Company of Heroes 2

Company of Heroes 2

Battleground: Europe
Jed  [developer] 16 Nov, 2014 @ 10:06am
Suggestions
Post any suggestions for improving gameplay here.
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Showing 1-15 of 189 comments
SpardaSon21 17 Nov, 2014 @ 3:23pm 
Needs photon beam cannons, and damn historical autheticity.
SpardaSon21 17 Nov, 2014 @ 3:26pm 
On a more serious note, I'd love to see the U.S. weapon racks get expanded upon if possible, as I think its a faithful representation of the U.S. having stockpiles of spare weapons to be handed out on an as-needed basis.
Jed  [developer] 17 Nov, 2014 @ 3:50pm 
Actually that's a great idea. I was thinking of swapping out the m1919a6 for M1 Thompson smg's as those were more liable to be stockpiled in significant numbers. On paper, the typical Rifle Squad had an M1 smg (for the squad sergeant), an M1 carbine (for the section sergeant), a BAR, and 9 Garands. By early summer 1944, most squads in the field had an extra BAR and the section sarge had a Thompson "procurred" through various means. Bazooka's were typically held at the Company HQ and dispensed as needed if say enemy armour was expected.
SpardaSon21 17 Nov, 2014 @ 8:32pm 
Well, given that, I think replacing the BAR with Thompsons would be better if U.S. Rifle Squads will get two BAR's by default, and that allows for specialization into either close combat with Thompsons and BAR's or differing types of fire support with an M1919A6 or a Bazooka.
whitewolfmxc 2 Dec, 2014 @ 11:00pm 
Hi mate , love your mod , but instead of increasing infantry HP which by default is already pretty high , why not just increase squad size further ? have realistic platoons size etc

also it might be ok to increase the pop cap ? 1 standard company can range from 100 - 200 men , pending on country and time period (obviously soviet should be higher XD )

and also any chance you will go the rhoute of making all units avalible to factions ? (while commander call ins are cheaper for the same units )
Last edited by whitewolfmxc; 2 Dec, 2014 @ 11:18pm
Jed  [developer] 3 Dec, 2014 @ 6:06am 
I'll see what I can do about increasing population caps. I can't do it the usual way as those files aren't moddable yet.
Fritz_Fraghof 1 Jan, 2015 @ 7:31am 
You can use this mod fine in conjuction with the excellent Population Cap mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=333857863
Last edited by Fritz_Fraghof; 1 Jan, 2015 @ 7:31am
Jed  [developer] 1 Jan, 2015 @ 9:50am 
Very nice - thanks for the heads up : )
Fritz_Fraghof 6 Jan, 2015 @ 8:59am 
You are welcome.

Just out of curiosity, which factions would you say are complete and balanced to your satisfaction in your mod so far? I ask, because I just played a round as the USA and Wehrmacht Flakpanzers were taking out my 76mm Shermans in every engagement, and with ease. I couldn't find the Jackson either, so it was a very hard grind against the Germans.

I noticed artillery and mortars have incredible range, are very accurate and cheap in this mod. It is certainly an interesting approach, and the range is undoubtedly more realistic, but I feel it does make constant reinforcing of the big squads a bit of a chore, especially as you can only queue up a few men to reinforce at a time. Anyway, just an observation.
Jed  [developer] 14 Jan, 2015 @ 4:36pm 
Sorry for late replay!

Ostwind: The 3.7cm FlaK 43 got a nerf to penetration recently, so that should help. I'll bump it back up to proper levels once the game's penetration rules can be adjusted (that's actually the reason why Ostwinds had enough of a chance of taking out Shermans despite their pen being 37 and Sherman frontal armour being 70 or so).

The Jackson replaces the M10 call-in for Armoured Company btw.

Mortars are currently being tinkered with. Stay tuned!
Otto Carius 150 + 16 Jan, 2015 @ 1:30pm 
sherman rocket tanks
Jed  [developer] 16 Jan, 2015 @ 2:36pm 
You mean the Calliope? That requires model work, which isn't support atm. I'll keep that in mind though.
Malanthor 24 Jan, 2015 @ 10:02pm 
Better posting here than cluttering up the main thread i guess. :D
1: Pak for for OKW lack veteran descriptions.
2: Jager light infantry have 1 guy with odd uniform that dont fit.
3: ALso in regards to the special unit that come from special doctrines, they are somewhat lacking in comparison with standard troops now that you have beefed those up. Suggest improving them to make them worthwhile, for instance Jaeger light infantry can have ability to stealth when in cover like those erlkundr you created, etc etc.
4: Maybe impement some randomness in weapon output within certain parameters.
5: zugfuhrer trupp reads leutnant.
6: Also zugfuhrer and the other -i think leader types dont give a visual icon over the troops they buff. This is quite handy to have i think. Intentinal or a bug?
7: slit trench sucks ass. They cannot shoot out and mortars kill them too easily once inside.
8: grw42 mortar team veteran rank 1 says it unlocks counter barrage -it dont.
Jed  [developer] 25 Jan, 2015 @ 8:35am 
1. I'll make a note of that.
2. Yeah - that's in vCOH2 as well. I'll sort that out.
3. That's a nice idea. I'll try that out.
4. Randomness as in...?
5. Oh - you must have had the mouse pointer right over the Leutnant himself! I snuck in a little something so that you can get the ranks / titles of individual squad members by pointing at them. I might do this with all infantry models if people like it. I just did the Leutnant to see if anyone would notice.
6. It should now...I changed the ability a week or more ago.
7. They should be able to shoot out.
8. Will look into that.
Malanthor 26 Jan, 2015 @ 1:11pm 
hehe, yeah my german is a bit rusty i first thought it was a mispelling. :D As in the leutnant bit.
By random i meant that if the units could have their starting gear slightly randomized it would be more interesting, as in not always having 1 assault rifle, 1 g43, 2 mg42 etc. Might not be possibly and im sure some will prefer their game stable and predictable. :D
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