This is a hopefully-complete list of features that make up the Make CoH Great Again mod. It will not necessarily detail tiny tweaks, e.g. damage balances of weapons, unless the tweaks are significant. This list will be updated as features are added, and if i forgot to put something in.
Trailer here: https://www.youtube.com/watch?v=BMTIE685m70&t=
Mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1372043496
Discord channel: https://discord.gg/9FQgqf7
----------------------------- allies allies allies GLOBAL FEATURES axis axis axis -----------------------------
• Consistent Stats: Weapon stats (e.g. damage and accuracy) are no longer different, based on which unit or vehicle is using it. The final damage OUTPUT might differ (e.g. individual squad accuracy), but not the damage of the weapons themselves, for instance. One result of this is that pioneers with Mp40s can actually be useful in short range combat now.
• Consistent Vet: Most units in a faction have the same kind of veterancy bonuses, with exceptions where it makes sense.
• Class Warfare: Units are now categorized by class and skill. A light class unit has less hitpoints, but higher capping- and movement speed and vice versa. A light unit like Volks has low skill, giving it penalities in combat, whereas a commando squad is highly skilled and gets bonuses.
• Supersized Squads: Almost all squads have increased squad sizes, to lessen the amount of squad wipes.
• Sniper Buff: Snipers have more HP and a higher rate of fire, so they're not completely useless.
• CoH1 Camo: The camouflage system is now like CoH1, in that the camouflage toggle is back (except for commandos). Camouflaged units can therefore be invisible out of cover as well. The CoH2 system made countersniping and just managing snipers in general, too micro-intensive.
• No Demo Camo: Demolition charges are no longer camouflaged.
• Ability-Less Vet: When gaining levels in CoH2, units get an ability at lvl 1 instead of a stat boost. This makes them feel weak, and so, said abilities are now always available, and units get a passive bonus at lvl 1.
• Bunker Upgrades: Most bunkers now skip the MG upgrade step to reduce micromanagement. These also cost fuel now rather than munitions.
• Basic Func. (Bunkers): All factions can build some form of anti-infantry emplacement, and most emplacements have increased hit points.
• Basic Func. (HMGs): All factions now have an HMG unit.
• Basic Func. (Snipers): All factions now have a sniper unit.
• Basic Func. (Crews): All factions now have vehicle crews that work exactly like the USF version.
• Basic Func. (Engineering): Each faction’s engineer units have the similar features, like field defenses, sandbags etc. Also, wire cutters don’t require upgrades anymore.
• Catapult Seats: Crews in open-top vehicles have a chance to survive being destroyed.
• Slower Repair: All units with a repair ability (except for repair station mechanics), now do so at reduced speed. This is to compensate for increased squad sizes and the influx of vehicle crews.
• Combat Wrench: Units repairing or building while under fire don’t have increased received accuracy, but instead perform said task slower.
• No Window Blinds: Snipers no longer gain an accuracy penalty when sniping targets in any type of cover, e.g. buildings, emplacement or regular cover.
• Steel Integrity: All neutral buildings now require all of their sections to be destroyed, before said building will collapse.
• FHQ FTW: Forward HQs from CoH1 are back for all factions, and besides reinforcing, they can produce the given faction’s standard infantry squad. They can be decapped in 30 sec, though there is no progress bar to display this, so it looks like the decapping squad is doing nothing.
• Very Friendly Fire: All units take 100% friendly fire now.
• Burn, Baby, Burn: All flame weapons burn longer and are more deadly now.
• No Counter-Bees: Counter-barrage functionality resulted in some boring automation that didn’t make the game more fun, and so I have removed it for all units of all factions.
• Boom Blaster: Panzerschrecks, Bazookas etc. are more effective against infantry, in style with CoH1 where rockets could actually kill soldiers they hit. This never happens in CoH2.
• Slow LMG: To underscore the LMG’s role as a stationary weapon, and to reduce its damage output, I have increased the aim time of all LMGs.
