Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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I.A.E.M
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Tags: Mod
File Size
Posted
Updated
406.190 MB
Apr 17, 2024 @ 8:56pm
Jul 20 @ 1:56am
1814 Change Notes ( view )
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I.A.E.M

In 2 collections by 22222222
[Compatible mod collections and mod patches]兼容的mod集合和mod补丁
22 items
I.A.E.M地图包(I.A.E.M Map Pack)
11 items
Description
Original Game Entertainment Expansion Fun MOD - Major Mechanics Overhaul, Compact Size, Supports All DLCs, PvE-Oriented

Specially designed mod tailored for the original version. Avoid using other mods that modify the same mechanics to prevent partial functionality loss or game errors.

This MOD comprehensively rebalances all small arms and vehicles (damage, fire rate, range) in the original game, enhancing each vehicle's uniqueness and amplifying differences between vehicle types. Its core philosophy is to encourage coordinated "Infantry-Armor-Tanks-Artillery-Rocket Artillery" tactics for a complete match experience. By reducing micromanagement while striking a balance between playability and realism, it delivers a combat experience fundamentally distinct from the original. Note: Some original model details and animations have been optimized.

If you crave an immersive battlefield atmosphere, this MOD is your perfect choice.

→ Quick Start: Multiplayer → Last Stand/Frontline → Select Defender → Deploy Units → AFK and enjoy the show

*****Unlimited Ammo for Light Infantry (enabled by default to eliminate logistical distractions during intense combat). ****Disable instructions available in discussion section.
***Faction Identity Reinforcement: Maximizes and highlights each faction's original unique strengths.
**Global Fairness: All adjustments apply equally to players and AI, ensuring equally lethal and tactically intelligent enemy AI.
*Control Optimization: Refined accuracy mechanics for player-controlled units to improve gameplay feedback.

1*******Improved soldier AI and vehicle AI.
Squad optimization (squad members are somewhat independent) and individual AI behavior logic optimization (e.g., reduced frequency of AI soldiers switching between crouching and prone, and weapon switching improvements).
AI infantry will immediately go prone when attacked while moving (similar to suppression effects).
AI infantry squads better implement fire suppression and advance.
AI soldiers prioritize taking cover behind obstacles when encountering grenades instead of running around.
Modified the priority of AI infantry units attacking hostile units within their radius to improve infantry anti-armor capabilities and efficiency.
Changes to infantry movement behavior and mobility.
Armored units prioritize attacking other armored units, greatly resolving the issue of original armored AI being indecisive when facing multiple different types of targets.
Re-adjusted vision data to improve AT guns' target selection, reducing the tendency of tanks to switch to HE rounds to target infantry units.
Improved the efficiency of firing to the left and right while standing behind walls.
Completely fixed the cover bug; snipers no longer constantly take cover behind obstacles.

2*******Improved survivability of infantry units.
Enhanced the protective buff for infantry when behind cover and in a prone position; soldiers now tend to go prone during combat.
Explosion shockwave damage is much lower than in the original game, with fragmentation being the main cause of casualties.
Bullets are now more effective at killing soldiers than shells, and advanced infantry units are more resistant to explosions.

3*******Light weapons, soldier equipment modifications, and detailed adjustments to soldiers.
Highlighted the role of each type of light weapon, slightly increased the range of firearms, and balanced different types of guns.
Modified most soldiers' equipment (German and American paratroopers have better gear), added an extra rifle or SMG for medics, squad leaders carry binoculars and have binocular skills, etc.
Fire mode selection based on distance. MGs no longer fire in bursts but in long sustained fire, semi-auto rifles have slightly increased firing rates, and automatic rifles like the STG have enhanced firepower.
Greatly reduced sniper aiming time to increase their tactical role.
Adjusted MG34 and MG42 series to their theoretical firing rates (900 rpm and 1500 rpm). Changed the German machine guns' orange tracer rounds to standard bright green.
Shortened the reload time and the time between firing and re-firing for bolt-action rifles. Reduced the reload time for USSR and German semi-auto rifles from 10s to 5s, with the G41 taking 2s longer than other semi-auto rifles.
Adjusted bullet flight speed for a more realistic look.
Modified artillery support flare guns.

