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Operation Sealion: CoH Suggestion Box Mk. II

  1. #501
    Replace the Decoy artillery with Typhoon strafing-runs.
    Currently the decoy artillery is not really effective as it can be dodged easily, if you are trying to save your troops from a King Tiger or a Puma the decoy arty simply means the Axis player will move forwards towards the troops and after that the troops are all alone. The American airborne have three types of aircraft runs and yet they have RRs and Satchels too, the Commandos have no real anti-tank until very late on in the form of three man PIAT fire teams, which don't last long outside of a trench (or inside it for that matter.
    The Typhoon is already in game, but only on the single player, hopefully it would be a simple case of using the same coding as the P47 strafing runs but with rockets and machine guns.

    The 57mm should be added to the list of available Glider HQ call ins.
    The 57mm was a British weapon, the Americans have it. It also would justify the Glider HQ, the Commandos are supposed to be more mobile and a bit like the Airborne, you are not classed as mobile if you have to still bring in engineers to support Commandos behind lines to build an emplacement, you also can't build emplacements in out of supply sectors and trenches are too easily overcome without them.
    Just change the name of the 57mm to QF 75 mm and fit it into the HQ Glider call in list, put the weak PIAT fireteam into the standard Glider and possibly give them one more Commando to their fireteam.

    The Pumas armour needs to be toned down.
    To be more realistic and to improve the American/British chance in the early game. In game it is very effective against infantry and yet it can also rush allied positions due to its speed and ability to take quite a bit of damage. Pumas rushing past 17pounders and 57mms is insane as they can take so much damage that it has no fear until tanks come on the field and even then it can use its mad speed to run away.
    Hopefully a config change is all that is needed in this case. The Puma is just an armoured car, the armour should represent that, or else the Humber could make an appearance and own a Panzer IV in the same way.

  2. #502
    I was just wondering if Relic could make it possible for the elite unit in each Army (Rangers, Commandos, Stormtroopers and Fallshirmjagers) to cross rivers.
    For example, this would be done by a 20-25 second animation where the unit will pump up a little dingy, like the ones we've seen in the campaign and then proceed to row in a single straight line across, at this point the unit will be highly vulnerable until it reached dry land again. I mean this is just an idea and it's not about realism, it about quick, intelligent game play. Rivers just seem too much like indestructible brick walls
    This would be a great tool for people to break stalemates on bridge maps and would hopefully encourage more lakes/rivers/sea maps just so the players could exploit this weakness.

    Oh i like the previous post, its a great idea. When he talks about a Humber he's referring to this great piece of engineering Link

  3. #503
    Schpacko
    Guest
    Some units should have the ability to take the clothes and weapons from dead ememy infantry-units. They appear as friends on the opponents minimap as long as no other units come too close to them (similar to cloaking). But they could be accidentially shot by friendly units.

    Every unit should have a limited amount of munition, if this amount is used up, the unit has to return to HQ or a muni-HT to get new ammo. There could be different types of ammo, like grenades, rifle- and pistolrounds. This could be very interresting, because you can cut off units from supply.
    Same could apply to fuel with vehicles.

  4. #504
    Suggestions for PE

    Infantry HT
    ========
    Slightly lower cost
    MG34 (light mg) instead of MG42
    Upgrade to MG42 for 50 munitions
    Can reinforce

    Munitions HT
    =========
    Increase cost by 10 manpower and 10 fuel
    MG34 (light mg)
    Has mines
    Allows weapon upgrades of units in same sector even if not in your control

    Vampire HT
    ========
    Resource Stealing (as is now)
    Radio Interference - all units in sector, friendly and enemy, disappear from enemy minimap, which gets "static snow" in that sector
    Use only one of these abilities at a time

  5. #505
    Radio Interference - all units in sector, friendly and enemy, disappear from enemy minimap, which gets "static snow" in that sector
    I support this. Excellent suggestion, it would give people a reason to get the Funkwagen on maps that are too small for resource stealing.

