SEGA/ Relic is very proud to present our largest, most prestigious tournament in franchise history: Company of Heroes 2 - World Championship 2019.
We are excited to present this official World Championship tournament, and are keen to build on the legacy of key community and developer led events from years past.
This major online 1v1 tournament will feature the best players in the world, playing over three exciting weekends, including an epic finals weekend. Oh, and did we mention there’s a cool US $20,000 in total prize money up for grabs?
With so much at stake, and a new balance patch on the way, we think we’re about to see the absolute pinnacle of CoH gameplay! Put quite simply, we are in for a total treat.
Make sure to follow us on Twitter or Facebook to stay up to date with all the tourney latest.
Any player wishing to participate will need to be available for all of the following dates. More information on each of these dates is posted in the Format Overview section further below
Round Robin Weekend – Saturday the 19th and Sunday the 20th of October Round of 16 and Quarter Finals – Saturday the 9th of November and Sunday the 10th of November Finals Weekend – Saturday the 16th and Sunday the 17th of November Sign Up and Participation
Full rules and sign up terms will be posted at a later date, at which time any player wishing to participate will need to officially sign up. However, here is what you need to know now if you want a chance to take part in this epic showdown!
There are 48 places available in the tournament.
There will be sixteen seeded players, who will be selected as seeds through a weighted exercise accounting for past tournament and overall ladder performance. These seeds will be selected from the list of eligible players who have completed a valid sign-up and declared their intent to participate.
The remaining 32 players will be decided based on their overall automatch ranks. Again, these players will be drawn from the list of eligible players who have completed a valid sign up.
So long story short, make sure you get working on those automatch ranks right now, should you want to be eligible!
We’re excited to announce the most extensive SEGA/ Relic 1v1 prize pool in franchise history!
1st Place: US $10,000 2nd Place: US $4,500 3rd Place: US $2,000 4th Place: US $900 5th- 8th Places: US $500 Underdog of the tournament – US $ 300 (Fan vote based on short list) Strategist of the tournament – US $ 300 (Decided by expert panel – Will be awarded for successful strategically daring gameplay) Format Overview
Round Robin Weekend - Saturday the 19th and Sunday the 20th of October
The Round Robins themselves will take place on the Saturday, with 16 separate groups comprising three players, each assigned based on their overall tournament seed.
Each player will face off against the two other players in their group, playing each player once as Axis and once as Allies, meaning each player will play four games in total. This will provide ample chance for players to prove themselves.
Maps will be selected from a tournament approved pool. Each series between two players will be played on the same map for the sake of fairness.
Players will accrue one point for a win, and no points for a loss. The player with the most points will qualify in first place, and the player with the second-most points will qualify in second place. The player in third place will not qualify from their group and will be eliminated from the tournament. Victory Point count will be used to determine tie situations.
On Sunday, the sixteen players who qualified top of their group will face off against one of the sixteen players who finished second in their group in a best-of-five elimination series.
This is effectively the start of a traditional 32-player single-elimination tournament. A fight for survival and a chance to prove who is the very best in the world.
Further information about this round will be provided at the time of official sign up on companyofheroes.com
Round of 16 and Quarter Finals – Saturday the 9th of November and Sunday the 10th of November
A fantastic weekend of action as the 16 contenders battle until only four remain.
Further information about this round will be provided at the time of official sign up on companyofheroes.com
Finals Weekend – Saturday the 16th and Sunday the 17th of November
The Finals Weekend will start with the Semi-Finals matchups on Saturday the 16th.
Sunday the 17th will feature the third-place playoff, and the Grand Finals showdown!! Coverage of the whole weekend will be cast by the best in the business.
This will be the culmination of a hard campaign and fighting and a celebration of this game being played by legendary players at their absolute peak.
Further information about this round will be provided at the time of official sign up on companyofheroes.com
Make sure to follow us on Facebook and Twitter to catch all the latest tourney news, including further sign-up details, tourney brackets, and more.
Note: SEGA/ Relic reserves the right to make changes to any of the tournament parameters and information within this post as necessary.
Source : http://www.companyofheroes.com/blog/2019/09/05/company-of-heroes-2-world-championship-2019-announced
This will likely be the last mod preview for this patch. The mod preview feedback has been useful, and we feel the update is in a Good Spot™. There will be some minor adjustments prior to the official release.
We will be monitoring some of the more nuanced changes in this patch post-release. We feel certain items will be easier to assess once the update has been live, and more players are testing the changes. Problem items will be addressed in a follow-up patch.
We are planning to release the update in approximately two weeks time.
Leichte Mechanized Kompanie
To encourage T2 strategies and reduce the power of skiping tiers, we are moving the manpower discout for Ostheer tech to the Leichte Mechanize Kompanie.
Manpower cost further reduced from 150 to 100 Battlephase 2
Reverted manpower change from 150 back to 200 Tiger
The Tiger is having its AOE reduced on the outer edges to reduce it's killing power and to compensate for the tank's high accuracy against infantry.
Far AOE from 0.175 to 0.15 Far distance from 3.5 to 3 Panzergrenadier G43
We are reducing the cost of this upgrade to better reflect its current performance and trade-offs with the Panzergrenadier StG 44.
Munition cost from 60 to 50 StuG Ausf. E
The StuG E is being moved into tech like other call-in vehicles. We have reduced the amount of CPs to compensate to encourage teching.
