[CoH2] Changelog
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Posts: 10665 | Subs: 9
2 Crash Fixes
Fixed an issue where old games that are no longer joinable are appearing on the custom games list
Map Entry Point Fix for Wolf’s Lair
Please Note: Fix for the Map will break any Replays and Skirmish Save Games (on Wolf’s Lair only)
Posts: 10665 | Subs: 9
Welcome, one and all… to the patch notes for our June 23rd Update! We’ve got some very tantalizing details for you, we hope you’ll enjoy perusing our latest offerings for the community. There are several components to this awesome update, and we hope there will be something that excites everyone. This update focuses on a few key areas:
Further Modding Support
An In-Game Store & Centralized Modding Hub
Balance Changes
Bug Fixes
Each section is colour-coded, so if there is one area you care about more than others, you can scroll directly to that section. If you’ve got thoughts, reactions, feedback – we’re setting up an official thread for you to share your thoughts directly with us. Want clarification on something? Let us know right here:
http://community.companyofheroes.com...eedback-thread
In addition to these patch notes, stay tuned for a series of blog posts that we’ll be rolling out over the coming days to further explain all of these changes! First up, our Modding Support post goes live tomorrow morning.
The game servers will be down from 2pm to 6pm PDT to accommodate for these changes. The in-game store and modding hub content will go live the following day.
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FURTHER MODDING SUPPORT
More tools and features for especially creative and bright-minded community members!
We are very much looking forward to what you all come up with using these tools! If you’re not a member of Those That Mod, yet are a member of our wider community, this is still something to get excited about. These tools will allow your peers to create new content for you, in order to make the COH2 world even more enjoyable.
The following types of mods have been added:
Decals
Faceplates
Skins
Victory Strikes
Asset Packs
Tuning Packs have been updated with the following features:
Much of the data in racebps has been moved to a new army category that is moddable giving modders greater controls over each army’s tech tree.
AI categories and scripts are now moddable.
ABPs are now moddable.
Game modes have been updated with the following features:
AI categories and scripts are now moddable.
Scenario packs have been updated with the following features:
Single player scenarios can now be created. These scenarios appear on the Mission List in the Modding HUB.
Scenario packs can contain multiple scenarios (multiple single player scenarios can be combined into a small campaign).
Options files can contain slot configurations.
Scenario packs can now depend on asset packs.
Rudimentary UI modifications are now possible with a new set of SCAR functions.
The Live Games and Public Game List screens have also been revamped.
The Attribute Editor has been reworked, highlights include:
Docking layout is saved.
Filterable category trees.
Full keyboard navigation/editing support for the variable view.
Revamped find:
Find searches all instances or templates.
Results are displayed in a separate window on a per value (instead of per instance) basis.
You can jump to each search result.
Searching the category tree/list is limited to a path search.
Undo/Redo now jump to the value they alter.
New context menu options (easier for new users to find):
Expand All/Collapse All (Right clicking on the + still works.)
Go To Reference (Space still works.)
Go To Template
Find All References (For all value types.)
New shortcuts:
Delete file (Del).
Folder rename (F2).
Shift list item up/down (Shift+Up/Shift+Down).
Double clicking a name expands/collapses.
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IN-GAME STORE AND USER GENERATED CONTENT HUB
Our main game menu has been reworked to make room for a new content distribution system. The goal behind this feature is to further highlight the work of our modding community, and make it easier for more players to enjoy this amazing work.
Expand category renamed Additional Content category; Exit to Windows button now sitting on its own.
Link to the Steam Workshop page replaced by an in-game Modding Hub. This will now allow users to do all of the following directly within the game:
Browse mods from the Steam Workshop seamlessly.
Have an easier view of the latest mods of interest and trending mods through a partially curated front page.
Find public games that include mods.
Launch single player scenario pack missions.
Manage subscriptions/publish content in a click.
Link to the Steam Store page replaced by an In Game Store allowing users to do all of the following directly within the game:
Browse through content seamlessly.
Have an easier view of the latest content of interest and trending items through a partially curated front page.
Filter available content by type (skins, commanders, faceplates etc.), faction, price, name and owned VS not-owned.
Pay for content in the In Game Store directly through their Steam Wallet.
Free skin retrofit grants to existing owners (winter / summer variants) as part of the In Game store roll-out of rebuilt skin packages.
New skins available for purchase.
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BALANCE
Our team’s latest work in this area focused on two key areas of improvement: increasing the number of viable strategies in the game, and reducing negative user experiences in gameplay. It goes without saying (but we’ll say it to ease your concerns, JUST in case ) that this is an ongoing process and we don’t ever assume that we are in a ‘finished’ state with our balance. The team has been working hard to take into account player feedback, Alpha testing, and statistics pulled by our Business Insights team in order to ensure we are continually moving forward and progressing the gameplay experience for our players. Thank you to everyone that has taken the time to share constructive criticism with us. We look forward to more of your feedback in the future!
Here’s a quick breakdown of how we are working to achieve these two goals:
Increase the Number of Viable Strategies in the Game
Make core tech tree units more desirable
Increase the viability of light vehicle combat.
Promote and Encourage Combined Arms
Reduce Negative User Experiences in Gameplay
Reduce the amount of frustrating moments that can be caused by undesirable gameplay
Improve usability and remove unintended behavior from the game
General game balance tuning
Reduce the amount un-desired randomness generated
The Nitty Gritty:
General Gameplay Changes
Weapon Teams and Force Facing Feature in Ambient Buildings
Weapon Teams garrisoned in an ambient building can now be given a manual facing order to force face a direction. This toggle option is called "Direct Face Team Weapon". To undo this and revert back to automatic facing, players must toggle the "Cancel Direct Face Team Weapon" option
Super Heavy Call in Vehicles (Tiger, Tiger Ace, Elefant, IS2, ISU, Jadgtiger, Sturmtiger, KV2)
We are limiting Heavy Vehicles to a field limit of 1. We want the players to use the Heavy Tanks to support core units or have core units support the Heavy Tanks. We are anticipating this change will encourage players to spend their fuel on other units within their tech tree as it will be in-efficient to continue accumulating fuel. This also severely effects 3v3 and 4v4 games where players can see up to 12 Heavy Vehicles in a match.
Limited to having only 1 on the field
Prioritize Vehicle
For ease of use, we wanted to give players more control over their vehicle targeting.
Prioritize vehicle have been added to the following vehicles: Shermans (All Variants except the bulldozer) T34s (All Variants), Stuart, T-70, Greyhound, Panzer IV, IS2, Tiger (All Variants) and KV1.
Vehicle Criticals
In an effort to reduce frustrating RNG, we have decided to move the received Main Gun Destroy critical to a higher health threshold and removed the Engine Destroy Critical from the critical table. This change will prevent vehicles from “cheating death” at 0% Health. We have also made it easier to recover from getting engine damage from snares as you will be able to repair the critical at 75% health instead of 100%.
Main Gun Destroy critical chance moved from 0 health to 25% health
Engine Destroy critical chance removed
Engine Damaged critical cause by handheld snares can be repaired at 75% health
Flamethrowers
We wanted to reduce the amount of squad wiping moments caused by flamethrowers where player had no time to react.
Units with flamethrowers will no longer have a chance to explode until they are the last unit in the squad
No more flame criticals above 50% health.
Flame AOE Damage increased from 0.25 / 0. 625 / 1 to 0.4 / 0.7 /1
Planes
The chance of planes crashing into one of your units was extremely rare but when it does, it can be devastating and game changing for that player. Although we feel this is a spectacular event, we want the effects to be less punishing to both Players.
Plane crash AOE reduced from 15 to 6
Plane crash damage reduced from 750 to 240
Weapon teams
We’ve decided to make changes in order to prevent weapon teams from being killed while manned. This will prevent team weapon squads from being wiped because the weapon team got destroyed. Weapon teams will continue to take damage while manned, however will only receive its death critical when it is abandoned.
Can no longer be destroyed when manned
Game Data Organization Effort
Previously when we increased the lethality of infantry it was done with a blanket modifier of weapon accuracy and received accuracy. What we have done is adjusted the data so that the actual weapon stats are relative to its lethality. The performance of the unit and weapons are not changed. This is simply a data cleanup effort.
Removed accuracy weapon and receive accuracy modifiers that was used to increase infantry lethality and create a class type. Move respective values into the accuracy of the weapons and the size of the unit.
Panzerfaust / AT Grenade/ Rifle AT Grenades
We are retuning how infantry snares work; as they act as a big deterrent to using light vehicles. We hope this will encourage more cover and positional play with infantry to deal with vehicles.
Can no longer deal Engine Destroy critical
Can no longer generate critical to units over 75% HP for Medium and Heavy Vehicles
All HMGs
We felt blob counter units weren’t performing as well as we wanted and needed a performance boost to deal with Blobs of units better.
Incremental accuracy multiplier changed to 1.15
Incremental search radius changed to 10/12.5/15
Nearby suppression radius changed to 13 (except maxim HMG)
Min / Max Bursts unified
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SOVIETS
PM-41 82mm Mortar:
Precision Strike is an ability that generated a lot of negative gameplay experience for players playing against it. The ability has a high probability to generate squad wipes with little tell to the opposing player.
Precision Strike Removed
Added Flares for Vet 1 Ability
HM-38 120 Mortar Squad
Precision Strike is an ability that generated a lot of negative gameplay experience for players playing against it. The ability has a high probability to generate squad wipes with little tell to the opposing player. The 120 Mortar squad previously having 100 damage also generated high probability of squad wipes. We have brought the damage down and adjusted its cost to compensate for the reduction.
Precision Strike Removed
Added Flares for Vet 1 Ability
Damage reduced from 100 to 80
Cost reduced from 400 to 340
PTRS & DP28-LMG
This weapon drop rates were set way higher than other weapons; basically setting the drop rate in line with other weapons. The Guard Troops carry a lot of droppable weapons so they always seem to drop a lot more weapons than any other Infantry squads. We’ve decided to reduce the drop rate to compensate for this.
