Dear Heavens! Sturzdorf?
I'd sooner have Blowlands or Flooded Plains...
Profile of MajorBloodnok
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Posts: 10665 | Subs: 9
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Register Time: 19 Nov 2012, 08:32 AM
Website: https://www.peoples-vote.uk/
Residence: United Kingdom
Nationality: United Kingdom
Timezone: Europe/London
Register Time: 19 Nov 2012, 08:32 AM
Website: https://www.peoples-vote.uk/
Residence: United Kingdom
Nationality: United Kingdom
Timezone: Europe/London
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Post History of MajorBloodnok
Thread: The new Community Map Spotlight Rotation:15 Sep 2015, 14:28 PM
In: Lobby |
Thread: RIP IRREGULARS15 Sep 2015, 10:35 AM
I think he is lamenting the replacement of Anya and her sisters with common-or-garden partisans? In: Scrap Yard |
Thread: [CoH2] Changelog15 Sep 2015, 09:24 AM
September 17th Patch Notes General Updates: Community Map Spotlight Rotation: Adding Sturzdorf(Oh! Reeelly?) Adding Ecliptic Fields Adding Achelous River Adding Montherme Adding Red Ball Express Removing Bystraya Voda Removing Wolfs Lair Removing Eindhoven Country Removing Pavlov’s House Cold tech: (Blizzards & Freezing) Cold Tech is disabled in Automatches Cold Tech can be enabled/disabled in Custom Matches ( This option does not affect Deep Snow) Observer Mode: Observer mode UI layout adjustment Gameplay Updates: General Added support to queue reverse move order via “shift-clicking” All infantry units that can camouflage no longer camouflage when retreating through cover Ambient Buildings To account for the increase in flame damage. Ambient building flame threshold increased from 240 to 480 Explosive Weapons Reduced the amount of random squad wipes from grenades/mortars. Added back the 50% reduce damage modifier to green cover for explosive weapons Flame Weapon Updating how flame weapons work to be more impactful in the game. All Flame Weapon damage over time duration increased from 3 to 20 seconds Infantry Held Flame Weapons do not leave Flame damage over time Reduce flame bonus damage to buildings from 1.5 to 1.25 Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25 Handheld Flame Weapons: Compensating for no longer leaving damage over time effect. Post firing aim time increased to 0.5 AOE Accuracy changed from 0.6/2.8/5 to 15/15/15 AOE radius changed from 4 to 2 AOE damage changed from 0.4/0.7/1 to 1/1/1 AOE damage friendly changed from 0.25/0.625/1 to 0.25/0.25/0.25 AOE distance changed from 2/1.5/1 to 2/2/2 Reaction radius changed from 2.1 to 2.5 Burst duration changed from 1/0.5 to 1/1 Damage multiplier vs garrison cover increased from 1 to 2 Damage multiplier vs heavy cover increased from 1 to 2 Damage multiplier vs light cover increased from 1 to 1.25 Damage changed from 8 to 16 Weapon tracking speed horizontal changed from 90 to 45 Light Artillery Suppression (Pak Howitzer & LEIG) Previously the suppression that was added on these units were fairly inconsistent in their result. The data has been adjusted to provide more consistent suppression within its area of effect. AOE suppression profile changed from 0.1 to 1 Suppression reduced from 0.8 to 0.3 Nearby suppression multiplier reduced from 2.2 to 1 Nearby suppression radius increased from 60 to 70 Balance Updates: With the introduction of a new allied army “British Forces,” one of the main goals for this balance update is to bring all the factions in line with each other. The following update will feature many of the changes that we have been playtesting through our “Balance Preview Mod.” We would like to thank the many community members who have helped us test and provided feedback during this iterative process. British Forces Platoon Command Post We have decided to offset the initial costs for teching-up and offsetting them to the specializations. Cost reduced from 280/35 to 180/30 Requisition AEC MK III 75mm Armor Car We have decided to offset the initial costs for teching-up and offsetting them to the specializations. Cost increased from 50/10 to 100/15 Research time increased from 5 to 30 seconds Requisition Bofors QF 40mm Emplacement We have decided to offset the initial costs for teching-up and offsetting them to the specializations. Cost increased from 50/10 to 100/15 Research time increased from 5 to 30 seconds Company Command Post We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. Cost reduced from 360/115 to 280/115 Specialization: Hammer We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing. Cost increased from 200/25 to 200/50 Research time increase from 5 to 30 seconds Specialization: Anvil We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing. Cost increased from 200/25 to 200/50 Research time cost increased from 5 to 30 seconds Logistic Glider HQ We felt the Glider HQ already provided tremendous bonuses to the player and giving extra resources as well was over the top. We have also reintroduce builder medics to allow players a manpower healing