Hey everyone!
With the way things are currently going as we wait for GCS to chug along and waiting for the powers that be to grant us permission to begin work once again, the Balance Team has been doing some work on the side to try and work on certain issues and get them tested as we remain on stand-by.
Given that the main factions we want the others to follow are the EFA, we began working on them first and resolving their issues to see how it affects the rest of the game before we work on WFA and Brits.
Disclaimer: Relic does not support or hold the views of the changes. This is a side-project for the Unofficial Team.
Currently any balance mods that Mr. Smith, Miragefla or GGTheMachine are working on are not part of a planned or future balance patch for COH2. They are currently working on community balance mods out of their own interest and the changes in said mods are not intended for the live game (automatch).
When the time comes to work with the community on curated balance changes once again, there will be a clear distinction and communication coming from Relic around the initiative (i.e. the Winter Balance Preview).
Down below is a list of changes separated between Soviets and Ostheer.
You can also grab the changes here:
http://steamcommunity.com/sharedfiles/filedetails/?id=929737693
Any feedback and criticism is welcome!
EFA Patch Notes
The purpose of this mod is to do an overhaul of the EFA factions, fix unusable units/abilities, and discover interesting, non-abusive, ways to spice up the meta. Fixing the EFA factions will also help us gain a better insight as to what “EFA-level” really means.
Our ultimate goal is to grow this mod to the direction of including all 5 factions. However, in order to be able to establish a common base-line for all factions, we need something to compare them to.
General Changes Show Spoiler  Projectile QoL changes/Bugfixes
Weâve improved the following aspects to a number of units to fix the following issues:
-Overshooting/undershooting
-Inconsistent firing arcs
-Poor performance when near shot blockers
-Projectiles disappearing mid-air
-Fixed an issue where it was possible to double-tap fire with ISG/Pack-Howitzers
This affects the following units:
KV-2
Brummbar
Stug-E
ISG
Pack Howitzer
Sturmtiger
AVRE
M8A1
M4A3 Bulldozer
Pack howitzer
Weâve also fixed an abusable bug that allowed players to hide Sturmtigerâs aiming animation.
 Garrisons
- Grenade damage against buildings significantly lowered
- Load time for buildings increased to 1 (per model)
- Max load time increased to 3.25 (entire squad)
- Unload time for buildings increased to 0.5 (per model)
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(This may not affect all garrisons, though, due to modding tools limitations)
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Call-ins
- Call-ins cost +25% more resources to deploy if the appropriate tech has not been researched
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Soviets:
- All call-in tanks (and heavies) -> T4
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Ostheer:
- Command Tank -> T3 OR BP3
- Tiger/Ace/Elefant -> BP3
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OKW:
- All call-in tanks -> T4 & âArmored Assault Groups upgradeâ
 Muni/Fuel caches
- Each additional teammate increases the cost of fuel/munition caches by +100MP
I.e., cache cost remains 200MP for 1v1, 300MP for 2v2, 400MP for 3v3 and 500MP for 4v4
 RNG-free Anti-Air
- All cargo and attack planes have actual health -paradrop planes are excluded- and are no longer down through random deflection.
- Currently, this has only been implemented for EFA and OKW AA units. All planes have been modified however to reduce work when WFA comes around.
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- All non-cargo planes have 240 health and 35 armour. Cargo planes have 300 health and 35 armour
222 2cm has no modifiers vs air
- Dskha-Mounts have 35 penetration and a 0.65 damage penalty against aircraft
- M2hB Mounts have 35 penetration and a 0.5 damage penalty against aircraft
- MG-42 mounts have 35 penetration and a 0.25 damage penalty aircraft (sprays far more bullets than other tank MGs and is more readily available)
- Ostwind has a 1.5x damage bonus against aircraft. 2x bonus when veterancy 2.
- M5 Quad mount has a 35 penetration against aircraft and a 0.8 damage penalty against aircraft (due to the amount of rounds it fires per burst)
 Sandbags
- Standardized sandbag health to 240HP for all factions
- Standardized sandbag armor to 35HP for all factions
- OST pioneers now build sandbags 25% faster than before (due to smaller squad size)
 Ghostbags
- Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct
(this might be necessary now, more than ever, after garrison fixes
 Preserve Facing (handbrake v2.0)
We are making the functionality of handbrake v2.0 available for all assault guns
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- Changed name to âPreserve facingâ
- Added to all turretless vehicles and tanks
- Changed location to from 33 to 31 (also applies to handbrake)
- Changed hotkey to N (handbrake v1.0 preserves its âHâ hotkey)
- Fixed an issue where handbrake was interfering with vehicles with range other than 35
- Changed the location of ISU ammo switch (to one row below)
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Additional changes:
- Can no longer assign m3 halftracks as command vehicles (British)
- WC51/M3 speed boost ability hotkey changed from N to E
- Sturmtiger grenade ability changed from N to E
 TransportHT & Teamweapons
- All transport vehicles can now transport MGs/Mortars/Raketenwerfers/M-42s
 Support weapon popcap
We are addressing a long-time inconsistency where Soviets-capturing-enemy-weapons (and vice-versa) would require an unfair amount of popcap.
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- 1 popcap per model (recrewing)
- Soviet popcap (-2pop off when soviets recrew other AT guns; same for the opposite)
 Support weapon movement penalties fixed
Soviet/USF AT guns used to receive speed penalties when traversing craters. This has now been fixed and the speed penalties no longer apply
 Team weapon squad formations
- Affects all team weapons
- Weapon teams no longer bunch up in crater cover
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 Bunkers/Fighting position
- Fixed a UI issue where building preview was displaying longer MG weapon range than the actual one
 Infantry awarded veterancy
Fixed an issue where several squads would award more experience than their actual reinforcement cost. This affects the following squads:
- Panzergrenadiers
- Sturmpioneers
- Obersoldaten
- Tommies (all variants)
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We have also normalized the amount of XP points various squads would award when attaining veterancy (e.g., veteran OKW squads would award significantly more XP than other squads). This has been brought down to EFA faction levels.
