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Salut,
 

cohfr_img_coh2_patch_small_(source_Hamme

Image source de Denman Rooke

 
Pour ceux qui voudrait voir la liste des changements qu'apporte les mises à jour du jeu, voici les changelogs (sort de journal des modifications du jeu) classés par date, des plus récents au plus vieux.

Comme vous l'aurez remarqué, les changelogs sont anglais. C'est pourquoi j'ai fais une parenthèse traduction pour les non adeptes de la langue de Shakespeare ou pour ceux qui veulent des piqûres de rappel.

Les mots anglais qui vont suivre, suivi de leur traduction, sont les principaux mots à connaitre pour comprendre un changelog.

Si vous en voyez d'autre, n'hésitez à les rajouter.
 
Comprendre les changelogs :


Fuel = Carburant
Manpower = Point d'effectif
CP = Command Points = Points de commandement



Near = Près
Mid = Mi-(distance) / (distance) moyenne
Far = Loin

Increase = Augmenter

Lower = Descendre/Diminuer
Reduce = Réduire
Slower = Ralentir



Aim time = Temps de viser (temps pour ajuster sa cible)
Build time = Temps de construction
Burst multiplier = Multiplicateur de rafales
Cooldown modifier = Modificateur de temps entre deux rafales
Fuse time = Temps d’amorçage (délai entre l'amorçage et l'explosion)
Rate = Taux/Ratio
Reload time = Temps de rechargement



Ability = Compétence
Accuracy = Précision
AOE = Area of Effect = Zone d'effet / Aire d'effet
Damage = Dégâts
Health = Santé
Issue = Problème
Range = Portée / Rayon d'action
Target = Cible



En plus :

Scatter = Dispersion
Shell shock = Traumatisme
Stun = Assommer





Année 2015 :
 
1 avril

Taille : ~1,6Go
Version : 3.0.0.17580

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

Maps
Balance
Bug fixes


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

MAPS

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

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

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

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

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

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

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

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

Shallow water no longer offers a speed reduction penalty.

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

______________________
______________________

BALANCE

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

To reduce the disparity of army balance between axis and allies

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

To reduce the effectiveness of blobbing we’re looking to

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

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

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

  • Truck Pushing
  • Bugs

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

  • Squad wiping abilities
  • One-shots
  • High lethality

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

______________________

OKW

SWS Truck

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

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

Flak Base Defenses

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

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

Volksgrenadiers

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

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

Panzerschreck

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

  • Far Accuracy has been reduced from .025 to 0.20

Obersoldaten

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

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

Raketenwerfer

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

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

LE IG 18 Infantry Support Gun

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

  • Added mild AOE suppression on hit

King Tiger

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

  • Armor reduced from 425 to 375

______________________

USF

M10 Wolverine

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

  • Health has been increased from 400 to 560

M36 Jackson

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

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

M8 Greyhound Canister Shot

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

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

USF Mortar Halftrack

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

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

Pak Howitzer

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

  • Added mild AOE suppression on hit

HMC

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

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

______________________

SOVIETS

Sniper

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

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

B4

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

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

For Mother Russia

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

  • 1.5x damage bonus converted to 1.25 weapon accuracy

Guard Troops

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

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

120mm Mortar

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

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

______________________

WEHRMACHT

Pioneers

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

  • Sight increased from 35 to 42

Panzerschreck

  • Far Accuracy reduced from 0.25 to 0.20

Sniper

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

  • Health increased from 48 to 82

SdKfz 222 Armored Car

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

  • Health increased from 200 to 240

HMG 42

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

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

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

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

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

______________________
______________________

BUGS

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


4 février


Taille : ~1,1Go
Version : 3.0.0.17120
 
Udpate for February 4th - Servers will be down at 10pm GMT / 2pm PST for this update, it should take an estimated 4-5 hours.
 
Multiplayer Fixes:
  • OKW Jagdpanzer IV cost corrected; reduced to 400 Manpower from 480 Manpower.
  • Fixed an exploit where players could stack the USF Rear Echelon’s “Volley Fire” ability by crewing and de-crewing vehicles.
  • Changed the Classic Hot Key for "Cancel Construction" to “X” to prevent players from accidentally scuttling their structures.
  • Mines are no longer permanently revealed after being detected by a Minesweeper.
  • Removed the collision detection on infantry casualties to prevent them from blocking retreating units.
  • OKW infantry will no longer get stuck in a retreating state while retreating to the Battlegroup Headquarters.
  • Changed the target priority on the USF Pack Howitzer from 0 to -100; the weapon is now less likely to be destroyed before it is abandoned.
  • Units garrisoned inside a USF Fighting Position now display the proper cover shield UI.
  • Made improvements to AI pathfinding, combat states, preferred combat ranges, and reinforcement logic.
  • Added the missing requirement tool tip text for the "Recon Sweep" Commander ability on the USF Mechanized Company Commander.
  • USF Paratroopers Commander ability now shows the correct Command Point requirements on the Commander ability bar.
  • USF Major's "Rapid Artillery" ability will no longer trigger in all previously called locations when the Major reaches Veteran Level 2.
  • Unit icons in the "Units" tab of the post-game Match Stats screen now use the correct image.
  • Fixed a bug that caused infantry units to not obey a capture order if the capture point had an unseen enemy cache built on it.
  • Squad members will no longer stop shooting when pivoting.
  • Fixed an issue where the AI would paradrop team weapons and never pick them up.
  • Fixed a bug that caused the USF Priest's "Creeping Barrage" ability not to fire when the ability is called down just outside the ability's minimum range.
  • The Ostheer Mechanized Grenadier Group and Mechanized Assault Group Commander abilities now have their own unique Icons.
  • The Ostheer Riegel-43 Anti-Tank mine is no longer missing the ghost construction when the mine is being placed.
  • Added confirmation speech lines for the purchase the Soviet M4C Sherman's M2HB HMG Package upgrade.
  • Squads no longer stand inside the Soviet T-34-85 while repairing the vehicle.
  • Updated the small icon on the USF "Backbone of the Army" Intel Bulletin.
  • Moved the Intel Bulletins & Skins Filter drop down box in the Inventory Overlay.
  • Fixed bug that caused the Ostheer 221/2 Scout Car's 2cm Autocannon upgrade icon to not show up after upgrading.
  • Fixed text error in the Soviet ISU-152's "Tracking" portrait icon tool tip.
  • Added missing requirements text for the Soviet ISU-152's "Load High Explosive" ability when the vehicle is outside of the battlefield.
  • Removed the negative effects from Soviet "For Mother Russia!" Commander ability.
  • USF "Withdraw and Refit" Commander ability will no longer stop the Captain, Lieutenant or Major from being brought back into the game, if they were inside a vehicle that was ordered to withdraw.
  • Added missing text to "Hold Fire" portrait icon tool tip for Ostheer Grenadiers, Panzergrenadiers, and MG42 Heavy Machine Gun Teams.
  • Added missing speech lines for the Ostheer "Incendiary Bombing Run" when it unlocks and recharges events.
  • Added missing speech lines to the PTRS AT Rifle upgrade on Soviet Conscripts.
  • The OKW Fortifications Doctrine’s “Zeroing Artillery” rate of fire now increases the longer enemy units are visible.
  • Ostheer Pak 40 and Axis Pak 43 projectiles are now using the correct projectile marker; fixes some odd firing animations and potential misses for the “Target Weak Spot” ability.
  • Fixed bug on abandoned USF Pack Howitzers that caused the unit to not function correctly when the crew gained a Veteran Level a second time.
  • OKW Sturmpioneers will now remember the toggle setting of their Minesweeper after retreating.
  • Fixed an issue where Mortar Teams' Veteran Level 3 range bonus wasn't being applied correctly; affected units are listed below:
    • Ostheer - GrW 34 Mortar Team
    • Ostheer - Mortar Half-track
    • Soviet - PM-41 82mm Mortar Team
    • Soviet - HM-38 120mm Mortar Team
    • USF - M21 Mortar Half-track
  • Removed the “Attack Ground” ability that was accidentally added to the US Forces Priest.
  • Fixed an exploit where players could negate cover suppression modifiers by attacking the cover directly.
  • Commander abilities now use consistent UI color indicators.
  • Attacking abilities appear red (Bombing Runs).
  • Assisting abilities appear green (Recon Flight).
  • Fixes to the OKW Jagdtiger's 28.3kg APCBC-HE shells so that the FX line up correctly OKW Jagdtiger’s "12.8cm Supporting Fire" ability. Fixes include:
    • A bug to prevent the vehicle from locking up when using the ability to fire a over a building
    • An rare issue that prevented the ability from being used at all
    • Additional FX
    • Overall improvements to its functionality were made to make it more reliable
  • An exploit that allowed the ability to kill AT Guns instantly.
  • Fixed naming error in the USF "M1919A6 Light Machine Gun Weapon Rack" tool tip.
  • The MG34 Light Machine Gun now has the proper behavior for all squads that can pick it up. Updates include:
    • OKW Obersoldaten and USF Paratrooper squads can fire it on the move; all other squads must stop to fire
    • When not moving, all squads except the Obersoldaten will attempt to use the prone firing position
    • Obersoldaten will always try to fire from the hip / standing position unless another effect causes them to use prone
  • Text on the Ostheer Encirclement Doctrine's "Breakthrough" Commander ability now properly reflects the ability to capture points.
  • Improved the reliability of the Soviet B-4 203 mm Howitzer’s “Direct Fire” ability to reach its intended target.
  • Ostheer Sturmpanzer IV's "Bunker Busting Barrage" ability can no longer be activated when the vehicle is in "Hull Down" mode.
  • OKW Raketenwerfer 43 will now camouflage correctly at Veteran Level 1 when crewed by the US Forces.
  • OKW sWs Halftracks can no longer crush ambient buildings.
  • The “Sniper Nest” ambient structure can now be destroyed.
  • Decal system coming soon. As decals become available, players will be able to apply them to their chosen faction's vehicles in place of the default team markings.

Campaign Fixes

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

  
15 janvier

   


v3.0.0.16879
                   
Update for January 15th:

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

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



Année 2014 :


11 décembre 

v3.0.0.16598
 
Fixed bug that allowed USF vehicle bulletins to stack, USF vehicle bulletins will no longer ‘stack’ when the vehicle crew disembarks and re-enters a vehicle
Fixed UI Bug that omitted Commander Used and Bulletins Equipped information from the Match Results screen
Fixed bug where ‘Victory Strikes’ would un-equip after closing the game
 


9 décembre 


Features:
 
Performance Improvements

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

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

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

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

ISU-152

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

Ardennes Assault
 
· Tuned the company veterancy system to grant veterancy more consistently, and to grant more veterancy throughout a playthrough.
· Increased the reward for the Rescue Squads and Capture the Intel bonus objectives from 5 to 10 Company Strength.
 
Bug Fixes
 
Targeted fixes in Observer Mode, Multiplayer, and Ardennes Assault.
Adding column to observer games list to show the time until the match is observable
Fixing observer mode settings not displaying correctly for non-hosts
Post chat message to a match when someone observer with the bypass delay password
Control + ~ can open and close the graphs
Graphs will now dynamically adjust (grow dynamically instead of clamping)
XP Kicker's will now scale proportionally to the HUD to make them more readable at higher resolutions
User can no longer disrupt other players' experience by indefinitely rapid-spamming "Attack Here!" pings.
Fixed exploit to retry missions with a dead company
Main Gun on the Tiger Tank will now recoil when the weapon is fired
Fixed an animation issue with the IR halftrack's top hatch
Fixed a bug where the barrel and breach of the IG18 would get out of alignment with the rest of the gun
Fixed a bug where the hull mounted machine guns on the KV1 and IS2 would not be aligned with their targets and fire FX
Fixed a bug where the crew of the 75mm Pack Howitzer would play redundant forward walk animation after reversing a few meters (potentially delaying setup)
Fixed a bug where any unit wielding a BAR, other than riflemen would have corrupted fire animations on stand
Fixed a bug where bazooka projectiles would be visible outside of the reload animation
Fixed a bug where the weapon of a ranger would stay active while he is placing a demo charge
Fixed an issue on Stoumont where the boundary line was showing near fence at the beginning of the mission on the right side of the map.
Fixed an issue on Ouren where the boundary line was showing at the beginning of the mission near the frozen water.
Fixed an issue where the ISU toggle ability and Dhska HMG upgrade shared the same hotkey
Fixed AI not buying Soviet Conscript AT grenade / Molotov upgrades
Fixed a bug where some players saw Vastano abandon his post in order to pursue a career in theatre, that lazy jerk
Fixed bug where the "Thicker Skin" Intel bulletin would increase the effective health of the KV1 by 20%
Fixed AI not using the new Abilities of Jagdtigers
Fixed AI not using the new Abilities of ISU-152
Fixed a bug where the Ranger's "cheap grenades" specialization could be applied multiple times making them cheaper than intended
Made the Medics from the Medic Specialization NOT heal a squad while they are in combat, and reduced the heal rate
Fixed a bug in Twin Villages where you could build a Lieutenant and it would count as equipping a squad with a BAR from the weapon rack
Fixed a bug in Twin Villages whereby if you didn't call in Artillery in the Support section, the voice of Derby would respond when you used an ability later on in certain situations.
Fixed a bug in Elsenborn Ridge that caused "Request Artillery Barrage" not to work straight away, if the ability was used before the counter reached zero.
Fixed a bug in Elsenborn Ridge where "Request Artillery Barrage" would cause the audio and Sub-titles to fall out of sync
Fixed a bug where Frontline Combat specialization's buff did not affected Officers and Weapon Teams
Fixed sadness mode by adding in extra hugs
Fixed a bug in Siegfried Lines where "Assault Engineers" couldn't be reinforced when the Squad Size was increased to 5
Fixed a bug in Siegfried Lines where Player starts with extra "M20 Utility Car" and "M3 Half-track" units if Able Company is replaced with Fox Company
Fixed some strange requirement text on the Ranger's Demolitions ability when the Rangers were pinned
Fixed that one dude with that stuff that was not doing what he was supposed to do with his stuff
Fixed a bug where the turret sound never turned off if a turret was rotating when a tank got destroyed with a brew up death (All Shermans, Stuarts, HMC, M20 utility car, M8 Greyhound)
Fixed an issue in Stoumont - Rarely a unit stops outside of the players view in the FoW and prevents the next wave from starting
Fixed an issue that would cause save games to not display properly in the Ardennes Assault Save game window.
Fixed a bug in Espeler where Commander Strafing attacks on IR Half-Tracks did not trigger any alerts
Fixed a bug where the loading screen does not show the briefing screen for Siegfried Line saved games
Fixed an issue with corrupted quotation marks in French locale
Fixed a general crash bug affecting players mid game
Fixed a bug where a line of one of Derby's company reports would not trigger in various languages.
Fixed issue where the ranger unit would have the the engineers voice.
Fixed a bug where one line of Edward's company reports was triggering the wrong audio in Polish.
Updated one of Vastano's lines in Polish.
Updated one of Durante's lines in Polish.
Fixed a bug where part of an Edwards' line is repeated in polish.
Fixed missing background audio in cinematic before Siegfried Line in other languages.
Fixed a bug that caused chat moderation to be less secure
Removed portions of Decal UI that were prematurely pushed in previous build.
 
Minor Updates

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


6 novembre


v3.0.0.16193
 
We just pushed a very small November 6th update:
  • Fix for a Common AI Crash
  • More Jazz Hands


30 octobre


v3.0.0.16116
 
The team has just pushed another update to resolve a few reported concerns with the Oct 29th Update:
  • FIXED - Raketenwerfer were it will stay permanently suppressed.
  • FIXED - Stalingrad Rail Station> Blocker> T34 Tank does not get blown up as scripted at the start of the mission causing a blocker
  • FIXED - Faceplate Crash when equipping with Drag/Drop
  • FIXED - [AI] - The AI will try and use Commander abilities that it does not have access to
  • MOD Tool no longer breaks old MODS

Ajout d'objets à gagner dans les butins de guerre :
 
In-Depth list of the Items Added to War Spoils in the Oct. 29th Update

  • Intel Bulletins :
    • Keep Your Head Down Pioneers are 2% harder to hit.
    • Shoot for the Stars The Artillery Field Officer increases the range of all nearby artillery by 8%.
    • Angry Grouch The Sturmpanzer IV 'Brummbär' has 3% faster weapon reloading.
    • Patch It Up The StuG III Ausf. E has 3% increased armor.
    • Keep Them Pinned The SdKfz 251/7 mortar half-track has 2% faster weapon reload.
    • The Art of Flak The Flakpanzer IV Ostwind gains veterancy 10% faster.
    • Hold Still! The MG34 Heavy Machine Gun fires 2% more accurately.
    • Make Every Shot Count The Sturmoffizier increases the accuracy of nearby infantry by 2%.
    • Learned It at Bootcamp Panzerfüsilier weapons cool down 2% faster.
    • New Year's Rockets The Raketenwerfer has 3% increased weapon reload.
    • Leave it to the Engineer The Sturmpioneer's Medical Supplies ability costs 7% less.
    • Cruising the Autobahn The Panther PzKpfw V moves 5% faster and accelerates 5% faster.
    • Thicker Skin The KV-1 heavy tank has 4% increased defense.
    • Shieldbreaker The SU-85 has 3% increased armor penetration.
    • Sustained Fire The SU-76 has 3% faster weapon reload.
    • Like a Surgeon The HM-38 120mm mortar squad fires 5% more accurately.
    • Spray and Pray The M1910 Maxim Heavy Machine Gun deals 5% increased suppression.
    • Blazing the Trail The KV-8 moves 5% faster and accelerates 5% faster.
    • Repeat as Necessary The M10 'Wolverine' Tank Destroyer has 4% faster weapon reloading.
    • Live and Learn Riflemen gain veterancy 10% faster.
    • Hunting Dogs The M8 Greyhound's main weapon has 3% increased armor penetration.
    • Area Denial The M8A1 Howitzer Motor Carriage's barrage ability recharges 6% faster.
    • Army Healthcare The WC54 Ambulance costs 5% less.
    • Easy Handling The M4A3E8 Sherman 'Easy Eight' moves 5% faster and accelerates 5% faster.
  • Victory Strikes :
    • Fear Propaganda Artillery
    • Smoke Flares
    • Sturmtiger Saturation
    • Incendiary Airstrike  


29 octobre



v3.0.0.16079           
         
The Epic Amazeballs Massive-Giant Don't Call It A Pumpkin Patch October 29th Update

Possibly our BIGGEST update yet. It's a doozy!

Mod Tools 1.0


Our goal is to release quality tools that enable users to modify Company of Heroes 2 and support their creations through the integration of Steam Workshop. Over the course of the last few months, we have been making foundational changes to our pipeline that decouple our tools and allow users to use the same tools we work with internally. We want to stress that this is the first of many releases to come, with each new release expanding the capabilities of the mod tools. Be sure to provide feedback on our forums as we will be tracking popular requests to further define our support roadmap.

Mod Builder
  • This tool structures the layout of the user’s mod data, enabling them to package it into a single .sga file for distribution. It will act as the first point of content in creating either a Tuning Pack or Win Condition Mod.

Attribute Editor

  • The attribute editor tool is used to modify game data. This might include weapon damage, squad load outs, or ability functionality. The Attribute Editor also provides a weapon report excel sheet which provides detailed calculations on the performance of every weapon within the game.

Archive Viewer

  • The archive viewer is used to extract the contents of .sga files. This is a great tool if you want to open Relic created SCAR scripts to aid you in your creations. For example, you might be interested in how the Victory Point win condition is setup; to view this file you would open it with the Archive Viewer.

Tuning Packs

  • Tuning packs allow users to modify the majority of game data, this type of mod will be driven by the Attribute Editor.

Win Condition Mods

  • Win condition mods allow users to create custom scripts that define the parameters of a match. Such parameters might include how the match is won or what resources are available to the player.

