Balance Preview Mod Show Spoiler A quick shoutout to "miragefla" for his contribution to these potential balance changes.
DISCLAIMER
Due to the nature of some of the changes outlined below, this balance mod is scheduled to run over multiple weeks in order to extensively test, validate and gather sufficient feedback before any final decisions are made. Therefore, it is important to note that a number of these changes (especially those listed under Experimental) will require extensive validation before being considered candidates for live game integration.
BALANCE GOALSIncrease Strategic Diversity
In order to add to CoH2âs current strategic diversity, the changes outlined below are designed to Increase the depth within factions by improving unit viability, creating diverse options for build orders and bringing factions in line with one another. This will create more diverse and viable strategies for players at a variety of different skill levels.Match Gameplay Expectations to Outcomes (Quality of Life)
There currently are a variety of gameplay outcomes that do match player expectations which is creating a degree of frustration within the player base. A number of the changes outlined below attempt to address this by matching these outcomes to acceptable expectations such as through the removal of âbadâ RNG and balancing specific units/abilities' cost vs reward that are currently out of tune.Test Community-Driven (Experimental) Feedback
There are numerous changes below that fit into the category of âExperimentalâ. These changes are fueled by long-time community feedback and requests that more or less would involve dramatic changes to gameplay if implemented. These changes are the least likely to be implemented but rather this mod is meant to be used as a test bed in order to determine if they are viable for the game and if so how well they perform.
GENERALHeavy armored Tanks Strategic Diversity
Developer Comments: We felt the risk associated with flanking a Heavy Armored Vehicle was much too great because of the high rear armor. To help balance this risk vs reward we are reducing rear armor on all heavy armor across the board.
⢠Soviet IS-2 rear armour reduced from 205 to 160
⢠Wehrmacht Tiger & Tiger Ace rear armoured reduced from 180 to 140
⢠Wehrmacht Elefant rear armor reduced from 150 to 110
⢠OKW Jagdtiger rear armor reduced from 150 to 110
⢠OKW King Tiger rear armor reduced from 225 to 150Mines (General-Purpose and Tellers) Quality of Life
Developer Comments: We often saw mines wipe full health squads when planted in front of building entry points or cripple enemy vehicles. We felt mines were too cost efficient for what they do so we are reducing the damage of some General Purpose mines against infantry so they no longer one shot wipe full health squads as well as removing engine destroy critical from Teller Mines. These changes will bring the reward of an enemy unit hitting a mine in line with the cost of placing it.
⢠Engine Destroy Critical removed from Teller Mines
⢠Deals 35% of normal damage against infantry for 70 damage leaving full health models at 10 health. (General-Purpose)
⢠Deals suppression on squads hit by mines. (General-Purpose)Suppression Quality of Life
Developer Comments: We felt it was too easy to charge into suppressive fire and simply throw a grenade to knock out a HMG team. This was not an intended counter and thus suppression will now reduce the range of grenade abilities.
⢠All grenade abilities that are not snares have their range reduced by 33% when the unit is suppressed.Anti-Tank Guns (Piats, Bazookas, and Panzerschrecks) Quality of Life
Developer Comments: To alleviate the effects of some frustrating RNG from anti tank weapons firing on infantry squads, we have decided to reduce the damage these weapons deal to infantry to prevent snipes on full health models.
⢠Damage set to deal only 25% against infantry.Snipers Quality of Life
Developer Comments: We felt Snipers even when caught out of position felt too durable. We also wanted to standardized all sniper rifles to use the maximum amount of time for aim-time and cooldown. These weapons will no longer fire faster the closer the squad approaches them.
⢠Target size from 1 to 1.15.
⢠Cooldown, and all aim-time always use the max amount of time and have been standardized for all distances meaning snipers do not fire more quickly the closer the target is.Deflection Stun Criticals Quality of Life
Developer Comments: Some heavy armored vehicles had an extremely rare critical that could stun enemy vehicles on deflection. We feel this is frustrating RNG and should be removed from the game.
⢠Deflection criticals from Heavy Armor removedCore Infantry/Small Team Weapon Spawn Points Experimental
Developer Comments: We felt by allowing smaller team weapons and core infantry to spawn from corresponding base buildings, it could slightly speed up initial engagements, and allow for more meaningful base placements for Soviets, Wehrmacht, and OKW factions.
⢠All Core Infantry Squads and Core Small Weapon Teams now spawn from its corresponding building rather than from Off-Map.
SOVIETST-34/76 Strategic Diversity
Developer Comments: We felt the T-34/76 was under performing and needed some improvements to help deal with infantry.
⢠Hull Machine gun burst duration changed from 2/1 to 2/2.
⢠Hull Machine gun accuracy increased from 0.3/0.35/0.4 to 0.4/0.45/0.5
⢠Coaxial Machine gun burst duration changed from 3/2 to 3/3.
