[REQUIRES BACK TO BASICS V3.0 AND COMPANY OF HEROES PATCH v2.602] This patch addresses some gameplay bugs and imbalances, fixes some language errors and...
Overall, the damage model is much more lethal than vanilla Company of Heroes, adding realism and more consequences to mistakes, but at the same time it is also as fair as possible with almost all instances of instant squad wipes removed from the game. Those who take the time to understand the depth of all the units and the entirety of the mod's damage model will find that the battles are less static with a huge spectrum of different play styles being viable. Combined arms, support weapons, officers and unit positioning are extremely important.
Penetrating vehicle armor can have strong consequences - there are much more critical hits involved in vehicle combat. No tank can take endless punishment. That said, the element of randomness is minimized as much as possible, there are practically no one-shot kills, the accuracy of each weapon is redone completely, the penetration values are intuitive and fair. Experienced players can have a good understanding of what the outcome of vehicle battles will be.
Artillery damage model is completely redone as well. While it is still perfect for accruing damage over long games and flushing out dug in enemies, the splash of artillery damage works very differently to vanilla. Each impact has a large area of effect, applying a lot of damage to squads nearby but the lethal radius of the explosion is not very large, minimizing instant squad wipes. Infantry in trenches can actually be shielded from the blast and the same logic applies to armor - only the shells that hit very close-by are most dangerous. Artillery as a tool is extremely powerful but comes at high cost of all three resources in the game. Munitions income is very important in order to use it consistently as every barrage has a munitions cost associated with it. Munitions denial can be a good method of stopping the damage from coming in.
The mod includes a slew of aesthetics improvements. Graphics, sound, UI, unit skins, ground textures, physics all have been improved:
The AI in Back to Basics receives almost as much attention as the rest of the features. AI features and improvements include:
Make a shortcut of the game using steam, go to shortcut's properties and add //-mod Improved -dev to the end of the target line.
The entire target line should look like this:
steam://rungameid/228200//-mod Improved -dev
Note, that LaunchBtB.bat shortcut that comes with v3 release of the mod does not work with steam
Go to your steam install directory (for example: C:\Program Files\Steam) and make a shortcut of Steam.exe
Move the shortcut to your desktop, change its icon if you want
In shortcut properties add -applaunch 228200 -mod Improved -dev to the target line. The result should look something like this:
"C:\Program Files\Steam\Steam.exe" -applaunch 228200 -mod Improved -dev
You can add some additional parameters to the target line which will slightly increase game's performance, unlock all campaign missions without you needing to finish the campaign from the start and skip playing game intro movies
-novsync -unlock_all_missions -nomovies
Before downloading Back to Basics, please make sure that you patched Company of Heroes to v2.602
Mirrors: Mega, StrategyInformer
Does not require a previous installation of Back to Basics. Make sure to
remove any existing Back to Basics version before installing.
We really appreciate all kinds of feedback. Let us know here on ModDB or on RelicNews what you think about the mod and we are sure to reply
A special thank you to everyone who helped us make this mod possible
As version 4.0 nears its final shape, it's time to spotlight the things we've been working on. For the enthusiasts who really like to delve into the nitty-gritty details and stats of the update, you can find the full changelog linked right here. The changelog is 665 lines in total, so that is a lengthy read! We've also prepared a more focused feature for you today highlighting and explaining the most important changes in an easy to read article.
First of all, we decided to redo infantry combat, allowing for smoother and more consistent firefights. Range tables have seen large reworks, the damage on each weapon is generally increased, the new weapons take 3-5 hits to kill an entity instead of the previous 4-8, while overall damage output is slightly lowered on range and kept the same upclose. On top of all this, all small arms, including heavy machine guns, now have historically accurate magazine sizes. Small arms have thus seen changes in their damage model, range tables, accuracy, rate of fire, reload time, cooldown time and scatter.
