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24 résultats trouvés

  1. Salut, Image source de Denman Rooke Pour ceux qui voudrait voir la liste des changements qu'apporte les mises à jour du jeu, voici les changelogs (sort de journal des modifications du jeu) classés par date. Plus vous avancerez dans les commentaires, plus vous aurez des mises à jour récentes. Comme vous l'aurez remarqué, les changelogs sont en anglais. C'est pourquoi j'ai fais une parenthèse traduction pour les non adeptes de la langue de Shakespeare ou pour ceux qui veulent des piqûres de rappel. Les mots anglais qui vont suivre, suivi de leur traduction, sont les principaux mots à connaitre pour comprendre un changelog. Si vous en voyez d'autre, n'hésitez à les rajouter. Comprendre les changelogs : Source : Forum officiel du jeu
  2. Mithiriath

    Changelog CoH (Steam)

    Salut, Pour ceux qui voudrait voir la liste des changements qu'apporte les mises à jour du jeu, voici les changelogs (sort de journal des modifications du jeu) classés par date, de la plus récente à la plus vieille. Source : http://community.companyofheroes.com/forum/company-of-heroes/company-of-heroes-general-discussion/12895-company-of-heroes-changelog
  3. Salut, Relic a annoncé lundi dernier que la trêve était finie et qu'ils allaient déployé un nouveau patch mi-décembre. Il porte le doux nom de December Balance Preview et sortira dans sa première version sous forme de mod sur le Steam Workshop disponible à ce lien. Cette mise à jour sera en partie basée sur le travail qui avait été fait avec le Winter Balance Preview (qui n'est jamais sorti) accompagné de nouvelles modifications. Dans le désordre, voici ce qui prévu dans les grandes lignes dans ce patch : refonte de 2/3 commandants par faction qui prennent la poussière (plus d'infos lors du DBP v2), réduction de l'efficacité de certains char lourds d'élite de l'Axe pour les rendre moins spammable et moins dominant en 3v3/4v4, réduction de l'efficacité de nettoyage d'unités de certaines compétences hors-carte (aussi appelé one-click squad wipes), réajustement des unités dominant la meta (principalement soviet comme la Dshka et Bataillon disciplinaire) pour améliorer la stratégie et la diversité, réajustement des rangs de vétéran OKW 4 et 5, réajustement des points de replis avancés des factions OKW et UKF, rééquilibrage des cartes par la communauté et ajout de nouvelles cartes 2v2. DBP mod disponible sur le Steam Workshop à ce lien : http://steamcommunity.com/sharedfiles/filedetails/?id=1188134341 Ci dessous la version 1 du DBP : DECEMBER BALANCE PREVIEW V1.0 We are happy to announce the December Balance Preview! Please note the changes below are NOT FINAL and will be undergoing weeks of iteration based on the community's feedback and extensive playtesting in the DBP Mod (which will be publicly available on the Steam Workshop later this week). For more info on what will be included in the December Update and the formerly suspended Fall Balance Preview, please check out our Blog. For any feedback you have regarding the proposed changes below, make sure to post in out DBP Balance Feedback and DBP Bug thread located in the Balance Feedback section of the forums. DBP Goals Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch (More info to come - to be included in V2 of the DBP Mod) Tone down the effectiveness of some the Axis’ elite, heavy tanks to make them less spammable and dominant in team games Tone down the squad wiping effectiveness of some over performing, off-map abilities Adjust some of meta dominating units (primarily Soviet) to improve strategic / competitive diversity Improve strategic diversity and quality of life by making minor adjustments to redundant, underused and generalist units Primary Focus Revitalizing 2 – 3 underused commanders for each faction (more info to come - to be included in V2 of the DBP Mod) Continuing the work from the Fall Balance Preview’s highest rated changes Secondary Focus Adjustments to units dominating the current Soviet meta in competitive play * Lend Lease Commander * Maxims & Penals adjustments * Conscripts Adjustments to select heavy tanks that are currently over performing in team games * OKW Panther V * Elefant * Jagdtiger Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy (More info to come) Adjustments to OKW and UKF Forward Retreat Points to come with a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games) Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes General improvements to help with quality of life and strategic diversity GENERAL Blitzkrieg/Overdrive/War Speed/Step On It * These movement boost abilities will now cease when the vehicle receives an engine critical. Forward Retreat Points * UKF FRP requires Company Command Post. * OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established. * OKW Battlegroup unable to reinforce if cut-off from friendly territory. * Reinforcement cost (global) increased by 20% while FRP ability is active * 2 minute cooldown when FRP ability is deactivated * 30 sec cooldown when FRP ability is activated (i.e., can't be deactivated for 30s after being turned on) Sandbags and Ghosting * All sandbags standardized to 240 health and 35 armor. * Ostheer sandbags build-time from 60 to 45 * Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct Repair Speeds USF Rear Echelon & British Royal Engineers: Vet 0 repair speed reduced from 2 to 1.6 Vet 2 repair bonus decreased from 1 to 0.5 Heavy Sapper upgrade (sappers only) decreased repair speed from 2 to 0.525 Sturmpioneers Vet 0 repair decreased from 3 to 2 Squad Behaviour * Added a squad AI behaviour where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground. * Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons) * Assist each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique * Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations. * Allied squads once again, assign support weapons (e.g., bazookas) to flanks rather than the core of the formation Smoke Barrages * Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position Fuel and Munition Caches * MP cost increased from 200 to 250 Garrisoning * Load time for buildings increased to 1 (per model) * Max load time increased to 3.25 (entire squad) * Unload time for buildings increased to 0.5 (per model) OKW Kubelwagon To decrease the manpower bleed the Kubelwagon can inflict in the early game (primarily vs USF), we have made the following changes: Decrease rear armor from 4.5 to 1.6 Decrease front armor from 4.5 to 3.5 Increase health form 190 to 240 Jagdtiger To decrease the on field dominance of the Jagdtiger against Allied tanks, the unit has received the following changes. To help keep the unit useful vs infantry, the Supporting Fire ability has received some performance enhancements. Damage reduced from 320 to 300 Accuracy reduced from 0.06/0.05/0.04 to 0.055/0.045/0.03 Range reduced from 85 to 80 Supporting Fire range reduced from 125 to 95 Engine upgrade rotation bonus removed Pop-cap increased from 21 to 23 Supporting Fire ability now available at Vet 0 Vet 1 replaced with Supporting Fire Barrage shells increased from 3 to 5 Supporting fire changes: No longer collides with terrain Mid distance from 2.25 to 1.5 Angle scatter from 6 to 8 Distance scatter max from 8.4 to 10 Distance scatter offset from 0.1 to 0 Panther V As arguably the best non-doctrinal heavy tank in COH2, we felt that the unit offered too much benefit to spam and was increasingly dominate when produced in numbers. To encourage players to diversify their late game tech, we have made the following changes: Pop-cap increased from 16 to 18 Decreased moving accuracy from 0.65 to 0.5 Increased moving scatter from 1.7 to 2 Vet 2 +10 % armor bonus removed (also affects command Panther) Combat Blitz +100% accuracy bonus reduced to +20% (affects all OKW vehicles) Sturmtiger * Abandon critical now only occurs from ballistic weapons * The Sturmtiger Abandon Critical while reloading chance reduced from 50% to 25% * Damage reduced from 640 to 580 * Manpower cost increased from 560 to 620 * Fuel cost increased from 160 to 180 * Population cost increased from 18 to 20 * All random critical types removed except for vehicle stun Le.ig * Now has access to a smoke barrage ability WEHRMACHT Elefant Damage has been reduced to prevent the Elefant from two-shotting most Allied tanks. Damage from 320 to 300 Pop-cap increased from 20 to 22 Panther V Unlike the OKW Panther, we feel the OST Panther is more or less in a good spot. However, to make it somewhat more reliable in combat, the variable reload time of the main gun has been reduced. Pop-cap increased from 16 to 18 Vet 2 +10 % armor bonus removed Reload time decreased from 5.8 - 6.7 to 5.2 - 5.6 (reload time does not include wind-up) Stuka Dive Bomb * Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08 * Increased Munitions cost from 160 to 200 * Removed critical hit modifier Stuka close air support * CAS loiter no longer deals deflection/penetration criticals on attacked vehicles SOVIET M4C Sherman The M4C Sherman has been tied to Soviet Tier 4 tech to prevent it from being spammed and to encourage players to diversify their tech. Now required the Mechanized Armor Kompenya to be constructed. CP cost decreased to 0 Penal The Penal Squad has received some minor adjustments to bring it more in line with its cost and to reduce its effectiveness as a powerful generalist unit by offering a more distinct choice between anti-infantry and anti-vehicle. Moving cooldown from 0.5 to 0.75. Reinforce cost increased from 25 to 27 Veterancy requirements increased from 540/1080/2160 to 640/1280/2560. Regular Satchels no longer collide with vehicles. Targeted Anti-Vehicle Satchels now require the PTRS upgrade. Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range. Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles. Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry. PTRS Ready Aim Time reduced from 2 to 1.25 (affects all PTRS variants) Dshka The Dshka HMG has proved to be exceedingly cost effective and thus the adjustments made to the unit below will bring it more in line with its performance and make it less of a spammable unit. Increased reinforcement cost for vanilla crew from 15 to 20. Traverse speed decreased from 90 to 38 Suppression decreased from 0.00044 to 0.00030. Rate of fire multiplier decreased from 2.1/1.5/0.9 to 1.3/1.15/0.9. Setup time increased from 2 to 2.25. Fire aim time from 0.125/1 to 0.125 - 0.5. Ready aim time from 0.375-0.5 to 0.25 Population from 6 to 7 Maxim To make some slight performance improvements to the Maxim HMG, the following changes have been made: Suppression from 0.00006 to 0.000065. Nearby suppression from 1.25 to 1. Ready-Aim Time to 0.125. Fire-Aim Time to 0.125. Fire-Aim Time multipliers standardized to 0.5. Maxim Suppression Intel Bulletin Suppression bonus reduced from +5% to +1% Conscript To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made: Damage from 16 to 12 Accuracy from 0.541/0.495/0.334 to 0.7182821/0.6598548/0.55654425 Near range increased from 0 to 10 PPSH accuracy from reduced from 0.621/0.43/0.2 to 0.5645455/0.3909091/0.181818 Molotov upgrade has been merged with the Anti-tank upgrade at the HQ Veterancy changes: Vet1: Added a Received Accuracy modifier of 0.92 Vet2: Molotov range replaced with increased Molotov throw speed Vet3: Added accuracy modifier of 1.1 & Reduced Received accuracy modifier from 0.6 to 0.707 ISU-152 To make the ISU more accessible, in-line with its cost and less dominated vs other super heavy tanks such as the Jagdtiger, the following changes have been made. Armor increased from 310 to 340 MP cost decreased from 720 to 680 HE Far damage increased from 0.05 to 0.15. HE AOE Distances decreased from 1.25/2.75/4.5 to 0.25/1.5/6. Concrete-Piercing and HE rounds can now bypass landscape/terrain. Scatter Distance max increased from 8.7 to 10. Angle scatter increased from 5 to 6.5. AP Shells deal 50% deflection USF Calliope To bring the Calliope more in line with other mobile artillery and less dominant at mid to short range, the following changes have been made: Pop-cap increased 16 Delay between rockets fired of 0.125 added Near AOE increased from 0.5 to 0.75 Removal of Reload Frequency HP decreased from 640 to 480 Priest The Priest has received the following changes to make it less abusive and spammable in team games. Mid AOE from 0.15 to 0.28 Creeping Barrage weapon now shares the same stats as the standard barrage weapon. Population decreased from 16 to 15. Can no longer be de-crewed. Jackson The Jackson has received a slight buff to its health to allow players to be a bit more aggressive and utilize its speed to perform more hit and run tactics. Cost increased to match performance. Health increased from 480 to 640 Fuel increased from 125 to 140 Manpower increased from 350 to 400 Rear- Echelons / Riflemen To improve Rear Echelons as a support unit and improve their usefulness at different stages of a match, the following changes have been made: Smoke moved from Riflemen to Rear Echelon (Lieutenant retains smoke) Rear Echelon now have access to the Light M7 mine at a cost of 15 Munitions per mine BRITISH British Trench * British Trench now capturable by enemy troops * Cost reduced from 50 MP to 0 (free) * Can only be built in captured territory (also affects OST trench) Firefly Due to the Firefly's range and accuracy, when combined with the Comet or when multiple Firefly's are fielded, this combination of tank power can prove to be overly dominate (primarily in team games). To compensate, the following changes have been made: Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.4 Moving accuracy from 0.75 to 0.55 Tulips no longer cancels move commands upon stun when hit Tulips now deal 33% damage versus infantry. Mortar Pit * Now has access to smoke barrage at Vet 0 * Vet 1 reduces smoke barrage cooldown BUG FIXES & Quality of Life Changes Fixed an issue where several vehice units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path. Fixed an issue where remanned howitzer crewmembers would cost more to reinforce Fixed an issue where certain infantry models were immune to death from flame weapons Pak43 and 17 pounder now have Prioritise Vehicles permanently on Grenadier LMG 42 now uses the proper upgrade icon. Maxim Sustained Fire now uses the proper ability icon. KV-8 Call-In ability now uses the proper unit icon. Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts. Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger 120mm Mortar flare ability not matching the weapon’s auto-fire range Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration. Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy Fixed an issue where the AI would not upgrade healing or repairs for their respective structures. Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health. Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman. Fixed an issue where officer cost and reinforce times did not match with the rest of their squad. Fixed an issue where Firefly tulips could apply their effects on infantry. The Priest no longer requires 4 models to recrew. Now requires 3. Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned. Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply. Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown. Fixed an issue where certain units could ‘double shot’. Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured. Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.] Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track. Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat. Fixed an issue where it was possible to hide the Sturmtiger aiming its shell. Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover. Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates) Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on. Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies. Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed. Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus. Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage. Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached. Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire. Fixed an issue where it was possible to stack multiple booby traps together on the same location. Fixed an issue where Prioritise vehicles would, sometimes, not show when multiple AT guns were selected together Emplacement range is now visible both when setting up and after they have been built Fixed Hammer vehicle tracking (wouldn’t refresh properly); duration decreased from 15 secs to 7 secs to compensate Recovery Sappers (UKF doctrinal) can now upgrade to heavy sappers and build structures, like vanilla sappers (QoL) Fixed an issue where some infantry squad models would cost more than 1 popcap (affected recrewed AT guns) Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry Increased medic search radius for MedHQ and made it impossible for players to place it too close to pathblocking objects (to prevent squads from being stuck) Source : https://community.companyofheroes.com/discussion/244441/december-balance-preview-changelog/p1?new=1
  4. Mithiriath

