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Mise à jour Company of Heroes 2


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Une grosse mise à jour vient d'avoir lieu pour Coh 2, pas moins de 280 mo à télécharger.

Je vous laisse ci dessous le long (très long) changelog en anglais.

Et maintenant à vos claviers pour tester toutes les nouveautés.

War spoil

optimizations will result in greater item variation; previously some item categories were weighed heavier than intended resulting in a greater drop frequency. e.g. face plates. In addition, we have enhanced the player’s ability to sort and filter items within the inventory. A new Wehrmacht commander has also been added to the game. It focuses on infiltration tactics, territory control, and offensive maneuvers.

Commanders

  • Wehrmacht Encirclement Doctrine added to store
  • Soviet Tank Hunter Tactics added to store

War Spoils

  • Wehrmacht Encirclement Doctrine added to war spoils
  • Added 40 new bulletins to war spoils
  • Added 4 new victory strikes to war spoils

Inventory

  • Players are now able to hide duplicates items in their inventory
  • Players can now organize items within the inventory in alphabetical order

Map Rotation Spotlight

As part of our continued support of community created content, we have incorporated five community maps into the custom game list. Our goal is to incorporate more community created maps in the future, so make sure to submit your work into the Steam Workshop as it may be featured next!

Custom Game Maps

  • Added (2-4) Overgrowth
  • Added (2-4) Karelia Summer
  • Added (4-6) Lemberg Fall 1944
  • Added (6-8) Pinsk Marshes
  • Added (6-8) Narva River

Units and Abilities

Our intent with changes to units or abilities focuses on broadening the variation in tactics and strategies, while reducing the potential for undesirable or uninteresting gameplay.

Guard Riflemen DP-28 ‘Button’

  • The intent of these changes is to provide the opposing player an opportunity to react and counter the usage of button. Currently, the ability is very one sided, it provides the Soviet player with a quick and easy to execute vehicle snare without much counterplay in-between. By providing the opposing player with a way to react, the counter-play relative to unit positioning is better defined, thus reducing the receiving player’s frustration when the ability is executed.
  • Speed reduction from 0.1 to 0.33
  • Added rotation reduction of 0.33
  • Acceleration from 0.1 to 0.5
  • Deceleration from 8 to 2
  • Main gun set to active
  • Main gun rate of fire set to fire 1.56x slower

Pack Howitzer

  • Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
  • Now uses an arced projectile trajectory; no longer direct fires on target

Dodge WC51

  • Our intent was to delay the dispatch of this unit in an effort to provide the opposing player more time to prepare for light armor.
  • Command point cost from 0 to 1

M20 Utility Car

  • Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
  • Build time from 60 to 45 seconds

M5A1 Stuart

  • The functionality of Shell Shock was modified in a number of ways to reduce its potency versus medium and heavy vehicles. Previously, the ability afforded the Stuart a great deal of flexibility in what targets it could frontally engage, limiting the need to flank with the unit. The reduced penetration of Shell Shock helps elevate this issue, while still retaining the value of the ability through deflections. Additionally, the Stuart’s build time was reduced as it is no longer required to regulate the pacing of the unit.
  • Build time from 75 to 50 seconds
  • AOE penetration from 60/30/15 to 30/22.5/20
  • Shell shock stun duration from 5 to 3 seconds
  • Shell shock ready aim time from 0.125 to 0.25-0.5
  • Shell shock AOE penetration from 0 to 30/22.5/20
  • Shell shock penetration from 180/100/30 to 60/45/40
  • Shell shock turret traverse speed from 100 to 52
  • Shell shock scatter modified to match main gun scatter
  • Shell shock range distance modifiers set to match main gun range distance

M8A1 HMC

  • Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
  • Now uses an arced projectile trajectory; no longer direct fires on target

M4A3 Sherman

  • Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
  • Build time from 75 to 55 seconds

105mm Sherman

  • Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased.
  • Now uses an arced projectile trajectory; no longer direct fires on target
  • AOE radius from 4.5 to 5.5

M36 Jackson

  • Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
  • Build time from 90 to 60 seconds

M4A3E8 Sherman

  • The Easy Eight was previously over performing for its cost, its cost was increased to better reflect its in-game value.
  • Manpower cost increased from 380 to 400
  • Fuel cost increased from 135 to 145

Osttruppen

  • Osttruppen have seen a drastic increase in their performance, they are now effective at mid to long ranges.
  • Near accuracy from 0.45 to 0.55
  • Mid accuracy from 0.4 to 0.52
  • Far accuracy from 0.35 to 0.49
  • Near aim time modifier from 0.125 to 0.375
  • Far aim time modifier from 4 to 3.25
  • Near cooldown modifier from 0.125 to 0.25
  • Modified cover modifiers to match Grenadier KAR 98
  • Accuracy cover bonus from 2 to 3
  • Added a received accuracy modifier of 1.25

Panzer Grenadiers

  • We wanted to better establish the mid-range role of this unit. We lowered its short range damage output and increased its mid range performance. Additionally, we further increased its durability to reduce damage received on approach.
  • Received accuracy modifier from 0.87 to 0.8
  • Near accuracy from 0.56 to 0.5
  • Near range distance from 8 to 5
  • Mid range distance from 16 to 19

Brummbar

  • Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased.
  • Now uses an arced projectile trajectory; no longer direct fires on target
  • AOE radius from 5 to 6
  • Angle scatter from 7.5 to 6
  • Distance scatter max from 4 to 2.5
  • Armor from 210 to 260
  • Target Weak Point replaced with Bunker Busting Barrage

Teller Mines

  • This removes the possibility of the mine instantly destroying the M36 or M10, something we viewed as undesirable and overly frustrating to the opposing player.
  • Damage from 500 to 400
  • Cost from 60 to 50 ammunition

Riegel AT mine

  • We lowered the damage of the Riegel AT mine to maintain the differences in behavior relative to the Teller.
  • Damage from 400 to 320
  • Cost from 60 to 50 ammunition

Luftwaffe Medical Supplies

  • No longer provides healing during combat; resumes healing once squad is out of combat
  • Removed bonus damage and armor modifiers
  • Added received accuracy modifier of 0.87
  • Added accuracy modifier of 1.15

MG34

  • The previous update increased the suppression of the MG34 to a level slightly higher than the MG42. Our intent with this change is to positon the MG34 slightly below the MG42, in regards to both damage output and suppression.
  • Near accuracy from 0.6 to 0.68
  • Rate of fire from 14 to 12
  • Rate of fire far modifier from 1 to 0.9
  • Focus fire from true to false
  • Reload duration from 8 to 6
  • Setup duration from 2 to 3 seconds
  • Nearby suppression radius from 12 to 11.5
  • Suppression from 0.0159 to 0.012

le.IG 18 Infantry Support Gun

  • Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
  • Now uses an arced projectile trajectory; no longer direct fires on target

Sturmpioneer Medical Supplies

  • No longer enables healing during combat

Jaeger Light Infantry

  • We wanted to better define the role of the Jaeger Light Infantry as a recon unit while improving its provided utility to the player. The single G43 rifle enables the squad to ‘snipe’ enemy infantry, performing effectively at long range. Combined with its above average sight range, ability to spawn behind enemy lines, and booby trap ability, this squad enables the player to harass the opposing players infantry and economy.
  • Squad no longer fully equipped with the G43 rifle; base rifle switched to KAR 98
  • Squad now equipped with one G43 sniper rifle; instantly kill entities at or below 75% health on hit
  • Added ‘Infiltration Tactics Grenade’ ability to the squad
  • Manpower cost from 340 to 300

Obersoldaten

  • We converted the unit’s armor into received accuracy, as received accuracy blends in better with the current structure of infantry combat. Units can negate the received accuracy through veterancy and positioning; whereas, armor is only negated through penetration which heavy weapons possess. Additionally, the damage of the KAR 98 was increased to offset the damage reduction on the LMG34.
  • KAR 98 damage from 14 to 16
  • Armor from 1.25 to 1
  • Received accuracy modifier from 0.87 to 0.7

Kubelwagen

  • This change is geared towards improving the suppressive performance of the Kubelwagen versus larger groups of units. Previously, it was too easily overwhelmed and therefore failed to function as a reliable suppression platform. The unit still retains its vulnerability to flanking and anti-tank weaponry, requiring the user to be mindful of its limited firing arc and position.
  • Population cost from 4 to 6
  • Mid accuracy from 0.55 to 0.5
  • Far accuracy from 0.35 to 0.16
  • Rate of fire from 8 to 12
  • Moving accuracy from 0.5 to 0.75
  • Moving burst multiplier from 0.1 to 0.5
  • Moving cooldown multiplier from 0.125 to 0.25
  • Range from 35 to 40
  • Mid range distance from 20 to 25
  • Far range distance from 35 to 40
  • Nearby suppression multiplier from 0.6 to 0.75
  • Nearby suppression radius from 10 to 12
  • Suppression from 0.008 to 0.0053
  • Firing arc from 45 degrees to 30 degrees

251 Flak Half-track

  • This unit suffered from extremely low life expectancy due to its unresponsiveness when engaged by a threat. By removing the tear down, the unit is less likely to be destroyed by an advancing threat. However, the increased setup time prevents the player from using this unit in an overly aggressive manner, reinforcing its design as a defensive platform.
  • Setup time from 3 to 4 seconds
  • Tear down time from 2 to 0 seconds

Panther Variants

  • The Panther currently under performs within the current meta. We attribute this largely to the addition of new counters, such as the M36, as well as the high research cost associated to unlocking this unit. Overall, the unit did not feel like a reliable counter to medium armor. We believed this to be a result of its low accuracy and durability. Our intent is to reposition the Panther as an effective counter to medium and heavy vehicles. It should be a dominating force when engaging in a frontal assault, but remain vulnerable when flanked from the rear.
  • Frontal armor from 290 to 320
  • OKW Panther accuracy from 0.025/0.0375/0.05 to 0.035/0.045/0.06
  • Wehrmacht Panther accuracy from 0.025/0.0375/0.05 to 0.03/0.045/0.06

Sturmtiger

  • The Sturmtiger previously suffered from a number of usability issues related to its ability to hit its target. The shell tended to collide prematurely with world objects resulting in an unintended ignition of the ammunition. By modifying the shell to ignore shot blocking and pierce, these occurrences will no longer occur. However, this has resulted in an improvement to the unit’s efficiency and utility, as it can now be used to fire through anything within the world.
  • Now ignores shot blocking
  • Now pierces through world objects
  • Barrage can no longer be used on a specific target; it will only take a position within the world. This prevents it from homing in on a selected unit.
  • Barrage range from 45 to 40

Jagdtiger/Elefant

  • Increased the projectile speed of the main gun to improve the visuals and responsiveness

Off-maps and Loiters

Off-maps with the loiter functionality will now display their activation zone, illustrating potential dangers on the battle field.

Loiter Abilities

  • Now display an in-game reticle which reveals the engagement zone of the plane

P47 Rocket Strafe

  • We added a second P47 Thunderbolt to reduce the extremes this off-map tended to produce. Previously, it was either fairly effective or would completely miss its target. This change makes the off-map feel more consistent in terms of damage output while also providing the opposing player the opportunity to react before losing a unit.
  • Now dispatches two P47 Thunderbolts
  • Second plane dispatched 4 seconds after first
  • Damage from 160 to 80
  • Plane attack delay from 5 to 8 seconds
  • Number of attacks per plane from 2 to 3
  • Time range between planes maximum from 10 to 4
  • Recharge time from 60 to 120 seconds

Stuka Suppression Run

  • The recharge timer was significantly increased to prevent the player from pinning the opposing player into their base. Additionally, the cost was increased to better reflect the value of this ability.
  • Recharge duration from 93 to 180 seconds
  • Cost from 120 to 150 ammunition

USF 155mm Howitzer Off-map

  • This change prevents the destruction of a full health OKW base structure.
  • Shells fired from 15 to 12
  • Damage from 130 to 120

OKW 105mm Howitzer Off-map

  • Adjusted the performance of this ability so it no longer destroys the USF base when used at maximum potency. Also reduced the length of time it can deny an area by reducing the total shell count and activation time of each salvo in the barrage.
  • Increased required ammunition for each additional salvo by 200
  • Reduced the number of shells fired from each additional salvo from 15 to 5
  • Barrage radius now tightens as it progresses to each new tier
  • Ability no longer triggers if ammunition requirement is met at a later point in the game

Prioritize Vehicles

We have created a new ability similar to hold fire which enables the user to restrict main gun fire based on target type. For example, an Elefant with priority targeting activated would no longer fire on infantry; instead, the unit would only engage vehicles. This greatly enhances the usability of a unit by restricting unwanted vehicle rotation and enhancing weapon efficiency.

Prioritize Vehicles

  • Added a new ability on anti-tank units which only restricts fire against non-vehicle targets. This should greatly improve the usability of these units as they will now only fire on vehicles when set to this restricted firing state.

Hand Held AT

Our intent is to reduce the accuracy of hand held AT versus infantry, reducing the number of killing blows it is capable of dealing. Additionally, we want to put a greater emphasis on positioning the squad as close as possible to the opposing armored unit; discouraging the use of these weapon types at max range.

M9 Bazooka

  • Accuracy reduced from 0.03/0.0425/0.055 to 0.025/0.0375/0.05
  • Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad.
  • Angle scatter from 7.5 to 18
  • Distance scatter max from 10 to 14

Panzershrek

  • Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad.
  • Angle scatter from 7.5 to 16
  • Distance scatter max from 10 to 15

Weapon Priority Tuning

Weapon priority determines what target is automatically engaged when a unit is not given an explicit attack order. We have modified the values of each weapon such that it more intuitively engages targets of interest relative to its effectiveness.

Modified Units

  • StuG III E
  • StuG III G
  • Panzer IV
  • Panzer IV Command
  • Tiger
  • Brummbar
  • 222 Scout Car
  • Elefant
  • Panther
  • IS-2
  • ISU-152
  • KV-1
  • KV-2
  • KV-8
  • M4C Sherman
  • SU-76
  • SU-85
  • T34-76
  • T34-85
  • T70
  • Stuart

Unit Weapon Priority Modifications

  • This increases the perceived value of these units, increasing the likelihood they will be automatically targeted by another unit.
  • Katyusha
  • Panzerwerfer

Suggested Target

  • Explicit user orders will now always be executed so long as sight is maintained and no shot blocker is present to prevent the shot from being fired.
  • Suggested target weapon priority set to 1000

Infantry Combat Tuning

The intent of these changes is to better define the strengths and weaknesses of each core unit relative to one another. We wanted to better define how each core unit should engage their perspective targets. For example, in a Grenadier vs. Riflemen match up, the Grenadiers want to maintain range. This is now a valid tactic, where in the past it was not. An integral element to this iteration is the introduction of received accuracy in place of raw damage. This was used in instances where additional fire power was not necessary in maintaining the established unit relationships. For example, Grenadier long range fire power is high enough to establish the unit’s relative relationship with other units, allowing us to increase their durability instead. As a by-product of this shift, short and mid range units should have an easier time closing in on their target.

