General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Is there an existing ability for wounded recovery or do the medic states just exist in Coh2 data?
For the Medic models, they all have this animation state. The other models, do not have the carrying state. The model that they are carried are a 'crew' like a vehicle in which most/all can be a 'crew' member.
Great stuff. Looks and plays really well I'd probably just add some manpower cost to all trenches (if there isn't any in Ur mod) in order not to spam them too mindlessly.
That's actually how trenches are for the Osttruppen Doctrine in live. I think as well as the community defensive doctrine and OKW heavy fortifications.
I know have been doing this a lot and pile of ideas. Instead of making a lot of different threads, I decide just to make one with all. Again, all of these ideas can be tested and played around with my mod. 'Signature' for the link
I have always found the Panzerwerfer, inconsistent. It either wipes a squad generally or does nothing.
The rockets damage has been increased to 100 from 80 but only can hit 2 models per shot. The rate of fire is reduced to all more reaction time. The scatter adjusted to more match the katushya to make it more consistent.
Who has ever used the counter barrage ability for the panzerwerfer? I have removed the counter barrage and replaced it with a smoke barrage that is on a separate cooldown. Vet 1 reduces the smoke barrage cooldown. This may also be more effective in higher level play with hearing more barrages, unable to tell if the player should dodge or not.
I know SneakEyes's mod has recovery squads but I decided to add it in to my own squad. It functions differently. Built by Combat Engineers, Pioneers, Sturm Pioneers, USF/UKF Medics for only 25 fuel. Recovering an allied wounded will give you 10 manpower.
Right now, I only have it applied to Railway but this could be applied to USF's 240mm and UKF's counter part. These "Siege" Artillery abilities only have a niche role and in my opinion not very worth it and not very attractive. This variation could make it much more effective versus all targets, able to stun and snare vehicles, suppressing infantry, and still effective versus emplacements
Long ago, slit trenches were able to garrison mortars. I thought about reintroducing this. Garrison mortars gain increase barrage range as well as units inside gain a passive healing.
How often do you garrison the universal carrier? This this slight adjustment, an garrisoned squad will manned the Vicker's K Light Machine gun with out the upgrade. Is this useful, probably not. But, this could change the dynamic of the unit to out right removal of the pintle upgrade. This could be applied to other units such as the 251. If applied to a unit with 'holds' instead of 'crews' such as the M3 Halftrack, which has 5 'hold' spots, All spots will be filled with men while the gunner can appear as free 6th man.
If anyone wants to test this out, it again can be seen in my mod.
Soviets
-Swapped the M3 Scout car with the Mortar Team
-Zis AT gun
gains a free smoke barrage
Leig/Pack Howitzer
Gain a toggle to load in AP rounds that fired directly like an AT gun
Leigs AP damages is similar to the M42 AT gun
Pack Howitzer AP rounds is similar to the Pak 40
Pack Howitzer HE rounds now have similar arching pattern to the 120mm Mortar. (More Air Time)
Pack Howitzer Auto attacks scatter now are equal to the 120mm Mortar
With now another source of AT both Lieutenant and Captain now has a reasonable AT source.
USF
These following changes make USF changes less drastic
Linear teching style reverted
The teching is now reorganized with the lives 'confirmed' teching style. Captain and LT are not free but more options are available.
T0: Riflemen, Assault Engineers, WC51, Amublance
T1: Lieutenant, Mortar, M1 AT Gun
T1A: M20 Utility Car, M15 AA Halftrack
T2: Captain, M2B HMG, Pack Howitzer
T2A: M16 AA Halftrack, Stuart
T3: Major, Sherman, Jackson, M8A1 Scott.
Armor Company
Elite Vehicle Crews replaced with the Pershing
Recon Support
M8 replaced with 105mm Bulldozer Sherman
Mechanzied
Assault groups replaced with 155mm Arty
Tactical Support
M5 Halftracks replaced with Forward Observers
Recon Overflight replaced with Mark Target