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报告翻译问题








I will try to unpack everything.
1 I am aware of this and sadly theres nothing i can do about it (or at least nothing i can think of) since thats how COH2 armor/penetration system is hardcoded. I made the stats close to irl BUT sadly theres still a chance to penetrate armor that shouldnt be penetrated because the system relies on probability. japanese 47mm AT guns could absolutely penetrate M2A2s (thats the most common variant in my mod) front armor if aimed for weakspots. Some japanese tanks (best example Ha-Go) LITERALLY did have paper thin armor (could even be penned by M2HB since the tank was super outdated). It is possible i might have messed up some stats for the 2pdr so i will have to look into it. Survivability depends on the ammo type, distance and gun calliber, if a regular tank gets penned by 47mm it might survive but if it gets hit by a 75mm APHE round theres hardly any chance since the shrapnel would shred the crew or detonate the ammo.
2 from my testing and feedback from my friends it does seem kinda annoying so it will definitely be changed.
3 sadly japanese didnt rlly have any reliable handheld AT weapons and I already stretched it quite far by giving some of the units captured bazookas. That being said type 99 mines and AT satchels can take out shermans quite consitently. Humans are fragile and I already went a bit slack on the realistic damage for them (they cant be killed in one hit from regular rifles and mgs have reduced damage even tho they fire same rounds as some of the rifles)
4 I did that to prevent base camping but since the biggest threat are tanks i will make them destructible
5 I noticed that too, will be changed
6 The delay occurs if ammo type is changed since the gun has to reload
7 I dont want to remove it because I dont like the idea of pulling weapons out of thin air, i might make forward deploy units pre-equiped with weapons (some of them are already)
8 That would make doctrines less distinctive and for some doctrines it might even end up being OP
9 I recon it has something to do with the fact they need LOS to fire, will be investigated
10 Japanese paratroopers were a rare and elite unit and in the closing stages of the war they saw limited combat, pushing them into other doctrines would make them too common. American paratroopers could be more common but it would make other doctrines generic
11 And in most doctrines they are able to do so
12 Captured vehicles are very much limited (the captured tanks appear in only one doctrine and they are stripped of all additional ammo and equipment since the japanese wouldnt have them en masse, in other doctrines there are either only captured APCs or no captured vehicles at all)
13 Fortification doctrine does NOT get a pershing, the dispach ability was either from a vanilla commander or baked into the map. Sadly due to limited number of models its hard to make unique units for every single doctrine but i will try to imrpove on that
From my testing 2pdr cannot kill a pershing (especially in one shot), it is possible i messed something up in one of the updates, will investigate
13. for some reason, whenever i do Brit fortification doctrine, i get a Churchill AVRE call in, and all it does is spawn shermans
also the 2 pdr killing a pershing from the front is a bit of Hyperbole, but it is unfortunately effective against the Sherman
I did notice on most of the factions, especially the Japanese ones that the AI only selects a single doctrine/commander, for instance the IJA seems to pick Last Stand Doctrine all the time over other doctrines.
Also for some reason, some of the base game British commander abilities don't "vanish" completely when you click on them, like for vanguard operations and the royal engineer regiment.
I like the more realistic combat, but i feel the vehicles are a little too fragile.
last is more of a nit-pick than anything as it doesn't impact game performance, but there is a noticeable delay in a tank firing its main gun and it hitting a target.
I don't know if their roles would be redundant or not but it would be fun to see the inclusion of the
Type 1 Ho-Ni series of tank destroyers and the Type 2 Ho-I support tank as an upgrade for the Chi-He.
Overall, I am pretty excited by this mod, this is definitely in my favorite COH2 mods.
I am aware that AI tends to pick only one doctrine and I have absolutely no idea why, working with AI in COH2 is really troublesome because its very much unclear on what basis it decides which doctrines are "usefull". I was trying to make a randomization system for AI but failed (new system is WIP) because it simply doesnt want to buy the "randomize" upgrade even if it costs nothing and rewards additional resources and i have no clue how to force it.
As for the british commanders, I know about that and it seems that they have been coded in a way which prevents them from being removed even though the gamemodes for my mod dont allow commanders. Since I can't edit vanilla commanders with current modding tools i can only advise to unequip them in the inventory tab.
Thats sadly the cost of realism, japanese tank development was infamous for producing vehicles with nearly paper-thin armor and guns with low projectile velocity. To counter that I gave japanese tanks and AT guns an option to camouflage and hit american tanks at a more favourable angle. Now after the big update all stats should be close to IRL (i did mess up some of them quite hard before).
The delay shouldnt be there, could you tell me which tanks have it? I will take a look and try to fix it.
While i think Ho-I would be a bit redundant since Ho-Ro is already there, Ho-Ni is something I might add in the future!