Replaced the two commanders given to new players for registering by 30,000 Supply Points to spend as they see fit in the in-game store (this change only affects new players going onward)
Multiplayer standalone now compatible with mods; modding hub unlocked in this standalone version of the game as well
5 New Historical Skin Sets - 1x each faction, UGC historical skin sets created by community modders Starbuck and Georider added to the in-game store from the curated pathway on the Steam Workshop. 35% of all revenue generated from these skins sets goes back to the community!
USF - Olive Drab
Soviet - Red Army
OKW - Three-Color Ambush
British - Assorted Armor Division
Wehrmacht - Armor Division
5 New Faceplates - 1x each faction, UGC faceplates created by community modder RitaRush added to the in-game store from the curated pathway on the Steam Workshop. 35% of all revenue generated from these faceplates goes back to the community!
1 New 1v1 Map - The community-made map and grand prize winner of Tric's Map Making contest, Halbe, has made its way into COH2's 1v1 automatch and custom games list. This map was created by community map maker, Beagletank
4 New 2v2 Maps - The community-map spotlight shines on the 2v2 gamemode this month with 4 new community-made maps making their way into the automatch and custom games list.
Elst Outskirts by MonolithicBacon
Lisores River by STAHLHAGEL
Pripyat Sector by Tric
Schilberg Outskirts - by MonolithicBacon & Stormless
MAP UPDATES
The maps Hill 400, Caen, Market Ruins, Bombarded Refinery, Rüstungswerke Essen, and Westwall have received updates to resolve pathing and balance issues.
IN-GAME STORE UPDATES
The Valkyria Chronicles skins are now available to purchase via Supply
Community commanders (Soviet Defensive Tactics & Wehrmacht Defensive Doctrine) added to the in-game store
The following new Commander Bundles have been add to the in-game store
After over three months of countless posts of forum feedback, numerous surveys and tournaments, and over 10 mod iterations, the final changes put forward in the Winter Balance Preview are ready to be released into the live game.
A massive thank you goes out to community members Mr. Smith, Callum from GeneralsGentlemen, and Miragefla that put in countless hours to make the following balance changes possible. But of course, they did not do it alone. Community members such as Nacho, Cruzz, Le Saucisson Masqué, Capiqua, Osinyagov, and Planet Smasher were instrumental in identifying and helping fix bugs as well as implementing multiple QoL features, top players in the community were crucial for providing high level balance critique and of course the constant vigilance of the entire community that playtested the mod and provided ongoing feedback over these past few months made the iteration process possible. For all your efforts and dedication, we thank you.
As a refresher, the changes below were designed to target specific dominate meta in order eliminate default build orders and promoting strategic diversity. The scope of this patch was focused around two primary pillars: Light Vehicle Play and Infantry Scaling, as well as, two secondary areas of Dominate Meta: Soviet Guards and Penals, and the USF Mortar. Finally, a number of Quality of Life changes such as Squad Formations and “Ghosting” have been targeted to improve gameplay and feel.
GENERAL
Reinforcement Half Tracks/Transports
We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence.
Reinforcement Half-tracks now have shared veterancy from infantry squads and weapon teams
Load Times for all Half-tracks standardized to 2.
Given a handbrake ability to prevent unwanted movement
251 Half-track can now carry mortar teams
Shared Veterancy
The following unit types will contribute to shared veterancy to nearby officers/halftracks at the following rates:
5% mortars/indirect fire
10% HMGs
50% infantry
0% anything else
Snipers
We feel that the Sniper’s cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes:
When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to become camouflaged for 10 seconds
Snipers cannot cloak until out of combat for 3 seconds
Stealth Changes
To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions:
Anti-tank gun/Tank stealth changes
Tanks (e.g., JP4) and anti-tank guns cannot re-cloak until out of combat for 5.5 seconds
Neither type of unit can re-cloak within 10 seconds of having fired a shot
Non-sniper stealth infantry changes
Stealth (infiltration) infantry cannot re-cloak until out of combat for 4 seconds
Stealth infantry cannot re-cloak within 10 seconds of having used an offensive ability (e.g, grenades)
Veterancy Rates from Infantry-Based Anti-Tank
Anti-tank infantry squads were attaining veterancy disproportionately fast compared to anti-infantry squads. This was allowing blobs of infantry to scale versus armour too easily. This also allowed anti-tank-equipped squads to outpace dedicated anti-infantry squads and trade more efficiently than they should. With this change we aim to streamline the speed of veterancy gain or all squads.
Panzerschrecks/Bazookas/PIATs/PTRS/BOYS AT Rifles now award 3 times less experience when damaging a target. This change does not affect the British Sniper
M17 Quad
We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move.
Moving Burst reduced from 1 to 0.5
Moving accuracy reduced from 0.4 to 0.25
Near rate of fire reduced from 1.24 to 1.15
Accuracy reduced from 0.5/0.3125/0.125 to 0.34/0.28/0.1
Near Cooldown modifier increased from 0.5 to 0.75
Cannot suppress units while moving.
Increased the chance for the Quad to take down an airplane (from 30 in 10000 to 10 in 100)
Munition cost from 120 to 100
Mortars
The escalation of mortar power has made them over perform compared to other types of more costly artillery pieces that had not received this bonus such as Pack Howitzers and Mortar Half-tracks.
Vet 3 no longer grants range increase to auto attacks.
SOVIETS
Penals
The combination of the raw amount of bonuses Penal Battalion squads receive with the power of their flamer upgrade made the squad capable of winning nearly all engagements vs infantry, in almost any situation, creating very limited avenues for counterplay. To address this, we are removing some of the raw power of Penal battalions. At the same time, we are giving Penal Battalions access to some anti-tank utility to give Soviet T1 some tactical versatility, which it previously lacked.
Popcap cost increased from 7 to 8
Penal Veterancy 3 received accuracy from 0.77 to 0.85
Veterancy 3 reduces cost of satchel charges from 45 munitions to 35 munitions.
No longer gains access to the Oorah ability.
No longer have access to the flamethrower upgrade
Now gain access to a (2x) PTRS upgrade
PTRS x2 upgrade
Cost 60 Munitions
Same damage as Guards PTRS (refer to Guards changes)
Accuracy lowered from 0.69/0.575/0.253 to 0.15/0.105/0.06
Has 0.33 drop-rate
Satchel charges
Penal satchel charges can now also behave as vehicle snares:
Damage vs vehicles reduced to 240 (same as AT satchel)
Friendly fire multiplier increased from 25% to 50%
Causes engine snare on targets with 75% HP or lower (after the damage is applied)
Satchel will stick to vehicles if it hits them on its trajectory to the target
Satchels can be targeted directly on enemy vehicles. However, the throw will abort if, at any time, the target leaves the range of the ability (unlike other snare abilities that will fire regardless)
Guards
Guards were proving to over perform in ratio to their cost, appearing to supplement any strategy, thus, limiting variation in Soviet commanders.
Manpower cost increased from 330 to 360
Damage vs non-vehicles reduced from 27 to 20
Damage vs vehicles on penetration remains 40
Damage vs vehicles on deflection increases from 13 to 20
Guards can now re-buy lost items and equipment
Vet 2 accuracy bonus reduced from 1.3 to 1.14
Vet 2 received accuracy bonus decreased from 0.83 to 0.88
Vet 3 now grants a further 1.14 accuracy (1.3 total)
Vet 3 now received accuracy bonus increased from 0.77 to 0.75, total received accuracy at vet 3 has been reduced from 0.6391 to 0.66.
RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks)
AOE far damage reduced from 0.5 to 0.25 (Same as MK2)
Ready aim time increased from 0.125 to 0.625 (to match MK2 overall delay)
Munitions cost reduced from 45 to 35
T-70
We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, not giving the opposing player sufficient time to react, particularly if units are clumped in cover. The changes below will make it so that the T-70 loses its characteristic pinpoint accuracy on the move while maintaining its ability to flank teams weapons and push back infantry squads.
Manpower cost increased from 200 to 260
Health increased from 320 to 400
Crew repair removed
Reload speed increased from 1.8 - 2.2 to 2.1 - 2.5
AoE damage reduced from 1/0.35/0.05 to 0.8/0.35/0.15
Scatter Max increased from 1.7 to 2.5
Distance scatter offset reduced from 0.25 to 0.15 (this improves targeting)
Veterancy 3 decreases weapon scatter by 20% (accuracy vs infantry)
Coaxial MG cooldown decreased from 5 to 3
Coaxial MG cooldown multiplier changed from 0.5/1/1.5 to 0.75/1/1.25
Coaxial MG accuracy changed from 0.38/0.33/0.28 to 0.38/0.355/0.33
Coaxial MG reload duration reduced from 4-6 seconds to 3 seconds
T-70 Recon Mode now also allows the T-70 to capture territory with veterancy 1.
Capture Point ability removed.
WEHRMACHT
Medkits
To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad. We are also giving some QoL improvements to the ability.
Medkits duration increased from 10 seconds to 20 seconds (will now heal to full)
Cost reduced from 20 munitions to 15 munitions
Squads can now use the medkit ability on themselves
It is now possible to interrupt the casting of OST Medkits
Pioneers
We felt that pioneer damage output was under-performing and proving ineffective in combat.
Near accuracy increased from 0.403 to 0.463
Mid accuracy increased from 0.23 to 0.27
Population reduced from 6 to 5
Assault Grenadiers
Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made them not scale well into the late game. Therefore, to improve their scalability, we have made the following changes:
Reinforce cost lowered from 28 to 26
Grenade Assault munitions cost lowered from 45 to 30.
Grenade Assault aim-time and ready-aim time reduced by half to allow faster throwing.
Squad leader armour reduced from 1.5 to 1.
Medical kits removed.
Veterancy 1 now Grants -10% received accuracy and reduces recharge on sprint by 25%.
Fixed an issue where interrupting the Assault Grenadier grenade ability early enough would immediately reset the cooldown
Panzer Grenadiers
Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infantry making it difficult for PGs to scale in veterancy vs their opponents.
Vet 1 now grants 0.84 received accuracy bonus
Vet 2 received accuracy bonus reduced from 0.71 to 0.84 (~0.71 total)
G43 Package (Also affects Stormtroopers but not Grenadiers)
Far aim time multiplayer reduced from 3.5 to 3. (Boosts long range DPS)
Now increases sight range by 20%
Fixed an issue with the G43 package interrogation ability that would not reveal all enemy units in a sufficiently-large map.
Elite Doctrine Stormtroopers now have access to Panzergrenadier G43s, and can upgrade G43’s in enemy territory
222 Scout Car
The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output preventing it from tracking infantry properly. We also felt that the auto-cannon was too reliant on AOE for damage. Another concern with the 222 was that it was too cheap relative to its performance,
Manpower cost increased from from 210 to 250
Fuel cost increased from 15 to 30
Veterancy requirements increased from 480/960/1920 to 720/1440/2880
Acceleration increased from 2.4 to 3
Spotting Scopes Sight bonus reduced from 2 to 1.4
Veterancy 1 improves received accuracy to 0.889
Veterancy 3 awards 20 extra HP
Autocannon
Autocannon accuracy from 0.06/0.04/0.02 to 0.05/0.04/0.03
Autocannon AOE Near damage reduced from 1 to 0.6
Autocannon Rate of fire multiplier from 1.4/1.2/1 to 1/1/1
Autocannon penetration increased from 35 to 40
Autocannon Mid range distance from 15 to 20
MG42
MG42 now properly tracks infantry
MG42 accuracy reduced from 0.6/0.425/0.25 to 0.44/0.385/0.275
MG42 accuracy increases with veterancy: +10%/+15%/+15%
MG42 range distance near from 10 to 0
MG42 0.75 accuracy modifier versus Snipers (down from 1.5).
Stug E
The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle.
Manpower cost increased from 200 to 260
Health reduced from 540 to 480 (Now Destroyed in 3 ATG shots)
Reload from 4.8 to 6
Recharge time between successive Stug-E call-ins increased from 30 seconds to 60 seconds
Damage vs garrisons increased from 0.25 to 0.5
Fires a slow-moving projectile in a 20-degree arc
Weapon type changed from ballistic to big explosive (building damage readjusted)
AOE damage reduced from 1/0.15/0.05 to 0.75/0.35/0.15
AoE distance from 1/1.5/2.25 to 1.5/2.5/3
AOE Radius from 3 to 4
Scatter Max increased from 2.15 to 3
Scatter Angle increased from 5 to 5.5
Distance scatter ratio reduced from 1 to 0.075
Scatter offset turned to 0.
Target Weak Point (TWP)
TWP now applies Stuart Blind (5 seconds: no vision, guns disabled)
TWP damage reduced from 80 to 40
TWP Always penetrates
Puma
The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun even the heaviest of tanks made it over perform for its cost and mobility. Target Weak Point (TWP)
TWP now applies Stuart Blind (5 seconds: no vision, guns disabled)
TWP Damage reduced from 120 to 60
TWP always penetrates
TWP munitions cost reduced from 40 to 35 to match other TWP variants
USF
M1919 Light Machine Guns
The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon.
Can no longer be double equipped via weapon racks.
Riflemen
To improve Wehrmacht's late game infantry scaling, USF Riflemen have received a slight reduction in their vet 3 bonus to their received accuracy.
Vet3 Received accuracy was changed from -20% to -15%
81mm Mortar
The USF Mortar barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its barrage until the pack howitzer hits veterancy 2.
Cost reduced from 260MP to 240MP
Range reduced from 80 to 65
AoE near distance reduced from 1 to 0.75 (both attack and barrage)
Reduced the rate of fire of the barrage ability to OST mortar levels
Pack-up time improved from 1.9 to 1.1
Set-up duration decreased from 1 to 0.5
Veterancy 0 now provides access to a Smoke Barrage ability with 65 range
Veterancy 1 reduced scatter bonus replaced by increase to Smoke Barrage range (80)
Removed certain accuracy bonuses at Vet3 that would further increase the accuracy of the mortar (over other mortars)
Vehicle Crews
Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine.
Veterancy requirements increased from 200/400/800 to 650/1300/2800
Crit Repair munitions cost increased from 10 to 25
Crit Repair Delay increased from 0 seconds to 4 seconds.
Stuart
We felt that the Stuart was over-performing in its role as an anti-infantry unit and as a strong light vehicle counter. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it. Thus, we have made the following changes to solidify its role as primarily an anti-light vehicle unit.
Manpower cost increased from 240 to 270
Main gun damage vs infantry set to -25%
Main gun penetration increased from 65/50/45 to 75/60/55
MG Accuracy from 0.6/0.45/0.25 to 0.4/0.3/0.16667 (Hull & Coaxial)
MG Incremental accuracy from 1.04 to 1 (Hull & Coaxial).
Stun rounds only disables weapons and sight. Does not affect movement.
