The following are minor changes that are intended to mitigate a few oppressive or frustrating aspects of the British faction, without reducing their overall effectiveness.
Bolster
Bolster is being pushed back to require the Platoon Command Post. This change should delay the power spike of fast 5 man squads by forcing them to purchase tech, rather than additional units.
Universal Carrier Vickers
The Vickers K is being delayed to reduce its impact in the early game. This will delay an upgraded UC if a player opts to build a larger number of units instead of teching.
Perimeter Overwatch
Perimeter Overwatch is having its duration reduced to prevent the UKF from locking out large portions of the map for an extended period of time. The sight bonus has also been altered to reduce its impact without spotters.
Commando Regiment Assault Ability
This change will put the Assault ability on-par with other infantry combat boosts abilities in terms of its timing.
British M5 AA upgrade
Standardization of AA upgrades across all M5 Half-Tracks.
IL-2 AT Rocket Run
IL-2 Rocket Run is getting a slight munition increase to match its performance. We will continue to monitor the ability for the future.
IR Half-track
The population of the Half-Track is being reduced to better match its performance as a support unit.
Goliath
All Out War Passive
Due to the nature of this issue overriding other capture bonuses provided by ability, we are removing the capture bonus.
Bug fixes
Credit to Sneakeye, Miragefla and Janne252 for engineering fixes for the following issues.
We love RTS games and we know you do too. Once you’ve caught the bug, it’s almost impossible to get rid of. Passion, however, can never be an excuse for inappropriate behaviour towards other players, whether they be a newcomer or seasoned veteran. It only takes a few bad interactions to turn someone away from the community, and a franchise that they otherwise enjoyed.
Hence, we have put together this Code of Conduct to ensure that all Company of Heroes players are treated fairly and with respect, and therefore enjoy coming back to the game.
Please note that the Code of Conduct applies to anyone that interacts with Company of Heroes content regardless of the platform or channel including but not limited to: in-game, official forums, tournaments run by Relic, community-led tournaments, Steam forums and social media.
Pssssst, by the way, this also includes developers; we’re totally open to adult criticism about the game, but insults and personal threats, not so much.
If you witness and/or suffer from behaviors that violate the Code of Conduct, please help us make the community a better place by following the player reporting guidelines here
Reports must be issued correctly, and with all the necessary information as detailed in the reporting thread.
Reported acts will be investigated by Relic and our third party partners (if applicable) promptly and the appropriate action will be taken. Those who do not adhere to the Code of Conduct will be subject to sanctions as described below.
Relic monitors in-game activity using a secure software tool which has been developed internally by Relic. This tool collects certain data from players (such as hashed IP addresses, Steam IDs, etc.) and helps us to detect, investigate and prevent cheating in our games and tournaments, as well as the other violations listed in this Code of Conduct. Relic collects, processes and retains this data in accordance with our privacy policy, which you can access here: https://www.sega.co.uk/Privacy.
If the data we collect proves that cheating or another violation has occurred, Relic will apply the appropriate sanctions (see below).
Users are asked to use language and actions which respect other players and are suitable for a general audience. Veteran players, in particular, are asked to pay special attention to newcomers: please treat them with respect, share your knowledge and help them enjoy the game as much as you do!
Any abusive and offensive behavior, either in general or directed at a specific player, is prohibited and proof of such infractions can result in sanctions. This ranges from offensive language and images used in chats and forums, to harassment, bullying, toxic in-game behaviors etc. Such offenses can come in many forms including but not limited to:
• Promotion of Nazism or fascism through any means
(iconography, profile names, in game chat etc.)
• Any form of bigotry including racism, sexism or homophobia
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• Promoting illegal activity
• Spammed advertisements
• Posting offensive images/content
• Stream ghosting a player, specifically watching their stream in real time to gain an advantage
• Repeatedly stream sniping a target player with an arranged team, in order to grief said player
• Team killing, player impersonation and/or any other forms of in-game “trolling” deemed unacceptable by Relic
An exploit can be defined as a bug, glitch or unintended game design that is used by a player to have an advantage in a manner not intended by the game’s designers. Use of exploits in Relic games is prohibited and proof of such an infraction can result in sanctions against a player. Mods designed to exploit certain systems such as War Spoils also fall into this category and users/creators of such mods are also subject to disciplinary action.