LMG Weapon Profiles

  • We adjusted the LMG profile by scaling its damage output down. We found that the value of long range damage, which the LMG was designed around, was more valuable than we had previously anticipated. In addition to scaling the weapon down, we lowered the damage output at short and mid ranges to make the unit more vulnerable to other units that excel at these ranges.

    • DP-28
    • Near accuracy from 0.62 to 0.56
    • Mid accuracy from 0.5 to 0.45
    • Far accuracy from 0.44 to 0.39
    • Near rate of fire modifier from 1 to 0.82
    • [*]Weapon Rack M1919

      • Near accuracy from 0.64 to 0.57
      • Mid accuracy from 0.52 to 0.47
      • Far accuracy from 0.47 to 0.42
      • Near rate of fire modifier from 1 to 0.82
      • Suppression from 0.004 to 0

      [*]Paratrooper M1919

      • Near accuracy from 0.6 to 0.53
      • Mid accuracy from 0.48 to 0.43
      • Far accuracy from 0.43 to 0.38
      • Near rate of fire modifier from 1 to 0.82
      • Suppression from 0.006 to 0

      [*]Grenadier LMG42

      • Near accuracy from 0.56 to 0.5
      • Mid accuracy from 0.44 to 0.39
      • Far accuracy from 0.38 to 0.33
      • Near rate of fire modifier from 1 to 0.82

      [*]Obersoldaten MG34

      • Near accuracy from 0.57 to 0.51
      • Mid accuracy from 0.45 to 0.4
      • Far accuracy from 0.39 to 0.34
      • Near rate of fire modifier from 1 to 0.82

Browning Assault Rifle

  • Damage output was reduced at long range to reinforce this weapon’s short to mid range role. Previously, equipping the BAR enabled Riflemen to excel at long range relative to other infantry, reducing the importance of positioning when using this weapon upgrade.
  • Near accuracy from 0.65 to 0.56
  • Mid accuracy from 0.5 to 0.44
  • Far accuracy from 0.35 to 0.3
  • Mid rate of fire modifier from 1.16 to 1
  • Far rate of fire modifier from 1.33 to 1
  • Mid cooldown modifier from 1 to 1.25
  • Far cooldown modifier from 1.25 to 1.5

SMG Weapon Profile

  • We found that effective use of a SMG weapon required the user to fire at near point blank ranges. This increased the difficulty in properly executing this weapon against opposing units. By modifying the weapon’s range distance, we are able to ease this requirement therefore improving usability. Consequently, the performance of the listed SMG weapons has been improved.

    • Partisan PPSH
    • Moving accuracy from 0.6 to 0.7
    • [*]Wehrmacht Weapon Crews MP40

      • Range distance near from 8 to 10
      • Range distance mid from 15 to 17

      [*]Captain Thompson

      • Range distance near from 8 to 10
      • Range distance mid from 16 to 19

      [*]Conscript PPSH

      • Moving accuracy from 0.8 to 0.75

      [*]Assault Grenadier MP40

      • Range distance near from 8 to 10
      • Range distance mid from 16 to 17

      [*]Assault Engineer M3

      • Range distance near from 8 to 10
      • Range distance mid from 14 to 18
      • Moving accuracy from 0.6 to 0.75
      • Rate of fire near modifier from 0.7777 to 1
      • Rate of fire far modifier from 1 to 0.7777

      [*]USF Weapon Crews M3

      • Range distance near from 8 to 10
      • Range distance mid from 14 to 18

      [*]Paratrooper Thompson

      • Range distance near from 8 to 10
      • Range distance mid from 16 to 19

Grenadiers

  • Intended to excel at long range

    • Highest long range damage output for its tier
    • Abilities load out geared towards long range combat
    • [*]Vulnerable at short range to all other unit types

      [*]Versus Conscripts

      • Advantaged at long ranges
      • Even at mid ranges
      • Disadvantaged at short ranges

      [*]Versus Riflemen

      • Slightly disadvantaged at long ranges
      • Disadvantaged at mid ranges
      • Disadvantaged at short ranges

      [*]Changes

      • Near accuracy from 0.7 to 0.65
      • Mid accuracy from 0.65 to 0.575
      • Far accuracy from 0.6 to 0.52
      • Far aim time multiplier from 4 to 3.25
      • Near cooldown modifier from 0.125 to 0.25
      • Added a received accuracy modifier of 0.91

Volksgrenadiers

  • Performs moderately well at long range combat
  • Extremely vulnerable at short range, moderately vulnerable at mid-range
  • Versus Riflemen

    • Disadvantaged at long ranges
    • Extremely disadvantaged at short-mid ranges
    • [*]Versus Conscripts

      • Advantaged at long ranges
      • Disadvantaged at mid ranges
      • Disadvantaged at short ranges

      [*]Changes

      • Mid accuracy from 0.6 to 0.62
      • Far accuracy from 0.55 to 0.59
      • Moving cooldown from 1 to 1.5

Sturmpioneers

  • Excels at short-mid ranges
  • Vulnerable at long ranges
  • Versus Riflemen

    • Disadvantaged at long ranges
    • Advantaged at mid ranges
    • Advantaged at short ranges
    • [*]Versus Conscripts

      • Disadvantaged at long ranges
      • Advantaged at mid ranges
      • Advantaged at short ranges

      [*]Changes

      • Added a received accuracy modifier of 0.87
      • Near range distance from 8 to 3
      • Mid range distance from 16 to 15
      • Far mid distance from 35 to 28

Conscripts

  • Performs modestly at mid to short range, does not excel at any range

    • Ability load out geared towards short-mid
    • [*]Vulnerable to long range units

      [*]Versus Grenadiers

      • Disadvantaged at long ranges
      • Even at mid ranges
      • Advantaged at short ranges

      [*]Versus Sturmpioneers

      • Advantaged at long ranges
      • Disadvantaged at mid ranges
      • Disadvantaged at short ranges

      [*]Changes

      • Near accuracy from 0.45 to 0.47
      • Mid accuracy from 0.39 to 0.43
      • Far accuracy from 0.3 to 0.29
      • Near range distance from 4 to 0
      • Mid range distance from 20 to 25
      • Added a received accuracy modifier of 1.087

Riflemen

  • Performs moderately at all ranges; excels against other rifled units at short-mid
  • Vulnerable at long ranges
  • Versus Grenadiers

    • Slightly advantaged at long ranges
    • Advantaged at mid ranges
    • Advantaged at short ranges
    • [*]Versus Sturmpioneers

      • Advantaged at long ranges
      • Disadvantaged at mid ranges
      • Disadvantaged at short ranges

      [*]Changes

      • Near accuracy from 0.6 to 0.62
      • Mid accuracy from 0.55 to 0.58
      • Far accuracy from 0.5 to 0.45
      • Near range distance from 6 to 3
      • Far cooldown modifier from 1 to 1.25
      • Added a received accuracy modifier of 0.97
      • Build time from 25 to 28 seconds

Bug and Gameplay Fixes

T34

  • Reload time set to correct value, was unintentionally lowered when the KV-1 was modified
  • Reload time from 5.2-5.8 to 6.2-6.8 seconds

53K 45mm AT Gun

  • Target size from 1 to 16; this increases the likelihood of the gun itself being hit when decrewed and manually targeted.

Barrage Abilities

  • Fixed an issue which caused the main gun to become disabled if the unit’s barrage ability was interrupted before completion. e.g. M8A1 HMC.
  • Resolved an issue which allowed players to subvert the recharge timer if they canceled the barrage at a certain point in its animation. e.g. B4 Howitzer Barrage

Ability Refunds

  • Interrupted or canceled abilities now properly refund the cost and reset the cooldown timer of the ability.

Salvage

  • Salvage can no longer be activated on a team weapon which is in the process of being recrewed

Recrewing

  • Reduced sim side delay when a squad is attempting to recrew a weapon; recrewing should occur 0.25 seconds quicker as a result.

Major ‘Establish a Treat Point’ Ability

  • No longer allows the major to recrew an abandoned vehicle

HMG

  • Resolved a number of gameplay issues related to heavy machine guns. This includes issues with selection, positioning, and retreating.

Unit Speech

  • Resolves a number of issues related to unit speech or missing speech

Pathfinding

  • Vehicles will now be better at driving through narrow passages, they will be less likely to get stuck
  • Vehicles will now be less likely to enter a tight spot, thereby reducing the occurrences of on-the-spot pivots
  • Improved the way three point turns are executed
  • Improved the way vehicles respond to facing orders

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  • 3 weeks later...

si je me trompe pas la traduction du patch

Le butin de guerre
optimisations de déblais de guerre se traduira par une plus grande variation de l'article; déjà certaines catégories d'articles ont été pesés lourd que prévu entraînant une plus grande fréquence de chute. par exemple, face à plaques. En outre, nous avons amélioré la capacité du joueur à trier et filtrer les éléments dans l'inventaire. Un nouveau commandant de la Wehrmacht a également été ajouté à la partie. Il met l'accent sur ​​les tactiques d'infiltration, contrôle de territoire, et les manœuvres offensives.

Les commandants

  • Wehrmacht encerclement Doctrine ajouté à stocker
  • Tactics Hunter réservoir soviétique ajoutés à stocker

Le butin de guerre

  • Wehrmacht encerclement Doctrine ajouté à butin de guerre
  • Ajouté 40 nouveaux bulletins de butin de guerre
  • Ajout de 4 nouvelles grèves de la victoire à butin de guerre

Inventaire

  • Les joueurs sont désormais en mesure de cacher les doublons articles dans leur inventaire
  • Les joueurs peuvent maintenant organiser des éléments dans l'inventaire dans l'ordre alphabétique

Rotation de la carte Spotlight
Dans
le cadre de notre soutien continu de la communauté créée contenu, nous
avons intégré cinq cartes de la communauté dans la liste de jeu
personnalisé.
Notre
objectif est d'intégrer plus de communauté a créé des cartes à
l'avenir, alors assurez-vous de présenter votre travail dans l'atelier
de vapeur comme il peut être sélectionnée prochaine!


Cartes géographiques personnalisées jeu

  • Ajouté (2-4) Prolifération
  • Ajouté (2-4) Carélie été
  • Ajouté (4-6) Lemberg automne 1944
  • Ajouté (6-8) de Pinsk Marais
  • Ajouté (6-8) la rivière Narva

Les unités et les capacités
Notre
intention avec des modifications à des unités ou des capacités met
l'accent sur ​​l'élargissement de la variation de tactiques et de
stratégies, tout en réduisant le risque de gameplay indésirable ou
inintéressant.


Garde fusiliers DP-28 'Button'

  • Le but de ces changements est de fournir au joueur adverse la possibilité de réagir et de contrer l'utilisation de la touche.
    Actuellement, la capacité est très unilatéral, il offre au joueur
    soviétique avec un accès rapide et facile à exécuter piège de véhicule
    sans trop de contre-jeu entre les deux.

    En fournissant le joueur adverse avec une façon de réagir, le
    contre-jeu par rapport au positionnement de l'unité est mieux définie,
    réduisant ainsi la frustration du joueur de réception lorsque la
    capacité est exécutée.
    • Réduction de la vitesse 0,1 au 0,33
    • Ajouté réduction de rotation de 0,33
    • Accélération de 0,1 à 0,5
    • Décélération 8-2
    • Canon principal ensemble à l'état actif
    • Taux de canon principal du jeu de feu en feu 1.56x plus lent

Obusier


  • Coquilles qui ont tiré directement sur leur cible l'a fait avec une
    plus grande vitesse et la puissance, ce qui a entraîné un mélange de
    comportement de l'unité.

    Notre intention était de clarifier la performance de l'unité en faisant
    le comportement plus prévisible pour l'adversaire, ce qui leur permet
    de positionner et de réagir à l'incendie venant en sens inverse
    correctement.
    • Maintenant utilise un projectile trajectoire en arc de cercle; feux plus directes sur la cible

Dodge WC51


  • Notre intention était de retarder l'envoi de cette unité dans le but de
    fournir au joueur adverse de plus de temps pour se préparer à une
    armure légère.
    • coût en points de commande de 0 à 1

M20 Utility voiture

  • Auparavant, le temps de construction de véhicules a été utilisé comme un moyen de réguler le rythme des véhicules de l'USF. Ce n'est plus nécessaire nous permettant de réduire leur temps de construction actuelles.
    • Construire temps entre 60 à 45 secondes

M5A1 Stuart


  • La fonctionnalité de Shell Shock a été modifiée dans un certain nombre
    de façons de réduire sa puissance par rapport à des véhicules moyens et
    lourds.

    Auparavant, la capacité offerte Stuart beaucoup de flexibilité en ce
    qui vise elle pourrait s'engager frontalement, limitant la nécessité de
    flanc à l'unité.

    La pénétration réduite de Shell Shock aide élever cette question, tout
    en conservant la valeur de la capacité grâce à des détournements.

    En outre, le temps de construction de la Stuart a été réduite comme il
    n'est plus nécessaire de réglementer la stimulation de l'unité.
    • Construire temps entre 75 à 50 secondes
    • AOE de pénétration de 60/30/15 à 30 / 22,5 / 20
    • Shell durée choc étourdissement provoqué par 5 à 3 secondes
    • Shell choc temps de but prêt de 0,125 à 0,25-0,5
    • Shell choc AOE pénétration de 0 à 30 / 22,5 / 20
    • Shell choc pénétration de 180/100/30 à 60/45/40
    • Shell choc tourelle vitesse de déplacement de 100 à 52
    • Shell choc dispersion modifié pour correspondre à l'arme principale dispersion
    • Shell modificateurs gamme de choc à distance définies pour correspondre principal à distance de la portée des canons

M8A1 HMC


  • Coquilles qui ont tiré directement sur leur cible l'a fait avec une
    plus grande vitesse et la puissance, ce qui a entraîné un mélange de
    comportement de l'unité.