    Fall Balance Preview

    Salut, La Fall Balance Preview 1.0 est disponible sur le steam workshop. Il s'agit pour rappel d'un mode de jeu officiel de Relic développé en coopération avec des personnes de la communauté (Mr. Smith, Miragefla, SoE-Sturmpanther, Bene, Lieutenant et Shatterhand). Une fois le développement arrivé à son terme (l'automne finit le jeudi 21 décembre 2017), le mod sera passé en mise à jour. Grande première Relic s'attaque enfin à l'équilibrage des modes de jeu 3v3 et 4v4. Plus précisément sur le fonctionnement des antiaériens, des unités appelées hors-carte (call-in) et des points de retraite avancés (FRP - Forward Retreat Points) qui influent beaucoup sur ces modes de jeu sans oublier un équilibrage concernant les unités dominant la meta (comme la Dshka) et des corrections de bogues. FALL BALANCE PREVIEW We are excited to announce that our Community Curated Balance Programis back! Similar to the Winter Balance Preview and Grand Championships Balance Preview, we will be working together with a group of community balance modders to test a series of focused balance changes with the community. If the proposed changes improve strategic diversity, reduce frustrating gameplay, and receive a high approval rating from the community, they will be eligible for curation into automatch. Similar to previous curated balance changes, this will be an iterative process that will span multiple months of playtesting, feedback, review and iteration. As stated in the name, the changes proposed below are meant to act as a preview of the potential balance changes to come with the final version of the changes intended for a Fall 2017 release. A huge thank you goes out to community members, Mr. Smith, Miragefla, SoE-Sturmpanther, Bene, Lieutenant, and Shatterhand for their work and contribution thus far. The primary focus (or Scope) for this set of balance changes is on Team Game balance (primarily that of 3v3 & 4v4). Therefore, the proposed changes outlined below have been curated from players in the community with team game oriented knowledge and expertise to identify and potentially address any key, re-occurring concerns in these match types. The prioritized scope for the team game related balance changes has been focused around Tank Destroyers & On-Map Artillery. A secondary goal for the Fall Balance Preview mod will be to test some fundamental changes to how Anti-Air, Call-in Units & Forward Retreat Points work in-game. These changes will require thorough testing and high community approval ratings to move beyond being tested in the mod to being playable in automatch and thus, may not be part of the Fall 2017 release. Lastly, the scope has been expanded to include some slight adjustments to a few units currently causing dominate meta, such as the Dshka HMG team. As always, the balance preview will also include a number of Quality of Life changes as well as bug fixes. Subscribe to the Fall Balance Preview on the Steam Workshop. DISCLAIMER - The changes outlined below are NOT FINAL and are intended for extensive public / community testing. Please provide all relevant feedback to the Fall Balance Preview Feedback thread in the Balance section of the forums GENERAL CHANGES Anti-Air We have adjusted the way anti-air RNG works to ensure AA units can bring down aircrafts at a more consistent and predictable rate. As a result, aircrafts will no longer have the chance of being immediately destroyed upon entering the battlefield. • All non-cargo planes have 240 health and 35 armour. • Cargo planes have 300 health and 35 armour. • Planes that could not be attacked such as paradrop planes are still immune to AA. • Death critical on deflection removed from all AA weapons. Half-Tracks Half-tracks are being given slightly more utility by allowing them to transport the majority of weapon teams. Note that weapon teams will not fire their crewed weapons out of open-topped half-tracks. • All half-tracks can now carry mortars, HMGs and Raketenwerfers Blitzkrieg/Overdrive/War Speed/Step On It These movement boost abilities will now cease when the vehicle receives an engine critical. • The effects of speed boost abilities now becomes cancelled (without refund) if the vehicle receives any type of engine damage. • This affects all similar speed-boost type of abilities for all factions Forward Retreat Points (FRP) Forward Retreat Points are being modified to act as a mid-late game. These changes aim to bring the UKF & OKW in-line with the USF (i.e. requires the Major to access FRP) and limit players from digging in too early before counters such as light vehicles & AOE are available, particularly in team games. • UKF FRP requires Company Command Post. • OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established. • OKW Battlegroup unable to reinforce if cut-off from friendly territory. • 60 second cooldown between toggles. • 40 second delay after the FRP is triggered or turned off before the changes take effect. CALL-IN UNIT CHANGES A major goal for the Fall Balance Preview mod will be test some changes made to how call-ins work, primarily focused around call-in units. The changes proposed will either lock the call-in unit to tech, increase its call-in cooldown duration or in most cases, give the call-in unit an inflated pre-tech cost, which will be reduced to normal levels once the unit’s corresponding tech has been achieved. The intent behind these changes is to make choosing call-in units more meaningful, a choice that is dependent on the course of a match rather than a guaranteed, pre-ordained decision. This will also help prevent some of the call-in spam we are seeing from some strategies, making losing one of these units more impactful. The following call-in units have been adjusted to reflect the changes mentioned above:Soviet • IS-2 (Price Premium) • KV-1 (Price Premium) • KV-2 (Price Premium) • ISU-152 (Price Premium) • KV-8 (Price Premium) • M4C (Tied to Tech) Wehrmacht • Tiger (Price Premium) • Elephant (Price Premium) • Command Panzer IV (Price Premium)USF • Pershing (Price Premium) • M10 (Price Premium) • Sherman Bulldozer (Price Premium) • Priest/Calliope (Price Premium)OKW • Ostwind (Price Premium) • Command Panther (Price Premium) • Jagdtiger (Price Premium) • Flammpanzer 38 ‘Hetzer’ (Price Premium) • Sturmtiger (Price Premium)British • Crocodile (Price Premium) • AVRE (Price Premium) USF M10 Due to the relatively low price of the M10, the unit has received a higher mark-up in manpower when the Major has not been deployed. AP shells have had their ready-aim time reduced to fix their responsiveness when switching targets. • Call-In cost without Major tech: 450/115. • AP shell Ready-Aim Time from 2.25 to 0.125. M4 Sherman Dozer With the increased price to call-ins without the appropriate tech, the Dozer has received a number of changes to improve its effectiveness. Veterancy has been modified to be more in-line with anti-infantry breakthrough tanks and the vehicle’s AT performance is now closer to that of the Brummbar rather than the HE Sherman. • Call-In cost without Major tech: 500/175 • Penetration from 30 to 50 • Added 50% deflection damage • Moving scatter set to 1.5 from 2 • CP from 10 to 11Veterancy Changes • Veterancy 2 now provides 160 health and +5 range. • Veterancy 3 +35% horizontal traverse moved to veterancy 2. • Veterancy 2 mobility boosts moved to veterancy 3. • Veterancy requirements set from 2160/4320/8640 to 1950/3900/7800 M26 Pershing The M26 has received a slight change to its HVAP rounds to slightly lower its capability of being able to ‘double-shot’ in addition to the changes to call-ins. • Call-In cost without Major tech: 750/290 • HVAP ready-aim time from 0.5 to 2.5 M7B1 Priest The Priest has received a change to reduce its ability to be massed in team games through the use of de-crewing. In return, the unit has received a slight reduction in population while its AOE has been modified to be more in-line with other howitzers. • Call-In cost without Major tech: 600/145 • Mid AOE from 0.15 to 0.28 • Creeping Barrage weapon now shares the same stats as the standard barrage weapon. • Population from 16 to 15. • Can no longer be decrewed. M4 Sherman Calliope The Calliope has had its population increased to match other artillery units while its ability to alpha-strike soft targets has been significantly decreased. This change puts the Calliope in the role as an area denial weapon due to the increase delay in rockets. Furthermore its durability has been reduced to make the unit more vulnerable to attacks. Regardless, it still has the most health and armour of any artillery unit. • Call-In cost without Major tech: 480/180 • Popcap from 12 to 15 • Near AOE distance from 1.5 to 0.5 • Removed Reload Frequency from 9 to 0. • Cooldown from 0 to 0.3 • Health from 640 to 480 M36 ‘Jackson’ Tank Destroyer To push the M36 into the role of heavy tank hunter, we have increased the unit’s health and accuracy to better allow the unit to be more aggressive when assaulting hostile tanks, but have slightly reduced the range and increased the cost to compensate. • Health from 480 to 600 • Accuracy from 0.06/0.045/0.03 to 0.06/0.05/0.04 • Fixed an issue where HVAP Rounds were unresponsive when switching targets • Range from 60 to 55 • Cost from 350/125 to 400/145 M15 AA Half-Track The AA half-track has received reduced damage against aircraft when using its machine guns to compensate for its three AA guns. The 37mm has been unchanged. • Machine Guns: 200% penetration, 50% damage versus aircraft. M2HB Mounts • 20 penetration versus aircraft. 0.5 damage vs aircraft. M4 Smoke Launchers Previously smoke deployed from a Sherman did not scatter. This made the multiple shells redundant. The change will allow the smoke to blanket a larger area and also be useful for covering an advance into an area that has yet to be scouted. • FOW scatter multiplier from 1 to 1.25 • Scatter max distance from 1.5 to 8 Captain and Lieutenant We have standardized all the models in the Lieutenant and Captain squad to ensure the player only pays a single price for reinforcing both the officer and regular infantry models. As a result their price has also been slightly decreased, but non-officer squad members are now slightly more expensive to reinforce. • Squad costs to 280. Reinforce for every members now standardized to 28. Major Like the Lieutenant and Captain, we have standardized the cost of the whole squad to a single reinforce value. The Major’s price remains the same. • Reinforce for every member now standardized to 25 BRITISH M4A2 Sherman Firefly We are lowering the accuracy of the Firefly to be on-par with other tank destroyers and reducing its moving accuracy to be in-line with its role as an anti-armour hunter. Tulips have also been modified, mainly for team games, to prevent devastating alpha strikes. The rockets will no longer completely stop a tank’s movement to prevent them from cancelling a player’s movement commands. • 17 pounder accuracy from 0.08/0.07/0.05 to 0.055/0.045/0.4 • Moving accuracy from 0.75 to 0.5 • Tulips no longer cancels move commands upon stun. 17 Pounder ATG Nest The population of the 17 Pounder has been adjusted to better reflect its value and match its counterpart, the Pak 43. • Population from 20 to 14. Mortar Pit The mortar pit is being adjusted to be less powerful and unable to cover such a large area on its own. To compensate for these adjustments, the unit will be cheaper to give the British faction more readily access to indirect-fire and smoke. Basic changes • The mortar pit now spawns with a single mortar. • Cost reduced from 400MP to 240MP. • Population from 8 to 6. • Health from 700 to 600. • Armor from 5 to 2 Advanced Mortar Pit Upgrade • The pit can upgrade a second mortar for 160 MP. This increases the unit’s population by 3. • Upgrade increases armor by 3 and health by 100. Reduces the cooldown of all barrages by 33% Auto-Fire and HE Barrage • Autofire range reduced from 120 to 85 • HE barrage range reduced from 150 to 120 • HE Barrage cooldown reduced from 75 secs to 60 secs Smoke Barrage • Smoke Barrage range from 120 to 150 • Smoke Barrage range available from the start and on a separate cooldown from HE barrage • Only one mortar will engage in smoke barrages Veterancy • Veterancy requirement from 480/960/1920 to 960/1920/3840. • Veterancy 1: Smoke barrage unlock to -15% Smoke Barrage cooldown Bofors The Bofors has had its AOE profile adjusted to be more effective against garrisons to match other autocannons. • Max weapon elevation from 75 to 90. • 40mm unchanged against aircraft. • Garrison damage from 0.25 to 0.35. • Garrison accuracy from 0.4 to 0.5. • Far AOE from 1 to 0.05. • Damage all in hold from False to True. Centaur AA Tank We have modified the Centaur’s AA profile to make it more effective as an AA unit. Furthermore we are increasing the unit’s power versus garrisons by allowing it to apply AOE to multiple members in a squad. The unit’s performance against infantry in heavy cover has also been fixed where it previously only received an accuracy penalty. • 115% Damage vs aircraft. • Heavy cover damage from 1 to 0.5. • Light cover accuracy from 1 to 0.5. • Garrison damage from 0.5 to 0.35. • Garrison accuracy from 0.4 to 0.5. • Damage to all in hold set to True. • Far AOE from 1 to 0.05. Churchill Crocodile The Crocodile’s flamethrower damage is being toned down to match other flamethrowers. Previously the unit had a second ‘hidden’ flamethrower attached to its profile that caused it to deal more far damage than other flamethrower tanks. • Call-in cost without Hammer or Anvil research: 800/290 • Second “hidden” Flamethrower weapon removed. • Flamethrower damage from 10 to 12. • Burst duration from 1/2 to 3. • Flamethrower minimum range removed. • Main turret now receives attack orders. Churchill AVRE • Call-in cost without Hammer or Anvil research: 750/175 Raid Operation Raid Operation’s cost has been adjusted to closer match its value. • Affected vehicles now capture and de-capture points at normal speeds rather than at higher than usual values. • It is no longer possible for pinned squads to capture sectors. WEHRMACHT Ostwind The Ostwind has had its damage increased against aircraft as part of the AA rework. It should now destroy most planes in four rounds at veterancy 0 and three rounds at veterancy 2. The Ostwind has also had its minimum range removed to match all other AI tanks and its projectile will no longer collide with terrain/landscape to improve its AI performance on rough ground. • Minimum range removed. • 150% Damage versus aircraft. 200% damage versus aircraft at veterancy 2. • Projectile no longer collides with landscape or terrain. • Changes also affect OKW Ostwind. MG-42 Mounts • 15x penetration versus aircraft. 