⢠Coaxial Machine gun accuracy increased from 0.28/0.33/0.38 to 0.38/0.43/0.48
⢠Coaxial Machine gun damage increased from 4 to 8
⢠Main gun reload from 6.2/6.8 to 6.1.
⢠Manpower cost from 300 to 280.SU-85 Strategic Diversity
Developer Comments: We saw that the Soviets had to rely on Doctrines or would have a difficult time dealing with heavy armored vehicles. We wanted slightly improve the SU-85 to be stronger against heavy armored vehicles while being slightly weaker against flanking vehicles.
⢠Accuracy from 0.05/0.0375/0.25 to 0.055/0.045/0.04
⢠Penetration from 200/190/180 to 240/230/220
⢠Reload increased from 3.8/4.2 to 5.4.
⢠Target size reduced from 22 to 18
⢠Rotation rate from 20 to 22
⢠Cost increases from 340 manpower and 120 fuel to 350 manpower and 130 fuel.
⢠Veterancy two -30% reload modifier replaced with +30% weapon penetration modifier.IS-2 Strategic Diversity
Developer Comments: Modified to put it in line with other vehicles and slight boost to its penetration to help it better engage heavier armour.
⢠Scatter offset adjusted to match other vehicles.
⢠Penetration increased from 250/220/190 to 250/230/210Trip-Wire Flare Mine Quality of Life
Developer Comments: Adjusted the mine to prevent one-hit kills at full health. Mainly done to prevent squad wipes of units leaving buildings. Plant time was lowered and the mine now deals damage to compensate.
⢠Damage from 0 to 20.
⢠Is now a Small Explosive Weapon type
⢠No longer guarantees a casualty
⢠Plant time from 9.5 to 7.5Soviet Sniper Quality of Life
Developer Comments: The Soviet Sniper had the lowest health amongst all the Snipers. Because we are increasing the unit size of all Snipers, we have made adjustment to the health the Soviet Sniper to compensate.
⢠Health increased from 48 to 64RPG 43 AT Grenade Quality of Life
Developer Comments: This ability's current wind up time made it feel unresponsive, thus we have reduced it's wind up time alleviate this issue.
⢠Wind up reduced from 0.25 to 0.125Penal Battalion Experimental
Developer Comments: We are trying something a little more radical. Due to the lack of anti-tank in the Special Rifle Command, we want try giving Penal Battalions a more focused roll as a dedicated anti-infantry unit.
⢠SVT accuracy to .7/.65/.45
⢠SVT damage from 8 to 10.
⢠Cooldowns and aim-times adjusted.
⢠Squad cost increased to 300 manpower from 270 manpower.
⢠Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds.
⢠Flamethrower Upgrade now adds 3 PPsh-41s to better mesh with the flamethrower.
⢠Flamethrower cost from 60 to 90 and renamed Assault Package.
⢠Reduced the drop-rate of the Flamethrower to 10% from 33% due to the PPsH-41s that are added to the squad which are considered slot items.
⢠"Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost.
USF57mm ATG Strategic Diversity
Developer Comments: In order to bring the 57mm AT Gun in line with other AT Guns from other factions in the same Tier, we have increased the base penetration to improve performance when not using AP rounds. Take Aim shifted to a timed ability to reflect its power. Accuracy changed to match other anti-tank guns.
⢠Penetration from 140/125/115 to 150/140/130
⢠Take Aim! now a timed ability. 20 seconds, 60 second recharge.
⢠Accuracy changed from 0.05/0.0425/0.03 to 0.055/0.05/0.04M2HB HMG Team Strategic Diversity
Developer Comments: Increased penetration to make it a more viable soft counter to light vehicles as well as more distinct from other HMGs due to its later timing. We also wanted to give the lieutenant tier a deterrent against light vehicles without needing to invest in bazookas. Bonus penetration against specific vehicles to ensure the .50cal can harm these vehicles, but not burst down other light vehicles immediately.
⢠M2HB .50cal HMG penetration from 3/2/1 to 7/6/5.
⢠New Ability: Armored Piercing Rounds - Timed ability that loads AP rounds for 25% increased damage and +10 pentration.M36 Jackson Strategic Diversity
Developer Comments: Increased LOS to allow the M36 to better kite, locate and hunt enemy armor without boosting its firepower any further.
⢠LOS from 35 to 45.M8 Motor Carriage Strategic Diversity
Developer Comments: We felt the M8 HMC was under-performing and needed a slight stat boost to improve survivability and effectiveness. The AOE drop-off for the mid-far range was lessened to improve the M8's damage output against troop targets when its shells do not land directly as the damage drop-off was incredibly harsh given that the mid-range of the shells are set to 2 meters.
