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Company of Heroes France

2014.07.03 - Mise à jour

Release Date: 07/03/2014




Balance Changes


The Sherman M3 75 Heavy Explosive shells that were underperforming in a sense that it did not deal with infantry effectively. Most of the time the player using HE shells would often miss their target completely. With a lower scatter and slight increase in splash damage the HE shells should become an effective counter against clumped up infantry. The M151A AA Halftrack is something we believed was over performing all levels of the game. The time this unit came out it was effective counter against infantry and light vehicles. Another issue was its ability to get out of danger without suffering too much damage. With making minor tweaks to the units stats believe units like the 222, Puma, and other forms of soft AT will have an easier time dealing with this unit. Volley Fire was another big issue that we wanted address; the design intention of this ability was to be used as a support ability to give rear echelon combat utility. However what we ended up seeing were rear echelons winning engagement that shouldn’t have won. There was also an exploit with the modifers that were applied when rear echelons equipped with bazookas would fire bazooka shells rapidly. With the new implementation of the ability Volley fire will now have its strength and weakness. The suppression modifers have also been tweaked so there will be very rare cases that a squad will get pinned.

Sherman M3 75mm HE Shells

  • Radius increased from 3 to 4
  • Distance Scatter Max reduced from 6.9 to 5.5

M15A1 AA Halftrack

  • Cost increased from 55 fuel to 60 fuel
  • Penetration reduced from 30 / 40 / 50 to 30 / 35 / 40
  • Acceleration decreased from 4.75 to 4
  • Armor reduced from 20.5 to 15
  • Rear Armor reduced from 15 to 10

Volley Fire

  • Added Animator state while ability is active
  • Rear Echelon now receive a 50% receive accuracy penalty while active
  • Removed Cooldown bonus
  • Removed Reload Bonus
  • Reduce suppression values from 0.4 to 0.2



A lot of small tweaks were added to the Soviet units to address a few small issues. With the use of receive accuracy modifers stacking with veterancy there were instances where a sniper would miss its target. This was more of a bug fix than anything else.
The Satchel Charge also had its bonus damage to buildings reduced to prevent 2 shoting OKW truck buildings. It will take 3 Satchels to destroy an OKW truck building. PPSH had its profiled tuned to make it’s short range damage kick in a little bit earlier. Previously you would have to get really close to start dishing out good damage against infantry.



  • Modified behavior of snipers to no longer miss vs.
    units with veterancy. Garrison cover and retreating accuracy remains the

Satchel Charge

  • Bonus damage from buildings reduced from 480 to 340


  • Profile change from 8 / 12 / 30 to 10 / 16 / 30


  • Now has hold fire

KV-1 Heavy Tank

  • Reload time reduced from 6.2 - 6.8 to 5.2 - 5.8





  • Modified behavior of snipers to no longer miss vs.
    units with veterancy. Garrison cover and retreating accuracy remains the



The biggest change to the OKW were to the Base Building Flak Gun. Currently the building does not feel very threatening to infantry and light vehicles (which it should feel like) We are seeing at the high level players always setting up their truck inside their base because it is too much of a liability to put it anywhere else. Another change was to the Panzer II with it coming out at such a late time we wanted to beef up its stats so it could still be useful during the mid-late stages of the game. Various cost adjustments were also added to OKW Call ins that were previously set at a lower than intended value.

LE IG 18 Support Gun


  • Is now immune to cold

Schwerer Panzer HQ 3.7cm flak gun

  • Damage increased from 20 to 40
  • Penetration increased from 35 to 45
  • Range increased from 40 to 45
  • Suppression increased from 0 to 0.3
  • Nearby Suppression multiplier increased from 0 to 0.8
  • Nearby Suppression radius increased from 0 to 15
  • AOE increased from 2 to 4
  • Rate of fire increased from 2 to 4

Panzer II

  • Health increased from 320 to 400
  • Moving accuracy increased by 25%
  • Added Camouflage extension

Command Panther Call in

  • Cost increased from 560/170 to 560/200

Panzer IV Battle Group

  • Cost increase from 720/180 to 720/210


  • Reduced the aim time and increased the penetration of the puma aimed shot
  • Puma aimed shot can now be activated while other orders are being issued

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