50% damage vs aircraft. Elefant The Elefant has received a damage reduction to reduce the unit’s effectiveness against medium tanks and tank destroyers. Previously, units like the Elefant were found to be too dominant in team games thanks to their ability to shutdown all forms of Allied armour while remaining relatively population efficient. • Call-in cost without Battlephase 3: 900/310. • Damage from 320 to 280. • Population from 20 to 23. Tiger The Tiger is receiving a mobility and speed boost to better reflect the Tiger’s position between the more armoured IS-2 and the faster Pershing. Note these changes do not affect the Tiger Ace. • Call-in cost without Battlephase 3: 800/290. • Speed from 4.7 to 5.4. • Acceleration from 1.5 to 1.8. • Deceleration from 1.8 to 2. Command Panzer IV • Call-in cost without Battlephase 3 or Support Armor Korps: 450/160. StuG-G The StuG-G’s Target Weak Point is being moved in-line with units like the Puma. Previously the ability lasted for too long, disabling a targeted vehicle for the majority of the fight. The ability will now need to be used in conjunction with other assets. The Target Weak Point ability has received certain QoL changes that will allow the Stug to aim and fire the ability while moving. • Population from 8 to 10. • Target Weak Point duration from 15 to 5. • Target Weak Point damage from 160 to 80. • Target Weak Point now Blinds the target in addition to disabling the target’s weapons. • Target Weak Point will always penetrate. StuG-E The StuG-E is losing its TWP ability. To push the unit towards its general anti-infantry role, it is gaining a pintle machine gun to help defend itself against infantry trying to close the distance. • Veterancy 1 ability from TWP to free pintle machine gun (same MG as the StuG-G). LeFH • Cost changed from 600MP to 400MP/50FU. Panzerwerfer Suppression is being removed from the Panzerwerfer. This unit could destroy infantry far too easily due to the fact players would lose control of their troops when the barrage landed. • Suppression removed from rockets. Stuka Dive Bomb The Stuka has received a cost increase and removal of its instant death critical against infantry to better reflect its pin-point accuracy, lack of flare warning and large AOE radius. • Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08. • Increased cost to 200. • Will no longer instantly kill infantry within its AOE radius. Previously it could instant kill any infantry model up to 15 in-game meters. OKW 251 Flak Half-Track The unit will now be able to better track approaching aircraft passing overhead. Previously a 251 could fail to fire if aircraft flew right above the half-track. • 200% increased damage versus aircraft. • Max weapon elevation from 45 to 90. Le.ig 18 The changes outlined below increase the unit’s micro requirements, but will now perform more effectively versus fortified position. The unit has also gained smoke barrage to assist the OKW with providing cover and flanking the enemy. • Auto-fire range from 100 max, 40 min to 70 max, 30 min • Barrage range from 100 max, 40 min to 85 max, 25 min • Now has access to Smoke Barrage ability - fires four rounds at the target area. • AOE Radius from 3 to 3.5. • AOE distance from 0.75/1.5/2.25 to 0.75/1.75/3. • Max scatter from 5 to 7 (all attacks) • Angle Scatter from 6 to 6.75 • Auto-fire reload from 6.5-7.1 to 4.25 • Firing cone from 20 to 5 • Weapon horizontal speed from 3 to 8. • Cost from 330 to 280 • Penetration from 75 to 35 • Population from 9 to 8Veterancy Changes • Veterancy 1 range boost replaced by Hollow Charge Shot. This ability is an direct-fire targeted anti-vehicle attack that deals 120 damage and has 200 penetration. Costs 15 munitions. • Veterancy 2 bonuses replaced with -15% reload speed and 33% increased range on the smoke barrage. • Veterancy 3 also reduces smoke barrage recharge by 33%. LeFH • Cost changed from 600MP to 400MP/50FU. Jagdpanzer IV The Jagdpanzer IV is receiving a reduction in terms of its veterancy power. Previously, a veteran Jagdpanzer proved to be too powerful due to its incredibly high damage when attacking from stealth, ability to self-spot without penalty to its max range, while also being very well-protected against tank shells. The Jagdpanzer stealth capabilities is also being moved in-line with other vehicles. • Detection radius from 10 to 20.Veterancy Changes • Veterancy 5 First-Strike damage from 400 to 200. • Veterancy 2 sight bonus replaced by 20% weapon accuracy. • Veterancy 2 armor bonus removed. Jagdtiger The Jagdtiger is receiving significant changes to lower its dominance in team games. The changes will make the Jagdtiger less potent against the majority of Allied. At the same time, Support-Fire will now be available without the need for veterancy to allow the Jagdtiger to support attacks against non-vehicle targets. Support-Fire has been modified in terms of damage output as the ability no longer collides with terrain or landscape. • Call-In without Schwerer Panzer Headquarters: 900MP/350FU. • Accuracy from 0.06/0.05/0.04 to 0.05/0.0375/0.025. (Matches Elefant accuracy) • Damage from 320 to 280. • Range from 85 to 78. • Supporting Fire range from 125 to 85. • Veterancy 4 rotation bonus removed. • Engine upgrade no longer provides a 20% rotation bonus. • Population from 21 to 24. • Jagdtigers now suffer a short stun (disables main gun and reduces speed by 70% for 3 secs) upon receiving penetrating hits on rear armor. Ignored when the Jagdtiger reaches veterancy 5. Supporting Fire • Supporting Fire projectile now ignores terrain/landscape. • Supporting Fire now available without veterancy. • Veterancy 1 increases Supporting Fire rounds from 3 to 5. • Jagdtiger Supporting Fire scatter from 6 to 8. Distance Scatter Max from 8.4 to 10 • Supporting FIre mid AOE from 2.25 to 1.5 Ostwind • Call-In without Schwerer Panzer Headquarters: 350/125. • Refer to Ostheer Ostwind changes above. Flammpanzer 38 ‘Hetzer’ • Call-In without Schwerer Panzer Headquarters: 350/125. Command Panther • Call-In without Schwerer Panzer Headquarters: 700/280. Sturmtiger • Call-In without Schwerer Panzer Headquarters: 700/200. 251 Walking Stuka The AOE and scatter have been adjusted to make the unit less devastating, particularly against team weapons that it could generally wipe out in one barrage. In return the cost has been reduced and the population made to match the other rocket launchers. • Health from 320 to 160. • Cost from 390/100 to 360/85. • Build-time from 60 to 45. • Population from 14 to 12. • AOE damage from 1/0.15/0.05 to 1/0.15/0.01. • AOE distance from 2/4/6 to 0.5/5.5/7. • Angle Scatter from 0 to 9. • Distance scatter max from 0 to 10.5. • Distance scatter ratio from 0 to 0.0875. • FOW scatter multipliers from 1 to 1.25. Base Flak Emplacement The base emplacements are no longer being allowed to target aircraft. If a player wants to deny aircraft, they must now invest into proper AA such as the Schwerer Panzer HQ or 251 Flak Half-Track. • Can no longer target aircraft. Flak Emplacement • 25% increased damage against aircraft. Sturm Offizer • Offizer model Reinforce from 50 to 35 . • Reinforce time from 16 to 7. Kubelwagon To make the Kubelwagon more vulnerable to light-arms fire and cause less manpower bleed in the early game, the following changes have been made. • Armour from 4.5/4.5 to 2.5/2. • Health from 190 to 220. OKW Starting Weapon Crews The starting crews for OKW team weapons were currently performing as well as regular Volksgrenadiers unlike traditional weapon teams while their received accuracy on certain weapons was lower, making them more durable against small-arms. This has been adjusted to match other weapon crews. • Now use a unique variant of the Kar98k rather than the Volksgrenadier version to match other weapon teams. • Reinforce from 25 to 22. • Raketenwerfer Crew received accuracy from 0.85 to 1. • MG-34 Crew received accuracy remains at 1.25. • Le.ig 18 Crew received accuracy from 0.85 to 1.25 SOVIETS Penal Battalion The Penal battalion is receiving a reduction in their potency regarding their on-the-move performance to be more in-line with other infantry. Furthermore, Penals will now need to upgrade PTRS rifles to have the ability to stick Satchels to vehicles. This will force players to purchase upgrades, reducing their AI power in return, if they want to ward off vehicles. The Anti-Vehicle Satchel, however, will now be made more reliable as players will have a clear indicator of which squads they will need to avoid. The veterancy requirements of the Penal squad have also been increased to better match their price and power. • Moving cooldown from 0.5 to 0.75. • Veterancy requirements increased from 540/1080/2160 to 640/1280/2560. • Regular Satchels no longer collide with vehicles. • Targeted Anti-Vehicle Satchels now require the PTRS upgrade. • Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range. • Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles. • Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry. 1910 Maxim HMG The Maxim is receiving some boosts to its ability to acquire and respond to targets within its arc. Base suppression is being raised to help the Maxim perform its intended role and its rate of fire at distance is being increased where it suffered the most. This change will boost both damage and suppression at long-range. • Suppression from 0.00006 to 0.000065. • Nearby suppression from 1.25 to 1. • Ready-Aim Time to 0.125. • Fire-Aim Time to 0.125. • Fire-Aim Time multipliers standardized to 0.5. • Rate of fire far modifier from 0.9 to 1.15. Dshka HMG Team We are reducing the Dshka’s raw performance and increasing its population, along with its reinforce, to be in-line with other HMGs. Previously the unit’s high suppression allowed it to ignore most sources of cover on-top of having incredibly high damage at short-to-mid distances that required triple the # of machine guns to match. • Increased reinforcement cost for vanilla crew from 15 to 20. • Traverse speed decreased from 90 to 38. • Suppression decreased from 0.00044 to 0.00030. • Rate of fire multiplier changed from 2.1/1.5/0.9 to 1.3/1.15/0.9. • Setup time increased from 2 to 2.25. • Fire aim time from 0.125/1 to 0.125/0.5. • Ready aim time from 0.375-0.5 to 0.25. • Population from 6 to 7. IS-2 • Call-In cost without Mechanized Armor Kompenya tech: 800/290. • Veterancy 1 ‘Secure Point’ ability replaced with OF-471 Fragmentation Shell. This ability is a targeted ability that fires a HE shell that cover a large area, but low OHK radius also applies a mini-stun to vehicles hit. Ignores landscape and terrain. ISU-152 The ISU-15 is being made more reliable in its role as an anti-personnel and anti-fortification assault gun. The HE and Concrete-Piercing shells will no longer collide with terrain such as hills. To adjust for this change, the HE shells are being given less OHK radius against infantry and higher scatter but a lower damage drop-off at distance to prevent it from wiping out full squads in a single hit. Its population is also being raised to match other heavy tank destroyers/assault guns. • Call-In cost without Mechanized Armor Kompenya tech: 900/325. • Population from 20 to 23. • HE Far damage from 0.05 to 0.15. • HE AOE Distances from 1.25/2.75/4.5 to 0.25/1.5/6. • Concrete-Piercing and HE rounds can now bypass landscape/terrain. • Scatter Distance max from 8.7 to 10. • Angle scatter from 5 to 6.5. M4C Sherman Due to the prominence of this general-purpose tank that can be readily deployed without requiring any sort of tech and its effectiveness against most targets, the unit is now being moved in-line with its T-34/85 counterpart. It will now require the Mechanized Armor Kompenya to be produced. • Now required the Mechanized Armor Kompenya to be constructed. KV-1 To emphasize the KV-1’s role as defensive tank meant to absorb damage for lighter units, we are increasing its health to allow the unit to take more punishment. KV-1s has also received a new veteran ability to be more in-line with its adjusted role. • Call-In cost without Mechanized Armor Kampanenya tech: 525/175. • Health from 800 to 960. • Secure Mode replaced with KV-1 Hulldown. Increases rate of fire by 15% and damage resistance by 20% after five seconds. Tank becomes immobile when active. KV-2 • Call-In cost without Mechanized ArmorKampanenya tech: 785/290. KV-8 • Call-In cost without Mechanized Armor Kampanenya tech: 485/175. • Veterancy requirements from 2070/4140/8280 to 1750/3500/7000. • Armor from 240 to 270. B4 Howitzer • Cost from 600MP to 400MP/50FU. • Population from 21 to 15. ML-20 The ML-20 is getting a boost to its mid-range AOE. Previously the ML-20 had worse damage drop-off between near and far distances compared to its counterpart, the LefH. • Cost from 600MP to 400MP/50FU. • Mid AOE from 0.15 to 0.28. Dshka Pintle MGs • 20 Penetration vs aircraft. 65% damage against aircraft. M5 Quad Mount The M5 Quad mount has been modified for the new AA system. Due to the number of rounds it fires per burst, its damage against aircraft had to be reduced to prevent it from immediately shooting down planes that enter range. An M5 should still reliably down most aircraft in two bursts, however. • 35 penetration vs aircraft. 