IT'S HERE! This Mod Fixes HOI4!

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#hoi4 #heartsofiron4 #hoi4mods
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Now my man can fight with the shovel alone like real man should

Trololi
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Idea for infantry balancing:

Militaries today have a ratio for how many people they have working the logistics of the army compared to how many people are in the actual army.

Why not just make it so as you equip more modules onto your infantry, that ratio increases and thus more supply per division is needed. You'd have to slap on the logistics company ASAP.

Bigzthegreat
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Having an entire army of nothing but flamethrower troops would be fire

zombiefanatic
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You should see the squad designer in the ultra realistic mod; It's similar to this mod but instead of selecting what equipment your infantry is using on a per infantryman basis, you do on a squad basis, you basicaly design the squad that will make up your divisions, you can have between 6 and 12 men in the squad with each their weapon, you can choose which weapon, then you can assign different squad level equipment like radio and grenades. It also has one for support equipment where you select what exactly is in your support equipment. This means you can make cheap ones for your garisons that maximise suppression, while you can also make some that focus on defense for your infantry and some on breakthrough for your offensive or special units and some more.

UnderTrack_
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It would be cool if you could make weapons only for elite units separate from the weapons that go to normal divisions

jogado
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6:27 I think a good way to balance this would actually be the "organization" stat. As more equipment gets added to a soldier, the maximum organization and the recovery rate drop (similar to how tanks and armor have like no organization but vanilla infantry has plenty), forcing the player to choose whether he wants to use his infantry more in a support role (low stats, high organization) or more in a direct combat role (high stats, low organization)

scifidino
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This mod is good but I think the offensive armament should give an increase of attack, because defence also gives breakthrough

luigicaffo
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The way I always looked at is: the individual soldier might be irrelevant, but considering you add battalions of them, you could do the designer based on companies. With "Rifle" Companies, Infantry Gun Companies, Mortar, Flamethrowers, Machine Guns and then specialist companies like Paramedics, Signals etc. It would eat up some of the roles that the Support Companies do though

kumayasei
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Armor should boost everything. Regardless of attacking or defending, more durable troops are more effective. It seems like RPG inspired logic of armor = defense, and that works in an RPG because defense directly represents your durability. But in hoi4 only giving defense means that troops in full body armor are more effective, but on the attack they gain no benefit for some reason.

rddragonman
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That could be really fun if done properly. I would argue that instead of an "Infantry Equipment Designer" and hear me out on this... a "Infantry Battalion Designer" instead of making equipment that is applied to a division as a whole approach it so that you are making specific types of Infantry Battalions. Kind of like how the tank designer lets you make light tanks, and light tank SPG, TD'S, and AA. let you set specific roles for infantry battalions made for specific jobs. like having 8 standard infantry battalions with mg's supported by 4 or 5 infantry battalions designed around anti tank for a defensive division or a division of like 10 battalions with mortars and assault rifles, with loads of armor as an assault infantry division. oh, and I would also say there would need to be LOADS more stuff to unlock for said mechanic. like the engineer research for example. instead of just a flat bonus to entrenchment and attack, if I remember right, make it so that as you progress down the Engineer research you can add the ability's to switch from lines of trenches as you entrench to being able to add pill boxes to you entrenchment line, and block houses in another, each one raising max entrenchment buy a large amount. There is a lot of potential to make a really in-depth Infantry Battalion designer instead of just designing the equipment you send the battalions.

atomicLord
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What I want, the ability to save these templates for different playthroughs, so when I have enough XP and the right techs researched I can just select it from the drop-down, so I don't have to re do the same templates every game...

pineapple
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With a system like this, if implemented properly, it actually could be theoretically possible to implement guerilla warfare. You could make your infantry lighter with lower overall stats when compared to expensive units but they would be faster (since theyre lighter), consume less supply (since they require less eq), receive bonuses for attack and defense in rougher terrain (mountains, marshes, snow, deserts, etc), they could also receive less CAS damage (perhaps if there is a camouflage feature), and if you play to their strengths they could defeat (stat wise) more powerful units
I believe this could discourage everyone from just building the same units and perhaps encourage creating different builds for different theaters of war
This feature could be implemented by paradox in a DLC or expansion that includes Finland with an emphasis on the winter war since in game it would make it much more feasible for little Finland to hold its own against the Soviets

The-Real-Sawyer
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This looks awesome. Heavy defence inf, fast high breakthrough inf to support tank, mele inf in armour for lols. Very into this

redhairdavid
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- Imagine having ski equipment for the finns that add movement speed or hill/mountain bonus.
- Camo/winter equipment for cold acclimatization bonus
- Simplfied weapon design, for cost vs reliability trade off

furens-aru
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My issue with things like designers are in the early game its hard to get enough xp for doctrines, spirits, tanks, divisions, and now infantry equipment. In the late game this isn't really a problem but if I can't give my soldiers new guns because I don't have enough xp, thats where I cross the line of this isn't fun anymore. If they add a reworK I think that something to give xp another way would be necessary. (Another thing I would love to see is division exercises giving environment training to their general depending on where you train them.)

gametea
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I could see an effect from conscription law effecting a maximum soldier load "average strength" or something. volunteer army can carry more, but scraping the barrel can not carry as much. A lot more to take into consideration, but someone might like this idea

lbzen
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Thanks for the review, any critical criticism is greatly appreciated. Unfortunately, I noticed that flamethrowers without restrictions are too late and I can’t quickly fix it because there is creating a major update to the designer that changes artillery, so I leave the use of OP to your conscience. I also heard about too much armor for soldiers, in the future I will reduce the update. Bandage packs have such a low recovery rate, because when used by a company of medics, they resurrect the dead. Unfortunately, i can’t add weight, it just doesn’t allow to implement this, but I looked at the comments and collected a couple of interesting ideas to counterbalance certain equipment modules. To be honest, gun lubrication and additional ammo were added at the last moment before release, as I ran out of ideas on what to add for the infantry, but needed to add something for the latest weapons technology. If anyone here has any idea what it could be replaced with, please let me know.

Nikminerfeed
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You could do:
1. Light Infantry (Good for forests, plains and hills and mountains)
2. Armored Inf (Good for Urban)
3. HE Inf (High piercing with 15%+ attack on forts)

syberjinx
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Honestly it does look good, but looking at the mod, I found out about a more intricate designer which isn't its own mod, but integrated into the Overhaul Mod named Ultra Historical, in which you instead of modify a soldier's loadout, modifies an entire squad of the Squad Leader, the Vice Leader and the team members.

Of course, the entire infantry equipment tree was overhauled to support Bolt Action Rifles, Improved versions, Semi-Auto Rifles. You can theoretically have an entire squad of just MG42s, I don't recall them having flamethrowers though. The balance of the designer is also there, when you have to juggle the amount of riflemen, submachine gunners, etc, since more people in the squad decreases overall effectiveness of the chain of command and such.

Not to mention that there is a Heavy Equipment designer in which you can strap Mortars, AT guns, AA guns to the Infantry Battalions, so you can give them extra stats in addition to the Light Equipment you designed.

It would be interesting if the mod gets reviewed, ain't a member of the mod dev, but I just found it interesting and would like to hear a review from a gamer who looks into things like these. :P

groadmiralinerika
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I think the key "balancing" factors that should be considered are speed, supply usage, reliability, and production cost. The more equipment your infantry has to carry, the slower they'll go and the more supply they'll consume, and since you've got more equipment on the frontline, that means there's more stuff overall that can break, get lost, captured, expended, etc. so reducing reliability makes sense in that regard as well.
Putting caps on the number of flamethrower and other modules would also make sense.

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