MedHQ
- Medic healing radius increased from 20 to 30
- Requires more space to be placed down to ensure reinforcements do not get stuck beside obstacles. (Avoids squad-trapping)
- Cannot reinforce nearby infantry if cut-off from base sector
Schwerer Panzer Headquarters (T4)
- Cost to deploy to 100/60: Starts with Jagdpanzer and Obers
Armored Assault Groups upgrade for 100/60 unlocks the Panzer IV and Panther. Must be re-researched if building is destroyed. Required for the King Tiger. Must be re-purchased if destroyed. KT requires the upgrade to be purchased only once to access after all trucks are deployed.
- Gun must be bought for 120 munitions. Can now be issued attack commands.
- Projectile no longer collides with terrain
Call-in requirements
- All OKW Call-ins receive a 25% price penalty to their MP and FU costs
- The price penalty is lifted when the âArmored Assault Groups upgradeâ from T4 is researched for the first time
Anti-aircraft performance
- The relative performance of OKW units vs air is as follows:
FlakHT = Flak emplacement >> FlakHQ
- The base flak emplacements no longer deal damage vs airplanes
OKW veterancy scaling changes
- Squads retain the majority of Vet1-Vet3 combat bonuses as is
- Vet4 and Vet5 passive combat bonuses have been replaced with abilities or conditional bonuses (e.g., requires in cover, or timed/targeted abilities)
- Veterancy levels have been reordered as follows:
- Vet1, Vet2 and Vet3 (old) become Vet1, Vet3 and Vet5 (new), with new Vet5 requiring same amount of XP as old Vet3
- The newly introduced abilities are placed as Vet2 and Vet4 bonuses
- This, essentially preserves the 5-vet bonuses of OKW, skipping out on uninspiring (but OP) raw unit stats
- At the same time, timely access to unique veterancy bonuses will help diversify the OKW roster a bit, making unit composition choices more meaningful
Thus, for most OKW units, Veterancy looks as follows:
(NEW -> OLD)
Vet1 -> remains the same
Vet2 -> new bonus
Vet3 -> old Vet2
Vet4 -> new bonus
Vet5 -> old Vet3
Note that the time it takes to reach new Vet5 is about the same time it takes to reach old Vet3.
Weapon Team Crews
- Use weapon crew Kar98k rather than Volksgrenadier Kar98k
- Reinforcement cost decreased to 22
- Received accuracy normalized (MG/LeiG: 1.25; Raketen: 1)
Volksgrenadier
- Vet2 bonus: increased sight in garrisons or cover
- Vet4 bonus: Medical kits heals at 2HP/sec passively
- Vet5 (old Vet3) RA improved from 0.9 to 0.86
- Faust from 30 to 25 munitions.
- Added a 0.375 fuse time to flame grenades
Sturmpioneers
- Concussion grenade moved to vet 1. Construction bonus at vet 3 moved to 1.2
- Population from 9 to 8
- Repair rate from 3 to 2.
- Veterancy 2 Repair reduced to 0.6 from 1.
- Panzerschreck cost from 90 to 60. Now Provides smoke grenades and no longer requires a truck to be deployed.
- Flamethrower upgrade also provides access to smoke grenades
- Reinforce time from 10 to 7. Build-time from 40 to 28 seconds.
- Weapon accuracy at vet 4 to 1.35 from 1.15.
- Combat bonuses at vet 5 removed.
- Veterancy rate gain to 580/820/1060/1640/2120 from 640/960/1280/1920/2560
Veterancy:
- Vet1: Concussion grenade
- Vet2: +20% construction bonus
- Vet3: +0.6 repair speed bonus (down from +1), -30% weapon cooldown, -23% received accuracy
- Vet4: No longer received damage while repairing
- Vet5: -23% received accuracy, +35% accuracy
Raketenwerfer
- Can no longer be suppressed
- Moves at full speed if detected while cloak ability is active (QoL)
- Accuracy increased from 0.06/0.05/0.04 to 0.06/0.0516665/0.043333 (to match other AT guns)
Veterancy:
Vet1: increases speed while stealthed by 25%
Vet2: gains +7 sight when in cover or garrisons
Vet3: -25% reload, +25% penetration
Vet4: +25% damage +15% accuracy when attacking from stealth
Vet5: Increase rotation by 15% and range by 5+
Kubelwagen
We have added a cloak ability to the Kubelwagen to help the unit's scouting role and incentivize its re-purchase later in the game. This coincides with the Siphon changes which will make the Kubelwagen more difficult to locate as it steals resources.
- Now has access to Camouflage toggle ability. Kubel moves at an extremely slow pace but becomes cloaked. Kubel is detected if units are 15m from the vehicle. Disables Detection.
-Siphon Range to 30.
