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Company of Heroes France

2014.07.22 - Mise à jour

Date de parution: 22/07/2014


Avant-propos

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Détails

General Updates

  • Pathfinding improvements
  • AI improvements
  • Increased reconnection window when network connection is lost during a multiplayer match
  • Miscellaneous minor content fixes

Balance Updates

Units and Abilities
Adjusted unit and ability performance to better align it with our design intent. Our goal is always to open the number of viable strategies available to players while maintaining the fun factor on both sides of the battle field.

Obersoldaten

  • Swapped the armor modifier with received accuracy. This blends the hit/miss system better into our current structure; it also helps reduce accuracy over capping.
    • Armor from 1.25 to 1
    • Received accuracy modifier from 0.87 to 0.7
    • Removed bonus accuracy to retreating units

Katyusha

  • We wanted to increase the lethality and reliability of the Katyusha.
    • AOE radius from 4 to 6
    • AOE distance from 1/2/3 to 1.5/3/4.5
    • Damage from 80 to 160
    • Scatter angle from 5 to 10
    • Scatter offset from 0.25 to 0.1

Riflemen AT Grenade

  • Deflection damage from 75 to 80
  • Penetration from 1000 to 100
  • Range from 20 to 15

Conscript AT Grenade

  • Deflection damage from 75 to 80

Panzerfusilier AT Rifle-Grenade

  • Ability range from 25 to 18
  • Ability cost from 20 MU to 25 MU
  • Weapon penetration from 1000 to 100
  • Weapon deflection damage from 0 to 40

MG34

  • This unit was not very desirable in the past; this brings it slightly closer to the MG42 in terms of damage output. Its AOE suppression and ROF remains lower.
    • Rate of fire increased by 40%; this affects damage and supression

M15A1 AA Half-track

  • This change is intended to increase the exposure of the M15 to its counters. The Raketenwerfer and Puma as examples will now have more room to counter this unit.
    • Weapon range on 37mm gun from 45 to 40

LeIG 18 Infantry Support Gun

  • Damage reduced from 120 to 80
  • Damage versus garrisoned units increased from a base of 40 to 60

Stuart

  • Improved the armor of the Stuart to make it less vulnerable to the Panzer II and 222 Scout Car; the intent was that the Stuart function as a stronger light vehicle counter.
    • Armor from 50 to 80

WC51 Dodge

  • This unit significant over performed and was able to inflict large causalities early within the game.
    • Damage reduced from 8 to 5
    • Accuracy increased from 0.22/0.35/0.54 to 0.29/0.4/0.62

USF Assault Engineer Demo Charge

  • Damage reduced from 600 to 250
  • Bonus damage to buildings increased from 200 to 550
  • Bonus damage to ambient buildings removed

M21 Mortar Half-track

  • Auto-barrage weapon range increased from 60 to 80
  • Barrage scatter was tightened, increasing its accuracy

Jaeger Light Infantry

  • Unit armor was replaced by 0.8 received accuracy
  • Reinforcement cost from 55 manpower per entity to 43 manpower per entity
  • Dispatch cost from 290 to 340

Blendkorper Smoke Grenade

  • Cost from 50 MU to 30 MU

Pack Howitzer

  • AOE damage at far from 4 to 8
  • AOE damage at mid from 12 to 24
  • Damage versus garrisoned units increased from a base of 40 to 60

ISU-152

  • Mid-range AOE damage from 84 to 72

Paratroopers

  • Thompson package now provides 4 SMG’s instead of 3
  • Tactical Assault now increases burst length while moving

OKW and USF Grenades

  • Garrison cover damage modifier from 0.5 to 1

Panzer II Luchs

  • Damage output modified to feel more consistent; damage slightly decreased while reload was halved
  • Resolved an error with veterancy level two which resulted in the modifiers not correctly being applied
  • Shots no longer appears to clip through units

Sturm Officer

  • Weapon team bonus modifier from 0.6 reload to 0.87 reload

Elite Riflemen

  • Manpower cost from 280 to 300
  • The ability cool down is now triggered at the beginning of a match so that players must wait for the cool down to finish before using the ability for the first time

Soviet 120mm Mortar

  • Damage from 120 to 100

Weapon Priority Tuning
Units will seek out targets more in line with their intended role. For example tank destroyers will prioritize vehicles over infantry.

Modified Units

  • M5A1 Stuart
  • M4A3 Sherman
  • M4A3E8 Sherman
  • M36 Jackson
  • M10 Wolverine
  • M8 Greyhound
  • M15A1 AA Half-track
  • Wehrmacht 234 Puma
  • OKW 234 Puma
  • Jagdtiger
  • Jagdpanzer IV
  • Ostwind
  • 251 Flak 17 Half-track
  • OKW Panther
  • OKW Panzer IV
  • Panzer II Luch

Modified Unit Priority Value

  • King Tiger
  • M7B1 Priest
  • 251 Half-track Wurfrahmen 40

OKW Economy
Ammunition rate was increased as it unduly limited the faction’s capacity to use abilities and purchase upgrades.

Resource Points

  • Now provide 100% of their ammunition value; was previously set to 66% of point value

Bugs and Gameplay Fixes
These changes are geared towards improving usability and resolving inconsistencies within gameplay.

Riflemen AT Rifle-Grenades

  • Now homes in on its target similar to Conscript AT Grenades and the Panzerfaust

Panzerfusilier AT Rifle-Grenade

  • Now homes in on its target similar to Conscript AT Grenades and the Panzerfaust

OKW and USF Infantry Reactions

  • Reactions will now occur less frequently. A reaction is trigged when an explosion occurs near a squad

USF M3 and Dodge WC51

  • Can no longer garrison snipers
  • Can now garrison USF officers

Reinforced Barbed Wire

  • Can now be manually targeted

Panzerfusiliers

  • Veteran level 4 no longer increases weapon range
  • Veteran level 4 now increases weapon accuracy


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