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Mise à jour du 24 septembre 2013

Animation

  • Addressed repairing issue clipping treads
  • HMG reload animation added
  • Fixed jittery animation when coming out of the multiplayer setup screen


Audio

  • Fixed several speech bugs
  • Added smoke defense sounds to the 250 mortar halftrack


Campaign Changes

  • Addressed issue where some players were unable to access the campaign when starting from a fresh boot
  • Added M08 Tiger portrait
  • Fixed crash bug in M08


General

  • AI improvements
  • Made unfinished sandbags more vulnerable to attack
  • Set the armour of barbed wire and sandbags to 0 while objects are being constructed
  • Added territory requirement for the single player version of the flame halftrack upgrade
  • Added shared ability timer to accessory weapon abilities so if the entity that throws the ability is killed the cool down is not skipped
  • Addressed issues with the “Button” ability
  • Fixed spelling issues
  • Added new map content – Road to Kharkov (2-4) and Faceoff at Rostov (6-8)
  • Added fixed starting positions
  • Localization updates
  • Bug fixed on map sorting list
  • Edited Scenario Dropdown to be the same size as its style and not extend off the bottom of the screen
  • When viewing the battlefield after a game the fps is locked at 30
  • Minor UI edits
  • Fixed Tool Tips for the “Customizer” and “Saved” Game buttons flowing off the screen in Theater of War
  • Fixed Loadout rename overlapping scrollbar


Balance


Units and Abilities

We wanted to improve the usability and appeal for abilities which we felt were underperforming. Some abilities were toned down, such as the ZIS Barrage ability, which we found to be too cost effective given its average damage inflicted. Other abilities such as the IL-2 were inflicting significantly less damage per use and therefore were improved to bring them in line with most other elements within the game.

Hull Down :

  • Now increases unit rate of fire by 25%
  • Hull down now increases unit range by 25%

Artillery Field Officer :

  • Now increases infantry accuracy by 15%
  • Now increases vehicle rate of fire by 15%

Weapon Priority System :

  • Improved the way weapons choose their targets, this should result in more logical target choices and better unit control

General Changes

  • Anti-infantry units are going to primarily target infantry and light armor
  • User choice will have a higher weight within the weapon priority system

Intel Bulletins

  • Addressed a number of edge cases where bulletins provided extreme benefits or no benefit to units they modified. Intel bulletins should now provide a 2-4% stat increase to units under their effect.


Artillery

  • Blow it All Up! (Katyusha) from +7% damage to +4% penetration
  • Wrong Place, Wrong Time (leFH 18 Howitzer) from +5% penetration to +10% experience
  • Outranged (ML-20 Howitzer) from +10% sight to -4% reload
  • Never Know What Hit ‘Em (ML-20 Howitzer) from +5% damage to -5% ability recharge time
  • Long Distance Combat (ML-20 Howitzer) from +3% penetration to -0.5 distance max scatter
  • Death from Above (Panzerwerfer) from +4% damage to -5% ability recharge time
  • Rocket Siege (Panzerwerfer) from +6% armor to +4% penetration


Assault Gun

  • Sturmpanzer IV Specialist (Brummbar) from +5% experience and +5% damage to +10% experience
  • Infantry Annihilator (Brummbar) from +5% damage and +4% accuracy to -4% reload
  • Nothing Left Standing (ISU-152) from +5% damage to -4% reload
  • Destined for Destruction (StuG III) from +8% penetration to +4% penetration
  • Indirect but Deadly (SU-76) from -15% ability recharge to -5% ability recharge
  • Tank Destroyer (SU-85) from +10% range to +4% penetration
  • Recruit Training: Assault (SU-76/StuG III) from +2% damage to -4% reload
  • Veteran Training: Assault (SU-76/StuG III) from +2% damage and +6% vehicle rotation to -2% reload and -6% vehicle rotation

AT Gun

  • Knife Through Butter (Pak 40) from -10% reload to -4% reload
  • Unstoppable Force (Pak 43) from -10% build time and +4% penetration to -10% build time
  • Pak 43 Specialist (Pak 43) from +5% experience to +10% experience
  • Penetrating Performances (ZIS-3) from -5% reload and +4% damage to -4% reload
  • Recruit Training: Anti-Tank Gun (Pak 40/ZIS-3) from +2% accuracy to +2% penetration
  • Officer Training: AT Gun (ZIS-3/Pak 40) from +3% penetration to +3% penetration
  • Veteran Training: AT Gun (ZIS-3/Pak 40) from +2% accuracy and +3% armor to +4% penetration

Heavy Tank

  • Elefant Frenzy (Elefant) from +7% experience to +10% experience
  • Even Heavy Armor Cannot Withstand Fire of this Magnitude (Elefant) from +3% penetration to -4% reload
  • One Tank Army (IS-2) from +5% damage to -4% reload
  • IS-2 Specialist (IS-2) from +5% experience to +10% experience
  • Sibling Rivalry (Soviet) (IS-2) from -10% reload to 4% penetration
  • KV-8 Specialist (KV-8) from +7% damage and +10% experience to +10% experience
  • King Tiger (Tiger) from +4% health to +2% armor
  • Sibling Rivalry (German) (Tiger) from +5% experience to +10% experience

HMG

  • HMG Hero (Maxim) from +3% health and +2% accuracy to -2% cooldown
  • Brotherly Love (Soviet) (Maxim) from +5% range and +5% rate of fire to +4% rate of fire
  • Shooting Gallery (Maxim) from +5% suppression to +10% experience
  • Brotherly Love (German) (MG42) from +2% damage and +2% accuracy to +4% rate of fire
  • MG42 Specialist (MG42) from +3% health to -2% cooldown
  • Tougher Meat (Maxim/MG42) from +10% penetration to +3% penetration
  • Officer Training: Heavy Machine Gun (Maxim/MG42) from +2% health to +3% accuracy
  • Veteran Training: Heavy Machine Gun (Maxim/MG42) from +3% damage and +2% accuracy to -10% reload
  • Hit the Deck (MG42) from +10% suppression to +10% experience.


