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Operation Sealion: CoH Suggestion Box Mk. II

  1. #101
    Member
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    Hello,
    I think CoH is the best RTS game at the moment, I'm playing it from when I bought it (well, not literally) and I must say it is great but
    I think there are some things where it miss something, here is my opinion:

    - First of all as per Warhammer 40000 DoW it miss campaigns of other factions, why not a german campaing? (it's not the same thing to have an expasion pack with the new faction campaing, it still miss one campaing)
    Also single player objectives maps could have been a great add to the game. The only one I saw around is D-Day Coop, which is for multiplayer in this case but it fits the example.
    This side of the game could have been greatly expanded. Money issue? Commercial interest? ?? I think really interested people know waiting for things and are willing to pay well for it if it deserves to. I could pay 100€ or more (I'm not joking) for a VERY complete game that will be remembered for the rest of the time being, this one is close to.. instead of 49€ and having W40k DoW "happy hour" which I already have.

    - Day/Night Cycle, this is a must be for CoH. Basically almost all mods add it, but there are people who don't like using mods to have 1 great feature and 10 unwanted features, or they may simply want to keep the game vanilla.
    So far I was not able to find a Day/Night cycle stand-alone mod (I don't know if the expansion pack will add this feature but I hope for a patch for CoH anyway).

    - Tanks and motorized veichles/bykes should really use fuel, and a few manpower for the cap. As well as some powers like the airborne scout (still I don't get why it use munitions to fly over the battlefield shooting anything, are they using munitions in the fuel tank?) All units should also have a cap for munitions if they are supposed to fire something.

    - This is not an AI only issue. Powers are totally unbalancing the game, all recharge times should be hugely higher, on bigger maps when there are huge amount of resources AI start to use devastating powers (AI really cheat with this, it always know how to hit every single unit you have with a single airborne run or a round of 105 barrage) every second and "try" to do something become impossible, you can only watch. Sometimes I saw EVERY shot of a 105 perfect hit every targets in the screen, nothing survived.
    In this situation if there are two or more allied airborne doctrines together you lose in 2 minutes.
    This may be resolved by adding an option to disable active powers (or all powers) in the game when setting up your fight.

    - I think Axis AT gun has a bug, when the crew get killed and replaced it loose the ability to stealth while the Allied AT gun still has AP in this situation, forcing a total replacement.

    - All players should have a way to counter airborne effectively.

    - AGEIA Physx support?


    Artificial Intelligence issues:

    - AI should often repair bridges, specially if enemy is making a devastating defence point on the only available passage.

    - Higher difficulty does not mean the AI cheat getting more resources, more accuracy, ecc resulting in a very unbalanced game. It should mean AI is more clever at tactics,
    (f.e.: bridges and narrow or elevated passages are tactical advantages. A bridge should be guarded, made explode if necessary or prevent your opponent to do so) trying to counter your tactics.
    Not sending every single unit he has on one choke point where they probably get kill in few seconds.
    I know this is a hot point, I've read answers like "play with humans not AI" and similar..but that simply it's not the point.
    I play with both, it is fun, but it is different and for different situations. Please don't blame someone just because he ask for more tactical AI, you don't know who is front of you or what he is doing.

    - AI better triangulating of fire archs. I saw many times 4 or more AT guns placed one to the other in a row firing in front of the enemy. This is totally wrong, tanks are weaker to side and rear shots so AT should be placed triangulating the incoming targets position (f.e.: one bridge) in order to hit targets more efficently. Also AI has a unique kind of way on placing 88's in places where they will probably never be used, no line of sight or where have a very higher probability to cause heavy friendly fire.

    - AI always know exactly what and where your units are and how they are placed, no matter the fog of war, AI exactly know that 10 kilometers away where he does not have scouts there are buildings, AT emplacements, ecc.., you can?
    Maybe yes I may suppose there are thingies there but I can not know their exact position and the face they are guarding without sending a recon squad, a stealth mission or an airborne scout.


    Ok I think that's all I can think about at the moment, looking forward to an open discussion possibly without flames in another appropriate thread (I've read the rules can you believe it?)
    If you feel insulted in some way by the text I wrote I apologize in advice as I'm not english motherlanguage (and quite tired right now) and thats the best I can do.
    Thank you.

