COH2 Patches
COH2 Patches
Noun writes:
Updates
- Create post-game AI survey for beta
AI Updates
- AI vehicle positioning tactic now prefers to find safer positions relative to the current
position instead of always relative to the target position
- AI vehicle positioning tactic no longer tries to use vehicles that are bad at strafing to
out position an enemy relative to the enemies position
- AI tactics and fallback now properly check weapon ranges based on OBBs like the
weapons do
- AI force attack tactic will not get stuck running if the target moves within minimum
weapon range
- AI simple move state now copies the path finding weights when it starts to prevent
other AI tasks from changing them after the move has started
- AI cover, vehicle, and force attack tactics now only do path finds with a path length
factor of 1.5 and not unlimited since they should be short moves
- AI Vehicle Tactic now keeps more space between it and threatening entities and re-
positions less frequently
- AI Task Combat State no longer oscillates between retreat and fallback when the
squad wants to retreat but does not support retreating
- AI Ability Tactic properly converts entity and squad targets to position targets before
attempting to do the ability if the targets cannot be seen
- AI squad clump detection system now tracks which clumps contain visible squads
instead of just testing the centre of the clump for visibility
- AI checks for squads and entities being detectable now also checks if the squad or
entity has been seen recently if so then they can still be detected
- AI VehicleTactic now only does path following moves if the destination is greater than
15 meters so we can do less path finding
- AISimpleMoveState now sends a move command to the final position if it has waited
for a path for longer than 8 seconds
- AITaskMoveState now checks to make sure its path is going to the correct destination
before it assumes it has a path it can use
- AILeader and AIFollower tasks now coordinate better and spend less time stopping
and waiting for each other
- When selecting squads to be leaders and followers, team weapon squads are no
longer preferred to be leaders, they are now not preferred
- AICaptureTasks now correctly check for capture progress relative to allies and
enemies
- Skirmish AI no longer double military targets for neutral world owned points
- Skirmish AI players now calculate preferred map areas relative to other players and
get penalties for attacking and capturing outside those areas
- Skirmish AI players now take into account what teammates have produced and prefer
to build different units
- Skirmish AI will no longer try to build securing structures on points that cannot be
secured. (victory points, fuel/munition points, watch towers) -Skirmish AI now properly
releases a squad from its current task before getting it to do a construction task
- Skirmish AI no longer gives up on capturing a point on a cold map if there are no heat
sources near the point but it is already capturing the point
- Skirmish AI no longer counts all units that can be spawned from a building as
potential producibles, now it only counts units that it has the prerequisites for
- Skirmish AI now prefers to keep doing objectives it was doing the previous update
- Skirmish AI will now create attack objectives to attack military points that are
undefended instead of only attacking military points that can be destroyed
- Skirmish AI will no longer send team weapon squads or artillery squads out alone to
attack or capture unless they are already in combat at the target
- Skirmish AI now assigns extra squads to help attack objectives based on combat ratio
improvement and distance and not just distance
- Skirmish AI now prefers to attack a military point with squads near it over a clump of
enemy squads not quite near the military point to facilitate capturing the point while
attacking
- AI no longer thinks Katyusha and Panzerwerfer are good for circle strafing
- Hard and Expert AI now use default dynamic economy without any overrides
- added dshk squad, panzer iv command squad, mortar halftrack, and assault field
officer squad to the default AI economy
- updated panzer iv command squad main cannon AI combat ratings to more closely
match the panzer iv squad AI combat ratings
- Skirmish AI default economy now includes randomized utility ranges of 10, previously
was 0
Bug Fixes
- Rare crash caused when a player in a vs AI automatch starts loading before they get
the updated session info from the host for the populated AI slots
- Added a hang detection thread to watch for heartbeats and dbFatal if the app goes off
for more than 60 seconds
- Hooked up game start audio stinger to only play for Custom and Automatches
- Fixedtitle entering an unlimited unresponsive state when minimising the title on the
Performance Test loading screen
- Fixed scenario could be marked as complete after the check to see if it was complete,
resulting in unawarded achievements
- Fixed some enemy buildings appearing as holes in the ground when fog of war is
active
- Adding logic to track how often we get the PeerConnectFail error, and if we get a
certain amount without ever successfully getting into a match, show an error message
to the user
- stats now only care about actual team ID and not slot team id / map team ID
- make sure team ID matches up with slot team ID (when they are different due to
random starting locations) so UI does not have to do any sort of mental gymnastics
- fixed loading an auto save on mission 3 loads the game with only background music
playing
- Added Plat support for OEM8 so that we can correctly map English physical key
locations to French
- Allow multiple demo charges on the same spot vs non-panel buildings. The "don't
place demo charges at the same location twice" rule only makes sense for panel
buildings
- Fixed scenario launch code with proper variable initialization and ensure that repeated
calls within the same frame do not cause a crash
- force a crash on actual load step failure as otherwise it would just hang (not
addressed by this fix)
- Fixed load game dialog dereferencing null ptr while in game
- Destroy the match instead of just concluding if the game becomes inactive
- Moscow Line - Partisan Squads will appear twice in the Construction Tab in the Post
Game Stats
- Fixed: When using dispatch, unit will show up two times in the construction tab on the
post-game stats
- Set the connect timeout separately from the read timeout for the long-poll
- fix maxim crew syncing to a standing maxim will play standing animation, rather than
going prone and snap to stand
- add more telemetry logging. including match start and match end event, option
changing event, tutorial video event
- match reporting fixes to prevent unwanted disputes in arbitration, which was causing
everyone to lose trust if someone in the match quit
- when a player leaves the match, set the kill player reason to KPR_NetworkAbort
instead of KPR_Surrendered
- fixed game crash when airstrike ability is used just before the victory point count
down
- fixed rally point blip appearing in middle of minimap when placed on an entity
- don't show demo charge as a killer on post game stats (it has no valid UI info)
- fix one case where sync error reporting could be interrupted by incorrect fatal scar
error caused by sync error
- fix so when sync error, simulation stop updating, so the rest if the simulation code
and scar update won't unnecessary get called
- investigate making the game mark itself for Steam update after crash
- this is only half the work as the M5 is needed elsewhere for another fix. matching
audio to come soon
- fixed Stug III tread critical causing missing tread (mesh conditions on healthy tread
were inappropriate to keep one visible)
- fixed making 2/3/4xxx AMD cards require the special legacy drivers AMD made for us
- fixed lockup when pistol is in cooldown when close to an enemy and being attacked
- fixing for ram not disabling the maingun if the vehicle was buttoned. The critical was
able to be applied to the disabled main weapon
- reseting UI and camera in last frame of battles and scenarios, so that View Battlefield
is doable
- updated version of the performance test with snow on the ground, and new cameras
avoiding clipping through trees
- taking off the requirements on the pak43 and howitzers, fixing some help text
-fixes to the mortar,command tank and officer ... normal mortar can now be deployed
when you get the 120mm mortar and now i limited the commander tank and officer to
one on the battlefield
- changing cost of 120mm mortar team from 480 to 360 from free
- replaced trenches
- Shock Troops have "Fire Superiority" tool tip for Vetrancy 1, instead of "Trip Wire
Flares"
- fixed the tooltip on the ability, it requires 6 command points (It was saying that it
required 2 before)
You've only got a week left, for the Company of Heroes 2 Open Beta ends on June 18th.
Game Updates
- Twitch fully unlocked for players
- Single Player E3 Demo Mission unlocked
- Tutorial Mission unlocked
- Stability fixes
- Compatibility fixes
Balance Changes
Anti-Tank grenades and Panzerfaust:
- Range reduced from 20 to 15.
Veterancy Change:
- Rates changed from 50%/50% (Damage applied / received damage) to 75%/25%.
Upkeep:
- Rate changed from 4 upkeep per pop to 1.5.
- Upkeep thresholds removed.
Brummbar:
- Cost from 520mp/140fuel to 520mp/170fuel
- Max distance scatter from 10 to 4.55
- Reload time from 9.75s to 8.25s
- AOE from 6m to 5m.
- Health from 1280 to 800
- Front armor from 175 to 200
- Acceleration from 1.5 to 2
- Target Size decreased from 24 to 22
- Max speed from 4.5 to 4.8
- 50% of the shell’s damage is applied on non-penetrating rounds against enemy
armor.
- Added a 1 in 3 chance of 5s crew shocked critical on target deflections
Elefant:
- Price from 520mp/220 fuel to 640mp/260 fuel
- Front Armor from 270 to 400
- Pop cost from 13 to 16.
250 Halftrack:
- Front armor from 25 to 11 and Rear armor from 15 to 5.5
- Health from 300 to 240
222 20mm Autocannon:
- Increased AOE from 0.5 to 1 making this weapon a bit more effective against infantry.
Ostwind:
- Price from 400mp/100fuel to 320mp/115 fuel
- Build time from 40 to 50.
- Pop cost from 10 to 8.
- Scatter from 5 to 1.98 increases its accuracy.
Panzerwerfer:
- Increased ice damage from 55 to 75
- Acceleration from 3 to 3.75
- Max speed from 5.5 to 6
Panther:
- Price from 560mp/150fuel to 440mp/165fuel
- Pop from 14 to 11.
- Health from 1280 to 960
- Rear Armor from 135 to 112.5
- Acceleration from 1.9 to 2.3
- Max speed from 5.2 to 5.5
- Range from 60m to 50m
- Reduced the rotation rate from 30 to 27.
Panzer IV:
- Price from 480mp/120 fuel to 320mp/115 fuel
- Pop from 12 to 8.
- Reload time from 4.75s to 5.75s
- Damage from 80 to 160
- Scatter from 7m to 6m
- Acceleration from 2.8 to 2.4
- Max speed from 5.3 to 5.2
Stug:
- Price from 400mp/85 fuel to 280mp/95 fuel
- Scatter from 10m to 6.5m
- Health from 640 to 480
- Target Size from 20 to 14
- Increased rotation from 20 to 22
- Area of Effect from .5m to 1.5m
- Damage all in hold set to TRUE, similar to other AOE heavy weapons. This will allow
the weapon’s Area of Effect damage to apply to targets inside a halftrack or scout car.
- Main gun range from 60m to 50m
- Reload time from 3s to 4s
- Main gun penetration from 110 to 140.
Tiger:
- Price from 520mp/210 fuel to 600mp/250 fuel
- Reload from 8.75s to 6.25s
- Scatter from 10m to 6.8m
- Area of Effect From 3.75m to 2.5m
- Armor from 400 front/200 rear to 350 front/250 rear
- Acceleration reduced from 1.5 to 1.25
- Max speed increased from 4.5 to 4.7
- Added a 1 in 5 chance for a 5 second crew shocked critical on target deflections
- Main gun rotation from 19 to 17
KV-8:
- Health increased from 640 to 960
- Armor decreased from 360 front/225 rear to 240 front/120 rear
- Cost from 440mp/120 fuel to 360mp/135 fuel
IS-2:
- Armor from 400 front/200 rear to 375 front/225 rear
- Pop from 14 to 16
- Health from 1280 to 960
- Price from 560mp/210fuel to 680mp/300fuel
- Reload time from 8.25s to 9s
- Scatter from 10m to 7.5m
- Acceleration increased from 1.5 to 2
- Rotation rate increased from 25 to 30
- 1 in 6 chance of 5 second crew shocked critical on target deflections
- Penetration increased from 110 to 140
- 25% of the shell’s damage is applied on non-penetrating rounds against enemy
armor.
ISU-152:
- Price from 520mp/215 fuel to 680mp/290 fuel
- Pop from 13 to 17.
- Armor from 120 front/60 rear to 200 front/100 rear
- Health from 1280 to 960
- AOE from 5m to 6m
- Damage from 160 to 240
- Scatter from 10m to 13.2m
- Reload from 6.125s to 10s
- Penetration from 170 to 150
- Target Size from 24 to 26
- Acceleration from 1.5 to 2
- Max Speed from 4 to 3.8
- 33% of the shell’s damage is applied on non-penetrating rounds against enemy
armor.
- Added a 1 in 3 chance of crew shocked critical on deflections
- Reduced main gun tracking speed from 25 to 12
- G-530 Concrete Piercing Round ability penetration increased to 1000
SU-76:
- Price from 200mp/45 fuel to 160mp/55 fuel
- Pop from 5 to 4
- Reload from 3.875s to 2.375s
- Penetration from 75 to 93
SU-85:
- Price from 440mp/90 fuel to 320mp/115 fuel
- Pop from 11 to 8
- Front armor from 160 to 180
- Increased acceleration and max speed from 2 to 2.4 and from 5 to 5.3
- Increased Area of Effect from 0.5m to 1m
T34/76:
- Price from 280mp/75 fuel to 240mp/95 fuel
- Pop from 7 to 6
- Acceleration from 2.5 to 2.8
- Rotation rate from 30 to 36
- Max speed from 5.6 to 5.8
- Rear armor from 57.5 to 70.
- Main gun scatter from 7m to 5.1m
T34/85:
- Price from 360mp/100 fuel to 360mp/130 fuel
- Health from 640 to 800
- Armor from 115 front to 124 front
- Acceleration from 1.9 to 2.3
- Main gun scatter from 5m to 3.4m
T70:
- Price from 200mp/55 fuel to 160mp/55 fuel
- Main gun scatter from 5m to 1.84m
- Penetration from 50 to 45
- Reduced target size from 20 to 14
Dshk Tank and Bunker starting positions:
- Increased penetration on DShk from 1 to 2.
German MG42:
- Increased nearby suppression multiplier from .4 -> .55. This applies 55% of the
weapon’s suppression to nearby squads.
- Increased nearby suppression radius rom 10 -> 12
- Decreased reload duration from 6 -> 5
- Increased reload frequency from 5 -> 7
Updates for June 17th, 2013
Maps
Balance Changes
Reload Times:
- German howitzer barrage reduced from 90 to 85 seconds.
- Panzerwerfer barrage reduced from 60 to 48 seconds.
- Soviet howitzer barrage increased from 90 to 120 seconds.
- SU-76 Barrage increased from 60 to 80 seconds.
- Sector artillery increased from 60 to 136.
General
• Fixed various issues causing game crash.
• Fixed desktop icon to match new Steam icons.
• Detect AMD graphics driver versions better.
• Game avoids crash on older NVIDIA Optimus drivers.
• Fixed FX ripples on Tiger Tank.
• Improved water ripples.
• Adjusted logic behind Lag/Vote Kick option being presented.
• Added News Ticker to display planned server downtime.
• Added popup to display “Waiting for Match Results” when waiting for match results
when game ends. The appropriate Victory or Defeat screen will then appear.
• Hide the difficulty in multiplayer save games as it does not apply.
• Changes to the help text of Commander abilities Relief Infantry and Rapid
Conscription.
• Updated the requirements text of some units and abilities.
• Added Twitch chat button to lobby.
• Show Progress bar on unselected buildings.
• Show a progress bar when planting a trip wire flare.
• Improved Tactical Map display times.
• Fix game in Vista running in Compatibility Mode having no cursors.
• Fix Windows DPI scaling affecting the game in fullscreen and causing UI issues by
making the game DPI aware so Windows doesn’t scale it.
• Halftracks now "Taxi" Squads to the Unload point. Clicking the unload button should
eject everyone in the Halftrack. Clicking the Shield Icon of the Squad inside the
halftrack then the button should taxi the squad to that location.
AI
• Repair ability now allows AI to properly detect destroyed bridges to repair.
• AI now only tries to pick up items it is able to.
• Fixed an issue where the AI would not purchase the Axis G43 rifle upgrade.
• AI now properly tracks chance of avoiding explosions when multiple events arrive for
the same explosion.
• AI shouldn't give up on capturing to retreat back to base to construct if it is already in
the territory to capture.
• AI no longer retreats due to cold when in combat.
• AI abilities targeting friendly units can now run when a squad is outside the objective
leash and in ability range of the friendly target.
• AI coordinated move phase now uses setup locations as destinations instead of
objective target like coordinated attack arrival phase to prevent path finding oscillations
when switching between the two phases.
• AI attack objective now properly recognizes squads capturing a point as not being idle
and triggers the switch from the move stage to the engaged stage.
• AI leader task no longer overrides the destinations of the follower tasks screwing up
the coordinated attack arrival phase of objectives.
Balance
Soviet M3A1 Halftrack
• Damage from 9.9 to 10
• Far accuracy from 0.37 to 0.2
• Near cooldown duration modifier from 0.5 to 0.6
Adjusted the risk vs. reward aspect of unit garrisons within vehicles.
• 50% chance for each entity inside halftrack to die when the garrisoned vehicle dies.
To better compensate for the larger squad sizes of the Soviet weapons teams, the
following changes were made:
General
Fixed 1 frame delay between user input and unit movement
Updates to vehicle pathing
Langreskaya Spring and Winter maps added (1v1 in automatch and 1v1 and 2v2
in custom game)
Balance
Commander Ability Changes
The following abilities had their command point (CP) cost reduced to increase
commander appeal. In contrast to the majority of Soviet Commanders a number of
German doctrines did not have abilities available at 1 CP.
Rapid Conscription
The following changes were made to improve the usability of Rapid Conscription and
Relief Infantry. Overall, it was very difficult to recover your cost on investment to both
abilities due to their relatively low duration time. The goal was to increase the rate at
which players could recover their cost and provide a possibility to earn back more than
the initial resource investment.
Relief Infantry
Previously, Hit the Dirt had the capacity to have its modifier stack with cover. This led
to extremely durable units at very little cost to the user. It also impacted many of our
combat systems, leading to inconsistent or undesirable behavior such as snipers
missing the infantry.
Hit the dirt now provides light cover rather than a 0.5 received accuracy
modifier.
JU-87D Strafing Run
The JU-87D Strafing Run now functions as a suppression ability. The loiter behavior was
modified to improve the visuals of the off-map and make it more susceptible to anti-air
weapons.
Previously, the cargo truck was multiplying a sectors value by a factor of 2. This
resulted in extreme edge cases where fuel and munition incomes were higher than
expected. To resolve this, supply trucks will only add a set amount of resources to
sectors.
A cargo truck setup within a sector now adds 3 fuel and 5 munitions per minute,
rather than multiplying the sectors value by 2
Cargo truck cost from 200 to 300 manpower
The following units had their scatter distance refactored to better match their
performance and design. Higher scatter values generally implies weapons are less
accurate.
IS-2
• Scatter distance max from 7.5 to 2.86
Panzer IV
• Scatter distance max from 6 to 9.5
T70
• Scatter distance max from 1.84 to 1.7
T34-85
• Scatter distance max from 3.4 to 2.6
Tiger
• Scatter distance max from 6.8 to 4.3
Ostwind
• Scatter distance max from 1.98 to 2.15
Brummbar
• Scatter distance max from 4.55 to 1
HMG teams no longer function efficiently while pinned. This discourages tactics such as
moving a HMG team into a setup HMG team unless on the flank. Pinned HMG squads
now have the following modifiers applied to their squad:
Bug Fixes
Command tank now properly validates, this prevents the user from using the call
in when they are near max pop.
Incendiary barrage duration now better matches its deployment time.
Updates August 20th, 2013
General
• Added Map Veto for Automatch – Party hosts can now veto up to 1/3rd of
applicable maps before beginning the automatch process. A veto counts as a
vote against a map and the automatcher will only select among the maps with
the fewest number of votes
• Replays now store build version in header to allow filtering out of old replays
that will cause a sync error
• Changed method of determining local player when loading a saved game
• Added ability to change Faceplate and added two new faceplates to select from
Gameplay
• Guard Rifle Infantry ‘Button’ Ability will now be disabled if the squad is pinned
• Canceling building in progress of the 152mm gun-howitzer will now refund the
full cost
• Guard Rifle Infantry that drop both their DP-28s can now repurchase the
weapon
• Mines can now be killed by flamethrowers
• Conscripts with the repair ability can now repair abandoned vehicles, matching
the behavior of the engineer repair ability
• Increasing the pop cap cost of team weapons so re-manned weapons do have
a lower pop cap cost
Balance
Vehicles
Focus on improving T34 viability and better balancing RAM for mid-late game.
The role of the T34 is that of a flanker meant to exploit enemy weak points with
hit and run tactics. RAM has been adjusted to be countered through movement
vs. mediums and lower. Against heavier armor, RAM now has a chance to fail
based on armor and penetration. This was to account for the fact that heavy
vehicles cannot maneuver out of the RAM ability as easily as light and medium
vehicles.
T34
• Main gun damage from 80 to 120
• Main gun penetration from 75 to 80
• Cost from 240 MP and 95 FU to 280 MP and 85 FU
T34 Ram
• Ram min range from 10 to 17
• Ram max range from 30 to 35
• Penetration from 1000 to 160
• Damage from 100 to 160
• Deflection damage added, now does 80 damage on deflect
• Deflection now results in a crew shock critical to the receiving vehicle
• Ram engine overheat from 4 to 2.5s
o If the engine overheats, the T34 will be slowed down eventually canceling the
RAM
• Ram engine overheat now a timed action, lasts 30s
• Added in tooltip for engine overheat critical
• Removed exhaust engine damage, adjusted critical changes to compensate for
this change and keep things relatively the same
SU-85
• Focused Sight now reduces movement speed by 50%
Unit Abilities
AT grenades and Panzerfaust will see reduced effectiveness vs. heavier targets.
This change is meant to improve the flow of mid-to-late game tank combat by
making aggressive maneuvers less risky. Heavy tanks should be better able to
spearhead as a result. Little to no impact vs. medium to light vehicles.
AT Grenade
• Damage from 80 to 100
• Added deflection damage, now deals 80 damage on deflect
• Penetration from 1000 to 100
Oorah!
• Cost from 5 to 10 ammunition
Panzerfaust
• Damage from 80 to 100
• Added deflection damage, now deals 80 damage on deflect
• Penetration from 1000 to 140
Rifle-Grenade
• Rifle-grenade now cost 25 munitions
Sdfkz 222
• The 222 Scout Car now retains its coaxial MG upon upgrading to the 20mm
auto cannon
Focus on better reflecting unit value through upkeep cost. Previously, fielding a
heavy vehicle army was more rewarding than fielding a heavy manpower army
due to the low population of vehicles. We are now factoring fuel into the
evaluation of a vehicles population.
Soviets
• M3A1 population from 2 to 4
• M5 Half-track population from 3 to 5
• Katyusha population from 9 to 10
• T70 population from 5 to 6
• SU-76 population from 4 to 6
• SU-85 population from 8 to 12
• T34-76 population from 7 to 10
• T34-85 population from 9 to 12
• KV-8 population from 9 to 14
• IS-2 population from 14 to 24
• ISU-152 population from 17 to 25
Germans
• 222 Scout Car population from 2 to 4
• 251 Half-track population from 3 to 5
• Mortar Half-track population from 5 to 6
• Panzerwerfer population from 9 to 10
• Stug population from 7 to 10
• Ostwind population from 8 to 10
• Panzer IV population from 8 to 12
• Panzer IV Command Tank population from 9 to 12
• Panther population from 11 to 16
• Brummbar population from 13 to 16
• Tiger population from 13 to 24
• Elefant population from 16 to 25
Bug Fixes
SU-85
• Acceleration from 2.4 to 2.1
• Rotation from 20 to 18
• Max speed from 5.3 to 4.8
T-70
• The T-70 can no longer crush infantry
Shock Troops
• Price from 480 MP to 440 MP
• Population from 12 to 9
Demolition Charge
• Damage from 250 to 312
• Additional building damage from 550 to 488
• Area radius from 6 to 8
• Area distance far from 3 to 5
• Area distance near from 1.5 to 2.5
• Recharge time from 30s to 0s
Grenadier Rifle
• Damage from 20 to 16
• Accuracy near from 60% to 65%
• Accuracy far from 30% to 35%
• Cooldown from 2.2 to 2
• Cooldown modifier near from 0.5 to 0.3
• Cooldown modifier far from 1.5 to 1.4
Reaction System
Reduced the degree of reaction squads commit to while in combat to better improve
unit control and responsiveness. The reaction radius modifier on all weapons was
adjusted to better align with the weapons AOE values. Weapons with very low AOE will
no longer cause infantry to take action in response to the attack.
Reaction Timers
• Squad reactions while in combat from 15s to 30s; this will reduce how frequently a
unit reacts to incoming fire while in combat.
• Out of combat reaction timer from 5s to 25s; once again reducing how frequently a
unit reacts to incoming fire while out of combat.
Heavy Tanks
One major issue we sought to resolve was the viability of heavier tanks within the mid-
late game. Their cost and performance was refactored to better take into consideration
their effectiveness at the later stage of a match. Additionally, heavier tanks should be
more viable in smaller matches.
Tiger
• Reload from 6.25 to 5
• Armor from 350 to 300
• Acceleration from 1.25 to 1.8
• Max speed from 4.7 to 3.9
• Deceleration from 4.2 to 3.9
• Price from 600 MP and 250 FU to 720 MP and 200 FU
IS-2
• Armor from 375 to 325
• Damage from 160 to 240
• Penetration from 140 to 170
• Deflection damage removed from the main gun
• Price from 680 MP and 300 FU to 760 MP and 240 FU
Brummbar
• Price from 520 MP and 170 FU to 680 MP and 140 FU
Panther
• Price from 440 MP and 165 FU to 600 MP and 130 FU
Weapon Teams
Focus on improving early game flow and balance. Weapon teams should be support
units rather than front line soldiers. The Maxim and MG42 had their weapon profiles
adjusted slightly, resulting in some performance modifications. As a result of this
change, the Maxim should suppression slightly faster than before. Their overall DPS
remains relatively unchanged. The changes to weapon traverse make flanking a MG
easier when using multiple squads.
Soviet Sniper
• Cooldown duration multiplier far from 1.5 to 2
Maxim
• Damage from 9.5 to 5
• Near accuracy from 0.6 to 0.64
• Far accuracy from 0.16 to 0.32
• Near rate of fire from 1.1 to 2.1
• Weapon horizontal traverse speed from 90 to 35
MG42
• Damage from 4.4 to 5
• Far accuracy from 0.1375 to 0.11
• Far cooldown from 0.8 to 0.85
• Suppression from 0.00159 to 0.00085
• Rate of fire near from 1.2 to 1.1
• Rate of fire far from 1.1 to 0.9
• Weapon horizontal traverse speed from 60 to 25
• Suppression modifier applied to suppressed targets from 0.5 to 1
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Animation
Audio
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%
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
Artillery
Assault Gun
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
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
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
General:
Ladder Decay
Balance
LMG42
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
MG42
Damage from 5 to 4
Accuracy near from 55% to 68%
Accuracy far from 11% to 14%
Coaxial MG
Hull MG
222 Coaxial
Damage from 5 to 4
Accuracy near from 50% to 60%
Accuracy far from 20% to 25%
Soviet Bunker
Damage from 3 to 4
Near Accuracy from 50% to 38%
Far Accuracy from 12.5 to 10%
M5 Halftrack
M5 Halftrack QUAD
Damage from 3 to 4
Near Accuracy from 50 to 38%
Far accuracy from 37 to 28%
T-70 Coaxial
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.
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
Ostruppen
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.
StuG III
T-70
AT Guns
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
Free Content
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
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.
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.
Performance and cost adjustments to units and abilities that better align them with
their in-game value.
Trenches
T34-85
Infantry Flamethrower
120mm Mortar
Panzer Tactician
Cost from 15 to 30
Forward HQ
Assault Grenades
Cost from 60 MU to 45 MU
B4 Howitzer
Minesweeper
Railway Artillery
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
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
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
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
Veterancy 3
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
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
Shock Troopers
Veterancy 2
Veterancy 3
+40% Accuracy
+25% Range on RG-42 Grenade
Combat Engineer
Veterancy 2
+20% Accuracy
+50% Repair Speed
Veterancy 3
Partisans - SMG
Veterancy 2
Veterancy 3
+40% Accuracy
+25% Range on Molotov
Partisans - LMG
Veterancy 2
Veterancy 3
+30% Armor
+20% Accuracy
+25% Range on Molotov
Partisans - Rifle
Veterancy 2
Veterancy 3
+30% Armor
+20% Accuracy
+25% Range on Molotov
Irregulars
Veterancy 2
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
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
+30% Sight
+30% Accuracy
Veterancy 3
+20% Accuracy
+20% Rotation
+20% Acceleration
+20% Max Speed
IS-2
Veterancy 2
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
KV-2
Veterancy 2
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
SU-76
Veterancy 2
Veterancy 3
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
Veterancy 3
T-70
Veterancy 2
Veterancy 3
+20% Rotation
+20% Acceleration
+20% Max Speed
+30% Sight
Updates
Free Content
Multiplayer Maps:
o Hill 331 (6-8 players)
o Don River (2-4 players)
Premium Content
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.
