I used the artillery call in from my arty field officer and my lefh18, mortar and panzerwerfer responded. Problem was that after that, the howitzer couldn't fire on it's own, eevery time i told it to fire, it just did nothing.
After that, i tried my field arty officer call in arty ability again, and then the howitzer fired. This ability is already bugged up the arse (like how some captured artillery don't respond, like the american mortar), but now it seems that if i try to use it for it's real purpose, it breaks the purpose of the officer howitzer combo.
The latest changes to the mod bring the following changes to EFA:Shock troops
- Removed smoke recharge bonus from Vet2
- Improved smoke recharge bonus at Vet1 to the old Vet2 (from -33% to -40%IS-2
- Capture points at Vet1 replaced with fragmentation shot; this is an inaccurate shot that can target ground and works like a canister shot abilityArtillery officer
- Population cap further reduced to 6
The latest version of the mod also brings the following changes to the OKW factionOKW changes Show Spoiler MedHQ
- Forward retreat point completely removed
- Medic healing radius increased from 20 to 30
- Requires more space to be placed down to ensure reinforcements do not get stuck beside obstacles. (Avoids squad-trapping)Schwerer Panzer Headquarters (T4)
- Cost to deploy to 100/60: Starts with Jagdpanzer and Obers
Armored Assault Groups upgrade for 100/60 unlocks the Panzer IV and Panther. Must be re-researched if building is destroyed. Required for the King Tiger. Must be re-purchased if destroyed. KT requires the upgrade to be purchased only once to access after all trucks are deployed.
- Gun must be bought for 120 munitions. Can now be issued attack commands.
- Projectile no longer collides with terrainCall-in requirements
- All OKW Call-ins receive a 25% price penalty to their MP and FU costs
- The price penalty is lifted when the âArmored Assault Groups upgradeâ from T4 is researched for the first timeAnti-aircraft performance
- The relative performance of OKW units vs air is as follows:
FlakHT = Flak emplacement >> FlakHQ
- The base flak emplacements no longer deal damage vs airplanesOKW veterancy scaling changes
- Squads retain the majority of Vet1-Vet3 combat bonuses as is
- Vet4 and Vet5 passive combat bonuses have been replaced with abilities or conditional bonuses (e.g., requires in cover, or timed/targeted abilities)
- Veterancy levels have been reordered as follows:
- Vet1, Vet2 and Vet3 (old) become Vet1, Vet3 and Vet5 (new), with new Vet5 requiring same amount of XP as old Vet3
- The newly introduced abilities are placed as Vet2 and Vet4 bonuses
- This, essentially preserves the 5-vet bonuses of OKW, skipping out on uninspiring (but OP) raw unit stats
- At the same time, timely access to unique veterancy bonuses will help diversify the OKW roster a bit, making unit composition choices more meaningful
Thus, for most OKW units, Veterancy looks as follows:Weapon Team Crews
- Use weapon crew Kar98k rather than Volksgrenadier Kar98k
- Reinforcement cost decreased to 22
- Received accuracy normalized (MG/LeiG: 1.25; Raketen: 1)Volksgrenadier
- Vet2 bonus: increased sight in garrisons or cover
- Vet4 bonus: Medical kits heals at 2HP/sec passively
- Vet5 (old Vet3) RA improved from 0.9 to 0.86
- Faust from 30 to 25 munitions.Sturmpioneers
- Concussion grenade moved to vet 1. Construction bonus at vet 3 moved to 1.2
- Population from 9 to 8
- Repair rate from 3 to 2.
- Veterancy 2 Repair reduced to 0.6 from 1.
- Panzerschreck cost from 90 to 65. Now Provides smoke grenades and no longer requires a truck to be deployed.
- Flamethrower upgrade also provides access to smoke grenades
- Reinforce time from 10 to 7. Build-time from 40 to 28 seconds.
- Weapon accuracy at vet 4 to 1.35 from 1.15.
