New Commander Update Patch June 14th
Posts: 2487 | Subs: 21
Source: https://community.companyofheroes.com/discussion/comment/285178#Comment_285178
NEW COMMANDER UPDATE - JUNE 14TH 2019
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.
Rear Echelons can be upgraded with Rifle Grenades as one of this commander's 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
Take up one weapon slot
Rifleman Incendiary Grenades
Provides Riflemen with Incendiary Grenades; Same damage and damage-over-time as Molotovs, but is thrown faster. Shares a cooldown with Frags. 30 munitions.
Unlocked when Lieutenant or Captain are dispatched.
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 remains at 80 for a total of 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 60m of the ability will sprint for 20 seconds after the ability is cast.
Costs 70 munitions
Rangers
Rangers are being more accessible, while their defensive stats are being adjusted to match all other infantry. Previously, they were the only ones to take less damage from all sources.
Reinforce cost from 33 to 32
Cost from 400 to 350
0.9 Damage reduction removed.
Received Accuracy from 0.8 to 0.73.
Now have access to Paratrooper Bazookas from Weapon Racks or drops. UI indicator added to inform the player of this change.
Calliope
The Calliope is being adjusted to provide more reliable damage to units within the target area.
Far AOE damage from 0.15 to 0.25
Cost from 380/140 to 380/115
Reload from 1.25 to 0.125
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 40%.
Pathfinders
Now start on initial cooldown.
Cooldown from 18 to 20.
Veterancy requirements from 340/680/1360; applies to both Airborne and Recon Commander Pathfinder variants.
Rear Echelon Troops
Volley-fire is having its received accuracy penalty reduced to increase its viability in combat.
*Received accuracy penalty reduced from 1.4 to 1.15.
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 and arms the rest with Sten Guns and No.77 White Phosphorous Grenades, and removes their Out-of-Cover penalties; Sten Guns use Assault Engineer Grease Gun stats.
Grants -5% Receieved Accuracy to the squad.
Locks out other Infantry Section upgrades; takes up 1 weapon slot.
Unit is still affected by Bolster Squads when upgraded with this item.
81mm Mortar Team
Available from 0CP as a call-in.
Costs 240 manpower.
Same mortar as the USF 81mm Mortar.
M5 Half-Track
Available at 2CPs as a call-in.
M5 Quad Mount upgrade requires 15 additional seconds to research due to timing.
See Soviet section below for additional changes.
Vehicle Crew Repair
*Same ability found in Mobile Assault, Vanguard Operations and Royal Engineers. Costs 40 munitions.
M10 Achillies I
Can be built from the Company Command Post.
Same stats as the USF M10.
Can affected by Hammer Tactics Tracking, but not War Speed.
UKF general faction changes
6 Pounder
With the addition of Anti-Tank Grenades on Royal Engineers, the 6-pounder no longer requires an artificial accuracy boost against light armor.
+50% accuracy versus light vehicles removed.
Universal Carrier
We have increased the price of the Self-Repair so snares that hit the Universal Carrier evenly trade in terms of munitions. Armor has also been decreased to make it easier to ward off early game with small-arms.
Front armor from 7 to 5.8.
Self-Repair cost from 15 to 25.
Infantry Section
Minimum range has been added to match other grenade abilities.
Mills bombs now have minimum range of 3.
Soviet - Airborne
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. Still takes up 1 weapon slot.
Penals picking up the crate replace their SVTs with six Shocktrooper PpsH-41s. Takes up 1 weapon slot.
Stealing a weapon crate as a non-Soviet faction will grant 45 munitions.
DsHK Paradrop
Paradrop costs 125 manpower and 50 munitions
Available at 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 34
Airborne Rally Point
Available at 2 Command Points
Costs 100 manpower and 15 fuel.
Reveals enemies on the mini-map in 60m area around it.
Can reinforce units in friendly territory
Can request a Medical Airdrop at the target position for 20 munitions. Heals all nearby infantry when picked up.
When the Mechanized Armor Kampaneya is deployed, it can act as a Forward Retreat Point; only 1 can function as a Forward Retreat Point at a time.
320 Health, 5 armor.
Airborne Guards
Costs 360 manpower
Available at 3 CP
Can be called onto the field or be deployed from neutral ambient buildings like Stormtroopers - Due to root animation issues, we could not get parachuting to work with this unit in a satisfactory manner.
Equipped with SVTs and RGD-33 Grenade as standard
Grenade ability starts on cooldown upon.
Can be upgraded 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.
Upgrade Route 2 - PPSH
Can also be upgraded with PPSh-41s for free; grants access to smoke grenade, fire superiority ability, and equips the full squad with the Shocktrooper PPSh-41s.
Fire Superiority ability same as Cavalry Riflemen Covering Fire ability.
