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Found 12 results

  1. SEPTEMBER 2019 PATCH PREVIEW - VERSION 1.3 This will likely be the last mod preview for this patch. The mod preview feedback has been useful, and we feel the update is in a Good Spot™. There will be some minor adjustments prior to the official release. We will be monitoring some of the more nuanced changes in this patch post-release. We feel certain items will be easier to assess once the update has been live, and more players are testing the changes. Problem items will be addressed in a follow-up patch. We are planning to release the update in approximately two weeks time. WEHRMACHT Leichte Mechanized Kompanie To encourage T2 strategies and reduce the power of skiping tiers, we are moving the manpower discout for Ostheer tech to the Leichte Mechanize Kompanie. Manpower cost further reduced from 150 to 100 Battlephase 2 Reverted manpower change from 150 back to 200 Tiger The Tiger is having its AOE reduced on the outer edges to reduce it's killing power and to compensate for the tank's high accuracy against infantry. Far AOE from 0.175 to 0.15 Far distance from 3.5 to 3 Panzergrenadier G43 We are reducing the cost of this upgrade to better reflect its current performance and trade-offs with the Panzergrenadier StG 44. Munition cost from 60 to 50 StuG Ausf. E The StuG E is being moved into tech like other call-in vehicles. We have reduced the amount of CPs to compensate to encourage teching. CP requirement from 7 to 5 Now requires Battlephase 2 OKW Starting Resources OKW is having some of its manpower changes reverted. The previous changes impacted their early game too much with the price increase on Volksgrenadiers. Manpower changes from version 1.2 reverted from 300 to 320 Schwerer Panzer Headquarters We have adjusted the cost of the Schwerer Panzer HQ to allow Obersoldaten to arrive earlier and give the unit more time to gain veterancy. Initial cost from 100/80 to 100/60 Panzer Authorization cost from 100/40 to 100/60 Raketenwerfer The Raketenwerfer is having its price increased slightly to better reflect its new performance. Population has been adjusted for the additional soldier to match other anti-tank guns and reduce the upkeep on OKW. Cost from 270 to 290 Population from 8 to 7 251 Flak Half-Track We are reducing the smoke cost on the 251 Flak Half-Track to better reflect how integral this ability is for the unit's survival. Smoke cost from 35 to 25; veterancy reduces smoke cost from 25 to 15 King Tiger The King Tiger is having it's fuel cost reduced to better reflect it's performance and trade-offs when compared to other heavy tanks. Fuel cost from 280 to 270 Fallschirmjager Fallschirmjager are having their second set of FG-42s locked behing the Panzer HQ to reduce the unit's impact when it first arrives, while retaining a relative timing with their pre-patch changes in terms of firepower. Second set of FG-42s now requires the Schwerer Panzer Headquarters. Panzerfusiliers To better reflect their performance and the changes to OKW's starting manpower, we are reducing the unit's manpower and upgrade cost slightly. Manpower cost from 280 to 270; reinforce unchanged G43 cost from 90 to 80 Hetzer The Hetzer is having its veterancy requirements further reduced to reflect it's main target being infantry. With the changes to the Schwerer's cost, it has been locked behind Panzer Authorization. Veterancy requirements further reduced to 1240/2480/4960/6440/8370 Now requires Panzer Authorization Assault Artillery Previously, Assault Artillery was too random and the shells took too long to come down. The new changes should force units in the center of the ability to move, or risk being hit. Shell count from 25 to 30 Now drops 10 of its 30 shells in a 25m radius within the target zone, reducing scatter. Artillery Shell delay from 0.75/1.25 to 0.5/0.75 Mortar smoke delay between shells from 0.75 to 0.375 UKF Bofors The recent changes to the Bofors impacted the unit's ability to hold back attacking infantry. The recent changes are to allow the Bofors to stop charging infantry squads that attempt to enter the Bofor's range. Suppression from 0.0006 to 0.0015 AOE from 1 to 1.5 Nearby suppression radius from 0.8 to 1 AOE suppression from 0.1 to 0.75 Target suppressed suppression multiplier from 0.5 to 1 Sniper The recent changes in aim-time had the effect of speeding up the sniper's rate of fire. His rate of fire is being slowed to be slightly behind the Ostheer's Sniper to reflect the smaller squads he fires on, and his ability to harm light vehicles when supported. Sniper winddown from 4 to 5.25 Comet We have slightly reduced the scatter of the Comet to improve its anti-infantry firepower at range. Comet scatter from 5.5 to 5.25 Churchill Due to its extrmely high health and decent armor, we are increasing the Churchill's population and fuel cost to better reflect its performance. Population from 18 to 19 Fuel cost from 160 to 165 Advanced Fortifications The previous changes were too harsh on this upgrade. We are toning back some of the cost to better reflect its power. Fuel cost from 20 to 10 USF Riflemen Flares The cost of flares is being matched to those used by units such as Panzerfusiliers to incentivise its use. Cost from 40 to 35 M21 Mortar Half-Track We are slightly toning back the nerf to Whie Phosphorous from the M21 to have more impact on units that remain within the smoke. White Phosphorous damage frequency from 0.6 to 0.5 M4 Sherman 105mm Dozer To allow players to purchase this unit when they have teched up to Major, we are reducing the CP cost. Additional CP changes will take effect when the patch hits live. Now requires Major tech CP requirement from 10 to 7; will be reduced to 6 for live patch M26 Pershing We are toning back some of the Pershing's AOE which previously allowed it to destroy most infantry squads in two hits. In return, the cost of HVAP is being reduced to give the Pershing an edge against vehicles. Far AOE damage from 0.225 to 0.175 Mid AOE from 0.4 to 0.375 HVAP shot from 60 to 50 SOVIET Support Weapon Kompaneya(T2) We are slightly increasing the price of T2 to reduce the rush into T70 and stronger Conscript builds. Fuel cost from 10 to 15 Assault Guards Due to popular demand, we are giving Assault Guards Thompson SMGs. This should increase the unit's firepower and better reflect the cost and timing of the Half-Track Assault Group. Comes equipped with 3 Thompson submachine guns in addition to their SVTs. PPSh-41s removed. IS-2 With its high armor, we felt the IS-2 should have reduced killing power against infantry while remaining relatively consistent in terms of accuracy. Far AOE from 0.2 to 0.175 Far AOE distance from 3.5 to 3 Source : https://community.companyofheroes.com/discussion/comment/286095#Comment_286095
  2. SEPTEMBER 2019 PATCH PREVIEW - VERSION 1.3 This will likely be the last mod preview for this patch. The mod preview feedback has been useful, and we feel the update is in a Good Spot™. There will be some minor adjustments prior to the official release. We will be monitoring some of the more nuanced changes in this patch post-release. We feel certain items will be easier to assess once the update has been live, and more players are testing the changes. Problem items will be addressed in a follow-up patch. We are planning to release the update in approximately two weeks time. WEHRMACHT Leichte Mechanized Kompanie To encourage T2 strategies and reduce the power of skiping tiers, we are moving the manpower discout for Ostheer tech to the Leichte Mechanize Kompanie. Manpower cost further reduced from 150 to 100 Battlephase 2 Reverted manpower change from 150 back to 200 Tiger The Tiger is having its AOE reduced on the outer edges to reduce it's killing power and to compensate for the tank's high accuracy against infantry. Far AOE from 0.175 to 0.15 Far distance from 3.5 to 3 Panzergrenadier G43 We are reducing the cost of this upgrade to better reflect its current performance and trade-offs with the Panzergrenadier StG 44. Munition cost from 60 to 50 StuG Ausf. E The StuG E is being moved into tech like other call-in vehicles. We have reduced the amount of CPs to compensate to encourage teching. CP requirement from 7 to 5 Now requires Battlephase 2 OKW Starting Resources OKW is having some of its manpower changes reverted. The previous changes impacted their early game too much with the price increase on Volksgrenadiers. Manpower changes from version 1.2 reverted from 300 to 320 Schwerer Panzer Headquarters We have adjusted the cost of the Schwerer Panzer HQ to allow Obersoldaten to arrive earlier and give the unit more time to gain veterancy. Initial cost from 100/80 to 100/60 Panzer Authorization cost from 100/40 to 100/60 Raketenwerfer The Raketenwerfer is having its price increased slightly to better reflect its new performance. Population has been adjusted for the additional soldier to match other anti-tank guns and reduce the upkeep on OKW. Cost from 270 to 290 Population from 8 to 7 251 Flak Half-Track We are reducing the smoke cost on the 251 Flak Half-Track to better reflect how integral this ability is for the unit's survival. Smoke cost from 35 to 25; veterancy reduces smoke cost from 25 to 15 King Tiger The King Tiger is having it's fuel cost reduced to better reflect it's performance and trade-offs when compared to other heavy tanks. Fuel cost from 280 to 270 Fallschirmjager Fallschirmjager are having their second set of FG-42s locked behing the Panzer HQ to reduce the unit's impact when it first arrives, while retaining a relative timing with their pre-patch changes in terms of firepower. Second set of FG-42s now requires the Schwerer Panzer Headquarters. Panzerfusiliers To better reflect their performance and the changes to OKW's starting manpower, we are reducing the unit's manpower and upgrade cost slightly. Manpower cost from 280 to 270; reinforce unchanged G43 cost from 90 to 80 Hetzer The Hetzer is having its veterancy requirements further reduced to reflect it's main target being infantry. With the changes to the Schwerer's cost, it has been locked behind Panzer Authorization. Veterancy requirements further reduced to 1240/2480/4960/6440/8370 Now requires Panzer Authorization Assault Artillery Previously, Assault Artillery was too random and the shells took too long to come down. The new changes should force units in the center of the ability to move, or risk being hit. Shell count from 25 to 30 Now drops 10 of its 30 shells in a 25m radius within the target zone, reducing scatter. Artillery Shell delay from 0.75/1.25 to 0.5/0.75 Mortar smoke delay between shells from 0.75 to 0.375 UKF Bofors The recent changes to the Bofors impacted the unit's ability to hold back attacking infantry. The recent changes are to allow the Bofors to stop charging infantry squads that attempt to enter the Bofor's range. Suppression from 0.0006 to 0.0015 AOE from 1 to 1.5 Nearby suppression radius from 0.8 to 1 AOE suppression from 0.1 