    Notre intention était de clarifier la performance de l'unité en faisant
    le comportement plus prévisible pour l'adversaire, ce qui leur permet
    de positionner et de réagir à l'incendie venant en sens inverse
    correctement.
    • Maintenant utilise un projectile trajectoire en arc de cercle; feux plus directes sur la cible

M4A3 Sherman

  • Auparavant, le temps de construction de véhicules a été utilisé comme un moyen de réguler le rythme des véhicules de l'USF. Ce n'est plus nécessaire nous permettant de réduire leur temps de construction actuelles.
    • Construire temps entre 75 à 55 secondes

105mm Sherman

  • Modifié le comportement de l'arme principale de telle sorte qu'il fonctionne de manière similaire à la M8A1 HMC. Le pistolet va maintenant utiliser un tir en arc de cercle au lieu de tirer directement sur ses objectifs. Cela permet à l'unité de tirer sur certains objets, mais ajoute également un petit retard de son temps à l'impact.
    Le temps additionnel impact a été un ajout intentionnel qui offre au
    joueur adverse plus de marge de manœuvre et donc d'atténuer les dommages
    qu'ils ont de ces coups de feu potentiellement escouade essuyage.
    Comme le joueur adverse a maintenant un moyen d'atténuer les dommages, l'impact global de l'enveloppe a été augmentée.
    • Maintenant utilise un projectile trajectoire en arc de cercle; feux plus directes sur la cible
    • rayon de AOE 4,5 à 5,5

M36 Jackson

  • Auparavant, le temps de construction de véhicules a été utilisé comme un moyen de réguler le rythme des véhicules de l'USF. Ce n'est plus nécessaire nous permettant de réduire leur temps de construction actuelles.
    • Construire temps entre 90 à 60 secondes

M4A3E8 Sherman

  • Easy Huit était auparavant sur l'exécution de son coût, son coût a été augmenté afin de mieux refléter sa valeur dans le jeu.
    • coût de la main-d'œuvre a augmenté de 380 à 400
    • Frais de carburant a augmenté de 135 à 145

Osttruppen


  • Osttruppen ont vu une augmentation drastique de leur performance, ils
    sont maintenant en vigueur à la mi à de longues distances.
    • Près de précision 0,45 au 0,55
    • Exactitude mi 0,4 à 0,52
    • Exactitude Loin de 0,35 à 0,49
    • Près temps de but modificateur 0,125 à 0,375
    • Loin viser modificateur de temps de 4 à 3,25
    • Près de recharge modificateur 0,125 à 0,25
    • Modificateurs de couverture modifiés pour correspondre Grenadier KAR 98
    • prime de couverture de précision entre 2 et 3
    • Ajout d'un modificateur de précision reçu de 1,25

Panzer Grenadiers

  • Nous voulions mieux définir le rôle de milieu de gamme de cet appareil. Nous avons abaissé sa courte sortie des dommages de gamme et augmenté son milieu performances de gamme. En outre, nous avons encore augmenté sa durabilité pour réduire les dommages reçus sur l'approche.
    • Reçu exactitude modificateur 0,87 à 0,8
    • Près de précision 0,56 à 0,5
    • Près de la distance au de 8 à 5
    • Distance de milieu de gamme du 16 au 19

Brummbar

  • Modifié le comportement de l'arme principale de telle sorte qu'il fonctionne de manière similaire à la M8A1 HMC. Le pistolet va maintenant utiliser un tir en arc de cercle au lieu de tirer directement sur ses objectifs. Cela permet à l'unité de tirer sur certains objets, mais ajoute également un petit retard de son temps à l'impact.
    Le temps additionnel impact a été un ajout intentionnel qui offre au
    joueur adverse plus de marge de manœuvre et donc d'atténuer les dommages
    qu'ils ont de ces coups de feu potentiellement escouade essuyage.
    Comme le joueur adverse a maintenant un moyen d'atténuer les dommages, l'impact global de l'enveloppe a été augmentée.
    • Maintenant utilise un projectile trajectoire en arc de cercle; feux plus directes sur la cible
    • rayon de AOE 5-6
    • Angle de dispersion de 7,5 à 6
    • Distance dispersion max 4 à 2,5
    • Armure 210-260
    • Target Point faible remplacé par casemates Barrage

Teller Mines


  • Cela supprime la possibilité de détruire la mine instantanément le M36
    ou M10, quelque chose que nous considéré comme indésirable et trop
    frustrant pour le joueur adverse.
    • Dommages 500-400
    • Coût de 60 à 50 munitions

Riegel à la mine

  • Nous avons réduit les dégâts de la Riegel à la mine pour maintenir les différences de comportement par rapport à la Teller.
    • Dommages 400-320
    • Coût de 60 à 50 munitions

Fournitures médicales Luftwaffe

  • Ne prévoit plus la guérison pendant le combat; curriculum vitae guérison fois équipe est hors de combat
  • De bonus aux dégâts enlevé et armures modificateurs
  • Ajouté reçu modificateur de précision de 0,87
  • Ajouté exactitude modificateur de 1,15

MG34

  • La mise à jour précédente a augmenté la suppression de la MG34 à un niveau légèrement supérieur à la MG42.
    Notre intention avec ce changement est de positons la MG34 légèrement
    en dessous de la MG42, en ce qui concerne à la fois la production de
    dommages et de la répression.
    • Près de précision 0,6 à 0,68
    • Cadence de 14 à 12
    • Cadence modificateur loin de 1 à 0,9
    • Concentrer le feu de true à false
    • Recharger durée de 8 à 6
    • durée d'installation à partir 2 à 3 secondes
    • Rayon de suppression proximité de 12 à 11,5
    • Suppression 0,0159 à 0,012

le.IG 18 d'infanterie de soutien Gun


  • Coquilles qui ont tiré directement sur leur cible l'a fait avec une
    plus grande vitesse et la puissance, ce qui a entraîné un mélange de
    comportement de l'unité.

    Notre intention était de clarifier la performance de l'unité en faisant
    le comportement plus prévisible pour l'adversaire, ce qui leur permet
    de positionner et de réagir à l'incendie venant en sens inverse
    correctement.
    • Maintenant utilise un projectile trajectoire en arc de cercle; feux plus directes sur la cible

Fournitures médicales Sturmpioneer

  • Ne permet plus la guérison pendant le combat

Jaeger Light Infantry


  • Nous voulions mieux définir le rôle de l'infanterie légère Jaeger comme
    une unité de reconnaissance, tout en améliorant sa condition utilité
    pour le lecteur.
    Le seul fusil G43 permet à l'équipe de "snipe" fantassins ennemis, remplir efficacement à longue portée.
    Combiné avec sa gamme dessus de la moyenne de la vue, la capacité de se
    reproduire derrière les lignes ennemies, et la capacité de piège, cette
    équipe permet au joueur de harceler l'infanterie et de l'économie
    joueurs adverses.
    • Squad n'est plus entièrement équipée avec le fusil G43; fusil de base mis à KAR 98
    • Squad maintenant équipé d'un fusil de sniper G43; tuer instantanément entités égales ou inférieures à 75% de la santé sur coup
    • Ajoutée »des tactiques d'infiltration Grenade" capacité de l'équipe
    • coût de la main-d'œuvre de 340 à 300

Obersoldaten


  • Nous avons converti l'armure de l'unité dans la précision reçu, comme
    exactitude reçu marie mieux avec la structure actuelle de combat
    d'infanterie.
    Les unités peuvent nier l'exactitude reçu par vétéran et le positionnement; tandis que, armure est niée que par la pénétration qui possèdent des armes lourdes. En outre, les dégâts de la KAR 98 a été augmentée pour compenser la réduction des dégâts sur la LMG34.
    • KAR 98 dommages du 14 au 16
    • Armure de 1,25 à 1
    • Reçu exactitude modificateur de 0,87 à 0,7

Kubelwagen

  • Ce changement vise à améliorer la performance de suppression de la Kubelwagen contre les grands groupes d'unités. Auparavant, il a été trop facilement débordé et n'a donc pas fonctionner comme une plate-forme de suppression fiable.
    L'appareil conserve encore sa vulnérabilité à flanc et des armes
    antichars, demandant à l'utilisateur d'être conscient de son arc de tir
    limitée et la position.
    • coût de la population du 4 au 6
    • Exactitude mi 0,55 à 0,5
    • Exactitude Loin de 0,35 à 0,16
    • Cadence du 8 au 12
    • Déménagement précision de 0,5 à 0,75
    • Déplacer éclater multiplicateur de 0,1 à 0,5
    • Déménagement multiplicateur temps de recharge de 0,125 à 0,25
    • Gamme de 35 à 40
    • Distance de milieu de gamme du 20 au 25
    • La distance de la plage loin de 35 à 40
    • Suppression proximité multiplicateur de 0,6 à 0,75
    • Rayon de suppression proximité du 10 au 12
    • Suppression de 0,008 à 0,0053
    • Tir à l'arc de 45 degrés à 30 degrés

251 Flak Half-Track

  • Cette unité a subi de très faible espérance de vie en raison de son absence de réponse lorsqu'il est engagé par une menace. En supprimant la déchirure vers le bas, l'unité est moins susceptible d'être détruit par une menace qui avance.
    Cependant, le temps d'installation accrue empêche le joueur d'utiliser
    cet appareil d'une manière trop agressive, renforçant ainsi sa
    conception de plate-forme de défense.
    • temps d'installation à partir 3 à 4 secondes
    • Abattez moment depuis le 2 à 0 secondes

Panther variantes

  • La Panthère actuellement effectue sous dans la méta actuelle.
    Nous attribuons cette grande partie à l'ajout de nouveaux compteurs,
    tels que le M36, ainsi que le coût élevé de recherche associée à l'unité
    de déverrouillage.
    Dans l'ensemble, l'unité ne se sentait pas comme un compteur fiable pour une armure moyenne. Nous avons cru que cela soit en raison de son manque de précision et de durabilité. Notre intention est de repositionner la panthère comme un rempart efficace contre les véhicules moyens et lourds. Ce devrait être une force dominante en s'engageant dans un assaut frontal, mais restent vulnérables quand flanqué à l'arrière.
    • Blindage frontal de 290 à 320
    • OKW Panther exactitude de 0,025 / 0,0375 / 0,05 à 0,035 / 0,045 / 0,06
    • Précision de Panther Wehrmacht de 0,025 / 0,0375 / 0,05 à 0,03 / 0,045 / 0,06

Sturmtiger

  • Le Sturmtiger a déjà souffert d'un certain nombre de problèmes d'utilisation liés à sa capacité à atteindre son objectif.
    La coquille a tendance à entrer en collision avec des objets
    prématurément mondiaux résultant en un allumage intempestif de la
    munition.
    En modifiant la coquille d'ignorer tir de blocage et de percer, ces événements ne se produira plus.
    Toutefois, cela s'est traduit par une amélioration de l'efficacité et
    de l'utilité de l'appareil, car il peut maintenant être utilisé avec
    n'importe quoi dans le monde au feu.
    • Maintenant ignore blocage de tir
    • Maintenant perce à travers les objets du monde
    • Barrage ne peut plus être utilisé sur une cible spécifique; il ne fera que prendre position dans le monde. Cela l'empêche de se focalisant sur une unité sélectionnée.
    • gamme de Barrage 45-40

Jagdtiger / Elefant

  • Augmentation de la vitesse du projectile de l'arme principale pour améliorer les graphismes et la réactivité

Off-cartes et flâne
Off-cartes
avec la fonctionnalité de flâner affichent désormais leur zone
d'activation, illustrant les dangers potentiels sur le champ de
bataille.


Flâner capacités

  • Maintenant, afficher un réticule dans le jeu qui révèle la zone d'engagement de l'avion

P47 Rocket Mitrailler

  • Nous avons ajouté un deuxième Thunderbolt P47 à réduire les extrêmes de ce hors-carte tendait à produire. Auparavant, il était soit assez efficace ou manquerait complètement son objectif.
    Ce changement rend le hors-carte se sentir plus cohérente en termes de
    détérioration de la sortie tout en offrant au joueur adverse la
    possibilité de réagir avant de perdre une unité.
    • Distribue maintenant deux P47 Thunderbolt
    • Deuxième plan dépêché quatre secondes après la première
    • Dommages 160-80
    • Avion attaque temporisation de 5 à 8 secondes
    • Nombre d'attaques par avion 2-3
    • Intervalle de temps entre les plans maximale 10-4
    • Rechargez temps entre 60 à 120 secondes

Suppression Run Stuka


  • La minuterie de recharge a été augmenté de façon significative pour
    empêcher le joueur de épinglant le joueur adverse dans leur base.
    En outre, le coût a été augmenté afin de mieux refléter la valeur de cette capacité.
    • Rechargez durée entre 93 et ​​180 secondes
    • Coût de 120 à 150 munitions

USF 155mm Howitzer hors carte

  • Cette modification empêche la destruction d'une structure de base de l'OKW de santé complet.
    • Obus de 15 à 12
    • Dommages 130-120

OKW obusier de 105 mm hors carte

  • Ajustement de la performance de cette capacité si elle ne détruit la base USF lorsqu'il est utilisé à puissance maximale.
    Également réduit la longueur de temps, il peut refuser une zone en
    réduisant le nombre de coque et le temps d'activation totale de chaque
    salve dans le barrage.
    • Augmentation de munitions nécessaires pour chaque salve supplémentaire de 200
    • Réduction du nombre d'obus tirés depuis chaque salve supplémentaire de 15 à 5
    • rayon de Barrage resserre maintenant à mesure qu'il progresse à chaque nouveau niveau
    • Capacité ne déclenche plus si besoin en munitions est atteint à un point plus tard dans le jeu

Prioriser les véhicules
Nous
avons créé une nouvelle capacité similaire à tenir feu qui permet à
l'utilisateur de limiter principal des coups de feu en fonction du type
de cible.
Par exemple, un Elefant priorité ciblage activé ne serait plus le feu sur l'infanterie; à la place, l'unité ne ferait que participer véhicules. Cela
améliore grandement la facilité d'utilisation d'une unité en limitant
indésirables rotation des véhicules et améliorer l'efficacité de l'arme.


Prioriser les véhicules

  • Ajout d'une nouvelle capacité sur les unités anti-chars qui ne restreint le feu contre des cibles non-véhicules.
    Cela devrait grandement améliorer la convivialité de ces unités car ils
    maintenant que le feu sur les véhicules lorsqu'il est réglé à cet état
    de tir restreint.