Infantry

  • Never Make an Engineer Mad (Combat Engineers) from +5% damage to -5% cooldown
  • Oorah! (Conscripts) from +5% damage to -5% cooldown
  • Sniper Hero (German Sniper) from +10% armor to +4% armor
  • With Extreme Difficulty (Grenadiers) from +4% damage to -5% cooldown
  • Heavy Weapons (Guards) from +5% penetration to +2% penetration
  • Stealing the Spotlight (Guards) from +5% health to +3% accuracy
  • Commando Style (Panzer Grenadiers) from +5% accuracy to +3% accuracy
  • Panzer Grenadier Specialist (Panzer Grenadier) from +9% experience to +10% experience
  • Torched (Penal Battalion) from 3% health and 2% damage to 3% accuracy
  • Hold the Line (Bunkers) from +3% health and +3% armor to +7% health
  • To the Frontline! (Shock Troops) from -5% received damage to +3% accuracy
  • Recruit Training: Infantry (Conscripts/Grenadiers) from +2% accuracy to +3% accuracy
  • Officer Training: Infantry (Conscripts/Grenadiers) from +3% health to -3% reload
  • Veteran Training: Infantry (Conscripts/Grenadiers) from +2% accuracy and +3% health to -2% cooldown and -2% reload


Light Vehicles

  • It’s Super Effective! (222 Scout Car) from +5% accuracy to +4% accuracy
  • Sniper Hunter (222 Scout Car) from +10% range to +5% armor
  • Mobile Bombardment (Mortar Half-track) from -20% ability recharge to -10% ability recharge
  • M3A1 Specialist (M3A1) from +5% experience to +10% experience
  • Now That’s What I Call Recon (M3A1) from +8% armor to +5% armor
  • More than Just a Personnel Carrier (M5) from +2% accuracy to +4% accuracy
  • Outrun and Outgun (T-70) from +4% damage to +4% penetration
  • Up Close and personal (T-70) from +6% armor to +5% armor
  • Veteran Training: Half-track (M5/251 Half-track) from +2% health and +6% max speed to +5% vehicle rotation


Medium Vehicles

  • Not Simply Anti-Air (Ostwind) from +8% accuracy to -5% reload
  • Armored Assassin (Panther) from +10% max speed to +5% max speed
  • Tank Hunter (Panther) from +3% armor and +2% damage to +3% armor
  • Invulnerable (Panther) from +3% armor and +5% experience to +10% experience
  • Panzer IV Specialist (Panzer IV) from -8% build time to -10% build time
  • Evenly Matched (Panzer IV) from +5% experience to +10% experience
  • Light Snack (Panzer IV) from +5% damage to +4% penetration
  • Multi-talented (T34-76) from +5% damage to +4% penetration
  • Recruit Training: Tank (T34-76/Panzer IV) from +2% accuracy to +3% vehicle rotation
  • Officer Training: Tank (T34-76/Panzer IV) from +3% armor to +4% armor
  • Veteran Training: Tank (T34-76/Panzer IV) from +2% accuracy and +3% armor to -4% reload


Mortar

  • Target Practice (German Mortar) from +3% damage to -10% ability recharge
  • Mortar Hero (German Mortar) from +3% increased health and 5% increased sight to -0.5 scatter
  • Kinslayer (German Mortar) from +3% health and +6% sight to +10% experience
  • Bigger is Better (120mm Mortar) from -5% dispatch cooldown and -5% reload to -10% dispatch cooldown
  • HM-36 120mm Mortar Specialist (120mm Mortar) from +5% damage to +10% experience
  • PM-41 82mm Mortar Specialist (Soviet Mortar) from +5% experience to +10% experience
  • Officer Training: Mortar (Soviet/German Mortar) from +3% penetration to +4% penetration
  • Recruit Training: Mortar (Soviet/German Mortar) from +2% damage to -0.35 distance max scatter on auto-fire
  • Veteran Training: Mortar (Soviet/German Mortar) from +2% damage and +3% penetration to -0.5 distance max scatter
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Mise à jour du 26 septembre 2013

Bug Fixes:

Ostruppen

  • Ostruppen Weapon damage from 8 to 16

There was a data error in the ostruppens weapon where it was doing less damage than we had originally calculated. This was making the unit actually worse than other rifle units (for cost) even when utilizing its in cover bonus.

Assault Grenadiers

  • Dispatch Cost from 280 manpower to 200 manpower and 50 munitions
  • Reinforcement and population cost remain the same as prior

This change is to give a temporary gate to the deployment of these units as players are finding it very difficult to deal with them at the start. The munition cost will gate the unit by a few minutes as well as make deploying these units limit the players means to get other munitions upgrades such as Panzerschrecks on the Mechanized Assault Group or a flame halftrack.

Forward HQ

  • Addressed an issue where the forward HQ was not properly costing the player resources

There was a case where this ability was not charging the players resources when used (no we’re not telling you exactly how).

Other

  • Addressed two issues causing crashes


Balance

Maxim

  • Suppression from 0.02 to 0.0175

MG42

  • Suppressed suppression multiplier from 1 to 0.9
  • Suppression from 0.0085 to 0.009
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Mise à jour du 9 octobre 2013

General

• Ladder decay


Balance


Small Arms Weapon Profiles

Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game. Generally speaking, each weapon will have the same DPS as it did prior to the change. However, the LMG42 did see a reduction to its theoretical DPS output as well as its long range DPS output to compensate for its incremental value over time.

LMG42

  • Damage from 6.21 to 8
  • Accuracy near from 53% to 47%
  • Accuracy far from 38% to 20%
  • Rate of fire from 16 to 14

G43

  • Damage from 27 to 16
  • Accuracy near from 60% to 80%
  • Accuracy far from 47% to 65%
  • Maximum cooldown from 1 to 0.25
  • Minimum cooldown from 0.5 to 0.125
  • Near cooldown modifier from 0% to 25%
  • Far cooldown modifier from 200% to 150%
  • Far reload modifier from 150% to 200%


Pioneer SMG

  • Damage from 2.25 to 2
  • Accuracy near from 50% to 56%
  • Accuracy far form 12.5% to 14%


MG42

  • Damage from 5 to 4
  • Accuracy near from 55% to 68%
  • Accuracy far from 11% to 14%

 

Coaxial MG

  • Damage from 1.5 to 2
  • Accuracy near from 50% to 37%
  • Accuracy far from 37% to 28%


Hull MG

  • Damage from 1.9 to 2
  • Accuracy near from 50% to 47.5%
  • Accuracy far from 37% to 35%