Relic strives to ensure that anyone who participates in our tournaments plays by the rules. If you enter a tournament organized by Relic, you will need to agree to our competition terms as part of the registration process. These terms strictly prohibit cheating of any kind and Relic has the sole discretion to disqualify entrants who are found (or are suspected) to have breached those terms.
The Code of Conduct also extends to any violations that occur on third party platforms such as Steam, including but not limited to:
(1) The creation of false or multiple Steam accounts. In such cases, Relic may apply sanctions to each of the accounts in question; and
(2) Sharing your Steam account details with other participants. In such cases, both the authorized account holder and additional participant(s) would face sanctions.
This Code of Conduct equally applies to community-led tournaments, even where Relic is not directly responsible for the administration of those tournaments. If the tournament involves a cash prize and the winner is found to have breached the Code of Conduct, Relic has the right to ask the organizer to withhold the prize money.
It goes without saying that the use of any type of hack in any Relic game is prohibited. Proof of such an infraction will result in an immediate permanent ban from all Relic games.
The following chart outlines some of the most common offenses and the corresponding sanction a user may incur. In most cases, sanctions can be defined as a ban from the community and/or in-game participation. In-game bans will result in a player no longer being able to participate in Company of Heroes 1 & 2 online play until the ban period has expired. The following guidelines are not always exact and will be assessed on a case-by-case basis by Relic. Repeat offenses will scale severely, and a third infraction will always result in a permaban. These infractions can also be extended to any secondary account associated with a penalized player.
Offensive language / speech and general toxicity (insults, slurs etc.)
Griefing / Team Killing
Bug or exploit abuse
External hacks / cheat programs
- Instant permaban from ALL Relic games
Tournament cheating/ deception
Posting or broadcasting Relic’s confidential content
Users will be informed of bans via an in-game message or an alternative means of communication (as determined by Relic in its sole discretion).
We would like to remind you that by participating in the Company of Heroes online community and/or services, you agree to be bound by this Code of Conduct, any other applicable Relic terms and conditions and the terms of any third party where relevant (i.e. Steam, Twitch, Facebook, Twitter, forums, Battlefy, etc.).
Relic reserves the right to remove players and/or content from the game/community that violate these guidelines at Relic’s sole discretion.
The following maps have been improved for the 1v1 World Championship 2019 tourney. Originally, these maps were supposed to be included as part of large and exciting community mapping update coming later this month. A big thanks to all involved in getting these maps ready for the tourney!
Sturm Offizer
Flak HT
The following changes have been made to moderately reduce USF's overly manpower efficient early game, while allowing for slightly faster officer deployment, but with a small delay to M20 and Stuart timings.
Lieutenant and Captain
Platoon Command Post Upgrade
Company Command Post Upgrade
M20 Utility Car
The M20 has repeatedly been reported as a problem unit by top players, particularly in 1v1. The Bazooka has been removed, as it was seen to make the m20 too difficult to counter, given it already has mines, high speed, smoke, and potential Lieutenant bazooka support in its favour.
Pershing
Riflemen Mines
50 Cal Machine Gun
Tommys
Comet
Infiltration Commandos
Bofors
Bug fixing to address collision and hitbox issues.
Changes to both of the following units were discussed before release. The team has decided to include for testing after initial feedback.
Riflemen
We think Riflemen are solid infantry that scale well, but we would like to put more emphasis on the engagement range dynamics between them and long-range Axis squads. Their near range, and thereby their near DPS, will be slightly increased, which will also slightly increase their mid-range DPS up to range 16.
Chart amended from https://coh2db.com/stats/
Rear Echelon Troops
To make Rear Echelon Troops carbines perform more consistently, as currently they are very RNG dependent with their low accuracy but high rate of fire and damage, their accuracy has been increased. In return their damage per bullet will be reduced, to keep the same total DPS as now.
