Steam (6 - 8) The Hochwald Gap
Changues:
The Battle of Hochwald Gap was almost as big as Normandy, but with three times the number of casualties. Hochwald was a heavily wooded redoubt with a wide road running through the middle. One of the largest tank battles ever fought is hardly ever mentioned in history texts, and the heroes are rarely given the notice they are due. Remaked to coh2 by community member
'Capiqua' .
Made from scratch with ideas of the real battle and classic The Hochwald Gap map
Mods & Custom Games
Source:
Mods & Custom Games Show Spoiler Based on the sheer number of amazing mods availabe in the Modding Hug & Steam Workshop including skins, maps, gamemodes, etc., it comes with no surprise that many of you enjoy using mods in custom games to expand or enhance your gameplay experience. Unfortunately however, many of you may have ran into an issue where you are unable to launch a custom game because you or someone else in the lobby has yet to finish downloading the required mods. This blog post aims to alleviate this frustrating experience by explaining what and why this is happening and offer a workaround to potentially prevent it from happening in the future.
So what the gardening is going on? Basically, every time you launch COH2, the game automatically starts re-downloading every mod you are currently subscribed to. This happens in the background while you are running the game. Now, when you join a custom game that is using a mod you arenât subscribed to such as a map or win condition, the client will not start downloading these mods (which are required to start the match) until all of your subscribed mods are finished downloading first. Unfortunately for those who have subscribed to many mods (especially skins), the download size and thus time for this to finish can be quite long, resulting in you most likely getting kicked from the lobby or just quitting.
So why the pudding does it do this? Essentially this is done to make sure you and everyone you play custom games with has the same, most up-to-date versions of each mod. If this was not the case and two or more people tried to play the same mod but were running different versions of it, there would undoubtedly be a synch-error, causing the match to crash.
Alright, so what the pudding garden can we do about it? The simple answer is to just unsubscribe from your mods. But you love your mods you say? I donât blame you! The good news is that unsubscribing from a mod doesnât remove it from your PC or inventory. You can still equip it and use your mods in custom games as normal. However, unsubscribing from a mod does prevent the mod from automatically being re-downloaded every time you launch COH2, thus allowing you to easily download new mods when you join a modded custom game. The caveat to this solution is what I mentioned above, essentially if the unsubscribed mod is ever updated and you play a match with someone who has the updated version, you will likely experience a de-synch error, forcing you to go to the Modding Hub or Steam Workshop, re-subscribe to the mod, re-launch the game and then un-subscribe from the mod again.
Finally, if you would like to also stop the game from auto-downloading other players' aesthetic items such as skins, decals, and faceplates, go into options -> graphics -> and uncheck "custom aesthetics". This will also prevent you from seeing any custom aesthetics in-game (including your own) but is great for players who are not interested in such things.
Hope this helps and happy hunting!
I think the three icons of the mortars shield (USF/WEHR/SOV) are the same. The only one different is:
Icons_symbols_unit_german_m1938_120mm_mortar_symbol.png
so can change the shield icon to 120mm SOV. And I think it's unused. What is it that we are talking about.
@Sturmpanther Very good, I think you just broke the thread
Can WBP add penalty when traversing cover to the flamers?
Icons minimap incorrect currently 1.04:
WEHR
HT250 with troops (they have very small icon vehicle instead of the light vehicle).
BRITs
Sexton (It has a bigger icon with respect to the Priest that is correct).
SOV
Zis-6 Truck has a medium icon instead of of the light vehicle.
Edit:Icons minimap incorrect currently 1.04:
If WBP do not just touch more units. The patch is great but better join it to coh2live.
I must admit that it should not be longer than 1.07 or 1.08 and release the patch before the MWNL.
Relic Winter Balance Preview v1.4 Update Winter Balance 1.4 Notes here --> Show Spoiler
V1.4 UPDATE
With this version we aim to normalize the behaviour of early harassment vehicles with respect to their containing armies. Given the overwhelmingly good feedback we have already been receiving from submitted replays, we will also be treating the playerbase to fixes/reworks of unused doctrinal vehicles that also fall within the scope.
Hopefully with the continued support of the community, we will be able to iron out the changes so as to make the live version of the game more diverse, and more enjoyable.
WBP v1.4 brings along the following types of changes:
Readjusting the late-game of early-game vehicles (e.g., SU M3A1) through veterancy, so that even those vehicles have some utility in the late-game; when vetted
Expanding the benefits of shared veterancy to normally combat-evading units (e.g., Kubelwagen), so that they can also scale into the late-game, if preserved
Removing layers of complexity and ironing-out UI issues introduced by previous version of the WBP
GENERAL CHANGES
Veterancy Rates from Infantry-Based Anti Tank
Anti-tank infantry squads were attaining veterancy disproportionately fast compared to anti-infantry squads. This was allowing blobs of infantry to scale versus armour too easily. This also allowed anti-tank-equipped squads to outpace dedicated anti-infantry squads and trade more efficiently than they should. With this change we aim to streamline the speed of veterancy gain or all squads.
