[CoH2] Changelog
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BALANCE
SOVIET
Maxim HMG
We felt the Maxim HMG was overperforming in the early game due to its fast set-up. We also made adjustments to its build time and cost so it takes longer to reach the field and so it doesnt replace mainline infantry.
* Set-up from 1.5 to 2.
* Build-time from 24 seconds to 28 seconds.
* Cost from 240 manpower to 260.
UKF
Improved Fortification Upgrade
We have decided to reduce the durability bonuses this upgrade provides. We have also decided to increase the time it takes Infantry Section to build these Emplacements since they are not dedicated builders.
* Infantry Section now take 30 seconds longer to build Emplacements and the Forward Assembly.
* Improved Fortification upgrade now increases max health by 20% and armor by 10. Changed from increase in max health by 30% and armor by 40.
WAR PAINT SKINS RELEASE
10 Warpaint Competition skin sets have been added to the game and are available to purchase from the in game store.
30% of the proceeds from these skins go directly to the creators while an additional 20% is funneled back into funding COH2 tournament prize pools and community events to keep the game alive and well. The first tournament to be funded by the sale of these skins sets will begin early this Summer!
War Paint Historical Bundle
* British - Desert Rats Bundle by Choccy Starfish
* Soviet Two Tone 1941 Blue Steel Bundle by Puppeteer
* German - Assorted 3 Color Ambush Bundle by Starbuck
* US – Operation Husky Bundle by F_X
* OKW – Ardennes Improvised Ambush Pattern Bundle by Rita Rush
War Paint Fantasy Bundle
* British - Wood and Iron Bundle by Shriken
* US – Tiger Shark Bundle by Soul5tice
* OKW – Dazzle Bundle by Paid Player
* OKW – Anaconda Bundle by Soul5tice
* Soviet Hellbound Bundle by Grumpntug
MAP CHANGES
Balance updates to maps Hamlet and Crossroads by respective community map makers,Pigsoup & WhiteFlash
BUGS
Additional speech calls for Land Mattress unit.
Animator fixes to the T70 and the 222 scout car.
Normalized pop-cap on 120 mortar team.
Fixed a bug with hold fire not being passed to reinforcements correctly in every case.
Shock Troop's RG-42 Grenade now damages buildings and does full damage to units inside buildings.
Fixed a hotkey issue on airlanding officer.
Fixed an issue with the comet tank projectiles.
April 20 – Addendum
Hide decals option added to graphics options. This hides all vehicle decals on the players local PC even if they are equipped. Useful for players with highly detailed skins or skins that include markings.
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A minor update has been applied to fix an issue in Ardennes Assault and provide support for the upcoming balance preview mod.
* AA rewards are now granted correctly in all situations.
* Support for several icons to be used by future balance mods.
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New Content
Two new Valkyria Chronicles-themed skins sets for the Soviet and the OKW factions will be given to everyone who logs in on May 17th (and to anyone who logs in the 30 days after) for free, to celebrate the release of Valkyria Chronicles Remastered on PS4.
* Gallian Squad 7 Skin (Soviet)
* Eastern European Alliance Skin (OKW)
Modding
You can now submit Decals and Faceplates to the Curated Pathway in the Steam Workshop for a chance to have these items integrated into the live game and used in Automatch.
A Skin Preview Image tool is now available in the Steam Workshop. Created by Janne252 - this tool allows skin modders to quickly generate high quality, standardized skin preview renders using the game.
* [Summer] Skin Preview Image Creator
* [Winter] Skin Preview Image Creator
Bugs
Fixed a bug that blocked any race being chosen as an AI opponent (previously, if you didn't own the race you couldn't play against it in matches against AI).
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Bug Fix
Fixed a bug that was causing some players to crash at launch
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Bug Fix
Fixed a bug that was causing a small portion of players to crash at launch
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NEW WAR SPOILS SYSTEM
Changes to Loot Drops
Firstly the system will no longer drop duplicate items. Additionally, you now only receive items for factions that you own (Prior to this update drops were biased towards the currently played army but were possible for all armies.). You may now also receive a new currency called Supply as a Warspoils drop. You can use Supply to buy items from the in game store such as bulletins, skins, or commanders.
Changes to the Post Game Rewards Screen
You can tell exactly when you will get your next reward from the loot bar which is shown in the player card.
* Each game you play you will receive 1500 points. 500 Bonus Points are awarded to the match winners.
* Once you have 6000 loot points you’ll get a loot drop that will contain a random item from an army you own, or an amount of Supply.
Changes to the In-game Store
You can now purchase Intel Bulletins, Victory Strikes, and Decals from the in game store using Supply. Simply go to the items tab and select the category you are interested in. There is a drop down filter so you can easily browse bulletins of the type you are interested in. You can also use the search feature to find what you are looking for.
Changes to Inventory
Players can have only 1 type of any item equipped in a single loadout now. This is mostly in reference to Intel Bulletin stacking since players now have quick and easy access to the entire bulletin set via the in game store.
Converting Your Duplicate items to Supply
You will have the option to convert all your existing duplicates into Supply from the Inventory Screen. Simply select Show Salvageable Items and then click the Salvage All button. Optionally, you can also salvage your duplicates one by one by right clicking on a duplicate and clicking "Salvage".
Supply Value for Salvaging Duplicates
All duplicates are salvaged at 500 Supply each. This was done because we want to reward the time players invested into the game over how lucky they may have been. Indeed, while the number of items you ended up getting is a direct function of time / how much you have played, the nature of those items that dropped was really purely random – and it will still mostly be this way after the update (we will just ensure you don’t get drops for factions you don’t own). Therefore, how many commanders you may have gotten out of playing the game compared to another player, for instance, is really just the result of sheer luck. On the opposite, the number of items you ended up accumulating overall compared to another player is the direct result of your difference in commitment to playing the game on a regular basis – which is what we want to reward you for.
Match Validation
A new validation system is in place to make sure that only players who play a fair game receive Loot Points after a match. This is – you won’t get loot points if you go AFK or don't significantly contribute to a game. A daily Loot Point Limit (24,000 Loot Points or 12 wins) has been applied to modded games to help minimize War Spoils farming.
UI IMPROVEMENTS
Automatch/Leaderboard Level Up
If you increase your leaderboard level after an automatch game there is now a post game acknowledgement to celebrate!
Map Select Screen
We’ve redone the Map select screen so that maps can be filtered and displayed by game type and ordered alphabetically. This makes it much easier to find the maps your looking for.
Match Select Screen
Match select screen now allows filtering by match type
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A quick shoutout to "miragefla" for his contribution to this Balance Update and everyone that participated and gave feedback during the Balance Preview.
BALANCE GOALS
Increase Strategic Diversity
In order to add to CoH2’s current strategic diversity, the changes outlined below are designed to Increase the depth within factions by improving unit viability, creating diverse options for build orders and bringing factions in line with one another. This will create more diverse and viable strategies for players at a variety of different skill levels.
Match Gameplay Expectations to Outcomes (Quality of Life)
There currently are a variety of gameplay outcomes that do match player expectations which is creating a degree of frustration within the player base. A number of the changes outlined below attempt to address this by matching these outcomes to acceptable expectations such as through the removal of “bad” RNG and balancing specific units/abilities' cost vs reward that are currently out of tune.
GENERAL
Heavy armored Tanks
Developer Comments: We felt the risk associated with flanking a Heavy Armored Vehicle was much too great because of the high rear armor. To help balance this risk vs reward we are reducing rear armor on all heavy armor across the board.
Soviet IS-2 rear armor reduced from 205 to 140
Wehrmacht Tiger & Tiger Ace rear armored reduced from 180 to 140
Wehrmacht Elefant rear armor reduced from 150 to 110
OKW Jagdtiger rear armor reduced from 150 to 110
OKW King Tiger rear armor reduced from 225 to 150
British Comet Tank rear armor reduced from 180 to 130
Mines (General-Purpose and Tellers)
Developer Comments: We often saw mines wipe full health squads when planted in front of building entry points or cripple enemy vehicles. We also tried in the Balance Preview trying to reduce the damage of mines to deal with this issue but it made mines feel very underwhelming. We wanted the keep the satisfaction of some casualties without the squad wipes, thus we have ensured mines kill some models in a squad but not wipe the entire squad out completely. We are also removing all engine destroy and Tread Breaking Criticals from all mines. These changes will bring the reward of an enemy unit hitting a mine in line with the cost of placing it.
Soviet Field Craft Mines damage increased to 80
Soviet Field Craft Mines can do damage to a maximum of 1 member in a squad
All other general purpose mines do damage to a maximum of 2 member in a squad.
Deals suppression on squads hit by mines. (General-Purpose)
Engine destroy and Tread Break Criticals removed from all mines.
Random Engine Damage
Developer Comments: We feel engine damage should always be caused by explicit actions and not randomly through a critical table. We are removing random engine criticals from occurring above 5% health. Engine damage now only occur above 5% health from mines, and from specific abilities that always cause engine damage.
Removed all random engine damage criticals from vehicles above 5% health
Suppression
Developer Comments: We felt it was too easy to charge into suppressive fire and simply throw a grenade to knock out a HMG team. This was not an intended counter and thus suppression will now reduce the range of grenade abilities.
All grenade abilities that are not snares have their range reduced by 33% when the unit is suppressed.
Anti-Tank Guns (AT guns, Piats, Bazookas, and Panzerschrecks)
Developer Comments: To alleviate the effects of some frustrating RNG from anti-tank weapons firing on infantry squads, we have decided to reduce the damage these weapons deal to infantry to prevent snipes on full health models.
Damage set to deal only 25% against infantry.
Snipers
Developer Comments: We felt Snipers, even when caught out of position, felt too durable. We also wanted to standardize all sniper rifles to use the maximum amount of time for aim-time and cooldown. These weapons will no longer fire faster the closer the squad approaches them.
Target size from 1 to 1.15.
Cooldown, and all aim-time always uses the max amount of time and has been standardized for all distances meaning snipers do not fire more quickly the closer the target is.
Deflection Stun Criticals
Developer Comments: Some heavy armored vehicles had an extremely rare critical that could stun enemy vehicles on deflection. We feel this is frustrating RNG and should be removed from the game.
Deflection criticals from Heavy Armor removed
Core Infantry/Small Team Weapon Spawn Points
Developer Comments: We felt by allowing smaller team weapons and core infantry to spawn from corresponding base buildings, it could slightly speed up initial engagements, and allow for more meaningful base placements for Soviets , Wehrmacht, and OKW factions.
