General Information
Register Time: 14 Aug 2013, 23:10 PM
Steam: 76561197970841350
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: Cruzz
Couldn't you just increase the aim time on their Panzerschreck? That'd be much better than requiring them to stand in combat for ~7 seconds before shooting the first volley
The thing about aim time (on a weapon that can't fire on the move) is that this will reset whenever the unit moves, including rotating, reload just magically happens even while moving. So with a high aim time, your unit will never fire if it's say being pushed by an enemy vehicle.
And wasn't necessary thinking of a full reload time for the first round, I just want to see if there are ways to delay the initial firing by like 3-4 seconds without affecting other things.
Another change I would suggest is increasing the crew size of the OKW buildable Flak. With a 2 man crew it currently gets decrewed by a single shot from a Sniper.
I tried that. The crew stands way outside the damn thing because there is no room in the flak model, so it takes them several seconds to reach the gunner seat and it looks really stupid for them to be standing out there. I'll rather just disable sniper kills on them than increase crew size if I can't figure out a way to get them to chill inside the sandbags.
Easy eight change made it too powerful and cost -effective again.Combined with the reload buff to t-34 all the less reason to build panzer 4 with its poor penetration.
.25 seconds off t34/76 does absolutely nothing to the fact that a PIV is far superior to it. Easy Eights I can't really comment on because I have not even been able to play a game against players yet where they actually showed up. If they really are overperforming that badly I will primarily start by reducing their anti-infantry potential or increasing cost though, because making them weaker against tanks just makes them more and more like the regular Sherman.
Was tiger change necessary,considering its already outclassed by is-2 at same price?
Yes it was. That squad wipe machine had to be changed.
Flamethrowers are the best choice IMO. OKW kinda lacks the ability to clear buildings and flamethrowers wouldn't make them too strong with higher vet levels.
Actually they would make them super strong, they would be by far the most durable flamethrower unit in the game and the relative lack of offensive vet on volks does not matter one bit to the flamer. I also don't think it's good design for the primary infantry to have a flamethrower, I was seriously considering doing something about the rifleman flames as it was but left them alone for now because they're doctrinal.
Sturms are expensive and extremely slow to reinforce,
Which is why they are the most fitting platform for schreks. The weapon is just too good when fielded in large numbers because the alpha strike without any reload time is enough to kill 90% of allied vehicles after you have 5 or 6. Too bad they have a bunch of other important tasks already.
I think I'll test whether I can force units to keep a weapon unloaded before combat. See if anything can come out of that vector of change.
Cruzzi? What's your opinion if getting the COH1 fast deployment speed of sandbag and wire to Pio, stumpio, Volks, Gren, CE, RE, infantry company Rifles?
This stuff should increase the strategic depth of the game, COH2 wire is too slow to be effectively letting players altering the environment for their advantage. Light vehicle also arriving too early able to erase the wire too easily. How about light vehicle able to crush wire but slowing the speed for a while?
Cutting wire doesn't making the cutter ultra vulnerable like COH1, how about adding this too?
Wire cut already gives 200% received accuracy and 300% received damage for the 5 second duration of the ability.
Sandbags, I'd rather not. Green cover is way stronger against non-small arms in this game than in coh1, if I made it easier to get green cover in every fight then I'd have to change all of those cover modifiers to worse.
Crushing wire slowing light vehicles down, maybe. I'll have to check if the crushee action will actually apply something like that properly. Faster wire and/or wire on more basic infantry? Not really a fan, I might consider looking into it much later but to be honest all I see coming out of that is weird abuse rather than "strategic gameplay".
Obers to 300 mp, they are not worth of 400. Volks faust should not be an upgrade, give faust when 1st truck is deployed. Volks are so crappy now, before they were over performing. Give then sturmgewehr upgrade (not the IR ones Kappa), or buff their MP40s.
Obers are only nerfed in that their damage is spread around the entire squad, the actual damage output of the squad as a whole is largely unchanged if you buy the LMG. While I might lower them down to 380mp at some point, they're definitely not a 300mp unit.
Volks are indeed a bit crappy, thinking about what to do with them. The MP40 upgrade right now is a bit half-assed, it does do well against conscripts but that's about it.
- increase SU-76 damage and penetrationg to ZiS-3 level
Unit too cheap for that and it would be too similar to a half health su-85 anyway.
Rifle Nade unlocked with t2 as per vanilla game.
Just me failing to add requirements properly, it is supposed to be locked.