60% damage vs aircraft. QUALITY OF LIFE CHANGES Projectiles We’ve improved the following aspects of various units that fire shells in an arced trajectory which should increase their reliability. There were a number of issues revolving around units such as: • Overshooting/Undershooting • Inconsistent Firing Arcs • Poor performance when firing over or near shot blockers • Projectiles disappearing mid-air • Fixed an issue where it was possible to double-tap fire with ISG/Pack-Howitzers This affects the following units: • KV-2 • Brummbar • StuG E • Le.ig 18 • Pack Howitzer • Sturmtiger • AVRE • M8A1 • Bulldozer Sandbags Standardization and Ghosting All sandbags have been adjusted to a standardized profile. Previously their values were inconsistent resulting in them being destroyed immediately while others could be rapidly destroyed by small-arms. Furthermore, we are addressing an issue where sandbags could be used to block their opponent, despite the fact their construction remained incomplete. Ostheer Pioneers will also build sandbags faster to be more in-line with other units due to their four man squad. • All sandbags standardized to 240 health and 35 armor. • Ostheer sandbags build-time from 60 to 45 • Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct Infantry Model Population and Soviet Weapon Teams We’ve adjusted the population of infantry to be based on the squad rather than individual models. This means that all team weapons, regardless of who crews them, will retain the same amount of pop cap. Furthermore, Soviet weapon teams and weapons that they have re-crewed will now have reduced population to match their counterparts. • All infantry model population standardized to 1 • Soviet captured or weapon teams in use have -2 population to match the population of other factions. Team Weapon Squad Formations Team weapons are being adjusted in their formations to make them less vulnerable to both AOE when they are taking cover. • Formations adjusted for all team weapons to increase spacing between models when in cover. Toggled Cloak Abilities We are reducing the amount of unnecessary clicks surrounding these abilities by allowing the following units to move at their full speed when they have been revealed, regardless if the ability is still active. • Panzer II Luchs • Jagdpanzer IV • Raketenwerfer • Soviet ATGs Smoke Barrages • Activating smoke barrages will now only order one unit at a time (similar to grenades). Previously if multiple mortars were selected, all units would fire smoke at the target position. Target Weak Point This change affects the mode of operation for TWP that applies to StuG Gs, Pak guns, Pumas and the Elefant. Target Weak Point should now only fire one shot, but the player has more time to. Furthermore, it means units with this ability can now use TWP on the move without being forced to stop when told to target hostiles. • Target Weak Point now last for 10 seconds or until the unit fires its first shot while under this ability. Activating the ability forces the unit to reload before being able to fire Battlegroup Headquarters • Medic search radius increased from 20 to 30. • The Battlegroup between now requires more distance between itself and obstacles before it can be deployed. This is to prevent it from trapping infantry models. T-70 • Projectile no longer collides with terrain/landscape. T-34 Animator State This is a simple re-introduction of assets that are already available to provide some diversity when the T-34 spawns. • T-34s now have a 50% chance of arriving on the battlefield with fuel canisters and supply boxes. Resupply Half-Track The Resupply Half-Track is being adjusted to be in-line with other transport half-tracks. • Occupant death chance from 0% to 50%. Headquarters Glider A number of issues have been fixed revolving around the glider should it crash-land. The Headquarters Glider will now also be able to rebuild the Airlanding Officer should the unit be destroyed. • Airlanding Officer limited to one, but can now be produced from the Glider. • Fixed an issue where the player could be locked out of the ability if the glider crash landed. Misc • USF Officers shield icons will now display on the unit bar when their respective tech building is being unlocked. BUG FIXES • Grenadier LMG 42 now uses the proper upgrade icon. • Maxim Sustained Fire now uses the proper ability icon. • KV-8 Call-In ability now uses the proper unit icon. • Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts. • Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers • Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer • Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger • 120mm Mortar flare ability not matching the weapon’s auto-fire range • Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration. • Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy • Fixed an issue where the AI would not upgrade healing or repairs for their respective structures. • Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health. • Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman. • Fixed an issue where officer cost and reinforce times did not match with the rest of their squad. • Fixed an issue where Firefly tulips could apply their effects on infantry. • The Priest no longer requires 4 models to recrew. Now requires 3. • Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned. • Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply. • Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown. • Fixed an issue where certain units could ‘double shot’. • Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured. • Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.] • Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track. • USF battlechatter will now reference their bazooka lines when in combat. • Fixed an issue where Fallschirmjager did not use their FG-42 voice lines. • Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat. • Fixed an issue where it was possible to hide the Sturmtiger aiming its shell. • Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover. • Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates) • Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on. • Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies. • Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed. • Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus. • Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage. • Pack Howitzer HEAT barrage no longer replaces HE barrage. Source : https://community.companyofheroes.com/discussion/244194/fall-balance-preview-changelog
  5. Winter Balance Preview Mod Le "Winter Balance Preview Mod" est disponible au téléchargement depuis hier soir via le Steam Workshop. Ce mod de moins de 2Mo vous permettra de tester en partie personnalisée les futurs changements qui constitueront peut être la future MaJ du jeu. Pas question ici, de 2 ou 3 modifications qui se battent en duel. Nous avons droit ici à du concret. L'objectif de ce patch n'est pas de traiter tous les problèmes en même temps mais de se concentrer sur quelques parties précises comme les véhicules/chars légers, la formation (alignement et espacement) des modèles composants une escouade, le camouflage des unités, le mortier USF, les bataillions disciplinaires et troupes de la garde, l'infanterie Wehrmacht et la correction de nombreux bug. Rendons à César ce qui est à Astérix, beaucoup de modifications sont tirées des mods de GGTheMachine, Mr Smith et Miragefla comme l'a aussi précisé Relic sur son forum. Espérons que ça ne soit qu'un début et que les autres bonnes idées des mods de ces 3 lurons soient aussi ajouter par la suite. Téléchargement : http://steamcommunity.com/sharedfiles/filedetails/?id=805715284 ________________________________________________________________________ Sans plus attendre, voici la liste des modifications : This balance mod has been created as a collaboration between community members and balance modders, GGTheMachine, Mr Smith, and Miragefla. The scope of this patch has been focused to a subset of priority balance concerns sourced from community feedback and balance data. These concern areas include Light Tanks/Vehicles, Squad Formations & Clumping, USF Mortar, Penals & Guards, and Wehrmacht Infantry Scaling. Through addressing potential issues in these areas, we hope to mitigate dominant meta and increase strategic diversity. For more detailed insight behind these changes, read our Winter Balance Preview blog post. To playtest these changes, subscribe to Relic's Winter Balance Preview Mod now on the Steam Workshop. GENERAL Squad formations and Clumping (INFANTRY SCALING) Unfortunately, there is a disparity in how squads are assigned formations which is impacting performance and game balance. The address this problem we have implemented the following changes: Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members) Prevent unwanted clumping when given two opposing orders in quick succession (e.g., forward & backwards to avoid an AoE projectile). Allow stealth-oriented squads to better utilize crater wherever available, without breaking their formation, but without clumping too much either Change unwanted reaction behaviour which would cause squads to break formation and put them unnecessarily into danger. Reinforcement Half Tracks/Transports (INFANTRY SCALING/LIGHT VEHICLES) We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence. Reinforcement Half-tracks now have shared veterancy from infantry squads. Load Times for all Half-tracks standardized to 2. Given a handbrake ability to prevent unwanted movement 251 Half-track can now carry mortar teams Snipers (LIGHT VEHICLES) We feel that the Sniper’s cloak ability is overperforming, making them extremely difficult to counter with infantry. To address this issues we have made the following changes: When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to return to camouflage for 10 seconds Snipers cannot cloak until out of combat for 3 seconds Stealth Changes (GENERAL) To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions: Anti-tank gun/Tank stealth changes Tanks (e.g., JP4) and anti-tank guns cannot re-cloak until out of combat for 5.5 seconds Neither type of unit can re-cloak within 10 seconds of having fired a shot Non-sniper stealth infantry changes Stealth (infiltration) infantry cannot re-cloak until out of combat for 4 seconds Stealth infantry cannot re-cloak within 10 seconds of having used an offensive ability (e.g, grenades) Mortars (GENERAL) In a recent patch, all mortars received a +33% range bonus to their auto attack at Vet 3 as where previously it was only on the barrage abilities. This escalation of mortar power made them over perform compared to other types of more costly artillery pieces that had not received this bonus such as Pack Howitzers and Mortar Half-tracks. Vet 3 no longer grants range increase to auto attacks. Puma (LIGHT VEHICLES) The Puma is receiving a damage reduction against infantry on the main gun to solidify its role as a strong vehicle hunter and soft counter to medium tanks. Main gun near AOE damage reduced from 1 to 0.33 Scatter profile changes (to improve accuracy vs vehicles) MG incremental MG accuracy removed SOVIETS Penals (INFANTRY SCALING) The combination of Penals equipped with flamethrowers, accuracy bonuses with their veterancy, and their long range Damage Per Second (DPS) of the Penal Rifles, Penal Battalions have become a dominate meta in Soviet play. Therefore, we are removing the Flamer upgrade, toning their vet 3 accuracy bonus, and upping their popcap to keep their scaling in line with other infantry. Flamer upgrade removed Vet 3 accuracy bonus reduced from 1.3 to 1.15 Population cost increased from 7 to 8 Veterancy requirements increased from 540/1080/2160 to 640/1280/2560 Guards (INFANTRY SCALING) Guards were proving to overperform in ratio to their cost, appearing to supplement any strategy, thus, limiting variation in Soviet commanders. Manpower cost increased from 330 to 360 PTRS damage vs infantry lowered from 27 to 20 (AT damage remains 40) RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks) AOE far damage reduced from 0.5 to 0.25 (Same as MK2) Ready aim time increased from 0.125 to 0.625 (to match MK2 overall delay) Munitions cost reduced from 45 to 35 Veterancy Vet 2 accuracy bonus reduced from 1.3 to 1.14 Vet 2 received accuracy bonus decreased from 0.83 to 0.88 Vet 3 now grants a further 1.14 accuracy (1.3 total) Vet 3 now received accuracy bonus increased from 0.77 to 0.75, total received accuracy at vet 3 has been nerfed from 0.6391 to 0.66. M5 Half-Track (LIGHT VEHICLES) The M5 itself has been lowered in manpower cost to better match its value. Manpower cost reduced from 270 to 250 M17 Quad (LIGHT VEHICLES) We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move. Moving Burst reduced from 1 to 0.5 Moving accuracy reduced from 0.4 to 0.25 Near rate of fire reduced from 1.24 to 1.15 Accuracy reduced from 0.5/0.3125/0.125 to 0.34/0.28/0.1 Near Cooldown modifier increased from 0.5 to 0.75 Cannot suppress units while moving. Increased the chance for the Quad to take down an airplane (from 30 in 10000 to 30 in 100) T-70 (LIGHT VEHICLES) We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, particularly if they are clumped in cover. Manpower cost increased from 200 to 260 AoE damage reduced from 1/0.35/0.05 to 0.65/0.35/0.15 Scatter Max increased from 1.7 to 2.5 Health increased from 320 to 400 Crew repair removed SU-76 (LIGHT VEHICLES) The SU-76 barrage was weak but became problematic when multiple SU-76’s were on the field as simultaneous barrages could reliably dislodge support weapons and AT guns. Barrage now costs 15 munitions WEHRMACHT Medkits (INFANTRY SCALING) To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad. Medkits duration increased from 10 to 20 Pioneers (INFANTRY SCALING) We felt that pioneer damage output was under performing and proving ineffective in combat. Near accuracy increased from 0.403 to 0.463 Mid accuracy increased from 0.23 to 0.27 Population reduced from 6 to 5 Assault Grenadiers (INFANTRY SCALING) Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made them not scale well or a viable choice in the late game. Therefore, to improve their scaling, we have made the following changes: Reinforce cost lowered from 28 to 26 Grenade Assault munitions cost lowered from 45 to 30. Grenade Assault aim-time and ready-aim time reduced by half to allow faster throwing. Squad leader armour reduced from 1.5 to 1. Medical kits removed. Veterancy 1 now Grants -10% received accuracy and reduces recharge on sprint by 25%. Panzer Grenadiers (INFANTRY SCALING) Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infantry making it difficult for PGs to gain their own veterancy in a timely manner. Vet 1 now grants 0.84 received accuracy bonus Vet 2 received accuracy bonus reduced from 0.71 to 0.84 (~0.71 total) G43 Package (Also affects Stormtroopers but not Grenadiers) Far aim time multiplayer reduced from 3.5 to 3. (Boosts long range DPS) Now increases sight range by 20% 222 Scout Car (LIGHT VEHICLES) The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output preventing it from tracking infantry properly. We also felt that the auto-cannon was too reliant on AOE for damage. Manpower cost increased from from 210 to 250 Fuel cost increased from 15 to 30 Veterancy requirements increased from 480/960/1920 to 720/1440/2880 Acceleration increased from 2.4 to 3 Spotting Scopes Sight bonus reduced from 2 to 1.4 20mm Autocannon Accuracy changes from 0.06/0.04/0.02 to 0.05/0.04/0.03 Autocannon Rate of fire multiplier from 1.4/1.2/1 to 1 Autocannon penetration increased from 35 to 40 Mid range distance from 15 to 20 Autocannon AOE Near damage reduced from 1 to 0.6 Coaxial MG42 MG42 now properly tracks infantry Accuracy reduced from 0.6/0.425/0.25 to 0.4/0.35/0.25 Accuracy increases with veterancy: +10%/+15%/+15% Range distance near from 10 to 0 0.75 Accuracy modifier versus Snipers (down from 1.5). Note that, even though, it may appear that we are heavily reducing the MG’s damage output, however, the MG was never able to fire in the first place, due to a MG tracking bug. Stug E (LIGHT VEHICLES) The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle. Manpower cost increased from 200 to 260 Health reduced from 540 to 480 (Now Destroyed in 3 ATG shots) AOE distance reduced from 1/1.5/2.25 to 0.5/1/2 AOE damage reduced from 1/0.15/0.05 to 0.75/0.35/0.15 Radius from 3 to 3.5 Scatter Max increased from 2.15 to 2.5 Scatter Angle increased from 5 to 5.5 Scatter offset turned to 0. Projectile no longer collides with terrain, can still collide with objects Target Weak Point Target Weak Point now only disables turret rotation Damage reduced from 80 to 40 Always penetrates Puma (LIGHT VEHICLES) The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun tanks made it over perform for its cost and mobility. Target Weak Point * Target Weak Point now only disables turret rotation * Damage reduced from 120 to 60 * Always penetrates USF M1919 Light Machine Guns (INFANTRY SCALING) The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon. Can no longer be double equipped via weapon racks. 