Or: In light of all this talk about revamping factions, I thought I'd sit down and create a mod featuring a few ideas and alternatives.
Forewarned. This mod is heresy.
Comprehensive Competitive Community Patchhttp://steamcommunity.com/sharedfiles/filedetails/?id=931752725
Comprehensive Competitive Community Patch? This mod is none of these things!
-Kappa.
And the acronym! CCCP?
-Kappa.
What's my intent here?
-Kappa.
What's my design here?
-So I had a few, let's call them beers, and sat down with the mod tools one evening. I sought to take a comprehensive look at the factions of CoH2. Then I immediately axed Brits from the equation because of reasons that are too bothersome and tiresome to name here.
-I wanted to see longer window of time where infantry, team weapons, and light vehicles can operate.
-I wanted to see a matchup between the Axis and Allied factions that was strategically deep and dynamic.
-I wanted to look at the game from a design standpoint, and not from a reactionary metagame standpoint.
-I wanted to commit heresy.
Are you going to ever revisit this mod and update it?
-If it isn't completely broken and invalidated by the next patch, sure.
So no?
-Oh you sly fox, probably. But I respond favorably to people's opinions, despite the internet. If this creates an enjoyable experience for someone, I'll be ahead of the game.
OKW Tech Tiers: Show Spoiler
HQ: Sturmpios, Volks, MG34, Opel
Medic Truck: IRHT, 222, Lieg, Raketen, [Medics]
Mech Truck: FlakHT, MortarHT, StuG E, Puma [RepPios]
FlakHQ: Panzer4, Obers, Stuka, JP4, [Flak] (Panther)
Other OKW changes: Show Spoiler
Volks Panzerfaust T0.
Volks Panzerfaust muni cost from 30 to 35.
Volks get potato masher grenade @ 1st truck setup.
Volks StG into Assault Package: 2 StGs, 3 MP40s; identical to Assault Grenadier MP40s.
Assault Package exchanges potato masher for incendiary grenade.
Sturmpios lay Tellers and AP mines instead of Schu mines.
FlakHT setup time from 4 to 2.
Vet 2 FlakHT setup time from 2 to 1.
Introduced veterancy sidetechs for OKW to unlock vet 4&5. Each level costs 100mp and 20 fuel. Infantry/teamweapons and vehicles are separate.
All OKW units capped at vet 3 until upgrading.
222 Scout car again must upgrade its gun.
HMG34 damage from 2 to 3. (MG42, Vickers, Maxim all deal 4.)
HMG34 suppression from 0.000125 to 0.00012525.
Made FlakHQ side-upgrade that unlocks Panther access. 100mp 60f. (Does not affect gun currently.)
Flak HQ initial cost reduced 40f. (Now 80f from 120f.)
KT also requires this upgrade.
Obers cost reduced from 400mp to 360mp.
LMG34 access locked behind FlakHQ upgrade.Words about above words:
Such a dastardly move, giving OKW the 222 and StuG E, and taking away their Kubelwagen and Luchs! But the OKW gain a Mortar HT in addition.
Both medic and mech truck tiers look to support the strength of OKW's t0 units: each OKW tier features a form of indirect fire and a dedicated AT unit. Mech truck remains a go-to tech choice for maintaining fuel income. Medic truck becomes more important being the source of Raketens.
What is the point of all this? Why I have I taken away the Kubelwagen? Why, by giving them an Opel Blitz! This unit is exactly the unit the germans can use to call in from select commanders. Which means OKW can farm resources. They all now capture territory, but they also sport a whole pop cap of 1. Also, volks and Sturms give OKW a fairly strong field presence even without the kubelwagen. The Opel by itself is a worthy replacement. More resources from a worse-kettenkrad scale better than kubelwagens. And I even buffed the MG34 against my intense distaste for modifying those stats!
And so what's stopping OKW from rushing and spamming 222s since they actually can come out sooner than Ostheer could? Well, without the stock upgun, the unit will require some munis, but it can indeed be quite effective early on. But given the recent cost increases, its less spammable,(and more appropriate in OKW anyway.) The medic truck offers good units to support OKW, but the player will certainly need to continue to tech, and 30 fuel per 222 will slow that down considerably. With the initial costs of FlakHQ reduced, P4s and JP4s are available much sooner, and especially Obersoldaten. (I really want to see if giving Obers panzerschrecks and Sturmpios a smoke grenade will work with this kind of timing.)