Drop rate of PTRS at rifle and DP-28 LMG to from 33% to 10%
DSHK
The DSHK which was underperforming as a heavier machine gun option for Soviets. We decided to increase suppression as well as armor penetration to improve its utility against light vehicles.
Penetration increased from 1.5/2/3 to 1.5/3/4.5
M5-Halftrack
The Quad performance was severely lacking compared to other AA / AI vehicles. We’ve adjusted the stats to bring it in line with other AA Halftracks.
Quad 50 Cal suppression increased from 0.003 to 0.009
Quad 50 Cal damage increased from 8 to 12
Improved AA capabilities to be in line with Flak-Halftrack & AA Halftrack
SU-76
The performance of the Su-76 was not meeting our expectations. We felt its biggest problem was its lack of define role. We decided to improve the stats of the SU-76 so it can serve as a light tank destroyer. The SU-76 will still retain its versatility through the use of its barrage ability.
Health increased from 320 to 400
Penetration increased from 90/ 100/ 110 to 180/ 190 / 200
Cost increased from 240/70 to 280 / 75
Katushya:
Precision Strike Removed
Added Creeping Barrage as Vet 1 ability
B4
Fixed a small issue that made it possible for the B4 shots to not penetrate a tank using direct fire
Direct Fire penetration increased from 340 to 600 to prevent an issue of the shot not doing any damage to high armored units
Wehrmacht:
Stug G
We found the Stug G was missing a clear identity leading it to be a unit that was much underused. The changes we made will give the Stug G a role of a light tank destroyer.
Health increased from 400 to 560
Penetration increased from 110/120/130 to 170 / 185 / 200
AOE Penetration to match other tank destroyers profiles
Scatter Max to 8
Radius reduced from 1.5 to 0.5
Reaction Radius reduced to 0.5
Distances adjusted to match other tank destroyer profiles
Cost increased from 230/80 to 280/90
Stug E Call in
We felt the Stug E was over performing against infantry so we are reducing its rate of fire. We have also decided to bring its health in line with the Stug G
Reload increased from 3.8 to 5.3
Health increased from 400 to 560
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OKW:
MG34
Currently does the least amount of suppression and is not an effective crowd control unit. We’ve decided to increase the suppression so it can fulfill its role as a crowd control unit.
Damage reduced from 4 to 2
Suppression increase by 15%
Minesweepers
Ease of use change; it was very hard to detect mines because Sturmpioneers needed to be so close.
Range increased to match other factions detection radius
Reinforced Wire
The Reinforced Wires were a source of frustration. The Community asked for a more reliable way to deal with reinforced wires other than explosives so we decided to make some changes.
Is now cuttable
Fallshirmjagers
Ease of use change to allow Fallshirmjagers to be more effective when they gain camouflage through veterancy.
Now have Hold Fire
Jaeger Light Infantry
Ease of use change to allow Jaeger Light Infantry to be more effective when they gain camouflage through veterancy.
Now have Hold Fire
Raktenwerfer
We found OKW had a difficult time engaging enemy armor with Infantry and Team Weapons. Panzershrecks were the only effective option which resulted in players using army compositions primarily based off of Volksgrenadiers with Panzershrecks. The Rakentenwerfer, because of its fragility would often just die before it was able to set up in a range where it could engage enemy vehicles even with support. By giving Raketenwerfers a toggle ability to camouflage we are anticipating it will give the OKW other options than to rely so heavily on Panzershrecks.
Now has a toggle ability that allows the squad to camouflage (Can move at 40% speed while camo)
Veterancy bonuses adjusted to account for no camouflage now grants improved movement speed in camouflage
IR Halftrack:
To promote use we have decided to reduce its fuel cost hopefully this will encourage more of its use in OKW Build orders.
Cost reduced from 200/25 to 200/0
Stuka zu Fuss
In its current form the Stuka is a great mobile artillery unit; however it has a very difficult time gaining Veterancy because of its high veterancy requirements and its high recharge time on its barrage ability. While the reason its recharge time is so high is due to its high potency (which we would like to keep) reducing its veterancy requirements should help this unit scale more into the late game.
Veterancy Requirements reduced by 20%
Sturmtiger
With the Sturmtiger's inability to do auto-fire this makes it very difficult to gain veterancy in its current form. We want to keep the Sturmtiger’s unit functionality and by reducing its veterancy requirements we hope to see this unit scale better into the late game.
Veterancy Requirements reduced by 20%
OKW Base defensive
Fixed an exploit that allowed players to snipe and steal OKW base defenses.
Can no longer be sniped
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USF:
50 Cal HMG
We felt the 50.cal HMG was lacking in damage at far distances. The increase in damage from far will allow it to threaten and deal damage to squads at farther ranges.
Damage increased at far from 0.25 to 0.5
Stuart
With our goals to increase the usage and viability of light vehicles we found the Stuart was slightly under performing. As it is a very mobile tank that fires on the move quite frequently its previous accuracy and scatter values were set way too high to really make this unit combat efficient.
Health increased from 320 to 400
Moving accuracy increased from 0.5 to 0.75
Penetration increased from 45/45/60 to 45/50/65
FOW Scatter multiplier penalty reduced from 300% to 25%
AA Halftrack
We had feedback from the community members regarding AA mode and the AA Halftrack. It was expressed that AA mode would be better as a default ability in order to combat Axis airplanes.
Removed AA mode veterancy requirement
Gain increase acceleration at vet 1
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BUG FIXES AND MINOR FEATURES
A tip of the helmet to our amazing Alpha testers who reported dozens of bugs resolved by designers in their balance tuning efforts. Live also received many minor text bug fixes across English and our supported languages: French, Italian, German, Spanish, Russian, Czech and Polish. Thanks to everyone who took the time to report an issue!
Some players will be happy to note that we have added support for 4k Monitors – the HUD will no longer appear ‘tiny’ when playing at the highest resolution.
A hang when exiting back to the lobby from a match has been fixed by validating objects over subsequent frames rather than all at once.
Fixed Issue where Veteran 1 Tool tip on the Soviet Sniper would appear as No Key
Adjusted Tool Tip Text on Pioneer Repair button
Post Match Stats Buttons are locked until Front End has loaded in order to prevent a Hang when Exiting a match
That's All She Wrote for the June 23rd update, hope you've all enjoyed the notes and are now greatly anticipating June 23rd. We can't wait to bring these changes to you all!
Last edited by Cynthia_RE; Yesterday, 01:26 PM.
Posts: 10665 | Subs: 9
Blitzkrieg (Tiger / Panthers)
Fixed an issue that caused tigers and panthers to slow down instead of speed up during the use of blitzkrieg.
General Crashes
Fixed in-game crashing issues fixed by the store
Posts: 10665 | Subs: 9
This update will go live on July 21st at 10:00am PST
The primary focus of the July 21st update is to continue the design upgrade of the existing factions to improve the overall balance of all factions in preparation for the introduction of the British Forces. This is the second phase migration of changes seen in the British Forces Alpha.
The next update will be on Sept 3rd which will introduce the British Forces Content.
July 14 Balance Preview
As part of a new trial process this update includes a Balance Preview Tuning Pack that will be made available in the steam workshop (July 14th 10:00am PST). The tuning pack can be found in the Modding Hub or in the STEAM workshop after 10:00am PST on Jul 14th .
This tuning pack contains all of the planned balance changes listed below that will be made live on July 21st. We thought it would be interesting for players to try out the new changes in addition to discussing these patch notes. Please note changes not included in the tuning pack are listed in a section at the bottom of the notes.
Legend
Balance
Bug Fixes
BALANCE
Balance Goals
Increase the number of viable strategies in the game
Make core tech tree units more desirable
Increase the viability of light vehicle combat.
Promote and Encourage Combined Arms
Reduce negative user-experiences in gameplay
Improve usability and remove unintended behavior from the game
General game balance tuning
General Gameplay Updates
Medium and Heavy Call in Vehicles (Tiger, Tiger Ace, Elefant, IS2, ISU, Jadgtiger, Sturmtiger, KV2)
We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
All heavies get an increase CP of 2 Points
Stug E Call in CP requirement increased from 6 to 7
Puma Call in CP requirement lowered from 6 to 5
M10 Tank Destroyer CP requirement increased from 7 to 8
Bulldozer Sherman CP requirement increased from 9 to 10
M4C Sherman CP requirement increased from 9 to 10
Buildings:
Splats have been removed certain base buildings which allowed players to see which buildings were being built in the fog of war.
SOVIETS
Soviet Tech Tree
Tech tree has been adjusted and reformatted to create more diverse and creative strategies with the faction. We felt the Soviet tech tree encouraged a very binary gameplay and created reliance on dispatch abilities. With these changes we anticipate players will be encouraged to explore new combined arms strategies.
T1 (160/50) to (160/40) Penal Battalion / M3 Scout Car / Sniper
No requirements
T2 (160 manpower 50 fuel) Zis AT Gun / Maxim / Mortar
No requirements
T3 (240/60) to (240/80 and 170 seconds) M5 Halftrack / T70 / SU-76
Requires T1 or T2
T4 (240/100) to (240/90 and 150 seconds) T-34-76 / SU-85 / Katyusha
Requires T3
Conscript
We noticed an irregular value in the causality timer for conscripts which was exceedingly higher than all other infantry. We have brought the timer in line with other infantry causality timers.
Casualty timer brought down from 500 seconds to 30 seconds
T34-76
To compensate for the increase in teching cost to produce t34s
Cost reduced from 310/100 to 300/80
T34-85
We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have commander equipped with a T34-85 Commander ability but also will now require players to build a Mechanized Armor Kampaneya to acquire the T34-85 medium tank.