option. No longer grants extra resource bonus Can now build medics New bulletin available for Medics (drops through Warspoils) Artillery Cover Added a delay and warning smoke to give players a chance to react to the ability. Change the stun critical with a weapon disable to prevent constant stun. Added warning smoke Added 4 second delay Vehicle Stun Critical removed from penetration table replaced with Main Gun Loader Injured Command Tank Buffs The initial bonuses were dialed up at extreme levels we are bringing the bonuses in line with other auras. Accuracy weapon modifier reduced from 2 to 1.35 Receive accuracy modifier increased from 0.5 to 0.7 Reload Weapon modifier increased from 0.5 to 0.7 Cooldown Weapon modifier increased from 0.5 to 0.7 Command Tank Debuffs With the adjustment to the bonuses we are also reducing the penalties so they are not so severe. Reload Weapon modifier reduced from 4 to 2 Cooldown modifier reduced from 4 to 2 Accuracy modifier increased from 0.25 to 0.5 Receive Accuracy modifier reduced from 4 to 2 Emplacements Slight adjustment to emplacements to prevent HMG weapon teams from garrisoning to prevent odd behavior. Brace has been given a cooldown to allow opportunity of attack for opposing players. 75 seconds actually means 45 seconds due to the 30 second duration time. Can no longer garrison HMG weapon teams Brace cool down increase from 15 to 75 seconds (45 seconds in game) Churchill Crocodile Reducing the durability slightly to help players deal with this slow moving tank. With the changes to how flame weapons work we are adjusting the Crocodile’s stats accordingly. Flame Weapon damage over time damage reduced from 4 to 2 Flame Weapon max range reduced from 35 to 32 Flame Weapon damage reduced from 16 to 12 Health reduced from 1600 to 1400 Churchill AVRE Reducing durability slightly to help players deal with this slow moving tank. Reducing its damage to compensate for its high durability. Health reduced from 1600 to 1400 Petard damage reduced from 640 to 440 Petard bonus damage multiplier vs buildings 1.45 AEC MK III 75mm Armor Car Slight pacing adjustment. Cost reduced from 60 to 50 fuel Gammon Bomb Bringing its damage in line with other explosive weapons. Damage reduced from 240 to 200 Universal Carrier Adjusting its Wasp Flame Weapon to bring the unit in line with the rest of the flame weapon changes. Initial damage was reduce significantly to prevent instant model killing however the damage over time damage remains potent as ever. In addition we have added multiple things to help the UC deal with snipers. Wasp Flame Weapon damage over time damage reduced from 4 to 2 Added 50% bonus accuracy against sniper types Increase detection radius from 10 to 25 Wasp Damage reduced from 16 to 6 Wasp range reduced from 35 to 32 Wasp research time reduced from 45 to 30 seconds Vickers research time reduced from 45 to 30 seconds Command Sten MK VI Silence SMG These guns were very lethally at close range with provided almost no time to react. Damage near reduced from 1 to 0.85 Bofors Unit was over performing. Accuracy reduced from 0.875/0.818/0.76 to 0.775/0.46/0.36 Damage reduced from 40 to 30 Vs building garrison cover damage multiplier changed from 0.5 to 0.2 Distance_scatter_max changed from 2.15 to 5.15 Crew Repair Operations The repair rate was so high it allowed players to disengage, repair and reengage before the enemy had time to prepare or recover. Repair rate reduced by 30% (16 per tick to 11) Sniper This should improve usability. Weapon Behavior Change from wants prone firing moved to none Comet Slightly increasing its scatter to bring the unit in line with its generalist counter parts. Also increasing its pop cap as it was previously under costed. Scatter increased from 3.2 to 4.2 Population increased from 12 to 16 Wehrmacht GRW34 81mm Mortar Unit was over performing with a tremendous rate of fire. Reload increased from 2.4 to 4 Panzergrenadiers We are looking to minimize the heavy attrition cost of this unit. Reinforce cost reduced by 10% Sniper Slightly reducing the rate of fire of German sniper as the base unit was slightly over performing. Cooldown unified from 3.2/1.7 to 3/3 Reload min increased from 3 to 4 StuG III E/G With the resurgence of StuG use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players. Target weak point will now disable main gun temporarily no longer causes vehicle stun. Ambush Camouflage Changing unwanted behavior. First strike bonus damage changed to accuracy JU87 Close Air Support Loiter We are spreading out the damage of the JU87 Close Air Support to allow players to better react to this ability. Increased the number of planes to loiter from 1 to 2 Damage reduced from 120 to 60 Radius reduced from 60 to 50 Elefant With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight. We would like to encourage use of other units that provide vision. Focus sight removed Population reduced from 25 to 20 Tiger With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also