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Mise à jour du 6 novembre 2014


Version : 3.0.0.16193
 
We just pushed a very small November 6th update:

  • Fix for a Common AI Crash
  • More Jazz Hands

Mise à jour du 10 novembre 2014

Only Minor Updates with Nov 10th's Maintenance:

  • Remembrance Day Face-plate
  • Maintenance on back-end technology infrastructure

Update: we've also added functionality to help people preserve replays after pushing a build. This is not a complete solution and requires further refinement, but a step in the right direction! More details can be found here: http://bit.ly/COH2Replays

Mise à jour du 17 novembre 2014

November 17th, 2014:

  • Ardennes Assault Campaign

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Mise à jour du 9 décembre 2014

Taille : ~301Mo

Features:
 
Performance Improvements

  • Several optimizations were made that improve the game’s frame rate.
  • Entity extensions that have expensive updates now run in parallel on multiple processor cores.
  • Optimized weapon targeting update.
  • Optimized PropertyBagGroup lookups by pre-caching them to allow for constant time lookup.
  • Replaced temporary data structures using heap allocators with stack allocators.
  • Optimized path finding algorithms.
  • Optimized AI combat evaluations and AI Info updates for AI Opponent and made them run in parallel


Balance Items – Complete with Knife Juggling!
 
MP Units and Abilities

These changes seek to refine the recent modifications to both the ISU-152 and Jagdtiger. We decided to switch the Jagdtiger's Piercing Shot ability from a manual target to an automated timed ability to improve the overall usability of the action. We also modified the functionality of the 12.8cm Supporting Fire ability such that it functions more akin to a barrage. We felt its previous functionality was not very practical and overlapped heavily with its new Piercing Shot ability. This will diversify the Jagdtiger’s capabilities by allowing it to counter softer targets. Aside from a cost adjustment on the G-530 Concrete Piercing rounds and a few minor bug fixes, the ISU-152 has not seen many changes since the implementation of the ammo toggle. Below is a complete list of balance changes which have gone in since the Ardennes Assault update.
 
Jagdtiger

  • Main gun will no longer pierce through world objects.
  • Added a timed action ability which enables piercing on the main guns projectile for a 30 second duration.
  • Increased the projectile speed of the 28.3 kg APCBC-HE shell from 100 to 400.
  • 12.8cm Supporting Fire changed to function as a barrage ability. The limited vertical traverse of the main gun does limit the weapons capacity to shoot over larger world objects such as buildings.
  • Range from 85 to 125
  • Minimum range set to 25
  • Cost from 30 to 40 munitions


ISU-152

  • Added a toggle ability which enables the ISU-152 to switch between high explosive and armor piercing rounds.
  • Decreased the mid AOE damage of the high explosive shell from 0.3 to 0.25
  • Decreased the near AOE distance of the high explosive shell from 1.5 to 1.25
  • Decreased the mid AOE distance of the high explosive shell from 3 to 2.75
  • Decreased the penetration of the high explosive shell from 260-200 to 90-30
  • Removed ability that allows ISU to transform into
  • Decreased the deflection damage of the high explosive shell from 80 to 40 damage
  • Increased accuracy on the armor piercing shell from 0.025/0.0375/0.05 to 0.03/0.0425/0.055
  • Decreased the AOE radius of the armor piercing shell from 6 to 1.5
  • Decreased the near, mid, and far AOE distance of the armor piercing shell from 4.5, 3, 1.5 to 1.125, 0.75, 0.375
  • Penetration remains unchanged at 260-200
  • Removed deflection damage on the armor piercing shell
  • Added chance to stun Jagdtiger with armor piercing shell when a deflection occurs.
  • G-530 Concrete Piercing rounds cost from 90 to 70 munitions


Ardennes Assault
 

  • Tuned the company veterancy system to grant veterancy more consistently, and to grant more veterancy throughout a playthrough.
  • Increased the reward for the Rescue Squads and Capture the Intel bonus objectives from 5 to 10 Company Strength.

 
Bug Fixes
 

  • Targeted fixes in Observer Mode, Multiplayer, and Ardennes Assault.
  • Adding column to observer games list to show the time until the match is observable
  • Fixing observer mode settings not displaying correctly for non-hosts
  • Post chat message to a match when someone observer with the bypass delay password
  • Control + ~ can open and close the graphs
  • Graphs will now dynamically adjust (grow dynamically instead of clamping)
  • XP Kicker's will now scale proportionally to the HUD to make them more readable at higher resolutions
  • User can no longer disrupt other players' experience by indefinitely rapid-spamming "Attack Here!" pings.
  • Fixed exploit to retry missions with a dead company
  • Main Gun on the Tiger Tank will now recoil when the weapon is fired
  • Fixed an animation issue with the IR halftrack's top hatch
  • Fixed a bug where the barrel and breach of the IG18 would get out of alignment with the rest of the gun
  • Fixed a bug where the hull mounted machine guns on the KV1 and IS2 would not be aligned with their targets and fire FX
  • Fixed a bug where the crew of the 75mm Pack Howitzer would play redundant forward walk animation after reversing a few meters (potentially delaying setup)
  • Fixed a bug where any unit wielding a BAR, other than riflemen would have corrupted fire animations on stand
  • Fixed a bug where bazooka projectiles would be visible outside of the reload animation
  • Fixed a bug where the weapon of a ranger would stay active while he is placing a demo charge
  • Fixed an issue on Stoumont where the boundary line was showing near fence at the beginning of the mission on the right side of the map.
  • Fixed an issue on Ouren where the boundary line was showing at the beginning of the mission near the frozen water.
  • Fixed an issue where the ISU toggle ability and Dhska HMG upgrade shared the same hotkey
  • Fixed AI not buying Soviet Conscript AT grenade / Molotov upgrades
  • Fixed a bug where some players saw Vastano abandon his post in order to pursue a career in theatre, that lazy jerk
  • Fixed bug where the "Thicker Skin" Intel bulletin would increase the effective health of the KV1 by 20%
  • Fixed AI not using the new Abilities of Jagdtigers
  • Fixed AI not using the new Abilities of ISU-152
  • Fixed a bug where the Ranger's "cheap grenades" specialization could be applied multiple times making them cheaper than intended
  • Made the Medics from the Medic Specialization NOT heal a squad while they are in combat, and reduced the heal rate
  • Fixed a bug in Twin Villages where you could build a Lieutenant and it would count as equipping a squad with a BAR from the weapon rack
  • Fixed a bug in Twin Villages whereby if you didn't call in Artillery in the Support section, the voice of Derby would respond when you used an ability later on in certain situations.
  • Fixed a bug in Elsenborn Ridge that caused "Request Artillery Barrage" not to work straight away, if the ability was used before the counter reached zero.
  • Fixed a bug in Elsenborn Ridge where "Request Artillery Barrage" would cause the audio and Sub-titles to fall out of sync
  • Fixed a bug where Frontline Combat specialization's buff did not affected Officers and Weapon Teams
  • Fixed sadness mode by adding in extra hugs
  • Fixed a bug in Siegfried Lines where "Assault Engineers" couldn't be reinforced when the Squad Size was increased to 5
  • Fixed a bug in Siegfried Lines where Player starts with extra "M20 Utility Car" and "M3 Half-track" units if Able Company is replaced with Fox Company
  • Fixed some strange requirement text on the Ranger's Demolitions ability when the Rangers were pinned
  • Fixed that one dude with that stuff that was not doing what he was supposed to do with his stuff
  • Fixed a bug where the turret sound never turned off if a turret was rotating when a tank got destroyed with a brew up death (All Shermans, Stuarts, HMC, M20 utility car, M8 Greyhound)
  • Fixed an issue in Stoumont - Rarely a unit stops outside of the players view in the FoW and prevents the next wave from starting
  • Fixed an issue that would cause save games to not display properly in the Ardennes Assault Save game window.
  • Fixed a bug in Espeler where Commander Strafing attacks on IR Half-Tracks did not trigger any alerts
  • Fixed a bug where the loading screen does not show the briefing screen for Siegfried Line saved games
  • Fixed an issue with corrupted quotation marks in French locale
  • Fixed a general crash bug affecting players mid game
  • Fixed a bug where a line of one of Derby's company reports would not trigger in various languages.
  • Fixed issue where the ranger unit would have the the engineers voice.
  • Fixed a bug where one line of Edward's company reports was triggering the wrong audio in Polish.
  • Updated one of Vastano's lines in Polish.
  • Updated one of Durante's lines in Polish.
  • Fixed a bug where part of an Edwards' line is repeated in polish.
  • Fixed missing background audio in cinematic before Siegfried Line in other languages.
  • Fixed a bug that caused chat moderation to be less secure
  • Removed portions of Decal UI that were prematurely pushed in previous build.

 
Minor Updates

  • Put in a divider in the inventory screen when the ‘all’ filter is selected.
  • Added a sub-filter for skins and bulletins in the inventory screen. This is located in the bottom right of the inventory screen

Quick Update for December 9th:

  • Fixed a crash that occurs when loading a Ardennes Assault “Mid Mission” Save game.

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Mise à jour du 11 décembre 2014

v3.0.0.16598
 

  • Fixed bug that allowed USF vehicle bulletins to stack, USF vehicle bulletins will no longer ‘stack’ when the vehicle crew disembarks and re-enters a vehicle
  • Fixed UI Bug that omitted Commander Used and Bulletins Equipped information from the Match Results screen
  • Fixed bug where ‘Victory Strikes’ would un-equip after closing the game

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Mise à jour du 15 janvier 2015

Taille : ~60Mo
Version : 3.0.0.16879
                   
Update for January 15th:

Bug Fixes:

  • Fixed a bug that allowed units under the effect of Captain's Ability "On Me" to use a stack bonus if they re-crew an abandon vehicle while the ability is active.
  • Fixed a bug with the Stuart Tanks that saw the ‘shell shock’ ability remain permanently enabled if the crew disembarked and re-crewed during that ability.
    • Also fixed a similar issue with the M10 and M36 tanks

For more information regarding these fixes, please also read our community update here: http://blogs.companyofheroes.com/201...-bug-resolved/      

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Mise à jour du 4 février 2015

Taille : ~1,1Go
Version : 3.0.0.17120
 
Udpate for February 4th - Servers will be down at 10pm GMT / 2pm PST for this update, it should take an estimated 4-5 hours.
 
Multiplayer Fixes:

