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Posts: 82
Thread: Coh3: Rewired - Balance And Design Mod17 May 2023, 00:16 AM
This is just the changelog for the redesign MOD I've been maintaining. Finally had time to do it properly. In: COH3 Central |
Thread: Coh3: Rewired - Balance And Design Mod17 May 2023, 00:15 AM
This Mod seeks to redesign and balance the factions in the game. Highlights include: - Less linear teching. - Munitions cost for most abilities. - Call-ins tied to tech. https://steamcommunity.com/sharedfiles/filedetails/?id=2947341907 Changelog:US ForcesTechingSupply Yard Tech Upgrade- Costs 75 manpower and 25 fuel. - Located in Barracks and Weapon Support Center. Air Support Center, Mechanised Support Center, Infantry Support Center- Now requires Supply Yard Upgrade. - Cost from 100 manpower and 30 fuel to 25 manpower and 0 fuel. M1918 Browning Automatic Rifle Upgrade- Now requires Supply Yard Upgrade. Motor Pool- No longer requires Support Center to be constructed. Requires Supply Yard Upgrade to be researched. - Contruction cost from 200 manpower and 45 fuel to 150 manpower and 25 fuel. - Now contrains M24 Chaffee Deployment Upgrade for 50 manpower and 20 fuel. Tank Depot- No longer requires Support Center to be constructed. Requires Supply Yard Upgrade to be researched. UnitsScout Squad- Recon Flare cost from 0 munitions to 30 munitions. - Smoke Grenade cost from 0 munitions to 25 munitions. Engineer- Light It Up cost from 0 munitions to 20 munitions. Riflemen- Pour It On ’Em cost from 0 munitions to 25 munitions. - Sprint cost from from 0 munitions to 15 munitions. Captain Retinue- Forward Observer Mortar Barrage cost from 0 munitions to 35 munitions. - Flanking Maneuver cost from 0 munitions to 15 munitions. - Mark Vehicle cost from 0 munitions to 30 munitions. Bazooka Squad- Tactical Movement from 0 munitions to 15 munitions. M24 Chaffee- Requires M24 Chaffee Deployment Upgrade to be researched. - Seek and Destroy cost from 0 munitions to 20 munitions. M3 Armoured Personel Carrier (All variants)- Requires Supply Yard Upgrade to be researched. - Requires Barracks to be constructed. - Compromise Armor cost from 0 munitions to 30 munitions. - Shoot and Scoot cost from 0 munitions to 25 munitions. M1919 Machine Gun Team- Compromise Armor cost from 0 munitions to 30 munitions. M8 Scott- Requires Motor Pool or Tank Depot to be Constructed. - Bunker Buster Barrage cost from 0 munitions to 30 munitions. - White Phosphorus Barrage cost from 0 munitions to 30 munitions. M18 Hellcat Tank Destroyer- Flanking Speed cost from 0 munitions to 25 munitions. M4A3E8 Sherman Easy Eight- Requires Tank Depot to be Constructed. - Flanking Speed cost from 0 munitions to 25 munitions. M4A1 Sherman Whizbang- Requires Tank Depot to be Constructed. British ForcesTechingField Support- New Tech Structure. - Costs 210 manpower and 60 fuel to construct. Fuel Depot- New Tech Upgrade, located in the HQ. - Cost 100 manpower and 30 fuel. - Requires either Section Command Post or Field Support to be constructed. Section Command Post- Cost from 120 manpower and 15 fuel to 160 manpower and 20 fuel. Platoon Command Post- Cost from 240 manpower and 55 fuel to 225 manpower and 40 fuel. - No longer requires Section Command Post to be constructed. - Requires Fuel Depot Upgrade to be researched. Unlock Armour Reserves- New Tech Upgrade, located in the Platoon Command Post - Costs 50 manpower and 40 fuel. - Unlocks Cusader II Medium Tanks and Bishop Self-Propelled Artillery. Unlock 17 Pounder- New Tech Upgrade, located in the Platoon Command Post - Costs 50 manpower and 25 fuel. - Requires Unlock Armour Reserves to be researched. - Unlocks 17 Pounder AT Gun Teams. Company Command Post- Cost from 300 manpower and 110 fuel to 250 manpower and 100 fuel. - No longer requires Platoon Command Post to be constructed. - Requires Fuel Depot Upgrade to be researched. Support UpgradesInfantry Training- Moved to HQ. Team Weapon Training- Moved to Platoon Command Post. Light Vehicle Training- Moved to Field Support. Armoured Vehicle Training- Moved to Company Command Post. Infantry Entrenching- New support upgrade. - Costs 100 manpower and 15 fuel. - Unlocks Barbed Wire and Sandbags for Infantry Sections. UnitsSappers- Can now construct Bofors Emplacements, requires Field Support to be constructed. - Can now construct 25 Pounder Emplacements, require Company Command Post to be constructed or Unlock 17 Pounder upgrade to be researched. Infantry Section- Bren Light Machine Gun upgrade cost from 100 munitions to 75 munitions. - Boys AT Rifle Damage against infantry multiplier from 0.5 to 0.1. Dingo Light Scout Car- Moved to HQ. - Distribute Medical Supplies cost from 