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John_RE

John_RE

18 days ago Apr 30,2024, 16:45:54 PM

[PC] 1.6.5 Mission Briefing

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Overview 

 

The 1.6.5 PC Patch following our Coral Viper update will be available for Company of Heroes 3 this week. Here's a quick rundown of what's coming. This patch includes notable quality of life improvements as requested by our players, such as Map Preference voting and improvements to input latency. Based on player feedback, our team has also implemented several multiplayer balance adjustments, matchmaking improvements, and refreshed the in-game store with requested cosmetics and bundles, and as always, addressed many pesky bugs. Let’s get to the good stuff! 


New Features 


Map Preference 


Map Preference makes its debut in Company of Heroes 3 with a simple yet effective tool to define a list of maps you would prefer not to play on. This will be present in all Automatch modes (Quick Match and Co-op vs A.I.). 


Through a dedicated map selection screen, you will be able to downvote the maps you would prefer not to play on. These votes will be saved until they are changed again, and a recap of all voted on maps will be available in the Automatch Search Screen. 



It is important to note that votes are not vetoes, they simply reduce the priority of a map. 


  • The matchmaking system will first form games and match together players based on several factors related to ELO, wait time, ping, servers, and more. In this phase, Map Preference votes are not considered. 
  • After groups are formed, the matchmaking system will analyze each player's votes, collecting all the maps with the lowest number of (or zero) votes and then randomly pick a map between them. Therefore, it is still possible to play on downvoted maps, if they are one of the least voted on. This is more likely in larger team games, where the number of players and votes can be high enough for that to happen. 
    • Map Preference will also work together with the map weighting system introduced in late 2023. After the downvotes are applied and the possible map pool is generated, map weight will be factored to increase the chances of a new map being picked if it is in the generated map pool list. 


The number of votes has not changed compared to Company of Heroes 2, equaling 30% of the maps rounded down. However, different from CoH2, the vote pool is per Map Type, meaning that votes are separate across 1vs1, 2vs2, 3vs3 and 4vs4 instead of being all in one big pool. 


For parties, all members will copy the votes of the Party Leader.  



Unit Responsiveness 


Units will be much more responsive in 1.6.5, with input latency for both offline and online matches being reduced by approximately half. Commanding units and issuing move orders should now feel snappier and more fluid. This change may affect visual smoothness, but we will be monitoring the change for future adjustments if need be. You can find a video showcasing the before/after comparisons, along with a technical write up from our team here


Animation 


Several improvements have been made to unit animations so that their gameplay affecting behaviors are less prone to breaking the immersion of our players. This includes things like infantry not aiming at their target properly and fixes for units that have their animations glitch or become stuck. These are only some of the behaviors that we have corrected, and we hope the result is a more immersive experience for all our players. We have additional fixes to known animation issues coming in subsequent patches.  


Matchmaking 


Now, while looking for a game in Automatch modes, the game will display the percentage of players queuing as Allies versus Axis. This will help you make an informed decision about which faction to choose from, while improving the overall matchmaking experience. For example, in the image below, it would likely be faster to find a match as the Allies. 



Another highly requested improvement coming in 1.6.5 will put an end to the days of spawning away from party members. Should a player be in a game mode where their party does not fill all the available slots (for example a party of two in a 4v4 match), they will now always be placed next to one another. This means friends can now play together regardless of their team size, allowing for better strategy and communication. 


Finally, we introduced a quality-of-life improvement to automatically save Match Types and A.I. difficulty settings between matches and sessions, effectively requiring you to set them only once. 


Cosmetics 


The in-game store is being refreshed with new cosmetic sets. Previously, all items in a cosmetic set might not be available at once, or a player would need to acquire multiple bundles to complete the set.  


Based on player feedback, we have decided to release all items in a set at once instead of releasing them in smaller bundles over time. Many items can be acquired now individually, along with “Ultimate” bundles that contain everything included with a set. We have also repackaged several previous sets to match this new model.  


We are still planning on supporting our rotating offers as well, so stay on the lookout for those! 