    And 'stealing' your set-up, one for the British.
    Lieutenant
    ========
    Heroic charge - Same.
    25 Pounder Artillery Barrage - Same
    Mad Minuet - At Vet3 the Lieutenant can now order a 'Mad Minuet', A skill that increases the squads firing rate (Based on a real tactic during WW2), possibly pinning like the G34.
    Change weapon to SMLE No.4, make the Sten available for purchase (75muni) and buff it for closer ranged combat. Being that the British have no KCH, Assault grenadiers, Stormtroopers or equivalent to MP44 wielding troops, it may be better for the rather expensive lieutenant to add to the squads firepower, not just to increase stats. Lower his range to within the squads firing distance, its insane seeing the Sten extend longer than a rifle.

    These are suggestions, not something we will ever see. I just feel that the Lieutenant is left out by many British players, especially late game. After the first one is out, he is suicide onto a point or to scout alone... I think they need to be more powerful with vet and used along side squads late game like Stormtroopers and KCH are.

    And one for the Wher.
    Buff the bundle grenade against emplacements.

  6. #506
    Kabak
    Guest
    Russian & Japanese most wanted

  7. #507
    Member ebevan91's Avatar
    Join Date
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    Good Ol' USA!
    Suggestion for Ranger:

    When Infantry Company is selected, a GLOBAL (as in you dont have to upgrade 1 ranger squad at a time, all will be upgraded)upgrade should be added to the barracks for the Thompson. Make it 300 MP and 100 Munitions.

    It's not fair that some units on Axis automatically come with automatic guns.

  8. #508
    littlefatso
    Guest
    objective maps, maps where you either defend or attack (depending on map and whether you are axis or allies) a certain or many objectives. (destroy fuel depot, defend beach etc...)

  9. #509
    littlefatso
    Guest
    oh and since the royal canadian artillary is canadian (at least when the VO for the priest is concerned) would it be possible to replace british sections with canadian sections?

  10. #510

    Suggestion about disputes

    Hi guys,

    I have a suggestion to make regarding the Dispute system when somebody drops. I don't know how easy this would be to implement and I'll be upfront and say I haven't thought it through for more than ten minutes so feel free to rip it to shreds.

    What would happen if instead of the arbitration message when someone drops a box came up giving you two options:

    1) Accept Defeat - If you know you were losing and are the honest type you can accept the loss and get no dispute

    2) Dispute - Choose this option if you think you were winning.

    If player 1 chooses Loss and player 2 chooses Dispute then player 2 gets the win and no Dispute is recorded against either player leaving trust rating intact.

    If both choose Dispute then Relic arbitrates based on trust rating the same as now.

    Obviously the player that dropped won't immediately get the message but it could be waiting when next they log in.

    I mention this because I have suffered two losses in a row due to arbitration. The first time it happened I was actually hoping for the loss because I had been getting hammered in the game, the result was fair. The second time it happened I was winning by quite an embarrassing margin and did not deserve both a loss and a further dispute on my record as I have never intentionally ended a game other than by thanking my opponent for my thrashing, bidding them farewell and quitting the game. Except of course on the few occasions I have won.

    Both the games I mentioned gave me another dispute to further spoil my trust rating - which can't be good if I have been awarded two consecutive losses. If I had had the option to register my loss in the first game and avoid another dispute then I may just have been fairly awarded the second.

    What do you think - is it remotely viable?
    War doesn't determine who is right, only who is left.

    Gentlemen! You can't fight in here, this is The War Room!

  11. #511
    Juxe
    Guest
    A rant box for people to rant about the game =)

  12. #512
    Would be nice that mortars could fire further than their range when they are not setup. They would move to the nearest position that allows them to reach the target.

    Example:
    -mortar range = 10
    -mortar objective = 20
    -you atack ground to the objective at 20
    -mortar move 10 to reach the objective and starts the atack at his maximum range (10)

    This is a standard in all RTS. Otherwise you have to MANUALY move your mortar and stop him when the (\) symbol becomes a >() symbol. Very archaic.

    Also would be nice that the game shows the range of all mortar squads when setup, like MGs or ATs. And some times you need to see the actual range of a weapon (mg, mortar, AT) without moving them. Why doesnt the game show range of weapons when simply selected, just like bunkers??
    Last edited by Duarff; 20th May 08 at 6:15 PM.

