December Balance Preview Changelog

#1
6 years ago
Kyle_REKyle_RE Posts: 484 admin
edited October 2017 in Updates

DECEMBER BALANCE PREVIEW V1.0

We are happy to announce the December Balance Preview! Please note the changes below are NOT FINAL and will be undergoing weeks of iteration based on the community's feedback and extensive playtesting in the DBP Mod (which will be publicly available on the Steam Workshop later this week). For more info on what will be included in the December Update and the formerly suspended Fall Balance Preview, please check out our Blog.

For any feedback you have regarding the proposed changes below, make sure to post in out DBP Balance Feedback and DBP Bug thread located in the Balance Feedback section of the forums.

DBP Goals

  • Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch (More info to come - to be included in V2 of the DBP Mod)
  • Tone down the effectiveness of some the Axis’ elite, heavy tanks to make them less spammable and dominant in team games
  • Tone down the squad wiping effectiveness of some over performing, off-map abilities
  • Adjust some of meta dominating units (primarily Soviet) to improve strategic / competitive diversity
  • Improve strategic diversity and quality of life by making minor adjustments to redundant, underused and generalist units

Primary Focus

  • Revitalizing 2 – 3 underused commanders for each faction (more info to come - to be included in V2 of the DBP Mod)
  • Continuing the work from the Fall Balance Preview’s highest rated changes

Secondary Focus

  • Adjustments to units dominating the current Soviet meta in competitive play
      * Lend Lease Commander
      * Maxims & Penals adjustments
      * Conscripts

  • Adjustments to select heavy tanks that are currently over performing in team games
      * OKW Panther V
      * Elefant
      * Jagdtiger

  • Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy (More info to come)

  • Adjustments to OKW and UKF Forward Retreat Points to come with a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games)
  • Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes
    General improvements to help with quality of life and strategic diversity

GENERAL

Blitzkrieg/Overdrive/War Speed/Step On It

  • These movement boost abilities will now cease when the vehicle receives an engine critical.

Forward Retreat Points

  • UKF FRP requires Company Command Post.
  • OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established.
  • OKW Battlegroup unable to reinforce if cut-off from friendly territory.
  • Reinforcement cost (global) increased by 20% while FRP ability is active
  • 2 minute cooldown when FRP ability is deactivated
  • 30 sec cooldown when FRP ability is activated (i.e., can't be deactivated for 30s after being turned on)

Sandbags and Ghosting

  • All sandbags standardized to 240 health and 35 armor.
  • Ostheer sandbags build-time from 60 to 45
  • Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct

Repair Speeds
USF Rear Echelon & British Royal Engineers:

  • Vet 0 repair speed reduced from 2 to 1.6
  • Vet 2 repair bonus decreased from 1 to 0.5
  • Heavy Sapper upgrade (sappers only) decreased repair speed from 2 to 0.525

Sturmpioneers

  • Vet 0 repair decreased from 3 to 2

Squad Behaviour

  • Added a squad AI behaviour where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground.
  • Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons)
  • Assist each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique
  • Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations.
  • Allied squads once again, assign support weapons (e.g., bazookas) to flanks rather than the core of the formation

Smoke Barrages

  • Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position

Fuel and Munition Caches

  • MP cost increased from 200 to 250

Garrisoning

  • Load time for buildings increased to 1 (per model)
  • Max load time increased to 3.25 (entire squad)
  • Unload time for buildings increased to 0.5 (per model)

OKW

Kubelwagon
To decrease the manpower bleed the Kubelwagon can inflict in the early game (primarily vs USF), we have made the following changes:

  • Decrease rear armor from 4.5 to 1.6
  • Decrease front armor from 4.5 to 3.5
  • Increase health form 190 to 240

Jagdtiger
To decrease the on field dominance of the Jagdtiger against Allied tanks, the unit has received the following changes. To help keep the unit useful vs infantry, the Supporting Fire ability has received some performance enhancements.

  • Damage reduced from 320 to 300
  • Accuracy reduced from 0.06/0.05/0.04 to 0.055/0.045/0.03
  • Range reduced from 85 to 80
  • Supporting Fire range reduced from 125 to 95
  • Engine upgrade rotation bonus removed
  • Pop-cap increased from 21 to 23
  • Supporting Fire ability now available at Vet 0
  • Vet 1 replaced with Supporting Fire Barrage shells increased from 3 to 5

Supporting fire changes:

  • No longer collides with terrain
  • Mid distance from 2.25 to 1.5
  • Angle scatter from 6 to 8
  • Distance scatter max from 8.4 to 10
  • Distance scatter offset from 0.1 to 0

Panther V
As arguably the best non-doctrinal heavy tank in COH2, we felt that the unit offered too much benefit to spam and was increasingly dominate when produced in numbers. To encourage players to diversify their late game tech, we have made the following changes:

  • Pop-cap increased from 16 to 18
  • Decreased moving accuracy from 0.65 to 0.5
  • Increased moving scatter from 1.7 to 2
  • Vet 2 +10 % armor bonus removed (also affects command Panther)

Combat Blitz

  • +100% accuracy bonus reduced to +20% (affects all OKW vehicles)

Sturmtiger

  • Abandon critical now only occurs from ballistic weapons
  • The Sturmtiger Abandon Critical while reloading chance reduced from 50% to 25%
  • Damage reduced from 640 to 580
  • Manpower cost increased from 560 to 620
  • Fuel cost increased from 160 to 180
  • Population cost increased from 18 to 20
  • All random critical types removed except for vehicle stun

Le.ig

  • Now has access to a smoke barrage ability

WEHRMACHT

Elefant
Damage has been reduced to prevent the Elefant from two-shotting most Allied tanks.

  • Damage from 320 to 300
  • Pop-cap increased from 20 to 22

Panther V
Unlike the OKW Panther, we feel the OST Panther is more or less in a good spot. However, to make it somewhat more reliable in combat, the variable reload time of the main gun has been reduced.

  • Pop-cap increased from 16 to 18
  • Vet 2 +10 % armor bonus removed
  • Reload time decreased from 5.8 - 6.7 to 5.2 - 5.6 (reload time does not include wind-up)

Stuka Dive Bomb

  • Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08
  • Increased Munitions cost from 160 to 200
  • Removed critical hit modifier

Stuka close air support

  • CAS loiter no longer deals deflection/penetration criticals on attacked vehicles

SOVIET

M4C Sherman
The M4C Sherman has been tied to Soviet Tier 4 tech to prevent it from being spammed and to encourage players to diversify their tech.

  • Now required the Mechanized Armor Kompenya to be constructed.
  • CP cost decreased to 0

Penal
The Penal Squad has received some minor adjustments to bring it more in line with its cost and to reduce its effectiveness as a powerful generalist unit by offering a more distinct choice between anti-infantry and anti-vehicle.

  • Moving cooldown from 0.5 to 0.75.
  • Reinforce cost increased from 25 to 27
  • Veterancy requirements increased from 540/1080/2160 to 640/1280/2560.
  • Regular Satchels no longer collide with vehicles.
  • Targeted Anti-Vehicle Satchels now require the PTRS upgrade.
  • Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range.
  • Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles.
  • Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry.
  • PTRS Ready Aim Time reduced from 2 to 1.25 (affects all PTRS variants)

Dshka
The Dshka HMG has proved to be exceedingly cost effective and thus the adjustments made to the unit below will bring it more in line with its performance and make it less of a spammable unit.

  • Increased reinforcement cost for vanilla crew from 15 to 20.
  • Traverse speed decreased from 90 to 38
  • Suppression decreased from 0.00044 to 0.00030.
  • Rate of fire multiplier decreased from 2.1/1.5/0.9 to 1.3/1.15/0.9.
  • Setup time increased from 2 to 2.25.
  • Fire aim time from 0.125/1 to 0.125 - 0.5.
  • Ready aim time from 0.375-0.5 to 0.25
  • Population from 6 to 7

Maxim
To make some slight performance improvements to the Maxim HMG, the following changes have been made:

  • Suppression from 0.00006 to 0.000065.
  • Nearby suppression from 1.25 to 1.
  • Ready-Aim Time to 0.125.
  • Fire-Aim Time to 0.125.
  • Fire-Aim Time multipliers standardized to 0.5.

Maxim Suppression Intel Bulletin

  • Suppression bonus reduced from +5% to +1%

Conscript
To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made:

  • Damage from 16 to 12
  • Accuracy from 0.541/0.495/0.334 to 0.7182821/0.6598548/0.55654425
  • Near range increased from 0 to 10
  • PPSH accuracy from reduced from 0.621/0.43/0.2 to 0.5645455/0.3909091/0.181818
  • Molotov upgrade has been merged with the Anti-tank upgrade at the HQ

Veterancy changes:

  • Vet1: Added a Received Accuracy modifier of 0.92
  • Vet2: Molotov range replaced with increased Molotov throw speed
  • Vet3: Added accuracy modifier of 1.1 & Reduced Received accuracy modifier from 0.6 to 0.707

ISU-152
To make the ISU more accessible, in-line with its cost and less dominated vs other super heavy tanks such as the Jagdtiger, the following changes have been made.