CP requirement from 7 to 5 Now requires Battlephase 2 OKW
OKW is having some of its manpower changes reverted. The previous changes impacted their early game too much with the price increase on Volksgrenadiers.
Manpower changes from version 1.2 reverted from 300 to 320 Schwerer Panzer Headquarters
We have adjusted the cost of the Schwerer Panzer HQ to allow Obersoldaten to arrive earlier and give the unit more time to gain veterancy.
Initial cost from 100/80 to 100/60 Panzer Authorization cost from 100/40 to 100/60 Raketenwerfer
The Raketenwerfer is having its price increased slightly to better reflect its new performance. Population has been adjusted for the additional soldier to match other anti-tank guns and reduce the upkeep on OKW.
Cost from 270 to 290 Population from 8 to 7 251 Flak Half-Track
We are reducing the smoke cost on the 251 Flak Half-Track to better reflect how integral this ability is for the unit's survival.
Smoke cost from 35 to 25; veterancy reduces smoke cost from 25 to 15 King Tiger
The King Tiger is having it's fuel cost reduced to better reflect it's performance and trade-offs when compared to other heavy tanks.
Fuel cost from 280 to 270 Fallschirmjager
Fallschirmjager are having their second set of FG-42s locked behing the Panzer HQ to reduce the unit's impact when it first arrives, while retaining a relative timing with their pre-patch changes in terms of firepower.
Second set of FG-42s now requires the Schwerer Panzer Headquarters. Panzerfusiliers
To better reflect their performance and the changes to OKW's starting manpower, we are reducing the unit's manpower and upgrade cost slightly.
Manpower cost from 280 to 270; reinforce unchanged G43 cost from 90 to 80 Hetzer
The Hetzer is having its veterancy requirements further reduced to reflect it's main target being infantry. With the changes to the Schwerer's cost, it has been locked behind Panzer Authorization.
Veterancy requirements further reduced to 1240/2480/4960/6440/8370 Now requires Panzer Authorization Assault Artillery
Previously, Assault Artillery was too random and the shells took too long to come down. The new changes should force units in the center of the ability to move, or risk being hit.
Shell count from 25 to 30 Now drops 10 of its 30 shells in a 25m radius within the target zone, reducing scatter. Artillery Shell delay from 0.75/1.25 to 0.5/0.75 Mortar smoke delay between shells from 0.75 to 0.375 UKF
The recent changes to the Bofors impacted the unit's ability to hold back attacking infantry. The recent changes are to allow the Bofors to stop charging infantry squads that attempt to enter the Bofor's range.
Suppression from 0.0006 to 0.0015 AOE from 1 to 1.5 Nearby suppression radius from 0.8 to 1 AOE suppression from 0.1 to 0.75 Target suppressed suppression multiplier from 0.5 to 1 Sniper
The recent changes in aim-time had the effect of speeding up the sniper's rate of fire. His rate of fire is being slowed to be slightly behind the Ostheer's Sniper to reflect the smaller squads he fires on, and his ability to harm light vehicles when supported.
Sniper winddown from 4 to 5.25 Comet
We have slightly reduced the scatter of the Comet to improve its anti-infantry firepower at range.
Comet scatter from 5.5 to 5.25 Churchill
Due to its extrmely high health and decent armor, we are increasing the Churchill's population and fuel cost to better reflect its performance.
Population from 18 to 19 Fuel cost from 160 to 165 Advanced Fortifications
The previous changes were too harsh on this upgrade. We are toning back some of the cost to better reflect its power.
Fuel cost from 20 to 10 USF
The cost of flares is being matched to those used by units such as Panzerfusiliers to incentivise its use.
Cost from 40 to 35 M21 Mortar Half-Track
We are slightly toning back the nerf to Whie Phosphorous from the M21 to have more impact on units that remain within the smoke.
White Phosphorous damage frequency from 0.6 to 0.5 M4 Sherman 105mm Dozer
To allow players to purchase this unit when they have teched up to Major, we are reducing the CP cost. Additional CP changes will take effect when the patch hits live.
Now requires Major tech CP requirement from 10 to 7; will be reduced to 6 for live patch M26 Pershing
We are toning back some of the Pershing's AOE which previously allowed it to destroy most infantry squads in two hits. In return, the cost of HVAP is being reduced to give the Pershing an edge against vehicles.
Far AOE damage from 0.225 to 0.175 Mid AOE from 0.4 to 0.375 HVAP shot from 60 to 50 SOVIET
Support Weapon Kompaneya(T2)
We are slightly increasing the price of T2 to reduce the rush into T70 and stronger Conscript builds.
Fuel cost from 10 to 15 Assault Guards
Due to popular demand, we are giving Assault Guards Thompson SMGs. This should increase the unit's firepower and better reflect the cost and timing of the Half-Track Assault Group.
Comes equipped with 3 Thompson submachine guns in addition to their SVTs. PPSh-41s removed. IS-2
With its high armor, we felt the IS-2 should have reduced killing power against infantry while remaining relatively consistent in terms of accuracy.
Far AOE from 0.2 to 0.175 Far AOE distance from 3.5 to 3 Source : https://community.companyofheroes.com/discussion/comment/286095#Comment_286095
August 22nd 2019
We will be closely monitoring how the following change affect line infantry, including Panzerfusilliers, who will probably receive a cost reduction in the next version given their lower effectiveness in the early game.
