lmao, I never even noticed there was a modifier in the construction tab til now. Apologies for trying to call you out or whatev.
Certainly doesn't feel like 22 armor though.
Do not worry about it, I was partially wrong as well.
This does pose a question in which should the Sherman HE shell penetration increased to 35? It would mean penetration vs OKW HQs as well. Their armor is 35. The Panzer 2 armor is 55 so I would have a higher pen chance while the puma's armor is only 25 so it already pens.
Oops, I for got to add the armor from the health, so it is 22 when fully constructed.
The bunker armor is 35 and the he round pen is 25. The fighting position armor is 20 in comparison, hence why this building can eventually be gunned down.
WTF a u doing
Long answer this:
Show Spoiler
This is not a Relic preview patch. This is a personal mod.
This will most likely my last mod I will release for Company of Heroes 2. I will continue to update this mod for balance and bug fixing. This mod was develop on and mostly off in this last year, so there maybe some of the recent updates that might conflict. This mod tackles a lot of design issues I have with this game. This mod largely separates Ostheer and OKW in design, as best I could.
https://steamcommunity.com/sharedfiles/filedetails/?id=1901658150
General
Show Spoiler
All factions start with prefab bases
All factions can build MG Bunkers for 200 manpower 20 fuel
All factions can research medics in T0 for 200 manpower 25 fuel
All slot items DO NOT drop
All tanks DO NOT abandon or have main gun destroyed
All static weapons can NOT be decrewed
When there health reaches 0 they will die
Weapon teams can now only no longer capture points while in combat. While in combat is defined as not receiving fire. They can still fire and capture. Three second duration until they can capture once again.
Soviet's M3A1 Scout car, Ostheer's 250 halftrack, USF's WC 51, OKW's Kubel, and UKF's Universal Carrier now all can capture, while not in combat. Same as above.
All snares adjusted.
-All snare ranges are set to 12.
-Damage increased to 90 from 100
-Engines damaged at .75 health
-Main gun destroyed at .5
-Heavy Engine damage at .25
All medium tanks have their scatter reduced while only have to affect one entities per squad. All tanks coaxil and hull mgs damages have been increased and their cone of fire widen. This should help them become more consistence vs infantry.
Mortars and Mortar Halftracks have their scatter significantly reduced while there damage has been cut. This should make them more consistence vs stationary units that are in cover. There job should be more focus in displacement rather than damage. Additionally, this helps improve their intended role.
All CQC units will now run up to units when right clicked on a target. This effect is canceled when a slot item becomes equipped.
Forward Retreat Points
-Now Available to all from the start or near start of the game.
-Cost is generally around 300 manpower, 30 fuel
Soviet Forward HQ
Deployed by ZIS Transport Truck
ZIS Transport Truck can be built by T0 HQ
Gains medics when Researched at T0 HQ
-Ostheer
MG bunkers medic upgrade includes forward retreat point and forward reinforce point for 100 manpower
MG bunker looses MG
-USF
Both Captain and Major
Both single man squads
Captain available in T0
First Ambulance Dispatch includes base medics, but takes longer
-OKW
SWS halftrack still build forward structures
Forward HQ requires T1
Medics will only spawn if research in T0
Do not need to research forward retreat point
Can build forward units
-UKF
Forward HQ
Medics will only spawn if research in T0
Do not need to research forward retreat point
Tanks generally have 160 more health (1 at gun shot)
Tank Destroyers generally deal 240 damage from 160
Heavy tanks generally deal 240 damage and have less scatter, but deal less damage to infantry
-More reliable
All Snipers replaced with Light Infantry
All flamers are now doctrinal
Flamers fire in streams instead of bursts
Heavy AT guns ranged increased to 100 and no longer pierce through structures
Large changes to infantry in balance
HMGs range increased to 50 from 45
Large changes to base manpower ticks
-300 manpower per minute to 450 manpower per minute
Manpower cost adjustments across the board
Vet 1 abilities generally removed
-Rest are vet 0
Veterancy adjustments
Reserve Infantry Show Spoiler
Rather than reduce accuracy while not in cover, now gains damage resistance while in cover.
