PATCH PREVIEW CHANGELOG

#1
5 years ago
Andy_REAndy_RE Posts: 299 admin
edited August 2019 in Updates

Consolidated Commander Roster and General Balance Changes (Up to date as of May 9th)

USF - Urban Assault

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.

  • Can be upgraded with Rifle Grenades as one of this commanders slot abilities.
  • Requires 60 munitions; locks out minesweepers
  • AOE distance 0.5/1.5/4 versus 1/2/3 of the standard Fighting Pit.
  • AOE damage 1/0.5/0.3 versus 1/0.75/0.25 of the standard Fighting Pit.
  • Damage modifier of 0.75 against heavy cover
  • Range 35, 20 minimum.
  • When suppressed, a scatter penalty applied

Rifleman Incendiary Grenades

  • Provides Riflemen with Incendiary Grenades; similar to Molotovs. Shares a cooldown with Frags. 30 munitions.
  • Unlocked by Lieutenant or captain tech as opposed to grenade package

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.

  • M4A3 Sherman Tanks can now be upgraded with Dozer Blades. This now costs 50 manpower and 20 fuel.
  • Now increases Sherman armour from 160/80 to 215/105.
  • Health increase reamins the same (640 to 720)
  • M4A3 Shermans can now fire a single WP shell at the target position for 20 munitions. Cooldown of 20 seconds.

Cover to Cover

New ability

  • Drops three smoke shells at the target position.
  • Infantry within 50m of the ability will sprint for 20 seconds after the ability is cast.

Rangers

  • Reinforce cost from 33 to 32
  • Cost from 400 to 350
  • 0.9 Damage reduction removed. Rangers were the only unit in the game with this trait.
  • Received Accuracy from 0.8 to 0.73 in compensation for the above change.
  • Now have access to Paratrooper bazookas when picking them up from weapon racks or from drops. In the live game, a UI indicator will signal this.

Calliope

  • Far AOE damage from 0.15 to 0.25
  • Cost from 380/140 to 380/115
  • Reload from 1.25 to 0.125; matches cool down;
  • AOE from 4 to 5
  • Health from 480 to 400

USF - General Faction Changes

WC 51 Dodge and M3

  • Passenger moving accuracy from 50% to 40%. Reverted from 30%.

Pathfinders

-Now start on initial cooldown.
-Cooldown from 18 to 20.
-Veterancy requirements from 340/680/1360; applies to both variants (IRPF)

Rear Echelon Troops

*Covering Fire ability has had its received accuracy penalty reduced from 1.4 to 1.15. This should make the ability more viable in certain situations.

British - Lend Lease Assault

Assault Sections

  • Gives Infantry sections the Assault Section Upgrade
  • Requires Platoon Command Post.
  • Costs 70 munitions.
  • Gives the squad 2 Thompson SMGs, Sten Guns (with Assault Engineer Grease Gun stats) No.77 White Phosphorous Grenades, and removes their Out-of-Cover penalties.
  • Grants an additional -5% Receieved Accuracy.

81mm Mortar Team

  • Available from 0CP
  • Costs 240 manpower.
  • Same mortar as the USF 81mm Mortar.

M5 Half-Track

Allows M5s Half-Tracks to be deployed at 2 Command Points. The Quad upgrade for the British m5 takes an additional 15 seconds that the Soviet version for timing reasons.

  • This unit is receiving buffs. See Soviet section below.

Crew Repair

*Identical to XXXXX Costs XXXX

M10 Achillies I

  • Can be built from the Company Command Post.
  • Same stats as the USF M10.
  • Can use Hammer and Anvil abilities

UKF general faction changes

6 Pounder

6-pounder loses its 50% accuracy bonus versus light vehicles

Universal Carrier

The Universal Carrier is having its upgrades standardized to require the Platoon Command Post. We have also increased the price of Self-Repair so snares that hit the Universal Carrier evenly trade in terms of munitions.

  • Armor from 7 to 5.8.
  • Self-Repair cost from 15 to 25. (previous vickers tech lock change reverted)

Soviet - Airbourne

Weapon Crate Drop

  • Requires 1 Command Point.
  • Drops a crate at the target position that can be picked up by infantry.
  • Grants the squad that picks it up with 4 Penal Battalion SVTs; takes up 1 weapon slot.
  • Engineer SVTs do not count as slot items; ensures the upgrade does not interfere with minesweepers or flamethrowers.
  • Penals picking up the crate replace their SVTs with six Shocktrooper PpsH-41s. Takes up one weapon slot.

DsHK Paradrop

  • Paradrop costs 125 manpower and 50 munitions
  • Available from 2 Command Points

DsHK Changes

  • Penetration from 4.5/3/1.5 to 7/6/5 (now similar to USF .50 cal)
  • Arc from 30 to 34 (reverted from 38)

Airborne Rally Point

  • Available at 2 Command Points
  • Costs 100 manpower and 15 fuel.
  • Can detect enemies in a range of 60 around it.
  • Can reinforce units in friendly territory
  • Can request a Medical Airdrop at the target position for 20 munitions.
  • When the Mechanized Armor Kampaneya is deployed, it can act as a Forward Retreat Point.
  • Has 320 Health.

Airborne Guards

  • Costs 360 manpower
  • Available from 3 CP
  • Equipped with SVTs and RGD-33 Grenade as standard
  • Can upgrade in neutral or enemy territory.
  • Veterancy 1 ability “IL-2 Suppression Strafe”: Calls in an airstrike at the target position within 40m of the Airborne squad for 60 munitions. Low damage, but will pin most targets. Shares a global cooldown

Upgrade route 1 - DP28s

  • Can be equipped with 3 DP 28s for 100 munitions.
  • DP-28 Upgrade provides Fire Superiority; same ability as Cavalry Riflemen Covering Fire.

Upgrade Route 2 - PPSH

  • Can also be upgraded with PPSh-41s for free; grants access to smoke grenade and equips the full squad with the Shocktrooper PPSh-41s.

IL-2 Rocket Strafe

  • Requires 10 Command Points.
  • Costs 100 munitions
  • Barrages the area with P-47 rockets. Effective against vehicles.

Soviets - General faction changes

Conscripts

To improve the performance of Conscripts, while retaining their role as utility infantry that excel at shielding 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 help fresh Conscript squads gain veterancy.

  • New squad upgrade available after the Mechanized Armor Kampaneya is deployed.
  • Mobilized Reserves: Increases squad size by 1, reduces squad reinforce cost to 17 and increases veterancy gain by 20%. Takes up one weapon slot. Costs 50 munitions.
  • When upgraded with Mobilize Reserves, weapon cooldown and reload on Mosin Nagant rifles is reduced by 50% when in cover.

Range Numbers: 0/10/20/30/35
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

Conscript AT Grenade Package
Fuel cost from 25 to 10.

M1910 Maxim

In order to increase the general viability of Maxims, without promoting Maxim spam, we are increasing suppression when using the Sustained Fire ability.

The following change is intended to allow the Maxim to better suppress tactical control groups when the player is spotting for their Maxim and using the Sustained Fire ability in a strategic fashion.

  • Sustained Fire ability now increases suppression by 25% (increased from 15% in previous version). This will be adjusted as necessary.

M-42 Anti-Tank Gun

The range on canister rounds is being reduced to increase infantry-based counterplay against groups of M42 ATGs.

  • Canister range from 50 to 35.
  • Cost from 200 to 240

M5 Half-Track

The M5 is receiving a small number of changes to improve its role as a support vehicle.

  • Cost from 270/30 to 240/30
  • M2HB Quad mount moving burst from 0.5 to 0.75
  • M2HB Quad mount far accuracy from 0.1 to 0.125
  • M2HB Quad mount burst duration from 1/5 to 1.5/2
  • M2HB Quad mount Cost from 100 to 90

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.

  • Accuracy from 0.05/0.035/0.025 to 0.05/0.04/0.0375
  • Penetration from 200/190/180 to 180/170/160
  • Rotation rate from 30 to 32

M5 Assault HalfTrack

*Now available from 3 CPs, reduced from 5.
*Cost reduced to 510 Manpower and 30 fuel.

Wehrmacht - Strategic Reserves

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.

  • Target Size from 1 to 0.95
  • Veterancy 1 Received Accuracy from -10% to -6.5%.
  • Can now be upgraded with a Veteran Squad Leader for 60 munitions. Veteran squad leader increases capture and decapture rate by 20%.
  • -Adds -5% Received Accuracy to the squad.

MP40 Changes

MP 40s are also 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.

  • MP 40 Mid range cooldown from 1.25 to 1
  • MP 40 Mid accuracy from 0.24 to 0.375
  • MP40 reload frequency from 4/5 to 6
  • MP40 reload from 2.8/3.5 to 2.8

Radio Bunker - Replaced With Observation 251 Upgrade

Due to feedback, we have replaced the Observation Bunker with a mobile unit that better meshes with the theme of the commander.

  • Replaces Observation Bunker.
  • All non-upgraded 251 Half-tracks can deploy as a Mobile Observation Post; disables weapons and movement. Unit is granted camouflage and access to special abilities. Detected when within 20m of the enemy.
  • Auto-detects nearby units within 60m when deployed.
  • Can launch Artillery Flares when deployed.
  • Requires 3 command points.

Breakthrough Equipment

  • Panzergrenadiers can throw Smoke Grenades. Smoke grenades gain +25% range at veterancy 3 and share a cooldown with Bundle Grenade.
  • Pioneers can be upgraded to Destroy Cover for 30 munitions; same as Royal Engineers. Also increases repair speed by 0.3.
  • Pioneers can also throw satchel charges

Panzer IV J

  • Gives Ostheer access OKW Panzer IV J
  • Available from the HQ; requires either the Support Armor Korp or the Heavy Panzer Korps.

Tiger Ace

The Tiger Ace has undergone a rework with the intention to make it a less controversial unit. The following changes should make it less frustrating to both play with and against.

In-line with the OKW changes and to allow players to be rewarded for teching, the Tiger Ace has been placed at the end of the Ostheer tech tree.

Tiger Ace

  • CP requirement removed.
  • Now requires Heavy Panzer Korps before it can be called in.
  • Cooldown now starts upon unit's destruction
  • No longer reduces income.
  • Tiger Ace still retains its 1280HP and 2x DPS on coaxial MG over Tiger
  • Now starts at veterancy 1.
  • Sight from 50 to 35.
  • Has 10% increased accuracy over the regular Tiger.
  • Now has access to Spearhead ability at veterancy 1 in addition to Blitzkrieg; similar to King Tiger's ability.
  • Has access to Emergency Repairs ability; same as OKW Elite Armor.
  • CP requirement from 17 to 15
  • Population from 26 to 24
  • Cost from 800/150 to 800/250
  • Limited 1 time call-in removed.

Wehrmacht - General faction changes

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.

  • Reload Frequency from 5 to 7
  • Scatter from 7.1 to 5.25
  • Cooldown from 0.5/0.7 to 0.35
  • Scatter offset to 0
  • Minimum range removed.
  • AA chance from 17% to 24%
  • Veterancy 2 AA chance from 24% to 40%
  • AOE can now only hit two models max per squad.

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.

  • Now available from the HQ after Battle Phase 1
  • Population from 9 to 8
  • Infantry Doctrine Combined Arms now a veterancy 1 passive. Medkits removed.
  • Combined Arms ability now triggers when near allied vehicles.
  • Veterancy 2 now adds +16.7% weapon accuracy.
  • Veterancy 3 accuracy bonus from +40% to +20%. (note that split accuracy vet still results in total of +40% (current value) at vet 3
  • G43 upgrade cost from 60 to 25.
  • Reinforce time from 8.5 to 7.
  • Build time from 34 to 28.

250 Ht Mechanized Grenadier Group

*Now available from 2CP, was previously 3 Cp

250 Ht Panzergrenadier Group

*Now available from 2CP, was previously 3 Cp

OKW - Grand Offensive

Panzerfusilliers

  • Now cost 280 MP
  • Now available at 0 CPs from the Regimental Headquarters.
  • Flare cost reduced from 45 to 35
  • Initial squad size from 6 to 5.
  • Grenade AOE distance from 0.75/1.5/2.25 to 1/2/3.
  • Timed ‘Sprint’ ability replaces Passive Sprint at veterancy 5. Requires veterancy 5. Sprint lasts for 5 seconds

Upgrade route 1 - Panzershrecks

  • Can be upgraded with two Panzerschrecks for 120 munitions. Grants the ability to plant Teller mines, but disables ATG Grenades. Locks out G43s.
  • Requires converted headquarters

_Upgrade route 2 - Recon Package (G43s) _

  • Recon package now increases squad size from 5 to 6.
  • Now takes up 1 weapon slot. Previously took no slots.
  • Requires converted headquarters

Infrared STG 44 package

  • Infrared STG 44 package for Obersoldaten

Stuka Smoke Drop

  • Identical to OKW Luftwaffe doctrine ability

Panzer Commander
-Ability identical to Elite Armour doctrine

Panzer VI Tiger

  • Command Tiger now available as a call-in at 0 CP, but requires an operational Schwerer Panzer HQ on the field.
  • Costs 630 Manpower and 230 fuel
  • Veterancy 1: Command Tiger ability. Costs 15 munitions. Reduces the reload of vehicles by 20% and the received accuracy of vehicles by 20%. Does not affect the Tiger. During this ability, the tank will have reduced combat performance. Increases the Tiger's reload time by 20% and reduces accuracy by 20%.
  • Veterancy 2: +5 range, +20% accuracy; Command Tiger ability now -affects vehicles.
  • Veterancy 3:-20% scatter, -30% reload
  • Veterancy 4: Combat Blitz
  • Veterancy 5:+20% rotation, +20% speed, +20% ac/de-cel
  • OKW Tiger uses OKW Combat Blitz ability

OKW General Faction Changes

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 liabilities.

  • Rotation from 40 to 46
  • Speed from 7 to 7.6
  • Now gains shared veterancy

le.IG 18
We have reduced the significant veterancy requirements on the le.IG to match its current performance.

Veterancy rate from 840/1680/3360/4480/5600 to 560/1020/2040/3060/3825

General Game Changes

*Booby traps of all varieties can now be placed on VPs.

Note

This mod is a fair bit more complicated under the hood than a standard tuning pack. Some of the work we've had to has affected the ai, and other core functions.

To quote one of our illustrious modders;

"We're doing a lot of dynamic replacement of starting buildings. Soviet, Ostheer, and OKW can be made to use the config to replace the buildings that might be able to help with AI. Any army with a stamp based base, i.e. US and Brits can't be properly overridden this way because we can't have custom stamps in wincondition packs. Since an entity spawns the stamp, the spawned entities of the stamp can't be replaced "Properly" so all is done in runtime."

For now at least the AI won't work properly, but we're testing out this fix.

In the meantime, try to arrange games with other players through the Discord channel: https://discord.gg/mRYSckX

Comments

  • #2
    5 years ago
    Andy_REAndy_RE Posts: 299 admin

    Version 2.0 changes

    Up to date master notes will be posted soon.

    USF

    Rear Echelon Rifle Grenade
    -Now takes up one weapon slot.
    -Fixed a bug where the weapon was not mutually exclusive with minesweepers.
    -Damage modifier against heavy cover from 0.5 to 0.75.

    Dozer Blade
    -Now Renamed Urban Assault Kit
    -Provides Riflemen with Incendiary Grenades; similar to Molotovs. Shares a cooldown with Frags. 30 munitions.
    -M4A3 Shermans can now fire a single WP shell at the target position for 20 munitions.
    -Still provides the dozer blade.

    Cover to Cover
    -Replaced off map smoke with “Cover to Cover”
    -Drops a single smoke shell at the target position.
    -Infantry will sprint for 20 seconds after the ability is cast.

    Calliope
    -Reload from 1.25 to 0.125; matches cool down
    -AOE from 4 to 5

    British

    M3 Half-Track
    -Replaced M5 Halftrack
    -Still requires either AEC or Bofors upgrade, but is also available if the Company Command Post is purchased.
    -Addtional changes intended

    Crew Repair
    -Replaces Smoke Raid Operation.

    M10
    -Fixed an issue where British M10s would not benefit from Hammer Tracking.

    OKW

    **Infrared STG 44 package*
    -Assault package replaced by Infrared STG 44 package for Obersoldaten

    Panzerfusiliers
    -Cost from 250 to 280; reinforce cost unchanged.
    -G43 now takes up 1 weapon slot.
    -Flare cost from 45 to 35.

    Tiger
    -Now uses the OKW Combat Blitz ability.

    Ostheer

    Assault Grenadiers
    -Veteran squad leader increases capture and decapture rate by 20%.
    -Adds -5% Received Accuracy to the squad.

    Tiger Ace
    -Now starts at veterancy 1.

    Soviets

    Forward Rally Point
    -Fixed an issue where the Medical Crate had infinite range and no indicator radius.
    -Medical Crates will no longer inspire friendly units. Cost from 20 to 15.