Soviet Tech Tiers: Show Spoiler T0: Combat Engies, Conscripts, [Medics], [Grenade Package], [Demolitions Package]
T1: Penals, M3 Scout Car.
T2: DHSK, 120mm, Sniper Team
T3: ZiS, HT, T70, SU-76
T4: T34/76, SU-85, Katyusha, KV1.
Other Soviet changes: Show Spoiler
T2 fuel cost from 25 to 40.
T1 manpower cost from 160 to 80.
T1 and T2 buildtimes from 80 to 60.
Old 120mm Call-in now 0CP and calls in PM82-41, Cooldown from 60 seconds to 36 seconds.
PM82-41 damage versus trenches normalized to other mortars. (Not exactly sure what actually uses tp_trench cover.)
Old DSHka Call-in now 0CP and calls in Maxim.
New Soviet grenade package, 125mp 40f, Research time from 25s to 40s. Unlocks molotovs and AT nades.
New Soviet demo package, 125mp 40f, Research time 40s. Unlocks Demo charges and Satchels.
KV-1 call-ins now KV-8 call-insHerein, I plead my case:
Soviet T2 is much, much stronger. Soviet T1 is comparatively weaker. However, T2 costs much more fuel now, and the ZiS is in T3. The power of strong support weapons is a choice. Soviets have always suffered from a number of design flaws. One of which has revolved around their T2 which contained a highly effective MG and ATG. With conscripts in T0, Soviets didn't really need anything from their T1 that couldn't be acquired from commanders. Hence: Soviet T1 had to morph to have something powerful enough to be a viable alternative.
I've decided to lean into the original problem a little bit. By making T2 even stronger, but putting the ZiS in T3, the investment into T2 becomes a little more meaningful. With the merged (and more expensive) HQ upgrades, T1 being cheap becomes a strength. Fuel investments in the early game can make or break a Soviet player, and much moreso now. Soviet T2 has strong back-tech utility as well, giving Soviets good tools for breaking an Axis player on the momentum. (Can't always hold out for a Katyusha.) The Maxim and PM82 mortar being 0cp callins better support T1 Penal builds without offering the strongest alternatives.
I have gone back and forth on switching stats, weapons, abilities, and upgrades between Penals and Guards, and even outright swapping the whole units. Penals being lonely in T1 with the scout car hinges on my final decision/drink on what to do between Penals and Guards. I've seen and heard many different good arguments on the matter.
KV-1 as a stock T4 unit was rather whimsical, and may not last if I decide to put T34/85s as a stock unit.
Ostheer/Wehrmacht Tech Tiers: Show Spoiler
T0: Pioneers, [Battle Phase 1], [Battle Phase 2], [Battle Phase 3]
T1: Grenadiers, HMG42, Sniper, Kubelwagen
T2: Panzergrenadiers, PAK, 251HT, Mortar
T3: StuG G, Luchs, Panzerwerfer
T4: Ostwind, P4, Panther
Other changes: Show Spoiler
Pioneers lay Schu mines
Luchs cost from 60f to 40f.
Battle Phase 2 and 3 reduced 5 fuel each so all Battle Phase upgrades are 40 fuel.
T3 building from 240mp 60f to 200mp 40f.
StuG E commander call-in now calls in a Brummbar.
Price set to 420mp 150f (T4 cost of Brummbar) and 10 CP instead of 7.
Panther far accuracy from 0.03 to 0.035 to match OKW panther.
Panther moving accuracy from 0.5 to 0.6. (OKW panther 0.65)My attempt to explain myself:
The schwimmwagen, I mean kubelwagen, now fits into a T1 OST role. I mean, if Ostheer is supposed to be called Wehrmacht, then why stop there? Ostheer has lost the 222 and the Brummbar. These are heavy losses, but they have gained the Luchs. The panzerwerfer is (back) in T3. Getting T4 built is only 10 fuel total cheaper, but Ostheer really does require it now. T3 is cheaper to built, which helps as well. The Luchs doesn't make up for a later P4, but it gives Ostheer a very strong AI vehicles to support the StuG G. The P4 and Ostwind were just too expensive, and effectively replaced StuGs as an option, rather than supplement. A cheaper Luchs in the tier, along with the panzerwerfer, allows for the tier to have a backbone and a place to dump fuel without invalidating T4.
