Americans: M2 Lee
M24 Chaffee
British: Commonwealth Infantry
M3 Grant
Crusader Tank
Wehrmacht: Kubelwagen
Americans: M2 Lee
M24 Chaffee
British: Commonwealth Infantry
M3 Grant
Crusader Tank
Wehrmacht: Kubelwagen
I would like to be able to choose doctrines for the AI. However make it single player skirmish ONLY.
"The funky fresh is back in the flesh with a vengeance, homes!"
-Will Smith
Decription
Let the refund price become the percentage of health a building has left if its under construction.
Example if a mortar pit under construction has 10% health left, let the refund price become 10% of the real price.
This would avoid all bait buildings
Explanation:
Early game, particular alot of british especielly puts up bait buildings, for example they try to push a mortar or mg forward, and will stop building and shoot you, costing you manpower, while they keep an eye on the mortar and cancel it in time getting full refund and costing you manpower trying to destroy it.
coop campaign multiplayer mode for 2, 3 or 4 players with 3 - 5 missions per campaign and low cap limit so that players are forced to combine their troops against the enemy ai.
a option that denied own troops (or defined vehicels) to crash (own) sandbags and wire.
a option for pioniers to upgrade guns (HMGs, ATGs, Mortars) with sandbags for defence bonus. it will get crushed if the units moving (not turning around if ATG).
a option for units to leave their guns (AAAs, ATGs), to prevent cheating with cap limit they disable their own gun with grenade (?) that cost a bit.
Buildable Pantherturm and Mortar Bunker.
Change the weapons of the troops:
-Allies:
*Riflemen with two thompsons.
*Airborne with one thompson.
*Rangers with an extra BAR when upgrading to SMG's..
Hmm and the brits are fine... maybe a sten in a section?
-Axis:
*Volks with an automatic STG44.
*Grenadiers with a STG44 which shoots in bursts and a MP40 which shoots automatically... MP40 is going to be replaced when switching to LMG.
*Stormtroopers 5 man squad or an extra STG44?
*KCH should've 4 man.
*PE should use more MP40's instead of STG44's... MP40's were more used in panzer divisions, to protect the tanks from enemies...
British 1st Airborne Division Paratroopers.
We've all seen in replays and even have it happen in game, you take a gamble that doesn't pay or you get surprised by the other player and you find yourself in the position of inevitable defeat.
Currently there are two options, first is to soldier on and take your loss like a man. The second is to drop and let Relic Online arbitrate the result, sometimes you win, sometimes you lose and your trust rating is altered as a result.
How about option three, menu > surrender. A simple menu command that forfeits the game, you get the loss and your opponent gets the win. As far as Relic Online is concerned the game finished under normal circumstances and trust ratings are treated accordingly.
I am honestly quite surprised that there's no official way to forfeit a game should you want to and you are forced to take arbitration, potentially gaining a "dishonourable" win in the process.
"The object of war is not to die for your country but to make the other bastard die for his." General George S Patton.
Bundle the patches on relic online or at least give people some understanding of how many patches they have left before they can even begin to play the game. Jesus.
I was writing about possible "Eastern Front"-Wehrmacht a page earlier, here some more suggestions:
• Urban Combat Squad - 4 guys armed with MP 40s and Grenades
• Panzer II - an early game tank armed with two coax MG-34. Good enough to plague infantry in the open but vulnerable to .50 cal AP rounds and also taking damage by regular .50.
Shouldnt be too expensive since it is basically to be used against infantry and Weapon teams only, lacking AP-capability.
• There was a Czech Tank used in the early years... Cant recall the exact number, since it came into use under a different Name for the Czech forces. But I believe the german name was something like "Panzer 37-T"
how about adding the battle of Berlin into Wehr or PE's campain ?
130. Panzer Division
"Panzer Lehr"
What I would like to see is a "hop on" ability on serveral tanks, allowing Infantry to jump on the tank and ride on the hull.
The soldiers would be in negative cover, since they are fairly displayed and could not shoot their weapons but have a lot more mobility. Maybee an exclusive upgrade for the russian faction you are just working on, right? right???
I would like to see the KT rethinked.
Relic should do some tests to see if they believe it is balanced
An Official Skin-Pack with much more realism colors, because the structure and textures looks very nice, but the colors aren't the best.
Why the PanzerElite have only grey units like it was in 1939 at the beginning of WWII?
And the camoflage of most uniforms looking very strange and exotic, but not historical, same for the light blue Wehrmacht Uniforms.
The american and britsh uniforms looks much more real than any german, hope you will fix it sometimes.