To get this mod, head here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1834662479
Heavy call-in tank changes for all factions
We felt that the strategy of stalling for a heavy tank call-in without teching was both bad for gameplay and too punishing for the enemy players who did tech, as well as giving players who were behind on resources an unfair advantage in making a comeback. In addition we felt that certain heavy tanks came too late in team games. The Tiger Ace and the new OKW Command Tiger have served as prototypes in the last patch. The following changes have now been made to all other heavy tanks:
Medics
In order to make autonomous medics more responsive, they will now move around at a higher speed, for all factions that have them. The radius in which they follow or walk up to squads has been slightly reduced to further prevent long healing queue times. Player controlled medic squads have had a quality improvement as well.
We feel OKW is in a very dominant position in the very early game, which made them feel a bit too oppressive towards other factions. Changes have been made to spread out their combat power more evenly throughout the length of a match by reducing their starting power and increasing their mid game power. This has been done with the intent to maintain their overall strength as a faction, whilst maintaining some of their identity as early game aggressors. The graph below visualizes these intended changes to their power curve:
Therefore, the following changes to the core of the faction will be made:
Starting resources
Starting manpower will be reduced to tone down the rate at which OKW is able to produce squads right from the start.
To counteract the lower rate at which they will now be able to cap the map , starting fuel has been increased. Additionally, the cost of SWS trucks have gone down to compensate for the loss of early manpower
Schwerer Panzer Headquarters
The Panzer Headquarters is being split into two parts to allow certain units to arrive sooner while maintaining the time it takes for OKW to deploy their armor in the mid-to-late game. The adjustments should also make strategies involving Battlegroup Headquarters more viable by allowing units like Obersoldaten to arrive sooner.
General unit & abilities changes
Volksgrenadiers
Volksgrenadiers are slightly too cost effective for their price point. Their base cost has been increased to better suit their power and timing.
Sturmpioneers
While Sturmpioneers are strong starting units, they did not scale very well against the increasing strength of Allied infantry as the game progressed. The following changes to their veterancy should help them in the combat role in the mid-to-late game.
MG 34 HMG
The MG 34 performs well in its role as a suppression platform, but its lower damage in comparison to other machine guns makes it difficult to gain veterancy. Requirements have been lowered to compensate.
Kubelwagen
Despite the recent changes to the Kubelwagen, the unit still isn’t very popular. In order to reduce the demand on Sturmpioneers, the unit has received adjustments which will reduce the time required to be repaired.
Raketenwerfer 43
Due to the frustrating mechanics of its short-range for the user and its camouflage for the opponent, the Raketenwerfer is being adjusted to be perform more like standard anti-tank guns. Range and crew size is being improved, while the camouflage now only works when stationary and requires veterancy 1. The retreat function has also been removed from this unit.
Sdkfz. 251/17 Flak Halftrack
The Sdkfz. 251/17 is gaining a slight price and veterancy adjustments to incentive the use of Battlegroup Headquarters over Mechanized.
Tiger II
Changes have been made to make its main gun more reliable at forcing off enemy infantry by increasing the amount of health damage it does, while reducing the radius that it can kill full health models. Furthermore to help define its unique role, the Spearhead ability has been moved to veterancy 1.
Opel Blitz
The Opel Blitz lacked a proper role and had came too late in the game to serve as a reinforcement platform. CP requirements have been reduced and it has been given a minor boost in mobility. It will now also provide a healing aura to infantry around it to further define its role as a forward base of operations.
LeIG 18 ISG Incendiary Barrage
The Incendiary Barrage was underperforming for its cost due to its low damage, accuracy and rate of fire. The barrage ability has been adjusted to make it reliable at displacing infantry.
Flammpanzer 38t ‘Hetzer’
We feel that the Hetzer is in a good spot™, but have slightly lowered its veterancy requirements due to its inability to harm vehicles.
Overwatch Flares
This ability had become too powerful amidst the other improvements to the Overwatch Doctrine, as it provided the doctrine with strong reconnaissance for minimal input. The flares are required to be placed on points manually. In return, the ability can be used on territory points captured by allied players.
Radio Silence
In order to make this ability more attractive, and to give it a more tangible use, the ability now also lets infantry move at a slightly higher speed in order to supplement the attack. Ability cost has been increased accordingly.
Command Panther
The Command Panther will now be tied to tech like all other heavy call-in tanks. In addition, its vision has been adjusted to that of regular scout units. To compensate for this loss in scouting power and tech requirements, its cost has been decreased.
