General Information
Youtube: https://www.youtube.com/channel/UCjaG4wIJxdKQLZPy3uDC9pg
Steam: 76561198080227972
Residence: United States
Nationality: United States
Ostheer loses a tier? And I would never skip a tier with grens, pgrens, paks, snipers, and mortars for any reason. Not to mention this 'armor' upgrade.
OKW getting an Opel Blitz as an OP alternative is a nice idea.
Ostheer still have access to tier 4, its just not it its own building now. Tier 4 in live just costs too much to achieve regularly. Tier 4 is now granted with with battle phase three, similarly to hammer and anvil. The armor upgrade is like a five man squad upgrade with less dps from a lack of a fifth man but the squad becomes more resilient. Also, you can always count on ostruppen. No really, you can.
Currently I am working on a mod that does quite a bit of reworking that is clearly out of scope of the wbp. While it needs some adjustments, I say it is ready for some eyes and opinions. Through learning from my past mods, hopeful this can be come of something or maybe spark some ideas for some future patches.
Currently in the mod I am working on I have a few ideas and I would like all of your opinions.
1. Sherman upgrades.
Based on the animator fires for the Sherman, it is possible to make an upgrade to add in a bulldozer and 105mm upgrade. Perhaps make these in to possible upgrades? Note you can not upgrade to a 76mm like the M4C.
2. Soviet Teching
Looking back at my work I am not completely satisfied how the teching is spread out.
3. Infiltration delay.
I have made a mod in the past that adds a delay to the infiltration units with a small warning flare to add in a bit of counter play from instant spawn units. Should I add this in to my mod?
4. Fallschirmjagers
I have made a mod in the past that adjusted this unit to make it more into a brawler, by making it into a 5 man squad and armed with mp 40s with a slot item FG42. Then it could upgrade to another FG 42 for munitions. It was also para-dropped like paratroopers.
Currently in game, I do not like the pacing and balancing of the game between. This mod primary changes teching, balance, and a bit of experimental changes while changing the end game out come. Currently I have not touched any of the doctrines. Note I tried to make the fuel costs about on par with each other, if I made an oversight please let me know. If you have any comments, please post down below.
-M-42 Light At Gun
-Sniper
-Scout Car
-Red Army Troops 300 Manpower
These are Penals renamed and reskined to use the Guards with out cape
T2 Support Weapon Kampaneya 200 Manpower, 30 Fuel
-Zis AT gun
-Maximums HGM
-Mortar
-Penal Battalion (Osttruppen Clone) 200 manpower
no AT grenades but can throw Molotovs and merge
T3 and T4 are the same but they do not require each other to build. Now it is an option to go for light vehicles or mediums. Requires T2
Partisan SMGs
can now be upgraded to STG 44s for 100 munitions to make their late game scaling better.
Now Cost 240 to spawn from 210
Conscript
Smg package now changes the ui symbol
Shocks
cost reduced from 390 to 360
vet 1 ability changed from trip flare to Tactical Assault
added an SVT upgrade to transform from a close range squad to a mid range squad.
Katyusha Rockets
Heavy cover damage from 1 to .5 to help prevent clumped up wipes
KV-1
Cost Reduced from 420, 140 to 350, 125
Maximim
-Altered the vet 1 ability
-New toggle mode: Assault mode
-Arc is 60 degrees
-No suppression
-more accuracy
Conscripts
Due to the slightly under performance in comparison to the new factions:
-RA changed from 1.087 to 1. This may be too much, will change if needed.
Combat Engineers
All of the newer faction engineers are inherently strong so to bring the combat engineers in line some changes were made so it can do more than just support in very minor ways.
-RA changed from 1 to .91
-cost change from 170 to 240
-Mosin naganet rifles now match Guards model's
-Flamethrower now requires Molotoves.
Overall the Faction has changed the least. The soivet faction revolves around cheap conscripts and call ins to specialized their army such as shocks, guards, and the IS 2.
