Forum

Thema: Changelogs  (Gelesen 63189 mal)

Loxley

  • First Sergeant
  • ***
  • Beiträge: 599
    • Profil anzeigen
    • E-Mail
Re: Changelogs
« Antwort #105 am: 19. April 2016 - 18:44:53 »
APRIL 20th UPDATE
BALANCE
SOVIET

Maxim HMG
We felt the Maxim HMG was overperforming in the early game due to its fast set-up. We also made adjustments to its build time and cost so it takes longer to reach the field and so it doesnt replace mainline infantry.
* Set-up from 1.5 to 2.
* Build-time from 24 seconds to 28 seconds.
* Cost from 240 manpower to 260.
UKF

Improved Fortification Upgrade
We have decided to reduce the durability bonuses this upgrade provides. We have also decided to increase the time it takes Infantry Section to build these Emplacements since they are not dedicated builders.
* Infantry Section now take 30 seconds longer to build Emplacements and the Forward Assembly.
* Improved Fortification upgrade now increases max health by 20% and armor by 10. Changed from increase in max health by 30% and armor by 40.
WAR PAINT SKINS RELEASE

10 Warpaint Competition skin sets have been added to the game and are available to purchase from the in game store.

30% of the proceeds from these skins go directly to the creators while an additional 20% is funneled back into funding COH2 tournament prize pools and community events to keep the game alive and well. The first tournament to be funded by the sale of these skins sets will begin early this Summer!

War Paint Historical Bundle
* British - Desert Rats Bundle by Choccy Starfish
* Soviet Two Tone 1941 Blue Steel Bundle by Puppeteer
* German - Assorted 3 Color Ambush Bundle by Starbuck
* US – Operation Husky Bundle by F_X
* OKW – Ardennes Improvised Ambush Pattern Bundle by Rita Rush

War Paint Fantasy Bundle
* British - Wood and Iron Bundle by Shriken
* US – Tiger Shark Bundle by Soul5tice
* OKW – Dazzle Bundle by Paid Player
* OKW – Anaconda Bundle by Soul5tice
* Soviet Hellbound Bundle by Grumpntug
MAP CHANGES

Balance updates to maps Hamlet and Crossroads by respective community map makers.
BUGS

    Additional speech calls for Land Mattress unit.
    Animator fixes to the T70 and the 222 scout car.
    Normalized pop-cap on 120 mortar team.
    Fixed a bug with hold fire not being passed to reinforcements correctly in every case.
    Shock Troop's RG-42 Grenade now damages buildings and does full damage to units inside buildings.
    Fixed a hotkey issue on airlanding officer.
    Fixed an issue with the comet tank projectiles.

evilSpike

  • Global Moderator
  • Captain
  • ****
  • Beiträge: 1585
  • EF-Dev / MC-Dev
    • Profil anzeigen
Re: Changelogs
« Antwort #106 am: 24. April 2016 - 21:40:30 »
patch für den 27. April
Quelle: https://community.companyofheroes.com/discussion/241299/april-27th-balance-preview-mod-release-notes#latest

General

Mines (General-Purpose and Tellers)

• Engine Destroy Critical removed from Teller Mines
• Deals 35% of normal damage against infantry for 70 damage leaving full health models at 10 health. (General-Purpose)
• Deals suppression on squads hit by mines. (General-Purpose)

Suppression

• All grenade abilities that are not snares have their range reduced by 33% when the unit is suppressed.

Anti-Tank Guns, Piats, Bazookas, and Panzerschrecks

• Damage against infantry set to deal only 25% against infantry.

Core Infantry/Small Team Weapon Spawn Points

• All Core Infantry Squads and Core Small Weapon Teams now spawn from its corresponding building rather than from Off-Map.

Snipers

• Target size from 1 to 1.15.
• Cooldown, and all aim-time always use the max amount of time and have been standardized for all distances meaning snipers do not fire more quickly the closer the target is.

AT Rifles

Made adjustments so it’s a little more responsive. Also changed the weapon type from big explosive to ballistic


Soviets

Trip-Wire Flare Mine

• Damage from 0 to 20.
• Is now a Small Explosive Weapon type
• No longer guarantees a casualty
• Plant time from 9.5 to 7.5

Soviet Sniper

• Health increased from 48 to 64

RPG 43 AT Grenade

• Wind up reduced from 0.25 to 0.125

Penal Battalion

• SVT accuracy to .7/.65/.45
• SVT damage from 8 to 10.
• Cooldowns and aim-times adjusted.
• Squad cost increased to 300 manpower from 270 manpower.
• Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds.
• Flamethrower Upgrade now adds 3 PPsh-41s to better mesh with the flamethrower.
• Flamethrower cost from 60 to 90 and renamed Assault Package.
• Reduced the drop-rate of the Flamethrower to 10% from 33% due to the PPsH-41s that are added to the squad which are considered slot items.
• "Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost.

T-34/76

• Hull Machine gun burst duration changed from 2/1 to 2/2.
• Hull Machine gun accuracy increased from 0.3/0.35/0.4 to 0.4/0.45/0.5
• Coaxial Machine gun burst duration changed from 3/2 to 3/3.
• Coaxial Machine gun accuracy increased from 0.28/0.33/0.38 to 0.38/0.43/0.48
• Coaxial Machine gun damage increased from 4 to 8
• Main gun reload from 6.2/6.8 to 6.1.
• Manpower cost from 300 to 280.

SU-85

• Accuracy from 0.05/0.0375/0.25 to 0.055/0.045/0.04
• Penetration from 200/190/180 to 240/230/220
• Reload increased from 3.8/4.2 to 5.4.
• Target size reduced from 22 to 18
• Rotation rate from 20 to 22
• Cost increases from 340 manpower and 120 fuel to 350 manpower and 130 fuel.
• Veterancy two -30% reload modifier replaced with +30% weapon penetration modifier.

IS-2

• Rear armour from 205 to 160
• Scatter offset adjusted to match other vehicles.
• Penetration increased from 250/220/190 to 250/230/210
• Deflection stun chance removed.


USF

57mm ATG

• Penetration from 140/125/115 to 150/140/130
• Take Aim! now a timed ability. 20 seconds, 30 second recharge.
• Accuracy changed from 0.05/0.0425/0.03 to 0.055/0.05/0.04

M2HB HMG Team

• M2HB .50cal HMG penetration from 3/2/1 to 7/6/5.
• Can now load AP rounds for 25% increased damage and +10 pentration.

M36 Jackson

• LOS from 35 to 45.

Captain

• Captain no longer comes with free Bazookas. Must either grab them from the weapon rack or purchase them as an upgrade for 80 munitions.
• On Me! No longer provides suppression immunity for its duration, but will still break suppression.

M8 Motor Carriage

• AOE mid modifer from 0.15 to 0.25
• AOE far modifier from 0.05 to 0.10
• Build-time from 80 seconds to 50 seconds.
• Health from 320 to 400.

60mm Mortar

• Added M1 60mm Mortar to USF Starting Building

Major

• Artillery delay reduced from 7 seconds to 5.5
• Shells increased from 3 to 6.
• Time delay between shells set to 2 for maximum and minimum.
• Veterancy 2 Artillery delay reduced from 7 seconds to 5
• Veterancy 2 Shells increased from 5 to 9
• Veterancy 2 time delay between shells set to 1.75 for maximum and minimum.
• Artillery cost reduced to 60 munitions from 120 munitions.
• Recharge time from 60 seconds to 90.
• Range reduced from 85 to 60.


WEHRMACHT

251 Flame Half-Track

• Upgrade cost reduced from 120 to 90
• Ready aim time from 1.5 to 1
• Flamethrower damage versus garrison from 1.25 to 1.
• Veterancy 3 cooldown bonuses now benefits the Flamethrowers.

Panzer IV Command Tank

• No longer receives benefits from its own aura.

Support Armour Korp

• Price from 260 manpower and 75 fuel to 240 manpower and 60 fuel.

Tiger and Tiger Ace

• Rear armoured reduced from 180 to 140
• Deflection stun removed from main gun.

Pioneers

• Can now construct sandbags.

Brummbar

• Cost decreased from 470 manpower and 160 fuel to 420 manpower and 150 fuel
• Reload standardized from 7.5/9 seconds to 8.25.
• AOE mid modifer from 0.15 to 0.3
• Medium crush changed to Heavy Crush.
• Veterancy requirements from 2740/5480/10960 to 2040/4080/8160

Heavy Panzer Corp

• Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel.

Elefant

• Rear armour from 150 to 110.


OKW

Battlegroup Headquarters

• Medics must now be purchased as an upgrade. 100 manpower 15 Fuel.

Mechanized Headquarters

• Repair Pioneers must now be purchased as an upgrade. 100 Manpower 15 Fuel.

Volksgrenadier

• Panzershrek Package removed.
• Added StG 44 Package. Grants the squad two StG 44s that improve short-mid range combat for 60 munitions.
• Panzerfaust ability added which is unlocked after a truck is built. (Panzerfaust works just like the Grenadier Panzerfaust)

MG34 HMG Team

• Mid accuracy from 0.41 to 0.5
• Far accuracy from 0.14 to 0.28
• Cooldown from 2.5/3 to 1.75/2.5
• Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q.

MG 42 HMG Team

• MG 42 replaces the MG 34 dispatch

Jagdtiger

• Rear armour from 150 to 110.

King Tiger

• Rear armoured reduced from 225 to 150.
• Deflection stun removed.
• Fuel cost from 310 to 280.



British

Starting Resources

• Starting manpower increased from 290 to 340

Infantry Section (Both variants)

• Artillery flare range increased from 20 to 35
• Veterancy requirements from 480/960/1920 to 560/1120/2240.

Tank Hunter Infantry Section

• Heat Grenade damage from 50 to 100.