Infiltration Grenades
We feel that Infiltration Grenades were too easily used at their previous cost for their chance at inflicting heavy damage or wiping out squads. Cost has been slightly increased.
Sturmtiger
Fallschirmjäger
Fallschirmjäger have not been very popular due to their high cost, timing and due to them being outclassed by Obersoldaten. Changes have been made to allow them to arrive sooner and scale better with veterancy and tech, at the cost of having less firepower upon deployment.
Sector Assault
The anti-infantry airplanes of the Sector Assault ability are too effective, instantly pinning all enemy infantry in a large area. The suppression on these planes has been significantly toned down to minimize their ability to suppress infantry in a wide area. Squads should no longer get pinned, unless they get strafed multiple times.
Assault Artillery
Due to the way Assault Artillery worked, the use of this ability was very limited and often did minimal damage in larger sectors. The ability has been reworked to work like more conventional off-map artillery abilities.
Sturm Offizier
The Sturm Offizier has been completely reworked to be an effective combat unit with the addition of veterancy and his retreat-on-death mechanic being removed. To promote his role as a combat unit and to reduce blobbing, his aura has been removed.
Veterancy:
Command Tiger I
The Command Tiger will have its main gun anti-infantry damage standardized to deal more reliable damage. Veterancy requirements will be slightly reduced in line with changes to Ostheer’s Tiger I.
Thorough Salvage
The time it takes to complete Thorough Salvage has been reduced. Being a doctrinal ability slot that replaces regular Salvage, we feel that it should not force players into more risky situations.
Infantry Sections
Infantry Sections have been identified to be slightly overperforming since anti-tank grenades on Royal Engineers were introduced to help zone out vehicles. The following changes are intended to slightly alter their performance, without diminishing their role as the backbone of the UKF.
Infantry Section Lee Enfield damage is being lowered in order to reduce their effectiveness versus enemies in heavy cover, and their burst damage as they were the only squad that could potentially kill a model in one volley (5 * 16 = 80), which gave them an advantage in firefights. The rifles have been given higher accuracy in return to keep roughly the same DPS profile at all ranges.
Furthermore, to solidify Tommie's defensive nature, part of their Received Accuracy has been moved to the “in-cover” mechanic so they will be more vulnerable when advancing or caught out of cover. This will also lessen the effectivness of Brit blobbing.
Pyrotechnics have also received a slight adjustment due to the sight bonus Sections get when in cover at veterancy 1.
Vickers
In order to counteract the slightly reduced performance of Infantry Sections and improve Brit build diversity, the Vickers HMG is gaining slightly increased suppression.
Sniper
The British .50cal Sniper had a disproportionately long aim time compared to the other snipers. The aim time has been standardized to match the others, to make the British sniper less frustrating to use.
Comet
The Comet is lacking in its role as a premium late game tank due to its lack of combat scaling and weak anti-infantry capabilities outside White Phosphorus shells. These issues have been addressed with the changes below.
Cromwell
We feel that the Cromwell does not stand out compared to other medium tanks for its price. To reinforce its role as a fast cruiser tank, we are slightly increasing its mobility and its survivability.
Firefly
We think that the Firefly performs well as a tank destroyer, but is slightly too expensive given its slow rate of fire and mediocre mobility.
Churchill Mk.VII
Because of its grenade ability and high health, the Churchill Mk.VII has been slightly overperforming when used against anti-tank guns or when deployed in numbers. In order to make the unit less effective in either scenario, the following changes have been made:
Emplacements
All emplacements can now be torn down by Royal Engineers once they no longer serve their initial purpose, to free up population cap for other units. Note that resources will not be refunded.
Churchill Crocodile / Churchill AVRE
Jackson
We think the Jackson is slightly overperforming for its cost, but we also recognize that it is the backbone of the USF’s late game anti-tank arsenal. Fuel cost has been slightly increased to better match its performance.
M8 Scott
The M8 Scott is having its rate of fire reduced due to the lack of input required. In return, the unit is having its barrage times reduced to reward those who use its abilities.