T34-85 is no longer a call in vehicle
T34-85 is now buildable in the Mechanized Armor Kampaneya
CP changed from 9 to 0
DSHK 38
We removed focus fire from the DSHK 38 as it was preventing the AOE suppression from working properly.
Focus fire removed
M5 Halftrack
Usability improvement.
Removed requirements on Quad upgrade
Maxim HMG
We wanted the Maxim HMG to be more reliable at countering infantry blobs.
Maxim nearby suppression multiplier increased from 0.4 to 0.8
ML 20 152 Artillery
We want to encourage the use of the ML20 which was previously underperforming.
Salvos increased from 4 to 8
Removed precision strike at veterancy 1
Veterancy 1 now increases the number of salvos of the ML 20 by 2 (10 Total)
USF
Weapon Rack
We combined both upgrades to make it easier for the players to access their weapon racks.
Bar & Bazooka Upgrades are now combined into one. (150/15)
Major
We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
Cost increased from 90 Fuel to 120 Fuel
Captain
We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
Cost reduced from 200/80 to 200 / 60
Pak Howitzer
The Pak Howitzer was currently underperforming for cost we have made a slight adjustment to bring it in line with its performance.
Cost reduced from 480 to 380
Changed reinforce cost discount from 1.0 to 0.5 to match existing weapon crews
Sherman Easy Eight
We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have the Rifle Company Commander but also will now require players to unlock the Battalion Command Post to acquire the M4A3E8 Sherman ‘Easy Eight).
M4A3E8 Sherman ‘Easy Eight’ is now a buildable Tank in the Battalion Command Post
CP requirement reduced to 0
P47 – Rocket Strike
The huge loiter size made it difficult to get out of Loiter zone during the P47 Rocket Strike. The reduce radius should make it easier for players to avoid P47 Loiter area.
Loiter radius reduced from 60 to 50
OKW
Stumtiger / Panzer IV Ausf J
We felt the OKW lacked a Generalist Tank that wasn’t extremely expensive and can reliably deal with both Infantry and Tanks. With this change we anticipate the players could have more armor options than to save for an expensive Panther or King Tiger.
Sturmtiger removed from core tree added to Elite Armor Tree
Added Panzer IV Ausf J to the Schwerer Panzer Headquarters
OKW Panzer IV Ausf J Medium Tank:
We felt the Panzer IV was slightly underperforming so we made some adjustments
Now starts off with Side Skirts
Stats aligned with other Panzer IV
Sturmtiger
With the Sturmtiger's inability to do auto-fire this makes it very difficult to gain veterancy in its current form. We want to keep the Sturmtiger’s unit functionality and by reducing its veterancy requirements we hope to see this unit scale better into the late game. We also improved the usability of this unit by making its damage more consistent as well as improving its range.
Penetration increased from 150 to 1000
Range increased from 40 to 45
AOE Penetration increased to 1000
Damage at Far increased from 0.05 to 0.30
Sturm Pioneers
One of the biggest problems the Sturm Pioneers faced was the expensive manpower cost to reinforce. With the overall design changes to the OKW early game we wanted to make reinforcing Sturm Pioneers less penalizing on the player which will encourage their use in various builds.
Reinforce cost reduced from 40 to 32
Reinforce time reduced by 20%
Infantry Support Gun
The Infantry Support Gun was currently underperforming for cost we have made a slight adjustment to bring it in line with its performance.
Cost reduced from 430 to 330
Wehrmacht
General
We decided to increase the Wehrmacht’s starting manpower to 420 to compensate for lack of starting base infantry. This should also give more options for Wehrmacht players to diversify their build.
Starting manpower increased from 360 to 420
Battle Phases
One of the Design Goals for the Wehrmacht was to give the faction flexibility in which they could tech. However, that was not the case due to the expensive nature of their battle phases. By offsetting the costs to the buildings instead of the upgrade it gives players an easier time to upgrade through battle phases.
Battle Phase 1 decreased from 200/45 to 100/40
Battle Phase 2 decreased from 200/55 to 100/45
Battle Phase 3 decreased from 200/60 to 100/50
Tech Buildings
Building 2 increased from 120/15 to 200/20
Building 3 increased from 160/25 to 260/75
Building 4 increased from 160/30 to 260/80
Grenadiers
The increase ability max range modifier allowed grenadiers to fire their rifle grenades at such a range that players would not be able to react to the incoming grenade.
Removed ability max range modifier at veterancy level 2
MG42 HMG:
To encourage and diversify builds we have decided to move the HMG to the HQ. We expect this change will prompt more Wehrmacht opening strategies. We have adjusted the MG42’s cost and build time to bring it more in line with its performance.
Moved to HQ
Cost increased from 240 to 260
Build time increase from 30 seconds to 36 seconds
Panzerwerfer
Ease of use change to allow the Panzerwerfer to gain veterancy at a more reasonable rate.
Reduce veterancy requirements by 20%
Stuka JU-87D Anti-Infantry Strafe
We are increasing the delay slightly to give players more time to react to the JU-87.
Delay increased by 1.5 seconds
Stuka JU-87D Anti-Tank Strafe
We are increasing the delay slightly to give players more time to react to the JU-87.
Delay increased by 1.5 seconds
Redistribute Resource
We found that Redistribute Resources was providing too high of a munition yield for cost.
Munition gain from conversion reduced from 150 to 125 munitions
Command Tank
The command tank aura provided in territory created too many inconsistent instances due to different territory sizes. This should improve usability.
No Longer requires territory to provide defense Aura
Now is radius based (45)
LEFH 105 Artillery
We want to encourage the use of the ML20 which was previously underperforming.
Salvos increased from 6 to 10
----This concludes tuning pack changes----
BUG FIXES
June 21 Update Additional Bug Fixes
These issues may not be present in the tuning pack but will be deployed in the July 21 update.
Minor Warspoils update – this will add the retrofit skins and newly added skins to the pool of items that can be dropped.
Soviet northwesternfront heavy winter was not granting players the correct variant skin.
Small UI changes – Fixed small UI issues in the public games list.
All COH2 logos have been replaced with the updated versions.
Fixed some text and localization strings.
Fixed a bug where the Maxim HMG incremental accuracy wasn’t increased along with other HMGs.
Fixed a bug where Raketenwerfer reload and ready aim time duration min/max values were switched.
Fixed an issue where the OKW Officer pistol "Luger p8 9mm pistol" did not receive a 15% accuracy increase when the weapon accuracy modifier that was previously on the squad was moved over to its weapon.
Fixed an issue where Paratrooper Support Squad from the Recon Commander lost +25% accuracy on squad level but only gained +15% on weapon level so -10% accuracy on all weapons.
Fixed an issue where KV-1, KV-8 still has old vehicle criticals instead of new ones.
Fixed an issue where For Mother Russia was buffing from +25% accuracy to +50% accuracy for AT guns only.
Removed suppression modifers on Grenadier Kar96k Rifle.
Fixed an issue where causality sight modifiers were either too high or too low.
Last edited by Orca; 07-13-2015, 11:08 AM.
Posts: 10665 | Subs: 9
Few more changes being added to the Balance Preview MOD today from your feedback.
BALANCE
Rifleman, Volksgrenadiers, Conscripts, Grenadier
Now recieve construction penality modifers
Soviet Sandbags
Health reduced from 500 to 110
SdKfz 221 Scout Car
The SdKfz 221 Scout Car is now the SdKfz 222 Scout Car. It will come with the KwK 30 2cm Autocannon by default.
Cost increased from 210/15 to 230/20
Battle Phase 3
Cost reduced from 200/50 to 200/45
Heavy Panzer Korps
Cost reduced from 260/80 to 260/75
PTRS rifle
Damage reduced from 40 to 27
13 Bonus damage added vs vehicles
SdKfz 251 Halftrack
Battle phase 2 requirement to upgrade to the Flame Projector removed.
Last edited by JLee; Yesterday, 01:28 PM.
Posts: 10665 | Subs: 9
Few more changes being added to the Balance Preview MOD today from your feedback.
BUG FIXES
Changed the near weapon accuracy on the Stug G from 0.6 to 0.06
Posts: 10665 | Subs: 9
Few more changes being added to the Balance Preview MOD today from your feedback.
BALANCE
T34-85 Medium Tank
Cost reduced from 400/140 to 380/130
Soviet Sandbags
Health increased from 110 to 240
Posts: 10665 | Subs: 9
This update will go live on July 21st at 10:00am PST
The primary focus of the July 21st update is to continue the design upgrade of the existing factions to improve the overall balance of all factions in preparation for the introduction of the British Forces. This is the second phase migration of changes seen in the British Forces Alpha.
The next update will be on Sept 3rd which will introduce the British Forces Content.
July 14 Balance Preview
Thank you all for participating in the Balance Preview Mod and sending us feedback. We won't be making any more updates to the mod as we are triggering our final build for the July 21st Patch Build. The Mod will remain up until the Patch goes live so enjoy.
Legend
Balance
Bug Fixes
BALANCE
Planes
We felt only units and abilities explicitly designed for the purpose of reconing an area should have camouflage detection so we are removing it from attack planes. We anticipate this will allow vehicles and units that can camouflage to better hide from attack plane abilities.
All attack planes had their camo detection radius reduced to 0
All recon planes that didnt already have it now has a camo detection radius of 90
Rifleman, Volksgrenadiers, Conscripts, Grenadier
We felt it all infantry should recieve a penalty for constructing during combat.
Now recieve construction penality modifers
SOVIETS
T34-85
Considering the cost of teching we felt the T34-85 needed a slight cost adjustment
Cost reduced from 400/140 to 380/130
Soviet Sandbags
We felt soviet sandbags had much too much health. We also felt it should have more health than other sandbags because it is a one block structure and when destroyed you lose the entire wall. Other factions create a fence wall and even if destroyed, half of the squad is still safe behind another.
