"A flamenwerfer is a good weapon, but I still prefer a rifle or a KNIIIIVE!" -Stormtrooper?
"Then want us to attack a Sturmpanzer. That's right, a Sturmpanzer."
"You want us to attack an elephant? Yal vol."
lmao, I never even noticed there was a modifier in the construction tab til now. Apologies for trying to call you out or whatev.
Certainly doesn't feel like 22 armor though.
Do not worry about it, I was partially wrong as well.
This does pose a question in which should the Sherman HE shell penetration increased to 35? It would mean penetration vs OKW HQs as well. Their armor is 35. The Panzer 2 armor is 55 so I would have a higher pen chance while the puma's armor is only 25 so it already pens.
Oops, I for got to add the armor from the health, so it is 22 when fully constructed.
The bunker armor is 35 and the he round pen is 25. The fighting position armor is 20 in comparison, hence why this building can eventually be gunned down.
WTF a u doing
Long answer this:
This is not a Relic preview patch. This is a personal mod.
This will most likely my last mod I will release for Company of Heroes 2. I will continue to update this mod for balance and bug fixing. This mod was develop on and mostly off in this last year, so there maybe some of the recent updates that might conflict. This mod tackles a lot of design issues I have with this game. This mod largely separates Ostheer and OKW in design, as best I could.
https://steamcommunity.com/sharedfiles/filedetails/?id=1901658150 General Show Spoiler All factions start with prefab bases All factions can build MG Bunkers for 200 manpower 20 fuel All factions can research medics in T0 for 200 manpower 25 fuel All slot items DO NOT drop All tanks DO NOT abandon or have main gun destroyed All static weapons can NOT be decrewed When there health reaches 0 they will die Weapon teams can now only no longer capture points while in combat. While in combat is defined as not receiving fire. They can still fire and capture. Three second duration until they can capture once again. Soviet's M3A1 Scout car, Ostheer's 250 halftrack, USF's WC 51, OKW's Kubel, and UKF's Universal Carrier now all can capture, while not in combat. Same as above. All snares adjusted.
-All snare ranges are set to 12.
-Damage increased to 90 from 100
-Engines damaged at .75 health
-Main gun destroyed at .5
-Heavy Engine damage at .25 All medium tanks have their scatter reduced while only have to affect one entities per squad. All tanks coaxil and hull mgs damages have been increased and their cone of fire widen. This should help them become more consistence vs infantry. Mortars and Mortar Halftracks have their scatter significantly reduced while there damage has been cut. This should make them more consistence vs stationary units that are in cover. There job should be more focus in displacement rather than damage. Additionally, this helps improve their intended role. All CQC units will now run up to units when right clicked on a target. This effect is canceled when a slot item becomes equipped. Forward Retreat Points
-Now Available to all from the start or near start of the game.
-Cost is generally around 300 manpower, 30 fuel
Soviet Forward HQ
Deployed by ZIS Transport Truck
ZIS Transport Truck can be built by T0 HQ
Gains medics when Researched at T0 HQ
MG bunkers medic upgrade includes forward retreat point and forward reinforce point for 100 manpower
MG bunker looses MG
Both Captain and Major
Both single man squads
Captain available in T0
First Ambulance Dispatch includes base medics, but takes longer
SWS halftrack still build forward structures
Forward HQ requires T1
Medics will only spawn if research in T0
Do not need to research forward retreat point
Can build forward units
Medics will only spawn if research in T0
Do not need to research forward retreat point Tanks generally have 160 more health (1 at gun shot) Tank Destroyers generally deal 240 damage from 160 Heavy tanks generally deal 240 damage and have less scatter, but deal less damage to infantry
-More reliable All Snipers replaced with Light Infantry All flamers are now doctrinal Flamers fire in streams instead of bursts Heavy AT guns ranged increased to 100 and no longer pierce through structures Large changes to infantry in balance HMGs range increased to 50 from 45 Large changes to base manpower ticks
-300 manpower per minute to 450 manpower per minute Manpower cost adjustments across the board Vet 1 abilities generally removed
-Rest are vet 0 Veterancy adjustments Reserve Infantry Show Spoiler
Rather than reduce accuracy while not in cover, now gains damage resistance while in cover.