There primary role to hold the line and be defensive
Engagements with these units will take a long time
Conscripts
8 men
Most abilities stay intact
Non doctrinal
Osttruppen
8 Men
Two weapon slots
Most abilities stay intact
Rear Echelon
8 Men
Two weapon slots
Can build standard mines
Can still repair
Most abilities stay intact
Volks
7 Men
No longer have the incendary grenade
No weapon upgrades
Can Scavenge
Standard Infantry
Show Spoiler
Guards
T1 Unit
SVT Rifles
Can throw frag when molotov is researched
6 men
Grenadier
5 Men
T1 Unit
Most abilities stay intact
5 weapon slots
No non-doctrinal LMG
Panzer Grenadier
4 Men
100 Health
G43 Rifles
Can throw standard frag with BP1
4 Weapon slots
T2 Unit
No Panzerschreck Upgrade
Riflemen
6 Men
AT rifle grenade require grenade research
2 weapon slot
Sturm Pioneers
4 Men
K98 Rifles
Many abilities
Can repair vehicles and structures at a reduced rate
Many global upgrades
-Zeal
-Squad size
-Demolitions
-Repair Rates
Squad upgrades (pick one)
-Mine Sweeper
-G43s
Infantry Sections
5 Men
Can repair structures at a reduced rate
-NOT Vehicles
3 Weapon Slots
Squad upgrades
-Mine Sweeper
-Non compatible with slot weapons
-Able to put minesweeper away
Bolster Squad
-Unlocks upgrades
-Medics
Increase squad size by one
Passive out of combat healing aura
-Pyrotechnics
Increase squad size by one
Artillery marker
Engineers
Show Spoiler
Combat Engineers
Armed with PPSH
Can be upgrades with PTRS
Or Minesweeper
Pioneers
More effective MP 40s
Teller mine
-Damage reduced to 240
-Cost reduced to 30
Can be upgraded with Minesweeper
Assault Engineers
5 Men
Non doctrinal
2 Weapon Slots
Vehicle Crew
NOW ONLY WITH UKF
Light Infantry
Show Spoiler
Soviet Sniper Squad
4 Men/Women
1 Scoped rifle
50 range
Jaeger Light Infantry
4 men
1 scoped rifle
50 range
Pathfinders
4 men
0 CP
Two weapon slots
Range 35
Can be upgraded with two scoped rifles
-Range increased to 50
British Sniper
4 men
1 Scoped rifle
50 Range
Assault Squads
Show Spoiler
Shock Troops
6 men
Smoke Grenade
Frag Grenade
Storm Troopers
6 men
4 men infiltration
Mp41(r)
Smoke Grenade
Grenade Assault
Booby Trap
Camo
6 Weapon slots
Paratroopers
6 Men
M1A1 Carbines
3 weapon Slots
No 1919 upgrade
Cooked Frag
Paradrop
Fallschirmjaegers
5 Men
MP 40s
Bundle Grenade
Frang Smoke
Faust
Can be upgraded with 2 FG 42s
Camo
Paradrop
Commandos
6 Men
4 men infiltration
Gammon
Camo
Demo
Elite Squads
Show Spoiler
Rangers
5 Men
M1A1 Carbines
Can be upgraded with two Flamers
Cooked Frag
Obersoldton
4 Men
MP44 IR
Flamer Squads
Show Spoiler
Penal
6 Men
2 Flamers
Urban Assault Panzer Grenadier
5 Men
2 Flamers
Royal Flamer Engineers
5 Men
2 Flamers
Other
Show Spoiler
Partisans
5 Men
Various Bolt actions
-All equal
Can be upgrades with either SMGs or PTRS
infiltration
Panzer Fusiliers
4 Men
Two panzerschecks
Can lay teller mines
Camo
Have an AT rifle Grenade
âLightâ Tank Destroyers
Show Spoiler
120 Damage gun
400 health
Su76
Now able to fire smoke barrages
Puma
Non Doctrinal
T2, Battle phase 1
Wolverine
Non doctrinal
640 health
T2
AT Hetzer
T2
AEC
Hammer
Soviets
Show Spoiler
Of all the factions, this faction has the least amount of changes. They still use cashes, and their tech structure is the same. They do gain access to a forward HQ. Penals are guards have been flipped and the M42 is a non-doctinal item in T1. All soviet weapon teams do start with 4 men but there is now a global upgrade to increase their squad size along with conscripts.