Pak Howitzer
Similar to the M8 Scott, we felt that the Pak Howitzer performed too well when given minimal input. This has been toned down slightly by increasing its low scatter. To compensate, barrages will be more readily available.
M21 Mortar Halftrack
The White Phosphorus shells dealt too much damage for how cheap the ability was. The shells have been adjusted to deal less damage over time.
M26 Pershing
With the requirement of tech, the Pershing has received a durability adjustment to improve its survivability. The unit now has more hitpoints, but has reduced frontal armor. The anti-infantry performance of its main gun has also been standardized with all other heavy tanks, although it will still deal the most damage.
Time On Target
In order to make this ability destroy enemy howitzers or other stationary defenses reliably, changes have been made to the last three shells to ensure they land directly in the center of the ability.
Rifle Company
We felt that Rifle Company was an underused commander because it had some mediocre abilities that outweigh the good ones. Small changes to the doctrine have been made that will hopefully make it a much more attractive choice.
Riflemen Field Defenses
Paratroopers / Paratroopers Support Squad
Paratroopers are generally in a good spot right now, but they will receive some minor changes to further solidify their performance. Some of their received accuracy from veterancy will be moved to their basic target size, to give them an easier time getting started at the time they enter the battlefield.
Pioneers
In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Pioneer squads will now give additional repair speed.
GrW 34 Mortar
The Counter Barrage ability on the GrW 34 mortar will receive a higher range to make the ability more effective, giving players more incentive to use it.
Sd.Kfz. 222
The coaxial machine gun of the 222 will receive the same penetration values as the OKW Sd.Kfz. 221/223.
Sd.Kfz. 251 Halftrack
We would like to make the unupgraded Sd.Kfz. 251 Halftrack more integrated into Ostheer’s core support weapons and combined arms gameplay. An increases in sight range will allow it to spot for team weapons, while in-hold healing will allow the smaller Ostheer squads greater field presence.
Panzergrenadier and Stormtrooper G43s
The G43s for these squads have been changed, make them a more interesting and attractive choice over their standard weapons. The price has been changed accordingly.
Bunker MG 42 upgrade
The MG 42 upgrade’s sight range will be reduced to match its firing range, so the upgraded bunker can no longer self-spot enemies from very long range, as the upgraded bunker had extraordinarily long sight range that was not in line with its cost and function.
Tiger I
The Tiger I has been drop down to 9 CPs, but it will now require Battlephase 3 before it can be called in. Additionally the anti-infantry performance of its main gun has been standardized. Veterancy requirements have also lowered.
Spotting scopes
Spotting Scopes give combat vehicles a bit too much of an advantage because they activate almost instantly after the vehicle stops moving. The activation delay will be increased.
Supply Drop - Osttruppen Doctrine
The weapon drop has been slightly reduced in cost, in order to better match costs with similar weapon drops like those in USF Airborne Company.
Command Panzer IV
The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance.
Target Weak Point Ability
In order to make the Target Weak Point abilities less confusing, as they have different effects on different units, the ability has been renamed on several units to help distinguish them. New icons will be placed later for clarity.
Support Weapon Kampaneya
The cost of tier 2 has been made slightly cheaper to make it a more competitive alternative to T1, as well as giving the faction an easier time back-teching to get support weapons.
Maxim
The Maxim will receive slightly better area of effect suppression. This means that it will still perform the same against individual squads as it did before, but it will be better at suppressing several squads that are in close proximity of each other.
Conscripts 7th man upgrade
Due to popular sentiment on this upgrade arriving too late, there have been adjustments to make to upgrade arrive sooner, in order to allow Conscripts to function as combat upgraded infantry without relying on doctrinal items or call-ins.
Combat Engineers
In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Combat Engineer squads will now give additional repair speed.
ZiS-3 and SU-76 76mm HE Barrage
The barrage ability on the ZiS-3 and SU-76 has been changed to have reduced raw killing power and deal more reliable health damage instead.
Guards Rifle ‘Hit The Dirt!’ Ability
Ability renamed to prevent confusion with Conscript Assault Package’s “Hit The Dirt!” ability, since either ability has different effects.
Conscript Assault Package
Shocktroopers
The grenade cooldown on Shocktroopers is being increased to reduce how many grenades they can throw during an engagement, particularly with their veterancy 1 bonus that improves their grenade cooldowns.