Reduced the rate at which infantry-held anti-tank weapons would award veterancy:
Panzerschrecks/Bazookas/PIATs now award 3 times less experience when damaging a target.
PTRS/BOYS anti-tank rifles would award inconsistent amount of veterancy when damaging targets. This has been addressed; the experience gain for using those anti-tank rifles is now in line with other anti-tank weapons (3 times less XP than damage).
This change does not affect the British Sniper
SOVIETS
Penals
We are tidying up PTRS upgrade UI and make it more intuitive instead of having multiple tiered upgrades. Lowering the accuracy will make PTRS less effective vs light vehicles early on, but still just as effective. Lowering the accuracy means PTRS will sometimes miss vs light vehicles at long range but still at a satisfactory rate vs heavier targets.
AT (Sticky) Satchel Shanges:
Can be targeted either on enemy vehicles, or the ground
If an enemy vehicle is targeted the Penal squad will throw a satchel that will home-in on the target (if the enemy remains within proximity long enough)
If a non-vehicle target is chosen, the Penal squad will throw the satchel on the ground. If the satchelâs trajectory intersects with a vehicle, the satchel will âstickâ to the vehicle
Fixed an issue where the AT satchel would not cause engine damage criticals to vehicles
The new AT satchel ability is an amalgamation of the v1.2 WBP AT satchel and v1.3 WBP AT satchel. This change will allow AT Penal squads to also, occasionally, pose a threat to vehicles that utilise smoke.
PTRS Upgrade Changes:
3x PTRS package at 80 munition (from the word go)
Upgrade time increased from 30 seconds to 40 seconds
Penal PTRS accuracy reduced to 0.0385/0.06/0.10
The accuracy change of the PTRS makes it so that at Vet0, and at max range:
The Penal squad will never miss vs a King tiger
Has 15% chance to miss vs medium armour
Has 31% chance to miss vs light tanks
Nevertheless, this change makes it so that Penal squad veterancy perks more meaningful/necessary when performing an AT role. Thus we have:
The Penal squad requires Veterancy 2 to guarantee hits at all ranges vs medium armour
The Penal squad requires Veterancy 3 to guarantee hits at all ranges vs light tanks
M3A1 Scout Car
Although the M3A1 is a solid unit when rushed, the relevance of an M3A1 drops very quickly to the point of becoming a deadweight to the player that used the vehicle. Since all units should hold some relevance, we are improving M3A1âs scalability through some moderate veterancy bonuses.
To assist the M3 in achieving those bonuses, we are giving M3A1 the shared-veterancy perks we have introduced for other transport/reinforcement vehicles in WBP1.0. The M3A1 requires such kind of help since it is a highly fragile unit with fixed-arc MGs.
Gains 1.2 Acceleration and Deceleration per veterancy rank
Veterancy 3 also awards a 0.7 received accuracy modifier
Health from 200 to 240
Front armour from 5.4 to 4.5
Rear armour from 4.2 to 3.5
Gains Shared Veterancy
The armour-to-HP tradeoff will make M3A1 will make the vehicle more resilient to autocannon fire, and other kinds of high-penetration attacks that would quickly destroy the M3A1 without warning. The resilience of M3A1 to small arms fire will remain relatively unchanged due to lower armour, but the damage will be more consistent due to less reliance on chance-to-penetrate. As a result of this trade-off, M3A1âs damaged primarily through small-arms fire will take a bit longer to repair to full.
To ensure that a surviving M3A1 remains a useful scout, we are buffing its acceleration, progressively, so that it can match the acceleration of other light vehicles by vet3. Shared veterancy will ensure that M3A1 will be able to reach those levels in due time (so that it doesnât become obsolete).
Finally, the Veterancy 3 received accuracy bonus will allow a fully-vetted M3 to potentially survive in a hazardous late-game environment. With these changes, players that utilize their M3A1 aggressively to gain enough experience will not end up with a âdeadweightâ unit by the lategame
T-70
Given the generous squad formations that infantry models are benefiting from, we are finding T-70âs performance somewhat lackluster vs squads in the open. To compensate for this, we are improving the output and reliability of its coaxial machine gun.
One of the main reasons that T-70âs coaxial MG performance is so low is because it would often take pauses as long as 9 seconds between bursts. By addressing the reliability issues of the coaxial MG, we are allowing the T-70 to be able to deal consistent DPS across all ranges with the MG.
