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Winter Balance Preview Mod


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Winter Balance Preview Mod

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Le "Winter Balance Preview Mod" est disponible au téléchargement depuis hier soir via le Steam Workshop. Ce mod de moins de 2Mo vous permettra de tester en partie personnalisée les futurs changements qui constitueront peut être la future MaJ du jeu.

Pas question ici, de 2 ou 3 modifications qui se battent en duel. Nous avons droit ici à du concret. L'objectif de ce patch n'est pas de traiter tous les problèmes en même temps mais de se concentrer sur quelques parties précises comme les véhicules/chars légers, la formation (alignement et espacement) des modèles composants une escouade, le camouflage des unités, le mortier USF, les bataillions disciplinaires et troupes de la garde, l'infanterie Wehrmacht et la correction de nombreux bug.

Rendons à César ce qui est à Astérix, beaucoup de modifications sont tirées des mods de GGTheMachine, Mr Smith et Miragefla comme l'a aussi précisé Relic sur son forum. Espérons que ça ne soit qu'un début et que les autres bonnes idées des mods de ces 3 lurons soient aussi ajouter par la suite.

Téléchargement : http://steamcommunity.com/sharedfiles/filedetails/?id=805715284

________________________________________________________________________

Sans plus attendre, voici la liste des modifications :

This balance mod has been created as a collaboration between community members and balance modders, GGTheMachine, Mr Smith, and Miragefla. The scope of this patch has been focused to a subset of priority balance concerns sourced from community feedback and balance data. These concern areas include Light Tanks/Vehicles, Squad Formations & Clumping, USF Mortar, Penals & Guards, and Wehrmacht Infantry Scaling. Through addressing potential issues in these areas, we hope to mitigate dominant meta and increase strategic diversity. For more detailed insight behind these changes, read our Winter Balance Preview blog post.

To playtest these changes, subscribe to Relic's Winter Balance Preview Mod now on the Steam Workshop.
 

GENERAL

Squad formations and Clumping (INFANTRY SCALING)

Unfortunately, there is a disparity in how squads are assigned formations which is impacting performance and game balance. The address this problem we have implemented the following changes:

  • Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members)
  • Prevent unwanted clumping when given two opposing orders in quick succession (e.g., forward & backwards to avoid an AoE projectile).
  • Allow stealth-oriented squads to better utilize crater wherever available, without breaking their formation, but without clumping too much either
  • Change unwanted reaction behaviour which would cause squads to break formation and put them unnecessarily into danger.

Reinforcement Half Tracks/Transports (INFANTRY SCALING/LIGHT VEHICLES)

We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence.

  • Reinforcement Half-tracks now have shared veterancy from infantry squads.
  • Load Times for all Half-tracks standardized to 2.
  • Given a handbrake ability to prevent unwanted movement
  • 251 Half-track can now carry mortar teams

Snipers (LIGHT VEHICLES)

We feel that the Sniper’s cloak ability is overperforming, making them extremely difficult to counter with infantry. To address this issues we have made the following changes:

  • When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to return to camouflage for 10 seconds
  • Snipers cannot cloak until out of combat for 3 seconds

Stealth Changes (GENERAL)

To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions:

Anti-tank gun/Tank stealth changes

  • Tanks (e.g., JP4) and anti-tank guns cannot re-cloak until out of combat for 5.5 seconds
  • Neither type of unit can re-cloak within 10 seconds of having fired a shot

Non-sniper stealth infantry changes

  • Stealth (infiltration) infantry cannot re-cloak until out of combat for 4 seconds
  • Stealth infantry cannot re-cloak within 10 seconds of having used an offensive ability (e.g, grenades)

Mortars (GENERAL)

In a recent patch, all mortars received a +33% range bonus to their auto attack at Vet 3 as where previously it was only on the barrage abilities. This escalation of mortar power made them over perform compared to other types of more costly artillery pieces that had not received this bonus such as Pack Howitzers and Mortar Half-tracks.

  • Vet 3 no longer grants range increase to auto attacks.

Puma (LIGHT VEHICLES)

The Puma is receiving a damage reduction against infantry on the main gun to solidify its role as a strong vehicle hunter and soft counter to medium tanks.

  • Main gun near AOE damage reduced from 1 to 0.33
  • Scatter profile changes (to improve accuracy vs vehicles)
  • MG incremental MG accuracy removed
     

SOVIETS

Penals (INFANTRY SCALING)

The combination of Penals equipped with flamethrowers, accuracy bonuses with their veterancy, and their long range Damage Per Second (DPS) of the Penal Rifles, Penal Battalions have become a dominate meta in Soviet play. Therefore, we are removing the Flamer upgrade, toning their vet 3 accuracy bonus, and upping their popcap to keep their scaling in line with other infantry.

  • Flamer upgrade removed
  • Vet 3 accuracy bonus reduced from 1.3 to 1.15
  • Population cost increased from 7 to 8
  • Veterancy requirements increased from 540/1080/2160 to 640/1280/2560

Guards (INFANTRY SCALING)

Guards were proving to overperform in ratio to their cost, appearing to supplement any strategy, thus, limiting variation in Soviet commanders.

  • Manpower cost increased from 330 to 360
  • PTRS damage vs infantry lowered from 27 to 20 (AT damage remains 40)
  • RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks)
  • AOE far damage reduced from 0.5 to 0.25 (Same as MK2)
  • Ready aim time increased from 0.125 to 0.625 (to match MK2 overall delay)
  • Munitions cost reduced from 45 to 35

Veterancy

  • Vet 2 accuracy bonus reduced from 1.3 to 1.14
  • Vet 2 received accuracy bonus decreased from 0.83 to 0.88
  • Vet 3 now grants a further 1.14 accuracy (1.3 total)
  • Vet 3 now received accuracy bonus increased from 0.77 to 0.75, total received accuracy at vet 3 has been nerfed from 0.6391 to 0.66.

M5 Half-Track (LIGHT VEHICLES)

The M5 itself has been lowered in manpower cost to better match its value.

  • Manpower cost reduced from 270 to 250

M17 Quad (LIGHT VEHICLES)

We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move.

  • Moving Burst reduced from 1 to 0.5
  • Moving accuracy reduced from 0.4 to 0.25
  • Near rate of fire reduced from 1.24 to 1.15
  • Accuracy reduced from 0.5/0.3125/0.125 to 0.34/0.28/0.1
  • Near Cooldown modifier increased from 0.5 to 0.75
  • Cannot suppress units while moving.
  • Increased the chance for the Quad to take down an airplane (from 30 in 10000 to 30 in 100)

T-70 (LIGHT VEHICLES)

We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, particularly if they are clumped in cover.

  • Manpower cost increased from 200 to 260
  • AoE damage reduced from 1/0.35/0.05 to 0.65/0.35/0.15
  • Scatter Max increased from 1.7 to 2.5
  • Health increased from 320 to 400
  • Crew repair removed

SU-76 (LIGHT VEHICLES)

The SU-76 barrage was weak but became problematic when multiple SU-76’s were on the field as simultaneous barrages could reliably dislodge support weapons and AT guns.
Barrage now costs 15 munitions
 

WEHRMACHT

Medkits (INFANTRY SCALING)

To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad.

  • Medkits duration increased from 10 to 20

Pioneers (INFANTRY SCALING)

We felt that pioneer damage output was under performing and proving ineffective in combat.

  • Near accuracy increased from 0.403 to 0.463
  • Mid accuracy increased from 0.23 to 0.27
  • Population reduced from 6 to 5

Assault Grenadiers (INFANTRY SCALING)

Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made them not scale well or a viable choice in the late game. Therefore, to improve their scaling, we have made the following changes:

  • Reinforce cost lowered from 28 to 26
  • Grenade Assault munitions cost lowered from 45 to 30.
  • Grenade Assault aim-time and ready-aim time reduced by half to allow faster throwing.
  • Squad leader armour reduced from 1.5 to 1.
  • Medical kits removed.
  • Veterancy 1 now Grants -10% received accuracy and reduces recharge on sprint by 25%.

Panzer Grenadiers (INFANTRY SCALING)

Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infantry making it difficult for PGs to gain their own veterancy in a timely manner.

  • Vet 1 now grants 0.84 received accuracy bonus
  • Vet 2 received accuracy bonus reduced from 0.71 to 0.84 (~0.71 total)

G43 Package (Also affects Stormtroopers but not Grenadiers)

  • Far aim time multiplayer reduced from 3.5 to 3. (Boosts long range DPS)
  • Now increases sight range by 20%

222 Scout Car (LIGHT VEHICLES)

The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output preventing it from tracking infantry properly. We also felt that the auto-cannon was too reliant on AOE for damage.

  • Manpower cost increased from from 210 to 250
  • Fuel cost increased from 15 to 30
  • Veterancy requirements increased from 480/960/1920 to 720/1440/2880
  • Acceleration increased from 2.4 to 3
  • Spotting Scopes Sight bonus reduced from 2 to 1.4

20mm Autocannon

  • Accuracy changes from 0.06/0.04/0.02 to 0.05/0.04/0.03
  • Autocannon Rate of fire multiplier from 1.4/1.2/1 to 1
  • Autocannon penetration increased from 35 to 40
  • Mid range distance from 15 to 20
  • Autocannon AOE Near damage reduced from 1 to 0.6

Coaxial MG42

  • MG42 now properly tracks infantry
  • Accuracy reduced from 0.6/0.425/0.25 to 0.4/0.35/0.25
  • Accuracy increases with veterancy: +10%/+15%/+15%
  • Range distance near from 10 to 0
  • 0.75 Accuracy modifier versus Snipers (down from 1.5).
    Note that, even though, it may appear that we are heavily reducing the MG’s damage output, however, the MG was never able to fire in the first place, due to a MG tracking bug.

Stug E (LIGHT VEHICLES)

The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle.

