Announcement Announcement Module
Collapse
No announcement yet.
CoH 2 Changelog Page Title Module
Move Remove Collapse
This topic is closed.
X
This is a sticky topic.
X
X
Conversation Detail Module
Collapse
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Update March 28th, 2014

    Updates
    • UI Fix on Faceplat when Automatching
    • Repair Engineer issue addressed
    Balance


    Grenade AOE Profile
    • Now correctly average out the damage based on old AOE profile
    German Snipers
    • Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
    • Sight now correctly set to 45
    Soviet Sniper
    • Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
    • Sight now correctly set to 45
    Penal
    • Corrected weapon profile to properly scale with unit cost
    • Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output
    Shock Trooper
    • Corrected weapon profile to properly scale with unit cost
    • Moving accuracy from 0.5 to 0.8
    • Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output
    Guard Rifles
    • Fixed an issue which caused the DP-28 to burst for long periods of time; damage output remains relatively the same.
    Special Rifle Command
    • Manpower cost from 200 to 120
    • Build time from 95 to 80
    Support Weapon Kampaneya
    • Manpower cost from 240 to 160
    Bunker
    • Health from 600 to 480
    Last edited by pqumsieh; 03-27-2014, 04:09 PM.

    Comment


    • #32
      Update April 24th, 2014


      Updates
      • Added the German Doctrine: Mobile Defense Commander
      • Added the Soviet Tactics: Lend and Lease Commander
      Main Menu Redesign
      • The main menu has been reformatted to improve flow and readability and to better highlight important new features and community events.
      • A new Menu widget has been added globally to the bottom left of the screen that provides quick access to Options, Player Profile, and other features.
      • A new Store dialog is now accessible from the Main Menu to allow users easier access to and navigation through all additional content available for Company of Heroes 2
      World Builder Updates
      • Custom maps can now include a <scenarioname>.scar file for custom scripts. Simply create this file alongside your <scenarioname>.sgb and it will get included in the archive when you export your map.
      • Improved Steam Workshop quota related error messages.
      Bug Fixes
      • Fix an issue causing a compatibility message to appear for users playing on Windows 8.1
      • Addressed an issue where equipped skins and bulletins wouldn’t load in saved games
      • Maps not selectable in Automatch no longer appear in the Automatch map list
      • Fixed an issue where the Advance Warfare Tactics Commander’s T-34/85 ability didn’t gain bulletin buffs
      • Fixed a bug that would prevent the Panzergrenadiers from gaining the Casualty Interrogation ability when equipped with the Jaeger Infantry Package
      • Fixed an issue where the AI would sometimes stop retreating units outside of a base’s reinforce area
      • Fixed an issue where the AI would sometimes drive vehicles into engineers when trying to get repaired
      • Fixed an issue where the AI would sometimes try to get a vehicle repaired by an engineer that was busy constructing or repairing another vehicle
      Balance Changes

      Command Point Pacing
      All heavy vehicle dispatches have had their command point cost increased by 1 to better align them with the pacing and tech progression changes and goals. Saving for a heavy vehicle should remain a viable strategy, the goal is to increase the risk of such a strategy to better reflect its potential value if pulled off successfully.
      • Tiger command point cost from 10 to 11
      • Tiger Ace command point cost from 14 to 15
      • Elefant command point cost from 11 to 12
      • IS-2 command point cost from 10 to 11
      • ISU-152 command point cost from 11 to 12
      • KV-2 command point cost from 11 to 12
      • StuG III E command point cost from 5 to 6
      Units and Abilities
      A number of iterations were made to weapon profiles and abilities to improve early game infantry combat.

