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December Balance Preview


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Salut,

Relic a annoncé lundi dernier que la trêve était finie et qu'ils allaient déployé un nouveau patch mi-décembre. Il porte le doux nom de December Balance Preview et sortira dans sa première version sous forme de mod sur le Steam Workshop disponible à ce lien. Cette mise à jour sera en partie basée sur le travail qui avait été fait avec le Winter Balance Preview (qui n'est jamais sorti) accompagné de nouvelles modifications.

Dans le désordre, voici ce qui prévu dans les grandes lignes dans ce patch : refonte de 2/3 commandants par faction qui prennent la poussière (plus d'infos lors du DBP v2), réduction de l'efficacité de certains char lourds d'élite de l'Axe pour les rendre moins spammable et moins dominant en 3v3/4v4, réduction de l'efficacité de nettoyage d'unités de certaines compétences hors-carte (aussi appelé one-click squad wipes), réajustement des unités dominant la meta (principalement soviet comme la Dshka et Bataillon disciplinaire) pour améliorer la stratégie et la diversité, réajustement des rangs de vétéran OKW 4 et 5, réajustement des points de replis avancés des factions OKW et UKF, rééquilibrage des cartes par la communauté et ajout de nouvelles cartes 2v2.

DBP mod disponible sur le Steam Workshop à ce lien : http://steamcommunity.com/sharedfiles/filedetails/?id=1188134341

Ci dessous la version 1 du DBP :

DECEMBER BALANCE PREVIEW V1.0

We are happy to announce the December Balance Preview! Please note the changes below are NOT FINAL and will be undergoing weeks of iteration based on the community's feedback and extensive playtesting in the DBP Mod (which will be publicly available on the Steam Workshop later this week). For more info on what will be included in the December Update and the formerly suspended Fall Balance Preview, please check out our Blog.

For any feedback you have regarding the proposed changes below, make sure to post in out DBP Balance Feedback and DBP Bug thread located in the Balance Feedback section of the forums.

DBP Goals

  • Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch (More info to come - to be included in V2 of the DBP Mod)
  • Tone down the effectiveness of some the Axis’ elite, heavy tanks to make them less spammable and dominant in team games
  • Tone down the squad wiping effectiveness of some over performing, off-map abilities
  • Adjust some of meta dominating units (primarily Soviet) to improve strategic / competitive diversity
  • Improve strategic diversity and quality of life by making minor adjustments to redundant, underused and generalist units

Primary Focus

  • Revitalizing 2 – 3 underused commanders for each faction (more info to come - to be included in V2 of the DBP Mod)
  • Continuing the work from the Fall Balance Preview’s highest rated changes

Secondary Focus

  • Adjustments to units dominating the current Soviet meta in competitive play
      * Lend Lease Commander
      * Maxims & Penals adjustments
      * Conscripts

  • Adjustments to select heavy tanks that are currently over performing in team games
      * OKW Panther V
      * Elefant
      * Jagdtiger

  • Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy (More info to come)

  • Adjustments to OKW and UKF Forward Retreat Points to come with a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games)
  • Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes
    General improvements to help with quality of life and strategic diversity

GENERAL

Blitzkrieg/Overdrive/War Speed/Step On It
* These movement boost abilities will now cease when the vehicle receives an engine critical.

Forward Retreat Points
* UKF FRP requires Company Command Post.
* OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established.
* OKW Battlegroup unable to reinforce if cut-off from friendly territory.
* Reinforcement cost (global) increased by 20% while FRP ability is active
* 2 minute cooldown when FRP ability is deactivated
* 30 sec cooldown when FRP ability is activated (i.e., can't be deactivated for 30s after being turned on)

Sandbags and Ghosting
* All sandbags standardized to 240 health and 35 armor.
* Ostheer sandbags build-time from 60 to 45
* Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct

Repair Speeds
USF Rear Echelon & British Royal Engineers:

  • Vet 0 repair speed reduced from 2 to 1.6
  • Vet 2 repair bonus decreased from 1 to 0.5
  • Heavy Sapper upgrade (sappers only) decreased repair speed from 2 to 0.525

Sturmpioneers

  • Vet 0 repair decreased from 3 to 2

Squad Behaviour
* Added a squad AI behaviour where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground.
* Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons)
* Assist each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique
* Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations.
* Allied squads once again, assign support weapons (e.g., bazookas) to flanks rather than the core of the formation

Smoke Barrages
* Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position

Fuel and Munition Caches
* MP cost increased from 200 to 250

Garrisoning
* Load time for buildings increased to 1 (per model)
* Max load time increased to 3.25 (entire squad)
* Unload time for buildings increased to 0.5 (per model)
 

OKW

Kubelwagon
To decrease the manpower bleed the Kubelwagon can inflict in the early game (primarily vs USF), we have made the following changes:

  • Decrease rear armor from 4.5 to 1.6
  • Decrease front armor from 4.5 to 3.5
  • Increase health form 190 to 240

Jagdtiger
To decrease the on field dominance of the Jagdtiger against Allied tanks, the unit has received the following changes. To help keep the unit useful vs infantry, the Supporting Fire ability has received some performance enhancements.

  • Damage reduced from 320 to 300
  • Accuracy reduced from 0.06/0.05/0.04 to 0.055/0.045/0.03
  • Range reduced from 85 to 80
  • Supporting Fire range reduced from 125 to 95
  • Engine upgrade rotation bonus removed
  • Pop-cap increased from 21 to 23
  • Supporting Fire ability now available at Vet 0
  • Vet 1 replaced with Supporting Fire Barrage shells increased from 3 to 5

Supporting fire changes:

  • No longer collides with terrain
  • Mid distance from 2.25 to 1.5
  • Angle scatter from 6 to 8
  • Distance scatter max from 8.4 to 10
  • Distance scatter offset from 0.1 to 0

Panther V
As arguably the best non-doctrinal heavy tank in COH2, we felt that the unit offered too much benefit to spam and was increasingly dominate when produced in numbers. To encourage players to diversify their late game tech, we have made the following changes:

  • Pop-cap increased from 16 to 18
  • Decreased moving accuracy from 0.65 to 0.5
  • Increased moving scatter from 1.7 to 2
  • Vet 2 +10 % armor bonus removed (also affects command Panther)

Combat Blitz

  • +100% accuracy bonus reduced to +20% (affects all OKW vehicles)

Sturmtiger
* Abandon critical now only occurs from ballistic weapons
* The Sturmtiger Abandon Critical while reloading chance reduced from 50% to 25%
* Damage reduced from 640 to 580
* Manpower cost increased from 560 to 620
* Fuel cost increased from 160 to 180
* Population cost increased from 18 to 20
* All random critical types removed except for vehicle stun

Le.ig
* Now has access to a smoke barrage ability
 

WEHRMACHT

Elefant
Damage has been reduced to prevent the Elefant from two-shotting most Allied tanks.

  • Damage from 320 to 300
  • Pop-cap increased from 20 to 22

Panther V
Unlike the OKW Panther, we feel the OST Panther is more or less in a good spot. However, to make it somewhat more reliable in combat, the variable reload time of the main gun has been reduced.

  • Pop-cap increased from 16 to 18
  • Vet 2 +10 % armor bonus removed
  • Reload time decreased from 5.8 - 6.7 to 5.2 - 5.6 (reload time does not include wind-up)

Stuka Dive Bomb
* Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08
* Increased Munitions cost from 160 to 200
* Removed critical hit modifier

Stuka close air support
* CAS loiter no longer deals deflection/penetration criticals on attacked vehicles
 

SOVIET

M4C Sherman
The M4C Sherman has been tied to Soviet Tier 4 tech to prevent it from being spammed and to encourage players to diversify their tech.

  • Now required the Mechanized Armor Kompenya to be constructed.
  • CP cost decreased to 0

Penal
The Penal Squad has received some minor adjustments to bring it more in line with its cost and to reduce its effectiveness as a powerful generalist unit by offering a more distinct choice between anti-infantry and anti-vehicle.

  • Moving cooldown from 0.5 to 0.75.
  • Reinforce cost increased from 25 to 27
  • Veterancy requirements increased from 540/1080/2160 to 640/1280/2560.
  • Regular Satchels no longer collide with vehicles.
  • Targeted Anti-Vehicle Satchels now require the PTRS upgrade.
  • Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range.
  • Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles.
  • Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry.
  • PTRS Ready Aim Time reduced from 2 to 1.25 (affects all PTRS variants)

Dshka
The Dshka HMG has proved to be exceedingly cost effective and thus the adjustments made to the unit below will bring it more in line with its performance and make it less of a spammable unit.

  • Increased reinforcement cost for vanilla crew from 15 to 20.
  • Traverse speed decreased from 90 to 38
  • Suppression decreased from 0.00044 to 0.00030.
  • Rate of fire multiplier decreased from 2.1/1.5/0.9 to 1.3/1.15/0.9.
  • Setup time increased from 2 to 2.25.
  • Fire aim time from 0.125/1 to 0.125 - 0.5.
  • Ready aim time from 0.375-0.5 to 0.25
  • Population from 6 to 7

Maxim
To make some slight performance improvements to the Maxim HMG, the following changes have been made:

  • Suppression from 0.00006 to 0.000065.
  • Nearby suppression from 1.25 to 1.
  • Ready-Aim Time to 0.125.
  • Fire-Aim Time to 0.125.
  • Fire-Aim Time multipliers standardized to 0.5.

Maxim Suppression Intel Bulletin

  • Suppression bonus reduced from +5% to +1%

Conscript
To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made:

  • Damage from 16 to 12
  • Accuracy from 0.541/0.495/0.334 to 0.7182821/0.6598548/0.55654425
  • Near range increased from 0 to 10
  • PPSH accuracy from reduced from 0.621/0.43/0.2 to 0.5645455/0.3909091/0.181818
  • Molotov upgrade has been merged with the Anti-tank upgrade at the HQ

Veterancy changes:

  • Vet1: Added a Received Accuracy modifier of 0.92
  • Vet2: Molotov range replaced with increased Molotov throw speed
  • Vet3: Added accuracy modifier of 1.1 & Reduced Received accuracy modifier from 0.6 to 0.707

ISU-152
To make the ISU more accessible, in-line with its cost and less dominated vs other super heavy tanks such as the Jagdtiger, the following changes have been made.

  • Armor increased from 310 to 340
  • MP cost decreased from 720 to 680
  • HE Far damage increased from 0.05 to 0.15.
  • HE AOE Distances decreased from 1.25/2.75/4.5 to 0.25/1.5/6.
  • Concrete-Piercing and HE rounds can now bypass landscape/terrain.
  • Scatter Distance max increased from 8.7 to 10.
  • Angle scatter increased from 5 to 6.5.
  • AP Shells deal 50% deflection
     

USF

Calliope
To bring the Calliope more in line with other mobile artillery and less dominant at mid to short range, the following changes have been made:

  • Pop-cap increased 16
  • Delay between rockets fired of 0.125 added
  • Near AOE increased from 0.5 to 0.75
  • Removal of Reload Frequency
  • HP decreased from 640 to 480

Priest
The Priest has received the following changes to make it less abusive and spammable in team games.

  • Mid AOE from 0.15 to 0.28
  • Creeping Barrage weapon now shares the same stats as the standard barrage weapon.
  • Population decreased from 16 to 15.
  • Can no longer be de-crewed.

Jackson
The Jackson has received a slight buff to its health to allow players to be a bit more aggressive and utilize its speed to perform more hit and run tactics. Cost increased to match performance.

  • Health increased from 480 to 640
  • Fuel increased from 125 to 140
  • Manpower increased from 350 to 400

Rear- Echelons / Riflemen
To improve Rear Echelons as a support unit and improve their usefulness at different stages of a match, the following changes have been made:

  • Smoke moved from Riflemen to Rear Echelon (Lieutenant retains smoke)
  • Rear Echelon now have access to the Light M7 mine at a cost of 15 Munitions per mine
     

BRITISH

British Trench
* British Trench now capturable by enemy troops
* Cost reduced from 50 MP to 0 (free)
* Can only be built in captured territory (also affects OST trench)

Firefly
Due to the Firefly's range and accuracy, when combined with the Comet or when multiple Firefly's are fielded, this combination of tank power can prove to be overly dominate (primarily in team games). To compensate, the following changes have been made:

  • Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.4
  • Moving accuracy from 0.75 to 0.55
  • Tulips no longer cancels move commands upon stun when hit
  • Tulips now deal 33% damage versus infantry.

Mortar Pit
* Now has access to smoke barrage at Vet 0
* Vet 1 reduces smoke barrage cooldown
 

BUG FIXES & Quality of Life Changes

  • Fixed an issue where several vehice units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path.
  • Fixed an issue where remanned howitzer crewmembers would cost more to reinforce
  • Fixed an issue where certain infantry models were immune to death from flame weapons
  • Pak43 and 17 pounder now have Prioritise Vehicles permanently on
  • Grenadier LMG 42 now uses the proper upgrade icon.
  • Maxim Sustained Fire now uses the proper ability icon.
  • KV-8 Call-In ability now uses the proper unit icon.
  • Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts.
  • Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers
  • Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer
  • Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger
  • 120mm Mortar flare ability not matching the weapon’s auto-fire range
  • Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration.
  • Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy
  • Fixed an issue where the AI would not upgrade healing or repairs for their respective structures.
  • Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health.
  • Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman.
  • Fixed an issue where officer cost and reinforce times did not match with the rest of their squad.
  • Fixed an issue where Firefly tulips could apply their effects on infantry.
  • The Priest no longer requires 4 models to recrew. Now requires 3.
  • Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned.
  • Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply.
  • Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown.
  • Fixed an issue where certain units could ‘double shot’.
  • Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured.
  • Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.]
  • Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track.
  • Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat.
  • Fixed an issue where it was possible to hide the Sturmtiger aiming its shell.
  • Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover.
  • Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates)
  • Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on.
  • Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies.
  • Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed.
  • Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus.
  • Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage.
  • Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached.
  • Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars
  • Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire.
  • Fixed an issue where it was possible to stack multiple booby traps together on the same location.
  • Fixed an issue where Prioritise vehicles would, sometimes, not show when multiple AT guns were selected together
  • Emplacement range is now visible both when setting up and after they have been built
  • Fixed Hammer vehicle tracking (wouldn’t refresh properly); duration decreased from 15 secs to 7 secs to compensate
  • Recovery Sappers (UKF doctrinal) can now upgrade to heavy sappers and build structures, like vanilla sappers (QoL)
  • Fixed an issue where some infantry squad models would cost more than 1 popcap (affected recrewed AT guns)
  • Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry
  • Increased medic search radius for MedHQ and made it impossible for players to place it too close to pathblocking objects (to prevent squads from being stuck)

Source : https://community.companyofheroes.com/discussion/244441/december-balance-preview-changelog/p1?new=1

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DBP V1.1 UPDATE

In light of recent feedback, our goals and the direction we would like to take the existing changes in the DBP, we have made the following changes to the DBP mod prior to release. The DBP mod is now available for download on the Steam Workshop. As always, please play the mod and give us your feedback in the Balance Feedback section of the forums.

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WEHRMACHT

Tech Cost Restructuring
To allow Wehrmacht players to explore more diverse build orders and have access to a more versatile roster we have moved the majority of tech costs from Tier 3 and 4 buildings to Battle Phase 2. This change does not affect the amount of required resource to unlock T3 or T4 directly, however, it does allow players to better adapt their strategies in the late game by making teching to T4 from T3 or back-teching from T4 to T3 a viable option.

  • Battle Phase 2 costs increased from 100MP/45FU to 200MP/90FU
  • Battle Phase 3 costs decreased from 100MP/45FU to 100MP/25FU
  • Support Armor Korps costs decreased from 240MP/60FU to 140MP/15FU
  • Heavy Panzer Korps costs decreased from 200MP/50 to 100MP/25FU
     

OKW

Sturmpioneer
We are toning down the efficiency of Vet 0 repair speed (with or without the minesweeper) to further promote aggression and risk-taking, much like for the Soviet and Wehrmacht factions (i.e., keep the engineers in the front line so that they can accumulate veterancy, as opposed to keeping them safe).

Sturmpioneers are receiving a reduction to their repair speed to better match other factions. Their veterancy 0 repair speed with or without the minesweeper has been reduced to promote aggression with Sturmpioneers to vet up.

  • Base Repair speed to 2
  • Veterancy 2 Repair rate to 0.75
  • Minesweeper Repair rate to 25% rather than a flat bonus of 1.
  • Vet0 repair: 2
  • Vet2 repair: 0.75
  • Minesweeper repair: +25% (so that its power is spread more evenly between stock and vet)

Panther V
Due to the performance reductions noted in V1.0 of the DBP changelog, the Panther V has received a fuel cost reduction to bring its performance better in-line with its value.

  • Fuel cost from 200 to 185

Combat Blitz
We are changing Combat Blitz to bring it more in line with similar abilities (e.g., Blitzkrieg/Emergency Warspeed). The changes will make it so that Combat Blitz remains a valuable asset to be used offensively. However, it will not be able to be used as readily to retreat.

  • Received accuracy modifier increased from 0.5 to 0.75 (to match Wehrmacht variant)
  • Now increases main gun reload speed by 25% (even when not moving)
  • Speed bonus for Panther/Command Panther/King Tiger decreased from +40% to +20%
     

USF

Jackson
* Jackson moving accuracy from 0.75 to 0.65 (affects all guns)

Rear Echelon
The received accuracy penalty for Volley-Fire is being reduced to allow this ability to be viable in more situations when Rear Echelon come under-fire. This allows Rear Echelon in cover to suppress approaching troops without taking high amounts of damage in return.

  • Volley-Fire Received Accuracy Penalty from 40% to 15%.

USF Mortar
* Smoke barrage range increased from 65 to 80
* Vet 1 smoke barrage range increase removed
* Vet 1 decreases cooldown of smoke barrage by 25%

Firefly
* Vet 3 damage bonus reduced from +80 to +40
 

Bug Fixes & Quality of LIfe

  • Crocodile main-cannon will now respond to attack commands. Added Hold Fire and Prioritise Vehicles abilities that the main cannon can benefit from.
  • A number of issues have been fixed revolving around the glider should it crash-land. The Headquarters Glider will now also be able to rebuild the Airlanding Officer should the unit be destroyed.
  • We are reducing the amount of unnecessary clicks surrounding stealth abilities by allowing the following units to move at their full speed when they have been revealed whilst the ability is still active:
  • Raketenwerfer
  • Doctrinal Soviet AT gun ability
  • Jagdpanzer4
  • Luchs
  • Half-tracks are being given slightly more utility by allowing them to transport the majority of weapon teams. Do note weapon teams will not fire their crewed weapons out of open-topped half-tracks.

Model 24 Stun Grenades
We are fixing a couple issues with the German Stun Grenades while maintaining their current functionality.

  • Stunned squads are immobilized for the duration of the 5 second stun.
  • Fixed an issue where stun nades would permanently break team weapons
  • This affects both OKW stun nades and OST stun nades

Target Weak Point/Treadshot (Quality of Life)
This change affects the mode of operation for TWP that applies to StuG Gs, Pak guns, Pumas and the Elefant. Target Weak Point should now only fire one shot, but the player has more time to aim the ability and can be used on the move.
Target Weak Point now last for 10 seconds or until the unit fires its first shot while using this ability.
Activating the ability forces the unit to reload before being able to fire
The similar-to-operate AEC treadshot ability behaves in a similar way (2 shots within 15 seconds)

Source : https://community.companyofheroes.com/discussion/comment/272276#Comment_272276

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DBP V1.2.1 UPDATE

Available on the Steam Workshop: SUBSCRIBE NOW

GENERAL

Forward Retreat Points (affects all FRPs)
* Penalty changed to +75% reinforcement time per model
* It is now, again, possible to immediately disable the FRP (30 second deactivate cooldown removed); 120 second cooldown on re-activating FRP after deactivation remains
 

USF

Rear Echelon
* Can no longer use smoke when upgraded to flamethrowers
* Light M7 mines now only detonate on vehicles (not infantry)
 

SOVIET

Conscripts
Our original changes to Conscript DPS caused an unintended, but significant increase in their DPS around ranges 5-to-15. We are adjusting the values to obtain the intended DPS curve.