Health reduced from 500 to 240
USF
Sherman Easy Eight
Cosidering the cost of teching we felt the Sherman Easy Eight needed a slight cost adjustment.
Cost decreased from 400/145 to 380/140
Wehrmacht
Battle Phases
One of the Design Goals for the Wehrmacht was to give the faction flexibility in which they could tech. However, that was not the case due to the expensive nature of their battle phases. By offsetting the costs to the buildings instead of the upgrade it gives players an easier time to upgrade through battle phases.
Battle Phase 3 decreased from 200/60 to 100/45
Tech Buildings
Building 4 increased from 160/30 to 260/75
SdKfz 221 Scout Car
With a lot of light vehicles being available very early, we felt the Wehrmacht needed a light vehicle with a bit more punch. Also, we felt the upgrade was almost always an auto-click and not much of a choice.
The SdKfz 221 Scout Car is now the SdKfz 222 Scout Car. It will come with the KwK 30 2cm Autocannon by default.
Cost increased from 210/15 to 230/20
SdKfz 251 Halftrack
The Flame Projector upgrade being available on the 251 HT was a big problem in the past so we had to add a requirement to gate it but with so many more light vehicle counters available we felt it would be fine to remove the requirements for the Flame Projector upgrade.
Battle phase 2 requirement to upgrade to the Flame Projector removed.
PTRS rifle
Even though we liked the boost in performance of the PTRS Rifle, we felt it was doing a little too much damage to infantry. Its performance vs vehicles remain the same.
Damage reduced from 40 to 27
13 Bonus damage added vs vehicles
BUG FIXES
June 21 Update Additional Bug Fixes
These issues may not be present in the tuning pack but will be deployed in the July 21 update.
Changed the near weapon accuracy on the Stug G from 0.6 to 0.06
Max CP Counter now caps 32
Units flickering in buildings and open top vehicles fixed
Units no longer warp to the building entrance.
Posts: 10665 | Subs: 9
Localization text has been updated for multiple languages
BUG FIXES
The "Invincible Ostwinds in Ardennes Assault" have been fixed.
Posts: 10665 | Subs: 9
BUG FIXES
• Fixed a crash caused by destroying a Sws Half-Track before it reaches its setup point in AA – Railsplitter missions
• Fixed a random crash when exiting out of a game caused by the front end video UI
• Fixed an issue where the SdKfz 222 wouldn’t be able to fire after recrewed
Posts: 10665 | Subs: 9
General:
British Forces
The British Forces added to the game. This includes the Core Army + 3 Commanders (Commando Regiment, Royal Artillery Regiment, Royal Engineer Regiment).
8 new maps added (Arnhem Checkpoint, Gelsenkirchen Refinery, Heidelberg Crossings, Dusseldorf, Across the Rhine, Essen Steelworks, Port of Hamburg, Lorch Assault).
British items now drop in Warspoils. This includes 32 British Intel Bulletins, 3 British Victory Strikes, 4 skin sets, and 3 commanders (Special Weapons Regiment, Tactical Support Regiment, Vanguard Operations Regiment).
British items are now available in the in-game store (3 commanders, 4 skin sets).
British Forces added to the leaderboards.
Tool Set update
Modding toolset has been regenerated and published to allow modding of British data.
Map List Changes
Removed Sittard Summer from the Automatch map list
Removed Stalingrad from the Automatch map list
Removed Bystraya Voda from the Automatch map list
Leaderboards
After 2 weeks with no games played ranks will begin to decay.
After 4 weeks with no games played players are hidden from the leaderboard view.
Playing a game will return a player to viewable.
Store
In game store now has mixed bundles and Mission Packs tabs
Gameplay Updates:
Random AOE issues
Area of Effect weapons had accuracy and penetration fall off values that would make Area of Effect damage inconsistent. In the case with Mines, it sometimes wouldn’t do any damage when it obviously triggered.
Removed Accuracy and Penetration from AOE. Accuracy values have been changed to always hit and Penetration value have been changed to the same as the value of the weapon. There were a lot of issues that accuracy value and penetration values created with AOE. One of them being mines sometime doing no damage even when triggered. We raised AOE accuracy so it can no longer miss and Penetration to match the penetration value of the weapon.
AOE Weapon tuning
By removing AOE accuracy and penetration fall off from AOE weapons, we had to make adjustments to many AOE weapons to compensate for this. AOE radius on AOE Weapons may have changed slightly due to this.
Ambient Buildings
We wanted to improve unit response times when infantry squads are entering and exiting ambient buildings.
Changed time to load into and unload out of buildings to 0.
Target Tables
To isolate relationships of certain weapons vs a unit type without affecting its relationship with all the other units, we felt we needed to use target tables.
Target tables have been added into the Attribute Editor. All extra damage towards certain unit types have been moved from damage penetration actions to the target table.
New Weapon Type
We felt grenades were taking down ambient buildings too easily so we wanted to isolate its weapon critical type from other bigger explosive weapons.
Small Explosive and big explosive. Small explosives are grenades and big explosives are every other explosive weapons.
Flame Weapons and Flame Criticals
We were not happy with how Flamethrower weapons took on the role of an anti-infantry upgrade when its role was anti-cover. All Infantry and Vehicle Flame weapons now spawn a flame Damage over time on the location of the flame burst. Flame weapons also have a 50% accuracy debuff while moving. This is to prevent flame units from acting like assault troops or easily wiping retreating infantry.
Flame Criticals no longer trigger at 50% health but at 0%.
All Flame Weapons have had their damage increased to compensate
All Flame Weapons now leave a flame DOT doing damage over time in that area.
All Infantry and Vehicle Flame weapons are 50% less accurate while moving.
Squad Formations
All infantry squads has had their squad formation updated to better spread out the units in open, and negative cover. Their formation in light or heavy cover remains the same.
New Squad Formation added to existing infantry to make them spread out more
ALL Howitzers
We wanted to make it easier for players to counter Howitzers.
Howitzers can no longer be built in Command H.Q Territory
Balance Updates
Bridges
We have increased the durability of bridges so they can withstand more damage.
Bridges health and armor increased
Wehrmacht
We are increasing the CP of the Command Tank to bring it in-line with our new tank pacing.
Command Tank CP increased from 8 to 9
Soviets
The ML-20 was doing too much damage per shot for the number of shells it fired. We have decided to reduce the damage.
ML-20 Damage reduced from 300 to 160
USF
We wanted to improve the Field Defense Commander upgrade.
Field Defenses - CP reduced from 2 to 0
Field Defenses - M7 Mine replaced with regular mine
OKW
Sturmtiger
The visual feedback from the FX was smaller than the actual damage radius. To match visual feedback and damage radius we are reducing its AOE radius slightly.
Weapon AOE Radius changed from 10 to 8
Balance Preview Mod
More Balance updates to come with the Balance Preview early September.
Maps
Road to Ligneuville
The territory point near the docks will no longer disappear when attacked
Noville Encirclement
Winter skins and winter portraits will now appear properly
Lierneux
Winter portraits will now appear properly
Trois-Ponts
Two buildings were wrecked due to entry points not properly set up on them
Pripyat
Train tracks will no longer float when playing in position 3 as USF
Pripyat Winter
Train tracks will no longer float when playing in position 3 as USF
Moscow Outskirts
Minor balance improvements
Faymonville Approach
Minor balance improvements
Langreskaya
Minor balance improvements
Knolodny Ferma
Minor balance improvements
BUG FIXES
Data Optimization
Fix a bug on the Raketenwerfer squad. While Prioritize vehicles and Camouflage is active, Weapon Crew would fire at vehicles or infantry revealing itself out of camouflage.
Fixed a bug where using an ability while Prioritize vehicle is active cancelled prioritize vehicle.
Fixed a few issues with units receiving unnecessary and unintended criticals
Fixed an issue where the soviet mortar weapon would be destroyed before the crew
Fixed an issue that allowed players to instantly withdraw and refit their vehicle when the vehicle is immobile.
Fixed an issue where timed speed abilities could still work during engine damaged
Fixed an issue where partially constructed tank traps were as durable as completed ones
Fixed an issue with easy eight radio net not working as intended
Fixed an issue when if you recrewed an West German Ostwind it would turn into an East German Ostwind
Fixed an issue where the Panzer II Ausf Luch could not suppress at vet 5
Updated various icons with proper assets
Tiger Ace Can no longer be abandoned
Main Gun Criticals will now only be trigger through explosive and ballistic weapons now
Mortar Squads can no longer garrison slit trenches
Puma unit text now appears correctly when recrewed by USF and Soviets
Tank Traps will remain visible in the FOW once spotted
Flame damage can no longer damage bridges
Fixed a bug where Bridges can no longer be damaged while being repaired
Sandbags can no longer be crushed by Light Crush. Only Medium Crush and up.
Replaced all map object wrecks with non-salvageable ones (Built vehicle's wrecks are still salvageable)
Replaced the map object Opel Blitz truck with a non-salvageable wreck
Fixed the Sim box on the Ostwind in the Ardennes Assault campaign. Ostwind can now be hit by incoming Fire.