There primary role to hold the line and be defensive
Engagements with these units will take a long time
8 men Most abilities stay intact Non doctrinal
Osttruppen 8 Men Two weapon slots Most abilities stay intact
Rear Echelon 8 Men Two weapon slots Can build standard mines Can still repair Most abilities stay intact
Volks 7 Men No longer have the incendary grenade No weapon upgrades Can Scavenge
Standard Infantry Show Spoiler
T1 Unit SVT Rifles Can throw frag when molotov is researched 6 men
Grenadier 5 Men T1 Unit Most abilities stay intact 5 weapon slots No non-doctrinal LMG
Panzer Grenadier 4 Men 100 Health G43 Rifles Can throw standard frag with BP1 4 Weapon slots T2 Unit No Panzerschreck Upgrade
Riflemen 6 Men AT rifle grenade require grenade research 2 weapon slot
Sturm Pioneers 4 Men K98 Rifles Many abilities Can repair vehicles and structures at a reduced rate Many global upgrades
-Repair Rates Squad upgrades (pick one)
Infantry Sections 5 Men Can repair structures at a reduced rate
-NOT Vehicles 3 Weapon Slots Squad upgrades
-Non compatible with slot weapons
-Able to put minesweeper away Bolster Squad
Increase squad size by one
Passive out of combat healing aura
Increase squad size by one
Engineers Show Spoiler
Armed with PPSH Can be upgrades with PTRS Or Minesweeper
Pioneers More effective MP 40s Teller mine
-Damage reduced to 240
-Cost reduced to 30 Can be upgraded with Minesweeper
Assault Engineers 5 Men Non doctrinal 2 Weapon Slots
Vehicle Crew NOW ONLY WITH UKF
Light Infantry Show Spoiler
Soviet Sniper Squad
4 Men/Women 1 Scoped rifle 50 range
Jaeger Light Infantry 4 men 1 scoped rifle 50 range
Pathfinders 4 men 0 CP Two weapon slots Range 35 Can be upgraded with two scoped rifles
-Range increased to 50
British Sniper 4 men 1 Scoped rifle 50 Range
Assault Squads Show Spoiler
6 men Smoke Grenade Frag Grenade
6 men 4 men infiltration Mp41(r) Smoke Grenade Grenade Assault Booby Trap Camo 6 Weapon slots
6 Men M1A1 Carbines 3 weapon Slots No 1919 upgrade Cooked Frag Paradrop
Fallschirmjaegers 5 Men MP 40s Bundle Grenade Frang Smoke Faust Can be upgraded with 2 FG 42s Camo Paradrop
Commandos 6 Men 4 men infiltration Gammon Camo Demo
Elite Squads Show Spoiler
5 Men M1A1 Carbines Can be upgraded with two Flamers Cooked Frag
Obersoldton 4 Men MP44 IR
Flamer Squads Show Spoiler
6 Men 2 Flamers
Urban Assault Panzer Grenadier 5 Men 2 Flamers
Royal Flamer Engineers 5 Men 2 Flamers
Other Show Spoiler
5 Men Various Bolt actions
-All equal Can be upgrades with either SMGs or PTRS infiltration
Panzer Fusiliers 4 Men Two panzerschecks Can lay teller mines Camo Have an AT rifle Grenade
âLightâ Tank Destroyers Show Spoiler 120 Damage gun 400 health
Su76 Now able to fire smoke barrages
Puma Non Doctrinal T2, Battle phase 1
Wolverine Non doctrinal 640 health T2
AT Hetzer T2
Soviets Show Spoiler
Of all the factions, this faction has the least amount of changes. They still use cashes, and their tech structure is the same. They do gain access to a forward HQ. Penals are guards have been flipped and the M42 is a non-doctinal item in T1. All soviet weapon teams do start with 4 men but there is now a global upgrade to increase their squad size along with conscripts.
T0 Conscripts Combat Engineers Zis Truck 4 Buildings Medic AT grenade Molotov T1 Guards M42 AT gun
-120 Damage PM-82 Mortar T2 Zis 3 AT gun Maxium HMG M3A1 Scout Car
- Now has passive Capture points
- Front M2B MG has increase armor pen Bolster Squad
T3 M5 Halftrack Quad Upgrade
- Only have suppression when stationary
- More Suppression T70 SU 85
-Now has a Smoke Barrage
-Share cool down with HE barrage T4 T34/76 SU/85 Katsuya KV1
- Non Doctrinal
Doctrines ML 20's now have access to smoke barrages.
