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Operation Sealion: CoH Suggestion Box Mk. II

  1. #251
    Member MosheLevi's Avatar
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    I would like to make a few suggestions for the next COH games/expansions.

    First I would like to say that the “Control Point” idea is great as it requires you to gain and maintain map control where every control point counts.

    My suggestion would take that concept one step forward.

    It would be great if every control point would also give the player who controls it a new special ability, or the ability to purchase special upgrade/weapons at discount price.

    For example, if a player captures a munitions control point at the middle of the map then he can purchase a flame thrower for every infantry squad that he likes at a reduce price.
    So once the player captures that point then all infantry will show the option of purchasing such flame thrower.
    Once the player losses this control point then he would not be able to purchase additional flame throwers.
    His opponent who just captured this control point from him will then gain the ability to purchase flame throwers at a reduce price.

    Other points can offer the ability to purchase other weapons such as grenades, machine guns, sticky bombs, or bazookas.

    Some control points can offer HP bonus to infantry or tanks.
    Other control points can offer the ability to purchase special units that are not normally available at a reduced price (e.g. commando units or tiger tanks).

    With this concept of special upgrades/abilities assigned to every control point the game can be even more strategic where every control point has a different advantage that can be used for a specific strategy.

    Different maps can then feel more unique since there could be so many different special upgrades/abilities (assigned to control points) where we can split them between the different maps and where every map has its own unique special upgrades/abilities.
    This will add a great deal of re-play value since every map would be even more different than the rest.

    This feature will also “force” players to adapt different strategies according to the map the play and the control points that they captured.

    Of course, if you think that some players won’t like this concept, then you can add this feature as an option via a check box (as if it is a different game type).
    This way players can choose to play either the old way or the new way with these new special upgrades/abilities for control points.

    So please consider this new feature for your future games.

    Thank you,

    Moshe Levi

  2. #252
    SunSlayer
    Guest
    the only big one i would think about, is a way for the allied forces to intercept , or at leats have some survival rate of defensive structures, to a V1 rocket

    i mean, if someone have a even slighly cramped arty position, a v1 at 150 munition shouldn be able to blow up 250 fuel and a crudload of manpower worth of emplacements , more so that the victim barely gets any experience, maybe more xp for lost defensive emplacements, meanin the CO havin to think fast to save himself, sor something like that

  3. #253
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    Russian Armor for (possible) CoH expansion.

    So, here I am again with "sum kinda desdoc" for Soviets (or Russians, if someone likes this name more ..) in the next expansion to CoH. And now - armor units!.

    Buildable armor:

    Are built from the Tankoviy Shtab (Tank, or armor, command the Russian for ..). The armor command is also a prerequisite for self-propelled artillery.

    BA - 64B armoured car. Quite a close counterpart to the PE's SdKrz 221 (as it was in reality ..). Fast, lightly armored, can capture points. The only upgrade - replacing the standard DT machine-gun with the DShK heavy MG, significantly increasing it's firepower.

    T-70 light tank - nothing special, normal light tank (noticeably better than Stuart, but weaker than last modifications of PzKpfW III). The only purely soviet feature - can ferry infantry (like any other soviet tank) on the armor, only 1 squad (of any type). Can be dug in.

    The backbone of the soviet armor to that time - the T - 34/85. More than decent medium tank, definitely better than Sherman, Cromwell or PzKpfW IV, and just a bit worse than the PzKpfW V Panther (which, with it's 46 tons, was already a heavy tank).
    Upgrades:
    - mesh frames - are welded to the sides and turret, increase the protection from the Panzerfausts and Panzerschrecks (but do nothing vs. normal shells);
    - make the OT-34/85 - making the flamethrower tank from it, by simple replacement of the hull MG with AT-42 flamethrower;
    - attach the PT-3 - adding the mine roller device to the front.
    Can be dug in (forming a kind of protected position), can ferry infantry (2 squads already).

    Off-map tanks:

    The IS-2 ("Iosif Stalin") is the only one for the Soviets. Real beast with 122-mm cannon and very heavy armor.
    Last edited by TheWise; 9th Dec 07 at 9:41 AM.

  4. #254
    tokeloke
    Guest
    - better replay control: be able to rewind replays, slow motion; ie. more like watching a DVD

    - have the skirmish/multiplayer interface be more intelligent so it remembers the last settings you made. Example: I play US vs Wehrmacht CPU Expert. Chances are that I will play against Expert again, so it should remember the Expert CPU setting. Is frustrating having to set Annihilation, Expert, switch sides etc EVERY TIME.