This vet5 system is still a problem. Makes OKW superb in late game.
Which is why I'm seriously considering just adding vet4 to other factions. This will also fix a slight issue that most of them have of experience being largely meaningless for infantry units in games longer than 20 minutes because every squad that doesn't get wiped hits vet3.
Only issue is thinking up proper bonuses for each unit.
15 munitions ingame at the moment.
Thanks.
Since the inclusion of WFA, theres no longer a need to make vet1 an ability and the subsequent vet levels stat buffs. This means that some units could see their performance buff slightly at vet1 instead of a huge jump at vet2 (IMO PG are a good example)
Stats are easy but boring. I'd rather add some new abilities as ostheer and soviets don't really have a whole lot of them except for damaging grenades.
Realized I hadn't even properly removed all abandons, a couple of light vehicles had abandon chances of 5(everything else was 10) which I handily managed to miss while mass replacing the game files . Will be fixed later this evening.
Maybe a US short range mortar is OK, but I dont believe OKW should have a mortar. OKW do not have many tools to deal indirect damage, this is intentional because they deal heavy direct damage (eg Obers).
Thier field gun is also quite good, all be it in a less mobile way than a normal mortar.
My issue with lack of mortars is that this means maps with a large amount of high obstacles which make the pack howitzer/LEIG useless hugely penalize these two factions. Plus I'm trying to turn OKW into less of a massive infantry blob (which they were kinda forced into as they have tons of mobile infantry with lackluster teamweapons and support units), adding new non-infantry options is a step on that road.
Rolled out a small update. Testing out suppression reducing ability ranges:
Kappatch v2#2
Bugfixes:
Fixed volk faust disappearing at vet4
Balance changes:
Applied 33% range reduction on suppression to all grenade type abilities.
I fear Ostheer T3 will hurt even more now with the Easy Eight now requiring an extra hit in addition to great armour and penetration, especially if you add the the 76mm Sherman with the stats you laid out. Imo the 76mm Sherman should be statistically identical to the Soviet Sherman, considering the Soviet version was identical except for the diesel engine instead of the gasoline engine.
A bit drastic, but imo it would be better to nerf Panzer IV Armour and buff Penetration to allow it to be vulnerable to lesser tanks (T-34/76) but decently stand up to better tanks (Easy Eight) without being completely outclassed.
Judging from the changelog at least, I can easily see Ostheer meta being T1 > T2 > BP3 > BP4 Tigers / T4 Panthers.
Well, easy Eights also got shouldered with an additional 240/100 fuel in the Major, so there's that. Easy Eights are one thing that I tend to find myself going Tiger against even though I usually try avoiding Tiger meta, so I do agree it could be an issue. But it's also hard to say what the officer change actually does to USF as you won't suddenly gain a huge swath of map control in the early game now, and going Panthers without T3 should be half-viable atleast.
First of all though, I think I found a bug; it appears as though vet5 volks lose access to panzerfausts for some reason (they had the mp-40 upgrades if that matters).
Sorry, clearly wasn't paying attention while testing stuff against AI. Will fix today. Forgot to remove one of Relic's old lines from their volk faust files, as they had an upgraded faust at vet4 which replaced the old one.
Will look into DSHK.
Guard spammability is an issue, considering some options like removing a member from the squad, but not gonna change anything for the time being.
Hm. Now, if I understood you properly, one serious issue I see in your proposed OH vs Soviet call-in dynamic is that Soviets would still have their heavies and 85s available at much lower tech/opportunity costs than OH. Plus, the inclusion of Guards into T1 (and the PTRS buff) would make it even more difficult for OH to counter heavy Soviet T1 play.
Also, Volks would be likely rendered pretty irrelevant, especially as I don't see the MP40 upgrade to be beneficial to them at all (they are too fragile to get close, 3 Mp40s dont deal much damage to begin with, and they will have a very hard time collecting vet) while Sturms would be overtaxed, seeings as they are OKWs sole repair/sweeping unit and would now have to shoulder intermediate AT duties as well.
560/165 for Tiger unlock and T1+T2. +150mp for heals.
400/170 for Soviet unlocks and T2+T3 or T4. +250mp for heals, and then nades...
I honestly do not see an issue.
T1 being more difficult to counter as Ostheer sounds good to me, because if all you do is Grenspam to tanks then soviet T1 is usually rather dead in the water.