Coaxial MG cooldown decreased from 5 to 3
Coaxial MG cooldown multiplier changed from 0.5/1/1.5 to 0.75/1/1.25
Coaxial MG accuracy changed from 0.38/0.33/0.28 to 0.38/0.355/0.33
Coaxial MG reload frequency reduced from 4-6 seconds to 3 seconds
Fixed an issue where the Coaxial MG would not track targets properly
WEHRMACHT
222 Scout Car
We found the 222 to still be too fragile when compared to the target size of other, more durable vehicles. The changes to 222 veterancy will allow vetted 222s to scale into the lategame as frontline scouts.
Vet1 improves received accuracy to 0.889
Vet3 awards 20 extra HP
251 Flame Half-Track
Although the performance of the flame HT vs units in the open is satisfactory, we find the lethality of the Flame HT vs garrisons far too high. Even though the Flame HT should pose a serious threat to garrisons, it should still afford some reaction time to the defender to disengage. This is especially because the projectile of the Flame HT can traverse walls and other shotblockers, which would normally deny the reaction time needed.
Flamethrower(s) area of effect damage far multiplier from 1 to 0.5
To clarify. This change will only affect the performance of the 251 flame halftrack when engaging garrisoned units. This does NOT affect the performance of the flame HT vs non-garrisoned squads.
The change does NOT alter the anti-garrison performance of the damage-over-time (DoT) effects of the flames spawned by the flamethrower weapon.
Stug-E
To prevent players from spamming Stug-Eâs too quickly, we are doubling the recharge time for fielding multiple units. This should afford the opponent the opportunity to field a vehicle to counter Stug-Eâs before they reach a critical mass.
Recharge time between successive Stug-E call-ins increased from 30 seconds to 60 seconds
USF
81mm Mortar
We found this unit was still performing too well within this faction. To compensate for this weâve decided to reduce the distance of the near AoE, thus reducing the number of one-hit-kills the unit is likely to produce. With this change we also aim to keep the other indirect fire options of USF relatively competitive to the mortar.
AoE near distance reduced from 1 to 0.9 (both attack and barrage)
M20
We find that M20 is far too fragile to perform the role of a late-game scout unit that the USF needs to probe defenses. To reward players that have invested in an early M20 and played aggressively with it, we are increasing the durability of the M20 when it achieves max rank. The health boost will allow the M20 to survive an additional pak shot.
Maximum health increased by 20HP at Veterancy 3.
M15
Unlike other light vehicles, which bring some utility to the table (i.e. smoke), the M15 has little use in the late game. To address this, we are increasing M15âs survivability and lethality vs infantry as it vets up. The health bonus at Veterancy 3 will allow the M15 to survive exactly one extra shot from an anti-tank gun.
Maximum health increased by 40HP at Veterancy 3.
50 cal MG accuracy increased by 10%/15%/15% at vet levels 1-through-3 respectively
Stuart
To improve the Stuartâs performance without making it too strong as an early game shock unit we have increased its penetration, giving it more of an impact against medium tanks, though not enough to fight them head on.
Main gun penetration increased from 65/50/45 to 75/60/55
OKW
Panzerfausts
OKW are the only faction in the game to have snares which cost 35 munitions. This heavy Panzerfaust cost made them too vulnerable to vehicles, especially when compounded with their other inferior anti-tank options. The delay on OKW unlocking Panzerfausts compared to Wehrmacht made them helpless versus early light vehicles such as the M3 and M20. This, additionally made the prospect of going for a Mechanised HQ less viable.
Volks Grenadier Panzerfaust Munitions cost reduced from 35 to 25
Requires an sWS being summoned into the field (as opposed to truck being set-up)
Kubelwagen
The Kubelwagen has a fixed-arc MG and is, generally, not very well geared for frontline combat. Thus, it never really gains veterancy. To address this:
Kubelwagen now benefits from shared veterancy
At the same time, the Detection ability is too potent due to its lack of price and we fear that with a veterancy gain buff, it will become too available, thus making the 251 Infrared Searchlight Halftrack even less wante. Thus, to address this:
Detection renders the Kubelwagen immobile while the ability is active
There is a 2-second cooldown when activating/deactivating the ability
Thus, a well-preserved Kubelwagen that gets ignored long enough to achieve maximum rank can turn into a mobile suppression platform.
Sdkfz 251 Flak Halftrack
Given the potency of the reworked FlakHT, we want to ensure that FlakHTâs cannot be rushed early enough to âcloseâ a game before it has begun. In a previous version of the WBP we have tested the possibility of gating the arrival of a FlakHT behind an upgrade. In this version, we want to see whether a simple increase to the build time of the FlakHT would have been adequate instead.