    - Panic. An involuntary (random) retreat, especially for non-vet units under great stress.

    - a Soviet faction. The Russians had the most casualties in the war, and basically won it for the allies - they should be represented.

    - resistance groups - maybe as a command tree option for a new French faction :-) to help sabotage the axis

    - Dog mines. The Russians used dogs to blow up (their own) tanks

    - other strange faction suggestions: The Finnish Ski troops, French mountaineers, Afrika Korps (doh), Japanese (pillboxes, traps, jungle tactics, bad tanks, crazy mortars)

    - this might be outside of the world of COH, but real-world commanders to be called in at the last stages of the game could be pretty insane.. like Rommel, Pieper, Guderian, each with their own individual abilities. I guess using real nazi names could be problematic, but maybe using made-up names could work, too.

  5. #255
    i say when the frak are we gonna fragging get our patch ! this patch better fix everything cuz if not! screw you RELIC and THQ, i ain't buying your crap ever again.

    i have had it ! since origional COH there was the big lag problem, unbalance issue and tons of bugs. i just found a new bug today too ! i don't know what the frag you guys been doing

  6. #256
    Ashmole3110
    Guest
    Automatch idea:
    Side specific random.That is if I choose "Allied random" it would put me either on British or US.

  7. #257
    SunSlayer
    Guest
    reading tokelok reply, i though of something

    heroic : as opposed to panic, a squad winning too munch easily migh get heroic, and do dumb stuff having let thier gurads down

  8. #258
    This a very serious idea btw, like one that will fit in the next patch.

    Ok, instead of registered arty being dropped on buildings, how about officer placed beacons, cloaked of course. What do you think. Registered arty would be worth a damn then. Seriously, patch this.

  9. #259
    hows about you give the airborne a lttle more use.

    currently they kinda suck

    the recoiless rifle cost a RIDICULOUS amount of money and they should be able to upgrade to it whether they are in friendly territory or not...they're airborne...anywhere...anytime.


    secondly the americans are the only faction without any cloaking infantry squads....the brits have commandos the wermact have their storm troopers and the PE have Fallshirmjagers.

    the americans are left out in the cold the recoiless rifle needs to cost 75, the airborne should be able to cloak and the recoiless rifle should be able 2 upgrade in or out of friendly territory

  10. #260
    AphexBoy
    Guest
    Put friendly fire back and ad an option in the game host menu to put it on or off.

  11. #261
    Member IndigoSpyder's Avatar
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    An expansion for the Soviets and Japanese, then French and Italians.

    Day-night and weather transitions should have tactical advantages/disadvantages
    Night: Decreased line of sight, attack penalty, stealth bonus
    Rain: Slow movements, decreased line of sight, attack penalty, stealth bonus

    Infantry units to have melee attacks against other infantry when engaged in close combat (bayonets, hitting with the rifle's butt end, shoving with muzzle, knife, shovel, etc). This gives an attack bonus but a defense penalty which greatly leaves them vulnerable to enemy fire. A good feature for all infantry units especially for the Japanese.

    Capturing of enemy infantry as POWs. The basic infantry squad having a command to capture enemy infantry in melee attack mode. Instead of 'dying' when attacked with this type of damage, the enemy infantry will show surrender anims and an MP will capture the POW (just like Medics carry their wounded to their aid stations) and when a good number of POWs are captured, you will receive an intel ability that reveals enemy positions temporarily. If the need for the ability is needed again, you will need to capture POWs again.

  12. #262
    The Sherman ace - Oddball from Kelly's Heroes. Gets the "play music" ability to scare away units within radius like propaganda war. Paint shell ability which makes hitting the targeted enemy tank really easy for a short while. Can one shot tigers from 5 meters away in the rear (lol K/O). "Stop sending me those negative waves man!"
    "After being constantly targeted by hostile snipers, tanks and rampaging infantry hordes in vCoH, for the inexplicable reason of "MOAR XP!!!", the Medics' Union for All Armies has set safety limits for all its employees to avoid entering the potentially hazardous battlefield."- Misten TH

  13. #263
    Remove the flak 38 from luft. Add another plane ability. Make one that targets infantry in an area with strafing runs or some type of air superiority. You turn the ability on and any air ability which uses a plane from your opponent gets shot down before it have effect.