Firefly

• Reload from 10 seconds to 8.
• Tulip Rockets now deal 120 damage from 240.
• Tulips now cause a blind critical on penetration and stuns the tank for 2.5 seconds. (Vehicle LOS reduced to 0 for 8 seconds)
• Tulip Rocket ability cost from 100 to 80.
• Tulip Recharge time from 120 to 80.

Sniper

• Artillery flare range increased from 30 to 45.

Universal Carrier

• Cost increased from 210MP to 260 MP
• Vickers K range from 35 to 40.
• Cooldown from 1.5/2.0 to 1.25/1.5
• Burst duration and rate of fire standardized to 1 at all ranges for Vickers K.
• Health improved by 40 when upgraded with Vickers K or Flame Projector.
• Has Self-Repair stock.

Counter Battery

• Is now a timed ability. Lasts 45 seconds and recharge time is 90 seconds.
• costs 30 munitions

Land Mattress

• Increase CP requirement from 5 to 8

Sexton

• AOE distance damage changed from 1/0.15/0.05 to 1/0.25/0.1
• Wind Down from 4.67 to 3.125
• Number of shells for barrage increased from 5 to 8





sieht mmn sehr sehr gut aus was da auf uns zu kommt

GeneralSteiner

  • First Sergeant
  • ***
  • Beiträge: 640
    • Profil anzeigen
    • E-Mail
Re: Changelogs
« Antwort #107 am: 16. Juni 2016 - 21:21:54 »
21. Juni Patchnotes

JUNE 21st BALANCE UPDATE

A quick shoutout to "miragefla" for his contribution to this Balance Update and everyone that participated and gave feedback during the Balance Preview.

BALANCE GOALS

Increase Strategic Diversity

In order to add to CoH2’s current strategic diversity, the changes outlined below are designed to Increase the depth within factions by improving unit viability, creating diverse options for build orders and bringing factions in line with one another. This will create more diverse and viable strategies for players at a variety of different skill levels.
Match Gameplay Expectations to Outcomes (Quality of Life)

There currently are a variety of gameplay outcomes that do match player expectations which is creating a degree of frustration within the player base. A number of the changes outlined below attempt to address this by matching these outcomes to acceptable expectations such as through the removal of “bad” RNG and balancing specific units/abilities' cost vs reward that are currently out of tune.


GENERAL

Heavy armored Tanks

Developer Comments: We felt the risk associated with flanking a Heavy Armored Vehicle was much too great because of the high rear armor. To help balance this risk vs reward we are reducing rear armor on all heavy armor across the board.

Soviet IS-2 rear armor reduced from 205 to 140
Wehrmacht Tiger & Tiger Ace rear armored reduced from 180 to 140
Wehrmacht Elefant rear armor reduced from 150 to 110
OKW Jagdtiger rear armor reduced from 150 to 110
OKW King Tiger rear armor reduced from 225 to 150
British Comet Tank rear armor reduced from 180 to 130

Mines (General-Purpose and Tellers)

Developer Comments: We often saw mines wipe full health squads when planted in front of building entry points or cripple enemy vehicles. We also tried in the Balance Preview trying to reduce the damage of mines to deal with this issue but it made mines feel very underwhelming. We wanted the keep the satisfaction of some casualties without the squad wipes, thus we have ensured mines kill some models in a squad but not wipe the entire squad out completely. We are also removing all engine destroy and Tread Breaking Criticals from all mines. These changes will bring the reward of an enemy unit hitting a mine in line with the cost of placing it.

Soviet Field Craft Mines damage increased to 80
Soviet Field Craft Mines can do damage to a maximum of 1 member in a squad
All other general purpose mines do damage to a maximum of 2 member in a squad.
Deals suppression on squads hit by mines. (General-Purpose)
Engine destroy and Tread Break Criticals removed from all mines.

Random Engine Damage

Developer Comments: We feel engine damage should always be caused by explicit actions and not randomly through a critical table. We are removing random engine criticals from occurring above 5% health. Engine damage now only occur above 5% health from mines, and from specific abilities that always cause engine damage.

Removed all random engine damage criticals from vehicles above 5% health

Suppression

Developer Comments: We felt it was too easy to charge into suppressive fire and simply throw a grenade to knock out a HMG team. This was not an intended counter and thus suppression will now reduce the range of grenade abilities.

All grenade abilities that are not snares have their range reduced by 33% when the unit is suppressed.

Anti-Tank Guns (AT guns, Piats, Bazookas, and Panzerschrecks)

Developer Comments: To alleviate the effects of some frustrating RNG from anti-tank weapons firing on infantry squads, we have decided to reduce the damage these weapons deal to infantry to prevent snipes on full health models.

Damage set to deal only 25% against infantry.

Snipers

Developer Comments: We felt Snipers, even when caught out of position, felt too durable. We also wanted to standardize all sniper rifles to use the maximum amount of time for aim-time and cooldown. These weapons will no longer fire faster the closer the squad approaches them.

Target size from 1 to 1.15.

Cooldown, and all aim-time always uses the max amount of time and has been standardized for all distances meaning snipers do not fire more quickly the closer the target is.
Deflection Stun Criticals

Developer Comments: Some heavy armored vehicles had an extremely rare critical that could stun enemy vehicles on deflection. We feel this is frustrating RNG and should be removed from the game.

Deflection criticals from Heavy Armor removed

Core Infantry/Small Team Weapon Spawn Points

Developer Comments: We felt by allowing smaller team weapons and core infantry to spawn from corresponding base buildings, it could slightly speed up initial engagements, and allow for more meaningful base placements for Soviets , Wehrmacht, and OKW factions.

All Core Infantry Squads and Core Small Weapon Teams now spawn from its corresponding building rather than from Off-Map.

Last man dead

Developer Comments: Team weapon gunners will have the lowest priority to get targeted. Players can still attack the gunner first if they manually target that entity but automatically they will always target the gunner last. We are hoping this will help with the death loops where weapon teams constantly try to man their team weapons as they retreat.

Team weapon gunners target priority lowered

Intel Bulletins

Developer Comments: We wanted to make a few adjustments to some Intel Bulletins

Hetzer 57 now has a 50% faster weapon reload and applies to the Flammpanzer 38
Grim Reaper Tool now applies to the Sturmpioneers
Heavy Tank Production I now recharges Tiger PzKpfw VI , IS-2, and Elefant dispatch abilities 50% faster
Artillery Production Inow builds BM-13 Katyushas and Panzerwerfers 50% faster.
Artillery Production II now builds ML-20 152mm Gun-Howitzers and leFH 18 Artillery 50% faster.
Anti-tank Gun Production I now builds Pak40, Pak43, and ZiS-3 Field Guns 50% faster
All over a London Darby!now recharges the Churchill AVRE dispatch ability 50% faster
Boys will be Boys now recharges sniper's Critical Shot ability 25% faster
Ready For Another Roundrecharge the le.IG 18 Support Gun's Barrage ability 25% faster
Area Denialnow recharges the M8A1 Howitzer Motor Carriage's barrage ability 25% faster
Mobile Bombardmentrecharges the SdKfz 250/7 Mortar Half-track's abilities 25% faster
Light Vehicle Production II builds M5 Half-tracks and SdKfz 251 Half-tracks 25% faster
Bigger is Better recharges HM-38 120mm Mortar team dispatch ability 50% faster
Search & No Recue! builds 251/20 Infrared Halftracks 75% faster
… & Roll Out! recharges the M3 Half-track dispatch ability 50% faster
Plow your way through! recharges the 105mm Bulldozer Sherman dispatch ability 50% faster


SOVIETS

T-34/76

Developer Comments: We felt the T-34/76 was under performing and needed some improvements to help deal with infantry.

Hull Machine gun burst duration changed from 2/1 to 2/2.
Hull Machine gun accuracy increased from 0.3/0.35/0.4 to 0.4/0.45/0.5
Hull Machine gun cooldown reduced from 5/5 to 3/2
Coaxial Machine gun burst duration changed from 3/2 to 3/3.
Coaxial Machine gun accuracy increased from 0.28/0.33/0.38 to 0.43/0.48/0.53
Coaxial Machine gun cooldown reduced from 5/5 to 3/2

Main gun reload from 6.2/6.8 to 6.1.

SU-85

Developer Comments: We saw that the Soviets had to rely on Doctrines or would have a difficult time dealing with heavy armored vehicles. We wanted slightly improve the SU-85 to be stronger against heavy armored vehicles while being slightly weaker against flanking vehicles.

Accuracy from 0.05/0.0375/0.25 to 0.055/0.045/0.04
Penetration from 200/190/180 to 240/230/220
Reload increased from 3.8/4.2 to 5.4.
Target size reduced from 22 to 18
Rotation rate from 20 to 22
Cost increases from 340 manpower and 120 fuel to 350 manpower and 130 fuel.
Veterancy two -30% reload modifier replaced with +30% weapon penetration modifier.

IS-2

Developer Comments: Modified to put it in line with other vehicles and slight boost to its penetration to help it better engage heavier armor.

Scatter offset adjusted to match other vehicles.
Penetration increased from 250/220/190 to 250/230/210
Trip-Wire Flare Mine

Developer Comments: Adjusted the mine to prevent one-hit kills at full health. Mainly done to prevent squad wipes of units leaving buildings. Plant time was lowered and the mine now deals damage to compensate.

Damage from 0 to 20.
Is now a Small Explosive Weapon type
No longer guarantees a casualty
Plant time from 9.5 to 7.5
Soviet Sniper

Developer Comments: The Soviet Sniper had the lowest health amongst all the Snipers. Because we are increasing the unit size of all Snipers, we have made adjustment to the health the Soviet Sniper to compensate.