• Call Inn: Call-in units only cost manpower now. To compensate, buildable vehicles cost less manpower.
• Pricey Limits: Due to vehicle crews and editor limitations, limits on call-in vehicles are no more. Instead, certain vehicles become more expensive the more of them you have, and vice versa. The price only goes down if the vehicle is destroyed while it’s manned by your crew.
• Buff Halftracks: All halftracks have increased hitpoints, to reduce insta-wipes from facing a double-AT-gun tactic.
• Halftrack Multitasking: All halftracks with a weapon upgrade can still reinforce squads.
• No Tank Left Behind: Vehicles can no longer be abandoned as result of a critical hit.
• Double Pop: Population cap has been doubled, to compensate for increased squad sizes.
• High Stakes: Fuel- and Munitions points provide more of their dedicated resources. Regular points provide less of each.
• OP Everywhere: Observation Posts can be built on all types of resource points.
• No Snare Snipes: All AT snares except the panzerfaust, must be in range of their target to use the ability.
• Suppression Adjustment: Adjusted MG suppression values. Medium MGs inflict more suppression on nearby squads, but heavy MGs inflict more suppression on their target.
• Turbo Pivot: All HMGs that suppress now have a much faster turn rate, allowing for better results if microed correctly.
• Green Immunity: All units in green cover are much more resistant to suppression.
Make CoH Great Again - Feature List
3 May 2018, 10:26 AM
#1
Posts: 73
3 May 2018, 10:41 AM
#2
Posts: 73
----------------------------------- usf FACTION SPECIFICS: AEF usf -----------------------------------
Mo’ freedum! The player is no longer forced to make officers a part of his fighting force. The many unit variations are also intergrated now, but as optional extras.
• Queen-Size: Next-largest squad sizes of all factions.
• Two-Tiered Unit System: Many units have improved versions of themselves, who can be accessed through optional extra teching, e.g. the M8 Greyhound is a beefed-up version of the M20 Utility Car.
• Officer Distinctions: Officer squads now initially function just like riflemen, but have a shared pool of finite abilities that are stronger on higher ranking officers, e.g. a given distinction on a Major is more effective than on a Lieutenant.
• Airborne Paras: Paratroopers can now reinforce anywhere on the field.
• Run & gun only: The M1919A6 LMG has been removed entirely.
• Scout Sniper: The Pathfinder can build camouflaged listening beacons that provide vision around themselves.
• Auto-Ambulance: The ambulance heals squads automatically and has no setup, but can’t reinforce squads anymore.
:: Commanders ::
• Infantry Company
• Airborne Company
• Armor Company
Mo’ freedum! The player is no longer forced to make officers a part of his fighting force. The many unit variations are also intergrated now, but as optional extras.
• Queen-Size: Next-largest squad sizes of all factions.
• Two-Tiered Unit System: Many units have improved versions of themselves, who can be accessed through optional extra teching, e.g. the M8 Greyhound is a beefed-up version of the M20 Utility Car.
• Officer Distinctions: Officer squads now initially function just like riflemen, but have a shared pool of finite abilities that are stronger on higher ranking officers, e.g. a given distinction on a Major is more effective than on a Lieutenant.
• Airborne Paras: Paratroopers can now reinforce anywhere on the field.
• Run & gun only: The M1919A6 LMG has been removed entirely.
• Scout Sniper: The Pathfinder can build camouflaged listening beacons that provide vision around themselves.
• Auto-Ambulance: The ambulance heals squads automatically and has no setup, but can’t reinforce squads anymore.
