Avant-propos
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Détails
Taille : ~280Mo
War Spoils
War spoil optimizations will result in greater item variation; previously some item categories were weighed heavier than intended resulting in a greater drop frequency. e.g. face plates. In addition, we have enhanced the player’s ability to sort and filter items within the inventory. A new Wehrmacht commander has also been added to the game. It focuses on infiltration tactics, territory control, and offensive maneuvers.
Commanders
- Wehrmacht Encirclement Doctrine added to store
- Soviet Tank Hunter Tactics added to store
War Spoils
- Wehrmacht Encirclement Doctrine added to war spoils
- Added 40 new bulletins to war spoils
- Added 4 new victory strikes to war spoils
Inventory
- Players are now able to hide duplicates items in their inventory
- Players can now organize items within the inventory in alphabetical order
Map Rotation Spotlight
As part of our continued support of community created content, we have incorporated five community maps into the custom game list. Our goal is to incorporate more community created maps in the future, so make sure to submit your work into the Steam Workshop as it may be featured next!
Custom Game Maps
- Added (2-4) Overgrowth
- Added (2-4) Karelia Summer
- Added (4-6) Lemberg Fall 1944
- Added (6-8) Pinsk Marshes
- Added (6-8) Narva River
Units and Abilities
Our intent with changes to units or abilities focuses on broadening the variation in tactics and strategies, while reducing the potential for undesirable or uninteresting gameplay.
Guard Riflemen DP-28 ‘Button’
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The intent of these changes is to provide the opposing player an opportunity to react and counter the usage of button. Currently, the ability is very one sided, it provides the Soviet player with a quick and easy to execute vehicle snare without much counterplay in-between. By providing the opposing player with a way to react, the counter-play relative to unit positioning is better defined, thus reducing the receiving player’s frustration when the ability is executed.
- Speed reduction from 0.1 to 0.33
- Added rotation reduction of 0.33
- Acceleration from 0.1 to 0.5
- Deceleration from 8 to 2
- Main gun set to active
- Main gun rate of fire set to fire 1.56x slower
Pack Howitzer
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Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
- Now uses an arced projectile trajectory; no longer direct fires on target
Dodge WC51
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Our intent was to delay the dispatch of this unit in an effort to provide the opposing player more time to prepare for light armor.
- Command point cost from 0 to 1
M20 Utility Car
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Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
- Build time from 60 to 45 seconds
M5A1 Stuart
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The functionality of Shell Shock was modified in a number of ways to reduce its potency versus medium and heavy vehicles. Previously, the ability afforded the Stuart a great deal of flexibility in what targets it could frontally engage, limiting the need to flank with the unit. The reduced penetration of Shell Shock helps elevate this issue, while still retaining the value of the ability through deflections. Additionally, the Stuart’s build time was reduced as it is no longer required to regulate the pacing of the unit.
- Build time from 75 to 50 seconds
- AOE penetration from 60/30/15 to 30/22.5/20
- Shell shock stun duration from 5 to 3 seconds
- Shell shock ready aim time from 0.125 to 0.25-0.5
- Shell shock AOE penetration from 0 to 30/22.5/20
- Shell shock penetration from 180/100/30 to 60/45/40
- Shell shock turret traverse speed from 100 to 52
- Shell shock scatter modified to match main gun scatter
- Shell shock range distance modifiers set to match main gun range distance
M8A1 HMC
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Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
- Now uses an arced projectile trajectory; no longer direct fires on target
M4A3 Sherman
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Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
- Build time from 75 to 55 seconds
105mm Sherman
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Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased.
- Now uses an arced projectile trajectory; no longer direct fires on target
- AOE radius from 4.5 to 5.5
M36 Jackson
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Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
- Build time from 90 to 60 seconds
M4A3E8 Sherman
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The Easy Eight was previously over performing for its cost, its cost was increased to better reflect its in-game value.
