CoH 2 Changelog

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  • #62
    9 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    November 17th, 2014:
    • Ardennes Assault Campaign
    :cool:
  • #63
    9 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Our servers are now down for maintenance and the down-time is estimated at 4 hours. In the meantime, here are the patch notes for the December Update!

    Features

    Performance Improvements
    Several optimizations were made that improve the game’s frame rate.
    • Entity extensions that have expensive updates now run in parallel on multiple processor cores.
    • Optimized weapon targeting update.
    • Optimized PropertyBagGroup lookups by pre-caching them to allow for constant time lookup.
    • Replaced temporary data structures using heap allocators with stack allocators.
    • Optimized path finding algorithms.
    • Optimized AI combat evaluations and AI Info updates for AI Opponent and made them run in parallel
    Balance Items – Complete with Knife Juggling!

    MP Units and Abilities
    These changes seek to refine the recent modifications to both the ISU-152 and Jagdtiger. We decided to switch the Jagdtiger's Piercing Shot ability from a manual target to an automated timed ability to improve the overall usability of the action. We also modified the functionality of the 12.8cm Supporting Fire ability such that it functions more akin to a barrage. We felt its previous functionality was not very practical and overlapped heavily with its new Piercing Shot ability. This will diversify the Jagdtiger’s capabilities by allowing it to counter softer targets. Aside from a cost adjustment on the G-530 Concrete Piercing rounds and a few minor bug fixes, the ISU-152 has not seen many changes since the implementation of the ammo toggle. Below is a complete list of balance changes which have gone in since the Ardennes Assault update.

    Jagdtiger
    • Main gun will no longer pierce through world objects.
    • Added a timed action ability which enables piercing on the main guns projectile for a 30 second duration.
      • Increased the projectile speed of the 28.3 kg APCBC-HE shell from 100 to 400.
    • 12.8cm Supporting Fire changed to function as a barrage ability. The limited vertical traverse of the main gun does limit the weapons capacity to shoot over larger world objects such as buildings.
      • Range from 85 to 125
      • Minimum range set to 25
      • Cost from 30 to 40 munitions
    ISU-152
    • Added a toggle ability which enables the ISU-152 to switch between high explosive and armor piercing rounds.
      • Decreased the mid AOE damage of the high explosive shell from 0.3 to 0.25
      • Decreased the near AOE distance of the high explosive shell from 1.5 to 1.25
      • Decreased the mid AOE distance of the high explosive shell from 3 to 2.75
      • Decreased the penetration of the high explosive shell from 260-200 to 90-30
      • Removed ability that allows ISU to transform into
      • Decreased the deflection damage of the high explosive shell from 80 to 40 damage
      • Increased accuracy on the armor piercing shell from 0.025/0.0375/0.05 to 0.03/0.0425/0.055
      • Decreased the AOE radius of the armor piercing shell from 6 to 1.5
      • Decreased the near, mid, and far AOE distance of the armor piercing shell from 4.5, 3, 1.5 to 1.125, 0.75, 0.375
      • Penetration remains unchanged at 260-200
      • Removed deflection damage on the armor piercing shell
      • Added chance to stun Jagdtiger with armor piercing shell when a deflection occurs.
    • G-530 Concrete Piercing rounds cost from 90 to 70 munitions
    Ardennes Assault

    · Tuned the company veterancy system to grant veterancy more consistently, and to grant more veterancy throughout a playthrough.
    · Increased the reward for the Rescue Squads and Capture the Intel bonus objectives from 5 to 10 Company Strength.

    Bug Fixes

    Targeted fixes in Observer Mode, Multiplayer, and Ardennes Assault.
    • Adding column to observer games list to show the time until the match is observable
    • Fixing observer mode settings not displaying correctly for non-hosts
    • Post chat message to a match when someone observer with the bypass delay password
    • Control + ~ can open and close the graphs
    • Graphs will now dynamically adjust (grow dynamically instead of clamping)
    • XP Kicker's will now scale proportionally to the HUD to make them more readable at higher resolutions
    • User can no longer disrupt other players' experience by indefinitely rapid-spamming "Attack Here!" pings.
    • Fixed exploit to retry missions with a dead company
    • Main Gun on the Tiger Tank will now recoil when the weapon is fired
    • Fixed an animation issue with the IR halftrack's top hatch
    • Fixed a bug where the barrel and breach of the IG18 would get out of alignment with the rest of the gun
    • Fixed a bug where the hull mounted machine guns on the KV1 and IS2 would not be aligned with their targets and fire FX
    • Fixed a bug where the crew of the 75mm Pack Howitzer would play redundant forward walk animation after reversing a few meters (potentially delaying setup)
    • Fixed a bug where any unit wielding a BAR, other than riflemen would have corrupted fire animations on stand
    • Fixed a bug where bazooka projectiles would be visible outside of the reload animation
    • Fixed a bug where the weapon of a ranger would stay active while he is placing a demo charge
    • Fixed an issue on Stoumont where the boundary line was showing near fence at the beginning of the mission on the right side of the map.
    • Fixed an issue on Ouren where the boundary line was showing at the beginning of the mission near the frozen water.
    • Fixed an issue where the ISU toggle ability and Dhska HMG upgrade shared the same hotkey
    • Fixed AI not buying Soviet Conscript AT grenade / Molotov upgrades
    • Fixed a bug where some players saw Vastano abandon his post in order to pursue a career in theatre, that lazy jerk
    • Fixed bug where the "Thicker Skin" Intel bulletin would increase the effective health of the KV1 by 20%
    • Fixed AI not using the new Abilities of Jagdtigers
    • Fixed AI not using the new Abilities of ISU-152
    • Fixed a bug where the Ranger's "cheap grenades" specialization could be applied multiple times making them cheaper than intended
    • Made the Medics from the Medic Specialization NOT heal a squad while they are in combat, and reduced the heal rate
    • Fixed a bug in Twin Villages where you could build a Lieutenant and it would count as equipping a squad with a BAR from the weapon rack
    • Fixed a bug in Twin Villages whereby if you didn't call in Artillery in the Support section, the voice of Derby would respond when you used an ability later on in certain situations.
    • Fixed a bug in Elsenborn Ridge that caused "Request Artillery Barrage" not to work straight away, if the ability was used before the counter reached zero.
    • Fixed a bug in Elsenborn Ridge where "Request Artillery Barrage" would cause the audio and Sub-titles to fall out of sync
    • Fixed a bug where Frontline Combat specialization's buff did not affected Officers and Weapon Teams
    • Fixed sadness mode by adding in extra hugs
    • Fixed a bug in Siegfried Lines where "Assault Engineers" couldn't be reinforced when the Squad Size was increased to 5
    • Fixed a bug in Siegfried Lines where Player starts with extra "M20 Utility Car" and "M3 Half-track" units if Able Company is replaced with Fox Company
    • Fixed some strange requirement text on the Ranger's Demolitions ability when the Rangers were pinned
    • Fixed that one dude with that stuff that was not doing what he was supposed to do with his stuff
    • Fixed a bug where the turret sound never turned off if a turret was rotating when a tank got destroyed with a brew up death (All Shermans, Stuarts, HMC, M20 utility car, M8 Greyhound)
    • Fixed an issue in Stoumont - Rarely a unit stops outside of the players view in the FoW and prevents the next wave from starting
    • Fixed an issue that would cause save games to not display properly in the Ardennes Assault Save game window.
    • Fixed a bug in Espeler where Commander Strafing attacks on IR Half-Tracks did not trigger any alerts
    • Fixed a bug where the loading screen does not show the briefing screen for Siegfried Line saved games
    • Fixed an issue with corrupted quotation marks in French locale
    • Fixed a general crash bug affecting players mid game
    • Fixed a bug where a line of one of Derby's company reports would not trigger in various languages.
    • Fixed issue where the ranger unit would have the the engineers voice.
    • Fixed a bug where one line of Edward's company reports was triggering the wrong audio in Polish.
    • Updated one of Vastano's lines in Polish.
    • Updated one of Durante's lines in Polish.
    • Fixed a bug where part of an Edwards' line is repeated in polish.
    • Fixed missing background audio in cinematic before Siegfried Line in other languages.
    • Fixed a bug that caused chat moderation to be less secure
    • Removed portions of Decal UI that were prematurely pushed in previous build.
    Minor Updates
    · Put in a divider in the inventory screen when the ‘all’ filter is selected.
    · Added a sub-filter for skins and bulletins in the inventory screen. This is located in the bottom right of the inventory screen.
  • #64
    9 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Quick Update for December 9th:
    • Fixed a crash that occurs when loading a Ardennes Assault “Mid Mission” Save game.
  • #65
    9 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Update for December 11th:
    • Fixed bug that allowed USF vehicle bulletins to stack, USF vehicle bulletins will no longer ‘stack’ when the vehicle crew disembarks and re-enters a vehicle
    • Fixed UI Bug that omitted Commander Used and Bulletins Equipped information from the Match Results screen
    • Fixed bug where ‘Victory Strikes’ would un-equip after closing the game
    Servers will be down at 2pm PST for this update, it should take an estimated 30 minutes.
  • #66
    9 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Cynthia_RE wrote: »
    Update for December 11th:
    • Fixed bug that allowed USF vehicle bulletins to stack, USF vehicle bulletins will no longer ‘stack’ when the vehicle crew disembarks and re-enters a vehicle
    • Fixed UI Bug that omitted Commander Used and Bulletins Equipped information from the Match Results screen
    • Fixed bug where ‘Victory Strikes’ would un-equip after closing the game
    Servers will be down at 2pm PST for this update, it should take an estimated 30 minutes.



    The maintenance has now been complete, however these fixes will be rolling out on Monday now.
  • #67
    9 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Update for January 15th:

    Bug Fixes:
    • Fixed a bug that allowed units under the effect of Captain's Ability "On Me" to use a stack bonus if they re-crew an abandon vehicle while the ability is active.
    • Fixed a bug with the Stuart Tanks that saw the ‘shell shock’ ability remain permanently enabled if the crew disembarked and re-crewed during that ability.
      • Also fixed a similar issue with the M10 and M36 tanks
    For more information regarding these fixes, please also read our community update here: http://blogs.companyofheroes.com/2015/01/15/update-usf-on-me-bug-resolved/
  • #68
    9 years ago
    Udpate for February 4th - Servers will be down at 10pm GMT / 2pm PST for this update, it should take an estimated 4-5 hours.