increase the penetration to allow for the tiger to deal more consistent damage against other heavy vehicles. The increase range was to improve the usability of these slow moving tanks. With the compensation to their veterancy bonuses, tank destroyers will still be able to out range them. Population reduced from 24 to 19 Range increased from 40 to 45 Penetration increased from 180/200/220 to 200/220/240 Veterancy 2 range bonus reduced from 10 to 5 Tiger Ace We removed target weak point from this unit because it provided too much utility for an already potent vehicle. Veterancy 2 range bonus reduced from 10 to 5 Range increased from 40 to 45 Target Weak Point Removed 222 Scout Car We wanted to introduce some counter player against snipers. Now has 50% bonus accuracy against sniper types Increase detection radius from 10 to 25 251 Flame Halftrack Increasing the range slightly to help the flammenwerfer be more effective. We are also removing its ability to reinforce once players get the upgrade. This provides the player with a distinct choice in how they want their unit to perform. Range increased from 25 to 30 Loses reinforce Panzerwerfer Reducing the scatter slightly and adding suppression to the rockets to improve the unit’s effectiveness. Distance scatter reduced from 20 to 17 Rockets now deal suppression Damage profile changed from 1/0.35/0.05 to 1/0.5/0.30 Soviets Starting Resources We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected. Starting Fuel reduced from 50 to 20 Special Rifle Command We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected. Fuel cost reduced from 40 to 10 Support Weapon Kampaneya We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected. Fuel cost reduced from 50 to 20 Tankovivy Battalion Command We are slightly delay this building to allow players to have more time to prepare for any early vehicle rushes. Fuel cost increased from 80 to 85 Partisan We wanted to give some consistency and utility to Partisans. Anti-Infantry Partisans will always be equipped with PPSH Partisan PPSH Damage increased from 2 to 4 Anti-Tank Parisians will always be equipped with Panzershrecks Anti-Tank Partisans now replace irregulars Added Partisan Grenade to Anti Infantry Partisan Added Camouflage to both Partisans Conscripts Previously conscripts did not scale too well in the late game. We are increasing their survivability as they vet up. Veterancy 3 Receive accuracy modifier increased from 33% to 40% Molotov Cocktail Reducing the initial damage that the Molotov does on explosion because it was killing models instantly due to the additional changes to flamers. Initial damage reduced from 20 to 10 (damage over time damage remains the same) Research cost reduced from 25 to 15 Conscript PPSH Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall damage per second. Near accuracy increased from 0.518 to 0.621 Mid accuracy increased from 0.23 to 0.43 Far accuracy increased from 0.115 to 0.2 M3 Scout Car We wanted to introduce counter play against snipers Now has 50% bonus accuracy against sniper types Increase detection radius from 10 to 25 M5 Halftrack Reducing penetration slightly to allow for dedicated light vehicle counters to excel more at facing the M5. Also reducing its moving accuracy to reduce its ability to chase and shoot. We are also removing its ability to reinforce once players get the upgrade. This provides the player with a distinct choice in how they want their unit to perform. Quad penetration reduced from 1.5/2/2.5 to 1.25/1.5/1.75 Moving accuracy reduced from 0.5 to 0.4 Quad removes reinforce T34-76 Compensating for the unit’s reduce cost in the last update allowing players to easily a mass their army. Population cost reduced from 12 to 10 ML-120 Bringing its damage in line with other artillery pieces Damage increased from 160 to 200 ISU-152 With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight for such a long range unit was unnecessary. Focus Sight Removed Population cost reduced from 25 to 20 IS-2 With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player Population reduced from 24 to 19 Katyusha Rocket Truck The previous scatter was set fairly low which gave units little chance to doge any of the rockets. Creeping barrage scatter increased from 2.5 to 5.5 US Forces Ambulance Improving usability. Healing ability changed to toggle ability, must be in territory and disables movement. Build time reduced from 45 to 30 Assault Engineers Improve usability as we found very little use out of the small anti-tank mines Replaced M7 Mine with Regular mine Rifleman We are adding more survivability to rifleman at vet3 to help them scale into the late game more. Veterancy 3 now grants reduce receive accuracy by 25% Dodge WC51 We wanted to introduce counter play against snipers Now has 50% bonus accuracy against sniper types Increase detection radius from 10 to 25 M15A1 AA Half track AA Mode removed Will have Anti-Aircraft capabilities by default and have been improved to compensate