German Top Gunner

  • Damage from 1.4 to 2
  • Accuracy near from 50% to 35%
  • Accuracy far from 37% to 26%


222 Coaxial

  • Damage from 5 to 4
  • Accuracy near from 50% to 60%
  • Accuracy far from 20% to 25%


251 Half-track MG42

  • Damage from 1.75 to 2
  • Accuracy near from 50% to 43%
  • Accuracy far from 39% to 34%


Soviet Bunker

  • Damage from 3 to 4
  • Near Accuracy from 50% to 38%
  • Far Accuracy from 12.5 to 10%

Soviet Top Gunner

  • Damage from 3.2 to 4
  • Near Accuracy from 60% to 48%
  • Far Accuracy from 32 to 26%


M5 Halftrack

  • Damage from 9.9 to 8
  • Near Accuracy from 50% to 62%
  • Far Accuracy from 37% to 46%


M5 Halftrack QUAD

  • Damage from 4.8 to 4
  • Near Accuracy from 50% to 60%
  • Far Accuracy from 12.5% to 15%


Coaxial Vehicle Hull

  • Damage from 4.3 to 4
  • Near Accuracy from 50 to 53%
  • Far Accuracy from 37 to 40%


Soviet Turret Coaxial

  • Damage from 3 to 4
  • Near Accuracy from 50 to 38%
  • Far accuracy from 37 to 28%


Soviet Coaxial Hull

  • Damage from 4.3 to 4
  • Accuracy near from 50% to 54%
  • Accuracy far from 37% to 40%


Guard Troops LMG

  • Damage from 4.8 to 4
  • Near Accuracy from 50 to 60%
  • Far Accuracy from 37 to 44%


T-70 Coaxial

  • Damage from 1.6 to 2
  • Near Accuracy from 50 to 40%
  • Far Accuracy from 12.5 to 10%

T34/76 Coaxial Hull

  • Damage from 6.4 to 8
  • Near Accuracy from 50 to 40%
  • Far Accuracy from 37 to 30%


T34/76 Coaxial Turret

  • Damage from 3 to 4
  • Near Accuracy from 50 to 38%
  • Far Accuracy from 37 to 28%


Maxim HMG

  • Damage from 5 to 4
  • Near Accuracy from 64% to 80%
  • Far Accuracy from 32% to 40%


Dshk 38 HMG

  • Damage from 20 to 16
  • Near Accuracy from 0.64 to 0.72
  • Far Accuracy from 0.16 to 0.18
  • Cooldown min from 1.25 to 0.5
  • Cooldown max from 2 to 1
  • Cooldown duration multiplier far from 1 to 1.7


Units and Abilities

The KV-8 has seen its damage profile adjusted such that it no longer front loads the majority of its damage over a 10 second period. This will result in more of a reaction period for players under fire. The overall DPS of the KV-8 was also reduced from 18 to 15 damage per second. Other abilities have had their cost adjusted to better reflect their value in game.


Mortar Half-track Incendiary Barrage

  • Cost from 30 to 45 ammunition


KV-8

  • Damage from 40 to 27
  • Ready aim time from 1.5s to 0.75s
  • Reload form 5s to 3s

 

ZIS AT Gun

  • Corrected an error in previous patch; shots fired from barrage ability set back to 6.

222 Armored Scout Car

  • Corrected an error in previous patch; cost set back to 80 MP and 25 FU.


Assault Grenadiers

  • Assault Grenadier dispatch cost from 200 MP and 50 MU to 320 MP


Ostruppen

  • Ostruppen now capture territory at half their current rate


Target Size and Accuracy

These changes are meant to work with the AT gun adjustments to reduce the overall variance in weapon damage output vs. lower tier vehicles. AT guns should feel far more reliable as a result.


222 Scout Car

  • Target size from 20 to 18


StuG III

  • Target size from 14 to 20


M3A1 Scout Car

  • Target size from 20 to 18


T-70

  • Target size from 14 to 18


AT Guns

  • Accuracy far from 0.025 to 0.03
  • Accuracy near from 0.05 to 0.055


Bug Fixes

  • T34 can no longer activate ram if its engine is overheated
  • ZIS and M-42 AT gun now properly received the 50% discount on reinforcement actions
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Mise à jour du 12 novembre 2013

Free Content

  • World Builder - allows for the creation of user maps
  • Email registration system - signing up gives 2 free Commanders
  • Play AI Battles in Co-Op mode
  • Multiplayer Maps:
  • Rails & Metal (2-4 players)
  • Lazur Factory (6-8 players)
  • Soviet Commanders:
    • Soviet Community Defense Tactics
    • Soviet Reserve Army Tactics
  • German Commanders:
    • Germany Community Defense Doctrine
    • German Mechanized Doctrine

Public Chat

  • Chat channels are based on Steam Groups. Players can join up to 5 channels at a time from among any of the 14 official CoH2 channels or any personal Steam Groups that they belong to. They just click on the chat icon in the lower-left of the lobby to see the available channels.
  • Personal channels can be bookmarked so that they will be automatically joined the next time they launch CoH2.
  • Clicking on a Player's name in the chat opens a menu with a variety of options. If a players is in the official Looking for Group channel or any of your personal channels, you can invite other users to your match by selecting the "Invite" option. This should make it much easier to set up custom matches and make new friends with other community members.
  • Players can type "/help" into any channel to display a list of commands available in that channel.
  • When players join a Match or log into your Twitch.tv account (via the Broadcasting tab in the Options menu), you will be automatically put into a special channel for that session.
  • Relic developers are often in the public channels so stop on by and chat with us!


Paid Content

  • Victory at Stalingrad Theater of War Pack
    • Kalach Pincer - Co-Op Scenario
    • Tatsinskaya Raid - Challenge
    • Bridge Defense - Challenge
    • Winter Storm - AI Battle
    • Stalingrad Resistance - AI Battle
    • Stalingrad Encirclement - Co-Op AI Battle
  • German Commanders:
    • Elite Troops Doctrine
    • Luftwaffe Supply Doctrine
  • Soviet Commanders:
    • Soviet Industry Tactics
    • Partisan Tactics
  • Skins:
    • Soviet Two Ton Don Front
    • Soviet Two Tone Spring Front
    • Soviet Makeshift Sand Southern Front


Updates

  • Players can now change your active Loadout while searching for a match without canceling their search
  • An experimental "-fast_camera" option has been added to the game which dramatically increases the speed at which your in-game camera moves. To try this feature, players must enter "-fast_camera" into the "Set Launch Options..." dialog for CoH2 in Steam. Depending on the community's feedback to this feature, we will be fully supporting this feature in future patches.
  • Holding down the CTRL key while in-game now displays the name of each squad's owner above the squad. This should make it much more clear who is fighting in larger battles.
  • The in-game player list and the post-game stats screen now make it more clear when a player has dropped and been taken over by the AI
  • Players can now add other players directly to their friends list from the post-game stats screen with the "Add Friend" button
  • The multiplayer setup screen now has a button to take players to our Steam leaderboards page. Players can now keep track of where they stand against their friends friends and against the world!