  • Armor increased from 310 to 340
  • MP cost decreased from 720 to 680
  • HE Far damage increased from 0.05 to 0.15.
  • HE AOE Distances decreased from 1.25/2.75/4.5 to 0.25/1.5/6.
  • Concrete-Piercing and HE rounds can now bypass landscape/terrain.
  • Scatter Distance max increased from 8.7 to 10.
  • Angle scatter increased from 5 to 6.5.
  • AP Shells deal 50% deflection

USF

Calliope
To bring the Calliope more in line with other mobile artillery and less dominant at mid to short range, the following changes have been made:

  • Pop-cap increased 16
  • Delay between rockets fired of 0.125 added
  • Near AOE increased from 0.5 to 0.75
  • Removal of Reload Frequency
  • HP decreased from 640 to 480

Priest
The Priest has received the following changes to make it less abusive and spammable in team games.

  • Mid AOE from 0.15 to 0.28
  • Creeping Barrage weapon now shares the same stats as the standard barrage weapon.
  • Population decreased from 16 to 15.
  • Can no longer be de-crewed.

Jackson
The Jackson has received a slight buff to its health to allow players to be a bit more aggressive and utilize its speed to perform more hit and run tactics. Cost increased to match performance.

  • Health increased from 480 to 640
  • Fuel increased from 125 to 140
  • Manpower increased from 350 to 400

Rear- Echelons / Riflemen
To improve Rear Echelons as a support unit and improve their usefulness at different stages of a match, the following changes have been made:

  • Smoke moved from Riflemen to Rear Echelon (Lieutenant retains smoke)
  • Rear Echelon now have access to the Light M7 mine at a cost of 15 Munitions per mine

BRITISH

British Trench

  • British Trench now capturable by enemy troops
  • Cost reduced from 50 MP to 0 (free)
  • Can only be built in captured territory (also affects OST trench)

Firefly
Due to the Firefly's range and accuracy, when combined with the Comet or when multiple Firefly's are fielded, this combination of tank power can prove to be overly dominate (primarily in team games). To compensate, the following changes have been made:

  • Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.4
  • Moving accuracy from 0.75 to 0.55
  • Tulips no longer cancels move commands upon stun when hit
  • Tulips now deal 33% damage versus infantry.

Mortar Pit

  • Now has access to smoke barrage at Vet 0
  • Vet 1 reduces smoke barrage cooldown

BUG FIXES & Quality of Life Changes

  • Fixed an issue where several vehice units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path.
  • Fixed an issue where remanned howitzer crewmembers would cost more to reinforce
  • Fixed an issue where certain infantry models were immune to death from flame weapons
  • Pak43 and 17 pounder now have Prioritise Vehicles permanently on
  • Grenadier LMG 42 now uses the proper upgrade icon.
  • Maxim Sustained Fire now uses the proper ability icon.
  • KV-8 Call-In ability now uses the proper unit icon.
  • Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts.
  • Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers
  • Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer
  • Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger
  • 120mm Mortar flare ability not matching the weapon’s auto-fire range
  • Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration.
  • Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy
  • Fixed an issue where the AI would not upgrade healing or repairs for their respective structures.
  • Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health.
  • Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman.
  • Fixed an issue where officer cost and reinforce times did not match with the rest of their squad.
  • Fixed an issue where Firefly tulips could apply their effects on infantry.
  • The Priest no longer requires 4 models to recrew. Now requires 3.
  • Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned.
  • Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply.
  • Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown.
  • Fixed an issue where certain units could ‘double shot’.
  • Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured.
  • Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.]
  • Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track.
  • Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat.
  • Fixed an issue where it was possible to hide the Sturmtiger aiming its shell.
  • Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover.
  • Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates)
  • Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on.
  • Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies.
  • Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed.
  • Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus.
  • Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage.
  • Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached.
  • Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars
  • Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire.
  • Fixed an issue where it was possible to stack multiple booby traps together on the same location.
  • Fixed an issue where Prioritise vehicles would, sometimes, not show when multiple AT guns were selected together
  • Emplacement range is now visible both when setting up and after they have been built
  • Fixed Hammer vehicle tracking (wouldn’t refresh properly); duration decreased from 15 secs to 7 secs to compensate
  • Recovery Sappers (UKF doctrinal) can now upgrade to heavy sappers and build structures, like vanilla sappers (QoL)
  • Fixed an issue where some infantry squad models would cost more than 1 popcap (affected recrewed AT guns)
  • Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry
  • Increased medic search radius for MedHQ and made it impossible for players to place it too close to pathblocking objects (to prevent squads from being stuck)

Comments

  • #2
    6 years ago
    Kyle_REKyle_RE Posts: 484 admin

    DBP V1.1 UPDATE

    In light of recent feedback, our goals and the direction we would like to take the existing changes in the DBP, we have made the following changes to the DBP mod prior to release. The DBP mod is now available for download on the Steam Workshop. As always, please play the mod and give us your feedback in the Balance Feedback section of the forums.

    SUBSCRIBE NOW

    WEHRMACHT

    Tech Cost Restructuring
    To allow Wehrmacht players to explore more diverse build orders and have access to a more versatile roster we have moved the majority of tech costs from Tier 3 and 4 buildings to Battle Phase 2. This change does not affect the amount of required resource to unlock T3 or T4 directly, however, it does allow players to better adapt their strategies in the late game by making teching to T4 from T3 or back-teching from T4 to T3 a viable option.

    • Battle Phase 2 costs increased from 100MP/45FU to 200MP/90FU
    • Battle Phase 3 costs decreased from 100MP/45FU to 100MP/25FU
    • Support Armor Korps costs decreased from 240MP/60FU to 140MP/15FU
    • Heavy Panzer Korps costs decreased from 200MP/50 to 100MP/25FU

    OKW

    Sturmpioneer
    We are toning down the efficiency of Vet 0 repair speed (with or without the minesweeper) to further promote aggression and risk-taking, much like for the Soviet and Wehrmacht factions (i.e., keep the engineers in the front line so that they can accumulate veterancy, as opposed to keeping them safe).

    Sturmpioneers are receiving a reduction to their repair speed to better match other factions. Their veterancy 0 repair speed with or without the minesweeper has been reduced to promote aggression with Sturmpioneers to vet up.

    • Base Repair speed to 2
    • Veterancy 2 Repair rate to 0.75
    • Minesweeper Repair rate to 25% rather than a flat bonus of 1.
    • Vet0 repair: 2
    • Vet2 repair: 0.75
    • Minesweeper repair: +25% (so that its power is spread more evenly between stock and vet)

    Panther V
    Due to the performance reductions noted in V1.0 of the DBP changelog, the Panther V has received a fuel cost reduction to bring its performance better in-line with its value.

    • Fuel cost from 200 to 185

    Combat Blitz
    We are changing Combat Blitz to bring it more in line with similar abilities (e.g., Blitzkrieg/Emergency Warspeed). The changes will make it so that Combat Blitz remains a valuable asset to be used offensively. However, it will not be able to be used as readily to retreat.

    • Received accuracy modifier increased from 0.5 to 0.75 (to match Wehrmacht variant)
    • Now increases main gun reload speed by 25% (even when not moving)
    • Speed bonus for Panther/Command Panther/King Tiger decreased from +40% to +20%

    USF

    Jackson

    • Jackson moving accuracy from 0.75 to 0.65 (affects all guns)

    Rear Echelon
    The received accuracy penalty for Volley-Fire is being reduced to allow this ability to be viable in more situations when Rear Echelon come under-fire. This allows Rear Echelon in cover to suppress approaching troops without taking high amounts of damage in return.

    • Volley-Fire Received Accuracy Penalty from 40% to 15%.

    USF Mortar

    • Smoke barrage range increased from 65 to 80
    • Vet 1 smoke barrage range increase removed
    • Vet 1 decreases cooldown of smoke barrage by 25%

    Firefly

    • Vet 3 damage bonus reduced from +80 to +40

    Bug Fixes & Quality of LIfe

    • Crocodile main-cannon will now respond to attack commands. Added Hold Fire and Prioritise Vehicles abilities that the main cannon can benefit from.
    • A number of issues have been fixed revolving around the glider should it crash-land. The Headquarters Glider will now also be able to rebuild the Airlanding Officer should the unit be destroyed.
    • We are reducing the amount of unnecessary clicks surrounding stealth abilities by allowing the following units to move at their full speed when they have been revealed whilst the ability is still active:
    • Raketenwerfer
    • Doctrinal Soviet AT gun ability
    • Jagdpanzer4
    • Luchs
    • Half-tracks are being given slightly more utility by allowing them to transport the majority of weapon teams. Do note weapon teams will not fire their crewed weapons out of open-topped half-tracks.

    Model 24 Stun Grenades
    We are fixing a couple issues with the German Stun Grenades while maintaining their current functionality.

    • Stunned squads are immobilized for the duration of the 5 second stun.
    • Fixed an issue where stun nades would permanently break team weapons
    • This affects both OKW stun nades and OST stun nades

    Target Weak Point/Treadshot (Quality of Life)
    This change affects the mode of operation for TWP that applies to StuG Gs, Pak guns, Pumas and the Elefant. Target Weak Point should now only fire one shot, but the player has more time to aim the ability and can be used on the move.
    Target Weak Point now last for 10 seconds or until the unit fires its first shot while using this ability.
    Activating the ability forces the unit to reload before being able to fire
    The similar-to-operate AEC treadshot ability behaves in a similar way (2 shots within 15 seconds)

  • #3
    6 years ago
    Kyle_REKyle_RE Posts: 484 admin
    edited November 2017

    DBP V1.2.1 UPDATE

    Available on the Steam Workshop: SUBSCRIBE NOW

    GENERAL

    Forward Retreat Points (affects all FRPs)

    • Penalty changed to +75% reinforcement time per model
    • It is now, again, possible to immediately disable the FRP (30 second deactivate cooldown removed); 120 second cooldown on re-activating FRP after deactivation remains

    USF

    Rear Echelon

    • Can no longer use smoke when upgraded to flamethrowers
    • Light M7 mines now only detonate on vehicles (not infantry)

    SOVIET

    Conscripts
    Our original changes to Conscript DPS caused an unintended, but significant increase in their DPS around ranges 5-to-15. We are adjusting the values to obtain the intended DPS curve.