- Manpower cost increased from 380 to 400
- Fuel cost increased from 135 to 145
Osttruppen
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Osttruppen have seen a drastic increase in their performance, they are now effective at mid to long ranges.
- Near accuracy from 0.45 to 0.55
- Mid accuracy from 0.4 to 0.52
- Far accuracy from 0.35 to 0.49
- Near aim time modifier from 0.125 to 0.375
- Far aim time modifier from 4 to 3.25
- Near cooldown modifier from 0.125 to 0.25
- Modified cover modifiers to match Grenadier KAR 98
- Accuracy cover bonus from 2 to 3
- Added a received accuracy modifier of 1.25
Panzer Grenadiers
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We wanted to better establish the mid-range role of this unit. We lowered its short range damage output and increased its mid range performance. Additionally, we further increased its durability to reduce damage received on approach.
- Received accuracy modifier from 0.87 to 0.8
- Near accuracy from 0.56 to 0.5
- Near range distance from 8 to 5
- Mid range distance from 16 to 19
Brummbar
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Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased.
- Now uses an arced projectile trajectory; no longer direct fires on target
- AOE radius from 5 to 6
- Angle scatter from 7.5 to 6
- Distance scatter max from 4 to 2.5
- Armor from 210 to 260
- Target Weak Point replaced with Bunker Busting Barrage
Teller Mines
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This removes the possibility of the mine instantly destroying the M36 or M10, something we viewed as undesirable and overly frustrating to the opposing player.
- Damage from 500 to 400
- Cost from 60 to 50 ammunition
Riegel AT mine
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We lowered the damage of the Riegel AT mine to maintain the differences in behavior relative to the Teller.
- Damage from 400 to 320
- Cost from 60 to 50 ammunition
Luftwaffe Medical Supplies
- No longer provides healing during combat; resumes healing once squad is out of combat
- Removed bonus damage and armor modifiers
- Added received accuracy modifier of 0.87
- Added accuracy modifier of 1.15
MG34
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The previous update increased the suppression of the MG34 to a level slightly higher than the MG42. Our intent with this change is to positon the MG34 slightly below the MG42, in regards to both damage output and suppression.
- Near accuracy from 0.6 to 0.68
- Rate of fire from 14 to 12
- Rate of fire far modifier from 1 to 0.9
- Focus fire from true to false
- Reload duration from 8 to 6
- Setup duration from 2 to 3 seconds
- Nearby suppression radius from 12 to 11.5
- Suppression from 0.0159 to 0.012
le.IG 18 Infantry Support Gun
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Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
- Now uses an arced projectile trajectory; no longer direct fires on target
Sturmpioneer Medical Supplies
- No longer enables healing during combat
Jaeger Light Infantry
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We wanted to better define the role of the Jaeger Light Infantry as a recon unit while improving its provided utility to the player. The single G43 rifle enables the squad to ‘snipe’ enemy infantry, performing effectively at long range. Combined with its above average sight range, ability to spawn behind enemy lines, and booby trap ability, this squad enables the player to harass the opposing players infantry and economy.
- Squad no longer fully equipped with the G43 rifle; base rifle switched to KAR 98
- Squad now equipped with one G43 sniper rifle; instantly kill entities at or below 75% health on hit
- Added ‘Infiltration Tactics Grenade’ ability to the squad
- Manpower cost from 340 to 300
Obersoldaten
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We converted the unit’s armor into received accuracy, as received accuracy blends in better with the current structure of infantry combat. Units can negate the received accuracy through veterancy and positioning; whereas, armor is only negated through penetration which heavy weapons possess. Additionally, the damage of the KAR 98 was increased to offset the damage reduction on the LMG34.
- KAR 98 damage from 14 to 16
- Armor from 1.25 to 1
- Received accuracy modifier from 0.87 to 0.7
Kubelwagen
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This change is geared towards improving the suppressive performance of the Kubelwagen versus larger groups of units. Previously, it was too easily overwhelmed and therefore failed to function as a reliable suppression platform. The unit still retains its vulnerability to flanking and anti-tank weaponry, requiring the user to be mindful of its limited firing arc and position.