Health increased from 48 to 64
RPG 43 AT Grenade

Developer Comments: This ability's current wind up time made it feel unresponsive, thus we have reduced its wind up time alleviate this issue.

Wind up reduced from 0.25 to 0.125
Penal Battalion

Developer Comments: Due to the lack of anti-tank in the Special Rifle Command, we are giving Penal Battalions a more focused roll as a dedicated anti-infantry unit.

SVT accuracy to .7/.65/.45
SVT damage from 8 to 10.
Cooldowns and aim-times adjusted.
Squad cost increased to 300 manpower from 270 manpower.
Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds.
"Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost.


USF

57mm ATG

Developer Comments: In order to bring the 57mm AT Gun in line with other AT Guns from other factions in the same Tier, we have increased the base penetration to improve performance when not using AP rounds. Take Aim shifted to a timed ability to reflect its power. Accuracy changed to match other anti-tank guns.

Penetration from 140/125/115 to 150/140/130
Take Aim! now a timed ability. 20 seconds, 60 second recharge.
Accuracy changed from 0.05/0.0425/0.03 to 0.055/0.05/0.04
M2HB HMG Team

Developer Comments: Increased penetration to make it a more viable soft counter to light vehicles as well as more distinct from other HMGs due to its later timing. We also wanted to give the lieutenant tier a deterrent against light vehicles without needing to invest in bazookas. Bonus penetration against specific vehicles to ensure the .50cal can harm these vehicles, but not burst down other light vehicles immediately.

M2HB .50cal HMG penetration from 3/2/1 to 7/6/5.
New Ability: Armored Piercing Rounds - Timed ability that loads AP rounds for 25% increased damage and +10 pentration.

M36 Jackson

Developer Comments: Increased LOS to allow the M36 to better kite, locate and hunt enemy armor without boosting its firepower any further.

LOS from 35 to 40
Tank acceleration increased from 2.5 to 3
Veterancy 2 sight radius bonus changed from 30% to add 5
M8 Motor Carriage

Developer Comments: We felt the M8 HMC was under-performing and needed a slight stat boost to improve survivability and effectiveness. The AOE drop-off for the mid-far range was lessened to improve the M8's damage output against troop targets when its shells do not land direct hits. The damage drop-off was incredibly harsh given that the mid-range of the shells are set to 2 meters.

AOE mid modifer from 0.15 to 0.25
AOE far modifier from 0.05 to 0.10
Build-time from 80 seconds to 50 seconds.
Health from 320 to 400.

Major

Developer Comments: We have significantly boosted the artillery ability in power and lowered cost to give USF some form of non-doctrinal artillery to help break concentrations of enemy units and structures. Recharge time increased to compensate and match other artillery units.

Artillery delay reduced from 7 seconds to 5.5
Shells increased from 3 to 6.
Time delay between shells set to 2 for maximum and minimum.
Veterancy 2 Artillery delay reduced from 7 seconds to 5
Veterancy 2 Shells increased from 5 to 9 Veterancy 2 time delay between shells set to 1.75 for maximum and minimum.
Artillery cost reduced to 60 munitions from 120 munitions.
Recharge time from 60 seconds to 90.
Range reduced from 85 to 60.

Captain

Developer Comments: The Captain squad gave USF a very easy access to light Anti-Tank and made the Captain the most valuable officer in the game. We removed the Bazookas on the Captain squad to allow for light vehicle play to be more effective.

On Me! no longer provides suppression resistance to prevent negation of MGs or suppression based platforms, but will break suppression making it ideal for getting units out of suppression or beaking pin status.

Captain no longer comes with free Bazookas. Captain now has a squad upgrade to purchase 1 bazooka
On Me! No longer provides suppression immunity for its duration, but will still break suppression. No longer affects Team Weapons.
M1 81mm Mortar

Developer Comments: We wanted to give USF more means to counter garrisons without grenades and a mobile smoke platform as well as diversify their opening.

Added M1 81mm Mortar to USF Starting Building
Sherman Bulldozer

Developer Comments: We are adding a hold fire toggle button so the Sherman Bulldozer doesn’t fire at units when not intended.

Added Hold Fire


WEHRMACHT

251 Flame Half-Track

Developer Comments: We made some slight adjustments to the Flamethrower aim times to allow for the vehicle to be better at kiting, reduced the cost to make it more affordable and in line with its performance. We have also reduced the garrison damage to avoid the vehicle instantly wiping garrisoned squads.

Upgrade cost reduced from 120 to 90
Ready aim time from 1.5 to 1
Flamethrower damage versus garrison from 1.25 to 1.
Veterancy 3 cooldown bonuses now benefits the Flamethrowers.
Support Armor Korp

Developer Comments: We felt the Support Armour Korp was slightly too expensive in comparison to other faction Tier 3 and needed a slight reduction in terms of cost to make the tier more affordable.

Price from 260 manpower and 75 fuel to 240 manpower and 60 fuel.
Brummbar

Developer Comments: Due to its clunky movement, the Brummbar would often get blocked against world objects. We decided to give this vehicle Heavy Crush to improve pathfinding and make it more maneuverable. Reload time standardized to make it more consistent and AOE has been adjusted to improve consistency as the damage quickly drops off by 2 meters. To adjust for these changes. Resource costs have been updated to bring it in line with its current performance.

Cost decreased from 470 manpower and 160 fuel to 420 manpower and 150 fuel
Reload standardized from 7.5/9 seconds to 8.25.
AOE mid modifer from 0.15 to 0.3
Medium crush changed to Heavy Crush.
Veterancy requirements from 2740/5480/10960 to 2040/4080/8160
Added hold fire
Heavy Panzer Korp

Developer Comments: We felt the Heavy Panzer Korp was slightly too expensive given the price of the high cost units it currently houses.

Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel.
Panzer IV Command Tank

Developer Comments: The Panzer IV Command Tank was much too durable because it benefitted from its own aura. To make it more vulnerable, the tank will no longer receive a defense buff from its aura.

No longer receives benefits from its own aura.
Pioneers

Developer Comments: Even though the Wehrmacht can build a trench, this is not as flexible as other forms of heavy cover such as sandbags. To increase the faction's heavy cover options, Pioneers have now been given the ability to build sandbags.

Can now construct sandbags.
Bundled Grenade (Panzer Grenadiers)

Developer Comments: We felt that Bundled Grenades have been under-performing and not meeting their original design intentions. To bump up their performance we have made the following changes.

AOE increased from 4 to 5
AOE distance adjusted from 3/2/1 to 3.75/2.5/1.25
Damage increased to 120


OKW

Battlegroup Headquarters

Developer Comments: This change was driven from a popular idea that was expressed by the community. Battlegroup HQ no longer comes with Medics but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel.

Medics must now be purchased as an upgrade. Cost 100 manpower and 15 Fuel.
Medics heal rate increased from 5 to 8

Mechanized Headquarters

Developer Comments: This change was driven from a popular idea that was expressed by the community. Mechanized HQ no longer comes with Repair Pioneers but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel.

Repair Pioneers must now be purchased as an upgrade. Cost 100 manpower and 15 Fuel.

Volksgrenadier

Developer Comments: This change was driven from a popular idea that was expressed by the community. In an attempt to break up the Volksgrenadier blobbing we are removing the Panzershrek upgrade. This has been replaced by a package that improves their AI at short-mid range whilst still maintaining some anti-tank to deal with armor that rushes behind ATGs or other units. While the upgrade is not that powerful to start off with, they do gain considerable power as the Volks gain veterancy which has many offensive boosts.

Panzershrek Package removed.
Added StG 44 Package. Grants the squad two StG 44s that improve short-mid range combat for 60 munitions.
Panzerfaust ability added which is unlocked after a truck is built. (Panzerfaust works just like the Grenadier Panzerfaust)

MG34 HMG Team

Developer Comments: This change was driven from a popular idea that was expressed by the community. Community has voiced their opinion that they feel the OKW needs a suppression platform to deal with enemy blobs but also to have additional options other than always blobbing more Volksgrenadiers. To address this we have raised the MG 34s accuracy to improve its damage output against targets at range and reduced its cooldown to improve damage output at engaging multiple targets. MG-34s are now standard in the OKW arsenal.

Mid accuracy from 0.41 to 0.5
Far accuracy from 0.14 to 0.28
Cooldown from 2.5/3 to 1.75/2.5
Cost increased from 210MP to 230MP
Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q.

Fortification Doctrine

Developer Comments: Replaces the MG 34 in the Doctrine

Replaced MG34 call in for LeFH 18 Artillery

Luftwaffe Ground Forces Doctrine

Developer Comments: Replaces the MG 34 in the Doctrine

Replaced the MG34 call in for Reconnaissance Overflight

Goliath

Developer Comments: We felt the damage output from a Goliath against an emplacement was too small. It’s a high investment, high risk unit and we feel it should pay off if it manages to reach its target.

Added a target table 5x damage multiplier against British Emplacements

Raketenwerfer

Developer Comments: We felt the Raketenwerfer was a little too easy to flank with vehicles once revealed. We are increasing the firing arc slightly to help address this issue.

Weapon firing arc increased from 60 to 70

Sturmpioneers

Developer Comments: With the removal of the Panzershreck package from the Volksgrenadiers we are happy to see how the OKW is currently playing. We do however notice the OKW struggle against armor if they are not ahead in resources. We are giving the Panzershreck package to the Sturmpioneers to help deal with this issue.

Panzershreck upgrade package added

Bundled Grenade (Fallschirmjagers and Obersoldaten)

Developer Comments: We felt that Bundled Grenades have been under-performing and not meeting their original design intentions. To bump up their performance we have made the following changes.