Veterancy requirements reduced from 1170/2340/4680 to 870/1740/3480
M15 AA Half Track
Due to the changes in the opposing factions (most notably 222 changes and Luchs), we are adjusting the performance of M15 to bring it in line with the other light vehicles. This will also help prevent the Lieutenant tier from dominating over the Captain tier.
Manpower cost reduced from 350 to 310
Main gun damage vs infantry set to -50%
Vet requirements reduced from 1290/2580/5160 to 870/1740/3480
Maximum health increased by 40HP at Veterancy 3.
50 cal MG accuracy increased by 10%/15%/15% at vet levels 1-through-3 respectively
Veterancy 3 bonuses (accuracy/penetration) now apply to the main gun
OKW
Sturmpioneer
Given the changes to light vehicles, we felt that the risk vs reward for the Mechanised HQ as a tech choice would become too high due it not offering any type of healing. To compensate, Sturmpioneers have Medical Supplies available from the start.
Medical Supplies available at Vet 0
Medical Supplies munitions Cost reduced from 40 to 30
50% of the vet 3 construction bonus moved to vet 1
Panzerfausts
OKW’s heavy Panzerfaust cost made them excessively vulnerable to vehicles, especially when compounded with their other anti-tank options.
Volksgrenadier Panzerfaust Munitions cost reduced from 35 to 25
Requires an sWS being summoned into the field (as opposed to truck being set-up)
Raketenwerfer
Due to the changes made to Stealth, the Raketenwerfer has become overly vulnerable to infantry flanks. We feel that this leaves the performance of the Raketenwerfer somewhat lacking against vehicles.
Reduced the ready-aim-time of the raketenwerfer from 0.25-0.375 seconds to 0.125 seconds
Increased the fire-aim-time of the raketenwerfer from 0.125-0.25 seconds to 0.25-0.375 seconds
251 Flak Half Track
We’ve found that the 251 Half-Track was underperforming in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown.
Penetration increased from 20 to 30
Defensive Smoke no longer requires vet 1
Defensive Smoke munitions cost increased from 0 to 25
Vet 1 now reduces cost of Defensive Smoke from 25 to 10
Build-time from 45 to 60
Garrison Damage Multiplier increased from 0.25 to 0.35
Garrison Accuracy Multiplier increased from 0.4 to 0.5
AoE far reduced from 1 to 0.05 (only affects anti-garrison performance)
Minimum Range Removed
Handbrake ability added to prevent unwanted movement
Panzer 2 ‘Luchs’
The following changes aim to make Luchs much more consistent in its damage output (reducing spikes, as well as removing several sources of inconsistency). These changes are intended to keep the unit a strong AI vehicle while giving opposing players enough time to react in an engagement. To do this we are making the main gun of the Luchs ignore suppression modifiers of the target unit. We are also increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)
Manpower cost reduced from 315 to 265
Fuel cost reduced from 65 to 60
AoE damage reduced from 1/1/1 to 0.6/0.5/0.1
AoE distance reduced from 1/1/1 to 1/0.9/0.25
Fixed an issue where a large portion of the shots would miss into the air
Accuracy reduced from 0.775/0.66/0.56 to 0.65/0.5/0.4
Vet2 accuracy reduced from 0.875/0.76/0.66 to 0.78/0.6/0.48
Moving accuracy at Vet0-Vet1 increased from 0.25 to 0.3
Moving accuracy at Vet2-Vet5 increased from 0.4 to 0.5
Luchs MG incremental accuracy from 1.04 to 1.
Incremental accuracy modifier reduced from 1.04 to 1
Veterancy requirements lowered from 1170/2340/4680/5850/7781 to 870/1740/3480/4350/5786
Veterancy 5 "Suppressive Fire" ability
Veterancy 5 passive turned to a timed “Suppressive Fire” ability.
Suppresses enemy squads
10 Munition cost
20 seconds duration
60 seconds cooldown
Reduces main gun damage by -50%
2cm vs Garrisons
Garrison Damage Multiplier from 0.25 to 0.3
Garrison Accuracy Multiplier from 0.4 to 0.5
Damage all in hold set to True
Puma
Aimed shot ability
Given the changes to the other factions’ light vehicles, this ability would make it so that the Puma would also be the best vehicle for wiping infantry squads. To mitigate this, we have made the following changes:
Accuracy vs infantry suffers additional penalties while the Puma is moving.
Puma now suffers from the same accuracy penalties as OST sniper vs retreating squads
BRITISH
PIAT’s
We feel that PIAT’s are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed. The following changes will make PIATs feel more consistent and easier to use at all skill levels and in all situations:
Gave PIAT homing projectile, if there is no obstruction between the PIAT and the target
PIATs have the same accuracy as bazookas for ranges between 0 and 30
Range reduced from 45 to 30
Damage reduced from 120/80 (penetrating hit/deflected hit) to 100/25
Munitions cost increased from 40 to 50
Fire-aim time reduced from 2.4 to 0.625 (reduces delay to fire)
Post firing aim time increased from 0 to 1.25
Reload time increased from 4.5 to 5.75 (same as bazooka)
Increased scatter, so that PIATs in indirect-fire mode are unreliable (especially when the user is suppressed)
Adjusted scatter offset, so that misses are centered around an immobile target
Royal Engineers
We have found that the Sapper squads simply scale too well due to the reduced reinforcement cost bonus they achieve at Vet 3.
Sapper Vet 3 reinforcement cost increased from 13MP to 20MP.
Can now only equip 1 Bren gun per squad
AEC
We found that the AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, yet its main gun was very inconsistent due to its comparatively large scatter. The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily. Finally, we have made changes to the Treadbreaker ability that will make it considerably more consistent and easier to use.
Frontal Armour increased from 40 to 55
Medium crush replaced with light crush
Smoke cooldown reduced from 120 seconds to 40 seconds (puma cooldown is 38 secs)
Main gun accuracy far increased from 0.025 to 0.03125
Range profile changed from 0/20/40 to 10/30/40
Moving accuracy increased from 0.5 to 0.6 (does not affect the Treadbreaker ability)
Turret rotation increased from 35 to 40
Main gun AoE reduced from 1/0.25/0.1 to 1/0.15/0.05 (to match Puma)
Max scatter increased from 1.7 to 9.5
Machine gun accuracy reduced from 0.7/0.6/0.46 to 0.48/0.47/0.46
MG incremental accuracy decreased from 1.04 to 1
Treadbreaker
Turret rotation in treadbreaker mode increased from 33 to 40 (makes it more reliable)
Added a projectile
Scatter changed from 7.5/1.7 to 6/6.5 (horizontal/vertical) -- this makes treadshot more reliable
Cone of fire increased from 5 to 10
Stationary accuracy increased by 20% from the main gun
Duration reduced 20 to 7
QUALITY OF LIFE CHANGES
Squad Formations & Clumping
We feel there is a disparity in how squads are assigned formations which is impacting squad performance. To address this problem we have implemented the following changes:
Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members)
Prevent unwanted clumping when given two opposing orders in quick succession (e.g., forward & backwards to avoid an AoE projectile).
Allow stealth-oriented squads to better utilize crater wherever available, without breaking their formation, but without clumping too much either
Change unwanted reaction behaviour which would cause squads to break formation and put them unnecessarily into danger.
Ghost Wire/Sand Bags
“Ghost Wire/Sandbags” is the name for a common exploit in competitive play which allows partially completed fortifications to block movement. While unfinished fortifications could be destroyed by small arms, they took several seconds of focus fire to destroy what could be placed instantly. If players want to impede enemy movements with barbed wire and/or sandbags, they now have to fully complete constructing them.
Unfinished wire/sandbags/tank traps (aka ghostbags) will self-destruct automatically if there is no longer an infantry squad (owned by the same player) within 10 meters of the unfinished fortifications for 5 seconds.
Retreat Point De-Congestion
The base layout of several armies makes it so that retreating infantry units often get caught up in high-congestion areas. This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the efficiency of healing.
Squads will halt their retreat within 10 meters from their designated retreat point
For UKF, squads will also use the weapon racks as forward retreat points
OKW forward retreat antennas can now be traversed by units
Base Structure Rotation
Soviets engineers and Werhmacht Pioneers will be able to select the rotation of base buildings to allow players to optimize paths, as well as create unique layouts!
General
Introduced improvements to the build order of AI-controlled armies (fix provided by Nachocheese)
Prioritize Vehicle now only affects the main gun of the affected tank, but not the MGs. Thus, vehicles with the Prioritize Vehicles ability active will continue to engage infantry with their MGs.
Base medics (OKW/Soviet/OST) will no longer chase after retreating units.
Troop transports are given the “Handbrake” ability. This ability disables the unit from moving or rotating to make the following tasks easier: (i) loading/unloading troops (ii) setting up as a forward reinforcement point.
Infantry units can target their snares at de-crewed/abandoned vehicles.
USF/UKF Medics are given an auto-heal toggle. This way, the player can control whether they wish these medics to go after wounded units or not (e.g., to avoid putting the medics in danger)
USF/UKF Medics will not chase after moving squads, to avoid unwanted long chases.
Anti-infantry partisans no longer display the PPSh icon, to help the player identify any picked-up weapons.
Puma’s detection ability reverted to Vehicle Detection only to fit the unit’s role
M20 given a Hold Fire ability
M15 AA Half-track given a Attack ground ability
M15 AA Half-track given a Handbrake ability
The Raketenwerfer can now pick up medical supply drops from Sturmpioneers
OKW Flak Half-track given handbrake ability to prevent accidental movement
OKW Flak Half-track now displays the max range of the weapon when selected
Panzer 2 Luchs given access to the Prioritize Vehicles ability.
OKW Infrared searchlight halftrack given Handbrake ability
Universal Carrier is no longer a valid host for the Command Vehicle ability
AVRE given a “Hold Fire” command to make the bombard ability more responsive.
Due to interference with UKF teching, it will be no longer possible to call Gliders or Air Resupply operation in the base sector
MAP UPDATES
Lisores River
Wooden docks removed
Extra large vehicles no longer get blocked when crossing the Western bridge
Westwall
Improvements made to LoS and cutoff points
Hill 400
Fixed an issue that removed it from the map list
The following community-made maps have been removed from automatch and the map list
Market Ruins
Bombarded Refinery
Rüstungswerke Essen
BUG FIXES
Fixed a bug where firing at non-infantry targets would suppress nearby infantry. Now suppression platforms will only deal AoE suppression if the primary target is an infantry model.
Fixed a bug where AI-controlled non-Conscript Soviet squads would, sometimes, get access to anti-tank grenades
Fixed an issue with multiple infantry-borne AT snares (e.g., Panzerfausts) sometimes failing to hit
their intended target (thanks to Cruzz and Le Saucisson Masqué for helping identify the issues behind this).
Fixed an issue where team weapons dying when under the effects of suppression, would have their stats permanently diminished. This bug affected all MGs, mortars and the raketenwerfer (many thanks to Cruzz for identifying and fixing the bug).
Fixed an issue where certain vehicles would receive engine damage criticals when hit from non-snare weapons (OKW Panzer4/OKW Puma/Universal Carrier)
Fixed an issue where certain types of mines (most infamously, Teller mines) would trigger too early, thus failing to cause damage on enemy targets (Fix provided by NachoCheese)
Fixed an issue with players being able to double-buy certain upgrades using macro-based cheats.
Fixed an issue where static Howitzers (e.g., B4, ML-20, LeFH) would sometimes become temporarily unresponsive when given consecutive direction-facing commands.
Fixed an issue where Snipers would avoid engaging infantry units when the Sniper was cloaked without “hold fire” on, even when issued the attack-move command
Fixed an issue where USF/UKF medic squads would, sometimes, stop healing nearby wounded troops.
Fixed an issue where the suppression -33% distance modifier was not affecting the following squads:
Airlanding officer (Light Gammon Bomb)
Stormtrooper (Stun grenade)
Obersoldaten (Bundle grenade)
Tank Hunter Infantry Sections (Heavy Gammon Bomb)
Fixed an issue where several squads would cost more manpower to reinforce when crewing a team weapon. This bug was also causing the affected squads to award more experience to the enemy when hit. This affects the following squads: Panzergrenadiers, Tommies, Fallschirmjaegers, Sturmpioneers and Obersoldaten
Fixed an issue where firing a Panzerfaust would fulfill the requirements for counter-barrage
Pak43/Pak40 production bulletin now works (previously did not affect pak43 production time as intended)
Fixed an issue where several Off-map abilities (mostly belonging to Soviets, OST, OKW) could still be targeted in the base sector
The change also affects Pathfinder artillery and Major artillery
Paratroopers can no longer be dropped into the enemy base sector.
Fixed an issue where a re-crewed vet 2 T-70 using recon mode was unable to toggle the ability off.
Fixed an issue where the Coaxial MG would not track targets properly
Fixed an issue where Soviet AT guns crews would open fire and break stealth (thus ruin ambushes)
Fixed an issue where camouflaged Soviet AT guns would refuse to open fire at intended targets, when stealthed
Fixed an issue where the M1-57mm gun would not benefit from Soviet AT ambush tactics.
Fixed an issue where the original crew of the M42 would sometimes drop prone on the ground, thus inhibiting movement
Fixed an issue where the 250 halftrack could not upgrade spotting scopes, if spotting scopes were available from the doctrine.
Fixed an issue where the AoE of the Brummbar “Bunker Buster” ability was lower than that of the main gun of the Brummbar.
Fixed an issue where “Hold Fire” would not work properly on the Mortar Halftrack
Fixed an issue where the USF mortar would become unresponsive when ordered to fire its smoke rounds
Fixed an issue with the M1 81mm Smoke barrage UI radius was not properly adjusting with range
Fixed an issue that USF mortars would not “mix” with other types of mortars when double-click selecting all mortars in an area.
Fixed an issue where Paratrooper models had 1.5 popcap, as opposed to the intended 1 popcap per model.
Fixed an issue where Paratroopers would receive an involuntary move command when reinforcing near a beacon.
Fixed an issue where re-crewed M8 Scotts would lose access to their auto-attack when de-crewed when “Hold Fire” was active
Fixed an issue where the Sherman Bulldozer “Hold Fire” ability had no effect
Fixed an issue where the default crew of the USF anti-tank gun were easier to hit than other default crews (target size removed from 1.25 to 1)
Paratroopers can now rebuy dropped 30-cal LMGs
Added prioritise vehicles to Greyhound
Fixed an issue where captured M3 halftracks would display an incorrect healthbar
Fixed an issue where M8 Scott abilities would not trigger reliably
Fixed a bug where Rifleman AT grenades were unresponsive under certain conditions
Fixed an issue where “Hold Fire” would not work properly on the M21 Mortar Halftrack
Fixed an issue where the M21 Mortar Halftrack could fire at the enemy without having to rotate towards it
Fixed a bug where it was possible to make OKW Medical supplies have infinite duration
Fixed an issue where Raketenwerfer guns crews would sometime open fire and break stealth (thus ruin ambushes) despite user's preferences (prioritisation)
Fixed an issue where Raketenwerfer would sometimes not open fire from stealth at an intended target
Fixed an issue where the OKW FlakHT could setup on the move
Fixed an issue where the setup timer would reset (prolong) when given new attack commands
Fixed an issue where Luchs Hold Fire would not prevent the MG from opening fire.