T0
Conscripts
Combat Engineers
Zis Truck
4 Buildings
Medic
AT grenade
Molotov
T1
Guards
M42 AT gun
-Non doctrinal
-120 Damage
PM-82 Mortar
T2
Zis 3 AT gun
Maxium HMG
M3A1 Scout Car
- Now has passive Capture points
- Front M2B MG has increase armor pen
Bolster Squad
T3
M5 Halftrack
Quad Upgrade
- Only have suppression when stationary
- More Suppression
T70
SU 85
-Now has a Smoke Barrage
-Share cool down with HE barrage
T4
T34/76
SU/85
Katsuya
KV1
- Non Doctrinal
Doctrines
ML 20's now have access to smoke barrages.
-smoke barrages are free and are on their own cooldown.
All guards replaced with Sniper Squad
T34/85 More functions like a Panther
Red Banner T34/85s have effective rounds vs infantry
Airborne Troops Tactics
With many parts not compatible with the mod it has be adjusted
2 CP DShK HMG ParaDrop
4 CP Allied Air Supply
10 CP IL-2 Anti-Tank Rocket Run
12 CP IL-2 Loiter
12 CP Red Banner T34/85s
Anti Infantry Tactics
0 CP KV 8
2 CP DShK
3 CP Penals
4 CP Recon Loiter
7 CP Incendiary Barrage
Conscript Support Tactics
KV1 replaced with ISU 152
Counter Attack Tactics
Replace KV 1 with Red Banner T34/85s
B4 Now has an auto attack of 320 damage
-auto fires vs Vehicles
PMD 6 Mines
Allows building of light AT mines
-now are built in a line for 5 munitions each
-damage increased from 40 to 80
-no longer inflicts a critical
Allows building of AP Mine Fields
Guard Rifle Combined Arms Tactics
Kv1 Replaced with Fire and Maneuver
-Tanks for the duration will move faster and capture points
Partisan Anti Infantry replaced with booby traps
Partisan Anti Tank replaced with Partisan Fighters
Soviet Industry
Crew Repair replaced with Soviet War Machine
-Up to three lost tanks are replaced with T34/76
Soviet Shock Army
2 CP 120mm Mortar
2 CP Shock Troops
9 CP Fire and Manuver
10 CP IS 2
12 CP IL-2 Loiter
Tank Hunter Tactics
ML 20 Replaced with B4
Urban Defense Tactics
M42 Replaced with DHsK HMG
Forward HQ replaced with PMD 6 mines
Ostheer
Show Spoiler
In live, the battlephase system is not really properly implemented. It is teching with extra steps. This mod changes that. Now only three structures from five. Additionally there are weapon racks, PzB AT rifles and STG 44s. Supply and locking down sectors are now through Opel Blitz rather than cashes.
T0
Pioneers
-No cashes
Opel Blitz Cargo Truck
-Lockdown territory
Buildings
BattlePhases
Panther
-Requires Battlephase 3
T1
Grenadier
MG 42
Pak 40
GrW Mortar
Battlephase 1
-Unlocks Weapon Racks
Battlephase 2
-Panzer 4
-Ostwind
T2
Panzer Grenadier
250 Halftrack
- Can be upgraded with MG 42
Pak 36
-Light AT gun
-120 damage
221
-Can be upgrades with 20mm Auto Cannon (222)
-Can be Upgraded with radio (223)
BattlePhase 1
-250 Mortar Halftrack
-Puma
BattlePhase 2
-Panzer Werfur
-Stug 3 G
160 Damage gun
640 Health
Cheap
-Stug 3 E
-640 Health
-Cheap
Doctrines
Lehf 18's now have access to smoke barrages.
