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Title: Press Release 3 comments and Suggestions


Darkbladecr - September 4, 2008 08:28 PM (GMT)
I really like the idea with the tents for the US, although looking through the different units and differences between the two factions, I have to say that the Americans seem a bit bare... Maybe its cause they will have many more upgrades and abilities that have not been listed. They have 10 different units, meanwhile the Chinese have 14!

Putting these facts aside I would like to say great job, and I look forward to seeing these models fully skinned and placed in game.... when the object editor gets released :D

Lt Apollo - September 5, 2008 12:09 AM (GMT)
as i stated in an earlier post the American unit list is wrong. the HUMMMVE is going out of service along with many traditional army equipment. this would be OK if the mod took place during the early 2000 but to much is being changed to use the classic equipment.

and whats with the strikers! just make one and have an upgrade to select witch variant you want, and wheres the M1 Abrams that tank is the back bone of the US armour! its a main battle tank taking it away is like taking away the US Sherman in vanilla COH.

and the Bradly, come on that's a light tank it cant fill the role of a main battle tank, its gun is an anti infantry auto cannon! wonder why its called a Bradly Infantry fighting vehicle, is a infantry support tank.
the Bradly should be in the mechanized tent not armour.

now on to infantry, 2 INFENTRY SQUADS! that's not the us army.
first of no at infantry, make the normal squad upgradeable to incorporate the rocket launcher maby have it require an upgrade like the PE panzer grenadier.

Snipers!
Fire support squads: Solders with a variety of heavy weapon upgrades (LMG, Grenade launcher/maby javelin) standard weapon should be M4 Carbine
Airborne: we still use them bring them back (uses M16A1 or M4 Carbine)

and where is the artillery, all i see is a mortar tank.

that's it for my complaint. :D




bobman - September 5, 2008 12:31 AM (GMT)
i love it


i think it doesnt have to be super up to date as long as its not cold war era or something so GO YEAR 2000!!!!!!!!!!!! :D :D :D

DeadKennyIsDead - September 5, 2008 02:25 AM (GMT)
Keep in mind that there are still doctrinal units, and that these trees are subject to change, and keep giving ideas

OnkelSam - September 5, 2008 07:25 AM (GMT)
QUOTE (Lt Apollo @ Sep 5 2008, 12:09 AM)
as i stated in an earlier post the American unit list is wrong. the HUMMMVE is going out of service along with many traditional army equipment. this would be OK if the mod took place during the early 2000 but to much is being changed to use the classic equipment.

...

Keep in mind that we don't want to create the most realistic modern simulation, but we want to create a Mod for a GAME. ...

Without commenting on design suggestions (this is done internally) i just want to give you an idea of the progress behind creating these techtrees....

It was NOT that we were searching for the most cool stuff in each nations weaponry, but it was that we were creating the tech-tree in a way we wanted the game to play out and then in the end searched for equipment and units that can be used for the kind of units we wanted to have. It will not work the other way around, if you want to create a game that works like a game and not like a simulation....

But to cool you down a bit, like Kenny said, this is only the techtree and there are several other units in the doctrines. You will see your Abrams and so on, no worries...

MonkeySoldier - September 5, 2008 12:17 PM (GMT)
QUOTE (Lt Apollo)
and what's with the strikers! just make one and have an upgrade to select witch variant you want

Personally, I'm not a big fan of Strykers, but they are in wide use by the U.S. army, so they and their variants (most of them, not all) will be used. Because there are so many variants of the Stryker, it wouldn't be logical getting 4-5 upgrades for 1 vehicle.

DeadKennyIsDead - September 5, 2008 10:24 PM (GMT)
We appreciate the comments, however understand that the US military does not have a huge variety of ground vehicles right now to choose from, if you can think of any additional vehicles we could add, we welcome any suggestions

Lt Apollo - September 5, 2008 10:57 PM (GMT)
well there's the .....