to 0.75 Target suppressed suppression multiplier from 0.5 to 1 Sniper The recent changes in aim-time had the effect of speeding up the sniper's rate of fire. His rate of fire is being slowed to be slightly behind the Ostheer's Sniper to reflect the smaller squads he fires on, and his ability to harm light vehicles when supported. Sniper winddown from 4 to 5.25 Comet We have slightly reduced the scatter of the Comet to improve its anti-infantry firepower at range. Comet scatter from 5.5 to 5.25 Churchill Due to its extrmely high health and decent armor, we are increasing the Churchill's population and fuel cost to better reflect its performance. Population from 18 to 19 Fuel cost from 160 to 165 Advanced Fortifications The previous changes were too harsh on this upgrade. We are toning back some of the cost to better reflect its power. Fuel cost from 20 to 10 USF Riflemen Flares The cost of flares is being matched to those used by units such as Panzerfusiliers to incentivise its use. Cost from 40 to 35 M21 Mortar Half-Track We are slightly toning back the nerf to Whie Phosphorous from the M21 to have more impact on units that remain within the smoke. White Phosphorous damage frequency from 0.6 to 0.5 M4 Sherman 105mm Dozer To allow players to purchase this unit when they have teched up to Major, we are reducing the CP cost. Additional CP changes will take effect when the patch hits live. Now requires Major tech CP requirement from 10 to 7; will be reduced to 6 for live patch M26 Pershing We are toning back some of the Pershing's AOE which previously allowed it to destroy most infantry squads in two hits. In return, the cost of HVAP is being reduced to give the Pershing an edge against vehicles. Far AOE damage from 0.225 to 0.175 Mid AOE from 0.4 to 0.375 HVAP shot from 60 to 50 SOVIET Support Weapon Kompaneya(T2) We are slightly increasing the price of T2 to reduce the rush into T70 and stronger Conscript builds. Fuel cost from 10 to 15 Assault Guards Due to popular demand, we are giving Assault Guards Thompson SMGs. This should increase the unit's firepower and better reflect the cost and timing of the Half-Track Assault Group. Comes equipped with 3 Thompson submachine guns in addition to their SVTs. PPSh-41s removed. IS-2 With its high armor, we felt the IS-2 should have reduced killing power against infantry while remaining relatively consistent in terms of accuracy. Far AOE from 0.2 to 0.175 Far AOE distance from 3.5 to 3 Source : https://community.companyofheroes.com/discussion/comment/286095#Comment_286095 Voir la totalité de article
  3. SEPTEMBER 2019 PATCH PREVIEW - Version 1.2 Changes August 22nd 2019 OKW Starting Resources We will be closely monitoring how the following change affect line infantry, including Panzerfusilliers, who will probably receive a cost reduction in the next version given their lower effectiveness in the early game. Manpower further reduced from 320 to 300. Fallschirmjäger Now drops in with 2 FG 42s; second set has no requirements. Now gains +25% accuracy when firing from stealth. Veterancy 5 provides an additional 20% bonus. Sturm Offizier Now has access to Model 24 Smoke Grenades. 15 munitions. Grenade benefits from Veterancy 1 cost reduction and Veterancy 2 ability range. -5 munition cost, +5 range. Veterancy 5 now grants -25% weapon cooldown Mark Target Received Accuracy penalty from 1.5 to 1.3 Mark Target tool-tip adjusted; ability does not boost the effectiveness of nearby enemies. King Tiger Mid AOE distance from 1 to 1.25 Far AOE damage from 0.125 to 0.15 Panzer VI Tiger (Command Tiger) Far AOE damage from 0.1 to 1.75 Mid AOE distance from 1 to 1.5 Raketen Can Retreat once again Opel Blitz CP requirement from 1 to 2 Assault Artillery Assault Artillery radius from 50 to 45 Assault Artillery shell count from 20 to 25 Wehrmacht Grenadier - Experimental Change We think Grenadiers are in a good spot in terms of their combat performance, but with only 4 models, they get wiped too easily once heavy indirect fire and big guns start roaming the battlefield. We’d like to trial a change that replaces their veterancy 3 Received Accuracy with a Damage Reduction modifier. This should help Grenadiers survive explosions damage in the late game, without really having an impact on their durability versus small arms fire. Veterancy 3 -23% Received Accuracy replaced by -20% damage reduction Wehrmacht Tech Ostheer tech is more manpower demanding than other factions. The following two changes are designed to alleviate this slightly, and allow Ostheer to field key units slightly faster, particularly in the early game. Leichte Mechanized Kompanie Manpower cost from 200 to 150 Battle Phase 2 Manpower cost from 200 to 150 Command Panzer IV Fuel cost from 120 to 100 Sdf.kfz 251 Veterancy 1 Infantry Awareness replaced by Schu Mine. Allows the Half-track to plant a Schu Mine for 30 munitions. 10 second plant time. Healing rate from 0.25 to 0.4 Sdf.kfz 250 Mortar Halftrack Incendiary Barrage now matches those fired by the LeIG. Fires 4 rounds over the target area. Incendiary Barrage cost from 45 to 35. Panzer VI Tiger Far AOE damage from 0.1 to 1.75 Mid AOE distance from 1 to 1.5 Osttruppen Supply Drop CP requirement from 4 to 3 Jaeger Command Squad CP requirement from 3 to 2 USF Pershing Far AOE damage from 0.2 to 0.225 Mid AOE distance from 0.35 to 0.4 HVAP cost from 90 to 60. Soviets Mobilize Reserves Seven man conscripts were proving too potent with only the Molotov and AT grenade requirements, especially in conjunction with the price reduction in Soviet Tier 2 tech, and the traditional Soviet T70 power spike at very similar timing. The following change will represent a more meaningful choice for Soviet players. Mobilize reserves now costs 25 fuel and 100 Manpower to unlock It still requires Molotov and AT Grenade tech, in addition to Soviet T3 being built. Combat Engineers Mosin Nagant rifle now matches those used by Conscripts Damage from 16 to 12 Accuracy from 0.518/0.449/0.334 to 0.757/0.660/0.557 Airborne Guards DP-28 drop rate from 0.33 to 0.1 IS-2 Far AOE damage from 0.135 to 0.2 Mid AOE distance from 1 to 1.35 Fragmentation round damage mid from 0.35 to 0.5 Fragmentation round far damage from 0.135 to 0.2 Partisans Concussive Trap plant time from 15 to 10 Concussive Trap cost from 15 to 10 Brits Comet Far AOE damage from 0.175 to 0.2 AOE mid distance from 0.75 to 1.15 Advanced Emplacements Regiment Forward Assembly Repair Sapper range from 30 to 20 Repair Sappers should no longer instantly respawn if killed Advanced Fortifications upgrade cost from 70 munition to 100 manpower and 20 fuel Bofors Rate of fire from 4 to 2 Reload time from 1.5/2 to 1 Reload frequency from 1 to 2 Source : https://community.companyofheroes.com/discussion/comment/285985#Comment_285985
  4. SEPTEMBER 2019 PATCH PREVIEW - Version 1.2 Changes August 22nd 2019 OKW Starting Resources We will be closely monitoring how the following change affect line infantry, including Panzerfusilliers, who will probably receive a cost reduction in the next version given their lower effectiveness in the early game. Manpower further reduced from 320 to 300. Fallschirmjäger Now drops in with 2 FG 42s; second set has no requirements. Now gains +25% accuracy when firing from stealth. Veterancy 5 provides an additional 20% bonus. Sturm Offizier Now has access to Model 24 Smoke Grenades. 15 munitions. Grenade benefits from Veterancy 1 cost reduction and Veterancy 2 ability range. -5 munition cost, +5 range. Veterancy 5 now grants -25% weapon cooldown Mark Target Received Accuracy penalty from 1.5 to 1.3 Mark Target tool-tip adjusted; ability does not boost the effectiveness of nearby enemies. King Tiger Mid AOE distance from 1 to 1.25 Far AOE damage from 0.125 to 0.15 Panzer VI Tiger (Command Tiger) Far AOE damage from 0.1 to 1.75 Mid AOE distance from 1 to 1.5 Raketen Can Retreat once again Opel Blitz CP requirement from 1 to 2 Assault Artillery Assault Artillery radius from 50 to 45 Assault Artillery shell count from 20 to 25 Wehrmacht Grenadier - Experimental Change We think Grenadiers are in a good spot in terms of their combat performance, but with only 4 models, they get wiped too easily once heavy indirect fire and big guns start roaming the battlefield. We’d like to trial a change that replaces their veterancy 3 Received Accuracy with a Damage Reduction modifier. This should help Grenadiers survive explosions damage in the late game, without really having an impact on their durability versus small arms fire. Veterancy 3 -23% Received Accuracy replaced by -20% damage reduction Wehrmacht Tech Ostheer tech is more manpower demanding than other factions. The following two changes are designed to alleviate this slightly, and allow Ostheer to field key units slightly faster, particularly in the early game. Leichte Mechanized Kompanie Manpower cost from 200 to 150 Battle Phase 2 Manpower cost from 200 to 150 Command Panzer IV Fuel cost from 120 to 100 Sdf.kfz 251 Veterancy 1 Infantry Awareness replaced by Schu Mine. Allows the Half-track to plant a Schu Mine for 30 munitions. 10 second plant time. Healing rate from 0.25 to 0.4 Sdf.kfz 250 Mortar Halftrack Incendiary Barrage now matches those fired by the LeIG. Fires 4 rounds over the target area. Incendiary Barrage cost from 45 to 35. Panzer VI Tiger Far AOE damage from 0.1 to 1.75 Mid AOE distance from 1 to 1.5 Osttruppen Supply Drop CP requirement from 4 to 3 Jaeger Command Squad CP requirement from 3 to 2 USF Pershing Far AOE damage from 0.2 to 0.225 Mid AOE distance from 0.35 to 0.4 HVAP cost from 90 to 60. Soviets Mobilize Reserves Seven man conscripts were proving too potent with only the Molotov and AT grenade requirements, especially in conjunction with the price reduction in Soviet Tier 2 tech, and the traditional Soviet T70 power spike at very similar timing. The following change will represent a more meaningful choice for Soviet players. Mobilize reserves now costs 25 fuel and 100 Manpower to unlock It still requires Molotov and AT Grenade tech, in addition to Soviet T3 being built. Combat Engineers Mosin Nagant rifle now matches those used by Conscripts Damage from 16 to 12 Accuracy from 0.518/0.449/0.334 to 0.757/0.660/0.557 Airborne Guards DP-28 drop rate from 0.33 to 0.1 IS-2 Far AOE damage from 0.135 to 0.2 Mid AOE distance from 1 to 1.35 Fragmentation round damage mid from 0.35 to 0.5 Fragmentation round far damage from 0.135 to 0.2 Partisans Concussive Trap plant time from 15 to 10 Concussive Trap cost from 15 to 10 Brits Comet Far AOE damage from 0.175 to 0.2 AOE mid distance from 0.75 to 1.15 Advanced Emplacements Regiment Forward Assembly Repair Sapper range from 30 to 20 Repair Sappers should no longer instantly respawn if killed Advanced Fortifications upgrade cost from 70 munition to 100 manpower and 20 fuel Bofors Rate of fire from 4 to 2 Reload time from 1.5/2 to 1 Reload frequency from 1 to 2 Source : https://community.companyofheroes.com/discussion/comment/285985#Comment_285985 Voir la totalité de article
