Is a multi-player game modification for Company of Heroes: Opposing Fronts that emphasizes tactical combat, realism, and historical accuracy by allowing players to command and deploy company size forces throughout the Normandy Overlord Campaign, players get to create and command authentic WW II Battalion Level formations. Through the advantages of the Relic essence engine players can enjoy a new game experience with many dynamic features that emphasize tactical command and control and exploits the dynamic elements of the living soldiers system by providing player squads many new ability enhancements which allow players to execute advanced tactical combat strategies, players can also execute squad level tactical orders and unit abilities in a smoother more intuitive way.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
More Screenshots of Company of Heroes gameplay using the opensource beta release of Enhanced Combat Leader ver.2.9.1
Some updates to the changes that are in progress for the first release
Custom/Other Changes:
Modified Ability Zeal
Modified Ability Supervise provides bonus modifier to construction time, and building production speed
Modified Ability Inspired Assault
Modified Ability for the Fatherland
Modified Ability Suppressive Fire
Modified Ability Armor Piercing Burst
Created a new ballistic model for target acquisition, tracking and engagement for tanks that is based on real world physics that adjusts aim/time modifier ratios for all anti-tank weapons to match historic data values
Modified Ability First Strike
Modified Ability Armor Piercing Shells
All Weapon attributes have been completely redone to matchup with historically accurate data
Completely Reworked ballistic penetration system
New costs system designed from historical data
Created a new method of calculating movement rates using real world physics to model as accurately as possible all historic data values of every vehicle in the game
Recalculated all turn horizontal, vertical speeds of tank guns to match historic data
Secondary weapons upgrades improve vehicle visibility and detect concealment radius and these abilities also improve with veterancy
Headquarters can be attached to their respective squad/section by via the squad attachment button control in the unit display menu this enables platoon/company leaders to follow their squads wherever the squad moves on the battlefield automatically
Smoke reduces unit visibility unit sight range and unit detect camouflage range
Enhanced Combat Leader: update #5
4. Sight ranges on all units are set to historical values; a camouflage detection radius is applied to all units. The ability to see terrain and enemies in the open is uniform across the board, but spotting hidden enemies varies in difficulty for different types of units. A medium or heavy tank is a very poor choice for spotting concealed units, while infantry are much better, and reconnaissance units are the best.
5. Gun ranges have been scaled within new sight ranges. The maximum range of a direct fire gun is varies between weapons due to different effective ranges, and weapons vary dramatically in range. However modifiers are applied to weapons so that as range increases, a penalty modifier [-] is applied to accuracy. Small arms ranges will occupy the variable ranges in meters at approximately 50m and below, and tank guns are 150m and up in range. Infantry anti-tank rockets have an approximate range of 50m, making it crucial that infantry ambush tanks at shorter ranges and not during the approach or in the open where a tank can exploit its superior range advantage, vehicles also have different sighting characteristics which are dependent on several important factors such as the type of vehicle, whether the secondary armament of the vehicle has been enabled or not, and veterancy which improves the ability of a tank crew to visually identify and track targets during engagements at longer ranges.
Dude add it to the news section