Show Spoiler General Changes
Snares
Can now be used on neutral targets.
Made a change that allows all snares to target neutral vehicles to either finish off abandoned vehicles or hit uncrewed USF vehicles.
Starting Weapon Crews for HMGs, Mortars, Raketen and 57mm ATG
-Standardized to 1 from either 0.85 (raketen) or 1.25 (everything else).
-Soviet weapon teams except ATGs remain at 1.25 to account for their larger crews and cheaper costs.
New ability added to HMGs and vehicles that have clips/magazines for their cannons
Added to ensure players can me sure their units don't reload at the start of the battle after a previous engagement.
-Force Reload ability added.
251/M5/M3 Half-Tracks
These units now gained shared veterancy from infantry units to allow them to gain veterancy faster. While it does affect them when upgraded, these units already rank up quickly. This change is to mainly help the transport and reinforce versions of thes eunits to be more effective.
-Now gain shared veterancy from nearby infantry units.
Planes
Change up their functionality and reduce RNG. Loiter planes should get one pass in before being shot down by AA units in the area. Pintles currently have little purpose in terms of air defense as of this update. Crash damage removed to prevent RNG from killing units when AA does its job.
-All attack aircraft (Stuka, IL-2, Typhoon, P-47) have 200 health and 35 armour to allow for AA units to shoot them down in a consistent manner.
-Cargo planes have 240 health and 35 armour.
-Deflection Chance to instantly killed planes removed from all AA weapons.
-Now deal 0 damage on crash
Prioritize Aircraft
Added to allow the AA units to focus on bringing down planes when they are called in.
-AA units have gained Prioritize Aircraft
Abandon Critical
Adjusted the critical so the abandoned vehicle cannot immediately escape or fight back when recrewed.
-Now causes destroyed engine and main gun critical.
Heavy Artillery Off-Map Changes
-Many other artillery abilities have had their strength reduced against team weapons/howitzer to prevent one shotting them when at full. This includes the 155mm artillery strikes, IL-2 Bombing Run, and other heavy artillery abilities.
Territory and Victory Points
Done to improve pathfinding.
-No longer block to help with pathfinding
Sweepers for Soviets and Ostheer
Due to the issue of these units reaching veterancy 2 without flamethrowers, the sweepers now provide a repair bonus to these units to help them in the support role.
-Now provide 0.5 repair speed for pioneers and combat engineers.
Concussion and Stun Grenades
No longer stops units from retreating but will still slow the target momentarily when hit.
-Stun grenades now reduce speed rather than forcing units to the ground where they are unable to act.
LMGs for moving and non-prone users and LMG bug-fixes (Commandos, Paras, Obers)
Adjusted the LMG profile for these units. Previously weapons such as the DP-28 and MG-42 were worse in the hand of these units as their weapon profile was worse. This has been adjusted. Furthermore, the Ober LMG has been adjusted to be on par with the standard Ober LMG, just without the ability to fire on the move.
-MG-34 damage for the non-Ober users changed from 8 to 6.
-LMG profiles should now be on par throughout all files. Previously DPS was reduced for certain LMG users.
Wire, Sandbags, and Tank-traps
Reduced the health of these objects to 10 to 20 hitpoints when being constructed to counteract ghost objects. These objects will have their previous health restored once they are fully constructed.
-Health of most objects set to 10 to 20 hitpoints during construction. Objects must be completed to regain their full health status.
Light Vehicle Pathing
-Removed the 0.001 in the turn plan to prevent 360 degree sudden turns
Vehicle Wrecks
Bugs fixes to ensure that these objects can be properly salvaged.
-All wrecks have been standardized into specific profiles for the case of salvage. All mediums give the same value, all heavies, etc. Previouslt they were all over the place (Ambulance wreck was worth 370 munitions)
-All wrecks now provide fuel and munitions, Previously this was not the case.
-Some wrecks were missing cost values which prevented salvaging by the British and Soviets. This has been fixed.
Building Spawning/Infilitration
The requirement for units spawning out of structures has been changed to only work in friendly territory to prevent suprise attacks and possible wipes when one faction is on the offensive.
-All unit spawning out of structures requires the ability to be targeted in friendly territory.
Demo Charges
-Removed the automatic instant death gib critical should any soldier be caught within the weapon's AOE.
Call-In Vehicles (Medium and Heavy Armour)
Select call-ins cost 50% more in both fuel and manpower until specific structures or tech items are built to encourage more tech usage.
-Ostheer Heavies require Heavy Panzer Korp for normal price. Panzer IV Command Tanks require Support Armour Korp. Stug E and Puma require Battle phase II for normal price.
-USF requires Major tech for Pershings.
-All Soviet mediums and heavies require the Mechanized Kompenya for normal price.
-OKW requires Schewer Panzer HQ for heavies to be deployed at normal price.
-UKF requires either Hammer or Anvil tech for heavies to be deployed at standard price.
AEF Show Spoiler
AEF
Rear Echelon
Slight reduction in cost to better reflect their performance and shift in their veterancy. No longer has penalties when using Volley-Fire to make the ability more useful rather than being instant death when the squad is targeted. Furthermore, Rear Echelon can now place light mines that detonate against infantry and vehicles. They will slow vehicles and cause light damage.
-Price from 200 manpower to 180 manpower. Reinforce from 25 to 23.
-Removed Volley-Fire received accuracy penalty.
-Minesweepers now take up a weapon slot.
-Can now place M7 Mines that slow vehicles upon hit and deals 60 damage, 30 damage to infantry. 10 munitions and requires an officer to be on the field before they can be planted.
M8 Greyhound
Improved 37mm performance/standardized to better reflect its cost and timing. Added smoke to improve survivability and Canister cost reduced due to it no longer instant killing models and requires the vehicle to get close. Armoured skirt cost reduced due to the vehicle's higher cost with some of the benefits now coming stock.
-Reload standardized from 2.8/4.4 to 3.
-Canister shot from 50 to 40 munitions.
-Now has Smokescreen ability. Same as the M20.
-Added .50cal Machinegun upgrade for 50 munitions.
-Skirt cost from 70 munitions to 50. Skirts now only provide 40 health rather than 80.
-Health from 240 to 280.
M36 Jackson
Increased LOS to allow the M36 to better kite, locate and hunt enemy armour without boosting its firepower any further.
-LOS from 35 to 45.
-Acceleration from 2.5 to 3
-Veterancy 2 veterancy sight boost to +5 sight.
Pack Howitzer
Improved the number of shells to make it more effective at barraging positions which is one of its intended roles. Population adjusted.
-HE Barrage from 3 to 4 shells.
-WP Barrage from 3 to 6 shells.
-HEAT Barrage moved from 3 to 4 shells.
-Pack Howitzer population from 5 to 4. Total population with crew now 10 from 11.
-Barrage recharge times for HEAT and HE from 60 to 45.
M15A1 AA Half-Track
Machine guns gained higher penetration and 37mm gained improved tracking and damage against aircraft.
-.50cal Penetration modifer against aircraft set to 20
-37mm maximum up elevation from 70 to 90.
-37mm deals 50% more damage against aircraft.
-Veterancy now properly applies to the AA HT's 37mm and left-side HMG.
M10
Lowered the M10's rotation rate to make crushing infantry more difficult and to prevent a TD from being used as an AI weapon.
-Rotation Rate from 38 to 34.
Assault Engineers
Now gain a fifth man at veterancy 2 to help survivability in the field. Also reduced their reinforce cost per model to better reflect their performance.
