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russian armor

Summer 44

27 Sep 2016, 17:38 PM
#1
avatar of TheWise

Posts: 31

Fist and foremost - the Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=356610515

Fairly deep mod - severely overhauls the CoH2's combat system to make the combat as realistic, militarily logical, historically accurate and tactical, as it's at all possible in this game and using the current version of the CoH2 Mod Tools. Affects all 5 factions currently available: Soviet Army, Ostheer, USF, OKW and British Forces.

Complete changelog is fairly long, so - here are some key features, incorporated into my mod:

- all weapons have as historically accurate stats, as it's possible in the game - for instance, if Maxim M1910/30 has IFRL it's cyclic rate of 600 rpm - it's rate of fire in my mod is 10 (shots per seconds), not 8, and MG-42, respectively - has it's real-life RoF of 20. And so freaking on ..;

- all artillery has it's ranges (especially) and area effect increased - for instance,152-mm HE shell with AoE radius of 6 (the same, as one of a heavy hand grenade) looks ridiculous for me. It's AoE radius should be 10 at the very least (and so it is in my mod). Squad wipes? Yes, they are not that seldom and quickly teach to take the smoke markers very seruously;

- all air strikes are applicable to the Fog Of War - as orders are given in real-life Air Force - "bomb the enemy troops concentrated in the square 372-120";

- all vehicle stats are at least reality-relevant - HP, armor and penetration are calculated by certain formulae basing on the real-life values, gun damage strongly depends on their caliber;

- all vehicles with guns from 37 mm and above and AT guns - have switchable shells - as it is IFRL. Thus - SU-85 or StuG can be fairly dangerous for infantry, but - require (slightly) more micro;

- tank destroyers and, expecially, AT guns now see farther, than tanks - use it. Open-topped vehicles (like SU-76, M10 Volwerine and M35 Jackson - see farther, than enclosed ones. Use it. HMG teams see farther, than infantry - use it;

- all MGs - including infantry LMGs - suppress and pin infantry. Thus - vehicles with their 2-3 MGs are real mobile suppression stations :-)). Add to this HE shells afailable for each and every vehicle - and here is the ready reason to feel "some" tension from only hearing a tank's engine sound;

- infantry - in term - is far from being helpless versus vehicles: each infantry squad (except Sappers (aka Combat Engineers)/Pioneers has AT options - at the very least hand AT grenades;

- sniper fire - besides killing - suppresses and pins infantry as well;

- most of infantry abilities like grenades or special firing modes - are enabled in buildings and vehicles, which opens new tactical tricks like, say, closing with the enemy in the APC and barraging it with grenades;

- most of abilies are either cheaper and faster to recharge or way more powerful for the same price. For instance - ML-20 barrage has 6 shots instead of 4, while LeFH 18's barrage - 9 shots instead of original 6;

- mines are way cheaper;

- most of the field fortifications are made non-doctrinal, so - defensive tactics are welcome as well, not only aggressive ones;

- some new units (for instance, frontline recon infantry, SMG assault infantry and non-doctrinal AT infantry for Soviets) are added, some (like T-34/85 and 53-K 45-mm gun mod.42) are made buildable, most of other units - severely reworked;

One's more - here is the link - http://steamcommunity.com/sharedfiles/filedetails/?id=356610515
27 Sep 2016, 17:45 PM
#2
avatar of Dangerous-Cloth

Posts: 2066

Could you please put white lines between al the seperate points so for example:

-lskajgk;lsjag;klasadjgajgklsjdgk;lsjdg2089t32p

-jsag;lkjsdgkl;jsg;gkljgp32igp20398g3

Would make things easier to read!

Nice and interesting mod :)
28 Sep 2016, 20:16 PM
#3
avatar of TheWise

Posts: 31

Just to help you imagine the scale of the changes made - the changelog for just two units, the Conscripts and the Grenadiers.

