Patch Notes 03.25.14
Posts: 1108
Additional maps to the automatch map pool.
(1-2) Stalingrad
(6-8) Angermuende
Special thanks to community map maker Stahlhagel
Updates and Bug Fixes
Resolution to a number of UI and gameplay related issues.
Automatch map veto list will no longer display maps that are not part of the Automatch pool
Addressed an issue where Loadout changes were not being saved when the game was exited
Fixed various translation and text issues
Addressed a bug preventing Team Chat from working properly
Addressed issues with improper text display
Fixed an issue with map entry points not functioning correctly
Fixed an issue preventing some players from inviting friends to a game
Addressed an issue where the Opel Blitz could block line of sight when wrecked
German Tanks can no longer Target Weak Point ability with a main gun critical
Fixed various bugs with UI
Attachment
Attachment
Small Arms Weapon Profiles
The goal is to improve tactics by better defining unit roles; thereby, increasing the importance of unit positioning relative to cover. A weapon profile defines the distribution of damage over distance. Previously, the profiles were generally flat and did not fully characterize the strengths and weaknesses of a squad. Now, a Pioneer squad with a MP40 submachine gun has a very high damage output at close range but a substantially lower damage output at max range. The distribution of damage is no longer blended between ranges; this combined with the increased weapon lethality should reduce the tendency to rush infantry at one another.
Keep in mind the weapon profiles represent the damage output of only a handful of units in live. Each profile will see an increase or decrease in damage output depending on the squad’s value. For example, a 100 manpower pioneer squad might do less close range damage than a 300 manpower Grenadier squad despite the pioneer MP40 submachine gun being a close range weapon. Hence, the value of a unit scales the weapon profile accordingly.
Germans
KAR 98 now uses the bolt-action rifle weapon profile
MP40 now uses the submachine gun weapon profile
MP44 now uses the assault rifle weapon profile
G43 now uses the carbine rifle weapon profile
LMG42 now uses the light machine gun weapon profile
Luger 9mm pistol now uses the pistol weapon profile
Soviets
Mosin Nagant now uses the bolt-action rifle weapon profile
SVT now uses the carbine rifle weapon profile
PPSH now uses the submachine gun weapon profile
DP-28 now uses the light machinegun weapon profile
Grenade Explosive Profiles - Grenades
This change removes the chance of grenades missing targets on the outer radius of their explosions. The average damage done to units in this outer radius under the previous structure was converted into a set value to reduce edge cases that resulted in extremely high or low damage being dealt. Grenades will feel more consistent in their damage output as a result.
Units and Abilities
A number of iterations were made on infantry and light vehicles to improve interplay between factions; thereby, encouraging a diversity of strategies and tactics.
Osttruppen
Cost from 120 MP to 200 MP
Population from 3 to 5
Hit points from 48 to 80
Can now shoot on the move
Bonus accuracy in cover from 2 to 1.75
Grenadier
Armor from 1.5 to 1
Updated AOE profile on Rifle Grenade
LMG42 now requires Battle Phase 1 to unlock
Panzerfaust weapon range from 20 to 25
This does not affect the ability range
Assault Grenadier
Cost from 320 MP to 280 MP
Population from 6 to 7
Updated AOE profile on Model 24 Stielgranate Grenade Assault
Assault Grenadiers now gain sprint
Panzer Grenadier
Armor from 1.5 to 1.2
Cost from 360 MP to 340 MP
Updated AOE profile on Bundle Grenade
G43 cost from 60 MU to 40 MU
Artillery Officer
Officer armor from 4 to 1
German Sniper
Armor from 2 to 1
Hit points from 40 to 48
Sight range from 50 to 45
Aim time slightly increased, reload reduced to compensate
222 Scout Car
Cost from 80 MP and 25 FU to 240 MP and 10 FU
Health from 160 to 200
20mm autocannon range from 35 to 40
