Company of Heroes 2

Company of Heroes 2

Imperial Japanese Forces
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Update: Oct 30, 2019 @ 8:37pm

New Collaboration:
The mod is now compatible with RagnarTheGamer’s Night Mode. Advanced interactions are in the planning phase.

New Content:
Prototype Weapons Strategy. I worked on this commander while stuck on the Hidden Fortress Strategy emplacement, so this update was easy!

Balance Changes:
Chi-Ha Kai rotation improved to 40 from 38. Vet 2 1.2x rotation bonus removed.
Ka-Mi vet 1 reload bonus lowered to .9x from .8.
Forward Battalion and Landing Force Commander population lowered to 8 from 9. FBC uses 2 for each entity and 2 for the squad, from 2 and 3. LFC uses 2 for officer entity, 1 for each guard, and 3 for the squad, from 2, 2, and 1.

Update: Oct 20, 2019 @ 2:06pm

New Content:
Hidden Fortress Strategy added.

Thanks to SneakEye and RagnarTheGamer for their help on CoH2.org with emplacement animations!

Update: Oct 9, 2019 @ 4:28pm

Research Cost Changes:
The purpose of these changes is to reduce Japan’s early game advantages and encourage side teching. Both starting manpower and early tech manpower costs have been lowered. This means that Japan will have less manpower to work with until the first 2 techs (of T1, T2, and 7.7mm) are completed. For a T1+T2 start, tech will be delayed by 5 fu. Overall tech costs are changed only slightly.
Starting resources changed to 280mp/15fu from 370/10.
T1 and T2 cost to 50/15 from 100/10.
7.7mm research cost to 100/20 from 200/20.
T3 cost to 200/30 from 150/40.
T3.5 cost to 250/60 from 200/50.
Japanese infantry is extremely cost-effective at the beginning of the game, mostly due to the immediate power spike provided by tech. I’ve attempted to resolve this issue in other ways, with disappointing results. Removal of starting fuel delayed tech nicely, but limited build options too much. Lowering the accuracy of infantry by 10% had too much of an impact on the faction’s efficiency. Reducing early game manpower means that Japanese infantry will be effective, but stretched thinner.

Balance Changes:
Hohei vet requirements changed to 550/1200/2400 from 580/1160/2320. Vet 2 accuracy to 1.35x from 1.4, now gives .95 received accuracy. Vet 3 received accuracy to .7158 from .707. Overall, at Vet 3, DPS will be 5% lower and effective health will be 5% higher.
Banzai Charge cost raised to 30mu from 25. No longer affects vehicles.

Field Officer vet 2 accuracy bonus lowered to 1.125x from 1.25. Total accuracy bonus is now 35%, from 50. Vet 3 bonuses changed to .68 RA from .7 and .75 cooldown from .8. These values match Hohei veterancy.
Marksman vet 3 RA bonus lowered to .85x from .8.
Type 92 AA Sight tracking bonus raised to 50% from 25.
Type 93 Mine maximum builders lowered to 3 from 8.
Type 99 AT Mines are now portrayed by the Gammon Bomb instead of the Satchel Charge. This matches the real-life size of the weapon better, and reflects the lower-than-satchel damage it deals in-game.
Type 89 Grenade Dischargers are now improved more by Fire Support Team veterancy. Vet 2 gives .5x scatter, rather than vet 2 and 3 providing .7x each (.49 total). Vet 3 now improves range (+5) and AoE (+.5 total radius, +.25 mid and far).

AT Fire Support Team now correctly uses the Type 97 AT Rifle, rather than the Boys AT Rifle… multiplying their AT DPS by 2.5x. That was an embarrassing bug. The unit’s performance will be watched closely because of the huge impact the bug had.
Type 93 Mine removed.
Vet 2 now provides 1.2x accuracy and penetration rather than 1.3x accuracy and +7 sight. The sight bonus was greater than intended due to the unit’s base sight radius being increased to 50.
Type 97 AT Rifle penetration raised to 80/95/110 from 70/85/100. Cooldown raised to 1.75 from 1.45. This gives the rifle 2.51x more anti-vehicle dps than a standard AT rifle, rather than 3.03x.

