Updated 5/30/17
As you all may know, there are a lot of bad and usable doctrines. This mod intends to balance and make more viable doctrines. If you all have any opinions please post in the comment section below. Additionally, I am making some early game balance changes to help minimized initial power differential
http://steamcommunity.com/sharedfiles/filedetails/?id=919072673
All
-All infiltration units has a 10 until spawn time and drops a yellowish flare at the start.
-All infiltration unit's grenades now start on cooldown.
This will help reduce the squad wipe nature of these squads and allow additional counter-play.
-Starting fuel is now 0
-All AT snares range is now 10 from 15~18
Due to the over preforming nature of this abilities in when fighting initial and early vehicles. There range is reduced allow more reasonable play and maneuvering.
Soviets
-Starting manpower increased from 390 to 430 to meet other factions initial resources.
-Both T1 and T2 cost now 200 manpower and 20 fuel
This will help depley the slightly over performing penals in order to match their timing and effectiveness.
-Molotovs and AT grenades are now bundled together which also includes access to the Engineer's Flamethrower
In order to make doctrines with out elite infantry, a T0 Non Doctrinal Commissar has been added.
High Commissar
-5 Man squad
-Has Ostheer's Officer munitions for inspire aura
-Vet 1: OKW's Sturm Officer force retreat.
-Initial Commissar has a long deploy time
KV-1
-Now non doctrinal T4
-Health increased from 800 to 1200. (maybe too much)
-MGs now equal to the T34's
The KV-1 will enable a damage sponge for AT guns and Tank Destroyers
This does not overlap with the t34\76 since of the price difference, and the 85 has a much better gun.
The KV-1 call in is replaced with Red Banner T34/85s
Red Banner T34/85s
-One time call in like the Tiger Ace
-2 are called in at a time
-700 manpower, 260 fuel (not sure this is right, might be too low)
-in comparison to the standard T34/85
Target size is 20 vs 22
Health is 900 vs 800
180 Armor vs 160
Force to only use the Red Banner Skin
KV-8
Now makes available a flame upgrade to the KV-1
costs 100 munition
Ml-20 Howitzer
Now costs 400 Manpower and 60 fuel from 600 manpower
Partisan Tank Hunter
-Now Partisan Fighters
-4 man squad
-240 Manpower
-.91 Target Size
-Equiped with Mosin Nagants equal to guards
-Can be upgraded with Ppsh's with access to a Smoke Grenade
-Can be upgraded with a Panzershreck with access to a AT grenade (if researched at HQ)
These Newer Partisans can be upgraded to either former partisans. This will help prevent the cheese squad wipe nature. The intial partisans are akin to grenadiers, weak but have camo.
Partisan Smg
now the Booby Trap ability
Shocks
-cost now 360 from 390
-Reinforcement cost is now 30 from 32.5
Salvage kits
-now cost 50 mun from 100 mun
(like you can make a profit for that cost)
M42 Light AT Gun
-the main gun is adjusted so it fight infantry.
Soviet Shock Army Redone
Before
There were just too many overlapping abilities in this doctrine so I took the opportunity to create my own doctrine as a place holder.
"Sabotage Tactics"
Red Banner T34/85s
Combat engineer Salvage kits
PMD-6 Anti infantry mines
PMD-6M Light At Mines
Partisan Saboteurs
-4 man squad
-Armed with Revolvers with a max range of 25
-cost 240 manpower
-Target size .91
-Can be upgrade to STG 44s
-Can be upgrade to Salvage kits.
-can lay, both PMD - 6 mines and TM 35 mines
B4
Soviets have trouble with heavily armored opponents, additionally the B4 is an RNG Machine which tends roll bad and inconsistent. The B4 also has a potentially over powered direct fire mode. I have reworked it so now it provide the heavy at role and be reliable.
-costs 500 manpower and 100 fuel
-16 population
-can no longer decrewed
-Now has a auto attack to be very effective vs vehicles.
-Auto attacks are useful vs infantry but has a generally high scatter
-range 100
-Max models is set to 3. (no full health squad wipes)
-Aoe radius is 6
-Lethal radius range is around 2
-has a prioritized vehicle fire.
Vet:1
-100 munitions
-arty barrage: 3 shots
-range 200
-Max models is set to 3. (no full health squad wipes)
-Aoe radius is 8
-Lethal radius range is around 5
Soviet defense tactics
-Tank traps are now non-doctrinal
-Tank traps doctrinal ability replaced with B4
Munitions to Fuel Airdrop changed
Affects Soviet industry and
-Now a Zis 6 (US6) Supply truck
-200 manpower
-Has the same abilities as the Ostheer's Opel Blitz.
-Able to be upgrade to a Katyusha for 200 manpower 50 fuel, but requires t4 to be built
Assault Guards
-4, PPshs removed
-Able to upgrade to 4 Thompsons
-or able to upgrade to two bazookas
Guards
-Guards no longer come with PTRS upgrade
-Guards can either upgrade to PTRS or DP 28s, not both
-Guards PTRS upgrade now adds 3 PTRS instead of 2
This will allow Guards to either specialized into anti infantry or anti tank and not be a mix of both.
M4C Shermans
-Like T34/85s now they must be built in T4
Ostheer/Wehrmacht
-Swapped positions with the MG 42 and Grenadier. Faust still require T1
-T1 now costs 200, 20
-Pioneers Flamethrower now locked behind battle phase one.