- Combat bonuses at vet 5 removed.Veterancy:
- Vet1: Concussion grenade
- Vet2: +20% construction bonus
- Vet3: +0.6 repair speed bonus (down from +1), -30% weapon cooldown, -23% received accuracy
- Vet4: No longer received damage while repairing
- Vet5: -23% received accuracy, +35% accuracyRaketenwerfer
- Can no longer be suppressed
- Moves at full speed if detected while cloak ability is active (QoL)
- Accuracy increased from 0.06/0.05/0.04 to 0.06/0.0516665/0.043333 (to match other AT guns)Veterancy:
Vet1: increases speed while stealthed by 25%
Vet2: gains +7 sight when in cover or garrisons
Vet3: -25% reload, +25% penetration
Vet4: +25% damage +15% accuracy when attacking from stealth
Vet5: Increase rotation by 15% and range by 5+Kubelwagen
- Kubel can now siphon points, reducing pointâs resource incoming and returning it to the player
- Armour from 4.5 to 2.5
- Rear Armour from 4.5 to 2.25
- Hitpoints from 190 to 210
- Population from 4 to 2
- Moving burst to 0.75 from 0.1. Moving cooldown from 0.125 to 0.675
- Detection ability now halts the Kubelâs movement
- Cannot toggle the Detection ability faster than 5 seconds
- Now gains shared XP
- Reshuffled Kubelwagen veterancy as follows: 1, 3, 2, 5, 4MG-34
- Population from 4 to 6
- Vet2 bonus: AP rounds ability increase range by +5 for their duration
- Vet4 bonus: Sight increased by +7 when in-cover or garrisonsLE.ig
Revamped to act as a support gun:
- Mini-assault gun when auto-attacking
- High-angle attacks when barraging
- Auto-fire reload from 6.5-7.1 to 4.25
- Fixed an issue where hold-fire wasnât working
- Penetration reduced from 75 to 35
- Auto-fire range from 100 to 70
- Barrage range to 80, cooldown increased from 30 seconds to 40 seconds.
- Number of shells fired in barrage: from 4/8 (vet0/vet4) to 3/6.
- Smoke barrage available. 4 rounds, 30 secs cooldown; cooldown independent from other abilities
-Firing cone from 20 to 5Attack stats
- AOE distances from 0.75/1.5/2.25 to 0.75/1.75/3
- AOE to 3.5 from 3.
- Now uses mortar profiles vs buildings. (Deals more damage to ambient structures)
- Scatter from 6 to 6.75.
- Weapon horizontal speed from 3 to 8Hollow Charge Rounds
- Unlocked at Vet1; improved at Vet4
- Accurate, direct-fire attack that can only target armour for 120 damage.
- 15 munitions, 45 sec cooldown.
- Range 60, 10 minimum.
- Ready aim time of 1.5Veterancy:
- Vet1 unlocks Hollow charge Rounds
- Vet2 increases number of shells for the barrage to 6.
- Vet3 provides 0.85 reload speed on all weapons and abilities. +25% range on smoke
- Vet4 allows the LE.ig to fire 2 Hollow Charge rounds during the ability.
- Vet5 provides 25% range on all barrages and reduces all ability cooldowns by 33%.FlakHT
- Population from 7 to 6
- Reduced accuracy vs vehicles (to counterbalance high base accuracy used to fight infantry)
- Projectile no longer collides with terrain
- Vet2 bonus: Old Vet5
- Vet4 bonus: Old Vet4Luchs
- Increased scatter penalties from 1.25 to 2 to match other AI tanks
- Increased moving accuracy modifier at vet0 from 0.3 to 0.4
- Population popcap reduced from 8 to 6
- Reduced accuracy vs vehicles (to counterbalance high base accuracy used to fight infantry)
-Moves at full speed if detected while cloak ability is active (QoL)
- Vet2 bonus: Suppressive fire (old Vet5 ability)
- Vet 4 bonus: 1.4 accuracy, 1.15 acceleration and rotation for 5 seconds when attacking from stealthPuma
- Reduced MG incremental accuracy multiplier from 1.12 to 1
- Population popcap reduced from 8 to 7
- Added a delay to smoke deployment (0.75 seconds)
- Smoke duration increased from 10 seconds to 15 seconds
- Vet2 bonus: Old vet5 bonus, but with range reduced from 70 to 25
- Vet4 bonus: Old vet4 bonusWalking Stuka
- Health from 320 to 160
- Cost from 390/100 to 360/85
- Build-time from 60 to 45.