⢠AOE mid modifer from 0.15 to 0.25
⢠AOE far modifier from 0.05 to 0.10
⢠Build-time from 80 seconds to 50 seconds.
⢠Health from 320 to 400.Major Strategic Diversity
Developer Comments: We have significantly boosted the artillery ability in power and lowered cost to give USF some form of non-doctrinal artillery to help break concentrations of enemy units and structures. Recharge time increased to compensate and match other artillery units.
⢠Artillery delay reduced from 7 seconds to 5.5
⢠Shells increased from 3 to 6.
⢠Time delay between shells set to 2 for maximum and minimum.
⢠Veterancy 2 Artillery delay reduced from 7 seconds to 5
⢠Veterancy 2 Shells increased from 5 to 9
⢠Veterancy 2 time delay between shells set to 1.75 for maximum and minimum.
⢠Artillery cost reduced to 60 munitions from 120 munitions.
⢠Recharge time from 60 seconds to 90.
⢠Range reduced from 85 to 60.Captain Experimental
Developer Comments: The Captain squad gave USF a very easy access to light Anti-Tank and made the Captain the most valuable officer in the game. We want to try removing the Bazookas on the Captain squad to allow for light vehicle play to be more effective.
On Me! no longer provides suppression resistance to prevent negation of MGs or suppression based platforms, but will break suppression making it ideal for getting units out of suppression or beaking pin status.
⢠Captain no longer comes with free Bazookas. Must either grab them from the weapon rack
⢠On Me! No longer provides suppression immunity for its duration, but will still break suppression.60mm Mortar Experimental
Developer Comments: We wanted to give USF more means to counter garrisons without grenades and a mobile smoke platform as well as diversify their opening.
⢠Added M1 60mm Mortar to USF Starting Building
WEHRMACHT251 Flame Half-Track Strategic Diversity
Developer Comments: We made some slight adjustments to the Flamethrower aim times to allow for the vehicle to be better at kiting, reduced the cost to make it more affordable and in line with its performance. We have also reduced the garrison damage to avoid the vehicle instantly wiping garrisoned squads.
⢠Upgrade cost reduced from 120 to 90
⢠Ready aim time from 1.5 to 1
⢠Flamethrower damage versus garrison from 1.25 to 1.
⢠Veterancy 3 cooldown bonuses now benefits the Flamethrowers.Support Armour Korp Strategic Diversity
Developer Comments: We felt the Support Armour Korp was slightly too expensive in comparison to other faction Tier 3 and needed a slight reduction in terms of cost to make the tier more affordable.
⢠Price from 260 manpower and 75 fuel to 240 manpower and 60 fuel.Brummbar Strategic Diversity
Developer Comments: Due to its clunky movement, the Brummbar would often get blocked against world objects. We decided to give this vehicle Heavy Crush to improve pathfinding and make it more maneuverable. Reload time standardized to make it more consistent and AOE has been adjusted to improve consistency as the damage quickly drops off by 2 meters. To adjust for these changes. resource costs have been updated to bring it in line with its current performance.
⢠Cost decreased from 470 manpower and 160 fuel to 420 manpower and 150 fuel
⢠Reload standardized from 7.5/9 seconds to 8.25.
⢠AOE mid modifer from 0.15 to 0.3
⢠Medium crush changed to Heavy Crush.
⢠Veterancy requirements from 2740/5480/10960 to 2040/4080/8160Heavy Panzer Korp Strategic Diversity
Developer Comments: We felt the Heavy Panzer Korp was slightly too expensive given the price of the high cost units it currently houses.
⢠Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel.Panzer IV Command Tank Quality of Life
Developer Comments: The Panzer IV Command Tank was much too durable because it benefitted from its own aura. To make it more vulnerable, the tank will no longer receive a defense buff from its aura.
⢠No longer receives benefits from its own aura.Pioneers Experimental
Developer Comments: Even though the Wehrmacht can build a trench, this is not as flexible as other forms of heavy cover such as sandbags. To increase the faction's heavy cover options, Pioneers have now been given the ability to build sandbags.
⢠Can now construct sandbags.
OKWBattlegroup Headquarters Strategic Diversity || Experimental
Developer Comments: This change was driven from a popular idea that was expressed by the community. Battlegroup HQ no longer comes with Medics but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel.
⢠Medics must now be purchased as an upgrade. 100 manpower 15 Fuel.Mechanized Headquarters Strategic Diversity || Experimental
Developer Comments: This change was driven from a popular idea that was expressed by the community. Mechanized HQ no longer comes with Repair Pioneers but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel.
⢠Repair Pioneers must now be purchased as an upgrade. 100 Manpower 15 Fuel.Volksgrenadier Strategic Diversity || Experimental
Developer Comments: This change was driven from a popular idea that was expressed by the community. In an attempt to break up the Volksgrenadier blobbing we are removing the Panzershrek upgrade. This has been replaced by a package that improves their AI at short-mid range whilst still maintaining some anti-tank to deal with armour that rushes behind ATGs or other units. While the upgrade is not that powerful to start off with, they do gain considerable power as the Volks gain veterancy which has many offensive boosts.