20mm autocannon accuracy from 0.025/0.0375/0.05 to 0.02/0.04/0.06
20mm autocannon max distance scatter from 10 to 6
20mm autocannon distance scatter ratio from 1 to 0.15
250 Half-track
Snipers can no longer garrison 250 Half-track
Health from 320 to 240
Population from 7 to 5
251 Half-track
Flame projector upgrade now requires battle phase 2
MG gunners damage per second increased by 265%
Armor from 11 to 9
Cost from 120 MP to 200 MP
Mechanized Assault Group
Cost from 520 MP and 40 FU to 490 MP and 30 FU
Mechanized Grenadier Group
Cost from 520 MP and 40 FU to 500 MP and 30 FU
Combat Engineers
Cost from 210 MP to 190 MP
Population from 6 to 5
Penal Battalion
Cost from 360 MP to 270 MP
Population from 9 to 7
Shock Troopers
Armor from 2.25 to 1.5
Cost from 440 to 390 MP
Population from 9 to 10
Guard Rifle Infantry
DP-28 cost from 60 MU to 100 MU
DP-28 research time from 20s to 40s
Updated AOE profile of RGD-33 Fragmentation Grenade
Conscript
Assault Package cost from 30 MU to 40 MU
AT grenade weapon range from 50 to 20
This prevents ‘Thor’ like throws
M3A1 Scout Car
Cost from 80 MP and 20 FU to 230 MP and 5 FU
Armor from 8.4 to 5.4
Health from 160 to 180
Snipers can no longer garrison M3A1 Scout Car
M5 Half-track
Snipers can no longer garrison M5 Half-track
Cost from 120 MP to 270 MP
Irregulars
Cost from 250 MP to 180 MP
Anti-infantry Partisans
Cost from 250 MP to 210 MP
Anti-Armor Partisans
Cost from 260 MP to 270 MP
Soviet Sniper
Hit points from 40 to 48
Flare cost from 60 MU to 40 MU
Scout now fires at a similar rate to sniper
Sight range from 50 to 45
Aim time slightly increased, reload reduced to compensate
Radio Intercept
No longer intercepts mines or bunker construction
Now intercepts the dispatch of Osttruppen squads
Small Arms Lethality
Reinforce the value of cover and unit positioning.
Small arms lethality increased by 15%
Retreat Modifiers
This change helps counteract the increased lethality on small arms; enable players to better preserve their units.
Received accuracy from 0.5 to 0.4; increasing squad durability against small arms fire on retreat
Veterancy
Veterancy that previously provided increased armor has been replaced with received accuracy. The received accuracy variable functions almost identical to the use of armor. However, it also acts to reduce unit accuracy over-capping – i.e. units that currently have more accuracy than they. As units gain veterancy, their additional accuracy values will be countered by the received accuracy reduction on other units.
Infantry veterancy which provided armor was replaced with received accuracy
e.g. 1.30x armor now provides 0.77x received accuracy
Units which received price adjustments have had their required experience per level adjusted accordingly.
Vehicle Pathing
This addresses an issue where vehicles would potentially move away from the ordered position as part of their three point turn plan. This could potentially confuse the player causing them to issue another order which would further antagonize the issue by causing the vehicle to move further away from the objective.
Light Vehicle Turn Plan
Removed three point turns from light vehicles
Pacing and Tech Progression
The goal of this change is to slow down the introduction of medium and heavy vehicles within the game and better integrate light vehicles into early combat scenarios. This results in medium and heavy armor being set back by about 2 minutes across the board.
Soviet Starting Resources
Manpower from 490 to 350
Soviet Base Structures
Motor Depot fuel cost from 90 FU to 140 FU
Tank Depot fuel cost from 90 FU to 140 FU
German Starting Resources
Manpower from 520 to 360
German Battle Phases
Battle phase 1 from 25 FU to 45 FU
Battle Phase 1 research time from 32.5s to 45s
Battle Phase 2 from 35 FU to 55 FU
Battle Phase 2 research time from 37s.5 to 60s
Battle Phase 3 from 50 FU to 60 FU
Battle Phase 3 research time from 40s to 60s
Commander Card Layout
The order of abilities within the commander card is now consistent with the order of abilities in game.