Steam Workshop

Attrition Game Mode

  • Commander, HQ has designated the given territory as a strategic point of interest. Intel indicates that enemy forces are positioned nearby and poised to make an advance. Take and hold the area or eliminate the enemy, the choice is yours.
    • Each commander is requisitioned a limited number of resources to build and deploy their company with. Since resources are limited, loses must be kept to a minimum.
    • Commanders have access to almost every unit within a faction, including heavy armor. The only limiting factor is population and resource cost.
    • Capturing territory increases the team’s population cap.
    • Typical game length is 8-10 minutes.
  • Subscribe to Attrition here!

Observer Mode

We wanted to create a feature which enabled players to further engage with the game. The introduction of observer mode will facilitate both casters and players. It provides a tool to better analyze and capture footage as well as spectate for the sake of entertainment and knowledge. We are extremely excited about this feature and hope that excitement is shared throughout the community.

Goals

  • Design for casters to show off the game and for the average player to be able to spectate live matches
  • Allow users to view replays of others to facilitate the game learning and a sense of community by sharing game experience
  • Deliver on Relic’s ambition to implement this for COH2 and respond to popular demand from the community
  • To facilitate the forthcoming ESL tournament
  • Support the casting and competitive communities
  • Protect the integrity of the playing experience by having enough of a delay between in-game actions and their observer mode results to prevent cheating (8 min currently)
  • Work both for Custom Games and Automatch games

Features

  • Automatch live observation delay set to 8 minutes
  • Custom game default live observation delay set to 3 minutes
  • 512 concurrent viewers per live match with the ability to scale up to 10’s of thousands for special events like tournament finals
  • Customized UI
    • Ability to turn off UI for a cinematic mode
    • We worked to reduce the overall footprint of the UI to show off more the game
    • Player data is grouped into sections that allow observer to quickly get the information they seek
      • Team 1 on the left, Team 2 on the right
  • Custom games allow players to set options
    • Observable On/Off
    • Delay slider (0 to 15 minutes)
    • Password option to bypass delay
  • Data Displayed
    • Units
    • Production
    • Commander Trees
      • Commander abilities and cooldowns
    • Resources
  • Observing as a Party
    • You can invite other users to the party
    • Helps to keep casting teams together so that everyone is watching the game at the same time
    • Everyone will be kept in sync so if someone speeds up, slows down, or pauses the game
  • Hot Keys
    • Toggle taskbar: Control+T
    • Toggle Resources: Control+R
    • Toggle FoW: Control+F – coming soon!
    • Toggle UI: Control+U
    • Speed up simulation: Equals
    • Slow down simulation: Minus
    • Cycle next player RBracket
    • Cycle previous Player: LBracket
    • Ctrl + ] or {= to toggle unit decorators of players on the top right or left end of the screen
  • The technology is integrated with other in progress initiatives like
    mod support which allows for future observing custom mods of COH2

In-Game Chat Moderation

To help ensure all players are having an enjoyable in-game experience, we rolled out our first phase of in-game chat moderation. This feature can replace certain banned words with new text, remove a word entirely and/or send a ‘whisper’ message coaching the offending party on how to be polite and respective of their fellow players. This feature will see further improvements as we receive feedback on its performance.

Gameplay Improvements

A large portion of the gameplay within Company of Heroes 2 focuses on execution of tactics. This requires units to be both responsive and easily maneuverable. As such, we have been focused on resolving and improving core gameplay to do just that. For clarification, an entity is the individual soldier within a squad; whereas, a squad is the combination of all entities within itself.

Input Delay

  • Optimized the way commands are managed and stored, reducing input delay by 180 ms on average. This will drastically improve unit responsiveness as a result.

Squad Cover Behavior

  • Squads will now use a combination of their squad plans and a custom algorithm to align each entity in the relative cover positions. This improves the distribution of the entities in cover.
  • When hovering the cursor over terrain, squad cover placement in the form of yellow or green dots is shown based on a distance from the cursor’s origin. For example, a value of 5 would factor in all cover locations in a radius of 5 units from the cursors origin. This value was increased in size from 2 to 3 units. This was done to ensure all entities within a squad are able to get into cover, a lower value meant some entities would remain outside of cover when an order to enter cover was given. This does not apply to single entity squads such as snipers and team weapon.
  • Improved cover generation by increasing the number of cover slots a world object provides. Previously, a number of world objects had too few cover slots, resulting in some entities of a squad receiving no cover bonus.
  • Improved the direction a squad will choose to face when entering cover relative to the location of nearby enemy units. Given that a number of objects in the world provide directional cover, this improvement helps ensure the squad retains their cover bonus when in combat.
  • Directional cover is now analyzed on a 2D basis. This prevents scenarios from occurring where entities would not receive their cover bonus.
  • Reduced the delay entities take to respond to movements by their squad leader. This will result in all entities responding to orders quicker.
  • Company of Kittens 2: The Tabby Wars

Infantry Reactions

  • Squad reactions, such as ground dives as a result of explosive weapons, will no longer occur while the squad is moving. Reactions will only apply to stationary squads. This will improve the responsiveness of squads in a combat scenario.

Team Weapons

  • Team weapons will no longer automatically set up when issued a move order.
  • Team weapons will automatically setup when an enemy is nearby or the weapon team is attacked.
  • While moving to their target destination, team weapons will no longer suffer from movement delays when a team member is killed.
  • Retreating weapon teams will no longer suffer a delay in movement if an entity is killed during the retreat.
  • Weapon teams can no longer have their retreat broken once the order is issued.
  • Team weapons caught in suppressive fire will now try to setup and return fire
  • Team weapons are now allowed to reposition their weapon cone while suppressed
  • Resolved an issue with carried team weapons which caused the weapons firing arc to positioning the wrong way. This resolves an issue with weapon teams setting up in the wrong direction.
  • Team weapons no longer require all entities to be near the weapon in order for a setup order to be initiated. This will improve the responsiveness of team weapons in a number of scenarios.

Cover Preview

  • Default cover is now previewed similar to negative, light, and heavy cover. This provides transparency in regards to where each entity within a squad will go. It also helps players identify what cover types are available in a given area.

UI Improvements

  • Unit multi-selecting has seen a number of improvements to enhance the player’s capacity to understand which unit is currently selected when sub-selected within a larger group of units. The mini-map will now differentiate between all selected units and the current sub-selected unit by highlighting the sub-selected unit’s mini-map dot. In-game, sub-selected unit symbols will also highlight relative to other units in the selection group.

Weapon Tracking

  • Weapons can now track their target while the unit is pivoting; previously the tracking would be delayed resulting in delayed targeting.

Entity Combat Behavior

  • Entities now respond to threats outside of their firing cone independent of other entities within the squad. Previously, entities would wait until all other entities were ready to fire before engaging. This will reduce the potential delay a squad may incur before firing on a given target.

Projectile Tuning

  • Modified the behavior of tp_homing_inf projectiles to not collide with a number of world objects such as bushes or light fences. In effect, this change will increase the strength of any weapon using this projectile type. This will impact the reliability of hand held AT like the Bazooka and flak weaponry like the Ostwind or 251 Flak Half-track. These weapon types will no longer continuously hit world objects, thereby missing their targets.

Cover Tuning

  • These changes work in conjunction with the squad cover behavior modifications. A large cover volume on fences and walls resulted in squads stacking up against each other in rows of 2 or 3’s instead of forming a line.
    • Adjusted the cover volume size on a number of wall and fence assets

World Object Tuning

  • Adjusted a number of assets to better align their intended states; i.e. adjusted some assets to no longer block line of sight. These changes will better align player expectation of world objects relative to their impact on gameplay. In other words, a small bush will not block site or prevent a squad from firing over it.

Projectile FX

  • Updated the visual effects on all small arms weapons to better reflect the size of the caliber and improve the overall visual fidelity. Heavy weapons, such as the M2HB HMG, will be easier to distinguish among nearby small arms fire as a result.

AI Improvements

Our goal is to constantly evolve the AI in such a way that it better reflects the decision making process of a player. This benefits players seeking enjoyment through single player content or skirmishes or those seeking to improve their mastery of the game. It also bridges the gap between a real player and the AI in a multiplayer match; more effectively filling the void left by a dropped player.

  • AI now uses offensive player abilities like artillery, strafing runs, bombing runs, recon flights, med kits, etc. The AI will only use them on Hard and Expert difficulties.
  • AI now techs up faster and better, spending less resources on cheap units, especially for OKW and USF.
  • AI combat evaluation functions now better understand how to attack structures which means the AI no longer gives up building units when it encounters enemy base buildings.
  • AI combat evaluation functions are better at determining which units are best for killing the enemy and no longer prefer to always build units with the most health and armour. This gets the AI to build a better mix of units instead of always preferring tanks with the heaviest armor.
  • AI will now engage in Jazz Hands and dancing whenever possible

Single Plane Off-maps

Single plane off-maps such as the IL-2 Precision bombing run or JU-87 Anti-tank Strafe are now directional, allowing the player to control the entry point and flight direction. Players now have more control over the payload delivery, the time-to-impact, and the placement of a strike relative to the environment. Overall, the change to directional placement will make these abilities stronger in smaller maps or when activated near a map edge, but weaker when used in larger maps or away from the map edge. As a result, a number of activation times were increased or decreased to better control how fast these abilities could deliver their payload to the designated target. If the ability time was set too low, the payload could be delivered in less than a second, giving the opposing player little time to react. In some instances it was necessary to modify the way the payload was delivered, this was done to increase the precision of the strafe relative to the information provided by the UI.



JU87 Anti-tank Strafe

  • In order to ensure the Strafe could effectiveness engage its targets, we tightened up the payload delivery. This removes scenarios where the shots would land to the left or right of the target rather than directly impact the unit. As a result, the lethality of this strafe has gone up considerably, although it does require a higher degree of execution to be effective. Additionally, shots are now dumb-fired; meaning the JU-87 fires off a number of shots within the designated zone without thought to what targets might be hit. This enables it to engage more targets types including structures, infantry, and other world objects.
    • Ability will now activate 2 second faster
    • Straightened flight path to reduce stray shots
    • Tightened firing path to increase accuracy of ability
    • Adjusted firing zone so shots would be more evenly distributed within the designated area.
    • Munition cost from 90 to 110
    • Cooldown from 0.125 to 0.25

JU87 Reconnaissance Pass

  • The reduced flight velocity is designed to provide sight on the ground for an extended period of time. This increased effectiveness resulted in a slight cost adjustment.
    • Ability will now activate 1 second faster
    • Munition cost from 30 to 35
    • Flight velocity from 160 to 80

JU87 Anti-Infantry Strafe

  • Ability will now activate 2 seconds faster

JU87 Fragmentation Bombing Run

  • This strafe would previously activate instantly, meaning units could be wiped out with nearly no warning. As noted above, this issue was exaggerated when the ability was used close to the map edge.
    • Ability will now activate 1.99 seconds slower

JU87 Incendiary Bombing Run

  • Ability will now activate 1.99 seconds slower
  • Straightened flight path to reduce stray shots

JU87 Smoke Bombing Run

  • This is a fairly significant improvement in the usability of this ability given players can now control the direction of the smoke. Use this ability to setup offensive maneuvers or cover a tactical retreat.
    • Aligned payload delivery
    • Munition cost from 50 to 40

IL-2 Precision Bombing Run

  • The bombs will now fall one after the other in a linear path. This extends the radius of damage, preventing a single concentrated attack from being executed. This is offset by the introduction of directional behavior which provides more control of how the bombs are distributed.
    • Ability will now activate 1 second faster
    • Straightened flight path to better align payload delivery
    • Plane velocity from 175 to 145
    • Increased plane flight height to better mimic bomber behavior
    • Far AOE distance from 5 to 7.5
    • Mid AOE distance from 3.75 to 5
    • Damage from 300 to 320
    • Angle scatter from 5 to 2.5

IL-2 Anti-Tank Bombing Run

  • Ability will now activate 1.99 seconds slower

IL-2 Sturmovik Attack Advanced

  • Tightened up firing behavior, reducing stray shots
    • Angle scatter from 7.5 to 2.5

Ambient Buildings

Our goal is to improve the gameplay value of buildings and reduce the potential frustrations associated with their use. The first step towards achieving this goal is to increase the transparency of a building’s structural integrity. By doing so, players are better equipped to analyze the battle field and its potential assets. Future improvements will focus on gameplay and interaction. This might include improving the functionality of a weapon team within a garrison or providing the player with a better means of identifying each structure type.



Improvements

  • Building “panels” now have a real health value, rather than rigid conditional destruction
  • Buildings can now have independent tuning for their “panel health”
  • Area of Effect weapons can now have independent tuning for how they damage panels over their AOE
  • Buildings are now destroyed when 50% of their total panel health is reached, rather than 50% of total panels destroyed
  • All team weapons which can be garrisoned within a building now share the same setup/re-position time of 4 seconds. This means a MG42 will take 4 seconds to switch windows and begin firing, as opposed to their old functionality which relied on their reload time. This creates more consistent behavior between team weapons and prevents some weapons from having delays as high as 6 or 7 seconds.

Panel Health

All ambient buildings are made up of a number of panels. Panels are meant to represent sections of walls, roofs, and floors and allow pieces of a building to be destroyed while leaving other pieces intact.

Previously, to destroy a panel you needed to meet one of two requirements:

  • Deal X amount of damage to a panel in a single hit
  • Deal X/2 damage twice to a panel

Additionally, panels could be immune to certain weapon types (ballistic, explosive, small arms, flame). As a rule, they were immune to small arms.

With this system, panels were either never damaged by certain weapons (Flak Halftrack, etc.) or always killed instantly by certain weapons (IS-2, etc.). Flimsy wooden structures being immune to 20mm weapons and castle-like structures being vaporized by mortars or other HE weapons did not fit within our design vision.

Now, panels have the following properties:

  • Panels have a maximum health value
  • Panels have a minimum damage value that must be exceeded before it takes damage
    • When a panel is dealt damage, it reduces the total health of the panel like other objects in the game
  • Panels can be immune to certain weapon types

We created three types of building profiles – very_weak, normal, and strong. Each ambient building is assigned one of these profiles and that profile defines their panel properties:

  • Very_weak buildings have the lowest panel health and the lowest minimum damage required. They are also no longer immune to small arms weapons.
    • Any building that appears weakly constructed is considered very_weak. A weakly constructed building might contain a thatched roof or poorly aligned wood panels.
  • Normal buildings are immune to small arms, have higher panel health, and higher minimum damage required.
    • Buildings that appear well constructed are considered normal. They will typically contain wood paneling and a proper roof structure.
  • Strong buildings are immune to small arms, have higher panel health, and the same minimum damage as Normal buildings
    • Buildings made of bricks or concrete, big churches (but not wooden ones) are considered strong
  • In the future, we intend to provide a means of easily identifying the structure type in-game.

The end result is that buildings will survive longer over the course of multiple combat engagements and be less prone to unexpectedly collapsing. Additionally, the health indicator on buildings will now be more accurate; better identifying the risk associated to its garrison.

AOE Weapons

The above changes initially resulted in AOE weapons becoming more lethal versus buildings. To address this, we gave each AOE weapon a “building
damage profile”. This profile allows us to further tune the damage a weapon does over the range of its AOE when damaging a building panel. For example, it was undesirable to have a mortar deal no visible damage to a panel on the first two hits only to destroy a number of panels on the subsequent hit. This made it difficult to predict and analyze the state of the building. To resolve this, we adjusted the mortar AOE profile such that its closest AOE range applied more damage than its mid and far ranges. This caused each hit to destroy a panel instead of weakening the panels over multiple hits; leaving the building vulnerable to unexpectedly collapsing.

This tuning is ongoing; if we identify problem weapons we will adjust them accordingly. We do want to avoid creating unique weapon types, as this increases the complexity of the system and thereby required knowledge of its functionality from the players.

Units and Abilities

Our aim was to make targeted tweaks to a few select units to help broaden the viability of strategies and further encourage counterplay within the factions. For example, increasing the time it takes to reload on the Pak 40 indirectly increases the strength of light vehicles. Units, such as the T70 or Stuart, can now maneuver out of the field of fire thereby increasing their survivability. Similarly, increasing the damage output of the BAR improves the counterplay between BAR fielded infantry and LMG fielded infantry by further encouraging positional play. This is largely due to the decreased damage discrepancy of the BAR and LMG42 which will be introduced in this latest update.

War Spoils

  • Added 24 new bulletins
  • Added 4 new victory strikes

Stationary Howitzers

  • Our goal was to increase the durability of the howitzer without making the unit too resilient versus
    off-map abilities. Values greater than 400 meant howitzers could withstand attacks from off-maps such as the JU-87 Stuka dive bomber. We found this undesirable as it made destroying the unit too difficult given the fact that it is typically placed well behind enemy front lines. The slight increase to health will help in some scenarios, particularly in cases when off-maps such as the Light Artillery Barrage or tanks are used to counter this heavy weapon. We will monitor the performance of this unit post change and take action as needed.
    • Health from 350 to 400

AT Guns

  • AT guns were gaining veterancy significantly faster than any other unit in the game as a result of their high rate of fire and targets of choice. This diluted the value of their veterancy, making something that should be rare and powerful a bit too common.
    • Now require twice as much experience to level up at each respective veterancy level

Kubelwagen

  • Although we are pleased with the performance of this unit, we were unsatisfied with the effectiveness of available counters. The small target size of the Kubelwagen made hand-held anti-tank weapons, such as the Bazooka or PTRS, and dedicated AT guns less effective. By increasing its size, the reliability of these weapons will be increased. By increasing the fuel cost of the Kubelwagen, we have upped the risk of production and delayed future vehicle production. The 5 fuel increase can be retrieved by salvaging the destroyed Kubelwagen, or it can be denied by the opposing player through the destruction of the vehicle wreck.
    • Sized increased from 10 to 14
    • Fuel cost set to 5
    • Adjusted the required veterancy at each level to account for the increased fuel cost on the unit. Values are now 530, 1060, 2120, 2650, 3525.

Volksgrenadier

  • We wanted to better align the fuse timer of the Volksgrenadier grenade with other similarly classed grenades. Previously, its fuse timer was set to that of a cooked grenade, which is only used on elite infantry such as Shock Troopers and Paratroopers. This change also helps mitigate the overall strength of the Volksgrenadier squad, as it slightly reduces their anti-infantry capacity. Our concern is that this unit is over performing largely because it can fend off all target types. Even with a Panzershrek equipped, the potent grenade of the Volksgrenadier enabled them to engage other elite infantry.
    • Grenade fuse time from 0.75 to 1.25 seconds

Raketenwerfer

  • Other AT guns cannot be suppressed because they lack the capacity to retreat. In other words, if the Pak 40 could be suppressed, it would effectively be locked in place since it has no other escape mechanism. Given the Raketenwerfer does not have this barrier and is more similar in functionality to other weapon teams; we enabled the unit to be suppressed. The intent is to create consistent behavior between the Raketenwerfer and other team weapons.
    • Can now be suppressed

Jaeger Light Infantry

  • Slot size from 0 to 2; squad can now equip two additional weapons

OKW Zeroing Artillery

  • Can no longer be cast on enemy HQ territory

Jagdtiger

  • The beta allowed us to collect and evaluate community feedback on the proposed change to the Jagdtiger. After careful consideration, we determined that the proposed manual fire was not the best fit for this unit. This solution made the unit cumbersome to use for a large portion of our player base. It also failed to address one of the larger concerns pertaining to its piercing functionality. We are currently working on alternative solutions to help balance the use of this unit and other super heavies within the late game.Modified
    • distance range and range values on supporting fire weapon type to match main gun. This has almost no gameplay impact; it was changed for housekeeping reasons.
    • ‘128mm Supporting Fire’ ability weapon tracking increased from 6 to 8 degrees horizontally to match the main gun horizontal tracking angle.
    • ‘128mm Supporting Fire’ ability aim time from 2 to 0.5 seconds

Osttruppen Reserves

  • Veterancy level 3 changed from 1.4x armor to 0.715x received accuracy. This effectively keeps their durability the same; it just fits the modifiers better within the combat system as a whole.