-Veterancy 2 provides a fifth man.
-Reinforce from 33 to 30.
M3 Assault Group
Health increased to make it more survivable on the field as it acts more like a half-track than a scout car.
-Health increased from 200 to 320.
Sherman E8
Raised E8's veterancy requirements. Previously they were lower than the regular Sherman. Now has moving scatter penalty. Previously it was missing for some reason. Replaced Prioritize to Hold-Fire to give the player more control over its shots.
-Veterancy values changed to 2200/4400/8800
-Moving scatter set to 1.5 to match other Shermans.
Sherman Dozer 105mm
Changed moving scatter to match other Shermans at 1.5. Slightly increased the distance of its far AOE and increased penetration so the 105mm has a slight chance vs armour. Adjusted veterancy to better suit the tank and its veterancy rates given its role as an AI support tank.
-Far AOE distance from 3.325 to 3.75
-Penetration from 30 to 80.
-Veterancy 2 now provides 160 health and +5 range.
-Veterancy 3 +35% horizontal traverse moved to veterancy 2.
-Veterancy 2 mobility boosts moved to veterancy 3.
-Veterancy requirements set to 1950/3900/7800
-Moving scatter set to 1.5 from 2.
Pershing
Ready aim-time added to the HVAP ability to prevent immediate double shot. Cost reduced to compensate and recharge time lowered.
-HVAP ready aim time from 0.125 to 2.75
-HVAP cost from 90 to 70 munitions
-Recharge time from 120 seconds to 90 seconds.
WC51 Dodge
Reduced fuel cost due to its fragile nature and lack of combat scaling. Health increased from 160 to 200 to prevent it from being one-shotted by AT. Armour decreased to make it more vulnerable to small-arms, similar to the M3. The WC-51 has also recieved a new ability to allow it to be used as a cheap scout in the mid-late game.
-Armour from 8.4 to 5
-Fuel cost from 20 to 10.
-Health from 160 to 200.
-Target-size reduced to 18
-Rotation rate from 30 to 35.
-Initial Delay to 90 seconds.
-Can now toggle into a cloaked mode where all weapons and movement are disabled. Four second delay before it is active.
Combat Support Group
Reworked the ability so there is no RNG involved. One squad will spawn with bazookas while the other is a standard paratrooper squad that can be upgraded. Price is now a mix of munitions and manpower. Previously the manpower requirements were too high.
-Paratrooper stats and veterancy now match standard USF paratroopers and smiliar abilities. Bazooka squad has 0.85 reload modifier at veterancy 3.
-Ability reworked. One squad always comes in with dual bazookas while the other is a standard paratrooper squad. Both squads can plant mines.
-Cost from 900 manpower to 475 manpower and 125 munitions.
IR Pathfinders
Squad given a single M1 Garand Sniper Rifle to provide minor fire support. Reduced the manpower reinforce cost to 33 to better match their performance.
-Now comes with one scoped Pathfinder M1 Garand Rifle.
-Reinforce cost from 37 to 33.
Pathfinders
Reduced the manpower reinforce cost to 33 to better match their performance.
-Reinforce cost from 37 to 33.
M8 Motor Carriage
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 directly as the damage drop-off was incredibly harsh given that the mid-range of the shells are set to 2 meters.
Build time reduced. Improved health to increase the survivability of the unit, particularly against ATGs that can range it.
-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.
Added M1 81mm Mortar to USF Starting Building
Added the 81mm mortar to the USF roster. This mortar has shorter range, lessened one hit kill radius and less AOE damage compared to other mortars, but it fires the fastest of any mortar and has less scatter. Furthermore it has a faster set-up and teardown compared to other mortars allowing for quick repositioning. Stats are designed more for a 60mm mortar, but no model was available.
Idea was to give USF more means to counter garrisons without grenades and a mobile smoke platform as well as diversify their opening.
Crew Critical Repair
Added a delay and increased the cost of this ability due to its potency. While bailing out the crew is risky, especially while under-fire, it allows USF vehicles to quickly negate certain criticals and escape extremely quickly for a low cost.
-Price from 10 munitions to 30.
-Delay added at 4 seconds.
Elite Vehicles Crews
Ability given to RE due to increase its utility. It was not given to Rifle due to their grenades, smoke, and the potential they have at Veterancy 3 with their low received accuracy modifiers. Did not go with the chance for the crew to survive due to either RNG nature or being too powerful late game where a potentially high vet crew could be impossible to kill and make any vehicle they man Vet 3.
Moved the ability back as it has no effect early game except on the Rear Echelon now.
-Rear Echelon can now be equipped with Greasegun SMGs at 2 CPs. Replaces all carbines in the squad, even when they are a five man squad.
Calliope
Adjusted its AOE profile to make the rockets less lethal as it fires the most rockets of any rocket artillery unit. May reduce price in the future if it proves to be too expensive for its power.
-AOE damage from 1/0.5/0.15 to 1/0.35/.1
-AOE near distance from 1.5 to 1.25
-Now has 0.065 second cooldown between rockets to make them all land slightly slower between each rocket impact.
-Crew can no longer bail out.
Priest
Adjusted veterancy requirements to be lower and slightly improved mid AOE profile to help with consistency. Fixed a bug where scatter modifers previously did not apply to the main barrage.
-Mid AOE from 0.15 to 0.25
-Veterancy 2 Scatter now uses the proper hardpoint.
-Veterancy requirement from 2110/4220/8440 to 1850/3900/7800.
M1919 (Weapon Rack)
M1919s can no longer be dual-equipped on basic units as dual LMGs is generally much more potent than BARs or other AI options, particularly on five man squads that gain significant durability boosts.
-Only one M1919 may be picked-up from the weapon rack. Picking up an M1919 from the rack requires two free weapon slots.
Forward Observer
Now the ability activates on the squad rather than for various entities of the squad to make the ability more consistent and not break should the model with the ability be killed. Also grant riflemen flares to improve the ability.
-Now activates based on the squad rather than the entity.
-Also provides Flares for riflemen.
Veteran Riflemen added to Rifle Company Flares
Grants Riflemen a squad leader for 60 munitions. Improves the stats of the squad.
-Rifle squads can now purchase Veteran Squad Leaders. This upgrade improves the squad's accuracy by 10% and reduces weapon cooldown by 10%. This ability locks out one slot item. Leader is armed with Paratrooper M1 Carbine with M1 Garands stats except it deals 10 damage over 8 and has 55% long-range accuracy. 60 Munitions.
Armour Company 240mm Barrage
Adjusted AOE profile to be more effective over distance while the instant kill to infantry was removed.
-Mid profile from 0.15 to 0.35
-Far profile from 0.05 to 0.25
-Removed instant death critical against infantry
P-47 Rocket Strafe
Changed the origin of the P-47 rockets so they are able to hit targets. Previously the rockets were too spaced out where units could dodge rockets by simply staying centered with the P-47.
-Origin from 5/-5 to 3.45/-3.45
BARs
There is now a unique version of the BAR for USF elite infantry who pick up the weapon to better emphasize their stats and to make BARs and weapon racks a viable option for elite infantry which is a core USF feature.
DPS 0/10/15/20/25/30/35
Regular BAR:
13.9/10.5/8.0/7.0/6.03/5.2/4.4
Paratrooper/Ranger BAR:
15.0/12.9/11.0/9.5/7.9/6.5/5.3
British Show Spoiler
British
New Ability: Face Base HQ Howitzers
-Allows the British to face their 25pdrs per-emptively when they come online to allow for better reaction when Tommy flares or certain abilities involving the 25pdr are activated.