  14. Tabletop Senior Member Company of Heroes Senior Member  #264
    Don't make me angry. Ap0k's Avatar
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    Nov 2004
    Thread cleaned. Again, this isn't a discussion thread guys. If you see something problematic, please use the report function to draw a staff members attention to it, which would have resulted in this particular matter being nipped in the bud a few days ago.

    Cheers.

  15. #265
    Member Mirage Knight's Avatar
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    I'd like to see all units and reinforcements brought in via off-map call-ins, with the only buildable buildings being HQ's, command posts, repair, fuel and munitions depots and first aid / triage centers.

    With that in mind, I'd like to see fuel and munitions be generated strictly by fuel and munitions depots which would also secure the territories they're in. Other territories would be secured by either setting up a command post in the field (via command vehicles like the British mobile HQ) or by occupying and upgrading a neutral building.

    I'd also like to see weapon emplacements as upgrades to weapon squads like MG and mortar teams and AT guns and other towed weapons. You'd order the unit into position and then instruct it to "dig in" - wherein sandbags and such would show up. Once emplaced, towed weapons can't be moved but the crew can abandon the position if need be. Emplaced MG's would be the exception, leaving behind the sandbags and such.

  16. #266
    Hi Relic. Thanks for the latest patch. Theres obviously some changes I dont understand or agree with but as with vCOH i have learnt not to expect everything to be fixed in one patch....moving on, you fixed the suppression on the MG42 but its not mentioned in the changelog whether the wehr bunker MG42 was also improved. If this wasnt done can you please do it?
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  17. #267
    1. A cancel button for when you try to join a game and it says "connecting" but never connects, never fails to connect either it will sometimes just sit there making you ctrl+alt+del.

    2. Fix the crash to desktop that seems to happen when people try to join a game. Ive had this mostly when i try to join a game, once when i was actually sitting in a game waiting for it to start. Others have experienced this crash too. It happened less on vista x64, ive since downgraded to XP and it seems to happen more. Either that or i simply notice it more because overall theres less problems on XP than on vista.

  18. #268
    Member IndigoSpyder's Avatar
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    I'd like some sort of a tech structure where you can recruit Resistance fighters (Allies) and Collaborators (Axis) which will not affect or cost a population count but they will only be limited to a certain number.

    Falshirmjaegers to be parachuted instead of coming from off-map.

    If there's gonna be Soviets in the future expansion, I want a Sevastopol map with a capturable Dora rail gun.

  19. #269
    Sgt. Dan
    Guest
    <snip>
    My suggestion (in order to not make this a "lolz I are teh smarter than u" post) is to allow fallschirmjägers , and fallschirmjägers only, to become "cloaked" inside of buldings, in a way like it works already with cover (remember, falls get invisible when standing still in cover for a long period of time, you can even make them stop firing). This would encourage the ambush-unit role that the fallshirmjägers are surely meant to have.


    edit: No seriously. Not a discussion thread. - Ap0k
    Last edited by Ap0k; 15th Dec 07 at 11:05 AM.

  20. #270
    AphexBoy
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    In the brit commando tree:

    Switch the HQ glider with the commando glidder

    Right now the HQ glider is not very effective in late game, and, in my opinion, it will help for the commando OP thing if they come late instead of nerfing...

  21. #271
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    Can you suggestion in this thread, for a new CoH? such as CoH: Vietnam?

  22. #272
    Atominist
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    I would like to see an Italian faction, as I don't think I've ever seen them portrayed in a WWII game. Also a Russian faction wouldn't hurt either.

  23. #273
    da233
    Guest
    Two things:

    1. Make it so when Paratroopers are reinforcing while at HQ, it won't reinforce by airdrop but instead reinforce normally like riflemen. Thus lower the reinforce cost when reinforce in this fashion, and when reinforcing out in the front lines by airdrop, have the reinforce cost more expensive since after all, you're doing an airdrop.

    2. Lower cooldown of M1 Carbine a LITTLE. (see thread in Balance forum)

  24. #274
    Chunk
    Guest
    - The ability for snipers to target and snipe the exposed machine gunner on tanks
    - Exhaust plumes from vehicles
    - Vehicle headlights during dark and stormy weather conditions with visible beams of light actually lighting nearby surroundings
    Last edited by Chunk; 18th Dec 07 at 1:28 AM.