AI Improvements

  • Hard AI is now more challenging than Standard AI. (Main change is the units that get built and limits on detecting target in fog of war)
  • AI squad can now run tactics while moving. (Picking up weapons/items, re-crewing vehicles, etc)
  • AI squads being repaired or reinforcing will now stop moving.
  • AI squads can now reinforce from half-tracks and will reinforce in areas outside of their base.
  • AI controlled units that want to reinforce or repair will now move toward locations that provide reinforcement or repair.
  • AI controlled half-tracks will now move towards squads that need to be reinforced.
  • When AI squads fallback, they will fallback to the closest fallback location and not all the way to base.
  • AI player no longer waits for one command point before trying to choose a commander.
  • AI takeover for dropped players in multiplayer games will now use the correct AI personality.
  • Easy and Standard AI difficulties no longer take targets in the fog of war into account when planning which targets to attack.
  • Removed the AI class for medium vehicles and added the AI class for stationary infantry to better represent actual gameplay roles of different units.
  • Soviet AI should build the Barracks less often and the Weapon Support Centre more often due to better code for breaking ties in building utility.
  • AI no longer tries to build units to kill enemy bunkers and base buildings unless it has seen them.(Prevents AI from wanting to build mortars and AT in early game)
  • AI will spend less resources reinforcing squads that aren’t useful.
  • AI squads the have waited too long to reinforce will now become aggressive instead of standing in the base forever.
  • Hard and Expert AI will now build more infantry units at the start of the game before trying to tech up.
  • Soviet AI will now still build Penal Troops after Guard or Shock Troops become available.
  • Easy AI no longer buys squad upgrades, and Standard AI now buys less squad upgrades.
  • AI no longer uses Oorah, sprint, Steady Driving or Mark Target abilities because it wasn’t using them correctly and it was wasting munitions.
  • AI will now try to use the Infantry Medkits ability on friendly units instead of enemy units.
  • AI will now use Panzer Blitz less often and only when it is low on health.
  • Adjusted ratings for Penal Troops, Soviet Team Weapons, Shock Troops, and vehicles with rear mounted weapons.

Balance
Building Functionality
Our goal was to improve the player’s capacity to make decisions when using garrisons within the game. To achieve this, we improved the readability of a garrison’s structural integrity, making damage more consistent and in turn making it easier to calculate the risks associated with the use of said garrison. Buildings will be far less prone to being knocked down to single attacks at full health as a result.
Building Critical System

  • Removed the random chance for AOE weapons to inflict up to 6x their AOE radius when exploding near a garrison.

Unit Behavior

  • Infantry flamethrower damage modifier vs. garrisons from 1 to 1.6
  • Mortar damage modifier vs. garrisons from 0.25 to 0.75

Unit Animation Behavior Modifications
This change enables squads to fire within a 180 degree arc, better enabling them to engage other squads while executing combat maneuvers. Previously, their firing arc was far more restricted which lead to a loss of DPS when ordering squads to move.
Squad Combat Behavior

  • Entities can now fire within a 180 degree arc

Units and Abilities
Performance and cost adjustments to units and abilities that better align them with their in-game value.
Trenches

  • Now require friendly territory

T34-85

  • Penetration from 110 to 120
  • Reload from 8.5 to 6
  • Distance scatter max from 2.6 to 5
  • T34-85 call-in cost from 720 MP and 260 FU to 680 MP and 240 FU

JU-87 Anti-tank Support

  • Damage from 80 to 120
  • Deflection damage enabled; now deals 80 damage on deflect
  • Attacks per plane from 4 to 3

Infantry Flamethrower

  • Chance of causing entity to explode in a fiery death from 20% to 10%

120mm Mortar

  • Cost from 360 MP to 400 MP
  • Range from 120 to 100
  • Scatter ratio from 0.1 to 0.15
  • Distance scatter max from 14 to 15

Panzer Tactician

  • Cost from 15 to 30

For Mother Russia

  • Bonus/penalty aura from 100% to 50%
  • Cost from 150 MU to 100 MU

Forward HQ

  • HQ aura bonus from 100% to 50%
  • Cost from 420 MP and 80 FU to 300 MP and 60 FU

Assault Grenades

  • Cost from 60 MU to 45 MU

Mechanized Assault Group

  • Cost from 560 MP and 55 FU to 520 MP and 40 FU

B4 Howitzer

  • Precision shot cost from 50 to 90
  • B4 recharge time from 110 to 55

Minesweeper

  • Hazard detection range from 15 to 25

Railway Artillery

  • Recharge duration from 120s to 60s

Veterancy Rework
Our goal is to make veterancy feel more unique and appropriate within the context of Company of Heroes 2. Specifically, we want to remove scenarios where veterancy began to modify a unit’s role and its counters. The new veterancy system focuses on improving a unit within the confines of its core role.
General

  • Attacking a veteran unit will now reward 1.2x its base experience value per level of veterancy. In other words, attacking a level 3 veteran unit will award 1.6x more experience to better reflect their in-game value.