Commander abilities in the customizer now display from lowest to highest, top to bottom
Ability Barrage Radius
This feature adjusts the size of an abilities barrage radius based on the approximate amount of scatter that will occur. Scatter generally increases based on distance to target, firing from max range will result in reduced accuracy.
Barrage abilities from mortars or artillery units now display increases in weapon scatter based on distance
Last edited by pqumsieh; Today, 09:25 AM.
Posts: 1108
I LOVE YOU RELIC
Posts: 29
Posts: 42
Posts: 2838 | Subs: 3
can someone plz post the Small Arms Weapon Profiles; i cant view them from official forums
http://www.coh2.org/news/15547/march-deployment-patch
Posts: 807
Going deeper, it doesn't look so nice as it seems.
Saw nowhere the "one-shot squad wiping" problem resolved. On the contrary, german infantry gets decreased armor value. .... lol.....
Saw increased cost for PPSHs... from 30 amo to 40.... wow... what a big difference....
Happy for 2 seconds when I saw G43 decrease cost to 40 amo...but wait... JUST for Pzgrens. Who the fuck will upgrade PZgrens with G43s...may I ask.
Fuel cost for soviet building and for german phases increased... we will probably see an avalanche of call-in tanks... soviet call-ins quicker, of course, because they come at 9 CP.
No Kv-8 nerfing but AGAIN german infantry armor value decreased. Nice....
Mechanized groups get insignificant cost decreases while the half track loses more than 1/4 of its health. Great, now we will NEVER see those units again.
"LMG42 now requires Battle Phase 1 to unlock"
"Flame projector upgrade now requires battle phase 2"
....Excuse me...?!
"Officer armor from 4 to 1"
Now why was that necessary?
"DP-28 cost from 60 MU to 100 MU"
I red twice, thought it was a joke. A bad one.
"Cost from 320 MP to 280 MP
Population from 6 to 7
Updated AOE profile on Model 24 Stielgranate Grenade Assault
Assault Grenadiers now gain sprint"
What, they will be the new "units of doom"?! Gsus...
Saw they mess up the starting resources the second time in this game. Why was the first modification necessary? What we have now is close to what it was in the beginning.
Sorry, I was really upset because of these things.
Posts: 59
But i guess it's fitting as soviet will get the tech to hardcounter a flamer halftrack (T3/T4) a lot later
Basically, we can't say shit until after we played the new patch for some days
Posts: 208
- Start to grow tired of the game...
- Go on holiday
- Come back to see this
- Win
Posts: 618
At a first look, there are many nice things in this patch.
Going deeper, it doesn't look so nice as it seems.
Saw nowhere the "one-shot squad wiping" problem resolved. On the contrary, german infantry gets decreased armor value. .... lol.....
Saw increased cost for PPSHs... from 30 amo to 40.... wow... what a big difference....
Happy for 2 seconds when I saw G43 decrease cost to 40 amo...but wait... JUST for Pzgrens. Who the fuck will upgrade PZgrens with G43s...may I ask.
Fuel cost for soviet building and for german phases increased... we will probably see an avalanche of call-in tanks... soviet call-ins quicker, of course, because they come at 9 CP.
No Kv-8 nerfing but AGAIN german infantry armor value decreased. Nice....
Mechanized groups get insignificant cost decreases while the half track loses more than 1/4 of its health. Great, now we will NEVER see those units again.
"LMG42 now requires Battle Phase 1 to unlock"
"Flame projector upgrade now requires battle phase 2"
....Excuse me...?!
"Officer armor from 4 to 1"
Now why was that necessary?
"DP-28 cost from 60 MU to 100 MU"
I red twice, thought it was a joke. A bad one.
"Cost from 320 MP to 280 MP
Population from 6 to 7
Updated AOE profile on Model 24 Stielgranate Grenade Assault
Assault Grenadiers now gain sprint"
What, they will be the new "units of doom"?! Gsus...
Saw they mess up the starting resources the second time in this game. Why was the first modification necessary? What we have now is close to what it was in the beginning.