-smoke barrages are free and are on their own cooldown. All guards replaced with Sniper Squad T34/85 More functions like a Panther Red Banner T34/85s have effective rounds vs infantry Airborne Troops Tactics With many parts not compatible with the mod it has be adjusted 2 CP DShK HMG ParaDrop 4 CP Allied Air Supply 10 CP IL-2 Anti-Tank Rocket Run 12 CP IL-2 Loiter 12 CP Red Banner T34/85s Anti Infantry Tactics 0 CP KV 8 2 CP DShK 3 CP Penals 4 CP Recon Loiter 7 CP Incendiary Barrage Conscript Support Tactics KV1 replaced with ISU 152 Counter Attack Tactics Replace KV 1 with Red Banner T34/85s B4 Now has an auto attack of 320 damage
-auto fires vs Vehicles PMD 6 Mines Allows building of light AT mines
-now are built in a line for 5 munitions each
-damage increased from 40 to 80
-no longer inflicts a critical Allows building of AP Mine Fields Guard Rifle Combined Arms Tactics Kv1 Replaced with Fire and Maneuver
-Tanks for the duration will move faster and capture points Partisan Anti Infantry replaced with booby traps Partisan Anti Tank replaced with Partisan Fighters Soviet Industry Crew Repair replaced with Soviet War Machine
-Up to three lost tanks are replaced with T34/76 Soviet Shock Army 2 CP 120mm Mortar 2 CP Shock Troops 9 CP Fire and Manuver 10 CP IS 2 12 CP IL-2 Loiter Tank Hunter Tactics ML 20 Replaced with B4 Urban Defense Tactics M42 Replaced with DHsK HMG Forward HQ replaced with PMD 6 mines Ostheer Show Spoiler
In live, the battlephase system is not really properly implemented. It is teching with extra steps. This mod changes that. Now only three structures from five. Additionally there are weapon racks, PzB AT rifles and STG 44s. Supply and locking down sectors are now through Opel Blitz rather than cashes.
-No cashes Opel Blitz Cargo Truck
-Lockdown territory Buildings BattlePhases Panther
-Requires Battlephase 3 T1 Grenadier MG 42 Pak 40 GrW Mortar Battlephase 1
-Unlocks Weapon Racks Battlephase 2
-Ostwind T2 Panzer Grenadier 250 Halftrack
- Can be upgraded with MG 42 Pak 36
-Light AT gun
-120 damage 221
-Can be upgrades with 20mm Auto Cannon (222)
-Can be Upgraded with radio (223) BattlePhase 1
-250 Mortar Halftrack
-Puma BattlePhase 2
-Stug 3 G
160 Damage gun
-Stug 3 E
-Cheap Doctrines Lehf 18's now have access to smoke barrages.
-smoke barrages are free and are on their own cooldown. Supply Drops Zone Replaced with Supply Center Assault Support Doctrine Cargo Truck Replaced with Supply Center Supply Center can be built by pioneers
-On field Reinforcements
-Forward Retreat Points
-Selective Resource Generation Stuka Dive Bomb Now drops 4 Smaller bombs rather than 1 large bomb Close Air Support Doctrine Strafes are replaced with single aircraft loiter Stug Es are Replaced with Brumbars
-Brumbars bunker buster is Vet 0 Defensive Doctrine Defensive Fortifications MG bunker is replaced by a Panthertrum Emplacement G43s are replaced with LMG 42s which takes up 3 weapon slots. Encirclement 2 CP Storm Troopers 2 CP LMG 42s 7 CP Break the Supply Line 12 CP Vehicle Breakthrough
-Vehicle can capture points
-Units in cut off sectors will received airstrikes
-Infantry and buildings with receive fire bombs
-Vehicles will be strafe with AT guns
-250 Munitions 12 Command Panther Mortar Halftracks replaced with Urban Assault Panzer Grenadiers Panzer 4 Command Tanks
-Can use Heat Rounds
-Can call in Artillery Strikes German Infantry 0 CP Ostruppen 2 CP Stormtroopers 6 CP Assault and Hold 8 CP Brumbar 10 Fragmentation Bombs Jaeger Commander replaced with Jaeger Light Infantry Mechanized Assault Assault Grenadiers replaced with incendiary mortar barrages
- Both the 250 Halftrack and GrW can fire incendiary barrages
- 2 CP Puma Replaced with Hull Down USF Show Spoiler
