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Sortie de la Beta "Commander Update Preview" :

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Hi everyone,

We are excited to announce that the first preview of the Commander Update is now available!

This time around, we are doing things slightly differently. We are releasing this preview as a Beta, as opposed to a Steam Mod. This will allow for easier iteration, and better quality control between the preview and the final update.

To access the beta:

  • In Steam right-click Company of Heroes 2
  • Click Properties
  • Navigate to Betas
  • Select "communitytest"
  • Close the properties window
  • Wait for your game to patch to the Beta build

We will update this preview branch with each new iteration over the coming weeks.

As always, community testing and feedback is essential to help ensure this update is as good as it can possibly be. Please take the time to test these changes and provide your thoughts in the designated feedback threads:

The balance team has also provided a spreadsheet clearly outlining the new vs old Commander lineups.

Known Issues

  • Buildable flak emplacements have no crews. Fix in next build.

Commander Changes

British

Advanced Emplacements

  • Counter-Battery replaced with Hold the Line

Lend-Lease

  • Mortar Section replaced with Strafing Run

OKW

Fortifications

  • Field Defenses replaced with For the Fatherland

Special Operations

  • Artillery Flares replaced with Sturm Offizer

Ostheer

Festung Armor

  • Command Panzer IV replaced with Panzer IV Ausf. J

Festung Support

  • Stuka Smoke Bombs replaced with Resupply Station
  • LeFH replaced with Command Panzer IV

German Mechanized

  • Mechanized Grenadier Group replaced with 250/1 Halftrack
  • LeFH replaced with Vehicle Crew Repair

Joint Operations

  • Light Artillery Barrage replaced with Resupply Station

Luftwaffe Supply Doctrine

  • Supply Drop Zone replaced with Air Supply Drop
  • Stuka Reconnaissance Run replaced with Luftwaffe Field Officer
  • Stuka Dive Bomb replaced with Heavy Bombing Run

Mobile Defense Doctrine

  • Ostruppen Reserves replaced with Mobile Observation Post.

Storm Doctrine

  • Riegal AT mine replaced with Jeager Command Squad

Soviets

Conscript Support Tactics

  • Incendiary Barrage replaced with 152mm Howitzer Strike

Guard Rifle Combined Arms Tactics

  • IL-2 Sturmovik Attack replaced with IL-2 Strafing Run

Lend-Lease Tactics

  • Allied Supply drop replaced with ZIS-6 Supply Truck
  • DHsK 38 HMG replaced with M2HB 50 Cal HMG

Partisan Tactics

  • Tank Hunter Partisans replaced with Anti-Tank Gun Camouflage

Reserve Army Tactics

  • Tank Hunter Partisans replaced with Commissar
  • Infantry Repair kits replaced with Air Supply Drop

Soviet Anti-Infantry Tactics

  • Shock Troops replaced with Assault Guards

Soviet Industry Tactics

  • Vehicle Crew Repairs replaced with Recon Overflight
  • Allied Supply Drop replaced with ZIS 6 Supply Truck

Soviet Shock Army Tactics

  • ML-20 Howitzer replaced with T-34/85
  • IL-2 Sturmovik Attack replaced with 152mm Howitzer Strike
  • Conscript Assault Package replaced with IL-2 Recon Run

Tank Hunter Tactics

  • ML-20 Howitzer replaced with B-203mm Howitzer

General Changes

AEF

240mm Barrage
Due to the heavy scatter of the shells of the 240mm Barrage, the cost has been adjusted and the first shell will now always land in the center to force units targeted by this ability to move. The shell damage, however, is still not enough to fully destroy items such as howitzers without additional hits.

  • First shell will always land directly in the center of the target zone.
  • Cost from 250 to 225

Cavalry Riflemen
The cost of Covering Fire has been reduced to better reflect its performance of trading the squad's DPS to force a debuff on another unit.

  • Covering Fire cost from 25 to 20

Combined Arms
While Combined Arms is a difficult ability to use, it scaled incredibly well with late game armies thanks to the bonuses that it provides. The bonuses have been reduced. Some items such as the vehicle sight bonuses were removed to force infantry who do gain the sight bonus to scout ahead to make use of the vehicle range bonus.

  • Infantry Accuracy bonus from +30% to +15%
  • Infantry Reload bonus removed.
  • Vehicle Reload bonus from -30% to -15%
  • Vehicle Sight Bonus Remove
  • Munition cost from 125 to 90

Fired Up
The CP requirement for Fired Up is being reduced to allow Rifle Company to have a mobility advantage earlier in the match.

  • CP requirement from 2 to 1

Heavy Cavalry Company Smoke Barrage
The price of this ability is being reduced to better reflect its performance in comparison to items such as Stuka Smoke Drop and Cover to Cover.

