Consolidated Commander Roster and General Balance Changes
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https://community.companyofheroes.com/discussion/comment/284828#Comment_284828
UPDATE - May 9th
The commander update is now considered feature complete. There will be no further iteration mods.
There will be minor changes to values and balance items, but the final update will very closely reflect the finalized notes posted at the top of this page.
We are now working on creating the live build.
We do not have a hard release date for this update just yet, as creating the build and is a variable process.
However, we are aiming to release this update towards the end of May, or early June.
A major thanks to everyone who has voted, playtested, or given feedback during this process. It has all helped shape what we feel will be an awesome update for the game.
Thanks all
================
USF - Urban Assault
Urban Assault Kit
Support abilities for infantry fighting in Urban Environments.
Rear Echelon Rifle Grenades
This ability has been introduced as an interesting alternative to flamethrowers while serving a similar role of anti garrison/ cover positions.
Can be upgraded with Rifle Grenades as one of this commanders slot abilities.
Requires 60 munitions; locks out minesweepers
AOE distance 0.5/1.5/4 versus 1/2/3 of the standard Fighting Pit.
AOE damage 1/0.5/0.3 versus 1/0.75/0.25 of the standard Fighting Pit.
Damage modifier of 0.75 against heavy cover
Range 35, 20 minimum.
When suppressed, a scatter penalty applied
Rifleman Incendiary Grenades
Provides Riflemen with Incendiary Grenades; similar to Molotovs. Shares a cooldown with Frags. 30 munitions.
Unlocked by Lieutenant or captain tech as opposed to grenade package
M4A3 Assault Package
Unlocks Dozer Blade Upgrade and White Phosphorous shells ability to Sherman Tanks.
The dozer blade will now increase armor to be in-line with tanks such as the Sherman 105.
M4A3 Sherman Tanks can now be upgraded with Dozer Blades. This now costs 50 manpower and 20 fuel.
Now increases Sherman armour from 160/80 to 215/105.
Health increase reamins the same (640 to 720)
M4A3 Shermans can now fire a single WP shell at the target position for 20 munitions. Cooldown of 20 seconds.
Cover to Cover
New ability
Drops three smoke shells at the target position.
Infantry within 50m of the ability will sprint for 20 seconds after the ability is cast.
Rangers
Reinforce cost from 33 to 32
Cost from 400 to 350
0.9 Damage reduction removed. Rangers were the only unit in the game with this trait.
Received Accuracy from 0.8 to 0.73 in compensation for the above change.
Now have access to Paratrooper bazookas when picking them up from weapon racks or from drops. In the live game, a UI indicator will signal this.
Calliope
Far AOE damage from 0.15 to 0.25
Cost from 380/140 to 380/115
Reload from 1.25 to 0.125; matches cool down;
AOE from 4 to 5
Health from 480 to 400
USF - General Faction Changes
WC 51 Dodge and M3
Passenger moving accuracy from 50% to 30%.
Pathfinders
-Now start on initial cooldown.
-Cooldown from 18 to 20.
-Veterancy requirements from 340/680/1360; applies to both variants (IRPF)
British - Lend Lease Assault
Assault Sections
Gives Infantry sections the Assault Section Upgrade
Requires Platoon Command Post.
Costs 70 munitions.
Gives the squad 2 Thompson SMGs, Sten Guns (with Assault Engineer Grease Gun stats) No.77 White Phosphorous Grenades, and removes their Out-of-Cover penalties.
Grants an additional -5% Receieved Accuracy.
81mm Mortar Team
Available from 0CP
Costs 240 manpower.
Same mortar as the USF 81mm Mortar.
M5 Half-Track
Allows M5s Half-Tracks to be built from the Platoon Command Post; requires AEC, Bofors, or Company Command Post tech unlocked.
This unit is receiving buffs. See Soviet section below.
Crew Repair
*Identical to XXXXX Costs XXXX
M10 Achillies I
Can be built from the Company Command Post.
Same stats as the USF M10.
Can use Hammer and Anvil abilities
UKF general faction changes
6 Pounder
6-pounder loses its 50% accuracy bonus versus light vehicles
Universal Carrier
The Universal Carrier is having its upgrades standardized to require the Platoon Command Post. We have also increased the price of Self-Repair so snares that hit the Universal Carrier evenly trade in terms of munitions.
Armor from 7 to 5.8.
Self-Repair cost from 15 to 25. (previous vickers tech lock change reverted)
Soviet - Airbourne
Weapon Crate Drop
Requires 1 Command Point.