Volks, fragile . Sturmpios being overworked is a valid point though, but there's only so many options you have with this stuff. Shreks on volks is just gonna lead to massive blobberino every single time unless you put some huge negative effect on the upgrade (like the no vet gain after it suggestion I had in the possible changes list).
shouldn't APCR be like - increased penetration in overall, no penalty for range (pen same at all ranges), same reload and lower damage?
Reducing damage or slowing reload are both fine, I'd rather have the round damage be consistent as a personal preference.
What are the two new units? Looked through the entire post and couldn't find it, maybe I just can't read
Bugfixes:
Fixed volk faust disappearing at vet4
Removed some leftover crits from vehicles, had missed a couple that had different chances for abandon.
Balance changes:
Applied 33% range reduction on suppression to all grenade type abilities
Update #3
Added a T1 building check to grenadier rifle grenade ability
Increased PG smoke cost to 20 to match changelog
Made OKW HQ props (sandbag, generator etc) all passable so your units don't get stuck on them anymore.
Removed 1 second lifetime limit from fusilier at nade, kinda silly for it to be the only one to constantly go poof in midair due to it.
Fixed soviet tech discount
Reverted volk & sturm situation, too many issues with trying to give them automatic weapons right now.
Update #4
Bug fixes for issues I created:
Removed 5% engine destroyed crit from Volk faust, forgot it had its own weapon type (fallschirmjager one uses ostheer version)
Added in missing vet4 bonus for new OKW mortar team
Gave partisans appropriate squad text changes with their weapon upgrades
A couple of text strings in wrong places (KV-2 etc) fixed.
Bug fixes:
Hopefully fixed all veterancy stacking for abandoned team weapons, shorter to list units NOT affected: raketen, zis-3, b4, USF team weapons, lefh. Other units potentially had bonuses being carried over (mg42, mg34, pak43 for both factions confirmed, others changed because they fit the same pattern of weapon stat veterancy+permanent=true flag).
Fixed Major artillery firing radius being 2.5 units larger than targeting radius (15 vs 12.5, now 12.5 both)
Balance:
Tank Hunter reinforce cost penalty increased by 1mp, reinforce time increased by 15%.
Removed Grenadiers from T1 building, only available from HQ now.
DSHK to 0.6 aoe suppression (0.8), the super fast traverse doesn't play well with aoe especially with the now reduced nade ranges.
Added a 3 man squad to Recon 900MP combat group for remanning the dropped atgun (or use as it is...but they have no vet or abilities )
Ram now gives engine damage instead of threads destroyed to the T34/76 and T34/85, still maingun destroyed, still stunned for a few seconds.
Update #5
Just hotfixing Ostheer PIVs to use the new graphics as Relic removed the old ones completely from the art files.
Bug fixes:
PIVs now use the new models.
Balance/Quality of Life:
Rear Echelons autorepair vehicles like vehicle crews
T-70: Recon mode Enhanced (Recon + Capture): recon mode also captures after vet1, seeing as both already disabled main gun and could be enabled at the same time, just saves button pressing and maybe 0.5 seconds. No longer gains the capture ability as it's pointless.
Update #6
Quality of Life:
Made a new turn plan for light vehicles. If people like the changed behaviour I'll do similar changes to other vehicles.
Affects WC51, Ambulance, M20, 222, Opel blitz truck, puma (both), m3a1. Greyhound is a comparison vehicle that still uses original Relic turn plan, if you want to try out how exactly pathing has changed.
Weird 360 turns should no longer happen, and vehicles should prefer making turns over pivoting, speeding them up in corners.
Made a new turn plan for USF AA HT which makes it prefer moving in reverse for move commands in the rear 180. Because making the distances for reverse too large had some weird behavior issues, it will still try to turn around for move commands beyond around ~40 range.
General pathfinding values that apply to ALL vehicles:
Right of way 4 --> 3 (less aggressive moving out of the way for friendly units)
facing turn weighting 1.5 --> 2 (prefer pathing in current direction more)
facing turn penalty distance 15 --> 100 (movement distance above which current direction is no longer considered for pathing)
Balance:
Normalized Puma acceleration values for Ostheer and OKW puma, acceleration 4, deceleration 5 for both (OKW was higher, ostheer was significantly lower)
Implemented a bunch of february patch changes (mortar vet, pak40/43 stun shot, other minor changes) where applicable and not interfering with my previous changes. Patch changes that won't be implemented: For Mother Russia buff, Pack Howitzer vet2 nerf
Added a minor 10% deflection damage value to AT-guns and tank destroyers (M10, Jackson, SU85, ISU AT, JagdPIV, Puma, Panther, Stug G). Won't affect much except for killing heavies with super low health.