81mm Mortar (INFANTRY SCALING) The USF Mortar’s barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its barrage until the pack howitzer hits veterancy 2. Range reduced from 80 to 65 Set-up duration decreased from 1 to 0.5 Vet 1 increases smoke barrage range to 80 Fixed a bug where smoke barrage wasn’t firing Vehicle Crews (LIGHT VEHICLES) Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine. Veterancy requirements increased from 200/400/800 to 650/1300/2800 Critical Repair Munitions cost increased from 10 to 25 *Delay increased from 0 seconds to 4 seconds. M20 (LIGHT VEHICLES) We wanted to make the M20 more accessible but also make its interaction with the 222 more consistent while lower its close range damage to limit its effectiveness at diving after support weapons and infantry on retreat. We also felt that the M20 vets up too slowly and without enough bonuses. Manpower cost reduced from 340 to 240 Crew no longer start with Bazooka, it now must be upgraded Veterancy requirements lowered from 880/1760/3520 to 500/1000/2000 50cal accuracy reduced from 0.75/0.475/0.2 to 0.45/0.33/0.25 50cal accuracy increases with veterancy: +10%/+15%/+15% Stuart (LIGHT VEHICLES) We felt that the Stuart was overperforming in its role as an anti-infantry unit and as a strong vehicle hutner. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it. Manpower cost increased from 240 to 270 Main gun damage vs infantry set to -25% MG Accuracy from 0.6/0.45/0.25 to 0.4/0.3/0.16667 (Hull & Coaxial) MG Incremental accuracy from 1.04 to 1 (Hull & Coaxial). Stun rounds only disables weapons and sight. Does not affect movement. M15 AA Half Track (LIGHT VEHICLES) Due to the changes made to the Stuart , the M15 needed to be brought in line to prevent it from becoming the new dominant meta choice. Manpower cost reduced from 350 to 310 Main gun damage vs infantry set to -50% Veterancy 3 bonuses (accuracy/penetration) now apply to the main gun M3 Half Track Call-In (LIGHT VEHICLES) Given the timing, price and mode of operation of the M3 halftrack (reinforcement platform), we believe that the USF M3 halftrack performs more akin to other reinforcement halftracks, rather than the Soviet M3A1 halftrack. Hitpoints from 200 to 320 Armour from 5.4 to 11 M5 Half Track Call-In (LIGHT VEHICLES) We felt that this unit was arriving too early, especially compared to the Soviet equivalent. Command Point requirements increased from 3 to 4 Manpower from 350 to 300. OKW Sturmpioneer (LIGHT VEHICLES/STRATEGIC DIVERSITY) We felt that the risk vs reward for the Mechanised HQ as a tech choice was too high due it not offering any type of healing. Medical Supplies available at Vet 0 Medical Supplies munitions Cost reduced from 40 to 20 50% of the vet 3 construction bonus moved to vet 1 251 Flak Half Track (LIGHT VEHICLES) We’ve found that the 251 Half-Track was underperforming in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown. Garrison Damage Multiplier increased from 0.25 to 0.35 Garrison Accuracy Multiplier increased from 0.4 to 0.5 Defensive Smoke no longer requires vet 1 Defensive Smoke munitions cost increased from 0 to 25 Vet 1 now reduces cost of Defensive Smoke from 25 to 10 Penetration increased from 20 to 30 Minimum Range Removed Given handbrake ability to prevent accidental movement The FlakHT now displays the max range of the weapon when selected Panzer 2 Luchs (LIGHT VEHICLES) The Panzer 2 is a powerful unit with high AI damage, though was still a risky build order due to the lack of healing that came with the Mechanised HQ tech choice. Manpower cost reduced from 315 to 290 AoE damage reduced from 1/1/1 to 0.6/0.5/0.1 AoE distance reduced from 1/1/1 to 0.25/0.7/1 Accuracy reduced from 0.775/0.66/0.56 to 0.65/0.5/0.4 Vet2 accuracy reduced from 0.875/0.76/0.66 to 0.78/0.6/0.48 Moving accuracy increased from 0.25 to 0.3 Luchs MG incremental accuracy from 1.04 to 1. 2cm vs Garrisons Garrison Damage Multiplier from 0.25 to 0.3 Garrison Accuracy Multiplier from 0.4 to 0.5 Puma (LIGHT VEHICLES) Aimed shot was being used less for its utility and more for its guaranteed ability to wipe infantry on retreat. Aimed shot can no longer target infantry BRITISH PIAT’s (LIGHT VEHICLES) We feel that PIAT’s are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed. Gave PIAT homing projectile, if there is no obstruction between the PIAT and the target PIATs have the same accuracy as bazookas for ranges between 0 and 30 Adjusted scatter offset, so that misses are centered around an immobile target Range reduced from 45 to 30 Damage reduced from 120/80 (penetrating hit/deflected hit) to 100/25 Munitions cost increased from 40 to 50 Fire-aim time reduced from 2.4 to 0.625 (reduces delay to fire) Cooldown increased from 0 to 1.775 (Keeps rate of the fire the same despite fire-aim time.) Reduced scatter, so that PIATs in indirect-fire mode are unreliable (especially when the user is suppressed) Universal carrier (LIGHT VEHICLES) Given the Universal Carrier’s low health, we felt that the damage of the WASP was too low for it to effectively dislodge exposed or garrisoned HMG teams, making British too reliant on the Mortar Pit and Sniper. WASP * Munitions cost reduced from 90 to 60 * WASP flame burst duration increased from 2 to 3 * WASP Cooldown from 2/3 to 3/4 * Damage versus Garrisons from 1.25 to 1 * Aim time increased to match 251 * Moving Accuracy from 0.5 to 1 * Flame can now fire over obstacles * WASP DoT Radius from 5 to 3. * Fire Aim Time from 0.125 to 1.375 * Ready-Aim Time from 0.375/0.625 to 0.375/0.375 AEC (LIGHT VEHICLES) The AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, yet its main gun was very inconsistent due to its large scatter. The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily. Armour increased from 40 to 55 Angle scatter reduced from 7.5 to 6 Max scatter increased from 1.7 to 6.5 Main gun AoE reduced from 1/0.25/0.1 to 0.33/0.15/0.05 Machine gun accuracy reduced from 0.7/0.6/0.46 to 0.48/0.47/0.46 MG incremental accuracy reduced from 1.04 to 1 Medium crush replaced with light crush Treadbreaker Added a projectile Scatter changed to match main gun Cone of fire increased from 5 to 10 Stationary accuracy increased by 20% from the main gun Duration reduced 20 to 7 Bug Fixes Fixed an issue with certain squads breaking formation and leaving cover involuntarily (Sappers, Commandos, Officer). Fixed an issue with players being able to double-buy certain upgrades using macro-based cheats. Fixed an issue where several Off-map abilities (mostly belonging to Soviets, OST, OKW) could still be targeted in the base sector Fixed an issue where Paratrooper models had 1.5 popcap, as opposed to the intended 1 popcap per model. Fixed an issue where Paratroopers would receive an involuntary move command when reinforcing near a beacon. Fixed an issue where the USF Mechanized M3 halftrack would display an incorrect healthbar when captured. Fixed an issue where recrewed M8 Scotts would lose access to their auto-attack when decrewed when “Hold Fire” was active Fixed an issue where the Sherman Bulldozer “Hold Fire” ability was not applying correctly to the gun. Fixed an issue where static Howitzers (e.g., B4, ML-20, LeFH) would sometimes become temporarily unresponsive when given consecutive direction-facing commands. Fixed an issue where the UKF “Command Vehicle” ability would become permanently unavailable when the previous vehicle would become abandoned. Fixed an issue with UKF infantry gaining access to the wrong version of their intended Bren gun, when picking up a Bren gun from the ground. Fixed an issue with Anvil “Early Warning” not giving sight over captured territory. Note that the scope of the ability has been restricted: the only territory points that the player gains access to are those that the player captured themselves (i.e., not allied-captured territory), just like the similar OKW Overwatch commander ability Fixed an issue where Commando Ambush bonuses would apply inconsistently (sometimes none at all, other times permanently). The reworked Ambush requires commandos to be out-of-combat for 25 seconds, for 5 seconds of sprint & +50% accuracy on their Sten guns. Fixed an issue where the second mortar belonging to the mortar pit would deal reduced damage while barraging. Fixed an issue where the AEC would crush wall segments when driven next to them. Fixed an issue where the damage Sexton Creeping Barrage had not been increased to match the AoE damage of the normal barrage ability. Fixed an issue where Recovery Sappers would still apply their Vet1 Cover Bonuses to picked up weapons. Now, the ability correctly only applies to Sapper Sten guns only. Fixed an issue where USF/UKF medic squads would, sometimes, stop healing nearby wounded troops. Fixed an issue where Luchs Hold Fire would not prevent the MG from opening fire. Fixed an issue where UKF HEAT anti-tank grenades would, sometimes, fail to apply their snare. Fixed an issue where the USF mortar would become unresponsive when ordered to fire its smoke rounds Fixed an issue where Snipers would avoid engaging infantry units when the Sniper was cloaked without “hold fire” on. Fixed an issue with the G43 package interrogation ability that would not reveal all enemy units in a sufficiently-large map. Fixed an issue where the AoE of the Brummbar “Bunker Buster” ability was lower than that of the main gun of the Brummbar. Stormtrooper detection ability reverted to Vehicle Detection to fit the unit’s role Fixed an issue where Tank Hunter Infantry Sections would not suffer from reduced range to their “Heavy Gammon Bomb” throw ability. Fixed an issue where Raketenwerfer/Soviet AT guns crews would open fire and break stealth (thus ruin ambushes) Fixed an issue where the M1 57mm gun would not benefit from Soviet AT ambush tactics. The Raketenwerfer can now pick up medical supply drops from Sturmpioneers Quality of Life Changes We have made improvements to all Squad formations in the game Prioritise Vehicle now only affects the main gun of the affected tank, but not the MGs. Thus, vehicles with the Prioritise Vehicles ability active will continue to engage infantry with their MGs. Base medics (OKW/Soviet/OST) will no longer chase after retreating units. Troop transports are given the “Handbrake” ability. This ability disables the unit from moving or rotating to make the following tasks easier: (i) loading/unloading troops (ii) setting up as a forward reinforcement point. Infantry units can target their snares at de-crewed/abandoned vehicles. Luchs is given access to the Prioritise Vehicles ability. AVRE given a “Hold Fire” command to make the bombard ability more responsive. Commandos given a UI indication while the bonuses of Ambush are active. USF/UKF Medics are given an auto-heal toggle. This way, the player can control whether they wish these medics to go after wounded units or not (e.g., to avoid putting the medics in danger) USF/UKF Medics will not chase after moving squads, to avoid unwanted long chases. Anti-infantry partisans no longer display the PPSh icon, to help the player identify any picked-up weapons. Due to interference with UKF teching, it will be no longer possible to call Gliders or Air Resupply operation in the base sector Elite Doctrine Stormtroopers can upgrade G43’s in enemy territory Source : https://community.companyofheroes.com/discussion/243341/winter-balance-preview-changelog
  6. [Tuto] Télécharger et installer les patches de CoH rapidement IMPORTANT Si vous avez acheté votre jeu sur Steam ou que vous jouez à CoH (New Steam Version), ce tuto n'est pas pour vous car le jeu est mis à jour automatiquement. Si vous voulez jouer en multijoueur, vous devrez installer CoH (New Steam Version) (cf. Tuto : Comment passer à Company of Heroes (New Steam Version) ?). Avant propos Si vous avez plusieurs CoH, installez que la version de CoH la plus récente. Du jeu le plus vieux au plus récent : CoH (2006), CoH - Opposing Fronts (2007) et CoH - Tales of Valor (2009). Une fois les mises à jour effectuées, tout le monde a exactement le même jeu quelque soit le jeu installé au départ. La différence de contenu se fera par l'ajout de clefs de jeux CoH à votre compte Relic. Elles permettent d'activées du contenu déjà présent dans le jeu. Deux méthodes pour télécharger les patchs : Méthode 1 - Téléchargement direct Téléchargement des patches - Vous les trouverez dans le dossier Patches CoH. Si vous avez : CoH : Téléchargez tous les patches. C'est-à-dire du fichier FR_1.00_to_2.101_Patch.exe jusqu'au dernier. CoH : Opposing Fronts : Téléchargez les patches à partir du fichier FR_2.100_to_2.101_Patch.exe jusqu'au dernier. CoH : Tales of Valor : Téléchargez les patches à partir du fichier FR_2.5_to_2.501_Patch.exe jusqu'au dernier. Le dernier patch étant le fichier FR_2601_to_2602_Patch.exe. Méthode 2 - Téléchargement en peer-to-peer Allez sur la page qui regroupe tous les fichiers torrent. Si vous avez : CoH : Téléchargez tous les torrents. C'est-à-dire de FR_100_2101_Patch.exe.torrent jusqu'au dernier. CoH : Opposing Fronts : Téléchargez les torrents à partir de FR_2100_2101_Patch.exe.torrent jusqu'au dernier. CoH : Tales of Valor : Téléchargez les torrents à partir de FR_2500_2501_Patch.exe.torrent jusqu'au dernier. Le dernier torrent étant FR_2601_2602_Patch.exe.torrent. Logiciel de peer-to-peer Si vous n'avez pas de logiciel capable de télécharger le contenu d'un torrent, vous pouvez installer Deluge. Site officiel pour le télécharger : http://dev.deluge-torrent.org/wiki/Download Une fois installé, vous le lancez et sélectionnez tous les fichiers torrents téléchargés et faites un glisser/déposer dans Deluge. Le logiciel va maintenant télécharger tous les patchs. Installation des patchs Une fois les patchs téléchargés, installez les dans l'ordre des versions. That's all Folks!
  7. Mithiriath