Conscripts:

1. Name changed to Strelkovoye otdeleniye (rifle squad).
2. Whole UI information changed.
3. Target size (aka received accuracy) - from 1.087 to 0.95.
4. Weapon profile - from mosin_nagant_rifle_conscript_mp to guards_troops_mosin_nagant_rifle_mp
5. Molotov removed (plan to return it, though - managed to make what it really was of it: "3 in 1" weapon - anti-garrison incendiary, makeshift smoke screen and soft AV).
6. Two RGD-33 grenades - offensive and defensive ones - are added (respectively partisans' and guards' from the campaign ones are used).
7. Upgrade with single DP-28 is added.

Grenadiers:

1. Models number - 4 to 5.
2. Rifle grenade and "MG-42" upgrade are available from the scratch, not after Battle Phase 1 research.
3. Stielhandgranate added (Volksgrenadiers' one used).
4. AT rifle grenade (campaign or ToW one - don't remember exactly) added.
7 Oct 2016, 18:17 PM
#4
avatar of TheWise

Posts: 31

Most recent update:

Version 0.98.0

Continued to make the Commonwealth.

Switchable shells are added to the Bofors and 17-pounder emplacements, their sight radius is increased to put them in-line with other support/AT guns.

Commandos are reworded (still work in progress, though) - received the Mills bomb, and their medium Gammon bomb gets replaced by the heavy one after choosing the "Hammer" doctrine. Besides it - their revert rate is set to 1.5 to better fit with their role of "supply line cutters".

All the rest troops with "supply line cutters" role (all Partisans, Soviet frontline recon squad, German stromtroopers, OKW Fallschirmjaegers) also received the increased (1.5) revert rate. Only revert rate (aka speed of decapping) is increased, capping goes with normal speed.

The starting squads are changed for the Wehrmacht: now it's 2 of them - Grenadiers and Pioneers - to speed up both capping and building a bit.

Plus - squad composition is changed for the US Riflemen: now there are 3 of them with M1 Garand rifle and 3 with M1 Carbine in the squad to reflect the pretty wide use of the M1 Carbine by the regular infantry.
10 Oct 2016, 11:28 AM
#5
avatar of aomsinzana

Posts: 284 | Subs: 1

that a huge change ... how can u find so many information about WWII ?
10 Oct 2016, 15:50 PM
#6
avatar of TheWise

Posts: 31

that a huge change ... how can u find so many information about WWII ?


Military history in general, and WW2 history in particular, is my hobby for already 20+ years ... actually, it was one long before even CoH, not talking about the CoH 2.
16 Oct 2016, 19:12 PM
#7
avatar of TheWise

Posts: 31

Just another update.

Version 0.98.3

Finished with British commandos.

What they are now:

a) there are two kinds of them - with Lee-Enfield rifles (with very high accuracy) and Vickers K and with Thompson SMGs (Rangers' one used) and the same Vickers K;

b) they've got Mills bomb, normal (Soviet RGD-1 is used) smoke grenade instead of "yellow cover" one, their Commando demo is replaced by more convenient in use Paratroopers' one, medium Gammon bomb currently changes to heavy one with choosing the "Hammer" tactics, "Heal in Cover" ability added, the Thompson one have also "Sprint";

c) gliders garrison and produce ones with Thompsons, infiltration commandos are randomly ones with Lee-Enfields and Thompsons (pretty much like Soviet Partisans);
25 Oct 2016, 21:00 PM
#8
avatar of TheWise

Posts: 31

Another update of my mod.

Version 0.98.4

First and foremost - the Molotovs are back! Not as shitty anti-infantry weapon (as they are in the original game), though. But as (pretty close to) what they were IFRL - a kind of "3 in 1" weapon: anti-garrison, makeshift smoke screen and anti-vehicle snare. Available the same way, as in the original game.

"Armor-piercing rounds" ability is added to the Maxim (making it a soft AV weapon) and taken away from the DShK-38 (it's by its nature a hard counter for the light vehicles and does not need it). "Phosphors rounds" for MG-42 are not veterancy ability anymore - they are available from scratch now.

One more kind of anti-infantry Partisans is added - ones with MP-44 and MG-42. Tried to add also ones with MP-40, but to no avail for now
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