  • Manpower cost increased from 200 to 260
  • Health reduced from 540 to 480 (Now Destroyed in 3 ATG shots)
  • AOE distance reduced from 1/1.5/2.25 to 0.5/1/2
  • AOE damage reduced from 1/0.15/0.05 to 0.75/0.35/0.15
  • Radius from 3 to 3.5
  • Scatter Max increased from 2.15 to 2.5
  • Scatter Angle increased from 5 to 5.5
  • Scatter offset turned to 0.
  • Projectile no longer collides with terrain, can still collide with objects

Target Weak Point

  • Target Weak Point now only disables turret rotation
  • Damage reduced from 80 to 40
  • Always penetrates

Puma (LIGHT VEHICLES)

The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun tanks made it over perform for its cost and mobility.
Target Weak Point
* Target Weak Point now only disables turret rotation
* Damage reduced from 120 to 60
* Always penetrates
 

USF

M1919 Light Machine Guns (INFANTRY SCALING)

The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon.

  • Can no longer be double equipped via weapon racks.

81mm Mortar (INFANTRY SCALING)

The USF Mortar’s barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its barrage until the pack howitzer hits veterancy 2.

  • Range reduced from 80 to 65
  • Set-up duration decreased from 1 to 0.5
  • Vet 1 increases smoke barrage range to 80
  • Fixed a bug where smoke barrage wasn’t firing

Vehicle Crews (LIGHT VEHICLES)

Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine.

  • Veterancy requirements increased from 200/400/800 to 650/1300/2800
  • Critical Repair
  • Munitions cost increased from 10 to 25
    *Delay increased from 0 seconds to 4 seconds.

M20 (LIGHT VEHICLES)

We wanted to make the M20 more accessible but also make its interaction with the 222 more consistent while lower its close range damage to limit its effectiveness at diving after support weapons and infantry on retreat. We also felt that the M20 vets up too slowly and without enough bonuses.

  • Manpower cost reduced from 340 to 240
  • Crew no longer start with Bazooka, it now must be upgraded
  • Veterancy requirements lowered from 880/1760/3520 to 500/1000/2000
  • 50cal accuracy reduced from 0.75/0.475/0.2 to 0.45/0.33/0.25
  • 50cal accuracy increases with veterancy: +10%/+15%/+15%

Stuart (LIGHT VEHICLES)

We felt that the Stuart was overperforming in its role as an anti-infantry unit and as a strong vehicle hutner. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it.

  • Manpower cost increased from 240 to 270
  • Main gun damage vs infantry set to -25%
  • MG Accuracy from 0.6/0.45/0.25 to 0.4/0.3/0.16667 (Hull & Coaxial)
  • MG Incremental accuracy from 1.04 to 1 (Hull & Coaxial).
  • Stun rounds only disables weapons and sight. Does not affect movement.

M15 AA Half Track (LIGHT VEHICLES)

Due to the changes made to the Stuart , the M15 needed to be brought in line to prevent it from becoming the new dominant meta choice.

  • Manpower cost reduced from 350 to 310
  • Main gun damage vs infantry set to -50%
  • Veterancy 3 bonuses (accuracy/penetration) now apply to the main gun

M3 Half Track Call-In (LIGHT VEHICLES)

Given the timing, price and mode of operation of the M3 halftrack (reinforcement platform), we believe that the USF M3 halftrack performs more akin to other reinforcement halftracks, rather than the Soviet M3A1 halftrack.

  • Hitpoints from 200 to 320
  • Armour from 5.4 to 11

M5 Half Track Call-In (LIGHT VEHICLES)

We felt that this unit was arriving too early, especially compared to the Soviet equivalent.

  • Command Point requirements increased from 3 to 4
  • Manpower from 350 to 300.
     

OKW

Sturmpioneer (LIGHT VEHICLES/STRATEGIC DIVERSITY)
We felt that the risk vs reward for the Mechanised HQ as a tech choice was too high due it not offering any type of healing.

  • Medical Supplies available at Vet 0
  • Medical Supplies munitions Cost reduced from 40 to 20
  • 50% of the vet 3 construction bonus moved to vet 1

251 Flak Half Track (LIGHT VEHICLES)

We’ve found that the 251 Half-Track was underperforming in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown.

  • Garrison Damage Multiplier increased from 0.25 to 0.35
  • Garrison Accuracy Multiplier increased from 0.4 to 0.5
  • Defensive Smoke no longer requires vet 1
  • Defensive Smoke munitions cost increased from 0 to 25
  • Vet 1 now reduces cost of Defensive Smoke from 25 to 10
  • Penetration increased from 20 to 30
  • Minimum Range Removed
  • Given handbrake ability to prevent accidental movement
  • The FlakHT now displays the max range of the weapon when selected

Panzer 2 Luchs (LIGHT VEHICLES)

The Panzer 2 is a powerful unit with high AI damage, though was still a risky build order due to the lack of healing that came with the Mechanised HQ tech choice.

  • Manpower cost reduced from 315 to 290
  • AoE damage reduced from 1/1/1 to 0.6/0.5/0.1
  • AoE distance reduced from 1/1/1 to 0.25/0.7/1
  • Accuracy reduced from 0.775/0.66/0.56 to 0.65/0.5/0.4
  • Vet2 accuracy reduced from 0.875/0.76/0.66 to 0.78/0.6/0.48
  • Moving accuracy increased from 0.25 to 0.3
  • Luchs MG incremental accuracy from 1.04 to 1.

2cm vs Garrisons

  • Garrison Damage Multiplier from 0.25 to 0.3
  • Garrison Accuracy Multiplier from 0.4 to 0.5

Puma (LIGHT VEHICLES)

Aimed shot was being used less for its utility and more for its guaranteed ability to wipe infantry on retreat.

  • Aimed shot can no longer target infantry
     

BRITISH

PIAT’s (LIGHT VEHICLES)

We feel that PIAT’s are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed.

  • Gave PIAT homing projectile, if there is no obstruction between the PIAT and the target
  • PIATs have the same accuracy as bazookas for ranges between 0 and 30
  • Adjusted scatter offset, so that misses are centered around an immobile target
  • Range reduced from 45 to 30
  • Damage reduced from 120/80 (penetrating hit/deflected hit) to 100/25
  • Munitions cost increased from 40 to 50
  • Fire-aim time reduced from 2.4 to 0.625 (reduces delay to fire)
  • Cooldown increased from 0 to 1.775 (Keeps rate of the fire the same despite fire-aim time.)
  • Reduced scatter, so that PIATs in indirect-fire mode are unreliable (especially when the user is suppressed)

Universal carrier (LIGHT VEHICLES)

Given the Universal Carrier’s low health, we felt that the damage of the WASP was too low for it to effectively dislodge exposed or garrisoned HMG teams, making British too reliant on the Mortar Pit and Sniper.
WASP
* Munitions cost reduced from 90 to 60
* WASP flame burst duration increased from 2 to 3
* WASP Cooldown from 2/3 to 3/4
* Damage versus Garrisons from 1.25 to 1
* Aim time increased to match 251
* Moving Accuracy from 0.5 to 1
* Flame can now fire over obstacles
* WASP DoT Radius from 5 to 3.
* Fire Aim Time from 0.125 to 1.375
* Ready-Aim Time from 0.375/0.625 to 0.375/0.375

AEC (LIGHT VEHICLES)

The AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, yet its main gun was very inconsistent due to its large scatter. The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily.

  • Armour increased from 40 to 55
  • Angle scatter reduced from 7.5 to 6
  • Max scatter increased from 1.7 to 6.5
  • Main gun AoE reduced from 1/0.25/0.1 to 0.33/0.15/0.05
  • Machine gun accuracy reduced from 0.7/0.6/0.46 to 0.48/0.47/0.46
  • MG incremental accuracy reduced from 1.04 to 1
  • Medium crush replaced with light crush

Treadbreaker

  • Added a projectile
  • Scatter changed to match main gun
  • Cone of fire increased from 5 to 10
  • Stationary accuracy increased by 20% from the main gun
  • Duration reduced 20 to 7
     

Bug Fixes

  • Fixed an issue with certain squads breaking formation and leaving cover involuntarily (Sappers, Commandos, Officer).

  • Fixed an issue with players being able to double-buy certain upgrades using macro-based cheats.

  • Fixed an issue where several Off-map abilities (mostly belonging to Soviets, OST, OKW) could still be targeted in the base sector
  • Fixed an issue where Paratrooper models had 1.5 popcap, as opposed to the intended 1 popcap per model.
  • Fixed an issue where Paratroopers would receive an involuntary move command when reinforcing near a beacon.
  • Fixed an issue where the USF Mechanized M3 halftrack would display an incorrect healthbar when captured.
  • Fixed an issue where recrewed M8 Scotts would lose access to their auto-attack when decrewed when “Hold Fire” was active
  • Fixed an issue where the Sherman Bulldozer “Hold Fire” ability was not applying correctly to the gun.
  • Fixed an issue where static Howitzers (e.g., B4, ML-20, LeFH) would sometimes become temporarily unresponsive when given consecutive direction-facing commands.
  • Fixed an issue where the UKF “Command Vehicle” ability would become permanently unavailable when the previous vehicle would become abandoned.
  • Fixed an issue with UKF infantry gaining access to the wrong version of their intended Bren gun, when picking up a Bren gun from the ground.
  • Fixed an issue with Anvil “Early Warning” not giving sight over captured territory. Note that the scope of the ability has been restricted: the only territory points that the player gains access to are those that the player captured themselves (i.e., not allied-captured territory), just like the similar OKW Overwatch commander ability
  • Fixed an issue where Commando Ambush bonuses would apply inconsistently (sometimes none at all, other times permanently). The reworked Ambush requires commandos to be out-of-combat for 25 seconds, for 5 seconds of sprint & +50% accuracy on their Sten guns.
  • Fixed an issue where the second mortar belonging to the mortar pit would deal reduced damage while barraging.
  • Fixed an issue where the AEC would crush wall segments when driven next to them.
  • Fixed an issue where the damage Sexton Creeping Barrage had not been increased to match the AoE damage of the normal barrage ability.
  • Fixed an issue where Recovery Sappers would still apply their Vet1 Cover Bonuses to picked up weapons. Now, the ability correctly only applies to Sapper Sten guns only.
  • Fixed an issue where USF/UKF medic squads would, sometimes, stop healing nearby wounded troops.
  • Fixed an issue where Luchs Hold Fire would not prevent the MG from opening fire.
  • Fixed an issue where UKF HEAT anti-tank grenades would, sometimes, fail to apply their snare.
  • Fixed an issue where the USF mortar would become unresponsive when ordered to fire its smoke rounds
  • Fixed an issue where Snipers would avoid engaging infantry units when the Sniper was cloaked without “hold fire” on.
  • Fixed an issue with the G43 package interrogation ability that would not reveal all enemy units in a sufficiently-large map.
  • Fixed an issue where the AoE of the Brummbar “Bunker Buster” ability was lower than that of the main gun of the Brummbar.
  • Stormtrooper detection ability reverted to Vehicle Detection to fit the unit’s role
  • Fixed an issue where Tank Hunter Infantry Sections would not suffer from reduced range to their “Heavy Gammon Bomb” throw ability.
  • Fixed an issue where Raketenwerfer/Soviet AT guns crews would open fire and break stealth (thus ruin ambushes)
  • Fixed an issue where the M1 57mm gun would not benefit from Soviet AT ambush tactics.
  • The Raketenwerfer can now pick up medical supply drops from Sturmpioneers
     

