Changes for the USF faction in the latest update of the mod:
https://community.companyofheroes.com/discussion/comment/288466#Comment_288466 Show Spoiler AEF
Population Limit
The USF are the only faction that can reliably break a population of 100 thanks to their ability to decrew their vehicles. To discourage the player from going over the population and continuing to build vehicles, we are introducing a penalty. When the player breaks 110 population, they will take a further manpower penalty.
At 110 population, the USF player will be penalized -100 manpower until they go below 110
population.
BAR Drop-Rate
Drop-rate from 15% to 20%
Riflemen
The Veterancy 1 ability recharge rate of Riflemen is being adjusted. Their abilities would recharge too quickly in the early-game, allowing them to get multiple AT/Frag grenades off in quick succession.
Veterancy 1 ability recharge from -50% to -25%
Veterancy 3 now provides -33% ability recharge; value is multiplicative with veterancy 1
Lieutenant
This change puts the Lieutenant's smoke ability in-line with other units that have non-lethal smoke and fragmentation grenades.
Smoke now shares a cooldown with Frag Grenades
M8 Scott
The M8 Scott is receiving further improvements to its barrage capabilities. The changes will allow it to maintain pressure on team weapons with improved accuracy. Smoke will also no longer share a cooldown with the primary barrage to give the M8 more options.
HE Barrage Angle scatter from 7 to 6
HE Barrage shell count from 4 to 5
Smoke no longer shares a cooldown with the main barrage
Vehicle Crews
Due to the high reinforce cost of Vehicle Crews who lack any combat potential outside Elite Vehicle Crews, we are slightly lowering their reinforce cost.
Reinforce cost from 30 to 28
WC 51
While vehicle crews are part of the USF's identity, it can make early game units difficult to balance due to their ability to self-repair. The WC-51 is losing its vehicle crew to increase the downtime of the WC-51 when taking damage.
Can no longer be decrewed/recrewed; vehicle crew removed.
Crew models will now use Riflemen models to give a visual indicator of the change.
Mod changes for Ostheer in the most recent update of the mod:
https://community.companyofheroes.com/discussion/comment/288466#Comment_288466 Show Spoiler Ostheer
Infantry Medical Kits
Cost from 15 to 10 munitions.
Bunkers
Command Bunker no longer mutually exclusive with Medical Bunker
StuG G
Given that the StuG G must cycle a reload before it can fire its TWP for a fairly weak blind, we are increasing the ability's damage. Previously, it was better for the StuG G to not use this ability as the raw damage was more important against most targets.
Target Weakpoint damage from 80 to 160
Brummbar
With the addition of a munitions cost, the Bunker-Buster barrage no longer needs to be restricted by such a long recharge time.
Bunker-Buster recharge from 120 to 90
Panzerwerfer
With the rockets arriving sooner thanks to its low-angle barrage, the Panzerwerfer is having its suppression removed on the low angle shot.
Veterancy 1 low-angle Barrage suppression removed.
Osttruppen
Additional changes are being made to Osttruppen with two routes being taken:
The first change is to deny aggressive Osttruppen builds by delaying the MG-42 which supports them. This comes in the form of requiring Osttruppen to be recruited from the HQ.
The second change is a slight manpower increase to make Osttruppen less cost-efficient on top of the existing call-in recharge.
To test both these methods in one build, Osttruppen Commander and the Defensive Commander have different methods in how their Osttruppen are called in. Furthermore, their Panzerfaust range is being reduced to 15 to match the range of other snares - Grenadiers having further range due to their lower squad size.
Panzerfaust range from 18 to 15
Experimental
Osttruppen Commander's Osttruppen are built from the HQ rather than called-in: 25 second build
time, 200 manpower.
Community Defensive Commander Osttruppen are called in from off-map: 35 second ability recharge
time, 220 manpower.
Changes for OKW in the most recent update of the mod:
https://community.companyofheroes.com/discussion/comment/288466#Comment_288466 Show Spoiler OKW
Battlegroup Headquarters
Experimental
Given the cost efficiency of the new OKW medics, we want to try one an iteration that makes medics less difficult to backtech to and give OKW more options without needing to pay a large amount of resources for basic indirect-fire.
150 manpower and 10 fuel: Offers Le.IG upon completetion which now comes from off-map
Medic Upgrade Cost: 50 manpower and 10 fuel
Battle Group Upgrade: 100manpower and 20 fuel: unlocks 251 Flak Half-track, the UhU Searchlight
Half-Track, Infantry Weapon Upgrades, and ability to reinforce: 15 second research time
Sturmpioneers
Can now re-buy their Panzerschreck when dropped
Le.IG 18
The following change will make the Le.IG more responsive when firing its smoke barrages.
