https://community.companyofheroes.com/discussion/comment/270537#Comment_270537
V1.1 Update
Show Spoiler GENERAL CHANGES Pathfinding
We find that, when responding to right-click commands, the potential for vehicles to pick a reverse-moving path is too high. This is despite the fact that there already exists an explicit reverse-move command. This often leads to vehicles selecting a turn plan that exposes their rear armour to the enemy.
To address this issue, we are changing how pathfinding works when using the simple right-click command:
In order for a vehicle/team-weapon to select a reverse-moving motion, the reverse path should be significantly faster than any other forward-moving path.
Addressed an issue where the following units would prefer picking reverse paths over forward paths; Anvil Churchill, Universal Carrier, M3A1, WC51
The change will make it so that issuing a right-click command behind the tank will still allow the tank to use a reverse movement. At the same time, clicking to the sides will now guarantee that a forward-moving path is picked.Anti-Air
AA performance is being adjusted for a number of units in respect to the availability, cost, durability and the various other roles these AA units take on in the late game.
Ostwind damage modifier vs aircraft +150% to +125%. Veterancy 2 to 150% from 200%.
Schwerer Panzer HQ AA damage modifier to -50%.
Flak Emplacement AA damage modifier from +125% to +200%
M15 Machineguns AA damage modifier from -50% to -25%.
Dshka Mount AA damage modifier from -35% to -50%.
Centaur AA damage modifier from +115% to +125%.SOVIETS 1910 Maxim
We are seeing a resurgence of Maxim spam; to prevent the strategy from reappearing in the live game, we are toning down some of the changes.
Rate-of-fire multiplier far reverted from 1.15 to 0.9KV-1
Given the performance upgrade of the KV-1, the units is seeing its call-in requirements increased to give more time for its counters to arrive.
Command Point requirements from 8 to 9IS-2
The IS-2 is receiving a slightly ready aim-time shorter time on its special ability. Previously it was too easy to avoid due to the long aim-time and indicators signified that the IS-2 would use its ability. Furthermore, we are slightly adjusting AOE and scatter offset to improve the unitâs consistency when firing at infantry.
Veteran 1 Ready-Aim Time from 4 to 3.25
Scatter offset from 0.25 to 0.185
Far AOE damage from 0.05 to 0.1WEHRMACHT Bunkers
Bunkers are being modified to make them a worthwhile asset to garrison during combat. Previously garrisoning the bunker held little purpose as the squad would die should the bunker be destroyed unlike trenches or fighting positions.
Survival chance for garrisoned units increased from 0% to 50%StuG G
The StuG G is receiving a penetration reduction to make the unit less potent against heavier vehicles. A single StuG G could previously hold off heavier vehicles on its own thanks to TWP, high rate of fire and good penetration values. The changes will make the StuG G less effective against heavier units at distance, but the unit will still be a threat to heavies that attempt to close the distance.
In addition to the other changes, the MG mount is being made cheaper with higher range, since it has a fixed arc and is mounted on a rather fragile unit that wants to maintain distance with its targets.
Population from 10 to 9.
Penetration from 200/185/170 to 200/160/150
Machine Gun Changes (Affects both StuG E and StuG G)
Machine gun cost from 50 to 30.
Machine gun range to 40.Ostwind (Both Ostheer and OKW Variants)
The Ostwind is receiving changes to its AOE to account for the new projectile. Previously, an Ostwind at short-range would decimate infantry with only a couple shots, even on retreat, but the unit had poor effectiveness at range due to the high AOE drop-off. The changes will make the Ostwind less deadly at short-range against clumped up or individual models, but the damage from non-direct hits should allow the Ostwind to perform better from a distance and against spaced out squads.
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 0.8/0.2/0.1Tiger
The Tiger is having its speed modified to be slightly slower than it previously was in the Fall Balance Preview. The new acceleration combined with the higher top speed increase made the Tiger an extremely difficult opponent to flank or escape from.
Speed partially reverted from 5.4 to 5.2Tiger Ace
The Tiger Ace is being modified to be less of an all-in unit. Previously a Tiger Ace was used to finish off or overwhelm a player thanks to its lack of fuel cost. At the same time, a Tiger Ace was more of a detriment to the player in the long-term due to the penalty in place. These changes should make the Tiger Ace less powerful as a sudden shock weapon, but also not become a unit that needs to be tossed away due to the resource penalties.
Cost changed from 800MP to 720MP/240FU (with BP3) / 900MP/300FU (without BP3)
Penalties reduced from -25%MP -90% until death FU to -20% MP -50% FU for 8 minutesElefant
Due to the changes to the Elefant that saw a damage reduction and a population increase, the unit is receiving a reduced * Cost to represent its new statline.
Cost from 720/245 to 680/230 with Battle Phase 3Panzerwerfer
We find that the Panzerwerfer deals too little damage to garrison compared to other indirect fire units and are correcting this.
Increased damage against ambient buildings by 30%USF Pack Howitzer
The Pack Howitzer is receiving some adjustments to its cost, cooldown and population. The reduced cost, population and barrage cooldown should allow the Pack Howitzer to fulfill its role as the USFâs primary artillery unit meant to attack hostile defensive position. This was a role the unit struggled at due to its lengthy cooldown in comparison to other light artillery units.
Cost from 380 to 340.