USF M3 halftrack health increased to 320hp (200hp) to match other faction reinforcement halftracks.
Withdraw and Refit refund increased to 85% from 75%. Also fixed WC51 fuel cost for refunding purposes.
Increased USF Ambulance acceleration to 1.7 (1.3).
Bugfixes:
Fixed Ostheer PIV firing animations for main gun. Can't help Command Tank stub gun projectile appearing too far out, Relic did not add a marker for the shorter gun so forced to use the long gun version.
Bugfixes for my own changes:
Fixed Ostheer Puma call-in requirements
#7
Quality of life:
Updated turn plans on all vehicles.
Should result in somewhat less pivoting for everything but especially turreted vehicles, no more 360noscope turns, movement choices slightly personalized for the vehicle type (USF AA HT and Kubel have their own plans, other vehicles are split between light, halftrack, light tank, assault gun and tank)
Extra audiolines for the following things: infrared MP44 (selection, movement, attack), sdkfz251 flamer upgrade (selection, movement, enemy killed), USF infantry equipped with atleast one BAR(attack), added female drivers for SU76, Sturmtiger(under attack), HMG34 vet1 ability
Flameht: changed squad description on flamethrower upgrade to be more accurate
Added a Hold Position toggle for Kubel for disabling movement instantly. Helps maintain the suppression buff on the gun by stopping the Kubel from doing small turns to track enemy units that are still in the cone.
Balance changes:
Reduced distance from construction unit for trenches, sandbags and tanktraps to become solid to 0(5). Does not seem to apply properly to WG/USF(both use same one) sandbags, might have something to do with their multistage build.
Removed 90 radius camouflage detection on soviet mark target plane, it should not be a full fledged recon plane.
Reduced P47 rocket strafe plane vision, it should not be a recon ability (still gives decent vision though...)
ML-20, LEFH vet3 now gives +33% range to precision/counterbarrage similar to mortar vet changes in february patch
Brummbar 150mm cannon aoe damage multipliers increased from 1/0.15/0.05 to 1/0.2/0.1 (more damage on near hits). Brummbar Bunker Buster damage increased to 240(160), BB scatter reduced (was notably higher than regular shot for some reason).
.50 cal and DSHK penetration increased from 1/2/3 (.50 cal) and 1.5/2/2.5 (dshk) to 1.5/3/4.5
Removed Blitzkrieg from Tiger 1, now gains Target Weak Point. Increased speed max to 4.8(4.6). Changes also apply to Tiger ace, removed +2 pop cost over normal Tiger and reduced fuel penalty to 80%(90%) to compensate for loss of Blitzkrieg.
Removed Combat Blitz from King Tiger, now gains Spearhead at vet1. Speed max increased by 0.2. Increased King Tiger gun scatter to match scatter on Tiger I and Spearhead version of the KT gun (4 --> 7.5). Reduced AOE mid on KT gun to match Spearhead version (0.35 --> 0.3).
Spearhead now only forces 1 reload instead of 2 when activating. Removed vehicle rotation speed decrease from ability. Switched suppression to hull MG instead of invisible coaxial MG. Spearhead gives an additional +10 range to main gun at vet3 like IS2 and Tiger 1 vet2 veterancy.
Moved USF and OKW mortar to HQ, both are unlocked after one building has been built. Will place them back into a structure if I add more units later, but it seemed silly to have them just make one tier better for now.
Swapped Irregular LMG42 and DP28 to full power ones (100% higher DPS). Changed their squad base accuracy bonus from +15% to -10% represent lack of training and balance out squad DPS. Overall DPS of irregulars is increased at long and reduced at short, focusing them more as a long range squad. Weapons dropped by irregulars will now be full power on other infantry squads, unlike previously when they were so weak that picking up a dp-28 dropped by these guys reduced grenadier DPS at all but max range. Also applies to partisan LMG42 upgrade.
Added hold fire to jaeger light infantry, fallschirmjagers, jagdpiv as they had camo but no option to hold fire previously. Not checking for vet so they get hold fire before camo.
Bugfixes:
(balance/bug) Removed invisible coaxial MG34 from King Tiger.
Fixed ostheer mortar team smoke barrage weapon's lack of rotation values.
Removed the antenna spam from OKW medic truck.