-smoke barrages are free and are on their own cooldown.
Supply Drops Zone Replaced with Supply Center
Assault Support Doctrine
Cargo Truck Replaced with Supply Center
Supply Center can be built by pioneers
-On field Reinforcements
-Forward Retreat Points
-Selective Resource Generation
Stuka Dive Bomb Now drops 4 Smaller bombs rather than 1 large bomb
Close Air Support Doctrine
Strafes are replaced with single aircraft loiter
Stug Es are Replaced with Brumbars
-Brumbars bunker buster is Vet 0
Defensive Doctrine
Defensive Fortifications MG bunker is replaced by a Panthertrum Emplacement
G43s are replaced with LMG 42s which takes up 3 weapon slots.
Encirclement
2 CP Storm Troopers
2 CP LMG 42s
7 CP Break the Supply Line
12 CP Vehicle Breakthrough
-Vehicle can capture points
-Units in cut off sectors will received airstrikes
-Infantry and buildings with receive fire bombs
-Vehicles will be strafe with AT guns
-250 Munitions
12 Command Panther
Mortar Halftracks replaced with Urban Assault Panzer Grenadiers
Panzer 4 Command Tanks
-Armor Skirts
-Long Barrel
-Can use Heat Rounds
-Can call in Artillery Strikes
German Infantry
0 CP Ostruppen
2 CP Stormtroopers
6 CP Assault and Hold
8 CP Brumbar
10 Fragmentation Bombs
Jaeger Commander replaced with Jaeger Light Infantry
Mechanized Assault
Assault Grenadiers replaced with incendiary mortar barrages
- Both the 250 Halftrack and GrW can fire incendiary barrages
- 2 CP
Puma Replaced with Hull Down
USF
Show Spoiler
Even with recent updates, the teching USF is not ideal. So, I made it into simple linear teching. Supply is no longer with cashes. Now it is with upgraded WC51 trucks. Additionally there was a lot of reorganizing tech. The M10 is no longer doctrinal while the Jackson is. The 76mm Sherman is now the late game tank destroyer will the easy 8 is command tank. The 105mm Sherman is now non doctrinal while the M8 Scott is doctrinal which allows it to arrive sooner. Vehicle crews are also removed
T0
Riflemen
Assault Engineers
WC51
-Can be upgraded with a 50 cal
-Can be upgraded to a supply truck
-Locks down Sector
Ambulance
M1919 replaced with Thompson Rack
Two Thompson are picked at a time
-50 munitions
T1
81 mm Mortar
M1 AT Gun
M2B HMG
M20 Utility Car
-M6 mines no longer cause immobilization
Cost Reduce to 30
Damage Reduced to 240
T2
M10
Pack Howitzer
M5 Stuart
M15 AA Halftrack
T3
Major
M4A3 (75mm) Sherman
-Can be upgraded with a Dozer Blade
M4 A3 (76mm) Sherman
-Anti Tank only
M4A3 (105mm) Sherman
-Can be upgraded with a Dozer Blade
Doctrines
Airborne
HMG and AT gun combined
MG Strafe Added
Armor
0CP Raid
2 CP Withdrawal and Refit
4 CP Combined Arms
10 CP Jackson Tank Destroyer
12 CP 240mm Artillery
Infantry
Mortar Halftrack replaced with Rear Echelons
M1919 now a unit upgrade
Mechanized
0 CP(Passive) M3 Halftracks
- M21 Mortar Halftracks and M3 Halftracks are available in T0
2 CP Withdrawal and Refit
4 CP Combined Arms
8 CP 155 Artillery
13 CP Pershing
Recon Support
0 CP Raid
0 CP Pathfinders
4 CP Grey Hound
7 CP M8A1 Scott
7 CP Cluster Bombs
Rifle Company
Assault Engineers can be upgraded with one flamer
Easy 8 Replaced with Command Easy 8
-Able to call in Artillery and mark vehicles
-Limit to one
Urban Assault
Urban Assault Kit
-Assault Engineers can be upgraded with a flamer
M4A3 Assault Kit
-75mm, and 76mm can fire White Phosphorus
-105mm and setup to increase range like the KV 2
M4 Calliope can now fire its main gun
- Health set to 480
OKW
Show Spoiler
Definitely the biggest change here in structure. This combine CoH1 Panzer Elite, Coh2 Soviets, and Coh2 OKW. Sturmpioneers are now the jack of all trades infantry unit and there is no non doctrinal panther or King Tiger. T3 focuses on panzer 4s; Reserve Panzer 4 J, and Ideal Panzer 4 H, and a short barrel panzer 4 C. Jadgpanzer 4 for anti-tank as well.