221 Scout Car

  • This changes the way the weapon interacts with buildings; it was made as a result of improvements to building functionality.
    • 20mm autocannon upgrade weapon type from ‘small arms’ to ‘ballistic’

Pak 40

  • We felt that the Pak 40 was over performing. It provided the Wehrmacht with too much flexibility in terms of when and what anti-armor they choose to field. It also greatly marginalized light vehicles, in many cases taking out a T70 or Stuart faster than the opposing player could react to the first shot fired. The increased reload rate not only reduces the effective DPS of this AT gun, it opens up the use of light vehicles. Light vehicles can now be fielded to apply greater mid-game pressure, increasing the risk of delaying armor as Wehrmacht. As a result, this should encourage the Wehrmacht to diversify their strategies thereby relying less on their heavier units.
    • Reload time from 2.7-3.1 to 3.5-4.1

Paratrooper Carbine

  • This change was made to better match the historical clip size with the in-game value.
    • Reload frequency from 8-9 to 14

Rear Echelon Carbine

  • This change was made to better match the historical clip size with the in-game value.
    • Reload frequency from 8-9 to 14

BAR

  • We wanted the BAR to have more power at short and mid ranges. We did slightly scale up long range damage but overall it is short and mid-range where players will see the largest increase in performance. This will enable the BAR to more effectively counteract long range weapons, such as the LMG42, through better positioning.
    • Near accuracy from 0.56 to 0.65
    • Mid accuracy from 0.44 to 0.5
    • Far accuracy from 0.3 to 0.35
    • Mid cooldown modifier from 1.25 to 1
    • Far cooldown modifier from 1.5 to 1.25

Dodge WC51

  • The effectiveness of this unit diminishes over time. By delaying its use to 1 command point, it became available at a point in the game where it no longer retained its advantage on the field. On the other hand, when it did become available at 0 command points, the risk associated with the use of this unit was too low. We were particularly concerned with the use of units within the Dodge, as they suffered very little risk in return for what they gained. To better balance this risk, we attached similar penalties to that of the M3A1 Scout Car, meaning units now received a combat penalty when firing out of the Dodge. Additionally, units in the Dodge at the time of destruction will now incur casualties.
    • Command point cost from 1 to 0
    • Units now receive a combat penalty when firing from inside the vehicle, similar to the Soviet M3A1
    • Units within a vehicle now have a chance to die if their vehicle is destroyed before they get out, similar to the Soviet M3A1.

M3 Half-track Assault Group

  • We wanted to better align the performance of this unit to other M3 half-track equivalents.
    • Units now receive a combat penalty when firing from inside the vehicle, similar to the Soviet M3A1
    • Units within a vehicle now have a chance to die if their vehicle is destroyed before they get out, similar to the Soviet M3A1.

Stuart

  • Shell shock reload time from 1.5 to 1.5-2 seconds; this affects how many shots are fired once the ability is activated.
  • Adjusted weapon priority table to match main gun
  • Adjusted weapon scatter to match main gun

Sherman Smoke Barrage

  • These changes are meant to improve the functionality and usability of the Sherman smoke barrage ability.
    • Wind down from 0.5 to 0
    • Wind up from 0.5 to 0
    • Reload from 2 to 1.25
    • Angle scatter from 35 to 20
    • Distance scatter max from 2 to 1.5
    • Fog of war angle multiplier from 2 to 1

M36 Jackson

  • Wind up from 0.4 to 0.44; this better synchronizes the animations of the unit

ISU-152

  • Similar to the Jagdtiger, we felt the manual fire on the ISU-152 failed to address the pressing issues raised by the community. Although it made the unit more micro intensive, it did not change the unit’s capacity to wipe full health units or change the fact that it could effectively engage both armor and infantry. We believe these two factored combined with its range make the unit too effective; thereby limiting viable strategies within the game. We are currently evaluating other methods that will better balance this unit’s functionality and performance.
    • ‘G-530 Concrete Piercing Round’ ability minimum range from 25 to 7
    • Modified distance range and range values on G-530 weapon type to match main gun. This has almost no gameplay impact; it was changed for housekeeping reasons.
    • ‘G-530 Concrete Piercing Round’ ability aim time from 2 to 0.5 seconds

Data Resolutions

The below changes represent data which unintentionally made its way into the game. We are resolving these inconsistencies by reverting them to their correct values.

Paratroopers

  • Veterancy level 2 accuracy modifier from 1.4x to 1.25x; this accounts for the out of combat healing to veterancy level 2 which other units who receive 1.4x accuracy do not have.
  • Paratroopers no longer benefit from LT or Captain being nearby; previously they received bonuses that were long removed from the game

Vehicle Stun Critical

  • Duration from 3 to 5 seconds; this affects a number of abilities which cause units to become stunned for a set period of times. The Stuart uses a separate critical for its stun and is not affected by this change.

Soviet AT Guns

  • No longer take +25% received accuracy; modifiers were removed to bring these units in line with other AT guns.

Bug and Gameplay Fixes

These bug and gameplay fixes are aimed at improving usability and functionality within the game. In some cases, the below changes resolve incorrect data which unintentionally made it into the game.

Map Optimizations

  • The following maps have seen a number of optimizations to pathing, balance, or general gameplay:
    • Trois Ponts
    • City 17
    • Ettelbruck Station
  • The follow maps have seen a number of bugs fixed implemented to address problematic areas:
    • City 17 Winter
    • Vaux Farmlands
    • La Gleize

Retreating

  • Strafing runs will no longer suppress or pin a squad while retreating

Vaulting

  • Squads can no longer be issued an order to vault on the same world object they are currently vaulting on. This prevents a back and forth behavior which was previously occurring.

Combat Engineers

  • This unit was unintentionally improved in the last update as it shares the same weapon as a Conscript squad. We created a unique weapon for this unit and brought its stats back to where they were. This places the performance of this unit back to where it was.
    • Now use a unique version of the Mosin Nagant rifle
    • Manpower cost from 180 to 170

Pioneer MP40

  • Moving accuracy from 1 to 0.6; this value was incorrectly set to 1 in a previous update.

AT Guns

  • Corrected the required experience for each level of veterancy such that it matches its base cost. Multiple the base values by 4x to get the required experience at veterancy level 1 and 2x afterwards to get each additional level.
    • Pak 40 base value from 360 to 320
    • Pak 43 base value from 480 to 500
    • ZIS Field Gun base value from 360 to 320
  • AT guns no longer push around their own crew while turning

M2HB HMG

  • Now uses an infantry turning plan, this resolves odd pivots and turns which were previously made by the squad. This also means the squad will reposition quicker as a result of these changes.
  • Movement modifiers set to match the MG42
    • Acceleration/Deceleration disabled
    • Rotation rate set to 10000 (instant)
  • Now has a UI portrait icon which appears with the use of sprint; these icons explain what the modifier on the unit does.

Units Forgetting Orders

  • Resolved a number of instances which caused units to not executed given orders.

Intel Bulletins

  • Resolved an issue with intelligence bulletin stacking if units crewed or decrewed a vehicle.
  • Made a number of small tweaks to modifiers to resolve rounding issues or broken functionality.

Event Cues

  • Resolved an issue with the event cue
    system which prevented ‘under fire’ queues from being issued. Cues of
    this type will now occur if units under fire are 60 units apart.

USF Major ‘Establish Retreat Point’

  • Major can now retreat to HQ while forward retreat is active
  • Deactivating forward retreat will cause retreating squads to retreat to the HQ now instead of the old forward retreat point

Ability Recharge

  • Squad abilities will now recharge while the squad is in a vehicle

Paratrooper Suppression Fire

  • No longer prevents the
    player from issuing other orders while the ability is active. For
    example, a retreat order can now be issued to the squad by the player.

Hull Down

  • Is no longer on a shared player cooldown, multiple vehicles can now be hulled down at once.

Infiltration Grenades

  • Can no longer be refunded if the ability is canceled abruptly. This prevents players from subverting the cost and recharge time by canceling the ability before the last grenade has been thrown.

Soviet Defensive Tactics Commander

  • PMD-6 Anti-Personnel Mines and Tank Traps now properly list as passive abilities

MG34 Icon

  • MG34 now uses the correct icon.

Command Panzer IV Icon

  • Now uses the correct short-barrel vehicle icon.

Luftwaffe Incendiary Bombing Run Icon

  • Now uses the correct JU-87 incendiary barrage icon.

Soviet Crews

  • Captured team weapons by Soviet players will now allow up to 6 entitles per weapon team to be reinforced. Previously some team weapons were capped at 4 entities.

Pack Howitzer

  • The unit will now respond to a victor target order by the Wehrmacht Artillery Officer

M7B1 Priest

  • The unit will now respond to a victor target order by the Wehrmacht Artillery Officer
  • Resolved an animation issue occurring with the unit

M8A1 HMC

  • The unit will now respond to a victor target order by the Wehrmacht Artillery Officer

M3 Half-track

  • Precise size from nil to 1.5

Tiger Ace

  • Resolved an issue which prevented the player’s economy from being restored upon losing the Tiger Ace.

Combat Engineers

  • Can no longer plant demolition charges while pinned.

Lieutenant ‘On Me’ Ability

  • Team weapons falling back to the Lieutenants position will now do so at an increased speed; previously they were falling back at their normal speed.

Jagdpanzer IV

  • Now displays an animator to indicate first strike bonus.
  • Added a portrait icon for the first strike bonus to explain the new state on the Jagdpanzer IV.

OKW Salvage Ability

  • Now functions on brewed up wrecks; brewed up wrecks have a burst of flames come out of their turret upon the vehicles destruction.

Sturmpioneers

  • Veterancy level 5 will now properly remove the increased vulnerability applied while repairing.

Resource Points

  • When a resource post was destroyed in a territory where an OKW base structure was setup, the point was un-capturable for 10 seconds. The territory point can now be captured right away.

Jagdpanzer IV

  • Now received its armored skirts upon reaching veterancy level 2.

ISU-152

  • Main gun will now animate properly when using the G-530 ‘Concrete Piercing Round’ ability

Partisans

  • Now has a UI portrait icon which appears with the use of sprint; these icons explain what the modifier on the unit does.

Dshk HMG

  • Now has a UI portrait icon which appears with the use of Armor Piercing Rounds; these icons explain what the modifier on the unit does.

Dodge WC51

  • ‘Step on it!’ hotkey from D to N.

M3/M5 Half-track

  • ‘Overdrive’ hotkey from V to E

Soviet Sniper

  • Now has a UI portrait icon which appears with the use of Sprint; these icons explain what the modifier on the unit does.

Prioritize Vehicles

  • Swapped the icon order to better reflect functionality

Panzerfusilier

  • Grenades now unlock permanently once the required building is constructed; losing a building no longer locks the grenades, similar to how Volksgrenadier grenade requirements are setup.

Lieutenant and Captain

  • Now have a UI portrait icon which appears when their veterancy level 3 sprint activates; these icons explain what the modifier on the unit does.

Stormtroopers

  • Now use the Wehrmacht Panzer Grenadier portrait icon instead of the OKW Jaeger Light Infantry variant; this applies to both winter and summer icons.

Munition and Fuel Crates

  • Updated the associated portrait of each crate

PHEW. That was a lot. smile.png
 



We've just pushed an update to address some things that a few nasty flower pudding pop Gremlins put into the game:
  • Removed several Maps that were not yet meant for live gameplay
  • Fix for all Broken Abilities (Ex MK2 Grenades)
  • Fix for a Win Condition Crash
  • Fix for Crash when Loading a Saved Game


16 octobre


2 New Ardennes Assault Maps:
  • Lierneux (2-4)
  • Vielsam (6-8)


24 septembre


v3.0.0.15560

In our previous updates we attempted to make balance adjustments specifically targeted at the OKW to solve certain problems that the community has been reporting.

As military strategist Carl von Clausewitz said, “No campaign plan survives first contact with the enemy.” These changes had several positive results, but also raised new issues. Feedback from the community caused us to examine the data that we’ve been collecting again, pulling additional stats and have decided to reverse some of these changes.

We will continue to work to address the original issues raised by the community, but feel strongly that undoing these changes now is the best for current balance in Company of Heroes 2. We appreciate the feedback that everyone has given, and will continue to listen to and consider your views.

Units and Abilities

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

Kubelwagen
  • Population from 6 to 4
  • Mid accuracy from 0.5 to 0.55
  • Far accuracy from 0.16 to 0.35
  • Rate of fire from 12 to 8
  • Moving accuracy from 0.75 to 0.5
  • Moving burst multiplier from 0.5 to 0.1
  • Moving cooldown multiplier from 0.25 to 0.125
  • Suppression from 0.0053 to 0.008

OKW Economy

The previous increase in munition rate for the OKW significantly increased their potency within 3v3 and 4v4 environments to a point where it became problematic. This compounded a number of issues which resulted in the faction significantly over performing relative to its counter parts. Until we are better able to identify and resolve those compounding factors, we are going to revert the munition change to a lower value.

Resources

  • Munition rate from 100% to 80%


15 septembre


v3.0.0.15370
 
Balance Changes

Assault Engineers
  • Damage from 5 to 4
  • Near accuracy from 0.63 to 0.55

Katyusha

  • Resolved an issue which allowed users to fire an infinite barrage


10 septembre


v3.0.0.15318
 
Bug and Gameplay Fixes
 
Bug and gameplay fixes aimed at improving usability and functionality within the game.
 
Brummbar Bunker Busting Barrage
  • Resolved an issue with the tooltip, previously was showing ‘nokey’

Stormtroopers

  • Updated their tooltip description to highlight that they can in fact capture territory

Encirclement ‘Sprint’ Ability

  • Command point requirement should now properly be set to 0

Infantry Veterancy

  • Resolved an issue which caused reinforced infantry to not properly received their veterancy modifiers

Game Stability

  • Resolved two issues which caused the game to crash

Soviet Weapon Teams

  • Resolved an issue which removed their received accuracy modifier


9 septembre


v3.0.0.15294
 
War Spoils
War spoil optimizations will result in greater item variation; previously some item categories were weighed heavier than intended resulting in a greater drop frequency. e.g. face plates. In addition, we have enhanced the player’s ability to sort and filter items within the inventory. A new Wehrmacht commander has also been added to the game. It focuses on infiltration tactics, territory control, and offensive maneuvers. 

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

War Spoils

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

Inventory

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

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

Custom Game Maps

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

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

Guard Riflemen DP-28 ‘Button’

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

Pack Howitzer

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

Dodge WC51

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

M20 Utility Car

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

M5A1 Stuart

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

M8A1 HMC

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

M4A3 Sherman

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

105mm Sherman

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

M36 Jackson

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

M4A3E8 Sherman

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

Osttruppen

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

Panzer Grenadiers

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

Brummbar

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

Teller Mines

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

Riegel AT mine

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

Luftwaffe Medical Supplies

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

MG34

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

le.IG 18 Infantry Support Gun

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

Sturmpioneer Medical Supplies

  • No longer enables healing during combat

Jaeger Light Infantry

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

Obersoldaten

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

Kubelwagen

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

251 Flak Half-track

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

Panther Variants

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

Sturmtiger

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

Jagdtiger/Elefant

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

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

Loiter Abilities

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

P47 Rocket Strafe

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

Stuka Suppression Run

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

USF 155mm Howitzer Off-map

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

OKW 105mm Howitzer Off-map

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

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

Prioritize Vehicles

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

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

M9 Bazooka

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

Panzershrek

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

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

Modified Units

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

Unit Weapon Priority Modifications

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

Suggested Target

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

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

LMG Weapon Profiles

  • We adjusted the LMG profile by scaling its damage output down. We found that the value of long range damage, which the LMG was designed around, was more valuable than we had previously anticipated. In addition to scaling the weapon down, we lowered the damage output at short and mid ranges to make the unit more vulnerable to other units that excel at these ranges.
    • DP-28
      • Near accuracy from 0.62 to 0.56
      • Mid accuracy from 0.5 to 0.45
      • Far accuracy from 0.44 to 0.39
      • Near rate of fire modifier from 1 to 0.82
    • Weapon Rack M1919
      • Near accuracy from 0.64 to 0.57
      • Mid accuracy from 0.52 to 0.47
      • Far accuracy from 0.47 to 0.42
      • Near rate of fire modifier from 1 to 0.82
      • Suppression from 0.004 to 0
    • Paratrooper M1919
      • Near accuracy from 0.6 to 0.53
      • Mid accuracy from 0.48 to 0.43
      • Far accuracy from 0.43 to 0.38
      • Near rate of fire modifier from 1 to 0.82
      • Suppression from 0.006 to 0
    • Grenadier LMG42
      • Near accuracy from 0.56 to 0.5
      • Mid accuracy from 0.44 to 0.39
      • Far accuracy from 0.38 to 0.33
      • Near rate of fire modifier from 1 to 0.82
    • Obersoldaten MG34
      • Near accuracy from 0.57 to 0.51
      • Mid accuracy from 0.45 to 0.4
      • Far accuracy from 0.39 to 0.34
      • Near rate of fire modifier from 1 to 0.82

Browning Assault Rifle

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

SMG Weapon Profile

  • We found that effective use of a SMG weapon required the user to fire at near point blank ranges. This increased the difficulty in properly executing this weapon against opposing units. By modifying the weapon’s range distance, we are able to ease this requirement therefore improving usability. Consequently, the performance of the listed SMG weapons has been improved.
    • Partisan PPSH
      • Moving accuracy from 0.6 to 0.7
    • Wehrmacht Weapon Crews MP40
      • Range distance near from 8 to 10
      • Range distance mid from 15 to 17
    • Captain Thompson
      • Range distance near from 8 to 10
      • Range distance mid from 16 to 19
    • Conscript PPSH
      • Moving accuracy from 0.8 to 0.75
    • Assault Grenadier MP40
      • Range distance near from 8 to 10
      • Range distance mid from 16 to 17
    • Assault Engineer M3
      • Range distance near from 8 to 10
      • Range distance mid from 14 to 18
      • Moving accuracy from 0.6 to 0.75
      • Rate of fire near modifier from 0.7777 to 1
      • Rate of fire far modifier from 1 to 0.7777
    • USF Weapon Crews M3
      • Range distance near from 8 to 10
      • Range distance mid from 14 to 18
    • Paratrooper Thompson
      • Range distance near from 8 to 10
      • Range distance mid from 16 to 19

Grenadiers

  • Intended to excel at long range
    • Highest long range damage output for its tier
    • Abilities load out geared towards long range combat
  • Vulnerable at short range to all other unit types
  • Versus Conscripts
    • Advantaged at long ranges
    • Even at mid ranges
    • Disadvantaged at short ranges
  • Versus Riflemen
    • Slightly disadvantaged at long ranges
    • Disadvantaged at mid ranges
    • Disadvantaged at short ranges
  • Changes
    • Near accuracy from 0.7 to 0.65
    • Mid accuracy from 0.65 to 0.575
    • Far accuracy from 0.6 to 0.52
    • Far aim time multiplier from 4 to 3.25
    • Near cooldown modifier from 0.125 to 0.25
    • Added a received accuracy modifier of 0.91

Volksgrenadiers

  • Performs moderately well at long range combat
  • Extremely vulnerable at short range, moderately vulnerable at mid-range
  • Versus Riflemen
    • Disadvantaged at long ranges
    • Extremely disadvantaged at short-mid ranges
  • Versus Conscripts
    • Advantaged at long ranges
    • Disadvantaged at mid ranges
    • Disadvantaged at short ranges
  • Changes
    • Mid accuracy from 0.6 to 0.62
    • Far accuracy from 0.55 to 0.59
    • Moving cooldown from 1 to 1.5