The Jagdpanzer IV and the Rakentenwerfer now have an out of combat delay before their first strike bonus becomes active
Fix to "OKW sWs Half-Track's structure ghost leaves marks in the snow
Fix to issue "Infantry killed by Infantry Abilities like Grenades & Satchel Charges aren't refunded with Rapid Conscription
Fixed an issue where the player could not progress past the 1st Objective in Mission 5 if the User Prevents the Germans from Capturing the 1st Point,
Fixed an issue where ALL USF Vehicles that are given queued up Move Commands will continue to carry out the orders when they are Abandoned
Fixed an issue where Infantry Pinned down by a Kubelwagen will eventually become unpinned
Updated the help text on the KV-2 to indicate proper setup time
Fixed an issue where the Hull MG on Panther doesn't track properly track enemy targets
Fixed an issue where "Lightning War doctrine" and "Armored Assault Tactics" abilities show in the incorrect order
Fixed an issue where setting a rally point on a non-vault-able wall will cause infantry to stop in the soft map edge
Fixed an issue where the Para drop .50cal M2HB Heavy Machine Gun icon from the customizer is different from the in-game icon
Fixed an issue where the Guard Rifles will retreat to the Mechanized Armor Kampaneya Building instead of the HQ
Fixed the issue with Raketenwerfer and its ability to toggle abilities in garrisoned buildings.
Lend Lease Commander UI now uses the proper M5 Halftrack UI.
Lend Lease Tactics ability Allied Supply Drop now shows proper icon
Fixed a Speech issue where – Soviet team weapons were not calling out kills on certain light vehicles
Off set start squad location for the OKW so Sturmpioneers no longer spawn inside the HQ Geometry and get stuck
Fixed an issue with Battle Chatter lines for the Soviets and German
Fix to USF vet leveled vehicle crew leaving behind vet buff on any recrewed vehicles after crewing and decrewing them
Posts: 10665 | Subs: 9
Flame Weapons
All Infantry Flamethrower damage reduced 8
All Flamethrowers that originally had accuracy of 11 now has accuracy of 1.
All Infantry Flamethrowers have had their weapon scatter increased because they now rely more on accuracy than scatter.
Stuka Incendiary bomb damage increased from 10 to 40
Posts: 10665 | Subs: 9
This tuning pack contains all of the planned balance changes listed below that will be made live in the near future. We thought it would be interesting for players to try out the new changes in addition to discussing these patch notes. Please note changes not included in the tuning pack are listed in a section at the bottom of the notes.
The Balance Preview does NOT include code updates, help text updates and some major data updates that may be planned for the patch.The patch date that would include these Balance updates is still TBD.
Legend
Balance
BALANCE
Balance Goals
Increase the number of viable strategies in the game
Make core tech tree units more desirable
Increase the viability of light vehicle combat.
Promote and Encourage Combined Arms
Reduce negative user-experiences in gameplay
Improve usability and remove unintended behavior from the game
General game balance tuning
General Gameplay Updates
Flame Weapon
Flame Weapon dot duration increased from 3 sec to 20 sec
Infantry Held Flame Weapons do not leave Flame DOTs.
British
Churchill Crocodile
Flame Weapon DOT Damage reduced from 4 to 2
Health reduced from 1600 to 1400
Churchill Flamethrower Damage reduced from 16 to 8
Churchill AVRE
Health reduced from 1600 to 1400
Petard damage reduced from 640 to 440
Petard bonus damage multiplier vs buildings 1.45
Universal Carrier
Wasp Flame Weapon DOT damage reduced from 4 to 2
Universal Carrier ronson flamethrower damage reduced from 16 to 8
Wehrmacht
HMG MG42
With the past update change to HMGs we have found the MG42 to be dealing slightly too much damage. Incurring heavy manpower loss on the opposing side. The intended role of the HMG MG42 is to be a suppression platform first which it already excels at.
Damage profile at far reduced from 0.25 to 0.2
Damage profile from mid reduced from 0.625 to 0.6
GRW34 81mm Mortar
Reload increased from 2.4 to 4
Panzergrenadiers
We are looking to minimize the heavy attrition cost of this unit.
Reinforce cost reduced by 10%
Sniper
Slightly reducing the rate of fire of German sniper as its veterancy bonuses that it attained were slightly over performing.
Veterancy 2 rate of fire modifers reduced from 0.8 to 0.85
Veterancy 3 rate of fire modifers reduced from 0.7 to 0.85
Stug III E/G
With the resurgence of Stug use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players.
Target weak point will now disable main gun temporarily no longer causes vehicle stun.
Ambush Camouflage
Changing unwanted behavior.
First strike bonus damage changed to accuracy
JU87 Close Air Support Loiter
We are spreading out the damage of the JU87 Close Air Support to allow players to better react to this ability.
Increased the number of planes to loiter from 1 to 2
Damage reduced from 120 to 60
Elefant
With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight. We would like to encourage use of other units that provide vision.
Focus sight removed
Population reduced from 25 to 20
Tiger
With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player.
Population reduced from 24 to 19
251 Flame Halftrack
Range increased from 25 to 30
Reinforce removed on upgrade
Panzerwerfer
Reducing the scatter slightly and adding suppression to the rockets to improve the unit’s effectiveness.
Distance scatter reduced from 20 to 17
Rockets now deal suppression
Soviets
Starting Resources
We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
Starting Fuel reduced from 50 to 20
Special Rifle Command
We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
Fuel cost reduced from 40 to 10
Support Weapon Kampaneya
We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
Fuel cost reduced from 50 to 20
Tankovivy Battlon Command
We are slightly delay this building to allow players to have more time to prepare for any early vehicle rushes.
Fuel cost increased from 80 to 85
Partisan
We wanted to give a more define role to Partisans. This will now have access to full German weapons consistantly.
Will now only gain access to axis weapons with default stats (MP44s, Panzershercks)
Anti-Tank Partisans now replace irregulars
Added Partisan Grenade to Anti Infantry Partisan
Conscripts
Previously conscripts did not scale too well in the late game. We are increasing their survivability as they vet up.
Veterancy 3 Modifier increased from 33% to 40%
Conscript PPSH
Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall dps.
Mid accuracy increased from 0.23 to 0.43
Far accuracy increased from 0.115 to 0.2
M5 Halftrack
Reducing penetration slightly to allow for dedicated light vehicle counters to excel more at facing the M5. Also reducing its moving accuracy to reduce its ability to chase and shoot.
Quad penetration reduced from 1.5/2/2.5 to 1.25/1.5/1.75
Moving accuracy reduced from 0.5 to 0.4
Loses ability to reinforce when upgraded.
T34-76
Compensating for the unit’s reduce cost in the last update allowing players to easily a mass their army.
Population cost reduced from 12 to 8
ISU-152
With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight for such a long range unit was unnecessary.
Focus Sight Removed
Population cost reduced from 25 to 20
IS-2
With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player
Population reduced from 24 to 19
Katushya
The previous scatter was set fairly low which gave units little chance to doge any of the rockets.
Creeping barrage scatter increased from 2.5 to 5.5
USF
Ambulance
Improving usability.
Healing ability changed to toggle ability, must be in territory and disables movement.
Build time reduced from 45 to 30
Assault Engineers
Improve usability as we found very little use out of the small anti-tank mines
Replaced M7 Mine with Regular mine
Rifleman
We are adding more survivability to rifleman at vet3 to help them scale into the late game more.
Veterancy 3 now grants reduce receive accuracy by 25%
HMG 50 Cal
Previously the 50cal had an additional weapon that was activated at vet2. That weapon was not effected with the previous HMG changes. We are also improving usability of the HMG.
VET 2 50 Cal weapon has had its stats adjusted in relation to the previous changes to HMGs (Damage reduced from 16 to 20, Burst unified to 1, incremental accuracy from 1.04 to 1.15, search radius changed from 6/8/10 to 10/12.5/15, penetration from 1.5 to 1, nearby suppression radius from 10 to 13)
Focus fire set to false
Gun will instantly transfer to other member if it dies on retreat
M1918 Browning automatic rifle
We are increasing the BAR rifle on the move accuracy and cooldown to promote more aggressive tactics when units are equipped with this weapon.
Moving Accuracy multiplier increased from 0.6 to 0.7
Moving Cooldown multiplier reduced from 0.25 to 0.1
Bazookas
Small cost adjustment to bring the weapon in line with its performance.
Cost reduced from 60 to 50 Munitions
Defensive Stance
After heavy testing we found this ability not suited for rifleman.
Ability Removed
M1 Thompsons
Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall dps.
Mid accuracy increased from 0.173 to 0.43
Far accuracy increased from 0.115 to 0.2
M4A3 Sherman
With the delay in tech to the USF we are increasing the power of some of their vehicles.
Penetration increased from 80/100/120 to 100/120/140
Armor increased from 160 to 180
M4A3 Easy Eight
Now that the Easy Eight requires tech to build it we are adding additional stats to diversify the unit from the regular M4A3 Sherman.
Health increased from 640 to 720
Near penetration increased from 175 to 200
Mortar Halftrack
Improving the Mortar Halftrack to make it more consistent against stationary targets and units in cover.
Scatter ratio reduced from 0.15 to 0.08
Damage multiplier against tp_heavy cover increased from 0.5 to 1
Damage multiplier against tp_trench increased from 0.3 to 1
Accuracy multiplier against tp_trench increased from 0.2 to 1
M56 Delayed Fuse HE Barrage
Improving the ability to allow it to effectively deal against stationary targets.
Weapon building damage changed from mortar to HE Shell
Accuracy increased from 0 to 11
AOE Penetration increased from 105 to 1000
Damage Mid increased from 0.5 to 0.75
Penetration increased from 105 to 1000
M7B1 Priest
Bringing the priest in line with other heavy artillery weapons.
Salvos increased from 5 to 7
240 Howitzer Artillery Barrage
Reducing the AOE radius of the shell to match the shells explosive fx. We have also added additional UI to indicate the area in which the shells will be landing in.
AOE reduced from 12 to 9
Added UI indicator of ability range
Added extra SFX to the shell
OKW
Infantry Squad Upgrades
Ease of use change
All squad upgrades are able to be upgraded out of territory.
Volksgrenadiers
We wanted to give OKW a soft building counter options. This should help OKW deal against garrisoned enemies. (Need an icon)
Grenade replaced with incendiary grenade
IR Halftrack
Adding a small fuel investment to this vehicle.
