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Found 60 results

  1. Clef pour tenter de gagner un commandant soviet chez Alienware : https://www.alienwarearena.com/giveaway/company-of-heroes-2-exclusive-multiplayer-commander-giveaway/ Stay tuned !!
  2. http://www.coh2.org/ladders/playercard/steamid/76561197973216282 On espère tous que cette fonctionnalité sera intégrée directement au jeu sans passer par steam. Source : https://www.coh2.org/news/6797/company-of-heroes-2-ladders-go-live
  3. À propos du DLC : En hiver 1942, l'Armée rouge combattit vaillamment pour protéger Stalingrad de la progression allemande, apparemment impossible à arrêter. Contre toute attente, les Soviétiques réussirent à stopper l'avancée fasciste et entreprirent de contre-attaquer avec les opérations Uranus et Saturne. Le succès de cette campagne piégea la 6e armée de la Wehrmacht à Stalingrad, et permit à l'Armée rouge de remporter la victoire qui changea la donne de toute la guerre. Prenez le commandement de l'Armée rouge dans une série de scénarios, de batailles et de défis basés sur cette victoire historique. Vos décision stratégiques libéreront les Soviets des griffes de la défaite pour les mener vers une victoire écrasante. Scénario coop: Tenaille de Kalatch, KALATCH, RUSSIE, URSS 22 novembre 1942, L'Opération Uranus bat son plein. À présent, la gigantesque tenaille s'apprête à se refermer sur le hameau endormi de Kalatch-sur-le-Don, à quelque 70 kilomètres à l'ouest de Stalingrad. Le 26e corps de chars soviétique attaque par le nord, tandis que le 4e corps mécanisé approche par le sud. Les forces soviétiques doivent agir vite pour s'emparer des positions et des ressources clés de la ville avant de lancer l'attaque finale contre le pont stratégique enjambant le Don. Défi solo: Raid de Tatsinskaya, AÉRODROME DE TATSINSKAYA, RUSSIE, URSS 24 décembre 1942, L'Opération Petite Saturne est en cours pour écraser les forces allemandes encerclées qui résistent à Stalingrad, mais l'appui aérien de la Luftwaffe permet à la 6e armée allemande prise au piège de rester bien approvisionnée. Le 24e corps de chars de l'Armée rouge s'enfonce en territoire ennemi. Il doit prendre l'aérodrome allemand de Tatsinskaya et détruire les appareils qui s'y trouvent. Défi solo : Défense du pont, LE DON, RUSSIE, URSS 18 novembre 1942, Contrainte d'attendre l'aviation, l'Armée rouge doit retarder l'Opération Uranus à la dernière minute. Les partisans et les troupes irrégulières ont déjà manœuvré pour prendre un pont clé sur le Don et doivent maintenant le défendre contre les attaques déterminées des Allemands. L'Armée rouge est en route mais, pour l'heure, les défenseurs doivent se débrouiller. Bataille IA : Tempête d'Hiver, PRÈS DE STALINGRAD, RUSSIE, URSS Décembre 1942, La Wehrmacht a lancé l'Opération Tempête d'Hiver pour tenter de dégager sa 6e armée piégée à Stalingrad. Les Soviétiques doivent bloquer cette attaque pour empêcher les fascistes de s'échapper de la ville. Bataille IA : Résistance de Stalingrad, STALINGRAD, RUSSIE, URSS Décembre 1942, Des mois de sanglants combats rapprochés ont mené à prendre un tournant décisif visant à s'emparer de Stalingrad. Avec l'opération Uranus, la 6e armée allemande s'est retrouvée isolée et encerclée au sein de la ville. Les Allemands, dont les provisions fondaient comme neige au soleil, n'ont eu d'autre choix que de tenter une évasion désespérée. L'Armée rouge doit repousser cette tentative à tout prix. Batailles IA en coop : Victoire à Stalingrad, STALINGRAD, RUSSIE, URSS Décembre 1942 Des mois de sanglants combats rapprochés ont mené à prendre un tournant décisif visant à s'emparer de Stalingrad. Avec l'opération Uranus, la 6e armée allemande s'est retrouvée isolée et encerclée au sein de la ville. Les Allemands, dont les provisions fondaient comme neige au soleil, n'ont eu d'autre choix que de tenter une évasion désespérée. L'Armée rouge doit repousser cette tentative à tout prix. Source : https://store.steampowered.com/app/231480/Company_of_Heroes_2__Victory_at_Stalingrad_Mission_Pack/
  4. Prochainement disponible dans la rubrique téléchargement 😄 Source : https://www.coh2.org/news/9268/coh2-replay-analyzer
  5. SEPTEMBER 2019 PATCH PREVIEW - VERSION 1.3 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. WEHRMACHT 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 Starting Resources 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 Bofors 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 Riflemen Flares 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
