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
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.
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
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.
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.
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.
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.
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.
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
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
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
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:
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.
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
Schwerer Panzer Headquarters
The Panzer Headquarters is being split into two parts to allow certain units to arrive sooner while maintaining the time it takes for OKW to deploy their armor in the mid-to-late game. The adjustments should also make strategies involving Battlegroup Headquarters more viable by allowing units like Obersoldaten to arrive sooner.
General unit & abilities changes
Volksgrenadiers
Volksgrenadiers are slightly too cost effective for their price point. Their base cost has been increased to better suit their power and timing.
Sturmpioneers
While Sturmpioneers are strong starting units, they did not scale very well against the increasing strength of Allied infantry as the game progressed. The following changes to their veterancy should help them in the combat role in the mid-to-late game.
MG 34 HMG
The MG 34 performs well in its role as a suppression platform, but its lower damage in comparison to other machine guns makes it difficult to gain veterancy. Requirements have been lowered to compensate.
Kubelwagen
Despite the recent changes to the Kubelwagen, the unit still isn’t very popular. In order to reduce the demand on Sturmpioneers, the unit has received adjustments which will reduce the time required to be repaired.
Raketenwerfer 43
Due to the frustrating mechanics of its short-range for the user and its camouflage for the opponent, the Raketenwerfer is being adjusted to be perform more like standard anti-tank guns. Range and crew size is being improved, while the camouflage now only works when stationary and requires veterancy 1. The retreat function has also been removed from this unit.
Sdkfz. 251/17 Flak Halftrack
The Sdkfz. 251/17 is gaining a slight price and veterancy adjustments to incentive the use of Battlegroup Headquarters over Mechanized.
Tiger II
Changes have been made to make its main gun more reliable at forcing off enemy infantry by increasing the amount of health damage it does, while reducing the radius that it can kill full health models. Furthermore to help define its unique role, the Spearhead ability has been moved to veterancy 1.
Opel Blitz
The Opel Blitz lacked a proper role and had came too late in the game to serve as a reinforcement platform. CP requirements have been reduced and it has been given a minor boost in mobility. It will now also provide a healing aura to infantry around it to further define its role as a forward base of operations.
LeIG 18 ISG Incendiary Barrage
The Incendiary Barrage was underperforming for its cost due to its low damage, accuracy and rate of fire. The barrage ability has been adjusted to make it reliable at displacing infantry.
Flammpanzer 38t ‘Hetzer’
We feel that the Hetzer is in a good spot™, but have slightly lowered its veterancy requirements due to its inability to harm vehicles.
Overwatch Flares
This ability had become too powerful amidst the other improvements to the Overwatch Doctrine, as it provided the doctrine with strong reconnaissance for minimal input. The flares are required to be placed on points manually. In return, the ability can be used on territory points captured by allied players.
Radio Silence
In order to make this ability more attractive, and to give it a more tangible use, the ability now also lets infantry move at a slightly higher speed in order to supplement the attack. Ability cost has been increased accordingly.
Command Panther
The Command Panther will now be tied to tech like all other heavy call-in tanks. In addition, its vision has been adjusted to that of regular scout units. To compensate for this loss in scouting power and tech requirements, its cost has been decreased.
Infiltration Grenades
We feel that Infiltration Grenades were too easily used at their previous cost for their chance at inflicting heavy damage or wiping out squads. Cost has been slightly increased.
Sturmtiger
Fallschirmjäger
Fallschirmjäger have not been very popular due to their high cost, timing and due to them being outclassed by Obersoldaten. Changes have been made to allow them to arrive sooner and scale better with veterancy and tech, at the cost of having less firepower upon deployment.
Sector Assault
The anti-infantry airplanes of the Sector Assault ability are too effective, instantly pinning all enemy infantry in a large area. The suppression on these planes has been significantly toned down to minimize their ability to suppress infantry in a wide area. Squads should no longer get pinned, unless they get strafed multiple times.