Repairing removes Loader Injured critical icon (effect itself already was on a 10 second timer so purely graphical)
Potential future changes:
Simple:
M4A3(76): Unlocked at HQ after all 3 officers have been fielded, a regular sherman with 720hp, no AP/HE switch (permanently on AP) and Easy Eight penetration.
Thompson upgrade option to riflemen with Armor?
P47 anti-infantry suppression run for Captain?
Rangers as a lategame infantry option
Average:
Victor target (concentrated artillery from all applicable units on field) for lieutenant who lacks any interesting abilities right now?
Redo stuka zu fuss into a similar rocket barrage as katyusha/pwerfer, gain incendiary with vet2, gain current creep with vet4?
New vet abilities for SU76, T34-76, T34-85, KV1, KV2, IS2, Shocks, Guards, Ostheer pioneers, Ostruppen, Irregulars and Partisans, Pwerfer, Sturmtiger (ideas?)
Complex:
Reworking of commander abilities to make more worthwhile commanders.
Vet4 for USF, Ostheer and Soviets, leaving only vet5 as the okw "specialty"?
With people now being very excited about the upcoming February patch, I figured I might as well release the horrible little mod update I've been messing with for the past week and half before a patch comes and breaks it again. Being a bit more radical this time around, adding in two new units and messing around with the basic gameplay of OKW quite a lot.
Disclaimer: this has barely been played in actual matches. All numerical changes are up for change.
This mod aims to improve gameplay by providing players with a more balanced set of options, changing frustrating gameplay mechanics and reducing the effect random events have on the game. Basic gameplay will remain largely unchanged from standard CoH2, any new units and abilities added will be to address existing balance concerns (OKW and USF indirect fire, or lack of thereof, for instance) rather than for coolness, historical accuracy or whatever other reason.
Suggestions other than new units are welcome.
Note: Values in parentheses are the original non-modded values.
Major changes to gameplay:
Call-in system adjustment:
All medium and heavy call-in vehicles have had their price increased by 15% for medium vehicles and 25% for heavy vehicles. Ostheer Puma, KV-1, KV-8 count as medium because the puma is more comparable to a medium than a light vehicle and kv-1/kv-8 more comparable to mediums than a heavy.
Faction HQs now have buildable versions of call-ins with their base prices that are unlocked at appropriate tech levels & CP count. These units have regular build times.
Added a minor 10% deflection damage value to AT-guns and tank destroyers (M10, Jackson, SU85, ISU AT, JagdPIV, Puma, Panther, Stug G). Won't affect much except for killing heavies with super low health.
Adjusting Vehicle Turn Plans, currently applied to light non-halftrack vehicles (WC51, Ambulance, M20, 222, Opel blitz truck, puma (both), m3a1). Hopefully makes vehicle pathing feel a bit more natural.
Applied 33% range reduction on suppression to all grenade type abilities
Some formations have been spaced out. MG formations now try to place the gunner at the rear, and the other squad members forward of him, this helps a lot because the gunner will no longer be the guy being automatically targeted by the blob in front.
Removed building splats for tech buildings, no more spying through fog of war.
Territory points without a cache no longer block shots or movement. Victory points remain solid as before. This improves vehicle pathfinding on maps without a lot of space.
All 3 death crits (abandon, main gun destroyed, engine destroyed) have been removed, vehicles now always get destroyed when they reach 0 hp.
All mines to 10(35) armor to guarantee detonation with infantry explosives and reduce time to kill with small arms. Demolition charges targetable and target size increased.
Removed 10% instant death critical for explosive damage on infantry models below 50% health.
No more flame criticals above 50% health either (previously 5%). Flamer aoe damage multipliers from 0.25/0.625/1 to 0.4/0.7/1 and aoe distances increased to make them better against bunched up units and to make up for reduced crits.
All LMG type weapons now max out DPS at 26 range and drop off slightly for the remaining 9 range. This is mostly to make it so you don't get maximum efficiency by a-move blobbing with LMGs. burst duration multiplier 0.75/1.25/1.5 --> 0.8/1.4/1.2
Mine damage values split into 100 basic damage and 120 anti-vehicle damage for soviet tm-35 and okw schumines, basic damage now falls off in the radius so squad wipes only happen with extremely clumped up or low health squads.
Flamer death explosions can only happen to the last unit in a squad
ML-20, LEFH and Priest now have suppression effects on every explosion to make them more useful against hard infantry blobs.