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 defense 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 allow fresh Conscript squads to gain veterancy.
New squad upgrade available after the Mechanized Armor Kampaneya is deployed.
Mobilized Reserves: Increases squad size by 1, reduces model reinforce cost to 17 and increases veterancy gain by 20%. Takes up 1 weapon slot. Costs 50 munitions.
When upgraded with Mobilize Reserves, weapon cooldown and reload on Mosin Nagant rifles is reduced by 30% when in cover.
Improved Damage Per Second (DPS) with upgrade:
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
At range: 0/10/20/30/35
Conscript AT Grenade Package
Due to Conscripts requiring expensive side-tech to fufill one of their primary roles as a utility unit, we are reducing the fuel cost of AT Grenades.
Fuel cost from 25 to 10.
M1910 Maxim
The following change is intended to allow the Maxim to better suppress massed infantry when the player is spotting for veteran Maxims using the Sustained Fire ability prior to engagments.
Sustained Fire ability now increases suppression by 25%.
M-42 Anti-Tank Gun
The range on canister rounds is being reduced to increase infantry-based counterplay against groups of M-42 ATGs. Cost is also being increased to better match its performance.
Canister range from 50 to 35.
Cost from 200 to 240
M5 Half-Track
The M5 is receiving number of changes to improve its role as a support vehicle when upgraded.
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
M5 Assault Half-Track
Now available from 3 CPs, reduced from 5.
Cost reduced to 510 Manpower and 30 fuel.
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, requires Battle Phase 2. Veteran squad leader increases capture and decapture rate by 20% and adds -5% Received Accuracy to the squad.
MP40 Changes
MP 40s are 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, but not other MP40 variants.
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
Mobile Observation Post
All non-upgraded 251 Half-tracks can deploy as a Mobile Observation Post; disables weapons and movement upon activation. Unit is granted camouflage and access to special abilities. Detected when within 20m of the enemy. Can be de-activated to restore movement and weapons.
Auto-detects nearby units within 60m on the mini-map and the tactical map when deployed.
Can launch Artillery Flares when deployed; similar to OKW Artillery Flares from Special Operations. Range 60.
Requires 3 Command Points.
Upgrading to the flamethrowers will disable access to the Mobile Observation Post ability.
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 with Breakthrough Equipment for 30 munitions; gives access to Destroy Cover; same as Royal Engineers. Also increases repair speed by 0.3.
Pioneers can now also throw satchel charges. Same stats and cost as the Penal Battallion satchel charge.
Breakthrough Equipment does not lock out the flamethrower or the minesweeper upgrade.
Panzer IV J
Gives Ostheer access to the OKW Panzer IV J; has identical stats.
Available from the HQ; requires either the Support Armor Korps or the Heavy Panzer Korps.
Has access to the Ostheer Blitzkrieg ability rather than the OKW version.
Veterancy levels 2 - 3 same as the OKW Panzer IV.
Tiger Ace
The Tiger Ace has undergone a rework with the intention to make the unit less frustrating to encounter and be less crippling to the player that keeps their Tiger Ace alive. Changes to its requirements are meant to make the unit rewarding for those who tech-up rather than as an emergency call-in.
Tiger Ace
CP requirement removed.
Now requires Heavy Panzer Korps before it can be called in.
No longer reduces income when deployed.
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.
Population from 26 to 24
Cost from 800/150 to 800/250
Removed 1 time call-in limit.
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 over the Panzer IV which was generally chosen as the first tank for Ostheer thanks to its ability to fight both infantry and medium tanks. Its ability to destroy infantry and aircraft at a lower cost compared to the Panzer IV will allow it to find a place against certain builds.
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 due to its lack of turret and range when compared to other tank destroyers.
Target size from 20 to 17
Rotation rate from 22 to 28
Panzergrenadiers
Panzergrenadiers are having their timing changed to allow them to gain veterancy sooner and increase diversity in Wehrmacht unit compositions before further changes are made to their performance. Adjustments to veterancy should also allow the unit smoother scaling as the unit levels up throughout the course of the game.
We also want to emphasize their role as mechanized infantry, despite removing them from the Leichte Mechanized Kompanie. As such, we have added the Infantry Doctrine Combined Arms passive as a stock veterancy 1 ability.
Now available from the Kampfgruppe HQ after Battle Phase 1 is researched
Population from 9 to 8
Infantry Doctrine Combined Arms now a veterancy 1 passive. Med-kits veterancy ability 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%; total accuracy value increase at veterancy 3 remains as the same as in live.
G43 upgrade cost from 60 to 25.
Reinforce time from 8.5 to 7.
Build time from 34 to 28.