AOE increased from 4 to 5
AOE distance adjusted from 3/2/1 to 3.75/2.5/1.25
Damage increased to 120

Sturmtiger

Developer Comments: We felt the 50% chance to abandon a vehicle when at 50% health was too random and frustrating so we are removing this critical

Removing a critical that abandons the Sturmtiger at 50% health when damaged.


BRITISH FORCES

Starting Resources

Developer Comments: The British early game can often be very difficult due to the high cost of their Infantry. We increased the starting manpower to match other factions and to somewhat compensate their early game for their high manpower cost per unit.

Starting manpower increased from 290 to 340

Universal Carrier

Developer Comments: We felt the Universal Carrier wasn't a viable option and felt we needed to make some adjustments. We gave it self-repair on stock so it no longer requires an engineer to be repaired, made it more durable through an upgrade purchase, and made significant improvements to the Vickers K.

Cost increased from 210MP to 260 MP
Vickers K range from 35 to 40
Cooldown from 1.5/2.0 to 1.25/1.5
Burst duration and rate of fire standardized to 1 at all ranges for Vickers K.
Health improved by 40 when upgraded with Vickers K or Flame Projector.
Has Self-Repair stock.

Counter Battery

Developer Comments: We felt the Counter Battery's cost vs reward was not well balanced and required tuning to bring it in line with other similar artillery options. We also want players to make decisive gameplay decisions where using this ability had virtually no risk associated with it.

Is now a timed ability. Lasts 45 seconds and recharge time is 90 seconds.
Costs 30 munitions

Land Mattress

Developer Comments: Based off its effectiveness, we felt this unit could be called in too early. To help bring it in line with other Doctrine artillery we have increased its required CP. The White Phosphorus rounds was precision striking weapon teams too easily due to their low scatter values.

Increase CP requirement from 5 to 8
AOE damage reduced from 0.2/0.4/1 to 0.1/0.25/1
White Phosphorus round angle scatter increased from 5 to 15
White Phosphorus round distance scatter max increased from 10 to 15
White Phosphorus round distance scatter obj hit min increased from 0 to 10
White Phosphorus round scatter offset reduced from 0.8 to 0.1
White Phosphorus round min tilt angle reduced from 25 to 15
Sexton

Developer Comments: We feel the Sexton is one of the UKF's most underperforming units. Therefore, to improve the Sexton's performance we have increased the unit's AOE damage, increased the number of shells it fires, and made it fire a little faster.

AOE distance damage changed from 1/0.15/0.05 to 1/0.25/0.1
Wind Down from 4.67 to 3.125
Number of shells for barrage increased from 5 to 8

Firefly

Developer Comments: We felt the reload on the main gun was hurting the unit's performance and the Tulip Rocket ability's role was redundant with the tank's main gun. To compensate for this we have reduced the reload time on the main gun and changed the role of the Tulip Rocket to be a temporary snare.

Reload from 10 seconds to 8.
Tulip Rockets now deal 120 damage from 240.
Tulips now cause a blind critical on penetration and stuns the tank for 2.5 seconds. (Vehicle LOS reduced to 0 for 8 seconds)
Tulip Rocket ability cost from 100 to 80.
Tulip Recharge time from 120 to 80.
Infantry Section (Both variants)

Developer Comments: Due to the extremely short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target. Infantry Sections also accrued Veterancy faster than any other core infantry unit so we have slightly increased the Veterancy requirements for these units.

Artillery flare range increased from 20 to 30
Veterancy requirements from 480/960/1920 to 560/1120/2240.

Tank Hunter Infantry Section

Developer Comments: The damage from the HEAT Grenade was under performing and we wanted to bring it in line with all other infantry anti-tank abilities.

Heat Grenade damage from 50 to 100.

Sniper

Developer Comments: Due to the short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target.

• Artillery flare range increased from 30 to 35.

Bofor QF 40mm “Suppressive Barrage” ability

Developer Comments: The Suppressive Barrage was meant to be used to pre-emptively lock out a choke point for a short period of time through suppression. We found it was wiping weapon teams much too easily due to its small scatter and high AOE. With the reduction in AOE and higher scatter, players can expect this ability to wipe squads less but do suppression over a large area. White Phosphorus round distance scatter max increased from 10 to 15

Suppressive Barrage weapon AOE reduced from 5 to 3
Suppressive Barrage weapon Scatter angle increased from 5 to 15
Suppressive Barrage weapon suppression reduced from 0.3 to 0.2

Cromwell

Developer Comments: The Size of the Cromwell was smaller than other Medium Tanks. We are slightly increasing its size value to match other Medium Tanks.

Target size increased from 18 to 22

Churchill MK. VII Infantry Support Tank

Developer Comments: We felt the Churchill costs too much for its current performance so we are reducing its cost.

Cost reduced from 540 Manpower and 180 Fuel to 490 Manpower and 160 Fuel.




BUG FIXES

Fixed a bug where the Vet 1 weapon reload modifier on the Royal Engineers was applying to all weapons. It now only applies to the Stens.
Don’t step on the Grass Intel Bulletin now properly reduces the cost of Teller Mines.
Fixed a bug that made LMG 34 that was picked up have different stats than the LMG 34 that was dropped.
Fixed a data issue where some artillery veterancy was not applying properly to the right weapons
Fixed a bug where the USF and British M3 HT was missing vet 2 and vet 3 bonuses

pope82

  • Sergeant Major of the Corps
  • ***
  • Beiträge: 997
    • Profil anzeigen
    • DaPope - Company of Heroes 2 Live
    • E-Mail
Re: Changelogs
« Antwort #108 am: 16. Juni 2016 - 23:01:31 »
einges interessantes dabei, hat potenzial. wie sich das aufs meta auswirkt muss man abwarten. die changes an der bofor gehen mir allerdings nicht weit genug, auch wenn zumindest mal die suppressive barrage etwas generft wurde.

dotaluX

  • Master Sergeant
  • **
  • Beiträge: 519
  • easy
    • Profil anzeigen
Re: Changelogs
« Antwort #109 am: 23. Juni 2016 - 20:17:51 »
June 23 Hotfix

Bug Fix

Fixed a bug that made Volksgrenadier's Panzerfaust ability disappear when they hit VET 4
Fixed a bug where VET 4 and VET 5 didn’t exist on the LEFH 18
Fixed a bug that caused unintended behaviour to units when hit by Stun grenades
Fixed a bug where the modifiers from the combined arms ability was overwriting other modifiers
Fixed a bug where the auto-fire range on the USF 81mm mortar was more than the barrage.
Fixed a bug where some veterancy bonuses on the USF 81mm mortar wasn’t applying to the barrage and smoke barrage abilities.
Fixed a bug where Sturmpioneers could get all upgrades when multiple upgrades were queued.
Fixed a bug where the USF AT Gun Vet 1 ability had a initial delay before the ability would be active; Initial delay removed.
Fixed a bug where some grenades that didn't get the 33% range reduction when the squad is suppressed.
Fixed a bug where some vehicles were still stunning the JagdTiger. Removed all deflection stun criticals from all weapons.
Removed the random abandon critical from SturmTiger that could happen during reload.
Fixed a few help text issues
Fixed a bug where Volksgrenadiers could pick up a weapon and then upgrade to get 2 more STG44s

dotaluX

  • Master Sergeant
  • **
  • Beiträge: 519
  • easy
    • Profil anzeigen
Re: Changelogs
« Antwort #110 am: 01. Juli 2016 - 13:58:57 »
June 29th Hotfix

Bug Fixes

Combined Arms will no longer stack when de-crewing and re-crewing vehicles
OKW's MG34 now using correct icon
Various hotkey fixes where the same hotkey was being used for various commands on the same unit
Soviet B4 now reflects correct popcap
Reported bugs with the USF 81mm Mortar are currently being investigated and will be fixed when possible.

Offensive75

  • Lance Corporal
  • *
  • Beiträge: 54
    • Profil anzeigen
    • E-Mail
Re: Changelogs
« Antwort #111 am: 05. Juli 2016 - 14:32:05 »
July 4th Hotfix

Bug Fix
•Fixed a bug causing the combined Arms bonus to stack with each nearby unit

Offensive75

  • Lance Corporal
  • *
  • Beiträge: 54
    • Profil anzeigen
    • E-Mail
Re: Changelogs
« Antwort #112 am: 28. Juli 2016 - 21:01:42 »

#125
1 hour ago
 Kyle_RE
Kyle_RE
Posts: 232 admin
edited 6:13PM
July 28th Hotfix

UI

Revamped promotional UI added to main lobby
Bug Fixes

Fixed a bug where the USF Mortar could track, fire at, and reveal enemies through the FOW

Fixed a bug which caused the USF Motar to have stronger performance than intended

Fixed a bug which caused the USF Mortar to receive twice the reduction in scatter at Vet 1 & 2 than intended
Fixed a bug with the Soviet 82mm & 120mm Mortar's default weapon causing it to not receive its range bonus at Vet 3
Fixed a bug with the Wehrmacht Mortar causing the default weapon to not receive its range bonus at Vet 3

dotaluX

  • Master Sergeant
  • **
  • Beiträge: 519
  • easy
    • Profil anzeigen
Re: Changelogs
« Antwort #113 am: 18. Oktober 2016 - 13:57:34 »
October 4th Update

New User Experience

Replaced the two commanders given to new players for registering by 30,000 Supply Points to spend as they see fit in the in-game store (this change only affects new players going onward)

Multiplayer standalone now compatible with mods; modding hub unlocked in this standalone version of the game as well

Humble Bundle

5 new skins (1 for each faction) added to the game for the COH 10th Anniversary Humble Bundle.

dotaluX

  • Master Sergeant
  • **
  • Beiträge: 519
  • easy
    • Profil anzeigen
Re: Changelogs
« Antwort #114 am: 26. Oktober 2016 - 11:38:47 »
Oct. 25th Update

A huge thanks goes out to Miragefla, Mr. Smith, and Cruzz for their help identifying and testing bugs for this patch.