Manpower further reduced from 320 to 300. Fallschirmjäger
Now drops in with 2 FG 42s; second set has no requirements. Now gains +25% accuracy when firing from stealth. Veterancy 5 provides an additional 20% bonus. Sturm Offizier
Now has access to Model 24 Smoke Grenades. 15 munitions. Grenade benefits from Veterancy 1 cost reduction and Veterancy 2 ability range. -5 munition cost, +5 range. Veterancy 5 now grants -25% weapon cooldown Mark Target Received Accuracy penalty from 1.5 to 1.3 Mark Target tool-tip adjusted; ability does not boost the effectiveness of nearby enemies. King Tiger
Mid AOE distance from 1 to 1.25 Far AOE damage from 0.125 to 0.15 Panzer VI Tiger (Command Tiger)
Far AOE damage from 0.1 to 1.75 Mid AOE distance from 1 to 1.5 Raketen
Can Retreat once again Opel Blitz
CP requirement from 1 to 2 Assault Artillery
Assault Artillery radius from 50 to 45 Assault Artillery shell count from 20 to 25 Wehrmacht
Grenadier - Experimental Change
We think Grenadiers are in a good spot in terms of their combat performance, but with only 4 models, they get wiped too easily once heavy indirect fire and big guns start roaming the battlefield. We’d like to trial a change that replaces their veterancy 3 Received Accuracy with a Damage Reduction modifier. This should help Grenadiers survive explosions damage in the late game, without really having an impact on their durability versus small arms fire.
Veterancy 3 -23% Received Accuracy replaced by -20% damage reduction Wehrmacht Tech
Ostheer tech is more manpower demanding than other factions. The following two changes are designed to alleviate this slightly, and allow Ostheer to field key units slightly faster, particularly in the early game.
Leichte Mechanized Kompanie
Manpower cost from 200 to 150 Battle Phase 2
Manpower cost from 200 to 150
Command Panzer IV
Fuel cost from 120 to 100 Sdf.kfz 251
Veterancy 1 Infantry Awareness replaced by Schu Mine. Allows the Half-track to plant a Schu Mine for 30 munitions. 10 second plant time. Healing rate from 0.25 to 0.4 Sdf.kfz 250 Mortar Halftrack
Incendiary Barrage now matches those fired by the LeIG. Fires 4 rounds over the target area. Incendiary Barrage cost from 45 to 35. Panzer VI Tiger
Far AOE damage from 0.1 to 1.75 Mid AOE distance from 1 to 1.5 Osttruppen Supply Drop
CP requirement from 4 to 3 Jaeger Command Squad
CP requirement from 3 to 2 USF
Far AOE damage from 0.2 to 0.225 Mid AOE distance from 0.35 to 0.4 HVAP cost from 90 to 60. Soviets
Seven man conscripts were proving too potent with only the Molotov and AT grenade requirements, especially in conjunction with the price reduction in Soviet Tier 2 tech, and the traditional Soviet T70 power spike at very similar timing. The following change will represent a more meaningful choice for Soviet players.
Mobilize reserves now costs 25 fuel and 100 Manpower to unlock It still requires Molotov and AT Grenade tech, in addition to Soviet T3 being built. Combat Engineers
Mosin Nagant rifle now matches those used by Conscripts Damage from 16 to 12 Accuracy from 0.518/0.449/0.334 to 0.757/0.660/0.557 Airborne Guards
DP-28 drop rate from 0.33 to 0.1 IS-2
Far AOE damage from 0.135 to 0.2 Mid AOE distance from 1 to 1.35 Fragmentation round damage mid from 0.35 to 0.5 Fragmentation round far damage from 0.135 to 0.2 Partisans
Concussive Trap plant time from 15 to 10 Concussive Trap cost from 15 to 10 Brits
Far AOE damage from 0.175 to 0.2 AOE mid distance from 0.75 to 1.15 Advanced Emplacements Regiment
Forward Assembly Repair Sapper range from 30 to 20 Repair Sappers should no longer instantly respawn if killed Advanced Fortifications upgrade cost from 70 munition to 100 manpower and 20 fuel Bofors
Rate of fire from 4 to 2 Reload time from 1.5/2 to 1 Reload frequency from 1 to 2 Source : https://community.companyofheroes.com/discussion/comment/285985#Comment_285985
Bug fixing to address collision and hitbox issues.
Changes to both of the following units were discussed before release. The team has decided to include for testing after initial feedback.
We think Riflemen are solid infantry that scale well, but we would like to put more emphasis on the engagement range dynamics between them and long-range Axis squads. Their near range, and thereby their near DPS, will be slightly increased, which will also slightly increase their mid-range DPS up to range 16.
Near range from 3 to 6
Chart amended from https://coh2db.com/stats/
Rear Echelon Troops
To make Rear Echelon Troops carbines perform more consistently, as currently they are very RNG dependent with their low accuracy but high rate of fire and damage, their accuracy has been increased. In return their damage per bullet will be reduced, to keep the same total DPS as now.
Damage from 10 to 8 Accuracy from 0.403/0.288/0.23 to 0.51/0.3456/0.276 Source : https://community.companyofheroes.com/discussion/comment/285855#Comment_285855
La vidéo de présentation qui ne contient pas de gameplay est en tout cas tirée de la campagne de CoH 1.