M20 Utility Car We wanted to introduce counter play against snipers Now has 50% bonus accuracy against sniper types Increase detection radius from 10 to 25 HMG 50 Cal Previously the 50cal had an additional weapon that was activated at vet2. That weapon was not effected with the previous HMG changes. We are also improving usability of the HMG. VET 2 50 Cal weapon has had its stats adjusted in relation to the previous changes to HMGs Focus fire set to false M1918 Browning automatic rifle We are increasing the BAR rifle on the move accuracy and cooldown to promote more aggressive tactics when units are equipped with this weapon. Accuracy multiplier reduced from 0.6 to 0.7 Cooldown multiplier reduced from 0.25 to 0.1 Bazookas Small cost adjustment to bring the weapon in line with its performance. Cost reduced from 60 to 50 Munitions Defensive Stance After heavy testing we found this ability not suited for rifleman. Removed from the game Rifle Company With the improvements to rifleman and their veterancy we found it was overly excessive to allow vet 2 rifleman to be called in. Will only call in VET1 Rifleman M1 Thompsons Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall damage per second. Mid accuracy increased from 0.173 to 0.43 Far accuracy increased from 0.115 to 0.2 M4A3 Sherman With the delay in tech to the USF we are increasing the power of some of their vehicles. Penetration increased from 80/100/120 to 100/120/140 M4A3 Easy Eight Now that the Easy Eight requires tech to build it we are adding additional stats to diversify the unit from the regular M4A3 Sherman. Health increased from 640 to 720 Near penetration increased from 175 to 200 M56 Delayed Fuse HE Barrage Improving the ability to allow it to effectively deal against stationary targets. Weapon building damage changed from mortar to HE Shell Accuracy increased from 0 to 11 AOE Penetration increased from 105 to 1000 Penetration increased from 105 to 1000 M7B1 Priest Bringing the priest in line with other heavy artillery weapons. Salvos increased from 5 to 7 240 Howitzer Artillery Barrage Reducing the AOE radius of the shell to match the shells explosive fx. We have also added additional UI to indicate the area in which the shells will be landing in. AOE reduced from 12 to 9 Added UI indicator of ability range Added extra SFX to the shell Oberkommando West Infantry Squad Upgrades Ease of use change All squad upgrades are able to be upgraded out of territory Volksgrenadiers We wanted to give OKW a soft building counter options. This should help OKW deal against garrisoned enemies. Grenade replaced with incendiary grenade IR Halftrack Adding a small fuel investment to this vehicle. Cost increased by 5 fuel Fallschirmjäger We are looking to minimize the heavy attrition cost of this unit. Reinforcement cost reduced by 10% Obersoldaten We are looking to minimize the heavy attrition cost of this unit Reinforcement cost reduced by 10% IR STG Bringing this upgrade cost in line with this weapons performance. Cost reduced from 90 to 60 LEIG We found through feedback and playtesting that the Hollow Charged ability was very cumbersome to use. We have decided to remove the ability from the unit and substitute it with weapon stats. Hollow charges removed Now gains increased weapon and barrage range by 15% Kubelwagen Now has 50% bonus accuracy against sniper types Increase detection radius from 10 to 25 Walking Stuka Due to the creeping nature of the Walking Stuka, you would really only ever have two rockets hit an emplacement. The bonus damage is to compensate for that. Added a 50% damage bonus against British emplacements Sturmtiger Fixing unintentional behavior Can no longer reload it’s gun through repair critical King Tiger The increase range was to improve the usability of these slow moving tanks. Range increased from 40 to 45 Jagdtiger With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also reduce its cost to bring the unit in line with its performance since its default piercing capabilities were removed in a previous update. Population reduced from 26 to 21 Cost reduced from 800/290 to 720/245 Map Updates: Sittard Summer Added as a permanent map in the Custom Match map list Lienne Forest Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points Lienne Forest Winter Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points Langreskaya Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points Minsk Pocket Adjusted the map edge near Slot1 and Slot2 HQ Territory so UKF and USF bases weren’t clipping outside of the playable area Langreskaya Winter Reduced/Reworked deep snow Kholodny Ferma Winter Reduced/Reworked deep snow Semoskiy Winter Reduced/Reworked deep snow Moscow Outskirts Winter Reduced/Reworked deep snow Rzhev Winter Reduced/Reworked deep snow Port of Hamburg Adjusted a building near the center bridge to allow medium tanks to path through Dusseldorf Adjusted rubble in the South-East area to allow infantry to path through Bug Fixes: Fixed a bug with the