All Core Infantry Squads and Core Small Weapon Teams now spawn from its corresponding building rather than from Off-Map.
Last man dead
Developer Comments: Team weapon gunners will have the lowest priority to get targeted. Players can still attack the gunner first if they manually target that entity but automatically they will always target the gunner last. We are hoping this will help with the death loops where weapon teams constantly try to man their team weapons as they retreat.
Team weapon gunners target priority lowered
Intel Bulletins
Developer Comments: We wanted to make a few adjustments to some Intel Bulletins
Hetzer 57 now has a 50% faster weapon reload and applies to the Flammpanzer 38
Grim Reaper Tool now applies to the Sturmpioneers
Heavy Tank Production I now recharges Tiger PzKpfw VI , IS-2, and Elefant dispatch abilities 50% faster
Artillery Production Inow builds BM-13 Katyushas and Panzerwerfers 50% faster.
Artillery Production II now builds ML-20 152mm Gun-Howitzers and leFH 18 Artillery 50% faster.
Anti-tank Gun Production I now builds Pak40, Pak43, and ZiS-3 Field Guns 50% faster
All over a London Darby!now recharges the Churchill AVRE dispatch ability 50% faster
Boys will be Boys now recharges sniper's Critical Shot ability 25% faster
Ready For Another Roundrecharge the le.IG 18 Support Gun's Barrage ability 25% faster
Area Denialnow recharges the M8A1 Howitzer Motor Carriage's barrage ability 25% faster
Mobile Bombardmentrecharges the SdKfz 250/7 Mortar Half-track's abilities 25% faster
Light Vehicle Production II builds M5 Half-tracks and SdKfz 251 Half-tracks 25% faster
Bigger is Better recharges HM-38 120mm Mortar team dispatch ability 50% faster
Search & No Recue! builds 251/20 Infrared Halftracks 75% faster
… & Roll Out! recharges the M3 Half-track dispatch ability 50% faster
Plow your way through! recharges the 105mm Bulldozer Sherman dispatch ability 50% faster
SOVIETS
T-34/76
Developer Comments: We felt the T-34/76 was under performing and needed some improvements to help deal with infantry.
Hull Machine gun burst duration changed from 2/1 to 2/2.
Hull Machine gun accuracy increased from 0.3/0.35/0.4 to 0.4/0.45/0.5
Hull Machine gun cooldown reduced from 5/5 to 3/2
Coaxial Machine gun burst duration changed from 3/2 to 3/3.
Coaxial Machine gun accuracy increased from 0.28/0.33/0.38 to 0.43/0.48/0.53
Coaxial Machine gun cooldown reduced from 5/5 to 3/2
Main gun reload from 6.2/6.8 to 6.1.
SU-85
Developer Comments: We saw that the Soviets had to rely on Doctrines or would have a difficult time dealing with heavy armored vehicles. We wanted slightly improve the SU-85 to be stronger against heavy armored vehicles while being slightly weaker against flanking vehicles.
Accuracy from 0.05/0.0375/0.25 to 0.055/0.045/0.04
Penetration from 200/190/180 to 240/230/220
Reload increased from 3.8/4.2 to 5.4.
Target size reduced from 22 to 18
Rotation rate from 20 to 22
Cost increases from 340 manpower and 120 fuel to 350 manpower and 130 fuel.
Veterancy two -30% reload modifier replaced with +30% weapon penetration modifier.
IS-2
Developer Comments: Modified to put it in line with other vehicles and slight boost to its penetration to help it better engage heavier armor.
Scatter offset adjusted to match other vehicles.
Penetration increased from 250/220/190 to 250/230/210
Trip-Wire Flare Mine
Developer Comments: Adjusted the mine to prevent one-hit kills at full health. Mainly done to prevent squad wipes of units leaving buildings. Plant time was lowered and the mine now deals damage to compensate.
Damage from 0 to 20.
Is now a Small Explosive Weapon type
No longer guarantees a casualty
Plant time from 9.5 to 7.5
Soviet Sniper
Developer Comments: The Soviet Sniper had the lowest health amongst all the Snipers. Because we are increasing the unit size of all Snipers, we have made adjustment to the health the Soviet Sniper to compensate.
Health increased from 48 to 64
RPG 43 AT Grenade
Developer Comments: This ability's current wind up time made it feel unresponsive, thus we have reduced its wind up time alleviate this issue.
Wind up reduced from 0.25 to 0.125
Penal Battalion
Developer Comments: Due to the lack of anti-tank in the Special Rifle Command, we are giving Penal Battalions a more focused roll as a dedicated anti-infantry unit.
SVT accuracy to .7/.65/.45
SVT damage from 8 to 10.
Cooldowns and aim-times adjusted.
Squad cost increased to 300 manpower from 270 manpower.
Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds.
"Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost.
USF
57mm ATG
Developer Comments: In order to bring the 57mm AT Gun in line with other AT Guns from other factions in the same Tier, we have increased the base penetration to improve performance when not using AP rounds. Take Aim shifted to a timed ability to reflect its power. Accuracy changed to match other anti-tank guns.
Penetration from 140/125/115 to 150/140/130
Take Aim! now a timed ability. 20 seconds, 60 second recharge.
Accuracy changed from 0.05/0.0425/0.03 to 0.055/0.05/0.04
M2HB.50caL HMG
Developer Comments: Increased penetration to make it a more viable soft counter to light vehicles as well as more distinct from other HMGs due to its later timing. We also wanted to give the lieutenant tier a deterrent against light vehicles without needing to invest in bazookas. Bonus penetration against specific vehicles to ensure the .50cal can harm these vehicles, but not burst down other light vehicles immediately.
M2HB .50cal HMG penetration from 3/2/1 to 7/6/5.
New Ability: Armored Piercing Rounds - Timed ability that loads AP rounds for 25% increased damage and +10 pentration.
M36 Jackson
Developer Comments: Increased LOS to allow the M36 to better kite, locate and hunt enemy armor without boosting its firepower any further.
LOS from 35 to 40
Tank acceleration increased from 2.5 to 3
Veterancy 2 sight radius bonus changed from 30% to add 5
M8 Motor Carriage (Scott)
Developer Comments: We felt the M8 HMC was under-performing and needed a slight stat boost to improve survivability and effectiveness. The AOE drop-off for the mid-far range was lessened to improve the M8's damage output against troop targets when its shells do not land direct hits. The damage drop-off was incredibly harsh given that the mid-range of the shells are set to 2 meters.
AOE mid modifer from 0.15 to 0.25
AOE far modifier from 0.05 to 0.10
Build-time from 80 seconds to 50 seconds.
Health from 320 to 400.
Major
Developer Comments: We have significantly boosted the artillery ability in power and lowered cost to give USF some form of non-doctrinal artillery to help break concentrations of enemy units and structures. Recharge time increased to compensate and match other artillery units.
Artillery delay reduced from 7 seconds to 5.5
Shells increased from 3 to 6.
Time delay between shells set to 2 for maximum and minimum.
Veterancy 2 Artillery delay reduced from 7 seconds to 5
Veterancy 2 Shells increased from 5 to 9 Veterancy 2 time delay between shells set to 1.75 for maximum and minimum.
Artillery cost reduced to 60 munitions from 120 munitions.
Recharge time from 60 seconds to 90.
Range reduced from 85 to 60.
Captain
Developer Comments: The Captain squad gave USF a very easy access to light Anti-Tank and made the Captain the most valuable officer in the game. We removed the Bazookas on the Captain squad to allow for light vehicle play to be more effective.
On Me! no longer provides suppression resistance to prevent negation of MGs or suppression based platforms, but will break suppression making it ideal for getting units out of suppression or beaking pin status.
Captain no longer comes with free Bazookas. Captain now has a squad upgrade to purchase 1 bazooka
On Me! No longer provides suppression immunity for its duration, but will still break suppression. No longer affects Team Weapons.
M1 81mm Mortar
Developer Comments: We wanted to give USF more means to counter garrisons without grenades and a mobile smoke platform as well as diversify their opening.
Added M1 81mm Mortar to USF Starting Building
Sherman Bulldozer
Developer Comments: We are adding a hold fire toggle button so the Sherman Bulldozer doesn’t fire at units when not intended.
Added Hold Fire
WEHRMACHT
251 Flame Half-Track
Developer Comments: We made some slight adjustments to the Flamethrower aim times to allow for the vehicle to be better at kiting, reduced the cost to make it more affordable and in line with its performance. We have also reduced the garrison damage to avoid the vehicle instantly wiping garrisoned squads.
Upgrade cost reduced from 120 to 90
Ready aim time from 1.5 to 1
Flamethrower damage versus garrison from 1.25 to 1.
Veterancy 3 cooldown bonuses now benefits the Flamethrowers.
Support Armor Korp
Developer Comments: We felt the Support Armour Korp was slightly too expensive in comparison to other faction Tier 3 and needed a slight reduction in terms of cost to make the tier more affordable.
Price from 260 manpower and 75 fuel to 240 manpower and 60 fuel.
Brummbar
Developer Comments: Due to its clunky movement, the Brummbar would often get blocked against world objects. We decided to give this vehicle Heavy Crush to improve pathfinding and make it more maneuverable. Reload time standardized to make it more consistent and AOE has been adjusted to improve consistency as the damage quickly drops off by 2 meters. To adjust for these changes. Resource costs have been updated to bring it in line with its current performance.
Cost decreased from 470 manpower and 160 fuel to 420 manpower and 150 fuel
Reload standardized from 7.5/9 seconds to 8.25.
AOE mid modifer from 0.15 to 0.3
Medium crush changed to Heavy Crush.
Veterancy requirements from 2740/5480/10960 to 2040/4080/8160
Added hold fire
Heavy Panzer Korp
Developer Comments: We felt the Heavy Panzer Korp was slightly too expensive given the price of the high cost units it currently houses.
Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel.
Panzer IV Command Tank
Developer Comments: The Panzer IV Command Tank was much too durable because it benefitted from its own aura. To make it more vulnerable, the tank will no longer receive a defense buff from its aura.
No longer receives benefits from its own aura.
Pioneers
Developer Comments: Even though the Wehrmacht can build a trench, this is not as flexible as other forms of heavy cover such as sandbags. To increase the faction's heavy cover options, Pioneers have now been given the ability to build sandbags.
Can now construct sandbags.
Bundled Grenade (Panzer Grenadiers)
Developer Comments: We felt that Bundled Grenades have been under-performing and not meeting their original design intentions. To bump up their performance we have made the following changes.