0 to 15 munitions. CMP 15CWT Truck- Moved to HQ. - Requires either Fuel Depot or Field Support. - Now has Mechanic Conversion Upgrade, which repairs nearby vehicles when out of combat. Vickers Machine Gun Team- Moved to Section Command Post. - Focused Gunnery cost from 0 munitions to 10 munitions. Humber Armoured Car- Moved to Field Support. - Smoke Barrage cost from 0 munitions to 30 munitions. - Mark Area cost from 0 munitions to 15 munitions. M3 Stuart Light Tank- Moved to Field Support. - Requires Fuel Depot to be researched. - Smoke Discharge ability now replaced with Smoke Barrage ability. - Smoke Barrage cost to 30 munitions. - Self-Repair ability now is timed and lasts 45 seconds. - Self-Repair ability 0 munitions to 25 munitions. Foot Guards Section- Moved to Platoon Command Post. Crusader II Medium Tank- Moved to Platoon Command Post. - Requires Armoured Reserves upgrade to be researched. - 6-Pounder Conversion upgrade now requires Unlock 17 Pounder upgrade to be researched. Bishop Self-propelled Artillery- Moved to Platoon Command Post. - Requires Armoured Reserves upgrade to be researched. 17 Pounder Anti-Tank Gun Team- Moved to Platoon Command Post. - Requires Unlock 17 Pounder upgrade to be researched. - High Explosive Shells from 0 munitions to 25 munitions. Archer Tank Destroyer- Added to Company Command Post. - Costs 380 manpower and 125 fuel. M3 Grant Medium Tank- No longer requires upgrades to be constructed. - Steady Assault cost from 0 munitions to 20 munitions. Matilda II Heavy Tank- Infantry Support Smoke from 0 munitions to 25 munitions. Gurkha Rifles Section- Smoke Grenade cost from 0 munitions to 25 munitions. - Ayo Gorkhali! Cost from 0 munitions to 25 munitions. ML 4.2-Inch Heavy Mortar Team- Recon Flare cost from 0 munitions to 25 munitions. Crusader AA Medium Tank- Requires either Company Command Post to be constructed or Armoured Reserves upgrade to be Researched. - Rapid Fire cost from 0 munitions to 20 munitions. Churchill Heavy Tank- Requires either Company Command Post to be constructed or Unlock 17 Pounder upgrade to be Researched. - Infantry Support Smoke cost from 0 munitions to 25 munitions. Chruchill Black Prince- Requires either Company Command Post to be constructed or Unlock 17 Pounder upgrade to be Researched. Centaur Medium Tank- Requires either Company Command Post to be constructed or Armoured Reserves upgrade to be researched. Commando LMG Section- Suppressing fire cost from 0 munitions to 20 munitions. Commando Section- Concealment Smoke cost from 0 munitions to 25 munitions. WehrmachtTechingLuftwaffe Kompanie- Cost from 150 Manpower and 50 fuel to 100 manpower and 35 fuel. Probing Tactics- New tech upgrade, located in the Luftwaffe Kompanie. - Costs 75 manpower and 25 fuel. - Unlocks Flak 30 and Marder III M Tank Destroyers. Panzergrenadier Kompanie- Cost from 150 Manpower and 40 fuel to 100 manpower and 25 fuel. Skirmish Tactics- New tech upgrade, located in the Panzergrenadier Kompanie. - Costs 75 manpower and 25 fuel. - Unlocks Nebelwerfer 42 Rocket Launcher Teams and 251 Medium Carriers. Support Elements- Renamed to Battle Tactics. - Cost from 150 manpower and 50 fuel to 100 manpower and 40 fuel. - Requires either Skirmish Tactics or Proing Tactics. - Now unlocks StuG III G Assault Guns and Wirbelwind Flakpanzers. Panzer Kompanie- Cost from 300 manpower and 130 fuel to 200 manpower and 80 fuel. Siege Tactics- New tech upgrade, located in the Luftwaffe Kompanie. - Costs 75 manpower and 25 fuel. - Unlocks Panzer IV Medium Tanks, Sturmpanzer IV Brumbãr Assault Guns and Nashorn Heavy Tank Destroyers. Infantry Equipment- New Support Upgrade, located in the Infanterie Kompanie. - Costs 75 manpower and 10 fuel. Infantry Munitions- New Support Upgrade, located in the Infanterie Kompanie. - Costs 100 manpower and 20 fuel. Field Fortifications- New Support Upgrade, located in the Infanterie Kompanie. - Costs 75 manpower and 10 fuel. UnitsPioneer-Concrete Bunkers and Fighting Nests now require Field Fortifications Upgrade. Kettenkrad- DM-16 Trip Wire Flares and Schu-mine 42s now require Field Fortifications Upgrade. Grenadiers- Now have three squad upgrades; Combat Medics, Combat Surveyors and Combat Observers. - Each upgrade is mutually Exclusive with each other and with the Assault Package upgrade. - All upgrades require Infantry Equipment to be researched. - Combat Medics allow Grenadiers to Distribute Medical Supplies and drop Medical Crates. - Combat Surveyors allow Grenadiers to cap territory 20% faster. - Combat Observers allow Grenadiers to increase their LOS when stationary and spot vehicles in the FOW. - Each upgrade costs 45 munitions. - Sandbags and Fighting Nest constructin now