      Attachment

      Osttruppen
      • The low accuracy on the Osttruppen rifle led to their weapon output feeling very inconsistent. This was addressed by increasing their accuracy while reducing the damage done per shot. Additional modifications were made to improve the viability of the Osttruppen at all stages of the game, such as increasing their capture rate to 1. Osttruppen will remain slightly combat inefficient relative to Grenadiers.
        • Cover bonus from 1.75x accuracy to 2x accuracy
        • Accuracy from 0.21/0.2/0.19 to 0.45/0.4/.35
        • Damage from 16 to 8
        • Cooldown from 0.5-1 to 0.75-1.25
        • Cooldown near modifier from 0 to 0.125
        • Wind down from 1.625 to 1.3
        • Moving cooldown from 2 to 1.5
        • Capture rate from 0.5 to 1
      Grenadier
      • The LMG42 had its weapon profile adjusted so that it performs stronger at long range and weaker at short range. In its previous form, it made assaults by short range units very difficult to execute due to its extreme close range damage output. This further strengthens the long range orientation of the LMG42 and the counterplay between itself and short range weaponry.
        • LMG42 accuracy from 0.47/0.44/0.41 to 0.56/0.44/.038
        • LMG42 Aim time multiplier from 0.5/0.75/1 to 0.75/0.875/1
        • LMG42 Fire aim time from 0.25-0.625 to 0.25-0.5
        • LMG42 Post firing aim time from 0.5 to 0.25
        • LMG42 Ready aim time from 1.25-2 to 0..625-1
        • LMG42 Burst duration multiplier from 3/2/1 to 0.75/1.25/1.5
        • LMG42 Burst length from 0.5-0.75 to 0.5-1
        • LMG42 range distance mid from 20 to 28
        • LMG42 Rate of fire multiplier from 1/0.875/0.9375 to 1/1.125/1.25
        • LMG42 Cooldown duration multiplier from 0.5/0.675/0.85 to 0.75/0.875/1
        • LMG42 Reload frequency from 4 to 6
      • This adjusts the G43 to more closely function as a carbine type weapon profile. It reduces the Grenadier long range damage output while increasing mid to short range DPS. Additionally, this weapon now performs better on the move, making it ideal for tactical flanks.
        • G43 accuracy from 0.55/0.5/0.45 to 0.55/0.42/0.37
        • G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover
        • G43 Moving accuracy from 0.6 to 0.8
        • G43 Moving cooldown from 2 to 0.5
        • G43 Range distance near from 0 to 6
        • G43 Range distance mid from 25 to 18
        • G43 upgrade cost from 60 MU to 45 MU
      • Rifle-grenade cost increased to better align it with similar grenades, such as the RGD-42 which cost 30 munitions. Although the rifle-grenade has a greater range than the RGD-42, its explosive radius is smaller and less lethal.
        • Rifle-grenade munition cost from 25 to 30
      • These changes slightly reduce the efficiency of the Grenadier squad. The intent is to reduce Grenadier blobbing and encourage the use of combined arms.
        • Population from 6 to 7
        • Grenadiers can now only upgrade to either the LMG42 or G43, not both.
      Panzer Grenadier
      • This adjusts the G43 to more closely function as a carbine type weapon profile. It increases the Panzer Grenadier long range damage output while decreasing its mid to short range DPS. Additionally, this weapon now performs better on the moving, making it ideal for tactical flanks.
        • G43 Accuracy from 0.65/0.6/0.55 to 0.65/0.52/0.47
        • G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover
        • G43 Moving accuracy from 0.6 to 0.8
        • G43 Moving cooldown from 2 to 0.5
        • G43 Range distance near from 0 to 6
        • G43 Range distance mid from 25 to 18
      • The Panzer Grenadier squad over performed for its cost. These two changes lower its performance to better reflect its cost to value.
        • Armor from 1.2 to 1
        • MP44 accuracy from 0.58/0.45/0.4 to 0.56/0.45/0.4
      Pioneer
      • These changes reduced the combat potency of Pioneers to better reflect their intended role as a utility unit. The Pioneer squad still remains combat viable, but do so at a premium cost.
        • Bonus accuracy from 1.2 to 1.15
        • Accuracy from 0.45/0.2/0.1 to 0.35/0.2/0.1
      Combat Engineer
      • Combat Engineers were under performing for cost; similar to the Pioneer changes above they will perform at a slight cost premium to reflect their role as a utility unit.
        • Manpower cost from 190 to 170
        • Build time from 19 to 17
      Conscript
      • This change helps resolve the long range damage disparity between Grenadiers and Conscript. As a result, Conscripts can now engage Grenadiers on more equal footing.
        • Mosin Nagant accuracy from 0.45/0.35/0.25 to 0.45/0.39/0.30
        • Moving accuracy from 0.4 to 0.5
      • This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter the received damage.
        • PPSH moving accuracy from 0.5 to 0.8
      Partisans and Irregulars
      • This maintains consistency in the functionality of the Partisan LMG42 and DP-28 relative to the Grenadier LMG42 and Guard Riflemen DP-28 upgrade. It also better defines the units long range role.
        • LMG42 weapon profile adjusted to be consistent with changes to Grenadier LMG42
        • DP-28 weapon profile adjusted to function similar to the LMG42
      • This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter balance received damage.
        • PPSH moving accuracy from 0.375 to 0.6
      • With the LMG profile adjustments, Irregulars are worth slightly more.
        • Irregulars cost from 180 to 190
        • Reinforcement time from 2.25 to 2.375
      Guard Riflemen
      • Guard Riflemen were underperforming for their cost. The range of the PTRS was also inconsistent with other hand held AT weaponry such as the Panzerschreck – which is currently set to 35. This avoids scenarios were skilled players could leverage this range to damage vehicles without taking reciprocating fire. The Mosin Nagant also saw an increase to its long range damage output to reduce the disparity between the Mosin and the Kar 98.
        • Manpower cost from 360 to 330
        • Population from 9 to 8
        • DP-28 rescaled to use the new LMG42 weapon profile
        • DP-28 upgrade cost from 100 MU to 75 MU
        • Guard Mosin Nagant accuracy from 0.7/0.55/0.45 to 0.65/0.58/0.46
        • Guard Mosin Nagant Moving accuracy from 0.6 to 0.75
        • Guard Mosin Nagant Moving cooldown from 1.25 to 0.5
        • PTRS range from 45 to 40
      Blitzkrieg
      • Blitzkrieg enabled German armor to escape potentially deadly situation at a fairly low cost. This placed German armor in a very advantageous position relative to Soviet armor, as they could take greater risk while sustaining lower casualties on average. Other issues, such as awkward movement behavior or unrealistic accuracy, made the ability feel a bit cheap and magical. This change synergizes well with the recent modifications to acceleration, as vehicles will be far more responsive while the ability is active.
        • Now provides 1.6x acceleration
        • Received accuracy modifier from 0.5 to 0.75
        • Speed and accuracy modifier removed
        • Munition cost from 40 to 30
      Overdrive
      • The reduction in max speed helps prevent awkward movement behavior on the M3 and M5.
        • Now provides 1.6x acceleration
        • Received accuracy modifier from 0.5 to 0.75
        • Cost from 0 MU to 10 MU
      Ram
      • Currently, ram is being used as a crowd control measure to disable other vehicles. The intent isn’t for a full health T34 to ram other vehicles; instead, ram should be used when the T34 is near death to highlight its usage as a last resort type ability.
        • No longer causes instant main gun destroyed critical
        • Now has a chance to cause one of the follow criticals to occur: light engine damage, heavy engine damage, immobilization, or main gun destroyed. The chance is weighed such that light engine damage has the highest occurrence where main gun destroyed has the lowest.
      Marked Vehicle
      • These changes prevent an issue where units could be destroyed in 1 or 2 hits from multiple marked targets on the enemy vehicle applying simultaneously. It also reduces the impact of the ability as we felt it provided too great an advantage to Soviet armor in the previous state.
        • No longer stacks multiple times
        • Reduced bonus damage modifier from 50% to 35%
      Support Team Modifications
      A number of modifications were made to support weapons designed to increase their utility on the battle field. For example, heavy machine guns were given increased penetration enabling them to act as a soft counter to light vehicles.