  2. #102
    -Riley
    Guest
    I would like to make the mini-map expand so it takes up a portion of the screen and you can draw on it to make orders like arrows and circles (different colours also) and you can send them to your allies then you have markings on the minimap for better coordination

  3. #103
    Member Muad'Dib's Avatar
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    More Maps! More Maps! More Maps! More Maps!

    And a monthly or Bi-monthly map Making Contest where the winner gets his/her map added to the standard map set.

  4. #104
    doomlord520
    Guest
    IF CoH had this, i would have no need for buying new games... that werent CoH expansions.

    1.
    Tiger 2 tanks. add them. They're super-effective against shermans. (read #7)

    2.
    I belive (not sure) that the Soviets will be added in the next expansion. Either way, Maps on soviet soil should have a Siberian Winter type attrition, where units out side if a certain range from an OP, or halftack, will slowly die from the cold.

    3.
    Other German scout vehichles. The motorbike seems almost a waste of resources. A cheaper version of the Armoured car. Faster, weaker, with bigger LOS

    4.
    More effective nebls. The units looks, sounds and seems really effective... until you actually try it. For its large 150mm 75lb rockets, it doesnt do very much damage. Also, add the better, Nebelwerfer 42, which had 210mm 250lb rockets

    5.
    Fix the 5% health bug. I cant kill some enemy light vehichles (be them axis OR allies). They'll get to about 5% health, and then just wont die.

    6.
    Fix the camo bug. Its kind of annoying to have your units come out of cammo for no reason, and then NOT go back INTO camo when you hit the button.

    7.
    This MAY be more for the "balance" part of the forum, but, no one seems to pay attention to it. The Tiger and Tiger 2 could 1 hit kill shermans. Although it would be a huge imbalance, it would be nice to have correct penetration values. To COUNTER the tigers, make the M1 At gun, cheaper and have the AP rounds free. Also, have the AI change to AP rounds automatically when engaging tanks.

    8.
    Improved AI. The AI in CoH is already awsome, but in some cases, unrealistic. I was playing today, and i moved my grenadiers over a bridge, where the came under fire. I hit retreat, and 3 of them started back, with the fourth guy 10m behind. He suddenly trippled his spead for 1 second to catch up. It looks really strange, to have a unit run 10m in less than a second. Also, when units are under fire, and behind cover, they seem to get pinned (sometimes). Even with the "red pinned sheild" on, they still can crawl around. It doesnt really make sense, when you have 4 MG42s raining on them. :spartaaa" Also, Units seem to stay under the "yellow pinned sheild" for a long time after the enemy is gone. I think that once the enmy is out of the LOS, or has stopped shooting, your units hould return to normal (none) cover after about a second.

    9.
    realic bullet damage. A lot of times, i've got an MG42 light on my greandiers, and the other guys with the normal rifles. Even when the enemy is under no cover, they wont die after sevral mg42 bursts at 1 guy. I'd thing that a wall of a 100 bullets would take someone out. I often have fights where i;ve got 2 grenadiers under heavy cover, firing like crazy at the enemy, and doing littile or no damage. At times, its like watching TBG (turn based garbage).

  5. #105
    1. buildable bridges
    2. buildable trenches
    3. pioneers cotroll goliaths
    a. - if that pioneer dies, the goliath stops moving
    b. - the remote can be picked up by all teams/factions
    c. - goliath has no team affiliation until remote is picked up
    4. closer range = better accuracy
    5. allied mobile artillery
    6. tanks can be taken over
    a. riflemen/infantry can "hijack" tanks by jumping on one (a stopped tank), opening the hatch, and killing the crew
    b. tank crews can be killed by large nearby ground-shaking explosions (because they get thrown around by the explosion force)
    7. a pacific campaign
    8. an operation husky campaign
    9. an option for "bodies stay forever", and can be used as cover for infantry
    10. in-game boats (buildable by a dock-type building) to cross rivers (such as higgins boats)
    11. airfields in certasin levels, that can be taken over and used to make bombing/strafing runs, even for the germans
    12. bullets don't go through tanks
    13. weather effects (not just for OF, maybe a patch for CoH?)
    14. Russian Faction
    15. command trees are changed so that if, for example, i choose the infantry tree but want the airborne troops ability i can buy it for 3 times the command points
    - a limited # of command points to prevent a player from buying all the powers in all trees