Fixed an issue where Schu mines were not applying suppression
Fixed an issue where the Vet1 ability (Target Weak Point) on OKW Pak43 had no effect
Fixed an issue where the Sturmtiger would complete its reload instantly, if abandoned while reloading
Fixed an issue where Obersoldaten would not use their specific voice lines with the infrared-StGs
Fixed an issue where the MG34 did not use the correct lines for the Incendiary Armour Piercing rounds ability
Fixed a bug where the Puma would use the wrong type of projectile after finishing using HEAT shells (fix provided by Cruzz)
Fixed an issue where Recovery Sappers would still apply their Vet1 Cover Bonuses to picked up weapons. Now, the ability correctly only applies to Sapper Sten guns only.
Fixed an issue with certain squads breaking formation and leaving cover involuntarily (Sappers, Commandos, Officer).
Fixed an issue where the UKF “Command Vehicle” ability would become permanently unavailable when the previous vehicle would become abandoned.
Fixed an issue with UKF infantry gaining access to the wrong version of their intended Bren gun, when picking up a Bren gun from the ground.
Fixed an issue with Anvil “Early Warning” not giving sight over captured territory. Note that the scope of the ability has been restricted: the only territory points that the player gains access to are those that the player captured themselves (i.e., not allied-captured territory), just like the similar OKW Overwatch commander ability
Fixed an issue where the second mortar belonging to the mortar pit would deal reduced damage while barraging.
Fixed an issue where the damage Sexton Creeping Barrage had not been increased to match the AoE damage of the normal barrage ability.
Fixed an issue where UKF HEAT anti-tank grenades would, sometimes, fail to apply their snare.
Fixed an issue where Commando Ambush bonuses would apply inconsistently (sometimes none at all, other times permanently). The reworked Ambush requires commandos to be out-of-combat for 25 seconds, for 5 seconds of sprint & +50% accuracy on their Sten guns.
Fixed an issue where the UI would misinform the players about the nature of bonuses involved in Commando Ambush
Fixed a bug where Churchill (grenade) and AEC (treadbreaker) abilities would not trigger reliably
Fixed a bug where the Churchill could still move while priming and throwing a grenade
Fixed a bug where OST medic supplies would heal in-combat squads
Fixed an issue where OST Pioneers would announce “anti-personnel” mines being built, when in fact building a Teller mine
UI FIXES
Vehicle minimap icon sizes have been scaled according to the vehicle type to help players better identify their forces on the battlefield.
Updated abandoned M1 81mm Portrait
Updated M1 81mm squad portraits for their respective factions.
Updated 120mm Mortar Shield Symbol to a different variant
DShka shield icon updated to the correct version for non-EFA armies.
Panzerfusilier G43 extra text should now state: G43s improve mid-short range effectiveness, moving accuracy and sight range.
Ranger Squad Extra Text now state: Effective versus infantry at medium range. Can be upgraded with Thompson SMGs.
Fixed description issues with the 222 when upgraded with the autocannon.
M5 UI text modified for better clarification.
Planting the Soviet demo charge will show a radius of explosion, like other similar abilities while planting it (similar to USF/UKF abilities)
Five new, Warhammer 40k themed skin sets added to the game (one for each faction). These skin sets are exclusive to those who have pre-ordered Dawn of War III and will not be available in the in-game store or by any other means.
BALANCE CHANGES
A big thank you goes out to the community balance team for once again supplying the curated balance changes described below. Of course, these changes wouldn't be possible without the feedback and dedication of the community so once again, we thank you for your continued support and commitment to this game.
SOVIETS
Maxims
We feel that the dominant Soviet “Maxim-spam” strategy is over performing with the benefits of this strategy heavily outweighing the risks.
To address this issue we will be increasing the arc of the Maxim MG while severely reducing its suppression performance to compensate. We have also removed sprint (which allows MGs to “get away”) and we are increasing the setup time to other MG levels. We are also increasing the reinforcement cost of the original crew to match the reinforcement cost of Conscripts.
To make up for a low base-value suppression (to avoid early-game spam) we've also give the Maxim, we are giving the unit strong multipliers vs light-cover and suppressed squads to allow the Maxim to scale well into the late-game.
The new Vet 1 ability (Sustained Fire) will help the Maxim perform more reliably vs blobs. An improved burst time will allow the Maxim to deal increased suppression vs persistent targets. Reduced cooldown allows the Maxim to switch targets more easily. Finally, the forced reload at the start of the ability can be used to guarantee that the Maxim will not chew through its ammunition belt during a crucial fight.
Overall, the changes are the following:
Arc of fire increased from 60 degrees to 90 degrees (other MGs have 90-120 degrees)
Setup time from 2 to 3 (other MGs have 3)
Burst duration from 2.25 to 4.5
Damage reduced from 4 to 3 (the DPS of the Maxim remains the same)
Tracking speed from 35 to 28
Reinforcement cost from 15 to 20
Sprint removed from Vet1
Sustained fire ability added at Vet1
Suppression changes:
Suppression reduced from 0.00015909 to 0.00006
Suppression versus light cover from 0.5 to 0.75
Suppression versus heavy cover from 0.1 to 0.2
Suppression vs suppressed targets increased from 0.5 to 0.65
Nearby suppression modifier from 0.8 to 1.25
Nearby suppression radius increased from 10 to 13
Mobility/Survivability changes:
Maxim squad formation changed
Rotation changed from 120 to 225
Acceleration/Deceleration increased to infinite
Removed cover-traversal penalties from the Maxim
Sustained fire:
Increases burst length duration by x2
Reduces reload time by 0.5 (multiplicative)
Reduces cooldown time by 0.5 (multiplicative)
Forces a reload at the beginning of the ability
Cancels (with no refund) if the Maxim moves
30 second duration
50 seconds cooldown
Costs 20 munitions
Penal Battalions - Satchel Ability
To prevent unintended behavior, as well as to assist with targeting the ability, we are splitting the functionality of the Penal Satchel ability into two separate abilities. Note that both abilities launch precisely the same projectile with respect to damage and critical effects. The two abilities only behave differently with respect to targeting.
(Manual version)
This ability targets a location on the ground.
If the satchel collides with a vehicle, the satchel will stick to the vehicle
(Targeted version)
This ability can only be targeted on enemy vehicles
If the vehicle remains within range while the ability is casting, the satchel will home-in on the enemy vehicle
M4C Shermans
To prevent players from over-relying on sherman call-ins and skipping teching, we are increasing the dispatch time between successive Shermans. Moreover, longer recharge time between shermans will prevent players from spamming Shemans, when the Command Point requirements becomes met.
Note that, at the same time, we are not affecting the cost-efficiency of the Shermans. Thus, the doctrine will still reward the players with a highly-efficient USF-made tank. At the same time, the longer recharge time will force the Soviet player to want to field Shermans side-by-side with Soviet-made tanks. We believe this will also add a touch of authenticity to the doctrine.
To encourage strategic diversity, we are reducing the cooldown of the Sherman dispatch ability once T4 has been reached in order to help ensure the doctrine can continue to be useful in multiple strategies.
Increased recharge time between shermans to from 36 seconds to 2:30 minutes
Building T4 decreases recharge time from 2:30 minutes to 1:15 seconds
USF
M10
We find that the M10, which is a highly cost-efficient tank hunter is overperforming with respect to how it deals with infantry due to its potency to crush squads. Therefore, we are taking steps to remedy this, without, however, affecting M10’s mobility.
Chassis rotation rate reduced from 38 to 32
Turret rotation rate increased from 30 to 36 to compensate
OKW
Panzerfausts (Volksgrenadiers only)
We found that the early arrival of OKW panzerfaust combined with the complete lack of scaling potential for light vehicles made it prohibitive for players to integrate light vehicle strategies in their games. Moreover, we find that the cost-efficiency improvements on the Panzerfaust were too dramatic.
Cost increased from 25MU to 30MU
Requires a truck to be be set-up (as opposed to be called-in) to be available
Command Panther
We feel the Mark Target ability is overperforming relative to its cost. This is primarily due to the +50% damage bonus that the ability bestows on the target. Our changes to the Mark Target ability aim to make it less efficient at “bursting-down” enemy vehicles, while still allowing the ability to perform better in a sustained-fire role. This allows the ability to remain relevant, while offering options for counter-play to the targeted player.
To prevent the vehicle from being too dominant in teamgames, we are making Command Panther mutually exclusive with the King Tiger. Moreover, we are changing the way the Command Panther’s aura affects teammates. We are also increasing the Command Point requirements of the Command Panther to bring its arrival closer in line with its value.
Increase Command Point requirements from 10 to 11
Main gun AoE damage decreased from 1/0.35/0.05 to 1/0.15/0.05
Mark target bonuses changed from 50% damage to 25% damage/15% accuracy
Mark target now also tracks the target in the fog of war for the duration of the ability
Command Panther is now mutually-exclusive with the King Tiger (similar to JT/KT restrictions)
Aura
+range, +sight, +speed bonuses removed from infantry-affecting bonus of the aura (Vet5 aura still awards +accuracy/+reload to infantry)
+sight/+range parts of vehicle-affecting aura no longer affect teammates
Vet 5 infantry-affecting aura no longer affects teammates
UKF
Tank Commander Upgrade
We find that the ability is over performing relative to its cost.
Removed veterancy gain bonuses from the upgrade
Removed stealth detection bonuses from the upgrade
(The upgrade now only awards accuracy/sight bonuses, which is more than OK for the price)
Emergency War Speed
We find that the ability is over performing relative to its cost. We are also removing the ability of players to “tune up” the tanks of their teammates with the ability.
Speed modifier reduced from +35% to +15%
Acceleration modifier reduced from +60% to +30%
It is no longer possible to “tune-up” allied tanks with Emergency War Speed
AEC Treadshot
To make the ability fire more reliably (i.e., without bugs), we are changing the nature of the ability such that the AEC has to be stationary to fire it. At the same time, we are increasing the responsiveness of the ability to give UKF players that build and preserve their AECs with a reliable snare ability.
Unit has to be stationary to fire Treadshot
Ready aim time reduced from 2 seconds to 1.5 seconds (improves responsiveness)
Reload time between shots reduced from 2.5 seconds to 2 seconds
(the ability will only be refunded if no shots were fired before moving)
Cromwell
We have found find that the Cromwell's ability crush models is far too potent. To help reduce this potency we are reducing the unit's rotation rate. However, to allow the Cromwell to retain the feel a higher-than-average mobility, we are compensating with an increased turret rotation rate.
Secondary to these changes, we are adjusting several other attributes of the Cromwell to bring its cost-efficiency in line with other tanks of its callibre.
Finally, to partly offset a weak British early game, we are giving Cromwells default access to smoke shells.
Fuel cost increased from 110FU to 120FU
Rotation rate from 38 to 32 (equivalent to Panzer4)
Turret traverse rate from 40 to 47.5 (to counteract chassis rotation reduction)
Moving accuracy multiplier decreased from 0.75 to 0.5
Smoke shell available at Vet0, but with a 15 second cooldown
Veterancy1 reverts smoke shell cooldown to 10 seconds
Increase horizontal scatter from 6 to 7.5
Distance scatter max from 6.2 to 6.4
Distance scatter obj min from 5 to 10
Distance scatter offset from 0.3 to 0.25
Comet
The Comet is receiving changes that are similar in-spirit with the ones already described for the Cromwell. In addition to these changes, we are also reducing the range of the main gun of the Comet to 45 to match other anti-infantry-capable tanks (e.g., Pershing, Tiger). We believe that Comet’s higher-than-average armour and mobility will still allow it to overcome the reduced range. At the same time, this will make standoffs with the more-specialist Panther more balanced.
Main gun range from 50 to 45
Population cost increased from 16 to 18
Reduce rotation rate from 36 to 32 to prevent crush (same as Panzer4 levels)
Turret traverse rate from 40 to 45 (to compensate for chasis rotation changes)
Moving accuracy from 0.75 to 0.5
Rear armour reduced from 130 to 110
Fixed an issue where the grenade throw ability would sometimes not work
Fixed an issue where it was possible to use the grenade ability while moving
Increase horizontal scatter from 6 to 7.5
Distance scatter max from 4.2 to 6.4
Distance scatter obj min from 5 to 10
Distance scatter offset from 0.3 to 0.25
Cromwell/Comet Smoke Shell/White Phosphorus
We find the range of both abilities (80) and the lethality of the White Phosphorus to be over performing. At the same time, we are introducing a critical fix to both abilities to make them more reliable.
Range of Smoke Shell/White Phosphorus reduced from 80 to 45
Comet White Phosphorus will no longer finish off infantry models, bringing its performance in-line with other White-phosphorus abilities
Emplacements
To bring UKF emplacements in line with the emplacements of other armies, we are preventing players from building UKF emplacements in the base sector:
No longer possible to construct emplacements in the base sector
Land Mattress
To improve counter play vs the Land Mattress we are allowing anti-tank weaponry (e.g., AT guns and tanks) to target the gun directly in order to destroy the unit without having first to de-crew it. This brings the durability of the Land Mattress down to static howitzer levels. We also feel the rate of fire of the Land Mattress does not give its opponents a sufficient amount of time to react to a barrage.
Vehicles/etc will focus fire on the gun, as opposed to the crew (if the player right-clicks on the gun)
The Land mattress gets destroyed when its hitpoints become depleted. This is regardless of whether the crew is still alive
Health reduced from 350 hitpoints to 300 hitpoints
Cooldown between rockets increased from 0.25 secs to 0.375 secs (also affects white phosphorus barrage)
Artillery Cover Ability
We find that Artillery Cover is an ability that is too efficient for its cost. Therefore, we are significantly reducing the effects vs different types of targets, allowing for greater opportunity of counterplay.
General Changes:
The radius of the ability now properly drawn on the battlescape
Delay until the barrage begins increased from 4 seconds to 8 seconds
Anti-Vehicle Shells:
Decreased the AoE radius of anti-vehicle shells from 8 to 6.
Reduced speed of anti-vehicle shells, so that it is now possible to dodge them
Reduced the duration of loader-injured critical from 10 seconds to 5 seconds
Anti-Infantry Barrages:
Suppression vs infantry reduced, so that incoming anti-infantry barrages no longer pin infantry squads, but rather only suppress them.
Air Resupply Operation Ability
To improve usability of this ability, we have made the following changes:
The ability can only target captured territory/fuel/munitions points (not victory points).
The airplanes are dispatched immediately, and the supply drop happens at the capture point.
QUALITY OF LIFE
Wreck values normalized
We are adjusting the amount of resources players can attain from vehicles using doctrinal salvage abilities. Previously, certain wrecks would award large amount of munitions/manpower, which wouldn’t correspond to their class. We are now changing salvage so that only fuel and munitions are awarded from salvaging a wreck. Moreover we are normalizing wreck values so that the amount of resources gained now depend on the worth of the vehicle.
