Company of Heroes 2

Company of Heroes 2

All Units (170 added)
AndiNova 16 May, 2020 @ 2:03pm
2 New Unit Ideas for Oberkommando, as well as Slight Panel Reorganization.
First off love the mod, and since finding it, ive since convinced several friends to come back to CoH2.

that said ive been loving all the factions Soviets and Oberkommando the most. but i feel some changes could be made to make this mod abit better, as Oberkommando had only 29 units added ill be covering an idea to make the flow of the Panels better and then 2 new units.


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=Construction and Building Flow=
please note as i havent modded CoH2 myself yet(but after playing this mod im definitely looking into it) i dont know how much effort would be needed to move a unit from one build panel to another.

that said, if i were going to move Units within the panels around i would relocate the (Goliath) from the (Battlegroup Headquarters Panel) to the (Command Headquarters Panel) in the blank space next to the (Tiger B 'Königstiger'). i would then relocate the (SdKfz 221 Scout Car) to the Space the (Goliath) occupied in the (Battlegroup Headquarters Panel). Finally i would move the (Flammpanzer 38 'Hetzer') from the (Schwerer Panzer Headquarters Panel) to the (Mechanized Regiment Headquarters Panel) next to the standard (Hetzer) replacing the (Goliath), as i dont see why their needs to be 2 places to build (Goliath'ss's).

=Picture below for illustration purposes=
Top is how its Currently Displayed, Bottom is with the Units moved.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2098987954&fileuploadsuccess=1
i feel this would allow (SdKfz 221 Scout Car) to get out into the field faster as the (Battlegroup Headquarters) is usually build before the (Mechanized Regiment Headquarters) and also for organization placing both (Hetzer's) next to each other Freeing up 2 spaces for new Units should [SneakEyes] decide to add more, theirs room for another Light/Medium unit and a Medium/Heavy Unit.


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=New Oberkommando Unit Ideas=
this comes with another edit of the build Panels, moving a couple units as seem above, but adding one in the place of the (SdKfz 221 Scout Car) we moved from the (Mechanized Regiment Headquarters Panel)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2099320088&fileuploadsuccess=1
now onto the new Units, as [SneakEyes] has expressed before he doesnt like duplicate units and prefers unique units that would be in his power to make, so i have some ideas.

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=First= New Unit =(Bergepanzer II Ausf F 'Flammn')=
based on how some Panzer2 Chassis were used when retired from the front lines, due to their weak armor some were used as ARVs(armored recovery vehicles) with mounted flamer thrower. in this case the model wouldnt have to change much at most added a flamer thrower into the turrent would be enough removing the primary gun.
for abilities it would have similar abilities to the (Repair and Recovery Truck) be able to Repair Vehicles and bridges on the battlefield.
i feel this fits the CoH2 description of the Oberkommando as they are supposed to represent Late war Germany, working hard to just keep what they have going and salvage anything they can. Also to better distinguish the (Bergepanzer II Ausf F 'Flammn') from the (Repair and Recovery Truck) a change like making its ability to Salvage any destroyed vehicle in to a (Goliath), and to balance this like the (Repair and Recovery Truck) you can only have 1 on the Field at a time.
=0=
=(Bergepanzer II Ausf F 'Flammn')=
Health, Movement, & Armor= (Panzer II Ausf. L 'Luchs')
Base Weapons= Flamer Thrower(turrent Mounted)
(Abilities)
=Standard (Attack Move / Stop / Attack Ground / Reverse Move / Crew Disembark)
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=New Ability (Advanced Repair)
Bergepanzer can repair any damaged structure, vehicle, or bridge with a repair rate of 5 HP/s per model.
Right-click on damaged object, or select Repair and left-click.
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=New Ability (Recover Wreck into (Goliath)
Bergepanzer will restore any destroyed Vehicle Wreck. on completion (Goliath) is spawned in place of the Vehicle Wreck.
Duration 20s. Bergepanzer is immobile and weapons are inactive. 30s Cooldown.
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=New Ability (Defensive Positions) From (Sturmpioneer Squad)
Bergepanzer can build any Defensive Positions buildings the (Sturmpioneer Squad) has access too. acting as an armored Salvage and construction Tank
Bergepanzer is immobile and weapons are inactive While Building,
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=New Ability (Emergency Repairs)
Vehicle crews gain the ability to repair critical damage on their vehicles. After 3 seconds upon activating, one critical will be fixed and repairs start at a rate of 30 HP/s for 12 seconds. Prioritizes the 'Heavy Engine Damage' critical.
Duration 15s. Vehicle is immobile and weapons are inactive. 45s Cooldown.

=Old Ability=
=New Ability (Recover Wreck)
Bergepanzer will restore any destroyed Vehicle. Drains resources off your income while active. Vehicle is restored with only 25% of Vehicles maximum health.
Duration 30s. Bergepanzer is immobile and weapons are inactive. 60s Cooldown.