Even with recent updates, the teching USF is not ideal. So, I made it into simple linear teching. Supply is no longer with cashes. Now it is with upgraded WC51 trucks. Additionally there was a lot of reorganizing tech. The M10 is no longer doctrinal while the Jackson is. The 76mm Sherman is now the late game tank destroyer will the easy 8 is command tank. The 105mm Sherman is now non doctrinal while the M8 Scott is doctrinal which allows it to arrive sooner. Vehicle crews are also removed
T0 Riflemen Assault Engineers WC51
-Can be upgraded with a 50 cal
-Can be upgraded to a supply truck
-Locks down Sector Ambulance M1919 replaced with Thompson Rack Two Thompson are picked at a time
T1 81 mm Mortar M1 AT Gun M2B HMG M20 Utility Car
-M6 mines no longer cause immobilization
Cost Reduce to 30
Damage Reduced to 240 T2 M10 Pack Howitzer M5 Stuart M15 AA Halftrack T3 Major M4A3 (75mm) Sherman
-Can be upgraded with a Dozer Blade M4 A3 (76mm) Sherman
-Anti Tank only M4A3 (105mm) Sherman
-Can be upgraded with a Dozer Blade Doctrines Airborne HMG and AT gun combined MG Strafe Added Armor 0CP Raid 2 CP Withdrawal and Refit 4 CP Combined Arms 10 CP Jackson Tank Destroyer 12 CP 240mm Artillery Infantry Mortar Halftrack replaced with Rear Echelons M1919 now a unit upgrade Mechanized 0 CP(Passive) M3 Halftracks
- M21 Mortar Halftracks and M3 Halftracks are available in T0 2 CP Withdrawal and Refit 4 CP Combined Arms 8 CP 155 Artillery 13 CP Pershing Recon Support 0 CP Raid 0 CP Pathfinders 4 CP Grey Hound 7 CP M8A1 Scott 7 CP Cluster Bombs Rifle Company Assault Engineers can be upgraded with one flamer Easy 8 Replaced with Command Easy 8
-Able to call in Artillery and mark vehicles
-Limit to one Urban Assault Urban Assault Kit
-Assault Engineers can be upgraded with a flamer M4A3 Assault Kit
-75mm, and 76mm can fire White Phosphorus
-105mm and setup to increase range like the KV 2 M4 Calliope can now fire its main gun
- Health set to 480 OKW Show Spoiler
Definitely the biggest change here in structure. This combine CoH1 Panzer Elite, Coh2 Soviets, and Coh2 OKW. Sturmpioneers are now the jack of all trades infantry unit and there is no non doctrinal panther or King Tiger. T3 focuses on panzer 4s; Reserve Panzer 4 J, and Ideal Panzer 4 H, and a short barrel panzer 4 C. Jadgpanzer 4 for anti-tank as well.
T0 Sturmpioneers Kubal
Now comes unarm
Can be upgraded
-MG34 SWS Halftrack
-Can be build a Forward HQ
-Can be build a forward supply center to lock down resources Bolster Squad Buildings T1 MG34 Lieg
-Auto Attacks are now direct fire
-Still has barrages Rakenwerfer Panzer 2
-Requires Demolition Demolition Upgrade
T2 251 Halftrack
-Can be upgraded with MGs 251 Stuka zu fus
-Now fires with scatter instead of a creeping barrage 251 Flak Halftrack
-Now can fire on the move
-Suppresses when stationary AT Hezter Repair Upgrade T3 Jadgpanzer 4 Panzer 4 C
-Fires arcing projectiles Panzer 4 J
-Very slow turret rotation
-Cheaper Panzer 4 H
-More responsive that most medium tanks \ Doctrines Breakthrough Sturm Offizier is now a one man squad Jagdtiger replaced with King Tiger Elite Armor 221 Replace with LMG 34
-Sturmpioneers maybe upgrade with one LMG 34 Sturmtiger replaced with Jagdtiger Feuersturm Flammpanzer 38
-Now an upgrade for AT Hetzer
-Allows 251 Halftrack may now upgrade with a duel flame kit Incendiary Munitions
-Also allows Stuka zu FuB with incendiary barrages Replaces Assault Package with Incendiary Grenades Fortifications Field Defenses with Volksgrenadier Heavy Fortifications allow SWS halftrack to entrench into 7/2 Flak Halftracks Overwatch Early warning no long has Goliath
-Allows Sturmpioneers to fire flares and lay flare mines
Scavenge Flak Panzer replaced with Pantherturm UKF Show Spoiler
Big changes here. Infantry Sections are now a hybrid engineer while vehicle crews are meant to repair vehicles. Squad size increases are tied to pyrotechnics and medic upgrades. Hammer and Anvil are in T1 and replaces AEC/Bofors research. Base Howitzers are no longer free but have to be built. Mortar Pit is replaced with 25 Pounder Emplacements.