Quality of Life Changes

  • We have made improvements to all Squad formations in the game

  • Prioritise Vehicle now only affects the main gun of the affected tank, but not the MGs. Thus, vehicles with the Prioritise Vehicles ability active will continue to engage infantry with their MGs.

  • Base medics (OKW/Soviet/OST) will no longer chase after retreating units.
  • Troop transports are given the “Handbrake” ability. This ability disables the unit from moving or rotating to make the following tasks easier: (i) loading/unloading troops (ii) setting up as a forward reinforcement point.
  • Infantry units can target their snares at de-crewed/abandoned vehicles.
  • Luchs is given access to the Prioritise Vehicles ability.
  • AVRE given a “Hold Fire” command to make the bombard ability more responsive.
  • Commandos given a UI indication while the bonuses of Ambush are active.
  • USF/UKF Medics are given an auto-heal toggle. This way, the player can control whether they wish these medics to go after wounded units or not (e.g., to avoid putting the medics in danger)
  • USF/UKF Medics will not chase after moving squads, to avoid unwanted long chases.
  • Anti-infantry partisans no longer display the PPSh icon, to help the player identify any picked-up weapons.
  • Due to interference with UKF teching, it will be no longer possible to call Gliders or Air Resupply operation in the base sector
  • Elite Doctrine Stormtroopers can upgrade G43’s in enemy territory

Source : https://community.companyofheroes.com/discussion/243341/winter-balance-preview-changelog

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  • 3 weeks later...

V1.1 UPDATE

Performance Framedrop issues

We have received multiple reports that the mod is causing players to experience framedrop and/or performance degradation when playing the mod. We have identified and eradicated a source of such performance issues.

Nevertheless, we ask that players remain vigilant for performance degradation and report such issues immediately. It is very important that those issues be identified before the changes make it into the live version.

Thus, if you begin to experience from frame rate drops:
1. Quit the match
2. Save the replay
3. Quit the game
4. Save your warnings.log file
5. Contact us at: https://community.companyofheroes.com/discussion/243356/winter-balance-preview-bug-crash-reporting

Shout out to Nacho for helping identify the cause of this issue as well as Firesparks and Le Saucisson Masqué for helping debug it.
 

WEHRMACHT

Field First Aid

The use of this ability was limited due to the lack of self targeting. Due to the high munitions cost, we are making this ability self targetable.

  • Squads can now use the medkit ability on themselves

Stug E

To address the disparity this unit has between the game-modes, and make the Stug-E a desirable unit for different map types, the unit now fires a low-arc projectile. Combined with the anti-garrison damage, this will fortify Stug-E’s role as an anti-infantry-only specialist, and will allow Ostheer to reclaim garrisons.

Based on community feedback, we have also reverted the reductions to AoE distance. Lastly, in light of these changes we feel that some of the previous changes to accuracy (scatter) were in fact insufficient to curb the strength of the unit.

Stug-E auto-auto-attack fires a slow moving artillery projectile
Impact visual/audio effects changed to match SU-76 barrage
Hold-Fire added

  • AoE distance reverted from 0.5/1/2 to 1/1.5/2.25
  • Vertical scatter increased from 2.5 to 3
  • Damage vs garrisons increased from 0.25 to 0.5

The projectile changes will achieve the following goals at the same time:

  • Make the Stug-E less of a stop-gag measure for anti-vehicle uses, thus incentivising the player to tech up to get a more powerful anti-tank
  • Allow the Stug-E to be used in more varied map types, as a support weapon
  • Giving the defender a chance to dodge the attacks with their infantry
  • More appropriate/visually-appealing effects
     

SOVIETS

Guards PTRS

The DPS nerf of guards PTRS vs infantry does have a silver lining. Due to the way the damage system has been implemented on PTRS, this will cause the PTRS rifle to deal additional deflection damage vs vehicles. Although this was not originally intended, we are going to leave this as is, and evaluate the impact of this change.

  • Damage vs non-vehicles reduced from 27 to 20
  • Damage vs vehicles on penetration remains 40
  • Damage vs vehicles on deflection increases from 13 to 20

Penal Battalion

To continue our attempts at finding a good fit for Penals in Soviet teching, we are going to trial a second version of Penal squad. This time, we are restoring part of their veterancy so that Penals excel as hard-hitting long-range skirmishers, which will allow them to defend against advancing short-range squads.

At the same time, we are experimenting with making Penal demo charges more affordable, so as to give Soviets a potential ammo sink.

  • Penal Veterancy 3 accuracy reverted from 1.15 to 1.3
  • Penal Veterancy 3 received accuracy weakened from 0.77 to 0.85
  • Population cap changes reverted from 8 popcap to 7 popcap
  • Veterancy 3 reduces cost of satchel charges to 35 munitions.

We are also experimenting with adding some anti-tank utility to T1, with the goal of:

  • Making T1 openings more diverse and less commander-dependent
  • Giving Players a reason to consider “back-teching”
  • Allow for more use of the M3 Scout car and Sniper team

Thus, Penals get access to a PTRS package upgrade, which the following perks:
Awards Penals with 2 PTRS rifles that have the Guards’ profile vs vehicles
Penal PTRS rifles are 50% less accurate vs infantry

  • Upgrading the PTRS Package will prevent Penals from using their Ooorah! ability
  • Upgrade package costs 60 munitions

T-70

The T-70 is in a much better place now, but we felt the initial performance reductions were slightly too strong. We believe that part of the accuracy reduction was a bit too much and are reverting part of the scatter change in order to give the T-70 a bit more consistency. To further improve consistency, we are also giving the T-70 projectile the ability to clip through terrain. This is something we have previously applied to the Stug-E, and it seemed to work well.

  • Projectile now ignores terrain elevation
  • AoE near increased from 0.65 to 0.8
     

OKW

Sturmpioneer Medical Supplies

The low cost of the medical-kits had the unintended consequence of providing OKW inexpensive healing that allowed multiple squads to stay the field after engagements. The cost has been adjusted accordingly.

  • Munitions cost increased from 20 munitions to 30 munitions

Raketenwerfer

Due to the changes made to Stealth, the Raketenwerfer has become overly vulnerable to infantry flanks. We feel that this leaves the performance of the Raketenwerfer somewhat lacking against vehicles.

To address these issues, we are improving the reliability of the Raketenwerfer vs vehicles

  • Accuracy changed from 0.06/0.05/0.04 to 0.06/0.0516665/0.043333
  • Reduced the ready-aim-time of the raketenwerfer from 0.25-0.375 seconds to 0.125 seconds
    I* ncreased the fire-aim-time of the raketenwerfer from 0.125-0.25 seconds to 0.25-0.375 seconds

Swapping the ready-aim-time delay with the fire-aim-time delay will have the effect of the Raketenwerfer acquiring new targets faster, once it has set up. This should significantly cut down the time the raketenwerfer will have to wait until it finishes tracking the target.

Panzer 2

The Panzer 2 was still packing more infantry damage compared to the other light tanks, but it wasn’t worth the heavy investment of tech into the Mechanised Truck compared to the accessibility of the T-70 and Stuart. Therefore we have given it less scatter to match the reduction of the AoE and made its output more consistent (both when stationary and moving).

  • AoE distance increased from 0.7 to 0.9
  • Fixed an issue where a large portion of the shots would miss into the air
  • Manpower cost reduced from 290 to 265
  • Hold-fire button moved to the right of prioritise vehicles
     

BRITISH

Royal Engineers

We have found that the Sapper squad simply scales too well due to the reduced reinforcement cost bonus they achieve at Vet3. Their bonus, combined with the fact that infantry units can attain veterancy extremely fast when carrying handheld AT often leads to the creation of PIAT-totting Sapper blobs.

To address this:

  • Sapper Vet3 reinforcement cost increased from 13MP to 20MP.
  • Can now only equip 1 Bren gun per squad

Universal Carrier

The command vehicle ability allow vehicles to have access to cost-free recon. We found this to be an extremely cost-efficient benefit to inexpensive light vehicles such as the UC.

  • Command vehicle ability removed from UC.
     

Bug Fixes

  • Fixed an issue where there OST 251 halftrack was not benefiting from shared veterancy

  • Toned down the chance for the M5 Quad to shoot down planes (now it is 10% per shot)

  • T-70 now benefits from the doctrinal self-repair ability
  • Fixed an issue where Prioritise Vehicles would not have any effect on the Command Panther
  • Fixed an issue where picking up a slot item would make the G43 upgrade unavailable to Panzergrenadiers/Stormtroopers
  • Fixed a bug where UKF/USF medic heal toggle text was missing
  • Fixed an issue where decrewing and recrewing the USF ambulance would cause framedrop issues for all players
  • Fixed an issue where OStheer Light Artillery Barrage was still targetable in the base sector

Known Issues

  • There is an exploit with the Assault Grenadier grenades. This is a difficult fix which we are working on.