New Content

5 (one for each faction) new FREE Halloween themed skins added to the game

6 new Community-made maps added to the Community Map Rotation


Halloween Event

Log-in between Oct. 25th 2:00 PM PDT - Nov. 8th 10:00 AM PDT to receive 5 Halloween themed vehicle skins for FREE!

Play with any of the Halloween skins during the Halloween Weekend to earn 2x Loot Points!


Bug Fixes

Fixed a bug where it was possible for a player to discover if a building was garrisoned through the fog of war by issuing a garrison building command.

Fixed a bug where it was possible to determine which direction a garrisoned MG was facing through the fog of war.

Fixed a bug where certain team weapons wouldn't follow queued commands to capture neutral territory.
Fixed a bug where Weapon Racks did not announce upon start/completion of research
Fixed a bug where the British counter-barrage would target the Brummbar
Fixed a bug where Paratrooper & Ranger grenades would cancel after 3 seconds.
Fixed a bug where Sapper barbed wire was not crushable by light vehicles
Fixed a bug where Pershing and Comet auto throw grenades were capable of causing the crew_shocked critical
Fixed a bug where the Brummbar and Panther were using incorrect speech lines
Fixed a bug where stun grenades would cause unintended behaviour on retreats as well when exiting buildings
Fixed an issue where the MG-34 Generic weapon was more powerful then lmg_moving and lmg_moving_no_prone
Fixed a bug where grenades were not receiving their proper range reduction
Fixed a bug that would occasionally cause vehicles such as the Puma and 222 to do unintentional 360 or 180 degree turns
Fixed a bug where units such as the Fallschirmjägers, Pathfinders, etc. would remain camouflaged on retreat
Fixed a bug that occasionally caused Penals to instantly become unsuppressed
Fixed a bug where the British Sniper would fail to engage garrisoned units

Quality of Life Changes

Removed the auto-rotate from the Wehrmacht 250 Half-track

The British Universal Carrier Vickers weapon now follows attack commands

The Soviet 45mm ATG 1.25 received accuracy modifier for the squad has been removed to match all other anti-tank gun squads.

GeneralSteiner

  • First Sergeant
  • ***
  • Beiträge: 640
    • Profil anzeigen
    • E-Mail
Re: Changelogs
« Antwort #115 am: 26. November 2016 - 15:39:32 »

dotaluX

  • Master Sergeant
  • **
  • Beiträge: 519
  • easy
    • Profil anzeigen
Re: Changelogs
« Antwort #116 am: 23. Januar 2017 - 21:22:16 »
winter balance patch

MERGED NOTES (V1.0 to v1.6)


GENERAL


Squad formations and Clumping

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

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


Reinforcement Half Tracks/Transports

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

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


Additional info about Shared Veterancy
The following unit types will contributed shared veterancy to nearby officers/halftracks at the following rates:

5% mortars/indirect fire
10% HMGs
50% infantry
0% anything else


Snipers

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

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


Stealth Changes


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

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

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


Offmap Abilities in Base-Sectors

Fixed an issue where several Off-map abilities (mostly belonging to Soviets, OST, OKW) could still be targeted in the base sector

The change also affects Pathfinder artillery and Major artillery


Ghost Wire/Sand Bags

“Ghost Wire/Sandbags” is the name for a common exploit in competitive play which allows partially completed fortifications to block movement. While unfinished fortifications could be destroyed by small arms, they took several seconds of focus fire to destroy what could be placed instantly. To compound the issue, several infantry-borne weapons would take significantly longer to tear down unfinished obstructions.If players want to impede enemy movements with barbed wire and sandbags, they now have to fully complete constructing them.
Unfinished wire/sandbags/tank traps (aka ghostbags) will self-destruct automatically if there is no longer an infantry squad (owned by the same player) within 10 meters of the unfinished fortifications for 5 seconds.

Retreat Point De-Congestion

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

Squads will halt their retreat within 10 yards from the OKW headquarters


We have noticed a similar situation arising in the forward OKW MedHQ. Healing performance is further degraded by the fact that activating the forward retreat point ability spawns antennas that inhibit movement. To address this:

Squads will halt their retreat within 10 yards from an OKW MedHQ base acting as retreat point
Forward retreat antennas can now be traversed by units


Finally, we have noticed similar patterns emerge with the forward retreat mechanic of the British faction. Like the OKW faction, the entities that act as forward retreat points are large immobile objects. Unlike OKW, there was only one single spot acting as a forward retreat point, creating unnecessary hotspots. To address this:

Squads will half their retreat within 10 yards from a Forward Assembly or a Vanguard Glider acting as retreat points


Veterancy Rates from Infantry-Based Anti-Tank

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


Reduced the rate at which infantry-held anti-tank weapons would award veterancy:
Panzerschrecks/Bazookas/PIATs/PTRS/BOYS AT Rifles now award 3 times less experience when damaging a target.
This change does not affect the British Sniper


Mortars (GENERAL)

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

Vet 3 no longer grants range increase to auto attacks.



SOVIETS


Penals (INFANTRY SCALING)

The combination of the raw amount of bonuses Penal Battalion squads receive, in combination with the power of their flamer upgrade make the squad capable in winning all engagements, in all situations with very limited avanues for counterplay. To address this, we are removing some of the raw power of Penal battalions, while giving the squad some tactical versatility, which it previously lacked.

Popcap cost increased from 7 to 8
Penal Veterancy 3 received accuracy weakened from 0.77 to 0.85
Veterancy requirements increased from 540/1080/2160 to 640/1280/2560
Veterancy 3 reduces cost of satchel charges to 35 munitions.
No longer gains access to the oorah abillity.


Flamer Upgrade
We are modifying the nature of the Penal flamer upgrade to make it more of a balanced side-grade that makes improves Penals’ short-range performance while hurting their long-range performance. This is in start contrast to the current Flamer upgrade which, simply, makes them stronger with no downsides. To Ensure that the flamer does not arrive too early, when there are very few counters for close-ranged squads, we are locking the flamer behind an upgrade.

Locked Flamer behind molotov upgrade
Flamer upgrade gives access to Flamer + 3 PPSh sub-machineguns
PPSh has equal priority to SVT rifles, thus will not carry over to surviving members (i.e., PPSh will not behave like a slot weapon)
Flamer upgrade cost increased to 70


Satchel charges
Penal satchel charges can now also behave as vehicle snares:

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


Guards

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

Manpower cost increased from 330 to 360


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


Guards can now re-buy lost items and equipment

30 MU per PTRS
40 MU per DP-28


RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks)

AOE far damage reduced from 0.5 to 0.25 (Same as MK2)
Ready aim time increased from 0.125 to 0.625 (to match MK2 overall delay)
Munitions cost reduced from 45 to 35


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


M17 Quad

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

Moving Burst reduced from 1 to 0.5
Moving accuracy reduced from 0.4 to 0.25
Near rate of fire reduced from 1.24 to 1.15
Accuracy reduced from 0.5/0.3125/0.125 to 0.34/0.28/0.1
Near Cool-down modifier increased from 0.5 to 0.75
Cannot suppress units while moving.
Increased the chance for the Quad to take down an airplane (from 30 in 10000 to 10 in 100)
Munition cost from 120 to 100


T-70

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

Manpower cost increased from 200 to 260
Reload speed increased from 1.8 - 2.2 to 2.1 - 2.5
AoE damage reduced from 1/0.35/0.05 to 0.8/0.35/0.15
Scatter Max increased from 1.7 to 2.5
Health increased from 320 to 400
Crew repair removed
Projectile now ignores terrain elevation


Coaxial MG changes:

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


Scaling
To allow a T-70 to have an impact from the moment it is summoned to the moment the game ends, we are allowing the T-70 to regain some of its original performance as the vehicle accumulated veterancy:

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


Bug Fixes & QoL Changes

Fixed an issue where Soviet AT guns crews would open fire and break stealth (thus ruin ambushes)
Fixed an issue where the M1 57mm gun would not benefit from Soviet AT ambush tactics.
Fixed an issue where the original crew of the M42 would sometimes drop prone on the ground, thus inhibiting movement
Anti-infantry partisans no longer display the PPSh icon, to help the player identify any picked-up weapons.



WEHRMACHT


Medkits

To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad. We are also giving some QoL improvements to the ability.

Medkits duration increased from 10 to 20
Squads can now use the medkit ability on themselves
It is now possible to interrupt the casting of OST Medkits
Fixed a bug where OST medic supplies would heal in-combat squads


Pioneers

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

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


Assault Grenadiers

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

Reinforce cost lowered from 28 to 26
Grenade Assault munitions cost lowered from 45 to 30.
Grenade Assault aim-time and ready-aim time reduced by half to allow faster throwing.
Squad leader armour reduced from 1.5 to 1.
Medical kits removed.
Veterancy 1 now Grants -10% received accuracy and reduces recharge on sprint by 25%.
Fixed an issue where interrupting the Assault Grenadier grenade ability early enough would immediately reset the cooldown


Panzer Grenadiers

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

Vet 1 now grants 0.84 received accuracy bonus
Vet 2 received accuracy bonus reduced from 0.71 to 0.84 (~0.71 total)
G43 Package (Also affects Stormtroopers but not Grenadiers)
Far aim time multiplayer reduced from 3.5 to 3. (Boosts long range DPS)
Now increases sight range by 20%
Fixed an issue with the G43 package interrogation ability that would not reveal all enemy units in a sufficiently-large map.
Elite Doctrine Stormtroopers can upgrade G43’s in enemy territory


222 Scout Car

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

Manpower cost increased from from 210 to 250
Fuel cost increased from 15 to 30
Veterancy requirements increased from 480/960/1920 to 720/1440/2880
Acceleration increased from 2.4 to 3
Spotting Scopes Sight bonus reduced from 2 to 1.4
Vet 1 improves received accuracy to 0.889
Vet 3 awards 20 extra HP


20mm Autocannon

Accuracy changes from 0.06/0.04/0.02 to 0.44/0.385/0.275
Autocannon Rate of fire multiplier from 1.4/1.2/1 to 1
Autocannon penetration increased from 35 to 40
Mid range distance from 15 to 20
Autocannon AOE Near damage reduced from 1 to 0.6


Coaxial MG42
MG42 now properly tracks infantry
Accuracy reduced from 0.6/0.425/0.25 to 0.4/0.35/0.25
Accuracy increases with veterancy: +10%/+15%/+15%
Range distance near from 10 to 0
0.75 Accuracy modifier versus Snipers (down from 1.5).