  • Smoke cost from 50 to 40

IR Pathfinder Barrage
Increasing the delay time will make the barrage less deadly to team weapons; currently the ability can knock out guns if they are not immediately moved away. The flares will also appear earlier to give a warning of the incoming artillery barrage.

  • Delay from 5 to 6
  • Artillery warning flares now appear at the start of the ability rather than at the beginning of the first shell's launch.

M26 Pershing
Pershing is being adjusted to be repaired faster due to its reliance on Rear Echelon squads to repair it. The Pershing is also receiving a slight speed buff once it has received veterancy to retain its role as a mobile heavy tank.

  • Health from 960 to 800
  • 15% damage reduction to retain 6 shot kill but faster repair times
  • Veterancy 2 provides +10% speed bonus
  • CP requirement from 12 to 11

M4A3 Sherman 105mm Dozer
The 105mm variant of the Sherman is receiving a number of improvements to make the unit stand out in the Armor Company Commander. For a unit that was mainly restricted to the short-ranged anti-infantry role, its somewhat weak armor and poor mobility made it perform poorly for its price tag. A barrage ability has also been added to allow the 105mm Sherman to help punch holes in defensive lines prior to assaults.

  • Frontal armor from 200 to 215
  • Speed from 5.3 to 5.5
  • Acceleration from 1.6 to 1.8
  • Now has access to a range 60 barrage. Fires 4 shells into the target area with moderate scatter. Costs 35 munitions.

M4A3 Sherman Calliope
To make it easier to eliminate the Calliope when it is caught out of position, the unit is having its health and armor reduced. The minimum range has also been increased to make it harder to 'shotgun' units with a rapid-fire barrage at short range.

  • Armor reduced to 110 from 160
  • Health from 400 to 320

M4A3 Sherman E8
The E8 Sherman is receiving a number of changes that puts it in the range of premium tanks such as the Comet.

  • Range from 40 to 45
  • Speed from 6.1 to 6.3
  • Rotation rate from 32 to 34
  • Fuel cost from 140 to 150

M8 Greyhound Canister Shot
Due to the short-range of this ability which exposes the M8 to danger, Canister Shot is having its cost reduced.

  • Cost from 40 to 35

Mortar Half-Track WP Shells

  • White Phosphorous Barrage cost from 25 to 15

P-47 Strafing Run
Has now been adjusted to evenly distribute its damage in a line. Will no longer single out a particular target when attacking an area. Units outside of this line will not be attacked.

Pathfinders (All Variants)
To allow Pathfinders to act as a sniper counter, the unit is receiving an accuracy bonus to all their weapons against hostile snipers. Adjustments to their sight have been made to make weapons recrewed by Pathfinders slightly less potent.

  • Pathfinder weapons gain accuracy bonuses against snipers; +20% on carbines and sniper Garands
  • Entity sight bonus from 50 to 45; squad still maintains 50 sight.

Rangers
Rangers have had their stock weapons modified to be M1 Garand rifles that have improved performance over the standard Riflemen M1 Garand. While Rangers will still be generally upgraded with M1 Thompsons or Bazookas, the following change does give the squad the ability to fight at range which few USF squads can do effectively without upgrades.

  • Weapons changed to M1 Garands
  • DPS at range 0/10/15/20/25/30/35: 7.29/5.84/4.63/3.86/3.36/2.94/2.59 vs the old 9.99/6.26/4.48/3.28/2.61/2.19/1.83

Rear Echelon Rifle Grenades
The Rifle Grenade launcher is being adjusted to force user input from the player rather than being an auto-fire weapon that the opponent must constantly dodge.

  • Auto-fire changed to a targeted ability with no munitions cost. 15 second recharge.
  • No longer takes a weapon slot

Reserve Armor
The dozer blade has been removed from Reserve Armor due to the effectiveness of the 76mm Sherman.

  • Renamed 'M4A3 76mm Sherman'
  • Removed the dozer blade; ability now only provides the 76mm Sherman

Rifle Company Advanced Infantry Gear
Given how the flamethrower upgrade takes up the sweeper slot for Rear Echelon and that a second Rear Echelon squad is generally redundant, we are improving the upgrade. This will make Rear Echelon upgraded with the flamethrower more durable against incoming fire.

  • Rear Echelon Flamethrower package now provides -10% received accuracy

Rifle Company White Phosphorous Barrage
The cost of the White Phosphorous Barrage is being reduced to match other light artillery abilities such as Wehrmacht Light Artillery Barrage and Recon Support's Butterfly bombs.

  • Cost from 130 to 110

British

Air Resupply Operation
The following change to this ability gives the player more control of where the items will land.