  13. #513
    R682818
    Guest
    Give Field Support the 57mm AT Gun, as Ever said, it was a British weapon, but rename it QF 6 Pounder (the QF 75mm was a British Clone of the Sherman's M3 75mm Gun). Also, replace the Decoy Artillery with Tempest Strafing run and the British Call in Arty with a Tempest Rocket Run (The Hawker Tempest was just an improved Hawker Typhoon). Replace the M5 Stuart with an M3 Grant. The Grant has the same weakness, partly, with the StuG, its M2 75mm gun (lower velocity from the Sherman's M3) is hull mounted. There is a top turret with a 37mm gun and a 1919 .30-06 MG, as well as a hull 1919 MG, and a little turret on top of that (YES THEY EXISTED) with another 1919 MG (by 1919 MG, its the 1919A5 tank mounted MG, caliber .30-06) The Grant can retain the Canister Shot, as the M5 37mm gun on the Stuart and Grand in fact, DID have a Canister Shot. You know, the shotgun round, they were real.

  14. #514
    A control to force reverse, like on World in Conflict.

  15. #515
    It would be cool an upgraded tactical map. Some functions I miss:

    -Retreat units.
    -Repair units (vehicles) when engies, pios, etc selected.
    -Unit patroling.
    -Setup mortars/mgs.
    -Display own mgs/mortars range.
    -Garrison in vehicles (halftracks).
    -Garrison in buildings (maybe hard to code).

  16. #516
    Well, my friends and I are newbies, but even so, we still have a few suggestions. I guess I'm hoping it can provide a sort of fresh perspective on things. A kind of 'out of the mouth of babes' thing.

    Firstly, we'd absolutely love letteredcompass points on the minimap um... compass... I can't tell you how many times we've had the conversation along the lines of, "attack north, what north, my north... What's your north?"

    For the tactical map, it'd be nice if it was a resizable click and drag window, that you could reposition on the screen. It might also be worth addiont in zoom levels on the tactical map as well.

    My friends and I tend to play extremely casually. You guys have done very well, very well indeed on the competitive gaming front, as sites like this and gamerreplays attest to. However, I feel more could be done to appeal to the casual multiplayers.

    For example, having 100% completely optional, determined in game joiner window allowance for observing players. This would, quite clearly, be bad in competitive games, but when you want to watch your mates in a game, and of course, you can simply agree or disagree to play the game with observers on, there's no real harm to it at all.

    In the same note, a host option to, "allow reconnects" would be highly welcomed in casual games. In other words, a player lags out, he can then rejoin the game, then take over again from the AI substitute.

    Also in this manner, MAYBE have true unranked games, or perhaps a subcategory in the list of 'friendlies' that have the above options.

    I'd also recommend a relaly strong rethink of this whole dispute business, and someones earlier suggestion of a 'surrender' would be good too.

    Choosable player colours in the lobby is something that I find is strangely missed. Quite a lot of the new players, including myself, didn't even know you could turn off 'team colours' - I feel this should be set to 'off' as default. Also, it'd be great if the colours were uniform. IE the Red player was the red player from all points of view.

    Again, we end up having conversations along the lines of, "were you the red guy, no I was the green guy... No, that isn't right, Jim was green!"

    I don't know whether this is a suggestion, or a balance, but I think it would be a good idea for territories to be properly seperated, in so far as having different colours on the minimap. One of the greatest problems in the game that I've noticed so far, is that one of the british disadvantages in 1v1 is that they can only secure 3 points, yet they will have more than 3 territories.

    This disadvantage disappears in 2v2+. Assuming the brits capture their 'fair share' of territory on the map, the Americans can then OP the British territory, meaning that the difference between a truck bonus and an OP bonus is literally free money.

    My recommendation would be, either have an only-OP-your-private-territory requirement. Or, in 2v2+ drop bonuses from trucks and let sappers build US style OP's.

    Obviously the former would be better, perhaps also by adding a hard limit of the number of OP's you can build.

  17. #517
    Monty76
    Guest
    Don't know if anyone's mentioned it yet, but I'd like to see melee combat when the troops are right next to each other, instead of blasting away at targets inches from them!!

