I have no idea what that idiom means, assuming it's an idiom...
*sobs*
Smoking gun is a company which several of the original coh1 devs formed after leaving Relic. I think they mostly made mobile games
link
Posts: 10665 | Subs: 9
Thread: Company of Heroes III - Your expectations26 Dec 2017, 12:42 PM
*sobs*
link In: COH2 Gameplay |
Thread: Company of Heroes III - Your expectations25 Dec 2017, 14:30 PM
Is that a Smoking Gun I see your in pocket, or are you just please to post this? In: COH2 Gameplay |
Thread: Jagdtiger is a useless pile of manure now24 Dec 2017, 13:58 PM
Thread title adjusted In: Replays |
Thread: Looking for Mentor23 Dec 2017, 15:50 PM
If you are seeking a mentor, I would suggest you respectively edit your posts to give a little more information. e.g. 1) Do you have a mic? 2) What is/are your preferred languages and time zone? 3) What are the game modes which interest you? e.g. 1v1 4) Which armies do you prefer to play? Absent this information, you may like to post replays in the Review Section, setting out your loss and asking for advice. In: Mentoring |
Thread: My thoughts about DBP and going forward22 Dec 2017, 17:35 PM
Your wish is my command. Readers of this thread should please pay particular attention to the Machine's post at #5. COH2 was destined to be imperfect. It was by no means fully designed, when its parent publisher, THQ, foundered in December 2012. After an auction, Relic studios was acquired by SEGA who paid a full price for Relic ($26M) iirc, who then extended the time for publishing the game by approx 5 months. Nobody, not even the hardcore fan, could claim that the first 6 months of COH2 was in any way successful. COH2 suffered from lots of problems: not least, the desire of Relic to diverge from its successful predecessor and create a different game. In code, that meant dumbing down the game, in an attempt to make COH2 more attractive to the casual user. e.g. the 'come back' mechanic of COH2, or its linear progression, once a commander was selected. i.e. for those of you who never played COH1, once you selected a COH2 commander, you simply progressed through the CPs as you fought and captured: you never had to think about selecting an aggressive or defensive side of a commander: the game does it for you. Compare and contrast that with COH1, where you had had to make a choice which side of the commander tree you used, and then select those choices at the relevant CP: the game did not do it for you in COH1. It was another pressure with which you had to cope. Or, consider the early game with COH1: the bike, or the kettenkrad, or the Jeep, and yes, the BC. These things were so different, and it did not enhance the game to lose them But back to topic. COH2 is better balanced than it was - readers should please remember that our community balancers do not have an open palette - they work within the balance scope handed to them. And last: it is probably correct that this patch in the game's late life is more balanced towards team games. Because, in the commercial world in which we dwell, please consider this: 4v4 = 8 players who acquired the game; 3v3 = 6 players who acquired the game. 1v1 = 2 players who acquired the game. And there is the perennial iceberg: the compstompers, who never appear in automatch, but who far outweigh the active players in automatch, and who pay the same price for the game. For COH3, I hope that Relic somehow manage to reconcile these components more effectively: the clear answer is to balance 1v1 and 2v2 differently from 3v3 and higher, but do the player numbers warrant such a commercial investment of time? / In: Lobby |
Thread: [CoH2] Changelog22 Dec 2017, 11:51 AM
DECEMBER 21st 2017 HOTFIX USF Cluster Mines * Munitions cost increased from 90 to 110 BUG FIXES - Fixed an issue where the mini / tactical map for the 1v1 version of Crossing in the Woods was not displaying properly - Various text strings have been updated (currently in English only with localized translations coming in a future patch) - Fixed an issue where the FRP reinforcement time penalty would not apply properly to all units - Fixed an issue where British Forward Assembly reinforcement penalty was significantly higher than other forward retreat points (+250% penalty, as opposed to +75% penalty) - Fixed an issue where certain AT-grenade attacks would fail to properly track vehicles - Fixed an issue where anti-air half-track's main gun would fail to properly track aircraft To prevent unintentional squad wipes, demo defuse duration has been changed from 2 secs to 20 secs (this is a temporary fix until a more suitable solution can be found) - Fixed an issue where cluster mines would apply additional criticals on affected vehicles (other than a speed/rotation penalties) - Fixed an issue where the selection pointer for cluster mines turned to green (friendly drop) as opposed to red when picking a target - Jaeger Command Squad Vet 1 text now properly indicates that it unlocks the flares ability - Fixed an issue with Volksgrenadiers where the bonus sight range would unlock at Veterancy 5 rather than Veterancy 4 - Relief Infantry ability duration reduced from 120 seconds to 60 seconds (as intended/advertised in DBP) - Fixed an issue where the map Lazur Factory remained in the automatch map pool - Fixed an issue where Lazerath Ambush's name was not displaying correctly - KV-8 commander and UI icon reverted - Fixed an issue where certain "Support Your Faction" faceplates had swapped images with the newly added "King of the Hill" faceplates - Various icon updates for units and abilities such as Fallschirmjaegers, USF's Mark Vehicle, and the Artillery Field Officer for the Wehrmacht In: Lobby |
Thread: [CoH2] Changelog20 Dec 2017, 08:28 AM
The following notes detail the new map rotation for the December 2017 balance patch, along with all of the changes made in an extensive community map revamp. We have to give serious credit to SOE-Sturmpanther for coordinating the effort. Further thanks to community map makers Capiqua, Siphon X, Lord Rommel, Pigsoup, MonolithicBacon and WhiteFlash, who have used their skills to bring these changes to the live game. MAPS TO BE REMOVED FROM AUTOMATCH Based on community feedback, we have removed a selection of less played (highly vetoed) maps from the automatch pool. Multiple other highly vetoed maps have instead been adjusted to better suit competitive play. Below is the list of maps that will be removed from automatch as of the December Balance Update. 1v1 • Brynask Forest (community map) • Caen (now custom games only) • La Gleize Breakout (now custom games only) • Halbe (community map) 2v2 • Pripyat Sector (community map) • Hamlet (now custom games only) • Schilberg Outskirts (now custom games only) • Across the Rhine (now custom games only) • Rhzev Winter (now custom games only) • Dusseldorf (now custom games only) • Lisores River (community map) • Gelsenkirchen Refinery (now custom games only) 3v3 • City 17 (now custom games only) • Montargis Region(now custom games only) • Lazur Factory (now custom games only) • Hill 331 (now custom games only) 4v4 • Montargis Region (now custom games only) • Hill 331 (now custom games only) NEW COMMUNITY MAPS COMING TO AUTOMATCH 2v2 • Poltawa (community map created by Donxavi) • Stadtschutt (community map created by Zombifrancis) • Fields of Winnekendonk (community map created by SiphonX) • Alliance of Defiance (community map created by Whiteflash) NEW COMMUNITY MAPS COMING TO CUSTOM GAMES 3v3 & 4v4 • Anklet & Archery (A Christmas special community map created by MonolithicBacon) MAP CHANGES 1v1 Map Changes Semiosky Winter • Removed one spawn on each side allowing for better starting position balance. • The Northern lake has been shrunk on the North and South side. The North now has a small footpath to avoid using the water, and the land in the South area has been expanded to shorten the time that vehicles spend on the ice. • The house on the Northern fuel has been moved. Now the doors do not open onto negative cover, mirroring the South side. • A haystack has been moved to replace the house, so that green and yellow cover are nearly identical on both fuel points. • The long house and sight-blocking tree near the South fuel have been removed. • The hedgerow near the church has been removed and replaced with a wooden fence that is crushable by all vehicles, along with two patches of "heavy bush" that are crushable by medium vehicles. This will allow the hedgerow to be opened up very early in game. • Another ten metres of land has been added to the South bank of the Northern lake, and 5 metres has been to the Northern bank. • The fuel points have been moved slightly to make them equidistant from each spawn. • The Northern munitions cutoff has been moved slightly to make the cutoffs equidistant from each spawn. Buildings have been moved slightly to make this change more balanced. • Deep snow has been removed. Road to Kharkov • 1vs1 version of this map now has one spawn for better starting balance. Crossing in the Woods • 1vs1 version of this map now has one spawn for better starting balance. • Replaced house North of central bridge with sand bags. Sand bags now allow coverage of the centre, but can be flanked from the East, mirroring the situation on the South of the map. • Minor adjustment to clump of trees near sandbags to allow for better pathing. • Minor adjustment to width of large North Eastern group of trees allowing for more equal access to the munitions points. • Decreased the Northern basebuild area slightly. Players will no longer be able to cap while building tier 1 buildings. Khlodny Ferma Winter • Deep snow has been removed. • The Southern victory point has been made slightly easier to access for the Eastern player. Westwall • Building health has been significantly reduced in multiple key areas of the map. • Cutoffs have been moved further away from the buildings. • The line of sight objects at the church have been adjusted to mirror the situation on the adjacent side. • Negative cover added to the road next to the church, mirroring the situation on the adjacent side. • New line of sight blockers have been added around the victory points. • Victory points have been moved further away from buildings to stop in and out capping. • Increased space, and moved objects in select areas to improve vehicle pathing. • An additional cutoff for munition points has been added. • Base bunkers have now been fixed. Minsk Pocket • Removed one spawn on each side, allowing for better starting position balance. • Green cover has been added on the Northern side of both munitions points, matching the green cover on Southern side. • Some single trees which were acting a sight blockers have been removed in the central lane. Langreskaya • Both victory points at the edges of the map have been rotated to be closer to the opponent, allowing them to be more easily contested. Pathfinding and distances are now balanced between these victory points. • The hedgerow South of the central victory point has been reduced, and additional yellow cover has been added to this area making this victory point more balanced to contest. Crossroads • Red cover in front of both North and South apawns has been removed. • Eastern victory point has been moved slightly to the North. • West victory point has been moved slightly to the South. • Moved Northern house slightly to improve unit pathing. • Some stones which were providing excess green cover have been removed. 