T0
Sturmpioneers
Kubal
Now comes unarm
Can be upgraded
-Minesweeper kit
-MG34
SWS Halftrack
-Can be build a Forward HQ
-Can be build a forward supply center to lock down resources
Bolster Squad
Buildings
T1
MG34
Lieg
-Auto Attacks are now direct fire
-Still has barrages
Rakenwerfer
Panzer 2
-Requires Demolition
Demolition Upgrade
T2
251 Halftrack
-Can be upgraded with MGs
251 Stuka zu fus
-Now fires with scatter instead of a creeping barrage
251 Flak Halftrack
-Now can fire on the move
-Suppresses when stationary
AT Hezter
Repair Upgrade
T3
Jadgpanzer 4
Panzer 4 C
-Fires arcing projectiles
Panzer 4 J
-Very slow turret rotation
-Cheaper
Panzer 4 H
-960 HP
-More responsive that most medium tanks \
Doctrines
Breakthrough
Sturm Offizier is now a one man squad
Jagdtiger replaced with King Tiger
Elite Armor
221 Replace with LMG 34
-Sturmpioneers maybe upgrade with one LMG 34
Sturmtiger replaced with Jagdtiger
Feuersturm
Flammpanzer 38
-Now an upgrade for AT Hetzer
-Allows 251 Halftrack may now upgrade with a duel flame kit
Incendiary Munitions
-Also allows Stuka zu FuB with incendiary barrages
Replaces Assault Package with Incendiary Grenades
Fortifications
Field Defenses with Volksgrenadier
Heavy Fortifications allow SWS halftrack to entrench into 7/2 Flak Halftracks
Overwatch
Early warning no long has Goliath
-Allows Sturmpioneers to fire flares and lay flare mines
Scavenge
Flak Panzer replaced with Pantherturm
UKF
Show Spoiler
Big changes here. Infantry Sections are now a hybrid engineer while vehicle crews are meant to repair vehicles. Squad size increases are tied to pyrotechnics and medic upgrades. Hammer and Anvil are in T1 and replaces AEC/Bofors research. Base Howitzers are no longer free but have to be built. Mortar Pit is replaced with 25 Pounder Emplacements.
T0
Infantry Section
Bren Carrier
Grenade upgrade
Officer upgrade
T1
Upon completing, weapon racks are enabled. The bren weapon rack is replaced with a Sten Weapon Rack. Infantry sections can pick up 5 Stens and a six Sten with the officer upgrade
Vickers HMG
3 in Mortar
6 Pounder AT gun
Hammer (not exclusive)
-AEC
-M3 Halftrack
Anvil (not excusive)
-Bofors
-25 Pounder
T2
Centuar
-No longer fires in burst
Cromwell
Fire Fly
Churchill
-Requires Anvil
Comet
-Requires Hammer
Doctrine
Advance Emplacement
Defensive Operation replaced with 17 Pounder
Lend Lease Assault Regiment
Assault Section adds one Member
-Assault Section Stens replaced with Garands
-Only one Thompson is added, but one BAR is also added
Mortar replaced with Wasp Upgrade
M5 Halftrack replaced with M21 Mortar Halftrack
Mobile Assault Regimen t
M2 Flamer replaced with Royal Flamer Engineers
AVRE now functions closer to a brumbar
Special Weapons Regiment
Tank Hunter Infantry Section replaced with Royal Tank Hunter Engineers
Resupply Halftrack replaced with Wasp
Tactical Support Regiment
Recovery Engineers no longer come with a mine sweeper.