T0 Infantry Section Bren Carrier Grenade upgrade Officer upgrade T1
Upon completing, weapon racks are enabled. The bren weapon rack is replaced with a Sten Weapon Rack. Infantry sections can pick up 5 Stens and a six Sten with the officer upgrade Vickers HMG 3 in Mortar 6 Pounder AT gun Hammer (not exclusive)
-M3 Halftrack Anvil (not excusive)
-25 Pounder T2 Centuar
-No longer fires in burst Cromwell Fire Fly Churchill
-Requires Anvil Comet
-Requires Hammer Doctrine Advance Emplacement Defensive Operation replaced with 17 Pounder Lend Lease Assault Regiment Assault Section adds one Member
-Assault Section Stens replaced with Garands
-Only one Thompson is added, but one BAR is also added Mortar replaced with Wasp Upgrade M5 Halftrack replaced with M21 Mortar Halftrack Mobile Assault Regimen t M2 Flamer replaced with Royal Flamer Engineers AVRE now functions closer to a brumbar Special Weapons Regiment Tank Hunter Infantry Section replaced with Royal Tank Hunter Engineers Resupply Halftrack replaced with Wasp Tactical Support Regiment Recovery Engineers no longer come with a mine sweeper.
-Able to upgrade either with the minesweeper or with two brens.
-The bren upgrade enables button vehicle like Guards with their DP upgrade. Forward Observation Post replaced with Sniper Squad Vanguard Forward Logistics Glider
-No longer comes loaded
-Can only be deployed in friendly sector
-Able to deploy units Royal Artillery
-Consecrated fire operation affects 25 Pounder emplacements and Sextons
-Valentine replaced with Sniper Squad Commando
-Assault replaced with Valentine
CP redecution from 5 to 4
no longer has observation mode or Sexton Barrage
-Air Supremacy Operation
Now summons a recon plane and over watch action
Can not be targeted in the fog of war
Up to two scatter bombers will target buildings
Up to three anti infantry strafes
Up to three anti vehicle rocket strafes.
50 second duration
200 munition cost from 250
Infantry section has an issue in the late game of just being A moved around. I have already removed LMG 42s, and the need for non doctrinal Royal Engineers, so now I have replaced the Bren with the Sten and adjusted the infantry section to be less reliant on the Brens. Engagements in my mod are generally slower to allow more maneuvering of support weapons and of other squads.
I get some of you people don't care about historical accuracy at all for whatever reason, but no British units used M1 Garands in combat during WW2. That goes the same for the Soviets. If anyone other than the Americans used the M1 Garand in any meaningful number it'd be the Germans, and even they didn't use them in number since they didn't much care for the design and they didn't have access to limitless numbers of Garand en-bloc clips to use in them like the US did.
If you wanted to be in any way halfway realistic you'd use M1 Carbines instead, which at least saw some use with British Paratroopers.
Like, I don't mean to offend you at all, but what is the point of playing a game set during a historical time period if you don't even attempt some semblance of historical accuracy. People give Hollywood so much shit for this, but it's all the same with games and mods when it really doesn't have to be that way. Granted COH2 had all sorts of problems right out the gate with this, and there's a critical lack of models to fill in the gaps it left, but certainly there's still room to work. https://en.wikipedia.org/wiki/M1_Garand
According to this page: 38,000 M1 Garands were lend leased to the United Kingdom. Not sure of their extent of their service. It does help fill in a role that UKF does lacking, mid range combat.
I think it maybe related to the maps themselves but I could be wrong. I think maps have markers for building. You maybe to trick the ai if you add a type to the ebps, most likely defence_building.
Nothing uses it. There are a lot of unused weapon profiles in the game. Sturmpioneers are called assault pioneers in most of the files because most likely this was their developer name for them before their actual name created.
Personally, I would like to see it replaced. I am not of a huge fan of its design to just nuke an area. Perhaps replace it with an short barrel Panzer 4 f1?
Another update that no one asks for.
Range reduced to 12 from 15
Main gun destroyed at 50% health
Heavy Engine damage at 25% health
Soviets Light AT mines are changed.
Each mines does 80 damage and no crit.
Each mine costs 5 munition.
Mines are laid down in strips like barb wire.
As far as I can tell, there is now way for an exact way to duplicate of CoH1 style mines. In result, the mines are 'free' but upon completion they will remove 5 munitions. New mines can not be laid unless you have 5 munitions. It is possible to get 'free' mine but is will remove any munitions available and trying to mass produce this effort would take a lot of effort and the assumption that the player does not have 5 munitions. In most cases the person would probably have 3-4 munitions so they would only save about 1 whole munition s.
Weapon racks are unlocked for free once t1 is built. The bren rack is replaced with an SMG rack. Each model can be equipped with a Sten for 20 munitions each.
Assault infantry section upgrade now changes to Garands rather than Stens. Only one Thompson and one Bar for slot items
Able to be upgraded with two Brens
Bren upgrade will also allow for a button vehicle ability.