New Ability: Tear Down Emplacement
-Emplacements can be torn down for a partial return (50%) on investment by Sappers. The ability requires 20 seconds for the mortar pit while it takes 35 seconds for the Bofors and 17pdr.
25pdr (HE, Overwatch and Coordinated Fire Rounds)
Improved to give non-doctrinal British forces better artillery. Shortening the reload allows for shells to arrive sooner and the AOE changes makes the weapon more lethal to those staying in the radius.
-Reload from 4.7 to 2.3.
AOE distance damage changed from 1/0.15/0.05 to 1/0.25/0.1
AEC
Increased Teching Time to increase the time it takes to field an AEC. Tread Shot was adjusted to be better at tracking targets and be accurate.
-Research time for AEC from 30 seconds to 50.
-Treadshot Accuracy from 0.05/0.375/0.25 to 0.6/0.4/0.35.
-Firing Cone of Treadshot from 5 to 10.
Tank Commander
Reduced some of the bonuses provided by the tank commander. Previously they were too high for an upgrade that costed very little. This mainly targets the detection and veterancy gain.
-Veterancy bonus from 1.2 to 1.1.
-Camouflage Detection increase from 20 to 10.
Churchill MK. VII Infatry Support Tank
Slight cost reduction to better reflect its performance as it relies on absorbing damage than dishing it out. Grenade damage distance edited so they drop-off and reduce the one-hit kill radius. Population lowered as it is not a true heavy while its smokescreen ability penalty to speed has been lessened.
-Cost from 540 manpower and 180 fuel to 490 manpower and 170 fuel.
-Grenade damage now drops-off properly. Distance from 4/4/4 to 1.25/2/4.
-Smoke speed decrease from 0.5 to 0.85.
-Population from 18 to 16.
Churchill All Variants
-Rear armoured reduced from 180 to 140
Churchill Crocidile (Thanks to Mr. Smith for idea and implmentation)
The Crocidile now has its main gun as the primary weapon while the flamethrower receives attack commands. The Flamethrower can now be toggled to either obey attack commands or ignore them. Removed the flame sweep weapon and placed some of the stats to the regular flamer. Will do some adjustments afterwards depending on feedback.
-Toggle ability added allowing the Flamethrower to no longer receive attack commands or obey them.
-Flamesweep weapon removed.
-Flamer damage from 10 to 12.
-Regular flame range from 25 to 30.
Comet
Reduced the range of the Comet's smoke abilities to prevent it from disabling targets from extreme ranges. Smoke remains as WP no longer causes criticals and to give the player more options if they just want to block LOS for their own units.
-Smoke Range from 80 to 60
-WP Range from 80 to 50.
-WP Smoke DOT no longer causes Criticals.
-No longer loses Smoke ability when veterancy 1.
-Rear armoured reduced from 180 to 120
Cromwell
Smoke file is linked to the Comet and 80 range is still far too much for this ability. Still can smoke off ATGs with only a minor chance of return fire when sighted beforehand. Increased the Cromwell's target size. Previously it was too small matching armoured cars in terms of target size which made it incredibly difficult to hit with other medium tanks. It is still the smallest medium tank, but will be easier for other AT weapon to engage. Furthermore, its rotation rate has been lowered to lower its ability to crush infantry by making sharp turns.
-Target size from 18 to 20
-Smoke Range from 80 to 60.
-Rotation speed from 38 to 34.
Sexton
Increased the AOE to improve performance to be on par with the updated 25 pounder and increased the number of shells to be more effective at destroying structures and area denial. Wind Down reduced to allow for the Sexton to drop its shells on the area faster.
Veterancy changed to improve the rate it ranks up.
-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
-Valentine Sexton Supercharge Barrage no longer shares a cooldown with the main barrage.
- Veterancy rate from 2020/4040/8080 to 1500/3000/6000
Infantry Section (Both variants)
Increased range of the artillery flares to make them more useable. Minor adjustment to ensure cost is the same when recrewing weapons. HEAT grenades are now available for Tommies when Mill Bombs are purchased to give Tommies some ability to deter/snare armour and protect 6pdr ATGs against early light armour without the need to lock into AEC. Veterancy adjusted to match the units actual cost.Adjusted veterancy 3 so the IS drops weapons left often and their weapon accuracy is more on par with other factions.
-Artillery flare range increased from 30 to 35
-Cost properly adjusted so reinforce is the same, even when manning weapon teams
-Removed Scoped Lee Enfields at veterancy 3.
-Weapon accuracy bonus from 1.2 to 1.25.
British Trenches
Trenches can now be stolen if they are left unattended to add a risk-reward element but are also cheaper for the British to produce. They still cost manpower as they can be placed anywhere on the map unlike other trenches and have no requirements.
-Trench cost from 50mp to 25mp
-Becomes neutral upon compeletion and when de-garrisoned.
Sappers (Both variants)
Lowered the bonus from veterancy 3 for the Sappers. Previously it made their reinforcement cost too low. The squad's minesweepers also now takes up and weapon slot and you cannot double up weapon while the upgrade is in process unless canceled.
-Reinforcement modifier at veterancy 3 from 0.5 to 0.7.
-Minesweepers now take up a weapon slot.
Sniper
Increased range of the artillery flares to make them more useable.
-Artillery flare range increased from 30 to 45.
Universal Carrier
A slight cost increase due to the improvements to the unit and increase in British starting manpower. Modified cooldown and burst duration to make the Vickers K more powerful at short distance. Previously the DPS was relatively flat with only a minor decrease at max range. Furthermore, Vickers K upgrade has increased range to emphasis the vehicle's role as fire support and remaining in the back of the line to support nearby troops.
-Wasp upgrade from 90 to 70.
-Wasp range from 32 to 35.
-Vickers K range from 35 to 40.
-Cooldown from 1.5/2.5 to 1.25/1.5 for Vickers K
-Burst duration and rate of fire standardized to 1 at all ranges for Vickers K.
-Health improved by 40 when upgraded with either weapon.
-Has Self-Repair stock.
-Veterancy 1 replaced with an increased in sight by 7.
Centaur
Improved effectiveness against aircraft. Will down them in one burst in most cases to help compensate for its slow turret like it currently does the majority of the time. Also improved damage to garrisons as it was previously too low. Improved the speed of the Centaur. Previously it was too low making it difficult for the unit to escape and its damage change means it's no longer capable of destroying infantry as quickly. It still maintains its low target size to aid in survivability.
-Damage against garrison cover from 0.5 to 0.75.
-Weapon deals 100% bonus damage against aircraft.
-Speed from 4.5 to 5.4.
Valentine Tank
Reduced its population and veterancy requirements as this is a support tank with only moderate combat effectiveness which made it difficult to gain veterancy. Damage has been increased to improve combat performance, but its ability to crush has been removed while retaining its fast rotation.
-Population from 12 to 9.
-Veterancy from 1820/3640/7280 to 1400/2800/5600
-Damage from 80 to 120.
-Human crush removed.
Infantry Section Gammon Bomb
Reduced its cost due and gave it bonus damage against structures to match Satchel Charges.
-Cost reduced from 75 to 50 munitions.
-Now has 100% bonus damage against structures and defenses.