    16. more specialized units from the weapon support center
    17. tanks can be demolished by demolitions (useful for camoed units that the tank cant see)
    18. buildings can cause collateral damage
    - they can fall to the side and block paths to the side
    - infantry can climb through building rubble
    - they get automatic camo, and increased cover,
    - engineers can clear the path for tanks
    19. certain big tanks like the tiger can go through buildings
    20. buildings can be entered by units of both teams, if units are camoed in buildings, the enemy can still get in, and see you, and can fight in buildings
    21. forward barracks are taken over by entering he building and taking it, not from the outside
    22. small vehicles like jeeps can "garrison" garages and shoot when the enemy passes
    23. like above, at guns and other big guns can be garrisoned in buildings
    24. AT bunker upgrade
    25. on urban levels, units like the "free french" are available, like a covert type squad that can trick enemy germans by acting like civilians until they shoot

    thats all for now

  6. #106
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    Either front could never have been won without the other, Stalin asked for a France Invaision way back in '42 , without 2 front Germany's armies would if crushed all



    anyway


    More 2v2 maps even if they are for just against the AI
    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.

  7. #107
    Kon
    Guest
    I’m sure this has been mentioned somewhere in the bowels of the suggestion thread, but I think it would really help the online community to have a chat box area on the bottom half of the stats screen following a game. As it is when a game is over everyone just leaves without much more than a gg. It would be nice to be able to easily have an exchange following a game.

  8. #108
    Aredhyn
    Guest
    I would like to see Polish army in next expansion.
    Special skills for it.
    1.Taking enemy tanks/vehicles.
    2.Polish Tanks avalible to get only from doctrine tree.
    3.Riflemans could ride on horseback.
    4.Stable instead of motorpool.

    That's all.

  9. #109
    roddrip
    Guest
    Are we going to see the following Armies in Company of Heroes:?

    Pacific American
    Pacific Japanese
    Afrika Korps
    Russian

    The above are major armies which should be included in the event of more expansions. The below are optional, in my opinion:

    A seperate British army for the Desert war.
    Italian army

  10. #110
    Member
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    Chindits for the British in a Burma themed addition

  11. #111
    Carnag3
    Guest
    I think the Sherman is greatly over powered in historical terms, the whole point of it was that it was extremely weak, but very cheap to make, i think they should be made less expensive and more weak.

  12. #112
    FlyingFortress
    Guest
    More detail on what UPGRADES ACTUALLY GIVE YOU. You have to dig around the internet just to find out with axis Vet upgrades actually give you. Whats that about!?

  13. #113
    ruwedboy
    Guest
    while the game is loading up in 4 vs 4 and we are all waiting for everybody to load up the game the chat should be enabled some thing like in the game World in conflict (but different of corse). so we can comunicate with our team and make a strategy. in this game expecialy 4 vs 4 team strategy is very important.

    also you should be able to get rank and medals playing basic 4 vs 4 becouse there is never anybody on the lader on 4 vs 4. Some of these guys are level 1 and have 700+ games. missing out on the ranks if you dont like to play 1 vs 1 . Also if you could get medals for various things during 4 vs 4 like having the higest score in game and stuff like that . You should be able to get awarded like in world in conflict if your a good player.

    A lot of the time on 4 vs 4 some noob joins and costs everybody the game basicaly. And you sit there and think you just wasted an hour or two of your time. couse the noob never played the game and you had no chance against a good team from the start. At least you get some points for something.

    or make the 4 vs 4 ladder some how more apealing. The botom line is that people like to play with people who they know and played with before and automatching does not allow for that and people dont use it.

  14. #114
    Here's a feature that i would love to see implemented in CoH

    in the game blitzkreig (my fav ww2 rts before coh) you were able to move stationary artillery around with half tracks.. it would be nice to be able to connect an 88 or howitzer to a half track to move it around the map.. or even AT guns for faster movement..

    click on the half track, right click on the arty and the crew hooks it up to the half track adn jumps in.

