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russian armor

August 20th Patch Notes

20 Aug 2013, 20:20 PM
#1
avatar of akula

Posts: 589

Disappointed. No change to a lot of units we wanted :(

http://community.companyofheroes.com/forums/company-of-heroes-2-discussion/topics/CoH-2-Changelog?page=2

Updates August 20th, 2013



General




• Added Map Veto for Automatch – Party hosts can now veto up to 1/3rd of applicable maps before beginning the automatch process. A veto counts as a vote against a map and the automatcher will only select among the maps with the fewest number of votes
• Replays now store build version in header to allow filtering out of old replays that will cause a sync error
• Changed method of determining local player when loading a saved game
• Added ability to change Faceplate and added two new faceplates to select from





Gameplay




• Guard Rifle Infantry ‘Button’ Ability will now be disabled if the squad is pinned
• Canceling building in progress of the 152mm gun-howitzer will now refund the full cost
• Guard Rifle Infantry that drop both their DP-28s can now repurchase the weapon
• Mines can now be killed by flamethrowers
• Conscripts with the repair ability can now repair abandoned vehicles, matching the behavior of the engineer repair ability
• Increasing the pop cap cost of team weapons so re-manned weapons do have a lower pop cap cost





Balance


Vehicles


Focus on improving T34 viability and better balancing RAM for mid-late game. The role of the T34 is that of a flanker meant to exploit enemy weak points with hit and run tactics. RAM has been adjusted to be countered through movement vs. mediums and lower. Against heavier armor, RAM now has a chance to fail based on armor and penetration. This was to account for the fact that heavy vehicles cannot maneuver out of the RAM ability as easily as light and medium vehicles.

T34
• Main gun damage from 80 to 120
• Main gun penetration from 75 to 80
• Cost from 240 MP and 95 FU to 280 MP and 85 FU

T34 Ram
• Ram min range from 10 to 17
• Ram max range from 30 to 35
• Penetration from 1000 to 160
• Damage from 100 to 160
• Deflection damage added, now does 80 damage on deflect
• Deflection now results in a crew shock critical to the receiving vehicle
• Ram engine overheat from 4 to 2.5s
o If the engine overheats, the T34 will be slowed down eventually canceling the RAM
• Ram engine overheat now a timed action, lasts 30s
• Added in tooltip for engine overheat critical
• Removed exhaust engine damage, adjusted critical changes to compensate for this change and keep things relatively the same

SU-85
• Focused Sight now reduces movement speed by 50%



Unit Abilities



AT grenades and Panzerfaust will see reduced effectiveness vs. heavier targets. This change is meant to improve the flow of mid-to-late game tank combat by making aggressive maneuvers less risky. Heavy tanks should be better able to spearhead as a result. Little to no impact vs. medium to light vehicles.



AT Grenade
• Damage from 80 to 100
• Added deflection damage, now deals 80 damage on deflect
• Penetration from 1000 to 100



Oorah!
• Cost from 5 to 10 ammunition



Panzerfaust
• Damage from 80 to 100
• Added deflection damage, now deals 80 damage on deflect
• Penetration from 1000 to 140



Rifle-Grenade
• Rifle-grenade now cost 25 munitions
Sdfkz 222
• The 222 Scout Car now retains its coaxial MG upon upgrading to the 20mm auto cannon



Population Cost System



Focus on better reflecting unit value through upkeep cost. Previously, fielding a heavy vehicle army was more rewarding than fielding a heavy manpower army due to the low population of vehicles. We are now factoring fuel into the evaluation of a vehicles population.



Soviets
• M3A1 population from 2 to 4
• M5 Half-track population from 3 to 5
• Katyusha population from 9 to 10
• T70 population from 5 to 6
• SU-76 population from 4 to 6
• SU-85 population from 8 to 12
• T34-76 population from 7 to 10
• T34-85 population from 9 to 12
• KV-8 population from 9 to 14
• IS-2 population from 14 to 24
• ISU-152 population from 17 to 25

Germans
• 222 Scout Car population from 2 to 4
• 251 Half-track population from 3 to 5
• Mortar Half-track population from 5 to 6
• Panzerwerfer population from 9 to 10
• Stug population from 7 to 10
• Ostwind population from 8 to 10
• Panzer IV population from 8 to 12
• Panzer IV Command Tank population from 9 to 12
• Panther population from 11 to 16
• Brummbar population from 13 to 16
• Tiger population from 13 to 24
• Elefant population from 16 to 25



Target Weak Point

Improved the usability of target weak point to correct a number of functionality issues.. Ready aim time represents the time to fire upon activating the ability.