Assault Artillery
Due to the way Assault Artillery worked, the use of this ability was very limited and often did minimal damage in larger sectors. The ability has been reworked to work like more conventional off-map artillery abilities.
Sturm Offizier
The Sturm Offizier has been completely reworked to be an effective combat unit with the addition of veterancy and his retreat-on-death mechanic being removed. To promote his role as a combat unit and to reduce blobbing, his aura has been removed.
Veterancy:
Command Tiger I
The Command Tiger will have its main gun anti-infantry damage standardized to deal more reliable damage. Veterancy requirements will be slightly reduced in line with changes to Ostheer’s Tiger I.
Thorough Salvage
The time it takes to complete Thorough Salvage has been reduced. Being a doctrinal ability slot that replaces regular Salvage, we feel that it should not force players into more risky situations.
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.
Vickers
In order to counteract the slightly reduced performance of Infantry Sections and improve Brit build diversity, the Vickers HMG is gaining slightly increased suppression.
Sniper
The British .50cal Sniper had a disproportionately long aim time compared to the other snipers. The aim time has been standardized to match the others, to make the British sniper less frustrating to use.
Comet
The Comet is lacking in its role as a premium late game tank due to its lack of combat scaling and weak anti-infantry capabilities outside White Phosphorus shells. These issues have been addressed with the changes below.
Cromwell
We feel that the Cromwell does not stand out compared to other medium tanks for its price. To reinforce its role as a fast cruiser tank, we are slightly increasing its mobility and its survivability.
Firefly
We think that the Firefly performs well as a tank destroyer, but is slightly too expensive given its slow rate of fire and mediocre mobility.
Churchill Mk.VII
Because of its grenade ability and high health, the Churchill Mk.VII has been slightly overperforming when used against anti-tank guns or when deployed in numbers. In order to make the unit less effective in either scenario, the following changes have been made:
Emplacements
All emplacements can now be torn down by Royal Engineers once they no longer serve their initial purpose, to free up population cap for other units. Note that resources will not be refunded.
Churchill Crocodile / Churchill AVRE
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.
M8 Scott
The M8 Scott is having its rate of fire reduced due to the lack of input required. In return, the unit is having its barrage times reduced to reward those who use its abilities.
Pak Howitzer
Similar to the M8 Scott, we felt that the Pak Howitzer performed too well when given minimal input. This has been toned down slightly by increasing its low scatter. To compensate, barrages will be more readily available.
M21 Mortar Halftrack
The White Phosphorus shells dealt too much damage for how cheap the ability was. The shells have been adjusted to deal less damage over time.
M26 Pershing
With the requirement of tech, the Pershing has received a durability adjustment to improve its survivability. The unit now has more hitpoints, but has reduced frontal armor. The anti-infantry performance of its main gun has also been standardized with all other heavy tanks, although it will still deal the most damage.
Time On Target
In order to make this ability destroy enemy howitzers or other stationary defenses reliably, changes have been made to the last three shells to ensure they land directly in the center of the ability.
Rifle Company
We felt that Rifle Company was an underused commander because it had some mediocre abilities that outweigh the good ones. Small changes to the doctrine have been made that will hopefully make it a much more attractive choice.
Riflemen Field Defenses
Paratroopers / Paratroopers Support Squad
Paratroopers are generally in a good spot right now, but they will receive some minor changes to further solidify their performance. Some of their received accuracy from veterancy will be moved to their basic target size, to give them an easier time getting started at the time they enter the battlefield.
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.
GrW 34 Mortar
The Counter Barrage ability on the GrW 34 mortar will receive a higher range to make the ability more effective, giving players more incentive to use it.
Sd.Kfz. 222
The coaxial machine gun of the 222 will receive the same penetration values as the OKW Sd.Kfz. 221/223.
Sd.Kfz. 251 Halftrack
We would like to make the unupgraded Sd.Kfz. 251 Halftrack more integrated into Ostheer’s core support weapons and combined arms gameplay. An increases in sight range will allow it to spot for team weapons, while in-hold healing will allow the smaller Ostheer squads greater field presence.