British Forces’ brace ability not having a cooldown Fixed a bug with the British Forces’ Anti-Building Flame Mortar Support ability targeting the Oberkommando West Battle Group Headquarters Fixed a bug with the British Forces’ Scoped Lee Enfield providing a debuff at Veterancy rank 3 Fixed a bug with the Wehrmacht Grenadiers receiving an extra modifier Fixed a bug with the Wehrmacht Assault Grenadiers’ assault grenades not scattering when thrown Fixed a bug with the Soviet DSHK HMG suppression and incremental accuracy values Fixed a bug with the Soviet HM-38 120mm Mortar squad’s cost Fixed a bug with the Soviet Conscript’s abilities conscript repair and anti-tank grenade sharing hotkeys Fixed a bug with the US Forces’ mine not using a proper mine Fixed a bug with the US Forces Riflemen Field Defenses CP requirement Fixed a bug with the Oberkommando West’s Sturmtiger’s area of effect profile being reverted to a previous revision Fixed a bug with the Oberkommando West’s Panzerfusilier’s Anti-Tank Rifle Grenade ability projectile life time Fixed a bug with the Oberkommando West’s Panzer II Luchs Light Tank when receiving a brew-up critical Fixed a bug with the Victory Point ticker in Observer mode Fixed a bug with some big explosive weapons not destroying building panels Fixed a bug with heavy cover modifiers not providing right percentage of damage modifiers to explosive weapons Fixed a bug with map objects Panzer Haul, Panzer Turret, and Panzer Barrel allowing them to be salvageable Fixed a bug with several medium tank wrecks so they can be crushed by other medium tanks Fixed a bug with the map object Haystacks so it is now removed from the battlefield when destroyed Fixed a bug with the map object Opel Blitz wreck so it now crushes properly Fixed a bug so The Eastern Front Army Maps are now playable for Demo users Fixed a bug so the maps Langreskaya and Langreskaya Winter no longer require the standard game to play Fixed a crash that occurred at the end of the Ardennes Assault – Siegfried Line mission Added prioritize vehicle back to medium tanks Adjusted the map object Opel Blitz truck so it can be crushed by medium tanks Data Optimization Last edited by Kyle_RE; Yesterday, 06:04 PM. UPDATE - Sept. 16th Fixed a bug with the British Forces’ Vehicle’s and Team Weapon’s buffs carrying over when recrewed UPDATE - Sept. 17th Reverb has been removed from the High Sound Quality Setting in an effort to track down the “Loud Gunshot” Issue. If you still experience this bug after the patch is live, please submit a bug report in the official COH2 Bug Reporting forums. Also, please follow the bug submission guidelines which can be found in a "Sticky" thread at the top of the Bug Reporting forums. Posted by RE_Kyle in Balance, Company of Heroes 2, Patch on 2:26PM Sep 17, 2015 In: Lobby |
Thread: [CoH2] Changelog15 Sep 2015, 09:16 AM
09/04/2015 Partisan cost reduced back to 210 now that they do less damage Fixed an issue with partisans not camouflaging properly Panzerwerfer Damage profile reduce to 1/0.5/3 because previous damage profile was way too lethal Fixed an issue of default bren lmg not gaining sniper bonus damage Comet health back to 800 because we pushed back hammer tech Platoon Command post cost decreased to 280/35 to 180/30 offsetting manpower cost to the upgrades AEC upgrade cost changed to 100/15 and research time from 5 to 30 Bofors upgrade cost increased from 50/10 to 100/15 research time increased to 30 seconds Company Command post cost decreased from 360/115 to 280/100 Hammer Specialization changed from 250/50 to 200/60 Anvil Specialization changed from 250/50 to 200/60 Fixed issue with gliders not being able to build medics In: Lobby |
Thread: [CoH2] Changelog15 Sep 2015, 09:15 AM
Partisan cost increased from 210 to 250 to bring the unit in line with its cost. Partisan guns changed from MP44 to MP40s (PPSH for placeholder) they will deal slightly less damage but still be good at dealing with weapon teams Partisans now have camouflage to gain extra utility after their initial deployment Added Sniper bonus accuracy to the M20 Utility Car M20 Utility car detection radius increased from 10 to 25 to help detect camouflage units UC Detection radius increased from 10 to 25 help detect camouflage units 222 Scout car detection radius increased from 10 to 25 help detect camouflage units WC51 detection radius increased from 10 to 25 help detect camouflage units M3 Scout car detection radius increased from 10 to 25 help detect camouflage units T34 Population increased from 8 to 10 to prevent overwhelming numbers of the tank Wasp damage reduced from 8 to 4 it was doing too much damage initially Wasp range reduced from 35 to 32.5 was able to kite units too easily Churchill Flamethrower range reduced from 38 to 34 was able to attack at to safe of a distance British Command Tank buffs change to the following because initial modifiers were currently over performing. Accuracy weapon modifer reduced from 2 to 1.35 Recieve accuracy modifers