Pioneers have Schu mines instead of Tellers and AP mines for two reasons: The main reason is that mines that hold off infantry flanks without signs is what Ostheer really needs. The other reason is an indirect buff to Reigel mines. Sturmpioneers and OKW on the other hand are more suited for specialized mines.
I've given the Panther better accuracy, and nothing else. This mod is indeed heresy.
USF Tech Tiers: Show Spoiler
HQ: REs, Ambulance, Riflemen, [Grenade Package], [Weapon Rack]
LT: Lieutenant Squad, M20, 50CalMG, Mortar
CPT: Captain Squad, ATG, Howie, Stuart, M5 HT
Major: Sherman, Scott, M36 Jackson. (Major Squad still free.)
Other changes: Show Spoiler
LT & Captain unlock reduced to 100mp.
LT & Captain unlock from 60s to 30s research time.
LT & Captain unlock do not call in an infantry squad.
Reduce initial Lieutenant squad fuel cost by 20. (30 from 50)
Increase Weapons rack cost by 10 fuel. (25 from 15)
Increase Captain cost by 10 fuel. (70 from 60)
Major unlock upgrade increased by 5 fuel. (125 from 120)
USF mortar range from 65 to 80.
USF mortar barrage range from 65 to 80.
USF setup time from 0.5 to 1.
USF mortar retains fast teardown and better accuracy.
Damage AoE is reduced to Soviets. (0.75 lethal radius instead of 1.)
Reload time still matches Ostheer mortar. (4 seconds.)
USF M5 Halftrack call-in now calls in M15A1 AA HT.
AAHT cost from 350mp 30f to 320mp 40f.
M20 cost from 340mp 20f to 280mp 35f.Justification for heresy:
Lieutenant is more accessible, and both LT and Captain tier units are more accessible by cheaper manpower upgrades and no free squads in the process. The lack of a free LT and/or Captain slows USF's snowballing infantry effect. USF now has a reinforcing halftrack in the Captain tier. A less manpower intensive M20 should also help. I don't think the fuel increase is too much, though costs are much easier to adjust and revert. (And they are much more noticeable and offer measureable changes to gameplay.)
And while USF never really needed a mortar, or arguably even a smoke dispenser, having a properly accessible teching tier early in the game is also a valid method to providing more early-game options.
Things I must do... :
Show Spoiler
Until I can properly figure out how to nerf Brace, I'm not touching Brits. Also, alien wizards designed the Brits' unique, faction specific code. Brace is the devil's labrynthe. Clever and spiteful minx the dev that designed that ability.
Make flakHQ upgrade actually affect the flak gun. The game files contained the framework for the flak gun upgrade, (I think it used to exist in an early version of OKW.) but I couldn't make an upgrade that disabled the gun to work. I didn't spend a lot of time beating my head against it though. (Or I haven't yet anyway.)
Give Vet 4&5 for 222.
Give Vet 4&5 for StuG E.
Make hulldown work for the Luchs. (Spotting Scopes are a go.) Kubel will not get spotting scopes, and likely not hulldown.
The tooltips. Oh the tooltips. This is more a menial task than a complex one. There's a lot of mixed up UI data that I need to clear up.
Determine the ultimate fate of Guards and Penals design.
Create a fuel based global upgrade to the T1 infantry in T1. PPsh, DP-28s, SVTs, etc. Depends on the fate of Penals & Guards.
Adjust the Major and Medic Truck Forward Retreat Points once I figure out a similar workaround British Forward Retreat Points.
Things I may do... :
Show Spoiler
Give Obers x2 Panzerschreck upgrade and Sturmpios a smoke grenade.
A T4 Soviet upgrade: x3 Con PPsh, stacks with doctrinal Con PPsh.
A T4 Ostheer upgrade: +1 man in Grenadier squads.
Swap t34/76 and t34/85s.
Swap M36 Jacksons for M10s Wolverines and/or a post-Major upgrade for unlocking M36 Jacksons. Also perhaps 76mm Sherman (Soviet Sherman). That might require reworking or removing shell swapping from stock USF sherman though.