Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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Horten's Frontline 2.8
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Multiplayer Map: MP Map
Unit Set (New units): Unit Set
Gamemode (Multiplayer): Gamemode
FX: FX
Sound: Sound
Dateigröße
Veröffentlicht
Aktualisiert
8.136 GB
3. Nov. 2024 um 2:48
9. Mai um 10:40
31 Änderungshinweise (anzeigen)
Sie benötigen DLCs, um diesen Gegenstand nutzen zu können.

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Horten's Frontline 2.8

Beschreibung
This mod aims to heavily expand on vanilla gameplay by adding content to all gamemodes, adding new game mechanics and focusing on adding new units and better game experience.

Can work without DLCs.
If you want to use any resources from Horten's Frontline in your mod, ask Horten first in Discord DM's or via Steam.

Frontlines

This mod, while having fame for adding this gamemode before the game developers, because of this differs heavily from vanilla frontlines and provides a complete rework of doctrines and unit rosters to provide a gameplay which awards using all sorts of units.
Thus being said, main differences between vanilla and modded frontlines are:
  • Remade the unit roster from the ground up with addition of new units.
  • More CP for both attackers and defenders, officers reduce CP too.
  • 18 maps available for playing with no DLCs with up to 16 players.
  • Unique frontlines-only doctrines that include a lot of new units.
  • Dynamic weather: start in the morning, fight through the night.
  • Economy remade from the scratch.
  • AI being actually good.

Conquest

This mod also adds a lot of content to conquest for every nation!
Such as:
  • Overall harder AI.
  • 85+ new units. AI is using them too.
  • Be careful, AI is also using new airstrikes!
  • More distinctive earlywar, midwar and latewar periods.
  • AI-only squads, like tank formations or tanks following an infantry attack.
  • AI will spawn AT and AA guns on their flags that are relevant to current war period.
  • AI use much less T1 infantry and artillery, spawning more vehicles and elite infantry.

Battlezones, Domination and Last Stand

After release of vanilla frontlines, we decided to expand this mod onto other gamemodes, this includes:
  • More CP available.
  • AI enhancement for skirmish.
  • Remade doctrines for midwar.
  • Remade the unit roster from the ground up.
  • Expanded unit rosters with new units and rebalanced timings.

Other Features
  • Improved vehicle damage model:
    1. Fuel tanks can now explode on hit, probability depends on vehicle used type of fuel and type of shell that inflicted damage.
    2. Transmission is now an important vehicle component, that will immobilize the vehicle if broken.
    3. German smoke dischargers when hit by bullet can explode, making the vehicle unable to use them.
    4. Remastered damage decals that also appear more often.
    5. Vehicle components playing sounds on break.
    6. Work In Progress: Manual turret drive switching after power shutdown on certain vehicles.

  • AI improvements:
    1. WAAAAGH! Infantry will engage in close combat more often.
    2. Infantry is less prone to hide when under suppressing fire.
    3. Infantry can take cover behind trees, especially useful with corner firing.
    4. When reviving, medic will always go prone to be less exposed to enemy fire.
    5. Vehicles are using coax mg for infantry, switching to HE shells only if no enemy vehicles nearby.
    6. Infantry has now better priorities: less micro for players now required. Also making use of grenades.
    7. Infantry makes machinegunners, snipers, flamers and officers a priority target, focusing their fire on them.
    8. Squads are more scattered when moving and singlular soldiers are more independent from each other across the squad.
    9. Soldiers now can fire their weapons and throw grenades from around the corner, instead of only being able to peep around the corner.

  • Vanilla tweaks:
    1. More realistic weapons damage at range.
    2. In general, infantry and tanks can hear and see much further.
    3. Wounded soldiers can play 3 different animations. Go, make a war crime.
    4. More realistic off-road performance of vehicles - halftracks are actually useful now
    5. Minimum and maximum camera zoom values were increased, allowing for better combat awareness.
    6. Reduced crew stun times for medium/small caliber shells, less stunlocks, big guns still dangerous.

Credits

Developer team:
  • Horten - Lead developer, mod creator, rigging, coding, 2D artist.
  • Kumunist - Maps creator, balance, mod advertisement.
  • GDI Trooper - Coding, balance, gamedesign.
External help:
  • Mod logo: Trey
  • 3D models: Malygos
  • Texturing: Georider, [GEM] Benito Mussolini
  • Coding help: Imperator_Aug, 1Lt. Muhammad, FraЗ0ahg2r, KIRIN STRONG, S'Aarum, TeleRory, Sundiata
Used content:
  1. War Thunder, Enlisted and World Of Tanks assets.
  2. Canister shells script and canister 3D model from BITFA mod for MoWAS2.
  3. PT-3 mine roller retexture from Conquest Enhanced V2.
  4. Jors_3H's Berlin map.
  5. Ivar's Immersive weather pack for frontlines dynamic weather.
  6. WOE retextures.

Miscellaneous


If you wish to contact the devs, post feedback or bugreports and search for games, you can joining our discord server: Discord [discord.gg]

Like our work? Consider supporting further mod development by checking out following links:
Beliebte Diskussionen Alle anzeigen (5)
91
11. Mai um 3:31
ANGEHEFTET: Bugreports
GDI Trooper
5
1
28. Apr. um 5:26
ANGEHEFTET: Doctrines
GDI Trooper
0
3. Nov. 2024 um 2:55
ANGEHEFTET: FAQ
GDI Trooper
821 Kommentare
xenonsoul Vor 7 Stunden 
Ah that blows, engineering trucks were critical to my vanilla playstyle since they replenish repair kits. Thanks for the info tho
GDI Trooper  [Autor] Vor 12 Stunden 
xenonsoul, repair kits are inside any vehicle, buy a regular truck for 30 MP and park it near/transfer kits. Engineering trucks are doctrine-specific in frontline gamemode
xenonsoul Vor 12 Stunden 
How int he ever living hell do I get engineering trucks? Ive been playing the frontline tanks doctrine and theres just no way to resupply my repair kits
Horten  [Autor] Vor 18 Stunden 
BigNic, yeah recent cannon targeting issue has been fixed and whole system improved for next update, I will release a hotfix very soon with a few other things. Can't really add switch between targeting modes because it's not something that is moddable.
BigNic Vor 18 Stunden 
I really love your mod man! One thing I will say, its a little frustrating that the AI vehiles sometimes REFUSE to use their main guns to target enemy infantry, even though no enemy tanks or vehicles are nearby. Maybe they get glitched out because of dismounted enemy vehicles and therefore think they are a threat and wont target infantry with their main gun? Maybe you could add a button to toggle between "anti-tank mode" and "infantry support mode" where the AI will focus and use the main gun on ANYTHING that it sees? Would ABSOLUTELY LOVE this as a feature and Im willing to bet that many more people would love to see something like this too. Amazing mod still tho! Keep it up
Horten  [Autor] Vor 20 Stunden 
OnE gRuMpY bOi, every vehicle starts with less fuel. Why would I make T-27 specifically with less than full fuel lol
OnE gRuMpY bOi Vor 22 Stunden 
they seem to start with about 20 liters when it says they should have a bit over 40 though? seems weird
Horten  [Autor] 12. Mai um 2:25 
OnE gRuMpY bOi, yeah small vehicles tend to do that. We haven't changed the fuel consumption.
OnE gRuMpY bOi 12. Mai um 0:04 
kht-27 seems to run out of fuel extremely fast for some reason
Horten  [Autor] 11. Mai um 15:00 
xenonsoul, as written in FAQ, P - Performance. The greenier, the better.