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Thread: Barton Idea for mod1 Nov 2014, 00:58 AM
but Relic made unit named NKVD commissar or maybe i'm wrong? In: COH2 Gameplay |
Thread: [Game Mode] Attrition31 Oct 2014, 22:10 PM
does this sounds like OMG mod for CoH1? In: COH2 Gameplay |
Thread: Barton Idea for mod31 Oct 2014, 19:57 PM
lol, it's just my idea, I believe I'd wouldn't made this on my own, I need some support from guys who know how to make these things working In: COH2 Gameplay |
Thread: Barton Idea for mod31 Oct 2014, 18:41 PM
NKVD commissar can call in Penal battalions - these units have all good stuff, to get in blow as much as they can and die or retreat In: COH2 Gameplay |
Thread: Barton Idea for mod31 Oct 2014, 17:50 PM
PTRS's should work as light infantry AT rifle, might penetrate light and med tanks from rear, nothing more In: COH2 Gameplay |
Thread: Barton Idea for mod31 Oct 2014, 17:37 PM
yea sure In: COH2 Gameplay |
Thread: Barton Idea for mod31 Oct 2014, 17:09 PM
Thanks to this mod tools i think I can finally focus on new idea for Coh2 (new faction design) Soviets - big squad sizes, overal weaker inf than other factions and also cheaper reinforce, Tiers from USA CoH1 style (barracks WSC etc), tanks slightly chear in Fuel then other factions. HQ: Engineers and NKVD commisars, ZiS-5, weapon racks around HQ (DP's 40 muni, PTRS's 30 muni, SVT's and ppsh's 15 muni each) Engineers - 4 man, mosin nagant, fairly weak in combat, cant grab anything from weapon racks, upgrades - 1 flamer (max 2 ups), mine defuser, combat package (gains 1 more guy to squad, 5 Ppsh's, flamers replace Ppsh obviously, gains some armor), can build Tiers, wires, machine gun nests, mines, tank traps - standard builder unit + off unit with good upgrades NKVD commissar - 4 man, 1 commisar with Tokariew or some other pistol, rest Mosins, can be upgraded with SVT's and Ppsh's, with vet they gain Global passive def or off (choice up to player) bonus for all infantry on the field and each vet reduces MP reinforce for cons by 2, can call-in artillery and Penal battalions, heroic charge for nearby units - first and the only command unit (for infantry), can be rebuilded when it's dead ZiS-5 - truck that can transport troops and secure territory (like caches) T1: standard barrack tier for soviets + light AT + jeep Conscripts - 8 man, mosins, weak in early, gets better vets than other inf units, can be build when "Total mobilization" upgrade is activated, can get Ppsh's from weapon racks (up to 2) and 1 PTRS, throw molotovs and AT nades, build sandbags, cheap reinforce, can merge with other support unit, can't capture vehs and tanks - good as meat shield and good in early, gets really good with high vet on them and commissar Strelky (like rifleman) - 6 man, mosins, can throw molotovs, nades and AT nades, can be upgraded with 2 PTRS's 2 DP's and 6 Ppsh (from weapon racks), as a standard unit they cap territory faster) Guards - 6 man, 6 mosins, throw nades and AT nades, can be upgraded with 2 PTRS's, 2 DP's, 6 SVT's, 6 Ppsh's, as as elite unit they cap territory faster (like Strelky's) 45mm M42 AT gun - standard light easy to maneuver and fast ealy AT gun, 4 guys with the gun, can use HE shells that slightly increases damage to buildings and infantry. can camo themselves and move at slow speed (while in camo) GAZ-67 (jeep) - early veh to support infantry and to scout, has bigger sight range than other units, good vs snipers, has 7,62mm maxim or DSHK 12,7mm machine gun when upgraded T2: similar to WSC from USA CoH1, support weapons, AT guns, light vehs Maxim/DSHK - 3 man machine gun, at first it's maxim but can be upgraded to have DSHK (if it's even possible) 82mm Mortar - 4 man standard mortar, can emplace themselves for better cover ZiS-3 - 3 guys with gun, standard medium AT gun, can fire HE shell