requires Field Fortifications. - M24 Stick Grenades and Panzerfausts now require Infantry Munitions to be researched. - Grenadiers can now plant S-Mines once Field Fortifications is researched. GrW 34 Mortar Teams- Recon Flare cost from 0 munitions to 25 munitions. Transfer Order – Jäger Squad- Cost from 160 manpower to 50 manpower. Transfer Order – Panzergrenadier Squad- Cost from 160 manpower to 80 manpower. Panzergrenadiers- Mechanised Assault cost from 0 munitions to 15 munitions. - Now have Rudimentary repair ability, requires Repair Package squad upgrade. - Now has Repair package Squad upgrade, requires Infantry Equipment Upgrade. Nebelwerfer 42 Rocket Launcher Team- Requires Skirmish Tactics upgrade top be researched. - No longer requires Support Elements upgrade. 251 Medium Carrier- Requires Skirmish Tactics upgrade top be researched. Jägers- From 5 models to 4 models. - Panzerschrek upgrade now gives 2 panzerschreks. Cost from 90 munitions to 120 munitions. - Panzerschrek damage from 160 to 80. - Recon Flare cost from 0 munitions to 30 munitions. - Smoke Grenade cost from 0 munitions to 25 munitions. Requires Infantry Munitions upgrade to be researched. - Reconnaissance Package now requires Infantry Equipment upgrade to be researched. Flak 30 AA Gun Team- Requires Probing Tactics upgrade top be researched. - Compromised Armor cost from 0 to 30 munitions. Requires Infantry Munitions upgrade to be researched. Marder III M Tank Destroyer.- Requires Probing Tactics upgrade top be researched. - No longer requires Support Elements upgrade. Wirbelwind Flakpanzer- Focused Fire cost from 0 munitions to 20 munitions. Stoßtruppen- Shock Assault cost from 0 munitions to 30 munitions. 18-Tonne Recovery Vehicle- Added to Panzer Kompanie. - Costs 200 manpower and 10 fuel. Panzer IV Medium Tanks- Now requires Siege Tactics upgrade to be researched. Sturmpanzer IV Brumbãr Assault Guns- Now requires Siege Tactics upgrade to be researched. Nashorn Tank Destroyer- Added to Panzer Kompanie. - Costs 420 manpower and 120 fuel. - Requires Siege Tactics upgrade to be researched. Wespe Self-Propelled Artillery- Requires either Panzer Kompanie or Battle Tactics. 8 Rad Armoured Car- Requires either Panzer Kompanie or Battle Tactics. Stug Assault Group- Requires either Panzer Kompanie or Battle Tactics. Panther Heavy Tank- Requires Siege Tactics to be researched. Mechanised Assault Group- Requires either Panzer Kompanie or Battle Tactics. Panzer IV Command Tank- Requires either Panzer Kompanie or Battle Tactics. Tiger Heavy Tank- Requires Siege Tactics to be researched. Luftwaffe Combat Group- Requires either Panzer Kompanie or Battle Tactics. DAKTechingLight Support Kompanie- Cost from 160 manpower and 35 fuel to 125 manpower and 25 fuel. - Unlocks MP40 Upgrade for Panzergrenadiers, Mechanised Kompanie already constructed. - Unlocks second level of Tactical Reserve Command Upgrades, if Mechanised Kompanie already constructed. Fire Support Elements- Cost from 100 manpower and 40 fuel to 75 manpower and 25 fuel. - Now unlocks Leig Support Gun, Pak 38 AT Gun Teams and Veteran Squad Leaders Upgrade. - Also unlocks MP40 Upgrade for Panzergrenadiers. - Also unlocks second level of Tactical Reserve Command Upgrades. Light Assault Elements- New tech upgrade, located in the Light Support Kompanie. - Costs 75 manpower and 30 fuel. - Now unlocks Panzerjägers, Flakvierling Haltracks and Field Craft Upgrade. - Also unlocks MP40 Upgrade for Panzergrenadiers. - Also unlocks second level of Tactical Reserve Command Upgrades. Mechanised Kompanie- Cost from 200 manpower and 55 fuel to 125 manpower and 30 fuel. - No longer requires Light Support Kompanie to be constructed. - Unlocks MG34 Upgrade for Panzergrenadiers, if Light Support Kompanie already constructed. - Unlocks second level of Tactical Reserve Command Upgrades, if Light Support Kompanie already constructed. Mechanised Assault Elements- New tech upgrade, located in the Mechanised Kompanie. - Costs 100 manpower and 45 fuel. - Now unlocks 8 Rad Armoured Car, Panzer III E Medium Tanks and Rapid Advance Upgrade. - Also unlocks MG34 Upgrade for Panzergrenadiers. - Also unlocks second level of Tactical Reserve Command Upgrades. Mechanised Support Elements - New tech upgrade, located in the Mechanised Kompanie. - Costs 100 manpower and 45 fuel. - Now unlocks StuG III E Assault Guns, Marder III Tank Destroyers and Vehicle Survival Package upgrade. - Also unlocks MG34 Upgrade for Panzergrenadiers. - Also unlocks second level of Tactical Reserve Command Upgrades. Panzerarmee Kommand- Cost from 350 manpower and 130 fuel to 175 manpower and 90 fuel. - Requires and 3 of the following: Light Support Kompanie, Mechanised