  5. SEPTEMBER 2019 PATCH PREVIEW - Version 1.1 Changes Bug fixing to address collision and hitbox issues. USF Changes to both of the following units were discussed before release. The team has decided to include for testing after initial feedback. Riflemen We think Riflemen are solid infantry that scale well, but we would like to put more emphasis on the engagement range dynamics between them and long-range Axis squads. Their near range, and thereby their near DPS, will be slightly increased, which will also slightly increase their mid-range DPS up to range 16. Near range from 3 to 6 Chart amended from https://coh2db.com/stats/ Rear Echelon Troops To make Rear Echelon Troops carbines perform more consistently, as currently they are very RNG dependent with their low accuracy but high rate of fire and damage, their accuracy has been increased. In return their damage per bullet will be reduced, to keep the same total DPS as now. Damage from 10 to 8 Accuracy from 0.403/0.288/0.23 to 0.51/0.3456/0.276 Source : https://community.companyofheroes.com/discussion/comment/285855#Comment_285855
  6. SEPTEMBER 2019 PATCH PREVIEW To get this mod, head here: https://steamcommunity.com/sharedfiles/filedetails/?id=1834662479 Game wide changes for all factions Heavy call-in tank changes for all factions We felt that the strategy of stalling for a heavy tank call-in without teching was both bad for gameplay and too punishing for the enemy players who did tech, as well as giving players who were behind on resources an unfair advantage in making a comeback. In addition we felt that certain heavy tanks came too late in team games. The Tiger Ace and the new OKW Command Tiger have served as prototypes in the last patch. The following changes have now been made to all other heavy tanks: Heavy call-in tanks will now require a reduced amount of CPs but require certain in order to be called in. This includes: IS-2, KV-2, Command Panther, Sturmtiger, Tiger, Pershing, Churchill Crocodile and Churchill AVRE. Call-in requirements for the heavy tank destroyers Elefant, Jagdtiger and ISU-152 remain at their old values but now also require end tier tech. The majority of heavy tanks have had their AOE values standardized to deal more reliable damage to infantry. There has also been additional rebalancing for other heavies. Medics In order to make autonomous medics more responsive, they will now move around at a higher speed, for all factions that have them. The radius in which they follow or walk up to squads has been slightly reduced to further prevent long healing queue times. Player controlled medic squads have had a quality improvement as well. All medics now sprint towards wounded infantry models Medic chase range standardized to 20 for all base and forward structures USF Ambulance medic and UKF glider medic squads now have a timed area of effect heal ability that automatically heals squads around them when activated. OKW Teching & Faction changes We feel OKW is in a very dominant position in the very early game, which made them feel a bit too oppressive towards other factions. Changes have been made to spread out their combat power more evenly throughout the length of a match by reducing their starting power and increasing their mid game power. This has been done with the intent to maintain their overall strength as a faction, whilst maintaining some of their identity as early game aggressors. The graph below visualizes these intended changes to their power curve: Therefore, the following changes to the core of the faction will be made: Starting resources Starting manpower will be reduced to tone down the rate at which OKW is able to produce squads right from the start. To counteract the lower rate at which they will now be able to cap the map , starting fuel has been increased. Additionally, the cost of SWS trucks have gone down to compensate for the loss of early manpower Starting manpower reserves from 340 to 320 Starting fuel from 5 to 10 SWS truck cost from 100/15 to 70/15 Additionally, the cost of Volksgrenadier squads will be slightly increased (see below) Schwerer Panzer Headquarters The Panzer Headquarters is being split into two parts to allow certain units to arrive sooner while maintaining the time it takes for OKW to deploy their armor in the mid-to-late game. The adjustments should also make strategies involving Battlegroup Headquarters more viable by allowing units like Obersoldaten to arrive sooner. Cost from 200MP/120 to 100/80; unlocks Obersoldaten and the doctrinal Hetzer; Obersoldaten upgrades locked behind Panzer Authorization. Can now be upgraded with ‘Panzer Authorization’ for 100 manpower and 40 fuel. Unlocks Jagdpanzer IV, Panzer IV Ausf. J, and Panzer V Panther as well as the doctrinal Flakpanzer IV Ostwind. Also unlocks Obersoldaten weapon upgrades. Flak gun disabled until the Panzer Authorization upgrade is purchased. Panzer Authorization must be repurchased if the Panzer HQ is destroyed and is required for all heavy tank call-ins. General unit & abilities changes Volksgrenadiers Volksgrenadiers are slightly too cost effective for their price point. Their base cost has been increased to better suit their power and timing. Manpower cost from 250 to 260 Reinforcement cost unchanged. Sturmpioneers While Sturmpioneers are strong starting units, they did not scale very well against the increasing strength of Allied infantry as the game progressed. The following changes to their veterancy should help them in the combat role in the mid-to-late game. Veterancy requirements from 580/1160/2320/2900/3770 to 480/960/1920/2600/3150 Veterancy 4 accuracy bonus moved to veterancy 3. Veterancy 3 construction bonuses moved to veterancy 4 Concussion Grenade ability now requires to Veterancy 1 rather than Veterancy 3 MG 34 HMG The MG 34 performs well in its role as a suppression platform, but its lower damage in comparison to other machine guns makes it difficult to gain veterancy. Requirements have been lowered to compensate. Veterancy requirements from 400/800/1600/2132/2666 to 360/720/1440/1918/2400 Kubelwagen Despite the recent changes to the Kubelwagen, the unit still isn’t very popular. In order to reduce the demand on Sturmpioneers, the unit has received adjustments which will reduce the time required to be repaired. Health from 240 to 192 Received damage modifier of 0.8 added. This will decrease repair times, without changing the durability of the unit (which is still 192/0.8=240 effective hitpoints). Raketenwerfer 43 Due to the frustrating mechanics of its short-range for the user and its camouflage for the opponent, the Raketenwerfer is being adjusted to be perform more like standard anti-tank guns. Range and crew size is being improved, while the camouflage now only works when stationary and requires veterancy 1. The retreat function has also been removed from this unit. Range from 50 to 55. Crew size from 4 to 5. Camouflage ability now locks the unit in place unless revealed. Cannot move, but can rotate. Requires veterancy 1 for camouflage. Retreat function removed. Sdkfz. 251/17 Flak Halftrack The Sdkfz. 251/17 is gaining a slight price and veterancy adjustments to incentive the use of Battlegroup Headquarters over Mechanized. Fuel cost from 55 to 50 Veterancy 5 bonuses moves to veterancy 3 Veterancy 3 and 4 bonuses have been moved to veterancy 4 and 5 respectively. Tiger II Changes have been made to make its main gun more reliable at forcing off enemy infantry by increasing the amount of health damage it does, while reducing the radius that it can kill full health models. Furthermore to help define its unique role, the Spearhead ability has been moved to veterancy 1. AOE distance from 1/2/3 to 0/1/4 AOE damage from 1/0.35/0.05 to 0.75/0.25/0.125 Scatter angle from 7.5 to 5. Spearhead to veterancy 1, Combat Blitz to veterancy 3 Veterancy requirements from 4040/8080/16160/20200/26866 to 3630/7260/14560/18928/24606 Opel Blitz The Opel Blitz lacked a proper role and had came too late in the game to serve as a reinforcement platform. CP requirements have been reduced and it has been given a minor boost in mobility. It will now also provide a healing aura to infantry around it to further define its role as a forward base of operations. Requirement from 3 CP to 1 CP Now has access to Ambulance healing ability Acceleration from 1.5 to 3. Rotation from 30 to 38 Fuel cost from 25 to 20 LeIG 18 ISG Incendiary Barrage The Incendiary Barrage was underperforming for its cost due to its low damage, accuracy and rate of fire. The barrage ability has been adjusted to make it reliable at displacing infantry. Incendiary scatter angle from 8 to 7. Incendiary scatter max from 10 to 8. Incendiary reload from 2.3/3.6 to 0.75/1 Incendiary shell garrison damage modifier from 0.5 to 0.75; only affects impact damage Flame DOT changed from 1 to 2 Flammpanzer 38t ‘Hetzer’ We feel that the Hetzer is in a good spot™, but have slightly lowered its veterancy requirements due to its inability to harm vehicles. Veterancy requirements from 1560/3120/6240/7800/10375 to 1377/2754/5508/7020/9337 Overwatch Flares This ability had become too powerful amidst the other improvements to the Overwatch Doctrine, as it provided the doctrine with strong reconnaissance for minimal input. The flares are required to be placed on points manually. In return, the ability can be used on territory points captured by allied players. Must now be planted by Volksgrenadiers, Sturmpioneers, Obersoldaten, and Jaeger Light Infantry. No cost. Can be planted on territory captured by allied players. Takes 7 seconds to plant. Radio Silence In order to make this ability more attractive, and to give it a more tangible use, the ability now also lets infantry move at a slightly higher speed in order to supplement the attack. Ability cost has been increased accordingly. Added 1.2 movement speed for infantry during ability. Cost from 25 to 40. Command Panther The Command Panther will now be tied to tech like all other heavy call-in tanks. In addition, its vision has been adjusted to that of regular scout units. To compensate for this loss in scouting power and tech requirements, its cost has been decreased. CP requirement to 9 CP. Requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in. Sight range from 55 to 50 Cost from 560MP/225 to 520MP/200 Aura sight bonus from 20 to 15 Infiltration Grenades We feel that Infiltration Grenades were too easily used at their previous cost for their chance at inflicting heavy damage or wiping out squads. Cost has been slightly increased. Cost from 15 to 20 Sturmtiger The Sturmtiger will now require a fully operational Schwerer Panzer Headquarters in order to be deployed. CP requirement to 8 CP. Now requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in. Fallschirmjäger Fallschirmjäger have not been very popular due to their high cost, timing and due to them being outclassed by Obersoldaten. Changes have been made to allow them to arrive sooner and scale better with