Company of Heroes 2

Company of Heroes 2

Forward, to Glory! [v0.3]
 This topic has been pinned, so it's probably important
Soup Broth  [developer] 4 Dec, 2014 @ 11:02am
Suggestions
Several people have commented and messages me requesting a discussion board for suggestions, so here it is!

I'm currently working on the F2G v0.2 patch which is slated to include a new research system for each faction and a host of other changes. Smaller suggestions might make it into v0.2, but I'd really like to pool together some community ideas for v0.3 and onward. So please feel free to leave comments here detailing what you would like to see in the mod!
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Showing 1-15 of 22 comments
whitewolfmxc 4 Dec, 2014 @ 12:24pm 
Hi Soup

some balancing suggestions

1) a revamp of the population system , a squad of 10 men should take 10 population cap , while a tank with 5 crew should only take 5 ?

you can adjust the cost of vehicles (less men power more ammo and LOT of fuel etc, while support weapons take LOT of ammo etc) or even imply upkeep from certain units that drains income (if possible at current point of the modding tools given )

to compensate the restriction of how many you can have realistically in game instead of this silly population cap we have right now in vanilla gameplay (like tigers taking 24 men power cap etC)

you can adjust the cost of vehicles (less men power more ammo and LOT of fuel etc, while support weapons take LOT of ammo etc) or even imply upkeep from certain units that drains income (if possible at current point of the modding tools given )

or alternative if you are afraid of pp spamming tanks , you can just put a hard cap on tanks (or higher end armor units like tigers / ISU etc)

(considering the game scale is at company level of 100 - 250 men , you probably wont see more than 10 - 15 vehicles / tanks in total realisticly for say)

also since your mod focuses on expanding the conflict scale , i think the pop cap needs to be higher ? it would probably be ok example germans at 100 and US at 150 , soviets at 200 ?

(or you can set up with the more tier level your faction is you increase the cap ? and certain abilities from commander etc can help as well ? like soviet conscript commander )

2) Soviets seem to have a really hard time early game due to lack of any good AT , ive observed a lot of games and it seems its very easily to rush soviets to death with armor early game


3) currently even small arms like machine gun can still hurt vehicle with armor ?

4) infantry hand held AT weapons need to be better and cheaper to use (panzerfists need to be better , right now they cant even scratch a tanks paint job lol same with soviet anti tank rifle etc)

5) artilery of any sort (mortors are ridilious right now) is WAYYYYYYYYY too accuracte every hit , need to make this more random and depend on veterancy of the arty unit


6) some the transport capacities / defense structure capicity seem to notfit the newly inreased squad size ?



PS: also any plans on ardense assult ???







Soup Broth  [developer] 4 Dec, 2014 @ 2:38pm 
@Population cap: Currently, I don't believe there's a way to change population cap through a mod - that can only be done through a victory condition (My mod should be compatible with most victory conditions, so feel free to use a custom mod and a custom victory condition!)

@Population system: The above reason is why the population costs are the way they are in F2G. Since I can't change the number higher than 100, I simply lowered the cost of the population on each entity to .5, or 1 population for every 2 squad members. I've been playing around with the idea of abolishing population cap entirely, and limiting each squad type to a certain limit- for example, how scouts currently have a cap of 3 on the field at a time.

@Soviet AT: This has been addressed in my newest local build of the mod, but Conscripts should be able to build ptrs AT rifles in v0.1.

@Vehicles being damaged by rifle fire: I haven't changed the armor values on any vehicles, it's likely that those vehicles already had a low chance to be pierced by rifle fire. It's likely more evident now that there are a lot more rifles shooting at it!

@Infantry AT: All infantry units across the board are going to see a reduction in the cost of abilities, some even becoming free. Even weapon upgrades will be considerably cheaper.

@Mortars / Artillery: I will likely lock down the number of long-range indirect fire weapons available to each faction, because you're completely right. 12 men squads with 50% less total health get absolutely decimated by mortars.

@Transports: I have updated many of the transports to carry larger squads (the Zis-6 truck for the soviets now carries 12 men), but I've got a long way to go. Expect some changes on this front in the near future.

@Ardenese Assault: I don't currently own this DLC, but I do have access to the contents of the DLC in the mod tools. What kind of content would you like to see from AA brought into F2G?
whitewolfmxc 4 Dec, 2014 @ 11:00pm 
Hi Mate

@Population cap/system , it be great to completley get rid of pop cap to be honest , historically caps for the company level should be used

@Vehicles being damaged by rifle fire , any chance in the future youd change armor value ? its really funnty right now to see half trucks get killed by rifles lol

@adrenese , just wanted to see new units thats all XD i dont own it yet either (honestly does not seem to worth the money they are charging right now lol) but eventually i will get it


more suggestions

1) any chance you can turn one of the buildings from the west german (that one building has a 88 gun) and turn it into a defense structure ? i mean that thing fires in game already lol ive been dying to see 88s in game

2) add hold ground button to squads

3) add "follow" ability to all trucks (armored or not) / utility squads (it makes them follow what ever unit / model you attached it too) , i beleive we had this in COH1 TOV ? its a good thing to have for less micromanagement for non major combat units
Last edited by whitewolfmxc; 4 Dec, 2014 @ 11:01pm
CT 7 Dec, 2014 @ 10:48am 
OK West has a very hard time in the early game vs tanks, you should either give the Volksgrenadiers an AT-Upgrade(like they already have in vanilla) or the Panzerfaust ability. They also lack a transporter, maybe you can do something about that? Furthermore there are two types of Kingtiger Symblos but one has no description, what is it ? I didn't get the chance to by it yet.
Soup Broth  [developer] 7 Dec, 2014 @ 12:41pm 
@Volks AT: This has been changed in the upcoming v0.2 patch, and volks have been made into dedicated AT units.