Stug E (LIGHT VEHICLES)

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

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

Reload from 4.8 to 6
AOE damage reduced from 1/0.15/0.05 to 0.75/0.35/0.15
Vertical scatter increased from 2.5 to 3
Damage vs garrisons increased from 0.25 to 0.5
Radius from 3 to 4
AoE distance from 1/1.5/2.25 to 1.5/2.5/3
Scatter Max increased from 2.15 to 2.5
Scatter Angle increased from 5 to 5.5
Distance scatter ratio from 1 to 0.075
Damage vs garrisons increased from 0.25 to 0.5
Fires a slow-moving projectile in a 20-degree arc
Scatter offset turned to 0.
Projectile no longer collides with terrain, can still collide with objects
Manpower cost increased from 200 to 260
Health reduced from 540 to 480 (Now Destroyed in 3 ATG shots)
Recharge time between successive Stug-E call-ins increased from 30 seconds to 60 seconds


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


Puma

The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun tanks made it over perform for its cost and mobility.
Target Weak Point

Target Weak Point now only disables turret rotation
Damage reduced from 120 to 60
Always penetrates


Bug Fixes

Stormtrooper detection ability reverted to Vehicle Detection to fit the unit’s role
Fixed an issue where the 250 halftrack could not upgrade spotting scopes, if spotting scopes were available from the doctrine.



USF


M1919 Light Machine Guns

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

Can no longer be double equipped via weapon racks.


Riflemen

To improve Wehrmacht's late game infantry scaling, USF Riflemen have received a slight reduction in their vet 3 bonus to their received accuracy.

Vet3 Received accuracy was changed from -20% to -15%


81mm Mortar

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

We are also reducing the distance of the near AoE, thus reducing the number of one-hit-kills the unit is likely to produce. With this change we also aim to keep the other indirect fire options of USF relatively competitive to the mortar. To compensate, we have given the mortar the same price as the other mortars, and have increase its mobility (through setup time/pack-up time). Thus, the USF mortar will have mobility to compensate for its poor range and weaker punch.

Cost reduced from 260MP to 240MP
AoE near distance reduced from 1 to 0.75 (both attack and barrage)
Range reduced from 80 to 65
Pack-up time improved from 1.9 to 1.1
Set-up duration decreased from 1 to 0.5
Vet 0 now provides access to the Smoke Barrage ability
Vet 1 reduced scatter bonus replaced by increase to Smoke Barrage range (80)
Fixed an issue where the USF mortar would become unresponsive when ordered to fire its smoke rounds


Vehicle Crews

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

Veterancy requirements increased from 200/400/800 to 650/1300/2800


Critical Repair
Munitions cost increased from 10 to 25
Delay increased from 0 seconds to 4 seconds.


M20

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

Hold Fire added


Stuart

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

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

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

Manpower cost increased from 240 to 270
Main gun damage vs infantry set to -25%
Main gun penetration increased from 65/50/45 to 75/60/55
MG Accuracy from 0.6/0.45/0.25 to 0.4/0.3/0.16667 (Hull & Coaxial)
MG Incremental accuracy from 1.04 to 1 (Hull & Coaxial).
Stun rounds only disables weapons and sight. Does not affect movement.
Veterancy requirements reduced from 1170/2340/4680 to 870/1740/3480


M15 AA Half Track

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

Manpower cost reduced from 350 to 310
Main gun damage vs infantry set to -50%
Attack ground added
Handbrake added
Vet requirements reduced from 1290/2580/5160 to 1000/2000/4000
Maximum health increased by 40HP at Veterancy 3.
50 cal MG accuracy increased by 10%/15%/15% at vet levels 1-through-3 respectively
Veterancy 3 bonuses (accuracy/penetration) now apply to the main gun


Bug Fixes & QoL Changes

Fixed an issue where Paratrooper models had 1.5 popcap, as opposed to the intended 1 popcap per model.
Fixed an issue where Paratroopers would receive an involuntary move command when reinforcing near a beacon.
Fixed an issue where re-crewed M8 Scotts would lose access to their auto-attack when de-crewed when “Hold Fire” was active
Fixed an issue where the Sherman Bulldozer “Hold Fire” ability was not applying correctly to the gun.
Fixed an issue where the default crew of the USF anti-tank gun were easier to hit than other default crews (target size removed from 1.25 to 1)
Paratroopers can now rebuy dropped 30-cal LMGs



OKW


Sturmpioneer

We felt that the risk vs reward for the Mechanised HQ as a tech choice was too high due it not offering any type of healing. To compensate, Sturmpioneers have Medical Supplies available from the start.

Medical Supplies available at Vet 0
Medical Supplies munitions Cost reduced from 40 to 30
50% of the vet 3 construction bonus moved to vet 1
Fixed a bug where it was possible to make OKW Medical supplies have infinite duration


Panzerfausts

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

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


Raketenwerfer

Due to the changes made to Stealth, the Raketenwerfer has become overly vulnerable to infantry flanks. We feel that this leaves the performance of the Raketenwerfer somewhat lacking against vehicles. To address these issues, we are improving the reliability of the Raketenwerfer vs vehicles.

Reduced the ready-aim-time of the raketenwerfer from 0.25-0.375 seconds to 0.125 seconds
Increased the fire-aim-time of the raketenwerfer from 0.125-0.25 seconds to 0.25-0.375 seconds
Fixed an issue where Raketenwerfer guns crews would sometime open fire and break stealth (thus ruin ambushes)
The Raketenwerfer can now pick up medical supply drops from Sturmpioneers


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

Infrared Half-track

Handbrake added to prevent accidental movement.


251 Flak Half Track

We’ve found that the 251 Half-Track was under-performing in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown. Given the early arrival potential arrival of the flakHT, we are increasing its build-time to prevent it from being rushed to cut an opponent off their resources, before it can be countered.

Garrison Damage Multiplier increased from 0.25 to 0.35
Garrison Accuracy Multiplier increased from 0.4 to 0.5
Defensive Smoke no longer requires vet 1
Defensive Smoke munitions cost increased from 0 to 25
Vet 1 now reduces cost of Defensive Smoke from 25 to 10
Penetration increased from 20 to 30


Bugfixes/QoL changes
Minimum Range Removed
Given handbrake ability to prevent accidental movement
The FlakHT now displays the max range of the weapon when selected
Increased building time of FlakHT from 40 seconds to 60 seconds
Fixed an issue where the OKW FlakHT could setup on the move
Fixed an issue where the setup timer would reset (prolong) when given new attack commands


Panzer 2 Luchs

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

Manpower cost reduced from 315 to 265
Fuel cost reduced from 65 to 60
AoE damage reduced from 1/1/1 to 0.6/0.5/0.1
AoE distance reduced from 1/1/1 to 0.25/0.9/1
Fixed an issue where a large portion of the shots would miss into the air
Accuracy reduced from 0.775/0.66/0.56 to 0.65/0.5/0.4
Vet2 accuracy reduced from 0.875/0.76/0.66 to 0.78/0.6/0.48
Moving accuracy increased from 0.25 to 0.3
Luchs MG incremental accuracy from 1.04 to 1.


2cm vs Garrisons
Garrison Damage Multiplier from 0.25 to 0.3
Garrison Accuracy Multiplier from 0.4 to 0.5
Luchs is given access to the Prioritize Vehicles ability.
Fixed an issue where Luchs Hold Fire would not prevent the MG from opening fire.



BRITISH


PIAT’s

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

Gave PIAT homing projectile, if there is no obstruction between the PIAT and the target
PIATs have the same accuracy as bazookas for ranges between 0 and 30
Adjusted scatter offset, so that misses are centered around an immobile target
Range reduced from 45 to 30
Damage reduced from 120/80 (penetrating hit/deflected hit) to 100/25
Munitions cost increased from 40 to 50
Fire-aim time reduced from 2.4 to 0.625 (reduces delay to fire)
Increased reload time to match that of the Bazooka
Reduced scatter, so that PIATs in indirect-fire mode are unreliable (especially when the user is suppressed)
Post_firing_aim_time increased from 0 to 1.25
Cooldown time decreased from 1.25 to 0
Reload time increased from 4.5 to 5.75


Royal Engineers

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

Sapper Vet3 reinforcement cost increased from 13MP to 20MP.
Can now only equip 1 Bren gun per squad
Fixed an issue where Recovery Sappers would still apply their Vet1 Cover Bonuses to picked up weapons. Now, the ability correctly only applies to Sapper Sten guns only.


Universal Carrier

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

Command vehicle ability removed from UC.