Kompanie, Fire Support Elements, Light Assault Elements, Mechanised Assault Elements or Mechanised Support Elements - Also unlocks MG43 Upgrade for Panzergrenadiers. - Also unlocks final level of Tactical Reserve Command Upgrades. - Also unlocks Vehicle Survival Package, Rapid Advance, Combined Arms, Veteran Squad Leaders, if not already unlocked. Heavy Armoured Elements- New tech upgrade, located in the Panzerarmee Kommand. - Costs 125 manpower and 45 fuel. - Now unlocks Tiger Heavy Tanks and Tungsten Core Ammunition. Heavy Firepower Elements- New tech upgrade, located in the Panzerarmee Kommand. - Costs 100 manpower and 25 fuel. - Now unlocks Flak 36 AA Gun Teams, Walking Stuka Rocket Halftracks and Emergency Repair Kits upgrade. Medical Station- New support upgrade, located in the HQ. - Costs 125 manpower and 20 fuel. - Grants passive healing within proximity of the HQ. Grenade Package- Moved to HQ. - Cost from 100 manpower and 0 fuel to 100 manpower and 15 fuel. Combat Halftracks - Moved to HQ. - Cost from 100 manpower and 0 fuel to 100 manpower and 15 fuel. - Now requires either Light Support Kompanie or Mechanised Kompanie to be constructed. Veteran Squad Leaders- Moved to Light Support Kompanie. - Cost from 200 manpower and 0 fuel to 125 manpower and 30 fuel. - Requires either Panzerarmee Kommand or Fire Support Elements. Advanced Field Repairs- Moved to Light Support Kompanie. - Renamed to Field Craft. - Now unlocks Combined Arms ability. - Cost from 200 manpower and 0 fuel to 150 manpower and 35 fuel. - Requires either Panzerarmee Kommand or Light Assault Elements. Rapid Advance- Moved to Mechanised Kompanie. - Cost from 325 manpower and 0 fuel to 125 manpower and 20 fuel. - Requires either Panzerarmee Kommand or Mechanised Assault Elements - No longer provides passive mobility bonues. - Unlocks Tuned Engine Upgrade on most DAK Vehicles. Vehicle Survival Package- Moved to Mechanised Kompanie. - Cost from 200 manpower and 0 fuel to 125 manpower and 20 fuel. - Requires either Panzerarmee Kommand or Mechanised Support Elements - No longer provides smoke abilities. - Unlocks Smoke Canisters Upgrade on most DAK Vehicles. Emergency Repair Kits- Moved to Panzerarmee Kommand. - Cost from 325 manpower and 0 fuel to 150 manpower and 30 fuel. - Requires Heavy Firepower Elements. - No longer provides passive self repair. - Unlocks Maintenance Tools Upgrade on most DAK Vehicles. Tunsten Core Ammunition- Moved to Panzerarmee Kommand. - Cost from 200 manpower and 0 fuel to 125 manpower and 20 fuel. - Requires Heavy Armoured Elements. Haltrack Deployments- Armored Reserves upgrade removed. - Armoury Structure renamed to Tactical Reserves Command. Leig Mechanised Group- Leig Mechanised Group Replaced with MG34 Deployment. - MG34 Deployment requires MG34 Team Reserves upgrade to be researched. - Cost from 275 manpower to 240 manpower. - MG34 Team Reserves upgrade is located in the Tactical Reserves Command. - MG34 Team Reserves upgrade costs 50 manpower and 10 fuel. Panzerjäger Assault Group- Panzerjäger Assault group replaced with Panzerjäger Deployment (no 250). - Panzerjäger Deployment requires Panzerjäger Reserves upgrade to be deployed. - Cost from 275 manpower to 240 manpower. - Panzerjäger Reserves upgrade is located in the Tactical Reserves Command. - Panzerjäger Reserves upgrade costs 50 manpower and 15 fuel. Assault Grenadier Group- Assault Grenadier Group deployment requires Assault Grenadier Reserves upgrade to be deployed. - Cost from 275 manpower to 620 manpower and 10 fuel. - Assault Grenadier Reserves upgrade is located in the Tactical Reserves Command. - Assault Grenadier Reserves upgrade costs 50 manpower and 10 fuel. Pak 38 Group- Pak 38 Group deployment requires Pak 38 Reserves upgrade to be deployed. - Cost from 275 manpower to 490 manpower and 10 fuel. - Pak 38 upgrade is located in the Tactical Reserves Command. - Pak 38 upgrade costs 50 manpower and 15 fuel. Tiger Deployment- Tiger deployment replaced with 222 Armoured car deployment. - 222 Armoured Car Deployment requires 222 Armoured Car Reserves upgrade to be deployed. - 222 Armoured Car Reserves upgrade requires any first level Tactical Reserve Command upgrade and any of the following: Light Support Kompanie & Mechanised Kompanie, Fire Support Elements, Light Assault Elements, Mechanised Assault Elements or Mechanised Support Elements. - Deployment cost is 250 manpower and 30 fuel. - 222 Armoured Car Reserves upgrade costs 75 manpower and 25 fuel. - 222 Armoured Car Deployment replaces the Assault Grenadier Group deployment. Panzer IV Assault Group- Panzer IV Assault Group requires Panzer IV Reserves upgrade to be deployed. - Panzer IV Reserves requires any second