M113 Armored Personnel Carrier
M109 howitzer
Dragon Fire (mortar)
M270 Multiple Launch Rocket System
MTVR (Medium Tactical Vehicle Replacement)
LAV-25
Amphibious Assault Vehicle (AAV)

not counting recovery vechiles, mobile bridges, supply trucks etc

Kampfgruppe - September 22, 2008 05:27 PM (GMT)
M113 Armored Personnel Carrier - is in 2° line service, i think
M109 howitzer - is present
Dragon Fire (mortar) - ok
M270 Multiple Launch Rocket System - is too power
MTVR (Medium Tactical Vehicle Replacement) - ok
LAV-25 - we have the strykers
Amphibious Assault Vehicle (AAV) - is pointless

For the infantry I think this:

Combat Engineers (3 or 4 men squad)
engineer - M4

Upgrade:
- M4 Super 90 shotgun
- demolition charges or C4 explosive

Anti-Tank Squad (3 men squad)
2 soldier - M4
1 soldier - FGM-148 Javelin

Riflemen (or Infantry) (5 men squad)
Squad leader - M4 and comunicator
4 Soldier - M16A2

Upgrade (only one at the same time):
- marksman: one member take a M21 and the squad have a power like british sniper;
- grenadier: one member take a M16A2/M203 the squad have a grenade launcher power likes greandes but different;
- heavy gunner: a member of the squad take a M249 SAW* or AT4 the squad have a power likes volksgrenadiers panzefaust

*for this power i think is better a upgrade likes BAR upgrade.

For the aspect i think a light equipment (or a euipment like assault class in BF2): a interceptor body armor with 2/4 pockets a little bag on the back and a M9 bayonet
For the uniform a ACU or Woodland pattern uniform

P.S. I'm a Italian COH fan and so I'm sorry for my english because it isn't my native language and I hope this suggestion will be take in consideration, if it is of your pleasure, I'm will be happy :)

Lt Apollo - September 27, 2008 10:04 PM (GMT)
the woodland camo is out of service, is only the Universal camo (ACU)

only modern US fraction that doesn't use Some sort of universal camo is the marines, as they have MARPAT variants for every environment.

Though if you are doing a 2000 version use the woodland camo and the army 3 color desert.

also if this is modern replace Humvee with cougar/MRAP, but if its 2000 use Humvee.

also for close air support use the f-35 and f-22 fighter planes as they are replacing the old strike fighters.

i know all this for my extensive research for my mod and if you want my sources i will provide them

Kampfgruppe - September 28, 2008 09:14 AM (GMT)
it's true the woodland pattern is out of service... ops :P

for the other information, thanks :D

for an eventually background story i think ad the invasion of Taiwan by China. what do you think about? If this si of your interst i can prepare a story line for the maps or eventually single player game.


P.S. Can we insert a Styker ATGM variants for the second doctrine power for the mechanized command?

OnkelSam - September 28, 2008 10:12 AM (GMT)
Hey guys.
Thanks for your interest and suggestions. We have noticed them...

Just to make things clear. We are not aiming for a 100% realistic version of the modern combat scenario, with exactly up to date equipment. We formed an outline before we decided which unit will fullfill each role. We then started to search for modern equipment and Vehicles we could use to reflect the unit we were thinking of in this outline....
So its not so important, if this specific unit is still in service or just got replaced 1 year ago or whatever.
Gameplay >> realilsm =)

But its still helpfull to increase the pool of possible stuff with your suggestions. This just makes it easier for us to find the right things to use. ...

Keep it coming.

impi - September 29, 2008 12:24 PM (GMT)
China seems not to have any stationary defense sites like the US. Why not?^^

DeadKennyIsDead - September 30, 2008 07:22 PM (GMT)
Not everything is included in the outline yet

rennm1993 - October 1, 2008 02:03 PM (GMT)
All right...

US: let's add some more newer armor, american is in the 21st century man... it gotta have armor.... Challenger 3 strike tank, the sneaky SHRIKE light tank, Centurion Tank, MLRS 3

artillery: Conventional ThunderBird Missiles, JSPOD Bombs, ThermoNuclear Missiles, The Hydrogen Bomb

Infantry: The Marines Sharpshooters, Main GI infantry

Special Bombing plans: Carpet Bombing by B17 Stratofortress and Flying Fortress, Laser Bombs by F-A111 Steath Bomber

that is what i can think of for US for now.... Dunno wat the above stuff is??? GOOGLE IT

Baker3 - October 2, 2008 04:42 AM (GMT)
QUOTE (rennm1993 @ Oct 1 2008, 06:03 AM)
All right...