Due to the major cost in teching and the concept of this faction is suppose to be more of the early war, big changes were made.
T4 is no longer available and units are divided up.
Battlephase 3 now costs 200 manpower, 60 fuel
Pak 40
- now in T1
T2
In the live version, it sits in a weird spot it comes out either to late for some vehicles and still is technically required to build
-no longer requires battle 1
-cost increased to 40 fuel from 20
222
In live game, it usually spells instant death to earlier vehicles will tend to still be too inferior to the next level of vehicles.
-222 2cm cannon upgrade reverted and now requires Battlephase one in order to upgrade.
-Fuel cost decrease from 30 to 10
-New 223 radio equipment upgrade. This reveals nearby units on the mini map without line of sight. Additionally it plays messages without audio of what your opponent has built.
-upgrades are exclusive.
Puma now requires Battlephase one in order to meet timings of other light vehicles.
Panzerwerfer is now available in T2 with Battle Phase 3
T3
-cost is now 200 and 60 fuel
-with small some changes Ostheer can now field thier tanks a little bit earlier than other factions, but they have been changed a bit
StuG and Panzer 4
-now both start out as the short barrel version
-StuG now cost 280 manpower, 65 fuel
-Panzer 4 now cost 300 manpower, 80 fuel
-Both can be upgraded to the long barrel version for 100 manpower 50 fuel.
Panther is now available in t3, just requires Battle phase 3
Puma (Captured t34/76) and Stug E call in now replaced with build-able Brummbär in T3
105 Howitzers
Now costs 400 Manpower and 60 fuel from 600 manpower
Stuka Dive Bomb
Replaced with Supply Break
Now costs 50 Munitions
Instead of being a squad wiper now it can attack your opponents economy by breaking supply
Artillery Officer
-Renamed to Field Officer
-Now has 4 bodyguards instead of 3
-costs 270 from 240
This makes the Officer more of an asset that just another squad.
All Mortar Half-tracks and 250 combat groups
-Now are alone 250 call in at 0 CP
-costs 150 manpower 10 fuel
-starts on a 60 second cool down
-can garrison mortars excluding the Lieg and 120mm mortar
This will allow more aggressive openers for Ostheer seeing they are usually on the back foot the entire game.
Storm Doctrine's Tactical Movement is now a Stormtrooper call in.
Blitzkrieg Doctrine's Recon Flight is now a Tiger tank
Tiger Ace
-No longer drains resources
-now costs 700 man, 260 fuel from 800 man
-5 levels of veterancy
Before the Tiger ace was a either I win or try to comeback button. Now it is like all other tanks.
Railway Arty
-Fires one shot
-15 secondish delay
-increased damage vs buildings to help destroy the emplacements
This is akin to the old Stuka dive bomb but only locked in 2 doctrines
Ju-87 Loiter is now the strafe variant
Stormtroopers
-now cost 300 from 340
-no longer can upgrade to a panzerscheck
-gained a timed demo charge to destroy cashes
Pak 43 88mm
No longer can be decrewed
Now cost 400 manpower, 100 fuel
Munition/Fuel drop
-Now an Opel blitz call in.
This will make the ability more reliable and less map dependent.
Osttruppen Reserves
-both will always come out with an LMG 42
Community Defensive Doctrine
-Trenches now Osttruppen Reserves (Affects Osttruppen Doctrine)
-Tank Traps are now available non-doctrinal
-Tank Traps slot is now a Repair Bay that repairs nearby buildings and vehicles.
-Pak 43 in Community Defensive Doctrine only now replaced with a buildable Panthertrum
Panthertrum
-300 manpower, 75 fuel
-8 CP
-Main gun equals to the Panther but with a reasonable AOE radius.
-Able to be garrisoned with one squad, Infantry, Sniper, or MG42.
Mobile Defense Doctrine
-Puma is now a non-doctrinal T2 vehicle that requires Battle-phase 2
This will enable a more preferably light vehicle counter to Ostheer.
-Counter attack is now Hull Down
-Puma and Stug E call in now replaced with build-able Brummbär in T3
USF
-Riflemen Target Size is 1 from .97 but regain this at vet 1.
-Move the Mortar to T1
-range increased to 80, auto attack rate of fire reduced
-Change the cost of T1 from 50 fuel, to 30 fuel, and reduce the research time
-Researching T1 grants access to Flamethrowers
M1 AT gun
-moved to initial upgrade in t1 to match other timing of AT guns
M20 Utility Car
-crew's bazooka removed
-crew can now craft all engineer items
-A second level of research is now available to T1 for 200, 30
Grants access to a Free Lieutenant, Pack Howie and M15
-Lieutenant's and Captain's body guards are now rangers
Lieutenant's and Captain's stats now match the rangers but no longer comes with a free bar. This will enable the Lieutenant and Captain to be a non doctrine elite infantry.
Captain Tech
M8 Scott
-moved to Captain from Major
M10 Wolverine
-moved to Captain
-Doctrinal dispatch is replaced with the M5
-can no longer crush infantry
Major Tech
-Added a M3A4(76) has increased armor pen to a regular Sherman but with less AOE
-E8 Cost increased to 420 manpower 155 fuel from 380 manpower, 140 fuel.
Penetration increased from 155/165/200 to 175/190/240
-The Doctrinal flamethrower ability is now a M3 with Cavalierly Riflemen.
6 man riflemen squad with carbines and can upgrade to three Thompsons.