level Tactical Reserve Command upgrade and any 2 of the following: Light Support Kompanie & Mechanised Kompanie, Fire Support Elements, Light Assault Elements, Mechanised Assault Elements or Mechanised Support Elements. - Deployment cost is 750 manpower and 100 fuel. - Panzer IV Reserves upgrade costs 100 manpower and 50 fuel. - Panzer IV Deployment replaces the Panzerjäger deployment. Panzer III Assault Group- Panzer III Assault Group requires Panzer III Reserves upgrade to be deployed. - Panzer III Reserves requires any second level Tactical Reserve Command upgrade and any 2 of the following: Light Support Kompanie & Mechanised Kompanie, Fire Support Elements, Light Assault Elements, Mechanised Assault Elements or Mechanised Support Elements. - Deployment cost is 580 manpower and 80 fuel. - Panzer III Reserves upgrade costs 100 manpower and 40 fuel. - Panzer III Deployment replaces the 222 Armoured Car deployment. StuG Assault Group- StuG III Assault Group requires StuG IV Reserves upgrade to be deployed. - StuG III Reserves requires any second level Tactical Reserve Command upgrade and any 2 of the following: Light Support Kompanie & Mechanised Kompanie, Fire Support Elements, Light Assault Elements, Mechanised Assault Elements or Mechanised Support Elements. - Deployment cost is 700 manpower and 100 fuel. - StuG III Reserves upgrade costs 100 manpower and 45 fuel. - StuG III Deployment replaces the Pak 38 deployment. UnitsAll Vehicles- Now has 3 squad upgrades; Tuned Engine, Smoke Canisters and Maintenance Tools. - Tuned Engine unlocks Blitz ability (30 munitions) and ability to Capture Territory when outside of combat. - Smoke Canisters unlocks Smoke Barage Ability. 30 munitions. - Maintenance Tools unlocks Self Repair ability. 25 munitions. - Each upgrade costs 15 munitions and is mutually exclusive. - Does not apply to Italian Vehicles. Kradschützen Motorcycle- Cost from 200 manpower to 180 manpower. - Buildtime from 30 seconds to 25 seconds. Panzerpioneers- Combined Arms ability now requires Field Craft upgrade to be researched. Panzergrenadiers- Cost from 300 manpower to 280 manpower. - Focus Fire cost from 0 munitions to 20 munitions. - MG34 Upgrade from 100 munitions to 75 munitions. Now requires either Mechanised Assault Elements, Mechanised Support Elements or Mechanised Kompanie & Light Support Kompanie. - Added MP40 Upgrade for 60 munitions. Requires either Light Assault Elements, Fire Support Elements or Mechanised Kompanie & Light Support Kompanie. - Added MP43 Upgrade for 75 munitions. Requires Panzerarmee Kommand. - Combined Arms ability now requires Field Craft upgrade to be researched. - Kar98k Accuracy near/mid/far from 0.493/0.44/0.31 to 0.56/0.53/0.49. - Kar98k Fire Aim Time min/max from 0.25/0.725 to 0.25/0.5. - Kar98k Post Firing Aim Time from 0.5 to 0.25. - Kar98k Ready Aim Time min/max from 0.75/1 to 0.25/0.35. - Kar98k Cooldown Duration min/max from 0.75/1.25 to 0.75/1. - Kar98k Cooldown Duration Multiplier near/mid/far from 0.8/1/1.75 to 0.6/1/1.75. - Kar98k Damage from 16 to 12. - Kar98k Reload Duration min/max from 2.25/2.75 to 2.25/2.5. - Kar98k Reload Duration Multiplier near/mid/far from 1/1/1 to 1.75/1.25/1. 250 Light Carrier - Cost from 280 manpower and 0 fuel to 220 manpower and 10 fuel. - Medical Station cost from 0 munitions to 15 munitions. Recon Tractor- Off Map Mortar Barrage cost from 0 munitions to 60 munitions. - Off Map Smoke Barrage cost from 0 munitions to 25 munitions. Assault Grenadiers- Smoked Grenade cost from 0 munitions to 25 munitions. - Tactical Assault cost from 0 munitions to 20 munitions. - Combined Arms ability now requires Field Craft upgrade to be researched. Flakvierling Halftrack- Requires Light Assault Elements to be researched. Panzerjägers- Added to Light Support Kompanie, requires Light Assault Elements. - No longer has MG34 upgrade. - Can plant Riegel 43 Mines once Greande Packge upgrade is researched. - Panzerbüchse AT Rifle damage vs infantry multiplier from 0.5 to 0.1. - Combined Arms ability now requires Field Craft upgrade to be researched. - Anti-tank Tear Gas Round requires Greande Packge upgrade to be researched. Marder III Tank Destroyer- Cost from 320 manpwer and 25 fuel to 320 manpower and 40 fuel. Flamepanzer III Medium Tank - Flame Blind cost from 0 munitions to 25 munitions. - Moved to Panzerarmee Kommand. StuG III G Assault Gun- Rapid Fire cost from 0 munitions to 30 munitions. Panzer III L Medium Tank- Rapid Fire cost from 0 munitions to 30 munitions. Panzer IV Medium Tank- Rapid Fire cost from 0 munitions to 30 munitions. Guastatori- Smoke Grenade cost from 0 munitions to 25 munitions. L6/40 Combat Group- Requires any of the following: Light Support