AOE increased from 4 to 5
AOE distance adjusted from 3/2/1 to 3.75/2.5/1.25
Damage increased to 120
OKW
Battlegroup Headquarters
Developer Comments: This change was driven from a popular idea that was expressed by the community. Battlegroup HQ no longer comes with Medics but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel.
Medics must now be purchased as an upgrade. Cost 100 manpower and 15 Fuel.
Medics heal rate increased from 5 to 8
Mechanized Headquarters
Developer Comments: This change was driven from a popular idea that was expressed by the community. Mechanized HQ no longer comes with Repair Pioneers but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel.
Repair Pioneers must now be purchased as an upgrade. Cost 100 manpower and 15 Fuel.
Volksgrenadier
Developer Comments: This change was driven from a popular idea that was expressed by the community. In an attempt to break up the Volksgrenadier blobbing we are removing the Panzershrek upgrade. This has been replaced by a package that improves their AI at short-mid range whilst still maintaining some anti-tank to deal with armor that rushes behind ATGs or other units. While the upgrade is not that powerful to start off with, they do gain considerable power as the Volks gain veterancy which has many offensive boosts.
Panzershrek Package removed.
Added StG 44 Package. Grants the squad two StG 44s that improve short-mid range combat for 60 munitions.
Panzerfaust ability added which is unlocked after a truck is built. (Panzerfaust works just like the Grenadier Panzerfaust)
MG34 HMG Team
Developer Comments: This change was driven from a popular idea that was expressed by the community. Community has voiced their opinion that they feel the OKW needs a suppression platform to deal with enemy blobs but also to have additional options other than always blobbing more Volksgrenadiers. To address this we have raised the MG 34s accuracy to improve its damage output against targets at range and reduced its cooldown to improve damage output at engaging multiple targets. MG-34s are now standard in the OKW arsenal.
Mid accuracy from 0.41 to 0.5
Far accuracy from 0.14 to 0.28
Cooldown from 2.5/3 to 1.75/2.5
Cost increased from 210MP to 230MP
Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q.
Fortification Doctrine
Developer Comments: Replaces the MG 34 in the Doctrine
Replaced MG34 call in for LeFH 18 Artillery
Luftwaffe Ground Forces Doctrine
Developer Comments: Replaces the MG 34 in the Doctrine
Replaced the MG34 call in for Reconnaissance Overflight
Goliath
Developer Comments: We felt the damage output from a Goliath against an emplacement was too small. It’s a high investment, high risk unit and we feel it should pay off if it manages to reach its target.
Added a target table 5x damage multiplier against British Emplacements
Raketenwerfer
Developer Comments: We felt the Raketenwerfer was a little too easy to flank with vehicles once revealed. We are increasing the firing arc slightly to help address this issue.
Weapon firing arc increased from 60 to 70
Sturmpioneers
Developer Comments: With the removal of the Panzershreck package from the Volksgrenadiers we are happy to see how the OKW is currently playing. We do however notice the OKW struggle against armor if they are not ahead in resources. We are giving the Panzershreck package to the Sturmpioneers to help deal with this issue.
Panzershreck upgrade package added
Bundled Grenade (Fallschirmjagers and Obersoldaten)
Developer Comments: We felt that Bundled Grenades have been under-performing and not meeting their original design intentions. To bump up their performance we have made the following changes.
AOE increased from 4 to 5
AOE distance adjusted from 3/2/1 to 3.75/2.5/1.25
Damage increased to 120
Sturmtiger
Developer Comments: We felt the 50% chance to abandon a vehicle when at 50% health was too random and frustrating so we are removing this critical
Removing a critical that abandons the Sturmtiger at 50% health when damaged.
BRITISH FORCES
Starting Resources
Developer Comments: The British early game can often be very difficult due to the high cost of their Infantry. We increased the starting manpower to match other factions and to somewhat compensate their early game for their high manpower cost per unit.
Starting manpower increased from 290 to 340
Universal Carrier
Developer Comments: We felt the Universal Carrier wasn't a viable option and felt we needed to make some adjustments. We gave it self-repair on stock so it no longer requires an engineer to be repaired, made it more durable through an upgrade purchase, and made significant improvements to the Vickers K.
Cost increased from 210MP to 260 MP
Vickers K range from 35 to 40
Cooldown from 1.5/2.0 to 1.25/1.5
Burst duration and rate of fire standardized to 1 at all ranges for Vickers K.
Health improved by 40 when upgraded with Vickers K or Flame Projector.
Has Self-Repair stock.
Counter Battery
Developer Comments: We felt the Counter Battery's cost vs reward was not well balanced and required tuning to bring it in line with other similar artillery options. We also want players to make decisive gameplay decisions where using this ability had virtually no risk associated with it.
Is now a timed ability. Lasts 45 seconds and recharge time is 90 seconds.
Costs 30 munitions
Land Mattress
Developer Comments: Based off its effectiveness, we felt this unit could be called in too early. To help bring it in line with other Doctrine artillery we have increased its required CP. The White Phosphorus rounds was precision striking weapon teams too easily due to their low scatter values.
Increase CP requirement from 5 to 8
AOE damage reduced from 0.2/0.4/1 to 0.1/0.25/1
White Phosphorus round angle scatter increased from 5 to 15
White Phosphorus round distance scatter max increased from 10 to 15
White Phosphorus round distance scatter obj hit min increased from 0 to 10
White Phosphorus round scatter offset reduced from 0.8 to 0.1
White Phosphorus round min tilt angle reduced from 25 to 15
Sexton
Developer Comments: We feel the Sexton is one of the UKF's most underperforming units. Therefore, to improve the Sexton's performance we have increased the unit's AOE damage, increased the number of shells it fires, and made it fire a little faster.
AOE distance damage changed from 1/0.15/0.05 to 1/0.25/0.1
Wind Down from 4.67 to 3.125
Number of shells for barrage increased from 5 to 8
Firefly
Developer Comments: We felt the reload on the main gun was hurting the unit's performance and the Tulip Rocket ability's role was redundant with the tank's main gun. To compensate for this we have reduced the reload time on the main gun and changed the role of the Tulip Rocket to be a temporary snare.
Reload from 10 seconds to 8.
Tulip Rockets now deal 120 damage from 240.
Tulips now cause a blind critical on penetration and stuns the tank for 2.5 seconds. (Vehicle LOS reduced to 0 for 8 seconds)
Tulip Rocket ability cost from 100 to 80.
Tulip Recharge time from 120 to 80.
Infantry Section (Both variants)
Developer Comments: Due to the extremely short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target. Infantry Sections also accrued Veterancy faster than any other core infantry unit so we have slightly increased the Veterancy requirements for these units.
Artillery flare range increased from 20 to 30
Veterancy requirements from 480/960/1920 to 560/1120/2240.
Tank Hunter Infantry Section
Developer Comments: The damage from the HEAT Grenade was under performing and we wanted to bring it in line with all other infantry anti-tank abilities.
Heat Grenade damage from 50 to 100.
Sniper
Developer Comments: Due to the short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target.
• Artillery flare range increased from 30 to 35.
Bofor QF 40mm “Suppressive Barrage” ability
Developer Comments: The Suppressive Barrage was meant to be used to pre-emptively lock out a choke point for a short period of time through suppression. We found it was wiping weapon teams much too easily due to its small scatter and high AOE. With the reduction in AOE and higher scatter, players can expect this ability to wipe squads less but do suppression over a large area. White Phosphorus round distance scatter max increased from 10 to 15
Suppressive Barrage weapon AOE reduced from 5 to 3
Suppressive Barrage weapon Scatter angle increased from 5 to 15
Suppressive Barrage weapon suppression reduced from 0.3 to 0.2
Cromwell
Developer Comments: The Size of the Cromwell was smaller than other Medium Tanks. We are slightly increasing its size value to match other Medium Tanks.
Target size increased from 18 to 22
Churchill MK. VII Infantry Support Tank
Developer Comments: We felt the Churchill costs too much for its current performance so we are reducing its cost.
Cost reduced from 540 Manpower and 180 Fuel to 490 Manpower and 160 Fuel.
BUG FIXES
Fixed a bug where the Vet 1 weapon reload modifier on the Royal Engineers was applying to all weapons. It now only applies to the Stens.
Don’t step on the Grass Intel Bulletin now properly reduces the cost of Teller Mines.
Fixed a bug that made LMG 34 that was picked up have different stats than the LMG 34 that was dropped.
Fixed a data issue where some artillery veterancy was not applying properly to the right weapons
Fixed a bug where the USF and British M3 HT was missing vet 2 and vet 3 bonuses
Posts: 10665 | Subs: 9
Bug Fix
-Fixed a bug that made Volksgrenadier's Panzerfaust ability disappear when they hit VET 4
-Fixed a bug where VET 4 and VET 5 didn’t exist on the LEFH 18
-Fixed a bug that caused unintended behaviour to units when hit by Stun grenades
-Fixed a bug where the modifiers from the combined arms ability was overwriting other modifiers
-Fixed a bug where the auto-fire range on the USF 81mm mortar was more than the barrage.
-Fixed a bug where some veterancy bonuses on the USF 81mm mortar wasn’t applying to the barrage and smoke barrage abilities.
-Fixed a bug where Sturmpioneers could get all upgrades when multiple upgrades were queued.
-Fixed a bug where the USF AT Gun Vet 1 ability had a initial delay before the ability would be active; Initial delay removed.
-Fixed a bug where some grenades that didn't get the 33% range reduction when the squad is suppressed.
-Fixed a bug where some vehicles were still stunning the JagdTiger. Removed all deflection stun criticals from all weapons.
-Removed the random abandon critical from SturmTiger that could happen during reload.
-Fixed a few help text issues
-Fixed a bug where Volksgrenadiers could pick up a weapon and then upgrade to get 2 more STG44s
Posts: 10665 | Subs: 9
Bug Fixes
- Combined Arms will no longer stack when de-crewing and re-crewing vehicles
- OKW's MG34 now using correct icon
- Various hotkey fixes where the same hotkey was being used for various commands on the same unit
- Soviet B4 now reflects correct popcap
- Reported bugs with the USF 81mm Mortar are currently being investigated and will be fixed when possible.