    Multiplayer Fixes:
    • OKW Jagdpanzer IV cost corrected; reduced to 400 Manpower from 480 Manpower.
      Fixed an exploit where players could stack the USF Rear Echelon’s “Volley Fire” ability by crewing and de-crewing vehicles.
    • Changed the Classic Hot Key for "Cancel Construction" to “X” to prevent players from accidentally scuttling their structures.
    • Mines are no longer permanently revealed after being detected by a Minesweeper.
      Removed the collision detection on infantry casualties to prevent them from blocking retreating units.
    • OKW infantry will no longer get stuck in a retreating state while retreating to the Battlegroup Headquarters.
    • Changed the target priority on the USF Pack Howitzer from 0 to -100; the weapon is now less likely to be destroyed before it is abandoned.
    • Units garrisoned inside a USF Fighting Position now display the proper cover shield UI.
    • Made improvements to AI pathfinding, combat states, preferred combat ranges, and reinforcement logic.
    • Added the missing requirement tool tip text for the "Recon Sweep" Commander ability on the USF Mechanized Company Commander.
    • USF Paratroopers Commander ability now shows the correct Command Point requirements on the Commander ability bar.
    • USF Major's "Rapid Artillery" ability will no longer trigger in all previously called locations when the Major reaches Veteran Level 2.
    • Unit icons in the "Units" tab of the post-game Match Stats screen now use the correct image.
    • Fixed a bug that caused infantry units to not obey a capture order if the capture point had an unseen enemy cache built on it.
    • Squad members will no longer stop shooting when pivoting.
    • Fixed an issue where the AI would paradrop team weapons and never pick them up.
    • Fixed a bug that caused the USF Priest's "Creeping Barrage" ability not to fire when the ability is called down just outside the ability's minimum range.
    • The Ostheer Mechanized Grenadier Group and Mechanized Assault Group Commander abilities now have their own unique Icons.
    • The Ostheer Riegel-43 Anti-Tank mine is no longer missing the ghost construction when the mine is being placed.
    • Added confirmation speech lines for the purchase the Soviet M4C Sherman's M2HB HMG Package upgrade.
    • Squads no longer stand inside the Soviet T-34-85 while repairing the vehicle.
    • Updated the small icon on the USF "Backbone of the Army" Intel Bulletin.
    • Moved the Intel Bulletins & Skins Filter drop down box in the Inventory Overlay.
    • Fixed bug that caused the Ostheer 221/2 Scout Car's 2cm Autocannon upgrade icon to not show up after upgrading.
    • Fixed text error in the Soviet ISU-152's "Tracking" portrait icon tool tip.
    • Added missing requirements text for the Soviet ISU-152's "Load High Explosive" ability when the vehicle is outside of the battlefield.
    • Removed the negative effects from Soviet "For Mother Russia!" Commander ability.
    • USF "Withdraw and Refit" Commander ability will no longer stop the Captain, Lieutenant or Major from being brought back into the game, if they were inside a vehicle that was ordered to withdraw.
    • Added missing text to "Hold Fire" portrait icon tool tip for Ostheer Grenadiers, Panzergrenadiers, and MG42 Heavy Machine Gun Teams.
    • Added missing speech lines for the Ostheer "Incendiary Bombing Run" when it unlocks and recharges events.
    • Added missing speech lines to the PTRS AT Rifle upgrade on Soviet Conscripts.
    • The OKW Fortifications Doctrine’s “Zeroing Artillery” rate of fire now increases the longer enemy units are visible.
    • Ostheer Pak 40 and Axis Pak 43 projectiles are now using the correct projectile marker; fixes some odd firing animations and potential misses for the “Target Weak Spot” ability.
    • Fixed bug on abandoned USF Pack Howitzers that caused the unit to not function correctly when the crew gained a Veteran Level a second time.
    • OKW Sturmpioneers will now remember the toggle setting of their Minesweeper after retreating.
    • Fixed an issue where Mortar Teams' Veteran Level 3 range bonus wasn't being applied correctly; affected units are listed below:
      • Ostheer - GrW 34 Mortar Team
      • Ostheer - Mortar Half-track
      • Soviet - PM-41 82mm Mortar Team
      • Soviet - HM-38 120mm Mortar Team
      • USF - M21 Mortar Half-track
    • Removed the “Attack Ground” ability that was accidentally added to the US Forces Priest.
    • Fixed an exploit where players could negate cover suppression modifiers by attacking the cover directly.
    • Commander abilities now use consistent UI color indicators.
    • Attacking abilities appear red (Bombing Runs).
    • Assisting abilities appear green (Recon Flight).
    • Fixes to the OKW Jagdtiger's 28.3kg APCBC-HE shells so that the FX line up correctly OKW Jagdtiger’s "12.8cm Supporting Fire" ability. Fixes include:
      • A bug to prevent the vehicle from locking up when using the ability to fire a over a building
      • An rare issue that prevented the ability from being used at all
      • Additional FX
      • Overall improvements to its functionality were made to make it more reliable
    • An exploit that allowed the ability to kill AT Guns instantly.
    • Fixed naming error in the USF "M1919A6 Light Machine Gun Weapon Rack" tool tip.
    • The MG34 Light Machine Gun now has the proper behavior for all squads that can pick it up. Updates include:
      • OKW Obersoldaten and USF Paratrooper squads can fire it on the move; all other squads must stop to fire
      • When not moving, all squads except the Obersoldaten will attempt to use the prone firing position
      • Obersoldaten will always try to fire from the hip / standing position unless another effect causes them to use prone
    • Text on the Ostheer Encirclement Doctrine's "Breakthrough" Commander ability now properly reflects the ability to capture points.
    • Improved the reliability of the Soviet B-4 203 mm Howitzer’s “Direct Fire” ability to reach its intended target.
    • Ostheer Sturmpanzer IV's "Bunker Busting Barrage" ability can no longer be activated when the vehicle is in "Hull Down" mode.
    • OKW Raketenwerfer 43 will now camouflage correctly at Veteran Level 1 when crewed by the US Forces.
    • OKW sWs Halftracks can no longer crush ambient buildings.
    • The “Sniper Nest” ambient structure can now be destroyed.
    • Decal system coming soon. As decals become available, players will be able to apply them to their chosen faction's vehicles in place of the default team markings.
    Campaign Fixes
    • Updated the text for the Ardennes Assault Ranger Company's "Company Requisition" and "Additional Support I" upgrade ability descriptions in the AA Campaign.
    • The Ardennes Assault Mechanized Company's "Backbone of the Army" specialization now functions correctly in the AA Campaign.
    • Updated the Ardennes Assault Cavalry Riflemen tool tip in the AA Campaign and removed text which said “Cavalry Riflemen were good at fighting tanks” (they try hard, though!).
    • Fixed requirement text issue on the Ardenne's Assault Riflemen and Cavalry Riflemen "Defensive Stance" ability.
    • Fixed an issue to improve the frame rate on AA Campaign missions when using the Mechanized Company.
    • Fixed a bug on Mission 12 of the Russian campaign that caused the AI teammate units to become stuck.
  • #69
    9 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    A quick update for today, which will be going live in a few minutes:
    • Fixed a crash that occurred upon exiting the game
  • #70
    9 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Hi folks! As a heads up for our community, our servers will be down tomorrow for maintenance from 2pm PST to 3pm PST.

    This is purely for administrative maintenance and is not a patch update, but it will mean the game is unavailable during this time. FYI!
  • #71
    9 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    March 31rst 2015 Update

    Please note that these changes will go live TOMORROW, at 3pm PDT. Our servers will be down for a full hour to facilitate this update. We’re trying something new in releasing the notes a day early, so we’ll see how this goes! Our latest update focuses on several areas, with special attention paid towards:

    Maps
    Balance
    Bug fixes

    Grab yourself a cup of hot cocoa, a swig of whiskey or another random beverage of your choice and settle in for some ever so exciting patch note reading!

    MAPS

    The following NEW Relic Maps have been added to Automatch and Custom games:
    • (6-8) General Mud
    • (2) Angoville (previously a COH1 map, now with COH2 freshness!)
    The following Community Maps have been added to Custom games and Automatch as part of the Community Map Spotlight Series. Congratulations to the talented map makers that have had their work included in the game!
    • (6 - 8) Sittard Summer by MonolithicBacon
    • (4 - 6) Wolfs Lair by Chuck Norris
    • (2 – 4) Bystraya Voda by Qvazar
    • (6) Pavlov’s House by Nebaka
    • (2 - 4) Einhoven Country by Spanky
    The following maps have been refined based on community and internal feedback.
    • (6-8) Hill 331
    • (2-4) Minsk Pocket
    • (2-4) Moscow Outskirts
    • (2-4) Semoskiy Winter
    • (2-4) Semoskiy
    • (2) La Gleize
    The following maps have been removed from the Automatch list based off community and internal feedback.
    • Faceoff at Rostov
    • Hurtgen Forest
    • Semoskiy (from 2v2 only)
    Shallow water no longer offers a speed reduction penalty.
    • This has been removed to increase ebb and flow around areas which feature shallow water.
    ______________________
    ______________________


    BALANCE

    For this update, we approached balance with three main goals in mind:

    To reduce the disparity of army balance between axis and allies
    • We have aimed to create a more evenly measured match where Axis and Allies have equal advantages from start to finish
    • Reduce the temporal effect that we were seeing in data, where allies have an early advantage at a higher VP count
    • Bring OKW ELO in line with other factions
    To reduce the effectiveness of blobbing we’re looking to
    • improve the already existing blob counters, in non-lethal ways
    • promote and encourage ‘combined arms’
    To reduce the negative user experiences in gameplay we’re working to:

    Reduce the amount of frustrating moments that can be caused by undesirable gameplay, including:
    • Truck Pushing
    • Bugs
    Reduce moments that go against our fundamental design of unit preservation in the game, including:
    • Squad wiping abilities
    • One-shots
    • High lethality
    Reduce the number of scenarios where players are not rewarded for their tactical play.