    • Near range reverted from 10 to 0
    • Near accuracy adjusted from 0.7182821 to 0.7572339

    BUG FIXES

    • Fixed an issue that prevented squads from properly obeying garrisoning commands
    • Readjusted pathfinding behaviour for vehicles to avoid suboptimal behaviour around obstacles
    • Addressed an issue with Target-Weak-Point and Treadshot abilities, that they were taking too long to fire
    • Hammer tracking; partially revert duration from 7 secs to 9.5 secs
    • Adjusted Lend-lease Sherman hotkey to avoid overlap
    • Fixed an issue where the Jackson would cost more than intended (cost from 145FU to 140FU)
  • #4
    6 years ago
    Kyle_REKyle_RE Posts: 484 admin
    edited November 2017

    DBP V1.3 UPDATE

    The December Balance Preview is off to a good start and the community's feedback has been incredibly helpful as we work on fine tuning these changes throughout the remainder of the iteration period. In this update we changed focus to look at various elite infantry units and potential over performing bonuses acquired through veterancy. The following proposed changes is aimed to help within infantry scaling for various factions.

    SUBSCRIBE NOW

    Commander Revamp Update

    As the Commander Revamp survey has now closed, we are excited to announce which commanders we will be looking at revitalize in the December Update. We hope to complete our first pass on the proposed changes to the commanders listed below before the end of next week. Similar to all Balance Preview changes, the Commander Revamp changes will be available to test in the DBP Mod when the changes are ready to go.

    Commander Revamp Commanders

    • (USF) Recon Support Company
    • (USF) Mechanized Company
    • (SOVIET) Tank Hunter Tactics
    • (SOVIET) Guard Rifle Combined Arms Tactics
    • (BRITISH) Royal Engineer Regiment
    • (BRITISH) Commando Regiment
    • (OKW) Feuersturm Doctrine
    • (OKW) Luftwaffe Ground Forces Doctrine
    • (WEHRMACHT) Jaeger Light Infantry
    • (WEHRMACHT) Osttruppen Doctrine)

    GENERAL

    Infiltration Units
    To give players a better chance to react to infiltration units and to reduce the number of guaranteed squad wipes caused by infiltration unit abilities, the following change has been made:

    • All abilities now start on cooldown (the default cooldown of the ability)
      This affects:

    • Infiltration Commandos

    • Fallschirmjager
    • Partisans, both variants
    • Stormtroopers
    • JLI

    Demo Charges
    To give players an opportunity to react to activated demo charges and to reduce mass squads wipes of this weapon, the following changes have been made:

    • Demo Charges now have a 3s timer once activated (timer is visible to all players; similar to satchel)
    • Cost reduced from 90MU to 65MU

    Garrisoning
    We have made some fine tuning changes to garrisoning to make it feel more responsive and reduce squad wipes on building destruction.

    • Reduce unload time from 0.5 to 0.375 (per model)
    • Reduce load time from 1 to 0.75 (per model; 3.25 remains max per squad)
    • Reduced grenade damage vs buildings (the structure itself; not the units garrisoned inside)

    USF

    Rear Echelons
    Volley-Fire’s potency is being reduced on weapon rack items to prevent Rear Echelon from immediately pinning down infantry in the late game if they are upgraded.

    • Now all slot weapons gain a 0.0025 suppression that does not ramp up
    • Lowered suppression values for the BAR by 50% and the M1919 LMG by 70% when Volley-Fire is active.

    Captain
    ‘On Me!’ will no longer provide combat bonuses to better represent the abilities lack of munitions cost and to limit the power of blobbing infantry around the Captain. ‘On Me!’ will still break suppression and allow infantry to sprint to allow USF players to relocate units on the field.

    • Removed the weapon accuracy and received accuracy bonuses from ‘On Me!’ (it still breaks suppression and makes inf run faster)

    M36 Jackson
    The M36 is having its damage modified to make it less potent in terms of burst damage against lower health vehicles while becoming more reliable vs heavy tanks (HVAP rounds remain unchanged).

    • Damage from 200 to 160
    • Penetration from 240/220/200 to 260/240/220

    SOVIETS

    Soviet Forward HQ (Commander Ability)
    To make this ability less frustrating to counter while keeping it a viable option for Soviet players, the following changes have been made:

    • Requires structure to be in connected territory.
    • +50% damage converted to+25% accuracy
    • Armor modifier from +50% to +25%
    • Reduced cost from 300MP/60FU to 250MP/40FU

    For Mother Russia (Commander Ability)
    The ‘For Mother Russia’ ability is having its potency reduced to bring it in-line with the recent changes to Conscripts.

    • +100% Armour bonus removed (accuracy and speed bonuses remain)
    • Duration reduced from 60 seconds to 30.

    Conscripts
    We are reverting the AT grenade and Moltov upgrade merge due to its cost effectiveness while making minor adjustments to some Conscript abilities.

    • Molotov cost from 15 to 20 (does not affect Partisans)
    • Tripwire cooldown from 0 to 30
    • AT Grenade upgrade and Molotov upgrade are once again separate
    • Molotov tech cost reduced from 125MP/15FU to 80MP/10FU

    T-34/76
    We are slightly increasing the cost of the T-34/76 to match its performance.

    • Fuel price increased from 80 to 90

    PM-42 (Soviet T2 mortar)
    The PM-42 Mortar will now have the ‘Flare’ ability from the start to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.

    • ‘Flare’ ability no longer requires veterancy
    • Veterancy 1 reduces ‘Flare’ recharge by 25%

    ZiS-3 Divisional Field Gun (AT gun)
    We are improving ZiS-3 access to its barrage ability to make up for its low rate of fire and limited penetration. This will emphasize ZiS-3’s secondary role as an indirect fire unit that can soften up enemy positions.

    • Popcap reduced from 9 to 7, to match its performance
    • Reduced cost of ZiS-3 barrage ability from 60MU to 35MU

    WEHRMACHT

    Grenadiers
    Grenadiers are receiving a decrease to their population to better match their performance in comparison to other mainline infantry.

    • Popcap reduced from 7 to 6

    Pak 40
    The Pak 40 is having its population reduced to better match its performance with other anti-tank guns.

    • Popcap decreased from 9 to 8 to match actual performance

    251 Flamethrowers
    With the recent changes to garrisons, the 251 is getting a reduction to its damage against entrenched infantry to give players a chance to react and de-garrison.

    • Far-AOW reduced from 1 to 0.5 (mainly affects anti-garrison damage)

    Stug G
    We found StuG G’s ‘Target Weakpoint’ ability over performs for its cost while the unit's machine gun lacked some needed defensive capabilities vs infantry. Thus, the following changes have been made:

    • TWP's main-gun disable reduced from 15 seconds to a blind critical that lasts 5 seconds.
    • TWP's damage reduced by 50% (to account for guaranteed penetration)
    • MG cost reduced from 50 to 30
    • MG range increased from 35 to 40

    Ostwind
    The Ostwind is being improved to make it more consistent and reliable as an anti-infantry platform (regardless of map) while still able to chip away at armoured vehicles.

    • Projectile no longer collides with terrain
    • Distance scatter max increased from 2.9 to 3.5
    • AOE distance reduced from 1/1.25/1.5 to 0.5/1.5/2 (to compensate for projectile changes)
    • AOE damage reduced from 1/0.15/0.05 to 0.8/0.2/0.1 (to compensate for projectile changes)
    • Cost reduced from 100FU to 90FU (does not affect the OKW version)
    • Penetration increased from 45/40/35 to 55/50/45
    • Max range increased from 40 to 45

    Tiger (does not affect Tiger Ace)
    The Tiger is receiving mobility boosts to allow the Tiger to navigate the battlefield more easily and disengage from threats such as anti-tank guns or tank destroyers.

    • Speed from 4.7 to 5.2
    • Acceleration from 1.5 to 1.8.
    • Deceleration from 1.8 to 2
    • Popcap increased from 19 to 20

    Panzer IV
    To allow the Panzer IV to better combat medium tanks at a distance where it has the advantage of stronger frontal armour and rate of fire, the unit is receiving a slight penetration increase.

    • Penetration increased from 120/110/100 to 125/115/110
    • Fuel cost reduced from 125 to 120

    Panther V
    Now in an even better spot.

    • Coaxial and hull MGs performance improved to now match the OKW Panther

    Elefant
    Given the Elefant’s role as a dedicated anti-armour vehicle, its accuracy is being increased to improve reliability at range.

    • Accuracy increased from 0.05/0.375/0.025 to 0.055/0.045/0.03

    **JU87 Close Air Support Loiter (Commander Ability) **
    We are slightly lowering the damage of the JU-87 to ensure it remains a potent ability, but is no longer capable of outright destroying medium tanks in a single pass.

    • JU87 Loiter damage reduction from 60 to 50

    OKW

    Sturmpioneers
    We are increasing the viability of Sturmpioneers to allow them to better support the rest of OKW army in a combat role.