Posts: 10665 | Subs: 9
Bug Fix
Fixed a bug causing the combined Arms bonus to stack with each nearby unit
Posts: 10665 | Subs: 9
UI
Revamped promotional UI added to main lobby
Bug Fixes
Fixed a bug where the USF Mortar could track, fire at, and reveal enemies through the FOW
Fixed a bug which caused the USF Motar to have stronger performance then intended
Fixed a bug which caused the USF Mortar to receive twice the reduction in scatter at Vet 1 & 2 then intended
Fixed a bug with the Soviet 82mm & 120mm Mortar's default weapon causing it to not receive it's range bonus at Vet 3
Fixed a bug with the Wehrmacht Mortar causing the default weapon to not receive it's range bonus at Vet 3
Posts: 10665 | Subs: 9
New Content
Three new UGC skin sets have been added to the game. 35% of all proceeds generated from these skins go back to their creators.
British - Geirolul by GrumpNTug
OKW - Calamity Ravens by RitaRush
USF - Valkyria Mauler by Puppeteer
---------------
October 4th Update
New User Experience
Replaced the two commanders given to new players for registering by 30,000 Supply Points to spend as they see fit in the in-game store (this change only affects new players going onward)
Multiplayer standalone now compatible with mods; modding hub unlocked in this standalone version of the game as well
Humble Bundle
5 new skins (1 for each faction) added to the game for the COH 10th Anniversary Humble Bundle.
Posts: 10665 | Subs: 9
A huge thanks goes out to Miragefla, Mr. Smith, and Cruzz for their help identifying and testing bugs for this patch.
New Content
5 (one for each faction) new FREE Halloween themed skins added to the game
6 new Community-made maps added to the Community Map Rotation
Halloween Event
Log-in between Oct. 25th 2:00 PM PDT - Nov. 8th 10:00 AM PDT to receive 5 Halloween themed vehicle skins for FREE!
Play with any of the Halloween skins during the Halloween Weekend to earn 2x Loot Points!
Bug Fixes
Fixed a bug where it was possible for a player to discover if a building was garrisoned through the fog of war by issuing a garrison building command.
Fixed a bug where it was possible to determine which direction a garrisoned MG was facing through the fog of war.
Fixed a bug where certain team weapons wouldn't follow queued commands to capture neutral territory.
Fixed a bug where Weapon Racks did not announce upon start/completion of research
Fixed a bug where the British counter-barrage would target the Brummbar
Fixed a bug where Paratrooper & Ranger grenades would cancel after 3 seconds.
Fixed a bug where Sapper barbed wire was not crushable by light vehicles
Fixed a bug where Pershing and Comet auto throw grenades were capable of causing the crew_shocked critical
Fixed a bug where the Brummbar and Panther were using incorrect speech lines
Fixed a bug where stun grenades would cause unintended behaviour on retreats as well when exiting buildings
Fixed an issue where the MG-34 Generic weapon was more powerful then lmg_moving and lmg_moving_no_prone
Fixed a bug where grenades were not receiving their proper range reduction
Fixed a bug that would occasionally cause vehicles such as the Puma and 222 to do unintentional 360 or 180 degree turns
Fixed a bug where units such as the Fallschirmjägers, Pathfinders, etc. would remain camouflaged on retreat
Fixed a bug that occasionally caused Penals to instantly become unsuppressed
Fixed a bug where the British Sniper would fail to engage garrisoned units
Quality of Life Changes
Removed the auto-rotate from the Wehrmacht 250 Half-track
The British Universal Carrier Vickers weapon now follows attack commands
The Soviet 45mm ATG 1.25 received accuracy modifier for the squad has been removed to match all other anti-tank gun squads.
Posts: 10665 | Subs: 9
NEW CONTENT
5 New Historical Skin Sets - 1x each faction, UGC historical skin sets created by community modders Starbuck and Georider added to the in-game store from the curated pathway on the Steam Workshop. 35% of all revenue generated from these skins sets goes back to the community!
5 New Faceplates - 1x each faction, UGC faceplates created by community modder RitaRush added to the in-game store from the curated pathway on the Steam Workshop. 35% of all revenue generated from these faceplates goes back to the community!
1 New 1v1 Map - The community-made map and grand prize winner of Tric's Map Making contest, Halbe, has made its way into COH2's 1v1 automatch and custom games list. This map was created by community map maker, Beagletank
4 New 2v2 Maps - The community-map spotlight shines on the 2v2 gamemode this month with 4 new community-made maps making their way into the automatch and custom games list.
Elst Outskirts by MonolithicBacon
Lisores River by STAHLHAGEL
Pripyat Sector by Tric
Schilberg Outskirts - by MonolithicBacon & Stormless
MAP UPDATES
The maps Hill 400, Caen, Market Ruins, Bombarded Refinery, Rüstungswerke Essen, and Westwall have received updates to resolve pathing and balance issues.
IN-GAME STORE UPDATES
The Valkyria Chronicles skins are now available to purchase via Supply
Community commanders (Soviet Defensive Tactics & Wehrmacht Defensive Doctrine) added to the in-game store
The following new Commander Bundles have been add to the in-game store
Soviet Top Played Commander Bundle (1v1)
Soviet Top Played Commander Bundle (Team Games)
Soviet Top Played Commander Bundle (Overall)
Wehrmacht Top Played Commander Bundle
OKW Top Played Commander Bundle
USF Top Played Commander Bundle
British Top Played Commander Bundle
HelpingHans' Recommended Commander Bundle
Posts: 10665 | Subs: 9
Bug Fixes
Issues with textures not loading properly for team weapons and weapon upgrades has been resolved.
Posts: 10665 | Subs: 9
Bug Fixes
Fixed an issue with bundle artwork not being displayed properly in the in-game store
Fixed an issue with Hill 400 not showing up in the map pool
Posts: 10665 | Subs: 9
After over three months of countless posts of forum feedback, numerous surveys and tournaments, and over 10 mod iterations, the final changes put forward in the Winter Balance Preview are ready to be released into the live game.
A massive thank you goes out to community members Mr. Smith, Callum from GeneralsGentlemen, and Miragefla that put in countless hours to make the following balance changes possible. But of course, they did not do it alone. Community members such as Nacho, Cruzz, Le Saucisson Masqué, Capiqua, Osinyagov, and Planet Smasher were instrumental in identifying and helping fix bugs as well as implementing multiple QoL features, top players in the community were crucial for providing high level balance critique and of course the constant vigilance of the entire community that playtested the mod and provided ongoing feedback over these past few months made the iteration process possible. For all your efforts and dedication, we thank you.
As a refresher, the changes below were designed to target specific dominate meta in order eliminate default build orders and promoting strategic diversity. The scope of this patch was focused around two primary pillars: Light Vehicle Play and Infantry Scaling, as well as, two secondary areas of Dominate Meta: Soviet Guards and Penals, and the USF Mortar. Finally, a number of Quality of Life changes such as Squad Formations and “Ghosting” have been targeted to improve gameplay and feel.
GENERAL
Reinforcement Half Tracks/Transports
We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence.
Reinforcement Half-tracks now have shared veterancy from infantry squads and weapon teams
Load Times for all Half-tracks standardized to 2.
Given a handbrake ability to prevent unwanted movement
251 Half-track can now carry mortar teams
Shared Veterancy
The following unit types will contribute to shared veterancy to nearby officers/halftracks at the following rates:
5% mortars/indirect fire
10% HMGs
50% infantry
0% anything else
Snipers
We feel that the Sniper’s cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes:
When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to become camouflaged for 10 seconds
Snipers cannot cloak until out of combat for 3 seconds
Stealth Changes
To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions:
Anti-tank gun/Tank stealth changes
Tanks (e.g., JP4) and anti-tank guns cannot re-cloak until out of combat for 5.5 seconds
Neither type of unit can re-cloak within 10 seconds of having fired a shot
Non-sniper stealth infantry changes
Stealth (infiltration) infantry cannot re-cloak until out of combat for 4 seconds
Stealth infantry cannot re-cloak within 10 seconds of having used an offensive ability (e.g, grenades)
Veterancy Rates from Infantry-Based Anti-Tank
Anti-tank infantry squads were attaining veterancy disproportionately fast compared to anti-infantry squads. This was allowing blobs of infantry to scale versus armour too easily. This also allowed anti-tank-equipped squads to outpace dedicated anti-infantry squads and trade more efficiently than they should. With this change we aim to streamline the speed of veterancy gain or all squads.
Panzerschrecks/Bazookas/PIATs/PTRS/BOYS AT Rifles now award 3 times less experience when damaging a target. This change does not affect the British Sniper
M17 Quad
We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move.
Moving Burst reduced from 1 to 0.5
Moving accuracy reduced from 0.4 to 0.25
Near rate of fire reduced from 1.24 to 1.15
Accuracy reduced from 0.5/0.3125/0.125 to 0.34/0.28/0.1
Near Cooldown modifier increased from 0.5 to 0.75
Cannot suppress units while moving.
Increased the chance for the Quad to take down an airplane (from 30 in 10000 to 10 in 100)
Munition cost from 120 to 100
Mortars
The escalation of mortar power has made them over perform compared to other types of more costly artillery pieces that had not received this bonus such as Pack Howitzers and Mortar Half-tracks.
Vet 3 no longer grants range increase to auto attacks.
SOVIETS
Penals
The combination of the raw amount of bonuses Penal Battalion squads receive with the power of their flamer upgrade made the squad capable of winning nearly all engagements vs infantry, in almost any situation, creating very limited avenues for counterplay. To address this, we are removing some of the raw power of Penal battalions. At the same time, we are giving Penal Battalions access to some anti-tank utility to give Soviet T1 some tactical versatility, which it previously lacked.
Popcap cost increased from 7 to 8
Penal Veterancy 3 received accuracy from 0.77 to 0.85
Veterancy 3 reduces cost of satchel charges from 45 munitions to 35 munitions.
No longer gains access to the Oorah ability.
No longer have access to the flamethrower upgrade
Now gain access to a (2x) PTRS upgrade
PTRS x2 upgrade
Cost 60 Munitions
Same damage as Guards PTRS (refer to Guards changes)
Accuracy lowered from 0.69/0.575/0.253 to 0.15/0.105/0.06
Has 0.33 drop-rate
Satchel charges
Penal satchel charges can now also behave as vehicle snares:
Damage vs vehicles reduced to 240 (same as AT satchel)
Friendly fire multiplier increased from 25% to 50%
Causes engine snare on targets with 75% HP or lower (after the damage is applied)
Satchel will stick to vehicles if it hits them on its trajectory to the target
Satchels can be targeted directly on enemy vehicles. However, the throw will abort if, at any time, the target leaves the range of the ability (unlike other snare abilities that will fire regardless)
Guards
Guards were proving to over perform in ratio to their cost, appearing to supplement any strategy, thus, limiting variation in Soviet commanders.