We already fixed the infamous 5% health bug in v3, but this turned out to be incomplete, where for example rear armor hits could still endlessly stack critical hits without destroying the target. All of this is fixed now, vastly improving the consistency of vehicle combat. Besides this, we experienced that certain critical hits happened way too often or too early during combat and some were overpowered.
The new vehicle critical system works as follows:
Another important gameplay change is the complete rework of ballistic weapon scatter angles. What we wanted to achieve is that tank damage output would be more reliable and be dealt more through splash damage when engaging infantry rather than having it kill infantry mostly by direct impacts. The old scatter values were quite disproportionately large, resulting in shells sometimes firing completely off target, or, due to high accuracy, flying through cover and terrain. Changing this results in tanks hitting much closer to their target thus applying the area of effect damage more consistently, as well as respecting cover and terrain more, destroying cover around infantry when they miss. Attack ground can be important now as well, allowing you to maximize the effects of the splash damage as best as possible. Tank battles also become more consistent and more reliant on the size of the target as well as their movement.
Talking about vehicle combat, we felt that light and even some medium vehicles underperformed in all situations. They were neither effective against infantry nor against other vehicles. We sought a design where they are viable to get throughout the entirety of a game. So expect a massive performance increase to vehicles such as the M8 Greyhound, T17 Armored Car, Staghound, Stuart, Puma, Anti-Tank Halftrack and Hotchkiss.
Area of Effect weaponry has been overhauled for nearly all ballistic weapons. We noticed that there were massive inconsistencies to the performance of artillery and mortars. Regardless of our efforts, these weapons would still at times wipe entire squads of infantry while at other instances barely deal damage to units even in the inner blast radius. This had to do with a before unknown bug where splash damage wasn't a homogeneous area but had certain ‘accuracy' tests. On failure of this pass, no damage would be dealt. This of course leads to high performance inconsistencies, thus significantly decreasing the reliability of artillery and mortars. Other ballistic weapons have also seen similar changes in area of effect, which tied with the mentioned scatter changes, allow for more consistent performances.
The income has been reworked completely. You will now receive a slightly larger amount of manpower early on, meaning your first core squads come out faster to the battlefield, however there have been large adjustments made to upkeep and on-map resources resulting in a much more fluid tech progression and feeling for unit recruitment decisions.
Last but not least, we tweaked some of core gameplay parameters. Back to Basics, like vanilla Company of Heroes, is primarily balanced around the Victory Point Control game mode. We changed the possible choices from 250/500/1000 to 500/650/800, as these amounts correspond better with Back to Basics gameplay. Capture rates of all strategic points have been significantly increased:
Sturmpioneers are tough combat troops equipped with Kar98k rifles, bundled grenades, wire cutters, repair packs and have the ability to salvage wrecks. They can be upgraded with STG44 Assault Rifles.
Panzerfüsiliers are heavy assault infantry capable of dealing with any threat type. They can be equipped with MG42 Light Machine Guns or Panzerschrecks.
Combat Pioneers and trained Marksmen armed with Gewehr 43 rifles, capable of constructing advanced field defenses. Utilize Sprint and Vital Shot to effectively take down Infantry at range. Jägers camouflage in cover.
Combat engineers armed with M1 Carbines, trained to protect vehicles from infantry attacks. They are equipped with wire cutters, grenades, sticky bombs and Advanced Repair packs.
Continuous improvements are being made to AI, spanning all across its functionality spectrum. The highlights of AI improvements include:
When it comes to graphics, we always strive for the highest quality while still allowing for good framerates. In this version, we significantly improved several graphical aspects of the game, most importantly all craters and tracers. Craters now look much better when stacked and once again have more depth to them, while having a much better rate at which it'll seem that the map gets covered in craters completely. Battlefield destruction is much more progressive and late game battlefields should feel much more realistic.
Some terrain textures have also been changed; some HD textures were removed as they made certain maps look worse than before, while decreasing framerate on low-end systems.