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John_RE

John_RE

19 days ago Apr 11,2024, 16:22:46 PM

[PC] 1.6.1 Coral Viper Hot Fix

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[PC] 1.6.1 Coral Viper Hot Fix 


Today’s hot fix includes some minor multiplayer balance adjustments along with several crash fixes and bug fixes. This is our first set of multiplayer changes following the 1.6.0 Coral Viper update, with additional changes planned for subsequent hot fixes and patches. 


General 


  • We have implemented a server-side change to alleviate the issue of Automatch Cooldown false positives on PC. We will continue monitoring this system, but please let us know if you encounter further false positives in the days ahead. 
  • Fixed several issues that were leading to crashes. 

 

Multiplayer Balance 


US Forces 


Improved M9 Bazooka Rockets – As this tech is intended to have lower impact than the Browning Automatic Rifle upgrade, we wanted a cost that is closer to the intended power level of this technology. 

  • Fuel cost reduced from 40 to 30 


Wehrmacht 


Grenadier Squad – In general we feel the buffs given to this unit were a bit too much, especially with the power spike timing of their assault package. As such, we are reverting the cost change from 1.6.0 and standardizing the upgrade timing to match other units more closely. 

  • Assault Package munition cost increased from 45 to 50 
  • Assault Package research time increased from 20 to 30 seconds 
  • Sprint now prevents the unit from firing on the move.


Infanterie Kompanie Officer Quarters – The Infanterie Kompanie Officer Quarters is having its price and research time increased to slow down the momentum of Wehrmacht players going this research, and to give Allied players more time to get tools to counter veteran Axis infantry. 

  • Fuel cost increased from 25 to 35 
  • Research time increased from 30 seconds to 45 seconds


Breakthrough – This battlegroup has been performing a bit too well and we have identified this ability as one of the most egregious ones.  

  • Duration reduced from 90 to 60 


British Forces 


Australian Light Infantry – The Australian Light Infantry are having their short and mid-range power increased to better reflect their early-game role as aggressive, anti-infantry combatants. 

  • Accuracy increased from 65/55/35 to 72/61/35 (short/medium/far). 
  • Increased Sharpshooter penetration from 1 to 2.


Archer Tank Destroyer – For this unit to hit the field in time to counter big tanks, we’re slightly reducing the Command Point cost.

  • Reduced command point cost from 7 to 6 

 

Bofors Emplacement – As it is pretty expensive and immobile, we wanted to give the Bofors some more presence on the map and increase its general effectiveness versus infantry.  

  • Health increased from 600 to 720 
  • Reload time sped up from 4 to 3 seconds 
  • Area of effect increased from 1 to 2.5 
  • Area of effect far damage increased from 0.25 to 0.4 
  • Area of effect distance increased from 0.5/0.75/1 to 0.5/1.25/2 
  • Area of effect penetration increased from 1 to 5 
  • Angle scatter increased from 2 to 5 
  • Angle scatter max increased from 2 to 4


Deutsche Afrikakorps 


250/3 Funkpanzerwagen - The Funkwagen being able to hide tanks, medical trucks, and Tigers was too powerful. We are removing the ability to camouflage vehicles to make the Funkwagen more infantry and team weapon focused and create less overlap with Operation Skorpion. 

  • Can no longer camouflage vehicles within its aura. 

 

Afrikakorps Tiger Deployment Call-In – We love that this unit is seeing more play! However, it is hitting the battlefield too quickly and does not allow enough time for the proper counterplay. We are increasing the cost to make this unit a bit less cost effective. This will also make teching straight for it riskier. 

  • Fuel cost increased from 180 to 220 

 

Panzerjeager Squad – We wanted this unit to function similarly to other units in this role like the British Anti-Tank (AT) rifles.  

  • Panzerbuchse AT Rifle now deals 50% less damage to buildings; except bunkers. 
  • Panzerbuchse AT Rifle deals 75% less damage to destructible ambient objects.


Bug Fixes 


  • Changed the visual effects of the Australian Light Infantry Sharpshooter ability to distinguish it from their standard attack.
  • Fixed an issue where certain Team Weapons could not be targeted by infantry or vehicles.  
  • Fixed an issue where other players could benefit from the Afrikakorps’ Vehicle Awareness ability, allowing them to detect in the Fog of War. 
  • Fixed an issue where Anti-Tank Grenades and Panzerfaust abilities would trigger/finish their animation and then fire once the target has exited the unit's weapon range. 
  • Fixed several localization text errors. 
  • Fixed an issue where the incorrect menu options would appear during a match.  
  • Fixed an issue where duplicate surrender prompts could appear during a surrender vote. 
  • Fixed an issue where the Continue button would not appear in the post-match stats screen of the tutorial. 
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19 days ago
Apr 11, 2024, 4:36:05 PM

May I just ask what asking the community for feedback achieved? 