    Airborne Guards
    -DP-28 Upgrade now provides Fire Superiority; same ability as Cavalry Riflemen Covering Fire.
    -Can now be upgraded with PPSh-41s for free; grants access to smoke grenade and equips the full squad with the Shocktrooper PPSh-41s.
    -Can now upgrade in neutral or enemy territory.
    -Veterancy 1 ability replaced with “IL-2 Suppression Strafe”: Calls in an airstrike at the target position within 40m of the Airborne squad for 60 munitions. Low damage, but will pin most targets. Share a global cooldown.
    -Added RGD-33 Grenade; Smoke Grenade locked behind PPSh-41.

    Veterancy Changes
    Veterancy 1: IL-2 Suppression Strafe
    Veterancy 2: -29% Received Accuracy, Self-Healing when out of combat, -25% Weapon Cooldown
    Veterancy 3: +30% Weapon Accuracy, -20% Ability Recharge

    IL-2 Rocket Strafe
    -Damage against vehicles from 120 to 140.
    -AOE damage profile against buildings reduced to SCAS Strafe level.
    -Damage against non-vehicle targets from 120 to 20.

  • #3
    5 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited April 2019

    Version 3.0 changes.

    Wehrmacht

    Breakthrough Equipment
    -Panzergrenadier Satchel Charge removed; replaced by Model 24 Smoke Grenades. Smoke grenade
    gain +25% range at veterancy 3 and share a cooldown with Bundle Grenade.
    -Satchel Charge added to Pioneer Support Package.

    Panzer IV H
    -Panzer IV H now available from the HQ; requires either the Support Armor Korp or the Heavy Panzer Korps.

    Forward Supply Station
    -Replaces Radio Intercept
    -Allows conversion of structures for 250 manpower and 30 fuel; adds 6 repair pioneers to converted building and allows infantry to reinforce.
    -Requires 1 CP

    OKW

    Panzer Commander
    Due to recent feedback, we are replacing STG 44 package with Panzer Commander.
    -Infrared STG 44s now replaced with Panzer Commander; this ability affects the Tiger.

    Tiger
    -Now requires all trucks converted to be called-in; same as the King Tiger.

    Soviets

    Airborne Guards
    The strafe ability was never intended to be a powerful damage dealer, instead it was meant to be a potent suppression tool that can be quickly called in to halt advancing infantry. Adjustments have been made to heavily reduce its damage.

    Oorah has also been removed from the Airborne Guards due to their access to either Smoke or Fire Superiority when appropriately upgraded.

    -Veterancy 1 Strafe damage from 5 to 2.
    -AOE from 6 to 5
    -Strafe AOE distance from 1/1/1 to 0/1/3
    -Strafe AOE damage distance from 1/1/1 to 1/0.5/0.3
    -Orrah removed.

    IL-2 Rocket Strafe
    -Damage from 120 to 160 versus vehicles.
    -Building AOE damage from 1/1/1 to 0.25/0.001/0.0005 (this will be adjusted, values are temporary to stop ability from hard countering buildings)

    Bug Fixes

    -Fixed a bug where the wrong weapon was used on the IL-2 Strafe Rocket Strafe.
    -Fixed a bug were Infantry Section reinforce cost was set to 35.
    -Fixed a bug where the Forward Assembly could not be upgraded with the Forward Retreat Point
    upgrade.
    -Fixed a bug where Airborne Guards’ Suppression Strafe did not require veterancy 1.
    -Fixed a bug where the British M10’s Prioritize Vehicle ability did not function.
    -Fixed a bug where the Tiger Ace’s Prioritize Vehicle ability did not function when in Spearhead mode.
    -Fixed an issue where the Command Tiger ability failed to trigger

  • #4
    5 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited April 2019

    Version 4.0 changes

    USF

    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

    Soviets

    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.

    OKW

    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.

    Wehrmacht

    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.

    Wehrmacht Core Unit Changes

    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.

  • #5
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited April 2019

    Version 5.0 changes

    USF

    Dozer Blade
    The dozer blade will now increase armor to be in-line with tanks such as the Sherman 105.

    -Now increases Sherman armour from 160/80 to 215/105.

    M4 White Phosphorous Shells
    -Ability recharge from 10 to 20.

    Rangers
    To create uniformity amongst elite USF infantry, we are allowing Rangers to pick-up more potent bazookas.
    -Now have access to Paratrooper bazookas when picking them up from weapon racks or from drops.

    British

    81mm Mortar
    The CP requirement of the mortar is being removed to match the arrival of its counterparts.
    -CP requirement from 1 to 0.

    m5 Half Track
    This unit is receiving buffs. See Soviet section below.

    6 Pounder ATG
    With Sappers being equipped with anti-vehicle snares, the 6 Pounder no longer requires its bonus against light vehicles.
    -Bonus accuracy of+50% removed against light vehicles.

    Wehrmacht

    Radio Bunker
    With recent feedback, we are lowering the cost of the bunker and giving the bunker camouflage to make it difficult to detect.

    -Cost from 300 to 200.
    -Health from 960 to 480.
    -Is automatically camouflaged until units are within 20m of the bunker after being constructed.

    OKW

    Infrared StG 44

    -Replaces Tactical Movement. This ability is more appropriate than in previous iterations due to the Tiger being behind tier 4.It should also allow this doctrine to field a variety of viable infantry compositions.

    Panzerfusiliers
    -Timed ‘Sprint’ ability replaces Passive Sprint at veterancy 5. Requires veterancy 5. Sprint lasts for 5 seconds

    Soviets

    Weapon Crate
    The crate has been modified to benefit additional Soviet unit types.

    -Engineer SVTs do not count as slot items; ensures the upgrade does not interfere with minesweepers or flamethrowers.
    -Previously undocumented change: Penals picking up the crate replace their SVTs with Shocktrooper PpsH-41s. Takes up one weapon slot.

    GENERAL FACTION CHANGES

    Soviet General Faction Changes

    Conscripts
    To improve the performance of Conscripts, while retaining their role as utility infantry that excel at shielding 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 help fresh Conscript squads gain veterancy.

    -New squad upgrade available after the Mechanized Armor Kampaneya is deployed.
    -Mobilized Reserves: Increases squad size by 1, reduces squad reinforce cost to 17 and increases veterancy gain by 20%. Takes up one weapon slot. Costs 50 munitions.

    Conscript AT Grenade Package
    -Fuel cost from 25 to 10.

    M5 Half-Track
    The M5 is receiving a small number of changes to improve its role as a support vehicle.

    -Cost from 270/30 to 240/30
    -M2HB Quad mount moving burst from 0.5 to 0.75
    -M2HB Quad mount far accuracy from 0.1 to 0.125
    -M2HB Quad mount burst duration from 1/5 to 1.5/2
    -M2HB Quad mount Cost from 100 to 90

    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.

    -Accuracy from 0.05/0.035/0.025 to 0.05/0.04/0.0375
    -Penetration from 200/190/180 to 180/170/160
    -Rotation rate from 30 to 32

    M42 45mm Anti-Tank Gun
    The range on canister rounds is being reduced to increase infantry-based counterplay against groups of M42 ATGs.
    -Canister range from 50 to 30.

    OKW General Faction Changes

    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 liabilities.

    -Rotation from 40 to 46
    -Speed from 7 to 7.6
    -Now gains shared veterancy

    le.IG 18
    We have reduced the significant veterancy requirements on the le.IG to match its current performance.
    -Veterancy rate from 840/1680/3360/4480/5600 to 560/1020/2040/3060/3825

    Wehrmacht General Faction Balance Adjustments in relation to Version 4.0

    Ostwind
    Due to the tank’s increased rate of fire, we are capping the tank’s AOE to lower its impact against grouped up infantry.
    -AOE can now only hit two models max per squad.

    Panzergrenadiers
    A small change to the unit meant to allow Panzergrenadiers return to the field more quickly after engagements.

    -Reinforce time from 8.5 to 7.
    -Build time from 34 to 28.

  • #6
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited April 2019

    Version 6.0 changes

    USF

    Dozer Blade
    -Cost from 70 munitions to 50 manpower and 20 fuel.

    Urban Assault Packages
    -Incendiary Device ability now requires an officer to be deployed rather than Grenade tech.
    -Rifle Grenades now gain penalties to scatter when the squad is suppressed.

    Calliope
    -Health from 480 to 400.

    Rangers
    -Added a UI indicator to state the unit receives stronger bazookas; will be added to Paratroopers in the final release.

    Soviets - General faction changes

    Conscripts

    We are adjusting the upgrade to reinforce the role of Conscripts to fight from defensive positions to wear down the enemy through attrition.

    -When upgraded with Mobilize Reserves, weapon cooldown and reload on Mosin Nagant rifles is reduced by 50% when in cover.

    Numbers: 0/10/20/30/35
    Conscript Rifle: 3.61/2.6/1.98/1.346/1.0
    Conscript Rifle in Cover: 4.149/3.1/2.41/1.71/1.37

    If this proves to be too strong, we will adjust accordingly.

    M-42 Anti-Tank Gun

    We are boosting the M42’s range back up to match the range of infantry small-arms with slight compensation to its performance when camouflauged.

    -Canister range from 30 to 35.
    -First-strike bonus from camouflage now lasts for two shots; unit is still revealed after the first shot.

    Wehrmacht

    Radio Bunker
    -Can no longer be garrisoned.

    To smooth out some of the scaling for Panzergrenadiers, we are splitting their accuracy modifiers between veterancy 2 and 3. Accuracy remains relatively same at veterancy 3.

    Wehrmacht - General faction changes

    Panzergrenadiers
    -Combined Arms ability now triggers when near allied vehicle.
    -Veterancy 2 now adds +16.7% weapon accuracy.
    -Veterancy 3 accuracy bonus from +40% to +20%.

    Ostwind
    The Ostwind is having its rate of fire slightly lowered to lessen its lethality.

    -Cooldown from 0.25 to 0.35.

    OKW

    Tiger

    -Command Tiger penalty from -40% reload and -30 accuracy to -20% reload and -20% accuracy.
    -Vet 4 and 5 requirements significantly reduced

    Bugs

    -Fixed an issue where Conscript Tank Hunter Package abilities were unavailable.
    -Fixed an issue where the SU-76 hold fire did not work.
    -Fixed an issue where Rangers would pickup a regular bazooka in-addittion to a paratrooper bazooka.

  • #7
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited April 2019

    Version 7.0 changes

    USF - General Faction Changes

    WC 51 Dodge and M3

    -Passenger moving accuracy from 50% to 30%.

    Brits - General Faction Changes

    Universal Carrier

    The Universal Carrier is having its upgrades standardized to require the Platoon Command Post. We have also increased the price of Self-Repair so snares that hit the Universal Carrier evenly trade in terms of munitions.

    -Vickers K Upgrade now requires Platoon Command Post
    -Self-Repair cost from 15 to 25.

    Soviets - General faction changes

    Conscripts

    7 man Cons were too potent, previously beating upgraded Grens at all ranges, especially in cover duels.

    -Cover bonus to cooldown and reload from 50% to 30%.

    -New DPS at ranges 0/10/20/30/35: 3.91/2.87/2.21/1.54/1.22

    M1910 Maxim

    In order to increase the general viability of Maxims, without promoting Maxim spam, we are increasing suppression when using the Sustained Fire ability.

    The following change is intended to allow the Maxim to better suppress tactical control groups when the player is spotting for their Maxim and using the Sustained Fire ability in a strategic fashion.

    -Sustained Fire ability now increases suppression by 15%. This will be adjusted as necessary,

    M-42 Anti-Tank Gun

    Given the recent updates to the M-42, we have adjusted its costs to better reflect its current performance.

    -Cost from 200 to 240
    -Reverted boost to first-strike bonus.

    Wehrmacht

    Radio Bunker - Replaced With Observation 251 Upgrade

    Due to feedback, we have replaced the Observation Bunker with a mobile unit that better meshes with the theme of the commander.

    -Replace Observation Bunker.
    -All non-upgraded 251 Half-tracks can deploy as a Mobile Observation Post; disables weapons and movement. Unit is granted camouflage and access to special abilities. Detected when within 20m of the enemy.
    -Auto-detects nearby units within 60m when deployed.
    -Can launch Artillery Flares when deployed.
    -Requires 3 command points.

    Tiger Ace

    In-line with the OKW changes and to allow players to be rewarded for teching, the Tiger Ace has been placed at the end of the Ostheer tech tree.

    -CP requirement removed.
    -Now requires Heavy Panzer Korps before it can be called in.

    • Cooldown now starts upon unit's destruction

    OKW

    Panzer VI Tiger

    We have re-shuffled the OKW Tiger’s veterancy around to distinguish itself from its Ostheer counterpart which focuses more on its aura support ability over raw combat potential.

    -Veterancy 1: Command Tiger ability
    -Veterancy 2: +5 range, +20% accuracy; Command Tiger ability now -affects vehicles.
    -Veterancy 3:-20% scatter, -30% reload
    -Veterancy 4: Combat Blitz
    -Veterancy 5:+20% rotation, +20% speed, +20% ac/de-cel

    -Command Tiger ability cost from 25 to 15.

    Bug Fixes

    -Sherman White Phosphorous shell from G to W on classic hotkeys.
    -Tiger Ace for Elite troops should now be available once again.

  • #8
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited May 2019

    Version 8.0 Changes

    USF

    Pathfinders

    -Now start on initial cooldown.
    -Cooldown from 18 to 20.
    -Veterancy requirements from 340/680/1360; applies to both variants (IRPF)

    British

    Universal Carrier

    -Reverted Vickers K tech lock change.
    -Armor from 7 to 5.8.

    Soviets

    1910 Maxim

    -Sustained Fire suppression bonus from 15% to 25%.

    Bug Fixes

    -Engineers can once again build B4 Howitzers
    -Fixed an issue where the 251 could be upgraded with flamethrowers when acting as an observation post.
    -Fixed an issue where the Bofors could not kill aircraft. Chance to down planes is set to 10% per round.

    Observer Mode Update

    Mod team has added observer mode functionality in preparation for this weekend's King of The Hill special

    • Added "New Commanders Tournament (VPC)" mode which uses a dummy commander pick to fix observer bug.
    • Both players will need to select a dummy commander as soon as the game starts. They will then be able to select new commanders.
  • #9
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited May 2019

    UPDATE - May 9th

    The commander update is now considered feature complete. There will be no further iteration mods.

    There will be minor changes to values and balance items, but the final update will very closely reflect the finalized notes posted at the top of this page.

    We are now working on creating the live build.

    We do not have a hard release date for this update just yet, as creating the build and is a variable process.

    However, we are aiming to release this update towards the end of May, or early June.

    A major thanks to everyone who has voted, playtested, or given feedback during this process. It has all helped shape what we feel will be an awesome update for the game.

    Thanks all

  • #10
    4 years ago
    Andy_REAndy_RE Posts: 299 admin

    UPDATE - June 5th

    A quick heads up that we are now looking to release this patch next week (beginning the 10th of June)

    It's taken slightly longer than anticipated to implement certain items, and bugfix the update.

    Sorry for the slight delay, but not long to go :)

  • #11
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited August 2019

    SEPTEMBER 2019 PATCH PREVIEW

    To get this mod, head here:

    https://steamcommunity.com/sharedfiles/filedetails/?id=1834662479

    Game wide changes for all factions

    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:

    • Heavy call-in tanks will now require a reduced amount of CPs but require certain in order to be called in. This includes: IS-2, KV-2, Command Panther, Sturmtiger, Tiger, Pershing, Churchill Crocodile and Churchill AVRE.
    • Call-in requirements for the heavy tank destroyers Elefant, Jagdtiger and ISU-152 remain at their old values but now also require end tier tech.
    • The majority of heavy tanks have had their AOE values standardized to deal more reliable damage to infantry. There has also been additional rebalancing for other heavies.

    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.

    • All medics now sprint towards wounded infantry models
    • Medic chase range standardized to 20 for all base and forward structures
    • USF Ambulance medic and UKF glider medic squads now have a timed area of effect heal ability that automatically heals squads around them when activated.

    OKW

    Teching & Faction changes

    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

    • Starting manpower reserves from 340 to 320
    • Starting fuel from 5 to 10
    • SWS truck cost from 100/15 to 70/15
    • Additionally, the cost of Volksgrenadier squads will be slightly increased (see below)

    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.

    • Cost from 200MP/120 to 100/80; unlocks Obersoldaten and the doctrinal Hetzer; Obersoldaten upgrades locked behind Panzer Authorization.
    • Can now be upgraded with ‘Panzer Authorization’ for 100 manpower and 40 fuel. Unlocks Jagdpanzer IV, Panzer IV Ausf. J, and Panzer V Panther as well as the doctrinal Flakpanzer IV Ostwind. Also unlocks Obersoldaten weapon upgrades.
    • Flak gun disabled until the Panzer Authorization upgrade is purchased.
    • Panzer Authorization must be repurchased if the Panzer HQ is destroyed and is required for all heavy tank call-ins.

    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.

    • Manpower cost from 250 to 260
    • Reinforcement cost unchanged.

    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.