Platoon Command
Increased teching time of Platoon Command to be higher to be closer to the time it takes other factions to tech.
-Build time from 17 seconds to 45 seconds
Company Command Post and Bofors
Removed teching cost on Bofors to make it more viable over the AEC as it arrives sooner and is cheaper to deploy and lockdown areas with also the benefit to pack up. Company Command Post cost raised to match other factions teching price for the equivalent tier.
-Removed the cost of bofor tech unlock. Research time remains the same.
-Company Command post fuel from 115 to 135.
Airlanding Officer
Changed Herioc Charge modifiers. Previously they were too potent for what they offered, especially given its cost.
-Recieved Accuracy bonus from 0.25 to 0.8.
-Accuracy bonus from 1.4 to 1.2.
Tactical Artillery Cover
Increased the time for the artillery to come down to give players more time to react before suffering suppression or turret locks when the artillery does arrive. Removed engine critical and decreased cost.
-Delay before the Overwatch action from 4 to 6.5
-Cost from 250 and 220.
-No longer causes engine damage.
-Duration from 70 seconds to 50.
-Turret lock from 15 seconds to 10 seconds.
Mortar Pit
Veterancy requirements adjusted to reflect the unit's cost as previously the mortar pit could gain veterancy after just a few hits as it matched the requirements of the 240mp mortars. Slowed down the rate of auto-fire for both mortars.
Decreased the auto-fire range of the Mortar Pit to prevent the emplacement from covering a large area with minimal micro with its double mortars. Barrage recharge time slightly reduced to compensate.
-Mortars 1 and 2 Auto-Fire range from 115 to 80.
-Mortar 2's Near AOE from 0.25 to 1.
-Barrage Recharge from 75 to 50 seconds.
-Smoke Barrage recharge from 75 to 35.
-Veterancy requirements ichanged from 480/960/1920 to 700/1400/2100
Bofors
Decreased range of the Bofors suppressive barrage to allow indirect-fire to properly counter the emplacement.
-Bofors Barrage range from 80 to 60.
17 Pounder Emplacement
Reduction on fuel for the 17pdr emplacement to make it a more ideal option for locking down an area against armour. Population reduced given its lack of mobility and vulnerability to indirect fire.
-Cost Reduced from 400 manpower and 75 to 400 manpower and 60 fuel.
-Population from 20 to 12.
Commando Glider
Can now produce additional Commandos from the glider when the glider is in friendly territory that is in supply. Furthermore, the call-in cost has been reduced due to how telegraphed the ability is.
-Cost from 500 to 420 manpower.
Commando
Minor changes to the Commando to ensure their ambush bonus works properly. Also changed the ability to work with other weapons. Cost increase on the light gammon bomb due to its power in comparison to other grenades as it deals 120 damage with drop-off that is on par with a bundle grenade which has 80 damage.
-Commando ambush bonus now applies to all weapons in the squad for 5 seconds, but no longer has an infinite duration it previously had as the value had been set at 0.
-Light Gammon Bomb from 35 to 40 munitions.
Bren Gun
Previously, when dropped, the Bren Gun would always give the Tommy version to anyone who picked it up.This has been fixed.
-Proper variants added to their specific unit types meaning Commandos picking up a dropped Bren will use the one meant for LMG user who can fire on the move, not the Tommy version.
Advanced Emplacements Commander Abilities
-Health Bonus upgrade from 1.3 to 1.2.
Mill Bombs
Mill bombs no longer requires tech to match other grenades research. Grenade now also unlocks HEAT grenades for the standard Infantry to give the upgrade more incentives, especially when Tommies are not a unit that would commonly be moving in rnage to use grenades.
-HEAT Grenades for the standard Infantry Section are now unlocked when Mill Bombs are purchased.
-Fuel cost from 15 to 20.
Ostheer Show Spoiler
Ostheer
251 Half-Track
Improved the armour to allow the 251 to take more small-arms damage and availability of the Half-Track to give Ostheer a risk/reward strategy early game. Slight reduction in aim times to allow for the vehicle to be better at kiting. Cost reduced to make it more affordable and in line with its performance. Garrison damage on the flamethrowers reduced to avoid the vehicle instantly clearing garrisons.
-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.
-Armour from 9 to 14.
-Now available from the Infantry Company(T1) building after Battlephase 1 has been researched.
LefH 105mm
Static artillery changes done to make them more affordable in the late game where manpower is harder to obtain in exchange for fuel.
-Fixed veterancy issues where the scatter bonus did not apply when the lefh reached veterancy 3.
-Price change from 600 manpower to 400 manpower and 45 Fuel.
Brummbar
Price changes to put it in line with its current performance. Reload time standardized to make it more consistent. Given heavy crush to help with path-finding. AOE adjusted to improve consistency as the damage quickly drops off by 2 meters. Replaced Prioritize to Hold-Fire to give the player more control over its shots.
-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
Panzer IV
Slightly improved the penetration of the Panzer IV to increase its anti-armour performance at range while the Allied tanks retain superior short-range penetration.
Penetration from 120/110/100 to 125/115/110
Elefant
-Rear armour from 150 to 110.
Heavy Panzer Corp
Price reduced to make Ostheer T4 more affordable given the price of the expensive units it houses.
-Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel.
Support Armour Korp
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.
Panther
Accuracy and moving accuracy increased to put it inline with its role of being a mobile tank hunter.
-Moving accuracy increased from 0.5 to 0.6.
-Accuracy from 0.6/0.04/0.03 to 0.06/0.05/0.04
Panzerwerfer
Slight reduction on its AOE damage to reduce its devastating effect and a slightly higher cooldown to delay rocket impact.
-AOE distance damaged from 1/0.5/0.3 to 1/0.4/0.2
-Now has 0.1 second cooldown between rockets to make them all land slightly slower between each rocket impact.
Railway Artillery (First shell)
Reducing the power of the railway's first shell which has pin point accuracy so it does not instantly kill howitzers and weapons. Gun can still be wiped by the other shells.
-Damage against team weapons reduced by 50%.
Stuka 37mm Cannons (Single and Loiter)
Reducing non-necessary RNG. Also reduced its powerful to prevent it from one-shotting light vehicles and tanks. Acts primarily as area denial and support against armour rather than being able to destroy vehicles in a single pass.
-Removed critical chance on deflection.
-Damage from 60 to 45. (Loiter)
Ostruppen and Ostruppen Reserves
Adjusted the bonus to avoid Ostruppen from becoming too powerful with weapons.
-Cover bonus and weapon penalties now only apply to the Ostruppen Kar98K.
-One squad from Ostruppen Reserves always comes with an MG42.
Sniper G-43 Incendiary Shot
Reduced the accuracy of the Incendiary shot from 11 to 2 to match regular sniper shots which makes the weapon less powerful vs retreating models.
-Accuracy from 11 to 2.
Puma Target Weakpoint
Previously the stun was too powerful on a mobile unit, especially when targeting weaker tanks. This has been changed to match the Stug G.
-Changed the stun to a turret jam to match the same critical used by the StuG.
StuG E Target Weakpoint
Previously the stun was too powerful on a mobile unit, especially when targeting weaker tanks. This has been changed to match the Stug G.
-Changed to lower vehicle's stats (reload, sight, speed) by 25% for 15 seconds.
-Cost from 35 to 25.
Stuka Dive Bomb
Reducing the power of the stuka dive bomb against guns and team weapons to allow for full health howitzers and field guns to survive and be recrewed.