:: Commanders ::
• Infantry Company
- Defensive Operations (Passive: Field defenses are built faster and riflemen and officers can build them too)
- Rapid Response (Passive: Infantry are trained faster, FHQ is cheaper and faster to make)
- Ranger call-in
- Off-map Artillery (Basic artillery strike)
- Off-map Combat Group (Calls in a seemingly random mix of units)
- Priest call-in
• Airborne Company
- Recon Run
- Paratroopers paradrop
- AT-gun paradrop (Airdrops AT-gun and crew)
- Strafing Run
- Supply Drop (Airdrops munitions, fuel, a mortar and an HMG)
- P47 Rocket Attack
• Armor Company
- Fast Deployment (Passive: vehicles are produced very fast)
- Raid (Passive: vehicles can cap points, rate is based on class)
- Field Repairs (Repairs all vehicles)
- Allied War Machine (Destroyed vehicles are replaced, 1 for each type)
- Calliope call-in
- Pershing call-in
3 May 2018, 10:50 AM
#3
Posts: 73
-------------------------------- ukf FACTION SPECIFICS: BRITISH ukf --------------------------------
Keep calm and don’t change! Outside of redone commanders, squad sizes and other stuff that also apply to the other factions, the brits remain almost the same.
• Tomboys: All british squads except Commandos are classified as heavy, to keep the trait of the brits having heavy-duty infantry.
• No Helmet-Holding: Brace ability has been removed, as it was no fun to play against, even if it was just nerfed instead.
• Bofor Bliss: Bofors has less weapon damage to reduce insta-wipes.
• Removed Squad Increase: The size of british squads can no longer be increased.
• Redone Hammer/Anvil: The hammer and anvil upgrades grant different stuff now.
:: Commanders ::
• Royal Artillery Support
• Royal Commandos Support
• Royal Engineers Support
Keep calm and don’t change! Outside of redone commanders, squad sizes and other stuff that also apply to the other factions, the brits remain almost the same.
• Tomboys: All british squads except Commandos are classified as heavy, to keep the trait of the brits having heavy-duty infantry.
• No Helmet-Holding: Brace ability has been removed, as it was no fun to play against, even if it was just nerfed instead.
• Bofor Bliss: Bofors has less weapon damage to reduce insta-wipes.
• Removed Squad Increase: The size of british squads can no longer be increased.
• Redone Hammer/Anvil: The hammer and anvil upgrades grant different stuff now.
:: Commanders ::
• Royal Artillery Support
- Early Warning (Flares are shot over frontline sectors)
- Concentration Barrage (Passive: More shells are fired at red smoke marked by infantry)
- Supercharged Mortars (Passive: Mortar emplacements have longer range)
- Overwatch (All available arty is put on overwatch for friendly territory)
- Land Mattress call-in
- Sexton call-in
• Royal Commandos Support
- Artillery Decoy (Deploys red smoke but no arty)
- Commando Glider call-in
- Valentine call-in
- Recon Assault (Infantry moves quicker, shoots better and planes recon the frontline)
- Glider HQ call-in
- Hold The Line (Infantry gets defense buff and planes strafe the frontline)
• Royal Engineers Support
- Field Recovery Operation (Calls in 2 special sappers and shoots flares over area)
- Improved Fortifications (Passive: Emplacements have more HP)
- Stand Fast (Infantry shoots better in friendly territory)
- Churchill call-in
- Churchill AVRE call-in
- Churchill Crocodile call-in
3 May 2018, 11:04 AM
#4
Posts: 73
--------------------------------- soviets FACTION SPECIFICS: SOVIET soviets ---------------------------------
Now much more thematic, e.g. their low value on life, the tactic of swarming the enemy with numbers, and the initially weak faction that slowly grows into a mighty force.
• King-Size: Largest squad sizes of all factions.
• Utility Veterancy: Doesn’t make squads perform better, but makes them cheaper and faster to reinforce, and lets them use abilities more often.
• Transfer System: Upon reaching lvl 3, many units can ‘trade up’, being replaced with better versions of themselves, e.g. a lvl 3 T-34/76 can be replaced with a lvl 0 T-34/86.
• The Commissar: A squad officer upgrade, the commissar can execute a unit in the squad to break it out of suppression and briefly grant extra movement speed.
• Lone Wolf: The soviet sniper is a one-man unit now.
• Switcheroo: Partisans can now switch weapons on the fly to adapt to any situation.