    • Veterancy requirements from 580/1160/2320/2900/3770 to 480/960/1920/2600/3150
    • Veterancy 4 accuracy bonus moved to veterancy 3.
    • Veterancy 3 construction bonuses moved to veterancy 4
    • Concussion Grenade ability now requires to Veterancy 1 rather than Veterancy 3

    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.

    • Veterancy requirements from 400/800/1600/2132/2666 to 360/720/1440/1918/2400

    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.

    • Health from 240 to 192
    • Received damage modifier of 0.8 added.
    • This will decrease repair times, without changing the durability of the unit (which is still 192/0.8=240 effective hitpoints).

    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.

    • Range from 50 to 55.
    • Crew size from 4 to 5.
    • Camouflage ability now locks the unit in place unless revealed. Cannot move, but can rotate.
    • Requires veterancy 1 for camouflage.
    • Retreat function removed.

    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.

    • Fuel cost from 55 to 50
    • Veterancy 5 bonuses moves to veterancy 3
    • Veterancy 3 and 4 bonuses have been moved to veterancy 4 and 5 respectively.

    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.

    • AOE distance from 1/2/3 to 0/1/4
    • AOE damage from 1/0.35/0.05 to 0.75/0.25/0.125
    • Scatter angle from 7.5 to 5.
    • Spearhead to veterancy 1, Combat Blitz to veterancy 3
    • Veterancy requirements from 4040/8080/16160/20200/26866 to 3630/7260/14560/18928/24606

    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.

    • Requirement from 3 CP to 1 CP
    • Now has access to Ambulance healing ability
    • Acceleration from 1.5 to 3.
    • Rotation from 30 to 38
    • Fuel cost from 25 to 20

    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.

    • Incendiary scatter angle from 8 to 7.
    • Incendiary scatter max from 10 to 8.
    • Incendiary reload from 2.3/3.6 to 0.75/1
    • Incendiary shell garrison damage modifier from 0.5 to 0.75; only affects impact damage
    • Flame DOT changed from 1 to 2

    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.

    • Veterancy requirements from 1560/3120/6240/7800/10375 to 1377/2754/5508/7020/9337

    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.

    • Must now be planted by Volksgrenadiers, Sturmpioneers, Obersoldaten, and Jaeger Light Infantry.
    • No cost. Can be planted on territory captured by allied players.
    • Takes 7 seconds to plant.

    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.

    • Added 1.2 movement speed for infantry during ability.
    • Cost from 25 to 40.

    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.

    • CP requirement to 9 CP. Requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in.
    • Sight range from 55 to 50
    • Cost from 560MP/225 to 520MP/200
    • Aura sight bonus from 20 to 15

    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.

    • Cost from 15 to 20

    Sturmtiger

    • The Sturmtiger will now require a fully operational Schwerer Panzer Headquarters in order to be deployed.
    • CP requirement to 8 CP. Now requires an operational Schwerer Panzer HQ upgraded with Panzer Authorization to be called in.

    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.

    • Deployment cost from 380 to 320.
    • Now drops in with Grenadier Kar98ks.
    • CP requirement from 3 to 2
    • Can now be upgraded with 2 FG 42s for free.
    • Can upgrade a 2nd pair of FG 42s. For 60 munitions after the Schwere Panzer Headquarters is deployed.
    • FG 42 Mid range from 16 to 21.
    • FG 42 Rate of fire from 6 to 7.
    • FG 42 far cooldown from 2 to 1.35
    • Veterancy 3 accuracy accuracy from 1.15 to 1.3.
    • Veterancy 5 accuracy bonus to +50% First-Strike Bonus.

    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.

    • Sector AI plane suppression from 0.25 to 0.0125
    • Nearby suppression radius from 20 to 12

    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.

    • Ability is no longer bound to one specific resource sector.
    • Can now be targeted on any location with sight; except base sectors.
    • Now drops 20 artillery shells over a 50m radius following up by 15 smoke shells in a 40m radius.

    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.

    • Target size from 1 to 0.91
    • Passive aura removed
    • Retreat on Offizier model death removed
    • CP Requirement from 1 to 2; matches other officer units

    Veterancy:

    • Veterancy 1: Reduces ability cost by 10 munitions.
    • Veterancy 2: Increases squad size to 5, +10 to ability range
    • Veterancy 3: +40% accuracy
    • Veterancy 4: -29% Received Accuracy
    • Veterancy 5: Offizier switches to an StG 44 (Panzergrenadier variant)
    • Gains shared 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.

    • AOE distance from 1/1.75/2.625 to 0.25/1/3.5
    • AOE damage from 1/0.15/0.05 to 1/0.25/0.1
    • Scatter angle from 7.5 to 4.75.
    • Veterancy requirements from 3440/6880/13760/17406/20259 to 3090/6180/12360/15400/18150

    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.

    • Thorough Salvage time from 20s to 11s

    UKF

    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.

    • Accuracy from 0.598/0.564/0.529 to 0.676/0.637/0.598
    • Lee Enfield Damage from 16 to 14
    • Received Accuracy from 0.8 to 0.9
    • Squad models gain 0.89 Received Accuracy when in cover. Restores original value of 0.8
    • Assault Tommy Upgrade removes the cover bonus and grants it as a passive instead; Upgraded Received Accuracy Bonus from 0.95 to 0.8444.
    • Pyrotechnics Supplies upgrade sight range from 50 to 42

    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.

    • Suppression per bullet from 0.00785 to 0.008

    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.

    • Ready aim-time from 1.5 to 1.
    • Wind down increased from 4 to 4.5.

    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.

    • Manpower cost from 500 to 480
    • Scatter from 7.5 to 5.5
    • AOE damage from 1/0.4/0.2 to 0.75/0.4/0.175
    • AOE distance from 0.25/1/1.5 to 0/0.75/2.5
    • Veterancy 3 now adds -20% to reload speed.
    • Now has Heavy Crush

    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.

    • Acceleration from 2.6 to 3
    • Target size from 22 to 20

    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.

    • Cost from 440MP/155 to 440MP/145
    • 60-Pound Tulip Rockets upgrade cost from 50 to 30; firing cost remains the same.

    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:

    • Population from 16 to 18.
    • Grenade ability moved from veterancy 0 to veterancy 1.

    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.

    • Deconstruct Emplacement ability added to Royal Engineers
    • Ability does not refund any resources

    Churchill Crocodile / Churchill AVRE

    • Both the Churchill Crocodile and the Churchill AVRE now require end stage tech in order to be deployed.
    • CP requirement to 9 CP. Now requires either Anvil Tactics or Hammer Tactics to be called in

    USF

    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.

    • Fuel cost from 140 to 145

    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.

    • Auto-fire reload from 2.75/2.9 to 3.5/3.65
    • HE barrage recharge from 75 to 55
    • Smoke barrage recharge from 60 to 45

    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.

    • Auto-fire scatter from 6 to 8.5
    • HE, HEAT, and WHite Phosphorous barrage recharge time from 60 to 50.

    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.

    • Damage over-time frequency from 0.2 to 0.6

    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.

    • Now requires Major tech. CP requirement to 9 CPs.
    • Armour from 300 to 270
    • Health from 800 to 960
    • AOE distance from 0.75/1.5/2.25 to 0/1.25/3.25
    • AOE damage from 1/0.4/0.2 to 0.75/0.35/0.2
    • Veterancy 3 reload from -50% to -30%

    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.

    • Final 3 shells no longer scatter.

    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.

    • ‘Fire Up!’ ability: exhaustion debuff removed
    • Riflemen Flares have been merged with Flamethrower slot
    • Riflemen Field Defenses added to the doctrine.

    Riflemen Field Defenses

    • Riflemen will now be able to plant mines slightly faster.
    • M6 Mine max number of engineers from 2 to 4

    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.

    • Paratrooper Timed Demolition Charges are now guaranteed to destroy abandoned team weapons
    • Target size from 1.0 to 0.95
    • Adjusted veterancy 3 received accuracy bonus accordingly, from -29% to -25.3%

    Ostheer

    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.

    • Minesweeper upgrade now gives extra 0.3 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.

    • Counter Barrage range from 80 to 100

    Sd.Kfz. 222

    The coaxial machine gun of the 222 will receive the same penetration values as the OKW Sd.Kfz. 221/223.

    • Coaxial MG penetration from 1/1/1 to 1.3/1.2/1.1

    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.

    • Sight range from 35 to 42
    • Flame Projectors upgrade reduces sight range back to 35
    • Infantry squads that are garrisoned inside the halftrack’s hold will heal 0.25 health per second. Healing is disabled when the halftrack is in combat.
    • Sight range multiplier from the Spotting Scope upgrade has been reduced to 1.667 when not upgraded with Flame Projectors.

    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.

    • G43 Mid accuracy from 0.624 to 0.65.
    • G43 far accuracy from 0.564 to 0.61.
    • G43 Far cooldown from 1.5 to 1.
    • G43 Far aim time from 3 to 2.75.
    • Cost returned to 60.

    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.

    • Bunker MG sight bonus from 25 to 5. (total sight reduced from 55 to 40)

    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.

    • CP requirement to 9. Now requires Battlephase 3 researched to be deployed.
    • AOE distance from 1/1.75/2.625 to 0.25/1/3.5
    • AOE damage from 1/0.15/0.05 to 1/0.25/0.1
    • Scatter angle from 7.5 to 4.75.
    • Veterancy requirements from 3440/6880/13760 to 3090/6180/12360

    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.

    • 1.5 delay before effects activate.

    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.

    • Manpower cost from 450 to 400

    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.

    • CP requirement to 7 CP. Now requires either Support Armor Korps or Heavy Panzer Korps built in order to be deployed.
    • Fuel cost from 125 to 120
    • Aura damage reduction modifier from 0.8 to 0.9, as was previously intended.

    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.

    • StuG III ausf. E. and and StuG III ausf G “Target Weak Point” renamed to “HEAT Shell’’
    • Sd.Kfz. 234/2 Puma’s ‘Target Weak Point’ replaced with OKW Puma ’Aimed Shot’ ability.

    Soviets

    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.

    • Fuel cost from 20 to 10

    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.

    • Nearby suppression radius from 13 to 15
    • Nearby suppression multiplier from 1 to 1.1

    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.

    • Now requires Tankoviy Battalion Command (tier 3) and both AT Grenades and Molotovs researched.
    • OR Mechanized Armor Kampaneya (Tier 4).

    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.

    • Minesweeper upgrade now gives extra 0.3 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.

    • HE Barrage AOE damage from 1/0.15/0.125
    • HE Barrage AOE distance from 1.5/3/4.5 to 0/3/5

    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.

    • Guards ‘Hit The Dirt!’ ability renamed to ‘Firing Positions’

    Conscript Assault Package

    • Doctrinal PPSh-41 upgrade for Conscripts has been changed to be available earlier.
    • CP requirement changed from 3 to 2

    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.

    • Frag and smoke cooldown from 20 to 28

    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.

    • Added Hulldown mode for veterancy 1
    • Hulldown grants -15% reload time, and -20% received damage
    • Increased performance on the hull and coaxial machine guns to match those of the T-34/76

    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.

    • CP requirement to 10. Now requires Mechanized Armor Kampenya to be deployed.
    • Scatter from 7.5 to 5.75
    • AOE from 4 to 5
    • AOE distance from 1/2/3 to 0.25/1/3.5
    • AOE damage from 1/0.35/1 to 1/0.35/0.135
    • Fragmentation shell replaces veterancy 1 ‘Capture Point’ ability. Range 40.
    • 45 Munitions
      - AOE of 8.
      - AOE damage 1/0.5/0.3
      - AOE distance 0.15/2/8
      - Deals 120 damage
      - Deals a mini-stun critical to vehicles on hit or deflection.

    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.

    • Sight from 35 to 42
    • Capture/Decapture rate from 1 to 1.25.
    • +50% first-strike accuracy modifier at veterancy 2 when attacking from stealth.
    • Veterancy 1 now gives a Concussive Trap ability that can be planted on captured territory points. 15 munitions. Temporarily stuns an enemy squad that enters the capture circle.

    Partisan Tank Hunters

    Reinforcement cost and timing reduced to match those of anti-infantry Partisans.

    • Partisans reinforce cost from 33 to 26.
    • AT Partisan reinforce time from 7 to 5.

    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.

    • CP requirement to 10 CP. Now requires Mechanized Armor Kampenya.

    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.

    • Tank Traps and PMD Mines abilities have been merged.
    • Anti-Tank Overwatch ability has been added.
  • #12
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited August 2019

    SEPTEMBER 2019 PATCH PREVIEW - Version 1.1 Changes

    Bug fixing to address collision and hitbox issues.

    USF

    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.

    • Near range from 3 to 6

    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.

    • Damage from 10 to 8
    • Accuracy from 0.403/0.288/0.23 to 0.51/0.3456/0.276
  • #13
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited September 2019

    SEPTEMBER 2019 PATCH PREVIEW - Version 1.2 Changes

    August 22nd 2019

    OKW

    Starting Resources

    We will be closely monitoring how the following change affect line infantry, including Panzerfusilliers, who will probably receive a cost reduction in the next version given their lower effectiveness in the early game.

    • Manpower further reduced from 320 to 300.

    Fallschirmjäger

    • Now drops in with 2 FG 42s; second set has no requirements.
    • Now gains +25% accuracy when firing from stealth.
    • Veterancy 5 provides an additional 20% bonus.

    Sturm Offizier

    • Now has access to Model 24 Smoke Grenades. 15 munitions.
    • Grenade benefits from Veterancy 1 cost reduction and Veterancy 2 ability range. -5 munition cost, +5 range.
    • Veterancy 5 now grants -25% weapon cooldown
    • Mark Target Received Accuracy penalty from 1.5 to 1.3
    • Mark Target tool-tip adjusted; ability does not boost the effectiveness of nearby enemies.

    King Tiger

    • Mid AOE distance from 1 to 1.25
    • Far AOE damage from 0.125 to 0.15

    Panzer VI Tiger (Command Tiger)

    • Far AOE damage from 0.1 to 0.75
    • Mid AOE distance from 1 to 1.5

    Raketen

    • Can Retreat once again

    Opel Blitz

    • CP requirement from 1 to 2

    Assault Artillery

    • Assault Artillery radius from 50 to 45
    • Assault Artillery shell count from 20 to 25

    Wehrmacht

    Grenadier - Experimental Change

    We think Grenadiers are in a good spot in terms of their combat performance, but with only 4 models, they get wiped too easily once heavy indirect fire and big guns start roaming the battlefield. We’d like to trial a change that replaces their veterancy 3 Received Accuracy with a Damage Reduction modifier. This should help Grenadiers survive explosions damage in the late game, without really having an impact on their durability versus small arms fire.

    • Veterancy 3 -23% Received Accuracy replaced by -20% damage reduction

    Wehrmacht Tech

    Ostheer tech is more manpower demanding than other factions. The following two changes are designed to alleviate this slightly, and allow Ostheer to field key units slightly faster, particularly in the early game.

    Leichte Mechanized Kompanie

    • Manpower cost from 200 to 150

    Battle Phase 2

    Manpower cost from 200 to 150

    Command Panzer IV

    • Fuel cost from 120 to 100

    Sdf.kfz 251

    • Veterancy 1 Infantry Awareness replaced by Schu Mine. Allows the Half-track to plant a Schu Mine for 30 munitions. 10 second plant time.
    • Healing rate from 0.25 to 0.4

    Sdf.kfz 250 Mortar Halftrack

    • Incendiary Barrage now matches those fired by the LeIG. Fires 4 rounds over the target area.
    • Incendiary Barrage cost from 45 to 35.

    Panzer VI Tiger

    • Far AOE damage from 0.1 to 1.75
    • Mid AOE distance from 1 to 1.5

    Osttruppen Supply Drop

    • CP requirement from 4 to 3

    Jaeger Command Squad

    • CP requirement from 3 to 2

    USF

    Pershing

    • Far AOE damage from 0.2 to 0.225
    • Mid AOE distance from 0.35 to 0.4
    • HVAP cost from 90 to 60.

    Soviets

    Mobilize Reserves

    Seven man conscripts were proving too potent with only the Molotov and AT grenade requirements, especially in conjunction with the price reduction in Soviet Tier 2 tech, and the traditional Soviet T70 power spike at very similar timing. The following change will represent a more meaningful choice for Soviet players.

    • Mobilize reserves now costs 25 fuel and 100 Manpower to unlock
    • It still requires Molotov and AT Grenade tech, in addition to Soviet T3 being built.

    Combat Engineers

    • Mosin Nagant rifle now matches those used by Conscripts
    • Damage from 16 to 12
    • Accuracy from 0.518/0.449/0.334 to 0.757/0.660/0.557

    Airborne Guards

    • DP-28 drop rate from 0.33 to 0.1

    IS-2

    • Far AOE damage from 0.135 to 0.2
    • Mid AOE distance from 1 to 1.35
    • Fragmentation round damage mid from 0.35 to 0.5
    • Fragmentation round far damage from 0.135 to 0.2

    Partisans

    • Concussive Trap plant time from 15 to 10
    • Concussive Trap cost from 15 to 10

    Brits

    Comet

    • Far AOE damage from 0.175 to 0.2
    • AOE mid distance from 0.75 to 1.15

    Advanced Emplacements Regiment

    • Forward Assembly Repair Sapper range from 30 to 20
    • Repair Sappers should no longer instantly respawn if killed
    • Advanced Fortifications upgrade cost from 70 munition to 100 manpower and 20 fuel

    Bofors

    • Rate of fire from 4 to 2
    • Reload time from 1.5/2 to 1
    • Reload frequency from 1 to 2
  • #14
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited September 2019

    SEPTEMBER 2019 PATCH PREVIEW - VERSION 1.3

    This will likely be the last mod preview for this patch. The mod preview feedback has been useful, and we feel the update is in a Good Spot™. There will be some minor adjustments prior to the official release.