      Weapon Teams
      • Previously, weapon teams would receive +25% more damage from all sources. This modifier has been replaced with a +25% received accuracy value. Tank fire and grenades will be less effective vs. weapon teams as a result; small arms fire remains relatively unchanged.
      AOE Profiles
      • Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of support teams to better align them with their intended performance.
      105mm Howitzer
      • These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.
        • Reload time from 2.75 to 2.25-2.75
        • Shots fired per barrage from 12 to 6
        • Crew size from 3 to 4
      152mm Howitzer
      • These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.
        • Shots fired per barrage from 8 to 4
        • Reload time from 3 to 2.8-3.2
        • Barrage recharge time from 120s to 90s
        • Crew size from 3 to 4
      PAK 40
      • Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
        • Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
        • Reload time from 2.9 to 2.7-3.1
        • Penetration from 170 to 190
      PAK 43
      • Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
        • Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
        • Reload time from 3.65 to 3.5-3.8
        • Penetration from 400 to 340
        • Crew size from 3 to 4
        • Population from 21 to 18
        • Now has hold fire
      ZIS 76mm Field Gun
      • Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns. The damage output of the ZIS Field Gun barrage will now feel more consistent as a result of the new AOE profiles.
        • Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
        • Penetration from 170 to 180
      B4 203mm Howitzer
      • Adjusted performance of B4 to be more in line with the ISU-152.
        • Direct fire penetration from 1000 to 300
        • Direct fire is now on a shared recharge timer with barrage and precision strike
        • Recharge timer on barrage from 55 to 60
      MG42
      • HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.
        • Penetration from 1/1/1 to 2.2/1.8/1.4
      53K 45mm AT Gun
      • Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
        • Accuracy from 0.03/0.0425/0.055 to 0.04/0.05/0.06
        • Reload time from 2.625 to 2.5-2.75
      DSHK HMG
      • HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game. Refactored the performance of the Dshk HMG and resulting cost to make it easier to field.
        • Penetration from 1/1/1 to 2.5/2.0/1.5
        • Armor piercing rounds now provides 3x penetration rather than an additional +9 penetration at all ranges
        • Properly received the +25% received accuracy like all other team weapons
        • Damage from 12 to 10
        • Manpower cost from 360 to 300
      Maxim HMG
      • HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.
        • Penetration from 1/1/1 to 1.6/1.4/1.2
      Vehicle Top Gunner
      Increased damage output of vehicle top gunners, previously the upgrade added little value to the unit. The cost has been increased to better account for the value of this upgrade.

      German Mounted MG42
      • Munition cost from 30 to 50
      Soviet Mounted Dshk
      • Munition cost from 30 to 60
      Vehicle Modifications
      A number of modifications were made to medium and heavy vehicles to better align the units relative to one another. German vehicle penetration tended to be fairly high, resulting in a devaluation of Soviet armor values. These changes also seek to solidify unit roles and remove any ineffective units from the game.