    ______________________

    OKW


    SWS Truck
    We’ve seen ongoing complaints that the OKW SWS truck provides an unfair advantage to some players. We had our stats team pull in-game numbers related to this, in order to assess the situation and determine actual game impact. Not only can the SWS truck push units out of points and into unfavorable positions, it can also scout for the player with no real penalty. By reducing the speed, we have made it much more difficult to push around infantry.
    • Max speed has been reduced from 4.2 to 3.2
    • Armor has been reduced from 4 to 3
    • Wreck armor has been reduced from 25 to 4
    • SWS Wreck can now be killed by small arms fire
    Flak Base Defenses
    Another common concern we’ve seen is that OKW’s default AA is unfairly advantageous when compared to all other factions that are required to spend resources to build AA.
    • OKW base Flak Gun chance to shoot down aircraft has been reduced to 0.5%
    Volksgrenadiers
    The received accuracy bonus the Volksgrenadiers gained at Veterancy level 5 made them extremely durable. Durability was not one of the intended roles of the squad so adjustments were made.
    • Removed 0.71 received accuracy at veterancy level 5
    • Added 0.7 cooldown and reload at veterancy level 5
    Panzerschreck
    To help facilitate our goals of anti-blobbing, we have decided to reduce the effectiveness of Panzerschreck at long range. It was previously quite easy to move a shreck blob into position and snipe vehicles. The reduction in accuracy at greater distances will ensure that in order to be effective, OKW players will need to commit further into enemy lines.
    • Far Accuracy has been reduced from 0.025 to 0.020
    Obersoldaten
    In examining blobbing and the current Meta, we discovered that the OKW Blob effectiveness was in large part due to the Obersoldaten. Their high DPS nullifies any infantry threat to the Volksgrenadiers. In combination with the Volks’ previous Vet 5 durability bonus, the Obers made the perfect meat shield. We feel by delaying the LMG with an upgrade, this should give players sufficient time to respond. The reduction in damage on the MG34 LMG was necessary, as it was killing units at such a fast rate it was far too difficult for other players to react.
    • LMG MG34 moved to an upgrade and is an exclusive upgrade (can only purchase LMG or STG)
    • LMG MG34 upgrade now costs 60 munitions
    • LMG MG34 damage has been reduced from 8 to 6
    • STG 44 damage has been reduced from 8 to 6
    Raketenwerfer
    These changes will help improve the responsiveness of the Raketenwefer, better allowing it to engage fast moving targets. The reload time has been partially increased relative to the amount of time reduced on aim time; however, the unit’s overall performance will be slightly higher.
    • Ready aim time (time required to aim on the first shot fired) has been reduced from 1 - 1.5 seconds
    to 0.25 – 0.375 seconds
    • Fire aim time (time taken to aim on subsequent shots) has been reduced from 1 – 1.25 to 0.125 –
    0.25 seconds
    • Reload time has been increased from 3 – 3.6 seconds to 3.8 – 4.3 seconds
    LE IG 18 Infantry Support Gun
    The suppression on AOE will also help to improve its effectiveness against blobbing in a non-lethal way.
    • Added mild AOE suppression on hit
    King Tiger
    Allied late game had an exceptionally difficult time penetrating the frontal armor of the KT, which caused a significant amount of frustration for our players. Telemetry Data we pulled supported the need for change in this area, as it frequently and unfairly prevented any realistic allied comeback. By reducing the armor (to the same value as the IS2) it should make the King Tiger a little bit easier to damage. Its offensive power still remains deadly as always.
    • Armor reduced from 425 to 375
    ______________________


    USF

    M10 Wolverine
    The M10 Wolverine is a capable tank destroyer, but too fragile in its current state given that it requires players to get ‘up close and personal’ in order for it to be effective. With an increase in health, the M10 will now be able to withstand one extra shot of direct tank fire.
    • Health has been increased from 400 to 560
    M36 Jackson
    The Jackson had issues dealing damage consistently due to its lower penetration. Our team has chosen to reduce the damage dealt by the M36 while also increasing the penetration; two changes we feel will offset each other in an ideal way. This will allow for the Jackson to retain its current role while also being a more consistent tank destroyer. This is an indirect buff to Wehrmacht Tier 3, in which every tank was hard countered by the Jackson in its current form.
    • Damage reduced from 240 to 200
    • Penetration increased from 160 / 180 / 200 to 200 / 220 /240
    • AP rounds penetration increased from 220 / 250 / 280 to 240 / 270 / 300
    M8 Greyhound Canister Shot
    We had found that the M8 previously had the ability and tendency to one shot kill a lot of squads with no way to counter it. By increasing the damage but removing its death critical on hit, we are aiming to give a more dispersed damage among clips of units without instantly killing squads. We have also made some adjustments to the default gun in order to compensate for the reduced effectiveness of critical hits. The Greyhound’s gun should now have similar stats to that of the Stuart.
    • Canister shot damage has been increased from 40 to 80
    • Canister shot radius has been increased from 3 to 5
    • Canister shot now pierces
    • Squad death critical on hit has been removed
    • Damage has been increased from 40 to 60
    • Penetration has increased from 35 / 45 / 55 to 40 / 45 / 60
    • Distant scatter max has been increased from 35 / 45 / 55 to 40 / 45 / 60
    • Reload has been reduced from 4.5 / 4.4 to 2.9
    • Radius has been reduced from 2.5 to 1.75
    • Call-in recharge time has been increased from 45 seconds to 90 seconds
    USF Mortar Halftrack
    Through research, we’ve found that the USF Mortar Halftrack has been one of the most lackluster mortars in the game, aside from its White Phosphorus ability. The most inefficient mortar in the game should now be in line with its other Mortar Halftrack counterpart.
    • Angle Scatter has been reduced from 10 to 6
    • Distance scatter max has been reduced from 12 to 5
    • Mid-damage has been increased from 0.15 to 0.35
    Pak Howitzer
    The suppression on AOE will help the Pak Howitzer’s effectiveness against blobbing in a non-lethal way.
    • Added mild AOE suppression on hit
    HMC
    The HMC is a great unit but we have found that its squad wiping ability was consistently too high, wiping full squads with its first shot. With this change in damage AOE, you will see damage better dispersed throughout the squad without killing it outright.
    • Distance Far increased from 3 to 4
    • Distance Mid increased from 2 to 2.5
    • Damage reduced from 120 to 100
    ______________________


    SOVIETS

    Sniper
    With our goal to reduce and remove negative gameplay; the Soviet Snipers sprint ability has come up frequently in conversations. If the enemy has set up a flank designed to eliminate the sniper, soviet players were able to use the sprint ability to quickly get away at any time. This ability simply granted too much utility to the sniper.
    • Sprint removed from Veterancy 1 abilities
    • Flares are now granted at Veterancy 1
    B4
    There were two main issues with the B4 that we wanted to resolve. First, the fact that the B4 significantly hampered unit preservation, and second that the B4 has been over-performing in relation to the other howitzers available to our players. The additional damage dealt at Veterancy level 3 and the potential to combine the damage bonus from ‘For Mother Russia’ made this unit extremely lethal.
    • Direct fire now pierces through terrain (to improve usability – still requires clear line of sight)
    • Direct fire range has been reduced from 150 to 100
    • Direct fire cost has been reduced from 180 munitions to 90 munitions
    • Direct fire now requires Veterancy level 1
    • Removed precision strike
    • Veterancy level 3 has had the 1.5x damage bonus removed
    • Veterancy level 3 now increases ability range by 33% on barrage and direct fire
    For Mother Russia
    The previous modifiers resulted in unintended consequences such as a B4 having the capability to take out a Tiger tank in one shot. The modifiers have been adjusted accordingly to better align with our gameplay systems.
    • 1.5x damage bonus converted to 1.25 weapon accuracy
    Guard Troops
    Our team determined that as one of the worst rifles/AT in the game, changes to the PTRS were necessary in order to make it a bit more sufficient at its role. Its damage profile remains the same, so damage will still be relative to current values.
    • PTRS Accuracy increased from 0.03 / 0.0425 / 0.055 to 0.22 / 0.50 / 0.60
    120mm Mortar
    The 120 is a great unit, however its combination of accuracy and AOE damage profile meant it regularly wiped full squads with its first shot. With this change in damage AOE, players will see damage dispersed throughout the squad without killing the squad outright.
    • Damage distance (medium) increased from 3 to 3.5
    • Damage distance (near) reduced from 1.5 to 1.1
    ______________________


    WEHRMACHT

    Pioneers
    Our aim is to encourage positional play and combined arms, which the Wehrmacht faction tends to reply on more than any other faction. With an increase in sight (albeit still lower than pathfinders) we are allowing Pioneers to help spot for their HMGs and other support teams.
    • Sight increased from 35 to 42
    Panzerschreck
    • Far Accuracy reduced from 0.25 to 0.20
    Sniper
    In analyzing statistical data, we discovered that the German sniper had one of the shortest average lifespans compared to its soviet counterpart. By increasing its health, we are compensating for a lack of other squad members that the Soviet sniper team.
    • Health increased from 48 to 82
    SdKfz 222 Armored Car
    Our aim here is to provide the Armored Car with an increased level of durability so that it may act as a better deterrent against light vehicles.
    • Health increased from 200 to 240
    HMG 42
    We’ve found that the MG42 has been slightly underperforming in the damage department. These changes are meant to improve its performance and thereby better align it with the other HMG teams.
    • Near Accuracy has been increased from 0.68 to 0.7
    • Mid Accuracy has been increased from 0.41 to 0.45
    • Far Accuracy has been increased from 0.14 to 0.35
    Tiger / Tiger Ace / Panther / King Tiger and the Blitzkrieg Ability
    Upon review, we felt that it didn’t make much sense that these heavy armored vehicles could move in and out of danger so quickly. We also found that it provided a negative gameplay experience for those trying to counter this. Similar to the changes made to the Soviet Snipers’ sprint ability, we’ve decided to tone down the effectiveness of blitzkrieg specifically for these three units.
    • Blitzkrieg max speed bonus has been reduced from 35% to 15% exclusively for the Tiger and Panther. Other tanks remain the same.
    • Acceleration has been reduced from 60% to 30%
    • Combat Blitz ability speed bonus modifier has been reduced from 2 to 1.4
    ______________________
    ______________________