- Kubel can now siphon points, reducing pointâs resource incoming and returning it to the player
- Armour from 4.5 to 2.5
- Rear Armour from 4.5 to 2.25
- Hitpoints from 190 to 210
- Population from 4 to 2
- Moving burst to 0.75 from 0.1. Moving cooldown from 0.125 to 0.675
- Detection ability now halts the Kubelâs movement
- Cannot toggle the Detection ability faster than 5 seconds
- Now gains shared XP
- Reshuffled Kubelwagen veterancy as follows: 1, 3, 2, 5, 4
MG-34
- Population from 4 to 6
- Vet2 bonus: AP rounds ability increase range by +5 for their duration
- Vet4 bonus: Sight increased by +7 when in-cover or garrisons
LE.ig (ISG)
Revamped to act as a support gun:
- Mini-assault gun when auto-attacking
- High-angle attacks when barraging
- Auto-fire reload from 6.5-7.1 to 4.25
- Fixed an issue where hold-fire wasnât working
- Penetration reduced from 75 to 35
- Cost from 330 to 280
- Crew size from 1.15 to 1
- Population from 9 to 8
- 1.75 Ready-aim time on barrages to prevent the ability to double-up on rounds
- Auto-fire range from 100 to 70
- Barrage range to 85, cooldown increased from 30 seconds to 40 seconds.
- Number of shells fired in barrage: from 4/8 (vet0/vet4) to 3/6.
- Smoke barrage available. 4 rounds, 30 secs cooldown; cooldown independent from other abilities
-Firing cone from 20 to 5
Attack stats
- AOE distances from 0.75/1.5/2.25 to 0.75/1.75/3
- AOE from 3 to 4.
- Minimum range increased to 35
- Now uses mortar profiles vs buildings. (Deals more damage to ambient structures)
- Scatter from 6 to 6.75.
- Weapon horizontal speed from 3 to 8
Hollow Charge Rounds
- Unlocked at Vet1; improved at Vet4
- Accurate, direct-fire attack that can only target armour for 80 damage, two shots
- 15 munitions, 45 sec cooldown.
- Range 60, 10 minimum.
- Ready aim time of 1.5
- Barrage bulletin effect to barrage cooldown from -25% to -10%
Veterancy:
- Vet1 unlocks Hollow charge Rounds
- Vet2 increases number of shells for the barrage to 6.
- Vet3 provides 0.85 reload speed on all weapons and abilities. +25% range on smoke
- Vet4 allows the LE.ig to fire 3 Hollow Charge rounds during the ability.
- Vet5 provides 25% range on all barrages and reduces all ability cooldowns by 33%.
FlakHT
- Population from 7 to 6
- Reduced accuracy vs vehicles (to counterbalance high base accuracy used to fight infantry)
- Projectile no longer collides with terrain
- Vet2 bonus: Old Vet5
- Vet4 bonus: Old Vet4
Luchs
- Increased scatter penalties from 1.25 to 2 to match other AI tanks
- Increased moving accuracy modifier at vet0 from 0.3 to 0.4
- Population popcap reduced from 8 to 6
- Reduced accuracy vs vehicles (to counterbalance high base accuracy used to fight infantry)
-Moves at full speed if detected while cloak ability is active (QoL)
- Vet2 bonus: Suppressive fire (old Vet5 ability)
- Vet 4 bonus: 1.4 accuracy, 1.15 acceleration and rotation for 5 seconds when attacking from stealth
Puma
- Reduced MG incremental accuracy multiplier from 1.12 to 1
- Population popcap reduced from 8 to 7
- Non-turreted vehicles will suffer from -75% speed penalty and weapons disabled for 3 seconds (down from complete stun for 5 seconds)
- Added a delay to smoke deployment (0.75 seconds)
- Smoke duration increased from 10 seconds to 15 seconds
- Vet2 bonus: Old vet5 bonus, but with range reduced from 70 to 25
- Vet4 bonus: Old vet4 bonus
Walking Stuka
- Health from 320 to 160
- Cost from 390/100 to 360/85
- Build-time from 60 to 45.
- Population from 14 to 12
- AoE distance changed from 2/4/6 to 0.5/5.5/7 (to give more consistent results)
- AoE damage far increased from 0.05 to 0.1
- Added scatter to stuka barrage (mortar)
- Added actual penalties for firing in the FoW
- Reduced damage vs buildings
- Vet2 bonus: âSaturation Fireâ ability. Allows the Stuka to fire a katyusha-like barrage on the target area
- Vet4 bonus: old Vet5 bonus
- Fixed a bug where the MG gunner could get killed by small arms fire
- Fixed an issue where the napalm barrage would receive too harsh penalties when firing into fog of war
Incendiary Rocket barrage
- Available at Vet0
- Cost from 100 to 40
- Cooldown reduced from 150 to 120 (to match HE barrage)
- Shares cooldown with HE barrage
- Dot damage normalized with other flame weapons
Obersoldaten
- Cost from 400 to 340
- Population from 10 to 9
- Upgrades from 60 to 80 munitions (both LMG and STG)
- Reinforce time to 9 from 12.5. Build time to 36 from 50.