Kompanie & Mechanised Kompanie, Fire Support Elements, Light Assault Elements, Mechanised Assault Elements or Mechanised Support Elements. Semovente Assault Gun- Requires any of the following: Light Support Kompanie & Mechanised Kompanie, Fire Support Elements, Light Assault Elements, Mechanised Assault Elements or Mechanised Support Elements. Carro Armato- Requires any 3 of the following: Light Support Kompanie & Mechanised Kompanie, Fire Support Elements, Light Assault Elements, Mechanised Assault Elements or Mechanised Support Elements. Mechanised Assault Group- Replaces Flamepanzer III Medium Tank in Battlegroup. - Deploys a 251 Medium Carrier and Stoßtruppen Squad. - Requires any of the following: Light Support Kompanie & Mechanised Kompanie, Fire Support Elements, Light Assault Elements, Mechanised Assault Elements or Mechanised Support Elements. Panzer IV Command Tank- Requires Panzerarmee Kommand to be constructed. In: COH3 Central |
Thread: Aftermath's Feedback/Wishlist11 May 2023, 17:23 PM
Feature: Toggle Show Unit Range It would be really nice if you could press and hold a key to see the range of the selected unit, in 5 metre gradations. Currently you basically have to memorise what is ‘10 range’ in the game, but this feature would allow you to quickly confirm it. Once you’re practiced, you wouldn’t need this, bit it will certainly help accelerate this education. In: COH3 Central |
Thread: Soviet Faction Design3 May 2023, 17:53 PM
I actually really like that idea. That was a cool dynamic. In: COH3 Central |
Thread: Imperial Japanese Army Faction Design3 May 2023, 17:53 PM
You're not wrong, but I still think you could get the formula right that avoids both the issues from above. In: COH3 Central |
Thread: Imperial Japanese Army Faction Design3 May 2023, 16:35 PM
The Japanese Army is a pure World of Tanks - fantasy and total assumptions. The best armed armored vehicles that the Japanese Army put on the battlefield in reality is the Type 1 Ho-Ni, which is the complete equivalent of the Soviet SU-76 - a self-propelled support gun. So I imagine Ho-Ni against Churchill or IS-2. Yeah but Black Prince... In: COH3 Central |
Thread: Imperial Japanese Army Faction Design3 May 2023, 14:59 PM
At the risk of starting a small war, I thought I'd have a look into how feasible it would actually be to create a Japanese faction design. I still think the Eastern front is the way to go but after having done some research, I think a Japanese faction is not as ridiculous as it might seem at first glance, given how much earlier in the war Coh3 takes place. Again, historical accuracy is not what I aim for, neither does Relic really, I focus more on gameplay and faction design. I feel the design I came up with to actually be fairly reasonable and I wouldn't mind seeing Relic deliver something like it. I don't speak Japanese, so if some names don't make sense, that's why. So, in T0 we have Gishi and Ashigaru, which are your engineer squad and mainline infantry squad respectively. The Rikugun Shōi is aimed however at being something equivalent to an officer squad. For those of you who played the Eastern Front Mod, especially back in the day, that Mod had a feature of where you could produce a Command Squad from your starting HQ building which served as the nucleus of your early game army. I think this style should come back, therefore this squad would be limited to 1 on the field, would have a variety of utility abilities and generally function much like the officer squads in Coh2. I'm on the fence as to whether it should be long ranged or short ranged but regardless, it's power level should be somewhat in line with Penals. Then we have a T1, T2 split. T1 contains the ATG and HMG of the faction and T2 contains the AT Infantry and also a grenade launcher squad. The grenade launcher team should be somewhat similar to that upgrade pios with a grenade launcher function like, with smoke utility, and primary good against clumps of units and units in cover. Both T1 and T2 have a side shared side tier, which once purchased, unlocks units in both tiers, somewhat like in Wehr. In Tier 1, they get the Type 4 20 cm rocket mortar, which looks amazing and would have a similar power level to a heavy mortar. They also get the Type 1 Ho-Ha Halftrack, which has an ambulance version and serves as the primary in field reinforcement and towing solution. In tier 2, we have the Type 98 20mm AA, which is more or less the same role and function as the Flak 30 for Wehr. Finally, also in T2, we have the Type 94 Tankette, which would be like the 221 in both role and power level. From T1 or T2, you have some different teching options. You can go for Tier 1/2 * as discussed, but