Company of Heroes 2

Company of Heroes 2

Frontline '44: A Better CoH2
82 Comments
GHOT RON 28 Apr @ 7:27pm 
This mod has a bug that can't upgrade the Panzerschreck gun.
Chassless Aps 12 Jun, 2024 @ 10:35am 
have to agree with General Shyguy, the AI constantly using arty abilities on my HQ is annoying.
General Shyguy 29 Jul, 2019 @ 11:02am 
Please for the love of god just remove the use of arty abilities inside bases, all it does is break the fucking game.
General Shyguy 31 Mar, 2019 @ 5:50pm 
Almost forgot not being able to build defences inside the base limit, this is very noticeable on smaller maps or maps with large base zones so is there a chance you might change this in the future?
General Shyguy 31 Mar, 2019 @ 5:48pm 
Is it possible for you to disable commander abilities being used inside an enemy base, the AI has a habit of abusing this to hell and back given how they have no FoW and with players it just because a case of who gets the railway strike first.
404 Not Found  [author] 4 Mar, 2019 @ 12:56pm 
I'm not sure. I'll mention it to Leepriest next time we talk and see what he thinks.
Blu Het 2 Mar, 2019 @ 5:33am 
Ill give that list a look thank you. What did you think about adding body permenance .I had another mod that did that but it would be cool if it was part of yours .A combo of my 2 favourite mods :)
404 Not Found  [author] 27 Feb, 2019 @ 1:50pm 
Relic added the KV-1 to several additional commanders - in my opinion far too many, as the KV-1 was more of an early war tank and not built in particularly high numbers in real life. As such, it is only available from Soviet Industry Tactics and Soviet Reserve Army in the mod (please check out the commander database, linked above, to see all commander abilities in the mod). The M4C Sherman, however, should absolutely still be available from Lend Lease Tactics as a call-in.
Blu Het 26 Feb, 2019 @ 9:55am 
Guard Rifle Combined Arms Tactics . I've played with the the mod disable and i have access to the tank so it is most likely a conflict with your mod. I hope you can fix this because this mod is awesome and i would hate to have to stop using it over a single tank and because your AI tweaks are a godsend.

EDIT : just noticed that the same thing happens with the Sherman from the lend lease tactics commander.
Blu Het 26 Feb, 2019 @ 7:21am 
Also i was wondering if its possible to make bodies stay after death ? i think it would add to the game and make front-lines and skirmish heavy areas more visible . just a thought.
LeepriesT  [author] 25 Feb, 2019 @ 10:36am 
Quinn, most doctrines were revamped maybe the KV1 was moved? Could you specify which doctrine you mean?
Blu Het 25 Feb, 2019 @ 10:34am 
When i enable this mod it removes my access to the KV1 provided by one of my commanders . Am i doing something wrong ? Everything else is top notch though.
VALT13L 6 Jul, 2018 @ 11:52am 
thank you :)
404 Not Found  [author] 6 Jul, 2018 @ 11:05am 
You have to start a custom match, then as the host you have the option to select a tuning pack (like this mod) and/or a win condition. So no, it's not automatic.
VALT13L 6 Jul, 2018 @ 3:23am 
is this mod automatically active on download or how do you activate it?
404 Not Found  [author] 21 May, 2018 @ 9:20am 
To follow up, we did manage to push a couple updates over the weekend to patch things up :-)
Spielführer 21 May, 2018 @ 5:54am 
Thanks in advance. Relic just should copy and paste the mod...
404 Not Found  [author] 17 May, 2018 @ 10:13pm 
Sooo apparently Relic just pushed a new patch live that has more commander ability changes that are going to break the mod. Hopefully we can get fixes out this weekend. Stay tuned!
Spielführer 16 May, 2018 @ 11:50am 
Awesome mod!
The Stang 26 Nov, 2017 @ 8:17am 
Could you change the Airborne Assault ability of the OKW? It's pretty awful the way it is since you either can't afford the Popcap for the ability or your FJ will just die in the air. I suggest to remove the FJ from the ability so it's just the Air Strike
AppliedPsionics 27 Oct, 2017 @ 9:46pm 
You brought back the authentic COH2, marvelous work! I'm wondering if your team is willing to share the original mod file and other stuff somewhere, because this is truly a good work to learn from and start from.
LeepriesT  [author] 17 Oct, 2017 @ 8:17pm 
Thank you for the input guys, we have implemented some of the changes.
Xeonzs 7 Aug, 2017 @ 12:26pm 
Also there's still a bug left since vanilla you could fix:
B4 Howitzers Veterancy 3 is supposed to provide drastically increased range, but it remains the same, the radius on the minimap increases, but cone of attack indicator and actual range don't increase.
interceptor 7 Aug, 2017 @ 10:55am 
Please increase accuracy and range dramatically (bolt-action rifles 300m, semi, assault and mgs 200m, smgs 100m) otherwise its still just a ww2 pokemon game where its all about who spams enough units and who has special abilties to win over the other side.
would love to see bullets actually being lethal and not paintball damage, with a lethal range and accuracy