    [MaJ] Mise à jour du 21 juin 2016 (May Balance Preview Mod)

    Salut, Date de livraison par Relic du patch dont vous pouvez retrouver les notes dans ce topic :
  8. Mithiriath

    Patch de février

    Salut, Le patch de février sortira le 25. Plus d'infos à ce lien :
  9. Salut, Les changements apportés par la mise à jour de décembre ont l'air d'être nombreux et important comme vous allez le voir. Nous vous proposons donc un topic dédié qui regroupe toutes ces informations. Tout commença en des temps immémoriaux avec le stream de Relic (cf. http://www.twitch.tv/relicentertainment/v/26447229) du 18 novembre. Il nous a apporté quelques infos croustillantes. Relic a partager l'aperçu du patch de décembre que nous avons publié dans son intégralité à la fin de ce commentaire et 2 images des 2 nouveaux commandants accompagnant le patch. Petit résumé du programme : Pour l'OKW nous avons droit à un redesign de la faction, transfert de munitions et d'essences enlevé, augmentation des ressources produite de 100%, la Kubelwagen ne permet plus la suppression mais peut capturer les territoires, les Volksgreandiers perdent la grenade incendiaire au profit de l'ancienne, le Königstiger n'est plus productible depuis un bâtiment (passe en call in) et sera limité à 1, avantages réduit pour les rangs de vétéran 4 et 5 et le Leig perd sa suppression. Pour l'USF, les échelons arrière font plus de dégâts, augmentation de la précision du bazooka, le Packhowitzer perd sa suppression et le lance flamme du commandant des fusiliers ne sera disponible que pour les échelons arrière. Pour l'UKF, les emplacements ne peuvent plus devenir abandonnés, les tommies deviennent meilleurs hors de couverture et un peu moins bon en couverture, le sniper ne peut plus endommager le moteur d'un véhicule, les roquettes Hawker Typhoons ne cible que les véhicules et leur mitraillage ne cible que l'infanterie. Pour la Wehrmacht, la compétence formation de troupe du commandant stratégie des troupes d'élite est remplacé par une section d'assaut d'élite (Stormtroopers). Pour les soviets, l'IL-2 Strumovik et ne cible que l'infanterie. Changement concernant toutes les factions, toutes les compétences aérienne hors reconnaissance et ne fournissent plus de vision sur la carte, ne peuvent plus être utilisées dans la base et ajout d'un icône de l'avion sur la mini carte. La compétence industrie soviétique de la commandante tactiques industrielles et redistribution des ressources pour les commandants stratégie d'appui aérien rapproché et stratégie d'Osttruppen devient un parachutage de provision dans une zone. Nous aurons donc droit à 2 nouveaux commandants qui ont été détaillé pendant le stream du 25 novembre (cf. http://www.twitch.tv/relicentertainment/v/27644920). Nous verrons le commandant OKW en action lors du prochain stream mais en attendant nous avons pu avoir ces infos. Commençons par le commandant OKW qui s'appellera en fait Overwatch Doctrine : Goliath (? muni) : Constructible depuis n'importe quel camion sWS ; "Transmetteur récepteur" : Une fois le camion sWS installé, il révélera, de façon permanente et tout le temps actif, les troupes autour du camion sur la mini carte. Le rayon d'action est assez grand ; Avertissement en avance : Envoie une fusée éclairante quand un ennemi rentre dans la zone de capture d'un territoire contrôlé. C'est automatique mais des démineurs peuvent désactiver la compétence ; Pour la mère patrie (50 muni) : Améliore la vitesse et la précision des troupes dans les secteurs contrôlés pendant une période de 30 secondes ; Frappe dans le secteur : La première vague de Stuka couche les unités (pas beaucoup de dégâts) puis la deuxième vagues les bombarde ; Continuons avec le commandant USF nommé Tactical Support Doctrine que nous avons pu voir à l’œuvre durant le stream de Relic : Mitrailleuse légère M1919A6 : Permet de s'équiper de la mitrailleuse légère M1919A6 à la base ; Reconnaissance aérien P47 : L'avion tourne autour de la zone (assez large) désignée ; Halftrack de transport M5 : Le M5 est assez spacieuse pour transporter 2 sections et sa mitrailleuse de calibre .50 fourni une bonne puissance de feu. Il peut être amélioré en quad ; Mitraillage au sol P47 : Le P47 va mitrailler l'endroit désigné, dégâts et suppression sur l'infanterie ; M4 Sherman Calliope : Barrage de 3 salves de 16 roquettes au total principalement efficace contre l'infanterie. (Pour les p'tits malins, le canon du Sherman est bien sûr non fonctionnel) ; Autre petit ajout sympatoche qui accompagnera le patch de décembre, Relic a légèrement amélioré la gestion de la marche arrière des véhicules. Une fois un véhicule sélectionné, si vous cliquez derrière votre véhicule à une distance pas trop éloigné, celui-ci préférera reculer automatiquement plutôt que de faire un demi-tour. Petite vidéo de démonstration tirée du stream du 25 novembre : _____________________________ Nous en profitons pour partager cette capture d'écran tirée du stream du 25 novembre où l'on peut voir un commandant "fantôme" USF et un cadre qui indique qu'il y en préparation de l'argent virtuelle en jeu. Nous n'avons pas plus d'infos à ce sujet, Relic avait juste indiquer qu'ils planchaient sur une amélioration du système de butin de guerre et le fait de donner plus de valeurs aux doublons (cf. message de Relic). Trouver par : Blackart - http://www.coh2.org/topic/45283/supply-points-in-relic-stream/post/445349 Source : https://www.youtube.com/watch?v=9ZZ1gNAaMn0&t=796 Détails de la mise à jour du 3 décembre :
  10. Mithiriath

    Patch de décembre

    Salut, Le système de rang de CoH 1 est de retour ! Le patch sort le 3 décembre. Beaucoup de changements sont à prévoir comme nous avons pu le voir avec l'aperçu du patch. Cette fois ci nous avons droit à la version finale du changelog (cf. http://www.companyofheroes.com/blog/2015/11/27/coh2-december-update). Plus d'infos dans ce topic : http://www.companyofheroes-france.com/topic/1535-mise-%C3%A0-jour-de-d%C3%A9cembre Relic n'a pas encore indiqué l'heure de la sortie du patch.
  11. Mithiriath

    Patch d'octobre

    Salut, Au programme : Résolution de bugs ;Amélioration de l'équilibrage ;Ajout de 2 commandants USF et OBK (payant).Plus d'infos dans le topic du Journal des mises à jour.
  12. Mithiriath

    Patch du 21 juillet

    jusqu’à
    Salut, Relic a annoncé ce matin (11 juillet) durant un stream que le prochain patch sortira le mardi 21 juillet à 19h. Nous aurons aussi droit, dès le 14 juillet, soit mardi prochain, à la publication de son changelog ainsi qu'à la sortie d'un nouveau mod made in Relic. Retrouvez les nouvelles concernant le jeu dans le topic Les Nouvelles du Front !
  13. Mithiriath

    Changelog du patch du 21 juillet & Mod

    Salut, Relic a annoncé ce matin (11 juillet) durant un stream que le prochain patch sortira le mardi 21 juillet à 19h. Nous aurons aussi droit, dès le 14 juillet, soit mardi prochain, à la publication de son changelog ainsi qu'à la sortie d'un nouveau mod made in Relic. Retrouvez les nouvelles concernant le jeu dans le topic Les Nouvelles du Front !
  14. Mithiriath

    Prochain Patch

    jusqu’à
    Oyé, oyé, les louloutes, Cynthia l'a annoncé pendant le stream Twitch de Relic du 2 juin, le prochain patch débarquera le 23 juin. Enfin peut être le 24 juin suivant l'heure de déploiement de la mise à jour. Aucune heure n'ayant encore été annoncée. http://www.twitch.tv/relicentertainment/v/5737612
  15. Mithiriath

    ChangeLog

    Salut,   Image source de Denman Rooke   Pour ceux qui voudrait voir la liste des changements qu'apporte les mises à jour du jeu, voici les changelogs (sort de journal des modifications du jeu) classés par date, des plus récents au plus vieux. Comme vous l'aurez remarqué, les changelogs sont anglais. C'est pourquoi j'ai fais une parenthèse traduction pour les non adeptes de la langue de Shakespeare ou pour ceux qui veulent des piqûres de rappel. Les mots anglais qui vont suivre, suivi de leur traduction, sont les principaux mots à connaitre pour comprendre un changelog. Si vous en voyez d'autre, n'hésitez à les rajouter.   Comprendre les changelogs : Année 2015 :   1 avril 4 février    15 janvier Année 2014 : 9 décembre  6 novembre 30 octobre 29 octobre 16 octobre 24 septembre 15 septembre 10 septembre 9 septembre   14 août 31 juillet 25 juillet 22 juillet 15 juillet 10 juillet 8 juillet 3 juillet 2 juillet 30 juin 27 juin 24 juin 23 juin   Source : Forum officiel du jeu
  16. Mithiriath

    Beta + October Patch

    Salut, C'est le mardi 28 octobre que devrait arriver selon la rumeur l'october patch. Cette mise à jour permettrait de corriger des bugs récalcitrants, d'améliorer l'équilibrage et d'ajouter des nouvelles features dont notamment l'Observer Mode. Relic va aussi mettre en place cette semaine une courte beta qui permettra de tester, avant l'introduction de l'october patch, les modifications qu'il apportera.
  17. Salut, CoH 2 se met à jour en version 3.0.0.14243. Sous ce titre barbare se cache une mise à jour de 4,7Go. Pour ceux qui n'auraient pas suivi toute l'histoire (de ce topic) et qui se demande pourquoi la mise à jour est aussi importante, c'est aujourd'hui (et non demain finalement, pour une fois que c'est en avance on ne va pas se plaindre) que sort le premier standalone (SA) de CoH 2, appelé CoH 2 : The Western Front Armies. Petit résumé en une phrase, le SA ajoute deux factions, les forces étasuniennes (US Forces) et l'Oberkommando West ainsi que 8 nouvelles cartes avec un "environnement d'Europe de l'Ouest" sans oublier les parties en libre accès et quelques changements au niveau de l'interface du jeu. Pour ceux qui ont acheté le standalone, toutes les nouveautés seront donc débloquées et ceux qui ont juste CoH 2 devront se contenter des parties en libre accès et autres mise à jour au niveau de l'équilibrage (oui, c'est bien maigre pour presque 5Go de mise à jour mais elle est nécessaire). Même si vous n'avez pas acheté le SA vous pourrez tomber en partie classé contre les forces étasuniennes et/ou l'Oberkommando Ouest et/ou sur les 8 cartes contenu dans ce SA ou inversement tomber sur l'armée Soviétique et/ou l'Ostheer et/ou des cartes de CoH 2 si n'avez que le SA. Vous pourrez bien sûr jouer contre l'IA seul ou entre amis. Pour jouer en escarmouches contre l'IA ou en partie personnalisé avec des amis avec toutes les armées et toutes les cartes, vous devrez donc avoir les 2 jeux. CoH 2 et CoH 2 : TWFA sont un seul et même jeu. La différence est que seul certains contenu du jeu (présent) seront débloqués en fonction des clefs ajoutés à Steam (sauf si vous vous sentez l'âme d'un hackeur ). Quand vous allez dans les propriétés de CoH 2 dans votre bibliothèque Steam puis dans l'onglet DLC, vous verrez apparaitre une ligne avec le nom du SA si vous l'avez acheté. Concernant le changelog, il est disponible à ce lien.
  18. Mithiriath