- Population cost from 4 to 6
- Mid accuracy from 0.55 to 0.5
- Far accuracy from 0.35 to 0.16
- Rate of fire from 8 to 12
- Moving accuracy from 0.5 to 0.75
- Moving burst multiplier from 0.1 to 0.5
- Moving cooldown multiplier from 0.125 to 0.25
- Range from 35 to 40
- Mid range distance from 20 to 25
- Far range distance from 35 to 40
- Nearby suppression multiplier from 0.6 to 0.75
- Nearby suppression radius from 10 to 12
- Suppression from 0.008 to 0.0053
- Firing arc from 45 degrees to 30 degrees
251 Flak Half-track
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This unit suffered from extremely low life expectancy due to its unresponsiveness when engaged by a threat. By removing the tear down, the unit is less likely to be destroyed by an advancing threat. However, the increased setup time prevents the player from using this unit in an overly aggressive manner, reinforcing its design as a defensive platform.
- Setup time from 3 to 4 seconds
- Tear down time from 2 to 0 seconds
Panther Variants
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The Panther currently under performs within the current meta. We attribute this largely to the addition of new counters, such as the M36, as well as the high research cost associated to unlocking this unit. Overall, the unit did not feel like a reliable counter to medium armor. We believed this to be a result of its low accuracy and durability. Our intent is to reposition the Panther as an effective counter to medium and heavy vehicles. It should be a dominating force when engaging in a frontal assault, but remain vulnerable when flanked from the rear.
- Frontal armor from 290 to 320
- OKW Panther accuracy from 0.025/0.0375/0.05 to 0.035/0.045/0.06
- Wehrmacht Panther accuracy from 0.025/0.0375/0.05 to 0.03/0.045/0.06
Sturmtiger
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The Sturmtiger previously suffered from a number of usability issues related to its ability to hit its target. The shell tended to collide prematurely with world objects resulting in an unintended ignition of the ammunition. By modifying the shell to ignore shot blocking and pierce, these occurrences will no longer occur. However, this has resulted in an improvement to the unit’s efficiency and utility, as it can now be used to fire through anything within the world.
- Now ignores shot blocking
- Now pierces through world objects
- Barrage can no longer be used on a specific target; it will only take a position within the world. This prevents it from homing in on a selected unit.
- Barrage range from 45 to 40
Jagdtiger/Elefant
- Increased the projectile speed of the main gun to improve the visuals and responsiveness
Off-maps and Loiters
Off-maps with the loiter functionality will now display their activation zone, illustrating potential dangers on the battle field.
Loiter Abilities
- Now display an in-game reticle which reveals the engagement zone of the plane
P47 Rocket Strafe
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We added a second P47 Thunderbolt to reduce the extremes this off-map tended to produce. Previously, it was either fairly effective or would completely miss its target. This change makes the off-map feel more consistent in terms of damage output while also providing the opposing player the opportunity to react before losing a unit.
- Now dispatches two P47 Thunderbolts
- Second plane dispatched 4 seconds after first
- Damage from 160 to 80
- Plane attack delay from 5 to 8 seconds
- Number of attacks per plane from 2 to 3
- Time range between planes maximum from 10 to 4
- Recharge time from 60 to 120 seconds
Stuka Suppression Run
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The recharge timer was significantly increased to prevent the player from pinning the opposing player into their base. Additionally, the cost was increased to better reflect the value of this ability.
- Recharge duration from 93 to 180 seconds
- Cost from 120 to 150 ammunition
USF 155mm Howitzer Off-map
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This change prevents the destruction of a full health OKW base structure.
- Shells fired from 15 to 12
- Damage from 130 to 120
OKW 105mm Howitzer Off-map
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Adjusted the performance of this ability so it no longer destroys the USF base when used at maximum potency. Also reduced the length of time it can deny an area by reducing the total shell count and activation time of each salvo in the barrage.