Grenadiers

  • Veterancy 2
  • +25% Range on Rifle-grenade
  • +40% Accuracy

Veterancy 3

  • +30% Armor
  • -20% Cooldown
  • -25% Recharge on Panzerfaust

Panzer Grenadiers
Veterancy 2

  • +40% Armor
  • -25% Cooldown
  • Veterancy 3
  • +40% Accuracy
  • +25% Range on bundle grenade

Assault Grenadiers
Veterancy 2

  • +40% Armor
  • -25% Cooldown
  • Veterancy 3
  • +40% Accuracy
  • +25% Range on bundle grenade

Artillery Officer
Veterancy 2

  • +40% Range on Smoke Barrage
  • +40% Range on Coordinated Barrage
  • +30% Armor

Veterancy 3

  • +40% Accuracy
  • +10% DPS to coordinated fire

Osttruppen
Veterancy 2

  • +40% Accuracy
  • -25% Recharge on Panzerfaust

Veterancy 3

  • +40% Armor
  • -20% Cooldown

Pioneer
Veterancy 2

  • +20% Accuracy
  • +50% Repair Speed

Veterancy 3

  • Combat Repairs (no penalty for repairing in combat)
  • -15% Cooldown
  • +15% Accuracy

Sniper
Veterancy 2

  • -20% Reload
  • +20% Sight
  • -20% Cooldown

Veterancy 3

  • -30% Reload
  • +10 Range Incendiary Shot
  • -30% Cooldown

MG42
Veterancy 2

  • +20% Suppression
  • +30% Horizontal Traverse

Veterancy 3

  • +20% ROF
  • +30% Accuracy
  • +10% Horizontal Traverse

81mm Mortar
Veterancy 2

  • -20% Scatter
  • -40% Ability Recharge

Veterancy 3

  • +33% Range

Pak 40
Veterancy 2

  • +30% Rotation
  • -30% Reload

Veterancy 3

  • Camouflage Netting (Gains ZIS camouflage ability)
  • +30% Penetration
  • -10% Reload

Pak 43
Veterancy 2

  • +100% Rotation
  • -30% Reload

Veterancy 3

  • +30% Accuracy
  • -20% Reload

German Howitzer
Veterancy 2

  • -15% Scatter
  • +30% Rotation
  • -25% Ability Recharge

Veterancy 3

  • +33% Range

Armored Car
Veterancy 2

  • +30% Sight
  • +30% Accuracy

Veterancy 3

  • +20% Accuracy
  • +20% Rotation
  • +20% Acceleration
  • +20% Max Speed

251 Half-track
Veterancy 2

  • +20% Reinforcement Radius
  • +20% Acceleration
  • +20% Max Speed
  • +20% Rotation

Veterancy 3

  • +20% Reinforcement Radius
  • +30% Sight
  • -20% Cooldown

Brummbar
Veterancy 2

  • +30% Armor
  • -10% Reload

Veterancy 3

  • -30% Reload
  • +20% Rotation
  • +20% Acceleration
  • +20% Max Speed

Elefant
Veterancy 2

  • +20% Rotation
  • +20% Acceleration
  • +20% Max Speed
  • -20% Reload

Veterancy 3

  • -30% Reload
  • +30% Accuracy

Mortar Half-track
Veterancy 2

  • -20% Scatter
  • -40% Ability Recharge

Veterancy 3

  • +33% Range

Ostwind
Veterancy 2

  • -20% Cooldown
  • +40% AA Capacity

Veterancy 3

  • +20% Rotation
  • +20% Acceleration
  • +20% Max Speed
  • -40% Reload

Panther
Veterancy 2

  • +30% Armor
  • +40% Turret Rotation

Veterancy 3

  • -30% Reload
  • +20% Rotation
  • +10% Acceleration

Panzer 4
Veterancy 2

  • +30% Armor
  • +40% Turret Rotation

Veterancy 3

  • -30% Reload
  • +20% Rotation
  • +10% Acceleration

Panzerwerfer
Veterancy 2

  • -20% Scatter
  • -40% Ability Recharge

Veterancy 3

  • +33% Range

StuG III
Veterancy 2

  • +30% Armor
  • -10% Reload

Veterancy 3

  • -30% Reload
  • +20% Rotation
  • +20% Acceleration
  • +20% Max Speed

Tiger
Veterancy 2

  • +10 Range
  • -20% Scatter
  • +20% Accuracy

Veterancy 3

  • -30% Reload
  • +20% Acceleration
  • +20% Rotation
  • +20% Max Speed

Conscripts
Veterancy 2

  • +25% Range on Molotov
  • +40% Accuracy

Veterancy 3

  • +30% Armor
  • -20% Cooldown
  • -25% Recharge on AT Grenade

Penal Battalion
Veterancy 2

  • Gains Oorah
  • -20% Cooldown
  • +30% Accuracy

Veterancy 3

  • +30% Accuracy
  • +30% Armor

Guard Squad
Veterancy 2

  • +20% Armor
  • +10% Penetration
  • +30% Accuracy

Veterancy 3

  • +25% Button Duration
  • +30% Armor
  • -20% Cooldown

Shock Troopers
Veterancy 2

  • -40% Recharge on Smoke Grenades
  • +20% Armor
  • -25% Cooldown

Veterancy 3

  • +40% Accuracy
  • +25% Range on RG-42 Grenade

Combat Engineer
Veterancy 2

  • +20% Accuracy
  • +50% Repair Speed

Veterancy 3

  • Combat Repairs (no penalty for repairing in combat)
  • -15% Cooldown
  • +15% Accuracy