US: let's add some more newer armor, american is in the 21st century man... it gotta have armor.... Challenger 3 strike tank, the sneaky SHRIKE light tank, Centurion Tank, MLRS 3

artillery: Conventional ThunderBird Missiles, JSPOD Bombs, ThermoNuclear Missiles, The Hydrogen Bomb

Infantry: The Marines Sharpshooters, Main GI infantry

Special Bombing plans: Carpet Bombing by B17 Stratofortress and Flying Fortress, Laser Bombs by F-A111 Steath Bomber

that is what i can think of for US for now.... Dunno wat the above stuff is??? GOOGLE IT

extreme with the nukes much?

gamer_1001 - March 20, 2009 03:43 PM (GMT)
QUOTE (Kampfgruppe @ Sep 28 2008, 09:14 AM)
for an eventually background story i think ad the invasion of Taiwan by China. what do you think about? If this si of your interst i can prepare a story line for the maps or eventually single player game.

Given the Chinese tech tree, invasion of Taiwan (or anywhere) by China would be a poor background for it. To make the Chinese tech tree fit the senario, Chinese should unlock powerful units first, then weak units later; militia unit and Type 82 MLRS should not exist in the tech tree, and there have to be a Chinese Marine Crop squad somewhere.

I would aim for a conflict at Korea instead.

PS: is there any reason why M1A1 Abram is not present in the mod?

MonkeySoldier - March 20, 2009 04:01 PM (GMT)
QUOTE (gamer_1001 @ Mar 20 2009, 05:43 PM)
Given the Chinese tech tree, invasion of Taiwan (or anywhere) by China would be a poor background for it. To make the Chinese tech tree fit the senario, Chinese should unlock powerful units first, then weak units later; militia unit and Type 82 MLRS should not exist in the tech tree, and there have to be a Chinese Marine Crop squad somewhere.

I would aim for a conflict at Korea instead.

PS: is there any reason why M1A1 Abram is not present in the mod?

And how would, by starting out with the best units first, balance out well against the U.S.? The U.S. could just create a lot of cheaper units and overwhelm the Chinese. It would be making the M26 Pershing and KT in VCoH the first tanks to get on the battlefield. Militia unit might be renamed, but they're basically Volks. Why shouldn't the Type 82 be in the tech tree? It would be nice if you could add some arguments... And why should there be a PLANM (PLA Navy Marines) squad in the tech tree itself?

Currently we've made too much progress to just switch over to Korea instead. It would cost us a lot of work and precious time. And I don't really see a reason to switch over to Korea.

The M1A2 will most likely be in-game, probably in the form of a doctrinal unit. (thus making it more special)

gamer_1001 - March 20, 2009 04:23 PM (GMT)
QUOTE (MonkeySoldier @ Mar 20 2009, 04:01 PM)
QUOTE (gamer_1001 @ Mar 20 2009, 05:43 PM)
Given the Chinese tech tree, invasion of Taiwan (or anywhere) by China would be a poor background for it. To make the Chinese tech tree fit the senario, Chinese should unlock powerful units first, then weak units later; militia unit and Type 82 MLRS should not exist in the tech tree, and there have to be a Chinese Marine Crop squad somewhere.

I would aim for a conflict at Korea instead.

PS: is there any reason why M1A1 Abram is not present in the mod?

And how would, by starting out with the best units first, balance out well against the U.S.? The U.S. could just create a lot of cheaper units and overwhelm the Chinese. It would be making the M26 Pershing and KT in VCoH the first tanks to get on the battlefield. Militia unit might be renamed, but they're basically Volks. Why shouldn't the Type 82 be in the tech tree? It would be nice if you could add some arguments... And why should there be a PLANM (PLA Navy Marines) squad in the tech tree itself?

Currently we've made too much progress to just switch over to Korea instead. It would cost us a lot of work and precious time. And I don't really see a reason to switch over to Korea.

The M1A2 will most likely be in-game, probably in the form of a doctrinal unit. (thus making it more special)

First, I understand from the balance point of view, the Chinese vs US match up is prefect. It's the story that don't fit the match up.