  • Can now be dropped into any part of a friendly sector. Is no longer reliant on being dropped directly onto the flag point.

Assault
Assault is being adjusted to match other infantry combat boosts. The accuracy bonus is being reduced in exchange for received accuracy. The cost of the ability is also being increased due to the recon planes which no other infantry combat boost has.

  • Cost from 70 to 90
  • +25% accuracy boost change to +15% weapon accuracy and -10% received accuracy for all line infantry.

Assault Section
The N0.77 WP grenade is having its range increased to match other DOT smoke grenades.

  • No.77 WP Grenade range from 15 to 20

Churchill Crocodile

  • CP requirement from 12 to 11

Commandos
The extra grenade range at veterancy is being reduced. Similar to Panzergrenadiers, the extra range made the gammon bomb too potent, particularly against team weapons, even when suppressed.

  • Veterancy 2 +25% grenade range to -25% recharge rate on Gammon and Smoke grenades
  • Commando Gliders can now train additional Commandos when in friendly territory

Concentrated Fire Operation
Concentrated Fire Operation has been modified to be somewhat similar to Railway Artillery with the first shell being pin-point. However, unlike Railway Artillery, 25 pounder shell will now saturate the target area rather than additional super heavy shells.

  • Now fires a single heavy artillery shell that is pinpoint and 15 25pdr shells that are launched in rapid succession into the target area.

Forward HQ

  • Artillery Barrage ability replaced with Airdropped medical supplies; same ability as the Soviet Airdropped medical supplies. This applies to both converted buildings and upgraded assemblies.

Hold the Line
Hold the Line is being adjusted to be cheaper due to the very expensive nature of the Commander's existing abilities. Additional planes now come in slower to a maximum of two per sector and the rocket plane now will only attack vehicles.

  • Cost from 250 to 150
  • Plane interval delay from 10 to 20
  • Rocket planes now only target vehicles

Improved Fortifications
Improved Fortifications has been modified to provide different bonuses for the emplacements. These changes will give Mortar Emplacements and 17 Pounders new abilities that do not impact their survivability against direct attacks, but allow them to debilitate/force away certain unit types that are within range.

  • Improved Fortifications upgrade removed from Mortar Emplacement and QF 17 Pounder.
  • Now grants White Phosphorous Barrage to the Mortar Emplacement. Fires 4 rounds per mortar. 25 munitions.
  • QF 17 Pounder can fire a direct barrage of HE shells with moderate scatter. 6 Shells. 40 Munitions
  • Bofors still retains the Improved Fortifications upgrade that improves armor and health.

Land Mattress
The Land Mattress has been adjusted to be more mobile on the battlefield, which should make escaping off-maps easier. The white phosphorous barrage cost has also been reduced to match its performance.

  • WP Barrage from 50 to 40 munitions
  • Teardown from 3 to 2
  • Set up from 3 to 2

M3 Resupply Halftrack
The M3 Halftrack is having its CP requirement reduced to better match its performance and timing. The weapon rack restriction has also been removed to incentivize the use of the half-track. Furthermore, with the recent change to the weapons that the M3 can drop, we are changing it so only the owning player's units can receive weapon upgrades.

  • Weapon drop delay from 3 to 1.5
  • Weapon Drop abilities no longer requires weapon racks
  • Weapon drops can now only be targeted on squads owned by the player. Gives weapons directly to the squad rather than dropping them on the ground.
  • CP requirement from 4 to 3

Raid Section

  • 1 CP; Starts as a 5 Man squad. Does not get the received accuracy cover bonus of regular infantry sections, but also does not get the weapon penalties when fighting out of cover. Captures/decapatures points 33% faster over normal sections. Builds items 50% slower.
  • Can be upgraded with a Vickers K LMG. Has access to Fast-Throwing Molotovs and Sprint abilities.
  • Veterancy 1: Stationary Camouflage
  • Veterancy 2: +30% weapon accuracy and -25% on ability recharge
  • Veterancy 3: -20% weapon cooldown and -29% Received Accuracy

Recovery Sappers
To give the British players an option of going for a heavier Sapper squad early on with its commander, Recovery Sappers are now available from the start of the match.

  • Available at the start of the game for 250 manpower; starts with sweeper and five men. No longer affected by Bolster. Initial cooldown of 35 seconds.
  • Smoke grenade locked behind Platoon Command Post
  • Spotting flare removed at target location

Tank Hunter Infantry Section
Tank Hunter Infantry Sections have been adjusted to be better against vehicles by not being dependant on cover for their AT weapons. Their veterancy has also been adjusted to be geared towards fighting vehicles.

