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Kappatch 2

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3 Feb 2015, 11:15 AM
#161
avatar of BartonPL

Posts: 2807 | Subs: 6

yesterday i've played one game on Kappatch as soviets and they are good now, shocks + Guards (no DP's) is a good combo, altho guards are only good vs light tanks cuz they cant get DP's with no Guards doc they can be good vs early vehicle rush or so. I liked the new SU-76, does it have 60 range? im currious cuz it solo'ed P4 rushing me and it's better vs infantry, finally (altho i think it should have separated roles where you switch shells, HE means it will always fire like barrage and AP like now)
3 Feb 2015, 12:25 PM
#162
avatar of Cruzz

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.
3 Feb 2015, 12:45 PM
#163
avatar of sherlock
Patrion 14

Posts: 550 | Subs: 1

jump backJump back to quoted post3 Feb 2015, 12:25 PMCruzz
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.
3 Feb 2015, 13:21 PM
#164
avatar of Cruzz

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 :guyokay:

#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.
3 Feb 2015, 14:01 PM
#165
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

hey cruzz. is it possible to add an passive buff to build speed of mine/wire/tank trap/bunker to ost/sov players if they choose the community defensive doctrine?
3 Feb 2015, 14:16 PM
#166
avatar of Frost

Posts: 1024 | Subs: 1

Hey cruzzi

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
3 Feb 2015, 14:27 PM
#167
avatar of Switzerland
Donator 33

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.
3 Feb 2015, 14:30 PM
#168
avatar of CptEend
Patrion 14

Posts: 369

jump backJump back to quoted post3 Feb 2015, 14:16 PMFrost
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.
3 Feb 2015, 14:47 PM
#169
avatar of Frost

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.
3 Feb 2015, 20:17 PM
#170
avatar of GuyFromTheSky

Posts: 229

U gonna support this after the upcoming patch as well Cruzz?
3 Feb 2015, 20:48 PM
#171
avatar of What Doth Life?!
Patrion 27

Posts: 1664

Why wouldn't he? It's just bug fixes and this most recent version of Kappatch is days old.
3 Feb 2015, 21:56 PM
#172
avatar of BartonPL

Posts: 2807 | Subs: 6

i really doubt that Relic can stand a chance in balance vs dr.Cruzz :snfBarton:
3 Feb 2015, 23:37 PM
#173
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2

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.
3 Feb 2015, 23:48 PM
#174
avatar of some one

Posts: 935

i really doubt that Relic can stand a chance in balance vs dr.Cruzz :snfBarton:

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.
4 Feb 2015, 00:12 AM
#175
avatar of Switzerland
Donator 33

Posts: 545

Public Steam Group created, to assist in finding those using this patch from the all mighty Cruzz.

http://steamcommunity.com/groups/Kappatchcoh2/

Switzerland <444>3
4 Feb 2015, 06:54 AM
#176
avatar of ElSlayer

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.
4 Feb 2015, 18:48 PM
#177
avatar of Bryan

Posts: 412

Considering the Volk situation, how about the idea of separating standard Volk squads and tank hunters as separate units, available from T0.

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.
4 Feb 2015, 19:44 PM
#178
avatar of sherlock
Patrion 14

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 <444>3


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?
5 Feb 2015, 10:37 AM
#179
avatar of Cruzz

Posts: 1221 | Subs: 41

#5

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.
6 Feb 2015, 15:32 PM
#180
avatar of Bryan

Posts: 412

Cheers Cruzz.

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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