By looking at the tech tree, I get the impression that Chinese has a passive early game and a strong late game like Wehr, while US has a strong early game and a weak late game like the vcoh counter part. This is fine from balance point of view, but given the fact that the Chinese will send in their eilite marine and airborne corp first into Taiwan instead of milita, the story just don't fit the game role/tech between two sides like what Relic did with Wehr vs US. (Unless the story is about US reclaim Taiwan)

Second, Type 82 MLRS is a Chinese relic that is in use only with militia units and soon to be scraped. I just can't see why PLA would bother to use it on Taiwan. Type 63 MLRS used by Chinese airborne might fit the situation a bit better, given it is designed like a wehr neb and used by Chinese airborne corp.


MonkeySoldier - March 20, 2009 05:53 PM (GMT)
I'll have a closer look at the Type 63 MLRS. :)

We don't have a real story at the moment. So we don't have to keep in mind it's playing in X or Y land when modeling weapons/ vehicles. Sometimes we just have to choose a certain weapon/ vehicle in favor of gameplay. The type 63 40mm RPG for example, it's currently being fased out in favor of the PF 89. But, that's a single-shot weapon, and making a single-shot weapon work in CoH is bugged. Hence we are basically forced to go for the Type 63.
Gameplay goes ahead of realism in this mod, although that doesn't mean we're going to add crazy stuff. ;)

But, yes, we indeed intended to make the Chinese a little passive in early game, hence the reason they can choose to go to either Tier 2 or Tier 3. (More like U.S. instead of the linear teching of the Wehr) Tier 2 is more aimed at countering specialized U.S. squads, while Tier 3 is more aimed at countering enemy vehicles. Think of the Stryker FSV, Stryker MGS and Bradley.

OnkelSam - March 20, 2009 06:09 PM (GMT)
@gamer_1001

To give you a very short answer about why we have decided to put what into the tech tree.

1.The first step was, that we decided, what your mod should look like from a gameplay perspective.
2. We decided what general characteristics our factions should have. Like high tech universal technologie for the US, and a more basic, but easier to field units for the Chinese.
3. We thought about, how we could make the factions, so they play diffrently, but ballanced. So we wanted a linear but mobile tech tree for US and a imobile diamond-tech-tree for the Chinese.
4. We looked what kind of units would fit in what tech-tree, so that the general CoH gameplay, like it is in reteil, is conserved. (mobile, fast paced battles with directional weapons, that encourage flanking maneuvers and action spread out over the map).
....
So at this point we had already a techtree with unit types in mind!
....
5. We went through the armys and picked the vehicles and weapons, that fit our imagination of that unit type best. This means, we did search what we needed, no matter, if it was outphased or up to date. It had to fit our imagination of gameplay! Thats our main importance! We are not going to create a simulation, but a game, and we believe that breaking realism is sometimes needed to get the result we need.

I hope that makes things clear. The story is lowest priority, as long as the game plays like we want.

gamer_1001 - March 20, 2009 06:43 PM (GMT)
QUOTE (OnkelSam @ Mar 20 2009, 06:09 PM)
I hope that makes things clear. The story is lowest priority, as long as the game plays like we want.

Thanks, I would perfer that.

gamer_1001 - March 22, 2009 10:58 PM (GMT)
QUOTE (MonkeySoldier @ Mar 20 2009, 05:53 PM)
Sometimes we just have to choose a certain weapon/ vehicle in favor of gameplay. The type 63 40mm RPG for example, it's currently being fased out in favor of the PF 89. But, that's a single-shot weapon, and making a single-shot weapon work in CoH is bugged. Hence we are basically forced to go for the Type 63.

Just out of curiosity, have you guys considered PF98 RPG for the mod? It is resuable and shoulder fire capable. The only knock against this weapon is that it might be overkill against light armor IFVs used by the US side.

Not that I'm against putting RPG-7 in the game...it should put holes in Bradley and Styker with no problem I believe.

HellBreaker - April 14, 2009 04:29 AM (GMT)
Uh, hello there, I have checked out the sight and mod information and I gota say, way to go. Awesome idea to modernize this game. I just have a few questions and sugestions for the US tec tree/army. My ideas dont stray to far from what you already have actualy.
But I dont know whats set in stone at the moment so heres the draw up I did.