veterancy and tech, at the cost of having less firepower upon deployment. Deployment cost from 380 to 320. Now drops in with Grenadier Kar98ks. CP requirement from 3 to 2 Can now be upgraded with 2 FG 42s for free. Can upgrade a 2nd pair of FG 42s. For 60 munitions after the Schwere Panzer Headquarters is deployed. FG 42 Mid range from 16 to 21. FG 42 Rate of fire from 6 to 7. FG 42 far cooldown from 2 to 1.35 Veterancy 3 accuracy accuracy from 1.15 to 1.3. Veterancy 5 accuracy bonus to +50% First-Strike Bonus. Sector Assault The anti-infantry airplanes of the Sector Assault ability are too effective, instantly pinning all enemy infantry in a large area. The suppression on these planes has been significantly toned down to minimize their ability to suppress infantry in a wide area. Squads should no longer get pinned, unless they get strafed multiple times. Sector AI plane suppression from 0.25 to 0.0125 Nearby suppression radius from 20 to 12 Assault Artillery Due to the way Assault Artillery worked, the use of this ability was very limited and often did minimal damage in larger sectors. The ability has been reworked to work like more conventional off-map artillery abilities. Ability is no longer bound to one specific resource sector. Can now be targeted on any location with sight; except base sectors. Now drops 20 artillery shells over a 50m radius following up by 15 smoke shells in a 40m radius. Sturm Offizier The Sturm Offizier has been completely reworked to be an effective combat unit with the addition of veterancy and his retreat-on-death mechanic being removed. To promote his role as a combat unit and to reduce blobbing, his aura has been removed. Target size from 1 to 0.91 Passive aura removed Retreat on Offizier model death removed CP Requirement from 1 to 2; matches other officer units Veterancy: Veterancy 1: Reduces ability cost by 10 munitions. Veterancy 2: Increases squad size to 5, +10 to ability range Veterancy 3: +40% accuracy Veterancy 4: -29% Received Accuracy Veterancy 5: Offizier switches to an StG 44 (Panzergrenadier variant) Gains shared veterancy Command Tiger I The Command Tiger will have its main gun anti-infantry damage standardized to deal more reliable damage. Veterancy requirements will be slightly reduced in line with changes to Ostheer’s Tiger I. AOE distance from 1/1.75/2.625 to 0.25/1/3.5 AOE damage from 1/0.15/0.05 to 1/0.25/0.1 Scatter angle from 7.5 to 4.75. Veterancy requirements from 3440/6880/13760/17406/20259 to 3090/6180/12360/15400/18150 Thorough Salvage The time it takes to complete Thorough Salvage has been reduced. Being a doctrinal ability slot that replaces regular Salvage, we feel that it should not force players into more risky situations. Thorough Salvage time from 20s to 11s UKF Infantry Sections Infantry Sections have been identified to be slightly overperforming since anti-tank grenades on Royal Engineers were introduced to help zone out vehicles. The following changes are intended to slightly alter their performance, without diminishing their role as the backbone of the UKF. Infantry Section Lee Enfield damage is being lowered in order to reduce their effectiveness versus enemies in heavy cover, and their burst damage as they were the only squad that could potentially kill a model in one volley (5 * 16 = 80), which gave them an advantage in firefights. The rifles have been given higher accuracy in return to keep roughly the same DPS profile at all ranges. Furthermore, to solidify Tommie's defensive nature, part of their Received Accuracy has been moved to the “in-cover” mechanic so they will be more vulnerable when advancing or caught out of cover. This will also lessen the effectivness of Brit blobbing. Pyrotechnics have also received a slight adjustment due to the sight bonus Sections get when in cover at veterancy 1. Accuracy from 0.598/0.564/0.529 to 0.676/0.637/0.598 Lee Enfield Damage from 16 to 14 Received Accuracy from 0.8 to 0.9 Squad models gain 0.89 Received Accuracy when in cover. Restores original value of 0.8 Assault Tommy Upgrade removes the cover bonus and grants it as a passive instead; Upgraded Received Accuracy Bonus from 0.95 to 0.8444. Pyrotechnics Supplies upgrade sight range from 50 to 42 Vickers In order to counteract the slightly reduced performance of Infantry Sections and improve Brit build diversity, the Vickers HMG is gaining slightly increased suppression. Suppression per bullet from 0.00785 to 0.008 Sniper The British .50cal Sniper had a disproportionately long aim time compared to the other snipers. The aim time has been standardized to match the others, to make the British sniper less frustrating to use. Ready aim-time from 1.5 to 1. Wind down increased from 4 to 4.5. Comet The Comet is lacking in its role as a premium late game tank due to its lack of combat scaling and weak anti-infantry capabilities outside White Phosphorus shells. These issues have been addressed with the changes below. Manpower cost from 500 to 480 Scatter from 7.5 to 5.5 AOE damage from 1/0.4/0.2 to 0.75/0.4/0.175 AOE distance from 0.25/1/1.5 to 0/0.75/2.5 Veterancy 3 now adds -20% to reload speed. Now has Heavy Crush Cromwell We feel that the Cromwell does not stand out compared to other medium tanks for its price. To reinforce its role as a fast cruiser tank, we are slightly increasing its mobility and its survivability. Acceleration from 2.6 to 3 Target size from 22 to 20 Firefly We think that the Firefly performs well as a tank destroyer, but is slightly too expensive given its slow rate of fire and mediocre mobility. Cost from 440MP/155 to 440MP/145 60-Pound Tulip Rockets upgrade cost from 50 to 30; firing cost remains the same. Churchill Mk.VII Because of its grenade ability and high health, the Churchill Mk.VII has been slightly overperforming when used against anti-tank guns or when deployed in numbers. In order to make the unit less effective in either scenario, the following changes have been made: Population from 16 to 18. Grenade ability moved from veterancy 0 to veterancy 1. Emplacements All emplacements can now be torn down by Royal Engineers once they no longer serve their initial purpose, to free up population cap for other units. Note that resources will not be refunded. Deconstruct Emplacement ability added to Royal Engineers Ability does not refund any resources Churchill Crocodile / Churchill AVRE Both the Churchill Crocodile and the Churchill AVRE now require end stage tech in order to be deployed. CP requirement to 9 CP. Now requires either Anvil Tactics or Hammer Tactics to be called in USF Jackson We think the Jackson is slightly overperforming for its cost, but we also recognize that it is the backbone of the USF’s late game anti-tank arsenal. Fuel cost has been slightly increased to better match its performance. Fuel cost from 140 to 145 M8 Scott The M8 Scott is having its rate of fire reduced due to the lack of input required. In return, the unit is having its barrage times reduced to reward those who use its abilities. Auto-fire reload from 2.75/2.9 to 3.5/3.65 HE barrage recharge from 75 to 55 Smoke barrage recharge from 60 to 45 Pak Howitzer Similar to the M8 Scott, we felt that the Pak Howitzer performed too well when given minimal input. This has been toned down slightly by increasing its low scatter. To compensate, barrages will be more readily available. Auto-fire scatter from 6 to 8.5 HE, HEAT, and WHite Phosphorous barrage recharge time from 60 to 50. M21 Mortar Halftrack The White Phosphorus shells dealt too much damage for how cheap the ability was. The shells have been adjusted to deal less damage over time. Damage over-time frequency from 0.2 to 0.6 M26 Pershing With the requirement of tech, the Pershing has received a durability adjustment to improve its survivability. The unit now has more hitpoints, but has reduced frontal armor. The anti-infantry performance of its main gun has also been standardized with all other heavy tanks, although it will still deal the most damage. Now requires Major tech. CP requirement to 9 CPs. Armour from 300 to 270 Health from 800 to 960 AOE distance from 0.75/1.5/2.25 to 0/1.25/3.25 AOE damage from 1/0.4/0.2 to 0.75/0.35/0.2 Veterancy 3 reload from -50% to -30% Time On Target In order to make this ability destroy enemy howitzers or other stationary defenses reliably, changes have been made to the last three shells to ensure they land directly in the center of the ability. Final 3 shells no longer scatter. Rifle Company We felt that Rifle Company was an underused commander because it had some mediocre abilities that outweigh the good ones. Small changes to the doctrine have been made that will hopefully make it a much more attractive choice. ‘Fire Up!’ ability: exhaustion debuff removed Riflemen Flares have been merged with Flamethrower slot Riflemen Field Defenses added to the doctrine. Riflemen Field Defenses Riflemen will now be able to plant mines slightly faster. M6 Mine max number of engineers from 2 to 4 Paratroopers / Paratroopers Support Squad Paratroopers are generally in a good spot right now, but they will receive some minor changes to further solidify their performance. Some of their received accuracy from veterancy will be moved to their basic target size, to give them an easier time getting started at the time they enter the battlefield. Paratrooper Timed Demolition Charges are now guaranteed to destroy abandoned team weapons Target size from 1.0 to 0.95 Adjusted veterancy 3 received accuracy bonus accordingly, from -29% to -25.3% Ostheer Pioneers In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Pioneer squads will now give additional repair speed. Minesweeper upgrade now gives extra 0.3 repair speed GrW 34 Mortar The Counter Barrage ability on the GrW 34 mortar will receive a higher range to make the ability more effective, giving players more incentive to use it. Counter Barrage range from 80 to 100 Sd.Kfz. 222 The coaxial machine gun of the 222 will receive the same penetration values as the OKW Sd.Kfz. 221/223. Coaxial MG penetration from 1/1/1 to 1.3/1.2/1.1 Sd.Kfz. 251 Halftrack We would like to make the unupgraded Sd.Kfz. 251 Halftrack more integrated into Ostheer’s core support weapons and combined arms gameplay. An increases in sight range will allow it to spot for team weapons, while in-hold healing will allow the smaller Ostheer squads greater field presence. Sight range from 35 to 42 Flame Projectors upgrade reduces sight range back to 35 Infantry squads that are garrisoned inside the halftrack’s hold will heal 0.25 health per second. Healing is disabled when the halftrack is in combat. Sight range multiplier from the Spotting Scope upgrade has been reduced to 1.667 when not upgraded with Flame Projectors. Panzergrenadier and Stormtrooper G43s The G43s for these squads have been changed, make them a more interesting and attractive choice over their standard weapons. The price has been changed accordingly. G43 Mid accuracy from 0.624 to 0.65. G43 far accuracy from 0.564 to 0.61. G43 Far cooldown from 1.5 to 1. G43 Far aim time from 3 to 2.75. Cost returned to 60. Bunker MG 42 upgrade The MG 42 upgrade’s sight range will be reduced to match its firing range, so the upgraded bunker can no longer self-spot enemies from very long range, as the upgraded bunker had extraordinarily long sight range that was not in line with its cost and function. Bunker MG sight bonus from 25 to 5. (total sight reduced from 55 to 40) Tiger I The Tiger I has been drop down to 9 CPs, but it will now require Battlephase 3 before it can be called in. Additionally the anti-infantry performance of its main gun has been standardized. Veterancy requirements have also lowered. CP requirement to 9. Now requires Battlephase 3 researched to be deployed. AOE distance from 1/1.75/2.625 to 0.25/1/3.5 AOE damage from 1/0.15/0.05 to 1/0.25/0.1 Scatter angle from 7.5 to 4.75. Veterancy requirements from 3440/6880/13760 to 3090/6180/12360 Spotting scopes Spotting Scopes give combat vehicles a bit too much of an advantage because they activate almost instantly after the vehicle stops moving. The activation delay will be increased. 