  18. #518
    qdM
    Guest
    Community map pack as voted by community members, judges, and Relic. Released officially for those of us without the time to muck around with -dev. My friends and I have tried and it's so frustrating, I'd like to see more maps. In over two years, the number of additional maps added officially is a pretty sad number (we never play 1v1, so I'm talking larger maps).

    Scatter function for troops, as I believe DoW had. When you have a blob and you know you're about to be smoked, it would be nice to scatter them all in an outward direction.

  19. #519
    Member cpt_mackay's Avatar
    Join Date
    Feb 2008
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    Panzer World
    VOIP support in game Texting is Archaic If we had VOIP it would be 1000x times easeir to communicate

  20. #520
    New types of game scenarios.

    Different sized skirmishes on very small maps, no HQs, just a set number of units you start with. Goal is to win a small skirmish. Games would be quick, over in 5-10 mins at most. Very strategic unit positioning, n what not.

  21. #521
    Monty76
    Guest
    How about a planning mode, similar to the Total War games, where you can pause, issue orders and then execute? This would enable much more tactical play, of course, the AI would have to be improved to accomodate this and avoid the game becoming too easy. Also, I'd like the option to choose whether the Germans speak English or German, in Call of Duty they spoke German and I think it added to it. Obviously, when playing as the Germans, you could always choose English. Call of Duty also had an option to decide how many dead bodies remained on the field of battle, depending on your PC's specs, I'd like to see that implemented, too. And remappable controls.

    Edit: All infantry should be able to throw basic grenades, maybe more advanced ones can throw things like incendiaries or smoke grenades as an upgrade. In fact, off to the 'how to' section to see if there's a way to do that myself!

    Edit: I don't know if Relic are planning more expansion packs (I hope so), but if they are, it would be good if we could fill in the gaps from Market Garden to Berlin, it could include the Battle Of The Bulge, that'd make an amazing campaign and they could go right up to the Storming of Berlin by the Russians. I really hope they're planning on turning this one into a franchise like Call of Duty, because there are so many great battles they could cover, The Battle of El Alemein (spelling?) and how about a campaign where you play as the Germans from around May 1940 for the blitzkrieg across France and the Low Countries?
    Last edited by Monty76; 26th May 08 at 4:26 PM.

  22. #522
    Banned iplaypc's Avatar
    Join Date
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    sydney, guess the country
    What about if in the multiplayer lobby, you can put pings on the map for battle plans

  23. #523
    I think the "Online Stats" or whatever its called when you go to the News area of Relic Online should have more stats. I'mt alking about the area with all the worthless stuff about how many people are online and playing the campaign and what not. I think there should be some more usefull stats, particularlly how many people are queued up to play the various arranged team modes.

    Very frequently there will be no teams waiting in the 3v3AT, forcing a decision to be made. You and your buddies either wait around hoping another team will join, or you go and host a basic match. If the stats showed how many peopel were waiting for a AT match, then you could host the basic match, but immediantly see when someone was waiting to play AT and go enter the queue.

  24. #524
    I believe we need a Wermacht campaign I heard one was being made but never heard it was finished. Like normal Wermacht, and not PE.
    "Your task will not be an easy one. Your enemy is well trained, well equipped and battle hardened. He will fight savagely"
    General Dwight Eisenhower - 6th June 1944

  25. #525
    In my opinion, I think that THQ should have implemented the morale system like in DOW.

    Also the chance to upgrade your squad with an NCO which greatly increases your squads function.

    Second, I wish in the next COH installment (if they will even bother) that they will add more abilities and commands for each squad.
    example: A squad having a ceasefire stance so they can ambush an enemy like the sniper.

    Also realistic line of sight, like a tank NOT actually knowing that theres a enemy beyond a wall.

    Plus realistic skins and textures like their ACTUAL WW2 counterparts, not like the blue colored grenadiers in the original COH.

    No base building, and actually using squads and companies of men and vehicles to get the objective done.

    Realistic and better animations and poses for every unit.

    No magical artillery arty annihilating your forces, and actually implementing a radio operator to call in arty for you.