KV-1
The KV-1 has received some changes to make it better suited as a defensive tank at later levels of veterancy and allow it to threaten exposed infantry that would try to bypass it.
IS-2
The IS-2 has been moved to tech, but its CP requirements have been reduced. Due to its higher armor, the IS-2 will come slightly later than the Tiger. Additionally, the has received boosts to its main gun along with a new veterancy 1 to allow it to operate as a breakthrough tank.
Partisan Troops
Partisan units have received several changes to solidify their role as behind-enemy-lines infiltration and ambush infantry. This will allow them to operate behind enemy lines more efficiently, as well as help them scale better.
Partisan Tank Hunters
Reinforcement cost and timing reduced to match those of anti-infantry Partisans.
KV-2
The KV-2 will now have a reduced CP requirement, but it will require tier 4 to be built in order to be called in.
Defensive Tactics
We feel that this commander was slightly underpowered because of some of its abilities being a bit lackluster. The commander has received a small overhaul to hopefully make it a better pick.
ISU 260 pen on Panther 280armor. Jad 550 pen on IS2 370armor. I dont even use Tiger 300armor or King 375armor as example.
Unit has multiple roles is never great at anything. Jad has solid AT role, it also has AI ability that consume ammo. 160damage or 240damage, infantry has 70hp, they die anyway.
Tiger Ace
Spearhead moved to Veterancy 2
Now requires 11 CP in addition to Heavy Panzer Korps
Ostwind
Assault Grenadiers
Tiger
Rear Echelon Grenade Launcher
Sherman WP Rounds
Assault Engineers
This hotfix aims to address the more problematic bugs introduced in the New Commander Update. Future updates will address more minor issues, and balance items.
Fixed issue where IL-2 AT Rocket Strafe was inflicting less damage than originally intended.
Fixed issue where P47 Rocket Strafe was doing excessive damage.
Fixed issue where the 251 Observation Post would act as a forward retreat point when activated
Fixed issue where the T70 would become camouflaged in recon mode
Tommy Mills Bombs now have a minimum range as intended
Fixed issue where USF soldiers would not fire from fighting pits
Fixed issue where Bunkers and Fighting Pits were passable by all unit types
Trenches should again be available for all units
Urban Assault Kit
Support abilities for infantry fighting in Urban Environments.
Rear Echelon Rifle Grenades
This ability has been introduced as an interesting alternative to flamethrowers while serving a similar role of anti garrison/ cover positions.
Rifleman Incendiary Grenades
M4A3 Assault Package
Unlocks Dozer Blade Upgrade and White Phosphorous shells ability to Sherman Tanks.
The dozer blade will now increase armor to be in-line with tanks such as the Sherman 105.
Cover to Cover
New ability
Rangers
Rangers are being more accessible, while their defensive stats are being adjusted to match all other infantry. Previously, they were the only ones to take less damage from all sources.
Calliope
The Calliope is being adjusted to provide more reliable damage to units within the target area.
WC 51 Dodge and M3
Pathfinders
Rear Echelon Troops
Volley-fire is having its received accuracy penalty reduced to increase its viability in combat.
*Received accuracy penalty reduced from 1.4 to 1.15.
Assault Sections
81mm Mortar Team
M5 Half-Track
Vehicle Crew Repair
*Same ability found in Mobile Assault, Vanguard Operations and Royal Engineers. Costs 40 munitions.
M10 Achillies I
6 Pounder
With the addition of Anti-Tank Grenades on Royal Engineers, the 6-pounder no longer requires an artificial accuracy boost against light armor.
Universal Carrier
We have increased the price of the Self-Repair so snares that hit the Universal Carrier evenly trade in terms of munitions. Armor has also been decreased to make it easier to ward off early game with small-arms.
Infantry Section
Minimum range has been added to match other grenade abilities.
Weapon Crate Drop
DsHK Paradrop
DsHK Changes
Airborne Rally Point
Airborne Guards
Upgrade route 1 - DP28s
Upgrade Route 2 - PPSH
IL-2 Rocket Strafe
Conscripts
To improve the performance of Conscripts, while retaining their role as utility infantry that excel at defense and supporting other units, we have added an upgrade to help them scale into the late game. The extra man and reduced reinforce cost will allow them to more effectively trade against opposing infantry while the veterancy bonus will allow fresh Conscript squads to gain veterancy.