 Cloak Movement Speed (Quality of Life)
Units with the cloak ability active will move at full speed while camouflage is off (e.g., they have been discovered). This affects:
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- Soviet AT guns (with AT ambush)
- Raketenwerfer
- Luchs
- JP4
 Blitzkrieg/Overdrive/Etc
These movement boost abilities will now cease when the vehicle receives an engine critical to create counter-play. Previously, a unit hit by an engine critical would still receive the bonus despite the fact these abilities cannot be activated when the engine has received damage.
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- The effects of speed boost abilities now becomes cancelled (without refund) if the vehicle receives any type of engine damage
- This affects all similar speed-boost type of abilities for all factions
 Reload key for MGs
Added a force-reload ability to all MGs
 Handheld AT bug
Fixed an issue where handheld AT would sometimes, not finish off targets properly.
 DSHK/50cal
Fixed an issue where it was impossible to manually target the forementioned MGs when they were abandonedMortar Hold Fire
Fixed an issue where mortar hold fire was not working properly (occasionally breaking the mortar).Handheld AT/Hold Fire
Infantry squads that gain access to handheld AT (PIAT/Bazooka/Schreck/PTRS) now gain access to hold fire ability
-Bazookas/Schrecks/PIATs will now ignore infantry units and ambient buildings passively
Due to modding tools limitations:
This only works while the AT squad is not garrisoned
The ability will break if the AT squad engages an enemy infantry unit, while the AT squad is garrisoned
The ability will return to the correct state if the model that holds the Schreck becomes killed
AT gun Prioritize vehicles
It is now possible to use Prioritise Vehicles on AT guns if they are grouped together, even if they belonged to different factions originallyInvisible Cooldowns
Fixed an issue where several unitsâ toggle abilities would not display the cooldown until they would become available. This affects the following units:
T-70
SU-85
OKW P4/Ostwind (Steady Advance)
This affects all mortarsSoviets Show Spoiler
We find the current Soviet meta a bit far too restrictive. This is, in big parts, to blame to the call-in meta, and the current performance of the DSHK.
We feel that the other reasons why Soviet play feels too restrictive is:
- The extremely poor scaling of Conscripts. Given that Conscript side-tech costs account for so much, we feel that Conscripts should play a bigger role in the end-game.
- A sub-par collection of T2 weapons to support conscripts, which makes T1 an one-way
- Several overpriced and/or barely functional abilities (especially doctrinal ones), which hamper - Sovietsâ late-game potentialConscripts
Initial improvements (DPS)
Accuracy changed from 0.541/0.495/0.334 to 0.9086803/0.7918258/0.6678531
Vet3 RA bonus reduced from 0.6 to 0.65
Accuracy bonus added 1.15 with veterancy
- Damage from 16 to 10
Slot items
- Receive accuracy penalty of -43%
- This affects all slot items, including PPSH and PTRS
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PPSH:
- from 0.621/0.43/0.2 to 0.947646/0.65618/0.3052 (affected by a 43% accuracy penalty)
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PTRS:
- Guards PTRS (affected by a 43% accuracy penalty)
 Veterancy
- Vet0: Conscripts receive a passive -43% accuracy penalty on equiped slot items)
- Vet1: Added a Received Accuracy modifier of 0.92 (new)
- Vet2: Molotov range replaced with Molotov thrown speed
- Vet3: Reduced Received accuracy modifier modifier from 0.6 to 0.707
- Vet3: Added an accuracy modifier 1.15 (new)
Veterancy requirements increased by 15%
 Molotovs
- Vet2 now reduces throw time
- Cost per throw increased to 20MU
- Molotovs increase veterancy-gain speed by 15% (to counteract veterancy requirements change)
 Oorah
- Cost increased from 10MU to 15MU (to counteract Molotov/Conscript buffs)
 Trip-wire
- Added a cooldown of 30 seconds to non-engineer units
- Fixed multiple smaller issues with the ability (QoL)
 Demo charge
We are changing the way demo charges perform. Rather than guarantee a squad wipe, demo charges can now be used to secure flanks, deal a high amount of damage and force squads to retreat. They are still devastating to structures and can be used to collapse buildings with units inside.
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- Removed death crit vs infantry
- Now deals 33% damage vs infantry
- Friendly-fire damage to 100%
- AoE distance changed from 2/4/6 to 1 / 2.1 / 6
- Now stuns the squad for 5 secs - squad retreats afterwards (also affects team weapons)
- Muni cost to 60
- Fixed an issue where planting a demo would force the squad to move a certain distance away (therefore, cancelling all queued commands)
(affects all factions)
 Soviet flamethrower
We are addressing a long-standing inconsistency with the performance of the Soviet flamer. We will examine how this change performs in relation to the M3A1, and add penalties to the M3A1 as necessary, if needed.
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- Adjusted aim times to make equal to other flamethrowers
 M3A1
We are reintroducing the scaling-improvement changes we had trialed for the M3A1 during WBP. The goal of the changes is to allow the M3A1 to have a second lease later in the game by being easier to vet up which improves its scouting capabilities. The population change was done so M3s take up less vital population allowing for additional units to be used alongside the unit late game or for the M3 itself to be fitted into pop-heavy armies.
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The M3A1 can now also drop medical crates, to continue to have a role later in the game
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- Can drop medical crates (OKW-style) for 45MU
- Gains 1.2 Acceleration and Deceleration per veterancy rank
- Veterancy 3 also awards a 0.7 received accuracy modifier
- Health from 200 to 240
- Front armour from 5.4 to 4.5
- Rear armour from 4.2 to 3.5
- Gains Shared Veterancy
- Population cap reduced from 5 to 3
 Sniper flare
- Cost reduced from 40MU to 30MU
 Penals
We are slowing the veterancy-gain rate of Penals down to their intended values as they previously gained veterancy too quickly and have received a slight nerf to their moving cooldown, reducing on the move potency. We have also moved the Homing Satchel to the PTRS upgrade to incentivize its use. The satchel has been improved to compensate for the requirement.