I was happy to see the forum post but I don't see much in the way of the suggestions there 

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19 days ago
Apr 11, 2024, 4:40:11 PM

They took in consideration some things. I see it. Thank you! 

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19 days ago
Apr 11, 2024, 4:42:27 PM
aceridgey wrote:

May I just ask what asking the community for feedback achieved? 


I was happy to see the forum post but I don't see much in the way of the suggestions there 

From what I recall the stealth mechanics weren't mentioned in the preview but many commented on reddit about how it needed to be adressed. Good times!

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19 days ago
Apr 11, 2024, 4:43:25 PM

Great hotfix! Love to see Bofors increase and Tigers 20 min mark extended

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19 days ago
Apr 11, 2024, 4:43:57 PM

Dope to see the most important feedback point implemented (funkwagen vehicle camo)! :D

Keep on giving relic you're on fire!

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19 days ago
Apr 11, 2024, 4:51:37 PM

The Arche tank has to be built at home like the Panther; it's the only British tank that can stand up to Panthers. You can call in a Panther 13 minutes into the game.


The Nebelwerfer artillery is dealing too much damage to troops, and the fire kills a lot. It would be interesting to reduce the damage. When I use this weapon, I eliminate several squads without the enemy even having a chance to retreat.







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19 days ago
Apr 11, 2024, 5:16:39 PM
aceridgey wrote:

May I just ask what asking the community for feedback achieved? 


I was happy to see the forum post but I don't see much in the way of the suggestions there 

Not sure that’s entirely fair. Was personally hoping to see a faust range nerf but a lot of the proposed changes have been amended based on community feedback it seems like. 

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19 days ago
Apr 11, 2024, 5:20:34 PM

Really appreciate you guys managing to get a hotfix out so quickly with everything that’s been going on at Relic in the last few weeks. Was also a great idea to propose changes and ask for feedback before implementing. I was personally hoping for a faust change but the above all seems like a decent fix nonetheless. Keep on keeping on. 

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19 days ago
Apr 11, 2024, 5:28:21 PM
KirbyMcFly wrote:

Great hotfix! Love to see Bofors increase and Tigers 20 min mark extended

I just met with TIGER 15 minutes before this hotfix. lol

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19 days ago
Apr 11, 2024, 5:40:53 PM

"Increased Sharpshooter penetration from 1 to 2."


​​​​what is penetration in coh? Do different inf units have different armor?
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19 days ago
Apr 11, 2024, 5:41:55 PM
SCvTyson wrote:

"Increased Sharpshooter penetration from 1 to 2."


what is penetration in coh? Do different inf units have different armor?

Vehicle penetration I assume

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19 days ago
Apr 11, 2024, 5:43:56 PM
SCvTyson wrote:

"Increased Sharpshooter penetration from 1 to 2."


what is penetration in coh? Do different inf units have different armor?

Although could be against units like guastatori who do have heavier armour values I think

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19 days ago
Apr 11, 2024, 6:19:14 PM

No! WHYYYYY. What is this 250/3 change? The proposed changes looked great (new brit bg could maybe use a bit more help), then they slipped in the biggest change of the hotfix right at the end. What is with relic and insisting that anything cool in the game must be gutted. Why would the light vehicle faction not be able to camo their light vehicles??? If it's too strong make the range shorter, or cost higher, or more cp. Don't just gut the unit!!!! Why can't we have one patch without feeling like the fun has been sapped out of the game. I FINALLY was rekindling my love for the game after a couple months off. I'm crushed. 

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19 days ago
Apr 11, 2024, 6:47:14 PM

I just started to get used to the tiger when Matilda's tanks started to heat up again for 12 minutes. Return the tiger for at least 200 fuel

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19 days ago
Apr 11, 2024, 6:54:00 PM
aceridgey wrote:

May I just ask what asking the community for feedback achieved? 


I was happy to see the forum post but I don't see much in the way of the suggestions there 

Feedback led to the following as far as I can tell: still nerfing the Wehr officer quarters fuel cost but not by as much, making it take longer to tech, making grenadiers unable to fire while sprinting, increasing the penetration of aussie sharpshooter so that it's guaranteed to damage guastatori, removing vehicle camo from the funkwagen, and increasing the scatter on the bofors


Update preview: https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/116-preview-coral-viper-hot-fix-balance-changes

Very sensible adjustments I think. I prefer it with Relic doing the balancing rather than the community because it's more interesting but getting community feedback seems like a great middleground / improvement

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