SIR MUFFIN'S BIG THREAD OF CRAPPY GAME CHANGES
Posts: 531
v0.2
Germans
HQ
-pioneers (2 man squad, MP40's 120mp flamer purchasable for 60 munis, can remove wire without upgrade, minesweepers 15 munis)
-tiger (requires Tiger upgrade, 800 manpower, pintle mounted MG, vet1 blitzkrieg)
TECH
-demo charges 100 MP, 20 fuel (gives demo charges to all pioneer squads
-defensive operations 100 MP, 20 fuel (tanks can be hulled down by infantry)
-battlephase 1 (allows t2) (current vcoh2 prices)
-battlephase 2 (allows t3) (current vcoh2 prices)
-battlephase 3 (allows t4) (current vcoh2 prices)
T1
-Osttruppen 280(cap rate is normal, 5 man squad, panzerfaust ability at battlephase 2, upgradable to entire squad MP40's at t2, MG34 purchasable for 60 munis, stronger than conscripts at long range, but conscripts win close up, vet 1 medkits)
-Mortar 240 MP(3 man squad, counter barrage replaced for vet 1 cloak whenever stationary)
-Sniper 340 MP (1 man, remove incendary ammo abilty, decrease cooldown of shots in vet1)
-HMG 240(3 man squad, AP rounds give the MG42 3 reloads of AP ammunition that don't run out due to a timer, but have to be fired for the ability to end)
-bike (150mp, useful for chasing down snipers, pushing infantry out of green cover, vet1 infantry awareness, dies to 1 AT nade)
-Medical Opel Blitz truck (200 MP) (passive heal in radius)
TECH
-global grenade upgrade on ostruppen and grenadiers (150mp 30 fuel tech cost, 20 munitions 1 grenade thrown, 2x stronger than the assgren grenade, grenade fuse is 1.75 seconds)
-basic medical training (all infantry models slowly regenerate HP)
opel blitz medic truck field surgery upgrade,50 mp 30 fuel (makes the opel blitz deployable, when deployed 3 medics are spawned which automatically collect wounded units and return to the truck, when 5 wounded units are collected a ostruppen squad is made)
T2
-Grenadiers, 4 men, 300 MP (fair bit stronger than conscripts, they throw 2 grenades with the global grenade upgrade, upgradable MG42 for 70 munis, which gives the squad a 'suppressing fire' ability for 25 munis that temporary suppresses and pins the targeted squad, vet 1 medkits, can also upgrade to 1 panzershreck for 75 munis +1 more for 75 munis)
-Halftrack 250 mp 30 fuel (suppresses squads, reinforces nearby, transports 3 squads, up gradable to flamethrowers for 120 munis)
-Armored Car 280 MP 40 fuel (upgradable to 20cm cannon for 60 munis, can hull down by itself (if done in a cap zone to prevent enemy from capturing it), making it take a lot less damage, a lot tougher than VCOH2's scout car, vet1 overdrive)
-PAK 40 340 mp (3 man squad, cloak when stationary, vet 1 target weak spot)
TECH
-global armor upgrade on osttruppen, grenadiers, panzer grenadiers (300 MP 60 fuel, makes infantry tougher)
T3
-Panzer Grenadiers (340 mp, 4 man, K98k's, upgradable 3x MP44's for 75 munis, upgradable panzershreck for 75 munis, bundled grenade 45 munis.
-STUG, 280 MP, 55 fuel, (comes with the low-velocity HE cannon, stun crew ability at vet 1, camoflauge when hulled down )
-Officer Squad 250 mp (2 man squad, 1 officer(pistol), 1 radio operator (SMG), force retreat for 50 munis, light arty barrage for 80, concentrated fire ability for 15, takes 2 shots to snipe either model, keep in base to reduce build time of all units 2x)
-Panzerwerfer (fires like a mortar passively, barrage ability more accurate, costs 45 munis)
TECH
stug AT upgun (200 mp 50 fuel), replace's the HE low velocity gun with a AP high velocity gun
assault pioneers upgrade (150mp 50 fuel) (refits pioneers to a 5 man squad, k98k's allows gives a extra flamethrower, adds extra armour, gives them a satchel charge, and smoke grenades)
T4
Panzer 4 360 MP 115 fuel (multirole tank, can be upgraded with a pintle machine gun)
Panther 520 MP 145 fuel (AP tank upgradable with pintle machine gun)
Ostwind 320 MP 70 fuel (anti-infantry tank, extremely effective anti-air)
Stormtroopers 375 (same armour as vcoh2's shock troops, 4 man 4x STG44 for 75 munis, bundle grenade for 45, active cloak like german snipers, takes 2 shots to snipe a model, panzerfaust ability, stun grenade assault ability 50 munis)
TECH
Tiger Call in (requires all four buildings, 150 mp 50 fuel)
Infantry HP upgrade (300 mp 50 fuel) (increases PG, gren, and ostruppen HP)
Posts: 531
v0.4
HQ
Combat Engineer 150mp (3 man, mosin nagant carbines (faster firing, less accruate) demo charge inherently, can build sandbags, wire, etc)