Sturmpioneers

  • Excels at short-mid ranges
  • Vulnerable at long ranges
  • Versus Riflemen
    • Disadvantaged at long ranges
    • Advantaged at mid ranges
    • Advantaged at short ranges
  • Versus Conscripts
    • Disadvantaged at long ranges
    • Advantaged at mid ranges
    • Advantaged at short ranges
  • Changes
    • Added a received accuracy modifier of 0.87
    • Near range distance from 8 to 3
    • Mid range distance from 16 to 15
    • Far mid distance from 35 to 28

Conscripts

  • Performs modestly at mid to short range, does not excel at any range
    • Ability load out geared towards short-mid
  • Vulnerable to long range units
  • Versus Grenadiers
    • Disadvantaged at long ranges
    • Even at mid ranges
    • Advantaged at short ranges
  • Versus Sturmpioneers
    • Advantaged at long ranges
    • Disadvantaged at mid ranges
    • Disadvantaged at short ranges
  • Changes
    • Near accuracy from 0.45 to 0.47
    • Mid accuracy from 0.39 to 0.43
    • Far accuracy from 0.3 to 0.29
    • Near range distance from 4 to 0
    • Mid range distance from 20 to 25
    • Added a received accuracy modifier of 1.087

Riflemen

  • Performs moderately at all ranges; excels against other rifled units at short-mid
  • Vulnerable at long ranges
  • Versus Grenadiers
    • Slightly advantaged at long ranges
    • Advantaged at mid ranges
    • Advantaged at short ranges
  • Versus Sturmpioneers
    • Advantaged at long ranges
    • Disadvantaged at mid ranges
    • Disadvantaged at short ranges
  • Changes
    • Near accuracy from 0.6 to 0.62
    • Mid accuracy from 0.55 to 0.58
    • Far accuracy from 0.5 to 0.45
    • Near range distance from 6 to 3
    • Far cooldown modifier from 1 to 1.25
    • Added a received accuracy modifier of 0.97
    • Build time from 25 to 28 seconds

Bug and Gameplay Fixes

T34

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

53K 45mm AT Gun

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

Barrage Abilities

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

Ability Refunds

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

Salvage

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

Recrewing

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

Major ‘Establish a Treat Point’ Ability

  • No longer allows the major to recrew an abandoned vehicle

HMG

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

Unit Speech

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

Pathfinding

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


 
14 août

  • Luftwaffe Medkit Drop

Crates can no longer explode
Crates can now be picked up by enemy players

  • Luftwaffe Supply Drop

Crates can no longer explode
Crates can now be picked up by enemy players


31 juillet


General
  • M2HB .50 Cal previously had a +25% accuracy modifier instead of the intended +25% received accuracy modifier
  • Adjusted the vet modifiers of the KV-1 to reflect its intended performance enhancements
  • Lowered the accuracy modifier of paratroopers from 1.4 to 1.25 to account for the squad healing which was added to veterancy level 2
  • Elite Riflemen required population text on the dispatch ability now correctly states 7 population cost
  • Sturm Officer population text on the dispatch ability now correctly states the 6 population cost
  • WC51 Dodge recharge time set from 6 to 30 seconds
  • Greyhound recharge time set from 6 to 45 seconds
  • UI reticle for riflemen flares set from 35 to 30 to better represent its area of effect

Rocket Artillery

Our intent is to better align the performance of rocket artillery between the factions while maintaining some of their unique characteristics. In a previous update, we significantly increased the performance of the Katyusha to bring it in line with its counter-parts. However, its damage versus buildings ended up being higher than intended. Our goal was to lower building damage while increasing performance versus vehicles and maintaining its current performance versus infantry. Although damage has been set back to 80, the AOE modifiers on these units have been modified to retain the same damage profile versus soft targets.

Katyusha

  • These changes will retain the Katyusha’s current lethality versus infantry, increase its performance versus vehicles, and lower its performance vs. buildings. The delay in pay-load delivery provides the Katyusha with the ability to deny an area for short periods of time, while its long range and precision fire ability allow it to annihilate high priority units on the battle field.
    • Damage from 160 to 80
    • Mid AOE damage from 45 to 28
    • Deflected shots now deal 20 damage
    • Ability recharge time from 70 to 110 seconds

Panzerwerfer

  • In contrast to the Katyusha, the Panzerwerfer trades range and area denial for damage concentration. This increased rocket saturation increases its barrage lethality, while its counter barrage ability punishes nearby artillery. Given the Panzerwerfer has a slightly higher tech cost, we have enabled it to fire its barrage more frequently.
    • Damage from 160 to 80
    • Mid AOE damage from 56 to 28
    • Deflected shots now deal 20 damage
    • Ability recharge time from 70 to 100 seconds

SdKfz 251 "Stuka zu Fuß" Half-track

  • The Stuka provides the user with greater fidelity, allowing them to better coordinate their barrage against the enemy. Given the Stuka uses the largest caliber rocket, its deflection damage was increased to 40 to better reflect its intended potency versus armored units.
    • Deflected shots now deal 40 damage


25 juillet


General
  • Jagdtiger Dispatch
    • Fuel cost from 250 to 290
  • Command Panther Dispatch
    • Fuel cost from 170 to 200
    • Manpower from 640 to 560
  • Ostwind Dispatch
    • Fuel cost from 85 to 100
    • Manpower cost from 340 to 280
  • Panzer IV Battle Group Dispatch
    • Fuel cost from 180 to 210
  • A fix for a crash that happens when the user’s map list is corrupted
  • A new post-game survey about War Spoils


22 juillet



General Updates
  • Multiplayer balance updates (see the attached email for the details)
  • Pathfinding improvements
  • AI improvements
  • Increased reconnection window when network connection is lost during a multiplayer match
  • Miscellaneous minor content fixes

Balance Updates

Units and Abilities

Adjusted unit and ability performance to better align it with our design intent. Our goal is always to open the number of viable strategies available to players while maintaining the fun factor on both sides of the battle field.
 
 
OKW
 
Obersoldaten

  • Swapped the armor modifier with received accuracy. This blends the hit/miss system better into our current structure; it also helps reduce accuracy over capping.
    • Armor from 1.25 to 1
    • Received accuracy modifier from 0.87 to 0.7
    • Removed bonus accuracy to retreating units

Panzerfusilier AT Rifle-Grenade

  • Ability range from 25 to 18
  • Ability cost from 20 MU to 25 MU
  • Weapon penetration from 1000 to 100
  • Weapon deflection damage from 0 to 40

MG34

  • This unit was not very desirable in the past; this brings it slightly closer to the MG42 in terms of damage output. Its AOE suppression and ROF remains lower.
    • Rate of fire increased by 40%; this affects damage and supression

LeIG 18 Infantry Support Gun

  • Damage reduced from 120 to 80
  • Damage versus garrisoned units increased from a base of 40 to 60

Jaeger Light Infantry

  • Unit armor was replaced by 0.8 received accuracy
  • Reinforcement cost from 55 manpower per entity to 43 manpower per entity
  • Dispatch cost from 290 to 340

Blendkorper Smoke Grenade

  • Cost from 50 MU to 30 MU

Panzer II Luchs

  • Damage output modified to feel more consistent; damage slightly decreased while reload was halved
  • Resolved an error with veterancy level two which resulted in the modifiers not correctly being applied
  • Shots no longer appears to clip through units

Sturm Officer

  • Weapon team bonus modifier from 0.6 reload to 0.87 reload

OKW Grenades

  • Garrison cover damage modifier from 0.5 to 1

Soviets
 
Katyusha

  • We wanted to increase the lethality and reliability of the Katyusha.
    • AOE radius from 4 to 6
    • AOE distance from 1/2/3 to 1.5/3/4.5
    • Damage from 80 to 160
    • Scatter angle from 5 to 10
    • Scatter offset from 0.25 to 0.1

Conscript AT Grenade

  • Deflection damage from 75 to 80

ISU-152

  • Mid-range AOE damage from 84 to 72

UFS
 
Riflemen AT Grenade

  • Deflection damage from 75 to 80
  • Penetration from 1000 to 100
  • Range from 20 to 15

M15A1 AA Half-track

  • This change is intended to increase the exposure of the M15 to its counters. The Raketenwerfer and Puma as examples will now have more room to counter this unit.
    • Weapon range on 37mm gun from 45 to 40

Stuart

  • Improved the armor of the Stuart to make it less vulnerable to the Panzer II and 222 Scout Car; the intent was that the Stuart function as a stronger light vehicle counter.
    • Armor from 50 to 80

WC51 Dodge

  • This unit significant over performed and was able to inflict large causalities early within the game.
    • Damage reduced from 8 to 5
    • Accuracy increased from 0.22/0.35/0.54 to 0.29/0.4/0.62

USF Assault Engineer Demo Charge

  • Damage reduced from 600 to 250
  • Bonus damage to buildings increased from 200 to 550
  • Bonus damage to ambient buildings removed

M21 Mortar Half-track

  • Auto-barrage weapon range increased from 60 to 80
  • Barrage scatter was tightened, increasing its accuracy

Pack Howitzer

  • AOE damage at far from 4 to 8
  • AOE damage at mid from 12 to 24
  • Damage versus garrisoned units increased from a base of 40 to 60

Paratroopers

  • Thompson package now provides 4 SMG’s instead of 3
  • Tactical Assault now increases burst length while moving

UFS Grenades

  • Garrison cover damage modifier from 0.5 to 1

Weapon Priority Tuning

Units will seek out targets more in line with their intended role. For example tank destroyers will prioritize vehicles over infantry.

Modified Units

  • M5A1 Stuart
  • M4A3 Sherman
  • M4A3E8 Sherman
  • M36 Jackson
  • M10 Wolverine
  • M8 Greyhound
  • M15A1 AA Half-track
  • Wehrmacht 234 Puma
  • OKW 234 Puma
  • Jagdtiger
  • Jagdpanzer IV
  • Ostwind
  • 251 Flak 17 Half-track
  • OKW Panther
  • OKW Panzer IV
  • Panzer II Luch

Modified Unit Priority Value

  • King Tiger
  • M7B1 Priest
  • 251 Half-track Wurfrahmen 40

OKW Economy

Ammunition rate was increased as it unduly limited the faction’s capacity to use abilities and purchase upgrades.

Resource Points

  • Now provide 100% of their ammunition value; was previously set to 66% of point value

Bugs and Gameplay Fixes

These changes are geared towards improving usability and resolving inconsistencies within gameplay.

Riflemen AT Rifle-Grenades

  • Now homes in on its target similar to Conscript AT Grenades and the Panzerfaust

Panzerfusilier AT Rifle-Grenade

  • Now homes in on its target similar to Conscript AT Grenades and the Panzerfaust

OKW and USF Infantry Reactions

  • Reactions will now occur less frequently. A reaction is trigged when an explosion occurs near a squad

USF M3 and Dodge WC51

  • Can no longer garrison snipers
  • Can now garrison USF officers

Reinforced Barbed Wire

  • Can now be manually targeted

Panzerfusiliers

  • Veteran level 4 no longer increases weapon range
  • Veteran level 4 now increases weapon accuracy

Commanders

US Forces Rifle Company Commander – Elite Riflemen Training ability

  • Cost changed to 300 manpower
  • The ability cool down is now triggered at the beginning of a match so that players must wait for the cool down to finish before using the ability for the first time


15 juillet


Balance Changes

Units and Abilities

Adjusted unit performance to increase strategic and tactical variation within the game.

Obersoldaten
  • Received accuracy modifier from 0.75 to 0.87

Panzer Grenadier

  • Received accuracy modifier from 0.75 to 0.87

Fallschirmjaeger

  • Received accuracy modifier from 0.75 to 0.87

USF 155mm Artillery Barrage

  • Damage from 160 to 130

Pack Howitzer

  • Now has cold immunity

Unit Veterancy

With the adjustment of unit costs, the required veterancy per level needed to be modified to match the unit’s new value.

Modified Units

  • Panzerfusilier
  • Paratroopers
  • Volksgrenadier

Bugs

M20

  • Can now toggle mine laying within the fog of war

Fieldcraft Trip Wire

  • Can now toggle trip wire within the fog of war

King Tiger

  • Spearhead now has a 15 second toggle recharge time


10 juillet


Updates & Bug Fixes
  • Restored the default faceplates for AI players on loading screens
  • Fix for an extra AI player sometimes being added to a game when using custom slot configurations
  • Vehicles can no longer drive through painted impasse areas on custom maps
  • Fixed a crash that rarely occurs at the end of a multiplayer match


8 juillet


Bug Fixes
  • Player equipped Commanders, Intel Bulletins, Vehicle Skins and Victory Strikes appear again on loading screens

Balance
 
Maps






 

After extensive testing we have optimized pathing on a number of maps to improve the quality of gameplay during a match. Numerous changes have also been made to improve balance. Various of bug fixes have been added including an exploit to salvage ambient wrecks; have been fixed.

Vaux farmlands

  • Pathing improvements
  • Bug fixes

Rails & Metal

  • Pathing Improvements
  • Bug fixes

Kholodny Spring

  • Fixed small firing gap in southern hedge near VP
  • destroyed the building in farm area near east player
  • Moved east player’s cutoff player closer to their base and refined area
  • Added two small infantry only lanes to increase ebb and flow
  • Minor pathing fixes
  • Minor cover adjustments
  • Base alignment

Semois Winter

  • Moved a bunker back in the north base
  • Deep snow refinement
  • Minor pathing fixes
  • Minor cover adjustments
  • Removed the ability for tanks to Sink from shallow streams

Langres Spring

  • Adjustments to north cutoff area
  • Added infantry access point to north base area
  • Minor territory refinement
  • Minor pathing fixes
  • Minor cover adjustments
  • Base alignment



Soviets

There were a number of issues we wanted to address in the Soviet Army which had to do with squad wiping. The HM-38 120mm Mortar and KV8 come to mind. With the 120mm getting its AOE profile change it will still pack a serious punch at close range but will have reduce damage impact at the mid-range. By offsetting some of values in the profile we will also see a very slight improvement at far range. The KV8 with its flamethrower was designed to be a hard counter against infantry this was never intended to be an eraser of infantry. The high direct damage the flame had would result in criticals triggering more often than intended thus increasing the chances of squad wiping and rendering all forms of infantry at useless. With the reduce damage squads will have a little more time to react accordingly and reduce the chance of squad wiping. Another result of this change will increase the time it takes for the KV-8 to kill buildings (which it kills OKW truck buildings ridiculously fast) The Maxim also had its rotation speed reduced because generally whenever a player tries to flank a maxim; the maxim will rotate quick enough to stop any oncoming flank. Various classic hotkey changes were added to fix overlap.

HM-38 120mm Mortar
  • AOE Profile changed from 1.0 / 0.35 / 0.05 to 1 / 0.15 / 0.1

M1919 Maxim Heavy Machine Gun Team

  • Reduce Rotation Speed reduced from 180 degrees per second to 120 degrees per second

KV8

  • Flamethrower damage reduced from 27 to 16

Overdrive

  • Hotkey changed from D to V

Tracking

  • Hotkey Changed from R to I



USF

Volley fire is getting another change this update. The values that were implemented in the last update proved to be a slight over extension on our part. Where we found at the high expert levels of testing - Volley Fire was still quite effective; it was not easily readable the vast other majority. We decided to tone down some of the penalties and increase its suppression slightly to improve usability. The way Volley fire will work is near the end of the duration the squad being shot at by the ability will get surpressed (never pinned). Switching targets with volley fire will result in the spread of suppression to multiple squads which end up yielding no suppression because the threshold will not be hit. Defensive Stance which is an ability granted when equipped with a M1919 has its suppression reduce for a 360 degree shot it suppressed way too quickly. A number of smaller changes have been made to improve usability of units. Various classic hotkey changes were added to fix overlap.

Defensive Stance
  • Suppression bonus reduced from 0.025 to 0.015

M10 ‘Wolverine’ Tank Destroyer

  • Now has hold fire

M36 ‘Jackson’ Tank Destroyer

  • Now has hold fire

T30E13 HVAP-T Armor Piercing Rounds

  • Hotkey changed from H to V

Volley Fire

  • Receive Accuracy modifier reduced from 50% to 40%
  • Cooldown Weapon Modifier added by 0.125 on the last volley
  • Suppression increased on the last volley from 0.01 to 0.03



Werhmacht

With the changes to Blitzkrieg providing max speed we felt that it was a change going into the right direction however we did see some unrealistic speeds achieved by medium tanks on roads. By reducing the max speed modifier we still achieve the intention of the change while maintaining realistic expectations.

Blitzkrieg
  • Maximum Speed Modifier reduced from 1.5 to 1.35



OKW

Some small changes we made to help OKW deal with infantry in the early game. The Kubelwagen was in a good place offensively with its suppression however its durability came into question. When you get flanked as weapon team you can generally retreat without losing the squad. Due to the fragile nature of this unit when you were flanked you were severely punished especially if you lost the Kubel. With the slight increase in health it will give players more time to react and get out of danger without losing the kubel so quickly. Flak emplacements were also an defensive structure that was rarely ever built primary due to the fact that it cost too much fuel for an already fuel starved race. With the adjustment of Fuel to Manpower ratio it should be less of a fuel dump than its current revision. We also fixed an exploit that would allow the Puma to use its “Aim Shot” to squad wipe squads inside garrisons. The priority on the IG also got tuned so that it would prioritize infantry over vehicles.

Kubelwagen
  • Health increased from 160 to 190

Flak Emplacement

  • Cost changed from 130/25 to 250/10

Puma

  • Aim Shot can no longer target buildings
  • Will no longer share damage against units in garrison

IG 18 7.5cm Infantry Support Gun

  • Priority changed to prioritize infantry over vehicles


3 juillet


Balance Changes

USF

The Sherman M3 75 Heavy Explosive shells that were underperforming in a sense that it did not deal with infantry effectively. Most of the time the player using HE shells would often miss their target completely. With a lower scatter and slight increase in splash damage the HE shells should become an effective counter against clumped up infantry. The M151A AA Halftrack is something we believed was over performing all levels of the game. The time this unit came out it was effective counter against infantry and light vehicles. Another issue was its ability to get out of danger without suffering too much damage. With making minor tweaks to the units stats believe units like the 222, Puma, and other forms of soft AT will have an easier time dealing with this unit. Volley Fire was another big issue that we wanted address; the design intention of this ability was to be used as a support ability to give rear echelon combat utility. However what we ended up seeing were rear echelons winning engagement that shouldn’t have won. There was also an exploit with the modifers that were applied when rear echelons equipped with bazookas would fire bazooka shells rapidly. With the new implementation of the ability Volley fire will now have its strength and weakness. The suppression modifers have also been tweaked so there will be very rare cases that a squad will get pinned.

Sherman M3 75mm HE Shells
  • Radius increased from 3 to 4
  • Distance Scatter Max reduced from 6.9 to 5.5

M15A1 AA Halftrack

  • Cost increased from 55 fuel to 60 fuel
  • Penetration reduced from 30 / 40 / 50 to 30 / 35 / 40
  • Acceleration decreased from 4.75 to 4
  • Armor reduced from 20.5 to 15
  • Rear Armor reduced from 15 to 10

Volley Fire

  • Added Animator state while ability is active
  • Rear Echelon now receive a 50% receive accuracy penalty while active
  • Removed Cooldown bonus
  • Removed Reload Bonus
  • Reduce suppression values from 0.4 to 0.2



Soviets

A lot of small tweaks were added to the Soviet units to address a few small issues. With the use of receive accuracy modifers stacking with veterancy there were instances where a sniper would miss its target. This was more of a bug fix than anything else.
The Satchel Charge also had its bonus damage to buildings reduced to prevent 2 shoting OKW truck buildings. It will take 3 Satchels to destroy an OKW truck building. PPSH had its profiled tuned to make it’s short range damage kick in a little bit earlier. Previously you would have to get really close to start dishing out good damage against infantry.

Sniper
  • Modified behavior of snipers to no longer miss vs.
    units with veterancy. Garrison cover and retreating accuracy remains the
    same.