      AOE Profiles
      • Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of vehicles to better align them with their intended performance.
      Mobility
      • The goal was to better distinguish light, medium and heavy vehicles from one another. By increasing the applicable speed range, we can better define light vehicle mobility relative to heavier units. Vehicle acceleration has also been adjusted to accomplish this goal.
        • Increased max speed by 1.2, tuned rotation to ensure smooth pathing
        • Negative cover from 1.4x to 1.5x max speed; vehicles move faster on roads
        • Adjusted vehicle terrain performance based on type. For example, vehicles with tracks can move through heavy and light cover easier than wheeled vehicles.
        • Acceleration is now properly functioning within the game; previously, vehicles incorrectly used deceleration to define the rate at which they accelerated, resulting in near instant max speed.
      Vehicle Penetration
      • Vehicle penetration is now based on distance to target. High velocity weapons have a lower drop off than low velocity. High explosive weapons do not drop off over distance.
      Vehicle Criticals
      • Engine damage criticals will only occur on the front or rear armor of a vehicle depending on engine position. For example, a Panzer IV no longer receives an engine critical if hit from the front. However, this does not impact weapons like the AT grenade which force criticals. Main gun destroyed criticals function in a similar manner, a SU-85 can no longer gain a main gun destroyed from a rear penetrating shot.
      • Rear armor hits now display a kicker to indicate to the player that the enemy tank has been exposed; similar to Company of Heroes.
      222 Scout Car
      • The armor reduction increases the vulnerability of the Scout Car to small arms fire, increasing the overall risk associated with its use vs. these targets. The fuel increase furthers the risk to the player’s tech progression and overall use of this unit en masse.
        • Armor from 11 to 9
        • Manpower cost from 240 to 210
        • Fuel cost from 10 to 15
      Panzer IV
      • The Panzer IV will continue to dominate the T34 in the anti-armor role but will perform worse versus infantry. That said, compared to the Panther, the Panzer IV does perform better vs. soft targets including infantry and light vehicles.
        • Armor from 160 to 180
        • Rear armor from 80 to 90
        • Reload from 5.75 to 5.3-5.7
      Ostwind
      • Relative to the Panzer IV, the Ostwind performs extremely well vs. soft targets but is vulnerable to other medium vehicles. Relative to the T70, the Ostwind provides greater fire power at reduced mobility and increased durability. It also provides anti-air support.
        • Armor from 105 to 110
        • Rear armor from 52.5 to 55
        • Penetration from 35 to 40
        • Cooldown from 0.6 to 0.5-0.7
        • Distance scatter max from 2.15 to 2.9
        • Manpower from 320 to 280
        • Fuel from 115 to 100
      StuG III G
      • The StuG III G fulfills the role of assault gun. These changes make it more effective vs. infantry and slightly worse versus medium and heavy vehicles. Relative to the T34, the StuG III G provides extremely high damage output but is fairly vulnerable to being flanked.
        • Armor from 160 to 140
        • Rear armor from 80 to 70
        • Penetration from 140 to 120
        • Health from 480 to 400
        • Reload time from 4 to 3.5-4.5
        • Distance scatter max from 6.5 to 4
        • Scatter angle from 7.5 to 5
        • Manpower from 280 to 230
        • Fuel from 95 to 80
      StuG III E
      • The short barrel of the StuG III E makes it ideal vs. soft targets. An assault gun dedicated more towards the anti-infantry role relative to the StuG III G; these changes drastically improve its performance relative to cost.
        • Armor from 120 to 140
        • Rear armor from 35 to 70
        • Health from 320 to 400
        • Reload from 5.25 to 3.2-3.8
        • Manpower 160 to 200
        • Fuel from 55 to 75
      Panther
      • The Panther provides the perfect combination of mobility and anti-tank capacity, making it the ideal counter to heavy armor. Its cutting edge suspension enables it to easily traverse even the roughest of terrain, enabling it to execute flanking maneuvers on unsuspecting armor.
        • Penetration from 170 to 240
        • Rear armor from 112.5 to 110
        • Reload from 6.45 to 5.8-6.7
        • Health from 960 to 800
        • Manpower from 520 to 490
        • Fuel from 145 to 175
        • Vet 2 now provides 10% armor and 160 health
      Bummbar
      • Relative to the StuG III G, the Brummbar provides unparalleled infantry support and remains effective vs. medium vehicles.
        • Armor from 200 to 210
        • Rear armor from 87.5 to 105
        • Penetration from 75 to 120
        • Reload from 8.25 to 7.5-9
        • Distance scatter max from 1 to 4
        • Manpower from 560 to 470
        • Fuel from 140 to 160
        • Build time from 60 to 55
      Panzerwerfer
      • The increased recharge timer offsets higher than desired artillery saturation.
        • Recharge time from 54 to 90
      Tiger
      • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. Additionally, the new AOE profile on the Tiger has significantly increased its anti-infantry performance.
        • Rear armor from 250 to 180
        • Penetration from 154 to 200
        • Reload from 5 to 4.7-5.3
        • Manpower from 720 to 640
        • Fuel from 200 to 230
      Elefant
      • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
        • Penetration from 170 to 400
        • Scatter angle from 7.5 to 5
        • Reload from 8.55 to 8-9
        • Health from 1280 to 1040
        • Now has hold fire
      M3A1 Scout Car