    Weather actually having an effect on your forces, that either gives you a disadvantage or an advantage over your enemy.
    We Are Legion

  26. #526
    Monty76
    Guest
    I agree with all of that, plus:

    An option to choose whether your MG on tanks is manned or not would be good, if you were being shot at by an MG emplacement, in real life the guy on the 50. cal would surely close his hatch so he wouldn't get killed by enemy fire?

  27. #527
    Nimrod
    Guest
    - Some units for brit's is a good idea too.
    - 2 more camp with Russian and thier big tanks and a lot of infantry. After all Russion infantry were not very well equiped, but they were thousands.
    A new camp for axis and not a german company. Japan or Italian. They don't have many units but it's possible and more original.
    - One more option in each camp, as armor company for allies.
    - New texture and building for Worldbuilder.
    - The possibility to go under a bridge.
    - Some objects for world builder to modify the buildings and create your own buildings.
    - Some monument of each country and tools to create your own monument.
    - A better AI who uses all speciality of each camp and company.
    - A french version of Worldbuilder ?

    That's all for me.

    PS : - Some new weapon for each infantry units.
    - New tank for each country and new capacity for each units

    This time I'm stopping here

  28. #528
    Games played with computers in them should not count towards your basic match rank. I'm tired of seeing level 9+'s that just blob their guys togather, get easily defeated, and quit. I understand that there are reasons for playing basic matches, such as no one in the 3v3 or 4v4 arranged team and that someone whose played 400 games shouldn't show as level 1, but someone that just sits their creaming easy computers over and over again shouldn't get any rank.

    Or, it could be like when it has a little "2v2" under the rank. Instead it would say "Comp Stomp"

  29. #529
    What about a cold war company of heroes????? Ploting the USSR against NATO Would be great with campaigns for BOTH sides.... just adding my two cents.
    Once more victorious... The Red Army stands!!

  30. #530
    Monty76
    Guest
    Yeps, but first I'd like to see WW2 done from the Invasion of Poland and on into the Battle for France and Operation Barbarossa. As well as the Desert War and right up to the Conquest of Berlin. The whole war, basically! I'm being a bit greedy, aren't I?

  31. #531
    Member
    Join Date
    Mar 2008
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    Santiago del Estero, Argentina
    I´m with you edruken, just after ww2, like panzers coldwar

    The most important for me now is add colour to player, so I can find their unit more faster and attack enemy units more selective

  32. #532
    Alaz4TR
    Guest

    New ability suggestion for Scorch Earth Doctrine

    New ability suggestion for Scorch Earth Doctrine

    Currently

    Area Denial
    ->Booby Trap Buildings(1)
    ->Booby Trap Strategic Points(1)
    ->Sector Artillery(3)

    Scorch Earth
    ->Roadblocks(1)
    ->Scorch Earth(3)
    ->Hummel(3)

    I think first should be noticed here is area denial branch is almost useless (because of the sector artillery sucks so much and kettenkrads can do the trap work)
    and the second thing is scorch earth ability can be belong to both trees (area denial and scorch earth)

    My suggestion is to make strategic point traps and building traps one and then adding the ability to PE infantry to throw two incendiary granades instead of one and/or to prolong effect time of mortar's incendiary mortar rounds. I think this addition would be very proper, because it fits in what "scorch earth" name implies.

    So my sugesstion is -->

    Area Denial
    ->Booby Trap Buildings & Strategic Points (1-2)
    ->Scorch Earth(3) (or with new name "Destroy Strategic Point")
    ->Sector Artillery(3)

    Scorch Earth
    ->Roadblocks(1)
    ->Two incendiary Granades and/or Prolonged MHT incendiary mortar effect(2-3)
    ->Hummel(3)

    or keep the current situation and just add two incendiary grenade ability to scorch earth ability (or just add the ability of prolonged effect time of mortar HT's incendiary mortar to scorch earth ability)

    Suggestions For PE's Logistik Kompanie (Tier 1)

    Before reading my suggestions, I should say if this improvements do applied to PE, I agree the notion that Americans having some boost against PE!