- Vet2 bonus: Timed ability that causes suppression at the cost of damage
- Vet4 bonus: Old Vet5 bonus
- Adjusted cost of grenade to 40 (to match PGren)
Fallschirmjäger
- Have stationary pathfinder-like camouflage at Vet 0
- Population from 8 to 9
- Call-in manpower cost reduced from 440 to 340
- Received Accuracy from 0.87 to 0.83
- Vet3 RA from 0.71 to 0.77
- Vet5 changed to 1.3 accuracy and +5 range.
- Vet2 bonus: Passive medical kits
- Vet4 bonus: Panzerfaust gains +5 range and +20 damage
Infiltration mechanic:
- Infiltration Fallschirmjager must purchase FG42 battle rifles. Free, but requires 45 seconds before the upgrade completes
- Grenades/Faust require the FG42 battle rifles to be available
- This does not affect airborne-assault Fallschirmjagers (parachutters); i.e, parachuters arrive combat-ready
Jaeger Light Infantry
- Have stationary pathfinder-like camouflage at Vet 0
- Must purchase G43 Sniper Rifle. Free, but requires 30 seconds before the upgrade completes.
- Reinforcement cost down to 32MP
- Vet2 bonus: +50% accuracy when firing from stealth
- Vet4 bonus: Passive medical kits
Panzerfusiliers
- Population from 6 to 7
- Vet2 bonus: 1.15 capture and decapture rate.
- Vet4 bonus: Passive Sprint
- Flare cost reduced from 45MU to 30MU
- Sight range bonus from upgrade reduced from +50% to +28% (50 to 45)
Terror Officer
- Officer reinforce from 50 to 35.
- Officer reinforce time from 16 to 7
- Aura no longer affects teammates
Panzer IV
- Scatter improved from 7.5/6.4 (angle/distance) to 6.5/5.54
- Vet3 scatter veterancy changed from 0.75 to 0.866
- Vet2 bonus: replaced with Steady Advance ability
- Vet4 bonus: Improved Combat Blitz
- Cost to 380/140 from 360/150
- Population from 12 to 14
Combat Blitz
- 0.75 RA, 1.25 Accuracy, 1.35 speed.
- Vet4 awards an extra 0.92 scatter and 1.1 accuracy
Steady Advance
- Reload speed reduced to by 25%
- Cooldown decreased by 25%
- Speed is reduced by 50%
- Horizontal traverse is reduced by 65%
- +25% more accuracy and -10% scatter when moving for all weapons
- Mutually exclusive with Combat Blitz
Ostwind
- Combat Blitz stats revamped (refer to P4)
- Vet2 bonus: Steady Advance (refer to P4)
- Vet4 bonus: Improved Combat Blitz (refer to P4)
Jagdpanzer IV
- Fuel cost from 135 to 145
- Now detectable at range 20 (up from 10) to be on par with Luchs
- Vet3: 1.35 sight bonus changed to 1.2 accuracy. Armour bonus removed.
- Vet5 reload from 0.9 to 0.85
- Vet2 bonus: toggled âVehicle Detectionâ. Detects vehicles in 60, but Jagdpanzer becomes immobile. Can still rotate at -75% reduced rate.
- Vet4 bonus: damage/penetration/accuracy increased by 25% when firing from stealth
Panther
- Combat Blitz bonuses changed (refer to King Tiger)
- Population from 16 to 18
- Moving scatter from 1.7 to 2 (to match other tanks)
- Moving accuracy from 0.65 to 5 (to match other tanks)
- Mid accuracy increased to revamp-mod OST Panther
- Vet3 armor bonus removed (old Vet2)
- Vet2 bonus: provides +10 sight when stationary after 5 seconds.
- Vet4 bonus: Improves Combat Blitz
- Cost from 490/200 to 510/185.
