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I think that the USF is going to be military based (just as you mentioned), so they will have more combat experienced troops and heavier vehicles that the survivors faction.
The suggestions are pretty good, number 1 and 2 will most probably be implemented in the future, but I have tried to not implement features that requires airplanes for example because they would not really fit in in a zombie apocalypse.
well the most problematic will be models of the weapons !!
so i decided to pick some abilities that could be used for the zombies commanders!!
command point 1- field marshal squad ( like the sturm officer on okw faction) giving a bonus of
damage on nearby units ! should be expensive 360mp cost it 1 pistol marchal unit and 2 ubersoldat like bodyguard !
command point -4 valiant assault cost 100 ammo inspire infantry to move quickly and attack more effective
command point 6-assault grenadiers 500mp cost
command point 8- ambush camouflage 50 upgrade cost wen 8 command points reached should be for the assault grenadiers only
15- command points should a super unit squad it 1 man lmg should be like a boos unit call in but equipped it a lmg
zombie commander "stealth "
command point 2-jaeger infantry cost 400 mp auto camo veterancy ability vet 3 or vet 5
making them more reabel to a long match !!
command point 5-breakthrough tactics 50 ammo cost should only last 40 secs ability or increased time and ammo cost
command point 8- relieve infantry 200 ammo cost to replace the losses in combat when activated
it 1 squad wipe bring a new squad should last 120 secs in game so the zombie loses are replaced fast it some new squads of walkers it camo upgrade
command point 13 -nemesis boss it chreck ability for counter armor it camo upgrade to be like the jagtiger on coh2 ^^ 1 man armor!! hahah
zombie commander Division 12 special unit rechearsh
IT OKW call in trucks
command point 1 - healing forward command post !! ( for a soft retreat to heal and resupply zombies horde near combat area )!
command point 3-Radio silence cost of 100 ammo (wen active all units are hidden on the enemy mini map)!!
command point 7 - fallschirmjager squad 500 mp call in it 50% damage upgrade (50 ammo)
command point 10-counter tactics cost 100 amoo (infantry retake territory quickly ) lasting 40 secs ability !
command point 16 - really slow moving wave of HOrde units spamming 10 horde squad ! costing 1000mp cost !
still some abilities that could change should be implement to the commanders or change some call ins
osttruppen reserves !
tactical movement all infantry are ordered to move faster !
panzer fusiliers call in squad maybe shrek squad for the zombie faction !!
survivors could use some abilitys like the white phosphorous barrage ability !!
and sherman crocodile like in coh1 you got the buldozer on coh2 model thats its prity cool for this mode you could add a flam ability like the kv8 !
again its just idea but i truly will like to have a bombing run for the survivors or usf faction !! ^^ you can easy spam zombies but again any commander that will come to the survivors nedd to be able to counter and be counter by the zombie commander so it gets balance !!
geting new viruses being upgrades for the horde and and the special units !!
i agree the usf forces nedd to be like 3/4 squad men but well equiped and easy vet !!
just a few of my ideas there hope it help :)
Survivors: limited access to resources, but can harvest them from vehicles/buildings, so the salvage upgrade from Tank Hunter Tactics would fit in REALLY well. And unless you're in a Tarentino flick, I doubt automatic weapons would be a good idea, so if there's gonna be ANY weapon upgrades, it'd have to be the PTRS package. On the other hand, they should be able to improvise stuff pretty well, so the Soviet Tank Traps and maybe some anti-personnel mines would be in order. They'd have to be pricey, tho; improvised explosives can be hard to make.
Army: More heavily armed then Survivors (obviously), but I dunno if you could just port over the USF to fill it in. Obviously cut out some of the more imbalanced perks, like the variety of heavy armor and HMGs. Stuarts oughta be fine, overall, but then again it might be pushing it as far as balance goes. Aircraft, while potentially effective, is more of a drain on resources, considering most zombies need to take headshots to die. Pathfinders of any kind would be a great addition, though for practicality's sake, the standard squad is probly easier to deal with. The only problem for the infantry is that since they're already trained to fight normal people, they're gonna need more time to adapt to killing zombies, so perhaps a reduced xp gain from combat and kills for the Army.
Zombies: Since I haven't had a chance to actually play the gamemode, I have no idea how the zombie units act or fight, but I do like some of the ideas mentioned, like on doctrine being focused on reanimation. That said, since there seems to be some 'command-type' zombies, maybe try to figure something out to make every zed on the map converge on a given point, probably like what it sounds like the Summoner does. And since zombies don't usually exhibit fine motor skills...or intelligence greater than an insect...they should have something to grant them reduced spawn times, if it's not a standard thing already (at least for the cannon fodder, I won't tell you how to mod for the heavier zeds). If you need any ideas, the Plague Inc. wiki has the entire Necroa plague worked out, so if nothing else, you can compare notes with that.
Anyway, that's all I got. If I helped, great. If not...crap.