  15. #115
    Lord Herman
    Guest
    I would love to have the option to have the Germans speak German instead of English with a German accent. I know it's possible to replace the English Axis sound file with the German one, but it would be nice if it was available as an in-game option.

  16. #116
    Member Polo's Avatar
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    Ok, Im not sure if anyone had an idea similair to mine, but just bear with me. First of all, i think the jeep and motorcycle have alot of potential, and heres a good idea how to improve them. I loved the way CoH lets you pick up weapons on the field and for the jeep/motorcycle, same idea. Men driving the vehicle can get shot and killed and the vehicle will stop. Soldiers can then drive the vehicle and man the mg. I also think soldiers should be able to use the front seat like a backup driver/mg guy and he can also shoot at enemeys with an smg like an mp40/Thompson. This is also more realistic then men just shooting at it and eventually making it explode. Hope you guys like my idea

  17. #117
    Member Zephyx's Avatar
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    Mortar flares - reveal los.

    Infantry should get medium/heavy cover by staying behind tanks.

    More artillary and AT pieces for each faction - towable by HT's

    Buildable 88's and flak come with pre-built sand bag protection with ammo rounds lying around for cosmetic look (like british 17 pounder with the cammo netting).

    Xoom out further.

    Russian and pacific campaigns.

    Civilians on some maps.

    Allow infantry to ride on tanks.

    AT bunkers upgrade for american and wermacht germans.

    Either shorten the range of man-towed AT guns (ie. pak38, 57mm, etc) or increase the range of standard tank main guns.

    More doctrines and more command point abilities for each doctrine.

    Add the ability to "purchase" command points from your HQ with standard/excess resources.

    Day/Night cycle.

    More tanks and more infantry for each faction. Even if they are just variations of the existing units it would be a step in the right direction.

    Ability to stealth the goliath passivley after it stops moving.

    Give more standard units the ability to upgrade to flamethrowers.

    Give flamethrower infantry the ability (50 ammo cost) to douse a tank or vehicle with fire which stuns the vehicle like the british "button" ability (If this ability is used by 2 or more flamethrowers then the vehicle's engine overheats and the tank/vehicle moves at half speed. If this ability is used by 3 or more infantry with flamethrowers within a few minutes of eachother then the occupants of the tank/vehicle will open the hatch and jump out as they cant stand the heat.)

    Better descriptions on what stats the purchased upgrade will give your units.

  18. #118
    Member Dryden's Avatar
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    If Russian faction will be added it should have some recognizable features from the WW2:
    1) Weak but cheap and massable infantry (Red Army men) with Mosin Rifles. In t3\t4 gets the ability to buy (or global up for) SMGs (PPSh-41\43 - Pistolet Pulemet Shpagin)
    2) T-34 (medium tanks). Should be weak or medium for the sake of balance.
    3) Guerilla (Partizan) infantry with cloaking and effective demolitions
    4) "Katyusha" Reactive Mortars mounted on halftracks or trucks. They should have good AI\AB damage or medium damage and make infantry retreat to HQ.
    5) "Nameless Hero" infantry ability. One of squad members takes a grenade, waits for the coundown and charges toward tank\infantry\bunker dying in explosion with the target.
    6) Syberian Hunter - scouting\sniper unit
    7) "Hooraaay" charge ability for infantry (maybe used by special commisar\officer unit). Soviet infantry leaves its cover and fearlessly charges toward the enemy with high speed to fight in close combat with bayonets or just shoot at point blank range with improved accuracy.
    8) "Moscow is beyond us" defensive ability that makes infantry to fight harder without retreat. Maybe anti-supression bonus or defensive or accuracy bonus.
    9) No hand-held AV\AB weaponry except grenades. Of course RAM can pick shreks\zookas and so on.
    10) No light vehicles like jeeps\bikes\pumas
    In God We Trust

  19. #119
    As said previously


    A Pacific or Eastern Front would be awesome, and if they decide to make a totally differant game after they could do Vietnam or Modern

  20. #120
    Wargo
    Guest
    Add the shift + goup # thing from DOW. this would make adding of switching groups eazyer then the way it is now.

  21. #121
    Soldat-Hans
    Guest
    suggestion for next addon??