    SkinPack HD & SoundPack

    SkinPack HD & SoundPack Salut, Ce Pack propose de modifier dans CoH : les skins pour les véhicules et les soldats (plus précis historiquement) ; les balles, les icônes de vétéran et les symboles des unités ; les sons des véhicules et des armes (meilleurs qualités et plus réalistes) ; les voix des factions Wehrmacht et Panzer Elite pour les mettre en allemand ; les voix des factions American et British pour les mettre en anglais ; les textures des soldats, des armes, des véhicules et de certains éléments du décor passent en HD ; les graphismes tels que l'ajout d'un nouvel anticrénelage et effets de lumière grâce à SweetFX ; ... TOUT en laissant l'interface du jeu en français. Téléchargement Télécharger le pack Remarques Je n'ai fait que regrouper tous ces fichiers pour simplifier leurs téléchargements. Les auteurs de ces contenus sont donnés dans les liens de la partie Sources ; Les skins, sons et voix sont des fichiers séparés et fonctionnent indépendamment. Vous pouvez remplacer seulement les fichiers qui vous intéressent ; Les packs fonctionnent avec CoH et CoH - Legacy Edition. Liste des fichiers à télécharger et procédure d'installation Description des fichiers à télécharger : WW2SoundHigh.sga : Sons des véhicules et des armes (tiré du SoundPack v5.0) ; WW2SoundLow.sga : Sons des véhicules et des armes (tiré du SoundPack v5.0) ; WW2AxisSpeechFrench.sga : Voix allemandes pour la faction Wehrmacht ; OFCoreSpeechFrench.sga : Voix allemandes pour la faction Troupes blindées d'élite et voix anglaises pour la faction Britannique ; OFFullSpeechFrench.sga : Voix allemandes pour la faction Troupes blindées d'élite et voix anglaises pour la faction Britannique ; WW2AlliesSpeechFrench.sga : Voix étasuniennes pour la faction Étasunienne ; WW2Art.sga : Skins pour le multijoueur (HD SkinPack v3) ; SweetFX 1.5.1-[Guru3D.com].7z : Améliorations graphique au niveau des effets de lumière et anticrénelage. Téléchargement Si vous voulez effectuer toutes les modifications citées plus haut dans le jeu, veuillez télécharger tous les fichiers cités ci-dessus. Sinon téléchargez seulement les fichiers qui vous intéresse. Installation IMPORTANT : Sauvegardez vos fichiers originaux, si vous voulez pouvoir les restaurer sans avoir à les retélécharger. Allez dans le dossier d'installation de Company of Heroes, vous trouverez les fichiers sga originaux dans le répertoire WW2\Archives (cf. section Répertoire si vous ne le trouvez pas). Première étape - Installation des fichiers sga : Copiez tous les nouveaux fichiers sga téléchargés dans le répertoire WW2\Archives (cf. section Répertoire si vous ne le trouvez pas) ; Si votre jeu est dans une autre langue que le français, allez à la section Langue. Deuxième étape - SweetFX : Désactivez l'anticrénelage dans le jeu (Paramètres -> Graphismes -> Anticrénelage : Aucun) ; Décompressez le fichier « SweetFX 1.5.1-[Guru3D.com].7z » dans le répertoire d'installation du jeu (cf. section Répertoire si vous ne le trouvez pas). Répertoire par défaut pour Company of Heroes Répertoire d'installation du jeu : Windows 32 bits : C:Program Files\Steam\SteamApps\common\Company of Heroes Relaunch Windows 64 bits : C:Program Files (x86)\Steam\SteamApps\common\Company of Heroes Relaunch Répertoire des fichiers sga à modifier : Windows 32 bits : C:Program Files\Steam\SteamApps\common\Company of Heroes Relaunch\WW2\Archives Windows 64 bits : C:Program Files (x86)\Steam\SteamApps\common\Company of Heroes Relaunch\WW2\Archives Langue Si votre jeu est dans une autre langue que le français, vous devrez renommer TOUS les fichiers sga avec le suffixe « French ». Exemple : Pour un jeu en anglais, le fichier « WW2AxisSpeechFrench.sga » doit être renommez « WW2AxisSpeechEnglish.sga ». Restauration Si vous n'appréciez pas les modifications, remettez juste les fichiers originaux en place. Sources SoundPack v5.0 de ReazoR (dernière mise à jour le 28 novembre 2013) : Nouveaux sons de meilleurs qualités et plus réalistes que ceux de vCoH ; Fichier de langue allemande et anglaise : Regroupe les voix allemandes pour les factions Wehrmacht et Panzer Elite, les voix étasuniennes pour la faction Étasunienne et les voix anglaises pour la faction Britannique ; HD SkinPack v3 de Daedra (dernière mise à jour le 5 novembre 2015) : Skins plus précis historiquement que ceux de vCoH et en HD pour les véhicules, soldats et armes. Les balles, icônes de vétéran et symboles d'unité ont aussi été modifiés ; SweetFX v1.5.1 de CeeJay.dk (dernière mise à jour le 30 septembre 2013) : Améliorations graphique au niveau des effets de lumière et anticrénelage (source 2). Liens intéressants Autres sound/skinpacks : Rain & Community skins sets for Heavy Tanks Coh Graphic tuning de Pfuscher (dernière mise à jour le 11 aout 2013) Epic skinpack with random tank/infantry variation HSC - Historical Skin Compilation Padobranac's Skinpack v2 de Padobranatz (dernière mise à jour le 6 septembre 2014) Best Skin Pack For Company of Heroes de LordTigerScar (dernière mise à jour le 29 mars 2014) SweetFX : [Tuto] SweetFX - Améliorer et Personnaliser l’Apparence de vos Jeux
  19. Salut,   Petite mise à jour de 68,8Mo de CoH 2 vers la version 3.0.0.13644. Je mettrais plus d'info dès que le changelog sera disponible.
  20. Salut,   Traduction du message de Greg Wilson (Producteur Exécutif de CoH 2) publié sur le site officiel.   Troupes Soviétique et Étasunienne se rencontrant près du fleuve Elbe.   « Le 25 avril 1945 marque la réunion du front de l'Est et de l'Ouest sur les bords du fleuve Elbe près de Torgau, en Allemagne, approximativement à 140km au Sud de Berlin. L'armée soviétique, couvrant des centaines de kilomètres durant les derniers mois de la guerre, avait poussé leur chemin après et autour de Berlin, où ils ont finalement fusionné avec les forces alliées occidentales se déplaçant rapidement à l'Est des plages de Normandie et des forêts de la Belgique. Alors que la plupart du temps symbolique, la réunion a été un rappel important de l'alliance indispensable entre les forces alliées qui ont contribué à mettre fin à l'agression allemande et enfin mettre un terme à près de 6 ans de guerre en Europe. Afin de commémorer cet événement, nous sommes fiers de vous présenter la mise à jour Elbe Day de Company of Heroes 2 et d'offrir aux fans 2 commandants gratuits. Chaque commandant possède une unité qui permet au joueur de jeter un œil aux nouvelles factions bientôt introduites au jeu Company of Heroes 2: The Western Front Armies. Le Commandant Soviétique Prêt-bail (Soviet Lend Lease Commander) peut appeler l'emblématique char Sherman sur le champs de bataille. Le Sherman fu le premier char utilisé sur le front de l'Ouest par les Alliés et l'un des nombreux véhicules que l'armée Soviétique a eu à disposition grâce au programme Prêt-bail avec les États Unis. Le Commandant de Défense Mobile Allemande (German Mobile Defense Doctrine Commander) peut appeler un Puma mobile, une voiture blindée équipée d'un canon de 50mm. Le Puma est un véhicule avec 8 roues qui permettent vitesse et polyvalence, idéal pour des missions de reconnaissance.   En plus des Commandants gratuit, nous débloquons également avec la mise à jour Elbe Day nombre de changements d'équilibrage et d'améliorations du jeu pour nous aider à monter en puissance dans le but d'obtenir en Juin la sortie de Company of Heroes 2: The Western Front Armies.   Le Studio est impatient de partager avec vous notre vision de l'étape suivante de Company of Heroes 2, et nous sommes content de vous offrir ces 2 unités du Front de l'Ouest   Restez à l'écoute, vous aurez plus détails à propos de Western Front Armies dans les prochaines semaines. »   Voir le changelog.   Commandant Allemand :     Description :   Commandant Soviétique :     Description :   Vidéo de présentation :  
  21. Salut,   Petite mise à jour de 70,8Mo de CoH 2 vers la version 3.0.0.13559.   Je mettrais plus d'info dès que le changelog sera disponible.
  22. Salut,   Ce patch annonce de grands changements pour CoH 2 puisqu'il modifie complétement la façon dont l'infanterie combat. Relic revient plus à un système comme vCoH ie que certaines unités seront plus efficace à distance que de près et inversement (explication à 0:32 dans la vidéo). L'emplacement où explose une grenade par rapport à une section devient maintenant plus important pour maximiser les dégâts (exemple à 1:56 dans la vidéo). Les véhicules se déplace maintenant plus facilement (voir à 2:21). Il y aussi un changement du coût des bâtiments de l'armée Rouge : 275 points d'effectif et 140 de carburant pour les bâtiments "Commandement de bataillon Tankovity" et "Compagnie de blindés mécanisée" et des recherches de bâtiments dans le QG de l'Ostheer : 200 points d'effectif et 45 de carburant pour "passer à la phase de bataille 1" et respectivement 200pe 55c et 200pe 60c pour "passer à la phase de bataille 2" et 3. (voir à 3:02).   Je vous invite à lire le changelog si vous voulez voir les autres modifications.   Changelog :   Explication dans cette vidéo :     Source 1 Source 2
  23. Un patch sera en ligne dès ce soir dans la nuit. Beaucoup de changements importants Changements ci dessous, analyse un peu plus tard Updates for December 10th, 2013 Updates Improved Invite UI – game invites now appear next to players’ faceplates in theFront End in addition to in the usual Steam overlay notifications. These invites allow you to instantly accept and join a game without having to open the Steam overlay. Improved unit responsiveness to player commands as squads will no longer wait for a transition animation to finish before carrying out a new command Added a “Confirm Email” field to the Email Registration when new users boot up game to help prevent people from accidently entering in an incorrect email address. Improved Replay Functionality – ability to display the resources of all players at once, additional stats (damage/units killed/units lost) display in player list Chat Improvements Players can now send game invites from any channel, not just LFG. Added new chat groups: Looking for Annihilation Theater of War Mods and World Builder Players can now Favorite official channels Various Bug Fixes Including: German Opel Blitz Truck “Disable Lockdown” works again. German Ambush camouflage ability now applies properly to reinforcements in cover. The Russian Victory & Defeat Speech lines can now be heard when the locale is set to Russia. Faceplates are now updated if the user purchases them by entering the store from the game. No longer need to restart client to see new faceplates. Addressed an issue preventing the cancelling of unbuilt mines – mine construction can now be cancelled. Mod and Map Making Updates -Dev mode enabled: ​ When a user turns on -dev mode (by adding -dev to the launch options), they get access to the in game SCAR console (Alt+Shift+`) and a number of additional Lua functions. They can use these Lua functions to: Cheat. Debug their custom scenarios. Create art (e.g. fullscreen screenshots without the HUD (Taskbar_SetVisibility)). When -dev mode is turned on, players cannot automatch or earn progress, but they can play custom games against other players who have also have -dev mode turned on. Closed a LUA exploit to increase in-game security against potential cheat hacks and exploits. World Builder Updates: Updated the orientation of the _mm_low.tga to be consistent with the _mm.tga and _mm_preview.tga (it is no longer flipped vertically). Any user generated maps should be updated to reflect this change. Fixed a bug that prevented the export feature of the World Builder from working for users who had non-ascii characters in their user directory. Steam Workshop Integration Allows the sharing of custom player created maps easily from within the game itself Steam Workshop featured in the main menu Currently limited to sharing maps Free Content Multiplayer Maps: Hill 331 (6-8 players) Don River (2-4 players) Official Leaderboards – Select “Leaderboards” from Game Setup to go to new leaderboards site. Mud Tech – included in new Theater of War missions and on map Hill 331 Premium Content Southern Fronts Theater of War Pack Spring Rasputitia – Challenge Occupation - Challenge Retreat to the Donets – AI Battle (Soviet) Panzer Crossing – AI Battle (Soviet) No Retreat, No Surrender – AI Battle (Soviet) Breaking Lines – AI Battle (Soviet) Storming the Donets – AI Battle (German) Heavy Rain – AI Battle (German) General Mud – AI Battle (German) Kharkov Divide – AI Battle (German) AI Improvements AI will no longer attack destroyed HQs or invisible targets. AI on easy and normal difficulty should clump their units together less. AI will no longer try to get a damage vehicle repaired by a squad inside a vehicle. Command Point System Overhaul Command Points are now earned at twice the rate as before Commander abilities have had their Command Point requirement doubled The net effect is that the timing of unlocking Commander abilities should be mostly the same, and players should not expect to see much change from before. Overall the command point changes are intended to give more variety in when things are available. We previously worked within a 7 point range and have increased that to a 16 point range to allow us more control over this sort of timing. The main driving force behind the change was allowing some units to come out earlier without having them be available immediately at the start of the game, specifically some of the new units. There were some other abilities that also tend to come later than we felt best, but where moving them a whole point sooner would have had to large of an effect on the game’s flow. Examples of this are the weaker tank call ins and economic abilities. Additionally, we broke up later game abilities a bit more to add variety in when they come out and distinguish them from each other. In general, unit Call-Ins are available sooner than global abilities and upgrades as these are more often gated by resource cost. Balance Commander Trees Soviet Industry No longer decreases the build times of Soviet buildings Soviet Repair Station Building health reduced from 600HP to 300HP Tiger Ace CP increased to 16 Income penalty now only last 10 minutes General Gameplay Ambient Buildings Building Cover bonus reduced from 50% reduce damage + 50% reduce accuracy to 35% reduce damage + 35% reduce accuracy Moving Penalty Moving vehicles now receive a 2x scatter penalty in addition to the 0.5 accuracy penalty Germans German Pak 40 AT Gun Cost reduced from 360 to 320 German MG42 HMG Suppression value increased by 10% Soviets Soviet Sandbag Build time reduced from 120 seconds to 80 seconds Soviet Maxim Rotation Speed Reduced from 225 degree/sec to 180 degree/sec Soviet Dshk 38 Sokolov Damage reduced from 16 to 12 Soviet Z-iS AT Gun Cost reduced from 360MP to 320 MP Click here to view the article