  25. #275
    Keemann
    Guest
    -If the soviets will be in the game I would gladly see the Hungarian 2nd army as support for the axis
    -Hardcore mode: ammo for each unit wich can be resupplyed by ammo HT for axis and resupply tents for brits (or something like that)

  26. #276
    Member Muad'Dib's Avatar
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    I suggest expanding the use of command points. After unlocking all of your tree's abilities, you should be able to trade in your command points for resources, an infantry squad, anything. Just so gaining exp will have benefits in a protracted battle.

  27. #277
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    Motorcycles, jeeps and some more ...

    I would suggest for motorcycles, jeeps and other vehicles with exposed drivers/gunners to have the latter killable in the way similar to artillery crews are currently. I.e. you can kill the crew of these vehicles and capture them the same way as artillery.

    Besides it, unarmored vehicles mustn't be that tough, they must be quite easily destroyable by the regular infantry fire.

    To balance it - their machine guns must have strictly the same damage and suppression values as weapon teams' or given as upgrades to the infantry ones - the MG is MG no matter where it is installed (BTW, it concerns the tanks' and APCs' ones as well - ALL tanks and APCs, not only Churchill with it's special attack, must have decent fire support and suppression ability).

    Another thing - crews(in the APCs - landing party as well) in the vehicles with open roof - like Marders, all APCs, all Halbketten - based vehicles - must be killable by infantry AP grenades and mortar mines (if two latter got inside the vehicle, naturally).

    On the other hand - even light armored vehicles must be TOTALLY INVULNERABLE to the small arms' fire and shelll fragments (for they WERE bulletproof in stark reality). And, in general, ALL weaponry, besides the damage, rate of fire, effective range and suppression values, must have the defined armor penetration parameter - excuse me, but it's impossible to even scratch a heavy tank like Tiger from, f.ex., 57-mm AT cannon (with one exception - russian ZIS-2).

    The way to balance it - making the infantry grenades, both AP and AT, standard equipment from upgradeable, and much less expensive (if not free) to use.

  28. #278
    I'd like to see a Russian add-on.

    - You don't even need to make a new corresponding Axis side to go along with it - it's already a fine excuse in and of itself to make a Wehrmacht campaign.
    - It's a great scene for urban and forest combat (something, it appears, the game engine and unit selection does best).

    Some unit concepts I'd like to see, not at all comprehensive but still fun from my personal standpoint:

    - Attached Commissars a la Lieutenants for an Inspired Assault/Zeal-like effect (resistance to suppression, perhaps, but not the bullets themselves).
    - A PTRS (anti-tank rifle) upgrade for the basic infantry unit a la Grenadier / Tommy squad purchases. (It'd punch holes in light vehicles but only scratch the paintwork of heavy tanks).
    - PPSh (SMG) squads.

    The only problem I could see is the timeframe, which would limit the appearance of late-model units (King Tiger/IS-2/MP44), but then that can be tweaked in the campaigns and as the skirmishes aren't necessarily historically accurate (nor, indeed, must they be the exact same armies as on the western front - I don't see the Americans fighting alongside the Russians in Campaign or Skirmish mode) it shouldn't be a game-breaking issue.

  29. #279
    hockeystop
    Guest
    An anti-infantry gun similar to the one used to great effect in "Saving Private Ryan". 20mm Anti-infantry gun

  30. #280
    Russian front should be the next step.

    Pacific theater, anyone?

  31. #281
    AphexBoy
    Guest
    for the next expension:
    Please adapt the expension with the current gameplay
    What I mean by that is dont do like you did with OP: change drasticly vCOH gameplay for COH OP.
    It should be instead to Accomodate the new expansion to the COH OP current gameplay witch we are now used to play with.

  32. #282
    Member tyler4171's Avatar
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    Not sure if this has been suggested but instead of the 105mm in the USA's infantry doctrine, why not the 155mm "Long Tom" as the ability. The Americans need something like the preist or the hummel. Not just an imobile arty emplacement.

    Back To Basics Forum: http://www.btbmod.com/

  33. #283
    AphexBoy
    Guest
    Ok I searched for a thread about sandbags and didn't find it...

    So my suggestion is, please!! Fix the sandbags exploit! Make a small radius near the bridge's where they can't be built so they wont block off the troops!

