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Operation Sealion: CoH Suggestion Box Mk. II

  1. #201
    HANSVEBEL
    Guest
    definetly, next chapter should be the war at the eastern front! the fall of crimea, or stalingrad, or sevastopol. also relic could introduce unique units, like well known generals, or colonels for the german and russian factions. also partisans could be inroduced in certain missions. stuka dive bombers should be introduced to play part in the blitzkrieg! there are so many ideas for the next chapters that can be implemented, the only problem is that they will take time.

  2. #202
    JoeyPatriot
    Guest
    Show the Range of Tanks and infantry!
    Add the Soviets, or make an Afrikan Campaign.
    Better Skins for Tanks and Wracks.
    What will be nice if for example a panther shoot and Sherman and destroy him, would be nice to see the hole in the tank and tanks not must ne completly destroyed when death..but if a tank looks like before, but defeated(ofcourse to see he is destroyed)

    this for first
    Joey!

  3. #203
    The Big Sleazy
    Guest

    Vote For the Italians..

    I think the italians would definately work for the next expansion. As a lot of people have said before, the fought side by side with the Germans in Sicily and Northern Italy in the years of the war in which CoH is set. They did fight with the Germans in Russia as well, but I think Italy might have pulled the 8th Army by 1944 from Russia.

    Italy had a lot of different infantry types that could work in the game, regulars, conscripts, alpini, san marcos marines, bersalgeri, black shirts, etc and you could do something with officers in the squads or something to deal with the morale issue to keep some historical balance.

    Even though their armor was obsolete, they did have the P40 that was equivalent to Allied tanks right before Rome switched sides and there were only a few, but it would be historically accurate. But you could do something like have an option to field some of their lighter tanks/tankettes at lower costs and higher numbers to give some flexibilty for a commander. Plus they could add some mountain based maps that could present interesting strategice challenges.

    Having played Eastern Front, Blitzkrieg, CoH, Hearts of Iron, and even Squad Leader board game(one of the things that made the board game great was the depth in armies that you could play as...axis minors, allied minors, etc), CoH is the best WWII strategy game of all time. I think if they included some factions besides the usual suspects it would put it on an even higher level by itself.

    There isn't much to say about the Russians that hasn't already been said!

    A lot of the other posters are right, there are still a lot of late war german tanks that are awesome (ie Ferdinand, Brummbar) that would be awesome to have in the game too. Maybe with the expansion add a few units to the other factions like they do with DoW!!!

    What Do you guys think?

  4. #204
    Other suggestions:
    1. For anti-piracy, why not follow WiC's scheme? For multiplayer, you don't need the DVD, just log in. For SP, you need the DVD but won't force you to log in. Your customers would like it better that way.
    2. When not online, the game would always prompt for the DVD, why not check it first before prompting me to put it?
    3. Please bring back the option to turn off unit occlusion.
    4. Kettenkrad unit responses. Is it possible to disable some of its responses? After creation it would usually say "sniper hunter ready" or something similar. Or when you order it "hunting sniper". It would be nice if all of its responses regarding hunting snipers are removed or disabled because it's not a sniper hunter since it's unarmed.
    Last edited by deathblade; 8th Nov 07 at 3:51 AM. Reason: added some more

  5. #205
    I'd like to see birds near trees and hedgerows. There are bird sounds already in those areas, so all that's needed are the models. Piece of cake!

    Seriously, I think it would be a cool addition. A couple of birdies pecking worms in the grass, then a squad comes close and they get scared and fly away

  6. #206
    Volkssturm_arg
    Guest
    bring the V2 rocket !!!

  7. #207
    Member BoDyBaG2224's Avatar
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    Jun 2007
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    Florida
    I like the idea of seeing battle dammage on tanks, is that something that the engine can handle? I mean maybe not holes in the tanks, but like "battle scars" and scratches and dents, and small bullet holes, something that give the tanks more of an individual feel.

  8. #208
    Fara_Edda
    Guest
    Hope Pershing and Tiger could be as strong as King Tiger and Jadgpanther .

    Maybe Pershing could be a Super Pershing ,it could be the strongest Tank of Allies.

    Maybe Tiger could be a Tiger Ace ,hope it could be a special heavy tank of Germens.

