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[CoH3] Comment récupérer sa clé/code Steam CoH 3 suite un achat d'un produit AMD éligible ?


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Si vous obtenu CoH 3 via l'achat d'un produit AMD alors voici la procédure pour récupérer votre clé/code Steam.

Procédure :

  • Aller sur le site d'AMD : https://www.amdrewards.com
  • Connectez vous avec votre compte (ou créez en un) et renseigner le code envoyé par le revendeur chez qui vous avez acheté par exemple votre processeur AMD ;
  • Vous recevrez alors une clé d’activation (clé SEGA Universal) ;
  • Aller sur le site de CoH : https://community.companyofheroes.com
  • Connectez-vous à votre compte CoH (ou créez en un et liez votre compte Steam) ;
  • Allez à l'URL suivante : https://community.companyofheroes.com/profile/me/rewards/code-activation
  • Entrez la clé d’activation puis appuyez sur le bouton "ACTIVATE" ;
  • Appuyez sur le bouton pour récupérer le code Steam ;
  • Le code Steam de CoH 3 vous sera alors envoyé par email (email lié à votre compte CoH) ;
  • Depuis Steam : Jeux -> Activer une produit sur Steam -> Rentrer le code reçu par email.
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  • Mithiriath changed the title to [CoH3] Comment récupérer sa clé/code Steam CoH 3 suite un achat d'un produit AMD éligible ?

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    • Salut, Super projet ! 🍻 Je vais tester ça dès que je peux. ^^ Si ce n'est pas déjà fait, tu devrais aussi présenter ton projet sur le Discord de la Master League et le Discord officiel de CoH.
    • Bonjour à tous ! Ces derniers temps, j'ai développé un petit logiciel permettant de grandement simplifier l'accès et le visionnage des replays de COH 3. En effet, sauvegarder ses replays, les regarder,  les trier, les organiser, ... Tout ça me semble fastidieux à l'heure actuelle, et j'ai décidé d'essayer de simplifier tout ce processus avec le petit logiciel que j'ai développé : COH 3 Replay Viewer. Il est disponible en accès libre et open source à l'adresse suivante : https://github.com/Maxinova/COH3-Replay-Viewer Le logiciel est disponible sous deux formes: Le code source en langage 100% Python. Si vous utilisez déjà l'environnement Python vous pouvez tout à fait utiliser directement ce fichier. Un exécutable, disponible dans la partie Release de Github, pour tous ceux qui veulent un logiciel qui fonctionne clefs en main. Attention toutefois, la seule contrainte est que ce n'est compatible qu'avec les versions 64bits de Windows. Dans tous les cas, que ce soit le code source ou l’exécutable, il faut que ces derniers se trouve dans le même dossier que le dossier "Assets" qui contient des fichiers nécessaires au bon fonctionnement du programme. J'ai essayé de faire en sorte que l'interface utilisateur soit la plus claire possible, mais j'ai certainement des choses à améliorer. Voici un petit guide pour commencer : Au démarrage du logiciel, une fenêtre globalement vide apparaît. C'est normal car aucun replay n'a encore été enregistré par le programme. Le logiciel, une fois démarré, analyse le fonctionnement du jeu. On peut le voir car la case Start acquisition est cochée de base. Le logiciel attend donc que le jeu soit lancé puis il analyse les fichiers logs pour obtenir tout un tas d'informations comme le pseudo des joueurs, leurs factions, la map, etc... Si vous utilisez la version code source directement, la fenêtre de debug vous donnera des informations supplémentaires sur le monitoring effectué. A la fin d'une partie, le logiciel se met automatiquement à jour pour laisser apparaître les informations du replay sauvegardé. Pour voir le replay, il suffit alors de cliquer sur le bouton correspondant (dans la colonne File). Le jeu se lance alors en mode replay. Attention, il faut que le jeu ait été préalablement fermé. Vous pouvez également renommer ou supprimer les replays avec les boutons correspondants. Une option est disponible afin de faciliter l'utilisation du mod coh3-replay-enhancements de Janne252. En effet celle-ci copie automatiquement dans le presse-papier la commande permettant d'activer le mod lorsqu'un replay est lancé. L'utilisation du mod coh3-replay-enhancements est fortement recommandée pour une expérience agréable des replays. Un bouton permet d'ouvrir le dossier contenant les fichiers de replays. Cela permet notamment d'importer ou d'exporter ces fichiers pour les fournir à quelqu'un d'autre par exemple. Vous pouvez d'ailleurs constater que chaque replay est composé de deux fichiers. Le fichier ".rec" qui est le replay en lui même, c'est ce que lit le jeu lorsqu'il est lancé. Le fichier ".txt", lui, contient les informations sur les joueurs, la durée et la map enregistrés lors du replay. DISCLAIMER : Le programme est actuellement en version très préliminaire. De nombreux bugs sont à prévoir car, bien que j'ai testé mon programme autant que possible, il est difficile d'identifier tous les problèmes lorsqu'on est seul à faire les tests. De même, il s'agit de mon premier projet de programmation à visée publique. Mon code n'est certainement pas très propre et très mal optimisé. Lorsque tous les bugs auront été résolus, la suite du projet sera de nettoyer le code mais je n'en suis pas encore là. Je suis bien sûr ouvert aux remarques et suggestions d'amélioration. Rappelez vous seulement que l'objectif pour l'instant est d'avoir un programme stable, de nouvelles features seront peut être ajoutées mais ce n'est pas la priorité.
