Currently on the mod I am working on, there are some doctrines that are obsolete and some that have only one or two good abilities are either worth it. I would like to talk about how to improved doctrines whether about being in my mod or in live in general. I am able to alter the doctrines in my mod if you all would like a preview. Note, I would like to doctrines separated as much as possible so try keep at most TWO like abilities with other doctrines. On the other end I would like to see at least 3 doctrines with a doctrinal unit so a bulletin can affect all three doctrines. Down below is just some topic not all.
Mod:
https://www.coh2.org/topic/64205/%C3%86gion-s-experimental-balance-changes-mkiii
Soviets
1. Shock Army
This doctrine has too many over lapping abilities
-Conscript PPSHs and Shock Troops
-120mm Mortar and Ml-20 Howitzer
This Doctrine could be completely redesigned and how would you do it?
Edited: Possible Replacement
2. NKVD Rifle Disruption Tactics
To many munition sinks
This Doctrine could be completely redesigned and how would you do it?
Edited: Possible Replacement
3. KV-1
This tank could be non doctrinal T4 since it does not overlap with the T34/76 and SU 85.
4. Armored Vehicle Detection
How effective is this ability, and who on earth has actually used this ability?
5. Community Defensive Tactics Tank Traps
I would like to make this non doctrinal, but what should I replaced it with? The Forward HQ is not an option because I replaced the Booby Trap with PMD 6 mines and with M42s already the doctrine and I do not want 3 of the same abilities. I am thinking of two options, an MG bunker or PMD 6c (Light AT mines).
6. M42 Light AT gun
While effective for its cost it does not scale well with anything heavier than a Ostheer P4
7. Hit the Dirt
This seems like it would be effective but perhaps let it extend to combat engies, guards, and penals?
Abilities that would be nice to have a 3 doctrines
1. Partisans
2. Isu 152
3. Is 2
Mod Doc Changes
Ostheer
I have adjusted a lot of these doctrines in my mod but here some other things I have not changed.
1. Jaeger Infantry Doctrine
Too many munition sinks in faction who craves for munition
Ideally either light arty barrage or Stuka close air since they are both targeted abilities while the rest are upgrades.
Edit: There are audio for a Jaeger Light Infantry dispatch so why not a Jaeger Light Infantry dispatch like the OKW but with only 3 stars of veterancy?
2. Storm Doctrine
sounds like it could be good doctrine for stormtroopers to make a third doctrine with them.
3. Regal AT mines
This seems like it would an overpowered ability, so why do we not too offen. Is it because Ostheers munitions are too valuable in this time of the game?
Mod Doc Changes
USF
I have adjusted a lot of USF doctrines as well, but if you have any comments let me know.
Mod Doc Changes
OKW
I have adjusted a lot of these doctrines in my mod but here some other things I have not changed.
1. Strum Officer
Mod Doc Changes
UKF
1. Commando Regiment
This Doctrine has 4 Munition based abilities, a bit too much.
2. Tactical Support
People originally only used this doctrine for the OP Arty Cover, but with proper nerfs to arty cover this doctrine has really fallen out of usage.
-in my mod I have adjusted the Recovery Operations to make it more affordable and reasonable.
-The biggest dead ability is the forward observation post. 300 manpower 60 fuel for a garrison to gain abilities which all are expensive. And at 10 Cps, the opponent(s) probability have access to items to quickly destroy these HQs, (if there were any left to use for this ability or in good locations).
Mod Doc Changes
If you all have any opinions on how these doctrines or any doctrine could be improved lets talk about it. I am not part of any balance team or have any special channel to talk with Relic but this could draw awareness for the next patch (if one happens) that could fix these. Fixing doctrines would help make the game more enjoyable and less stale with more and different strategies.
