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Spearhead Mod - Combat Overhaul

17 Mar 2015, 20:18 PM
#1
avatar of Wreathlit Noël
Donator 11

Posts: 169

__________Spearhead Mod features an almost completely new take on Company of Heroes 2. The mod adds a significant amount of new units and strategies to each faction and attempts to balance them while also trying to add a lot more realism to the game.

Features


_______-Weapon Lethality: There are weapon changes across the board and combat is now a completely new experience. All squads can now sprint and hold position.

__________Small arms now kill at a rate far higher than the base game and combat can take place at much longer ranges. At shorter ranges, engagements will take only seconds or even less than a second depending on the weapons. At longer ranges, engagements will take much longer but attempting to get any closer would most likely jeopardize your squad. LMGs now cause a small amount of suppression but automatic rifles and sub-machine guns are extremely lethal at close ranges.

__________HMGs, Mortars, and other team weapons now dish out a great deal of damage compared to small arms but come at the cost of munitions and may easily get cleared when caught out of position. Most HMGs are now better at engaging vehicles as well as most, even static MGs, already have the armour piercing round ability available as well the ability to button vehicles.

__________Weapon upgrades and abilities are now more common among squads and may have different much different uses than in the base game. Panzerfausts, for instance, now require an individual purchase for each squad but can penetrate and kill tanks and longer ranges than AT-grenades. Rifle AT-grenades have the highest range but aren't the most reliable. This system is also in place for different grenades and a few other abilities. Upgradable weapons, though much more lethal than the standard weapons, may require an investment or require veterancy first. For example: most engineer units require veterancy level 2 for flamethrowers and cost a good deal of munitions but evaporate infantry.

__________Artillery of all kinds, including the Sturm Tiger, require munitions to fire or reload, require fuel, and can be highly inaccurate but are very powerful against all targets.

__________Officers are now non-doctrinal, for the most part, but give boosts to combat and have several abilities, some of the more powerful ones require veterancy to use. Officers, however, may require manpower that you would rather spend on a squad that can fully engage the enemy in direct combat.

__________Veterancy now scales more slowly where nearly all units may reach veterancy 5 but combat effectiveness now increases in small percentages. Veterancy now unlocks many weapons and abilities as described before.
__________Vehicle and armoured combat is now more realistic in that vehicle-based machine guns can suppress but are much more likely to be quickly killed by other vehicles or one-shot by infantry-based AT weapons. If munitions are a concern AT guns are now available earlier to all factions, including the Wehrmacht Pak-36, to counter early vehicles as well as dedicated tank destroyer squads equipped with handheld AT weapons. Panzerschrecks are obviously the most powerful but require to be much closer in range than an AT rifle. Tech now takes much longer and tanks are more lethal against other tank. Many cheaper tanks are liable to be one-shot by heavier tanks but those heavier tanks may cost over twice the amount in fuel and manpower. All tanks have crews as well as many armored vehicles.

_______-Doctrines: While commanders can still be used in the mod they often have less utility than the doctrines featured in the mod. Doctrines are chosen in the hq and will replace most commander abilities. Doctrines unlock many units and abilities that will compliment many play styles and are often more flexible than commanders.


_______-Teching: Tech is now reworked to limit the time medium and higher tanks arrive on the battlefield.
_____T0: all now feature basic infantry and officers as well as other support weapons and vehicles.
_____T1: all now feature the infantry and team weapons that will be used throughout the game as well as some light vehicles.
_____T2: all now feature the light vehciles, armored cars, halftracks, and light tanks. They require fuel that will slow down your tech to later game tanks but are very lethal to infantry and often very fast.
_____T3: for Soviet Union and Wehrmacht, T3 features all the medium armor that will be used in the game. For USF and SS, it will feature all tanks available to the respective factions.
_____T4: Allows the Wehrmacht and Soviet Union to build their heavy-medium and heavy tanks.

_______-Reworked OKW(now Waffen SS): The Ostheer is now more recognizable as a wholly Wehrmacht army including units such as the Volksgrenadier and King Tiger while the OKW is now the SS with a few Wehrmacht elements such as Großdeutschland Grenadiers. The Waffen SS are more in-line with the other factions in terms of infantry and tech but are often much more expensive.

_______-Future Work: This mod is not done fleshing out all of its planned features as new ideas come in to add to the realism. There are some place-holders for models such as the Pak-36 and USF captured Panther put in until better modding tools allow for such models to be put in such as the Pershing.


Links and Credits


Workshop Page: http://steamcommunity.com/sharedfiles/filedetails/?id=333848988
Mod DB: http://www.moddb.com/mods/spearhead-combat-overhaul

I write this as a fan of the mod and I want others to know about this fantastic mod and what other possibilities can be the result of modding CoH2!

A thanks to Achronos, Charles Vane, LeePriest and all the other makers of this mod. Fantastic job guys!
17 Mar 2015, 22:34 PM
#2
avatar of FaustCostBulletin

Posts: 521

Hey, how did you make the Pak36? Is there a model of it in the game?
18 Mar 2015, 01:31 AM
#3
avatar of Wreathlit Noël
Donator 11

Posts: 169

This is not my mod so I cannot answer any real questions about it. For now I believe the Pak36 is using the M-42 model as custom modeling isn't available yet but it was necessary as an early-game Wehrmacht counter to light vehicles without re-using the RW43.
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