Elefant Target Weak Point
• Fire aim time from 2 to 1
• Ready aim time from 2 to 2.75
• Damage from 120 to 320
• Distance scatter max from 5 to 10



Pak 40 Target Weak Point
• Ability range from 80 to 60
• Weapon range from 80 to 60
• Fire aim time from 2 to 1
• Ready aim time from 2 to 1.5
• Damage from 80 to 160



Pak 43 Target Weak Point
• Fire aim time from 2 to 1
• Ready aim time from 2 to 1
• Damage from 80 to 320



Stug Target Weak Point
• Ability range from 45 to 50
• Fire aim time from 2 to 1
• Ready aim time from 2 to 1.5
• Area effect radius from 0.5 to 1.5
• Area distance far from 0.25 to 0.75
• Area distance near from 0.125 to 0.375
• Area suppression far from 0 to 0.1
• Area suppression near from 0 to 0.2
• Damage from 80 to 160
• Weapon range from 60 to 50
• Distance scatter max from 5 to 6.5



Brummbar Target Weak Point
• Fire aim time from 2 to 1
• Post firing aim time from 4 to 0
• Ready aim time from 2 to 2.625
• Area radius from 0.5 to 5
• Area distance far from 0.25 to 2.5
• Area distance near from 0.125 to 1.25
• Area suppression fear from 0 to 0.1
• Area suppression near from 0 to 0.2
• Damage from 80 to 160





Bug Fixes


• Various campaign issues addressed
• Fixed idling animation for wrecked Panzer IV
• Fixed tracer issue with Elefant hull gun
• Addressed various audio issues
• Victory target can no longer be cast at no cost
• Rifle-grenade will now refund when cancelled
• Fixed refund not working for the German rifle grenade
• Artillery Officer Barrage now properly triggers cool down on cancelation
• Removing the single player ptrs teardown time – the time was causing the grenade ability to fail
• Fixed Grenadier Damage Intel Bulletin so it applies to the correct squad
• Fixed satchel charge refund issue when the ability is cancelled while throwing
• Fixed stacking armour modifiers for the Tank Training Intel Bulletins
• Fix for scatter weapons targeting the team-weapon. Other weapons respect target priorities, so the rest of the spec rules are implicitly followed
• Fix for holding 2 weapons after using a substitute weapon with a non-substitutable source
• Fix for getting stuck shooting at an empty building
• Fix for point blank range not counting bonus accuracy
• Fixed issues with Theater of War
• Various text changes
• Fixed Twitch crash on receiving chat
• Removed Rangers reference from Shock Troops in Post Game Stats
• Fixed some issues on Langreskaya

raw
20 Aug 2013, 20:44 PM
#2
avatar of raw

Posts: 644

Thanks for opening a second thread, one is definitely not enough to contain these changes.
20 Aug 2013, 22:17 PM
#3
avatar of link0

Posts: 337

As someone who plays both Ger/Russian equally in 1on1, I'm calling it now: Orrraaah nerf and Armored car buffs are a huge mistake. This patch will shift balance far towards the Germans.

Conscripts were already under-performing due to the proliferation of HMG42 starts. Armored cars will now shred light vehicles even faster while retaining full AI capabilities, which is completely unnecessary.
20 Aug 2013, 22:31 PM
#4
avatar of SturmTigerFlu

Posts: 75

im about to do a third one Kappa
20 Aug 2013, 22:46 PM
#5
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

jump backJump back to quoted post20 Aug 2013, 22:17 PMlink0
As someone who plays both Ger/Russian equally in 1on1, I'm calling it now: Orrraaah nerf and Armored car buffs are a huge mistake. This patch will shift balance far towards the Germans.

Conscripts were already under-performing due to the proliferation of HMG42 starts. Armored cars will now shred light vehicles even faster while retaining full AI capabilities, which is completely unnecessary.

But armored cars are extremely fragile. Even more so than m3's because of oorah. ac has the same counters as m3
20 Aug 2013, 23:17 PM
#6
avatar of link0

Posts: 337


But armored cars are extremely fragile. Even more so than m3's because of oorah. ac has the same counters as m3


I don't agree. Armored cars have more HP than M3s, and their MGs deal more damage at max range than M3s and have a turret. Most of the time, M3s will have a flamer inside, which means the M3 needs to get into faust range. Also, Oorrah costs 2x as much munitions now, which is quite significant.

Most good players RARELY get their AC's AT naded as is.