****HQ****

Combat Engineers:
3-4 man team
Armament:
M4 Super 90 combat shotgun or the M4 Carbine
Upgrades:
C4 explosive charges

****Infantry Tent****

Infantry Team:
5 man team
Armament:
M16A4 or the M4 Carbine
Abilities:
Fragmentation Grenade
Smoke Grenade
Upgrades:
Grenadiers, 2 M203 grenade launchers
Support Squad, 1 M249 SAW
(Gets Suppressing fire! ability)

Sniper team:
2 man team
Armament:
1 M107 .50 cal sniper
1 M14
Abilities:
Spotter Scope

Machine gun crew:
3 man team
Armament:
M4 Carbine and the M240-mg or the M2-mg
Abilities:
Suppressing fire!
AP rounds

Mortar crew:
3 man team
Armament:
M4 Carbine and the M224 mortar or the M252 mortar (ones larger than the other)
Abilities:
Barrage
Smoke Screen
Illumination round (for night maps)

****Mechanized Tent****

HMMWV:
Armament:
M2 Machine gun
Abilities:
Capture points
Upgrades:
"Up Armor"
MK 19 Grenade Machine Gun
TOW Missile

AT Crew:
4 man team
Armament:
M4 Carbine and 1 Javelin

Stryker:
Armament:
M2 Machine gun
Abilities:
Reinforce squads
Upgrades: (only gets 1)
MK 19 Grenade Machine gun (might just leave this to the HMMWV)
Medical Evacuation Vehicle
TOW Missile system
105 mm Tank Gun
120 mm Mortar (instead of mortar crew)

****Armor Tent****

M2A3 Bradley IFV:
Armament:
M242 Chain Gun
M240 Machine Gun
Upgrades:
TOW Missile system

M1A2 SEP:
Armament:
M256 Cannon
M240 Coaxial Machine gun
Upgrades:
Skate M240 Gunner

For an artillery tank either the Paladin or the MLRS hard to say its more what feel your going for in the mod.


robotnikthingy - April 15, 2009 02:47 AM (GMT)
Great ideas so far,but there seems to be a lack of armor in the armor tent.

An idea would be to use the M60patton, because those tanks would definitely be used again against the war against china.

M60 patton

Armed with
105mm gun
7.62 mm coax mg

can be upgraded with 50.cal and reactive armor

An alternative to a flamethrower infantry weapon could be the M202A1 FLASH, which is a lightweight shoulder launched weapon which holds 4 66mm incendiary rockets.

Another form of artillary that the US could use is the High Mobility Artillery Rocket System, its like a mini version of the MLRS and carries half the payload. I would imagine that the rockets wouldnt hit the target directly, but instead would release an airburst just like it does IRL

And the M2/M3 Bradley would be more like an ostwind, with a chaingun thats good against infantry and good against tanks at close range. I also think it should be able to shoot down aircraft. It is capable to shoot down aircraft as the gun could elevate to +65 and their were reports of attempts to shoot down planes with it during dessert storm.

HellBreaker - April 15, 2009 11:19 PM (GMT)
Having it fire at helicopters would probibly be more pratical, keeping up with high speed aircraft might be asking a litte much of it. The mod has mg nests and such so why not possibly a missile site for more potent air defense against jets?

Could use either stinger missilse or sidewinders. yes I know the sidewinder is an A-T-A missile however they can be launched from ground based vehicles like the Chaparral, seams possible to detach the launcher and stick it on a turret like platform.

I agree that the patton would be a nice eddition, cheaper than the abrams, but not as powerful or something for balance issues. A mid tec level tank perhaps?

Sorry if I misspelled anything

Darkbladecr - April 17, 2009 03:57 PM (GMT)
Just to point out, I doubt we will be implementing anti-air weapons and systems to such a high level, as there will be no controllable air units. Sure there will be some helicopters or planes that pass by for dropping of their payload or troops. Although it will probably work like the Ostwind, shoots at it rarely ever taking it down. It just wouldn't work balance wise if you were able to stop a 200 mun air strike right dead in its path, by having one squad of anti-air with stinger missile.

Although, how knows.... maybe...