alternatively you can go directly for T3. In the base tier of T3 you have the Type 95 Ha-Go light tank, roughly of a power level such as the greyhound or T70. Tier 3 also have a side tier, which grants access to the Type 1 Ho-Ni II, which is self propelled gun with a 105 howitzer, so think between a Stug D and a Brumbar. Then there's Type 1 Ho-Ni I, which is similar in role and function to a Marder III and then finally the Type 96 Howitzer, which is not unlike the Italian 105. Tier 3.5 is not needed to tech to tier 4 however and tier 4 can be reached front either T3 or Tier 1/2 *. T4 has the late game tools of the IJA, including some form of heavy infantry, the Type 97 ShinHōtō Chi-Ha medium tank and the Type 88 AA Gun. The latter would be a towed weapon, fulfilling the same role as the Flak 36 for DAK. The crux of this faction is how to balance the lategame of the faction given the significant lack of Japanese vehicles in WW2. To my mind, the best way of doing this would be balancing the IJA around having relatively weak late game armour but relatively strong infantry and artillery. So in this design, the Type 88 and the Type 97 ShinHōtō Chi-Ha, are basically your Panzer III and Flak 36 equivalent, this serves as your lategame anchor and then for all your battlegroups, these can focus on aspects of the faction that have nothing to do with tanks, such as airborne units, artillery, defences etc. To me, this is a somewhat reasonable template from which the rest of the faction could be built but I'd be curious to hear what other people think. In: COH3 Central |
Thread: Brits Redesign3 May 2023, 11:49 AM
One extra change I would make to Brits is making it clear on the units that they're upgraded with the training. Currently, when units are getting those combat bonuses, you have to judge from the units themselves, its not exactly the most user friendly experience. Given that these upgrades literally influence all the units in the faction, there would need to be a variety of model distinctions. Similarly, it would be better if the training centre and tier structures had tells for the upgrades so that base scouting was more rewarded. In: COH3 Central |
Thread: Soviet Faction Design2 May 2023, 16:23 PM
First, let's define the events. If the Red Army should somehow correlate with the events .. Historical accuracy is not my concern. Gameplay though. The point about the Gaz truck is interesting though, I don’t know if it would justify a separate tow vehicle though. In: COH3 Central |
Thread: Ostheer Faction Design1 May 2023, 12:12 PM
As the companion to my Soviet Design found here: https://www.coh2.org/topic/111405/soviet-faction-design/page/1#post_id895865 I also did a design for Ostheer. Like I said in that other thread, I feel the Eastern front is the way to go. This Ostheer faction tries to make use of a number of units that have never been used in Coh before, some old favourites from previous games and as many of the new mechanics as possible. Before anyone raises historical accuracy comments, 2 words; Black Prince. I will keep light on the text and let the diagram speak for itself: A few notes on the design. Landsers would be the mainline infantry, 5 models with K98 rifles. The Kubel would be essentially a capping unit but can be upgraded with an MG for munitions. Before being upgraded, it would be cool if it had the ability to transport a squad in a similar manner to the Universal carrier of Coh2 (ie the models can’t shoot). It would also be nice if it could tow weapons as well. However, the SDKFZ. 9 would be the primary towing and reinforcement vehicle of the faction. I could well imagine it having 3 different upgrades: - Ambulance. - Famo Recovery Vehicle - Flak 88 Conversion. The first 2 upgrades would require either T1 and T2 to be built or either T3 or T4 to be built. The latter would require either T3.5 or T4.5. With the Flak 88, it would essentially be able to lock down and become the towed Flak88 of DAK, however, more viulnerable to other vehicles and less vulnerable to infantry and indirect. I could see this having 2 modes, a moving mode where it can relocate but is unable to fire, but then also a firing mode where its stationary and can fire in a 360 degree arc. Similarly, the Panzer I would also have a number of upgrades: - Flamethrower upgrade. - Panzerjäger upgrade (47mm AT gun). - Sig 33 Howitzer upgrade. All of these upgrades require any other tier to be constructed before they can be purchased. The Panzer I should basically have a power level somewhat like the upgraded Bren carrier in Coh2, with the Panzerjäger upgrade it would be like a weak Marder and with the Sig33 upgrade it would fill the same niche as the