The new armored car is just absolutely beast mode.
20 Aug 2013, 23:25 PM
#7
avatar of Ekko Tek

Posts: 139

jump backJump back to quoted post20 Aug 2013, 22:17 PMlink0
As someone who plays both Ger/Russian equally in 1on1, I'm calling it now: Orrraaah nerf and Armored car buffs are a huge mistake. This patch will shift balance far towards the Germans.

Conscripts were already under-performing due to the proliferation of HMG42 starts. Armored cars will now shred light vehicles even faster while retaining full AI capabilities, which is completely unnecessary.

Agreed - I don't understand the Oorah cost increase, especially given Relic are aware of the impact of MG42 starts, as in Peter's comment in this thread:
http://www.coh2.org/topic/6514/the-metagame-hmg-spam/page/1#post_id63009
21 Aug 2013, 00:33 AM
#8
avatar of Lichtbringer

Posts: 476

If I hear you talk it sounds like you can't use Orah anymore. It costs just 5 Ammo more! Maybe you shouldn't use it to cap faster now, but for most other actions its still worth its cost. And I don't think Soviets are so low on ammo in general either.
21 Aug 2013, 01:35 AM
#9
avatar of akula

Posts: 589

ooorah is almost inconsequential imo. early game sure but once munis start to roll in 10 munis is nothing
21 Aug 2013, 01:42 AM
#10
avatar of Riggsen

Posts: 51

Having played a couple of games since patch, cons and even vanilla engies do really good dmg at point blank now, so while it is still extremely hard to flank an MG42, when you do, a molotov and rifles will kill the whole crew if they don't retreat immediately. Ppshs rape now at point blank too.
21 Aug 2013, 01:44 AM
#11
avatar of Riggsen

Posts: 51

On the other hand, the german scout car is now *very* good, using clown cars is as dangerous as it should be!
21 Aug 2013, 01:47 AM
#12
avatar of IpKaiFung
Benefactor 115

Posts: 1708 | Subs: 2

noticed that minsk pocket got changed significantly
21 Aug 2013, 01:59 AM
#13
avatar of Plawranc

Posts: 3

T-34 MASSIVE BUFF !

THANK THE LORD!
21 Aug 2013, 02:04 AM
#14
avatar of akula

Posts: 589

so question, does the german scout car do more damage to infantry when its upgraded with the cannon vs. unupgraded??
21 Aug 2013, 02:04 AM
#15
avatar of Lichtbringer

Posts: 476

jump backJump back to quoted post21 Aug 2013, 01:42 AMRiggsen
Having played a couple of games since patch, cons and even vanilla engies do really good dmg at point blank now, so while it is still extremely hard to flank an MG42, when you do, a molotov and rifles will kill the whole crew if they don't retreat immediately. Ppshs rape now at point blank too.


In the stream it was mentioned that the point blank changes only apply to vetted units.
Because vet gives bonus accuracy modifiers they were ignored. (like the accuracy modifiers from cover (intended).
Now you gain those vet accuracy modifiers.

Therefore only vetted units are stronger at point blank range. I think sovs gain accuracy at vet 2 and 3. Germans only get accuracy at vet 3.
21 Aug 2013, 02:16 AM
#16
avatar of Riggsen

Posts: 51

@ akula: yeah it does the good dmg of the vanilla scout car, plus the pox dmg of the upgun. So yeah slightly more. Still fragile as all hell though, but a viable unit outside of just countering clown cars (which was badly needed). Cons with AT grenade kill it in 2s flat if it tries to close with them, which is fair enough.
21 Aug 2013, 03:04 AM
#17
avatar of link0

Posts: 337

jump backJump back to quoted post21 Aug 2013, 02:16 AMRiggsen
@ akula: yeah it does the good dmg of the vanilla scout car, plus the pox dmg of the upgun. So yeah slightly more. Still fragile as all hell though, but a viable unit outside of just countering clown cars (which was badly needed). Cons with AT grenade kill it in 2s flat if it tries to close with them, which is fair enough.


If you get your scout car AT naded, you deserve to lose it. It should never get AT naded if you pay attention.
21 Aug 2013, 03:36 AM
#18
avatar of akula

Posts: 589

Riggsen said its fair to lose your scout car to an AT nade :)
21 Aug 2013, 05:31 AM
#19
avatar of Tristan44

Posts: 915

I think the pop cap is a little harsh. But it really promotes unite preservation.
21 Aug 2013, 12:16 PM
#20
avatar of GreenDevil

Posts: 394

I'll bet AT Nades will go close to one shotting Halftracks and 222's now.
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