    So here is my suggestions;

    For Scout Car; Keep it the way it is in v2.301 which means it will still be flimsy, uneffective against any other infantry squad except engineer. But when logistik upgrade has been bought (which can be increased to 50munition), it wont need to be deployed to give extra resource bonus. But when it's not deployed it won't secure the point, which means enemy can capture it easily. So I think this will encourge PE player to build SC and it won't overstep its purpose. Also it can be able to deploy itself like Vampire HT.
    Or in order to make it even more appealing unit, it can be able to heal infantries when it is deployed for a price like 75 munitions. Acting like reinforce point (forward base), when you have no building to turn into, it would be very useful! This SC car's acting like forward base can be only unlocked after it has deployed. When the ability has been unlocked for 75 munitions, SC becomes permanently stationary. It can only heal units nearby but it shouldn't be able to reinforce units and only available after defensive operation tech unlocked.

    For Vampire HT; Take back the ability to drop goliath. It is not proper ability for Vampire HT anyway. Increase its speed so it can go its destination and run away from it faster. Increase its range of ability to see enemy infantry on mini map, so if enemy starts to look for Vampire HT and it couldn't achive its stealing resource mission, PE player can still use it in this way. As for stealing and blocking resources, this ability shouldn't be this much complex to comprehend.
    (Currently it cuts enemy territories' resources by rate of %50 which are capped after the territory Vampire HT setup on)
    This causes no way of knowing PE player that his Vampire HT is effective or not. Since he doesn't know order of territories caped by enemy. So It should basicly block half of resources produced by adjacent territories on which enemy territory it is deployed.
    Or in order to make it more effective unit, if it is deployed on friendly territory, give the ablity to block resources of adjacent enemy territory. This would definitely make it very useful.


    For Munition HT; Give back the ability to drop goliath. Decrease the drop time of mines. Nobody has 15sn to drop a single mine. And add the ability to support and supply munition remotely after lock down itself for price let's say 50 munitons for every lock down. I mean, after it locks down itself to one territory, it will be able to remotely supply munitions to Mortar, AT HTs and infantries on that friendly territory. So this will give PE a little defensive power it needs and Munition HT will be more useful.

    So if this changes happen maybe they should increase their price a little.


    PS: If these HT improvements happen and also if they nerf Brits' overpower properly, I will support the notion of Lieutenant supporting its soldiers remotely in the same friendly territory.
    Last edited by Alaz4TR; 7th Jun 08 at 12:20 AM.

  33. #533
    Alaz4TR
    Guest
    Suggestions for Wehrmacht Officer

    Officer should be able to act like British Lieutenant, he can give nearby infantries offensive bonuses. Since wehrmacht can produce only one officer, this probably won't be overpowering.
    Last edited by Alaz4TR; 7th Jun 08 at 12:19 AM.

  34. #534
    Monty76
    Guest
    How would Cold War work, though since there was no actual ground fighting? You'd have to change history a bit (a lot) and have NATO and the Warsaw Pact actually kick off with each other! I don't see how Cold War, as it actually happened could work.

  35. #535
    Member
    Join Date
    Mar 2008
    Location
    Santiago del Estero, Argentina
    Vehicles need a reverse button badly
    I support the officer "aura".

    MAKE INFANTRY CAPABLE TO JUMP WALLS AND OTHER OBSTACLES!!!

  36. #536
    Alaz4TR
    Guest

    PE bunkers inside base buildings

    PE buildings may have their size reduced. It can be troublesome to set them up sometimes .

    Also when we look at all buildings PE have (Logistik Kompanie, Kampfgruppe Kompanie, Panzer-Jager Kommand, Panzer-Support Kommand) in detail (zoom in), they seem like they have bunkers inside. These bunkers can be made available so PE infantries can occupy them.
    Even though PE cannot build any defensive buildings (except Luftwaffe) and cannot even rebuild base defenses (20mm flaks) when they are destroyed, by making these bunkers available, they can at least defend their base more fiercely.

    Or this ability can be given to Luftwaffe. Actually this makes more sense. Since Luftwaffe is Defensive Doctrine of PE
    Last edited by Alaz4TR; 21st Jun 08 at 10:14 AM.

