Kappatch 2
Posts: 2807 | Subs: 6
Posts: 1221 | Subs: 41
you could give volks an expensive squad lead upgrade armed with a short ranged weapon. charge mp and mun or something and increase the reinforce cost and population.
I have thought about reducing volk (and fusilier) squad sizes and then giving them a PG leader model who can later on upgrade to an STG. It would be a lot more fitting for a late war german faction than the current huge squads armed with no automatics. But a single STG doesn't really do much, and for other automatic you gotta switch to using ostheer models for the entire squad right from the start.
(altho i think it should have separated roles where you switch shells, HE means it will always fire like barrage and AP like now)
Could be interesting. Would require quite a bit of work to get right so for now I'll stick to just having the super simple aoe increase in place.
Any thoughts on how to fix demo charges or make the pop cap dependent on territory held?
I think it's OK for demo charges to wipe a squad when you predict where that squad is gonna be pretty exactly. I did reduce the aoe size slightly already, need to play more to see if it is still too large.
As for popcap, while doing a small bonus to popcap (as in like 1 extra popcap per territory held) for territory points is an option, I wouldn't even consider a system like in coh1 where the majority of your popcap comes from territory.
i noticed that the ost t1 structure is still able to produce grens although theyre now available from the hq, too
is this intentional?
Will remove them from T1 in the next update.
But Riflemen do have Thompson animations, they use them in Ardennes Assault.
Yeah, forgot about that. Anyway, after a bit of testing I'd say giving them 4 thompsons is OP as hell...so either I gate this upgrade behind Major or I make it give only 3 thompsons while still removing weapon slots from the rifles.
Posts: 550 | Subs: 1
Yeah, forgot about that. Anyway, after a bit of testing I'd say giving them 4 thompsons is OP as hell...so either I gate this upgrade behind Major or I make it give only 3 thompsons while still removing weapon slots from the rifles.
On that topic, there is also a mortar model for usf in AA. I think you're currently using the Ost mortar.
Posts: 1221 | Subs: 41
On that topic, there is also a mortar model for usf in AA. I think you're currently using the Ost mortar.
I know, I initially tried adding the USF 81mm mortar team, which uses the new USF 81mm mortar model, but everything about that unit seemed so glitchy (like it was just forcibly turned into an infantry unit from the mortar ht) that I swapped over to the 60mm that has the grw34 animations and model.
Someone in another thread reported an issue with JPIV turret rotation, and he's kinda right. It's an issue with how much the turret can actually rotate in the animations (like 6 degrees maybe) vs how much rotation it is given in the stats (15 degrees). Not sure if I should "fix" this by matching the animation rotation with the stat rotation and thus nerfing the fire cone of the JPIV. I guess I could compensate with some other stats...
Anyway, last update before the maintenance, let's see if they do that fancy bug fix patch and break everything
#4
Bug fixes for issues I created:
Removed 5% engine destroyed crit from Volk faust, forgot it had its own weapon type (fallschirmjager one uses ostheer version)
Added in missing vet4 bonus for new OKW mortar team
Gave partisans appropriate squad text changes with their weapon upgrades
A couple of text strings in wrong places (KV-2 etc) fixed.
Bug fixes:
Hopefully fixed all veterancy stacking for abandoned team weapons, shorter to list units NOT affected: raketen, zis-3, b4, USF team weapons, lefh. Other units potentially had bonuses being carried over (mg42, mg34, pak43 for both factions confirmed, others changed because they fit the same pattern of weapon stat veterancy+permanent=true flag).
Fixed Major artillery firing radius being 2.5 units larger than targeting radius (15 vs 12.5, now 12.5 both)
Balance:
Tank Hunter reinforce cost penalty increased by 1mp, reinforce time increased by 15%.
Removed Grenadiers from T1 building, only available from HQ now.
DSHK to 0.6 aoe suppression (0.8), the super fast traverse doesn't play well with aoe especially with the now reduced nade ranges.