-Infantry Armor Upgrade
150 manpower, 35 fuel
Pioneers, Grenadiers, Panzergrenadiers, Assault Grenadiers, and Stormtroopers gain 20 Health and .1 Armor. NOT Ostruppen
Stormtroopers can no longer upgrade to the panzerscheck but can now throw a satchel charge to destroy caches.
Tactical Assault is now a Vet 1 ability for Assault Grenadiers and Stormtroopers.
Artillery officer updated
Call in cost increased from 240 to 270
Gained one additional body guard.
Affected by shared veterancy
Now vets up to vet 5
-vet 4 gains sprint
-vet 5 the aura is now permanent instead of an ability
Tiger Ace Reworked
No longer drains manpower and fuel
cost changed from 800, 0 to 700, 245
Starts at vet 0 and has up to 5 levels of veterancy
Pioneers
All of the newer faction engineers are inherently strong so to bring the combat engineers in line some changes were made so it can do more than just support in very minor ways.
-RA changed from 1 to .91
-cost change from 200 to 240
JU-87 loiter is now replaced with a Strafe
Swapped positions with LMG 42 and G43
Osttruppen and Osttruppen reserves are now a LMG 34 upgrade for Osttruppen
Puma dispatch is now Hull down.
With the change up in teching up, choices can be made. Skip T1 for light vehicles, and then skip t3 for Panzerwerfers and use pumas for AT. There can be more strategies and choice to be made now.
USF
T0 Barracks
-Riflemen
-Rear Echelon
-Ambulance
T1 Lieutenant 300 Manpower, 30 Fuel
-Lieutenant (first one is still free)
-Mortar
-50 cal HMG
-Pak Howitzer (requires weapon racks)
-AT Gun (requires weapon racks)
-Utility Car (requires weapon racks)
-Captain (first one is still free)
-Stuart
-M15 AA Halftrack
-M8 Scott
T3 Major 300 Manpower, 150 Fuel
(requires Lieutenant)
-Sherman
-Jackson
Officers reworked
Lieutenant
-no longer has the Thompson or BAR
-Gained On me
-can upgrade to 2 1919 Lmgs for 150 munitions making into a non doctrine elite infantry
Captain
-no longer has the Thompson
-can upgrade to 2 1919 Lmgs for 150 munitions making into a non doctrine elite infantry
-lost On me and Supervise
-Gained the Majors real and fake arty
Major
-One man squad now.
-Now costs 200 manpower
-Gained Supervise
-lost real and fake arty
-5 levels of Veterancy
-at vet 4: able to call in a vet 2 rifleman
-at vet 5: promoted to Colonel and able to call in a non doctrinal Pershing.
Shermans can now be upgraded to a 105mm and/or bulldozer upgrades.
Rear Echelon
-Repair speed now equals the soviet's
Rifleman
-RA from .97 to 1
Forward Observers and 1919 weapon rack now replaced with Scoped rifles for 25 munitions each. This gives more of a difference between the 1919 and BARs.
Airborne
-Pathfinders reworked
Now at 0cp
Alternative to Rifleman
Gain the Scoped rifles with veterancy
RA to .91
260 mp
-Paradrop AT gun is now 100 munitions from 270 manpower
-Paradrop MG is now 75 munitions from 260 manpower
-Rocket Loiter is now a Strafe 120 Munitions
Recon Support
-Paradrop combat group now is paradrop paratroopers
-IR pathfinders are now a 2 man sniper unit
-Greyhound can now switch between ammo types. AP and Canister shot. Canister shot damage decreased from
80 to 40.
Mechanize
-M3 dispatch group is now a Greyhound dispatch
Heavy Cav
-Pershing AOE damage now equals to the Tiger Tank
Armor
-The doctrinal Bulldozer is replaced with the Easy Eight.
-Elite Vehicle Crews now give access to Shermans and Jacksons with five levels of veterancy.