Cost increased by 5 fuel
Fallschirmjäger
We are looking to minimize the heavy attrition cost of this unit.
Reinforcement cost reduced by 10%
Obersoldaten
We are looking to minimize the heavy attrition cost of this unit
Reinforcement cost reduced by 10%
IR STG
Bringing this upgrade cost in line with this weapons performance.
Cost reduced from 90 to 60
LEIG
We found through feedback and playtesting that the Hollow Charged ability was very cumbersome to use. We have decided to remove the ability from the unit and substitute it with weapon stats.
Hollow charges removed
Now gains increased weapon and barrage range by 15%
Sturmtiger
Fixing unintentional behavior
Can no longer reload it’s gun through repair critical
Jagdtiger
With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player
Population reduced from 26 to 21
Last edited by JLee; 09-02-2015, 02:47 PM.
Posts: 10665 | Subs: 9
Removed extra modifiers on grenadiers
Fixed issue with USF mine not using proper mine
Fixed CP requirements for rifleman fighting position
Fixed DSHK regained suppression and incremental accuracy values that it was given in previous update
Fixed 120 Mortar Cost back to 330
Fixed an issue with Tank Hunter Partisans not showing up to replace Irregulars.
Last edited by JLee; 09-04-2015, 11:44 AM.
Posts: 10665 | Subs: 9
Fixed a crash in the AI system.
Fixed a crash associated with the use of the British Forces Glider.
Posts: 10665 | Subs: 9
Added back the 50% reduce damage modifer to green cover for explosive weapons
Reduced Damage modifer for the USF mortar halftrack from 1 to 0.5
Reverted Armor buff to Sherman from 180 back to 160
Increase scatter of assault grenades so they don't stack
MG42 damage profile reverted back to 0.25/0.625
AEC Cost reduced from 60 to 50
AEC Research fuel cost increased from 10 to 15
Universal Carrier, WC51 Doge, 222, Kubelwagon, and M3 Scout car now have 50 bonus accuracy to snipers type.
Brace recharge time increased from 15 to 90 seconds
Rifle Company will only call in VET 1 Rifleman.
AA Mode removed from the USF AA Halftrack, general AA stats have been compensated to adjust.
Glider HQ no longers grants resource bonus
ML120 damage increaed from 160 to 200
Crew Reapir Operation repair rate reduced by 30% (16 per tick to 11 per tick)
HMG can no longer garrison the 17lb At gun
Tiger Penetration increased from 180/200/220 to 200/220/240
Tiger range increased from 40 to 45
Added bonus damage against emplacment for walking stuka
Fixed incendiary greande animations for Volksgreandiers
Bofors Accuracy reduced from 0.875/0.818/0.76 to 0.775/0.46/0.36
Bofors Damage reduced from 40 to 30
Bofors Vs building garrison cover dmg multiplier changed from 0.5 to 0.2
Bofors Distance_scatter_max changed from 2.15 to 5.15
Last edited by Brad_RE; 09-04-2015, 05:46 PM.
Posts: 10665 | Subs: 9
Partisan cost increased from 210 to 250 to bring the unit in line with its cost.
Partisan guns changed from MP44 to MP40s (PPSH for placeholder) they will deal slightly less damage but still be good at dealing with weapon teams
Partisans now have camouflage to gain extra utility after their initial deployment
Added Sniper bonus accuracy to the M20 Utility Car
M20 Utility car detection radius increased from 10 to 25 to help detect camouflage units
UC Detection radius increased from 10 to 25 help detect camouflage units
222 Scout car detection radius increased from 10 to 25 help detect camouflage units
WC51 detection radius increased from 10 to 25 help detect camouflage units
M3 Scout car detection radius increased from 10 to 25 help detect camouflage units
T34 Population increased from 8 to 10 to prevent overwhelming numbers of the tank
Wasp damage reduced from 8 to 4 it was doing too much damage initially
Wasp range reduced from 35 to 32.5 was able to kite units too easily
Churchill Flamethrower range reduced from 38 to 34 was able to attack at to safe of a distance
British Command Tank buffs change to the following because initial modifiers were currently over performing.
Accuracy weapon modifer reduced from 2 to 1.35
Recieve accuracy modifers increased from 0.5 to 0.7
Reload Weapon Modifer increased from 0.5 to 0.7
Cooldown Weawpon Modifer increased from 0.5 to 0.7
Fixed an issue of flame barrage landing on OKW battle group headquarters
Increase range of KT from 40 to 45 to improve its usability into the late game as it can be kited quite easily by tank destroyers
Reduce flame bonus damage to buildings from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage
Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage
Molotov initial damage reduced from 20 to 10 because they were initially killing many entities on the first explosion
Panzerwerfer Damage profile changed from 1/0.35/0.05 to 1/0.75/0.5 which will round out the damage a lot better yielding more consistent results
Comet health reduced from 800 to 720, Scatter increased from 3.2 to 4.2 to bring this unit in line with its other counterparts
Hammer and Anvil upgrades increased from from 200/25 to 250/50 to make players have to decide and invest into specialization, previously it was too easy to rush into one of them and skip all the other tech)
Hammer and Anvil research time increased from 5 to 30 seconds
British Sniper weapon behavior change from wants prone firing to none to improve usability will allow it to shoot / aim quicker
Gammon Bomb damage reduced from 240 to 200 was dealing too much damage
Reduce jadgtiger cost from 800/290 to 720/245 bringing the cost inline with its performance
Glider HQ can now build britsh medics
Fixed issue with infantry section vet 3 scoped rifles providing a dps decrease instead of an increase
Tiger and Tiger Ace Vet 2 sight bonus reduced from 10 to 5
Added more of a stagger of time between the planes of Stuka Close Air Support
Fixed an issue of rifleman sandbag not showing up.
Handheld Flamethrowers ONLY:
Fire Aim Time
Post firing aim time increased to 0.5
AOE
AOE Accuracy changed from 0.6/2.8/5 to 15/15/15
AOE radius changed from 4 to 2
AOE damage distance changed from 0.4/0.7/1 to 1/1/1
AOE damage friendly changed from 0.25/0.625/1 to 0.25/0.25/0.25
AOE distance changed from 2/1.5/1 to 2/2/2
Behaviour
Reaction radius changed from 2.1 to 2.5
Burst
Burst duration changed from 1/0.5 to 1/1
Cover
Dmg multiplier vs garrison cover increased from 1 to 2
Dmg multiplier vs heavy cover increased from 1 to 2
Dmg multiplier vs light cover increased from 1 to 1.25
Dmg changed from 8 to 16
Tracking
Weapon tracking speed horizontal changed from 90 to 45
Last edited by Brad_RE; 09-08-2015, 05:25 PM.
Posts: 10665 | Subs: 9
Partisan cost reduced back to 210 now that they do less damage
Fixed an issue with partisans not camouflaging properly
Panzerwerfer Damage profile reduce to 1/0.5/3 because previous damage profile was way too lethal
Fixed an issue of default bren lmg not gaining sniper bonus damage
Comet health back to 800 because we pushed back hammer tech
Platoon Command post cost decreased to 280/35 to 180/30 offsetting manpower cost to the upgrades
AEC upgrade cost changed to 100/15 and research time from 5 to 30
Bofors upgrade cost increased from 50/10 to 100/15 research time increased to 30 seconds
Company Command post cost decreased from 360/115 to 280/100
Hammer Specialization changed from 250/50 to 200/60
Anvil Specialization changed from 250/50 to 200/60
Fixed issue with gliders not being able to build medics
Posts: 10665 | Subs: 9
General Updates:
Community Map Spotlight Rotation:
Adding Sturzdorf(Oh! Reeelly?)
Adding Ecliptic Fields
Adding Achelous River
Adding Montherme
Adding Red Ball Express
Removing Bystraya Voda
Removing Wolfs Lair
Removing Eindhoven Country
Removing Pavlov’s House
Cold tech: (Blizzards & Freezing)
Cold Tech is disabled in Automatches
Cold Tech can be enabled/disabled in Custom Matches ( This option does not affect Deep Snow)
Observer Mode:
Observer mode UI layout adjustment
Gameplay Updates:
General
Added support to queue reverse move order via “shift-clicking”
All infantry units that can camouflage no longer camouflage when retreating through cover
Ambient Buildings
To account for the increase in flame damage.
Ambient building flame threshold increased from 240 to 480
Explosive Weapons
Reduced the amount of random squad wipes from grenades/mortars.
Added back the 50% reduce damage modifier to green cover for explosive weapons
Flame Weapon
Updating how flame weapons work to be more impactful in the game.
All Flame Weapon damage over time duration increased from 3 to 20 seconds
Infantry Held Flame Weapons do not leave Flame damage over time
Reduce flame bonus damage to buildings from 1.5 to 1.25
Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25
Handheld Flame Weapons:
Compensating for no longer leaving damage over time effect.
Post firing aim time increased to 0.5
AOE Accuracy changed from 0.6/2.8/5 to 15/15/15
AOE radius changed from 4 to 2
AOE damage changed from 0.4/0.7/1 to 1/1/1
AOE damage friendly changed from 0.25/0.625/1 to 0.25/0.25/0.25
AOE distance changed from 2/1.5/1 to 2/2/2
Reaction radius changed from 2.1 to 2.5
Burst duration changed from 1/0.5 to 1/1
Damage multiplier vs garrison cover increased from 1 to 2
Damage multiplier vs heavy cover increased from 1 to 2
Damage multiplier vs light cover increased from 1 to 1.25
Damage changed from 8 to 16
Weapon tracking speed horizontal changed from 90 to 45
Light Artillery Suppression (Pak Howitzer & LEIG)
Previously the suppression that was added on these units were fairly inconsistent in their result. The data has been adjusted to provide more consistent suppression within its area of effect.
