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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 ???
@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?
@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
@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.
@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.
*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...}
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.)
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.
@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. :)