Balance
Commander Trees
Soviet Industry
o No longer decreases the build
times of Soviet buildings
Tiger Ace
o CP increased to 16
o Income penalty now only last
10 minutes
General Gameplay
Ambient Buildings
o Building Cover bonus reduced
from 50% reduce damage +
50% reduce accuracy to 35%
reduce damage + 35% reduce
accuracy
Moving Penalty
o Moving vehicles now receive a
2x scatter penalty in addition
to the 0.5 accuracy penalty
Germans
Soviets
Soviet Sandbag
o Build time reduced from 120
seconds to 80 seconds
Soviet Maxim
o Rotation Speed Reduced from
225 degree/sec to 180
degree/sec
Additional updates:
Hide Spoiler
Additional updates:
Bug Fixes
Balance Changes
CP System Adjustments
Map Changes
Updates
-Implementation of the Battle Servers
-Improvements to the Surrender User Interface
-MP Map selection improvements
-Various Bug Fixes
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
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
Soviet
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
-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
-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
Panzer Tactician
-Cost from 40 MU to 30 MU
-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 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
Soviet Industry
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
March Deployment
25th March 2014 Patch
Maps
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.
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
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
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
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
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
Conscript
Assault Package cost from 30 MU to 40 MU
AT grenade weapon range from 50 to 20
This prevents ‘Thor’ like throws Editor's note: lulz
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
Miscellaneous Changes
Radio Intercept
No longer intercepts mines or bunker construction
Now intercepts the dispatch of Osttruppen squads
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.
March 28 changes
Updates
UI Fix on Faceplate when automatching
Repair Engineer issue addressed
Balance
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; this resulted in a slight
increase in damage output
Shock Trooper
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.
Bunker
Health from 600 to 480
April 25th 1945 marked the meeting of the Eastern and Western Fronts at Torgau on
the Elbe river approximately 140km southwest of Berlin. The Soviet Army, covering
hundreds of kilometers in the final few months of the war had pushed their way past
and around Berlin, where they finally linked up with the Western Allied forces rapidly
moving east from the beaches of Normandy and the forests of Belgium. While mostly
symbolic, the meeting was an important reminder of the vital alliance between the
Allied forces that helped end German aggression and finally bring to an end nearly 6
years of war in Europe.
To commemorate Elbe Day, we’re releasing two new Commanders, and they’re free for
all players. Each of the Commanders introduces a preview unit from the upcoming
release of Company of Heroes 2: The Western Front Armies.
The Soviet Lend Lease Commander calls in an iconic Sherman tank to the battlefield.
The Sherman was the primary battle tank used by the Western Allies and one of several
vehicles the Soviet army had access to through the Lend Lease program with the United
States.
The German Mobile Defense Doctrine Commander calls in the mobile Puma, an
armored car equipped with a 50mm canon. The Puma is an 8 wheel vehicle whose
speed and versatility made it an ideal for scouting and reconnaissance missions.
In addition to the free Commanders, we are also releasing the Elbe Day Update
containing a number of balance changes and game improvements to help us build
momentum towards the June release of Company of Heroes 2: The Western Front
Armies. The studio is excited to share our vision for the next phase of Company of
Heroes 2, and are pleased we can offer you this sneak peak of two units from the
Western Front.
Stay tuned for more details on the Western Front Armies in the coming weeks.
Company of Heroes 2:
Western Front Armies
23rd June 2014 goes LIVE
New Company of Heroes 2: The Western Front Armies content:
Maps
Updates
Bug Fixes
Balance Updates
AOE Profiles
All weapons that have AOE profiles will inflict less damage at midrange
Mines will be less prone to wiping out an entire squad
Wehrmacht
Tank traps
HP increase from 250 to 500
Armor increased from 35 to 50
Werhmacht Bunker
Sight from 35 to 10
Bunker upgrade increases sight by 25
Panzer Grenadiers
Now have reduced receieve accuracy by 15% [sic]
222 Armored Car
Population increased from 4 to 5
StuG III G
Population increased from 10 to 8
StuG III E
Population increased from from 6 to 8
Panzerwerfer
Population increased from 10 to 12
Brummbar
Population increased from 16 to 14
Tiger Ace
Population increased from 24 to 26
Panzer IV
Cost increase from 320/115 to 350/125
Distant scatter max value from 9.5 to 6.4
Tiger Heavy Tank
Health reduced from 1280 to 1040
Elefant
Range from 100 to 70
Panther
Armor increased from 270 to 290
Pak 43 Anti-tank Gun
Range reduced from 100 to 80
target weak point range reduced from 100 to 80
Panzerwerfer 42 Multiple Rocket Launcher
Recharge time reduced from 90 to 70 seconds
Pak 40 Anti Tank Gun
Added Hold Fire
ZiS-3 76mm Field Gun
Added Hold Fire
Stuka Close Air Support
Close reduced from 240 to 200
Relief Infantry
Price reduced from 120 to 90 Munitions
Osttruppen Reserves
Price reduced from 500 to 425
Soviet
Soivet Partisans
Can now capture points
Tank traps
HP increase from 250 to 500
Armor increased from 35 to 50
M3A1 Scout Car
Population increased from 4 to 5
T70
Population increased from 6 to 8
T34-76
Population increased from 10 to 12
T34-85
Population increased from 12 to 14
Katyusha
Population increased from 10 to 12
KV-1 from 15 to 12
Population increased from 10 to 12
KV-2 from 22 to 24
Population increased from 10 to 12
ISU-152 Heavy Assault Gun
Range from 100 to 70
Concrete Piercing Round ability range reduced from 100 to 70
IS-2 Heavy Tank
Health increase from 960 to 1040
Armor increase from 340 to 375
M-42 45mm Anit-Tank Gun
Added Hold Fire ability
T-34/85 Medium Tank
CP requirement increased from 9 to 10
KV-8 Heavy Flamethrower Tank
Health increase from 720 to 800
Price increase from 360 / 135 to 390 / 145
Rapid Conscription
Price reduced from 160 MU to 120 MU
Bug Fixes
Player equipped Commanders, Intel Bulletins, Vehicle Skins and Victory Strikes appear
again on loading screens
Balance
Maps
After extensive testing we have optimized pathing on a number of maps to improve the
quality of gameplay during a match. Numerous changes have also been made to
improve balance. Various of bug fixes have been added including an exploit to salvage
ambient wrecks; have been fixed.
Vaux farmlands
Pathing improvements
Bug fixes
Kholodny Spring
Fixed small firing gap in southern hedge near VP
destroyed the building in farm area near east player
Moved east player’s cutoff player closer to their base and refined area
Added two small infantry only lanes to increase ebb and flow
Minor pathing fixes
Minor cover adjustments
Base alignment
Semois Winter
Moved a bunker back in the north base
Deep snow refinement
Minor pathing fixes
Minor cover adjustments
Removed the ability for tanks to Sink from shallow streams
Langres Spring
Adjustments to north cutoff area
Added infantry access point to north base area
Minor territory refinement
Minor pathing fixes
Minor cover adjustments
Base alignment
Soviets
There were a number of issues we wanted to address in the Soviet Army which had to
do with squad wiping. The HM-38 120mm Mortar and KV8 come to mind. With the
120mm getting its AOE profile change it will still pack a serious punch at close range
but will have reduced damage impact at the mid-range. By offsetting some of values in
the profile we will also see a very slight improvement at far range. The KV8 with its
flamethrower was designed to be a hard counter against infantry this was never
intended to be an eraser of infantry. The high direct damage the flame had would result
in criticals triggering more often than intended thus increasing the chances of squad
wiping and rendering all forms of infantry AT useless. With the reduced damage squads
will have a little more time to react accordingly and reduce the chance of squad wiping.
Another result of this change will increase the time it takes for the KV-8 to kill
buildings. It had been killing OKW truck buildings ridiculously quickly. The Maxim also
had its rotation speed reduced because generally whenever a player tries to flank a
maxim; the maxim will rotate quickly enough to stop any oncoming flank. Various
classic hotkey changes were added to fix overlap.
KV8
Flamethrower damage reduced from 27 to 16
Overdrive
Hotkey changed from D to V
Tracking
Hotkey Changed from R to I
US Forces
Volley fire is getting another change this update. The values that were implemented in
the last update proved to be a slight over-extension on our part. Where we found at the
high expert levels of testing - Volley Fire was still quite effective; it was not easily
readable the vast other majority. We decided to tone down some of the penalties and
increase its suppression slightly to improve usability. The way Volley fire will work is
near the end of the duration the squad being shot at by the ability will get surpressed
(never pinned). Switching targets with volley fire will result in the spread of
suppression to multiple squads which end up yielding no suppression because the
threshold will not be hit. Defensive Stance which is an ability granted when equipped
with a M1919 has its suppression reduced. For a 360 degree shot it suppressed way too
quickly. A number of smaller changes have been made to improve usability of units.
Various classic hotkey changes were added to fix overlap.
Defensive Stance
Suppression bonus reduced from 0.025 to 0.015
Volley Fire
Receive Accuracy modifier reduced from 50% to 40%
Cooldown Weapon Modifier added by 0.125 on the last volley
Suppression increased on the last volley from 0.01 to 0.03
Wehrmacht
With the changes to Blitzkrieg providing max speed we felt that it was a change going
in the right direction however we did see some unrealistic speeds achieved by medium
tanks on roads. By reducing the max speed modifier we still achieve the intention of
the change while maintaining realistic expectations.
Blitzkrieg
Maximum Speed Modifier reduced from 1.5 to 1.35
OKW
Some small changes we made to help OKW deal with infantry in the early game. The
Kubelwagen was in a good place offensively with its suppression however its durability
came into question. When you get flanked as weapon team you can generally retreat
without losing the squad. Due to the fragile nature of this unit when you were flanked
you were severely punished especially if you lost the Kubel. With the slight increase in
health it will give players more time to react and get out of danger without losing the
kubel so quickly. Flak emplacements were also a defensive structure that was rarely
ever built primary due to the fact that it cost too much fuel for an already fuel-starved
race. With the adjustment of Fuel to Manpower ratio it should be less of a fuel dump
than its current revision (eds. note: "previous"?). We also fixed an exploit that would
allow the Puma to use its “Aim Shot” to squad wipe squads inside garrisons. The
priority on the IG also got tuned so that it will prioritize infantry over vehicles.
Kubelwagen
Health increased from 160 to 190
Flak Emplacement
Cost changed from 130/25 to 250/10
Puma
Aim Shot can no longer target buildings
Will no longer share damage against units in garrison
War Spoils
War spoil optimizations will result in greater item variation; previously some item
categories were weighed heavier than intended resulting in a greater drop frequency.
e.g. face plates. In addition, we have enhanced the player’s ability to sort and filter
items within the inventory. A new Wehrmacht commander has also been added to the
game. It focuses on infiltration tactics, territory control, and offensive maneuvers.
Commanders
War Spoils
Inventory
The intent of these changes is to provide the opposing player an opportunity to react
and counter the usage of button. Currently, the ability is very one sided, it provides the
Soviet player with a quick and easy to execute vehicle snare without much counterplay
in-between. By providing the opposing player with a way to react, the counter-play
relative to unit positioning is better defined, thus reducing the receiving player’s
frustration when the ability is executed.
Speed reduction from 0.1 to 0.33
Added rotation reduction of 0.33
Acceleration from 0.1 to 0.5
Deceleration from 8 to 2
Main gun set to active
Main gun rate of fire set to fire 1.56x slower
Pack Howitzer
Shells that fired directly upon their target did so with greater speed and potency, which
resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s
performance by making the behavior more predictable to the opposing player, allowing
them to properly position and react to the oncoming fire.
Now uses an arced projectile trajectory; no longer direct fires on target
Dodge WC51
Our intent was to delay the dispatch of this unit in an effort to provide the opposing
player more time to prepare for light armor.
Command point cost from 0 to 1
Previously, vehicle build time was used as a means of regulating the pacing of the USF’s
vehicles. This is no longer required allowing us to reduce their current build times.
Build time from 60 to 45 seconds
M5A1 Stuart
The functionality of Shell Shock was modified in a number of ways to reduce its potency
versus medium and heavy vehicles. Previously, the ability afforded the Stuart a great
deal of flexibility in what targets it could frontally engage, limiting the need to flank
with the unit. The reduced penetration of Shell Shock helps elevate this issue, while still
retaining the value of the ability through deflections. Additionally, the Stuart’s build
time was reduced as it is no longer required to regulate the pacing of the unit.
Build time from 75 to 50 seconds
AOE penetration from 60/30/15 to 30/22.5/20
Shell shock stun duration from 5 to 3 seconds
Shell shock ready aim time from 0.125 to 0.25-0.5
Shell shock AOE penetration from 0 to 30/22.5/20
Shell shock penetration from 180/100/30 to 60/45/40
Shell shock turret traverse speed from 100 to 52
Shell shock scatter modified to match main gun scatter
Shell shock range distance modifiers set to match main gun range distance
M8A1 HMC
Shells that fired directly upon their target did so with greater speed and potency, which
resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s
performance by making the behavior more predictable to the opposing player, allowing
them to properly position and react to the oncoming fire.
Now uses an arced projectile trajectory; no longer direct fires on target
M4A3 Sherman
Previously, vehicle build time was used as a means of regulating the pacing of the USF’s
vehicles. This is no longer required allowing us to reduce their current build times.
Build time from 75 to 55 seconds
105mm Sherman
Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun
will now use an arced shot as opposed to directly firing upon its targets. This enables
the unit to fire over certain objects, but also adds a small delay to its time on impact.
The added time to impact was an intentional addition which provides the opposing
player more room to maneuver and therefore mitigate the damage they take from
these potentially squad wiping shots. Since the opposing player now has a means of
mitigating the damage, the overall impact of the shell has been increased.
Now uses an arced projectile trajectory; no longer direct fires on target
AOE radius from 4.5 to 5.5
M36 Jackson
Previously, vehicle build time was used as a means of regulating the pacing of the USF’s
vehicles. This is no longer required allowing us to reduce their current build times.
Build time from 90 to 60 seconds
M4A3E8 Sherman
The Easy Eight was previously over performing for its cost, its cost was increased to
better reflect its in-game value.
Manpower cost increased from 380 to 400
Fuel cost increased from 135 to 145
Osttruppen
Osttruppen have seen a drastic increase in their performance, they are now effective at
mid to long ranges.
Near accuracy from 0.45 to 0.55
Mid accuracy from 0.4 to 0.52
Far accuracy from 0.35 to 0.49
Near aim time modifier from 0.125 to 0.375
Far aim time modifier from 4 to 3.25
Near cooldown modifier from 0.125 to 0.25
Modified cover modifiers to match Grenadier KAR 98
Accuracy cover bonus from 2 to 3
Added a received accuracy modifier of 1.25
Panzer Grenadiers
We wanted to better establish the mid-range role of this unit. We lowered its short
range damage output and increased its mid range performance. Additionally, we further
increased its durability to reduce damage received on approach.
Received accuracy modifier from 0.87 to 0.8
Near accuracy from 0.56 to 0.5
Near range distance from 8 to 5
Mid range distance from 16 to 19
Brummbar
Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun
will now use an arced shot as opposed to directly firing upon its targets. This enables
the unit to fire over certain objects, but also adds a small delay to its time on impact.
The added time to impact was an intentional addition which provides the opposing
player more room to maneuver and therefore mitigate the damage they take from
these potentially squad wiping shots. Since the opposing player now has a means of
mitigating the damage, the overall impact of the shell has been increased.
Now uses an arced projectile trajectory; no longer direct fires on target
AOE radius from 5 to 6
Angle scatter from 7.5 to 6
Distance scatter max from 4 to 2.5
Armor from 210 to 260
Target Weak Point replaced with Bunker Busting Barrage
Teller Mines
This removes the possibility of the mine instantly destroying the M36 or M10,
something we viewed as undesirable and overly frustrating to the opposing player.
Damage from 500 to 400
Cost from 60 to 50 ammunition
Riegel AT mine
We lowered the damage of the Riegel AT mine to maintain the differences in behavior
relative to the Teller.
Damage from 400 to 320
Cost from 60 to 50 ammunition
No longer provides healing during combat; resumes healing once squad is out of
combat
Removed bonus damage and armor modifiers
Added received accuracy modifier of 0.87
Added accuracy modifier of 1.15
MG34
The previous update increased the suppression of the MG34 to a level slightly higher
than the MG42. Our intent with this change is to positon the MG34 slightly below the
MG42, in regards to both damage output and suppression.
Near accuracy from 0.6 to 0.68
Rate of fire from 14 to 12
Rate of fire far modifier from 1 to 0.9
Focus fire from true to false
Reload duration from 8 to 6
Setup duration from 2 to 3 seconds
Nearby suppression radius from 12 to 11.5
Suppression from 0.0159 to 0.012
le.IG 18 Infantry Support Gun
Shells that fired directly upon their target did so with greater speed and potency, which
resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s
performance by making the behavior more predictable to the opposing player, allowing
them to properly position and react to the oncoming fire.
Now uses an arced projectile trajectory; no longer direct fires on target
We wanted to better define the role of the Jaeger Light Infantry as a recon unit while
improving its provided utility to the player. The single G43 rifle enables the squad to
‘snipe’ enemy infantry, performing effectively at long range. Combined with its above
average sight range, ability to spawn behind enemy lines, and booby trap ability, this
squad enables the player to harass the opposing players infantry and economy.
Squad no longer fully equipped with the G43 rifle; base rifle switched to KAR 98
Squad now equipped with one G43 sniper rifle; instantly kill entities at or below 75%
health on hit
Added ‘Infiltration Tactics Grenade’ ability to the squad
Manpower cost from 340 to 300
Obersoldaten
We converted the unit’s armor into received accuracy, as received accuracy blends in
better with the current structure of infantry combat. Units can negate the received
accuracy through veterancy and positioning; whereas, armor is only negated through
penetration which heavy weapons possess. Additionally, the damage of the KAR 98 was
increased to offset the damage reduction on the LMG34.
KAR 98 damage from 14 to 16
Armor from 1.25 to 1
Received accuracy modifier from 0.87 to 0.7
Kubelwagen
This unit suffered from extremely low life expectancy due to its unresponsiveness when
engaged by a threat. By removing the tear down, the unit is less likely to be destroyed
by an advancing threat. However, the increased setup time prevents the player from
using this unit in an overly aggressive manner, reinforcing its design as a defensive
platform.
Setup time from 3 to 4 seconds
Tear down time from 2 to 0 seconds
Panther Variants
The Panther currently under performs within the current meta. We attribute this largely
to the addition of new counters, such as the M36, as well as the high research cost
associated to unlocking this unit. Overall, the unit did not feel like a reliable counter to
medium armor. We believed this to be a result of its low accuracy and durability. Our
intent is to reposition the Panther as an effective counter to medium and heavy
vehicles. It should be a dominating force when engaging in a frontal assault, but remain
vulnerable when flanked from the rear.
Frontal armor from 290 to 320
OKW Panther accuracy from 0.025/0.0375/0.05 to 0.035/0.045/0.06
Wehrmacht Panther accuracy from 0.025/0.0375/0.05 to 0.03/0.045/0.06
Sturmtiger
The Sturmtiger previously suffered from a number of usability issues related to its
ability to hit its target. The shell tended to collide prematurely with world objects
resulting in an unintended ignition of the ammunition. By modifying the shell to ignore
shot blocking and pierce, these occurrences will no longer occur. However, this has
resulted in an improvement to the unit’s efficiency and utility, as it can now be used to
fire through anything within the world.
Now ignores shot blocking
Now pierces through world objects
Barrage can no longer be used on a specific target; it will only take a position within the
world. This prevents it from homing in on a selected unit.
Barrage range from 45 to 40
Jagdtiger/Elefant
Increased the projectile speed of the main gun to improve the visuals and
responsiveness
Loiter Abilities
Now display an in-game reticle which reveals the engagement zone of the plane
We added a second P47 Thunderbolt to reduce the extremes this off-map tended to
produce. Previously, it was either fairly effective or would completely miss its target.
This change makes the off-map feel more consistent in terms of damage output while
also providing the opposing player the opportunity to react before losing a unit.
Now dispatches two P47 Thunderbolts
Second plane dispatched 4 seconds after first
Damage from 160 to 80
Plane attack delay from 5 to 8 seconds
Number of attacks per plane from 2 to 3
Time range between planes maximum from 10 to 4
Recharge time from 60 to 120 seconds
The recharge timer was significantly increased to prevent the player from pinning the
opposing player into their base. Additionally, the cost was increased to better reflect the
value of this ability.
Recharge duration from 93 to 180 seconds
Cost from 120 to 150 ammunition
This change prevents the destruction of a full health OKW base structure.
Shells fired from 15 to 12
Damage from 130 to 120
Adjusted the performance of this ability so it no longer destroys the USF base when
used at maximum potency. Also reduced the length of time it can deny an area by
reducing the total shell count and activation time of each salvo in the barrage.
Increased required ammunition for each additional salvo by 200
Reduced the number of shells fired from each additional salvo from 15 to 5
Barrage radius now tightens as it progresses to each new tier
Ability no longer triggers if ammunition requirement is met at a later point in the game
Prioritize Vehicles
We have created a new ability similar to hold fire which enables the user to restrict
main gun fire based on target type. For example, an Elefant with priority targeting
activated would no longer fire on infantry; instead, the unit would only engage vehicles.
This greatly enhances the usability of a unit by restricting unwanted vehicle rotation
and enhancing weapon efficiency.
Prioritize Vehicles
Added a new ability on anti-tank units which only restricts fire against non-vehicle
targets. This should greatly improve the usability of these units as they will now only
fire on vehicles when set to this restricted firing state.
Hand Held AT
Our intent is to reduce the accuracy of hand held AT versus infantry, reducing the
number of killing blows it is capable of dealing. Additionally, we want to put a greater
emphasis on positioning the squad as close as possible to the opposing armored unit;
discouraging the use of these weapon types at max range.
M9 Bazooka
Panzershrek
Weapon scatter increased as it was previously too tight, resulting in frequently missed
shots resulting in a hit versus armored targets. The increased scatter also reduces the
likelihood of a shot hitting a stationary squad.
Angle scatter from 7.5 to 16
Distance scatter max from 10 to 15
StuG III E
StuG III G
Panzer IV
Panzer IV Command
Tiger
Brummbar
222 Scout Car
Elefant
Panther
IS-2
ISU-152
KV-1
KV-2
KV-8
M4C Sherman
SU-76
SU-85
T34-76
T34-85
T70
Stuart
This increases the perceived value of these units, increasing the likelihood they will be
automatically targeted by another unit.
Katyusha
Panzerwerfer
Suggested Target
Explicit user orders will now always be executed so long as sight is maintained and no
shot blocker is present to prevent the shot from being fired.
Suggested target weapon priority set to 1000
We adjusted the LMG profile by scaling its damage output down. We found that the
value of long range damage, which the LMG was designed around, was more valuable
than we had previously anticipated. In addition to scaling the weapon down, we lowered
the damage output at short and mid ranges to make the unit more vulnerable to other
units that excel at these ranges.
DP-28
Near accuracy from 0.62 to 0.56
Mid accuracy from 0.5 to 0.45
Far accuracy from 0.44 to 0.39
Near rate of fire modifier from 1 to 0.82
Weapon Rack M1919
Near accuracy from 0.64 to 0.57
Mid accuracy from 0.52 to 0.47
Far accuracy from 0.47 to 0.42
Near rate of fire modifier from 1 to 0.82
Suppression from 0.004 to 0
Paratrooper M1919
Near accuracy from 0.6 to 0.53
Mid accuracy from 0.48 to 0.43
Far accuracy from 0.43 to 0.38
Near rate of fire modifier from 1 to 0.82
Suppression from 0.006 to 0
Grenadier LMG42
Near accuracy from 0.56 to 0.5
Mid accuracy from 0.44 to 0.39
Far accuracy from 0.38 to 0.33
Near rate of fire modifier from 1 to 0.82
Obersoldaten MG34
Near accuracy from 0.57 to 0.51
Mid accuracy from 0.45 to 0.4
Far accuracy from 0.39 to 0.34
Near rate of fire modifier from 1 to 0.82
Damage output was reduced at long range to reinforce this weapon’s short to mid
range role. Previously, equipping the BAR enabled Riflemen to excel at long range
relative to other infantry, reducing the importance of positioning when using this
weapon upgrade.
Near accuracy from 0.65 to 0.56
Mid accuracy from 0.5 to 0.44
Far accuracy from 0.35 to 0.3
Mid rate of fire modifier from 1.16 to 1
Far rate of fire modifier from 1.33 to 1
Mid cooldown modifier from 1 to 1.25
Far cooldown modifier from 1.25 to 1.5
We found that effective use of a SMG weapon required the user to fire at near point
blank ranges. This increased the difficulty in properly executing this weapon against
opposing units. By modifying the weapon’s range distance, we are able to ease this
requirement therefore improving usability. Consequently, the performance of the listed
SMG weapons has been improved.
Partisan PPSH
Moving accuracy from 0.6 to 0.7
Wehrmacht Weapon Crews MP40
Range distance near from 8 to 10
Range distance mid from 15 to 17
Captain Thompson
Range distance near from 8 to 10
Range distance mid from 16 to 19
Conscript PPSH
Moving accuracy from 0.8 to 0.75
Assault Grenadier MP40
Range distance near from 8 to 10
Range distance mid from 16 to 17
Assault Engineer M3
Range distance near from 8 to 10
Range distance mid from 14 to 18
Moving accuracy from 0.6 to 0.75
Rate of fire near modifier from 0.7777 to 1
Rate of fire far modifier from 1 to 0.7777
USF Weapon Crews M3
Range distance near from 8 to 10
Range distance mid from 14 to 18
Paratrooper Thompson
Range distance near from 8 to 10
Range distance mid from 16 to 19
Grenadiers
Volksgrenadiers
Sturmpioneers
Conscripts
Performs modestly at mid to short range, does not excel at any range
Ability load out geared towards short-mid
Vulnerable to long range units
Versus Grenadiers
Disadvantaged at long ranges
Even at mid ranges
Advantaged at short ranges
Versus Sturmpioneers
Advantaged at long ranges
Disadvantaged at mid ranges
Disadvantaged at short ranges
Changes
Near accuracy from 0.45 to 0.47
Mid accuracy from 0.39 to 0.43
Far accuracy from 0.3 to 0.29
Near range distance from 4 to 0
Mid range distance from 20 to 25
Added a received accuracy modifier of 1.087
Riflemen
Performs moderately at all ranges; excels against other rifled units at short-mid
Vulnerable at long ranges
Versus Grenadiers
Slightly advantaged at long ranges
Advantaged at mid ranges
Advantaged at short ranges
Versus Sturmpioneers
Advantaged at long ranges
Disadvantaged at mid ranges
Disadvantaged at short ranges
Changes
Near accuracy from 0.6 to 0.62
Mid accuracy from 0.55 to 0.58
Far accuracy from 0.5 to 0.45
Near range distance from 6 to 3
Far cooldown modifier from 1 to 1.25
Added a received accuracy modifier of 0.97
Build time from 25 to 28 seconds
T34
Reload time set to correct value, was unintentionally lowered when the KV-1 was
modified
Reload time from 5.2-5.8 to 6.2-6.8 seconds
Target size from 1 to 16; this increases the likelihood of the gun itself being hit when
decrewed and manually targeted.
Barrage Abilities
Fixed an issue which caused the main gun to become disabled if the unit’s barrage
ability was interrupted before completion. e.g. M8A1 HMC.
Resolved an issue which allowed players to subvert the recharge timer if they canceled
the barrage at a certain point in its animation. e.g. B4 Howitzer Barrage
Ability Refunds
Interrupted or canceled abilities now properly refund the cost and reset the cooldown
timer of the ability.
Salvage
Salvage can no longer be activated on a team weapon which is in the process of being
recrewed
Recrewing
Reduced sim side delay when a squad is attempting to recrew a weapon; recrewing
should occur 0.25 seconds quicker as a result.
HMG
Resolved a number of gameplay issues related to heavy machine guns. This includes
issues with selection, positioning, and retreating.
Unit Speech
Pathfinding
Vehicles will now be better at driving through narrow passages, they will be less likely
to get stuck
Vehicles will now be less likely to enter a tight spot, thereby reducing the occurrences
of on-the-spot pivots
Improved the way three point turns are executed
Improved the way vehicles respond to facing orders
Mod Builder
This tool structures the layout of the user’s mod data, enabling them to package it into
a single .sga file for distribution. It will act as the first point of content in creating either
a Tuning Pack or Win Condition Mod.
Attribute Editor
The attribute editor tool is used to modify game data. This might include weapon
damage, squad load outs, or ability functionality. The Attribute Editor also provides a
weapon report excel sheet which provides detailed calculations on the performance of
every weapon within the game.
Archive Viewer
The archive viewer is used to extract the contents of .sga files. This is a great tool if
you want to open Relic created SCAR scripts to aid you in your creations. For example,
you might be interested in how the Victory Point win condition is setup; to view this file
you would open it with the Archive Viewer.
Tuning Packs
Tuning packs allow users to modify the majority of game data, this type of mod will be
driven by the Attribute Editor.
Steam Workshop
Access it here!
Observer Mode
We wanted to create a feature which enabled players to further engage with the game.