  • Near range reverted from 10 to 0
  • Near accuracy adjusted from 0.7182821 to 0.7572339
     

BUG FIXES

  • Fixed an issue that prevented squads from properly obeying garrisoning commands
  • Readjusted pathfinding behaviour for vehicles to avoid suboptimal behaviour around obstacles
  • Addressed an issue with Target-Weak-Point and Treadshot abilities, that they were taking too long to fire
  • Hammer tracking; partially revert duration from 7 secs to 9.5 secs
  • Adjusted Lend-lease Sherman hotkey to avoid overlap
  • Fixed an issue where the Jackson would cost more than intended (cost from 145FU to 140FU)

Source : https://community.companyofheroes.com/discussion/comment/272510#Comment_272510

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DBP V1.3 UPDATE

The December Balance Preview is off to a good start and the community's feedback has been incredibly helpful as we work on fine tuning these changes throughout the remainder of the iteration period. In this update we changed focus to look at various elite infantry units and potential over performing bonuses acquired through veterancy. The following proposed changes is aimed to help within infantry scaling for various factions.

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Commander Revamp Update

As the Commander Revamp survey has now closed, we are excited to announce which commanders we will be looking at revitalize in the December Update. We hope to complete our first pass on the proposed changes to the commanders listed below before the end of next week. Similar to all Balance Preview changes, the Commander Revamp changes will be available to test in the DBP Mod when the changes are ready to go.

Commander Revamp Commanders
* (USF) Recon Support Company
* (USF) Mechanized Company
* (SOVIET) Tank Hunter Tactics
* (SOVIET) Guard Rifle Combined Arms Tactics
* (BRITISH) Royal Engineer Regiment
* (BRITISH) Commando Regiment
* (OKW) Feuersturm Doctrine
* (OKW) Luftwaffe Ground Forces Doctrine
* (WEHRMACHT) Jaeger Light Infantry
* (WEHRMACHT) Osttruppen Doctrine)
 

GENERAL

Infiltration Units
To give players a better chance to react to infiltration units and to reduce the number of guaranteed squad wipes caused by infiltration unit abilities, the following change has been made:

  • All abilities now start on cooldown (the default cooldown of the ability)
    This affects:

  • Infiltration Commandos

  • Fallschirmjager
  • Partisans, both variants
  • Stormtroopers
  • JLI

Demo Charges
To give players an opportunity to react to activated demo charges and to reduce mass squads wipes of this weapon, the following changes have been made:

  • Demo Charges now have a 3s timer once activated (timer is visible to all players; similar to satchel)
  • Cost reduced from 90MU to 65MU

Garrisoning
We have made some fine tuning changes to garrisoning to make it feel more responsive and reduce squad wipes on building destruction.

  • Reduce unload time from 0.5 to 0.375 (per model)
  • Reduce load time from 1 to 0.75 (per model; 3.25 remains max per squad)
  • Reduced grenade damage vs buildings (the structure itself; not the units garrisoned inside)
     

USF

Rear Echelons
Volley-Fire’s potency is being reduced on weapon rack items to prevent Rear Echelon from immediately pinning down infantry in the late game if they are upgraded.

  • Now all slot weapons gain a 0.0025 suppression that does not ramp up
  • Lowered suppression values for the BAR by 50% and the M1919 LMG by 70% when Volley-Fire is active.

Captain
‘On Me!’ will no longer provide combat bonuses to better represent the abilities lack of munitions cost and to limit the power of blobbing infantry around the Captain. ‘On Me!’ will still break suppression and allow infantry to sprint to allow USF players to relocate units on the field.

  • Removed the weapon accuracy and received accuracy bonuses from ‘On Me!’ (it still breaks suppression and makes inf run faster)

M36 Jackson
The M36 is having its damage modified to make it less potent in terms of burst damage against lower health vehicles while becoming more reliable vs heavy tanks (HVAP rounds remain unchanged).

  • Damage from 200 to 160
  • Penetration from 240/220/200 to 260/240/220
     

SOVIETS

Soviet Forward HQ (Commander Ability)
To make this ability less frustrating to counter while keeping it a viable option for Soviet players, the following changes have been made:

  • Requires structure to be in connected territory.
  • +50% damage converted to+25% accuracy
  • Armor modifier from +50% to +25%
  • Reduced cost from 300MP/60FU to 250MP/40FU

For Mother Russia (Commander Ability)
The ‘For Mother Russia’ ability is having its potency reduced to bring it in-line with the recent changes to Conscripts.

  • +100% Armour bonus removed (accuracy and speed bonuses remain)
  • Duration reduced from 60 seconds to 30.

Conscripts
We are reverting the AT grenade and Moltov upgrade merge due to its cost effectiveness while making minor adjustments to some Conscript abilities.

  • Molotov cost from 15 to 20 (does not affect Partisans)
  • Tripwire cooldown from 0 to 30
  • AT Grenade upgrade and Molotov upgrade are once again separate
  • Molotov tech cost reduced from 125MP/15FU to 80MP/10FU

T-34/76
We are slightly increasing the cost of the T-34/76 to match its performance.

  • Fuel price increased from 80 to 90

PM-42 (Soviet T2 mortar)
The PM-42 Mortar will now have the ‘Flare’ ability from the start to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.

  • ‘Flare’ ability no longer requires veterancy
  • Veterancy 1 reduces ‘Flare’ recharge by 25%

ZiS-3 Divisional Field Gun (AT gun)
We are improving ZiS-3 access to its barrage ability to make up for its low rate of fire and limited penetration. This will emphasize ZiS-3’s secondary role as an indirect fire unit that can soften up enemy positions.

  • Popcap reduced from 9 to 7, to match its performance
  • Reduced cost of ZiS-3 barrage ability from 60MU to 35MU
     

WEHRMACHT

Grenadiers
Grenadiers are receiving a decrease to their population to better match their performance in comparison to other mainline infantry.

  • Popcap reduced from 7 to 6

Pak 40
The Pak 40 is having its population reduced to better match its performance with other anti-tank guns.

  • Popcap decreased from 9 to 8 to match actual performance

251 Flamethrowers
With the recent changes to garrisons, the 251 is getting a reduction to its damage against entrenched infantry to give players a chance to react and de-garrison.

  • Far-AOW reduced from 1 to 0.5 (mainly affects anti-garrison damage)

Stug G
We found StuG G’s ‘Target Weakpoint’ ability over performs for its cost while the unit's machine gun lacked some needed defensive capabilities vs infantry. Thus, the following changes have been made:

  • TWP's main-gun disable reduced from 15 seconds to a blind critical that lasts 5 seconds.
  • TWP's damage reduced by 50% (to account for guaranteed penetration)
  • MG cost reduced from 50 to 30
  • MG range increased from 35 to 40

Ostwind
The Ostwind is being improved to make it more consistent and reliable as an anti-infantry platform (regardless of map) while still able to chip away at armoured vehicles.

  • Projectile no longer collides with terrain
  • Distance scatter max increased from 2.9 to 3.5
  • AOE distance reduced from 1/1.25/1.5 to 0.5/1.5/2 (to compensate for projectile changes)
  • AOE damage reduced from 1/0.15/0.05 to 0.8/0.2/0.1 (to compensate for projectile changes)
  • Cost reduced from 100FU to 90FU (does not affect the OKW version)
  • Penetration increased from 45/40/35 to 55/50/45
  • Max range increased from 40 to 45

Tiger (does not affect Tiger Ace)
The Tiger is receiving mobility boosts to allow the Tiger to navigate the battlefield more easily and disengage from threats such as anti-tank guns or tank destroyers.

  • Speed from 4.7 to 5.2
  • Acceleration from 1.5 to 1.8.
  • Deceleration from 1.8 to 2
  • Popcap increased from 19 to 20

Panzer IV
To allow the Panzer IV to better combat medium tanks at a distance where it has the advantage of stronger frontal armour and rate of fire, the unit is receiving a slight penetration increase.

  • Penetration increased from 120/110/100 to 125/115/110
  • Fuel cost reduced from 125 to 120

Panther V
Now in an even better spot.

  • Coaxial and hull MGs performance improved to now match the OKW Panther

Elefant
Given the Elefant’s role as a dedicated anti-armour vehicle, its accuracy is being increased to improve reliability at range.

  • Accuracy increased from 0.05/0.375/0.025 to 0.055/0.045/0.03

**JU87 Close Air Support Loiter (Commander Ability) **
We are slightly lowering the damage of the JU-87 to ensure it remains a potent ability, but is no longer capable of outright destroying medium tanks in a single pass.

  • JU87 Loiter damage reduction from 60 to 50
     

OKW

Sturmpioneers
We are increasing the viability of Sturmpioneers to allow them to better support the rest of OKW army in a combat role.

  • Reinforce time decreased from 10s to 7s.
  • Build time decreased from 40s to 28s.
  • Population cost decreased from 9 to 8
  • Panzerschreck price decreased from 90 to 70

Veterancy Changes

  • Veterancy 4 -23% Received Accuracy and +15% accuracy bonuses removed
  • Veterancy 5 +40% weapon accuracy moved to Veterancy 4 (Vet 5 bonus of no longer taking extra damage while repairing remains)
  • Veterancy requirements reduced to 580/1160/2320/2900/3770 (approximately a 10% reduction)

Base Flak Defenses
We are removing the OKW's free Anti-air capabilities to bring their AA better in-line with other factions.

  • Can no longer fire at air targets

Schwerer Panzer Headquarters
Due to the nature of the Panzer Headquarters flak cannon, we are limiting its ability to shut down aerial-based abilities without some form of trade-off.

  • No longer automatically engages aircraft
  • Now has an Anti Air ability which activates AA mode for 60 seconds (while active it can engage both ground and air targets). After AA ability finishes, the gun will go on a cooldown for 60s where it can not engage any targets (air or ground)

Stuka
We are adjusting the performance of the Stuka to prevent it from destroying team weapons and buildings in a single attack while making it more vulnerable to flanks and assaulting tanks.

  • Damage vs team weapons reduced by ~50% (affects the weapon, not the squad)
  • Damage vs Garrison buildings reduced by 50% (affects the building, not garrisoned squads)
  • HP reduced from 320 to 160

Panzer II ‘Luchs’
The following changes aims to reduce the Luchs potency vs vehicles and further define its role as an anti-infantry unit.

  • Moving scatter penalties increased from 1.25 to 2
  • Target table modifier vs vehicles of 0.0625 added

Volksgrenadiers
We found that high veterancy and upgraded Volksgrenadiers scaled too well vs other core infantry and overshadowed much of the OKW's own elite infantry. To compensate for this, the following changes have been made:

  • Flame grenade now unlocked when the first sWS Supply Half-track hits the field
  • Flame grenade now has a 0.75s timer on explosion
  • Faust price reduced from 30 to 25

Veterancy Changes

  • Veterancy 3 Received Accuracy bonus increased from 0.9 0.86
  • Volks require cover and to be stationary to benefit from their Vet 4 sight bonus
  • Vet 3's passive healing ability moved to Vet 5
  • All combat bonuses from Vet 4 and Vet 5 (+15% accuracy bonus & -20% weapon cooldown) removed

Sturmtiger
The Sturmtiger is being further adjusted to limit its ability to hide in the FOW and destroy units without being seen. In return, we are improving aspects of the Sturmtiger's defensive capabilities to compensate.

  • Popcap reverted from 20 to 18
  • Sturmtiger can no longer fire through buildings (Buildings now act as shot blockers)
  • Range reduced from 45 to 40
  • Reload duration decreased from 50 seconds to 40 seconds
  • Veterancy requirements decreased by 33%
  • Veterancy 1 grenade far damage increased from 0.05 to 0.25, radius decreased from 5 to 4.5, and AOE penetration decreased from 23 to 15

Le.IG 18
The Le.IG is being tuned to require more player input to be used effectively. In return we are boosting its damage against ambient structures improving its support and anti-garrison ability.

  • Auto-attack range decreased from 100 to 85
  • Autoattack range bonus removed from Veterancy 1
  • Anti-structure damage increased (from 1/0.5/0.25 to 2/0.3/0.15)
  • HE Barrage recharge time increased from 30 secs to 40 secs
  • Smoke barrage recharge time independent from HE barrage
  • Intel Bulletin for barrage recharge lowered from -25% recharge to -10% recharge

Kubel
The Kubelwagen’s armour is being slightly adjusted to make the Kubel more vulnerable to strikes from the front, but slightly less vulnerable to flanks. The previous changes to hitpoint and armour meant a Kubelwagen could still cost-effectively duel most infantry units in the field during the early game.

  • Front armour further reduced from 3.5 to 3
  • Rear armour partially reverted from 1.6 to 1.9

Panzer IV
We want to make OKW Panzer IV to be slightly less vulnerable to infantry rushes and more effective in a generalist anti-infantry / anti-tank role. To accomplish this, the following changes have been made:

  • Cost changed from 360MP/150FU to 380MP/140FU
  • Population cost increased from 12 to 14
  • Scatter improved from 7.5/6.4 (angle/distance) to 6.5/5.54
  • Penetration increased from 120/110/100 to 125/115/110

Veterancy Changes

  • Veterancy 2 scatter veterancy increased from 0.75 to 0.866
  • Veterancy 4 range bonus removed (scatter bonus remains)
  • Veterancy 5 - Panzer IV must be stationary to benefit from sight bonus (similar to spotting scopes)

Panther V
We are adjusting the OKW Panther veterancy to be more manageable for the opposing player when it hits later veterancy.

  • Veterancy 4 range bonus removed (scatter bonus remains)
  • Veterancy 5 - Panther V must be stationary to benefit from sight bonus (similar to spotting scopes)

King Tiger
The KT has received a slight adjustment to its veterancy 4 to help prevent it from out scaling opposing players.

  • Vet 4 sight bonus removed (scatter bonus remains)

Pazerfusiliers
The following changes aim to put Panzerfusilliers on-par with other, similar infantry in the late game and encourage the use of flares for increased sight.

  • Population from 6 to 8
  • G43 upgrade sight bonus decreased from +50% to +20% (from 52.5 to 42)
  • Veterancy 4 +15% accuracy changed to +15% capture and decapture rate.

Obersoldaten
Obersoldaten are being made more accessible through a number of changes with only some adjustment regarding their late game veterancy to prevent them from them out scaling counterpart infantry units.

  • MP Cost reduced from 400 to 340
  • LMG34 and Stg44 munitions cost increased from 60 to 80
  • Reduce reinforcement time from 12.5+ to 9
  • Built-time from decreased from 50 seconds to 36s.
  • Popcap reduced from 10 to 9
  • Veterancy 4 received accuracy bonus removed
  • Veterancy 4 suppression bonus converted to “Suppressive Fire ability”

Fallschirmjäger
Fallschirmjager are being adjusted to have better stock performance with only minor changes to their veterancy. Population is also being adjusted to match other Axis elite squads.

  • Received accuracy improved from 0.87 to 0.83
  • Veterancy 3 received accuracy bonus removed
  • Population from 8 to 9
  • Can now camouflage in cover when stationary without veterancy

JP4
We feel that the Jagdpanzers veterancy bonuses made it scale too well and become too lethal at higher veterancy. To reduce its lethality while keeping it an effective Tank Destroyer we've made the following changes:

  • Increased range from which it can be detected from 10 to 20

Veterancy Changes

  • Veterancy 2 armour and sight bonus removed
  • Vet 2 now increases accuracy by 20%
  • Veterancy 5 ambush damage/accuracy/pen bonus reduced from +150% to +25%

Raketenwerfer
To make the Raketen more reliable and consistent while bringing its stealth better in-line with other stealthed units, we've made the following changes:

  • Vet 1 speed bonus when stealthed reduced from +100% to +25%
  • Projectile now ignores terrain elevation
  • Raketenwerfer can no longer be suppressed
     

BRITISH

PIATs
Due to the British's lack of snares and difficulty competing against light vehicle rushes, the following changes have been made to the PIAT.

  • Range increased from 30 to 35
  • Far accuracy decreased from 0.038 to 0.025
  • Mid-range increased from 15 to 25

Trenches
* Trench target size now significantly increases when they are abandoned (to allow tanks/AT to clear and destroy)

Mortar pit
To bring the counter play between the Mortar Pit and LeIG in-line, we have made the following changes:

  • Mortar Pit auto-attack range decreased from 115 to 90
  • HE/smoke barrage cooldown decreased from 75 to 40 seconds
  • Smoke barrage on independent cooldown form HE barrage
     

BUG FIXES & QUALITY OF LIFE CHANGES

  • Fixed issue where USF grenade bulletins were not applying to Rear Echelon smoke
  • Readjusted pathfinding
  • Remove forced movement from Commando squads that have recently deployed (makes squads ignore orders)
  • Removed Tank Elite Armor, Tank Commander arty from firing into the base
  • Improved the mine laying speed of Assault Engineers and Paratroopers to match other squads
  • Changed Ostruppen cover bonus indicator. Instead of an overhead crosshair indicator, Ostruppen cover bonus displays in the same way as the Tommy cover bonus indicator
  • Increase duration of TWP-like abilities, to match initial delay
  • Added a warning line for Stun Grenades

Source : https://community.companyofheroes.com/discussion/comment/272585#Comment_272585
 

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DBP V1.4 "THE BRITISH" UPDATE

The V1.4 Update continues with some minor iterations to the Soviet, USF, OKW and Wehrmacht as well as some significant changes to the British Forces.

SUBSCRIBE NOW
 

GENERAL

Demo Charges
* Can no longer be planted on territory points
* Fuse timer change reverted
* Demo charges are now revealed by all units within 7m.
 

SOVIET

Conscripts
In light of the recent changes made to Conscripts, to prevent them from scaling too well at higher veterancy with picked up weapon upgrades, the following change has been made:

  • Max number of slot weapons reduced from 2 to 1

IS-2
To make the IS-2 more reliable at range, the following changes have been made:

  • Scatter offset decreased from 0.25 to 0.185
  • Far AOE increased from 0.05 to 0.1
     

WEHRMACHT

Ostwind
Due to the recent performance enhancements made to the Ostwind, we reverting the range increase to make it slightly more vulnerable.

  • Range reverted from 45 to 40
     

OKW

Le.IG
To further increase the required management of the unit, the following changes have been made:

  • Auto-attack range reduced from 85 to 80
    Veterancy Changes

  • Veterancy 3 smoke recharge moved to veterancy 2

  • Movement speed bonus removed from veterancy 2 (Received Accuracy bonus remains)
  • Number of extra barrage shells received from veterancy reduced from +4 to +1
     

USF

Captain On Me
To prevent the "get out of jail free card" this ability provides to blobbing, the following changes have been made:

  • Previous changes reverted
  • Player can now only target one unit within a 25m radius of the Captain
  • Now has a 45 second cooldown

M36 Jackson Tank Destroyer
To improve the Jackson's tank hunter capabilities, the following changes have been made:

  • Moving accuracy changes reverted for main gun and HVAP.
  • Main gun reload from 5.2/5.8 to 4.375/4.975 (Note - Jackson still retains its wind-up and wind down delays of 1.125/0.5)
  • Veterancy 3 reload bonus reduced from 30% to 15%
     

BRITISH

UKF Artillery Commander Concentration barrage
* Can no longer fire through the FOW
* Now always fires Airburst shells, regardless of Anvil tech

Emplacements
To increase vulnerability of emplacement to their counters, the following changes have been made:

  • Brace duration reduced from 30 secs to 20 secs
  • Incoming repairs reduced by 75% while brace is active

Mortar pit
* Garrison bonus changed from reload bonus to barrage recharge bonus (-25% recharge)
* Mortar Pit autoattack reduced from 90 to 85

Forward Assembly
To increase diversity and utility of the FA while decreasing the benefits of emplacement clumping, the following changes have been made:

  • Emplacement aura removed
  • Cost reduced from 250MP to 200MP
  • Can upgrade Medics that provide passive healing for 50MP/60MU
  • Advanced Fortifications removed
  • Medic upgrade, Forward retreat upgrade and Repair station upgrade are mutually exclusive
  • Repair engineers (passive) can no longer repair their own repair station

17-pounder
* Popcap reduced from 20 to 14
* Arc indicator added
* No longer possible to garrison the 17-pounder
* Reload speed normalized from 5 - 7 to 5.5
* Flares from garrison bonus to veterancy 1.
* Piercing rounds moved from Vet 1 to Vet 0

Tommies (also affects Tank Hunter Infantry Sections)
We feel that Tommies come out of the gate with too much raw power but also lack the offensive ability to effectively assault a position. Therefore, to make Tommies feel more reliable and to improve their consistency on the battlefield, we've made the following changes:

  • Moving accuracy modifier increased from 0.25 to 0.35
  • Vet 0 Received Accuracy reduced from 0.8 to 0.9
  • Scoped Enfields Vet 3 bonus removed (this causes Tommies to drop their Bren guns, even though enough models are alive)
  • Bren gun reload time decreased from 8-9 secs to 6.5 secs
  • Population cap reduced to 6 from 7 (Becomes 7 at 5-man)
  • Increased cone of fire from 1 to 5

British Infantry Cover bonus
* Sappers, Sniper and Commandos no longer gain -10% RA bonus when in cover

Sappers
We felt that Sappers scaled too well and become too cost effective as the game progressed compared to the British's mainline infantry. To compensate for this, the following changes have been made:

  • Target size increased from 0.8 to 0.9
  • Veterancy 3 reinforcement bonus reduced from -20% to -10% (-6MP to -3MP) (Received Accuracy bonus remains)
  • Popcap reduced from 6 to 5 (Becomes 6 with 5 man squads)

Anvil
To increase the appeal of Anvil to be more on par with Hammer and to bring its cost better in-line with its benefits / performance, the following changes have been made:

Heavy Sappers
* Movement speed penalty reduced from -50% to -25%
* Armor bonus reduced from +1 to +0.25

Churchill
* Population cap reduced from 18 to 16
* Smoke projector speed penalty removed
* Veterancy 1 side-hatch SMGs moving accuracy penalties increased from 0.5 to 0.85.