Also nice list Hellbreaker, I like the idea of grenades for the riflemen squads. I will see if we can somehow implement them instead of the normal grenades. Also for the moment we are working to releasing the mod. So we will have a smaller unit list as we have released in our previous press releases, but maybe after its initial release we will put in more units for new techniques of playing.

HellBreaker - April 17, 2009 05:03 PM (GMT)
thanks, I also have a questions, currently how many javelins does your AT crew have? 1 seemed kinda weak for a 4 man team in my list now that I think about it.

And if there are no controllable air units then yea stinger sites would be a bit overkill.

Darkbladecr - April 17, 2009 08:31 PM (GMT)
If I remember correctly there were two Javelins in the AT crew, although remember these things are really accurate! I don't remember exactly, I'll check it out later for you.

HellBreaker - April 17, 2009 09:19 PM (GMT)
Thanks, and heres that list I mentioned in the PM. Just a few tweaks and ideas for the American Doctrines.


Mechanized Command

Right tree: Armored Intervention

1- Call in a Cougar armed with a .50 cal HMG to transport your troops, and provide some early-mid game support.

2- Experienced Engineers: Crews will now repair their vehicles when not fighting, provided the vehicle is above 30% health. (Or could use the one already ingame that cost munitions)

3- Call an M109A6 Paladin to the battlefield and make your enemy feel the power of its 155mm howitzer. (that is assumeing the M1A2 is already avalible at the armor tent.

Left tree: Field Tactics

1- Vehicle Recon: Light vehicles can now capture points but not as fast as infantry.

2- Baton Down: Tanks may now baton down to gain a large defensive bonus while sacrificing mobility

3- Longbow Support: calls in an Apache Longbow gunship to provide devastating cover fire for a short time. Good vs. infantry and tanks.



Air Superiority

Right tree: Death From Above

1- Raptors!: An F22 Air Superiority fighter patrols a sector of the map, and denies it to enemy air units.

2- Strafing Run: Request an A10 Warthog strafing run and degrade enemy tanks to scrap metal.

3- Call in an AC130U “Spooky” to rain shells above a targeted area for a limited time.

Left tree: Rapid Deployment

1- UAV: Always know where your enemy is, have a predator UAV stealthily patrol the outer reaches of your defenses or just ahead of your main force. Extends LOS greatly around the UAV.

2- HQ Blackhawks: Airlift troops to the battlefield from the HQ. This ability is similar to off-map-combat-group, except air-deployed and less randomized.

3- HALO Drop: HALOs a Special Forces squad to anywhere in LOS, troops cannot be shot down.


Preemptive Strike (in the works)

Right tree: The Hammer

1-

2- Tomahawk Strike: Call in a Tamahawk cruise missile hit on an enemy emplacement.

3- XM1203: A Non-Line-of-Sight Cannon is called onto the battle field to provide long range support fire.

Left tree: The Shield

1- Advanced Infantry Training. Increases accuracy, grenade range, speed and adds the suppressive fire ability to your rifleman. It can give you the boost you need against the massive amount of Chinese troops you will encounter.

these last two seam to contradict eachother. two elite infantry units that serve basicaly the same purpose?

2- When you need troops somewhere deep behind enemy lines, the air deployable Rangers are perfect for you. Deployed by a Blackhawk in friendly or neutral territory, Rangers are perfect for surprise surgical strikes and retaliation.

3- Gain access to the elite Navy SEALs. Equipped with explosives to sabotage bridges and destroy enemy structures, these squads are perfect for a late-game breakthrough, but their small squad sizes make combat risky.

Darkbladecr - April 18, 2009 05:04 AM (GMT)
Some interesting points :) but I'm going to say that the M1A1 Abrams will not be available to build. This tanks will act like the Tiger, it's special :) not something you can easily produce. Same goes for the Chinese.

I realize you completely took out the Stalker's, for other abilities. I guess you could one variant of that into the second slot of priemptive strike (the shield) to supstitute the rangers.

Overall some interesting ideas.

HellBreaker - April 18, 2009 05:43 AM (GMT)
well this was all asuming that the stryker got its veriants standard. IE the medical, antitank ect... After all those options would you realy need another stryker? One less armed than the others too?
And having light vehicles like the hummvs capture points would prolong their use in the fight.