Hand Held AT
Notre
intention est de réduire la précision de la main tenue AT contre
l'infanterie, la réduction du nombre de coups de tuer, il est capable de
traiter.
En
outre, nous voulons mettre davantage l'accent sur ​​le positionnement
de l'équipe le plus près possible de l'unité blindée adverse;
décourager l'utilisation de ces types d'armes à portée maximale.

M9 Bazooka

  • Précision réduite de 0,03 / 0,0425 / de 0,055 à 0,025 / 0,0375 / 0,05

  • Arme dispersion a augmenté comme il était auparavant trop serré, ce qui
    entraîne souvent des coups manqués résultant en un coup contre des
    cibles blindées.
    La dispersion accrue réduit aussi la probabilité d'un tir frappé une équipe fixe.
    • Angle de dispersion de 7,5 à 18
    • Distance dispersion max du 10 au 14

Panzershrek


  • Arme dispersion a augmenté comme il était auparavant trop serré, ce qui
    entraîne souvent des coups manqués résultant en un coup contre des
    cibles blindées.
    La dispersion accrue réduit aussi la probabilité d'un tir frappé une équipe fixe.
    • Angle de dispersion de 7,5 à 16
    • Distance dispersion max du 10 au 15

Arme priorité Tuning
priorité de l'arme détermine cible est automatiquement activé quand un appareil n'est pas donné un ordre d'attaque explicite. Nous
avons modifié les valeurs de chaque arme de telle sorte qu'elle vient
en prise de manière plus intuitive cibles d'intérêt par rapport à son
efficacité.


Logements modifiés

  • StuG III E
  • StuG III G
  • Panzer IV
  • Panzer IV de commande
  • Tigre
  • Brummbar
  • 222 Scout Car
  • Elefant
  • Panthère
  • IS-2
  • ISU-152
  • KV-1
  • KV-2
  • KV-8
  • M4C Sherman
  • SU-76
  • SU-85
  • T34-76
  • T34-85
  • T70
  • Stuart

Unité modifications Arme prioritaires


  • Cela augmente la valeur perçue de ces unités, ce qui augmente la
    probabilité qu'ils soient automatiquement ciblés par une autre unité.
    • Katyusha
    • Panzerwerfer

Cible suggéré


  • Les commandes des utilisateurs explicites seront désormais toujours
    être exécutés tant que la vue est maintenue et aucun coup de feu
    bloquant est présent pour empêcher le coup d'être tiré.
    • Suggéré priorité arme objectif fixé à 1000

Infanterie Tuning de combat
Le but de ces changements est de mieux définir les forces et les faiblesses de chaque unité de base par rapport à l'autre. Nous voulions mieux définir comment chaque unité de base devrait engager leurs objectifs en perspective. Par exemple, dans un grenadier contre Tirailleurs Match Up, les Grenadiers veulent maintenir gamme. C'est maintenant une tactique valable, où, dans le passé, il n'était pas. Un élément essentiel de cette itération est l'introduction d'exactitude reçu à la place du dommage brut. Il
a été utilisé dans les cas où la puissance de feu supplémentaire
n'était pas nécessaire de maintenir les relations unitaires établis.
Par
exemple, le pouvoir Grenadier longue portée de tir est suffisamment
élevé pour établir une relation relative de l'unité avec les autres
unités, nous permettant d'augmenter leur durée de vie à la place.
En
tant que sous-produit de cette évolution, à court et moyen appareils de
la gamme devraient avoir un temps plus facile la fermeture sur leur
cible.


LMG Profils Arme

  • Nous avons ajusté le profil LMG par l'extension de sa puissance de feu vers le bas.
    Nous avons constaté que la valeur des dommages à longue portée, qui LMG
    a été conçu autour, était plus précieux que nous avions déjà prévu.

    En plus d'intensifier l'arme vers le bas, nous avons réduit la
    puissance de feu à courte portée et au milieu pour rendre l'unité plus
    vulnérables à d'autres unités qui excellent dans ces gammes.
    • DP-28
      • Près de précision 0,62 au 0,56
      • Exactitude mi 0,5 à 0,45
      • Loin précision 0,44 à 0,39
      • Taux près du feu modificateur de 1 à 0,82
    • Arme rack M1919
      • Près de précision 0,64 à 0,57
      • Exactitude mi de 0,52 à 0,47
      • Loin précision 0,47 à 0,42
      • Taux près du feu modificateur de 1 à 0,82
      • Suppression de 0,004 à 0
    • Parachutiste M1919
      • Près de précision 0,6 au 0,53
      • Exactitude mi 0,48 au 0,43
      • Loin précision 0,43 au 0,38
      • Taux près du feu modificateur de 1 à 0,82
      • Suppression de 0,006 à 0
    • Grenadier LMG42
      • Près de précision 0,56 à 0,5
      • Exactitude mi 0,44 à 0,39
      • Loin précision 0,38 à 0,33
      • Taux près du feu modificateur de 1 à 0,82
    • Obersoldaten MG34
      • Près de précision de 0,57 à 0,51
      • Exactitude mi 0,45 à 0,4
      • Exactitude Loin de 0,39 à 0,34
      • Taux près du feu modificateur de 1 à 0,82

Fusil d'assaut Browning

  • sortie de dommages a été réduit à longue portée pour renforcer son court et à moyen rôle de gamme de cette arme.
    Auparavant, l'équipement de la BAR activé fusiliers à exceller à longue
    portée par rapport aux autres infanterie, ce qui réduit l'importance du
    positionnement lors de l'utilisation de cette mise à niveau d'arme.
    • Près de précision 0,65 à 0,56
    • Exactitude mi 0,5 à 0,44
    • Exactitude Loin de 0,35 à 0,3
    • Taux de change moyen du feu modificateur de 1,16 à 1
    • Taux Loin de feu modificateur de 1,33 à 1
    • Modificateur de recharge milieu de 1 à 1,25
    • Modificateur de recharge Loin de 1,25 à 1,5

Profil SMG Arme


  • Nous avons trouvé que l'utilisation efficace d'une arme SMG nécessaire à
    l'utilisateur de tirer sur les plages près de points blancs.
    Cette augmentation de la difficulté à exécuter correctement cette arme contre des unités adverses.
    En modifiant gamme la distance de l'arme, nous sommes en mesure de
    faciliter cette exigence donc d'améliorer la facilité d'utilisation.
    Par conséquent, la performance des armes SMG cotées a été amélioré.
    • PPSH partisane
      • Déménagement précision 0,6 à 0,7
    • Wehrmacht Arme équipages MP40
      • La distance au près du 8 au 10
      • La distance au milieu du 15 au 17
    • Le capitaine Thompson
      • La distance au près du 8 au 10
      • La distance au milieu du 16 au 19
    • Conscrit PPSH
      • Déménagement précision de 0,8 à 0,75
    • Assault Grenadier MP40
      • La distance au près du 8 au 10
      • La distance au milieu les 16 et 17
    • Assaut Ingénieur M3
      • La distance au près du 8 au 10
      • La distance au milieu du 14 au 18
      • Déménagement précision 0,6 au 0,75
      • Taux de feu près de modificateur de 0,7777 à 1
      • Cadence modificateur loin de 1 à 0,7777
    • Les équipages USF Arme M3
      • La distance au près du 8 au 10
      • La distance au milieu du 14 au 18
    • Parachutiste Thompson
      • La distance au près du 8 au 10
      • La distance au milieu du 16 au 19

Grenadiers

  • Destiné à exceller à longue portée
    • Rendement le plus élevé de dommages à long terme pour son niveau
    • Capacités charger sur orientée vers le combat à distance
  • Vulnérables à courte portée pour tous les autres types d'unités
  • Versus conscrits
    • Avantagés à longue portée
    • Même au milieu des plages
    • Désavantagées à courte portée
  • Versus fusiliers
    • Légèrement désavantagés à longue portée
    • Désavantagés au milieu des plages
    • Désavantagées à courte portée
  • Changements
    • Près de précision 0,7 à 0,65
    • Exactitude mi de 0,65 à 0,575
    • Loin précision de 0,6 à 0,52
    • Loin viser multiplicateur de temps de 4 à 3,25
    • Près de recharge modificateur 0,125 à 0,25
    • Ajout d'un modificateur de précision reçu de 0,91

Volksgrenadiere

  • Effectue modérément bien au combat à distance
  • Extrêmement vulnérables à courte portée, modérément vulnérables à milieu de gamme
  • Versus fusiliers
    • Désavantagées à longue portée
    • Extrêmement défavorisés à court milieu gammes
  • Versus conscrits
    • Avantagés à longue portée
    • Désavantagés au milieu des plages
    • Désavantagées à courte portée
  • Changements
    • Exactitude mi 0,6-0,62
    • Exactitude Loin de 0,55 à 0,59
    • Déménagement temps de recharge 1 à 1,5

Sturmpioneers

  • Excelle à court milieu gammes
  • Vulnérables à longue portée
  • Versus fusiliers
    • Désavantagées à longue portée
    • Favorisés, au milieu des plages
    • Avantagés à courte portée
  • Versus conscrits
    • Désavantagées à longue portée
    • Favorisés, au milieu des plages
    • Avantagés à courte portée
  • Changements
    • Ajout d'un modificateur de précision reçu de 0,87
    • Près de la distance au 8-3
    • Distance de milieu de gamme de 16 à 15
    • Lointain mi 35-28

Conscrits

  • Effectue modestement au milieu de courte portée, ne pas exceller à n'importe quelle distance
    • charge de capacité à court orienté vers la mi
  • Vulnérables aux unités de longue portée
  • Versus Grenadiers
    • Désavantagées à longue portée
    • Même au milieu des plages
    • Avantagés à courte portée
  • Versus Sturmpioneers
    • Avantagés à longue portée
    • Désavantagés au milieu des plages
    • Désavantagées à courte portée
  • Changements
    • Près de précision 0,45 au 0,47
    • Exactitude mi de 0,39 à 0,43
    • Loin précision de 0,3 à 0,29
    • Près de la distance au 4-0
    • Distance de milieu de gamme du 20 au 25
    • Ajout d'un modificateur de précision reçu de 1.087

Tirailleurs

  • Effectue modérément à toutes les gammes; excelle contre d'autres unités rayés à court mi
  • Vulnérables à longue portée
  • Versus Grenadiers
    • Légèrement avantagés à longue portée
    • Favorisés, au milieu des plages
    • Avantagés à courte portée
  • Versus Sturmpioneers
    • Avantagés à longue portée
    • Désavantagés au milieu des plages
    • Désavantagées à courte portée
  • Changements
    • Près de précision de 0,6 à 0,62
    • Exactitude mi 0,55 à 0,58
    • Exactitude Loin 0,5 à 0,45
    • Près de la distance au de 6 à 3
    • Modificateur de recharge Loin de 1 à 1,25
    • Ajout d'un modificateur de précision reçu de 0,97
    • Construire intervalle entre 25 et 28 secondes

Bug Fixes et Gameplay

T34

  • Recharger temps mis pour corriger la valeur, a été involontairement réduit quand a été modifié le KV-1
    • Recharger temps de 5,2 à 5,8 à 6.2 à 6.8 secondes

53K 45mm AT Gun

  • Taille de la cible de 1 à 16; ce qui augmente la probabilité de l'arme elle-même étant frappé quand decrewed et ciblée manuellement.

Capacités Barrage


  • Correction d'un problème qui entraînait l'arme principale de devenir
    invalide si la capacité de barrage de l'unité a été interrompu avant la
    fin.
    par exemple M8A1 HMC.

  • Résolution d'un problème qui permettait aux joueurs de subvertir la
    minuterie de recharge si ils ont annulé le barrage à un certain point de
    son animation.
    par exemple B4 obusier Barrage

Les remboursements de Capacité


  • Capacités interrompus ou annulés maintenant rembourser correctement le
    coût et réinitialiser le temps de recharge de la capacité.

Salvage

  • Récupération ne peut plus être activée sur une arme de l'équipe qui est en train d'être recrewed

Recrewing

  • Réduction sim retard de côté quand une équipe tente de recrew une arme; recrewing devrait se produire 0,25 secondes plus rapide à la suite.

Major Capacité 'établir un point de Treat'

  • Ne permet plus important à recrew un véhicule abandonné

HMG

  • Correction d'un certain nombre de questions de gameplay liés à des mitrailleuses lourdes. Cela inclut les questions avec la sélection, le positionnement, et fuyant.