AOE suppression profile changed from 0.1 to 1
Suppression reduced from 0.8 to 0.3
Nearby suppression multiplier reduced from 2.2 to 1
Nearby suppression radius increased from 60 to 70
Balance Updates:
With the introduction of a new allied army “British Forces,” one of the main goals for this balance update is to bring all the factions in line with each other. The following update will feature many of the changes that we have been playtesting through our “Balance Preview Mod.” We would like to thank the many community members who have helped us test and provided feedback during this iterative process.
British Forces
Platoon Command Post
We have decided to offset the initial costs for teching-up and offsetting them to the specializations.
Cost reduced from 280/35 to 180/30
Requisition AEC MK III 75mm Armor Car
We have decided to offset the initial costs for teching-up and offsetting them to the specializations.
Cost increased from 50/10 to 100/15
Research time increased from 5 to 30 seconds
Requisition Bofors QF 40mm Emplacement
We have decided to offset the initial costs for teching-up and offsetting them to the specializations.
Cost increased from 50/10 to 100/15
Research time increased from 5 to 30 seconds
Company Command Post
We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations.
Cost reduced from 360/115 to 280/115
Specialization: Hammer
We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing.
Cost increased from 200/25 to 200/50
Research time increase from 5 to 30 seconds
Specialization: Anvil
We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing.
Cost increased from 200/25 to 200/50
Research time cost increased from 5 to 30 seconds
Logistic Glider HQ
We felt the Glider HQ already provided tremendous bonuses to the player and giving extra resources as well was over the top. We have also reintroduce builder medics to allow players a manpower healing option.
No longer grants extra resource bonus
Can now build medics
New bulletin available for Medics (drops through Warspoils)
Artillery Cover
Added a delay and warning smoke to give players a chance to react to the ability. Change the stun critical with a weapon disable to prevent constant stun.
Added warning smoke
Added 4 second delay
Vehicle Stun Critical removed from penetration table replaced with Main Gun Loader Injured
Command Tank Buffs
The initial bonuses were dialed up at extreme levels we are bringing the bonuses in line with other auras.
Accuracy weapon modifier reduced from 2 to 1.35
Receive accuracy modifier increased from 0.5 to 0.7
Reload Weapon modifier increased from 0.5 to 0.7
Cooldown Weapon modifier increased from 0.5 to 0.7
Command Tank Debuffs
With the adjustment to the bonuses we are also reducing the penalties so they are not so severe.
Reload Weapon modifier reduced from 4 to 2
Cooldown modifier reduced from 4 to 2
Accuracy modifier increased from 0.25 to 0.5
Receive Accuracy modifier reduced from 4 to 2
Emplacements
Slight adjustment to emplacements to prevent HMG weapon teams from garrisoning to prevent odd behavior. Brace has been given a cooldown to allow opportunity of attack for opposing players. 75 seconds actually means 45 seconds due to the 30 second duration time.
Can no longer garrison HMG weapon teams
Brace cool down increase from 15 to 75 seconds (45 seconds in game)
Churchill Crocodile
Reducing the durability slightly to help players deal with this slow moving tank. With the changes to how flame weapons work we are adjusting the Crocodile’s stats accordingly.
Flame Weapon damage over time damage reduced from 4 to 2
Flame Weapon max range reduced from 35 to 32
Flame Weapon damage reduced from 16 to 12
Health reduced from 1600 to 1400
Churchill AVRE
Reducing durability slightly to help players deal with this slow moving tank. Reducing its damage to compensate for its high durability.
Health reduced from 1600 to 1400
Petard damage reduced from 640 to 440
Petard bonus damage multiplier vs buildings 1.45
AEC MK III 75mm Armor Car
Slight pacing adjustment.
Cost reduced from 60 to 50 fuel
Gammon Bomb
Bringing its damage in line with other explosive weapons.
Damage reduced from 240 to 200
Universal Carrier
Adjusting its Wasp Flame Weapon to bring the unit in line with the rest of the flame weapon changes. Initial damage was reduce significantly to prevent instant model killing however the damage over time damage remains potent as ever. In addition we have added multiple things to help the UC deal with snipers.
Wasp Flame Weapon damage over time damage reduced from 4 to 2
Added 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
Wasp Damage reduced from 16 to 6
Wasp range reduced from 35 to 32
Wasp research time reduced from 45 to 30 seconds
Vickers research time reduced from 45 to 30 seconds
Command Sten MK VI Silence SMG
These guns were very lethally at close range with provided almost no time to react.
Damage near reduced from 1 to 0.85
Bofors
Unit was over performing.
Accuracy reduced from 0.875/0.818/0.76 to 0.775/0.46/0.36
Damage reduced from 40 to 30
Vs building garrison cover damage multiplier changed from 0.5 to 0.2
Distance_scatter_max changed from 2.15 to 5.15
Crew Repair Operations
The repair rate was so high it allowed players to disengage, repair and reengage before the enemy had time to prepare or recover.
Repair rate reduced by 30% (16 per tick to 11)
Sniper
This should improve usability.
Weapon Behavior Change from wants prone firing moved to none
Comet
Slightly increasing its scatter to bring the unit in line with its generalist counter parts. Also increasing its pop cap as it was previously under costed.
Scatter increased from 3.2 to 4.2
Population increased from 12 to 16
Wehrmacht
GRW34 81mm Mortar
Unit was over performing with a tremendous rate of fire.
Reload increased from 2.4 to 4
Panzergrenadiers
We are looking to minimize the heavy attrition cost of this unit.
Reinforce cost reduced by 10%
Sniper
Slightly reducing the rate of fire of German sniper as the base unit was slightly over performing.
Cooldown unified from 3.2/1.7 to 3/3
Reload min increased from 3 to 4
StuG III E/G
With the resurgence of StuG use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players.
Target weak point will now disable main gun temporarily no longer causes vehicle stun.
Ambush Camouflage
Changing unwanted behavior.
First strike bonus damage changed to accuracy
JU87 Close Air Support Loiter
We are spreading out the damage of the JU87 Close Air Support to allow players to better react to this ability.
Increased the number of planes to loiter from 1 to 2
Damage reduced from 120 to 60
Radius reduced from 60 to 50
Elefant
With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight. We would like to encourage use of other units that provide vision.
Focus sight removed
Population reduced from 25 to 20
Tiger
With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also increase the penetration to allow for the tiger to deal more consistent damage against other heavy vehicles. The increase range was to improve the usability of these slow moving tanks. With the compensation to their veterancy bonuses, tank destroyers will still be able to out range them.
Population reduced from 24 to 19
Range increased from 40 to 45
Penetration increased from 180/200/220 to 200/220/240
Veterancy 2 range bonus reduced from 10 to 5
Tiger Ace
We removed target weak point from this unit because it provided too much utility for an already potent vehicle.
Veterancy 2 range bonus reduced from 10 to 5
Range increased from 40 to 45
Target Weak Point Removed
222 Scout Car
We wanted to introduce some counter player against snipers.
Now has 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
251 Flame Halftrack
Increasing the range slightly to help the flammenwerfer be more effective. We are also removing its ability to reinforce once players get the upgrade. This provides the player with a distinct choice in how they want their unit to perform.
Range increased from 25 to 30
Loses reinforce
Panzerwerfer
Reducing the scatter slightly and adding suppression to the rockets to improve the unit’s effectiveness.
Distance scatter reduced from 20 to 17
Rockets now deal suppression
Damage profile changed from 1/0.35/0.05 to 1/0.5/0.30
Soviets
Starting Resources
We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
Starting Fuel reduced from 50 to 20
Special Rifle Command
We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
Fuel cost reduced from 40 to 10
Support Weapon Kampaneya
We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
Fuel cost reduced from 50 to 20
Tankovivy Battalion Command
We are slightly delay this building to allow players to have more time to prepare for any early vehicle rushes.
Fuel cost increased from 80 to 85
Partisan
We wanted to give some consistency and utility to Partisans.
Anti-Infantry Partisans will always be equipped with PPSH
Partisan PPSH Damage increased from 2 to 4
Anti-Tank Parisians will always be equipped with Panzershrecks
Anti-Tank Partisans now replace irregulars
Added Partisan Grenade to Anti Infantry Partisan
Added Camouflage to both Partisans
Conscripts
Previously conscripts did not scale too well in the late game. We are increasing their survivability as they vet up.
Veterancy 3 Receive accuracy modifier increased from 33% to 40%
Molotov Cocktail
Reducing the initial damage that the Molotov does on explosion because it was killing models instantly due to the additional changes to flamers.
Initial damage reduced from 20 to 10 (damage over time damage remains the same)
Research cost reduced from 25 to 15
Conscript PPSH
Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall damage per second.
Near accuracy increased from 0.518 to 0.621
Mid accuracy increased from 0.23 to 0.43
Far accuracy increased from 0.115 to 0.2
M3 Scout Car
We wanted to introduce counter play against snipers
Now has 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
M5 Halftrack
Reducing penetration slightly to allow for dedicated light vehicle counters to excel more at facing the M5. Also reducing its moving accuracy to reduce its ability to chase and shoot. We are also removing its ability to reinforce once players get the upgrade. This provides the player with a distinct choice in how they want their unit to perform.
Quad penetration reduced from 1.5/2/2.5 to 1.25/1.5/1.75
Moving accuracy reduced from 0.5 to 0.4
Quad removes reinforce
T34-76
Compensating for the unit’s reduce cost in the last update allowing players to easily a mass their army.
Population cost reduced from 12 to 10
ML-120
Bringing its damage in line with other artillery pieces
Damage increased from 160 to 200
ISU-152
With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight for such a long range unit was unnecessary.
Focus Sight Removed
Population cost reduced from 25 to 20
IS-2
With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player
Population reduced from 24 to 19
Katyusha Rocket Truck
The previous scatter was set fairly low which gave units little chance to doge any of the rockets.