USF received a big shake up to tech and help make the uncommon doctrine more usable. Now USF can receive all of their support weapons allowing more defensive place to happen.
OKW
T0 Command Headquarters
-Sturmpioneers
-Volksgrenadier
-Kubel
T1 Battlegroup Headquarters
-Lieg
-251 IR halftrack
-MG 34
-Raketenwerfer
-Flak Halftrack (requires Medics, and Infantry Weapons)
-Obersoldaten (requires Medics)
-Infantry Weapons
150 manpower, 15 fuel
Unlocks the Flamegrenades, Panzerfausts, LMG 34s, MP40s, MP 44s, and Panzerschecks
T2 Mechanized Regiment Headquarters
(requires T1)
-Panzer 2
-Puma
-Stuka zus Bus
-Opel Blitz (200 manpower)
T3 Schwerer Panzer Headquarters
(requires T1)
-Panzer 4
-Panther
-Jagdpanzer
Volks
-Cost from 250 to 260
-Sturmpios
-Repair speed now equals the soviet's
Fallschirmjager are now dropped in.
With Obersoldaten now available much early on there is now an alternative upgrade for Volksgenadier that may evenally replace the STG Package. Volksgenadier may now upgrade to 5 MP 40s and gain use of smoke grenades, sprint, and tactical assault. This will help differentiate Volks and Obers in late game damage. Addionaly the starting sturmpioneer squad is now volksgrenadier.
T1 Platoon Command Post 200 manpower 30 Fuel
-Vickers HMG
-6 lbs AT gun
-Mortar, equal to the USF Mortar
-Sniper (Requires anvil)
-Assault Commandos (requires hammer) 350 manpower
5 man squad, armed with semi automatic rifles
-AEC (requires hammer)
Now in this building Hammer OR Anvil is researched.
Hammer will allow usage of the Assault Commandos, AEC, and Comet
Anvil will allow usage of Mg emplacements, 17 Lbs AT Guns, 5 man squads, Sextons, and Churchills
Comets and Churchills can no longer throw grenades
Churchill's smoke no longer slows them down. Additionally their vet 1 adds a pintle mount to increase anti-infantry.
Tactical Support
-Recovery operations now cost 250 manpower and only spawns one squad of Engineers
Royal Artillery
-Valentines are now 5 cp from 6
-Valentines now can switch ammo types from AP to HE
-Valentines Vet 1 ability is now the recon mode. Previous Vet 1 ability removed.
-Sextons are no longer Doctrinal
-Sexton call replace with a 25lb emplacement
Advance Emplacements
-Now enables the useage of mortar pits and bofors
-Precision barrage replace with a 25lb emplacement
Infantry sections are 260 manpower but now have a received accuracy of .9 from .8
Royal engineers are 240 manpower but now have a received accuracy of .9 from .8
The UKF are now more reliant on the decision of Hammer or Anvil. Both give game defining touches to the UKF style.
All democharges are changed and are the same.
They do 70 damage
Severe suppression
Force a retreat after 5 seconds
All Infiltration units now have a yellow flare dropped 10 second delay before spawning. Garrsoning a unit in the building we prevent the on field spawn and spawned unit to comes off map. This will enalbe counter play to infiltration units
HMG 42, HMG 34, Dshk, and M2B Ap rounds has been changed. No longer a timed event. Now they load in one Mag/Box of AP rounds and will change back to original rounds upon reloading.
If I miss any edits please let me know. After working on this for so long, things start to get a bit blurry.
I remember seeing a picture of the Churchill Pintle mount in game. I am trying to mod it so that it will appear at vet one but I am having trouble at making it appear at all. Can I get some help?
There is an M4A3 76(W) unit in the games files using the same model as the EZ8, however there is no upgrade and I don't believe we can make one because the game doesn't allow editing a model currently.
Actually, they are different models. One has a mussel break and the other does not.