  • Veterancy 2 now provides +15% Weapon penetration
  • Veterancy 3 now provide -20% weapon reload
  • No longer has penalties when fighting out of cover with AT Rifles

Vanguard Loiter
The following change will make the rockets of the Hawker more reliable. Currently the Hawkers overshoot their targets by a considerable margin. The Hawker cannons have also been improved to cause more damage to infantry given how there is only one AI plane in the ability.

  • Rocket plane speed from 175 to 140
  • Rocket plane lead in distance from 20 to 8; lead out from 20 to 10
  • Hawker cannon damage from 10 to 14

Vickers K Light Machien Gun
To differentiate this weapon from the Bren Light Machine Gun, the Vickers K is being tuned to a weapon capable of fighting at medium and short-range that can also be fired on the move.

  • Vickers K can now fire on the move with 60% moving accuracy, -25% weapon cooldown and -25% weapon burst.
  • DPS at ranges 0/10/15/20/25/30/35: 12.53/10.81/8.44/7.30/6.36/5.47/4.64

OKW

105mm Artillery Barrage
Since off-map abilities cannot be targeted in the base sector, the amount of munitions needed to escalate the ability is being reduced by a significant margin - previously the increase was due to the fact it could destroy the entire USF base. The number of shells will be lower than the old values, but it will be easier to max out the artillery barrage.

  • Requirements for every additional shell from 300/400/500/600 to 225/250/275/300
  • Additional shells per level from 5 to 3

280mm Rocket Barrage
The following change should allow the rocket barrage from Feuerstorm to destroy stationary team weapons. Previously, there were times it could fail to kill howitzers as the projectiles only had penetration on their AOE, but not on direct-hits.

  • Penetration adjusted from 0 to 60
  • AOE penetration to 40

Buildable 20mm Flak Emplacement

  • Population from 4 to 3
  • Can no longer be decrewed. Must be destroyed

Command Panther
With the removal of Artillery Flares from the Special Operations Commander, the Command Panther is receiving a flare ability to somewhat compensate for its loss.

  • Now has access to Artillery Flares ability; 60 range and 50 munitions.

Command Tiger

  • Command Tiger ability no longer debuffs the tank
  • Command Tiger cost to 35
  • CP Requirement from 12 to 11
  • Veterancy 2 now provides -10% weapon scatter

Early Warning Flare Traps
The deployment time of Early Warning Flare traps is being reduced to make using the ability less time consuming.

  • Plant time from 8 to 4

Emergency Repairs
The repair rate of Emergency Repairs is being reduced while the duration is being increased to make the repairs take longer, but restore the same amount of hit points. The ability restored hit points too quickly and got vehicles back into the fray after an incredibly short period of time, in comparison to most other repair abilities.

  • Repair rate from 30 to 20
  • Duration from 15 to 21

For the Fatherland
The duration of For the Fatherland is being increased while the combat speed bonus is being removed to match other infantry combat boosts.

  • Duration from 30 to 45
  • Speed boost deactivated when in combat
  • Recharge from 60 to 90

Heavy Fortification and Field Defenses
The following change was done to give more options to players in terms of their field defenses and to allow the Fortifications commander to retain all its defensive options, while gaining another ability in the form of 'For the Fatherland'.

  • Both abilities now merged together.

Incendiary Munitions for Le.IG
The cost of the incendiary rounds are being reduced to be a more viable option when compared with the standard HE barrage.

  • Cost from 35 to 15

Jagdtiger

  • Piercing Shell cost from 70 to 60

King Tiger
The change puts the King Tiger's pintle on-par with other vehicles.

  • Pintle cost to 50

Le.FH 105mm

  • Counter Barrage veterancy 1 ability replaced with Overwatch Fragmentation Airburst shells
  • Airburst shells have a larger damage radius, but less direct damage and low penetration; no cost. 60 second duration on target zone

Opel Blitz
The following change will make the Opel Blitz more vulnerable to attack from infantry units and machine guns when caught out of position.

  • Armor from 7/5 to 4/4

Pak 43
The gun health of the Pak 43 is being increased to make the weapon more difficult to destroy, though the weapon will still be vulnerable to decrewing. Penetration has also been increased to match other heavy ATGs.

  • Gun health from 570 to 640
  • Penetration from 380/340/300 to 1000 at all ranges

Panzerfusiliers
To improve their effectiveness in the early-game, without making them stronger in the mid-late game or adjusting their cost, Panzerfusiliers are having their rifles adjusted. The following changes will make their starting rifles almost on-par with Volksgrenadier rifles at shorter ranges while their total DPS should still be the same, even with G43 Rifles.