Tech
- Medic upgrade (250 mp), spawns 3 medics that heal units around base buildings, and 3 medics in a controllable squad can be sent around and pick up wounded from around the map, 6 wounded units back in HQ = 1 conscript squad reformed
if medic squad is killed, rebuyable for 120 mp
-salvage upgrade (100 mp 30 fuel) combat engineers can now salvage wrecks for munis, more HP on wreck = more munis
-infantry f1 grenade upgrade 150 MP 30 fuel (gives all infantry (bar combat engineers) f1 grenade ability, 25 munis to throw, less damage than german grenade, 1 sec fuse, disables conscript molotov upgrade)
Infantry smoke grenade upgrade 150 mp 25 fuel (gives all infantry smoke grenade ability, 25 munis to throw)
T1 (current vcoh2 prices)
Conscripts (270 mp) (6 men) (wins over ostruppen at close range, loses to grens, etc)
Scout Squad (5 men) (270 MP, 5 mosin nagant carbines, can detect cloaked unit in a radius, can mark unit for 15 munis, which makes everyone shooting at the target +20% more accurate and disables their invisibility no matter what, sprint for 5 munis
TECH
Conscript Molotov Package (current vcoh2 prices) (disables f1 grenade upgrade)
Conscript Support Upgrade 200mp 70 fuel (equips all conscripts with 2x DP28 LMG, gives conscripts suppressing fire ability , which suppresses and pins for duration of ability, 45 munis)
Conscript Assault Package 150mp 30 fuel (allows conscripts to be upgraded with x3 PPSH, 30 muni's for upgrade, (REMOVES DP28's, but gives an extra ppsh IF SUPPORT UPGRADE HAS BEEN RESEARCHED)
T2: same MP cost, 35 fuel
MAXIM HMG (250 MP, 3 man squad, same firing arc as MG42, suppresses a lot slower but sets up faster, and does more slightly damage)
sniper (1 man squad, same stats as german sniper)
mortar (3 man squad, same stats as german mortar, vet 1 precision strike 45 munis, (which doesn't stupidly replace the explosion with that of a 120mm's shell))
TECH
Support Squad Reinforcements 100 MP 40 fuel, gives mortars and MAXIM HMG's 5 men squads instead of 3, gives the ZIS squad 6 members, gives sniper unit another man: a spotter model, which gives the squad a doubled chance of surviving. If the spotter is killed he can be reinforced back onto the squad, but if the sniper unit is killed, the spotter runs off the map,the opponent no way to tell the different between the two models.
T3 200mp 40fuel
T70 (vcoh2 prices) (vet 1 self repair, 30 munis, unit unmovable until fully repaired)
M5 halftrack (200 MP 30 fuel) (upgradable with the quadmount for 70 munis, efffective AA, suppresses squads with upgrade)
ZIS AT gun (290 MP, 3 men, barrage ability for 15 munis, fires 1 HE round, cooldown is 5 seconds.)
T4
t34 (360 MP, 95 fuel, tougher than p4, gun is very ineffective against other tanks)
su-85 (400 MP 130 fuel) rotation speed less than vcoh2's, gun a tad more powerful
is2 (640 MP 200 fuel)
Katushya (like vcoh2's)
TECH
T34 UPGUN (250, 50 fuel) upgrades all t34's with a 85mm cannon
Posts: 531
if i don't say anything about a particular unit, it's probably like it is in vcoh2
Bunkers : 150 MP (MG42 upgrade 60, reinforce upgrade 30)
soviet bunker (buidable by combat engineers comes with Dooshka, 150mp, 60 munis)
pioneers and CE's can build tank traps inherently/hedgehogs
all infantry has 50-55ish HP (actual values somewhere in that area)
wire builds much faster
S-mine costs 25 munis, builds in 1 quadrant
recrewed german support weapons will have 3 members they have researched the upgrade
feedback please, will update with good ideas, price changes, etc
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what's wrong guys, don't you want vcoh?
Not really no. Then I could play vcoh couldn't I?
Posts: 4928
what's wrong guys, don't you want vcoh?
You crafty little fox..
Posts: 531
Not really no. Then I could play vcoh couldn't I?
but lewish you swedish peice of sex
imagine vcoh without the british faction ON A A NEW ENGINE
that's be better than slapping titties on christmas eve
the sooner that this game is more like vcoh the better
Posts: 17914 | Subs: 8
what's wrong guys, don't you want vcoh?
I know its going to be extremely hard concept to comprehend, but if we wanted vCoH we'd be in vCoH.
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Eastern Front Mod
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also tl;dr
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