Partisans - SMG
Veterancy 2

  • -40% Recharge on Molotov
  • +20% Armor
  • -25% Cooldown

Veterancy 3

  • +40% Accuracy
  • +25% Range on Molotov

Partisans - LMG
Veterancy 2

  • -40% Recharge on Molotov
  • +40% Accuracy

Veterancy 3

  • +30% Armor
  • +20% Accuracy
  • +25% Range on Molotov

Partisans - Rifle
Veterancy 2

  • -40% Recharge on Molotov
  • +40% Accuracy

Veterancy 3

  • +30% Armor
  • +20% Accuracy
  • +25% Range on Molotov

Irregulars
Veterancy 2

  • -40% Recharge on RG-33 Grenade
  • +40% Accuracy

Veterancy 3

  • +30% Armor
  • +20% Accuracy
  • +25% Range on RG-33 Grenade

Partisan AT - Panzershrek
Veterancy 2

  • +20% Armor
  • +10% Penetration
  • +30% Accuracy

Veterancy 3

  • +10% Accuracy
  • +30% Armor
  • -20% Reload

Partisan AT - PTRS
Veterancy 2

  • +20% Armor
  • +10% Penetration
  • +30% Accuracy

Veterancy 3

  • +10% Accuracy
  • +30% Armor
  • -25% Cooldown

Sniper
Veterancy 2

  • -20% Reload
  • +20% Sight
  • -20% Cooldown

Veterancy 3

  • +25% Range on Flare
  • -30% Reload
  • -30% Cooldown

Maxim
Veterancy 2

  • +20% Suppression
  • +30% Horizontal Traverse

Veterancy 3

  • +20% ROF
  • +30% Accuracy
  • +10% Horizontal Traverse

DSHK HMG
Veterancy 2

  • +20% Suppression
  • +30% Horizontal Traverse

Veterancy 3

  • +20% ROF
  • +30% Accuracy
  • +10% Horizontal Traverse

82mm Mortar
Veterancy 2

  • -20% Scatter
  • -40% Ability Recharge

Veterancy 3

  • +33% Range

120mm Mortar
Veterancy 2

  • -20% Scatter
  • -40% Ability Recharge

Veterancy 3

  • +33% Range

ZIS AT Gun
Veterancy 2

  • +30% Rotation
  • -30% Reload

Veterancy 3

  • +5 Range on Barrage
  • -20% Reload
  • +30% Penetration

53K AT Gun
Veterancy 2

  • +30% Rotation
  • -30% Reload

Veterancy 3

  • +30% Accuracy
  • +30% Penetration

ML-20 Howitzer
Veterancy 2

  • -15% Scatter
  • +30% Rotation
  • -25% Ability Recharge

Veterancy 3

  • +33% Range

B4 Howitzer
Veterancy 2

  • -15% Scatter
  • +50% Rotation
  • -25% Ability Recharge

Veterancy 3

  • +50% Damage

M3A1 Scout Car
Veterancy 2

  • +30% Sight
  • +30% Accuracy

Veterancy 3

  • +20% Accuracy
  • +20% Rotation
  • +20% Acceleration
  • +20% Max Speed

IS-2
Veterancy 2

  • +50% Turret Rotation
  • +10 Range
  • +20% Accuracy

Veterancy 3

  • -30% Reload
  • +20% Rotation
  • +20% Max Speed
  • +20% Acceleration

ISU-152
Veterancy 2

  • -30% Reload
  • -30% Scatter

Veterancy 3

  • +20% Rotation
  • +20% Acceleration
  • +20% Max Speed
  • +20% Accuracy

KV-1
Veterancy 2

  • +10 Damage
  • +35% Turret Rotation
  • -20% Reload

Veterancy 3

  • +20% Max Speed
  • +20% Acceleration
  • +20% Rotation
  • -20% Reload

KV-2
Veterancy 2

  • +50% Turret Rotation
  • +10 Range

Veterancy 3

  • -20% Rotation
  • +20% Acceleration
  • +20% Max Speed
  • +20% Turret Rotation

KV-8
Veterancy 2

  • -25% Reload
  • +35% Turret Rotation
  • +20% Max Speed

Veterancy 3

  • +20% Rotation
  • +35% Burst Duration
  • +5 Range (from 25 to 30)
  • +20% Acceleration

Katyusha Half-track
Veterancy 2

  • -20% Scatter
  • -40% Ability Recharge

Veterancy 3

  • +33% Range

M5 Half-track
Veterancy 2

  • +20% Reinforcement Radius
  • +20% Acceleration
  • +20% Max Speed
  • +20% Rotation

Veterancy 3

  • +20% Reinforcement Radius
  • +30% Sight
  • -20% Cooldown

SU-76
Veterancy 2

  • -25% Barrage Recharge
  • +20 Damage
  • +30% Accuracy

Veterancy 3

  • +10 Range on Barrage
  • -25% Reload
  • +25% Rotation

SU-85
Veterancy 2

  • -30% Reload
  • +30% Accuracy

Veterancy 3

  • -20% Reload
  • +20% Max Speed
  • +20% Acceleration
  • +20% Rotation

T-34-76
Veterancy 2

  • +10 Damage
  • +35% Turret Rotation
  • -20% Reload

Veterancy 3

  • +20% Max Speed
  • +20% Acceleration
  • +20% Rotation
  • -20% Reload

T-34-85
Veterancy 2

  • +50% Turret Rotation
  • -25% Reload

Veterancy 3

  • +20% Max Speed
  • +20% Acceleration
  • +20% Rotation
  • -20% Reload

T-70
Veterancy 2

  • Recon Mode (+40% Sight)
  • -20% Reload
  • +20% Accuracy

Veterancy 3

  • +20% Rotation
  • +20% Acceleration
  • +20% Max Speed
  • +30% Sight
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Mise à jour du 13 novembre 2013

Bug Fixes

  • Fixed an issue with Bridge Defense where "We Surrender" would cause a crash post Wave 10
  • Turned chat notifications off by default
    • if you want to turn back on the chat notification audio and join/leave messages, just run the game with –chat_cue
  • Turned off audio cue for sending a message in chat
    • if you want to turn back on the chat notification audio and join/leave messages, just run the game with –chat_cue
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Mise à jour du 14 novembre 2013

Balance updates

  • Molotov cooldown is now present.
  • Starting Resources changed to 500 for both races.
  • Build time of Soviet Buildings reduced by 50%.



Automatch Chat

  • Automatch match chat should now be working.



Theater of War
 

  • Bridge Defense: Fixed a crash after failing the mission before the secondary objectives started.
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Mise à jour du 10 décembre 2013

Updates

  • Improved Invite UI – game invites now appear next to players’ faceplates in the Front End in addition to in the usual Steam overlay notifications. These invites allow you to instantly accept and join a game without having to open the Steam overlay.
  • Improved unit responsiveness to player commands as squads will no longer wait for a transition animation to finish before carrying out a new command
  • Added a “Confirm Email” field to the Email Registration when new users boot up game to help prevent people from accidently entering in an incorrect email address.
  • Improved Replay Functionality – ability to display the resources of all players at once, additional stats (damage/units killed/units lost) display in player list
  • Chat Improvements
    • Players can now send game invites from any channel, not just LFG.
    • Added new chat groups:
    • Looking for Annihilation
    • Theater of War
    • Mods and World Builder
    • Players can now Favorite official channels
  • Various Bug Fixes Including:
    • German Opel Blitz Truck “Disable Lockdown” works again.
    • German Ambush camouflage ability now applies properly to reinforcements in cover.
    • The Russian Victory & Defeat Speech lines can now be heard when the locale is set to Russia.
    • Faceplates are now updated if the user purchases them by entering the store from the game. No longer need to restart client to see new faceplates.
    • Addressed an issue preventing the cancelling of unbuilt mines – mine construction can now be cancelled.