i truly feel that i cannot immerse myself in a experience where two squads can stand 2 meters infront of eachother and shoot for a few mins before either side is killed
Xeonzs 7 Aug, 2017 @ 7:51am 
Logic:
-In vanilla OKW the jagdtiger could always shoot through world objects and the king tiger couldn't, you made a few reverts so why not this?
-The Jagdtiger's gun makes a bigger boom and feels more heavy, together with the mentality that it can shoot through world objects (with the right shells) it should do this by default
-Right now the king tiger is a better tank destroyer due to it's ability to shoot through world objects for free, just park it behind a building, small patch of forest or whatever and with it's increased sight range veterancies it literally can't be harmed, plus it has more mobility and turret mobility than the jagdtiger + a mg on the top against infantry.
Xeonzs 7 Aug, 2017 @ 7:51am 
Either:
- Let both king tiger and jagdtiger shoot through objects with standard fire (remove paid timed ability from jagd tiger)
- remove this passive ability from king tiger and make standard fire pass through objects on jagdtiger
- (most logical one) make standard fire pass through objects on jagdtiger and instead give the king tiger the paid timed ability to shoot through objects.

Xeonzs 7 Aug, 2017 @ 7:51am 
I'm really enjoying the mods, reverting some changes, like OKW resource penalty and conversion + timed trucks.

There's 1 thing I don't understand though:
If you're going to let the king tiger shoot through objects why not the jagdtiger?
Lord Castellan Majorian 1 Aug, 2017 @ 11:16am 
the damage system is basicly vannila
Oldwolf 24 Jul, 2017 @ 6:18am 
Heard good things I'm in. Like to find out for myself with a comp stomp or two to check AI. More feedback inbound in a bit ;)
Julius 23 Jul, 2017 @ 11:34am 
The mod is a pretty nice overhaul,i thought relism would mean an insane damage model,but its more a .50cal being able to penetrate ascoutcar.nice job

Although i would say OKW is a bit too powerful imo,volks are too cheap,the flank HT is too potent aswell imo.
Kemalist(mdx³) 20 Jul, 2017 @ 2:32am 
I´ll try this, looks nice.
404 Not Found  [author] 16 Apr, 2017 @ 12:09pm 
The mod has now been updated 100 times! Hurray!
404 Not Found  [author] 8 Feb, 2017 @ 3:17pm 
For anyone who might be concerned that I'm no longer actively developing this mod, have no fear! There will be a major update shortly after the current balance mod is introduced into the live game to integrate any desirable changes from it. And I just added a link to the DreadMode Commander Database to the "Commander changes" topic. Check it out!
Havenco 25 Dec, 2016 @ 11:48am 
Thanks! I thought the Soviet tank traps still lacked this, but it looks like you're right, they fixed them all.
404 Not Found  [author] 25 Dec, 2016 @ 10:34am 
Actually Relic finally fixed the tank traps themselves, but the way to make something stay visible in the fog of war is by setting ghost_enabled: true in ui_ext.
Havenco 25 Dec, 2016 @ 4:35am 
Hello Dreadbot. I saw a post of yours on the coh2.org-forums (https://www.coh2.org/guides/26089/coh2-modding-getting-started-with-the-official-tools/post/239227) , and I was just wondering if you ever found a way to make tank traps visible in the fog of war. I've been searching all over without finding a solution...
MarioM 14 Dec, 2016 @ 12:03am 
thx
404 Not Found  [author] 12 Dec, 2016 @ 9:40pm 
Well IF you've subscibed to the mod and IF you selected it when setting up the match... and it still doesn't work, all I can say is to try contacting Relic or Sega support b/c that means something is wrong with your game (something I can't fix).
MarioM 12 Dec, 2016 @ 1:12pm 
no, not working to me , no changes at all , Help ? please?
404 Not Found  [author] 10 Dec, 2016 @ 3:42pm 
It's been just over a year since the mod was first released on the community workshop, and with over 3600 subscribers the only thing we need now are more modding tools to allow doing things which aren't yet possible!
LeepriesT  [author] 8 Dec, 2016 @ 12:17am 
IrishBacon7 Thank you for the kind words, I know personally Dread has put forth alot of effort and vision into the mod. Im glad someone likes to play the mod as much as we do.
IndustrialBacon7 7 Dec, 2016 @ 1:05pm 
WOW you have worked very hard on this mod alongside anyone else who has contributed, and I must say it was worth all the effort!
MarioM 24 Sep, 2016 @ 2:15am 
Nice!
404 Not Found  [author] 29 May, 2016 @ 11:34am 
Yeah, Mechanized Company and Heavy Calvary Company have half-track dispatch abilities.
Oldwolf 29 May, 2016 @ 7:15am 
I tried your tuning today as the Americans and I am VERY fond of it, although I was surprised to find the USA did not have a troop transport truck of anykind to transport & reinforce. Perhaps it is a commander ability?
Super Mean Agent 5 Jan, 2016 @ 4:10am 
Awesome dude, keep it up. Happy new year btw.
404 Not Found  [author] 1 Jan, 2016 @ 3:32pm 
Updated the original post of the bug reports topic with a list of Relic bugs fixed by my mod.
404 Not Found  [author] 16 Dec, 2015 @ 8:32pm 
For those interested, I created a new topic listing the non-commander faction changes in my mod.
Super Mean Agent 12 Dec, 2015 @ 9:51pm 
Thank you.
404 Not Found  [author] 12 Dec, 2015 @ 7:26pm 
The general consensus back then was that there were so many criticals that using a tank was too much of a gamble. However all of those criticals can still occur thanks to a variety of unit and commander abilities. Some people even want to remove those, but I'm keeping them around.