Airburst shells
* Now fire at randomized intervals between 5-10 seconds
* Now have a 15 radius scatter

Heavy Gammon Bomb
To make the Heavy Gammon Bomb a better building clearing tool and more in-line with the Satchel charge, the following changes have been made:

  • Cost reduced from 75MU to 50MU
  • Damage increased from 200 to 340
  • AOE distance decreased from 1.5/3/4.5 to 1.25/2.5/3.75

Crocodile
To brine the Crocodile's performance better in-line with its cost, the following changes have been made:

  • Rotation rate reduced from 35 to 30
  • Popcap increased from 18 to 20
  • HP decreased from 1400 to 1080
  • Armour increase from 240 to 290
  • Crocodile damage output decrease by 30% (flamer to 7/ flamesweep to 6)
  • Flamethrower range normalized from 25/39 to 32

Centaur
We felt that the Centaur lacked needed anti-garrison abilities and suffered from low mobility which made the unit ineffective on certain maps. To resolve theses issues, the following changes have been made:

  • Garrison table modifiers changed from 0.4 accuracy and 0.5 damage to 0.5 accuracy and 0.35 damage
  • Damage all in hold modifier from false to true (All models in the building will take Far AOE damage)
  • Acceleration increased from 1.5 to 1.8
  • Speed increased from 4.6 to 5.2

25 Pounder (Base Howitzers)
We are changing 25 pounders so that they become effective as a fast-response artillery that can be used to negate buildings or take down enemy emplacements. Airburst changes make it so that teching Anvil will allow the 25 pounder barrage to also double as an area-denial ability.

Damage

  • First Howitzer now fires 4 shells from 6
  • Second Howitzer now fires 5 shells from 6.
  • Reload decreased from 4.7 to 4
  • Now always penetrates
  • Now does 75% extra damage against team weapons.
  • AOE damage to friendlies from 0.025 to 1/0.25/0.1

Scatter

  • First howitzer has 0 angle scatter and 5 scatter-max and 1 scatter-ratio
  • Second howitzer has 7.5 angle scatter, 12 scatter-max and 1 scatter-ratio
  • Airburst shells have a randomized 3-10 second interval between them and come with increased scatter radius (from 7 to 20 radius)

Responsiveness

  • Horizontal and vertical rotation rate increased from 25 to 40
  • Shell speed increased from 29 to 40

Usage/Cooldown

  • Cooldown decreased from 150s to 80s
  • Suppression reduces howitzer flare throw range by 33%.
     

For more details on the British Commander changes as part of the December Update's Commander Revamp, check out the December Commander Revamp Changelog.
 

BUG FIXES & QUALITY OF LIFE CHANGES

  • Fixed an issue where Walking Stuka barrages would not share cooldown
  • Volks flame grenade now available when truck hits the field (as advertised last update)
  • Tripwire flare cooldown fixed

Source : https://community.companyofheroes.com/discussion/comment/272771#Comment_272771

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COMMANDER REVAMP PART 1 - THE BRITISH FORCES

We kick off the first round of changes coming with the Commander Revamp by looking at the British Forces. As with all December Balance Preview changes, the changes proposed below are NOT FINAL and will be put through weeks of iteration as we listen to your feedback and continue to test the changes in action. We encourage the community to test and play these changes as much as possible and give any feedback they may have in the Commander Revamp Feedback thread located in the Balance Feedback section of these forums.

If you would like to test these and all upcoming Commander Revamp changes, make sure to SUBSCRIBE to the December Balance Preview on the Steam Workshop.

Please note that you can only test the DBP changes via Custom Games by selecting the mod in the lobby's Options menu under
"Tuning Pack".
 

BRITISH

Commandos Regiment

The major limiting factors of the Commandos Regiment commander is that, most of the abilities are extremely map-dependent. At the same time, we feel that the low accessibility of the Commandos, as well as Commando’s poor synergy with the faction hurts the commanders versatility.

While Mortar Cover and Air Supremacy are extremely strong abilities by themselves, we feel this commander fails to provide any long-term sustainable abilities. The commander has been reworked to support aggressive infantry-oriented play. Since the commander is extremely munitions based, most of the abilities have been reworked to provide a smaller, but more concentrated effect for an affordable cost.

Commando Glider
We feel that one of the issue of infantry-oriented British builds is the lack of field presence that stems from lack of on-map reinforcement options.

  • Cost decreased from 500 to 390
  • CP decreased from 4 to 3
  • Cooldown decreased from 240 secs to 60 secs
  • Infantry can now reinforce from glider in enemy territory

Commandos (affects all variants)
Commandos’ most powerful ability is throwing gammon bombs. We find that the Commando SMGs suffer from poor moving performance and tends to typically under perform. At the same time, Commandos’ ambush “bonus” which triggers a non-voluntary sprint is extremely powerful vs weapon teams and Grenadiers, but is becomes a liability vs OKW infantry. Finally, Commandos earn little benefit in terms of combat bonuses with their veterancy.

Base stats

  • Moving accuracy from 0.65 to 0.75
  • Reinforcement time reduced from 8.5 seconds to 7.25 seconds
    *Popcap reduced from 10 to 9

Light Gammon Bombs

  • Gammon bomb timer increased from 1 to 1.25
  • Damage decreased from 120 to 100
  • AoE distance decreased from 1.25/2.5/3.75 to 1/2.1/3.75
  • AoE damage far increased from 0.25 to 0.3
  • Cost increased from 35 to 40

Smoke Grenade Ability

  • Moved from Vet 1 to Vet 0
  • Now blocks fire and vision
  • Cost increased to 25 from 15
  • Does not break stealth when fired
  • Shares a cooldown with Gammon bomb ability

Ambush

  • Sprint bonus from ambush (+50% speed for 5 seconds) changed to +35% speed for 2.5 seconds
  • Commandos can now fire their weapons while moving when the Ambush bonus is active
  • Sprint bonus now requires Veterancy 2

Veterancy

  • Self heal moved from Veterancy 3 to Veterancy 1
  • Vet 2 accuracy modifier increased from +25% to +30%
  • Vet 3 now provides a Receive Accuracy bonus of 0.9

Smoke raid
We are changing this ability to benefit all British squads but, again, keep its scope small, targeted and sustainable. The ability now revolves around ambushing, and making advances over enemy territory using smoke.

  • Now a targeted ability that affects a large area (can only be targeted in enemy sector or frontline territory, so as not to conceal the stealth effect)

Smoke

  • Delivers LOS blocking smoke at the target location
  • All infantry units will cloak during the duration of this ability, when in cover.
  • Light cover smoke is dropped on non-commando infantry every 15 seconds. Does not apply to commandos.

Decap speed

  • Now applies properly to all squads

Assault
We are changing the way the ability works to give it a more offensive nature.

  • Accuracy bonus and speed increase now affects all infantry squads.
  • Sprint replaced by 25% speed increase allowing units to fire on the move
  • Accuracy bonus reduced from 25% to 15%
  • Tommies gain +100% accuracy on the move. Does not apply to heavy weapons
  • Cost reduced from 100MU to 90MU
  • Duration from 60 seconds to 45

Mortar Cover
* Now covers a selected area with a radius of 25m (no longer an entire sector)
* Recharge time reduced from 240 seconds to 120 seconds
* Cost decreased from 150MU to 130MU

Air Supremacy
A recon plane will now fly over the area before being followed by autocannon armed Typhoons that will strafe vehicles and infantry once. Three heavy bombers will follow up afterwards, bombing the area.

  • Cost decreased from 325 to 250
     

Royal Engineer Regiment

We find that the primary downsides of this commander are poor synergy with the faction, as well as highly-situational abilities. To improve its viability and utility, we have made the following changes:

Stand Fast
* The player now must target an emplacement they would like the ability to affect
* Brace and healing is reduced during combat by 50%
* Cost reduced from 50 to 40.

Vehicle Repair
* Recharge time from 120s to 45s
* Cost from 100 to 40
* Effects end when the vehicle is fully healed.

Command Vehicle
We are readjusting some of the most extreme risk-reward elements of the ability to allow it to be integrated in more strategies.

  • Command Vehicle no longer affected by a speed penalty or a received accuracy penalty. Still retains the -50% accuracy and the +100% reload time modifier.
  • AVRE Petard mortar abilities now affected by the reload time increase
  • Aura no longer affects emplacements
  • Command Vehicle recon cost to 50 munitions
  • Loiter time reduced from 90 to 45.

Command Vehicle Aura
* Accuracy decreased from +35% to +20%
* Cooldown bonus decreased from -30% to -20%
* Reload bonus reduced from -30% to -20%
* Received accuracy modifier removed

AVRE
Projectile arc changed to match Sturmtiger (will not fly over most obstacles, but will almost always collide with vehicles in front of the AVRE)

  • Reload time increased from 30 secs to 40 secs
  • Cost changed from 600MP/140FU to 560MP/160FU
  • Rotation rate from 35 to 30
  • HP reduced from 1400 to 1080
  • Armour increased from 240 to 270

Anti-Building Mortar Support
We find that the ability is extremely map dependent and thus limited in use. The building-destroying aspect of the ability is often unneeded, as the ARE can perform similar duties with greater flexibility. To improve the abilities usefulness and effectiveness, the following changes have been made:

  • Steadily drops 8 shells over 12 seconds at the target position.
  • Cost decreased from 150 to 140
  • Damage over time frequency decreased from 3 to 1
  • Mortar near AOE distance from 1.5 to 0
  • Recharge time from 240 to 120

Source : https://community.companyofheroes.com/discussion/244493/december-commander-revamp-changlog
 

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V1.5 UPDATE

The V1.5 Update continues with some minor iterations to the Soviet, British and Wehrmacht as well as the Commander Revamp Part 2 - The Eastern Front Armies.

SUBSCRIBE NOW

GENERAL

LeFH/B4/ML20
Cost of these howitzers and the Pak 43 more accessible in smaller game modes while less potent when shelling into a base without spotters.

  • Scatter penalty when firing into fog of war increased from 1.25 to 1.75 (affects both vertical and horizontal scatter); doesn’t affect B4
  • Prices changed from 600MP to 400MP / 50FU

ML20

  • Extra shells received at Veterancy 1 barrage reduced from +2 to +1
  • Mid damage modifier increased from 0.015 to 0.028

LeFH

  • Damage no longer increases at Vet3
  • LeFH weapon change at Vet 3 removed (improved scatter & range bonuses remain)

B4

  • Population reduced from 20 to 15

Pak 43
* Price changed from 500MP to 350MP/45FU
* OKW Pak43 now earns veterancy at the same rate as the Wehrmacht Pak 43
 

SOVIET

Repair Stations (Soviet Industry Tactics)
Due to the general changes to repair, Soviet repair stations are being given a manpower price to limit a player’s ability to mass produce them without sacrificing unit production.

  • Cost increased from 75MU to 120MP/45MU

Conscripts
* Oorah ability cost increased from 10MU to 15MU
 

BRITISH

Command Post
We are reducing the cost of Tommy grenades to improve viability of this upgrade purchase. In addition to this, we are lifting the Command Post requirements to buy grenades to allow for more diverse T1 openings.

  • Grenade upgrade cost reduced from 150MP/15FU to 100MP/10FU
  • Weapon Rack unlock and Grenade unlock no longer require Tech structures built

Vickers_K
We are improving the responsiveness of Vickers_K to match its intended performance

  • Ready aim-time max increased from 0.5 to 1

Mortar Pits
We are improving the responsiveness of the Mortar Pit when in barrage mode and making barrage timings less tight to allow the mortars to desynchronize.

  • Barrage aim-time for both mortars decreased from 0.5/1 to 0.125
  • Barrage Reload time changed from 4-4 to 3-5 for both mortars
     

WEHRMACHT

Ostwind
With the recent changes to its AI performance and cost, we feel the increased penetration at range was causing the unit to slightly over perform vs vehicles.

  • Penetration decreased from 55/50/45 to 55/40/35

Pak40 Target Weak Point Ability
* Stun changed to -75% speed and rotation rate

Bundle Grenade (affects both OST and OKW)
With the changes to Gammon Bombs, we are also adjusting the Bundle grenade to match its counterpart’s performance:

  • Damage decreased from 120 to 100
  • AoE distance decreased from 1.25/2.5/3.75 to 1/2.1/3.75
  • AoE damage far increased from 0.25 to 0.3
  • Cost decreased from 45 to 40
     

BUG FIXES & QUALITY OF LIFE

  • Churchill smoke ability UI position changed from 24 to 34
  • Fixed an issue where Obersoldaten bundle grenades used to be inaccurate
  • Readjusted pathfinding to improve performance
  • Fixed an issue with the British Air Supremacy ability where the anti-infantry strafe in bombing run failed to engage infantry
  • Demos can no longer be planted near capture points (as intended in V1.4)
  • Reverted DBP ghostbag changes (over concerns for performance drop)
  • Fixed an issue where Vanguard Doctrine aircraft would not engage infantry (introduced in DBP)
  • Fixed an issue with 17 piercing shots that allowed the gun to double-shoot (introduced in DBP)
  • OKW Overwatch Sector Planes will no longer target casualties
  • Conscript squad models no longer all do the oorah animation at the same time (visual; doesn’t affect performance)

Source : https://community.companyofheroes.com/discussion/comment/272942#Comment_272942
 

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COMMANDER REVAMP PART 2 - EASTERN FRONT COMMANDERS

Part 2 of the Commander Revamp hits the battlefield with some changes coming to the Eastern Front Commanders. As always, we encourage everyone to playtest and give feedback on these changes via the December Balance Preview mod (V1.5 now available) found on the Steam Workshop.

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GENERAL

Eastern Front Commanders
Recon Loiters are being adjusted to be more cost effective given their likelihood of being shot down after their first pass.

  • Recoin loiter ability costs reduced from 80 to 60
     

SOVIET

GENERAL

Shock Troops (All Commanders)
We are enhancing the utility of Shock Troops to reduce their long-time bleed and make them equally viable against both Axis factions. We are also improving the performance of the Shock Troops’ grenade to be on par with other anti-infantry specialists.

  • Reinforcement time reduced from 6.5 secs to 5.5 secs
  • Reinforcement cost reduced from 33 to 31
  • Tripwire flares removed
  • Veterancy 1 reduces smoke grenade cost 15 to 10
  • Smoke grenade and HE grenade now share cooldown
  • Veterancy 2 smoke recharge (-40%) moved to Veterancy 1; now also affects normal grenades
  • HE Grenade far AOE increased from 0.15 to 0.5
  • HE Grenade damage type changed from small explosive to big explosive (now damages buildings)
     

GUARD RIFLE COMBINED ARMS TACTICS

Hit the Dirt
Hit the Dirt is being adjusted to allow Conscripts to better hold their positions behind cover. Accuracy is lowered to compensate as a trade-off for increased defense and immunity to suppression.

  • Cover changed from yellow-cover to -25% received accuracy
  • Accuracy decreased by 20% while active

Guards Rifle Infantry
We are giving Guards a slight adjustment to improve their damage against infantry and survivability on the field. Their grenades are also being improved to make them better in line with their intended role and performance.

  • Guard PTRS damage vs infantry increased from 20 to 27
  • Target size decreased from 1 to 0.97
  • Grenade ready-aim time reduced from 0.625 to 0.125
  • Grenade cost reduced from 35MU to 30MU
  • New ability: Hit the Dirt (replaces Tripwire Flares)

Guards Hit the Dirt (Veterancy 1 ability)
The purpose of the new Veteran ability is to allow Guards to provide additional firepower when they are being used in their intended role as a ranged support unit.

  • Grants -25% weapon cooldown (with a delay of 2 seconds) (25 second recharge before able to go-to-ground if cancelled)
  • Increases range by +2.5 to ensure all Guard models can engage targets units on the edge of their maximum range.

IL-2 Sturmovik Attack
We are increasing the number of planes to two to improve survivability and increase the number of targets that can be suppressed. Damage and tracking has been adjusted to prevent the IL-2 from wiping lone squads.

  • Now spawns 2 airplanes, damage reduced from 8 to 5
  • Tracking reduced from 90 degrees to 25 degrees
  • Minimum range (of 45) lifted
  • Airplanes now attack both infantry and light vehicles
     

TANK HUNTER TACTICS

In order to add more depth to the doctrine, we are expanding its theme to cover a range of techniques used by the Red army to ambush and destroy Wehrmacht tanks and be less reliant on masses of Conscripts armed with PTRS rifles.

Conscript Anti-Tank Package
PTRS Packages are being changed from a simple weapon upgrade to an item that changes the role of Conscripts into an anti-tank unit that can locate and ambush armour at the cost of anti-infantry and anti-garrison power.

  • Conscript PTRS stats now made equal to Penal PTRS stats
  • Conscripts upgraded with PTRS gain access to multiple new abilities (see below)
  • Cost increased from 50 to 80
  • CP requirements from 3CP to 2CP

Tank Detection

  • Replaces Molotov Cocktails
  • Costs 30 munitions

Camouflage

  • Detectable at 10 range
  • Requires the squad to be stationary.
  • First strike bonus to penetration of 25%
  • Conscripts gain access to the Hold Fire ability

RPG-40 Anti-Tank Grenade Assault

  • Replaces RPG -43 Anti-Tank Grenade
  • Damages vehicle engines at 75% HP
  • Grenades can be avoided by leaving the radius before they are tossed
  • Damage reduced from 80 to 50
  • Always penetrates and always hits vehicles when the grenades are tossed

Engineer Salvage Kits
We are combining Salvage Kits and PMD-6M Mines into one package and reducing the high cost of the Salvage Kits due to the changes in wreck values.

  • All Engineers now get access to the PMD-6M Light Anti-Vehicle Mine (regardless of Kit Upgrade)
  • PMD-6m Light Mine no longer stuns, instead now reduces movement speed and rotation by 75% for 8 seconds
  • PMD-6M Light AT Mine cost now 15 MU
  • Salvage kit cost reduced from 100MU to 35MU
  • Salvage kit cost no longer mutually-exclusive with other upgrades

Anti-Tank Gun Ambush Tactics
AT Gun Ambush Tactics is being given a First-Strike Bonus to improve the ability’s potency when firing from stealth.

  • Moved from 5CP to 3CP
  • First strike bonus: +20% damage, +20% accuracy, +20% penetration

Tank Ambush Tactics
To benefit other aspects of the army, Tank Hunters is gaining a new ability to allow the commander’s vehicles to also ambush hostiles. Credits for the animations go to the “Wikinger: European Theater of War” mod team.

  • Detection range of 20 for medium/heavy tanks, 15 for light armor.
  • Revert time on par with Jagdpanzer
  • First strike bonus +20% damage, +20% accuracy, +20% penetration
  • All vehicles gain +5 range when hulled down
     

WEHRMACHT

OSTTRUPPEN DOCTRINE

The doctrine primarily relies on strong field presence with multiple Osttruppen squads. However, the lack of scalability of the Osttruppen into the late game hurts the viability of the commander. Thus, to give this commander some staying power, we are changing how the Artillery Officer, Osttruppen, Trenches, and Supply Drop operate.

Ostruppen (affects all Osttruppen variants)
Ostruppen are a cost-efficient utility-oriented infantry that performs well for their cost. To prevent Ostruppen from becoming too powerful when picking up weapons, we are restricting their accuracy bonus to only apply to their rifles. At the same time, we are giving them access to weapon upgrades at Battle Phase 3 to improve their late game scalability.