  • OKW Jagdpanzer IV cost corrected; reduced to 400 Manpower from 480 Manpower.
  • Fixed an exploit where players could stack the USF Rear Echelon’s “Volley Fire” ability by crewing and de-crewing vehicles.
  • Changed the Classic Hot Key for "Cancel Construction" to “X” to prevent players from accidentally scuttling their structures.
  • Mines are no longer permanently revealed after being detected by a Minesweeper.
  • Removed the collision detection on infantry casualties to prevent them from blocking retreating units.
  • OKW infantry will no longer get stuck in a retreating state while retreating to the Battlegroup Headquarters.
  • Changed the target priority on the USF Pack Howitzer from 0 to -100; the weapon is now less likely to be destroyed before it is abandoned.
  • Units garrisoned inside a USF Fighting Position now display the proper cover shield UI.
  • Made improvements to AI pathfinding, combat states, preferred combat ranges, and reinforcement logic.
  • Added the missing requirement tool tip text for the "Recon Sweep" Commander ability on the USF Mechanized Company Commander.
  • USF Paratroopers Commander ability now shows the correct Command Point requirements on the Commander ability bar.
  • USF Major's "Rapid Artillery" ability will no longer trigger in all previously called locations when the Major reaches Veteran Level 2.
  • Unit icons in the "Units" tab of the post-game Match Stats screen now use the correct image.
  • Fixed a bug that caused infantry units to not obey a capture order if the capture point had an unseen enemy cache built on it.
  • Squad members will no longer stop shooting when pivoting.
  • Fixed an issue where the AI would paradrop team weapons and never pick them up.
  • Fixed a bug that caused the USF Priest's "Creeping Barrage" ability not to fire when the ability is called down just outside the ability's minimum range.
  • The Ostheer Mechanized Grenadier Group and Mechanized Assault Group Commander abilities now have their own unique Icons.
  • The Ostheer Riegel-43 Anti-Tank mine is no longer missing the ghost construction when the mine is being placed.
  • Added confirmation speech lines for the purchase the Soviet M4C Sherman's M2HB HMG Package upgrade.
  • Squads no longer stand inside the Soviet T-34-85 while repairing the vehicle.
  • Updated the small icon on the USF "Backbone of the Army" Intel Bulletin.
  • Moved the Intel Bulletins & Skins Filter drop down box in the Inventory Overlay.
  • Fixed bug that caused the Ostheer 221/2 Scout Car's 2cm Autocannon upgrade icon to not show up after upgrading.
  • Fixed text error in the Soviet ISU-152's "Tracking" portrait icon tool tip.
  • Added missing requirements text for the Soviet ISU-152's "Load High Explosive" ability when the vehicle is outside of the battlefield.
  • Removed the negative effects from Soviet "For Mother Russia!" Commander ability.
  • USF "Withdraw and Refit" Commander ability will no longer stop the Captain, Lieutenant or Major from being brought back into the game, if they were inside a vehicle that was ordered to withdraw.
  • Added missing text to "Hold Fire" portrait icon tool tip for Ostheer Grenadiers, Panzergrenadiers, and MG42 Heavy Machine Gun Teams.
  • Added missing speech lines for the Ostheer "Incendiary Bombing Run" when it unlocks and recharges events.
  • Added missing speech lines to the PTRS AT Rifle upgrade on Soviet Conscripts.
  • The OKW Fortifications Doctrine’s “Zeroing Artillery” rate of fire now increases the longer enemy units are visible.
  • Ostheer Pak 40 and Axis Pak 43 projectiles are now using the correct projectile marker; fixes some odd firing animations and potential misses for the “Target Weak Spot” ability.
  • Fixed bug on abandoned USF Pack Howitzers that caused the unit to not function correctly when the crew gained a Veteran Level a second time.
  • OKW Sturmpioneers will now remember the toggle setting of their Minesweeper after retreating.
  • Fixed an issue where Mortar Teams' Veteran Level 3 range bonus wasn't being applied correctly; affected units are listed below:
    • Ostheer - GrW 34 Mortar Team
    • Ostheer - Mortar Half-track
    • Soviet - PM-41 82mm Mortar Team
    • Soviet - HM-38 120mm Mortar Team
    • USF - M21 Mortar Half-track
  • Removed the “Attack Ground” ability that was accidentally added to the US Forces Priest.
  • Fixed an exploit where players could negate cover suppression modifiers by attacking the cover directly.
  • Commander abilities now use consistent UI color indicators.
  • Attacking abilities appear red (Bombing Runs).
  • Assisting abilities appear green (Recon Flight).
  • Fixes to the OKW Jagdtiger's 28.3kg APCBC-HE shells so that the FX line up correctly OKW Jagdtiger’s "12.8cm Supporting Fire" ability. Fixes include:
    • A bug to prevent the vehicle from locking up when using the ability to fire a over a building
    • An rare issue that prevented the ability from being used at all
    • Additional FX
    • Overall improvements to its functionality were made to make it more reliable
  • An exploit that allowed the ability to kill AT Guns instantly.
  • Fixed naming error in the USF "M1919A6 Light Machine Gun Weapon Rack" tool tip.
  • The MG34 Light Machine Gun now has the proper behavior for all squads that can pick it up. Updates include:
    • OKW Obersoldaten and USF Paratrooper squads can fire it on the move; all other squads must stop to fire
    • When not moving, all squads except the Obersoldaten will attempt to use the prone firing position
    • Obersoldaten will always try to fire from the hip / standing position unless another effect causes them to use prone
  • Text on the Ostheer Encirclement Doctrine's "Breakthrough" Commander ability now properly reflects the ability to capture points.
  • Improved the reliability of the Soviet B-4 203 mm Howitzer’s “Direct Fire” ability to reach its intended target.
  • Ostheer Sturmpanzer IV's "Bunker Busting Barrage" ability can no longer be activated when the vehicle is in "Hull Down" mode.
  • OKW Raketenwerfer 43 will now camouflage correctly at Veteran Level 1 when crewed by the US Forces.
  • OKW sWs Halftracks can no longer crush ambient buildings.
  • The “Sniper Nest” ambient structure can now be destroyed.
  • Decal system coming soon. As decals become available, players will be able to apply them to their chosen faction's vehicles in place of the default team markings.

Campaign Fixes

  • Updated the text for the Ardennes Assault Ranger Company's "Company Requisition" and "Additional Support I" upgrade ability descriptions in the AA Campaign.
  • The Ardennes Assault Mechanized Company's "Backbone of the Army" specialization now functions correctly in the AA Campaign.
  • Updated the Ardennes Assault Cavalry Riflemen tool tip in the AA Campaign and removed text which said “Cavalry Riflemen were good at fighting tanks” (they try hard, though!).
  • Fixed requirement text issue on the Ardenne's Assault Riflemen and Cavalry Riflemen "Defensive Stance" ability.
  • Fixed an issue to improve the frame rate on AA Campaign missions when using the Mechanized Company.
  • Fixed a bug on Mission 12 of the Russian campaign that caused the AI teammate units to become stuck.

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Mise à jour du 1 avril 2015

Taille : ~1,6Go
Version : 3.0.0.17580

Please note that these changes will go live TOMORROW, at 3pm PDT. Our servers will be down for a full hour to facilitate this update. We’re trying something new in releasing the notes a day early, so we’ll see how this goes! Our latest update focuses on several areas, with special attention paid towards:

Maps
Balance
Bug fixes


Grab yourself a cup of hot cocoa, a swig of whiskey or another random beverage of your choice and settle in for some ever so exciting patch note reading!

MAPS

The following NEW Relic Maps have been added to Automatch and Custom games:

  • (6-8) General Mud
  • (2) Angoville (previously a COH1 map, now with COH2 freshness!)

The following Community Maps have been added to Custom games and Automatch as part of the Community Map Spotlight Series. Congratulations to the talented map makers that have had their work included in the game!

  • (6 - 8) Sittard Summer by MonolithicBacon
  • (4 - 6) Wolfs Lair by Chuck Norris
  • (2 – 4) Bystraya Voda by Qvazar
  • (6) Pavlov’s House by Nebaka
  • (2 - 4) Einhoven Country by Spanky

The following maps have been refined based on community and internal feedback.

  • (6-8) Hill 331
  • (2-4) Minsk Pocket
  • (2-4) Moscow Outskirts
  • (2-4) Semoskiy Winter
  • (2-4) Semoskiy
  • (2) La Gleize

The following maps have been removed from the Automatch list based off community and internal feedback.

  • Faceoff at Rostov
  • Hurtgen Forest
  • Semoskiy (from 2v2 only)

Shallow water no longer offers a speed reduction penalty.

  • This has been removed to increase ebb and flow around areas which feature shallow water.

______________________
______________________

BALANCE

For this update, we approached balance with three main goals in mind:

To reduce the disparity of army balance between axis and allies

  • We have aimed to create a more evenly measured match where Axis and Allies have equal advantages from start to finish
  • Reduce the temporal effect that we were seeing in data, where allies have an early advantage at a higher VP count
  • Bring OKW ELO in line with other factions

To reduce the effectiveness of blobbing we’re looking to

  • improve the already existing blob counters, in non-lethal ways
  • promote and encourage ‘combined arms’

To reduce the negative user experiences in gameplay we’re working to:

Reduce the amount of frustrating moments that can be caused by undesirable gameplay, including:

  • Truck Pushing
  • Bugs

Reduce moments that go against our fundamental design of unit preservation in the game, including:

  • Squad wiping abilities
  • One-shots
  • High lethality

Reduce the number of scenarios where players are not rewarded for their tactical play.

______________________

OKW

SWS Truck

We’ve seen ongoing complaints that the OKW SWS truck provides an unfair advantage to some players. We had our stats team pull in-game numbers related to this, in order to assess the situation and determine actual game impact. Not only can the SWS truck push units out of points and into unfavorable positions, it can also scout for the player with no real penalty. By reducing the speed, we have made it much more difficult to push around infantry.

  • Max speed has been reduced from 4.2 to 3.2
  • Armor has been reduced from 4 to 3
  • Wreck armor has been reduced from 25 to 4
  • SWS Wreck can now be killed by small arms fire

Flak Base Defenses

Another common concern we’ve seen is that OKW’s default AA is unfairly advantageous when compared to all other factions that are required to spend resources to build AA.

  • OKW base Flak Gun chance to shoot down aircraft has been reduced to 0.5%

Volksgrenadiers

The received accuracy bonus the Volksgrenadiers gained at Veterancy level 5 made them extremely durable. Durability was not one of the intended roles of the squad so adjustments were made.

  • Removed 0.71 received accuracy at veterancy level 5
  • Added 0.7 cooldown and reload at veterancy level 5

Panzerschreck

To help facilitate our goals of anti-blobbing, we have decided to reduce the effectiveness of Panzerschreck at long range. It was previously quite easy to move a shreck blob into position and snipe vehicles. The reduction in accuracy at greater distances will ensure that in order to be effective, OKW players will need to commit further into enemy lines.

  • Far Accuracy has been reduced from .025 to 0.20

Obersoldaten

In examining blobbing and the current Meta, we discovered that the OKW Blob effectiveness was in large part due to the Obersoldaten. Their high DPS nullifies any infantry threat to the Volksgrenadiers. In combination with the Volks’ previous Vet 5 durability bonus, the Obers made the perfect meat shield. We feel by delaying the LMG with an upgrade, this should give players sufficient time to respond. The reduction in damage on the MG34 LMG was necessary, as it was killing units at such a fast rate it was far too difficult for other players to react.

  • LMG MG34 moved to an upgrade and is an exclusive upgrade (can only purchase LMG or STG)
  • LMG MG34 upgrade now costs 60 munitions
  • LMG MG34 damage has been reduced from 8 to 6
  • STG 44 damage has been reduced from 8 to 6

Raketenwerfer

These changes will help improve the responsiveness of the Raketenwefer, better allowing it to engage fast moving targets. The reload time has been partially increased relative to the amount of time reduced on aim time; however, the unit’s overall performance will be slightly higher.

  • Ready aim time (time required to aim on the first shot fired) has been reduced from 1 - 1.5 seconds to 0.25 – 0.375 seconds
  • Fire aim time (time taken to aim on subsequent shots) has been reduced from 1 – 1.25 to 0.125 – 0.25 seconds
  • Reload time has been increased from 3 – 3.6 seconds to 3.8 – 4.3 seconds

LE IG 18 Infantry Support Gun

The suppression on AOE will also help to improve its effectiveness against blobbing in a non-lethal way.

  • Added mild AOE suppression on hit

King Tiger

Allied late game had an exceptionally difficult time penetrating the frontal armor of the KT, which caused a significant amount of frustration for our players. Telemetry Data we pulled supported the need for change in this area, as it frequently and unfairly prevented any realistic allied comeback. By reducing the armor (to the same value as the IS2) it should make the King Tiger a little bit easier to damage. Its offensive power still remains deadly as always.

  • Armor reduced from 425 to 375

______________________

USF

M10 Wolverine

The M10 Wolverine is a capable tank destroyer, but too fragile in its current state given that it requires players to get ‘up close and personal’ in order for it to be effective. With an increase in health, the M10 will now be able to withstand one extra shot of direct tank fire.

  • Health has been increased from 400 to 560

M36 Jackson

The Jackson had issues dealing damage consistently due to its lower penetration. Our team has chosen to reduce the damage dealt by the M36 while also increasing the penetration; two changes we feel will offset each other in an ideal way. This will allow for the Jackson to retain its current role while also being a more consistent tank destroyer. This is an indirect buff to Wehrmacht Tier 3, in which every tank was hard countered by the Jackson in its current form.

  • Damage reduced from 240 to 200
  • Penetration increased from 160 / 180 / 200 to 200 / 220 /240
  • AP rounds penetration increased from 220 / 250 / 280 to 240 / 270 / 300

M8 Greyhound Canister Shot

We had found that the M8 previously had the ability and tendency to one shot kill a lot of squads with no way to counter it. By increasing the damage but removing its death critical on hit, we are aiming to give a more dispersed damage among clips of units without instantly killing squads. We have also made some adjustments to the default gun in order to compensate for the reduced effectiveness of critical hits. The Greyhound’s gun should now have similar stats to that of the Stuart.

  • Canister shot damage has been increased from 40 to 80
  • Canister shot radius has been increased from 3 to 5
  • Canister shot now pierces
  • Squad death critical on hit has been removed
  • Damage has been increased from 40 to 60
  • Penetration has increased from 35 / 45 / 55 to 40 / 45 / 60
  • Distant scatter max has been increased from 35 / 45 / 55 to 40 / 45 / 60
  • Reload has been reduced from 4.5 / 4.4 to 2.9
  • Radius has been reduced from 2.5 to 1.75
  • Call-in recharge time has been increased from 45 seconds to 90 seconds

USF Mortar Halftrack

Through research, we’ve found that the USF Mortar Halftrack has been one of the most lackluster mortar’s in the game, aside from its White Phosphorus ability. The most inefficient mortar in the game should now be in line with its other Mortar Halftrack counterpart.

  • Angle Scatter has been reduced from 10 to 6
  • Distance scatter max has been reduced from 12 to 5
  • Mid-damage has been increased from 0.15 to 0.35

Pak Howitzer

The suppression on AOE will help the Pak Howitzer’s effectiveness against blobbing in a non-lethal way.

  • Added mild AOE suppression on hit

HMC

The HMC is a great unit but we have found that its squad wiping ability was consistently too high, wiping full squads with its first shot. With this change in damage AOE, you will see damage better dispersed throughout the squad without killing it outright.

  • Distance Far increased from 3 to 4
  • Distance Mid increased from 2 to 2.5
  • Damage reduced from 120 to 100

______________________

SOVIETS

Sniper

With our goal to reduce and remove negative gameplay; the Soviet Snipers sprint ability has come up frequently in conversations. If the enemy has set up a flank designed to eliminate the sniper, soviet players were able to use the sprint ability to quickly get away at any time. This ability simply granted too much utility to the sniper.

