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Japan faction "proposal" with mod.

6 Jun 2016, 05:13 AM
#21
avatar of Fino

Posts: 191

Update:
-Infantry squads no longer have the reverse move button from vehicles.
-Infantry squads can now use a times 5 AT grenade,costing 5 times more,but doing 5 times the impact.
-Fixed team weapon crews tossing grenades.
7 Jun 2016, 05:34 AM
#22
avatar of Fino

Posts: 191

Update:
-AT mines can now be stacked 2 times,doubling damage and cost.
-AT grenades stack 2 times instead of 5 times now.
8 Jun 2016, 08:47 AM
#23
avatar of Fino

Posts: 191

Update:
-Made some German bulletins affect Japanese units and the like.
-Changed the base bunkers to have japanese crew and HMG inside.
-Japanese vehicles now have a Japanese crew,visually speaking.
-Changed the look of the Japanese soldier.
-Civil engineers can now apply hull down camouflage.
10 Jun 2016, 11:00 AM
#24
avatar of Fino

Posts: 191

Update:
-Forward observers can now call-in light naval artillery and strafing runs.
-Moved the Ta-Se to the secret weapons doctrine.
-Added the Ho-Ki AA.
24 Jun 2016, 21:45 PM
#25
avatar of Fino

Posts: 191

Update:
-To adress the issue of Japan previously not having non-doctrinal mine detection,Konoe squads can now get an utility upgrade,with one LMG,one Rocket Launcher,and a mine-sweeper.
-To adress the issue of Japan previously not having tank destroyers,and few non-doctrinal T3 units,added the Ho-Ni,with similar stats and role to the SU-76,but with better front armor and not as much speed.No infantry tracking.Unlocks artillery ability at vet 1.
-Moved Banzai hotkey to B,as it makes much more sense there.
25 Jun 2016, 14:12 PM
#26
avatar of Fino

Posts: 191

Update:
-Started adding custom unit portraits.So far,all infantry but civil engineers,the ha-go,the chi-nu,the ho-ni and the type 95 recon car have recieved these portraits.
-The type 97 mortar now gets increased range with every level of veterancy,but no other bonuses.
-All Japanese team weapons can now use the ambush camouflage upgrade from the ambush tactics doctrine.
-Changed the model of the AT rifle.

-Removed a unit from the HQ that wasnt meant to be there.
25 Jun 2016, 17:08 PM
#27
avatar of GenObi

Posts: 556

Honestly I think this is the best option for those who want the faction, its better suited for a mod.

Great work
27 Jun 2016, 15:30 PM
#28
avatar of Fino

Posts: 191

Update:
-Added naval units.STILL IN TESTING STAGES.For now they are just static vehicles that can be built only on water,build them with the new nameless unit in hq.

-Battlefield was too silent.Japanese infantry units now have German voice lines(better than nothing eh?) instead of having none.

jump backJump back to quoted post25 Jun 2016, 17:08 PMGenObi
Honestly I think this is the best option for those who want the faction, its better suited for a mod.

Great work


Thanks for the support.
27 Jun 2016, 15:40 PM
#29
avatar of ElSlayer

Posts: 1605 | Subs: 1

jump backJump back to quoted post27 Jun 2016, 15:30 PMFino
Update:

[...]

-Battlefield was too silent.Japanese infantry units now have German voice lines(better than nothing eh?) instead of having none.


Just cut some voice lines from any anime series. :D
27 Jun 2016, 16:17 PM
#30
avatar of Fino

Posts: 191



Just cut some voice lines from any anime series. :D


I would,Norio Wakamoto would make an excellent announcer guy,if only sounds could be added to the game :(
27 Jun 2016, 16:20 PM
#31
avatar of BartonPL

Posts: 2807 | Subs: 6

with Japs faction look-a-like i'd go like this:
(faction mix of ostheer, soviets and OKW)

HQ: Engies (standard 4 man, rifles), Rifles (5 man, rifles, some nade, AT nade, upgrade with LMG or SMG)
T1: MG, mortar and sniper
T2: light AT gun (37mm i think), AT rifles squad (some 5 man with semi-auto AT rifle) and some 222 alike vehicle but with no 20mm cannon but with MG's (forgot it's name)
T3: some mix of light tank, tank destroyers, HT's and early med tank - light tank like Ha-Go, TD like Ho-I (like SU-76 but with better penetration) med tank like Chi-Ha
T4: since brits got Comet that never fought in WW2 then why not give somethink better to japs - some standard med - Chi-Nu, heavy like Chi-To. some arty stuff, so SPG or rocket SPG, maybe SNLF squad


call-ins and other stuff: 150mm mortar, 75mm flak (similar to flak88 but with worse gun) flame tank (with 5 flamers around it), some SPG's or other arty types, Ha-To (which is like Sturmtiger on halftrack), some elite infantry


Japanese faction would be tbh the most interesting army in terms of combined arms, firepower and flexibility
30 Jun 2016, 14:38 PM
#32
avatar of Fino

Posts: 191

Update:
-The Ho-Ni can now ram.
-The landing crafts can now longer make AT guns and mountain guns,due to it bugging up.
-All weapon teams(except the 120mm mortar,as i am considering removing it) now have portraits.
-Changed the armor of the Ho-Ki from 160 to 60,and the rear armor from 80 to 50.
-Increased the speed of the Ho-Ki from 4,6 to 6,3.And its acceleration from 1,5 to 2,3
1 Jul 2016, 19:15 PM
#33
avatar of Fino

Posts: 191

Naval Update:
-AA boats can no longer spawn troops.
-Landing crafts can now move.
-Landing crafts can now actually land,but cant go back into the water afterwards.
-Landing crafts now have an actual boat model.
-Troops can no longer shoot from the inside of a landing craft.
-Gunships are now based on the mortar halftrack instead of the katyusha.STILL WORK IN PROGRESS
1 Jul 2016, 19:32 PM
#34
avatar of strafniki

Posts: 558 | Subs: 1

i can only hope that lelic will expand the mod support, looking good atm..
2 Jul 2016, 08:45 AM
#35
avatar of Fino

Posts: 191

i can only hope that lelic will expand the mod support, looking good atm..