1.5 delay before effects activate. Supply Drop - Osttruppen Doctrine The weapon drop has been slightly reduced in cost, in order to better match costs with similar weapon drops like those in USF Airborne Company. Manpower cost from 450 to 400 Command Panzer IV The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance. CP requirement to 7 CP. Now requires either Support Armor Korps or Heavy Panzer Korps built in order to be deployed. Fuel cost from 125 to 120 Aura damage reduction modifier from 0.8 to 0.9, as was previously intended. Target Weak Point Ability In order to make the Target Weak Point abilities less confusing, as they have different effects on different units, the ability has been renamed on several units to help distinguish them. New icons will be placed later for clarity. StuG III ausf. E. and and StuG III ausf G “Target Weak Point” renamed to “HEAT Shell’’ Sd.Kfz. 234/2 Puma’s ‘Target Weak Point’ replaced with OKW Puma ’Aimed Shot’ ability. Soviets Support Weapon Kampaneya The cost of tier 2 has been made slightly cheaper to make it a more competitive alternative to T1, as well as giving the faction an easier time back-teching to get support weapons. Fuel cost from 20 to 10 Maxim The Maxim will receive slightly better area of effect suppression. This means that it will still perform the same against individual squads as it did before, but it will be better at suppressing several squads that are in close proximity of each other. Nearby suppression radius from 13 to 15 Nearby suppression multiplier from 1 to 1.1 Conscripts 7th man upgrade Due to popular sentiment on this upgrade arriving too late, there have been adjustments to make to upgrade arrive sooner, in order to allow Conscripts to function as combat upgraded infantry without relying on doctrinal items or call-ins. Now requires Tankoviy Battalion Command (tier 3) and both AT Grenades and Molotovs researched. OR Mechanized Armor Kampaneya (Tier 4). Combat Engineers In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Combat Engineer squads will now give additional repair speed. Minesweeper upgrade now gives extra 0.3 repair speed ZiS-3 and SU-76 76mm HE Barrage The barrage ability on the ZiS-3 and SU-76 has been changed to have reduced raw killing power and deal more reliable health damage instead. HE Barrage AOE damage from 1/0.15/0.125 HE Barrage AOE distance from 1.5/3/4.5 to 0/3/5 Guards Rifle ‘Hit The Dirt!’ Ability Ability renamed to prevent confusion with Conscript Assault Package’s “Hit The Dirt!” ability, since either ability has different effects. Guards ‘Hit The Dirt!’ ability renamed to ‘Firing Positions’ Conscript Assault Package Doctrinal PPSh-41 upgrade for Conscripts has been changed to be available earlier. CP requirement changed from 3 to 2 Shocktroopers The grenade cooldown on Shocktroopers is being increased to reduce how many grenades they can throw during an engagement, particularly with their veterancy 1 bonus that improves their grenade cooldowns. Frag and smoke cooldown from 20 to 28 KV-1 The KV-1 has received some changes to make it better suited as a defensive tank at later levels of veterancy and allow it to threaten exposed infantry that would try to bypass it. Added Hulldown mode for veterancy 1 Hulldown grants -15% reload time, and -20% received damage Increased performance on the hull and coaxial machine guns to match those of the T-34/76 IS-2 The IS-2 has been moved to tech, but its CP requirements have been reduced. Due to its higher armor, the IS-2 will come slightly later than the Tiger. Additionally, the has received boosts to its main gun along with a new veterancy 1 to allow it to operate as a breakthrough tank. CP requirement to 10. Now requires Mechanized Armor Kampenya to be deployed. Scatter from 7.5 to 5.75 AOE from 4 to 5 AOE distance from 1/2/3 to 0.25/1/3.5 AOE damage from 1/0.35/1 to 1/0.35/0.135 Fragmentation shell replaces veterancy 1 ‘Capture Point’ ability. Range 40. 45 Munitions - AOE of 8. - AOE damage 1/0.5/0.3 - AOE distance 0.15/2/8 - Deals 120 damage - Deals a mini-stun critical to vehicles on hit or deflection. Partisan Troops Partisan units have received several changes to solidify their role as behind-enemy-lines infiltration and ambush infantry. This will allow them to operate behind enemy lines more efficiently, as well as help them scale better. Sight from 35 to 42 Capture/Decapture rate from 1 to 1.25. +50% first-strike accuracy modifier at veterancy 2 when attacking from stealth. Veterancy 1 now gives a Concussive Trap ability that can be planted on captured territory points. 15 munitions. Temporarily stuns an enemy squad that enters the capture circle. Partisan Tank Hunters Reinforcement cost and timing reduced to match those of anti-infantry Partisans. Partisans reinforce cost from 33 to 26. AT Partisan reinforce time from 7 to 5. KV-2 The KV-2 will now have a reduced CP requirement, but it will require tier 4 to be built in order to be called in. CP requirement to 10 CP. Now requires Mechanized Armor Kampenya. Defensive Tactics We feel that this commander was slightly underpowered because of some of its abilities being a bit lackluster. The commander has received a small overhaul to hopefully make it a better pick. Tank Traps and PMD Mines abilities have been merged. Anti-Tank Overwatch ability has been added. Source : https://community.companyofheroes.com/discussion/comment/285839#Comment_285839
  7. SEPTEMBER 2019 PATCH PREVIEW - Version 1.1 Changes Bug fixing to address collision and hitbox issues. USF Changes to both of the following units were discussed before release. The team has decided to include for testing after initial feedback. Riflemen We think Riflemen are solid infantry that scale well, but we would like to put more emphasis on the engagement range dynamics between them and long-range Axis squads. Their near range, and thereby their near DPS, will be slightly increased, which will also slightly increase their mid-range DPS up to range 16. Near range from 3 to 6 Chart amended from https://coh2db.com/stats/ Rear Echelon Troops To make Rear Echelon Troops carbines perform more consistently, as currently they are very RNG dependent with their low accuracy but high rate of fire and damage, their accuracy has been increased. In return their damage per bullet will be reduced, to keep the same total DPS as now. Damage from 10 to 8 Accuracy from 0.403/0.288/0.23 to 0.51/0.3456/0.276 Source : https://community.companyofheroes.com/discussion/comment/285855#Comment_285855 Voir la totalité de article
  8. SEPTEMBER 2019 PATCH PREVIEW To get this mod, head here: https://steamcommunity.com/sharedfiles/filedetails/?id=1834662479 Game wide changes for all factions Heavy call-in tank changes for all factions We felt that the strategy of stalling for a heavy tank call-in without teching was both bad for gameplay and too punishing for the enemy players who did tech, as well as giving players who were behind on resources an unfair advantage in making a comeback. In addition we felt that certain heavy tanks came too late in team games. The Tiger Ace and the new OKW Command Tiger have served as prototypes in the last patch. The following changes have now been made to all other heavy tanks: Heavy call-in tanks will now require a reduced amount of CPs but require certain in order to be called in. This includes: IS-2, KV-2, Command Panther, Sturmtiger, Tiger, Pershing, Churchill Crocodile and Churchill AVRE. Call-in requirements for the heavy tank destroyers Elefant, Jagdtiger and ISU-152 remain at their old values but now also require end tier tech. The majority of heavy tanks have had their AOE values standardized to deal more reliable damage to infantry. There has also been additional rebalancing for other heavies. Medics In order to make autonomous medics more responsive, they will now move around at a higher speed, for all factions that have them. The radius in which they follow or walk up to squads has been slightly reduced to further prevent long healing queue times. Player controlled medic squads have had a quality improvement as well. All medics now sprint towards wounded infantry models Medic chase range standardized to 20 for all base and forward structures USF Ambulance medic and UKF glider medic squads now have a timed area of effect heal ability that automatically heals squads around them when activated. OKW Teching & Faction changes We feel OKW is in a very dominant position in the very early game, which made them feel a bit too oppressive towards other factions. Changes have been made to spread out their combat power more evenly throughout the length of a match by reducing their starting power and increasing their mid game power. This has been done with the intent to maintain their overall strength as a faction, whilst maintaining some of their identity as early game aggressors. The graph below visualizes these intended changes to their power curve: Therefore, the following changes to the core of the faction will be made: Starting resources Starting manpower will be reduced to tone down the rate at which OKW is able to produce squads right from the start. To counteract the lower rate at which they will now be able to cap the map , starting fuel has been increased. Additionally, the cost of SWS trucks have gone down to compensate for the loss of early manpower Starting manpower reserves from 340 to 320 Starting fuel from 5 to 10 SWS truck cost from 100/15 to 70/15 Additionally, the cost of Volksgrenadier squads will be slightly increased (see below) Schwerer Panzer Headquarters The Panzer Headquarters is being split into two parts to allow certain units to arrive sooner while maintaining the time it takes for OKW to deploy their armor in the mid-to-late game. The adjustments should also make strategies involving Battlegroup Headquarters more viable by allowing units like Obersoldaten to