Improved Damage Per Second (DPS) with upgrade:
Conscript Rifle: 3.61/2.6/1.98/1.346/1.0
Conscript Rifle in Cover: 3.91/2.87/2.21/1.54/1.22
At range: 0/10/20/30/35
Conscript AT Grenade Package
Due to Conscripts requiring expensive side-tech to fufill one of their primary roles as a utility unit, we are reducing the fuel cost of AT Grenades.
M1910 Maxim
The following change is intended to allow the Maxim to better suppress massed infantry when the player is spotting for veteran Maxims using the Sustained Fire ability prior to engagments.
M-42 Anti-Tank Gun
The range on canister rounds is being reduced to increase infantry-based counterplay against groups of M-42 ATGs. Cost is also being increased to better match its performance.
M5 Half-Track
The M5 is receiving number of changes to improve its role as a support vehicle when upgraded.
SU-76
The SU-76 is receiving a number of slight changes to improve its role against light and medium vehicles with only a slight reduction against heavy tanks.
M5 Assault Half-Track
Assault Grenadiers
Assault Grenadiers are receiving a small number of changes to help them close the distance and increase their scaling in the late game.
MP40 Changes
MP 40s are having their mid-range power increased to match SMGs like the M3 Grease gun used by Assault Engineers. This change also affects Assault Officer and Volksgrenadier MP 40s, but not other MP40 variants.
Mobile Observation Post
Breakthrough Equipment
Panzer IV J
The Panzer IV J has more frontal armor by default, is slightly better versus infantry and has more veterancy bonuses compared to Ostheer's regular Panzer IV (H).
Tiger Ace
The Tiger Ace has undergone a rework with the intention to make the unit less frustrating to encounter and be less crippling to the player that keeps their Tiger Ace alive. Changes to its requirements are meant to make the unit rewarding for those who tech-up rather than as an emergency call-in.
Tiger Ace
A number of changes have been made to a small group of underused Ostheer units to increase their viability and increase composition diversity. More details can be found below.
Ostwind
We’ve made some significant improvements to the Ostwind to improve its viability over the Panzer IV which was generally chosen as the first tank for Ostheer thanks to its ability to fight both infantry and medium tanks. Its ability to destroy infantry and aircraft at a lower cost compared to the Panzer IV will allow it to find a place against certain builds.
StuG III G
The StuG III is being given increased mobility and a reduced target size to improve its survivability on the field against AT-based units due to its lack of turret and range when compared to other tank destroyers.
Panzergrenadiers
Panzergrenadiers are having their timing changed to allow them to gain veterancy sooner and increase diversity in Wehrmacht unit compositions before further changes are made to their performance. Adjustments to veterancy should also allow the unit smoother scaling as the unit levels up throughout the course of the game.
We also want to emphasize their role as mechanized infantry, despite removing them from the Leichte Mechanized Kompanie. As such, we have added the Infantry Doctrine Combined Arms passive as a stock veterancy 1 ability.
250 Mechanized Grenadier Group
250 Panzergrenadier Group
Panzerfusilliers
The way Panzerfusiliers are deployed has been changed to better match their role as an alternative mainline infantry to Volksgrenadiers. They will be slightly weaker than Volksgrenadiers at the start but have access to the Anti-Tank Rifle Grenades, slightly better combat veterancy, and more powerful upgrades, giving them increased power in the late game. This should make for interesting choices and compositions.
Upgrade route 1 - Panzershrecks
Upgrade route 2 - Recon Package (G43s)
Infrared STG 44 package
Stuka Smoke Drop
Panzer Commander
Panzer VI "Command Tiger"
Kubelwagen
The Kubelwagen is receiving mobility and veterancy changes to allow it to escape from other light vehicles such as the M3 and gain veterancy without needing to be on the front-line where its light armor and low health are a liability.
le.IG 18
We have reduced the significant veterancy requirements on the le.IG to match its current performance.
