Unused British Items
11 Sep 2016, 22:33 PM
#1
Posts: 766 | Subs: 2
As I was making my mod, Agion's Alterations, I noticed some unused British items.
A lot of theses units has bugged Abilities.
ARVE Vehicle Crew
Can throw (teleport) a grenade to suppress infantry
Recon Infantry section
Can crawl (walk) stealth-fully but can not fire.
Can Drop a smoke and Sprint in ability
Flamethrower infantry section
Has 2 flamethrowers
Demo infantry section
Has a light gammon bomb and demo charge
Piat Commandos
Can (cannot) put away piats
Reinforcement Universal Carrier
Same as the M3 Halftrack but a UC
Comes with and immediately kicked out, a Vickers HMG
Mortar Valentine
Has a priest place holder, not functional
Under weapons and slot weapons
commando_de_lisle_carbine_mp
commando_de_lisle_carbine_assassinate_mp
Looks like a Pathfinder / Jager Light Inf
Commando Thompsons
Commando Lee enfields
medic_lee_enfield_rifle_mp
sniper_lee_enfield_rifle_mp
weapon_crew_lee_enfield_rifle_mp
valentine_mortar
valentine_mortar_he
11 Sep 2016, 22:47 PM
#2
Posts: 17914 | Subs: 8
Most of these are unused alpha assets.
During alpha brits worked completely differently and commander abilities had huge impacting effects, but all went on long cooldowns after use, some of the units here are part of these call-ins.
During alpha brits worked completely differently and commander abilities had huge impacting effects, but all went on long cooldowns after use, some of the units here are part of these call-ins.
11 Sep 2016, 22:52 PM
#3
Posts: 2561
Most of those infantry units were in the alpha. The commander abilities were generally more powerful but caused a cooldown for all of the abilities.
Part of that was that infantry came with the tank call-ins. That's what these are from.
The recon sections came with the valentine.
piat commandoes and flamethrower sections for the crocs
And demo infantry for the AVRE
Part of that was that infantry came with the tank call-ins. That's what these are from.
The recon sections came with the valentine.
piat commandoes and flamethrower sections for the crocs
And demo infantry for the AVRE
11 Sep 2016, 23:47 PM
#4
Posts: 1304 | Subs: 13
I miss the additional call-ins for one reason, so we don't get "The ability is ready!" for practically everything. Can't really use them now as the voicelines state two units would hit the field.
12 Sep 2016, 01:32 AM
#5
Posts: 179
You can actually see the flamer infantry sections in one of the map's loading screens
Trying to remember which one, it was a 4v4 map.
Trying to remember which one, it was a 4v4 map.
12 Sep 2016, 04:07 AM
#6
1
Posts: 169
You can actually see the flamer infantry sections in one of the map's loading screens
Trying to remember which one, it was a 4v4 map.
I think it's Essen Steelworks it I'm remembering correctly
There was also an artillery officer that came with the sexton. I think the Valentine's callin lines still says "supporting troops".
12 Sep 2016, 07:49 AM
#7
Posts: 769 | Subs: 1
I miss the additional call-ins for one reason, so we don't get "The ability is ready!" for practically everything. Can't really use them now as the voicelines state two units would hit the field.
Ah, I was wondering why they used such a generic line so often.
12 Sep 2016, 08:09 AM
#8
Posts: 3145 | Subs: 2
There's also an unused glider portrait, thought it was the HQ one but it turns out it's a look-a-like like the one carrying the Tetrach from the first game.
12 Sep 2016, 08:29 AM
#9
Posts: 17914 | Subs: 8
There's also an unused glider portrait, thought it was the HQ one but it turns out it's a look-a-like like the one carrying the Tetrach from the first game.
Because there were assets from previous games in CoH2.
DoW2 map assets for example were found as well.
12 Sep 2016, 10:12 AM
#10
Posts: 3145 | Subs: 2
Because there were assets from previous games in CoH2.
DoW2 map assets for example were found as well.
Yeah I know, the animations for the Maxim and. 50 are from the first game as well even, turns out they were just hidden.
I really love the. 30 cal in Europe at War tho.
12 Sep 2016, 11:11 AM
#11
Posts: 70
Perhaps a 3rd upgrade for tommies using those scoped SMLEs rather than being the aweful vet3 unlock for sections it is now? That means buffing them too, perhaps reduced penalty for RA for not being behind cover?
A UC with a reinforce upgrade is also a good reason to keep the UC alive, perhaps behind tech or one of those doctrines for more aggressive reinforcement point. It could also made as a choice upgrade which supplements the forward assembly, kinda like bofors/AEC kinda upgrade. The Forward Assembly Point,FAP ( this acronym ) in my opinion comes too early, making sim city too early to achieve the "holy trinity" once the bofors has been chosen after t1(1.5).
A UC with a reinforce upgrade is also a good reason to keep the UC alive, perhaps behind tech or one of those doctrines for more aggressive reinforcement point. It could also made as a choice upgrade which supplements the forward assembly, kinda like bofors/AEC kinda upgrade. The Forward Assembly Point,FAP ( this acronym ) in my opinion comes too early, making sim city too early to achieve the "holy trinity" once the bofors has been chosen after t1(1.5).
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