- Population from 14 to 12
- AoE distance changed from 2/4/6 to 0.5/5.5/7 (to give more consistent results)
- AoE damage far increased from 0.05 to 0.1
- Added scatter to stuka barrage (mortar)
- Added actual penalties for firing in the FoW
- Reduced damage vs buildings
- Vet2 bonus: âSaturation Fireâ ability. Allows the Stuka to attack in a circle rather than a line.
- Vet4 bonus: old Vet5 bonusIncendiary Rocket barrage
- Available at Vet0
- Cost from 100 to 40
- Cooldown reduced from 150 to 120 (to match HE barrage)
- Shares cooldown with HE barrage
- Dot damage normalized with other flame weaponsObersoldaten
- Cost from 400 to 340
- Population from 10 to 9
- Upgrades from 60 to 80 munitions (both LMG and STG)
- Reinforce time to 9 from 12.5. Build time to 36 from 50.
- Vet2 bonus: Timed ability that causes suppression at the cost of damage
- Vet4 bonus: Old Vet5 bonus
- Adjusted cost of grenade to 40 (to match PGren)Fallschirmjäger
- Have stationary pathfinder-like camouflage at Vet 0
- Population from 8 to 9
- Call-in manpower cost reduced from 440 to 340
- Received Accuracy from 0.87 to 0.83
- Vet3 RA from 0.71 to 0.77
- Vet5 changed to 1.3 accuracy and +5 range.
- Vet2 bonus: Passive medical kits
- Vet4 bonus: Panzerfaust gains +5 range and +20 damageInfiltration mechanic:
- Infiltration Fallschirmjager must purchase FG42 battle rifles. Free, but requires 45 seconds before the upgrade completes
- Grenades/Faust require the FG42 battle rifles to be available
- This does not affect airborne-assault Fallschirmjagers (parachutters); i.e, parachuters arrive combat-readyJaeger Light Infantry
- Have stationary pathfinder-like camouflage at Vet 0
- Must purchase G43 Sniper Rifle. Free, but requires 30 seconds before the upgrade completes.
- Reinforcement cost down to 32MP
- Vet2 bonus: +50% accuracy when firing from stealth
- Vet4 bonus: Passive medical kitsPanzerfusiliers
- Population from 6 to 7
- Vet2 bonus: 1.15 capture and decapture rate.
- Vet4 bonus: Passive Sprint
- Flare cost reduced from 45MU to 30MUTerror Officer
- Officer reinforce from 50 to 35.
- Officer reinforce time from 16 to 7
- Aura no longer affects teammatesPanzer IV
- Scatter improved from 7.5/6.4 (angle/distance) to 6.5/5.54
- Vet3 scatter veterancy changed from 0.75 to 0.866
- Vet2 bonus: replaced with Steady Advance ability
- Vet4 bonus: Improved Combat Blitz
- Cost to 380/140 from 360/150
- Population from 12 to 14Combat Blitz
- 0.75 RA, 1.25 Accuracy, 1.35 speed.
- Vet4 awards an extra 0.92 scatter and 1.1 accuracySteady Advance
- Reload speed reduced to by 25%
- Cooldown decreased by 25%
- Speed is reduced by 50%
- Horizontal traverse is reduced by 65%
- +25% more accuracy and -10% scatter when moving for all weapons
- Mutually exclusive with Combat BlitzOstwind
- Combat Blitz stats revamped (refer to P4)
- Vet2 bonus: Steady Advance (refer to P4)
- Vet4 bonus: Improved Combat Blitz (refer to P4)Jagdpanzer
- Now detectable at range 20 (up from 10) to be on par with Luchs
- Vet3: 1.35 sight bonus changed to 1.2 accuracy. Armour bonus removed.