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- Veterancy requirements increased from 540/1080/2160 to 640/1280/2560
- Moving weapon cooldown increased from 0.5 to 0.75
- Homing satchel now requires PTRS upgrade
- Homing satchel will always launch towards target, even if target runs out of range
(Manually aimed satchel can still stick to vehicles if it collides with the vehicle)
 Stick Satchel (Targeted/Homing)
This is a workaround aimed to address the unfortunate HT-satcheling bug (which we cannot fix).
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- Now deals reduced damage vs enemy infantry
- Still deals full damage vs friendly infantry
- Manual (non-homing) satchel unchanged
 PTRS (all variants)
We find that the long aim-time of the PTRS prevents it from performing its intended anti-vehicle role adequately. We are somewhat reducing the aiming time, while reducing deflection damage.
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- Ready aim time reduced from 2 to 1.25
- Deflection damage reduced from 20 to 15
- Cost reduced from 30MU to 25MU
 Guards troops
We find the current version of Guards underwhelming. Part of the reason for this is that they are forced to carry two PTRS rifles. With the squad being only armed with one PTRS and being allowed to individually equip various weapons, we aim to give players an active choice as to whether they want to specialise their squad for AI or AT; or dabble in-between. We have also improved the grenade in terms of cost and throw-time to better match its intended performance.
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Guards PTRS Rifles have been restored to their pre-WBP versions with an improvement in aim-times as Guards can only have up to 2 slot items. Â This change was also done to make the upgrade and weapons more valuable against the DP-28.
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- Cost reduced to 320MP
- Grenade ready-aim time from 0.625 to 0.125
- Mosin nagant moving accuracy from 0.75 to 0.6
- Spawns with 1 PTRS rather than two
- Reduced slot item capacity from 4 to 3
- DP-28: 40MU cost; 0.33 drop-rate
- PTRS: 25MU cost; 0.20 drop-rate
- Guard PTRS damage vs infantry restored from 20 to 27
- Grenade cost from 35MU to 30MU
- New abilities; Disabling fire (PTRS) and Hit the Dirt (Vet1)
 Disabling fire (tied to PTRS)
- Lowers penetration of all PTRS rifles in the squad to 0 (deal deflection damage)
- Each PTRS shot that connects to an enemy vehicle debuffs it by 7% in each of the following stats: rotation, speed, acceleration, deceleration, turret traverse, accuracy
- Stacks up to 8 times max. Upon a target reaching 8 stacks, a Turret Jam critical is applied for 15 seconds.
- Costs 35 munitions
- Shares cooldown with Button
- Requires at least one PTRS purchased
 Guards Hit the Dirt (Vet1 ability):
The purpose of the new Vet ability is to allow Guard units to provide additional firepower when they are being used in their intended role as a ranged support unit with other units in front to screen for them.
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- Grants -25% weapon cooldown.
- Increases range by +2.5 to ensure all Guard models can engage targets units on the edge of their maximum range.
 Shock Troops
We are giving some moderately-conservative changes to Shock Troops to enhance their utility, and reduce their long-time bleed.
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We are also fixing a long-standing bug where the grenade of Shock Troops was far inferior to every other grenade in the game despite their role is to close the distance and assault hostile infantry.
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- Reduce reinforcement time reduced from 6.5 secs to 5.5 secs
- Reinforcement cost reduced from 33MP to 31MP
- Tripwire flares removed
- Veterancy 1 reduces smoke grenade cost 15MU to 10MU
- Veterancy 2 smoke recharge (-40%) moved to Vet1
- Grenade far AOE from 0.15 to 0.5.
 Maxim
We are improving target acquisition for the Maxim and providing a slight suppression increase to improve responsiveness.
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- Suppression from 0.00006 to 0.000065
- Nearby suppression from 1.25 to 1
- Ready aim time to 0.125
- Fire aim time to 0.125
- Aim-time modifiers to 0.5
 DShK
We have reduced the raw power of the DShK HMG which previously allowed it to suppress/pin infantry in an instant while being incredibly devastating at shorter distances while also having an incredibly quick traverse compared to other HMGs. Despite these changes, however, the Dshka will still deal the most damage and suppression over any of HMG that is caught in its cone of fire while responsiveness has been improved, similar to the Maxim.
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- Popcap increased from 6 to 7
- Sprint ability removed
- Armour piercing Rounds now requires Veterancy 1
- Armour piercing ability also increases damage by 20% while active
- Increased reinforcement cost for vanilla crew from 15 to 20
- Traverse speed decreased from 90 to 38
- Suppression decreased from 0.00044 to 0.00030
- Rate of fire multiplier changed from 2.1/1.5/0.9 to 1.3/1.15/0.9
- Setup time increased from 2 to 2.25
- Fire aim time from 0.125-1 to 0.125-0.5
- Ready aim time from 0.375-0.5 to 0.25
- Crew size from 6 to 5
 Soviet PM-42 mortar
Given the extremely low rate of fire of the PM-42 mortar, we are improving the rate in which it attains veterancy to allow the unit to scale more quickly and gain access to its abilities.
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- Veterancy gain speed increased by 50%
- Popcap from 6 to 5
 120mm
We are reducing the survivability of the 120mm due to its role as a heavy support mortar while reducing its high population to match its performance. Issues with the Flare ability have been fixed as the unit previously used PM-42 range for the Flare.
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- Popcap to from 10 to 8
- Crew size from 6 men to 5 men
 Soviet mortar flare (bugfix)
- Fixed an issue where the Vet1 soviet mortar ability would sometimes not trigger
120mm flare range now equals autoattack range
- Cost reduced from 40MU to 30MU
 ZiS Field Gun
We have reduced the barrage cost of the ZiS to emphasize the gunâs role of a generalist which gives up rate of fire and slight penetration for versatility.
