Company of Heroes 2

Company of Heroes 2

Summer 44 v. 0.995
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Update: 24 Feb, 2023 @ 4:46am

Summer 44 v. 0.99.5.

At last found some time and published a (sort of) fixed version.

Main change from the version 0.99 - increased ranges: direct fire weapons now fire roughly 1.5x-1.6x farther (except for SMGs, they remained with their 35-40). Indirect ones (aka artillery and mortars) have their range increased drastically (yet again, based on RL values - actually, it's RL value divided by 20. So - yes, the modest ZIS-3 can now shell the enemy base, It's more of annoying than decisive, but nonetheless ...). And - any NLOS artillery becamoes a real menace now, as it is IFRL ("auto-face target" remained untouched).

The Penals are back - but they are "somewhat" different from vanilla game ones: they are now very brave (i.e. with higher suppression and pinning thresholds) and resilient infantry.

SMG Conscripts (aka Avtomatchiki) are moved to the HQ.

Flamethrower squads are made separate units instead of ones received via upgrades (at least for Soviet Army and Wehrmacht).

Panzergrenadiers are now 12-strong line infantry with 2 LMGs (truck-based RL variant was taken as a base).

StuG IIIE is now a pretty mean indirect-fire support SP artillery with very decent range.

Lots of fixes (mostly for Soviet and Wehr).

OKW Pioniere are severely reworked: they start as normal Engineers and can be upgraded to be either Begleitpioniere (very good line infantry with some Engineer capabilities) or Sturmpioniere (assault infantry with StG44 and FF).

Hetzer Flammpanzerwagen is properly reworked.

Kubelwagen is a glasscannon-like mobile MG platform now.

AEF and Brits are mostly untouched yet, will be reworked later.

Update: 24 Jun, 2019 @ 6:45am

Summer 44 v. 0.99

Squad sizes are brought to historically accurate values for 1944 (it's 9 for Soviets, most of Wehrmacht and OKW, 10 for Brits and 12 for Americans in infantry, team weapon crews are merely made of historically accurate sizes);
All MGs are buffed a bit (actually, NOT a bit, roughly 1.6 x) damage-wise;
All weapons from .50 cal and above now have innate critical hits;
Respectively - "Ctitical shot" ability is removed from tanks due to obsolence;
Sight radius of basic AT guns is reduced a bit, from 50 to 45.

Update: 3 Aug, 2018 @ 5:26am

Version 0.98.8

Nerfed Soviets a bit (they felt easier to fight as, than to fight against, must admit):

- cost of Avtomatchiki (SMG squad) - 270 MP to 300 MP;
- cost of "DP-27 LMG" upgrade for Strelkovoye Otdeleniye (rifle squad) and Otdeleniye Avtomatchikov (SMG squad) - 40 MU to 50 MU (simply made it in-line with Wehrmacht's "MG-34/ MG-42 LMG" upgrade);
- cost of "Rearm with T-34/85" upgrade increased from 200 MP and 60 MU to 300 MP and 100 MU to delay it a bit - for T-34/76 was too often totally omitted;

Update: 1 Aug, 2018 @ 12:04am

Version 0.98.7

Fixed these two pesky issues with non-functional Ostheer mortar and invincible Ostwind.

Update: 1 Dec, 2016 @ 9:23am

Version 0.98.6

First and foremost - Royal Engineers now build caches for British Forces instead of Tommies. Thus - Royal Engineers are full-fledged support squad (as they are supposed to be and are IFRL) now.
Proceeding with Brits - the Universal Carrier now reinforces squads and drops the special weapons. Remains very fragile, however (which is IMO fair). As for M5 with both these functions - I plan to make it doctrinal again (it is a lend-lease vehicle, after all).

OKW - now can build caches, as any other faction in this game. Reasons? In my mod it's still Summer 44, i.e. nearly year till the end of the war.

Infantry squads of both German factions received random - MG-34 or MG-42 - LMGs as upgrades (yet again, as it was IFRL). OKH Grenadiers and Panzergrenadiers and OKW Volksgrenadiers and both kinds of Waffen-SS (aka Obersoldaten) squads are currently affected.