-Damage against team weapons reduced by 50%.
-Removed the ability to instant kill infantry should it cause any harm.
-AOE from 15 to 13.75
Ostwind
Improved its effectiveness against aircraft due to its long reload after the initial shots. Will down aircraft in a full clip. Lowered the moving scatter to help the Ostwind better kite infantry.
-Non-vetted weapon gives 100% bonus damage against aircraft.
-Veterancy 2 weapon now gives 150% bonus damage against aircraft.
-Moving scatter from 2 to 1.5.
Panzer Grenadiers
Improved the G43 upgrade to have more use over the STG44 by improving mid-long range damage further. Vet 1 Changed as a revamp.
-G43 cooldown from 0.25/0.75/1.5 to 0.25/0.5/1.15
-G43 Aim Times from 0.25/1.5/3.5 to 0.25/0.8/2.15
-G43 Accuracy from 0.78/0.624/0.564 to 0.78/0.65/0.6
-G43 range from 6/18/35 to 6/22/35
-"Field Medical Kit" changed to "Mark Target". This ability is used on hostile infantry causing them to take 15% additional received accuracy. During this time, the Panzer Grenadiers also receive this de-buff.
-Cost properly adjusted so reinforce is the same, even when manning weapon teams
Stormtroopers
Granted 4 G43s that use the PGs version at a higher price to make them more unique over Grenadiers. Adjusted experience levels as they were previously too high.
-Now have access to G43s. Old Panzergrenadier version. Gains four for 75 munitions
-Experience levels set to 540/1080/2160.
Pak 43
Changed the pricing to make the Pak 43 less heavy on manpower, but require fuel to be placed. Gun health increased to help the gun itself survive single artillery strikes.
-Cost changed from 500 manpower to 380 manpower and 30 fuel.
-Gun health from 470 to 600
250 Half-Track
Cost adjustment to the 250 and weapon changes to make it slightly more useful without its garrison. Can also now gain spotting scopes.
-Dispatch fuel cost from 30 to 20.
-Now has an MG. Uses 251 pintle stats. (Position on the 250 slightly bugged/ gun floats without a mount)
-Can now be upgraded with spotting scopes.
-Now Gains Veterancy
Vet 1: +10 Sight
Vet 2: +25% Burst Duration, +20% Accuracy, -20% Reload, +20% De/Acceleration
Vet 3: +30% LOS, +20% Speed and Rotation
250 LMG Grenadiers
Equalized them with the standard Grenadier profile for consistency.
-No longer gain the 25% range increase for the rifle grenade to match regular Grenadiers.
-Now has consctruction penalties.
Assault Grenadiers
Modified their cost to bleed slightly less manpower due to their need to be up close to deal damage and reduced grenade cost to make it more viable which relies on the number of members to be effective. Panzergrenadier squad leader armour from 1.5 to 1 for standardization. Veterancy 1 replaced to diversify the squad as a start towards revamping unit veterancy for Eastern Front Armies.
-Reinforce cost from 28 to 26
-Grenade ability cost from 45 munitions to 30.
-Panzergrenadier squad leader armour from 1.5 to 1.
-Medical kits replaced. Gains -10% received accuracy and faster recharge on sprint by 25%.
-Aim-time and ready-aim times adjusted for the grenades to allow for faster throwing.
Sdfkz 222
Previously the 222's Coaxial MG had no rotation with only a 10 degree firing cone with no ability to traverse making it difficult to track targets it chases after, particularly at close-range. The reload has been shortened the reload on the MG to reduce the length the MG is not firing.
Increased health, cost, armour, range, and acceleration to help the 222 kite other light vehicles.
-Coaxial MG now has 10 degree traverse to the left, right, and up.
-Coaxial MG Reload from 6/6.5 to 4/4.5.
-2cm autocannon accuracy at far from 0.025 to 0.035
-Moving accuracy of the 2cm accuracy from 0.5 to 0.75
-Health from 240 to 280.
-Autocannon range from 40 to 45.
-Cost from 210mp/15fuel to 280mp/45fuel
-Acceleration from 2.4 to 2.8
-Armour from 9/4.5 to 12/6.
-Coaxial MG now gains accuracy bonuses at veterancy 2.
-222 autocannon can now attack ground.
-Coaxial Range from 35 to 40.
Pioneers
Minor addition of sandbags to give the faction some ability to build heavy cover outside of their 150mp bunker.
-Can now construct sandbags.
Assault Officer
Reduced population of the unit due to its single limit, veterancy being focused on support, and its reliance on abilities over other combat squads. Slight cost reduction on Coordinated Barrage. Vet 1 modified to be a smaller version of Light Artillery Barrage.
-Population from 9 to 6.
-Coordinated Barrage from 80 munitions to 70.
-Veterancy 1 Medical-Kits replaced by Light Barrage.
Grenadiers
Changed their veterancy for more diversity amongst the Ostheer infantry roster.
-"Field Medical Kit" changed to "Model 24 Grenade". Allows the Grenadier squad to throw a single Model 24 allowing the squad to have some sort of self-defense against units that close in.
Bunker
Will no longer automatically kill units inside when destroyed to match other garrisonable objects that can be constructed and improved the functionality of the command bunker to give it more use and a reason to place it on the field due to how easy it is to destroy.
-Chances to survive from 0 to 75% per entity.
-Command bunker now grants a 10% improved accuracy and reload to nearby units with 35 meters.
Field Medical-Kit
Adjusted the ability as it is found now only on the pioneers and Ostruppen so it has better value per use.
-Now heals 60 health in total from 40.
-Cost from 20 munitions to 10.
Ostheer Trenches
Rather than just providing a single trench with the ability, it also allows Grenadiers, Ostruppen and Panzer Grenadiers to construct sandbags and wire to provide more defensive use.
-Panzer Grenadiers, Ostruppen and Grenadiers are allowed to build sandbags and wire with this ability.
Hulldown (Defensive Doctrine)
Unique to defensive doctrine, Hulldown allows Panzer IV and StuGs to be camouflaged when hulled down and are in friendly territory to reinforce the defensive posture of this ability.
-Regular Panzer IVs and StuG will be camouflaged in friendly territory when hulled down using the Defensive Doctrine. 2x accuracy from first-strike. Six second delay before the cloak activates.
Jaegar Light Infantry (Jeagar Light Infantry Doctrine - Experimental- 1 CP)
Added a new unit to the doctrine to add more utility to doctrine that is heavily invested on munition upgrades.
-Jaegar Light Infantry can be called from off-map for 270 manpower. This squad moves slightly faster than other infantry, has camouflage, and decaps territory 30% faster than most infantry. Only carries unique Kar98ks and can sprint.
*0.9 Received Accuracy Base. Kar98K DPS(0/15/35): 4.3/3.8/2.9. 40 Sight.
*Veterancy 1: Self-Healing when out of combat
*Veterancy 2: Sprint duration increased by 25%, 50% first-strike bonus, +40% weapon accuracy
*Veterancy 3: +5 Weapon Range, -20% Receieved Accuracy
OKW Show Spoiler
OKW
Weapon Crews
Adjusted the weapon crew base weapon to be in line with other weapon teams. Previously it was set to the Volk rifle.
-Now use a different weapon from Volks that is less effective at all ranges to match other crew weapons.
Volksgrenadier
Some slight adjustments to Volksgrendier veterancy, lowering the power at end-game, while boosting mid game survivability.
-Veterancy 3 Received accuracy from 0.9 to 0.86.