increased from 0.5 to 0.7 Reload Weapon Modifer increased from 0.5 to 0.7 Cooldown Weawpon Modifer increased from 0.5 to 0.7 Fixed an issue of flame barrage landing on OKW battle group headquarters Increase range of KT from 40 to 45 to improve its usability into the late game as it can be kited quite easily by tank destroyers Reduce flame bonus damage to buildings from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage Molotov initial damage reduced from 20 to 10 because they were initially killing many entities on the first explosion Panzerwerfer Damage profile changed from 1/0.35/0.05 to 1/0.75/0.5 which will round out the damage a lot better yielding more consistent results Comet health reduced from 800 to 720, Scatter increased from 3.2 to 4.2 to bring this unit in line with its other counterparts Hammer and Anvil upgrades increased from from 200/25 to 250/50 to make players have to decide and invest into specialization, previously it was too easy to rush into one of them and skip all the other tech) Hammer and Anvil research time increased from 5 to 30 seconds British Sniper weapon behavior change from wants prone firing to none to improve usability will allow it to shoot / aim quicker Gammon Bomb damage reduced from 240 to 200 was dealing too much damage Reduce jadgtiger cost from 800/290 to 720/245 bringing the cost inline with its performance Glider HQ can now build britsh medics Fixed issue with infantry section vet 3 scoped rifles providing a dps decrease instead of an increase Tiger and Tiger Ace Vet 2 sight bonus reduced from 10 to 5 Added more of a stagger of time between the planes of Stuka Close Air Support Fixed an issue of rifleman sandbag not showing up. Handheld Flamethrowers ONLY: Fire Aim Time Post firing aim time increased to 0.5 AOE AOE Accuracy changed from 0.6/2.8/5 to 15/15/15 AOE radius changed from 4 to 2 AOE damage distance changed from 0.4/0.7/1 to 1/1/1 AOE damage friendly changed from 0.25/0.625/1 to 0.25/0.25/0.25 AOE distance changed from 2/1.5/1 to 2/2/2 Behaviour Reaction radius changed from 2.1 to 2.5 Burst Burst duration changed from 1/0.5 to 1/1 Cover Dmg multiplier vs garrison cover increased from 1 to 2 Dmg multiplier vs heavy cover increased from 1 to 2 Dmg multiplier vs light cover increased from 1 to 1.25 Dmg changed from 8 to 16 Tracking Weapon tracking speed horizontal changed from 90 to 45 Last edited by Brad_RE; 09-08-2015, 05:25 PM. In: Lobby |
Thread: [CoH2] Changelog15 Sep 2015, 09:10 AM
Added back the 50% reduce damage modifer to green cover for explosive weapons Reduced Damage modifer for the USF mortar halftrack from 1 to 0.5 Reverted Armor buff to Sherman from 180 back to 160 Increase scatter of assault grenades so they don't stack MG42 damage profile reverted back to 0.25/0.625 AEC Cost reduced from 60 to 50 AEC Research fuel cost increased from 10 to 15 Universal Carrier, WC51 Doge, 222, Kubelwagon, and M3 Scout car now have 50 bonus accuracy to snipers type. Brace recharge time increased from 15 to 90 seconds Rifle Company will only call in VET 1 Rifleman. AA Mode removed from the USF AA Halftrack, general AA stats have been compensated to adjust. Glider HQ no longers grants resource bonus ML120 damage increaed from 160 to 200 Crew Reapir Operation repair rate reduced by 30% (16 per tick to 11 per tick) HMG can no longer garrison the 17lb At gun Tiger Penetration increased from 180/200/220 to 200/220/240 Tiger range increased from 40 to 45 Added bonus damage against emplacment for walking stuka Fixed incendiary greande animations for Volksgreandiers Bofors Accuracy reduced from 0.875/0.818/0.76 to 0.775/0.46/0.36 Bofors Damage reduced from 40 to 30 Bofors Vs building garrison cover dmg multiplier changed from 0.5 to 0.2 Bofors Distance_scatter_max changed from 2.15 to 5.15 Last edited by Brad_RE; 09-04-2015, 05:46 PM. In: Lobby |
Thread: [CoH2] Changelog15 Sep 2015, 09:09 AM
Sept 4th Hotfix Fixed a crash in the AI system. Fixed a crash associated with the use of the British Forces Glider. In: Lobby |
Thread: [CoH2] Changelog15 Sep 2015, 09:08 AM
Added prioritize vehicle back to medium tanks Removed extra modifiers on grenadiers Fixed issue with USF mine not using proper mine Fixed CP requirements for rifleman fighting position Fixed DSHK regained suppression and incremental accuracy values that it was given in previous update Fixed 120 Mortar Cost back to 330 Fixed an issue with Tank Hunter Partisans not showing up to replace Irregulars. Last edited by JLee; 09-04-2015, 11:44 AM. In: Lobby |
Thread: [CoH2] Changelog15 Sep 2015, 09:07 AM
As part of a new trial process this update includes a Balance Preview Tuning Pack that will be made available in the steam workshop (Sept 3rd10:00am PST). The tuning pack can be found in the Modding Hub or in the STEAM workshop after 10:00am PST on Sept 3rd. This tuning pack contains all of the planned balance changes listed below that will be made live in the near future. We thought it would be interesting for players to try out the new changes in addition to discussing these patch notes. Please note changes not included in the tuning pack are listed in a section at the bottom of the notes. The Balance Preview does NOT include code updates, help text updates and some major data updates that may be planned for the patch.The patch date that would include these Balance updates is still TBD. Legend Balance BALANCE Balance Goals Increase the number of viable strategies in the game Make core tech tree units more desirable Increase the viability of light vehicle combat. Promote and Encourage Combined Arms Reduce negative user-experiences in gameplay Improve usability and remove unintended behavior from the game General game balance tuning General Gameplay Updates Flame Weapon Flame Weapon dot duration increased from 3 sec to 20 sec Infantry Held Flame Weapons do not leave Flame DOTs. British Churchill Crocodile Flame Weapon DOT Damage reduced from 4 to 2 Health reduced from 1600 to 1400 Churchill Flamethrower Damage reduced from 16 to 8 Churchill AVRE Health reduced from 1600 to 1400 Petard damage reduced from 640 to 440 Petard bonus damage multiplier vs buildings 1.45 Universal Carrier Wasp Flame Weapon DOT damage reduced from 4 to 2 Universal Carrier ronson flamethrower damage reduced from 16 to 8 Wehrmacht HMG MG42 With the past update change to HMGs we have found the MG42 to be dealing slightly too much damage. Incurring heavy manpower loss on the opposing side. The intended role of the HMG MG42 is to be a suppression platform first which it already excels at. Damage profile at far reduced from 0.25 to 0.2 Damage profile from mid reduced from 0.625 to 0.6 GRW34 81mm Mortar Reload increased from 2.4 to 4 Panzergrenadiers We are looking to minimize the heavy attrition cost of this unit. Reinforce cost reduced by 10% Sniper Slightly reducing the rate of fire of German sniper as its veterancy bonuses that it attained were slightly over performing. Veterancy 2 rate of fire modifers reduced from 0.8 to 0.85 Veterancy 3 rate of fire modifers reduced from 0.7 to 0.85 Stug III E/G With the resurgence of Stug use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players. Target weak point will now disable main gun temporarily no longer causes vehicle stun. Ambush Camouflage Changing unwanted behavior. First strike bonus damage changed to accuracy JU87 Close Air Support Loiter We are spreading out the damage of the JU87 Close Air Support to allow players to better react to this ability. Increased the number of planes to loiter from 1 to 2 Damage reduced from 120 to 60 Elefant With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight. We would like to encourage use of other units that provide vision. Focus sight removed Population reduced from 25 to 20 Tiger With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. Population reduced from 24 to 19 251 Flame Halftrack Range increased from 25 to 30 Reinforce removed on upgrade Panzerwerfer Reducing the scatter slightly and adding suppression to the rockets to improve the unit’s effectiveness. Distance scatter reduced from 20 to 17 Rockets now deal suppression Soviets Starting Resources We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected. Starting Fuel reduced from 50 to 20 Special Rifle Command We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected. Fuel cost reduced from 40 to 10 Support Weapon Kampaneya We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected. Fuel cost reduced from 50 to 20 Tankovivy Battlon Command We are slightly delay this building to allow players to have more time to prepare for any early vehicle rushes. Fuel cost increased from 80 to 85 Partisan We wanted to give a more define role to Partisans. This will now have access to full German weapons consistantly. Will now only gain access to axis weapons with default stats (MP44s, Panzershercks) Anti-Tank Partisans now replace irregulars Added Partisan Grenade to Anti Infantry Partisan Conscripts Previously conscripts did not scale too well in the late game. We are increasing their survivability as they vet up. Veterancy 3 Modifier increased from 33% to 40% Conscript PPSH Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall dps. Mid accuracy increased from 0.23 to 0.43 Far accuracy increased from 0.115 to 0.2 M5 Halftrack Reducing penetration slightly to allow for dedicated light vehicle counters to excel more at facing the M5. Also reducing its moving accuracy to reduce its ability to chase and shoot. Quad penetration reduced from 1.5/2/2.5 to 1.25/1.5/1.75 Moving accuracy reduced from 0.5 to 0.4 Loses ability to reinforce when upgraded. T34-76 Compensating for the unit’s reduce cost in the last update allowing players to easily a mass their army. Population cost reduced from 12 to 8 ISU-152 With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight for such a long range unit was unnecessary. Focus Sight Removed Population cost reduced from 25 to 20 IS-2 With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player