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- Population reduced from 9 to 7 (to match other AT guns)
- Barrage cost reduced from 60MU to 35MU
- Recharge time increased to 50 secs
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 M-42
We are giving a number of buffs to the M-42 to encourage the use of this long-neglected unit. With the added utility of camouflage, garrisoning, improved damage and higher penetration, the M-42 should make for an excellent early anti-tank gun that can deal damage to heavier armour when attacking up close from stealth while being a very potent counter to light vehicles.
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- Increase damage to 100
- Penetration increased from 100/80/60 to 160/100/80
- Popcap to 5
- Now has the AT ambush ability.
- Can now garrison buildings (and vehicles)
 Tracking
The cost of Tracking has been lowered to better fit with its utility of increasing sight and detecting nearby units for a short period of time.
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- MU cost from 35 to 25
- Changed key from I to Z
 M5
Given the performance decrease of the Quad, we find the old manpower value for M5 excessive. We have lowered its cost to better match other light vehicles of its kind.
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- Manpower price from 270 to 240
 T-70
We are re-adding some WBP-inspired QoL changes to the T-70. The change will help T-70âs performance on maps with uneven terrain. We have also reduced the unitâs population to further distinguish the cost between medium and light vehicles.
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- Terrain-ignoring projectile added
- Population cap reduced from 8 to 7
 SU 76
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We find the SU76 overperforming vs late-game axis armour. To give SU-85 and SU-76 more clearly-defined roles, the SU-76 now receives accuracy improvements but lower penetration to reduce its performance vs heavy tanks while remaining potent against medium tanks. We have also adjusted the unitâs veterancy gain to be more in-line with other AT orientated vehicles.
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To keep SU-76 relevant for the late-game we are improving the performance of its HE barrage.
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- Accuracy from 0.05/0.035/0.025 to 0.06/0.05/0.04
- Penetration to 200/165/140
- Barrage mid distance to 2.5
- Barrage mid AOE Â from 0.15 to 0.2
- Veterancy requirements increased from 870/1740/3480 to 1125/2250/4500
 T-34-76
We are changing the pricing of the T-34 tanks to slightly delay their deployment and further distinguish the unitâs cost from the lighter T-70 which is overshadowed in most causes due to its health and firepower. The T-34/85 had its cost slightly increase to be more in-line with its performance, but its short-range penetration has been increased to allow this heavier variant of the T-34 to engage Axis armour at close-range head-on.
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- Cost changed from 300MP/80FU to 285MP/90FU
- Added randomized visual randomization in the hull
 T-34-85
- Cost changed from 380MP/130FU to 365MP/140FU
- Near penetration increased from 160 to 200
 Ram (bugfix)
- Now shocks the enemy crew also if it penetrates (i.e., not just on deflection)
 SU-85
The population of the SU-85 has been raised to match other tank destroyers of its class ex: Jackson, Jagdpanzer, Firefly.
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- Popcap from 12 to 14
 Katyusha
We have added an Incendiary Creeping Barrage in-place of the standard Creeping Barrage to differentiate the two abilities and allow the Katyusha to deny area within a line.
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- Veterancy 1 now fires incendiary rockets during the creeping barrage rather than standard rockets. Fires 8 rockets with molotov-like DoTs; 5 damage on-impact.
 KV-8
The KV-8 has received increased armour to allow the unit to perform its intended role as an anti-personnel breakthrough tank. The requirements for veterancy have also been reduced due to the unitâs anti-infantry orientated role.
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- Armour increase from 240 to 270
- Veterancy gain from 2070/4140/8280 to 1750/3500/7000
 AT Partisans
We are reducing the shock value of AT partisans. At the same time, we are fixing many long-standing issues with the unit to make it more sustainable in the long-run by reducing population, reinforce time and reinforce cost.
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- No longer automatically spawns with a Panzerschreck; must upgrade to the Panzerschreck with a delay of 20 seconds, but has no cost.
- Population cap reduced from 8 to 7
- Reinforcement cost reduced from 35 to 27
- Reinforcement time reduced from 7 secs to 5 secs per model
- Spawn with AT grenade on cooldown
 AI Partisans
We are fixing multiple long-standing issues with the unit due to the nature of the unitâs ability to infiltrate. In return, we are improving the unitâs harassment role by increasing their sight range, decapture rate and giving them an ambush bonus with veterancy.
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- Spawns with rifles; must upgrade to the PPsH with a delay of 20 seconds, but has no cost.
- Spawns with grenade on cooldown
- Population cap increased from 4 to 6
- Grenade ready-aim time from 0.625 to 0.125
- Increased sight range from 35 to 42
- Decap territory 30% faster
- Gain a +50% accuracy ambush bonus at Vet3 (requires stealth and 15 seconds out of combat)
 Lend-lease Guards
To make Lend-Lease guards more distinct from Shock troops and also make the doctrine more thematic, we are changing Assault guards loadout to carry the more powerful Thompson SMGs.
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- Now use the improved Shock Troop RG-42 Grenade.
- Spawns with 2 Thompson SMGs
- Can upgrade 2 additional Thompsons Smgs (45MU) or a bazooka (50MU)
 IS-2
We have improved the IS-2âs damage to improve its performance against heavier vehicles while maintaining its current AOE against infantry.
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- Damage increased from 160 to 200
- AoE values from 1/0.35/0.05 to 0.8/0.28/0.04
- Population increased from 19 to 21
- Capture Point replaced by OF-41H HE-Fragmentation Round; Targeted ability that fires one shell. Large AOE, but low OHK radius. Stuns vehicles for 2.5 seconds that are caught in the radius. Long ready-aim time.
 ISU-152
We have given the AP rounds a deflection modifier to compensate for the ISUâs incredibly long reload.
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HE rounds should now be more reliable as they now ignore terrain, allowing the ISU to hit targets, even on rough ground. The AOE has been modified for a less potent OHK radius, but more damaging at the outer edges for consistency.
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Cost has also been lowered to incentivise the unitâs use in smaller game modes.