Raider Groups have received a redesign. Cost lowered to 300mp from 320, RA lowered to .8 from .75, slot size lowered to 1 from 2. De/capture speed changed to 1.15x from 1x capture and 1.33x decapture.
Incendiary Grenade removed, Hand Grenade Mines added, Field Infirmaries now require Battalion Support (T3.5).
Vet is no longer cloned from Stormtroopers:
1: .75x CD, Demo Charges
2: .825x RA, 1.174x acc
3: 1.15x acc, Type 89 Grenade Dischargers (equal to vet 2 Fire Support Type 89s, can be put away)

Kōhei vet requirements changed to 590/1180/2360 from 560/1120/2240. Vet 1 accuracy to 1.175x from 1.15. Vet 2 now gives .95 received accuracy. Vet 2 accuracy to 1.125x from 1.15 and Type 11 adjusted, totaling 1.25x dps from 1.3x. Vet 3 received accuracy to .7158 from .707. Same effect as Hohei changes.
Satchel Charge cost raised to 45mu from 40, but the Isuzu Truck’s Well Supplied bonus still lowers the cost to 30. Friendly fire issue resolved.
Isuzu rotation rate to 36 from 32.
SNLF .8 grenade recharge moved to vet 2 from 1. Vet 3 accuracy bonus lowered to 1.35 from 1.4. Can now re-buy dropped Type 99s.
Heavy MG Bunker mp cost to 170 from 175.
Ceramic Grenade cost increased to 20mu from 15.
120mm Chi-Ha Upgun cp requirement to 7 from 9.
Concealment Network upgrade cost to 5fu from 10. Time decreased to 25 seconds from 35.
Field Assault Officer Merge should now work better with 7.7mm upgraded squads.

UI:
Various text updates.

Update: Sep 9, 2019 @ 8:17pm

Balance Changes:
Hohei vet 3 25% recharge bonus for AT Mines removed. Instead, Type 97 Hand Grenades are replaced by Type 99 Hand Grenades at vet 3. These grenades have better AoE and a shorter fuse time, equal to their Western counterparts. Recharge is also lowered to 21 seconds from 30.
Fire Support vet 2 sight bonus raised to +7 from +5. The new vet 2 sight radius, 42, matches other units like pioneers.

Armor Revamp:
This collection of changes is meant to improve the power spikes and fairness of Japanese armor. Previously, their veterancy was much more powerful than that of other nations’ tanks, but they had no way to escape a critical hit far from the base sector. The lack of engineers on-field was also problematic for stealing vehicles.

Critical Repair Operation ability added to the Remote Command Post. For 20mu, a pair of engineers will be dispatched and sprint toward the damaged vehicle. Like the USF’s Repair Critical, it removes one critical from a vehicle, and heals it slightly.
Field Workshop repair radius lowered to 50m from 60. UI radius corrected to match.
Ha-Go Point Blank Engine Shot ability removed and replaced with High Explosive Salvo. Ability requires vet 1. Vet 1 20% armor bonus removed. Vet 3 50% vehicle damage bonus replaced with 20% penetration and AoE bonuses.
Chi-Ha vet 1 received accuracy bonus (.9) removed. Target size lowered to 16 from 17.
During the Surprise Attack ability, tank commanders will unbutton. This is a visual change only.

Ka-Mi:
Critical Repair Operation negates the pre-Field Workshop Ka-Mi’s greatest weakness: criticals. To prevent it from putting too much pressure on the enemy, its speed has been lowered. Research has been added to shore up the limitations required for its early arrival (speed and build time). These changes lower the unit’s risk and reward, while improving its power in later stages of the game.

Non-upgraded Ka-Mi speed lowered to 5.9 from 6.6. Acceleration lowered to 2 from 2.3. Deceleration increased to 5 from 4.5. Vet 2 accel/deceleration bonus lowered to x1.2 from x1.3. Vet 2 20% armor bonus removed, vet 3 armor bonus raised to 25% from 20.
“Ka-Mi On Board Mechanic Training” Research added to Field Workshop for Naval Support Strategy. The upgrade is free and applies to all Ka-Mis, current and future. It takes 40 seconds to complete. Research lowers Ka-Mi build time (from 80s to 50), which the Field Workshop used to do automatically. It also increases acceleration by x1.25, to 2.5, and increases speed by +.7, to the previous value of 6.6.