  37. #537
    Member Cossack's Avatar
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    The Commonwealth of Independent States, Ukraїne
    The PE may go into bunkers, as american can go into british trenches.


    The God of War is soviet artillery.

  38. #538
    Duzi
    Guest
    I think there should be a COH expansion pack called "Arctic Ocean" and features THREE new factions.

    The campaign would follow both the America Pacific Assault on Japan (Sticking to ground battle though, adding a sea aspect to COH would be way too complicated in my opinion) so battles on islands would be abundant. And on the other side of the campaign would be the Russian assault on Germany from the east.

    The new factions would be "US Pacific," "Japanese" and "Russian."

    The US Pacific crew would get some stuff like flamethrower specific units (not just engineers, an actual unit, like the firebat in Starcraft), some more artillery units that could be moved and set up, and maybe special types of light-tanks.

    The Japanese would get normal units, but japanese of course. Some sort of infantry, tank, half track. Hidden MG emplacements would be a must, along with snipers. Japanese should probably be more defensive based, considering their standing in WW2. I think all infantry units should have the ability to do a kamikaze, whether that just be small grenade-sized explosions where the units are, or they rush a unit, being very susceptible to taking shots, but also have a strong likelyhood of killing other units. The command points could have a "Self Sacrifice" branch that improves the kamikazes or something. And maybe a "Hidden Tactics" branch that would allow some units to cloak or something, think about it.

    Russians seem pretty obvious. They should probably have some ability that allows them to fight harder, since the Ruskis were so dedicated to the cause.

    Japanese could be the "Axis" side, Us Pacific would be "allies" and the Russians could be both, since they WERE on both sides.

  39. #539
    Member torenico's Avatar
    Join Date
    Jun 2008
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    Who me? oh Argentina
    Russians, only has allied, if they were axis, we have to make Poland.

    Ability of Capture tanks, and evacuate vehicles..

  40. #540
    Member German Steel!'s Avatar
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    May 2008
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    Stockholm, Sweden
    I'd like something to spend my overflow of munitions on, as the Royal Scottish Engineers. I think being able to upgrade all tanks until they're pretty damn powerful (I'm talking Jagdpanther status) for a pretty damn steep cost (500 munitions or over). This would be unique to that doctrine, and could be included with the last ability on the left side of the tree.
    Originally Posted by SourSauerKraut
    I clicked my jackboots together when I read your comment ..."Jawohl, Herr GermanSteel!!".

  41. #541
    Member Cossack's Avatar
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    The Commonwealth of Independent States, Ukraїne
    I would like have amphibian units in the game.

  42. #542
    I'd like to see an overhaul of the Wehr vet system. Right now it's too weak early game (slow health regen on infantry for 100/30? Uh, yeah, great), while being too strong late game (lose that vet 3 tank? No problem, the next one will somehow be vet 3 right off the assembly line!).

    The solution, to me at least, would be to have Wehr units earn vet through kills like the US goes. This would leave the Kampcraft centre without a function, but there's a plan for that. To make the Wehr vet different from the US, have it so that the Wehr units earn levels slower than the US. In the KK centre would be two upgrades, similar to the US supply yard, called 'Advanced Training I and II'. Level I would lower XP requirements so that they were about the same as the US. Level II would make Wehr units level faster than the US. These upgrades would be expensive enough so that level II would only be viable in the late game.

    Under this new system:

    -Wehr players would finally be rewarded for keeping units alive.
    -Units that don't normally get vet purchased for them would have a chance at getting high vet (mainly light vehicles and support units).
    -The Allies will no longer get overwhelmed as the game goes on by endless vet 3 units. If you kill that vet 3 Tiger, the next one will start at vet 0.

