Company of Heroes 2

Company of Heroes 2

69 rating
Better Balance & QoL
2
   
Penghargaan
Favorit
Difavoritkan
Batalkan favorit
Item Type: tuning
Ukuran File
Diposting
Diperbarui
7.094 MB
31 Okt 2014 @ 9:59pm
21 Sep 2023 @ 9:03pm
248 Catatan Perubahan ( lihat )

Berlangganan untuk mengunduh
Better Balance & QoL

Deskripsi
This mod is probably the BEST balance mod out there (IMO), it adds a ton of quality of life stuff and is a load of fun all around.
It would take too long to wright down all the stuff that was changed, and it literally wouldn't fit in the description.
So i suggest ya give the mod a try if you're curious, you will probably like it.

About the mod: Old Names the mod as gone by, Coh2 Actually Balanced, No Mod, The Best Balance Mod.
This mod is NOT a 'Hardcore/all units die instantly/Realism Mod', nor is it an 'All Units' mod.
It will never be like those mods, so if that is what you are after, please look elsewhere.

If i had to describe the mod, id say its a soft realsim mod. It still plays like a Arcade RTS game, but the Mod is aimed at making the game more balanced, competive, fun.
It is akin to Coh1 in the sense that all factions have similar unit calsses.
all factions can also dig in and make field defenses, regardless of doctorine. After all diging a hole, filling sandbags or laying some wire isnt 'Ancient lost tech?' that should be locked behind a commander XD

But in keeping with its soft realsim aspect several new abilities and unit reworks have been applied to prevent silly things that did not and could not exist irl. Speaking of, when i make the coh3 mod that will be a big theme again, several weird abilities will get the axe.

This mod is very old at this point and was built using an older version of the base CoH 2 game, So their may be alot of things that people who havent played the game before 2014 arent use to, but those that do remember how things were back then might be pleasantly suppresied. That being said the mod doesnt just favor coh1s way of doing things, i tried to save alo tof the best aspects of classic coh2, or improves upon its features.
For example: units will deploy at the edge of the map, and the OKW buildings have their medic and eingeer upgrades automatically aplied for free, because thats how they were back in the day, and i saw no good reason on why it should be removed.
The US has its LT and Captian use to have BAR/Bazooka upgrades automatically applied.
But instead this has been changed to a free players choice of Bars or Bazookas. Keeping the classic Coh2 way of doing things but improving upon it.


Q/A:
Q:Why did you make this mod?
A:This mod was created to balance out the game and bring back some of that COH1 Classic feeling. It also adds alot of quality of life changes and reworks alot of the unit trees and unit costs. Ironically sense the mod is SO old at this point, alot of the features i use to have exclusive to the mod, have been folded into base coh2 and even coh3.
Their is not enough room in the description to make a complete list of changes in the mod, so you will need to download and try it out if you are curious.

But here are a few things this mod does.
Quality of life:
Adds a "Target Air Only" mode to all vehicle based AA guns.

Adds a scuttle ability to all field emplacements from bunkers and flak guns, to artillery and heavy AT guns. Scuttling will refund some of your initial investment and free up population for your army.

Adds basic field defenses to all armies.
barbwire, sandbags, trenches, ect ect.

Reworks the gameplay for AA Vs Planes. It takes the planes off the 'critical chance system' the default game uses, and moves them to an accuracy & HP/Damage based system.


Other:
Large Caliper Assault vehicles (105mm Sherman, Brumbar, KV2, StermTiger, AVRE ect ect) now have a chance to stun enemy vehicles, blow tracks, damage vision slits ect ect, when their shots fail to pen targets.
German Infantry squad size changed from 4 to 5 men for the 4 types of grenider squad.
normal,volks, and panzer.
Please do note that because of this change, these units have had their (4 man squad) Bonus Evasion and damage REMOVED from them because they use to be 4 man squads and are now 5 man squads. if i had left this and increased the squad size, they would have been overpowered.

Multiple Units HP, Armor, Damage, Accuracy, and Penetration reworked.
I standaidized Penetration and damaged based off Gun Size, rather than the arbitary system Default coh2 uses.
so if for example: you have a Cromwell cannon on a armored cars body (the AEC).. Then you will have a cromwells cannon, not some artifically weaker thing like in default coh2. the fact you are a armoed car and thus have less HP and armor than a tank, is enough of a difference, ya dont need to also have a magically worse gun despite it being the same one as what is found on the tanks. Like how it is in default coh2.

Army Trees Reworked and mirrored with a COH1 style progression in mind. i left in the option to skip over certain chunks of your army though, like in default coh2. Example if you are the US and you want to blitz tanks, you can still get the LT and skip the captain, or get the captain and skip the LT then go for major. Again any army can do this, not just the example im giving here.

The mod also tries to plug gaps in all of the armies in game by adding some new weapons or units that were lacking in certain armies.
Example: all armies will now have some kind of recon car, a sniper, mortar, at gun, HMG, ect ect.
The mod also adds AT rifles for early game counters to cars and halftracks to the Wher and russian armies.