I would be very glade if it is possible to give us a official skinpack, there are many nice custom skinpacks for the multiplayer mode, but it`s boring to reinstall it after any patch.
And whats about a "Hide Mode" for Infantry which are sitting in a building?
I mean it would be nice if my enemy can`t see my soldiers in a building before they attack his troops. Or if he try to enter the same building with his squad.
Less player colors for the units and buildings would be cool too. A blue, yellow or red tank (building) don't harmonizes with a game like CoH.
thx i am looking forward![]()
Most Important:
Formations: Not just the Standard Triangle shaped thing.
Maybe stuff like a column, a wide line (For Crab Sweeping or something)etc...
Supply Lines :
As we all know, COH uses strategic points for resources, and if isolated from the main base, it would be considered as a cut off supply line. This negates the player from any controlled territories beyond that point.
To add more strategy to the game, and ammunition and supply line could be created, with an ammo meter for each unit.
It would be interesting if each unit was able to hold a certain amount of bullets or grenades. Once the unit engages into combat, they would have to be set on offensive or defensive.
Offensive stance: Fire at will, causing high damage over a short period of time. This will cause the units to use up their ammunitions rapidly.
Defensive stance: Fire only when necessary to defend a location. This will cause the units to save their ammunitions until they get replenished.
How will the units replenish their ammo?
1. If they retreat back to base, they automatically get their ammo refilled (bullets & grenades).
2. Using pioneers or engineers to carry bullets to front line troops. Since the front line could get distant from the HQ, the pioneers can ride on the jeep or motorbike for rapid movement.
3. Later on, Tanks and artillery units require half-tracks to carry their large piercing rounds or explosive rounds.
4. Certain upgrades can increase the ammo capacity for certain units.
Now you might ask yourself: How will this add to the strategy of the game?
If you manage to sneak a strike force behind enemy lines to disturb the flow of supplies to the troops. It would cause the enemy troops to go in Defensice stance, as they try to conserve their ammo to hold their ground.
Supply line would usually run on main roads for rapid movement, although if you suspect an ambust on your supply lines, you could add escort units to your trucks full of ammo or use rough terrain to sneak ammo to your troops. The rough terrain will be slower than using the road, but more secure.
Grenades, panzersherks, bazookas, and all specialty weapons will have to be used with moderation, since with their weight, a squad only carries 3 or 4. Then once used up, they need to resupply.
Captured weapons, the squad which captures it will only be able to use what ammo is left on the weapon. For example, a captures flak 88 had only 8 rounds left, the squad uses them, then it can disband back to its old unit. A panzershreck picked up from riflemen had only 2 rounds, the squad saves those two rounds until they encounter an armored unit. Once those two shots used, then they throw the weapon away since they do not have the right ammunition to une it again.
Faction differences:
US
And certain companies as airborne can use supply drop for their troops in case their supply lines are cut or they are too deep behind enemy lines. Enginees will ride in jeeps or half-tracks to bring the ammo to the front lines.
Wehr
Can use bunkers for mini-storage unit for their ammunitions. Useful when built next to flak 88, as the flak 88 will have more rounds available until the next ammunition delivery.
Panzer Elite
Munition half-track carries the ammo to the front lines, the early availabilty of that unit gives the PE an advantage of a large supply of ammo to the front lines. The disadvantage is that they cannot carry as much bullets until they get increased squad numbers.
British
Their HQ trucks supply them, as well as the vickers, which will have to run back to get some ammo, then when near a unit, they will automatically draw bullets from it.
how is that for an idea?
Last edited by cyborgZero; 7th Sep 08 at 8:14 PM.
The Internet is our minds trash can
Larger mine spacing for producing mine fields. Right now, they tend to all blow up when one is triggered... you waste too much time placing each and every mine. Maybe a pattern for the mines themselves would do.
More detail on the tanks... Like branches
Example:
http://www.saak.nl/panzer2/panzer99.jpg
The ability to surrender. When i saw the commandos surrender on the campaign i got really excited and began to think about the possibilities this would offer. Something like this...
When you know your squad will be annihilated, you have the option to surrender. Once you do, you gain a small fraction of Manpower back for each trooper, depending on their cost and lets say their experience. It wouldn't be enough to make it a reliable tactic, just enough, so that it would be worth doing so you could deny you opponent the XP specially if you know he may be getting a KT or a Calliope. The surrendering party would drop all weapons leaving them to be picked up by your enemy if they wish to do so and then proceed to march off the map past your enemies HQ.
US armor doctrine has been getting a lot of re-balancing so I thought I could add a suggestion that might help.