2vs2 Map Changes Crossing in the Woods (identical changes to 1vs1 variant) • Replaced house North of central bridge with sand bags. Sand bags now allow coverage of the centre, but can be flanked from the East, mirroring the situation on the South of the map. • Minor move to clump of trees near sandbags to allow for better pathing. • Minor adjustment to width of large North-Eastern group of trees allowing for more equal access to the munitions points. • Decreased the Northern basebuild area slightly. Players will no longer be able to cap while building tier 1 buildings. Minsk Pocket (identical changes to 1vs1 variant) • Green cover has been added on the Northern side of both munitions points, matching the green cover on Southern side. • Some single trees which were acting a sight blockers have been removed in the central lane. Hamlet • Garrison on the Northern victory point has been destroyed. • Base and bunkers have been moved back slightly to reduce their coverage. • Some objects around the North spawn have been moved/ removed to improve pathing. • Some individual trees, and a block of impassible trees have been removed from the Eastern forest to open the area slightly. • The house near the South-East munitions cutoff has been rotated so that the door and windows are in a better position. • Two blocks of wooden beams that provided green cover near the Eastern victory point have been removed to balance the situation on the opposing side. Trois Points • River to the North of the South spawn has been dried out and is now passable. • Additional base bunker added on Northern corner of South spawn to protect from new dry river approach. • River South of the Southern bridge now dried out and passable. • New route from dried river bed up and across Southern bridge added. • One of the buildings South of the Western munitions point has been removed to open up the area. • The remaining building South of the Western munitions point has been changed and can now fire towards the central victory point and cover muntions. This building cannot cover the Western fuel. • Green cover added to the roof of the building just to the North West of central victory point. • Houses to the North of the Western munitions point have been deleted and replaced with an extended green cover wall, as well as new green and yellow cover objects. • House to the South of the Western fuel has been moved further South and rotated. • Small rivers South of the North spawn have been dried out and are now passable. • Multiple new paths added into the Eastern victory point cemetery area. • Grove of trees removed from Eastern victory point and replaced with gravestones and bushes. • Direct path added from near cemetery area to the Eastern munitions point. • Eastern munitions point has been moved West into the road. Cover objects in this area have been moved and reworked. • River West of Northern spawn is now dried and passable. • House just to the East of the central building changed to allow coverage of the central victory point. Moscow Outskirts (Winter and Summer) • Eastern Fuel area layout has undergone extensive reworking. • Sight blockers reduced to the West of Eastern fuel cutoff house. • House to the North of the Eastern Fuel Point moved slightly to the West. • Eastern Fuel point moved slightly towards Northern house. • Wooden wall to the East of the house at the Eastern fuel cutoff cutoff removed and replaced by fence. • Sight blocker added to the North of this house to make it more vulnerable in order to balance its newly increased line of sight to the East. • Some fences have been removed in the area just to the North of the Southern base in order to improve flow in the early game. • Fence to the West of the Northern fuel cutoff has been partially removed, allowing the North side spawn better access between their cutoff and fuel point. • The house to the South of the Western fuel point has been moved slightly further South, and the fuel point has been moved slightly further North. • Some fences have been removed or broken in the East of the map in order to mirror the situation in the West. Semoisky Winter (identical changes to 1vs1 variant) • The Northern lake has been shrunk on the North and South side. The North now has a small footpath to avoid using the water, and the South area has been expanded to shorten the time that vehicles spend on the ice. • The house on the Northern fuel has been moved. Now the doors do not open onto negative cover, mirroring the South side. • Haystack has been moved to replace the house, so that green and yellow cover are nearly identical on both fuel points. • The long house and sight-blocking tree near the South fuel have been removed. • The hedgerow near the church has been removed and replaced with a wooden fence that is crushable by all vehicles, along with two patches of "heavy bush" that are crushable by medium vehicles. This will allow this hedgerow to be opened up very early in game. • Another ten metres of land has been added to the South bank of the Northern lake, and 5 metres has been to the Northern bank. • The fuel points have been moved slightly to make them equidistant from each spawn. • The Northern munitions cutoff has been moved slightly to make the cutoffs equidistant from each spawn. Buildings have been moves slightly to make this change more balanced. • Deep snow has been removed. Ettelbruck Station • Two spawns on each side have been removed to balance overall starting positions as this was originally a 4v4 map. • The health of the central train station building has been decreased to make it less of a focal point as the game wears on. • The Northern victory point has been opened up slightly with an additional Entrance from the East. • Green and yellow has been rebalanced around the central victory point. • The drain/canal near the Western spawn has been removed to prevent bottlenecking and provide better access and pathing in the area. 3vs3 Map Changes General Mud • Various quality of life changes have been made to the bunkers in base sectors. • All deep mud has now been removed from this map. • At Eastern victory point the distances between the bases and the victory point and house have been slightly tweaked. • The fence South of the victory point has been reduced in length as it was providing a cover. advantage for the North Spawn in this area. • The territory point to the South of the Eastern victory point has been moved slightly further. South to mirror the distance between the victory point and the territory point to the North. • The garrisonable buildings around the central victory point have been rebalanced to favor both spawns equally. Some buildings have been made less effective, while others have been made more effective. • Cover items have also been rebalanced around the central victory point. • Cover items have been reworked and added at the Western victory point. • Some items in both base areas have been removed. Across the Rhein • Various quality of life changes have been made to bunkers in base sectors. • Deleted various houses and fences in out of bounds sectors to improve vehicle pathing. • The South West base has undergone various changes such as removed fences and widened paths, that now allow for better unit flow in and out of this area. • Sections of fencing removed around Northern victory point allowing for more access options to this area. • Section of fence South of Northern fuel broken to allow additional point of access from the South. • Bushes near house at North of the Northern fuel removed to better indicate to players there is an access route in this area. • The Southern victory point has undergone a major cover rework. Various cover objects have been changed, moved or added in order to better balance this area. • Cover has been reworked at both the South East and South West territory points. • Bushes have been added around the cliff at the Central victory point, blocking sight from the top down to the victory point. • Sandbags providing green cover have been added to the West of the central Victory point • Cover on the hill above the central victory point has been tweaked and rebalanced Lanzerath Ambush • All deep snow has been removed. • Thicket of trees has been opened up allowing easier access to the Eastern victory point from the Southern approach. • The large block of trees South of the middle victory point has been removed to allow the Southern spawn easier access to this point. • Some cover objects have been moved/ changed to provide better balance in key areas throughout the map. Ettelbruck Station (identical changes to 2vs2 variant) • The health of the central train station building has been decreased to make it less of a focal point as the game wears on. • The Northern victory point has been opened up slightly with an additional Entrance from the East. • Green and yellow has been rebalanced around the central victory point. • The drain/canal near the Western spawn has been removed to prevent bottlenecking and provide better access and pathing in the area. Rhzev Winter • Ice has been replaced with land in the area in the vicinity of the Northern fuel cutoff. Vehicles no longer have to traverse ice in the area, and infantry have less ice to cover. This has been done as it was previously easier to hold the cutoff and deny fuel to the Northern team. • Small pockets of additional land have been added in the area around the central victory point. • The central victory point has been moved slightly further North to balance the distance between spawns. Oka River • Removed all deep snow. • Many breaks in fences have been added throughout the map to improve pathing and balance the access to key areas. • The garrison on the Western fuel point has had its health increased to mirror the garrison on the opposing fuel point. This garrison has also been slightly repositioned. Essen Steelworks • Various quality of life changes have been made to the bunkers in base sectors. • Lowered wall at Eastern fuel to allow better vision of the area from South approach. • The Western fuel point has been moved slightly to the North to balance the distance between spawns. • Cover items have been reworked near the Western fuel to make the area fairer for the North spawn. • Altered pipes near the Western fuel that were causing pathing problems. • The high fence to the North of the Middle victory point has been removed. • Quality of life improvements have been made to both base sectors to improve pathing issues. Steppes • Various quality of life changes have been made to the bunkers in base sectors. • The cover around the Southern fuel point has has undergone a complete rework. Objects have been added, removed, and repositioned resulting in better balance. • The cover around the Southern victory point has undergone a complete rework. Objects have been added, removed, and repositioned resulting in better balance. • The cover around the central victory point has undergone a complete rework. Objects have been added, removed, and repositioned resulting in better balance. Lienne Forest • Various quality of life changes have been made to the bunkers in base sectors. • Hedge in North base has been moved to eliminate collision with US bases. • One of the houses in the West of the map has been moved to allow a new route for medium and heavy vehicle pathing. • Objects have been removed within the North base that were obstructing base building and light vehicle pathing. • Fences outside the North base have been cut in three places to allow better pathing and more balanced access to the nearby fuel. • Fences outside the South base have received additional openings or have had their openings moved, allowing better pathing in the area. • Additional fencing near South base removed to allow for a more direct retreat path. • Health decreased on station house building. • Many paths within the forest areas have been adjusted to allow for better vehicle pathing. Red Ball Express • A section of green cover has been removed at the Eastern fuel to balance the overall cover dynamic in this area. • A new pathway has been created between hedges to allow the Southern teams another way of accessing Northern areas. Port of Hamburg • One spawn on each side has been removed to better balance overall starting positions. • Various quality of life changes have been made to the bunkers in base sectors. • Two new green cover objects have been added on the North side of the Eastern fuel so that both spawn have equal cover in this area. • Brick debris object moved just to the East of the Eastern victory point allowing access to new green cover. • Visual glitch of floating containers in the central area has been fixed. • At the Western victory point, some yellow cover crates have been replaced with green cover to give the area better overall cover balance. • Additional green cover has been added at the central victory point to give the area better overall cover balance. • Additional green cover has been added at the central munitions point to give the area better overall cover balance. • The Southern base has been reworked to improve pathing issues. Parts of the wire fences have been removed, along with truck near to fences. • Moved the Western fuel slightly North to balance the timing between bases. 