(Values are given in Munitions/Fuel)
Ultra Lights 10/5
Lights 15/10
Mediums 20/25
Advanced Mediums 35/30
Heavies 50/40
Super Heavies 60/45
The changes to salvage affect both Tank Hunter Doctrine (Soviets) and Tactical Support Regiment (UKF) salvage abilities.
Handbrake 2.0
We are further modifying the handbrake ability to make it provide additional utility to the players. The new ability is similar to a hold fire ability. However, instead of preventing firing, it simply prevents the vehicle from automatically rotating to face enemy units. The vehicle will still rotate to attack enemy troops, but only if an explicit attack command is issued. If a movement command is issued, the vehicle will respond to the movement command. At the same time, if the ability is on, the vehicle will stop automatically rotating once the movement is complete. With handbrake v2.0 a maneuver can be executed without having to repeatedly toggle the ability.
In addition to the original affected vehicles (i.e., all transport vehicles), we are also adding handbrake v2.0 to the following vehicles. This will allow players to control whether they want the vehicles to rotate to face the enemy or not:
Kubelwagen
Flammenhetzer
Crocodile
Sturmtiger
Nevertheless, the following vehicles retain the original (i.e., immobilize) version of the handbrake. This is because for the following vehicles, unwanted movement incurs a potentially lengthy setup time:
M15 (USF)
Infrared Halftrack (OKW)
Flak Halftrack (OKW)
Hold Fire for Tanks/AT Guns
We find that the lack of a proper hold fire ability makes players resort to half-measures to control when their AT-guns or tanks can fire.
The affected units are:
All anti-tank guns
All tanks that already have a prioritize-vehicles ability
FlakHT
Panzer4 Command tank
Ostwind
Centaur
KV-2
M15 (use it to reserve flak rounds for valuable targets; the MGs will continue to track/fire on targets)
M5
Note: To make UI experience consistent, the doctrinal Soviet AT ambush ability has been moved one row below its previous position.
BUG FIXES
Fixed multiple bugs with Ardennes Assault that prevented players from completing missions and caused abilities/upgrades to not work as intended
Fixed an issue where hold fire on Luchs/Brummbar would make either vehicle permanently unresponsive if abandoned while the ability was active
Fixed an issue where the OKW FlakHT would sometimes become permanently stuck
Fixed a bug where Comet/Cromwell Smoke Shell/White Phosphorus would, sometimes, fail to trigger properly
Fixed an issue where the firing arc of coaxial and hull MGs for British faction tanks was smaller than that of other armoured vehicles
Sapper flamethrower now, correctly, takes up 1 slot
Sapper flamethrower is now mutually-exclusive with the minesweeper upgrade
Fixed an issue where Sapper flamethrower was dealing additional damage vs squads in cover (i.e., above the level of other flamethrowers)
Fixed a bug with Sappers where Veterancy affected the number of upgrades available to them.
6 new conservation-themed skin sets created by community member RitaRush have been added to the game. All of Relic's / SEGA's associated revenue from the sales of these items will go to their associated charity. If you would like to help protect endangered species and give your favorite COH2 faction a fresh new coat of paint, you can buy the WDC Charity Camo Pack and the David Sheldrick Wildlife Conservation Charity Camo pack on Steam.
Whale and Dolphin Conservation Charity Camo Pack
British Dolphin-themed skin set
USF Ocra-themed skin set
OKW Whale-themed skin set
David Sheldrick Wildlife Conversation Charity Camo Pack
Soviet Lion-themed skin set
Soviet Elephant-themed skin set
Wehrmacht Rhino-themed skin set
Note: These items are available on their corresponding Steam store pages only and are not available in the in-game store.
The December Update comes with a multitude of changes from commanders and core faction balance to new maps and map balance changes. As stated in the December Update blog post, none of these changes would have been possible without the dedication, commitment and support of COH2's core community. This might be a Relic post and Relic might be releasing the update, but make no mistake, today's patch is by the community, from the community, and for the community.
Due to the magnitude of the changes and content included with today's update, the patch notes have been split into three parts. For a detailed overview of all the Commander Changes in today's update, please check out the post Commander Revamp - Final in the December Commander Revamp Changelog thread. For all information regarding the new maps and map balance changes, please go to December Update - Map Revamp Preview thread. For all other changes including new content and core faction changes, please read the notes below.
NEW CONTENT
Five new "Art of War" faceplates (one for each faction) curated from the Steam Workshop are now available in the in-game store. Faceplates created by community member RitaRush and 40% of all proceeds go back to the community.
Five new "King of the Hill" faceplates (one for each faction) curated from the Steam Workshop. Created by community member RitaRush, 40% of all proceeds from the sale of these faceplates goes towards supporting Stormless' King of the Hill tournaments.
Grand Championships Decal - To be gifted to backers of the GCS Kickstarter campaign
Grand Championships Faceplate - To be gifted to backers of the GCS Kickstarter campaign
Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch
Tone down the effectiveness of some the Axis’ elite, heavy tanks to make them less dominant in team games
Tone down the squad wiping effectiveness of some over performing, off-map abilities
Adjustments to meta dominating units and strategies to improve strategic / competitive diversity
Improve strategic diversity and quality of life by making adjustments to redundant, underused and generalist units
Primary Focus
Revitalizing 2 – 3 underused commanders for each faction
Adjustments to meta dominating units in competitive play
Adjustments to select heavy tanks that are currently over performing in team games
Elefant
Jagdtiger
OKW Panther V
Secondary Focus
Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy
Adjustments to OKW and UKF Forward Retreat Points to create a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games)
Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes
General improvements to help with quality of life and strategic diversity
GENERAL CHANGES
Model 24 Stun Grenades (Elite Troops/Sturmpioneer Grenade)
We are fixing several issues with the German Stun Grenades while maintaining their current functionality.
Stunned squad members are unable to move for the duration of the 5 second stun.
Fixed an issue where stun nades would permanently break team weapons (this affects both OKW stun nades and OST stun nades)
Target Weak Point/Treadshot
These abilities have been modified to allow the user to fire on the move. Previously vehicles would need to halt and could lose track of their target when firing these abilities.
Target Weak Point now lasts for 10 seconds or until the unit fires its first shot while under this ability. Activating the * ability forces the unit to reload before being able to fire
The similar-to-operate AEC treadshot ability behaves in a similar way (2 shots within 15 seconds)
Trenches (All variants)
All trenches revert to neutral control when they are no longer garrisoned
Can only be built in friendly, secured territory
Target size from 2 to 20 when neutral (to allow AT guns and tanks to clear them from the battlefield)
Blitzkrieg/Overdrive/War Speed/Step On It
These movement boost abilities will now cease when the vehicle receives an engine critical.
Forward Retreat Points
Forward Retreat Point timings are being adjusted to arrive in the mid to late game for all factions; reinforcement time has also been adjusted to reduce the power of forward positions.
UKF FRP requires Company Command Post; affects both Forward Assembly and Vanguard Logistics Glider
OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established.
OKW Battlegroup unable to reinforce if cut-off from friendly territory.
Reinforcement time increased by 75% while FRP ability is active
2 minute cooldown when FRP ability is deactivated
Sandbags
All sandbags standardized to 240 health and 35 armor.
Wehrmacht sandbags build-time from 60 to 45
Repair Speeds
Western Front Armies' repair speeds are being brought in line with the Eastern Front armies. USF Rear Echelon & British Royal Engineers:
Repair Speed reduced from 2 to 1.6
Veterancy 2 repair bonus from 1 to 0.5
Heavy Sapper upgrade repair bonus from 2 to 0.525 Sturmpioneers
Repair speed from 3 to 2
Veterancy 2 repair speed reduced from 1 to 0.75
Minesweeper upgrade repair bonus from +1 to +25%
Squad Behaviour
A squad AI behaviour has been added where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground.
Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons)
Assists each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique
Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations.
Allied squads once again, assign support weapons -such as bazookaks- to flanks rather than the core of the formation
Smoke Barrages
Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position
Fuel and Munition Caches
Manpower cost from 200 to 250
**Garrisoning **
The lack of delay entering and leaving garrisons made indirect-fire and grenades difficult to perform their anti-garrison role as squads could quickly jump in and out of buildings to dodge these attacks. We found This was particularly problematic for non-EFA factions who lacked flamethrowers on their engineer units.
Load time for buildings increased to 0.75 per model
Max load time increased to 2 for the entire squad
Unload time for buildings increased to 0.375 per model
Grenade damage adjusted against ambient structures
Demo Charges
Demo charges have been modified to be more focused on being used to demolish obstacles rather than as high explosive anti-personnel devices meant to wipe out squads in the open.
Demo charges now detectable by all units at a 13 range radius
Can no longer be planted near capture points
Cost reduced from 90MU to 65MU
Hold Fire
We are changing the hold fire button for all units in the game for consistency and reachability. Your fingers will thank you.
All Hold Fire hotkeys moved to Q and at grid position 22
Applies to all units
SOVIET
The changes to Soviets are meant to encourage more diverse strategies by allowing both Conscripts and Weapon Support Kompenya to operate effectively; Rifle Command and the Penal Battalions have also received a slight reduction in power to lower the reliance on mono-strategies.
Conscripts
Conscripts are being adjusted to deal more reliable damage and have some capability of scaling into the late game by bleeding infantry at range when fighting from defensive positions.
Damage from 16 to 12
Accuracy from 0.541/0.495/0.334 to 0.757/0.659/0.556
Max slot weapons from 2 to 1; no impact on Conscript upgrades
Trip-Wire flares now have a 30 second cooldown
Orrah cost from 10 to 15
Molotov cost from 15 to 20; only affects Conscripts
Veterancy 1 now grants 0.92 received accuracy
Veterancy 2 +25% Molotov range replaced by faster Molotov throw speed
Veterancy 3 now grants +10% accuracy modifier
Veterancy 3 Received accuracy from 0.6 to 0.707
Molotov Package Upgrade
The Molotov package upgrade cost has been reduced to improve their accessibility
Molotov Package from 125/15 to 80/10
Penal Battalions
Penal Battalions are losing their Anti-tank "sticky" satchel on squads not upgraded with the PTRS package to increase the number of counters that can be fielded and to create a stronger trade-off between anti-infantry and anti-tank. The unit will also now take longer to reach its full potential through veterancy to match their combat performance.
Reinforce cost from 25 to 27
Moving cooldown from 0.5 to 0.75
Veterancy requirements from 540/1080/2160 to 640/1280/2560
Anti-Vehicle Satchel now requires PTRS upgrade
Anti-Vehicle Satchel will always throw once the animation begins
Anti-vehicle Satchel damage against friendly infantry reduced
1910 Maxim HMG
The Maxim is being slightly adjusted to acquire targets more quickly and deal more suppression.
Suppression from 0.00006 to 0.000065.
Nearby suppression from 1.25 to 1.
Ready-Aim Time to 0.125.
Fire-Aim Time to 0.125.
Fire-Aim Time multipliers standardized to 0.5.
Machine Gun Suppression Intel Bulletin
Suppression bonus reduced from +5% to +1%
ZiS-3 Divisional Field Gun
We are improving ZiS-3 access to its barrage ability to make up for its low rate of fire and penetration. This will emphasize ZiS-3’s secondary role as an indirect fire unit that can soften up enemy positions.
Barrage cost from 60 to 35
Reduced barrage from 6 to 4 shells
Population from 9 to 7
PM-42 82mm Mortar
The PM-42 Mortar will now have the ‘Flare’ ability at Vet 0 to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.
Flare ability no longer requires veterancy 1
Veterancy 1 reduces Flare recharge by 25%
T-34/76
Cost of the T-34/76 is being increased to be more in-line with its performance.
Fuel price increased from 80 to 90
WEHRMACHT
Due to the current survivability necessity of the Support Armor Korps (T3), we are improving accessibility for players to tech to the Heavy Panzer Korps (T4) after building T3, as well as increasing the viability of multiple T3 and T4 vehicles.
Tech Cost Restructuring
To allow Wehrmacht players to explore more diverse build orders and have access to a more versatile roster we have moved the majority of tech costs from Tier 3 and 4 buildings to Battle Phase 2. This change does not affect the amount of required resource to unlock T3 or T4 directly, however, it does allow players to better adapt their strategies in the late game by making teching to T4 from T3 or back-teching from T4 to T3 a viable option.
Battle Phase 2 from 100/45 to 200/90
Battle Phase 3 from 100/45 to 100/25
Support Armor Korps from 240/60 to 140/15
Heavy Panzer Korps from 200/50 to 100/25
Grenadiers
Grenadiers are receiving a decrease to their population to better match their performance in comparison to other mainline infantry.
Population from 7 to 6
251 Half Track Flamethrowers
With the recent changes to garrisons, the 251 is getting a reduction to its damage against entrenched infantry to gives players a chance to react and de-garrison.
Flamethrower Far AOE from 1 to 0.5
Pak 40
The Pak 40 is having its population reduced to better match its performance with other anti-tank guns. Target Weakpoint has been adjusted to allow players to have some control over their vehicle when hit.
Target Weakpoint stun changed to -75% speed, rotation, and disables weapons for 5 seconds.
Population from 9 to 8
Bundle Grenade (affects both Wehrmacht and OKW)
Due to the changes to Gammon Bombs, we are also adjusting the Bundle grenade to match its counterpart’s performance:
Cost from 45 to 35
Damage from 120 to 100
AOE distance from 1.25/2.5/3.75 to 1.25/2.1/3.75
AOE Damage Far from 0.25 to 0.3
Fixed an issue where Obersoldaten bundle grenades could scatter
Panzer IV
The Panzer IV is having its ranged penetration increased to better combat medium tanks at a distance where it has the advantage of stronger frontal armour and faster rate of fire.
Penetration from 120/110/100 to 125/115/110
Fuel cost from 125 to 120
Ostwind (also affects OKW doctrinal variant)
The following changes make it so that Ostwind becomes a more reliable anti-infantry platform, regardless of the map and at a cheaper cost.
Projectile no longer collides with terrain
Distance scatter max from 2.9 to 3.5
AOE distance from 1/1.25/1.5 to 0.5/1.5/2
AOE damage from 1/0.15/0.05 to 0.8/0.2/0.1
Fuel cost from 100 to 90
Penetration 45/40/35 to 55/40/35
StuG III Ausf G
The StuG G’s ‘Target Weakpoint’ ability's potency is being reduced, in return the StuG G machine gun is being boosted to have better use in defending the vehicle against infantry.
Target Weakpoint changed from 15 second main gun disabled to a 5 second stun
Target Weakpoint damage from 160 to 80
MG 42 upgrade from 50 munition to 30
*MG 42 range from 35 to 40
Panzer V Panther
The Panther's veterancy has been adjusted to bring its scaling better in-line with its counterparts while improvements have been made to its rate of fire and MGs to help it achieve veterancy quicker and better fend off infantry assaults.