    BUGS
    • Fixed Issue when Pak 40 and Pak 43 AT Guns could Infinitely Stun Enemy Vehicles after being re-crewed
    • Fixed Issue where Sandbags were missing from Panzer IV’s in Hull Down Mode
    • Fixed Issue where the Warspoils Survey would appear the User clicked on the “Graphs Tab in the Post Game Stats Screen
    • “Hull Down Release” and “Prioritize Vehicles” no longer share the same Classic Hot Key (H)
    • “Sandbags” and “Razor Wire” no longer share the same Classic Hot Key in the Ardennes Assault Campaign. (W)
    • Fixed several issues where some Skins where not applying correctly so some Russian and Wehrmacht Vehicles
    • Texture on the Panzergrenadiers’ weapon is no longer corrupted
    • Demo Charges are now targetable when revealed
  • #72
    8 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Release notes for today's minor update:
    • 2 Crash Fixes
    • Fixed an issue where old games that are no longer joinable are appearing on the custom games list
    • Map Entry Point Fix for Wolf’s Lair
    • Please Note: Fix for the Map will break any Replays and Skirmish Save Games (on Wolf’s Lair only)
  • #73
    8 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    June 23rd Update

    Welcome, one and all… to the patch notes for our June 23rd Update! We’ve got some very tantalizing details for you, we hope you’ll enjoy perusing our latest offerings for the community. There are several components to this awesome update, and we hope there will be something that excites everyone. This update focuses on a few key areas:

    Further Modding Support
    An In-Game Store & Centralized Modding Hub
    Balance Changes
    Bug Fixes


    Each section is colour-coded, so if there is one area you care about more than others, you can scroll directly to that section. If you’ve got thoughts, reactions, feedback – we’re setting up an official thread for you to share your thoughts directly with us. Want clarification on something? Let us know right here:

    http://community.companyofheroes.com...eedback-thread

    In addition to these patch notes, stay tuned for a series of blog posts that we’ll be rolling out over the coming days to further explain all of these changes! First up, our Modding Support post goes live tomorrow morning.


    The game servers will be down from 2pm to 6pm PDT to accommodate for these changes. The in-game store and modding hub content will go live the following day.

    ______________________
    ______________________



    FURTHER MODDING SUPPORT

    More tools and features for especially creative and bright-minded community members!

    We are very much looking forward to what you all come up with using these tools! If you’re not a member of Those That Mod, yet are a member of our wider community, this is still something to get excited about. These tools will allow your peers to create new content for you, in order to make the COH2 world even more enjoyable.

    The following types of mods have been added:
    • Decals
    • Faceplates
    • Skins
    • Victory Strikes
    • Asset Packs
    Tuning Packs have been updated with the following features:
    • Much of the data in racebps has been moved to a new army category that is moddable giving modders greater controls over each army’s tech tree.
    • AI categories and scripts are now moddable.
    • ABPs are now moddable.
    Game modes have been updated with the following features:
    • AI categories and scripts are now moddable.
    Scenario packs have been updated with the following features:
    • Single player scenarios can now be created. These scenarios appear on the Mission List in the Modding HUB.
    • Scenario packs can contain multiple scenarios (multiple single player scenarios can be combined into a small campaign).
    • Options files can contain slot configurations.
    • Scenario packs can now depend on asset packs.
    Rudimentary UI modifications are now possible with a new set of SCAR functions.

    The Live Games and Public Game List screens have also been revamped.

    The Attribute Editor has been reworked, highlights include:
    • Docking layout is saved.
    • Filterable category trees.
    • Full keyboard navigation/editing support for the variable view.
    • Revamped find:
      • Find searches all instances or templates.
      • Results are displayed in a separate window on a per value (instead of per instance) basis.
      • You can jump to each search result.
      • Searching the category tree/list is limited to a path search.
    • Undo/Redo now jump to the value they alter.
    • New context menu options (easier for new users to find):
      • Expand All/Collapse All (Right clicking on the + still works.)
      • Go To Reference (Space still works.)
      • Go To Template
      • Find All References (For all value types.)
    • New shortcuts:
      • Delete file (Del).
      • Folder rename (F2).
      • Shift list item up/down (Shift+Up/Shift+Down).
      • Double clicking a name expands/collapses.
    ______________________
    ______________________


    IN-GAME STORE AND USER GENERATED CONTENT HUB

    Our main game menu has been reworked to make room for a new content distribution system. The goal behind this feature is to further highlight the work of our modding community, and make it easier for more players to enjoy this amazing work.
    • Expand category renamed Additional Content category; Exit to Windows button now sitting on its own.
    • Link to the Steam Workshop page replaced by an in-game Modding Hub. This will now allow users to do all of the following directly within the game:
      • Browse mods from the Steam Workshop seamlessly.
      • Have an easier view of the latest mods of interest and trending mods through a partially curated front page.
      • Find public games that include mods.
      • Launch single player scenario pack missions.
      • Manage subscriptions/publish content in a click.
    • Link to the Steam Store page replaced by an In Game Store allowing users to do all of the following directly within the game:
      • Browse through content seamlessly.
      • Have an easier view of the latest content of interest and trending items through a partially curated front page.
      • Filter available content by type (skins, commanders, faceplates etc.), faction, price, name and owned VS not-owned.
      • Pay for content in the In Game Store directly through their Steam Wallet.
    • Free skin retrofit grants to existing owners (winter / summer variants) as part of the In Game store roll-out of rebuilt skin packages.
    • New skins available for purchase.
    ______________________
    ______________________


    BALANCE

    Our team’s latest work in this area focused on two key areas of improvement: increasing the number of viable strategies in the game, and reducing negative user experiences in gameplay. It goes without saying (but we’ll say it to ease your concerns, JUST in case ;) ) that this is an ongoing process and we don’t ever assume that we are in a ‘finished’ state with our balance. The team has been working hard to take into account player feedback, Alpha testing, and statistics pulled by our Business Insights team in order to ensure we are continually moving forward and progressing the gameplay experience for our players. Thank you to everyone that has taken the time to share constructive criticism with us. We look forward to more of your feedback in the future!

    Here’s a quick breakdown of how we are working to achieve these two goals:

    Increase the Number of Viable Strategies in the Game
    • Make core tech tree units more desirable
    • Increase the viability of light vehicle combat.
    • Promote and Encourage Combined Arms
    Reduce Negative User Experiences in Gameplay
    • Reduce the amount of frustrating moments that can be caused by undesirable gameplay
    • Improve usability and remove unintended behavior from the game
    • General game balance tuning
    • Reduce the amount un-desired randomness generated
    The Nitty Gritty:

    General Gameplay Changes

    Weapon Teams and Force Facing Feature in Ambient Buildings
    • Weapon Teams garrisoned in an ambient building can now be given a manual facing order to force face a direction. This toggle option is called "Direct Face Team Weapon". To undo this and revert back to automatic facing, players must toggle the "Cancel Direct Face Team Weapon" option
    Super Heavy Call in Vehicles (Tiger, Tiger Ace, Elefant, IS2, ISU, Jadgtiger, Sturmtiger, KV2)
    We are limiting Heavy Vehicles to a field limit of 1. We want the players to use the Heavy Tanks to support core units or have core units support the Heavy Tanks. We are anticipating this change will encourage players to spend their fuel on other units within their tech tree as it will be in-efficient to continue accumulating fuel. This also severely effects 3v3 and 4v4 games where players can see up to 12 Heavy Vehicles in a match.
    • Limited to having only 1 on the field
    Prioritize Vehicle
    For ease of use, we wanted to give players more control over their vehicle targeting.
    • Prioritize vehicle have been added to the following vehicles: Shermans (All Variants except the bulldozer) T34s (All Variants), Stuart, T-70, Greyhound, Panzer IV, IS2, Tiger (All Variants) and KV1.
    Vehicle Criticals
    In an effort to reduce frustrating RNG, we have decided to move the received Main Gun Destroy critical to a higher health threshold and removed the Engine Destroy Critical from the critical table. This change will prevent vehicles from “cheating death” at 0% Health. We have also made it easier to recover from getting engine damage from snares as you will be able to repair the critical at 75% health instead of 100%.
    • Main Gun Destroy critical chance moved from 0 health to 25% health
    • Engine Destroy critical chance removed
    • Engine Damaged critical cause by handheld snares can be repaired at 75% health
    Flamethrowers
    We wanted to reduce the amount of squad wiping moments caused by flamethrowers where player had no time to react.
    • Units with flamethrowers will no longer have a chance to explode until they are the last unit in the squad
    • No more flame criticals above 50% health.
    • Flame AOE Damage increased from 0.25 / 0. 625 / 1 to 0.4 / 0.7 /1
    Planes
    The chance of planes crashing into one of your units was extremely rare but when it does, it can be devastating and game changing for that player. Although we feel this is a spectacular event, we want the effects to be less punishing to both Players.
    • Plane crash AOE reduced from 15 to 6
    • Plane crash damage reduced from 750 to 240
    Weapon teams
    We’ve decided to make changes in order to prevent weapon teams from being killed while manned. This will prevent team weapon squads from being wiped because the weapon team got destroyed. Weapon teams will continue to take damage while manned, however will only receive its death critical when it is abandoned.
    • Can no longer be destroyed when manned
    Game Data Organization Effort
    Previously when we increased the lethality of infantry it was done with a blanket modifier of weapon accuracy and received accuracy. What we have done is adjusted the data so that the actual weapon stats are relative to its lethality. The performance of the unit and weapons are not changed. This is simply a data cleanup effort.
    • Removed accuracy weapon and receive accuracy modifiers that was used to increase infantry lethality and create a class type. Move respective values into the accuracy of the weapons and the size of the unit.
    Panzerfaust / AT Grenade/ Rifle AT Grenades
    We are retuning how infantry snares work; as they act as a big deterrent to using light vehicles. We hope this will encourage more cover and positional play with infantry to deal with vehicles.
    • Can no longer deal Engine Destroy critical
    • Can no longer generate critical to units over 75% HP for Medium and Heavy Vehicles
    All HMGs
    We felt blob counter units weren’t performing as well as we wanted and needed a performance boost to deal with Blobs of units better.
    • Incremental accuracy multiplier changed to 1.15
    • Incremental search radius changed to 10/12.5/15
    • Nearby suppression radius changed to 13 (except maxim HMG)
    • Min / Max Bursts unified
    ______________________