- Vet5 reload from 0.9 to 0.85
- Vet2 bonus: toggled âVehicle Detectionâ. Detects vehicles in 60, but Jagdpanzer becomes immobile. Can still rotate at -75% reduced rate.
- Vet4 bonus: damage/penetration/accuracy increased by 25% when firing from stealthPanther
- Combat Blitz bonuses changed (refer to King Tiger)
- Population from 16 to 18
- Moving scatter from 1.7 to 2 (to match other tanks)
- Moving accuracy from 0.65 to 5 (to match other tanks)
- Mid accuracy increased to revamp-mod OST Panther
- Vet3 armor bonus removed (old Vet2)
- Vet2 bonus: provides +10 sight when stationary after 5 seconds.
- Vet4 bonus: Improves Combat Blitz
- Cost from 490/200 to 510/185.Command Panther
- Population from 18 to 20
- Aura no longer affects teammates
- Mid accuracy increased to revamp-mod OST Panther
- No longer mutually-exclusive with the King Tiger
- Combat Blitz bonuses changed (refer to King Tiger)
- Vet 4 Improves Combat Blitz
- Removed armour bonus from veterancy (retains health bonus)
- No other changes to veterancy (Command Panther Vet1-5 remains identical to live-version)King Tiger
- AOE on 88mm weapons to 0.66/0.25/0.05 from 1/0.35/0.05
- AOE far distance from 3 to 4
- Population from 21 to 23
- Scatter to Tiger values
- Veterancy Revamped
- Combat Blitz ability revamped
- Cost from 720/280 to 720/260
- Now buildable at T0 (to avoid picking commanders)Veterancy:
- Vet1 Unlocks Combat Blitz (revamped)
- Vet2: Unlocks spearhead mod (fixed a bug with spearhead)
- Vet3: -20% scatter, +30% weapon rotation speed, +20% accuracy
- Vet4: Improves Combat Blitz
- Vet5: -20% reload, +30% ac/de-celerationPanther/King Tiger Combat Blitz:
- 0.8 Received Accuracy, 1.25 accuracy, 1.15 speed
- Vet 5 provides an additional 0.8 Received Accuracy, 1.1 accuracy and 1.1 speedJagdtiger
- Fuel cost from 280 to 260
- Damage decreased from 320 to 280
- Accuracy decreased to Elefant levels
- Range decreased from 85 to 78
- Population from 21 to 24
- Supporting Fire now available at Vet0
- Vet1 increases Supporting Fire rounds from 3 to 5
- Vet2 bonus: increases Supporting Fire range by 33%
- Vet4 bonus: Unlocks piercing rounds ability (previously a Vet0 ability)Mobility:
- Jagdtiger can now be dazed once again on penetration from rear shots
- Removed rotation bonus from Engine Improvements upgradeSupporting Fire
- Supporting Fire now available at Vet0
- Supporting Fire barrage no longer collides with terrain
- Supporting Fire range reduced from 125 to 85
- Vet1 increases Supporting Fire rounds from 3 to 5
- Veterancy 4 increases Supporting Fire range by 33%Sturmtiger
- Cost increased from 560MP/160FU to 600MP/190FU
- Population from 18 to 21
- Main attack no longer pierces through obstacles
- Grenade damage increased to Churchill levels
- Veterancy requirements significantly reduced
- Swapped Vet2 with Vet3Flame Hetzer
- Population from 12 to 10
- Minimum range removed. Range from 32 to 35.
- Damage from 10 to 12.
- Burst from 1/2 to 3
- Veterancy 1 provides âCrew Repairâ. Halts weapons and movement for 15 seconds. 30 munitions.
- Vet1 burst modifier to Vet3
- Vet5: also increases range by +5
- Vet2 bonus: provides access to the âAssaultâ ability
- Vet4 bonus: +7 sight
- Veterancy 1 burst modifier to veterancy 2.âAssaultâ ability:
- Grants -25% cooldown and reload on the flamethrower.
