Company of Heroes 3

Company of Heroes 3

Better Balance & QoL
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Update: 15 Mar, 2023 @ 5:18am

increased german pz4 reload time by .5 sec so its not as psychotically fast compared to other tanks (its still dumby quick)

Us EasyEight callin cost reduced from 8 to 6 cp. (might cause CP to go into the negative for alittle bit, this is a bug i cant fix cuz i cant acess the part of the files i need to due to the shit tools we have. if it was coh1 or 2 i could do it no problem) anyway this thing sucks idk why they are treating it like its something scarry.

Easy eight reload reduced by 1 sec (it was insanely long by tank standards so now its slightly slower than the PZ4 and hellcat but faster than the normal sherman)

Added ability to get M1919A6 on US riflemen IF you take the infantry support center tech.

Added ability to get M1A1 Pack howitzers from weapon support center IF you pick the air support center tech.

lowered the cost of US Vehicle repair in the armor commander from 125 to 85 sense its not very powerful and has a long cool down with wonky conditions and short duration.

most importantly. made it so every AA vehicle and unit can actually kill planes. now the US aa wont be the only useable one.

Dak Additions.
PanzerJager squads can now be produced in the Infantry Support Kompanie
Panzer 3 Es can now be produced in the Mechanized Support Kompanie Untill the Armored Support tech gets researched,
At which point the Panzer 3 E 37mm tank is replaced with a buildable Panzer 3 G Short barreled 50mm tank. The 3G has slightly more pen and damage, a better AOE, as well as a tiny bit more armor and HP over the 3E, but it also costs slightly more. Sadly it is not a global upgrade to existing Panzer 3 Es, as i cannot edit state trees with this bad mod tools. so its not possable to make a global upgrade. if you wish to have 3Gs you will need to make a new tank.

Update: 13 Mar, 2023 @ 8:54pm

Sorry for the double update, i wanted to squeeze this into the patch today but forgot.

Lowered the ROF of Panzerschreks to be the same as bazookas so they dont machinegun down tanks with a faster better rocket.

Increased cost of US airborne reinforcement ability from 80 to 160 munitions sense its so insanely powerful and lasts for such a long time.

Update: 13 Mar, 2023 @ 6:33pm

Elite infantry have become slightly cheaper across the board with the continued roll outs of the cost re-balance.
(reinforce cost kept the same/high so it doesnt affect balance due to losses and bleed, that should be expensive if they are dying alot and not being cared for. These units are quite powerful after all)

Renamed the M13/40 to "medium" tank (sense thats what it is)

Renamed the Panther ''Heavy'' Tank to "Medium" tank and changed the voice code to medium tank (sense thats what it is)

dropped light scout cars accuracy for all armies by 5% raw at all ranges, because they were over preforming in the mod.

SSF commando Throw knife ability no longer bugs out if the target moves out of range while casting.

Missing scott barrage range added, and rate of fire in barrages increased slightly.

Reduced speed of M13/40 and L6 Tanks by 0.5 because they are faster than scout cars and motor cycles. they are absolutely insane and the base game is turbo broken. Im begining to wonder if i will ever run out of insane relic decisions to revise and fix in the mod.

Increased the reload time on the M13/40 by 1 second or + 33% because they are insanely fast and boarding on autocannon rate of fire. they still have the fastest tank/cannon rof by far but hopefully it shouldnt be as oppressive.

walked back abit of the nerfs to US pathfinders so they arent as weak now that other things have become stronger they still have 5% less raw accuracy at long and medium range than default.

Update: 11 Mar, 2023 @ 4:23pm

Several UI and requirement bug fixes that the base game has have been addressed.

Cost changes to Dak tech are as follows. 1st building from 35 to 25 fuel. 2nd building from 55 to 45 fuel
final Tiger tank tech from 150 to 75 fuel (it already requires everything else to be researched this was too expensive)
Dak tiger tank from 800 to 700mp same as the normal german tiger call in.,

Wehrmacht PanzerGren building from 50 to 40 fuel

Several units have had their costs changed to be lower like the brit and dak AT guns.

Several units were magically bugged and costing way more than they were suppose to like the Legi field gun which was almost 400 mp and not 320 like its suppose to be. (this is some weird bug with the tools. idk how this even happened but it was not intended so i made copies of those units and fixed the cost so it wouldn't happen in the future)

Chaffee Damage vs infantry has been reduced with a multiplier so it doesnt nuke squads as hard anymore, it still has the Sherman splash zone, meaning it effectively functions MUCH MUCH better vs infantry than default, but its not able to 1 or 2 shot whole squads anymore like a Sherman can, as that it isnt too powerful for a mid game vehicle.

Infantry, scout car, and TD accuracy has been increased to allow them to preform their jobs better.
(i did some of this last patch too, but now ive finished doing it to all the main units. some callins may still need tweaked but generally speaking core units are good and where i want them now.

Sherman Easy8 callin cost reduced from 800 to 625 mp... Why is it so expensive? this thing sucks, its basically a BARELY faster Sherman with only 120 more hp.. its not very good.

M8 scott range ring added, Damage profile reworked so it actually does its job and has splash, lowered damage from 120 to 100 & splash range from 5.5 to 4.5 so its not too powerful.

Update: 9 Mar, 2023 @ 11:14pm

US rifle health set to 90 per model 85 was too low and apparently them having working guns isnt as big of a change so idk why default doesnt do it.

Update: 9 Mar, 2023 @ 10:44pm

4th update
made sure the base game hotfix today didn't change anything in the mod i didnt agree with.

US HMG para team cost changed to 270 (added a requirement to have the weapon support center or barracks down to deploy them so they cant be rushed as hard get fucked HMG spammers)
Now that i think about it dont the Germans have a Para HMG team too?? where are you guys ur next and getting the same treatment! Edit: apparently they don't. oh well i would have if they did HMGs in this mod are suppression monsters like coh2 anyway, they dont need buffed.

US bazooka team HP increased from 85 to 90, target size increased from 0.85 to 0.9 (end result is about the same as before)

US AT Para team cost changed to 290 (these should NOT be as cheap as they are in the base game)
US bombing run cost lowered from 200 to 180

US Airborne supply drop or w/e its called cost changed from 120 to 140 munitions. I don't think it should be as high as it is in default now.

US rifle squad health lowered again from 95 to 90. to avoid them being OP Health may need to go down to 85 tbh, depends how powerful working guns feels with this squad.

US M1G rifles accuracy at all ranges improved to be near standard levels so they are absolutely terrible, (were talking about a MASSIVE buff to accuracy of 2x to 2.5x in some cases because default had them totally useless.) That is how shit they are in default, you people dont understand when guys say US rifles suck. they do, they are unimaginably bad at doing damage even the BAR is copy of the breda 30 stats for the DAK, but with way worse acc.
M1G rifle Rof also increased slightly so they feel more like semi autos and not bolts.

BAR werent really changed aside from having a slightly lower cool down up close (now they are the same as the breda 30s), other then that i kept the lower acc when compared to the bredas because of how accessible they are and what units they are on.

Grenader cost reduced from 270 to 260

Jagers cost reduced from 320 to 300 long range accuracy increased from .4 to .5 on G43s

Humber scout car now costs 28 fuel instead of 30. and had a ability add to it for self heal

German concrete bunkers build time increased from 15 to 35 (i agree with this, why was it so short wtf?)

German 20mm flak emplacement build time lowered from 45 to 35.

German flak 88 emplacement build time increased from 40 to 45 sec.

Mortar Damage lowered from 100 to 90

pack howitzers and heavy mortar from 120 to 110

flame thrower damage increased from 12 to 13 (default is 16) i may have been alittle over zealous in nerfing the shit out of them.

German gren and Panzer Gren Kar Rifles have been improved. especially the P grens.

British Lee Rifle damage increased from 12 to 14 sense they only have 5 man teams and only 4 rifles cuz 1 guy has a pistol..

fixed bug where greyhound was missing all hardpoint data.. not sure how that happened..

Update: 8 Mar, 2023 @ 5:53pm

3rd update
so going off todays hotfix notes as i made my rounds around coh3s armies, i bet you cant guess which faction i got around to looking at in detail this time XD

221 German scout car weapon now has UI range ring and had a damage and accuracy buff to make it worth getting. as far as scout cars go its probably still the worst, but it should be usable now.
221 German scout car cost reduced from 280/30 to 260/20 (it still has the worst health of any armored car aswell)

Why are German grens so squishy?? they are the worst core infantry by 100 miles.. Hp increased from 80 to 85. they are still the worst but now it narrows the gap alittle, and having 30 more HP per squad should help them compete alittle better with additional staying power.

German Sniper also has a 1.5 sec cool-down now, not just the US sniper.

All snipers cost reduced from 340 (or w/e they were) to 290. weapon Range reduced from 60 to 50, and vision range reduced from 55 to 45. having nearly 2x infantry range is too oppressive, also these things are a single man squad with 80hp and 1.33x target size.. they die super easy and shouldn't be THAT expensive imo.

increased the traverse speed of German Tank Top Machine gunners. (i got these properly working last patch without freaking out, so now im just adding alittle polish)

PZ4 cost reduced from 430mp to 390m. this was badly needed especially now that its not able to be directly rushed anymore due to tech changes. i also increased its traverse rate from 30 to 32

US Motor pool Fuel cost change from 45 back to 55 idk how i missed that last patch, my bad guys. (relic changed this not me), and now that i removed the MASSIVELY expensive side tech requirement from the motor pool, they were getting this too early, hence the fuel cost going back up.. again to be fair i wouldnt have lowered the cost in the 1st place that was relic not me but its fixed now)

British 40mm/2 pounder AT guns:
Their pen has been adjusted to use the mods custom 37mm pen data with a tiny bit higher pen than a 37mm and their damage has been lowered from 120 to 100 (which is 20 dmg higher than the 37mm). I use a custom pen chart for 37 and 40mm guns thats higher than they were on release but lower than the crazy high numbers we have on default now.


Fixed Most(/maybe all) AT Grenade/AT-DemoCharge/Faust abilities and snares not casting when the enemy moves out of range
IF I missed any please let me know!! Because their were alot and i THINK i got them all. but if i didnt and i missed some, it wasn't intentional so plz let me know in the comments asap thank you.

fixed UI description of German Mortar missing its vet info, (im patching your game better faster harder stronger than you relic. GET ON MY LEVEL!!!)

made mortars not suck and take 5+ direct hits to kill 1 model. (should now kill in 2 to 3 direct hits max though damage is capped to about 3-4 squad members per explosive so units dont die too fast..

Humber cost adjusted -5 fuel and +10 mp
8 rad cost adjusted -5 fuel + 10 mp

fixed bug relic had where only the US flame thrower didnt receive bonuses for shooting units in cover or buildings... ofc the US flame thrower was weaker relic.... ofc. You guys act like warthunder when it comes to shitting on the US in every one of your games... whats up with that?

UI
Added even more Range markers to units. Most should have it now, aside from some infantry. but once they get special guns even they should have it then as well.

Camera has been adjusted to allow for 33% more zoom out :smile: (this alone is worth a hotfix imo)

Enjoy =)

Update: 7 Mar, 2023 @ 11:20pm

2nd update
So Relic's balance™ patch came out yesterday.. to no ones surprise it fixed nothing that needed it, broke things that didnt need breaking and failed to address critical issues that i have already addressed..
so this hotfix undoes the bad stuff that relics patch did, while keeping any little bit of good that may have been in the patch.

Edit: After todays patch & getting into the mod tools and confirming my findings with the default game, i have come to the realization that alot of stuff in the Patch notes were poorly worded.
Much of the stuff in the notes that got buffed or nerfed, did the opposite of what is said in the notes...
Its Relic so idk why this surprised me, or i didnt expect it.
Like para bazookas for example didnt go from 90 muni to 75 (which would of been nuts) they went UP to 90 from 75. this is an example of them wording things wrongly.
the HMG and AT Para-drops didnt lower in cost, they went up. etc etc. that makes sense and im fine with it cuz those things were pretty OP.

Anyway enough beating a dead horse, On to the mod notes and new changes:

Weasel Drop HMG and Mortar cost reduced back down to 50 munitons, but the 4x4 jeep one is going to stay with relics new 75 muntion cost. My reasoning is i kinda like the idea of a doctrine locked unit that is a dedicated Utility vehicle, having this small advantage over the tech tree vehicle which has the same abilities.

Dak Panzergrenadier and PanzerJager LMG 34s can no longer fire on the move and want to fire prone, however they have been given a accuracy increase that is even higher than the Pre nerf levels that relic has.
Not much higher than pre relic nerf, but it is an expensive beltfed MG and it can no longer fire on the move so it needed it.

Improved DAK Panzergren Kar98 at long and mid range so its not as terrible compared to other options.

DAK 250 halftrack fuel cost reduced from 10 to 8

British Dingo Fuel cost increased from 0 to 4

halved the cost to "exchange units" ability in the German Infantry company so you aren't punished as hard for converting units later on. i like the ability but the cost is kind of insane. Id rather throw my existing units into the enemy to die then buy newones, rather than use this ability and hurt my economy even more.

German buildable werbilwind fuel cost lowered from 70 to 50, sense i already addressed the werbil being too powerful and sense it takes a few hundred fuel to unlock, it needed its cost adjusted accordingly. Relic doesnt understand which werbil was the problem, it was the luft callin werbill. its power was fine it didnt need nerfed, it just needed its access slowed down abit. but again relic drops the ball..

German Flak 20mm Emplacement cost reverted back to 25 fuel, and requirement changed to require ANY building, including a Infantry Company.. They over nerfed this. This was another one that just needed slowed down (Which is what the building requirements did.) not nerfed into extinction.

PanzerJagers given the same same AT rifle tweaks as the boys received. (the good tweaks that removed things like splash damage and what not, Not the ones that broke the boys in the base game lol)

Bishop barrage time increased from 30 to 45 sec.. What are you doing relic? Sure this thing is kinda meh, and 60 sec was too long, but 30?? why!? Were not going to be doing that here with the Better balance patch.

British Rifle Grenade min range set to 8. 15 is too long and 5 was too short. I dont understand why they nerf dumb stuff like this but wont fix the blatantly broken flamethrower damage or the issues with US tech tree progression, or the fact that US rifles M1 Garands and BARs are the WORST weapons in the game for infantry...
sigh im thinking about walking away from this brand new game already.

251 Stummel halftrack and US 75mm halftrack barrage ranges extended to 70 and 80 respetivly, recharge times adjusted as well, and the fire rate of the US 75mm halftrack has been sped up because it was very slow.

Bug Fixes
I ACTUALLY got the German turret gunners to stop freaking the hell out with the limited mod tools we have. Praise Me and Praise Jesus!
Proving once again us modders can do relics job better than them XD (relic if you shit on us with these bad tools and constant limitations, were going to give it back to you verbally and do your job better/faster/harder/stronger/cheaper than you, and make you look even worse..
Any pretext of civil discourse goes out the window when you release mod tools like this and then straight up lie about "what the modding community wanted from the tools")

what the community wanted from the tools hasnt changed sense coh1/2. and now you give us junk even worse than coh2s already gimped tools, then you have the gall to say Modders wanted this? are you kidding me? Still borne game with 50% positive steam ratings on release says what??

PS i added a new Meme Screenshot, not sure if patch notes worthy but it makes my vindictive side feel good so...

Update: 6 Mar, 2023 @ 12:30pm

Added a mod icon
Flamethrower ranges restored to default values 20 for inf 30 for vehicles (was 18/26 in the mod last patch) the damage remains properly nerfed at 12 damage ( 33.33% below default coh3 levels), coh2 used the same ranges as coh3 does and now that the damage has been made sane, the range nerf ontop of the damage nerf felt like too much so i gave the range back
Dingo Health lowered again from 190 to 175 (its got the best armor of any starting vehicle and its obnoxiously fast)
Fixed US Jeep Medical crates not working.
fixed weasel callin description.
glostertori cost reduced from 400 to 340 (i nerfed the shit out of the flamethrowers last patch, dont worry guys)
that other Italian squad i cant pronounce cost reduced from 320 to 300
panzergren (dak) cost reduced from 300 to 280
panzergren (ger) cost reduced from 360 to 320 (health reduced from 115 to 110 per man)
German Pioneers squad size changed from 3 to 4 man. cost increased from 125 to 180 (this also means they have more health and damage so they can better compete with other engineers)
path finder accuracy lowered so they arent as insane. short(unchanged) mid (reduced by .10 from .62 to .52) Long (reduced by 13 from .57 to .44)

M1 Garand rifles Long range accuracy increased from .29 to .34 (literally everyone elses rifles are still much more accurate) but this was done to make it so they aren't as terrible at ranged fights, and make it so bars aren't required to hold the line. youre still at a disadvantage which is done by design and do eventually want bars, but now its not soul crushing to not have them.
German para-pioneer grenade launcher damage by reduce by 5 from 45 to 40
Boys AT rifle Range reduced from 40 to 35, damage reduced by 10 from 50 to 40.
Breda model 30 cost reduced from 80 to 65 munitions. Again coh/relic stop doing dumb shit like this to the bren and breda, these are BAR type analogues. not a Big belt fed LMG. its not powerful enough to warrant the cost relic.

Update: 5 Mar, 2023 @ 6:09pm

1st version of mod
Im waiting on them to add ALOT more tools and functionality before i can finish this mod, but even still i did ALOT for the initial release because the base game is very very bad.

So buckle up cuz Oh boy this is gonna be a long one.

Tech path changes
US: bazookas are now in the barrecks,
Us: mortar teams are now in the weapon support center
US: bars no longer require side tech to purchacse (cost remains unchanged)
Us: Motor pool no longer requires side tech to be purchased before placing down, but does require either a barrecks or WSC to be placed 1st. This allows Access to AT guns and Greyhounds sooner than it does in Default
US: Chaffee tank Now requires Any Support center upgrade (the side tech i keep mentioning above) before it can be purchased, Ensuring that this powerful tank does not come out any sooner before or after this change.
US: Tank depot now requires a Motorpool AND any support center side tech before it can start building.
Germany: Tech 4 Tank depot Now requires any T2 (luft Waffe) or T3 (panzer gren) building before you can build it, instead of just requiring the T1 infantry company.


Cost changes
US grenade unlock cost reduced from 25 to 15 fuel (which is what every other factions grenades costs, and the fact they were so high on the most fuel starved faction in the game is preplexing)
OKW SDKFZ 250 halftrack now requires 10 fuel to build
Us M16 and 75mm Halftracks MP cost reduced from 320 to 290
German Halftrack was obnoxiously and unfairly cheap so its cost has been increased from 220/20 to 250/25
UK Bren package now costs 60 munitions instead of 100 sense brens are like a bar and you only get one of them. They are not as effective as and should not be treated like a belt fed weapon upgrade.
Hellcat Cost reduced from 70 to 60 fuel.
Cost of the 1st 3 US buildings in termns of MP has been slightly lowered, they are still the most expensive faction by far to place everything down though, so dont think im a US fan boy or something cuz im not, they were just the biggest hot mess.
UK 2.5 truck cost decreased by 5 fuel. However the Medical upgrade cost has 5 fuel added to it. Reasoning this thing was made out of paper and shouldnt cost so much imo.
UK 2.5 truck AA gun cost decreased from 90 muntions to 75 (reasoning is its not very good, the truck is made out of tissue paper, and it nolonger outranges infantry.. well actually this one ironically never did to begin with)
Fighting Nests cost reduced from 150 to 125 (the non upgradeable ones)


Additions
German Panzergrens now have rudimentery repair in addition their breach buildings ability.
US Jeep veterancy option now drops Medical crates like it says it does.
SDKFZ 250 halftrack can now reinforce infantry, but it must be done manually and has to be within 10 units of the infantry making it only capable of doing so when it is dangerously close to the front (this is intentional, with higher cost and combat risk comes higher reward). My only regret is i couldnt change its description due to a bug with the junk overly restricted mod tools.