Smoke ready-aim time from 1.75 to 0.125
Weapon Vertical speed when firing smoke from 15 to 35
Panzer II Luchs
The following change will make a camouflaged Luchs harder to detect. It was too easy to deny the Luch's scouting role due to the large reveal detection range.
Now is detected by enemy units in 15m rather than 20m when Catious Movement is active
251 Walking Stuka
With the addition of proper penetration values, the Stuka rockets became far too potent against emplacement and light vehicles, nearly able to destroy them in one barrage. We are reducing the damage it does against vehicles and emplacements.
+50% bonus damage versus emplacements removed; damage from 300 to 200 against these targets
Now has -25% damage againse vehicles; damage from 200 to 160 against these targets
Napalm Rocket Suppression from 0.2 to 0.1
Panther Ausf. G
The OKW Panther is being standardized with its Ostheer counterpart, receiving a nerf to its acceleration bonuses in-exchange for lower veterancy requirements.
Experience requirements from 2730/5460/10920/13650/18155 to 2530/5060/10120/12650/16825
Veterancy 3 de/acceleration bonus from +30% to +10%
New update. British changes are in the spoilers below.
https://community.companyofheroes.com/discussion/comment/288466#Comment_288466 Show Spoiler British
British HQ Structures
To make it easier to utilize other healing options, infantry will now retreat directly towards the HQ, rather than to the Platoon or Company Command Post.
Infantry will now rally towards the HQ Truck rather than to other base structures structures.
Infantry Section
With the lose of the capture bonus, we want to give the UKF player an ability to quickly retake territory through a unit upgrade. The Lee Scoped Enfield is there to improve the long-range effectiveness of the squad at the cost of short-range and moving firepower, while also preventing the squad from doubling up on weapon upgrades.
Raid Package added; provides 1 scoped Lee Enfields, +33% capture and decapture rate and a 15% speed boost when not in combat. Removes the penalties for fighting out of cover, but increases construction time by 75%. 40 munitions.
Scoped Lee Enfield DPS at 0/10/15/20/25/30/35: 2.81/3.11/3.24/3.36/3.5/3.67/3.84
Mortar Emplacement
The heavy mortar barrage is having its range reduced to make the barrage less powerful on smaller
maps.
Heavy Barrage range from 180 to 150
Churchill Infantry Tank
The Churchill is having its rear armor reduced to make it more vulnerable to being flanked by medium tanks, while still retaining higher than usual values due to the Churchill's damage sponge role. The unit is also receiving a pintle machine to increase its firepower against infantry.
Rear armour from 180 to 150
Veterancy 1 now grants a Vickers K pintle; weapon follows the rotation of the turret
Pintle DPS at 0/10/15/20/25/30/35: 8.07/5.90/4.99/4.15/3.38/2.71/2.14
17 Pounder Emplacement
The 17 Pounder Emplacement's world piercing rounds are being reduced in cost to better match their
performance.
Piercing Rounds from 90 munitions to 60 munitions
https://community.companyofheroes.com/discussion/comment/288466#Comment_288466
New update has arrived with some changes for all the factions. We've taken note of a couple of issues and have also done a few changes to speed up testing - see Osttruppen.
https://community.companyofheroes.com/discussion/comment/288466#Comment_288466 Show Spoiler
Medics
Given the high manpower cost of the Soviet tech structure, which does not grant new abilities or units like the other factions, the cost of medics is being reduced. This change should make it easier for Soviet players to afford vital healing for both tech routes.
Manpower cost from 250 to 200
Soviet Mortar and ZiS-3 Crews
This change will make Soviet weapon teams provide more experience as they previously provided too little experience to non-infantry units. This brings them on-par with Maxim crews, but less than other weapon crews.
Experience values from 30 to 40
Mobilize Reserves
Mobilize Reserves is being changed to give Soviet players an option to improve their infantry in the mid-game, without having to pay a high resource cost to access, or waiting for the Mechanized Kampenya. Furthermore, Penal Battalions will now be affected by this tech to reduce their manpower bleed in the late-game.