    Or make em so the troops could just jump over. anything

  34. #284
    MoZo
    Guest
    Ability to download custom maps when joining to game.

  35. #285
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    About Axis in the next expansion ....

    What I would suggest about it (if it will be the Eastern Front one, naturally) - is UNIFIED germans (whithout dividing them on Wehrmacht, PE and "how-can-I-know-what-else-specially-for-Eastern-Front"). The current Wehrmacht should certainly be taken as a base, it takes a severe rework, however.
    Firtst and most - the doctrines: what a (excuse me, but I really think so!) stupid names for them - "terror", "Propaganda", "Blitzkrieg"? Why I conseder them stupid? Cause for that time (1944) they already were out of date ... Really, what on Earth "Blitzkrieg", when you are pressed to defend? What "Propaganda", when you are squeezed from all sides and the enemy has total domination on the sea and in the air? And what are V-1s' and even V-2s' "Terror" compared to mass bombings (like Dresden one - about 100 000 casualties in one night)?
    I would suggest the one and only WEHRMACHT with 3-4 doctries - "Defensive" (combined Wehr's one and PE's Tank Destroyers and Burned-Out Land), "Mobile" (Wehr's Blitzkried plus PE's Luftwaffe with some additions like Panzerwerfer or buildable Wespe), "Wunderwaffe" (V1s, V2s, King Tigers, mass MP44 for infantry, Me-262 and so damn on) and, maybe, some fourth one like "Covert Ops" (abwehr had more than decent special forces) ...

  36. #286
    Member BoDyBaG2224's Avatar
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    Forgive me if this is already in here but there are way too many pages for me to look at .

    I suggest perhaps adding in an upgrade for the M10. Once heavy armor hits the field you need to basically spam out a lot of tanks and that costs precious resources, pop-cap, and MP income. Perhaps an upgrade to the M10 to make it no longer an M10 and instead you can produce the M36 Jackson or even the M18 Hellcat (one of them not both). Now you don't need a Pershing to counter KT, JP or Panthers, and your vulnerable AT guns can be at chokepoints, rather then having to be rushed into a dangerous combat zone to deal with armor that can take out your M10 before it gets the chance to flank the enemy armor.

  37. #287
    col.steel
    Guest
    us halftracks in the war often carried arty on them 105s and 75s. It would be nice to se the one with the 75mm in the game . would give the us an on board arty option that wouldnt be to strong. The 75mm wasnt that powerful. It could mainly be used to pin inf. It should also be easy to moddel since the halftrack is already in the game.

  38. #288
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    Please fix the Stuka damage table. Marder III should have equal damage vs American and British Armor!

    Let Infantry Section snipers actually able to snipe an MG42 without being pinned before they get the chance!

    Increase commando reinforcement cost!

    GAHHH So many more i can't remember right now

    Oh yah, hard cap pioneers. Piospam is bullshit vs brits
    StuH needs to NOT have the howitzer shot.
    StuG needs to be toned down vs Sapper PIATs
    Reduction in build time for american AT gun
    get rid of the american's airborne's inability to move while reinforcing.
    Make it so all armor types do not shoot at the AT guns. King tigers should not one shot AT guns.

    ImmortalBadger

  39. #289
    Dear Relic
    I request that Vet 3 for wehrmacht tanks be improved. I am referring to the StuG, PIV and Panther. The Tiger receives a particularly nifty .75 pen modifier but the other vehicles get rather crappy modifiers: the skirts only affect *three* weapons in the entire game, the bazooka, the recoilless and the PIAT. This clearly doesnt justify the cost. I ask that the skirts reduce penetration against all incoming shots to the side and rear only. The Tigers veterancy is still superior because (I assume) its a .75 pen modifier on all armour faces.

    EDIT: Also, the British command tank, I believe, should also be able to call in offmap arty like the Lt and Cpt if they have have taken the appropriate ability. It makes sense. It is a command vehicle after all.