    SOVIETS


    PM-41 82mm Mortar:

    Precision Strike is an ability that generated a lot of negative gameplay experience for players playing against it. The ability has a high probability to generate squad wipes with little tell to the opposing player.
    • Precision Strike Removed
    • Added Flares for Vet 1 Ability
    HM-38 120 Mortar Squad
    Precision Strike is an ability that generated a lot of negative gameplay experience for players playing against it. The ability has a high probability to generate squad wipes with little tell to the opposing player. The 120 Mortar squad previously having 100 damage also generated high probability of squad wipes. We have brought the damage down and adjusted its cost to compensate for the reduction.
    • Precision Strike Removed
    • Added Flares for Vet 1 Ability
    • Damage reduced from 100 to 80
    • Cost reduced from 400 to 340
    PTRS & DP28-LMG
    This weapon drop rates were set way higher than other weapons; basically setting the drop rate in line with other weapons. The Guard Troops carry a lot of droppable weapons so they always seem to drop a lot more weapons than any other Infantry squads. We’ve decided to reduce the drop rate to compensate for this.
    • Drop rate of PTRS at rifle and DP-28 LMG to from 33% to 10%
    DSHK
    The DSHK which was underperforming as a heavier machine gun option for Soviets. We decided to increase suppression as well as armor penetration to improve its utility against light vehicles.
    • Penetration increased from 1.5/2/3 to 1.5/3/4.5
    M5-Halftrack
    The Quad performance was severely lacking compared to other AA / AI vehicles. We’ve adjusted the stats to bring it in line with other AA Halftracks.
    • Quad 50 Cal suppression increased from 0.003 to 0.009
    • Quad 50 Cal damage increased from 8 to 12
    • Improved AA capabilities to be in line with Flak-Halftrack & AA Halftrack
    SU-76
    The performance of the Su-76 was not meeting our expectations. We felt its biggest problem was its lack of define role. We decided to improve the stats of the SU-76 so it can serve as a light tank destroyer. The SU-76 will still retain its versatility through the use of its barrage ability.
    • Health increased from 320 to 400
    • Penetration increased from 90/ 100/ 110 to 180/ 190 / 200
    • Cost increased from 240/70 to 280 / 75
    Katushya:
    • Precision Strike Removed
    • Added Creeping Barrage as Vet 1 ability
    B4
    Fixed a small issue that made it possible for the B4 shots to not penetrate a tank using direct fire
    Direct Fire penetration increased from 340 to 600 to prevent an issue of the shot not doing any damage to high armored units


    ______________________


    Wehrmacht:


    Stug G
    We found the Stug G was missing a clear identity leading it to be a unit that was much underused. The changes we made will give the Stug G a role of a light tank destroyer.
    • Health increased from 400 to 560
    • Penetration increased from 110/120/130 to 170 / 185 / 200
    • AOE Penetration to match other tank destroyers profiles
    • Scatter Max to 8
    • Radius reduced from 1.5 to 0.5
    • Reaction Radius reduced to 0.5
    • Distances adjusted to match other tank destroyer profiles
    • Cost increased from 230/80 to 280/90
    Stug E Call in
    We felt the Stug E was over performing against infantry so we are reducing its rate of fire. We have also decided to bring its health in line with the Stug G
    • Reload increased from 3.8 to 5.3
    • Health increased from 400 to 560
    ______________________



    OKW:


    MG34
    Currently does the least amount of suppression and is not an effective crowd control unit. We’ve decided to increase the suppression so it can fulfill its role as a crowd control unit.
    • Damage reduced from 4 to 2
    • Suppression increase by 15%
    Minesweepers
    Ease of use change; it was very hard to detect mines because Sturmpioneers needed to be so close.
    • Range increased to match other factions detection radius
    Reinforced Wire
    The Reinforced Wires were a source of frustration. The Community asked for a more reliable way to deal with reinforced wires other than explosives so we decided to make some changes.
    • Is now cuttable
    Fallshirmjagers
    Ease of use change to allow Fallshirmjagers to be more effective when they gain camouflage through veterancy.
    • Now have Hold Fire
    Jaeger Light Infantry
    Ease of use change to allow Jaeger Light Infantry to be more effective when they gain camouflage through veterancy.
    • Now have Hold Fire
    Raktenwerfer
    We found OKW had a difficult time engaging enemy armor with Infantry and Team Weapons. Panzershrecks were the only effective option which resulted in players using army compositions primarily based off of Volksgrenadiers with Panzershrecks. The Rakentenwerfer, because of its fragility would often just die before it was able to set up in a range where it could engage enemy vehicles even with support. By giving Raketenwerfers a toggle ability to camouflage we are anticipating it will give the OKW other options than to rely so heavily on Panzershrecks.
    • Now has a toggle ability that allows the squad to camouflage (Can move at 40% speed while camo)
    • Veterancy bonuses adjusted to account for no camouflage now grants improved movement speed in camouflage
    IR Halftrack:
    To promote use we have decided to reduce its fuel cost hopefully this will encourage more of its use in OKW Build orders.
    • Cost reduced from 200/25 to 200/0
    Stuka zu Fuss
    In its current form the Stuka is a great mobile artillery unit; however it has a very difficult time gaining Veterancy because of its high veterancy requirements and its high recharge time on its barrage ability. While the reason its recharge time is so high is due to its high potency (which we would like to keep) reducing its veterancy requirements should help this unit scale more into the late game.
    • Veterancy Requirements reduced by 20%
    Sturmtiger
    With the Sturmtiger's inability to do auto-fire this makes it very difficult to gain veterancy in its current form. We want to keep the Sturmtiger’s unit functionality and by reducing its veterancy requirements we hope to see this unit scale better into the late game.
    • Veterancy Requirements reduced by 20%
    OKW Base defensive
    Fixed an exploit that allowed players to snipe and steal OKW base defenses.
    • Can no longer be sniped
    ______________________


    USF:


    50 Cal HMG
    We felt the 50.cal HMG was lacking in damage at far distances. The increase in damage from far will allow it to threaten and deal damage to squads at farther ranges.
    • Damage increased at far from 0.25 to 0.5
    Stuart
    With our goals to increase the usage and viability of light vehicles we found the Stuart was slightly under performing. As it is a very mobile tank that fires on the move quite frequently its previous accuracy and scatter values were set way too high to really make this unit combat efficient.
    • Health increased from 320 to 400
    • Moving accuracy increased from 0.5 to 0.75
    • Penetration increased from 45/45/60 to 45/50/65
    • FOW Scatter multiplier penalty reduced from 300% to 25%
    AA Halftrack
    We had feedback from the community members regarding AA mode and the AA Halftrack. It was expressed that AA mode would be better as a default ability in order to combat Axis airplanes.
    • Removed AA mode veterancy requirement
    • Gain increase acceleration at vet 1
    ______________________
    ______________________


    BUG FIXES AND MINOR FEATURES

    A tip of the helmet to our amazing Alpha testers who reported dozens of bugs resolved by designers in their balance tuning efforts. Live also received many minor text bug fixes across English and our supported languages: French, Italian, German, Spanish, Russian, Czech and Polish. Thanks to everyone who took the time to report an issue!

    Some players will be happy to note that we have added support for 4k Monitors – the HUD will no longer appear ‘tiny’ when playing at the highest resolution.
    • Fixed Issue where Veteran 1 Tool tip on the Soviet Sniper would appear as No Key
    • Adjusted Tool Tip Text on Pioneer Repair button
    • Fixed a black screen hang when exiting back to the lobby from a match
    That's All She Wrote for the June 23rd update, hope you've all enjoyed the notes and are now greatly anticipating June 23rd. We can't wait to bring these changes to you all!
  • #74
    8 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    The patch is now live, ahead of schedule! There are a few small additions:

    Minor Features
    • We’ve added an option for those that do not want to see custom aesthetic mods (decals and skins) even in custom games. There is now a check-box that players can use to turn these features on or off.
    CustomAesthetics.png
    • We’ve added extra camera functionality to both replays and observer mode. You can now follow the camera of each player by checking the ‘Follow Camera’ option.
    FollowCameraCheckBox.png

    ObsModeExample.png
    Additional Bug Fixes
    • Fixed a black screen hang when exiting back to the lobby from a match
    • Fixed the magazine and Bi-Pod on the LMG 42
  • #75
    8 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    I've just been advised of few more changes for the Soviets :)

    <removed>

    Edit: please disregard these changes, they are not in the game.
  • #76
    8 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    A quick update going out in a few minutes:

    Blitzkrieg (Tiger / Panthers)
    • Fixed an issue that caused tigers and panthers to slow down instead of speed up during the use of blitzkrieg.
    General Crashes
    • Fixed in-game crashing issues fixed by the store
  • #77
    8 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    A minor update for today, that is expected to go live at 2pm PDT:
    • Fixed crash caused by entering the Store and having the Steam overlay turned off
    • Fixed bug where the Kubelwagen could suppress Infantry without setting up
    • User can now delete War spoil and Store Purchased Items from their Inventory
  • #78
    8 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Hi folks! Another minor update will be going live today. Servers will be down from 2pm to 3pm PDT in order to implement these changes:
    • Fixing issue where people are sometimes unable to start searching for an automatch when they veto a large amount of maps
    • Fixing issue where match advertisement fails to update when using a large amount of mods
    • Added additional error codes/handling for steam purchase errors
    • Fixed issue where people are sometimes unable to look up leaderboard data when using a steam account name with special characters
  • #79
    8 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Today's Quick Update

    These changes will go live at 2:30pm pdt. There shouldn't be a ton of downtime associated with this update, hopefully only a few minutes!
    • Fixed Sync Error that occurred while watching a Replay
    • Added Translated to text to the Store and User Registration Screen in (Non English) Locales
    • Fixed a crash that occurred when Vaulting (and Vaulted object gets destroyed)
    • Minor Fixes and Improvements to the Modding HUB UI
    • Removed decimal Point from the Map Veto List Counter
  • #80
    8 years ago
    Cynthia_RECynthia_RE Posts: 1,217
    Servers will be going down today from 2pm PDT to 3pm PDT for a minor update:
    • Fixed a rare bug with the in-game store
  • #81
    8 years ago
    OrcaOrca Posts: 74 admin
    July 21 Update

    This update will go live on July 21st at 10:00am PST
    The primary focus of the July 21st update is to continue the design upgrade of the existing factions to improve the overall balance of all factions in preparation for the introduction of the British Forces. This is the second phase migration of changes seen in the British Forces Alpha.