- Increased required ammunition for each additional salvo by 200
- Reduced the number of shells fired from each additional salvo from 15 to 5
- Barrage radius now tightens as it progresses to each new tier
- Ability no longer triggers if ammunition requirement is met at a later point in the game
Prioritize Vehicles
We have created a new ability similar to hold fire which enables the user to restrict main gun fire based on target type. For example, an Elefant with priority targeting activated would no longer fire on infantry; instead, the unit would only engage vehicles. This greatly enhances the usability of a unit by restricting unwanted vehicle rotation and enhancing weapon efficiency.
Prioritize Vehicles
- Added a new ability on anti-tank units which only restricts fire against non-vehicle targets. This should greatly improve the usability of these units as they will now only fire on vehicles when set to this restricted firing state.
Hand Held AT
Our intent is to reduce the accuracy of hand held AT versus infantry, reducing the number of killing blows it is capable of dealing. Additionally, we want to put a greater emphasis on positioning the squad as close as possible to the opposing armored unit; discouraging the use of these weapon types at max range.
M9 Bazooka
- Accuracy reduced from 0.03/0.0425/0.055 to 0.025/0.0375/0.05
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Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad.
- Angle scatter from 7.5 to 18
- Distance scatter max from 10 to 14
Panzershrek
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Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad.
- Angle scatter from 7.5 to 16
- Distance scatter max from 10 to 15
Weapon Priority Tuning
Weapon priority determines what target is automatically engaged when a unit is not given an explicit attack order. We have modified the values of each weapon such that it more intuitively engages targets of interest relative to its effectiveness.
Modified Units
- StuG III E
- StuG III G
- Panzer IV
- Panzer IV Command
- Tiger
- Brummbar
- 222 Scout Car
- Elefant
- Panther
- IS-2
- ISU-152
- KV-1
- KV-2
- KV-8
- M4C Sherman
- SU-76
- SU-85
- T34-76
- T34-85
- T70
- Stuart
Unit Weapon Priority Modifications
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This increases the perceived value of these units, increasing the likelihood they will be automatically targeted by another unit.
- Katyusha
- Panzerwerfer
Suggested Target
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Explicit user orders will now always be executed so long as sight is maintained and no shot blocker is present to prevent the shot from being fired.
- Suggested target weapon priority set to 1000
Infantry Combat Tuning
The intent of these changes is to better define the strengths and weaknesses of each core unit relative to one another. We wanted to better define how each core unit should engage their perspective targets. For example, in a Grenadier vs. Riflemen match up, the Grenadiers want to maintain range. This is now a valid tactic, where in the past it was not. An integral element to this iteration is the introduction of received accuracy in place of raw damage. This was used in instances where additional fire power was not necessary in maintaining the established unit relationships. For example, Grenadier long range fire power is high enough to establish the unit’s relative relationship with other units, allowing us to increase their durability instead. As a by-product of this shift, short and mid range units should have an easier time closing in on their target.
LMG Weapon Profiles
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We adjusted the LMG profile by scaling its damage output down. We found that the value of long range damage, which the LMG was designed around, was more valuable than we had previously anticipated. In addition to scaling the weapon down, we lowered the damage output at short and mid ranges to make the unit more vulnerable to other units that excel at these ranges.