    • Reinforce time decreased from 10s to 7s.
    • Build time decreased from 40s to 28s.
    • Population cost decreased from 9 to 8
    • Panzerschreck price decreased from 90 to 70

    Veterancy Changes

    • Veterancy 4 -23% Received Accuracy and +15% accuracy bonuses removed
    • Veterancy 5 +40% weapon accuracy moved to Veterancy 4 (Vet 5 bonus of no longer taking extra damage while repairing remains)
    • Veterancy requirements reduced to 580/1160/2320/2900/3770 (approximately a 10% reduction)

    Base Flak Defenses
    We are removing the OKW's free Anti-air capabilities to bring their AA better in-line with other factions.

    • Can no longer fire at air targets

    Schwerer Panzer Headquarters
    Due to the nature of the Panzer Headquarters flak cannon, we are limiting its ability to shut down aerial-based abilities without some form of trade-off.

    • No longer automatically engages aircraft
    • Now has an Anti Air ability which activates AA mode for 60 seconds (while active it can engage both ground and air targets). After AA ability finishes, the gun will go on a cooldown for 60s where it can not engage any targets (air or ground)

    Stuka
    We are adjusting the performance of the Stuka to prevent it from destroying team weapons and buildings in a single attack while making it more vulnerable to flanks and assaulting tanks.

    • Damage vs team weapons reduced by ~50% (affects the weapon, not the squad)
    • Damage vs Garrison buildings reduced by 50% (affects the building, not garrisoned squads)
    • HP reduced from 320 to 160

    Panzer II ‘Luchs’
    The following changes aims to reduce the Luchs potency vs vehicles and further define its role as an anti-infantry unit.

    • Moving scatter penalties increased from 1.25 to 2
    • Target table modifier vs vehicles of 0.0625 added

    Volksgrenadiers
    We found that high veterancy and upgraded Volksgrenadiers scaled too well vs other core infantry and overshadowed much of the OKW's own elite infantry. To compensate for this, the following changes have been made:

    • Flame grenade now unlocked when the first sWS Supply Half-track hits the field
    • Flame grenade now has a 0.75s timer on explosion
    • Faust price reduced from 30 to 25

    Veterancy Changes

    • Veterancy 3 Received Accuracy bonus increased from 0.9 0.86
    • Volks require cover and to be stationary to benefit from their Vet 4 sight bonus
    • Vet 3's passive healing ability moved to Vet 5
    • All combat bonuses from Vet 4 and Vet 5 (+15% accuracy bonus & -20% weapon cooldown) removed

    Sturmtiger
    The Sturmtiger is being further adjusted to limit its ability to hide in the FOW and destroy units without being seen. In return, we are improving aspects of the Sturmtiger's defensive capabilities to compensate.

    • Popcap reverted from 20 to 18
    • Sturmtiger can no longer fire through buildings (Buildings now act as shot blockers)
    • Range reduced from 45 to 40
    • Reload duration decreased from 50 seconds to 40 seconds
    • Veterancy requirements decreased by 33%
    • Veterancy 1 grenade far damage increased from 0.05 to 0.25, radius decreased from 5 to 4.5, and AOE penetration decreased from 23 to 15

    Le.IG 18
    The Le.IG is being tuned to require more player input to be used effectively. In return we are boosting its damage against ambient structures improving its support and anti-garrison ability.

    • Auto-attack range decreased from 100 to 85
    • Autoattack range bonus removed from Veterancy 1
    • Anti-structure damage increased (from 1/0.5/0.25 to 2/0.3/0.15)
    • HE Barrage recharge time increased from 30 secs to 40 secs
    • Smoke barrage recharge time independent from HE barrage
    • Intel Bulletin for barrage recharge lowered from -25% recharge to -10% recharge

    Kubel
    The Kubelwagen’s armour is being slightly adjusted to make the Kubel more vulnerable to strikes from the front, but slightly less vulnerable to flanks. The previous changes to hitpoint and armour meant a Kubelwagen could still cost-effectively duel most infantry units in the field during the early game.

    • Front armour further reduced from 3.5 to 3
    • Rear armour partially reverted from 1.6 to 1.9

    Panzer IV
    We want to make OKW Panzer IV to be slightly less vulnerable to infantry rushes and more effective in a generalist anti-infantry / anti-tank role. To accomplish this, the following changes have been made:

    • Cost changed from 360MP/150FU to 380MP/140FU
    • Population cost increased from 12 to 14
    • Scatter improved from 7.5/6.4 (angle/distance) to 6.5/5.54
    • Penetration increased from 120/110/100 to 125/115/110

    Veterancy Changes

    • Veterancy 2 scatter veterancy increased from 0.75 to 0.866
    • Veterancy 4 range bonus removed (scatter bonus remains)
    • Veterancy 5 - Panzer IV must be stationary to benefit from sight bonus (similar to spotting scopes)

    Panther V
    We are adjusting the OKW Panther veterancy to be more manageable for the opposing player when it hits later veterancy.

    • Veterancy 4 range bonus removed (scatter bonus remains)
    • Veterancy 5 - Panther V must be stationary to benefit from sight bonus (similar to spotting scopes)

    King Tiger
    The KT has received a slight adjustment to its veterancy 4 to help prevent it from out scaling opposing players.

    • Vet 4 sight bonus removed (scatter bonus remains)

    Pazerfusiliers
    The following changes aim to put Panzerfusilliers on-par with other, similar infantry in the late game and encourage the use of flares for increased sight.

    • Population from 6 to 8
    • G43 upgrade sight bonus decreased from +50% to +20% (from 52.5 to 42)
    • Veterancy 4 +15% accuracy changed to +15% capture and decapture rate.

    Obersoldaten
    Obersoldaten are being made more accessible through a number of changes with only some adjustment regarding their late game veterancy to prevent them from them out scaling counterpart infantry units.

    • MP Cost reduced from 400 to 340
    • LMG34 and Stg44 munitions cost increased from 60 to 80
    • Reduce reinforcement time from 12.5+ to 9
    • Built-time from decreased from 50 seconds to 36s.
    • Popcap reduced from 10 to 9
    • Veterancy 4 received accuracy bonus removed
    • Veterancy 4 suppression bonus converted to “Suppressive Fire ability”

    Fallschirmjäger
    Fallschirmjager are being adjusted to have better stock performance with only minor changes to their veterancy. Population is also being adjusted to match other Axis elite squads.

    • Received accuracy improved from 0.87 to 0.83
    • Veterancy 3 received accuracy bonus removed
    • Population from 8 to 9
    • Can now camouflage in cover when stationary without veterancy

    JP4
    We feel that the Jagdpanzers veterancy bonuses made it scale too well and become too lethal at higher veterancy. To reduce its lethality while keeping it an effective Tank Destroyer we've made the following changes:

    • Increased range from which it can be detected from 10 to 20

    Veterancy Changes

    • Veterancy 2 armour and sight bonus removed
    • Vet 2 now increases accuracy by 20%
    • Veterancy 5 ambush damage/accuracy/pen bonus reduced from +150% to +25%

    Raketenwerfer
    To make the Raketen more reliable and consistent while bringing its stealth better in-line with other stealthed units, we've made the following changes:

    • Vet 1 speed bonus when stealthed reduced from +100% to +25%
    • Projectile now ignores terrain elevation
    • Raketenwerfer can no longer be suppressed

    BRITISH

    PIATs
    Due to the British's lack of snares and difficulty competing against light vehicle rushes, the following changes have been made to the PIAT.

    • Range increased from 30 to 35
    • Far accuracy decreased from 0.038 to 0.025
    • Mid-range increased from 15 to 25

    Trenches

    • Trench target size now significantly increases when they are abandoned (to allow tanks/AT to clear and destroy)

    Mortar pit
    To bring the counter play between the Mortar Pit and LeIG in-line, we have made the following changes:

    • Mortar Pit auto-attack range decreased from 115 to 90
    • HE/smoke barrage cooldown decreased from 75 to 40 seconds
    • Smoke barrage on independent cooldown form HE barrage

    BUG FIXES & QUALITY OF LIFE CHANGES

    • Fixed issue where USF grenade bulletins were not applying to Rear Echelon smoke
    • Readjusted pathfinding
    • Remove forced movement from Commando squads that have recently deployed (makes squads ignore orders)
    • Removed Tank Elite Armor, Tank Commander arty from firing into the base
    • Improved the mine laying speed of Assault Engineers and Paratroopers to match other squads
    • Changed Ostruppen cover bonus indicator. Instead of an overhead crosshair indicator, Ostruppen cover bonus displays in the same way as the Tommy cover bonus indicator
    • Increase duration of TWP-like abilities, to match initial delay
    • Added a warning line for Stun Grenades
  • #5
    6 years ago
    Kyle_REKyle_RE Posts: 484 admin
    edited November 2017

    DBP V1.4 "THE BRITISH" UPDATE

    The V1.4 Update continues with some minor iterations to the Soviet, USF, OKW and Wehrmacht as well as some significant changes to the British Forces.

    SUBSCRIBE NOW

    GENERAL

    Demo Charges

    • Can no longer be planted on territory points
    • Fuse timer change reverted
    • Demo charges are now revealed by all units within 7m.

    SOVIET

    Conscripts
    In light of the recent changes made to Conscripts, to prevent them from scaling too well at higher veterancy with picked up weapon upgrades, the following change has been made:

    • Max number of slot weapons reduced from 2 to 1

    IS-2
    To make the IS-2 more reliable at range, the following changes have been made:

    • Scatter offset decreased from 0.25 to 0.185
    • Far AOE increased from 0.05 to 0.1

    WEHRMACHT

    Ostwind
    Due to the recent performance enhancements made to the Ostwind, we reverting the range increase to make it slightly more vulnerable.