V1.2 UPDATE

WEHRMACHT

Stug-E

The Stug E has been modified to have lower damage drop-off through AOE Distance to allow the unit to be deal more consistent damage to units that are spread out or are not in cover. This ensures the Stug E can fulfill its role as an anti-infantry vehicle. The Distance scatter ratio has also been modified to make the Stug E more accurate at shorter distances.

The primary reason we are trading AoE radius for reload time is because, although we feel that the Stug-E will become a more micro-heavy unit, when it comes to engaging moving targets, we did not feel that the micro invested per shot was worth it. Thus, we increased the power per-shot and compensated by prolonging the reload cycle.

The scatter ratio change, in particular, will give the player the tactical option to close the distance with the fragile Stug-E to create a wedge on the enemy lines.

  • AoE radius from 3 to 4
  • AoE distance from 1/1.5/2.25 to 1.5/2.5/3
  • Distance scatter ratio from 1 to 0.075
  • Anti-garrison damage increased
  • Reload from 4.8 to 6
  • Fixed an issue where Stug-E was able to fire through obstacles
     

SOVIET

PTRS Penals

To further emphasize a PTRS Penal squad’s role as a light AT unit, the PTRS anti-infantry damage and accuracy has been reduced to prevent the unit from excelling in both roles. These changes do not affect the PTRS’ performance against vehicles.

  • Damage versus infantry reduced to 10
  • Accuracy reduced to 0.06/0.105/0.15

To ensure PTRS Penals are still a major threat to heavier vehicles in the mid-late game, the unit has gained a new ability in the form of a Sticky AT Satchel. This ability does not track targets, but will stick to vehicles should they collide with them. While short-ranged and mainly meant for defense, it pairs very well with AT Grenades, Mines or Guard Button due to its high damage and ability to cause criticals.

The purpose of the sticky AT satchel charges is to give late-game Penal squads to thwart enemy tanks manoeuvering to crush them.

As a consequence, the long fuse time of the satchel charge, combined with the short range can cause a high number of fatalities on the assaulting squad.

  • Gains Sticky AT Satchel ability with PTRS upgrade.
    Sticky AT Satchel
  • Deals 240 Damage
  • Causes engine criticals on a smaller radius (1.5)
  • Guaranteed to cause Engine Damage if the charge “sticks” on the enemy tank
  • Causes Destroyed Engine critical (Heavy engine damage) at 10% HP or below
  • Friendly fire damage set to 50%
  • Anti-tank satchel shares cooldown with vanilla satchel
  • Affected by munitions cost reduction at Vet3 (from 45 munitions to 35 munitions)

T-70

The T-70 has received a slight increase to its reload speed to lower its damage potency and allow players to react while maintaining its AOE profile to ensure the unit can deal with squads in the open.

  • Reload speed increased from 1.8 - 2.2 to 2.1 - 2.5

Quad

The munition cost on the Quad mount has been lowered to better reflect the Quad’s new performance.
Munitions cost from 120 to 100
 

USF

M20

The M20 has been given hold-fire so players can ensure the M20 does not give away its position either as a scout or mine-layer by firing at enemies within range.
Hold Fire added

M15

  • Attack ground added

  • Handbrake added

When using the attack ground command, the M15 will attempt to rotate to face its back to the target. To avoid this kind of behaviour, players are advised to combine attack ground commands with the handbrake ability.
 

OKW

Panzer 2 ‘Luchs’

With the increase of option in Allied light AT that has lowered the Luch’s shock value along with its specialised role as an AI unit, the Luchs has received a slight price reduction to better reflect the unit’s performance and impact on the battlefield.
Fuel cost reduced from 65 fuel to 60 fuel

Flak Half-Track

Fixed an issue where the OKW FlakHT could setup on the move
Fixed an issue where the setup timer would reset (prolong) when given new attack commands
Due to the nature of the bugfix, the setup timer will only be visible in Vet0/Vet1 (where the setup is 4 seconds). At vet2 and higher, the setup timer will no longer be displayed
 

Bug Fixes

Panzerfaust Bug

We have identified a potential value that might be causing the panzerfaust bug and have modified this value in an attempt to fix it. However, since this bug is very difficult to reproduce, we are asking people to playtest the mod and report if the bug is experienced. Constant vigilance!

  • Pak43/Pak40 production bulletin now works (previously did not affect pak43 production time as intended)

  • Fixed an issue where the penalties of the Engine Destroy critical would not apply on a vehicle with the Engine Damage critical on

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V1.3 UPDATE

 

GENERAL

Shared Veterancy

Normalized team weapon veterancy for all factions (all HTs and USF officers). Our halftrack reinforcement changes left the shared-veterancy changes in an inconsistent state. This is because all USF weapon teams were contributing shared experience for the USF officer mechanism.

To bring everything together, we decided to only allow HMGs and Mortars to provide shared veterancy, but at a rate that is lower than infantry. This is because mortars gain experience at a higher rate, and to avoid awarding HMG-overuse too much.

  • 5% mortars/indirect fire
  • 10% HMGs
  • 50% infantry
     

OKW

251 Flak Half-Track

To prevent the unit from coming out too early and dominating the field (e.g., a cut-off manoeuvre), players now require to first research Field Medics. This was especially problematic for Soviet Tier 1 or USF Tier 2 did not have access to proper counters. The 251 Flak HT was also overshadowing investing into a Mechanized HQ for Panzer 2 due to its earlier timing and not suffering from any of the downsides of Mech.
* Building the 251 FlakHT requires the player to first research Field Medics
 

SOVIET

Guards troops

The recent changes to Guards have brought the unit back into line with other squads in the game. Except for one detail; Guards now truly require their upgrades in order to function. Thus, losing their slot items will make them a bit less desirable. Thus, we have given Guards the opportunity to rebuy lost items and equipment for a small munitions cost:

  • 30 MU per PTRS
  • 40 MU per DP-28

Penal Battalions

With this patch, we aim to refine the anti-infantry and anti-vehicle roles Penals should have as well as late game scaling.Thus, in order to give Penals the tools to become more desirable and interactive, we are giving them the Molotov Cocktail ability. The rationale is that Penals rifle are very good at engaging enemy infantry at all ranges. However, a Penal investment might not look so lucrative if all fight is happening between green cover. Thus, we deem that a Molotov Cocktail will restore Penal’s capacity as both an anti-garrison specialist unit (forcing squads off cover), and a skirmisher unit (creating impediments for incoming squads). This will also allow for better Conscript mixing and make the upgrade more viable.
Oorah! Ability removed (vet2)
Penals can now throw Molotov Cocktails, when researched from the Soviet Headquarters. (Same as Conscripts)

Furthermore, we are enhancing Anti-Tank Penal battalions. Even though 2x PTRS would be more than enough to hold off against a vehicle threat, PTRS Penals would lose out in relevance to nearly every other squad in the game. To give PTRS Penal squads the ability to scale as a decent AT-squad, we are adding the ability for PTRS Penals to upgrade to a 3rd PTRS rifle. However, to prevent 3x PTRS Penals from hard countering light vehicles too easily, we are gating this upgrade behind Soviet Tech.

  • PTRS Penals can buy a 3rd PTRS for 30 munition
  • 3rd PTRS upgrade requires building Soviet T4

Moreover, we have found that the Sticky AT Satchel is nearly impossible to use in a realistic combat situation. To alleviate this, we have modified the AT satchel as follows:

  • Buying the 2xPTRS upgrade removes access to the Satchel ability, and gives access to the Sticky AT satchel ability
  • The Sticky AT satchel will home in on the target, if thrown
  • The enemy vehicle can avoid having the satchel thrown at it if it runs out of range (10) while the unit is winding the satchel up
  • The Sticky AT Satchel will apply a snare to all injured tanks in the vicinity, if the health is low enough (friendly or enemy)
  • Now deals engine critical damage only if the tank falls below 75% health

Finally, we are also experimenting with giving Penals their Flamer back, but with a catch; upgrading the Flamethrower will severely inhibit the squad’s long-range capability. This is so as to prevent Penals from being to able to engage enemy squads at all ranges and all cover-types. Part of the reason the previous Penal Flame thrower package was too potent was because of the durability of Penals, but this has been weakened in a previous iteration of the Preview Mod.

  • Penals can upgrade to a Flamer & PPSh package for 70 munitions
  • The package gives access to 1 flamer and 3 PPSh submachine-guns
  • PPSh sub-machine-guns have equal priority to SVT rifles, thus PPSh will not transfer over to surviving members. This is to ensure Flamer is always the last item.
     

WEHRMACHT

222

We found the 222’s MG wasn’t quite performing for its cost. Although a small change, it will help the performance of the 222 better reflect it cost.

  • MG accuracy increased from 0.35/0.3/0.25 to 0.44/0.385/0.275
     

QUALITY OF LIFE

Retreat point de-congestion

The OKW headquarters layout makes it so that retreating infantry units often get caught up in high-congestion areas. This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the efficiency of healing.
Squads will halt their retreat within 10 yards from the OKW headquarters

We have noticed a similar situation arising in the forward OKW MedHQ. Healing performance is further degraded by the fact that activating the forward retreat point ability spawns antennas that inhibit movement. To address this:
Squads will halt their retreat within 10 yards from an OKW MedHQ base acting as retreat point
Forward retreat antennas can now be traversed by units

Finally, we have noticed similar patterns emerge with the forward retreat mechanic of the British faction. Like the OKW faction, the entities that act as forward retreat points are large immobile objects. Unlike OKW, there was only one single spot acting as a forward retreat point, creating unnecessary hotspots. To address this:
Squads will half their retreat within 10 yards from a Forward Assembly or a Vanguard Glider acting as retreat points
 

BUG FIXES

  • Fixed a bug where USF Phosphorus barrage was targettable in base sector

  • Fixed a bug where it was possible to make OKW Medical supplies have infinite duration

  • Fixed a bug where OST medic supplies would heal in-combat squads
  • Fixed a bug where it was possible to trigger OST medical supplies before the duration had elapsed
  • Assault grenadiers can no longer interrupt their grenade toss (workaround for infinite grenades abuse)
  • Fixed an issue where Schu mines were not causing suppression

Fixed an issue where the suppression -33% distance modifier was not affecting the following squads:

  • Airlanding officer (Light Gammon Bomb)
  • Stormtrooper (Stun grenade)
  • Obersoldaten (Bundle grenade)
     

UI FIXES

  • Updated abandoned M1 81mm Portrait

  • Updated M1 81mm squad portraits for their respective factions.