  9. #209

    Tactical Map

    I have two screens and it would be really useful/cool if I could have the second screen displaying the tactical map

    Due to scrolling problems you'd still have to press "0" to make commands in the tactical map but it would be better than my second screen sitting there doing nothing

  10. #210
    Englander
    Guest
    Lo folks

    My suggestion would be to do away with flag zones and have a dynamic front that responds to action.

    In multiplayer I'd like to be able to choose squads on a point basis from a list then go fight someone who has done the same.

    Also variable game speeds as an option for multiplayer *
    Bigger maps, random? ability to zoom out further *

    * getting on a bit

  11. #211
    Member TeaSeeOh's Avatar
    Join Date
    Oct 2007
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    Florida
    Different colors to be chosen. E.g. if I want green as my color, and not blue. Conversely, able to choose different colors for allies. That way I would be able to differentiate between ally X, from ally Y.

    Oh, and if the Japanese ever get into the game, I better have my kamikaze pilots dammit. ;p

  12. #212
    jet_black
    Guest
    --more wreckage types...
    --eastern front expansion should definitely be next...
    --more variety in PE vehicles, put panzer in the panzer elite!
    +the LK should be able to build a useful armored tracked vehicle, like a panzer 2, but with a set limit so people don't spam it(2-3), or maybe make it reasonably expensive. (an armored mobile mg team, but god forbid another halftrack, strength about a tetrarch, maybe a little smaller).
    --more tank camouflage/camouflage in general
    --more big (3v3, 4v4, and even 2v2) mp maps
    --an ability that lets certain infantry ambush from inside a house, stay out of site until the enemy gets close than clickably open fire. more geared towards paratroopers/fallschrimjager/luftwaffe/ commandos but maybe other basic infantry too... not so much engineer level units but rifleman level and up.
    --"clear this building" ability for infantry... goes hand in hand with building ambushes... better veterancy, greater numbers, and close quarters weapons (thompsons, mp40's, etc) would play a role in who wins.
    --more close quarters urban city/town maps (for MP)
    --more air-power call-ins (stuka dive bombers etc.)
    and one of my favorite ideas... if two opposing planes, by small chance, got within a certain range of eachother, they'd have a sweet little easter egg dogfight in the air and ending in one crashing. neither winner or loser completing there original objective but making for a sweeeet show.
    i'm sure i'll think up more soon enough. :]
    Last edited by jet_black; 13th Nov 07 at 9:22 PM.

  13. #213
    swiftintruder
    Guest
    I would love to see us Marnies VS Japanese expansion ala Wake Island , the batlle for the Pacific has been ignored far to long by good rts games. I know relic would do an awesome job.

  14. #214
    Hysteria85
    Guest
    Japanese for Axis and Russians for Allies

  15. #215
    some massive city maps maybe?

  16. #216
    Stranger491
    Guest
    Have a vehicle that can carry units and can drive on the water.

  17. #217
    Member
    Join Date
    Oct 2004
    Location
    Southern Australia
    I like to go over the battlefield after a game & see how many enemy the survivors accounted for.
    It's a great little tool for boasting rights!

    However when I play the British a lot of the survivors are huddled in slit trenches & currently, as far as I'm aware, you can't see can't see stats for individual entrenched units.
    Could this be altered so that you could see the stats for entrenched infantry?

    Be nice to see stats for the the Brits Gun emplacements too. Just the AT & BOFORS would be fine.

    How about retreating commandos back to the closest Glider HQ instead on the Main HQ ?
    Often retreating Commando units results in a turkey shoot for the enemy.
    They could have a function similar to the withdraw to Captain button?

  18. #218
    Rankles
    Guest
    Maybe have MGs and Snipers in buildings camod/so you can't see their icon abovethe building until they fire the first burst or shot.

  19. #219
    Member
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    Ukraine
    My voice is just one more for Russians (actually, Soviets, cause there were 15 only main folks in the SU, and each of them paid it's tribute to the victory), for they did 80 percent of the whole job in WW2.
    And here's a suggestion about units available for Soviet Army. The list depends on the period of WW2. Let's assume, that the action occurs in the same time as in CoH and CoHOF - summer - autumn 1944.