Population from 16 to 18
Reload time decreased from 5.8/6.7 to 5.2/5.6
Hull and coaxial machine guns performance improved to OKW variant
Veterancy 10% armor bonus removed
250 Mortar Halftrack
Smoke cooldown on separate cooldown from offensive abilities
Panzer VI Tiger (does not affect Tiger Ace)
The Tiger is receiving mobility boosts to allow the Tiger to navigate the battlefield more easily and disengage from threats such as anti-tank guns or tank destroyers.
Population from 19 to 20
Acceleration from 1.5 to 1.8
Deceleration from 1.8 to 2
Speed from 4.8 to 5.2
USF
We are reworking the M36 Jackson tank destroyer to give it more survivability in order to allow it to face late-game threats. In exchange for the Jackson changes, USF Riflemen now lose access to smoke grenades. This change will ensure that players continue fostering a mixed-squad army well into the late-game, and will also reward players more for using USF's elite infantry.
Rear Echelons
Rear Echelon have been updated to provide a more supportive role by allowing them to use smoke grenades and deploy mines to slow incoming armor.
Now has access to the M23 Smoke Grenade; requires Grenade Package from the Rifle Command. Cannot use Smoke Grenades when upgraded with flamethrowers
Can now build M7 Light Anti-Vehicle Mines; reduces vehicle movement and rotation speed by 50% for 8 seconds. 10 munitions
Repair Speed reduced from 2 to 1.6
Veterancy 2 repair bonus from 1 to 0.5
Riflemen
No longer has access to M23 Smoke Grenades
Ambulance
Population has been adjusted due to the Ambulance’s role as a healing station with limited combat functions outside of reinforcing troops on the field.
Population from 4 to 2
M1 81mm Mortar
Given the loss of Rifle smoke, we are improving this unit’s ability to deploy smoke at range to promote diverse build orders and allow aggressive pushes in the early game.
Smoke barrage range from 65 to 80
Veterancy 1 Smoke Barrage range increase changed to -25% smoke cooldown
M2HB 50cal HMG
The population has been adjusted to better match the unit’s performance.
Population from 5 to 7
Captain
‘On Me!’ will no longer provide combat bonuses to better represent the ability’s lack of munitions cost and to limit the power of blobbing infantry around the Captain.
On Me! ability now only affects a single targeted squad. Range 25; 45 second cooldown.
Now has access to the M23 Smoke Grenade; requires Grenade Package from the Rifle Command
Pack Howitzer
The population has been adjusted to better match the unit’s performance.
Population from 11 to 9
Major
Now has access to the M23 Smoke Grenade; requires Grenade Package from the Rifle Command
M4A3 Sherman
The Sherman's HE shells have been adjusted to be more reliable at dealing damage, but also less capable at wiping out squads.
Projectile now bypasses terrain/landscape.
HE shell AOE distance from 0.75/1.5/2.25 to 0.5/1.25/2.25
HE far AOE damage from 0.05 to 0.01
M36 Jackson
The M36 is having its damage modified to be more reliable against tanks, including heavies, but less potent in terms of burst damage against lower health vehicles.
Cost from 360/125 to 400/140
Damage from 200 to 160
Reload from 5.2/5.8 to 4.375/4.975; does not affect HVAP
HVAP damage decreased from 240 to 200
HVAP penetration from 300/250/220 to 300/280/250
Penetration from 240/220/200 to 260/240/220
Health from 480 to 640
Veterancy 3 reload bonus from 30% to 15%
OKW
OKW Veterancy
With the changes to OKW veterancy, the high values OKW units awarded when damaged are no longer necessary.
Veterancy 5 for select units no longer increases the unit’s current value, reducing the amount of experience they give to other enemy units that hit them.
Combat Blitz
Combat Blitz is being modified to be less potent as an escape tool, particularly on the heavy vehicles while reinforcing its role as an offensive ability.
Received accuracy modifier from 0.5 to 0.75
Increases rate of fire by 25%; does not need to be moving
Speed bonus for Panther/Command Panther/King Tiger from +40% to +20%
Schwerer Panzer Headquarters
Due to the nature of the Panzer Headquarters flak cannon, we are limiting its ability to shut down aerial-based abilities without some form of trade-off.
No longer automatically engages aircraft
Can toggle AA mode; gun will engage both air and ground target for 60 seconds. Gun is disabled for 60 seconds afterwards.
Base 20mm Flak Emplacement
Can no longer target aircraft; only applies to the base defenses, not the doctrinal variant
Kubelwagon
The Kubelwagon has been adjusted to be more vulnerable to small-arms fire, limiting its ability to solo infantry squads in the early game through the RNG nature of armor.
Front armor from 4.5 to 3
Rear armour from 4.5 to 1.9
Health from 190 to 240
Sturmpioneers
We are expanding OKW’s options for starting infantry units by making pioneers take up less population, being cheaper to build and reinforce and allowing the squad to gain veterancy more quickly to scale into the mid-late game.
Build time from 40 to 28
Reinforce time from 10 to 7
Population from 9 to 8
Repair speed from 3 to 2
Minesweeper upgrade bonus to repair rate from +1 to +25% repair rate
Panzerschreck cost from 90 to 70
Panzerschreck upgrade no longer requires trucks to be setup
Veterancy requirements reduced to 580/1160/2320/2900/3770
Veterancy 4 15% weapon accuracy and -23% received accuracy removed.
Veternacy 5 40% accuracy modifier moved to veterancy 4
Volksgrenadiers
Volksgrenadier late game strength is being toned down by modifying their veterancy while their Incendiary Grenades are being adjusted to give opposing players time to react.
Incendiary grenades now have a 0.75 timer
Incendiary grenades no longer require a truck to be deployed.
Panzerfaust cost from 30 to 25
Veterancy 3 received accuracy from 0.9 to 0.86
Veterancy 4 weapon cooldown and veterancy 5 accuracy bonuses removed
Veterancy 3 self-healing moved to veterancy 5
Veterancy 4 sight bonus now requires the unit to be in cover
Raketenwerfer
The Raketenwerfer has been adjusted to be less potent at veterancy, but more reliable and more difficult to lockdown by HMGs.
Projectile no longer collides with terrain
Can no longer be suppressed
Veterancy 4 and 5 sight and range bonuses removed
Veterancy 1 camouflaged speed bonus from 100% to 25%
MG 34 Heavy Machine Gun
The MG-34 has been adjusted to deal more damage against infantry and to allow it to gain veterancy more quickly. Cost and population adjusted appropriately.
Cost from 230 to 250
Damage from 2 to 3
Population from 5 to 6
Veterancy 4 received accuracy bonus to 0.9 from 0.85
Veterancy 5 accuracy bonus from 1.15 to 1.08
Le.IG 18
The Le.IG is being made to require more micro to use at its full potential, but will now be more readily available and will now allow OKW players to be aggressive against support heavy builds through the deployment of smoke.
Cost from 330 to 270
Population from 9 to 7
Penetration from 75 to 35
Auto-fire range from 100 to 80
Barrage cooldown from 30 to 40
Now has access to Smoke Barrage. Does not share a cooldown with the main barrage
Veterancy 4 barrage from 8 shells to 5
Veterancy 2 speed bonus removed
Veterancy 2 increases smoke barrage range by 33%
Veterancy 1 auto-fire range increase removed
Intel Bulletin barrage recharge ability from -25% to -10%
251 Flak Halftrack
The 251 is receiving changes to be able to respond more quickly to incoming threats and be easier to vet up.
Damage from 20 to 16
Set-up time from 4 to 2
Veterancy 2 increases damage from 16 to 20
Veterancy 2 no longer decreases set-up time
Veterancy requirements from 1100/2200/4400/5500/7315 to 880/1760/3520/4750/5750
Panzer II ‘Luchs’
The Luchs is being delayed in its timing while its accuracy against vehicles has been greatly lowered. Previously, the Panzer II could not miss the smallest of light vehicles, even while on the move.
Build time increased from 40 seconds to 85 seconds
Moving scatter from 1.25 to 2
Accuracy multiplier vs vehicles from 1 to 0.0625; 0.65/0.5/0.4 to 0.040625/0.03125/0.025 against vehicles
251 Wurferman Stuka
The Stuka is being put in line with other rocket artillery pieces by lowering its health and being less capable of outright destroying structures and teams weapons with a single volley of rockets.
50% damage penalty against team weapons; only affects the gun itself
50% damage penalty against ambient buildings; only affects the structure itself
Health from 320 to 160
Obersoldaten
Obersoldaten are being made more accessible through a number of changes with only some slight adjustment regarding their late game veterancy to prevent them from over performing in the late game if the unit well preserved by the player.
Cost from 400 to 340
Population from 10 to 9
Reinforce time from 12.5 to 9.
Build time from 50 to 36
MG 34 LMG cost from 60 to 80
Veterancy 4 bonuses removed
New ability: Suppressive Fire. Squad temporarily causes suppression during the duration of this ability. No cost. Requires Veterancy 4
Obersoldaten MG 34 LMG
Damage from 6 to 4 when picked up by non-elite squads
Jagdpanzer IV
The Jagdpanzer veterancy bonuses and abilities have been adjusted to be more in-line with other vehicles.
Camouflage reveal radius from 10 to 20
Veterancy 2 armour and sight bonus removed
Veterancy 2 now increases accuracy by 20%
Veterancy 5 ambush modifiers from +150% to +25%
Panzer IV
The Panzer IV for the OKW is being modified to have more powerful anti-infantry capabilities with a cost reduction to match its performance.
Cost from 360/150 to 380/140
Population from 12 to 14
Scatter from 7.5/6.4 to 6.5/5.54
Penetration from 120/110/100 to 125/115/110
Veterancy 2 scatter bonus from 0.75 to 0.866
Veterancy 4 range bonus removed
Veterancy 5 sight bonus requires the tank to remain stationary
Panzer V Panther
The Panther has received adjustments to make it more accessible in 1v1 but less attractive to field groups of Panthers in team games due to increased fire on the move penalties and increased population.
Fuel cost from 200 to 185
Moving scatter from 1.7 to 2
Moving accuracy from 0.65 to 0.5
Population from 16 to 18
Veterancy 4 range bonus removed
Veterancy 5 sight bonus requires the tank to remain stationary
Veterancy 2 armor bonus removed.
King Tiger
To prevent the unit from wiping full health squads at range and while on the move, the following changes have been made:
Angle scatter from 4 to 7.5
Distance scatter max from 4 to 5.7
Scatter offset from 0.25 to 0.185
Population from 21 to 23
Veterancy 4 sight bonus removed
BRITISH
We are tuning Infantry sections, Sappers, Mortar Pits, Fireflies and the Crocodile down to appropriate levels for their cost. At the same time, we are increasing British army availability to proper smoke and anti-garrison tools through improvements to the WASP, the 25 pounders and Mortar Pit smoke.
British Infantry Received Accuracy Cover bonus
We have removed the cover bonus from British infantry. Previously British infantry would be harder to kill, even if flanked due to the nature of the bonus.
Removed the -10% received accuracy for All British infantry when in cover
MK II Mills Bombs
Upgrade cost from 150/15 to 100/10
No longer requires Platoon Command Post to upgrade
Bren and PIAT Weapon Racks
No longer requires Platoon Command Post to upgrade
Infantry Section (All variants)
We feel that Tommies come out of the gate with too much raw power but also lack the offensive ability to assault positions. Therefore, to make Tommies feel more reliable and to improve their consistency on the battlefield, we've made the following changes:
Received accuracy cover bonus removed
Moving accuracy from 0.25 to 0.35
Cone of fire from 1 to 5
Population from 7 to 6
Pyrotechnic Flares cooldown from 150 to 80
Flare range reduced by 33% when suppressed
Veterancy 2 received accuracy from 0.76 to 0.78
Veterancy 3 scoped Lee Enfields removed
Royal Engineers
We felt that Sappers tend to scale to well for their cost due to their low received accuracy and reinforcement costs.
Received accuracy from 0.8 to 0.9
Received accuracy cover bonus removed
Repair speed from 2 to 1.6
Veterancy 2 repair bonus from 1 to 0.5
Veterancy 3 reinforcement cost bonus from 20% to 10%
Population from 6 to 5
Heavy Sapper upgrade speed penalty to 0.75
Heavy Sapper armor bonus from 1 to 0.25
Heavy Sapper upgrade repair bonus from 2 to 0.525
Universal Carrier
We are improving the performance and reliability of the Universal Carrier to give the British faction reliable access to anti-garrison, and to also offset other changes to UKF’s early game. We are also addressing the issue where the universal carrier is too good at tanking anti-infantry damage with its self-repair ability.
Repair ability now repairs 75% slower when in combat
Wasp Flamethrower upgrade from 90 to 70
Now gains shared experience
Bonus hit points from upgrading to Vickers-K/WASP from +40 to +20
AEC MK III
The AEC has been modified to be able to snare vehicle without requiring veterancy and allow the AEC to better function into the late game.
Treadshot now available from the start; only fires one shot that slows the target
Veterancy 1 restores Treadshot to its original form
Centaur
The Centaur has been adjusted to be more reliable against garrisons and has been given increased speed and mobility to allow it to disengage more easily.
Accuracy versus garrisons from 0.4 to 0.5; damage versus garrisons from 0.5 to 0.35
Damage in Hold modifier from false to true; all models in a garrison will now take Far AOE damage
Acceleration from 1.5 to 1.8
Speed from 4.6 to 5.2
Sherman Firefly
To preserve the Firefly's role as a long range, accurate tank destroyer while making the vehicle less potent at hunting down and killing enemy tanks on the move, the following changes have been made:
Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.04
Moving accuracy from 0.75 to 0.55
Tulip rockets no longer cancels move commands of the vehicle it hits
Tulip rocket damage against infantry to 33%
Veterancy 3 damage bonus from 80 to 40
Forward Assembly
The aura is being removed to decrease the potency of massed emplacements while the structure is given utility to provide more reliable healing over Infantry Sections.
Cost 250 to 200
Can be upgraded with medics for 60 munitions; all upgrades exclusive
Emplacement garrison aura removed
Advanced Fortifications upgrade removed
Repair Station engineers no longer repair the Assembly itself
Heavy Gammon Bomb
The Gammon Bomb is being brought more in-line with Satchel Charges to make it more accessible while preserving its role of denying area and clearing garrisons.
Cost from 75 to 50
Damage from 200 to 340
AOE distance from 1.5/3/4.5 to 1.25/2.5/3.75
PIATs
Given the lack of infantry snares, the PIAT is having its range increased to allow it to deter light vehicles.
Range from 30 to 35
Far accuracy from 0.038 to 0.025
Mid range from 15 to 25
Accuracy and penetration adjust to remain unchanged between range 0 to 25
25 Pounder Base Howitzers
We are changing 25 pounders so that they become effective as a fast-response artillery that can be used to negate buildings or take down enemy emplacements reliably.