    1. Russian Front!!
    2. Suka Dive-bomber
    3. Sturmtiger
    4. Schwere Feldhaubitze 18
    5. map: Stalingrad
    6. Heinkel Bomber
    7. focke wulf
    8. house-fightings
    9. Winter maps
    10. Fox holes, where soldiers can hide and if a tankd drives over, a soldier puts a Haftmine (limpet mine) on the tank!! But if the Tank rotates 180 degrees, the infantry inside gets squashed

  22. #122
    • Russians
    • Japanese
    • Italians
    • North African maps/campaign
    • the ability to draw on the mini/mega maps for allies to see
    • dual monitor support

  23. #123
    stoormtrooper88
    Guest
    ok here it goes
    *towable 88's and AT guns
    *more AT guns/types for all factions tier of beeing dependant on one pice of equipment truout the game, sinse it will come up against togher enemys later in the game and still it has the same range and firepower as in the beggining
    *better AI one that does not spam and clog up every chokepoint and seemingly deliberetly runs over youre sandbags and such. and an AI for youre own troops so they dont fire when there are friendlys in the line of fire
    *more artillery fore the original factions cus now its either mortars or its all out off map arty somthing in betven would be kinda nice i think
    *give bothe sides an type of bangalore to cleare sanbags barbwire and tank traps rappidly.

  24. #124
    Member Kolath's Avatar
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    Russians are the obvious choice. Though to do a campaign well with them, add more options for urban combat: ability to storm a building, ability to hide in buildings and ambush.

    Please, for the love of god, please try to stay closer to history. Don't make this game C&C or starcraft.

  25. #125
    Darksider2
    Guest
    Please change cdkey verification to...

    if cd is detected, allow single player and the option to login if you click multiplayer, or if no cd is detected, require login.

    instead of...

    if internet connection is detected, you must login, or if no internet connection, you must have disc.

  26. #126
    derrida
    Guest
    Please give us a choice in ranked games whether we play against a certain army. I do not want to play against British or PE because I highly dislike their play styles and because PE is generally OP against Americans, as are British against Wehr. I think this is warranted since vanilla COHers will not have the chance to play British or PE to learn their strengths and weaknesses We can't even play against them in skirmish mode.

  27. #127
    adrian7812
    Guest
    I don't know if this has been mentioned, but, in maps with alot of water, engineers could build little boat dock things. Wharfs or whatever. At the wharfs, you could build little scout boats, landing craft and maybe, if maps got big enough, in a commander tree, you get to call in a small battleship and you can fire its guns or something.

    I dunno. This is just some random ideas I had. Now that I think about it though, it sounds ok to me... lol

  28. #128
    Member Dryden's Avatar
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    I ask a developers to create a simple unofficial mod to give a possibility to play mixed teams (Brit+PE, USA+Wermacht and so on). It would not be historical so make it unofficial to let ppl have more fun!

  29. #129
    I would really love to be able to combine squads because its kind of annoying when you have a whole load of 1 man squads in your base and you don't have enough resources to get them replacements.

    Controls would be something like:
    - Double click on infantry type
    - Press Ctrl+C
    - All squads that are selected and can combine, do combine
    - Recieve nonimal resource refund

    For Allies Veterancy of a combind squad would probably be the avergae of the previous squads. I think summing it would be over powered

    It would also be nice to split squads but I can imagine that this would create some major balance problems

  30. #130
    1. "Reinforce all" button. To be located when selecting a structure/unit that can reinforce (half-track, HQ). This feature would automatically reinforce every squad in reinforcement range of this building/half-track back to full squad size.

    2. "Reinforce" button working even when multiple squads are selected so they do not need to all be selected and mashed individually.

    I find that every battle I have a bunch of depleted squads hanging around a HQ, and often there are 'healthy' squads mixed into this group. When trying to reinforce, the task of selecting each one of them and them repeatedly mashing the 'reinforce' button is an unecessary evil. I almost always want to reinforce every single one of them as quickly as possible, all at once. But the game has no such option. Having such a feature would save me frustration and let me focus more on the enjoyable parts instead of repetitive mechanical motions.