They are able to use abilities while garrison in the half-track
600 manpower and 40 fuel
Assault Engineers
-target size is now .91 from 1
-can be upgraded to Thompson SMGs
Elite Vehicle Crew is now with draw and refit
Bulldozer upgrade now available to Shermans
-gains Bulldozer abilities and 20% health and armor
-100 manpower, 40 fuel
This will allow the Sherman to become a damage soak for the Jacksons
105 mm upgrades now available to Shermans
-for increase damage vs infantry but can no longer switch rounds
-70 Mun
Bulldozer Shermans Call in are now Easy E8 Buildables
Pathfinders
-Reinforcement cost is now 30 from 37
MG paradrop now costs 75 Mun from 270 Manpower
AT gun paradrop now costs 100 mun from 270 Manpower
P47 Rocket Loiter is now a Strafe for 125 Munitions
Riflemen Flares and Forward Observers are now combined
Fire it up no longer effect retreating squads
WC51
-Starts on cool down of 60 seconds
-now Costs 200 man, 10 fuel from 240 man, 20 fuel
-Increased Acceleration, and decrease turn radius
-no longer has the MG
-75 munitions to add the MG, more powerful variant
-Munitions Upgrade can be with draw and refit refund
-upon death, drops a M2B HMG if upgraded. Becareful with it
M3 Assault group is now a Greyhound
Greyhound starts with its Armored skirts
Greyhound no longer has the canister shot
Greyhounds vet one is now the Valentine's Observation mode
Mechanized Recon Sweep is now Combined Arms
IR Pathfinders and now IR Marksmen
-2 Man sniper unit
-Can still call in Arty
-now 400 manpower from 210
-target size is 1.15
Combat group Paradrop is now a regular paradrop
Recon Support's Recon Sweep is now a Pack Howie Paradrop for 125 munition
OWK
To slow down the teching of OKW a initial research is required for 200 manpower and 30 fuel
This initial teching grants access to panzerfausts, Mg 34, Rakenwerfer, and SWS Half-tracks
-Starting unit is now a Volks squad
-Volks now cost 260 from 250
-Medics upgrade are now available at T0 for 250 manpower
-Obersoldaten are now in T1, and now gain access to a PzB AT rifle upgrade
-Incendiary grenades, Volks STG 44s, and Sturmpioneers Panzerscheck and flamer now locked behind a T0 upgrade
Kubel
Due to its overperforming for its cost, some slight add adjustments were made.
-MG removed
-MG upgrade added
-Recon upgrade added, increases vision range and enable it's usual vet 1 maphack ability.
-population is now 3 from 4
-cost is now 150 from 210
Fallschirmjagers
-now a 5 man squad that is dropped in
-equipped with MP 40s
-can be upgraded with 2 FG 42s
-now cost 330 manpower from 440
This will enable the squad to be more of a bruiser instead of a glass cannon.
Flak emplacements can no longer be decrewed
Vehicle crew repairs are now Panzerfusiliers
The Panzer Commander upgrade now also gives +20% accuracy
-cost increased from 25 to 50
Sturmtiger
-Now fires Grenades along with it's MG
-Reloading the main gun now costs 100 munition
-Veterancy now reduces the cost of reloading the Rocket
-Reloading the Rocket is now 30 seconds from 50
-Veterancy requirements greatly reduced
This changes the Sturmtiger from a cheesy wiping machine to a cost a reward system.
Flame Hetzer damage over time now equals the KV 8
Sturmpioneer's Flamethrower
-now non-doctrinal
-Doctrinal ability replaced withe GrW Mortar call in.
-The mortar is able to use incendiary barrages.
-One CP
Overwatch's doctrines Forward Receivers and Early Warning are now combined
Overwatch can now call in Jaeger Light Infantry
Pak 43 88mm
No longer can be decrewed
Now cost 400 manpower, 100 fuel
UKF
-Infantry Sections
RA is now .9 from .8
Cost is now 260 from 280
-Royal Engineers
RA is now .9 from .8
Now the starting unit from Infantry Sections
-Vickers HMG moved to T1
-Mobile Mortar added equal to the Ostheer mortar
-Mortar pits are now empty
Cost 100
Able to garrison infantry and mortars for a slight range bonus
Mortars gain a large barrage range
17 lbs population from 20 to 16
Commando Glider is now cost 400 from 500 and cp is now 3 from 4
Valentine is now 5 cp from 6
Sextons CP is now 8 from 9
HQ glider is now costs 450 from 550
Recovery Operations is now 2 cp
-costs 350 manpower from 450
-only spawns one sapper team
-Recovery Engineers Reworked
-5 man squad (still benefit from bolster)
-Received accuracy is .8
-equipped with lee enfields
-lee enfields are equal to tommies but damage is 10 from 16
-still retain all recovery engineer abilities
-unable to pick up slot upgrades but are able to pick from 3 upgrades
-minesweeper, able to be put away like Sturmpioneers
-Heavy Engineers. Gain two Vickers k's for 120 munitions. Does not require Anvil.
-Demolition upgrade. Gain three piats, and access to heavy gammon bombs. 120 munitions
Infiltration commandos
-now cost 340 manpower from 440
-equipped with Lee Enfields
Mortar Cover and Flame Mortar
-now a time ability that changes the barrages of the mortar
-He barrage turns into a incendiary barrage
-Smoke barrage turns into a White phosphorous barrage.
-100 munition, 120 seconds
With the extremely early access to the AEC in comparison to other faction's light vehicles and bofors potential timing some adjustments are made.