    Infantry:

    Introducing some infantry melee (WH40K - like, but with some severe limitations) into CoH is my dream (for all nations). As for soviet infantry, it must have some unique abilities:

    - "Sto gramm" (from 100 grams of pure spiritus, often given them before the combat) - makes them temporary immune to suppression and pinning. Price is the lowered fire accuracy for the same time. Anailable from the start;
    - Digging in (making the trenches and fortified positions, but just for themdelves) - also right from the start;
    - riding the tanks - available right from the start as well;
    - "Ni shagu nazad!" ("No step back!") - the Soviet troops can't be broken; available after upgrading the HQ with "SMERSH" ("SMERt SHpionam", "Death to the spies!", military intelligence);
    - "Za Rodinu!" ("Pro Patria!") - can be gained on the second level of veterancy, replaces the "Sto gramm". Actu the same way, but without an accuracy penalty.

    - strelki (i.e. riflemen) - 5 or 6 - men squad, armed with mod. 1944 Mosin/Nagant carbines, AP and AT grenades right from the start. Basic stats - somewhere between Volksgrenadiers and Grenadiers.
    Upgrades:
    a) SVT - 40 rifles (semi-automatic ones, a bit better than Garand or G43/K43, u can see it here) the upgrade increases the rate of fire drastically, effective range and accuracy are also improved, available on the vet.lvl 2;
    b) RPG - 6 AT grenades (instead of original RPG - 43), anti-tank capabilities are increased (can now damage even heavy tanks), available on the vet.lnl 1;
    c) one DPM machinegun (can be seen here), available on the vet. lvl 1;
    Special abilities - besides common abilities, have the "Bayonet charge" - soldiers rush to the enemies and fight them hand-to-hand (very useful thing if combined with "Sto gramm", especially vs. HW teams and towed artillery crews).

    - avtomatchiki (i.e. submachine gunners) - assault infantry, also 5 or 6-men squad, armed with PPSh - 41 (can be seen here) and, also, the AP and AT grenades. Basic stats are similar to other SMG - armed troops with a bit longer effective range.
    Upgrades:
    a) RPD machine gun(s) or b) ROKS - 3 flamethrower (s) - two slots, can be two FFs, or two MGs or one piece of each, lvl 1 to obtain;
    b) magnetic AT mines - practically, HEAT mines, magnetically fixed on the enemy tank, very effective thing, deals about triple damage comparing to AT - grenades, also lvl1.
    c) armor vests - increases the defence value, but decreases the speed a bit, lvl 2;
    d) demolition charges - good vs. buildings, similar to british commando's ones, just have timed fuse instead of radio one, lvl 2.
    Abilities - only common ones

    Support infantry:

    - broneboyshchiki ("armor piercers", antitank riflemen) - crew of two with PTRD antitank rifle (it's a kind of "buffalo gun" with incendiary armor-piercing bullets, cal. 14.5 mm, resembles modern "anti-material" sniper rifles (Barrett 82 etc.), can damage armoured cars, light and even medium tanks, but - absolutely helpless vs. Panther, Jagdpanther or Tiger). Advantages comparing to Bazookas or Panzerschreks - accuracy and rate of fire, good vs. infantry in buildings or behing sandbags,MG - , mortar - and artillery crews, drawbacks - relatively low damage values and impossibility to fire on the move, this weapon must be deployed first (similar to MG or mortar teams).
    Upgrades:
    a) PTRS AT rifles (have 5-round magazine comparing ot single-shot PTRD), the rate of fire is further increased, lvl 1 to obtain.
    Only common abilities.

    - MG team - a crew of 2 with SG - 43 machinegun. In general, stats are pretty close to Vickers or M1917, just - due to it's wheeled mount with shield - improved movement speed, reduced setup time and a bit better front protection. Can dig in, forming the MG position, similar to british or american one (just russian - style: no sandbags, earthen mould instead of them, and lumber lining inside). Can ride tanks. No upgrades (or, as a variant - they start with Maxim 1910/30 medium MG, and SG - 43 is an upgrade, increasing the movement speed).