4vs4 Map Changes Lienne Forest (identical changes to 3vs3 variant) • Various quality of life changes have been made to the bunkers in base sectors. • Hedge in North based has been moved to eliminate collision with US bases. • One of the houses in the West of the map has been moved to allow a new route for medium and heavy vehicle pathing. • Objects have been removed within the North base that were obstructing base building and light vehicle pathing. • Fences outside the North base have been cut in three places to allow better pathing and more balanced access to the nearby fuel. • Fences outside the South base have received additional openings or have had their openings moved, allowing better pathing in the area. • Additional fencing near South base removed to allow for a more direct retreat path. • Health decreased on station house building. • Many paths within the forest areas have been adjusted to allow for better vehicle pathing. Essen Steelworks (identical changes to 3vs3 variant) • Various quality of life changes have been made to the bunkers in base sectors. • Lowered wall at Eastern fuel to allow better vision of the area from South approach. • The Western fuel point has been moved slightly to the North to balance the distance between spawns. • Cover items have been reworked near the Western fuel to make the area fairer for the North spawn. • Altered pipes near the Western fuel that were causing pathing problems. • The high fence to the North of the Middle victory point p has been removed. • Quality of life improvements have been made to both base sectors to improve pathing issues • All deep snow has been removed. Lanzerath Ambush (identical changes to 3vs3 variant) • Thicket of trees has been opened up allowing easier access to the Eastern victory point from the Southern approach. • The large block of trees South of the middle victory point has been removed to allow the Southern spawn easier access to this point. • Some cover objects have been moved/ changed to provide better balance in key areas throughout the map City 17 • Various quality of life changes have been made to the bunkers in base sectors. • At the North West base, tree stumps creating pathing issues have been removed. • At the South West base objects causing pathing issues in and outside the base have been cleaned up. • At the South East base, rocks which were causing issues for US forces have been removed. • Additional green cover items have been added at the Eastern victory point to improve overall balance in this area. • Additional green and yellow cover items have been added at the Western victory point to improve overall balance in this area. • Additional yellow cover added to the central victory point to improve overall balance in this area. • The fence to the North of the central victory point has been cut to allow an additional access route for the Northern team. • Cover has been adjusted or added at some of the other capture points around the map. Vielsam • Various quality of life changes have been made to the bunkers in base sectors. • Deep snow has been removed across the map. • Moved one of the North base spawns slightly to the South, and removed a tree to improve vehicle pathing. • Repainted the sector boundaries on the map to fix overlap issues. • At the Eastern repair point, an additional entry point has been added to the South to balance entries. • At the Western fuel, new entries to the area have been added to improve movement and gameplay in the sector. • At the Western victory point, new entries to the area have been added to improve movement and gameplay in the sector. • Additional areas have had new entries created to provide a more fluid and less predictable gameplay experience. • Various capture points have undergone cover additions and rebalancing. • One of the houses in the South East has been rotated 180 degrees to allow fairer access for the North team. Red Ball Express • A section of green cover has been removed at the Eastern fuel to balance the overall cover dynamic in this area. • A new pathway has been created between hedges to allow the Southern teams another way of accessing Northern areas. Port of Hamburg • Various quality of life changes have been made to the bunkers in base sectors. • Two new green cover objects have been added on the North side of the Eastern fuel so that both spawn have equal cover in this area. • Brick debris object moved just to the East of the Eastern victory point allowing access to new green cover. • Visual glitch of floating containers in the central area has been fixed. • At the Western victory point, some yellow cover crates have been replaced with green cover to give the area better overall cover balance. • Additional green cover has been added at the central victory point to give the area better overall cover balance. • Additional green cover has been added at the central munitions point to give the area better overall cover balance. • The Southern base has been reworked to improve pathing issues. Parts of the wire fences have been removed, along with truck near to fences. • Moved the Western fuel slightly North to balance the timing between bases. Lorch Assault • Various quality of life changes have been made to the bunkers in base sectors. • The Eastern base has had some bushes removed than hinder movement for USF players. • The wall outside the church has received a new opening to balance the openings for both teams. • At the North West victory point, an additional entrance has been added to the Eastern wall allowing players from that direction better access to the point. • Cover has also been rebalanced at the North West victory point. • At the North East victory point, two fences have been opened to allow better access to the area. • At the Middle Munitions point, the bushes have been adjusted to allow for better pathing, and a yellow cover log has been added to balance the overall cover dynamic in the area. • At the capture point to the West of the central victory point, additional paths have been added into the field. • At the capture point to the East of the central victory point, additional paths have been added into the field. • Other fences have been cut throughout the map to improve overall gameplay flow. • At the Southern victory point, cover objects have been reworked to balance the area. In: Lobby |
Thread: [CoH2] Changelog20 Dec 2017, 01:18 AM
DECEMBER UPDATE COMMANDER REVAMP - FINAL For all core faction changes released in the December Update, check out the Company of Heroes 2 Changelog. GENERAL Infiltration Units Infiltration is being adjusted to be less potent by forcing all abilities to be on cooldown. This will prevent players from spawning a unit and throw a grenade before the other player can respond. All abilities now start on cooldown This affects: - Infiltration Commandos - Partisans; both variants - Stormtroopers - Jaeger Light Infantry Call-In Units A number of units have been changed from call-ins to requiring appropriate tech to be built. This will make the following units less dominant in 1 vs 1 scenarios where the punishment for the lack of teching is not as severe. Equally, these units will now arrive to the field earlier in larger game modes, making them more accessible. - M4C Sherman - KV8 - KV1 - M10 - Flammpanzer Hetzer - Ostwind Airplane Loiters Loiters would sometimes last longer than the denoted duration, and could even acquire targets outside the visual indication. - Standardized loiter duration to 60 and radius to 50 - Does not affect OKW Overwatch Sector Assault SOVIET COMMANDERS General Shock Troops Shock Troops have been adjusted to have lower bleed effects on a player’s manpower due to their short-range while their grenade has been improved to assist with flanks and dislodging team weapons. - Reinforcement time from 6.5 to 5.5 - Reinforcement cost from 33 to 31 - Trip-Wire Flares removed - Veterancy 1 now reduces Smoke Grenade cost from 15 to 10 - Veterancy 2 -40% Smoke cooldown moved to veterancy 1 - Grenade Far AOE from 0.15 to 0.5 - Grenades now share a cooldown - Grenade damage type from small explosive to big explosive; can now damage ambient buildings ISU-152 The ISU is being made more reliable against both infantry and armor, while lowering its potential to wipe out squads in a single shot. - Manpower cost from 720 to 680 - Population from 20 to 22 - Armor from 310 to 340 - HE Far damage from 0.05 to 0.15 - HE AOE distances from 1.25/2.75/4.5 to 0.25/1.5/6 - Concrete Piercing and HE shells now bypass terrain/landscape - Angle scatter from 5 to 6.5 - Scatter distance max from 8.7 to 10 - AP shells now deal 50% deflection damage IS-2 Heavy Tank We are adjusting the IS-2 to be more reliable against infantry due to its slow rate of fire. - Population from 19 to 20 - Scatter offset from 0.25 to 0.185 - Far AOE from 0.05 to 0.1 ML-20 152mm Howitzer The ML-20’s high manpower cost is being offset by moving a portion of it into fuel. Damage has been adjusted to be more reliable with lower wiping potential. - Cost from 600 manpower to 400 manpower and 50 fuel - Near AOE damage from 1 to 0.9 - Mid AOE damage from 0.15 to 0.28 - Veterancy 1 extra shells decreased from +2 to +1 - Scatter penalty when firing into fog of war increased from 1.25 to 1.75 B4 203mm Howitzer * Cost from 600 to 400 manpower and 50 fuel * Population from 20 to 15 Recon Loiter Loiters are being adjusted to be more cost effective as they are more vulnerable to being shot down after the first pass. - Recon loiter ability costs reduced from 80 to 60 Repair Stations (Soviet Industry Tactics) With the general changes to repair, Soviet repair stations are being given a manpower price to limit a player’s ability to mass produce them without sacrificing unit production. - Cost increased from 75 munitions to 120 manpower and 45 munitions Rapid Conscription The reduced duration on Rapid Conscription will make the ability more of a tactical choice. The adjustment was necessary due to the altered performance of the Conscript squad. - Duration time from 120 to 60 Soviet Vehicle Crew Repair * No longer drains munitions income by 50% per tank * Cost from 30 to 35 For Mother Russia The ‘For Mother Russia’ ability is having its potency reduced due to how powerful it was compared to similar abilities. - +100% Armour bonus removed. - Duration from 60 to 45. - Cost reduced from 100 to 70 Soviet Forward HQ We are making the Forward HQ provide fewer bonuses to units fighting around them and requiring these structures to be converted in friendly territory. Cost has been slightly to compensate. - Cost from 300/60 to 250/40 - Now requires target structure to be in connected, friendly territory to be activated - Damage aura from +50% to +25% accuracy - Armor aura from +50% to +25% KV-8 Due to KV-8 now requiring tech, the tank's armour is being increased to improve its role as a breakthrough unit. - Armor increased from 240 to 260 - Now requires Support Armor Kompenya to be built Lend Lease Tactics DShK 38 HMG The DShK is being adjusted to be less potent in terms of raw suppression and damage to match its appropriate cost. - Reinforcement cost from 15 to 20 - Traverse speed from 90 to 38 - Suppression from 0.00044 to 0.003 - Rate of fire from 2.1/1.5/0.9 to 1.3/1.15/0.9 - Set-up from 2 to 2.25 - Fire aim time from 0.125/1 to 0.125/0.5 - Ready aim time from 0.375/0.5 to 0.25 - Population from 6 to 7 - M4C 76mm Sherman * Now requires Support Armor Kompenya to be built Guard Rifle Combined Arms Tactics We are reinforcing some of the pre-existing abilities of the commander to also revitalize numerous other overlapping Soviet Commanders. In addition to this, we are introducing the KV-1 tank as an armor option to increase the viability of certain commanders. Commander Abilities: - KV-1 (0 CP) - Guards Rifle Infantry (2 CP) - Conscript PPSh Package merged with Hit the Dirt (3 CP) - ML-20 152mm Howitzer (8 CP) - IL-2 Strafing Run (12 CP) Hit the Dirt (passive; available for all Conscript PPSh commander abilities) Hit the Dirt is being adjusted to allow Conscripts to trade mobility for survivability. Accuracy is lowered to compensate as a trade-off for increased defense and immunity to suppression. - Now bundled with Conscript Assault Package - Cover changed from yellow-cover to -10% received damage - Accuracy decreased by 20% while active - Hit the Dirt replaced with KV1 (also affects Conscript Support Tactics) KV-1 Heavy Tank To give the KV-1 a more defined role as a breakthrough unit, we are slightly increasing its durability, and significantly increasing the rate at which it can get repaired. The following changes will result in KV-1s being 25% faster to repair. - Now has a 0.8 received damage modifier - Now requires Support Armor Kompenya to be built **Guards Rifle Infantry ** Guards are gaining slight adjustments to their damage against infantry and survivability on the field. Their grenades are also being improved to make them better in line with their intended role and performance. - Received accuray from 1 to 0.97 - PTRS damage vs infantry from 20 to 27 - Grenade ready aim time from 0.625 to 0.125 - Grenade cost from 35 to 30 - New ability: Hit the Dirt. Replaces Trip Wire Flares. Grants 0.75 weapon cooldown and +2.5 range, but renders squad immobile. 2 Second delay, 25 second recharge recharge upon deactivating. IL-2 Sturmovik Attack We are increasing the number of planes to two to improve survivability and increase the number of targets that can be suppressed. Damage and tracking has been adjusted to prevent the IL-2 from wiping lone squads. - Damage from 8 to 5 - Now deploys two planes - Tracking from 90 to 25 - Minimum range removed - Firing cone from 8 to 15 - Max down from -25 to -20 - Max up from 90 to 20 - Nearby suppression radius from 13 to 20 Tank Hunter Tactics In order to add more depth to the doctrine, we are expanding its theme to cover a range of techniques used by the Red army to ambush and destroy Wehrmacht tanks and be less reliant on masses of Conscripts armed with PTRS rifles. Commander Abilities: * Conscript PTRS Package (2 CP) * PMD-6M Light Anti-Vehicle Mines (2 CP) * Tank Hunter Ambush tactics (2 CP) * ML-20 152mm Gun-Howitzer (8 CP) * IL-2 PTAB Anti-Tank Bombing Run (10 CP) Conscript PTRS Package PTRS Packages are being changed from a simple weapon upgrade to an item that changes the role of Conscripts into an anti-tank unit that can locate and ambush armour at the cost of anti-infantry and anti-garrison power. - Grants 3 PTRS Rifles. - Conscript Anti-Infantry PTRS stats equivalent to Penal PTRS; Conscript PTRS retain deflection damage of 13. Penal PTRS has 20 - Cost from 50 to 75 - CP requirements from 3 to 2 - Conscripts upgraded with PTRS gain access to new abilities: Tank Detection Allows squad to detect vehicles in the FOW; replaces Molotovs. 