      • The intent was to increase the durability of the M3A1 to better balance the risk vs. reward that comes with the use of this unit. The added penetration on the top gunner will increase the performance of this unit vs. other lightly armored units, such as the 222 Scout Car or 251 Half-track. Additionally, we wanted to increase the impact of fielding light vehicles on the player’s tech progression.
        • Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5
        • Health from 180 to 200
        • Manpower cost from 230 to 190
        • Fuel cost from 5 to 10
      M5 Half-track
      • Penetration was added to both the 50 cal and Quad mounted gunner to bring this units performance in line with changes to other heavy weapons (MG42, Maxim, etc).
        • Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5
        • Quad penetration from 1/1/1 to 2.5/2.0/1.5
      T70
      • The T70 saw a number of changes to bring it in line with other light vehicles. The new AOE profiles improve the damage output of the T70 vs. infantry. Additionally, its mobility was improved to better enable its recon role and offensive capacities. This unit functions as a very effective hit and run unit or on the flank.
        • Armor from 55 to 70
        • Manpower from 160 to 200
        • Reload from 2.15 to 1.8-2.2
        • Fuel from 55 to 70
      T34-76
      • The goal was to improve the anti-armor capacity of the T34 to open up the number of viable strategies available to Soviets. We wanted to improve the appeal of the third building by reducing its dependence on additional anti-tank units. Relative to the Panzer IV, the T34 will lose the majority of engagements unless it is able to capitalize on its superior mobility. However, the T34 outperforms the Panzer IV against soft targets. The previously low armor of the T34 provided it very little protection against most German anti-tank sources; the increase to 150 significantly changes this relationship.
        • Armor from 115 to 150
        • Rear armor from 70 to 75
        • Reload from 4.75 to 6.2-6.8
        • Damage from 120 to 160
        • Manpower from 280 to 310
        • Build time from 45 to 50
        • Fuel from 85 to 100
        • Penetration from 80 to 100
      T34-85
      • Similar to the T34 in role, the T34-85 has gained a significant increase in anti-tank performance.
        • Armor from 124 to 160
        • Rear armor from 70 to 80
        • Penetration from 120 to 140
        • Reload time from 6 to 6-6.3
        • Manpower from 360 to 400
        • Fuel from 130 to 140
        • Double T34-85 call in manpower from 680 to 740
        • Double T34-85 call in fuel from 240 to 260
      SU-76
      • The SU-76 fulfills the role of indirect fire support as well as anti-tank support. The AOE profile changes have improved the performance of its barrage, making it better suited at indirect fire vs. stationary targets.
        • Armor from 100 to 70
        • Rear armor from 50 to 35
        • Penetration from 93 to 100
        • Damage from 80 to 120
        • Reload from 2.375 to 2.9-3.4
        • Min range from 5 to 0
        • Scatter angle from 5.5 to 5
        • Distance scatter max from 10 to 4.7
        • Manpower cost from 160 to 210
        • Fuel cost from 55 to 75
      SU-85
      • The SU-85 has been made more potent vs. medium and heavy armor while seeing a slight reduction in its durability. The mobility of the SU-85 has also been slightly improved to counter act the increase in mobility to other medium tanks.
        • Armor from 180 to 140
        • Rear armor from 80 to 70
        • Penetration from 170 to 190
        • Reload time from 4 to 3.8-4.2
        • Manpower from 320 to 340
        • Fuel from 115 to 120
        • Now has hold-fire
      IS-2
      • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. The IS-2’s anti-infantry capabilities have been reduced and compensated with increased anti-armor.
        • Armor from 325 to 340
        • Rear armor from 225 to 205
        • Penetration from 170 to 220
        • Damage from 240 to 160
        • Reload from 9 to 6.2-6.6
        • Distance scatter max from 2.86 to 5.7
        • Manpower from 760 to 640
        • Fuel from 240 to 230
      ISU-152
      • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
        • Armor from 200 to 310
        • Rear armor from 100 to 155
        • Penetration from 150 to 230
        • Reload from 10 to 9-11
        • Health from 960 to 1040
        • Distance scatter max from 13.2 to 8.7
        • Manpower from 760 to 720
        • Now has hold fire
      KV-1
      • The potency of its main gun has been increased in a similar manner to that of the T34. The KV-1 functions as a heavier variant to the T34 which is better able to engage medium armor. The KV-1 is also more accurate on the move vs. infantry than the T34, making it slightly more effective against soft targets.
        • Rear armor from 120 to 145
        • Reload from 4.75 to 6.2-6.8
        • Damage from 120 to 160
        • Health from 960 to 720
        • Manpower from 440 to 370
        • Moving scatter penalty from 2 to 1.75
      KV-2
      • Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
      • Rear armor from 87.5 to 180
        • Penetration from 140 to 180
        • Damage from 320 to 240
        • Reload time from 16.75 to 10-12
        • Health from 960 to 800
        • Distance scatter max from 1 to 7.4
        • Manpower from 440 to 630
        • Fuel from 250 to 230
      KV-8
      • The KV-8 saw a significant decrease in its health to better align its performance to cost.
        • Rear armor from 120 to 145
        • Health from 960 to 720
      Katyusha
      • The increased recharge timer offsets higher than desired artillery saturation. Its recharge is still lower than the Panzerwerfer to better represent its distributed saturation.
        • Recharge time from 60 to 70
      Pacing and Tech Progression
      The higher cost on the T70 and SU-76 this update meant that a lower cost on T3 and T4 could be implemented.

