It's a bit difficult to have enough screentime for 3 specialist AI-only units (Pathfinders, Thompson Paras and LMG Paras) that offer zero AT utility, when the faction already has access to the best mainline infantry, and they have no AI issues to begin with.
Recon Company's vision of Pathinders as a utility unit seems more coherent than a "hey, let's strap another AI only unit in the roster" implementation of Airborne. Given that beacons are Paratrooper's main feature, it should be more affordable to field a Pathfinder & Paratrooper mixed army.
For Paratroopers, the simplest change I would make is allow Paratrooper-equipped support weapons to reinforce near beacons.
Pathfinders just need to be cheaper scout units, and provide the utility necessary to complement Paratroopers. I don't know:
- Smoke artillery callins?
- Allow Paratroopers to retreat to Pathfinders (in friendly territory only)?
- Lay mines? (or let Airborne paras also lay mines?)
Maybe this:
Popcap to 1/model plus 1 for the squad (5 when called in - pop cap is part of what ruins these)
Cost -decrease 240-260, 30 to reinforce
Abilities: mines, beacons, smoke barrage
Decrease weapon slots to 1 (so that people don't abuse barfinders with lower cost) - this would make sure that they are only scouts as barfinders work much better with 2 bars
Make this change, change MG to 1 cp, AT gun to 3 (either of them for 75 muni's) and commander would be more viable. Would still need to buff P47 to make viable in 4v4's but would probably be solid commander in 1v1 and 2v2. |
Never saw that. Got any replays? How did this happen?
Would the replay need to be current? This happened to me once and I might have saved it. If you can use an old replay then I'll look for it.
IIRC, the gun should have been decrewed but wasn't. I don't know how. I couldn't move it, even with merging a con squad into it. The ZIS sat in the middle of the map and still shot like normal.
PS - I don't know how to make this happen. It just happens once in awhile, and not often enough that it seems like it is worth letting the gun get decrewed. |
It can hit heavies, if you keep mediums still, it will never hit them lol
I did have a P47 strike kill a KT that was around half health last week. I made the mistake of backing up and then every shot hit. Might have been funny if I had the fuel to bring in another one. It rarely hits PIV's. |
With the recent and upcoming nerf Cromwell and Comets, maybe this survey will move
the threads to make it possible; swap PIV & Panthers OKW to WEHR tanks.
Currently there is a huge request to improve PIV and panther WEHR. OKW has heavy to stop allies and this change is not detrimental. We have in our hands the balance of coh2
Most people here probably want the OST PIV and PV to have the same stats as the OKW ones, and probably at the current OST prices. The next patch is going to be a significant UKF nerf, why bother with the poll? |
If you're in the circle when the plane starts its maneuver out to return and straffe it will follow you anywhere on the map. All loiters work like this to my knowledge. Now if you think about loiters only effecting the circle and the circle alone and any tank or infantry that left the circle has it's straffe canceled straffes would be absoulte trash. They'd have to have their costs lowered immensely to justify how quickly you can exit the circle. Especially with speed boost mechanics.
P47 used to follow but I don't think it does anymore. Hard to say with certainty because it doesn't hit anything anyway. |
The Greyhound can be quite nice for a Lieutenant build so you can deploy something similar to a Stuart so you can also deploy M2B HMGs. But, other than that it is pretty bad.
It still has the problem that it loses badly to a 222, even with the 70 munition armor upgrade. The upgrade should be included in the basic cost, and it would have been better if they gave it something else when they nerfed canister shot into oblivion. Maybe give it passive capping or the ability to lay the general purpose mines. |
Welcome! I recommend watching these tutorials first:
https://www.youtube.com/playlist?list=PL9maeIrWK0SOuYjVgeWa6CEg-4VYwU3zf
1. That's absolutely possible and not very difficult to do. Have a look at the Ostheer HQ and tier structures in the "ebps" category, specifically their upgrades and requirements, to see how!
2. I don't think you can disable a faction, but you can make it useless by, for example, removing their HQ and starting unit in the "army" category.
I'm working on a mod where the British faction has a somewhat more conservative tier structure - feel free to look at the source files, which are available here:
https://github.com/PlanetSmasherCOH/BritishArmy
3. To learn how to modify commanders, have a look at this thread:
https://www.coh2.org/topic/57379/modding-commander-abilities
Please note that it does not apply to UKF commanders, because unlike those from other factions, they actually use the commander system properly. To modify a British commander ability, you have to clone it while keeping the name.
If you want to completely exclude them, this one might help:
https://www.coh2.org/topic/59835/q-how-do-i-disable-commanders
Good luck with your mod. If you have any questions, feel free to ask them here!
Awesome, thanks! |
I have some general questions on mods. I'm interested in making a mod because:
1)Larger (3v3 or 4v4) team game degenerate into a battle of mortars, LEIG's, mortar pits, walking stukas, etc, etc. I would like to make a mod that nerfs all indirect to the point that it is secondary to the main battle.
2)The tier system is messed up. It was okay when it was just Ost and Soviets but factions since then aren't organized the same way. I would like to try making a 4 tier standard where T1 is team weapons, T2 is light vehicles, T3 is mediums (T34/76, PIV, Sherman), and T4 is better tanks like T34/85, Panther, Easy 8. I would like to implement
I looked at the mod guide but it didn't answer all of my questions. If anyone has time to answer this I would greatly appreciate it.
Questions:
1) Can additional tiers be created, including costs to unlock tiers?
2) If UKF cannot be fit into the tier system, could it be excluded from the mod, at least temporarily? (It is so different from everything else that it seems like it would be really difficult to balance).
3) Similarly, can most commanders be excluded? Air supremacy, arty cover, Stuka CAS, Stuka dive bomb all problematic.
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vet4-5 obers ofc needs a nerf, but at the same time vert4,5 needs to be more easily attainable for them.
jagd, ele and 152 are just dumb design but how would you nerf them? i think the best thing right now is to drastically raise their pop cap to decrease army size so those heavy tanks can get outnumbered
They used to be upper 20's in pop cap before that was lowered to "encourage the use of heavy tanks". I don't remember the exact words but it was something like that in the patch notes. I don't remember if this was done at the same time as limiting them to one.
The pop cap should be raised into the 30's on those TD's (at least the Ele and JT), and you shouldn't be able to bring in a second if you lose it. The fuel price is also much too low. |
How do they have stronger tank destroyers? Do you prefer a SU-85 vet3 or Firefly vet3 over a JP4 vet5? I don't.
Tank destroyers destroy tanks, not infantry - they are not the spearhead of an assault. They can only avert the power of tanks from their allies. How is that going to help the infantry if it's already overwhelmed by the enemy's infantry?
How are the allied mediums outclassing the axis mediums? What are you refering to? I don't know about you, but my favourite medium tank from the 640hp class is the OKW P4. That thing is a nightmare for the allies once he reaches vet4(granted he survives).
And how can you just call those heavy tank destroyers a design flaw? Are we now supposed to ignore them and act like they do not exist? How is your opinion helpful to form a consent?
Oh and btw, it's not like "allies" have mark target - there are 3 precisely 3 commanders from the Soviet faction that can use it. I might as well refer to "axis" having stuka bombs whenever anyone complains about op "allied" infantry.
This x 100
Some maps like Red Ball are really difficult for allies to win once the JT's and Elefant's are on the field. There are no allied counters to them. The only way to win that game late was Calliope's and bazooka blobs. |