  • Sprint removed from Veterancy 1 abilities
  • Flares are now granted at Veterancy 1

B4

There were two main issues with the B4 that we wanted to resolve. First, the fact that the B4 significantly hampered unit preservation, and second that the B4 has been over-performing in relation to the other howitzers available to our players. The additional damage dealt at Veterancy level 3 and the potential to combine the damage bonus from ‘For Mother Russia’ made this unit extremely lethal.

  • Direct fire now pierces through terrain (to improve usability – still requires clear line of sight)
  • Direct fire range has been reduced from 150 to 100
  • Direct fire cost has been reduced from 180 munitions to 90 munitions
  • Direct fire now requires Veterancy level 1
  • Removed precision strike
  • Veterancy level 3 has had the 1.5x damage bonus removed
  • Veterancy level 3 now increases ability range by 33% on barrage and direct fire

For Mother Russia

The previous modifiers resulted in unintended consequences such as a B4 having the capability to take out a Tiger tank in one shot. The modifiers have been adjusted accordingly to better align with our gameplay systems.

  • 1.5x damage bonus converted to 1.25 weapon accuracy

Guard Troops

Our team determined that as one of the worst rifles/AT in the game, changes to the PTRS were necessary in order to make it a bit more sufficient at its role. Its damage profile remains the same, so damage will still be relative to current values.

  • PTRS Accuracy increased from 0.03 / 0.0425 / 0.055 to 0.22 / 0.50 / 0.60

120mm Mortar

The 120 is a great unit, however its combination of accuracy and AOE damage profile meant it regularly wiped full squads with its first shot. With this change in damage AOE, players will see damage dispersed throughout the squad without killing the squad outright.

  • Damage distance (medium) increased from 3 to 3.5
  • Damage distance (near) reduced from 1.5 to 1.1

______________________

WEHRMACHT

Pioneers

Our aim is to encourage positional play and combined arms, which the Wehrmacht faction tends to reply on more than any other faction. With an increase in sight (albeit still lower than pathfinders) we are allowing Pioneers to help spot for their HMGs and other support teams.

  • Sight increased from 35 to 42

Panzerschreck

  • Far Accuracy reduced from 0.25 to 0.20

Sniper

In analyzing statistical data, we discovered that the German sniper had one of the shortest average lifespans compared to its soviet counterpart. By increasing its health, we are compensating for a lack of other squad members that the Soviet sniper team.

  • Health increased from 48 to 82

SdKfz 222 Armored Car

Our aim here is to provide the Armored Car with an increased level of durability so that it may act as a better deterrent against light vehicles.

  • Health increased from 200 to 240

HMG 42

We’ve found that the MG42 has been slightly underperforming in the damage department. These changes are meant to improve its performance and thereby better align it with the other HMG teams.

  • Near Accuracy has been increased from 0.68 to 0.7
  • Mid Accuracy has been increased from 0.41 to 0.45
  • Far Accuracy has been increased from 0.14 to 0.35

Tiger / Tiger Ace / Panther / King Tiger and the Blitzkrieg Ability

Upon review, we felt that it didn’t make much sense that these heavy armored vehicles could move in and out of danger so quickly. We also found that it provided a negative gameplay experience for those trying to counter this. Similar to the changes made to the Soviet Snipers’ sprint ability, we’ve decided to tone down the effectiveness of blitzkrieg specifically for these three units.

  • Blitzkrieg max speed bonus has been reduced from 35% to 15% exclusively for the Tiger and Panther. Other tanks remain the same.
  • Acceleration has been reduced from 60% to 30%
  • Combat Blitz ability speed bonus modifier has been reduced from 2 to 1.4

______________________
______________________

BUGS

  • Fixed Issue when Pak 40 and Pak 43 AT Guns could Infinitely Stun Enemy Vehicles after being re-crewed[/
  • Fixed Issue where Sandbags were missing from Panzer IV’s in Hull Down Mode
  • Fixed Issue where the Warspoils Survey would appear the User clicked on the “Graphs Tab in the Post Game Stats Screen
  • “Hull Down Release” and “Prioritize Vehicles” no longer share the same Classic Hot Key (H)
  • “Sandbags” and “Razor Wire” no longer share the same Classic Hot Key in the Ardennes Assault Campaign. (W)
  • Fixed several issues where some Skins where not applying correctly so some Russian and Wehrmacht Vehicles
  • Texture on the Panzergrenadiers’ weapon is no longer corrupted
  • Demo Charges are now targetable when revealed

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Nous avons dû créer un nouveau topic car la forme de l'ancien topic dédié aux changelogs rendait impossible la mise à jour du premier poste. Nous avions atteint le maximum de caractères pour un seul commentaire. De plus, les modifications et la publication du commentaire modifié prenait de plus en plus de temps. C'est aussi pour une question de lisibilité que nous avons préféré créer un nouveau topic.

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Mise à jour du 23 juin 2015

Taille : ~1Go
Version :

Welcome, one and all… to the patch notes for our June 23rd Update! We’ve got some very tantalizing details for you, we hope you’ll enjoy perusing our latest offerings for the community. There are several components to this awesome update, and we hope there will be something that excites everyone. This update focuses on a few key areas:

Further Modding Support
An In-Game Store & Centralized Modding Hub
Balance Changes
Bug Fixes


Each section is colour-coded, so if there is one area you care about more than others, you can scroll directly to that section. If you’ve got thoughts, reactions, feedback – we’re setting up an official thread for you to share your thoughts directly with us. Want clarification on something? Let us know right here:

http://community.companyofheroes.com...eedback-thread

In addition to these patch notes, stay tuned for a series of blog posts that we’ll be rolling out over the coming days to further explain all of these changes! First up, our Modding Support post goes live tomorrow morning.


The game servers will be down from 2pm to 6pm PDT to accommodate for these changes. The in-game store and modding hub content will go live the following day.

______________________
______________________


FURTHER MODDING SUPPORT

More tools and features for especially creative and bright-minded community members!

We are very much looking forward to what you all come up with using these tools! If you’re not a member of Those That Mod, yet are a member of our wider community, this is still something to get excited about. These tools will allow your peers to create new content for you, in order to make the COH2 world even more enjoyable.

The following types of mods have been added:

  • Decals
  • Faceplates
  • Skins
  • Victory Strikes
  • Asset Packs

Tuning Packs have been updated with the following features:

  • Much of the data in racebps has been moved to a new army category that is moddable giving modders greater controls over each army’s tech tree.
  • AI categories and scripts are now moddable.
  • ABPs are now moddable.

Game modes have been updated with the following features:

  • AI categories and scripts are now moddable.

Scenario packs have been updated with the following features:

  • Single player scenarios can now be created. These scenarios appear on the Mission List in the Modding HUB.
  • Scenario packs can contain multiple scenarios (multiple single player scenarios can be combined into a small campaign).
  • Options files can contain slot configurations.
  • Scenario packs can now depend on asset packs.

Rudimentary UI modifications are now possible with a new set of SCAR functions.

The Live Games and Public Game List screens have also been revamped.

The Attribute Editor has been reworked, highlights include:

  • Docking layout is saved.
  • Filterable category trees.
  • Full keyboard navigation/editing support for the variable view.
  • Revamped find:
    • Find searches all instances or templates.
    • Results are displayed in a separate window on a per value (instead of per instance) basis.
    • You can jump to each search result.
    • Searching the category tree/list is limited to a path search.
  • Undo/Redo now jump to the value they alter.
  • New context menu options (easier for new users to find):
    • Expand All/Collapse All (Right clicking on the + still works.)
    • Go To Reference (Space still works.)
    • Go To Template
    • Find All References (For all value types.)
  • New shortcuts:
    • Delete file (Del).
    • Folder rename (F2).
    • Shift list item up/down (Shift+Up/Shift+Down).
    • Double clicking a name expands/collapses.

______________________
______________________

IN-GAME STORE AND USER GENERATED CONTENT HUB

Our main game menu has been reworked to make room for a new content distribution system. The goal behind this feature is to further highlight the work of our modding community, and make it easier for more players to enjoy this amazing work.

  • Expand category renamed Additional Content category; Exit to Windows button now sitting on its own.
  • Link to the Steam Workshop page replaced by an in-game Modding Hub. This will now allow users to do all of the following directly within the game:
    • Browse mods from the Steam Workshop seamlessly.
    • Have an easier view of the latest mods of interest and trending mods through a partially curated front page.
    • Find public games that include mods.
    • Launch single player scenario pack missions.
    • Manage subscriptions/publish content in a click.
  • Link to the Steam Store page replaced by an In Game Store allowing users to do all of the following directly within the game:
    • Browse through content seamlessly.
    • Have an easier view of the latest content of interest and trending items through a partially curated front page.
    • Filter available content by type (skins, commanders, faceplates etc.), faction, price, name and owned VS not-owned.
    • Pay for content in the In Game Store directly through their Steam Wallet.
  • Free skin retrofit grants to existing owners (winter / summer variants) as part of the In Game store roll-out of rebuilt skin packages.
  • New skins available for purchase.

______________________
______________________

BALANCE

Our team’s latest work in this area focused on two key areas of improvement: increasing the number of viable strategies in the game, and reducing negative user experiences in gameplay. It goes without saying (but we’ll say it to ease your concerns, JUST in case wink.png ) that this is an ongoing process and we don’t ever assume that we are in a ‘finished’ state with our balance. The team has been working hard to take into account player feedback, Alpha testing, and statistics pulled by our Business Insights team in order to ensure we are continually moving forward and progressing the gameplay experience for our players. Thank you to everyone that has taken the time to share constructive criticism with us. We look forward to more of your feedback in the future!

Here’s a quick breakdown of how we are working to achieve these two goals:

Increase the Number of Viable Strategies in the Game

  • Make core tech tree units more desirable
  • Increase the viability of light vehicle combat.
  • Promote and Encourage Combined Arms

Reduce Negative User Experiences in Gameplay

  • Reduce the amount of frustrating moments that can be caused by undesirable gameplay
  • Improve usability and remove unintended behavior from the game
  • General game balance tuning
  • Reduce the amount un-desired randomness generated

The Nitty Gritty:

General Gameplay Changes

Weapon Teams and Force Facing Feature in Ambient Buildings

  • Weapon Teams garrisoned in an ambient building can now be given a manual facing order to force face a direction. This toggle option is called "Direct Face Team Weapon". To undo this and revert back to automatic facing, players must toggle the "Cancel Direct Face Team Weapon" option

Super Heavy Call in Vehicles (Tiger, Tiger Ace, Elefant, IS2, ISU, Jadgtiger, Sturmtiger, KV2)
We are limiting Heavy Vehicles to a field limit of 1. We want the players to use the Heavy Tanks to support core units or have core units support the Heavy Tanks. We are anticipating this change will encourage players to spend their fuel on other units within their tech tree as it will be in-efficient to continue accumulating fuel. This also severely effects 3v3 and 4v4 games where players can see up to 12 Heavy Vehicles in a match.

  • Limited to having only 1 on the field

Prioritize Vehicle
For ease of use, we wanted to give players more control over their vehicle targeting.

  • Prioritize vehicle have been added to the following vehicles: Shermans (All Variants except the bulldozer) T34s (All Variants), Stuart, T-70, Greyhound, Panzer IV, IS2, Tiger (All Variants) and KV1.

Vehicle Criticals
In an effort to reduce frustrating RNG, we have decided to move the received Main Gun Destroy critical to a higher health threshold and removed the Engine Destroy Critical from the critical table. This change will prevent vehicles from “cheating death” at 0% Health. We have also made it easier to recover from getting engine damage from snares as you will be able to repair the critical at 75% health instead of 100%.

  • Main Gun Destroy critical chance moved from 0 health to 25% health
  • Engine Destroy critical chance removed
  • Engine Damaged critical cause by handheld snares can be repaired at 75% health

Flamethrowers
We wanted to reduce the amount of squad wiping moments caused by flamethrowers where player had no time to react.

  • Units with flamethrowers will no longer have a chance to explode until they are the last unit in the squad
  • No more flame criticals above 50% health.
  • Flame AOE Damage increased from 0.25 / 0. 625 / 1 to 0.4 / 0.7 /1

Planes
The chance of planes crashing into one of your units was extremely rare but when it does, it can be devastating and game changing for that player. Although we feel this is a spectacular event, we want the effects to be less punishing to both Players.

  • Plane crash AOE reduced from 15 to 6
  • Plane crash damage reduced from 750 to 240

Weapon teams
We’ve decided to make changes in order to prevent weapon teams from being killed while manned. This will prevent team weapon squads from being wiped because the weapon team got destroyed. Weapon teams will continue to take damage while manned, however will only receive its death critical when it is abandoned.

  • Can no longer be destroyed when manned

Game Data Organization Effort
Previously when we increased the lethality of infantry it was done with a blanket modifier of weapon accuracy and received accuracy. What we have done is adjusted the data so that the actual weapon stats are relative to its lethality. The performance of the unit and weapons are not changed. This is simply a data cleanup effort.

  • Removed accuracy weapon and receive accuracy modifiers that was used to increase infantry lethality and create a class type. Move respective values into the accuracy of the weapons and the size of the unit.

Panzerfaust / AT Grenade/ Rifle AT Grenades
We are retuning how infantry snares work; as they act as a big deterrent to using light vehicles. We hope this will encourage more cover and positional play with infantry to deal with vehicles.