Company Command howitzer scatter: 7.5 angle, 12 scatter max, 1 scatter ratio
Cooldown from 150 to 80
Airburst shells
Now fire at randomized intervals between 5-10 seconds
Now have a 15 radius scatter
British Trench
Now counts as neutral when abandoned; can be captured
Cost from 50 to 0
Requires unit to be in friendly territory to be constructed
Brace
We have modified Brace to be less rewarding by shortening its duration and limiting the heal an emplacement receives when under these effects.
Brace duration reduced from 30 to 20
Incoming repairs reduced by 75% while brace is active
Mortar Pit
The Mortar Pit was too efficient at locking large portions of the map compared to the minimal amount of user input required to operate it.
Auto fire range from 115 to 90
Barrage cooldown from 75 to 40
Smoke Barrage no longer shares a cooldown with the main barrage and only uses one mortar
Smoke range from 120 to 150
Barrage reload from 4 to 3/5
Barrage aim time from 0.5/1 to 0.125
Garrison bonus changed from reload bonus to -25% barrage recharge
Veterancy 1 reduces Smoke Barrage cooldown by 25%
17 Pounder Anti-Tank Nest
Population from 20 to 14
Reload from 5.7 to 5.5
Can no longer garrison troops
Weapon range UI indicator added
Flares moved to veterancy 1
Piercing Rounds now available at veterancy 0
Churchill MK IV Infantry Support Tank
Given its role as breakthrough unit that can soak up incoming fire. Smoke has also been adjusted to allow the tank to move ahead and cover the advance or to pull back from danger.
Population from 18 to 16
Smoke ability no longer decreases speed
Veterancy 1 crew weapons moving accuracy from 0.5 to 0.85
BUG FIXES & QUALITY OF LIFE
Fixed an exploit where it was possible to play mixed factions (Axis with Allies) in automatch
Crocodile main-cannon will now respond to attack commands. Added Hold Fire and Prioritise Vehicles abilities that the main cannon can benefit from.
A number of issues have been fixed revolving around the glider should it crash-land. The Headquarters Glider will now also be able to rebuild the Airlanding Officer should the unit be destroyed.
Fixed an issue where several vehicle units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path.
Fixed an issue where remanned howitzer crew members would cost more to reinforce
Fixed an issue where certain infantry models were immune to death from flame weapons
Pak43 and 17 pounder now have Prioritise Vehicles permanently on
Grenadier LMG 42 now uses the proper upgrade icon.
Maxim Sustained Fire now uses the proper ability icon.
KV-8 Call-In ability now uses the proper unit icon.
Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts.
Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers
Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer
Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger
Fixed an issue with 120mm Mortar flare ability not matching the weapon’s auto-fire range
Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration.
Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy
Fixed an issue where the AI would not upgrade healing or repairs for their respective structures.
Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health.
Fixed an issue where the Bulldozer would fire fewer smoke rounds compared to the regular Sherman.
Fixed an issue where officer cost and reinforce times did not match with the rest of their squad (affects nearly every single officer squad)
Fixed an issue where Firefly tulips could apply their effects on infantry.
Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned.
Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply.
Fixed an issue where several call-in tanks would award significantly less experience when hit than their cost would imply
Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown.
Fixed an issue where certain units could ‘double shot’.
Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured.
Fixed an issue where Ambush Camouflage did not properly apply at 1 CP
Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track.
Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat.
Fixed an issue where it was possible to hide the Sturmtiger aiming animation.
Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover.
Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates)
Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on.
Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies.
Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed.
Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus.
Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage.
Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached.
Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars
Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire.
Fixed an issue where it was possible to stack multiple booby traps together on the same location.
Fixed an issue where Prioritise vehicles would sometimes not show when multiple AT guns were selected together
Emplacement range is now visible both when setting up and after they have been built
Fixed Hammer vehicle tracking would not refresh properly; duration from 15 secs to 9.5 to compensate
Recovery Sappers can now upgrade to heavy sappers and build structures, like regular sappers
Fixed an issue where some infantry squad models would cost more than 1 popcap
Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry
Increased medic search radius for Battlegroup HQ and Forward Assemblies and made it impossible for players to place it too close to path blocking objects (to prevent squads from being stuck)
We are reducing the amount of unnecessary clicks surrounding stealth abilities by allowing the following units to move at their full speed when they have been revealed whilst the ability is still active.
Raketenwerfer
Doctrinal Soviet AT gun ability
Jagdpanzer4
Luchs
Readjusted pathfinding behaviour for vehicles to avoid suboptimal behaviour around obstacles
Remove forced movement from Commando squads that have recently deployed; unit would ignore orders
Removed Tank Elite Armor Tank Commander artillery from firing into the base
Improved the mine laying speed of Assault Engineers and Paratroopers to match other squads
Changed Ostruppen cover bonus indicator to Tommy version
Increase duration of TWP-like abilities, to match initial delay
Added voice line warning for Stun Grenades
Fixed an issue where Walking Stuka barrages would not share cooldown
OKW Overwatch Sector Planes will no longer target casualties
Conscript squad models no longer all do the oorah animation at the same time
Adjusted salvage values of some wrecks that were yielding too many resources
Addressed friendly fire disparity with respect to certain weapons; friendly-fire generally now causes 25% of normal damage
Rifleman/Panzerfusilier AT rifle grenades no longer have a minimum range requirement
Fixed an issue where Command Panther/Pershing would award less experience than implied by their call-in costs
Prevented players from using Artillery Officer victor target when no candidate units are on the field
Fixed an issue where several squads would experience random delays when throwing their grenades. Credits go to Widerstreit for the fix
Changed hotkey for OST Sprint from I to Z
Changed hotkey for OST Officer smoke hotkey from R to X
Changed hotkey for soviet Tracking from I to Z
Changed hotkey for Quad from F to U
Fixed an issue where Panzerwerfer counter barrage would cause the unit to auto rotate
Fixed an issue where the Soviet Forward HQ buff indicator would not always display reliably
Soviet Capture Mode hotkey changed from C to X
Fixed issues where mortar halftracks would fire beyond their intended arc of fire
Mortar halftrack smoke barrage hotkey from R to C
Fixed an issue where Le.IG barrages would sometimes become unavailable when the Le.IG becomes decrewed
Fixed an issue where Commando squads would use the Tommy version of Bren guns when picked up off the ground.
Changed Rear Echelon minesweeeper upgrade hotkey from M to Z
Changed the hotkeys of Recon Pathfinder fake artillery to match the new layout of Major abilities
Fixed an issue where the mini / tactical map for the 1v1 version of Crossing in the Woods was not displaying properly
Various text strings have been updated (currently in English only with localized translations coming in a future patch)
Fixed an issue where the FRP reinforcement time penalty would not apply properly to all units
Fixed an issue where British Forward Assembly reinforcement penalty was significantly higher than other forward retreat points (+250% penalty, as opposed to +75% penalty)
Fixed an issue where certain AT-grenade attacks would fail to properly track vehicles
Fixed an issue where anti-air half-track's main gun would fail to properly track aircraft
To prevent unintentional squad wipes, demo defuse duration has been changed from 2 secs to 20 secs (this is a temporary fix until a more suitable solution can be found)
Fixed an issue where cluster mines would apply additional criticals on affected vehicles (other than a speed/rotation penalties)
Fixed an issue where the selection pointer for cluster mines turned to green (friendly drop) as opposed to red when picking a target
Jaeger Command Squad Vet 1 text now properly indicates that it unlocks the flares ability
Fixed an issue with Volksgrenadiers where the bonus sight range would unlock at Veterancy 5 rather than Veterancy 4
Relief Infantry ability duration reduced from 120 seconds to 60 seconds (as intended / advertised in DBP)
Fixed an issue where the map Lazur Factory remained in the automatch map pool
Fixed an issue where Lazerath Ambush's name was not displaying correctly
KV-8 commander and UI icon reverted
Fixed an issue where certain "Support Your Faction" faceplates had swapped images with the newly added "King of the Hill" faceplates
Various icon updates for units and abilities such as Fallshirmjagers, USF's Mark Vehicle, and the Artillery Field Officer for the Wehrmacht
Update: 17th of May 2018 (Updated with the additional intended changed from hotfix post)
GENERAL CHANGES
Squad Formations
• Drift cap/rate removed (was causing garrison bug)
• Arrow formation removed -> replaced with Paratrooper formation
• Squad AI removed due to player complaints
COMMANDER ABILITIES
USF
USF M83 Cluster Bombs
The following changes have been made to reduce the cluster bomb’s capability to wipe out squads upon deployment.
• Scatter changes and drop height changes
BRITISH
Commando Doctrine Assault
The following changes have been made to make this abilities cost better match its value and increase its usability.
• Weapon accuracy increased from 1.15 to 1.25
• Speed boost no longer applies to units in combat
• Cost reduced from 80 to 70
• Recharge time increased from 90 to 120
Smoke Raid
• Activation delay from 10 to 5
• Units built after the ability has been activated will now be affected by Smoke Raid
Royal Engineer’s Stand Fast
The make this commander less situational, the following change has been made.
• Replaced with Sapper flamethrowers
WEHRMACHT
Hull Down
To increase the usability of this ability, the following changes have been made
• Cast time from 15 secs to 7.5 secs
• Reload bonus removed; range bonus unchanged
Elite Troops Doctrine
Damage is being greatly reduced on stun grenades to solidify their role as a stun platform.
• Model 24 stun grenade damage from 40 to 10
OKW
• Valiant Assault recharge time has been increased from 60 to 120 seconds.
POPULATION CHANGES
Population has been adjusted across a number of units to encourage more diverse unit compositions.
WEHR
• Tiger: 20 to 21
• Puma: 8 to 7
• 250: 5 to 3
• StuG G: 8 to 10
• 222: 5 to 4
• Grenadiers: 6 to 7
• Pak40: 8 to 7
OKW
• Command Panther: 18 to 19
• Jagpanzer IV: 14 to 15
• Stuka: 14 to 12
• Puma: 8 to 7
• Luchs: 8 to 6
• 251 Flak halftrack: 7 to 6
• Kubelwagen: 4 to 3
USF
• Pershing: 16 to 19
• Jackson: 14 to 16
• M15 AA HT: 8 to 6
• Stuart: 8 to 6
• Major: 5 to 3
• WC51: 4 to 3
• M20: 6 to 4
SOV
• IS-2: 19 to 21
• SU-85: 12 to 15
• T-70: 7 to 6
• M3 Scout Car: 5 to 3
• Conscripts: 6 to 7
• Guards Rifle Infantry: 8 to 9
BRIT
• Firefly: 14 to 16
• AEC: 8 to 6
• UC: 5 to 3
• Tommies: 6/7 to 7/8 (second number for 5 man squads)
MORTAR CHANGES
A number of general changes have been applied to a number of light indirect-fire options to reduce their squad wipe potential, improve anti-garrison counterplay, and reduce their range in the late game.
• Damage to garrisoned squads increased from 0.25 to 0.5
• AOE near damage multiplier decreased from 1 to 0.85
• Veterancy barrage range bonuses replaced by barrage scatter reduction for the majority of light indirect fire options.
WEHRMACHT
Grw34 81mm Mortar
The Wehrmacht mortar is receiving adjustments to its rate of fire to discourage builds of multiple mortar squads and reduce the rate they can push back enemy assaults.
• Barrage reload increased from 0 to 1.25
• Auto-attack reload increased from 4 to 6
• Veterancy 2 auto-attack scatter bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages except smoke
• Smoke barrage ranged changed to 85
250 Mortar HT
Similar to the Wehrmacht mortar, we have reduced the halftrack's rate of fire; in exchange, the unit has received a cost reduction to match the USF mortar halftrack.
• Reload increased from 4 to 6
• Barrage reload increased from 0 to 1.25
• Fuel cost decreased from 40 to 30
• Smoke barrage range changed to 85
• Veterancy 2 barrage accuracy bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages
• Minimum range increased from 25 to 40; does not affect smoke barrage
OKW
Le.IG 18
The AOE of the le.IG has been increased to match other indirect-fire units.
• AoE radius increased from 3 to 4
• Number of incendiary shells decreased from 5 to 4 per barrage
• Smoke barrage range change from 35 - 150 to 25 - 125
• Veterancy 1 range bonus now applies a 25% bonus to smoke barrage range only
• Veterancy 3 range bonus removed
• Veterancy 5 20% scatter reduction bonus added
USF
M21 Mortar HT
Similar to the Wehrmacht Mortar HT, we have reduced the halftrack's rate of fire.
• Reload increased from 5/5 to 6/7
• Barrage reload increased from 0 to 1.25
• Smoke barrage max range reduced from 106 to 85
• Veterancy 2 barrage accuracy bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages
• Minimum range increased from 25 to 40; does not affect smoke barrage
81mm Mortar
The USF mortar’s range is being brought back in-line with other factions’ mortars. However, due to its early arrival and synergy with Riflemen squads, their AOE distance has been reduced to act as a support unit that’s primary role is anti-garrison and smoke.
• Range increased from 25 (min) - 65 (max) to 25 (min) - 75 (max)
• Reload speed increased from 4 to 6
• Setup increased from 0.5 to 1
• Teardown increased from 1.1 to 2
• Barrage reload increased by 1.25 seconds
• Smoke barrage range changed to 15 (min) - 85 (max)
• Veterancy 2 auto-attack scatter bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages
• AOE distance changed from 1/2/3 to 0.75/1.5/3
Pack Howitzer
The pack howitzer has been adjusted to be more affordable and effective at barraging defensive positions.
• Barrage increased from 3 to 4
• Manpower cost reduced to 340
• Veterancy 3 range bonus removed
• AOE damage from 1/0.25/0.1 to 0.85/0.5/0.25
BRITISH
3inch Mortar
Cost and barrage cooldown has been reduced to make the Mortar Pit more affordable and attractive as a source of indirect-fire.
• Barrage weapon cooldown increased by 1.25 seconds
• Manpower cost decreased from 400MP to 350MP
• Barrage cooldown from 40 seconds to 20 seconds
• Shots per mortar during barrage from 4 to 3
SOVIET
82mm Mortar
• Smoke barrage range decreased from 106 to 85
• Veterancy 2 auto-attack scatter bonus removed
• Veterancy 3 range bonus replaced by a 20% increase to barrage accuracy
120mm Mortar
The 120mm is losing a member of its crew to make it more vulnerable to assaults and to compensate for its ability to operate at one man.
• Squad size reduced from 6 to 5
• Veterancy 2 20% increase to barrage accuracy removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy
• Smoke barrage ranged changed to 120
SNIPER RELATED CHANGES
• Fixed an issue where the Soviet sniper would be able to return to stealth fast
• Anti-garrison accuracy standardized to 100% for all snipers
A number of units have been given additional boosts to their MGs against snipers, increasing the number of mobile counters to these units.The following units’ hull MGs now have a 1.5 accuracy multiplier vs snipers
• USF: Stuart and Greyhound
• British: AEC
• Soviet: T-70
• Wehrmacht: Puma
• OKW: Puma, Panzer II
The 222 Scout car has had its coaxial MG34 accuracy penalty vs snipers removed, thus making this unit a stronger counter to snipers.
