Steel Division is available for pre-order RIGHT NOW. Buying it lets you play the beta which is also available RIGHT NOW.
Short answer: no
Long answer: there's no point because rifles are better in every conceivable way.
OKW just needs a nerf. They're soviets 2.0 with better everything
Good point, I see what you mean. But our American friends also have a hand in this. I remember the lovely kill claim ratio of the Sabres in Korea being way too high as found by recent studies. You are certain this has not happened in the Normandy campaign too?
Eugen is using the mostly accurate information to reconstruct division TO&E from my understanding. Kill ratios have little to do with it.
There is a lot of data on the Eastern front battles too. Not only surviving OKW documentation, but also the availlable documentations in the British War Registers since they cracked the German codes and have all OKW communications etc. since the first day that they cracked it.
I rather think the choosing of Normandy is two fold, one being that it involves the American and British forces, which sells better, secondly the battles were on a far smaller scale than the Eastern front, which of course makes it easier to not only find completer documentation, but also easier to reproduce them.
Still, the game looks cool.
Again, just because OKW documents something doesn't mean it's true. The Eastern Front is notorious for contradictory information. Additionally, many records were woefully incomplete or flat out wrong, most commonly division numbers on paper and in reality.
Won´t sell as well.
It's Normandy because that battle is one of the best documented of the entire second world war, with a plethora of information on unit TO&E. It's easier to make an accurate representation of that rather than the clusterfuck that was the eastern front.
The fact that people are arguing that a one click ability in a doctrine with free recon that can shut down an entire army isn't op is just mind boggling.
50 man Rear Echelon squads.
Thread:
WBP 1.7 28 Jan 2017, 00:58 AM
https://community.companyofheroes.com/discussion/comment/264542#Comment_264542
I'll leave it to someone smarter than me to format.
Show Spoiler
V1.7 UPDATE
GENERAL CHANGES
Base Structure Rotation
Soviets engineers and Wermacht Pioneers will be able to select the rotation of base buildings to allow players to optimize paths, as well as create unique layouts! Many thanks to community member Capiqua for implementing this functionality for the balance team.
Retreat Point Decongestion
Retreating infantry now stop their retreats within 10 yards from the respective armyâs HQ. This applies to the following armies:
Soviets
Wermacht
OKW (already applied in a previous version)
UKF
For USF, due to their USF base layout, retreating infantry will stop within 5 yards from the closest weapon rack.
To optimise healing performance, Wermacht players are strongly advised to place their healing bunkers as close to the broad side of their HQ as possible.
Handbrake Ability
Handbrake cooldown between toggle reduced from 1 second to 0.125 seconds (instant)
SOVIETS
T-70
We found that the projectile QoL change we added to the T-70 (projectile ignoring elevation), was causing the targeting system to become extremely unreliable, making it very difficult (and unintuitive) to get good performance out of the unit.
Moreover, we are improving the targeting of T-70 (distance_scatter_offset), so that it doesnât overshoot by as much as it currently does. With the previous targeting profile of the T-70, it was very difficult for the T-70 to engage infantry targets that were moving towards the T-70 (e.g., to faust it). This made kiting infantry particularly difficult to pull off.
Terrain-ignoring projectile QoL change reverted (this increases T-70 reliability)
Distance scatter offset reduced from 0.25 to 0.15 (this improves targeting)
WEHRMACHT
Medkit Ability (veterancy 1)
To put Wermacht Medkit cost more in-line with other healing abilities, we are reducing their cost.
Munitions cost reduced from 20 to 15
OKW
Panzer 2 'Luchs'
We are increasing the consistency of the damage output of the Luchs by eliminating sources of inconsistency other similar units do not normally suffer from.
We are increasing the moving accuracy multiplier the Luchs gets at Vet2, to compensate for the reduction of the base accuracy we introduced in the balance patch..
We are making the main gun of the Luchs ignore suppression modifiers of the target unit. This is to make the performance of the Luchs consistent with non-accuracy-based anti-infantry units (e.g., T70/Ostwind).
We are increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)
With respect to scaling, we find the Veterancy 5 bonus of the Luchs to be over performing. Thus, we are changing the strong passive suppression of the Luchs to a weaker ability with a cooldown.
Finally, to ensure that Luchs has easier access to the entire array of veterancy bonuses, we are reducing the veterancy requirements to be more in line with other light tanks.
Veterancy 2 main gun moving accuracy multiplier increased from 0.4 to 0.5
Main gun suffers no accuracy penalty for firing against suppressed/pinned squads
Main gun ignores cover if driven within 10m from enemy squad (like all small-arms weapons)
Veterancy requirements lowered from 1170/2340/4680/5850/7781 to 870/1740/3480/4350/5786
Veterancy 5 passive turned to a timed âSuppressive Fireâ ability.
Suppresses enemy squads
10 Munition cost
20 seconds duration
60 seconds cooldown
Reduces main gun damage by -50%
BRITISH
AEC
With the PIATs opening up as an option for Brits, we feel that an AT-only AEC will see very little use. This is because both the PIATs and the AEC are meant to be used defensively. At the same time, fielding an AEC presents the Brit player with a higher risk than simply investing in infantry upgrades that can stay with them until the end of the game.
To avoid restoring AECâs generalist-tank status (which would make AEC-tech an one-way), we are modifying AECâs abilities to make its strengths and weaknesses more pronounced, and allow the AEC to be used more offensively (where PIATs would be lacking).
The new AEC is a Puma-like vehicle, with very little AI. It is supposed to assist infantry pushes with its smoke screen (rather than with raw firepower, as is the case in the live version). As added utility to the British faction, the AEC is supposed to provide the snares the faction, otherwise, lacks.
Compared to the Puma, the AEC has lower range, and worse mobility. However, the AEC makes up for that with better on-the-move accuracy, and better turret traverse. That way, the AEC is meant to be the close-range âflankerâ counterpart to the long-range âkiterâ Puma.
As a final note, we expect that the turret traverse improvements will make it easier for the AEC to line the shots needed to trigger the treadshot âimmobilizeâ critical.
Smoke cooldown reduced from 120 seconds to 40 seconds (puma cooldown is 38 secs)
AEC moving accuracy multiplier increased from 0.5 to 0.6 (only affects the main attack)
AEC turret rotation increased from 35 to 40 (affects both the main gun and the treadshot ability)
Brits are broken as fuck, and most top 50 Brit players are unable to make top 200 in every other faction.