    The next update will be on Sept 3rd which will introduce the British Forces Content.


    July 14 Balance Preview

    As part of a new trial process this update includes a Balance Preview Tuning Pack that will be made available in the steam workshop (July 14th 10:00am PST). The tuning pack can be found in the Modding Hub or in the STEAM workshop after 10:00am PST on Jul 14th .
    This tuning pack contains all of the planned balance changes listed below that will be made live on July 21st. We thought it would be interesting for players to try out the new changes in addition to discussing these patch notes. Please note changes not included in the tuning pack are listed in a section at the bottom of the notes.

    Legend
    Balance
    Bug Fixes



    BALANCE

    Balance Goals


    Increase the number of viable strategies in the game
    • Make core tech tree units more desirable
    • Increase the viability of light vehicle combat.
    • Promote and Encourage Combined Arms
    Reduce negative user-experiences in gameplay
    • Improve usability and remove unintended behavior from the game
    • General game balance tuning
    General Gameplay Updates

    Medium and Heavy Call in Vehicles (Tiger, Tiger Ace, Elefant, IS2, ISU, Jadgtiger, Sturmtiger, KV2)
    We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
    • All heavies get an increase CP of 2 Points
    • Stug E Call in CP requirement increased from 6 to 7
    • Puma Call in CP requirement lowered from 6 to 5
    • M10 Tank Destroyer CP requirement increased from 7 to 8
    • Bulldozer Sherman CP requirement increased from 9 to 10
    • M4C Sherman CP requirement increased from 9 to 10
    Buildings:
    Splats have been removed certain base buildings which allowed players to see which buildings were being built in the fog of war.


    SOVIETS

    Soviet Tech Tree
    Tech tree has been adjusted and reformatted to create more diverse and creative strategies with the faction. We felt the Soviet tech tree encouraged a very binary gameplay and created reliance on dispatch abilities. With these changes we anticipate players will be encouraged to explore new combined arms strategies.
    • T1 (160/50) to (160/40) Penal Battalion / M3 Scout Car / Sniper
      • No requirements
    • T2 (160 manpower 50 fuel) Zis AT Gun / Maxim / Mortar
      • No requirements
    • T3 (240/60) to (240/80 and 170 seconds) M5 Halftrack / T70 / SU-76
      • Requires T1 or T2
    • T4 (240/100) to (240/90 and 150 seconds) T-34-76 / SU-85 / Katyusha
      • Requires T3
    Conscript
    We noticed an irregular value in the causality timer for conscripts which was exceedingly higher than all other infantry. We have brought the timer in line with other infantry causality timers.
    • Casualty timer brought down from 500 seconds to 30 seconds
    T34-76
    To compensate for the increase in teching cost to produce t34s
    • Cost reduced from 310/100 to 300/80
    T34-85
    We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have commander equipped with a T34-85 Commander ability but also will now require players to build a Mechanized Armor Kampaneya to acquire the T34-85 medium tank.
    • T34-85 is no longer a call in vehicle
    • T34-85 is now buildable in the Mechanized Armor Kampaneya
    • CP changed from 9 to 0
    DSHK 38
    We removed focus fire from the DSHK 38 as it was preventing the AOE suppression from working properly.
    • Focus fire removed
    M5 Halftrack
    Usability improvement.
    • Removed requirements on Quad upgrade
    Maxim HMG
    We wanted the Maxim HMG to be more reliable at countering infantry blobs.
    • Maxim nearby suppression multiplier increased from 0.4 to 0.8
    ML 20 152 Artillery
    We want to encourage the use of the ML20 which was previously underperforming.
    • Salvos increased from 4 to 8
    • Removed precision strike at veterancy 1
    • Veterancy 1 now increases the number of salvos of the ML 20 by 2 (10 Total)
    USF

    Weapon Rack
    We combined both upgrades to make it easier for the players to access their weapon racks.
    • Bar & Bazooka Upgrades are now combined into one. (150/15)
    Major
    We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
    • Cost increased from 90 Fuel to 120 Fuel
    Captain
    We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
    • Cost reduced from 200/80 to 200 / 60
    Pak Howitzer
    The Pak Howitzer was currently underperforming for cost we have made a slight adjustment to bring it in line with its performance.
    • Cost reduced from 480 to 380
    • Changed reinforce cost discount from 1.0 to 0.5 to match existing weapon crews
    Sherman Easy Eight
    We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have the Rifle Company Commander but also will now require players to unlock the Battalion Command Post to acquire the M4A3E8 Sherman ‘Easy Eight).
    • M4A3E8 Sherman ‘Easy Eight’ is now a buildable Tank in the Battalion Command Post
    • CP requirement reduced to 0
    P47 – Rocket Strike
    The huge loiter size made it difficult to get out of Loiter zone during the P47 Rocket Strike. The reduce radius should make it easier for players to avoid P47 Loiter area.
    • Loiter radius reduced from 60 to 50
    OKW

    Stumtiger / Panzer IV Ausf J
    We felt the OKW lacked a Generalist Tank that wasn’t extremely expensive and can reliably deal with both Infantry and Tanks. With this change we anticipate the players could have more armor options than to save for an expensive Panther or King Tiger.
    • Sturmtiger removed from core tree added to Elite Armor Tree
    • Added Panzer IV Ausf J to the Schwerer Panzer Headquarters
    OKW Panzer IV Ausf J Medium Tank:
    We felt the Panzer IV was slightly underperforming so we made some adjustments
    • Now starts off with Side Skirts
    • Stats aligned with other Panzer IV
    Sturmtiger
    With the Sturmtiger's inability to do auto-fire this makes it very difficult to gain veterancy in its current form. We want to keep the Sturmtiger’s unit functionality and by reducing its veterancy requirements we hope to see this unit scale better into the late game. We also improved the usability of this unit by making its damage more consistent as well as improving its range.
    • Penetration increased from 150 to 1000
    • Range increased from 40 to 45
    • AOE Penetration increased to 1000
    • Damage at Far increased from 0.05 to 0.30
    Sturm Pioneers
    One of the biggest problems the Sturm Pioneers faced was the expensive manpower cost to reinforce. With the overall design changes to the OKW early game we wanted to make reinforcing Sturm Pioneers less penalizing on the player which will encourage their use in various builds.
    • Reinforce cost reduced from 40 to 32
    • Reinforce time reduced by 20%
    Infantry Support Gun
    The Infantry Support Gun was currently underperforming for cost we have made a slight adjustment to bring it in line with its performance.
    • Cost reduced from 430 to 330
    Wehrmacht

    General
    We decided to increase the Wehrmacht’s starting manpower to 420 to compensate for lack of starting base infantry. This should also give more options for Wehrmacht players to diversify their build.
    • Starting manpower increased from 360 to 420
    Battle Phases
    One of the Design Goals for the Wehrmacht was to give the faction flexibility in which they could tech. However, that was not the case due to the expensive nature of their battle phases. By offsetting the costs to the buildings instead of the upgrade it gives players an easier time to upgrade through battle phases.
    • Battle Phase 1 decreased from 200/45 to 100/40
    • Battle Phase 2 decreased from 200/55 to 100/45
    • Battle Phase 3 decreased from 200/60 to 100/50
    Tech Buildings
    • Building 2 increased from 120/15 to 200/20
    • Building 3 increased from 160/25 to 260/75
    • Building 4 increased from 160/30 to 260/80
    Grenadiers
    The increase ability max range modifier allowed grenadiers to fire their rifle grenades at such a range that players would not be able to react to the incoming grenade.
    • Removed ability max range modifier at veterancy level 2
    MG42 HMG:
    To encourage and diversify builds we have decided to move the HMG to the HQ. We expect this change will prompt more Wehrmacht opening strategies. We have adjusted the MG42’s cost and build time to bring it more in line with its performance.
    • Moved to HQ
    • Cost increased from 240 to 260
    • Build time increase from 30 seconds to 36 seconds
    Panzerwerfer
    Ease of use change to allow the Panzerwerfer to gain veterancy at a more reasonable rate.
    • Reduce veterancy requirements by 20%
    Stuka JU-87D Anti-Infantry Strafe
    We are increasing the delay slightly to give players more time to react to the JU-87.
    • Delay increased by 1.5 seconds
    Stuka JU-87D Anti-Tank Strafe
    We are increasing the delay slightly to give players more time to react to the JU-87.
    • Delay increased by 1.5 seconds
    Redistribute Resource
    We found that Redistribute Resources was providing too high of a munition yield for cost.
    • Munition gain from conversion reduced from 150 to 125 munitions
    Command Tank
    The command tank aura provided in territory created too many inconsistent instances due to different territory sizes. This should improve usability.
    • No Longer requires territory to provide defense Aura
    • Now is radius based (45)
    LEFH 105 Artillery
    We want to encourage the use of the ML20 which was previously underperforming.
    • Salvos increased from 6 to 10
    ----This concludes tuning pack changes----