Le jeu est porté en premier sur iPad et pourra par la suite peut l'être aussi sur d'autres supports mobiles comme iPhone, voir Android.
https://www.feralinteractive.com/en/news/992/ https://www.coh2.org/topic/95456/coh-coming-to-ipad-this-fall https://www.pockettactics.com/articles/company-of-heroes-ipad/
To get this mod, head here:
Game wide changes for all factions
Heavy call-in tank changes for all factions
We felt that the strategy of stalling for a heavy tank call-in without teching was both bad for gameplay and too punishing for the enemy players who did tech, as well as giving players who were behind on resources an unfair advantage in making a comeback. In addition we felt that certain heavy tanks came too late in team games. The Tiger Ace and the new OKW Command Tiger have served as prototypes in the last patch. The following changes have now been made to all other heavy tanks:
Heavy call-in tanks will now require a reduced amount of CPs but require certain in order to be called in. This includes: IS-2, KV-2, Command Panther, Sturmtiger, Tiger, Pershing, Churchill Crocodile and Churchill AVRE. Call-in requirements for the heavy tank destroyers Elefant, Jagdtiger and ISU-152 remain at their old values but now also require end tier tech. The majority of heavy tanks have had their AOE values standardized to deal more reliable damage to infantry. There has also been additional rebalancing for other heavies. Medics
In order to make autonomous medics more responsive, they will now move around at a higher speed, for all factions that have them. The radius in which they follow or walk up to squads has been slightly reduced to further prevent long healing queue times. Player controlled medic squads have had a quality improvement as well.
All medics now sprint towards wounded infantry models Medic chase range standardized to 20 for all base and forward structures USF Ambulance medic and UKF glider medic squads now have a timed area of effect heal ability that automatically heals squads around them when activated. OKW
Teching & Faction changes
We feel OKW is in a very dominant position in the very early game, which made them feel a bit too oppressive towards other factions. Changes have been made to spread out their combat power more evenly throughout the length of a match by reducing their starting power and increasing their mid game power. This has been done with the intent to maintain their overall strength as a faction, whilst maintaining some of their identity as early game aggressors. The graph below visualizes these intended changes to their power curve:
Therefore, the following changes to the core of the faction will be made:
Starting manpower will be reduced to tone down the rate at which OKW is able to produce squads right from the start.
To counteract the lower rate at which they will now be able to cap the map , starting fuel has been increased. Additionally, the cost of SWS trucks have gone down to compensate for the loss of early manpower
Starting manpower reserves from 340 to 320 Starting fuel from 5 to 10 SWS truck cost from 100/15 to 70/15 Additionally, the cost of Volksgrenadier squads will be slightly increased (see below) Schwerer Panzer Headquarters
The Panzer Headquarters is being split into two parts to allow certain units to arrive sooner while maintaining the time it takes for OKW to deploy their armor in the mid-to-late game. The adjustments should also make strategies involving Battlegroup Headquarters more viable by allowing units like Obersoldaten to arrive sooner.
Cost from 200MP/120 to 100/80; unlocks Obersoldaten and the doctrinal Hetzer; Obersoldaten upgrades locked behind Panzer Authorization. Can now be upgraded with ‘Panzer Authorization’ for 100 manpower and 40 fuel. Unlocks Jagdpanzer IV, Panzer IV Ausf. J, and Panzer V Panther as well as the doctrinal Flakpanzer IV Ostwind. Also unlocks Obersoldaten weapon upgrades. Flak gun disabled until the Panzer Authorization upgrade is purchased. Panzer Authorization must be repurchased if the Panzer HQ is destroyed and is required for all heavy tank call-ins. General unit & abilities changes
Volksgrenadiers are slightly too cost effective for their price point. Their base cost has been increased to better suit their power and timing.
Manpower cost from 250 to 260 Reinforcement cost unchanged. Sturmpioneers
While Sturmpioneers are strong starting units, they did not scale very well against the increasing strength of Allied infantry as the game progressed. The following changes to their veterancy should help them in the combat role in the mid-to-late game.
Veterancy requirements from 580/1160/2320/2900/3770 to 480/960/1920/2600/3150 Veterancy 4 accuracy bonus moved to veterancy 3. Veterancy 3 construction bonuses moved to veterancy 4 Concussion Grenade ability now requires to Veterancy 1 rather than Veterancy 3 MG 34 HMG
The MG 34 performs well in its role as a suppression platform, but its lower damage in comparison to other machine guns makes it difficult to gain veterancy. Requirements have been lowered to compensate.
Veterancy requirements from 400/800/1600/2132/2666 to 360/720/1440/1918/2400 Kubelwagen
Despite the recent changes to the Kubelwagen, the unit still isn’t very popular. In order to reduce the demand on Sturmpioneers, the unit has received adjustments which will reduce the time required to be repaired.
Health from 240 to 192 Received damage modifier of 0.8 added. This will decrease repair times, without changing the durability of the unit (which is still 192/0.8=240 effective hitpoints). Raketenwerfer 43
Due to the frustrating mechanics of its short-range for the user and its camouflage for the opponent, the Raketenwerfer is being adjusted to be perform more like standard anti-tank guns. Range and crew size is being improved, while the camouflage now only works when stationary and requires veterancy 1. The retreat function has also been removed from this unit.