    EDIT EDIT: At the risk of sounding like a wehrmacht fanbois it also occurred to me before that the veterancy benefit 2nd level is the addition of an extra machine gun to wehr tanks. Currently, PE gain either a defensive or offensive bonus in addition to the extra MG when they receive 2nd level vet; also, a PIV IS can upgrade to receive an MG for 75 MU, as you know. So why does Wehr need to pay alot more resource wise for something that PE receive either as a given, or for a lower MUN cost? I think Wehr tanks should receive a nominal offensive benefit for 2nd level veterancy (say 1.15 accuracy) in addition to the MG. It would still pale in comparison to what PE receive.
    Last edited by Rust_Lord; 27th Dec 07 at 5:34 PM. Reason: second edit

  40. #290

    Soviet Expansion: further ideas/reworking

    Dear Relic
    Back in September Daedalus2512 began a thread detailing his ideas for a Soviet faction.

    http://forums.relicnews.com/showthre...=russian+ideas

    This was really very good and I think should be used as a base with which to work from (partly because I’m too lazy and partly because I know you guys will have your own formula or methods of apportioning cost), however over the last day and a half (before I remembered about Daedalus’ effort) I put together a vehicle and building list for a Soviet faction. The similarities between our choices speak volumes. Daedalus and I both included a building(s) to differentiate the Soviets from other factions (though ironically the concept is very similar to the supply depot). This concept could be taken to its extreme and have all Soviet units produced at one building but various buildings are required to unlock access…anyway…

    The range of buildings and units available from each ones differs from the original suggestion. Here are my recommendations.

    Military District HQ
    Engineers = Same as sappers. They can build 85mm K-52 AA/AT and ZSU-37 K-61 AA guns as well as basic defences.
    Officer = An Officer should be used in place of Commissars since after the early defeats the Soviets removed the positions of Commissar/political officer. They are important to the efficiency of the Red Army. They should offer the same benefits as Daedalus’ Commissar (give combat bonuses, make troops immune to propaganda and allow Infantry to retreat) but be armed with a Tokarev pistol.

    Training Ground
    GAZ-64 = This is a possible inclusion. I would like to see this jeep remain unarmed and used for scouting and capping. Not entirely necessary to use to spot enemy snipers since this role could (and was) more deftly covered by Soviet snipers.
    82mm mortar = Daedalus recommended the 50mm variant however the 50mm is too small and the 82mm was also common. Granted other nations all use medium mortars, so to should the Soviets. It avoids the necessity in having to upgrade to 82mm.
    Sniper = I disagree these should be available only through a doctrine but I agree they should be better than snipers of both Wehr and U.S. The snipers should be randomly male or female.
    Infantry = I have a completely opposite view of the operation of basic Soviet infantry to Daedalus. I believe they should not be able to retreat back to HQ unless sanctioned by an Officer, that is, an Officer is attached to the unit. Historically Soviet infantry were not renowned for running away. Stalin decreed that the Red Army should not retreat. They stood and fought, went to ground to become partisans or were captured and the numbers that were captured reflect this. In fact early on, when in doubt, the order was invariably ‘advance’. They were tough so should not be made weak, and the 7.62x54 was a ferocious round (more powerful thatn either the German 7.92 or Brit .303) so should do good damage but they should not be the most accurate to account for their limited capability. Clarification: Each faction needs some unique style. Soviet infantry should be reasonably cheap, 4 population for an 8 str squad for eg but be of limited capability. This will represent the general way in which they were historically and which people want to play them; with a limited combat ability and limited ability to retreat they need to be en masse, must be cautious and rather defensive unless they have enough strength otherwise they will likely be severely mauled. By not being able to run away at will unless accompanied by a more expensive officer this will discourage blobbing/steam rollers unless properly supported.

    Auto Works
    57mm ZiS-2 = The ZiS should have AP ability since it received APCR ammunition and should be capable of a ‘burst’ or rapid mode since the gun was actually semi auto; but obviously have a MUN cost/decent cooldown to account for refilling the hopper.
    BA-64 = Scout Car with 7.62mm MG which can upgrade to 12.7mm DsHK.
    ZiS-6 truck = This unarmed transport may carry troops and reinforce. It was used far more than the halftrack that Daedalus suggested to include. Although not as sophisticated as the halftrack, the truck is more realistic, can achieve the same thing and can be upgraded to a field workshop to cover the removal of the mechanics choice from doctrine abilities (see below).

    Munitions Plant
    Guards Infantry = Guards infantry are the only Soviet infantry who can ride on tanks. Pretty much the same as Daedalus described though I would allow Guards to also use Molotovs if the ability was taken. Clarification: Guards may retreat at will as per normal.
    T-60= Scout tank equipped with 20mm (had same power as German 37mm) but still inferior to Stuart.
    T-70= Light tank equipped with 45mm, superior to Stuart but inferior to StuG.

