Sorry I can't hear you, I'm busy playing March of the Soviet Tankmen on the world's smallest violin
Why not get yourself a Sherman Tank?
Only 9CP
VIDEO
Lend Lease
2CP Dishka
Which is now buffed and in a non sucky commander
4CP Allied Supply Drop
Looks like trade 100 Muni for about 20-40 fuel
5CP Conscript Repair
Meh
5CP Guards Assault Group
Guards without PTRS and with PPSH in an M5, and these cannot get the LMG either
Handy to enable you to skip T3, and proabably better than the German Mech Groups
8CP Sherman
Hard to say what is this and what is the changes to tank war, but it seems fast and mobile
This commander looks like it will complement T1 and T4 well, with the Dishka enabling you to hold ground and T4 for the Su-85 that will be able to handle heavy armour
Mobile Defence Commander
0CP Counterattack
This is presumably similar to the version in the 1941 TOW Rostov scenario*
2CP Smoke
Nice
3CP Ostruppen
Meh
6CP Puma
We'll see what it is like
8CP Command Tank
This looks nice, and it is interesting to see that this a doctine where people will probably skip T3 and go straight for T4
*Cue incoherent nerd rage when this gets realised
"I don't want more paid DLC"
"Ok have some free DLC"
"This DLC looks like something that already exists, I am insulted"
Well the KV8 and KV1 have the same health.
Possibly depowering the KV1 is a side affect of doing the same to the KV8.
Note that neither saw their CP Value increase whereas I think every other call in tank did
[quote post="146273How come Pak43 got hold-fire but Pak 40 and Zis didn't?
Possibly they have only given it to the top AT units because they want to see how it goes:
Elephant, SU-85 and Pak 43
This is long
Show Spoiler Call Ins
â¢Tiger command point cost from 10 to 11
â¢Tiger Ace command point cost from 14 to 15
â¢Elefant command point cost from 11 to 12
â¢IS-2 command point cost from 10 to 11
â¢ISU-152 command point cost from 11 to 12
â¢KV-2 command point cost from 11 to 12
â¢StuG III E command point cost from 5 to 6
All of these make sense apart from the STUG E
Note that the KV1 and KV8 don't get changed
Infantry
Ostruppen get normal capture rate
MG42 tweaked to be less good up close
G43 less uber but better on the move
Rifle Grenade now more expensive
Grens now pop 7 not 6
Pios nerfed
CEs buffed
Cons better at range and on the move
Iregualrs slightly more expensive and affected by LMG changes
Guards now pop 7 not 8
Guards shoot better on the move
DP28 now has same stats as the MG42 and slightly cheaper
PTRS slightly less long range
I like all this so far
Bliztkrieg/Overdrive
This now affects acceleration not top speed if I understand right
So it's a "get out of there fast" not "circle strafe at warp speed"
Ram
Ramâ¢Currently, ram is being used as a crowd control measure to disable other vehicles. The intent isnât for a full health T34 to ram other vehicles; instead, ram should be used when the T34 is near death to highlight its usage as a last resort type ability.â¢No longer causes instant main gun destroyed critical
â¢Now has a chance to cause one of the follow criticals to occur: light engine damage, heavy engine damage, immobilization, or main gun destroyed. The chance is weighed such that light engine damage has the highest occurrence where main gun destroyed has the lowest.
Don't know if that means to the rammer or the rammee
Mark Vehicle
â¢These changes prevent an issue where units could be destroyed in 1 or 2 hits from multiple marked targets on the enemy vehicle applying simultaneously. It also reduces the impact of the ability as we felt it provided too great an advantage to Soviet armor in the previous state.â¢No longer stacks multiple times
â¢Reduced bonus damage modifier from 50% to 35%
My partisans will be upset
Weapon Teams
Previously, weapon teams would receive +25% more damage from all sources. This modifier has been replaced with a +25% received accuracy value. Tank fire and grenades will be less effective vs. weapon teams as a result; small arms fire remains relatively unchanged.
So tanks less good at fighting ATGs
Good
105 and 152 guns fire smaller barrages more often with larger crew sizes
Pak 40 and Zis upped
PAK43 boosted generally but less pen, given hold fire and less pop cost
B4 more like ISU152
No comment on artillery, changes to ATGs welcome
HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.
Good
MG42 and Maxim have better pen
Dishka much better pen but less damage and cheeper
If only it was not in a terrible commander
45mm more accurate
Still won't get used
Vehicle Top Gunner
Increased damage output of vehicle top gunners, previously the upgrade added little value to the unit. The cost has been increased to better account for the value of this upgrade.
Vehicle Modifications
A number of modifications were made to medium and heavy vehicles to better align the units relative to one another. German vehicle penetration tended to be fairly high, resulting in a devaluation of Soviet armor values. These changes also seek to solidify unit roles and remove any ineffective units from the game
Here it comes...
AOE Profilesâ¢Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of vehicles to better align them with their intended performance.