    • Range reverted from 45 to 40

    OKW

    Le.IG
    To further increase the required management of the unit, the following changes have been made:

    • Auto-attack range reduced from 85 to 80
      Veterancy Changes

    • Veterancy 3 smoke recharge moved to veterancy 2

    • Movement speed bonus removed from veterancy 2 (Received Accuracy bonus remains)
    • Number of extra barrage shells received from veterancy reduced from +4 to +1

    USF

    Captain On Me
    To prevent the "get out of jail free card" this ability provides to blobbing, the following changes have been made:

    • Previous changes reverted
    • Player can now only target one unit within a 25m radius of the Captain
    • Now has a 45 second cooldown

    M36 Jackson Tank Destroyer
    To improve the Jackson's tank hunter capabilities, the following changes have been made:

    • Moving accuracy changes reverted for main gun and HVAP.
    • Main gun reload from 5.2/5.8 to 4.375/4.975 (Note - Jackson still retains its wind-up and wind down delays of 1.125/0.5)
    • Veterancy 3 reload bonus reduced from 30% to 15%

    BRITISH

    UKF Artillery Commander Concentration barrage

    • Can no longer fire through the FOW
    • Now always fires Airburst shells, regardless of Anvil tech

    Emplacements
    To increase vulnerability of emplacement to their counters, the following changes have been made:

    • Brace duration reduced from 30 secs to 20 secs
    • Incoming repairs reduced by 75% while brace is active

    Mortar pit

    • Garrison bonus changed from reload bonus to barrage recharge bonus (-25% recharge)
    • Mortar Pit autoattack reduced from 90 to 85

    Forward Assembly
    To increase diversity and utility of the FA while decreasing the benefits of emplacement clumping, the following changes have been made:

    • Emplacement aura removed
    • Cost reduced from 250MP to 200MP
    • Can upgrade Medics that provide passive healing for 50MP/60MU
    • Advanced Fortifications removed
    • Medic upgrade, Forward retreat upgrade and Repair station upgrade are mutually exclusive
    • Repair engineers (passive) can no longer repair their own repair station

    17-pounder

    • Popcap reduced from 20 to 14
    • Arc indicator added
    • No longer possible to garrison the 17-pounder
    • Reload speed normalized from 5 - 7 to 5.5
    • Flares from garrison bonus to veterancy 1.
    • Piercing rounds moved from Vet 1 to Vet 0

    Tommies (also affects Tank Hunter Infantry Sections)
    We feel that Tommies come out of the gate with too much raw power but also lack the offensive ability to effectively assault a position. Therefore, to make Tommies feel more reliable and to improve their consistency on the battlefield, we've made the following changes:

    • Moving accuracy modifier increased from 0.25 to 0.35
    • Vet 0 Received Accuracy reduced from 0.8 to 0.9
    • Scoped Enfields Vet 3 bonus removed (this causes Tommies to drop their Bren guns, even though enough models are alive)
    • Bren gun reload time decreased from 8-9 secs to 6.5 secs
    • Population cap reduced to 6 from 7 (Becomes 7 at 5-man)
    • Increased cone of fire from 1 to 5

    British Infantry Cover bonus

    • Sappers, Sniper and Commandos no longer gain -10% RA bonus when in cover

    Sappers
    We felt that Sappers scaled too well and become too cost effective as the game progressed compared to the British's mainline infantry. To compensate for this, the following changes have been made:

    • Target size increased from 0.8 to 0.9
    • Veterancy 3 reinforcement bonus reduced from -20% to -10% (-6MP to -3MP) (Received Accuracy bonus remains)
    • Popcap reduced from 6 to 5 (Becomes 6 with 5 man squads)

    Anvil
    To increase the appeal of Anvil to be more on par with Hammer and to bring its cost better in-line with its benefits / performance, the following changes have been made:

    Heavy Sappers

    • Movement speed penalty reduced from -50% to -25%
    • Armor bonus reduced from +1 to +0.25

    Churchill

    • Population cap reduced from 18 to 16
    • Smoke projector speed penalty removed
    • Veterancy 1 side-hatch SMGs moving accuracy penalties increased from 0.5 to 0.85.

    Airburst shells

    • Now fire at randomized intervals between 5-10 seconds
    • Now have a 15 radius scatter

    Heavy Gammon Bomb
    To make the Heavy Gammon Bomb a better building clearing tool and more in-line with the Satchel charge, the following changes have been made:

    • Cost reduced from 75MU to 50MU
    • Damage increased from 200 to 340
    • AOE distance decreased from 1.5/3/4.5 to 1.25/2.5/3.75

    Crocodile
    To brine the Crocodile's performance better in-line with its cost, the following changes have been made:

    • Rotation rate reduced from 35 to 30
    • Popcap increased from 18 to 20
    • HP decreased from 1400 to 1080
    • Armour increase from 240 to 290
    • Crocodile damage output decrease by 30% (flamer to 7/ flamesweep to 6)
    • Flamethrower range normalized from 25/39 to 32

    Centaur
    We felt that the Centaur lacked needed anti-garrison abilities and suffered from low mobility which made the unit ineffective on certain maps. To resolve theses issues, the following changes have been made:

    • Garrison table modifiers changed from 0.4 accuracy and 0.5 damage to 0.5 accuracy and 0.35 damage
    • Damage all in hold modifier from false to true (All models in the building will take Far AOE damage)
    • Acceleration increased from 1.5 to 1.8
    • Speed increased from 4.6 to 5.2

    25 Pounder (Base Howitzers)
    We are changing 25 pounders so that they become effective as a fast-response artillery that can be used to negate buildings or take down enemy emplacements. Airburst changes make it so that teching Anvil will allow the 25 pounder barrage to also double as an area-denial ability.

    Damage

    • First Howitzer now fires 4 shells from 6
    • Second Howitzer now fires 5 shells from 6.
    • Reload decreased from 4.7 to 4
    • Now always penetrates
    • Now deals 25% reduced damage vs team weapons
    • AOE damage to friendlies from 0.025 to 1/0.25/0.1

    Scatter

    • First howitzer has 0 angle scatter and 5 scatter-max and 1 scatter-ratio
    • Second howitzer has 7.5 angle scatter, 12 scatter-max and 1 scatter-ratio
    • Airburst shells have a randomized 3-10 second interval between them and come with increased scatter radius (from 7 to 20 radius)

    Responsiveness

    • Horizontal and vertical rotation rate increased from 25 to 40
    • Shell speed increased from 29 to 40

    Usage/Cooldown

    • Cooldown decreased from 150s to 80s
    • Suppression reduces howitzer flare throw range by 33%.

    For more details on the British Commander changes as part of the December Update's Commander Revamp, check out the December Commander Revamp Changelog.

    BUG FIXES & QUALITY OF LIFE CHANGES

    • Fixed an issue where Walking Stuka barrages would not share cooldown
    • Volks flame grenade now available when truck hits the field (as advertised last update)
    • Tripwire flare cooldown fixed
  • #6
    6 years ago
    Kyle_REKyle_RE Posts: 484 admin
    edited November 2017

    V1.5 UPDATE

    The V1.5 Update continues with some minor iterations to the Soviet, British and Wehrmacht as well as the Commander Revamp Part 2 - The Eastern Front Armies.

    SUBSCRIBE NOW

    GENERAL

    LeFH/B4/ML20
    Cost of these howitzers and the Pak 43 more accessible in smaller game modes while less potent when shelling into a base without spotters.

    • Scatter penalty when firing into fog of war increased from 1.25 to 1.75 (affects both vertical and horizontal scatter); doesn’t affect B4
    • Prices changed from 600MP to 400MP / 50FU

    ML20

    • Extra shells received at Veterancy 1 barrage reduced from +2 to +1
    • Mid damage modifier increased from 0.015 to 0.028

    LeFH

    • Damage no longer increases at Vet3
    • LeFH weapon change at Vet 3 removed (improved scatter & range bonuses remain)

    B4

    • Population reduced from 20 to 15

    Pak 43

    • Price changed from 500MP to 350MP/45FU
    • OKW Pak43 now earns veterancy at the same rate as the Wehrmacht Pak 43

    SOVIET

    Repair Stations (Soviet Industry Tactics)
    Due to the general changes to repair, Soviet repair stations are being given a manpower price to limit a player’s ability to mass produce them without sacrificing unit production.

    • Cost increased from 75MU to 120MP/45MU

    Conscripts

    • Oorah ability cost increased from 10MU to 15MU

    BRITISH

    Command Post
    We are reducing the cost of Tommy grenades to improve viability of this upgrade purchase. In addition to this, we are lifting the Command Post requirements to buy grenades to allow for more diverse T1 openings.

    • Grenade upgrade cost reduced from 150MP/15FU to 100MP/10FU
    • Weapon Rack unlock and Grenade unlock no longer require Tech structures built

    Vickers_K
    We are improving the responsiveness of Vickers_K to match its intended performance

    • Ready aim-time max increased from 0.5 to 1

    Mortar Pits
    We are improving the responsiveness of the Mortar Pit when in barrage mode and making barrage timings less tight to allow the mortars to desynchronize.

    • Barrage aim-time for both mortars decreased from 0.5/1 to 0.125
    • Barrage Reload time changed from 4-4 to 3-5 for both mortars

    WEHRMACHT

    Ostwind
    With the recent changes to its AI performance and cost, we feel the increased penetration at range was causing the unit to slightly over perform vs vehicles.