arrive sooner. Cost from 200MP/120 to 100/80; unlocks Obersoldaten and the doctrinal Hetzer; Obersoldaten upgrades locked behind Panzer Authorization. Can now be upgraded with ‘Panzer Authorization’ for 100 manpower and 40 fuel. Unlocks Jagdpanzer IV, Panzer IV Ausf. J, and Panzer V Panther as well as the doctrinal Flakpanzer IV Ostwind. Also unlocks Obersoldaten weapon upgrades. Flak gun disabled until the Panzer Authorization upgrade is purchased. Panzer Authorization must be repurchased if the Panzer HQ is destroyed and is required for all heavy tank call-ins. General unit & abilities changes Volksgrenadiers Volksgrenadiers are slightly too cost effective for their price point. Their base cost has been increased to better suit their power and timing. Manpower cost from 250 to 260 Reinforcement cost unchanged. Sturmpioneers While Sturmpioneers are strong starting units, they did not scale very well against the increasing strength of Allied infantry as the game progressed. The following changes to their veterancy should help them in the combat role in the mid-to-late game. Veterancy requirements from 580/1160/2320/2900/3770 to 480/960/1920/2600/3150 Veterancy 4 accuracy bonus moved to veterancy 3. Veterancy 3 construction bonuses moved to veterancy 4 Concussion Grenade ability now requires to Veterancy 1 rather than Veterancy 3 MG 34 HMG The MG 34 performs well in its role as a suppression platform, but its lower damage in comparison to other machine guns makes it difficult to gain veterancy. Requirements have been lowered to compensate. Veterancy requirements from 400/800/1600/2132/2666 to 360/720/1440/1918/2400 Kubelwagen Despite the recent changes to the Kubelwagen, the unit still isn’t very popular. In order to reduce the demand on Sturmpioneers, the unit has received adjustments which will reduce the time required to be repaired. Health from 240 to 192 Received damage modifier of 0.8 added. This will decrease repair times, without changing the durability of the unit (which is still 192/0.8=240 effective hitpoints). Raketenwerfer 43 Due to the frustrating mechanics of its short-range for the user and its camouflage for the opponent, the Raketenwerfer is being adjusted to be perform more like standard anti-tank guns. Range and crew size is being improved, while the camouflage now only works when stationary and requires veterancy 1. The retreat function has also been removed from this unit. Range from 50 to 55. Crew size from 4 to 5. Camouflage ability now locks the unit in place unless revealed. Cannot move, but can rotate. Requires veterancy 1 for camouflage. Retreat function removed. Sdkfz. 251/17 Flak Halftrack The Sdkfz. 251/17 is gaining a slight price and veterancy adjustments to incentive the use of Battlegroup Headquarters over Mechanized. Fuel cost from 55 to 50 Veterancy 5 bonuses moves to veterancy 3 Veterancy 3 and 4 bonuses have been moved to veterancy 4 and 5 respectively. Tiger II Changes have been made to make its main gun more reliable at forcing off enemy infantry by increasing the amount of health damage it does, while reducing the radius that it can kill full health models. Furthermore to help define its unique role, the Spearhead ability has been moved to veterancy 1. AOE distance from 1/2/3 to 0/1/4 AOE damage from 1/0.35/0.05 to 0.75/0.25/0.125 Scatter angle from 7.5 to 5. Spearhead to veterancy 1, Combat Blitz to veterancy 3 Veterancy requirements from 4040/8080/16160/20200/26866 to 3630/7260/14560/18928/24606 Opel Blitz The Opel Blitz lacked a proper role and had came too late in the game to serve as a reinforcement platform. CP requirements have been reduced and it has been given a minor boost in mobility. It will now also provide a healing aura to infantry around it to further define its role as a forward base of operations. Requirement from 3 CP to 1 CP Now has access to Ambulance healing ability Acceleration from 1.5 to 3. Rotation from 30 to 38 Fuel cost from 25 to 20 LeIG 18 ISG Incendiary Barrage The Incendiary Barrage was underperforming for its cost due to its low damage, accuracy and rate of fire. The barrage ability has been adjusted to make it reliable at displacing infantry. Incendiary scatter angle from 8 to 7. Incendiary scatter max from 10 to 8. Incendiary reload from 2.3/3.6 to 0.75/1 Incendiary shell garrison damage modifier from 0.5 to 0.75; only affects impact damage Flame DOT changed from 1 to 2 Flammpanzer 38t ‘Hetzer’ We feel that the Hetzer is in a good spot™, but have slightly lowered its veterancy requirements due to its inability to harm vehicles. Veterancy requirements from 1560/3120/6240/7800/10375 to 1377/2754/5508/7020/9337 Overwatch Flares This ability had become too powerful amidst the other improvements to the Overwatch Doctrine, as it provided the doctrine with strong reconnaissance for minimal input. The flares are required to be placed on points manually. In return, the ability can be used on territory points captured by allied players. Must now be planted by Volksgrenadiers, Sturmpioneers, Obersoldaten, and Jaeger Light Infantry. No cost. Can be planted on territory captured by allied players. Takes 7 seconds to plant. Radio Silence In order to make this ability more attractive, and to give it a more tangible use, the ability now also lets infantry move at a slightly higher speed in order to supplement the attack. Ability cost has been increased accordingly. Added 1.2 movement speed for infantry during ability. Cost from 25 to 40. Command Panther The Command Panther will now be tied to tech like all other heavy call-in tanks. In addition, its vision has been adjusted to that of regular scout units. To compensate for this loss in scouting power and tech requirements, its cost has been decreased. CP requirement to 9 CP. Requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in. Sight range from 55 to 50 Cost from 560MP/225 to 520MP/200 Aura sight bonus from 20 to 15 Infiltration Grenades We feel that Infiltration Grenades were too easily used at their previous cost for their chance at inflicting heavy damage or wiping out squads. Cost has been slightly increased. Cost from 15 to 20 Sturmtiger The Sturmtiger will now require a fully operational Schwerer Panzer Headquarters in order to be deployed. CP requirement to 8 CP. Now requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in. Fallschirmjäger Fallschirmjäger have not been very popular due to their high cost, timing and due to them being outclassed by Obersoldaten. Changes have been made to allow them to arrive sooner and scale better with veterancy and tech, at the cost of having less firepower upon deployment. Deployment cost from 380 to 320. Now drops in with Grenadier Kar98ks. CP requirement from 3 to 2 Can now be upgraded with 2 FG 42s for free. Can upgrade a 2nd pair of FG 42s. For 60 munitions after the Schwere Panzer Headquarters is deployed. FG 42 Mid range from 16 to 21. FG 42 Rate of fire from 6 to 7. FG 42 far cooldown from 2 to 1.35 Veterancy 3 accuracy accuracy from 1.15 to 1.3. Veterancy 5 accuracy bonus to +50% First-Strike Bonus. Sector Assault The anti-infantry airplanes of the Sector Assault ability are too effective, instantly pinning all enemy infantry in a large area. The suppression on these planes has been significantly toned down to minimize their ability to suppress infantry in a wide area. Squads should no longer get pinned, unless they get strafed multiple times. Sector AI plane suppression from 0.25 to 0.0125 Nearby suppression radius from 20 to 12 Assault Artillery Due to the way Assault Artillery worked, the use of this ability was very limited and often did minimal damage in larger sectors. The ability has been reworked to work like more conventional off-map artillery abilities. Ability is no longer bound to one specific resource sector. Can now be targeted on any location with sight; except base sectors. Now drops 20 artillery shells over a 50m radius following up by 15 smoke shells in a 40m radius. Sturm Offizier The Sturm Offizier has been completely reworked to be an effective combat unit with the addition of veterancy and his retreat-on-death mechanic being removed. To promote his role as a combat unit and to reduce blobbing, his aura has been removed. Target size from 1 to 0.91 Passive aura removed Retreat on Offizier model death removed CP Requirement from 1 to 2; matches other officer units Veterancy: Veterancy 1: Reduces ability cost by 10 munitions. Veterancy 2: Increases squad size to 5, +10 to ability range Veterancy 3: +40% accuracy Veterancy 4: -29% Received Accuracy Veterancy 5: Offizier switches to an StG 44 (Panzergrenadier variant) Gains shared veterancy Command Tiger I The Command Tiger will have its main gun anti-infantry damage standardized to deal more reliable damage. Veterancy requirements will be slightly reduced in line with changes to Ostheer’s Tiger I. AOE distance from 1/1.75/2.625 to 0.25/1/3.5 AOE damage from 1/0.15/0.05 to 1/0.25/0.1 Scatter angle from 7.5 to 4.75. Veterancy requirements from 3440/6880/13760/17406/20259 to 3090/6180/12360/15400/18150 Thorough Salvage The time it takes to complete Thorough Salvage has been reduced. Being a doctrinal ability slot that replaces regular Salvage, we feel that it should not force players into more risky situations. Thorough Salvage time from 20s to 11s UKF Infantry Sections Infantry Sections have been identified to be slightly overperforming since anti-tank grenades on Royal Engineers were introduced to help zone out vehicles. The following changes are intended to slightly alter their performance, without diminishing their role as the backbone of the UKF. Infantry Section Lee Enfield damage is being lowered in order to reduce their effectiveness versus enemies in heavy cover, and their burst damage as they were the only squad that could potentially kill a model in one volley (5 * 16 = 80), which gave them an advantage in firefights. The rifles have been given higher accuracy in return to keep roughly the same DPS profile at all ranges. Furthermore, to solidify Tommie's defensive nature, part of their Received Accuracy has been moved to the “in-cover” mechanic so they will be more vulnerable when advancing or caught out of cover. This will also lessen the effectivness of Brit blobbing. Pyrotechnics have also received a slight adjustment due to the sight bonus Sections get when in cover at veterancy 1. Accuracy from 0.598/0.564/0.529 to 0.676/0.637/0.598 Lee Enfield Damage from 16 to 14 Received Accuracy from 0.8 to 0.9 Squad models gain 0.89 Received Accuracy when in cover. Restores original value of 0.8 Assault Tommy Upgrade removes the cover bonus and grants it as a passive instead; Upgraded Received Accuracy Bonus from 0.95 to 0.8444. Pyrotechnics Supplies upgrade sight range from 50 to 42 Vickers In order to counteract the slightly reduced performance of Infantry Sections and improve Brit build diversity, the Vickers HMG is gaining slightly increased suppression. Suppression per bullet from 0.00785 to 0.008 