    We will be monitoring some of the more nuanced changes in this patch post-release. We feel certain items will be easier to assess once the update has been live, and more players are testing the changes. Problem items will be addressed in a follow-up patch.

    We are planning to release the update in approximately two weeks time.

    WEHRMACHT

    Leichte Mechanized Kompanie

    To encourage T2 strategies and reduce the power of skiping tiers, we are moving the manpower discout for Ostheer tech to the Leichte Mechanize Kompanie.

    • Manpower cost further reduced from 150 to 100

    Battlephase 2

    • Reverted manpower change from 150 back to 200

    Tiger

    The Tiger is having its AOE reduced on the outer edges to reduce it's killing power and to compensate for the tank's high accuracy against infantry.

    • Far AOE from 0.175 to 0.15
    • Far distance from 3.5 to 3

    Panzergrenadier G43

    We are reducing the cost of this upgrade to better reflect its current performance and trade-offs with the Panzergrenadier StG 44.

    • Munition cost from 60 to 50

    StuG Ausf. E

    The StuG E is being moved into tech like other call-in vehicles. We have reduced the amount of CPs to compensate to encourage teching.

    • CP requirement from 7 to 5
    • Now requires Battlephase 2

    OKW

    Starting Resources

    OKW is having some of its manpower changes reverted. The previous changes impacted their early game too much with the price increase on Volksgrenadiers.

    • Manpower changes from version 1.2 reverted from 300 to 320

    Schwerer Panzer Headquarters

    We have adjusted the cost of the Schwerer Panzer HQ to allow Obersoldaten to arrive earlier and give the unit more time to gain veterancy.

    • Initial cost from 100/80 to 100/60
    • Panzer Authorization cost from 100/40 to 100/60

    Raketenwerfer

    The Raketenwerfer is having its price increased slightly to better reflect its new performance. Population has been adjusted for the additional soldier to match other anti-tank guns and reduce the upkeep on OKW.

    • Cost from 270 to 290
    • Population from 8 to 7

    251 Flak Half-Track

    We are reducing the smoke cost on the 251 Flak Half-Track to better reflect how integral this ability is for the unit's survival.

    • Smoke cost from 35 to 25; veterancy reduces smoke cost from 25 to 15

    King Tiger

    The King Tiger is having it's fuel cost reduced to better reflect it's performance and trade-offs when compared to other heavy tanks.

    • Fuel cost from 280 to 270

    Fallschirmjager

    Fallschirmjager are having their second set of FG-42s locked behing the Panzer HQ to reduce the unit's impact when it first arrives, while retaining a relative timing with their pre-patch changes in terms of firepower.

    • Second set of FG-42s now requires the Schwerer Panzer Headquarters.

    Panzerfusiliers

    To better reflect their performance and the changes to OKW's starting manpower, we are reducing the unit's manpower and upgrade cost slightly.

    • Manpower cost from 280 to 270; reinforce unchanged
    • G43 cost from 90 to 80

    Hetzer

    The Hetzer is having its veterancy requirements further reduced to reflect it's main target being infantry. With the changes to the Schwerer's cost, it has been locked behind Panzer Authorization.

    • Veterancy requirements further reduced to 1240/2480/4960/6440/8370
    • Now requires Panzer Authorization

    Assault Artillery

    Previously, Assault Artillery was too random and the shells took too long to come down. The new changes should force units in the center of the ability to move, or risk being hit.

    • Shell count from 25 to 30
    • Now drops 10 of its 30 shells in a 25m radius within the target zone, reducing scatter.
    • Artillery Shell delay from 0.75/1.25 to 0.5/0.75
    • Mortar smoke delay between shells from 0.75 to 0.375

    UKF

    Bofors

    The recent changes to the Bofors impacted the unit's ability to hold back attacking infantry. The recent changes are to allow the Bofors to stop charging infantry squads that attempt to enter the Bofor's range.

    • Suppression from 0.0006 to 0.0015
    • AOE from 1 to 1.5
    • Nearby suppression radius from 0.8 to 1
    • AOE suppression from 0.1 to 0.75
    • Target suppressed suppression multiplier from 0.5 to 1

    Sniper

    The recent changes in aim-time had the effect of speeding up the sniper's rate of fire. His rate of fire is being slowed to be slightly behind the Ostheer's Sniper to reflect the smaller squads he fires on, and his ability to harm light vehicles when supported.

    • Sniper winddown from 4 to 5.25

    Comet

    We have slightly reduced the scatter of the Comet to improve its anti-infantry firepower at range.

    • Comet scatter from 5.5 to 5.25

    Churchill

    Due to its extrmely high health and decent armor, we are increasing the Churchill's population and fuel cost to better reflect its performance.

    • Population from 18 to 19
    • Fuel cost from 160 to 165

    Advanced Fortifications

    The previous changes were too harsh on this upgrade. We are toning back some of the cost to better reflect its power.

    • Fuel cost from 20 to 10

    USF

    Riflemen Flares

    The cost of flares is being matched to those used by units such as Panzerfusiliers to incentivise its use.

    • Cost from 40 to 35

    M21 Mortar Half-Track

    We are slightly toning back the nerf to White Phosphorous from the M21 to have more impact on units that remain within the smoke.

    • White Phosphorous damage frequency from 0.6 to 0.5

    M4 Sherman 105mm Dozer

    To allow players to purchase this unit when they have teched up to Major, we are reducing the CP cost. Additional CP changes will take effect when the patch hits live.

    • Now requires Major tech
    • CP requirement from 10 to 7; will be reduced to 6 for live patch

    M26 Pershing

    We are toning back some of the Pershing's AOE which previously allowed it to destroy most infantry squads in two hits. In return, the cost of HVAP is being reduced to give the Pershing an edge against vehicles.

    • Far AOE damage from 0.225 to 0.175
    • Mid AOE from 0.4 to 0.375
    • HVAP shot from 60 to 50

    SOVIET

    Support Weapon Kompaneya(T2)

    We are slightly increasing the price of T2 to reduce the rush into T70 and stronger Conscript builds.

    • Fuel cost from 10 to 15

    Assault Guards

    Due to popular demand, we are giving Assault Guards Thompson SMGs. This should increase the unit's firepower and better reflect the cost and timing of the Half-Track Assault Group.

    • Comes equipped with 3 Thompson submachine guns in addition to their SVTs.
    • PPSh-41s removed.

    IS-2

    With its high armor, we felt the IS-2 should have reduced killing power against infantry while remaining relatively consistent in terms of accuracy.

    • Far AOE from 0.2 to 0.175
    • Far AOE distance from 3.5 to 3
  • #15
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited January 2020

    Winter Balance Preview Mod

    Download the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1976938113

    HEAVY TANKS

    In order to make it more rewarding to kill heavy call-in vehicles, all heavy tanks, heavy tank destroyers and heavy assault guns now have the following:

    • Recharge standardized to 3 minutes
    • Cooldown on ability now starts upon death of the heavy tank
      *Special thanks to community modder Sneakeye for providing the solution for this implementation.

    Tiger - All variants

    • CP requirement from 9 to 11
    • OKW variant requires all tech buildings (experimental change - may not remain)

    IS-2

    • CP requirement from 9 to 11
    • IS-2 Armor from 375 to 340
    • Requires all tech buildings (experimental change - may not remain)

    Pershing

    • CP requirement from 9 to 11
    • Pershing Manpower cost from 600 to 640 (to bring it in line with other heavy tanks)
    • Requires all tech buildings (experimental change - may not remain)

    KV-2

    • CP requirement from 9 to 11
    • Requires all tech buildings (experimental change - may not remain)
    • Now gains +25% rotation rate, and +20% acceleration/deceleration at veterancy 3 in addition to its 160 health increase

    UKF

    Infantry Sections

    Overall sentiment suggests Tommies are too punishing to use, especially in fights where they need to maneuver. These changes are designed to make them less difficult to use in the open and on the move, while keeping their overall power level in a non-oppressive state.
    Additionally, in order to give the UKF an easier time to circumvent enemy static defenses, the pyrotechnics upgrade has received an off-map smoke barrage ability in order to make the upgrade more attractive, and allow for an early game smoke option for the Brits.

    • Lee Enfield moving accuracy from 0.35 to 0.5
    • Pyro Smoke Barrage for 25 munitions; same range as the pyrotechnic artillery. Smoke comes from off-map; has a global cooldown (recharge is shared across all squads).
    • Target size from 0.9 to 0.85; target size in cover remains the same at 0.8
    • Lend Lease Regiment Assault Section upgrade removed.

    Assault Infantry Section (Assault Section Package)
    In order to give the UKF more starting build options, as well as giving them an easier early game on urban or close quarters orientated maps, Assault Sections have been reworked as a separate call-in squad:

    • Now an infantry call-in for 280 manpower for 0 CPs
    • Automatically starts as a 5 men squad; not affected by bolster
    • Target size 1
    • Equipped with 5x Stens stock
    • 2x Thompsons Package now unlocks White Phosphorous Grenade; survivability bonus moved to veterancy
      Veterancy
      Veterancy 1: -25% recharge on all grenades, -10% Received Accuracy
      Veterancy 2: -29% Received Accuracy, -25% Weapon Cooldown
      Veterancy 3: +40% Weapon Accuracy, -5 munitions to grenade costs.

    Tank Hunter Infantry Section

    • Now automatically starts as a 5 men squad; not affected by bolster.

    Assault Officer (Previously Was Airlanding Officer)
    The Brits lack a dedicated close quarters squad. In order to mitigate this somewhat, we have repurposed the underused air landing officer into an offensive utility option for this period of the game. This should give Brit players the ability to handle close quarters situations without turning them into a close-ranged powerhouse.

    • Now Available at the Platoon Command Post
    • Limited to 1
    • Gains an additional (5th) soldier at veterancy 2
    • Received Accuracy bonus at veterancy 2 moved to veterancy 3
    • Now gains +30% weapon accuracy at veterancy 3
    • Removed Smoke on Retreat at Veterancy 3
    • Bodyguards switched to Tommies with Unsilenced Sten Guns, same stats as Commandos
    • Cost from 280 to 320
    • Heroic Charge now functions similar to Captain’s On Me in terms of functionality; Unit will sprint, gain -20% Received Accuracy and +20% Weapon accuracy during its duration. Lasts 15 seconds.

    Universal Carrier

    The following change has been made to make the Wasp more effective in its role of challenging garrisoned MGs.

    • WASP upgrade increases armour from 5.8 to 7

    British Medic Squad
    With recent updates shifting UKF build orders more towards a varied roster of units, the average amount of Infantry Sections with the healing upgrade has decreased, which can now give the UKF a hard time to heal up all their other squads. In order to give the UKF more options to fully heal their squads before sending them back into combat, a Medic Squad has been added to the HQ.

    • Now available from the HQ
    • Costs 180 Manpower

    Sexton and Valentine

    • Valentine Supercharge barrage no longer shares a cooldown with the regular barrage.
    • Valentine Coordinated Barrage from 35 to 60

    HQ Glider
    The following changes have been made to balance the removal of the air landing officer.

    • Now spawns with 3 medics upon landing
    • Retreat Point immediately available without needing upgrades
    • Medic and Air landing Officer removed from the unit
    • Always spawns a squad of Commandos on deployment
    • Cost from 540 to 450

    SOVIET

    ML-20
    -Population from 15 to 13

    Conscripts
    Seven man conscripts were performing slightly too efficiently for their cost

    • Reload cover bonus from 7 man removed.

    Airborne Guards
    Minor changes to encourage the use of airborne guards, which were slightly underperforming.

    • Manpower cost from 380 to 360
    • Airborne Guards Strafe from 60 munitions to 45
    • PPsH-41 upgrade now grants Tactical Assault ability; similar to Paratroopers and Stormtroopers

    For Mother Russia
    Standardization change to bring in line with other similar abilities.

    • Sprint now cancels when in combat

    Soviet HQ

    • Medic radius from 20 to 25

    USF

    Airdropped Combat Group

    • Manpower cost from 350 to 380

    Cluster Bomb

    • Added 1 additional second to delay before the plane arrives.

    USF Grenade Package unlock

    • Manpower cost from 150 to 100

    OKW

    OKW Battlegroup Headquarters

    • Medic search range from 20 to 25

    Sturmtiger

    • Grenade ability is now a timed passive. Automatically attacks enemies for 30 seconds
    • Grenade AOE damage from 1/0.35/0.25 to 0.75/0.4/0.25
    • Grenade AOE distance from 1.25/2.5/3.75 to 0/1.25/3.75
    • Grenade reload duration from 0 to 4

    Jagdtiger

    • Fuel cost from 260 to 245

    LE.IG/Mortar Half-Track Incendiary Barrage

    • DOT Incendiary +25% against Commonwealth Emplacement tag removed.
    • Brings DOT damage per tick versus defenses from 4.67 to 3.75

    Fallschirmjaeger

    • Panzerfaust removed

    IR 251 Half-track
    Due to an unfixable bug that severely affects gameplay, the IR halftrack has been reworked. The searchlight can no longer spot enemies in the fog of war, and instead the unit will now serve as a recon tool that provides a lot of direct vision.

    • Vision now narrows to 120 degree arc when set-up and increases vision to 70
    • New ability: Detection – Spot nearby units around the half-track on the mini-map for 30 seconds. 15 munitions and 60 seconds recharge.
    • Fuel cost from 5 to 10

    OKW LeFH 18

    • Population from 15 to 13

    Ostheer

    Fragmentation Bombs
    The following changes are in order to make fragmentation bombs less effective at the edges of the map, where they can wipe team weapons without a chance to react, while keeping their potency intact in more central positions.

    -Delay from 2 to 4
    -Plane speed from 175 to 275

    Ostheer LeFH 18

    • Population from 15 to 13

    Bug Fixes

    • B4 target size from 1 to 20
    • Fixed an issue where the Panzerfusilier Grenade AOE distance values were not properly set to 1/2/3
    • KV-8 45mm should now recognize prioritize vehicle commands
    • Recovery Sappers should no longer lose their minesweepers or weapons when reinforcing with multiple slot items.
    • Ostheer Medical Kits should now immediately go on recharge after use
    • Valentine should no longer reveal itself on random occasions when in Recon Mode
    • Le.FH 105mm Howitzers should now have 5 levels of veterancy when recrewed by OKW
    • Sturm Offizer Forced Retreat can no longer be used on retreating units
    • Ostheer Puma no longer shares the same hotkey with the 222
    • Fixed an issue where the Stuart 37mm had higher aim-times than other vehicles
    • Fixed an issue where the Puma Aimed Shot applied to the Crocodile’s flamethrower rather than the main gun
    • Fixed an issue where the Volksgrenadier cover sight bonus activated at veterancy 5 rather than veterancy 4.
    • Fixed an issue where Assault Guards were 6 population rather than 8
    • Fixed an issue where Assault Engineers did no receive their -10% received accuracy at veterancy 1.
  • #16
    4 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited February 2020

    Version 1.1 Changes

    Heavy Tanks

    Pershing, KV-2, IS-2, Tiger

    • CP requirement from 11 to 12
    • Reverted previous tech requirements from version 1.0

    Ostheer

    Tech Changes

    Sentiment suggests that Ostheer tier 4 is too prohibitive to use. In order to facilitate an easier transition for Ostheer T3 to T4 builds, we have implemented the following:

    • Battlephase 2 tech from 90 fuel to 105 fuel
    • Battlephase 3 tech from 25 fuel to 35
    • Support Armour Korp (T3) no longer has a fuel cost
    • Heavy Panzer Korp (T4) building no longer has a fuel cost

    XP values have been adjusted accordingly.

    Credit to Derbyhat AKA Jibberjabber for originally proposing this change.

    Grenadiers

    • Reinforce cost from 30 to 28

    Pak 40

    • Horizontal tracking speed from 12 to 14

    Brummbar

    • Armour from 240 to 260

    Panzerfaust - all variants, including OKW

    The speed of the Panzerfaust projectiles being lowered as an attempt to remove the issue of Panzerfausts occasionally missing their targets.

    • Projectile speed from 55 to 25

    Brits

    HQ Glider

    • Cost from 450 to 390
    • Forward HQ Retreat Point and Medics must now be researched for 150 manpower.

    Airlanding Officer

    The officer is having the cost of his recon run increased to match his counterpart, the USF Major.