Unité discours

  • Résout un certain nombre de questions liées à la parole de l'unité ou de la parole manquante

Pathfinding

  • Véhicules seront désormais mieux à des passages étroits, ils seront moins susceptibles de se coincer

  • Véhicules seront désormais moins susceptibles d'entrer dans un endroit
    serré, ce qui réduit les occurrences de pivots sur le terrain
  • Amélioré la façon dont trois tours de points sont exécutés
  • Amélioration de la manière que les véhicules répondent à face commandes

 

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    • MaJ v1.1.6.1 - 2023/09/05 mardi This update brings the Console Edition of Company of Heroes 3 in line with the 1.1.6 PC update with the exception of the in-game store, Challenges and Merit, which will not be coming to console. We are hoping to bring cosmetics to console in a different fashion at some point in the future. We have also made several console specific changes in this update outlined below. Additionally, we are introducing a new map, gameplay and balance changes, and plenty of bug fixes.  NEW CONTENT    Catania Crossing – 3 vs 3 Map  Adding a new 3 vs 3 bridge map released exclusively for Skirmish, Custom Games and Co-Op vs AI modes.   A return to classic CoH bridge maps, based on the Allied Landings in Sicily.   Features dense urban combat around critical bridge crossings, perfect for those who wish to hunker down and outlast their enemy.    CONSOLE CHANGES    Dynamic Resolution  Dynamic resolution will now allow the PS5 and Xbox Series X to track closer to their target settings. Performance will target 60 FPS and scale resolution to achieve it. Resolution will attempt to retain 4k at 30 FPS. There is no change to the Xbox Series S implementation.    Tutorial  We adjusted the controller tutorial for changes in steps and updates from PC.   Added the ability to load Keyboard + Mouse tutorial on console. This will depend on the input method when loading into the tutorial mode. Saves will retain the input used and display a warning message if they detect the incorrect input type when loaded.    Online Requirement Change:   Removed consistent online check. Checks now occur on startup and when entering multiplayer. An online connection is still required for startup. This is to resolve issues of losing connection during gameplay.   The game will now display an error message when attempting to access multiplayer while offline   Saves can now be completed when a connection drops.     GENERAL CHANGES    A.I.  A.I. respond accordingly to different ping types   Attack ping, question ping - may send units to appropriate location pinged   Defend ping - may respond with defensive behaviors   Capture behavior when pings issued on capture points    Audio  New voiceover for Gurkha Infantry unit.  Audio improvements for the British Forces War Cry ability. All players will now hear a trench whistle followed by a crowd swell indicating the ability has been activated.    Camera    The camera now allows players to zoom out an additional 5 meters using the RS, increasing the overall zoom level.     Event Cues    Event Cues are now aligned over top of the minimap.    Event Cues priority has been adjusted across the board to prevent less important cues taking over more relevant ones.   Event Cues are now limited to how many can display on screen at the same time   The background transparency of Event Cues has been reduced to improve readability      Italian Dynamic Campaign  The A.I. (Artificial Intelligence) will now be performing offensive behaviors more often on difficulties above standard and easy. Expect to see the AI sending companies into player territory, recapturing towns and attacking player companies.  We expect a higher rate of defense missions triggered, which will occur when the A.I. attacks player towns where these missions exist. These differ from Skirmish modes, which we hope will add more variety and replayability to the Italian Dynamic Campaign. Expect more combat at towns/cities like Potenza, Foggia, Ortona, and Anzio.   It is expected to see more aggressive behaviors from the A.I. while playing on greater difficulty levels.   AI now uses Recon Runs less often, and on a wider variety of targets.   Campaign Map Population Capacity adjusted so more supporting units can be built in the early campaign.   P47 Population Capacity cost reduced from 3 to 2   B25 Population Capacity cost reduced from 4 to 3   Aircraft Carrier Population Capacity cost reduced from 6 to 4.    Maps     Gazala Landing Ground   Minor adjustments to Strategic and Victory Point locations to ensure the Western points favor the Southern team and Eastern points favor the Northern team.     Mignano Gap   Improved the southernmost engagement area (the bottom of the valley) to be approachable from more angles    Removed cover from Greek staircases to prevent unintended balance issues.   Territory layout adjusted to ensure a fair dispersal of munitions resources near each Team's HQ areas.     Multiplayer  Disabled battlegroup selection during match start countdown. This change helps prevent players from having non-functioning battlegroups when loading into a match.   Enemy A.I. in Skirmish mode is now less likely to try to capture the same point with several units and more likely to try to capture separate points with individual units.    Player Names    A toggle for player names has been added to the game settings both while in a match and in the main menu   ON: Player names will be permanently displayed under the unit decorator.   OFF: Player names will not display under the unit decorator permanently, but players will still be able to toggle them temporarily using their assigned hotkey. (Hotkey is only available with Keyboard + Mouse input)   Player names will be displayed on unit information cards.   Player names will be using player’s selected color scheme in the UI (compatible with both team and unique colors). This will apply to names displayed in the RTS layer, on the unit card and in the player list.     Player List   Added a tooltip when on Battlegroups in the Player List, containing the Battlegroup name and a brief description.    All Battlegroups from each player’s loadout will now be visible in the player list: it will no longer be possible to check which Battlegroups other players have picked.    Player names will respect the color scheme chosen by the player in the Gameplay settings: when Team Colors are enabled, the player will be assigned the blue color, allies the yellow color and opponents the red color. When enabling Unique Colors, the player’s team will be assigned the cold color palette, and the opposing team will be assigned the warm colors palette.    Team 1 and 2 background colors standardized to blue for player team and red for opponents’ team.    Unique team / Player Colors   Team and Unique colors now apply to player names.   Team and Unique colors now apply to units' health bars on the unit cards.    Territory point flag and capture UI now uses team colors rather than unique colors.     FACTIONS & ABILITY CHANGES    General    Anti-Tank Rifles  Afrikakorps Panzerjager Panzerbusche & British Corps Infantry Section Boys Anti-Tank Rifles  Range decreased from 40 to 35   Weapon cooldown modifier when suppressed increased by +50%    Auto-Reverse Distance   The distance a player can now issue an automatic auto-reverse command without using the auto-reverse ability has been set from 20 to 60     Barbed Wire   Armor increased from 1 to 10      Bunkers  Wehrmacht Bunkers & Afrikakorps Heavy Machine Gun Bunker    Build times standardized to 20 seconds      Button Abilities   Wehrmacht Flak 30 AA Gun, US Forces M16 Multiple Gun Motor Carriage & US Forces M1919 Heavy Machine Gun Team   Button no longer disables weapons   Button now reduces sight by 50% and speed by 25%; speed penalty is increased to 50% on penetrating hits   Duration set to 15 seconds    Indicator now added when the ability is active   Recharge time standardized to 120 seconds    Forward Reinforcement Times   Reinforcement time of in-combat units located +45m away from the HQ increased by +100% for a total of +200%    Reinforcement time of units located +45m away from the HQ increased by +100%      Infantry and Mortar Flares   Mortar and Infantry flare duration decreased from 30 to 15     Mobile Anti-Tank Guns   Will hit objects and terrain significantly less   Horizontal traverse speed increased from 16 to 24   Aim-time decreased from 0.5 to 0.125    Build times standardized to 40 seconds   Reinforcement time standardized to 5 seconds   Accuracy at long-range increased by 7%      Mobile Heavy Machine Guns   Cost standardized to 240 manpower   Crew health increased from 80 to 90    Horizontal traverse speed increased from 35 to 50   Infantry now become pinned around 17% faster   Reinforcement time standardized to 5 seconds   Suppression radius increased from 13 to 15   Suppression recovery now takes 3 seconds longer     Smoke   Smoke duration decreased from 30 to 20 seconds     Snipers  Aim-times standardized to 1.75 seconds    Target size increased from 1.33 to 1.5    Vision range decreased from 45 to 35   Weapon cooldown increased from 3.5 to 3.75/3.825 seconds    Planes   Standardized airplane arrival times:    Utility based airplanes (includes smoke & recon runs): 3 seconds   Strafing runs: 5 seconds   Bombing runs: 7 seconds   Airplanes now start their dives earlier to allow for a less aggressive angle.   Airplanes speed increase while loitering from 36 m/s to 72 m/s.   Airplanes turn angles are increased from 25 degrees to 60 degrees.   Adjusted Airplane crashes to create deformation and include a new effect.   Adjusted Airplane crashes to damage environmental objects.   Adjusted Airplane debris to last longer.   Adjusted Airplanes doing dives to only drop the projectile when at a distance from the target as opposed to only when on top of the target.   Adjusted Airplane abilities flares to match the center of the ability reticule.   Adjusted Airplane abilities reticule colors to match the proper intention of the ability (green for utility, red for damage)    Airplanes performing paradrop abilities are now invincible.   Airplanes performing Mark Target abilities now show a proper indicator on the target.     Airplane Weapon & Projectile Changes   Adjusted projectile speeds overall to be 2x to 3x times faster.   Adjusted bombs to have a 1.5x damage modifier against buildings and emplacements.   Adjusted deformation to better match the area of effect of some of the explosions.   Adjusted strafing runs to have an area of effect of 45m length.   Adjusted strafing runs to cover the area within 1s as opposed to 3s.     Loiters   Loiters no longer acquire new targets in base sectors.   Loiters now display a ground indicator that reflects the target acquisition area.   Loiters now display an indicator on top of the unit they are targeting.   Loiters now properly display the time left for the ability to end.   Loiters now take longer in between passes.     Factions   British Forces    Bishop Self-propelled Gun   Barrage recharge time increased from 30 to 45 seconds      B.L. 5.5 Inch Artillery Emplacement   Build time decreased from 70 seconds to 40 seconds      Centaur   Area of Effect radius increased from 4 to 6    Cost decreased from 380 manpower and 80 fuel to 360 manpower and 75 fuel   Horizontal traverse speed increased from 25 to 50   Reload speed decreased 6 to 4.5 seconds   Smoke Shot veteran ability now only fires 1 round   Speed increased from 5.2 to 6      CMP15 CWT AA Truck   Anti-aircraft range bonus from +600% to +1000%    Horizontal traverse speed increased from 120 to 160    Now deals +50% extra damage against aircraft   Range reduced from 45 to 40      Commando Light Machine Gun Section   Manpower cost reduced from 350 to 320   Population cost reduced from 9 to 8     Commandos   Reinforcement cost decreased from 40 to 31     Crusader II   Fuel cost increased from 60 to 70      Dingo   Coordinate Barrage and Decoy Flare range decreased from 60 to 45   Coordinated Barrage cost decreased from 45 to 35 munitions    Distribute Medical Supplies duration increased from 15 to 45 seconds   Distribute Medical Supplies recharge time decreased from 180 to 120      Infantry Section   Base of Fire passive veteran ability now requires the unit to be in cover to activate   Coordinated Barrage cost decreased from 45 to 35 munitions      Matilda II Heavy Tank   Population cost reduced from 14 to 13      Royal Engineer Section   Build time increased from 16 to 20 seconds      Training Center Upgrades   Combat bonuses now only apply once to units with at least 1 level of Veterancy   Damage bonuses from all upgrades removed   Upgrades buff no longer stacks per veterancy level. It is now a consistent 10% bonus that is applied only once     Vicker Heavy Machine Gun Team   Build time decreased from 41 to 30 seconds    Air and Sea Battlegroup   Hawker Typhoon Anti-Tank Loiter Command Point cost increased from 3 to 5    Incendiary Bombing Run Command Point cost increased from 1 to 3     Anti-tank Rocket Loiter   Munition cost increased from 120 to 180   Typhoon rocket damage from 200 to 100   Typhoon rocket count from 6 to 5 per pass     Naval Blockade   Duration reduced from 60 to 30 seconds   Munitions cost reduced from 80 to 50     British Armoured Battlegroup  Churchill Black Prince Command Point cost increased from 6 to 7     Indian Artillery Battlegroup  War Cry and Volunteer Infantry positions swapped; command point costs for both abilities unchanged     4.2 Inch Heavy Mortar   Cost increased from 440 manpower to 440 manpower and 20 fuel     Perimeter Monitor   Perimeter Monitor Cost increased from 150 to 225 munitions     Deutsches Afrikakorps    250 Light Carrier   20mm autocannon conversion cost reduced from 75 to 60 munitions    Build time reduced from 40 to 35 seconds   Distribute Medical Supplies duration increased from 15 to 45 seconds   Distribute Medical Supplies recharge time decreased from 180 to 120      Advanced Field Repairs   Manpower cost reduced from 250 to 200       Booby Trap    Increased cost from 30 to 55 munitions   Armor reduced from 35 to 1  Greatly reduced Boobytrap damage; damage now also tapers off from the blast point centered on the capture point      Emergency Repair Kits   Manpower cost increased from 250 to 325      Fire Support Elements   Cost reduced from 150 manpower and 45 fuel to 100 manpower and 40 fuel     Flak 36 88mm Anti-Tank Gun   Build time increased from 30 to 45 seconds      Flakvierling Half-track   Accuracy increased from 40% / 35% / 30% to 44% / 42% / 36%   Angle scatter reduced from 8 to 3    Burst duration increased from 1.75/2.5 to 3.5/4 seconds   Weapon cooldown reduced 2/2.5 to 1.5 seconds   Weapon long-range cooldown multiplier increased by 50%      Kradschutzen Motorcycle Team   Build time reduced from 35 to 30 seconds      L6/40    Armor increased from 40/20/15 to 50/40/25   Flamethrower munition cost reduced from 75 to 50      Le.IG 18 Support Gun   Build time reduced from 61 to 45 seconds      MG 34 Heavy Machine Gun Team   Build time set to 30 seconds      Pak 38 Anti-Tank Gun Team   Manpower cost reduced from 290 to 260      Panzerjaeger   Panzerjaeger Tear Gas Shot ability no longer creates a White Phosphorous Cloud explosion effect. The performance is unaffected.      Panzergrenadier Squad   Build time reduced from 25 to 20 seconds      Rapid Advance   Rapid Advance manpower cost increased from 250 to 325      StuG III D Assault Gun   Acceleration increased from 2.5 to 2.67    Deceleration increased from 3 to 4    Rotation rate increased from 30 to 40   Support Advance ability range reduced from 60 to 45   Support Advance ability toggle recharge now from 0 to 5      Tungsten Rounds   Damage bonus removed   Penetration bonus increased from 20% to 25%      Vehicle Survival Package    Health bonus reduced from 80 to 40    Armored Support Battlegroup   Assault Salvage Command Point cost reduced from 3 to 2    Panzer III Flame Tank Command Point cost increased from 3 to 4    Panzer Storm Command Point cost reduced from 3 to 2    Superior Fire Drills Command Point cost reduced from 2 to 1    Stuka Anti-Tank Loiter Command point increased from 3 to 5   Veteran Gunners Command Point cost reduced from 2 to 1      Stuka Anti-Tank Loiter   Munition cost reduced from 225 to 180   Damage reduced from 33 to 10   Damage against vehicles decreased to 22.5    Stuka Dive Bomb  Munition cost from 250 to 150.     