  • Kar98k near accuracy from 0.805 to 0.905
  • Kar98k near cooldown modifier from 0.25 to 0.1
  • G43 near cooldown modifier from 0.25 to 0.375

Radio Silence
Radio Silence is receiving significant adjustments. Its speed bonus is being limited to only acivate when units are out of combat, as well as changes to cooldown and duration. We still want to maintain the ability's purpose of hiding units from the mini-map as it fits with the commander theme and provides a different sort of effect compared to most other abilities. We do want to add counterplay, however, with the ability now giving a warning to all players when the ability activates.

  • Speed Boost now disabled in combat
  • Speed Boost from +20% to +40%
  • Increased cooldown from 90 to 120
  • Duration to 45 from 60
  • Cost from 40 to 70
  • CP requirement from 0 to 2
  • Now plays radio static at the start of the ability when activated for all players

Sturm Offizier
The boosts to hostile squads near a unit that has been affected by Forced Retreat is being removed. This better reflects the ability's high cost and will make it easier to use this ability.

  • Forced Retreat no longer improves the performance of hostile infantry near the retreating squad.

Sturmpioneer Flamethrower
Due to the high cost of Sturmpioneer which leads to only a maximum of two squads being produced at best, the flamethrower is losing its exclusive nature. Players can now choose either to go with the flamethrower for anti-cover and anti-garrison work, or the Panzerschreck to deter vehicles.

  • No longer mutually exclusive with the minesweeper

Sturmtiger
While being decrewed when reloading is an interesting mechanic, it led to the Sturmtiger being abandoned in very odd circumstances. Whether it be from stray artillery shells, direct-fire shells flying past the target and hitting the Sturmtiger in the background, one often ended up losing the veterancy of the Sturmtiger to things that were not due to the fault of the player. The mechanic is being removed to match the Churchill AVRE which does not suffer this issue.

  • Can no longer be abandoned if hit when reloading

Valiant Assault
Valiant Assault is having its offensive power reduced to reduce the power of veterancy infantry under its influence. To compensate, squads will be more difficult to hit when the ability is active.

  • Bonuses from +25% weapon accuracy to +15% weapon accuracy and -10% Received Accuracy

Zeroing Artillery
Zeroing Artillery has been adjusted to be cheaper which should see the ability used more. Like other overwatch abilities that track their targets, however, there will now be a warning on the mini-map of the area that it covers.

  • Now displays its area on the tactical map in addition to the in-game battle map
  • Cost from 300 to 250

Ostheer

251 Mobile Observation Post
Mobile Observation Post is receiving slight improvements to make it harder to detect the 251 and improve flare usage.

  • Flare cost from 60 to 50
  • Decloak radius from 20 to 15

Assault and Hold
Assault and Hold is having its offensive power reduced to lower the power of veterancy infantry under its influence. To compensate, squads will be more difficult to hit when the ability is active.

  • +25% Weapon accuracy bonus change to +15% weapon accuracy and -10% received accuracy

Assault Officer
The Assault Officer is having its reinforce cost reduced to better reflect the squad's lack of combat power for its timing when compared to other officer squads. The squad is also gaining increased vision radius to provide support without needing to be on the front-line.

  • Reinforce cost from 30 to 26
  • Officer squad now has 50 vision range from 35; does not transfer to crewed team weapons

Breakthrough
To encourage the use of this ability which requires fuel, a reload bonus is being added to allow vehicles to make an aggressive push.

  • Now provides a +15% reload bonus when active

Command Panzer IV
The Command Panzer IV is receiving a smoke shell to allow it to support an assault or cover a retreat. The CP requirement has also been removed to allow the Command Tank to arrive when the Support Armor Korp or the Heavy Panzer Korp has been built. The Command Panzer IV has also received two new veteran 1 abilities to replace Blitzkrieg for this test. One of the two will be decided as the final ability at a later date.

  • Can now fire a smoke shell for 15 munitions
  • CP Requirement removed
  • Blitzkrieg ability removed.
  • Light Artillery Barrage: Similar to the commander ability. Fires 4 light shells before having a slight delay the next 4. Fires 12 shells in total. 60 munitions.
  • Mark Vehicle: Mark a hostile vehicle for 30 seconds. Target vehicle is 25% easier to hit and has -20% reduced armor. 35 Munitions.

Concrete Bunker
The following changes will make the bunkers more efficient as platforms to rally a defense around and as repair stations.

  • MG bunker can now reinforce in a radius of 15
  • Repair bunker repair model count from 3 to 4

Counter Attack Tactics
To promote this ability's use, Counter Attack Tactics will now allow squads to decapture territory quickly. This will make the ability more potent in the later stages of the game when most territory points are under player control.

