Great comment, you certainly know your stuff and I agree with your assesment but I was more aiming towards combining the Italians, Hungarians and Romanians into one faction. This way you can actually design around much limitations of each individual one. What is your opinion on that?
Not a huge fan of the combination.
- These three nations didn't work closely together; especially in the case of Hungary and Romania, as they had a long-running animosity towards each other that was only partially put aside when they allied with Germany.
- It ends up being a hodge-podge army that lacks flavour by not being unified. Everyone's speaking in a different accent, naming conventions for equipment and vehicles are all over the place, and so on.
- Very little chance to re-use vehicle chassis, so every vehicle has to be unique and animated separately.
I think a purely Italian, Hungarian, or Romanian faction - with only several models borrowed from the German arsenal to fill in gaps - will do the trick quite nicely. The nice thing about Romanians or Hungarians is that the German equipment they used would've been crewed by their own men (can maintain the national accent, have their own voice lines, can have specific training-based abilities to differentiate from Germans, etc.), where as with German tanks in an Italian faction they'd be German crewed and acting as loaned support. |
I've played the Italians in Men of War 2: Assault Squad in multiplayer games, and they are actually viable.
In the early game Italian armour is available very early in MoW2 since it's so cheap, which gives an Italian player a credible means to push and grab territory. Adding the M15/42 and/or Semovente 47/32 to your tech tree would be one way to allow that.
The real problem is late game, since the Italian industry fell behind in R&D so there's no heavy armour to speak of. The Semovente 90/53 is your only option for a late game tank destroyer, and the P26/40 is no better than a Sherman. MoW2 gets around this with prototypes that never made it off the drawing board, but I don't think that will work well for CoH2. If you can design around that limitation, an Italian faction could work.
Romanians have less of a problem here, since they purchased a large amount of German equipment to fill the gaps in their arsenal. They also took older tanks and refitted them for their own tank destroyers, resulting in the TACAM R-2 (A turretless Panzer 35(t) with a captured ZIS-3 gun) and the TACAM T-60 (turretless captured T-60 with an F-22). They also developed their own anti-tank gun that performed better than the PaK40, the Resita 75mm.
Hungarians are in an even better position because they have more nationally-built vehicles to choose from, without having to borrow much from the Germans. There's light tanks, assault guns, and armoured cars available, so the only thing they really need is German-built medium and heavy tanks, of which the Panzer IV, Panther, and Tiger are all examples that they bought and used. To make these German tanks not be carbon copies you can give them Hungarian-specific abilities inspired by how they were trained differently.
If I had to pick only one of these, I'd go with Hungarians. They'd be the easiest to balance, and they have enough unique equipment to make them interesting.
Toldi I, with upgrade to Toldi II - Light Tank
Turan, with upgrade to Turan II - Light-Medium Tank
Nimrod - Anti-aircraft tank, similar to Ostwind
Zrinyi - Assault gun, similar to StuH 42
Csaba - Armoured car
40mm 40M - Light anti-tank gun, can fire a special rocket round that penetrates nearly anything as a MU ability
Solothurn 20mm - Anti-tank rifle, weapon crew, more powerful than Boys or PTRS
Various machine-guns, mortars, anti-aircraft guns, and artillery pieces were also made in Hungary, or purchased from non-German suppliers.
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The answer is No, at the moment.
We're waiting for tools to export models to in-game format, as well as the Object Editor which sets up models to animate and function correctly. No official word yet on if/when that will happen, but I am cautiously optimistic.
As for getting hold of the models in a common format, not sure if anyone has tools for that yet. Though I am fairly sure you can already extract the vehicle skins from the art archives. |
Right now suppression is already pretty harsh. Accuracy drops to 25%, cooldown and reload times increase by 400%. If it gets any worse, suppressed units will be completely helpless, as if they were pinned outright.
The main intended debuff of suppression is being forced to the ground, unable to maneuver beyond a slow crawl. |
Italians could work as a new faction, if Relic can design around the lack of late game armour units that can go toe-to-toe with Tigers, Pershings, and IS-2s. The Semovente 90/53 would be their most powerful tank destroyer, but it's 90mm gun is comparable to the 88mm on the Tiger and FlaK36, not to the 88mm on the Elefant, PaK43, or Tiger II.
Italy makes far more sense if the timeline was pulled back to North Africa. Then the Semovente 90/53 as a late game unit would make perfect sense, and being stuck with M15/42's as your best tank wouldn't be an huge design problem to work around.
I still think a third German faction is the most likely choice for Relic /IF/ they decide to add a new Axis faction. There's still a TON of equipment and vehicles for Germany that could be used to populate a faction without ever having to touch obscure or prototype items.
Stuff we haven't seen yet in CoH2 for 1944 timeline...