    - mortar team - crew of 3 with 82 - mm mod. 1941 - mortar, stats are pretty close to the Wehrmacht's Granatwerfer. Can dig in (forming the position very similar to british one). Can ride tanks

    - sniper - absolutely normal one, just female. Armed wiht 1891/30 Mosin/Nagant sniper rifle. Can be upgraded with the sniper variant of SVT - 40 on lvl 1;

    - sapyory (sappers, engineers) - also absolutely normal ones - build, repair, lay mines (the only thing - both AP and AT ones), seek and disarm mines and so on.

    Elite infantry;

    - razvedchiki (i.e. recon troops) - 5 or 6 - men squad, armed with PPS - 43 SMGs, AP and AT grenades, magnetic AT mines and demo charges (the same whose are upgrades for SMG - men). Can use camouflage (like snipers). Can dig (make trenches). Can ride tanks.
    Upgrades:
    a) RPD machineguns (the same that the SMG - men have) - 2 slots, increase the firepower.
    or
    b) BRAMIT silencers - allow to stay camouflaged while shooting, both lvl 1.


    Besides this normal, buildable infantry, there should be some off-map kinds of it.

    Gvardeyskaya pekhota (Soviet Guard riflemen) - almost as normal, but deployed already on the second level of veterancy (respectively, with fully upgraded armament).

    Udarnaya pekhota (shock infantry) - practically, the same SMG - men, just deployed on the 2nd level of veterancy, already with RPG - 6, magnetic mines, demo charges, RPD and ROKS are selectable and free.

    OSNAZ (abbr. from "chasti OSobogo NAZnacheniya (NKVD)") - russian special forces in WW2. Also, they are the same recon troops, just deployed on the 2nd level of veterancy, RPD or silencers are selectable and free. Can be parachuted anywhere on the map, even into the fog of war (with all risks, naturally).

    Shtrafniki (i.e. soldiers of penal companies, whose were a perfect mix of state prisoners and hardened criminals (both from GULAG), cashiert officers and "normal" court-martial convicts) - like normal riflemen with some hints, however. Cheap and with relatively small cooldown. They are deployed on the veterancy level 1 from the start, totally immune to suppression and pinning, but DON'T have any regular weapon upgrades. And the only option to upgrade their weapons (as well as to form HW teams) is capturing the weaponry of the fallen enemy and even friendly troops. But if they capturre weaponry, they can be upgraded with ANY type of it, both "friendly" and trophy one, in ANY combination. Have all common infantry abilities (except unnecessary for them "Sto gramm" and "Za Rodinu!", of course).

    And, last but not least, partisans - infantry with mixed (random mix of rifles and SMGs) armament, have both regular upgrades and trophy upgrading options. Can be deployed and reinforced anywhere on the map. Can form HW teams similar to US paratroopers (with parachuted weaponry). All common infantry abilities, plus "Partisan ambush" - kind of camouflaging, they are invisible, but only while still, laying mines like sappers and using explisive charges similarly to recon troops' ones.

    That's all about infantry. To be continyed with vehicles.
    Last edited by TheWise; 29th Nov 07 at 12:10 PM.

  20. #220
    Member Imperial Honour's Avatar
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    Mar 2007
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    Western Australia
    How I would dearly love for the Anti-Tank gun to have the ability to attach to the halftrack and be transported to a new location, then halftracks can have another purpose since who wants to wait for their Anti-Tank crew to drag their gun from one side of the front to another if need be. This could possibly help solve some balance changes as well if this feature was able to be implimented, some expert people said that the reason why Werhmacht need powerful shrecks so much is becuase the AT Gun can have a hard time keeping up with the army, so making them more mobile and able to keep up with someone's army could help that issue.

    Regards,
    IH
    One percent of the Blood Gods consume 99 percent of the blood and skulls. #OccupyTheSkullThrone
    "Repent! For Tomorrow You Shall Die!"
    STEAM & GFWL: Malkael (Brother Malkael)

  21. #221

    Relic Online Channel (Sort Order)

    Every time I log on, it seems that the sort order of the channels has changed. I've seen Vancouver, London and now Tokyo at the top of the list.

    Why not just sort the channels alphabetically and be done with it?
    Last edited by Adonis; 18th Nov 07 at 5:13 PM.