4*******Grenades and anti-armor weapons.
Increased throwing distance for projectiles, enhanced explosion and burning effects.
Grenades will be automatically used by soldiers under certain conditions, no need to manually control each soldier.
Player soldiers will automatically throw smoke grenades under certain conditions to protect friendly forces (under testing).
Player and AI soldiers will automatically throw white phosphorus smoke grenades at open-top vehicles and enemies in cover (under testing).
Greatly improved individual anti-armor capabilities... Don't leave infantry behind tanks anymore!!!! Unless you want to see the turret on fire.
Panzerfaust 100, tank destroyers, and bazookas have longer ranges (100m) and pose a greater threat to armored units. Rifle grenades are now more useful.
Infantry units carrying AT will now prioritize throwing AT at armored units within a certain range (including 3kg).
Rocket launcher reload time reduced from 10s to 7.6s, rocket launchers modified to historical penetration data, refined original rocket launcher mechanics, penetration changes with angle of impact.

5*******Vehicle modifications. Historical armor-penetration dynamics. Vehicle balance. Artillery long-range support fire.
Vehicle pathfinding modified, reduced instances of vehicles stopping before turning, vehicle units can now turn at larger angles without stopping.
Allowed tank units to fire while moving quickly (who wouldn't love tanks that can fire on the move?).
Increased the base movement speed of light and medium mounted weapons.
Removed the hull-follows-turret mechanism for turretless tank destroyers and increased their turret rotation angles.
Modified the unconscious system, increased the probability of capturing vehicles, reduced the probability of large explosions.
Light, medium, and heavy tanks are now more distinct (tracks, turrets, etc.).
Light vehicles will no longer have crew members dismounting upon being hit.
Some machine gun vehicles have removed firing angle restrictions (e.g., Kfz 15).
Reduced the turret rotation speed and firing rate of most large guns (except howitzers). Heavy artillery behaves more like indirect fire, and heavy artillery AI and rocket artillery AI will automatically fire at targets within sight, with a firing distance <520m.
Major overhaul of rocket artillery mechanics, emphasizing their defensive role while optimizing player experience.
American tanks come with a roof-mounted machine gunner.
Tanks (especially American tanks) will prioritize using white phosphorus rounds to target your medium and large anti-tank guns.

6*******Game model detail optimizations. FPS optimization projects.
Modified various trenches so they can no longer be destroyed.
Extended the retention time of track marks for medium and large vehicles, etc.
Many more modifications to discover on your own, limited by word count here.

7*******A more historically accurate conquest mode and a slightly higher difficulty than the original game, New squads,new customized vehicles.

The mod's German captured tank skins are sourced from:
https://steamcommunity.com/sharedfiles/filedetails/?id=3438057060&searchtext=skin

Thanks for playing :)
Popular Discussions View All (8)
10
1
17 hours ago
PINNED: How to remove unlimited infantry ammunition如何移除步兵无限弹药
22222222
1
May 20 @ 11:33am
炮兵不能补给弹药
君士坦丁宝
2
Oct 31, 2024 @ 1:41am
cant get this to work with Conquest Enhanced V2 (BRUTAL CONQUEST) :((
TheGamingLizard
918 Comments
22222222  [author] 13 minutes ago 
@game2802867
3225523571\resource\script\multiplayer\units\ger删除late.ger.lua;以及删除3225523571\resource\set\multiplayer\units\late中两个含有ger的文件。
应该能解决和All UNIT SKIRMISH的冲突。
game2802867 3 hours ago 
@22222222作者你好,关于只加载All UNIT SKIRMISH和本mod的情况下,进入原版地图,无法购买所有的炮兵单位的情况,目前又发现只有选择末期的德军才会出现该情况,早期和中期无异常。
Punished Miller 9 hours ago 
Best mod to have ever graced this game. Eliminates all the cancerous micro and improves the AI tenfold.
22222222  [author] 17 hours ago 
ok
roflcake$ Jul 16 @ 9:56am 
cev2 version next? :D
Ludic Jul 15 @ 3:02pm 
@The_P3ddling_P4anz3r potential?
The mod has 6k + subs, it's well established, the reason for the inf ammo explained, and to be honest it's hard to understand why the developers wouldn't try to do half of what this mod does.
Awesome mod, I play with the compatch for Brutal Conquest and it's perfect. Feels totally gamey and bland for me now without these mods.
The_P3ddling_P4anz3r Jul 14 @ 9:06pm 
This mod has great potential, but the practically invincible AI airstrikes completely ruin conquest
14CandyLand88 Jul 14 @ 4:28am 
All these changes actuall to DC?
aNØØBis Jul 4 @ 3:21pm 
Is there a same version of mod but without infinite ammo and op features? I am searching something like Horten but for coop. His mod is not working good in coop, only in DC and pvp mp. And this one seems legit but I do not want that inaccurate infinite ammo
Asuka Jun 28 @ 2:04am 
怎么改了那么多士兵的皮肤成一样的?unit的variety不够啊