Anvil and Hammer are now in T1
Anvil now grants access to Bofors
Hammer now grants access to the AEC.
Ægion's Doctrinal Adjustments
4 May 2017, 21:19 PM
#1
Posts: 766 | Subs: 2
5 May 2017, 13:44 PM
#2
Posts: 1389 | Subs: 1
Interesting changes, some of them i have waited in the live game for a long time
Added:
Better to use this icons for commissar abillitites:
Added:
Better to use this icons for commissar abillitites:
5 May 2017, 18:22 PM
#3
Posts: 766 | Subs: 2
Interesting changes, some of them i have waited in the live game for a long time
Added:
Better to use this icons for commissar abillitites:
Thanks I should use those.
10 May 2017, 01:10 AM
#4
Posts: 766 | Subs: 2
New update.
Second variation available here.
http://steamcommunity.com/sharedfiles/filedetails/?id=922732350
This includes early game balance and changes.
Contains all the above and below.
I stated this in a previous rant on another, this will help explain some of mine decision making.
Show Spoiler
All
-Starting fuel is now 0
-All AT snares range is now 10 from 15~18
Due to the over preforming nature of this abilities. There range is reduced allow more reasonalbe
Soviets
-Starting manpower increased from 390 to 430 to meet other factions
-Both T1 and T2 cost now 200 manpower and 20 fuel
-Molotovs and AT grenades are now bundled together which also includes access to the Engineer's Flamethrower
Ostheer
-Swapped positions with the MG 42 and Grenadier
-T1 now costs 200, 20
-Pioneers Flamethrower now locked behind battle phase one.
USF
-Move the Mortar to T1
range increased to 80, auto attack rate of fire reduced
-Change the cost of T1 from 50 fuel, to 30 fuel, and reduce the research time
-Researching T1 grants access to Flamethrowers
-A second level of research is now available to T1 for 200, 30
Grants access to a Free Lieutenant, M20, and M15
-Lieutenant's body guards are now rangers
Lieutenant's stats now match the rangers but no longer comes with a free bar. This will enable the Lieutenant to be a non doctrine elite infantry.
-Riflemen Target Size is 1 from .97 but regain this at vet 1.
-The Doctrinal flame thrower ability is now a M3 with Cavalierly Riflemen.
6 man riflemen squad with carbines and can upgrade to three Thompsons.
They are able to use abilities while garrison in the half-track
OKW
To slow down the teching of OKW a initial research is required for 200 manpower and 30 fuel
This initial teching grants access to panzerfausts, Mg 34, Rakenwerfer, and SWS Half-tracks
-Starting unit is now a Volks squad
-Volks now cost 260 from 250
-Medics upgrade are now available at T0 for 250 manpower
-Obersoldaten are now in T1, and now gain access to a PzB AT rifle upgrade
-Incendiary grenades, Volks STG 44s, and Sturmpioneers Panzerscheck now locked behind a T0 upgrade
UKF
-Infantry Sections
RA is now .9 from .8
Cost is now 260 from 280
-Royal Engineers
RA is now .9 from .8
Now the starting unit from Infantry Sections
-Vickers HMG moved to T1
-Mobile Mortar added equal to the Ostheer mortar
-Mortar pits are now empty
Cost 100
Able to garrison infantry and mortars for a slight range bonus
Mortars gain a large barrage range
Second variation available here.
http://steamcommunity.com/sharedfiles/filedetails/?id=922732350
This includes early game balance and changes.
Contains all the above and below.
I stated this in a previous rant on another, this will help explain some of mine decision making.
Show Spoiler
All
-Starting fuel is now 0
-All AT snares range is now 10 from 15~18
Due to the over preforming nature of this abilities. There range is reduced allow more reasonalbe
Soviets
-Starting manpower increased from 390 to 430 to meet other factions
-Both T1 and T2 cost now 200 manpower and 20 fuel
-Molotovs and AT grenades are now bundled together which also includes access to the Engineer's Flamethrower
Ostheer
-Swapped positions with the MG 42 and Grenadier
-T1 now costs 200, 20
-Pioneers Flamethrower now locked behind battle phase one.
USF
-Move the Mortar to T1
range increased to 80, auto attack rate of fire reduced
-Change the cost of T1 from 50 fuel, to 30 fuel, and reduce the research time
-Researching T1 grants access to Flamethrowers
-A second level of research is now available to T1 for 200, 30
Grants access to a Free Lieutenant, M20, and M15
-Lieutenant's body guards are now rangers
Lieutenant's stats now match the rangers but no longer comes with a free bar. This will enable the Lieutenant to be a non doctrine elite infantry.
-Riflemen Target Size is 1 from .97 but regain this at vet 1.
-The Doctrinal flame thrower ability is now a M3 with Cavalierly Riflemen.
6 man riflemen squad with carbines and can upgrade to three Thompsons.