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- AP rounds deflection modifier increased from 0 to 0.667
- Fuel cost decreased to 230
- Popcap increased from 20 to 23
 HE rounds:
- HE and Concrete piercing shots no longer collide with terrain (QoL)
- AOE Far Modifier from 0.05 to 0.15
- AOE distance from 1.25/2.75/4.5 to 0.25/1.5/6
- Scatter from 5 to 6.5
- Scatter Distance max from 8.4 to 10
 Concrete-piercing rounds
- Concrete piercing shots no longer collide with terrain (QoL)
- Added some delay to Concrete piercing rounds
- Concrete piercing rounds cost reduced from 70MU to 60MU
 KV2
The KV-2 has been given more reliable damage output to improve its performance. Furthermore, we have reduced the unitâs teardown to allow the KV-2 to disengage.
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- Scatter offset centered around 0 (QoL)
- KV-2 teardown down to 3 seconds
- Capture point ability removed
- Veterancy 1 now decreases teardown to 1.5 seconds.
- Removed sight penalty in siege mode
- Siege mode no longer fires shells that use accuracy. They will now always be aimed at targetâs position rather than at the target itself.
- 0.5 deflection on both attacks
- Population cap from 19 to 22
 Mark target
Counter-play has been added to Mark Target to force players to use this ability when they are in a advantageous position rather than being used at the start of combat to immediately deal a significant burst of damage that could knock out vehicles without warning.
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- Added a delay of 5 seconds before the de-buffs are inflicted on the targeted vehicle.
- A Marked unit will still have the UI indicator appear immediately.
- Effects dissipate immediately if Sturmovik marking the vehicle gets shot down
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 KV-1
The KV-1 has received a damage reduction to allow engineers to repair the KV-1 more rapidly while improving the unitâs role as a meathshield-esque unit meant to absorb damage. We have also given a new veterancy ability to the unit to fit its role. Command Point pricing has gone up to better reflect its new value.
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- Now takes 0.83333 damage from all sources. Health is equivalent to 960.
- Vet 1 to "Defense Mode" from "Capture Point". Defense mode halts all movement of the tank in exchange for 0.8 recieved damage and lowers reload speed by 0.85 (with a delay of 5 seconds)
Command Point cost from 8 to 9
 ML-20
Some of the manpower cost has been redirected to fuel to allow howitzers to be deployed more readily. Previously, their high manpower cost prevented their useage which was on-par with heavy tanks while lacking the impact and severely impacted doctrines based around them.
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- Mid AOE on the ML-20 has also been increased to now be on par with the LeFH. Previously, the ML-20 dealt less damage between the range of near and far compared to German counterpart.
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- Cost changed from 600MP to 400MP/50FU
- Mid damage modifier increased from 0.015 to 0.028
 B4
Some of the manpower cost has been redirected to fuel to allow howitzers to be deployed more readily. Previously, their high manpower cost prevented their useage which was on-par with heavy tanks while lacking the impact and severely impacted doctrines based around them.
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The B4 has had its damage split between two shells to provide better consistency.
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- Cost changed from 600MP to 400MP/50FU
- Popcap to 15
- 2 Shells, 10 cooldown between them
- 320 damage each shell
- Damage far modifier increased from 0.05 to 0.1
- FoW multiplier increased from 1.25 to 2
 Rapid Conscription
We have reduced the duration of the ability to force players to time their attacks properly.
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- Reduce duration of the ability from 120 to 70
 Propaganda artillery
- Added flares to the ability
 Mother Russia
We have removed the armour bonus from infantry to prevent Soviet infantry from being too well-protected from small-arms who are now more powerful as a whole with the recent changes.
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- Removed the Armour buff of +0.5
 Sturmovik strafe (Advanced Warfare)
Our intention with the strafe changes it to make the strafe deal damage with higher consistency.
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- Fixed a bug where a large portion of shots would miss into the air
- Increased tracking from 20 degrees to 25 degrees
- Damage decreased from 20 to 15
- The strafe now only focuses on infantry and light vehicle targets
 Sturmovik Loiter
- Tracking reduced from 90 degrees to 25 degrees
- Minimum range (of 45) lifted)
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This prevents the IL-2 loiter from focusing down and wiping individual squads
 Fire artillery
- Duration increased from 20 secs to 25 secs
 AT ambush
We have reduced the CP cost of AT Ambush to better match the abilityâs performance due to the speed de-buff ATGs receive when it is used.
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- Reduced CP requirements from 5 to 2
 Engineer salvage kits
With the recent salvage changes, the Engineer Salvage Kits have been greatly reduced in price due to the much lower reward from salvaging. Furthermore, the upgrade is now an addition to the engineerâs kit, rather than a possible replacement for other items.
- Cost from 100MU to 30MU
- not mutually-exclusive with the other upgrades
 Forward headquarters
We are seeking ways to make the ability more attractive by making the Forward HQ cheaper to deploy, while reducing the amount of frustration it can pile on the enemy if âabusedâ on heavily urban maps. Furthermore, we have allowed an option for Soviets to deploy a Forward Post, allowing the doctrineâs key ability to be used even when all buildings have been levelled.
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- Reduce price from 300/60 to 250/30
- Aura removed
- Can only be activated in connected territory
- Forward HQ can now now be constructed by Soviet Engineers
 Booby trap territory
We have reduced the potency of the traps which could previously wipe out full squads. In return, traps can be deployed far more often due to their considerably lower cost.
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- AoE reduced to OKW-ability levels
- Cost reduced from 100 to 50
- Mid-distance reduced from 2 to 1.6 (reduces one-hit-kill radius) -- affects all Booby trap versionsTank traps
- Removed CP requirements (previously required 2CP)Crew repairs (Soviets)
To better match the recent adjustment to the OKW version, we have removed the munition penalty from the ability.
-Removed munitions penalty
OST Show Spoiler
The reasons why OST feels too restrictive, currently are many-fold:
Like all factions, playing with call-ins is much easier than having to buy tech
Other factionsâ abusive meta. Since OST is a defensive, reactive, faction, it has to endure a lot.