  • Capture Rate from 3 to 2
  • Now provides a Revert Rate of 2

Forward Resupply Station

  • Converts a garrisoned building in friendly territory to a Forward Resupply Station. Converted buildings have 6 Pioneers that will repair vehicles and reinforces nearby infantry.
  • Provides a +15% reload bonus to owned vehicles that are nearby - radius of 25
  • Costs 200 manpower and 45 fuel
  • Requires 5 CPs

Grenadier Jeager Light Infantry Package
Given the frailness of Grenadiers who rely on fighting at range, the G43 upgrade was often a downgrade to the unit, especially in late game scenarios against most infantry squads. To compensate for this weakness, the Jeager Light Infantry Package will now provide a survivability boost to Grenadiers and also give them a standard Grenade for offensive and defensive use.

  • Unlocks Model 24 Grenade ability. Deals damage similar to the Volksgrenadier and Panzerfusilier HE grenades. 25 munitions. Replaces Rifle Grenade.
  • Now grant -10% received accuracy
  • Munition cost from 45 to 60

Hulldown
Hulldown is being adjusted to no longer require infantry. This will make the ability easier to use as a tank can find a good position to set-up without needing to wait for an infantry squad.

  • Vehicles can now use Hulldown without infantry squads. 5 second delay before the bonuses become active once the vehicle has activated the ability

JU-87 Suppression Loiter
The JU-87 Anti-Infantry suppression strafe is having its cost reduced due to its mediocre anti-infantry damage and reliance on a single plane unlike most other loiters.

  • Cost from 150 to 125

Luftwaffe Field Officer

  • Officer squad with Artillery soldiers replaced with Fallschirmjager. Same MP 40s and defensive stats.
  • Smoke artillery barrage replaced with Stuka Smoke Drop; grants no line of sight but has no munitions cost.
  • Coordinated Barrage replaced with Stuka Suppression Run. 60 Munitions
  • Heavy Mortar Barrage replaced with Stuka Reconnaissance Pass. 40 Munitions.

Mortar Halftrack Incendiary
The cost of this ability is being reduced to better match its performance when compared with the standard mortar barrage.

  • Cost from 35 to 20

Osttruppen
With the recent changes to Osttruppen, they no longer require their LMG being restricted behind the final tier upgrade.

  • MG 42 upgrade now locked behind Battlephase 2 rather than Battlephase 3
  • Can now build sandbags without commander abilities
  • Construction speed from 1 to 0.66667
  • Veterancy 1 provides +50% construction speed

Panzer Grenadier Support Package
The initial cost of the upgrade is being reduced because two of the three abilities provided already require additional munitions to function. Rudimentary Repair is also seeing a boost to make repairing somewhat viable and worth the cost of pulling the Panzer Grenadier squad from the frontline.

  • Munition cost from 30 to 20
  • Rudimentary Repair Rate from 1.1 to 1.4

Panzer Tactician
Panzer Tactician is gaining a slight delay to its activation to make it slightly harder to instantly block line of sight against anti-vehicle weapons.

  • Now has a 0.5 second delay before the smoke activates

Puma
Due to the late CP timing of the Puma which is geared to fight vehicles, its build-time is being reduced to allow it to arrive onto the battlefield sooner.

  • Build time from 40 to 30

Relief Infantry
The number of squads it can grant is being lowered. In exchange, Relief Infantry will provide other boosts such as improvements to build-times and reinforcement speed. Cost and CP requirements have also been adjusted to reflect these changes.

  • Squad count from 3 to 1
  • Osttrupen Squad that arrives always has an MG 42 LMG
  • Now speeds up reinforce and build times of all units by 50%
  • Cost from 120 munitions to 90
  • CP requirement from 6 to 5

Sector Artillery
To make it more difficult to enter areas being protected by Sector Artillery, the delay of the first shell being launched when a target has been sighted is being reduced.

  • Interval delay from 4 to 3

Stormtroopers
Vehicle detection is having its cost reduced to match other mini-map detection abilities.

  • Vehicle Detection cost from 25 to 15

Strategic Bombing Run

  • Carpet Bomb over a large area in a line; roughly 40 meters
  • Drops a mixture of HE and incendiary bombs
  • 250 Munitions
  • Plane immune to AA fire.
  • 12 command points

StuG E
To give the StuG E more utility, the unit is gaining a smoke barrage to cover assaults. An anti-infantry machine gun can also be added to provide additional firepower.

  • Can now be upgraded with a pintle for 30 munitions; same version used by the StuG G
  • Now has access to an 80 range smoke barrage.

Stuka Incendiary Bombing Run
The Incendiary Bombing Run is being adjusted to be more lethal against infantry by increasing how fast the damage will accumulate when one is standing in the flames.