Manpower cost increased from 330 to 360
Damage vs non-vehicles reduced from 27 to 20
Damage vs vehicles on penetration remains 40
Damage vs vehicles on deflection increases from 13 to 20
Guards can now re-buy lost items and equipment
Vet 2 accuracy bonus reduced from 1.3 to 1.14
Vet 2 received accuracy bonus decreased from 0.83 to 0.88
Vet 3 now grants a further 1.14 accuracy (1.3 total)
Vet 3 now received accuracy bonus increased from 0.77 to 0.75, total received accuracy at vet 3 has been reduced from 0.6391 to 0.66.
RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks)
AOE far damage reduced from 0.5 to 0.25 (Same as MK2)
Ready aim time increased from 0.125 to 0.625 (to match MK2 overall delay)
Munitions cost reduced from 45 to 35
T-70
We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, not giving the opposing player sufficient time to react, particularly if units are clumped in cover. The changes below will make it so that the T-70 loses its characteristic pinpoint accuracy on the move while maintaining its ability to flank teams weapons and push back infantry squads.
Manpower cost increased from 200 to 260
Health increased from 320 to 400
Crew repair removed
Reload speed increased from 1.8 - 2.2 to 2.1 - 2.5
AoE damage reduced from 1/0.35/0.05 to 0.8/0.35/0.15
Scatter Max increased from 1.7 to 2.5
Distance scatter offset reduced from 0.25 to 0.15 (this improves targeting)
Veterancy 3 decreases weapon scatter by 20% (accuracy vs infantry)
Coaxial MG cooldown decreased from 5 to 3
Coaxial MG cooldown multiplier changed from 0.5/1/1.5 to 0.75/1/1.25
Coaxial MG accuracy changed from 0.38/0.33/0.28 to 0.38/0.355/0.33
Coaxial MG reload duration reduced from 4-6 seconds to 3 seconds
T-70 Recon Mode now also allows the T-70 to capture territory with veterancy 1.
Capture Point ability removed.
WEHRMACHT
Medkits
To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad. We are also giving some QoL improvements to the ability.
Medkits duration increased from 10 seconds to 20 seconds (will now heal to full)
Cost reduced from 20 munitions to 15 munitions
Squads can now use the medkit ability on themselves
It is now possible to interrupt the casting of OST Medkits
Pioneers
We felt that pioneer damage output was under-performing and proving ineffective in combat.
Near accuracy increased from 0.403 to 0.463
Mid accuracy increased from 0.23 to 0.27
Population reduced from 6 to 5
Assault Grenadiers
Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made them not scale well into the late game. Therefore, to improve their scalability, we have made the following changes:
Reinforce cost lowered from 28 to 26
Grenade Assault munitions cost lowered from 45 to 30.
Grenade Assault aim-time and ready-aim time reduced by half to allow faster throwing.
Squad leader armour reduced from 1.5 to 1.
Medical kits removed.
Veterancy 1 now Grants -10% received accuracy and reduces recharge on sprint by 25%.
Fixed an issue where interrupting the Assault Grenadier grenade ability early enough would immediately reset the cooldown
Panzer Grenadiers
Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infantry making it difficult for PGs to scale in veterancy vs their opponents.
Vet 1 now grants 0.84 received accuracy bonus
Vet 2 received accuracy bonus reduced from 0.71 to 0.84 (~0.71 total)
G43 Package (Also affects Stormtroopers but not Grenadiers)
Far aim time multiplayer reduced from 3.5 to 3. (Boosts long range DPS)
Now increases sight range by 20%
Fixed an issue with the G43 package interrogation ability that would not reveal all enemy units in a sufficiently-large map.
Elite Doctrine Stormtroopers now have access to Panzergrenadier G43s, and can upgrade G43’s in enemy territory
222 Scout Car
The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output preventing it from tracking infantry properly. We also felt that the auto-cannon was too reliant on AOE for damage. Another concern with the 222 was that it was too cheap relative to its performance,
Manpower cost increased from from 210 to 250
Fuel cost increased from 15 to 30
Veterancy requirements increased from 480/960/1920 to 720/1440/2880
Acceleration increased from 2.4 to 3
Spotting Scopes Sight bonus reduced from 2 to 1.4
Veterancy 1 improves received accuracy to 0.889
Veterancy 3 awards 20 extra HP
Autocannon
Autocannon accuracy from 0.06/0.04/0.02 to 0.05/0.04/0.03
Autocannon AOE Near damage reduced from 1 to 0.6
Autocannon Rate of fire multiplier from 1.4/1.2/1 to 1/1/1
Autocannon penetration increased from 35 to 40
Autocannon Mid range distance from 15 to 20
MG42
MG42 now properly tracks infantry
MG42 accuracy reduced from 0.6/0.425/0.25 to 0.44/0.385/0.275
MG42 accuracy increases with veterancy: +10%/+15%/+15%
MG42 range distance near from 10 to 0
MG42 0.75 accuracy modifier versus Snipers (down from 1.5).
Stug E
The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle.
Manpower cost increased from 200 to 260
Health reduced from 540 to 480 (Now Destroyed in 3 ATG shots)
Reload from 4.8 to 6
Recharge time between successive Stug-E call-ins increased from 30 seconds to 60 seconds
Damage vs garrisons increased from 0.25 to 0.5
Fires a slow-moving projectile in a 20-degree arc
Weapon type changed from ballistic to big explosive (building damage readjusted)
AOE damage reduced from 1/0.15/0.05 to 0.75/0.35/0.15
AoE distance from 1/1.5/2.25 to 1.5/2.5/3
AOE Radius from 3 to 4
Scatter Max increased from 2.15 to 3
Scatter Angle increased from 5 to 5.5
Distance scatter ratio reduced from 1 to 0.075
Scatter offset turned to 0.
Target Weak Point (TWP)
TWP now applies Stuart Blind (5 seconds: no vision, guns disabled)
TWP damage reduced from 80 to 40
TWP Always penetrates
Puma
The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun even the heaviest of tanks made it over perform for its cost and mobility.
Target Weak Point (TWP)
* TWP now applies Stuart Blind (5 seconds: no vision, guns disabled)
* TWP Damage reduced from 120 to 60
* TWP always penetrates
* TWP munitions cost reduced from 40 to 35 to match other TWP variants
USF
M1919 Light Machine Guns
The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon.
Can no longer be double equipped via weapon racks.
Riflemen
To improve Wehrmacht's late game infantry scaling, USF Riflemen have received a slight reduction in their vet 3 bonus to their received accuracy.
Vet3 Received accuracy was changed from -20% to -15%
81mm Mortar
The USF Mortar barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its barrage until the pack howitzer hits veterancy 2.
Cost reduced from 260MP to 240MP
Range reduced from 80 to 65
AoE near distance reduced from 1 to 0.75 (both attack and barrage)
Reduced the rate of fire of the barrage ability to OST mortar levels
Pack-up time improved from 1.9 to 1.1
Set-up duration decreased from 1 to 0.5
Veterancy 0 now provides access to a Smoke Barrage ability with 65 range
Veterancy 1 reduced scatter bonus replaced by increase to Smoke Barrage range (80)
Removed certain accuracy bonuses at Vet3 that would further increase the accuracy of the mortar (over other mortars)
Vehicle Crews
Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine.
Veterancy requirements increased from 200/400/800 to 650/1300/2800
Crit Repair munitions cost increased from 10 to 25
Crit Repair Delay increased from 0 seconds to 4 seconds.
Stuart
We felt that the Stuart was over-performing in its role as an anti-infantry unit and as a strong light vehicle counter. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it. Thus, we have made the following changes to solidify its role as primarily an anti-light vehicle unit.
Manpower cost increased from 240 to 270
Main gun damage vs infantry set to -25%
Main gun penetration increased from 65/50/45 to 75/60/55
MG Accuracy from 0.6/0.45/0.25 to 0.4/0.3/0.16667 (Hull & Coaxial)
MG Incremental accuracy from 1.04 to 1 (Hull & Coaxial).
Stun rounds only disables weapons and sight. Does not affect movement.
Veterancy requirements reduced from 1170/2340/4680 to 870/1740/3480
M15 AA Half Track
Due to the changes in the opposing factions (most notably 222 changes and Luchs), we are adjusting the performance of M15 to bring it in line with the other light vehicles. This will also help prevent the Lieutenant tier from dominating over the Captain tier.
Manpower cost reduced from 350 to 310
Main gun damage vs infantry set to -50%
Vet requirements reduced from 1290/2580/5160 to 870/1740/3480
Maximum health increased by 40HP at Veterancy 3.
50 cal MG accuracy increased by 10%/15%/15% at vet levels 1-through-3 respectively
Veterancy 3 bonuses (accuracy/penetration) now apply to the main gun
OKW
Sturmpioneer
Given the changes to light vehicles, we felt that the risk vs reward for the Mechanised HQ as a tech choice would become too high due it not offering any type of healing. To compensate, Sturmpioneers have Medical Supplies available from the start.
Medical Supplies available at Vet 0
Medical Supplies munitions Cost reduced from 40 to 30
50% of the vet 3 construction bonus moved to vet 1
Panzerfausts
OKW’s heavy Panzerfaust cost made them excessively vulnerable to vehicles, especially when compounded with their other anti-tank options.
Volksgrenadier Panzerfaust Munitions cost reduced from 35 to 25
Requires an sWS being summoned into the field (as opposed to truck being set-up)
Raketenwerfer
Due to the changes made to Stealth, the Raketenwerfer has become overly vulnerable to infantry flanks. We feel that this leaves the performance of the Raketenwerfer somewhat lacking against vehicles.
Reduced the ready-aim-time of the raketenwerfer from 0.25-0.375 seconds to 0.125 seconds
Increased the fire-aim-time of the raketenwerfer from 0.125-0.25 seconds to 0.25-0.375 seconds
251 Flak Half Track
We’ve found that the 251 Half-Track was underperforming in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown.