Rather than adding the calliope sherman as an off map call in tank with a useless main gun, make it cost less CP and have it "Unlock" the ability to upgrade your shermans with the calliope for an ammunition cost.
This way you can have the extra manpower the US player might need to save up for the Perishing, and no more shermans with a useless main gun. This of course is balanced by the fact that the player will need to invest say...100 ammo to upgrade an existing sherman with the calliope.
Since there is no longer a manpower cost associated with the calliope unlock the US armor doctrine player could unlock the perishing a little earlier to counter Axis Panthers/Tigers. (they save on manpower because they didn't spend the 650 on the calliope, they spent 100 ammo on the upgrade instead.)
Just my thoughts on a viable way to remove tanks from the game that have a useless main gun.
As a British side note it would be nice if the command tank had a real main gun as well but cost slightly more than a standard Cromwell.
Useless main guns in Company of Heroes just seems to downplay the visceral combat that makes the game fun.
US: I would like to see Winchester shotgun upgrades for Engineers.
British: Cromwell Command Tanks able to be upgraded to Mammoth armoured command vehicles
3.7 inch antiaircraft guns.
Wehrmacht: Panzer III
Add to Russians a doctrine about making communist propaganda and delaying vehicle production (Propaganda doctrine).
Redesign brits and make brits more variable. They have very limited tactics. For example the French and Dutch "Resistance" play an important role in WW2 (gathering information for allied bombardment...) but they are not mentioned in COH until today. They maybe used for observing enemy.
Also redesign Royal engineers command tree. Because that does not use any munition.
Give Vickers MG nest AP rounds ability.
Sorry for my bad english.
One thing I'd like to see, and something I suspect is pretty simple.
When you've chosen to "build" something, if you hover over it in the queue it doesn't say anything. I think it would be great if it told you what each item in the queue was when you hover the mouse over it.
It tells you what it is when you mouse-over and it's NOT in the queue, so why not when it IS in the queue?
If you add the Russians, You have to add a Krusk map and campaign level. I would love to see a group of panthers and tigers batte it out with hordes of T-34s!
US: 'Jumbo' Sherman upgrades.
Change commando smoke to normal smoke, just like the one the mortars have
Wehrmacht: Kommandowagen 'Greif'
Sturmhaubitze
Change all smoke to commando smoke. Tell me how you can see someone through a thick smokescreen?
Id say to not let MGs fry the PE's Marder...that is like uncool lol
1) Tanks can be overheated by flamethrowers and u can choose whether the crew can abandon it or drive it into the water( if any on that map )
2)Make the damages systems more realistic , such as when a panzershrek hits a tank, the damage could be seen such as a dent , a hole .etc
A suggestion for the PE - SE Tree
Dummy-Tanks!
Something like a tankdummy for about 25-50 ammo, can take ~ 2 hits from an enemy tank, stationary
maybe a kettenkrad-upgrade to make it a moving tank-dummy
for the nest expansion id like to see some desert warefare. With the quality of the game's engine, it has the potential to look amazing!! Also add like italians & free french or something. Adding russia would be cool, but the scenary & maps would be the same sort of stuff we have now.
I would like to see the Panzer Elite Bergetiger be able to over-repair the target vehicle for a considerable munitions cost. I would also like to see this ability have a relatively lengthy reuse timer.
This ability would be similar to the British Sapper's over-repair ability. What sets my proposal apart is that it would over-repair to a preset amount that the user cannot alter; it will cost a considerable amount of munitions; and this ability's reuse timer would be no less than forty-five seconds.
Definitely add an expansion with Russia and Japan. Also, A marine American faction the same way you added a german faction in OF.
I would suggest the ability to set up a medical healing centre anywhere on the map within one controlled territories. That would be great![]()
REAL uniforms for the germans. The british one's look somewhat accurate to me, so why not the german one's too?
All factions to be able to build tank traps.
All factions to be able to create snipers. Every army would have these anyway.
Commando's to get Bren option.
Walking Stukas not to survive arty, WHICH IT WOULDN'T!
Ah yes, if Germans are to have the V1 the Brits should have the Tallboy bomb.
#688
More intuitive ignore functionality.
I've been kind enough to attach an image showing the insane levels of spam that go on daily on the CoH channels. Of course, this is no new news, but even then, a screen cannot hurt.
Since I know the moderators here have a pretty strict policy on name-calling and pointing out abusers publicly on this forum, instead of sending an email to relic. I've gone to the trouble to blur out all the names:
It's literally impossible to maintain any sort of intellegent chat about CoH like this at all, or even any sort of intellegent chat about anything.