Reverted Medic Upgrade requirement for building a FlakHT
Increased building time of FlakHT from 40 seconds to 60 seconds
QoL CHANGES
Ghost Wire/Sand Bags
âGhost Wire/Sandbagsâ is the name for a common exploit in competitive play which allows partially completed fortifications to block movement. While unfinished fortifications could be destroyed by small arms, they took several seconds of focus fire to destroy what could be placed instantly. To compound the issue, several infantry-borne weapons would take significantly longer to tear down unfinished obstructions.If players want to impede enemy movements with barbed wire and sandbags, they now have to fully complete constructing them.
Unfinished wire/sandbags/tank traps (aka ghostbags) will self-destruct automatically if there is no longer an infantry squad (owned by the same player) within 10 yards of the unfinished fortifications for 5 seconds.
Paratroopers can now rebuy dropped 30-cal LMGs
Vehicle minimap icon sizes have been scaled according to the vehicle type to help players better identify their forces on the battlefield.
Bug Fixes
Fixed an issue where several squads would cost more manpower to reinforce when crewing a teamweapon. This bug was also causing the affected squads to award more experience to the enemy when hit. This affects the following squads: Panzergrenadiers, Tommies, Fallschirmjaegers, Sturmpioneers and Obersoldaten
Fixed an issue where the default crew of the USF anti-tank gun were easier to hit than other default crews (target size removed from 1.25 to 1)
Fixed an issue where the Vet1 ability (Target Weak Point) on OKW Pak43 had no effect
Fixed an issue where the Sturmtiger would complete its reload instantly, if abandoned while reloading
Fixed an issue where Assault Grenadier grenade toss would not trigger the grenade throw cooldown, if interrupted too early. Reverted the workaround that the squad could not interrupt the grenade toss ability (this was causing other issues)
Changed the OST Medkit (vet1) ability. Both the casting squad and the receiving squad will interrupt the ability, if any of them moves, without incurring any penalty. (Previously neither squad could move/interrupt the ability, causing certain bugs).
Fixed an issue where, under certain circumstances, Obersoldaten could upgrade additional LMG34âs, even if they were already carrying one LMG34
Fixed an issue where the 250 halftrack could not upgrade spotting scopes, if spotting scopes were available from the doctrine.
Panzerfusilier G43 extra text should now state: G43s improve mid-short range effectiveness, moving accuracy and sight range.
Ranger Squad Extra Text now state: Effective versus infantry at medium range. Can be upgraded with Thompson SMGs.
Fixed an issue where OST Pioneers would announce âanti-personnelâ mines being built, when in fact building a Teller mine
Fixed an issue where Obersoldaten would not use their specific voice lines with the infrared-StGs
Fixed an issue where the MG34 did not use the correct lines for the Incendiary Armour Piercing rounds ability
Fixed description issues with the 222 when upgraded with the autocannon.
M5 UI text modified for better clarification.
WBP-specific Bug Fixes# (i.e., stuff we broke, and have now fixed)
Fixed an issue where Major Retreat Point wasnât working (broken in v1.3)
Fixed an issue where Conscripts merging into Flamer Penals would always get SVTs, thus increasing the DPS output of the squad. Now, Conscript models merging into flamethrower-equipped Penal squads will have a 50% chance of getting a PPSh instead.
Fixed an issue with AT Penal charges would, sometimes, not apply engine-damage critical to targets
Fixed an issue where the M20 vehicle crew would look like a British vehicle crew
Fixed an issue where USF Vehicles would contribute veterancy to nearby officers (and halftracks)
Feedback thread --> Mod workshop location-->
Please post replays here-->
Timing, not the CP timing, that's for the most part OK but the ability to instantly have the unit on the field, isn't.
Lost your croc,KT,Tiger,Stug,Puma etc etc etc and have the float? replace it instantly with no wait.
The biggest issue I have with this is how devastating it can be to players, you've just lost a tank, your remainder are limping away after killing your opponents heavy and medium tanks when all of a sudden, the heavy tank returns, full health and picks away at your remaining armour.
The quick fix solution I can think of is to have the call-ins on a timer rather than insta spawn, I would even go as far as to apply this to infantry also, it's already been discussed in-depth with infiltration units but I'm referring to all other off map call in infantry.
Timings should be different per squads/vehicles however with the more costly taking longer to spawn and the cheaper the faster, I would say mirror the cooldown and have that as the 'build' timer but iirc some cool down timers are fairly lengthy.
Thoughts?
It's something that I thought was badly designed: when call-in appears a cooldown of a few minutes, and when the unit is destroyed they have already passed that cooldown, this way would be:
When a tank is destroyed it would start the cooldown.
But for units that are only allowed to be 1 unit in the field like (Arty officer, Glider commandos, KT, Pershing, JT, ST, ect)
Seeing the original, I like the mod, but the icon of the house can do the same.
If WBP members will contact you if they like and relic allows.