Company of Heroes 2

Company of Heroes 2

Eichenlaub
150 Comments
Cobraroast 8 Jun @ 5:45pm 
Junkers not having their run in combat isn't much of an issue imo. Just play a little more cautiously and pull them out earlier when things start to go wrong, or pull them with a mechanized unit.
Dar_No2  [author] 4 Jun @ 1:03am 
@Hi bread, thank you for this very well illustrated comment, and please keep the oil at room temperature for now! Yes, OKW balance has been a delicate issue. The problem is, I think, that independent feedback is scarce, ans my main game tester is wayyy too good with OKW.

I will reconsider the Junker change. If you have further balance suggestions, please leave them in the discussions thread, I would be interested to hear them.
breadd 3 Jun @ 11:40pm 
After consulting my dark mango psychologist & narrowly avoiding a suicide attempt by drowning myself in boiling peanut oil, I've come to the conclusion this is the best balancing mod that Company of Heroes has to offer. However if you keep nerf'ing the OKW doctrines this is going to change & I will ensure that I stand no chance against the vat of boiling peanut oil I will be submerged in.

Generic OKW infantry has me weeping, I would not wish this suffering upon my worst enemy, besides maybe someone named Travor Dorson. Please bring back the Junkers' sprinting in combat as well before I have an involuntary seizure, thanks. :steamhappy::steamhappy:
Dar_No2  [author] 24 May @ 12:16am 
Hi Tulip, the soldier collecting has always been a delicate mechanic. Keep in mind it only collects wounded men that still crawl around after hit by explosions. Depending on the map and hospital position the pathing for the medic can be challenging and break the „drop off“. Either way, I will investigate it for the next patch.
Chef 24 May @ 12:04am 
just me or or anyone else having bug collecting dying soldiers features not working?
i swear it used to work last year, collect five dead man to vet1 Ersatz
Wingflier 5 Mar @ 1:26pm 
Wow guys this mod is amazing!!! This is exactly what I was looking for. Thank you so much and I hope you continue to put effort into this incredible project for the foreseeable future. I'm definitely going to play with my friends.
Dar_No2  [author] 5 Mar @ 1:52am 
Hi @Roan, thanks for the kind review! With the WH bunker base I tried to capture the look of CoH1 - and of course the HQ should be the most imposing. Most of the vanilla structures have instead been moved over to OKW to underline their character as a more mobile faction.
Long live the Fel Empire!
Roan Fel 4 Mar @ 4:39pm 
I salute the work done to make this mod enjoyable for a gamer as well as enjoyable in an historical point of view. The Commanders are varied and, for those I tried, very well thought. Adding new gameplay in the form of Festung is more than could be asked. The only point that I am not super fond of is the bunker city that german bases can become as opposed to the tents in the basic setting but I think I get why (because otherwise less important concrete buildings would look more imposing, is that it ?). Anyway, 10/10, will luckyoneshot an M4 with a panzerfaust again !
Руина 5 Feb @ 2:11am 
Yes, thanks for the information about the VDV, that's not all. Well, a similar Panzerjager squad with a captured RPzB will be noticed. Of these, the only option that can be offered is to replace the Molotov strelki with RGD-33/RG-42 or F-1
Dar_No2  [author] 4 Feb @ 2:21pm 
Thank you so much for the kind words. Adding Panzershrecks to Strelki sounds a bit overkill, but I like the idea of captured RPzB for a smaller Soviet squad. I will consider it, thanks! FYI - Soviet Paratroopers have access to Lend-Lease Bazookas.
Руина 4 Feb @ 8:58am 
The best mod for CoH 2. it would be nice to see the ability for captured RPzB 54/M1 bazooka for Soviet strelki, otherwise everything is very sad with the PTRS-41
Mr_Evil 19 Jan @ 9:18am 
OOOH Im gonna use that next then thanks!
Dar_No2  [author] 18 Jan @ 10:59am 
Hi @Mr_Evil the FFI Battlegroups are actually a part of the standard British roster in ‘44 mode, locked behind the Hammer Specialization of the Tier 3 Building.
Mr_Evil 18 Jan @ 9:33am 
I'm really confused. I was playing a 44 conquest match against 2 British AIs, and one of them had FFI halftracks, a cool-looking FFI Panzer 4 and FFI infantry. And I wanted to play a match with that commander afterwards. But looking at the UKF commander list myself, I don't see any commander with FFI units at all. I know there's the bridgehead one. But how is it that the AI had them, but for me I don't see anything on the list with FFI in it? Although the bridgehead one doesn't have a panzer 4 or halftracks.
Dar_No2  [author] 27 Dec, 2024 @ 6:30am 
Hi @Gumpy, thanks for your comment! The Molotov is a great tool vs. support weapons and to deny cover, so I think it has some merit. Frag grenades are very common among doctrinal Soviet units (Guards, Shocks, Partisans, etc), so I would prefer to keep them out of the hands of Strelki, but I’ll have a look at it again.
Gumpy 26 Dec, 2024 @ 1:12pm 
@Dar_No2 First, thx for your work, what you do is really great ;-)

I have a question about soviet troops, do you think you can add RGD 42 or 33 in place of molotov for strelki infantry.