barrage, can camo themselves and move at slow speed (while in camo) Sniper - 1 man with scoped mosin, can get in camo and move slowly depending on cover he is in right now and detection also depends on cover, has better sight and firin g range than other infantry units T-60 - light tank with 20mm autocannon very good vs infantry but usually useless vs other vehs or tanks, can use recon mode to increase sight range T3: light vehicles, light tanks, medium tanks, AA stuff T-70 - same as T-60 but with 45mm gun ZSU-37 - AA tank based on SU-76 chasis, it will fire at ground units and air units (prioritizing air units) T34-76 - standard med tank with 76mm gun T34-57 - modification of T34 tank, has 57mm gun which means it has better penetration, faster reload, lower damage and it's worse vs infantry T34-85 - modification of T34, has better armor, better penetration and damage but slower reload than 76 M5 Halftrack - works as it works now ZiS-2 - 4 man and AT gun, 57mm with good penetration (better than 76mm) but lower damage and faster reload T4: all heavy stuff that are left, heavy tanks, tank destroyers, arty. SU-76 - tank destroyer with 76mm gun, can fire barrage SU-85 - tank destroyer with 85mm gun KV-1 - standard early heavy tank with 76mm gun, hard to kill and it's decent vs other tanks IS-1 or KV-85 - one of these heavy tanks, both have same gun so no real difference BM-13 Katyusha - Katyusha with 132mm rockets, 16 rockets per salvo NEW TIER T5 - Voyenno-Vozdushnye Sily HQ: planes are build in here but they stay off-map (like they were on airfield), they are called-in to battle with all they have, planes can be upgraded with rockets, bombs cannons, i propose 4 standard planes - fighter, CAS (close air support), (dive) bomber, heavy bomber Yak-3 - Fighter used mostly to intercept enemy planes but can also use strafing run aiming on infantry IL-2M - CAS plane, decent at fighting enemy planes, good vs ground targets with MG's and cannons, plus can be upgraded with rockets and bombs Pe-2 - medium tactical dive bomber that can carry up to 6x100kg bombs or 4x250kg bombs, bombs will depend on upgrade and are pretty accurate Pe-8 - heavy bomber, that eally needs time to get into battlefield, bombs are inaccurate but they are dropped on bigger territory, can carry up to 24x100 kg, 8x250kg or 4x500kg bombs. Possible call-in stuff: B-4 arty, BS-3 (like pak44 but it moves), BM-8 (on T-60 chasis), IS-3 (i know they havent took part in WW2 but w/e, it'd be good to have it), Shock troops (4 man with Ppsh and good armour), Sniper Ace (vet 3 sniper) Ostheer and USA to be added soon In: COH2 Gameplay |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 10:41 AM
I was thinking of Guards shock (renamed to Strelky a.k.a rifleman) being in Tiers with no requirements depending on doctrine but on Tiers, changing their role in game, more versatile (nades, AT nades for all), give ostruppen to ostheer tier, rename them to volksturm etc, also IMO Heavy tanks should stay as call-ins
I was also thinking if it's possible to make weapon racks (just like US have) for all factions and most of the weapons (shrecks, LMG's, maybe even G43, StG44) In: Lobby |
Thread: Kappatch - A minor rebalance mod31 Oct 2014, 10:09 AM
question for Cruzz - is it possible to, for example rename unit from call-in and place them to Tiers? Changing units in Tiers? Changing units weaponry? Adding them new weapon upgrades? In: Lobby |
Thread: FYI - Oct 29th Update31 Oct 2014, 10:06 AM
You're probably referring to the account we had suspended from Twitch earlier today. Someone was impersonating Relic Entertainment, with two 'i's' in the name. They also said a bunch of other nasty stuff. Our friends at Twitch took care of the account damn, and i didn't know what for i was banned In: Lobby |
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