Drops a crate at the target position that can be picked up by infantry.
Grants the squad that picks it up with 4 Penal Battalion SVTs; takes up 1 weapon slot.
Engineer SVTs do not count as slot items; ensures the upgrade does not interfere with minesweepers or flamethrowers.
Penals picking up the crate replace their SVTs with six Shocktrooper PpsH-41s. Takes up one weapon slot.
DsHK Paradrop
Paradrop costs 125 manpower and 50 munitions
Available from 2 Command Points
DsHK Changes
Penetration from 4.5/3/1.5 to 7/6/5 (now similar to USF .50 cal)
Arc from 30 to 38
Airborne Rally Point
Available at 2 Command Points
Costs 100 manpower and 15 fuel.
Can detect enemies in a range of 60 around it.
Can reinforce units in friendly territory
Can request a Medical Airdrop at the target position for 20 munitions.
When the Mechanized Armor Kampaneya is deployed, it can act as a Forward Retreat Point.
Has 320 Health.
Airborne Guards
Costs 360 manpower
Available from 3 CP
Equipped with SVTs and RGD-33 Grenade as standard
Can upgrade in neutral or enemy territory.
Veterancy 1 ability “IL-2 Suppression Strafe”: Calls in an airstrike at the target position within 40m of the Airborne squad for 60 munitions. Low damage, but will pin most targets. Shares a global cooldown
Upgrade route 1 - DP28s
Can be equipped with 3 DP 28s for 100 munitions.
DP-28 Upgrade provides Fire Superiority; same ability as Cavalry Riflemen Covering Fire.
Upgrade Route 2 - PPSH
Can also be upgraded with PPSh-41s for free; grants access to smoke grenade and equips the full squad with the Shocktrooper PPSh-41s.
IL-2 Rocket Strafe
* Requires 10 Command Points.
* Costs 100 munitions
* Barrages the area with P-47 rockets. Effective against vehicles.
Soviets - General faction changes
Conscripts
To improve the performance of Conscripts, while retaining their role as utility infantry that excel at shielding and supporting other units, we have added an upgrade to help them scale into the late game. The extra man and reduced reinforce cost will allow them to more effectively trade against opposing infantry while the veterancy bonus will help fresh Conscript squads gain veterancy.
New squad upgrade available after the Mechanized Armor Kampaneya is deployed.
Mobilized Reserves: Increases squad size by 1, reduces squad reinforce cost to 17 and increases veterancy gain by 20%. Takes up one weapon slot. Costs 50 munitions.
When upgraded with Mobilize Reserves, weapon cooldown and reload on Mosin Nagant rifles is reduced by 50% when in cover.
Range Numbers: 0/10/20/30/35
Conscript Rifle: 3.61/2.6/1.98/1.346/1.0
Conscript Rifle in Cover: 3.91/2.87/2.21/1.54/1.22
Conscript AT Grenade Package
Fuel cost from 25 to 10.
M1910 Maxim
In order to increase the general viability of Maxims, without promoting Maxim spam, we are increasing suppression when using the Sustained Fire ability.
The following change is intended to allow the Maxim to better suppress tactical control groups when the player is spotting for their Maxim and using the Sustained Fire ability in a strategic fashion.
Sustained Fire ability now increases suppression by 25% (increased from 15% in previous version). This will be adjusted as necessary.
M-42 Anti-Tank Gun
The range on canister rounds is being reduced to increase infantry-based counterplay against groups of M42 ATGs.
Canister range from 50 to 35.
Cost from 200 to 240
M5 Half-Track
The M5 is receiving a small number of changes to improve its role as a support vehicle.
Cost from 270/30 to 240/30
M2HB Quad mount moving burst from 0.5 to 0.75
M2HB Quad mount far accuracy from 0.1 to 0.125
M2HB Quad mount burst duration from 1/5 to 1.5/2
M2HB Quad mount Cost from 100 to 90
SU-76
The SU-76 is receiving a number of slight changes to improve its role against light and medium vehicles with only a slight reduction against heavy tanks.
Accuracy from 0.05/0.035/0.025 to 0.05/0.04/0.0375
Penetration from 200/190/180 to 180/170/160
Rotation rate from 30 to 32
Wehrmacht - Strategic Reserves
Assault Grenadiers
Assault Grenadiers are receiving a small number of changes to help them close the distance and increase their scaling in the late game.
Target Size from 1 to 0.95
Veterancy 1 Received Accuracy from -10% to -6.5%.
Can now be upgraded with a Veteran Squad Leader for 60 munitions. Veteran squad leader increases capture and decapture rate by 20%.