The introduction of observer mode will facilitate both casters and players. It provides a
tool to better analyze and capture footage as well as spectate for the sake of
entertainment and knowledge. We are extremely excited about this feature and hope
that excitement is shared throughout the community.
Goals
Design for casters to show off the game and for the average player to be able to
spectate live matches
Allow users to view replays of others to facilitate the game learning and a sense of
community by sharing game experience
Deliver on Relic’s ambition to implement this for COH2 and respond to popular demand
from the community
To facilitate the forthcoming ESL tournament
Support the casting and competitive communities
Protect the integrity of the playing experience by having enough of a delay between in-
game actions and their observer mode results to prevent cheating (8 min currently)
Work both for Custom Games and Automatch games
Features
Automatch live observation delay set to 8 minutes
Custom game default live observation delay set to 3 minutes
512 concurrent viewers per live match with the ability to scale up to 10’s of thousands
for special events like tournament finals
Customized UI
Ability to turn off UI for a cinematic mode
We worked to reduce the overall footprint of the UI to show off more the game
Player data is grouped into sections that allow observer to quickly get the information
they seek
Team 1 on the left, Team 2 on the right
Custom games allow players to set options
Observable On/Off
Delay slider (0 to 15 minutes)
Password option to bypass delay
Data Displayed
Units
Production
Commander Trees
Commander abilities and cooldowns
Resources
Observing as a Party
You can invite other users to the party
Helps to keep casting teams together so that everyone is watching the game at the
same time
Everyone will be kept in sync so if someone speeds up, slows down, or pauses the
game
Hot Keys
Toggle taskbar: Control+T
Toggle Resources: Control+R
Toggle FoW: Control+F – coming soon!
Toggle UI: Control+U
Speed up simulation: Equals
Slow down simulation: Minus
Cycle next player RBracket
Cycle previous Player: LBracket
Ctrl + ] or {= to toggle unit decorators of players on the top right or left end of the
screen
The technology is integrated with other in progress initiatives like mod support which
allows for future observing custom mods of COH2
In-Game Chat Moderation
To help ensure all players are having an enjoyable in-game experience, we rolled out
our first phase of in-game chat moderation. This feature can replace certain banned
words with new text, remove a word entirely and/or send a ‘whisper’ message coaching
the offending party on how to be polite and respective of their fellow players. This
feature will see further improvements as we receive feedback on its performance.
Gameplay Improvements
A large portion of the gameplay within Company of Heroes 2 focuses on execution of
tactics. This requires units to be both responsive and easily maneuverable. As such, we
have been focused on resolving and improving core gameplay to do just that. For
clarification, an entity is the individual soldier within a squad; whereas, a squad is the
combination of all entities within itself.
Input Delay
Optimized the way commands are managed and stored, reducing input delay by 180
ms on average. This will drastically improve unit responsiveness as a result.
Squad Cover Behavior
Squads will now use a combination of their squad plans and a custom algorithm to align
each entity in the relative cover positions. This improves the distribution of the entities
in cover.
When hovering the cursor over terrain, squad cover placement in the form of yellow or
green dots is shown based on a distance from the cursor’s origin. For example, a value
of 5 would factor in all cover locations in a radius of 5 units from the cursors origin. This
value was increased in size from 2 to 3 units. This was done to ensure all entities within
a squad are able to get into cover, a lower value meant some entities would remain
outside of cover when an order to enter cover was given. This does not apply to single
entity squads such as snipers and team weapon.
Improved cover generation by increasing the number of cover slots a world object
provides. Previously, a number of world objects had too few cover slots, resulting in
some entities of a squad receiving no cover bonus.
Improved the direction a squad will choose to face when entering cover relative to the
location of nearby enemy units. Given that a number of objects in the world provide
directional cover, this improvement helps ensure the squad retains their cover bonus
when in combat.
Directional cover is now analyzed on a 2D basis. This prevents scenarios from occurring
where entities would not receive their cover bonus.
Reduced the delay entities take to respond to movements by their squad leader. This
will result in all entities responding to orders quicker.
Company of Kittens 2: The Tabby Wars
Infantry Reactions
Squad reactions, such as ground dives as a result of explosive weapons, will no longer
occur while the squad is moving. Reactions will only apply to stationary squads. This
will improve the responsiveness of squads in a combat scenario.
Team Weapons
Team weapons will no longer automatically set up when issued a move order.
Team weapons will automatically setup when an enemy is nearby or the weapon team
is attacked.
While moving to their target destination, team weapons will no longer suffer from
movement delays when a team member is killed.
Retreating weapon teams will no longer suffer a delay in movement if an entity is killed
during the retreat.
Weapon teams can no longer have their retreat broken once the order is issued.
Team weapons caught in suppressive fire will now try to setup and return fire
Team weapons are now allowed to reposition their weapon cone while suppressed
Resolved an issue with carried team weapons which caused the weapons firing arc to
positioning the wrong way. This resolves an issue with weapon teams setting up in the
wrong direction.
Team weapons no longer require all entities to be near the weapon in order for a setup
order to be initiated. This will improve the responsiveness of team weapons in a
number of scenarios.
Cover Preview
Default cover is now previewed similar to negative, light, and heavy cover. This
provides transparency in regards to where each entity within a squad will go. It also
helps players identify what cover types are available in a given area.
UI Improvements
Unit multi-selecting has seen a number of improvements to enhance the player’s
capacity to understand which unit is currently selected when sub-selected within a
larger group of units. The mini-map will now differentiate between all selected units and
the current sub-selected unit by highlighting the sub-selected unit’s mini-map dot. In-
game, sub-selected unit symbols will also highlight relative to other units in the
selection group.
Weapon Tracking
Weapons can now track their target while the unit is pivoting; previously the tracking
would be delayed resulting in delayed targeting.
Projectile Tuning
Modified the behavior of tp_homing_inf projectiles to not collide with a number of world
objects such as bushes or light fences. In effect, this change will increase the strength
of any weapon using this projectile type. This will impact the reliability of hand held AT
like the Bazooka and flak weaponry like the Ostwind or 251 Flak Half-track. These
weapon types will no longer continuously hit world objects, thereby missing their
targets.
Cover Tuning
These changes work in conjunction with the squad cover behavior modifications. A large
cover volume on fences and walls resulted in squads stacking up against each other in
rows of 2 or 3’s instead of forming a line.
Adjusted the cover volume size on a number of wall and fence assets
Projectile FX
Updated the visual effects on all small arms weapons to better reflect the size of the
caliber and improve the overall visual fidelity. Heavy weapons, such as the M2HB HMG,
will be easier to distinguish among nearby small arms fire as a result.
AI Improvements
Our goal is to constantly evolve the AI in such a way that it better reflects the decision
making process of a player. This benefits players seeking enjoyment through single
player content or skirmishes or those seeking to improve their mastery of the game. It
also bridges the gap between a real player and the AI in a multiplayer match; more
effectively filling the void left by a dropped player.
AI now uses offensive player abilities like artillery, strafing runs, bombing runs, recon
flights, med kits, etc. The AI will only use them on Hard and Expert difficulties.
AI now techs up faster and better, spending less resources on cheap units, especially
for OKW and USF.
AI combat evaluation functions now better understand how to attack structures which
means the AI no longer gives up building units when it encounters enemy base
buildings.
AI combat evaluation functions are better at determining which units are best for killing
the enemy and no longer prefer to always build units with the most health and armour.
This gets the AI to build a better mix of units instead of always preferring tanks with
the heaviest armor.
AI will now engage in Jazz Hands and dancing whenever possible
Ambient Buildings
Our goal is to improve the gameplay value of buildings and reduce the potential
frustrations associated with their use. The first step towards achieving this goal is to
increase the transparency of a building’s structural integrity. By doing so, players are
better equipped to analyze the battle field and its potential assets. Future
improvements will focus on gameplay and interaction. This might include improving the
functionality of a weapon team within a garrison or providing the player with a better
means of identifying each structure type.
Improvements
Building “panels” now have a real health value, rather than rigid conditional destruction
Buildings can now have independent tuning for their “panel health”
Area of Effect weapons can now have independent tuning for how they damage panels
over their AOE
Buildings are now destroyed when 50% of their total panel health is reached, rather
than 50% of total panels destroyed
All team weapons which can be garrisoned within a building now share the same
setup/re-position time of 4 seconds. This means a MG42 will take 4 seconds to switch
windows and begin firing, as opposed to their old functionality which relied on their
reload time. This creates more consistent behavior between team weapons and
prevents some weapons from having delays as high as 6 or 7 seconds.
Panel Health
All ambient buildings are made up of a number of panels. Panels are meant to
represent sections of walls, roofs, and floors and allow pieces of a building to be
destroyed while leaving other pieces intact.
Previously, to destroy a panel you needed to meet one of two requirements:
Deal X amount of damage to a panel in a single hit
Deal X/2 damage twice to a panel
Additionally, panels could be immune to certain weapon types (ballistic, explosive,
small arms, flame). As a rule, they were immune to small arms.
With this system, panels were either never damaged by certain weapons (Flak
Halftrack, etc.) or always killed instantly by certain weapons (IS-2, etc.). Flimsy
wooden structures being immune to 20mm weapons and castle-like structures being
vaporized by mortars or other HE weapons did not fit within our design vision.
Now, panels have the following properties:
Panels have a maximum health value
Panels have a minimum damage value that must be exceeded before it takes damage
When a panel is dealt damage, it reduces the total health of the panel like other objects
in the game
Panels can be immune to certain weapon types
We created three types of building profiles – very_weak, normal, and strong. Each
ambient building is assigned one of these profiles and that profile defines their panel
properties:
Very_weak buildings have the lowest panel health and the lowest minimum damage
required. They are also no longer immune to small arms weapons.
Any building that appears weakly constructed is considered very_weak. A weakly
constructed building might contain a thatched roof or poorly aligned wood panels.
Normal buildings are immune to small arms, have higher panel health, and higher
minimum damage required.
Buildings that appear well constructed are considered normal. They will typically contain
wood paneling and a proper roof structure.
Strong buildings are immune to small arms, have higher panel health, and the same
minimum damage as Normal buildings
Buildings made of bricks or concrete, big churches (but not wooden ones) are
considered strong
In the future, we intend to provide a means of easily identifying the structure type in-
game.
The end result is that buildings will survive longer over the course of multiple combat
engagements and be less prone to unexpectedly collapsing. Additionally, the health
indicator on buildings will now be more accurate; better identifying the risk associated
to its garrison.
AOE Weapons
The above changes initially resulted in AOE weapons becoming more lethal versus
buildings. To address this, we gave each AOE weapon a “building damage profile”. This
profile allows us to further tune the damage a weapon does over the range of its AOE
when damaging a building panel. For example, it was undesirable to have a mortar deal
no visible damage to a panel on the first two hits only to destroy a number of panels on
the subsequent hit. This made it difficult to predict and analyze the state of the
building. To resolve this, we adjusted the mortar AOE profile such that its closest AOE
range applied more damage than its mid and far ranges. This caused each hit to
destroy a panel instead of weakening the panels over multiple hits; leaving the building
vulnerable to unexpectedly collapsing.
This tuning is ongoing; if we identify problem weapons we will adjust them accordingly.
We do want to avoid creating unique weapon types, as this increases the complexity of
the system and thereby required knowledge of its functionality from the players.
War Spoils
Added 24 new bulletins
Added 4 new victory strikes
Stationary Howitzers
Our goal was to increase the durability of the howitzer without making the unit too
resilient versus off-map abilities. Values greater than 400 meant howitzers could
withstand attacks from off-maps such as the JU-87 Stuka dive bomber. We found this
undesirable as it made destroying the unit too difficult given the fact that it is typically
placed well behind enemy front lines. The slight increase to health will help in some
scenarios, particularly in cases when off-maps such as the Light Artillery Barrage or
tanks are used to counter this heavy weapon. We will monitor the performance of this
unit post change and take action as needed.
Health from 350 to 400
AT Guns
AT guns were gaining veterancy significantly faster than any other unit in the game as
a result of their high rate of fire and targets of choice. This diluted the value of their
veterancy, making something that should be rare and powerful a bit too common.
Now require twice as much experience to level up at each respective veterancy level
Kubelwagen
Although we are pleased with the performance of this unit, we were unsatisfied with the
effectiveness of available counters. The small target size of the Kubelwagen made
hand-held anti-tank weapons, such as the Bazooka or PTRS, and dedicated AT guns less
effective. By increasing its size, the reliability of these weapons will be increased. By
increasing the fuel cost of the Kubelwagen, we have upped the risk of production and
delayed future vehicle production. The 5 fuel increase can be retrieved by salvaging the
destroyed Kubelwagen, or it can be denied by the opposing player through the
destruction of the vehicle wreck.
Sized increased from 10 to 14
Fuel cost set to 5
Adjusted the required veterancy at each level to account for the increased fuel cost on
the unit. Values are now 530, 1060, 2120, 2650, 3525.
Volksgrenadier
We wanted to better align the fuse timer of the Volksgrenadier grenade with other
similarly classed grenades. Previously, its fuse timer was set to that of a cooked
grenade, which is only used on elite infantry such as Shock Troopers and Paratroopers.
This change also helps mitigate the overall strength of the Volksgrenadier squad, as it
slightly reduces their anti-infantry capacity. Our concern is that this unit is over
performing largely because it can fend off all target types. Even with a Panzershrek
equipped, the potent grenade of the Volksgrenadier enabled them to engage other elite
infantry.
Grenade fuse time from 0.75 to 1.25 seconds
Raketenwerfer
Other AT guns cannot be suppressed because they lack the capacity to retreat. In other
words, if the Pak 40 could be suppressed, it would effectively be locked in place since it
has no other escape mechanism. Given the Raketenwerfer does not have this barrier
and is more similar in functionality to other weapon teams; we enabled the unit to be
suppressed. The intent is to create consistent behavior between the Raketenwerfer and
other team weapons.
Can now be suppressed
Jagdtiger
The beta allowed us to collect and evaluate community feedback on the proposed
change to the Jagdtiger. After careful consideration, we determined that the proposed
manual fire was not the best fit for this unit. This solution made the unit cumbersome
to use for a large portion of our player base. It also failed to address one of the larger
concerns pertaining to its piercing functionality. We are currently working on alternative
solutions to help balance the use of this unit and other super heavies within the late
game.
Modified distance range and range values on supporting fire weapon type to match
main gun. This has almost no gameplay impact; it was changed for housekeeping
reasons.
‘128mm Supporting Fire’ ability weapon tracking increased from 6 to 8 degrees
horizontally to match the main gun horizontal tracking angle.
‘128mm Supporting Fire’ ability aim time from 2 to 0.5 seconds
Osttruppen Reserves
Veterancy level 3 changed from 1.4x armor to 0.715x received accuracy. This
effectively keeps their durability the same; it just fits the modifiers better within the
combat system as a whole.
Pak 40
We felt that the Pak 40 was over performing. It provided the Wehrmacht with too much
flexibility in terms of when and what anti-armor they choose to field. It also greatly
marginalized light vehicles, in many cases taking out a T70 or Stuart faster than the
opposing player could react to the first shot fired. The increased reload rate not only
reduces the effective DPS of this AT gun, it opens up the use of light vehicles. Light
vehicles can now be fielded to apply greater mid-game pressure, increasing the risk of
delaying armor as Wehrmacht. As a result, this should encourage the Wehrmacht to
diversify their strategies thereby relying less on their heavier units.
Reload time from 2.7-3.1 to 3.5-4.1
Paratrooper Carbine
This change was made to better match the historical clip size with the in-game value.
Reload frequency from 8-9 to 14
Dodge WC51
The effectiveness of this unit diminishes over time. By delaying its use to 1 command
point, it became available at a point in the game where it no longer retained its
advantage on the field. On the other hand, when it did become available at 0 command
points, the risk associated with the use of this unit was too low. We were particularly
concerned with the use of units within the Dodge, as they suffered very little risk in
return for what they gained. To better balance this risk, we attached similar penalties to
that of the M3A1 Scout Car, meaning units now received a combat penalty when firing
out of the Dodge. Additionally, units in the Dodge at the time of destruction will now
incur casualties.
Command point cost from 1 to 0
Units now receive a combat penalty when firing from inside the vehicle, similar to the
Soviet M3A1
Units within a vehicle now have a chance to die if their vehicle is destroyed before they
get out, similar to the Soviet M3A1.
Stuart
Shell shock reload time from 1.5 to 1.5-2 seconds; this affects how many shots are
fired once the ability is activated.
Adjusted weapon priority table to match main gun
Adjusted weapon scatter to match main gun
M36 Jackson
Wind up from 0.4 to 0.44; this better synchronizes the animations of the unit
ISU-152
Similar to the Jagdtiger, we felt the manual fire on the ISU-152 failed to address the
pressing issues raised by the community. Although it made the unit more micro
intensive, it did not change the unit’s capacity to wipe full health units or change the
fact that it could effectively engage both armor and infantry. We believe these two
factored combined with its range make the unit too effective; thereby limiting viable
strategies within the game. We are currently evaluating other methods that will better
balance this unit’s functionality and performance.
‘G-530 Concrete Piercing Round’ ability minimum range from 25 to 7
Modified distance range and range values on G-530 weapon type to match main gun.
This has almost no gameplay impact; it was changed for housekeeping reasons.
‘G-530 Concrete Piercing Round’ ability aim time from 2 to 0.5 seconds
Data Resolutions
The below changes represent data which unintentionally made its way into the game.
We are resolving these inconsistencies by reverting them to their correct values.
Paratroopers
Veterancy level 2 accuracy modifier from 1.4x to 1.25x; this accounts for the out of
combat healing to veterancy level 2 which other units who receive 1.4x accuracy do not
have.
Paratroopers no longer benefit from LT or Captain being nearby; previously they
received bonuses that were long removed from the game
Soviet AT Guns
No longer take +25% received accuracy; modifiers were removed to bring these units
in line with other AT guns.
Map Optimizations
The following maps have seen a number of optimizations to pathing, balance, or
general gameplay:
Trois Ponts
City 17
Ettelbruck Station
The follow maps have seen a number of bugs fixed implemented to address problematic
areas:
City 17 Winter
Vaux Farmlands
La Gleize
Retreating
Strafing runs will no longer suppress or pin a squad while retreating
Vaulting
Squads can no longer be issued an order to vault on the same world object they are
currently vaulting on. This prevents a back and forth behavior which was previously
occurring.
Combat Engineers
This unit was unintentionally improved in the last update as it shares the same weapon
as a Conscript squad. We created a unique weapon for this unit and brought its stats
back to where they were. This places the performance of this unit back to where it was.
Now use a unique version of the Mosin Nagant rifle
Manpower cost from 180 to 170
Pioneer MP40
Moving accuracy from 1 to 0.6; this value was incorrectly set to 1 in a previous update.
AT Guns
Corrected the required experience for each level of veterancy such that it matches its
base cost. Multiple the base values by 4x to get the required experience at veterancy
level 1 and 2x afterwards to get each additional level.
Pak 40 base value from 360 to 320
Pak 43 base value from 480 to 500
ZIS Field Gun base value from 360 to 320
AT guns no longer push around their own crew while turning
M2HB HMG
Now uses an infantry turning plan, this resolves odd pivots and turns which were
previously made by the squad. This also means the squad will reposition quicker as a
result of these changes.
Movement modifiers set to match the MG42
Acceleration/Deceleration disabled
Rotation rate set to 10000 (instant)
Now has a UI portrait icon which appears with the use of sprint; these icons explain
what the modifier on the unit does.
Intel Bulletins
Resolved an issue with intelligence bulletin stacking if units crewed or decrewed a
vehicle.
Made a number of small tweaks to modifiers to resolve rounding issues or broken
functionality.
Event Cues
Resolved an issue with the event cue system which prevented ‘under fire’ queues from
being issued. Cues of this type will now occur if units under fire are 60 units apart.
Ability Recharge
Squad abilities will now recharge while the squad is in a vehicle
Hull Down
Is no longer on a shared player cooldown, multiple vehicles can now be hulled down at
once.
Infiltration Grenades
Can no longer be refunded if the ability is canceled abruptly. This prevents players from
subverting the cost and recharge time by canceling the ability before the last grenade
has been thrown.
MG34 Icon
MG34 now uses the correct icon.
Soviet Crews
Captured team weapons by Soviet players will now allow up to 6 entitles per weapon
team to be reinforced. Previously some team weapons were capped at 4 entities.
Pack Howitzer
The unit will now respond to a victor target order by the Wehrmacht Artillery Officer
M7B1 Priest
The unit will now respond to a victor target order by the Wehrmacht Artillery Officer
Resolved an animation issue occurring with the unit
M8A1 HMC
The unit will now respond to a victor target order by the Wehrmacht Artillery Officer
M3 Half-track
Precise size from nil to 1.5
Tiger Ace
Resolved an issue which prevented the player’s economy from being restored upon
losing the Tiger Ace.
Combat Engineers
Can no longer plant demolition charges while pinned.
Lieutenant ‘On Me’ Ability (Editor's note: presumably this should say "Captain", not
Lieutenant")
Team weapons falling back to the Lieutenants position will now do so at an increased
speed; previously they were falling back at their normal speed.
Jagdpanzer IV
Now displays an animator to indicate first strike bonus.
Added a portrait icon for the first strike bonus to explain the new state on the
Jagdpanzer IV.
Sturmpioneers
Veterancy level 5 will now properly remove the increased vulnerability applied while
repairing.
Resource Points
When a resource post was destroyed in a territory where an OKW base structure was
setup, the point was un-capturable for 10 seconds. The territory point can now be
captured right away.
Jagdpanzer IV
Now received its armored skirts upon reaching veterancy level 2.
ISU-152
Main gun will now animate properly when using the G-530 ‘Concrete Piercing Round’
ability
Partisans
Now has a UI portrait icon which appears with the use of sprint; these icons explain
what the modifier on the unit does.
Dshk HMG
Now has a UI portrait icon which appears with the use of Armor Piercing Rounds; these
icons explain what the modifier on the unit does.
Dodge WC51
‘Step on it!’ hotkey from D to N.
M3/M5 Half-track
‘Overdrive’ hotkey from V to E
Soviet Sniper
Now has a UI portrait icon which appears with the use of Sprint; these icons explain
what the modifier on the unit does.
Prioritize Vehicles
Swapped the icon order to better reflect functionality
Panzerfusilier
Grenades now unlock permanently once the required building is constructed; losing a
building no longer locks the grenades, similar to how Volksgrenadier grenade
requirements are setup.
Stormtroopers
Now use the Wehrmacht Panzer Grenadier portrait icon instead of the OKW Jaeger Light
Infantry variant; this applies to both winter and summer icons.
SWS Truck
? Facts: Wreck armor refers to the armor of the wreck after a truck’s death. It will now be possible to “force fire” on
wrecks and kill them with small arms fire.
? Facts: This took a little digging in the mod tools. Previously a flak defense had roughly a 1 in 125 chance of shootin
a plane. Roughly 0.8%.
To put things simply OKW base defenses should shoot down planes ~40% less often.
Emplacements from commander abilities were likely not nerfed. They use a different weapon.
! It’s fair to note that while the base buildings for OKW were nerfed the Schwerer Panzer HQ (Flak Truck) remains the
It has a about a 7% chance to shoot down a plane per hit. You won’t exactly see 40% less planes being shot down.
Corp.Shephard
Volksgrenadiers
? Facts: Received accuracy only affects small-arms fire. It has no effect on most tanks cannons.
Reload helps the Panzerschreck. Cooldown helps the rifle that Volks use. Reload time of the Panzerschreck is 5.4 seco
at vet 5 now.
! This change is most likely there to make anti-infantry counters like Shock Troops, Riflemen and HMGs more effectiv
protecting allied armor from Volks blobs.
Corp.Shephard
Panzershreck
? Facts:20% reduced accuracy at max range. For anti-tank weapons, accuracy is: (target size * accuracy = chance).
Chance to hit an M20 Utility Car (size 16) at max range after patch: 32%.
Chance to hit an IS-2 (size 26) at max range after patch: 52%
Obersoldaten
• LMG MG34 moved to an upgrade and is an exclusive upgrade (can only purchase LMG
or STG)
• LMG MG34 upgrade now costs 60 munitions
• LMG MG34 damage has been reduced from 8 to 6
• STG 44 damage has been reduced from 8 to 6
? Facts:An unupgraded Obersoldaten squad does 30-71% more damage than an unupgraded Grenadiers (30% more
point blank range, 71% more at max range).
Grenadiers have a .91 received accuracy modifier. Obersoldaten have a .70 received accuracy. Received accuracy redu
the chance that small-arms fire will hit the unit. It has little to no effect on most flamethrower and tank weapons.
!
Obersoldaten are still great versus infantry but they’re no longer uncontested by anything other than LMG Paratroope
Base Obersoldaten feel like armored up Grenadiers with extra damage; I would suggest planning to spend munitions o
them though. Forcing OKW to choose munitions between anti-infantry and anti-tank is a good idea.
Corp.Shephard
Raketenwerfer
•Ready aim time (time required to aim on the first shot fired) has been reduced from 1
- 1.5 seconds to 0.25 – 0.375 seconds.
•Fire aim time (time taken to aim on subsequent shots) has been reduced from 1 –
1.25 to 0.125 - 0.25 seconds.
•Reload time has been increased from 3 – 3.6 seconds to 3.8 – 4.3 seconds
? Facts:
Raketenwerfer remains the third fastest firing AT gun just behind the Pak40 and ahead of the ZiS-3. (Excluding the Pak
The changes make the first shot much faster and the overall fire-rate increased by about 6%.
The Suppression on AOE will also help its effectiveness against blobbing in a non-lethal
way.
• Added mild AOE suppression on hit
! You can’t really quantify this change with numbers. The suppression is a nice perk and it increases the risk-reward o
using direct fire with your ISG. A good hit on a blob can suppress the whole thing but that can be rare.
Corp.Shephard
! Doubling the speed of the King Tiger for Blitz was extremely strong (and silly looking) for such a lumbering and vicio
tank. Adding a little more risk for over-extended Axis heavy tanks is good.
Corp.Shephard
King Tiger
Armor reduced from 425 to 375
? Facts: A 50 armor reduction means that the King Tiger will take about 12% more damage from the front than befo
The King Tiger’s armor is now tied at 3rd place with the IS-2. Only the Elefant (400) and Jagdtiger (525!) have higher
frontal armor.
! A 12% reduction in frontal durability isn’t going to make the King Tiger extinct by any means. It’s still a monster that
does 240 damage per shot and has a huge squad wiping splash attack.
Corp.Shephard
US Forces
M10 Wolverine
? Facts: This health change is a significant boost in durability. AT weapons come in essentially four flavors for the
Axis:
A Teller Mine does 400 damage. The M10 can now survive a Teller Mine.
! The M10 has always been an okay tank destroyer but now it is a very good one for cost. It’s really versatile tank
destroyer. With 50 range it can out-range most enemy tanks. With flanking speed it can chase and flank tanks that ou
range it and now it has the durability to fit that role. The penetration is lacking but it’s cheap. Against medium armor t
M10 will very likely out-pace the Jackson with the two changes combining. Against heavier armor you’ll need to levera
it’s cheap price to overwhelm foes at just the right time. This could allow Armor Company to see some more
use.Corp.Shephard
M36 Jackson
? Facts: The damage change is fairly significant as the Jackson will require an extra shot against many tanks.
Against heavy armor this change represents about a 2-5% increase in DPS (depends on range and armor). Against med
and light armor it is 16.67% damage loss.
Jackson AP rounds were reduced from adding 70 penetration to all levels to adding 40 / 50 / 60 penetration.
Combined with the change to the 222 Scout Car the Jackson will no longer one-shot the 222.
! The biggest loser here is probably the Panther. The penetration buff is a big deal for the Panther but the damage ch
don’t benefit the Panther until Vet 2 where the Panther gets an additional 160 health. It’s almost important to note th
one Bazooka shot can mean the difference between getting killed in three hits and four. The Jackson will be more con
but it will be worse against most targets without some support.Corp.Shephard
M8 Greyhound
? Facts: Canister shot no longer automatically kills infantry with a special critical.
However, almost all infantry in the game have 80 health.
! In my experience the new Canister Shot ability is less powerful at wiping single squads but a little better against blo
Other changes to the Greyhound make it a better light tank. Now more than ever it is very good at hovering at max ra
and sniping off infantry with it’s excellent vision range and accuracy. The late arrival of the Greyhound at CP3 is awkw
but it’s a decent vehicle.Corp.Shephard
? Facts: Put simply, the USF mortar halftrack and the Wehrmacht mortar halftrack are extremely close in terms of
effectiveness now. These stats mirror the Wehrmacht’s.
! This is a huge deal for Infantry Company. The Wehrmacht mortar half-track is a very solid vehicle. The Wehrmacht m
HT is hard to use because allied mid-game light armor is very dangerous. Axis forces tend to have some scary fast unit
game (Pumas come to mind) but they’re not as prolific. Axis forces also rely on being stationary more often thus mort
more effective against them. This buff could easily be too much but it is good to see a useless unit getting some attenti
Only time will tell.