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=Second= Unit Rework =(SturmPanzer VI 'Sturmtiger')=
i love the Reworks of CoH2 in this (All Units [170 added] Mod) but playing Oberkommando and using the (SturmPanzer VI 'Sturmtiger') i felt something was missing, it was strong, but in such a niche way that it found myself never using it after the first couple "Yay it went Boom" moments.
so i went about looking at all the other vehicles and units in CoH2 and looked to see how the (SturmPanzer VI 'Sturmtiger') could be improved, and after talking with [SneakEyes] and others i feel i have a way for it to be improved but not so much that it grows too strong.
this below would be my suggestions on what to add to it, to increase its utility.
=0=
=(SturmPanzer VI 'Sturmtiger')=
Health, Movement, & Armor= No Change
Base Weapons= No Change
(Abilities)
=Standard (Attack Move / Stop / Attack Ground / Reverse Move / Crew Disembark)
=Original Abilities (Handbrake Mode / 38cm Rocket Attack / 38cm Rocket Reload)
(Emergency Repairs / NahVW Grenade Launcher ) No Change
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=New Ability (Barrage) From (B-4 203mm Howitzer)
Fires a single powerful shell at target location.
Single Shell is very effective against grouped targets. 50s Cooldown.
(Range Max and Min based on (SU-76) (Light Artillery Barrage Ability)

=Old Abilities=
=New Ability (Firing Positions(Toggle) From (KV-2 Heavy Assault Tank)
The entire crew will stop and assist with the loading and firing of the main gun. Improving range and fire rate at the cost of mobility. The unit will have a minimum range in this mode.
Toggle Duration 10s. Vehicle is immobile. 38cm Rocket Attack Ability Max Range Doubled.
38cm Rocket Attack Ability min Range Doubled. 38cm Rocket Reload Ability reduced 10s.
(After Activation (Firing Positions Ability) becomes (Become Mobile Ability)
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=New Ability (Become Mobile(Toggle) From (KV-2 Heavy Assault Tank)
the Crew will go back to their default roles allowing the Vehicle to move again this process takes some time.
Toggle Duration 10s. Vehicle is mobile again. any bonuses from (Firing Positions Ability) are removed.
(After Activation (Become Mobile Ability) becomes (Firing Positions Ability)
Last edited by AndiNova; 17 May, 2020 @ 11:00am
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Showing 1-15 of 15 comments
SneakEye  [developer] 16 May, 2020 @ 11:56pm 
Thank you for the taking the time to write such a detailed idea including the images!

The Goliath (from a commander) is in vanilla available in all for HQ's. The unit spawns directly from the building so it is quite usefull to have it available at more places. I limited this already to only two HQ's to free up some space, but I think the last two are both useful so the player has access to it no matter which HQ he starts with and these can be positioned in forward sectors.

I don't understand why you usually build the Battlegroup HQ before the Mechanized HQ. They cost the same and both have good units for early game. In fact I often skip the Battlegroup to get faster access to light tanks. This is also the reason that I don't want to move the Flame Hetzer to the Mechanized HQ, because it would be available far too early. The 221 scout car plays an important role when the Mechanized HQ is build first.

It bothers me that models cannot be changed and using a Panzer II with a visually functional gun is not just weird, but also confusing. To be honest, this is very close to duplicating units because the whole recovery unit is currently unique for the Wehrmacht.

Firing Positions for the SturmTiger is interesting but complex at the same time. That begins with the fixed turret. This can be solved by rotating the vehicle, but I cannot tell for sure if that works when movement is disabled. The usability of this requires some testing. The insane reload duration (even with 10s less) makes it unpredictable when it fires. I do agree that this unit deserves some more utility, the implemtation is just tricky. Another idea which I received some time ago was to give it a single shot howitzer ability. I was too busy at that time, but it could be interesting to look into it now. What do you think about such an ability? It is at least easier to use. Both abilities require tests and I cannot promise that it is possible.
AndiNova 17 May, 2020 @ 10:47am 
i see what you mean,

ive since changed the 2X MG42s on the (Bergepanzer II Ausf J) to a flamer thrower as ive found some documentation on a (Bergepanzer II Ausf F 'Flammn') this would allow for the cannon barrel to be changed to a flamer thrower, much like the Flame Hetzer,
on the grounds of the Abilities, would it be possible to make a Unit Spawn a (Goliath)? and would you be up for making a unit spawn a (Goliath)?

perhaps that could work,
how about this as an ability for the 'Sturmtiger'?
=(SturmPanzer VI 'Sturmtiger')=
=New Ability (Barrage) From (B-4 203mm Howitzer)
Fires a single powerful shell at target location.
Single Shell is very effective against grouped targets. 50s Cooldown.
(Range Max and Min based on (SU-76) (Light Artillery Barrage Ability)
=added it to the Topic=
SneakEye  [developer] 17 May, 2020 @ 1:01pm 
I didn't know the Panzer II Flamm variant and it looks awesome. Sadly due to the limits of the tools it is not possible to add flamethrowers to a moving unit. That is why the Sherman Crocodile and OT-34 are stationary.