Penetration increased from 20 to 30
Defensive Smoke no longer requires vet 1
Defensive Smoke munitions cost increased from 0 to 25
Vet 1 now reduces cost of Defensive Smoke from 25 to 10
Build-time from 45 to 60
Garrison Damage Multiplier increased from 0.25 to 0.35
Garrison Accuracy Multiplier increased from 0.4 to 0.5
AoE far reduced from 1 to 0.05 (only affects anti-garrison performance)
Minimum Range Removed
Handbrake ability added to prevent unwanted movement
Panzer 2 ‘Luchs’
The following changes aim to make Luchs much more consistent in its damage output (reducing spikes, as well as removing several sources of inconsistency). These changes are intended to keep the unit a strong AI vehicle while giving opposing players enough time to react in an engagement. To do this we are making the main gun of the Luchs ignore suppression modifiers of the target unit. We are also increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)
Manpower cost reduced from 315 to 265
Fuel cost reduced from 65 to 60
AoE damage reduced from 1/1/1 to 0.6/0.5/0.1
AoE distance reduced from 1/1/1 to 1/0.9/0.25
Fixed an issue where a large portion of the shots would miss into the air
Accuracy reduced from 0.775/0.66/0.56 to 0.65/0.5/0.4
Vet2 accuracy reduced from 0.875/0.76/0.66 to 0.78/0.6/0.48
Moving accuracy at Vet0-Vet1 increased from 0.25 to 0.3
Moving accuracy at Vet2-Vet5 increased from 0.4 to 0.5
Luchs MG incremental accuracy from 1.04 to 1.
Incremental accuracy modifier reduced from 1.04 to 1
Veterancy requirements lowered from 1170/2340/4680/5850/7781 to 870/1740/3480/4350/5786
Veterancy 5 "Suppressive Fire" ability
Veterancy 5 passive turned to a timed “Suppressive Fire” ability.
Suppresses enemy squads
10 Munition cost
20 seconds duration
60 seconds cooldown
Reduces main gun damage by -50%
2cm vs Garrisons
Garrison Damage Multiplier from 0.25 to 0.3
Garrison Accuracy Multiplier from 0.4 to 0.5
Damage all in hold set to True
Puma
Aimed shot ability
Given the changes to the other factions’ light vehicles, this ability would make it so that the Puma would also be the best vehicle for wiping infantry squads. To mitigate this, we have made the following changes:
Accuracy vs infantry suffers additional penalties while the Puma is moving.
Puma now suffers from the same accuracy penalties as OST sniper vs retreating squads
BRITISH- UKF
PIATs
We feel that PIATs are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed. The following changes will make PIATs feel more consistent and easier to use at all skill levels and in all situations:
Gave PIAT homing projectile, if there is no obstruction between the PIAT and the target
PIATs have the same accuracy as bazookas for ranges between 0 and 30
Range reduced from 45 to 30
Damage reduced from 120/80 (penetrating hit/deflected hit) to 100/25
Munitions cost increased from 40 to 50
Fire-aim time reduced from 2.4 to 0.625 (reduces delay to fire)
Post firing aim time increased from 0 to 1.25
Reload time increased from 4.5 to 5.75 (same as bazooka)
Increased scatter, so that PIATs in indirect-fire mode are unreliable (especially when the user is suppressed)
Adjusted scatter offset, so that misses are centered around an immobile target
Royal Engineers
We have found that the Sapper squads simply scale too well due to the reduced reinforcement cost bonus they achieve at Vet 3.
Sapper Vet 3 reinforcement cost increased from 13MP to 20MP.
Can now only equip 1 Bren gun per squad
AEC
We found that the AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, yet its main gun was very inconsistent due to its comparatively large scatter. The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily. Finally, we have made changes to the Treadbreaker ability that will make it considerably more consistent and easier to use.
Frontal Armour increased from 40 to 55
Medium crush replaced with light crush
Smoke cooldown reduced from 120 seconds to 40 seconds (puma cooldown is 38 secs)
Main gun accuracy far increased from 0.025 to 0.03125
Range profile changed from 0/20/40 to 10/30/40
Moving accuracy increased from 0.5 to 0.6 (does not affect the Treadbreaker ability)
Turret rotation increased from 35 to 40
Main gun AoE reduced from 1/0.25/0.1 to 1/0.15/0.05 (to match Puma)
Max scatter increased from 1.7 to 9.5
Machine gun accuracy reduced from 0.7/0.6/0.46 to 0.48/0.47/0.46
MG incremental accuracy decreased from 1.04 to 1
Treadbreaker
Turret rotation in treadbreaker mode increased from 33 to 40 (makes it more reliable)
Added a projectile
Scatter changed from 7.5/1.7 to 6/6.5 (horizontal/vertical) -- this makes treadshot more reliable
Cone of fire increased from 5 to 10
Stationary accuracy increased by 20% from the main gun
Duration reduced 20 to 7
QUALITY OF LIFE CHANGES
Squad Formations & Clumping
We feel there is a disparity in how squads are assigned formations which is impacting squad performance. To address this problem we have implemented the following changes:
Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members)
Prevent unwanted clumping when given two opposing orders in quick succession (e.g., forward & backwards to avoid an AoE projectile).
Allow stealth-oriented squads to better utilize crater wherever available, without breaking their formation, but without clumping too much either
Change unwanted reaction behaviour which would cause squads to break formation and put them unnecessarily into danger.
Ghost Wire/Sand Bags
“Ghost Wire/Sandbags” is the name for a common exploit in competitive play which allows partially completed fortifications to block movement. While unfinished fortifications could be destroyed by small arms, they took several seconds of focus fire to destroy what could be placed instantly. If players want to impede enemy movements with barbed wire and/or sandbags, they now have to fully complete constructing them.
Unfinished wire/sandbags/tank traps (aka ghostbags) will self-destruct automatically if there is no longer an infantry squad (owned by the same player) within 10 meters of the unfinished fortifications for 5 seconds.
Retreat Point De-Congestion
The base layout of several armies makes it so that retreating infantry units often get caught up in high-congestion areas. This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the efficiency of healing.
Squads will halt their retreat within 10 meters from their designated retreat point
For UKF, squads will also use the weapon racks as forward retreat points
OKW forward retreat antennas can now be traversed by units
Base Structure Rotation
Soviets engineers and Werhmacht Pioneers will be able to select the rotation of base buildings to allow players to optimize paths, as well as create unique layouts!
General
Introduced improvements to the build order of AI-controlled armies (fix provided by Nachocheese)
Prioritize Vehicle now only affects the main gun of the affected tank, but not the MGs. Thus, vehicles with the Prioritize Vehicles ability active will continue to engage infantry with their MGs.
Base medics (OKW/Soviet/OST) will no longer chase after retreating units.
Troop transports are given the “Handbrake” ability. This ability disables the unit from moving or rotating to make the following tasks easier: (i) loading/unloading troops (ii) setting up as a forward reinforcement point.
Infantry units can target their snares at de-crewed/abandoned vehicles.
USF/UKF Medics are given an auto-heal toggle. This way, the player can control whether they wish these medics to go after wounded units or not (e.g., to avoid putting the medics in danger)
USF/UKF Medics will not chase after moving squads, to avoid unwanted long chases.
Anti-infantry partisans no longer display the PPSh icon, to help the player identify any picked-up weapons.
Puma’s detection ability reverted to Vehicle Detection only to fit the unit’s role
M20 given a Hold Fire ability
M15 AA Half-track given a Attack ground ability
M15 AA Half-track given a Handbrake ability
The Raketenwerfer can now pick up medical supply drops from Sturmpioneers
OKW Flak Half-track given handbrake ability to prevent accidental movement
OKW Flak Half-track now displays the max range of the weapon when selected
Panzer 2 Luchs given access to the Prioritize Vehicles ability.
OKW Infrared searchlight halftrack given Handbrake ability
Universal Carrier is no longer a valid host for the Command Vehicle ability
AVRE given a “Hold Fire” command to make the bombard ability more responsive.
Due to interference with UKF teching, it will be no longer possible to call Gliders or Air Resupply operation in the base sector
MAP UPDATES
Lisores River
Wooden docks removed
Extra large vehicles no longer get blocked when crossing the Western bridge
Westwall
Improvements made to LoS and cutoff points
Hill 400
Fixed an issue that removed it from the map list
The following community-made maps have been removed from automatch and the map list:
Market Ruins
Bombarded Refinery
Rüstungswerke Essen
BUG FIXES
Fixed a bug where firing at non-infantry targets would suppress nearby infantry. Now suppression platforms will only deal AoE suppression if the primary target is an infantry model.
Fixed a bug where AI-controlled non-Conscript Soviet squads would, sometimes, get access to anti-tank grenades
Fixed an issue with multiple infantry-borne AT snares (e.g., Panzerfausts) sometimes failing to hit
their intended target (thanks to Cruzz and Le Saucisson Masqué for helping identify the issues behind this).
Fixed an issue where team weapons dying when under the effects of suppression, would have their stats permanently diminished. This bug affected all MGs, mortars and the raketenwerfer (many thanks to Cruzz for identifying and fixing the bug).
Fixed an issue where certain vehicles would receive engine damage criticals when hit from non-snare weapons (OKW Panzer4/OKW Puma/Universal Carrier)
Fixed an issue where certain types of mines (most infamously, Teller mines) would trigger too early, thus failing to cause damage on enemy targets (Fix provided by NachoCheese)
Fixed an issue with players being able to double-buy certain upgrades using macro-based cheats.
Fixed an issue where static Howitzers (e.g., B4, ML-20, LeFH) would sometimes become temporarily unresponsive when given consecutive direction-facing commands.
Fixed an issue where Snipers would avoid engaging infantry units when the Sniper was cloaked without “hold fire” on, even when issued the attack-move command
Fixed an issue where USF/UKF medic squads would, sometimes, stop healing nearby wounded troops.
Fixed an issue where the suppression -33% distance modifier was not affecting the following squads:
Airlanding officer (Light Gammon Bomb)
Stormtrooper (Stun grenade)
Obersoldaten (Bundle grenade)
Tank Hunter Infantry Sections (Heavy Gammon Bomb)
Fixed an issue where several squads would cost more manpower to reinforce when crewing a team weapon. This bug was also causing the affected squads to award more experience to the enemy when hit. This affects the following squads: Panzergrenadiers, Tommies, Fallschirmjaegers, Sturmpioneers and Obersoldaten
Fixed an issue where firing a Panzerfaust would fulfill the requirements for counter-barrage
Pak43/Pak40 production bulletin now works (previously did not affect pak43 production time as intended)
Fixed an issue where several Off-map abilities (mostly belonging to Soviets, OST, OKW) could still be targeted in the base sector
The change also affects Pathfinder artillery and Major artillery
Paratroopers can no longer be dropped into the enemy base sector.
