Company of Heroes 2

Company of Heroes 2

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Attrition - Supply Mode
   
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Item Type: gamemode
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512.946 KB
Nov 1, 2014 @ 9:33am
Nov 5, 2014 @ 7:01am
4 Change Notes ( view )

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Attrition - Supply Mode

Description
This is a modified version of the Attrition Gamemode (found here )

This Gamemode is still WIP but fully functional.

Make sure to get the Tuning Pack as well as it contains several important unit and ability changes to complement this gamemode: Get it here


The intent of the modification:

The intent is to keep the basic principles of the attrition gamemode and enhance them to gain a more enjoyable gameplay experience, open up more viable strategies and increase the average length of matches.

Changes compared to the original Attrition:

The main difference is the supply feature:
Every player will get ressource supplies throughout the game. This was done to keep the gamemode interesting and intense throughout the entire match and to increase the length of an average match.

The first supply will arrive after 3 minutes into the game. Each subsequent supply arrival will take one minute longer, i.e: 2nd supply 4 minutes (7 minutes into the match), 3rd Supply 5 minutes (12 minutes into the match) and so on.

This will (hopefully) increase the amount of viable strategies, as players will be able to build units and create army-compositions which were impossible to get before. Even the mighty King Tiger might hit the battlefield now.

Special supply:
There are two special supplies currenty implemented:
1) The first supply will be 2x the amount of regular supplies.
2) Emergency supplies: Once the Victory Points of a Team drop below 75 this team will receive additional supplies (again twice the size of regular supplies) immediately. This was done to slightly increase the chances of comebacks and to prevent players from dropping in the early stages of the match.

Supply Ressources are:

Other supply:
mp: +200
ammo: +60
fuel: +50

OKW supply:
mp: +200
ammo: +60
fuel: +30

Like in other gamemodes, the OKW gets slightly less ressources than other factions for balancing reasons.

Removed Starting units: Players now start without any units (instead of having engineer units at the beginning of the match). Players are supposed to choose what kind of units they want their army to consist off.

Removed Fuel and Munition Caches: This was done temporarily as they currently dont serve any purpose. This should have a great positive impact on the performance of the AI in this gamemode.

Changed:

VPs 100 -> 250
(to increase the length of the average match)

Starting manpower 2400->-> 2600
(to account for the removal of the starting unit)

Fuel for other Factions (except OKW) 260->220

(To prevent heavy tanks to be built early on. Heavy tanks like the Tiger, IS2, Elefant or ISU152 were used very frequently before. This change is supposed to open up a window of opportunity (between the start of the game and the first supply drop) for medium tanks and lighter vehicles to shine.
Players will have to decide wether they want to spend their fuel early on or save it and hold out for 3 minutes until the first Supply arrives to call in a heavy tank)

Starting Population Cap 40 -> 30

popcap per sector 3->4

Resulting in a total popcap value of 61->58 if holding 50% of the map.
This was done to increase the importance of territory points and to decrease the size of the armies >early on< slightly to prevent players from leaving the match early because they lost all their ressources in the first engagements.

Increased max zoom level to 50
To grant players a better view of the battlefield.

Updated Changes:

Added functionality for two commander abilities:
Soviet industry now grants 50% more fuel at the expense of 50% Manpower and Munitions with every arrival of supply.

Luftwaffe Support Supply Drops can now be used on munition sectors. The focus of the commander are munition-based abilities and this ability is supposed to reflect that. The map icons of those sectors were adjusted accordingly.

Added a Tuning Pack for this gamemode which can be found here. It contains the following unit and ability changes:

-Repair abilities will not function on vehicles anymore. Only on buildings, bridges and support weapons.

-Adds a self repair ability to every vehicle and tank unit in the game.
Upon activation it will repair a certain percentage of the vehicle health for a munitions cost.
The cost depends on the vehicle-class: Heavy tanks cost 50 ammo per usage of the ability, Medium Tanks 30 ammo and light vehicles are free to repair.

This change was implemented as vehicles were too economical in previous versions of Attrition. While infantry units and support weapons need to be reinforced or healed and therefore require more ressource-investments after they took damage tanks could be repaired for free. Careless usage of armor units will now be a munition drain.
Light vehicles (and lighter armor like the M10 Tank Destroyer or the SU76) already are fragile units and require more effort to pay for themselves, therefore they do not require any munitions to repair.