Satchel Charge

  • Bonus damage from buildings reduced from 480 to 340

PPSH

  • Profile change from 8 / 12 / 30 to 10 / 16 / 30

SU-85

  • Now has hold fire

KV-1 Heavy Tank

  • Reload time reduced from 6.2 - 6.8 to 5.2 - 5.8



Wehrmacht

Sniper
  • Modified behavior of snipers to no longer miss vs.
    units with veterancy. Garrison cover and retreating accuracy remains the
    same.



OKW

The biggest change to the OKW were to the Base Building Flak Gun. Currently the building does not feel very threatening to infantry and light vehicles (which it should feel like) We are seeing at the high level players always setting up their truck inside their base because it is too much of a liability to put it anywhere else. Another change was to the Panzer II with it coming out at such a late time we wanted to beef up its stats so it could still be useful during the mid-late stages of the game. Various cost adjustments were also added to OKW Call ins that were previously set at a lower than intended value.

LE IG 18 Support Gun
  • Is now immune to cold

Schwerer Panzer HQ 3.7cm flak gun

  • Damage increased from 20 to 40
  • Penetration increased from 35 to 45
  • Range increased from 40 to 45
  • Suppression increased from 0 to 0.3
  • Nearby Suppression multiplier increased from 0 to 0.8
  • Nearby Suppression radius increased from 0 to 15
  • AOE increased from 2 to 4
  • Rate of fire increased from 2 to 4

Panzer II

  • Health increased from 320 to 400
  • Moving accuracy increased by 25%
  • Added Camouflage extension

Command Panther Call in

  • Cost increased from 560/170 to 560/200

Panzer IV Battle Group

  • Cost increase from 720/180 to 720/210

Puma

  • Reduced the aim time and increased the penetration of the puma aimed shot
  • Puma aimed shot can now be activated while other orders are being issued


2 juillet


Company of Heroes 2 fix
  • users who have lost legacy items should have those items restored on their next log-in.


30 juin


Company of Heroes 2 fix
  • Fixed the Jagdtiger’s reload timer being reset whenever the tank was moved


27 juin


Updates & Bug Fixes
  • Animation fixes for the US Forces .50 cal machine gun
  • Localization updates
  • Remove player level stars on faceplates

Balance Changes

Wehrmacht

Opel Blitz Truck

  • Cost reduced from 300 to 200
  • Resource bonuses are now exclusive to the player

Blitzkrieg

  • Now adds a speed maximum modifier by 1.5
  • Duration decreased from 20 seconds to 15 seconds



Soviet

M4C Sherman
  • Population increased from 12 to 14

M3A1 Light Scout Car

  • Price increase from 10 fuel to 15 fuel
  • Penetration at near reduced from 1.75 to 1.5
  • Penetration at mid reduced from 1.5 to 1.3
  • Acceleration reduced from 2.3 to 2.0
  • Deceleration reduced from 5.8 to 5.0

KV-1 Heavy Tank

  • Health increased from 720 to 800
  • Armor increased from 240 to 270
  • Rear armor increased from 145 to 165
  • Reload time reduced from 6.2 - 6.8 to 5.2 - 5.8
  • Price increased from 370/120 to 420/145
  • Population increased from 12 to 14

Fear Propaganda Artillery

  • Price reduced from 100 munitions to 80 munitions



OKW
  • Fixed the stacking damage and penetration modifiers on the Raketenwerfer

Kubelwagon

  • Now has light crush

sWs Half-Track

  • sWs Half-Track health reduced from 400 to 300
  • sWs Half-Track max speed reduced from 6.2 to 4.2
  • sWs Half track Armor reduced from 11 to 5
  • sWs Half track Rear Armor reduced from 5.5 to 4.5
  • Cannot Crush Infantry

Panzer II

  • Weapon Penetration changed from 10/15/20 to 15/20/25

SdkFz251 Flak Halftrack

  • Rate of Fire reduced from 4 to 3

Puma

  • Smoke screen shells reduced from 3 to 1

OKW Ostwind Call in

  • Cost increase from 280/85 to 280/100

Jagdtiger

  • Cost increase from 800/250 to 800/290



USF

Lieutenant
  • Cost reduced from 340 to 300

Captain

  • Cost reduced from 360 to 320

M10 Tank Destroyer

  • Range increased from 45 to 50


24 juin


Fixes
  • Fixed crashes related to loading certain types of saved games from previous versions of CoH2
  • Fixed a low frequency crash in multiplayer


23 juin


New Company of Heroes 2: The Western Front Armies content
  • Added two new armies
    • "Oberkommando West"
    • "US Forces"
  • Maps
    • Added The Western Front Armies Maps
    • Faymonville Approach (2)
    • La Gleize Breakout (2)
    • La Gleize (2)
    • Trois Pont (2 – 4)
    • Vaux Farmlands (4)
    • Hurtgen Forest (4)
    • Ettlebruck Station (4-8)
    • Lienne Forest (6-8)
    • Lazenrath Ambush (6-8)
  • Road to Kharkov
    • Optimized pathing in a number of areas
    • Improved balance
  • Kholodny Ferma (Winter/Summer)
    • Changed from 2-4 players to 2 players only
  • Lagreskaya (Winter/Summer)
    • Changed from 2-4 players to 2 players only



New Features (all players)
  • Public Games List
  • War Spoils
  • Victory Strikes
  • New progression system



UI Updates
  • New armies selection
  • New inventory system



Updates
  • Optimized pathing in a number of areas on maps



Bug Fixes
  • Yes, many bugs have been squished!



Balance Updates
  • AOE Profiles
    • Adjusted AOE
      profiles such that mid-range was no longer lethal to infantry. This
      better differentiates close from mid, creating a more defined damage
      drop of profile. This will significantly decrease the amount of squad
      wipes which can occur, although low health squads are still vulnerable
      as always.
    • Mines will be less prone to wiping out an entire squad
    • A number of units have had their scatter modified to maintain their design



Wehrmacht
 
Tank traps
  • HP increase from 250 to 500
  • Armor increased from 35 to 50

Wehrmacht Bunker

  • Sight from 35 to 10
  • Bunker upgrade increases sight by 25

Panzer Grenadiers

  • Now have reduced received accuracy by 15%
  • 222 Armored Car
  • Population increased from 4 to 5

StuG III G

  • Population decreased from 10 to 8

StuG III E

  • Population increased from from 6 to 8

Panzerwerfer

  • Population increased from 10 to 12

Brummbar

  • Population decreased from 16 to 14

Tiger Ace

  • Population increased from 24 to 26

Panzer IV

  • Cost increase from 320/115 to 350/125
  • Distant scatter max value from 9.5 to 6.4

Tiger Heavy Tank

  • Health reduced from 1280 to 1040

Elefant

  • Range from 100 to 70

Panther

  • Armor increased from 270 to 290

Pak 43 Anti-tank Gun

  • Range reduced from 100 to 80
  • target weak point range reduced from 100 to 80
  • Cost increased from 480 to 500

Panzerwerfer 42 Multiple Rocket Launcher

  • Recharge time reduced from 90 to 70 seconds

Pak 40 Anti Tank Gun

  • Added Hold Fire

Stuka Close Air Support

  • Close reduced from 240 to 200

Relief Infantry

  • Price reduced from 120 to 90 Munitions

Osttruppen Reserves

  • Price reduced from 500 to 425



Soviet
 
Soviet Partisans
  • Can now capture points

Tank traps

  • HP increase from 250 to 500
  • Armor increased from 35 to 50

M3A1 Scout Car

  • Population increased from 4 to 5
  • Penetration from 3.5/2.5/1.5 to 1.75/1.5/1.25

M5 Half-track

  • Penetration from 3.5/2.5/1.5 to 1.75/1.5/1.25

T70

  • Population increased from 6 to 8

SU-76-76

  • Manpower cost from 210 to 240
  • Fuel cost from 75 to 70

T34-76

  • Population increased from 10 to 12

T34-85

  • Population increased from 12 to 14
  • CP requirement increased from 9 to 10

Katyusha

  • Population increased from 10 to 12

KV-2

  • Population increased from 22 to 24
  • Range from 100 to 70

ISU-152 Heavy Assault Gun

  • Range from 100 to 70
  • Concrete Piercing Round ability range reduced from 100 to 70

IS-2 Heavy Tank

  • Health increase from 960 to 1040
  • Armor increase from 340 to 375

M-42 45mm Anit-Tank Gun

  • Added Hold Fire ability

ZiS-3 76mm Field Gun

  • Added Hold Fire

KV-8 Heavy Flamethrower Tank

  • Health increase from 720 to 800
  • Price increase from 360 / 135 to 390 / 145

Rapid Conscription

  • Price reduced from 160 MU to 120 MU



 
Source : Forum officiel du jeu

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Année 2014 suite :


30 mai

Features
  • Added video player to main menu carousel

Bug Fix

  • Fixed issue with missing text


30 avril


Balance
  • Panther - Penetration from 170 to 240


25 avril


Bug Fixes
  • Addressed an issue where XP was not being granted outside of multiplayer


24 avril


Updates
  • Added the German Doctrine: Mobile Defense Commander
  • Added the Soviet Tactics: Lend and Lease Commander



Main Menu Redesign
  • The main menu has been reformatted to improve flow and readability and to better highlight important new features and community events.
  • A new Menu widget has been added globally to the bottom left of the screen that provides quick access to Options, Player Profile, and other features.
  • A new Store dialog is now accessible from the Main Menu to allow users easier access to and navigation through all additional content available for Company of Heroes 2



World Builder Updates
  • Custom maps can now include a <scenarioname>.scar file for custom scripts. Simply
    create this file alongside your <scenarioname>.sgb and it will get included in the archive when you export your map.
  • Improved Steam Workshop quota related error messages.



Bug Fixes
  • Fix an issue causing a compatibility message to appear for users playing on Windows 8.1
  • Addressed an issue where equipped skins and bulletins wouldn’t load in saved games
  • Maps not selectable in Automatch no longer appear in the Automatch map list
  • Fixed an issue where the Advance Warfare Tactics Commander’s T-34/85 ability didn’t gain bulletin buffs
  • Fixed a bug that would prevent the Panzergrenadiers from gaining the Casualty Interrogation ability when equipped with the Jaeger Infantry Package
  • Fixed an issue where the AI would sometimes stop retreating units outside of a base’s reinforce area
  • Fixed an issue where the AI would sometimes drive vehicles into engineers when trying to get repaired
  • Fixed an issue where the AI would sometimes try to get a vehicle repaired by an engineer that was busy constructing or repairing another vehicle



Balance Changes

Command Point Pacing

All heavy vehicle dispatches have had their command point cost increased by 1 to better align them with the pacing and tech progression changes and goals. Saving for a heavy vehicle should remain a viable strategy, the goal is to increase the risk of such a strategy to better reflect its potential value if pulled off successfully.
  • Tiger command point cost from 10 to 11
  • Tiger Ace command point cost from 14 to 15
  • Elefant command point cost from 11 to 12
  • IS-2 command point cost from 10 to 11
  • ISU-152 command point cost from 11 to 12
  • KV-2 command point cost from 11 to 12
  • StuG III E command point cost from 5 to 6

Units and Abilities

A number of iterations were made to weapon profiles and abilities to improve early game infantry combat.

Osttruppen

  • The low accuracy on the Osttruppen rifle led to their weapon output feeling very inconsistent. This was addressed by increasing their accuracy while reducing the damage done per shot. Additional modifications were made to improve the viability of the Osttruppen at all stages of the game, such as increasing their capture rate to 1. Osttruppen will remain slightly combat inefficient relative to Grenadiers.
    • Cover bonus from 1.75x accuracy to 2x accuracy
    • Accuracy from 0.21/0.2/0.19 to 0.45/0.4/.35
    • Damage from 16 to 8
    • Cooldown from 0.5-1 to 0.75-1.25
    • Cooldown near modifier from 0 to 0.125
    • Wind down from 1.625 to 1.3
    • Moving cooldown from 2 to 1.5
    • Capture rate from 0.5 to 1

Grenadier

  • The LMG42 had its weapon profile adjusted so that it performs stronger at long range and weaker at short range. In its previous form, it made assaults by short range units very difficult to execute due to its extreme close range damage output. This further strengthens the long range orientation of the LMG42 and the counterplay between itself and short range weaponry.
    • LMG42 accuracy from 0.47/0.44/0.41 to 0.56/0.44/.038
    • LMG42 Aim time multiplier from 0.5/0.75/1 to 0.75/0.875/1
    • LMG42 Fire aim time from 0.25-0.625 to 0.25-0.5
    • LMG42 Post firing aim time from 0.5 to 0.25
    • LMG42 Ready aim time from 1.25-2 to 0..625-1
    • LMG42 Burst duration multiplier from 3/2/1 to 0.75/1.25/1.5
    • LMG42 Burst length from 0.5-0.75 to 0.5-1
    • LMG42 range distance mid from 20 to 28
    • LMG42 Rate of fire multiplier from 1/0.875/0.9375 to 1/1.125/1.25 LMG42 Cooldown duration multiplier from 0.5/0.675/0.85 to 0.75/0.875/1
    • LMG42 Reload frequency from 4 to 6
  • This adjusts the G43 to more closely function as a carbine type weapon profile. It reduces the Grenadier long range damage output while increasing mid to short range DPS. Additionally, this weapon now performs better on the move, making it ideal for tactical flanks.
    • G43 accuracy from 0.55/0.5/0.45 to 0.55/0.42/0.37
    • G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover
    • G43 Moving accuracy from 0.6 to 0.8
    • G43 Moving cooldown from 2 to 0.5
    • G43 Range distance near from 0 to 6
    • G43 Range distance mid from 25 to 18
    • G43 upgrade cost from 60 MU to 45 MU
  • Rifle-grenade cost increased to better align it with similar grenades, such as the RGD-42 which cost 30 munitions. Although the rifle-grenade has a greater range than the RGD-42, its explosive radius is smaller and less lethal.
    • Rifle-grenade munition cost from 25 to 30
  • These changes slightly reduce the efficiency of the Grenadier squad. The intent is to reduce Grenadier blobbing and encourage the use of combined arms.
    • Population from 6 to 7
    • Grenadiers can now only upgrade to either the LMG42 or G43, not both.

Panzer Grenadier

  • This adjusts the G43 to more closely function as a carbine type weapon profile. It increases the Panzer
    Grenadier long range damage output while decreasing its mid to short range DPS. Additionally, this weapon now performs better on the moving, making it ideal for tactical flanks.
    • G43 Accuracy from 0.65/0.6/0.55 to 0.65/0.52/0.47
    • G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover
    • G43 Moving accuracy from 0.6 to 0.8
    • G43 Moving cooldown from 2 to 0.5
    • G43 Range distance near from 0 to 6
    • G43 Range distance mid from 25 to 18
  • The Panzer Grenadier squad over performed for its cost. These two changes lower its performance to better reflect its cost to value.
    • Armor from 1.2 to 1
    • MP44 accuracy from 0.58/0.45/0.4 to 0.56/0.45/0.4

Pioneer

  • These changes reduced the combat potency of Pioneers to better reflect their intended role as a utility unit. The Pioneer squad still remains combat viable, but do so at a premium cost.
    • Bonus accuracy from 1.2 to 1.15
    • Accuracy from 0.45/0.2/0.1 to 0.35/0.2/0.1

Combat Engineer

  • Combat Engineers were under performing for cost; similar to the Pioneer changes above they will perform at a slight cost premium to reflect their role as a utility unit.
    • Manpower cost from 190 to 170
    • Build time from 19 to 17

Conscript

  • This change helps resolve the long range damage disparity between Grenadiers and Conscript. As a result, Conscripts can now engage Grenadiers on more equal footing.
    • Mosin Nagant accuracy from 0.45/0.35/0.25 to 0.45/0.39/0.30
    • Moving accuracy from 0.4 to 0.5
  • This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter the received damage.
    • PPSH moving accuracy from 0.5 to 0.8

Partisans and Irregulars

  • This maintains consistency in the functionality of the Partisan LMG42 and DP-28 relative to the
    Grenadier LMG42 and Guard Riflemen DP-28 upgrade. It also better defines the units long range role.
    • LMG42 weapon profile adjusted to be consistent with changes to Grenadier LMG42
    • DP-28 weapon profile adjusted to function similar to the LMG42
  • This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter balance received damage.
    • PPSH moving accuracy from 0.375 to 0.6
  • With the LMG profile adjustments, Irregulars are worth slightly more.
    • Irregulars cost from 180 to 190
    • Reinforcement time from 2.25 to 2.375

Guard Riflemen

  • Guard Riflemen were underperforming for their cost. The range of the PTRS was also inconsistent with other hand held AT weaponry such as the Panzerschreck – which is currently set to 35. This avoids scenarios were skilled players could leverage this range to damage vehicles without taking reciprocating fire. The Mosin Nagant also saw an increase to its long range damage output to reduce the disparity between the Mosin and the Kar 98.
    • Manpower cost from 360 to 330
    • Population from 9 to 8
    • DP-28 rescaled to use the new LMG42 weapon profile
    • DP-28 upgrade cost from 100 MU to 75 MU
    • Guard Mosin Nagant accuracy from 0.7/0.55/0.45 to 0.65/0.58/0.46
    • Guard Mosin Nagant Moving accuracy from 0.6 to 0.75
    • Guard Mosin Nagant Moving cooldown from 1.25 to 0.5
    • PTRS range from 45 to 40

Blitzkrieg

  • Blitzkrieg enabled German armor to escape potentially deadly situation at a fairly low cost. This placed German armor in a very advantageous position relative to Soviet armor, as they could take greater risk while sustaining lower casualties on average. Other issues, such as awkward movement behavior or unrealistic accuracy, made the ability feel a bit cheap and magical. This change synergizes well with the recent modifications to acceleration, as vehicles will be far more responsive while the ability is active.
    • Now provides 1.6x acceleration
    • Received accuracy modifier from 0.5 to 0.75
    • Speed and accuracy modifier removed
    • Munition cost from 40 to 30

Overdrive

  • The reduction in max speed helps prevent awkward movement behavior on the M3 and M5.
    • Now provides 1.6x acceleration
    • Received accuracy modifier from 0.5 to 0.75
    • Cost from 0 MU to 10 MU

Ram

  • Currently, ram is being used as a crowd control measure to disable other vehicles. The intent isn’t for a full health T34 to ram other vehicles; instead, ram should be used when the T34 is near death to highlight its usage as a last resort type ability.
    • No longer causes instant main gun destroyed critical
    • Now has a chance to cause one of the follow criticals to occur: light engine damage, heavy engine damage, immobilization, or main gun destroyed. The chance is weighed such that light engine damage has the highest occurrence where main gun destroyed has the lowest.

Marked Vehicle

  • These changes prevent an issue where units could be destroyed in 1 or 2 hits from multiple marked targets on the enemy vehicle applying simultaneously. It also reduces the impact of the ability as we felt it provided too great an advantage to Soviet armor in the previous state.
    • No longer stacks multiple times
    • Reduced bonus damage modifier from 50% to 35%

Support Team Modifications

A number of modifications were made to support weapons designed to increase their utility on the battle field. For example, heavy machine guns were given increased penetration enabling them to act as a soft counter to light vehicles.

Weapon Teams

  • Previously, weapon teams would receive +25% more damage from all sources. This modifier has been replaced with a +25% received accuracy value. Tank fire and grenades will be less effective vs. weapon teams as a result; small arms fire remains relatively unchanged.

AOE Profiles

  • Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to
    compensate. Slight adjustments to AOE radius or distance values were made on a number of support teams to better align them with their intended performance.