Mobilize Reserve Upgrade now reduces Penal Battlion reinforce by 2; upgrade is auto applied if the Mechanized Armour Kampenya (T4) is purchase
No longer requires Conscript Molotov and AT Grenade upgrades
PTRS Rifles
The PTRS is being made more responsive, making it more difficult to dodge the opening volley and inline with other i nfantry AT weapons. Furthermore, AT Rifles can now use attack ground and will have a projectile to soft counter abilities such as smoke. We will be monitoring whether this makes the PTRS too effective against cover.
Ready-aim time from 1.25 to 0.5
PTRS Rifles can now attack ground and has a projectile
Penal Battalion
The PTRS upgrade for the Penal Battalion is being improved by giving the squad an additional rifle. The current upgrade lacks power against anything past the light vehicle phase, which means that an AT Penal squad scales poorly into the late game, posing minimal threat to tanks unless they could be satchelled. Accuracy of the Penal PTRS is also being increased to match their previous AI DPS when carrying 2 AT Rifles.
Mobilize Reserve Upgrade now reduces Penal Battlion reinforce by 2; upgrade is auto applied if the Mechanized Armour Kampenya (T4) is purchase. See above.
PTRS upgrade now grants an additional PTRS which does not drop
PTRS Rifle upgrade cost from 60 to 70
Penal PTRS accuracy from 0.15/0.105/0.06 to 0.3/0.21/0.16
SU-76
The SU-76 is having a portion of its veterancy 3 rotation available stock. Combined with the acceleration improvements at veterancy 2, the extra mobility will help the SU-76 disengage or respond more quickly to flanking enemies. The experience requirements of the SU-76 are being increased, as the units gained veterancy incredibly quickly when firing on armoured vehicles.
Veterancy requirements from 870/1740/3480 to 1044/2088/4166
Camouflage delay from 5 to 2
Rotation rate from 32 to 34
Veterancy 2 now provides +20% acceleration and deceleration
Veterancy 3 rotation bonus from 1.25 to 1.175
T-34/76 Ram Ability
We are trialling a change to the T-34's Ram ability. As the T-34/76 now needs veterancy to have access to ram, the unit now needs a chance of escaping once the initial stun of ram wears of, similar to the vehicle that it has struck.
Immobilized critical replaced with temporary 6 second stun and Engine Damage critical; main gun critical still remains and requires veterancy 1.
ISU-152
The following changes to the concrete piercing round are to reduce its lethality against infantry when grouped up in cover due to the recent bug-fix for this ability.
Concrete Piercing AOE damage from 1/0.25/0.05 to 1/0.25/0.15
Conrete Piercing AOE distance from 1.25/2.75/4.5 to 0.25/1.5/6
There's been some updates to the mod and here are the changes for Soviets.
The cumulative stacking of multiple different buffs to OKW sure seems over the top and scary. Such as Faster Medics, Sturm Shreks with sweepers and being cheaper, Quicker Ober LMG's, Quicker Ostwind/Flame Hetzer. Especially combined with the T-70 nerf and lack of meaingful buffs to Soviets, the Soviet vs OKW matchup seems quite unfair.
There'll be some significant changes upcoming. It's likely we will be testing a different variation of the OKW Battlegroup that makes the comannder armor tier rush less potent, while dealing with OKW's issue with backteching for medics.
Also, how exactly is Scott overperforming? What's the brainstorm behind that decision? 1v1? 2v2+? Autofire too OP?
The main issue with the Scott is while it's very good at auto-fire, probably too good, it fails to serve as functional artillery for the late-game of USF. It's AOE profile is very good at killing models, but is very poor at wounding or damaging models which is more prominent on the barrage which is known for very poor accuracy and you need to deal good AOE damage since most shells from barrage abilities don't land directly on target or are fired from further ranges into the FOW.
It's not serving the USF faction well enough in its other function as artillery to compensate for the lack of rocket or heavy artillery, with its best performance being Sherman HE lite.
It seems like the hold fire ability of commandos doesn't work anymore if they have bren lmgs. Multiple times happend that they shot on infantry while they were on hold fire.
Were those units set to hold-fire and then reinforced or were they told to hold fire while on the field at maxiumum strength and didn't follow orders?
I'm not sure the M5 needs such a huge AA nerf, from 10% to 2.
It might have decent capabilities at 10 buy nowhere near the centaur, which justifies shredding planes via its larger fuel cost...
There's no reason to make M5 weaker just because it's a Soviet vehicle.
AA should be nerfed to about 6%, not 2.
It's AA is also based on bringing a plane down per bullet it spits out with the Quad firing around 25 rounds at max range. That's why it demolishes aircraft at 10%.