Mod and Map Making Updates

  • -Dev mode enabled:
    • ​ When a user turns on -dev mode (by adding -dev to the launch options), they get access to the in game SCAR console (Alt+Shift+`) and a number of additional Lua functions. They can use these Lua functions to:
      • Cheat.
      • Debug their custom scenarios.
      • Create art (e.g. fullscreen screenshots without the HUD (Taskbar_SetVisibility)).
    • When -dev mode is turned on, players cannot automatch or earn progress, but they can play custom games against other players who have also have -dev mode turned on.
  • Closed a LUA exploit to increase in-game security against potential cheat hacks and exploits.
  • World Builder Updates:
    • Updated the orientation of the _mm_low.tga to be consistent with the _mm.tga and _mm_preview.tga (it is no longer flipped vertically). Any user generated maps should be updated to reflect this change.
    • Fixed a bug that prevented the export feature of the World Builder from working for users who had non-ascii characters in their user directory.
  • Steam Workshop Integration
    • Allows the sharing of custom player created maps easily from within the game itself
    • Steam Workshop featured in the main menu
    • Currently limited to sharing maps

Free Content

  • Multiplayer Maps:
    • Hill 331 (6-8 players)
    • Don River (2-4 players)
  • Official Leaderboards – Select “Leaderboards” from Game Setup to go to new leaderboards site.
  • Mud Tech – included in new Theater of War missions and on map Hill 331

Premium Content

  • Southern Fronts Theater of War Pack
    • Spring Rasputitia – Challenge
    • Occupation - Challenge
    • Retreat to the Donets – AI Battle (Soviet)
    • Panzer Crossing – AI Battle (Soviet)
    • No Retreat, No Surrender – AI Battle (Soviet)
    • Breaking Lines – AI Battle (Soviet)
    • Storming the Donets – AI Battle (German)
    • Heavy Rain – AI Battle (German)
    • General Mud – AI Battle (German)
    • Kharkov Divide – AI Battle (German)

AI Improvements

  • AI will no longer attack destroyed HQs or invisible targets.
  • AI on easy and normal difficulty should clump their units together less.
  • AI will no longer try to get a damage vehicle repaired by a squad inside a vehicle.

Command Point System Overhaul

  • Command Points are now earned at twice the rate as before
  • Commander abilities have had their Command Point requirement doubled

The net effect is that the timing of unlocking Commander abilities should be mostly the same, and players should not expect to see much change from before.

Overall the command point changes are intended to give more variety in when things are available. We previously worked within a 7 point range and have increased that to a 16 point range to allow us more control over this sort of timing. The main driving force behind the change was allowing some units to come out earlier without having them be available immediately at the start of the game, specifically some of the new units. There were some other abilities that also tend to come later than we felt best, but where moving them a whole point sooner would have had to large of an effect on the game’s flow. Examples of this are the weaker tank call ins and economic abilities.

Additionally, we broke up later game abilities a bit more to add variety in when they come out and distinguish them from each other. In general, unit Call-Ins are available sooner than global abilities and upgrades as these are more often gated by resource cost.


Balance

Commander Trees

  • Soviet Industry
    • No longer decreases the build times of Soviet buildings
  • Soviet Repair Station
    • Building health reduced from 600HP to 300HP
  • Tiger Ace
    • CP increased to 16
    • Income penalty now only last 10 minutes

General Gameplay

  • Ambient Buildings
    • Building Cover bonus reduced from 50% reduce damage + 50% reduce accuracy to 35% reduce damage + 35% reduce accuracy
  • Moving Penalty
    • Moving vehicles now receive a 2x scatter penalty in addition to the 0.5 accuracy penalty

Germans

  • German Pak 40 AT Gun
    • Cost reduced from 360 to 320
  • German MG42 HMG
    • Suppression value increased by 10%

Soviets

  • Soviet Sandbag
    • Build time reduced from 120 seconds to 80 seconds
  • Soviet Maxim
    • Rotation Speed Reduced from 225 degree/sec to 180 degree/sec
  • Soviet Dshk 38 Sokolov
    • Damage reduced from 16 to 12
  • Soviet Z-iS AT Gun
    • Cost reduced from 360MP to 320 MP

Edit

The following changes were included in our December 10th release without being communicated out to players. We apologize and are looking to improve our internal processes to ensure that these sorts of 'ninja' changes do not get included in the game without being included in our changelog.

Bug Fixes

  • Fixed an issue conscript assault package providing conscripts with a single player PPSH, they now use the same PPSH as shock troops

Balance Changes

  • Panzer Tactician cost increase from 30 munitions to 40 munitions
  • Conscript PPSH upgrade coast adjusted to reflect the performance of the new weapon from 20 to 10

CP System Adjustments

  • Shocktroops CP reduced from 2 to 1
  • Guards CP reduced from 2 to 1
  • G43 reduced from 4 to 2
  • PPSH reduced from 4 to 2
  • KV8 increased from 8 to 9
  • Opel Bliz truck moved from 2 to 3

Map Changes

  • Semoiskiy fuel points moved from mid north south to north and south of player spawn in order to reflect the more classic layout
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Mise à jour du 12 décembre 2013

Bug Fixes

  • Addressed an issue preventing players from saving World Builder Maps after the latest patch
  • Fixed an issue with The Commisar's veterancy tool tips not displaying properly
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Mise à jour du 17 décembre 2013

Bug Fixes

  • Player allied AI will now build tanks in Southern Front Co-Op AI Battles, resulting in less infantry built. The AI now examines team infantry to determine if it needs more infantry for map capture
  • Fixed a bug preventing the Radio Intercept commander ability from functioning until receiving 1 Command Point
  • Addressed an issue preventing the bookmarking of a public chat channel
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Mise à jour du 18 février 2014

