Company of Heroes 3

Company of Heroes 3

365 ratings
Spearhead III - Initial Patch for Fire & Steel!
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File Size
Posted
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40.909 MB
Feb 23, 2023 @ 1:52pm
May 11 @ 10:53am
250 Change Notes ( view )

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Spearhead III - Initial Patch for Fire & Steel!

Description
Issue Tracker

- AI, particularly Wehrmacht AI behaves weird. Download Advanced AI and use that instead. Turn off AI economy in the settings for optimal results.


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
579 Comments
Meatknocker 3 hours ago 
The mod has stopped being fun and has gone all out to be competitive. Vehicle wrecks can no longer be easily flattened which leads to unnecessary clogging. Everything feels like it has the same range. Concentrating the view to the front makes no difference and the resource limit is utter nonsense. This only means that you can't keep up in a 2v4
☠Charles Vane☠  [author] May 19 @ 9:42am 
nope.
dd_penny May 19 @ 2:27am 
Any chance for a Super Pershing call in?
☠Charles Vane☠  [author] May 17 @ 5:28pm 
your statement is a lie.
whosasaltyboi May 17 @ 4:10pm 
A'ight this mod is a little ridiculous and unbalanced, how does a Panzer F1 bounce 5 rocket launcher hits???:steamsad:
mbnq Apr 14 @ 3:56am 
Buff Brits, they are so crappy, not fun playing them at all.
maru Apr 13 @ 1:39pm 
It seems like the 2-inch HE mortar barrage ability for the 1st Canadian Sappers/Shock troops does not work. When I try to use the ability the munitions are deducted, but nothing happens and a moment later the munitions are refunded.
Achronos  [author] Apr 13 @ 10:44am 
@maru
That's intentional. It's a modding limitation we have. ATM Marines don't have any unique researches (yet).

@Staalby
Nope. Just another chinese dude stealing my mod again.

@Peresto
- Haven't found a fix for the mortar crew yet
- I intentionally set those limits based on how rare these tanks are and balance.
Peresto Apr 13 @ 5:07am 
-is it posible to fix mortar crew, during firing they moving out of mortar pit
- could u change to be able to buy 2 pershing , churhil VII / crocodile . wermacht can create 2 panters/tiger I
:cozycrashfish: