Company of Heroes 3

Company of Heroes 3

Base Construction - Full
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Aktualizacja: 3 października o godz. 5:24

-reverted rifleman squad leader's default weapon to thompson as he was bugging out when upgrading the rifleman squad with carbines

-changed WM luftwaffe rally point to Command Relay Bunker, moved command aura off med bunker to this bunker, produces Command Halftracks for now (and some other units later)

-added a command halftrack mostly for DAK (so they get a combined arms-providing bonus officer) that can construct bunkers and ammo storage
-equivalent coming for Allies soon

-replaced WM 2.5 med truck with 2.5 regular truck as it has a properly animated hold (2.5 truck can now transport infantry)

-replaced weird DAK buildings with no collision with flak 38/36 emplacements for BCE panzerpios

Aktualizacja: 29 września o godz. 0:46

-more localization fixes

-BCE engineers can now detect mines
-WM bunker ability upgrades fixed (turns out it constructs a different bunker entirely)
-utility kit removed from BCE panzerpios
-Light Assault Kit localization fixed
-Tommy Bren packages changed to fire while moving (Gurkha Bren)

Aktualizacja: 28 września o godz. 12:53

-fixed BCE Panzerpioneer over-repair (they no longer have Advanced Repair, because I don't want to run an additional test for +2HP/s on a faction where every infantry unit can repair)

-Assault Carrier for UK changed to not require veterancy, upgrades (75mm/medical/quad) unlocked as well

-SAS squad can now get tommy recon package (testing to see how this affects their performance esp with the AT rifles)

-Obersoldaten upgrade requirement localization fixed

Aktualizacja: 28 września o godz. 1:01

-Scout squad upped to 4 men so you don't have to wait for a reinforcement

Aktualizacja: 27 września o godz. 19:53

Added a few things but mostly fixes especially for "overloaded" units with too many abilities. Some engineer units have had their repair abilities hidden, you can still repair with a right click. Salvage has been added as a passive ability to BCE engineer units, right click any wreck. American engineers need to research Salvage from Mechanized Support Centre first.

-Passive mine detection added to all BCE engineer units as there's no space for the minesweeper icon. These units will passively detect and disable mines when they move close, but won't defuse unless ordered.

-UK vehicle withdraw added to all factions' HQ buildings, unlocked once their T4 is built.

-"Light It Up" ability on many engineers and assault units significantly upgraded in terms of AOE and damage. Designed as a tool to quickly clear team weapons and debris from the field without using a satchel charge, since access to regular satchels can't be guaranteed with how little space engineer infantry have.

-American scout infantry reworked to remove the kind of janky racebps setup I had, they're now all 4 men, you now start with a regular scout again but have the option of immediately upgrading to Pathfinders or Artillery Observers. Or you can just ignore those and they'll unlock normally once you build the relevant support center, keeping your 3-man scout squad which can't do anything.

-American scout infantry (except base scouts of course) can now be upgraded with M1903 Springfield marksman rifles that work similarly to recon tommy scoped rifles, also adds Sharpshooter (aussie ability)
-I've kept the sniper range ring for this upgrade for now, will most likely be removed but I forgot before pushing this to live. On the other hand if anyone really likes this and wants it for other recon infantry units (or other units, probably works on vehicles) feel free to let me know and I can enable it.

-Localization text updated for Rangers indicating that their vet abilities are gained at specific levels and that weapon crates have been moved to the Lieutenant/Captain

-Lieutenant can now get 2x BAR upgrade for muni

-UK usability pass for Commandos, Commonwealth infantry, BCE and Demolition sappers shouldn't have issues juggling their abilities anymore. Satchels removed from BCE Sappers and they're given constructable demo charges instead to save space.

-BCE Sappers no longer have suppressed stens (they now have normal MkII Stens)

-Australian Light Infantry given grenades and brought up to spec with other light infantry units

-HP Buffs:
+5 HP per Ranger model
+10 HP per Stoss model
+5 HP per Fallschirmjager model

-Oberschutzen upgrade process reworked: Upgrade now gives them better k98k's (stats are copied from coh 2 obers) and the MG42 is a seperate upgrade unlocked after they become Obersoldaten. Oberschutzen G43 package removed.

-Jaegers now have Sharpshooter (aussie ability)

Aktualizacja: 26 września o godz. 3:19

Reconfigured a lot of abilities around -- Hold Fire and Breach are mostly removed (unfortunate since Breach looks really cool but basically never used and space is very limited on the command panel)

Automatic Fire added to many units (assault infantry mostly), unlocked through kit, unfortunately I can't reduce or remove the slow so be careful with it

Stoss' vet 1 Shock Assault ability added to all kit assault infantry and some special units, on a much lower cooldown. 10000% the most OP thing in this mod.

Oberschutzen and Grenadiers can now upgrade into new units when reaching veterancy 3. These "new unit" differences are cosmetic, but there are some powerful damage reduction bonuses and an LMG.

Rangers' veterancy abilities both granted at vet 1 and 2, and the space cleared for more active abilities

Aktualizacja: 25 września o godz. 5:24

-Replaced smoke grenades on most assault infantry with a variant of Shock Assault (stoss vet 1 ability). Will tune further as I test, but should be a far more useful tool against suppression than waiting for your squad to slowly throw a grenade (or get pinned trying)
-Rangers get theirs at Vet 2 due to USA veterancy choices taking up twice the available space
-Added Scoped G43s to oberschutzen in an effort to make their DPS closer to jaegers/pgrens (they're pretty much equivalent to grenadiers even upgraded)
-Corrected Sprint requirements for some units, some units still broken

Aktualizacja: 25 września o godz. 3:08

noticed a discrepancy between allied and axis dps, tested and found out that:
-Panzergrenadiers and Assault Grenadiers are overperforming
-MP40 Grenadiers are somehow better than Rangers and Cavalry Riflemen

USA was buffed:
-M1 Carbine upgraded two different ways
-M2 Carbine: somewhat janky "automatic" rifle. Pretty overpowered. Available to Cavalry Riflemen, Rangers and Assault Engineers
-M1A2 Carbine: replaces M1 Carbine in M1 Carbine Package upgrade. Generally better in most ways to previous M1 Carbine.
-Paratroopers come with M1A2 Carbines by default
-Rifleman Squad Leader now has an M1A2 Carbine
-Cavalry Riflemen upgraded to come with M1A2 Carbines by default

-Thompson buffed to be more similar to Assault Package MP40
-Additionally buffed with Plunder variant Thompson's accuracy table
-Rangers given buffed Thompsons by default, Cav Rifle/Assault Engie upgrades changed to match

WM:
-Grenadiers can now get their MG34 after getting LBE even if they went for Assault Package (same as palmgrens)

Aktualizacja: 24 września o godz. 16:18

Updated Foot Guards and Rangers to have proper sprint abilities for their kit status
Updated Demo Sappers to have new abilities from their vanilla kit
Demo Sappers Breach removed to make space for more useful abilities
Increased range on recrew weapon ability for stationary buildings
Hid Rangers' "Heavy Weapon Experts" passive to make space for abilities
Removed Foot Guards' Hold Fire and Vehicle Targeting abilities to make space for more useful abilities

Updated some localization strings

Aktualizacja: 24 września o godz. 7:52