-Veterancy 4 Accuracy from 1.15 to 1.1.
-Veterancy 5 Cooldown from 0.8 to 0.9.
Raketenwerfer
Now has pinned penalties to match other weapons and a delay on cloak. The delay was to stop Raketens from hiding the moment they see sight of the enemy. Aim-time changed to match other ATGs.
-Now has weapon penalties when pinned.
-Added a 6 second delay before the camouflage activate when the ability toggled.
-Aim-Fire set to 0.125.
Combat Blitz
Reduced the bonuses on Combat Blitz to match Ostheer's version given OKW's munition expenditure is now the same.
-Speed modifier reduced from 40% to 20% to match Ostheer Blitzkrieg.
-Accuracy bonuses from 200% to 50%.
-Received accuracy reduction from 50% to 25%.
ISG 75mm
Boost to the ISG's distance profiles to improve mid and far AOE and slightly improved AOE radius to improve the weapon's performance at its intended role of indirect fire. ISGs can now also launch smoke to block LOS to aid with OKW assaults.
Modified the ISG's veterancy while re-introducing a new version of the Hollow Charge Rounds ability. Auto-Fire values remain the same to emphasize the ISG's role as a barrage weapon.
-Veterancy 2 modifiers to 0.75 reload on Barrages.85 on Auto-Fire while smoke range increased by 33%.
-Veterancy 1 1.05 range boost to Hollow Charge. A single hollow Charge round is fired at a single target area and deals 120 damage to armoured vehicles with 400 penetration. Projectile has very fast speed and no scatter, but does not track vehicles, deals less damage to infantry and has no AOE. Low cooldown.
-Veterancy 5 changed to fire double Hollow Charge Rounds.
-AOE Distance profile from 0.75/1.5/2.25 to 0.75/2/3.5
-AOE from 3 to 3.5.
-Can now launch smoke from a five round barrage.
-Auto-fire range from 100 to 80.
-Damage versus building profile changed to match mortars.
Hetzer
Improved its damage slightly and range due its fixed gun nature, specialization as well as its mediocre mobility.
-Damage from 10 to 12.
-Burst from 2 seconds to 3.
-Range from 32 to 35.
Fallschirmjager
Due to the high cost of the unit, the squad's received accuracy has been reduced to improve survivability to match other Axis elite infantry.
-Received accuracy modifier from 0.87 to 0.8.
-Cost properly adjusted so reinforce is the same, even when manning weapon teams
Flak Emplacement
Significant improvements to the flak emplacement due to its fragile nature and its inability to brace and its vulnerability to being decrewed. Attack now uses accuracy like the Flak Half-Track to improve its chances to hit targets. Range increased to better respond to incoming attacks and its AA ability has been improved. Suppression value adjusted due to its higher accuracy to avoid instant-pinning. Initial crew cannot be sniped.
-Gun health from 470 to 560.
-Initial crew cannot be sniped.
-Now has higher accuracy value. 0.05/0.0375/0.025 to 0.775/0.5/0.46.
-Range from 40 to 45.
-25% increased penetration against aircraft.
-30% increased damage against aircraft.
-Cooldown reduced to 1.75 seconds
-Gun now has a higher target priority. Units will now focus on shooting the gun over the crew.
-Increased the number of cooldowns required before reloading from 1-2 to 5.
-Accuracy against targets in heavy cover/garrisons from 0.5 to 0.8. Light cover to 0.9.
-Crew should now take 50% less damage.
-Can now use attack ground.
-Damage versus garrison cover from 0.25 to 0.375
-Crew from 2 to 4.
10.5cm leFH
Adjusted the veterancy of the OKW leFH to match its Ostheer counterpart with two abilities added to veterancy 4 and 5.
-Veterancy adjusted to match leFH veterancy.
-Veterancy 4 provides Zeroing Barrage. This barrage increases in rate of fire and accuracy the longer the howitzer fires.
-Veterancy 5 provides Rapid Barrage. 3 standard howitzer shots, but the cooldown for the next barrage is reduced to 33 seconds.
Base Flak Defense
Being the starting base defense, removed their ability to engage air to avoid downing planes instantly that may come over the OKW base which other factions cannot do.
-Can no longer target aircraft.
Ostwind
Improved its effectiveness against aircraft due to its long reload after the initial shots and slow rate of fire compared to other AA units which fire long bursts.
-Non-vetted weapon gives 100% bonus damage against aircraft.
-Veterancy 2 weapon now gives 150% bonus damage against aircraft.
-Moving scatter from 2 to 1.5.
Pak 43
Changed the pricing to make the Pak 43 less heavy on manpower, but require fuel to be placed.
-Cost changed from 500 manpower to 380 manpower and 30 fuel.
MG34 HMG Team
Raised MG 34s accuracy to improve its damage output against targets at range and reduced its cooldown to improve damage output and engaging multiple targets. MG-34s are now standard in the OKW arsenal.
-Mid accuracy from 0.41 to 0.5
-Cost from 210 to 230.
-Far accuracy from 0.14 to 0.28
-Cooldown from 2.5/3 to 2.5/1.75
-Now available in the starting truck once any truck has been placed.
-Model reinforce corrected from 25 to 22 for the initial team.
251 Flak HT
AOE boost to make it more effective against grouped infantry and reduced its non-vet set-up time to better allow it to deploy and redeploy to areas it is required to be. Smoke given a munition price due to OKW now having full income. Penetration improved to help deter approaching light vehicles.
-AOE increased to 1.3 from 1
-Initial set-up time reduced from 4 seconds to 2.75.
-Smokescreen costs 20 munitions from 0.
-Damage versus garrison cover from 0.25 to 0.375.
-Non-vet and vetted weapon have 100% increase in damage against aircraft and 50% increased penetration.
-Weapon penetration from 20 to 35.
Jagdpanzer IV
Added a delay to the Jagdpanzer's cloak to prevent it from being able to cloak in the midst of combat. Reduced the power ot a Jagdpanzer's Veterancy 5 bonus, namely the damage it could deal when firing out of cloak. Cloak revert time also increased to make it more difficult for the vehicle to return to camouflage after firing. Increased its detection radius to make the vehicle easier to detect while in combat or when chased.
-Vet 5 First-strike bonus damage from 240 to 80.
-Cloak Revert time from 4 to 12
-Radius from when it gets detected from 10 to 15.
-6 second delay before the cloak activates.
Panzer IV Ausf J
Slight cost reduction from its previous state to be better in line with other more advanced medium tanks. Increased penetration to improve effectiveness at range vs medium tanks.
-Fuel cost from 150 to 145.
-Penetration from 120/110/100 to 125/115/110.
Panther
Slight cost reduction to be better in line with other more advanced medium tanks. Improved the vehicle's range accuracy to reflect its performance with other TDs/AT vehicles.
-Fuel cost from 200 to 190.
-Accuracy from 0.06/0.045/0.035 to 0.06/0.05/0.04.
Panther Command Tank
Adjusted Mark Target to better represent its performance as it can be used in an instance and previously allow the Panther Command Tank or its support to burts down medium tanks and below with minimal escape chance.
-Command Panther Mark Target Price from 35 to 50 munitions.
-Mark Target Stats on Target to: 25% Received Damage, -25% Armour, +25% Received Accuracy for the duration
Jagdtiger
Increased price due to OKW having full income and its power in-game.
-Dispatch cost from 720 manpower and 245 fuel to 720 manpower and 280 fuel.