Mobilityâ¢The goal was to better distinguish light, medium and heavy vehicles from one another. By increasing the applicable speed range, we can better define light vehicle mobility relative to heavier units. Vehicle acceleration has also been adjusted to accomplish this goal.â¢Increased max speed by 1.2, tuned rotation to ensure smooth pathing
â¢Negative cover from 1.4x to 1.5x max speed; vehicles move faster on roads
â¢Adjusted vehicle terrain performance based on type. For example, vehicles with tracks can move through heavy and light cover easier than wheeled vehicles.
â¢Acceleration is now properly functioning within the game; previously, vehicles incorrectly used deceleration to define the rate at which they accelerated, resulting in near instant max speed.
Vehicle Penetrationâ¢Vehicle penetration is now based on distance to target. High velocity weapons have a lower drop off than low velocity. High explosive weapons do not drop off over distance.
Some things that were speculated and some that were not
Vehicle Criticalsâ¢Engine damage criticals will only occur on the front or rear armor of a vehicle depending on engine position. For example, a Panzer IV no longer receives an engine critical if hit from the front. However, this does not impact weapons like the AT grenade which force criticals. Main gun destroyed criticals function in a similar manner, a SU-85 can no longer gain a main gun destroyed from a rear penetrating shot.
â¢Rear armor hits now display a kicker to indicate to the player that the enemy tank has been exposed; similar to Company of Heroes.
Ok
222 less armour, less MP more fuel
PIV more armour
Ostwind slightly buffed and cheeper
STUG G AT nerfed, AI buffed and cheeper
STUG E, now the same health and armour as G, more expensive
Now I see why it has been pushed back a CP
Panther, better pen, less health less MP more fuel
Brummbar, more armour, more pen, less MP, more fuel
Panzerwefer, longer cool down
Artillery seems to have been changed a lot but no one was talking about it?
â¢Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game
Tiger rear armour lowered, less MP more fuel
Elephant, better pen, less heath, has hold fire
M3, better pen on the front, less MP more fuel more health
M5 better pen
T70 better armour, more MP, more fuel
That's unexpected
T34-76â¢The goal was to improve the anti-armor capacity of the T34 to open up the number of viable strategies available to Soviets. We wanted to improve the appeal of the third building by reducing its dependence on additional anti-tank units. Relative to the Panzer IV, the T34 will lose the majority of engagements unless it is able to capitalize on its superior mobility. However, the T34 outperforms the Panzer IV against soft targets. The previously low armor of the T34 provided it very little protection against most German anti-tank sources; the increase to 150 significantly changes this relationship.
So, more potent all round and slightly more expensive
T34 85 slightly better AT and more expensive
SU76 slightly better AT but more expensive and less durable
SU85 less armour, slightly better AT and more expensive. Has hold fire
IS2 better at the front, less rear armour, better pen, less damage, slightly cheaper
ISU152 buffed all round save mobility and less MP
KV1, tweaked into roll as under T34
KV8, less health
KV2, better pen and rear armour, less damage, much more MP, less fuel
That will hurt it given that is only in SI
Katusha
High recharge time
Pacing and Tech Progression
The higher cost on the T70 and SU-76 this update meant that a lower cost on T3 and T4 could be implemented.
Tankoviy Battalion Commandâ¢Manpower cost from 275 to 240
â¢Fuel from 140 to 120
Mechanized Armor Kampaneyaâ¢Manpower cost from 275 to 240
â¢Fuel from 140 to 120
Ok
+++++++++++++++++
Some things no one was talking about (artillery)
But changes to infantry and tanks seem to be what people wanted, German armour especially now costs more fuel giving an incentive to keep infantry in the late game (or spam cargo trucks)
Soviet armour seems a lot better, and the units that really need hold fire have finally got it
Looking foward to this
Depends on the map and where you start
Also depends if you are in a team game or random
Yeah, generally people think the NKVD Commander is pish.
Then suddenly Advanced Warfare came out and people started complaining about how Radio Intercept was OP despite the fact that the NKVD guy had had it since day one.
Propaganda is not an ability I chose, but I find I like it when I have it. As in, it is better than nothing and it does force people to retreat. A incen barrage just forces them to move, but not necessarily to retreat.
It is cheaper than an incen barrage after all but does not do damage.
However if you can set it up so that your teammates drop things on the base after you've retreated them there you can get some damage.
As most people talk about 1v1 and 2v2 the maps are smaller, in theroy on a bigger map the lack of field presence caused by a forced retreat and having to walk back has a greater effect.
http://www.coh2.org/topic/14441/uses-for-mechanised-groups
http://www.coh2.org/topic/15471/uses-for-stug-es
We have the 12.7mm Heavy Machine Gun.
Rapid Fire Anti-Tank
Destroy 20 vehicles with DShK Heavy Machine Guns
At the moment only availible in the unloved Defensive Commander.
360MP
2CP call in.
Vet 1: Sprint
Can fire AP rounds at Vet0
I was expecting it to have roughly the same performance as the MG42 firing incendiry rounds by default and then be somewhat better than that when firing AP rounds, however I found it somewhat meh.
The MG42 kills M3s quickly and dents T70s and Su85s; the DHKK even with AP does not appear to do much to anything above German T2.
It does deal with infantry nicely, and if it was in a better commander it would see more use
But, it is in a not so good, very map dependent commander, so I will be interested to see if anyone thiis getting good use out of these