  • Updated 120mm Mortar Shield Symbol to a different variant
  • Updated KV-8 call-in icon to match other call-in icons.
  • Updated M1 81mm Smoke Radius UI. UI will now get smaller at shorter distances.
  • Updated artillery officer call-in icon to match other call-in icons.
  • DShka shield icon updated to the correct version for non-EFA armies.

Source : https://community.companyofheroes.com/discussion/comment/261227#Comment_261227

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  • 4 weeks later...

V1.4 UPDATE

With this version we aim to normalize the behaviour of early harassment vehicles with respect to their containing armies. Given the overwhelmingly good feedback we have already been receiving from submitted replays, we will also be treating the playerbase to fixes/reworks of unused doctrinal vehicles that also fall within the scope.

Hopefully with the continued support of the community, we will be able to iron out the changes so as to make the live version of the game more diverse, and more enjoyable.

WBP v1.4 brings along the following types of changes:

  • Readjusting the late-game of early-game vehicles (e.g., SU M3A1) through veterancy, so that even those vehicles have some utility in the late-game; when vetted
  • Expanding the benefits of shared veterancy to normally combat-evading units (e.g., Kubelwagen), so that they can also scale into the late-game, if preserved
  • Removing layers of complexity and ironing-out UI issues introduced by previous version of the WBP
     

GENERAL CHANGES

Veterancy Rates from Infantry-Based Anti Tank

Anti-tank infantry squads were attaining veterancy disproportionately fast compared to anti-infantry squads. This was allowing blobs of infantry to scale versus armour too easily. This also allowed anti-tank-equipped squads to outpace dedicated anti-infantry squads and trade more efficiently than they should. With this change we aim to streamline the speed of veterancy gain or all squads.

Reduced the rate at which infantry-held anti-tank weapons would award veterancy:

  • Panzerschrecks/Bazookas/PIATs now award 3 times less experience when damaging a target.
  • PTRS/BOYS anti-tank rifles would award inconsistent amount of veterancy when damaging targets. This has been addressed; the experience gain for using those anti-tank rifles is now in line with other anti-tank weapons (3 times less XP than damage).
  • This change does not affect the British Sniper
     

SOVIETS

Penals

We are tidying up PTRS upgrade UI and make it more intuitive instead of having multiple tiered upgrades. Lowering the accuracy will make PTRS less effective vs light vehicles early on, but still just as effective. Lowering the accuracy means PTRS will sometimes miss vs light vehicles at long range but still at a satisfactory rate vs heavier targets.

AT (Sticky) Satchel Shanges:

  • Can be targeted either on enemy vehicles, or the ground
  • If an enemy vehicle is targeted the Penal squad will throw a satchel that will home-in on the target (if the enemy remains within proximity long enough)
  • If a non-vehicle target is chosen, the Penal squad will throw the satchel on the ground. If the satchel’s trajectory intersects with a vehicle, the satchel will “stick” to the vehicle
  • Fixed an issue where the AT satchel would not cause engine damage criticals to vehicles

The new AT satchel ability is an amalgamation of the v1.2 WBP AT satchel and v1.3 WBP AT satchel. This change will allow AT Penal squads to also, occasionally, pose a threat to vehicles that utilise smoke.

PTRS Upgrade Changes:

  • 3x PTRS package at 80 munition (from the word go)
  • Upgrade time increased from 30 seconds to 40 seconds
  • Penal PTRS accuracy reduced to 0.0385/0.06/0.10

The accuracy change of the PTRS makes it so that at Vet0, and at max range:

  • The Penal squad will never miss vs a King tiger
  • Has 15% chance to miss vs medium armour
  • Has 31% chance to miss vs light tanks

Nevertheless, this change makes it so that Penal squad veterancy perks more meaningful/necessary when performing an AT role. Thus we have:

  • The Penal squad requires Veterancy 2 to guarantee hits at all ranges vs medium armour
  • The Penal squad requires Veterancy 3 to guarantee hits at all ranges vs light tanks

M3A1 Scout Car

Although the M3A1 is a solid unit when rushed, the relevance of an M3A1 drops very quickly to the point of becoming a deadweight to the player that used the vehicle. Since all units should hold some relevance, we are improving M3A1’s scalability through some moderate veterancy bonuses.

To assist the M3 in achieving those bonuses, we are giving M3A1 the shared-veterancy perks we have introduced for other transport/reinforcement vehicles in WBP1.0. The M3A1 requires such kind of help since it is a highly fragile unit with fixed-arc MGs.

  • Gains 1.2 Acceleration and Deceleration per veterancy rank
  • Veterancy 3 also awards a 0.7 received accuracy modifier
  • Health from 200 to 240
  • Front armour from 5.4 to 4.5
  • Rear armour from 4.2 to 3.5
  • Gains Shared Veterancy

The armour-to-HP tradeoff will make M3A1 will make the vehicle more resilient to autocannon fire, and other kinds of high-penetration attacks that would quickly destroy the M3A1 without warning. The resilience of M3A1 to small arms fire will remain relatively unchanged due to lower armour, but the damage will be more consistent due to less reliance on chance-to-penetrate. As a result of this trade-off, M3A1’s damaged primarily through small-arms fire will take a bit longer to repair to full.

To ensure that a surviving M3A1 remains a useful scout, we are buffing its acceleration, progressively, so that it can match the acceleration of other light vehicles by vet3. Shared veterancy will ensure that M3A1 will be able to reach those levels in due time (so that it doesn’t become obsolete).

Finally, the Veterancy 3 received accuracy bonus will allow a fully-vetted M3 to potentially survive in a hazardous late-game environment. With these changes, players that utilize their M3A1 aggressively to gain enough experience will not end up with a “deadweight” unit by the lategame

T-70

Given the generous squad formations that infantry models are benefiting from, we are finding T-70’s performance somewhat lackluster vs squads in the open. To compensate for this, we are improving the output and reliability of its coaxial machine gun.

One of the main reasons that T-70’s coaxial MG performance is so low is because it would often take pauses as long as 9 seconds between bursts. By addressing the reliability issues of the coaxial MG, we are allowing the T-70 to be able to deal consistent DPS across all ranges with the MG.

  • Coaxial MG cooldown decreased from 5 to 3
  • Coaxial MG cooldown multiplier changed from 0.5/1/1.5 to 0.75/1/1.25
  • Coaxial MG accuracy changed from 0.38/0.33/0.28 to 0.38/0.355/0.33
  • Coaxial MG reload frequency reduced from 4-6 seconds to 3 seconds
  • Fixed an issue where the Coaxial MG would not track targets properly
     

WEHRMACHT

222 Scout Car

We found the 222 to still be too fragile when compared to the target size of other, more durable vehicles. The changes to 222 veterancy will allow vetted 222s to scale into the lategame as frontline scouts.

  • Vet1 improves received accuracy to 0.889
  • Vet3 awards 20 extra HP

251 Flame Half-Track

Although the performance of the flame HT vs units in the open is satisfactory, we find the lethality of the Flame HT vs garrisons far too high. Even though the Flame HT should pose a serious threat to garrisons, it should still afford some reaction time to the defender to disengage. This is especially because the projectile of the Flame HT can traverse walls and other shotblockers, which would normally deny the reaction time needed.

  • Flamethrower(s) area of effect damage far multiplier from 1 to 0.5

To clarify. This change will only affect the performance of the 251 flame halftrack when engaging garrisoned units. This does NOT affect the performance of the flame HT vs non-garrisoned squads.

The change does NOT alter the anti-garrison performance of the damage-over-time (DoT) effects of the flames spawned by the flamethrower weapon.

Stug-E

To prevent players from spamming Stug-E’s too quickly, we are doubling the recharge time for fielding multiple units. This should afford the opponent the opportunity to field a vehicle to counter Stug-E’s before they reach a critical mass.

  • Recharge time between successive Stug-E call-ins increased from 30 seconds to 60 seconds
     

USF

81mm Mortar

We found this unit was still performing too well within this faction. To compensate for this we’ve decided to reduce the distance of the near AoE, thus reducing the number of one-hit-kills the unit is likely to produce. With this change we also aim to keep the other indirect fire options of USF relatively competitive to the mortar.

  • AoE near distance reduced from 1 to 0.9 (both attack and barrage)

M20

We find that M20 is far too fragile to perform the role of a late-game scout unit that the USF needs to probe defenses. To reward players that have invested in an early M20 and played aggressively with it, we are increasing the durability of the M20 when it achieves max rank. The health boost will allow the M20 to survive an additional pak shot.

  • Maximum health increased by 20HP at Veterancy 3.

M15

Unlike other light vehicles, which bring some utility to the table (i.e. smoke), the M15 has little use in the late game. To address this, we are increasing M15’s survivability and lethality vs infantry as it vets up. The health bonus at Veterancy 3 will allow the M15 to survive exactly one extra shot from an anti-tank gun.

  • Maximum health increased by 40HP at Veterancy 3.
  • 50 cal MG accuracy increased by 10%/15%/15% at vet levels 1-through-3 respectively

Stuart

To improve the Stuart’s performance without making it too strong as an early game shock unit we have increased its penetration, giving it more of an impact against medium tanks, though not enough to fight them head on.