I find the Soviet base infantry to be truly inferior with the molotov instead of grenade.
Dar_No2  [author] 26 Dec, 2024 @ 4:58am 
Hi @Leoneaven, thank you for the kind words and great suggestion! I am indeed aware of this, and have added the Beute MP41 to SS units, initially exclusively to set them apart. A doctrinal upgrade for Grenadiers ist a great idea though. I will consider it!
leonraven 25 Dec, 2024 @ 6:20pm 
This is a really fun and high-quality mod. Can I make a suggestion? I think you know that the German infantry on the Eastern Front used the captured PPSh-41 a lot, calling it the MP717(r). I think it would be interesting to add this to Wehrmacht infantry division doctrine or another doctrine's grenadier.

(English is not my native language, so I used a translator.)
Dar_No2  [author] 17 Dec, 2024 @ 11:00am 
@SerzH: I understand it’s a cool unit, but the Black Prince never went beyond the prototype stage and did not see combat in any conflict. Since I aim to deliver a somewhat authentic experience, it will not be added.
SerzH 14 Dec, 2024 @ 2:31pm 
Will a UKF commander with the Black Prince be added?
For example, like in https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2483319686
Shaddy 16 Nov, 2024 @ 10:26am 
Super amazing mod, scary to see the AI play defensively and building mines, trenches along with other defences dynamically. The Ai correctly using tank destroyers range has made me cry a few times as indirect fire slaughters my infantry if the AVRE doesn't nuke them first lol. 10/10 mod reccomend anybody to try it gives the feel of playing against players and is so fun
Dar_No2  [author] 13 Nov, 2024 @ 12:05am 
@Vinnie see FAQ on the bridgehead workshop page. It’s a lot work and I can only do one thing at a time.
Vinnie 12 Nov, 2024 @ 3:00pm 
hello, mod is really cood, but why no wave mode as soviet faction?
Alice 13 Oct, 2024 @ 4:56am 
Really cool and challenging mod although a bit frustrating by times, ai is very much spamming it's abilities and call ins, the increased number and lethality makes it really hard to keep track of everything and it's easy to get your squads wiped out by back to back call ins without having the time to react.

Also I found the AT in the base bunkers to be extremely powerful, good idea to prevent early light vehicle rush but they remain really powerful even at endgame making annilhation gamemode last longer for nothing especially for divisions without good artillery.