Demolition charge AOE radius has been reduced slightly. Demo no longer creates green cover, only yellow like other explosions.
Minor changes to gameplay:
Made tanks consider reversing for longer distances.
Changed origin of infantry antitank weapons to be higher, makes AT infantry destroying their own cover a lot rarer (though will still occasionally happen as some cover you can shoot through with small arms is way taller than infantry and I don't want schrek rockets appearing out of the sky).
Heavily reduced plane crash AOE, units will receive only minor damage unless they get hit directly by the plane AOE 6(15) Damage 240 (750)
Reduced cover seek behaviour slightly because I don't like it
Made all wrecks destructable with small arms and flamers. Note: this just means you can remove the final 1% of health, armor values are unchanged.
Percentage of unit on top of broken ice for sinking increased to 30% (20%) required. Looks and feels better, no more coastal sinkings.
Changed retreat range values to help the units getting stuck on retreat at base problem.
Faction changes:
Ostheer:
Grenadiers are available from HQ like other factions' basic infantry, but do not have access to any abilities without T1 built.
Tier cost and building cost reversed & adjusted, tiers are cheaper, buildings more expensive.
Minor changes:
Removed Grenadier rifle nade range increase from vet, it made wipes from fog of war stupidly easy
Pioneer squad cost to 180MP (can't edit starting resources in racebps so I have reduced cost of T1 by 20mp to adjust)
Ostheer sniper increased to 56(48) health. Sniper incendiary round stun duration increased to 5 (4).
Flamer HT upgrade cost down to 100 munitions (120). Flamer upgrade keeps rear machinegun, forward one still removed because it looks messy and is awkward with attack move.
222/251 MG penetration to 1.6/1.4/1.2 (1/1/1). 222 acceleration increased to 2.6 (2.4).222 and 251 armor values increased to 12/5.5 (9/4.5). Enabled attack ground on 222 20mm
Smine build time to 15s (10s)
Ostwind minimum range removed
Pwerfer scatter max to 16(20), scatter angle 9(10)
LEFH vet0 damage to 200 (160), cooldown to 75s(90s). Vet3 damage from 200 to 240
Counter-barrage improved for all artillery units by reducing scatter and increasing range
Stug G penetration increased by 10 to differentiate it from PIV.
StuG E reload slowed, aoe slightly reduced
Removed highest exp reward for puma ostruppen callin, made vet1 and vet2 more probable
Tiger Ace sight radius to 40(50), Tiger Ace callin cost changed to 720mp/100f (800mp/0), Tiger Ace health to 1040(1280) to match regular Tiger.
Elite Troops stun grenades no longer freeze units
Riegel mines can now be laid with 222 as well.
Stuka Close Air Support target search radius to 50 (60), will only target vehicles
Ostruppen gain accuracy bonus while garrisoned in buildings.
Minor nerf to Tiger AOE and scatter to make it just a bit weaker against infantry without affecting anything else (mid distance 1.75 --> 1.5, scatter offset 0.25 --> 0.35)
Soviets:
Major changes:
Guard Rifle are now available at 2CP from T1 without a commander choice. They do not have access to DP-28 without a guard doctrine. PTRS no drop (to stop pinata effect), PTRS accuracy roughly doubled and fire rate increased, damage per shot decreased to 32 (40). It is now a half-decent anti-infantry weapon with the bonus of fairly quickly destroying cover an enemy is hiding behind.
Guards doctrines lets you buy Guards through call-in as before, upgrade DP-28 on them as before, and unlocks a 1xDP-28 upgrade for conscripts.
New vet1 veterancy abilities for vehicles:
SU-85: Overcharged APCR shells, increased penetration but slowed reload, gives more reliable damage against heavy targets but reduces damage against mediums, 30 munitions
New ability for m5 quad:
M5 Quad: AA mode, increases range, can't move, only fires at airplanes. toggle
Minor changes:
After you have a T3/T4 building, the remaining structure will cost 180mp/90f (240/120).
Anti-infantry partisans spawn with svt rifles and have instant, free upgrades for either LMG42 or ppsh now (so you can pick which flavor you get). Partisans have camouflage when standing still in cover.
Penal movement accuracy to 0.8, matching G43s. Accuracy far from 0.25 to 0.3 for a minor dps boost
DSHK aoe suppression modifier from 0.4 to 0.8, matching axis MGs for area suppression and giving it a reason to exist.