AEC

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

Armour increased from 40 to 55
Angle scatter reduced from 7.5 to 6
Max scatter increased from 1.7 to 6.5
Main gun AoE reduced from 1/0.25/0.1 to 1/0.15/0.05 (to match Puma)
Machine gun accuracy reduced from 0.7/0.6/0.46 to 0.48/0.47/0.46
MG incremental accuracy inreased from 1.04 to 1.12 (to match Puma)
Medium crush replaced with light crush


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


Bug Fixes
Fixed an issue with certain squads breaking formation and leaving cover involuntarily (Sappers, Commandos, Officer).
Fixed an issue where the UKF “Command Vehicle” ability would become permanently unavailable when the previous vehicle would become abandoned.
Fixed an issue with UKF infantry gaining access to the wrong version of their intended Bren gun, when picking up a Bren gun from the ground.
Fixed an issue with Anvil “Early Warning” not giving sight over captured territory. Note that the scope of the ability has been restricted: the only territory points that the player gains access to are those that the player captured themselves (i.e., not allied-captured territory), just like the similar OKW Overwatch commander ability
Fixed an issue where the second mortar belonging to the mortar pit would deal reduced damage while barraging.
Fixed an issue where the damage Sexton Creeping Barrage had not been increased to match the AoE damage of the normal barrage ability.
Fixed an issue where UKF HEAT anti-tank grenades would, sometimes, fail to apply their snare.


Quality of life Changes
AVRE given a “Hold Fire” command to make the bombard ability more responsive.
Due to interference with UKF teching, it will be no longer possible to call Gliders or Air Resupply operation in the base sector
Fixed an issue where Commando Ambush bonuses would apply inconsistently (sometimes none at all, other times permanently). The reworked Ambush requires commandos to be out-of-combat for 25 seconds, for 5 seconds of sprint & +50% accuracy on their Sten guns.
Fixed an issue where the UI would misinform the players about the nature of bonuses involved



GENERAL BUG FIXES/QoL


Bug Fixes

Fixed an issue with players being able to double-buy certain upgrades using macro-based cheats.
Fixed an issue where static Howitzers (e.g., B4, ML-20, LeFH) would sometimes become temporarily unresponsive when given consecutive direction-facing commands.
Fixed an issue where Snipers would avoid engaging infantry units when the Sniper was cloaked without “hold fire” on.
Fixed an issue where USF/UKF medic squads would, sometimes, stop healing nearby wounded troops.
Fixed an issue where the suppression -33% distance modifier was not affecting the following squads:
Airlanding officer (Light Gammon Bomb)
Stormtrooper (Stun grenade)
Obersoldaten (Bundle grenade)
Tank Hunter Infantry Sections (Heavy Gammon Bomb)

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


Quality of Life Changes
We have made improvements to all Squad formations in the game
Prioritize Vehicle now only affects the main gun of the affected tank, but not the MGs. Thus, vehicles with the Prioritize Vehicles ability active will continue to engage infantry with their MGs.
Base medics (OKW/Soviet/OST) will no longer chase after retreating units.
Troop transports are given the “Handbrake” ability. This ability disables the unit from moving or rotating to make the following tasks easier: (i) loading/unloading troops (ii) setting up as a forward reinforcement point.
Infantry units can target their snares at de-crewed/abandoned vehicles.
USF/UKF Medics are given an auto-heal toggle. This way, the player can control whether they wish these medics to go after wounded units or not (e.g., to avoid putting the medics in danger)
USF/UKF Medics will not chase after moving squads, to avoid unwanted long chases.


UI FIXES

Vehicle minimap icon sizes have been scaled according to the vehicle type to help players better identify their forces on the battlefield.
Updated abandoned M1 81mm Portrait
Updated M1 81mm squad portraits for their respective factions.
Updated 120mm Mortar Shield Symbol to a different variant
Updated KV-8 call-in icon to match other call-in icons.
Updated M1 81mm Smoke Radius UI. UI will now get smaller at shorter distances.
Updated artillery officer call-in icon to match other call-in icons.
DShka shield icon updated to the correct version for non-EFA armies.
Panzerfusilier G43 extra text should now state: G43s improve mid-short range effectiveness, moving accuracy and sight range.
Ranger Squad Extra Text now state: Effective versus infantry at medium range. Can be upgraded with Thompson SMGs.
Fixed an issue where OST Pioneers would announce “anti-personnel” mines being built, when in fact building a Teller mine
Fixed an issue where Obersoldaten would not use their specific voice lines with the infrared-StGs
Fixed an issue where the MG34 did not use the correct lines for the Incendiary Armour Piercing rounds ability
Fixed description issues with the 222 when upgraded with the autocannon.
M5 UI text modified for better clarification.
Planting the Soviet demo charge will show a radius of explosion, like other similar abilities while planting it (similar to USF/UKF abilities)

dotaluX

  • Master Sergeant
  • **
  • Beiträge: 519
  • easy
    • Profil anzeigen
Re: Changelogs
« Antwort #117 am: 26. April 2017 - 11:25:50 »
APRIL 25th UPDATE

NEW CONTENT
Dawn of War III Pre-Order Skins

Five new, Warhammer 40k themed skin sets added to the game (one for each faction). These skin sets are exclusive to those who have pre-ordered Dawn of War III and will not be available in the in-game store or by any other means.


BALANCE CHANGES

A big thank you goes out to the community balance team for once again supplying the curated balance changes described below. Of course, these changes wouldn't be possible without the feedback and dedication of the community so once again, we thank you for your continued support and commitment to this game.

SOVIETS

Maxims

We feel that the dominant Soviet “Maxim-spam” strategy is over performing with the benefits of this strategy heavily outweighing the risks.

To address this issue we will be increasing the arc of the Maxim MG while severely reducing its suppression performance to compensate. We have also removed sprint (which allows MGs to “get away”) and we are increasing the setup time to other MG levels. We are also increasing the reinforcement cost of the original crew to match the reinforcement cost of Conscripts.

To make up for a low base-value suppression (to avoid early-game spam) we've also give the Maxim, we are giving the unit strong multipliers vs light-cover and suppressed squads to allow the Maxim to scale well into the late-game.

The new Vet 1 ability (Sustained Fire) will help the Maxim perform more reliably vs blobs. An improved burst time will allow the Maxim to deal increased suppression vs persistent targets. Reduced cooldown allows the Maxim to switch targets more easily. Finally, the forced reload at the start of the ability can be used to guarantee that the Maxim will not chew through its ammunition belt during a crucial fight.

Overall, the changes are the following:

Arc of fire increased from 60 degrees to 90 degrees (other MGs have 90-120 degrees)
Setup time from 2 to 3 (other MGs have 3)
Burst duration from 2.25 to 4.5
Damage reduced from 4 to 3 (the DPS of the Maxim remains the same)
Tracking speed from 35 to 28
Reinforcement cost from 15 to 20
Sprint removed from Vet1
Sustained fire ability added at Vet1

Suppression changes:

Suppression reduced from 0.00015909 to 0.00006
Suppression versus light cover from 0.5 to 0.75
Suppression versus heavy cover from 0.1 to 0.2
Suppression vs suppressed targets increased from 0.5 to 0.65
Nearby suppression modifier from 0.8 to 1.25
Nearby suppression radius increased from 10 to 13

Mobility/Survivability changes:

Maxim squad formation changed
Rotation changed from 120 to 225
Acceleration/Deceleration increased to infinite
Removed cover-traversal penalties from the Maxim

Sustained fire:

Increases burst length duration by x2
Reduces reload time by 0.5 (multiplicative)
Reduces cooldown time by 0.5 (multiplicative)
Forces a reload at the beginning of the ability
Cancels (with no refund) if the Maxim moves
30 second duration
50 seconds cooldown
Costs 20 munitions

Penal Battalions - Satchel Ability

To prevent unintended behavior, as well as to assist with targeting the ability, we are splitting the functionality of the Penal Satchel ability into two separate abilities. Note that both abilities launch precisely the same projectile with respect to damage and critical effects. The two abilities only behave differently with respect to targeting.

(Manual version)

This ability targets a location on the ground.
If the satchel collides with a vehicle, the satchel will stick to the vehicle

(Targeted version)

This ability can only be targeted on enemy vehicles
If the vehicle remains within range while the ability is casting, the satchel will home-in on the enemy vehicle

M4C Shermans

To prevent players from over-relying on sherman call-ins and skipping teching, we are increasing the dispatch time between successive Shermans. Moreover, longer recharge time between shermans will prevent players from spamming Shemans, when the Command Point requirements becomes met.

Note that, at the same time, we are not affecting the cost-efficiency of the Shermans. Thus, the doctrine will still reward the players with a highly-efficient USF-made tank. At the same time, the longer recharge time will force the Soviet player to want to field Shermans side-by-side with Soviet-made tanks. We believe this will also add a touch of authenticity to the doctrine.

To encourage strategic diversity, we are reducing the cooldown of the Sherman dispatch ability once T4 has been reached in order to help ensure the doctrine can continue to be useful in multiple strategies.

Increased recharge time between shermans to from 36 seconds to 2:30 minutes
Building T4 decreases recharge time from 2:30 minutes to 1:15 seconds

USF

M10

We find that the M10, which is a highly cost-efficient tank hunter is overperforming with respect to how it deals with infantry due to its potency to crush squads. Therefore, we are taking steps to remedy this, without, however, affecting M10’s mobility.

Chassis rotation rate reduced from 38 to 32
Turret rotation rate increased from 30 to 36 to compensate

OKW

Panzerfausts (Volksgrenadiers only)

We found that the early arrival of OKW panzerfaust combined with the complete lack of scaling potential for light vehicles made it prohibitive for players to integrate light vehicle strategies in their games. Moreover, we find that the cost-efficiency improvements on the Panzerfaust were too dramatic.

Cost increased from 25MU to 30MU
Requires a truck to be be set-up (as opposed to be called-in) to be available

Command Panther

We feel the Mark Target ability is overperforming relative to its cost. This is primarily due to the +50% damage bonus that the ability bestows on the target. Our changes to the Mark Target ability aim to make it less efficient at “bursting-down” enemy vehicles, while still allowing the ability to perform better in a sustained-fire role. This allows the ability to remain relevant, while offering options for counter-play to the targeted player.

