!It's a small step but a good one. It's nice to see them going this route instead of: a) making 100 changes too many, and: b) making changes nobody asked for. |
Two New Commanders
Dpfarce, one of our writers, is working on an article for these two new Britons. It will be a bit in-depth and it should be out in a few days time.
Per usual you can get the commanders through a Warspoils drop. Uhm, assuming you fulfil the criteria. You must pray before a game. And you must play during a red moon. Plus, seven and a half days before such an event you must wed a white sheep, enjoy a bedding, and then sacrifice it to the three Gods of Chaos for their RNG favours. Or, alternatively, you could always buy the commanders in the in-game store.
UK Forces – Mobile Assault Regiment
- M2 Flamethrowers
- Advanced Cover Combat
- Infiltration Commandos
- Land Mattress
- Vehicle Crew Repairs
UK Forces – Advanced Emplacement Regiment
- Defensive Operations
- Improved Fortification
- Advanced Assembly
- Counter Battery
- Precision Barrage
General Updates
Graphics Option
We have added a “Historical Skins” On/Off Option to the Graphics Tab. This Option is for Users who don’t want to see non historical skins such as the blood soaked Make War not Love Skins.
We have added a “Historical Skins” On/Off Option to the Graphics Tab. This Option is for Users who don’t want to see non historical skins such as the blood soaked Make War not Love Skins.
- Added Historical Skins Option to Graphics Options Tab
Abandon Critical:
We would like to add more risk associated the abandoned function. Now in order to successfully retrieve an abandoned vehicle you will need to repair it to 100% HP.
We would like to add more risk associated the abandoned function. Now in order to successfully retrieve an abandoned vehicle you will need to repair it to 100% HP.
- Now causes engine destroy critical on abandoned
!A bit sloppy wording here. Basically, whenever a vehicle is abandoned, its engine is destroyed. You won't be able to move until the damage has been repaired. Which will happen once the vehicle reaches 100% health. |
!You will have to swarm engineer units to the vehicle, and protect the engineers as they repair it in order to steal it. You can try to drive away with heavy engine damage, but you won't go far. Obviously, USF does have the repair critical ability, and if they want to take the risk, they can disembark a VET 1 vehicle crew, and steal a vehicle faster than the other factions. Whether this is balanced is up for debate. Either way, this is a great step in removing frustrating RNG instances from the game. |
Ambient Buildings
- Grenades, Satchel Charges, and other Explosives can now damage buildings
!Previously, satchel charges, grenades, and other explosives were doing paltry damage to buildings, and it was essentially impossible to outright destroy a building with these weapons alone. This is now fixed. |
!I remember that Brad said, during the Q&A stream, that hand grenades weren't affected by this change. So. You can still place squads in the shacks. If what he said is true. |
Vehicle Pathing Improvements
- Preferred Reverse distance for Vehicles changed from 50 to 40
- Forced Facing before moving when executing the following commands added: attack move, facing command, right clicking on an enemy unit, and when moving a group of vehicles.
!From these notes, its not clear whether or not these changes will be enough to fix our current prevalent pathing issues. Pathing may become worse or better. We'll just have to 'play and see'. |
Intel Bulletin Improvements
Made updates to Intel Bulletins that no longer awarded a bonus because of Design and Balance Changes
Made updates to Intel Bulletins that no longer awarded a bonus because of Design and Balance Changes
- Wehr - Shoot For the Stars – now increases the range of the officers coordinate barrage by 8%
- OKW - Sharpen Those Claws – now reduces the reload of the Jadgtiger by 3%
- USF - Veteran Medic – The Ambulance now builds 10% faster
- Wehr - Get To the Gun – Now makes the 222 Scout car cost 3% less
- Wehr/Russian - Medium Tank Production I – Now makes the T34-85 build 10% faster instead of 10% faster recharge
!I am sure Janne will update the Bulletin tool faster than you can make yourself a cup of tea. Figuratively speaking, of course. |
UK Forces
Tactical Support Regiment - Artillery Cover:
We wanted to dial back this ability as it was over performing and created frustrating experiences to the receiving player.
We wanted to dial back this ability as it was over performing and created frustrating experiences to the receiving player.
- Engine damage critical on impact are removed
- Turret jam critical replaced with Loader Injure critical. (Weapon reload increase by 2x)
!The steady nerfs on Artillery Cover continue. I won't mourn the loss of instant engine damage criticals. Will artillery cover still be the best ability for breaking a position in the game? Probably. It still boasts a wide area of effect that does both damage and pinning to infantry. Weapon disable is undeniably better than half-fire rate but both are pretty disastrous in a tank fight. The biggest problem is that this ability has always been very expensive. Automatic engine damage meant that if you attacked decisively with armor under artillery cover you could almost always pick off a limping tank which near guaranteed value from the ability. Now that the ability does not destroy the mobility of the enemy, players will have to be more careful about committing such a large amount of munitions. |
AEC
Previously we wanted to improve the AEC’s role to better combat infantry. However the way in which it was implemented resulted in the AEC over performing against its very own counters. We are reverting the main gun profile change and implementing a buff to its coaxial machine gun. This will now increase the AEC performance against infantry while maintaining its previous combat relationships.