OST relying on OST armour to become proactive.
T4 is too inaccessible for 1v1 use
Late-game OST armour is not particularly reliable vs infantry (unless somebody can afford T4). This makes Tiger-call-in doctrines one-way for OST
A small set of overpowered abilities are concentrated in the hands of few, restrictive commanders (e.g., Lightning War), leading to repetition.
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 Ostheer Teching
We have adjusted Ostheer teching cost to increase the viability of transitioning into late game tech or rushing towards Ostheerâs end game units.
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- BP2 now costs 200MP/65FU
- T3 now costs 140MP/40FU
- BP3 now costs 100MP/25FU
- T4 now costs 100MP/25FU
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 Grenadiers
With the adjustment to Conscripts along with the improved effectiveness of Soviet infantry, we have lowered the population of Grenadiers to better suit their current performance on the field.
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- Popcap reduced from 7 to 6
- Updated LMG 42 Icon UI
 Sniper incendiary shot
We are fixing multiple longtime bugs and issues with the sniper incendiary rounds ability. The ability should now always stun the target squad, even if the model targetted has been seperated from the unit. Furthermore, the ability has had its accuracy put on-par with the sniperâs regular accuracy to limit its damage against retreating units.
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- Now has a guaranteed aim time of 3 seconds
- No longer forces a reload before and after the ability
- Accuracy reduced from 11 to 2 (can now miss on retreat)
- Fixed an issue with the stun round; it will now trigger reliably 100% of the time
- Munitions cost reduced from 45 to 35
 Panzergrenadiers
We have updated the Panzergrenadierâs veterancy 1 as part of an EFA pass to limit the amount veteran abilities that are the same for a group of units. For Panzergrenadiers, they have been given abilities that either boosts the performance of a friendly tank they are working in cooperation with or making hostile armour more vulnerable to attack and easier to hunt down.
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- Medkits replaced with Mark Target and Panzer Support Tactics  (as Vet1 abilities)
 Bundle grenades (affects all Axis squads)
We have lowered the damage and AOE of the bundle grenade. Previously it was far too deadly, even if the opposing squad the grenade. In return, the grenade now cost less to throw.
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- Damage to 100
- AoE distance from 1.25/2.5/3.75 to 1/2.1/3.75
- AoE damage far increased from 0.25 to 0.3
- Cost from 45MU to 40MU
 Mark Target (new Vet1 ability):
- Vehicle received accuracy increases by 1.2 (activated after a delay of 3 seconds)
- Vehicle can be tracked in the fog-of-war (effective immediately)
- 25MU cost
- 2 second duration
- 60 second cooldown
- 20-25 second duration
- Range 30
- The ability spawns no visual indication for the victim
 Panzer Support Tactics (new Vet1 ability)
- The Panzergrenadier squad links with a friendly tank
- The tank gains +10% accuracy, -5% scatter, +7% rotation, +10% acceleration bonuses
- The Panzergrenadier squad gains +7 sight
- The bonuses only apply as long as the two units remain within 30 range from each other
20MU
- Duration: 20 seconds
- Shares cooldown with the âTrack Vehicleâ ability
 Panzergrenadier G43s
The Panzergrenadier squad will now receive another G43 to improve the squadâs fire on the move capabilities and range performance over their standard STGs.
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- Panzergrenadiers now receive 3xG43âs for 50MU
- This doesnât affect the Stormtrooper version
 Stormtroopers
As part of a pass regarding infiltration units, we have placed the Stormtrooper Bundle Grenade on cooldown when they first spawn to prevent them from wiping out units, particularly weapons teams, before the other player could respond. We have lowered the cost of Stormtroopers to better reflect their true performance when they are first deployed.
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- All grenades on cooldown when spawning
- MP call-in cost to 300MP
 Stormtrooper upgrades
- G43 upgrade available regardless of doctrine
- G43 upgrade gives 2 G43âs and costs 1 slot item
- G43 upgrade no longer mutually exclusive with the Panzerschreck
- STG upgrade now costs 2 slot items and is mutually-exclusive with the other upgrades
- STG purchase time reduced from 45 secs to 40 secs
- G43/Panzerschreck purchase time reduced from 30/45 secs to 25 secs
 Target Weak point (affects Pak40, Pak43, Stug-G, Puma, but not Stug-E)
 Mode of operation (all variants)
- Turned into a timed ability
- The ability lasts for 12 seconds, or until the first shot is fired (regardless of whether the shots connects)
- Activating the ability activates a forced-reload sequence
- For most variants, the TWP shot deals guarantees penetration on hit, but deals half damage
- TWP causes the blind critical (lose sight / disable weapons) for 5 seconds
- Recharge time increased from 30 to  50
 Pak40
- TWP cancels without refund if Pak40 relocates during the ability
- Cost increased from 30 to 35
- Additionally reduces rotation rate by 70% and speed by 60% (8 seconds)
 Pak43
- Similar to Pak40 TWP with the following exceptions:
- Deals full damage
- Maintains its vehicle-stun crit
- Also affects OKW Pak43
 Vehicle TWP
- The vehicle can relocate at will while TWP is active
 Pak 40
In the TWP change, we have reduced the abilityâs damage to act closer to a heavier, temporary snare rather than a standard shot that has extra properties. This should prevent a single Pak from immediately destroying a tank on its own without supporting elements.
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- Population reduced from 9 to 7 (to match other AT guns)
- TWP changed (refer to Target Weak Point changes)
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 222
We are improving the durability of the 222 so the unit can trade with infantry small-arms in a head-on fight, particularly those carrying automatic rifles with higher penetration. We have also removed the penalty against snipers to make 222s able to deal with this unit quickly without being exposed to hostile fire for too long. The autocannon will no longer create craters and form yellow cover which previously diminished the unitâs AI.
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- Front armour increased from 9 to 14
- Removed accuracy 0.75 penalty vs snipers
- Autocannon no longer deforms the ground and creates craters.