The silver lining here is that the 222 scout car is getting a decent buff so Wehrmacht players might be able to protect
themselves from a mobile mortar like this.Corp.Shephard
Pack Howitzer
The Suppression on AOE will also help its effectiveness against blobbing in a non-lethal
way.
• Added mild AOE suppression on hit
! Once again it is hard to quantify this change. The Pack Howitzer has always been a pretty decent, if expensive, supp
unit. It has always been more accurate and dangerous when firing directly at enemy troops. This suppression boost he
protect it while doing this role.
Corp.Shephard
Howitzer Motor Carriage (M8A1 ‘Scott’)
? Facts:
HMC splash damage deals 80 damage at ~1.38 radius before patch.
HMC splash damage deals 80 damage at ~1.35 radius after patch.
! I’m a pretty prolific user of the Howitzer Motor Carriage. The splash damage changes make it a little more consisten
you can see above the difference in infantry lethality is very small. The drop from 120 damage to 100 damage is a bigg
change. HMCs have always been good at sieging OKW trucks. It will take 20% more time to siege now though. It also m
slightly less effective against light vehicles.
Corp.Shephard
Soviet
Sniper
! Sprint needed a massive nerf. It’s removal is harsher than I expected but it’s a good move. Needing vet 1 to throw u
flare sort of sucks but the power isn’t too crucial and vet 1 is easy enough to get.
Corp.Shephard
B4
• Direct fire now pierces through terrain (to improve usability – still requires clear line
of sight)
• Direct fire range has been reduced from 150 to 100
• Direct fire cost has been reduced from 180 munitions to 90 munitions
• Direct fire now requires Veterancy level 1
• Removed precision strike
• Veterancy level 3 has had the 1.5x damage bonus removed
• Veterancy level 3 now increases ability range by 33% on barrage and direct fire
? Facts: B-4 does 640 damage base. Before it could one-shot a Panther with a direct hit with Vet 3. Increased range
reduce overall scatter.
! B-4 will not one-shot as much but it will be slightly more accurate at vet 3. This create a more consistent B-4 that ax
players can play around aside from crossing their fingers and praying. I think we can all agree that a more consistent B
better.
Corp.Shephard
! A big nerf for this power. This change makes sure the B-4 can’t benefit, which is good, but 25% accuracy does not
compare to 50% damage. In some cases this buff will not help units in combat at all. A decent example is the ZiS-3 AT
vs any Tiger tank. The ZiS-3 cannot miss these large tanks so bonus accuracy does not help.
Corp.Shephard
Guard Troops
• PTRS Accuracy increased from 0.03 / 0.0425 / 0.055 to 0.22 / 0.50 / 0.60
? Facts: PTRS is now half as accurate as the Guard’s Mosin-Nagant against infantry at most ranges. It does 2.5 times
much damage. The PTRS is now a more effective anti-infantry weapon than their Mosin-Nagant rifles.
Tank Hunter Tactics conscripts use the same weapon as guards. The buff could potentially help conscripts.
The PTRS does 40 damage and infantry have 80 health. It will not one-shot enemy infantry.
! Guards will be scarier to enemy infantry now. The PTRS has an abysmal aim-time though so they will still be very slo
the start of the engagement. Snipers and mortars remain a really good way to punish these immobile troops.
Corp.Shephard
120mm Mortar
Wehrmacht
Pioneers
? Facts: The MG-42 has a range of 45 units. Pioneers who re-crew an MG-42 will retain their sight radius and be able
nearly as far as they can shoot.
Sniper
? Facts: All infantry in the game have 80 health with two exceptions: both sniper units. A sniper with 82 health can n
longer be one-shot by a mortar (unless the mortar is a 120mm).
! This is a huge deal for the Wehrmacht sniper. He already snipes and camouflages faster than the Soviet sniper team
With a health boost he is arguably more durable than the soviet sniper team as well. Most tanks and heavy artillery w
still one-shot him. I’m not too worried about the Soviets here. They have lots of artillery, counter-snipers, vehicles and
bigger squads to fight him. USF is going to feel a lot of hurt from this change though. I’m a little worried.
Corp.Shephard
? Facts: A Soviet TM-35 mine does 200 damage. The 222 can now barely survive a mine. It can no longer be one-sho
M36 Jackson. Conscript and Riflemen AT grenades do 100 damage each. Two AT grenades alone will not kill the 222.
! A great change. This opens up Wehrmacht players to a bit of a more mobile early game and gives them more option
against USF light vehicle play. The 222 still gets utterly wrecked by the M15 AA Halftrack but it can survive one extra s
escapes. It puts it on more even footing with the M20 Utiltiy Car and makes it just a bit better at bothering Riflemen. I
the 222 a little harder to assassinate late game if you’re using it for spotting scope vision.Corp.Shephard
HMG42
? Facts: The MG-42 does 2.5x as much damage at range against infantry with the buff.
! Blitz has always been contentious because it allows carelessness with Axis heavy tanks to go unpunished. I like th
because it forces the Axis to be more careful with their armor.
Corp.Shephard
23rd
June
2015 June 23rd Patch
Relic's Stated Objectives
Increase the Number of Viable Strategies in the Game
Reduce the amount of frustrating moments that can be caused by undesirable gameplay
Improve usability and remove unintended behavior from the game
General game balance tuning
Reduce the amount un-desired randomness generated
This patch features a variety of balance changes, some of which have been proposed by commun
in the past. Although many players have expressed concern about additional changes which may
out of the build, much of the speculation is positive. Increasing the amount of viable strategies, r
negative user experiences in gameplay, and reducing RNG mechanics are stand out features of th
Rather than go over the whole list item by item in order, we've chosen to look at these thematica
hopefully dig out the changes that will have the most effect on gameplay. Our review features CO
strategists and staffers providing commentary to help understand what to expect from the chang
Stand Out Changes:
RNG Reduction
Heavy Tank Limitation
Changes to Tank Snares
RNG Reduction
The chance of planes crashing into one of your units was extremely rare but when it does, it can
and game changing for that player. Although we feel this is a spectacular event, we want the effe
punishing to both Players.
! "Extremely rare" in the same sense that cockroaches are an endangered species.
So there should now be a point in buying AA because letting the plane attack you is now more dangerous than s
down and having it land on top of you. An indirect nerf to doctrines that rely on planes and an indirect buff to th
Soviet T3vV
Flamethrower Criticals
Units with flamethrowers will no longer have a chance to explode until they are the last un
No more flame criticals above 50% health.
Flame AOE Damage increased from 0.25 / 0. 625 / 1 to 0.4 / 0.7 /1
! Flamers were too random in both directions. Either the upgrade blew up randomly, *cough* Rifles, and / or t
crit nearly full squads with no counter to it - an unpleasant mechanic for everyone, especially on the receiving e
Keeping squads at full health will now prevent them from premature losses, while at the same time Flamers are
persistent damage dealers, with less risk of losing the upgrade.
From "let's spam flamers and roll the dice" to "consistent AoE crowd control"
kamk
Vehicle Criticals
Main Gun Destroy critical chance moved from 0 health to 25% health
Engine Destroy critical chance removed
Engine Damaged critical cause by handheld snares can be repaired at 75% health
! So a vehicle is less likely to dodge death by getting a Gun destroyed when it would otherwise be killed, but m
get a Gun destroyed before it gets killed.
Engine Damage now gets repaired in the middle of a repair process rather than right at the end, because repair
realize that making the engine run properly might just be more important than beating out every single dent in
first before you look in the engine bay
Basically means vehicles will repair better and patching them in the field so they are drivable then pulling back a
to finish them off is an option.vV
! From a 3v3/4v4 perspective, this change is sure to have a large impact on the team-game meta. Building 2+ h
a popular strategy in large games, as the quantity of AT available between teammates creates the opportunity t
fuel for the heavies. Players should consider teching to medium tanks earlier, in order to bide time for your lone
Although this counts for all heavies, some heavy tanks such as the Tiger, IS2, and ISU-152 are the most common
the field in numbers. This will change the way skilled teams and players choose to field heavy tanks, as the value
is increased. The frontal armor and firepower of heavy tanks devalued mediums in situations where flanking wa
excessively risky.
Bottom line for 3v3/4v4 gameplay is that you should expect to prepare for mediums sooner, and field them soo
yourself.Ohme
! This should help appease the "It was like that in COH1" crowd. I somewhat doubt that Sturmtiger spam was a
that needed addressing, so really this in practice will affect Tigers and IS2s only
It's a big change that means T1+T2 into Heavy Call ins won't be a go-to in the meta anymore
A lot of people have been asking for this, almost as many have been asking for this to apply to King Tigers as we
as yet it doesn't affect core units though Relic have said they will keep this under reviewvV
Snares
First, to clarify, the engine damage check will be applied *after* the damage is incurred by the AT nade/Faust. T
that all light vehicles will still be snared even if they were at 100% hp before the snare landed.
One of the biggest risks in using medium tanks prior to this change was how vulnerable they were to getting sna
dying to a single AT gun. It was also incredibly hard for medium tanks to flank heavies because they were practic
guaranteed to be snared by infantry supporting the heavies. Ultimately the inability for mediums to use their sp
advantage against heavies to get to the rear armor made mediums generally undesirable.
With the changes to engine damage mechanics in place medium tanks will have a lot more freedom to apply pre
players trying to stall for call-in on the back of only AT guns.
Finally, the removal of fielding multiple heavies simultaneously combined with the increased potential for mediu
the rear armor of heavies should result in players needing to support their valuable heavy vehicles with medium
SU 76
STUG-G:
STUG-E:
! Well they've forced us to use "combined arms" by limiting the heavy tanks, here comes one of the buffs to co
help make core stand up better.
The SU-76 might be the most radical change in any patch notes, penetration being doubled moves it from a ligh
something enemy tanks might have to worry about.
The STUG-G receives similar, though not as radical a buff, meanwhile the E becomes tougher but slightly less go
infantry with it's longer reload.vV
! Besides the major penetration increase on the StugG, the health buff is quite huge, and a major TTK (Time to
overall. Examples: taken enemy AT hits from 3 to 4, Jackson hits from 2 to 3 (can now soft-counter Jacksons due
and cheaper pricetag), Zook hits from 5 to 7. StugE has been slightly nerfed in terms of first impact due it's incre
time, but will now be a better addition to combined arms throughout the whole game.
In combination with the overall change to medium armor, and recent Jackson buffs, StugGs will even be a viable
tech down for.kamk
! This change will provide a large increasing in blob-stopping power to most machine guns (USF M2HB, Wehr M
MG34, Sov Dshka). It should require significantly less time to suppress large groups via AoE suppression. This is a
indirect buff to the suppression power of a machine gun attacking a vehicle and suppressing nearby infantry. Ma
perform better, but not to the same degree as other MGs.Ohme
! Flares though should also give LOS for off-map strikes, this might mean that rather than get hit by a series of
strikes Axis defensive positions take large hits from off-maps later in the game. Non-doctrinal recon abilities are
to have.vV
! They now have the option to be manually faced, which means they can point where you want them to point a
whichever window the guy on the weapon thinks gives the best view. This also means that they will stay pointin
same window unless you tell them stop even they are being flankedvV
Prioritize vehicle have been added to the following vehicles: Shermans (All Variants except
bulldozer) T34s (All Variants), Stuart, T-70, Greyhound, Panzer IV, IS2, Tiger (All Variants
! This is nice and will give more control, but the people who have asked for it will not be appeased until everyth
! This is a buff to the survivability of weapon crews indirectly. Weapon teams will no longer explode as a result
weapon being destroyed. Recrewing severely damaged weapon teams in an emergency will be more effective, a
weapon will last as long as the crew is alive. Large number of PTRS Guards or Conscripts will no longer destroy w
without first killing the crew members.Ohme
M5 Halftrack
We’ve adjusted the stats to bring it in line with other AA Halftracks.
! Now that there is a point to getting AA this makes the M5 even bettervV
! This buff makes the M5 AA-HT deal 3x more suppression, 50% more damage, and improved Anti-Air. Players o
modes, especially 3v3/4v4, should put more effort into acquiring this unit, as it is significantly more effective for
price.Ohme
120mm Mortar
Drop rate of PTRS at rifle and DP-28 LMG to from 33% to 10%
! No longer will you be able to tell where your Guards squads have been by the dropped weapons they leave b
militant Hansel and GretelvV
DHSK
! This would be interesting if it wasn't in two doctrines one of which is terrible and the other is meh, though Le
benefit from the M5 buffvV
B4
Direct Fire penetration increased from 340 to 600 to prevent an issue of the shot not doing any d
armored units
Raketenwerfer
Now has a toggle ability that allows the squad to camouflage (Can move at 40% speed wh
Veterancy bonuses adjusted to account for no camouflage now grants improved movemen
camouflage
! Indirectly nerfs overextension of light vehicles (M3 / M20 / AA rushing / etc). Gives OKW a more decent optio
such behaviour (traps), and stand their ground later in the game by not being spotted before they're in range..k
! Intent is to give OKW options other than shreks, people will still buy shreks anyway thoughvV
MG34
! The MG34 will not be an effective damage platform, but its ability to slow down enemy infantry is greatly incr
patch.Ohme
! The MG34 might look like a bad unit now with the damage cut in half, but remember that machine guns do n
power from raw damage. Suppressed units get a temporary damage reduction. This is why the suppression buff
buff to the mg34. It should now suppress units faster and more reliablySarantini
IR Halftrack
Cost reduced from 200/25 to 200/0
! I'm going to try building these things, killing them and salvaging themvV
! More surprise / ambush mechanics. Besides baiting with cutable wire, ambushing snipers / infantry, spotting,
like an intended synergy with the Raketen changes - hide real strength, bait, etc.kamk
Minesweepers:
Range increased to match other factions detection radius
Wire:
Is now cuttable
! I saw a VET 5 Stuka once, it was a fragile thing of beauty right before I drove 3 IS2s over it. {sniff}.vV
OKW Base defences
! We don't yet know if this will apply to Flak Emplacements built in the field, it depends upon how the changes
implemented. This does not stop other methods of stealing base defences howevervV
HMG:
Stuart:
!
USF version of Puma? Being able to shoot more accurately on the move, surviving one more shot from AT weap
help this unit to find its place.
Especially in combination with recent Howitzer buffs, freshly buffed .50 cal, and changing meta towards medium
Captain Tier looks really sweet again.kamk
AA Halftrack:
As before we have gone through and grouped this with what we think are the most
significant changes first.
Medium and Heavy Call in Vehicles (Tiger, Tiger Ace, Elefant, IS2, ISU, Jadgtiger,
Sturmtiger, KV2)
We are making pacing adjustments to increase the length of Infantry/light vehicle
combat phase.
o All heavies get an increase CP of 2 Points
o Stug E Call in CP requirement increased from 6 to 7
o Puma Call in CP requirement lowered from 6 to 5
o M10 Tank Destroyer CP requirement increased from 7 to 8
o Bulldozer Sherman CP requirement increased from 9 to 10
o M4C Sherman CP requirement increased from 9 to 10
! So last patch saw the Heavies capped at one at a time, now they have been made to come even later. Meanw
most Medium Call ins have been pushed slightly back, apart from the Puma which now comes slightly earlier
probably because it's window of opportunity was already quite small. Note that Easy-8s and T34-85s are not
mentioned here, this is because:vV
T34-85
We decided to take a different approach with Medium Call-ins and have them tie into
the core tech tree. This change still require the player to have commander equipped
with a T34-85 Commander ability but also will now require players to build a
Mechanized Armor Kampaneya to acquire the T34-85 medium tank.
o T34-85 is no longer a call in vehicle
o T34-85 is now buildable in the Mechanized Armor Kampaneya
o CP changed from 9 to 0
o Cost reduced from 400/140 to 380/130
! No more skip tech for 85s & E8s, but why are other medium call-ins not tied in some way? Not very intuiti
though a good and needed balance decision.kamk
! So, both now require tech to the top tier for their faction. This means that CP value is now irrelevant for the
is the difference between single and dual 34/85 call in. This will limit the ability to stall into these tanks and t
hard and fast with impact value. On the other hand in larger game modes the greater resource income should
that either comes faster than it used to. Also because they require teching, they can be better supported with o
vehicles.
Changes to Teching:
T34-76
To compensate for the increase in teching cost to produce t34s
o Cost reduced from 310/100 to 300/80
Battle Phases
One of the Design Goals for the Wehrmacht was to give the faction flexibility in which
they could tech. However, that was not the case due to the expensive nature of their
battle phases. By offsetting the costs to the buildings instead of the upgrade it gives
players an easier time to upgrade through battle phases.
o Battle Phase 1 decreased from 200/45 to 100/40
o Battle Phase 2 decreased from 200/55 to 100/45
o Battle Phase 3 decreased from 200/60 to 100/45
Tech Buildings
o Building 2 increased from 120/15 to 200/20
o Building 3 increased from 160/25 to 260/75
o Building 4 increased from 160/30 to 260/75
Major
We are making pacing adjustments to increase the length of Infantry/light vehicle
combat phase.
o Cost increased from 90 Fuel to 120 Fuel
Captain
We are making pacing adjustments to increase the length of Infantry/light vehicle
combat phase.
o Cost reduced from 200/80 to 200 / 60
Original patch notes say Soviet T3 and T4 are being changed from 60 & 100 fuel,
however in game they are each 120 pre-patch so I believe this original cost refers to a
previous alpha version
! Anyway, what this now means for Soviets is that instead of being based around teching T1 or T2 then T3 o
they now go T1 or T2 then T3 then T4. Further with the SU-76 moved to T3 (as has been frequently proposed
is a clear division between the two tiers and a reason to get one then the other.
This effectively enables the Soviets to have all their armour units available to build rather than going T3 and h
to win fast because you've no decent AT or go T4 and give up offensive armour.
Greater availability of M5s should help allied AAA and on field reinforcement
However reducing the cost of the T34/76 isn't necessarily going to help get more out and overrun with numbe
because the pop cap is still unchanged.
X pop cap of Panthers and/or King Tigers beats X pop cap of T34/76s for all values of X
OKH meanwhile see teching made cheaper but buildings more expensive, now getting all tiers costs less MP
more fuel. This may encourage people to skip over tech buildings, but the only one of those that is really skip
is T3 so we may see more people run straight to Panthers rather than P-IVs
The US sees the Major made more expensive, something that will not only delay armour slightly but also mea
forward retreat points will be available later and hence indirectly nerf US infantry on larger maps.
The Captain's reduction means Stuarts can now come out earlier, so their window of relevance is a bit longer
that end as wellvV
! The Captain is now another tech choice, and not a fuel dump anymore - as rumors say. Combined with the
Howitzer cost reduction, recent Stuart & 50 cal buffs, overall change to more light / medium vehicles which
indirectly boosts the USF AT, we may see more USF T2 builds, without feeling sorry for doing so.kamk
Ostheer Opening Options
MG42 HMG:
To encourage and diversify builds we have decided to move the HMG to the HQ. We
expect this change will prompt more Wehrmacht opening strategies. We have adjusted
the MG42’s cost and build time to bring it more in line with its performance.
o Moved to HQ
o Cost increased from 240 to 260
o Build time increase from 30 seconds to 36 seconds
General
We decided to increase the Wehrmacht’s starting manpower to 420 to compensate for
lack of starting base infantry. This should also give more options for Wehrmacht players
to diversify their build.
o Starting manpower increased from 360 to 420
! So you don't need to get T1 to get MG42s anymore, and it's recent buffs are recognised with a slight cost in
Expect early MG42s even more now, and this will really help Ostruppen and AGren openings be a bit more d
With the recent changes to 'fausts we may see people skip T1 altogether and rely on fast T2 and MG42 Incend
for early AT.
It is also going to need a reaction from allied players, as they have to be ready to face MGs earlier.
How this will all affect the meta will be very interesting to watchvV
Pak Howitzer
The Pak Howitzer was currently underperforming for cost we have made a slight
adjustment to bring it in line with its performance.
o Cost reduced from 480 to 380
o Changed reinforce cost discount from 1.0 to 0.5 to match existing weapon crews
! Both platforms were doing quite well, if they had a direct line of fire. Recently buffed with suppression on
impact, now with a cost reduction, it would be a crime not to try them.kamk
! Cookie has already tried to tell people these are awesome not as bad as you think, but not enough people ag
so both have seen substantial cost reductionsvV
ML 20 152 Artillery
We want to encourage the use of the ML20 which was previously underperforming.
o Salvos increased from 4 to 8
o Removed precision strike at veterancy 1
o Veterancy 1 now increases the number of salvos of the ML 20 by 2 (10 Total)
! The ML-20 should now be excellent at destroying base structures (300 damage)
The leFH despite also receiving more shells, will less effective at base destruction than the ML-20 (160 dama
These changes are unlikely to increase effectiveness at killing troops, as usually the enemy will have left the a
after the second shell, but the increase in duration may be useful at creating zones of denial, which you can ex
manoeuvres behind.tightrope
! I certainly like to see LEFH / ML20 being useful again, but 8 (10) ML20 shells with their high damage wil
become insanely annoying for OKW structures. On certain maps we may see base to base shelling more often
as well.
On the other hand, the eastern front factions both gain their static area denial tool back, which also indirectly
underused commanders.kamk
! Well it is not surprising that after precision strike was taken from mortars it would go from the ML-20, and
had it's salvo doubled. That's nice.
Has anything been done to stop it being two-click killed by several good Ostheer doctrines you would want to
even if you didn't need to counter an ML-20?
No.
So basically it now gets to fire 8 shots rather than 4 before being dive bombed to death, Vet1 could make it fi
exploding Kittens that shoot lasers from their eyes for all the difference it will make because no ML-20 ever
survives unless the enemy have made a terrible, terrible mistake in not having a OKH player with a counter in
loadout
Ok yes, we'll be seeing more M5s and last patch nerfed plane crashes so there is some point getting AAA. Re
plane just needs to last long enough to get LOS though.
Next
Ok LEFH buffed.
That would be great if people didn't hate artillery gameplay, that's why Sittard gets the massive hate-on it doe
like Artillery battles but then I am a bit weird.
vV
Sturmtiger
With the Sturmtiger's inability to do auto-fire this makes it very difficult to gain
veterancy in its current form. We want to keep the Sturmtiger’s unit functionality and
by reducing its veterancy requirements we hope to see this unit scale better into the
late game. We also improved the usability of this unit by making its damage more
consistent as well as improving its range.
o Penetration increased from 150 to 1000
o Range increased from 40 to 45
o AOE Penetration increased to 1000
o Damage at Far increased from 0.05 to 0.30
! Making the PIV-J non-doctrinal? Good, though this somewhat undermines OKW's design as a faction of
specialists (and gimmicks) rather than generalists
There was an opportunity here to make the King Tiger doctrinal instead which would have made "Elite Armo
mean something and stop all complaints that OKW are the only faction with a non-doctrinal Heavy Tank and
consequence are not limited to one at a time.
Ok
OKW now get the generalist medium tank that people keep saying they needed before Volksshreks get nerfed
interesting to see where timing wise that comes and what people can do with it.
Meanwhile the Troll Tiger gets made to sit in the Short Bus of OKW Commanders even though it now fires m
nukes.
vV
The Best of the Rest
SOVIETS
Conscript
We noticed an irregular value in the causality timer for conscripts which was
exceedingly higher than all other infantry. We have brought the timer in line with other
infantry causality timers.
o Casualty timer brought down from 500 seconds to 30 seconds
DSHK 38
We removed focus fire from the DSHK 38 as it was preventing the AOE suppression
from working properly.
o Focus fire removed
M5 Halftrack
Usability improvement.
o Removed requirements on Quad upgrade
Maxim HMG
We wanted the Maxim HMG to be more reliable at countering infantry blobs.
o Maxim nearby suppression multiplier increased from 0.4 to 0.8
Soviet Sandbags
We felt soviet sandbags had much too much health. We also felt it should have more
health than other sandbags because it is a one block structure and when destroyed you
lose the entire wall. Other factions create a fence wall and even if destroyed, half of the
squad is still safe behind another.
o Health reduced from 500 to 240
PTRS rifle
Eventhough we liked the boost in performance of the PTRS Rifle, we felt it was doing a
little too much damage to infantry. Its performance vs vehicles remain the same.
o Damage reduced from 40 to 27
o 13 Bonus damage added vs vehicles
! The addition of incremental accuracy to the Maxim, as well as the new nearby suppression modifier, will m
the Maxim an effective MG. It will now be capable of suppressing multiple units at a time. With the removal
vet2 rifle-grenade range increase for grenadiers, Maxims will now also be a lot more survivable than they hav
in a long time. As a result, expect to see many more Maxim heavy builds on urban maps, and on maps with lo
chokepoints. Maxims will also synergize well with the faster arriving M5 HT, which will allow them to stay o
field for extended periods of time.
OKW will still have issues dealing with units entrenched in buildings, and will thus have a difficult time deal
with Maxims. In terms of counters, OKW only has a few viable options. Though OKW has seen a price decre
their ISG, it is still locked behind T1, making Maxim heavy starts quite powerful until that point. The decreas
Sturmpioneer reinforce costs can be leveraged to support an extra squad of them in the early game, as a flank
force until true counters can arrive. The walking Stuka will be effective vs. massed team-weapons in large tea
games, but will rely on support to protect the Stuka from fast light armor. Expect to see more liberal usage of
doctrines with infiltration grenade assault. Infiltration grenades will be OKW’s most cost efficient counter to
in buildings.comm_ash
! Conscripts apparently lived longer than anyone else when mortally wounded, thus providing sight. This als
constitutes a nerf to G43 interrogation which I always used to forget existed anyway
The M5 can now be upgraded without needing to tech, which really only affects the Call in M5 in Lend-Leas
Soviet sandbags now filled with inferior capitalist earth rather than solid Rodina
PTRS change should mean that infantry now take 3 shots to kill rather than 2 without affecting their utility vi
vehicles
vV
USF
Weapon Rack
We combined both upgrades to make it easier for the players to access their weapon
racks.
o Bar & Bazooka Upgrades are now combined into one. (150/15)
vV
Ostheer
Grenadiers
The increase ability max range modifier allowed grenadiers to fire their rifle grenades at
such a range that players would not be able to react to the incoming grenade.
o Removed ability max range modifier at veterancy level 2
Panzerwerfer
Ease of use change to allow the Panzerwerfer to gain veterancy at a more reasonable
rate.
o Reduce veterancy requirements by 20%
Redistribute Resource
We found that Redistribute Resources was providing too high of a munition yield for
cost.
o Munition gain from conversion reduced from 150 to 125 munitions
Command Tank
The command tank aura provided in territory created too many inconsistent instances
due to different territory sizes. This should improve usability.
o No Longer requires territory to provide defense Aura
o Now is radius based (45)
! Gives at least a slight incentive to build a PWerfer to begin with, and try to get wipes on close range, not lik
would hit anything otherwise.kamk
! With changes to Ostheer tech both T2 units get some interesting changes, what will happen in the Light Ve
matchups will be quite interesting as we've never really seen too many of these.
The changes to the strafes and to Fuel/Munitions conversion are effectively nerfs to CAS, though the later als
affects Osttruppen. I can still see CAS being a popular choice however, as nothing has been done to affect it's
to counter the newly buffed ML-20 and 50 fuel to 120 Munitions is still very good indeed.
vV
OKW
Sturm Pioneers
One of the biggest problems the Sturm Pioneers faced was the expensive manpower
cost to reinforce. With the overall design changes to the OKW early game we wanted to
make reinforcing Sturm Pioneers less penalizing on the player which will encourage
their use in various builds.
o Reinforce cost reduced from 40 to 32
o Reinforce time reduced by 20%
Buildings:
Splats have been removed certain base buildings which allowed players to see which
buildings were being built in the fog of war.
Planes
We felt only units and abilities explicitly designed for the purpose of reconing an area
should have camouflage detection so we are removing it from attack planes. We
anticipate this will allow vehicles and units that can camouflage to better hide from
attack plane abilities.
o All attack planes had their camo detection radius reduced to 0
o All recon planes that didn't already have it now has a camo detection radius of 90
We felt it all infantry should receive a penalty for constructing during combat.
o Now receive construction penalty modifiers
! Only splats for additional tier buildings and Ostheer and Soviet T0 building splats were removed. USF's an
OKW's are still visible via FOW.pigsoup
! Hohlweltlehre finally disproved, bonus points for the first person to explain
Recon planes now get more specialised as recon, and attack planes will no lon
camo'ed units. Doesn't say if this will affect supply runs or paradrops or if it a
Pioneers are no longer more vulnerable than anyone else when building unde
despite that being what they are trained to do
vV
18th September 2015 September 17th Patch
Blizzards & deep snow:
Cold tech: (Blizzards & Freezing)
! And there was much rejoicing, because if there is one thing that almost everyone hated since the game came out it
this mechanic. I will miss it but then I admit to being a bit weirdvV
! Probably one of the most hated mechanics in the game, now gone, for good? The rework of deep snow, so far, cert
a welcome change.kamk
Flamers:
Flame Weapons
All Flame Weapon damage over time duration increased from 3 to 20 seconds
Infantry Held Flame Weapons do not leave Flame damage over time
Reduce flame bonus damage to buildings from 1.5 to 1.25
Reduce flame bonus damage against commonwealth emplacements from 1.5 to
1.25
Ambient Buildings
? Facts:Buildings that took too much fire damage in a short amount of time could begin to burn down. The threshold
was doubled to compensate for double base damage of flamethrowers.