• MG Equality: Soviet machine gun teams no longer set up faster than those of the other factions.
• SVT Upgrade: Squads can now get svt rifles as an upgrade. Penals are equipped with mosin nagants as default.
• Spotter Upgrade: Tanks can get a spotter, increasing sight radius.
• Upkeep Upgrade: A HQ upgrade grants reduced upkeep of units, to compensate for their large squad sizes.
• No Free Ride: Scout cars can no longer have squads on board.
:: Commanders ::
• Hammer Directive
• Star Directive
• Sickle Directive
Now much more thematic, e.g. their low value on life, the tactic of swarming the enemy with numbers, and the initially weak faction that slowly grows into a mighty force.
• King-Size: Largest squad sizes of all factions.
• Utility Veterancy: Doesn’t make squads perform better, but makes them cheaper and faster to reinforce, and lets them use abilities more often.
• Transfer System: Upon reaching lvl 3, many units can ‘trade up’, being replaced with better versions of themselves, e.g. a lvl 3 T-34/76 can be replaced with a lvl 0 T-34/86.
• The Commissar: A squad officer upgrade, the commissar can execute a unit in the squad to break it out of suppression and briefly grant extra movement speed.
• Lone Wolf: The soviet sniper is a one-man unit now.
• Switcheroo: Partisans can now switch weapons on the fly to adapt to any situation.
• MG Equality: Soviet machine gun teams no longer set up faster than those of the other factions.
• SVT Upgrade: Squads can now get svt rifles as an upgrade. Penals are equipped with mosin nagants as default.
• Spotter Upgrade: Tanks can get a spotter, increasing sight radius.
• Upkeep Upgrade: A HQ upgrade grants reduced upkeep of units, to compensate for their large squad sizes.
• No Free Ride: Scout cars can no longer have squads on board.
:: Commanders ::
• Hammer Directive
- Demolition Duty (unlocks satchel charges for all infantry squads)
- Guard Troops call-in
- Bombing Run (aerial bombing run, like the US Airborne’s in CoH 1)
- Howitzer unlock
- KV-2 call-in
- ISU-152 call-in
• Star Directive
- Radio Intercept
- Partisan Insertion (Spawn Partisan Saboteurs from an ambient, unoccupied building)
- Repair Station unlock
- Rapid Conscription (Partisan losses grant new Partisan Recruits)
- Logistical Supplies (Airdropped pickup that heals/repairs nearby infantry and vehicles)
- Spy Network
• Sickle Directive
- Soviet Industry (Passive: units gain temporary bonus speed after spawning)
- Shock Troops call-in
- For Mother Russia (Oorah on all infantry)
- Sturmovik Attack (loitering attack plane)
- KV-8 call-in
- IS-2 call-in
3 May 2018, 11:17 AM
#5
Posts: 73
----------------------------- ostheer FACTION SPECIFICS: WEHRMACHT ostheer -----------------------------
Wehrmacht is now the powerful faction it was in CoH1. More snowball veterancy, less weak-ass insta-wipe infantry.
• Führer Frei: Extra commander, to make up for axis only having 2 factions.
• Capitalist Veterancy: Just like in CoH1, veterancy levels are now one-time purchases, applying to all current and future units of the given category.
• No Crews: Squads can now get svt rifles as an upgrade. Penals are equipped with mosin nagants as default.
• Special Squad Members: Volks and Grenadiers can now gain a special squad member, adding a little extra customizable flavor to ze reich.
• Knight’s Cross: The german terminators are back in black to give the middle finger to one-shotting snipers.
• Bonkers: The bunkers from CoH1 are back, with the exception of the medic bunker. That one only heals units, not sending medics out to pick up the wounded.
• Tank Kit: German tanks can get a variety of upgrades, such as smoke canisters and upgraded gun barrels.
• V1 Stuka: The stuka dive bomber strike has greater area of effect, more in line with the V1 in CoH 1.