250 Mechanized Grenadier Group
Now available from 2CP, was previously 3 CP
250 Panzergrenadier Group
Now available from 2CP, was previously 3 CP
OKW - Grand Offensive
Panzerfusilliers
The way Panzerfusiliers are deployed has been changed to better match their role as an alternative mainline infantry to Volksgrenadiers. They will be slightly weaker than Volksgrenadiers at the start but have access to the Anti-Tank Rifle Grenades, slightly better combat veterancy, and more powerful upgrades, giving them increased power in the late game. This should make for interesting choices and compositions.
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. Sprint lasts for 5 seconds
Upgrade route 1 - Panzershrecks
Can be upgraded with two Panzerschrecks for 100 munitions. Disables AT Rifle Grenades. Locks out G43s.
Requires Mechanized or Battlegroup Headquarters to be deployed
_Upgrade route 2 - Recon Package (G43s) _
Recon package now increases squad size from 5 to 6.
Now takes up 1 weapon slot from 0.
Requires Mechanized or Battlegroup Headquarters to be deployed
Infrared STG 44 package
Identical to Special Operations Infrared STG 44 package for Obersoldaten
Stuka Smoke Drop
Identical to OKW Luftwaffe doctrine ability
Panzer Commander
*Ability identical to Elite Armour doctrine ability
Panzer VI "Command Tiger"
Command Tiger now available as a call-in at 0 CP; requires an operational Schwerer Panzer HQ on the field.
Costs 630 Manpower and 230 fuel
Veterancy 1: Command Tiger ability: Infantry near the Tiger will receive -25% weapon cooldown and -20% received accuracy. Increases the Tiger's reload time by 20% and reduces accuracy by 20%. Costs 15 munitions.
Veterancy 2: +5 range, +20% accuracy; Improved Command Tiger ability now also affects nearby vehicles; Reduces the reload of vehicles by 20% and the received accuracy of vehicles by 20%. Does not affect the Tiger itself. The same penalties for the Tiger itself are applied when the ability is cast.
Veterancy 3:-20% scatter, -30% reload
Veterancy 4: Combat Blitz; OKW version
Veterancy 5:+20% rotation, +20% speed, +20% ac/de-cel
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 a liability.
Rotation from 40 to 46
Speed from 7 to 7.6
Now gains shared veterancy (the unit will receive a percentage of veterancy that is gained by nearby friendly units).
le.IG 18
We have reduced the significant veterancy requirements on the le.IG to match its current performance.
Veterancy requirements from 840/1680/3360/4480/5600 to 560/1020/2040/3060/3825
General Game Changes
"Ghost Sandbagging" is now no longer possible. A variety of buildable objects, such as sandbags and barbed wire, are now passable by infantry until the item is fully constructed. Light vehicles will now either pass through or destroy objects that are not fully constructed. Credit to Janne252 for implementing this fix.
Booby traps of all varieties can now be placed on VPs (the one exception being the Soviet Scorched Earth boobytraps as those disable capping for some time).
All vehicles from which units can fire from the hold have had their moving accuracy reduced to 0.4. Was previously 0.5.
Posts: 2184 | Subs: 2
Can we call this commander - Airborne? No skin, no parachute animation, from the airborne theme here only the retreat point which is called the airborne retreat point. Total disappointment, I didn’t want to see such an airborne commander since 2014.
Posts: 607
M2HB Quad mount burst duration from 1/5 to 1.5/2
What does the 1/5 to 1.5/2 mean? Is that from .2 to .75 or is it 1-to-5 changed into 1.5-to-2?
Posts: 416 | Subs: 1
What does the 1/5 to 1.5/2 mean? Is that from .2 to .75 or is it 1-to-5 changed into 1.5-to-2?
It's the minimum and maximum length of the burst in seconds. So, instead of the burst being 1 to 5 seconds long, it's 1.5 to 2 seconds long.
EDIT: the previous value was actually 1 to 2 seconds, so it looks like the 5 was a typo. The bursts are now longer and more consistent.
Posts: 13496 | Subs: 1
Drops a crate at the target position that can be picked up by infantry.
....
Stealing a weapon crate as a non-Soviet faction will grant 45 munitions.
This is another uncounterable resources transfer mechanism. Why is it being introduced?
Posts: 1323 | Subs: 1
Begin the Urban Assault.
Posts: 607
It's the minimum and maximum length of the burst in seconds. So, instead of the burst being 1 to 5 seconds long, it's 1.5 to 2 seconds long.
EDIT: the previous value was actually 1 to 2 seconds, so it looks like the 5 was a typo. The bursts are now longer and more consistent.
Okay, your edit covers what I had in mind -- thanks bud.
Requires 1 Command Point.
Drops a crate at the target position that can be picked up by infantry.
....
Stealing a weapon crate as a non-Soviet faction will grant 45 munitions.
This is another uncounterable resources transfer mechanism. Why is it being introduced?