Sniper The British .50cal Sniper had a disproportionately long aim time compared to the other snipers. The aim time has been standardized to match the others, to make the British sniper less frustrating to use. Ready aim-time from 1.5 to 1. Wind down increased from 4 to 4.5. Comet The Comet is lacking in its role as a premium late game tank due to its lack of combat scaling and weak anti-infantry capabilities outside White Phosphorus shells. These issues have been addressed with the changes below. Manpower cost from 500 to 480 Scatter from 7.5 to 5.5 AOE damage from 1/0.4/0.2 to 0.75/0.4/0.175 AOE distance from 0.25/1/1.5 to 0/0.75/2.5 Veterancy 3 now adds -20% to reload speed. Now has Heavy Crush Cromwell We feel that the Cromwell does not stand out compared to other medium tanks for its price. To reinforce its role as a fast cruiser tank, we are slightly increasing its mobility and its survivability. Acceleration from 2.6 to 3 Target size from 22 to 20 Firefly We think that the Firefly performs well as a tank destroyer, but is slightly too expensive given its slow rate of fire and mediocre mobility. Cost from 440MP/155 to 440MP/145 60-Pound Tulip Rockets upgrade cost from 50 to 30; firing cost remains the same. Churchill Mk.VII Because of its grenade ability and high health, the Churchill Mk.VII has been slightly overperforming when used against anti-tank guns or when deployed in numbers. In order to make the unit less effective in either scenario, the following changes have been made: Population from 16 to 18. Grenade ability moved from veterancy 0 to veterancy 1. Emplacements All emplacements can now be torn down by Royal Engineers once they no longer serve their initial purpose, to free up population cap for other units. Note that resources will not be refunded. Deconstruct Emplacement ability added to Royal Engineers Ability does not refund any resources Churchill Crocodile / Churchill AVRE Both the Churchill Crocodile and the Churchill AVRE now require end stage tech in order to be deployed. CP requirement to 9 CP. Now requires either Anvil Tactics or Hammer Tactics to be called in USF Jackson We think the Jackson is slightly overperforming for its cost, but we also recognize that it is the backbone of the USF’s late game anti-tank arsenal. Fuel cost has been slightly increased to better match its performance. Fuel cost from 140 to 145 M8 Scott The M8 Scott is having its rate of fire reduced due to the lack of input required. In return, the unit is having its barrage times reduced to reward those who use its abilities. Auto-fire reload from 2.75/2.9 to 3.5/3.65 HE barrage recharge from 75 to 55 Smoke barrage recharge from 60 to 45 Pak Howitzer Similar to the M8 Scott, we felt that the Pak Howitzer performed too well when given minimal input. This has been toned down slightly by increasing its low scatter. To compensate, barrages will be more readily available. Auto-fire scatter from 6 to 8.5 HE, HEAT, and WHite Phosphorous barrage recharge time from 60 to 50. M21 Mortar Halftrack The White Phosphorus shells dealt too much damage for how cheap the ability was. The shells have been adjusted to deal less damage over time. Damage over-time frequency from 0.2 to 0.6 M26 Pershing With the requirement of tech, the Pershing has received a durability adjustment to improve its survivability. The unit now has more hitpoints, but has reduced frontal armor. The anti-infantry performance of its main gun has also been standardized with all other heavy tanks, although it will still deal the most damage. Now requires Major tech. CP requirement to 9 CPs. Armour from 300 to 270 Health from 800 to 960 AOE distance from 0.75/1.5/2.25 to 0/1.25/3.25 AOE damage from 1/0.4/0.2 to 0.75/0.35/0.2 Veterancy 3 reload from -50% to -30% Time On Target In order to make this ability destroy enemy howitzers or other stationary defenses reliably, changes have been made to the last three shells to ensure they land directly in the center of the ability. Final 3 shells no longer scatter. Rifle Company We felt that Rifle Company was an underused commander because it had some mediocre abilities that outweigh the good ones. Small changes to the doctrine have been made that will hopefully make it a much more attractive choice. ‘Fire Up!’ ability: exhaustion debuff removed Riflemen Flares have been merged with Flamethrower slot Riflemen Field Defenses added to the doctrine. Riflemen Field Defenses Riflemen will now be able to plant mines slightly faster. M6 Mine max number of engineers from 2 to 4 Paratroopers / Paratroopers Support Squad Paratroopers are generally in a good spot right now, but they will receive some minor changes to further solidify their performance. Some of their received accuracy from veterancy will be moved to their basic target size, to give them an easier time getting started at the time they enter the battlefield. Paratrooper Timed Demolition Charges are now guaranteed to destroy abandoned team weapons Target size from 1.0 to 0.95 Adjusted veterancy 3 received accuracy bonus accordingly, from -29% to -25.3% Ostheer Pioneers In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Pioneer squads will now give additional repair speed. Minesweeper upgrade now gives extra 0.3 repair speed GrW 34 Mortar The Counter Barrage ability on the GrW 34 mortar will receive a higher range to make the ability more effective, giving players more incentive to use it. Counter Barrage range from 80 to 100 Sd.Kfz. 222 The coaxial machine gun of the 222 will receive the same penetration values as the OKW Sd.Kfz. 221/223. Coaxial MG penetration from 1/1/1 to 1.3/1.2/1.1 Sd.Kfz. 251 Halftrack We would like to make the unupgraded Sd.Kfz. 251 Halftrack more integrated into Ostheer’s core support weapons and combined arms gameplay. An increases in sight range will allow it to spot for team weapons, while in-hold healing will allow the smaller Ostheer squads greater field presence. Sight range from 35 to 42 Flame Projectors upgrade reduces sight range back to 35 Infantry squads that are garrisoned inside the halftrack’s hold will heal 0.25 health per second. Healing is disabled when the halftrack is in combat. Sight range multiplier from the Spotting Scope upgrade has been reduced to 1.667 when not upgraded with Flame Projectors. Panzergrenadier and Stormtrooper G43s The G43s for these squads have been changed, make them a more interesting and attractive choice over their standard weapons. The price has been changed accordingly. G43 Mid accuracy from 0.624 to 0.65. G43 far accuracy from 0.564 to 0.61. G43 Far cooldown from 1.5 to 1. G43 Far aim time from 3 to 2.75. Cost returned to 60. Bunker MG 42 upgrade The MG 42 upgrade’s sight range will be reduced to match its firing range, so the upgraded bunker can no longer self-spot enemies from very long range, as the upgraded bunker had extraordinarily long sight range that was not in line with its cost and function. Bunker MG sight bonus from 25 to 5. (total sight reduced from 55 to 40) Tiger I The Tiger I has been drop down to 9 CPs, but it will now require Battlephase 3 before it can be called in. Additionally the anti-infantry performance of its main gun has been standardized. Veterancy requirements have also lowered. CP requirement to 9. Now requires Battlephase 3 researched to be deployed. AOE distance from 1/1.75/2.625 to 0.25/1/3.5 AOE damage from 1/0.15/0.05 to 1/0.25/0.1 Scatter angle from 7.5 to 4.75. Veterancy requirements from 3440/6880/13760 to 3090/6180/12360 Spotting scopes Spotting Scopes give combat vehicles a bit too much of an advantage because they activate almost instantly after the vehicle stops moving. The activation delay will be increased. 1.5 delay before effects activate. Supply Drop - Osttruppen Doctrine The weapon drop has been slightly reduced in cost, in order to better match costs with similar weapon drops like those in USF Airborne Company. Manpower cost from 450 to 400 Command Panzer IV The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance. CP requirement to 7 CP. Now requires either Support Armor Korps or Heavy Panzer Korps built in order to be deployed. Fuel cost from 125 to 120 Aura damage reduction modifier from 0.8 to 0.9, as was previously intended. Target Weak Point Ability In order to make the Target Weak Point abilities less confusing, as they have different effects on different units, the ability has been renamed on several units to help distinguish them. New icons will be placed later for clarity. StuG III ausf. E. and and StuG III ausf G “Target Weak Point” renamed to “HEAT Shell’’ Sd.Kfz. 234/2 Puma’s ‘Target Weak Point’ replaced with OKW Puma ’Aimed Shot’ ability. Soviets Support Weapon Kampaneya The cost of tier 2 has been made slightly cheaper to make it a more competitive alternative to T1, as well as giving the faction an easier time back-teching to get support weapons. Fuel cost from 20 to 10 Maxim The Maxim will receive slightly better area of effect suppression. This means that it will still perform the same against individual squads as it did before, but it will be better at suppressing several squads that are in close proximity of each other. Nearby suppression radius from 13 to 15 Nearby suppression multiplier from 1 to 1.1 Conscripts 7th man upgrade Due to popular sentiment on this upgrade arriving too late, there have been adjustments to make to upgrade arrive sooner, in order to allow Conscripts to function as combat upgraded infantry without relying on doctrinal items or call-ins. Now requires Tankoviy Battalion Command (tier 3) and both AT Grenades and Molotovs researched. OR Mechanized Armor Kampaneya (Tier 4). Combat Engineers In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Combat Engineer squads will now give additional repair speed. Minesweeper upgrade now gives extra 0.3 repair speed ZiS-3 and SU-76 76mm HE Barrage The barrage ability on the ZiS-3 and SU-76 has been changed to have reduced raw killing power and deal more reliable health damage instead. HE Barrage AOE damage from 1/0.15/0.125 HE Barrage AOE distance from 1.5/3/4.5 to 0/3/5 Guards Rifle ‘Hit The Dirt!’ Ability Ability renamed to prevent confusion with Conscript Assault Package’s “Hit The Dirt!” ability, since either ability has different effects. Guards ‘Hit The Dirt!’ ability renamed to ‘Firing Positions’ Conscript Assault Package Doctrinal PPSh-41 upgrade for Conscripts has been changed to be available earlier. CP requirement changed from 3 to 2 Shocktroopers The grenade cooldown on Shocktroopers is being increased to reduce how many grenades they can throw during an engagement, particularly with their veterancy 1 bonus that improves their grenade cooldowns. Frag and smoke cooldown from 20 to 28 KV-1 The KV-1 has received some changes to make it better suited as a defensive tank at later levels of veterancy and allow it to threaten exposed infantry that would try to bypass it. Added Hulldown mode for veterancy 1 Hulldown grants -15% reload time, and -20% received damage Increased performance on the hull and coaxial machine guns to match those of the T-34/76 IS-2 The IS-2 has been moved to tech, but its CP requirements have been reduced. Due to its higher armor, the IS-2 will come slightly later than the Tiger. Additionally, the has received boosts to its main gun along with a new veterancy 1 to allow it to operate as a breakthrough tank. CP requirement to 10. Now requires Mechanized Armor Kampenya to be deployed. Scatter from 7.5 to 5.75 AOE from 4 to 5 AOE distance from 1/2/3 to 0.25/1/3.5 AOE damage from 1/0.35/1 to 1/0.35/0.135 Fragmentation shell replaces veterancy 1 ‘Capture Point’ ability. Range 40. 