  22. #222
    Currently I find it stupid how you can blow apart a stone wall but not sand bags

    Sand bags should not be able to be used as impassable walls
    Please add a jump sandbag ability or something

  23. #223
    AphexBoy
    Guest
    * Infantry uses vehicules for cover
    It would encourage the use to mix different type of units

    * The 'Attach' option for all Units

    * Add a 'patrol' option

    * add jumpable sandbags
    Last edited by AphexBoy; 22nd Nov 07 at 8:15 AM.

  24. #224
    shihku7
    Guest
    I'd like to see a music track selector for multiplayer games. This game has a really great musical score, but in multiplayer, each faction only has the same song playing in the background every single time you play the game. You have to play the campaigns to hear all the other good stuff.

  25. #225
    What would be cool is a game type called "Tank Wars"

    Basically every side starts off in tier 4, with high resources and most units on the field are either elite infantry or Tanks

  26. #226
    TheCzarMan
    Guest
    Tank Mines are badly needed. At least for Pioneers to balance the ability of American Engineers use of Demo's.

  27. #227
    Conscript
    Guest
    I'd like to see some improvements on infantry ragdolls.

    They need to maintain momentum, so if a soldier is retreating and is shot, he trips forward and lands.

    And a bit a knockback from being shot.

  28. #228
    Knva790
    Guest
    The Ability to see the other player stats/ping and all when the automatch finds someone, than the ability to accept/deny playing with him (in automatch)


    Last edited by Adonis; 26th Nov 07 at 8:29 AM. Reason: removed all bold text

  29. #229
    Senior Member Panzer Jager's Avatar
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    Oct 2007
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    Kingston, Ontario.
    Panzer Grenadier crew models on the Scout Car and veteran PE Panther, instead of Grenadiers.

    Maybe the PE Panther should upgrade to armoured skirts and MG42 like the Panzer IV Support, instead of gaining them in veterancy as if it were a normal Axis panther with lower vet. requirements.

  30. #230
    Member
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    Ukraine

    A proposal concerning Soviet artillery and vehicles.

    The Soviets, besides their quite strong infantry, had more thant decent artillery and vehicles as well. And list of them for the future CoH add-on could look like this:

    Buildable artillery:

    In general. it would be wise to provide some trucks to tow the artillery. for: a) it's movement speed suffices on small maps only; and b) it would allow to add to the game some more powerful (and, respectively, heavy) cannons like german PaK 40 or soviet BS-3. It could be done the way it is in the Blitzkrieg and Blitzkrieg II series games. So, turning back to our list:

    - 45 - mm mod. 1942 light anti-tank cannon. Available from infantry command, but requires an artillery command to be produced (as well as 81-mm mortar teams). Althhough it's armor penetration, insufficient to withstand new German tanks - Tigers, Panthers and PzKW IV ausf. H (61 mm from 500m), it was widely (and effectively!) used for destroying lighter vehicles and as close support for infantry. Can be rolled by crew or towed by ANY vehicle (even 1/4-ton jeep).

    - 57 - mm ZIS - 2 anti-tank cannon: had a very long barrel, providing the armor-piercing shell with muzzle velocity of more than 1000 m/s, had an armor penetration value about 120 mm (from 500 m under 60 degrees), which was ehough to beat even frontal armor of Panthers and Tigers. Drawbacks - relatively expensive, quite low anti-infantry capability, relatively low damage dealt.
    Available from the artillery command. Can be rolled by it's crew or towed by even light cars. Can be dug in, forming the position similar to the british one for 17 - pounder. Nu upgrades.

    - 120 - mm regimental mortar mod. 1943. Normal mortar, just very powerful and quite long-range. The upgraded version of the mod. 1938 one. Can, though slowly, be moved by crew (due to it's wheeled carriage), can be towed (by, f.i., Dodge WC 51/52/53 3/4-ton truck, or ZIS - 5, or GAZ - AA(A)), takes more time to deploy (to detach the carriage and unfold the bipod). Can be dug in (forming the mortar position similar to british one). Can fire indirectly (to the fog of war). Special ability - "Rapid fire" - 10 mines in 30 seconds are launched to the defined area.

    - 76 - mm SU - 76M light self-propelled gun. Self - moving (and quite fast), cheap, decent (despite of lower than ZIS - 2's armor penetration) anti-tank capabilities, more effective against infantry/buildings, good (due to the open roof) line of sight. Drawbacks - light armor (as T-60 light tank was a base for it). Available from the artillery command, but requires armor command as well. Can be dug in (defence is increased). Abilities: "Defilade position", allowing the indirect (howitzer-style) fire, and "Anti-tank ambush" (similar to Hetzer's one).

