Company of Heroes 2

Company of Heroes 2

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More Interesting COH2 Ver 1.6.1
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Item Type: tuning
File Size
Posted
Updated
6.146 MB
23 Oct, 2024 @ 10:19am
17 May @ 6:17am
37 Change Notes ( view )

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More Interesting COH2 Ver 1.6.1

Description
This MOD retains the vanilla units, factions, and commanders as much as possible

At the same time, these contents have been enhanced in all aspects

Almost all units, all factions, and all commanders have been greatly adjusted

to make the game more interesting by creating more ways to play.

Main features:

+ Weapon efficiency is more efficient
Semi-automatic rifles have twice the DPS of bolt-action rifles
Automatic weapons have a more realistic rate of fire, longer firing duration, and lower accuracy
Flamethrowers can damage all tanks, have a longer firing duration, and a larger AoE range
Infantry units have higher anti-tank ability
Large-caliber heavy machine guns have a high lethality to infantry and pose a certain threat to light armor
The AoE range of the tank's main gun has been weakened, and the accuracy of the main gun against infantry has been greatly improved. The hull, coaxial, and roof machine guns have also been greatly enhanced, increasing the tank's anti-infantry efficiency while reducing the situation where a single shot destroys a squad.
The main gun of a tank destroyer has the same anti-infantry efficiency as a tank gun of the same caliber
The larger the caliber of the gun, the higher the damage, the larger the AoE range, and the slower the reload


+ Richer unit selection
Most tank units that require commander ability to Call in the vanilla game can now be directly produced
All team weapon unit that require commander ability to Call in the vanilla game can now be directly produced


+ Greatly improved tank survivability
The armor protection of tanks has been greatly improved, and the protection level of different tanks will be determined by their actual protection level
The long-range penetration of the tank main gun is relatively weak, and only at medium and short distances will it have better penetration performance
Most medium tanks have increased their health by 25%
Most heavy tanks have reached the health of the vanilla King Tiger


+ Units take up less population
Infantry units will be determined by the population in a squad
The population of tank units will be determined by the number of crew members in the tank
Snipers will only take up one population


+ Adjusted resource income and unit production consumption
Manpower income has increased by 1.5 times to adapt to the higher weapon output efficiency and higher manpower costs brought by the infantry unit grading
Ammunition income has increased by 2 times, increasing the frequency of use of regular ability and balancing the cost of powerful ability
Oil income has increased by 2 times, which can obtain more light tank production resources at a faster speed, while keeping the appearance frequency of heavy tanks similar to the vanilla game
The resource income of resource cache has doubled, making the later battles more intense


+ More distinctive infantry units
Infantry units are divided into low-level infantry, regular infantry, advanced infantry and elite infantry
The manpower cost of low-level infantry units is usually less than 200 manpower
Mainly used for occupying points and filling lines, with low survivability and output capabilities. After upgrading, their performance is often no less than that of regular infantry or even advanced infantry.

The manpower cost of regular infantry units is usually between 200 and 300 manpower
A versatile fighter on the battlefield, with conventional survivability and output capabilities, excellent anti-infantry efficiency, and no lack of anti-tank ability to curb tank advances.

The manpower cost of advanced infantry units is usually between 300 and 400 manpower
Each combat unit has its own specialties, with strong anti-infantry or anti-tank capabilities, and survivability is also at a nearly top level. The cost of reinforcement is not much higher than that of regular infantry.

The manpower cost of elite infantry units is more than 400 manpower
The nemesis of all infantry, with unparalleled anti-infantry efficiency and survivability, and the cost of reinforcement is also unparalleled.


+ More prominent armored vehicle positioning
(The standard heavy tanks below refer to the Tiger, IS-2, and Pershing level)

The cost of armored vehicles is about 10%~15% of standard heavy tanks
Usually equipped with heavy machine guns, autocannon or small-caliber tank guns, with fast speed and strong auxiliary capabilities.

The cost of light tanks is about 15%~20% of standard heavy tanks
Usually equipped with autocannon or small-caliber and medium-caliber tank guns, with the same characteristics of fast speed and strong auxiliary capabilities, and armor protection is basically immune to rifle bullets.

The cost of a standard medium tank is about 50% of that of a standard heavy tank.
Usually equipped with a medium-caliber tank gun, it has a very balanced performance, has excellent lethality against infantry, and has a crushing advantage over light tanks.