  • Can no longer deal Engine Destroy critical
  • Can no longer generate critical to units over 75% HP for Medium and Heavy Vehicles

All HMGs
We felt blob counter units weren’t performing as well as we wanted and needed a performance boost to deal with Blobs of units better.

  • Incremental accuracy multiplier changed to 1.15
  • Incremental search radius changed to 10/12.5/15
  • Nearby suppression radius changed to 13 (except maxim HMG)
  • Min / Max Bursts unified

______________________

SOVIETS


PM-41 82mm Mortar:

Precision Strike is an ability that generated a lot of negative gameplay experience for players playing against it. The ability has a high probability to generate squad wipes with little tell to the opposing player.

  • Precision Strike Removed
  • Added Flares for Vet 1 Ability

HM-38 120 Mortar Squad
Precision Strike is an ability that generated a lot of negative gameplay experience for players playing against it. The ability has a high probability to generate squad wipes with little tell to the opposing player. The 120 Mortar squad previously having 100 damage also generated high probability of squad wipes. We have brought the damage down and adjusted its cost to compensate for the reduction.

  • Precision Strike Removed
  • Added Flares for Vet 1 Ability
  • Damage reduced from 100 to 80
  • Cost reduced from 400 to 340

PTRS & DP28-LMG
This weapon drop rates were set way higher than other weapons; basically setting the drop rate in line with other weapons. The Guard Troops carry a lot of droppable weapons so they always seem to drop a lot more weapons than any other Infantry squads. We’ve decided to reduce the drop rate to compensate for this.

  • Drop rate of PTRS at rifle and DP-28 LMG to from 33% to 10%

DSHK
The DSHK which was underperforming as a heavier machine gun option for Soviets. We decided to increase suppression as well as armor penetration to improve its utility against light vehicles.

  • Penetration increased from 1.5/2/3 to 1.5/3/4.5

M5-Halftrack
The Quad performance was severely lacking compared to other AA / AI vehicles. We’ve adjusted the stats to bring it in line with other AA Halftracks.

  • Quad 50 Cal suppression increased from 0.003 to 0.009
  • Quad 50 Cal damage increased from 8 to 12
  • Improved AA capabilities to be in line with Flak-Halftrack & AA Halftrack

SU-76
The performance of the Su-76 was not meeting our expectations. We felt its biggest problem was its lack of define role. We decided to improve the stats of the SU-76 so it can serve as a light tank destroyer. The SU-76 will still retain its versatility through the use of its barrage ability.

  • Health increased from 320 to 400
  • Penetration increased from 90/ 100/ 110 to 180/ 190 / 200
  • Cost increased from 240/70 to 280 / 75

Katushya:

  • Precision Strike Removed
  • Added Creeping Barrage as Vet 1 ability

B4
Fixed a small issue that made it possible for the B4 shots to not penetrate a tank using direct fire
Direct Fire penetration increased from 340 to 600 to prevent an issue of the shot not doing any damage to high armored units


______________________

Wehrmacht:


Stug G
We found the Stug G was missing a clear identity leading it to be a unit that was much underused. The changes we made will give the Stug G a role of a light tank destroyer.

  • Health increased from 400 to 560
  • Penetration increased from 110/120/130 to 170 / 185 / 200
  • AOE Penetration to match other tank destroyers profiles
  • Scatter Max to 8
  • Radius reduced from 1.5 to 0.5
  • Reaction Radius reduced to 0.5
  • Distances adjusted to match other tank destroyer profiles
  • Cost increased from 230/80 to 280/90

Stug E Call in
We felt the Stug E was over performing against infantry so we are reducing its rate of fire. We have also decided to bring its health in line with the Stug G

  • Reload increased from 3.8 to 5.3
  • Health increased from 400 to 560

______________________

OKW:


MG34
Currently does the least amount of suppression and is not an effective crowd control unit. We’ve decided to increase the suppression so it can fulfill its role as a crowd control unit.

  • Damage reduced from 4 to 2
  • Suppression increase by 15%

Minesweepers
Ease of use change; it was very hard to detect mines because Sturmpioneers needed to be so close.

  • Range increased to match other factions detection radius

Reinforced Wire
The Reinforced Wires were a source of frustration. The Community asked for a more reliable way to deal with reinforced wires other than explosives so we decided to make some changes.

  • Is now cuttable

Fallshirmjagers
Ease of use change to allow Fallshirmjagers to be more effective when they gain camouflage through veterancy.

  • Now have Hold Fire

Jaeger Light Infantry
Ease of use change to allow Jaeger Light Infantry to be more effective when they gain camouflage through veterancy.

  • Now have Hold Fire

Raktenwerfer
We found OKW had a difficult time engaging enemy armor with Infantry and Team Weapons. Panzershrecks were the only effective option which resulted in players using army compositions primarily based off of Volksgrenadiers with Panzershrecks. The Rakentenwerfer, because of its fragility would often just die before it was able to set up in a range where it could engage enemy vehicles even with support. By giving Raketenwerfers a toggle ability to camouflage we are anticipating it will give the OKW other options than to rely so heavily on Panzershrecks.

  • Now has a toggle ability that allows the squad to camouflage (Can move at 40% speed while camo)
  • Veterancy bonuses adjusted to account for no camouflage now grants improved movement speed in camouflage

IR Halftrack:
To promote use we have decided to reduce its fuel cost hopefully this will encourage more of its use in OKW Build orders.

  • Cost reduced from 200/25 to 200/0

Stuka zu Fuss
In its current form the Stuka is a great mobile artillery unit; however it has a very difficult time gaining Veterancy because of its high veterancy requirements and its high recharge time on its barrage ability. While the reason its recharge time is so high is due to its high potency (which we would like to keep) reducing its veterancy requirements should help this unit scale more into the late game.

  • Veterancy Requirements reduced by 20%

Sturmtiger
With the Sturmtiger's inability to do auto-fire this makes it very difficult to gain veterancy in its current form. We want to keep the Sturmtiger’s unit functionality and by reducing its veterancy requirements we hope to see this unit scale better into the late game.

  • Veterancy Requirements reduced by 20%

OKW Base defensive
Fixed an exploit that allowed players to snipe and steal OKW base defenses.

  • Can no longer be sniped

______________________

USF:


50 Cal HMG
We felt the 50.cal HMG was lacking in damage at far distances. The increase in damage from far will allow it to threaten and deal damage to squads at farther ranges.

  • Damage increased at far from 0.25 to 0.5

Stuart
With our goals to increase the usage and viability of light vehicles we found the Stuart was slightly under performing. As it is a very mobile tank that fires on the move quite frequently its previous accuracy and scatter values were set way too high to really make this unit combat efficient.

  • Health increased from 320 to 400
  • Moving accuracy increased from 0.5 to 0.75
  • Penetration increased from 45/45/60 to 45/50/65
  • FOW Scatter multiplier penalty reduced from 300% to 25%

AA Halftrack
We had feedback from the community members regarding AA mode and the AA Halftrack. It was expressed that AA mode would be better as a default ability in order to combat Axis airplanes.

  • Removed AA mode veterancy requirement
  • Gain increase acceleration at vet 1

______________________
______________________

BUG FIXES AND MINOR FEATURES

A tip of the helmet to our amazing Alpha testers who reported dozens of bugs resolved by designers in their balance tuning efforts. Live also received many minor text bug fixes across English and our supported languages: French, Italian, German, Spanish, Russian, Czech and Polish. Thanks to everyone who took the time to report an issue!

Some players will be happy to note that we have added support for 4k Monitors – the HUD will no longer appear ‘tiny’ when playing at the highest resolution.

  • A hang when exiting back to the lobby from a match has been fixed by validating objects over subsequent frames rather than all at once.
  • Fixed Issue where Veteran 1 Tool tip on the Soviet Sniper would appear as No Key
  • Adjusted Tool Tip Text on Pioneer Repair button
  • Post Match Stats Buttons are locked until Front End has loaded in order to prevent a Hang when Exiting a match

That's All She Wrote for the June 23rd update, hope you've all enjoyed the notes and are now greatly anticipating June 23rd. We can't wait to bring these changes to you all!

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Voici un petit récapitulatif des principaux changements apportés sur le jeu en lui même par le patch du 23 juin.

Changements pour toutes les factions :

  • Réduction du RNG (crash d'avion, explosion du réservoir du lance flamme, dégât critique sur les véhicules) ;
  • Un joueur ne pourra avoir sur le terrain via son commandant qu'un seul char lourd (comme dans CoH) ;
  • Le panzerfaust et grenade AT ne pourront plus endommager le moteur des véhicules moyen et lourd si leur PV est supérieur à 75% ;
  • Une unité répare le moteur endommagé d'un véhicule à partir de 50% de PV au lieu de le faire à la fin de la réparation ;
  • Les HMG seront plus efficace contre les blobs (la maxim un peu moins que les autres) ;
  • On peut maintenant assigner un côté d'un bâtiment (à condition qu'il ait une fenêtre) à une HMG/AT ;
  • Pratiquement tous les chars ont l'option pour tirer seulement sur les véhicules ;
  • Les armes de type HMG, mortier, canon AT ne peuvent pas être détruites si une unité l'utilise ;

Changements pour les soviets :

  • SU76 enfin viable contre les véhicules (buff santé et pénétration) ;
  • Plus de tir de précision pour le mortier. Fusée éclairantes à la place à partir du vet1 ;
  • Plus de tir de précision pour le Katushya ;
  • M5 Halftrack beaucoup plus efficace contre l'infanterie ;
  • Dégât réduit pour le mortier de 120 ;
  • Pénétration améliorée pour la DHSK ;
  • Pénétration grandement améliorée pour le tir direct du B4 ;

Changements pour l'OKW :

  • Bouton pour camoufler le raketenwerfer ;
  • Réduction des dégâts de la MG34 mais augmentation de la suppression ;
  • Le halftrack IR ne coûte plus d'essence ;
  • Les Fallshirmjagers et Jaeger ont le bouton halte au feu ;
  • Les barbelés peuvent être coupés ;
  • Le Stuka et le Sturmtiger ont besoin de 20% en moins d'XP pour passer au vet supérieur ;
  • Les flak dans la base ne peuvent plus être snipé ;

Changements pour l'USF :

  • Le Stuart est maintenant viable (buff santé, pénétration, précision, vue - la version Puma de l'USF ?) ;
  • Le halftrack AA n'a plus besoin du vet 1 pour se mettre en position AA et son accélération est augmentée à partir du vet 1 ;

Changements pour la Wehrmacht :

  • Le STUG-G est plus efficace contre les chars mais un peu moins contre l'infanterie et plus résistant ;
  • STUG-E légèrement nerf ;

Source et plus d'infos : http://www.coh2.org/news/35740/june-23rd-patch

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Mise à jour du 25 juin 2015

Taille :
Version :

A quick update going out in a few minutes:

Blitzkrieg (Tiger / Panthers)

  • Fixed an issue that caused tigers and panthers to slow down instead of speed up during the use of blitzkrieg.

General Crashes

  • Fixed in-game crashing issues fixed by the store

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Mise à jour du 29 juin 2015

A minor update for today, that is expected to go live at 2pm PDT:

  • Fixed crash caused by entering the Store and having the Steam overlay turned off
  • Fixed bug where the Kubelwagen could suppress Infantry without setting up
  • User can now delete War spoil and Store Purchased Items from their Inventory

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Mise à jour du 30 juin 2015

Hi folks! Another minor update will be going live today. Servers will be down from 2pm to 3pm PDT in order to implement these changes:

  • Fixing issue where people are sometimes unable to start searching for an automatch when they veto a large amount of maps
  • Fixing issue where match advertisement fails to update when using a large amount of mods
  • Added additional error codes/handling for steam purchase errors
  • Fixed issue where people are sometimes unable to look up leaderboard data when using a steam account name with special characters

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Mise à jour du 7 juillet 2015

Today's Quick Update

These changes will go live at 2:30pm pdt. There shouldn't be a ton of downtime associated with this update, hopefully only a few minutes!

  • Fixed Sync Error that occurred while watching a Replay
  • Added Translated to text to the Store and User Registration Screen in (Non English) Locales
  • Fixed a crash that occurred when Vaulting (and Vaulted object gets destroyed)
  • Minor Fixes and Improvements to the Modding HUB UI
  • Removed decimal Point from the Map Veto List Counter

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Mise à jour du 9 juillet 2015

Servers will be going down today from 2pm PDT to 3pm PDT for a minor update:

  • Fixed a rare bug with the in-game store

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Mise à jour du 21 juillet 2015

Merci Fahrenheit

July 21 Update

This update will go live on July 21stat 10:00am PST
The primary focus of the July 21st update is to continue the design upgrade of the existing factions to improve the overall balance of all factions in preparation for the introduction of the British Forces. This is the second phase migration of changes seen in the British Forces Alpha.

The next update will be on Sept 3rd which will introduce the British Forces Content.


July 14 Balance Preview

As part of a new trial process this update includes a Balance Preview Tuning Pack that will be made available in the steam workshop (July 14th 10:00am PST). The tuning pack can be found in the Modding Hub or in the STEAM workshop after 10:00am PST on Jul 14th .
This tuning pack contains all of the planned balance changes listed below that will be made live on July 21st. We thought it would be interesting for players to try out the new changes in addition to discussing these patch notes. Please note changes not included in the tuning pack are listed in a section at the bottom of the notes.