    Tank Factory
    ZSU-37 K-61 = The self propelled version is a possible inclusion. Clarification: This is an anti-aircraft gun with potential to be used against infantry.
    SU-76-85-100 = Include either the 76mm, 85mm or 100mm self propelled gun. The 76mm could be the base model and allow upgrading. The 76mm model was available since 1943 and was the second most produced Soviet AV. The 85mm was available since 1943 and was phased out in 1944 when the 100mm version was produced.
    T-34 = May upgrade to 85mm gun. Should be superior to PIV but not Panther, except for mobility.
    KV-1 = Standard heavy tank even though it only has the same gun as the T-34. I would not have a KV-2 upgrade since there would be little point in having the ISU-152 below.

    Steel Mill
    I had an idea for a supplementary building that offered a resource bonus in one or more upgrades; 20-40% resources upgrade globally.

    The area in which I differ the most from Daedalus’ suggestions was doctrine abilities. I removed the reference to Commissars for reasons mentioned above.

    Support of the People
    Not one step back!____________Partisans
    Communist Propaganda_________War Economy
    For the Motherland ____________ISU-152

    Offensive Support
    Massed Conscription or Full Mobilisation_____Counter Attack
    Offensive Occupation_________________Preparatory Barrage
    II-2 Shturmovik____________________________IS-2

    Defensive Support
    Scorched Earth______________Improvised Weapons
    Urban Fortification_______________Minefield
    M1938 122mm__________________Katyusha

    Not one step back = I changed this ability so that the enemy receives no CPs for destroying infantry however infantry may not use the retreat function even if accompanied by an officer. Clarification: This may or may not have an effect duration.
    Partisans = These should appear anywhere like Fallschirmjagers. They should have a demolitions ability and be able to reinforce in the field.
    ISU-152 = Although the ISU-152 should really be an Offensive Support option, each Support Option needs a special vehicle. One of the roles of the ‘beast killer’ was self propelled artillery, so all Support choices will get some form of artillery. Initially I had the IS-2 and ISU-152 in opposite positions but the artillery aspect changed it. The ISU-152 should also be very effective against Panther, Tiger, Jadgpanther and King Tiger tanks. Having the largest weapon mounted on any AV in the war, its slow rate of fire should be offset by the fact that if it hits even close to its target it will hurt bad.
    II-2 Shturmovik = Calls in an utterly devastating pass from a group of the much feared fighter bombers, attacking infantry, vehicle and structures. Since II-2s flew 50m or less, 88s should have almost no chance of hitting them. They should be moderately resistant to 20mm but vulnerable to 37mm AAA.
    Counter Attack = I really didn’t understand how Daedalus’ idea would work practically. I suggest that this work on a sector, like Sector Artillery or work globally for a period (much better idea). If enemy units enter the same sector where Soviet infantry are, they counter attack and move into range of the enemy. They receive speed and massive suppression bonus’ apart from anything else you might want to give them. This would be a true counter attack.
    Preparatory Barrage = Usually before an attack the Soviets would soften up the entire front line of intended targets with a barrage from divisional artillery and rocket launchers.
    Scorched Earth = The Soviets adopted an aggressive (and I think at times excessive) policy of Scorched Earth. They more than anyone should get to use it.
    Improvised Weapons = Molotovs should cause engine damage and destruction.
    Minefield = This sows a decent sized area with mines that affect infantry and tanks. This minefield can be cleared by engineers or artillery but must first be marked. The minefield does not need to be laid by a unit or vehicle. I thought of having the minefield having a probability of affecting a unit rather than it being a certain thing due to the area of coverage.
    M1938 = Allows construction of 122mm artillery. Has a sustained rate of fire unlike Katyusha which fires a salvo and must reload and is more accurate, however covers much smaller area.
    Katyusha = These should saturate a good sized area and be more powerful than the Calliope considering the larger sized rockets used. Deployment time should be minimal and packup time should be instantaneous however smoke trail effect should be visible. These should be very effective when using more than one vehicle or hardcap them. Being only a truck, they will be very flimsy.

    Cheers again to Daedalus2512 for his truly inspired effort.

    So how about it Relic?