    • Recon run cost from 35 to 50

    Soviets

    ZiS-3/SU-76 Barrage

    This change puts the barrage from ZiS-3 weapons inline with other direct-fire weapons and mortars that receive penalties when striking units in heavy cover.

    • Heavy cover damage modifier from 1 to 0.5

    Airborne Weapon Crate Drop

    • Price from 45 to 60

    OKDubz

    Sturmtiger

    • Grenade deflection damage removed

    Bug Fixes

    • Airlanding Officer should now be able to pick up bren guns.
    • Airlanding Officer reinforce cost fixed.
    • Fixed Infantry Section cost on reinforce; should now be back to 270/28
    • Fixed an issue where the British medic build time was too long at 45s; now is 21
  • #17
    4 years ago
    Andy_REAndy_RE Posts: 299 admin

    Version 1.2 changes

    Heavy Tanks

    Tiger - All variants

    • AOE damage from 1/0.25/0.15 to 0.75/0.25/0.15
    • AOE distance from 0.25/1.5/3 to 0/1/3
    • Panzer Commander removed from the OKW Tiger
    • Veterancy 2 scatter bonus removed

    IS-2

    • AOE damage from 1/0.35/0.175 to 0.75/0.35/0.175
    • AOE distance from 0/1.35/3 to 0/0.85/3

    Churchill Crocodile

    • CP requirement from 9 to 12

    British

    Airlanding Officer

    • Reinforce cost from 35 to 30
    • Veterancy 3 received accuracy from -23% to -15%
    • Elite Sten accuracy from 0.675/0.273/0.115 to 0.675/0.375/0.115
    • Self-Healing at veterancy 2 removed
    • Population from 9 to 8

    Medics

    • Auto Search Healing toggle now roots the squad to the target position.

    Commando and HQ Glider

    • Can now be repaired.

    HQ Glider

    • Cost reduced to 200
    • No longer deploy Commandos upon landing
    • Can now train MGs and ATGs that will spawn at the glider.

    British M5

    • CP requirement from 2 to 3

    Assault Section

    • Veterancy 3 weapon accuracy from +40% to +30%.

    Tank Hunter Tommies

    • Can now replace their Boys AT Rifles with PIATs for 70 munitions.
    • PIAT upgrade removes the out-of-cover penalty to cooldown and reload.

    British Platoon and Company Command

    • Now grants half a CP upon completion.

    Ostheer

    Puma

    • Tech requirement removed
    • Requires 5 CPs to be unlocked from the HQ; still has a build time.

    Bug Fixes

    • Fixed an issue where the Airlanding Officer could not enter buildings.
  • #18
    4 years ago
    Andy_REAndy_RE Posts: 299 admin

    Version 1.3 Changes

    Generalist Medium Tanks

    In order to make generalist medium tanks more viable in the current meta, their durability is being increased by lowering their target size, making them more difficult to hit.

    These changes should reduce the chance to get hit by 7-10% on medium to far range - ex: an 88% chance to get hit becomes an 80% chance.

    The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.

    Panzer IV, Panzer IV Command Tank, and Panzer IV J

    • Target size from 22 to 20

    Sherman M4A3, Sherman M4A3 (76), Sherman M4A3E8

    • Target size from 23 to 21

    T34/76 and T34/85

    • Target size from 22 to 20

    Cromwell

    Because of the above changes, the Cromwell is losing its target size advantage over other medium tanks. This is being compensated with a boost to its MGs to allow the tank to better combat infantry.

    • MG cooldown duration from 2/3 to 2/2.5
    • MG far cooldown from 1.5 to 1
    • MG mid cooldown from 1 to 0.85
    • MG far accuracy from 0.35 to 0.4
    • MG mid accuracy from 0.55 to 0.575

    USF

    M36 Jackson

    In order to make the Jackson more vulnerable to medium tanks when caught out of position, its armor has be decreased.

    • Armor from 130 to 110

    Pershing

    Similar to the IS-2 and the Tiger, the Pershing will receive a small adjustment to its near AOE damage, reducing the likelyhood that it will kill multiple infantry models with a single shot.

    • AOE damage near from 1/0.4/0.175 to 0.75/0.4/0.175
    • AOE distance from 0.25/1.5/3.25 to 0/1/3.25

    Ostheer

    Grenadiers

    Due to new changes, we are removing the reduced reinforce cost on Grenadiers. See Heavy Panzer Korps changes below for more details.

    • Reinforcement cost from 28 to 30

    Tigers (All Variants)

    The Tiger got quite a few adjustments that were deemed necessary to remove some of its somewhat oppressive performance. To compensate, we are granting the Tiger a bonus to its turret traverse speed at veterancy 2, something it lacked due to its previous scatter bonus which has now been removed.

    • Veterancy 2 now adds +30% turret traverse speed

    Heavy Panzer Korps

    In an attempt to increase the power of Ostheer's late game without increasing the power of its units, we are giving the structure a passive bonus for the army. This will reward players for teching to T4 and allow Ostheer to be more aggressive by reducing the bleed on core infantry units. The increased capture speed should also allow Ostheer players to retake sections of the map more quickly in the late game.

    • Now provides reduces the reinforce cost of Pioneers, Grenadiers, and Osttruppen by 2
    • Reduces the reinforce cost of all team weapons by 10%
    • Increases the capture and decapture rate of all Ostheer infantry units by 25%

    OKW

    Command Tiger

    The Tiger got quite a few adjustments that were deemed necessary to remove some of its somewhat oppressive performance. To compensate, we are granting the Tiger a bonus to its turret traverse speed at veterancy 2, something it lacked due to its previous scatter bonus which has now been removed.

    To make up for the removal of the Panzer Commander upgrade, we are removing one of the penalties of the 'Command Tiger' ability to encourage the use of this ability.

    • Veterancy 2 now adds +30% turret traverse speed
    • Command Tiger accuracy penalty during 'Command Tiger'ability removed

    Panzerfusiliers

    The increased range to AT Grenades from veterancy 2 made it too difficult to kite against Panzerfusiliers and gave them too much range against most vehicles when combined with their 5 to 6 man squad. This is being addressed. Furthermore, units will now callout Panzerfusilier grenades that are being thrown.

    • Veterancy 2 AT Grenade range boost removed
    • Fixed an issue where Panzerfusilier Grenades did not have a callout/warning when thrown.

    Sturmtiger

    Due to all the recent changes to all heavy tanks, the previously established restriction of mutual exclusion with the Tiger II has been removed.

    • Can now be called in if the Tiger II has already been deployed (or vice versa)

    IR HT

    The overhauled Infrared Searchlight Halftrack is getting slightly more sight range to make it easier and less vulnerable to use on the front line.

    • Sight range when set-up from 70 to 80

    Soviets

    Conscripts

    In order to slightly reduce strength of the Mobilize Reserve upgrade, the reinforcement reduction has been slightly lowered.

    • Mobilize Reserve reinforce reduction from 3 to 2; changes reinforce cost from 17 to 18
  • #19
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited November 2020

    Winter Balance Update Preview 1.0 is now live

    Head to steam to download and playtest the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2299363388

    Further mod updates will released based on playtesting and feedback.

    Please post feedback in the following designated threads.

    Coh2.org
    Reddit/CompanyofHeroes
    Companyofheroesforums

    General Changes

    All Heavy Machine Gun Teams

    The following changes should address some of the issues HMGs have when dealing with massed infantry when there is no cover available. By having two members of the crew forward, they will draw fire away from the gunner, allowing the MG to operate when under fire. Manual Reload has also been added to the unit to allow player input on on reloads.

    • Formation changes; when in the open, two of the crew members will now stand slightly ahead of the MG.
    • Manual Reload added.
    • All HMGs will now have an icon when using AP abilities

    All Allied Transport Half-Tracks (M5 Half-track and M3 Half-track)

    A feature update to encourage the usage of non-upgraded transport half-tracks by acting as an alternative source of healing for the player, similar to the 251.

    • USF M3 and M5, and Soviet M5 Half-tracks can now heal infantry in their hold when out of combat.
    • M3 Medical Crate ability removed

    All Snipers

    The intended change is to make Sniper less capable of operating on their own when they do not have veterancy. This will force the player to have forward spotters to fully utilize the range of their sniper or move the sniper closer to their intended target. Quality of life implements have also been added.

    • Cost from 360 to 340
    • Sight from 45 to 40
    • Will no longer auto-target vehicles.
    • Veterancy 2 +20% sight bonus to +25%; total is now 50 from 54

    All Plane Crashes

    Plane crashes have received an adjustment to clear any frustrating issues they cause. Their instant death critical is being removed.

    • No longer deals an instant death critical to infantry
    • Near AOE from from 1 to 0
    • Damage against infantry reduced by 66%

    All Mortar Teams

    To encourage the use of mortars without boosting their offensive potential, smoke is being decoupled from the barrage cooldown.

    • Smoke Barrages no longer share a cooldown with the primary barrage

    Formation Changes

    A number of units have received formation changes to better distribute fire among their squad members the current V-formation causes certain squads to quickly lose a member when they enter combat. Some squads have also been adjusted so their support/slot weapons are placed at the front of the squad to increase responsiveness.

    • The following squads have had their formation changed to the Infantry Section formation: Assault Officer Squads, Pathfinders, Grenadiers, Partisans, Vehicle Crews
    • Heavy weapons - ie Panzerschrecks - now go to the front in V-Formation: Panzergrenadiers. Stormtroopers

    Trenches

    The following change will make trenches easier to siege with non-indirect fire weapons and give players an option to destroy them during combat.

    • Target size from 2 to 17; target size no longer changes when garrisoned or ungarrisoned

    Infantry-Based Flamethrowers

    This change will allow flamethrower units to demolish structures much more quickly, allowing easier denial of key garrisons.

    • Number of bursts needed to set buildings alight from 30 to 15.

    Sherman M2HB (All Variants)

    This change is to standardize all the Sherman MGs amongst the vehicle family for clarity.

    • Upgrade time standardized to 35
    • Cost standardized to 60
    • Damage profile of 76mm 50cal standardized to standard M4A3 75mm 50cal

    Panzer V Panther (OKW and Ostheer Variant)

    Given the Panther's lackluster veterancy 2 bonuses and the unit's reliance on accurate shots over rate of fire, we are improving the accuracy of Panthers that have gained veterancy.

    • Panther accuracy from 0.06/0.045/0.035 to 0.065/0.05/0.04
    • Veterancy 2 now provides a +10% increased accuracy

    Sandbags

    We are increasing the time it takes to build sandbags for a select number of units. This will make it more of a strategic choice to build sandbags, because building them in the early game will hinder the pace at which the map can be captured. This should encourage players to build sandbags only in vital locations, rather than putting them everywhere their line infantry goes to capture points.

    • Sandbag build time increased from 12 to 18 seconds for Infantry Sections, Riflemen and Volks

    Quality of Life changes

    All Clip-Based Units and Armoured Cars; M15 AA HT, 251 Flak HT, Ostwind, M20, 222, Bofors, Flak Emplacement, Panzer II Luchs,

    Quality of Life feature added to give the players more input on these units.

    • Manual Reload added.

    All Light Vehicle and Light Tank Wrecks

    Light vehicles could previously get stuck on wrecks when one vehicle was destroyed on top of each other. This change will allow vehicles to not have issues pathing past or through light vehicle wrecks.

    • All light vehicle wrecks will become crushable by other light vehicles

    Hold-Fire Ability

    Hold-Fire has been modified to prevent tank MGs for automatically targeting nearby units. This was particularly noticeable when the pintle gunner would fire at aircraft, exposing the unit to airstrike and/or ground fire despite being in the FOW.

    • Will now disable all the weapons on a vehicle

    Call-In Infantry in High Resource Games

    While 0 CP call-in infantry are locked behind an initial cooldown to preserve their timing in standard resource games, it made no sense for these units to be locked behind a cooldown when Shock Troops, Guards, Fallschirmjager, and other elite infantry were available immediately in high resource game. This change will only affect High Resource games.

    • All 0 CP call-in infantry can be deployed immediately in high resource games.

    HQ/Bunker Medics

    The following change should relieve some of the issues when there are too many models in the base which blocks the path of medics.

    • Now have a healing aura that heals 7.5% of an infantry models health per second in an area of 5; does not stack on itself.

    AA Units

    Quality of Life change to allow AA units to focus on downing planes, even if enemy units are nearby.

    • A toggle has been added to allow AA units to prioritize aircraft, ignoring other units within the vicinity.

    Forward Assembly and Glider

    The UKF Forward Assembly and Glider disappeared in the Fog of War after having been spotted, unlike other structures. This made it harder to remember their exact location, for example to target them with indirect fire. This has been brought in line with other structures.

    • Forward Assembly and British gliders now correctly appear in the FOW when spotted, like other structures.

    Medical crates for Axis team weapons

    Certain Axis team weapons, like the ISG, could not pick up medical crates. Now all weapon crews will be able to pick up a medic crate.

    • Fixed an issue where certain Axis team weapons could not pick up medical crates.

    More Quality of Life changes are planned!

    USF

    Ambulance

    The following change will make the Ambulance take slightly longer to be destroyed when in the base sector from both direct and indirect attack. This will allow it to survive a direct shot from most AT weapons, eliminating destruction from stray shots and making base raids a bit harder to pull off.

    • Now receives -20% damage when in the HQ sector

    M1918 BAR

    Given that USF infantry rely on double BARs to fight other infantry late game, we are reducing the drop-rate on the BAR to make casualties less punishing on the USF side.

    • Drop-rate from 33% to 15%

    Rear Echelon

    We are reducing the reinforce cost of Rear Echelon to better match their combat performance. The unit is also receiving a slight increase in veterancy requirements to match their current cost along with their ability to take items from Weapon Racks.

    • Reinforce from 25 to 23
    • Veterancy requirements from 320/640/1280 to 400/800/1600

    Riflemen

    We are adjusting Riflemen by giving them direct access to their AT grenades when the USF player has purchased the correct tech. This will allow fresh Riflemen to be able to snare vehicles late game without being gated behind veterancy while having minimal impact on the early game.

    • Veterancy 3 ability -50% ability recharge bonus moved to veterancy 1
    • AT Rifle Grenades now require any of the following: Mechanized Platoon Command Post, Mechanized Company Command, or both officers deployed
    • AT Rifle Grenades veterancy 1 requirement removed

    M1 81mm Mortar

    We are slightly adjusting the scatter of the 81mm Mortar to match the accuracy of other mortars and be more accurate than its auto-fire.

    • Barrage scatter angle from 10 to 9
    • Distance scatter max from 8 to 7

    M2HB 50cal

    The M2HB is being adjusted to take longer to set-up. This should make it easier to outmaneuver and easier to punish when its caught in the open. Ready aim-time has been adjusted to be more consistent, and the unit should now be harder to 'deathloop' as models remanning the weapon will respond much more quickly. The retreat speed bonus it had over other units has been removed with the adjustment of attach-time.

    • Ready-aim time from 0.375/1 to 0.5
    • Setup time from 1.375 to 2.375
    • Attach time from 1.3 to 0
    • Retreat speed bonus from 3.15 to 2

    M20

    The M20 is having its build-time reduced so it can arrive sooner onto the battlefield. Furthermore, its armoured skirts are being reduced in price to better match their performance.

    • Build time from 55 to 35
    • Skirt cost from 70 to 50

    M5 Stuart

    Point-Blank Engine Shot is being adjusted to make the ability more responsive and usable against mobile vehicles.

    • Engine Shot range from 5 to 15
    • Engine Shot cost from 60 to 45
    • Engine Shot now slows vehicle speed by 50% and rotation by 25% for 6 seconds rather than causing engine damage
    • Engine Shot can now be used on the move
    • Engine Shot ready aim-time from 0.125 to 1.5
    • Stuart now doesn't cancel movement commands when given targeted ability orders - (experimental)

    Pack Howitzer

    The Pack Howitzer's AOE is being adjusted to have a harsher damage drop-off to reduce its potency, particularly when its fielded in pairs.

    • HE AOE Distance from 1.5/3/4.5 to 1/2/4.5

    Major

    The following change was done to match other Aerial recon abilities.

    • No longer is locked in place when using Aerial Recon abilities
    • Can now direct which angle the planes come in

    M8 Scott

    The following changes to the M8 Scott will make it slightly less potent as an auto-fire unit, forcing it toget closer to the battlefield. Its barrage capabilities are being adjusted with increased accuracy and better splash capabilities at the cost of its one hit kill radius against infantry. This should allow M8s to better function in the artillery role.

    • Auto-fire range from 60 to 50
    • AOE near from 1 to 0.75
    • Barrage angle scatter from 6 to 7
    • Barrage scatter max from 10 to 7
    • Barrage Damage from 100 to 80
    • Barrage HE AOE damage from 1/0.25/0.1 to 0.75/0.4/0.2
    • Barrage HE AOE distance from 1/2/3 to 0.75/2/4
    • Barrage shells now use mortar explosion effects to distinguish them from auto-fire rounds.
    • Veterancy 2 scatter bonus now applies to the barrage instead of the unit's autofire
    • Human Crush removed

    M36 Jackson

    With the reduction on armour of certain Axis tanks, along with the M36 receiving improved penetration from previous patches, the unit no longer needs high veterancy bonuses for penetration.