Panzergrenadier and Stormtrooper G43s
The G43s for these squads have been changed, make them a more interesting and attractive choice over their standard weapons. The price has been changed accordingly.
Bunker MG 42 upgrade
The MG 42 upgrade’s sight range will be reduced to match its firing range, so the upgraded bunker can no longer self-spot enemies from very long range, as the upgraded bunker had extraordinarily long sight range that was not in line with its cost and function.
Tiger I
The Tiger I has been drop down to 9 CPs, but it will now require Battlephase 3 before it can be called in. Additionally the anti-infantry performance of its main gun has been standardized. Veterancy requirements have also lowered.
Spotting scopes
Spotting Scopes give combat vehicles a bit too much of an advantage because they activate almost instantly after the vehicle stops moving. The activation delay will be increased.
Supply Drop - Osttruppen Doctrine
The weapon drop has been slightly reduced in cost, in order to better match costs with similar weapon drops like those in USF Airborne Company.
Command Panzer IV
The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance.
Target Weak Point Ability
In order to make the Target Weak Point abilities less confusing, as they have different effects on different units, the ability has been renamed on several units to help distinguish them. New icons will be placed later for clarity.
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.
Maxim
The Maxim will receive slightly better area of effect suppression. This means that it will still perform the same against individual squads as it did before, but it will be better at suppressing several squads that are in close proximity of each other.
Conscripts 7th man upgrade
Due to popular sentiment on this upgrade arriving too late, there have been adjustments to make to upgrade arrive sooner, in order to allow Conscripts to function as combat upgraded infantry without relying on doctrinal items or call-ins.
Combat Engineers
In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Combat Engineer squads will now give additional repair speed.
ZiS-3 and SU-76 76mm HE Barrage
The barrage ability on the ZiS-3 and SU-76 has been changed to have reduced raw killing power and deal more reliable health damage instead.
Guards Rifle ‘Hit The Dirt!’ Ability
Ability renamed to prevent confusion with Conscript Assault Package’s “Hit The Dirt!” ability, since either ability has different effects.
Conscript Assault Package
Shocktroopers
The grenade cooldown on Shocktroopers is being increased to reduce how many grenades they can throw during an engagement, particularly with their veterancy 1 bonus that improves their grenade cooldowns.
KV-1
The KV-1 has received some changes to make it better suited as a defensive tank at later levels of veterancy and allow it to threaten exposed infantry that would try to bypass it.
IS-2
The IS-2 has been moved to tech, but its CP requirements have been reduced. Due to its higher armor, the IS-2 will come slightly later than the Tiger. Additionally, the has received boosts to its main gun along with a new veterancy 1 to allow it to operate as a breakthrough tank.
- 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.
Partisan Tank Hunters
Reinforcement cost and timing reduced to match those of anti-infantry Partisans.
KV-2
The KV-2 will now have a reduced CP requirement, but it will require tier 4 to be built in order to be called in.
Defensive Tactics
We feel that this commander was slightly underpowered because of some of its abilities being a bit lackluster. The commander has received a small overhaul to hopefully make it a better pick.
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.
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.
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.
Fallschirmjäger
Sturm Offizier
King Tiger
Panzer VI Tiger (Command Tiger)
Raketen
Opel Blitz
Assault Artillery
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.
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
Battle Phase 2
Manpower cost from 200 to 150
Command Panzer IV
Sdf.kfz 251
Sdf.kfz 250 Mortar Halftrack
Panzer VI Tiger
Osttruppen Supply Drop
Jaeger Command Squad
USF
Pershing
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.
Combat Engineers
Airborne Guards
IS-2
Partisans
Brits
Comet
Advanced Emplacements Regiment
Bofors
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.
Battlephase 2
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.