Soviet Army.

The sixth kind of anti-infantry Partisans - ones with MP-40 - is added. Please, welcome :-)). Forced to use the Osttruppen model for them, however. But it's about OK - the Partisans used the seized or stolen enemy uniform, after all.

Guards Rifle Squad - lost 1 DP-27 LMG (now has one), but - now has it right from the start instead of having it as upgrade (in fact, as all Soviet commander troops). Assault Gurads and SHISbr (aka Shock Troops) are affected the same way (the latter kept its two DP-27s, however).

Update: 25 Oct, 2016 @ 1:42pm

Version 0.98.4

First and foremost - the Molotovs are back! Not as shitty anti-infantry weapon (as they are in the original game), though. But as (pretty close to) what they were IFRL - a kind of "3 in 1" weapon: anti-garrison, makeshift smoke screen and anti-vehicle snare. Available the same way, as in the original game.

"Armor-piercing rounds" ability is added to the Maxim (making it a soft AV weapon) and taken away from the DShK-38 (it's by its nature a hard counter for the light vehicles and does not need it). "Phosphors rounds" for MG-42 are not veterancy ability anymore - they are available from scratch now.

One more kind of anti-infantry Partisans is added - ones with MP-44 and MG-42. Tried to add also ones with MP-40, but to no avail for now

Update: 16 Oct, 2016 @ 10:39am

Version 0.98.3

Finished with British commandos.

What they are now:

a) there are two kinds of them - with Lee-Enfield rifles (with very high accuracy) and Vickers K and with Thompson SMGs (Rangers' one used) and the same Vickers K;

b) they've got Mills bomb, normal (Soviet RGD-1 is used) smoke grenade instead of "yellow cover" one, their Commando demo is replaced by more convenient in use Paratroopers' one, medium Gammon bomb currently changes to heavy one with choosing the "Hammer" tactics, "Heal in Cover" ability added, the Thompson one have also "Sprint";

c) gliders garrison and produce ones with Thompsons, infiltration commandos are randomly ones with Lee-Enfields and Thompsons (pretty much like Soviet Partisans);

Try them in action, enjoy, propose better solutions if you've got ones.

Update: 5 Oct, 2016 @ 1:15pm

Version 0.98.0

Continued to make the Commonwealth.

Switchable shells are added to the Bofors and 17-pounder emplacements, their sight radius is increased to put them in-line with other support/AT guns.

Commandos are reworded (still work in progress, though) - received the Mills bomb, and their medium Gammon bomb gets replaced by the heavy one after choosing the "Hammer" doctrine. Besides it - their revert rate is set to 1.5 to better fit with their role of "supply line cutters".

All the rest troops with "supply line cutters" role (all Partisans, Soviet frontline recon squad, German stromtroopers, OKW Fallschirmjaegers) also received the increased (1.5) revert rate. Only revert rate (aka speed of decapping) is increased, capping goes with normal speed.

The starting squads are changed for the Wehrmacht: now it's 2 of them - Grenadiers and Pioneers - to speed up both capping and building a bit.

Plus - squad composition is changed for the US Riflemen: now there are 3 of them with M1 Garand rifle and 3 with M1 Carbine in the squad to reflect the pretty wide use of the M1 Carbine by the regular infantry.

Update: 1 Oct, 2015 @ 12:49am

Version 0.97.2

Added the "Resupply" function to the USF M3 half-track - now it can drop the M1918A2 BAR, M1919A6 LMG and M9 Bazooka to rearm the nearby infantry.

Update: 30 Sep, 2015 @ 5:55am

Version 0.97.1

Slightly tweaked the Broneboyshchiki (AT infantry) squad and Partisan PTRS Tank Hunters - the "Panzerfaust volley" ability does not require the "Rearm with Panzerfaust" upgrade anymore. Respectively - both these squads keep their PTRS to attack the light vehicles.
Besides it - added the "Panzerfaust volley" ability to the Otdeleniye ShISBr (assault engineers, my variant of the Shock Troops).