Updates

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

Maps

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

AI Updates

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

Balance

Command Point Pacing

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

German

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

Soviet

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

Units and Abilities

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

PAK 43

  • No longer requires Battle Phase 2 to be constructed

Conscript Assault Package

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

Precision Strike

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

IL-2 Sturmovik Attack

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

S-Mine Field

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

M5 Anti-air Package

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

Panzer Tactician

  • Cost from 40 MU to 30 MU

222 Armored Car

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

Target Weak Point

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

Combat Engineer

  • Cost from 240 MP to 210 MP

Blitzkrieg Tactics

  • Cost from 30 MU to 40 MU

Commanders

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

Elite Troops

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

Soviet Industry

  • Soviet Industry CP cost from 0 to 3

Garrison Cover

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

  • Small arms damage modifier vs. garrison cover from 0.65 to 0.55
  • Small arms accuracy modifier vs. garrison cover from 0.65 to 0.55
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Mise à jour du 21 février 2014

Bug Fixes

  • Crash when loading certain types of saved games from the previous version of CoH2
  • Soviet Industry commander passive ability being active before the ability is unlocked through command points
  • Advanced Warfare commander set to the wrong year for Theater of War load outs
  • MP44 weapon SFX not playing correctly
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Mise à jour du 6 mars 2014

UI

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

Networking

  • Various networking improvements

AI Optimizations

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

AI Behaviour

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

AI Combat Ratings

  • Updated AI class and anti-class calculations to not use dynamic ranges that were causing problems.
  • Removed heavy/light structure AI class from data and replaced with one structure class.
  • AI now generates the AI info from Upgrades by reading the actions in Upgrades and no longer needs hard coded values.
  • AI CombatRatings now better detect which weapons cause suppression.
  • AI now checks ability based weapons in addition to the primary weapon to determine if a squad uses indirect fire.
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Mise à jour du 25 mars 2014

Maps

Additional maps to the automatch map pool.

  • (1-2) Stalingrad
  • (6-8) Angermuende
    • Special thanks to community map maker Stahlhagel

Hot Keys and Input Changes

The following Hot Keys have been added:

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

Other input changes:

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

Updates and Bug Fixes

Resolution to a number of UI and gameplay related issues.

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

Small Arms Weapon Profiles

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

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

Germans

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

Soviets

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

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

Grenade Explosive Profiles - Grenades

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


Units and Abilities

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

Osttruppen

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

Grenadier

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

Assault Grenadier

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

Panzer Grenadier

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

Artillery Officer

  • Officer armor from 4 to 1

German Sniper

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

222 Scout Car

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

250 Half-track

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

251 Half-track

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

Mechanized Assault Group

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

Mechanized Grenadier Group

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

Combat Engineers

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

Penal Battalion

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

Shock Troopers

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

Guard Rifle Infantry

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

Conscript

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

M3A1 Scout Car

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

M5 Half-track

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

Irregulars

  • Cost from 250 MP to 180 MP

Anti-infantry Partisans

  • Cost from 250 MP to 210 MP

Anti-Armor Partisans

  • Cost from 260 MP to 270 MP

Soviet Sniper

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

Radio Intercept

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

Small Arms Lethality

Reinforce the value of cover and unit positioning.

  • Small arms lethality increased by 15%

Retreat Modifiers

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

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

Veterancy

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

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

Vehicle Pathing

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

Light Vehicle Turn Plan

  • Removed three point turns from light vehicles

Pacing and Tech Progression

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

Soviet Starting Resources

  • Manpower from 490 to 350

Soviet Base Structures

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

German Starting Resources

  • Manpower from 520 to 360

German Battle Phases

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

Commander Card Layout

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

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

Ability Barrage Radius

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

  • Barrage abilities from mortars or artillery units now display increases in weapon scatter based on distance
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Mise à jour du 28 mars 2014

Updates

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

Balance

Grenade AOE Profile

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

German Snipers

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

Soviet Sniper

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

Penal

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

Shock Trooper

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

Guard Rifles

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

Special Rifle Command

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

Support Weapon Kampaneya

  • Manpower cost from 240 to 160

Bunker

  • Health from 600 to 480
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Mise à jour du 24 avril 2014

Updates

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

 



Main Menu Redesign

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

 



World Builder Updates

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

 



Bug Fixes

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

 



Balance Changes

Command Point Pacing

All heavy vehicle dispatches have had their command point cost increased by 1 to better align them with the pacing and tech progression changes and goals. Saving for a heavy vehicle should remain a viable strategy, the goal is to increase the risk of such a strategy to better reflect its potential value if pulled off successfully.

  • Tiger command point cost from 10 to 11
  • Tiger Ace command point cost from 14 to 15
  • Elefant command point cost from 11 to 12
  • IS-2 command point cost from 10 to 11
  • ISU-152 command point cost from 11 to 12
  • KV-2 command point cost from 11 to 12
  • StuG III E command point cost from 5 to 6

Units and Abilities

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

Osttruppen

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

Grenadier

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

Panzer Grenadier

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

Pioneer

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

Combat Engineer

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

Conscript

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

Partisans and Irregulars

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

Guard Riflemen

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

Blitzkrieg

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

Overdrive

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

Ram

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

Marked Vehicle

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

Support Team Modifications

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

Weapon Teams

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

AOE Profiles

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

105mm Howitzer

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

152mm Howitzer

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

PAK 40

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

PAK 43

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

ZIS 76mm Field Gun

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

B4 203mm Howitzer

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

MG42

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

53K 45mm AT Gun

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

DSHK HMG

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

Maxim HMG

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

Vehicle Top Gunner

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

German Mounted MG42

  • Munition cost from 30 to 50

Soviet Mounted Dshk

  • Munition cost from 30 to 60

Vehicle Modifications

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

AOE Profiles

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

Mobility

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

Vehicle Penetration

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

Vehicle Criticals

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

222 Scout Car

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

Panzer IV

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

Ostwind

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

StuG III G

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

StuG III E

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

Panther

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

Bummbar

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

Panzerwerfer

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

Tiger

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

Elefant

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

M3A1 Scout Car

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

M5 Half-track

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

T70

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

T34-76

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

T34-85

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

SU-76

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

SU-85

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

IS-2

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

ISU-152

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

KV-1

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

KV-2

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

KV-8

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

Katyusha

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

Pacing and Tech Progression

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

Tankoviy Battalion Command

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

Mechanized Armor Kampaneya

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

 



Bug Fixes

A number of minor bugs were fixed to improve gameplay.

German 105mm Howitzer

  • Now properly set to 8 command points

Panzer Grenadier Jaeger Infantry Package

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

Acceleration

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

Snipers

  • Now automatically fire when in cover

Tiger Ace

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