  • Reinforcement time increased from 2 seconds to 3.5 seconds per model
  • Captured slot items now suffer from a -50% accuracy penalty, and +300% accuracy bonus in cover no longer applies to them
  • Can now upgrade to LMG42’s when Battle Phase 3 is researched (All variants)

Artillery Field Officer
We find that the Artillery Officer has low synergy with the rest of the faction (including all of the doctrines the officer is in). To address this, we are giving the officer a better combat-oriented role, which will allow Wehrmacht players to be slightly more aggressive, even when picking a defensive-oriented doctrine such as the Osttruppen.

  • Population reduced from 9 to 7
  • CP increased from 1 to 2
  • Squad size increased from 4 to 5.
  • Assault Grenadier MP40s on Field Artillery Piece models
  • Smoke is now free but has a cooldown of 70
  • Victor Artillery cost reduced from 80 to 45
  • Can temporarily increase squad’s own RA and moving bonuses to allow the officer to assault/draw fire.
  • Medical Kits replaced by Heavy Mortar Barrage:
  • Cost of 30 munitions on a 60 second recharge
  • Does not share a cooldown with smoke.
  • Uses 5 120mm mortar shells
  • Gains Shared experience.
  • Veterancy requirements increased by 20% to 580/1060/2120
  • All abilities but Victor artillery remain active should the officer go down.
  • Squad can pick up dropped weapons with 1 weapon slot.

Supply Drop (Formerly Supply Drop Zone)
Given the doctrine’s reliance on support weapons to deal damage in the later stages, we are giving a supply drop that allows players to make use of the Osttruppen’s ability to cheaply recrew team weapons.

  • Now drops 1 unmanned MG 34, 1 unmanned AT gun, 1 munitions crate (50 munitions) and 1 fuel crate (25 fuel)
  • Cost changes to 450 manpower

Defensive Tactics (Formerly Trench)
We are increasing the utility gained from the doctrine by allowing all infantry to construct defenses. This will give the doctrine more staying power later into a match.

  • CP decreased from 2 to 1
  • Allows grenadiers, Osttruppen & Panzergrenadiers to build trenches, sandbags and wire
  • Max engineers: 4

JAEGER INFANTRY DOCTRINE

Jaeger Light Infantry Upgrade
G43s are having their timing adjusted to be more in line with other weapons, while being made more useful for elite German troops.

  • CPs increased from 1 to 2
  • Panzergrenadiers and Stormtroopers now gain 3 G43s for 60 munitions
  • Now takes up both weapon slots for Panzergrenadiers and Stormtroopers.

Ambush Tactics
* Camouflage and Sprint bundled into one package (affects both Encirclement and Storm Doctrine)
* Moved from 1 CP to 0 CP

Camouflage upgrade

  • Cost reduced from 30 to 20
  • Stealth works when moving, but require all squad members to be in cover

Light Artillery Barrage (also affects Mechanized assault and German Infantry)
* Cost reduced from 110 to 90
* Reduced damage to team weapons by 25% to prevent it from destroying howitzers

Panzergrenadier Command Squad (New)
As a way to supplement troops in the field, the doctrine is being given a special Panzergrenadier squad that has a number of abilities to support attacks.
Limited to one squad on the battlefield
5-man squad including 4 Panzergrenadiers (MP44) & 1 squad leader (MP40)
Squad has access to smoke grenade (vet0) and flares (vet1)
Cost 360MP to call to the battlefield; 37MP to reinforce; 10 popcap
 

BRITISH (Tuning)

COMMANDO REGIMENT

Smoke Raid
* Can now be used in fog of war
* Green smoke warning added
* Desynchronized smoke patterns for infantry; smoke now drops near all infantry
* Cost reduced from 75MU to 60MU

Commandos
* Ambush sprint duration increased from 2.5 secs to 3.25 secs

ROYAL ENGINEER REGIMENT

Anti-Building Barrage
* Reduced amount of initial shells to 5 with low scatter
* Damage versus ambient structures increased to x1.5
* Penetration against trucks and structures increased from 35 to 70

AVRE
* Shells now always penetrate
* Shells now always stun tanks

Command Vehicle
We are giving a separate vehicle-affecting aura to the command vehicle. Vehicles affected by the command aura now get the following bonuses (this doesn’t affect the infantry and team-weapon part of the aura):

  • -30% reload time
  • -30% cooldown
  • +30% accuracy
  • +15% penetration

Source : https://community.companyofheroes.com/discussion/comment/272941#Comment_272941
 

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V1.5.1 UPDATE

The following changes iterate on the changes released in the Commander Revamp Part 2.

GENERAL

Sprint
Sprint is being removed from team weapons and snipers to ensure flanks are rewarded.

  • Team weapons and snipers can no longer use sprint
     

SOVIET

Tank Hunter Tactics

MD-6M Light AT Mine
We are increasing the way the commander enhances the utility of Soviet squads to provide better anti-tank support.

  • Now also available to Penals and Conscripts

Assault Grenades
To prevent Assault Grenades from being a downgrade to the standard Anti-tank grenade, we are reducing their aim time so that more grenades can hit the intended target.

  • Aim time max from 2 to 1
  • Wind-up from 0.25 to 0.125
  • Range increased from 15 to 18

AT Ambush
The AT Ambush damage bonus is being replaced by a bonus to reload speed, reducing the time to kill approaching vehicles.

  • First strike damage bonus removed
  • Successful first strike now also reduces the reload time by 25%

Tank Ambush
The damage bonus is being removed due to its potency against infantry. In return, vehicles will be allowed to slowly rotate, allowing assault guns to adjust should units be out of their arc.

  • Tanks can now rotate while the ability is active (rotation penalty of 85%)
  • Range bonuses removed
  • First strike damage bonus removed (accuracy and penetration remain)

Guard Rifle Combined Arms Tactics

IL-2 Strafe
The IL-2 strafe is being adjusted to be more effective in its role as an anti-infantry weapon that causes suppression. Further adjustments have also been made to spread out the damage inflicted more evenly.

  • Nearby suppression radius from 13 to 20
  • Damage reverted from 5 to 8
  • Max-down tracking from -25 to -20
  • Max-up tracking form 90 to 20
  • Fire cone angle from 8 to 15
  • No longer attack light-vehicles
     

WEHRMACHT

Osttruppen Doctrine

Artillery Officer
* Fixed an issue where the Artillery Officer wasn’t benefiting from shared veterancy (as previously advertised)
* Coordinated fire now no longer affects mortars
* Coordinate fire now causes all on-map Panzerwerfers and LeFH artillery pieces to fire at the desired location, on a separate cooldown, and ignoring max range

Osttruppen
Osttruppen are receiving adjustments to allow weapons they pick up to scale better. Their LMG's price is also being adjusted to better match its value.

  • Slot weapons now benefit from partial application of the cover bonus: Out-of-cover: -50% accuracy; In-cover: -25% accuracy
  • Faust now requires either T1 or T2 built (previously required T1 only)
  • LMG from 60MU to 45MU
  • Fixed an issue where the accuracy bonus would apply inconsistently
  • Fixed an issue where Veteran Osttruppen would be unable to upgrade LMGs

Jaeger Infantry Doctrine

Jaeger Officer (Formerly Panzergrenadier Command Squad)
We are adjusting this unit to be less powerful while making it more accessible. The squad now better fills its intended role as a utility and disruption unit.

  • Squad base changed from 5-man Panzergrenadiers to 5-man Grenadier squad
  • Squad retains all grenadier squad abilities (except for medkits)
  • Squad retains smoke and flare
  • CP from 4 to 3
  • Cost from 360MP to 300MP
  • Reinforcement cost from 36MP to 30MP
  • Popcap from 10 to 8
  • Comes with G43 rifles and Camouflage upgraded
     

Bug Fixes & Quality of Life

  • Changed hotkey for OST Sprint from I to Z (more accessible)
  • Changed hotkey for OST Officer smoke hotkey from R to X (overlap with reinforce)
  • Changed hotkey for soviet Tracking from I to Z (more accessible)
  • Changed hotkey for Quad from F to U (reduces chance of accidental upgrade when reinforcing)
  • Multiple UI fixes
  • Fixed an issue where Panzerwerfer counter barrage would cause the unit to autorotate
  • Fixed an issue where MG teams would sometimes not benefit from camouflage
  • Fixed an issue where Camouflage still required 1 CP
  • Fixed an issue where Ostwind projectile was not benefiting from intended QoL projectile-phasing changes
  • Fixed an issue where the Soviet Forward HQ aura shield would not always display reliably

Source : https://community.companyofheroes.com/discussion/comment/273029#Comment_273029

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V1.6 UPDATE

The V1.6 Update continues with some minor iterations to the Soviet, USF, and British as well as the Commander Revamp Part 3 - The Western Front Armies

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GENERAL

Demo Charge
We are removing the defuse option on demo charges to prevent engineers from automatically attempting to defuse the charge, leaving them extremely vulnerable to detonation.

  • Detection radius increased from 7 to 13
  • Can no longer be defused

Hold Fire
We are changing the hold fire button for all units in the game for consistency and accessibility.

  • All Hold Fire to Q and at grid position 22 (all units)
  • Reverted Tommy medkit and coordinated fire hotkey & grid position
  • Heavy Sapper upgrade hotkey reverted
  • Conscript Merge position change reverted
  • Conscript Oorah hotkey reverted

Light Mines (Affects both Soviet Commander mines and Rear echelon mines)
We are improving the cost-efficiency of light mines, but we are increasing the planting time to something substantial to offset this.

  • Cost decreased from 15MU to 10MU
  • Stun Duration from 5 seconds to 8 seconds
  • Full squad plan time increased from 5s to 25s
     

SOVIET

Zis-3
We are adjusting barrage to match its new price.
Barrage shells from 6 to 4

IS-2
* Population cost increased from 19 to 20.
 

USF

Pop-Cap Adjustments
* Ambulance population cap from 4 to 2
* Pak Howitzer population cap from 11 to 9
* 50cal population cap from 5 to 7

USF Captain & Major
We find that swapping smoke grenades from Riflemen to Rear Echelons makes it too restrictive for the faction to fully benefit from the grenade upgrade. Thus, to increase the number of potential smoke grenade holders, we are also allowing the USF Captain and Major to carry smoke grenades.

  • Now gets access to the M23 smoke rifle grenade ability
  • On-me hotkey changed to V, moved to grid position 34 (to mesh in better when selecting the Captain with riflemen/lieutenant squads)

Sherman
We are reducing the extremes in performance for the Sherman HE shell to improve consistency and reliability.

  • HE shells now ignore terrain
  • HE shell AOE distance changed to 0.75/1.5/2.25 to 0.5/1.25/3
  • HE far AOE from 0.05 to 0.15

Sherman Easy-8
To make the Easy-8 less effective at wiping squads on the move, we have made the following change:

  • Moving scatter increased from 1 to 1.35

P47/Typhoon Rockets
The following change is intended to make rocket plane attacks more consistently accurate, especially vs stationary targets.

  • Rocket origin point from 5/5 to 3.5/-3.5 (affects consistency)
     

OKW

Raketenwerfer
* Sight and range bonuses have been removed from veterancy 4 and 5 (other vet bonuses remain)

MG 34
We found that the MG34 struggled at achieving veterancy at a sufficient rate and generally under performed vs units behind cover. To alleviate these problems we have made the following changes:

  • Damage increased from 2 to 3
  • Popcap increased from 5 to 6
  • Cost increased from 230 to 250
  • Veterancy 4 received accuracy bonus reduced from 0.8 to 0.95
  • Veterancy 5 accuracy bonus reduced from 1.15 to 1.08

251 Flak Half-Track
We find that the unit generally has a difficult time reaching its key Veterancy 2 level, which bestows mobility to the unit. To assist with this, vet requirements are being reduced:

  • Reduced veterancy requirements from 1100/2200/4400/5500/7315 to 880/1760/3520/4750/5750

King Tiger
Given the high lethality of the KT's main gun, we found that the squad wiping capabilities of this unit made it generally over perfrom vs late-game infantry and AT guns. To compensate for this, we are reducing the main gun's accuracy vs non-vehicle units.

  • Angle scatter increased from 4 to 7.5
  • Distance scatter max increased from 4 to 5.7
  • Scatter offset decreased from 0.25 to 0.185
  • Population cap increased from 21 to 23
     

BRITISH

Universal Carrier
We are improving the performance and reliability of the Universal Carrier to give the British faction early and reliable access to anti-garrison capabilities. These changes also intend to offset the other changes made to the UKF’s early game.

  • Now benefits from shared veterancy
  • WASP cost reduced from 90MU to 70MU

AEC
We would like to experiment with giving the British faction reliable access to snare enemy vehicles to help offset their weakened early game.

  • Treadshot available from Vet 0; now fires one shot that slows enemy vehicles
  • Veterancy 1 restores treadshot to its original state (fires two shots; second shot immobilizes)

Forward Assembly
We found that the cost of the medic upgrade was too expensive on top of the already significant costs of the assembly.

  • Medics upgrade cost reduced from 50MP/60MU to 60MU
     

BUG FIXES & QUALITY OF LIFE

  • Adjusted salvage values of some wrecks that were yielding too many resources
  • Addressed friendly fire disparity with respect to certain weapons (FF generally now causes 25% dmg)
  • Reverted USF teching progress bar fix (due to unresolvable knock-on side-effects)
  • Soviet Capture Mode hotkey changed from C to X

Source : https://community.companyofheroes.com/discussion/comment/273326#Comment_273326
 

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COMMANDER REVAMP PART 3 - THE WESTERN FRONT ARMIES

The final segment of the Commander Revamp preview has arrived and is now playable in the December Balance Preview. The changes below focus on the Western Front Commanders of the OKW and USF while expanding and iterating on previous changes of the British, Soviet and Wehrmacht. As always, be sure to test the proposed changes below thoroughly and then give your feedback in the Commander Revamp Feedback thread located in the Balance Feedback section of these forums.

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USF COMMANDERS

Recon Support Company

The changes below intend to address the performance disparities of the commander without altering its feel. Thus, the commander will continue to perform its role of light-armour support while improving on its effectiveness throughout the course of a match.

Raid Tactics (Replaces Forward Observers)
The goal of this ability is to allow players to capitalize on the abundance of light armour available with the commander. The added sight bonus also helps alleviate one of USF’s key late-game weaknesses

  • Cost of 40 Munitions
  • All Light vehicles can capture points at a rate of 1.25 while the ability is active
  • Increases infantry capture rate by 66% and sight by 20% while the ability is active
  • No CP requirement
  • Duration of 45 seconds

I&R Pathfinders
We found that I&R Pathfinders although acted decently as an early game scout, the usefulness of the squad extremely tailed off later into a match. To improve their scalability and reliability throughout a match, the following changes have been made:

  • Now 4-men with 1 scoped rifle
  • Reinforce from 37/35 to 30 (Also affects Airborne)
  • Reinforce time from 7 to 6 (Also affects Airborne)
  • Pathfinder popcap to 6 (Also affects Airborne)
  • IR Pathfinders get + 33% range on abilities at vet 2
  • Cost to 250MP (only affects Recon doctrine)
  • I&R Pathfinders now arrive at 1 CP

Beacons

  • Beacons now also allow paratrooper-manned team weapons to reinforce near them

M8 Greyhound
We are improving the combat capacity of the Greyhound, allowing it to perform as an AI specialist unit that can accompany heavier armour in late-game pushes. The arrival time of the unit has been pushed off to allow opponents to better defend against it.

  • Population from 7 to 6
  • Hitpoints increased from 240 to 400
  • Armor increased from 28.5/14.25 to 43/21.5
  • Side skirts applied at Vet 0
  • Speed from 6.8 to 7.2
  • Light cover movement penalty from 0.8 to 0.9 (matches the Stuart)
  • Command Points from 3 to 4.
  • Now has access to a M2HB Mount. Same performance as the M4 Medium, but with 40 range.
  • Reload from 2.9/4.4 to 3
  • Cost from 280/45 to 280/60
  • Veterancy 3 sight bonus removed

Canister shot

  • Canister now targets an area rather than the squad.
  • Canister cost increased from 50 to 40
  • Canister far AOE increased from 0.05 to 0.15
  • Canister mid AOE increased from 0.15 to 0.25
  • Canister distance far increased from 3 to 4
  • Canister distance mid increased from 2 to 2.5

M83 Cluster Mines (Replaces Recon Sweep)
A collection of cluster bombs will drop over an area detonating on impact.

  • The bombs will severely damage infantry and may also stun vehicles
  • The paradrop uses Green smoke to confuse the enemy

Air Dropped Combat Group
We are changing the air-dropped combat group ability to allow players greater flexibility when designing their army composition. To add the unit some flavour compared to Airborne commander, Support Paratroopers trade access to the Thompson upgrade for a special bazooka upgrade.

  • Now drops with one Paratrooper squad and one AT gun
  • The paratrooper squad drops no longer drops with random weapons and it is up to the player to decide their loadout.
  • Normalized Support paratrooper stats with regular paratroopers. Support squad keeps the ability to build mines
  • Support Paratroopers can upgrade to either double M1919 (like Airborne Paratroopers), or the Anti-tank Package; a thompson package is not available)
  • Changed M1919 upgrade hotkey from B to M (to avoid interference with the build menu)
  • Cost from 900mp to 325mp and 80MU (since it’s now 1 Paratrooper)
  • CP from 7 to 5

Paratrooper Anti-tank Package
The performance of the special bazookas that paratroopers now get is half-way between vanilla bazookas and panzerschrecks in terms of firepower.

  • 2x Elite Bazookas (100 damage each, 160/150/140 penetration)
  • Unlocks stationary cloak to allow paratropers to ambush vehicles
  • +25% damage and + 25% penetration on ambush on bazookas

Mechanized Company

The commander has been altered towards heavier vehicle play thanks to improvement to the Dodge’s scalability, M3’s utility and the commander's late game power via more powerful tanks. Furthermore, the commander now includes the benefit of a mortar half track to bring rapid indirect fire to the battlefield and to support mobile advances.

In order to offset the commander's newfound power we are removing access to the off-map ability. We will continue to monitor the commander's performance to evaluate whether the presence of an off-map is necessary or not.

WC51 Military Truck
We are giving the dodge a more scout-oriented harassment role in the early game, allowing it to harass infantry via .50 cal upgrade and mark target vehicles to improve its viability later in a match.
Cost from 240MP/20FU to 200MP
Spawns with no ability to attack (Can still transport)
Can now upgrade to an improved .50 cal upgrade for 60 munitions
Now has access to a Mark Target ability (see below)
Health increased from 180 to 240
Frontal armour decreased from 5.2 to 3.9
Rear armour decreased from 4 to 2.5
Rotation rate increased from 30 to 45
Population decreased from 5 to 3

Mark Target

  • Deploys a recon plane while the target vehicle received 25% reduced armour and is 25% easier to hit. This ability is on a global cooldown

Mortar Half Track (Replaces 155mm Artillery)
We are experimenting with adding light artillery options to the commander. We are adjusting the Mortar HT performance to make it better able to support a mobile army when advancing.
Fuel cost reduced from 40 to 30
Smoke barrage added (on a separate cooldown from all other barrages)
(also affects Infantry Commander mortar halftrack)

M3 Assault Group
We are turning the M3 assault group from a reinforcement halftrack to a unit that will offer the faction flexibility and viability throughout a match. Healing crates will help USF infantry to heal up at a rate much faster than afforded by the ambulance, and allow them to stay in the fight for longer.

  • M3 frontal armour increased from 5.4 to 11
  • Cost decreased from 520/35 to 460/30
  • Can drop stack of healing crates for 20MU
  • MG improved to M4/Greyhound .50cal with range increased to 40 from 35
  • Command Point requirements increased from 2 to 3

Assault Engineers

  • Target size decreased from 1 to 0.9
  • Veterancy 1: Now also adds Destroy Cover to the unit
  • Changed hotkey for demo charges from D to X
  • Reinforcement cost reduced from 35 to 30

Sherman Modifications (Replaces Offmap Barrage)
The new commander ability will help the commander offer some additional offensive options into the late-game.
Allows purchase of 76mm shermans from Tier 4 (Identical to Soviet Lend-Lease Sherman)

Bulldozer upgrade (Available to 75mm Shermans only)

  • Allows Sherman tanks to clear obstacles and hedges
  • Allows Sherman tanks to create barricades (similar to the 105mm Bulldozer Sherman)
  • Increases hitpoints by +80
  • Reduces speed and rotation by 15% and 5% respectively
     

OKW COMMANDERS

Feuersturm Doctrine

We are changing the main focus of the doctrine from fire abilities to also support aggressive close combat engagements. In order to make up for the doctrine’s lack of late-game super-heavy armour, we are experimenting with adding mobile reinforcement options and smoke.

Assault Packages (Formerly Flammenwerfer 35)
Unlocks a dual upgrade; Flamethrowers for Sturmpioneers and a Assault Package for Volksgrenadiers

Volksgrenadier Assault Package
Volksgrenadier infantry can buy the upgrade to change their role and support the aggressive orientation of the doctrine.

  • Equips all squad members with MP40’s
  • Unlocks smoke grenade and HE grenade
  • Uses up all slot items
  • Mutually exclusive with STG upgrade
  • Removes access to Flame Grenade
  • Requires a truck to be setup
  • Costs 70MU

Incendiary Munitions (Replaces Thorough Salvage)
* Grants incendiary rounds to Le.IG
* Fires 5 rounds for 35 munitions (DoT equal to Moltovs)

Opel Blitz Reinforce Truck (New ability - Replaces Recoup Losses)
In order to assist the doctrine’s aggressive role, we are adding a mobile reinforcement option

  • Costs 200 manpower and 25 fuel
  • Can reinforce and carry squads, MGs, Mortars and the Raketenwerfer
  • 240 health
  • Has aura that reduces reload time and ability recharge for all infantry by 75% (e.g., grenades)
  • Available at 2 CPs

Flame Hetzer
Largely due to the unit's fixed turret, we find that the unit is under performing for its price.

  • Population from 12 to 10
  • Minimum range removed.
  • Range increased from 32 to 35.
  • Burst increased from 1/2 to 3
  • Damage increased from 10 to 12
  • Health increased from 560 to 640

Rocket Barrage
We find that the ability has a high likelihood of failing to destroy stationary targets, for its cost.

  • Final Rocket salvo increased from 4 shells to 6 shells

Luftwaffe Air Support

We find that Luftwaffe Air Support is overly focused on Fallschirmjagers to the detriment of providing strong unit synergy. We are making modifications to the doctrine to allow for a combination of defensive play (fortifications) and abilities that assist in taking and controlling territories. Higher accessibility of smoke and an off-map strike will now improve scalability of the commander.

Fallschirmjagers (does not affect air dropped Fallschirmjager squads)
To prevent infiltration Fallschirmjager squads from being overly efficient at wiping squads when spawning out of ambient buildings, we are lowering the initial squad member-count on spawn. This change will allow the target a better chance to flee and also make poorly-planned infiltration missions riskier.

  • Now spawn as 3 men (reinforces to 4-men)
  • Cost reduced from 440MP to 400MP
  • Faust range from 15 to 18 (affects all variants)
  • Range bonus removed from Vet 5 (affects all variants)

Luftwaffe Recon Run
* Now also drops smoke.

Heavy Fortifications (does not affect base Flak Emplacements)
We are improving the performance of field fortifications to allow greater flexibility to the doctrine. In order to avoid needless experimentation, we are giving the emplacement’s weapon strength to match that of the Flak HT.

  • The Flak emplacement now uses the same weapon as the OKW Flak HT (increased damage, suppression, etc)
  • Range min-max from 3-40 to 0-40
  • Only decrews when both models are lost. Can operate at 1 man
  • Crew target size decreased from 1 to 0.1

Valiant Assault
A cost decrease with a small duration decrease will allow the ability to be used more more often,but more tactically when it is needed.

  • Cost decreased from 100 to 70 (Mother Russia can also be moved to match)

Air Assault Operation
The ability, while useful for providing the doctrine with enough infantry presence fails at supporting assaults. The fact that the attack can only occur at territory points make this extremely map-dependent.

  • Can now be targeted on any visible location on the map
  • After the drop is complete a single Anti-tank stuka performs a single strafe
     

BRITISH COMMANDERS

General

Vanguard Officer
To bring the Heroic Charge ability's value better in-line with its intended performance and cost, we've made the following changes:

  • Heroic Charge ability shares cooldown with gammon bomb
  • Heroic Charge ability Received Accuracy bonus changed from -75% to -20%
  • Heroic Charge cost increased from 15MU to 30MU
  • Officer now has the same target size as his followers
  • If the player already has an officer the logistics glider will ferry a Commando squad instead

Infiltration Commandos
To prevent infiltration commando squads from being overly efficient at wiping squads when spawning out of ambient buildings, we are lowering the initial squad member-count on spawn. This change will allow the target a better chance to flee and also make poorly-planned infiltration missions riskier.

  • Now spawn as 3 men
  • Can now reinforce up to 5-men
  • Demo charges added, starts on cooldown
  • Cost from 440MP to 400MP

Tank Hunters Infantry Section
We find the passive tank detection ability available to this squad over performs for an already powerful squads.

  • Detection is now non-passive ability and costs 25 munitions to activate

Royal Engineer Regiment

Vehicle Repair & Stand Fast
* Now available separately at each emplacement/vehicle
* Due to modding tool constraints, the player must manually click the ability once to unlock it for all affected units

Command Vehicle
* Aura radius increased from 30 to 40
 

SOVIET COMMANDERS

General

For Mother Russia
To offset the reduction in performance we are reducing the cost of the ability to match similar abilities.

  • Munitions cost from 100 to 70

Hit the dirt
Hit the Dirt is being adjusted to provide minor defense against explosive weapons due to the lack of mobility
Now bundled with Conscript Assault Package
Now grants 0.9 damage reduction
Received accuracy changed from 0.75 to 0.833

Conscript PPSh
Accuracy changes reverted

Rapid Conscription
The reduced duration on Rapid Conscription will make the ability more of a tactical choice. In addition, due to the performance changes to Conscripts, we felt this ability over performs.

  • Reduced duration time from 2 minutes to 60 seconds

Vehicle Crew Repair
* No longer drains munitions income by 50% per tank
* Cost increased from 30 to 35

Tank Hunter Tactics

Our initial testing has found that while the commander lacks strong measures to draw opponents in to take advantage of the commanders ambush capabilities. In order to resolve this we are adding the ML-20 howitzer to the commander.

  • AT Ambush and Tank Ambush commander abilities have been merged into a single ability
  • Salvage kits replaced by the ML-20

Tank Ambush
* Tanks no longer hull down
* Bush props are now visible if and only if the tank is visible
* Now only assault guns can rotate while ambushing
* Fixed an issue where tank ambush was still yielding tanks extra range and sight (unintended)
* Hotkey changes from X to C

Conscript Anti-Tank package
Cost reduced from 80MU to 75MU

  • Detection ability cost reduced from 30MU to 15MU (cooldown of 60 secs)

Guard Rifle Combined Arms Tactics

To improve the commander's competitiveness and to provide a unit that can absorb hits for both their infantry and armor, we have added the KV-1 tank.

  • Hit the Dirt is now available via the Conscript Assault Package (affects all Soviet commanders)
  • Hit the Dirt commander ability replaced with the KV-1 tank (also affects Conscript Support Commander)

KV-1
We find that the KV-1 is under performing for its cost. By locking the unit to the Soviet T4 building, we are preventing the unit from being overused as a call-in, while making it available earlier for those who fast tech.

  • Health increased from 800 to 960
  • Buildable from Mechanized Armor Kompenya
     

WEHRMACHT COMMANDERS

General

Relief Infantry
The ability is adjusted due to the performance of the Ostruppen squad.

  • Duration time reduced from 2 minutes to 60 seconds
  • Now requires 5 deaths per new squad (up from 4)

Light Artillery Barrage
Given its adjusted cost, we find that the likelihood of the light artillery barrage destroying howitzers is still too high

  • Damage vs non-vehicles and non-infantry further reduced from -50% to -67%

Close Air Support Anti-Tank Strafe
We find that the commander ability is over performing vs buildings and stationary non-vehicle targets.

  • Damage against non-vehicle targets reduced by 83%

Jaeger Infantry Doctrine

Jaeger Officer
* Sight range increased from 35 to 42
* Smoke and Rifle grenade now on shared cooldown (as originally intended)

Ambush Camouflage
We find that the ambush camouflage bonus (+50% accuracy) is now too easy to trigger, especially in the late game where craters are abundant. Nevertheless, we believe that the changes to stealth and the addition of sprint already make this commander ability highly worthwhile.

  • Accuracy bonus now requires the squad out of combat for 10 seconds to trigger and must also be immobile when firing

Osttruppen Doctrine

Artillery Officer
We are making the officer less reliant on his abilities to perform their intended combat role. To prevent the officer from become too powerful, we are preventing them from benefiting from the Coordinated Fire aura.

  • Received accuracy at Vet 0 from 1 to 0.91
  • Coordinated Fire ability no longer benefits the officer
  • Fixed multiple issues with Victor Target (now works even if the officer is dead and spawns flares properly)

Osttruppen
We find that the early game of the Osttruppen doctrine is generally too overbearing for most players, especially in light of the other changes to the doctrine. To reduce this early game pressure and scaling of Osttruppen squads with picked up weapons, we are implementing the following changes:

  • Max slots limited to 1
  • Cooldown between successive Osttruppen squads increased from 12 to 35

Supply Drop

  • Resources gained from dropped supply reduced to 25MU/10FU

Source : https://community.companyofheroes.com/discussion/comment/273325#Comment_273325
 

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The following notes detail the new map rotation for the December balance patch, along with all of the changes made in an extensive community map revamp. We have to give serious credit to SOE-Sturmpanther for coordinating the effort. Further thanks to community map makers Capiqua, Siphon X, Lord Rommel, Pigsoup, MonolithicBacon and WhiteFlash, who have used their skills to bring these changes to the live game.
 

MAPS TO BE REMOVED FROM AUTOMATCH

Based on community feedback, we have removed a selection of less played (highly vetoed) maps from the automatch pool. Multiple other highly vetoed maps have instead been adjusted to better suit competitive play. Below is the list of maps that will be removed from automatch as of the December Balance Update.
1v1
• Brynask Forest (community map)
• Caen (community map)
• La Gleize Breakout (now custom games only)
• Halbe (community map)
2v2
• Pripyat Sector (community map)
• Schilberg Outskirts (community map)
• Elst Outskirts (community map)
• Dusseldorf (now custom games only)
• Lisores River (community map)
• Gelsenkirchen Refinery (now custom games only)
3v3
• City 17 (now custom games only)
• Montargis Region(now custom games only)
• Lazur Factory (now custom games only)
• Hill 331 (now custom games only)
4v4
• Montargis Region (now custom games only)
• Hill 331 (now custom games only)
 

NEW COMMUNITY MAPS COMING TO AUTOMATCH

2v2
Poltawa (community map created by Donxavi)
Stadtschutt (community map created by Zombifrancis)
Fields of Winnekendonk (community map created by SiphonX)
Alliance of Defiance (community map created by Whiteflash)
 

NEW COMMUNITY MAPS COMING TO CUSTOM GAMES

3v3 & 4v4
• Anklet & Archery (A Christmas special community map created by MonolithicBacon)
 

MAP CHANGES

1v1 Map Changes

Semiosky Winter
Playable preview available HERE
• Removed one spawn on each side allowing for better starting position balance.
• The Northern lake has been shrunk on the North and South side. The North now has a small footpath to avoid using the water, and the land in the South area has been expanded to shorten the time that vehicles spend on the ice.
• The house on the Northern fuel has been moved. Now the doors do not open onto negative cover, mirroring the South side.
• A haystack has been moved to replace the house, so that green and yellow cover are nearly identical on both fuel points.
• The long house and sight-blocking tree near the South fuel have been removed.
• The hedgerow near the church has been removed and replaced with a wooden fence that is crushable by all vehicles, along with two patches of "heavy bush" that are crushable by medium vehicles. This will allow the hedgerow to be opened up very early in game.
• Another ten metres of land has been added to the South bank of the Northern lake, and 5 metres has been to the Northern bank.
• The fuel points have been moved slightly to make them equidistant from each spawn.
• The Northern munitions cutoff has been moved slightly to make the cutoffs equidistant from each spawn. Buildings have been moved slightly to make this change more balanced.
• Deep snow has been removed.

Road to Kharkov
Playable preview available HERE
• 1vs1 version of this map now has one spawn for better starting balance.

Crossing in the Woods
Playable preview available HERE
• 1vs1 version of this map now has one spawn for better starting balance.
• Replaced house North of central bridge with sand bags. Sand bags now allow coverage of the centre, but can be flanked from the East, mirroring the situation on the South of the map.
• Minor adjustment to clump of trees near sandbags to allow for better pathing.
• Minor adjustment to width of large North Eastern group of trees allowing for more equal access to the munitions points.
• Decreased the Northern basebuild area slightly. Players will no longer be able to cap while building tier 1 buildings.

Khlodny Ferma Winter
Playable preview available HERE
• Deep snow has been removed.
• The Southern victory point has been made slightly easier to access for the Eastern player.

Westwall
Playable preview available HERE
• Building health has been significantly reduced in multiple key areas of the map.
• Cutoffs have been moved further away from the buildings.
• The line of sight objects at the church have been adjusted to mirror the situation on the adjacent side.
• Negative cover added to the road next to the church, mirroring the situation on the adjacent side.
• New line of sight blockers have been added around the victory points.
• Victory points have been moved further away from buildings to stop in and out capping.
• Increased space, and moved objects in select areas to improve vehicle pathing.
• An additional cutoff for munition points has been added.
• Base bunkers have now been fixed.

Minsk Pocket
Playable preview available HERE
• Removed one spawn on each side, allowing for better starting position balance.
• Green cover has been added on the Northern side of both munitions points, matching the green cover on Southern side.
• Some single trees which were acting a sight blockers have been removed in the central lane.

Langreskaya
Playable preview available HERE
• Both victory points at the edges of the map have been rotated to be closer to the opponent, allowing them to be more easily contested. Pathfinding and distances are now balanced between these victory points.
• The hedgerow South of the central victory point has been reduced, and additional yellow cover has been added to this area making this victory point more balanced to contest.

Crossroads
Playable preview available HERE
• Red cover in front of both North and South apawns has been removed.
• Eastern victory point has been moved slightly to the North.
• West victory point has been moved slightly to the South.
• Moved Northern house slightly to improve unit pathing.
• Some stones which were providing excess green cover have been removed.
 

2vs2 Map Changes

Crossing in the Woods (identical changes to 1vs1 variant)
Playable preview available HERE
• Replaced house North of central bridge with sand bags. Sand bags now allow coverage of the centre, but can be flanked from the East, mirroring the situation on the South of the map.
• Minor move to clump of trees near sandbags to allow for better pathing.
• Minor adjustment to width of large North-Eastern group of trees allowing for more equal access to the munitions points.
• Decreased the Northern basebuild area slightly. Players will no longer be able to cap while building tier 1 buildings.

Minsk Pocket (identical changes to 1vs1 variant)
Playable preview available HERE
• Green cover has been added on the Northern side of both munitions points, matching the green cover on Southern side.
• Some single trees which were acting a sight blockers have been removed in the central lane.

Hamlet
Playable preview available HERE
• Garrison on the Northern victory point has been destroyed.
• Base and bunkers have been moved back slightly to reduce their coverage.
• Some objects around the North spawn have been moved/ removed to improve pathing.
• Some individual trees, and a block of impassible trees have been removed from the Eastern forest to open the area slightly.
• The house near the South-East munitions cutoff has been rotated so that the door and windows are in a better position.
• Two blocks of wooden beams that provided green cover near the Eastern victory point have been removed to balance the situation on the opposing side.

Trois Points
Playable preview available HERE
• River to the North of the South spawn has been dried out and is now passable.
• Additional base bunker added on Northern corner of South spawn to protect from new dry river approach.
• River South of the Southern bridge now dried out and passable.
• New route from dried river bed up and across Southern bridge added.
• One of the buildings South of the Western munitions point has been removed to open up the area.
• The remaining building South of the Western munitions point has been changed and can now fire towards the central victory point and cover muntions. This building cannot cover the Western fuel.
• Green cover added to the roof of the building just to the North West of central victory point.
• Houses to the North of the Western munitions point have been deleted and replaced with an extended green cover wall, as well as new green and yellow cover objects.
• House to the South of the Western fuel has been moved further South and rotated.
• Small rivers South of the North spawn have been dried out and are now passable.
• Multiple new paths added into the Eastern victory point cemetery area.
• Grove of trees removed from Eastern victory point and replaced with gravestones and bushes.
• Direct path added from near cemetery area to the Eastern munitions point.
• Eastern munitions point has been moved West into the road. Cover objects in this area have been moved and reworked.
• River West of Northern spawn is now dried and passable.
• House just to the East of the central building changed to allow coverage of the central victory point.

Moscow Outskirts (Winter and Summer)
Playable preview of Summer available HERE & Winter HERE
• Eastern Fuel area layout has undergone extensive reworking.
• Sight blockers reduced to the West of Eastern fuel cutoff house.
• House to the North of the Eastern Fuel Point moved slightly to the West.
• Eastern Fuel point moved slightly towards Northern house.
• Wooden wall to the East of the house at the Eastern fuel cutoff cutoff removed and replaced by fence.
• Sight blocker added to the North of this house to make it more vulnerable in order to balance its newly increased line of sight to the East.
• Some fences have been removed in the area just to the North of the Southern base in order to improve flow in the early game.
• Fence to the West of the Northern fuel cutoff has been partially removed, allowing the North side spawn better access between their cutoff and fuel point.
• The house to the South of the Western fuel point has been moved slightly further South, and the fuel point has been moved slightly further North.
• Some fences have been removed or broken in the East of the map in order to mirror the situation in the West.

Semiosky Winter (identical changes to 1vs1 variant)
Playable preview available HERE
• The Northern lake has been shrunk on the North and South side. The North now has a small footpath to avoid using the water, and the South area has been expanded to shorten the time that vehicles spend on the ice.
• The house on the Northern fuel has been moved. Now the doors do not open onto negative cover, mirroring the South side.
• Haystack has been moved to replace the house, so that green and yellow cover are nearly identical on both fuel points.
• The long house and sight-blocking tree near the South fuel have been removed.
• The hedgerow near the church has been removed and replaced with a wooden fence that is crushable by all vehicles, along with two patches of "heavy bush" that are crushable by medium vehicles. This will allow this hedgerow to be opened up very early in game.
• Another ten metres of land has been added to the South bank of the Northern lake, and 5 metres has been to the Northern bank.
• The fuel points have been moved slightly to make them equidistant from each spawn.
• The Northern munitions cutoff has been moved slightly to make the cutoffs equidistant from each spawn. Buildings have been moves slightly to make this change more balanced.
• Deep snow has been removed.

Ettelbruck Station
Playable preview available HERE
• Two spawns on each side have been removed to balance overall starting positions as this was originally a 4v4 map.
• The health of the central train station building has been decreased to make it less of a focal point as the game wears on.
• The Northern victory point has been opened up slightly with an additional Entrance from the East.
• Green and yellow has been rebalanced around the central victory point.
• The drain/canal near the Western spawn has been removed to prevent bottlenecking and provide better access and pathing in the area.
 

3vs3 Map Changes

General Mud
Playable preview available HERE
• Various quality of life changes have been made to the bunkers in base sectors.
• All deep mud has now been removed from this map.
At Eastern victory point the distances between the bases and the victory point and house have been slightly tweaked.
• The fence South of the victory point has been reduced in length as it was providing a cover. advantage for the North Spawn in this area.
• The territory point to the South of the Eastern victory point has been moved slightly further. South to mirror the distance between the victory point and the territory point to the North.
• The garrisonable buildings around the central victory point have been rebalanced to favor both spawns equally. Some buildings have been made less effective, while others have been made more effective.
• Cover items have also been rebalanced around the central victory point.
• Cover items have been reworked and added at the Western victory point.
• Some items in both base areas have been removed.

Across the Rhein
Playable preview available HERE
• Various quality of life changes have been made to bunkers in base sectors.
• Deleted various houses and fences in out of bounds sectors to improve vehicle pathing.
• The South West base has undergone various changes such as removed fences and widened paths, that now allow for better unit flow in and out of this area.
• Sections of fencing removed around Northern victory point allowing for more access options to this area.
• Section of fence South of Northern fuel broken to allow additional point of access from the South.
• Bushes near house at North of the Northern fuel removed to better indicate to players there is an access route in this area.
• The Southern victory point has undergone a major cover rework. Various cover objects have been changed, moved or added in order to better balance this area.
• Cover has been reworked at both the South East and South West territory points.
• Bushes have been added around the cliff at the Central victory point, blocking sight from the top down to the victory point.
• Sandbags providing green cover have been added to the West of the central Victory point
• Cover on the hill above the central victory point has been tweaked and rebalanced

Lanzeranth Ambush
Playable preview available HERE
• All deep snow has been removed.
• Thicket of trees has been opened up allowing easier access to the Eastern victory point from the Southern approach.
• The large block of trees South of the middle victory point has been removed to allow the Southern spawn easier access to this point.
• Some cover objects have been moved/ changed to provide better balance in key areas throughout the map.

