Was born, is living... will die.
I don't know, maybe another dev will though. Make a post on our forums.
Still there, but on some keyboards it won't work. Same as vCoH.
For example I can pause CoH on my desktop but not on my laptop. :/
Resource points are still there so that players can cue up capture commands by clicking on them. :)
Which unit still has occlusion?
If the US does end up needing an AA vehicle we'd probably just end up adding the Bradley Linebacker. MUCH easier for us to create than an Avenger or VADS and it wouldn't be too specialised or make anything else redundant. I know they were recently retired but that was only because they weren't needed, it's not hard to imagine that they'd be brought back into active service if the PLAAF were in town. :P
Type 95s already have SAMs, but unlike the 25mm cannons they only deploy against aircraft.
There used to be a bug where MLRS vehicles could destroy Apaches but we fixed it, it wasn't what we intended.
Sorry, not sure what you mean...
Yeah that was something we overlooked, will be better in the next patch.
In the future we'll be adding reward units for sure. :)
Don't forget though that mods like BK can use pretty much the entire collection of community models created since 2006, whereas we have to create everything from scratch... with a smaller team. Not to mention that since they aren't so focused on being competitive they don't have to do nearly as much balancing work, which is always harder with more units.
Will fix the laser designator in the next patch, thanks. :)
Your download was incomplete and missed out a few files somewhere along the line. Try re-downloading the mod and patches.
Where did you install the mod?
Yep, one of the key elements of the PLA faction is their non-doctrinal artillery. This is to prevent US players (with their multiple emplacements and Javelin lockdown) from playing a static game.
The Apache is limited to allied territory so that the US player can't call it in right next to the PLA base (unless you take an adjacent territory).
I assume you're referring to the PHZ89 in the Armour Workshop.
It's an expensive anti-vehicle artillery unit, you can expect it to be effective against the Bradley. And even in hardcore mode it takes a minimum of 3 rockets to kill a Bradley. 4 on average.
It also costs 30 munitions for it to barrage.
The tech trees don't NEED to be expanded, we wanted to stick to vCoH gameplay. Increasing the number of doctrinal abilities also exponentially increases the number of balancing issues. Not to mention that unlike almost every other mod out there we can't just recycle vCoH assets, we have to make everything from scratch.
What new units does the US need?
What ability restrictions are you referring to?
The US has MORE defensive emplacements than the PLA, how is that one-sided to the Chinese?
We discussed it several times for regular MC but each time decided that it would make ICVs and ZSD89s redundant late-game.
However since giving both of them casevac abilities I've been thinking about doing this anyway. Ah what the hell, why not? :P
The idea behind hardcore mode was to make MC a little more realistic without compromising the existing balance. There are plenty of little additions but only a few cases where existing things have actually been changed or rebalanced (snipers for example). Sorry but a change like the one you described would be too much IMO, it would alter a fundamental AT unit without any significant benefit. :/
The US late game is supposed to be all about mobility and speed. We acknowledged that it was a bit unfair early on though and added the ATGM Stryker in patch 1.006. It may not have armour like the Type 59D but it packs a greater punch for its cost and has longer range.
As for secondary transports, I really doubt that they'll be appearing in regular MC, it's already been discussed several times. HC mode is still a possibility I guess.
They all work for me...
Which one did you try?
Do you have either OF or ToV?
Did you run the launcher as an admin?
If you still can't get it to patch just download the patches manually here:
Here, post a screenshot on our forums.
Are you using the PLA Marine skinpack?
CoH is currently 75% off on Steam if you don't have it. :)
Make a shortcut linking to the RelicCOH exe file in your CoH directory, and then add the following to the target line:
"-dev -mod ModernCombat -window\"
Make sure you add a space at the beginning.
Nice job guys. :)
CoH2... no idea yet, we'll see. ;)
The alternative multicam camo can be activated in the rewards tab, it's up to the player which they want to use. Like Simcardo said it's slowly being phased in IRL to replace ACU camo (the mod default), but the process is fairly slow.
The US late-game is supposed to play out differently to the PLA late-game. They're all about mobility and versatility. We also shuffled around the Strykers and added the ATGM variant in v1.006 to make things fairer instead of giving the US a clone of the Type 59 (there is no such vehicle currently in US active service either).
You can get unlimited doctrinal tanks in hardcore mode btw if you want to try that. :)
There will be no new factions. Just the US Army and PLA Ground Force have taken us over 5 years.
And replacing voice files in CoH is a MASSIVE task, over 15000 new recordings per faction, all of which have to be coded, tested, standardised one-by-one and arranged by name under many different directories. And even then they wouldn't be anywhere near vCoH quality (we wouldn't have professional actors or studios). :/
You know that you can edit your posts and reply to people directly right?
Trenches are something from vCoH we didn't want to keep. They only promote static, defensive play, and the fortifications we have ingame are already enough.
This is all that's been released so far AFAIK:
No plans as of now, but maybe as a reward unit? We'll see.
Mate we can't add absolutely everything in the US and Chinese arsenals, it was enough trouble to create and balance what we already have... :P