Company of Heroes 2

Company of Heroes 2

Soviets Realism
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Pinguino132  [developer] 3 Nov, 2014 @ 7:08am
Suggestions
Please if you have any suggestions post them here.
Thank You!
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Showing 1-15 of 178 comments
BHammer 2 Nov, 2014 @ 12:07pm 
My feedback
Hey so I gotta say I really like the idea of this mod, It always has bugged me that there are so few soldiers on the battlefield especially on the soviet side.

I know the mod is WIP so I thought I'd give some feedback, I guess this is something that's needed to push it forward. Hope you not receive this as me ♥♥♥♥♥♥♥♥.

- I love the comissar idea, this squad really feels badass, but a little to strong for something that doesn't cost fuel
- I really like different squad types but I think they should be more unique, like awtomachniki shouldn't get AT grenades/Molotovs but rather a frag grenade and sprint, different soldier models would be VERY appreciated
- 12 consripts in a squad is too much better lower the squad pop, they are crowding too much and it looks kinda silly
- The ZiS cargo truck medics do not work sadly
- I hate the fuel changes it's really not fun for me not to be able to field vehicles (unless it was a bug but in my game the fuel income was like 30 % of the normal income)

Overall a nice mod but needs a lot of work put in it
Pinguino132  [developer] 2 Nov, 2014 @ 1:16pm 
The commissar ill change the price it will cost fuel too.
These squads will have unique abilities, i'm doing it.
Custom models are impossible to do yet.
12 Conscripts squads, these conscripts have lower stats.
The ZiS medics are bugged, i know ill fix it.
There is no fuel change, you were playing with a bugged map.
BHammer 2 Nov, 2014 @ 1:38pm 
Originally posted by ☭PDW☭ Pinguino132:
The commissar ill change the price it will cost fuel too.
These squads will have unique abilities, i'm doing it.
Custom models are impossible to do yet.
12 Conscripts squads, these conscripts have lower stats.
The ZiS medics are bugged, i know ill fix it.
There is no fuel change, you were playing with a bugged map.
Awesom tyvmuchfor an answer !
NihilisticZ24 3 Nov, 2014 @ 1:49pm 
Soviets Realism mod can have a bit of 'real' in it?

- First off , love the work you are doing with using the existing models/units ( due to limitations) , and making new squads as well as being able to build them. (commissar squad the most wicked so far :)

- My suggestion is .. wondering if it would be possible to raise the damage values for units(just a little bit?) , so they wont have the vanilla damage ratings anymore , aka, shoot at each other from 5 feet away and taking too long to damage each other. Im sure theres plenty of others who are also tired of these matrix style vanilla shootouts and want a bit of realism added in.

In short; please raise the weapon damage values slightly, as well as a slight increase of weapon ranges?

(P.S. , I helped design the Pofia mod for coh1, if youre looking for any help making this mod, I would be glad to help.)
Last edited by NihilisticZ24; 3 Nov, 2014 @ 1:52pm
Pinguino132  [developer] 3 Nov, 2014 @ 1:54pm 
Thanks for your suggestions, we are buffing all weapons damage, if you used IS 2 you could see that it does almost double damage as before.
Neighbor Kid 3 Nov, 2014 @ 2:57pm 
KV1 E non doctrinal. My suggestion as being up pointblank would merc people off.. i suggest weapons all of them do some type of pinning at medium range.. this would force the usage of flanking instead of just charging in.. or the use of smoke more. It's way to easy to just blob infantry and charge up. MG's should pin almost instantly. This way yes you can have your realism up close, and extend a firefight that is at long range. just IMO.

I look forward to this being a good mod especially when model importation is added to the tools. call me crazy but I want to see more shermans(M4A1/ A1 76) Even and M4A2(with protruding glacias armor plates) for the ruskies!.. I'm getting ahead of my self lol.

Also.. just imo.. the B4 arty gun.. to me is useless.. to make it useful I would let it fire 3-5 shells per barrage.. but have a massive cool down time.
Last edited by Neighbor Kid; 3 Nov, 2014 @ 3:02pm
The Questing Knight  [developer] (Banned) 4 Nov, 2014 @ 3:23am 
About B4 - no, it MUSNT perform multiple shots, cause it will be an ultimate destruction weapon and totally OP.

When they add tools to make models, please, add Panzer 3 in mod, it was widely used tank. For now i suggest adding no-doctrinal short barreled pz4 ( make it cheaper in manpower and fuel ofc )
Advisor 4 Nov, 2014 @ 5:59am 
plz more description for the new units.
The Bear 4 Nov, 2014 @ 8:56am 
My suggestion for Soviets faction:
1. Conscript squad (cost 300 MP) do not have molotov when the Basic Conscripts (144MP) have, change it its not fair.
2. Description for Basic Conscripts- they arent "unarmed".
3. Description for vet abilities for new units. What does vettin actually do?
4. PLEASE, make version with basic troops size, like 6 man conscripts, 6 man penals etc.
5. Smaller Commisar Squad with 4 people and less menpower cost (I suggest 6 MP) Reason? Conscript istnt actually a "first strike" unit. He supposed to be support, stay behind the lines.
You should consider giving him also a artillery barrage call (120 munitions) and motivation nearby circle (like sniper with range).
6. Avtomathiki- to Tier 1, more cost Shock Engineers- to T2 more cost (with abillity to build machine gun stances)
7. Enginerrs (basic) without ability to build machine gun.
8. DOCTRINAL T34\85
9. PTRS Guard Troops- without any wepoan upgrade at start. PTRS cost- 60 munitions, DP gun- further 75, or 100 munitions.
10. More portraits for units.
11. Let the damn snipers go inside vehicles.
12. Ability to abandon vehicle.
13. Tank hunters zooks are M9 not M1 (when droppedo n ground, change description)
14. Remove Automavmatchiki or something like this. Insted of them- Strelky should have PPsH's and smoke grens, and maybe DP's but i dunno with balance.
15. More icons for troops.