      Tankoviy Battalion Command
      • Manpower cost from 275 to 240
      • Fuel from 140 to 120
      Mechanized Armor Kampaneya
      • Manpower cost from 275 to 240
      • Fuel from 140 to 120
      Bug Fixes
      A number of minor bugs were fixed to improve gameplay.

      German 105mm Howitzer
      • Now properly set to 8 command points
      Panzer Grenadier Jaeger Infantry Package
      • Now has speech attached to the upgrade
      • Now requires friendly territory for upgrade
      • Now provides Interrogation ability
      Acceleration
      • Acceleration was not properly being read by the engine, resulting in the value being ignored. This is no longer the case.
      Snipers
      • Now automatically fire when in cover
      Tiger Ace
      • Target weak point no longer requires the Tiger to face the target

      Comment


      • #33
        Update April 25th, 2014


        Bug Fixes
        • Addressed an issue where XP was not being granted outside of multiplayer

        Comment


        • #34
          Update April 30th, 2014


          Balance
          • Panther - Penetration from 170 to 240

          Comment


          • #35
            Update May 30th, 2014

            Features:
            • Added video player to main menu carousel
            Bug Fix
            • Fixed issue with missing text

            Comment


            • #36
              Updated for June 23rd, 2014

              New Company of Heroes 2: The Western Front Armies content:
              • Added two new armies
                • "Oberkommando West"
                • "US Forces"
              • Maps
                • Added The Western Front Armies Maps
                • Faymonville Approach (2)
                • La Gleize Breakout (2)
                • La Gleize (2)
                • Trois Pont (2 – 4)
                • Vaux Farmlands (4)
                • Hurtgen Forest (4)
                • Ettlebruck Station (4-8)
                • Lienne Forest (6-8)
                • Lazenrath Ambush (6-8)
              • Road to Kharkov
                • Optimized pathing in a number of areas
                • Improved balance
              • Kholodny Ferma (Winter/Summer)
                • Changed from 2-4 players to 2 players only
              • Lagreskaya (Winter/Summer)
                • Changed from 2-4 players to 2 players only
              New Features (all players)
              • Public Games List
              • War Spoils
              • Victory Strikes
              • New progression system
              UI Updates
              • New armies selection
              • New inventory system
              Updates
              • Optimized pathing in a number of areas on maps
              Bug Fixes
              • Yes, many bugs have been squished!
              Balance Updates
              • AOE Profiles
                • Adjusted AOE profiles such that mid-range was no longer lethal to infantry. This better differentiates close from mid, creating a more defined damage drop of profile. This will significantly decrease the amount of squad wipes which can occur, although low health squads are still vulnerable as always.
                • Mines will be less prone to wiping out an entire squad
                • A number of units have had their scatter modified to maintain their design
              Wehrmacht
              • Tank traps
              • HP increase from 250 to 500
              • Armor increased from 35 to 50
              • Wehrmacht Bunker
              • Sight from 35 to 10
              • Bunker upgrade increases sight by 25
              • Panzer Grenadiers
              • Now have reduced received accuracy by 15%
              • 222 Armored Car
              • Population increased from 4 to 5
              • StuG III G
              • Population decreased from 10 to 8
              • StuG III E
              • Population increased from from 6 to 8
              • Panzerwerfer
              • Population increased from 10 to 12
              • Brummbar
              • Population decreased from 16 to 14
              • Tiger Ace
              • Population increased from 24 to 26
              • Panzer IV
                • Cost increase from 320/115 to 350/125
                • Distant scatter max value from 9.5 to 6.4
              • Tiger Heavy Tank
                • Health reduced from 1280 to 1040
              • Elefant
                • Range from 100 to 70
              • Panther
                • Armor increased from 270 to 290
              • Pak 43 Anti-tank Gun
                • Range reduced from 100 to 80
                • target weak point range reduced from 100 to 80
                • Cost increased from 480 to 500
              • Panzerwerfer 42 Multiple Rocket Launcher
                • Recharge time reduced from 90 to 70 seconds
              • Pak 40 Anti Tank Gun
                • Added Hold Fire
              • Stuka Close Air Support
                • Close reduced from 240 to 200
              • Relief Infantry
                • Price reduced from 120 to 90 Munitions
              • Osttruppen Reserves
                • Price reduced from 500 to 425
              Soviet
              • Soviet Partisans
                • Can now capture points
              • Tank traps
                • HP increase from 250 to 500
                • Armor increased from 35 to 50
              • M3A1 Scout Car
                • Population increased from 4 to 5
                • Penetration from 3.5/2.5/1.5 to 1.75/1.5/1.25
              • M5 Half-track
                • Penetration from 3.5/2.5/1.5 to 1.75/1.5/1.25
              • T70
                • Population increased from 6 to 8
              • SU-76-76
                • Manpower cost from 210 to 240
                • Fuel cost from 75 to 70
              • T34-76
                • Population increased from 10 to 12
              • T34-85
                • Population increased from 12 to 14
                • CP requirement increased from 9 to 10
              • Katyusha
                • Population increased from 10 to 12
              • KV-2
                • Population increased from 22 to 24
                • Range from 100 to 70
              • ISU-152 Heavy Assault Gun
                • Range from 100 to 70
                • Concrete Piercing Round ability range reduced from 100 to 70
              • IS-2 Heavy Tank
                • Health increase from 960 to 1040
                • Armor increase from 340 to 375
              • M-42 45mm Anit-Tank Gun
                • Added Hold Fire ability
              • ZiS-3 76mm Field Gun
                • Added Hold Fire
              • KV-8 Heavy Flamethrower Tank
                • Health increase from 720 to 800
                • Price increase from 360 / 135 to 390 / 145
              • Rapid Conscription
                • Price reduced from 160 MU to 120 MU

              Comment


              • #37
                Updates for June 24th, 2014


                Fixes
                • Fixed crashes related to loading certain types of saved games from previous versions of CoH2
                • Fixed a low frequency crash in multiplayer

                Comment


                • #38
                  Updates for June 27th, 2014

                  Updates & Bug Fixes
                  • Animation fixes for the US Forces .50 cal machine gun
                  • Localization updates
                  • Remove player level stars on faceplates
                  Balance Changes


                  Wehrmacht

                  Opel Blitz Truck
                  • Cost reduced from 300 to 200
                  • Resource bonuses are now exclusive to the player
                  Blitzkrieg
                  • Now adds a speed maximum modifier by 1.5
                  • Duration decreased from 20 seconds to 15 seconds
                  Soviet

                  M4C Sherman
                  • Population increased from 12 to 14
                  M3A1 Light Scout Car
                  • Price increase from 10 fuel to 15 fuel
                  • Penetration at near reduced from 1.75 to 1.5
                  • Penetration at mid reduced from 1.5 to 1.3
                  • Acceleration reduced from 2.3 to 2.0
                  • Deceleration reduced from 5.8 to 5.0
                  KV-1 Heavy Tank
                  • Health increased from 720 to 800
                  • Armor increased from 240 to 270
                  • Rear armor increased from 145 to 165
                  • Reload time reduced from 6.2 - 6.8 to 5.2 - 5.8
                  • Price increased from 370/120 to 420/145
                  • Population increased from 12 to 14
                  Fear Propaganda Artillery
                  • Price reduced from 100 munitions to 80 munitions
                  OKW

                  Kubelwagon:
                  • Now has light crush
                  sWs Half-Track:
                  • sWs Half-Track health reduced from 400 to 300
                  • sWs Half-Track max speed reduced from 6.2 to 4.2
                  • sWs Half track Armor reduced from 11 to 5
                  • sWs Half track Rear Armor reduced from 5.5 to 4.5
                  • Cannot Crush Infantry
                  Panzer II:
                  • Weapon Penetration changed from 10/15/20 to 15/20/25
                  SdkFz251 Flak Halftrack:
                  • Rate of Fire reduced from 4 to 3
                  Puma:
                  • Smoke screen shells reduced from 3 to 1
                  OKW Ostwind Call in:
                  • Cost increase from 280/85 to 280/100
                  Jagdtiger:
                  • Cost increase from 800/250 to 800/290
                  US Forces

                  Lieutenant
                  • Cost reduced from 340 to 300
                  Captain
                  • Cost reduced from 360 to 320
                  M10 Tank Destroyer
                  • Range increased from 45 to 50

                  Comment


                  • #39
                    Updates for June 27th, 2014


                    Balance Changes

                    Oberkommando West
                    • Fixed the stacking damage and penetration modifiers on the Raketenwerfer

                    Comment


                    • #40
                      Updates for June 30th, 2014 - 4pm PST


                      Company of Heroes 2 fix
                      • Fixed the Jagdtiger’s reload timer being reset whenever the tank was moved

                      Comment


                      • #41
                        Updates for July 2nd, 2014 - 3pm PST

                        Company of Heroes 2 fix
                        • users who have lost legacy items should have those items restored on their next log-in.
                        Last edited by Cynthia_RE; 07-02-2014, 05:12 PM.

                        Comment


                        • #42
                          Edit: Yo dawgs, I heard you guys like dates in yo changelog so I'm putting dates in yo change log! ...because I forgot that the first time around.

                          Changelog Notes For July 3rd

                          One more time! With Feeling!