  • DOT tick rate from 1.25 to 0.75

Tiger
The Tiger is receiving a CP reduction along with the majority of other heavy tanks. The unit is also regaining some of its scatter bonus at veterancy that was removed in a previous patch to improve its AI performance.

  • CP Requirement from 12 to 11
  • Veterancy 2 now provides -10% weapon scatter

Tiger Ace
The following change puts the Tiger Ace's cost on-par with other super heavy tanks such as the King Tiger.

  • Manpower cost from 800 to 720

Vehicle Crew Repair

  • 4 CP ability. Acts like the OKW Emergency Repair. 35 munitions.

Soviet

120mm Mortar
The 120mm is having its reload time for barrages reduced. Previously, they were too high when combined with the slow shell speed due to the high-angle arc. We are also giving this unit a new veterancy 1 ability to differentiate from the PM-41 82mm Mortar which reinforces its role as a heavier artillery piece.

  • Barrage Reload from 5.175 to 3.25
  • Veterancy 1 Flares replaced by Delayed Fuse Rounds
  • Delayed Fused Rounds will always penetrate vehicles and deal more direct damage to targets, making them ideal against fortified positions, but ineffective against mobile infantry. 3 second detonation fuse upon landing. 35 Munition cost.

152mm Howitizer Strike

  • Drops 12 Artillery shells into the target area; these shells are the same ones used by the ML-20 Howitzer. Requires line of sight to use.
  • 150 Munitions

Advanced Fortifications
Advanced Fortifications is having a defensive bunker added to the ability to improve the defensive options of the Soviet Army.

  • Engineers can now construct Bunkers. This defensive structure uses the Soviet base MG nest model which has similar stats to the Ostheer Bunker and can be upgraded with a DHsK-38 heavy machine gun for 60 munitions which has the same stats as the USF M2HB 50cal from the Fighting Position.

Airborne Guards
Airborne Guards are having their Assault Package adjusted to offer a different playstyle and be viable to their LMG upgrade. The changes reinforce their role as ambushers with a large number of abilities to aid them during combat.

  • PPSh-41 Tactical Assault removed
  • Now camouflages when stationary and has a +25% ambush bonus when upgraded with the Assault Package upgrade.
  • Fire Superiority cost from 25 to 20

Armored Vehicle Detection
This ability has received a major change to promote its use. By allowing tank guns to track vehicle targets for a short period of time, it should allow Soviets to maintain line of sight on vehicles for additional follow-up shots.

  • All tank weapons gain FOW Tracking similar to UKF Hammer Tracking when they hit vehicle targets while this ability is active.
  • Cost from 60 to 45
  • Recharge time from 60 to 90

Assault Guards
Assault Guards have been heavily adjusted to be a standalone unit that does not require an M5 to bring the squad to the battlefield. They will now have two upgrade paths they can choose from to fulfill certain battlefield roles. Their abilities and veterancy has also been adjusted to make the unit stand out from other units in the Soviet army.

  • Are now deployed standalone. M5 Halftrack removed from the call-in.
  • Price from 510 manpower and 30 fuel to 300 manpower
  • CP requirement from 3 to 2
  • Population from 8 to 9
  • Target size from 1 to 0.97
  • Unit now comes in as a six man unit with SVTs
  • Can be upgraded to 3 Thompson SMGs for 70 or 2 Elite Bazookas for 100
  • RDG-33 Grenade with RDG-33 Grenade Assault. Ability is similar to the Assault Grenadier Grenade Volley ability.
  • Veterancy 1 trip-wire flare replaced with self-healing when out of combat.
  • Veterancy 2 now adds -20% reload to the squad.

B4-203mm Howitzer
The B4-203mm is receiving changes to how the unit functions. The damage has been reduced, in exchange for being able to fire more shells into the target area. This will make the unit more effective at barraging defensive lines, and less reliant on RNG of the first shell.

  • Shells fired from 1 to 3
  • Barrage damage from 640 to 300
  • Adjust AOE from 1/0.15/0.05 to 1/0.325/0.15
  • AOE mid from 5 to 2.5
  • AOE distance near to 0
  • Barrage recharge from 60 to 80

Commissar

  • See Fear Propaganda Artillery changes

Conscript Assault Package
Conscripts are gaining another submachine gun to their PPSh-41 upgrade to reinforce their role as cheap close-quarter combat troops, rather than having an equal mix of rifles and SMGs.

  • Now adds a 4th PPSh-41

Conscript Repair Package
Conscript Repair Package is being renamed and adjusted to allow Penals to repair vehicles. This should make this commander ability more useful for Penal Battalion builds.

  • Renamed to Infantry Repair Package
  • Penals can now repair objects.

Fear Propaganda
Fear Propaganda has been adjusted to make the start of the ability more reliable with a guaranteed chance of a slow.