M3 acceleration 2.5 (2), front armor 6.6(5.4)
KV2 at 11cp (from 12cps) cost to 530/200 (630/230)
Soviet Industry manpower penalty reduced by ~17MP/s
B-4 gun/crew population cost rebalanced (gun pop 10 (0), crew pop 6 (15) ).B-4 vet3 changed to -20% scatter -50% cost on direct fire (+50% damage)
SU-76 AOE radius 1.2(0.5), making it a half-decent anti-infantry unit.
Sprint removed from Soviet Snipers, Flare at vet1 & munition cost of flare reduced & range of flare slightly increased
45mm atgun damage to 100, has camouflage by default
Soviet salvage ability now works on USF mortar ht, M15, ez8, ez8 brewed, bulldozer brewed, m4a3 brewed. Modified wreck values for soviet salvage to be closer to current unit prices.
Ram always stuns (previously only on deflect). Penetration to 200. Ram always causes engine damage on penetration (previously random crit from engine damage/destroyed/maingun destroyed).
120mm aoe radius increased, aoe damage decreased. Slightly less oneshots, more damage from near hits.
T34-76 reload max from 6.8 to 6.3 = 0.25s faster reload.
ML-20 damage up to 320 (300). Projectile speed increased to 45(30).
M3/M5 overdrive cost to 15(10), adds 15%(0) to speed max
OKW:
Major changes:
Volks now have 90 muni upgrade (as before) for one schrek which changes them to a tank hunter squad. This increases their reinforce cost by 4mp/model and decreases veterancy gain by 30%. Tank Hunters can buy an additional shrek for 50 munitions (not rebuyable for now). Volk schrek aim time for long and medium distance increased so you can potentially avoid getting fired at. Reload time decreased to compensate. AOE halved so it's not an anti-inf upgrade.
GRW42 8cm mortar teams are now available in the battlegroup headquarters.
Faust upgrade for volks at HQ for 125mp/25f.
Mechanized and Battlegroup headquarters cost an additional 40MP to setup. FlakHQ costs an additional 80MP. This brings OKW teching costs more in line with other factions.
Obersoldaten now start with 4 basic rifles and no LMG34. Base rifles slightly improved at mid and long range, and on the move. LMG34 damage reduced by 20% and no longer fires on the move, now an upgrade for 60 munitions. STG upgrade damage at long range reduced to offset better rifles+make stg obers less silly.
Raketen aim time significantly reduced, reload time increased somewhat to compensate.
LEIG Hollow barrage (AT barrage) damage increased to 120 (80). Slight improvement to barrage aoe damage multiplier. Slight improvement to scatter. LEIG vet2 bonus changed from speed and received accuracy to -20% reduced scatter, and vet3 gives range bonus to auto-attack along with the previous bonuses. Reduced minimum range to 30 (40).
Minor changes:
Made OKW HQ props (sandbag, generator etc) all passable so your units don't get stuck on them anymore.
Removed 1 second lifetime limit from fusilier at nade, kinda silly for it to be the only one to constantly go poof in midair due to it.
Jagdpanzer IV cost down to 400mp(470), build time 50 (55).
PIV J now come with schürzen automatically, rather than having to upgrade them.
Elite Armor Coordinated barrage range increased to 50 (35).
OKW Wire cuttable. Reduced build time by 33%.
OKW infiltration nades now cost 30(10) munitions
Can immediately purchase a new truck instead of waiting for 80MP/15fuel.
Luchs to 320hp (400hp)
FlakHQ gun no longer has aoe suppression(80%), range reduced back to 40(45), and penetration against vehicles reduced to 30/35/40 (45/45/45)
Fallschirmjägers are now dropped onto the map in similar fashion to USF airborne. Spawn cost to 420 (440), unit cost to 90 (95)
Puma smoke requires vet1
Supply truck armor to 3/2 (5/4.5)
OKW minesweeper range increased to match other factions
OKW combat blitz speed bonus to 50%(100%), received accuracy to -25%(-50%)
Reduced vet requirements for Stuka zu Fuss, LEIG, Sturmtiger by 20%
Sturmpio blinding grenades no longer freeze units
IR halftrack now gives a 6 second 5% received accuracy debuff to units it detects
Fusilier atnades no longer require direct line of sight
Stuka zu Fuss health to 240 (320)
OKW base defences can not be sniped. Still vulnerable to grenades. OKW base defense penetration halved so they don't counter light tanks. OKW base flaks no longer AA weapons. Buildable flaks still are.