    • Penetration decreased from 55/50/45 to 55/40/35

    Pak40 Target Weak Point Ability

    • Stun changed to -75% speed and rotation rate

    Bundle Grenade (affects both OST and OKW)
    With the changes to Gammon Bombs, we are also adjusting the Bundle grenade to match its counterpart’s performance:

    • Damage decreased from 120 to 100
    • AoE distance decreased from 1.25/2.5/3.75 to 1/2.1/3.75
    • AoE damage far increased from 0.25 to 0.3
    • Cost decreased from 45 to 40

    BUG FIXES & QUALITY OF LIFE

    • Churchill smoke ability UI position changed from 24 to 34
    • Fixed an issue where Obersoldaten bundle grenades used to be inaccurate
    • Readjusted pathfinding to improve performance
    • Fixed an issue with the British Air Supremacy ability where the anti-infantry strafe in bombing run failed to engage infantry
    • Demos can no longer be planted near capture points (as intended in V1.4)
    • Reverted DBP ghostbag changes (over concerns for performance drop)
    • Fixed an issue where Vanguard Doctrine aircraft would not engage infantry (introduced in DBP)
    • Fixed an issue with 17 piercing shots that allowed the gun to double-shoot (introduced in DBP)
    • OKW Overwatch Sector Planes will no longer target casualties
    • Conscript squad models no longer all do the oorah animation at the same time (visual; doesn’t affect performance)
  • #7
    6 years ago
    Kyle_REKyle_RE Posts: 484 admin
    edited December 2017

    V1.6 UPDATE

    The V1.6 Update continues with some minor iterations to the Soviet, USF, and British as well as the Commander Revamp Part 3 - The Western Front Armies

    SUBSCRIBE NOW

    GENERAL

    Demo Charge
    We are removing the defuse option on demo charges to prevent engineers from automatically attempting to defuse the charge, leaving them extremely vulnerable to detonation.

    • Detection radius increased from 7 to 13
    • Can no longer be defused

    Hold Fire
    We are changing the hold fire button for all units in the game for consistency and accessibility.

    • All Hold Fire to Q and at grid position 22 (all units)
    • Reverted Tommy medkit and coordinated fire hotkey & grid position
    • Heavy Sapper upgrade hotkey reverted
    • Conscript Merge position change reverted
    • Conscript Oorah hotkey reverted

    Light Mines (Affects both Soviet Commander mines and Rear echelon mines)
    We are improving the cost-efficiency of light mines, but we are increasing the planting time to something substantial to offset this.

    • Cost decreased from 15MU to 10MU
    • Stun Duration from 5 seconds to 8 seconds
    • Full squad plan time increased from 5s to 25s

    SOVIET

    Zis-3
    We are adjusting barrage to match its new price.

    • Barrage shells from 6 to 4

    IS-2

    • Population cost increased from 19 to 20.

    USF

    Pop-Cap Adjustments

    • Ambulance population cap from 4 to 2
    • Pak Howitzer population cap from 11 to 9
    • 50cal population cap from 5 to 7

    USF Captain & Major
    We find that swapping smoke grenades from Riflemen to Rear Echelons makes it too restrictive for the faction to fully benefit from the grenade upgrade. Thus, to increase the number of potential smoke grenade holders, we are also allowing the USF Captain and Major to carry smoke grenades.

    • Now gets access to the M23 smoke rifle grenade ability
    • On-me hotkey changed to V, moved to grid position 34 (to mesh in better when selecting the Captain with riflemen/lieutenant squads)

    Sherman
    We are reducing the extremes in performance for the Sherman HE shell to improve consistency and reliability.

    • HE shells now ignore terrain
    • HE shell AOE distance changed to 0.75/1.5/2.25 to 0.5/1.25/3
    • HE far AOE from 0.05 to 0.15

    Sherman Easy-8
    To make the Easy-8 less effective at wiping squads on the move, we have made the following change:

    • Moving scatter increased from 1 to 1.35

    P47/Typhoon Rockets
    The following change is intended to make rocket plane attacks more consistently accurate, especially vs stationary targets.

    • Rocket origin point from 5/5 to 3.5/-3.5 (affects consistency)

    OKW

    Raketenwerfer

    • Sight and range bonuses have been removed from veterancy 4 and 5 (other vet bonuses remain)

    MG 34
    We found that the MG34 struggled at achieving veterancy at a sufficient rate and generally under performed vs units behind cover. To alleviate these problems we have made the following changes:

    • Damage increased from 2 to 3
    • Popcap increased from 5 to 6
    • Cost increased from 230 to 250
    • Veterancy 4 received accuracy bonus reduced from 0.8 to 0.95
    • Veterancy 5 accuracy bonus reduced from 1.15 to 1.08

    251 Flak Half-Track
    We find that the unit generally has a difficult time reaching its key Veterancy 2 level, which bestows mobility to the unit. To assist with this, vet requirements are being reduced:

    • Reduced veterancy requirements from 1100/2200/4400/5500/7315 to 880/1760/3520/4750/5750

    King Tiger
    Given the high lethality of the KT's main gun, we found that the squad wiping capabilities of this unit made it generally over perfrom vs late-game infantry and AT guns. To compensate for this, we are reducing the main gun's accuracy vs non-vehicle units.

    • Angle scatter increased from 4 to 7.5
    • Distance scatter max increased from 4 to 5.7
    • Scatter offset decreased from 0.25 to 0.185
    • Population cap increased from 21 to 23

    BRITISH

    Universal Carrier
    We are improving the performance and reliability of the Universal Carrier to give the British faction early and reliable access to anti-garrison capabilities. These changes also intend to offset the other changes made to the UKF’s early game.

    • Now benefits from shared veterancy
    • WASP cost reduced from 90MU to 70MU

    AEC
    We would like to experiment with giving the British faction reliable access to snare enemy vehicles to help offset their weakened early game.

    • Treadshot available from Vet 0; now fires one shot that slows enemy vehicles
    • Veterancy 1 restores treadshot to its original state (fires two shots; second shot immobilizes)

    Forward Assembly
    We found that the cost of the medic upgrade was too expensive on top of the already significant costs of the assembly.

    • Medics upgrade cost reduced from 50MP/60MU to 60MU

    BUG FIXES & QUALITY OF LIFE

    • Adjusted salvage values of some wrecks that were yielding too many resources
    • Addressed friendly fire disparity with respect to certain weapons (FF generally now causes 25% dmg)
    • Reverted USF teching progress bar fix (due to unresolvable knock-on side-effects)
    • Soviet Capture Mode hotkey changed from C to X
  • #8
    6 years ago
    Kyle_REKyle_RE Posts: 484 admin
    edited December 2017

    V1.6.1 UPDATE

    SUBSCRIBE HERE

    GENERAL

    Demo Charges

    • Now once again defusable (due to a knock-on effect that prevented demo charges from functioning)

    Garrison Changes
    to prevent squads clumping at entrances causing unintended squad wipes, we've made the following change:

    • Load-time max from 3.25 to 2

    SOVIET

    IL-2 Strafe
    The damage is being lowered to prevent a single plane from wiping out full squads.

    • Damage changed from 8 to 5

    WEHRMACHT

    Artillery Officer
    We feel the Victor target ability is too efficient for its new cost.

    • Victor target now has a warning time of 3 seconds before the shells launch

    USF

    Sherman HE Shells
    We are doing a partial revert to lower the potency of the improved HE rounds.

    • Far AoE multiplier partially reverted from 0.15 to 0.1
    • Far AoE distance reverted from 3 to 2.25

    Raid Tactics
    The infantry capture bonus is being lowered to incentive more use of light vehicles to capture.

    • Infantry capture bonus from 66% to 25% (Light vehicle capture rate unaffected)

    M21 Mortar Half-Track

    • Change hotkey from R to C (standard smoke)

    M83 Cluster Bombs

    • Reverted to red smoke with air strike warning to match other off-maps.

    WC-51 Dodge
    We find that the lack of munitions off-map abilities is too restrictive for the commander. Therefore, we are re-adding the 155 artillery barrage in a different form. To prevent players from lending Dodge trucks to others, abilities are locked behind the Mechanized Company commander.

    • Can now call in the 155mm Barrage after the Major is dispatched.
    • Captured WC-51s cannot use special abilities

    M8 Greyhound
    We are giving a conservative arrival time to the Greyhound due to its potency.

    • Command Point requirements from 3 to 5

    Paradrop Combat Group
    We are moving the arrival of the combat group earlier to allow players to better bridge their early-game infantry composition with Recon doctrine elements.

    • Command Point requirement from 5 to 4.

    OKW

    Flak Half-Track
    We find that the Flak HT underperforms against the more mobile Soviets and USF. The setup time decrease will make the unit more versatile as a support weapon.

    • Veterancy 2 set-up moved to veterancy 0
    • Damage from 20 to 16
    • Veterancy 2 restores damage from 16 to 20

    Le.IG 18
    We are lowering its cost to better match its performance.

    • Cost decreased from 330MP to 300MP

    Volksgrenadier Assault Upgrade
    Given the loss in damage at range, we are significantly reducing the cost of this upgrade.

    • Cost reduced from 70MU to 45MU

    Opel Blitz
    We find that the Blitz truck comes too early and poses a real threat to ending games when rushed near the enemy’s cut-off.