Ettelbruck Station (identical changes to 2vs2 variant)
Playable preview available HERE
• The health of the central train station building has been decreased to make it less of a focal point as the game wears on.
• The Northern victory point has been opened up slightly with an additional Entrance from the East.
• Green and yellow has been rebalanced around the central victory point.
• The drain/canal near the Western spawn has been removed to prevent bottlenecking and provide better access and pathing in the area.

Rhzev Winter
Playable preview available HERE
• Ice has been replaced with land in the area in the vicinity of the Northern fuel cutoff. Vehicles no longer have to traverse ice in the area, and infantry have less ice to cover. This has been done as it was previously easier to hold the cutoff and deny fuel to the Northern team.
• Small pockets of additional land have been added in the area around the central victory point.
• The central victory point has been moved slightly further North to balance the distance between spawns.

Oka River
Playable preview available HERE
• Removed all deep snow.
• Many breaks in fences have been added throughout the map to improve pathing and balance the access to key areas.
• The garrison on the Western fuel point has had its health increased to mirror the garrison on the opposing fuel point. This garrison has also been slightly repositioned.

Essen Steelworks
Playable preview available HERE
• Various quality of life changes have been made to the bunkers in base sectors.
• Lowered wall at Eastern fuel to allow better vision of the area from South approach.
• The Western fuel point has been moved slightly to the North to balance the distance between spawns.
• Cover items have been reworked near the Western fuel to make the area fairer for the North spawn.
• Altered pipes near the Western fuel that were causing pathing problems.
• The high fence to the North of the Middle victory point has been removed.
• Quality of life improvements have been made to both base sectors to improve pathing issues.

Steppes
Playable preview available HERE
• Various quality of life changes have been made to the bunkers in base sectors.
• The cover around the Southern fuel point has has undergone a complete rework. Objects have been added, removed, and repositioned resulting in better balance.
• The cover around the Southern victory point has undergone a complete rework. Objects have been added, removed, and repositioned resulting in better balance.
• The cover around the central victory point has undergone a complete rework. Objects have been added, removed, and repositioned resulting in better balance.

Lienne Forest
Playable preview available HERE
• Various quality of life changes have been made to the bunkers in base sectors.
• Hedge in North base has been moved to eliminate collision with US bases.
• One of the houses in the West of the map has been moved to allow a new route for medium and heavy vehicle pathing.
• Objects have been removed within the North base that were obstructing base building and light vehicle pathing.
• Fences outside the North base have been cut in three places to allow better pathing and more balanced access to the nearby fuel.
• Fences outside the South base have received additional openings or have had their openings moved, allowing better pathing in the area.
• Additional fencing near South base removed to allow for a more direct retreat path.
• Health decreased on station house building.
• Many paths within the forest areas have been adjusted to allow for better vehicle pathing.

Red Ball Express
Playable preview available HERE
• A section of green cover has been removed at the Eastern fuel to balance the overall cover dynamic in this area.
• A new pathway has been created between hedges to allow the Southern teams another way of accessing Northern areas.

Port of Hamburg
Playable preview available HERE
• One spawn on each side has been removed to better balance overall starting positions.
• Various quality of life changes have been made to the bunkers in base sectors.
• Two new green cover objects have been added on the North side of the Eastern fuel so that both spawn have equal cover in this area.
• Brick debris object moved just to the East of the Eastern victory point allowing access to new green cover.
• Visual glitch of floating containers in the central area has been fixed.
At the Western victory point, some yellow cover crates have been replaced with green cover to give the area better overall cover balance.
• Additional green cover has been added at the central victory point to give the area better overall cover balance.
• Additional green cover has been added at the central munitions point to give the area better overall cover balance.
• The Southern base has been reworked to improve pathing issues. Parts of the wire fences have been removed, along with truck near to fences.
• Moved the Western fuel slightly North to balance the timing between bases.
 

4vs4 Map Changes

Lienne Forest (identical changes to 3vs3 variant)
Playable preview available HERE
• Various quality of life changes have been made to the bunkers in base sectors.
• Hedge in North based has been moved to eliminate collision with US bases.
• One of the houses in the West of the map has been moved to allow a new route for medium and heavy vehicle pathing.
• Objects have been removed within the North base that were obstructing base building and light vehicle pathing.
• Fences outside the North base have been cut in three places to allow better pathing and more balanced access to the nearby fuel.
• Fences outside the South base have received additional openings or have had their openings moved, allowing better pathing in the area.
• Additional fencing near South base removed to allow for a more direct retreat path.
• Health decreased on station house building.
• Many paths within the forest areas have been adjusted to allow for better vehicle pathing.

Essen Steelworks (identical changes to 3vs3 variant)
Playable preview available HERE
• Various quality of life changes have been made to the bunkers in base sectors.
• Lowered wall at Eastern fuel to allow better vision of the area from South approach.
• The Western fuel point has been moved slightly to the North to balance the distance between spawns.
• Cover items have been reworked near the Western fuel to make the area fairer for the North spawn.
• Altered pipes near the Western fuel that were causing pathing problems.
• The high fence to the North of the Middle victory point p has been removed.
• Quality of life improvements have been made to both base sectors to improve pathing issues
• All deep snow has been removed.

Lanzeranth Ambush (identical changes to 3vs3 variant)
Playable preview available HERE
• Thicket of trees has been opened up allowing easier access to the Eastern victory point from the Southern approach.
• The large block of trees South of the middle victory point has been removed to allow the Southern spawn easier access to this point.
• Some cover objects have been moved/ changed to provide better balance in key areas throughout the map

City 17
Playable preview available HERE
• Various quality of life changes have been made to the bunkers in base sectors.
At the North West base, tree stumps creating pathing issues have been removed.
At the South West base objects causing pathing issues in and outside the base have been cleaned up.
At the South East base, rocks which were causing issues for US forces have been removed.
• Additional green cover items have been added at the Eastern victory point to improve overall balance in this area.
• Additional green and yellow cover items have been added at the Western victory point to improve overall balance in this area.
• Additional yellow cover added to the central victory point to improve overall balance in this area.
• The fence to the North of the central victory point has been cut to allow an additional access route for the Northern team.
• Cover has been adjusted or added at some of the other capture points around the map.

Vielsam
Playable preview available HERE
• Various quality of life changes have been made to the bunkers in base sectors.
• Deep snow has been removed across the map.
• Moved one of the North base spawns slightly to the South, and removed a tree to improve vehicle pathing.
• Repainted the sector boundaries on the map to fix overlap issues.
At the Eastern repair point, an additional entry point has been added to the South to balance entries.
At the Western fuel, new entries to the area have been added to improve movement and gameplay in the sector.
At the Western victory point, new entries to the area have been added to improve movement and gameplay in the sector.
• Additional areas have had new entries created to provide a more fluid and less predictable gameplay experience.
• Various capture points have undergone cover additions and rebalancing.
• One of the houses in the South East has been rotated 180 degrees to allow fairer access for the North team.

Red Ball Express
Playable preview available HERE
• A section of green cover has been removed at the Eastern fuel to balance the overall cover dynamic in this area.
• A new pathway has been created between hedges to allow the Southern teams another way of accessing Northern areas.

Port of Hamburg
Playable preview available HERE
• Various quality of life changes have been made to the bunkers in base sectors.
• Two new green cover objects have been added on the North side of the Eastern fuel so that both spawn have equal cover in this area.
• Brick debris object moved just to the East of the Eastern victory point allowing access to new green cover.
• Visual glitch of floating containers in the central area has been fixed.
At the Western victory point, some yellow cover crates have been replaced with green cover to give the area better overall cover balance.
• Additional green cover has been added at the central victory point to give the area better overall cover balance.
• Additional green cover has been added at the central munitions point to give the area better overall cover balance.
• The Southern base has been reworked to improve pathing issues. Parts of the wire fences have been removed, along with truck near to fences.
• Moved the Western fuel slightly North to balance the timing between bases.

Lorch Assault
Playable preview available HERE
• Various quality of life changes have been made to the bunkers in base sectors.
• The Eastern base has had some bushes removed than hinder movement for USF players.
• The wall outside the church has received a new opening to balance the openings for both teams.
At the North West victory point, an additional entrance has been added to the Eastern wall allowing players from that direction better access to the point.
• Cover has also been rebalanced at the North West victory point.
At the North East victory point, two fences have been opened to allow better access to the area.
At the Middle Munitions point, the bushes have been adjusted to allow for better pathing, and a yellow cover log has been added to balance the overall cover dynamic in the area.
At the capture point to the West of the central victory point, additional paths have been added into the field.
At the capture point to the East of the central victory point, additional paths have been added into the field.
• Other fences have been cut throughout the map to improve overall gameplay flow.
At the Southern victory point, cover objects have been reworked to balance the area.

Source : https://community.companyofheroes.com/discussion/244551/december-update-map-revamp-preview/p1?new=1
 

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V1.6.1 UPDATE

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GENERAL

Demo Charges
* Now once again defusable (due to a knock-on effect that prevented demo charges from functioning)

Garrison Changes
* These changes should prevent squads from clumping up at the entrances
* Load-time max from 3.25 to 2
 

SOVIET

IL-2 Strafe
The damage is being lowered to prevent a single plane from wiping out full squads.

  • Damage changed from 8 to 5
     

WEHRMACHT

Artillery Officer
We feel the Victor target ability is too efficient for its new cost.

  • Victor target now has a warning time of 3 seconds before the shells launch
     

USF

Sherman HE Shells
We are doing a partial revert to lower the potency of the improved HE rounds.

  • Far AoE multiplier partially reverted from 0.15 to 0.1
  • Far AoE distance reverted from 3 to 2.25

Raid Tactics
The infantry capture bonus is being lowered to incentive more use of light vehicles to capture.

  • Infantry capture bonus from 66% to 25% (Light vehicle capture rate unaffected)

M21 Mortar Half-Track
* Change hotkey from R to C (standard smoke)

M83 Cluster Bombs
* Reverted to red smoke with air strike warning to match other off-maps.

WC-51 Dodge
We find that the lack of munitions off-map abilities is too restrictive for the commander. Therefore, we are re-adding the 155 artillery barrage in a different form. To prevent players from lending Dodge trucks to others, abilities are locked behind the Mechanized Company commander.

  • Can now call in the 155mm Barrage after the Major is dispatched.
  • Captured WC-51s cannot use special abilities

M8 Greyhound
We are giving a conservative arrival time to the Greyhound due to its potency.

  • Command Point requirements from 3 to 5

Paradrop Combat Group
We are moving the arrival of the combat group earlier to allow players to better bridge their early-game infantry composition with Recon doctrine elements.

  • Command Point requirement from 5 to 4.
     

OKW

Flak Half-Track
We find that the Flak HT underperforms against the more mobile Soviets and USF. The setup time decrease will make the unit more versatile as a support weapon.

  • Veterancy 2 set-up moved to veterancy 0
  • Damage from 20 to 16
  • Veterancy 2 restores damage from 16 to 20

Le.IG 18
We are lowering its cost to better match its performance.

  • Cost decreased from 330MP to 300MP

Volksgrenadier Assault Upgrade
Given the loss in damage at range, we are significantly reducing the cost of this upgrade.

  • Cost reduced from 70MU to 45MU

Opel Blitz
We find that the Blitz truck comes too early and poses a real threat to ending games when rushed near the enemy’s cut-off.

  • Command Point value from 2 to 3
  • Can no longer carry MGs or Raketenwerfers (can still carry mortars)

Flak Emplacement
* Cost increased from 250/10 to 250/20
* Can now pick-up nearby medkits

Fallschirmjager
Fallschirmjager offensive bonuses would come too late, preventing the unit from scaling against veteran infantry.

  • Veterancy 4 Accuracy and Veterancy 3 Healing bonuses swapped
  • Cooldown bonus of -20% added to Veterancy 3

Flame Hetzer
We want to restrict the Flame Hetzer from dominating 1v1 games (where Call-ins are already powerful), but also allow the Hetzer to arrive earlier in team games, with sufficient tech.

  • Now buildable from the HQ. Requires Schewere Panzer Headquarters to be built, but not active if destroyed.
  • Cost increased from 280/100 to 300/100
     

BUG FIXES

  • Fixed an issue where the Ostheer Panzer IV was incorrectly set at 14 population
  • Fixed an issue where the OKW Panzer IV population was not correctly set at 14
  • Salvage should now appear on Sturmpioneers and Volksgrenadier when Firestorm is picked.
  • Fixed an issue where mortar halftracks (OST and USF) would fire beyond their intended arc of fire
  • Fixed an issue with the Opel Blitz wreck did not provide cover.
  • Fixed an issue where M83 cluster mines gave no air-strike warning.
  • M83 explosion FX now displays properly
  • Fixed an issue where Airborne Assault could be launched into base sectors.
  • 76mm Shermans now use the same selection group as 75mm Shermans
  • Fixed an issue where demo charges did no damage
  • Fixed an issue where Recon Support Paras did not get hold fire
  • Fixed an issue where the MG 34 was not set to the correct price
  • Adjusted text and UI for changed units and abilities

Source : https://community.companyofheroes.com/discussion/comment/273406#Comment_273406

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  • 2 weeks later...

V1.7 UPDATE

This update to the DBP mod continues by tuning values to units from all 5 factions as we zero in on the final changes for the December Update. As always, please subscribe to the balance mod, playtest the changes and give us your feedback before time runs out.

SUBSCRIBE NOW
 

SOVIET

Tank Hunter Tactics

RPG-40 Anti-Tank Grenade Assault
We find that the AT Grenade assault is over performing vs medium armour and heavy armour.

  • Penetration partially reverted from "always penetrate" to a penetration value of 150
  • Aim time max partially reverted from 1 to 1.375
  • Fixed an issue where it was not possible to target neutral vehicles

Conscript Anti-Tank Package
PTRS Conscripts appear to over perform vs Medium armour and Heavy armour.

  • Deflection damage reverted from 20 to 13 (affects only Conscript PTRS rifles)
     

WEHRMACHT

Light Artillery Barrage
* Partially revert of cost from 90 to 100

Jaeger Infantry Doctrine

Ambush Tactics
We found that 0 CP Sprint came too early and was very difficult to counter at that stage of a match.

  • Now require 1 Command Point (affects both Sprint and Camouflage)

Osttruppen Doctrine

Osttruppen
We find that our previous recharge time change to Ostruppen was completely ineffective. To balance the Osttruppen doctrine early game, we are instead delaying the first Ostruppen squad to hit the field. This should give players more of a tactical choice between teching to T1 (with Ostruppen) or going directly for T2.

  • Cooldown between squads partially reverted from 35 to 25 secs
  • Osttruppen call-in now start on cooldown

Supply Drop
The paradrop animations for the Pak40 and MG34 have been adjusted to make it more clear to the player. The team weapons now drop in separate crates from the fuel and munitions crates (big thanks goes out to Wilderstreit for detailing how to use the animations).
 

USF

Recon Support Company

Raid Tactics
* Infantry Sight bonus changed from multiplicative (+20%) to additive (+7)
* Now affects capture and decapture rates by equal amounts
* Fixed an issue where the ability would not apply to certain light vehicles properly

M8 Greyhound
* Hold fire now also disables the MG from firing
* 50-cal now receives attack commands

Cluster Bombs
We are making the ability more consistent while adding more warning time for the enemy player to escape.

  • Now drop from height 50 (up from 40)
  • Scatter reduced from 20 to 15
  • Properly adjusted the ability radius indicator

Mechanized Company

M3 Assault group
To make the pricing of this bundle ability more attractive, we are replacing the vehicle crew of the M3 Half-track with the Assault Engineer squad that the ability originally came with separately.

  • Assault Engineer squad replaces the vehicle crew
  • Cost reduced from 460MP/30FU to 290MP/30FU

Assault Engineers
* Popcap reduced from 8 to 7

WC51 Military Truck
We find that the WC51 truck is too powerful when coming out early due to its ability to carry Riflemen and also push enemy squads out of cover.

  • Now has a starting cooldown of 60 seconds
  • Fixed multiple animation issues with the canopy and the gunner
  • Fixed an issue where the ability would display the wrong popcap requirements

M21 Mortar Half-Tracj
* We found that M21 halftrack's value for its cost was out of alignment.
* Barrage attack scatter now matches the 250 81mm mortar
* Auto-attack reload time increased from 4 seconds to 5 seconds
* HP reduced from 320 to 240
 

OKW

Le.IG 18
We reduce the cost of the LeIG to ensure that OKW has accessible indirect fire.

  • Cost further decreased from 300 to 270
  • Population reduced from 9 to 7
  • Penetration reduced from 75 to 35
  • Incendiary barrage scatter FoW penalty increased from 1.25 to 1.75

Feuersturm Doctrine

Volks Model 24 Grenade (Assault Package Upgrade)
* Cost from 30 to 25

Hetzer
* Population properly adjusted to 10 (different than announced)
* Fixed an issue where it was still possible to call a Hetzer in from the ability

Rocket Barrage
* The 2 final rockets are now guaranteed to land in the center of the ability.

Opel Blitz
* Cooldown reduction now also affects Sturmpioneer medkits
* Aura reload bonus reduces reload time by 35% for infantry weapons (not communicated previously)

Luftwaffe Air Support

Flak Emplacement
We found that the high manpower cost of the Flak emplacement made it too expensive to field reliably.

  • MP cost from 250 to 220
  • Build time reduced from 120 to 100

Valiant Assault
* Duration increased from 30 secs to 45 secs

Fallschirmjäger
We found that the infiltration ability failed to provide the necessary punch for the commander with 3-man squads while created nearly impossible to counter squad wipes at 4-man. Thus, we are experimenting with introducing Fallschirmjagers to the battlefield in a different way.

  • Now turned from an infiltration ability to a paradrop ability
  • Delivers a 4-man squad of fallschirmjagers anywhere on the map
  • Cost from 400 to 380
  • Reinforcement cost from 38 to 36
  • Can now reinforce while Airborne Assault is active

Airborne Assault
We are removing Fallschirmjager drops from the Airborne assault activity of the doctrine to make it more accessible.

  • No longer paradrops a Fallschirmjager squad
  • Now provides two JU-87 aircraft that perform anti-tank strafes (identical to Stuka Close-Air support)
  • Fallschirmjager squads will be able to reinforce anywhere on the map while the ability is active
  • Cost reduced from 250 to 200
  • CP requirements raised from 10 to 12
     

BRITISH

Universal Carrier
We find that the universal carrier is overly effective at absorbing small arms fire when using its self-repair ability.

  • Repair speed penalty of -75% when in combat

Commando Smoke Grenade
* Cost reverted from 25 to 15

Infiltration Commandos
* Cost further reduced from 400MP to 370MP

Infantry Section
Tommies are receiving additional changes to their Received Accuracy to allow them to be more offensive and less dependent on cover to engage enemy squads effectively.

  • Removed in-cover defense bonus (0.9 RA) -- squad retains offensive bonus in cover
  • Reverted target size from 0.9 to 0.8
  • Lowered Veterancy 2 RA bonus from 0.76 to 0.78
     

BUG FIXES

  • Moved the Interrogate icon to avoid clash with the new hold fire location
  • Fixed an issue where it was not possible to upgrade Paratrooper bazookas in enemy territory
  • Fixed an issue where the 76mm sherman prioritise vehicle ability would not work properly
  • Fixed an issue where the Le.Ig would lose access to the doctrinal incendiary barrage at veterancy 4

Source : https://community.companyofheroes.com/discussion/comment/273592#Comment_273592
 

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V1.8 UPDATE

The DBP continues in V1.8 with more minor tuning and tweaks to the commander revamp changes as we get closer to finalization.

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GENERAL

Panzerfaust Bug Fix
We are trialing a workaround to fix the Panzerfaust bug (i.e. faust missing when the target hides in the fog of war while the panzerfaust projectile is mid-air). Credits for the workaround go to Widerstreit for the potential fix.

If you still experience this bug, please report any issues in the DBP Bug Reporting thread in the Balance Feedback section of the forums.

Light Mines (Rear Echelon Mines and Soviet Commander)
To better align their value with their cost, the severity of the temporary Light Mine has been reduced.

  • Penalty to speed/rotation from -65% to -50%

Gammon Bomb/Bundle Grenade
Cost decreased due to the reduced potency of the grenade, and to also give more versatility to elite squads.

  • Cost from 40 to 35
     

SOVIET

For Mother Russia
* Duration partially reverted from 30 to 45
 

WEHRMACHT

Stuka Smoke Drops
* Now targetable in the fog of war (to allow a dual smoke/recon role)

Mortar Halftrack
* Smoke cooldown on separate cooldown from offensive abilities
 

USF

Recond Support Company

Raid Tactics
We found the light vehicle bonuses of the ability under performing in light of how situational the ability is.