Tuning
The Firing Arc for the German 20mm AA team weapon has been lowered for 2 reasons. 1 balance, but the MAIN reason is that its animation related, the model doesnt support the super wide angles that it has in default.
Range advantages are very oppressive, so AT guns range has been lowered by 10 across the board from 60 to 50 (tank ranges are unchanged & for context normal tanks have a range of 40 Specials & heavies have 45 range and TDs are 50).
HMGs range has been lowered from 45 to 40 (infantry range for context is 35).
All 20mm weaopons and below have had their range lowered to 35 (infantry range) so they cant kite infantry and murder as hard with things like the werbil, quad 20 and 50 halftracts etc etc. These were light weapons anyway, it didnt make sense they were firing as far as extended range tank destroyers.
Dingo Armor increased to half of its real values 15/6/3, Health reduced from 220 to 190 to compensate.
Dak 250 Halftrack armor increased to from 6/4/3 to 10/7/4
Hellcat armor heavily reduced to 50/25/25, But speed, acceleration, deceleration and rotation rate increased.
Hellcat Weapon range increased from 45 to 50 to the same range as the rest of the TDs in the game.
German and Dak Marder 3 damage lowered to around normal levels sense they are such a crazy cheap unit with a long range. they still have their upgrades that increase their damage to higher than average but they wont be doing Tiger tank levels of damage anymore.
FLAMETHROWERS REEEEEEE, Damage reduced by 25% from 16 to 12, Range of infantry flamethrowers Reduced from 20 to 17, and Vehicle flame throwe range reduced from 30 to 26. So now you must actually commit alittle bit instead of sniping and murdering everything with ease.Flamethrowers irl and even in most games are a short to mid range weapon, and with the size of the AOE cone, and the fact that in coh3 unlike previous games they dont hit a single unit or squad at a time, and now hit EVERYTHING in their path, they were much too powerful in their default state.
HMG suppression in coh3 is all over the place. So i standized it to coh2 levels but lowered the AOE by 30% from 13 to 10, the result is suppression is more effective but more focused than in current coh3. Im hoping this change in combionation with the range reduction makes HMGs effective at countering blobs, but not oppressive to spread out units, though im thinking of maybe toning down the suppression strength slightly, as it is a big jump from coh3 standard back to coh2 standrds..
Sherman Wizbang Damage has been increased back to alpha levels cuz the release version is useless. For context a MORTAR or pack howitzer has about 80-90 damage.. the whizbag in default currently only has 60 damage... Infantry have anywhere from 80 to 115 health anyone who can do math can see how useless this thing is. so now it does 95 damage and has a better splash.
US bazooka Teams have 15% evasion added to them due to their cost and small team size they died too fast.
Bazookas and Panzerschreks have had their long and mid range pen increased slightly.
Bazooka Damage increased from 60 to 80.
Quad .50 and webrilwind now have suppression. The flak halftrack for Dak had it, and i felt it made sense for these vehicles to have it aswell. I know suppression is annoying to deal with, but due to the innate damage and accuracy recieved bonouses being suppresed gives you this change actually PROTECTS your squads from these weapons. Combine that with the fact that enemy quad 50s and werbils must now get into the same range as your infantry before they can fire, meaning you can actually fire back at them before getting suppressed or turned into hamburger, so its much better than it was in base game.
HMG Penetration slightly Increased from the hot mess it was, to a Uniform 2.5/2/1.5 (close/mid/long) Now its on-par with upgraded infantry weapons.
Humber Scout car HP increased from 240 to 320 (not sure why the weakest scout car in the game was so dang low but i fixed that. Its still quite abit lower than other cars HP even now)


UI changes
We dont tehnically have a Panzer 3L we have a Panzer 3 J1 so i have renamed it
Us jeep renamed to refrence that it is a Recon unit
US Weasle Renamed from Recon to Utility unit, sense thats what it is.

Bug Fixes
US 75mm AT halftrack/German and Dak Marders now have proper Turret traverse code added to them instead of relics Firing arc cone code, so they can better track and fight moving targets without bugging out.
I also added this to semovente.