Creeping barrage scatter increased from 2.5 to 5.5
US Forces
Ambulance
Improving usability.
Healing ability changed to toggle ability, must be in territory and disables movement.
Build time reduced from 45 to 30
Assault Engineers
Improve usability as we found very little use out of the small anti-tank mines
Replaced M7 Mine with Regular mine
Rifleman
We are adding more survivability to rifleman at vet3 to help them scale into the late game more.
Veterancy 3 now grants reduce receive accuracy by 25%
Dodge WC51
We wanted to introduce counter play against snipers
Now has 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
M15A1 AA Half track
AA Mode removed
Will have Anti-Aircraft capabilities by default and have been improved to compensate
M20 Utility Car
We wanted to introduce counter play against snipers
Now has 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
HMG 50 Cal
Previously the 50cal had an additional weapon that was activated at vet2. That weapon was not effected with the previous HMG changes. We are also improving usability of the HMG.
VET 2 50 Cal weapon has had its stats adjusted in relation to the previous changes to HMGs
Focus fire set to false
M1918 Browning automatic rifle
We are increasing the BAR rifle on the move accuracy and cooldown to promote more aggressive tactics when units are equipped with this weapon.
Accuracy multiplier reduced from 0.6 to 0.7
Cooldown multiplier reduced from 0.25 to 0.1
Bazookas
Small cost adjustment to bring the weapon in line with its performance.
Cost reduced from 60 to 50 Munitions
Defensive Stance
After heavy testing we found this ability not suited for rifleman.
Removed from the game
Rifle Company
With the improvements to rifleman and their veterancy we found it was overly excessive to allow vet 2 rifleman to be called in.
Will only call in VET1 Rifleman
M1 Thompsons
Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall damage per second.
Mid accuracy increased from 0.173 to 0.43
Far accuracy increased from 0.115 to 0.2
M4A3 Sherman
With the delay in tech to the USF we are increasing the power of some of their vehicles.
Penetration increased from 80/100/120 to 100/120/140
M4A3 Easy Eight
Now that the Easy Eight requires tech to build it we are adding additional stats to diversify the unit from the regular M4A3 Sherman.
Health increased from 640 to 720
Near penetration increased from 175 to 200
M56 Delayed Fuse HE Barrage
Improving the ability to allow it to effectively deal against stationary targets.
Weapon building damage changed from mortar to HE Shell
Accuracy increased from 0 to 11
AOE Penetration increased from 105 to 1000
Penetration increased from 105 to 1000
M7B1 Priest
Bringing the priest in line with other heavy artillery weapons.
Salvos increased from 5 to 7
240 Howitzer Artillery Barrage
Reducing the AOE radius of the shell to match the shells explosive fx. We have also added additional UI to indicate the area in which the shells will be landing in.
AOE reduced from 12 to 9
Added UI indicator of ability range
Added extra SFX to the shell
Oberkommando West
Infantry Squad Upgrades
Ease of use change
All squad upgrades are able to be upgraded out of territory
Volksgrenadiers
We wanted to give OKW a soft building counter options. This should help OKW deal against garrisoned enemies.
Grenade replaced with incendiary grenade
IR Halftrack
Adding a small fuel investment to this vehicle.
Cost increased by 5 fuel
Fallschirmjäger
We are looking to minimize the heavy attrition cost of this unit.
Reinforcement cost reduced by 10%
Obersoldaten
We are looking to minimize the heavy attrition cost of this unit
Reinforcement cost reduced by 10%
IR STG
Bringing this upgrade cost in line with this weapons performance.
Cost reduced from 90 to 60
LEIG
We found through feedback and playtesting that the Hollow Charged ability was very cumbersome to use. We have decided to remove the ability from the unit and substitute it with weapon stats.
Hollow charges removed
Now gains increased weapon and barrage range by 15%
Kubelwagen
Now has 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
Walking Stuka
Due to the creeping nature of the Walking Stuka, you would really only ever have two rockets hit an emplacement. The bonus damage is to compensate for that.
Added a 50% damage bonus against British emplacements
Sturmtiger
Fixing unintentional behavior
Can no longer reload it’s gun through repair critical
King Tiger
The increase range was to improve the usability of these slow moving tanks.
Range increased from 40 to 45
Jagdtiger
With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also reduce its cost to bring the unit in line with its performance since its default piercing capabilities were removed in a previous update.
Population reduced from 26 to 21
Cost reduced from 800/290 to 720/245
Map Updates:
Sittard Summer
Added as a permanent map in the Custom Match map list
Lienne Forest
Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points
Lienne Forest Winter
Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points
Langreskaya
Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points
Minsk Pocket
Adjusted the map edge near Slot1 and Slot2 HQ Territory so UKF and USF bases weren’t clipping outside of the playable area
Langreskaya Winter
Reduced/Reworked deep snow
Kholodny Ferma Winter
Reduced/Reworked deep snow
Semoskiy Winter
Reduced/Reworked deep snow
Moscow Outskirts Winter
Reduced/Reworked deep snow
Rzhev Winter
Reduced/Reworked deep snow
Port of Hamburg
Adjusted a building near the center bridge to allow medium tanks to path through
Dusseldorf
Adjusted rubble in the South-East area to allow infantry to path through
Bug Fixes:
Fixed a bug with the British Forces’ brace ability not having a cooldown
Fixed a bug with the British Forces’ Anti-Building Flame Mortar Support ability targeting the Oberkommando West Battle Group Headquarters
Fixed a bug with the British Forces’ Scoped Lee Enfield providing a debuff at Veterancy rank 3
Fixed a bug with the Wehrmacht Grenadiers receiving an extra modifier
Fixed a bug with the Wehrmacht Assault Grenadiers’ assault grenades not scattering when thrown
Fixed a bug with the Soviet DSHK HMG suppression and incremental accuracy values
Fixed a bug with the Soviet HM-38 120mm Mortar squad’s cost
Fixed a bug with the Soviet Conscript’s abilities conscript repair and anti-tank grenade sharing hotkeys
Fixed a bug with the US Forces’ mine not using a proper mine
Fixed a bug with the US Forces Riflemen Field Defenses CP requirement
Fixed a bug with the Oberkommando West’s Sturmtiger’s area of effect profile being reverted to a previous revision
Fixed a bug with the Oberkommando West’s Panzerfusilier’s Anti-Tank Rifle Grenade ability projectile life time
Fixed a bug with the Oberkommando West’s Panzer II Luchs Light Tank when receiving a brew-up critical
Fixed a bug with the Victory Point ticker in Observer mode
Fixed a bug with some big explosive weapons not destroying building panels
Fixed a bug with heavy cover modifiers not providing right percentage of damage modifiers to explosive weapons
Fixed a bug with map objects Panzer Haul, Panzer Turret, and Panzer Barrel allowing them to be salvageable
Fixed a bug with several medium tank wrecks so they can be crushed by other medium tanks
Fixed a bug with the map object Haystacks so it is now removed from the battlefield when destroyed
Fixed a bug with the map object Opel Blitz wreck so it now crushes properly
Fixed a bug so The Eastern Front Army Maps are now playable for Demo users
Fixed a bug so the maps Langreskaya and Langreskaya Winter no longer require the standard game to play
Fixed a crash that occurred at the end of the Ardennes Assault – Siegfried Line mission
Added prioritize vehicle back to medium tanks
Adjusted the map object Opel Blitz truck so it can be crushed by medium tanks
Data Optimization
Last edited by Kyle_RE; Yesterday, 06:04 PM.
UPDATE - Sept. 16th
Fixed a bug with the British Forces’ Vehicle’s and Team Weapon’s buffs carrying over when recrewed
UPDATE - Sept. 17th
Reverb has been removed from the High Sound Quality Setting in an effort to track down the “Loud Gunshot” Issue. If you still experience this bug after the patch is live, please submit a bug report in the official COH2 Bug Reporting forums. Also, please follow the bug submission guidelines which can be found in a "Sticky" thread at the top of the Bug Reporting forums.
Posted by RE_Kyle in Balance, Company of Heroes 2, Patch on 2:26PM Sep 17, 2015
Posts: 10665 | Subs: 9
Balance
Handheld Flamethrowers
We are reducing the bonus damage to allow players to have more time to react.
Handheld flamethrower damage modifier against units in buildings changed from 2 to 1.5
Handheld flamethrower damage modifier against heavy cover reduced from 2 to 1.25,
Handheld flamethrower damage modifier against light cover from 1.25 to 1
Rifleman
We are bringing down the receive accuracy modifier slightly due to community feedback. This will make them slightly less durable against small arms fire.
Rifleman receive accuracy veterancy 3 modifer reduced from 25 to 20%]
Anti-Infantry Partisans
Partisan PPSH weapon rate of fire was set way above the other PPSH weapon profiles. This was not intended so we are re-aligning its rate of fire to match its other PPSH counter parts.
Partisans PPSH rate of fire reduced from 12 to 6 (To match shock PPSH)
Incendiary Grenade
Reducing the initial damage to prevent instant entity death. We are also slowing down the projectile speed of the grenade to give players more time to react to the grenade.
Incendiary Grenade damage reduced from 20 to 10
Projectile speed reduced from 10 to 5
Bugs
Fixed an issue with the Vickers HMG Vet 1 range bonus in garrison that stacked
Fixed an issue with Spy Network CP requirement displaying as 0 instead of 4
Ambulance lockdown does not require territory anymore due to the unlocking ability locking out if the enemy de-captures the territory
OKW Tanks can no longer upgrade to tank commanders if they do not have the commander chosen.
Fixed an issue of gliders crushing the OKW Battlegroup Headquarters
Fixed an issue of OKW mine sweepers providing too low of a detection radius (10 to 25)
Fixed issue with speed boost stacking on Ostheer Heavy Tanks
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