  • Now has warning smoke
  • First shell of the Fear Propaganda now automatically slows units and causes +25% received accuracy rather than random chance for an effect. Debuff duration from 30 to 15.
  • Fear Propaganda now also adds a received accuracy debuff of +25% when it slows infantry.

For the Motherland

  • For the Motherland bonus to infantry from +50% weapon accuracy to +15% weapon accuracy.
  • For the Motherland now provides -10% received accuracy for infantry under its effects.

IL-2 Rocket Run
Given the high damage of this ability, we are lowering the penetration of the ability to make the ability less potent - particularly against the heaviest tanks that have limited mobility. Players will now need to set up the rocket run to hit the rear of hostile vehicles to deal high amounts of damage.

  • Rocket penetration from 340 to 80

IL-2 Sturmovik Strafing Run
The Advanced Warfare Commander Strafe is being adjusted to provide reliable damage within a target area. Cost has been adjusted to reflect the ability's power, and its potency against soft targets.

  • Now strafes the target zone rather than units within; deals consistent damage throughout the radius.
  • Damage from 20 to 5
  • AOE from 0 to 4; no damage drop-off
  • Cost from 90 to 110

IS-2
The IS-2, like other heavy tanks, is seeing its CP requirement reduced. Furthermore, its experience requirements are being lowered to be closer with the veterancy requirements of other heavy tanks.

  • CP requirement from 12 to 11
  • Veterancy requirements 3920/7840/15680 to 3530/7060/14120

KV-1 Heavy Tank
The damage reduction of the KV-1 is being removed to increase the amount of time needed to repair this potent vehicle. Health has been moved back up to compensate. Population has also been adjusted to reflect the unit's power and durability. The change to hull down ensures that the KV-1 will still require 8 shots to be killed off by most tank guns.

  • -20% damage reduction removed
  • Health from 800 to 1040
  • Population from 14 to 16
  • Hull down damage reduction from 0.8 to 0.85

M2HB Team Call-In

  • Call in an M2HB Team for Lend-Lease

ML-20 152mm
To give the ML-20 some utility, the unit is receiving a Creeping Smoke Barrage that will not share a cooldown with the main barrage. This will give Soviet players the ability to block LOS from long-range and give the ML-20 some use when the primary barrage is on cooldown.

  • Veterancy 1 from +1 shells to a Creeping Smoke Barrage; does not share a cooldown with the main barrage
  • HE Barrage shell count from 8 to 9

Partisans

  • Starts with Kar 98ks; slightly worse than Guard Mosins in terms of reload and moving accuracy
  • Merged into one; now has two seperate upgrade paths
  • AT Package: Grants 1 Panzerschrek, Vehicle Detection, AT Grenades. 60 munitions
  • PPsH Upgrade: Unlocks Molotovs, Frag grenades, PPShes and 5 man. 45 Munitions
  • Concussive Trap now stops the units ability to capture the point for 5 seconds.
  • Concussive Trap damage from 10 to 20
  • Concussive Trap Far AOE from 0.25 to 0.5

PMD-6 Light Anti-Tank Mines

  • Renamed Anti-Tank Fortifications
  • Allows engineers to build tank-traps, PMD-6 Light AT mines and bunkers from Advanced Fortifications.

PTRS Conscripts

  • CP requirements from 2 to 1

Rapid Conscription
Rapid Conscription is being adjusted. The number of squads it can grant is being lowered. In exchange, Rapid Conscription will provide other boosts such as improvements to build-times and reinforcement speed. Cost and CP requirements have also been adjusted to reflect these changes.

  • Squad count from 2 to 1
  • Now speeds up reinforce and build time by 50%
  • CP requirement from 6 to 5
  • Munitions cost from 120 to 90

Shock Troops
The following change puts Shock Troops inline with other Red Army elites.

  • Population from 8 to 9

Spy Network

  • Now only affects the owning player.

SVT Crates
The following change is to delay the SVT Rifles to put this upgrade's timing on par with other weapon upgrades.

  • CP requirement from 1 to 2

ZIS-6 Cargo Truck
The ZIS-6 Truck has been added to the Soviet faction as their version of the Ostheer Opel Blitz Supply Truck. This unit will allow select Soviet commanders to generate resources over-time, so as long as the truck is protected.

  • Replaces Allied Supply Drop ability
  • 200 manpower
  • Acts like the Wehrmacht Opel Blitz truck. Unit can improve the resource gain of territory points it is set-up on.

Bug-Fixes

  • Fixed: Bunker upgrade sight bonuses no longer stack
  • Fixed: M-15 Halftrack machine guns should now obey hold-fire when active

 


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