Italian Combined Arms Battlegroup  Force Recon Command Point cost reduced from 2 to 1   Secure Location Command Point cost reduced from 2 to 1    Carro Armato M13/40 Light Tank   AP Rounds penetration bonus from +90% to +33%   Fuel cost increased from 45 to 50   Italian Vanguard reload bonuses per nearby Italian unit from -10% to -5%. Reload bonus maxes out at -25% or 5 units   Main Weapon rate of fire decreased from 3.2/3.5 to 3.5/4.125 seconds    Italian Infantry Battlegroup    Guastatori   Anti-tank satchel ability removed    Manpower cost reduced from 440 to 400   Now able to plant regular mines   T.35 Gas Mask ability now requires Veteran Level 1      US Forces    4x4 Truck   30cal machine gun lethality increased by 13%    Self-repair speed increased from 8 to 12   Self-repair duration increased from 10 to 15   Veteran ability Capture and Decapture speed increased from 100% to 125%      Advanced Logistics   Manpower cost reduced from 250 to 200      Assault Engineers   Reinforcement cost decreased from 25 to 23      Bazooka Team   The Destroy Obstacles ability damage penalty against infantry is increased from 25% to 75%   White Phosphorus Rocket ability cost increased from 25 to 35 munitions      Engineer   Reinforcement cost decreased from 25 to 23  US Forces Engineer squad's "Light It Up" veterancy ability can now be used without a Flamethrower. Costs 30 munitions without flamethrower upgrade.      Grenade Package   Fuel cost decreased from 25 to 15   Research time decreased from 30 to 25 seconds     High Velocity Armor Piercing Rounds  M4A3E8 Sherman & M18 Hellcat    Can no longer pierce through shot-blocking obstacles   HVAP rounds now use the reload times of the parent vehicle’s main weapon, this is a general reload time decrease of 1 second resulting in increased rate of fire      M3 75mm Gun Motor Carriage   Aim-time decreased from 1 to 0.125    Barrage range decreased from 60 to 50    Barrage recharge decreased from 70 to 45 seconds   Penetration decreased from 300/250/220 to 200/160/140   Reload time decreased from 4/4.5 to 3.75 seconds   Rotation rate increased from 30 to 50      M3 Half-track   Conversion to M3 75mm Gun Motor Carriage decreased from 75 to 60 munitions    Manpower cost decreased from 270 to 250   Non-converted form now gains Shared Veterancy      M4 Sherman 105mm Dozer   Manpower cost decreased from 420 to 400      M8 Greyhound    .30cal Coaxial Machine Gun lethality increased by 10% at all ranges   .50cal Pintle Machine Gun lethality increased by 20% at all ranges   Speed increased from 6.4 to 6.75     M8 Scott   Barrage minimum range decreased from 15 to 10    Cost decreased from 320 manpower and 60 fuel to 280 manpower and 50 fuel   High Explosive Barrage reload time decreased from 3/4 to 2/2.75 seconds   Horizontal weapon traverse speed increased from 30 to 45    Reload time decreased from 4.5 to 3.5/4 seconds   Vertical weapon traverse speed increased from 10 to 15     M16 Multiple Gun Motor Carriage   Armor decreased from 12.5/9.375/6 to 10/7/5   Can now use the Prioritize Vehicles ability   Damage against aircraft decreased by -77.5%   Weapon penetration decreased from 2.5/2/1.5 to 2.5/1.5/1.25     M24 Chaffee Light Tank   Acceleration from 2.5 to 3.5   Deceleration from 3.5 to 5.5    Manpower cost reduced from 320 to 300   Now has medium vehicle pathing and medium crush   Rotation rate from 35 to 40   Reload time decreased from 3.875/4.375 to 3.5/4 seconds   Speed from 5.5 to 6.5     M1918 Browning Automatic Rifles   Research time decreased from 45 to 30 seconds      M1919 Heavy Machine Gun Team   Build time decreased from 45 to 30    Riflemen   Browning Automatic Rifle long-range lethality increased by 15%    Browning Automatic Rifle mid-range lethality increased by 5%    Pour it On’Em Ability area suppression removed   Recharge time from 120 seconds to 180 seconds   Weapon suppression adjusted; changes are a general decrease   Browning Automatic Rifle suppression decreased from 0.005 to 0.003    Garand Rifle suppression increased from 0.005 to 0.0075   Thompson SMG suppression decreased from 0.01 to 0.00075    Scouts  Build time increased from 25 to 33      Survival Training   Fuel cost decreased from 80 to 50    Health increase now applies to team weapon crews    M4A3E8 Sherman   High-Velocity Armor Piercing Rounds veteran ability is now a default ability   Veterancy abilities changed to the match standard M4A1 Sherman – High Explosive Rounds and White Phosphorous Rounds      76mm Sherman   AOE damage drop-off reduced to Sherman 75mm levels   AOE model damage cap decreased from 4 to 3     Airborne Battlegroup    Airborne Reinforcement Loiter   Fixed the ability reinforcing squad to full strength even after the ability was over   Maximum number of reinforce entities from infinite to 12-15 total   Munition cost increased from 80 to 150   Reinforce rate dramatically reduced to 1 model replaced every 4 seconds     Pathfinders   Build time increased from 25 to 33    Flare ability range decreased from 50 to 40   Now have access to the Utility Package    Flares, Rifle Smoke Grenades and Rifle Grenades now all require the Utility Package    Reinforcement cost increase from 25 to 30 manpower   Smoke Rifle Grenade recharge time increased from 120 to 180   Upkeep per population increased from 1 to 1.25 manpower per minute     Armored Battlegroup  Rapid Production Command Point cost decreased from 1 to 0   Seek and Destroy Command Point cost increased from 2 to 3   Strength in Steel Command Point cost decreased from 2 to 1    Field Repairs   Ability duration increased from 30 to 45 seconds   Health restored per second increased from 11 to 20   Munitions cost decreased from 125 to 100   Will now activate if the vehicle is on the move     M4A3E8 Sherman Combat Group   Cost decreased from 800 manpower and 120 fuel to 640 manpower and 100 fuel   Command Point cost decreased from 8 to 7   The Sherman Easy Eight will now enter the field carrying a Veteran Level 1 Assault Engineer Squad instead of the standard Rifleman Squad    Special Operations Battlegroup  Sherman Whizbang Command Point cost decreased from 6 to 5    Sherman Whizbang   Cost reduced from 400 manpower and 100 fuel to 380 manpower and 80 fuel   Population cost decreased from 14 to 13   Wehrmacht    251 Medium Carrier   Conversion to Stummel cost decreased from 90 to 60 munitions   Non-converted form now gains Shared Veterancy   Riegel Mines now properly camouflage and trigger   Riegel Mine damage increased from 300 to 500   Riegel Mine deployment time from 11.5 seconds to 7.5 seconds      Armored Car 221   Cost decreased from 280 manpower and 30 fuel to 220 manpower and 25 fuel   Panzerbusche mid-range accuracy increased by 18%   Panzerbusche far-range accuracy increased by 43%   Speed increased from 6 to 7.75      Flak 30 20mm Anti-Air Gun   Build time decreased from 50 to 45 seconds     Grenadiers   Assault Package cost from 45 to 50 munitions   Assault Package Sprint ability munition cost removed   Sprint recharge time increased from 35 to 180   Manpower cost decreased from 270 to 260   Medical kit healing duration increased from 15 to 30 seconds    Medical kit healing rate per second reduced from 8 to 6   Veterancy Level 2 accuracy bonus multiplier increased from 10% to 15%    Veterancy requirements decreased from 900/2700/5400 to 800/2400/4800      Hulldown Ability   Hulldown bonuses are activated 10 seconds after the ability is triggered.    An indicator was added to represent the countdown before the bonus triggers.     Jäger Light Infantry   Capture and decapture rate decreased from 150%/125% to 133%/100%    Smoke grenade range decreased from 45 to 35   Sight reduced from 42 to 35   Reconnaissance Package now increases vision by +7 and capture and decapture rate back to 150%/125%      Panzerschreck    Accuracy against infantry decreased by 50%   Area of effect damage removed   Long-range aim-time multiplier increased from +50% to +100%    Ready-aim time increased from 1/1.25 to 1.25/1.5 seconds   Scatter increased; rockets should no longer reliably scatter into vehicles at longer ranges      Marder III M Tank Destroyer   Long range accuracy increased by 20%      MG 42 Heavy Machine Gun Team   Build time decreased from 26 to 25     Officer Quarters Upgrades  Infanterie Kompanie, Luftwaffe Kompanie, Panzergrenadier Kompanie & Panzer Kompanie  Research time decreased from 45 to 30 seconds    Panzer IV Command Tank   Acceleration increased from 1.9 to 2.5   Deceleration increased from 3 to 4   Speed increased from 5 to 5.5      Panzergrenadier Squad   Manpower cost decreased from 360 to 340     StuG III G Assault Gun   Acceleration increased from 1.9 to 2.67   Cost adjusted from 360 manpower and 50 fuel to 300 manpower and 60 fuel   Deceleration increased from 3 to 4   Long-range accuracy increased from 0.045 to 0.0475    Rotation rate increased from 30 to 40   Reload time decreased from 4/4.5 to 3.5/4 seconds   Weapon penetration increased from 180/140/110 to 250/180/140      Stosstruppen   Armor increased from 1 to 1.25   Overall DPS output increased by 13%   G43 accuracy increased from 62% / 61%/ 57% to 70% / 67% / 64%   G43 now properly reloads after 10 rounds fired, not 9   LMG accuracy from 46%/ 45%/ 40% to 48% / 47% / 44%   LMG will no longer spread damage on the targeted squads but instead focus down individual entities   Reinforcement cost increased from 39 to 40      StuG III D Assault Gun (Short Barreled)   Acceleration increased from 1.9 to 2.67   Deceleration increased from 3 to 4    Rotation rate increased from 30 to 40      Stummel Half-track   Auto-fire range increased from 40 to 45   Auto-fire minimum range removed   Area of Effect radius from 5 to 6   Area of Effect damage increased from 33% / 25% / 15% to 35 % / 25% / 20%   Penetration for barrage and auto-fire standardized to 20     Sturmpanzer IV Brummbar    Build time decreased from 55 to 45 seconds    Cost decreased from 440 manpower and 120 fuel to 440 manpower and 110 fuel   Rotation rate increased from 25 to 28   Reload time decreased from 8.25 to 6/6.25 seconds   Speed increased from 4 to 4.25     Wespe Self-Propelled Gun   Barrage recharge time reduced from 60 to 45 seconds   Creeping Barrage recharge time reduced from 180 to 70 seconds    Breakthrough Battlegroup    Panzer IV Command Tank   Command Point cost reduced from 4 to 2    Luftwaffe Battlegroup  Lg 40 Paradrop and Reserve Infantry abilities positions are now interchanged in the Battlegroup tree     Fallschirmjaeger   Manpower cost increased from 340 to 380   FG 42 ready-aim time from 0.125 to 0.5/1      Fallschirmpioneers   Manpower cost increased from 260 to 280 Recharge time increased from 60 to 75 seconds Reinforcement cost increased from 28 to 30 manpower     Fragmentation Bomb  Fragmentation Bomb now drops 6 bombs instead of 4.   Fragmentation Bomb now has two airplanes in formation.     Stuka Loiter  Stuka Anti-Infantry Loiter damage from 30 to 20   Stuka Anti-Tank Loiter damage against vehicles from 50 to 25   Stuka Anti-Tank Loiter rate of fire from 15 to 12     Mechanized Battlegroup  8 Rad Armored Car Command Point cost reduced from 3 to 2   Stosstruppen Assault Package Command Point cost reduced from 2 to 1   StuG III D Assault Group Command Point cost reduced from 4 to 3     Mechanized Assault   Munition cost increased from 80 to 120    BUGFIXES & IMPROVEMENTS    General  Fixed a save issue where the objective UI language was incorrect when loading a save that was made in a different language.    Fixed an issue with the main menu background not appearing.    Audio  Added a new sound effect to campaign map captures.     Added an intel announcement for allied-controlled points that are attacked or taken by the enemy.   Afrikakorps Mortar Units have found their voice. Fixed an issue where recrewed Afrikakorps Mortar Units would have no voice lines.    Capture point now always plays capture sound when neutralized.      Fixed certain British vehicles not using American lines after being restored by the American recovery vehicle.       Fixed unnecessary intel message that played when using a CWT truck to recrew a team weapon.    Paratrooper Squad's M1 Carbine now uses unique firing sound effects.    Recon ability sound effects will no longer be heard in the fog of war.     The Humber 15mm turret's sound effect now correctly matches fire rate and animation.    US Forces halftracks now uses different audio after being upgraded.       US Forces Intel referred to pathfinders as scouts when deployed from HQ. They are now correctly referred to as pathfinders.       Victory and Defeat music on the results screen is now no longer affected by the muffling effect on remaining battle sounds.  Added audio cue for when a player joins or leaves a party.   Audio adjustments for map pings.   Combat music no longer starts immediately after intro to the Pomigliano airfield mission in the Italy Dynamic Campaign.   Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random skirmishes in the Italian Dynamic Campaign.   Fixed a bug that occurs when recovering an enemy vehicle and the vehicle would retain the enemy voice.    Fixed an issue where M2A1 Howitzers were missing voiceover lines.    Fixed an issue where restoring a wrecked vehicle would not play sound effects.    Fixed an issue where Victory and Defeat screen voiceover sometimes did not play.   Fixed an unnecessary intel message that played when using a CWT truck to recrew a team weapon.    Fixed silent voiceover line at the end of the defend Potenza mission.   Hover sound effects properly play in the Select Map screen.    Intel voiceover warnings for weapon crews such as Anti-Tank-guns and Mortars didn't play when the unit was lost. Voiceover warnings now play correctly.   Refined the voiceover selection logic to reduce the recurrence of memorable lines.   Sound effect properly plays when hovering over A.I. difficulty settings.    Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.    The Humber Armored Car and CMP 15cwt Truck now have a radio effect applied to their voice lines.    US Forces infantry will make footsteps sound when retreating.    Various Audio fixes missing voiceovers in different airplane abilities.     Voice Over  Fixed silent voice over line at the end of the Defend Potenza mission.    Intel voiceover warnings for weapon crews such as Anti-Tank guns and Mortars did not play when the unit was lost. Warnings now play correctly.    Squads garrisoned in buildings now give a voiceover warning when the building is at risk of being destroyed.    Victory and Defeat screen voiceover will now always play.      Art  Afrikakorps Panzergrenadiers now understand how boots work, therefore their legs no longer clip through their boots. It’s leg day!    Anzio Annie crew now stands on the gun, where they should be.   British Forces M1 Pack Howitzer Team now uses the correct models and portrait.    Colors on the Afrikakorps Bersaglieri squad rifles have been adjusted to better match the unit.    CWT AA Mount seat no longer clips through benches.    Fixed smoke trails to match team colors.   Flame attacks correctly apply charring to vehicles.    Heavy machine guns no longer floats when the M8 Greyhound is destroyed.    Kattenkrad Recon Vehicle now produces debris when destroyed.    US Forces M1 carbine now uses the correct semi-automatic animation.  Added missing destruction to wrecked truck asset.    Buildings under construction no longer appear completed if you move the camera.    Fixed an issue where the main menu background would not appear.    Fixed lighting on the Battleship in the Italian Dynamic Campaign map.   Fixed missing hole in breech of British 6 pounder Anti-Tank gun.   Fixed several visual issues with debris physics from destroyed buildings.    Fixed taillights for Sherman tanks to bring them closer to real life taillights.    Fixed texture issue with Stuka plane wrecks already on maps that appear pure black.   Fixed textures on SSF Commando Squads Johnson LMG so it is not showing just black in game.   The Flammenwerfer 35 of the Wehrmacht and DAK is using player colors instead of the default grey.   Kettenkrad communication cables have an updated texture and color.   Sherman tanks explode with improved smoke effects.    Sherman Whizbang turret now has the correct color and material upon being upgraded.   The Devil's Brigade Sherman now has the correct material on its upgraded 76mm turret.   The flag on the Devil's Brigade victory point now connects with the flagpole.   Gurkhas now equip, attach, and animate correctly when obtaining new weapons.   US Forces M1 Anti-Tank gun team now holds their team weapon properly.    Victory and Defeat videos are now displayed in high resolution.    Wehrmacht Pioneers and Fallschirmpioneers now place schu-mine 42s when instructed instead of S-mines.     Animation  Engineers will no longer T-pose when canceling construction or having construction aided by another squad.    Engineers will no longer T-pose when reinforcing a squad.   Fixed an animation issue when units attempted to ride the Centaur IV Medium Tank.    Fixed an issue that could cause animation bugs upon reloading a save.    Fixed animation issues that could occur when a medic was carrying a casualty and their assigned medical building was destroyed    Fixed several visual issues with spent magazines remaining in the weapon during reload animations.    Infantry will no longer look like they are falling when near destroyed churches.    Mortar crews no longer get stuck in an infinite animation loop when they retreat after issuing a stop command during an ability.    Mortar crews no longer T-pose when retreating just as they are hit by another mortar.    