  24. En ce 12 novembre c'est jour de Patch. Il présente la particularité de détailler precisemment les augmentations de capacités des veteran 2 et 3 : portée, puissance, precision etc. Le patch en plus des modifications techniques apporte l'extension gratuite Turning point et le theatre de guerre payant 'Victoire a Stalingrad'Updates for November 12th, 2013 Free Content World Builder - allows for the creation of user maps Email registration system - signing up gives 2 free Commanders Play AI Battles in Co-Op mode Multiplayer Maps: Rails & Metal (2-4 players) Lazur Factory (6-8 players) Soviet Commanders: Soviet Community Defense Tactics Soviet Reserve Army Tactics German Commanders: Germany Community Defense Doctrine German Mechanized Doctrine Public Chat Chat channels are based on Steam Groups. Players can join up to 5 channels at a time from among any of the 14 official CoH2 channels or any personal Steam Groups that they belong to. They just click on the chat icon in the lower-left of the lobby to see the available channels. Personal channels can be bookmarked so that they will be automatically joined the next time they launch CoH2. Clicking on a Player's name in the chat opens a menu with a variety of options. If a players is in the official Looking for Group channel or any of your personal channels, you can invite other users to your match by selecting the "Invite" option. This should make it much easier to set up custom matches and make new friends with other community members. Players can type "/help" into any channel to display a list of commands available in that channel. When players join a Match or log into your Twitch.tv account (via the Broadcasting tab in the Options menu), you will be automatically put into a special channel for that session. Relic developers are often in the public channels so stop on by and chat with us! Paid Content Victory at Stalingrad Theater of War Pack Kalach Pincer - Co-Op Scenario Tatsinskaya Raid - Challenge Bridge Defense - Challenge Winter Storm - AI Battle Stalingrad Resistance - AI Battle Stalingrad Encirclement - Co-Op AI Battle German Commanders: Elite Troops Doctrine Luftwaffe Supply Doctrine Soviet Commanders: Soviet Industry Tactics Partisan Tactics Skins: Soviet Two Ton Don Front Soviet Two Tone Spring Front Soviet Makeshift Sand Southern Front Updates Players can now change your active Loadout while searching for a match without canceling their search An experimental "-fast_camera" option has been added to the game which dramatically increases the speed at which your in-game camera moves. To try this feature, players must enter "-fast_camera" into the "Set Launch Options..." dialog for CoH2 in Steam. Depending on the community's feedback to this feature, we will be fully supporting this feature in future patches. Holding down the CTRL key while in-game now displays the name of each squad's owner above the squad. This should make it much more clear who is fighting in larger battles. The in-game player list and the post-game stats screen now make it more clear when a player has dropped and been taken over by the AI Players can now add other players directly to their friends list from the post-game stats screen with the "Add Friend" button The multiplayer setup screen now has a button to take players to our Steam leaderboards page. Players can now keep track of where they stand against their friends friends and against the world! AI Improvements Hard AI is now more challenging than Standard AI. (Main change is the units that get built and limits on detecting target in fog of war) AI squad can now run tactics while moving. (Picking up weapons/items, re-crewing vehicles, etc) AI squads being repaired or reinforcing will now stop moving. AI squads can now reinforce from half-tracks and will reinforce in areas outside of their base. AI controlled units that want to reinforce or repair will now move toward locations that provide reinforcement or repair. AI controlled half-tracks will now move towards squads that need to be reinforced. When AI squads fallback, they will fallback to the closest fallback location and not all the way to base. AI player no longer waits for one command point before trying to choose a commander. AI takeover for dropped players in multiplayer games will now use the correct AI personality. Easy and Standard AI difficulties no longer take targets in the fog of war into account when planning which targets to attack. Removed the AI class for medium vehicles and added the AI class for stationary infantry to better represent actual gameplay roles of different units. Soviet AI should build the Barracks less often and the Weapon Support Centre more often due to better code for breaking ties in building utility. AI no longer tries to build units to kill enemy bunkers and base buildings unless it has seen them.(Prevents AI from wanting to build mortars and AT in early game) AI will spend less resources reinforcing squads that aren’t useful. AI squads the have waited too long to reinforce will now become aggressive instead of standing in the base forever. Hard and Expert AI will now build more infantry units at the start of the game before trying to tech up. Soviet AI will now still build Penal Troops after Guard or Shock Troops become available. Easy AI no longer buys squad upgrades, and Standard AI now buys less squad upgrades. AI no longer uses Oorah, sprint, Steady Driving or Mark Target abilities because it wasn’t using them correctly and it was wasting munitions. AI will now try to use the Infantry Medkits ability on friendly units instead of enemy units. AI will now use Panzer Blitz less often and only when it is low on health. Adjusted ratings for Penal Troops, Soviet Team Weapons, Shock Troops, and vehicles with rear mounted weapons. Balance Building Functionality Our goal was to improve the player’s capacity to make decisions when using garrisons within the game. To achieve this, we improved the readability of a garrison’s structural integrity, making damage more consistent and in turn making it easier to calculate the risks associated with the use of said garrison. Buildings will be far less prone to being knocked down to single attacks at full health as a result. Building Critical System Removed the random chance for AOE weapons to inflict up to 6x their AOE radius when exploding near a garrison. Unit Behavior Infantry flamethrower damage modifier vs. garrisons from 1 to 1.6 Mortar damage modifier vs. garrisons from 0.25 to 0.75 Unit Animation Behavior Modifications This change enables squads to fire within a 180 degree arc, better enabling them to engage other squads while executing combat maneuvers. Previously, their firing arc was far more restricted which lead to a loss of DPS when ordering squads to move. Squad Combat Behavior Entities can now fire within a 180 degree arc Units and Abilities Performance and cost adjustments to units and abilities that better align them with their in-game value. Trenches Now require friendly territory T34-85 Penetration from 110 to 120 Reload from 8.5 to 6 Distance scatter max from 2.6 to 5 T34-85 call-in cost from 720 MP and 260 FU to 680 MP and 240 FU JU-87 Anti-tank Support Damage from 80 to 120 Deflection damage enabled; now deals 80 damage on deflect Attacks per plane from 4 to 3 Infantry Flamethrower Chance of causing entity to explode in a fiery death from 20% to 10% 120mm Mortar Cost from 360 MP to 400 MP Range from 120 to 100 Scatter ratio from 0.1 to 0.15 Distance scatter max from 14 to 15 Panzer Tactician Cost from 15 to 30 For Mother Russia Bonus/penalty aura from 100% to 50% Cost from 150 MU to 100 MU Forward HQ HQ aura bonus from 100% to 50% Cost from 420 MP and 80 FU to 300 MP and 60 FU Assault Grenades Cost from 60 MU to 45 MU Mechanized Assault Group Cost from 560 MP and 55 FU to 520 MP and 40 FU B4 Howitzer Precision shot cost from 50 to 90 B4 recharge time from 110 to 55 Minesweeper Hazard detection range from 15 to 25 Railway Artillery Recharge duration from 120s to 60s Veterancy Rework Our goal is to make veterancy feel more unique and appropriate within the context of Company of Heroes 2. Specifically, we want to remove scenarios where veterancy began to modify a unit’s role and its counters. The new veterancy system focuses on improving a unit within the confines of its core role. General Attacking a veteran unit will now reward 1.2x its base experience value per level of veterancy. In other words, attacking a level 3 veteran unit will award 1.6x more experience to better reflect their in-game value. Open the spoiler to see the veterancy details: Grenadiers Veterancy 2 +25% Range on Rifle-grenade +40% Accuracy Veterancy 3 +30% Armor -20% Cooldown -25% Recharge on Panzerfaust Panzer Grenadiers Veterancy 2 +40% Armor -25% Cooldown Veterancy 3 +40% Accuracy +25% Range on bundle grenade Assault Grenadiers Veterancy 2 +40% Armor -25% Cooldown Veterancy 3 +40% Accuracy +25% Range on bundle grenade Artillery Officer Veterancy 2 +40% Range on Smoke Barrage +40% Range on Coordinated Barrage +30% Armor Veterancy 3 +40% Accuracy +10% DPS to coordinated fire Osttruppen Veterancy 2 +40% Accuracy -25% Recharge on Panzerfaust Veterancy 3 +40% Armor -20% Cooldown Pioneer Veterancy 2 +20% Accuracy +50% Repair Speed Veterancy 3 Combat Repairs (no penalty for repairing in combat) -15% Cooldown +15% Accuracy Sniper Veterancy 2 -20% Reload +20% Sight -20% Cooldown Veterancy 3 -30% Reload +10 Range Incendiary Shot -30% Cooldown MG42 Veterancy 2 +20% Suppression +30% Horizontal Traverse Veterancy 3 +20% ROF +30% Accuracy +10% Horizontal Traverse 81mm Mortar Veterancy 2 -20% Scatter -40% Ability Recharge Veterancy 3 +33% Range Pak 40 Veterancy 2 +30% Rotation -30% Reload Veterancy 3 Camouflage Netting (Gains ZIS camouflage ability) +30% Penetration -10% Reload Pak 43 Veterancy 2 +100% Rotation -30% Reload Veterancy 3 +30% Accuracy -20% Reload German Howitzer Veterancy 2 -15% Scatter +30% Rotation -25% Ability Recharge Veterancy 3 +33% Range Armored Car Veterancy 2 +30% Sight +30% Accuracy Veterancy 3 +20% Accuracy +20% Rotation +20% Acceleration +20% Max Speed 251 Half-track Veterancy 2 +20% Reinforcement Radius +20% Acceleration +20% Max Speed +20% Rotation Veterancy 3 +20% Reinforcement Radius +30% Sight -20% Cooldown Brummbar Veterancy 2 +30% Armor -10% Reload Veterancy 3 -30% Reload +20% Rotation +20% Acceleration +20% Max Speed Elefant Veterancy 2 +20% Rotation +20% Acceleration +20% Max Speed -20% Reload Veterancy 3 -30% Reload +30% Accuracy Mortar Half-track Veterancy 2 -20% Scatter -40% Ability Recharge Veterancy 3 +33% Range Ostwind Veterancy 2 -20% Cooldown +40% AA Capacity Veterancy 3 +20% Rotation +20% Acceleration +20% Max Speed -40% Reload Panther Veterancy 2 +30% Armor +40% Turret Rotation Veterancy 3 -30% Reload +20% Rotation +10% Acceleration Panzer 4 Veterancy 2 +30% Armor +40% Turret Rotation Veterancy 3 -30% Reload +20% Rotation +10% Acceleration Panzerwerfer Veterancy 2 -20% Scatter -40% Ability Recharge Veterancy 3 +33% Range StuG III Veterancy 2 +30% Armor -10% Reload Veterancy 3 -30% Reload +20% Rotation +20% Acceleration +20% Max Speed Tiger Veterancy 2 +10 Range -20% Scatter +20% Accuracy Veterancy 3 -30% Reload +20% Acceleration +20% Rotation +20% Max Speed Conscripts Veterancy 2 +25% Range on Molotov +40% Accuracy Veterancy 3 +30% Armor -20% Cooldown -25% Recharge on AT Grenade Penal Battalion Veterancy 2 Gains Oorah -20% Cooldown +30% Accuracy Veterancy 3 +30% Accuracy +30% Armor Guard Squad Veterancy 2 +20% Armor +10% Penetration +30% Accuracy Veterancy 3 +25% Button Duration +30% Armor -20% Cooldown Shock Troopers Veterancy 2 -40% Recharge on Smoke Grenades +20% Armor -25% Cooldown Veterancy 3 +40% Accuracy +25% Range on RG-42 Grenade Combat Engineer Veterancy 2 +20% Accuracy +50% Repair Speed Veterancy 3 Combat Repairs (no penalty for repairing in combat) -15% Cooldown +15% Accuracy Partisans - SMG Veterancy 2 -40% Recharge on Molotov +20% Armor -25% Cooldown Veterancy 3 +40% Accuracy +25% Range on Molotov Partisans - LMG Veterancy 2 -40% Recharge on Molotov +40% Accuracy Veterancy 3 +30% Armor +20% Accuracy +25% Range on Molotov Partisans - Rifle Veterancy 2 -40% Recharge on Molotov +40% Accuracy Veterancy 3 +30% Armor +20% Accuracy +25% Range on Molotov Irregulars Veterancy 2 -40% Recharge on RG-33 Grenade +40% Accuracy Veterancy 3 +30% Armor +20% Accuracy +25% Range on RG-33 Grenade Partisan AT - Panzershrek Veterancy 2 +20% Armor +10% Penetration +30% Accuracy Veterancy 3 +10% Accuracy +30% Armor -20% Reload Partisan AT - PTRS Veterancy 2 +20% Armor +10% Penetration +30% Accuracy Veterancy 3 +10% Accuracy +30% Armor -25% Cooldown Sniper Veterancy 2 -20% Reload +20% Sight -20% Cooldown Veterancy 3 +25% Range on Flare -30% Reload -30% Cooldown Maxim Veterancy 2 +20% Suppression +30% Horizontal Traverse Veterancy 3 +20% ROF +30% Accuracy +10% Horizontal Traverse DSHK HMG Veterancy 2 +20% Suppression +30% Horizontal Traverse Veterancy 3 +20% ROF +30% Accuracy +10% Horizontal Traverse 82mm Mortar Veterancy 2 -20% Scatter -40% Ability Recharge Veterancy 3 +33% Range 120mm Mortar Veterancy 2 -20% Scatter -40% Ability Recharge Veterancy 3 +33% Range ZIS AT Gun Veterancy 2 +30% Rotation -30% Reload Veterancy 3 +5 Range on Barrage -20% Reload +30% Penetration 53K AT Gun Veterancy 2 +30% Rotation -30% Reload Veterancy 3 +30% Accuracy +30% Penetration ML-20 Howitzer Veterancy 2 -15% Scatter +30% Rotation -25% Ability Recharge Veterancy 3 +33% Range B4 Howitzer Veterancy 2 -15% Scatter +50% Rotation -25% Ability Recharge Veterancy 3 +50% Damage M3A1 Scout Car Veterancy 2 +30% Sight +30% Accuracy Veterancy 3 +20% Accuracy +20% Rotation +20% Acceleration +20% Max Speed IS-2 Veterancy 2 +50% Turret Rotation +10 Range +20% Accuracy Veterancy 3 -30% Reload +20% Rotation +20% Max Speed +20% Acceleration ISU-152 Veterancy 2 -30% Reload -30% Scatter Veterancy 3 +20% Rotation +20% Acceleration +20% Max Speed +20% Accuracy KV-1 Veterancy 2 +10 Damage +35% Turret Rotation -20% Reload Veterancy 3 +20% Max Speed +20% Acceleration +20% Rotation -20% Reload KV-2 Veterancy 2 +50% Turret Rotation +10 Range Veterancy 3 -20% Rotation +20% Acceleration +20% Max Speed +20% Turret Rotation KV-8 Veterancy 2 -25% Reload +35% Turret Rotation +20% Max Speed Veterancy 3 +20% Rotation +35% Burst Duration +5 Range (from 25 to 30) +20% Acceleration Katyusha Half-track Veterancy 2 -20% Scatter -40% Ability Recharge Veterancy 3 +33% Range M5 Half-track Veterancy 2 +20% Reinforcement Radius +20% Acceleration +20% Max Speed +20% Rotation Veterancy 3 +20% Reinforcement Radius +30% Sight -20% Cooldown SU-76 Veterancy 2 -25% Barrage Recharge +20 Damage +30% Accuracy Veterancy 3 +10 Range on Barrage -25% Reload +25% Rotation SU-85 Veterancy 2 -30% Reload +30% Accuracy Veterancy 3 -20% Reload +20% Max Speed +20% Acceleration +20% Rotation T-34-76 Veterancy 2 +10 Damage +35% Turret Rotation -20% Reload Veterancy 3 +20% Max Speed +20% Acceleration +20% Rotation -20% Reload T-34-85 Veterancy 2 +50% Turret Rotation -25% Reload Veterancy 3 +20% Max Speed +20% Acceleration +20% Rotation -20% Reload T-70 Veterancy 2 Recon Mode (+40% Sight) -20% Reload +20% Accuracy Veterancy 3 +20% Rotation +20% Acceleration +20% Max Speed +30% Sight Click here to view the article
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