Tactical Escalation

If you liked this item, please rate it up on Steam Workshop page.

Author: AGameAnx

Last revision: 29 May at 20:00 UTC

File size: 22.5 MB

On Steam Workshop

Description:

Overhauling and enhancing the familiar COH experience for all types of game modes, including large team games and PvE. The mod refines the core CoH formula to address long-standing series issues, tries to push the interactivity and depth of the game to new heights.

IMPORTANT: Make sure to select both a TE game mode and tuning pack when setting up a lobby! For purposes of PvP, there aren’t any differences between game modes, Extra Settings game mode is only for adjusting AI settings.

Recommended settings:
– VPs to 400 to 450.
– Population cap to 125.

New Mechanics:
– Clump-up Penalty: Reduces combat effectiveness (accuracy/scatter) of clumped squads, slightly increases damage taken. Penalty exponent scales with distance.
– Flanking Fire: Units that are flanked have increased received accuracy. Effect is based on the severity of the flanking angle.
– Passive Self-Healing: All infantry heal out-of-combat & while not retreating. The effect is strongest at low HP and tapers off near full health.
– Aircraft Suppression: AA ranges are rebalanced, plane abilities are generally less punishing, planes are 75% more survivable, but will have their effectiveness reduced as they take damage.

Economy & Objectives:
– Anti-Snowballing: Added base fuel/munitions income, reduced territory point income, and normalized capture speeds to prevent runaway resource leads.
– Upkeep Changes: Added fuel upkeep for vehicles. Increased upkeep in general, especially for infantry.
– Victory Points: Slightly slower to capture and revert. Lower VP count is recommended alongside this. Combined with anti-snowballing changes, the matches should be prolonged when they’re close, but shortened when they’re one-sided. VP rush will be a more viable strategy, but with downsides.
– Barrages cost munitions: Generally, barrages are more effective at swaying individual fights, but cost ammo. Ammo cost makes artillery spam in team games more difficult.

Infantry & Combat (TTK):
– CQC is highly deadly, but long-range fights take slightly longer, allowing time to reach cover.
– Moving accuracy penalties and aim-times are increased to prevent oversimplified kiting/stutter-stepping & improve the feel of first volleys in general.
– Added small arms target prioritization. Infantry will choose targets intelligently, stop shooting at vehicles when better targets are available. This also makes it so small arms focus-fire individual models instead of spreading damage.
– Base sight slightly increased to spot threats earlier.
– Base ranges slightly increased to offset the sight range increase and reward defensively well-positioned units.
– Explosives (artillery, grenades) now suppress.
– HMGs reworked to prevent a-moving and to reduce unfair-feeling AOE suppression. Range increased, setup time increased, teardown time decreased. Additionally HMGs can now be used as a soft counter to building cover.
– Weapons that create craters now also create yellow cover.

Vehicles:
– Higher frontal armor but lower HP and speed, making positioning more important.
– Target sizes are larger – fewer misses, almost completely removed close-range misses.
– Ballistic weapons are more consistent – less scatter, but less AoE.
– Early/super-light vehicles are considerably more vulnerable to small arms.
– Garrisoned squads are penalized when firing from moving vehicles.
– AT sources are buffed to counter increased frontal armor.
– Spammable vehicles (mediums, well-rounded light tanks) have higher fuel costs to keep vehicle counts in check.
– Repair rates are reduced.

General:
– Veterancy requirements increased.
– Tech costs adjusted to encourage side-teching.
– Faction-defining "no-brainer" abilities overhauled. e.g., Grenadier merge now costs MP; Rangers lost heavy weapon moving-fire for a suppression-cleanse sprint (fire-up); Pioneers cost more but fight better; 250 Halftrack is weaker early without upgrades.
– Implements Advanced AI, fully tailored to the mod.
– Supports Cheat Commands Mod (Thanks Janne252).

The mod is open-source! All of its files are available here: https://gitlab.com/coh3-te-mod

Full changelog is on gitlab[gitlab.com] and each update will have its changes listed in change notes.

Special thanks to Quicksilver for being an amazing help developing this mod!