Fixed an issue where a re-crewed vet 2 T-70 using recon mode was unable to toggle the ability off.
Fixed an issue where the Coaxial MG would not track targets properly
Fixed an issue where Soviet AT guns crews would open fire and break stealth (thus ruin ambushes)
Fixed an issue where camouflaged Soviet AT guns would refuse to open fire at intended targets, when stealthed
Fixed an issue where the M1-57mm gun would not benefit from Soviet AT ambush tactics.
Fixed an issue where the original crew of the M42 would sometimes drop prone on the ground, thus inhibiting movement
Fixed an issue where the 250 halftrack could not upgrade spotting scopes, if spotting scopes were available from the doctrine.
Fixed an issue where the AoE of the Brummbar “Bunker Buster” ability was lower than that of the main gun of the Brummbar.
Fixed an issue where “Hold Fire” would not work properly on the Mortar Halftrack
Fixed an issue where the USF mortar would become unresponsive when ordered to fire its smoke rounds
Fixed an issue with the M1 81mm Smoke barrage UI radius was not properly adjusting with range
Fixed an issue that USF mortars would not “mix” with other types of mortars when double-click selecting all mortars in an area.
Fixed an issue where Paratrooper models had 1.5 popcap, as opposed to the intended 1 popcap per model.
Fixed an issue where Paratroopers would receive an involuntary move command when reinforcing near a beacon.
Fixed an issue where re-crewed M8 Scotts would lose access to their auto-attack when de-crewed when “Hold Fire” was active
Fixed an issue where the Sherman Bulldozer “Hold Fire” ability had no effect
Fixed an issue where the default crew of the USF anti-tank gun were easier to hit than other default crews (target size removed from 1.25 to 1)
Paratroopers can now rebuy dropped 30-cal LMGs
Added prioritise vehicles to Greyhound
Fixed an issue where captured M3 halftracks would display an incorrect healthbar
Fixed an issue where M8 Scott abilities would not trigger reliably
Fixed a bug where Rifleman AT grenades were unresponsive under certain conditions
Fixed an issue where “Hold Fire” would not work properly on the M21 Mortar Halftrack
Fixed an issue where the M21 Mortar Halftrack could fire at the enemy without having to rotate towards it
Fixed a bug where it was possible to make OKW Medical supplies have infinite duration
Fixed an issue where Raketenwerfer guns crews would sometime open fire and break stealth (thus ruin ambushes) despite user's preferences (prioritisation)
Fixed an issue where Raketenwerfer would sometimes not open fire from stealth at an intended target
Fixed an issue where the OKW FlakHT could setup on the move
Fixed an issue where the setup timer would reset (prolong) when given new attack commands
Fixed an issue where Luchs Hold Fire would not prevent the MG from opening fire.
Fixed an issue where Schu mines were not applying suppression
Fixed an issue where the Vet1 ability (Target Weak Point) on OKW Pak43 had no effect
Fixed an issue where the Sturmtiger would complete its reload instantly, if abandoned while reloading
Fixed an issue where Obersoldaten would not use their specific voice lines with the infrared-StGs
Fixed an issue where the MG34 did not use the correct lines for the Incendiary Armour Piercing rounds ability
Fixed a bug where the Puma would use the wrong type of projectile after finishing using HEAT shells (fix provided by Cruzz)
Fixed an issue where Recovery Sappers would still apply their Vet1 Cover Bonuses to picked up weapons. Now, the ability correctly only applies to Sapper Sten guns only.
Fixed an issue with certain squads breaking formation and leaving cover involuntarily (Sappers, Commandos, Officer).
Fixed an issue where the UKF “Command Vehicle” ability would become permanently unavailable when the previous vehicle would become abandoned.
Fixed an issue with UKF infantry gaining access to the wrong version of their intended Bren gun, when picking up a Bren gun from the ground.
Fixed an issue with Anvil “Early Warning” not giving sight over captured territory. Note that the scope of the ability has been restricted: the only territory points that the player gains access to are those that the player captured themselves (i.e., not allied-captured territory), just like the similar OKW Overwatch commander ability
Fixed an issue where the second mortar belonging to the mortar pit would deal reduced damage while barraging.
Fixed an issue where the damage Sexton Creeping Barrage had not been increased to match the AoE damage of the normal barrage ability.
Fixed an issue where UKF HEAT anti-tank grenades would, sometimes, fail to apply their snare.
Fixed an issue where Commando Ambush bonuses would apply inconsistently (sometimes none at all, other times permanently). The reworked Ambush requires commandos to be out-of-combat for 25 seconds, for 5 seconds of sprint & +50% accuracy on their Sten guns.
Fixed an issue where the UI would misinform the players about the nature of bonuses involved in Commando Ambush
Fixed a bug where Churchill (grenade) and AEC (treadbreaker) abilities would not trigger reliably
Fixed a bug where the Churchill could still move while priming and throwing a grenade
Fixed a bug where OST medic supplies would heal in-combat squads
Fixed an issue where OST Pioneers would announce “anti-personnel” mines being built, when in fact building a Teller mine
UI FIXES
Vehicle minimap icon sizes have been scaled according to the vehicle type to help players better identify their forces on the battlefield.
Updated abandoned M1 81mm Portrait
Updated M1 81mm squad portraits for their respective factions.
Updated 120mm Mortar Shield Symbol to a different variant
DShka shield icon updated to the correct version for non-EFA armies.
Panzerfusilier G43 extra text should now state: G43s improve mid-short range effectiveness, moving accuracy and sight range.
Ranger Squad Extra Text now state: Effective versus infantry at medium range. Can be upgraded with Thompson SMGs.
Fixed description issues with the 222 when upgraded with the autocannon.
M5 UI text modified for better clarification.
Planting the Soviet demo charge will show a radius of explosion, like other similar abilities while planting it (similar to USF/UKF abilities)
Posts: 10665 | Subs: 9
Bug Fixes
Fixed an issue causing some mods to break after the March 28th Update.
Posts: 10665 | Subs: 9
Bug Fixes
Fixed an issue preventing players from being able to complete the first mission in Ardennes Assault.
Posts: 10665 | Subs: 9
NEW CONTENT
Dawn of War III Pre-Order Skins
Five new, Warhammer 40k themed skin sets added to the game (one for each faction). These skin sets are exclusive to those who have pre-ordered Dawn of War III and will not be available in the in-game store or by any other means.
BALANCE CHANGES
A big thank you goes out to the community balance team for once again supplying the curated balance changes described below. Of course, these changes wouldn't be possible without the feedback and dedication of the community so once again, we thank you for your continued support and commitment to this game.
SOVIETS
Maxims
We feel that the dominant Soviet “Maxim-spam” strategy is over performing with the benefits of this strategy heavily outweighing the risks.
To address this issue we will be increasing the arc of the Maxim MG while severely reducing its suppression performance to compensate. We have also removed sprint (which allows MGs to “get away”) and we are increasing the setup time to other MG levels. We are also increasing the reinforcement cost of the original crew to match the reinforcement cost of Conscripts.
To make up for a low base-value suppression (to avoid early-game spam) we've also give the Maxim, we are giving the unit strong multipliers vs light-cover and suppressed squads to allow the Maxim to scale well into the late-game.
The new Vet 1 ability (Sustained Fire) will help the Maxim perform more reliably vs blobs. An improved burst time will allow the Maxim to deal increased suppression vs persistent targets. Reduced cooldown allows the Maxim to switch targets more easily. Finally, the forced reload at the start of the ability can be used to guarantee that the Maxim will not chew through its ammunition belt during a crucial fight.
Overall, the changes are the following:
Arc of fire increased from 60 degrees to 90 degrees (other MGs have 90-120 degrees)
Setup time from 2 to 3 (other MGs have 3)
Burst duration from 2.25 to 4.5
Damage reduced from 4 to 3 (the DPS of the Maxim remains the same)
Tracking speed from 35 to 28
Reinforcement cost from 15 to 20
Sprint removed from Vet1
Sustained fire ability added at Vet1
Suppression changes:
Suppression reduced from 0.00015909 to 0.00006
Suppression versus light cover from 0.5 to 0.75
Suppression versus heavy cover from 0.1 to 0.2
Suppression vs suppressed targets increased from 0.5 to 0.65
Nearby suppression modifier from 0.8 to 1.25
Nearby suppression radius increased from 10 to 13
Mobility/Survivability changes:
Maxim squad formation changed
Rotation changed from 120 to 225
Acceleration/Deceleration increased to infinite
Removed cover-traversal penalties from the Maxim
Sustained fire:
Increases burst length duration by x2
Reduces reload time by 0.5 (multiplicative)
Reduces cooldown time by 0.5 (multiplicative)
Forces a reload at the beginning of the ability
Cancels (with no refund) if the Maxim moves
30 second duration
50 seconds cooldown
Costs 20 munitions
Penal Battalions - Satchel Ability
To prevent unintended behavior, as well as to assist with targeting the ability, we are splitting the functionality of the Penal Satchel ability into two separate abilities. Note that both abilities launch precisely the same projectile with respect to damage and critical effects. The two abilities only behave differently with respect to targeting.
(Manual version)
This ability targets a location on the ground.
If the satchel collides with a vehicle, the satchel will stick to the vehicle
(Targeted version)
This ability can only be targeted on enemy vehicles
If the vehicle remains within range while the ability is casting, the satchel will home-in on the enemy vehicle
M4C Shermans
To prevent players from over-relying on sherman call-ins and skipping teching, we are increasing the dispatch time between successive Shermans. Moreover, longer recharge time between shermans will prevent players from spamming Shemans, when the Command Point requirements becomes met.
Note that, at the same time, we are not affecting the cost-efficiency of the Shermans. Thus, the doctrine will still reward the players with a highly-efficient USF-made tank. At the same time, the longer recharge time will force the Soviet player to want to field Shermans side-by-side with Soviet-made tanks. We believe this will also add a touch of authenticity to the doctrine.
To encourage strategic diversity, we are reducing the cooldown of the Sherman dispatch ability once T4 has been reached in order to help ensure the doctrine can continue to be useful in multiple strategies.
Increased recharge time between shermans to from 36 seconds to 2:30 minutes
Building T4 decreases recharge time from 2:30 minutes to 1:15 seconds
USF
M10
We find that the M10, which is a highly cost-efficient tank hunter is overperforming with respect to how it deals with infantry due to its potency to crush squads. Therefore, we are taking steps to remedy this, without, however, affecting M10’s mobility.