Legend
Balance
Bug Fixes



BALANCE

Balance Goals


Increase the number of viable strategies in the game

  • Make core tech tree units more desirable
  • Increase the viability of light vehicle combat.
  • Promote and Encourage Combined Arms
Reduce negative user-experiences in gameplay
  • Improve usability and remove unintended behavior from the game
  • General game balance tuning
General Gameplay Updates

Medium and Heavy Call in Vehicles (Tiger, Tiger Ace, Elefant, IS2, ISU, Jadgtiger, Sturmtiger, KV2)
We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
  • All heavies get an increase CP of 2 Points
  • Stug E Call in CP requirement increased from 6 to 7
  • Puma Call in CP requirement lowered from 6 to 5
  • M10 Tank Destroyer CP requirement increased from 7 to 8
  • Bulldozer Sherman CP requirement increased from 9 to 10
  • M4C Sherman CP requirement increased from 9 to 10
Buildings:
Splats have been removed certain base buildings which allowed players to see which buildings were being built in the fog of war.


SOVIETS

Soviet Tech Tree
Tech tree has been adjusted and reformatted to create more diverse and creative strategies with the faction. We felt the Soviet tech tree encouraged a very binary gameplay and created reliance on dispatch abilities. With these changes we anticipate players will be encouraged to explore new combined arms strategies.
  • T1 (160/50) to (160/40) Penal Battalion / M3 Scout Car / Sniper
    • No requirements
  • T2 (160 manpower 50 fuel) Zis AT Gun / Maxim / Mortar
    • No requirements
  • T3 (240/60) to (240/80 and 170 seconds) M5 Halftrack / T70 / SU-76
    • Requires T1 or T2
  • T4 (240/100) to (240/90 and 150 seconds) T-34-76 / SU-85 / Katyusha
    • Requires T3
Conscript
We noticed an irregular value in the causality timer for conscripts which was exceedingly higher than all other infantry. We have brought the timer in line with other infantry causality timers.
  • Casualty timer brought down from 500 seconds to 30 seconds
T34-76
To compensate for the increase in teching cost to produce t34s
  • Cost reduced from 310/100 to 300/80
T34-85
We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have commander equipped with a T34-85 Commander ability but also will now require players to build a Mechanized Armor Kampaneya to acquire the T34-85 medium tank.
  • T34-85 is no longer a call in vehicle
  • T34-85 is now buildable in the Mechanized Armor Kampaneya
  • CP changed from 9 to 0
DSHK 38
We removed focus fire from the DSHK 38 as it was preventing the AOE suppression from working properly.
  • Focus fire removed
M5 Halftrack
Usability improvement.
  • Removed requirements on Quad upgrade
Maxim HMG
We wanted the Maxim HMG to be more reliable at countering infantry blobs.
  • Maxim nearby suppression multiplier increased from 0.4 to 0.8
ML 20 152 Artillery
We want to encourage the use of the ML20 which was previously underperforming.
  • Salvos increased from 4 to 8
  • Removed precision strike at veterancy 1
  • Veterancy 1 now increases the number of salvos of the ML 20 by 2 (10 Total)
USF

Weapon Rack
We combined both upgrades to make it easier for the players to access their weapon racks.
  • Bar & Bazooka Upgrades are now combined into one. (150/15)
Major
We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
  • Cost increased from 90 Fuel to 120 Fuel
Captain
We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
  • Cost reduced from 200/80 to 200 / 60
Pak Howitzer
The Pak Howitzer was currently underperforming for cost we have made a slight adjustment to bring it in line with its performance.
  • Cost reduced from 480 to 380
  • Changed reinforce cost discount from 1.0 to 0.5 to match existing weapon crews
Sherman Easy Eight
We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have the Rifle Company Commander but also will now require players to unlock the Battalion Command Post to acquire the M4A3E8 Sherman ‘Easy Eight).
  • M4A3E8 Sherman ‘Easy Eight’ is now a buildable Tank in the Battalion Command Post
  • CP requirement reduced to 0
P47 – Rocket Strike
The huge loiter size made it difficult to get out of Loiter zone during the P47 Rocket Strike. The reduce radius should make it easier for players to avoid P47 Loiter area.
  • Loiter radius reduced from 60 to 50
OKW

Stumtiger / Panzer IV Ausf J
We felt the OKW lacked a Generalist Tank that wasn’t extremely expensive and can reliably deal with both Infantry and Tanks. With this change we anticipate the players could have more armor options than to save for an expensive Panther or King Tiger.
  • Sturmtiger removed from core tree added to Elite Armor Tree
  • Added Panzer IV Ausf J to the Schwerer Panzer Headquarters
OKW Panzer IV Ausf J Medium Tank:
We felt the Panzer IV was slightly underperforming so we made some adjustments
  • Now starts off with Side Skirts
  • Stats aligned with other Panzer IV
Sturmtiger
With the Sturmtiger's inability to do auto-fire this makes it very difficult to gain veterancy in its current form. We want to keep the Sturmtiger’s unit functionality and by reducing its veterancy requirements we hope to see this unit scale better into the late game. We also improved the usability of this unit by making its damage more consistent as well as improving its range.
  • Penetration increased from 150 to 1000
  • Range increased from 40 to 45
  • AOE Penetration increased to 1000
  • Damage at Far increased from 0.05 to 0.30
Sturm Pioneers
One of the biggest problems the Sturm Pioneers faced was the expensive manpower cost to reinforce. With the overall design changes to the OKW early game we wanted to make reinforcing Sturm Pioneers less penalizing on the player which will encourage their use in various builds.
  • Reinforce cost reduced from 40 to 32
  • Reinforce time reduced by 20%
Infantry Support Gun
The Infantry Support Gun was currently underperforming for cost we have made a slight adjustment to bring it in line with its performance.
  • Cost reduced from 430 to 330
Wehrmacht

General
We decided to increase the Wehrmacht’s starting manpower to 420 to compensate for lack of starting base infantry. This should also give more options for Wehrmacht players to diversify their build.
  • Starting manpower increased from 360 to 420
Battle Phases
One of the Design Goals for the Wehrmacht was to give the faction flexibility in which they could tech. However, that was not the case due to the expensive nature of their battle phases. By offsetting the costs to the buildings instead of the upgrade it gives players an easier time to upgrade through battle phases.
  • Battle Phase 1 decreased from 200/45 to 100/40
  • Battle Phase 2 decreased from 200/55 to 100/45
  • Battle Phase 3 decreased from 200/60 to 100/50
Tech Buildings
  • Building 2 increased from 120/15 to 200/20
  • Building 3 increased from 160/25 to 260/75
  • Building 4 increased from 160/30 to 260/80
Grenadiers
The increase ability max range modifier allowed grenadiers to fire their rifle grenades at such a range that players would not be able to react to the incoming grenade.
  • Removed ability max range modifier at veterancy level 2
MG42 HMG:
To encourage and diversify builds we have decided to move the HMG to the HQ. We expect this change will prompt more Wehrmacht opening strategies. We have adjusted the MG42’s cost and build time to bring it more in line with its performance.
  • Moved to HQ
  • Cost increased from 240 to 260
  • Build time increase from 30 seconds to 36 seconds
Panzerwerfer
Ease of use change to allow the Panzerwerfer to gain veterancy at a more reasonable rate.
  • Reduce veterancy requirements by 20%
Stuka JU-87D Anti-Infantry Strafe
We are increasing the delay slightly to give players more time to react to the JU-87.
  • Delay increased by 1.5 seconds
Stuka JU-87D Anti-Tank Strafe
We are increasing the delay slightly to give players more time to react to the JU-87.
  • Delay increased by 1.5 seconds
Redistribute Resource
We found that Redistribute Resources was providing too high of a munition yield for cost.
  • Munition gain from conversion reduced from 150 to 125 munitions
Command Tank
The command tank aura provided in territory created too many inconsistent instances due to different territory sizes. This should improve usability.
  • No Longer requires territory to provide defense Aura
  • Now is radius based (45)
LEFH 105 Artillery
We want to encourage the use of the ML20 which was previously underperforming.
  • Salvos increased from 6 to 10
----This concludes tuning pack changes----

BUG FIXES
June 21 Update Additional Bug Fixes
These issues may not be present in the tuning pack but will be deployed in the July 21 update.
  • Minor Warspoils update – this will add the retrofit skins and newly added skins to the pool of items that can be dropped.
  • Soviet northwesternfront heavy winter was not granting players the correct variant skin.
  • Small UI changes – Fixed small UI issues in the public games list.
  • All COH2 logos have been replaced with the updated versions.
  • Fixed some text and localization strings.
  • Fixed a bug where the Maxim HMG incremental accuracy wasn’t increased along with other HMGs.
  • Fixed a bug where Raketenwerfer reload and ready aim time duration min/max values were switched.
  • Fixed an issue where the OKW Officer pistol "Luger p8 9mm pistol" did not receive a 15% accuracy increase when the weapon accuracy modifier that was previously on the squad was moved over to its weapon.
  • Fixed an issue where Paratrooper Support Squad from the Recon Commander lost +25% accuracy on squad level but only gained +15% on weapon level so -10% accuracy on all weapons.
  • Fixed an issue where KV-1, KV-8 still has old vehicle criticals instead of new ones.
  • Fixed an issue where For Mother Russia was buffing from +25% accuracy to +50% accuracy for AT guns only.
  • Removed suppression modifers on Grenadier Kar96k Rifle.
  • Fixed an issue where causality sight modifiers were either too high or too low.

BUG FIXES
June 21 Update Additional Bug Fixes
These issues may not be present in the tuning pack but will be deployed in the July 21 update.

  • Changed the near weapon accuracy on the Stug G from 0.6 to 0.06
  • Max CP Counter now caps 32
  • Units flickering in buildings and open top vehicles fixed
  • Units no longer warp to the building entrance.

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Mise à jour du 23 juillet 2015

Updates for July 23
  • Localization text has been updated for multiple languages
BUG FIXES
  • The "Invincible Ostwinds in Ardennes Assault" have been fixed.

Mise à jour du 29 juillet 2015

Updates for July 29

BUG FIXES
• Fixed a crash caused by destroying a Sws Half-Track before it reaches its setup point in AA – Railsplitter missions
• Fixed a random crash when exiting out of a game caused by the front end video UI
• Fixed an issue where the SdKfz 222 wouldn’t be able to fire after recrewed

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Mise à jour du 3 septembre 2015

General:

British Forces

  • The British Forces added to the game. This includes the Core Army + 3 Commanders (Commando Regiment, Royal Artillery Regiment, Royal Engineer Regiment).
  • 8 new maps added (Arnhem Checkpoint, Gelsenkirchen Refinery, Heidelberg Crossings, Dusseldorf, Across the Rhine, Essen Steelworks, Port of Hamburg, Lorch Assault).
  • British items now drop in Warspoils. This includes 32 British Intel Bulletins, 3 British Victory Strikes, 4 skin sets, and 3 commanders (Special Weapons Regiment, Tactical Support Regiment, Vanguard Operations Regiment).
  • British items are now available in the in-game store (3 commanders, 4 skin sets).
  • British Forces added to the leaderboards.

Tool Set update

  • Modding toolset has been regenerated and published to allow modding of British data.

Map List Changes

  • Removed Sittard Summer from the Automatch map list
  • Removed Stalingrad from the Automatch map list
  • Removed Bystraya Voda from the Automatch map list

Leaderboards

  • After 2 weeks with no games played ranks will begin to decay.
  • After 4 weeks with no games played players are hidden from the leaderboard view.
  • Playing a game will return a player to viewable.

Store

  • In game store now has mixed bundles and Mission Packs tabs


Gameplay Updates:

Random AOE issues
Area of Effect weapons had accuracy and penetration fall off values that would make Area of Effect damage inconsistent. In the case with Mines, it sometimes wouldn’t do any damage when it obviously triggered.

  • Removed Accuracy and Penetration from AOE. Accuracy values have been changed to always hit and Penetration value have been changed to the same as the value of the weapon. There were a lot of issues that accuracy value and penetration values created with AOE. One of them being mines sometime doing no damage even when triggered. We raised AOE accuracy so it can no longer miss and Penetration to match the penetration value of the weapon.

AOE Weapon tuning
By removing AOE accuracy and penetration fall off from AOE weapons, we had to make adjustments to many AOE weapons to compensate for this. AOE radius on AOE Weapons may have changed slightly due to this.
Ambient Buildings
We wanted to improve unit response times when infantry squads are entering and exiting ambient buildings.

  • Changed time to load into and unload out of buildings to 0.

Target Tables
To isolate relationships of certain weapons vs a unit type without affecting its relationship with all the other units, we felt we needed to use target tables.

  • Target tables have been added into the Attribute Editor. All extra damage towards certain unit types have been moved from damage penetration actions to the target table.

New Weapon Type
We felt grenades were taking down ambient buildings too easily so we wanted to isolate its weapon critical type from other bigger explosive weapons.

  • Small Explosive and big explosive. Small explosives are grenades and big explosives are every other explosive weapons.