    BUG FIXES
    June 21 Update Additional Bug Fixes
    These issues may not be present in the tuning pack but will be deployed in the July 21 update.
    • Minor Warspoils update – this will add the retrofit skins and newly added skins to the pool of items that can be dropped.
    • Soviet northwesternfront heavy winter was not granting players the correct variant skin.
    • Small UI changes – Fixed small UI issues in the public games list.
    • All COH2 logos have been replaced with the updated versions.
    • Fixed some text and localization strings.
    • Fixed a bug where the Maxim HMG incremental accuracy wasn’t increased along with other HMGs.
    • Fixed a bug where Raketenwerfer reload and ready aim time duration min/max values were switched.
    • Fixed an issue where the OKW Officer pistol "Luger p8 9mm pistol" did not receive a 15% accuracy increase when the weapon accuracy modifier that was previously on the squad was moved over to its weapon.
    • Fixed an issue where Paratrooper Support Squad from the Recon Commander lost +25% accuracy on squad level but only gained +15% on weapon level so -10% accuracy on all weapons.
    • Fixed an issue where KV-1, KV-8 still has old vehicle criticals instead of new ones.
    • Fixed an issue where For Mother Russia was buffing from +25% accuracy to +50% accuracy for AT guns only.
    • Removed suppression modifers on Grenadier Kar96k Rifle.
    • Fixed an issue where causality sight modifiers were either too high or too low.
  • #82
    8 years ago
    JLeeJLee Posts: 50
    July 14 Balance Preview

    Few more changes being added to the Balance Preview MOD today from your feedback.


    BALANCE

    Rifleman, Volksgrenadiers, Conscripts, Grenadier
    • Now recieve construction penality modifers
    Soviet Sandbags
    • Health reduced from 500 to 110
    SdKfz 221 Scout Car
    • The SdKfz 221 Scout Car is now the SdKfz 222 Scout Car. It will come with the KwK 30 2cm Autocannon by default.
    • Cost increased from 210/15 to 230/20
    Battle Phase 3
    • Cost reduced from 200/50 to 200/45
    Heavy Panzer Korps
    • Cost reduced from 260/80 to 260/75
    PTRS rifle
    • Damage reduced from 40 to 27
    • 13 Bonus damage added vs vehicles
    SdKfz 251 Halftrack
    • Battle phase 2 requirement to upgrade to the Flame Projector removed.
  • #83
    8 years ago
    JLeeJLee Posts: 50
    July 14 Balance Preview

    Few more changes being added to the Balance Preview MOD today from your feedback.


    BUG FIXES
    • Changed the near weapon accuracy on the Stug G from 0.6 to 0.06
  • #84
    8 years ago
    JLeeJLee Posts: 50
    July 14 Balance Preview

    Few more changes being added to the Balance Preview MOD today from your feedback.


    BALANCE

    T34-85 Medium Tank
    • Cost reduced from 400/140 to 380/130
    Soviet Sandbags
    • Health increased from 110 to 240
  • #85
    8 years ago
    JLeeJLee Posts: 50
    July 14 Balance Preview

    Few more changes being added to the Balance Preview MOD today from your feedback.


    BALANCE

    Planes
    • All attack planes had their camo detection radius reduced to 0
    • All recon planes that didnt already have it now has a camo detection radius of 90
    M4a3e8 Sherman
    • Cost decreased from 400/145 to 380/140
  • #86
    8 years ago
    JLeeJLee Posts: 50
    July 21 Update Additions

    This update will go live on July 21st at 10:00am PST
    The primary focus of the July 21st update is to continue the design upgrade of the existing factions to improve the overall balance of all factions in preparation for the introduction of the British Forces. This is the second phase migration of changes seen in the British Forces Alpha.

    The next update will be on Sept 3rd which will introduce the British Forces Content.


    July 14 Balance Preview

    Thank you all for participating in the Balance Preview Mod and sending us feedback. We won't be making any more updates to the mod as we are triggering our final build for the July 21st Patch Build. The Mod will remain up until the Patch goes live so enjoy. :)

    Legend
    Balance
    Bug Fixes



    BALANCE


    Planes
    We felt only units and abilities explicitly designed for the purpose of reconing an area should have camouflage detection so we are removing it from attack planes. We anticipate this will allow vehicles and units that can camouflage to better hide from attack plane abilities.
    • All attack planes had their camo detection radius reduced to 0
    • All recon planes that didnt already have it now has a camo detection radius of 90
    Rifleman, Volksgrenadiers, Conscripts, Grenadier
    We felt it all infantry should recieve a penalty for constructing during combat.
    • Now recieve construction penality modifers

    SOVIETS


    T34-85
    Considering the cost of teching we felt the T34-85 needed a slight cost adjustment
    • Cost reduced from 400/140 to 380/130
    Soviet Sandbags
    We felt soviet sandbags had much too much health. We also felt it should have more health than other sandbags because it is a one block structure and when destroyed you lose the entire wall. Other factions create a fence wall and even if destroyed, half of the squad is still safe behind another.

    • Health reduced from 500 to 240

    USF

    Sherman Easy Eight
    Cosidering the cost of teching we felt the Sherman Easy Eight needed a slight cost adjustment.
    • Cost decreased from 400/145 to 380/140
    Wehrmacht

    Battle Phases
    One of the Design Goals for the Wehrmacht was to give the faction flexibility in which they could tech. However, that was not the case due to the expensive nature of their battle phases. By offsetting the costs to the buildings instead of the upgrade it gives players an easier time to upgrade through battle phases.
    • Battle Phase 3 decreased from 200/60 to 100/45
    Tech Buildings
    • Building 4 increased from 160/30 to 260/75
    SdKfz 221 Scout Car
    With a lot of light vehicles being available very early, we felt the Wehrmacht needed a light vehicle with a bit more punch. Also, we felt the upgrade was almost always an auto-click and not much of a choice.
    • The SdKfz 221 Scout Car is now the SdKfz 222 Scout Car. It will come with the KwK 30 2cm Autocannon by default.
    • Cost increased from 210/15 to 230/20
    SdKfz 251 Halftrack
    The Flame Projector upgrade being available on the 251 HT was a big problem in the past so we had to add a requirement to gate it but with so many more light vehicle counters available we felt it would be fine to remove the requirements for the Flame Projector upgrade.
    • Battle phase 2 requirement to upgrade to the Flame Projector removed.
    PTRS rifle
    Eventhough we liked the boost in performance of the PTRS Rifle, we felt it was doing a little too much damage to infantry. Its performance vs vehicles remain the same.
    • Damage reduced from 40 to 27
    • 13 Bonus damage added vs vehicles
    BUG FIXES
    June 21 Update Additional Bug Fixes
    These issues may not be present in the tuning pack but will be deployed in the July 21 update.
    • Changed the near weapon accuracy on the Stug G from 0.6 to 0.06
    • Max CP Counter now caps 32
    • Units flickering in buildings and open top vehicles fixed
    • Units no longer warp to the building entrance.
  • #87
    8 years ago
    JLeeJLee Posts: 50
    Sept 3rd Update Additions

    Flame Weapons
    • All Infantry Flamethrower damage reduced 8
    • All Flamethrowers that originally had accuracy of 11 now has accuracy of 1.
    • All Infantry Flamethrowers have had their weapon scatter increased because they now rely more on accuracy than scatter.
    • Stuka Incendiary bomb damage increased from 10 to 40
  • #88
    8 years ago
    JLeeJLee Posts: 50
    Upcomming Patch Balance Preview

    As part of a new trial process this update includes a Balance Preview Tuning Pack that will be made available in the steam workshop (Sept 3rd10:00am PST). The tuning pack can be found in the Modding Hub or in the STEAM workshop after 10:00am PST on Sept 3rd.
    This tuning pack contains all of the planned balance changes listed below that will be made live in the near future. We thought it would be interesting for players to try out the new changes in addition to discussing these patch notes. Please note changes not included in the tuning pack are listed in a section at the bottom of the notes.

    The Balance Preview does NOT include code updates, help text updates and some major data updates that may be planned for the patch.The patch date that would include these Balance updates is still TBD.

    Legend
    Balance



    BALANCE

    Balance Goals


    Increase the number of viable strategies in the game
    • Make core tech tree units more desirable
    • Increase the viability of light vehicle combat.
    • Promote and Encourage Combined Arms
    Reduce negative user-experiences in gameplay
    • Improve usability and remove unintended behavior from the game
    • General game balance tuning
    General Gameplay Updates

    Flame Weapon
    • Flame Weapon dot duration increased from 3 sec to 20 sec
    • Infantry Held Flame Weapons do not leave Flame DOTs.
    British

    Churchill Crocodile
    • Flame Weapon DOT Damage reduced from 4 to 2
    • Health reduced from 1600 to 1400
    • Churchill Flamethrower Damage reduced from 16 to 8
    Churchill AVRE
    • Health reduced from 1600 to 1400
    • Petard damage reduced from 640 to 440
    • Petard bonus damage multiplier vs buildings 1.45
    Universal Carrier
    • Wasp Flame Weapon DOT damage reduced from 4 to 2
    • Universal Carrier ronson flamethrower damage reduced from 16 to 8
    Wehrmacht

    HMG MG42

    With the past update change to HMGs we have found the MG42 to be dealing slightly too much damage. Incurring heavy manpower loss on the opposing side. The intended role of the HMG MG42 is to be a suppression platform first which it already excels at.
    • Damage profile at far reduced from 0.25 to 0.2
    • Damage profile from mid reduced from 0.625 to 0.6
    GRW34 81mm Mortar
    • Reload increased from 2.4 to 4
    Panzergrenadiers