Chassis rotation rate reduced from 38 to 32
Turret rotation rate increased from 30 to 36 to compensate
OKW
Panzerfausts (Volksgrenadiers only)
We found that the early arrival of OKW panzerfaust combined with the complete lack of scaling potential for light vehicles made it prohibitive for players to integrate light vehicle strategies in their games. Moreover, we find that the cost-efficiency improvements on the Panzerfaust were too dramatic.
Cost increased from 25MU to 30MU
Requires a truck to be be set-up (as opposed to be called-in) to be available
Command Panther
We feel the Mark Target ability is overperforming relative to its cost. This is primarily due to the +50% damage bonus that the ability bestows on the target. Our changes to the Mark Target ability aim to make it less efficient at “bursting-down” enemy vehicles, while still allowing the ability to perform better in a sustained-fire role. This allows the ability to remain relevant, while offering options for counter-play to the targeted player.
To prevent the vehicle from being too dominant in teamgames, we are making Command Panther mutually exclusive with the King Tiger. Moreover, we are changing the way the Command Panther’s aura affects teammates. We are also increasing the Command Point requirements of the Command Panther to bring its arrival closer in line with its value.
Increase Command Point requirements from 10 to 11
Main gun AoE damage decreased from 1/0.35/0.05 to 1/0.15/0.05
Mark target bonuses changed from 50% damage to 25% damage/15% accuracy
Mark target now also tracks the target in the fog of war for the duration of the ability
Command Panther is now mutually-exclusive with the King Tiger (similar to JT/KT restrictions)
Aura
+range, +sight, +speed bonuses removed from infantry-affecting bonus of the aura (Vet5 aura still awards +accuracy/+reload to infantry)
+sight/+range parts of vehicle-affecting aura no longer affect teammates
Vet 5 infantry-affecting aura no longer affects teammates
UKF
Tank Commander Upgrade
We find that the ability is over performing relative to its cost.
Removed veterancy gain bonuses from the upgrade
Removed stealth detection bonuses from the upgrade
(The upgrade now only awards accuracy/sight bonuses, which is more than OK for the price)
Emergency War Speed
We find that the ability is over performing relative to its cost. We are also removing the ability of players to “tune up” the tanks of their teammates with the ability.
Speed modifier reduced from +35% to +15%
Acceleration modifier reduced from +60% to +30%
It is no longer possible to “tune-up” allied tanks with Emergency War Speed
AEC Treadshot
To make the ability fire more reliably (i.e., without bugs), we are changing the nature of the ability such that the AEC has to be stationary to fire it. At the same time, we are increasing the responsiveness of the ability to give UKF players that build and preserve their AECs with a reliable snare ability.
Unit has to be stationary to fire Treadshot
Ready aim time reduced from 2 seconds to 1.5 seconds (improves responsiveness)
Reload time between shots reduced from 2.5 seconds to 2 seconds
(the ability will only be refunded if no shots were fired before moving)
Cromwell
We have found find that the Cromwell's ability crush models is far too potent. To help reduce this potency we are reducing the unit's rotation rate. However, to allow the Cromwell to retain the feel a higher-than-average mobility, we are compensating with an increased turret rotation rate.
Secondary to these changes, we are adjusting several other attributes of the Cromwell to bring its cost-efficiency in line with other tanks of its callibre.
Finally, to partly offset a weak British early game, we are giving Cromwells default access to smoke shells.
Fuel cost increased from 110FU to 120FU
Rotation rate from 38 to 32 (equivalent to Panzer4)
Turret traverse rate from 40 to 47.5 (to counteract chassis rotation reduction)
Moving accuracy multiplier decreased from 0.75 to 0.5
Smoke shell available at Vet0, but with a 15 second cooldown
Veterancy1 reverts smoke shell cooldown to 10 seconds
Increase horizontal scatter from 6 to 7.5
Distance scatter max from 6.2 to 6.4
Distance scatter obj min from 5 to 10
Distance scatter offset from 0.3 to 0.25
Comet
The Comet is receiving changes that are similar in-spirit with the ones already described for the Cromwell. In addition to these changes, we are also reducing the range of the main gun of the Comet to 45 to match other anti-infantry-capable tanks (e.g., Pershing, Tiger). We believe that Comet’s higher-than-average armour and mobility will still allow it to overcome the reduced range. At the same time, this will make standoffs with the more-specialist Panther more balanced.
Main gun range from 50 to 45
Population cost increased from 16 to 18
Reduce rotation rate from 36 to 32 to prevent crush (same as Panzer4 levels)
Turret traverse rate from 40 to 45 (to compensate for chasis rotation changes)
Moving accuracy from 0.75 to 0.5
Rear armour reduced from 130 to 110
Fixed an issue where the grenade throw ability would sometimes not work
Fixed an issue where it was possible to use the grenade ability while moving
Increase horizontal scatter from 6 to 7.5
Distance scatter max from 4.2 to 6.4
Distance scatter obj min from 5 to 10
Distance scatter offset from 0.3 to 0.25
Cromwell/Comet Smoke Shell/White Phosphorus
We find the range of both abilities (80) and the lethality of the White Phosphorus to be over performing. At the same time, we are introducing a critical fix to both abilities to make them more reliable.
Range of Smoke Shell/White Phosphorus reduced from 80 to 45
Comet White Phosphorus will no longer finish off infantry models, bringing its performance in-line with other White-phosphorus abilities
Emplacements
To bring UKF emplacements in line with the emplacements of other armies, we are preventing players from building UKF emplacements in the base sector:
No longer possible to construct emplacements in the base sector
Land Mattress
To improve counter play vs the Land Mattress we are allowing anti-tank weaponry (e.g., AT guns and tanks) to target the gun directly in order to destroy the unit without having first to de-crew it. This brings the durability of the Land Mattress down to static howitzer levels. We also feel the rate of fire of the Land Mattress does not give its opponents a sufficient amount of time to react to a barrage.
Vehicles/etc will focus fire on the gun, as opposed to the crew (if the player right-clicks on the gun)
The Land mattress gets destroyed when its hitpoints become depleted. This is regardless of whether the crew is still alive
Health reduced from 350 hitpoints to 300 hitpoints
Cooldown between rockets increased from 0.25 secs to 0.375 secs (also affects white phosphorus barrage)
Artillery Cover Ability
We find that Artillery Cover is an ability that is too efficient for its cost. Therefore, we are significantly reducing the effects vs different types of targets, allowing for greater opportunity of counterplay.
General Changes:
The radius of the ability now properly drawn on the battlescape
Delay until the barrage begins increased from 4 seconds to 8 seconds
Anti-Vehicle Shells:
Decreased the AoE radius of anti-vehicle shells from 8 to 6.
Reduced speed of anti-vehicle shells, so that it is now possible to dodge them
Reduced the duration of loader-injured critical from 10 seconds to 5 seconds
Anti-Infantry Barrages:
Suppression vs infantry reduced, so that incoming anti-infantry barrages no longer pin infantry squads, but rather only suppress them.
Air Resupply Operation Ability
To improve usability of this ability, we have made the following changes:
The ability can only target captured territory/fuel/munitions points (not victory points).
The airplanes are dispatched immediately, and the supply drop happens at the capture point.
QUALITY OF LIFE
Wreck values normalized
We are adjusting the amount of resources players can attain from vehicles using doctrinal salvage abilities. Previously, certain wrecks would award large amount of munitions/manpower, which wouldn’t correspond to their class. We are now changing salvage so that only fuel and munitions are awarded from salvaging a wreck. Moreover we are normalizing wreck values so that the amount of resources gained now depend on the worth of the vehicle.
(Values are given in Munitions/Fuel)
Ultra Lights 10/5
Lights 15/10
Mediums 20/25
Advanced Mediums 35/30
Heavies 50/40
Super Heavies 60/45
The changes to salvage affect both Tank Hunter Doctrine (Soviets) and Tactical Support Regiment (UKF) salvage abilities.
Handbrake 2.0
We are further modifying the handbrake ability to make it provide additional utility to the players. The new ability is similar to a hold fire ability. However, instead of preventing firing, it simply prevents the vehicle from automatically rotating to face enemy units. The vehicle will still rotate to attack enemy troops, but only if an explicit attack command is issued. If a movement command is issued, the vehicle will respond to the movement command. At the same time, if the ability is on, the vehicle will stop automatically rotating once the movement is complete. With handbrake v2.0 a maneuver can be executed without having to repeatedly toggle the ability.
In addition to the original affected vehicles (i.e., all transport vehicles), we are also adding handbrake v2.0 to the following vehicles. This will allow players to control whether they want the vehicles to rotate to face the enemy or not:
Kubelwagen
Flammenhetzer
Crocodile
Sturmtiger
Nevertheless, the following vehicles retain the original (i.e., immobilize) version of the handbrake. This is because for the following vehicles, unwanted movement incurs a potentially lengthy setup time:
M15 (USF)
Infrared Halftrack (OKW)
Flak Halftrack (OKW)
Hold Fire for Tanks/AT Guns
We find that the lack of a proper hold fire ability makes players resort to half-measures to control when their AT-guns or tanks can fire.
The affected units are:
All anti-tank guns
All tanks that already have a prioritize-vehicles ability
FlakHT
Panzer4 Command tank
Ostwind
Centaur
KV-2
M15 (use it to reserve flak rounds for valuable targets; the MGs will continue to track/fire on targets)
M5
Note: To make UI experience consistent, the doctrinal Soviet AT ambush ability has been moved one row below its previous position.
BUG FIXES
-Fixed multiple bugs with Ardennes Assault that prevented players from completing missions and caused abilities/upgrades to not work as intended
-Fixed an issue where hold fire on Luchs/Brummbar would make either vehicle permanently unresponsive if abandoned while the ability was active
-Fixed an issue where the OKW FlakHT would sometimes become permanently stuck
-Fixed a bug where Comet/Cromwell Smoke Shell/White Phosphorus would, sometimes, fail to trigger properly
-Fixed an issue where the firing arc of coaxial and hull MGs for British faction tanks was smaller than that of other armoured vehicles
-Sapper flamethrower now, correctly, takes up 1 slot
-Sapper flamethrower is now mutually-exclusive with the minesweeper upgrade
-Fixed an issue where Sapper flamethrower was dealing additional damage vs squads in cover (i.e., above the level of other flamethrowers)
-Fixed a bug with Sappers where Veterancy affected the number of upgrades available to them.
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