This will ideally be my last update for a while, here are the changes I made:
Removal of Free Abilities
A lot of abilities in Coh3 that would have had a cost in Coh2, have now had a cost added to them.
Adding Tow
I gave the medical truck tow, seems to be just a bug that it didn't have it before.
Passive Bonuses from Upgrades Rework
So having more or less fixed the tech structure issues, I went into the fine grain work of the actual abilities of the units. One of the elements of DAK that I really don't like are the passive abilities that most vehicles get as upgrades become unlocked. I think having utility abilities unlock from upgrades is fine, but my issues with it are 3 fold:
The first is the smoke abilities on a variety of the light vehicles. This the same as the Panzer Tactician ability in Coh2 and really should have been one of those abilities that didn't make it into Coh3. It often amounts to a get out of jail free card, takes no skill to use 95% of the time and relative to the smoke barrage ability, its not not as skilful, versatile or interesting. I basically replaced its usage in DAK in all cases except for:
- Utility Truck
- Medical Truck
- 254 Recon Vehicle.
- 250 Mortar Variant.
- Kradschützen.
Adding it to the Kradschützen was too much to resist, its incredibly satisfying zipping across an MGs arc and dropping smoke, only to zip through the other side. It really helps with its survivability too into the late game, when it can be basically 1 shot, so I feel this is an exception to the rule.
The second the fact that most of the abilities are passive. Passive abilities basically take no thought to use and do not act as a player skill differentiator. Skilled players have the thought of mind to make use of abilities you must activate whereas less skilled players do not, but if they're passive it takes away that skill factor! You also end up with a weird situation where in the late game you basically don't need infantry anymore as your vehicles capture territory and can repair themselves, have a look at this game:
https://youtu.be/duZBCVo5yck?t=2077
Note how the DAK player has 6 vehicles and only 1 squad of infantry, but they are still fine.
The two changes I made were to make the self repair ability a timed ability that you pay munitions for and I also separated the Rapid Advance passive abilities (ie territory capture and speed buffs) into 2 separate abilities. Territory capture is still passive but requires the vehicle to be out of combat. Ideally it should function like the territory capture mode on T34s in Coh2 but I wasn't able to get that to work in. The speed buffs are moved into a Blitz ability which the player must pay munitions for and the passive elements of the upgrade are removed.
Finally, one more experimental change I made was to actually make the abilities mutually exclusive on a vehicle by vehicle basis. So once you have the tech upgrades, which give their usual health and scaling bonuses, you have to decide of all the utility abilities you want each vehicle to have:
This is not only more interesting from an opportunity cost perspective, but it also makes vehicles for the DAK less 'all singing, all dancing, do everything' units in the late game. Relative to the MG and Side armour upgrades that most vehicles in Coh have, these are significantly more interesting. I also removed all these abilities from the Italian tanks so that they scale less and discourage players from relying on call-in meta. This one I'm a bit more on the fence about.
Missing Changes
In terms of what I can't change which I would like to change, these include:
- Giving the 250 a 37mm AT upgrade. This would enable yet further build order flexibility and give you a light vehicle counter that is available from the HQ.
- Giving Panzerjägers a Schreks upgrade once you have T3.
- Swapping the Bolster ability for Bersaglieri for something a bit more interesting and merging this into the Squad Leader Upgrade as part of standard tech. The battlegroup bolster is just boring.
- Finishing the deployment system, due to mod limitations it lacks half of the call-in layers.
- Giving the Utility Truck that comes with the Flak 36/Italian 105 a medical conversion. So if you lose the weapon you can still make use of the tow truck.
- Giving the P3 E a 50mm Upgun upgrade once T3 is unlocked. This upgrade exists in the game files but doesn't have the effect you'd expect it to have. This would allow this unit to scale into the lategame and basically be the equivalent of the same tank in T3.
- Giving Panzerpios some buildable garrison. As a builder unit, they don't really have an interesting structure they can build that isn't tied to a battlegroup. I was thinking something Watchtowers:
So when I say watchtower, I’m thinking the tall wooden structures that are somewhat of a WW2 cliché. I’m thinking around 100-150 manpower. Garrisonable but also vulnerable to small arms. It would allow players to take advantage of the COH3 ‘verticality’ mechanics by allowing garrisoned squads to see over short buildings and shoot over walls etc. Upgrades you could have would be:
- Crow's Nest. This would basically increase LOS in all directions and be useful for seeing incoming attacks.
- MG Nest. This would outfit the bunker with an MG. However, unlike MG bunkers, you would be able to manually change the direction of the MG. 360 degree area denial but vulnerable to small arms.
- Sandbags. No longer vulnerable to small arms and has more health. Basically becomes a hardpoint. The ideal would be to put an MG in a watchtower with sandbags, but that would obviously be more expensive.
These are basically all the changes I would like to make but can't. If the mod tools get better I will have another go. Its in Relic's hands now!