- Infantry awareness: changed hotkey from N to E (so as not to collide with handbrake)
 251 Halftrack Flamethrowers
We are addressing the 251âs flamethrowers in regards to its garrison clearing performance. The unit should no longer be able to wipe out garrison troops in a span of a couple seconds. Furthermore, the 251 will take longer to rank up when equipped with Flamethrowers due to its AOE ability and high damage.
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- Far AoE reduced from 1 to 0.5
- Reduced incoming experience by a factor of 2 when upgraded with the Flammenwerfer upgrade
 Panzer IV
The penetration of the Panzer IV has been slightly improved, particularly at range to emphasize the Panzer IVâs role as a tank that prefers to engage other mediums at range where it can its higher armour values come into play against the lower penetration of Allied medium tank guns.
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- Penetration increased from 120/110/100 to 125/115/110
 Ostwind
- Lifted minimum range limitation
- Projectile now goes through landscape terrain (QoL)StuG G
The penetration of the StuG G has been to be less potent against heavy tanks. This should create a greater difference between the Panther and its casemate counterpart where the Stug G is meant to engage mediums with its high rate of fire, but lower penetration. Previously the StuG G was far too potent against all armoured vehicle despite its low cost.
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- Penetration from 200/185/170 to 200/150/140
- Population from 8 to 9
- Pintle MG upgrade cost from 50 to 40 (fixed arc)
- Pintle MG range increased from 35 to 40
- TWP changed; refer to TWP changes
 StuG-E
- Added QoL changes to projectile
- Popcap reduced from 8 to 7
- Vet1 now unlocks a free pintle MG on the Stug-E
- TWP removed
 Command Panzer IV
To limit stacking in team games, the Panzer IV Command Tank will no longer grant a bonus to teammates.
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- Aura no longer benefits teammates
 Panther
We are increasing the performance of the OST Panther, turning it into a vehicle better fit to hunt advanced-mediums/heavies, without impacting its power against medium tanks.
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Changes to the Pantherâs mid-range accuracy should also help the unit perform more consistently against armour at typical tank engagement range.
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- Damage increased from 160 to 200
- Mid range increased from 25 to 35
- Mid accuracy changed from 0.045 to 0.041 (improved)
- Mid penetration changed from 240 to 232 (unchanged)
- Population cap increased from 16 to 18
- Veterancy 2 bonuses swapped places with Veterancy 3 bonuses
- Armour bonus removed from veterancy
 Brummbar
We have adjusted the Brummbarâs projectile to limit the micro needed for the Brummbar to hit enemy infantry that are on the move. Â Brummbarâs penetration has been reduced to limit its potency against medium armour.
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- Penetration reduced from 140/120/100 to 50
- Vanilla attack scatter increased from 2.5 to 2.8
- Bunker Buster scatter increased from 2.5 to 4.8
- Scatter offset from 0.25 to 0
- Modified projectile to constantly fire in an arc, but also avoid issues where the projectile would âfloatâ if fire at short range.
 Panzerwerfer
Suppression has been removed from the Panzerwerfer due to a number of bugs it causes when it strikes certain targets. To compensate, the Panzerwerfer rockets will now reach their target more quickly.
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- Suppression removed
- Projectile speed increased from 20 to 30
- Firing angle reduced from 89 to 75, to improve responsivenes
 Ostheer Bunkers
The bunker has been modified to improve the usage of the Command upgrade. Garrisoning the bunker should also be more useful due to less risk involved should the bunker be destroyed along with increased sight. MG bunkers no longer have increased sight so players must their support their bunkers to use their full range.
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- Upgrades no longer increase sight range
- Sight increases from 35 to 40 when infantry unit is garrisoned inside
- Command bunker upgrade reduced from 60MU to 35MU
- Command bunker upgrade reduces incoming damage by 25%
- Casualties for garrison on death decreased from 100% to 25%
 OST Trench (also affects British trench)
- Applied anti-ghosting measures to the ability
- Casualties increased from 25% to 50%
(Brit Trench now a copy-paste of OST trench; i.e., neutral but provides heavy cover)
Added range indication for MGs while in building preview
 Tiger/Tiger ace
We are modifying Tiger/Tiger ace damage to improve their anti-vehicle performance against non-medium tanks. We have also increased the stock Tigerâs speed to better differentiate from the more armoured heavy tanks; this puts the unit more in-line with the lighter, more mobile Pershing rather than the sluggish IS-2.
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- Damage increased from 160 to 200
- AoE values from 1/0.35/0.05 to 0.8/0.12/0.04
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 Tiger
- Speed from 4.7 to 5.3
- Acceleration from 1.5 to 1.7
- deceleration from 1.8 to 2
- Population increased from 19 to 21
(doesn't affect Tiger Ace)
 Tiger Ace
We are changing the Tiger Ace mechanic to make it more fair (both ways), while keeping it unique.
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- Cost changed from 800MP to 720MP/240FU (with buildings)
- Penalties reduced from -25%MP -90% (forever) FU to -20% MP -50% FU for 8 minutes
 Elefant
The changes to the Elefant will make it somewhat less efficient at countering medium armour (i.e., the Elefantâs intended counter). To compensate, and also give the Elefant (and its doctrines) more luster for 1v1 use we are increasing the AI and AT utility of the Elefant in other means.
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- Damage from 320 to 280
- Now gains access to an Airburst barrage. The barrage can penetrate all world objects and fires with a small 20-degree arc
- Cost reduced to 230
- Popcap increased from 20 to 23
- New Vet1 ability: Armour detection (works like Stormtrooper Vehicle Detection)
 Elefant Airburst Barrage
- Elefant shells now blow up above the target location, spawning an airburst effect
- Minimum range on the airburst barrage is 60; maximum range is 70
- Costs 50MU
 Ostruppen
We are fixing a long-standing issue, where Osttruppen equipped with slot items scale more than regular infantry due to their cover bonus. Osttruppen Reserves will now also be more consistent, always providing one unit armed with an LMG. Reinforce time has been slightly increased to limit the rate the unit can be reinforced on the field and on weapon teams.