Multiplayer Balance Changes 


The multiplayer balance changes in 1.6.5 are focused on improving some of the infrequently used Battlegroup choices to create a wider variety of effective strategic paths. We previewed many of these changes two weeks ago and have made a few adjustments based on your feedback. Find all the final balance changes in the patch notes on release day.  


Community Event 


Keep an eye out for our next community event starting next week! Once again, we will be challenging all our players to work towards a common goal to earn new exclusive items for their profiles. Get your friends together and prepare for Drawing the Victory! 


The 1.6.5 Patch is releasing in the next couple of days! Be sure to jump into our official forums or Discord to discuss the update, find others to play with, and to leave us your thoughts.  

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18 days ago
Apr 30, 2024, 5:12:46 PM

Great quality of life changes, keep it coming! I just pray the balance changes are a bit more than what was outlined in your1.65 preview.


 Some of what I hope for:


- Bundle grenade be toned down, currently you lose a lot of men even on an instant retreat. It gets value every use now. They can also toss it right at their feet and have little to no repercussions to such a choice.


- As requested on the subreddit (one of the most upvoted comments) give USF some means to fight Panthers and Tigers. Currently it’s a real struggle once these beasts come out. The changes to the support centers was a huge nerf to USF, net benefit was negative whether some changes were buffed. Also 70 fuel for advance logistics seemed unfair when hellcats have no speed boost when you go ISC.


- While I understand it fits the theme of “Weapon Support Center”, locking the Zook upgrade to that building makes your ISC almost a default pick to WSC if you gonna focus on infantry AT. It makes the use of ISC and Tier 3 not as appealing when MSC encourages you to go Tier 2 already. Seems to be at conflict with one another.


Bug Fixes:


- Mark Target for USF’s captain is still being reported as bugged. This has been an issue for ages. Please fix. 

Updated 18 days ago.
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18 days ago
Apr 30, 2024, 5:45:41 PM

Keep on going like this, add more factions, and drop a free weekend/discount and CoH3 might come back from the dead.

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18 days ago
Apr 30, 2024, 6:32:19 PM

Regarding animation immersion; have you looked into aligning the projectile's trail arc to the angle of the gun firing it? For a lot of Howitzers in the game, the angle of the gun pointing up doesn't match the arc of the projectile. As if the shell is firing from on top of the barrel instead of coming out of it. 


You couldn't have used all the empty space to the right of the automatch search to put in the map 'preferences' feature?


Any news on the Ultra Texture's optimisation please??

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18 days ago
Apr 30, 2024, 7:17:39 PM

make the animation for the technique better. Add new warbands as well as new content such as cosmetics or frames. Good luck Finally make heavy Italian tanks

this game looks great...

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18 days ago
Apr 30, 2024, 9:04:17 PM

Awesome to see input delay improvements and the return / addition of so many QOL features. Will be interested to see the prices of the bundles in the store but tentatively happy that Relic seems like they have more freedom on what to do with the game and monetisation now that they're independent :)

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18 days ago
Apr 30, 2024, 9:20:41 PM
JGR1 wrote:

Great quality of life changes, keep it coming! I just pray the balance changes are a bit more than what was outlined in your1.65 preview.


 Some of what I hope for:


- Bundle grenade be toned down, currently you lose a lot of men even on an instant retreat. It gets value every use now. They can also toss it right at their feet and have little to no repercussions to such a choice.


- As requested on the subreddit (one of the most upvoted comments) give USF some means to fight Panthers and Tigers. Currently it’s a real struggle once these beasts come out. The changes to the support centers was a huge nerf to USF, net benefit was negative whether some changes were buffed. Also 70 fuel for advance logistics seemed unfair when hellcats have no speed boost when you go ISC.


- While I understand it fits the theme of “Weapon Support Center”, locking the Zook upgrade to that building makes your ISC almost a default pick to WSC if you gonna focus on infantry AT. It makes the use of ISC and Tier 3 not as appealing when MSC encourages you to go Tier 2 already. Seems to be at conflict with one another.


Bug Fixes:


- Mark Target for USF’s captain is still being reported as bugged. This has been an issue for ages. Please fix. 