  • Main gun penetration increased from 65/50/45 to 75/60/55
     

OKW

Panzerfausts

OKW are the only faction in the game to have snares which cost 35 munitions. This heavy Panzerfaust cost made them too vulnerable to vehicles, especially when compounded with their other inferior anti-tank options. The delay on OKW unlocking Panzerfausts compared to Wehrmacht made them helpless versus early light vehicles such as the M3 and M20. This, additionally made the prospect of going for a Mechanised HQ less viable.

  • Volks Grenadier Panzerfaust Munitions cost reduced from 35 to 25
  • Requires an sWS being summoned into the field (as opposed to truck being set-up)

Kubelwagen

The Kubelwagen has a fixed-arc MG and is, generally, not very well geared for frontline combat. Thus, it never really gains veterancy. To address this:

  • Kubelwagen now benefits from shared veterancy

At the same time, the Detection ability is too potent due to its lack of price and we fear that with a veterancy gain buff, it will become too available, thus making the 251 Infrared Searchlight Halftrack even less wante. Thus, to address this:

  • Detection renders the Kubelwagen immobile while the ability is active
  • There is a 2-second cooldown when activating/deactivating the ability

Thus, a well-preserved Kubelwagen that gets ignored long enough to achieve maximum rank can turn into a mobile suppression platform.

Sdkfz 251 Flak Halftrack

Given the potency of the reworked FlakHT, we want to ensure that FlakHT’s cannot be rushed early enough to “close” a game before it has begun. In a previous version of the WBP we have tested the possibility of gating the arrival of a FlakHT behind an upgrade. In this version, we want to see whether a simple increase to the build time of the FlakHT would have been adequate instead.

  • Reverted Medic Upgrade requirement for building a FlakHT
  • Increased building time of FlakHT from 40 seconds to 60 seconds
     

QoL CHANGES

  • Vehicle minimap icon sizes have been scaled according to the vehicle type to help players better identify their forces on the battlefield.

  • Paratroopers can now rebuy dropped 30-cal LMGs

Ghost Wire/Sand Bags

“Ghost Wire/Sandbags” is the name for a common exploit in competitive play which allows partially completed fortifications to block movement. While unfinished fortifications could be destroyed by small arms, they took several seconds of focus fire to destroy what could be placed instantly. To compound the issue, several infantry-borne weapons would take significantly longer to tear down unfinished obstructions.If players want to impede enemy movements with barbed wire and sandbags, they now have to fully complete constructing them.

  • Unfinished wire/sandbags/tank traps (aka ghostbags) will self-destruct automatically if there is no longer an infantry squad (owned by the same player) within 10 meters of the unfinished fortifications for 5 seconds.
     

Bug Fixes

  • Fixed an issue where several squads would cost more manpower to reinforce when crewing a teamweapon. This bug was also causing the affected squads to award more experience to the enemy when hit. This affects the following squads: Panzergrenadiers, Tommies, Fallschirmjaegers, Sturmpioneers and Obersoldaten

  • Fixed an issue where the default crew of the USF anti-tank gun were easier to hit than other default crews (target size removed from 1.25 to 1)

  • Fixed an issue where the Vet1 ability (Target Weak Point) on OKW Pak43 had no effect
  • Fixed an issue where the Sturmtiger would complete its reload instantly, if abandoned while reloading
  • Fixed an issue where Assault Grenadier grenade toss would not trigger the grenade throw cooldown, if interrupted too early. Reverted the workaround that the squad could not interrupt the grenade toss ability (this was causing other issues)
  • Changed the OST Medkit (vet1) ability. Both the casting squad and the receiving squad will interrupt the ability, if any of them moves, without incurring any penalty. (Previously neither squad could move/interrupt the ability, causing certain bugs).
  • Fixed an issue where, under certain circumstances, Obersoldaten could upgrade additional LMG34’s, even if they were already carrying one LMG34
  • Fixed an issue where the 250 halftrack could not upgrade spotting scopes, if spotting scopes were available from the doctrine.
  • Panzerfusilier G43 extra text should now state: G43s improve mid-short range effectiveness, moving accuracy and sight range.
  • Ranger Squad Extra Text now state: Effective versus infantry at medium range. Can be upgraded with Thompson SMGs.
  • Fixed an issue where OST Pioneers would announce “anti-personnel” mines being built, when in fact building a Teller mine
  • Fixed an issue where Obersoldaten would not use their specific voice lines with the infrared-StGs
  • Fixed an issue where the MG34 did not use the correct lines for the Incendiary Armour Piercing rounds ability
  • Fixed description issues with the 222 when upgraded with the autocannon.
  • M5 UI text modified for better clarification.

WBP-specific Bug Fixes# (i.e., stuff we broke, and have now fixed)

  • Fixed an issue where Major Retreat Point wasn’t working (broken in v1.3)

  • Fixed an issue where Conscripts merging into Flamer Penals would always get SVTs, thus increasing the DPS output of the squad. Now, Conscript models merging into flamethrower-equipped Penal squads will have a 50% chance of getting a PPSh instead.

  • Fixed an issue with AT Penal charges would, sometimes, not apply engine-damage critical to targets
  • Fixed an issue where the M20 vehicle crew would look like a British vehicle crew
  • Fixed an issue where USF Vehicles would contribute veterancy to nearby officers (and halftracks)

Source : https://community.companyofheroes.com/discussion/comment/263063#Comment_263063

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V1.5 UPDATE

SOVIETS

Penals

We have found that the flamer assault package achieves the intended outcome of preventing the squad from scaling too well into the late-game. Unfortunately the nature of the package combined with the time of arrival would make this package too potent for certain matchups, especially when combined with an M3A1 scout car. To delay the package, and to present people that want to rush early flamers with a strategic trade-off, we are locking the Penal flamer upgrade behind molotov tech.

  • Fixed an issue where Penals previously merged to the squad would all retain SVT rifles when the squad is researched
  • Locked Flamer behind molotov upgrade
     

USF

USF mortar

The USF mortar is still very lethal, given the early-game strength of the faction it is in, as well as the characteristics of the opposing factions. To keep things fair and unique, we are further reducing the raw damage (and range) in exchange for mobility. Thus, the USF mortar, like all mortars in the game, will have a particular area it excels in, and it will better fit the theme of the faction.

  • Cost reduced from 260MP to 240MP
  • Near AoE distance further reduced from 0.9 to 0.75
  • Pack-up time improved from 1.9 to 1.1

Stuart

The Stuart tank receives some interesting bonuses with its veterancy that would allow it to scale into the late-game as a scout, and as a harassment tool. To ease Stuart’s transition into the late-game, we reducing the veterancy requirements of the stuart, which are currently too high, compared to other vehicles.

  • Veterancy requirements reduced from 1170/2340/4680 to 870/1740/3480

M15

We’ve found that the M15 simply takes too long to achieve maximum veterancy level and benefit from the scalability bonuses we have introduced in WBP.

  • Vet requirements reduced from 1290/2580/5160 to 1000/2000/4000
  • Improved an issue where the main gun would have difficulty tracking aircraft
     

UKF

PIATs

We have found out that due to a numerical mistake, the reworked PIATs achieve a much higher damage output than the one we intended for them:

  • Reload cycle prolonged (now made equal to bazookas)
  • Post_firing_aim_time increased from 0 to 1.25
  • Cooldown time decreased from 1.25 to 0
  • Reload time increased from 4.5 to 5.75
     

Universal Carrier

We have found that the universal carrier has a very difficult time to perform its anti-garrison role once certain events happen: a counter enters the field, an MG42 achieves veterancy 1 (with phosphorous rounds). To improve the situation and allow the British faction to have a somewhat reliable anti-garrison tool apart from the Mortar Pit, we are trading some armour for the universal carrier off for raw hitpoints. This tradeoff will make the universal carrier more resilient to the following kinds of threats:

  • MG phosphorous rounds
  • Light vehicles
  • (upgraded) carriers vs schreck-equipped squads

At the same time, we have found that the carrier is particularly good at “tanking” damage, by being able to out-repair it. The same armour-for-HP trade-off will make tanking less feasible than before. This will also make engaging the carrier with small arms fire feel more reliable.

The Universal Carrier with its fixed-arc weapons has a very difficult time gaining experience in the later phases of the game, especially once anti-tank guns hit the field. To rectify, we are expanding the shared veterancy mechanic to the universal carrier as well. We have also readjusted the veterancy requirements for levels 1 and 2 to bring the carrier in line with other units, and make the transition more smooth.

To give players an actual goal to strive towards for attaining veterancy for their carriers, we are giving the carrier the ability to capture points when it reaches max level. Thus, a universal carrier will feel less of a dead-weight unit for the late game.

  • Base HP increased to 240 (upgrades still yield +40HP)
  • Front armour reduced from 10 to 8.333
  • Rear armour reduced from 5 to 4.167
  • Upgrade also increases armour by 1.029 times (to compensate)
  • Universal carrier now receives shared veterancy
  • Veterancy requirements reduced from 720/1440/2160 to 540/1080/2160
  • Veterancy 3 yields passive territory capture
     

BUG FIXES

  • Fixed an issue where the original crew of the M42 would sometimes drop prone on the ground, thus inhibiting movement

  • Fixed an issue where decrewing a vehicle with hold-fire on would permanently put the vehicle in a hold-fire state
     

Bug Fixes (mod-only)

  • Fixed bug where Katyusha/Panzerwerfer minimap icons would not indicate the rotation of the vehicle (after icon resizing QoL change)

  • Fixed an issue where it would be possible to throw AT satchels for free. AT satchels can no longer be targeted on friendly units.

  • Adjusted the UI text of Kubelwagen detection to indicate that detection disables movement while active.
     

QoL (Mod-Only)

  • Adjusted the minimap icons size for the following units: Sexton, 250, Zis truck

Source : https://community.companyofheroes.com/discussion/comment/263563#Comment_263563

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V1.6 UPDATE

REVERTED CHANGES

With the Winter Balance Preview now passing the half-way mark of its iteration period, moving forward we have decided to narrow the scope to essential changes only. This has been done to ensure the results of the changes made to units that are currently having the most significant impact on balance and the meta can be properly tracked and their performance measured. This will also help make the changes more concise and allow the community to focus on a smaller scale of changes in order to provide more accurate and higher quality feedback.