Panzergrenadier G43
We are reducing the cost of this upgrade to better reflect its current performance and trade-offs with the Panzergrenadier StG 44.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Comet
We have slightly reduced the scatter of the Comet to improve its anti-infantry firepower at range.
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.
Advanced Fortifications
The previous changes were too harsh on this upgrade. We are toning back some of the cost to better reflect its power.
USF
Riflemen Flares
The cost of flares is being matched to those used by units such as Panzerfusiliers to incentivise its use.
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.
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.
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.
SOVIET
Support Weapon Kompaneya(T2)
We are slightly increasing the price of T2 to reduce the rush into T70 and stronger Conscript builds.
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.
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.
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:
*Special thanks to community modder Sneakeye for providing the solution for this implementation.
Tiger - All variants
IS-2
Pershing
KV-2
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.
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:
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
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.
Universal Carrier
The following change has been made to make the Wasp more effective in its role of challenging garrisoned MGs.
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.
Sexton and Valentine
HQ Glider
The following changes have been made to balance the removal of the air landing officer.
SOVIET
ML-20
-Population from 15 to 13
Conscripts
Seven man conscripts were performing slightly too efficiently for their cost
Airborne Guards
Minor changes to encourage the use of airborne guards, which were slightly underperforming.
For Mother Russia
Standardization change to bring in line with other similar abilities.
Soviet HQ
USF
Airdropped Combat Group
Cluster Bomb
USF Grenade Package unlock
OKW
OKW Battlegroup Headquarters
Sturmtiger
Jagdtiger
LE.IG/Mortar Half-Track Incendiary Barrage
Fallschirmjaeger
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.
OKW LeFH 18
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
Bug Fixes
Version 1.1 Changes
Heavy Tanks
Pershing, KV-2, IS-2, Tiger
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:
XP values have been adjusted accordingly.
Credit to Derbyhat AKA Jibberjabber for originally proposing this change.
Grenadiers
Pak 40
Brummbar
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.
Brits
HQ Glider
Airlanding Officer
The officer is having the cost of his recon run increased to match his counterpart, the USF Major.
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.
Airborne Weapon Crate Drop
OKDubz
Sturmtiger
Bug Fixes
Version 1.2 changes
Heavy Tanks
Tiger - All variants
IS-2
Churchill Crocodile
British
Airlanding Officer
Medics
Commando and HQ Glider
HQ Glider
British M5
Assault Section
Tank Hunter Tommies
British Platoon and Company Command
Ostheer
Puma
Bug Fixes
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
Sherman M4A3, Sherman M4A3 (76), Sherman M4A3E8
T34/76 and T34/85
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.
USF
M36 Jackson
In order to make the Jackson more vulnerable to medium tanks when caught out of position, its armor has be decreased.
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.
Ostheer
Grenadiers
Due to new changes, we are removing the reduced reinforce cost on Grenadiers. See Heavy Panzer Korps changes below for more details.
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.
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.
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.
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.
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.
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.
Soviets
Conscripts
In order to slightly reduce strength of the Mobilize Reserve upgrade, the reinforcement reduction has been slightly lowered.
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.
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.
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.
All Plane Crashes
Plane crashes have received an adjustment to clear any frustrating issues they cause. Their instant death critical is being removed.
All Mortar Teams
To encourage the use of mortars without boosting their offensive potential, smoke is being decoupled from the barrage cooldown.
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.
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.
Infantry-Based Flamethrowers
This change will allow flamethrower units to demolish structures much more quickly, allowing easier denial of key garrisons.
Sherman M2HB (All Variants)
This change is to standardize all the Sherman MGs amongst the vehicle family for clarity.
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.
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.
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.
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.
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.
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.
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.
AA Units
Quality of Life change to allow AA units to focus on downing planes, even if enemy units are nearby.
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.
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.
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.
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.
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.
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.
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.
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.
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.
M5 Stuart
Point-Blank Engine Shot is being adjusted to make the ability more responsive and usable against mobile vehicles.
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.
Major
The following change was done to match other Aerial recon abilities.
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.