Update: Aug 30, 2019 @ 6:41pm

Art Changes:
The official Imperial Japanese Forces skin set is here! It is set as a required file in order to encourage its use, but the mod will still function without it. Huge thanks to The Super Warrior for his excellent work on the skins.

Type 89 grenade discharger icon reversed horizontally to match other weapon icons.

Balance Changes:
Fire Support Team vet 3 RA bonus improved to .85 from .9. Vet 3 now also improves the recharge time of Type 3 AT Grenades. Changes also apply to Anti-Tank Support Teams.
Gyokusai continue to be a pain to balance.
Type 97 cost increased to 20mu from 15.
Vet 2 vehicle slow moved to the ambush AT mine from the standard mine. Slow duration to 8 seconds from 4.
Vet 3 now adds an additional squad member. Vet 3 weapon range (+5) and received damage (-19%) modifiers removed. Changes also apply to Infiltrators.
Heavy Machine Gun Bunker health lowered to 480 from 600. Weapon updated; penetration correctly decreases with range.

Update: Aug 23, 2019 @ 9:27pm

Starting munitions (30) removed. They were meant to improve asymmetry and allow for an early attack, but allowed Fire Support Teams to be upgraded too early in the match.
Hohei/Kohei/Gyokusai accuracy decrease (10%) reverted. I will continue to monitor this value, but other nerfs made this one less justified. The faction’s power dropped significantly with this change.
Hohei Type 99 AT Mine cost to 20mu from 10. Recharge time to 20s from 15.
Anti-Tank Support Type 3 AT Grenade cost to 20 from 25.
Dokuritsu Kohei Squad renamed to Kōhei Squad. Dokuritsu means “independent”, as in “independent engineer regiment”, which is not relevant to the in-game unit.
Kōhei Satchel Charge infantry damage issue resolved.
Trench Type 11 accuracy increased 20%. Cost increased to 15mp, 5 seconds from 10, 10.
The positions of the Chi-Ha and FBC have been switched to clarify the order of tech requirements.
Gyokusai squad lowered to 7 man from 8. Cost increased to 210mp/70fu from 200/50. Reinforcement cost remains the same, but time is raised to 8 seconds from 6. Veterancy requirements raised to 900/1800/3600 from 800/1600/3200.
Infiltrators lowered to 6 man from 7. Cost increased to 220/80 from 220/65, spawn with 3 men from 4. Reinforce time raised to 8.5 from 6.5. Veterancy requirements raised like standard Gyokusai.
Ka-Mi build time increased to 80 from 70, but will decrease to 50 seconds once the Field Workshop is built.

Update: Aug 21, 2019 @ 9:47pm

I’m back, baby!

Changes:
Hohei, Kohei, and Gyokusai accuracy lowered 10%. Hohei and Kohei vet 3 RA improved to .707 from .77. This change is meant to lower the power of Japanese infantry in the early game, while also improving their scaling.
Ambush improved to 50% accuracy bonus from 40. Fire Support Team’s ambush no longer increases penetration by 25%.
Type 92 has a new vet 1 upgrade: Anti-Aircraft Sight. It allows the unit to attack aircraft, and is mutually exclusive with the Telescopic Sight. Its AA performance is currently handicapped due to the weapon’s limited traversal. I’ll be looking into solutions for this.
Telescopic Sight vision bonus (15%) removed.
Type 1 AT Gun high explosive round accuracy increased to .05/.06/.07 from .04/.05/.06.
Type 91 Artillery is now limited to only 1 if the Forward Battalion Commander or Landing Force Commander is on the field. The Type 91 is meant to fill the same role as British base artillery, or US Major artillery, so having multiple on the field was more powerful than intended. Building more than one is still allowed if you’re willing to sacrifice the officer’s powerful abilities.

