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报告翻译问题






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!
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.
Thanks king.
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!!
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, 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.
I think its an oversight?
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.
could you zoom back?
have their noses on the map and no visibility
THANKS
Nini, I will look into that tank and if it should be added.
Thanks for the feedback!
could you add the
Nashorn heavy tank destroyer?
THANKS
Do you plan to add a forward assembly for allies?
Keep up the good work !
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.
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
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.
British also don't have their own emplacement, and using the USA emplcement right now
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 ?
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
but I look like you if that can be imagined
THANKS
they tremble
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.
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?
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.
-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!