Range from 50 to 55. Crew size from 4 to 5. Camouflage ability now locks the unit in place unless revealed. Cannot move, but can rotate. Requires veterancy 1 for camouflage. Retreat function removed. Sdkfz. 251/17 Flak Halftrack
The Sdkfz. 251/17 is gaining a slight price and veterancy adjustments to incentive the use of Battlegroup Headquarters over Mechanized.
Fuel cost from 55 to 50 Veterancy 5 bonuses moves to veterancy 3 Veterancy 3 and 4 bonuses have been moved to veterancy 4 and 5 respectively. Tiger II
Changes have been made to make its main gun more reliable at forcing off enemy infantry by increasing the amount of health damage it does, while reducing the radius that it can kill full health models. Furthermore to help define its unique role, the Spearhead ability has been moved to veterancy 1.
AOE distance from 1/2/3 to 0/1/4 AOE damage from 1/0.35/0.05 to 0.75/0.25/0.125 Scatter angle from 7.5 to 5. Spearhead to veterancy 1, Combat Blitz to veterancy 3 Veterancy requirements from 4040/8080/16160/20200/26866 to 3630/7260/14560/18928/24606 Opel Blitz
The Opel Blitz lacked a proper role and had came too late in the game to serve as a reinforcement platform. CP requirements have been reduced and it has been given a minor boost in mobility. It will now also provide a healing aura to infantry around it to further define its role as a forward base of operations.
Requirement from 3 CP to 1 CP Now has access to Ambulance healing ability Acceleration from 1.5 to 3. Rotation from 30 to 38 Fuel cost from 25 to 20 LeIG 18 ISG Incendiary Barrage
The Incendiary Barrage was underperforming for its cost due to its low damage, accuracy and rate of fire. The barrage ability has been adjusted to make it reliable at displacing infantry.
Incendiary scatter angle from 8 to 7. Incendiary scatter max from 10 to 8. Incendiary reload from 2.3/3.6 to 0.75/1 Incendiary shell garrison damage modifier from 0.5 to 0.75; only affects impact damage Flame DOT changed from 1 to 2 Flammpanzer 38t ‘Hetzer’
We feel that the Hetzer is in a good spot™, but have slightly lowered its veterancy requirements due to its inability to harm vehicles.
Veterancy requirements from 1560/3120/6240/7800/10375 to 1377/2754/5508/7020/9337 Overwatch Flares
This ability had become too powerful amidst the other improvements to the Overwatch Doctrine, as it provided the doctrine with strong reconnaissance for minimal input. The flares are required to be placed on points manually. In return, the ability can be used on territory points captured by allied players.
Must now be planted by Volksgrenadiers, Sturmpioneers, Obersoldaten, and Jaeger Light Infantry. No cost. Can be planted on territory captured by allied players. Takes 7 seconds to plant. Radio Silence
In order to make this ability more attractive, and to give it a more tangible use, the ability now also lets infantry move at a slightly higher speed in order to supplement the attack. Ability cost has been increased accordingly.
Added 1.2 movement speed for infantry during ability. Cost from 25 to 40. Command Panther
The Command Panther will now be tied to tech like all other heavy call-in tanks. In addition, its vision has been adjusted to that of regular scout units. To compensate for this loss in scouting power and tech requirements, its cost has been decreased.
CP requirement to 9 CP. Requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in. Sight range from 55 to 50 Cost from 560MP/225 to 520MP/200 Aura sight bonus from 20 to 15 Infiltration Grenades
We feel that Infiltration Grenades were too easily used at their previous cost for their chance at inflicting heavy damage or wiping out squads. Cost has been slightly increased.
Cost from 15 to 20 Sturmtiger
The Sturmtiger will now require a fully operational Schwerer Panzer Headquarters in order to be deployed. CP requirement to 8 CP. Now requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in. Fallschirmjäger
Fallschirmjäger have not been very popular due to their high cost, timing and due to them being outclassed by Obersoldaten. Changes have been made to allow them to arrive sooner and scale better with veterancy and tech, at the cost of having less firepower upon deployment.
Deployment cost from 380 to 320. Now drops in with Grenadier Kar98ks. CP requirement from 3 to 2 Can now be upgraded with 2 FG 42s for free. Can upgrade a 2nd pair of FG 42s. For 60 munitions after the Schwere Panzer Headquarters is deployed. FG 42 Mid range from 16 to 21. FG 42 Rate of fire from 6 to 7. FG 42 far cooldown from 2 to 1.35 Veterancy 3 accuracy accuracy from 1.15 to 1.3. Veterancy 5 accuracy bonus to +50% First-Strike Bonus. Sector Assault
The anti-infantry airplanes of the Sector Assault ability are too effective, instantly pinning all enemy infantry in a large area. The suppression on these planes has been significantly toned down to minimize their ability to suppress infantry in a wide area. Squads should no longer get pinned, unless they get strafed multiple times.
Sector AI plane suppression from 0.25 to 0.0125 Nearby suppression radius from 20 to 12 Assault Artillery
Due to the way Assault Artillery worked, the use of this ability was very limited and often did minimal damage in larger sectors. The ability has been reworked to work like more conventional off-map artillery abilities.