    We are looking to minimize the heavy attrition cost of this unit.
    • Reinforce cost reduced by 10%
    Sniper

    Slightly reducing the rate of fire of German sniper as its veterancy bonuses that it attained were slightly over performing.
    • Veterancy 2 rate of fire modifers reduced from 0.8 to 0.85
    • Veterancy 3 rate of fire modifers reduced from 0.7 to 0.85
    Stug III E/G

    With the resurgence of Stug use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players.
    • Target weak point will now disable main gun temporarily no longer causes vehicle stun.
    Ambush Camouflage

    Changing unwanted behavior.
    • First strike bonus damage changed to accuracy
    JU87 Close Air Support Loiter

    We are spreading out the damage of the JU87 Close Air Support to allow players to better react to this ability.
    • Increased the number of planes to loiter from 1 to 2
    • Damage reduced from 120 to 60
    Elefant

    With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight. We would like to encourage use of other units that provide vision.
    • Focus sight removed
    • Population reduced from 25 to 20
    Tiger

    With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player.
    • Population reduced from 24 to 19
    251 Flame Halftrack
    • Range increased from 25 to 30
    • Reinforce removed on upgrade
    Panzerwerfer

    Reducing the scatter slightly and adding suppression to the rockets to improve the unit’s effectiveness.
    • Distance scatter reduced from 20 to 17
    • Rockets now deal suppression
    Soviets

    Starting Resources

    We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
    • Starting Fuel reduced from 50 to 20
    Special Rifle Command

    We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
    • Fuel cost reduced from 40 to 10
    Support Weapon Kampaneya

    We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.
    • Fuel cost reduced from 50 to 20
    Tankovivy Battlon Command

    We are slightly delay this building to allow players to have more time to prepare for any early vehicle rushes.
    • Fuel cost increased from 80 to 85
    Partisan

    We wanted to give a more define role to Partisans. This will now have access to full German weapons consistantly.
    • Will now only gain access to axis weapons with default stats (MP44s, Panzershercks)
    • Anti-Tank Partisans now replace irregulars
    • Added Partisan Grenade to Anti Infantry Partisan
    Conscripts

    Previously conscripts did not scale too well in the late game. We are increasing their survivability as they vet up.
    • Veterancy 3 Modifier increased from 33% to 40%
    Conscript PPSH

    Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall dps.
    • Mid accuracy increased from 0.23 to 0.43
    • Far accuracy increased from 0.115 to 0.2
    M5 Halftrack

    Reducing penetration slightly to allow for dedicated light vehicle counters to excel more at facing the M5. Also reducing its moving accuracy to reduce its ability to chase and shoot.
    • Quad penetration reduced from 1.5/2/2.5 to 1.25/1.5/1.75
    • Moving accuracy reduced from 0.5 to 0.4
    • Loses ability to reinforce when upgraded.
    T34-76

    Compensating for the unit’s reduce cost in the last update allowing players to easily a mass their army.
    • Population cost reduced from 12 to 8
    ISU-152

    With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight for such a long range unit was unnecessary.
    • Focus Sight Removed
    • Population cost reduced from 25 to 20
    IS-2

    With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player
    • Population reduced from 24 to 19
    Katushya

    The previous scatter was set fairly low which gave units little chance to doge any of the rockets.
    • Creeping barrage scatter increased from 2.5 to 5.5
    USF

    Ambulance

    Improving usability.
    • Healing ability changed to toggle ability, must be in territory and disables movement.
    • Build time reduced from 45 to 30
    Assault Engineers
    Improve usability as we found very little use out of the small anti-tank mines
    • Replaced M7 Mine with Regular mine
    Rifleman

    We are adding more survivability to rifleman at vet3 to help them scale into the late game more.
    • Veterancy 3 now grants reduce receive accuracy by 25%
    HMG 50 Cal

    Previously the 50cal had an additional weapon that was activated at vet2. That weapon was not effected with the previous HMG changes. We are also improving usability of the HMG.
    • VET 2 50 Cal weapon has had its stats adjusted in relation to the previous changes to HMGs (Damage reduced from 16 to 20, Burst unified to 1, incremental accuracy from 1.04 to 1.15, search radius changed from 6/8/10 to 10/12.5/15, penetration from 1.5 to 1, nearby suppression radius from 10 to 13)
    • Focus fire set to false
    • Gun will instantly transfer to other member if it dies on retreat
    M1918 Browning automatic rifle

    We are increasing the BAR rifle on the move accuracy and cooldown to promote more aggressive tactics when units are equipped with this weapon.
    • Moving Accuracy multiplier increased from 0.6 to 0.7
    • Moving Cooldown multiplier reduced from 0.25 to 0.1
    Bazookas

    Small cost adjustment to bring the weapon in line with its performance.
    • Cost reduced from 60 to 50 Munitions
    Defensive Stance

    After heavy testing we found this ability not suited for rifleman.
    • Ability Removed
    M1 Thompsons

    Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall dps.
    • Mid accuracy increased from 0.173 to 0.43
    • Far accuracy increased from 0.115 to 0.2
    M4A3 Sherman

    With the delay in tech to the USF we are increasing the power of some of their vehicles.
    • Penetration increased from 80/100/120 to 100/120/140
    • Armor increased from 160 to 180
    M4A3 Easy Eight

    Now that the Easy Eight requires tech to build it we are adding additional stats to diversify the unit from the regular M4A3 Sherman.
    • Health increased from 640 to 720
    • Near penetration increased from 175 to 200
    Mortar Halftrack

    Improving the Mortar Halftrack to make it more consistent against stationary targets and units in cover.
    • Scatter ratio reduced from 0.15 to 0.08
    • Damage multiplier against tp_heavy cover increased from 0.5 to 1
    • Damage multiplier against tp_trench increased from 0.3 to 1
    • Accuracy multiplier against tp_trench increased from 0.2 to 1
    M56 Delayed Fuse HE Barrage

    Improving the ability to allow it to effectively deal against stationary targets.
    • Weapon building damage changed from mortar to HE Shell
    • Accuracy increased from 0 to 11
    • AOE Penetration increased from 105 to 1000
    • Damage Mid increased from 0.5 to 0.75
    • Penetration increased from 105 to 1000
    M7B1 Priest

    Bringing the priest in line with other heavy artillery weapons.
    • Salvos increased from 5 to 7
    240 Howitzer Artillery Barrage

    Reducing the AOE radius of the shell to match the shells explosive fx. We have also added additional UI to indicate the area in which the shells will be landing in.
    • AOE reduced from 12 to 9
    • Added UI indicator of ability range
    • Added extra SFX to the shell
    OKW

    Infantry Squad Upgrades

    Ease of use change
    • All squad upgrades are able to be upgraded out of territory.
    Volksgrenadiers

    We wanted to give OKW a soft building counter options. This should help OKW deal against garrisoned enemies. (Need an icon)
    • Grenade replaced with incendiary grenade
    IR Halftrack

    Adding a small fuel investment to this vehicle.
    • Cost increased by 5 fuel
    Fallschirmjäger

    We are looking to minimize the heavy attrition cost of this unit.
    • Reinforcement cost reduced by 10%
    Obersoldaten

    We are looking to minimize the heavy attrition cost of this unit
    • Reinforcement cost reduced by 10%
    IR STG

    Bringing this upgrade cost in line with this weapons performance.
    • Cost reduced from 90 to 60
    LEIG

    We found through feedback and playtesting that the Hollow Charged ability was very cumbersome to use. We have decided to remove the ability from the unit and substitute it with weapon stats.
    • Hollow charges removed
    • Now gains increased weapon and barrage range by 15%
    Sturmtiger

    Fixing unintentional behavior
    • Can no longer reload it’s gun through repair critical
    Jagdtiger

    With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player
    • Population reduced from 26 to 21
  • #89
    8 years ago
    Balance Preview Update 09/03/2015

    Added prioritize vehicle back to medium tanks
    Removed extra modifiers on grenadiers
    Fixed issue with USF mine not using proper mine
    Fixed CP requirements for rifleman fighting position
    Fixed DSHK regained suppression and incremental accuracy values that it was given in previous update
    Fixed 120 Mortar Cost back to 330
    Fixed an issue with Tank Hunter Partisans not showing up to replace Irregulars.
  • #90
    8 years ago
    OrcaOrca Posts: 74 admin
    Sept 4th Hotfix
    1. Fixed a crash in the AI system.
    2. Fixed a crash associated with the use of the British Forces Glider.
  • #91
    8 years ago

    Balance Preview Update 09/04/2015
    • Added back the 50% reduce damage modifer to green cover for explosive weapons
    • Reduced Damage modifer for the USF mortar halftrack from 1 to 0.5
    • Reverted Armor buff to Sherman from 180 back to 160
    • Increase scatter of assault grenades so they don't stack
    • MG42 damage profile reverted back to 0.25/0.625
    • AEC Cost reduced from 60 to 50
    • AEC Research fuel cost increased from 10 to 15
    • Universal Carrier, WC51 Doge, 222, Kubelwagon, and M3 Scout car now have 50 bonus accuracy to snipers type.
    • Brace recharge time increased from 15 to 90 seconds
    • Rifle Company will only call in VET 1 Rifleman.
    • AA Mode removed from the USF AA Halftrack, general AA stats have been compensated to adjust.
    • Glider HQ no longers grants resource bonus
    • ML120 damage increaed from 160 to 200
    • Crew Reapir Operation repair rate reduced by 30% (16 per tick to 11 per tick)
    • HMG can no longer garrison the 17lb At gun
    • Tiger Penetration increased from 180/200/220 to 200/220/240
    • Tiger range increased from 40 to 45
    • Added bonus damage against emplacment for walking stuka
    • Fixed incendiary greande animations for Volksgreandiers
    • Bofors Accuracy reduced from 0.875/0.818/0.76 to 0.775/0.46/0.36
    • Bofors Damage reduced from 40 to 30
    • Bofors Vs building garrison cover dmg multiplier changed from 0.5 to 0.2
    • Bofors Distance_scatter_max changed from 2.15 to 5.15
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