  31. #131
    Member
    Join Date
    Aug 2004
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    HINT : The country im in is about the size of a dot on the world map
    Where is the ban button? Why is it that the same people can keep rejoining your game, spamming vulgarities and taking up player slots? Please include some method of banning someone from your hosted game to get rid of the jerks.
    Last edited by Question; 29th Sep 07 at 8:38 AM.

  32. #132
    Agreed with the ban post above. Here are more ideas.

    Option to ban anyone. Having the following results:
    1. The person cannot join a room one has hosted.
    2. One cannot join a room the banned person is in.
    3. The banned person is ignored text-message-wise in every way.

    The background to this is that I've met plenty of extremely immature, angry and aggressive/hostile people in and out of games, that I would never want to have to interact with again. Being called a 'faggot' by my team mate for no special reason and other things. Ugh.


    Option to ignore in-game chat messages
    1. A switch (hotkey) that turns it on/off.

    The background here is that I'm easily distractable. And sometimes I find that people spam or turn into focusing on verbal aggression/abuse and it's too late to want to just leave the game in progress.


    Chat Log
    1. A way to see past incoming messages from people (friends usually). It's so easy to miss that when walking off or alt-tabbing.

  33. Company of Heroes Senior Member  #133
    Moderator Lethal Dosage's Avatar
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    In the back of my mind.
    Crewed weapons like AT Guns, Howiziters, Flak 88's and the such, can be towed by halftracks and trucks.

    Deployable boats. I'm thinking you build a transport truck (unarmed) that has the abilities to transport troops, tow crew weapons like At guns, howiziters, and Flak 88's, and maybe re-enforce troops (possible balance issue though). It can also upgrade to have the ability to build small canvas or inflatable boats (but loses the abilities to transport and re-enforce troops), but must be next to water for ability to be active.

  34. Tabletop Senior Member Company of Heroes Senior Member  #134
    Don't make me angry. Ap0k's Avatar
    Join Date
    Nov 2004
    I've just deleted a handful of posts from this thread.

    Is there something terribly unclear about the opening post statement pointing out that this is not a discussion thread?. If you're not posting a suggestion, don't post. End of story. If I have to come in here and delete another swathe of crap, I'll be handing out warnings to accompany the deletions.

  35. #135
    Kailette
    Guest
    please no italiens...they sucked , maybe the german forces that fighted on the Ostfront

  36. #136
    dflament
    Guest
    Eastern front ftw! This game just screams for the Red Army together with the Italians... (we have enough Germans)

    Katayusha ... drool
    T34 ... drool
    KV1 ... drool
    Maps like Stalingrad and Kursk ... drool
    Germans picking up the PPsH ... ahahaha drool

  37. #137
    I'm not sure if this has been said yet, but:

    1) Proper treatment of map height (ie. extra range for something on top of a hill or something)

    2) shot blocking. Right now only missed shots have a chance to hit objects in between the attacker and their target. If I drive a P4 in between rifles and volks, I would expect the p4 to provide cover, right now it doesn't (well, it's carcas does, but not the functioning tank i think).

  38. #138
    JPC118
    Guest
    I woud like to see :

    >Inflatable boats deployed by special infantry i.e commandos, fallschirmjager etc...

    > More logistical units - i.e a generic truck for pulling AT guns into position instead of walking them. Pontoon bridges deployed by vehicles that can be destroyed by the enemy or if load limit is exceeded ?

    >As I'm British, I would like to see representation of more commonwealth units - i.e in a future expansion have a command tree that involves calling in Anzacs, Gurkhas, Indians etc etc each with their own bonuses and special abilities. Also in OF, I was concearned by the lack of Welsh or Northern Irish accents. England and Scotland aren't the only countries that make up the British army...

  39. #139
    Banned LegionFlandern's Avatar
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    i have only one wish, after all the joy that is OF:

    *bring in the Russians*

    try to reflect their "human wave" tactic that they used in ww2; for example large squads which start out with inferior weapons, by can be upgraded to superb standards (like in real, after 43, nobody could say the russians had inferior weapons)

    some winter effects and troops resistant to these winter effects may be a very cool touch also.

    i really really look forward to seeing my russian friends in combat.

    the only thing i dont know is which axis army you will have to link the (allied) russian army too... Italians? Japanese?(this would create a whole new scala of possibilities for the original CoH owners with the Us army) or even a combination of ais support troops (a mix of italian, croatian, hungarian, rumanian and bulgarian troops - as they were found on the east front)

    anyway, good luck relic guys - and thanks again for OF !!