The cost of an advanced medium tank is about 65%~90% of that of a standard heavy tank.
Usually equipped with a medium-caliber tank gun, it has higher penetration, stronger protection, and even stronger mobility. It has a nearly crushing advantage over standard medium tanks, and has a certain ability to fight heavy tanks.

The cost of a standard heavy tank is about equal to the vanilla cost multiplied by 2.
Usually equipped with medium-caliber and large-caliber tank guns, it has a dominant armor-class shell resistance capability, whether it is protection, penetration or range, it is better than most tanks, and also has a high HP.

The cost of an advanced heavy tank is about 135% of that of a standard heavy tank.
Currently, there is only one tank at this level, the King Tiger, which has a frontal armor that can be called the Wall of Sighs, and a super high HP. It can effectively penetrate most tanks, but it seems quite weak when facing air force and artillery fire.

The cost of a low-level tank destroyer is about 25%~40% of a standard heavy tank.
Usually equipped with a medium-caliber anti-tank gun, with the same penetration as a standard medium tank, the same range as a standard heavy tank, and a much lower cost than them.

The cost of a mid-level tank destroyer is about 45%~70% of a standard heavy tank.
Usually equipped with a medium-caliber anti-tank gun, with a penetration that can fight against heavy tanks, and a longer range.

The cost of a high-level tank destroyer is about 65%~115% of a standard heavy tank.
Usually equipped with a medium-caliber anti-tank gun, with a penetration that can fight against high-level heavy tanks and more stably penetrate heavy tanks, and a very long range.


+ Some commanders have gained new ability, weapons and units
Conscript PPSh upgrade ability changed to Conscript AVT-40 upgrade
Lend-Lease commanders unlock Universal Carrier, Valentine light tanks, and Churchill MK4 heavy tanks
Build B4 203mm howitzer ability changed to Build Br-5 280mm howitzer
Produce KV-1 passive ability changed to Produce KV-85 passive ability
Call IS-2 ability changed to Call Ace IS-2 ability
Call HM-38 120mm mortar ability changed to Call MT-13 160mm mortar ability
Call StuG-III Ausf. E ability changed to Call StuH 42 assault gun
The ability of Calling Stormtroopers has been changed to the ability of Calling Brandenburg Troops (this change is exclusive to the commander of the Elite Troops)
The passive ability of producing Sherman "Bulldozer" has been changed to the ability of producing M4A3E2 "Jumbo"
93 Comments
UMP-45  [author] 13 May @ 12:26am 
@w1NNIE 但打重坦和一些中坦比较乏力,而且容错率相对较低,升了观瞄镜后还需要原地停留20秒才能获得极高的精度和射程,只是现在AI弹药削减让PUMA经常可以站场20秒以上,如果是换之前版本早就被AI不间断的飞机扫射给肘飞了,总体来讲PUMA现在的强度是为了让它更值得被使用。
w1NNIE 12 May @ 11:08pm 
puma 反人效率提高了,升星很快,三星射程可以白嫖中坦td的
NikolaY 6 May @ 5:05pm 
I noticed that the Wehrmacht ability that turns a building on the map into an outpost does not work as a retreat point, the button to retreat to the building does not work
UMP-45  [author] 4 May @ 7:14pm 
@神闛 其实MOD里所有单位的老练描述都跟实际的不太一样,因为MOD里单位每一级老练的效果都很多,写起来太麻烦了,所以只能靠实战体验了,或者说有些后来更新老练的单位会在更新日志里写更新的效果,能稍微了解到某些单位的全部或一部分老练效果
神闛 3 May @ 8:52pm 
大佬,这个真好玩hahah
就是升级坦克年份之后看不到老练等级有啥用,可不可以加一下呀
UMP-45  [author] 2 May @ 11:33pm 
@Tam7853 没闪电战模组的伤害高吧
Tam7853 2 May @ 4:53am 
这不就变成了闪电战模组吗
为什么更新要把西德四本的四倍射程去除?本来就靠这口吃饭的
UMP-45  [author] 27 Apr @ 11:30am 
@danzloblaha13 The armor data of all the tanks have been adjusted in the mod, so the values ​​written in the bulletins are based on the mod.
danzloblaha13 26 Apr @ 9:43am 
question.

How much of impact do bulletins (buffs) have compared to vannila game ? does it apply by value of vannila units (+4 or 5 % of armor value of normal tanks) or it applies to values you edited ?