  • Light Vehicle capture/decapture rate increased from 1.25 to 2.5
  • Infantry capture/decapture speed removed (sight bonus remains)

Cluster Bombs
We felt the ability did not provide sufficient warning compared to the damage it could inflict.

  • The cluster bombs are now delivered by aircraft
  • The cluster bombs drop in 4 waves and at smaller concentration in the outer rings of the ability
  • Scatter increased from 15 to 17
  • Damage per mine from 40 to 30

M8 Greyhound
The lethality of the main gun is higher than intended. We want to make the Greyhound more reliant on its MG upgrade and the canister shot.

  • AoE damage decreased from 1/0.35/0.05 to 0.8/0.28/0.04
     

OKW

Volksgrenadiers StG 44 Upgrade
* Now take up 1 slot item (as opposed to 2)

Obersoldaten LMG34
We felt that the LMG34 would generally over perform when picked up by non-elite infantry due to the higher-than-average veterancy bonuses non-elite infantry accumulate. To account for this, we've made the following change:

  • Non-elite squad LMG34 (picked-up) damage from 6 to 4

Luftwaffe Air Support Doctrine

Fallschirmjager
To help with fallshirmjager's scaling due to their generally later arrival, we've adjusted there veterancy requirements as follows:

  • Veterancy requirements reduced from 760/1520/3040/3800/5054 to 600/1200/2400/3000/3900

Air Assault Operation
We are changing the way airplanes deliver their payload to return some of the original uniqueness of the ability and make it more distinct from the the similar Wehrmacht Close Air Support ability.

  • Multiple airplanes deliver AI/AT strafes at the precise target location
  • AT loiter airplanes arrive with a delay of 20 seconds and now deliver 2 strafes each (down from 3)

Feuersturm Doctrine

Flame Hetzer
We felt that with the newly added tech requirements for the Hetzer, the current fuel cost made it a low use-case unit when competing with other units in the same tier. Thus to keep the uit attractive while preventing it from being too dominant upon its arrival on the field, we've made the following changes:

  • Fuel cost reduced from 100 to 90
  • Damage reduced from 12 to 9 (only affects direct damage; does not affect DoT damage)

  • Volksgrenadiers MP-40 Upgrade
    We find the risk vs reward of the MP-40 upgrade, although appealing, not worth the trade off in its current state. Thus, to improve the cost vs benefit, we've applied the following bonus:

  • Now also confers a 0.93 received accuracy bonus
     

BUG FIXES & QUALITY OF LIFE

  • Fixed an issue where Le.IG barrages would sometimes become unavailable when the Le.IG becomes decrewed
  • Fixed an issue where the Storm doctrine no longer had access to the Tactical advance ability
  • Fixed an issue where the Bulldozer upgrade modifiers were lost when the vehicle became decrewed
  • Fixed an issue where Commando squads would not be eligible to fire picked-up LMGs on-the-move
  • Fixed an issue where squads would prioiritise the passengers of dodge trucks rather than dodge trucks themselves
  • Forward assemblies now require additional space between them and obstacles (to prevent reinforcements from getting stuck)
  • Changed Rear Echelon minesweeeper upgrade hotkey from M to Z (to avoid conflict with smoke grenade)
  • Changed the hotkeys of Recon Pathfinder fake artillery to match the new layout of Major abilities (position 23 and hotkey D)
  • Fixed an issue where it was possible to upgrade Rear Echelons with both Minesweepers and flamers at the same time

Source : https://community.companyofheroes.com/discussion/comment/273655#Comment_273655
 

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V1.9 UPDATE

The 1.9 update continues the DBP by targeting some of the remaining dominant call-in meta to bring these strategies in line with the existing faction design and relationships.

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GENERAL

Call-in Changes
The following vehicles are now available 0 CP, but buildable only at each of the factions’ respective tech buildings. The reason why OKW call-in vehicles have been moved to T4 rather than the HQ is to level the playing field for all OKW doctrines and ensure that call-in options continue to make T4 placement relevant.

Tying the following vehicles to tech will achieve the dual goal of making call-in vehicles less dominant in 1v1 (since they generally arrive earlier than their corresponding core tech), and making the same vehicles more relevant in 2v2+, as they can now arrive earlier in these gamemodes (i.e. Command Points accumulate at a slower pace than relative fuel income)

  • KV-8 - Buildable only at Mechanized Armor Kampaneya (T4)
  • M-10 'Wolverine' - Buildable only at Battalion Command Post (T3)
  • Ostwind - Buildable only at Schwerer Panzer HQ (T3); cost reduced from 100FU to 90FU
  • Flame Hetzer - Buildable only at Schwerer Panzer HQ (T3)
     

OKW

Volksgrenadier STG Upgrade
We feel that the combination of STG upgrades and the potential to pick up and deny additional weapons makes Volkgrenadier late-game potentially too strong for cost, considering how powerful the unit is in the early game.

  • Slot item change reverted; STG upgrade now, once again, occupies both slots
     

WEHRMACHT

Storm Doctrine
Due to the Sprint ability merging with Ambush Camouflage, Tactical movement became a redundant ability for the commander. Thus, we are replacing it with an ability of similar strength that provides better synergy.

  • Tactical Movement replaced with Smoke Bombs
     

SOVIET

ISU
We felt that popcap of the ISU was not in-line with its improved performance.

  • Popcap from 20 to 22
     

BUG FIXES & QUALITY OF LIFE

  • Fixed an issue where the Jaeger Infantry Command squad would not use the proper panzerfaust/rifle-grenade animations
  • Rifleman/Panzerfusilier AT rifle grenades no longer have a minimum range requirement
  • Fixed another issue where squads would prioiritise the passengers of dodge trucks rather than dodge trucks themselves
  • Fixed an issue where Raid Tactics would not apply properly to recrewed vehicles

Source : https://community.companyofheroes.com/discussion/comment/273713#Comment_273713
 

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V2.0 - FINAL UPDATE

V2.0 of the December Balance Preview marks the final public update for the mod, focusing on some last iterations and adjustments to the Soviet, Wehrmacht, and OKW. Although no additional public versions of the balance preview mod will be released from this point forward, your feedback is still valuable to us as we continue to finalize and adjust some of the existing changes between now and when the December Update goes live.

Based on feedback and data we've collected, it seems clear that although some changes might be somewhat controversial, the overall direction of the changes are widely accepted and approved by the community at large. As of today, the DBP mod has nearly a 90% approval rating on Steam which is a great sign that the changes are on the right track.

We would like to thank everyone for their incredible dedication over the past 6 weeks for all their amazing feedback and contributions. This December Update is largely by the community; for the community and would not have been possible without your passionate commitment to COH2 and the countless hours of testing, tuning and integration of the balance mod from community members Mr. Smith and Miragefla.
 

GENERAL

Airplane Loiters
Loiters would sometimes last longer than the denoted duration, and could even acquire targets outside the visual indication.

  • Standardized loiter duration (60 secs) and radius (50)
     

SOVIET

ML-20
The ML-20 is too effective at wiping infantry models.

  • Near AoE damage reduced from 1 to 0.9

KV1
To give the KV1 a more defined role (soaking damage), we are slightly increasing its durability, and significantly increasing the rate at which it can get repaired. The following changes will result in KV-1’s being 25% faster to repair.

  • Raw hitpoints reverted from 960 to 800
  • Now has a received damage modifier of 0.8
     

WEHRMACHT

G43 upgrade (Stormtroopers only)
The change to the Stormtrooper G43 upgrade only benefited Elite Troops doctrine (which is already dominant) at the expense of other doctrines, which goes against the intent of fostering more strategic diversity.

  • Stormtrooper G43 upgrade reverted to 2xG43’s (does not affect Panzergrenadiers)
     

OKW

Squad XP
To normalize the XP value for OKW squads (i.e,. How much XP enemy units gain from attacking OKW squads), the OKW units that have had their performance adjusted no longer award additional XP when transitioning from Veterancy 4 to Veterancy 5

  • Veterancy awarded to opponent squads from OKW Vet 5 squads (when a vet 5 squad takes dmg or is killed) decreased from 2.0 x BASE_XP to 1.8 x BASE_XP

Panzer II 'Luchs'
We want to delay the arrival time of the luchs, without delaying the arrival of the MechHQ building, or the cost-efficiency of the unit to prevent it from dominating the battlefield if rushed.

  • Build time increased from 40 seconds to 85 seconds

Spec Ops Doctrine

Command Panther
We want to delay the arrival time of the Command Panther to prevent the Spec Ops doctrine from dominating opposition in 1v1 and overshadowing all OKW doctrine’s due to the call-in mechanic.

  • CP increased from 11 to 12
     

BUG FIXES & QUALITY OF LIFE

  • Fixed an issue where Command Panther/Pershing would award less experience than implied by their call-in costs
  • Prevented players from using Artillery Officer victor target when no candidate units are on the field
  • Fixed an issue where several squads would experience random delays when throwing their grenades (mostly affects SMG troops, e.g., panzergrenadiers). Credits go to Widerstreit for finding the fix

Source : https://community.companyofheroes.com/discussion/comment/273843#Comment_273843
 