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DP-28
- Near accuracy from 0.62 to 0.56
- Mid accuracy from 0.5 to 0.45
- Far accuracy from 0.44 to 0.39
- Near rate of fire modifier from 1 to 0.82
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Weapon Rack M1919
- Near accuracy from 0.64 to 0.57
- Mid accuracy from 0.52 to 0.47
- Far accuracy from 0.47 to 0.42
- Near rate of fire modifier from 1 to 0.82
- Suppression from 0.004 to 0
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Paratrooper M1919
- Near accuracy from 0.6 to 0.53
- Mid accuracy from 0.48 to 0.43
- Far accuracy from 0.43 to 0.38
- Near rate of fire modifier from 1 to 0.82
- Suppression from 0.006 to 0
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Grenadier LMG42
- Near accuracy from 0.56 to 0.5
- Mid accuracy from 0.44 to 0.39
- Far accuracy from 0.38 to 0.33
- Near rate of fire modifier from 1 to 0.82
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Obersoldaten MG34
- Near accuracy from 0.57 to 0.51
- Mid accuracy from 0.45 to 0.4
- Far accuracy from 0.39 to 0.34
- Near rate of fire modifier from 1 to 0.82
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DP-28
Browning Assault Rifle
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Damage output was reduced at long range to reinforce this weapon’s short to mid range role. Previously, equipping the BAR enabled Riflemen to excel at long range relative to other infantry, reducing the importance of positioning when using this weapon upgrade.
- Near accuracy from 0.65 to 0.56
- Mid accuracy from 0.5 to 0.44
- Far accuracy from 0.35 to 0.3
- Mid rate of fire modifier from 1.16 to 1
- Far rate of fire modifier from 1.33 to 1
- Mid cooldown modifier from 1 to 1.25
- Far cooldown modifier from 1.25 to 1.5
SMG Weapon Profile
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We found that effective use of a SMG weapon required the user to fire at near point blank ranges. This increased the difficulty in properly executing this weapon against opposing units. By modifying the weapon’s range distance, we are able to ease this requirement therefore improving usability. Consequently, the performance of the listed SMG weapons has been improved.
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Partisan PPSH
- Moving accuracy from 0.6 to 0.7
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Wehrmacht Weapon Crews MP40
- Range distance near from 8 to 10
- Range distance mid from 15 to 17
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Captain Thompson
- Range distance near from 8 to 10
- Range distance mid from 16 to 19
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Conscript PPSH
- Moving accuracy from 0.8 to 0.75
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Assault Grenadier MP40
- Range distance near from 8 to 10
- Range distance mid from 16 to 17
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Assault Engineer M3
- Range distance near from 8 to 10
- Range distance mid from 14 to 18
- Moving accuracy from 0.6 to 0.75
- Rate of fire near modifier from 0.7777 to 1
- Rate of fire far modifier from 1 to 0.7777
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USF Weapon Crews M3
- Range distance near from 8 to 10
- Range distance mid from 14 to 18
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Paratrooper Thompson
- Range distance near from 8 to 10
- Range distance mid from 16 to 19
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Partisan PPSH
Grenadiers
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Intended to excel at long range
- Highest long range damage output for its tier
- Abilities load out geared towards long range combat
- Vulnerable at short range to all other unit types
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Versus Conscripts
- Advantaged at long ranges
- Even at mid ranges
- Disadvantaged at short ranges
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Versus Riflemen
- Slightly disadvantaged at long ranges
- Disadvantaged at mid ranges
- Disadvantaged at short ranges
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Changes
- Near accuracy from 0.7 to 0.65
- Mid accuracy from 0.65 to 0.575
- Far accuracy from 0.6 to 0.52
- Far aim time multiplier from 4 to 3.25
- Near cooldown modifier from 0.125 to 0.25
- Added a received accuracy modifier of 0.91
Volksgrenadiers
- Performs moderately well at long range combat
- Extremely vulnerable at short range, moderately vulnerable at mid-range
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Versus Riflemen
- Disadvantaged at long ranges
- Extremely disadvantaged at short-mid ranges
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Versus Conscripts
- Advantaged at long ranges
- Disadvantaged at mid ranges
- Disadvantaged at short ranges
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Changes