105mm Howitzer

  • These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.
    • Reload time from 2.75 to 2.25-2.75
    • Shots fired per barrage from 12 to 6
    • Crew size from 3 to 4

152mm Howitzer

  • These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally,
    howitzers should feel more organic with the changes to reload. Shots fired per barrage from 8 to 4
    • Reload time from 3 to 2.8-3.2
    • Barrage recharge time from 120s to 90s
    • Crew size from 3 to 4

PAK 40

  • Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
    • Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
    • Reload time from 2.9 to 2.7-3.1
    • Penetration from 170 to 190

PAK 43

  • Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
    • Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
    • Reload time from 3.65 to 3.5-3.8
    • Penetration from 400 to 340
    • Crew size from 3 to 4
    • Population from 21 to 18
    • Now has hold fire

ZIS 76mm Field Gun

  • Medium and heavy vehicle potency has been increased with this update, these changes help offset this
    increased potency by improving the performance and reliability of AT guns. The damage output of the ZIS Field Gun barrage will now feel more consistent as a result of the new AOE profiles.
    • Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
    • Penetration from 170 to 180

B4 203mm Howitzer

  • Adjusted performance of B4 to be more in line with the ISU-152.
    • Direct fire penetration from 1000 to 300
    • Direct fire is now on a shared recharge timer with barrage and precision strike
    • Recharge timer on barrage from 55 to 60

MG42

  • HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.
    • Penetration from 1/1/1 to 2.2/1.8/1.4

53K 45mm AT Gun

  • Medium and heavy vehicle potency has been increased with this update, these changes help offset this
    increased potency by improving the performance and reliability of AT guns.
    • Accuracy from 0.03/0.0425/0.055 to 0.04/0.05/0.06
    • Reload time from 2.625 to 2.5-2.75

DSHK HMG

  • HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game. Refactored the performance of the Dshk HMG and resulting cost to make it easier to field.
    • Penetration from 1/1/1 to 2.5/2.0/1.5
    • Armor piercing rounds now provides 3x penetration rather than an additional +9 penetration at all ranges
    • Properly received the +25% received accuracy like all other team weapons
    • Damage from 12 to 10
    • Manpower cost from 360 to 300

Maxim HMG

  • HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.
    • Penetration from 1/1/1 to 1.6/1.4/1.2

Vehicle Top Gunner

Increased damage output of vehicle top gunners, previously the upgrade added little value to the unit. The cost has been increased to better account for the value of this upgrade.

German Mounted MG42

  • Munition cost from 30 to 50

Soviet Mounted Dshk

  • Munition cost from 30 to 60

Vehicle Modifications

A number of modifications were made to medium and heavy vehicles to better align the units relative to one another. German vehicle penetration tended to be fairly high, resulting in a devaluation of Soviet armor values. These changes also seek to solidify unit roles and remove any ineffective units from the game.

AOE Profiles

  • Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of vehicles to better align them with their intended performance.

Mobility

  • The goal was to better distinguish light, medium and heavy vehicles from one another. By increasing the applicable speed range, we can better define light vehicle mobility relative to heavier units. Vehicle acceleration has also been adjusted to accomplish this goal.
    • Increased max speed by 1.2, tuned rotation to ensure smooth pathing
    • Negative cover from 1.4x to 1.5x max speed; vehicles move faster on roads
    • Adjusted vehicle terrain performance based on type. For example, vehicles with tracks can move through heavy and light cover easier than wheeled vehicles.
    • Acceleration is now properly functioning within the game; previously, vehicles incorrectly used deceleration to define the rate at which they accelerated, resulting in near instant max speed.

Vehicle Penetration

  • Vehicle penetration is now based on distance to target. High velocity weapons have a lower drop off than low velocity. High explosive weapons do not drop off over distance.

Vehicle Criticals

  • Engine damage criticals will only occur on the front or rear armor of a vehicle depending on engine
    position. For example, a Panzer IV no longer receives an engine critical if hit from the front. However, this does not impact weapons like the AT grenade which force criticals. Main gun destroyed criticals function in a similar manner, a SU-85 can no longer gain a main gun destroyed from a rear penetrating shot.
  • Rear armor hits now display a kicker to indicate to the player that the enemy tank has been exposed; similar to Company of Heroes.

222 Scout Car

  • The armor reduction increases the vulnerability of the Scout Car to small arms fire, increasing the
    overall risk associated with its use vs. these targets. The fuel increase furthers the risk to the player’s tech progression and overall use of this unit en masse.
    • Armor from 11 to 9
    • Manpower cost from 240 to 210
    • Fuel cost from 10 to 15

Panzer IV

  • The Panzer IV will continue to dominate the T34 in the anti-armor role but will perform worse versus infantry. That said, compared to the Panther, the Panzer IV does perform better vs. soft targets including infantry and light vehicles.
    • Armor from 160 to 180
    • Rear armor from 80 to 90
    • Reload from 5.75 to 5.3-5.7

Ostwind

  • Relative to the Panzer IV, the Ostwind performs extremely well vs. soft targets but is vulnerable to other
    medium vehicles. Relative to the T70, the Ostwind provides greater fire power at reduced mobility and increased durability. It also provides anti-air support.
    • Armor from 105 to 110
    • Rear armor from 52.5 to 55
    • Penetration from 35 to 40
    • Cooldown from 0.6 to 0.5-0.7
    • Distance scatter max from 2.15 to 2.9
    • Manpower from 320 to 280
    • Fuel from 115 to 100

StuG III G

  • The StuG III G fulfills the role of assault gun. These changes make it more effective vs. infantry and
    slightly worse versus medium and heavy vehicles. Relative to the T34, the StuG III G provides extremely high damage output but is fairly vulnerable to being flanked.
    • Armor from 160 to 140
    • Rear armor from 80 to 70
    • Penetration from 140 to 120
    • Health from 480 to 400
    • Reload time from 4 to 3.5-4.5
    • Distance scatter max from 6.5 to 4
    • Scatter angle from 7.5 to 5
    • Manpower from 280 to 230
    • Fuel from 95 to 80

StuG III E

  • The short barrel of the StuG III E makes it ideal vs. soft targets. An assault gun dedicated more towards the anti-infantry role relative to the StuG III G; these changes drastically improve its performance relative to cost.
    • Armor from 120 to 140
    • Rear armor from 35 to 70
    • Health from 320 to 400
    • Reload from 5.25 to 3.2-3.8
    • Manpower 160 to 200
    • Fuel from 55 to 75

Panther

  • The Panther provides the perfect combination of mobility and anti-tank capacity, making it the ideal counter to heavy armor. Its cutting edge suspension enables it to easily traverse even the roughest of terrain, enabling it to execute flanking maneuvers on unsuspecting armor.
    • Penetration from 170 to 240
    • Rear armor from 112.5 to 110
    • Reload from 6.45 to 5.8-6.7
    • Health from 960 to 800
    • Manpower from 520 to 490
    • Fuel from 145 to 175
    • Vet 2 now provides 10% armor and 160 health

Bummbar

  • Relative to the StuG III G, the Brummbar provides unparalleled infantry support and remains effective vs. medium vehicles.
    • Armor from 200 to 210
    • Rear armor from 87.5 to 105
    • Penetration from 75 to 120
    • Reload from 8.25 to 7.5-9
    • Distance scatter max from 1 to 4
    • Manpower from 560 to 470
    • Fuel from 140 to 160
    • Build time from 60 to 55

Panzerwerfer

  • The increased recharge timer offsets higher than desired artillery saturation.
    • Recharge time from 54 to 90

Tiger

  • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. Additionally, the new AOE profile on the Tiger has significantly increased its anti-infantry performance.
    • Rear armor from 250 to 180
    • Penetration from 154 to 200
    • Reload from 5 to 4.7-5.3
    • Manpower from 720 to 640
    • Fuel from 200 to 230

Elefant

  • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the
    power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
    • Penetration from 170 to 400
    • Scatter angle from 7.5 to 5
    • Reload from 8.55 to 8-9
    • Health from 1280 to 1040
    • Now has hold fire

M3A1 Scout Car

  • The intent was to increase the durability of the M3A1 to better balance the risk vs. reward that comes
    with the use of this unit. The added penetration on the top gunner will increase the performance of this unit vs. other lightly armored units, such as the 222 Scout Car or 251 Half-track. Additionally, we wanted to increase the impact of fielding light vehicles on the player’s tech progression.
    • Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5
    • Health from 180 to 200
    • Manpower cost from 230 to 190
    • Fuel cost from 5 to 10

M5 Half-track

  • Penetration was added to both the 50 cal and Quad mounted gunner to bring this units performance in line with changes to other heavy weapons (MG42, Maxim, etc).
    • Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5
    • Quad penetration from 1/1/1 to 2.5/2.0/1.5

T70

  • The T70 saw a number of changes to bring it in line with other light vehicles. The new AOE profiles improve the damage output of the T70 vs. infantry. Additionally, its mobility was improved to better enable its recon role and offensive capacities. This unit functions as a very effective hit and run unit or on the flank.
    • Armor from 55 to 70
    • Manpower from 160 to 200
    • Reload from 2.15 to 1.8-2.2
    • Fuel from 55 to 70

T34-76

  • The goal was to improve the anti-armor capacity of the T34 to open up the number of viable strategies available to Soviets. We wanted to improve the appeal of the third building by reducing its dependence on additional anti-tank units. Relative to the Panzer IV, the T34 will lose the majority of engagements unless it is able to capitalize on its superior mobility. However, the T34 outperforms the Panzer IV against soft targets. The previously low armor of the T34 provided it very little protection against most German anti-tank sources; the increase to 150 significantly changes this relationship.
    • Armor from 115 to 150
    • Rear armor from 70 to 75
    • Reload from 4.75 to 6.2-6.8
    • Damage from 120 to 160
    • Manpower from 280 to 310
    • Build time from 45 to 50
    • Fuel from 85 to 100
    • Penetration from 80 to 100

T34-85

  • Similar to the T34 in role, the T34-85 has gained a significant increase in anti-tank performance.
    • Armor from 124 to 160
    • Rear armor from 70 to 80
    • Penetration from 120 to 140
    • Reload time from 6 to 6-6.3
    • Manpower from 360 to 400
    • Fuel from 130 to 140
    • Double T34-85 call in manpower from 680 to 740
    • Double T34-85 call in fuel from 240 to 260

SU-76

  • The SU-76 fulfills the role of indirect fire support as well as anti-tank support. The AOE profile changes have improved the performance of its barrage, making it better suited at indirect fire vs. stationary targets.
    • Armor from 100 to 70
    • Rear armor from 50 to 35
    • Penetration from 93 to 100
    • Damage from 80 to 120
    • Reload from 2.375 to 2.9-3.4
    • Min range from 5 to 0
    • Scatter angle from 5.5 to 5
    • Distance scatter max from 10 to 4.7
    • Manpower cost from 160 to 210
    • Fuel cost from 55 to 75

SU-85

  • The SU-85 has been made more potent vs. medium and heavy armor while seeing a slight reduction in its durability. The mobility of the SU-85 has also been slightly improved to counter act the
    increase in mobility to other medium tanks.
    • Armor from 180 to 140
    • Rear armor from 80 to 70
    • Penetration from 170 to 190
    • Reload time from 4 to 3.8-4.2
    • Manpower from 320 to 340
    • Fuel from 115 to 120
    • Now has hold-fire

IS-2

  • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. The IS-2’s anti-infantry capabilities have been reduced and compensated with increased anti-armor.
    • Armor from 325 to 340
    • Rear armor from 225 to 205
    • Penetration from 170 to 220
    • Damage from 240 to 160
    • Reload from 9 to 6.2-6.6
    • Distance scatter max from 2.86 to 5.7
    • Manpower from 760 to 640
    • Fuel from 240 to 230

ISU-152

  • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
    • Armor from 200 to 310
    • Rear armor from 100 to 155
    • Penetration from 150 to 230
    • Reload from 10 to 9-11
    • Health from 960 to 1040
    • Distance scatter max from 13.2 to 8.7
    • Manpower from 760 to 720
    • Now has hold fire

KV-1

  • The potency of its main gun has been increased in a similar manner to that of the T34. The KV-1 functions as a heavier variant to the T34 which is better able to engage medium armor. The KV-1
    is also more accurate on the move vs. infantry than the T34, making it slightly more effective against soft targets.
    • Rear armor from 120 to 145
    • Reload from 4.75 to 6.2-6.8
    • Damage from 120 to 160
    • Health from 960 to 720
    • Manpower from 440 to 370
    • Moving scatter penalty from 2 to 1.75

KV-2

  • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
    • Rear armor from 87.5 to 180
    • Penetration from 140 to 180
    • Damage from 320 to 240
    • Reload time from 16.75 to 10-12
    • Health from 960 to 800
    • Distance scatter max from 1 to 7.4
    • Manpower from 440 to 630
    • Fuel from 250 to 230

KV-8

  • The KV-8 saw a significant decrease in its health to better align its performance to cost.
    • Rear armor from 120 to 145
    • Health from 960 to 720

Katyusha

  • The increased recharge timer offsets higher than desired artillery saturation. Its recharge is still lower than the Panzerwerfer to better represent its distributed saturation.
    • Recharge time from 60 to 70

Pacing and Tech Progression

The higher cost on the T70 and SU-76 this update meant that a lower cost on T3 and T4 could be implemented.

Tankoviy Battalion Command

  • Manpower cost from 275 to 240
  • Fuel from 140 to 120

Mechanized Armor Kampaneya

  • Manpower cost from 275 to 240
  • Fuel from 140 to 120



Bug Fixes

A number of minor bugs were fixed to improve gameplay.

German 105mm Howitzer
  • Now properly set to 8 command points

Panzer Grenadier Jaeger Infantry Package

  • Now has speech attached to the upgrade
  • Now requires friendly territory for upgrade
  • Now provides Interrogation ability

Acceleration

  • Acceleration was not properly being read by the engine, resulting in the value being ignored. This is no longer the case.

Snipers

  • Now automatically fire when in cover

Tiger Ace

  • Target weak point no longer requires the Tiger to face the target


28 mars


Updates
  • UI Fix on Faceplat when Automatching
  • Repair Engineer issue addressed

Balance

Grenade AOE Profile

  • Now correctly average out the damage based on old AOE profile

German Snipers

  • Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
  • Sight now correctly set to 45

Soviet Sniper

  • Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
  • Sight now correctly set to 45

Penal

  • Corrected weapon profile to properly scale with unit cost
  • Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output

Shock Trooper

  • Corrected weapon profile to properly scale with unit cost
  • Moving accuracy from 0.5 to 0.8
  • Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output

Guard Rifles

  • Fixed an issue which caused the DP-28 to burst for long periods of time; damage output remains relatively the same.

Special Rifle Command

  • Manpower cost from 200 to 120
  • Build time from 95 to 80

Support Weapon Kampaneya

  • Manpower cost from 240 to 160

Bunker

  • Health from 600 to 480


25 mars



Maps

Additional maps to the automatch map pool.
  • (1-2) Stalingrad
  • (6-8) Angermuende
    • Special thanks to community map maker Stahlhagel

Hot Keys and Input Changes

The following Hot Keys have been added:

  • Home: Move camera to starting position.
  • Semicolon: Select all of your units on screen.
  • Control+Alt+Comma/Control+F1: Select all idle builders.
  • Control+Alt+Period: Select all idle infantry.
  • Control+Alt+Comma: Select all idle vehicles.
  • Control+F2: Select all units.

Other input changes:

  • The Shift key can be used to modify all hotkeys that set your selection. For example, Control+1 sets a control group to your selection, Control+Shift+1 adds or removes your selection from a control group.
  • When holding the Control key down and clicking a unit in the global unit control, all units of that type will be selected.
  • State, duration and proximity heuristics have been added to the code that selects the single squad caster to cast an ability, generally improving distribution. This means that if you rapidly issue three grenade tosses, and have three squads selected that can throw a grenade, you will throw three grenades, and generally the squad closest to each target will do the throwing. This improves several situations where it felt like your abilities were not being cast, but really a single squad was being told to do multiple things.
  • Demo charges have been set to single squad caster.

Updates and Bug Fixes

Resolution to a number of UI and gameplay related issues.

  • Addressed an issue where Loadout changes were not being saved when the game was exited
  • Fixed various translation and text issues
  • Addressed a bug preventing Team Chat from working properly
  • Addressed issues with improper text display
  • Fixed an issue with map entry points not functioning correctly
  • Fixed an issue preventing some players from inviting friends to a game
  • Addressed an issue where the Opel Blitz could block line of sight when wrecked
  • German Tanks can no longer Target Weak Point ability with a main gun critical
  • Fixed various bugs with UI

Small Arms Weapon Profiles

The goal is to improve tactics by better defining unit roles; thereby, increasing the importance of unit positioning relative to cover. A weapon profile defines the distribution of damage over distance. Previously, the profiles were generally flat and did not fully characterize the strengths and weaknesses of a squad. Now, a Pioneer squad with a MP40 submachine gun has a very high damage output at close range but a substantially lower damage output at max range. The distribution of damage is no longer blended between ranges; this combined with the increased weapon lethality should reduce the tendency to rush infantry at one another.

Keep in mind the weapon profiles represent the damage output of only a handful of units in live. Each profile will see an increase or decrease in damage output depending on the squad’s value. For example, a 100 manpower pioneer squad might do less close range damage than a 300 manpower Grenadier squad despite the pioneer MP40 submachine gun being a close range weapon. Hence, the value of a unit scales the weapon profile accordingly.

Germans

  • KAR 98 now uses the bolt-action rifle weapon profile
  • MP40 now uses the submachine gun weapon profile
  • MP44 now uses the assault rifle weapon profile
  • G43 now uses the carbine rifle weapon profile
  • LMG42 now uses the light machine gun weapon profile
  • Luger 9mm pistol now uses the pistol weapon profile

Soviets

  • Mosin Nagant now uses the bolt-action rifle weapon profile
  • SVT now uses the carbine rifle weapon profile
  • PPSH now uses the submachine gun weapon profile
  • DP-28 now uses the light machinegun weapon profile

http://community.companyofheroes.com...-modifications

Grenade Explosive Profiles - Grenades

This change removes the chance of grenades missing targets on the outer radius of their explosions. The average damage done to units in this outer radius under the previous structure was converted into a set
value to reduce edge cases that resulted in extremely high or low damage being dealt. Grenades will feel more consistent in their damage output as a result.


Units and Abilities

A number of iterations were made on infantry and light vehicles to improve interplay between factions; thereby, encouraging a diversity of strategies and tactics.

Osttruppen

  • Cost from 120 MP to 200 MP
  • Population from 3 to 5
  • Hit points from 48 to 80
  • Can now shoot on the move
  • Bonus accuracy in cover from 2 to 1.75

Grenadier

  • Armor from 1.5 to 1
  • Updated AOE profile on Rifle Grenade
  • LMG42 now requires Battle Phase 1 to unlock
  • Panzerfaust weapon range from 20 to 25
    • This does not affect the ability range

Assault Grenadier

  • Cost from 320 MP to 280 MP
  • Population from 6 to 7
  • Armor from 1.5 to 1
  • Updated AOE profile on Model 24 Stielgranate Grenade Assault
  • Assault Grenadiers now gain sprint

Panzer Grenadier

  • Armor from 1.5 to 1.2
  • Cost from 360 MP to 340 MP
  • Updated AOE profile on Bundle Grenade
  • G43 cost from 60 MU to 40 MU

Artillery Officer

  • Officer armor from 4 to 1

German Sniper

  • Armor from 2 to 1
  • Hit points from 40 to 48
  • Sight range from 50 to 45
  • Aim time slightly increased, reload reduced to compensate

222 Scout Car

  • Cost from 80 MP and 25 FU to 240 MP and 10 FU
  • Health from 160 to 200
  • 20mm autocannon range from 35 to 40
  • 20mm autocannon accuracy from 0.025/0.0375/0.05 to 0.02/0.04/0.06
  • 20mm autocannon max distance scatter from 10 to 6
  • 20mm autocannon distance scatter ratio from 1 to 0.15

250 Half-track

  • Snipers can no longer garrison 250 Half-track
  • Health from 320 to 240
  • Population from 7 to 5

251 Half-track

  • Flame projector upgrade now requires battle phase 2
  • MG gunners damage per second increased by 265%
  • Armor from 11 to 9
  • Cost from 120 MP to 200 MP

Mechanized Assault Group

  • Cost from 520 MP and 40 FU to 490 MP and 30 FU

Mechanized Grenadier Group

  • Cost from 520 MP and 40 FU to 500 MP and 30 FU

Combat Engineers

  • Cost from 210 MP to 190 MP
  • Population from 6 to 5

Penal Battalion

  • Cost from 360 MP to 270 MP
  • Population from 9 to 7

Shock Troopers

  • Armor from 2.25 to 1.5
  • Cost from 440 to 390 MP
  • Population from 9 to 10

Guard Rifle Infantry

  • DP-28 cost from 60 MU to 100 MU
  • DP-28 research time from 20s to 40s
  • Updated AOE profile of RGD-33 Fragmentation Grenade
  • Armor from 1.5 to 1

Conscript

  • Assault Package cost from 30 MU to 40 MU
  • AT grenade weapon range from 50 to 20
    • This prevents ‘Thor’ like throws

M3A1 Scout Car

  • Cost from 80 MP and 20 FU to 230 MP and 5 FU
  • Armor from 8.4 to 5.4
  • Health from 160 to 180
  • Snipers can no longer garrison M3A1 Scout Car

M5 Half-track

  • Snipers can no longer garrison M5 Half-track
  • Cost from 120 MP to 270 MP

Irregulars

  • Cost from 250 MP to 180 MP

Anti-infantry Partisans

  • Cost from 250 MP to 210 MP

Anti-Armor Partisans

  • Cost from 260 MP to 270 MP

Soviet Sniper

  • Hit points from 40 to 48
  • Flare cost from 60 MU to 40 MU
  • Scout now fires at a similar rate to sniper
  • Sight range from 50 to 45
  • Aim time slightly increased, reload reduced to compensate

Radio Intercept

  • No longer intercepts mines or bunker construction
  • Now intercepts the dispatch of Osttruppen squads

Small Arms Lethality

Reinforce the value of cover and unit positioning.