Thanks for the support.I would also like more mod support,especially for the models.
6 Jul 2016, 06:45 AM
#36
avatar of Fino

Posts: 191

Update:
-Replaced the D3A1 dive bomb ability in naval support doctrine with the kamikaze ability from defensive tactics.
-Kamikaze ability now sends a 50kg bomb before the plane itself.
-Replaced the kamikaze ability in defensive tactics with ceramic grenades,stun grenades for konoe squads.
-Civil engineers can now recive an upgrade that stops them from repairing stuff,but equips them with very inneficient rifles,with less range and accuracy than the konoe squad's rifle,a variable lenght reload,but good damage,and makes them able to merge.
9 Jul 2016, 15:56 PM
#37
avatar of Fino

Posts: 191

Update:
-Civil volunteers can now throw ceramic grenades if the respective upgrade from defensive tactics is active.
-Civil voulnteers can now merge.
12 Jul 2016, 15:01 PM
#38
avatar of Fino

Posts: 191

Update:
-Reworked the mountain gun,as it previously had no advantages compared to the mortar.The mountain gun can now switch between four types of ammunition:HE,AP,flares and incendiary.


Ugh...i guess an update to the OP is long due,i'll get to it later.
14 Jul 2016, 14:52 PM
#39
avatar of Fino

Posts: 191

Update:
-The type 2 amphibious vehicle can now be built by the port engineer if its respecive cotrinal upgrade has been resarched.STILL IN TESTING,ITS MOVES RANDOMLY AFTER GETTING OUT OF THE WATER AND ITS ABILITIES DONT WORK
-The Type 2 Ka-Mi gun actually turns now.
-Replaced the flare rounds of the mountain gun with a,still in testing,chemical round.
-The mountain gun cannot use tracking ability now.
17 Jul 2016, 21:27 PM
#40
avatar of Fino

Posts: 191

Update:
-The AA ship can now only target aircraft,but its much cheaper.
-Seeing as the mortar based version of the gunship was ridiculously overpowered,it was replaced with a flak halftrack version.
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SHOUT IT OUT!

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aerafield: I am a simple man, I build Humvees with Pathfinders and Missile Launchers inside, I am happy
Yesterday, 20:57 PM
Lady Xenarra: aerafield lamevee spammer confirmed :nahnah:
Yesterday, 20:42 PM
aerafield: those who know, know: https://www.reddit.com/r/CompanyOfHeroes/s/fPk4yLIgmK
Yesterday, 15:40 PM
adamírcz: Might be onto somethin here, combine side armour existing, maps where flanking is a viable option, and hopefully also heavies actually being less manouverable than mediums (lookin at you coh2), and it might be fun gameplay
Last Monday, 13:39 PM
Willy Pete: Shouldn't coh3 heavies actually have insane front armor values? The glory days of 400+ Kt armor wouldn't be as bad when side armor is a thing. Not to say its a good idea lol
Last Friday, 23:14 PM
aerafield: But then again, maybe CoH3 superheavies should actually have insane armor values because the whole game is designed for the clumsy & inept anyway :snfPeter:
Last Friday, 23:04 PM
aerafield: It's like you have to coordinate an entire orchestra of abilities and the correct units, meanwhile your opponent just clicks his 1 superheavy tank occasionally...
Last Friday, 23:01 PM
aerafield: the giga frontal armor also made these units too oppressive in average or low ELO games
Last Friday, 22:59 PM
aerafield: Massive HP pool but reasonable amount of armor is way healthier design
Last Friday, 22:57 PM
aerafield: Say what you want, but the titanium frontal armor design of coh2 superheavies was bullshit. Too many bad players not getting punished for their bad micro because penetration RNG carries them
Last Friday, 22:57 PM
Willy Pete: Also the attack ground with the pak40 looked perfect, that Pershing should be dead
Last Friday, 19:18 PM
Willy Pete: Ahh just saw the other one that died. Some bad rng I think but there was an AT gun at med range for a chunk of that fight
Last Friday, 19:14 PM
Willy Pete: Which KT? I saw one got almost deleted but it also showed its side to a hellcat AND the m5. I think the player even admitted he got lucky
Last Friday, 19:10 PM
Lady Xenarra: I understand that the devs want to sell the Allied part of the DLC, but the KT got swiss cheesed like a COH2 bunker on treads :S
Last Friday, 15:16 PM
SupremeStefan: They should make dlc separataly for axis and alies
Last Friday, 10:28 AM
SupremeStefan: 25$ is actually a ok price for 40 abilites = 8 commanders = 4 battlegroups. But problem is that it comes in bundle
Last Friday, 10:24 AM
Willy Pete: Have they shown the actual trees yet for the new commanders? Skimmed through the deep dive today, didnt see em
Last Thursday, 22:29 PM
Rosbone: Big Tonk boners incoming :hansGASM:
Last Thursday, 17:38 PM
donofsandiego: Probably not
12 Feb 2025, 14:57 PM
Lone-Wolf: Hi guys. Error code -4. Any fixes?
08 Feb 2025, 17:09 PM

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