    • Niquel Merci! Ils m'ont répondu!  
    • MaJ v1.1.4.11659 - 2023/04/20 jeudi Taille : ~228Mo We are excited to release our first major balance update in 1.1.4. In this update, our team has focused on several key areas to tone down oppressive strategies and increase unit and strategic diversity. We will continue to monitor unit/faction performance for future updates.  In this Update you can expect:  General adjustment to balance for all factions   Balance pass over Battlegroups   Addressing the power of Forward Reinforcement   Significant changes and boosts to Heavy Machine Guns and Anti-Tank Gun teams  GENERAL GAMEPLAY CHANGES  Anti-Tank Rifles  Afrikakorps Panzerjager Panzerbusche & British Corps Infantry Section Boys Anti-Tank Rifles Anti-Tank rifles are overperforming in their ability to shutdown vehicle play and engage targets while under suppression. The following changes address these cases and allow vehicles to kite Anti-Tank Rifle Units.  Range decreased from 40 to 35  Weapon cooldown modifier when suppressed increased by +50% Auto-Reverse Distance  Auto-reverse distance is being increased to reduce how often a player needs to use the Reverse ability and make it easier to back vehicles up during the heat of battle.  The distance a player can now right-click to 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 has been overhauled to be less punishing. Buttoned vehicles can now fight back and will no longer be immobilized, allowing them to maneuver or retreat.  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  We have adjusted forward reinforcement to lessen the power of front-line reinforcement, especially during combat. This should dramatically lower the efficiency of forward reinforcing, making it less oppressive in larger games.  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%   Mobile Anti-Tank Guns  Anti-tank guns are seeing improvements across the board, increasing their reliability and performance against vehicles. Additionally, we have implemented key adjustments to minimize the frequency of shells striking the terrain ensuring a more consistent performance at long ranges.  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  Heavy Machine Guns are seeing improvements across the board to address their unreliability in their anti-infantry / or “anti-blob” role.  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  Reducing smoke duration serves two purposes: reducing stall times for units contesting capture points while hiding into smoke and decreasing smoke effectiveness when countering Heavy Machine Guns.  Smoke duration decreased from 30 to 20 seconds  Snipers  We are reducing the effectiveness of snipers when operating independently. They will now require spotters to utilize their full range and are more vulnerable to incoming fire. Furthermore, these units will now fire marginally slower.  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   FACTION CHANGES  US Forces  US Forces continues to struggle in team game modes where many of their advantages are less pronounced. Our focus for this patch has been to improve their mid-game options, reduce the price of certain upgrades, and strengthen their light vehicle play.     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   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  We have adjusted the M3 75mm Gun Motor Carriage to be geared to destroying lighter vehicles and providing fire support against units like dug-in infantry and Heavy Machine Guns.  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   These changes are intended to increase the Greyhound’s performance against infantry in open terrain.  .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  These changes will make the unit more effective at hunting down other light vehicles, give it better maneuverability to flank heavier vehicles, and disengaging from enemy threats.  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  Pour it On’Em has received a heavy adjustment to its suppression. Previously, it allowed Riflemen to win all infantry engagements through suppression while also receiving a damage boost. Browning Automatic Rifles have also had their accuracy slightly increased to improve their effectiveness at range.  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  Survival Training  Fuel cost decreased from 80 to 50   Health increase now applies to team weapon crews   M4A3E8 Sherman  To differentiate the Easy Eight from regular 76mm Shermans, the High-Velocity Armor Piercing Rounds ability now comes as default, while also retaining the regular Sherman veterancy abilities, giving the tank excellent flexibility and options.  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   Sherman Whizbang  Cost reduced from 400 manpower and 100 fuel to 380 manpower and 80 fuel  Population cost decreased from 14 to 13  US Forces Battlegroups   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  Field Repairs has been reworked to be easier to use and have a greater impact.  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  The cost of the combat group has been significantly reduced to better reflect the capabilities of the Sherman Easy Eight, its timing, and its position in the Battlegroup.   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     Wehrmacht  The Wehrmacht is receiving boosts to its early game with improvements focused on the Panzergrenadier Kompanie to increase build and composition diversity. We are also addressing the dominance of Jägers across all game modes.  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   Fallschirmjaeger  FG 42 ready-aim time from 0.125 to 0.5/1   Fallschirmpioneers  Reinforcement cost increased from 28 to 30 manpower  Flak 30 20mm Anti-Air Gun  Build time decreased from 50 to 45 seconds  Grenadiers  Grenadiers have received several adjustments to slightly improve their performance, so they are in-line with other early game infantry.  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  This ability now has a delayed activation to prevent immediate defensive boosts.   