Bishop. Combat medics would be a 4 man squad which passively heal nearby squads when out of combat but also have the ability to drop medical supplies like Sturmpios could in Coh2. Another cool ability would be if they could target casualities on the battlefield and revive them, to reinforce nearby squads, allowing for in field reinforcements. The nice thing about this setup is that given the AT gun is in T0, you can tech in any drection and still have access to an AT option, granting a lot of flexibilitry to your build orders. T3/T4 base tier constitute the mid game of the faction. The Munitions Halftrack would have an aura which allows nearby units to fire 10% faster and reduces the munitions cost of their abilities by 20%. This means this unit can compliment almost any strategy. It would also be cool if it could plant Goliath demolition vehicles like the Vampire HT could in Coh1. The Flak 41 would be not unlike the Bofors in function and power level and would also be towed, so presumably you would tow it into position and it would provide area denial and also AA services. The SDKFZ 234 would be the same as the Armoured car for Wehr in Coh1, with the 20mm auto cannon, but also have the upgrades: - 50mm upgun, converting it to a Puma. - 75mm upgun, making it more like the Stummel. The Tank Commander would be a fun unit which you can place into any vehicle, improving that vehicle’s performance. I imagine something akin to a 15% accuracy and reload bonus would be sufficient, increasing with vet. When the commander is inside the vehicle, it shoule be clear to the opponent, making it a high value target. In large part, I imagine this unit being like veteran vehicle crew for US in Coh2, where they get transferred from vehicle to vehicle frequently. Then we have tier 3.5 and tier 4.5, which make the Ostheer lategame. The Hetzer and Ostwind would be the primary AT and Anti infantry platforms respectively, whereas P4J and Panzerwerfer would be your main battle tank and indirect fire solutions respectively. The nice thing of this setup is that no matter which way you go, either tier 3.5 or tier 4.5, they both allow you to tech for the Panther in the HQ, rounding out your composition. Concerning the upgrades, I felt the DAK upgrade system to be the most fun and interesting upgrades that are currently present in the game, so in many ways I took inspiration from that. However, I wanted to make things yet more interesting by making a number of the upgrades mutually exclusive. In T1, the upgrade for G41s is a global upgrade which upgrades all Landsers with 2 G41s and unlocks a squad upgrade for a further 2 G41s, this upgrade improves Landers performance at all ranges. The MG30(t) upgrade, is also a global upgrade and gives Landsers 1 MG30(t) and the option to upgrade a second, this upgrade being more suited to long range engagements. However, both of these upgrades are mutually exclusive, so you can only ever have 1 of them in the match. Similarly, there would be an upgrade which allows all infantry to Sprint which is mutually exclusive with allowing vehicles to Blitz. In T2, M39 grenades for Landsers, Satchel Charges for Sturmpios and Smoke grenades for Combat Medics are an upgrade that is exclusive with S-Mines for Landsers, Booby Traps for Sturmpios and Trip wire flares for Combat medics. Also in T2, Advanced Repairs for Sturmpios and the Famo Recovery HT are mutually exclusive with Zimmerit paint on vehicles, which make vehicles more resilient to hand held AT and snares. In T3, the choice of either HE shells or Smoke Shells on P4s, Hetzers, Panthers, Pumas and Panzerjäger Is is again mutually exclusive as is Flares on Landsers with recon mode on your vehicles. Finally, in T4, camo allows your infantry and support weapons to upgrade themselves with Camo in cover, however this is mutually exclusive with a self heal ability on your infantry squads. Then the chocie between Focus Fire and Rapid fire is a choice between an ability for your vehicles to move slower and fire more accurately or an ability for your vehicles to go stationary and fire more rapidly. The upgrades not only affect a number of units in the faction but being mutually exclusive, you’re faced with the tricky decision every game of permanent opportiunity costs and trade offs. As for subsitutions, these are the units I feel would make sense to have: Swimwagen -> Kubel. MG08 -> MG37(t). Stug IV -> Hetzer. Raketen -> Pak. SDKFZ 7 -> SDKFZ 9. For the latter, the primary difference would be in upgrades, with the SDKFZZ 7 having these upgrades: - Ambulance. - Forward Retreat Point. - 37 Flak gun. The teching structure allows for a variety of tech paths and flexible teching. In: COH3 Central |