15 Munitions Camouflage Detectable at 10 range Requires the squad to be stationary. First Strike bonus: + 25% penetration Conscripts gain access to the Hold Fire ability RPG-40 Anti-Tank Grenade Assault Replaces RPG-43 Anti-Tank Grenade when Conscript PTRS package is upgraded - Aim-time from 2 to 1.375 - Wind-up from 0.25 to 0.125 - Range from 15 to 18 - Damage from 80 to 50 - Penetration from 100 to 150 - Causes engine damage at 75% health - Can be avoided if out of range before the grenades are thrown; grenades will home onto targets when tossed PMD-6M Mines * Cost from 8 to 10 * No longer stuns vehicles; instead, slows vehicle movement and rotation by 50% for 8 seconds * Can now be built by Penals and Conscripts Tank Hunter Ambush Tactics To benefit other aspects of the army, Tank Hunters is gaining a new ability to allow the commander’s vehicles to also ambush hostiles. Credits for implementing the bush animations (AKA "Bush Tech") go to the “Wikinger: European Theater of War” mod team. - Stops vehicle from moving, slows rotations by 85% when active - First Strike bonus: +20% accuracy, + 20% penetration, +25% reload - Detection range to 20 for medium and heavy vehicles; 15 for light vehicles - Also grants access to Anti-Tank Gun Ambush Tactics ability Anti-Tank Gun Ambush Tactics (affects all relevant Soviet Commanders) AT Gun Ambush Tactics is being given a First-Strike Bonus to improve the ability’s potency when firing from stealth. - First Strike bonuses to -25% reload, +20% accuracy, +20% penetration - CP requirement from 5 to 3 WEHRMACHT COMMANDERS General Elefant The Elefant is having its damage adjusted to be less capable of quickly bursting down medium tanks, in turn it is receiving improved accuracy to compensate. - Damage from 320 to 300 - Population from 20 to 22 - Accuracy from 0.05/0.375/0.025 to 0.055/0.045/0.03 10.5cm leFH The leFH’s high manpower cost is being offset by moving a portion of it into fuel. - Cost from 600 manpower to 400 manpower and 50 fuel - Veterancy 3 no longer increases damage - Scatter penalty when firing into fog of war from 1.25 to 1.75 Pak 43 Anti-Tank Gun (Both variants) The Pak 43 high manpower cost is being offset by moving a portion of it into fuel. - Cost from 500 manpower to 350 manpower and 45 fuel Stuka Dive Bomb The dive bomb is being made less potent and more costly due to its pinpoint nature and lack of warning flares. - AOE damage from 1/0.35/0.05 to 1/0.035/0.08 - Cost from 160 to 200 - No longer deals an instant death critical to infantry. Stuka Close Air Support Stuka CAS will now punish armor for being in the area, but be less capable of knocking tanks out in a single loiter attack. - Damage from 60 to 50 - No longer causes random criticals Stuka Anti-Tank Strafe We have adjusted the AT strafe to be less potent against non-vehicle targets to prevent it from wiping out infantry, howitzers, and structures in one pass. - Damage modifiers against non-vehicles set to -83% Relief Infantry We have lowered the duration to make the choice more tactical for the player using this ability. Model death count increased due to the stacking effects of later Osttruppen squads. - Ability duration from 120 to 60 - Number of model death required for a new squad from 4 to 5 Recon Loiter Loiters are being adjusted to be more cost effective as they are more vulnerable to being shot down after the first pass. - Recon loiter ability costs reduced from 80 to 60 Stuka Smoke Drops Smoke has been adjusted to be a multi-purpose ability and strengthen the doctrines it is in. - Now targetable in the fog of war; provides recon in addition to smoke - Now available to Storm Doctrine; replaces Tactical Movement in the doctrine Osttruppen Doctrine The doctrine primarily relies on strong field presence with Osttruppen. However, the lack of scalability of the Osttruppen into the late game hurts the viability of the commander. Thus, to give this commander some staying power, we are changing how the Artillery Officer, Osttruppen, Trenches, and Supply Drop operate. Osttruppen (affects all Osttruppen variants) Osttruppen have been adjusted to limit their ability to swarm the field in the early game and be less potent with fallen weapons. In return they can be upgraded to allow them to scale into the late game. - Osttruppen call-in ability now starts on cooldown. - Reinforce time from 2 to 3.5 - Ability recharge from 10 to 25 - Cover bonus for slot items from 300% to -25%. - Panzerfaust now requires either Infanterie Kompanie or Leichete Mechanized Kompanie; also affects Grenadiers - Can now be upgraded with an MG 42 for 45 munitions after Battlephase 3 is researched Artillery Field Officer The AF officer has received a major overhaul to allow this unit to not only provide a potent support role, but also act as a unit that can lead an assault to help breakthrough the enemy lines and push away infantry units at close range. - Population from 9 to 7 - Grenadier models changed to Field Artillery Crew; aesthetic change - Squad size from 4 to 5 - Retinue now comes equipped with MP40s - Received Accuracy from 1 to 0.91 - CP requirement from 1 to 2 - Smoke Barrage now free. Cooldown from 40 to 70 - Coordinated Fire ability no longer benefits the officer - New ability: Diversion. Reduces squad’s incoming received accuracy by 20%. 25 munitions. - New ability: Heavy Mortar Barrage replacing Med Kits. Drops 5 120mm mortar shells into the target area. - Does not share a cooldown with smoke. 40 munitions - Coordinated Barrage ability from 80 to 45. - Only Coordinated Barrage is unavailable should the officer model be killed - Coordinated Barrage no longer affects mortars. - Coordinated Barrage causes on-map artillery to fire at the target location regardless of range. - Now has 1 weapon slot. - Now gains shared experience - Veterancy 1 Medical Kits replaced with Heavy Mortar Barrage.Drops 5 120mm mortar shells into the selected target area. 30 munitions. - Veterancy requirement to 580/1060/2120 Supply Drop (Replaces Supply Drop Zone for this commander only) Given the doctrine’s reliance on support weapons to deal damage in the later stages, we are giving a supply drop that allows players to make use of the Osttruppen’s ability to cheaply recrew team weapons. Credits to Wilderstreit for the animator set up. - Costs 450 manpower - Now drops 1 unmanned MG 34 and 1 unmanned Pak 40 at the target site. - Provides 25 munitions and 10 fuel via crates Trench We are increasing the utility gained from the doctrine by allowing all infantry to construct defenses. This will give the doctrine more staying power as Osttruppen start to become obsolete. - CP requirement from 2 to 1 - Allows grenadiers, Osttruppen & Panzergrenadiers to build trenches, sandbags and wire - Max engineers: 4 Jaeger Infantry Doctrine The newly-introduced Jaeger Infantry Command Squad will allow players to overcome the traditional munitions-heavy bottleneck the commander has been traditionally suffering from while additional changes have increased this doctrine’s focus on heavy infantry play. Jaeger Light Infantry Upgrade (G43) G43s are having their timing adjusted to be more in line with other weapons, while being made more useful for elite German troops. - Now provides 3 G43s for Panzergrenadiers. Takes up both weapon slots. - Panzergrenadier G43s from 45 to 60 - CP requirement from 1 to 2 Ambush Camouflage (Affects Storm, Jaeger Infantry and Encirclement) * Renamed Ambush Training * Camouflage cost from 30 to 20. * Camouflage now works when moving. Requires all squad members to be in cover. * Infantry can now use the Sprint ability. No upgrade required. Snipers and weapon teams cannot sprint. * Ambush bonus requires squad to be stationary and must have been out of combat for 10 seconds. Light Artillery Barrage (also affects Mechanized assault and German Infantry) * Cost from 110 to 100 * 67% damage penalty against team weapons and structures. Jaeger Infantry Command Squad As a way to supplement troops in the field, the doctrine is being given a special Panzergrenadier squad that has a number of abilities to support attacks. - Limited to one squad on the battlefield - 5-man squad. Grenadier veterancy. Passive healing at veterancy 2 - 42 sight range - 300 manpower; 30 reinforce; 8 population - Comes upgraded with 3 Grenadier G43s and Camouflage - Can use Panzerfaust, Smoke Grenade, and Rifle Grenade abilities; Flares requires veterancy 1 Available at 3 CPs. USF COMMANDERS General Airborne Pathfinders Pathfinder have been adjusted to better reflect their in-game performance. - Population from 9 to 6 - Reinforce cost from 37 to 30 - Reinforce time from 7 to 6 - Pathfinder Beacons (All variants) - Beacons have been adjusted to allow more diverse strategies with paratrooper doctrines. - Now reinforces team weapons manned by paratroopers M7B1 Priest The Priest has been adjusted to deal more reliable damage outside of direct hit, but can no longer be decrewed, similar to the Calliope. - Mid damage AOE from 0.15 to 0.25 - Creeping Barrage attack now shares the same properties as the standard barrage weapon - Population from 16 to 15 - Can no longer be decrewed M10 ‘Wolverine’ Tank Destroyer * Now built from the Battalion Command Post; requires Major M4A3 76mm ‘Easy-Eight’ The Easy-Eight will still have lower moving scatter than most other tanks; previously the E8 had no scatter penalties for moving. - Moving scatter from 1 to 1.35 P47 Rockets The following change will make rocket attacks more accurate, against stationary targets that could previously avoid rockets by being centered with the incoming plane. - Rocket origin point from 5/5 to 3.5/-3.5 Recon Support Company Our changes aim to allow Recon the ability to have potent scouting units on the field with the advantage of light armor and combat groups that can provide rapid reinforcement, particularly in the late game when squads need to be replaced and/or additional Anti-tank is needed. Raid Tactics (available to both Recon and Mechanized) The goal of this ability is to allow players to capitalize on the presence of light armour and allow infantry to better scout out positions before attacks. - Allows all light vehicles to capture; increases light vehicle capture rate to 2.5 - Infantry gain + 7 sight during the duration - Costs 40 munitions - 45 second duration; 80 second cooldown - 0 CP requirement I&R Pathfinders We find that this unit is too valuable for Recon company to only provide utility. Thus, the changes allow the unit to perform basic combat roles and scale better into the mid to late game. - Cost from 210 to 250 - Reinforce cost from 35 to 30 - Squad size from 3 to 4 - Population to 6 - Now comes 1 M1 Garand Sniper Rifle - Veterancy 2 increases 155mm and Decoy Barrage ability range by 33% - CP requirement from 2 to 1 M8 Greyhound We are improving the combat capacity of the Greyhound, allowing it to perform as a powerful anti-personnel unit. The arrival time of the unit has been pushed off to allow for opponents to defend against it due to its potency. - Cost from 280/45 to 280/60 - Population from 7 to 6 - Health from 240 to 400; automatically equipped with skirts - Armor from 28.5/14.25 to 13/21.5 - Speed from 6.8 to 7.2 - Reload from 2.9/4.4 to 3 - AOE damage from 1/0.35/0.05 to 0.8/0.28/0.04 - Cover movement penalty from 0.8 to 0.9 - M2HB upgrade for 60 munitions. M4 Medium tank M2HB stats, 40 range. Receives attack commands and will Hold Fire when ordered - CP requirement from 3 to 5 Canister Shot - Cost from 50 to 40 - Now targets position rather than squad - Far AOE damage from 0.05 to 0.15 - Mid AOE damage from 0.15 to 0.25 - Far distance from 3 to 4 - Mid distance from 2 to 2.5 - Canister distance mid from 2 to 2.5 M83 Cluster Mines We’ve given the commander a light form of artillery. While much less potent than Pathfinders and easily dodged, this ability will help the commander shift defensive positions and deny territory. - Costs 90 munitions - A plane will drops 20 slow falling cluster bombs over a large target area; each bomb deals 30 damage that are effective against infantry. Low penetration but slows vehicles by 50% on hit **Air Dropped Combat Group ** We are changing the air-dropped combat group ability to allow players greater flexibility and add onto their current army composition. - Cost from 900 manpower to 325 manpower and 80 munitions - Now drops one paratrooper squad and one unmanned anti-tank gun - Paratroopers no longer spawn with random equipment; stats standardized with regular paratroopers. Still able to plant mines, but cannot use Timed Demo Charges. - CP requirement from 7 to 4 Support Paratrooper Upgrades - Able to upgrade two M1919s or Two Bazookas - Changed M1919 upgrade hotkey from B to M - Thompson SMGs replaced by two modified Bazookas; deals 100 damage, 160/150/140 penetration, and allows the squad to camouflage. +25% damage and penetration on Ambush for Bazookas. 