    • Command Point value from 2 to 3
    • Can no longer carry MGs or Raketenwerfers (can still carry mortars)

    Flak Emplacement

    • Cost increased from 250/10 to 250/20
    • Can now pick-up nearby medkits

    Fallschirmjager
    Fallschirmjager offensive bonuses would come too late, preventing the unit from scaling against veteran infantry.

    • Veterancy 4 Accuracy and Veterancy 3 Healing bonuses swapped
    • Cooldown bonus of -20% added to Veterancy 3

    Flame Hetzer
    We want to restrict the Flame Hetzer from dominating 1v1 games (where Call-ins are already powerful), but also allow the Hetzer to arrive earlier in team games, with sufficient tech.

    • Now buildable from the HQ. Requires Schewere Panzer Headquarters to be built, but not active if destroyed.
    • Cost increased from 280/100 to 300/100

    BUG FIXES

    • Fixed an issue where the Ostheer Panzer IV was incorrectly set at 14 population
    • Fixed an issue where the OKW Panzer IV population was not correctly set at 14
    • Salvage should now appear on Sturmpioneers and Volksgrenadier when Firestorm is picked.
    • Fixed an issue where mortar halftracks (OST and USF) would fire beyond their intended arc of fire
    • Fixed an issue with the Opel Blitz wreck did not provide cover.
    • Fixed an issue where M83 cluster mines gave no air-strike warning.
    • M83 explosion FX now displays properly
    • Fixed an issue where Airborne Assault could be launched into base sectors.
    • 76mm Shermans now use the same selection group as 75mm Shermans
    • Fixed an issue where demo charges did no damage
    • Fixed an issue where Recon Support Paras did not get hold fire
    • Fixed an issue where the MG 34 was not set to the correct price
    • Adjusted text and UI for changed units and abilities
  • #9
    6 years ago
    Kyle_REKyle_RE Posts: 484 admin
    edited December 2017

    V1.7 UPDATE

    This update to the DBP mod continues by tuning values to units from all 5 factions as we zero in on the final changes for the December Update. As always, please subscribe to the balance mod, playtest the changes and give us your feedback before time runs out.

    SUBSCRIBE NOW

    SOVIET

    Tank Hunter Tactics

    RPG-40 Anti-Tank Grenade Assault
    We find that the AT Grenade assault is over performing vs medium armour and heavy armour.

    • Penetration partially reverted from "always penetrate" to a penetration value of 150
    • Aim time max partially reverted from 1 to 1.375
    • Fixed an issue where it was not possible to target neutral vehicles

    Conscript Anti-Tank Package
    PTRS Conscripts appear to over perform vs Medium armour and Heavy armour.

    • Deflection damage reverted from 20 to 13 (affects only Conscript PTRS rifles)

    WEHRMACHT

    Light Artillery Barrage

    • Partially revert of cost from 90 to 100

    Jaeger Infantry Doctrine

    Ambush Tactics
    We found that 0 CP Sprint came too early and was very difficult to counter at that stage of a match.

    • Now require 1 Command Point (affects both Sprint and Camouflage)

    Osttruppen Doctrine

    Osttruppen
    We find that our previous recharge time change to Ostruppen was completely ineffective. To balance the Osttruppen doctrine early game, we are instead delaying the first Ostruppen squad to hit the field. This should give players more of a tactical choice between teching to T1 (with Ostruppen) or going directly for T2.

    • Cooldown between squads partially reverted from 35 to 25 secs
    • Osttruppen call-in now start on cooldown

    Supply Drop
    The paradrop animations for the Pak40 and MG34 have been adjusted to make it more clear to the player. The team weapons now drop in separate crates from the fuel and munitions crates (big thanks goes out to Wilderstreit for detailing how to use the animations).

    USF

    Recon Support Company

    Raid Tactics

    • Infantry Sight bonus changed from multiplicative (+20%) to additive (+7)
    • Now affects capture and decapture rates by equal amounts
    • Fixed an issue where the ability would not apply to certain light vehicles properly

    M8 Greyhound

    • Hold fire now also disables the MG from firing
    • 50-cal now receives attack commands

    Cluster Bombs
    We are making the ability more consistent while adding more warning time for the enemy player to escape.

    • Now drop from height 50 (up from 40)
    • Scatter reduced from 20 to 15
    • Properly adjusted the ability radius indicator

    Mechanized Company

    M3 Assault group
    To make the pricing of this bundle ability more attractive, we are replacing the vehicle crew of the M3 Half-track with the Assault Engineer squad that the ability originally came with separately.

    • Assault Engineer squad replaces the vehicle crew
    • Cost reduced from 460MP/30FU to 290MP/30FU

    Assault Engineers

    • Popcap reduced from 8 to 7

    WC51 Military Truck
    We find that the WC51 truck is too powerful when coming out early due to its ability to carry Riflemen and also push enemy squads out of cover.

    • Now has a starting cooldown of 60 seconds
    • Fixed multiple animation issues with the canopy and the gunner
    • Fixed an issue where the ability would display the wrong popcap requirements

    M21 Mortar Half-Tracj

    • We found that M21 halftrack's value for its cost was out of alignment.
    • Barrage attack scatter now matches the 250 81mm mortar
    • Auto-attack reload time increased from 4 seconds to 5 seconds
    • HP reduced from 320 to 240

    OKW

    Le.IG 18
    We reduce the cost of the LeIG to ensure that OKW has accessible indirect fire.

    • Cost further decreased from 300 to 270
    • Population reduced from 9 to 7
    • Penetration reduced from 75 to 35
    • Incendiary barrage scatter FoW penalty increased from 1.25 to 1.75

    Feuersturm Doctrine

    Volks Model 24 Grenade (Assault Package Upgrade)

    • Cost from 30 to 25

    Hetzer

    • Population properly adjusted to 10 (different than announced)
    • Fixed an issue where it was still possible to call a Hetzer in from the ability

    Rocket Barrage

    • The 2 final rockets are now guaranteed to land in the center of the ability.

    Opel Blitz

    • Cooldown reduction now also affects Sturmpioneer medkits
    • Aura reload bonus reduces reload time by 35% for infantry weapons (not communicated previously)

    Luftwaffe Air Support

    Flak Emplacement
    We found that the high manpower cost of the Flak emplacement made it too expensive to field reliably.

    • MP cost from 250 to 220
    • Build time reduced from 120 to 100

    Valiant Assault

    • Duration increased from 30 secs to 45 secs

    Fallschirmjäger
    We found that the infiltration ability failed to provide the necessary punch for the commander with 3-man squads while created nearly impossible to counter squad wipes at 4-man. Thus, we are experimenting with introducing Fallschirmjagers to the battlefield in a different way.

    • Now turned from an infiltration ability to a paradrop ability
    • Delivers a 4-man squad of fallschirmjagers anywhere on the map
    • Cost from 400 to 380
    • Reinforcement cost from 38 to 36
    • Can now reinforce while Airborne Assault is active

    Airborne Assault
    We are removing Fallschirmjager drops from the Airborne assault activity of the doctrine to make it more accessible.

    • No longer paradrops a Fallschirmjager squad
    • Now provides two JU-87 aircraft that perform anti-tank strafes (identical to Stuka Close-Air support)
    • Fallschirmjager squads will be able to reinforce anywhere on the map while the ability is active
    • Cost reduced from 250 to 200
    • CP requirements raised from 10 to 12

    BRITISH

    Universal Carrier
    We find that the universal carrier is overly effective at absorbing small arms fire when using its self-repair ability.

    • Repair speed penalty of -75% when in combat

    Commando Smoke Grenade

    • Cost reverted from 25 to 15

    Infiltration Commandos

    • Cost further reduced from 400MP to 370MP

    Infantry Section
    Tommies are receiving additional changes to their Received Accuracy to allow them to be more offensive and less dependent on cover to engage enemy squads effectively.

    • Removed in-cover defense bonus (0.9 RA) -- squad retains offensive bonus in cover
    • Reverted target size from 0.9 to 0.8
    • Lowered Veterancy 2 RA bonus from 0.76 to 0.78

    BUG FIXES

    • Moved the Interrogate icon to avoid clash with the new hold fire location
    • Fixed an issue where it was not possible to upgrade Paratrooper bazookas in enemy territory
    • Fixed an issue where the 76mm sherman prioritise vehicle ability would not work properly
    • Fixed an issue where the Le.Ig would lose access to the doctrinal incendiary barrage at veterancy 4
  • #10
    6 years ago
    Kyle_REKyle_RE Posts: 484 admin

    V1.8 UPDATE

    The DBP continues in V1.8 with more minor tuning and tweaks to the commander revamp changes as we get closer to finalization.

    SUBSCRIBE

    GENERAL

    Panzerfaust Bug Fix
    We are trialing a workaround to fix the Panzerfaust bug (i.e. faust missing when the target hides in the fog of war while the panzerfaust projectile is mid-air). Credits for the workaround go to Widerstreit for the potential fix.

    If you still experience this bug, please report any issues in the DBP Bug Reporting thread in the Balance Feedback section of the forums.

    Light Mines (Rear Echelon Mines and Soviet Commander)
    To better align their value with their cost, the severity of the temporary Light Mine has been reduced.

    • Penalty to speed/rotation from -65% to -50%

    Gammon Bomb/Bundle Grenade
    Cost decreased due to the reduced potency of the grenade, and to also give more versatility to elite squads.