-Adds -5% Received Accuracy to the squad.
MP40 Changes
MP 40s are also having their mid-range power increased to match SMGs like the M3 Grease gun used by Assault Engineers. This change also affects Assault Officer and Volksgrenadier MP 40s.
MP 40 Mid range cooldown from 1.25 to 1
MP 40 Mid accuracy from 0.24 to 0.375
MP40 reload frequency from 4/5 to 6
MP40 reload from 2.8/3.5 to 2.8
Radio Bunker - Replaced With Observation 251 Upgrade
Due to feedback, we have replaced the Observation Bunker with a mobile unit that better meshes with the theme of the commander.
Replaces Observation Bunker.
All non-upgraded 251 Half-tracks can deploy as a Mobile Observation Post; disables weapons and movement. Unit is granted camouflage and access to special abilities. Detected when within 20m of the enemy.
Auto-detects nearby units within 60m when deployed.
Can launch Artillery Flares when deployed.
Requires 3 command points.
Breakthrough Equipment
Panzergrenadiers can throw Smoke Grenades. Smoke grenades gain +25% range at veterancy 3 and share a cooldown with Bundle Grenade.
Pioneers can be upgraded to Destroy Cover for 30 munitions; same as Royal Engineers. Also increases repair speed by 0.3.
Pioneers can also throw satchel charges
Panzer IV J
Gives Ostheer access OKW Panzer IV J
Available from the HQ; requires either the Support Armor Korp or the Heavy Panzer Korps.
Tiger Ace
The Tiger Ace has undergone a rework with the intention to make it a less controversial unit. The following changes should make it less frustrating to both play with and against.
In-line with the OKW changes and to allow players to be rewarded for teching, the Tiger Ace has been placed at the end of the Ostheer tech tree.
Tiger Ace
CP requirement removed.
Now requires Heavy Panzer Korps before it can be called in.
Cooldown now starts upon unit's destruction
No longer reduces income.
Tiger Ace still retains its 1280HP and 2x DPS on coaxial MG over Tiger
Now starts at veterancy 1.
Sight from 50 to 35.
Has 10% increased accuracy over the regular Tiger.
Now has access to Spearhead ability at veterancy 1 in addition to Blitzkrieg; similar to King Tiger's ability.
Has access to Emergency Repairs ability; same as OKW Elite Armor.
CP requirement from 17 to 15
Population from 26 to 24
Cost from 800/150 to 800/250
Limited 1 time call-in removed.
Wehrmacht - General faction changes
A number of changes have been made to a small group of underused Ostheer units to increase their viability and increase composition diversity. More details can be found below.
Ostwind
We’ve made some significant improvements to the Ostwind to improve its viability compared to the Panzer IV, and make it a reliable vehicle against both infantry and aircraft.
Reload Frequency from 5 to 7
Scatter from 7.1 to 5.25
Cooldown from 0.5/0.7 to 0.35
Scatter offset to 0
Minimum range removed.
AA chance from 17% to 24%
Veterancy 2 AA chance from 24% to 40%
AOE can now only hit two models max per squad.
StuG III G
The StuG III is being given increased mobility and a reduced target size to improve its survivability on the field against AT-based units, and to compensate for its lower range compared to other tank destroyers and fixed turret
Target size from 20 to 17
Rotation rate from 22 to 28
Panzergrenadiers
Panzergrenadiers are in a difficult position in the live game. We want to experiment with earlier deployment, before considering raw performance changes. Being able to fit Panzergrenadiers more easily into a build, and acquire veterancy sooner should result in more build diversity for Wehrmacht, while giving them access to a unit which can compete more readily with late-game Allied Infantry.
We also want to emphasize their role as mechanized infantry, despite removing them from T2. As such, we have added the Infantry Doctrine Combined Arms passive as a stock vet 1 ability.
Now available from the HQ after Battle Phase 1
Population from 9 to 8
Infantry Doctrine Combined Arms now a veterancy 1 passive. Medkits removed.
Combined Arms ability now triggers when near allied vehicles.
Veterancy 2 now adds +16.7% weapon accuracy.
Veterancy 3 accuracy bonus from +40% to +20%. (note that split accuracy vet still results in total of +40% (current value) at vet 3
G43 upgrade cost from 60 to 25.
Reinforce time from 8.5 to 7.
Build time from 34 to 28.
OKW - Grand Offensive
Panzerfusilliers
* Now cost 280 MP
* Now available at 0 CPs from the Regimental Headquarters.