100 Munitions - Any Paratrooper with a Bazooka gets the improved variant. Mechanized Company The commander has been altered towards heavy vehicle play thanks to improvement to the WC51's scalability, M3’s utility and the late game power via more powerful tanks. Furthermore, the commander now includes the benefit of a mortar half track to bring rapid indirect fire to the battlefield and to support mobile advances. WC51 Military Truck The WC51 has been modified to be able to fulfill a support / transport role at a low cost by hitting the field with no combat capabilities. Furthermore, The low cost will also allow the WC51 to be repurchased late game to act as a support unit with its MG upgrade and abilities. - Cost from 240/20 to 200 - Starts on a 60 second cooldown - Starts unarmed; can be upgraded with a more powerful M2HB Mount for 60 munitions - Passengers now suffer a 50% accuracy penalty when the vehicle is moving - Health from 180 to 240 - Armor from 5.2/2.5 to 3.9/2.5 - Rotation rate from 30 to 45 - Population from 5 to 3 WC51 Abilities: Mark Target - Deploys a recon plane while target vehicles receives -25% armour and +25% received accuracy. - Ability on global cooldown. - Costs 40 munitions 155mm Artillery Barrage - Drops a 155mm artillery barrage into the target area. - Requires Major - Costs 180 munitions - Both abilities require the player to have the Mechanized Commander locked in M21 Mortar Half Track With the M32 Mortar HT, the goal is to give the Mechanized Doctrine the ability to maintain a strong vehicle composition rather than be forced to rely on infantry based support teams. - Fuel cost from 40 to 30 - Smoke barrage now on a separate cooldown - Barrage attack scatter now matches the 250 81mm mortar - Auto-attack reload from 4 to 5 - Health from 320 to 240 M3 Halftrack Assault Group We are making this unit a more attractive purchase by lowering the cost and making the Assault Engineers more of a side addition to the ability. The half-track has also been improved to provide better support capabilities. - Cost from 520/35 to 290/30 - Assault Engineers replace the vehicle crew; no longer spawns with units onboard - M2HB improved to M4 Sherman pintle. 40 range - Can now deploy healing crates for 30 munitions - CP requirement from 2 to 3 Assault Engineers (All variants) Assault Engineers are being boosted to better reflect their short-range nature and their support role. - Population from 8 to 7 - Received accuracy from 1 to 0.9 - Reinforcement cost from 35 to 30 - New ability: Destroy Cover; requires veterancy 1, does not replace Repair Critical - Changed hotkey for demo charges from D to X Armor Reserves The addition of this ability will give the commander better late game power through the use of more powerful Shermans and ensure that obstacles cannot stall the commander's mechanized nature in the late game. - Allows M4A3 76mm tanks to be deployed from the Battalion Command Post; same stats as the M4C, can use - Smokescreen ability. - M4 75mm tanks can be upgraded with a dozer blade for 80 munitions; increases health by 80 and gives the vehicle heavy crush and the ability to build barricades. Speed reduced by 15%, rotation by 5% OKW COMMANDERS General Ostwind * Now requires the Schwerer Panzer Headquarters to be built Panzerfusiliers Panzerfusiliers have been adjusted to better reflect their performance as a six man squad that can deal with a variety of situations when upgraded. - Population from 7 to 8 - G43 sight bonus from 1.5 to 1.2 - Veterancy 4 accuracy bonus removed. - Veterancy 4 now provides 1.15 capture and decapture rate Jagdtiger The unit's dominance in team games vs allied armour has been toned down while its Supporting Fire capabilities have been improved to assist the unit's viability against infantry heavy builds. - Population from 21 to 23 - Damage from 320 to 300 - Accuracy from 0.6/0.05/0.04 to 0.055/0.045/0.03 - Range from 85 to 80 - Veterancy 4 No longer increases rotation speed - Engine upgrade rotation bonus removed Supporting Fire - No longer requires veterancy - Range from 125 to 95 - No longer collides with terrain - Mid distance from 2.25 to 1.5 - Angle Scatter from 6 to 8 - Distance scatter max from 8.4 to 10 - Distance scatter offset from 0.1 to 0 - Veterancy 1 increases the number of rounds for Supporting Fire from 3 to 5 Command Panther * CP requirement from 11 to 12 Sturmtiger The Sturmtiger is being adjusted to better match its performance to its cost while making it more consistent. - Cost from 560/160 to 620/180 - Damage from 640 to 580 - Random criticals removed; now only stuns vehicles on hit - Can no longer fire through buildings; projectile will collide with large obstacles/vehicles - Range from 45 to 40 - Reload from 50 to 40 - Abandon chance during reload from 50% to 25%; abandon only occurs from ballistic weapons - Veterancy requirements reduced by 33% - Veterancy 1 NaHW Grenade far damage from 0.05 to 0.25; radius from 5 to 4.5; penetration from 23 to 15 Pak 43 Anti-Tank Gun * Cost from 500 manpower to 350 manpower and 45 fuel * Veterancy requirements now on-par with its Ostheer counterpart for levels 1-3 Luftwaffe Ground Forces Doctrine We find that Luftwaffe Air Support is overly centered around Fallschirmjager squads to the detriment of the rest of the doctrine's abilities. We are making modifications to the doctrine to allow for a combination of defensive play and abilities that assist in taking other territories. Fallschirmjäger Fallschirmjager are being adjusted to have better stock performance with only minor changes to their veterancy. - Now paradrop into the field instead of infiltrating. - Cost from 440 to 380 - Reinforce cost from 38 to 36 - Population from 8 to 9 - Received accuracy from 0.87 to 0.83 - Faust range from 15 to 18 - Camouflages in cover when stationary; requires no veterancy - Veterancy 5 range bonus removed - Veterancy 3 received accuracy bonus removed - Veterancy 4 accuracy bonus moved to veterancy 3 - Veterancy 3 now provides a -20% weapon cooldown - Veterancy requirements from 760/1520/3040/3800/5054 to 600/1200/2400/3000/3900 Luftwaffe Recon Run Recon run is being adjusted to provide more utility. - Now drops smoke into the target area - Cost from 35 to 40 Heavy Fortifications (does not affect base Flak Emplacements) We are improving the performance of field fortifications to allow greater flexibility to the doctrine. In order to avoid needless experimentation, we are giving the emplacement an identical weapons used by the 251 variant. 20mm Flak Emplacement * Cost from 200/10 to 220/25 * Build time from 120 to 100 * Can pick-up nearby Med Kits * Now uses 251 Flak Half-track’s 20mm flak weapon * Range indicator added * Minimum range removed * Can operate at 1 man and cannot be decrewed by small arms Valiant Assault A cost decrease with a moderate duration decrease will allow the ability to be used more more often as a core part of the doctrine to support offensives. - Cost from 100 to 70 - Duration from 30 to 45 Airborne Assault We are removing Fallschirmjager drops from the Airborne assault activity of the doctrine to make the ability more accessible. - No longer drops a Fallschirmjager squad - Fallschirmjager squads can reinforce anywhere via paradrop when the ability is active; 60 second duration - Strafes the initial target area with AI and AT strafes; two JU-87s will arrive 20 seconds later that - - will loiter the area with 37mm cannons for two passes, similar to Close Air Support - CP requirements from 10 to 12 Feuersturm Doctrine We are changing the main focus of the doctrine from primarily fire related abilities to allow it to support aggressive close combat engagements. In order to make up for the doctrine’s lack of late-game heavy armour, we are adding mobile reinforcement options and smoke. Assault Package Unlocks dual upgrades; Flamethrowers for Sturmpioneers and Assault Package for Volksgrenadiers Volksgrenadier Assault Package Volksgrenadier infantry can buy the upgrade to change their role and support the aggressive nature of the doctrine. - Equips all squad members with MP40’s; Assault Grenadier variant - Unlocks Smoke and HE grenade - Takes up both weapon slots - Mutually exclusive with STG upgrade - Removes access to Flame Grenade - Requires a truck to be set up - Grants 0.93 received accuracy to the squad - Costs 45 munitions Incendiary Munitions Allows le.IG 18s to fire 5 incendiary rounds into the target area; molotov damage over time, moderate scatter when fired in the FOW. 35 munitions. Opel Blitz Reinforce Truck In order to assist the doctrine’s aggressive role, we are adding a mobile reinforcement option. - Cost 200 manpower and 25 fuel - High speed, but limited maneuverability and light armor 240 health. - Can reinforce nearby infantry and carry two squads - Range 20 aura that reduce reload by 35% and reduces ability recharge by 75% for all non-team weapon infantry - Requires 3 CPs Flame Hetzer Due to the unit's fixed turret and low maneuverability, we found it to be highly situational, struggled on close quarters maps and generally under performed for its price. - Cost from 280/100 to 300/90 - Population from 12 to 10 - Health from 580 to 640 - Direct damage from 10 to 9 - Range from 32 to 35 - Minimum range removed - Burst duration from 1.5/2 to 4 - Veterancy 1 burst duration changed to -15% cooldown - Veterancy 3 cooldown from -30% to -15% - Now deployed from Schwerer Panzer Headquarters 280mm Rocket Barrage * Now fires two additional rockets that will always land in the center of the ability’s radius BRITISH COMMANDERS General Churchill Crocodile * Flamethrowers standardized to range 32 * Flamethrowers damage from 9/12 to 6/7 * Population from 18 to 20 * Health from 1400 to 1080 * Armor from 240 to 290 * Rotation rate from 35 to 30 Tank Hunter Infantry Section * Detection is now non-passive and costs 25 munitions to activate Infiltration Commandos To prevent Infiltration Commando squads from being too efficient at killing squads without warning, we are reducing the squad's initial potency. A lower member-count on spawn will both allow the target a better chance to flee, and also make poorly-planned infiltration missions riskier. We are adjusting Infiltration Commando squad performance to match that of other Commando squads. - Cost from 440 to 370 - Now spawns at 3 men; can reinforce to 5 - Can use Demo Charge ability; starts on cooldown Vanguard Officer * Heroic Charge has been adjusted to match other aura based buff. * Heroic charge now shares a cooldown with Gammon Bomb * Heroic Charge received accuracy bonus from -75% to -20 * Heroic Charge cost from 15 to 30 * Officer target size from 1 to 0.7 Vanguard HQ Glider * Will now spawn a commando squad if an Airlanding Officer is on the field Artillery Commander Concentration Barrage The Artillery’s regiment’s Concentration Barrage has been adjusted to be like other artillery abilities that require LOS while also being less reliant on Anvil to be used to its full potential. - Can no longer fire through the FOW - Now always fires Airburst shells; does not require Hammer or Anvil Typhoon Rockets The change will make rocket attacks more accurate, against stationary targets that could previously avoid rockets by being centered with the incoming plane. - Rocket origin point from 5/5 to 3.5/-3.5 Commandos Regiment We have adjusted the commander so the abilities are less map dependent to support heavy infantry play with the Commando Glider now playing a key component. Abilities have also been adjusted to be less costly, but also less potent, shifting them from an ‘All or Nothing’ scenario. Commando Glider The glider is being made cheaper to deploy and will now allow the player to be aggressive when using Commando Regiment through its ability to reinforce infantry anywhere on the field. - Cost from 500 to 390 - CP requirement from 4 to 3 - Now reinforces in neutral or enemy territory - Cooldown from 240 to 60 Commandos (affects all variants) Commandos have been adjusted to be more potent and less reliant on throw their Gammon Bomb to deal damage. They will now scale slightly better with veterancy and be able to blind enemies through their improved smoke grenade. - Population from 10 to 9 - Reinforcement time from 8.5 to 7.25 - Moving accuracy from 0.65 to 0.75 - Gammon bomb timer from 1 to 1.25 - Gammon bomb damage from 100 to 120 - Gammon bomb cost from 45 to 35 - Gammon bomb damage from 120 to 100 - Gammon bomb AOE distance from 1.25/2.5/3.75 to 1.25/.21/3.75 - Gammon bomb AOE Damage Far from 0.25 to 0.3 - Smoke Grenade now available from the start - Smoke Grenade now blocks vision; does no break stealth when thrown - Smoke Grenade and Gammon bomb now share ability cooldown. - Veterancy 3 self-healing moved to veterancy 1 - Veterancy 2 grants +35% speed during ambush for 3.25 seconds; Veterancy 0 sprint Ambush bonus removed - Veterancy 2 accuracy from +25% to +30% - Veterancy 3 now provides 0.9 received accuracy Smoke Raid We have adjusted Smoke Raid to allow for the Commando Regiment to launch incursions into hostile territory while keeping their enemy guessing by providing infantry with smoke cover during the duration of this ability. Smoke has been adjusted to provide cover and the stealth mechanic now requires squads to be in cover. - Cost from 75 to 60 - Now delivers smoke at the target location. - During this ability, all infantry can camouflage when in cover - Light smoke dropped in the general vicinity of infantry every 15 seconds - Decapture speed now properly applies to all squads Assault We are changing the way the ability works to give it a more offensive nature. - Cost from 100 to 90 - Duration from 60 to 45 - All infantry units now affects - Accuracy bonus from 25% to 15% - Squads gain +25% speed and can fire on the move; Sprint removed - Infantry Sections gain +100% when moving Mortar Cover Mortar Cover has been made less potent in terms on strength, but has also been modified to be less map dependent and can be used in conjunction with an assault to displace enemy forces. - Targeted ability; can be launched at any location with LOS. Does not track hostiles in the area - Launches white phosphorus shells followed up mortar rounds and flares - Recharge time from 240 to 120 - Cost from 150 to 130 Air Supremacy We have adjusted Air Supremacy to be less powerful in terms of damage, but now the ability