Company of Heroes 3

Company of Heroes 3

All Factions Defensive Doctrine
67 Comments
The Onyx Tiger 22 Oct @ 5:02pm 
Hey, I was thinking about using this mod but am not too keen on the extra vehicles and unit upgrades. I was wondering if you'd be willing to make a variant that only adds buildables for Engineers.

I love playing defensively and building up forward bases and whatnot. Sandbags, tanktraps, barbed wire, concrete walls (a mod in CoH2), bunkers, etc. but Company of Heroes 3 doesn't really have that many options.

I was wondering if you'd fix that by adding several more options to each faction to make them more enjoyable to play defensively. More cover options, repair and medical stations, I saw wall and fence types in Deadly Units, etc.

I currently use the Camera Mod Tuning Pack and would gladly give that up if it meant I could build more stuff as any of the factions, be it buildings, fortifications, or emplacements.

I had to keep this brief because character limits but you can add me if you're interested and maybe I can help somehow or give more info? Cheers!
The JoKeR  [author] 28 Jul @ 9:12pm 
Yeah I can take a look at that
zhongminxi 23 Jul @ 3:27am 
Hi Jocker,
I really enjoy your mod!
Would it be possible to increase the weapon slots for the Afrika Korps and British infantry as well? That would make PvE much more fun.
Streety 24 May @ 10:37am 
Tried the fix out in-game recently, and it works flawlessly.

Thanks king.
The JoKeR  [author] 22 May @ 6:38pm 
@ Streety , I added the passive ability to the bazooka squad. Sorry for taking a little bit to get that added in. I have been a little busy recently.

I really appreciate you taking the time to let me know of issues like this. Sometimes its easy to let things slip through the cracks when patches come out. Feel free to keep suggesting modifications or issues with missing features!

Also, I'm glad to hear you enjoy the mod!!
Streety 12 May @ 8:36am 
Hey Joker,

I haven't seen any posts or comments regarding the US Bazooka team not inheriting the new 'Steady Fire' passive from Patch 1.7.0. They seem to still have the old ability, 'Destroy Cover' in place of the new passive.

I'm not sure if this is an oversight since the Vet 3 ability description would imply that they are supposed to have the new passive.

Would it be possible to update the passive? Mostly because the mod will allow us to greatly utilise it....and because I love bazookas (who doesn't).

Otherwise, this is by far my favourite mod in the workshop. Awesome work!
SSgtBulletSponge 1 Apr @ 7:40am 
Awesome, thank you!!!
The JoKeR  [author] 31 Mar @ 2:12pm 
SSgtBulletSponge, adjusted the camera heights a little more for you, hopefully that's what you were looking for. I had Min set to 5 and Max set to 85. I boosted them a little more setting Min to 1 and Max to 100. The default values are (Min = 7 , Max = 35)
The JoKeR  [author] 31 Mar @ 1:46pm 
HeavenStormer5249, that's an awesome idea! I'd love to implement those additions. It might require creating custom units and models, as they aren't currently in the game. I could try developing a separate mod to test them and then import them into this one if I can get them working properly. I've only dabbled in custom units once, so it might take some time to figure out. But when I have some free time, I'll definitely give it a try.

SSgtBulletSponge, I'll look into adjusting the camera height. Thanks for the feedback!

beastyg07, you'll need to enable the mod in the match settings when you start a skirmish or multiplayer match. I just tested it to confirm there were no issues, and everything looked good on my end. If you can provide more details about what you tried, I might be able to help you get it working.
beastyg07 30 Mar @ 2:24pm 
can't seam to get this mod to work is there something that im missing
SSgtBulletSponge 14 Mar @ 12:41pm 
Is it possible to add in the camera mod that will allow increased zoom out?
HeavenStormer5249 10 Mar @ 9:33am 
Hi @The JoKeR, great mod! Wanted to add some suggestions. For USF, replace the Bofors with a Quad .50 Caliber Emplacement version. And replace the 17 Pounder with the M5 3-inch AT Emplacement version making them unique from the UKF. Will you also add the M2HB .50 HMG team weapons? Thanks!
The JoKeR  [author] 9 Mar @ 3:58pm 
Those were not my intentions, thanks for catching that. The UK can now build the centaur and the Germans can build their road blocks. I also added a Heavy Tank Trap to each faction that allows them to build a tank trap that will stop heavy tanks at the cost of 1 munition per trap.
Falken 5 Mar @ 8:53pm 
The UK cant build the centaur tank, despite it costing 5 command points.
I think its an oversight?
MLGamez 5 Mar @ 5:38pm 
Was it intentional to not let all the germans build the un-crushable road block? If not you should let them build that. Also the africakorps engineers cant build their road blocks with the battlegroup selected (ps i was refering to the german fobs in my earlier post)
The JoKeR  [author] 4 Mar @ 1:46pm 
Also, MLGamez which faction's FOB are you referring to? The Advanced FOB for Germans should not increase the income since they are the only ones with two types.
The JoKeR  [author] 4 Mar @ 1:44pm 
Updated the veteran descriptions, added the new heavy tanks, and swapped out the riflemen squads third upgrade to M1919A6. *Must unlock bars to access it though.*
᲼᲼᲼ 2 Feb @ 7:05pm 
Additional thing I noticed is that when Riflemen Squads have three special weapons (e.g. 2 BARs 1 Bazooka), when you try to get the M1941 Johnson Upgrade on them, it'll cause them to just drop the Johnson when the upgrade completes.
᲼᲼᲼ 2 Feb @ 6:20pm 
If possible, I believe it would be best to change the M1941 upgrade on the Riflemen to an M1919A6 LMG upgrade, since the M1941 Johnson and M1918A2 BAR essentially have the same function with only really slight stat differences. Going for the M1919A6 changes things up by improving the Rifle squad's mid-long range firepower at the cost of being less mobile.
The JoKeR  [author] 3 Dec, 2024 @ 9:29pm 
Thanks for bringing that to my attention JDDD, I'll look into why that might be happening. There may have been an update that changed things.
JDDD 30 Nov, 2024 @ 5:24am 
I found a possible bug with arty emplacements. They don't seem to fire or respond to commands when it's placed outside of their initial range.