Maybe if the AT rifles were only shooting in the bunker arc of fire instead of 360 degrees it would prevent this ( they got wide range and funky LOS, sometime shooting tanks behind treelines or buildings, stunning vehicles and tanks and leaving them vulnerable when you think you're safe it feels cheesy sometimes )
Played around 50 games so far and loving the mod, keep it up!
Dar_No2  [author] 4 Oct, 2024 @ 2:02pm 
@amigos: Pop Cap in Festung Mode is tuned for balance. Currently, no change planned
three amigos 22 Sep, 2024 @ 3:21am 
Can we get a higher pop cap Festung Mode?
Dar_No2  [author] 21 Sep, 2024 @ 4:22am 
@Fritz that’s how it is in vanilla. In this mod, OKW builds bases like Ostheer or Soviets, and unlocks trucks as a bonus, which however no longer serve as production buildings when set up.
FritzMoney 20 Sep, 2024 @ 6:16pm 
While playing OKW why do I still need to construct base buildings? I thought the whole point of OKW was for them to have Forward operating bases.
Dar_No2  [author] 15 Sep, 2024 @ 7:53am 
@fish you understand correctly. Please see the FAQ. That said, the PvE is coming to western allies soon, so stay tuned.
fish3464 14 Sep, 2024 @ 10:32am 
so as i understand the pve mode is only playlable as the germans? why not the allies?
Cobraroast 13 Sep, 2024 @ 12:33pm 
Damn, that was quick. Glad to hear it!
Dar_No2  [author] 13 Sep, 2024 @ 11:40am 
@Cobraroast: Good find, small bug that was introduced with the latest patch - should be hotfixed now.
Cobraroast 13 Sep, 2024 @ 11:15am 
The paratrooper call-in for the Airborne Division doctrine appears to be bugged. The plane will fly over the marked location, no paratroopers spawn in.
Devox 9 Sep, 2024 @ 1:19pm 
@Dar_No2 I see thank youu for your hard work. Good job getting the mod up and working.
Dar_No2  [author] 9 Sep, 2024 @ 12:28pm 
@Devox that's a tricky one. CoH 2 has an issue with Bombers "spawning" their bombs well before they are actually in AA range. Also, many of the heavy bombers are actually cardboard cutouts without a model, and set to invincible. I will investigate and think of balance solutions.
Devox 9 Sep, 2024 @ 11:56am 
How many anti aircraft guns does it take to fully defend against the British strafe-bombing combo? I got up to five AA half tracks in the target area, stationary, not in combat and in anti air mode. Despite this, the whole bombing portion of the strike still came through decimating both my forward armor and AA battery. How many AA guns do I need to make to prevent this from happening?
Dar_No2  [author] 7 Sep, 2024 @ 3:37pm 
@Norman
Just have them installed, no need to equip them in the lobby / inventory. The game will do the rest
Foxhole Norman 7 Sep, 2024 @ 7:44am 
What does it exactly mean when it says the skins are a hard requirement? Do I need to have the skins on my own troops whenever I play an Eichenlaub game or do I just need to have them installed for the mod to work?
Dar_No2  [author] 3 Sep, 2024 @ 12:48pm 
Thanks for the kind words, much appreciated!
YouMoMCallME 2 Sep, 2024 @ 12:52pm 
Thanks for the mod!
Thanks to your mod I came back again in Coh 2 in a long time .
I liked the game against the AI thanks !
Dar_No2  [author] 24 Aug, 2024 @ 5:37am 
@skar: Read the description, then comment. This mod is not for you, please play Spearhead.
Dar_No2  [author] 24 Aug, 2024 @ 5:32am 
@Tech Mom: Firefly 17pdr doesn’t have the aoe to wipe a squad, and the Scott should have a 3 man damage limit but I will double check.

Manpower is restored between waves - you are supposed to survive with the troops at your disposal. Dig trenches and plant mines against the tanks.

Waves don’t progressively get, so yes even the first wave has good armor. It’s very much possible to defeat them (mines!), but I appreciate the feedback and will experiment with a slightly weaker first wave as „probing attack“.
003skar98 24 Aug, 2024 @ 5:21am 
This is genuinely umplayable. its boring, its just normal coh2 (which is also umplayable without mods) with cool pictures and commanders. units cant even laydown, ranges are too short, units barely have any abilities or spice, boring systems like the german phases were kept in like this is some bureaucracy simulator, most units cant run, i even got a tank which was a mixed of a stug and a panzer 4 (not sure this is a bug). idk its just like watching paint dry. a worst version of spearhead and even worst of whikinger. idk what you were aiming for when you took this decisions to make it like this bc it has a lot of cool imagery and ideas that just arent enough to make the mod good by itself
Tech Mom Cymo 23 Aug, 2024 @ 3:09pm 
Or single scots or firefly's insta full wiping whole 5 man squads. its not fun with the single digit man power regen
Tech Mom Cymo 23 Aug, 2024 @ 1:07pm 
and well on other maps where it does not instaly start taking all the life points it spawns 4 kv-1 at the first wave. how the hell is anybody going to be able to stop 4 KV-1 with only basic at guns
Dar_No2  [author] 23 Aug, 2024 @ 12:47am 
That is not intended behaviour, points should only tick down when losing all VPs in Festung mode. I will look into it
Tech Mom Cymo 22 Aug, 2024 @ 3:16pm 
the fact that losing Any point no matter what it is will remove points from your "life points" is really really stupid in the pve mode.
Dar_No2  [author] 19 Aug, 2024 @ 6:51am 
@Talor: No, there is no way to revert these changes with a setting. I am curious to hear which match took several hours, that is something I never experienced. I recommend trying the „Frontlines“ win condition for a less trench-intensive game or lowering AI skill to easy or medium for a more manageable challenge.
Talor 19 Aug, 2024 @ 3:39am 
Whilst the new AI is cool for being able to push through the tiniest gaps in your defense, the matches with that end up lasting for at least an hour if not several. Everything just becomes trench warfare with the player at a disadvantage since the AI can just micro the absolute shit out of their units. There any way to keep the vanilla AI for the mod?
Dar_No2  [author] 14 Aug, 2024 @ 2:19am 
Hi @loveshing, presuming you play Festung mode, this will occur if you don’t set up teams correctly. Please read the on screen instructions and refer to the Festung Mode Workshop page for details.