* Flare cost reduced from 45 to 35
* Initial squad size from 6 to 5.
* Grenade AOE distance from 0.75/1.5/2.25 to 1/2/3.
* Timed ‘Sprint’ ability replaces Passive Sprint at veterancy 5. Requires veterancy 5. Sprint lasts for 5 seconds
Upgrade route 1 - Panzershrecks
Can be upgraded with two Panzerschrecks for 120 munitions. Grants the ability to plant Teller mines, but disables ATG Grenades. Locks out G43s.
Requires converted headquarters
_Upgrade route 2 - Recon Package (G43s) _
Recon package now increases squad size from 5 to 6.
Now takes up 1 weapon slot. Previously took no slots.
Requires converted headquarters
Infrared STG 44 package
Infrared STG 44 package for Obersoldaten
Stuka Smoke Drop
Identical to OKW Luftwaffe doctrine ability
Panzer Commander
-Ability identical to Elite Armour doctrine
Panzer VI Tiger
Command Tiger now available as a call-in at 0 CP, but requires an operational Schwerer Panzer HQ on the field.
Costs 630 Manpower and 230 fuel
Veterancy 1: Command Tiger ability. Costs 15 munitions. Reduces the reload of vehicles by 20% and the received accuracy of vehicles by 20%. Does not affect the Tiger. During this ability, the tank will have reduced combat performance. Increases the Tiger's reload time by 20% and reduces accuracy by 20%.
Veterancy 2: +5 range, +20% accuracy; Command Tiger ability now -affects vehicles.
Veterancy 3:-20% scatter, -30% reload
Veterancy 4: Combat Blitz
Veterancy 5:+20% rotation, +20% speed, +20% ac/de-cel
OKW Tiger uses OKW Combat Blitz ability
OKW General Faction Changes
Kubelwagen
The Kubelwagen is receiving mobility and veterancy changes to allow it to escape from other light vehicles such as the M3 and gain veterancy without needing to be on the front-line where its light armor and low health are liabilities.
Rotation from 40 to 46
Speed from 7 to 7.6
Now gains shared veterancy
le.IG 18
We have reduced the significant veterancy requirements on the le.IG to match its current performance.
Veterancy rate from 840/1680/3360/4480/5600 to 560/1020/2040/3060/3825
Posts: 2358
Posts: 379 | Subs: 1
Posts: 731
Posts: 2184 | Subs: 2
Posts: 783
I like the Mp40 changes but it looks like there is no one will be using "Stormtroopers" anymore since they are not getting improved. Give their MP40 Stormtrooper profile like Shocks PPSH. Stormtroopers are pretty bad in my opinion.
It would be nice if Sturmpio could get 2 Pzshreks after 1 Base built.
Conscripts, hope it goes well with 7 man option although I think they should come earlier the upgrade. Maxim being improved is a good thing also.
I like most of the changes however. Good job team.
Posts: 3166 | Subs: 6
I like the Mp40 changes but it looks like there is no one will be using "Stormtroopers" anymore since they are not getting improved. Give their MP40 Stormtrooper profile like Shocks PPSH. Stormtroopers are pretty bad in my opinion.
Stormtrooper MP40s are already better than Shocks PPSHs. Stormtroopers are excellent, you just have to use them in ambushes instead of assaults which makes them a bit hard to use.
Posts: 626 | Subs: 1
Stormtrooper MP40s are already better than Shocks PPSHs. Stormtroopers are excellent, you just have to use them in ambushes instead of assaults which makes them a bit hard to use.
+1
They are ostheer commandos squad and they should be used like that. I really enjoy playing them to be honest. Btw, how is g43 impact stormtroopers? Did anyone make tests comapring them with grens with g43 and pgrens? I just wonder if the upgrade is worth using
I wouldn' complain about the time. Let them work slowly but without making any stupid mistakes. Generally patch looks really solid and small things can be ajusted in hotfix later on
Posts: 3145 | Subs: 2
Posts: 731
+1
They are ostheer commandos squad and they should be used like that. I really enjoy playing them to be honest. Btw, how is g43 impact stormtroopers? Did anyone make tests comapring them with grens with g43 and pgrens? I just wonder if the upgrade is worth using
I wouldn' complain about the time. Let them work slowly but without making any stupid mistakes. Generally patch looks really solid and small things can be ajusted in hotfix later on
G43 for Grenadines and Stormtrooper is fine.....but for PG is useless.....I think it better change to use 60 ammo upgrade 1xIR.STG44 and increase 20% sight....