They are able to use abilities while garrison in the half-track
OKW
To slow down the teching of OKW a initial research is required for 200 manpower and 30 fuel
This initial teching grants access to panzerfausts, Mg 34, Rakenwerfer, and SWS Half-tracks
-Starting unit is now a Volks squad
-Volks now cost 260 from 250
-Medics upgrade are now available at T0 for 250 manpower
-Obersoldaten are now in T1, and now gain access to a PzB AT rifle upgrade
-Incendiary grenades, Volks STG 44s, and Sturmpioneers Panzerscheck now locked behind a T0 upgrade
UKF
-Infantry Sections
RA is now .9 from .8
Cost is now 260 from 280
-Royal Engineers
RA is now .9 from .8
Now the starting unit from Infantry Sections
-Vickers HMG moved to T1
-Mobile Mortar added equal to the Ostheer mortar
-Mortar pits are now empty
Cost 100
Able to garrison infantry and mortars for a slight range bonus
Mortars gain a large barrage range
10 May 2017, 08:47 AM
#5
Posts: 985 | Subs: 2
I like that someone takes the initiative in this moment of lack patchs
10 May 2017, 12:25 PM
#6
2
Posts: 194
I like generally like your ideas, especially for USF, so I took a quick look at some of the changes in CheatMod. That's the list of Bugs, Inconsistencies I found:
USF:
IR Marksmen:
-Their ability range is too high
-Then ordered to attack (right click and attack move) something they move close in, so what the guy with the carbine can shoot, completely negating the long range
Greyhound:
-The IR Sweep ability is available at vet 0
-Pack Howie for 100 mun is too cheap, for the power it has
WC51:
-Wrong Icon then upgraded with 50cal (it shows mg42) same thing with Sherman
-A firing arc is shown then clicking on the vehicle, but there is no suppression -> confusing
Sherman:
-105 upgrade has Icon of arty barrage
-sherman keeps it mobility even then upgraded to a bulldozer
- you can invest now 260mun in a single tank -> change some upgrade cost to fuel
-wrong voice line then upgrading (always says "mount that 50")
Soviet:
Shock Army:
-Revolver has no shooting animation and flows behind the back
-Red Banner T34 are way too cheap for what they offer also wrong call in icon
Ostheer:
250 Halftrack:
-Wrong voice line then call on to the field (announcer always says something about mortar halftrack)
-even then not upgraded the mortar is still in it
-then upgraded the mortar has no crew, so it fires on its own
-then upgraded to mortar halftrack wrong icon
So yea that's it for now, your mod needs a lot of refining, but the concept behind it sounds great, so keep it up!
Also, you shouldn't split your mod in two parts. First it's confusing what exactly changed (due to unclear patch notes) and second many changes only work if you have them all at once.
USF:
IR Marksmen:
-Their ability range is too high
-Then ordered to attack (right click and attack move) something they move close in, so what the guy with the carbine can shoot, completely negating the long range
Greyhound:
-The IR Sweep ability is available at vet 0
-Pack Howie for 100 mun is too cheap, for the power it has
WC51:
-Wrong Icon then upgraded with 50cal (it shows mg42) same thing with Sherman
-A firing arc is shown then clicking on the vehicle, but there is no suppression -> confusing
Sherman:
-105 upgrade has Icon of arty barrage
-sherman keeps it mobility even then upgraded to a bulldozer
- you can invest now 260mun in a single tank -> change some upgrade cost to fuel
-wrong voice line then upgrading (always says "mount that 50")
Soviet:
Shock Army:
-Revolver has no shooting animation and flows behind the back
-Red Banner T34 are way too cheap for what they offer also wrong call in icon
Ostheer:
250 Halftrack:
-Wrong voice line then call on to the field (announcer always says something about mortar halftrack)
-even then not upgraded the mortar is still in it
-then upgraded the mortar has no crew, so it fires on its own
-then upgraded to mortar halftrack wrong icon
So yea that's it for now, your mod needs a lot of refining, but the concept behind it sounds great, so keep it up!
Also, you shouldn't split your mod in two parts. First it's confusing what exactly changed (due to unclear patch notes) and second many changes only work if you have them all at once.
12 May 2017, 19:44 PM
#7
Posts: 766 | Subs: 2
New Update
Ability range is now 40 from 60
Fixed the issue with the attack order
Fixed
Now 125
That is the actual icon for the Sherman MG.
Firing arc display is removed.
I do not know what else to describe the upgrade for the 105. Currently I am using in game assets.
Bulldozer upgrade reduces the acceleration by 30% now
Bulldozer upgrade now costs 100 man power and 40 fuel.
Removed the voice lines for the dozer upgrade and 105
Fixed the revolver animation.
Red banner call in now costs 700 man, 260 fuel from 600, 200.
-call in voice line is now the assault group line.
-no more mortar upgrade, now mortars built/captured can be garrison and use barrages.
--------------------------------------------------------------------------------------
UKF
Mortar Cover and Flame Mortar
-now a time ability that changes the barrages of the mortar
-He barrage turns into a incendiary barrage
-Smoke barrage turns into a White phosphorous barrage.
-100 munition, 120 seconds
Soviets
M42 Light AT Gun
-the main gun is adjusted so it fight infantry.
OKW
Sturmpioneer's Flamethrower
-now non-doctrinal
-Doctrinal ability replaced withe GrW Mortar call in.
-The mortar is able to use incendiary barrages.
-One CP
I like generally like your ideas, especially for USF, so I took a quick look at some of the changes in CheatMod. That's the list of Bugs, Inconsistencies I found:
USF:
IR Marksmen:
-Their ability range is too high
-Then ordered to attack (right click and attack move) something they move close in, so what the guy with the carbine can shoot, completely negating the long range
Ability range is now 40 from 60
Fixed the issue with the attack order
Greyhound:
-The IR Sweep ability is available at vet 0
Fixed
I like generally like your ideas, especially for USF, so I took a quick look at some of the changes in CheatMod. That's the list of Bugs, Inconsistencies I found:
USF:
-Pack Howie for 100 mun is too cheap, for the power it has
Now 125
WC51:
-Wrong Icon then upgraded with 50cal (it shows mg42) same thing with Sherman
-A firing arc is shown then clicking on the vehicle, but there is no suppression -> confusing
That is the actual icon for the Sherman MG.
