turn the page.
    – Russians can occupy the opponent panzers and buildings (not base constructions) so infiltrating a "königstiger" can be a devastating moment for your opponent
    – Russians become very strong deploying hero units like panzers T34, infantry commanders and mobile rocket launchers, despite they can deploy them only once a time


    Please let me know what you think
    Chris

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