    - 100 - mm SU-100 medium tank-destroyer. T-34 - based, quite well armoured, even more effective vs. all targets (it had a soldiers' nickname "Pizdets vsemu" - "Fuck-up to everything"). Can withstand Tigers, Panthers and even King Tigers more than decently, is good as direct support cannon as well. Drawback - worse line of sight (due to enclised design), no machine gun. Can transport infantry and support infantry (on the armor, without any protection).. Can be dug in. Abilities: "Defilade position", allowing the indirect (howitzer-style) fire, and "Anti-tank ambush" (similar to Hetzer's one). Available from the artillery command, but requires armor command as well.

    - and, last but not least among the buildable artillery, BM - 13 (aka "Katyusha") multi-launch rocket system. Fires 16 132-mm free-flight rockets, can wreak havoc among infantry and light armor, also severely damages base buildings. Self - movinng, has very powerful, though less accurate, than the Nebelwerfer, salvo. Drawbacks - truck (soviet ZIS-6 or lend-lease Studebaker US6)-based, i.e. unprotected, quite a long reload time (aka cooldown in the game).

    Off- map artillery units:

    - BM 8-48 multi-launch rocket system, further development of the good idea. As it is clear from it's signature, it fires 48 82-mm free - flight rockets. Huge covered area, but limited (just comparable no normal 82-mm battalion mortar's shells) rockets' power. Various carriers (soviet and lend-lease trucks, STZ-5 tractor or even T-60 light tank) can be a base for it.

    - BM 31-12, the other end of the soviet rocket artillery line. Only 12 rockets, but - they're full 12-inch ones! Respectively, smaller covered area, but no building can withstand, heavy fragments rip apart even medium tanks. carriers are the same as for BM - 13 and BM - 8 except T-60.

    These two things can be seen here.

    - M-30 122-mm howitzer - quite a close analogue, though a bit more powerful, of the German 105 - mm LeFH18 or american 105-mm M2

    - BS - 3, 100 - mm heavy anti-tank cannon. Cannot be moved by crew, requires the prime mover. Can be dug it in to form the fortified position. Instead - no tank can withstand it's fire even from the long distance.

    - ISU - 152 Zveroboy ("Beast killer"), 152- mm (yes, 6-inch!)heavy self-propelled howitzer-cannon, can be used as both anti-tank and support artillery. One shot is damn enough for ANY tank (incl. Tiger II), 3-4 utterly destroy any building, Well - armoured, can fire both directly and indirectly. Drawback - low rate of fire.
    Last edited by TheWise; 8th Dec 07 at 5:27 PM.

  31. #231

    Transportation vehicle

    A transportation vehicle would be nice, probably built from the HQ in teir 1

    It should probably just be able to fit a 6 man squad and should cost fuel so there is some disadvantage with using it to rush with

    It would be kind of fun running around with an flaming engineer or pio sqaud in a transportation vehicle. This would make MGs less irritating

    It would be also useful when rifles are going up against the overpowered PE units

    It should also be able to pick up droped weapons and transport them to where they are needed

  32. #232
    RangerX3X
    Guest
    How about a single player demo that does NOT unistall your originial game?

  33. #233
    AphexBoy
    Guest
    A ''Ban Player'' option for the host of a game when starting up a game
    Last edited by Akranadas; 27th Nov 07 at 8:10 AM. Reason: Removed Bold

  34. #234
    1) The same army can VS each together
    e.g. : US VS US, British VS British, PE VS PE

    2) Set a key for vehicles must going in reverse
    (not turn back, not show the back face to enemy)

  35. #235
    I would like to see some kind of "hit the deck" ability for lieutenants. All units in range will hit the deck obviously, reducing damage taken from arty. This will allow for the infantry to sit the arty out, instead of retreating immediately.
    Cooldown should be shared with heroic charge, so that charge/hit the deck/charge/hit the deck spam is not possible..

