In our previous updates we attempted to make balance adjustments specifically targeted at the OKW to solve certain problems that the community has been reporting.
As military strategist Carl von Clausewitz said, “No campaign plan survives first contact with the enemy.” These changes had several positive results, but also raised new issues. Feedback from the community caused us to examine the data that we’ve been collecting again, pulling additional stats and have decided to reverse some of these changes.
We will continue to work to address the original issues raised by the community, but feel strongly that undoing these changes now is the best for current balance in Company of Heroes 2. We appreciate the feedback that everyone has given, and will continue to listen to and consider your views.
Units and Abilities
Our intent with changes to units or abilities focuses on broadening the variation in tactics and strategies, while reducing the potential for undesirable or uninteresting gameplay.
Kubelwagen
Population from 6 to 4
Mid accuracy from 0.5 to 0.55
Far accuracy from 0.16 to 0.35
Rate of fire from 12 to 8
Moving accuracy from 0.75 to 0.5
Moving burst multiplier from 0.5 to 0.1
Moving cooldown multiplier from 0.25 to 0.125
Nearby suppression multiplier from 0.75 to 0.6
Nearby suppression radius from 12 to 10
Suppression from 0.0053 to 0.008
OKW Economy
The previous increase in munition rate for the OKW significantly increased their potency within 3v3 and 4v4 environments to a point where it became problematic. This compounded a number of issues which resulted in the faction significantly over performing relative to its counter parts. Until we are better able to identify and resolve those compounding factors, we are going to revert the munition change to a lower value.
In our previous updates we attempted to make balance adjustments specifically targeted at the OKW to solve certain problems that the community has been reporting.
As military strategist Carl von Clausewitz said, “No campaign plan survives first contact with the enemy.” These changes had several positive results, but also raised new issues. Feedback from the community caused us to examine the data that we’ve been collecting again, pulling additional stats and have decided to reverse some of these changes.
We will continue to work to address the original issues raised by the community, but feel strongly that undoing these changes now is the best for current balance in Company of Heroes 2. We appreciate the feedback that everyone has given, and will continue to listen to and consider your views.
Units and Abilities
Our intent with changes to units or abilities focuses on broadening the variation in tactics and strategies, while reducing the potential for undesirable or uninteresting gameplay.
Kubelwagen
Population from 6 to 4
Mid accuracy from 0.5 to 0.55
Far accuracy from 0.16 to 0.35
Rate of fire from 12 to 8
Moving accuracy from 0.75 to 0.5
Moving burst multiplier from 0.5 to 0.1
Moving cooldown multiplier from 0.25 to 0.125
Nearby suppression multiplier from 0.75 to 0.6
Nearby suppression radius from 12 to 10
Suppression from 0.0053 to 0.008
OKW Economy
The previous increase in munition rate for the OKW significantly increased their potency within 3v3 and 4v4 environments to a point where it became problematic. This compounded a number of issues which resulted in the faction significantly over performing relative to its counter parts. Until we are better able to identify and resolve those compounding factors, we are going to revert the munition change to a lower value.
4 regular shermans right? It shouldn't be difficult really. How did you survive until the tiger anyways? You already have paks on the field, obviously, unless he built 4 shermans to counter a tiger. Stay within your paks or don't venture too far. If you're within pak range, you're on top. If you venture outside it, just retreat to your paks. At worst, youll trade your tiger for 2-4 shermans and end up equal/slightly ahead
Let's not forget OKW starts with enough fuel to immediately tech. No other faction can do it. OKW only needs, what, 50 fuel to pop a flaktrak (subtracting free starting fuel) or 70(?) for a puma.
USF needs 80 for captain, 15 for bazooka (which is uselss), 25 for grenade (free with OKW tech)
If USF goes for LT at 50, Puma will simply pop and overpower the m20 unless a lucky mine. 50+55 (for flak track) minus the much smaller starting USF fuel means Puma will very quickly hit the field and give USF a very small window.
Oh, the 50 cal does nothing to puma for some reason, yet the mg34 can pop incendiary and own an m20 or flak track