    • Veterancy 2 penetration bonus from +30% to +20%

    WC 51

    The WC-51 is receiving adjustments to make it easier to fight early game, by being forced to expose itself to enemy infantry while still capable of providing fire support with veterancy. Step on It is also gaining a munitions to match other speed abilities.

    • Step on it from 0 to 15 munitions
    • WC 51 MG range from 45 to 35
    • Veterancy 1 now increases range by 5

    Calliope

    A general pass on rocket artillery, the Calliope is receiving an a recharge cooldown. Any other changes will come in the next major update focusing on Commanders.

    • Veterancy 1 -10 second ability recharge removed.

    Ostheer

    Infanterie Kompanie

    The fuel cost of the Infanterie Kompanie is being remove and placed into Battle Phase 1. This will slow the rush into LVs before there is a response without impacting most non-commander infantry builds.

    • Fuel cost removed
    • Portion of Command Points (gained by building structures) moved to Battle Phase 1 research

    Battlephase 1

    • Fuel price from 40 to 50

    Pioneers

    Pioneers are having their veterancy requirements to be slightly adjusted due to mediocre combat potential. Received accuracy is also replacing an accuracy bonus as the unit is not meant to be on the offensive without support.

    • Veterancy 3 +15% accuracy bonus replaced with -23% Received Accuracy
    • Veterancy requirements from 400/800/1600 to 360/720/1440

    Grenadiers

    Grenadiers are having their formation changed to make it more difficult to focus a single model, given their four man squad size. This should make them less vulnerable when attacking or when caught in the open, without impacting their performance when defending from cover. The Veteran Squad Leader upgrade is also being adjusted to make the upgrade less potent.

    • Formation changed to Tommies; mentioned above in the formation changes.
    • Received Accuracy bonus from Veteran Squad Leader removed

    Sniper

    The following change was implemented to make it more difficult to wipe out an infantry squad through double shotting. In return, the ability win now reliably stun the targeted squad, even if models are
    spaced out.

    • Incendiary Shot aim-time from 2.75 to 3.5
    • Incendiary Shot cost from 45 to 40
    • Incendiary Shot will now reliably stun infantry squads.

    Panzergrenadier

    Panzergrenadiers are having their grenade range exchanged for recharge due to the lethality of the bundle grenade.

    • Veterancy 3 Grenade Range bonus changed to a -25% ability recharge on Bundle and Smoke Grenades

    Osttruppen

    Osttruppen are being adjusted to arrive onto the battlefield slower than they did previously. This change, combined with the Ostheer tech changes should make Osttruppen strategies less dominant in smaller game modes. Osttruppen are also receiving boost to any weapon they pick up when they are fighting from cover which should improve their late game fighting potential.

    • Ability recharge from 25 to 35
    • When in cover, Osttruppen will receive +25% accuracy to slot items, partially negating the innate - 50% they have on slot items.

    Brummbar Bunker Buster Barrage

    Given the strength and power of this ability, it is receiving a munitions cost to better reflect its power.

    • Munition cost set to 30

    Panzerwerfer

    General rocket artillery is seeing veterancy recharge nerfs as they previously could reload too quickly, particularly in larger game modes. The Panzerwerfer itself is having its Counter Barrage veterancy ability removed and being given a low angle barrage which will allow it to get its rockets on target faster, individually. This should especially help make it more viable in smaller modes, where it’s generally easier to hear the sound of the regular barrage and dodge it in time.

    • Counterbarrage Removed
    • Low Angle Rocket barrage added at veterancy 1 for 30 munitions. Fires 10 rockets into the target area at low angle with a 0.25 cooldown between each rocket.
    • Veterancy 2 recharge bonus from 40% to 20%

    S-Mines

    S-Mines are receiving suppression to lessen their ability to wipe out squads that accidentally step into larger fields very quickly and without warning. Squads will still need to step on 2-3 mine patches to be suppressed. The suppression will eventually slow down a squad, which will give a player slightly more time to react before they lose a squad.

    • Now deals 0.2 suppression.

    Soviets

    Combat Engineers

    Received accuracy is replacing the weapon accuracy bonus at veterancy 3. This will make late game Combat Engineers more survivable.

    • Veterancy 3 +15% accuracy bonus replaced with -23% Received Accuracy

    M3 Scout

    The M3 scout car is having armour exchanged for health, giving it more survivability against light cannons and mines while having minimal impact against small-arms. The scaling of the M3 is also being improved by allowing it to gain veterancy faster and capture territory, rewarding unit preservation into the mid-late game.

    • Health from 200 to 240
    • Armor from 5.4/4.2 to 3.8/3.5
    • Now gains shared veterancy
    • Can now capture territory at veterancy 2

    Maxim

    The following changes will help alleviate the deathloop issue the Maxim has by reducing the time it takes for a new gunner to responsd to orders/act. Sustained Fire is also losing its veterancy requirement to give early Maxims an on-demand suppression boost.

    • Attach time from 1.3 to 0
    • Retreat speed bonus from 3.15 to 2
    • Suppressing Fire ability now available without veterancy; the -50% reload bonus of the ability has been moved to veterancy 1.

    ZiS-3 Field Gun

    The HE barrage is having its reload time increased to give team weapons more time to react when being barraged.

    • HE Barrage reload from 2 to 3

    Special Rifle Command

    The Special Rifle is having its build time decreased to allow its expensive units to arrive to the battlefield slightly sooner to make up for the tier's lack of map control.

    • Build time from 20 to 12

    Penal Battalion

    Penal Battalions are receiving a slight adjustment to reinforce faster and are having their veterancy modified to have increased survivability, but slightly less offensive power. This should increase their survivablity in the late game, reducing their high manpower bleed.

    • Reinforce time from 5.4 to 4.5
    • Veterancy 3 Received Accuracy from -15% to -23%
    • Veterancy 3 accuracy bonus from +30% to +20%

    M5 Half-Track

    The M5 Half-Track is having its AA chance lowered. Previously it could bring down planes almost immediately due to its very high rate of fire, whereas other AA units generally need a couple of seconds to bring a plane down. This should bring it more in line with units such as the Sd.Kfz.251/17 Flak HT.

    • AA Chance from 10% to 2%.

    SU76

    The SU-76 is having its veterancy 1 ability changed to be distinctly different from the veteran abilities of both the ZiS-3 and SU-85.

    • Fire Cone from 2 to 5
    • Veterancy 1 Tracking changed to Tank Camouflage; similar ability as Tank Hunter Camouflage from the Tank Hunter Commander
    • Camouflage rotation penalty from 75% to 50%

    T70

    The T-70 is having some of its potential slightly lowered, particularly in the AI role. Recon Mode has also been adjusted to have a delay before the man gun activates, reducing its effectiveness when caught out of position.

    • Reload from 2.1/2.5 to 2.6
    • AOE capped at 3 models per squad
    • Recon mode forces a reload cycle upon being disabled

    T34/76 and T34/85 Ram Ability

    T-34/76 is having its ram ability gated behind veterancy 1 to make fresh T-34s unable to disable vehicles without spending some time accumulating veterancy due to their low cost. A number of the random criticals have also been removed. In return, Ram is being made more reliable by increasing penetration.

    • T-34/76 Ram now requires veterancy 1
    • Random criticals applied to target removed - main gun destroyed, engine destroyed, immobilized removed
    • Penetration from 160 to 200

    Katyusha

    The cost of Creeping Barrage is being slightly reduced to better reflect its performance - even with the bug fixes applied. The recharge bonus of veterancy 2 has been reduced as a general pass on all rocket artillery.

    • Creeping Barrage cost from 45 to 40
    • Veterancy 2 barrage ability recharge bonus from -40% to -20%

    SU85

    With the reduction of armour on certain Axis tanks, along with the SU85 receiving improved penetration from previous patches, the unit no longer needs high veterancy bonuses for penetration.

    • Veterancy 3 Penetration from -30% to -20%

    ISU-152

    The ISU-152 is have its HE range shortened, forcing it to expose itself when engaging soft targets. Previously the ISU-152 could stay back, behind AT assets when using these potent AI rounds. Concrete Piercing rounds have been changed to now always penetrate their target and have a reduced cost.

    • HE range from 70 to 60
    • Rear armor from 150 to 110
    • ISU Piercing Shot cost from 70 to 60
    • ISU Piercing Shot penetration now set to 1000

    UKF

    AEC and Bofors Tech

    AEC and Bofors tech will no longer be mutually exclusive. The resource cost needed for each already acted as a gate from the other being purchased, and given the AEC already being the prime choice due to its mobility, there is no reason to further punish the choice of Bofors.

    • AEC and Bofors tech will no longer lock each other out from being purchased

    AEC

    The AEC is seeing a build-time increase to push the unit back slightly to give other LVs more opportunities to roam before the unit appears. The sight is also being reduced to make it more difficult for the AEC to hunt for targets on its own.

    • Build time from 45 to 60
    • Sight from 50 to 42; veterancy 2 returns sight to 50

    Infantry Section

    Infantry Sections are having their capture bonus removed to reduce British early game map control.

    • Capture bonus removal

    Royal Engineers

    Royal Engineers are having their speed debuff from their Heavy Engineers upgrade removed as it prevented them from zoning out and punishing vehicles with their HEAT grenades.

    • Heavy Engineer in-combat speed debuff removed

    UKF Medic squad

    Due to the buggy nature of the squad’s automatic healing, it is being replaced.

    • Automatic healing removed
    • Replaced with ambulance-like AOE healing ability that locks squad into place and slowly heals units in proximity over time

    Forward Assembly

    The Forward Assembly is seeing a reduction in its build-time to present itself as an option as both a reinforce point and base healing structure.

    • Build time from 45 to 37.5

    Valentine Mk IX

    The Valentine must now be built from the HQ as a delay mechanism. Previously it could arrive too quickly for the amount of damage it could cause.

    • Now needs to be built in HQ after being unlocked at 5CPs
    • 50 Second build time.

    Churchill Infantry Tank

    The Churchill is seeing the reversion of its population increase due to the British generally having higher than usual population. Furthermore, improvements to its main gun and the addition of a tank commander should make this tank - and Anvil - a better option.

    • Tank commander upgrade added
    • Reload from 6.125/7 to 6.125
    • Population from 19 to 18

    Centaur

    The Centaur is seeing increases in its mobility and speed. Previously, it was too slow making the unit difficult to use with its average survivability.

    • Speed from 5.2 to 5.6
    • Acceleration from 1.8 to 2.2
    • Rotation rate from 28 to 32

    Firefly

    The Firefly is having its turret rotation improved. Its current turret rotation speed makes it track slower than most case-mate tank destroyers. The unit's speed with veterancy is also being improved. These changes should make the unit feel more responsive.

    • Veterancy 1 now grant a speed boost of +10%
    • Turret horizontal and vertical traverse speed from 18 to 22
    • Veterancy 2 Turret traverse speed bonus from 1.35 to 1.15

    Comet

    The Comet is having its fuel cost increased to better reflect its current performance. The WP ready aimtime is also being increased as it activated too quickly previously.

    • Fuel cost to 185
    • WP ready aim-time from 1 to 2

    Mortar Emplacement

    The Mortar Emplacement has received a number of changes to make it more usable by being cheaper to initially put down. By granting only one mortar to the player, the UKF player does not need to expand a large amount of resource to get access to basic indirect-fire. The addition of the heavy mortar barrage will give the British a long-range late game artillery unit in the core.

    • Cost from 350 to 250
    • Now starts with one mortar active.
    • 2nd Mortar can be activated by upgrading the Emplacement for 100 manpower. 20 second research.
    • Can now fire a Heavy Mortar Barrage up to range 180 once Hammer or Anvil have been unlocked.
    • Heavy Barrage fires a total of 8 rounds into the target area with a 120 second recharge; affected by veterancy.

    OKW

    Battlegroup Headquarters

    The Battlegroup Headquarters is receiving a change to make healing more accessible. Medics will now be available from the start while Forward Reinforcement must be upgraded.

    • Fuel cost from 25 to 30
    • The Sd.Kfz.251/17 Flak HT build time will be adjusted for timing accordingly, see below
    • Medics automatically available
    • No longer reinforces when deployed out of the base sector, unless upgraded
    • Forward Reinforce' upgrade added. 100 manpower and 10 fuel. 15 Second upgrade time.

    Volksgrenadier

    As with flamethrowers, the Volksgrenadier flame grenade is being altered to make it easier to set buildings alight.

    • Flame grenade bonus damage against ambient structures to 60. It will now take 4 grenades to ignite a
      structure.

    Sturmpioneers

    Adjustments are being made to Stumpioneers to allow their Panzerschrecks to be a functional upgrade and diversify OKW builds. Their high costs and fall-off in the AI role mid-game makes it impractical for multiple Sturmpioneers to be fielded in higher level games. Population is also being reduced to help OKW's population issues in the late game.

    • Panzerschreck and minesweepers no longer mutually exclusive with each other
    • Panzerschreck cost from 70 to 60
    • Population from 8 to 7
    • Concussion grenade cost reduced to 20 at veterancy 4

    251 Flak Half-Track

    With the changes to the Battlegroup Headquarters, the Flak Half-Track is receiving a build-time decrease to maintain its timing.

    • Build time from 60 to 50

    251 IR Half-Track

    Adjustments have been made to the 251 IR Half-Track to allow it to better spot camouflaged units given its role as a spotting unit. We are also giving the unit a reconnaissance ability to allow the 251 to operate better on maps with significant LOS blockers - this might change later down the line.

    • Passive camouflage detection from 10 to 25
    • Detection ability improves camouflage spotting from 25 to 35

    Panzer II Luchs

    The Luch's veterancy 5 Suppressive Fire ability is being improved by allowing its coaxial to deal suppression, as well as the main gun. This will allow the Luchs to pin infantry after several seconds of sustained fire.

    • Coaxial MG now deals suppression during 'Suppressive Fire' ability.
    • Coaxial burst length increased by 300% during Suppressive Fire and accuracy reduced by 50%.

    Sd.Kfz 234 Puma

    The following change will make the early Puma less dominant against other light vehicles by reducing its ability to self-spot.

    • Sight from 50 to 42
    • Veterancy 2 now grants +8 sight

    Schwere Panzer Headquarters

    The following changes will allow OKW doctrinal vehicles to arrive sooner, giving the player more options over the standard OKW Panzer IV which they previously competed with. Earlier, upgraded Obersoldaten should also make more of an impact in the infantry battles in the mid-game.

    • Fuel cost from 60 to 90
    • Panzer Authorization fuel cost from 60 to 30

    Obersoldaten

    • MG-34 and StG 44 IR no longer require Panzer Authorization

    Ostwind

    • No longer requires Panzer Authorization

    Hetzer

    • No longer requires Panzer Authorization

    251 'Walking Stuka' Rocket Half-Track

    Adjustments have been made to the Stuka Half-Track to improve its consistency against armoured vehicles. Furthermore, the Napalm Rockets have been reworked to arrive earlier, hit more accurately, be less powerful, cheaper, and cause suppression. This change will make the rockets effective against clustered weapon teams which the creeping barrage cannot hit or as a weapon to suppress massed infantry assaults.

    • Penetration from 0 to 60
    • AOE penetration from 200/180/162 to 40/40/40
    • Napalm Rocket scatter from 16 to 12
    • Napalm scatter max from 15 to 10
    • Napalm Rocket FOW scatter from 3/2 to 1.25
    • Napalm rocket DOTs spawns from 6 to 2
    • Napalm Rocket munition cost from 90 to 40
    • Napalm Rocket requirement from 4 to 1
    • Now deals Suppression to units hit by the initial AOE
    • Veterancy 1 recharge moved to veterancy 4
    • Veterancy 2 recharge from -30% to -20%

    Jeagar Light Infantry

    A consistency change to make JLI match other OKW infantry in terms of their combat bonuses.

    • Veterancy 5 received accuracy modifier removed

    Bug Fixes

    • Fixed an issue where the Katyusha Creeping Barrage was using a wrong weapon (with wrong scattervalues)
    • Hold the Line should now trigger on friendly sectors controlled by Allies
    • Hold the Line now highlights sectors for all players when active
    • Opel Blitz Heal hotkey from D to V
      -Fixed an issue where the 120mm Mortar would need to reset during the initiation barrages if targets were slightly offset with the mortar.

    • Fixed inconsistencies where the 120mm Mortar in AOE and fire-times between auto-fire and barrage.