Smoothed airplane turning for certain bombing run and supply run abilities.   The Afrikakorps 254 Reconnaissance Tractor's commander no longer has binoculars stuck to their face.    US Forces Heavy Machine Gun crews no longer have their ammo boxes float around after one of their comrades is killed.    Wehrmacht units holding STG 44s will no longer T-pose when rapidly turning around.    When aiming at a bridge with "Destroy Obstacles" ability, US Forces Bazooka squad members no longer T-pose to assert dominance over the bridge.    When riding in a vehicle towing a Heavy Weapon, the weapon's crew will try to keep their hands, feet, and heads inside the vehicle at all times.     Gameplay  Fixed a scaling issue where unit paths would be the wrong size on the minimap.      Fixed an issue where the cover dots indicators would be rendered floating in the air.     Fixed an issue where the game was not updating the player correctly when an enemy neutralized one of the player's team-controlled sectors, and still showing the neutralized territory as player owned. With this change, after a point is neutralized by the enemy team, the player would correctly see it as neutral on both the RTS and the minimap/tactical map layers.    Fixed an issue where the minimap did not orient north correctly.     Fixed an issue where units got stuck when trying to exit certain buildings while retreating.      Fixed an issue with some environmental vehicles being targetable as if they were enemies.   Fixed A.I. players not supplying a direction to directional targeted abilities. This A.I. will now be using directional targeted abilities, such as the German Wespe Creeping Barrage veterancy ability.    Fixed several instances of overly zealous infantry running towards the enemy when retreating.     Fixed several issues related to bridges not correctly having cover.     Loiter planes no longer disappear off map while performing abilities.     Updated Line of Sight generated by capture points to be more consistent with past CoH games.  Artillery now properly collides with Vehicles.    Base buildings align with HQ by default rather than pointing to the map's center.    Destroyed bridges no longer receive damage until they are fully repaired. This was because it was easy to deal damage faster than they could be repaired, resulting in permanently closed paths. Now to prevent bridges being restored after destruction, players will have to focus on disrupting or killing the engineers or recovery vehicles repairing them.    Fixed a bug where heavy weapons could not be recrewed when previous crew died while being towed    Fixed a few instances of AI-controlled Heavy Weapons tearing down instead of firing after setup.    Fixed an issue when A.I. controlled squads are entering from the map edge, where they would attack the players units from outside the playable area.    Fixed an issue where battlegroup abilities could spawn units targeting locations outside the map.    Fixed an issue where certain emplacements were missing veterancy description text    Fixed an issue where infantry inside specific buildings on specific maps could not attack or be attacked.    Fixed an issue where players had access to battlegroups from other factions.    Fixed an issue where sometimes vehicles would not rotate correctly to fire when given Attack or Attack Ground commands.  Fixed an issue where the icon was incorrect for auto-reinforce on Medical Stations and Field Infirmaries when de-activated  Fixed an issue with certain grenade abilities not going on cooldown properly after use.    Fixed several issues with units being able to leave the playable map area.    Heavy Machine Gunners no longer try to shoot targets that are out of range.    Heavy Weapon squads are now included in unit stats at the end of a match.    Improved vehicle movement and responsiveness.    Many tooltips and descriptions have been updated to better reflect abilities, units, veterancy, and upgrades for greater clarity and information to the player.    Fixed several tooltips and icons missing on abandoned British team weapons.   Fixed a tooltip issue where the advanced Self-Repair version of the 4x4 Truck did not state 'Must be Damaged' and instead, left a blank requirement   Paratrooper tooltip has been updated to reflect that paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.  Plane wrecks no longer have unexploded bombs attached to them.    Recovery vehicles will no longer fail to repair vehicles the first time you attempt to repair a vehicle after recovering its wreck.    Removed ability for units to stand behind and shoot through the closed door on second story of stone barn.    Several tank turret abilities that can be fired on the move will now stop correctly if issued a stop command.    Tanks no longer do a dance on bridges on the campaign map.     Tier 1 battlegroup abilities no longer have a warning that they require a previous ability to be unlocked.    Units no longer have the high ground while paradropped reinforcements are dropping in.    Updated Line of Sight generated by capture points to be more consistent with previous CoH games.    Updated rubble piles to improve pathfinding around certain key buildings.    Vehicles commanded to face in a different direction will turn properly instead of driving in circles.    When selecting a wrecked vehicle, the unit info card now mentions info about salvaging.    When taking window positions while garrisoning a building, infantry now prioritize squad members with special or heavy weapons for better firing positions.    Wrecked vehicles no longer scoot backwards before being lifted by a recovery vehicle during the recovery sequence.   Airplanes performing a Mark Target will now leave the field properly if the target is destroyed.   Loiter airplanes no longer leave the field pre-emptively which was causing instances where instead of two airplanes loitering there would be only one.   Dingo is now properly affected by Training Center upgrades    Fixed an issue where all Marders would take additional damage on rear-hits   Fixed an issue where Improvised Armor did not apply to M4A1 Sherman 76mms and Sherman Whizbangs    Fixed an issue where mines would suppress retreating units   Fixed an issue where Paratrooper carbines did not ignore cover at short-range  Fixed an issue where the Commando Grenade had minimum range   Fixed an issue where the Training Center Upgrades would not apply   Fixed an issue where the Wehrmacht 8 Rad Armored Car did not share the same mobility or autocannon stats with its Afrikakorps counterpart    Fixed an issue where the White Phosphorous Rounds for the MG 42 would cause a Blind effect on vehicles   Fixed an issue where veterancy 3 was not providing the correct bonus to Anti-Tank Guns   Riegel Mines now properly camouflage and trigger  Fixed an issue where team weapons could get stuck if a retreat command is issued.   Fixed an issue where abilities upgraded with Double Sortie were not affected by Air Supply.     Localization  Added Japanese text display improvements.    Adjusted and simplified tooltip text throughout the game.   Fixed several typos and inconsistencies in texts.   Fixed an issue with subtitles in Campaign not appearing at the correct time.   Improved localization in all languages and integrated missing translations.   Improved localization on several abilities and unit descriptions.     Maps  Added missing cover to several objects in the environment.   Fixed an issue on Aere Perennius where the map zone/territory would be drawn incorrectly between ruined buildings.    Fixed an issue where certain buildings would make units garrisoned inside invincible.   Fixed an issue where territory lines did not display correctly on stairs.   Fixed missing collision on large standing fuel container on L'Aquila map.   Fixed several issues with indestructible hedges.   Fixed several issues with small objects taking up too much space and blocking unit movement.    Updated balustrades to provide cover as expected (identically to stone walls).   Updated hangar assets to no longer provide cover. Suspended sections were wrongfully providing cover to units beneath them.   Updated map edge visuals on Torrente, including railway tunnel and rail lines.   Improved width of impasse around some cliff areas across multiple maps to reduce clipping.  Fixed an issue where certain buildings would not let units kill the last few enemies holed up inside them.    Fixed an issue with certain buildings where units retreating from inside the building would get stuck when trying to exit.    Fixed an issue with territory being drawn outside the playable area of the map.    Fixed several issues related to bridges not correctly having cover.   Fixed several issues with small objects taking up too much space when blocking unit movement.    Improved width of impasse around some cliff areas to reduce clipping.   Minor adjustments to Strategic and Victory Point locations on (6) Gazala Landing Ground to ensure the Western points favor the Southern team, and Eastern points favor the Northern team.   Removed cover from Greek staircases to prevent unintended gameplay issues.    Territory layout adjusted on (8) Mignano Gap to ensure a fair dispersal of munitions resources near each Team's HQ areas.    Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.     Updated hangar assets to no longer provide cover. Suspended sections were providing cover to units beneath them.    Updated map edge visuals, including railway tunnel and rail lines.  Updated rock geometry to be impassible, preventing undesirable clipping.  Updated terrain behind several rows of buildings to prevent buildings from being indestructible.    Single Player  Fixed an issue that caused some objectives to be started multiple times.    Fixed an issue where campaign save/load would become inaccessible after creating a skirmish game in single player.    Fixed a crash that sometimes happened when loading a save game.    Fixed mission failed dialog in certain campaign missions.     Fixed several issues of missing voiceover dialog in campaign missions.    Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.  British Humber "Forward Barrage" ability no longer requires specific base buildings to be alive.    Churchill IV Heavy Tank call-in tooltip has been updated to reflect that it calls in ONE tank, not TWO.    Convoy routes in certain single player campaign missions no longer get stuck on the mini map.    Fixed an issue where the campaign call-in for Medical Half-Tracks and Medical CWT Trucks did not display their population on the ability UI.    Fixed an issue where the Italian Front CMP 15cwt Truck did not have a veterancy 1 ability like its African front variant.    Fixed an issue where the Italian Front CMP 15cwt Truck used the medical variant's portrait.    Fixed an issue where the Stuart in certain campaign missions was using the incorrect portrait.    Fixed upgrade inconsistencies between the CMP15 CWT Truck that comes towing the 17-Pounder and the one built from the Platoon Command Post    US Forces Airborne Company now correctly reduces the cost of bombing runs after unlocking the Cost Reduction upgrade.    Dynamic Italian Campaign  AA Emplacements can no longer shoot at Supply Crates.      AA emplacements no longer attack ships in the single player campaign.     Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Fire with Fire mission.    Added Relevant requirement text to the Heal, Repair, Encircle abilities when out of range.    Adding correct portraits to Supply Drop Crates.   Displaying correct description text on Supply drop Crates.       Adjusted description for the following UK Artillery company abilities/upgrades to more accurately match their functionality in-game:   Battle Hardened - Raises minimum Veterancy Level of Gurkha Rifles to 2.    First Class Fighting Men - Raises minimum Veterancy Level of all infantry squads to 1.       Adjusted out of bounds vista in Salerno to make for a smoother transition in the distance.    Adjusted timing of Conti's Voice Over so it no longer overlaps with the sitrep.      Assassinate Baumann object will no longer auto-complete and the mission can be played.    Campaign Map A.I. no longer uses bombardment abilities from its ships and howitzer emplacements outside the playable area.    Combat music no longer starts immediately after intro to the Pomigliano airfield mission.        Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal and Repair abilities.       Disabled the forward artillery ability in Salerno until the player gets access to a base.    During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective.    Enemy companies in the single player campaign now use recon abilities more consistently.     Errant intel no longer plays before Corporal Conti's objective outline at the beginning of random encounter skirmishes in the Italian Campaign.       Fixed a bug in the Italy campaign that caused the bombing run to fail after capturing 3 towns in the Volturno Line.    Fixed a bug in which narrative lines in the Ice Cream event could play out of order.    Fixed a narrative bug in the Winter Line mission where a line's audio was assigned to the wrong character.    Fixed a narrative bug in the Operation Morning Glory mission where a line's audio was assigned to the wrong character.    Fixed a narrative bug in the The Great Ammo Robbery mission where a line's audio was missing and assigned to the wrong character.    Fixed an issue causing input to be blocked when exiting loading screens in certain cases    Fixed an issue in the Anzio mission in the Italy campaign where enemy units would spawn during a cutscene.    Fixed an issue on certain campaign missions where US Forces infantry were not properly displaying veterancy options.    Fixed an issue where Paratroopers would get stuck in specific areas of Ortona.    Fixed an issue where Partisan capture ability would sometimes not do anything     Fixed an issue where the British Armoured Company Fuel Airdrop tooltip was incorrect when it was upgraded to drop 3 fuel crates and still referred to 2.     Fixed an issue where the Destroying the Gun's objective in the Italy Campaign mission in Gela would not complete properly before ending the mission.    Fixed an issue where units could have more movement points than their max movement points upon a new turn if they lost some supply on the previous turn    Fixed an issue with certain bridges on River Crossing Rescue not allowing vehicles to cross properly.    Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.    Fixed German Mechanized Company that retreated on the Campaign Map near Camino that would get stuck and become un-targetable.    Fixed an issue that would make a company unusable if they were paradropped onto a destroyed town.    Fixed an issue where C-47 transport aircraft that were spawned in airfields that were captured by companies with the Air Support trait weren't displaying in the airfield management page.    Fixed an issue where planes were spawned hovering over Foggia if it was captured on the same turn as the objective to capture it was started.    Fixed an issue where ships moved via the Transfer Seaports ability weren't able to move on following turns.    Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.    Fixed an issue with the Campaign map torpedo ability when used from Carriers that allowed it to be used against enemy land units and friendly ships.    Fixed lighting on battleships.    Fixed Partisan support ability sometimes not being selectable in skirmish/mission    Fixed post mission death animations for defending company playing on top of the initiating company    German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.    German Company affecters/icons correspond with their Company Type       In the Anzio mission in the Italy campaign, aircraft can now be used without being shot down if the Destroy AA Guns objective was previously completed.    In the Enigma retrieval mission, added a small lump sum of manpower when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando fixed force feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.    Italy Finale Mission - Fixed an issue that prevented description text from appearing on the Swap Company ability button.    Navy Salvage and Repair abilities have been moved so they are no longer overlapped by other abilities       Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run in the Campaign.    Repair and Heal cost no longer increase on Save/Load       Re-trimmed boundaries in Calabria prologue so mountainous regions are more reliably recognized as impassable terrain.    Smoothed airplane turning for certain bombing run and supply run abilities.    Some missions in the Italian campaign now only trigger once.    The enemy territory that exists directly East of the player base in Gela now becomes player owned once the territory point to its north is captured by the player.    The Foggia mission now correctly registers when intel has been destroyed.     