:: Commanders ::
• Defensive Doctrine
• Blitzkrieg Doctrine
• Terror Doctrine
• Experimental Doctrine
Wehrmacht is now the powerful faction it was in CoH1. More snowball veterancy, less weak-ass insta-wipe infantry.
• Führer Frei: Extra commander, to make up for axis only having 2 factions.
• Capitalist Veterancy: Just like in CoH1, veterancy levels are now one-time purchases, applying to all current and future units of the given category.
• No Crews: Squads can now get svt rifles as an upgrade. Penals are equipped with mosin nagants as default.
• Special Squad Members: Volks and Grenadiers can now gain a special squad member, adding a little extra customizable flavor to ze reich.
• Knight’s Cross: The german terminators are back in black to give the middle finger to one-shotting snipers.
• Bonkers: The bunkers from CoH1 are back, with the exception of the medic bunker. That one only heals units, not sending medics out to pick up the wounded.
• Tank Kit: German tanks can get a variety of upgrades, such as smoke canisters and upgraded gun barrels.
• V1 Stuka: The stuka dive bomber strike has greater area of effect, more in line with the V1 in CoH 1.
:: Commanders ::
• Defensive Doctrine
- Advanced Warning (Passive: Captured points grant vision)
- For The Fatherland (Infantry gain a defensive buff in friendly territory)
- Fortify The Perimeter (Bunkers gain more HP and become reinforce points)
- Registered Artillery (Fast arty strike on a friendly point or building)
- Rocket Artillery Barrage (Powerful arty strike)
- Howitzer unlock
• Blitzkrieg Doctrine
- Assault Grenades (Unlock: Infantry can now spam grenades in one ability)
- Stormtrooper call-in
- Blitzkrieg Assault (All units move and shoot faster)
- Brummbar call-in
- Manpower Blitz (Instanly gain manpower, but income is halved for some time)
- Tiger call-in
• Terror Doctrine
- Zeal (Passive: infantry become stronger the more soldiers missing in the squad)
- Inspired Assault (Infantry fight better but also take more damage)
- Firestorm (Incendiary arty strike)
- Propaganda War (leaflet arty strike, forcing enemy infantry to flee)
- Stuka Bombing Strike (Immensely powerful and precise airstrike)
- King Tiger call-in (Calls in a free King Tiger, but ability has insane recharge time)
• Experimental Doctrine
- Goliath unlock
- Blendkorper unlock (all infantry squads can throw the Blendkorper grenade)
- Phosphorus Munitions (Passive: grants all types of machine guns more damage and penetration)
- IR StG unlock (all infantry squads gain access to the infra-red StG44)
- Sturmtiger call-in
- Jagdtiger call-in
3 May 2018, 11:36 AM
#6
Posts: 73
---------------------------------- okw FACTION SPECIFICS: OKW okw ----------------------------------
OKW is basically Panzer Elite now, all hail Panzer Elite Customs and their armored cars! That means restructured teching and independency from trucks. Viva la revolution!
• Führer Frei: Extra commander, to make up for axis only having 2 factions.
• Optional Trucking: Trucks are optional now and still have the same functions as before, except for teching.
• New Buildings: ...and as such, OKW has brand new teching buildings.
• Horizontal Teching: OKW’s structures can be built in any order and cost almost the same, presenting a more horizontal approach to teching.
• Custom Veterancy: Just like in CoH1, you can now choose between different veterancy bonuses, but unlike CoH1, the choices are much harder now, as the bonuses are more unique and varied.
• Level Up!: As a reminder, OKW units gain a green indicator above themselves when they level up.
• Airborne Fallschirms: Fallschirmjägers can now reinforce anywhere on the field.
• Aces High: Tank aces (aka command tanks in vanilla) have the same stats as their regular version counterparts, except for more health and the auras they come with.
• Infantry Halftrack: OKW can build an armed sdkfz 250 halftrack that can reinforce squads, and comes with a squad of panzergrenadiers.