@OKW Transport: I have something fun in the works for this :)

@2 King Tingers: The second one is a command king tiger, but it doesn't work as I expected, so it will be removed in the next patch. There's a chance we might see it return, depending how much effort it requires to fix.
Last edited by Soup Broth; 7 Dec, 2014 @ 12:47pm
Soup Broth  [developer] 7 Dec, 2014 @ 12:45pm 
@Vehicles being damaged by small arms fire: This is something I will likely evaluate in future patches.

@Ardenese: I don't have any plans to add any new units from this DLC (it doesn't seem like there really are any) but fear not! I, too, hunger for new units. I think you'll enjoy the upcoming v0.2 patch.

@OKW Flak: While I won't turn this into a purely defensive structure, all tiering buildings have been made really cheap in F2G, and there are no limits on how many you can build. Now if only I released a patch that allowed you to build those OKW construction trucks.... :)

@Hold Ground: This is something I'm very likely to do, as I am already currently trying out giving "Go to Ground" to all core infantry units, but it's a bit buggy and might not make it into v0.2.

@Follow ability: I'm not sure if this is something that exists somewhere in vCoH2 already, and if not it may not be possible. I'll have to investigate this one.
CT 7 Dec, 2014 @ 1:17pm 
Well then I'm looking forward for the next patch, keep up your good work. Just one question, when can we expect it to come? ;)
Soup Broth  [developer] 7 Dec, 2014 @ 5:50pm 
I don't like to give estimates, but I'm trying to get it out by the end of the day. :)
TehRoast 8 Dec, 2014 @ 3:27am 
Perhaps you can fix the AI to not cheat by having an extra 25% manpower boost. I know it's a fundimental part of the CoH 2 game but it would srtill be nice.With the weakness of the units at half health added by this mod that boost can break the game. Ultimatly the size of the army and how quickly you can field it matters and the AI can field that army 25% faster. This is unfair to the player because this means the AI can have a 25% larger army early in the game. Those extra units are then used to aid in the elimination of the players units in what would normally be a 1v1 perhaps 2v2 unit battle.

*Begin personal reason for this suggestion*

{The core of this suggestion comes from my utter contempt to game devs of whom they make the AI cheat on higher difficulties as a substitute for a better stratigic AI. The lazy f*@kfaces make a stratagy game and then they're like "How do we make the hard/expert difficulty hard? ... F*@k it, make 'em cheat." Cheap money grabbing pieces of s#*t...}
Last edited by TehRoast; 8 Dec, 2014 @ 3:29am
VirgoCompany 9 Dec, 2014 @ 5:05pm 
I have a suggestion: Lend Lease Weaponry for the Russians and Americans. The Russians would recieve American and British vehicles and equipment, such as the British Matilda tank, 40mm Bofors AA gun, or maybe even a squad of British Paratroopers as glider-borne reinforcements. Or American M3 Lee tanks, P-40 Warhawk strafing runs, or M3 halftracks with the 75mm gun.

The Germans can recieve reinforcements from their Italian allies, like some Italian riflemen, or howizers, or even a Carro M15/41 tank. The OKW could get captured French equipment, like modified Char B1 bis tanks, or maybe experimental tanks like the Flampanzer 38(t), or a Gustav SPG (very slow to move and artillery reload time, can't move when reloading unless it gains veterancy like the Sturm tiger.)
Your Own Mother 16 Dec, 2014 @ 8:01pm 
So the Artillery that Americans and Soviets can built - the Immoblie, long range Hoitzers? they cost 2 Population each.

That means you could theoretically have just shy of 50 of those monsters scattered around the map. This seems like a very major problem - because they demolish anything they fire at. A friend of mine build just ten of them and was able to obliterate an entire line of German tanks - including a King Tinger and an Elephant - with a single barrage, and was refreshed by the time the next wave of vehichles moved up.

I love the mod otherwise though! Just think those Howitzers should cost a bit more Pop wise. Perhaps give them reinforcements to compensate? the Pak 43 can have 2 additional lads on it for replacements at the cost of Pop, for example.
Soup Broth  [developer] 16 Dec, 2014 @ 8:09pm 
Yes, it's an issue I'm aware of. I lowered the pop costs per man, so when I lowered the number of men on each team weapon from my original value (roughly 10, +2 or -2 depending on faction), the population cost dropped from 8 to 2.
Last edited by Soup Broth; 16 Dec, 2014 @ 8:10pm
whitewolfmxc 16 Dec, 2014 @ 11:12pm 
a simple hard cap should solve that issue lol hows 0.2 going along mate ?
Soup Broth  [developer] 17 Dec, 2014 @ 1:32pm 
It's going well! Taking much longer than expected, but it'll bring some pretty huge sweeping changes.
@Hard cap: I don't want to limit how many artillery a player can build, but there will be some restrictions in the new build. :)
Your Own Mother 18 Dec, 2014 @ 12:00pm 
Sounds good! Keep up the great work.
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