    • 250 LMG Grenadier Halftrack veterancy 3 received accuracy changed to received damage to matchregular Grenadiers
    • Fixed an issue where the Land Mattress; veterancy 2 was not applying correctly.
    • Fixed an issue where the Commissar Command Squad veterancy 2 accuracy bonus was not applying correctly.
    • Fixed an issue where the Officer Recon Sweeps for the British were invulnerable and had no entity.
    • Fixed an issue where Pathfinder Airborne Beacons counted as shot blockers.
    • Fixed an issue where Stormtrooper Interrogation did not work
    • Fixed an issue where Stormtroopers slot items would go missing when armed with MP40s
    • Fixed an issue where Valentine Smoke did not fire when not in line with the turret.
    • Fixed an issue where demolition charges would terraform the ground
    • Fixed an issue where the ISU-152 would need to wait a full reload cycle if it fired a round then attempted to use Concrete Piercing rounds.
    • Fixed an issue where the ZiS-3 could fire a shell immediately after completing its barrage.
    • Fixing an inconsistency where tripwire flare could not kill Grenadiers that had reached veterancy 3.
    • Fixed an issue where the Vicker K LMG had an unreasonably long reload time at 8/9 seconds; value changed to 6.
    • Fixed an issue where Conscripts would carry invisible weapons when merging into Assault Guards
    • Fixed an issue where Panzergrenadiers could Mark retreating units, despite the ability not taking any affect.
    • Fixed an issue where the Commissar's revolver did not have the same effective range as other pistols.
    • Fixed an issue where the Command Panther could be called-in immediately upon death.
    • Fixed an issue where the Sturmtiger could be called-in immediately upon death.
  • #20
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited December 2020

    WINTER BALANCE PATCH PREVIEW - VERSION 2.0

    The latest version of the mod can be found here on Steam.

    General Changes

    Manual Reload

    • OKW 221 can now Force Reload

    Panthers

    With the increase in base accuracy, we feel the Panther does not require an additional boost to accuracy when firing from a stationary position. The applies to both Ostheer and OKW variants - the Command variant has been excluded from the previous changes.

    • Veterancy 2 accuracy boost removed.

    Grenades versus Mines

    A minor change to allow all infantry grenades to reliably destroy land mines. Previously, grenades had a chance to not penetrate a mine.

    • Explosive grenades - Mill Bombs, Grenadier Rifle Grenades, Bundles, Light Gammon, etc - will always detonate mines.

    AEF

    Population Limit

    The USF are the only faction that can reliably break a population of 100 thanks to their ability to decrew their vehicles. To discourage the player from going over the population and continuing to build vehicles, we are introducing a penalty. When the player breaks 110 population, they will take a further manpower penalty.

    • At 110 population, the USF player will be penalized -100 manpower until they go below 110
      population.

    BAR Drop-Rate

    • Drop-rate from 15% to 20%

    Riflemen

    The Veterancy 1 ability recharge rate of Riflemen is being adjusted. Their abilities would recharge too quickly in the early-game, allowing them to get multiple AT/Frag grenades off in quick succession.

    • Veterancy 1 ability recharge from -50% to -25%
    • Veterancy 3 now provides -33% ability recharge; value is multiplicative with veterancy 1

    Lieutenant

    This change puts the Lieutenant's smoke ability in-line with other units that have non-lethal smoke and fragmentation grenades.

    • Smoke now shares a cooldown with Frag Grenades

    M8 Scott

    The M8 Scott is receiving further improvements to its barrage capabilities. The changes will allow it to maintain pressure on team weapons with improved accuracy. Smoke will also no longer share a cooldown with the primary barrage to give the M8 more options.

    • HE Barrage Angle scatter from 7 to 6
    • HE Barrage shell count from 4 to 5
    • Smoke no longer shares a cooldown with the main barrage

    Vehicle Crews

    Due to the high reinforce cost of Vehicle Crews who lack any combat potential outside Elite Vehicle Crews, we are slightly lowering their reinforce cost.

    • Reinforce cost from 30 to 28

    WC 51

    While vehicle crews are part of the USF's identity, it can make early game units difficult to balance due to their ability to self-repair. The WC-51 is losing its vehicle crew to increase the downtime of the WC-51 when taking damage.

    • Can no longer be decrewed/recrewed; vehicle crew removed.
    • Crew models will now use Riflemen models to give a visual indicator of the change.

    Soviets

    Medics

    Given the high manpower cost of the Soviet tech structure, which does not grant new abilities or units like the other factions, the cost of medics is being reduced. This change should make it easier for Soviet players to afford vital healing for both tech routes.

    • Manpower cost from 250 to 200

    Soviet Mortar and ZiS-3 Crews

    This change will make Soviet weapon teams provide more experience as they previously provided too little experience to non-infantry units. This brings them on-par with Maxim crews, but less than other weapon crews.

    • Experience values from 30 to 40

    Mobilize Reserves

    Mobilize Reserves is being changed to give Soviet players an option to improve their infantry in the mid-game, without having to pay a high resource cost to access, or waiting for the Mechanized Kampenya. Furthermore, Penal Battalions will now be affected by this tech to reduce their manpower bleed in the late-game.

    • Mobilize Reserve Upgrade now reduces Penal Battlion reinforce by 2; upgrade is auto applied if the Mechanized Armour Kampenya (T4) is purchase
    • No longer requires Conscript Molotov and AT Grenade upgrades

    PTRS Rifles

    The PTRS is being made more responsive, making it more difficult to dodge the opening volley and inline with other i nfantry AT weapons. Furthermore, AT Rifles can now use attack ground and will have a projectile to soft counter abilities such as smoke. We will be monitoring whether this makes the PTRS too effective against cover.

    • Ready-aim time from 1.25 to 0.5
    • PTRS Rifles can now attack ground and has a projectile

    Penal Battalion

    The PTRS upgrade for the Penal Battalion is being improved by giving the squad an additional rifle. The current upgrade lacks power against anything past the light vehicle phase, which means that an AT Penal squad scales poorly into the late game, posing minimal threat to tanks unless they could be satchelled. Accuracy of the Penal PTRS is also being increased to match their previous AI DPS when carrying 2 AT Rifles.

    • Mobilize Reserve Upgrade now reduces Penal Battlion reinforce by 2; upgrade is auto applied if the Mechanized Armour Kampenya (T4) is purchase. See above.
    • PTRS upgrade now grants an additional PTRS which does not drop
    • PTRS Rifle upgrade cost from 60 to 70
    • Penal PTRS accuracy from 0.15/0.105/0.06 to 0.3/0.21/0.16

    SU-76

    The SU-76 is having a portion of its veterancy 3 rotation available stock. Combined with the acceleration improvements at veterancy 2, the extra mobility will help the SU-76 disengage or respond more quickly to flanking enemies. The experience requirements of the SU-76 are being increased, as the units gained veterancy incredibly quickly when firing on armoured vehicles.

    • Veterancy requirements from 870/1740/3480 to 1044/2088/4166
    • Camouflage delay from 5 to 2
    • Rotation rate from 32 to 34
    • Veterancy 2 now provides +20% acceleration and deceleration
    • Veterancy 3 rotation bonus from 1.25 to 1.175

    T-34/76 Ram Ability
    We are trialling a change to the T-34's Ram ability. As the T-34/76 now needs veterancy to have access to ram, the unit now needs a chance of escaping once the initial stun of ram wears of, similar to the vehicle that it has struck.

    • Immobilized critical replaced with temporary 6 second stun and Engine Damage critical; main gun critical still remains and requires veterancy 1.

    ISU-152

    The following changes to the concrete piercing round are to reduce its lethality against infantry when grouped up in cover due to the recent bug-fix for this ability.

    • Concrete Piercing AOE damage from 1/0.25/0.05 to 1/0.25/0.15
    • Conrete Piercing AOE distance from 1.25/2.75/4.5 to 0.25/1.5/6

    Ostheer

    Infantry Medical Kits

    • Cost from 15 to 10 munitions.

    Bunkers

    • Command Bunker no longer mutually exclusive with Medical Bunker

    StuG G

    Given that the StuG G must cycle a reload before it can fire its TWP for a fairly weak blind, we are increasing the ability's damage. Previously, it was better for the StuG G to not use this ability as the raw damage was more important against most targets.

    • Target Weakpoint damage from 80 to 160

    Brummbar
    With the addition of a munitions cost, the Bunker-Buster barrage no longer needs to be restricted by such a long recharge time.

    • Bunker-Buster recharge from 120 to 90

    Panzerwerfer

    With the rockets arriving sooner thanks to its low-angle barrage, the Panzerwerfer is having its suppression removed on the low angle shot.

    • Veterancy 1 low-angle Barrage suppression removed.

    Osttruppen

    Additional changes are being made to Osttruppen with two routes being taken:

    • The first change is to deny aggressive Osttruppen builds by delaying the MG-42 which supports them. This comes in the form of requiring Osttruppen to be recruited from the HQ.
    • The second change is a slight manpower increase to make Osttruppen less cost-efficient on top of the existing call-in recharge.

    To test both these methods in one build, Osttruppen Commander and the Defensive Commander have different methods in how their Osttruppen are called in. Furthermore, their Panzerfaust range is being reduced to 15 to match the range of other snares - Grenadiers having further range due to their lower squad size.

    • Panzerfaust range from 18 to 15

    Experimental

    • Osttruppen Commander's Osttruppen are built from the HQ rather than called-in: 25 second build
      time, 200 manpower.

    • Community Defensive Commander Osttruppen are called in from off-map: 35 second ability recharge
      time, 220 manpower.

    OKW

    Battlegroup Headquarters

    Experimental

    Given the cost efficiency of the new OKW medics, we want to try one an iteration that makes medics less difficult to backtech to and give OKW more options without needing to pay a large amount of resources for basic indirect-fire.

    • 150 manpower and 10 fuel: Offers Le.IG upon completetion which now comes from off-map
    • Medic Upgrade Cost: 50 manpower and 10 fuel
    • Battle Group Upgrade: 100manpower and 20 fuel: unlocks 251 Flak Half-track, the UhU Searchlight
      Half-Track, Infantry Weapon Upgrades, and ability to reinforce: 15 second research time

    Sturmpioneers

    • Can now re-buy their Panzerschreck when dropped

    Le.IG 18

    The following change will make the Le.IG more responsive when firing its smoke barrages.

    • Smoke ready-aim time from 1.75 to 0.125
    • Weapon Vertical speed when firing smoke from 15 to 35

    Panzer II Luchs

    The following change will make a camouflaged Luchs harder to detect. It was too easy to deny the Luch's scouting role due to the large reveal detection range.

    • Now is detected by enemy units in 15m rather than 20m when Catious Movement is active

    251 Walking Stuka

    With the addition of proper penetration values, the Stuka rockets became far too potent against emplacement and light vehicles, nearly able to destroy them in one barrage. We are reducing the damage it does against vehicles and emplacements.

    • +50% bonus damage versus emplacements removed; damage from 300 to 200 against these targets
    • Now has -25% damage againse vehicles; damage from 200 to 160 against these targets
    • Napalm Rocket Suppression from 0.2 to 0.1

    Panther Ausf. G

    The OKW Panther is being standardized with its Ostheer counterpart, receiving a nerf to its acceleration bonuses in-exchange for lower veterancy requirements.

    • Experience requirements from 2730/5460/10920/13650/18155 to 2530/5060/10120/12650/16825
    • Veterancy 3 de/acceleration bonus from +30% to +10%

    British

    British HQ Structures

    To make it easier to utilize other healing options, infantry will now retreat directly towards the HQ, rather than to the Platoon or Company Command Post.

    • Infantry will now rally towards the HQ Truck rather than to other base structures structures.

    Infantry Section

    With the lose of the capture bonus, we want to give the UKF player an ability to quickly retake territory through a unit upgrade. The Lee Scoped Enfield is there to improve the long-range effectiveness of the squad at the cost of short-range and moving firepower, while also preventing the squad from doubling up on weapon upgrades.

    • Raid Package added; provides 1 scoped Lee Enfields, +33% capture and decapture rate and a 15% speed boost when not in combat. Removes the penalties for fighting out of cover, but increases construction time by 75%. 40 munitions.

    • Scoped Lee Enfield DPS at 0/10/15/20/25/30/35: 2.81/3.11/3.24/3.36/3.5/3.67/3.84

    Mortar Emplacement

    The heavy mortar barrage is having its range reduced to make the barrage less powerful on smaller
    maps.

    • Heavy Barrage range from 180 to 150

    Churchill Infantry Tank

    The Churchill is having its rear armor reduced to make it more vulnerable to being flanked by medium tanks, while still retaining higher than usual values due to the Churchill's damage sponge role. The unit is also receiving a pintle machine to increase its firepower against infantry.

    • Rear armour from 180 to 150
    • Veterancy 1 now grants a Vickers K pintle; weapon follows the rotation of the turret
    • Pintle DPS at 0/10/15/20/25/30/35: 8.07/5.90/4.99/4.15/3.38/2.71/2.14

    17 Pounder Emplacement

    The 17 Pounder Emplacement's world piercing rounds are being reduced in cost to better match their
    performance.

    • Piercing Rounds from 90 munitions to 60 munitions

    Bug Fixes

    • Fixed a bug where the PM-41 82mm Mortar did not receive bonuses to its ability recharge at veterancy
    • Fixed an issue where vehicle crews would lose their increased experience gained from Elite Vehicle Crews when decrewing
    • Fixed an issue where the Major Recon's ability would change hotkeys upon gaining veterancy
    • Fixed an issue where Rear Echelon Volley fire greatly lowered accuracy during its 2nd and 3rd stage of Volley Fire. Corrected to +3% and +4% respectively rather than -97% and -96%.
    • Fixed an issue where the M5 Quad would announce a Crocodile has been destroyed as the British
      faction

    • Fixed an issue where the M5 Quad icon would vanish on the USF M5 when decrewed

    • Fixed an issue regarding Combined Arms was triggering without infantry on certain maps
    • Fixed an issue where Sextons would cease their Coordinated Valentine Barrage when a target in the
      area was destroyed.

    • Fixed an issue with the KV-2's tooltip regarding population; will now properly state 21 rather than 19.

    • Fixed an issue where the Tiger Ace in Spearhead mode would autofire on infantry even when priortize
      vehicle was on.

    • Fixed an issue where the OKW Panzer IV would get additional sight bonuses at veterancy 5

    • Fixed an issue where Radio Silence's speed boost would affect units while retreating.
    • Fixed an issue where Stuka Smoke Drop was at 4 CPs for Wehrmacht rather than 2 CPs
    • Fixed an issue where the Headquarters Glider required the player to have 9 population available.
    • The British Command Vehicle ability should now properly go on cooldown if the Command Vehicle is
      abanonded.

    • Fixed an issue where there Pathfinder Beacon Self-Destruct ability had no hotkey; set to E

    • Fixued an issue where the Land Mattress' reinforce value was set to 1 rather than 0.5
      Mod Bug Fixes

    • Fixed an issue where a player could call-in multiple Valentines

  • #21
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited December 2020

    WINTER BALANCE PATCH PREVIEW - VERSION 3.0

    General

    Main Gun Criticals

    While main gun criticals are an issue in competitive play, we do not want to remove this feature entirely from Company of Heroes as these moments can make for intense moments for the non-competitive side of play. Instead, we are reducing the chance for the Main Gun critical to happen primarily during medium tank engagements when under attack from sources that deal 160 damage.

    • Main Gun Critical now has a chance to trigger at 20% rather than 25%

    Panzerfausts

    To avoid accidental mis-clicks on ambient structures which the Panzerfaust does barely any damage against, panzerfausts will no longer be able to target them.

    • Panzerfausts can no longer target ambient structures

    Puma and Sniper Critical/Aimed Shot

    • Critical against Assault guns now inflicts a -75% speed and rotation debuff for 5 seconds and disables the weapon rather than slowing the unit to a complete halt and cancelling orders until the debuff wears off.
    • SU-76 will no longer receive engine damage from the ability in addition to being stunned.

    M8 Scott

    The rate of fire on the M8 barrage is being increased, improving its ability to pressure stationary target

    • Barrage reload from 2.75/2.9 to 1.75/1.9

    M15 AA Half-track

    Adjustments have been made to the M15

    • Should no longer do strange rotations when given orders to attack ground or engage units on the far left or right of its arc; note machine guns no longer follow attack orders due to engine limitations.
    • New ability: M15 Anti-Aircraft Mode. Enables the M15 to have 360 degree rotation, but cannot be ordered to attack ground target. Can only engage aircraft when in this mode. Replaces Prioritize Aircraft

    Soviets

    Conscripts

    Previously Conscripts received a +10% accuracy bonus at veterancy 3 due to their low stats and lack of upgrades. With the introduction of items such as Mobilize Reserves and SVTs, Conscripts no logner need such high bonuses to scale into the late game.

    • Veterancy 3 +10% accuracy bonus removed
    • Mobilized reserves munition upgrade to the squad Reserves no longer grants +20% veterancy gain.

    Mobilize Reserves - Global Upgrade

    We are decoupling this upgrade from tech. Our focus with this upgrade will be to make this a worthwhile choice for the player when deciding whether they want to rush for tanks or focus on a stronger infantry game.

    • Mechanized Armor Kampenya no longer grants Mobilized Reserves for free.
    • Mobilized Reserves now grants +20% veterancy gain to Conscripts and Penal Battalion.

    T-34 Ram Ability

    Due to being an iconic ability of the game, community feedback, and the role the ability plays, Ram will no longer require veterancy 1. Instead, a health requirement will stop fresh T-34/76s from being used to ram tanks and used more as a desperate act.