-Able to upgrade either with the minesweeper or with two brens.
-The bren upgrade enables button vehicle like Guards with their DP upgrade.
Forward Observation Post replaced with Sniper Squad
Vanguard
Forward Logistics Glider
-No longer comes loaded
-Can only be deployed in friendly sector
-Able to deploy units
Royal Artillery
-Consecrated fire operation affects 25 Pounder emplacements and Sextons
-Valentine replaced with Sniper Squad
Commando
-Assault replaced with Valentine
Scatter reduced
CP redecution from 5 to 4
no longer has observation mode or Sexton Barrage
-Air Supremacy Operation
Now summons a recon plane and over watch action
Can not be targeted in the fog of war
Up to two scatter bombers will target buildings
Up to three anti infantry strafes
Up to three anti vehicle rocket strafes.
50 second duration
200 munition cost from 250
Short answer:
Infantry section has an issue in the late game of just being A moved around. I have already removed LMG 42s, and the need for non doctrinal Royal Engineers, so now I have replaced the Bren with the Sten and adjusted the infantry section to be less reliant on the Brens. Engagements in my mod are generally slower to allow more maneuvering of support weapons and of other squads.
I get some of you people don't care about historical accuracy at all for whatever reason, but no British units used M1 Garands in combat during WW2. That goes the same for the Soviets. If anyone other than the Americans used the M1 Garand in any meaningful number it'd be the Germans, and even they didn't use them in number since they didn't much care for the design and they didn't have access to limitless numbers of Garand en-bloc clips to use in them like the US did.
If you wanted to be in any way halfway realistic you'd use M1 Carbines instead, which at least saw some use with British Paratroopers.
Like, I don't mean to offend you at all, but what is the point of playing a game set during a historical time period if you don't even attempt some semblance of historical accuracy. People give Hollywood so much shit for this, but it's all the same with games and mods when it really doesn't have to be that way. Granted COH2 had all sorts of problems right out the gate with this, and there's a critical lack of models to fill in the gaps it left, but certainly there's still room to work.
https://en.wikipedia.org/wiki/M1_Garand
According to this page: 38,000 M1 Garands were lend leased to the United Kingdom. Not sure of their extent of their service. It does help fill in a role that UKF does lacking, mid range combat.
I think it maybe related to the maps themselves but I could be wrong. I think maps have markers for building. You maybe to trick the ai if you add a type to the ebps, most likely defence_building.
Nothing uses it. There are a lot of unused weapon profiles in the game. Sturmpioneers are called assault pioneers in most of the files because most likely this was their developer name for them before their actual name created.
Personally, I would like to see it replaced. I am not of a huge fan of its design to just nuke an area. Perhaps replace it with an short barrel Panzer 4 f1?
Another update that no one asks for.
All snares
Range reduced to 12 from 15
Main gun destroyed at 50% health
Heavy Engine damage at 25% health
Soviets Light AT mines are changed.
Each mines does 80 damage and no crit.
Each mine costs 5 munition.
Mines are laid down in strips like barb wire.
As far as I can tell, there is now way for an exact way to duplicate of CoH1 style mines. In result, the mines are 'free' but upon completion they will remove 5 munitions. New mines can not be laid unless you have 5 munitions. It is possible to get 'free' mine but is will remove any munitions available and trying to mass produce this effort would take a lot of effort and the assumption that the player does not have 5 munitions. In most cases the person would probably have 3-4 munitions so they would only save about 1 whole munitions.
Infantry Sections
Weapon racks are unlocked for free once t1 is built. The bren rack is replaced with an SMG rack. Each model can be equipped with a Sten for 20 munitions each.
Assault infantry section upgrade now changes to Garands rather than Stens. Only one Thompson and one Bar for slot items
Recovery Engineers
Able to be upgraded with two Brens
Bren upgrade will also allow for a button vehicle ability.
The description states "Elite crews fortify the tank for increased durability." This appears to be intended for a health boost. A health boost is quite powerful, because it allows to take another shot. Is it a bug, no. Could it be something else, that is a discussion.