And having the Abrams as a support tank would be fine, can we call more of them than 1 though? It is kinda the main battle tank of the USA at the moment.

2-3 would be a fine number, unless of course we have access to the M60 tank as mentioned a few post prior. Then I think we would all be happy with 1 or 2.

Darkbladecr - April 18, 2009 06:57 AM (GMT)
Just to clarify the M1A1 Abrams, replaced the M60, so why would we have both, or the latter? Also dealing with the Stryker, I believe that most of the variants we put up are doctrinal based? Please someone correct me if I am wrong, devs.

You should be able to purchase more than one Abrams, but we might make it so the second one costs extra than the first. This will keep the possibilty of having two restricted to team games. As I doubt anyone is going to have 2500 manpower (#1 1000 + #2 1500) in a 1v1 :)

Anyway I do agree with you that there should be some different units to replace the Stryker variants.

HellBreaker - April 18, 2009 07:51 AM (GMT)
Yes I know it replaced it, however sombody else mentioned it a few posts ago. So that aside, I assume then that tanks are going to be rare on the battlefield then. At least rarer than in normal COH.
As for the strkyers it justs seams like one size fits all is kinda the whole design element.
But I havent seen how well the mod has been balanced yet so not to much I can do besides shoot out ideas at the moment :P

Knightofammo - April 19, 2009 04:33 AM (GMT)
on the whole of tanks, i think there should at least be two kinds, one a special ability and one build-able by all doctrines, and i think we all agree gameplay beats realism, so an M60 tank would be so bad to include. On stykers, no doctrine should have all the variants, and we can replace their roles with different vehicles, but which vehicles? Heres a list of all the vehicles that are relevant that i know for references.

FAV(Fast Attack Vehicle) or DPV(Desert Patrol Vehicle)-Basically a dune buggy "refurnished" for military use, armor, mounted machine gun, ect.

M1A2 Abram's Main Battle Tank-Most likely the "Tiger" equivalent.

M1A1 Abrams Main Battle Tank- Maybe the buildable brother to the A2?

M60 Patton Main Battle Tank- Maybe the buildable brother to the A2?

M2/M3 Bradely- Big Brother of the scout car, a mix of a tank and scout car

LAV-25 - The "Halftrack" for US

AAV-Amphibious Assault Vehicle(Most likely not, unless me find a way to replace the swimwaggen in ToV)

Humvee- Replace the Jeep, maybe give it the ability to capture points

M1117 Armored Security Vehicle - Replace the medical variant of the Styker for more variety?

Gun Truck- Dont really know what this would replace

Cougar-Could replace another stryker variant, or be call in as support and come with a squad of riflemen.

M109 Howizter- Mobile Artillery

Dragon fire- Mobile Mortar Vehicle

M270 Multiple Launch Rocket System - more devastating artillery with shorter range than Howitzer, maybe MLRS could be in one doctrine and the howitzer in the other one.

AN/TWQ-1 Avenger - Basically a humvee with anti-aircraft abilities, could be an upgrade?

And thats that.

Now on infantry, i think there should be one universal squad with upgrades to make them good at a lot of things but not the best, basically the riflemen squad modernized. It should have upgrades like the "Javelin" ability that cost 50 or so munitions(Like panzerfaust), underslung grenade launchers, m60 machine gun or M249 SAW, and maybe a sharpshooter(Not sniper team, but a rifleman with a M4 and a great shot or just an M24). Other squads should be something like Navy Seals (Great against infantry, camoflaque), HALO dropped troops of undefined origin (Marines, Army, ect) with two AT-4s that work like regular rocket launchers in vCoH. Then basic squads like mortar and heavy machine gun. Navy Seals and HALO squads should be doctrinal.



HellBreaker - April 23, 2009 07:29 PM (GMT)
My thoughts on strykers was that they are basicly trying to replace a lot of the extra vehicles with one chassie that can be reconfigured to diffrent uses.
which is why my list shown them as having all upgrades avalible, not at the same time mind you, but as you go though the tec lvls you gain acess to more options. For the 105m cannon attachment, my point there is that it can take on a tank but cant outlast it, just like the AT gun in CoH. Its still falls in the lines of an IFV or APC, medium armor vehicle.