? Facts:Flamethrowers will kill enemy units in open cover in 5 bursts, units in yellow cover in 4 bursts, and units in g
cover in 3 bursts
! A couple of patches ago flamethrower critical hits were removed. Critical hits instantly killed infantry. Flamethrowe
bad damage and relied on these criticals to kill infantry. To compensate for the lower damage Relic added a "burning
effect" that did extra damage when troops stood still in flamethrower fires.
Now the burning ground effect for infantry units is gone. Criticals are gone. Instead they do damage more evenly acro
area of effect. Their AoE attack always "hits". They always do the same amount of base damage: 16. Nearly everything
changed to make these weapons more predictable, and more consistent than ever.
Their new hefty bonuses against troops in cover and buildings could make them a niche weapon in high-cover environ
like a city-fight. The best counter to these weapons is standing in the open and shoot them to death.
Of course that all changes against units like the KV-8 and Crocodile which are very good at "straight up fights" and still
short 3-second burning effect. Moving against these targets will be crucial.
My first impressions are that Hand-held Flamethrowers are now a niche counter weapon against buildings and heavy
Most flamethrower vehicles and tanks were nerfed separately. Untouched ones, like the KV-8, are extremely
scary.Corp.Shephard
Universal Carrier
M20 Utility Car
Dodge WC51
M3A1 Scout Car
222 Scout Car
Kubelwagon
?
Facts: Detection radius refers to the range in which units will detect camouflaged infantry (such as snipers
Most infantry and small arms weapons have a basic range of 35. These light vehicles now detect ~70% as far a
they shoot.
! Relic’s wording for these changes, “We wanted to add counter-play to snipers”, is sort of funny to me as it implies t
there basically was no counter before. For some sides, such as OKW and British, this was close to the truth. I don’t exp
snipers will go extinct but this will dampen their effectiveness in that crucial early game where they need to build
veterancy.Corp.Shephard
! While this will ease the anti-sniper play, it will also affect other units with camouflage. Actually getting vehicles with
proper scouting ability will certainly grant you options you didn't have before, but are now required more than ever (i
detecting sneaky Jagdpanzer 4, Zis, Partisans (!), or scouting units on hold fire)kamk
Heavy tanks
IS-2
Population reduced from 24 to 19
ISU-152
Population reduced from 25 to 20
Focus sight removed
Elefant
Focus sight removed
Population reduced from 25 to 20
Tiger
Population reduced from 24 to 19
Vet0 range from 40 to 45, Vet2 range from +10 to +5
Penetration increased from 180/200/220 to 200/220/240
Tiger Ace
Target Weak Point removed.
(Range offset to 5 + 5 instead of +10 - no change)
King Tiger
range increased from 40 to 45.
Jagdtiger
Population reduced from 26 to 21
cost reduction from 800/290 to 720/245
?
Facts: You lose 1.5 manpower for each population your unit uses while alive. All heavy tanks lost the same
amount of population cost: 5. All heavy tanks cost 7.5 less manpower per minute.
! So the original Heavy Tank Destroyers can no longer self-spot, though there is no change to the Jadgtiger. Spotting s
may then become more important.vV
Explosive Weapons
Added back the 50% reduce damage modifier to green cover for explosive
weapons
? Facts:This cover bonus against explosive damage has actually been in the game for a long time before the British
Forces release patch removed it. Standing in green cover with a full health squad will protect it from being wiped out
most grenades (although natural bunching in cover makes AoE weapons more effective). For more information check
out Cruzz's The More You Know post.
Exceptions to the rule exist: The powerful British Gamon bomb does 200 damage. Even green cover will not save your
health men from this grenade.
! Suppressing large blobs of infantry with these should be more effective. Suppression will be more consistent and lik
slightly stronger.Corp.Shephard
Panzergrenadiers
Fallschirmjäger
Obersoldaten
Volksgrenadiers
? Facts:Only Paratroopers M1 Thompsons were changed. The Captain and other units appear to be unaffected.
Conscript PPSH
? Facts:Mid and far range damage for both of these SMGs was roughly doubled by this change.
Rifleman
? Facts:Riflemen also gain defensive bonuses at Veterancy 2. With Veterancy 3 Riflemen have a total of 48 56% redu
received accuracy.
Received accuracy only works on small arms fire and has little to no effect on tank cannons and explosives.
Conscripts
Partisan
! A good buff to help Axis with maintaining an army with a squad or two of Elite infantry. Still shouldn't be used as m
infantry, but they'll definitely help against the buffed Allied infantry.
We also might see some interesting games with Vet3 Cons & PPSHLemonJuice
! Partisans will now be downright terrifying in the right hands. Sadly irregulars were beyond saving but their replacem
with AT Partisans takes a terrible doctrine and puts it firmly on the "Oh must try that" list.vV
! Rifles were supposed to be the backbone of your USF forces, sadly this backfired late game more often than not, wi
huge manpower bleed. With proper unit preservation, combined with the Bar buff, you can now use them as intended
I expect a slight Vet3 de-buff in the future though.kamk
Further adjustments
Relics balancing team was busy, really busy.
Even so busy, that we felt the need to spoil the rest.
! A lot of talk in the forums that this was an overnerf, but if you really look at it, its just 1.6 seconds. it probably took
you longer to read this sentence than the reload increase.LemonJuice
Sniper
? Facts:Cooldown represents the time between shots when the weapon has ammo still in the gun. This change
represents about a ~20% decrease in fire rate for the sniper.
Reloading will take roughly 12% longer. This will make loading the Incendiary shots take 12% longer. A longer reload
has a smaller effect on the sniper's fire rate thanks to his weapon having a magazine.
Target weak point will now disable main gun temporarily no longer causes
vehicle stun.
? Facts: Testing in game reveals that the new Target Weak Point will disable the main weapon for 10-15 seconds.
While disabled the weapon cannot fire, move, or rotate at all.
Both the StuG G and the StuG E variants have had their abilities changed.
Ambush Camouflage
? Facts: Ambush Camouflage is an upgrade that some commanders, such as Jager Infantry Doctrine, have access to.
Before the upgrade gave a +50% damage modifier for a short time after a "sneak attack". This was most useful as it
allowed Panzerschrecks and other AT weapons to do burst damage to vehicles and one-shot them. The bonus has
been changed to +50% accuracy. A switch to accuracy from damage is almost always a decrease in damage output.
! I watched a few replays of the new version of this ability in action. It's great fire support when you're engaging the
enemy but the chance of it killing a full health tank on it's own is far lower. It feels much more like the P-47 strafe.
Consistent but it needs boots on the ground to kill tanks.Corp.Shephard
Panzerwerfer
? Facts:Roughly 15% less scatter. Damage profile refers to the percentage of damage dealt at certain ranges away
from the rocket's explosion point. Going from 5% damage to 30% damage at "far" explosion radius is a hefty increase.
! This is actually a really significant buff and youll feel the effect of it on your first barrage. A lot of units in the AoE
will die, and even if they dont theyll be easy pickings for your infantry since theyre pinned. A buff that seems to
revolve around the Wehrmacht theme of combined arms.LemonJuice
! I like sets of changes that help out underpowered units. Increasing the diversity of units that are viable is crucial to
making CoH2 and interesting game to play and think about. We see little bumps in power for units like the Panzerwer
Sometimes though the most important thing to increase diversity is to lower the power of over-performing choices. I
think the Sniper, Mortar and StuG changes are very even-handed approaches to this. The units will still do their job bu
their raw firepower was cut down.
I will miss chain-stunning Churchills to death though because it is very hard to kill them any other way... that being sai
the new stun-result is still very strong in a head-on battle. 15 seconds of the enemy not being able to use their gun is
huge. In a straight fight it's even better than the old stun. StuGs don't take aggressive straight fights against anything
other than other Tank Destroyers.CorpShephard
IR Halftrack
IR STG
LEIG
Walking Stuka
! With the new timing of brace, this gonna be quite an emplacement killer in team gameskamk
Sturmtiger
! OKW got some quality of life changes. Lowered reinforce costs and easier upgrades. The side has felt sort of weak t
me lately so these sorts of small buffs are nice.
The LEIG changes could be huge. A longer range LEIG is a more accurate LEIG. A more accurate LEIG might actually
become a good suppression platform with all of the suppression changes that the unit got as well. Additionally the ran
can help OKW defeat buildings and MGs. Those two enemies have long hurt OKW's viability in any sort of city-fight.
Finally there's the new Volksgrenadier grenade. The effect looks to be extremely similar to the new Molotov which
seems pretty powerful. All in all I am optimistic about OKW's future. The side still plays a little clunky... but it has been
better lately with the new Panzer 4 and things like the LEIG becoming viable-to-necessary.CorpShephard
! Cheaper IR STG upgrade, and with infiltration grenades on top of the new Volks incendiary grenades Special Ops wi
be even better against dug in enemiesvV
! As a result of this UC starts are buffed a bit since you can get your first set of Sappers out a lot quicker than
before.LemonJuice
Specialization: Hammer
Specialization: Anvil
Logistic Glider HQ
! Needed change. Debuff for the aura which made certain units overperform quite a lot, while the actual command
tank itself became next to useless.kamk
Emplacements
! A much needed change but a 45 second window is likely too much time. Emplacements were changed at the same
time to take less explosive and flame damage so flamer and artillery attacks shouldn't be quite as
effective.Corp.Shephard
Churchill Crocodile
! While nerfed, the Crocodile is still arguably the best anti-infantry tank in the game. It still kills Paks very quickly at
range, has a 75mm gun to help deal with enemy mediums, and still has an extremely high health pool.LemonJuice
Churchill AVRE
Gammon Bomb
Universal Carrier
Bofors
Sniper
Comet
! I like the British changes a great deal. A great deal of British commander abilities and units are flat out overpowered
and there's a lot of changes to reel those back in. At the same time their teching flow is more flexible. If you buy every
specialization and building a Brit gains 130 manpower but loses 30 fuel in this patch. I suspect that we'll see people
cutting Bofors and AECs to save extra manpower and get to those very strong tanks. Rushing out a Centaur is still an
extremely strong play that will likely become more popular with the tech changes.
! Soviet tech flexibility here is very interesting. It now costs more fuel to unlock AT grenades than it takes to unlock
AT guns. Soviets have gone from forced specialization through teching to being very flexible over time. I like
it.Corp.Shephard
! Before the Soviets started with enough fuel for three options: T1, T2, or unlock both grenades.
Now they only have enough for options 1+2, even if Molotov research has been dropped slightly (see later)
It will be interesting to see where this, the Vet3 changes and PPSH leave Conscript Strats as while the latter two are
buffs the first means conscript investment will delay your later techingvV
Molotov Cocktail
Initial damage reduced from 20 to 10 (damage over time damage remains the
same)
Research cost reduced from 25 to 15
M5 Halftrack
? Facts:Damage output against infantry while moving reduced by 20%. Quad will almost never miss vehicles (it is
possible while moving at maximum range against smaller vehicles).
New penetration rates by range against light vehicles front armor (short/mid/far):
(OLD QUAD) 222 Scout Car - 16.6% / 22.2% / 27.7%
(NEW QUAD) 222 Scout Car - 13.8% / 16.6% / 19.4%
(NEW) 251/17 Flak Halftrack - 11.3% / 13.6% / 15.9%
Nearly every 250 halftrack chassis (mortar, flamer, etc) has the same 11 armor as the 251/17.
! When it comes down to it the raw DPS of the quad is so high that engaging it with light vehicles like the 222 is
always going to be really risky even with these changes. This might help you escape a chasing quad if you don't
present rear armor. It will also help some units like the Puma take down Quads without putting themselves at quite
as much risk. A good change.Corp.Shephard
! A really cool nerf, just like the Flame HT, you have to choose what you want the role of this vehicle to be. Do you
want you maintain your army with frontline reinforcing, or do you want to get access to a high DPS mobile
suppression/AA platform? Forces the player to think rather than making it a no-brainer upgrade.LemonJuice
T34-76
? Facts: 3 manpower per minute savings in addition to the larger army benefits.
! We stand more chance of seeing a true mass of T34s now, before it was very hard to beat Axis quality with your
quantity and this helps give the T34 a niche as a cheap medium to be used en masse. Also with the reduced MP
upkeep Soviet Industry gets a slight boost.vV
ML-120
! When it comes down to it I actually expected more nerfs for the Soviet side. The M5 Quad-track has been dominati
Soviet builds ever since the Soviet tech change. The Quad will be 5 fuel slower, have no reinforcement and not be quit
as strong. I still expect it to get rushed and seal out games. It was that strong.
Aside from that nerf everything else is generally very positive. T-34s have less upkeep. Conscripts scale better. Two of
their doctrines got nice buffs and Soviets now have very easy access to all of their early-game units. That's a pretty sw
deal for a faction that was already doing pretty well.Corp.Shephard
Ambulance
Assault Engineers
? Facts: The mine is the M5 Mine. It costs 30 munitions and appears to be identical to the Soviet TM-35 and the
OKW Schu-mine. It detonates on infantry and tanks.
Infantry Company Riflemen also build this mine. The Assault Engineers called in by Mechanized Company can build
this mine as well.
AA Mode removed
Will have Anti-Aircraft capabilities by default and have been improved to
compensate
HMG 50 Cal
VET 2 50 Cal weapon has had its stats adjusted in relation to the previous
changes to HMGs
Focus fire set to false
! A pretty nice buff to one of my favorite HMGs. Players should see a decent DPS increase.LemonJuice
Bazookas
Defensive Stance
Rifle Company
! A necessary change with the Vet 3 Rifle bonus. As with a lot of other changes we see a lot of aspects of the game
shifting away from RNG and into predictable systems.LemonJuice
M4A3 Sherman
? Facts: The 80 health is very significant. Nearly every weapon will take one additional hit to kill the new Easy Eight.
Tanks such as the Panzer IV and Panther will require 5 penetrating hits instead of 4. Super heavy tank destroyers such
as the Elefant will require 3 hits instead of 2. The health boost is not significant against Pumas and Panzerschrecks
who still require 6 penetrating hits.
! -Previously the EZ8 was in a strange spot where it wasnt particularly good at anything, yet costed more than other
mediums. Now its more of a tanky brawler, and the higher near penetration rewards USF players that decide to all-in
with the tank and get in close.LemonJuice
? Facts: The curious line about "weapon building damage" changing means that it's damage against buildings will
be more consistent. Mortars deal extra damage on direct hits. "HE Shells" deal more consistent splash damage to
buildings but less with a direct hit.
M7B1 Priest
! Rifle Company should become a bit more popular with the changes to Easy8s and Rifle Vet. It's going to be interesti
to see what happens with the bazooka changes, as that cost reduction, while welcome, may still not have them be wo
unlocking or worth the loss of a rifle/lmg slot.vV
! Lot's of minor adjustments to bring USF units in line with others, while over-performing "do or die" abilities go
nerfed. I don't think we are "there yet" with this faction, but this is certainly another huge step.
29th
Octobe
October 29th Patch and New
r 2015
Commanders
US Forces – Heavy Cavalry Company
! Ok, this raised a few eyebrows. There's been speculation that Rangers would make their way from AA into MP at so
point and people have been asking for the M26 since forever. We didn't really expect that we would get both togethe
Don't except to see any other commander played by the US for at least a fortnightvV
! A commander that will be on par if not better with the current rifle company, we will start seeing a lot more mines
placed around since they are placed on a commander that is better overall, while the rangers and pershing being the o
spotlight of this commander, I think we will see rangers use a lot against ostheer's grenadier spam and OKW in genera
they seem very solid units with just the weakness that their reinforcement cost makes them vulnerable to snipers. The
pershing is a nice addition to team games while in 1v1 scenarious it might be hard to see it that often since USF has to
manage manpower used for aggression much more than the other factions.DevM
! The lack of an Offmap arty ability leaves you vulnerable to the LeFH and Pak43. The Pershing with only 800 HP is no
a meat shield.AchtAchter
Thorough Salvage
Flammenwerfer 35
Recoup Losses
Flammpanzer 38 ‘Hetzer’
Rocket Barrage
! "Glory to the first man to die! Charge!" I'm curious about "recoup losses" in combination with basic OKW tools, and
will allow some sort of "full blown Imperial Guard / Zerg" gameplay: Outswarm the enemy with rather cheap infantry,
Flammenwerfer will certainly help further, and bring in a supporting cat (/tank).
And in case your enemy tries the same, or builds a defensive line, use the Flammpanzer Hetzer, or the offmap rocket
barrage, to soften him up.
If it's a legit strategy in a competitive matter has to be seen, probably not, but it looks fun to play nevertheless.kamk
! A very interesting commander but one very deep flaw pops up in my mind immediately, and that is no call in infant
OKW needs a supplement to severely under performing VG's to keep up with properly scaled allied infantry. It is one o
main reasons why commanders like Special operations and Elite armored haven't really been considered "standard" in
level 1v1 play.
Recoup Losses on the other hand is quite interesting and may be pivotal with new builds that involve multiple sturmp
in tandem with their new flamethrowers, or if you can just spam more VG's. Very interested to see how this will pan o
The Hetzer remains to me the most important ability in the doctrine. Will it just carry your mid-late game to where ca
infantry aren't really needed? Or will it fall flat? We will find out soon enough.
And the Stuka barrage call in seems like the perfect answer to OKW's lack of direct counters to static emplacements li
ML-20 or B4. Great inclusion in this regard. Happy hunting!momo4sho
! It's an interesting commander, the fact that sturmpioneers will have access to flamethrowers can mean we can star
seeing some deviation in the current OKW openings. Overall it seems a solid commander with good early to mid game
abilities which can either end up being even better depending on how much manpower you get back from the "Recou
Losses" ability.DevM
! On one level it makes sense to release another commander for OKW if the US gets one. On another this is a grab ba
abilities that no one was really expecting. So while it's certainly different to the existing commanders it will be interesti
see how well this fits into the meta.vV
! The flamethrower upgrade could actually allow you to use several Sturmpios in a game. It helps them to vet easier
stay a relevant anti infantry force till late game, similar to Riflemen with Flamers & BAR'sAchtAchter
! I believe the new OKW Commander will allow players to focus around the Med Truck as they can still get a JP for an
and call in the flamer hetzer to deal with the infantry. As a result OKW do not have to waste fuel into teching the othe
trucks. Furthermore having flamethrowers on sturmpios will be quite advantageous in the long run as players will save
munitions for shrecks or mines as they do not have to keep using a 30 muni flame nade to display enemy forces out o
cover.HelpingHans
Our Highlights
Indirect fire: LEIG & Pak Howi
"Those who are tired of being backed into a corner and pummeled by constant LIEG
and Pak Howitzer barrage will be wiping tears of blissful redemption from their cheeks,
as the nerfs have greatly decreased the effectiveness of both. "
LEIG
Pak Howitzer
! There's the obvious nerfs to suppression and damage, and the removal of auto face makes these actually require m
and thought. Further the the change to projectile angle means that shells will take longer to arrive and moving targets
harder to hit so they can't just be used as a combination mortar/machine gun anymore to stop infantry attacks all by
themselvesvV
! Decreasing the overall combat strength certainly had to be done, adding a nerf via artifical micro tax not so much. N
best way, IMHO.kamk
! Some nerfs coming down on these units which are deserved but while this impacts OKW by some margin ( a lot of p
were using lots of LEIGs) it will impact mostly the USF's indirect fire arsenal. We will probably see less use of both of th
especially in USF (380 mp for the pak howitzer might not be so tempting now).DevM
Changes to flamers
Flamethrowers Update
Vehicle Flamethrowers
! Overall the flamers on tanks like the KV8 were nerfed so it will weaken the usual Soviet play style of waiting for KV8
then rolling the field while the universal carrier Wasp might seem more tempting now with a buff to its damage.DevM
! Afaik you need now 6 bursts instead of 4 to wipe a squad in a building.
The WASP buff will make it again a strong early game unit and make the BREN upgrade on the carrier redundant, simp
because the flame upgrade is much better.
Crocodile will be still a dangerous unit for axis players as it has still a lot of HP (1400) and 240 armour.
Unsure how this will affect the KV8. I saw players going KV8 spam with AT Gun wall. This strat will be dead with these
changes.
Regarding damage frequency, that's the changes that will affect the flame weapons most. Flame dots were too good -
incendiary nades were always wiping maxims, Molos/ Incendiary nades easily wiping not microed squads in no time a
& Crocs wiping units always on retreat.
! Primary changes the usability of the Centaur, as it usually quickly wiped Garrisons. Additionally the Ostwind and
flaktrack are influenced by this, but since they have a lower rate of fire their performance against garrisons was not as
severe as the Centaur one.
Putting Squads with AT weapons into buildings actually counters now Centaurs, Flaktracks etc. instead of wiping the
squad garrisoning the building.AchtAchter
Centaur
Damage reduced from 20 to 14
! The centaur nerf was very needed since it was overperforming, we will still see the centaur as a good anti infantry u
used a lot but now it's not a must build unit for every scenario.DevM
! Not as lethal as before, but still a very good Anti Infantry unit. Still outperforms the Ostwind. However it takes now
longer to wipe AT units, so you can't rush blindly into the FOW hoping to wipe all the AT units.AchtAchter
Air Superiority
! It will still destroy units that are near the middle of the target circle, however it won't wipe your complete army or
several OKW trucks. Its still possible to destroy a single okw truck with a good placed Air superiority strike.AchtAchter
Infantry Sections
! The infantry section buff on the reinforcement cost will mean that overall the snipers will have less impact on the
british forcesDevM
! They reinforce now as expensive as Riflemen & Paratroopers and cost less to reinforce than grenadiers (30mp). Thi
change buffs the overall BRit game by a huge margin. It helps you to get easier into the game in the early stages and
keeps your mp bleed low in late game, helping you to be able to afford all those shiny tanks the Brits have. I usually ha
the problem that I have a lot of fuel in late game, but not the manpower.
Ostheer is now severely disadvantaged against Brit players, as Grens perform worse and scale worse than infantry
sections, yet Grens cost more to reinforce. So every engagement you have as an Ostheer player will bleed you more th
the Brit player. In my opinion it doesn't make sense to get a lot of grens as an Ostheer player anymore, getting severa
snipers or play heavy on team weapons might be more viable.AchtAchter
! Commandos are still deadly in close range. They just don't annihilate everything that they attack. Giving the fact yo
don't pay munitions for stens and units that are too lethal are rather frustrating than interesting (always keep units lik
the old Ace, old ISU & old Obers in mind) this is a good change, however it's of course a hefty damage nerf.AchtAchte
Churchills
! The churchill nerf was also needed since it was soaking too much damage for the cost of the unitDevM
! This is only a minor nerf. The churchill still has more HP than a KT (1280 vs 1400) and a really good acceleration. So
keeping it alive against several AT sources will be no problem.
Panther & Tiger shots won't bounce anymore and the JP4 will have a easier game but several P4s still have no chances
against it.
The P4 has with the new patch following chances for penetration : 50 % / 46 % / 41 % So nothing you have to worry as
Churchill user unless RNG hates you.
For 150 fuel you still get a tank that has overall far better stats compared with other units that have a similar
role.AchtAchter
General
Hide Spoiler
! Fixing dysnch is nice, as is the other stuff here. Would still really like to see a fix for the Surrender bug howeverVv
soviets Soviet
Hide Spoiler
ostheer Wehrmacht
Hide Spoiler
! 10 counter barrage shells from leFH, this might become interesting in team games. The "buff" at Vet3 has to be
seen.kamk
usf US Forces
Hide Spoiler
! Some subtle stuff there, notably that the M5 can no longer fire through the cab and should require better microvV
Hide Spoiler
Hide Spoiler
Map updates
Hide Spoiler
Console commands
These settings should only be used by expert modders seeking to get very specific with
LOD and shadows while taking screenshots:
Hide Spoiler
dirt_settexelspermeter(150) - Raising this value will increase the tiling of the terrain
textures. This can improve terrain resolution, though raising it too high will cause
noticeable repetition in the terrain textures.
About the texels per meter: that parameter is already exposed in the Worldbuilder
Terrain Properties dialog and that parameter is not recommended to change it in game
at run time as it will cause not only the tiling but also splats and splines to look very
different as could become too blurry, or too tiled (causing lots of aliasing) as maps are
authored with a specific texels per meter settings in mind, this parameter will really not
help the maps look better (quite the contrary) if changed in game, it should only be
changed in the Worldbuilder map settings when authoring the map so things look
proper.
December Patch
4th December 2015 Reaction
New commanders
Goliath
Forward Receivers
Early Warning
For the Fatherland
Sector Assault
! Definitely a B-tier commander. From play testing, it performs very poorly in 1v1s as it kinda pushes the player to do
Battlegroup(T2) into Schwerer Panzer(T4) builds because you need the Obersoldaten.
The doctrine offers no elite infantry call ins, so it performs rather poorly when you go Mechanized and try to get light
vehicles out. The Goliath costs 100 munitions and is basically a moving demo. While it can be a very serious threat, it c
be focused down on approach and its engine noise is significant.
The Stuka loiter in the commander is a powerful tool for area-denial. Units inside are strafed, and if units continue to
there they will be bombed.LemonJuice
! I think the goliath will make squad wipes easy, when combined with the commander's scouting tools: Flares on poin
70 sight range, on the tactical map, trucks.
However, this commander is really munitions heavy, FTF+goliath+sector assault, and does not have any doctrinal call i
probably, it will not be among the top 3 commanders for the new Oberkommando West 1 versus 1 competitive roster
! A very strong doctrine in my opinion, and a very good (if not better) alternative to Rifle Company.
The halftrack can help sustain pushes and deal with Anti-Air if needed. The recon plane can scout and find targets for
Calliope.
The doctrine as a whole is very focused on killing infantry, and if players over invest into Calliopes they might find them
losing to heavy armor.
You'll see this commander used a lot in 2v2s+ from now on.LemonJuice
! Riflemen with halftrack support and m1919 LMGs are really potent. Quad at 3 command points can serve as a good
suppression platform while a Stuart and Captain will counter any armored threat from the Axis. The Plane strafe can p
infantry blobs.
A very good mid game commander if used in conjunction with the Captain -> Sherman build order. This commander m
become one of USA top 3 commanders.Hector
General Changes
!
In combination with the increased resource income for the Oberkommando West, this is a great change. It opens up f
of different and viable strategies: One could rush a Luchs, rush an even faster flak half track or even produce a puma i
you need it.
With the reduced cost of Sturmpioneers and the increased fuel income, call in infantry is less necessary, which makes
possible to use different commanders. The increase of munitions income also affects the faction a lot. Now it is not ne
to save up all your munitions for Panzerschrecks, which means that more mines can be placed. The same goes for the
package that the Sturmpioneers can lay down.
Overall the changes are great and its really fun to play with the Oberkommando West now, because you can do some
different every match, and still win.E-zy
Command Headquarters
Volksgrenadiers
Sturmpioneers
Kübelwagen
Raketenwerfer 43 Anti-Tank Rocket Launcher
sWS Supply Half-Track
Volksgrenadiers
! Their damage increase will make them more powerful in the early game. With the need to pay for Oberkommando
West trucks and the slight manpower increase per model, you'll probably see less Volks than before.
If there are concerns about Volk schreck-blobs, then go back to the basics with machine guns and infantry screens or
weapons meant to scatter them.
The Veterancy changes also makes them less powerful when they do get their Veterancy quickly from schreck hits. An
they are still out-scaled by Allied infantry.miragefla
!
Do not expect Allied infantry to walk over Volks in the early game now! Fighting in the open versus Volks in cover will
losing battle. Fight with even cover to have the advantage, or else you will find yourself losing map control.
A lot of people are concerned about the fact that Panzerschrecks remain on Volks, but personally I do not think it is th
much of a problem. There are a wide variety of counters, ranging from superior Allied infantry, to explosives, and artil
Remember to keep medium tanks outside the range of schrecks.LemonJuice
Sturmpioneers
!
This makes them into grenadiers with an STG44. Their reinforce cost is now 30. Totally eliminating any sort of bleed w
sturmpioneer heavy builds.CookiezNcreem
! The Feuersturm doctrine, with double flamethrower pioneers, will be a potent strategy on urban maps with all the
changes.Hector
! This slight manpower(32->30 reinforce) buff, and the Volk changes, should help you be less dependent on call-in
infantry.AchtAchter
Kübelwagen
! The new Kübelwagen is probably my favorite part of the Oberkommando West overhaul. It is a decent skirmish uni
can take on any starting unit in a 1 versus 1 and be able to inflict model losses, while any damage taken can be quickly
repaired by Sturmpioneers.