Ability is no longer bound to one specific resource sector. Can now be targeted on any location with sight; except base sectors. Now drops 20 artillery shells over a 50m radius following up by 15 smoke shells in a 40m radius. Sturm Offizier
The Sturm Offizier has been completely reworked to be an effective combat unit with the addition of veterancy and his retreat-on-death mechanic being removed. To promote his role as a combat unit and to reduce blobbing, his aura has been removed.
Target size from 1 to 0.91 Passive aura removed Retreat on Offizier model death removed CP Requirement from 1 to 2; matches other officer units Veterancy:
Veterancy 1: Reduces ability cost by 10 munitions. Veterancy 2: Increases squad size to 5, +10 to ability range Veterancy 3: +40% accuracy Veterancy 4: -29% Received Accuracy Veterancy 5: Offizier switches to an StG 44 (Panzergrenadier variant) Gains shared veterancy Command Tiger I
The Command Tiger will have its main gun anti-infantry damage standardized to deal more reliable damage. Veterancy requirements will be slightly reduced in line with changes to Ostheer’s Tiger I.
AOE distance from 1/1.75/2.625 to 0.25/1/3.5 AOE damage from 1/0.15/0.05 to 1/0.25/0.1 Scatter angle from 7.5 to 4.75. Veterancy requirements from 3440/6880/13760/17406/20259 to 3090/6180/12360/15400/18150 Thorough Salvage
The time it takes to complete Thorough Salvage has been reduced. Being a doctrinal ability slot that replaces regular Salvage, we feel that it should not force players into more risky situations.
Thorough Salvage time from 20s to 11s UKF
Infantry Sections have been identified to be slightly overperforming since anti-tank grenades on Royal Engineers were introduced to help zone out vehicles. The following changes are intended to slightly alter their performance, without diminishing their role as the backbone of the UKF.
Infantry Section Lee Enfield damage is being lowered in order to reduce their effectiveness versus enemies in heavy cover, and their burst damage as they were the only squad that could potentially kill a model in one volley (5 * 16 = 80), which gave them an advantage in firefights. The rifles have been given higher accuracy in return to keep roughly the same DPS profile at all ranges.
Furthermore, to solidify Tommie's defensive nature, part of their Received Accuracy has been moved to the “in-cover” mechanic so they will be more vulnerable when advancing or caught out of cover. This will also lessen the effectivness of Brit blobbing.
Pyrotechnics have also received a slight adjustment due to the sight bonus Sections get when in cover at veterancy 1.
Accuracy from 0.598/0.564/0.529 to 0.676/0.637/0.598 Lee Enfield Damage from 16 to 14 Received Accuracy from 0.8 to 0.9 Squad models gain 0.89 Received Accuracy when in cover. Restores original value of 0.8 Assault Tommy Upgrade removes the cover bonus and grants it as a passive instead; Upgraded Received Accuracy Bonus from 0.95 to 0.8444. Pyrotechnics Supplies upgrade sight range from 50 to 42 Vickers
In order to counteract the slightly reduced performance of Infantry Sections and improve Brit build diversity, the Vickers HMG is gaining slightly increased suppression.
Suppression per bullet from 0.00785 to 0.008 Sniper
The British .50cal Sniper had a disproportionately long aim time compared to the other snipers. The aim time has been standardized to match the others, to make the British sniper less frustrating to use.
Ready aim-time from 1.5 to 1. Wind down increased from 4 to 4.5. Comet
The Comet is lacking in its role as a premium late game tank due to its lack of combat scaling and weak anti-infantry capabilities outside White Phosphorus shells. These issues have been addressed with the changes below.
Manpower cost from 500 to 480 Scatter from 7.5 to 5.5 AOE damage from 1/0.4/0.2 to 0.75/0.4/0.175 AOE distance from 0.25/1/1.5 to 0/0.75/2.5 Veterancy 3 now adds -20% to reload speed. Now has Heavy Crush Cromwell
We feel that the Cromwell does not stand out compared to other medium tanks for its price. To reinforce its role as a fast cruiser tank, we are slightly increasing its mobility and its survivability.
Acceleration from 2.6 to 3 Target size from 22 to 20 Firefly
We think that the Firefly performs well as a tank destroyer, but is slightly too expensive given its slow rate of fire and mediocre mobility.
Cost from 440MP/155 to 440MP/145 60-Pound Tulip Rockets upgrade cost from 50 to 30; firing cost remains the same. Churchill Mk.VII
Because of its grenade ability and high health, the Churchill Mk.VII has been slightly overperforming when used against anti-tank guns or when deployed in numbers. In order to make the unit less effective in either scenario, the following changes have been made:
Population from 16 to 18. Grenade ability moved from veterancy 0 to veterancy 1. Emplacements
All emplacements can now be torn down by Royal Engineers once they no longer serve their initial purpose, to free up population cap for other units. Note that resources will not be refunded.
Deconstruct Emplacement ability added to Royal Engineers Ability does not refund any resources Churchill Crocodile / Churchill AVRE
Both the Churchill Crocodile and the Churchill AVRE now require end stage tech in order to be deployed. CP requirement to 9 CP. Now requires either Anvil Tactics or Hammer Tactics to be called in USF
We think the Jackson is slightly overperforming for its cost, but we also recognize that it is the backbone of the USF’s late game anti-tank arsenal. Fuel cost has been slightly increased to better match its performance.
