Company of Heroes 2

Company of Heroes 2

Horde Defense Mod
hydrus67  [developer] 16 Jul, 2020 @ 4:24pm
Feedback and suggestion
-Put there all your crazy idea to make this mod even more awesome !-

So, it's cool we got the FoB in the squad bar, it does help a lot. But you know what would help even more ? The icon of the FoB changing depending of his specialization. Like the Volksgrenadier with there squad upgrades.

The Fallschimjäeger kick ass, contrary to the Obersoldatten. Espacially considering you basically got one free squad every five minutes... granted you only got ONE FoB with the ability ! Doesn't exactly feel the need to basically sacrifice a vet 5 squad to got them (plus the loss of there eventual pick-up weapons).

Does the FoB cost 300/22 by default ? Because I feel like placing a FoB on a victory point cost more, like you already got a FoB in the sector... when you actually don't. Might be just me thought. Not sure.
Last edited by hydrus67; 22 Dec, 2020 @ 4:17pm
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Showing 1-15 of 119 comments
rat 11 Dec, 2020 @ 9:26pm 
The tank traps seem a little backward to me. Why is it that the *metal* tank traps are 500hp, but only provide light cover, while the *concrete* dragon's teeth are 300hp and provide green cover?

Is this to prevent people from building tank traps as cover?

Why not make the metal barriers 300hp, light cover
While the concrete barriers take a little bit longer and are 500hp, heavy cover.

Seems to make a little more sense that way in my opinion.
rat 11 Dec, 2020 @ 9:30pm 
The Band of Brothers upgrade on Osttruppen is pretty cool on paper, but with just a .4% chance of gaining a new member per kill, you can almost be certain that you'll never see it. 0.4% of 1,000 kills is 4. You could kill 1,000 enemies and get 4 members if you're lucky. My osttruppen squad saw some 300 kills in one game and never gained a new squad member.

The plot armor ability is goofy and I love it though.
rat 11 Dec, 2020 @ 9:37pm 
My math might be wrong here, but I think that the function isn't working or something.
hydrus67  [developer] 12 Dec, 2020 @ 5:27am 
Hey there !

Originally posted by Snaek, Die Untergrenadier:
The tank traps seem a little backward to me. Why is it that the *metal* tank traps are 500hp, but only provide light cover, while the *concrete* dragon's teeth are 300hp and provide green cover?

Is this to prevent people from building tank traps as cover?

Why not make the metal barriers 300hp, light cover
While the concrete barriers take a little bit longer and are 500hp, heavy cover.

Seems to make a little more sense that way in my opinion.

Hum ? I'm pretty sure tank trap give green cover ? Though I never try to use dragon's teeth as cover so that one I can't tell. Though that idea may interest Artig0.

Originally posted by Snaek, Die Untergrenadier:
The Band of Brothers upgrade on Osttruppen is pretty cool on paper, but with just a .4% chance of gaining a new member per kill, you can almost be certain that you'll never see it. 0.4% of 1,000 kills is 4. You could kill 1,000 enemies and get 4 members if you're lucky. My osttruppen squad saw some 300 kills in one game and never gained a new squad member.

The plot armor ability is goofy and I love it though.

Haha, you have no idea. Originally, Artig0 set it at .2 %. I told him it was way too little so he double it. But it's a little challenging to balance because if we make it a little too much, you'll end up with a litteral army-squad of OPstruppen who should laser beam with there eyes. Well, I do agree that .4 is a little too low. I'll talk about it with Artig0.

Originally posted by Snaek, Die Untergrenadier:
My math might be wrong here, but I think that the function isn't working or something.

Are you reffering to the plot armor ability (which I think isn't working as inteded indeed) or the .4% chance ?
rat 12 Dec, 2020 @ 7:31am 
Originally posted by hydrus67:
Are you reffering to the plot armor ability (which I think isn't working as inteded indeed) or the .4% chance ?
The .4% chance is what I was referring to. I realized that my probability calculation was probably off.

However, I want to say that osttruppen are not gods, you know? Unless you have an OKW teammate and outfit them all with MG34s, it's going to be very hard to hit enough probability rolls for RNGesus to bless you with another squad member. I used the squad bolster to bring my osttruppen up to 10 members, then gave them all flamethrowers, stood them next to a deathball of soviet conscripts, and gave them 1000 kills.

Even at vet 5, this took a long long time, at 300 kills I got lucky and gained 2 members. At 1000 I gained another 2.
In a normal game, osttruppen are not going to be getting 1,000 kills.

I understand that the mod author doesn't want to have one humongous squad of osttruppen, fair enough. But as it stands you'll almost never see another member added unless you're really lucky.

What if the ability was reworked in such a way that either
A.) It was a larger chance to add a squad member per kill
B.) The same as above, but only upon wiping a squad (it would probably have to be a much larger number considering that there are going to be squads retreating and such)

But for both, the amount of members added could be limited to doubling the squad size, so like 6 members maximum or something like that?
Last edited by rat; 12 Dec, 2020 @ 7:34am
rat 12 Dec, 2020 @ 7:35am 
Also on an unrelated note I found the easter egg :winter2019coolyul:
hydrus67  [developer] 12 Dec, 2020 @ 7:53am 
Originally posted by Snaek, Die Untergrenadier:
The .4% chance is what I was referring to. I realized that my probability calculation was probably off.