In the midgame, it transitions into a harassing unit, which annoys the enemy by constantly capping points with its
mobility and 15% faster capping speed.
For build orders: I highly recommend building the Kubel as your first unit to maximize capping speed.LemonJuice
! Complete change of the unit role. Holds the potential to be used for "pushing cheese".AchtAchter
Battlegroup Headquarters
Buildable Units:
! We will definitely see more flak halftracks in the future as it is now in the mandatory Battlegroup Headquarters. An
with the resource changes it becomes less of an investment spending 55 Fuel for the flak.AchtAchter
Buildable Units:
Panzer II Ausf. L “Luchs” Light Tank (moved from Schwere Panzer Headquarters)
SdKfz 234 “Puma” Heavy Armored Car
SdKfz 251 “Stuka zu Fuß” Half-Track
! This change makes it possible to play without call-ins and rush a mechanized HQ. Fast Luchs can prove fatal for any
allied player that sits too long on a Tier without an AT gun.
This should create match-ups that are interesting, thanks to the earlier Luchs which is a great shock unit. Allies will ne
to counter it, while preserving their own mid-game light tank to stay in the game.Hector
Luchs
Buildable Units:
Obersoldaten
Jagdpanzer IV/70 (V) (moved from Battlegroup Headquarters)
Panzer IV Ausf. J Medium Tank
Panther PzKpfw V Medium Tank
! The Oberkommando West's hard AT unit will come later now that the Jagdpanzer IV/70 has been moved to the flak
truck, giving allies a better window for early vehicles.Van Voort
Tiger B “Königstiger”
! Finally, the King Tiger has been capped at one. Best Christmas present ever.Van Voort
Since the Oberkommando West's resource income is now normal, the vet 4 & 5
bonuses will be decreased. According to Relic, the Veterancy levels 4 & 5 is now about
~25 % stronger than the Veterancy 3 of the other factions.
Full changes:
Show Spoiler
OKW
The Ostheer
The Soviets
Soviet Industry Tactics:
Removing the Soviet Industry ability that allows players to manipulate their resource
with no counter play involved.
! The ability is now the same as in the Lend-Lease Tactics Commander. It allows giving resources to your team
mates.AchtAchter
! Direct economy manipulation is out, it was impossible to counter and too hard to balance. Soviet Industry varied
between "God Like" and "Pudding" even within the same game, whilst Fuel->Munitions would give you a plethora of
over-equipped blinged-out Landsers along with more planes than Richard Branson.Van Voort
! A severe nerf. Right now, you pay 425 manpower for a 3 CP call in with two Veterancy 0 units, which are available a
the beginning of game for the cost of 200 MP each in the Ostruppen commander. Also, the LMG 42 has only a 20%
chance to come with the squad, so you cannot expect it most of the time.Hector
! Fire Up! - Squad will move at maximum speed for a period of time, then after will suffer from exhaustion for a perio
timeRelic
! Fire up arouses me. Perfect ability for flanking and taking on the long range based axis squads by closing the distanc
rapidly.CookiezNcreem
! Riflemen walk slower after fire up. So you better fire up and rush into cover, or else you will be stuck in a comprom
positionLemonJuice
! "Buying" Veterancy has been eliminated. There are now no commanders that will let you bring in veteran units or
Veterancy up existing ones. Elite Troops and Rifle Company were two of the most banned commanders in tournamen
games and these changes will help bring the automatch and tournament environments closer together.Van Voort
Sight decreased to 0
Mini map icon added
Can no longer be targeted in base sectors
! These are really significant changes to how strafes work. First off, all loiter planes have no sight, which means that t
player will have to get sight of targets manually, whether it will be with boots on the ground or with recon planes, for
loiter planes to target anything. This is a significant nerf. Players will no longer be able to call in a JU87 loiter on the
frontlines, then have the plane self spot an ambulance and come in and take it out. Second, each strafe will only targe
specific enemy type, instead of targeting everything. This can be seen as both a nerf and a buff.LemonJuice
! Loitering Planes will no longer provide vision like the Recon planes. In addition, the strafes will be marked with red
circles on your mini map.AchtAchter
Ostheer
Stuka Close Air Support:
UKF
Strafing Support:
Soviets
IL-2 Sturmovik Attacks (Loiter):
! All great changes. Now your Planes will not waste their strafes on stuff they cannot damage, and the infantry strafe
will not brutally destroy riflemen blobs and team weapons. The Close Air Support doctrine strafes are not affected by
this.CookiezNcreem
Noteworthy Minor changes
Leaderboards Update
Leaderboards and stats are now accessible in-game via the player card and in
the automatch lobby.
Pathfinding Improvement
Suppression removed
auto facing added back
garrison damage multiplier increased from 0.25 to 0.35 (this helps them clear
out buildings easier)
! Le.IG
With the removal of the suppression, the le.IG will be in a worse place than the pack howitzer due to its lower Area O
Effect Damage, though both units are still relatively accurate which makes the cheaper le.IG capable of at least forcing
units to relocate. It may need to be brought closer to the front to reduce its scatter and inflict casualties, but it has mo
than enough range to be capable of doing so, even in auto-fire.miragefla
! Pack Howitzer
A needed change due to its accuracy. The Pack Howitzer will still be useful at bombarding weapon teams thanks to its
accuracy. And it will force units in cover to shift position, exposing them to fire from your units.miragefla
Bazooka / Panzerschreck
! What it is says on the tin. it reduces the already low chance of hitting infantry on pure accuracy(2% at far, 5% at nea
to 1% at far, and 2.5% at near. I really do not understand why they did not just make the modifier 0.1 to reduce the
chances even further.CookiezNcreem
! Now that these units do not jump around so much, they are a lot more useful than before. PTRS will fire more often
and in addition to the bazooka buff, the Captain provides a real threat to light vehicles.
! Before, those units did a "Raindance" before attacking. This chapter in the history of Company of Heroes 2 can final
be closed.AchtAchter
Bolster Infantry Squads Manpower & Fuel cost increased from 100/25 to 150/35
! Some players liked to bolster their squads in the beginning of the game. With the cost increase for the upgrade, thi
will definitely delay your tech too much, thus the upgrade is more suited for the mid & late game.AchtAchter
Infantry Sections
! Infantry Sections do slightly less damage out of cover now. They received a severe survivability nerf with the target
and Veterancy 2 changes. They will now receive more damage from small arms fire. In addition, with the Volks change
you have to depend on cover way more.AchtAchter
! The Boys AT Sections are brought in line with the Guards infantry & PTRS Conscripts. Their AT rifles can actually hit
infantry units now and do significant damage to them.AchtAchter
Royal Engineers
!
While the ability is now pricey, and slows down the unit when in combat, one should remember they still gain an LMG
and an additional point of armour. Together with the faster repairs and construction rate. They are still useful in defen
and can outdo, by a considerable margin, the engineers of other factions when it comes to support tasks.miragefla
! The sniper now has to gain Veterancy 1 in order to snare vehicles. This allows light vehicles to be a larger threat in t
mid game. British players will have to rely more on mines and the AEC in order to counter light axis vehicles.AchtAcht
Churchill Crocodile
! This AT gun is practically a more accurate Pak40, stats wise, so these cost adjustments seem fair.
The British AT gun costs less popcap, while the pak40 has the omnipotent target weak point ability.
The British metagame will completely change with the nerfs to the Infantry Section, the Churchill and the
Crocodile. A faster Luchs will make its mark as well.
The British will depend more than ever on their support weapon teams, armored cars, fast medium tanks and
infantry upgrades.AchtAchter
USF faces nerfs this patch. The biggest focus on the Rifle Company Commander.
Rifle Company
! Flamethrowers on a weak 4 men squad with low DPS and which are easily targeted down is fine, but flamethrowers
a strong 5 men squad with good DPS was problematic. They would force you out of cover, using the flamethrower, an
punish you with their BAR DPS, thus ruining the core game mechanic of cover.
Now, the United States Forces player will need to think and use combined arms to defeat superior positioning.Hector
Rear Echelons
! Even with their boost in damage, they will still maintain their role as cappers and support units for the United State
Forces while Riflemen do most of the fighting. While they are more expensive both cost and reinforce wise, they will s
be the ideal handlers for the new and improved Bazooka, as you do not lose much when a carbine is replaced, compa
to a Garand for Riflemen.miragefla
! This change is neglected by many, but if you increase the cost of a unit by 25%, you also increase the model reinfor
cost by 25%. So they will cost a whooping 25 manpower to reinforce - only 3 less than riflemen, while being worse tha
them.Hector
Riflemen
! The M10 was spammable, now less so. Although, it is still fast and capable of crushing any infantry, while fighting o
any axis armor, cost effectively.Hector
! Tying it to tech would have made more sense. The M10 is only useful because it is cheap.CookiezNcreem
Bazooka
!
With its higher rate of fire over the Panzerschreck, and the improved accuracy, bazookas will be a major threat to ligh
armour, even more so than they already are.
This change will be useful for providing security for LT tech against approaching light armour, particularly the Luchs. E
with the price increase to the squad, Rear Echelon will still be the most ideal weapon handlers outside the Captain squ
thanks to their lower price, fast Veterancy gain, and the fifth man at Veterancy 2.miragefla
! Players should be able to feel this buff, bazookas are quite accurate now and are able to nail even light vehicles at
farther ranges. With the very real threat of Luchs rushes, bazookas got buffed to offer a soft counter. Essential, if you
choose to go the Lieutenant instead of the Captain. Keep in mind however, the Luchs still outranges the Bazooka, so y
have to set up ambushes instead of just attack moving.LemonJuice
Changes to the Soviets
! Maybe, with this change, the tank will bring the Soviet Industry commander out of extinction.CookiezNcreem
! The KV2 will still have no defined role. If you want a strong main battle tank you go for the IS2, and if you need a sq
wiper you will go for the ISU152. It is a hybrid that fails its job at both. With the economy changes to the Soviet Indust
commander it will be at least affordable.Hector
G43 Upgrade
!
This is a pretty cool buff. It lets Grenadiers get G43s really fast, often after the first few engagements, and way before
other faction has access to any other weapon upgrade other than flamethrowers. Gives your Grenadiers an early gam
edge. However, I would not recommend getting G43s on all your Grenadiers because they do not have the late game
firepower that the LMG42 does.LemonJuice
! Will make commanders like Lightning War more valuable, particularly on urban maps where G43s excel thanks to th
effectiveness on the move and up close. With the timing changes, G43s can help Grenadiers hold back units such as Ri
or Conscripts who prefer to fight up close after the first major engagement or a small series of skirmishes as building T
provides a considerable boost to the Ostheer's starting CP value.miragefla
Other Changes
Hide Spoiler
Map Updates
Sturzdorf
Achelous River
Minsk Pocket
Road to Kharkov
Bug Fixes
General
Oberkommando West
Wehrmacht
Festung Armor Doctrine, the Pak 43 Emplacement and the Command Tank call-in
now appear in the correct order on the command bar
Jaeger Armor Doctrine, the Stuka Bombing Strike ability and the Elefant Tank
Destroyer call-in now appear in the correct order on the command bar
German Mechanized Doctrine, the leFH 18 Artillery emplacement and the
Command Tank now appear in the correct order on the command bar
Supply Drop Zone ability now has proper SFX when the planes fly overtop
Soviet
Guard Rifle Infantry will now display the PPSh-41 Submachine Gun indicator
when equipped with one
M4C Sherman’s Hull MG and Co-axle MG VFX have been added
KV-2 Heavy Assault Tank hatch now properly closes when it’s Firing Position
Mode is active
Partisan Tactics, the Spy Network ability and the Partisan Tank Hunters call-in
now appear in the correct order on the command bar
IL2-2 Sturmovik Attacks ability will no longer target infantry casualty
US Forces
UK Forces
Fixed an issue where shots from the Comet, Firefly, or 17 Pounder would fail to
damage enemy vehicles
The BAR Rifle now has a proper reload animation when held by Infantry Sections
Air Landing Officer will no longer move to cover when given an attack move
order
The Sten SMG now has VFX when firing
QF 17-Pounder Anti-Tank Gun Emplacement’s reload animation now matches it’s
reload time
The Hold the Line ability now plays the proper speech
Per usual you can get the commanders through a Warspoils drop. Uhm, assuming you
fulfil the criteria. You must pray before a game. And you must play during a red moon.
Plus, seven and a half days before such an event you must wed a white sheep, enjoy a
bedding, and then sacrifice it to the three Gods of Chaos for their RNG favours. Or,
alternatively, you could always buy the commanders in the in-game store.
M2 Flamethrowers
Advanced Cover Combat
Infiltration Commandos
Land Mattress
Vehicle Crew Repairs
Defensive Operations
Improved Fortification
Advanced Assembly
Counter Battery
Precision Barrage
General Updates
Graphics Option
We have added a “Historical Skins” On/Off Option to the Graphics Tab. This Option is
for Users who don’t want to see non historical skins such as the blood soaked Make War
not Love Skins.
Abandon Critical:
We would like to add more risk associated the abandoned function. Now in order to
successfully retrieve an abandoned vehicle you will need to repair it to 100% HP.
! A bit sloppy wording here. Basically, whenever a vehicle is abandoned, its engine is destroyed. You won't be able to
until the damage has been repaired. Which will happen once the vehicle reaches 100% health.Yukiko
! You will have to swarm engineer units to the vehicle, and protect the engineers as they repair it in order to steal it.
can try to drive away with heavy engine damage, but you won't go far.
Obviously, USF does have the repair critical ability, and if they want to take the risk, they can disembark a VET 1 vehic
and steal a vehicle faster than the other factions. Whether this is balanced is up for debate.
Either way, this is a great step in removing frustrating RNG instances from the game.CookiezNcreem
Ambient Buildings
Grenades, Satchel Charges, and other Explosives can now damage buildings
! Previously, satchel charges, grenades, and other explosives were doing paltry damage to buildings, and it was essen
impossible to outright destroy a building with these weapons alone. This is now fixed.CookiezNcreem
! I remember that Brad said, during the Q&A stream, that hand grenades weren't affected by this change. So. You can
place squads in the shacks. If what he said is true.Yukiko
Wehr - Shoot For the Stars – now increases the range of the officers coordinate
barrage by 8%
OKW - Sharpen Those Claws – now reduces the reload of the Jadgtiger by 3%
USF - Veteran Medic – The Ambulance now builds 10% faster
Wehr - Get To the Gun – Now makes the 222 Scout car cost 3% less
Wehr/Russian - Medium Tank Production I – Now makes the T34-85 build 10%
faster instead of 10% faster recharge
! I am sure Janne will update the Bulletin tool faster than you can make yourself a cup of tea. Figuratively speaking, o
course.Yukiko
UK Forces
! The steady nerfs on Artillery Cover continue. I won't mourn the loss of instant engine damage criticals.
Will artillery cover still be the best ability for breaking a position in the game? Probably. It still boasts a wide area of eff
that does both damage and pinning to infantry. Weapon disable is undeniably better than half-fire rate but both are p
disastrous in a tank fight. The biggest problem is that this ability has always been very expensive. Automatic engine da
meant that if you attacked decisively with armor under artillery cover you could almost always pick off a limping tank
near guaranteed value from the ability.
Now that the ability does not destroy the mobility of the enemy, players will have to be more careful about committin
a large amount of munitions.Corp.Shephard
AEC
Previously we wanted to improve the AEC’s role to better combat infantry. However the
way in which it was implemented resulted in the AEC over performing against its very
own counters. We are reverting the main gun profile change and implementing a buff
to its coaxial machine gun. This will now increase the AEC performance against infantry
while maintaining its previous combat relationships.
? Stats:
!
The AEC's main gun profile changes were profound for the vehicle. It had a really crazy splash. Burst weapons are a litt
complicated to understand but the numbers here look fairly promising.
All in all this is definitely a nerf. The cost increase is a double edged sword, but for me the bigger change is probably in
effective range of the new AEC. Co-axial weapons have a range of 35, where as the cannon of the AEC has a range of 4
AEC will have to put itself at a greater risk to deal damage to infantry as panzerschrecks have 35 range. Additionally, y
have far less success firing the cannon at max range or using attack-ground to snipe enemies. Expect greater risk with
AEC, but also more consistent results.
Corp.Shephard
Universal Carrier
Balance Changes
US Forces
Calliope
We are reducing the amount of rockets fired per barrage to help reduce potential squad
deaths. We are also removing the Calliope’s ability to de-crew to prevent players from
artificially decreasing their upkeep while their barrage is on cooldown.
! The Calliope is still very strong, as the first barrage is usually the most devastating anyway. The hitpoints remain
unchanged, unfortunately.
The decrew change will strongly affect the effectiveness of building more than 1 calliope, as it's popcap and upkeep hi
extremely high. Especially during manpower wars in late game.CookiezNcreem
Wehrmacht
Panzerwerfer
Reducing the damage profile slightly at far and medium range to prevent squad deaths
in that area.
! This means the Panzerwerfer will still one shot garrisons, but its damage against units in the open is toned
down.CookiezNcreem
! While some may prefer a buff towards its dps, myself included, I have to admit the better survivability, mainly towa
small arms and infantry AT, does make sense. It is the better choice to make a unit more viable for all skill ranges.kam
Map Updates
(4 - 6) Montherme
(2) Sturzdorf
(2 - 4) Ecliptic Fields
Rotating In:
(2) Crossroads
(2) Lost Glider
(4) Hamlet
(4) Chateau de Luvnest
(8) Hill 400
Additional Changes:
Adding (6 - 8) Montargis Region - Relic remade CoH1 map coincides with the
ending of the Community remade CoH1 map spotlight rotation
Fixing (2 - 4) Rails and Metal - Wrecking buildings in Southern base
Fixing (2 - 4) Minsk Pocket - Adjusting soft map edge around Northern base so
bunker can be destroyed
Fixing (2 - 4) Road to Kharkov - Moving Fuel cut-offs slight closer to the center
of the map
Bug Fixes
Show Spoiler
! "Removed Prioritize Vehicle from Churchill AVRE." To me this does not make any sense. For a unit that fires a single
and requires direct aiming from the player it should either have a hold fire option or prioritize to help control its turre
rotation.Imagelessbean
Feburary 19th Amendments
! Matchmaking improvements, while useful for the average player, will drastically increase the wait time for high
players, who already have long wait times.Imagelessbean
21st
June
2016
June 21st Patch Analysis
BALANCE GOALS
In order to add to CoH2’s current strategic diversity, the changes outlined below are
designed to Increase the depth within factions by improving unit viability, creating
diverse options for build orders and bringing factions in line with one another. This will
create more diverse and viable strategies for players at a variety of different skill levels.
Match Gameplay Expectations to Outcomes (Quality of Life)
There currently are a variety of gameplay outcomes that do match player expectations
which is creating a degree of frustration within the player base. A number of the
changes outlined below attempt to address this by matching these outcomes to
acceptable expectations such as through the removal of “bad” RNG and balancing
specific units/abilities' cost vs reward that are currently out of tune.
GENERAL
Heavy armored Tanks
Developer Comments: We felt the risk associated with flanking a Heavy Armored
Vehicle was much too great because of the high rear armor. To help balance this risk vs
reward we are reducing rear armor on all heavy armor across the board.
! This makes the tanks much more vulnerable to flanking. People will have to be more careful and support their heav
better. This makes mine placement even more important.Kryptic
! Finally, flanking is rewarding. As a player that loves medium tank play, this is a long overdue, but absolutely great
change.CookiezNcreem
Developer Comments: We often saw mines wipe full health squads when planted in
front of building entry points or cripple enemy vehicles. We also tried in the Balance
Preview trying to reduce the damage of mines to deal with this issue but it made mines
feel very underwhelming. We wanted the keep the satisfaction of some casualties
without the squad wipes, thus we have ensured mines kill some models in a squad but
not wipe the entire squad out completely. We are also removing all engine destroy and
Tread Breaking Criticals from all mines. These changes will bring the reward of an
enemy unit hitting a mine in line with the cost of placing it.
! A 10-30 muni mine at the entrance of a door wiping my entire call-in squad meant the difference between winning
losing. It often had my blood boiling as well. Glad they changed the mine mechanics, even though it means less mode
The suppression is going to make the mines worthwhile for proper defensive play.Kryptic
! The biggest indirect buff to Ostheer in the patch. No more full squad wipe potential of the general purpose mines m
huge difference to Ostheer's four man squad's longevity. You lose the game when you lose your squads. This will mak
spreading out your forces without a sweeper much less punishing.Tobis
Removed all random engine damage criticals from vehicles above 5% health
! More annoying RNG removed from the game is always a step in the right direction.HelpingHans
Suppression
Developer Comments: We felt it was too easy to charge into suppressive fire and
simply throw a grenade to knock out a HMG team. This was not an intended counter
and thus suppression will now reduce the range of grenade abilities.
All grenade abilities that are not snares have their range reduced by 33% when the unit
is suppressed.
! This supports tactical usage of a map. Instead of just running straight into a MG and throwing a grenade on it, you w
actually have to move around or find another way of engaging. Infantry running straight into a MG should be punishe
not be able to come out on top of that engagement.Kryptic
! This change hits USF the hardest. No more trollolol-ing into MG42s frontally and clearing them. Combine this with t
non doctrinal MG34, and USF will find itself in a much less dominating position with nade tech researched, forcing pur
of a mortar to properly counter the huge influx of heavy machine guns. This also is a huge nerf to Grenadiers frontally
rolling Allied MG's, and getting flame grenades in on Vickers HMG's. All around, a very good change for gameplay as a
whole.CookiezNcreem
Developer Comments: To alleviate the effects of some frustrating RNG from anti-tank
weapons firing on infantry squads, we have decided to reduce the damage these
weapons deal to infantry to prevent snipes on full health models.
! At last, we finally get target tables for shotguns, I mean, infantry anti tank weapons.CookiezNcreem
Snipers
Developer Comments: We felt Snipers, even when caught out of position, felt too
durable. We also wanted to standardize all sniper rifles to use the maximum amount of
time for aim-time and cooldown. These weapons will no longer fire faster the closer the
squad approaches them.
Target size from 1 to 1.15.
Cooldown, and all aim-time always uses the max amount of time and has been
standardized for all distances meaning snipers do not fire more quickly the closer the
target is.
! The Ostheer sniper is still living like he's in the matrix, but he should be much easier to hit now. He will still be extre
difficult to kill with higher veterancy though.CookiezNcreem
! This will prevent lone snipers from winning a 1v1 against low DPS squads rushing them, such as Combat Engineers.T
Developer Comments: Some heavy armored vehicles had an extremely rare critical that
could stun enemy vehicles on deflection. We feel this is frustrating RNG and should be
removed from the game.
Developer Comments: We felt by allowing smaller team weapons and core infantry to
spawn from corresponding base buildings, it could slightly speed up initial
engagements, and allow for more meaningful base placements for Soviets, Wehrmacht,
and OKW factions.
All Core Infantry Squads and Core Small Weapon Teams now spawn from its
corresponding building rather than from Off-Map.
! Players will no longer be able to change the spawn location of their infantry once the building has been constructed
will have more noticeable effects on wide maps or in team games where you might want to spawn units near the othe
of the base sector.Tobis
!
This is a huge slap in the face for 2v2+ players. Now, we will be unable to change spawn points for infantry at any poin
game to coordinate better with your team. In Rails and Metal, it was popular to double the closer fuel in the beginnin
the map entry points. Now you cannot and the same goes for all the other maps. To slightly quicken the pace of early
in a 1v1 setting, 2v2+ players just got one of their big strategical/tactical choices confiscated.Pigsoup
Developer Comments: Team weapon gunners will have the lowest priority to get
targeted. Players can still attack the gunner first if they manually target that entity but
automatically they will always target the gunner last. We are hoping this will help with
the death loops where weapon teams constantly try to man their team weapons as they
retreat.
! The grenade range nerf combined with this change make HMG play much more attractive. Expect A LOT of machine
play now.CookiezNcreem
Intel Bulletins
Hetzer 57 now has a 50% faster weapon reload and applies to the Flammpanzer 38
! If this Hetzer reload bulletin is not a typo, it might actually make the vehicle worth using.Tobis
Other new Bulletins:
Show Spoiler
! These bulletins... What ever happened to bulletins only having a slight change on gameplay?Momo4sho
SOVIETS
T-34/76
Developer Comments: We felt the T-34/76 was under performing and needed some
improvements to help deal with infantry.
! The T-34/76 was bad at damaging infantry and it does not have a pintle gunner upgrade like most other tanks to ov
this issue. These changes should make it a viable option rather than just using T-70 spam all the time.Tightrope
SU-85
Developer Comments: We saw that the Soviets had to rely on Doctrines or would have
a difficult time dealing with heavy armored vehicles. We wanted slightly improve the
SU-85 to be stronger against heavy armored vehicles while being slightly weaker
against flanking vehicles.
This is one of the most notable nerf-buffs of the patch. The SU-85 will be more reliable vs heavy armour. This is a muc
needed buff to Soviet late game. At the same time, the SU-85 is giving up its characteristic machine-gun-like rate-of fir
will make SU-85 significantly less effective versus low-armour targets, especially the Stug.Mr Smith
IS-2
Developer Comments: Modified to put it in line with other vehicles and slight boost to
its penetration to help it better engage heavier armor.
! IS-2 finally gets its turn in the power-creep limelight (started off by the Tiger / King-Tiger buffs some months ago).
The scatter offset fix is huuuuuge. Remember the drunken IS-2 gunner that kept missing every single shot against infa
squad? He's joined AA, and now he's sober; let the wipes begin! Also, don't worry about the rear-armour nerf. Very fe
things in OST/OKW arsenal had penetration low enough actually to consistently bounce off your rear armour to begin
(well, except for Pumas/P4's).MrSmith
Trip-Wire Flare Mine
Developer Comments: Adjusted the mine to prevent one-hit kills at full health. Mainly
done to prevent squad wipes of units leaving buildings. Plant time was lowered and the
mine now deals damage to compensate.
Soviet Sniper
Developer Comments: The Soviet Sniper had the lowest health amongst all the Snipers.
Because we are increasing the unit size of all Snipers, we have made adjustment to the
health the Soviet Sniper to compensate.
! Received accuracy is going up by 15%, but this 33% increase in health should be helpful against both explosives and
arms. Another buff to Soviet tier 1.Tightrope
RPG 43 AT Grenade
Developer Comments: This ability's current wind up time made it feel unresponsive,
thus we have reduced its wind up time alleviate this issue.
! This change is weird to me. The Soviet AT grenade has one of the best response times compared to all the other sna
Riflemen and Panzerfusilier's and their "responsive" snares are crying in a corner with this change.CookiezNcreem
Penal Battalion
Developer Comments: Due to the lack of anti-tank in the Special Rifle Command, we
are giving Penal Battalions a more focused roll as a dedicated anti-infantry unit.
"Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases
the power of the squad as they lose members. Modifiers are +4% accuracy, -2%
weapon cooldown and -3% received accuracy per member lost.
! Possibly the most wide reaching change to the Soviet faction. Buffed Penal Battalions will serve as a form of stock e
infantry for the Soviets. This will open up far more doctrines for use, because you are not shoe-horned into choosing
commanders with call-in elite troops.
Commanders such as Soviet Industry, Urban Defense, Armored Assault, and Lend Lease will look more attractive now
they can rely on some infantry stronger than conscripts. Tier 1 play will also be much more rewarding to the player wi
stronger anti-infantry units to compensate for the lack of anti-tank units.Tobis
USF
57mm ATG
Developer Comments: In order to bring the 57mm AT Gun in line with other AT Guns
from other factions in the same Tier, we have increased the base penetration to
improve performance when not using AP rounds. Take Aim shifted to a timed ability to
reflect its power. Accuracy changed to match other anti-tank guns.
Penetration from 140/125/115 to 150/140/130
Take Aim! now a timed ability. 20 seconds, 60 second recharge.
Accuracy changed from 0.05/0.0425/0.03 to 0.055/0.05/0.04
! A large buff to the penetration and accuracy, but a huge nerf to the take aim ability. The AT gun will be much better
especially at long range, but the Take Aim! ability will need to be used only when needed, making it much less of a no
brainer.Tobis
! While not the most powerful AT by any means this change does allow the .50cal and the Lieutenant tier some defen
against light vehicle rushes. Especially, when in buildings. This is particularly useful against 222s which are an issue for
tech.Miragefla
M36 Jackson
Developer Comments: Increased LOS to allow the M36 to better kite, locate and hunt
enemy armor without boosting its firepower any further.
LOS from 35 to 40
Tank acceleration increased from 2.5 to 3
Veterancy 2 sight radius bonus changed from 30% to add 5
! Sight-range reshuffling (from Vet2 to Vet0) on the Jackson will not really alter the dynamics of the Jackson vs the ta
that it is supposed to counter. On one hand, it is a good thing that the Jackson is not a self-spotting beast. On the othe
USF lacks decent spotting options in their stock to support their Paper-tank fleet in the late-game.