The following units have had their changes reverted:

  • M3A1 Scout Car
  • M5 HT (This does not affect Quad upgrade changes)
  • SU-76
  • M20 (this includes the bazooka vehicle crew changes)
  • M3
  • M5 (This does not affect Quad upgrade changes)
  • Raketenwerfer (the aiming time QoL change remains, however)
  • Kubelwagen
  • Universal Carrier (including WASP)
  • 251 FlameHT
  • Puma (the OST Puma TWP change remains, to keep it consistent with the Stug-E)

The reverts do not affect any QoL changes introduced in the aforementioned units (e.g,. Hold fire, handbrake, shared veterancy for reinforcement halftracks, etc). Although these changes have been removed from this patch, it does not mean they will not be added in future, sequential updates.
 

SOVIETS

Penal Battalions

We are trialing a new iteration for Penal battalions, so as to minimize the amount of overlap they have with other squads in the soviet union.

With this iteration, we aim to give Penals the ability to be able to dissuade vehicles from being too aggressive vs Penal squads, while allowing vehicles to safely engage Penal squads from a distance. Thus, vehicle counter-play to T1 openings will have a direct effect on the conclusion of the conflict. We have also increased the popcap cost of Penal battalions to offset this increase in utility.

  • PTRS Package Removed
  • Orrah at Veterancy 2 Removed
  • Veterancy requirements increased from 540/1080/2160 to 640/1280/2560
  • Population from 7 to 8
  • Satchels can now target and track vehicles. Will cause engine damage on target.
  • Flamethrower Package now provides 3 PPsHs that do not take up item slots.
  • Flamerthrower cost from 60 to 70
  • Flamethrower locked behind Molotov Upgrade
  • Veterancy 3 Received accuracy from -23% to -15%.
  • Satchel cost at veterancy 3 from 45 to 35.

Comparison to v1.5 Penals:

  • Popcap cost increased from 7 popcap to 8 popcap
  • Lose access to Molotov (Conscript overlap)
  • Lose access to the PTRS upgrade (Guards overlap; too many Penal-exclusive upgrades were promoting Penal-only builds)
  • Gain access to AT satchel by default (essentially the satchel ability takes on the engine-damage and tracking features of AT satchel introduced in v1.5, except for the heavy-engine-damage feature).

Comparison to live-version Penals:

  • Popcap cost increased from 7 popcap to 8 popcap
  • Satchel can behave like a vehicle snare
  • Veterancy requirements increased
  • Vet3 RA reduced
  • Vet2 oorah removed
  • Flamer locked behind molotov
  • Flamer now takes up both slots and forces the squad to get 2-3 ppsh bundled with it to reduce all-range potency
  • Veterancy 3 reduces the cost of the satchel ability from 45 munitions to 35 munitions.

Penal satchel now behaves as follows:

  • Damage vs vehicles reduced to 240 (same as AT satchel)
  • Friendly fire multiplier increased from 25% to 50%
  • Causes engine snare on targets with 75% HP or lower (after the damage is applied)
  • Satchel will stick to vehicles if it hits them on its trajectory to the target
  • Satchels can be targeted directly on enemy vehicles. However, the throw will abort if, at any time, the target leaves the range of the ability (unlike other snare abilities that will fire regardless)

We expect that the ability of Penal squads to have tech-free snare will allow unique synergy to come to light:
A player that builds T1 to start their aggression can tech to T2 to buy an AT guy without having the risk of having their only AT gun flanked by singular light vehicles. Now, Penal battalions can provide flanking protection to the AT guns
Penals can satchel vehicles snared by other units (e.g., guards button)

T-70

In order to reward players that have managed to preserve their T-70s while using them aggressively, we are improving T-70’s accuracy vs infantry at Vet3. This will allow vetted T-70’s to perform a bit closer to current game performance if the enemy has chosen to ignore them.

We are also making some QoL changes to T-70’s Recon mode and Capture point abilities. The following quality of life changes are to reduce the amount of micro to access the T-70’s numerous abilities and consolidate them into one for ease of use. Players could already have both Recon mode and capture territory active at the same time. With these changes we are simply reducing the amount of “clicks” required.

  • T-70 Recon Mode now also allows the T-70 to capture territory with veterancy 1.
  • Capture Point ability removed.
  • Fixed an issue where a recrewed vet 2 T-70 using recon mode was unable to toggle the ability off.
  • Veterancy 3 decreases weapon scatter by 20% (accuracy vs infantry)
     

BRITISH

AEC

Given the partial revert given to the Puma, and in order to keep AEC’s performance consistent with the Puma, we introduce the following changes:
MG incremental accuracy increased from 1 to 1.12 to match the Puma (original value in live-version was 1.04)
Near-AoE damage multiplier reverted from 0.33 to 1 to match the Puma
 

UI IMPROVEMENTS

  • Planting the Soviet demo charge will show a radius of explosion, like other similar abilities while planting it (similar to USF/UKF abilities)

Source : https://community.companyofheroes.com/discussion/comment/264133#Comment_264133

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V1.7 UPDATE

GENERAL CHANGES

Base Structure Rotation

Soviets engineers and Wermacht Pioneers will be able to select the rotation of base buildings to allow players to optimize paths, as well as create unique layouts! Many thanks to community member Capiqua for implementing this functionality for the balance team.

Retreat Point Decongestion

Retreating infantry now stop their retreats within 10 yards from the respective army’s HQ. This applies to the following armies:

  • Soviets
  • Wermacht
  • OKW (already applied in a previous version)
  • UKF

For USF, due to their USF base layout, retreating infantry will stop within 5 yards from the closest weapon rack.

To optimise healing performance, Wermacht players are strongly advised to place their healing bunkers as close to the broad side of their HQ as possible.

Handbrake Ability

  • Handbrake cooldown between toggle reduced from 1 second to 0.125 seconds (instant)
     

SOVIETS

T-70

We found that the projectile QoL change we added to the T-70 (projectile ignoring elevation), was causing the targeting system to become extremely unreliable, making it very difficult (and unintuitive) to get good performance out of the unit.

Moreover, we are improving the targeting of T-70 (distance_scatter_offset), so that it doesn’t overshoot by as much as it currently does. With the previous targeting profile of the T-70, it was very difficult for the T-70 to engage infantry targets that were moving towards the T-70 (e.g., to faust it). This made kiting infantry particularly difficult to pull off.

  • Terrain-ignoring projectile QoL change reverted (this increases T-70 reliability)
  • Distance scatter offset reduced from 0.25 to 0.15 (this improves targeting)
     

WEHRMACHT

Medkit Ability (veterancy 1)

To put Wermacht Medkit cost more in-line with other healing abilities, we are reducing their cost.

  • Munitions cost reduced from 20 to 15
     

OKW

Panzer 2 'Luchs'

We are increasing the consistency of the damage output of the Luchs by eliminating sources of inconsistency other similar units do not normally suffer from.

  1. We are increasing the moving accuracy multiplier the Luchs gets at Vet2, to compensate for the reduction of the base accuracy we introduced in the balance patch..

  2. We are making the main gun of the Luchs ignore suppression modifiers of the target unit. This is to make the performance of the Luchs consistent with non-accuracy-based anti-infantry units (e.g., T70/Ostwind).

  3. We are increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)

  4. With respect to scaling, we find the Veterancy 5 bonus of the Luchs to be over performing. Thus, we are changing the strong passive suppression of the Luchs to a weaker ability with a cooldown.

  5. Finally, to ensure that Luchs has easier access to the entire array of veterancy bonuses, we are reducing the veterancy requirements to be more in line with other light tanks.

  • Veterancy 2 main gun moving accuracy multiplier increased from 0.4 to 0.5
  • Main gun suffers no accuracy penalty for firing against suppressed/pinned squads
  • Main gun ignores cover if driven within 10m from enemy squad (like all small-arms weapons)
  • Veterancy requirements lowered from 1170/2340/4680/5850/7781 to 870/1740/3480/4350/5786
  • Veterancy 5 passive turned to a timed “Suppressive Fire” ability.
  • Suppresses enemy squads
  • 10 Munition cost
  • 20 seconds duration
  • 60 seconds cooldown
  • Reduces main gun damage by -50%
     

BRITISH

AEC

With the PIATs opening up as an option for Brits, we feel that an AT-only AEC will see very little use. This is because both the PIATs and the AEC are meant to be used defensively. At the same time, fielding an AEC presents the Brit player with a higher risk than simply investing in infantry upgrades that can stay with them until the end of the game.

To avoid restoring AEC’s generalist-tank status (which would make AEC-tech an one-way), we are modifying AEC’s abilities to make its strengths and weaknesses more pronounced, and allow the AEC to be used more offensively (where PIATs would be lacking).

The new AEC is a Puma-like vehicle, with very little AI. It is supposed to assist infantry pushes with its smoke screen (rather than with raw firepower, as is the case in the live version). As added utility to the British faction, the AEC is supposed to provide the snares the faction, otherwise, lacks.

Compared to the Puma, the AEC has lower range, and worse mobility. However, the AEC makes up for that with better on-the-move accuracy, and better turret traverse. That way, the AEC is meant to be the close-range “flanker” counterpart to the long-range “kiter” Puma.

As a final note, we expect that the turret traverse improvements will make it easier for the AEC to line the shots needed to trigger the treadshot “immobilize” critical.

  • Smoke cooldown reduced from 120 seconds to 40 seconds (puma cooldown is 38 secs)
  • AEC moving accuracy multiplier increased from 0.5 to 0.6 (only affects the main attack)
  • AEC turret rotation increased from 35 to 40 (affects both the main gun and the treadshot ability)

Source : https://community.companyofheroes.com/discussion/comment/264542#Comment_264542

Une petite Traduction ?