Adds 76mm Shermans and Ranger Elite infantry to the US army in addition to the Jeep, mortars and snipers.

OKW has a new PanzerJager infantry unit for deticated Anit Armor work.

This mod is not a new mod, it is pretty old and my mod's US army had these units in it LONG before the default game did.


Reworked Commanders:
Sherman Reserve upgrade, changed to an Easy Eight callin, sense i already have normal 76mm shermans buildable by default.

M16AA Halftrack added to the US, M15 Replaces the .50 cal jeep in the mechanized commander. Jeep added by default.

M8 Greyhound Added by default to replace the M20 Car. M20 added to the US recon commander, commando points and cost adjusted accordingly and M20 reworked into a very good recon unit with appropiate bonuses.

M7 Priest added to the US army by default as they were the only army that did not have some kind of heavy late game artillery, and any commander that had a Priest in it, now calls in a Calliope instead.
German commander "Jager Infantry upgrade" changed. the upgrade will still give Grenadiers G43s, but it will enable Panzer-Grenadiers to get STG44s.
Panzergrens have had their default STG 44s swapped for G43s because they were to powerful.

MULTIPLE units have a toggle on their AT weapons so they can put them away if not needed, or pull them back out.

The list goes on but this is a small sample of what you can expect with this mod.
Again, It would be way to long to fit the whole list in the description. If you are curious about the mod just download and try it, explore the factions for a few games and have fun.
I think most of you reading this will like the mod.

Credits and SP thanks:
Made by ArtilleryWhor3.
Soviet & German play tester: Owlf -GB-
US, OKW and British Play Tester: Mahmood
Community Contributor & technical development help: Eliw00d
Base Game Donated By: 4thID (Huge thanks to you bro) =)
Special Thanks to Modding (& spelling) Guru SneakEye for their Saintly Patience and letting me bug them with endless stupid questions X'D

^ the spelling part is a inside joke.. if you know you know ;)
Diskusi Populer Lihat Semua (1)
15
28 Mar 2023 @ 2:38pm
Suggestions & Bug Reports
ArtilleryWhore
99 Komentar
LarryHalsey 25 Sep 2023 @ 3:15am 
some USF units' icon are not match the units, the ranger's unit icon is combat engineer's.and the M4A3(76W) use the M4A3(75W)'s icon.
ArtilleryWhore  [pembuat] 21 Sep 2023 @ 9:06pm 
i put out a hotfix for it. so thats working again now.
idk if anything else got changed in the base game and broke stuff like the osttrupen.
so if u notice something else thats like this, then plz let me know
ArtilleryWhore  [pembuat] 21 Sep 2023 @ 8:28pm 
their must of been a default game update that changed how the unit was called in, now its built in a building. ill add it in at some point. i haven't worked on the mod in ages so its not surprising that some stuff stopped working if they messed with the base game.
thank you for the report so i can fix it.
LeepriesT 21 Sep 2023 @ 4:47am 
Cant build osttruppen with the wehr doc. Probably a bug?
ArtilleryWhore  [pembuat] 28 Agu 2023 @ 11:41pm 
@larryhalsey i think their is. but i dont remember what commander they are under.
LarryHalsey 12 Agu 2023 @ 12:10am 
Is there any possibility to add the extra 25 pdr guns settlements to British faction?
nicknaert 17 Jun 2023 @ 3:09pm 
can you remove the Mg range clues on vehicles as it gives the game a very non natural look for the rest the mod is perfect!!
ArtilleryWhore  [pembuat] 28 Mar 2023 @ 12:18pm 
Lt Ruben. thank you so much for your detailed bug reports.

In regards to the priest airburst it is a very old ability, the bug is that the vet 2 mentions it gets unlocked, which i have removed from the vet 2. I changed the way the ability works ages ago, added a cost to it and made it only able to kill infantry, removed the damage vs buildings & vehicles but added a temporary stun. After that i decoupled it from vet requirements, sense i added a munition cost and changed the way it worked. the vet description seems be something i missed so good eye. as for the other feedback im combing through & working on that right now, and making my rounds fixing stuff that needs it as well as old descriptions. I saw your posts in the bug report section so i will change over there to converse.
Lt. Ruben 27 Mar 2023 @ 10:09pm 
also, if decreased scatter on abilities also affects smoke then this vet level is actually a nerf, since you want smoke to scatter as much as possible.
Lt. Ruben 27 Mar 2023 @ 10:08pm 
OKW / Wehr mortar gains:
- counter battery / counter battery
- increased non-barrage range / Increased RoF
- Increased RoF and Counter battery range / Increased Counter Battery range and Barrage Accuracy
- decreased scatter on non-barrage / -
- increased accuracy for abilities / - (Wehr gains this at rank 3 already)

as you can see, wehr at level 3 has everything except non-barrage range at level 3, but also barrage accuracy over the OKW. This makes a Vet 3 Wehr mortar stronger than a vet 3 OKW mortar, since barrage is the main point of mortars.
Having 5 levels of vet is supposed to be a buff for OKW. Yet this mod seemingly turns this supposed advantage into a negative on a few units.