will be more readily available with Typhoons being launched to lead the air raid. - Cost from 325 to 250 - Bombers reduced from 4 to 3 - Now sends out a recon plan; followed up by two autocannon armed Typhoons that will make a single pass; three heavy bombers arrive at the end Royal Engineer Regiment The abilities have been adjusted to now be more readily available to the player; they now have greater control of their repair abilities and now have access to a reliable off-map that will support their command vehicle and AVRE. Stand Fast Stand Fast has been adjusted to be more of a support tool that will allow a player to repair their emplacements during a brief lull while their engineers can deal with other tasks - Now applied to a emplacements on an individual basis via timed ability - Reduced healing during Brace; healing reduced by 50% during combat - Cost from 50 to 40 Vehicle Crew Repair Crew Repair has been adjusted to be more focused on individual vehicles to provide greater control of which vehicles need to be repaired for a considerably lower munitions cost. - Now applied to a single, targeted vehicle - Recharge from 120 to 45 - Cost from 100 to 40 - Effects ends when the vehicle is fully healed Command Vehicle We have adjusted the Command Vehicle to be more in-line with other aura-based command vehicles. Given that the player must sacrifice a vehicle’s combat potential, we have lowered the direct penalties on the vehicle itself while providing a potent aura to other vehicles to compensate. - Speed and Received accuracy penalty removed; retains -50% accuracy and +100% reload penalty - AVRE Petard ability affected by Command Vehicle penalty - Aura no longer affects emplacements - Recon Plane cost to 50 munitions - Recon Plane loiter period from 90 to 45 Command Vehicle Aura - Range from 30 to 40 - Two seperate auras for vehicles and infantry. - Infantry: +20% accuracy, -20% cooldown, -20% reload - Vehicles: -30% reload, -30% cooldown, +30% accuracy, +15% penetration Churchill AVRE The AVRE has been modified to be more durable against head-on attacks, but also more vulnerable to flanks, requires the tank to expose itself to fire its mortar, and with more down time between shots. - Cost from 600/140 to 540/160 - Health from 1400 to 1080 - Armor from 240 to 290 - Rotation rate from 35 to 30 - Projectile will now collide with any objects in its path; includes vehicles - Reload time from 30 to 40 - Petard always penetrates and will stun tanks on hit 9.75 Inch Anti-Building Mortar Support This situational ability has been adjusted to be less map dependent and will act as a tool which can displace infantry and weaken structures prior to an assault. - Cost from 150 to 110 - 5 rounds dropped into the target area; can be launched anywhere - Penetration from 35 to 70 against structures - +50% damage against ambient structures - Can now target any location with LOS - AOE distance from 1.5 to 0 - Damage over time frequency from 3 to 1 - Recharge time from 240 to 120 In: Lobby |
Thread: [CoH2] Changelog20 Dec 2017, 00:34 AM
DECEMBER 19th "COMMUNITY" UPDATE The December Update comes with a multitude of changes from commanders and core faction balance to new maps and map balance changes. As stated in the December Update blog post, none of these changes would have been possible without the dedication, commitment and support of COH2's core community. This might be a Relic post and Relic might be releasing the update, but make no mistake, today's patch is by the community, from the community, and for the community. Due to the magnitude of the changes and content included with today's update, the patch notes have been split into three parts. For a detailed overview of all the Commander Changes in today's update, please visit check out the post Commander Revamp - Final in the December Commander Revamp Changelog thread. For all information regarding the new maps and map balance changes, please go to December Update - Map Preview thread. For all other changes including new content and core faction changes, please read the notes below. NEW CONTENT Five new "Art of War" faceplates (one for each faction) curated from the Steam Workshop are now available in the in-game store. Faceplates created by community member RitaRush and 40% of all proceeds go back to the community. Five new "King of the Hill" faceplates (one for each faction) curated from the Steam Workshop. Created by community member RitaRush, 40% of all proceeds from the sale of these faceplates goes towards supporting Stormless' King of the Hill tournaments. Grand Championships Decal - To be gifted to backers of the GCS Kickstarter campaign Grand Championships Faceplate - To be gifted to backers of the GCS Kickstarter campaign 4 New 2v2 Maps - See the December Update - Map Revamp Preview thread for more info BALANCE UPDATE Balance Update Goals - Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch - Tone down the effectiveness of some the Axis’ elite, heavy tanks to make them less dominant in team games - Tone down the squad wiping effectiveness of some over performing, off-map abilities - Adjustments to meta dominating units and strategies to improve strategic / competitive diversity - Improve strategic diversity and quality of life by making adjustments to redundant, underused and generalist units Primary Focus - Revitalizing 2 – 3 underused commanders for each faction - Adjustments to meta dominating units in competitive play - Adjustments to select heavy tanks that are currently over performing in team games Elefant Jagdtiger OKW Panther V Secondary Focus - Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy - Adjustments to OKW and UKF Forward Retreat Points to create a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games) - Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes - General improvements to help with quality of life and strategic diversity GENERAL CHANGES Model 24 Stun Grenades (Elite Troops/Sturmpioneer Grenade) We are fixing several issues with the German Stun Grenades while maintaining their current functionality. Stunned squad members are unable to move for the duration of the 5 second stun. Fixed an issue where stun nades would permanently break team weapons (this affects both OKW stun nades and OST stun nades) Target Weak Point/Treadshot These abilities have been modified to allow the user to fire on the move. Previously vehicles would need to halt and could lose track of their target when firing these abilities. Target Weak Point now lasts for 10 seconds or until the unit fires its first shot while under this ability. Activating the * ability forces the unit to reload before being able to fire The similar-to-operate AEC treadshot ability behaves in a similar way (2 shots within 15 seconds) Trenches (All variants) * All trenches revert to neutral control when they are no longer garrisoned * Can only be built in friendly, secured territory * Target size from 2 to 20 when neutral (to allow AT guns and tanks to clear them from the battlefield) Blitzkrieg/Overdrive/War Speed/Step On It * These movement boost abilities will now cease when the vehicle receives an engine critical. Forward Retreat Points Forward Retreat Point timings are being adjusted to arrive in the mid to late game for all factions; reinforcement time has also been adjusted to reduce the power of forward positions. - UKF FRP requires Company Command Post; affects both Forward Assembly and Vanguard Logistics Glider - OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established. - OKW Battlegroup unable to reinforce if cut-off from friendly territory. - Reinforcement time increased by 75% while FRP ability is active - 2 minute cooldown when FRP ability is deactivated Sandbags * All sandbags standardized to 240 health and 35 armor. * Wehrmacht sandbags build-time from 60 to 45 Repair Speeds Western Front Armies' repair speeds are being brought in line with the Eastern Front armies. USF Rear Echelon & British Royal Engineers: Repair Speed reduced from 2 to 1.6 Veterancy 2 repair bonus from 1 to 0.5 Heavy Sapper upgrade repair bonus from 2 to 0.525 Sturmpioneers Repair speed from 3 to 2 Veterancy 2 repair speed reduced from 1 to 0.75 Minesweeper upgrade repair bonus from +1 to +25% Squad Behaviour A squad AI behaviour has been added where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground. - Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons) - Assists each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique - Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations. - Allied squads once again, assign support weapons -such as bazookaks- to flanks rather than the core of the formation Smoke Barrages Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position Fuel and Munition Caches * Manpower cost from 200 to 250 **Garrisoning ** The lack of delay entering and leaving garrisons made indirect-fire and grenades difficult to perform their anti-garrison role as squads could quickly jump in and out of buildings to dodge these attacks. We found This was particularly problematic for non-EFA factions who lacked flamethrowers on their engineer units. - Load time for buildings increased to 0.75 per model - Max load time increased to 2 for the entire squad - Unload time for buildings increased to 0.375 per model - Grenade damage adjusted against ambient structures Demo Charges Demo charges have been modified to be more focused on being used to demolish obstacles rather than as high explosive anti-personnel devices meant to wipe out squads in the open. - Demo charges now detectable by all units at a 13 range radius - Can no longer be planted near capture points - Cost reduced from 90MU to 65MU Hold Fire We are changing the hold fire button for all units in the game for consistency and reachability. Your fingers will thank you. - All Hold Fire hotkeys moved to Q and at grid position 22 - Applies to all units SOVIET The changes to Soviets are meant to encourage more diverse strategies by allowing both Conscripts and Weapon Support Kompenya to operate effectively; Rifle Command and the Penal Battalions have also received a slight reduction in power to lower the reliance on mono-strategies. Conscripts Conscripts are being adjusted to deal more reliable damage and have some capability of scaling into the late game by bleeding infantry at range when fighting from defensive positions. - Damage from 16 to 12 - Accuracy from 0.541/0.495/0.334 to 0.757/0.659/0.556 - Max slot weapons from 2 to 1; no impact on Conscript upgrades - Trip-Wire flares now have a 30 second cooldown - 'Oorah' cost from 10 to 15 - Molotov cost from 15 to 20; only affects Conscripts - Veterancy 1 now grants 0.92 received accuracy - Veterancy 2 +25% Molotov range replaced by faster Molotov throw speed - Veterancy 3 now grants +10% accuracy modifier - Veterancy 3 Received accuracy from 0.6 to 0.707 Molotov Package Upgrade The Molotov package upgrade cost has been reduced to improve their accessibility - Molotov Package from 125/15 to 80/10 Penal Battalions Penal Battalions are losing their Anti-tank "sticky" satchel on squads not upgraded with the PTRS package to increase the number of counters that can be fielded and to create a stronger trade-off between anti-infantry and anti-tank. The unit will also now take longer to reach its full potential through veterancy to match their combat performance. - Reinforce cost from 25 to 27 - Moving cooldown from 0.5 to 0.75 - Veterancy requirements from 540/1080/2160 to 640/1280/2560 - Anti-Vehicle Satchel now requires PTRS upgrade - Anti-Vehicle Satchel will always throw once the animation begins - Anti-vehicle Satchel damage against friendly infantry reduced 1910 Maxim HMG The Maxim is being slightly adjusted to acquire targets more quickly and deal more suppression. - Suppression from 0.00006 to 0.000065. -Nearby suppression from 1.25 to 1. - Ready-Aim Time to 0.125. - Fire-Aim Time to 0.125. - Fire-Aim Time multipliers standardized to 0.5. Machine Gun Suppression Intel Bulletin * Suppression bonus reduced from +5% to +1% ZiS-3 Divisional Field Gun We are improving ZiS-3 access to its barrage ability to make up for its low rate of fire and penetration. This will emphasize ZiS-3’s secondary role as an indirect fire unit that can soften up enemy positions. - Barrage cost from 60 to 35 - Reduced barrage from 6 to 4 shells - Population from 9 to 7 PM-42 82mm Mortar - The PM-42 Mortar will now have the ‘Flare’ ability at Vet 0 to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed. - Flare ability no longer requires veterancy 1 - Veterancy 1 reduces Flare recharge by 25% T-34/76 Cost of the T-34/76 is being increased to be more in-line with its performance. - Fuel price increased from 80 to 90 WEHRMACHT Due to the current survivability necessity of the Support Armor Korps (T3), we are improving accessibility for players to tech to the Heavy Panzer Korps (T4) after building T3, as well as increasing the viability of multiple T3 and T4 vehicles. Tech Cost Restructuring To allow Wehrmacht players to explore more diverse build orders and have access to a more versatile roster we have moved the majority of tech costs from Tier 3 and 4 buildings to Battle Phase 2. This change does not affect the amount of required resource to unlock T3 or T4 directly, however, it does allow players to better adapt their strategies in the late game by