Command Panther
- Population from 18 to 20
- Aura no longer affects teammates
- Mid accuracy increased to revamp-mod OST Panther
- No longer mutually-exclusive with the King Tiger
- Combat Blitz bonuses changed (refer to King Tiger)
- Vet 4 Improves Combat Blitz
- Removed armour bonus from veterancy (retains health bonus)
- No other changes to veterancy (Command Panther Vet1-5 remains identical to live-version)
King Tiger
- AOE on 88mm weapons from 1/0.35/0.05 to 0.66/0.25/0.05
- AOE far distance from 3 to 4
- Population from 21 to 23
- Scatter to Tiger values
- Veterancy Revamped
- Combat Blitz ability revamped
- Cost from 720/280 to 720/260
- Now buildable at T0 (to avoid picking commanders)
Veterancy:
- Vet1 Unlocks Combat Blitz (revamped)
- Vet2: Unlocks spearhead mod (fixed a bug with spearhead)
- Vet3: -20% scatter, +30% weapon rotation speed, +20% accuracy
- Vet4: Improves Combat Blitz
- Vet5: -20% reload, +30% ac/de-celeration
Panther/King Tiger Combat Blitz:
- 0.8 Received Accuracy, 1.25 accuracy, 1.15 speed
- Vet 5 provides an additional 0.8 Received Accuracy, 1.1 accuracy and 1.1 speed
Jagdtiger
- Fuel cost from 280 to 260
- Damage decreased from 320 to 280
- Accuracy decreased to Elefant levels
- Range decreased from 85 to 78
- Population from 21 to 24
- Supporting FIre now available at Vet0
- Vet1 increases Supporting Fire rounds from 3 to 5
- Vet2 bonus: increases Supporting Fire range by 33%
- Vet4 bonus: Unlocks piercing rounds ability (previously a Vet0 ability)
Mobility:
- Jagdtiger can now be dazed once again on penetration from rear shots
- Removed rotation bonus from Engine Improvements upgrade
Supporting Fire
- Supporting FIre now available at Vet0
- Supporting FIre barrage no longer collides with terrain
- Supporting Fire range reduced from 125 to 85
- Vet1 increases Supporting Fire rounds from 3 to 5
- Veterancy 4 increases Supporting Fire range by 33%
- Jagdtiger Supporting Fire scatter from 6 to 8. Distance Scatter Max from 8.4 to 10
- Supporting FIre mid AOE from 2.25 to 1.5
Sturmtiger
- Cost increased from 560MP/160FU to 600MP/180FU
- Damage from 640 to 580
- Population from 18 to 21
- Main attack no longer pierces through obstacles
- Now deals either engine, main gun destroyed or stunned critical should the rocket hit vehicles.
- Range to 40 from 45.
- Grenade damage increased to Churchill levels
- Veterancy requirements significantly reduced
- Swapped Vet2 with Vet3
Flame Hetzer
- Population from 12 to 10
- Minimum range removed. Range from 32 to 35.
- Damage from 10 to 12.
- Burst from 1/2 to 3
- Veterancy 1 provides âCrew Repairâ. Halts weapons and movement for 15 seconds. 30 munitions.
- Vet1 burst modifier to Vet3
- Vet5: also increases range by +5
- Vet2 bonus: provides access to the âAssaultâ ability
- Vet4 bonus: +7 sight
- Veterancy 1 burst modifier to veterancy 2.
âAssaultâ ability:
- Grants -25% cooldown and reload on the flamethrower.
- Machine gun gains -40% cooldown and suppression.
- 40 munitions
- 15 seconds.
10.5cm LefH (WIP)
- Cost changed from 600MP to 400MP/50FU
- Veterancy 1-3 standardized with the Ostheer variant
- Veterancy unlocks âRapid Barrageâ. Howitzer will fire 4 shells into the target area up to half the normal range.
- Veterancy 5 increases the accuracy of Rapid Barrage each time the howitzer fires.
Pak43
- Cost changed from 500MP to 375MP/40FU
- Veterancy 4 now slowly heals the crew when out of combat.
- Veterancy 5 causes Pak 43 hits to âmarkâ targets, revealing them even if they are in the fog of war.
Panzer Commander
- Grants +10 sight to the vehicle from 6.
- Coordinated Barrage range from 35 to 45.
- Coordinated Barrage delay from 5 to 0. (It takes 10+ seconds to drop)
- Coordinated Barrage cost from 120 to 60.
Emergency Crew Repairs
- Heals 20% faster
- No longer inflicts a munitions-income penalty on the player
- Cost from 50 to 35
Infiltration Grenades
- Cost from 15 to 25
- Non-volk squads (e.g., Obers, JLI) fire their grenades faster
- Infiltration grenades no longer enter cooldown unless they have actually been discharged
Flak Emplacement
- Weapon is now a copy-paste of FlakHT (max range remains 40, however)
- Projectile no longer collides with terrain
- Hitpoints from 470 to 520
- Crew have a received accuracy modifier of 0.1
Flak Emplacement base
- Non-decrewable
- Min-range removed
- Projectile no longer collides with terrain
- Target size increased from 2 to 20
- Can no longer damage aircraft
Artillery flares
- MU cost from 60MU to 90MU. (Flares canât be shot down)
Recon overflight
- Cost from 35 to 50
Volksgrenadier field defenses
- Minelaying speed decreased by half
Goliaths
- Sight range down to 5
- Cost from 100MU to 70MU
- Now deals same damage as (EFA revamp) demos