  40. #140
    The only improvement I would like to see is a medic jeep which is much faster and maybe a Battle of the Bulge orientated campaign
    "Not a day goes by, that I don't think of the men I served with, who never got to enjoy the world without war." Major Richard Dick Winters.

  41. #141
    winterszhang
    Guest
    MY suggestion is about the Sound effect of those new units in OF.

    the new Jagenpather and king tiger firing sound is same as the sherman! the brits light tank as well, and some other units, those just sound odd ,weak and let people think relic is too lazy to make new sound to those new units.
    this already happened in vCOH, such as the panzer 4 is same as ost wind, stugH is same as panther....but this time just too odd,I cant image that when the powerful king tiger firing sounds like is weaker than the panzer IV....
    And, different sound effect will help player identify what unit is that, so dont need to go to see what unit it is...
    hope relic can get some new and cool sounds in next patch

  42. #142
    JPC118
    Guest
    Change tank vs infantry combat completely... Picture the scenario if you will...

    A stug is strolling down towards the Americans. Suddenly a sticky bomb falls in his lap and takes off a bit of his health. The stug turns around and manages to mg the troops and fire at point blank range. (Leaving the Americans very much bereft of life.)

    Now I was thinking it might be more interesting to add a minimum fire distance for the tanks mgs and main guns, so tank combat is still equal : they have to maintain a distance from each other. However also adding sticky bomb abilities to destroy tracks for example (like the PE At) would mean that the Stug would be crippled and unable to fight back... This may provide a new and interesting strategy to the game, as Tanks would then need to have infantry support like in real battles, instead of just ganking alot of stronger tanks with mgs to take out those puny infantry.

    So all in all :

    > Make tracks destroyable by sticky bombs, Bazookas etc...
    >Create a minimum firing distance for tank mgs and main guns.

  43. #143
    coyoterys
    Guest

    Please add UI options via a patch

    I would love to have the following UI additions:

    1) Grid hotkey system

    A picture is worth 1000 words, so I'd like to thank Bridger for bringing this to my attention.



    This makes using hotkeys so much easier. This could be easily implemented by Relic by having an options checkbox for people who want a grid system.

    2) Full key remapping menu

    So many RTS games allow you to remap your own keys as needed. Why oh why can't we do this in CoH and CoH:OF?

  44. #144
    decrease the resources need to run the game as back to VCOH

  45. #145
    Member sweeten2213's Avatar
    Join Date
    Aug 2007
    Location
    NJ, USA
    1) Definately bring in the Eastern front with the Russians!

    2 ) A lot of us only play offline against the CPU - please, please, please - improve the CPU AI!! Not just pathfinding and such - make the CPU a smarter and more challenging opponent.

  46. #146
    Change the StuH42 ballistics back to pre-Opposing Front patch

    The current implementation of the StuH42 has its gun raise up, and the shell lob lazily through the air as if filled with helium. If you're micromanaging a fast vehicle, you can actually dodge it.

    The StuH42 was historically a direct fire weapon. Pre-OF representation had this represented perfectly, and it was incredibly useful for taking down buildings and fortifications. Making it near useless against tanks, but making it devastating vs infantry, light vehicles and fortifications would have been perfect.

    I don't know the reason for the change, but it was much better before.

  47. #147
    martian1
    Guest
    if you bring out a new game have armies like japenese ,polish and canadians

  48. #148
    Member ViiKumi's Avatar
    Join Date
    Sep 2007
    Location
    Finland
    I'm sure somebody already said this, I did not have the time to read all 10 pages of suggestions, but I would really be astonished if you could make the Replay-thingy a little bit better, first of all, there is no slider which you could move to jump in the replay nor is there a Rewind-button.

    I don't know for sure, but I think that the replay mode's fixing wouldn't be very hard or a long process, and it would bring the users very much joy and make the replay's turning to a video format a lot easier and faster. At this moment the replay is pretty much useless.