Profile of Angrade (Ægion)
General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Post History of Angrade (Ægion)
Thread: Lets talk about Doctrines20 Oct 2017, 20:46 PM
In: COH2 Gameplay |
Thread: Got an error when building my mod, help?20 Oct 2017, 09:32 AM
what did you write for the .ABP? I should look like something like this: "..\\..\\..\\soviet\\weapons\\rifle_mosin_nagant_sniper\\rifle_mosin_nagant_sniper.abp", "..\\..\\props\\parachute\\parachute", If i remember correctly only very little units have the paradrop animation such as Paratroopers and Falls, all other assume the "T" Stance while falling. I am not sure which other units have proper animators or how to fix it or if it can be fixed. |
Thread: OCTOBER 10th PATCH14 Oct 2017, 14:48 PM
Something like this? In: Lobby |
Thread: OCTOBER 10th PATCH14 Oct 2017, 12:31 PM
I want jerry can victory strike I might be able to make an off map arty with that entity, maybe also a dead horse and cow one as well. In: Lobby |
Thread: Force reload problems13 Oct 2017, 23:20 PM
You could try adjusting the fire wind up times or by the aim times of the second weapon. |
Thread: Exciting game on angoville, good players Hon3ynuts vs Caesar12 Oct 2017, 20:37 PM
If you are not using a doctrine with a big munitions sink, spamming flare mine is a good idea. In: Replays |
Thread: Ægion's Experimental Balance Changes MKIII12 Oct 2017, 19:46 PM
Wait, how in god's name did you make the USF fighting position be able to take in mortars? Rather than have mortars garrison inside of the position, this is my replacement mortar position for the Mortar Emplacement. Instead of big and power emplacements, I am going for smaller, weaker, and cheaper emplacments so they have less impact but more expendable. This is how I made the Mortar Position 1. Clone the USF fighting position. 2. Add the Mortar Emplacement's crew, and cut out loader/gunner 2 3. Go ahead and add the weapons and abilities to the mortar position and delete the weapon (not the hardpoint) all of mortar 2 4. Change the construction_ext on construction squad to your desired squad 5. Go to and extract the USF Fighting position .ABP file 6. On the .ABP file I added this: "..\\..\\..\\common\\vehicles\\syncpoint\\syncpoint", "..\\..\\..\\british\\weapons\\3in_mortar\\3in_mortar", I think is what I only did, other than editing the weapons. I can not really remember for its been a bit since I made that part for my mod. For Garrisoning the position you may need to add the weapons to the .abp file?
With the mortar position smaller and the fact that bofors and 17 pounders are out in the open anyways, I figured, I could move the ability doctrinal to the Demolition Engineers. In: COH2 Gameplay |
Thread: Panzerfusiliers Camo11 Oct 2017, 22:20 PM
based on the render, it looks like Platanenmuster. Take at a look at this wiki page add see if this helps. https://en.wikipedia.org/wiki/German_World_War_II_camouflage_patterns In: Lobby |
Thread: Prebuilt Base in Tuning Pack10 Oct 2017, 23:48 PM
^thank you! *Note I have not done this thing before. Base what I am reading in the editor and using the British buildings as a guide: 1. create an "unbuilt" entity place holder building for your HQ and use this as your spawn entity_action for your HQ. Make sure it is the same size than your building or else the there will be issues in the construction stages. Make sure this area is impassable by all units. 2. Create/clone an Upgrade (perhaps the british "tech_structure_1_mp"). This upgrade works with the on_begin_actions and on_cancel. -set the Target Requirements to you "unbuilt" place holder Unique unit type and owned to player. -The sequence_action does things one by one instead all at once. First, remove your "unbuilt" place holder by make_dead action. Next, use construct_action to build your building. Your building should be similar to the British 1/2 building in the construction tab. I think the most important thing is the self_construct should be set to true. -on cancel action it is the same thing but reverse. Same unique type, but instead of make_dead then construct, it will be spawn_entity of the place holder and then make_dead. Why does it not make make_dead to both based on order because I think it fetches the list of targets once and that would be the initial start of the cancel. Have ebps, site_ext, ignore_impass for both structures true. This will help with the spawn_entity action. I hope this helps, and let me know if you have any more trouble. |
Thread: 17-pounder facing indicator10 Oct 2017, 23:12 PM
I think I found the problem. If you go to the 17 pounder gun EBPs, UI_ext go to selection_type and set it to squad_select from no_select. I figured it out, eventually, because my recent mod has the 17 pounder pit for the 25 pounder arty piece which had the aiming cone. So from there, I knew it was the gun and not the pit. Then it was left to comparing the two. |
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