EDIT: Features analysis at viewtopic.php?f=12&t=1505
Recently I've been working on creating a new CoH2 mod and am currently looking for PvP oriented testers. I'm far from releasing the mod, but I need help. Rather than trying to pull people from COH2.org, I'd rather reach out to my BK family for some testers give you guys a chance to see what I'm up to waaaay before I show anyone else.
What's up with my mod? Here's a quick statement about my mod and an abbreviated list of features.
The mod is NOT A REALISM/HISTORICAL MOD nor is it BLITZKREIG COH 2. Instead, I focus on bringing a really new perspective about the game and create an atmosphere/ambience that makes a player feel more like a captain commanding a company rather than a lieutenant controlling a platoon or a sergeant controlling a squad. Something I noticed with a lot of mods out there in Coh1 and Coh2 is that they start to steer gameplay and feeling towards a platoon/squad level. Even the base games are more of a platoon level even though the game is called "company" of heroes. I achieve this goal by making the game more geared towards rewarding strategy rather than tactics with core changes in mechanics and features that are extremely unique to my mod.
- All aspects of the game are built from scratch, meaning every unit, ability, weapon, and literally down to the projectiles themselves are purposefully added, made, and intentional to give another level of refinement (after modding for a bit I learned so much, which really opened my eyes in why other mods in CoH2 are so unrefined. I can literally see the mistakes they made by lazily copy-pasting and blindly adjusting values, releasing to the public without testing).
- Aesthetic adjustments to make the game look less like a cartoon (this is a lot to explain, so I'll just say it looks better and less like tanks lob large super-mario-like rockets at each other). Works great in combination with the BKII Mod win conditions camera zoom.
- Pushing more units on the field with purpose and not just for the sake of more units, so it's not just "cheaper units to make more" but because it is critical to strategy.
- Adjusted combat system, similar but not quite like BK to encourage more thought out play and to move away from the forgiveness of vCOH. This includes damage values and range.
- Multi tiered "doctrine" system that lets players choose 3 of 9 "doctrine-like" upgrades to allow them to create their own personalities on the field and adapt to the changing situations of the game
- Re-engineered infantry structure, fielding larger squads with loadouts to make them more versatile (typical squad will be 9-men with an officer, LMG, and sometimes radio), a feature that just so happens to be historical as well as game mechanics driven.
- Customizable infantry teams (typically 4-men rather than 9) to supplement squads on a tactical level.
- Adjusted infantry squad formations with real-life formations to accomodate the large squads and optimize infantry performance, a much needed feature when moving the game to a new scale.
- Radio based/Off-map artillery, which essentially means no field howitzers but instead a system of radiomen to simulate a frontline force with supporting elements feel while reframing the "camping" aspects found in most CoH games.
- Reworked armor system based on penetrations and criticals rather than HP to encourage strategic positioning and combined arms over game-carrying micro (aka, the chance of a "one shot" on a tank with full HP can theoretically be equal to if the tank had 1 HP. On the same logic, having a damaged tank only means it is less capable of fighting and not necessarily easier to kill)
- Added level of vision complexity with situational based buffs/debuffs to take advantage not just of truesight (which has already been made near obsolete by typical vCoH2 balances) but create asymmetries of information for greater strategic challenge.
- Removed "teching" aspect of the game by allowing all types of units (not ALL units, just a variety of infantry and vehicles) from the start to the end to make the game more focused on combat strategy than rock-paper-scissor-esque build order dependency.
- Added more types of vehicle criticals for an added layer of complexity in armor combat.
- Utilizes weapon based target tables to bring back the BK/CoH1 complexity and level of possible balance refinement that was lost in CoH2 and pretty much every other CoH2 mod out there currently (seriously, I don't think other mods take the time to meticulously create target tables per weapon type. So basic.)
And that's all I can think of for now.
So what's complete? What isn't complete? What do I need?
USA - 40%
WM - 45%
OKW - 0%
SOVIETS - 0%
BRITS - 0%
Next on the list:
-Refining the infantry formations.
-Finishing two factions to showcase all features.
-Revamped veterancy system for infantry and vehicle crews.
-A GODDAMN NAME! I have no idea what to call this mod yet. Send me your ideas!
My BIGGEST need right now are testers to tell me how things work in PvP. There are so many new, innovative, never done in CoH history features that I need to see how they impact in a real PvP scenario. Even though I listed a bunch of core features above, they are still really susceptible to changes. Before I push any further into the mod, I want to make sure the foundation of the mod is strong.
This means I need really adaptable players who want to play against other players. This is mod is catered for PvP, not AI though it is possible (can't say for how long because I didn't touch the AI at all. It still sort of works 70% of the time). I need players who can take this game and try to break it. Find the imbalances, find the broken features, find out what is completely overpowered, underpowered, useless, game-stealing...
But at the same time, open to completely changing they way they play because this really is like a new game. I've tried many times to "play like it's BK" and found myself utterly failing to new players.
Are you up for the challenge?
EDIT: STEAM LINK ADDED ON TOP, BOTTOM IS OBSOLETE
How to Download
Go to: https://drive.google.com/open?id=0B4PhY ... Xdvb0JaU3c
Follow the instructions in the download instructions.txt
To submit feedback and suggestions go to:
https://docs.google.com/forms/d/e/1FAIp ... A/viewform
Your ideas and thoughts are more likely to be looked into if you submit it through the form. It helps to keep the ideas coming in for you guys systematically organized rather than out of the blue messages on steam I might not even get let alone remember, or unstructured forum posts.
This isn't realistic or historical! Is this a realism mod?
No, the mod isn't tended to be realistic or historical. It's focused on providing a new type of strategy and feeling using the CoH2 engine.
Why are is there no sprint and grenades?
Overall, I want to make the game more strategy focused rather than tactics. I felt the grenades and sprint abilities make the game too focused on micro rather than positioning and army composition. This doesn't mean grenades and sprint disappeared, they can be found in some units that are intended to be tactics focused.
Why aren't there more tanks? Where's my precious Tiger and Panther?
They will come soon! But, I am still in extremely early stages of forming ideas and features. I don't want to move too far ahead in making all these units but then make a huge change in core concepts, then needing to go through everything I've made so far to make the change, risking sloppy work and an unrefined mod.
Speaking of unrefined, why aren't there description texts for some things?
Frankly, I just missed them and I need to do that level of editing/refinement. A lot of the times I just forget or I shrug and say "I'll probably end up changing or scrapping this later, so why waste time doing the really small details now?" But, mark those errors and I will fix them eventually!
This German is wrong.
Sorry, I used some online translation tool for the most part. Please tell me the proper name and I will fix it!
Are you going to make this historically accurate?
Maybe, maybe not. I'm focused more on gameplay than history. There are often times where history and gameplay overlap so I would make it historically accurate the best I can, but not if it sacrifices gameplay. This actually brings me to the next question.
I can't understand the units on the map. What do all the icons mean?
The icons are historical tactical symbols (with minor artistic liberties) used by the respective militaries. Frankly, I like them and maybe I'm just use to reading/seeing them that I forget that they may not be intuitive for most players. If there is enough complaint about it then I'll have no problem changing it. But so far, after I've explained what they are the response has been "oh cool! I didn't know that."
Is this a realism mod?
I said this already, it's not a realism mod.
Is this a realism mod?
My answer still hasn't changed, no it's not a realism mod.