Also Im feelling kinda its non doctrine mod. I mean, it doestnt matter any more what doctrine you pick up, because you can get also ptrs packages as well as t43\85 and ppsh. Is it what the mod accually aims for?

AND I gave nice idea. Maybe you should make diffrent modes?
Like Realism Mod 1939-41 (With units that could exist in that specific time- should take an example from theatre of war)
Then Realism Mod (its not only soviet now anymore) 1941-43
Then RM 1943-45
And THEN- 1939-45 which could have all units at once.
Last edited by The Bear; 4 Nov, 2014 @ 9:45am
Pinguino132  [developer] 4 Nov, 2014 @ 8:59am 
Thanks for all suggestions! We are looking at some of them to be added.
The Bear 4 Nov, 2014 @ 9:42am 
My suggestion for Wehrmacht faction:
1. 14 ostruppen, thats ridiculous! Even the larges soviet units wastnt THAT big. Soviets were always ones with human potential not Germans because of that they are gaining XP too fast and they supposed to be a week wolonteer. I would set them to 7-9 guys at squad with 9-10 MP.
2. ZIS 6 truck have 2 unit slots. Opel Blits should have too. Cost- should be the same as zis truck. And remove weird MG 42 abillity from it.
3. Luftwaffe officer description- he can call the urban assault panzergrenadiers? Where? I do not see such ability.
4. Non- upprade panzergrenadiere. Without panzerbusche or mg42. You should add panzerschreck ability as it was in vanilla.
5. Add campaing panzer Iv with short barrel.
6. Add campaign urban assault.
7. And should do someting with manpower costs in all factions... in wehrmacht- panzer IV costs 12 man power grenadier- 10 man power ostruppen- 12... and I dont think that ostruppen are equal to panzer Iv in battle usability.
8. Teller mines- 60 munitions they are really good.
9. Sturm grenarier (doctrine) 6 man squad instead of 5. And higher cost.
10. Kriegsmariner should be able to build bunkers as well as panzergrenadiers i think.
11. Kriegsmariner should have gewher upgrade insted of mg.
11. Kriegsmariner icon.
If I will get more ill by editing.

thanks for the mod BTW its great,

AND I gave nice idea. Maybe you should make diffrent modes?
Like Realism Mod 1939-41 (With units that could exist in that specific time- should take an example from theatre of war)
Then Realism Mod (its not only soviet now anymore) 1941-43
Then RM 1943-45
And THEN- 1939-45 which could have all units at once.
Last edited by The Bear; 4 Nov, 2014 @ 9:51am
The Questing Knight  [developer] (Banned) 4 Nov, 2014 @ 10:02am 
1) Make a bit lesser squads or even back to normal, squads dont fit in cover.
2) Move avtomatchiki to t1, then let strelky be called from HQ but only when commisar is aquired.
3) Do not remove avtomatchiki and save their equipment as it is ( ppshs)
4) Mix strelky's equipment ( Mosins with SVts with higher stats then those of penals and cons)
5) Guards with PTRS from doctrines , Guards with Rifles only but with possibility to uprade both dp and ptrs - from T3
6) Unarmed conscripts with ability to receive rifles for Munition
The Bear 4 Nov, 2014 @ 10:06am 
My suggestion for Oberkommando faction:
1. Sturmpioneer ability to build ammo post but no fuel post? Silly, please change it.
2. Commantigertier has more abilities but cost same as Konigstiger? Change.
3. Volks cost same as sturmpioneer? Lower the cost a bit.
4. SS Oberkommano picture.
5. I dont clearly understand a purpose of SS oberkommano. It supposed to be better or worst from classic obersoldaten? I would remove then and fusiliers theyare pointless.

If i have more i ll write here.
The Questing Knight  [developer] (Banned) 4 Nov, 2014 @ 10:09am 
Originally posted by The Bear:
My suggestion for Oberkommando faction:
1. Sturmpioneer ability to build ammo post but no fuel post? Silly, please change it.
2. Commantigertier has more abilities but cost same as Konigstiger? Change.
3. Volks cost same as sturmpioneer? Lower the cost a bit.
4. SS Oberkommano picture.
5. I dont clearly understand a purpose of SS oberkommano. It supposed to be better or worst from classic obersoldaten? I would remove then and fusiliers theyare pointless.

If i have more i ll write here.
fuel posts will change the stats not of a unit but of a faction. Kommando suppose to have lesser fuel income then other factions, as if they have same fuel they will spam most dangerous vehicles .
The Bear 4 Nov, 2014 @ 10:20am 
My suggestion for USA faction:
1. Volks 7 man- cost 330, rifles 9 man- cost 270? VERY unfair. Rifles should bemore expensive than volks, and have less squad members. OR have more mambers but like 1 more- like volks lets say 8- rifles- 9 abd cost more than 330 because volks cost that.
2. Where is lieutenant squad?
3. Same as first point for cavlery rifles. Cost.
4. $110777780 No Key from major building? Description for ranger unit.
5. Sniper at rifles? Its soo unifair. Rifles with sniper, and bazooka are so op. Remove that feature until better solution appears.
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