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V1.8 UPDATE

We are now approaching the end of the iteration period for the Winter Balance Preview. V1.8 is likely to be one of the last 2 or 3 versions before the changes are locked for live game integration. If you have any feedback on the existing changes but haven't voiced your opinion yet or if you haven't played the mod yet, now would be a good time. Thank you again to everyone who has participated in this process, your feedback has been invaluable.

A refined survey will be going out later today to gather feedback on some of the remaining changes that have had polarizing opinions. Keep an eye out for it in-game and on COH2's social channels.
 

GENERAL CHANGES

Retreat Point De-Congestion

Following our live game tests, we are making adjustments to this QoL change for the USF and the UKF faction.

For the USF faction, we are completely reverting the changes, since these changes only deteriorated retreat point performance. Nevertheless, we have made Major’s retreat point antenna traversable by all units, to allow USF units to quickly relocate after finishing their retreat.

  • Retreat point changes reverted
  • Major’s FRP antenna now traversable by units

For the British faction, we are refining the changes so that British weapon racks also act as candidate retreat points, in a similar fashion to how weapon racks behave for USF (even for the live version. This will prevent units from creating bottlenecks in the British base building complex.
Refined retreat points for the British faction.
 

OST

Target Weak Point (Stug-E/OST Puma)

We feel that the turret rotation critical we gave to both Target Weak point abilities for the Stug-E and the OST Puma makes them simply inferior versions of the OKW Puma aimed shot ability. To keep the ability somewhat unique, while not making it overpowered, we are changing the type of critical to a Blind critical (equivalent to the Stuart stun-shot ability).

For both vehicles, the shot has 100% chance to penetrate any target, and the amount of damage dealt is equal to half the amount of damage their respective weapons would normally deal. E.g., for the Stug-E which would normally deal 80 damage per shot, the TWP ability deals 40 damage. We are also reducing the cost of the Puma TWP ability to be inline with the rest of TWP abilities in the faction.

  • Puma/Stug-E TWP ability now causes the blind critical (disables vision and the main gun) for 5 seconds when hit
  • Puma TWP ability cost reduced from 40 munitions to 35 munitions
     

USF

M15

We are still not happy about the veterancy thresholds for the M15 anti-air half-track, and are lowering them so that the survivability bonuses at Vet3 become attainable.

  • Further reduced veterancy requirements from 1000/2000/4000 to 870/1740/3480
     

OKW

Puma Aimed shot

We are changing how OKW Aimed Shot performs in relation to infantry. In the live version, Puma’s aimed shot is able to reliably kill any infantry model, regardless of the circumstances (e.g., a moving Puma has 100% accuracy vs a squad retreating, even when it is hugging the best kind of cover). This often leads to unnecessary squad wipes.

  • Accuracy vs infantry suffers additional penalties while the Puma is moving.
  • Puma aimed shot now suffers from the same accuracy penalties as OST sniper vs retreating squads
     

BRITISH

AEC

We are further reducing the anti-infantry potency of AEC’s main gun, by making it as inaccurate as the Puma gun. Furthermore, we are giving AEC’s acceleration a small boost at Veterancy level 3, since this has been, so far, the only vehicle not to benefit from increased mobility.

  • Veterancy 3 now also yields +20% bonus to acceleration/deceleration
  • Horizontal scatter increased from 6 degrees to 7.5 degrees
  • Vertical scatter increased from 6.5 to 9
  • (scatter changes do not affect the treadshot ability)
     

BUG FIXES

  • Fixed an issue where ambushing (stealthed) AT guns would sometimes, not automatically engage enemy targets within range

  • Fixed an issue where the Assault Grenadier grenade volley would, sometimes, become permanently unavailable

Source : https://community.companyofheroes.com/discussion/comment/264845#Comment_264845

On 28/01/2017 at 2:17 PM, ARROWFAN said:

Merci mithi! Top ces info :clap:

Les bataillons disciplinaires avec des ppsh??!

De rien. :smack:

Faudra voir si les bataillons disciplinaires ont toujours les ppsh à la sortie du patch. Y a eu beaucoup de modifications les concernant.

On 01/02/2017 at 11:43 PM, dmduncan37 said:

V1.7 UPDATE

[...]

Une petite Traduction ?

Apprend l'anglais ça ira plus vite. :nanana:

Je n'ai pas assez de temps pour faire la traduction. Par contre, si tu me rencontres sur Discord, tu peux me demander des infos. :chinois:

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  • 3 weeks later...

V1.9 UPDATE

This is the final iteration of the Winter Balance Preview Mod. Further testing will be intended for any additional last minute fine tuning of the existing changes in this mod. A massive thank you goes out to the community for spending countless hours playtesting the WBP and providing pages upon pages of feedback to our community balance team. Pending final approval, the changes in this mod are targeted to be released to the live game near the end of March, 2017.
 

SOVIETS

Penal Battalions

We have integrated the feedback we received from the latest survey. As a result of this, Penals will now have access to a 2x PTRS upgrade as opposed to a flamethrower. This will allow Penals to perform better in a soft-AT role vs vehicles and potentially allow Penal Battalions to synergise with non-Guards builds.

  • Removed access to the flamethrower upgrade
  • Penals now gain access to a 2x PTRS upgrade
  • Veterancy requirement changes reverted (due to an error, veterancy requirement changes were never implemented in the WBP in the first place)

Penal PTRS Stats
The PTRS rifles Penals receive have the following differences from Guards PTRS

  • Accuracy lowered from 0.69/0.575/0.253 to 0.15/0.105/0.06
  • Has 0.33 drop-rate (as opposed to 0.1 droprate)

Dropped PTRS Behaviour

  • If Elite Units (e.g., Guards) pick up any PTRS (Guards/Penals) -> they get Guards PTRS version
  • If anything else picks up a dropped PTRS rifle -> they get Penal PTRS version
     

BRITISH

AEC

We are further reducing the anti-infantry output of the AEC turret MG to make it less efficient as a harassment tool vs infantry.

  • Incremental accuracy multiplier reduced from 1.12 to 1
     

BUG FIXES & QoL CHANGES

  • Added prioritise vehicle to Greyhound

  • Can no longer use Paratrooper paradrops in the enemy base sector

  • Vehicle blind critical (Stuart/Stug-E/OST Puma) now also disables the secondary weapon of the affected vehicle to bypass issues that arise with certain vehicles
  • Reversed the icons for the handbrake mode so that it shows the current state of the ability
  • Fixed an issue where certain types of mines (most infamously, Teller mines) would trigger too early, thus failing to cause damage on enemy targets (Fix provided by NachoCheese)
  • Fixed an issue where Penal satchel charge would cause less-than-the-intended damage vs buildings in certain cases
  • Changed the retreat point layout for Soviets, Ostheer and OKW HQs to make squads spread out more evenly (many thanks to Finndeed for pointing out the necessary adjustments)

We have also carried out a thorough recheck of the mod files to check for inconsistencies. Our scan has revealed that the following items had different values from the one intended/advertised:

  • Fixed an issue where the Assault grenadier throw speed improvement did not apply properly
  • Fixed an issue where the AEC area of effect changes did not apply properly (was still using live-version AoE)
  • Fixed an issue where Luch’s Vet2 new moving accuracy modifier did not apply properly (was still 40%)
  • Fixed an issue where the Airlanding Officer Heroic Charge ability was different from the live version
  • Fixed an issue where the 0.6 accuracy modifier vs retreating squads would permanently apply to the Puma, as opposed to only when firing a shot against retreating squads

Source : https://community.companyofheroes.com/discussion/comment/265774#Comment_265774

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V1.9.1 UPDATE

Due to a high-priority bug fix, we have made certain changes to the suppression values of all suppression platforms. Players are strongly advised to stay vigilant and report whether suppression platforms still suppress as fast as they used to (neither faster nor slower).

BUG FIXES

  • Fixed an issue where AI-controlled soviet squads would gain access to AT grenades if there was a conscript model merged into them

  • Fixed an issue where it was possible to suppress infantry squads behind green cover by aiming at non-infantry entities

  • Fixed a bug where the Churchill could still move while throwing a grenade
  • Fixed a bug, where the Churchill grenade would sometimes bug (not fire)
  • Fixed a bug where the M8 Scott abilities would sometimes bug (not fire)
  • Fixed an issue where AEC treadbreaker would sometimes bug (not fire).

UI

  • Reverted OST Artillery officer and KV-8 commander ability portrait squads to their original versions.

Source : https://community.companyofheroes.com/discussion/comment/265816#Comment_265816

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V1.9.3 UPDATE

BUG FIXES

  • Fixed an issue where the Panzerfaust would occasionally fail to hit targets. (thanks to Cruzz and Le Saucisson Masqué for helping identify the issues behind this).

  • Fixed an issue where Conscript/Tank Hunter Infantry section anti-tank grenades would occasionally disappear without effect

  • Fixed an issue where team weapons dying when under the effects of suppression would have their stats permanently diminished. This bug affected all MGs, mortars and the raketenwerfer (many thanks to Cruzz for identifying and fixing the bug).
  • Fixed a bug where Rifleman AT grenades were unresponsive under certain conditions
  • Fixed an issue where certain vehicles (OKW Panzer4/OKW Puma/Universal Carrier) would receive engine damage criticals when hit from non-snare weapons
  • Fixed a bug where the Puma would use the wrong type of projectile after finishing using HEAT shells (fix provided by Cruzz)
  • Fixed an issue where AT Partisans did not have access to AT grenades (bug introduced in v1.9.1)

Source : https://community.companyofheroes.com/discussion/comment/265940#Comment_265940

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1.9.4 UPDATE

  • Fixed an issue where USF and Panzerfusilier AT rifle grenades would sometimes miss their targets

  • Fixed an issue that USF mortars would not “mix” with other types of mortars when double-click selecting all mortars in an area

  • Fixed an issue where “Hold Fire” would not work properly on Mortar Halftracks
  • Fixed an issue where the USF Mortar Halftrack could fire at the enemy without having to rotate towards it

Source : https://community.companyofheroes.com/discussion/comment/265940#Comment_265940

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