Firing arc display is removed.
Sherman:
-105 upgrade has Icon of arty barrage
-sherman keeps it mobility even then upgraded to a bulldozer
- you can invest now 260mun in a single tank -> change some upgrade cost to fuel
-wrong voice line then upgrading (always says "mount that 50")
I do not know what else to describe the upgrade for the 105. Currently I am using in game assets.
Bulldozer upgrade reduces the acceleration by 30% now
Bulldozer upgrade now costs 100 man power and 40 fuel.
Removed the voice lines for the dozer upgrade and 105
Soviet:
Shock Army:
-Revolver has no shooting animation and flows behind the back
-Red Banner T34 are way too cheap for what they offer also wrong call in icon
Fixed the revolver animation.
Red banner call in now costs 700 man, 260 fuel from 600, 200.
Banner T34 are way too cheap for what they offer also wrong call in icon
Ostheer:
250 Halftrack:
-Wrong voice line then call on to the field (announcer always says something about mortar halftrack)
-even then not upgraded the mortar is still in it
-then upgraded the mortar has no crew, so it fires on its own
-then upgraded to mortar halftrack wrong icon
-call in voice line is now the assault group line.
-no more mortar upgrade, now mortars built/captured can be garrison and use barrages.
--------------------------------------------------------------------------------------
UKF
Mortar Cover and Flame Mortar
-now a time ability that changes the barrages of the mortar
-He barrage turns into a incendiary barrage
-Smoke barrage turns into a White phosphorous barrage.
-100 munition, 120 seconds
Soviets
M42 Light AT Gun
-the main gun is adjusted so it fight infantry.
OKW
Sturmpioneer's Flamethrower
-now non-doctrinal
-Doctrinal ability replaced withe GrW Mortar call in.
-The mortar is able to use incendiary barrages.
-One CP
14 May 2017, 18:15 PM
#8
Posts: 766 | Subs: 2
New Update
This update is based around large AT guns
Soviets
B4
Soviets have trouble with heavily armored opponents, additionally the B4 is an RNG Machine which tends roll bad and inconsistent. The B4 also has a potentially over powered direct fire mode. I have reworked it so now it provide the heavy at role and be reliable.
-costs 500 manpower and 100 fuel
-16 population
-can no longer decrewed
-Now has a auto attack to be very effective vs vehicles.
-Auto attacks are useful vs infantry but has a generally high scatter
-range 100
-Max models is set to 3. (no full health squad wipes)
-Aoe radius is 6
-Lethal radius range is around 2
-has a prioritized vehicle fire.
Vet:1
-100 munitions
-arty barrage: 3 shots
-range 200
-Max models is set to 3. (no full health squad wipes)
-Aoe radius is 8
-Lethal radius range is around 5
Soviet defense tactics
-Tank traps are now non-doctrinal
-Tank traps doctrinal ability replaced with B4
Pak 43 88mm
No longer can be decrewed
Now cost 400 manpower, 100 fuel
PzB39
now uses Kasarov's design
UKF
17 lbs population from 20 to 16
This update is based around large AT guns
Soviets
B4
Soviets have trouble with heavily armored opponents, additionally the B4 is an RNG Machine which tends roll bad and inconsistent. The B4 also has a potentially over powered direct fire mode. I have reworked it so now it provide the heavy at role and be reliable.
-costs 500 manpower and 100 fuel
-16 population
-can no longer decrewed
-Now has a auto attack to be very effective vs vehicles.
-Auto attacks are useful vs infantry but has a generally high scatter
-range 100
-Max models is set to 3. (no full health squad wipes)
-Aoe radius is 6
-Lethal radius range is around 2
-has a prioritized vehicle fire.
Vet:1
-100 munitions
-arty barrage: 3 shots
-range 200
-Max models is set to 3. (no full health squad wipes)
-Aoe radius is 8
-Lethal radius range is around 5
Soviet defense tactics
-Tank traps are now non-doctrinal
-Tank traps doctrinal ability replaced with B4
Pak 43 88mm
No longer can be decrewed
Now cost 400 manpower, 100 fuel
PzB39
now uses Kasarov's design
PzB39:
UKF
17 lbs population from 20 to 16
18 May 2017, 15:06 PM
#9
Posts: 766 | Subs: 2
New Update
With the Recent talk about Lend Lease and other assortments, the patch is more focused on it.
Additionally, the MAIN WORKSHOP LINK HAS BE CHANGED.
Soviets
Munitions to Fuel Airdrop changed
Affects Soviet industry and
-Now a Zis 6 (US6) Supply truck
-200 manpower
-Has the same abilities as the Ostheer's Opel Blitz.
-Able to be upgrade to a Katyusha for 200 manpower 50 fuel, but requires t4 to be built
Assault Guards
-4, PPshs removed
-Able to upgrade to 4 Thompsons
-or able to upgrade to two bazookas
This will help with the theme of using allied equipment
M4C Shermans
-Like T34/85s now they must be built in T4
Shocks
To make doctrines with shocks more adaptable, shocks are gaining an upgrade to turn the PPSHs into Svt 40 rifles
-uses slot inventory
-increases ranged damage but reduces short range damage.