To prevent the vehicle from being too dominant in teamgames, we are making Command Panther mutually exclusive with the King Tiger. Moreover, we are changing the way the Command Panther’s aura affects teammates. We are also increasing the Command Point requirements of the Command Panther to bring its arrival closer in line with its value.

Increase Command Point requirements from 10 to 11
Main gun AoE damage decreased from 1/0.35/0.05 to 1/0.15/0.05
Mark target bonuses changed from 50% damage to 25% damage/15% accuracy
Mark target now also tracks the target in the fog of war for the duration of the ability
Command Panther is now mutually-exclusive with the King Tiger (similar to JT/KT restrictions)

Aura

+range, +sight, +speed bonuses removed from infantry-affecting bonus of the aura (Vet5 aura still awards +accuracy/+reload to infantry)
+sight/+range parts of vehicle-affecting aura no longer affect teammates
Vet 5 infantry-affecting aura no longer affects teammates

UKF

Tank Commander Upgrade

We find that the ability is over performing relative to its cost.

Removed veterancy gain bonuses from the upgrade
Removed stealth detection bonuses from the upgrade
(The upgrade now only awards accuracy/sight bonuses, which is more than OK for the price)

Emergency War Speed

We find that the ability is over performing relative to its cost. We are also removing the ability of players to “tune up” the tanks of their teammates with the ability.

Speed modifier reduced from +35% to +15%
Acceleration modifier reduced from +60% to +30%
It is no longer possible to “tune-up” allied tanks with Emergency War Speed

AEC Treadshot

To make the ability fire more reliably (i.e., without bugs), we are changing the nature of the ability such that the AEC has to be stationary to fire it. At the same time, we are increasing the responsiveness of the ability to give UKF players that build and preserve their AECs with a reliable snare ability.

Unit has to be stationary to fire Treadshot
Ready aim time reduced from 2 seconds to 1.5 seconds (improves responsiveness)
Reload time between shots reduced from 2.5 seconds to 2 seconds
(the ability will only be refunded if no shots were fired before moving)

Cromwell

We have found find that the Cromwell's ability crush models is far too potent. To help reduce this potency we are reducing the unit's rotation rate. However, to allow the Cromwell to retain the feel a higher-than-average mobility, we are compensating with an increased turret rotation rate.

Secondary to these changes, we are adjusting several other attributes of the Cromwell to bring its cost-efficiency in line with other tanks of its callibre.

Finally, to partly offset a weak British early game, we are giving Cromwells default access to smoke shells.

Fuel cost increased from 110FU to 120FU
Rotation rate from 38 to 32 (equivalent to Panzer4)
Turret traverse rate from 40 to 47.5 (to counteract chassis rotation reduction)
Moving accuracy multiplier decreased from 0.75 to 0.5
Smoke shell available at Vet0, but with a 15 second cooldown
Veterancy1 reverts smoke shell cooldown to 10 seconds
Increase horizontal scatter from 6 to 7.5
Distance scatter max from 6.2 to 6.4
Distance scatter obj min from 5 to 10
Distance scatter offset from 0.3 to 0.25

Comet

The Comet is receiving changes that are similar in-spirit with the ones already described for the Cromwell. In addition to these changes, we are also reducing the range of the main gun of the Comet to 45 to match other anti-infantry-capable tanks (e.g., Pershing, Tiger). We believe that Comet’s higher-than-average armour and mobility will still allow it to overcome the reduced range. At the same time, this will make standoffs with the more-specialist Panther more balanced.

Main gun range from 50 to 45
Population cost increased from 16 to 18
Reduce rotation rate from 36 to 32 to prevent crush (same as Panzer4 levels)
Turret traverse rate from 40 to 45 (to compensate for chasis rotation changes)
Moving accuracy from 0.75 to 0.5
Rear armour reduced from 130 to 110
Fixed an issue where the grenade throw ability would sometimes not work
Fixed an issue where it was possible to use the grenade ability while moving
Increase horizontal scatter from 6 to 7.5
Distance scatter max from 4.2 to 6.4
Distance scatter obj min from 5 to 10
Distance scatter offset from 0.3 to 0.25

Cromwell/Comet Smoke Shell/White Phosphorus

We find the range of both abilities (80) and the lethality of the White Phosphorus to be over performing. At the same time, we are introducing a critical fix to both abilities to make them more reliable.

Range of Smoke Shell/White Phosphorus reduced from 80 to 45
Comet White Phosphorus will no longer finish off infantry models, bringing its performance in-line with other White-phosphorus abilities

Emplacements

To bring UKF emplacements in line with the emplacements of other armies, we are preventing players from building UKF emplacements in the base sector:

No longer possible to construct emplacements in the base sector

Land Mattress

To improve counter play vs the Land Mattress we are allowing anti-tank weaponry (e.g., AT guns and tanks) to target the gun directly in order to destroy the unit without having first to de-crew it. This brings the durability of the Land Mattress down to static howitzer levels. We also feel the rate of fire of the Land Mattress does not give its opponents a sufficient amount of time to react to a barrage.

Vehicles/etc will focus fire on the gun, as opposed to the crew (if the player right-clicks on the gun)
The Land mattress gets destroyed when its hitpoints become depleted. This is regardless of whether the crew is still alive
Health reduced from 350 hitpoints to 300 hitpoints
Cooldown between rockets increased from 0.25 secs to 0.375 secs (also affects white phosphorus barrage)

Artillery Cover Ability

We find that Artillery Cover is an ability that is too efficient for its cost. Therefore, we are significantly reducing the effects vs different types of targets, allowing for greater opportunity of counterplay.

General Changes:

The radius of the ability now properly drawn on the battlescape
Delay until the barrage begins increased from 4 seconds to 8 seconds

Anti-Vehicle Shells:

Decreased the AoE radius of anti-vehicle shells from 8 to 6.
Reduced speed of anti-vehicle shells, so that it is now possible to dodge them
Reduced the duration of loader-injured critical from 10 seconds to 5 seconds

Anti-Infantry Barrages:

Suppression vs infantry reduced, so that incoming anti-infantry barrages no longer pin infantry squads, but rather only suppress them.

Air Resupply Operation Ability

To improve usability of this ability, we have made the following changes:

The ability can only target captured territory/fuel/munitions points (not victory points).
The airplanes are dispatched immediately, and the supply drop happens at the capture point.

QUALITY OF LIFE

Wreck values normalized

We are adjusting the amount of resources players can attain from vehicles using doctrinal salvage abilities. Previously, certain wrecks would award large amount of munitions/manpower, which wouldn’t correspond to their class. We are now changing salvage so that only fuel and munitions are awarded from salvaging a wreck. Moreover we are normalizing wreck values so that the amount of resources gained now depend on the worth of the vehicle.
(Values are given in Munitions/Fuel)

Ultra Lights 10/5
Lights 15/10
Mediums 20/25
Advanced Mediums 35/30
Heavies 50/40
Super Heavies 60/45

The changes to salvage affect both Tank Hunter Doctrine (Soviets) and Tactical Support Regiment (UKF) salvage abilities.
Handbrake 2.0

We are further modifying the handbrake ability to make it provide additional utility to the players. The new ability is similar to a hold fire ability. However, instead of preventing firing, it simply prevents the vehicle from automatically rotating to face enemy units. The vehicle will still rotate to attack enemy troops, but only if an explicit attack command is issued. If a movement command is issued, the vehicle will respond to the movement command. At the same time, if the ability is on, the vehicle will stop automatically rotating once the movement is complete. With handbrake v2.0 a maneuver can be executed without having to repeatedly toggle the ability.

In addition to the original affected vehicles (i.e., all transport vehicles), we are also adding handbrake v2.0 to the following vehicles. This will allow players to control whether they want the vehicles to rotate to face the enemy or not:

Kubelwagen
Flammenhetzer
Crocodile
Sturmtiger

Nevertheless, the following vehicles retain the original (i.e., immobilize) version of the handbrake. This is because for the following vehicles, unwanted movement incurs a potentially lengthy setup time:

M15 (USF)
Infrared Halftrack (OKW)
Flak Halftrack (OKW)

Hold Fire for Tanks/AT Guns

We find that the lack of a proper hold fire ability makes players resort to half-measures to control when their AT-guns or tanks can fire.

The affected units are:

All anti-tank guns
All tanks that already have a prioritize-vehicles ability
FlakHT
Panzer4 Command tank
Ostwind
Centaur
KV-2
M15 (use it to reserve flak rounds for valuable targets; the MGs will continue to track/fire on targets)
M5

Note: To make UI experience consistent, the doctrinal Soviet AT ambush ability has been moved one row below its previous position.

BUG FIXES

Fixed multiple bugs with Ardennes Assault that prevented players from completing missions and caused abilities/upgrades to not work as intended

Fixed an issue where hold fire on Luchs/Brummbar would make either vehicle permanently unresponsive if abandoned while the ability was active
Fixed an issue where the OKW FlakHT would sometimes become permanently stuck
Fixed a bug where Comet/Cromwell Smoke Shell/White Phosphorus would, sometimes, fail to trigger properly
Fixed an issue where the firing arc of coaxial and hull MGs for British faction tanks was smaller than that of other armoured vehicles
Sapper flamethrower now, correctly, takes up 1 slot
Sapper flamethrower is now mutually-exclusive with the minesweeper upgrade
Fixed an issue where Sapper flamethrower was dealing additional damage vs squads in cover (i.e., above the level of other flamethrowers)
Fixed a bug with Sappers where Veterancy affected the number of upgrades available to them.