- Increased the combat strength of engineer units and their price

With the repair changes mentioned above engineer units became a less attractive choice for players.
Their combat stats were therefore buffed to make them expensive combat units with additional capabilities like laying down barbed wire, building tank traps, demolition charges and so on.

Wehrmacht Pioneers: essentiall became 4 men Assault grenadiers with pioneer abilities. Price 280mp

USF Rear echelon troops: essentially became 4 men Riflemen squads with rear echelon abilities. Price 280mp

Soviet Combat Engineers: essentially became 4 men conscript squads with engineer abilities: Price: 200mp
While the Soviet army therefore has Engineer units which are inferior to other engineer units in direct combat they also are the faction with the cheapest engineer units in the game. Their role is more of a unit which lays demo charges and mines.

Upcoming changes:

Giving all ressource-based abilities/entities a unique purpose (Caches, Salvage Wrecks, , Supply Drops, Opel Blitz and so on)

Tweaks to the ressources

To find some other cool high quality modifications just click here
Popular Discussions View All (1)
2
Nov 8, 2014 @ 8:24am
ADD ME IF YOU WANT TO PLAY IT
Blackhammer
45 Comments
Hunter-Chopper May 29, 2021 @ 1:47pm 
why cant i play the mode?
saberhawk.2013 Jun 27, 2018 @ 5:08am 
ok. thanks for the reply
Senseo1990  [author] Jun 27, 2018 @ 4:52am 
hey saberhawk,
I am sorry but I really have no idea. The gamemodes were released almost 4 years ago and after countless patches Relic may have changed something that affects them.
saberhawk.2013 Jun 27, 2018 @ 4:43am 
When I start the match, the victory points always show 0 to 0. Happens to both ur version and the original version. Is this a glitch? how can I fix it?
Senseo1990  [author] May 19, 2017 @ 1:51am 
Hey Jake, yes youre right: Unfortunately, I havent updated this in ages, as my interest in Company of Heroes declined. Maybe someone else would be willing to implement the necessary changes. All that would require is some rough knowledge of SCAR-scripting.
Jayrus May 18, 2017 @ 5:05pm 
this seems dead but if you play this with brits their base still needs to be built up. serious disadvantage. I'd really love to play this more but I mainly play british and they kinda suck because of the resources they have to spend to just be able to produce other units.
Senseo1990  [author] Nov 8, 2015 @ 7:11am 
Hey Celticus,
im glad that youre enjoying it. It has been a while since I released the gamemode and lots of things have changed since then. There isnt an update planned at this point, simply because I wouldnt know what to add. Changes based on the fact that the british factions was added in the meantime would be necessary but Im currently not very interested in doing that to be entirely honest.

Plus, I always work on one project at a time and there is something different in the works right now :)

@Wintermist

Hi,

1. A seperate mode for playing vs the AI would be necessary for that, because there is a reason why I removed the repair ability. However, you can play this gamemode without the tuning pack in order to have functional repair abilities.

2. Some update must have messed up things then :(

@Celuts Adolfobamaniqua (what a name)

I tried to make this gamemode work with regular maps. Not every map will have optimal gameplay but most of them should work fine.
Celticus Nov 8, 2015 @ 6:08am 
Great mod, beein having a blast playing it. Any plans to update soon?
Wintermist Aug 29, 2015 @ 5:25pm 
Heya, this is a fun variant of the Attrition mod. There are however some issues.

1. You removed the ability to repair from the infantry, this causes problems when playing with the AI. It thinks you can repair and moves his tank to your "engineers" and just stops there. Would be great if you gave the repair ability back to make the AI work properly again.

2. I don't know why, but the timer for the Victory Points doesn't work either. They only say 0 for both teams. One doesn't know what the standings are.
Cletus Adolfobamaniqua Aug 19, 2015 @ 4:47am 
Just wondering, can't there be added custom features to the mod? As like, being able to modify how many resources or things like that and population? Also a custom map would be needed for this game, because the normal ones are intended for resource capturing.