making teching to T4 from T3 or back-teching from T4 to T3 a viable option. - Battle Phase 2 from 100/45 to 200/90 - Battle Phase 3 from 100/45 to 100/25 - Support Armor Korps from 240/60 to 140/15 - Heavy Panzer Korps from 200/50 to 100/25 Grenadiers Grenadiers are receiving a decrease to their population to better match their performance in comparison to other mainline infantry. - Population from 7 to 6 251 Half Track Flamethrowers With the recent changes to garrisons, the 251 is getting a reduction to its damage against entrenched infantry to gives players a chance to react and de-garrison. - Flamethrower Far AOE from 1 to 0.5 Pak 40 The Pak 40 is having its population reduced to better match its performance with other anti-tank guns. Target Weakpoint has been adjusted to allow players to have some control over their vehicle when hit. - Target Weakpoint stun changed to -75% speed, rotation, and disables weapons for 5 seconds. - Population from 9 to 8 Bundle Grenade (affects both Wehrmacht and OKW) Due to the changes to Gammon Bombs, we are also adjusting the Bundle grenade to match its counterpart’s performance: - Cost from 45 to 35 - Damage from 120 to 100 - AOE distance from 1.25/2.5/3.75 to 1.25/2.1/3.75 - AOE Damage Far from 0.25 to 0.3 - Fixed an issue where Obersoldaten bundle grenades could scatter Panzer IV The Panzer IV is having its ranged penetration increased to better combat medium tanks at a distance where it has the advantage of stronger frontal armour and faster rate of fire. - Penetration from 120/110/100 to 125/115/110 - Fuel cost from 125 to 120 Ostwind (also affects OKW doctrinal variant) The following changes make it so that Ostwind becomes a more reliable anti-infantry platform, regardless of the map and at a cheaper cost. - Projectile no longer collides with terrain - Distance scatter max from 2.9 to 3.5 - AOE distance from 1/1.25/1.5 to 0.5/1.5/2 - AOE damage from 1/0.15/0.05 to 0.8/0.2/0.1 - Fuel cost from 100 to 90 - Penetration 45/40/35 to 55/40/35 StuG III Ausf G The StuG G’s ‘Target Weakpoint’ ability's potency is being reduced, in return the StuG G machine gun is being boosted to have better use in defending the vehicle against infantry. - Target Weakpoint changed from 15 second main gun disabled to a 5 second stun - Target Weakpoint damage from 160 to 80 - MG 42 upgrade from 50 munition to 30 *MG 42 range from 35 to 40 Panzer V Panther The Panther's veterancy has been adjusted to bring its scaling better in-line with its counterparts while improvements have been made to its rate of fire and MGs to help it achieve veterancy quicker and better fend off infantry assaults. - Population from 16 to 18 - Reload time decreased from 5.8/6.7 to 5.2/5.6 - Hull and coaxial machine guns performance improved to OKW variant - Veterancy 10% armor bonus removed 250 Mortar Halftrack * Smoke cooldown on separate cooldown from offensive abilities Panzer VI Tiger (does not affect Tiger Ace) The Tiger is receiving mobility boosts to allow the Tiger to navigate the battlefield more easily and disengage from threats such as anti-tank guns or tank destroyers. - Population from 19 to 20 - Acceleration from 1.5 to 1.8 - Deceleration from 1.8 to 2 - Speed from 4.8 to 5.2 USF We are reworking the M36 Jackson tank destroyer to give it more survivability in order to allow it to face late-game threats. In exchange for the Jackson changes, USF Riflemen now lose access to smoke grenades. This change will ensure that players continue fostering a mixed-squad army well into the late-game, and will also reward players more for using USF's elite infantry. Rear Echelons Rear Echelon have been updated to provide a more supportive role by allowing them to use smoke grenades and deploy mines to slow incoming armor. - Now has access to the M23 Smoke Grenade; requires Grenade Package from the Rifle Command. Cannot use -- Smoke Grenades when upgraded with flamethrowers - Can now build M7 Light Anti-Vehicle Mines; reduces vehicle movement and rotation speed by 50% for 8 seconds. 10 munitions - Repair Speed reduced from 2 to 1.6 - Veterancy 2 repair bonus from 1 to 0.5 Riflemen * No longer has access to M23 Smoke Grenades Ambulance Population has been adjusted due to the Ambulance’s role as a healing station with limited combat functions outside of reinforcing troops on the field. - Population from 4 to 2 M1 81mm Mortar Given the loss of Rifle smoke, we are improving this unit’s ability to deploy smoke at range to promote diverse build orders and allow aggressive pushes in the early game. - Smoke barrage range from 65 to 80 - Veterancy 1 Smoke Barrage range increase changed to -25% smoke cooldown M2HB 50cal HMG The population has been adjusted to better match the unit’s performance. - Population from 5 to 7 Captain ‘On Me!’ will no longer provide combat bonuses to better represent the ability’s lack of munitions cost and to limit the power of blobbing infantry around the Captain. - On Me! ability now only affects a single targeted squad. Range 25; 45 second cooldown. - Now has access to the M23 Smoke Grenade; requires Grenade Package from the Rifle Command Pack Howitzer The population has been adjusted to better match the unit’s performance. - Population from 11 to 9 Major * Now has access to the M23 Smoke Grenade; requires Grenade Package from the Rifle Command M4A3 Sherman The Sherman's HE shells have been adjusted to be more reliable at dealing damage, but also less capable at wiping out squads. - Projectile now bypasses terrain/landscape. - HE shell AOE distance from 0.75/1.5/2.25 to 0.5/1.25/2.25 - HE far AOE damage from 0.05 to 0.01 M36 Jackson The M36 is having its damage modified to be more reliable against tanks, including heavies, but less potent in terms of burst damage against lower health vehicles. - Cost from 360/125 to 400/140 - Damage from 200 to 160 - Reload from 5.2/5.8 to 4.375/4.975; does not affect HVAP - HVAP damage decreased from 240 to 200 - HVAP penetration from 300/250/220 to 300/280/250 - Penetration from 240/220/200 to 260/240/220 - Health from 480 to 640 - Veterancy 3 reload bonus from 30% to 15% OKW OKW Veterancy With the changes to OKW veterancy, the high values OKW units awarded when damaged are no longer necessary. Veterancy 5 for select units no longer increases the unit’s current value, reducing the amount of experience they give to other enemy units that hit them. Combat Blitz Combat Blitz is being modified to be less potent as an escape tool, particularly on the heavy vehicles while reinforcing its role as an offensive ability. - Received accuracy modifier from 0.5 to 0.75 - Increases rate of fire by 25%; does not need to be moving - Speed bonus for Panther/Command Panther/King Tiger from +40% to +20% Schwerer Panzer Headquarters Due to the nature of the Panzer Headquarters flak cannon, we are limiting its ability to shut down aerial-based abilities without some form of trade-off. - No longer automatically engages aircraft - Can toggle AA mode; gun will engage both air and ground target for 60 seconds. Gun is disabled for 60 seconds afterwards. Base 20mm Flak Emplacement Can no longer target aircraft; only applies to the base defenses, not the doctrinal variant Kubelwagon The Kubelwagon has been adjusted to be more vulnerable to small-arms fire, limiting its ability to solo infantry squads in the early game through the RNG nature of armor. - Front armor from 4.5 to 3 - Rear armour from 4.5 to 1.9 - Health from 190 to 240 Sturmpioneers We are expanding OKW’s options for starting infantry units by making pioneers take up less population, being cheaper to build and reinforce and allowing the squad to gain veterancy more quickly to scale into the mid-late game. - Build time from 40 to 28 - Reinforce time from 10 to 7 - Population from 9 to 8 - Repair speed from 3 to 2 - Minesweeper upgrade bonus to repair rate from +1 to +25% repair rate - Panzerschreck cost from 90 to 70 - Panzerschreck upgrade no longer requires trucks to be setup - Veterancy requirements reduced to 580/1160/2320/2900/3770 - Veterancy 4 15% weapon accuracy and -23% received accuracy removed. - Veterancy 5 40% accuracy modifier moved to veterancy 4 Volksgrenadiers Volksgrenadier late game strength is being toned down by modifying their veterancy while their Incendiary Grenades are being adjusted to give opposing players time to react. - Incendiary grenades now have a 0.75 timer - Incendiary grenades no longer require a truck to be deployed. - Panzerfaust cost from 30 to 25 - Veterancy 3 received accuracy from 0.9 to 0.86 - Veterancy 4 weapon cooldown and veterancy 5 accuracy bonuses removed - Veterancy 3 self-healing moved to veterancy 5 - Veterancy 4 sight bonus now requires the unit to be in cover Raketenwerfer The Raketenwerfer has been adjusted to be less potent at veterancy, but more reliable and more difficult to lockdown by HMGs. Projectile no longer collides with terrain - Can no longer be suppressed - Veterancy 4 and 5 sight and range bonuses removed - Veterancy 1 camouflaged speed bonus from 100% to 25% MG 34 Heavy Machine Gun The MG-34 has been adjusted to deal more damage against infantry and to allow it to gain veterancy more quickly. Cost and population adjusted appropriately. - Cost from 230 to 250 - Damage from 2 to 3 - Population from 5 to 6 - Veterancy 4 received accuracy bonus to 0.9 from 0.85 - Veterancy 5 accuracy bonus from 1.15 to 1.08 Le.IG 18 The Le.IG is being made to require more micro to use at its full potential, but will now be more readily available and will now allow OKW players to be aggressive against support heavy builds through the deployment of smoke. - Cost from 330 to 270 - Population from 9 to 7 - Penetration from 75 to 35 - Auto-fire range from 100 to 80 - Barrage cooldown from 30 to 40 - Now has access to Smoke Barrage. Does not share a cooldown with the main barrage - Veterancy 4 barrage from 8 shells to 5 - Veterancy 2 speed bonus removed - Veterancy 2 increases smoke barrage range by 33% - Veterancy 1 auto-fire range increase removed - Intel Bulletin barrage recharge ability from -25% to -10% 251 Flak Halftrack The 251 is receiving changes to be able to respond more quickly to incoming threats and be easier to vet up. - Damage from 20 to 16 - Set-up time from 4 to 2 - Veterancy 2 increases damage from 16 to 20 - Veterancy 2 no longer decreases set-up time - Veterancy requirements from 1100/2200/4400/5500/7315 to 880/1760/3520/4750/5750 Panzer II ‘Luchs’ The Luchs is being delayed in its timing while its accuracy against vehicles has been greatly lowered. Previously, the Panzer II could not miss the smallest of light vehicles, even while on the move. - Build time increased from 40 seconds to 85 seconds - Moving scatter from 1.25 to 2 - Accuracy multiplier vs vehicles from 1 to 0.0625; 0.65/0.5/0.4 to 0.040625/0.03125/0.025 against vehicles 251 Wurferman Stuka The Stuka is being put in line with other rocket artillery pieces by lowering its health and being less capable of outright destroying structures and teams weapons with a single volley of rockets. - 50% damage penalty against team weapons; only affects the gun itself - 50% damage penalty against ambient buildings; only affects the structure itself - Health from 320 to 160 Obersoldaten Obersoldaten are being made more accessible through a number of changes with only some slight adjustment regarding their late game veterancy to prevent them from over performing in the late game if the unit well preserved by the player. - Cost from 400 to 340 - Population from 10 to 9 - Reinforce time from 12.5 to 9. - Build time from 50 to 36 - MG 34 LMG cost from 60 to 80 - Veterancy 4 bonuses removed - New ability: Suppressive Fire. Squad temporarily causes suppression during the duration of this ability. - No cost. Requires Veterancy 4 Obersoldaten MG 34 LMG - Damage from 6 to 4 when picked up by non-elite squads Jagdpanzer IV The Jagdpanzer veterancy bonuses and abilities have been adjusted to be more in-line with other vehicles. - Camouflage reveal radius from 10 to 20 - Veterancy 2 armour and sight bonus removed - Veterancy 2 now increases accuracy by 20% - Veterancy 5 ambush modifiers from +150% to +25% Panzer IV The Panzer IV for the OKW is being modified to have more powerful anti-infantry capabilities with a cost reduction to match its performance. - Cost from 360/150 to 380/140 - Population from 12 to 14 - Scatter from 7.5/6.4 to 6.5/5.54 - Penetration from 120/110/100 to 125/115/110 - Veterancy 2 scatter bonus from 0.75 to 0.866 - Veterancy 4 range bonus removed - Veterancy 5 sight bonus requires the tank to remain stationary Panzer V Panther The Panther has received adjustments to make it more accessible in 1v1 but less attractive to field groups of Panthers in team games due to increased fire on the move penalties and increased population. - Fuel cost from 200 to 185 - Moving scatter from 1.7 to 2 - Moving accuracy from 0.65 to 0.5 - Population from 16 to 18 - Veterancy 4 range bonus removed - Veterancy 5 sight bonus requires the tank to remain stationary - Veterancy 2 armor bonus removed. King Tiger To prevent the unit from wiping full health squads at range and while on the move, the following changes have been made: - Angle scatter from 4 to 7.5 - Distance scatter max from 4 to 5.7 - Scatter offset from 0.25 to 0.185 - Population from 21 to 23 - Veterancy 4 sight bonus removed BRITISH We are tuning