Normal and White Phosphorus Barrage cooldowns from 60 to 40 (does not affect vet2 HEAT barrage)
Population from 11 to 9.M36 âJacksonâ Tank Destroyer
The M36 is having its range restored and a slight price reduction to allow the unit to retaliate against long-range units to some effect. At the same time, the higher penetration drop-off and reduced accuracy at distance should force the Jackson to close in to be effective. The accuracy changes should also make the Jackson less dominating against lighter vehicles, particularly when it is on the move.
The changes will make it sub-optimal (but still possible) to engage targets from max range, but much stronger when the Jackson is closing in.
Cost partially reverted from 400/145 to 380/135
Range from 55 to 60 (reverted)
Pen from 240/220/200 to 280/230/180
Accuracy from 0.06/0.05/0.04 to 0.06/0.05/0.03 (all attacks)Calliope
The Calliope is receiving adjustments to improve the unitâs performance. The previous changes gave the opposition too much time to dodge the substantially weaker rockets, even if the Calliope had closed the distance.
Cooldown from 0.3 to 0.125
Near AOE from 0.5 to 0.75OKW Le.IG 18
The Le.ig is have some of its cost changes reverted and reload increased along with its minimum range. Previously the unit was too cheap for its cost and the low minimum range, combined with its low firing angle, made it difficult to attack into Le.IG positions.
Cost from 280 to 300
Minimum range raised from 25 to 35
HE Barrage recharge timers increased from 30 seconds to 40 seconds
Auto-fire reload time partially reverted from 4.25 to 5.5
Fixed an issue where the Le.IGâs auto-fire range was incorrect.251 Walking Stuka
The scatter changes previously introduced to the Stuka make it very difficult for infantry squads to escape the area as the rockets would often scatter onto units outside of the line. To adjust for this, the rockets are having their OHK radius further reduced.
To improve barrage consistency, particularly against emplacements and award players for moving their walking stukas close to the frontlines for reduced scatter, we are lowering the length of the Creeping Barrage from 40 to 30. While the Stuka may cover less of an area, this change should ensure the rockets land in a somewhat predictable pattern.
Finally, the Stuka will now require more rockets to level structures and destroy team weapons to reflect its new price. The Stuka will still clear out infantry inside structures when the rockets land and decrew weapon teams should a rocket land directly on target.
Build-time returned to 60.
Incendiary rockets damage reverted
Mid AOE distance reduced from 5.5 to 3.33
-50% damage vs team weapons
-50% damage vs buildings
Creeping Barrage length from 40 to 30.
UI indication for Creeping Barrage now coincides with the actual barrageJagdpanzer IV:
The Jagdpanzer is receiving a slight cost increase to match its true performance due to its higher armor values, lower target size, and ability to self-spot up to ranges of 45.
Fuel cost increased from 135 to 145Jagdtiger
Due to an issue caused by the stun which saw the Jagdtiger immediately reload when the duration ended, the weapon disable penalty is being replaced with a rotation penalty instead. This makes a Jagdtiger more vulnerable to flanks and circle-strafed, but will also mean that lucky stuns do not stop the Jagdtiger from engaging targets in front of it.
Daze effect changed from weapon disable/speed decrease (3 seconds) to rotation decrease/speed decrease (-70% each) for 3 secondsHetzer
The Hetzer is being decoupled from the tech tree to match units like the StuG E and Puma which are not powerful enough to require a specific tech or building for the removal of the call-in penalty.
Call-in adjustments reverted.UKF Crocodile
Due to the loss of the second flamethrower that significantly reduced the Crocodile's output against infantry (range: 38), we are slightly increasing the primary flamethrowerâs range to match other flame tanks. The damage of the main gun is also being increased.
Flamethrower range partially reverted from 25 to 30
Main gun damage from 80 to 120AEC Treadshots
The AECâs Treadshot ability is being adjusted to be more in-line with the adjusted Target Weakpoint ability. This should make the ability more responsive and easier to use.
Now a timed ability
Lasts 15 seconds, during which time the AEC can move and fire the 2 treadshots
Treadshot no longer benefits from faster reload between shotsCentaur
The Centaur is having its light cover penalties removed. The unit had issues attacking veteran infantry in light cover due to its reliance on accuracy-based attacks compared to scatter-based units such as the Ostwind. The change will allow the Centaur to engage its intended targets in the late-game where craters and light cover is plentiful.
Penalties for firing vs Light cover revertedFirefly
Tulip damage against infantry is being adjusted. Previously a player could use the Fireflyâs rockets to kill weapon teams and infantry from long-range due to their AOE and damage radius, despite this ability being meant for AT work.
Tulips now deal 33% damage versus infantry.BUG FIXES
Fixed an issue where the LOS and shot blocking mechanics of smoke would linger longer than the visual effects. Now all smoke mechanics will linger for 20 seconds.
Addressed an issue where Hold Fire would behave different from the live version
Fixed an issue where the 17-pounder would still require 20 popcap if built from the Advanced Emplacement Regiment commander.
Fixed an issue where Soviets could not recrew abandoned Le.IG guns
Fixed an issue where brace wouldnât disable the mortar pit from firing
Fixed an issue where Destroy Cover and Commando Smoke Grenades would not always trigger properly
Fixed an issue where garrisoning a particular building in Red Ball Express would interfere with the barracks selection hotkey
Changed the hotkey for Sturmpioneerâs panzerschreck upgrade so as not to collide with the wirecutter ability
Fixed an issue where the AI was able to deploy Lend-Lease Shermans for free, and without any restrictions