Veterancy requirements from 840/1680/3360/4480/5600 to 560/1020/2040/3060/3825
"Ghost Sandbagging" is now no longer possible. A variety of buildable objects, such as sandbags and barbed wire, are now passable by infantry until the item is fully constructed. Light vehicles will now either pass through or destroy objects that are not fully constructed. Credit to Janne252 for implementing this fix.
Booby traps of all varieties can now be placed on VPs (the one exception being the Soviet Scorched Earth boobytraps as those disable capping for some time).
All vehicles from which units can fire from the hold have had their moving accuracy reduced to 0.4. Was previously 0.5.
Version 4.0 changes
Urban Assault Kit
-Rifle Grenades renamed Urban Assault Kit.
-Riflemen Incendiary Device moved to this ability slot.
Cover to Cover
We are slightly reducing the power of this ability to only affect units in the nearby target area.
-Number of smoke shells increased from 1 to 3.
-Sprint now only affects infantry within 50m of the ability.
-Smoke dropped in the center of the UI reticle.
Rangers
Rangers are having their received damage modifier removed as no other infantry unit in the game has this trait and due to recent cost changes. The unit is receiving a slight boost to received accuracy to compensate.
-0.9 Damage reduction removed.
-Received Accuracy from 0.8 to 0.73
IL-2 Rocket Strafe
A slight delay has been added due to the high damage this ability can deal to armored vehicles in a short period of time, before players can react.
-Added a delay of 2 seconds before the airstrike arrives.
Tiger
Due to recent feedback, the ability is being locked behind the Panzer HQ to solidify the tech bridge between the Tiger and King Tiger.
-Now requires Schwerer Panzer HQ to be called in; previously required all 3 trucks.
-Removed CP requirement.
Observation Bunker
Due to the theme of the commander and feedback, we are changing the ability to better mesh with the idea of gaining intelligence on hostile forces. This change will also make the ability viable on a greater number of map.
Note the UI for this ability is still a work-in-progress as we’re still deciding on assets to be used and the building will be found in the base building construction menu due to attribute editor limits.
-Replaces Forward Supply Station.
-300 manpower; same durability as Defensive Doctrine Concrete Bunkers.
-2 CP requirement;
-Bunker has 45 sight radius.
-Detection Ability: Reveals enemies on the minimap within 90m of the bunker. 50 second duration. No cost. 90s recharge.
-Artillery Flares: Deploys OKW-esque within 60m of the bunker. 60 munitions.
-Ability recharged shared amongst all bunkers.
A number of changes have been made to a small group of underused Ostheer units to increase their viability and increase composition diversity. More details can be found below.
Ostwind
We’ve made some significant improvements to the Ostwind to improve its viability compared to the Panzer IV, and make it a reliable vehicle against both infantry and aircraft.
In this mod, the Ostwind does have an issue of being too powerful against clumped up infantry in light cover. Further adjustments will come to reduce its power against grouped up infantry, without impacting its power against single models.
-Reload Frequency from 5 to 7
-Scatter from 7.1 to 5.25
-Cooldown from 0.5/0.7 to 0.25
-Scatter offset to 0
-Minimum range removed.
-AA chance from 17% to 24%
-Veterancy 2 AA chance from 24% to 40%
StuG III G
The StuG III is being given increased mobility and a reduced target size to improve its survivability on the field against AT-based units, and to compensate for its lower range compared to other tank destroyers and fixed turret
-Target size from 20 to 17
-Rotation rate from 22 to 28
Panzergrenadiers
Panzergrenadiers are in a difficult position in the live game. We want to experiment with earlier deployment, before considering raw performance changes. Being able to fit Panzergrenadiers more easily into a build, and acquire veterancy sooner should result in more build diversity for Wehrmacht, while giving them access to a unit which can compete more readily with late-game Allied Infantry.
We also want to emphasize their role as mechanized infantry, despite removing them from T2. As such, we have added the Infantry Doctrine Combined Arms passive as a stock vet 1 ability.
-Infantry Doctrine Combined Arms now a veterancy 1 passive. Medkits removed.
-Now available from the HQ after Battle Phase 1
-Population from 9 to 8
-G43 upgrade from 60 to 25.
Bugs
-Fixed a bug where the British Mortar Emplacement could not be built.