Infantry sections, Sappers, Mortar Pits, Fireflies and the Crocodile down to appropriate levels for their cost. At the same time, we are increasing British army availability to proper smoke and anti-garrison tools through improvements to the WASP, the 25 pounders and Mortar Pit smoke. British Infantry Received Accuracy Cover bonus We have removed the cover bonus from British infantry. Previously British infantry would be harder to kill, even if flanked due to the nature of the bonus. - Removed the -10% received accuracy for All British infantry when in cover MK II Mills Bombs * Upgrade cost from 150/15 to 100/10 * No longer requires Platoon Command Post to upgrade Bren and PIAT Weapon Racks * No longer requires Platoon Command Post to upgrade Infantry Section (All variants) We feel that Tommies come out of the gate with too much raw power but also lack the offensive ability to assault positions. Therefore, to make Tommies feel more reliable and to improve their consistency on the battlefield, we've made the following changes: - Received accuracy cover bonus removed - Moving accuracy from 0.25 to 0.35 - Cone of fire from 1 to 5 - Population from 7 to 6 - Pyrotechnic Flares cooldown from 150 to 80 - Flare range reduced by 33% when suppressed - Veterancy 2 received accuracy from 0.76 to 0.78 - Veterancy 3 scoped Lee Enfields removed Royal Engineers We felt that Sappers tend to scale to well for their cost due to their low received accuracy and reinforcement costs. - Received accuracy from 0.8 to 0.9 - Received accuracy cover bonus removed - Repair speed from 2 to 1.6 - Veterancy 2 repair bonus from 1 to 0.5 - Veterancy 3 reinforcement cost bonus from 20% to 10% - Population from 6 to 5 - Heavy Sapper upgrade speed penalty to 0.75 - Heavy Sapper armor bonus from 1 to 0.25 - Heavy Sapper upgrade repair bonus from 2 to 0.525 Universal Carrier We are improving the performance and reliability of the Universal Carrier to give the British faction reliable access to anti-garrison, and to also offset other changes to UKF’s early game. We are also addressing the issue where the universal carrier is too good at tanking anti-infantry damage with its self-repair ability. - Repair ability now repairs 75% slower when in combat - Wasp Flamethrower upgrade from 90 to 70 - Now gains shared experience - Bonus hit points from upgrading to Vickers-K/WASP from +40 to +20 AEC MK III The AEC has been modified to be able to snare vehicle without requiring veterancy and allow the AEC to better function into the late game. - Treadshot now available from the start; only fires one shot that slows the target Veterancy 1 restores Treadshot to its original form Centaur The Centaur has been adjusted to be more reliable against garrisons and has been given increased speed and mobility to allow it to disengage more easily. - Accuracy versus garrisons from 0.4 to 0.5; damage versus garrisons from 0.5 to 0.35 - Damage in Hold modifier from false to true; all models in a garrison will now take Far AOE damage - Acceleration from 1.5 to 1.8 - Speed from 4.6 to 5.2 Sherman Firefly To preserve the Firefly's role as a long range, accurate tank destroyer while making the vehicle less potent at hunting down and killing enemy tanks on the move, the following changes have been made: - Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.04 - Moving accuracy from 0.75 to 0.55 - Tulip rockets no longer cancels move commands of the vehicle it hits - Tulip rocket damage against infantry to 33% - Veterancy 3 damage bonus from 80 to 40 Forward Assembly The aura is being removed to decrease the potency of massed emplacements while the structure is given utility to provide more reliable healing over Infantry Sections. - Cost 250 to 200 - Can be upgraded with medics for 60 munitions; all upgrades exclusive - Emplacement garrison aura removed - Advanced Fortifications upgrade removed - Repair Station engineers no longer repair the Assembly itself Heavy Gammon Bomb The Gammon Bomb is being brought more in-line with Satchel Charges to make it more accessible while preserving its role of denying area and clearing garrisons. - Cost from 75 to 50 - Damage from 200 to 340 - AOE distance from 1.5/3/4.5 to 1.25/2.5/3.75 PIATs Given the lack of infantry snares, the PIAT is having its range increased to allow it to deter light vehicles. - Range from 30 to 35 - Far accuracy from 0.038 to 0.025 - Mid range from 15 to 25 - Accuracy and penetration adjust to remain unchanged between range 0 to 25 25 Pounder Base Howitzers We are changing 25 pounders so that they become effective as a fast-response artillery that can be used to negate buildings or take down enemy emplacements reliably. - Platoon Command howitzer shells from 6 to 4 - Company Command howitzer shells from 6 to 5 - Reload from 4.7 to 4 - Vertical and horizontal rotation from 25 to 40 - Projectile speed from 29 to 40 - Now always penetrates - +75% damage bonus against team weapons - Friendly-Fire AOE damage from 0.025 to 1/0.25/0.1 - Platoon Command howitzer scatter: 0 angle, 5 scatter max, 1 scatter ratio - Company Command howitzer scatter: 7.5 angle, 12 scatter max, 1 scatter ratio - Cooldown from 150 to 80 Airburst shells - Now fire at randomized intervals between 5-10 seconds - Now have a 15 radius scatter British Trench * Now counts as neutral when abandoned; can be captured * Cost from 50 to 0 * Requires unit to be in friendly territory to be constructed Brace We have modified Brace to be less rewarding by shortening its duration and limiting the heal an emplacement receives when under these effects. - Brace duration reduced from 30 to 20 - Incoming repairs reduced by 75% while brace is active Mortar Pit The Mortar Pit was too efficient at locking large portions of the map compared to the minimal amount of user input required to operate it. - Auto fire range from 115 to 90 - Barrage cooldown from 75 to 40 - Smoke Barrage no longer shares a cooldown with the main barrage and only uses one mortar - Smoke range from 120 to 150 - Barrage reload from 4 to 3/5 - Barrage aim time from 0.5/1 to 0.125 - Garrison bonus changed from reload bonus to -25% barrage recharge - Veterancy 1 reduces Smoke Barrage cooldown by 25% 17 Pounder Anti-Tank Nest * Population from 20 to 14 * Reload from 5.7 to 5.5 * Can no longer garrison troops * Weapon range UI indicator added * Flares moved to veterancy 1 * Piercing Rounds now available at veterancy 0 Churchill MK IV Infantry Support Tank Given its role as breakthrough unit that can soak up incoming fire. Smoke has also been adjusted to allow the tank to move ahead and cover the advance or to pull back from danger. - Population from 18 to 16 - Smoke ability no longer decreases speed - Veterancy 1 crew weapons moving accuracy from 0.5 to 0.85 BUG FIXES & QUALITY OF LIFE - Crocodile main-cannon will now respond to attack commands. Added Hold Fire and Prioritise Vehicles abilities that the main cannon can benefit from. - A number of issues have been fixed revolving around the glider should it crash-land. The Headquarters - - Glider will now also be able to rebuild the Airlanding Officer should the unit be destroyed. - Fixed an issue where several vehicle units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path. - Fixed an issue where remanned howitzer crew members would cost more to reinforce - Fixed an issue where certain infantry models were immune to death from flame weapons - Pak43 and 17 pounder now have Prioritise Vehicles permanently on - Grenadier LMG 42 now uses the proper upgrade icon. - Maxim Sustained Fire now uses the proper ability icon. - KV-8 Call-In ability now uses the proper unit icon. - Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts. - Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers - Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer - Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger - Fixed an issue with 120mm Mortar flare ability not matching the weapon’s auto-fire range - Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration. - Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy - Fixed an issue where the AI would not upgrade healing or repairs for their respective structures. - Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health. - Fixed an issue where the Bulldozer would fire fewer smoke rounds compared to the regular Sherman. - Fixed an issue where officer cost and reinforce times did not match with the rest of their squad (affects nearly every single officer squad) - Fixed an issue where Firefly tulips could apply their effects on infantry. - Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned. - Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply. - Fixed an issue where several call-in tanks would award significantly less experience when hit than their cost would imply - Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown. - Fixed an issue where certain units could ‘double shot’. - Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured. - Fixed an issue where Ambush Camouflage did not properly apply at 1 CP - Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track. - Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat. - Fixed an issue where it was possible to hide the Sturmtiger aiming animation. - Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover. - Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates) - Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on. - Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies. - Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed. - Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus. - Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage. - Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached. - Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars - Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire. - Fixed an issue where it was possible to stack multiple booby traps together on the same location. - Fixed an issue where Prioritise vehicles would sometimes not show when multiple AT guns were selected together - Emplacement range is now visible both when setting up and after they have been built - Fixed Hammer vehicle tracking would not refresh properly; duration from 15 secs to 9.5 to compensate - Recovery Sappers can now upgrade to heavy sappers and build structures, like regular sappers - Fixed an issue where some infantry squad models would cost more than 1 popcap - Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry - Increased medic search radius for Battlegroup HQ and Forward Assemblies and made it impossible for players to place it too close to path blocking objects (to prevent squads from being stuck) - We are reducing the amount of unnecessary clicks surrounding stealth abilities by allowing the following units to move at their full speed when they have been revealed whilst the ability is still active. - Raketenwerfer - Doctrinal Soviet AT gun ability - Jagdpanzer4 - Luchs - Readjusted pathfinding behaviour for vehicles to avoid suboptimal behaviour around obstacles - Remove forced movement from Commando squads that have recently deployed; unit would ignore orders - Removed Tank Elite Armor Tank Commander artillery from firing into the base - Improved the mine laying speed of Assault Engineers and Paratroopers to match other squads - Changed Ostruppen cover bonus indicator to Tommy version - Increase duration of TWP-like abilities, to match initial delay - Added voice line warning for Stun Grenades - Fixed an issue where Walking Stuka barrages would not share cooldown - OKW Overwatch Sector Planes will no longer target casualties - Conscript squad models no longer all do the oorah animation at the same time - Adjusted salvage values of some wrecks that were yielding too many resources - Addressed friendly fire disparity with respect to certain weapons; friendly-fire generally now causes 25% of normal damage - Rifleman/Panzerfusilier AT rifle grenades no longer have a minimum range requirement - Fixed an issue where Command Panther/Pershing would award less experience than implied by their call-in costs - Prevented players from using Artillery Officer victor target when no candidate units are on the field - Fixed an issue where several squads would experience random delays when throwing their grenades. Credits go to Widerstreit for the fix - Changed hotkey for OST Sprint from I to Z - Changed hotkey for OST Officer smoke hotkey from R to X - Changed hotkey for soviet Tracking from I to Z - Changed hotkey for Quad from F to U - Fixed an issue where Panzerwerfer counter barrage would cause the unit to auto rotate - Fixed an issue where the Soviet Forward HQ buff indicator would not always display reliably - Soviet Capture Mode hotkey changed from C to X - Fixed issues where mortar halftracks would fire beyond their intended arc of fire - Mortar halftrack smoke barrage hotkey from R to C - Fixed an issue where Le.IG barrages would sometimes become unavailable when the Le.IG becomes decrewed - Fixed an issue where Commando squads would use the Tommy version of Bren guns when picked up off the ground. - Changed Rear Echelon minesweeeper upgrade hotkey from M to Z - Changed the hotkeys of Recon Pathfinder fake artillery to match the new layout of Major abilities In: Lobby |
Thread: Hi everybody19 Dec 2017, 16:43 PM
In: New Members |
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