Flame Weapons and Flame Criticals
We were not happy with how Flamethrower weapons took on the role of an anti-infantry upgrade when its role was anti-cover. All Infantry and Vehicle Flame weapons now spawn a flame Damage over time on the location of the flame burst. Flame weapons also have a 50% accuracy debuff while moving. This is to prevent flame units from acting like assault troops or easily wiping retreating infantry.

  • Flame Criticals no longer trigger at 50% health but at 0%.
  • All Flame Weapons have had their damage increased to compensate
  • All Flame Weapons now leave a flame DOT doing damage over time in that area.
  • All Infantry and Vehicle Flame weapons are 50% less accurate while moving.

Squad Formations

All infantry squads has had their squad formation updated to better spread out the units in open, and negative cover. Their formation in light or heavy cover remains the same.

  • New Squad Formation added to existing infantry to make them spread out more

ALL Howitzers

We wanted to make it easier for players to counter Howitzers.

  • Howitzers can no longer be built in Command H.Q Territory

Balance Updates

Bridges

We have increased the durability of bridges so they can withstand more damage.

  • Bridges health and armor increased

Wehrmacht

We are increasing the CP of the Command Tank to bring it in-line with our new tank pacing.

  • Command Tank CP increased from 8 to 9

Soviets

The ML-20 was doing too much damage per shot for the number of shells it fired. We have decided to reduce the damage.

  • ML-20 Damage reduced from 300 to 160

USF

We wanted to improve the Field Defense Commander upgrade.

  • Field Defenses - CP reduced from 2 to 0
  • Field Defenses - M7 Mine replaced with regular mine

OKW

Sturmtiger

The visual feedback from the FX was smaller than the actual damage radius. To match visual feedback and damage radius we are reducing its AOE radius slightly.

  • Weapon AOE Radius changed from 10 to 8

Balance Preview Mod

More Balance updates to come with the Balance Preview early September.



Maps

Road to Ligneuville

  • The territory point near the docks will no longer disappear when attacked

Noville Encirclement

  • Winter skins and winter portraits will now appear properly

Lierneux

  • Winter portraits will now appear properly

Trois-Ponts

  • Two buildings were wrecked due to entry points not properly set up on them

Pripyat

  • Train tracks will no longer float when playing in position 3 as USF

Pripyat Winter

  • Train tracks will no longer float when playing in position 3 as USF

Moscow Outskirts

  • Minor balance improvements

Faymonville Approach

  • Minor balance improvements

Langreskaya

  • Minor balance improvements

Knolodny Ferma

  • Minor balance improvements

BUG FIXES
 

  • Data Optimization
  • Fix a bug on the Raketenwerfer squad. While Prioritize vehicles and Camouflage is active, Weapon Crew would fire at vehicles or infantry revealing itself out of camouflage.
  • Fixed a bug where using an ability while Prioritize vehicle is active cancelled prioritize vehicle.
  • Fixed a few issues with units receiving unnecessary and unintended criticals
  • Fixed an issue where the soviet mortar weapon would be destroyed before the crew
  • Fixed an issue that allowed players to instantly withdraw and refit their vehicle when the vehicle is immobile.
  • Fixed an issue where timed speed abilities could still work during engine damaged
  • Fixed an issue where partially constructed tank traps were as durable as completed ones
  • Fixed an issue with easy eight radio net not working as intended
  • Fixed an issue when if you recrewed an West German Ostwind it would turn into an East German Ostwind
  • Fixed an issue where the Panzer II Ausf Luch could not suppress at vet 5
  • Updated various icons with proper assets
  • Tiger Ace Can no longer be abandoned
  • Main Gun Criticals will now only be trigger through explosive and ballistic weapons now
  • Mortar Squads can no longer garrison slit trenches
  • Puma unit text now appears correctly when recrewed by USF and Soviets
  • Tank Traps will remain visible in the FOW once spotted
  • Flame damage can no longer damage bridges
  • Fixed a bug where Bridges can no longer be damaged while being repaired
  • Sandbags can no longer be crushed by Light Crush. Only Medium Crush and up.
  • Replaced all map object wrecks with non-salvageable ones (Built vehicle's wrecks are still salvageable)
  • Replaced the map object Opel Blitz truck with a non-salvageable wreck
  • Fixed the Sim box on the Ostwind in the Ardennes Assault campaign. Ostwind can now be hit by incoming Fire.
  • The Jagdpanzer IV and the Rakentenwerfer now have an out of combat delay before their first strike bonus becomes active
  • Fix to "OKW sWs Half-Track's structure ghost leaves marks in the snow
  • Fix to issue "Infantry killed by Infantry Abilities like Grenades & Satchel Charges aren't refunded with Rapid Conscription
  • Fixed an issue where the player could not progress past the 1st Objective in Mission 5 if the User Prevents the Germans from Capturing the 1st Point,
  • Fixed an issue where ALL USF Vehicles that are given queued up Move Commands will continue to carry out the orders when they are Abandoned
  • Fixed an issue where Infantry Pinned down by a Kubelwagen will eventually become unpinned
  • Updated the help text on the KV-2 to indicate proper setup time
  • Fixed an issue where the Hull MG on Panther doesn't track properly track enemy targets
  • Fixed an issue where "Lightning War doctrine" and "Armored Assault Tactics" abilities show in the incorrect order
  • Fixed an issue where setting a rally point on a non-vault-able wall will cause infantry to stop in the soft map edge
  • Fixed an issue where the Para drop .50cal M2HB Heavy Machine Gun icon from the customizer is different from the in-game icon
  • Fixed an issue where the Guard Rifles will retreat to the Mechanized Armor Kampaneya Building instead of the HQ
  • Fixed the issue with Raketenwerfer and its ability to toggle abilities in garrisoned buildings.
  • Lend Lease Commander UI now uses the proper M5 Halftrack UI.
  • Lend Lease Tactics ability Allied Supply Drop now shows proper icon
  • Fixed a Speech issue where – Soviet team weapons were not calling out kills on certain light vehicles
  • Off set start squad location for the OKW so Sturmpioneers no longer spawn inside the HQ Geometry and get stuck
  • Fixed an issue with Battle Chatter lines for the Soviets and German
  • Fix to USF vet leveled vehicle crew leaving behind vet buff on any recrewed vehicles after crewing and decrewing them

 

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Mise à jour de mi-septembre 2015

Pas encore de date officielle de donnée mais Jason Lee (Lead Multiplayer Designer) a dit qu'il aimerait le sortir avant le début du tournoi Operation Charlie Fox (20 septembre) de coh2.org.

Upcomming Patch Balance Preview

As part of a new trial process this update includes a Balance Preview Tuning Pack that will be made available in the steam workshop (Sept 3rd10:00am PST). The tuning pack can be found in the Modding Hub or in the STEAM workshop after 10:00am PST on Sept 3rd.
This tuning pack contains all of the planned balance changes listed below that will be made live in the near future. We thought it would be interesting for players to try out the new changes in addition to discussing these patch notes. Please note changes not included in the tuning pack are listed in a section at the bottom of the notes.

The Balance Preview does NOT include code updates, help text updates and some major data updates that may be planned for the patch.The patch date that would include these Balance updates is still TBD.

Legend

Balance


BALANCE

Balance Goals


Increase the number of viable strategies in the game
  • Make core tech tree units more desirable
  • Increase the viability of light vehicle combat.
  • Promote and Encourage Combined Arms
Reduce negative user-experiences in gameplay
  • Improve usability and remove unintended behavior from the game
  • General game balance tuning
General Gameplay Updates

Flame Weapon
  • Flame Weapon dot duration increased from 3 sec to 20 sec
  • Infantry Held Flame Weapons do not leave Flame DOTs.
British

Churchill Crocodile
  • Flame Weapon DOT Damage reduced from 4 to 2
  • Health reduced from 1600 to 1400
  • Churchill Flamethrower Damage reduced from 16 to 8
Churchill AVRE
  • Health reduced from 1600 to 1400
  • Petard damage reduced from 640 to 440
  • Petard bonus damage multiplier vs buildings 1.45
Universal Carrier
  • Wasp Flame Weapon DOT damage reduced from 4 to 2
  • Universal Carrier ronson flamethrower damage reduced from 16 to 8
Wehrmacht

HMG MG42

With the past update change to HMGs we have found the MG42 to be dealing slightly too much damage. Incurring heavy manpower loss on the opposing side. The intended role of the HMG MG42 is to be a suppression platform first which it already excels at.
  • Damage profile at far reduced from 0.25 to 0.2
  • Damage profile from mid reduced from 0.625 to 0.6
GRW34 81mm Mortar
  • Reload increased from 2.4 to 4
Panzergrenadiers

We are looking to minimize the heavy attrition cost of this unit.
  • Reinforce cost reduced by 10%
Sniper

Slightly reducing the rate of fire of German sniper as its veterancy bonuses that it attained were slightly over performing.
  • Veterancy 2 rate of fire modifers reduced from 0.8 to 0.85
  • Veterancy 3 rate of fire modifers reduced from 0.7 to 0.85
Stug III E/G

With the resurgence of Stug use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players.
  • Target weak point will now disable main gun temporarily no longer causes vehicle stun.
Ambush Camouflage

Changing unwanted behavior.
  • First strike bonus damage changed to accuracy
JU87 Close Air Support Loiter

We are spreading out the damage of the JU87 Close Air Support to allow players to better react to this ability.
  • Increased the number of planes to loiter from 1 to 2
  • Damage reduced from 120 to 60
Elefant

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight. We would like to encourage use of other units that provide vision.
  • Focus sight removed
  • Population reduced from 25 to 20
Tiger

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player.
  • Population reduced from 24 to 19
251 Flame Halftrack
  • Range increased from 25 to 30
  • Reinforce removed on upgrade
Panzerwerfer

Reducing the scatter slightly and adding suppression to the rockets to improve the unit’s effectiveness.
  • Distance scatter reduced from 20 to 17
  • Rockets now deal suppression
Soviets

Starting Resources

We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
  • Starting Fuel reduced from 50 to 20
Special Rifle Command

We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
  • Fuel cost reduced from 40 to 10
Support Weapon Kampaneya

We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
  • Fuel cost reduced from 50 to 20
Tankovivy Battlon Command

We are slightly delay this building to allow players to have more time to prepare for any early vehicle rushes.
  • Fuel cost increased from 80 to 85
Partisan

We wanted to give a more define role to Partisans. This will now have access to full German weapons consistantly.
  • Will now only gain access to axis weapons with default stats (MP44s, Panzershercks)
  • Anti-Tank Partisans now replace irregulars
  • Added Partisan Grenade to Anti Infantry Partisan
Conscripts

Previously conscripts did not scale too well in the late game. We are increasing their survivability as they vet up.
  • Veterancy 3 Modifier increased from 33% to 40%
Conscript PPSH

Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall dps.
  • Mid accuracy increased from 0.23 to 0.43
  • Far accuracy increased from 0.115 to 0.2
M5 Halftrack

Reducing penetration slightly to allow for dedicated light vehicle counters to excel more at facing the M5. Also reducing its moving accuracy to reduce its ability to chase and shoot.
  • Quad penetration reduced from 1.5/2/2.5 to 1.25/1.5/1.75
  • Moving accuracy reduced from 0.5 to 0.4
  • Loses ability to reinforce when upgraded.
T34-76

Compensating for the unit’s reduce cost in the last update allowing players to easily a mass their army.
  • Population cost reduced from 12 to 8
ISU-152

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight for such a long range unit was unnecessary.
  • Focus Sight Removed
  • Population cost reduced from 25 to 20
IS-2

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player
  • Population reduced from 24 to 19
Katushya

The previous scatter was set fairly low which gave units little chance to doge any of the rockets.
  • Creeping barrage scatter increased from 2.5 to 5.5
USF

Ambulance

Improving usability.
  • Healing ability changed to toggle ability, must be in territory and disables movement.
  • Build time reduced from 45 to 30
Assault Engineers
Improve usability as we found very little use out of the small anti-tank mines
  • Replaced M7 Mine with Regular mine
Rifleman

We are adding more survivability to rifleman at vet3 to help them scale into the late game more.
  • Veterancy 3 now grants reduce receive accuracy by 25%
HMG 50 Cal

Previously the 50cal had an additional weapon that was activated at vet2. That weapon was not effected with the previous HMG changes. We are also improving usability of the HMG.
  • VET 2 50 Cal weapon has had its stats adjusted in relation to the previous changes to HMGs (Damage reduced from 16 to 20, Burst unified to 1, incremental accuracy from 1.04 to 1.15, search radius changed from 6/8/10 to 10/12.5/15, penetration from 1.5 to 1, nearby suppression radius from 10 to 13)
  • Focus fire set to false
  • Gun will instantly transfer to other member if it dies on retreat
M1918 Browning automatic rifle

We are increasing the BAR rifle on the move accuracy and cooldown to promote more aggressive tactics when units are equipped with this weapon.
  • Moving Accuracy multiplier increased from 0.6 to 0.7
  • Moving Cooldown multiplier reduced from 0.25 to 0.1
Bazookas

Small cost adjustment to bring the weapon in line with its performance.
  • Cost reduced from 60 to 50 Munitions
Defensive Stance