    Edit: it will also allow for firing on a mix of your troops and the enemies..where the enemy takes full damage, your troops only take reduced damage

  36. #236
    AphexBoy
    Guest
    For panzer elite:
    Make the ''zeal'' upgrade like a temporary power up instead of a permanent thing.

  37. #237
    I think that American rifle squads need the ability to use an anti-vehicle weapon other than the sticky bombs. Perhaps the ability to buy a single anti-light vehicle weapon if you have a Weapons Support Center built? A recoilless rifle could work, though I was thinking something that isn't already used.

    This is mostly to assist them in countering PE's early vehicles. Not sure what they would cost, but they would likely be most useful agaisnt light vehicles, and not quite so useful against tanks as the specialist infantry (Rangers).

  38. #238
    Senior Member Panzer Jager's Avatar
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    Kingston, Ontario.
    or reduce cost of sticky bombs so that Am. players can get em the same time the PE roll out a halftrack.

  39. #239
    Chrille2k
    Guest
    Make it possible to download custom maps if you join a server without having the hosted map! That will make this game last for soo much longer

  40. #240
    Knva790
    Guest

    WHY

    1-(INSERT CD)
    Why do we have to insert the CD whenever we are not
    connected to the internet??? (how about players can play with no CD online & offline)
    2-(KICKS)
    It really sucks to be kicked out from a 1vs1 ranked game
    in the last part of the game when i'm actually winning and get a LOSS & a Derank (how about kicks do not effect player STATS)
    3-(LAG)
    Automatch sometimes connects low ping players with HIGH ping players (how about Accept/Deny option before an automatch starts)

  41. #241
    AphexBoy
    Guest
    MORE OFFICIAL 4V4 MAPS PLEASE


    Edit: Slow down the pace of the game
    Last edited by AphexBoy; 29th Nov 07 at 7:15 AM.

  42. #242
    I'd like to see an expanded Command tree. Instead of 2 columns, 3 options I would rather see 3 columns of 2 options each. This would add a bit more variation to how the game progresses.

    Also would like to see snipers stationed in buildings invisible until first shot is fired. How do you know a sniper is there unless he fires?

    With the "inspired assault" or the "fire up" option, how about having the squads move more slowly for a period afterward and possibly having them be more susceptible to pinning? Would help to end the blob rush or manage it a bit better.
    Last edited by TsaosChicken; 1st Dec 07 at 11:17 AM.

  43. #243
    Yragorn
    Guest
    A very little thing you should change is in the Wehr Terror Doctrine Description : I still see the Tiger Ace in the text while you changed it to Tiger King.

    And Flak 88 is way too easy to get killed, and costs alot, just to get owned fast by any kind of artillery or sniping ( someone said in the game channel that you should give the Flakk 88 a concrete Roof to reduce damage from Artillery)

  44. #244
    Member Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    With regard to trenches, I'd like to see direct artillery / mortar attacks deal full damage to troops (the hit drops right on top of the trench) while the trench only provides protection against splash damage from artillery.

  45. #245
    One other thing might be to allow a player to initially set up his base defenses. Allow 1 minute prior to game start to place the two bunkers/ mg nests. Everybody knows the initial placement and bases gameplay on that.

  46. #246
    It would be nice if we could render screen shots. That is, pause a game or replay and tell the game to increase graphics temporarily for that frame and save the result to a picture file.

  47. #247
    Global limit on Panzerschrecks, bazookas, recoiless rifles, etc. Something like one per 4 inf squads.

  48. #248
    eastern front with russia would be damm good

    different typs of behavier for your inf squads (i hate wehen the run out of cover and get toastet by a vehicle only because they left cover)

  49. #249
    Captain Data
    Guest
    Just one wish:

    Please change your patch-system. I don't like how every patch kills every mod on my system, just because the new patch radically changes something. Also, your new addon should NOT kill existing mods.

    That's my only wish.

    // Edit

    A another one, but really "nice to have". Please give us the ability to change ingame-music in MP or add at least more soundtracks to any side. The old SP-campaign of the stock game had some real good tracks and I wonder, why you did not add them to MP.
    Last edited by Captain Data; 3rd Dec 07 at 9:52 AM.

  50. #250
    Member Bullitt68's Avatar
    Join Date
    Nov 2007
    Location
    Paris
    Possibility to leaving the flak 88.

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