However, I want to say that osttruppen are not gods, you know? Unless you have an OKW teammate and outfit them all with MG34s, it's going to be very hard to hit enough probability rolls for RNGesus to bless you with another squad member. I used the squad bolster to bring my osttruppen up to 10 members, then gave them all flamethrowers, stood them next to a deathball of soviet conscripts, and gave them 1000 kills.

Even at vet 5, this took a long long time, at 300 kills I got lucky and gained 2 members. At 1000 I gained another 2.
In a normal game, osttruppen are not going to be getting 1,000 kills.

I understand that the mod author doesn't want to have one humongous squad of osttruppen, fair enough. But as it stands you'll almost never see another member added unless you're really lucky.

What if the ability was reworked in such a way that either
A.) It was a larger chance to add a squad member per kill
B.) The same as above, but only upon wiping a squad (it would probably have to be a much larger number considering that there are going to be squads retreating and such)

But for both, the amount of members added could be limited to doubling the squad size, so like 6 members maximum or something like that?

Honestly, I prefer you idea better yes. But Artig0 will be the one to decide.

Originally posted by Snaek, Die Untergrenadier:
Also on an unrelated note I found the easter egg :winter2019coolyul:

With a thousand kill with one squad, I hope you did ! Even I didn't manage to put my hand on them yet. But I reckon they were good fun ? :steamhappy:
rat 12 Dec, 2020 @ 9:12am 
Originally posted by hydrus67:
But I reckon they were good fun ? :steamhappy:

Hahaha very ;)
rat 12 Dec, 2020 @ 9:26am 
I mean, the inner goofball in me thinks it would be funny if that maximum number could be the amount of men in the band of brothers series, which is somewhere around 20 if I remember correctly. I get that it would be a humongous squad but also it would be KV-2/ medium tank bait because they would naturally clump together being a large squad.

Really I personally think it's forgivable considering that they are osttruppen and there can be only one band of brothers squad, though the fact that each model gets a slot weapon might be an issue lol.

EDIT: I was wrong, the new models don't get new weapon slots.
Last edited by rat; 12 Dec, 2020 @ 9:41am
Senpai_Dragneel 22 Dec, 2020 @ 3:02am 
my FoBs don't survive long enough to have multiple built but for them to have different icons depending on their specialization is a huge huge help so you don't cycle through them to find the one you are looking for, and i don't know about the cost of one being higher on a VP than standard since i haven't paid attention yet but on one game when my FoBs happened to magically stay alive, it started to cost more and more just to setup especially on my 3-4 FoBs being around 800+ MP and 50+ Fuel which i dont find the fuel to be a problem but the MP i do around late game when im capping out on my manpower blitz ability every chance i get.
hydrus67  [developer] 22 Dec, 2020 @ 6:26am 
@Senpai_Dragneel

Yeah, I did found this being an issue too (one that we forgot along the way though... ><), I did recommand the different icon thing but others pressing issues make us forgot about it.

Same for the VP cost, I mention it to him long time ago but as I'm playing OST rencently I kind of forgot.

Actually, the lack of MP compared to fuel is excatly what prompted me to ask Artig0 a way to exchange Fuel for MP and utlimatly lead to the creation of the Fuel to MP/Fuel to Ammo abilities. To keep a decent regular earning in the end-game (and not needing to spam the blitz ability like I used to) it's important to invest a bit (lot) into the Fuel to MP. If like me you're a defensive player who pop defense everywhere without touching much to tank, the Fuel to MP is the way to go. As a tank player like Artig0, you don't need as much MP but use more Fuel so he didn't needed it so far.
ArchAngel 22 Dec, 2020 @ 2:49pm 
I read somewhere that artillery and air support have already been slashed to a fraction of what it used to be, but it still frequently occurs that my heavy tanks get stunlocked by fragmentation bombs and then get killed. The additional health/armor upgrades of course offset this effect to some extent, but it would be ideal to have the option to disable particular AI behaviors.

I am not sure at all whether this is realistic, but it would up the enjoyment of the mod tremendously if my paks did not get continually decrewed :/
hydrus67  [developer] 22 Dec, 2020 @ 3:07pm 
@ArchAngel

You're playing against Soviet or USF ?

Soviet air support was kind of crazy, we tuned it down a lot but depending of the commander it still can get pretty brutal (AI have more and more Ammo as the game go on).

In the case of USF, if you're facing a airborn or air support commander, it gonna be even crazier (though they gonna have less armor to compensate) !

Even after we tune it down (try to imagine, rocket straffe every minute !) it can still be quite a threat to your defense and/or vehicle that's why you have a lot of AA option at your disposal for both OST and OKW. Plus, about every AA got a AA mode who target only air unit with greater range. Shoot those plane down before they rain death on your troops !
Last edited by hydrus67; 22 Dec, 2020 @ 3:08pm
Artig0  [developer] 22 Dec, 2020 @ 3:22pm 
Originally posted by Snaek:
Also on an unrelated note I found the easter egg :winter2019coolyul:
I was wondering how long that would take
rat 22 Dec, 2020 @ 4:14pm 
Originally posted by Artig0:
Originally posted by Snaek:
Also on an unrelated note I found the easter egg :winter2019coolyul:
I was wondering how long that would take
when was it first added? :U
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