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  The Panzerschreck Jägers high flexibility, powerful base stats, and superior anti-tank capabilities have made them dominant in all modes. We are shaving off a significant amount of power from the unupgraded Jäger and Panzerschreck Jägers, emphasizing tradeoffs when opting out of the Reconnaissance Package.  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  We have made major changes to the StuG III to make the vehicle more attractive in larger and later games where it was unreliable at fighting enemy armor.  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  Stosstruppen have received a number of improvements to make them the premiere anti-infantry squad for their cost and timing.  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  The Stummel has been adjusted to make it a more effective fire-support unit against infantry through increased range and area of effect damage.  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  Wehrmacht Battlegroups   Breakthrough Battlegroup  Panzer IV Command Tank  Command Point cost reduced from 4 to 2  Luftwaffe Battlegroup  Luftwaffe is adjusted to be in-line with the other battlegroups.   Lg 40 Paradrop and Reserve Infantry abilities positions are now interchanged in the Battlegroup tree  Fallschirmjager Paradrop  Manpower cost increased from 340 to 380   Fallschirmpioneer Paradrop  Manpower cost increased from 260 to 280   Recharge time increased from 60 to 75 seconds  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     British Forces  The British Forces’ dominance with massed infantry backed by powerful upgrades led to oppressive gameplay and reduced build and unit diversity. We have significantly reduced the effectiveness of these strategies, requiring the faction to rely on combined arms to get the most out of their units.  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  The Centaur has been improved to push the unit towards a mobile anti-infantry vehicle that deals steady damage to infantry, while being able to disengage from most threats.  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  We have adjusted the CMP15 CWT AA Truck to primarily be geared to shooting down aircraft. We will be revisiting this unit in future updates.  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 has been increased to better reflect the performance of the Crusader.  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  The following change now forces Infantry Sections to be in cover to gain their veterancy 1 ability bonuses, making them less effective when in the open.  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  The Training Center provided excessive value for its cost, could be confusing for players and enabled Veteran British units to heavily out scale their opponents. We have streamlined the combat bonuses to only apply once and removed the damage bonus. This significant reduction should maintain British units’ early-to-mid game power but result in a noticeable drop in late-game scaling.  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  British Forces Battlegroups  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  Naval Blockade  Duration reduced from 60 to 30 seconds  Munitions cost reduced from 80 to 50  British Armoured  Churchill Black Prince Command Point cost increased from 6 to 7  Indian Artillery  These changes to the Battlegroup better reflect the power of Volunteer Infantry and its role as a middle to late game option that requires the player to commit to the end of the Battlegroup tree.  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  Afrikakorps  The Afrikakorps were oppressive in its middle and late game while also being overly vulnerable early on. We are making minor adjustments to even this out by strengthening its early game and reducing the power of their Armory upgrades.     250 Light Carrier  These changes should allow Afrikakorps players to delay building dedicated healing.  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   Armor reduced from 35 to 1   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  The Flakvierling Half-track is having its effectiveness increased to better reflect its timing and role as a low durability, but high firepower unit.  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%  Guastatori  Guastatori have been adjusted to remove their anti-vehicle snare, focusing their role as an anti-infantry and anti-garrison unit. Their cost has been reduced to reflect this.  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   Kradschutzen Motorcycle Team  Build times are being reduced to improve the standard Afrikakorps openings, that include Panzergrenadiers.  Build time reduced from 35 to 30 seconds   L6/40   The armor of the L6/40 has been increased, pushing this unit towards a low health vehicle that is immune to Heavy Machine Guns and small arms.  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 HMG 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 times are being reduced to improve the standard Afrikakorps openings, that include Panzergrenadiers.  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  Tungsten Rounds is having its damage bonus removed as they added too much passive power for Afrikakorps vehicles against infantry and vehicles. Penetration bonuses have been slightly increased to compensate.  Damage bonus removed  Penetration bonus increased from 20% to 25%   Vehicle Survival Package   We are lowering the durability bonus so most vehicles, when combined with Emergency Repair Kits, can survive one additional hit rather than two.  Health bonus reduced from 80 to 40  Afrikakorps battlegroups  Armored Support   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   Italian Combined Arms   Force Recon Command Point cost reduced from 2 to 1  Secure Location Command Point cost reduced from 2 to 1  Bug Fixes  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  Source : https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/forums/3-patch-notes-and-known-issues/threads/9841-coh3-balance-update-1-1-4
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