I hope that CoH3 is in progress, but the chances are dwindling in my point of view.
I really hope there will be a successor because Iron Harvest....well i do not like this punk scenario.
Bugfixes:
- Tactical Advance from Stormtroopers. When active and they retreat, they retreat very slow. Back to normal speed
General:
- Rework Commanders please
- Vehicle turrets will not recenter when decrewed/abandoned
- Put Away Minesweeper ability added to all squads which can upgrade with a minesweeper
HMG autoreload when out of combat and make a button for force reload
- Force Reload ability for HMGs and cannons (like Ostwind) with clips.
Ostheer
- S-mines are no longer built as a mine field with warning signs
- S-mines are now built as one small group instead of as a field with warning signs.
- Panzerwerfer will now turn to face a target when using its MG
- Panzerwerfer MG42 damage increased to match LMG42
- SdKfz222 2cm dealing a bit more dmg against light vehicles
- SdKfz251 Vet 1 - instead of Schu-Mine it can lay down Riegel Anti Tank mine
- StuG III Ausf. E Light Barrage ability added (like from Sturmpanzer IV) and HP/armor upped to normal
StuG Ausf. G level
- Artillery Field Officer's Coordinated Barrage ability expanded to use available USF, OKW or British
indirect-fire units
- Grenadiers Field Medical Kit changed to "Model 24 Grenade". Allows the Grenadier squad to throw a single
Model 24 allowing the squad to have some sort of self-defense against units that close in.
OKW
- 2cm Flak Emplacement now gains veterancy. Vet1 better suppresion, Vet2 more sight, Vet3 better
performance against planes etc... I don't understand why there is no vet.
- Stuka zu Fuß - launching it´s rockets in a random scatter rather than in a line
- Pz II Luchs dealing slightly more dmg against light vehicles with 2cm (e.g. T70, still inferior but
capable in dealing more damage,, so more in line)
- Zeroing Artillery. To expensive for it´s performance. 300ammo is a bit harsh
- Sector Assault can be targeted without vision (description says recons with StuKas)
- Radio Silence is now Radio Silent Assault (infantry move faster as well)
Soviets
- Partisan squads can build PMD-6 anti-personnel mines
- Partisan squads now gain a fifth member at vet 2
- TM-35 anti-tank mine is now only triggered by vehicles. (therefore light anti-tank mine removed)
- Bring T70 in line with Pz2 Luchs
- Dhsk HMG AP rounds improved to match the MG-42s and to make the ability more likely to be used. Sprint
removed to make this powerful MG easier to flank and displace if caught out of position. The improved AP
rounds replaces this ability.
US
- M8 Greyhound gets smokescreen ability same as the M20
- M20 scout car can lay anti-tank mines more quickly
- M20 Skirts cost from 70 munitions to 50.
- Rangers receive ability Fire Up with Vet 1 (The squad becomes immune to Suppression and will run at
maximum speed regardless of terrain or incoming fire. Receives 30% more damage) 20ammo, Duration: 5
Cooldown: 60 seconds
Edit: Coordinationed Fire and HEAT is OP, but elite infantry with abilities is not?
Edit2: Well, if the commander would be changed into that what i suggested, i would not mind losing an ability like coordinationed fire or gaining another one as exchange.
Once again, I do not have problems with a 200mun skill plane. I am just bitching about the commanders.
As i said before with the ISU152 commander, the skill plane in this commander/doctrine is nonsense because it takes out the complete hardcounter without effort.
This was just an example, of course it goes also with the grand offensive doctrine or other ones. It was just an example in general. So stop bitching.
I am just saying that certain commanders need to be tweaked.