In our previous updates we attempted to make balance adjustments specifically targeted at the OKW to solve certain problems that the community has been reporting.
As military strategist Carl von Clausewitz said, “No campaign plan survives first contact with the enemy.” These changes had several positive results, but also raised new issues. Feedback from the community caused us to examine the data that we’ve been collecting again, pulling additional stats and have decided to reverse some of these changes.
We will continue to work to address the original issues raised by the community, but feel strongly that undoing these changes now is the best for current balance in Company of Heroes 2. We appreciate the feedback that everyone has given, and will continue to listen to and consider your views.
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.
- Population from 6 to 4
- Mid accuracy from 0.5 to 0.55
- Far accuracy from 0.16 to 0.35
- Rate of fire from 12 to 8
- Moving accuracy from 0.75 to 0.5
- Moving burst multiplier from 0.5 to 0.1
- Moving cooldown multiplier from 0.25 to 0.125
- Suppression from 0.0053 to 0.008
The previous increase in munition rate for the OKW significantly increased their potency within 3v3 and 4v4 environments to a point where it became problematic. This compounded a number of issues which resulted in the faction significantly over performing relative to its counter parts. Until we are better able to identify and resolve those compounding factors, we are going to revert the munition change to a lower value.
- Munition rate from 100% to 80%