PANTHER CHANGES
Both Panthers are being standardized in reload and accuracy to improve performance; the health bonus at veterancy 2 has been shifted to the unit’s stock performance to improve its survivability against tank destroyers. Now possibly in its best spot yet.
• Wehr Panther fuel cost from 175 to 185
• Wehr far accuracy increased from 0.03 to 0.035
• HP increase from 800 to 960 (all variants)
• Front armour reduced to 260
• Veterancy 2 +160 HP bonus replaced by +10% armour bonus
• OKW Panther reload from 6.1 - 6.4 to 5.2 - 5.6
• Rear armour reduced from 110 to 90 (all variants)
WEHRMACHT CHANGES
222 Armored Car
The 222 is receiving a cost adjustment to make it more viable early-mid game and easier to replace in the later stages should it be destroyed.
• Manpower cost reduced from 250 to 200
• Coaxial MG far accuracy increased from 0.27 to 0.32
• 20mm main gun no longer creates light cover
• Coaxial MG now obeys attack commands
Panzergrenadiers
• Panzerschreck upgrade munitions cost reduced from 120 to 100
Brummbar
The Brummbar is having its AOE adjusted to reduce its ability to wipe out full health units on the first shot, but still able to deal significant damage on misses.
• AOE distance changed from 1.25/2.5/3.75 to 0.625/1.25/6; applies to both auto-attack and bunker-buster
• AOE damage changed from 1/0.3/0.05 to 1/0.35/0.2; applies to both auto-attack and bunker-buster
Command Panzer 4
We are reducing the bonuses of the Command Panzer IV’s aura to decrease its potency around units such as the Stug G and Panther that are either incredibly cost effective with increased durability or have high durability to begin with.
• Damage reduction lowered from 20% to 10%
StuG G
The Stug’s high rate of fire is disproportionate to its cost, particularly when produced in numbers.
• Reload from 3.5/4.5 to 4.5/5.5
Tiger Ace
• Cost increased from 800 Manpower to 800 Manpower and 150 Fuel.
OKW CHANGES
Starting Resources
• Starting fuel reduced from 10 to 5
Sturmpioneers
Concussion grenades have been adjusted to be less lethal; their main value will be their ability stun squads.
• Stun Grenade damage reduce from 20 to 10
Mechanized Regiment HQ
The Mechanized HQ is having its fuel cost slightly lowered to maintain current tech timings and make back-teching a more viable option.
• Fuel cost reduced from 50 to 45
Panzer II Luchs
The Luchs is having its build time reduced to give the unit more shock value upon arrival and to increase its window of opportunity.
• Build time reduced from 75 to 60
SdKfz 251/17 Flak Halftrack
The 251 flak is having its suppression reduced to prevent it from immediately pinning squads; smoke cost has been increased to make quick escapes more costly
• Suppression reduced from 0.3 to 0.15
• Concealment smoke increased from to 25/15 to 35/25 at veterancy 0/1
Flame Grenade - Volksgrenadiers
• Volksgrenadiers Flame Grenade now requires an SWS Supply Halftrack to be called to the field. The Halftrack does not need to be set up.
Sturmpioneer Medkits
• Medkits from Sturmpioneers now have an area of affect healing radius.
SOVIET CHANGES
Sniper
The Soviet sniper is becoming a 1-man/woman squad similar to the Wehrmacht and British snipers to allow more counter-sniper play from Wehrmacht players..
• Squad size reduced from 2 to 1
• Camouflage combat reset time from 16 to 10
• Camouflage revert time from 3 to 6
• Hitpoints increased from 64 to 82
• Population increased from 8 to 9
• Ready aim time changed to 1 (incorrectly stated as 1.5 previously)
• Cooldown changed to 3.5 (min) - 4 (max)
• Reload duration decreased from 5 to 4.5
• Reload frequency increased from 4 to 9
• Population from 8 to 9
• Out of cover camouflage decloak time increased by 2 seconds
Conscript PPSh
• PPSh upgrade cost increased from 40 to 60
SU-76
The reload time of the SU-76 is being increased to reduce its performance against armored vehicles.
• Reload speed increased from 2.9/3.4 to 3.9/4.4
SU-76 Barrage Ability
The barrage ability on the SU-76 is being changed to match that of the ZiS-3 76mm Anti-tank gun barrage in terms of cost, scatter and AOE.
• Barrage ability now costs 35 Munitions
• AOE distance increased from 1/2/4 to 1.5/3/4.5
• AOE radius increased from 5 to 6
• Damage reduced from 120 to 80
• Angle scatter decreased from 15 to 8
• Distance scatter decreased from 7 to 5
• Distance scatter ratio increased from 0.125 to 0.167
• Tilt max distance from 0 to 10
PTRS (all variants)
We are lowering the PTRS’ deflection damage to reduce their impact against heavily armoured vehicles when attacking from the front.
• Deflection damage reduced from 20 to 10
IL-2 Loiter
The IL-2 Attack Loiter is having its damage reduced to lessen its ability to wipe infantry squads at full health.
• Damage from 5 to 3
BRITISH CHANGES
Bren Mk. II Light Machine Gun
Bren Guns are being adjusted to be less potent at range, though their price is being reduced to match their new performance.
• Sappers now use Tommy Bren Gun on pick up
• Cost from 60 to 45
• Accuracy reduced from 0.575/0.518/0.46 to 0.575/0.4144/0.391
• Mid range from 28 to 25
Sappers
The Heavy Sapper upgrade is having its price reduced to better reflect its price.
• Sapper Heavy Sapper upgrade munition cost reduced from 70 to 60
Vickers HMG
The Vickers is receiving a slight cost reduction to promote diverse build openings; suppression bonuses at veterancy 2 have also been added to help this unit scale into the late game.
• Cost reduced to 260
• Build time increased by 4 seconds
• Veterancy 2 now provides a 20% bonus to suppression
• Veterancy 1 garrisoned range and sight bonus reduced from +25% to +15%
BOIS Anti-Tank Infantry Sections
The AT Infantry Section will no longer be able to purchase upgrade kits due to their existing versatility.
• Can no longer upgrade Medkits/Pyro supplies
• AT nade range from 20 to 15
Universal Carrier
The UC is having its armor adjusted; these changes should also allow small-arms to penetrate the vehicle more frequently, increasing counterplay.
• Hit points increased from 200 to 240; WASP & Vickers upgrade no longer increase HP
• Front armor reduced from 10 to 7
• Rear armor reduced from 5 to 4.1
• WASP upgrade cost increased from 70 to 75 MU
• WASP range reduced from 32 to 30
M3 Resupply HT
• Weapon Drop ability (Vickers/PIATs) now require Weapon Racks to be unlocked.
Cromwell
The Cromwell is having its cost reduced to better reflect its performance.
• Fuel cost from 120 to 110
AEC - Treadshot Ability
• Treadshot is once again an aimed ability
• Reading aim time increased from 1.5 to 2
• Far accuracy increased from 0.3 to 0.35
• Speed horizontal from 40 to 60
• Speed vertical from 17 to 25
Centaur
Scatter is being increased to reduce the Centaur’s offensive capabilities and ability to wipe units, even on retreat.
• Scatter angle/distance increased from 5/2.15 to 7.5/4.15
• 20mm Strafing Fire ability now has a minimum traverse of 15 meters
• 20mm Strafing Fire ability cost reduced from 50 to 30
6-pounder
The 6-pounder is having its bonus against heavy vehicles removed; it will still be capable of reliably striking light vehicles, but will no longer have a guaranteed chance to hit tanks.
• +50% accuracy bonus now only applies to light vehicles
Sapper Bren Guns
• Sappers are now able to equip 2x Bren Guns from weapon racks.
USF CHANGES
M2HB .50cal Heavy Machine Gun Team
To improve counterplay, sprint is being removed from veterancy 1.
• Sprint veteran ability removed
• Suppression reduced from .00006 to 0.00054
• Veterancy 1 increases suppression by multiplier of 1.1
P47 Rocket Loiter
The P47 rocket attack was causing too much damage for its cost, particularly against larger vehicles where rockets had a low chance of missing.
• Damage from 80 to 65
M8 Greyhound
The M8 is having its damage lowered to make it less effective against vehicles; its performance against infantry will remain unaffected.
• Damage from 60 to 40
• AoE damage changed from 0.8/0.28/0.04 to 1/0.42/0.06
Jackson
We are removing the M36’s extra sight bonuses. The Jackson will still be an effective tank destroyer due to its high mobility, penetration, range and damage.
• Sight reduced from 40 to 35
• Veterancy 2 sight bonus removed
MAP CHANGES AND FIXES
1vs1
Semoskiy Winter
• Wooden fence in the cemetery was passable for infantry. This has been corrected.
2vs2
Semoskiy Winter
• Wooden fence in the cemetery was passable for infantry. This has been corrected.
Poltawa
• A patch of the map near the South West fuel point did not display fog of war properly. This has been corrected.
Rhzev Winter - Custom Games Only
• An additional map entry point in the South has been removed.
• Graphical issues with the new shoreline have been adjusted so that everything blends more smoothly. This includes height mapping issues on several roads.
• HQ markers, territory points, map entry points and bunker markers in the area of the North spawn have all been adapted to ensure ownership belongs to players 3 and 4. This should prevent the errors on this map with player 1 having ownership of the North territory.
• Deep snow has been removed across the entire map, as many areas were completely missed. Areas of snow will still leave footprints and tracks, but won’t affect gameplay at all.
3vs3
Port of Hamburg
• Tweaked pathing from North and South side from the bases to the middle of the map
• Some missing texture bugs from the live version have been fixed
• Removed two spawns for consistency.
Rzhev Winter
• An additional map entry point in the South has been removed.
• Graphical issues with the new shoreline have been adjusted so that everything blends more smoothly. This includes height mapping issues on several roads.
• HQ markers, territory points, map entry points and bunker markers in the area of the North spawn have all been adapted to ensure ownership belongs to players 3 and 4. This should prevent the errors on this map with player 1 having ownership of the North territory.
• Deep snow has been removed across the entire map, as many areas were completely missed. Areas of snow will still leave footprints and tracks, but won’t affect gameplay at all
LaGleize
• Removed some pieces of fencing on left and right VP to make pathing more balanced for both sides.
• Removed one fence on the right hand of the map between Munitions and VP to provide better pathing
• Removed the windows on the house near the western cutoff to better balance the map.
• Improved general pathing near the central VP
4vs4
Port of Hamburg
• Tweaked pathing from the North and South side from the bases to the middle of the map
• Some missing texture bugs from the live version have been fixed
LaGleize
• Removed some pieces of fencing on left and right VP to make pathing more balanced for both sides.
• Removed one fence on the right hand of the map between Munitions and VP to provide better pathing
• Removed the windows on the house near the western cutoff to better balance the map.
• Improved general pathing near the central VP
• Fixed an issue in which Recon Company Raid Tactics would give +7 vision to infantry indefinitely.
• Jackson far range set to 60 as originally intended in patch notes.
• Pack Howitzer Heat Barrage damage and AOE damage reverted to pre- Spring Update values (unintentional change)
• USF 81mm mortar auto attack distance scatter reverted from 0.0875 to 0.08.
BRIT FIXES
• Universal Carrier front armour changed to 7 from 8 as intended.
• Sappers Vickers K accuracy reverted to pre- Spring Update values.
• Fixed an issue where Bren guns still cost 60 munitions from the Forward Assembly.
• Bren Gun mid-range accuracy changed as intended in patch notes.
SOVIET FIXES
• Fixed an issue where a recrewed 120mm Mortar could be recrewed with up to six men, as opposed to the intended 5 men.
• Fixed an issue with Engineers not being able to plant demolition charges.
• Fixed and issue where Guard Squads were requiring 3 Command Points for call in, despite the UI saying 2. Guards are now available from 2 Command Points.
• Fixed an issue where PTRS Rifles for Penals and Guards were doing 50% reduced damage vs buildings.
OKW FIXES
• Fixed an issue where Panzer IV and Panther tanks were getting a 50% accuracy increase against snipers.
• Fixed an issue where MP40 Volksgrenadiers would still have access to the flame grenade in the Firestorm Doctrine. Volksgrenadiers now only have access to a regular grenade after upgrading to the Assault Package.
• Battlegroup HQ cost has been reverted to 25 fuel.
WEHRMACHT FIXES
• Fixed an issue where Hull Down would automatically cancel and not activate after completion. Hull Down should now work as intended. Note: The animation for the sandbags will continue to run after the squad has completed building for a few additional seconds.
• Panther Veterancy 2 text now states its increased amour bonus correctly.
• Fixed an issue where Panzer Grenadiers could no longer re-buy their Panzershrecks if lost. Cost adjusted accordingly.
• Wehmacht Mortar Half Track cost changed from 40 to 30 fuel, as originally intended.
ADDITIONAL INTENDED CHANGES
Due to multiple people working from the same document, some intended changes were not communicated in the patch notes. The following changes are intended, and are live in game. They will be added or amended in the changelog patchnotes.
• Valiant Assault recharge time has been increased from 60 to 120 seconds.
• Volksgrenadiers flame grenade now requires an SWS Supply Halftrack to be called to the field. The Halftrack does not need to be set up.
• Medkits from Sturmpioneers now have an area of affect healing radius.
• Sappers are now supposed to be able to equip 2x Bren Guns from weapon racks. This was not included in the patch notes.
• The Soviet Snipers ready-aim time was incorrectly stated as 1.5 when it is actually set to 1.
The recent update to Westwall was incompatible with the live game client. As a result, the game client was defaulting to Stalingrad when Westwall was selected by automatch.
Westwall has been removed from automatch pending further investigation. Stalingrad should no longer be a stealth automatch map.
Brumbar
-Armour reduced to 240 from 260
-Veterancy 2 armour bonus from 1.3 to 1.2
-This equates to 288 armour when vetted as opposed to 320
-Bunker Buster Barrage second and third shot scatter distance from 2.5 to 9
-Bunker Buster second and third shot scatter from 6 to 10
-Brumbar Range from 40 to 35
251
-Veterancy gain when upgraded with flamethrowers reduced by 50%
T-70
-Veterancy 2 recon mode bonus removed (68.5 sight from 95 when fully vetted)
Zis Gun Bug Potential Fix
There are a couple of bug variants involving de-crewed zis guns in the game. This bug has been very hard to replicate and tackle, as it is related to animation states and would require a programming and animation fix.
However, a Designer has devised a potential workaround should this bug occur. A requirement/ check has been added to the Zis gun and its crews which works as follows.
Naturally uncrewed Zis guns count as "entities" and not "squads" and are therefore not affected by this new check. This bug only occurs when Zis guns are in the "squad" state.