                          USF


                          The Sherman M3 75 Heavy Explosive shells that were underperforming in a sense that it did not deal with infantry effectively. Most of the time the player using HE shells would often miss their target completely. With a lower scatter and slight increase in splash damage the HE shells should become an effective counter against clumped up infantry. The M151A AA Halftrack is something we believed was over performing all levels of the game. The time this unit came out it was effective counter against infantry and light vehicles. Another issue was its ability to get out of danger without suffering too much damage. With making minor tweaks to the units stats believe units like the 222, Puma, and other forms of soft AT will have an easier time dealing with this unit. Volley Fire was another big issue that we wanted address; the design intention of this ability was to be used as a support ability to give rear echelon combat utility. However what we ended up seeing were rear echelons winning engagement that shouldn’t have won. There was also an exploit with the modifers that were applied when rear echelons equipped with bazookas would fire bazooka shells rapidly. With the new implementation of the ability Volley fire will now have its strength and weakness. The suppression modifers have also been tweaked so there will be very rare cases that a squad will get pinned.

                          Sherman M3 75mm HE Shells
                          • Radius increased from 3 to 4
                          • Distance Scatter Max reduced from 6.9 to 5.5
                          M15A1 AA Halftrack
                          • Cost increased from 55 fuel to 60 fuel
                          • Penetration reduced from 30 / 40 / 50 to 30 / 35 / 40
                          • Acceleration decreased from 4.75 to 4
                          • Armor reduced from 20.5 to 15
                          • Rear Armor reduced from 15 to 10
                          Volley Fire
                          • Added Animator state while ability is active
                          • Rear Echelon now receive a 50% receive accuracy penalty while active
                          • Removed Cooldown bonus
                          • Removed Reload Bonus
                          • Reduce suppression values from 0.4 to 0.2


                          Soviets

                          A lot of small tweaks were added to the Soviet units to address a few small issues. With the use of receive accuracy modifers stacking with veterancy there were instances where a sniper would miss its target. This was more of a bug fix than anything else.
                          The Satchel Charge also had its bonus damage to buildings reduced to prevent 2 shoting OKW truck buildings. It will take 3 Satchels to destroy an OKW truck building. PPSH had its profiled tuned to make it’s short range damage kick in a little bit earlier. Previously you would have to get really close to start dishing out good damage against infantry.

                          Sniper
                          • Modified behavior of snipers to no longer miss vs. units with veterancy. Garrison cover and retreating accuracy remains the same.
                          Satchel Charge
                          • Bonus damage from buildings reduced from 480 to 340
                          PPSH
                          • Profile change from 8 / 12 / 30 to 10 / 16 / 30
                          SU-85
                          • Now has hold fire
                          KV-1 Heavy Tank
                          • Reload time reduced from 6.2 - 6.8 to 5.2 - 5.8


                          Wermacht

                          Sniper
                          • Modified behavior of snipers to no longer miss vs. units with veterancy. Garrison cover and retreating accuracy remains the same.


                          OKW

                          The biggest change to the OKW were to the Base Building Flak Gun. Currently the building does not feel very threatening to infantry and light vehicles (which it should feel like) We are seeing at the high level players always setting up their truck inside their base because it is too much of a liability to put it anywhere else. Another change was to the Panzer II with it coming out at such a late time we wanted to beef up its stats so it could still be useful during the mid-late stages of the game. Various cost adjustments were also added to OKW Call ins that were previously set at a lower than intended value.

                          LE IG 18 Support Gun
                          • Is now immune to cold
                          Schwerer Panzer HQ 3.7cm flak gun
                          • Damage increased from 20 to 40
                          • Penetration increased from 35 to 45
                          • Range increased from 40 to 45
                          • Suppression increased from 0 to 0.3
                          • Nearby Suppression multiplier increased from 0 to 0.8
                          • Nearby Suppression radius increased from 0 to 15
                          • AOE increased from 2 to 4
                          • Rate of fire increased from 2 to 4
                          Panzer II
                          • Health increased from 320 to 400
                          • Moving accuracy increased by 25%
                          • Added Camouflage extension
                          Command Panther Call in
                          • Cost increased from 560/170 to 560/200
                          Panzer IV Battle Group
                          • Cost increase from 720/180 to 720/210
                          Puma
                          • Reduced the aim time and increased the penetration of the puma aimed shot
                          • Puma aimed shot can now be activated while other orders are being issued
                          Last edited by Cynthia_RE; 07-04-2014, 11:28 AM.

                          Comment


                          • #43
                            Updates for July 8th, 2013


                            Bug Fixes
                            • Player equipped Commanders, Intel Bulletins, Vehicle Skins and Victory Strikes appear again on loading screens
                            Balance

                            Maps

                            After extensive testing we have optimized pathing on a number of maps to improve the quality of gameplay during a match. Numerous changes have also been made to improve balance. Various of bug fixes have been added including an exploit to salvage ambient wrecks; have been fixed.

                            Vaux farmlands
                            • Pathing improvements
                            • Bug fixes
                            Rails & Metal
                            • Pathing Improvements
                            • Bug fixes
                            Kholodny Spring
                            • Fixed small firing gap in southern hedge near VP
                            • destroyed the building in farm area near east player
                            • Moved east player’s cutoff player closer to their base and refined area
                            • Added two small infantry only lanes to increase ebb and flow
                            • Minor pathing fixes
                            • Minor cover adjustments
                            • Base alignment
                            Semois Winter
                            • Moved a bunker back in the north base
                            • Deep snow refinement
                            • Minor pathing fixes
                            • Minor cover adjustments
                            • Removed the ability for tanks to Sink from shallow streams
                            Langres Spring
                            • Adjustments to north cutoff area
                            • Added infantry access point to north base area
                            • Minor territory refinement
                            • Minor pathing fixes
                            • Minor cover adjustments
                            • Base alignment
                            Soviets