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- Receive a permanent -50% penalty on all picked up items
- Accuracy bonus only applies to default rifles
- Changed UI indication for cover to a Tommy-like indication
- Osttruppen reserves spawn with 1 LMG Osttruppen squad and 1 vanilla Osttruppen squad
- Reinforcement time increased from 2 seconds to 3.5 seconds per model
 Artillery Officer
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To incentivise the deployment of the Artillery Officer, we have removed the 1 CP requirement for the unitâs deployment. Furthermore we have reduced the smoke cost and have added shared veterancy so the unit is better able to support fights from a distance.
To further encourage the use of the assault officer and his role, we have reduced the cost of his coordinated barrage significantly. Furthermore, we have added a new ability which allows the artillery officer to disrupt and destroy defensive position. Smoke will still remain the cheapest option, however.
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- Smoke munitions cost to 20MU
- Receives shared veterancy
- Population from 9 to 6
- Available from 0 CP
-Victor Target to 50 munitions
-New ability: Heavy Mortar barrage. 6 shells. 50 munitions. Uses 120mm mortar rounds.
- Abilities remain accessible even if the officer model dies
- Officer model moved to the back of the formation
 250 Half Track Groups
The 250 has been adjusted to better reflect the unitâs cost and population. Previously it would take too much despite the unitâs limited role as a firing platform. We have also fixed a number of issues pertaining to the Grenadiers who spawn with the half-track.
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- Fuel from 30 to 20
- Grenadier HT cost from 500 to 420
- Grenadier halftrack popcapulation reduced from 7 to 1
- Panzergrenadier halftrack population reduced from 5 to 1Â
- Fixed an issue where LMG Grenadier was still benefit from a range increase to their rifle grenade
 Puma
We have adjusted the Pumaâs MG to be less potent due to the unitâs role as a anti-vehicle scout. In return, the population has been reduced to better differentiate tanks from lighter vehicles.
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- Reduced incremental accuracy multiplier from 1.12 to 1 (also affects the OKW Puma)
- Population popcap reduced from 8 to 7Riegel Mines (Doctrinal)
Due to the nature of the ability being extremely limited as it is half-track based, we are now allowing 222s to deploy Riegel AT mines.
-222 can now plant Riegel AT mines
 Smoke Bombs
Smoke Bombs can now be used in the FoW to allow players to set-up assaults and blind sight without needing to risk their units to enemy fire should they already be aware of their location.
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- Can now be targeted in the fog of war
 Relief infantry
We are bringing Relief Infantry in-line with Rapid conscription by reducing the abilities duration. We have also increased the number of models required to gain a new squad as the ability gives 3 Osttruppen over Rapid Conscriptionâs 2.
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- Duration from 120 to 70
- Requires 5 dead entities to get a new Osttruppen squads (up from 4)
 Pak 43 ATG
Some of the manpower cost has been redirected to fuel to allow Pak 43s to be deployed more readily. Previously, their high manpower cost prevented their useage which was on-par with heavy tanks while lacking the impact and severely impacted doctrines based around them.
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- Cost changed from 500MP to 375MP/40FU
 LeFH
Some of the manpower cost has been redirected to fuel to allow howitzers to be deployed more readily. Previously, their high manpower cost prevented their useage which was on-par with heavy tanks while lacking the impact and severely impacted doctrines based around them.
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- Cost changed from 600MP to 400MP/50FU
 Stun grenade
We have limited the power of the Stun grenade to better fit its role as a disabler rather than a damage grenade with stun properties.
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- Damage reduced from 40 to 15
- Now triggers cooldown with other grenade abilities
 Ambush camouflage (Bugfix/Oversight)
- It is now possible to upgrade ambush camouflage on all captured MGs
- Fixed a bug where stealth would not work properly until 2 Command Points (even though the upgrade can be bought at 1CP)
 Riegel Mines
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- Cost from 50MU to 45MU
 Spotting Scopes
Spotting Scopes will now require a delay before they take effect to prevent them from being used from hunting down vehicles right outside the unitâs LOS.
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- Work with a delay of 3.5 seconds of being stationary
 Panzer Tactician (vehicle smoke)
We have added a slight delay to the ability to limit the ability for a vehicle to suddenly smoke out of danger.
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- Added a 0.75 delay between when the ability/graphics become activated and when shotblocking becomes effective to allow for counterplay
- Duration increased from 8 seconds to 15 seconds
 Ostheer Supply Drop
The Ostheer supply drop has been modified to be more in-line with its Soviet counterpart to allow for counterplay.
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- Supply planes now fly over enemy base and are counterable
 JU87 CAS Loiter
JU-87 damage has been reduced to prevent this ability from removing tanks with lower health values without any warning.
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- Autocannon damage reduced from 60 to 40
- No longer causes criticals (doesnât affect CAS commander strafe)
 CAS AT strafe (CAS commander version)
The CAS AT strafe was too effective vs stationary targets, particularly against structures and infantry. We have adjusted its output to be more in-line with its role as an anti-vehicle strafe.
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- Damage reduced from 120 to 90
- Damage further reduced to 20 for non-vehicle targets
 CAS commander Recon Run
The ability, in comparison to other recon abilities, was far too cheap for what it brought. Its cost has been adjusted to be more in-line with other recon runs.
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- Cost increased from 35MU to 50MU, to match other abilities
 Light Artillery Barrage
Light artillery barrage is too effective vs stationary targets, particularly howitzers, with its current price-tag. We have lowered the damage to prevent the ability from one-hitting structures and emplaced weapons.
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- Deals half damage vs non-infantry non-vehicle targets
 Stuka Dive Bomb
The Stuka has received a cost increase and removal of criticals against infantry to better reflect its pin-point accuracy and large AOE radius.
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- Removed critical hit modifier
- Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08
- Increased cost to 200
 Tank traps
- Removed CP requirements
USF & OKW https://www.coh2.org/topic/62083/western-front-armies-revamp