At least the added sight range will help the Jackson not run into Schreck infantry; if they are still around after the patc
Smith
M8 Motor Carriage
Developer Comments: We felt the M8 HMC was under-performing and needed a slight
stat boost to improve survivability and effectiveness. The AOE drop-off for the mid-far
range was lessened to improve the M8's damage output against troop targets when its
shells do not land direct hits. The damage drop-off was incredibly harsh given that the
mid-range of the shells are set to 2 meters.
! The US changes to the Scott has now given the US a far more potent non-doctrinal late-game than they currently ha
The Scott changes basically fix it to the version we had before the ninja-nerf, and now they no longer get one-shotted
heavy AT or take a month to build.
This means that they can now support US infantry by smoking enemy positions while moving, provide supporting fire
blobs, and generally help US scale late-game against potent German late-game infantry and support teams. Most
importantly, with the Scott, losing a rifle squad or 2 is no longer a death sentence. Scotts can support low vet rifle squ
that they can get close enough to use their utility abilities to clean up the enemy.comm_ash
Major
Developer Comments: We have significantly boosted the artillery ability in power and
lowered cost to give USF some form of non-doctrinal artillery to help break
concentrations of enemy units and structures. Recharge time increased to compensate
and match other artillery units.
! The buffs to the Scott and major artillery should help fill USF's non-doctrinal artillery role, which was previously sev
lacking.
In addition, the Major Artillery + Other Offmap strikes such as the 155mm will be very strong at destroying OKW forwa
bases.Tightrope
! Buffing Major artillery and lowering the cost to 60 munition will allow the Major to have a different utility than just
forward retreat point.
Now, there is finally a worthy opportunity cost for using Major as a free FRP (one down.. two to go). Alongside the arti
call-in is the fake artillery flare which might not be too useful on its own but coupled with the buffed real arty, it will g
players a great incentive to use the Major as a great supporting unit on the front.Pigsoup
Captain
Developer Comments: The Captain squad gave USF a very easy access to light Anti-
Tank and made the Captain the most valuable officer in the game. We removed the
Bazookas on the Captain squad to allow for light vehicle play to be more effective.
Captain no longer comes with free Bazookas. Captain now has a squad upgrade to
purchase 1 bazooka
On Me! No longer provides suppression immunity for its duration, but will still break
suppression. No longer affects Team Weapons.
! This will make Axis light vehicles more useful and maybe we will even see the Lieutenant tier making a comeback fr
dead again!Kryptic
M1 81mm Mortar
! ( ͡° ͜ʖ ͡°)CookiezNcreem
Sherman Bulldozer
Developer Comments: We are adding a hold fire toggle button so the Sherman
Bulldozer doesn’t fire at units when not intended.
WEHRMACHT
251 Flame Half-Track
! The changes for the Flame Half-Track seem to be balanced. Burning the hell out of anything that was garrisoned wit
very short time frame was a tad too strong in my opinion.
By reducing its cost by 30 munitions, lowering its ready aim time and granting it the benefits of its veterancy level 3 bo
the Flame Half-Track will be more attractive and will be seen more often beside the 222. Furthermore, Ostheer will re
on Pioneer Flamers who can instead be upgraded with Mine Sweepers to spot dangerous explosives.Theodosios
Developer Comments: We felt the Support Armour Korp was slightly too expensive in
comparison to other faction Tier 3 and needed a slight reduction in terms of cost to
make the tier more affordable.
Price from 260 manpower and 75 fuel to 240 manpower and 60 fuel.
! Tech cost reductions are a very welcome change. Before this almost all players used commanders with call in vehicl
teching to Tier 4 was too expensive.Tightrope
Brummbar
Developer Comments: Due to its clunky movement, the Brummbar would often get
blocked against world objects. We decided to give this vehicle Heavy Crush to improve
pathfinding and make it more maneuverable. Reload time standardized to make it more
consistent and AOE has been adjusted to improve consistency as the damage quickly
drops off by 2 meters. To adjust for these changes. Resource costs have been updated
to bring it in line with its current performance.
Cost decreased from 470 manpower and 160 fuel to 420 manpower and 150 fuel
Reload standardized from 7.5/9 seconds to 8.25.
AOE mid modifer from 0.15 to 0.3
Medium crush changed to Heavy Crush.
Veterancy requirements from 2740/5480/10960 to 2040/4080/8160
Added hold fire
! While T4 might not be the most used tier, even with the changes due to its cost, the Brummbar itself will be devast
when properly supported without breaking the bank.
Capable of easily clearing squads and team weapons with the new changes, the Brummbar will also have a much easie
pathing, thanks to the heavy crush. Furthermore, with the reduction in experience, Brummbars will be potent line-bre
with their bunker-busting barrage and getting their armour/ROF boosts as they level up.
Miragefla
Developer Comments: We felt the Heavy Panzer Korp was slightly too expensive given
the price of the high cost units it currently houses.
Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel.
! This price reduction turns Ostheer's Tier IV into a more desirable option to go for and further promotes Ostheer pla
utilize more stock units which is always a nice change to see. In the best case scenario we will see less call-in based ga
not only in team games but also in 1vs1s.Theodosios
Panzer IV Command Tank
Developer Comments: The Panzer IV Command Tank was much too durable because it
benefitted from its own aura. To make it more vulnerable, the tank will no longer
receive a defense buff from its aura.
! Since the PIV Command Tank will no longer benefit from its own aura, thus it will be easier to bring down, or at leas
it from the direct front-lines. As a supporting unit, the Command PIV is supposed to stay a bit behind the front-line rat
than spearheading your assault, as it has been used for most of the time until now. This change is quite
appreciated.Theodosios
Pioneers
Developer Comments: Even though the Wehrmacht can build a trench, this is not as
flexible as other forms of heavy cover such as sandbags. To increase the faction's
heavy cover options, Pioneers have now been given the ability to build sandbags.
! Ostheer infantry should be able to fight on much more even terms with UKF infantry especially with the addition of
sandbags.CookiezNcreem
Developer Comments: We felt that Bundled Grenades have been under-performing and
not meeting their original design intentions. To bump up their performance we have
made the following changes.
AOE increased from 4 to 5
AOE distance adjusted from 3/2/1 to 3.75/2.5/1.25
Damage increased to 120
! While the Panzer Grenadier bundle grenade was over-cost for a long time, I definitely do not agree with the directio
the buff. If PGrens really required an AI buff, it would have been better to apply the buff directly on their STGs. That w
AI buff would become contained on non-schrecked PGrens.MrSmith
! I would have much preferred a cost reduction to the bundle grenade rather than a massive buff to its damage. I bel
this change makes it stronger than the commando light gammon bomb. The only saving grace is that it takes slightly lo
to throw, making it easier to dodge.Tightrope
OKW
Battlegroup Headquarters
Developer Comments: This change was driven from a popular idea that was expressed
by the community. Battlegroup HQ no longer comes with Medics but must upgrade to
get them. Due to OKW now having full resource income and to bring this ability in line
with other factions, this upgrade costs a small amount of fuel.
Medics must now be purchased as an upgrade. Cost 100 manpower and 15 Fuel.
Medics heal rate increased from 5 to 8
Mechanized Headquarters
Developer Comments: This change was driven from a popular idea that was expressed
by the community. Mechanized HQ no longer comes with Repair Pioneers but must
upgrade to get them. Due to OKW now having full resource income and to bring this
ability in line with other factions, this upgrade costs a small amount of fuel.
Repair Pioneers must now be purchased as an upgrade. Cost 100 manpower and 15
Fuel.
! Looks interesting. A small sacrifice of 100 manpower and 15 Fuel has to be made to upgrade. Still worth doing In m
opinion.Kryptic
Volksgrenadier
Developer Comments: This change was driven from a popular idea that was expressed
by the community. In an attempt to break up the Volksgrenadier blobbing we are
removing the Panzershrek upgrade. This has been replaced by a package that improves
their AI at short-mid range whilst still maintaining some anti-tank to deal with armor
that rushes behind ATGs or other units. While the upgrade is not that powerful to start
off with, they do gain considerable power as the Volks gain veterancy which has many
offensive boosts.
! Interesting change. This will mean OKW will have to rely more on their other AT units to do the work
(raketten/mines/tanks). I think this change will also make blobbing less effective, which was a big complaint on the for
I am glad they got a panzerfaust, since OKW does not have the best AT guns, snares will be required to make it all wor
together. Also, I am interested to see how obersoldaten are going to be used. Since volksgrenadiers now gain more of
infantry purpose which is the purpose of obersoldaten as well. Will they be worth the price, or will the volksgrenadier
the stg44s be sufficient enough?Kryptic
MG34 HMG Team
Developer Comments: This change was driven from a popular idea that was expressed
by the community. Community has voiced their opinion that they feel the OKW needs a
suppression platform to deal with enemy blobs but also to have additional options other
than always blobbing more Volksgrenadiers. To address this we have raised the MG 34s
accuracy to improve its damage output against targets at range and reduced its
cooldown to improve damage output at engaging multiple targets. MG-34s are now
standard in the OKW arsenal.
! With this addition, OKW will now have the ability to have some ability to fight massed Allied infantry in the mid-gam
phase where OKW is either relying on call-ins or waiting to get their Obers. The changes also mean OKW is not reliant
simply throwing more Volks at the issue until they can reach the mid-late game.
Combined with the Volk StGs, OKW can do a very potent timing attack early game, and then lock down the area again
opposing infantry, defending the areas that they have seized.
Miragefla
Fortification Doctrine
! The addition of the LEFH to the OKW lineup now gives OKW the ability to counter British emplacements in the late
much more easily. In addition, it gives OKW a new potent option to attacking blobs and retreat points, while not forcin
to spend fuel to do so. With the addition of the MG34 as well to the stock army, OKW now has plenty of options to co
blobs and forward positions.comm_ash
Luftwaffe Ground Forces Doctrine
! This Reconnaissance Flight will grant OKW a doctrinal ability to have a greater overview over the battlefield for 80
munitions. It seems to be the same doctrinal ability as the Ostheer has at its disposal.
In combination with Fallschirmjäger being capable of spawning from any map integrated building, this ability should b
pretty useful. Hostile Snipers, for example, will be easier to spot and kill with Fallschirmjägers jumping out from a prox
building. Other than that, you can descry the location of every adversarial unit which allows you to plan offensives or
intercept hostile attacks.Theodosios
Goliath
Raketenwerfer
Developer Comments: We felt the Raketenwerfer was a little too easy to flank with
vehicles once revealed. We are increasing the firing arc slightly to help address this
issue.
! With the removal of the Schrecks from the Volkgrenadiers, the Raketen has some heavy lifting to do. So a buff was
order. It may require even more improvements.
Tightrope
Sturmpioneers
Developer Comments: With the removal of the Panzershreck package from the
Volksgrenadiers we are happy to see how the OKW is currently playing. We do however
notice the OKW struggle against armor if they are not ahead in resources. We are
giving the Panzershreck package to the Sturmpioneers to help deal with this issue.
! Sturmpioneers have not received an adjustment to their Veterancy (to offset the insane Vet-gain speed they will no
benefit from because of Panzershreks.). Remember the broken stun grenades? Expect to see a lot more of them.Mr S
Sturmtiger
Developer Comments: We felt the 50% chance to abandon a vehicle when at 50%
health was too random and frustrating so we are removing this critical
Removing a critical that abandons the Sturmtiger at 50% health when damaged.
BRITISH FORCES
Starting Resources
Developer Comments: The British early game can often be very difficult due to the high
cost of their Infantry. We increased the starting manpower to match other factions and
to somewhat compensate their early game for their high manpower cost per unit.
Universal Carrier
Developer Comments: We felt the Universal Carrier wasn't a viable option and felt we
needed to make some adjustments. We gave it self-repair on stock so it no longer
requires an engineer to be repaired, made it more durable through an upgrade
purchase, and made significant improvements to the Vickers K.
! On one hand, the UC price got nerfed. On the other hand, Brit starting manpower got buffed by the same amount.
Vickers range increase, and also the new Vet1 ability (sight range), will actually make it possible to use the UC as a
suppression platform, even after the first schrecks start to emerge.
An important note about the Vickers k: It seems to have a mind of its own, and will NOT react to your attack command
will choose a random target and stick with it). This is an important thing to remember, as only the Vickers K actually b
from the "suppressive fire" ability. To avoid this, forcefully turn your UC so that Vickers K is no longer facing the squad
targets, and then keep hammering "Stop" until a target change has occurred.MrSmith
Counter Battery
Developer Comments: We felt the Counter Battery's cost vs reward was not well
balanced and required tuning to bring it in line with other similar artillery options. We
also want players to make decisive gameplay decisions where using this ability had
virtually no risk associated with it.
Land Mattress
Developer Comments: Based off its effectiveness, we felt this unit could be called in too
early. To help bring it in line with other Doctrine artillery we have increased its required
CP. The White Phosphorus rounds was precision striking weapon teams too easily due
to their low scatter values.
Increase CP requirement from 5 to 8
AOE damage reduced from 0.2/0.4/1 to 0.1/0.25/1
White Phosphorus round angle scatter increased from 5 to 15
White Phosphorus round distance scatter max increased from 10 to 15
White Phosphorus round distance scatter obj hit min increased from 0 to 10
White Phosphorus round scatter offset reduced from 0.8 to 0.1
White Phosphorus round min tilt angle reduced from 25 to 15
! Double Brits are still the ultimate cancer 2v2 setup, even with these changes.Momo4sho
Sexton
Developer Comments: We feel the Sexton is one of the UKF's most underperforming
units. Therefore, to improve the Sexton's performance we have increased the unit's
AOE damage, increased the number of shells it fires, and made it fire a little faster.
! The Sexton will still perform poorly next to the Priest, and its high pop cap will still leave it in a crappy place. The ch
will improve it, but will not raise the commander to a desirable one when other Brit commanders offer so much more
least now, however, it might be able to kill the occasional infantry model.Imagelessbean
Firefly
Developer Comments: We felt the reload on the main gun was hurting the unit's
performance and the Tulip Rocket ability's role was redundant with the tank's main gun.
To compensate for this we have reduced the reload time on the main gun and changed
the role of the Tulip Rocket to be a temporary snare.
! The changes to the Firefly will make it less prone to alpha strike light and medium tanks. However, the ability to stu
blind vehicles will make this a very nasty combo in team games.
Getting a tank caught out in the open now will result in a hail of anti-tank fire, as every Allied unit will turn to engage t
crippled tank. Be especially careful with TD's that cannot move once hit. These units will be very vulnerable to flanking
they wait for the tulip blinds to wear off.Imagelessbean
Developer Comments: Due to the extremely short range of Artillery flares, a unit often
put themselves at high risk when trying to use this ability. To bring its cost vs reward
more in tune, we have added a slight increase to the range of this ability so it can be
used slightly further away from the intended target. Infantry Sections also accrued
Veterancy faster than any other core infantry unit so we have slightly increased the
Veterancy requirements for these units.
Developer Comments: The damage from the HEAT Grenade was under performing and
we wanted to bring it in line with all other infantry anti-tank abilities.
Sniper
Developer Comments: Due to the short range of Artillery flares, a unit often put
themselves at high risk when trying to use this ability. To bring its cost vs reward more
in tune, we have added a slight increase to the range of this ability so it can be used
slightly further away from the intended target.
! - A singular Bofors will ineffective vs Mortars. A Bofors suppressing a large area (3 times the previous size) will be a
godsent to the Mortar Bofors combo. I hope with these changes that it will not insta-pin anymore.Mr Smith
! Brit emplacements will be less menacing in 1v1 because the Bofors no longer fills the role of the mortar pit. Howev
Bofors will now suppress a much wider area making it very punishing for infantry stationed around it and trying to for
assault. In team games this unit may actually function more powerfully now, being able to cut off wider areas of the m
when a teammate places a mortar pit to cover it.Imagelessbean
Cromwell
Developer Comments: The Size of the Cromwell was smaller than other Medium Tanks.
We are slightly increasing its size value to match other Medium Tanks.
! No longer is a medium tank the same size as the 222. Huzzah! AT guns and other vehicles should stand a much bett
chance at hitting it at long range.Tightrope
! With this change, units like the PIV should have a better time engaging/trading with these potent medium tanks.
Previously, Cromwells were far too difficult to hit. Especially for other moving tanks, while the Cromwell itself had spe
good moving accuracy, and the tank commander to aid in a mobile battle.Miragefla
Developer Comments: We felt the Churchill costs too much for its current performance
so we are reducing its cost.
Cost reduced from 540 Manpower and 180 Fuel to 490 Manpower and 160 Fuel.
! The Churchill and Firefly combination just got a whole lot better. This should help make Anvil tech more
appealing.Tightrope
! Churchill was an expensive 18-popcap unit with no niche (other than feeding veterancy to your enemy). Now it bec
not-as-expensive 18-popcap unit with no niche (other than to feed slightly-less veterancy to your enemy).
A utility buff rather than a price buff would have helped stir some more synergy into the Anvil sub-doctrine. If you are
for something to synergise with your (buffed) Fireflies, look no further than long-range sight units (e.g., AEC, Pyrotech
supplies sections); or even Cromwells upgraded with the tank-commander upgrade. If you run into troubles, your
AEC/Cromwells can always pop smoke (and run away). Have fun kiting!Mr Smith
BUG FIXES
Fixed a bug where the Vet 1 weapon reload modifier on the Royal Engineers was
applying to all weapons. It now only applies to the Stens.
! For those that do not know or were not aware, this was introduced during the 'Veterancy Fix' patch.CookiezNcreem
Don’t step on the Grass Intel Bulletin now properly reduces the cost of Teller Mines.
Fixed a bug that made LMG 34 that was picked up have different stats than the LMG 34
that was dropped.
Fixed a data issue where some artillery veterancy was not applying properly to the
right weapons.
! This includes The Veterancy 2 bonus for the barrage of the M7B1 Priest, its scatter buff was not actually applying
properly.CookiezNcreem
Fixed a bug where the USF and British M3 HT was missing vet 2 and vet 3 bonuses.
! Finally: It was very awkward to have empty spots in the veterancy guide because of this. I assume the new bonuses
"extra reinforcement range" as that is how they are described in the official files, they just failed to have apply actions
way, who the hell gets a vet 2 reinforcement halftrack anyway?CookiezNcreem
! Bug fixes are fine, but very short. A number of critical bugs remain to be addressed (stun grenade retreat cance
phase shifting.)Imagelessbean
MARCH 28th
22-Mar-17 UPDATE
MARCH 28th UPDATE
After over three months of countless posts of forum feedback, numerous surveys and tournaments, and over 10
iterations, the final changes put forward in the Winter Balance Preview are ready to be released into the live gam
A massive thank you goes out to community members Mr. Smith, Callum from GeneralsGentlemen, and Miragef
in countless hours to make the following balance changes possible. But of course, they did not do it alone. Comm
members such as Nacho, Cruzz, Le Saucisson Masqué were instrumental in identifying and helping fix bugs, top
the community were crucial for providing high level balance critique and of course the constant vigilance of the
community that playtested the mod and provided ongoing feedback over these past few months made the itera
process possible. For all your efforts and dedication, we thank you.
As a refresher, the changes below were designed to target specific dominate meta in order eliminate default bui
and promoting strategic diversity. The scope of this patch was focused around two primary pillars: Light Vehicle
Infantry Scaling, as well as, two secondary areas of Dominate Meta: Soviet Guards and Penals, and the USF Mo
Finally, a number of Quality of Life changes such as Squad Formations and “Ghosting” have been targeted to im
gameplay and feel.
GENERAL
Reinforcement Half Tracks/Transports
We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to
supplement Wehrmacht field presence.
Reinforcement Half-tracks now have shared veterancy from infantry squads and weapon teams
Load Times for all Half-tracks standardized to 2.
Given a handbrake ability to prevent unwanted movement
251 Half-track can now carry mortar teams
Shared Veterancy
The following unit types will contribute to shared veterancy to nearby officers/halftracks at the following rates:
5% mortars/indirect fire
10% HMGs
50% infantry
0% anything else
Snipers
We feel that the Sniper’s cloak ability is over performing, making them extremely difficult to counter with infant
address this issues we have made the following changes:
When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to become camou
10 seconds
Snipers cannot cloak until out of combat for 3 seconds
Stealth Changes
To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-
restrictions:
Anti-tank gun/Tank stealth changes
Tanks (e.g., JP4) and anti-tank guns cannot re-cloak until out of combat for 5.5 seconds
Neither type of unit can re-cloak within 10 seconds of having fired a shot
Stealth (infiltration) infantry cannot re-cloak until out of combat for 4 seconds
Stealth infantry cannot re-cloak within 10 seconds of having used an offensive ability (e.g, grenades)
Anti-tank infantry squads were attaining veterancy disproportionately fast compared to anti-infantry squads. Th
allowing blobs of infantry to scale versus armour too easily. This also allowed anti-tank-equipped squads to outp
dedicated anti-infantry squads and trade more efficiently than they should. With this change we aim to streamli
speed of veterancy gain or all squads.
Panzerschrecks/Bazookas/PIATs/PTRS/BOYS AT Rifles now award 3 times less experience when damaging a targ
change does not affect the British Sniper
M17 Quad
We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression plat
order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move
SOVIETS
Penals
The combination of the raw amount of bonuses Penal Battalion squads receive with the power of their flamer up
made the squad capable of winning nearly all engagements vs infantry, in almost any situation, creating very lim
avenues for counterplay. To address this, we are removing some of the raw power of Penal battalions. At the sa
we are giving Penal Battalions access to some anti-tank utility to give Soviet T1 some tactical versatility, which
previously lacked.
Guards
Guards were proving to over perform in ratio to their cost, appearing to supplement any strategy, thus, limiting
in Soviet commanders.
T-70
We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, not giving the opposing
sufficient time to react, particularly if units are clumped in cover. The changes below will make it so that the T-7
characteristic pinpoint accuracy on the move while maintaining its ability to flank teams weapons and push back
squads.
WEHRMACHT
Medkits
To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad. We are also giving
improvements to the ability.
Medkits duration increased from 10 seconds to 20 seconds (will now heal to full)
Cost reduced from 20 munitions to 15 munitions
Squads can now use the medkit ability on themselves
It is now possible to interrupt the casting of OST Medkits
Pioneers
We felt that pioneer damage output was under-performing and proving ineffective in combat.
Assault Grenadiers
Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made
scale well into the late game. Therefore, to improve their scalability, we have made the following changes:
Panzer Grenadiers
Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infan
it difficult for PGs to scale in veterancy vs their opponents.
Far aim time multiplayer reduced from 3.5 to 3. (Boosts long range DPS)
Now increases sight range by 20%
Fixed an issue with the G43 package interrogation ability that would not reveal all enemy units in a sufficiently-l
Elite Doctrine Stormtroopers now have access to Panzergrenadier G43s, and can upgrade G43’s in enemy territo
Autocannon
MG42
Stug E
The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requ
Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an
infantry vehicle.
The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to
the heaviest of tanks made it over perform for its cost and mobility.
Target Weak Point (TWP)
* TWP now applies Stuart Blind (5 seconds: no vision, guns disabled)
* TWP Damage reduced from 120 to 60
* TWP always penetrates
* TWP munitions cost reduced from 40 to 35 to match other TWP variants
USF
M1919 Light Machine Guns
The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad a
as Riflemen or as cheap as Rear Echelon.
Riflemen
To improve Wehrmacht's late game infantry scaling, USF Riflemen have received a slight reduction in their vet 3
their received accuracy.
81mm Mortar
The USF Mortar barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most
engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its b
until the pack howitzer hits veterancy 2.
Vehicle Crews
Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine.
Stuart
We felt that the Stuart was over-performing in its role as an anti-infantry unit and as a strong light vehicle coun
Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it. Thus, we h
the following changes to solidify its role as primarily an anti-light vehicle unit.
Due to the changes in the opposing factions (most notably 222 changes and Luchs), we are adjusting the perfor
M15 to bring it in line with the other light vehicles. This will also help prevent the Lieutenant tier from dominatin
Captain tier.
OKW
Sturmpioneer
Given the changes to light vehicles, we felt that the risk vs reward for the Mechanised HQ as a tech choice woul
too high due it not offering any type of healing. To compensate, Sturmpioneers have Medical Supplies available
start.
Panzerfausts
OKW’s heavy Panzerfaust cost made them excessively vulnerable to vehicles, especially when compounded with
anti-tank options.
Raketenwerfer
Due to the changes made to Stealth, the Raketenwerfer has become overly vulnerable to infantry flanks. We fee
leaves the performance of the Raketenwerfer somewhat lacking against vehicles.
Reduced the ready-aim-time of the raketenwerfer from 0.25-0.375 seconds to 0.125 seconds
Increased the fire-aim-time of the raketenwerfer from 0.125-0.25 seconds to 0.25-0.375 seconds
We’ve found that the 251 Half-Track was underperforming in its role as an anti-infantry unit due to its immobilit
vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats
lockdown.
Panzer 2 ‘Luchs’
The following changes aim to make Luchs much more consistent in its damage output (reducing spikes, as well
removing several sources of inconsistency). These changes are intended to keep the unit a strong AI vehicle wh
opposing players enough time to react in an engagement.
Puma
BRITISH
PIAT’s
We feel that PIAT’s are a primary influencer to why the British are experiencing a disparity in the early and late
tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they mu
manually and precisely aimed. The following changes will make PIATs feel more consistent and easier to use at
levels and in all situations:
Gave PIAT homing projectile, if there is no obstruction between the PIAT and the target
PIATs have the same accuracy as bazookas for ranges between 0 and 30
Range reduced from 45 to 30
Damage reduced from 120/80 (penetrating hit/deflected hit) to 100/25
Munitions cost increased from 40 to 50
Fire-aim time reduced from 2.4 to 0.625 (reduces delay to fire)
Post firing aim time increased from 0 to 1.25
Reload time increased from 4.5 to 5.75 (same as bazooka)
Increased scatter, so that PIATs in indirect-fire mode are unreliable (especially when the user is suppressed)
Adjusted scatter offset, so that misses are centered around an immobile target
Royal Engineers
We have found that the Sapper squads simply scale too well due to the reduced reinforcement cost bonus they
Vet 3.
AEC
We found that the AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, ye
gun was very inconsistent due to its comparatively large scatter. The AEC also suffered from extremely low arm
causing it to be destroyed by S Mines and HMG teams too easily. Finally, we have made changes to the Treadbr
ability that will make it considerably more consistent and easier to use.
Treadbreaker
Turret rotation in treadbreaker mode increased from 33 to 40 (makes it more reliable)
Added a projectile
Scatter changed from 7.5/1.7 to 6/6.5 (horizontal/vertical) -- this makes treadshot more reliable
Cone of fire increased from 5 to 10
Stationary accuracy increased by 20% from the main gun
Duration reduced 20 to 7
Prevent unwanted clumping when given two opposing orders in quick succession (e.g., forward & backwards to
AoE projectile).
Allow stealth-oriented squads to better utilize crater wherever available, without breaking their formation, but w
clumping too much either
Change unwanted reaction behaviour which would cause squads to break formation and put them unnecessarily
danger.
“Ghost Wire/Sandbags” is the name for a common exploit in competitive play which allows partially completed
fortifications to block movement. While unfinished fortifications could be destroyed by small arms, they took sev
seconds of focus fire to destroy what could be placed instantly. If players want to impede enemy movements wi
wire and/or sandbags, they now have to fully complete constructing them.
Unfinished wire/sandbags/tank traps (aka ghostbags) will self-destruct automatically if there is no longer an infa
(owned by the same player) within 10 meters of the unfinished fortifications for 5 seconds.
The base layout of several armies makes it so that retreating infantry units often get caught up in high-congesti
This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the effi
healing.
Squads will halt their retreat within 10 meters from their designated retreat point
For UKF, squads will also use the weapon racks as forward retreat points
OKW forward retreat antennas can now be traversed by units
Soviets engineers and Werhmacht Pioneers will be able to select the rotation of base buildings to allow players t
paths, as well as create unique layouts!
General
Introduced improvements to the build order of AI-controlled armies (fix provided by Nachocheese)
Prioritize Vehicle now only affects the main gun of the affected tank, but not the MGs. Thus, vehicles with the Pr
Vehicles ability active will continue to engage infantry with their MGs.
Base medics (OKW/Soviet/OST) will no longer chase after retreating units.
Troop transports are given the “Handbrake” ability. This ability disables the unit from moving or rotating to mak
following tasks easier: (i) loading/unloading troops (ii) setting up as a forward reinforcement point.
Infantry units can target their snares at de-crewed/abandoned vehicles.
USF/UKF Medics are given an auto-heal toggle. This way, the player can control whether they wish these medics
after wounded units or not (e.g., to avoid putting the medics in danger)
USF/UKF Medics will not chase after moving squads, to avoid unwanted long chases.
Anti-infantry partisans no longer display the PPSh icon, to help the player identify any picked-up weapons.