I've been mostly playing allies and I find the bundle grenade ok. For the most part it's very predictable since your opponent will always try to throw one so it's fairly easy to start moving before it's even been thrown. It sounds like you might be retreating late or they're throwing it in the retreat path. The improvements to input latency are also an indirect nerf to all grenades which may help. Friendly fire would probably be sensible though, at least on the bundle grenade and gammon bombs.


Vs panthers and tigers, have you used the HVAP rounds on the AT gun or the target weak point on the 75mm halftrack? I've killed numerous tigers using 1 AT gun, 1 halftrack and 80 munitions. Both units are guaranteed to hit and the abilities are guaranteed to pen, causing 840 damage straight up if you time it right (3 buffed shots from AT gun and 2 from HT). Target weak point also disables weapons and slows movement, making it easier to snare / rush / etc... Alternatively, 2 AT guns using the HVAP rounds (100 munis) can kill a tiger outright, 200 damage per shot, and 3 shots each. Hellcat flanks and E8 HVAP rounds remain possible vs tiger though riskier, but are inefficient vs the panther agreed. Feel like the panther could maybe do with a fuel cost increase considering how it shuts down pretty much all allied armour in the straight up fight


Are you proposing locking zook upgrade behind infantry support centre? I kinda like that it's something you can always get access to if you want it, and makes tier 2 more appealing than it was before. MSC does make it easier to use halftracks but the halftracks don't benefit from any of the MSC upgrades so I still feel like it encourages tier 3 and 4 play as well

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18 days ago
Apr 30, 2024, 11:27:13 PM

Dear developers of Company Of Heroes 3, please improve the animation and physics of tanks and vehicles in the game.

Now in Company Of Heroes 3 the animations and tank physics look more primitive and worse than in the 10-year-old Company Of Heroes 2.

it's very noticeable.


Here are 2 videos that demonstrate the difference in the quality of tank animations:


Company Of Heroes 2 tank animation


Company Of Heroes 3 tank animation


if you watch these 2 videos, you will see how much more primitive and simplified the animations and tank physics look in Company Of Heroes 3.

Thank you for the work that you do for the game, I hope our criticism does not offend you, many players are really looking forward to an update from you in which the animation and physics of tanks will look at the level of Company Of Heroes 2 or better, because tank battles are a very important component Company Of Heroes and in the new game they should look at least no worse than in the old one.

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17 days ago
May 1, 2024, 8:47:35 AM

Question to Matchmaking Queues:
Is the percentage related to your current mode, e.g. 4v4, or is it for overall matchmaking?

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17 days ago
May 1, 2024, 10:07:37 AM

I have a strong penchant for playing old games. However, since growing up, engagements and adversities have encroached upon my time, leaving me scarcely any leisure. Whenever a moment of respite presents itself, I seek guidance on how best to utilize it. 

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17 days ago
May 1, 2024, 11:56:26 AM

Still not good enough, address the fundamental changes this game needs, this should a priority instead of these small changes trying to block the sun with one finger, these small changes are nice and are welcome, but when would you address the real problems instead. For example the pathing still needs fixing, the manpower economy is a problem specially with the DAK, the clear lack of an engaging late game battle, the bland game of early game spam of light vehicles, the lack of making a thrilling come back in the VP tug of war, the very poor audio which still haven’t  been fixed, many of the battle groups callings the don’t have unique audio announcements the just said “ a new battle group ability is unlocked” this is just a poor lazy job, the clearly lack of late game units and late game gameplay, bring back coh2 units make this game better, DO BETTER !


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17 days ago
May 1, 2024, 1:06:56 PM

I hope to see the 2 new big 4vs4 map being readjusted/ reworked. It is very hard, nearly impossible to survive the first 5 mins as Axis player especially Wehmacht by all the Allies inf spamming blobbs. You simply cannot cover all the flaking possibilities on these huge maps, nor compete directly with their way stronger early inf both allies have!!!

Cant wait to perma block these maps 4 ever !!!

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17 days ago
May 1, 2024, 1:20:48 PM

Srsly, I managed to drop from Silver II  all the way to Bronze II since these very allied friendly maps are out...

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