    • Cost from 40 to 35

    SOVIET

    For Mother Russia

    • Duration partially reverted from 30 to 45

    WEHRMACHT

    Stuka Smoke Drops

    • Now targetable in the fog of war (to allow a dual smoke/recon role)

    Mortar Halftrack

    • Smoke cooldown on separate cooldown from offensive abilities

    USF

    Recond Support Company

    Raid Tactics
    We found the light vehicle bonuses of the ability under performing in light of how situational the ability is.

    • Light Vehicle capture/decapture rate increased from 1.25 to 2.5
    • Infantry capture/decapture speed removed (sight bonus remains)

    Cluster Bombs
    We felt the ability did not provide sufficient warning compared to the damage it could inflict.

    • The cluster bombs are now delivered by aircraft
    • The cluster bombs drop in 4 waves and at smaller concentration in the outer rings of the ability
    • Scatter increased from 15 to 17
    • Damage per mine from 40 to 30

    M8 Greyhound
    The lethality of the main gun is higher than intended. We want to make the Greyhound more reliant on its MG upgrade and the canister shot.

    • AoE damage decreased from 1/0.35/0.05 to 0.8/0.28/0.04

    OKW

    Volksgrenadiers StG 44 Upgrade

    • Now take up 1 slot item (as opposed to 2)

    Obersoldaten LMG34
    We felt that the LMG34 would generally over perform when picked up by non-elite infantry due to the higher-than-average veterancy bonuses non-elite infantry accumulate. To account for this, we've made the following change:

    • Non-elite squad LMG34 (picked-up) damage from 6 to 4

    Luftwaffe Air Support Doctrine

    Fallschirmjager
    To help with fallshirmjager's scaling due to their generally later arrival, we've adjusted there veterancy requirements as follows:

    • Veterancy requirements reduced from 760/1520/3040/3800/5054 to 600/1200/2400/3000/3900

    Air Assault Operation
    We are changing the way airplanes deliver their payload to return some of the original uniqueness of the ability and make it more distinct from the the similar Wehrmacht Close Air Support ability.

    • Multiple airplanes deliver AI/AT strafes at the precise target location
    • AT loiter airplanes arrive with a delay of 20 seconds and now deliver 2 strafes each (down from 3)

    Feuersturm Doctrine

    Flame Hetzer
    We felt that with the newly added tech requirements for the Hetzer, the current fuel cost made it a low use-case unit when competing with other units in the same tier. Thus to keep the uit attractive while preventing it from being too dominant upon its arrival on the field, we've made the following changes:

    • Fuel cost reduced from 100 to 90
    • Damage reduced from 12 to 9 (only affects direct damage; does not affect DoT damage)

    • Volksgrenadiers MP-40 Upgrade
      We find the risk vs reward of the MP-40 upgrade, although appealing, not worth the trade off in its current state. Thus, to improve the cost vs benefit, we've applied the following bonus:

    • Now also confers a 0.93 received accuracy bonus

    BUG FIXES & QUALITY OF LIFE

    • Fixed an issue where Le.IG barrages would sometimes become unavailable when the Le.IG becomes decrewed
    • Fixed an issue where the Storm doctrine no longer had access to the Tactical advance ability
    • Fixed an issue where the Bulldozer upgrade modifiers were lost when the vehicle became decrewed
    • Fixed an issue where Commando squads would not be eligible to fire picked-up LMGs on-the-move
    • Fixed an issue where squads would prioiritise the passengers of dodge trucks rather than dodge trucks themselves
    • Forward assemblies now require additional space between them and obstacles (to prevent reinforcements from getting stuck)
    • Changed Rear Echelon minesweeeper upgrade hotkey from M to Z (to avoid conflict with smoke grenade)
    • Changed the hotkeys of Recon Pathfinder fake artillery to match the new layout of Major abilities (position 23 and hotkey D)
    • Fixed an issue where it was possible to upgrade Rear Echelons with both Minesweepers and flamers at the same time
  • #11
    6 years ago
    Kyle_REKyle_RE Posts: 484 admin

    V1.9 UPDATE

    The 1.9 update continues the DBP by targeting some of the remaining dominant call-in meta to bring these strategies in line with the existing faction design and relationships.

    SUBSCRIBE

    GENERAL

    Call-in Changes
    The following vehicles are now available 0 CP, but buildable only at each of the factions’ respective tech buildings. The reason why OKW call-in vehicles have been moved to T4 rather than the HQ is to level the playing field for all OKW doctrines and ensure that call-in options continue to make T4 placement relevant.

    Tying the following vehicles to tech will achieve the dual goal of making call-in vehicles less dominant in 1v1 (since they generally arrive earlier than their corresponding core tech), and making the same vehicles more relevant in 2v2+, as they can now arrive earlier in these gamemodes (i.e. Command Points accumulate at a slower pace than relative fuel income)

    • KV-8 - Buildable only at Mechanized Armor Kampaneya (T4)
    • M-10 'Wolverine' - Buildable only at Battalion Command Post (T3)
    • Ostwind - Buildable only at Schwerer Panzer HQ (T3); cost reduced from 100FU to 90FU
    • Flame Hetzer - Buildable only at Schwerer Panzer HQ (T3)

    OKW

    Volksgrenadier STG Upgrade
    We feel that the combination of STG upgrades and the potential to pick up and deny additional weapons makes Volkgrenadier late-game potentially too strong for cost, considering how powerful the unit is in the early game.

    • Slot item change reverted; STG upgrade now, once again, occupies both slots

    WEHRMACHT

    Storm Doctrine
    Due to the Sprint ability merging with Ambush Camouflage, Tactical movement became a redundant ability for the commander. Thus, we are replacing it with an ability of similar strength that provides better synergy.

    • Tactical Movement replaced with Smoke Bombs

    SOVIET

    ISU
    We felt that popcap of the ISU was not in-line with its improved performance.

    • Popcap from 20 to 22

    BUG FIXES & QUALITY OF LIFE

    • Fixed an issue where the Jaeger Infantry Command squad would not use the proper panzerfaust/rifle-grenade animations
    • Rifleman/Panzerfusilier AT rifle grenades no longer have a minimum range requirement
    • Fixed another issue where squads would prioiritise the passengers of dodge trucks rather than dodge trucks themselves
    • Fixed an issue where Raid Tactics would not apply properly to recrewed vehicles
  • #12
    6 years ago
    Kyle_REKyle_RE Posts: 484 admin

    V2.0 - FINAL UPDATE

    V2.0 of the December Balance Preview marks the final public update for the mod, focusing on some last iterations and adjustments to the Soviet, Wehrmacht, and OKW. Although no additional public versions of the balance preview mod will be released from this point forward, your feedback is still valuable to us as we continue to finalize and adjust some of the existing changes between now and when the December Update goes live.

    Based on feedback and data we've collected, it seems clear that although some changes might be somewhat controversial, the overall direction of the changes are widely accepted and approved by the community at large. As of today, the DBP mod has nearly a 90% approval rating on Steam which is a great sign that the changes are on the right track.

    We would like to thank everyone for their incredible dedication over the past 6 weeks for all their amazing feedback and contributions. This December Update is largely by the community; for the community and would not have been possible without your passionate commitment to COH2 and the countless hours of testing, tuning and integration of the balance mod from community members Mr. Smith and Miragefla.

    GENERAL

    Airplane Loiters
    Loiters would sometimes last longer than the denoted duration, and could even acquire targets outside the visual indication.

    • Standardized loiter duration (60 secs) and radius (50)

    SOVIET

    ML-20
    The ML-20 is too effective at wiping infantry models.

    • Near AoE damage reduced from 1 to 0.9

    KV1
    To give the KV1 a more defined role (soaking damage), we are slightly increasing its durability, and significantly increasing the rate at which it can get repaired. The following changes will result in KV-1’s being 25% faster to repair.

    • Raw hitpoints reverted from 960 to 800
    • Now has a received damage modifier of 0.8

    WEHRMACHT

    G43 upgrade (Stormtroopers only)
    The change to the Stormtrooper G43 upgrade only benefited Elite Troops doctrine (which is already dominant) at the expense of other doctrines, which goes against the intent of fostering more strategic diversity.

    • Stormtrooper G43 upgrade reverted to 2xG43’s (does not affect Panzergrenadiers)

    OKW

    Squad XP
    To normalize the XP value for OKW squads (i.e,. How much XP enemy units gain from attacking OKW squads), the OKW units that have had their performance adjusted no longer award additional XP when transitioning from Veterancy 4 to Veterancy 5

    • Veterancy awarded to opponent squads from OKW Vet 5 squads (when a vet 5 squad takes dmg or is killed) decreased from 2.0 x BASE_XP to 1.8 x BASE_XP

    Panzer II 'Luchs'
    We want to delay the arrival time of the luchs, without delaying the arrival of the MechHQ building, or the cost-efficiency of the unit to prevent it from dominating the battlefield if rushed.

    • Build time increased from 40 seconds to 85 seconds

    Spec Ops Doctrine

    Command Panther
    We want to delay the arrival time of the Command Panther to prevent the Spec Ops doctrine from dominating opposition in 1v1 and overshadowing all OKW doctrine’s due to the call-in mechanic.

    • CP increased from 11 to 12

    BUG FIXES & QUALITY OF LIFE

    • Fixed an issue where Command Panther/Pershing would award less experience than implied by their call-in costs
    • Prevented players from using Artillery Officer victor target when no candidate units are on the field
    • Fixed an issue where several squads would experience random delays when throwing their grenades (mostly affects SMG troops, e.g., panzergrenadiers). Credits go to Widerstreit for finding the fix
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