  6. SEPTEMBER 2019 PATCH PREVIEW - VERSION 1.3 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. WEHRMACHT 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 Starting Resources 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 Bofors 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 Riflemen Flares 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 Voir la totalité de article
  7. SEPTEMBER 2019 PATCH PREVIEW - Version 1.2 Changes August 22nd 2019 OKW Starting Resources 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 Pershing 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 Mobilize Reserves 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 Comet 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
  8. SEPTEMBER 2019 PATCH PREVIEW - Version 1.2 Changes August 22nd 2019 OKW Starting Resources 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 Pershing 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 Mobilize Reserves 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 Comet 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 Voir la totalité de article
  9. Feral Interactive (le développeur derrière la version macOS et GNU/Linux de CoH 1 et CoH 2) va proposer de jouer une campagne où l'on pourra incarner deux compagnies américaines durant le débarquement en Normandie sur iPad. Le jeu est annoncé pour cet automne. Pas d'achat dans l'application. Par contre, le prix n'a pas encore été indiqué ni si la campagne du jeu sera fortement tirée de CoH 1. 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. Sources : 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/
  10. Feral Interactive (le développeur derrière la version macOS et GNU/Linux de CoH 1 et CoH 2) va proposer de jouer une campagne où l'on pourra incarner deux compagnies américaines durant le débarquement en Normandie sur iPad. Le jeu est annoncé pour cet automne. Pas d'achat dans l'application. Par contre, le prix n'a pas encore été indiqué ni si la campagne du jeu sera fortement tirée de CoH 1. 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. Sources : 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/ Voir la totalité de article
  11. Le mod avec un nouveau commandant par faction est désormais dans sa dernière version. Les commandants seront ajoutés dans le jeu entre fin mai et début juin. Il y aura sûrement encore quelques ajustements dans la version finale mais ils seront mineures. La mise à jour restera très proche des notes affichées ci-dessous. Voici les notes complètes de la dernière version du mod :
  12. Le mod avec un nouveau commandant par faction est désormais dans sa dernière version. Les commandants seront ajoutés dans le jeu entre fin mai et début juin. Il y aura sûrement encore quelques ajustements dans la version finale mais ils seront mineures. La mise à jour restera très proche des notes affichées ci-dessous. Voici les notes complètes de la dernière version du mod : Voir la totalité de article
  13. Le mod pour tester les nouveaux commandants est passé en version 8.0.
  14. Le mod pour tester les nouveaux commandants est passé en version 7.0.
  15. Le mod pour tester les nouveaux commandants est passé en version 8.0. Voir la totalité de article
  16. Le mod pour tester les nouveaux commandants est passé en version 7.0. Voir la totalité de article
  17. Le mod pour tester les nouveaux commandants est passé en version 6.0.
  18. Le mod pour tester les nouveaux commandants est passé en version 6.0. Voir la totalité de article
  19. Le mod pour tester les nouveaux commandants est passé en version 5.0.
  20. Le mod pour tester les nouveaux commandants est passé en version 5.0. Voir la totalité de article
  21. Le mod pour tester les nouveaux commandants est passé en version 4.0.
  22. Le mod pour tester les nouveaux commandants est passé en version 4.0. Voir la totalité de article
  23. Le mod pour tester les nouveaux commandants est passé en version 3.0. Source : https://community.companyofheroes.com/discussion/comment/284016#Comment_284016
  24. Le mod pour tester les nouveaux commandants est passé en version 3.0. Source : https://community.companyofheroes.com/discussion/comment/284016#Comment_284016 Voir la totalité de article
  25. Le mod pour tester les nouveaux commandants est passé en version 2.0. Source : https://community.companyofheroes.com/discussion/comment/283830#Comment_283830
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