Fuel cost from 140 to 145 M8 Scott
The M8 Scott is having its rate of fire reduced due to the lack of input required. In return, the unit is having its barrage times reduced to reward those who use its abilities.
Auto-fire reload from 2.75/2.9 to 3.5/3.65 HE barrage recharge from 75 to 55 Smoke barrage recharge from 60 to 45 Pak Howitzer
Similar to the M8 Scott, we felt that the Pak Howitzer performed too well when given minimal input. This has been toned down slightly by increasing its low scatter. To compensate, barrages will be more readily available.
Auto-fire scatter from 6 to 8.5 HE, HEAT, and WHite Phosphorous barrage recharge time from 60 to 50. M21 Mortar Halftrack
The White Phosphorus shells dealt too much damage for how cheap the ability was. The shells have been adjusted to deal less damage over time.
Damage over-time frequency from 0.2 to 0.6 M26 Pershing
With the requirement of tech, the Pershing has received a durability adjustment to improve its survivability. The unit now has more hitpoints, but has reduced frontal armor. The anti-infantry performance of its main gun has also been standardized with all other heavy tanks, although it will still deal the most damage.
Now requires Major tech. CP requirement to 9 CPs. Armour from 300 to 270 Health from 800 to 960 AOE distance from 0.75/1.5/2.25 to 0/1.25/3.25 AOE damage from 1/0.4/0.2 to 0.75/0.35/0.2 Veterancy 3 reload from -50% to -30% Time On Target
In order to make this ability destroy enemy howitzers or other stationary defenses reliably, changes have been made to the last three shells to ensure they land directly in the center of the ability.
Final 3 shells no longer scatter. Rifle Company
We felt that Rifle Company was an underused commander because it had some mediocre abilities that outweigh the good ones. Small changes to the doctrine have been made that will hopefully make it a much more attractive choice.
‘Fire Up!’ ability: exhaustion debuff removed Riflemen Flares have been merged with Flamethrower slot Riflemen Field Defenses added to the doctrine. Riflemen Field Defenses
Riflemen will now be able to plant mines slightly faster. M6 Mine max number of engineers from 2 to 4 Paratroopers / Paratroopers Support Squad
Paratroopers are generally in a good spot right now, but they will receive some minor changes to further solidify their performance. Some of their received accuracy from veterancy will be moved to their basic target size, to give them an easier time getting started at the time they enter the battlefield.
Paratrooper Timed Demolition Charges are now guaranteed to destroy abandoned team weapons Target size from 1.0 to 0.95 Adjusted veterancy 3 received accuracy bonus accordingly, from -29% to -25.3% Ostheer
In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Pioneer squads will now give additional repair speed.
Minesweeper upgrade now gives extra 0.3 repair speed GrW 34 Mortar
The Counter Barrage ability on the GrW 34 mortar will receive a higher range to make the ability more effective, giving players more incentive to use it.
Counter Barrage range from 80 to 100 Sd.Kfz. 222
The coaxial machine gun of the 222 will receive the same penetration values as the OKW Sd.Kfz. 221/223.
Coaxial MG penetration from 1/1/1 to 1.3/1.2/1.1 Sd.Kfz. 251 Halftrack
We would like to make the unupgraded Sd.Kfz. 251 Halftrack more integrated into Ostheer’s core support weapons and combined arms gameplay. An increases in sight range will allow it to spot for team weapons, while in-hold healing will allow the smaller Ostheer squads greater field presence.
Sight range from 35 to 42 Flame Projectors upgrade reduces sight range back to 35 Infantry squads that are garrisoned inside the halftrack’s hold will heal 0.25 health per second. Healing is disabled when the halftrack is in combat. Sight range multiplier from the Spotting Scope upgrade has been reduced to 1.667 when not upgraded with Flame Projectors. Panzergrenadier and Stormtrooper G43s
The G43s for these squads have been changed, make them a more interesting and attractive choice over their standard weapons. The price has been changed accordingly.
G43 Mid accuracy from 0.624 to 0.65. G43 far accuracy from 0.564 to 0.61. G43 Far cooldown from 1.5 to 1. G43 Far aim time from 3 to 2.75. Cost returned to 60. Bunker MG 42 upgrade
The MG 42 upgrade’s sight range will be reduced to match its firing range, so the upgraded bunker can no longer self-spot enemies from very long range, as the upgraded bunker had extraordinarily long sight range that was not in line with its cost and function.
Bunker MG sight bonus from 25 to 5. (total sight reduced from 55 to 40)
The Tiger I has been drop down to 9 CPs, but it will now require Battlephase 3 before it can be called in. Additionally the anti-infantry performance of its main gun has been standardized. Veterancy requirements have also lowered.
CP requirement to 9. Now requires Battlephase 3 researched to be deployed. AOE distance from 1/1.75/2.625 to 0.25/1/3.5 AOE damage from 1/0.15/0.05 to 1/0.25/0.1 Scatter angle from 7.5 to 4.75. Veterancy requirements from 3440/6880/13760 to 3090/6180/12360 Spotting scopes
Spotting Scopes give combat vehicles a bit too much of an advantage because they activate almost instantly after the vehicle stops moving. The activation delay will be increased.