- Machine gun gains -40% cooldown and suppression.
- 40 munitions
- 15 seconds.10.5cm LefH (Work-in-Progress)
- Cost changed from 600MP to 400MP/50FU
- Veterancy 1-3 standardized with the Ostheer variant
- Unlocks 10.5cm Rapid Barrage at veterancy 4. 45 second cooldown. Fires 3 shells with minimal reload time between each round.Pak43
- Cost changed from 500MP to 375MP/40FUPanzer Commander
- Grants +10 sight to the vehicle from 6.
- Coordinated Barrage range from 35 to 45.
- Coordinated Barrage delay from 5 to 0. (It takes 10+ seconds to drop)
- Coordinated Barrage cost from 120 to 60.Emergency Crew Repairs
- Heals 20% faster
- No longer inflicts a munitions-income penalty on the player
- Cost from 50 to 35Infiltration Grenades
- Cost from 15 to 25
- Non-volk squads (e.g., Obers, JLI) fire their grenades faster
- Infiltration grenades no longer enter cooldown unless they have actually been dischargedFlak Emplacement
- Weapon is now a copy-paste of FlakHT
- Projectile no longer collides with terrain
- Popcap from 4 to 2
- Hitpoints from 470 to 520
- Crew have a received accuracy modifier of 0.1Flak Emplacement base
- Non-decrewable
- Min-range removed
- Projectile no longer collides with terrain
- Target size increased from 2 to 20
- Can no longer damage aircraftArtillery flares
- MU cost from 60MU to 90MU to bring in line with other recon abilitiesRecon overflight
Cost from 35 to 50Volksgrenadier field defenses
- Minelaying speed decreased by halfGoliath
- Cost from 100MU to 70MU
- Now deals same damage as (EFA revamp) demos
- Sight range down to 5
This commitment from the mods keeps my love for coh2 alive!
One suggestion though, why not just replace OKW base flaks with the ostheer base bunkers since they'll no longer damage planes, which would make planes a good decoy to make the base flaks attacks the planes and then infiltrate okw base with other troops?
Thanks for the hard work on keeping the game fresh guys!
One question though, won't the removal of the trench cost to the brits make the trench spammable, since it doens't rely on doctrine for the british and make them invincible with their cover bonus?
One thing i'd like to see if giving all engineer units the ability to switch between their weapons and the minesweeper, not just making it a sturmpioneer ability.
How about giving the ostheer and (doctrinal) volks the ability to deploy a dummy minefield for like 10 munitions?
Just planting the sign posts on the regular 2x2 area and nothing else, with the purpose of making the enemy either throw a grenade to check, send in a engineer with minesweepers, or, and this is my favourite, let him send in a tank to detonate them and let it find an AT mine instead.
I try it and this setup for sappers and it is useless. If you want flames on sappers, you need speed, but with vickers (anvil) yours sappers gain speed of glacier.
Then just simply keep them at 3 weapons and go nuts with 1 flamethrower (or 3 if your lucky) and 2 brens.
UKF has come out more than a year (i think...) but only now have i realized something terrifying....
Not only does the sappers Vickers K not occupy a weapon slot, neither does the m2 flamethrower. This results in being able to have sapper with a vickers k, one flamethrower and two other weapons of your choice ( at one point in a game, mine was 1 vickers k and three flamethrowers).
Am i off my meds again and this is normal or has this being going on about but not fixed???
I suspect the "supression" vet bonus is a multiplicative, since it doens't work.
Ever since the Kubel got it's supression removed, the vet 5 is only for survivability, and for the supression to work should be an additive, since multiplying the 0 supression will equal.... you guessed it! 0!
Maybe make it a faster cap speed since it's now the kubels "thing".
No Redwings, no love
Nebelwerfer in vcoh would bug out in a similar fashion if you tried to barrage out of range iirc, so components of it may be very longstanding indeed.
Wish it was that simple, the mortar simly did not fire, even in direct line of sight.