-75 munitions
Guards
-Guards no longer come with PTRS upgrade
-Guards can either upgrade to PTRS or DP 28s, not both
-Guards PTRS upgrade now adds 3 PTRS instead of 2
This will allow Guards to either specialized into anti infantry or anti tank and not be a mix of both.
Ostheer
Munition/Fuel drop
-Now an Opel blitz call in.
This will make the ability more reliable and less map dependent.
Osttruppen Reserves
-both will always come out with an LMG 42
Mobile Defense Doctrine
-Puma is now a non-doctrinal T2 vehicle that requires Battle-phase 2
This will enable a more preferably light vehicle counter to Ostheer.
-Counter attack is now Hull Down
-Puma dispatch is now a build-able 'Captured T34/76' in T3
'Captured T34/76'
-340 manpower, 100 fuel
-180 armor from the standard 150
-health is 720 from the standard 640
-Target size is 24 from the standard 22
-can be hulled down
-uses the armored skirts and hull extras animators.
Community Defensive Doctrine
-Trenches now Osttruppen Reserves (Affects Osttruppen Doctrine)
-Tank Traps are now available non-doctrinal
-Tank Traps slot is now a Repair Bay that repairs nearby buildings and vehicles.
-Pak 43 in Community Defensive Doctrine only now replaced with a buildable Panthertrum
Panthertrum
-300 manpower, 75 fuel
-8 CP
-Main gun equals to the Panther but with a reasonable AOE radius.
-Able to be garrisoned with one squad, Infantry, Sniper, or MG42.
With the Recent talk about Lend Lease and other assortments, the patch is more focused on it.
Additionally, the MAIN WORKSHOP LINK HAS BE CHANGED.
Soviets
Munitions to Fuel Airdrop changed
Affects Soviet industry and
-Now a Zis 6 (US6) Supply truck
-200 manpower
-Has the same abilities as the Ostheer's Opel Blitz.
-Able to be upgrade to a Katyusha for 200 manpower 50 fuel, but requires t4 to be built
Assault Guards
-4, PPshs removed
-Able to upgrade to 4 Thompsons
-or able to upgrade to two bazookas
This will help with the theme of using allied equipment
M4C Shermans
-Like T34/85s now they must be built in T4
Shocks
To make doctrines with shocks more adaptable, shocks are gaining an upgrade to turn the PPSHs into Svt 40 rifles
-uses slot inventory
-increases ranged damage but reduces short range damage.
-75 munitions
Guards
-Guards no longer come with PTRS upgrade
-Guards can either upgrade to PTRS or DP 28s, not both
-Guards PTRS upgrade now adds 3 PTRS instead of 2
This will allow Guards to either specialized into anti infantry or anti tank and not be a mix of both.
Ostheer
Munition/Fuel drop
-Now an Opel blitz call in.
This will make the ability more reliable and less map dependent.
Osttruppen Reserves
-both will always come out with an LMG 42
Mobile Defense Doctrine
-Puma is now a non-doctrinal T2 vehicle that requires Battle-phase 2
This will enable a more preferably light vehicle counter to Ostheer.
-Counter attack is now Hull Down
-Puma dispatch is now a build-able 'Captured T34/76' in T3
'Captured T34/76'
-340 manpower, 100 fuel
-180 armor from the standard 150
-health is 720 from the standard 640
-Target size is 24 from the standard 22
-can be hulled down
-uses the armored skirts and hull extras animators.
Community Defensive Doctrine
-Trenches now Osttruppen Reserves (Affects Osttruppen Doctrine)
-Tank Traps are now available non-doctrinal
-Tank Traps slot is now a Repair Bay that repairs nearby buildings and vehicles.
-Pak 43 in Community Defensive Doctrine only now replaced with a buildable Panthertrum
Panthertrum
-300 manpower, 75 fuel
-8 CP
-Main gun equals to the Panther but with a reasonable AOE radius.
-Able to be garrisoned with one squad, Infantry, Sniper, or MG42.
30 May 2017, 23:15 PM
#10
Posts: 766 | Subs: 2
Big update
Ostheer
Due to the major cost in teching and the concept of this faction is suppose to be more of the early war, big changes were made.
T4 is no longer available and units are divided up.
Battlephase 3 now costs 200 manpower, 60 fuel
Pak 40
- now in T1
T2
In the live version, it sits in a weird spot it comes out either to late for some vehicles and still is technically required to build
-no longer requires battle 1
-cost increased to 40 fuel from 20
222
In live game, it usually spells instant death to earlier vehicles will tend to still be too inferior to the next level of vehicles.
-222 2cm cannon upgrade reverted and now requires Battlephase one in order to upgrade.
-Fuel cost decrease from 30 to 10
-New 223 radio equipment upgrade. This reveals nearby units on the mini map without line of sight. Additionally it plays messages without audio of what your opponent has built.
-upgrades are exclusive.
Puma now requires Battlephase one in order to meet timings of other light vehicles.
Panzerwerfer is now available in T2 with Battle Phase 3
T3
-cost is now 200 and 60 fuel
-with small some changes Ostheer can now field thier tanks a little bit earlier than other factions, but they have been changed a bit
StuG and Panzer 4
-now both start out as the short barrel version
-StuG now cost 280 manpower, 65 fuel
-Panzer 4 now cost 300 manpower, 80 fuel
-Both can be upgraded to the long barrel version for 100 manpower 50 fuel.