1.5 delay before effects activate. Supply Drop - Osttruppen Doctrine
The weapon drop has been slightly reduced in cost, in order to better match costs with similar weapon drops like those in USF Airborne Company.
Manpower cost from 450 to 400 Command Panzer IV
The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance.
CP requirement to 7 CP. Now requires either Support Armor Korps or Heavy Panzer Korps built in order to be deployed. Fuel cost from 125 to 120 Aura damage reduction modifier from 0.8 to 0.9, as was previously intended. Target Weak Point Ability
In order to make the Target Weak Point abilities less confusing, as they have different effects on different units, the ability has been renamed on several units to help distinguish them. New icons will be placed later for clarity.
StuG III ausf. E. and and StuG III ausf G “Target Weak Point” renamed to “HEAT Shell’’ Sd.Kfz. 234/2 Puma’s ‘Target Weak Point’ replaced with OKW Puma ’Aimed Shot’ ability. Soviets
Support Weapon Kampaneya
The cost of tier 2 has been made slightly cheaper to make it a more competitive alternative to T1, as well as giving the faction an easier time back-teching to get support weapons.
Fuel cost from 20 to 10 Maxim
The Maxim will receive slightly better area of effect suppression. This means that it will still perform the same against individual squads as it did before, but it will be better at suppressing several squads that are in close proximity of each other.
Nearby suppression radius from 13 to 15 Nearby suppression multiplier from 1 to 1.1 Conscripts 7th man upgrade
Due to popular sentiment on this upgrade arriving too late, there have been adjustments to make to upgrade arrive sooner, in order to allow Conscripts to function as combat upgraded infantry without relying on doctrinal items or call-ins.
Now requires Tankoviy Battalion Command (tier 3) and both AT Grenades and Molotovs researched. OR Mechanized Armor Kampaneya (Tier 4). Combat Engineers
In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Combat Engineer squads will now give additional repair speed.
Minesweeper upgrade now gives extra 0.3 repair speed ZiS-3 and SU-76 76mm HE Barrage
The barrage ability on the ZiS-3 and SU-76 has been changed to have reduced raw killing power and deal more reliable health damage instead.
HE Barrage AOE damage from 1/0.15/0.125 HE Barrage AOE distance from 1.5/3/4.5 to 0/3/5 Guards Rifle ‘Hit The Dirt!’ Ability
Ability renamed to prevent confusion with Conscript Assault Package’s “Hit The Dirt!” ability, since either ability has different effects.
Guards ‘Hit The Dirt!’ ability renamed to ‘Firing Positions’ Conscript Assault Package
Doctrinal PPSh-41 upgrade for Conscripts has been changed to be available earlier. CP requirement changed from 3 to 2 Shocktroopers
The grenade cooldown on Shocktroopers is being increased to reduce how many grenades they can throw during an engagement, particularly with their veterancy 1 bonus that improves their grenade cooldowns.
Frag and smoke cooldown from 20 to 28 KV-1
The KV-1 has received some changes to make it better suited as a defensive tank at later levels of veterancy and allow it to threaten exposed infantry that would try to bypass it.
Added Hulldown mode for veterancy 1 Hulldown grants -15% reload time, and -20% received damage Increased performance on the hull and coaxial machine guns to match those of the T-34/76 IS-2
The IS-2 has been moved to tech, but its CP requirements have been reduced. Due to its higher armor, the IS-2 will come slightly later than the Tiger. Additionally, the has received boosts to its main gun along with a new veterancy 1 to allow it to operate as a breakthrough tank.
CP requirement to 10. Now requires Mechanized Armor Kampenya to be deployed. Scatter from 7.5 to 5.75 AOE from 4 to 5 AOE distance from 1/2/3 to 0.25/1/3.5 AOE damage from 1/0.35/1 to 1/0.35/0.135 Fragmentation shell replaces veterancy 1 ‘Capture Point’ ability. Range 40. 45 Munitions
- AOE of 8.
- AOE damage 1/0.5/0.3
- AOE distance 0.15/2/8
- Deals 120 damage
- Deals a mini-stun critical to vehicles on hit or deflection. Partisan Troops
Partisan units have received several changes to solidify their role as behind-enemy-lines infiltration and ambush infantry. This will allow them to operate behind enemy lines more efficiently, as well as help them scale better.
Sight from 35 to 42 Capture/Decapture rate from 1 to 1.25. +50% first-strike accuracy modifier at veterancy 2 when attacking from stealth. Veterancy 1 now gives a Concussive Trap ability that can be planted on captured territory points. 15 munitions. Temporarily stuns an enemy squad that enters the capture circle. Partisan Tank Hunters
Reinforcement cost and timing reduced to match those of anti-infantry Partisans.
Partisans reinforce cost from 33 to 26. AT Partisan reinforce time from 7 to 5. KV-2
The KV-2 will now have a reduced CP requirement, but it will require tier 4 to be built in order to be called in.
CP requirement to 10 CP. Now requires Mechanized Armor Kampenya. Defensive Tactics
We feel that this commander was slightly underpowered because of some of its abilities being a bit lackluster. The commander has received a small overhaul to hopefully make it a better pick.
Tank Traps and PMD Mines abilities have been merged. Anti-Tank Overwatch ability has been added. Source : https://community.companyofheroes.com/discussion/comment/285839#Comment_285839