  • Small arms lethality increased by 15%

Retreat Modifiers

This change helps counteract the increased lethality on small arms; enable players to better preserve their units.

  • Received accuracy from 0.5 to 0.4; increasing squad durability against small arms fire on retreat

Veterancy

Veterancy that previously provided increased armor has been replaced with received accuracy. The received accuracy variable functions almost identical to the use of armor. However, it also acts to reduce unit accuracy over-capping – i.e. units that currently have more accuracy than they. As units gain veterancy, their additional accuracy values will be countered by the received accuracy reduction on other units.

  • Infantry veterancy which provided armor was replaced with received accuracy
    • e.g. 1.30x armor now provides 0.77x received accuracy
  • Units which received price adjustments have had their required experience per level adjusted accordingly.

Vehicle Pathing

This addresses an issue where vehicles would potentially move away from the ordered position as part of their three point turn plan. This could potentially confuse the player causing them to issue another order which would further antagonize the issue by causing the vehicle to move further away from the objective.

Light Vehicle Turn Plan

  • Removed three point turns from light vehicles

Pacing and Tech Progression

The goal of this change is to slow down the introduction of medium and heavy vehicles within the game and better integrate light vehicles into early combat scenarios. This results in medium and heavy armor being set back by about 2 minutes across the board.

Soviet Starting Resources

  • Manpower from 490 to 350

Soviet Base Structures

  • Motor Depot fuel cost from 90 FU to 140 FU
  • Tank Depot fuel cost from 90 FU to 140 FU

German Starting Resources

  • Manpower from 520 to 360

German Battle Phases

  • Battle phase 1 from 25 FU to 45 FU
  • Battle Phase 1 research time from 32.5s to 45s
  • Battle Phase 2 from 35 FU to 55 FU
  • Battle Phase 2 research time from 37s.5 to 60s
  • Battle Phase 3 from 50 FU to 60 FU
  • Battle Phase 3 research time from 40s to 60s

Commander Card Layout

The order of abilities within the commander card is now consistent with the order of abilities in game.

  • Commander abilities in the customizer now display from lowest to highest, top to bottom

Ability Barrage Radius

This feature adjusts the size of an abilities barrage radius based on the approximate amount of scatter that will occur. Scatter generally increases based on distance to target, firing from max range will result in reduced accuracy.

  • Barrage abilities from mortars or artillery units now display increases in weapon scatter based on distance


6 mars


UI
  • Facing cones now appear in minimap.
  • Modal facing thresholds are now tuned to be more sensitive than
    non-modal facing thresholds. (Players don’t have to move the mouse as
    far to select facing when building bunkers)
  • Removed intermediate vertex cache and improved batching for a ~70%
    speedup in rendering UI visuals (also reduces memory pressure).
  • Aliased cursors and deleted duplicates for a small improvement in load times (also reduces memory pressure).
  • The Match chat window was not remembering its position/size from session to session. This should now be fixed.
  • The Match chat was not correctly joined when viewing a replay or
    starting a campaign mission. Players should now be put into a Match chat
    session whenever they host/join a Party or whenever you go into game
    (whichever comes first). Players will be automatically disconnected from
    the Match chat whenever they exit game or leave their Party (whichever
    comes last).

Networking

  • Various networking improvements

AI Optimizations

  • Optimized calculation of AI data so that it only occurs once on game load and not every frame.
  • Optimized SpawnEntityAction code so that it only looks up the blueprint by name once.
  • Optimized MapEntryPoint code sot that it only looks up the blueprints by name once.

AI Behaviour

  • Skirmish AI now uses player abilities to produce called in units and no longer uses hidden units in the HQ.
  • AI no longer thinks that targets a squad can't damage are good targets.
  • Soviet skirmish AI now uses merge ability.
  • AITasks try harder to prevent interrupting abilities.
  • AITaskFallbackState now clears old paths when it is done moving so that units arriving at the HQ no longer oscillate.
  • AIForceAttackTactic understands units with limited firing angles should stay farther back.
  • AICombatTask no longer forces indirect fire weapons into the target
    area when the squad does not have a target or assigned position.
  • Code that checks if AI squads are in combat now understands that targeted abilities are attacks.
  • AIAbilityTactic now suggests assigned or current good targets to the LUA filter functions.
  • AICombatUtil has better stationary squad detection for abilities that barrage clumps of stationary squads.
  • AICaptureTask now runs tactics while capturing when possible.

AI Combat Ratings

  • Updated AI class and anti-class calculations to not use dynamic ranges that were causing problems.
  • Removed heavy/light structure AI class from data and replaced with one structure class.
  • AI now generates the AI info from Upgrades by reading the actions in Upgrades and no longer needs hard coded values.
  • AI CombatRatings now better detect which weapons cause suppression.
  • AI now checks ability based weapons in addition to the primary weapon to determine if a squad uses indirect fire.


25 février


Bug Fixes
  • Addressed an issue with localization
  • Fixed a Match Chat being generated every time a user watches a repla


21 février


Bug Fixes
  • Crash when loading certain types of saved games from the previous version of CoH2
  • Soviet Industry commander passive ability being active before the ability is unlocked through command points
  • Advanced Warfare commander set to the wrong year for Theater of War load outs
  • MP44 weapon SFX not playing correctly


18 février


Updates
  • Implementation of the Battle Servers
  • Improvements to the Surrender User Interface
  • MP Map selection improvements
  • Various Bug Fixes
  • “-fullwindow” option added to run the game as a fullscreen window, must be run with “-window”

Maps

  • Added community member OnkelSam's “Crossing in the Woods” 2 - 4 player map

AI Updates

  • AI will no longer detects or attacks mines.
  • AI will no longer use artillery against targets in the fog of war it has never seen before.
  • Skirmish AI will now garrison buildings more often.
  • Skirmish AI will repair bridges and destroyed HQs if it has an engineer nearby.
  • Skirmish AI interrupts the ambient tactic behaviours much less.
  • AI will cause team weapons to tear down less often.
  • Increased retreat and avoidance delays for all AI difficulties.

Balance

Command Point Pacing

We wanted to improve the early game ebb and flow by slowing down unit progression. This reduction in progression better highlights the intricate tactics at each stage of the game.

German

  • Mortar half-track from 1 CP to 2 CP
  • Jaeger Infantry Package from 2 CP to 3 CP
  • Ambush Camouflage from 2 CP to 1 CP
  • Panzer IV Command Tank from 7 CP to 8 CP
  • PAK 43 from 7 CP to 8 CP
  • LeFH 105mm Howitzer from 7 CP to 8 CP
  • Tiger from 9 CP to 10 CP
  • Stun Grenade CP cost from 2 to 1

Soviet

  • M-42 AT Gun from 1 CP to 2 CP
  • Dshk HMG from 1 CP to 2 CP
  • 120mm Mortar from 1 CP to 2 CP
  • Shock Troops from 1 CP to 2 CP
  • Guard Troops from 1 CP to 2 CP
  • Conscript Assault Package from 2 CP to 3 CP
  • T34-85 from 7 CP to 9 CP
  • B4 203mm Howitzer from 7 CP to 8 CP
  • ML-20 Howitzer from 7 CP to 8 CP
  • IS-2 from 9 CP to 10 CP
  • Incendiary Artillery from 6 CP to 7 CP
  • KV-1 from 7 CP to 8 CP
  • Partisan Tank Hunters from 1 CP to 2 CP

Units and Abilities

Better align unit performance with its effectiveness in game. A few notable changes include: reduced lethality on the IL-2, it still has the capacity to wipe out a squad but should be a bit more forgiving now. Combat engineers saw a price decrease to better reflect their in-game value. S-mine fields had a few adjustments to increase their viability as well.

PAK 43

  • No longer requires Battle Phase 2 to be constructed

Conscript Assault Package

  • Cost from 10 MU to 30 MU
  • Conscripts now get 3 PPSH sub machine guns

Precision Strike

  • Precision strike now deals the same amount of damage as the main barrage weapon
  • Added angle and distance scatter to B4 Precision Strike to bring it in line with similar abilities

IL-2 Sturmovik Attack

  • Damage from 20 to 8
  • Target lead in distance from 16 to 12
  • Target lead out distance from 8 to 10
  • Cost from 240 MU to 180 MU

S-Mine Field

  • Cost from 80 MU to 60 MU
  • Build time from 40s to 10s
  • Mine spacing from 13 to 7
  • Mine field can now be rotated to better enable placement

M5 Anti-air Package

  • Cost from 90 MU to 120 MU
  • Damage from 4.8 to 8

Panzer Tactician

  • Cost from 40 MU to 30 MU

222 Armored Car

  • 20mm cannon damage from 25 to 20
  • Upgrade cost from 70 MU to 55 MU

Target Weak Point

  • Target weak point now multiplies penetration by 2 rather than setting it to a static value of 1000
  • Brummbar target weak point cost from 30 MU to 40 MU

Combat Engineer

  • Cost from 240 MP to 210 MP

Blitzkrieg Tactics

  • Cost from 30 MU to 40 MU

Commanders

Tiger Ace and Soviet Industry were not consistent in terms of value relative to other commander abilities within the game. They were adjusted to better bring them in line while maintaining their unique flair and additional tactical and strategic value to the game. The Tiger Ace has had its extreme damage and health values removed to bring it in line with other units. It now contains the veterancy modifiers granted to a vet 3 Tiger I, maintaining its threat on the field. Soviet Industry has been moved to 3 CP. This reduces the impact of the commander to the early game preventing extremely early vehicle rushes. The increased CP pacing on this ability also makes the commander less punishing, as early manpower attrition is significantly less debilitating to the commander.

Elite Troops

  • Tiger Ace cost from 0 MP to 800 MP
  • Tiger Ace command point cost from 16 to 14
  • Tiger Ace no longer reduces all resources to 0. It now reduces MP by 25% and fuel by 90% until the Tiger Ace is destroyed
  • Tiger Ace previous veterancy modifiers replaced with Tiger veterancy modifiers; this removes the double health and damage in exchange for faster rate of fire, improved accuracy, and improved mobility. Tiger Ace retains its increased sight range and lethal coaxial/hull machine guns
  • Tiger Ace base acceleration/deceleration from 1.4/3 to 1.8/3.9
  • Tiger Ace base max speed from 3 to 3.9
  • Tiger Ace has gained the Target Weak Point ability to chew through enemy armor, drastically increasing its weapon penetration and stunning enemy crews
  • Model 24 Stun Grenade cost from 15 MU to 20 MU
  • Troop training recharge time from 2s to 30s
  • Troop training cost from 55 MP and 20 FU to 80 MP and 25 FU

Soviet Industry

  • Soviet Industry CP cost from 0 to 3

Garrison Cover

Units in garrisons were too vulnerable to small arms fire, reducing the desirability of garrisons. We want to better align the initial goal of softening garrison cover without removing its tactical value.

  • Small arms damage modifier vs. garrison cover from 0.65 to 0.55
  • Small arms accuracy modifier vs. garrison cover from 0.65 to 0.55


11 février

  • German Close Air Support Doctrine and Soviet Advanced Warfare Tactics Commanders for the Make War Not Love event.




Année 2013 :


17 décembre


12 décembre




10 décembre




14 novembre




13 novembre




12 novembre




9 octobre




26 septembre




24 septembre




10 septembre




28 août




22 août




20 août




30 juillet




10 juillet


General
  • Fixed various issues causing game crash.
  • Fixed desktop icon to match new Steam icons.
  • Detect AMD graphics driver versions better.
  • Game avoids crash on older NVIDIA Optimus drivers.
  • Fixed FX ripples on Tiger Tank.
  • Improved water ripples.
  • Adjusted logic behind Lag/Vote Kick option being presented.
  • Added News Ticker to display planned server downtime.
  • Added popup to display “Waiting for Match Results” when waiting for match results when game ends. The appropriate Victory or Defeat screen will then appear.
  • Hide the difficulty in multiplayer save games as it does not apply.
  • Changes to the help text of Commander abilities Relief Infantry and Rapid Conscription.
  • Updated the requirements text of some units and abilities.
  • Added Twitch chat button to lobby.
  • Show Progress bar on unselected buildings.
  • Show a progress bar when planting a trip wire flare.
  • Improved Tactical Map display times.
  • Fix game in Vista running in Compatibility Mode having no cursors.
  • Fix Windows DPI scaling affecting the game in fullscreen and causing UI issues by making the game DPI aware so Windows doesn’t scale it.
  • Halftracks now "Taxi" Squads to the Unload point. Clicking the unload button should eject everyone in the Halftrack. Clicking the Shield Icon of the Squad inside the halftrack then the button should taxi the squad to that location.
  • Audio - Fixed Issue with vehicle surface loops Preventing Non-English players from using High Quality Audio settings.



Campaign & Theater of War
  • Mission 1: Fixed crash at Stalingrad Railstation relating to destroying the Panzer IV.
  • Mission 1: Fixed crash that had a chance to occur if the player completed the bonus objective after the last defending conscript died.
  • Mission 3: Fixed crash that occurs if a player dies while the new AI goal is being assigned.
  • Mission 3: Various crash fixes.
  • Mission 5: Fixed error when securing bridge territories.
  • Mission 6: Fixed Invulnerable Conscript Bug.
  • Mission 6: Fixed rare bug when failing the defense objective.
  • Mission 6: Fixed HQ blocker.
  • Mission 8: Rare error that could prevent the game from progressing.
  • Mission 10: Fixed error with demolitions pioneers.
  • Various: Fixed howitzer retreat bug.
  • Fixed AI enemies being unable to use the Panzerfaust ability.
  • Fixed error on Officer Assassination relating to Soviet bombing run.
  • Fixed bugs in various ToW missions.



AI
  • Repair ability now allows AI to properly detect destroyed bridges to repair.
  • AI now only tries to pick up items it is able to.
  • Fixed an issue where the AI would not purchase the Axis G43 rifle upgrade.
  • AI now properly tracks chance of avoiding explosions when multiple events arrive for the same explosion.
  • AI shouldn't give up on capturing to retreat back to base to construct if it is already in the territory to capture.
  • AI no longer retreats due to cold when in combat.
  • AI abilities targeting friendly units can now run when a squad is outside the objective leash and in ability range of the friendly target.
  • AI coordinated move phase now uses setup locations as destinations instead of objective target like coordinated attack arrival phase to prevent path finding oscillations when switching between the two phases.
  • AI attack objective now properly recognizes squads capturing a point as not being idle and triggers the switch from the move stage to the engaged stage.
  • AI leader task no longer overrides the destinations of the follower tasks screwing up the coordinated attack arrival phase of objectives.



Balance

Adjusted the risk vs. reward aspect of unit garrisons within vehicles.

50% chance for each entity inside halftrack to die when the garrisoned vehicle dies.



Soviet

Soviet M3A1 Halftrack
  • Damage from 9.9 to 10
  • Far accuracy from 0.37 to 0.2
  • Near cooldown duration modifier from 0.5 to 0.6

To better compensate for the larger squad sizes of the Soviet weapons teams, the following changes were made:

Soviet Weapon Teams

  • Soviet PM41 82mm Mortar Barrage shoots slower: 2 to 3.575 seconds.
  • Maxim HMG deals less damage: 12.9 to 9.5.
  • Maxim HMG setups slower: 1.375 to 1.5125 seconds.
  • Soviet HM-120mm Mortar shoots slower: 7 to 8.9 seconds.
  • Soviet HM-120mm Barrage shoots slower: 2.5 to 5.175 seconds.



Wehrmacht

German 222 Scout Car
  • Damage from 7.2 to 5
  • Accuracy far from 0.125 to 0.2
  • Rate of fire from 12 to 18
  • Far cooldown duration modifier from 1.2 to 1

To better compensate for the larger squad sizes of the Soviet weapons teams, the following changes were made:

German Weapon Teams

  • German Granatewerfer 81mm mortar shoots faster: 4.5 to 2.4 seconds.
  • German HMGs, Mortars and AT Guns have 4 entities instead of 3.


28 juin


Game Updates
  • Additional campaign crash fixes
  • AI attack move improvements.
  • Fixed an issue where players would become stuck on Post Game Stats if they lost connection to Relic servers.
  • Fixed a Theater of War Coop crash.


26 juin


General
  • Improved campaign stability
  • Fixed bug causing game to exit after playing any mission
  • Addressed issue where people would download more than expected after disk install


25 juin


Gameplay
  • Fixed Commanders not being available in ToW missions



Presentation
  • Order 227 cinematic audio fix
  • [Oka River Winter] - Removed 2 Neutral Combat Engineers near the West Fuel Point



Balance

Balance changes from last week that didn’t make it into Day Zero:

Soviet

Reload Times:
  • Soviet howitzer barrage increased from 90 to 120 seconds.
  • SU-76 Barrage increased from 60 to 80 seconds.
  • Sector artillery increased from 60 to 136.

SU-76 Barrage weapon:

  • Damage decreased from 120 to 80



Wehrmacht

Reload Times:
  • German howitzer barrage reduced from 90 to 85 seconds.
  • Panzerwerfer barrage reduced from 60 to 48 seconds.

Flame Halftrack 251:

  • Burst duration reduced from 4 to 3 seconds
  • Reload duration increased from 0.5 to 3 seconds


20 juin




19 juin




18 juin


Maps

New Maps Added to Bring The MP Map List To
  • (4-6) Rzhev Winter
  • (2-4) Kholodny Ferma Winter Battlefield
  • (2-4) Prypiat River
  • (2-4) Minsk Pocket
  • (4) Moscow Outskirts Winter
  • (4-6) Oka River Winter
  • (6-8) Steppes
  • (6-8) City 17
  • (6-8) City 17 Winter Battlefield
  • (2-4) Kholodny Ferma
  • (2-4) Prypiat River Winter Battlefield
  • (4) Moscow Outskirts
  • (4-6) Rzhev



Balance Changes

Wehrmacht

Flame Halftrack 251
  • Burst duration reduced from 4 to 3 seconds.
  • Reload duration increased from 0.5 to 3 seconds.

Reload Times

  • German howitzer barrage reduced from 90 to 85 seconds.
  • Panzerwerfer barrage reduced from 60 to 48 seconds.



