same as before on small arms and cannons....very small changes generally...but huge on mortars and artillery......many syrprises there........ just replace the attribarchive inside your Archive folder in the NHC mod installation (and back up of course...in case something goes terribly wrong)
Not much has changes in small arms, tank guns and cannons...Huge changes in artillery and mortars (i was a complete noob in changing or figuring out things about mortars and artillery- range, number of fires per barrage etc)....Now almost all artillery pieces have full map range and the previous destructive power....Also all artillery shoot huge amount of rounds per salvo,,,,gennerally 15 to 22 opposed to 5-6 on the vanilla....This means that if you completely destroy an area, it is adviced to hit the stop button to change target.....the recharge times set..means that you can actually rain artillery shells all the time (this was a dream for me in CoH and especially the beloved NHCmod)......Small changes include increased range for Powel abillities, greatly decrease the cost (for example 5 munition per bazooka shot-very useful in the carnage in Montebourg), American paratroopers with BAR automatic rifles trully effective and massively powerfull- but not unequal to the axis-pe weapons) and engineers with bazookas (you cant avoid defeat in montebourg without engineers with antitank help, build as many as fast as you can. i warned you...), axis with very devastating mortar bankers (can go full range on a map.....count the rounds per barrage and check the cost...hahaha)....Gennerally all fractions have been equally strengthened. It is just that in some cases special units have kept their advantages (i playtested and made changes just to make it not that impossible to complete campaign missions-i always play at normal..harder than that is impossible for my abilities)....Watch out for cherbourg mission...if you start shooting with the priests further than special trigger points, fatal errors may occur..(etc start shooting at the enemy quarters right away or the sea cannon......go slowly and send troops there even thow you can annihilate everything....It is just that the mission wont progress..).. Now mortars are deadlier and can barrage full range-130-145 m (German mortars are deadlier and shoot a bit further...try to steal one...it worths the cause)..... Generally, if you are used to CoH and other mods, playing NHC with this weapon modelling mod makes you fully unsafe, makes the game unpredictable, the tactics to change drastically and all may die unexpectedly...... Besides all fractions have been boosted fairly.... i have playtested and finished all missions with these settings...except for the cherbourg problems mentioned, all other missions are (very anxiously and with a bit of luck and much of skill) almost passable/...If you want a very difficult and unpredicted NHC MOD, just give this file a try...................AND REGRET DOING SO................
Hope you enjoy!!! (or swear...when annihilation kicks in)
high community...for anyone interested i have revised the last posted file here a bit and it fits perfectly to my personal preferences now...i have enabled regeneration (small amount,,the battles are almost the same,but some units like rangers, Knight Cross and british Commandos have a bit more. the same goes for tank units, a maus or king tiger have larger regeneration but can be killed...) to almost all units (soldiers & vehicles) cause sometimes it is difficult to check who is hurt and what excactly is going on... Also the bunker mortar barrage of axis can shoot 66 rounds per activation (i did this to use it as a light artillery- area denial unit... Also all artillery have been hugelly boosted in damage and have done small changes in range... Now the Hummel is the deadliest artillery piece in the game.. Cause some of these changes feel a bit over the top, if anyone is interested in playtesting..please tell me because i am not sure if i should post it....
generally this file includes all other modifications i did earlier.
-increase in damage and range of weapons.
-changes to hero units (now firefly ace is a badass m..er)
-small changes to default weapons of units (american engineers with bazookas)
-changes to all barrage weapons in damage and range.
-regeneration in the file i ask if anyone is interested in playtesting. (units like snipers have 0.3 to 0.4 for instance and rangers 0.2,,,,0.1 for any other unit ....now it is easier to do penetration missions in enemy territory,,probably
All previous files biuld up..the first is closer to vanilla, this here has everything more boosted and changed..
Please post here if you like the regeneration ability, to post the file i am playing right now......
At this point, I'll probably want to see if there's gonna be a harder version where it's literally 1 hit death damage for everything
well warmarine,,,it's very tough but passable (normal difficulty campaign missions)...now it is very adrenaline rushing experience for me,,,all fractions are equally balanced....besides, come on,,,it doesn't feel so "real" when 25 pounders go only like 200m or hit a tank and it loses 1/3 of its hitpoints,,or when the rifles hit 50m or something....in campaign when you had a super pershing it was end of story..now it simply isn't,,,anyway i will post the last file (i won't do further changes,,it makes sense now to me)