The barrage ability sounds good, I will try to make it.
AndiNova 17 May, 2020 @ 3:24pm 
im downloading the CoH2 Tools now, im a Programer by trade, ive worked on mods on (Ark) (Xcom2) (BannorLord) (MW5:Mercs) and others, so ill look into it and see what i can put together, who knows maybe ill find a loophole in the Tool, if not perhaps i can make a Plugin,

i think the (Barrage) From (B-4 203mm Howitzer) will be a good fit for the (SturmTiger).
Last edited by AndiNova; 17 May, 2020 @ 3:26pm
AndiNova 17 May, 2020 @ 4:30pm 
SneakEye i just made my own simple Test mod and added a flame thrower to the KubelWagon, it appears to be working in game. the flaming stream effect isnt there, but the fire on the ground and in the area leading from truck to ground is.

is this what you ment by it wasnt possible as the flame stream isnt appearing?
ill work abit more on this to see if i can get the flaming stream effect to appear.
Last edited by AndiNova; 17 May, 2020 @ 4:52pm
SneakEye  [developer] 17 May, 2020 @ 9:56pm 
That is indeed what I meant. Visuals are an important part of the game and attaching the flame stream to a moving object is the hard part. Thanks for the help.
AndiNova 19 May, 2020 @ 7:34pm 
well i think i found the problem, havent fixed it but found it,
for the flame thrower stream is attached as a tracer to the flame thrower weapon,
for some reason when you change a weapon on a vehicle it loses its tracer,

not sure why this happens i also tried cloning the weapon and also keeping the weapon and just changing the tracer, it seems like the tracer always disappears, currently looking into a fix
SneakEye  [developer] 27 May, 2020 @ 12:40am 
Current concept for the SturmTiger long range ability:
Requires veterancy 1
Cost 45 ammo
50 sec cooldown starts after reload finishes
Min range is 30 and max range is 65 (70 after vet 4)
It uses a high firing angle which makes it pretty useful (and strong).
Last edited by SneakEye; 28 May, 2020 @ 4:13am
SneakEye  [developer] 28 May, 2020 @ 3:21am 
The new ability is included in today's update :)
Tortuguita 13 Jun, 2020 @ 10:21am 
Thanks SneakEye for the new ability! Now the Sturm can see more action :)
komi 16 Jun, 2020 @ 2:55am 
I don't mean to butt in here, but I'm having bad luck trying to post a new thread with Steam's weird automated check system, and since we're talking about new units...

@SneakEye Have you considered adding a unit that represents the Marine-Stoßtrupp-Kompanie or other Kriegsmarine land forces? We've already got Heer, SS, and Luftwaffe troops, so I thought it might be interesting to add a naval land unit, assuming it had enough unique potential to be worth it. Maybe a Kriegsmarine land unit could have the ability to call in offshore bombardment?
Last edited by komi; 16 Jun, 2020 @ 3:00am
SneakEye  [developer] 18 Jun, 2020 @ 7:11am 
I haven't thought about naval units, mostly due to the setting of CoH. However, after your several posts I have the feeling that you are eagerly searching for a new infantry unit for OKW. May I ask why? Is there something that OKW needs in its current state? I prefer to design new units from a faction perspective, not from a unit perspective. That means that I think it is easier to review what a faction lacks and decide what they might need to solve that. Just adding new units often causes overlap and redundancy.
komi 18 Jun, 2020 @ 11:56am 
Originally posted by SneakEye:
-snip-

Just thought it would help add a bit more flavour and immersion to the game, if the variety of infantry units could be expanded to cover other sorts of soldiers from this era. It's always nice, imo, to cover more history in games like this, particularly bits of history that isn't often covered by popular video games (hence my Vichy Milice suggestion). Regarding setting, the Kriegsmarine land forces served both on the eastern front (e.g. Latvia) and western front (e.g. France).

I wasn't sure if your objectives in this mod were strictly about gameplay, or also about trying to expand the flavour/setting of the game by expanding the types of units available. If your primary concern is gameplay, then my suggestions have probably been useless, so I'll be sure not to take up space with them any more :)
Last edited by komi; 18 Jun, 2020 @ 11:58am
SneakEye  [developer] 18 Jun, 2020 @ 1:59pm 
The first few years of this mod was mostly adding countless of content. That resulted in a messy game with poor balance and dozens of useless units. In the last two years I have made quite a lot of changes to try to improve the gameplay experience without adding much. I think the mix of both is important to make a game interesting. So the focus was mostly on quantity and now (maybe a bit too much) on quality.

Also I am barely working on the mod currently and new units take a lot of time. That is why I was asking about how the unit can fill in a new role and be of value to the faction, to motivate me to spend more time and maintain the quality.
komi 19 Jun, 2020 @ 1:16am 
Originally posted by SneakEye:
-snip-

Thanks for the explanation, I understand. It's a great a great mod as it stands and my suggestions weren't made because I thought there was anything wrong with it, but because I thought there might be some more potential for the scope of units. Even if a few were similar, having units that represented more sides of WW2 would have been a lot of fun on the immersion/uniqueness front. But if you're fairly happy with the infantry roster as it stands, then I certainly can't complain.
Last edited by komi; 19 Jun, 2020 @ 1:18am
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