B4, Soviet Sherman wrecks can now be salvaged.
OKW buildable flak crews gain -50% received accuracy and -50% received damage (= green cover) as the object cover for the flak won't work. Popcost now 0 (4). Added manual targeting.
Jaeger/Ober booby trap to 60 (50, identical soviet ability is 100)
FlakHT smoke to 20(0) munitions
OKW Heat Rounds now regular projectiles instead of artillery, should fix some weird accuracy issues they had.
USF:
Major changes:
You no longer gain a free officer for unlocking lieutenant or captain tier. You need to buy the officer to access vehicles in a tier, but can build non-vehicle units by just unlocking. Building unlock costs reduced by 100MP for these two tiers. Lieutenant and Captain cost reduced by 20MP each.
Ambulance 180mp (250), Zooka research 120mp (150) (adjusting tech costs). Captain tier fuel cost now 65 fuel (80), Major 100 (90).
60mm mortar added to lieutenant tier. Fast firing, accurate mortar that lacks range (lowest range of all infantry artillery units in the game). Smoke is White Phosphor.
Riflemen can buy BARs and Zookas on the field after weapon racks are unlocked for 70 per weapon. Can also be rebought on field when dropped.
Rear Echelons can now build these two mines at all times:
M7 Light AT Mines now 25 munitions, 100 damage, guaranteed engine damage. The antitank mines are also available to assault engineers, recon paratroopers and riflemen in infantry doctrine, as previously.
M2 anti-infantry mines added, function same as soviet defensive mines, smines that are built one at a time, 10 munitions each. Purposedly made them huge so you can't stack them together for instant wipes.
Stuart health to 400hp, rebalanced weapon stats for more of a light antivehicle flanker feel. Stuart moving accuracy to 0.75(0.5), penetration to 45/50/65(40/45/60), accuracy 0.035/0.045/0.055(0.025/0.0375/0.05), aoe 1.5 (1.75), scatter increased, reload shortened. Also fixed super weird fog of war multipliers, stuart had a massive 300% increase in scatter for firing into fog (usual penalty: 25%).
Recon paratroopers can now leave vehicles like every other USF infantry unit. Recon paratroopers now have 4 SMGs, 2 LMGs, or 2 zookas, with 33% chance for each (previously 50% for zookas and 25% for smg/lmg both missing one weapon). They also get access to the LMG/SMG special ability now.
Minor changes:
Easy Eight upped to 720hp, but added 35% scatter penalty (15% less than on regular sherman) on the move (previously was only vehicle in the game that did not have one). More durability but less anti-inf while moving.
Greyhound canister shot changed to flat 40-60 damage on infantry in a larger aoe. Greyhound main gun damage to 60(40).
Bulldozer scatter penalty on the move reduced to 50% (100%) to match other Shermans.
Increased reinforce radius of USF HQ.
Vehicle crew crit repair takes 3.6(1.2) seconds to complete, costs 30(10), does not heal tank
Bazooka damage to 100.
Enabled attack ground on USF AA HT
Paratroopers now cost 32MP(28) to reinforce
Pack howitzer reinforce cost to 50% (100%), precise size to -1. Reduced minimum range to 30 (40).
Major artillery delay reduced by 1 second, rounds increased by 1, vet2 delay reduced by 2 seconds
Added 1 sniper rifle to Recon Pathfinders
P47 Loiter area to 50(60), delay for first attack from 4s/8s to 6s/10s
240mm artillery radius reduced to 24(30)
Removed the two highest and one lowest veterancy reward possibility for elite riflemen call-in
Vehicle crew thompson build time to 30s(45s), cost to 60(90).
Removed forced move, 4 second suppression immunity from Captain's On Me ability, added 15 munition cost
USF Mortar HT: health to 240 (320).Delayed fuse barrage range from 56 to 80. AOE mid damage changed from 0.15 to 0.35 on autoattack/barrage/delayed fuse barrage (matches ostheer mortar halftrack). Scatter values reduced slightly for all firing modes except White Phosphor
Rifleman atnades no longer require direct line of sight
Recon Forward Observation now only requires cover, 2s delay on entering cover to gain vision. No longer checks for combat.
Increased USF Ambulance acceleration to 1.7 (1.3).
USF M3 halftrack health increased to 320hp (200hp) to match other faction reinforcement halftracks.
Withdraw and Refit refund increased to 85% from 75%. Also fixed WC51 fuel cost for refunding purposes.