The Paratrooper tooltip has been updated to reflect that Paratroopers can be paradropped anywhere outside the enemy base, rather than only within friendly territory.     The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport       Tiger Heavy Tank call-in can no longer get stuck behind the Wehrmacht HQ on the Winter Line map.  Added an impasse to prevent players from entering cliff rock assets placed throughout Hill Highway missions.    Added description text on Supply Drop Crates    Added relevant requirement text to the Heal, Repair, & Encircle abilities when out of range    Adding correct portraits to Supply Drop Crates    Adjusted and clarified objective text throughout the Italian Dynamic Campaign.    Adjusted buildings in Salerno mission to avoid overlapping placement.    Adjusted description for the following UK Artillery company abilities/upgrades to match their functionality in-game more accurately:    Battle Hardened - "Raises minimum Veterancy Level of Gurkha Rifles to 2."   First Class Fighting Men - "Raises minimum Veterancy Level of all infantry squads to 1."  Adjusted out of bounds vista to make for a smoother transition in the distance.    Adjusted position of Stuka assets in Pomigliano to prevent them from appearing sunken into the ground.    Adjusted the first few steps of the tutorial to restrict what the player can interact with.    Adjusted timing of Conti's voiceover to not overlap with sitreps.   Anti-Air Emplacements can no longer shoot at Supply Crates.    Anti-Air emplacements no longer attack ships in the Italian Dynamic Campaign.    Assassinate Baumann objective was autocompleting. Now the mission must be played.   Adjusted the narrative objectives/dialogue in the Italian Dynamic Campaign to present less to the player on one turn. This will only be seen on new playthroughs, ongoing playthroughs will not be affected.   Companies requisitioned through a seaport now have the proper cost modifiers applied to their Heal & Repair abilities.    During campaign skirmishes, enemy squads no longer pick up supply caches at the start of the 'Recover Discarded Supplies' bonus objective,    Enemy companies in the Italian Dynamic Campaign now use recon abilities more consistently.    Fixed a bug in which narrative lines in the "Ice Cream" event could play out of order.    Fixed a bug that caused the bombing run to fail after capturing 3 towns in the Volturno Line.    Fixed a narrative bug in the "Operation Morning Glory" mission where a line's audio was assigned to the wrong character.    Fixed several typos and inconsistencies in the game's text.    Fixed air supremacy ability of P-47 not dealing any damage    Fixed an issue in the Anzio mission where enemy units would spawn during a cutscene.    Fixed an issue on certain missions where US Forces infantry were not properly displaying veterancy options.    Fixed an issue that prevented description text from appearing on the "Swap Company" ability button.    Fixed an issue where an affecter slot that is supposed to be empty would sometimes be occupied by the affecter from the previous skirmish/mission    Fixed an issue where C-47 transport aircraft spawned in airfields and captured by companies with the "Air Support" trait were not displayed in the airfield management page.    Fixed an issue where Repair and Heal cost increased on Save/Load    Fixed an issue where ships moved via the "Transfer Seaports" ability could not move on following turns.    Fixed an issue where some mini maps did not orient North correctly.    Fixed an issue where the "Destroying the Guns" objective in the Gela mission would not complete properly before ending the mission.   Fixed an issue where the Marston Mats upgrade was not correctly reducing the fuel/munitions cost of aircraft abilities on the Dynamic Campaign Map.    Fixed an issue where the partisan capture ability would sometimes not do anything    Fixed an issue where the population cap was not increasing properly when picked as a reward for completing the southern foothold objective.   Fixed an issue where the Churchill Command Tank call-in did not reference the proper unit and its abilities.    Fixed an issue with certain bridges not allowing vehicles to cross properly.    Fixed an issue with certain bridges where paratroopers would be unable to cross them after spawning on the wrong side.    Fixed dialogue bugs in the "The Winter Line" mission in which lines were assigned to the wrong characters.    Fixed objective UI language being incorrect when loading a save that was made in a different language.    Fixed partisan affecter sometimes not being selectable in skirmish/mission.    Fixed several issues where units could move through cliffs or rock faces.    Fixed the following towns (Lesina, Altamura) from running duplicate missions that were already used elsewhere.  In the Enigma retrieval mission, added a small lump sum of manpower (adjusted by difficulty) when the special aid station is captured to allow for limited reinforcements. The limited amount is to preserve a raiding party/commando "fixed force" feel that is smaller in scope than a typical skirmish or a larger scenario. A notification to the player is given when they get the resource.      German Companies can no longer heal within the first 10 turns unless they are near a Hospital or Triage Centre.    German Company affecters correspond with their Company Type.    In the Anzio mission, aircraft can now be used without being shot down if the "Destroy AA Guns" objective was previously completed.    If a Company is within range of the target and has 0 Movement Points it should still be able to heal or repair it. Navy Salvage and Repair ability have been moved so they are no longer overlapped by other abilities    Removed friendly fire damage from area of effect abilities like Barrage, Bombardment, and Bombing Run.    Replaced Forward HQ in Defend Salerno mission with a standard Headquarters building.    Some missions in the Italian Dynamic Campaign now only trigger once.    The enemy territory that exists directly east of the player base in Gela now becomes player owned once the territory point to its north is captured by the player to better reflect territorial gains. Previously, it stayed enemy owned because it is not capturable and has no resources.    The Foggia mission in the Italian Dynamic Campaign now correctly registers when intel has been destroyed.    The rewarded Destroyer is no longer stuck at the seaport after repairing the seaport    Updated Mignano Gap territory balance and improved southernmost engagement area to be approachable from more angles. When attacking Salerno, the British Indian Artillery company no longer starts with free veterancy on their first infantry units.     North African Operation  Corrected historical facts on a loading screen that claimed Italian and German troops clashed with British forces in 1940, when German forces did not arrive until February 1941.    Finale Mission - Fixed units clipping into each other during the introductory camera pan.   Fixed an issue where players had access to battlegroups from other factions in the desert village ambush mission.    Fixed an issue where destroying enemy vehicles for an optional objective would complete the primary mission objective and end the mission early.    Fixed an issue where sometimes victory cinematics at Tobruk would play twice.    Updated minor timing issues with camera sequences.  Added a fix for a specific Save/Load issue that affected a kill counter not updating properly in Ajdabiya and “Fire with Fire” missions    Adjusted some tutorial text to include special cases when using different control profiles.    Fixed a narrative bug in the "The Great Ammo Robbery" mission where a line's audio was missing and assigned to the wrong character.    Fixed an issue where sometimes victory cinematics would play twice.    Fixed an issue with subtitles not appearing at the correct time.    Fixed missing Mission Failed dialog in certain campaign missions.    Fixed several instances of overly zealous infantry running towards the enemy when retreating.    Fixed several issues of missing voiceover dialog in campaign missions.    Fixed several issues with camera fadeouts flickering or happening at the incorrect time during mission sitreps.    Fixed units clipping into each other during the introductory camera pan.    Removed an unintended vehicle ability from the Ajdabiya mission     Skirmish  The Panzergrenadier Unit from the mechanized reserve can no longer equip MP40 in campaign skirmishes.    Tutorial  Adjusted the first few steps of the tutorial to restrict what the player can interact with. This change should improve clarity, limit confusion and guide new players more directly.    Fixed a minelaying tutorial tooltip staying active indefinitely.    Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.   Fixed an issue that prevented some hint messages from appearing.   Minor additional instruction hint added to the aid post tutorial sequence.      Multiplayer  Added missing foundation under some exterior props for German Luftwaffe Kompanie to stop them from floating if built on uneven terrain.    Afrikakorps "Emergency Repair Kits" upgrade no longer works while vehicles are moving.    Afrikakorps Panzerjagers no longer receive the Salvage Kit ability.     British Forward Observer Barrage abilities now consistently require that a barrage not already be active.     British Infantry Section's "Forward Barrage" ability no longer throws a flare but uses flares consistent with the Dingo and Humber.    British Matilda II Heavy Tank will now shoot infantry with its coaxial machine gun.    Afrikakorps Panzer IV and StuG G now properly provide the benefits of armory upgrades.    Fixed a bug where Afrikakorps Panzer III tanks could not use their smoke launchers a second time after the ability was used once.    Fixed a bug where US Forces Armored Battlegroup's "Fast Deploy" ability was not properly reducing production times.     Fixed a UI issue where the Fallschirmpioneer icon would appear locked in the Battlegroup menu when Infantry Reserves was unlocked.    Fixed an issue where Battlegroup Icons on the player list were incorrect.    Fixed an issue where the cost for Carpet Bomb and Rocket Strafe refunded 1 CP when unlocked.    Fixed an issue where the Grenadier Medkit would not heal the squad while moving    Fixed an issue where the LG 40 could not be paradropped if they had 5 or less population space available.    Fixed an issue with the Airborne Rally company ability was not applying bonuses correctly.     Flare and Smoke cooldowns will now persist when upgrading from Scouts to Pathfinders     Improved handling of disconnects while the game is loading    Infantry Section "Forward Barrage" ability no longer requires specific base buildings to be alive.    Killing Wehrmacht infantry now correctly updates the kill count UI.    Smoke Rifle Grenade minimum range now correctly set at 15    Stuart Mark Target can no longer stack.    Taking the Pathfinders upgrade for Scouts in the US Forces Airborne Battlegroup now works correctly on scouts that were in the building's production queue at the time the upgrade was taken. Previously they would spawn without the extra unit in the squad.     The Afrikakorps Italian Infantry Battlegroup's Cannone da 105/28 Howitzer can now shoot at its minimum range.    The British Air and Sea Battlegroup's Supply Surplus ability is no longer available for other factions.    The US Forces Special Operations battlegroup's "Assault Operation" ability no longer disables retreat while active.    US Forces Heavy Machine Gun fighting positions no longer displays a veterancy bar.    US Forces Heavy Weapons stolen by other factions now keep their veterancy abilities.    US Forces Infantry Support Center's "Advanced Logistics" discount has been adjusted to be more consistent across every unit. Previously, the amount varied slightly between units.    US Forces SSF Commando squad's demolition charge description updated to reflect that it is a manual rather than a timed trigger.    Wehrmacht MG 42 Bunker impasse bug has been fixed. Previously it was not blocking units' pathfinding or other building's construction, leading to unintended gameplay issues, like being able to stack four bunkers for a 360° area coverage.       Performance  Fixed a crash that would sometimes occur when skipping a cutscene.      Reduced memory increases across missions.    Stability  Improved desync handling to only remove the desynced player allowing the match to continue.   Fixed a crash that occurred when a voice over line was unavailable.    Fixed a frequent Italy Campaign crash triggered by a deleted capture point.  Bloom was removed. Fixed blur or "haze" on the maps.   Fixed a bug that could cause a soft lock if the player started a campaign mission with another in-game window open   Fixed a bug where sometimes skipping a cutscene would cause the game to crash.    Fixed a crash caused by A.I. trying to give movement orders to emplacements that lost line of sight of their target due to smoke.    Fixed a crash related to the Tungsten Round ability used by Partisan marksmen.    Fixed a crash that sometimes happened when loading a save game    Fixed an issue where sometimes the green dots used to indicate cover would be rendered floating in the air.    Fixed an issue with units not rendering properly after adjusting the game scale in Graphics settings and then zooming the camera out.    Reduced memory increases across missions.     Tactical Map  Fixed an issue with the tactical map where capture point animations were offset.    UI/UX  We performed a full review of all text in our User Interface.   A.I. players listed in the custom browse game screen now display the correct icon.    Added a confirmation when leaving the settings that leaving with unsaved changes will discard them. Also applies to control remapping.   The Hellcat Aimed shot ability now has an icon/status decorator above the unit when in idle state.   Adjusted the color, styling, and duration of many event cues that appear on the left edge of the screen during real-time gameplay.    Battlegroup icons now remain visible after switching sides in the lobby.    Company names in skirmish missions are no longer cut off in Japanese.    Description of Companies in skirmish missions are no longer cut off in Japanese.    Fixed a bug where changing UI settings in Main Menu would not impact single player skirmish.    Fixed an issue causing input to be blocked when exiting loading screens in certain cases.    Fixed an issue in the tutorial in which hint arrows were not being removed upon objective completion.    Fixed an issue that caused some objectives to be started multiple times.    Fixed an issue where campaign save/load would become inaccessible after playing a skirmish game in single player.    Fixed several issues related to special characters not displaying correctly in non-English languages.  Pause menu will be closed at the end of match before transitioning to Victory/Defeat screen   Added Labels to all missing Player Statistics in the Post-Match Screen.   Realigned tooltip positions on main menu buttons.    Replaced several icons and portraits with the correct Company of Heroes 3 icons    Text in the load screen is no longer cut off in Japanese.    Updated Unique Player Color option. Colors are now unique per team: allies will be cool colors, and enemies will be warm.  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/80-console-update-1-1-6-1
    • Super, merci ! Je me suis joint au Discord. Mon pseudo est Hi_Im_Cim !
    • MaJ v1.2.5.17366 - 2023/08/31 jeudi Taille : 198,4Mo This hot fix focuses on fixing select gameplay bugs. You can also find the issues we are tracking and looking to resolve in the Known Issues list.   Fixed an issue with burst weapons that allowed to continuously fire outside of range. However, if the burst fire started in range, the unit will keep firing until the initial burst is over but will not initiate another one if the target is outside of range. This affects any unit with burst fire such as:  Heavy Machine Guns  ¼ -Ton 4x4 Truck  250 Light Carrier Halftrack  M29 Weasel  Flak Half-Track  Several Infantry Weapons Modified the German MG42 Machine Gun Team White Phosphorous ability to have a mandatory reload animation when activated and at the end of its timer.  Fixed a glitch that caused Team Weapon's Reload ability to not animate when used back to back.  Modified the generic Team Weapon's reload ability to also force a reload animation, meaning that it will now interrupt a firing sequence, rather than simply queue the reload instruction.  Fallschirmpioneers and PanzerJagers can enter damaged vehicles  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/79-pc-hot-fix-1-2-5
    • Si tu es sur le Discord CoH France n'hésite pas à me mentionner comme ça je te donne le rôle pour que tu puisses écrire cette annonce à propos du site dans le fil d'actu de CoH 3.
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