  43. #543
    XtremeTech
    Guest
    Well I would in org CoH

    1) More fun, quicker AI.... make it use its skill points more
    2) More maps espiscally 1v1 & 2v2
    3) Boats it would make the gameplay alot more fun
    4) Be able to build and repair bridges, civillan buildings
    5) Bigger Engineers in squad when produced
    6) Mines to make a bigger explosion
    7) Be able to build some base building outside of the HQ area, seeming some maps you get a tiny amount of space when playing with full players
    8) MORE units..... sorry of the exagertion. BUT my friend says get OF there will be loads more. Please reply if you have the list of new units you are able to get
    9) Fire storm barrage shells to explode with a bigger bang
    10) Finally the pershing hevay tank's gun to move quicker XD

    Im starting to get up to date with patches i have to download (but some are HUGE) those are some of the main things i'd like to see.
    Thanks

  44. #544
    Member SA_Ka_20's Avatar
    Join Date
    May 2007
    Location
    Lost
    Medics summoning free squads

    Britt, US and werh can resurect squads with their medic tents.
    Doing so they get free squad, PE can resurect tanks... wich is not easy to do, and after that they have to repair the tank (wich cost some MP).

    IMO medic tents when reaching the required number of wounded shouldn't insta create a full squad.
    Instead it could allow to build a squad, for 5-10% of the original cost of the squad it creates (maybe with a small build time ?).

    This cost could be increased with each vet werh gets.
    This cost could be increased with each tech the riffles gets (refering to the beta new vet improvment)
    Err, i dunno for the british

    NB : should I create a thread so we can discuss about it ?
    SM scoot's creed
    *Next-gen: adjective, The quality of having advanced graphics, inferior storyline and gameplay, higher cost, increased bugs, reduced content, simplified gameplay, and overall shoddiness.

  45. #545
    Munitions Half track should have a medical upgrade where it acts as a mobile medical truck, healing all within a radius and has two men running around picking up the injured, it would be like a Casualty clearing station, except mobile to keep with the theme of the Panzer Elites mobility. Bringing it close to a fight would give the medics a shorter distance to travel with the wounded and falling back to it would heal squads. Infantry Half tracks should not be able to reinforce.

  46. #546
    c0lvet
    Guest
    I wanna see Kill # of my/enemy's emplacement.
    yes. it's not a important thing..
    but sometimes i feel like to know how many kills my mortar pit complished.
    or how many enemy infantries dead due to my 25 lb fire.
    or how many enemy bofors killed my grens just before I remove the bastard.

    So I'm suggesting that Emplacements show its kill numbers like other mobile units.

  47. #547
    ninozz
    Guest
    more maaaaaaaaaap
    officialy map

  48. #548
    Alaz4TR
    Guest

    Friendly Territory Support

    All linkable units (Munition HT, Lieutenant) and/or support units (like reinforcement HTs) should be able support their domain remotely in friendly territory like Captain.

    For example; Muntion HT decreasing recharge time of abilities remotely, Lieutenant giving offensive bonuses to his squads remotely when they are in same friendly territory. However when they are in an enemy territory, they should need to be linked to their squads to recieve bonuses.

    I think this will be a good notion for CoHOF and losing a territory would mean a lot if these changes happened.
    Last edited by Alaz4TR; 15th Jun 08 at 6:17 AM.

  49. #549

    Make Lieutenants stick to their squad more

    Make the Lieutenant's "chained to a squad" attribute independent from any other orders you give him. LT's often take up a position out of cover, and so I move them. This destroys the "chained to the squad" behaviour, which I then have to turn on again.

    Make it so that you can do anything with a LT (even move them way out of command range to go and cap, though that would be stupid) without breaking the "chain". You only break the chain by toggling the "chained" attribute (button in the orders section, or press P). And then chain him to another squad if you like.

  50. #550
    stormtrooper
    Guest
    I made a topic about my idea in CoH and OF Strategy
    I told to write here

    my idea about upcoming Company of Heroes is to include ''Moving Formation of Tanks and Soldiers'' feature

    I think that was a missing idea about the game, it will make game more authentic

    I mean like this...
    (sorry for inconvience links, if you copy and paste them to explorer, you can see pics that I am talking about)

    img140.imageshack.us/my.php?image=ryan01tq0.png
    img299.imageshack.us/my.php?image=ryan02sk0.png
    img353.imageshack.us/my.php?image=ryan03hv1.png

    an addition to formation; maybe to carry infantry, we can use tanks ''Infantry on Tanks''

    if you like it, maybe you can talk them and maybe they will include these features...

    Thanks in Advance

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