    EDIT After re-reading this post there was some clarification I think was needed.
    Last edited by Rust_Lord; 30th Dec 07 at 8:46 PM. Reason: formatting

  41. #291
    Member Ralazo's Avatar
    Join Date
    Sep 2007
    Location
    On the battlefield.
    adding buildable little boats
    or anything whit that
    so sea maps would be great
    there if been alot of seabattles so...
    and a boat factory

  42. #292
    Member IndigoSpyder's Avatar
    Join Date
    Dec 2007
    Location
    Operating Room
    Dear Relic,
    I believe most people here will agree when I beg from you that you pls, don't ever base your Soviet Faction with the Enemy at the Gates malarkey and pls don't sacrifice and revamp gameplay (i.e., the British and Panzer Elite) for historical accuracy (i.e., implementing Decree 227/not giving them a Retreat command to Soviet infantry throws gameplay wise out of the window with respect to CoH gameplay).
    Last edited by IndigoSpyder; 26th Dec 07 at 6:30 PM.

  43. #293
    To extend the persistent unit concept to assign individual soldier names and profiles, e.g. each solider should have a name, rank, kills, medals, stamina, health, psychological state.

    I always loved how the Close Combat series of games handled this. The names were held in a simple txt file so it was even possible to add names to the list, e.g. people you knew. A little sad I know; but a nice way to further immerse the player into the game and enhance their experience.

  44. #294
    Dhammpaha
    Guest
    Sorry if this out of place or closable offense, but if relic were to add the Idea of Russian faction wouldn't it be reasonable to add the Russian Tank Doctrine where they can "Ram" opposing tanks to cause a 10-13 sec mobility hault and minor damage added to it? It just that in real stories of the Russian tank assault that they use ramming tactics to hault and get good potshots at the enemy tanks like the tiger.

    Btw think 30-40% defence and deflection rate with 5-10% increase in damage in successful ram.

    Just idea please no flaming just post comments and fixes

  45. #295
    Member Muad'Dib's Avatar
    Join Date
    Aug 2007
    Location
    Wherever I Lurk

    More uses for the CP... Shipping!

    I suggest that in the next expansion that CPs can be used to ship resources and weapons when the techtree is all used up. You can choose from Munitions to Fuel, and for weapons, you can be shipped, HMGs, Mortars, Bazookas, Panzershrecks, MP44s, Bren Guns, Bars, Tommy Guns, etc. (Depending on what faction you're using).

    They can only be brought in via truck (offmap) and you can choose where the truck unloads the shipment. Thus making hunting
    for supply trucks in late games another strategy worth doing. Each shipment would be 1 CP each.

    This would certainly be worthwhile, especially in team games.

  46. #296
    Reduce the cost of the Pershing to around 600, or increase its armor and damage/penetration to match the other heavy tanks. Right now, it's nothing more than a slow panther with worse armor, worse penetration, and slightly more HP.

  47. #297
    Member Ralazo's Avatar
    Join Date
    Sep 2007
    Location
    On the battlefield.
    an idea that axis can build AT bunkers
    strongh in the front
    but weak from the back so axis player needs to make sure that they place the AT bunker on the right place
    otherwise it gets flanked

    and i saw a movie where the axis where using A AT bunker

    and they really excists

  48. #298
    Cord24
    Guest
    Hey i just got a few ideas

    1. Make the bunkers of the brits bost the same as the bunkers/ AA Gun of the other Axis and Allies. All other "Nations" can build bunkers on mass. The germans and americans can fill a whole map with em. Only the brits can´t cause it costs population.
    So make the Bunkers only cost manpower and fuel or ammo or something.

    2. The Paratroopers of the Tank Elite should cost the same as american paratroopers.

    3. The PanzerIV of the Tank Elite should deal more damage to the M8 and Stuart tanks and should get less damage from M8 and Stuart.

    4. The Tank Elite should be able to increase the strangth of their Panther Tanks somehow through their command Center. They are far too weak on lvl 1 and deal too less damage.

  49. #299
    Member
    Join Date
    Jul 2007
    Location
    Antarctica
    How about adding a 'random allies' or 'random axis' selection for ranked matches. Many times I just want americans or brits, but can't make up my mind. I get stuck with the dreaded PE. That would be cool, not too hard to add though?

  50. #300
    Member Deacon412's Avatar
    Join Date
    Aug 2006
    Location
    michigan
    More campaigns, more balance Testing done with the game more multiplayer victory options.

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