Company of Heroes 3

Company of Heroes 3

382 ratings
Spearhead III - Combat Overhaul
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File Size
Posted
Updated
43.966 MB
Feb 23, 2023 @ 1:52pm
Aug 13 @ 6:39pm
299 Change Notes ( view )

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Spearhead III - Combat Overhaul

Description
Issue Tracker

- Random SCAR Issues


Overview

As we tried to do for Spearhead I, we aim to provide a more tactical, and engaging gameplay experience, where bringing the right weapons, equipment, and tactics play a bigger role in combat, using the new systems Relic provided, such as side armor, elevations, etc. We also plan to make this version more focused, and better polished, where Spearhead I later in its development, suffered from content bloat, and many untested features.

Note: We are the original team that worked on SH1. SH2 is headed by Stoklomolvi, which we gave permission to use our mod as a base for his own. While we are on good terms, neither of us are affiliated with each other when it comes to SH3, or any future projects. Please don't ask questions expecting that we know exactly what you're talking about regarding something from SH2.

Infantry
Most small arms have had their ranges increased by ~2x, while damage was increased around 3x. Each weapon has been manually adjusted. Expect engagements in the open or close quarters to end much more quickly. Infantry performance and cost have also been reworked. A better trained squad may perform better in a stand-up fight, but can be easily outmaneuvered and killed.

Explosives
We removed the modifier that prevented most explosives from wiping entire squads. Previously, if an explosive wiped a certain amount of units within the squad (3-4) it would leave the last few alive. Additionally, we increased the kill radius for explosives, and increased their scatter. Field Artillery ranges have stayed about the same to maintain balance, but Assault Guns and Grenades have had their ranges about doubled.

Vehicles
All vehicles have been tuned to behave more realistically. Most will travel slower, take longer to accelerate, and also have a slower reverse speed. Expect vehicles to perform better at their strengths, worse at their weaknesses. An armored car can kill infantry much faster, but will utterly fail to penetrate a tank. Using the right caliber against the right amount of armor is less of a suggestion, and more of a requirement.


Discord


Here is the link to our discord, where you can keep more up to date with announcements, roadmaps, and future content:
https://discord.gg/7wRYB7bgAg

Disclaimers

We mainly interact with the community on Discord, as well as keep better track of bug reports on there. If you post in the steam comments, we may not see/read your message. Please keep that in mind.

That said, please keep the steam comments civil. If you have a suggestion, or bug report, be precise about what you're asking for. Angry rants or making demands of the team for the sake of "historical realism" will not get you anywhere. We strive for a more realistic experience with our mod, but we are not here to make a milsim.




Popular Discussions View All (2)
8
May 2 @ 3:19am
AI broken
Rulehammer-69
2
Aug 26, 2024 @ 7:53am
Mod Acting as if Not Installed
NateDog181
597 Comments
☠Charles Vane☠  [author] Aug 24 @ 4:36am 
that depends. SCAR errors can happen because of conflicting mods or problems in our build.
the more (and more accurate) descriptions we get the better.
futurebrain Aug 23 @ 10:14am 
Love the tuning pack! Any idea on when the SCAR issues might be fixed? I would like to play as US.
Cinders Aug 6 @ 11:17am 
OMG Thank you for your work!
illarionovmisha Jul 29 @ 10:12am 
Hello there! Any luck in dealing with the Allies AI issues yet?
Achronos  [author] Jul 28 @ 7:37pm 
@Mr Panda

They're being nerfed soon. I like how everyone decides to collectively complain about them in the past 3 days after not being touched for months.

Also:
- Bunker MGs have the same range as regular MGs.
- Flak Guns have the same or less range then AT.

You're shooting AP rounds at a building. Do you honestly think that is a good idea?
Pupu Mr. Panda Jul 28 @ 1:10pm 
Great balance xD just place 10 bunkers for 10 fuel with the MG range of the all AT guns aviable for alies and you win game. Bunkers and eplmacement have 0 counter, 20mm eplacement have better range than 76mm and 57mm at guns so it just counter it at one burst. Bunkers need need about 20 hits to get destroyed. Repair ability is so fast that 1 squad can repair bunker faster than 57mm and 76mm combined shoot at once, so it never die. Bunker with MG are basicly aviable in 3 min of gameplay with 0 counter. Bombing run? ok, just get 100 ammo after ugprades and wait 4 minutes so enemy can build 4 more MG bunkers. Smoke them? ok, there is bunker covering next bunker. Basicly WWI gameplay but in worst possible way you can design it. I have replays if you wanna see xD
dockepler Jul 16 @ 12:43pm 
I understand, IRL can be a challenge for all of us at times. I really do enjoy your excellent mod by the way and I hope you will be able to continue working on it. I would.t play COH 3 without it.
Achronos  [author] Jul 15 @ 3:25pm 
@dockepler
Updates have been rolling in ~weekly. I try to upload changelogs when there are big changes; but I've been busy IRL, so less time for modding. As for the activity on the server, it's always been fairly low.

@illarionovmisha
I wouldn't do that because the italian models of those units can't use the store skins.
illarionovmisha Jul 15 @ 2:26pm 
@achronos in terms of the units and techs, yeah, I guess so. But what I meant more was that once you switch to the Italian ToW version, it changes the skins of the infantry units and paint on the armoured vehicles, so sand-coloured tanks and units wouldn't look out of place on Italian maps.
dockepler Jul 15 @ 12:02pm 
Thanks for the response Achronos but there doesn't seem to be much activity recently on Discord. When can we expect a new Changelog to be available?