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    • MaJ v1.3.0.18567 (Umber Wasp) - 2023/10/04 mercredi Taille : 867Mo The Umber Wasp update (1.3.0) is focused on continued gameplay improvements and polish to pathfinding, and pings. This update also brings several quality-of-life improvements, such as a smaller icon size on the tactical map and a better flow for end-game stats. The balance changes will impact all factions, with some focus on the Deutsche Afrikakorps. Additionally, this update delivers a Newsfeed for players to access patch notes and news directly from the game’s main menu. We are also introducing one new 4v4 map with Sousse Wetlands and a reworked 1v1 map of Pachino Stalemate. Be sure to review all of the changes and fixes below or check out the Mission Briefing for an overview.       NEW CONTENT, FEATURES AND IMPROVEMENTS New Map   Sousse Wetlands – 4v4  Added 4v4 Sousse Wetlands map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.  Sousse Wetlands is a vast Tunisian map with three distinct locations:  The ancient walled city to the North Featuring exciting urban combat and flanking routes galore  The wetlands and causeway Featuring masses of foliage and water where combat is long-ranged, and maneuverability is key  The desert village to the South Where cover can rapidly deteriorate, and defenders can easily be outflanked    Reworked Map   Pachino Stalemate – 1v1 Reworked 1v1 Pachino Stalemate map. This map is available in Automatch, Co-op vs A.I., Skirmish and Custom game modes.  A redesign of the existing 1vs1 map for all game modes, including:  Considerable changes to territory and accessibility  Large rock formations have been removed map-wide enabling better mid to late game pathfinding (which should open the map up as larger vehicles hit the field)  Updated cover around central resource points  Updated map textures to improve visibility around key areas  Updated atmosphere   Match stats  Quitting a match will no longer exit the Match Stats screen.   If a player gets disconnected from a match, they will now still be able to view the match stats.      GAMEPLAY IMPROVEMENTS AND BALANCE   Pathfinding  Adjusted vehicle pathfinding to take more direct paths to the requested location.  Infantry will now do less pathing adjustments when friendly soldiers are in the way.  Infantry will no longer prefer to take paths with denser cover distribution, which has often led to unpredictable behaviours.  Infantry will now be able to path through allied infantry and team weapons. When traversing through blocking vehicles, infantry will now think they can path through, but will be physically stopped until the vehicles move out of the way for more predictable behavior.  Retreating infantry will no longer get stuck in place when pathing into vehicles, squads, and team weapons.  Team weapons (whether abandoned, set-up, or idle) will no longer be able to block chokepoints for allied units. The space under team weapons is now considered a pathing space.       Units executing attack orders will more consistently approach their target in a straight line.   Vehicles doing a Move order at longer distance will now follow a straight path opposed to following a path that is aligned with their orientation.        Vehicles will no longer be allowed to stop while phasing.       Pings  On map communication pings will now feature a new visual effect, that includes a uniquely colored tear drop effect lasting for 10 seconds.  New features for ping visibility  A colored light beam will appear on pings to improve visibility at distance and when used next  to tall assets like high vegetation, trees and buildings.  Previous pings will be removed when a new ping of the same type is issued.   Each ping type will have a unique cursor when selected.  New animation effects on both minimap and tactical map have been added to drastically improve ping readability.   Ping cooldown  Introduced a cooldown period during ich a player can no longer issue pings, which is activated when a given player issues multiple pings in rapid succession.  When on cooldown, trying to use pings again will display a message in the chat visible to the player.  Continuously using pings when on cooldown will further increase the cooldown itself.     Map Updates  HQ Sector bunker positioning has been adjusted across various maps to prevent bunkers from unintentionally covering resource points, whilst also reducing the number of blind spots that might be exploited by the enemy player.  Many heavy-crush rock piles have been removed across Africa maps, including but not limited to Road to Tunis - 1v1 and Gazala Landing Ground - 3v3  Heavy-crush rock piles have been replaced in many cases by Sangars, which still provide heavy cover, but are less resilient to damage and are medium-crush   Taranto Coastline 1v1  Rebalancing of buildings near Victory Points.  Removal of several large rock outcrops to enable late-game crush to open the map.  Territory layout adjusted to be more appropriate for competitive gameplay.   Twin Beaches 1v1   Added an infantry-only “gitty” between Mount Bacon and the Northern beach  Adjusted the placement and number of rocks and tank traps on the Southern beach, to better improve vehicle flow and pathfinding  Minor adjustments to cover around Mount Bacon  Terrain adjusted to rebalance height gameplay around Mount Bacon   Campbell’s Convoy – 2v2   Readjusted cover placement along the central resource points, particularly around the most contested resources.    Catania Crossing 3v3  Returned the baby truck to its home, where it belongs.  Updated the two rail bridges to one double length bridge, reducing the number of bridges to destroy/repair in this area of the map from 4 to 2.   Mignano Summit – 3v3   Updated territory layout, reducing the number of high resource points and spreading their value more evenly across the map. This should reduce the chances of games ending too soon from dominating the central areas of the map.    Monte Cavo – 4v4  Updated camera mesh to make it adhere closer to the terrain, which will prevent the camera from elevating too high near rocky outcrops.  Updated atmosphere to transition into Dawn after around 30 minutes of gameplay.    Winter Line – 4v4  Updated cover placement around the central bunker complex.  Replaced a number of trenches with sangars, improving the pathfinding of tanks in these areas.   Tactical Map  Scaled down unit decorators, they now act as position icon.  Removed the Unit position icon (circle).    New Cosmetics  Eight new cosmetics will be released in October, with four releasing in each of the first two weeks.    British Forces  Mud Brown Foot Guards Mud Brown Matilda II US Forces Sea Blue M18 Hellcat Sea Blue Sniper Wehrmacht Dark Brown Brummbar Dark Brown Nebelwerfer  Afrikakorps Basalt Grey Stug III D Basalt Grey Anti-Tank Gun Team     GENERAL BALANCE CHANGES   Accuracy Changes   We have standardized accuracy across the board for the various tank guns. We have noted that our tank guns were too accurate at maximum range. This resulted in situations where vehicles chasing at maximum range would often land their shots while on the move, more than intended, especially after the fix to projectiles that made it easier for scatter hits to avoid low obstacles.     76mm halftrack and 221 Panzerbüchse accuracy set 0.1/0.055/0.045    Anti-armor vehicle accuracy set to 1/0.05/0.04   Crusader II and III accuracy set to 0.1/0.05/0.04   General medium, heavy and light tank accuracy set to 0.075/0.0475/0.035   Hellcat, Marder III and variants accuracy set to 0.1/0.055/0.4   Sherman 76mm accuracy set to 0.1/0.05/0.04   Anti-Air  We have made significant changes to the balance of anti-air and airstrike abilities. In general, anti-air units will be significantly more effective at stopping airstrikes within their vicinity. Furthermore, anti-air can now engage planes beyond the protected border regions of the map, giving anti-air more time to respond.   Most mobile anti-air units have been standardized to output similar damage to aircraft. The following units have been changed:  CWT 15CMP AA Truck  Crusader AA  M16 Quad Halftrack  Flakpanzer IV Wirbelwind  Flak 30 20mm AA Gun Team  Flakvierling Halftrack   Airstrike Abilities have also been separated into general classes of durability. The list below goes from least durable to most durable:  Strafing Runs (P-47 Strafing Run from the ASC, Luftwaffe Strafing Run)  Close-in/Dive Bombs (P-47 Dive Bomb from the ASC, Fragmentation Bombs)  Loiter (Hawker Typhoon Anti-tank loiter)  Reconnaissance versions of Strafing, Dive Bombs, and Loiters (Recon Artillery, P-47 Reconnaissance Loiter)  Heavy Bomber Runs (Carpet Bombing Run, Breakthrough Incendiary Bombing Run)   A single anti-air unit will be able to deny nearby Strafes, but multiple anti-air units are required to deny higher durability abilities. Two AA units will generally be able to lock down an area, while three will deny all but the Heavy Bomber Runs, which are designed to be largely unaffected by AA. Keep in mind this will have minor differences by map, direction of the airstrike, and when the anti-air unit faces its target.  These relationships only matter when the anti-air is covering a specific area. While anti-air can cover a significant area, they have been tuned that additional anti-air units are required to cover the larger 4 vs 4 maps. This is something we’ll keep an eye on and rebalance in the future as necessary, but the intended goal is that airstrikes should be counterable even in smaller game modes such as 1 vs 1, but not to the point they become irrelevant in larger game modes where players can more easily specialize into airstrikes or anti-air.   Notes:  Loiters are currently bugged, and are able to be shot down easier than intened. We hope to address this in a future patch.    Mortars  Wehrmacht, Deutsche Afrikakorps, British Forces Light Mortars   HE Barrage cooldown reduced from 0.75 to 0  HE Barrage reload rate standardized to US Forces mortar   Veterancy Adjustments  Anti-tank Gun veterancy requirements reduced from 1300/3900/7800 to 1000/3000/6000  Panzerpioneer and Royal Engineers veterancy requirements reduced from 800/2400/4800 to 700/2100/4200  Walking Stuka Half-track and Sherman Whizbang veterancy requirements reduced from 1950/5850/11700 to 1500/4500/900   Sniper Units   Camouflage when leaving cover increased from 1 to 4 seconds.  Sight range increased from 35 to 40.   FACTIONS & ABILITY BALANCE CHANGES   US FORCES  USF continues to perform well, however, we have noted a number of overperforming units and abilities that made it difficult for the opposing player to counter or deal with. We are weakening certain abilities such as Pour it on ‘Em, the Sherman Easy E8 call-in, the M8 Scott’s White Phosphorous shells, and the offensive capabilities of the Air Support Center.     4x4 Truck  Frontal armor decreased from 5 to 4.  Moving weapon burst reduced from 100% to 75%.   Assault Engineers  Veterancy requirement reduced from 900/2700/5400 to 750/2250/4500.    Bazooka Team  Manpower cost reduced from 250 to 240.  Reinforce cost increased from 22 to 24.  Veterancy requirement reduced from 900/2700/5400 to 800/2400/4800.   Engineer  Veterancy requirement reduced from 750/1500/3000 to 600/1800/3600.    M3 Armored Personnel Carrier  Fortify Position ability reduces ability recharge times for nearby units by 25%.    M8 Greyhound Armored Car  Area of effect damage changed from 1/0.3/0.15 to 0.75/0.4/0.4.  Area of effect model limit  set from 0 to 2.  Area of effect radius increased from 1.75 to 2.  Max scatter reduced from 4 to 3.  Scatter offset set reduced from 0.33 to 0.   M8 Scott  White Phosphorus Barrage direct damage reduced from 80 to 10.  White Phosphorus Barrage now has a cost of 25 munitions.   M24 Chaffee Light Tank  APCR Rounds munition cost reduced from 45 to 35.  APCR Rounds penetration bonus reduced from +100% to +50%.  Reload time increased from 3.5/4 to 4/4.25 seconds.  Chaffee no longer does additional damage against friendly units.   Paratroopers  Grenade area of effect distance increased from 0.5/1/1.5/4.5 to 1/2/4.5; matches the standard US Forces frag grenade used by Riflemen.   Riflemen  Fire Superiority now reduces the squad’s speed by 33% when active.  M1918 BAR penetration reduced from 2.5/2/1.75 to 1.75/1.5/1.33.   Scout   Manpower cost reduced from 160 to 150.  Utility Package munitions cost reduced from 30 to 25.  Veterancy requirements reduced from 750/2250/4500 to 500/1500/3000.   Seek and Destroy  Accuracy bonus increased from 25% to 35%.  Capture bonus and received accuracy bonus while moving removed.  Seek and Destroy Ability properly provide its benefits to vehicles you control for the full 40 seconds duration of the activation.   Sherman  White Phosphorus Smoke ability no longer slows vehicles on hit.    Sherman Easy 8  76mm penetration reduced from 300/200/170 to 200/180/160.  Arrives with a veterancy 1 Engineer squad; unit only becomes Assault Engineers if the Assault Engineer is unlocked.  Command point requirement increased from 7 to 8.  Cost increased from 600 manpower and 100 fuel to 650 manpower and 105 fuel.   Sherman Whizbang  Precision Rocket barrage renamed to Long-Range Barrage.  Long-Range Barrage range increased from 80 to 160.   Long-Range Barrage range reload increased from 0.25 to 1.   Long-Range Barrage rocket count increased from 10 to 15.    Special Operations P-47 Dual Strafing Run  Second plane now arrives 2 seconds later than the first plane.    Support Center   Air Support Center  Ability reticules adjusted to be more representative of their area of effect.  Air Supply cost increased from 100 manpower and 30 fuel to 150 manpower and 40 fuel.  P47 Dive Bomb area of effect reduced from 10 to 7.  P47 Strafe’s 2nd plane now arrives 2 seconds slower.     Infantry Support Center  Munitions Surplus no longer grants an ability recharge bonus.  Survival Training now grants 25% faster recharge speed on infantry abilities.    Mechanized Support Center  Chaffee APCR Rounds ability penetration reduced from 300/200/160 to 270/165/120.   Munitions cost reduced from 45 to 35.  Canister Shot ability reworked to deal high damage against infantry in the open, but is less effective against units in cover. Deals 25% damage against units in garrison and heavy cover, 50% against light cover.  Munitions cost reduced from 45 to 25.  Greyhound canister area of effect model limit increases from 3 to 4.  Sherman canister area of effect model limit increases from 3 to 5.    US Airborne  M1919A6s upgrade time reduced from 50 to 30 seconds.    WEHRMACHT   While a potent faction, a number of the Wehrmacht units were underperforming when they should be key components of their respective tier’s arsenal. We have made a number of changes to address units like the Wirbelwind’s cost and the Stummel’s performance. Furthermore, the Armored Skirts upgrade has been reworked to offer a potent power spike for all the Wehrmacht’s core medium armored vehicles in the late-game.    20mm Flak 30 AA  Gun Team  Build time reduced from 45 to 40.  Crew health increased from 80 to 90.  Penetration increased from 26/22/18 to 30/26/22.  veterancy requirements reduced from 1300/3900/7800 to 1000/3000/6000.    251 Stummel Conversion  Auto-fire reload reduced from 5 to 4 seconds.  Barrage recharge time standardized to 20 seconds.  Barrage reload reduced from 2.5 to 2 seconds.  Barrage shell count increased from 4 to 6.  Munitions upgrade cost reduced from 60 to 50 Munitions.    Armored Skirts  Cost increased from 125 manpower and 25 fuel to 200 manpower and 45 fuel.  Now provides +80 health to all affected vehicles.  Side armor bonus removed.    Blitzkrieg – Breakthrough Battlegroup  Reload bonus increased from 35% to 40%.  Speed bonuses and received accuracy bonus reduced from 50% to 35%.    Command Panzer IV  AP rounds penetration increased from 90/75/65 to 90/85/75.  AP rounds reload time decreased from 4.75/6.5 to 4/4.5 seconds.  AP Round area of effect distances changed from 0.25/1/4 to 0.25/0.25/4.  HE angle scatter reduced from 12.5 to 7.  HE round area of effect damage changed from 1/0.25/0.15 to 0.5/0.25/0.25.   HE round area of effect radius increased from 4 to 5.  HE round area of effect mode limit increased from 3 to 4.  HE round reload time reduced from 4.5/5 to 4/4.5.  HE rounds now fire directly at targets.  Movement scatter changed to match other tank guns.    Flakpanzer IV Wirbelwind   Cost reduced from 320 manpower and 60 fuel to 300 manpower and 50 fuel. Reload speed decreased from 3.75/4.25 to 1.875/2.125.  Tactical Advance replaced with White Phosphorous rounds.  White Phosphorous Rounds cause suppression and reduce a vehicle’s vision by 75% on hit for 5 seconds. Costs 30 munitions. Lasts 30 seconds.  Jaeger Light Infantry  Capture and de-capture bonus from reconnaissance package set to a flat +20% bonus.   Reconnaissance Package munition cost reduced from 60 to 50.   Kettenkrad  Communication cable munitions cost reduced from 35 to 25.  Communication cables now grants the Kettenkrad +33% capture and de-capture speed and grants +7 vision range to points captured by the Kettenkrad.  Communications cable resource bonus removed.  Speed increased from 10.50 to 11.75.  Mechanized 8Rad  Veterancy ability replaced with Deutsche Afrikakorps Commander 8Rad Ability.    Nebelwerfer  White Phosphorous rocket count increased from 5 to 6.    Pioneer  Veterancy requirements reduced from 750/2250/4500 to 500/1500/3000.    Panther  Tactical Advance replaced with Tank Hunter.  Tank Hunter is a Passive Ability that causes target vehicles hit by the Panther to be 25% easier to hit for 8 seconds. The affected unit will also be revealed, even in the fog of war for the entire duration.   Stosstruppen  White Phosphorous Grenades now properly deal damage over time.    BRITISH FORCES    We have given the British forces a small number of adjustments to address a number of concerns. The changes below should make it easier to deal with British artillery in late-game scenarios, and reduce how oppressive their vehicle rushes with Crusader AA or Stuart can be against infantry.    BL 5.5 Inch Howitzer  Command Point cost increased from 2 to 3.  Health reduced from 800 to 480.  Manpower cost increased from 320 to 400.  Dingo  Now gains shared experience.    CMP 15 CWT Truck  Veterancy 1 Improved Logisitic ability now shared between the standard CWT and the medical variant.    Commandos  Grenade area of effect distance increased from 0.5/1/1.5/4.5 to 1/2/4.5.    Crusader AA  Area of effect radius reduced from 2.5 to 2.  Area of effect distances reduced from 0.75/1.5/2 to 0.33/1/1.75.   Infantry Section  Recce Package passive vision bonus reduced from 7.5 to 5.    Light Vehicle Refit and Withdraw  No longer costs munitions.    M3 Stuart  Mark Target munitions cost increased from 25 to 45.  Mark Target penetration bonus reduced from +50% to +25%.  Area of effect damage changed from 1/0.3/0.15 to 0.5/0.3/0.3.  Area of effect damage distances changed from 0.44/0.875/1.31 to 0.375/0.375/2  Moving scatter increased from 25% to 50%.  Max scatter to 3.5.  Scatter angle from 7.5 to 5.5.  Scatter offset set to 0.125 to 0.   DEUTSCHE AFRIKAKORPS  We are making a number of changes to DAK to address some of the issues they face. These issues include a lack of ready access to infantry-based anti-tank units when going for the Mechanized Kompanie and the early weakness of their Panzergrenadiers when outside Combined Arms range. We still want DAK to be a vehicle-based faction that needs to leverage its vehicles to gain an advantage and have made improvements to early units like the 250 Halftrack to further emphasize to encourage vehicle play.    250 Halftrack  Manpower cost reduced from 260 to 250.  Front armor increased from 6 to 7.  Veterancy Requirements reduced from 1200/3600/7200 to 600/1800/3600.   Advanced Optics  New upgrade added to the Armory. Requires Panzerarmee Command.  Costs 250 Manpower.  Increases the vision range of all vehicles by +5 when moving. When vehicles are stationary, increases vehicle vision by +10.    Advanced Repairs  Manpower cost reduced from 200 to 150.  Advanced Repairs now requires the Light Support Kompanie. Previous Panzer Armee requirement removed.  Assault Grenadiers  Manpower cost reduced from 340 to 300.    Bersaglieri  Bersaglieri call-in ability recharge time increased from 60 to 75 seconds.  Manpower cost reduced from 320 to 280.   Breda Model 30 Light Machine Guns  Command point requirement reduced from 3 to 2.  Weapon burst duration increased from 0.75/1.25 to 1/1.55.  No longer grant 1 free LMG to Panzergrenadier and Bersaglieri squads.    Combat Half-track  Provides a flat 4 armor bonus to all facings to all affected units    Combined Arms  Gives +15% speed to all Deutsche Afrikakorps infantry who have Combined Arms available.  Panzergrenadier version no longer grants ability range bonuses and only provides +10% bonus to accuracy. Grants the same bonuses as the Combined Arms used by other infantry.   Command Panzer IV  Wehrmacht and Deutsche Afrikakorps Command Panzer IV now both share the ammo swap ability.  AP rounds penetration increased from 90/75/65 to 90/85/75.  AP rounds reload time decreased from 4.75/6.5 to 4/4.5 seconds.  Area of effect distances changed from 0.25/1/4 to 0.25/0.25/4.  HE angle scatter reduced from 12.5 to 7.  HE round area of effect damage changed from 1/0.25/0.15 to 0.5/0.25/0.25.  HE round area of effect radius increased from 4 to 5.  HE round maximum damage cap from 3 to 4.  HE round reload time reduced from 4.5/5 to 4/4.5.  HE rounds now fire directly at targets.  Movement scatter changed to match other tank guns.    Grenade Package  Grenade Package Removed. Panzergrenadiers now require either Fire Support Elements from the Light Support Kompanie or the Mechanized Kompanie to be constructed in order to access grenades.    Kradschutzen  Speed increased from 11.5 to 13.    Light Support Kompanie  Now has access to Panzerjaegar squads costing 250 manpower.   Panzergrenadiers  Grenade range increased from 16 to 20.  LMG accuracy increased from 0.363/0.286/0.2332 to 0.396/0.312/0.2544.  Rifle accuracy increased from 0.493/0.484/0.341 to 0.538/0.528/0.372.  Model 24 grenade and Hafthohlladung Anti-tank Grenades now requires either Fire Support Elements from the Light Support Kompanie or the Mechanized Kompanie to be constructed.   Secure Location  Now grants a +20% decapture bonus in addition to its capture bonus.    StuG III D  Veterancy Requirement reduced from 1500/4500/9000 to 1000/3000/6000.  Firing Positions range bonus increased from +15 to +20 range. Notes:  Currently our Veterancy is 1000/2000/6000. This will be set to the intended values in our next patch.    Italian Infantry    Booby Traps  Command Point requirement from 2 to 1.  Booby Trap cost reduced from 55 to 45 munitions.  Traps that detonate on a Victory or Territory point will increase the time it takes to capture the given point by +100% for 20 seconds.    Cannone da 105/28  Command Point requirement from 4 to 3.    Designate Defensive Line  Renamed to Sound the Alarm.  Munition cost reduced from 60 to 40.  Now also makes squads 20% harder to hit when active in addition to other bonuses.  Now plays an alarm effect on activation.   Guastatori  Armor increased from 1.25 to 1.5    L6/40  Cost increased from 450 manpower and 30 fuel to 475 manpower and 35 fuel.  Emergency Speed now replaces Italian Brotherhood: Increases speed by +50%, and has +25% acceleration while making the unit 25% harder to hit. Disables weapons while active.   Health increased from 240 to 280.   Now has medium crush.   Penetration increased from 16/14/13 to 45/25/15.    Propaganda War    Now has a delay before the ability activates.  Now fires 10 shells over a large area that cause suppression damage. Targets that are pinned will retreat if they are in the blast radius of propaganda shells. No longer causes units to immediately retreat if they are not pinned.   We have also made some significant changes to the Italian Infantry tree, increasing its viability.  Before    After      BUGFIXES    Art/Animation  Changed the way weapon swap animations are played so they are now layered as upper-body animation. Mechanically that means that when a unit upgrades to a new weapon (such as the BAR) or when a unit changes weapons (such as mine sweeper for engineers), they no longer stop in their tracks and get separated from the rest of the squad.    Fixed a T Pose when units embark into the Deutsche Afrikakorps 205 Light Carrier.   Fixed hit reaction animations when infantry is dropped to prone from explosions (grenades, mortar, etc.). These animations should now quickly end when the squad is issued a command, instead of keeping the unit locked down for the full length of the animation (It was never the intention for hit reaction animations to lock down units in place).  Fixed a problem where squads would lose the player's requested unload destination if the player issued a second order while the squad was in the process of unloading. The vehicle will now properly acknowledge the new destination and navigate accordingly. Soldiers will now also respond to the unload more quickly and will exit the hold more seamlessly.  Modified the Weapon Swap to use an upper body animation layer. This should should mean kneeling units to no longer stand up when ordered to change weapons or tools.  Removed most pivots from infantry to increase infantry responsiveness.    There should be no more popping before and after throwing a grenade. Entities should now be using the aim animation while rotating to the ability location.   Adjusted the behaviour of infantry entering cover while engaged in combat. Infantry will now avoid sliding into cover (and instead opt to stay standing and shooting) if they are in the middle of aiming. However, the unit will still do the slide into cover animation if they aren't aiming - which might happen depending on a number of factors, such as the weapon type, range, wind down period etc.     Gameplay  Anti-Air units can now target airplanes outside the playable area.       Artillery should now fire with a 20 second cooldown that is surfaced through a decorator It should respect having vision on the enemy unit.     Breach now forces retreat of garrisoned units.      Burst weapons will no longer keep firing if the target ducks behind a shot blocker.    Clarified the meaning of “resource lost” stats with tool tips. This means the resource value of units lost in combat.   Fallschirmpioneers now have access to wire cutters from the start of the game.    Fixed damage over time damage not awarding veterancy and kills to the damage originator.    Fixed HMG redeploying when switching targets in arc.    Fixed a bug where the Panzerjaeger squad was unable to fire Anti-Tank Tear Gas round if the remaining squad members didn't have Panzerbuchse 39 equipped.    Fixed a bug where it was possible for a unit who was repeatedly given the Stop command to completely lose the ability to attack. This was unintentional, and now units told to stop while they're already stopped will no longer cause them to stop attacking. This bug affected infantry, vehicles and structures alike (defensive positions, etc.).   Fixed a missing UI text string on the Salvage Crew ability for the M3 Armored Personnel Carrier when used on friendly or hostile units .  Fixed a tool-tip issue with the Bishop's direct-fire ability.  Fixed an issue where certain call-in units could not be deployed due to incorrect population requirements.  Fixed an issue where certain units could double shot projectiles. Shermans, Brummbars, and Greyhounds now need to cycle a reload sequence if they fired a shell before using WP, Bunker Buster or Smoke shot.    Fixed an issue where Deutsches Afrikakorps Schu Mines and Teller mines would not cancel construction if the builder was given another order before construction begun.   Fixed an issue where Flak emplacements would not be cancelled if the engineer was given a build other before they reached the construction site.   Fixed an issue where Wehrmacht bombers used the incorrect model during the Montella mission.   Fixed an issue where Tear Gas would not disable an indicator over the target.   Fixed an issue where the Crusader had further sight than intended.  Fixed an issue where the Hellcat and M3 75mm Gun Motor Carriage First-Strike Veterancy bonus failed to work correctly.  Fixed an issue where the Stosstruppen Red Phosphorous Grenade would not continue to deal damage after detonation.    Fixed British Forces Supply Surplus Cache and Infirmary upgrades being able to be built on top of existing Supply Caches.    Fixed invalid target requirement text for the Sherman's White Phosphorus Shell.  Fixed M1 Anti-Tank Gun continuing to fire while Brace ability was active.    Fixed M1 Anti-Tank Gun not firing after Brace ability ends.    Fixed missing UI requirements for the Captain's 'Rally to Me' ability.  Fixed players appearing on the wrong team after a skirmish restart.    Fixed Recover Wrecked Vehicle ability range for recovery vehicles.    Fixing a programming glitch that caused repeatedly giving the Attack move order to prevent a unit from moving. Repeatedly giving Attack Move orders now behaves smoothly, similar to how repeatedly giving the Move order does.    Improved weapon range visualization to account for shooter size.    L6/40 Combat Group should now properly be 10 population instead of 12.  Mortars and HMG's should now have their abilities cancelled when pinned.      Pathfinding tuning on Deutsche Afrikakorps recovery now matches the US recovery vehicle.   Setup HMG teams will no longer become stuck if given a reface order in place.    Smoke Canisters should no longer break functionality on the creeping barrage ability.   Team weapons no longer change targets when already engaged via an attack move order.    The Focus Next Infantry command now cycles through units properly, skipping over retreating units.   Unit Efficency has been changed to Efficiency Factor, which is now a ratio like 1.5, rather than 150%. Efficiency Factor means the amount of resource damage dealt to enemies, divided by the cost of units produced. There are now tooltips to explaining this.   Beyond the meaning of Unit Efficiency being unclear, there were also errors in the calculation of efficiency which have been fixed. (Average) efficiency was displaying a total instead of an average. Additionally, the total damage dealt had been including friendly fire and environmental damage.  Updated a large number of tooltips in-game to display numerical values for bonuses of many upgrades and abilities.  Updated the VFX on On Map Communication Pings for the Attack, Defend and Look Here pings. Added a new VFX beam to make pings more visible when used on tall assets like buildings or when placed behind trees and bushes.  You will now receive a specific message in the left-hand-side event queue if one of your units takes a hit from a sniper.   Fix wrecks staying attached to recovery vehicles when issued move command.   Performance/Stability  Improvements in detecting cases of file corruption and trigger verifications on game installs.  Fixed a rare crash that would occur while previewing unit pathing using Tactical Pause.  Turning off FSR with antialiasing on doesn't crash anymore.  Improved/Reduced Frame Per Second drops while in a match.  Fixed crash when closing prompts from a previous mission.    Single player  Dynamic Italian Campaign  Adjusted bunkers to prevent paratroopers from dropping behind them on Monte Cavo map.   Fixed stuttering during mission zero intro sequence.  Fixed the default save names not changing in different game modes.  Fixed an issue with the Anzio Annie Barrage ability not having a cooldown.   Fixed damage on bridges with abilities such as bombing or barrages. These abilities now do the intended damage.  Fixed cursor showing that incorrectly showed you can attack again when you controlled a naval unit that had already attacked this turn.   Fixed FSE that can occur after loading a Calabria tutorial save.   Fixed game crashing when loading some save files that had used paradrop.   Fixed issue where troops would sometimes walk through Italy after landing from troop transport ability from port.  Fixed map atmosphere state not being saved.   Fixed Recover Wrecked Vehicle ability range for recovery vehicles.  Fixed save overwrite confirmation dialogues not always displaying when making a save with an existing name.  Fixed turn soft locking after using naval transport ability on a specific location in the Calabria campaign map tutorial. This only fixes new saves.  Fixed the tooltip text to no longer be a blank “Requires: “ when issuing move orders out of bounds on the campaign map.  Improved clarity on the ability fail message when trying to cast ability out of range.    Addressed the jittery transition from zoomed in to zoomed out states on the Italian Campaign map.   Attempting to capture towns no longer deal damage to it prior to doing mission or skirmish.  Repainted territory in the Cliff Crossing Skirmish to make sure that the new territory layout has separate sectors for each point.  Replaced detachments with emplacements in the Italy population breakdown menu.     North African Operation  Adjusted asset position to prevent blocking garrison doors in the Ajdabiya mission.   Fixed a bug in the Ajdabiya mission where the Flak 36 Objective could be completed by driving the truck up without the Flak 36.   Fixed an issue causing the title card to play even when the player is not first starting the operation.  Moved the enemy spawn locations to prevent them from spawning in view in the Ajdabiya mission.   Reviewed UI mission completion and start popups to reduce cases where they appear back-to-back.   UI/UX  Building production buttons now have a toggled state.   Changed the message on disconnect notifications to add clarification.   Fix a crash that can occur when loading saves from Gela.   Fixed a bug that caused dialog messages to get cut off in certain aspect ratios.   Fixed a typo in Deutsche Afrikakorps Armored Support Group name.   Fixed an issue occurring when a newly created North African Operation save uses the default name of the last completed mission.   Improved the tooltip message shown when trying to invite offline players to your party.  Replaced the CoH3 Desktop icon to support sizes from 16px to 256px.  The Battlegroup panel can now be closed by pressing ESC or clicking outside the panel.  Fixed an issue where the Night Fighter Resource Point cosmetic did not state which resource point it affects.  Fixed an issue that prevented some players to receive new daily or weekly challenges on reset Updated the Co-op vs AI stats to have the most played faction.  Disabled Select Map and Game Options buttons during match start countdown.  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/81-pc-umber-wasp-1-3-0-patch-notes
    • 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
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