After heavy testing we found this ability not suited for rifleman.
  • Ability Removed
M1 Thompsons

Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall dps.
  • Mid accuracy increased from 0.173 to 0.43
  • Far accuracy increased from 0.115 to 0.2
M4A3 Sherman

With the delay in tech to the USF we are increasing the power of some of their vehicles.
  • Penetration increased from 80/100/120 to 100/120/140
  • Armor increased from 160 to 180
M4A3 Easy Eight

Now that the Easy Eight requires tech to build it we are adding additional stats to diversify the unit from the regular M4A3 Sherman.
  • Health increased from 640 to 720
  • Near penetration increased from 175 to 200
Mortar Halftrack

Improving the Mortar Halftrack to make it more consistent against stationary targets and units in cover.
  • Scatter ratio reduced from 0.15 to 0.08
  • Damage multiplier against tp_heavy cover increased from 0.5 to 1
  • Damage multiplier against tp_trench increased from 0.3 to 1
  • Accuracy multiplier against tp_trench increased from 0.2 to 1
M56 Delayed Fuse HE Barrage

Improving the ability to allow it to effectively deal against stationary targets.
  • Weapon building damage changed from mortar to HE Shell
  • Accuracy increased from 0 to 11
  • AOE Penetration increased from 105 to 1000
  • Damage Mid increased from 0.5 to 0.75
  • Penetration increased from 105 to 1000
M7B1 Priest

Bringing the priest in line with other heavy artillery weapons.
  • Salvos increased from 5 to 7
240 Howitzer Artillery Barrage

Reducing the AOE radius of the shell to match the shells explosive fx. We have also added additional UI to indicate the area in which the shells will be landing in.
  • AOE reduced from 12 to 9
  • Added UI indicator of ability range
  • Added extra SFX to the shell
OKW

Infantry Squad Upgrades

Ease of use change
  • All squad upgrades are able to be upgraded out of territory.
Volksgrenadiers

We wanted to give OKW a soft building counter options. This should help OKW deal against garrisoned enemies. (Need an icon)
  • Grenade replaced with incendiary grenade
IR Halftrack

Adding a small fuel investment to this vehicle.
  • Cost increased by 5 fuel
Fallschirmjäger

We are looking to minimize the heavy attrition cost of this unit.
  • Reinforcement cost reduced by 10%
Obersoldaten

We are looking to minimize the heavy attrition cost of this unit
  • Reinforcement cost reduced by 10%
IR STG

Bringing this upgrade cost in line with this weapons performance.
  • Cost reduced from 90 to 60
LEIG

We found through feedback and playtesting that the Hollow Charged ability was very cumbersome to use. We have decided to remove the ability from the unit and substitute it with weapon stats.
  • Hollow charges removed
  • Now gains increased weapon and barrage range by 15%
Sturmtiger

Fixing unintentional behavior
  • Can no longer reload it’s gun through repair critical
Jagdtiger

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player
  • Population reduced from 26 to 21
Last edited by JLee; Yesterday, 02:47 PM.

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Mise à jour confirmée pour le 17 septembre 2015

General Updates:

Community Map Spotlight Rotation:
  • Adding Surzdorf
  • Adding Ecliptic Fields
  • Adding Achelous River
  • Adding Montherme
  • Adding Red Ball Express
  • Removing Bystraya Voda
  • Removing Wolfs Lair
  • Removing Eindhoven Country
  • Removing Pavlov’s House
Cold tech: (Blizzards & Freezing)
  • Cold Tech is disabled in Automatches
  • Cold Tech can be enabled/disabled in Custom Matches ( This option does not affect Deep Snow)
Observer Mode:
  • Observer mode UI layout adjustment
Gameplay Updates:

General
  • Added support to queue reverse move order via “shift-clicking”
  • All infantry units that can camouflage no longer camouflage when retreating through cover
Ambient Buildings

To account for the increase in flame damage.
  • Ambient building flame threshold increased from 240 to 480
Explosive Weapons

Reduced the amount of random squad wipes from grenades/mortars.
  • Added back the 50% reduce damage modifier to green cover for explosive weapons
Flame Weapon

Updating how flame weapons work to be more impactful in the game.
  • All Flame Weapon damage over time duration increased from 3 to 20 seconds
  • Infantry Held Flame Weapons do not leave Flame damage over time
  • Reduce flame bonus damage to buildings from 1.5 to 1.25
  • Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25
Handheld Flame Weapons:

Compensating for no longer leaving damage over time effect.
  • Post firing aim time increased to 0.5
  • AOE Accuracy changed from 0.6/2.8/5 to 15/15/15
  • AOE radius changed from 4 to 2
  • AOE damage changed from 0.4/0.7/1 to 1/1/1
  • AOE damage friendly changed from 0.25/0.625/1 to 0.25/0.25/0.25
  • AOE distance changed from 2/1.5/1 to 2/2/2
  • Reaction radius changed from 2.1 to 2.5
  • Burst duration changed from 1/0.5 to 1/1
  • Damage multiplier vs garrison cover increased from 1 to 2
  • Damage multiplier vs heavy cover increased from 1 to 2
  • Damage multiplier vs light cover increased from 1 to 1.25
  • Damage changed from 8 to 16
  • Weapon tracking speed horizontal changed from 90 to 45
Light Artillery Suppression (Pak Howitzer & LEIG)

Previously the suppression that was added on these units were fairly inconsistent in their result. The data has been adjusted to provide more consistent suppression within its area of effect.
  • AOE suppression profile changed from 0.1 to 1
  • Suppression reduced from 0.8 to 0.3
  • Nearby suppression multiplier reduced from 2.2 to 1
  • Nearby suppression radius increased from 60 to 70
Balance Updates:

With the introduction of a new allied army “British Forces,” one of the main goals for this balance update is to bring all the factions in line with each other. The following update will feature many of the changes that we have been playtesting through our “Balance Preview Mod.” We would like to thank the many community members who have helped us test and provided feedback during this iterative process.



British Forces

Platoon Command Post

We have decided to offset the initial costs for teching-up and offsetting them to the specializations.
  • Cost reduced from 280/35 to 180/30
Requisition AEC MK III 75mm Armor Car

We have decided to offset the initial costs for teching-up and offsetting them to the specializations.
  • Cost increased from 50/10 to 100/15
  • Research time increased from 5 to 30 seconds
Requisition Bofors QF 40mm Emplacement

We have decided to offset the initial costs for teching-up and offsetting them to the specializations.
  • Cost increased from 50/10 to 100/15
  • Research time increased from 5 to 30 seconds
Company Command Post

We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations.
  • Cost reduced from 360/115 to 280/115
Specialization: Hammer

We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing.
  • Cost increased from 200/25 to 200/50
  • Research time increase from 5 to 30 seconds
Specialization: Anvil

We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing.
  • Cost increased from 200/25 to 200/50
  • Research time cost increased from 5 to 30 seconds
Logistic Glider HQ

We felt the Glider HQ already provided tremendous bonuses to the player and giving extra resources as well was over the top. We have also reintroduce builder medics to allow players a manpower healing option.
  • No longer grants extra resource bonus
  • Can now build medics
  • New bulletin available for Medics (drops through Warspoils)
Artillery Cover

Added a delay and warning smoke to give players a chance to react to the ability. Change the stun critical with a weapon disable to prevent constant stun.
  • Added warning smoke
  • Added 4 second delay
  • Vehicle Stun Critical removed from penetration table replaced with Main Gun Loader Injured
Command Tank Buffs

The initial bonuses were dialed up at extreme levels we are bringing the bonuses in line with other auras.
  • Accuracy weapon modifier reduced from 2 to 1.35
  • Receive accuracy modifier increased from 0.5 to 0.7
  • Reload Weapon modifier increased from 0.5 to 0.7
  • Cooldown Weapon modifier increased from 0.5 to 0.7
Command Tank Debuffs

With the adjustment to the bonuses we are also reducing the penalties so they are not so severe.
  • Reload Weapon modifier reduced from 4 to 2
  • Cooldown modifier reduced from 4 to 2
  • Accuracy modifier increased from 0.25 to 0.5
  • Receive Accuracy modifier reduced from 4 to 2
Emplacements

Slight adjustment to emplacements to prevent HMG weapon teams from garrisoning to prevent odd behavior. Brace has been given a cooldown to allow opportunity of attack for opposing players. 75 seconds actually means 45 seconds due to the 30 second duration time.
  • Can no longer garrison HMG weapon teams
  • Brace cool down increase from 15 to 75 seconds (45 seconds in game)
Churchill Crocodile

Reducing the durability slightly to help players deal with this slow moving tank. With the changes to how flame weapons work we are adjusting the Crocodile’s stats accordingly.
  • Flame Weapon damage over time damage reduced from 4 to 2
  • Flame Weapon max range reduced from 35 to 32
  • Flame Weapon damage reduced from 16 to 12
  • Health reduced from 1600 to 1400
Churchill AVRE

Reducing durability slightly to help players deal with this slow moving tank. Reducing its damage to compensate for its high durability.
  • Health reduced from 1600 to 1400
  • Petard damage reduced from 640 to 440
  • Petard bonus damage multiplier vs buildings 1.45
AEC MK III 75mm Armor Car

Slight pacing adjustment.
  • Cost reduced from 60 to 50 fuel
Gammon Bomb

Bringing its damage in line with other explosive weapons.
  • Damage reduced from 240 to 200
Universal Carrier

Adjusting its Wasp Flame Weapon to bring the unit in line with the rest of the flame weapon changes. Initial damage was reduce significantly to prevent instant model killing however the damage over time damage remains potent as ever. In addition we have added multiple things to help the UC deal with snipers.
  • Wasp Flame Weapon damage over time damage reduced from 4 to 2
  • Added 50% bonus accuracy against sniper types
  • Increase detection radius from 10 to 25
  • Wasp Damage reduced from 16 to 6
  • Wasp range reduced from 35 to 32
  • Wasp research time reduced from 45 to 30 seconds
  • Vickers research time reduced from 45 to 30 seconds
Command Sten MK VI Silence SMG

These guns were very lethally at close range with provided almost no time to react.
  • Damage near reduced from 1 to 0.85
Bofors

Unit was over performing.
  • Accuracy reduced from 0.875/0.818/0.76 to 0.775/0.46/0.36
  • Damage reduced from 40 to 30
  • Vs building garrison cover damage multiplier changed from 0.5 to 0.2
  • Distance_scatter_max changed from 2.15 to 5.15
Crew Repair Operations

The repair rate was so high it allowed players to disengage, repair and reengage before the enemy had time to prepare or recover.
  • Repair rate reduced by 30% (16 per tick to 11)
Sniper

This should improve usability.
  • Weapon Behavior Change from wants prone firing moved to none
Comet

Slightly increasing its scatter to bring the unit in line with its generalist counter parts. Also increasing its pop cap as it was previously under costed.
  • Scatter increased from 3.2 to 4.2
  • Population increased from 12 to 16
Wehrmacht

GRW34 81mm Mortar

Unit was over performing with a tremendous rate of fire.
  • Reload increased from 2.4 to 4
Panzergrenadiers

We are looking to minimize the heavy attrition cost of this unit.
  • Reinforce cost reduced by 10%
Sniper

Slightly reducing the rate of fire of German sniper as the base unit was slightly over performing.
  • Cooldown unified from 3.2/1.7 to 3/3
  • Reload min increased from 3 to 4
StuG III E/G

With the resurgence of StuG use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players.
  • Target weak point will now disable main gun temporarily no longer causes vehicle stun.
Ambush Camouflage

Changing unwanted behavior.
  • First strike bonus damage changed to accuracy
JU87 Close Air Support Loiter

We are spreading out the damage of the JU87 Close Air Support to allow players to better react to this ability.
  • Increased the number of planes to loiter from 1 to 2
  • Damage reduced from 120 to 60
  • Radius reduced from 60 to 50
Elefant

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight. We would like to encourage use of other units that provide vision.
  • Focus sight removed
  • Population reduced from 25 to 20
Tiger

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also increase the penetration to allow for the tiger to deal more consistent damage against other heavy vehicles. The increase range was to improve the usability of these slow moving tanks. With the compensation to their veterancy bonuses, tank destroyers will still be able to out range them.
  • Population reduced from 24 to 19
  • Range increased from 40 to 45
  • Penetration increased from 180/200/220 to 200/220/240
  • Veterancy 2 range bonus reduced from 10 to 5
Tiger Ace

We removed target weak point from this unit because it provided too much utility for an already potent vehicle.
  • Veterancy 2 range bonus reduced from 10 to 5
  • Range increased from 40 to 45
  • Target Weak Point Removed
222 Scout Car

We wanted to introduce some counter player against snipers.
  • Now has 50% bonus accuracy against sniper types
  • Increase detection radius from 10 to 25
251 Flame Halftrack

Increasing the range slightly to help the flammenwerfer be more effective. We are also removing its ability to reinforce once players get the upgrade. This provides the player with a distinct choice in how they want their unit to perform.
  • Range increased from 25 to 30
  • Loses reinforce
Panzerwerfer

Reducing the scatter slightly and adding suppression to the rockets to improve the unit’s effectiveness.
  • Distance scatter reduced from 20 to 17
  • Rockets now deal suppression
  • Damage profile changed from 1/0.35/0.05 to 1/0.5/0.30
Soviets