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.
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.
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.
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.
Battlephase 1
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.
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.
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.
Panzergrenadier
Panzergrenadiers are having their grenade range exchanged for recharge due to the lethality of the bundle grenade.
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.
Brummbar Bunker Buster Barrage
Given the strength and power of this ability, it is receiving a munitions cost to better reflect its power.
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.
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.
Soviets
Combat Engineers
Received accuracy is replacing the weapon accuracy bonus at veterancy 3. This will make late game Combat Engineers more survivable.
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.
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.
ZiS-3 Field Gun
The HE barrage is having its reload time increased to give team weapons more time to react when being barraged.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
Infantry Section
Infantry Sections are having their capture bonus removed to reduce British early game map control.
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.
UKF Medic squad
Due to the buggy nature of the squad’s automatic healing, it is being replaced.
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.
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.
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.
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.
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.
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.
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.
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.
Volksgrenadier
As with flamethrowers, the Volksgrenadier flame grenade is being altered to make it easier to set buildings alight.
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.
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.
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.
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.
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.
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.
Obersoldaten
Ostwind
Hetzer
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.
Jeagar Light Infantry
A consistency change to make JLI match other OKW infantry in terms of their combat bonuses.
Bug Fixes
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.
WINTER BALANCE PATCH PREVIEW - VERSION 2.0
The latest version of the mod can be found here on Steam.
General Changes
Manual 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.
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.
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.
population.
BAR Drop-Rate
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.
Lieutenant
This change puts the Lieutenant's smoke ability in-line with other units that have non-lethal smoke and fragmentation 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Ostheer
Infantry Medical Kits
Bunkers
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.
Brummbar
With the addition of a munitions cost, the Bunker-Buster barrage no longer needs to be restricted by such a long recharge time.
Panzerwerfer
With the rockets arriving sooner thanks to its low-angle barrage, the Panzerwerfer is having its suppression removed on the low angle shot.
Osttruppen
Additional changes are being made to Osttruppen with two routes being taken:
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.
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.
Half-Track, Infantry Weapon Upgrades, and ability to reinforce: 15 second research time
Sturmpioneers
Le.IG 18
The following change will make the Le.IG more responsive when firing its smoke barrages.
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.
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.
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.
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 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.
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.
17 Pounder Emplacement
The 17 Pounder Emplacement's world piercing rounds are being reduced in cost to better match their
performance.
Bug Fixes
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 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
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
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.
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.
Puma and Sniper Critical/Aimed Shot
M8 Scott
The rate of fire on the M8 barrage is being increased, improving its ability to pressure stationary target
M15 AA Half-track
Adjustments have been made to the M15
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.
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.
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.
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.
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.
Forward Retreat Point
The Battlegroup Forward Retreat Point is having its cost reduced to better reflect its current value in-game.
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.
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.
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.
Assault Officer
See above.
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.
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.
Quality of Life
Bug Fixes
Mod Bug Fixes
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.
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.
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.
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.
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.
M7 Light Anti-Vehicle Mine
The build time of the M7 Mine is being decreased to make these cheap mines easier to plant.
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.
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.
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.
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.
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.
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.
Le.IG 18
In line with the mortar smoke changes, the Le.IG is having its reload reduced on its smoke barrage.
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.
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
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.
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.
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.
Mobilize Reserves (Conscript Munition Upgrade)
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.
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.
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.
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.
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
Anti-Air Prioritize
Wire
Wire is being adjusted so units will no longer get trapped in them until they are clear.
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.
AEF
M4A3 Sherman 75mm
The experience values of the Sherman are being brought in-line with its cost.
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.
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.
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.
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.
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.
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.
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.
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.
Le.IG
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.
Tankiovy Battalion
Penal Battalion
Penals are receiving a slight manpower reduction to better match their performance, timing, and tech cost in the early game.
M5 Halftrack Quad Upgrade
The AA mode of the Quad has been increased further to improve its performance against aircraft.
Bug Fixes