Posts: 783
+1
They are ostheer commandos squad and they should be used like that. I really enjoy playing them to be honest. Btw, how is g43 impact stormtroopers? Did anyone make tests comapring them with grens with g43 and pgrens? I just wonder if the upgrade is worth using
I wouldn' complain about the time. Let them work slowly but without making any stupid mistakes. Generally patch looks really solid and small things can be ajusted in hotfix later on
They are great with G43. I feel that is something would rather pick over than the MP40 for Stormtroopers. It would be great if they made that an option. Currently the only way you can do so is with the Commander with Tiger Ace. Combine G43 with Stormtroopers is better a commando unit than with Mp40.
Posts: 3166 | Subs: 6
Combine G43 with Stormtroopers is better a commando unit than with Mp40.
How exactly? Commando units are supposed to ambush from camouflage and inflict high alpha damage on unsuspecting squads or team weapons. G43s have lower near and mid range DPS than the MP40s. The G43s are only better from about range 20 and up.
The G43s are a solid choice if you want to use them more as a mid range brawler or as assault troops (though personally I have no idea why you'd want to do that), but the MP40s are better for their ambush role.
Posts: 783
How exactly? Commando units are supposed to ambush from camouflage and inflict high alpha damage on unsuspecting squads or team weapons. G43s have lower near and mid range DPS than the MP40s. The G43s are only better from about range 20 and up.
The G43s are a solid choice if you want to use them more as a mid range brawler or as assault troops (though personally I have no idea why you'd want to do that), but the MP40s are better for their ambush role.
Trust me. You would surprised yourself when actually use this combo. It would, oh my, why have I not thought about this before. Even close range, it feels extremely good for some reason. The fact it does well at range, even better!
They do better despite what the stats mentioned. Stormtroopers with G43 are way way better than when Grens wield them. Make it happen devs!
Posts: 3166 | Subs: 6
They do better despite what the stats mentioned. Stormtroopers with G43 are way way better than when Grens wield them. Make it happen devs!
They do exactly what the stats mention. They use 3x Panzergrenadier G43s which are better than Grenadier G43s, but still worse than MP40s at ranges 0-15. Especially because the MP40s can use Tactical Advance to wipe an ambushed squad in the blink of an eye.
Anyway, this thread is about the new commanders patch. Feedback that can help finetune stats for involved units and abilities is still welcome the coming weeks.
Posts: 783
What do you guys think the Kubel vet 1 "Map Dectection" and it should be replaced?
Most of the following like Ostwind finally being fixed and Pzgrens are a delight. Lets see how Wehrmachts turns out to be!!!
SU Conscripts changes are at least coming as well as Maxim. Although I do not entirely agree with when the upgrade for Cons come!
Good Job, Andy_RE. I appreciate it! So Looking forward to this
Posts: 1484
Posts: 783
I am glad they buffed MP40s
For certain units. Too bad pios are not getting their MP40 change. That would be nice.
Posts: 213
Soviets - General faction changes
Conscripts
To improve the performance of Conscripts, while retaining their role as utility infantry that excel at shielding and supporting other units, we have added an upgrade to help them scale into the late game. The extra man and reduced reinforce cost will allow them to more effectively trade against opposing infantry while the veterancy bonus will help fresh Conscript squads gain veterancy.
New squad upgrade available after the Mechanized Armor Kampaneya is deployed.
Mobilized Reserves: Increases squad size by 1, reduces squad reinforce cost to 17 and increases veterancy gain by 20%. Takes up one weapon slot. Costs 50 munitions.
When upgraded with Mobilize Reserves, weapon cooldown and reload on Mosin Nagant rifles is reduced by 50% when in cover.
Range Numbers: 0/10/20/30/35
Conscript Rifle: 3.61/2.6/1.98/1.346/1.0
Conscript Rifle in Cover: 3.91/2.87/2.21/1.54/1.22
From 7.0:
-Cover bonus to cooldown and reload from 50% to 30%.
-New DPS at ranges 0/10/20/30/35: 3.91/2.87/2.21/1.54/1.22
The DPS Value signifies 30% but one clause prior to that it says 50%. So what´s wrong?
Posts: 1304 | Subs: 13
I'm just sad that Urban Assault will probably take the spot of either Rifle or Tac Support Company in need of a revamp in the next patch.
Considering it has a tanky Sherman with WP shells to shutdown pak guns, Rangers, very strong anti-garrison tools, Sprint Smoke, and Calliope, what do you want it to do? Yes, it doesn't have strong anti-tank, but the USF already has Jacksons supported by 57mm ATGs and zooks.
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