⢠Panzershrek Package removed.
⢠Added StG 44 Package. Grants the squad two StG 44s that improve short-mid range combat for 60 munitions.
⢠Panzerfaust ability added which is unlocked after a truck is built. (Panzerfaust works just like the Grenadier Panzerfaust)MG34 HMG Team Strategic Diversity || Experimental
Developer Comments: This change was driven from a popular idea that was expressed by the community. Community has voiced their opinion that they feel the OKW needs a suppression platform to deal with enemy blobs but also to have additional options other than always blobbing more Volksgrenadiers. To address this we have raised the MG 34s accuracy to improve its damage output against targets at range and reduced its cooldown to improve damage output at engaging multiple targets. MG-34s are now standard in the OKW arsenal. The doctrinal call-in has been replaced by the more powerful MG42.
⢠Mid accuracy from 0.41 to 0.5
⢠Far accuracy from 0.14 to 0.28
⢠Cooldown from 2.5/3 to 1.75/2.5
⢠Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q.MG 42 HMG Team Strategic Diversity || Experimental
Developer Comments: Replaces the MG 34 in the Doctrine
⢠MG 42 replaces the MG 34 dispatch
BRITISH FORCESStarting Resources Strategic Diversity
Developer Comments: The British early game can often be very difficult due to the high cost of their Infantry. We increased the starting manpower to match other factions and to somewhat compensate their early game for their high manpower cost per unit.
⢠Starting manpower increased from 290 to 340Universal Carrier Strategic Diversity
Developer Comments: We felt the Universal Carrier wasn't a viable option and felt we needed to make some adjustments. We gave it self-repair on stock so it no longer requires an engineer to be repaired, made it more durable through an upgrade purchase, and made significant improvements to the Vickers K.
⢠Cost increased from 210MP to 260 MP
⢠Vickers K range from 35 to 40.
⢠Cooldown from 1.5/2.0 to 1.25/1.5
⢠Burst duration and rate of fire standardized to 1 at all ranges for Vickers K.
⢠Health improved by 40 when upgraded with Vickers K or Flame Projector.
⢠Has Self-Repair stock.Counter Battery Strategic Diversity || Quality of Life
Developer Comments: We felt the Counter Battery's cost vs reward was not well balanced and required tuning to bring it in line with other similar artillery options. We also want players to make decisive gameplay decisions where using this ability had virtually no risk associated with it.
⢠Is now a timed ability. Lasts 45 seconds and recharge time is 90 seconds.
⢠costs 30 munitionsLand Mattress Strategic Diversity || Quality of Life
Developer Comments: Based off it's effectiveness, we felt this unit could be called in too early. To help bring it in line with other Doctrine artillery we have increased it's required CP.
⢠Increase CP requirement from 5 to 8Sexton Strategic Diversity
Developer Comments: We feel the Sexton is one of the UKF's most under performing units. Therefore, to improve the Sexton's performance we have increased the unit's AOE damage, increased the number of shells it fires, and made it fire a little faster.
⢠AOE distance damage changed from 1/0.15/0.05 to 1/0.25/0.1
⢠Wind Down from 4.67 to 3.125
⢠Number of shells for barrage increased from 5 to 8Firefly Strategic Diversity
Developer Comments: We felt the reload on the main gun was hurting the unit's performance and the Tulip Rocket ability's role was redundant with the tank's main gun. To compensate for this we have reduced the reload time on the main gun and changed the role of the Tulip Rocket to be a temporary snare.
⢠Reload from 10 seconds to 8.
⢠Tulip Rockets now deal 120 damage from 240.
⢠Tulips now cause a blind critical on penetration and stuns the tank for 2.5 seconds. (Vehicle LOS reduced to 0 for 8 seconds)
⢠Tulip Rocket ability cost from 100 to 80.
⢠Tulip Recharge time from 120 to 80.Infantry Section (Both variants) Quality of Life
Developer Comments: Due to the extremely short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target. Infantry Sections also accrued Veterancy faster than any other core infantry unit so we have slightly increased the Veterancy requirements for these units.
⢠Artillery flare range increased from 20 to 35
⢠Veterancy requirements from 480/960/1920 to 560/1120/2240.Tank Hunter Infantry Section Quality of Life
Developer Comments: The damage from the HEAT Grenade was under performing and we wanted to bring it in line with all other infantry anti-tank abilities.
⢠Heat Grenade damage from 50 to 100.Sniper Quality of Life
Developer Comments: Due to the short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target.
⢠Artillery flare range increased from 30 to 45.