Starting Resources

We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
  • Starting Fuel reduced from 50 to 20
Special Rifle Command

We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
  • Fuel cost reduced from 40 to 10
Support Weapon Kampaneya

We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
  • Fuel cost reduced from 50 to 20
Tankovivy Battalion Command

We are slightly delay this building to allow players to have more time to prepare for any early vehicle rushes.
  • Fuel cost increased from 80 to 85
Partisan

We wanted to give some consistency and utility to Partisans.
  • Anti-Infantry Partisans will always be equipped with PPSH
  • Partisan PPSH Damage increased from 2 to 4
  • Anti-Tank Parisians will always be equipped with Panzershrecks
  • Anti-Tank Partisans now replace irregulars
  • Added Partisan Grenade to Anti Infantry Partisan
  • Added Camouflage to both Partisans
Conscripts

Previously conscripts did not scale too well in the late game. We are increasing their survivability as they vet up.
  • Veterancy 3 Receive accuracy modifier increased from 33% to 40%
Molotov Cocktail

Reducing the initial damage that the Molotov does on explosion because it was killing models instantly due to the additional changes to flamers.
  • Initial damage reduced from 20 to 10 (damage over time damage remains the same)
  • Research cost reduced from 25 to 15
Conscript PPSH

Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall damage per second.
  • Near accuracy increased from 0.518 to 0.621
  • Mid accuracy increased from 0.23 to 0.43
  • Far accuracy increased from 0.115 to 0.2
M3 Scout Car

We wanted to introduce counter play against snipers
  • Now has 50% bonus accuracy against sniper types
  • Increase detection radius from 10 to 25
M5 Halftrack

Reducing penetration slightly to allow for dedicated light vehicle counters to excel more at facing the M5. Also reducing its moving accuracy to reduce its ability to chase and shoot. We are also removing its ability to reinforce once players get the upgrade. This provides the player with a distinct choice in how they want their unit to perform.
  • Quad penetration reduced from 1.5/2/2.5 to 1.25/1.5/1.75
  • Moving accuracy reduced from 0.5 to 0.4
  • Quad removes reinforce
T34-76

Compensating for the unit’s reduce cost in the last update allowing players to easily a mass their army.
  • Population cost reduced from 12 to 10
ML-120

Bringing its damage in line with other artillery pieces
  • Damage increased from 160 to 200
ISU-152

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight for such a long range unit was unnecessary.
  • Focus Sight Removed
  • Population cost reduced from 25 to 20
IS-2

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player
  • Population reduced from 24 to 19
Katyusha Rocket Truck

The previous scatter was set fairly low which gave units little chance to doge any of the rockets.
  • Creeping barrage scatter increased from 2.5 to 5.5
US Forces

Ambulance

Improving usability.
  • Healing ability changed to toggle ability, must be in territory and disables movement.
  • Build time reduced from 45 to 30
Assault Engineers

Improve usability as we found very little use out of the small anti-tank mines
  • Replaced M7 Mine with Regular mine
Rifleman

We are adding more survivability to rifleman at vet3 to help them scale into the late game more.
  • Veterancy 3 now grants reduce receive accuracy by 25%
Dodge WC51

We wanted to introduce counter play against snipers
  • Now has 50% bonus accuracy against sniper types
  • Increase detection radius from 10 to 25
M15A1 AA Half track
  • AA Mode removed
  • Will have Anti-Aircraft capabilities by default and have been improved to compensate
M20 Utility Car

We wanted to introduce counter play against snipers
  • Now has 50% bonus accuracy against sniper types
  • Increase detection radius from 10 to 25
HMG 50 Cal

Previously the 50cal had an additional weapon that was activated at vet2. That weapon was not effected with the previous HMG changes. We are also improving usability of the HMG.
  • VET 2 50 Cal weapon has had its stats adjusted in relation to the previous changes to HMGs
  • Focus fire set to false
M1918 Browning automatic rifle

We are increasing the BAR rifle on the move accuracy and cooldown to promote more aggressive tactics when units are equipped with this weapon.
  • Accuracy multiplier reduced from 0.6 to 0.7
  • Cooldown multiplier reduced from 0.25 to 0.1
Bazookas

Small cost adjustment to bring the weapon in line with its performance.
  • Cost reduced from 60 to 50 Munitions
Defensive Stance

After heavy testing we found this ability not suited for rifleman.
  • Removed from the game
Rifle Company

With the improvements to rifleman and their veterancy we found it was overly excessive to allow vet 2 rifleman to be called in.
  • Will only call in VET1 Rifleman
M1 Thompsons

Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall damage per second.
  • Mid accuracy increased from 0.173 to 0.43
  • Far accuracy increased from 0.115 to 0.2
M4A3 Sherman

With the delay in tech to the USF we are increasing the power of some of their vehicles.
  • Penetration increased from 80/100/120 to 100/120/140
M4A3 Easy Eight

Now that the Easy Eight requires tech to build it we are adding additional stats to diversify the unit from the regular M4A3 Sherman.
  • Health increased from 640 to 720
  • Near penetration increased from 175 to 200
M56 Delayed Fuse HE Barrage

Improving the ability to allow it to effectively deal against stationary targets.
  • Weapon building damage changed from mortar to HE Shell
  • Accuracy increased from 0 to 11
  • AOE Penetration increased from 105 to 1000
  • Penetration increased from 105 to 1000
M7B1 Priest

Bringing the priest in line with other heavy artillery weapons.
  • Salvos increased from 5 to 7
240 Howitzer Artillery Barrage

Reducing the AOE radius of the shell to match the shells explosive fx. We have also added additional UI to indicate the area in which the shells will be landing in.
  • AOE reduced from 12 to 9
  • Added UI indicator of ability range
  • Added extra SFX to the shell
Oberkommando West

Infantry Squad Upgrades

Ease of use change
  • All squad upgrades are able to be upgraded out of territory
Volksgrenadiers

We wanted to give OKW a soft building counter options. This should help OKW deal against garrisoned enemies.
  • Grenade replaced with incendiary grenade
IR Halftrack

Adding a small fuel investment to this vehicle.
  • Cost increased by 5 fuel
Fallschirmjäger

We are looking to minimize the heavy attrition cost of this unit.
  • Reinforcement cost reduced by 10%
Obersoldaten

We are looking to minimize the heavy attrition cost of this unit
  • Reinforcement cost reduced by 10%
IR STG

Bringing this upgrade cost in line with this weapons performance.
  • Cost reduced from 90 to 60
LEIG

We found through feedback and playtesting that the Hollow Charged ability was very cumbersome to use. We have decided to remove the ability from the unit and substitute it with weapon stats.
  • Hollow charges removed
  • Now gains increased weapon and barrage range by 15%
Kubelwagen
  • Now has 50% bonus accuracy against sniper types
  • Increase detection radius from 10 to 25
Walking Stuka

Due to the creeping nature of the Walking Stuka, you would really only ever have two rockets hit an emplacement. The bonus damage is to compensate for that.
  • Added a 50% damage bonus against British emplacements
Sturmtiger

Fixing unintentional behavior
  • Can no longer reload it’s gun through repair critical
King Tiger

The increase range was to improve the usability of these slow moving tanks.
  • Range increased from 40 to 45
Jagdtiger

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also reduce its cost to bring the unit in line with its performance since its default piercing capabilities were removed in a previous update.
  • Population reduced from 26 to 21
  • Cost reduced from 800/290 to 720/245
Map Updates:

Sittard Summer
  • Added as a permanent map in the Custom Match map list
Lienne Forest
  • Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points
Lienne Forest Winter
  • Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points
Langreskaya
  • Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points
Minsk Pocket
  • Adjusted the map edge near Slot1 and Slot2 HQ Territory so UKF and USF bases weren’t clipping outside of the playable area
Langreskaya Winter
  • Reduced/Reworked deep snow
Kholodny Ferma Winter
  • Reduced/Reworked deep snow
Semoskiy Winter
  • Reduced/Reworked deep snow
Moscow Outskirts Winter
  • Reduced/Reworked deep snow
Rzhev Winter
  • Reduced/Reworked deep snow
Port of Hamburg
  • Adjusted a building near the center bridge to allow medium tanks to path through
Dusseldorf
  • Adjusted rubble in the South-East area to allow infantry to path through
Bug Fixes:
  • Fixed a bug with the British Forces’ brace ability not having a cooldown
  • Fixed a bug with the British Forces’ Anti-Building Flame Mortar Support ability targeting the Oberkommando West Battle Group Headquarters
  • Fixed a bug with the British Forces’ Scoped Lee Enfield providing a debuff at Veterancy rank 3
  • Fixed a bug with the Wehrmacht Grenadiers receiving an extra modifier
  • Fixed a bug with the Wehrmacht Assault Grenadiers’ assault grenades not scattering when thrown
  • Fixed a bug with the Soviet DSHK HMG suppression and incremental accuracy values
  • Fixed a bug with the Soviet HM-38 120mm Mortar squad’s cost
  • Fixed a bug with the Soviet Conscript’s abilities conscript repair and anti-tank grenade sharing hotkeys
  • Fixed a bug with the US Forces’ mine not using a proper mine
  • Fixed a bug with the US Forces Riflemen Field Defenses CP requirement
  • Fixed a bug with the Oberkommando West’s Sturmtiger’s area of effect profile being reverted to a previous revision
  • Fixed a bug with the Oberkommando West’s Panzerfusilier’s Anti-Tank Rifle Grenade ability projectile life time
  • Fixed a bug with the Oberkommando West’s Panzer II Luchs Light Tank when receiving a brew-up critical
  • Fixed a bug with the Victory Point ticker in Observer mode
  • Fixed a bug with some big explosive weapons not destroying building panels
  • Fixed a bug with heavy cover modifiers not providing right percentage of damage modifiers to explosive weapons
  • Fixed a bug with map objects Panzer Haul, Panzer Turret, and Panzer Barrel allowing them to be salvageable
  • Fixed a bug with several medium tank wrecks so they can be crushed by other medium tanks
  • Fixed a bug with the map object Haystacks so it is now removed from the battlefield when destroyed
  • Fixed a bug with the map object Opel Blitz wreck so it now crushes properly
  • Fixed a bug so The Eastern Front Army Maps are now playable for Demo users
  • Fixed a bug so the maps Langreskaya and Langreskaya Winter no longer require the standard game to play
  • Fixed a crash that occurred at the end of the Ardennes Assault – Siegfried Line mission
  • Added prioritize vehicle back to medium tanks
  • Adjusted the map object Opel Blitz truck so it can be crushed by medium tanks
  • Data Optimization
UPDATE - Sept. 16th
  • Fixed a bug with the British Forces’ Vehicle’s and Team Weapon’s buffs carrying over when re-crewed
UPDATE - Sept. 17th
  • Reverb has been removed from the High Sound Quality Setting in an effort to track down the “Loud Gunshot” Issue. If you still experience this bug after the patch is live, please submit a bug report in the official COH2 Bug Reporting forums. Also, please follow the bug submission guidelines which can be found in a "Sticky" thread at the top of the Bug Reporting forums.
UPDATE - Sept 17th.
  • Fixed a bug that caused Ardennes Assault mid mission saves not to load. Players should receive a very small update for this addendum.
Last edited by Orca; 09-17-2015, 06:26 PM.
 
Source : http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog?p=210471#post210471

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Mise à jour du 23 septembre 2015

Balance
Handheld Flamethrowers
We are reducing the bonus damage to allow players to have more time to react.

  • Handheld flamethrower damage modifier against units in buildings changed from 2 to 1.5
  • Handheld flamethrower damage modifier against heavy cover reduced from 2 to 1.25,
  • Handheld flamethrower damage modifier against light cover from 1.25 to 1

Rifleman
We are bringing down the receive accuracy modifier slightly due to community feedback. This will make them slightly less durable against small arms fire.

  • Rifleman receive accuracy veterancy 3 modifer reduced from 25 to 20%]

Anti-Infantry Partisans
Partisan PPSH weapon rate of fire was set way above the other PPSH weapon profiles. This was not intended so we are re-aligning its rate of fire to match its other PPSH counter parts.

  • Partisans PPSH rate of fire reduced from 12 to 6 (To match shock PPSH)

Incendiary Grenade
Reducing the initial damage to prevent instant entity death. We are also slowing down the projectile speed of the grenade to give players more time to react to the grenade.

  • Incendiary Grenade damage reduced from 20 to 10
  • Projectile speed reduced from 10 to 5

Bugs

  • Fixed an issue with the Vickers HMG Vet 1 range bonus in garrison that stacked
  • Fixed an issue with Spy Network CP requirement displaying as 0 instead of 4
  • Ambulance lockdown does not require territory anymore due to the unlocking ability locking out if the enemy de-captures the territory
  • OKW Tanks can no longer upgrade to tank commanders if they do not have the commander chosen.
  • Fixed an issue of gliders crushing the OKW Battlegroup Headquarters
  • Fixed an issue of OKW mine sweepers providing too low of a detection radius (10 to 25)
  • Fixed issue with speed boost stacking on Ostheer Heavy Tanks

Source : http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/67-coh-2-changelog?p=212432#post212432

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