Soviets

Reload Times
  • Soviet howitzer barrage increased from 90 to 120 seconds.
  • SU-76 Barrage increased from 60 to 80 seconds.
  • Sector artillery increased from 60 to 136.

SU-76 Barrage weapon

  • Damage decreased from 120 to 80.



Other
  • Fixed some localization text
  • Unlocked progression, Commanders, Intel Bulletins and Skins for all levels


17 juin


Fixed crash errors
  • Improved collection of diagnostic information
  • Twitch sdk update (pending loalization changes)
  • tooltips
  • Cursor size and trails fix
  • Autodetect settings fix
  • Added button to driver popup for warning delay


13 juin


Game Updates
  • Twitch fully unlocked for players
  • Single Player E3 Demo Mission unlocked
  • Tutorial Mission unlocked
  • Stability fixes
  • Compatibility fixes



Balance Changes

Veterancy Change
  • Rates changed from 50%/50% (Damage applied / received damage) to 75%/25%.

Upkeep

  • Rate changed from 4 upkeep per pop to 1.5.
  • Upkeep thresholds removed.

Dshk Tank and Bunker starting positions

  • Increased penetration on DShk from 1 to 2.



Wehrmacht

Panzerfaust
  • Range reduced from 20 to 15.

German MG42

  • Increased nearby suppression multiplier from .4 -> .55. This applies 55% of the weapon’s suppression to nearby squads.
  • Increased nearby suppression radius rom 10 -> 12
  • Decreased reload duration from 6 -> 5
  • Increased reload frequency from 5 -> 7

Riegel 43 Anti-tank Mine

  • Reduced the time to plant the mine from 12 to 6 seconds
  • Changed the ability to allow it to be targeted in the fog of war.
  • Removed the cooldown.

Brummbar

  • Cost from 520mp/140fuel to 520mp/170fuel
  • Max distance scatter from 10 to 4.55
  • Reload time from 9.75s to 8.25s
  • AOE from 6m to 5m.
  • Health from 1280 to 800
  • Front armor from 175 to 200
  • Acceleration from 1.5 to 2
  • Target Size decreased from 24 to 22
  • Max speed from 4.5 to 4.8
  • 50% of the shell’s damage is applied on non-penetrating rounds against enemy armor.
  • Added a 1 in 3 chance of 5s crew shocked critical on target deflections

Elefant

  • Price from 520mp/220 fuel to 640mp/260 fuel
  • Front Armor from 270 to 400
  • Pop cost from 13 to 16.

250 Halftrack

  • Front armor from 25 to 11 and Rear armor from 15 to 5.5
  • Health from 300 to 240

222 20mm Autocannon

  • Increased AOE from 0.5 to 1 making this weapon a bit more effective against infantry.

Opel Blitz Truck

  • Health decreased from 300 to 160
  • Armor reduced from 25/15 to 7/5

German 10.5cm Howitzer

  • AOE Radius reduced from 9 to 7.5

Ostwind

  • Price from 400mp/100fuel to 320mp/115 fuel
  • Build time from 40 to 50.
  • Pop cost from 10 to 8.
  • Scatter from 5 to 1.98 increases its accuracy.

Panzerwerfer

  • Increased ice damage from 55 to 75
  • Acceleration from 3 to 3.75
  • Max speed from 5.5 to 6

Panther

  • Price from 560mp/150fuel to 440mp/165fuel
  • Pop from 14 to 11.
  • Health from 1280 to 960
  • Rear Armor from 135 to 112.5
  • Acceleration from 1.9 to 2.3
  • Max speed from 5.2 to 5.5
  • Range from 60m to 50m
  • Reduced the rotation rate from 30 to 27.

Panzer IV Command Tank

  • Price from 560mp/140 fuel to 360mp/125 fuel
  • Pop from 14 to 9.
  • Damage from 60 to 80
  • Penetration from 50 to 55
  • [bug Fix] Range from 45 to 40
  • Scatter from 5 to 5.6

Panzer IV

  • Price from 480mp/120 fuel to 320mp/115 fuel
  • Pop from 12 to 8.
  • Reload time from 4.75s to 5.75s
  • Damage from 80 to 160
  • Scatter from 7m to 6m
  • Acceleration from 2.8 to 2.4
  • Max speed from 5.3 to 5.2

Stug

  • Price from 400mp/85 fuel to 280mp/95 fuel
  • Scatter from 10m to 6.5m
  • Health from 640 to 480
  • Target Size from 20 to 14
  • Increased rotation from 20 to 22
  • Area of Effect from .5m to 1.5m
  • Damage all in hold set to TRUE, similar to other AOE heavy weapons. This will allow the weapon’s Area of Effect damage to apply to targets inside a halftrack or scout car.
  • Main gun range from 60m to 50m
  • Reload time from 3s to 4s
  • Main gun penetration from 110 to 140.

Tiger

  • Price from 520mp/210 fuel to 600mp/250 fuel
  • Reload from 8.75s to 6.25s
  • Scatter from 10m to 6.8m
  • Area of Effect From 3.75m to 2.5m
  • Armor from 400 front/200 rear to 350 front/250 rear
  • Acceleration reduced from 1.5 to 1.25
  • Max speed increased from 4.5 to 4.7
  • Added a 1 in 5 chance for a 5 second crew shocked critical on target deflections
  • Main gun rotation from 19 to 17



Soviets

Anti-Tank grenades
  • Range reduced from 20 to 15.

KV-8

  • Health increased from 640 to 960
  • Armor decreased from 360 front/225 rear to 240 front/120 rear
  • Cost from 440mp/120 fuel to 360mp/135 fuel

IS-2

  • Armor from 400 front/200 rear to 375 front/225 rear
  • Pop from 14 to 16
  • Health from 1280 to 960
  • Price from 560mp/210fuel to 680mp/300fuel
  • Reload time from 8.25s to 9s
  • Scatter from 10m to 7.5m
  • Acceleration increased from 1.5 to 2
  • Rotation rate increased from 25 to 30
  • 1 in 6 chance of 5 second crew shocked critical on target deflections
  • Penetration increased from 110 to 140
  • 25% of the shell’s damage is applied on non-penetrating rounds against enemy armor.

ISU-152

  • Price from 520mp/215 fuel to 680mp/290 fuel
  • Pop from 13 to 17.
  • Armor from 120 front/60 rear to 200 front/100 rear
  • Health from 1280 to 960
  • AOE from 5m to 6m
  • Damage from 160 to 240
  • Scatter from 10m to 13.2m
  • Reload from 6.125s to 10s
  • Penetration from 170 to 150
  • Target Size from 24 to 26
  • Acceleration from 1.5 to 2
  • Max Speed from 4 to 3.8
  • 33% of the shell’s damage is applied on non-penetrating rounds against enemy armor.
  • Added a 1 in 3 chance of crew shocked critical on deflections
  • Reduced main gun tracking speed from 25 to 12
  • G-530 Concrete Piercing Round ability penetration increased to 1000

SU-76

  • Price from 200mp/45 fuel to 160mp/55 fuel
  • Pop from 5 to 4
  • Reload from 3.875s to 2.375s
  • Penetration from 75 to 93

SU-85

  • Price from 440mp/90 fuel to 320mp/115 fuel
  • Pop from 11 to 8
  • Front armor from 160 to 180
  • Increased acceleration and max speed from 2 to 2.4 and from 5 to 5.3
  • Increased Area of Effect from 0.5m to 1m

T34/76

  • Price from 280mp/75 fuel to 240mp/95 fuel
  • Pop from 7 to 6
  • Acceleration from 2.5 to 2.8
  • Rotation rate from 30 to 36
  • Max speed from 5.6 to 5.8
  • Rear armor from 57.5 to 70.
  • Main gun scatter from 7m to 5.1m

T34/85

  • Price from 360mp/100 fuel to 360mp/130 fuel
  • Health from 640 to 800
  • Armor from 115 front to 124 front
  • Acceleration from 1.9 to 2.3
  • Main gun scatter from 5m to 3.4m

T70

  • Price from 200mp/55 fuel to 160mp/55 fuel
  • Main gun scatter from 5m to 1.84m
  • Penetration from 50 to 45
  • Reduced target size from 20 to 14


12 juin


Bug Fixes
  • Fixed crash on startup when in compatibility mode


11 juin


Bug Fixes
  • made compatibility mode check more apparent
  • adjusted security settings


10 juin


Updates
  • Create post-game AI survey for beta



AI Updates
  • AI vehicle positioing tactic now prefers to find safer positions relative to the current position instead of always relative to the target position
  • AI vehicle positioning tactic no longer tries to use vehicles that are bad at strafing to out postion an enemy relative to the enemies position
  • AI tactics and fallback now properly check weapon ranges based on OBBs like the weapons do
  • AI force attack tactic will not get stuck running if the target moves within minimum weapon range
  • AI attack commands now properly detect squads in idle combat
  • AI move commands now support a facing only move
  • AI simple move state now copies the path finding weights when it starts to prevent other AI tasks from changing them after the move has started
  • AI cover, vehicle, and force attack tactics now only do path finds with a path length factor of 1.5 and not unlimited since they should be short moves
  • AI Vehicle Tactic now keeps more space between it and threatening entities and re-positions less frequently
  • AI Task Combat State no longer oscillates between retreat and fallback when the squad wants to retreat but does not support retreating
  • AI Ability Tactic properly converts entity and squad targets to position targets before attempting to do the ability if the targets cannot be seen
  • AI squad clump detection system now tracks which clumps contain visible squads instead of just testing the centre of the clump for visibility
  • AI checks for squads and entities being detectable now also checks if the squad or entity has been seen recently if so then they can still be detected
  • AI vehicle tactic crash fix
  • AI VehicleTactic now only does path following moves if the destination is greater than 15 meters so we can do less path finding
  • AISimpleMoveState and AIObjectiveAttackArea repath and replan timers are now scaled by the number of local AI players so we don't continually throw away good paths when we are getting infrequent updates
  • AITaskMoveState no longer gets confused between layover movement doing cold layovers and capture layovers
  • AISimpleMoveState now sends a move command to the final position if it has waited for a path for longer than 8 seconds
  • AITaskMoveState now checks to make sure its path is going to the correct destination before it assumes it has a path it can use
  • AILeader and AIFollower tasks now coordninate better and spend less time stopping and waiting for each other
  • When selecting squads to be leaders and followers, team weapon squads are no longer preferred to be leaders, they are now not preferred
  • AITasks now know which task group they belong to
  • AITactics are now prevented from being recursively updated
  • AICaptureTasks now correctly check for capture progress relative to allies and enemies
  • Skirmish AI no longer double military targets for neutral world owned points
  • Skirmish AI players now calculate preferred map areas relative to other players and get penalties for attacking and capturing outside those areas
  • Skirmish AI players now take into account what teammates have produced and prefer to build different units
  • Skirmish AI will no longer try to build securing structures on points that cannot be secured. (victory points, fuel/munition points, watch towers)
  • Skirmish AI now properly releases a squad from its current task before getting it to do a construction task
  • Skirmish AI no longer fallsback if it is almost done capturing a point or reverting a point
  • Skirmish AI no longer gives up on capturing a point on a cold map if there are no heat sources near the point but it is already capturing the point
  • Skirmish AI no longer counts all units that can be spawned from a building as potential producibles, now it only counts units that it has the prerequisits for
  • Skirmish AI now prefers to keep doing objectives it was doing the previous update
  • Skirmish AI now uses attack objectives to capture undefended points instead of capture tasks without an objective
  • Skirmish AI will now create attack objectives to attack military points that are undefended instead of only attacking military points that can be destroyed
  • Skirmish AI will no longer send team weapon squads or artillery squads out alone to attack or capture unless they are already in combat at the target
  • Skirmish AI now assigns extra squads to help attack objectives based on combat ratio improvement and distance and not just distance
  • Skirmish AI now prefers to attack a military point with squads near it over a clump of enemy squads not quite near the military point to facilitate captuing the point while attacking
  • AI no longer thinks Katyusha and Panzerwerfer are good for circle strafing
  • Hard and Expert AI now use default dynamic economy without any overrides
  • added dshk squad, panzer iv command squad, mortar halftrack, and assault field officer squad to the default AI economy
  • updated panzer iv command squad main cannon AI combat ratings to more closely match the panzer iv squad AI combat ratings
  • AI barrage abilities now target enemy structures in addition to clumps of enemy squads
  • Skirmish AI default economy now includes randomized utility ranges of 10, previously was 0



Bug Fixes
  • Rare crash caused when a player in a vs AI automatch starts loading before they get the updated session info from the host for the populated AI slots
  • Added a hang detection thread to watch for heartbeats and dbFatal if the app goes off for more than 60 seconds
  • Hooked up game start audio stinger to only play for Custom and Automatches
  • Fixedtitle entering an unlimited unresponsive state when minimising the title on the Performance Test loading screen
  • Fixed scenario could be marked as complete after the check to see if it was complete, resulting in unawarded achievements
  • Fixedsome enemy buildings appearing as holes in the ground when fog of war is active
  • improved timeout values based on feedback/crashes
  • update : terrain compositor has controllable rescaling to enable us to vary compositor resolution
  • fixed sometime projectile may never hit a dropped hmg42
  • Adding logic to track how often we get the PeerConnectFail error, and if we get a certain amount without ever successfully getting into a match, show an error message to the user
  • stats now only care about actual team ID and not slot team id / map team ID
  • collectors edition flag now saved out with saves/replays
  • make sure team ID matches up with slot team ID (when they are different due to random starting locations) so UI does not have to do any sort of mental gymnastics
  • fixed loading an auto save on mission 3 loads the game with only background music playing
  • Added Plat support for OEM8 so that we can correctly map English physical key locations to French
  • Allow multiple demo charges on the same spot vs non-panel buildings. The "don't place demo charges at the same location twice" rule only makes sense for panel buildings
  • Fixed scenario launch code with proper variable initialization and ensure that repeated calls within the same frame do not cause a crash
  • Detect invalid scenarios and notify user of error in c++ code
  • Detect SetupMod() failure and notify user of error
  • force a crash on actual load step failure as otherwise it would just hang (not addressed by this fix)
  • Fixed load game dialog dereferencing null ptr while in game
  • Destroy the match instead of just concluding if the game becomes inactive
  • Moscow Line - Partisan Squads will appear twice in the Construction Tab in the Post Game Stats
  • Fixed: When using dispatch, unit will show up two times in the construction tab on the post-game stats
  • Set the connect timeout separately from the read timeout for the long-poll
  • Fix bridge border become passable after ice heal under it
  • fix animation sliding when building barbed wire
  • fix maxim crew syncing to a standing maxim will play standing animation, rather than going prone and snap to stand
  • add more telemetry logging. including match start and match end event, option changing event, tutorial video event
  • optimization: make blizzard/snow/rain render to a lower resolution texture
  • re-fix : resolution list is populated properly if your primary display is in portrait orientation
  • cache steam cloud files locally
  • match reporting fixes to prevent unwanted disputes in arbitration, which was causing everyone to lose trust if someone in the match quit
  • always call ReportMatchResults even if the game is not active
  • when a player leaves the match, set the kill player reason to KPR_NetworkAbort instead of KPR_Surrendered
  • if the player final state is PS_ABORTED, file an abstain match report
  • fixed game crash when airstrike ability is used just before the victory point count down
  • fixed rally point blip appearing in middle of minimap when placed on an entity
  • don't show demo charge as a killer on post game stats (it has no valid UI info)
  • fix one case where sync error reporting could be interruped by incorrect fatal scar error caused by sync error
  • fix so when sync error, simulation stop updating, so the rest if the simulation code and scar update won't unnecessary get called
  • investigate making the game mark itself for Steam update after crash
  • fixed a crash when grenade kills a charge on bridge
  • PanzerGraveyard achievement unlocked properly
  • audio fix for distant shots
  • this is only half the work as the M5 is needed elsewhere for another fix. matching audio to come soon
  • removing two soldier entities that were left on the map
  • fixed Stug III tread critical causing missing tread (mesh conditions on healthy tread were inappropriate to keep one visible)
  • fixed missing Polish speech
  • background sfx continue through movies
  • stuka engine sfx
  • final mix polish
  • fixed making 2/3/4xxx AMD cards require the special legacy drivers AMD made for us
  • fixed lockup when pistol is in cooldown when close to an enemy and being attacked



Balance & Gameplay
  • adding vet modifiers and loc to the TOW cold weather units
  • removing the tech/building requirement from the howitzers
  • fixing for ram not disabling the maingun if the vehicle was buttoned. The critical was able to be applied to the disabled main weapon
  • reseting UI and camera in last frame of battles and scenarios, so that View Battlefield is doable
  • updated version of the performance test with snow on the ground, and new cameras avoiding clipping through trees
  • taking off the requirements on the pak43 and howitzers, fixing some help text
  • fixes to the mortar,command tank and officer ... normal mortar can now be deployed when you get the 120mm mortar and now i limited the commander tank and officer to one on the battlefield
  • chainging cost of 120mm mortar team from 480 to 360 from free
  • Transfer Orders now has hotkey
  • M07 fixes from E3 reviews
  • updating help text for non-winter maps
  • increase timing on driver abandon
  • clean up maps that have the old trench wall
  • Tracer added to rear MG
  • sniper tracer fire is not very visible if shooting offscreen
  • trench area detail added
  • replaced trenches
  • updated tutorial order
  • Shock Troops have "Fire Superiority" tool tip for Vetrancy 1, instead of "Trip Wire Flares"
  • fixed the tooltip on the ability, it requires 6 command points (It was saying that it required 2 before)


6 juin


Bug Fixes
  • fixed some crash bugs
  • server updates
  • adressed an issue with the Replay feature requiring a game restart


4 juin


Bug Fixes
  • adding tracking for rare peer to peer error
  • optimization: game won't slow down after numerous explosions have damaged the terrain
  • optimization: speed up terrain rebuilding for higher frame rates when the camera moves
  • fix dead entities not snapping to ground when dying on bridges
  • prevent enemy buildings from appearing as holes in the ground when FoW was active
  • improve hang detection to reduce number of times the game crashed itself thinking it was hung
  • fix a bug where projectiles would never hit a dropped mg42
  • fix post game stat screen showing wrong info on save/load
  • add OEM8 for mapping English physical key locations to French
  • add new Commander Dispatch feature
  • update performance test to feature snow
  • most barrage abilities now target positions instead of squads/entities
  • fix guard troops reinforcing for free
  • catch networking problems when a user has trouble connecting to many users in a short period of time
  • reduce pak43 and howitzer requirements
  • normal mortar can now be deployed when you get the 120mm
  • commander tank and officer limited to one
  • 120mm mortar changed from 480 to 360 from free
  • fix for quad50 audio in the distance
  • fix ISU 152 having two abilities with the T hotkey
  • add hotkey for transfer orders
  • fix M shortcut for tellermine
  • fix bug where playing a tutorial of watching a replay to completion would prevent the player from playing online
  • fix subtitle overlap in tutorial




Wow ils ont vachement ralentis la cadence de tir des armes russes et en plus ils rajoutent 1 mec aux mortier et mg allemandes  ^_^ sa va etre plus équilibrés quand tu vois que les russes en ont 6 (je crois)  :)

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  • 11 months later...

En gros, Relic a semble t-il équilibré les 3 véhicules d'artillerie de roquettes (Katyusha, Panzerwerfer et Stuka).

Le Katyusha est maintenant moins efficace contre les bâtiments mais plus efficace contre les véhicules. ^^

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En gros, Relic a semble t-il équilibré les 3 véhicules d'artillerie de roquettes (Katyusha, Panzerwerfer et Stuka).

Le Katyusha est maintenant moins efficace contre les bâtiments mais plus efficace contre les véhicules. ^^

Très bien ça. On va pouvoir défoncer du Panther ^^

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Très bien ça. On va pouvoir défoncer du Panther ^^

je sais pas contre les panthers mais hier j'ai fait un tir concentré sur un jagtiger et il a pas perdu 1 millimètre :D Allan peut en témoigner.

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