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Thank you for pointing that out. I have noticed that most repair stations for nearly all the factions aren't working at the moment. I will have a look at them asap. Sorry for the inconvenience the bug may have caused!
11/5/2017 EDIT: Issue has been addressed. Repair Stations for all factions are now fixed, plus, as an added bonus, they can now repair certain friendly structures as well if nearby, even the repair stations themselves!
Ah, yes. They are. Apologies for that, they have already been removed in the current update that we are working on that is soon to be released.
Oh, and for the Chemischpioneer squads, adding the suit upgrade, support package, and either of the weapon upgrades locks out the option to use the Toxic Barrel Trap ability, due to not having enough ability buttons. Maybe have the frangible smoke grenades replace the model 24 smoke grenades once the Reinforced NBC Suit upgrade is applied?
I was aware of the first one, and am in the works of completely re-doing the up-armored trucks (along with the british trench heavy assault squad).
I wasn't aware of that issue with the Chemischpioneer though, so thank you for bringing that up! I'll make sure that it'll be addressed to in the next upcoming update.
Thanks again, and sorry for any of the inconveniences these may have caused!
Some players are complaining about munitions-reinforcement costs for infantry. One-time prices for infantry squads are fine, but reinforcement costs should not require munitions; it becomes too easy to drain opponents munitions supplies like one would via manpower through regular combat, and munitions-heavy specializations are incentivized not to used munitions-costing infantry, or play very defensively in situations they should not.
Several basic units are missing things like sprint abilities that should have them, like aforementioned volksgrenadiers (I think), or abilities to liven up units [these could be basic]
Idea: For balance reasons, give some units available to every faction chem-war gas resistance, for instance, Wunderkampfers, Tier 3 mutated Zombies, Heavy Rangers, Raid units. Resistance could be only partially effective, merely decreasing the damage recieved from the gas rather than fully negating it.
Soviet infantry feel less effective across the board compared to other factions. Slight buffs to health and accuracy may be called for, especially for Guards and Shock units. Consider implementing a competent T2 basic rifle infantry {Steliki perhaps} that can stand up to other factiosn regular infantry, or include an upgrade that replaces conscripts with these troops. Consider making Penal Troops the poor-quality T1 soviet infantry, and have conscripts take their spot as a T2 assault/general purpose unit.
Soviet economic buffs are perhaps a little too high, especially for ROTP. Consider slightly nerfing these in exchange for more effective individual infantry squads. This would also help with lag problems.
Thanks again for the great mod!
Thanks! Glad you really enjoy the mod!
That is unfortunetly out of my control for now. The sherman cannon model doesn't support a flamethrower animation, unlike what other vanilla flamethrower tanks have. I am clueless on how to modify the animation file to support a flamethrower animation, so until someone helps me or I figure it out myself, that tank and the TT-70 will have issues with no flames spewing out of their cannons.
My sincere apologies, but thanks for the report!
Can't access? You mean you don't see the new specializations and content for the Brits and US?
If so, you might have an old version of the mod that isn't updating. Try to unsubscribe and resubscribe. if that doesn't work, you might have to find the workshop file manually in your PC, somewhere around: Documents>my games>company of heroes 2>mods>tuning>subscriptions, then move the file elsewhere to see if that will make Workshop redownload it for you.
I'll look in to that when I could. Thanks for bringing it up and sorry for the inconveniences that has caused for you.