    Also, I hate the fact that when you command your units to go to a green cover, they go near the position you commanded them, but they don't get the cover, also, I hate the thing that they rush out of the cover, I would hope that units would have the classic "Stances" as many older games, such as "Hold Position" "Aggressive" "Defensive", Hold position pretty much explains itself, aggressive would mean that when your squads sees enemy units, they attack them, even if it meant that they need to follow them for some time, and wouldn't stop until commanded otherwise, "defensive" would mean that the units would hold positions, and when enemy units pass by, they wouldn't follow, but under fire they would go a little bit forward, until they could fire, but if the enemy retreats or moves position radically, they wouldn't follow. That would ease the burden of controlling infantry in cover or making an ambush.

    Also I would like to see a way to stop the commands made to MG's and Mortars, when ordered to retreat or attack a target, it sometimes makes you lose the whole squad because of the long time the deploying takes, in an example, when I press "attack" on an enemy squad while the MG is deploying, and the enemy squad suddenly before the MG is totally deployed has moved out of the MG's shooting range, it doesn't help if you press "Halt!" during deployment, the MG will still undeploy and start to follow the enemy squad, that is a thing that makes the controlling of MG's and Mortars a lot harder, I would like to see some change in that.

    The game itself pretty much rocks, but I would sure be disappointed if new expansions and/or factions come to the game before the current ones have been fixed and debugged. I sure do understand that the developers have worked hard etc. etc., and that the game was released long before the original release date, but still, I would be greatly greatly disappointed if there will be something new before the old ones have been fixed, the game has lots of potential, and there is no sense in making the potential go away.

    If you read this, I thank you, if this get deleted, I still thank you for reading it, because this took some time from me to think what to say, and what not to say.

    Also, I would be delighted to see some reply to me, but since the replying in this thread is forbidden, I would like to get a Private Message.

    Thank you.
    Last edited by ViiKumi; 6th Oct 07 at 9:37 AM.

  49. #149
    Member
    Join Date
    Jul 2007
    Location
    Antarctica
    Make the .30 cal actually able to suppress FJ's
    make allied mortar good again
    make me want to play as americans
    (especially with armour or airborne)
    I would like to see CoH devolve back into vanilla days. Explanation:

    I always used to love playing with axis units. I actually felt kind of sad seeing them murdered and hear their screams of the fatherland and dieing and whatnot. The game was tactical. It was so tactical that I thought the next patch would come with a can of black spray paint, so that I could spray paint my computer black to match the level tacticalness of vanilla CoH. OF has completely screwed that up. The game has generally turned into the following. Brits spam artillery. Wehr spam grens and nebel (yah seriously..) PE spam PG and Americans spam rangers (or dont even play as them). I'm not saying this is how I play, just what my opponents always do. What happened to the feeling that loosing a squad of guys would either be defeat or force you to make an excellent tactical situation?

    Now basically its like hey If i wait a minute and a half i can build ANOTHER ranger squad! AWESOME!!!!! or hey if i find a building I can spawn some FJ's and completely ruin balance! I mean i can upgun behind enemy lines AND be the best infantry unit with only 2 CP's! Hell if thats how easy it was, send me back in time sign me up for falschimjaegers.

    The game is slowly turning into command and conquer... considering almost everything in the new factions is manpower dependent... its basically wait until you can tech to armored cars TB and assault pg's.

    I havn't built a tank in the new patch. its obscene how easily it is to produce heavy cover for PE infantry. Hey all you have to do us save up for 90 fuel and 420 MP, click build and send it with a lot of infantry support. guess what happens next????? PG's take out infantry, tank busters destroy tank.

    good game old chap.

    ImmortalBadger

  50. #150
    Member fallen soldier7's Avatar
    Join Date
    Feb 2007
    Location
    California, America
    fake trenches-

    have the royal engineer's command tree include fake trenches with the cp ability that strengthens emplacements.

    these trenches would cost 60 munitions to lay down, and if an enemy units hops into them then the units are immediately decimated because the trench goes up in flames.

    only sappers can lay these trenches, and they can be destroyed by everything [mortar fire, nades, shreks, tanks, heavy crush] except for small-arms fire.

    these trenches look exactly like the real trench, but you can only have a maximum of 5 on the field.

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