                            There were a number of issues we wanted to address in the Soviet Army which had to do with squad wiping. The HM-38 120mm Mortar and KV8 come to mind. With the 120mm getting its AOE profile change it will still pack a serious punch at close range but will have reduce damage impact at the mid-range. By offsetting some of values in the profile we will also see a very slight improvement at far range. The KV8 with its flamethrower was designed to be a hard counter against infantry this was never intended to be an eraser of infantry. The high direct damage the flame had would result in criticals triggering more often than intended thus increasing the chances of squad wiping and rendering all forms of infantry at useless. With the reduce damage squads will have a little more time to react accordingly and reduce the chance of squad wiping. Another result of this change will increase the time it takes for the KV-8 to kill buildings (which it kills OKW truck buildings ridiculously fast) The Maxim also had its rotation speed reduced because generally whenever a player tries to flank a maxim; the maxim will rotate quick enough to stop any oncoming flank. Various classic hotkey changes were added to fix overlap.

                            HM-38 120mm Mortar
                            • AOE Profile changed from 1.0 / 0.35 / 0.05 to 1 / 0.15 / 0.1
                            M1919 Maxim Heavy Machine Gun Team
                            • Reduce Rotation Speed reduced from 180 degrees per second to 120 degrees per second
                            KV8
                            • Flamethrower damage reduced from 27 to 16
                            Overdrive
                            • Hotkey changed from D to V
                            Tracking
                            • Hotkey Changed from R to I
                            US Forces

                            Volley fire is getting another change this update. The values that were implemented in the last update proved to be a slight over extension on our part. Where we found at the high expert levels of testing - Volley Fire was still quite effective; it was not easily readable the vast other majority. We decided to tone down some of the penalties and increase its suppression slightly to improve usability. The way Volley fire will work is near the end of the duration the squad being shot at by the ability will get surpressed (never pinned). Switching targets with volley fire will result in the spread of suppression to multiple squads which end up yielding no suppression because the threshold will not be hit. Defensive Stance which is an ability granted when equipped with a M1919 has its suppression reduce for a 360 degree shot it suppressed way too quickly. A number of smaller changes have been made to improve usability of units. Various classic hotkey changes were added to fix overlap.

                            Defensive Stance
                            • Suppression bonus reduced from 0.025 to 0.015
                            M10 ‘Wolverine’ Tank Destroyer
                            • Now has hold fire
                            M36 ‘Jackson’ Tank Destroyer
                            • Now has hold fire
                            T30E13 HVAP-T Armor Piercing Rounds
                            • Hotkey changed from H to V
                            Volley Fire
                            • Receive Accuracy modifier reduced from 50% to 40%
                            • Cooldown Weapon Modifier added by 0.125 on the last volley
                            • Suppression increased on the last volley from 0.01 to 0.03
                            Werhmacht

                            With the changes to Blitzkrieg providing max speed we felt that it was a change going into the right direction however we did see some unrealistic speeds achieved by medium tanks on roads. By reducing the max speed modifier we still achieve the intention of the change while maintaining realistic expectations.

                            Blitzkrieg
                            • Maximum Speed Modifier reduced from 1.5 to 1.35
                            OKW

                            Some small changes we made to help OKW deal with infantry in the early game. The Kubelwagen was in a good place offensively with its suppression however its durability came into question. When you get flanked as weapon team you can generally retreat without losing the squad. Due to the fragile nature of this unit when you were flanked you were severely punished especially if you lost the Kubel. With the slight increase in health it will give players more time to react and get out of danger without losing the kubel so quickly. Flak emplacements were also an defensive structure that was rarely ever built primary due to the fact that it cost too much fuel for an already fuel starved race. With the adjustment of Fuel to Manpower ratio it should be less of a fuel dump than its current revision. We also fixed an exploit that would allow the Puma to use its “Aim Shot” to squad wipe squads inside garrisons. The priority on the IG also got tuned so that it would prioritize infantry over vehicles.

                            Kubelwagen
                            • Health increased from 160 to 190
                            Flak Emplacement
                            • Cost changed from 130/25 to 250/10
                            Puma
                            • Aim Shot can no longer target buildings
                            • Will no longer share damage against units in garrison
                            IG 18 7.5cm Infantry Support Gun
                            • Priority changed to prioritize infantry over vehicles

                            Comment


                            • #44
                              Updates for July 10th, 2014


                              Updates & Bug Fixes
                              • Restored the default faceplates for AI players on loading screens
                              • Fix for an extra AI player sometimes being added to a game when using custom slot configurations
                              • Vehicles can no longer drive through painted impasse areas on custom maps
                              • Fixed a crash that rarely occurs at the end of a multiplayer match

                              Comment


                              • #45
                                Updates for July 15th, 2014

                                Balance Changes

                                Units and Abilities

                                Adjusted unit performance to increase strategic and tactical variation within the game.

                                Obersoldaten
                                • Received accuracy modifier from 0.75 to 0.87

                                Panzer Grenadier
                                • Received accuracy modifier from 0.75 to 0.87

                                Fallschirmjaeger
                                • Received accuracy modifier from 0.75 to 0.87

                                USF 155mm Artillery Barrage
                                • Damage from 160 to 130

                                Pack Howitzer
                                • Now has cold immunity

                                Unit Veterancy
                                With the adjustment of unit costs, the required veterancy per level needed to be modified to match the unit’s new value.

                                Modified Units
                                • Panzerfusilier
                                • Paratroopers
                                • Volksgrenadier

                                Bugs

                                M20
                                • Can now toggle mine laying within the fog of war

                                Fieldcraft Trip Wire
                                • Can now toggle trip wire within the fog of war

                                King Tiger
                                • Spearhead now has a 15 second toggle recharge time

                                Comment

                                Working...
                                X