However if people preffered the Stryker could be an mechanized doctren only vehicle, it replaces say the LAV-25, Cougar ect. But at least my point of view is that they will be used by basicaly everybody, it makes you take that choice of "well I could wait a few more minute and get the tank, or I could build a stryker, upgrade it and still have some resources left over." Because remember this is the 21st century, 1-2 (2-3 for gameplay) missiles can ruin even the most formidable tank.

Humvees are just kinda iconic at this point, early support and recon vehicles that soon loose their usage as we get heavier tanks and better infantry in play. Same as the jeeps and motercycles in the unmodded version. You can use them to quickly provide soem good fire support to your trops early in the game. Armor kits and the ability to capture points would prolong their useage but ultimatly they are phazed out in late game tank battles.

now I know its tempting to add all kinda of stuff to a mod, but one thing I am going to point out in general. If you look at the mods that just add a huge number of vehicles/units, a lot of times two or more serve the same purpose and therefore people only use the better of the pair. So a lot of work gets waited on moddles and they see almost no use in gameplay.

I agree that infantry could also be upgraded to use the javelin, or a marksmen. But i think the latter might prove reduntant if we have access to a designated sniper pair. The javelin upgrade would be nice because it eliminates the need to build a sperate AT team. There by enhancing the nessesity for infantry squads even in late game!

Again sorry for my spelling MS word isnt responding at the moment so no spellcheck for now.
Thoughts sugestions?

Knightofammo - April 23, 2009 08:00 PM (GMT)
I like the sniper pair, or just single sniper because if you kill one of the snipers, the other can just retreat and reinforce, making sniper killing incredibly hard. Also, the styker eliminates our need for a second tank, but the upgrade should be late-mid game and be expensive, unlike other upgrades like 50. cal HMG, though it should come with weaponry when built, albeit it should be weak weaponry like the machine gun on the American halftrack.
Also, to extended humvees usage in the mid game, it should have the ability to capture points

HellBreaker - April 23, 2009 08:26 PM (GMT)
could put a limit on snipers and make their reinfoceing expensive. but it is more realisitc, snipers work in pairs, one shooter one spotter.

Exactly my thinking there. I mean a 105mm gun isnt exactly cheap :P
and yes starting out with a .50 cal is what i had in mind, and the MK 19 MGL is a nice inbetween weapon for the mid tec levels.

OnkelSam - April 23, 2009 08:58 PM (GMT)
If you take a look at the press release 3 tech trees, then you will notice, that we already have the stryker MGS with the 105 mm gun planned as the Tier 3 tankhunter. Wel also already use like 3 stryker variants in the non doctrinal tech tree, while we might add 1-2 more with the doctrines later. So no worries, your wishes will be in game.

For the double sniper team. This got discussed internally already, when we started to design the tech trees, over a year ago. And with the Company of Heroes experience we have, they will not work. A Sniper is a very poserful unit, that can cause your opponent to lose a lot of manpower. Such a unit shall not be allowed to get away with a retreat after a succsessfull countersnipe or any other succsessful ambush. Therefor, it willl not be in this mod.

The same counts for the power of missiles. They are powerful tools in reality, especially because of their accuracy, compared to their WW2 equivilants. But we will not reflect this in our mod. Missiles in any form, will play out comparable to how they play out in Company of Heroes. So they will miss much more often than they would in reality. In addition we will keep their use at a acceptable level.

Like i said earlier, we want to conserve the Company of Heroes like gameplay on any cost. If reality suffers, then this is a price we will pay, to keep the fun gameplay, with a mixture of tanks and infantry, like in the original.

HellBreaker - April 23, 2009 11:39 PM (GMT)
I saw that and have no problem with it, I was just seeing if it might be easier to have it as an upgrade rather than a whole diffrent vehicle choice.

I see your point about the snipers, and I have no complantes about the choice.

when you say miss a lot more often? Right now its a challenege just to get your guys to hit the thing let alone kill it with shoulder mounted AT weapons. Against a moving target I could see it, but a stationary target is hit even less often?
If you could elaborate a little more on that I would greatly apprecate it.



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