-Rear armour from 150 to 110.
King Tiger
Added CP requirement to be in-line with the timing of other heavy tanks. Fuel adjusted for OKW side-tech. Veterancy has been shifted around to fit into an ongoing design where veterancy 1-3 provide regular stats while veterancy 4 and 5 provides utility and abilites.
-Veterancy 4 and 5 bonuses moved to level 3.
-Spearhead ability moved to veterancy 4.
-Long Shot ability added for veterancy 5. This ability allows the KT to fire a single shot at a vehicle at range 60 after a 4.75 ready-aim time.
-Requires 14 CPs to call in.
-Rear armoured reduced from 225 to 150.
-Deflection stun removed.
-Fuel cost from 310 to 280.
Battlegroup Headquarters
Added a cost to the Medics to be in line with the other factions due to OKW now having full income.
-Medics must now be purchased as an upgrade. 100 manpower 10 Fuel.
Mechanized Headquarters
Added a cost to the pioneers to be in line with the other factions due to OKW now having full income.
-Repair Pioneers must now be purchased as an upgrade. 100 Manpower 10 Fuel.
Panzer HQ
Added an upgrade to enable the Schewer Panzer HQ to fire to make it more difficult for OKW players to immediately lockdown a sector once they have deployed this structure.
The HQ can now also arrive earlier for the deploymen of Obersoldaten, but requires an upgrade to bring in tanks.
-Flak Cannon must now be purchased before it become active. 120 munitions.
-Removed random deflection chance to down aircraft.
-Can now manually target as the cannon must now be purchased.
-Schewer Panzer HQ Set-Up from 240/120 to 100/60
-Upgraded added to Panzer HQ called "Medium Panzer Authorization". Costs 100/60 and allows the deployment of Panthers, Jagdpanzers, and Panzer IVs.
Obersoldaten
Weapon price adjusted due to OKW's full income and the power of their weapon upgrade. Reduced their manpower cost and reinforce so they can be fielded more easily and are in-line with their stock stats and weapons. Passive suppression removed and changed for an ability to significantly reduce the power of Veterancy 4 Obers in prolonged engagements.
-LMG 34 cost from 60 to 80 munitions.
-Infrared STG44 cost from 60 to 80 munitions.
-Price reduced from 400 manpower to 360. Reinforce cost remains unchanged.
-Reinforce time from 12.5 seconds to 9. Build-time to 36 seconds from 50.
-Cost properly adjusted so reinforce is the same, even when manning weapon teams.
-Veterancy 4 Recieved Accuracy from 0.8 to 0.9.
-Vet 4 passive suppression removed. Replaced by a timed ability similar to the Paratrooper's LMG Suppression ability. Free, but has a long cooldown and reduces damage dealt.
Sturmpioneers
Adjusted for consistency while veterancy 1 requirements were lowered and medical-kit cost was lowered as OKW is the only faction locked into a specific tech path for healing. Panzerschreck added to the unit.
-Cost properly adjusted so reinforce is the same, even when manning weapon teams.
-Medical-kit from 40 to 25.
-Veterancy 1 requirement set to 480 from 640.
-Can be equipped with a single panzerschreck for 70 munitions. Locks-out Support package and reduces repair rate by 1 and construction rate by 25%.
Panzerfusiliers
Moved population up to match other units, especially due to their scaling, durability and power, particularly when upgraded and vetted. Slight reduction in late-game veterancy power due to OKW getting improved tools for its core.
-Population from 6 to 7.
-Veterancy 4 Accuracy from 1.2 to 1.1.
Base Flak Defense
Being the starting base defense, removed their ability to engage air to avoid downing planes instantly that may come over the OKW base which other factions cannot do.
-Can no longer target aircraft.
Panzer Commander
Ability adjusted to be be more in line with the British Tank commanders.
-Vision sight bonus from 6 to 10.
-Gains accuracy bonus of 10% similar to British tank commanders.
-Artillery ability from 120 munitions to 80.
-Cost from 30 to 25 munitions.
-Research time from 30 to 15.
-Artillery barrage range from 35 to 45.
Forward Retreat Point
Slight reduction on the cost of the forward retreat point due to introduction of side-tech.
-Cost from 300 to 240.
Soviets Show Spoiler
Soviets
HM-120 38
Changed population to match other indirect-fire pieces. Previously set too high for it performance.
-population from 7 to 4. Total population with crew now 10 from 13.
Dhsk HMG
AP rounds improved to match the MG-42s and to make the ability more likely to be used. Sprint removed to make this powerful MG easier to flank and displace if caught out of position. The improved AP rounds replaces this ability.
-AP Rounds now increase damage by 25% and add 10 penetration. Previously the penetration was multiplied by 3.
-AP ability moved to veterancy 1 and replaces Sprint.
-AP Rounds now cost 20 munitions.
-Can no longer suppress when pinned.
ML-20 Howitzer
Static artillery changes done to make them more affordable in the late game where manpower is harder to obtain in exchange for fuel. Fixed some bugs with the veterancy not properly applying to the ML-20's new barrage it gains at vet 1 and the scatter not applying to its vet 3 barrage. Slight boost to mid AOE to improve damage output.
-Price change from 600 manpower to 400 manpower and 45 Fuel.
-Mid AOE Profile from 0.15 to 0.25.
-Veterancy for recharge and scatter should now properly apply to the ML-20.
T-34/76
Updated veterancy 1 to be more in line with the rest of the EFA rework.
-Veterancy 1 now increases accuracy and reduces cooldowns on the hull and coaxial machine guns. 1.15 Accuracy and 0.85 to cooldown.
Sniper
Health was increased on the snipers to improve survivability, especially with the change to sniper received accuracy. Unit modified to have a sniper and a spotter. Spotter has more sight than the sniper, but is required for the sniper to utilize their range. Sniper rifle will no longer transfer to the next model as it's only useable by the sniper of the squad
-Health increased to 82 for the sniper model. Spotter model has 64 health.
-Spotter and Sniper now separate. Sniper carries the actual sniper rifle which can no longer be transferred to the spotter on death.
-UI for the sniper rifle on appears when the Sniper model is alive and disappears when they die. Reappears when the model is reinforced.
SU-76
Reduced penetration due to not overlap with the SU-85s role in destroying heavier armour unless its used in groups. Still has enough penetration to engage mediums and barrage weapon improved to compensate by reducing damage drop-off between short and mid range of the AOE. This reinforces its role as a versatile support weapon.
-Penetration reduced from 200/190/180 to 180/165/150
-Barrage mid distance from 2 to 3.
-Barrage mid distance modifier from 0.15 to 0.2
SU-85
Changed the SU-85 to match the improvement of other tank destroyer since WFA release. Stats modified to make it slightly less clunky when on the move and are geared to destroying heavier armour with the higher penetration, but increased reload speed. Made more survivable by being harder to hit, similar to the Jagdpanzer, but slightly more costly.
-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.
B-4 Howitzer
Changed to match the other howitzer changes. Adjusted B-4 population to properly match other team weapons. Adjusted the B4 to make it more effective at area denial through a long and slow barrage while toning down its damage to be less of a massive RNG cannon.
-Price change from 600 manpower to 400 manpower and 45 Fuel.
-Gun population from 0 to 11
-Crew population from 3 to 1
-Barrage from 1 shell to 3.
-Barrage damage from 640 to 320.
-Barrage from 1 shell to 2.