Added a 3 man squad to Recon 900MP combat group for remanning the dropped atgun (they have no vet or abilities...so not much use otherwise. Would look silly for the atgun to come out of the box already manned, otherwise would just do that.)
Ram now gives engine damage instead of threads destroyed to the T34/76 and T34/85, still maingun destroyed, still stunned for a few seconds.
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Posts: 1024 | Subs: 1
It is possible to make ostheer ambush camuflage more useful? At least give camo for pionieeres and increase bonus time (from 5 to 7 for example)
Also, trenches not working correctly, HMG can only shoot from front and rear, but from the side s not. If you can, please fix it for us
Posts: 545
any youtube videos of anyone playing this mod?
Fox, it's one click to install it. Just try it lol. You only sacrifice the goats when RNG God is unhappy, so we're going to need many goats for what Cruzz has done here start adopting more goats.
Posts: 369
Also, trenches not working correctly, HMG can only shoot from front and rear, but from the side s not. If you can, please fix it for us
It would look pretty stupid if it would shoot to the sides. I'm pretty sure it's working as intended right now.
Posts: 1024 | Subs: 1
It would look pretty stupid if it would shoot to the sides. I'm pretty sure it's working as intended right now.
No, a few months ago it worked correctly. Also, trenches still have got embrasures on the side's.
Posts: 229
Posts: 1664
Posts: 2807 | Subs: 6
Posts: 1157 | Subs: 2
Posts: 935
i really doubt that Relic can stand a chance in balance vs dr.Cruzz
They don't care we are less then 10% who playes multiplayer and less then 10% of us gonna use this Kappatch. Relic never put it on server as mod support.
It is all sad.
Posts: 545
http://steamcommunity.com/groups/Kappatchcoh2/
Switzerland
Posts: 1605 | Subs: 1
Is there a downside of going soviet T1 with shocks plus buffed PTRS guards and a more speedy m3? What is ostheer supposed to do against that? This tier also gives you access to penals which feel pretty damn strong as well.
You are not supposed to stop shocks in M3.
Posts: 412
Make standard volks the generalist unit, upgradable with the faust, able to build sandbags, throw nades and upgradable for a munitions cost with say a squad leader equipped with an MP44 Sub Machine Gun (PGren model), that also increases squad experience rate by 10%. Squad leader replaces a normal member, to keep the squad to 5 members.
Maybe give them a few options, such as upgradable MP40's (and access to infiltration nades with that) or even a downgraded LMG 34, that is more in line with the soviet DP then Axis LMGS.
Tank hunter volk squads, 4 men, upgradable with Shreks as per current Kappa mod volks, reduced vet experience rate, no faust/nades/sandbags and no AI upgrades. A pretty specialist squad that needs support. Adjust their MP cost accordingly.
Just throwing some thoughts out there, i'm sure they need much more refining.
Posts: 550 | Subs: 1
Public Steam Group created, to assist in finding those using this patch from the all mighty Cruzz.
http://steamcommunity.com/groups/Kappatchcoh2/
Switzerland
There already is an official Steam group for the mod: http://steamcommunity.com/groups/Kappatch
@Cruzz, could you please update the mod link or mod someone (I'd volunteer) so he/she can do those little cumbersome things?
Posts: 1221 | Subs: 41
Just hotfixing Ostheer PIVs to use the new graphics as Relic removed the old ones completely from the art files. Other changes related to the new patch will have to wait for mod tool files to update, I'm not gonna copy them by hand.
Bug fixes:
PIVs now use the new models. RIP Ostheer PIV.
Balance/Quality of Life:
Rear Echelons autorepair vehicles like vehicle crews
T-70: Recon mode Enhanced (Recon + Capture): recon mode also captures after vet1, seeing as both already disabled main gun and could be enabled at the same time, just saves button pressing and maybe 0.5 seconds. No longer gains the capture ability as it's pointless.
Posts: 412
Any chance you could add the hold fire feature to all units in the game? Nothing worse then your shrecks firing at a rear echelon squad because they pop around the corner 1 second before the sherman or your tank turret facing the wrong direction when you turn the corner to get on the flank of a tank.
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