Sorry, I was really upset because of these things.
Dude the DP-28 (and MG42 and several others) is really powerful because of the way weapons work now. A lot of the changes are because of the new weapon system thing.
Posts: 2693 | Subs: 1
The patch notes are incomplete.
For instance, the german loss of armor comes paired with quite an increase in their DPS. So they will die faster, but will also kill faster.
If we look at the PPSH upgrade, the cost is not the only change.
The PPSH now does even more damage at close range, but it's damage drop-off is now HUGE. An upgraded conscript squad is now significantly worse than a vanilla conscript squad at medium range and downright terrible at long range. For comparison, pre-path PPSH only started to be worse than mosin rifles after medium range.
Another example, the guards DP machine guns now do a lot more damage than before. Pre-patch, each DP only had about 2x the DPS of a mosin rifle, now it's ~3.5x the DPS of the mosin rifle.
On the call-ins you are correct. Call-ins are going to dominate. Tech-switching between T3 and T4 is going to be impossible for soviets, if any soviet even bothers to build one of these structures in the first place. Germans get hit less hard in this regard, their total teching fuel cost only goes up by 50, compared to the soviets 100.
Posts: 1585 | Subs: 1
Oh, no more flamer halftrack rush?
But i guess it's fitting as soviet will get the tech to hardcounter a flamer halftrack (T3/T4) a lot later
Basically, we can't say shit until after we played the new patch for some days
I like this a lot, it rewards good play with HT's and lets them become very dangerous to flanking inf in the late game, but prevents the stupid suiciding into the base to wipe squads.
Posts: 42
@ SSHeini:
On the call-ins you are correct. Call-ins are going to dominate. Tech-switching between T3 and T4 is going to be impossible for soviets, if any soviet even bothers to build one of these structures in the first place. Germans get hit less hard in this regard, their total teching fuel cost only goes up by 50, compared to the soviets 100.
Relic said that this is just the first patch. The next one will probably adapt vehicles. They said that if callins really dominate, then they will simply increase their CP costs. I wouldn't worry too much about callins. Maybe they become an issue for a couple of weeks.
Posts: 240
Posts: 978
Maps
Grenadier
Armor from 1.5 to 1
Excuse me, what exactly does that mean? Grenadiers are now weaker than conscripts without more armor, yet less men?
Posts: 222
why sniper can no longer garrison? it makes no sense, they are scared of driver or what? the better way to do it, gives garrison sniper a large accuracy penalty, like 80% when the half track on the move, and a aim time penalty, it will take sniper few seconds longer to shoot when on the half track, so here is the trade off, you have mobility, the infantry you will kill will be reduced for compensation.
Gameplay-wise it makes 100% sense and is a great change.
Realism-wise it would make more sense letting HMG and mortar squads garrison instead, since this equipment is pretty heavy to carry around.
This is the case where the gameplay benefits clearly outweigh any potential damage to the realism of the game, which is almost non-existent anyway.
Posts: 2693 | Subs: 1
Excuse me, what exactly does that mean? Grenadiers are now weaker than conscripts without more armor, yet less men?
Yes.
To compensate, they do way more damage per shot.
Posts: 978
Thx for the answer. But I can´t see any increased damage output for grens in those notes. Only the Kar98k doing bolt action rifle damage. But conscripts also get that for their mosins.
Yes.
To compensate, they do way more damage per shot.
Also, doesn´t that also increase the problem with squad wiping Germans have?
Posts: 3293
Excuse me, what exactly does that mean? Grenadiers are now weaker than conscripts without more armor, yet less men?
there armor is 1.0 same as conscript but there kar98k is very very strong at long range.
Posts: 157
That is actually an error in the notes. Guards have had their armor reduced from 1.5 to 1. I have updated the notes accordingly. Thanks for catching this.
Found this on the COH official forums. Seems Guards are actually 1 armor as opposed to 1.5. Wonder if we could get a correction on Assault Grens if they are actually in fact 1 as opposed to 1.5.
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