I was playing the brits and had 2 arty emplacements that leveled up to 2 stars, meaning that their range has already increased. When I command them to fire a barrage at the end of their range (outside of their 0 star range but inside the 2 star range) they don't respond. However, when I command them to fire a barrage at a range that's inside their 0 star range, they do fire.
The JoKeR  [author] 21 Nov, 2024 @ 3:45pm 
I thought about it but I wasn't sure if it would be too extreme. Maybe i can increase the health or possibly add in a new tank trap that takes much longer to build but it cant be destroyed.
Yorky-Pudz 17 Nov, 2024 @ 6:46am 
heyup, is it possible to build invincible tank traps please
nini666170 22 Aug, 2024 @ 5:02am 
Good morning
could you zoom back?
have their noses on the map and no visibility
THANKS
The JoKeR  [author] 14 Aug, 2024 @ 4:05pm 
IAF Geeffreeze, I am not sure which building you are referring to. Each faction has the ability to build a forward operating base on a flag. Are you referring to something else?

Nini, I will look into that tank and if it should be added.

Thanks for the feedback!
nini666170 13 Aug, 2024 @ 2:06pm 
Good morning
could you add the
Nashorn heavy tank destroyer?
THANKS
IAF Geeffreeze 13 Aug, 2024 @ 4:25am 
Hi! Your work is awesome, truly!

Do you plan to add a forward assembly for allies?

Keep up the good work !
The JoKeR  [author] 4 Aug, 2024 @ 9:56pm 
Thanks Falken, so far the only unit I changed was the the Jäger squad which I gave them an additional weapon slot. I have been trying to keep things as normal as I could but add a little more functionality.
Falken 2 Aug, 2024 @ 10:39pm 
Oi mate, I really like how its coming together like a jack of all trades. Cant wait to see what the future holds.

quick question for you, I was playing as wermacht and it seems like different units have different weapon slots.
its a bit confusing, some only have the default 2
stobtruppen have 4,
and another unit has 3.

is this intended ? or will you update the number of weapon slots to be as many as the unit the squad has.
That would really eliminate the confusion and i wont have to remember which unit can pick how many.
Hunter2k6 2 Aug, 2024 @ 8:05pm 
I am testing right now, but the Flak 38 of Axis still able to shoot very far bro @@
The JoKeR  [author] 2 Aug, 2024 @ 7:43pm 
Okay I just re-uploaded the anti air emplacements. Let me know if you see any issues with them.
The JoKeR  [author] 30 Jul, 2024 @ 9:33pm 
I'll try to get those re-uploaded tomorrow. The emplacements do have long ranges/ sights but that is what the smoke and artillery is for so, I'll probably just keep them vanilla for now. Thanks again for informing me on the bugs!
Hunter2k6 30 Jul, 2024 @ 3:06am 
oh hey the Anti-Air emplacement (Flak 38 + Bofor) need to be re-added just like flak 88 AT,

I just try your new patch, and my mate seem to spawn those thing a lot, 2 emplacement can shoot through half the map, it also damage the M4 Sherman real quick with it insane fire rate

A whole match, my mate just spawn all of those thing, it massacre both all infantry and light vehicle and can take 1/3 tank health bar easily
The JoKeR  [author] 29 Jul, 2024 @ 10:25am 
As for the anti air ranges I didn't alter the range or sight of the emplacements mostly just the requirements and health. I was meaning to add in British bunker but I just have not got around to it yet. I'll look into tweaking the bunkers as well.
The JoKeR  [author] 29 Jul, 2024 @ 10:22am 
I updated the mod and made a few tweaks as well as hopefully fixed the issue with the flak 88 you were having.

I added a unit cap of 3 to the Archers so they now cannot be spammed. (I can increase if needed).