45 Munitions - AOE of 8. - AOE damage 1/0.5/0.3 - AOE distance 0.15/2/8 - Deals 120 damage - Deals a mini-stun critical to vehicles on hit or deflection. Partisan Troops Partisan units have received several changes to solidify their role as behind-enemy-lines infiltration and ambush infantry. This will allow them to operate behind enemy lines more efficiently, as well as help them scale better. Sight from 35 to 42 Capture/Decapture rate from 1 to 1.25. +50% first-strike accuracy modifier at veterancy 2 when attacking from stealth. Veterancy 1 now gives a Concussive Trap ability that can be planted on captured territory points. 15 munitions. Temporarily stuns an enemy squad that enters the capture circle. Partisan Tank Hunters Reinforcement cost and timing reduced to match those of anti-infantry Partisans. Partisans reinforce cost from 33 to 26. AT Partisan reinforce time from 7 to 5. KV-2 The KV-2 will now have a reduced CP requirement, but it will require tier 4 to be built in order to be called in. CP requirement to 10 CP. Now requires Mechanized Armor Kampenya. Defensive Tactics We feel that this commander was slightly underpowered because of some of its abilities being a bit lackluster. The commander has received a small overhaul to hopefully make it a better pick. Tank Traps and PMD Mines abilities have been merged. Anti-Tank Overwatch ability has been added. Source : https://community.companyofheroes.com/discussion/comment/285839#Comment_285839 Voir la totalité de article
  9. 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
  10. 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
  11. 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
  12. Balance Preview Mod [avril 2016] Le Balance Preview Mod est disponible au téléchargement depuis hier soir via le Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=674082796). La bonne nouvelle est qu'elle est accessible à tous puisqu'elle fait moins de 2Mo (le format de cette preview le permet enfin). Elle vous permettra donc de tester en partie personnalisée les futurs changements qui constitueront peut être la future MàJ du jeu. Pas question ici, de 2 ou 3 modifications qui se battent en duel. Nous avons droit ici à du concret, affectant aussi bien l'équilibrage que le gameplay. Rendons à César ce qui est à Astérix, la majorité des modifications sont tirées du Competitive Edition Balance Mod de Miragefla (https://steamcommunity.com/sharedfiles/filedetails/?id=599470689) comme l'a aussi précisé Relic sur son forum. Plus d'infos ci-dessous : • Soviet IS-2 rear armour reduced from 205 to 160 • Wehrmacht Tiger & Tiger Ace rear armoured reduced from 180 to 140 • Wehrmacht Elefant rear armor reduced from 150 to 110 • OKW Jagdtiger rear armor reduced from 150 to 110 • OKW King Tiger rear armor reduced from 225 to 150 Mines (General-Purpose and Tellers) Quality of Life • Engine Destroy Critical removed from Teller Mines • Deals 35% of normal damage against infantry for 70 damage leaving full health models at 10 health. (General-Purpose) • Deals suppression on squads hit by mines. (General-Purpose) Suppression Quality of Life • All grenade abilities that are not snares have their range reduced by 33% when the unit is suppressed. Anti-Tank Guns (Piats, Bazookas, and Panzerschrecks) Quality of Life • Damage set to deal only 25% against infantry. Snipers Quality of Life • Target size from 1 to 1.15. • Cooldown, and all aim-time always use the max amount of time and have been standardized for all distances meaning snipers do not fire more quickly the closer the target is. Deflection Stun Criticals Quality of Life • Deflection criticals from Heavy Armor removed Core Infantry/Small Team Weapon Spawn PointsExperimental • All Core Infantry Squads and Core Small Weapon Teams now spawn from its corresponding building rather than from Off-Map. SOVIETS T-34/76 Strategic Diversity • Hull Machine gun burst duration changed from 2/1 to 2/2. • Hull Machine gun accuracy increased from 0.3/0.35/0.4 to 0.4/0.45/0.5 • Coaxial Machine gun burst duration changed from 3/2 to 3/3. • Coaxial Machine gun accuracy increased from 0.28/0.33/0.38 to 0.38/0.43/0.48 • Coaxial Machine gun damage increased from 4 to 8 • Main gun reload from 6.2/6.8 to 6.1. • Manpower cost from 300 to 280. SU-85 Strategic Diversity • Accuracy from 0.05/0.0375/0.25 to 0.055/0.045/0.04 • Penetration from 200/190/180 to 240/230/220 • Reload increased from 3.8/4.2 to 5.4. • Target size reduced from 22 to 18 • Rotation rate from 20 to 22 • Cost increases from 340 manpower and 120 fuel to 350 manpower and 130 fuel. • Veterancy two -30% reload modifier replaced with +30% weapon penetration modifier. IS-2 Strategic Diversity • Scatter offset adjusted to match other vehicles. • Penetration increased from 250/220/190 to 250/230/210 Trip-Wire Flare Mine Quality of Life • Damage from 0 to 20. • Is now a Small Explosive Weapon type • No longer guarantees a casualty • Plant time from 9.5 to 7.5 Soviet Sniper Quality of Life • Health increased from 48 to 64 RPG 43 AT Grenade Quality of Life • Wind up reduced from 0.25 to 0.125 Penal Battalion Experimental • SVT accuracy to .7/.65/.45 • SVT damage from 8 to 10. • Cooldowns and aim-times adjusted. • Squad cost increased to 300 manpower from 270 manpower. • Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds. • Flamethrower Upgrade now adds 3 PPsh-41s to better mesh with the flamethrower. • Flamethrower cost from 60 to 90 and renamed Assault Package. • Reduced the drop-rate of the Flamethrower to 10% from 33% due to the PPsH-41s that are added to the squad which are considered slot items. • "Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost. USF 57mm ATG Strategic Diversity • Penetration from 140/125/115 to 150/140/130 • Take Aim! now a timed ability. 20 seconds, 60 second recharge. • Accuracy changed from 0.05/0.0425/0.03 to 0.055/0.05/0.04 M2HB HMG Team Strategic Diversity • M2HB .50cal HMG penetration from 3/2/1 to 7/6/5. • New Ability: Armored Piercing Rounds - Timed ability that loads AP rounds for 25% increased damage and +10 pentration. M36 Jackson Strategic Diversity • LOS from 35 to 45. M8 Motor Carriage Strategic Diversity • AOE mid modifer from 0.15 to 0.25 • AOE far modifier from 0.05 to 0.10 • Build-time from 80 seconds to 50 seconds. • Health from 320 to 400. Major Strategic Diversity • Artillery delay reduced from 7 seconds to 5.5 • Shells increased from 3 to 6. • Time delay between shells set to 2 for maximum and minimum. • Veterancy 2 Artillery delay reduced from 7 seconds to 5 • Veterancy 2 Shells increased from 5 to 9 • Veterancy 2 time delay between shells set to 1.75 for maximum and minimum. • Artillery cost reduced to 60 munitions from 120 munitions. • Recharge time from 60 seconds to 90. • Range reduced from 85 to 60. Captain Experimental • Captain no longer comes with free Bazookas. Must either grab them from the weapon rack • On Me! No longer provides suppression immunity for its duration, but will still break suppression. 60mm Mortar Experimental • Added M1 60mm Mortar to USF Starting Building WEHRMACHT 251 Flame Half-Track Strategic Diversity • Upgrade cost reduced from 120 to 90 • Ready aim time from 1.5 to 1 • Flamethrower damage versus garrison from 1.25 to 1. • Veterancy 3 cooldown bonuses now benefits the Flamethrowers. Support Armour Korp Strategic Diversity • Price from 260 manpower and 75 fuel to 240 manpower and 60 fuel. Brummbar Strategic Diversity • Cost decreased from 470 manpower and 160 fuel to 420 manpower and 150 fuel • Reload standardized from 7.5/9 seconds to 8.25. • AOE mid modifer from 0.15 to 0.3 • Medium crush changed to Heavy Crush. • Veterancy requirements from 2740/5480/10960 to 2040/4080/8160 Heavy Panzer Korp Strategic Diversity • Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel. Panzer IV Command Tank Quality of Life • No longer receives benefits from its own aura. Pioneers Experimental • Can now construct sandbags. OKW Battlegroup Headquarters Strategic Diversity || Experimental • Medics must now be purchased as an upgrade. 100 manpower 15 Fuel. Mechanized Headquarters Strategic Diversity || Experimental • Repair Pioneers must now be purchased as an upgrade. 100 Manpower 15 Fuel. Volksgrenadier Strategic Diversity || Experimental • Panzershrek Package removed. • Added StG 44 Package. Grants the squad two StG 44s that improve short-mid range combat for 60 munitions. • Panzerfaust ability added which is unlocked after a truck is built. (Panzerfaust works just like the Grenadier Panzerfaust) MG34 HMG Team Strategic Diversity || Experimental • Mid accuracy from 0.41 to 0.5 • Far accuracy from 0.14 to 0.28 • Cooldown from 2.5/3 to 1.75/2.5 • Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q. MG 42 HMG Team Strategic Diversity || Experimental • MG 42 replaces the MG 34 dispatch BRITISH FORCES Starting Resources Strategic Diversity • Starting manpower increased from 290 to 340 Universal Carrier Strategic Diversity • Cost increased from 210MP to 260 MP • Vickers K range from 35 to 40. • Cooldown from 1.5/2.0 to 1.25/1.5 • Burst duration and rate of fire standardized to 1 at all ranges for Vickers K. • Health improved by 40 when upgraded with Vickers K or Flame Projector. • Has Self-Repair stock. Counter Battery Strategic Diversity || Quality of Life • Is now a timed ability. Lasts 45 seconds and recharge time is 90 seconds. • costs 30 munitions Land Mattress Strategic Diversity || Quality of Life • Increase CP requirement from 5 to 8 Sexton Strategic Diversity • AOE distance damage changed from 1/0.15/0.05 to 1/0.25/0.1 • Wind Down from 4.67 to 3.125 • Number of shells for barrage increased from 5 to 8 Firefly Strategic Diversity • Reload from 10 seconds to 8. • Tulip Rockets now deal 120 damage from 240. • Tulips now cause a blind critical on penetration and stuns the tank for 2.5 seconds. (Vehicle LOS reduced to 0 for 8 seconds) • Tulip Rocket ability cost from 100 to 80. • Tulip Recharge time from 120 to 80. Infantry Section (Both variants) Quality of Life • Artillery flare range increased from 20 to 35 • Veterancy requirements from 480/960/1920 to 560/1120/2240. Tank Hunter Infantry Section Quality of Life • Heat Grenade damage from 50 to 100. Sniper Quality of Life • Artillery flare range increased from 30 to 45. Alors, allez vous la tester ? Si oui, qu'en pensez-vous ?
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