Previously we wanted to improve the AEC’s role to better combat infantry. However the way in which it was implemented resulted in the AEC over performing against its very own counters. We are reverting the main gun profile change and implementing a buff to its coaxial machine gun. This will now increase the AEC performance against infantry while maintaining its previous combat relationships.
- Main Gun profile change reverted
- Cost changed from 320/60 to 280/70
- Coaxial accuracy far increased from 0.35 to 0.46
- Coaxial accuracy medium increase 0.55 to 0.6
- Burst increased from 1 / 0.75 to 2.25
- Rate of Fire increased from 8 to 10
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! The AEC's main gun profile changes were profound for the vehicle. It had a really crazy splash. Burst weapons are a little complicated to understand but the numbers here look fairly promising. All in all this is definitely a nerf. The cost increase is a double edged sword, but for me the bigger change is probably in the effective range of the new AEC. Co-axial weapons have a range of 35, where as the cannon of the AEC has a range of 40. The AEC will have to put itself at a greater risk to deal damage to infantry as panzerschrecks have 35 range. Additionally, you'll have far less success firing the cannon at max range or using attack-ground to snipe enemies. Expect greater risk with the AEC, but also more consistent results. |
Universal Carrier
- Fuel cost removed
Special Weapon Regiment - Concentrated Fire Operation
We are reducing the number of salvos by 1 to prevent the one-shot killing of OKW Base Structures.
We are reducing the number of salvos by 1 to prevent the one-shot killing of OKW Base Structures.
- Salvo reduced from 5 to 4
Balance Changes
US Forces
Calliope
We are reducing the amount of rockets fired per barrage to help reduce potential squad deaths. We are also removing the Calliope’s ability to de-crew to prevent players from artificially decreasing their upkeep while their barrage is on cooldown.
We are reducing the amount of rockets fired per barrage to help reduce potential squad deaths. We are also removing the Calliope’s ability to de-crew to prevent players from artificially decreasing their upkeep while their barrage is on cooldown.
- Barrage Salvo reduced from 24 to 18
- Can no longer be de-crewed
!The Calliope is still very strong, as the first barrage is usually the most devastating anyway. The hitpoints remain unchanged, unfortunately. The decrew change will strongly affect the effectiveness of building more than 1 calliope, as it's popcap and upkeep hit is extremely high. Especially during manpower wars in late game. |
Wehrmacht
Panzerwerfer
Reducing the damage profile slightly at far and medium range to prevent squad deaths in that area.
Reducing the damage profile slightly at far and medium range to prevent squad deaths in that area.
- Damage profile reduced from 1 / 0.5 / 0.3 to 1 /0.4/ 0.15
!This means the Panzerwerfer will still one shot garrisons, but its damage against units in the open is toned down. |
222 Scout Car
We are increasing the HP of the 222 to allow it to better combat other light vehicles and infantry.
We are increasing the HP of the 222 to allow it to better combat other light vehicles and infantry.
- HP increased from 240 to 320
!While some may prefer a buff towards its dps, myself included, I have to admit the better survivability, mainly towards small arms and infantry AT, does make sense. It is the better choice to make a unit more viable for all skill ranges. |
Map Updates
Community Map Spotlight Rotation
Adding permanently previous spotlight maps:
Adding permanently previous spotlight maps:
- (2 - 6) Achelous River
- (6 - 8) Red Ball Express
Rotating out previous spotlight maps:
- (4 - 6) Montherme
- (2) Sturzdorf
- (2 - 4) Ecliptic Fields
Rotating In:
- (2) Crossroads
- (2) Lost Glider
- (4) Hamlet
- (4) Chateau de Luvnest
- (8) Hill 400
Additional Changes:
- Adding (6 - 8) Montargis Region - Relic remade CoH1 map coincides with the ending of the Community remade CoH1 map spotlight rotation
- Fixing (2 - 4) Rails and Metal - Wrecking buildings in Southern base
- Fixing (2 - 4) Minsk Pocket - Adjusting soft map edge around Northern base so bunker can be destroyed
- Fixing (2 - 4) Road to Kharkov - Moving Fuel cut-offs slight closer to the center of the map
Bug Fixes
!"Removed Prioritize Vehicle from Churchill AVRE." To me this does not make any sense. For a unit that fires a single shot and requires direct aiming from the player it should either have a hold fire option or prioritize to help control its turret rotation. |
Feburary 19th Amendments
- Matchmaking improvements have been made to help ensure match-ups between players of similar skill are made on a more regular and consistent basis. As a result of these changes, automatch wait times may slightly increase.
- Fixed issue where Loitering Stuka and IL-2 Planes could attack long after the ability had ended.
- Fixed issue that was not allowing Users to update their Mod.
- Fixed issue where User could use an exploit to detect Enemy Mines
- Fixed an issue with the Panzerwerfer having incorrect cover table against garrison type
!Matchmaking improvements, while useful for the average player, will drastically increase the wait time for higher skill players, who already have long wait times. |