Defensive Structure Changes:
MG Nest cost lowered to 50mp from 125, build time lowered to 50 from 60. MG upgrade now costs 50mp in addition to 60mu. This removes the need for a manpower refund when upgrading to concealment network. Can no longer hold squads.
Trenches replace sandbags. For 10mp, Japanese trenches may be upgraded with a Type 11 LMG slot item for infantry occupants, much like the USF Fighting position’s rifle grenade.
Log Spike Fences replace barbed wire. They work like tank traps, but are faster to build, have less health, and do not resist Heavy Crush. UI is not yet complete.

Doctrine Changes:
Kohei received accuracy increased to .98 from .93. Their effective squad health is now equal to that of Hohei. Before their rework, they were meant to be more cost-efficient than Hohei to make up for their lack of Banzai and anti-tank weapons. They have since gained those capabilities, and do not need the efficiency advantage.
Concealment Network no longer affects Marksmen. It had been breaking their camouflage, and 2-man marksman squads really do not need the help.
Ambush Training renamed to Guerilla Tactics. The old name was already taken.

Update: Aug 4, 2019 @ 11:55pm

Changes:
Radio Posts are now squads, which means they appear on the Squad Control UI.
Bug Fixes:
Radio Posts no longer allow for multiple Coordinated Fire areas to be set. Added more robust checks to ensure that more than one does not exist at a time.
Fixed a number of bugs associated with Concealment Network, including: overlapping networks breaking each other, vehicles being unable to exit camouflage if the network is destroyed, Type 92 HMG ambush camo not working within the network.
Fire Support Teams now receive 5m of sight at vet 2 as intended.
Experimental Changes:
Type 89 Grenade Discharger aim time lowered to .5 from 1.5. Post fire aim time also lowered from 1.5 to .5. AoE adjusted to match (mobile) Rear Echelon rifle grenades. Range lowered to 35 from 40. Cost increased to 60 from 50, research time to 45 from 38.
Magnetic AT Mine fuse time lowered to 1.5 from 2.5, speed increased to 12 from 10.

As of posting this update, I'm taking 2 weeks off from the mod.

Update: Aug 2, 2019 @ 10:39am

The Type 11 LMG uses the M1919A6 model instead of the Vickers K model. The appearance match is a little better, and the fire rate match is much better.
Type 100 Flamethrower now comes with a Type 100 SMG to focus the squad toward close-range combat. It is now mutually exclusive with the 7.7mm Ammunition Supplies upgrade.
Japanese soldiers now have a 35% chance of becoming casualties instead of the standard 25%.
Mine defuser extension moved to Fire Support from Hohei.

Update: Jul 28, 2019 @ 10:22pm

Dokuritsu Kohei Revamp:
Kohei are meant to be an alternative to Hohei. They were held back in this sense because they lacked some of the Hohei’s most important capabilities: close/mid-range anti-infantry fighting, and anti-vehicle weaponry. These changes add those capabilities and improve the scaling of the squad.
Type 100 Flamethrower requires T1 rather than T2.
T1 no longer provides a capture speed bonus.
Wire Cutters removed. Fire Support Teams have them now, and the UI space is needed for a better ability.
Banzai Charge added; same as Hohei. Requires T2, also like Hohei.
Satchel Charge now requires vet 1. Cost lowered to 40mu from 45, which vet 1 did previously.
AT Satchel Charge added; requires AT Grenade research.
Vet requirements raised to 560/1120/2240 from 520/1040/2080.
Vet 1 accuracy bonus increased to 15% from 12.5.
Vet 2 modified. The 30% accuracy bonus was changed to 15% along with a free Type 11 LMG. The total DPS increase is identical, since the Type 11 has 65% more DPS and the same DPS/Range curve as one of the squad’s rifles. The change is partly cosmetic, but it also means that the squad will lose a smaller percentage of its firepower with each rifle replaced or lost.
Repair and Satchel Charge ability icons have been moved for better consistency with Hohei and Penal Squads.
And the most important change of all: Kohei have a haiku of their own!

Other Changes:
Breakthrough duration lowered to 35 from 40 seconds.

Bug Fixes:
Hohei experience value now increases correctly with veterancy gained.
Type 94 Supply Truck text changed for all ‘races’.