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russian armor

My Last Mod Release

17 Dec 2019, 16:34 PM
#21
avatar of blancat

Posts: 810

Can you make a version with just these changes?

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

It’d be really nice because we want these + the vanilla gameplay because learning two gameplays takes too much time


those changes make game more boring

17 Dec 2019, 17:50 PM
#22
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2

jump backJump back to quoted post17 Dec 2019, 16:34 PMblancat


those changes make game more boring



Once again, another unfounded opinion.

Soviet and Ostheer base building is outdated and only hinders them. Additionally, no one gets hypes of a structure being built.

Bunkers play very little role in the game. How would an fuel investment like this be boring?

Lack of medics help makes engagements predetermine seeing health does matter. Additionally, the lack of medics can help promote the usage of blobbing seeing a damage squad can not win in a 1v1.

Slot items dropping and main gun destroyed are related to bad rng, which I would like to cut down.

Do you like abandon tanks? Who actually like abandoned tanks?

The static weapon teams not decrewing only apply to doctrines so how does this make it boring?
17 Dec 2019, 18:44 PM
#23
avatar of blancat

Posts: 810



snip



Is it fun to get rid of the faction-specific features and make it like Ctrl c + v?

It is the user's role to identify and maximize or supplement each faction's strengths and weaknesses.

What's funny if all the factions provide the same play experience?


To maximize or overcome

Different features, advantages and disadvantages of each faction create a variety of game experiences and strategies


Why is COH2 the longest surviving ww2 game?

Have you tried other ww2 simulation games?

Each faction of those games is less personal than the factions of coh2

Boring and offering the same play experience every time


coh2 was unique in this area(faction's personality and commanders), so it could grow without replacement

Many ww2 RTS creators overlook this


17 Dec 2019, 20:25 PM
#24
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2

jump backJump back to quoted post17 Dec 2019, 18:44 PMblancat



Is it fun to get rid of the faction-specific features and make it like Ctrl c + v?

It is the user's role to identify and maximize or supplement each faction's strengths and weaknesses.

What's funny if all the factions provide the same play experience?


To maximize or overcome

Different features, advantages and disadvantages of each faction create a variety of game experiences and strategies


Why is COH2 the longest surviving ww2 game?

Have you tried other ww2 simulation games?

Each faction of those games is less personal than the factions of coh2

Boring and offering the same play experience every time


coh2 was unique in this area(faction's personality and commanders), so it could grow without replacement

Many ww2 RTS creators overlook this




Your argument has huge flaws and is sounds like you are the copied and pasted in which you failed to cover all talking points.

RNG is RNG. There is good rng however, the bad rng is what is noticeable. You still want abandoned tanks. You still want main gun destroyed. And, you still want drop slot items. These are all forms of rng well out of the player's control hence why I removed them. While slot item drops are not as bad as abandoned tanks but are still in the same boat.

Lack of medics is a bad design see above. One reason why UKF does so bad.

Having bunkers for all factions mean nothing same experience. You see more people complain about Otheers bunkers while USF fighting positions are stronger and cheaper. These are basic tools.

When it comes to static weapons, remove decrewing and you eliminate that pak 43 can pierce world objects. The current implementation of the flak emplacement is a sudo inbetween that should be eliminated.


There is good asymmetrical design and there is bad design. These small things have no bearing asymmetrical design.

31 Dec 2019, 16:41 PM
#25
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2

New small update

Shocks, Stormtroopers, and Commandos
when right clicking on a unit, they will now charge at unit until they are at a 10 unit range. This capability is removed when they are equipped with a slot item

Luftwaffe Supply medical crates now conveys a passive healing upgrade, only one medical crate is dropped


Royal Artillery

-Consecrated fire operation affects 25 Pounder emplacements and Sextons

-Valentine replaced with Sniper Squad

Commando

-Assault replaced with Valentine
Scatter reduced
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
31 Dec 2019, 16:50 PM
#26
avatar of Vipper

Posts: 13496 | Subs: 1

New small update

Shocks, Stormtroopers, and Commandos
when right clicking on a unit, they will now charge at unit until they are at a 10 unit range...

Sound interesting.

Happy new year
31 Dec 2019, 17:12 PM
#27
10 Jan 2020, 22:04 PM
#28
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2

Another update that no one asks for.

  • All snares
    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 munitions.

  • Infantry Sections
    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

  • Recovery Engineers
    Able to be upgraded with two Brens
    Bren upgrade will also allow for a button vehicle ability.


12 Jan 2020, 04:00 AM
#29
avatar of Mazianni

Posts: 785

Another update that no one asks for.

Assault infantry section upgrade now changes to Garands rather than Stens. Only one Thompson and one Bar for slot items



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.
12 Jan 2020, 11:02 AM
#30
avatar of blancat

Posts: 810

Another update that no one asks for.

  • All snares
    Range reduced to 12 from 15
    Main gun destroyed at 50% health
    Heavy Engine damage at 25% health



  • Infantry Sections
    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

  • Recovery Engineers
    Able to be upgraded with two Brens
    Bren upgrade will also allow for a button vehicle ability.




WTF a u doing
12 Jan 2020, 14:50 PM
#31
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2



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.
12 Jan 2020, 14:56 PM
#32
avatar of Angrade (Ægion)
Senior Modmaker Badge

Posts: 766 | Subs: 2

jump backJump back to quoted post12 Jan 2020, 11:02 AMblancat


WTF a u doing


Long answer this:



Short answer:
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.
12 Jan 2020, 15:31 PM
#33
avatar of Mazianni

Posts: 785



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.


Not a single one of them went to a combat unit. All were in storage in the event of an invasion of the home islands, which never happened. The extent of their usage was by RAF units guarding airbases.

https://www.americanrifleman.org/articles/2016/6/30/garands-in-the-kings-service/
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