    • Veterancy 1 requirements removed
    • Ram requires 50% or less health to trigger

    Kubelwagen

    The following changes will make the Kubelwagen more effective on the move focused primarily on sniper. Previously, a Kubelwagen would do no damage when chasing down a sniper due to its extremely high penalties on its burst duration.

    • Kubelwagen moving burst duration from 0.1 to 0.75
    • Kubelwagen moving cooldown from 0.1 to 0.8

    OKW

    Panzer II Luchs

    The Panzer II is having its detection range increased to improve its ability to hunt camouflaged infantry units and perform a basic scouting role.

    • Camouflage detection from 5 to 15

    Forward Retreat Point

    The Battlegroup Forward Retreat Point is having its cost reduced to better reflect its current value in-game.

    • Cost from 300 manpower to 250

    British

    Infantry Section

    The Raid package is being scrapped with focus being placed on other elements of the British arsenal to help take map control. Furthermore, their medical kits are being increased in price due to how efficient they are while Mill Bombs are having their fuse time increase to match other grenades.

    • Raid Package removed
    • Grenade fuse time from 1 to 1.25
    • Medical Supplies upgrade from 30 to 45

    Vickers HMG Team
    The passive bonus of the Vickers is being changed into a timed ability. This should allow the Vickers's veterancy 1 ability be more useful in the majority of situation.

    • 'Take Aim' replaces veterancy 1 garrison bonus. Improves range by 7, accuracy by +15%, penetration by +6. Cycle a reload before activating. Can be used in garrisons. 15 munitions.

    Royal Engineers

    Sappers and the Assault Officer are having their capture rate to help increase the UKF's map control in the later stages of the game.

    • Capture rate from 1 to 1.25

    Assault Officer

    See above.

    • Capture rate from 1 to 1.25

    Cromwell

    The Cromwell is receiving a new veterancy 1 ability to aid its role as a mobile tank that excels at hunting down injured or lightly armoured vehicles.

    • Veterancy 1 smoke recharge replaced with the 'Hunt' ability; detects vehicles in the FOW up to range 60 and improves moving accuracy by 20% for 30 seconds. 25 munitions.

    Churchill

    The Churchill is having its population change reverted. If the unit receives additional changes, it will be to make the unit more potent individually.

    • Population reverted to 19

    Quality of Life

    • Royal Engineers - regular and recovery - now share a single selection group
    • All Panthers now share the same selection group
    • Raketenwerfer will now try to reverse up to ranges of 60

    Bug Fixes

    • Fixed an issue where the Land Mattress would auto-set up when enemies wer ein range
    • Fixed an issue where the Tommy Scoped Rifle was not using the proper stats.
    • Fixed an issue where Guards Rifle Infantry, 120mm Mortars, and Jagdtiger call-in UI displayed the incorrect population.
    • Fixed an issue were Assault Engineers were population 8 rather than 7
    • Fixed an issue where the 251 radio beacon could not be bypassed by land units.
    • Fixed an issue where the Churchill had less gun depression than other tanks
    • Combined Arms ability for USF should no longer randomly trigger on certain maps when the required unit is not nearby.
    • Fixed an issue where Stuka Recon from CAS had less sight than intended.

    Mod Bug Fixes

    • Fixed an issue where OKW medics did not have a healing aura
    • Fixed an issue where the OKW Puma wreck could not be crushed
  • #22
    3 years ago
    Andy_REAndy_RE Posts: 299 admin
    edited December 2020

    WINTER BALANCE PATCH PREVIEW - VERSION 4.0

    Latest version of the mod can be found here.

    General

    Mobile Anti-Tank Guns

    While double anti-tank guns are strong in smaller game modes, we do not want to impact their offensive performance or population. Instead, we want to focus counterplay by offering players additional options to break through an AT wall and make over-extended AT guns easier to punish.

    • All mobile anti-tank gun squads - Pak, 6 Pounder, ZiS-3, Soviet 45mm, Raketenwerfer, 57mm - have an innate received accuracy penalty of +10%; this stacks with the type of entity that recrews the gun. Example: Conscripts recrewing an anti-tank gun go from 1.087 target size to 1.196; Panzergrenadiers recrewing would go from 0.8 to 0.88

    Mobile Mortar Smoke (M21, 250 Half-Track, USF/British 81mm, Soviet 82mm, Osther 81mm)**

    To encourage further the usage of smoke against defensive positions, mortars are being made more responsive and are gaining an additional smoke shell per barrage. Their wind down times are also being reduced to speed up how quickly a mortar can saturate a target area with smoke shells. Scatter bonuses at veterancy 3 have also been removed from smoke barrages to maintain decent area coverage.

    • Pivot time from 2 to 1.25
    • Smoke Barrage wind down from 2 to 0.375
    • Number of smoke shells per barrage from 3 to 4
    • Scatter bonuses at veterancy 3 no longer apply to smoke barrages

    Brummbar and Dozer 105mm Sherman

    These units will now have their pintles automatically fire at infantry when in Hold-Fire mode. Both units excel at attack-ground are best left on hold-fire so players can direct their shots, but their machine guns would have limited opportunity to engage without changes.

    • When in hold-fire mode, pintle mounted MG will still fire at infantry when within range, but not aircraft or vehicles.

    USF

    Officer Transfer Orders

    Given how USF is given a free officer as part of their teching structure, we are giving players an option to call-off their officers to avoid taking up population. This is primarily for the late game where a player back-techs but does not want to be burdened by a fresh officer squad.

    • New Ability on Barracks: Officer Transfer Orders
    • Ability forces the selected Officer squad - Lieutenant, Captain, Major - to withdrawl from the map. This ability does not refund any resources.

    M1 81mm Mortar

    Given the weaker stats of the USF mortar in terms of its AOE, the unit is receiving a slight price reduction to better reflect its performance.

    • Cost from 240 to 230

    M7 Light Anti-Vehicle Mine

    The build time of the M7 Mine is being decreased to make these cheap mines easier to plant.

    • Build time from 6 to 5

    Pack Howitzer

    With the lethality decrease to the Pack Howitzer, the unit is having its 6th man returned to help with its limited survivability - particularly against late game rocket artillery.

    • Crew size from 5 to 6; population unchanged at 8

    M15 AA Half-Track

    To give the Captain some anti-sniper power, the machine guns on the M15 are gaining bonuses against snipers. The AA mode for the M15 is also being toned down as the M15 has multiple guns dedicated to killing aircraft while other AA units only have one.

    • M15 machine guns now have a 15% accuracy bonus against snipers
    • AA Mode 37mm chance to destroy planes from 30% to 20%; remains at 30% when not in AA mode

    British

    Royal Engineers

    Royal Engineers are being moved to the HQ to encourage different builds from the British, help provide map control over the more expensive Infantry Section, and provide a cheaper supporting unit. A number of their abilities and construction options are being pushed back to avoid having a significant impact in the early game.

    • Now trained in the HQ rather than the Platoon Command Post
    • Destroy Cover, Heat Grenade, and Forward Assembly require Platoon Command Post

    Medics

    Given the changes to Royal Engineers and the timing of most healing options for other factions, Medics are being moved into the Platoon Command Post.

    • Now trained at the Platoon Command Post rather than the HQ

    Universal Carrier

    The Universal Carrier is receiving a slight nerf by adding a fuel cost to the unit. Its effectiveness in the early game warrants a slight delay to British teching.

    • Fuel cost to 5

    OKW

    Raketenwerfer

    The Raketenwerfer is having its target size increased to match other anti-tank guns. This should have no impact when the gun is crewed, but will make abandoned Raketenwerfers easier to destroy.

    • Gun target size from 10 to 20

    Le.IG 18
    In line with the mortar smoke changes, the Le.IG is having its reload reduced on its smoke barrage.

    • Le.IG smoke reload from 2.3/3.6 to 0.55/1.85

    Panzer II Luchs

    The Luchs is being made into a proper detection vehicle to reinforce its role as an infantry hunter. Its penalties against heavy cover and garrisons are also being reduced to make the Luchs more effective at attacking infantry in defensive positions.

    • Detection range from 15 to 25
    • Damage modifier against heavy cover and garrisons from .25/0.3 to 0.5

    Hetzer

    The Hetzer is having its initial target size increased to make it easier to drive off in the mid-game thanks to its new timing. Previously, it was too difficult to hit for the amount of armour and health it had.

    -Target size from 15 to 17
    -Veterancy 1 now also provides 0.8824 Received accuracy, returning its target size back to 15.

    Ostheer

    Infanterie Kompanie and Battle Phase 1

    Changes to Ostheer teching has been reverted due to how they impact strategies that do not rely on call-ins. Further adjustments will be made to focus on the commander infantry call-ins rather than the tech.

    -Changes to fuel costs reverted

    Osttruppen

    To delay Osttruppen without impacting other strategies, we are moving them to the Tier 1 with the changes to tech being reverted. This will put the deployment time of Osttruppen on-par with Grenadiers

    • Reverted changes to being being trained in the HQ with the Osttruppen Commander or being called-in via the Defense Commander
    • Are now trained from the Infanterie Kompanie; 25 second build time, 200 manpower cost.

    Soviets

    Grenade Package

    We are merging Molotovs and AT grenade into one package. This will make both grenade abilities cheaper than they once were seperately.

    • AT Grenades and Molotovs merged into "Grenade Package" upgrade found on the Soviet HQ.
    • Costs 150 manpower and 15 fuel

    Tripwire Flare Mines

    Given how cost effective Tripwire Flare mines thanks to their ability to inflict a model loss, provide vision, and are readily available on Conscripts and Combat Engineers, their cost is being increased to better reflect their performance.

    • Cost from 10 to 15

    Conscripts

    The sandbag changes that were applied to the other factions will now apply to Conscripts in the early game to encourage more mobility and positioning. Conscripts will build items faster once they have veterancy as they are reliant on their sandbags during the mid-game period.

    • Sandbag build time from 13 seconds to 18
    • Veterancy 1 grants +35% increased build speed

    Mobilize Reserves (Conscript Munition Upgrade)

    • Reverted change to veterancy gain; now once again gain +20% veterancy when upgraded.

    M5 Half-Track

    The AA chance for the M5 are still being fine-tuned to be more reliable, without the ability to instant destroy planes.

    • AA chance from 2% to 3%
    • Gains 'Force Reload' ability when upgraded to the M5 Quad.

    Mobilize Reserves (Global Upgrade)

    The Mobilize Reserves changes for Conscripts and the Mechanized Armor Kampenya are being reverted. While the upgrade could have stood on its own, it did not give an incentive for players to rush towards their final tier. The bonus to Conscripts is also being removed.

    • Changes to Conscript global veterancy reverted
    • Reverted change to Mechanized Armor Kampenya; now grants upgrade for free for once more.

    T-34 Ram Ability

    The majority of changes to ram are being reverted. The main issues are linked to certain off-map abilities, though, we are replacing the complete stun ram provided to give vehicles hit by this ability some ability to maneuver out of off-maps.

    • Reverted changed all changes; see below for updated list
    • Ram inflicted criticals: Main Gun Destroyed, Heavy Engine Damage and Immobilized removed
    • Ram no longer deals a complete stun on penetration and deflection. Instead, it will now slows target by 75% for 5 seconds and disables weapons.

    Bug-Fixes

    -Fixed a bug where Recovery Sappers costs more to reinforce than normal sappers.
    -Fixed a bug where the 50cal gunner was not affeted by suppression movement penalties.
    -Fixed an issue where smoke and AT grenades for Recovery Sappers would share a cooldown.
    -Fixed an issue where a destroyed Hetzer would give a heavy tank destroyed announcement.
    -Fixed an issue where the Royal Artillery Coordinated Barrage would not drop warning flares into the target zone when activated.

  • #23
    3 years ago
    Andy_REAndy_RE Posts: 299 admin

    WINTER BALANCE PATCH PREVIEW - VERSION 5.0

    Latest version of the mod can be found here.

    General

    AT Vehicle and AT Gun Vehicle Prioritize

    The majority of dedicated AT units have received adjustments to their prioritize vehicle ability. They will now enter the battlefield with the ability active. Affected units are: Firefly, M10, M36, SU-76, SU-85, Jagdtiger, Jagdpanzer, Elefant, StuG G, All AT Gun squads

    • All AT vehicles and mobile ATG squads start with prioritize vehicle active. Recrewed vehicles and recaptured team weapons default to prioritizing vehicles.

    Anti-Air Prioritize

    • Non-Grid Hotkey from Z to H

    Wire

    Wire is being adjusted so units will no longer get trapped in them until they are clear.

    • Will only become impassable and neutral once the owning player has no infantry within 2m of the wire.

    Sandbags

    All buildable sandbags have been adjusted to have a small cover radius so they do not provide cover when they have been wired off.

    • Adjusted cover radius of Soviet and all other constructable sandbags

    AEF

    M4A3 Sherman 75mm

    The experience values of the Sherman are being brought in-line with its cost.

    • Experience requirements from 2020/4040/8080 to 1780/3560/7120

    M15 AA Halftrack

    In AA mode, the M15 is still too strong compared to other AA units. Values for the machine guns have been lowered while the cannon has been restored to its previous form. If anymore adjustments are to be made on the unit's AA performance, it will be on its two machine guns.

    • Machine gun AA chance from 15% to 8%
    • AA mode 37mm AA chance from 20% to 30%

    British

    Assault Officer

    The Assault Officer is having their experience requirements slightly lowered to match other officer units and to compensate for the unit's need to close the distance to be effective unlike most other officer units.

    • Experience requirements from 720/1440/2880 to 680/1260/2520

    Cromwell

    Due to its the reliance on speed to survive, the Cromwell's veterancy is being adjusted so its mobility bonuses come earlier. Hunt has also been modified to give additional penetration, improving the Cromwell's ability to finish off heavier vehicles that have been wounded. Experience values have been slightly adjusted to reflect the unit's price.

    • Hunt ability: Now also grants +20% bonus to penetration during the ability in addition to +20% moving accuracy and vehicle detection through the FOW.
    • Hunt duration from 20 to 25
    • Hunt munition cost from 25 to 30
    • Veterancy 2 +35% weapon traverse speed and +30% reload bonuses moved to veterancy 3
    • Veterancy 3 +20% reload speed, +20% rotation speed, +20% de/acceleration, and +20% maximum speed moved to veterancy 2
    • Experience requirements from 1820/3640/7280 to 1780/3560/7120

    Comet

    The Comet is receiving slight adjustments to its AOE as part of a bug-fix and its scatter is being slightly increased. Furthermore, its high turret traverse is being lowered to be on-par with the M4 Sherman. Due to an error in naming and placement of the files, please note the previous change to White Phosphorous was already set to the correct value.

    • AOE near damage now correctly set to 0.75 from 1
    • Turret traverse from 45 to 40
    • Scatter from 5.25 to 5.75
    • Ignore previous White Phosphorous change; value was already set to 2 in live.

    Ostheer

    Brummbar

    The Brummbar is receiving a slight reduction in its armor to reduce its durability against massed AT fired. Its high damage alpha against infantry will be retained to make it a desirable unit.

    • Armor from 260 to 250

    Grenadier Veteran Squad Leader

    The G43 is being replaced with the Volksgrenadier StG 44 to lower the firepower of the VSL upgrade. The G43 gave the unit high burst damage when combined with Grenadier rifles due to each shot dealing 16 damage and significant firepower when on the moving. The weapon may be adjusted in the future to find a middle ground between both weapons.

    • Grenadier G43 changed to Volksgrenadier StG 44

    OKW

    Panzer II Luchs

    Recent testing shows the Luchs is too potent versus garrisons as it would deal damage to everyone in the squad. The damage value has been lowered to an area between the old and new value from the last update.

    • Damage modifier to garrisons from 0.5 to 0.4

    Raketenwerfer

    The Raketenwerfer is being modified to be less prone to the deathloop when it losses a crew member. This is on-par with the Maxim, 50cal, and Dshka changes.

    • Attach time from 0.7333 to 0

    Le.IG

    • Should now be more responsive when firing smoke.

    Soviet

    Mechanized Armor Kampenya

    Soviet tech costs are being adjusted with the Soviet Tankiovy Battalion having its price reduced while the price of the Mechanized Armor Kampenya has been increased. With the nerf to units such as the T70, there is no longer a reason for Soviet LVs to arrive much later than their counterparts.

    • Cost from 240 manpower and 90 fuel to 280 manpower and 100 fuel

    Tankiovy Battalion

    • Cost from 240 manpower and 85 fuel to 200 manpower and 75 fuel

    Penal Battalion

    Penals are receiving a slight manpower reduction to better match their performance, timing, and tech cost in the early game.

    • Manpower cost from 300 to 290

    M5 Halftrack Quad Upgrade

    The AA mode of the Quad has been increased further to improve its performance against aircraft.

    • AA Chance from 3% to 5%

    Bug Fixes

    • Fixed an issue where the Ostheer's Puma projectile did not display properly
    • Fixed an issue where Commandos would become temporary invulnerable when deploying smoke on retreat.
    • Fixed an issue where new Raketenwerfer crew members would be visible if the unit was reinforced while cloaked.
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