Puma’s detection ability reverted to Vehicle Detection only to fit the unit’s role
M20 given a Hold Fire ability
M15 AA Half-track given a Attack ground ability
M15 AA Half-track given a Handbrake ability
The Raketenwerfer can now pick up medical supply drops from Sturmpioneers
OKW Flak Half-track given handbrake ability to prevent accidental movement
OKW Flak Half-track now displays the max range of the weapon when selected
Panzer 2 Luchs given access to the Prioritize Vehicles ability.
OKW Infrared searchlight halftrack given Handbrake ability
Universal Carrier is no longer a valid host for the Command Vehicle ability
AVRE given a “Hold Fire” command to make the bombard ability more responsive.
Due to interference with UKF teching, it will be no longer possible to call Gliders or Air Resupply operation in the
sector
MAP UPDATES
Lisores River
Extra large vehicles no longer get blocked when crossing the Western bridge
Westwall
Hill 400
The following community-made maps have been removed from automatch and the map list
Market Ruins
Bombarded Refinery
Rüstungswerke Essen
BUG FIXES
Fixed a bug where firing at non-infantry targets would suppress nearby infantry. Now suppression platforms will
AoE suppression if the primary target is an infantry model.
Fixed a bug where AI-controlled non-Conscript Soviet squads would, sometimes, get access to anti-tank grenad
Fixed an issue with multiple infantry-borne AT snares (e.g., Panzerfausts) sometimes failing to hit
their intended target (thanks to Cruzz and Le Saucisson Masqué for helping identify the issues behind this).
Fixed an issue where team weapons dying when under the effects of suppression, would have their stats perma
diminished. This bug affected all MGs, mortars and the raketenwerfer (many thanks to Cruzz for identifying and
bug).
Fixed an issue where certain vehicles would receive engine damage criticals when hit from non-snare weapons (
Panzer4/OKW Puma/Universal Carrier)
Fixed an issue where certain types of mines (most infamously, Teller mines) would trigger too early, thus failing
damage on enemy targets (Fix provided by NachoCheese)
Fixed an issue with players being able to double-buy certain upgrades using macro-based cheats.
Fixed an issue where static Howitzers (e.g., B4, ML-20, LeFH) would sometimes become temporarily unresponsi
given consecutive direction-facing commands.
Fixed an issue where Snipers would avoid engaging infantry units when the Sniper was cloaked without “hold fir
even when issued the attack-move command
Fixed an issue where USF/UKF medic squads would, sometimes, stop healing nearby wounded troops.
Fixed an issue where the suppression -33% distance modifier was not affecting the following squads:
Airlanding officer (Light Gammon Bomb)
Stormtrooper (Stun grenade)
Obersoldaten (Bundle grenade)
Tank Hunter Infantry Sections (Heavy Gammon Bomb)
Fixed an issue where several squads would cost more manpower to reinforce when crewing a team weapon. Thi
also causing the affected squads to award more experience to the enemy when hit. This affects the following sq
Panzergrenadiers, Tommies, Fallschirmjaegers, Sturmpioneers and Obersoldaten
Fixed an issue where firing a Panzerfaust would fulfill the requirements for counter-barrage
Pak43/Pak40 production bulletin now works (previously did not affect pak43 production time as intended)
Fixed an issue where several Off-map abilities (mostly belonging to Soviets, OST, OKW) could still be targeted i
sector
The change also affects Pathfinder artillery and Major artillery
Paratroopers can no longer be dropped into the enemy base sector.
Fixed an issue where a re-crewed vet 2 T-70 using recon mode was unable to toggle the ability off.
Fixed an issue where the Coaxial MG would not track targets properly
Fixed an issue where Soviet AT guns crews would open fire and break stealth (thus ruin ambushes)
Fixed an issue where camouflaged Soviet AT guns would refuse to open fire at intended targets, when stealthed
Fixed an issue where the M1-57mm gun would not benefit from Soviet AT ambush tactics.
Fixed an issue where the original crew of the M42 would sometimes drop prone on the ground, thus inhibiting m
Fixed an issue where the 250 halftrack could not upgrade spotting scopes, if spotting scopes were available from
doctrine.
Fixed an issue where the AoE of the Brummbar “Bunker Buster” ability was lower than that of the main gun of t
Brummbar.
Fixed an issue where “Hold Fire” would not work properly on the Mortar Halftrack
Fixed an issue where the USF mortar would become unresponsive when ordered to fire its smoke rounds
Fixed an issue with the M1 81mm Smoke barrage UI radius was not properly adjusting with range
Fixed an issue that USF mortars would not “mix” with other types of mortars when double-click selecting all mo
area.
Fixed an issue where Paratrooper models had 1.5 popcap, as opposed to the intended 1 popcap per model.
Fixed an issue where Paratroopers would receive an involuntary move command when reinforcing near a beacon
Fixed an issue where re-crewed M8 Scotts would lose access to their auto-attack when de-crewed when “Hold F
active
Fixed an issue where the Sherman Bulldozer “Hold Fire” ability had no effect
Fixed an issue where the default crew of the USF anti-tank gun were easier to hit than other default crews (targ
removed from 1.25 to 1)
Paratroopers can now rebuy dropped 30-cal LMGs
Added prioritise vehicles to Greyhound
Fixed an issue where captured M3 halftracks would display an incorrect healthbar
Fixed an issue where M8 Scott abilities would not trigger reliably
Fixed a bug where Rifleman AT grenades were unresponsive under certain conditions
Fixed an issue where “Hold Fire” would not work properly on the M21 Mortar Halftrack
Fixed an issue where the M21 Mortar Halftrack could fire at the enemy without having to rotate towards it
Fixed a bug where it was possible to make OKW Medical supplies have infinite duration
Fixed an issue where Raketenwerfer guns crews would sometime open fire and break stealth (thus ruin ambush
user's preferences (prioritisation)
Fixed an issue where Raketenwerfer would sometimes not open fire from stealth at an intended target
Fixed an issue where the OKW FlakHT could setup on the move
Fixed an issue where the setup timer would reset (prolong) when given new attack commands
Fixed an issue where Luchs Hold Fire would not prevent the MG from opening fire.
Fixed an issue where Schu mines were not applying suppression
Fixed an issue where the Vet1 ability (Target Weak Point) on OKW Pak43 had no effect
Fixed an issue where the Sturmtiger would complete its reload instantly, if abandoned while reloading
Fixed an issue where Obersoldaten would not use their specific voice lines with the infrared-StGs
Fixed an issue where the MG34 did not use the correct lines for the Incendiary Armour Piercing rounds ability
Fixed a bug where the Puma would use the wrong type of projectile after finishing using HEAT shells (fix provide
Cruzz)
Fixed an issue where Recovery Sappers would still apply their Vet1 Cover Bonuses to picked up weapons. Now,
correctly only applies to Sapper Sten guns only.
Fixed an issue with certain squads breaking formation and leaving cover involuntarily (Sappers, Commandos, O
Fixed an issue where the UKF “Command Vehicle” ability would become permanently unavailable when the prev
vehicle would become abandoned.
Fixed an issue with UKF infantry gaining access to the wrong version of their intended Bren gun, when picking u
gun from the ground.
Fixed an issue with Anvil “Early Warning” not giving sight over captured territory. Note that the scope of the abi
been restricted: the only territory points that the player gains access to are those that the player captured them
(i.e., not allied-captured territory), just like the similar OKW Overwatch commander ability
Fixed an issue where the second mortar belonging to the mortar pit would deal reduced damage while barraging
Fixed an issue where the damage Sexton Creeping Barrage had not been increased to match the AoE damage o
normal barrage ability.
Fixed an issue where UKF HEAT anti-tank grenades would, sometimes, fail to apply their snare.
Fixed an issue where Commando Ambush bonuses would apply inconsistently (sometimes none at all, other tim
permanently). The reworked Ambush requires commandos to be out-of-combat for 25 seconds, for 5 seconds o
+50% accuracy on their Sten guns.
Fixed an issue where the UI would misinform the players about the nature of bonuses involved in Commando Am
Fixed a bug where Churchill (grenade) and AEC (treadbreaker) abilities would not trigger reliably
Fixed a bug where the Churchill could still move while priming and throwing a grenade
Fixed a bug where OST medic supplies would heal in-combat squads
Fixed an issue where OST Pioneers would announce “anti-personnel” mines being built, when in fact building a T
UI FIXES
Vehicle minimap icon sizes have been scaled according to the vehicle type to help players better identify their fo
the battlefield.
24th
April
2017
GCS Balance Patch Analysis
General changes
The changes to salvage affect both Tank Hunter Doctrine (Soviets) and Tactical Support
Regiment (UKF) salvage abilities.
! I think this is one of the greatest changes being made to the game. Most of you probably know how broken those t
were. For Soviets it was a great munition/fuel income and for UKF it was a great manpower/fuel income both of those
increasing as the game progressed (more vehicles = more things to salvage). It really needed to be balanced as this co
severely decide a game in some cases.Danyek
! It is absolutely understandable. In 3v3 and 4v4 there are too many tank wrecks. Of course wrecks are not always
accessible but some wrecks had unfair compensations.Sturmpanther
Bugfixes:
Fixed an issue where hold fire on Luchs/Brummbar would make either vehicle
permanently unresponsive if abandoned while the ability was on.
Fixed an issue where the OKW FlakHT would, sometimes, become permanently stuck.
Quality-of-Life changes
Handbrake 2.0
We are further modifying the handbrake ability to make it provide additional utility to
the players.
We feel that the current version of handbrake (i.e., one that completely immobilizes
vehicles) feels too cumbersome and is not a good enough fit for transport vehicle use.
The new ability is similar to a hold fire ability. However, instead of preventing firing, it
simply prevents the vehicle from automatically rotating to face enemy units. The
vehicle will still rotate to attack enemy troops, but only if an explicit attack command is
issued. If a movement command is issued, the vehicle will respond to the movement
command. At the same time, if the ability is on, the vehicle will stop automatically
rotating once the movement is complete.
The use-cases that handbrake v2.0 was developed for in mind were the following:
Allow fixed-arc vehicles to utilise their rear MGs properly , e.g., when chasing (rotation
diminishes the accuracy of weapons).
Allow for a more stress-free mechanised play experience.
The difference between v1.0 and v2.0 is that to pull the aforementioned maneuver, the
player would have to click the handbrake v1.0 ability multiple times (at the right
moment). With handbrake v2.0 the maneuver can be executed without having to
repeatedly toggle the ability.
In addition to the originally affected vehicles (i.e., all transport vehicles), we are also
adding handbrake v2.0 to the following vehicles. This will allow players to control
whether they want the vehicles to rotate to face the enemy or not:
Kubelwagen
Flammenhetzer
Crocodile
Sturmtiger
Nevertheless, the following vehicles retain the original (i.e., immobilize) version of the
handbrake. This is because for the following vehicles, unwanted movement incurs a
potentially lengthy setup time:
M15 (USF)
Infrared Halftrack (OKW)
Flak Halftrack (OKW)
! The prime unit to benefit from handbrake v2.0 is m3a1. You turn it on, move around and now you can fully benefit
high damage rear-MG more reliably.Mr.Smith
! These changes make it likely that we will see more halftracks in the future. The OKW halftrack will benefit from this
a lot, because it used to drive a bit further forward before if you wanted it to shoot immediately. And now you can jus
the handbrake!|GB| The Hooligan486
Thus, we find it an interesting idea to add a proper hold fire function to all vehicles that
can benefit from it. The affected units are:
Note that the hold fire ability will only prevent the main gun from firing. Anti-tank crews
and vehicle MGs will continue to fire on nearby enemy (just like when prioritise vehicles
is on). Stealthed anti-tank crews will automatically stop engaging units due to a bugfix
introduced during the Winter Balance Patch (WBP).
Note: To make UI experience consistent, the doctrinal Soviet AT ambush ability has
been moved one row below its previous position.
! Ambushing the enemy is a great tactical play in CoH 2 that comes with great rewards if done right. Giving "Hold fire
ATGs and tanks means that they'll start shooting when explicitly ordered to, or disabling the ability.Danyek
Soviets
Maxims
We find that the dominant Soviet “Maxim-spam” strategy is far too effective compared
to the effort required to pull this off.
In order to reign-in the “maxim-spam” strategy, while not further devaluing Maxim’s
value as a support weapon, we are going ahead with a minor rework.
One of the key problems with Maxim spam is that because Maxim’s firing arc is tiny, the
MG has to be extremely good at controlling targets that enter the arc. At the same
time, however, while the Maxim is garrisoned, the arc handicap goes away, whereas
raw performance remains. This becomes particularly troublesome vs factions that lack
proper offensive tools to reclaim garrisons from MGs.
To address this issue we will be increasing the arc of the Maxim MG. At the same time,
however, we will severely reducing its suppression performance. The Maxim will,
however, retain the following benefits over other MG teams:
It comes with a 6-man crew, by default
It has a very fast, yet unreliable, teardown time to get away
To further increase the requirements needed to use the Maxim to other MG levels, we
are removing sprint (which allows MGs to “get away”) and we are also increasing the
setup time to other MG levels. We are also increasing the reinforcement cost of the
original crew to match the reinforcement cost of Conscripts.
Even though we are giving the Maxim a low base-value suppression (to avoid early-
game spam), we are gifting the Maxim with good multipliers vs light-cover and
suppressed squads to allow the Maxim to scale well into the late-game.
The new Vet1 ability (Sustained Fire) will help the Maxim perform more reliably vs
blobs. An improved burst time will allow the Maxim to deal increased suppression vs
persistent targets. Reduced cooldown allows the Maxim to switch targets more easily.
Finally, the forced reload at the start of the ability can be used to guarantee that the
Maxim will not chew through its ammunition belt during a crucial fight.
Arc of fire increased from 60 degrees to 90 degrees (other MGs have 90-120
degrees)
Setup time from 2 to 3 (other MGs have 3)
Burst duration from 2.25 to 4.5
Damage reduced from 4 to 3 (the DPS of the Maxim remains the same)
Tracking speed from 35 to 28
Reinforcement cost from 15 to 20
Sprint removed from Vet1
Sustained fire ability added at Vet1
Suppression changes:
Mobility/Survivability changes:
Sustained fire:
! We will never forget you old maxim..... That's what you maybe want to hear, but i'll forget the old maxim as fast as
because it was overperforming as ****. These changes however made the maxim a way more interesting unit and i th
really close to getting to the place where it should be.|GB| The Hooligan486
! Higher reinforce cost was definitely needed. 15 was way too low!Sturmpanther
! Don't spam maxims.' The only difference between someone telling you not to spam maxims now and someone telli
not to before this patch is that now it’s advice; not a plea.
Use them like you would USF 50. Cal's and don't leave them too unsupported! Remember the setup time is longer now
well so a-moving them might result in a lost fight!Finndeed
! This is a first good step in terms of balancing the HGMs. In my opinion none HMG should supress infantry in green c
Cover and flanking was always meant counter to HMG, not the other way.Hector
Penal Battalions
To prevent unwanted bugs from happening, as well as to assist with targeting the
ability, we are splitting the functionality of the Penal Satchel ability to two separate
ones.
Note that both abilities launch precisely the same projectile with respect to damage and
critical effects. The two abilities only behave differently with respect to targeting.
(Manual version)
This ability targets a location on the ground.
If the satchel collides with a vehicle, the satchel will stick to the vehicle
(Targeted version)
This ability can only be targeted on enemy vehicles
If the vehicle remains within range while the ability is casting, the satchel will home-in
on the enemy vehicle
! When they made their satchels sticky, they became a great threat for vehicles that wanted to push them away from
With the targeted satchel, slower micro capability players will be able to cripple an enemy vehicle too, with the aim to
reduce their frustration by making sure the satchel won't miss the chosen target.Danyek
M4C Shermans
To prevent players from over-relying on sherman callins, we are increasing the dispatch
time between successive Shermans. That way, the player will not be able to efficiently
allocate their fuel resources without teching up. Moreover, longer recharge time
between Shermans will prevent players from pushing out too many Shemans at once,
when the Command Point requirements become met.
Note that, at the same time, we are not affecting the cost-efficiency of the Shermans.
Thus, the doctrine will still reward the players with a highly-efficient USF-made tank. At
the same time, the longer recharge time will force the Soviet player to want to field
Shermans side-by-side with Soviet-made tanks. We believe this will also add a touch of
authenticity to the doctrine.
To reward players that have teched up, we are reducing the cooldown of the Sherman
dispatch ability, so that the doctrine can continue to be useful in the long-run.
For reference, note that the building time for the T-34/76 is 50 seconds. Thus, we
believe 2:30 minutes to be a reasonable compromise between too short and too long.
! The massive delay on calling in subsequent Shermans makes the M4C a side show. If you are truly screwed and nee
tank, ANY tank then this is still an 'okay' option. If you are in a position to build T4 to get the tank faster then you will
probably be better for spamming t-34s for much less fuel.Finndeed
! The GCS proved so far that this change was mandatory and didn´t hurt the usefulness of the commander in general
Commander is still very useful when executed properly but, hopefully, Molo strat is no longer as viable as it was
before.Hector
USF
M10
We find that the M10, which is a highly cost-efficient tank hunter is overperforming with
respect to how it deals with infantry, due to its potency to crush squads. Therefore, we
are taking steps to remedy this, without, however, affecting M10’s mobility.
! Finally the M10 realises it's NOT a racing car that drives in the Formula One. Don't cry USF lovers, the M10 will still b
good as it was in a "train" nothing will change that |GB| The Hooligan486
! This unit being less able to crush will even out this tank a little, the reduction in maneuverability will also make divin
enemy tanks harder to pull off. Really though the appeal of this tank was and is always going to be the way it can kill A
other tank in the game in seconds if used in groups.
It is still also the perfect counter to Stug E's and called-in Ostwinds from OKW.Finndeed
OKW
Moreover, we find that the cost-efficiency improvements on the Panzerfaust were too
dramatic. This is especially given the cost-efficiency of other OKW upgrades and
abilities, as well as the overall cost-efficiency of the Volksgrenadier squad veterancy,
upgrades and abilities.
In the future, when the aforementioned issues become resolved, we will reconsider
restoring Panzerfaust timing and cost-efficiency to their WBP-levels.
! This change alters OKW gameplay from WBP in the early game a bit but primarily only against Soviets. Soviets M3 s
car with flamethrower combat engineers are a potent early rush tactic. If your Soviet opponent goes T1 you should ha
raketen ready incase an M3 appears. While the raketen cannot fight other infantry squads primarily, it can still cap po
like infantry. This alters OKW playstyle a bit just till other issues are fixed and then they will reconsider reapplying the
faust to OKW.ShadowLinkX37
! Ehh... any brit player worth his salt would be able to keep his/her UC alive vs fausts and Kubels. This only really affe
rushes and pretty uncommon USF Dodge usage.Finndeed
Command Panther
The primary issue with the Command Panther is it has a very easy time killing just
about any type of vehicle by itself. This is primarily because of the +50% damage
bonus that the (inexpensive) Mark Target ability bestows on the target. Given that this
ability also causes sever issues when teammates are involved, we are enacting some
preliminary changes to the Command Panther.
Our changes to the Mark Target ability aim to make it less efficient at “bursting-down”
enemy vehicles, while still allowing the ability to perform better in a sustained-fire role.
This allows the ability to remain relevant, while offering options for counter-play to the
targeted player.
The overall changes will make the Command Panther itself benefit a lot less from the
Mark Target ability (making it feel a lot less like an “one-tank-army”. At the same time,
the ability will still benefit the entirety of the OKW army to attack a variety of targets.
To prevent the vehicle from being too dominant in teamgames, we are making
Command Panther mutually exclusive with the King Tiger. Moreover, we are changing
the way the Command Panther’s aura affects teammates.
We are also increasing the Command Point requirements of the Command Panther to
bring its arrival closer in line with its value.
Moreover, we find that the following parts of Command Panther’s aura to be too potent
in the context of teammates. Especially when OST allies are involved:
! Now with the damage nerfs of coordinated fire to 25%/+15% accuracy against marked vehicles, the command pant
no longer 3 shot standard mediums. However it can still 4 shot advanced mediums such as the USF EZ8, the UKF come
Soviet T34/85 and even the M26 pershing. Coordinated fire can also be used to track vehicles in the fog of war now, g
AT guns. Aura changes no longer break infantry engagements and reduced for allied vehicles but is still a tank you sho
always consider in teamgames for its potent aura. Exclusivity with the King Tiger and JagdTiger means you'll have to m
tactical decisions on which of these great tanks to call in.ShadowLinkX37
! 11Cp is absolutely fine! Heavy Tanks are coming at 13+. Also the change from the 50% more damage is understanda
the past you could 2 shot Jacksons with that. So even when you saw the Command Panther shooting the first shot to y
jackson, your death was already definite. Command Panther is now mutually exclusive, that sounds interesting. Let's s
it works for OKW in 3vs3, 4vs4.Sturmpanther
! The command Panther will continue to be the 'oh shit where did my T3 go?!' solution. If you go for one of these the
probability is that you wouldn't be able to get the KT out anyway. The only significant change i can foresee is that it w
longer counter Brit's stupidly fat (HP-wise) Churchill tanks (all variants).Finndeed
UKF
! Stealth detection and veterancy boost from tank commander removed means you need to be more wary of Rakete
they'll be detected at shorter ranges and no bonus veterancy means it will take a balanced amount of time comparati
vet your UKF tanks in comparison to Axis tanks. Still a very worthwhile upgrade for 25 munitions as it provides both ac
and sight to the vehicle, both of which will indirectly give you a slight veterancy advantage as you'll be able to hit units
higher accuracy where you may have missed and attack before your opponent may see you with the sight
bonus.ShadowLinkX37
! Especially in Teamgames 2vs2, 3vs3, 4vs4, this was a great buff for all other tanks. It should be only possible for brit
will be now.Sturmpanther
AEC Treadshot
To make the ability fire more reliably (i.e., without bugs), we are changing the nature
of the ability such that the AEC has to be stationary to fire it.
At the same time, we are increasing the responsiveness of the ability to give UKF
players that build and preserve their AECs with a reliable snare ability.
! The AEC lost a lot of its draw once the Allied light vehicle meta was toned down. Improving this ability to be a more
reliable snare makes the AEC more attractive when fighting real tanks in the late game.Tobis
! After 2 years our little AC finally learned how to shot properly. Give it a cookie, for being such a good baby Hecto
Cromwell
We find that the primary issue with the Cromwell is the fact that it has a crush ability
that is far too efficient. This allows the tank to:
Overcome the average performance of its main armament
Supplant dedicated anti-infantry platforms, making them irrelevant (e.g., Centaur,
infantry upgrades)
To reduce Cromwell crushing ability, we are forced to reduce its rotation rate. However,
to allow the Cromwell to retain the feel a higher-than-average mobility, we are
compensating chassis rotation rate with increased turret rotation rate.
Secondary to these changes, we are adjusting several other attributes of the Cromwell
to bring its cost-efficiency in line with other tanks of its calibre.
The new Cromwell is a highly-mobile tank. However, at the same time, to utilize its
higher mobility, the Cromwell has to sacrifice its firepower (i.e., moving accuracy) to
that of other tanks. Therefore, making the trade-off between accuracy and mobility
more pronounced.
Finally, to partly offset the weak British early game, where several vital tools are
missing from the arsenal (e.g., snares, reliable anti-garrison, mobile indirect fire), we
are giving Cromwells access to smoke shells, already at Veterancy 0. This change will
also, particularly benefit Anvil which, so-far, does not have reliable access to smoke,
making it more attractive with comparison to Hammer.
! This unit was too cheap indeed. Now the cost are more balance to the other factions.Sturmpanther
! Do note that cromwell is still better than panzer 4 in some terms including cost, mobility and arrival time.Hector
Comet
The Comet is receiving changes that are similar in-spirit with the ones already
described for the Cromwell.
In addition to these changes, we are also reducing the range of the main gun of the
Comet to 45 to match other anti-infantry-capable tanks (e.g., Pershing, Tiger). We
believe that Comet’s higher-than-average armour and mobility will still allow it to
overcome the reduced range. At the same time, this will make standoffs with the more-
specialist Panther more balanced.
Given the overall power level of the Comet, we are also bringing its population-cap
value in line with its worth.
We believe that the new Comet will remain a highly-valuable tank of which 1 will
remain more than valuable (especially because of the white phosphorus ability). At the
same time, players that choose Hammer as their late-game specialisation should not
follow the usual excesses with respect to how many Comets they field, otherwise there
will be no space remaining for a supporting army!
! Moving accuracy adjusted to 0.5 from 0.75 will make the tank more micro intensive since you must rely on glide sho
maximize accuracy. Can no longer crush with ease but still has the power to do so if the opportunity presents itself. Re
range means panthers will be taking the first shots so caution must be utilised around tank destroyers. Scatter increas
means it's less accurate vs infantry. It won't kill a model with every shell now, but is still a large threat to enemy
infantry.ShadowLinkX37
! Also the decreased range is nice to see, because now real antitank-hunter have a chance to deal with Comets. Don'
they still have a high frontal armor.Sturmpanther
! This thing will no longer be the judge, jury and executioner. The rear armour nerf will only alleviate frustrating rear
bounces but when do you ever get a chance to shoot this highly mobile thing in the arse anyway? Still any nerf is
welcome.Finndeed
Cromwell/Comet Smoke Shell/White Phosphorus
We find the range of either ability (80 range) a bit over-the-top. Thus, we are bringing
them both down in-line. At the same time, we are introducing a critical fix to both
abilities. That way, we expect the abilities to always work reliable from now on.
We are also changing the behaviour of Comet White Phosphorus shells so that it no
longer finishes off infantry models. The White Phosphorus (WP) shells will still damage
models down to 1HP of health (just like other, similar WP abilities).
Note that when issued the command, Cromwell/Comet will stop-to-fire their shells.
Nevertheless, you can still reissue a movement command to make either tank fire their
shells on-the-move. The behaviour of smoke/WP shells should now mirror the
behaviour of Sherman smoke mortar shells.
Fixed a bug where Smoke Shell/White Phosphorus would, sometimes, fail to trigger
properly
Range of Smoke Shell/White Phosphorus reduced from 80 to 45
Comet White Phosphorus will no longer finish off infantry models, bringing its
performance in-line with other White-phosphorus abilities
! This ability will be much less frustrating for everyone involved. Brits are going to get some actually reliable smoke w
going for mortar pits with this.Tobis
! The comet can no longer fire supercharged rounds to crisp poor AT guns on another part of the map without any co
Only true UKF fanboys can be against this change.Hector
Emplacements
To bring UKF emplacements in line with the emplacements of other armies, we are
preventing players from building UKF emplacements in the base sector:
No longer possible to construct emplacements in the base sector
! This is a really nice change for the 1v1 players out there (not forgetting the 2v2 of course) where the UKF gets some
advantage with being able to make the emplacements almost indestructible this way.Danyek
! A few maps like crossroads, faymonville, and langreskaya allowed for some incredibly cheesy mortar positions in ba
could cover 70%
of the map with impunity. Atleast now you can drop off-map abilities on them, even if they will be just a little bit furth
their base.Tobis
! This balance the brits pios to all other pios. Nobody should be allowed to get flamer and minesweeper at the same
time.Sturmpanther
Land Mattress
We find that the primary issue with the land-mattress is that it affords very limited
avenues of counterplay. To address this, we are allowing anti-tank weaponry (e.g., AT
guns and tanks) to target the gun first, and be able to destroy the unit, without having
first to decrew it. This brings the durability of the Land Mattress down to static howitzer
levels.
A secondary issue with the Land Mattress is that it would unload its payload while
affording far too little reaction time for the adversary to avoid it.
Vehicles/etc will focus fire on the gun, as opposed to the crew (if the player
right-clicks on the gun)
The Land mattress gets destroyed when its hitpoints become depleted. This is
regardless of whether the crew is still alive
Health reduced from 350 hitpoints to 300 hitpoints
Cooldown between rockets increased from 0.25 secs to 0.375 secs (also affects
white phosphorus barrage)
! The Health reduction is no big nerf, so will be no problem. But now you have a higher chance to react, when you he
sound of the "Death rockets".Sturmpanther
! Just shoot the bloody thing! Literally its weak now, and due to the crappy range on it, they will have to move it up t
Also consider putting your forward bases a little farther back to help force the Brits to expose the LM to hit the Med
HQ.Finndeed
Artillery cover
We find that Artillery Cover is an ability that is too efficient for its cost. This is despite
the fact that this is a generalist ability (affects all targets) and requires minimal input
from the player, compared to the final effect.
Therefore, to balance the ability out, we are significantly reducing the effects versus
different types of targets, allowing for greater opportunity of counterplay.
General changes:
The changes to the anti-vehicle shells will make it possible for tanks that remain in the
affected area to dodge incoming shells, provided they continue to move.
Anti-infantry barrages:
! Good changes overall. The reduced duration of the loader-injured critical is nice to see. It is also nice to see infantry
gets suppressed now so you can still cap.Sturmpanther
! The reign of party cover is over. Hey boy, open a champagne for me.Hector
In the live version, for the supply drop to occur, infantry squads need to be present, or
enter the highlighted sector. If no infantry squads enters the highlight sector, the ability
will cancel with no refund.