Panther is now available in t3, just requires Battle phase 3
Puma (Captured t34/76) and Stug E call in now replaced with build-able Brummbär in T3
USF
M1 AT gun
-moved to initial upgrade in t1 to match other timing of AT guns
M20 Utility Car
-moved to initial upgrade in t1
-crew's bazooka removed
-crew can now craft all engineer items
Pack Howie
-moved to Lieutenant dispatch upgrade
Captain
-Like the Lieutenant now leads a squad a of rangers.
M8 Scott
-moved to Captain from Major
M10 Wolverine
-moved to Captain
-Doctrinal dispatch is replaced with the M5
Major Tech
-Added a M3A4(76) has increased armor pen to a regular Sherman but with less AOE
-E8 Cost increased to 420 manpower 155 fuel from 380 manpower, 140 fuel.
Penetration increased from 155/165/200 to 175/190/240
OKW
Kubel
Due to its overperforming for its cost, some slight add adjustments were made.
-MG removed
-MG upgrade added
-Recon upgrade added, increases vision range and enable it's usual vet 1 maphack ability.
-population is now 3 from 4
-cost is now 150 from 210
UKF
With the nerfs to infantry sections, I created some more doctrinal elite infantry options.
Recovery Engineers Reworked
-Now costs 350 manpower
-5 man squad (still benefit from bolster)
-Received accuracy is .8
-equipped with lee enfields
-lee enfields are equal to tommies but damage is 10 from 16
-still retain all recovery engineer abilities
-unable to pick up slot upgrades but are able to pick from 3 upgrades
-minesweeper, able to be put away like Sturmpioneers
-Heavy Engineers. Gain two Vickers k's for 120 munitions. Does not require Anvil.
-Demolition upgrade. Gain three piats, and access to heavy gammon bombs. 120 munitions
With the extremely early access to the AEC in comparison to other faction's light vehicles and bofors potential timing some adjustments are made.
Anvil and Hammer are now in T1
Anvil now grants access to Bofors
Hammer now grants access to the AEC.
Ostheer
Due to the major cost in teching and the concept of this faction is suppose to be more of the early war, big changes were made.
T4 is no longer available and units are divided up.
Battlephase 3 now costs 200 manpower, 60 fuel
Pak 40
- now in T1
T2
In the live version, it sits in a weird spot it comes out either to late for some vehicles and still is technically required to build
-no longer requires battle 1
-cost increased to 40 fuel from 20
222
In live game, it usually spells instant death to earlier vehicles will tend to still be too inferior to the next level of vehicles.
-222 2cm cannon upgrade reverted and now requires Battlephase one in order to upgrade.
-Fuel cost decrease from 30 to 10
-New 223 radio equipment upgrade. This reveals nearby units on the mini map without line of sight. Additionally it plays messages without audio of what your opponent has built.
-upgrades are exclusive.
Puma now requires Battlephase one in order to meet timings of other light vehicles.
Panzerwerfer is now available in T2 with Battle Phase 3
T3
-cost is now 200 and 60 fuel
-with small some changes Ostheer can now field thier tanks a little bit earlier than other factions, but they have been changed a bit
StuG and Panzer 4
-now both start out as the short barrel version
-StuG now cost 280 manpower, 65 fuel
-Panzer 4 now cost 300 manpower, 80 fuel
-Both can be upgraded to the long barrel version for 100 manpower 50 fuel.
Panther is now available in t3, just requires Battle phase 3
Puma (Captured t34/76) and Stug E call in now replaced with build-able Brummbär in T3
USF
M1 AT gun
-moved to initial upgrade in t1 to match other timing of AT guns
M20 Utility Car
-moved to initial upgrade in t1
-crew's bazooka removed
-crew can now craft all engineer items
Pack Howie
-moved to Lieutenant dispatch upgrade
Captain
-Like the Lieutenant now leads a squad a of rangers.
M8 Scott
-moved to Captain from Major
M10 Wolverine
-moved to Captain
-Doctrinal dispatch is replaced with the M5
Major Tech
-Added a M3A4(76) has increased armor pen to a regular Sherman but with less AOE
-E8 Cost increased to 420 manpower 155 fuel from 380 manpower, 140 fuel.
Penetration increased from 155/165/200 to 175/190/240
OKW
Kubel
Due to its overperforming for its cost, some slight add adjustments were made.
-MG removed
-MG upgrade added
-Recon upgrade added, increases vision range and enable it's usual vet 1 maphack ability.
-population is now 3 from 4
-cost is now 150 from 210
UKF
With the nerfs to infantry sections, I created some more doctrinal elite infantry options.
Recovery Engineers Reworked
-Now costs 350 manpower
-5 man squad (still benefit from bolster)
-Received accuracy is .8
-equipped with lee enfields
-lee enfields are equal to tommies but damage is 10 from 16
-still retain all recovery engineer abilities
-unable to pick up slot upgrades but are able to pick from 3 upgrades
-minesweeper, able to be put away like Sturmpioneers
-Heavy Engineers. Gain two Vickers k's for 120 munitions. Does not require Anvil.
-Demolition upgrade. Gain three piats, and access to heavy gammon bombs. 120 munitions
With the extremely early access to the AEC in comparison to other faction's light vehicles and bofors potential timing some adjustments are made.
Anvil and Hammer are now in T1
Anvil now grants access to Bofors
Hammer now grants access to the AEC.
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