Company of Heroes 2

Company of Heroes 2

152 ratings
Summer 44 – v. 0.98.8
Item Type: Tuning
File Size
5.052 MB
Dec 15, 2014 @ 6:36am
Aug 3, 2018 @ 5:26am
41 Change Notes ( view )

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Summer 44 – v. 0.98.8

This mod is fairly deep - it overhauls most of the CoH2's aspects to make the combat as realistic,logical, historically accurate and tactical, as it's at all possible in this game and using the current version of the CoH2 Mod Tools. Affects all 5 factions: Soviet Army, Ostheer, USF, OKW and Commonwealth.

Full changelog would be VERY long, thus - here are some key features implemented:

- all weapons have as historically accurate stats, as it's possible in the game - for instance, if Maxim M1910/30 had IFRL the cyclic rate of 600 rpm - its rate of fire in my mod is 10 (shots per seconds), not 8, and MG-42, respectively - has its real-life RoF of 20. And so freaking on ..;

- all artillery has its ranges (especially) and area effect increased - for instance,152-mm HE shell with AoE radius of 6 (the same, as one of a heavy hand grenade) looks ridiculous for me. Its AoE radius should be 10 at the very least (and so it is in my mod). Squad wipes? Yes, they are not that seldom and quickly teach to take these nasty smoke markers very seruously;

- all air strikes are applicable to the Fog Of War - as orders are given in real-life Air Force - "bomb the enemy troops concentrated in the square 372-120";

- all vehicle stats are at least reality-relevant - HP, armor and penetration are calculated by certain formulae basing on the real-life values, gun damage strongly depends on their caliber;

- all vehicles with guns from 37 mm and above and AT guns - have switchable shells - as it is IFRL. Thus - SU-85 or StuG can be fairly dangerous for infantry, but - require (slightly) more micro;

- all vehicles have disembarkable crews, able to repair their damaged vehicles in-between fights or fight as infantry, be it necessary;

- tank destroyers and, expecially, AT guns now see farther, than tanks - use it. Open-topped vehicles (like SU-76, M10 Volwerine and M35 Jackson - see farther, than enclosed ones. Use it. HMG teams see farther, than infantry - use it;

- all MGs - including infantry LMGs - suppress and pin infantry. Thus - vehicles with their 2-3 MGs are real mobile suppression stations :-)). Add to this HE shells afailable for each and every vehicle - and here is the ready reason to feel "some" tension from only hearing a tank's engine sound;

- infantry - in term - is far from being helpless versus vehicles: each infantry squad (except Sappers (aka Combat Engineers)/Pioneers has AT options - at the very least hand AT grenades;

- sniper fire - besides killing - suppresses and pins infantry as well;

- most of infantry abilities like grenades or special firing modes - are enabled inside the buildings and vehicles;

- most of abilies are either cheaper and faster to recharge or way more powerful for the same price. For instance - ML-20 barrage has 6 shots instead of 4, while LeFH 18's barrage - 9 shots instead of original 6;

- mines are way cheaper;

- most of the field fortifications are made non-doctrinal, so - defensive tactics are welcome as well, not only aggressive ones;

- some new units (for instance, frontline recon infantry, SMG assault infantry and non-doctrinal AT infantry for Soviets) are added, some (like T-34/85 and 53-K 45-mm gun mod.42) are made buildable, most of other units - severely reworked;

Drawbacks? Yes, there can't be anything without them :-)) Besides of already mentioned "squad wipes as a normal occurence" - the best experience with this mod is (though compstomp is also a good bit of fun with it) obtained in PvP - for AI doesn't use all added abilities (like. for instance, "Canister shot" on T-34/76 or "Critical shot" with good chance to destroy the enemy vehicle's main gun or engine on all generalist tanks) correctly. Plus - some commanders became way less relevant and useful due to some units and abilities made non-doctrinal.

Bugs - they definitely are. Thus - constructive feedback is welcome.

Balance? Currently based on my personal perceptions, thus - consctructive feedback (keyword is "constructive") is also welcome.

See something, that can be done better? Share it with me - there is a serious probability for it to be included.

BTW, if you like my mod - I'd greatly appreciate, if you rated it (preferably positively :-))), added it to your favourites and shared. Thanks in advance :-))

P.S. This mod is being periodically updated, so - looking into the Change Notes tab is fairly useful. As much useful, as to click regularly on that Top_Right_Corner_Button (aka "Search for updates for your subscriptions") in your in-game Steam Workshop interface.
Popular Discussions View All (3)
Oct 17, 2017 @ 7:57am
PINNED: Improvement proposals.
Jul 23, 2015 @ 1:58pm
PINNED: Balance suggestions
Nov 2, 2017 @ 6:30pm
PINNED: Bugs, glitches, missed or incorrect descriptions, duplicated hotkeys and all such stuff.
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TheWise  [author] Nov 11, 2018 @ 11:32pm 
@TooMan164RuS Ну как бы да, он обновляется по мере наличия у этого самого разработчика времени. Более того, на подходе ещё одно обновление, побольше ....
TooMan164RuS Nov 11, 2018 @ 9:30am 
Ура! Как я могу судить по своей наблюдательности мод таки обновлён! Премного благодарен толковому разработчику.
TheWise  [author] Oct 11, 2017 @ 1:45pm 
Ну, собственно, я и делал этот мод, как "мою личную КоХ 2 с нормальной Советской Армией вместо того УГ, которое сделали Релики". Далеко не всё удалось сделать (инструментарий весьма ограниченный), но в это я, по крайней мере, могу играть.
Kurkin.v82 Oct 11, 2017 @ 8:33am 
Отличный мод! Спасибо! Вот так изначально игра должна была выглядеть, по крайней мере за советы. Есть некоторые предложения. Изложу в соответствующей теме.
ThomasRepko1 Feb 19, 2017 @ 7:42pm 
TheWise  [author] Feb 19, 2017 @ 12:48pm 
Nope, this aspect isn't changed compared to the original game - you must ajdust their time or arrival to the certain point manually.
ThomasRepko1 Feb 19, 2017 @ 12:21am 
do all you units move at the same speed like real army would?
TheWise  [author] Feb 3, 2017 @ 6:43am 
As for Ostwind - it's kinda known and not my fault.
miyiqiao Feb 2, 2017 @ 9:32pm 
T34 85 and T34 antitank Grenades not destroy Flakpanzer IV Ostwind. Shells hit no harm.
miyiqiao Feb 2, 2017 @ 9:16pm 
Player vs AI, found a bug. The computer Flakpanzer IV Ostwind is invincible, Soviet tanks can't destroy it.