-Far AOE from 7.5 to 10. Far modifer from 0.5 to 0.1.
-Mid AOE modifer from 0.15 to 0.3.
IL-2 Loiter Ability
Given two planes and damage reduced to match other loiter abilities, though will still be more powerful than a single strafe previously. Penetration improved to make it more effective against vehicles.
-Damage from 8 to 5
-Penetration from 42.5 to 60
-Now targets infantry and vehicles.
M-42 Anti-Tank Gun
Significant improvements through abilities to make it more useable and unique and closer to a Raketen than the larger anti-tank guns. Price has been slightly increased.
-Crews can now cloak the gun with 25% reduced speed.
-Can retreat.
-Gains 100% increase to penetration when firing its first shot from camouflage with 25% increased accuracy.
-Cost from 200 to 220.
-Can now be suppressed.
-Penetration from 100/80/60 to 110/90/75
-Gun health standardized with other basic team weapons.
-Population from 6 to 7.
M5 Quad Mount
Reduced its damage heavily against aircraft, but gave it a massive boost to penetration against air to ensure it doesn't shoot them down instantly due to its very high rate of fire, but can deals consistent damage.
- Damage against aircraft set to 0.6.
- Penetration multiplier against aircraft set to 35.
M3 Scout Car
Improved the rate at which the M3 gains veterancy due to its limited combat effectiveness when ungarrisoned and improved its survivability when vetted up. M3s also receive a cost reduction when the Tankiovy Battalion is constructed.
-Veterancy requirements to 380/760/1520 from 460/920/1840.
-Veterancy 2 provides the M3 with -25% Receieved accuracy.
-Fuel cost to 5 when Tankiovy Battalion is constructed.
ISU-152
Improved the ISU-152 far penetration to have less deflection chance against heavier vehicles at range.
-Penetration at far set from 200 to 220.
-Rear armour from 155 to 110.
KV-1
Increased the tank's health to improve its survivability to offset its mediocre damage output. Veterancy changed to be more unique to emphasize that KV-2's role as a support/meatshield tank used to anchor a line.
-Veterancy 2 Horizontal Traverse Speed removed. Replaced by an aura that boosts nearby infantry, increasing accuracy by 10% while reducing received accuracy and cooldowns by 10%. 25 meter radius.
-Veterancy 3 Reload modifier removed.
-Veterancy 3 Speed and rotation modifier from 1.2 to 1.15.
-Veterancy 3 allows the KV-1 to repair 1.25 health every second when out of combat and increase the tank's health by 160.
-Health from 800 to 960
-Vet 1 to "Defense Mode" from "Capture Point". Defense mode halts all movement of the tank in exchange for 0.8 recieved damage and lowers reload speed by 0.85.
IS-2
Updated its veterancy 1 ability to be more unique as part of a general EFA veterancy 1 rework.
-Gains "HE Shot" ability. Gives the IS-2 the ability to fire a shell at that target location that has significant AOE but less damage over the standard shot and will stun vehicles for 2.5 seconds on hit. Requires 4 seconds of aim time before it fires.
Ram
Now causes stun on both vehicles on hit to be less all in. Instead the ability acts more like a tank-guided Target Weakpoint. Increased recharge time as the T-34 no longer cripples itself and to prevent chain rams.
-Changed Ram to now deal vehicle stun critical on penetration. This stun is shorter if it deflects at 2.5 seconds versus 5. T-34 is always stunned at the maximum time of five seconds.
-Engine overheat on the T-34 time reduced from 30 seconds to 12.
-Ram recharge from 12 seconds to 30.
Assault Guards
Changed their veterancy one ability for more diversity amongst the Soviet infantry roster.
-"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.
Conscripts
Changed their veterancy for more diversity amongst the Soviet infantry roster. Moved part of their veterancy down to vet 1 as a change to reinforce cost would be too powerful early game. This change was the reinforce the role Conscripts as utility meatshield who should be up front absorbing damage for damage dealing troops without bleeding out the Soviet player. Can now be upgraded with a Serzhant after T4 is built for 60 munitions to improve late game performance.
-"Trip Wire Mine" changed to 0.9 received accuracy.
-Received accuracy at veterancy 3 changed to 0.67 to 0.6. Received accuracy at vet 3 remains the same as it was previously.
-Now at veterancy 3, the squad gains reduced reinforce cost. 20 manpower to 15 manpower.
-Can purchase a Serzhant for 60 munition after T4 is built, reducing weapon cooldown by 15% and adds a model with a Conscript PPsH. Cannot purchase PPsH package afterwards if locked in.
Penal Battalion
Significant boost to cost and effectiveness. Penals should now be able to beat most non-upgraded early-game rifle squads at any range to represent their role as dedicated AI units from a tier that lack anti-tank power and to allow Soviets to have powerful infantry without the need for doctrinal call-ins. Flamethrower package modified and given PPsh-41s to better mix for the short-range assault role of the weapon.
-SVT accuracy to .7/.65/.55
-SVT damage from 8 to 10.
-Cooldown modifiers to 0.45/1/1.7
-Squad cost increased to 300 manpower and 27 reinforce from 270 manpower and 22 reinforce.
-Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds.
-Flamethrower Upgrade now adds 3 PPsh-41s to better mesh with the flamethrower.
-Flamethrower cost from 60 to 90 and renamed Assault Package.
-Population from 7 to 8.
-Reduced the drop-rate of the Flamethrower to 10% from 33% due to the PPsH-41s that are added to the squad which are considered slot items.
-"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.
-Veterancy 3 bonus weapon accuracy from 1.3 to 1.1.
Guard Rifle
Changed their veterancy for more diversity amongst the Soviet infantry roster.
-"Trip Wire Mine" changed to "Take Cover!". This ability is similar to "Hit the Dirt!" but does not provide suppression resistance. Instead it improves accuracy by 10% when used.
Shock Troops
Changed their veterancy for more diversity amongst the Soviet infantry roster.
-"Tripwire Flare" changed to "Assault". Increases burst length and rate of fire by 13.5% for 15 seconds as well as increasing their movement speed. Causes a received accuracy de-buff during the ability by 15% afterwards. The penalty also occurs 8 seconds after the combat buffs have ended. 35 Munitions.
Tracking
Reduced the cost of the ability. While it does reveal enemies in the FOW, it was too pricey as a scouting ability as the LOS buff is not as substantial as it used to be.
-Reduced cost from 35 to 25 munitions.
KV-2
Improved the weapon on the KV-2 to make the tank more viable against armour by adding deflection damage. No longer losess sight when in siege mode as it is an unnecessary penalty when the tank loses all movement and gains received accuracy penalties. Reduced the time the KV-2 requires to set-up and redeploy due to its slow nature.
-"Capture Point" replaced with "Tracking".
-Sight penalty removed from siege mode.
-Reload of direct fire from 10-12 seconds to 9.
-Deals 40% deflection damage for both weapons.
-Set-up time from 10 to 8. Pack up from 5 to 4.
-Rear armour from 180 to 120.
KV-8
-Gains "Canister Shot" ability replacing "Capture Point". Similar to the M8 Greyhound.
Tracking
-Reduced cost from 35 to 25 munitions.
T-34-85/M4C
-Capture Point Modified. Now only reduces main gun reload speed by 50% and accuracy by 25% rather than shutting down all weapons.
Katyusha
Adjusted Creeping Barrage price to better reflect its performance and the fact it shares a cooldown with the main barrag