Jäger squads would drop the weapons because they could only hold 2 special weapons I upped it to 3 but may drop it back to 2 depending on if it makes them too strong.
I also added the requirement to check if they can hold any more weapons on the flamethrower and panzerschreck (this was the main issue).

I could not reproduce the error with the Flak 88 so i just removed them and re-added them from vanilla to hopefully fix any bugs.
Hunter2k6 29 Jul, 2024 @ 8:45am 
Sorry for double post, I realize that DAK bunker only have motar upgrade, don't have other option like MG42, medical

British also don't have their own emplacement, and using the USA emplcement right now
Hunter2k6 29 Jul, 2024 @ 8:39am 
@The JokeR
Thanks for hearing me out,
By the way, the Anti-Air emplacement suppose to have a range double of a Flak AT ??? I saw them shooting infantry from a very far distance, make the balance break too much, could you edit them to original value ?
The JoKeR  [author] 29 Jul, 2024 @ 7:48am 
Thanks for the info Hunter, Ill look into those issues and try to get them fixed.
Hunter2k6 26 Jul, 2024 @ 7:36pm 
There some bug in the mod right now

Jäger Squad bazooka upgrade make them drop the bazooka on the groud, can not picking up
Flak 88 Emplacement when switching to anti-air mode, it's will sometime trigger a bug which make them not target the tank anymore and just looking the last aircraft they seen in the sky, even after de-actived the anti-air mode, they still not back to normal state to shoot vehicles

Please also remove the Archer Tank for allied, Expert AI Allied sometime seem to spam those tank a lot and not product any M4 at all, make the game very unbalance too.

Those Archer Tank have a lot health, and also have the best range like a moving 88 Flak gun, Tiger and Panther have no tank to counter it at all. I know infantry can easy counter them, but AI spam all of them, make the matches boring too
The JoKeR  [author] 4 Jun, 2024 @ 4:25pm 
谢谢
高桥文哉 1 Jun, 2024 @ 2:33am 
爱你
nini666170 10 Apr, 2024 @ 2:47am 
I don't know
but I look like you if that can be imagined
THANKS
The JoKeR  [author] 9 Apr, 2024 @ 9:13am 
nini666170 I was not able to reproduce the trembling. Is it happening to you on multiple maps/games?
nini666170 9 Apr, 2024 @ 7:40am 
there is a bug on German flak 38 anti-aircraft soldiers
they tremble
MajMayonaise 9 Apr, 2024 @ 7:36am 
6 seconds sounds perfect, thanks a bunch!
The JoKeR  [author] 8 Apr, 2024 @ 6:34pm 
MajMayonaise, I've reduced the build time for basic sandbags across all factions from 10 seconds to 6 seconds, making them now just 1 second longer than they were before the recent game update.

nini666170, I'm trying to avoid adjusting the damage of certain abilities or weapons so as not to significantly alter the game's feel. Perhaps I could slightly enhance the strength of German tanks without changing their cost, and to maintain balance, reduce the cost of allied tanks while their damage/health remains unchanged?

I initiated a discussion on this topic a short while ago. If you'd like to read it and share your thoughts, I'd appreciate it.

Thanks again for your input! If you discover anything else, please keep me updated.
nini666170 7 Apr, 2024 @ 1:11pm 
Good morning
your mod is very good but I would have liked the German aviation to be a little more powerful
when I attack with aviation I have very little damage on tanks
The American air force is much more powerful and the bombing destroys my soldiers and my tanks. Can you do something?
MajMayonaise 6 Apr, 2024 @ 8:06am 
Thanks for the hmg fix! I just tested the British Sappers, it looks like the sandbags they build still follow the newest game update changes and take about 10ish seconds to build each. The vanilla update still has a lot of bugs so it'd probably be really hard to tell what is mod related or base game related until they release a hotfix. Thanks again!
The JoKeR  [author] 6 Apr, 2024 @ 12:53am 
Thanks MajMayonaise, I am glad you like it. I just fixed the British hmg's from retreating only to the HQ. They will now retreat to forward bases as well. Thanks for catching that!

Also, would you be able to tell me which sandbag walls have the long counters? The ones I looked at looked like they should still be around 5 seconds. I'll drop the timer by a few seconds on the ones you are having trouble with so they are not as harsh.
MajMayonaise 5 Apr, 2024 @ 9:07am 
This mod is fantastic, it really scratches the tower defense itch I get when doing AI skirmishes. If you really only play against AI like I do, I can't recommend this mod enough. Only a couple things I might change (and I would absolutely defer to the creators judgement here).
-The British heavy machine gunners don't retreat to forward bases, and instead go all the way home (probably new vanilla game update caused this).
-Sandbag build time is a lot longer now (again, base game update changed this). I preferred it the old way, but that could just be me.
I just noticed I haven't even tried out the Germans yet, so I might notice something else with them, but yeah, this is the exact mod I have been waiting for since the first COH. Thanks!