The problem is that the ignore function is clunky, each time I want to ignore a user, I have to type a command line /ignore XName or look for his name on the list, click on it, and then press Ignore.
Not only that, but then soon all the ignored people start piling up on the ignored list, and before I know it, I have two hundred people on the ignore list. This clutters the panel where, I also find my friends. So then I eventually am forced to go one by one, removing all the ignored people from the ignored list.
This is not practical, as you can see in the screen above, what's needed to maintain the conversation clean in the channel is massive amounts of ignoring.
I propose a intuitive ignoring system that would solve the issue entirely. Temporal ignoring. Instead of having to type in a command through the chat, or looking for the persons name in the huge-tastic list on the left. Why doesn't Relic put a system, which allows the user's name on the chat box to be clicked, and then a dropdown box saying "temporarily ignore user" would come up.
If I click this, the user is ignored just while I'm logged on, when I log off, ignored users don't start massively cluttering my Friends list. And, it only takes me a split-second to the users as opposed to the 4-10 seconds it takes now (per user).
-add "the Germans speak German" in the game so you don't have to come download the mod, i know a lot of people that would like that for a realistic effect.
-make it so when a engineer dies it's flamethrower is dropped on the ground and is able to be picked up by so engineers
-maybe add an air superiority thing with the Luftwaffe so American planes get shot down or at least something to do with the Luftwaffe
-should add camouflage for buildings, i have read books on clever camouflage in ww2 and it could be applied in this game
-if you get into pacific war and you have to fight the jap's then i have an idea for snipers which is actually true and happened in ww2 where the jap's would tie snipers to the trees and Americans would finallysee the sniper kill him and he would be left in the tree but more American would walk by and see it and shoot at it and waste more ammo without knowing that the sniper was already dead. JAPS WOULD HAVE THE BEST CAMO PERIOD.
-also read about shells that the Germans (i think) would shoot and they would penetrate American armor and would release some type of magma or fire bomb on the crew inside and immobilizing the tank
-i'll think of more you just wait and see
Last edited by Sabotage; 11th Oct 08 at 11:31 PM.
add "the Germans speak German & the Americans and Brits speak English" for all localizations of the game.
#691
- Tanktraps should have a minor munitions cost, to avoid abuse. Lets say 3-4 muni's a piece.
Now thát's a Knight's Cross.
Rearranging British Tech trees
RSE: Churchill side
3 CP - Churchill
4 CP - Churchill Croc + Churchill Petard
2/3 CP - Comet tank
Commandos: Commando drop side
2 CP - Commando HQ (with Commando sniper added)
2 CP - Commandos
2 CP - Tetrarch
Maybe alter the units a bit due to earlier/later arrival.
Originally Posted by Shuma
This is for screen shots
Fix -dev mode such that replays will play out properly
OR
allow hide_ui() to be called w/o -dev mode.
A "Deploy Boat" ability for some infantry that is available upon upgrade. To be deployed in water, it allows infantry to traverse rivers and small bodies of water on a small, squad size, inflatable or wooden boat. Can only be unmanned upon touching solid land again. This boat will provide light cover for the infantry garrisoned in it and can be easily destroyed by anything that destroys cover, whereupon all infantry inside will die if the boat is not touching land. If the boat is evacuated successfully it remains on the river as unmanned equipment and can be garrisoned by any infantry. Additional details could include things such as infantry firing out of the boat, with only some firing if the boat is moving. (since it has to be navigated)
* Have abilities that you can buy from a general pool for your army (different form doctrine) using experience. Maybe be limited, i.e. choose 2 from 6. For example, British could have a choice between Hurricane cannon runs and Lancaster carpet bombing. Some of these could also be so expensive you might have to forgo some doctrine abilities.
* doctrine ability trees not so static, be nice to have more choices so 2 players even choosing the same doctrine might have different abilities.
* different game types, for strategic campaign style. Point buy armies instead of producing them from structures. So once you lose them they are gone. Bit like the early total war games.
* add a realism switch, for a laugh, comes with gameplay disclaimer
if all players drop, can you leave whithout recording a loss? at leas the enemy stops playing... if you get a loss, i think you shouldnt
i hate sneaky things
that incudes: invisible units; snipers; deepstriking units
Please include the full Wolfheze map as in the PE campaign. I love wolfheze now, but sometimes i wish it was bigger. Leave the one now, and and ANOTHER wolfheze that is the full size.
Integrate unit limits (for example: only 2 snipers on the field at any time) for ALL units to avoid ridiculous spam tactics![]()
Halftrack able to transport AT guns and such.
Fire-Up should increase damage or accuracy taken by 100%, have a small penalty afterwards (like Heroic Charge).
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