- Mid accuracy from 0.6 to 0.62
- Far accuracy from 0.55 to 0.59
- Moving cooldown from 1 to 1.5
Sturmpioneers
- Excels at short-mid ranges
- Vulnerable at long ranges
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Versus Riflemen
- Disadvantaged at long ranges
- Advantaged at mid ranges
- Advantaged at short ranges
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Versus Conscripts
- Disadvantaged at long ranges
- Advantaged at mid ranges
- Advantaged at short ranges
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Changes
- Added a received accuracy modifier of 0.87
- Near range distance from 8 to 3
- Mid range distance from 16 to 15
- Far mid distance from 35 to 28
Conscripts
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Performs modestly at mid to short range, does not excel at any range
- Ability load out geared towards short-mid
- Vulnerable to long range units
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Versus Grenadiers
- Disadvantaged at long ranges
- Even at mid ranges
- Advantaged at short ranges
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Versus Sturmpioneers
- Advantaged at long ranges
- Disadvantaged at mid ranges
- Disadvantaged at short ranges
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Changes
- Near accuracy from 0.45 to 0.47
- Mid accuracy from 0.39 to 0.43
- Far accuracy from 0.3 to 0.29
- Near range distance from 4 to 0
- Mid range distance from 20 to 25
- Added a received accuracy modifier of 1.087
Riflemen
- Performs moderately at all ranges; excels against other rifled units at short-mid
- Vulnerable at long ranges
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Versus Grenadiers
- Slightly advantaged at long ranges
- Advantaged at mid ranges
- Advantaged at short ranges
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Versus Sturmpioneers
- Advantaged at long ranges
- Disadvantaged at mid ranges
- Disadvantaged at short ranges
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Changes
- Near accuracy from 0.6 to 0.62
- Mid accuracy from 0.55 to 0.58
- Far accuracy from 0.5 to 0.45
- Near range distance from 6 to 3
- Far cooldown modifier from 1 to 1.25
- Added a received accuracy modifier of 0.97
- Build time from 25 to 28 seconds
Bug and Gameplay Fixes
T34
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Reload time set to correct value, was unintentionally lowered when the KV-1 was modified
- Reload time from 5.2-5.8 to 6.2-6.8 seconds
53K 45mm AT Gun
- Target size from 1 to 16; this increases the likelihood of the gun itself being hit when decrewed and manually targeted.
Barrage Abilities
- Fixed an issue which caused the main gun to become disabled if the unit’s barrage ability was interrupted before completion. e.g. M8A1 HMC.
- Resolved an issue which allowed players to subvert the recharge timer if they canceled the barrage at a certain point in its animation. e.g. B4 Howitzer Barrage
Ability Refunds
- Interrupted or canceled abilities now properly refund the cost and reset the cooldown timer of the ability.
Salvage
- Salvage can no longer be activated on a team weapon which is in the process of being recrewed
Recrewing
- Reduced sim side delay when a squad is attempting to recrew a weapon; recrewing should occur 0.25 seconds quicker as a result.
Major ‘Establish a Treat Point’ Ability
- No longer allows the major to recrew an abandoned vehicle
HMG
- Resolved a number of gameplay issues related to heavy machine guns. This includes issues with selection, positioning, and retreating.
Unit Speech
- Resolves a number of issues related to unit speech or missing speech
Pathfinding
- Vehicles will now be better at driving through narrow passages, they will be less likely to get stuck
- Vehicles will now be less likely to enter a tight spot, thereby reducing the occurrences of on-the-spot pivots
- Improved the way three point turns are executed
- Improved the way vehicles respond to facing orders
Update for September 9th, 2014
The following updates to Opponent AI were not included in the notes for Tuesday's update. We apologize for the omission. Those notes have now been updated.
- AI squads now move to ability max range before starting an ability. This prevents the AI from throwing grenades at the position the target was at when it started moving to ability range.
- AI barrage abilities now target squads instead of position when the ability was started.
- AI min army units is now compared against offensive squads that can move and not all squads. This fixes an issue with the OKW counting base flak defenses and trucks and thinking their army was too big.
- Fix uninitialized variables in AITaskRetreatState that caused squads to sometimes wait forever to retreat.
- Fixed an issue of AI not paradropping team weapons on Easy difficulty.
- Improved AI use of Sturm Tiger reload ability.