Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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GOH Redux (1.051.0)
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Gamemode (Multiplayer): Gamemode
FX: FX
File Size
Posted
Updated
28.043 MB
7 Mar @ 9:14am
4 Jun @ 4:25am
109 Change Notes ( view )

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GOH Redux (1.051.0)

In 2 collections by BroDimm
Ultimate Vanilla (UV) - Lite (1.051.0)
10 items
Ultimate Vanilla (UV) 1.051.0
17 items
Description
This is meant for Vanilla GOH. I have create collection of tested mods working along with this. Use those. compatibilities with other mods are not guaranteed

TLDR

Trying to create a more realistic game experience by discussing with chatGPT of which area to improve and here are the results (so far). This mod i made primarily for SP Skirmish / MP Battlezone or Domination.

== Change Details ==

Combat Tweaks



- Tweaked most weapons behavior. Higher the caliber, usually get longer range
- Vastly increase small arms initial ammo to avoid over-micro in large combat
- Increased velocity (bullet speed) for most guns esp rockets
- Buffed informed range for tanks to simulate radio communications (if one spot a target, the other in range may take aim to be ready)
- REAL SNIPERS. With a clear view, snipers can kill up to range of 300. Your arrogant panzer-commander smile will not last long outside the hatch.
- Increase unit promotion rate after killing enemies. Take care of your heroes.
- Increase the spread of explosive blast ring. It is lethal now as it should be
- Increase infantry resistance in cover especially from blast shrapnel. Go PRONE!
- Increase stealth while crawling
- Increase visibility for humans
- TUNNEL VISION for enclosed vehicle. Tanks are blind when alone and are very easy kill. Use combined arms and sharing vision to simulate communications.
- Decrease general accuracy of all units so that there will be more realistic firefights
- Increase effectiveness of player manual control
- Decrease general human HP. No more bullet sponge rambos (Heroes / Elites maybe can survice 3-4 shots at most)
- Standard infantry is baseline. Recon class run faster but reduced health. Defense class is more tanky. Medic is fast runner

Economy and Logistics


Tanks is a valuable equipment. Take care of them!
- Vehicle costs about 50% more MP in general
- Vehicle take 3.0x more CP
- To picture a Tiger tank costs about 2000MP and about 100MP. A ♥♥♥♥-tier meat shield infantry (conscripts and equivalent) costs below 50MP only.

Infantry are the backbone of the battle
- Reduced base cost by about 30%
- CP are tiered to the infantry class. Tier 0 is the smallest CP per soul. Tier 4 are elites. You can see tier number just before the squad name on the in-game buy menu.
- Officers now cost 1000 MP for a -100 CP. Limited to 2. Giving total of +200 CP. This is about 4-5 elite squads / 1-2 extra tanks
- Finland soldiers costs cheaper and capture flag point faster than another country because they have crappy tanks.
ProTip: This is what the mod mainly designed for. Tanks should be fewer and are a luxury equipment. Maximize your infantry!

Improved Logistics
- AIRBORNE SUPPLIES in Skirmishes
- Base zone have super large supply radius. Use this to your advantage
- Flag points have larger supply radius and act as outposts / supply hub on larger maps.
ProTip: captured zones can accommodate steady supply of ammo. This can act as arty site / strategic emplacements
- Tons of supply points for mobile ammo and fuel carriers but with standard radius for balance. Resupply with care! seriously.

Combat Rule Changes


More CP Selection to simulate small patrol to big battles
- 80 CP / 400 DP (Combat Patrol)
- 100 CP / 400 DP (Assault Raid)
- 150 CP / 400 DP (The Great Battle)
- 200 CP / 400 DP (To WAR mode) -> Late only

Mind your casualties! This is an attempts to simulate battle morale regarding losses
- Losing your vehicle will give 50% of its MP to enemy victory point
- Losing a vehicle will cost 60% of the cost added to AI team victory point
- Killing infantry will reward 1-5% of each soul value -tiered based on squad quality
- Losing an officer will give enemy team the cost of your officer to their victory point (1000)
- Losing a sniper (He is a hero), will give enemy team double of his hiring cost to enemy victory point (about 500)
- Killing medics will reward the medic owner instead (WAR CRIME!)
ProTip: high risk high reward. Elites such as officers and snipers can act as commando and can single handedly captures point at full squad power (>10). Losing them (too much) can make your team loses quickly due to penalty / morale hit. This also applies to your expensive equipment.

Domination mode changes (the random zone capture game) : <-- in active testing to find best balance. Desc may be not updated
- Optimized for 60 Minute match
- Each zone capture will reward 2000 to MP pool
- Each zone capture will reward 20% of total victory point set by player
- Each zone will appeared in 10 minutes, so the first team to capture 5 zones is the winner (from zone point only).
- If you have destroy many enemy valuable units, you can win the match with less than 5 zones, factoring score from kills.
- [NEW] GPT powered bot scripts for domination mode regarding spawntimes, strategy, spawn logic, and some new randomized logic to keep every match 'unique'


Basically this is the mother of my other mod for MACE
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3431610945


Thanks for your feedback. I may often miss comment section. Here is the diary of plans just to make sure (i updated that once in a while)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3440073666/591768102733131028/

Known Issues:
- Shells for some indirect firing cannons detonate short before target esp. in manual control

Credits:
- Airdrop Supplies for Skirmish
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3473776059
Popular Discussions View All (3)
12
9 Jun @ 7:33am
Feedbacks
BroDimm
6
7 May @ 3:13pm
[ISSUE] JSU152 / ML20 detonate range
BroDimm
65 Comments
AHappyCub 23 Jul @ 6:28am 
Can you please remove the build in medics in conquest infantry squads ?, its so annoying having them run faster than the rest of the squad which inevitably means they get shot first every time, it also renders actual medic to be pointless
BroDimm  [author] 12 Jul @ 4:41am 
i rarely played conquest. In theory, it should work except the economical changes.
roflcake$ 12 Jul @ 12:28am 
does this work with conquest? looks great
BroDimm  [author] 3 Jul @ 8:21pm 
спасибо. это предназначено для минимизации микро в большом сражении. Что вы имеете в виду?
REX 3 Jul @ 4:22pm 
Здравствуйте. Ваш мод интересны и увлекательный) У Вас есть его версия без большого количества патронов у солдат?
Frontovniki 1 Jul @ 8:24am 
Silly Question, How to know if this mod work?
Reunion 4 Jun @ 10:31am 
("spotting2" r(3.73) r_human(0.8) veh_vis(250) can_vis(250) can_fire(270))
I don't quite understand the meaning of the word human in this passage. What does the parameter of human mean?
BroDimm  [author] 4 Jun @ 6:08am 
@Reunion check vision folder and you can play with it
Reunion 4 Jun @ 6:03am 
yes, i mean the vision "cone" ,it's too narrow to make the scope's field of view look unreasonable.
Maybe you can tell me where I can set it.Especially the long one. I have been looking for it for a long time and can't find it.
BroDimm  [author] 4 Jun @ 4:16am 
@reunion the way of the gun scope (manual control) and the view from rts view (top) works differently. For example, if you want to see and detect as far as the gun scope can see, it could be spawn to spawn detection.

If you mean the vision "cone" i think i can adjust that but i need a reference point of current condition