Population reduced from 24 to 19 Katushya The previous scatter was set fairly low which gave units little chance to doge any of the rockets. Creeping barrage scatter increased from 2.5 to 5.5 USF Ambulance Improving usability. Healing ability changed to toggle ability, must be in territory and disables movement. Build time reduced from 45 to 30 Assault Engineers Improve usability as we found very little use out of the small anti-tank mines Replaced M7 Mine with Regular mine Rifleman We are adding more survivability to rifleman at vet3 to help them scale into the late game more. Veterancy 3 now grants reduce receive accuracy by 25% HMG 50 Cal Previously the 50cal had an additional weapon that was activated at vet2. That weapon was not effected with the previous HMG changes. We are also improving usability of the HMG. VET 2 50 Cal weapon has had its stats adjusted in relation to the previous changes to HMGs (Damage reduced from 16 to 20, Burst unified to 1, incremental accuracy from 1.04 to 1.15, search radius changed from 6/8/10 to 10/12.5/15, penetration from 1.5 to 1, nearby suppression radius from 10 to 13) Focus fire set to false Gun will instantly transfer to other member if it dies on retreat M1918 Browning automatic rifle We are increasing the BAR rifle on the move accuracy and cooldown to promote more aggressive tactics when units are equipped with this weapon. Moving Accuracy multiplier increased from 0.6 to 0.7 Moving Cooldown multiplier reduced from 0.25 to 0.1 Bazookas Small cost adjustment to bring the weapon in line with its performance. Cost reduced from 60 to 50 Munitions Defensive Stance After heavy testing we found this ability not suited for rifleman. Ability Removed M1 Thompsons Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall dps. Mid accuracy increased from 0.173 to 0.43 Far accuracy increased from 0.115 to 0.2 M4A3 Sherman With the delay in tech to the USF we are increasing the power of some of their vehicles. Penetration increased from 80/100/120 to 100/120/140 Armor increased from 160 to 180 M4A3 Easy Eight Now that the Easy Eight requires tech to build it we are adding additional stats to diversify the unit from the regular M4A3 Sherman. Health increased from 640 to 720 Near penetration increased from 175 to 200 Mortar Halftrack Improving the Mortar Halftrack to make it more consistent against stationary targets and units in cover. Scatter ratio reduced from 0.15 to 0.08 Damage multiplier against tp_heavy cover increased from 0.5 to 1 Damage multiplier against tp_trench increased from 0.3 to 1 Accuracy multiplier against tp_trench increased from 0.2 to 1 M56 Delayed Fuse HE Barrage Improving the ability to allow it to effectively deal against stationary targets. Weapon building damage changed from mortar to HE Shell Accuracy increased from 0 to 11 AOE Penetration increased from 105 to 1000 Damage Mid increased from 0.5 to 0.75 Penetration increased from 105 to 1000 M7B1 Priest Bringing the priest in line with other heavy artillery weapons. Salvos increased from 5 to 7 240 Howitzer Artillery Barrage Reducing the AOE radius of the shell to match the shells explosive fx. We have also added additional UI to indicate the area in which the shells will be landing in. AOE reduced from 12 to 9 Added UI indicator of ability range Added extra SFX to the shell OKW Infantry Squad Upgrades Ease of use change All squad upgrades are able to be upgraded out of territory. Volksgrenadiers We wanted to give OKW a soft building counter options. This should help OKW deal against garrisoned enemies. (Need an icon) Grenade replaced with incendiary grenade IR Halftrack Adding a small fuel investment to this vehicle. Cost increased by 5 fuel Fallschirmjäger We are looking to minimize the heavy attrition cost of this unit. Reinforcement cost reduced by 10% Obersoldaten We are looking to minimize the heavy attrition cost of this unit Reinforcement cost reduced by 10% IR STG Bringing this upgrade cost in line with this weapons performance. Cost reduced from 90 to 60 LEIG We found through feedback and playtesting that the Hollow Charged ability was very cumbersome to use. We have decided to remove the ability from the unit and substitute it with weapon stats. Hollow charges removed Now gains increased weapon and barrage range by 15% Sturmtiger Fixing unintentional behavior Can no longer reload it’s gun through repair critical Jagdtiger With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player Population reduced from 26 to 21 Last edited by JLee; 09-02-2015, 02:47 PM. In: Lobby |
Thread: [CoH2] Changelog15 Sep 2015, 09:03 AM
Sept 3rd Update Additions Flame Weapons All Infantry Flamethrower damage reduced 8 All Flamethrowers that originally had accuracy of 11 now has accuracy of 1. All Infantry Flamethrowers have had their weapon scatter increased because they now rely more on accuracy than scatter. Stuka Incendiary bomb damage increased from 10 to 40 In: Lobby |
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