Company of Heroes 3

Company of Heroes 3

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Spearhead III - Investigating Crashes
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43.686 MB
23 Feb, 2023 @ 1:52pm
3 Aug @ 4:40pm
288 Change Notes ( view )

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Spearhead III - Investigating Crashes

Description
Issue Tracker

- We are currently investigating SCAR errors related to the US AI when using Advanced AI.


Overview

As we tried to do for Spearhead I, we aim to provide a more tactical, and engaging gameplay experience, where bringing the right weapons, equipment, and tactics play a bigger role in combat, using the new systems Relic provided, such as side armor, elevations, etc. We also plan to make this version more focused, and better polished, where Spearhead I later in its development, suffered from content bloat, and many untested features.

Note: We are the original team that worked on SH1. SH2 is headed by Stoklomolvi, which we gave permission to use our mod as a base for his own. While we are on good terms, neither of us are affiliated with each other when it comes to SH3, or any future projects. Please don't ask questions expecting that we know exactly what you're talking about regarding something from SH2.

Infantry
Most small arms have had their ranges increased by ~2x, while damage was increased around 3x. Each weapon has been manually adjusted. Expect engagements in the open or close quarters to end much more quickly. Infantry performance and cost have also been reworked. A better trained squad may perform better in a stand-up fight, but can be easily outmaneuvered and killed.

Explosives
We removed the modifier that prevented most explosives from wiping entire squads. Previously, if an explosive wiped a certain amount of units within the squad (3-4) it would leave the last few alive. Additionally, we increased the kill radius for explosives, and increased their scatter. Field Artillery ranges have stayed about the same to maintain balance, but Assault Guns and Grenades have had their ranges about doubled.

Vehicles
All vehicles have been tuned to behave more realistically. Most will travel slower, take longer to accelerate, and also have a slower reverse speed. Expect vehicles to perform better at their strengths, worse at their weaknesses. An armored car can kill infantry much faster, but will utterly fail to penetrate a tank. Using the right caliber against the right amount of armor is less of a suggestion, and more of a requirement.


Discord


Here is the link to our discord, where you can keep more up to date with announcements, roadmaps, and future content:
https://discord.gg/7wRYB7bgAg

Disclaimers

We mainly interact with the community on Discord, as well as keep better track of bug reports on there. If you post in the steam comments, we may not see/read your message. Please keep that in mind.

That said, please keep the steam comments civil. If you have a suggestion, or bug report, be precise about what you're asking for. Angry rants or making demands of the team for the sake of "historical realism" will not get you anywhere. We strive for a more realistic experience with our mod, but we are not here to make a milsim.
Popular Discussions View All (2)
8
2 May @ 3:19am
AI broken
Rulehammer-69
2
26 Aug, 2024 @ 7:53am
Mod Acting as if Not Installed
NateDog181
594 Comments
illarionovmisha 29 Jul @ 10:12am 
Hello there! Any luck in dealing with the Allies AI issues yet?
Achronos  [author] 28 Jul @ 7:37pm 
@Mr Panda

They're being nerfed soon. I like how everyone decides to collectively complain about them in the past 3 days after not being touched for months.

Also:
- Bunker MGs have the same range as regular MGs.
- Flak Guns have the same or less range then AT.

You're shooting AP rounds at a building. Do you honestly think that is a good idea?
Pupu Mr. Panda 28 Jul @ 1:10pm 
Great balance xD just place 10 bunkers for 10 fuel with the MG range of the all AT guns aviable for alies and you win game. Bunkers and eplmacement have 0 counter, 20mm eplacement have better range than 76mm and 57mm at guns so it just counter it at one burst. Bunkers need need about 20 hits to get destroyed. Repair ability is so fast that 1 squad can repair bunker faster than 57mm and 76mm combined shoot at once, so it never die. Bunker with MG are basicly aviable in 3 min of gameplay with 0 counter. Bombing run? ok, just get 100 ammo after ugprades and wait 4 minutes so enemy can build 4 more MG bunkers. Smoke them? ok, there is bunker covering next bunker. Basicly WWI gameplay but in worst possible way you can design it. I have replays if you wanna see xD
dockepler 16 Jul @ 12:43pm 
I understand, IRL can be a challenge for all of us at times. I really do enjoy your excellent mod by the way and I hope you will be able to continue working on it. I would.t play COH 3 without it.
Achronos  [author] 15 Jul @ 3:25pm 
@dockepler
Updates have been rolling in ~weekly. I try to upload changelogs when there are big changes; but I've been busy IRL, so less time for modding. As for the activity on the server, it's always been fairly low.

@illarionovmisha
I wouldn't do that because the italian models of those units can't use the store skins.
illarionovmisha 15 Jul @ 2:26pm 
@achronos in terms of the units and techs, yeah, I guess so. But what I meant more was that once you switch to the Italian ToW version, it changes the skins of the infantry units and paint on the armoured vehicles, so sand-coloured tanks and units wouldn't look out of place on Italian maps.
dockepler 15 Jul @ 12:02pm 
Thanks for the response Achronos but there doesn't seem to be much activity recently on Discord. When can we expect a new Changelog to be available?
Achronos  [author] 14 Jul @ 4:28pm 
@dockepler
There is nothing wrong with the SH3 discord.

@illarionovmisha
We already have something similar, the three divisions are organized roughly by year:
- Armoured: <1943
- Guard: ~1944
- Infantry: ~1945
dockepler 14 Jul @ 4:02pm 
Excellent idea to improve the games historical validity and player immersion! What do you say devs?
illarionovmisha 14 Jul @ 3:46pm 
Any major updates still planned for the future, or will it be just patches and fixes? Mod is great though, well, for me at least. Feels very much like my favourite amazing Wikinger for CoH2.
Speaking of Wikinger, in their CoH3 version, they have an option to choose between the African and the Italian versions of the Brits. Adding a similar feature to your mod would make it even greater, in my opinion. :steamthumbsup: