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I think added camo is all the help it needs.
- T34/85. It's available at exactly the same moment as T34/76. Which is wrong.
Panther came as reaction to T34/76. T34/85 came as reaction to Panther. I don't think
T34/85 should arrive before Panher. Just require to make all 4 soviet buildings first.
- Reduce pop of T34/85 to 12. Germans already have ridiculous pop efficiency.
mostly this for now.
Already added not only camo, but HVAP rounds (slightly modified Volwerine/Jackson ones) to the StuG (not only to it - see the latest changelog). Also already added the remade Jagdpanzer as the top unit for that building.
As for T-34/85 - it's available somewhat later, than T-34/76 due to it's higher cost (400/140 vs 330/100) and time to build (45s vs 35s), but - yes, still before the Panther. My Panther, however, is not equal to the T-34/85 (1040 HP vs 720, 290/130 armor vs 180/150, higher rate of fire). So, the T-34/85 still loses to the Panther in frontal slugfest, though not as badly, as in the original game.
The idea for building all 4 buildings - somewhat viable, but I've got a better one: to make the T-34/85 available for production via the research (kinda "Gradual rearming with T-34/85") in the production building (adding it to the production line). Any ideas how to make such an upgrade? Would appreciate any help.
- Same as SMG strelski and regular DP28 strelski... redundant. Just call 'em same, but give multiple uprade options.
- Nooooo :p didn't want you to make T34/85 come out at same time as engineers, but be
equal to IS-2 :p / I wanted T34/85 be like Panther call-in in COH1 Panzer Elite. It should not
be feasible to even be able to make T34/85 before you've made T34/76. And it mustn't be a
cost issue. It has to be a tech issue. / And T34/85 must be similar to T34/76. It's supposed to
be a mass-produced up-gunned T34/76 with a different tower (and higher rate of fire due to
+1 crew and more space in turret). If you make T34/85 more expensive and more powerful
than the KingTiger, then it isn't the same thing at all.
- For that to work, you need 12 pop T34/85. And it needs to be not very expensive.
It needs to be a T34/76 with higher pen, and higher firing rate. With same pop.
And, no. 4 building required is the way to go. Is same as for Panther : Need to get all tech
levels.
- I know a lot of people complained that Germans were op. But I want balance.
And you are going towards making Soviets op. "it's okay. The germans were op
before, so it's fair"...
Just try my suggestion :)
Or remove all soviet units and just make 10x T34/85 per click be only unit available :)
you really want it to be first unit available, don't you? :)
i LIKE the T34/85. And I WANT it to be a Core Unit. Rather than a Commander unit.
but 1) You make it available too soon. 2) You buff it so much that it's no longer a medium
mass produced tank 3) People do NOT make T34/76. There is NO reason to.
Pretty possible if equipped with no-prone MG-42 and - especially - if using that (originally Stormtroopers' one) "Assault Ambush". Actually - they lose to my Guards without that ability and barely win using it (if managed to do so).
Wehrmacht, in its current state, is extremely vulnerable to aircraft. I had a SdKfz. 251/17 earlier in the match and it was beaten, fully deployed head-to-head, by an M3 Scout Car, so I wasn't going to try that again against Il-2s. Aside from the coaxial MG upgrades on tanks, I think that's it for them for AA? At the very least, accuracy on the Il-2 strafe needs to be reduced.
Panzergrenadiers desperately need the Put Away AT Weapon ability used by the Rangers.
I don't much like the absence of non-doctrinal mines for US Forces. Rear Echelon Troops are the worst combat pioneers in the game and have little else to do with vehicle crews able to repair. There isn't much point in training them.
In one match, I lost more Ambulances than any other unit. It's gotten to the point where I just leave it at the base, or don't build it at all. I'm not trying to argue that the WC54 should be a front-line unit, but the chassis can't even stop pistol rounds, so if just one Pioneer happens upon it (and there's no hiding in FOW with higher-level AI), that's it. If that's historically accurate, fine - but it does create an imbalance in USF's ability to reinforce and heal in the field. The M3 is a viable alternative for the former. As for healing, I suggest allowing the Medic squad to be buildable straight away as a separate unit. If possible, allow them to use their healing ability while garrisoned.
Speaking of the WC54, does the game engine allow you make the front of a vehicle the vulnerable side? It always bothers me when rear critical hits are awarded against vehicles that have their engine blocks in the front.
Veterency levels for the Soviet Officer would be appreciated. Or at least enforce consistency between all officer types, since some have levels and some don't.
40 fuel for the Soviet MG Emplacement makes it an effectively pointless build option.
As for IL-2's strafing run - yes, it's way more powerful, than in the original game: I made it pretty close to what it was IFRL - 2 23-mm cannons (with 1.6 or 1.7 AoE) plus 2 ShKAS MGs (the latter - wait a bit! - had 1800 rpm rate of fire each). So - yes, it can wipe out the squad (especially the CoH2 squad, which is at best half of a normal one). It is kinda bad news, but - not the only one at least: I warned, that squad wipes are pretty common in my mod.
As for Wehrmacht vulnerable to aircraft - all factions are vulnerable (yet again - as it was IRL): Soviets' and USF's AA are yet weaker, than Wehr's / OKW's one.
Non-doc mines for USF (along with making the USF fortification also non-doc), as well as adjusting the soviet MG nest cost - at least worth trying to do.
Rear Echelons aren't (and shouldn't be) a combat unit (the very same way as Pioneers/Combat Engineers), they are support troops (and have "Merge" for it, BTW).
Panzergrenadiers don't need "Put away AT weapons" - the player must choose, how to equip them: either with hip-firing MG or with Panzerschrecks.
All officers have veterancy (at least that's what I saw in the Attribute Editor).
As for WC54 and other cars (like Kubelwagen) - they don't and shouldn't have any armor.
I guess the point I'm trying to make here is, why have dedicated AA units if they can't affect your opponents' strategic decisions? There needs to at least be a chance that the recon pass / attack run / paradrop gets shot down before completing its mission if the enemy has prepared an air defense.
Side question on air superiority: is there any way to have the 12-CP Sturmovik/Stuka patrol call-in target enemy aircraft as well? Kind of unfortunate we never see dogfights.
I missed the Merge ability on Rear Echeleons! Thanks and good call.
Still inclined to disagree on Panzergrenadiers. If you equip Panzershrecks, the Wehr loses their assault infantry (unless you're desperate enough to press your Pioneers into it). Every other faction can field separate AI and AT infantry units.
Cars are still made from steel though. Certainly it must offer similar protection, at least, as Soviet body armor? Wiki: "Bib SN-42 was designed to protect against bayonet attacks, small fragments of shrapnel, and 9-mm pistol bullets with lead cores, providing protection against damage from a submachine gun MP-38/40 from a distance of 10 m is also a distance of 100–150m, and a single shot from a rifle 7.92mm Gewehr 41, but on the condition that the bullet went on a tangent."
Suggest making M2HB and M1 Paradrops cost munitions.
Paratroopers ought to be able to build Trenches. I'd also give them a standard smoke grenade or an unlockable white phosphorous (currently have 12 Paratroopers suppressed by 3 Volks with a pair of MG34s). Maybe allow them to use a Wehrmacht-style field first aid kit, although I do understand they can heal with veterancy.
Riflemen and Elite Riflemen probably should be able to dig Trenches.
5-squad Rear Echelons makes merging more difficult than necessary (since just about everything else is 6).
USF Grenade Package seems obsolete or overpriced (no other faction requires tech to unlock AI grenades).
Jagdtiger front armor (150-250 mm) can by penetrated (and with good effect) by M15A1. Jagdtiger should get Focused Sight.
M20 12.7 mm handily beats SdKfz. 221 20 mm + 7.92 mm head-to-head (both units Veteran 1 with 95%+ health; M20 with heavy engine damage and no armored skirt).
Suggest increasing Avtomatchiki cost to 300 manpower.
Waffen-SS Grenadiers are clearly inferior to their Panzergrenadier counterparts. Replace Kar 98k armament with unscoped G43s?
Doctrinal T-34/85 should either unlock tech for free or call in a veteran unit. I'm inclined towards the latter, just for the sake of maintaining its position as a 10-CP perk. (I'm assuming you're somewhat limited with what you can do with commanders, so I'm going minimalist here.)
ML-20 and leFH 18 population cost should be based on caliber/firepower (currently both identical). I would argue that the manpower cost should be scaled somewhat as well.
Panzergrenadiers cannot build fires in winter.
KV-8 cannot switch between HE and AP rounds. Perhaps the engine doesn't allow for two swaps on a single unit. How much is not being able to fire the main gun while using the flamethrower excessive game mechanic and how much of it is an accurate representation of historical crew responsibilities?
IS-2 Defensive Weapons ability should probably be more like Sturmtiger's... or at least not instantaneous.
Moving the M3A1 to the Rota Tyazhologo Oruzhiya would balance the two starting choices a little better. It would also completely eliminate the early-game clown car strategy with the sniper. My philosophy is that if you have doctrinal DShK-38s or HM-38s, you build the Osobiy Pechotniy Shtab; if you have Shocks or Guards, you build Rota Tyazhologo Oruzhiya. Better to encourage early mechanization with the elite troops.
SdKfz. 234 has pathetically bad 50 mm accuracy against infantry.
If the Soviet Officer gets grenade abilities (presumably) thanks to his bodyguards, so should Sturm Offizier. And probably the other doctrinal Axis officers.
Consider making Assault Grenadiers a standard unit for the Wehrmacht.
Strelky grenades are cooked too long - they should not be the same as the elite Soviet troops.
I'm having trouble dealing with Soviet late-game armor as the Wehrmacht. My Panthers fight T-34/85s to a standstill and I can't field anything larger than 75 mm without using a certain commander. The omission of 88 mm Flak (I know Relic didn't provide a model for it) really hurts in a drawn-out battle.
Infrared scopes probably ought to cost some munitions for Waffen-SS Panzergrenadiers.
StuG III Ausf. E is unable to upgrade to add a pintle-mounted MG42. Odd exception.
Pak 43 cannot penetrate SU-85 side armor at maximum range (two shots perpendicular; one oblique). Same for T-34 side armor at medium range (two oblique shots bounced off) and front at medium-long (two more perpendicular).
M3A1 easily solos MG42 bunker. Entrenched fighting positions simply should not be vulnerable to small arms or machine gun fire.
Basic infantry and sapper units should be able to fill sandbags. Trenches are not universally suitable for garrisoning: they're large and extremely vulnerable to cooked grenades.
Americans should be able to build a vehicle crew squad for less cost than Rear Echelons.
In contrast to every other officer unit, the Artillery Field Officer has no pick-up slots.
Killed the commissar right at the start of an engagement and none of the nearby troops got pinned or shattered.
Suggest adding a 2 x PzB 39 or PzB 784(r) upgrade for Grenadiers (either way, using PTRS model). Alternatively, you could make Osttruppen a standard unit and give it to them, perhaps along with an MG34 option. Problem is, Wehrmacht has no credible early light vehicle counter - fighting off vehicles with one-shot abilities rapidly depletes munitions - and the DShK mounted on the M3A1 is scary. A Tier 1 Pak 36 would perhaps be a more elegant solution (in which case, I'd drop their le.IG 18), but one not currently within the realm of possibility. Since anti-tank rifles rapidly become ineffective as medium armor rolls out, a less-lethal ability similar to buttoning may be appropriate. Alternatively, increase the innate chance for anti-tank rifles to jam turrets and the like.
If your PzIV and Stug III were hit to the side armor (which was only 30 mm thick IFRL thus easily penetrable by DShk-38, M2HB or Vickers D5, and this is reproduced in my mod) - then yes, it is intentional. Try to use the tanks' front armor attacking such emplacements. Or mortars. Or any other artillery (which, BTW, all can fire to the FOW).
As for Bazookas - it is OK as well: they are formidable weapon versus anything armored up to medium tanks (as well as Panzerfausts and Panzerschrecks). Even more so: if you're talking about StuG III - don't forget, that it is light-tank (Pz III) - based thus not that much of resilient (BTW, in my mod they have 520 HP or something about, which AFAIK was made only in the latest patches in the original game)
The M2HB has IIRC penetration of 45 in my mod (equivalent to 22.5 mm - it's actual penentration). Both Stug III and Pz IV have front armor of 160 (in-game equivalent of real 80 mm unsloped) and 520 to 560 HP, the PzKW VI, respectively - 200 (equal to 100 mm unsloped) and 1340 (IIRC) HP. Thus, even with Relic's (fairly stupid) probabilistic armor penetration model probability to deal any damage for M2HB was 1/8 to 1/7. M2HB's damage is 10 per shot. Thus - roughly 400 shots to destroy Pz IV or StuG III and 1100-1200 shots to destroy the Tiger. The only (hardly, TBH) probable situation which could lead to such results - is (maybe) you forgot to switch to HE shells on your tanks and they missed badly having their AP shots loaded. I agree though, that the very possibility to destroy the tank with MG looks pretty silly, and I'd prefer the penetration model from the Russian WW2 games (Men of War or Blitzkrieg series), but to my sheer regrets it's not up to me :-).