• Round Wurf: The Wurfrahmen now fires a barrage rather than in a line.
• Naked Gun: OKW AT-guns no longer have camouflage or retreat. They are cheaper as compensation.
• Ketten: The OKW starts with the Ketten-Kübel unit, an unarmed Kübelwagen that can cap territory and gets special abilities, depending on the chosen commander.
• Assault Leig: Seeing as the Leig is an assault gun, it no longer has a minimum range.
:: Commanders ::
• Scorched Earth Tactics
• Luftwaffe Tactics
• Tank Destroyer Tactics
• Ace Tactics
OKW is basically Panzer Elite now, all hail Panzer Elite Customs and their armored cars! That means restructured teching and independency from trucks. Viva la revolution!
• Führer Frei: Extra commander, to make up for axis only having 2 factions.
• Optional Trucking: Trucks are optional now and still have the same functions as before, except for teching.
• New Buildings: ...and as such, OKW has brand new teching buildings.
• Horizontal Teching: OKW’s structures can be built in any order and cost almost the same, presenting a more horizontal approach to teching.
• Custom Veterancy: Just like in CoH1, you can now choose between different veterancy bonuses, but unlike CoH1, the choices are much harder now, as the bonuses are more unique and varied.
• Level Up!: As a reminder, OKW units gain a green indicator above themselves when they level up.
• Airborne Fallschirms: Fallschirmjägers can now reinforce anywhere on the field.
• Aces High: Tank aces (aka command tanks in vanilla) have the same stats as their regular version counterparts, except for more health and the auras they come with.
• Infantry Halftrack: OKW can build an armed sdkfz 250 halftrack that can reinforce squads, and comes with a squad of panzergrenadiers.
• Round Wurf: The Wurfrahmen now fires a barrage rather than in a line.
• Naked Gun: OKW AT-guns no longer have camouflage or retreat. They are cheaper as compensation.
• Ketten: The OKW starts with the Ketten-Kübel unit, an unarmed Kübelwagen that can cap territory and gets special abilities, depending on the chosen commander.
• Assault Leig: Seeing as the Leig is an assault gun, it no longer has a minimum range.
:: Commanders ::
• Scorched Earth Tactics
- Boobytrap unlock (all infantry squads can place booby-traps on captured points)
- Sturmpioneer call-in
- Fire Specialization (passive: fire weapons burn longer and all infantry can get flamethrowers)
- Recoup Losses (lost soldiers are eventually replaced by new Panzer Grenadiers)
- Flammenhetzer call-in
- Sector Artillery (target friendly sector is on overwatch by off-map arty)
• Luftwaffe Tactics
- Flak Emplacement unlock
- Air Recon
- Fallschirmjäger paradrop
- Luchs call-in
- Butterfly Bombs (Airdrops anti-infantry mines that camouflage upon landing)
- Stuka Close Air-support (Calls in two loitering attack planes)
• Tank Destroyer Tactics
- Spotting Scope unlock (all vehicles can get spotting scopes, allowing for binocular vision)
- Riegel mine unlock (panzergrenadiers, infantry halftrack, and mortar halftrack can lay Riegel AT-mines. Technical issues prevents the flak- and IR halftracks from using this)
- Panzerfusiliers call-in (these are good vs. vehicles)
- HEAT Shells (passive: Tank shells do more damage and has better penetration)
- Double Infantry AT (passive: The Panzerschreck upgrade now provides an extra Schreck, and infantry AT abilities have reduced cooldown)
- Elefant call-in
• Ace Tactics
- Valiant Assault (own soldiers killed in combat grant manpower)
- Obersoldaten call-in
- Sector Assault (target enemy sector grants manpower if captured and held)
- Panzer IV Ace call-in (tank grants defensive buff to infantry)
- Panther Ace call-in (tank grants movement buff to all units)
- Tiger Ace call-in (tank grants defensive buff to vehicles)
5 May 2018, 19:30 PM
#7
Posts: 2238 | Subs: 15
Good job.
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