Can't the plane just be shot down via AA?
Posts: 20
Posts: 13496 | Subs: 1
Can't the plane just be shot down via AA?
As far as can tell no
Posts: 3423 | Subs: 1
Can launch Artillery Flares when deployed; similar to OKW Artillery Flares from Special Operations. Range 60.
Anyone know if there's a cost to this ability? And I really feel like we should be removing flare-style abilities, not adding them.
Though saying it compares to specops flares really isn't true. It's one thing for units that can be destroyed to fire flares with a range, it's another thing to just call them in wherever you want
This is another uncounterable resources transfer mechanism. Why is it being introduced?
I guess their justification is that it only transfers resources if it doesn't get picked up by the owner? Still could get real cheesy in team games, could fuel the spamming of some late game abilities
Posts: 2184 | Subs: 2
Posts: 17914 | Subs: 8
Well played one game against soviets and brits. Pretty allright with everything. Gotta say that who gave guards 3 dp38 and allowed them to shoot on the move is a very funny guy. VERY funny.
DPs are nowhere near as strong as other LMGs.
Just to let you know, the 3 of them have only 4 more DPS then single LMG34.
LMG paras who are in game since forever are stronger.
Posts: 61
A special thanks goes out to the Balance and Mod Team. This update was significantly more work than past patches, and it’s crazy how much effort these guys put in collectively. Without countless hours of their time, it simply wouldn’t have happened. Miragefla, Sander93, Janne252, Jae For Jett, Tightrope, Sturmpanther, Nachocheese, Momo4sho and Planet Smasher…. take a bow…
Community Modders Osinyagov, SneakEye, and Kasarov created some fantastic new UI work for all the new content in this update, as well as some general quality of life improvements! Major props to them!
Finally, Lago, Osinyagov, Shadow Link, Smartie, Stark, and Sully all helped bug test the live build and get ready for launch.
Thank you, guys. And thank you, Andy.
Posts: 20
DPs are nowhere near as strong as other LMGs.
Just to let you know, the 3 of them have only 4 more DPS then single LMG34.
LMG paras who are in game since forever are stronger.
Ah i was looking for you The Bulwark of Allies. Tell me how many lmg42s shoot on the move. And which squad can have at least 2. And i will remind you that grens dont auto heal with vet and have 4 man max. And yeah dont have a proper grenade cause rifle is easy to dodge if you have brains.
Posts: 3166 | Subs: 6
Gotta say that who gave guards 3 dp38 and allowed them to shoot on the move is a very funny guy. VERY funny.
3x DP-28 have pretty much identical DPS to 2x M1919s on Paratroopers, who can also fire theirs on the move. They should have only 0.25 moving accuracy so they're not very good on the move anyway.
One Obersoldaten LMG 34 (0.75 moving accuracy) has way, way more moving DPS than 2x M1919 / 3x DP-28.
(Moving at 35 range gives 9.499 DPS for LMG 34 vs 1.809 per M1919 and worse for DP-28)
Posts: 20
3x DP-28 have pretty much identical DPS to 2x M1919s on Paratroopers, who can also fire theirs on the move.
And the fact that they can fire on the move does not concern any body? I mean if you pick up lmg with rifleman you have to stand to fire. Normal guards hve to stand to fire. I mean only axis squad can shoot on the move is obers with their mg34 which i will not comment as stg44 is way better.
Posts: 4928
Without parachuting paratroopers just reconnaissance platoon. They do not have intelligence bulletins?
Can we call this commander - Airborne? No skin, no parachute animation, from the airborne theme here only the retreat point which is called the airborne retreat point. Total disappointment, I didn’t want to see such an airborne commander since 2014.
Well they have an airplane call-in too. Part of me feels like they should have went with Naval Infantry instead, with the Shock Troop voice.
Posts: 17914 | Subs: 8
And the fact that they can fire on the move does not concern any body? I mean if you pick up lmg with rifleman you have to stand to fire. Normal guards hve to stand to fire. I mean only axis squad can shoot on the move is obers with their mg34 which i will not comment as stg44 is way better.
All AI focused ELITE INFANTRIES can fire LMGs on the move.
Commandos, paras, obers and now para guards.
Posts: 3166 | Subs: 6
And the fact that they can fire on the move does not concern any body? I mean if you pick up lmg with rifleman you have to stand to fire. Normal guards hve to stand to fire. I mean only axis squad can shoot on the move is obers with their mg34 which i will not comment as stg44 is way better.
They are an elite anti-infantry squad. Obersoldaten can fire on the move with their LMG and so can Paratroopers and Commandos.
Posts: 20
All AI focused ELITE INFANTRIES can fire LMGs on the move.
Commandos, paras, obers and now para guards.
Nah not all. Normal guards cant.
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