Anti-tank guns: 3.7cm PaK36 (add the Stielgranate 41 as an upgrade), 5cm PaK38 (from CoH1), 8.8cm PaK43 (the actual PaK43, not the PaK43/41 we have in CoH2), 12.8cm PaK44
Anti-aircraft guns: 2cm Flakvierling38, 3.7cm FlaK43, 8.8cm FlaK36 (from CoH1), 8.8cm FlaK41, 10.5cm FlaK38 or 39
Mortars: 8cm GrW42, 12cm sGrW43, 10.5cm NbW35
Rocket Artillery: 15cm NbW41 (from CoH1), 21cm NbW42, 30cm NbW42, 28cm SW40
Artillery: 10.5cm LG40, 15cm sFH18
Support Guns: 7.5cm IG37, 7.5cm PaK50, 7.5cm LG40
Light Vehicles: BMW R75 with sidecar (from CoH1), Schwimmwagen (from CoH1 PE), Kfz 70 truck, RSO tractor, Kettenkrad (from CoH1 PE)
Assault Guns: StuG IV (from CoH1), StuH 42
Tank Destroyers: Marder II, Marder III Ausf.H or M (from CoH1 PE), Hornisse/Nashorn, Jagdpanther (from CoH1), 7.5cm PaK40 on RSO tractor
Tanks: Panzer III Ausf.L, M, or N, Aufklärungspanzer 38(t)
Armored Cars: Sd Kfz 231, Sd Kfz 234/1 (from CoH1) /3 or /4
Half-tracks: Sd Kfz 251/2 (mortar), Sd Kfz 251/7 (pioneer supplies), Sd Kfz 251/9 (7.5cm cannon), Sd Kfz 251/22 (7.5cm PaK40), Sd Kfz 250/8 (7.5cm cannon), Sd Kfz 250/9 (2cm, used for scouting)
Anti-aircraft Vehicles: Sd Kfz 10/4 or /4, Sd Kfz 7/1 or /2, Flakpanzer 38(t), Möbelwagen, Wirbelwind (from CoH1)
Artillery Vehicles: Wespe, Hummel (from CoH1), Grille Ausf.H or M
Specialist: Borgward IV, Sd Kfz 9 (as a recovery vehicle)
Sprinkle in a couple items from the other factions, like an MG34/MG42 and a medium tank, and you can easily make a new faction... or two! Need infantry? Still haven't seen Luftwaffe ground troops, Gebirgsjäger, Aufklärungs, Volkssturm (for cheap defensive militia), and nothing wrong with another variation on Grenadiers or Panzergrenadiers. |
You can't select more than one. The choice of three is there to give you some means of responding to what your opponents are doing or will do, or what your teammates are planning.
EDIT: CookiezNcreem beat me to it |
Ayyyy lmao.
When can we expect Hitler youth?
#banned
Most likely never |
AFAIK the only requirement is that we obey the various European laws regarding Nazi sybmolism, so we've made sure to not add in any such symbols. As was shown in an earlier screenshot, our Waffen-SS symbol is a generic black divisional shield without any runic symbols that would identify it as a specific SS division; no SS runes to be found. We've also removed the swastika from the Luftwaffe eagle and Kriegsmarine eagle emblems. I might later draw in an iron cross for those eagles, but for now they'll awkwardly be clutching nothing in their talons
That should be sufficient, since CoH1 did have SS show up in a campaign mission, and stated your enemy was from an SS division during the briefing.
As long as we handle it tastefully it should be fine. If this isn't enough, we'll remove them. |
Waffen-SS forces are planned. For the most part, they were organized exactly like Heer (regular army) units. Almost all of the Waffen-SS Divisions were Panzer or Panzergrenadier, with only a few outliers, so motorized and mechanized forces will be the norm.
The main differences only kick in above the Division level, where you'll find the Corps and Army level support units. In the case of the Waffen-SS, it stopped at Corps level, so the Army level support units that the Heer have are missing altogether. For example, Heavy Tank-hunter units, such as PaK43, Jagdpanther, Jagdtiger, and Elefant, are not available as SS units. There's a few others that also have no SS equivalent.
What you mainly get by picking Waffen-SS over Heer is a series of passive and active effects that make them more determined and willing to accept casualties, but at a higher purchase price per unit.
EDIT: And spiffy camouflage for your troops, of course. The Waffen-SS were the ones that used the camo smocks the Obersoldaten wear, as well as the ones the CoH1 Stormtroopers had. |
More detail on the Cavalry Reconnaissance units...
By 1944, the standard was a platoon with three M8 Greyhounds and six Jeeps, as well as three M2 60mm mortars carried by the Jeeps to mainly provide smoke and fire support for withdrawals under fire. The Jeeps spread out to cover ground, and the armoured cars added a little firepower to help them out.
The dismounted variety happened because not all terrain was vehicle friendly, and sometimes the situation called for them to fight. So they pulled the machine-guns off their Jeeps and Greyhounds and left their vehicles behind, giving you an infantry scout platoon with M1919 light machine-guns, M2 .50cals, Bazookas, and M2 60mm mortars as optional firepower. |