-Zis guns now run a persistent squad count check when they are in the "squad" state. If a Zis gun in the "squad" state is registered to have 1 or fewer crew members, it will self-destruct after a few seconds.
-If this happens, a new Zis gun entity will spawn in the same location to replace the loss caused by the bug.
-This check will not result in any performance issues whatsoever. It is a simple and isolated check
-The check will not affect in-game Zis gun bug performance, and should not cause any unintended side effects.
Mini Map Updates
-Mini maps updated for Caen, Eindhoven Country, Elst Outskirts and Hill 400
The recent update to Westwall was incompatible with the live game client. As a result, the game client was defaulting to Stalingrad when Westwall was selected by automatch.
Westwall has been removed from automatch pending further investigation. Stalingrad should no longer be a stealth automatch map.
December 12th 2018 - Commander Revamp and USF Tech Update Final Notes
Temporary note - Patch will be live imminently
USF
ARMOUR COMPANY
Assault Engineers
To diversify USF starts and the squad’s durability issue in the mid-late game, Assault Engineers are being given an extra man.
-Squad size from 4 to 5.
Elite Vehicle Crews
We have modified this ability to now grant a constant bonus that improves Armour Company’s ability to get vehicles back into action and gain veterancy.
-Passive ability.
-Vehicle crews automatically gain two Thompson SMGs
-Increases vehicle and vehicle crew veterancy gain by 15%.
-Increases Vehicle Crew repair speed by 0.5; repair speed of 2.1 (Pioneers have 1.6)
M10 Tank Destroyer
Adjustments to cost and Flanking Speed should make the M10 a cheap and efficient unit for dealing with most armored vehicles, despite also being in the Battalion Command with its bigger brother, the M36 Jackson.
-Fuel cost from 90 to 80.
-Flanking Speed no longer requires Veterancy 2.
Sherman 105mm Dozer
The Dozer has had some significant changes to improve its anti-infantry performance, while reducing its OHK radius against units that are at full health.
-AOE from 5.5 to 6
-AOE damage from 1/0.35/0.0.5 to 1/0.35/0.175
-AOE distance from 1.125/2.25/3.375 to 0.425/1/5
-Now deals 50% deflection damage
-Range from 40 to 35
-Distance scatter max from 4.8 to 2.5
-Veterancy 2: +160 health, -15% weapon reload, +20% rotation; was previously +20% speed, +20% rotation, +30% Accuracy, +20% Accel/Decel.
-Veterancy 3: +35% weapon rotation, -10% weapon reload, +30% Accel/Decel; was previously +35 weapon rotation, -20% Reload.
240mm Artillery
We have increased the number of shells while decreasing the delay between shots to make this ability more potent at area denial. Damage has been modified to prevent instant kills on infantry while retaining high damage at the edges of the shell’s AOE.
-Number of shells from 5 to 7
-Duration between shells from 12 to 8
-Instant kill crit against infantry removed
-AOE damage from 1/0.15/0.05 to 1/0.2/0.15
-Far distance from 9 to 10
-WC-51 and M3 Halftrack consolidated and available from the Rifle Command.
-M3 Halftrack requires either Platoon or Company Command Posts to be fully unlocked or two officers to be deployed.
-Please see the new USF Tech Changes below for more information.
WC-51
-Can now be built from the Rifle Command with a build time of 22.
-MG cooldown duration from 1.25/2 to 1.25/1.5
-MG Rate of fire multiplier from 1/0.8333/0.6667 to 1/1/1
-HMG upgrade cost from 60 to 45
-Veterancy requirement from 360/720/1440 to 300/600/1200
-Can now capture territory; Capture and decapture rate of 1.
-Mark Target and 155mm Artillery barrage range from 50 to 60.
M21 Mortar Half Track
Timed shells for the M21 should now be more reliable when used to demolish fortifications which is their primary role.
-Delayed Shells AOE from 4 to 5
-Delayed Shells fuse from 2.8 to 2
-Delayed Shells scatter from 12 to 9
-Delayed Shells distance scatter max from 14 to 10
-Delayed Shells scatter ratio from 0.175 to 0.0857
Cavalry Riflemen
Cavalry Riflemen have been added to give the commander a versatile squad that excels at short-range, meshing commander’s theme on Mechanized units.
-280mp; 5 man squad with Assault Engineer M3 Greaseguns and 0.97 received accuracy.
-Can be upgrade with two Thompsons for 70 munitions. Takes up a single weapon slot.
-Has two weapon slots.
-Requires 1 CP.
-Abilities: M23 Rifle Smoke Grenades, AT Satchels, Covering Fire
-M23 Smoke Grenade: Similar to Officer and Rear Echelon Smoke. Smoke locked behind Grenade Package.
-AT Satchel: Similar to Penal AT satchel.
-Covering Fire ability: Reduces the Cavalry Riflemen's accuracy by 90%, but targeted infantry unit receives a 55% accuracy penalty and are reduced to walking speed for 11 seconds or until the ability ends. Ability disengages when unit is told to move. 25 munitions.
-7 population.
-Veterancy 1: Reduces recharge of all abilities by 25%.
-Veterancy 2: -20% weapon cooldown, -23% Received accuracy.
-Veterancy 3: +25% smoke range, -15% Received Accuracy, +30% weapon accuracy.
Combined Arms
-Added in place of Raid of Mechanized Doctrine; does not affect Recon
M4A3 76mm Sherman
We have changed the 76mm Sherman by focusing its AT role. HVAP rounds will give the unit the ability to threaten heavier vehicles while still retaining its ability to have engage infantry and lighter vehicles.
-Population from 14 to 12
-Cost from 380/135 to 380/125
-Can now swap between regular ammunition and HVAP.
-HVAP penetration at 220/180/165; standard rounds have a penetration of 140/130/120.
-HVAP accuracy at 0.06/0.0425/0.035; standard rounds have 0.05/0.0375/0.025.
-HVAP reload at 6.1; standard rounds have 4.1/4.5 reload.
-HVAP AOE radius at 0.25; standard rounds have a radius of 2.
-Speed from 6.4 to 6.5; speed matches Soviet Sherman
-Soviet Sherman now has the exact same abilities and veterancy as the American M4A3 76mm.
-Veterancy Three 0.8 reload modifier replaced with +25% main gun penetration.
BRITISH
GENERAL FACTION CHANGES
The following changes were made to give the British to give the faction some breathing room against vehicles and tanks that attempt to rush in.
-Sappers, and Recovery Sappers have access to HEAT Grenades; the same grenades used by AT Infantry Sections.
BRITISH ARTILLERY
Sexton
We have improved the AOE and range of the Sexton to strengthen its role as an artillery unit.
-AOE damage from 1/0.25/0.1 to 1/0.5/0.2
-AOE distance from 1.5/3/4.5 to 1.25/2.5/6
-Range from 135 to 160
-Supercharge Victor Creeping Barrage no longer shares a cooldown with the main barrage
-Standard barrage recharge from 90 to 110
Valentine
Changes to this unit are intended to make it more potent in combat and capitalize on the unique abilities it provides.
-Main gun damage from 80 to 120.
-Population from 12 to 7.
-Reload from 5.6/6 to 5.
-CP requirement from 6 to 5.
-Observation now increases base unit sight by 50%; no longer scans for units in the FOW and does not disable movement. Main gun unuseable when active.
-Veterancy requirements from 1820/3640/7280 to 1020/2040/4080.
-Concentrated Sexton Barrage price from 15 to 35.
-Sexton Creeping Barrage no longer requires veterancy 1.
-Veterancy 1 now increases sight by 7.
Perimeter Overwatch
We have adjusted the Perimeter Overwatch to now deploy off-map shells to help Artillery Regiment defend territory and either force enemies to capture the territory or retreat when the ability is active.
-Now launches a single mortar shell every 8 seconds at enemies in a friendly sector.
-Now launches a 25 pounder shell every 16 shells at enemies in a friendly sector.
-Applies on a sector-by-sector basis.
TACTICAL SUPPORT
Air Resupply Operation
Recovery Sappers
Command Vehicle
Artillery Cover
Forward Observation Post
New Ability Line-Up
Air Resupply Operation
Recovery Sappers
Command Vehicle
Forward Observation Post
Churchill Crocodile
Air Resupply Operation
-Cost from 150 munitions to 100 manpower and 75 munitions
-Vickers HMG replaced by M1 81mm Mortar; same version used by the USF.
Artillery Cover
Ability has been moved to converted Forward Observation Posts or upgraded Forward Assemblies.
Cost from 250 to 180.
Ability slot replaced by Churchill Crocodile.
Churchill Crocodile
The Crocodile has been adjusted to have its gun match other tanks. Smoke has also been added to allow the Crocodile to provide combat support.
-Main gun damage from 80 to 160
-Can now fire smoke shells; ability similar to Comet and Cromwell’s Smoke Shot.
-Replaces Artillery Cover.
Recovery Sapper Squad
Recovery Sappers have been adjusted to be a versatile support unit that does not require a heavy manpower investment and giving the player two squads when they would only want one.
-Only deploys one squad rather than two.
-CP requirement from 4 to 1.
-Cost from 450 to 230.
-Can throw smoke grenades for 15 munitions.
-Repair speed from 1.6 to 1.85
Forward Observation Post
We have modified this ability to be less reliant on ambient buildings. Furthermore changes were made to increase the utility of this ability when buildings are converted.
Forward HQ Abilities
-Abilities can no longer be deployed in Base Sectors.
-All abilities now share a player-wide cooldown.
Forward Observation HQ
-Cost from 300/40 to 250/30
-Ambient Buildings that are converted can now reinforce nearby troops
-Converted command structure no longer limited to 1.
Forward Assembly Conversion
-Costs 100 manpower and 10 fuel
-Locks out Medical Stations
SOVIETS
NKVD RIFLE DISRUPTION TACTICS
Previous Ability Line-Up
Radio Intercept
Recon Overflight
Rapid Conscription
Fear Propaganda
IL-2 Strafing Loiter
New Ability Line-Up
Radio Intercept
KV-8
Commissar Squad
Scorched Earth Policy
Anti-Tank Overwatch
New Unit: Commissar Squad
We have added a powerful officer unit to the Soviets. The Commissar serves as a both a potent combatant and support unit.
-5 Man Squad: Commissar Officer armed with a pistol and escorted by three Guards Riflemen and a medic wielding Penal SVTs. 0.87 Received Accuracy.
-Cannot crew team weapons or be merged with.
-Requires 2 CPs.
-Stand Your Ground ability: Grants a friendly targeted squad -30% received accuracy and -10% received damage. The squad has reduced movement speed unless told to retreat during its 20 second duration; shares a cooldown with Fight to the Death. 30 second cooldown.
-Fight to the Death ability: Grants a friendly targeted squad +20% weapon accuracy and 0.5 cooldown. Increases received accuracy by 20%; shares a cooldown with Stand Your Ground. 30 second cooldown.
-Propaganda Barrage ability: Deploys 4 fear propaganda shells over the target area. 45 munitions
-Medical Kits ability: Timed ability. Able to heal nearby infantry within 20m radius when out of combat; this matches Infantry Section medical kits. 30 second duration. Medic does not need to be alive to activate this ability.
-RGD-33 Grenade ability: Same grenade used by guards.
-Veterancy 1: Increases squad size by 1. Adds a Guard model.
-Veterancy 2: +40% weapon accuracy. Increases Propaganda, Stand Your Ground, and Fight to the Death range by 5.
-Veterancy 3: -29% weapon cooldown, - 23% Received Accuracy.
New Ability: Scorched Earth Policy
Allows Engineers to place a trap on points; when triggered an incendiary charge will detonate. The main role of this ability is to stall enemies from capturing territory.
-Costs 35 Munitions
-Available from 3 CPs
-Detected by minesweepers and removed when the point is captured.
-Instantly detonates when triggered
-Denies resources for 120 seconds.
-Points cannot be captured for 90 seconds.
-Cannot be placed on Victory points.
KV-8
-Added to the doctrine
-Health from 800 to 960.
-Flamethrower range from 25 to 30
-45mm penetration from 50/50/50 to 140/80/60
-45mm AOE from 2.5 to 0.5
-45mm AOE distance from 0.625/0.9375/1.25 to 0.15/0.2/0.25
-Capture Point replaced with Inspire: Infantry within 30m will move faster and have their weapon cooldowns reduced by 20%. Costs 25 munitions.
New Ability: Anti-Tank Overwatch
Given the abundance of anti-infantry abilities in this commander, Anti-Tank Overwatch has been added to balance out the commander’s late game utility.
-Costs 200 munitions
-Requires 12 CPs.
-Covers a 50 radius.
-45 second duration.
-120 damage per shell; limited AOE.
-Only targets vehicles.
-Barrage increases with intensity the longer the target is in sight and in the ability’s radius.
In keeping with the Urban theme of this doctrine, Shock Troops have been added. Furthermore, Shock Troops have received moderate buffs to their mid-range capabilities.
-Cost from 390 to 360.
-PPsH-41 mid range accuracy from 0.276 to 0.35
-PPsH-41 aim-time multiplier from 1.25 to 0.85
-PPsH-41 cooldown duration multiplier from 1.25 to 0.85
-PPsH-41 mid burst duration multiplier from 0.325 to 0.65
-Mid-range from 16 to 17
-Grenades no longer share a cooldown.
45mm Anti-Tank Gun
Changes were made to increase this unit’s ability to scale and potency versus vehicles. The ability to swap to canister rounds was also added to give this unit a role when there are either no vehicles to target or there are heavy tanks roaming around the battlefield.
-Able to swap between AP and Canister rounds; canister rounds are a low damage round that are effective against infantry. Canister rounds rely on rate of fire and AOE.
-Canister has a range of 50
-Weapon arc from 30 to 40.
-Rotation speed from 100 to 135.
-Horizontal Tracking speed from 12 to 20.
-AP round penetration from 140/80/60 to 140/100/80.
-Now has Ambush Camouflage ability by default: First-strike bonus of +20% accuracy, +20% penetration and -25% reload; 50% speed penalty.
-Tracking veteran ability replaced; now vehicle units hit by a veteran 45mm ATG with AP shells will be temporary visible for 10 seconds, even in the FOW.
Forward Headquarters
This ability has been modified to reduce its dependency on maps, but has been made less potent without player input.
-CP requirement to 1.
-FHQ Aura is now a 30 second timed ability with a 90 second cooldown; free ability. Player-wide cooldown.
As an alternative to designating a command building, this ability now also allows the player to build a Field Base; this structure reinforces and heals nearby infantry.
Field Camp
-Costs 200 manpower and 25 fuel.
-Comes with 3 medics and can reinforce nearby squads when in friendly territory.
-640 health and 10 armor.
-Can use the FHQ aura.
Booby Trap
The Booby Trap is being adjusted to deal more damage over a larger area, whilst being incapable of destroying full squads. Cost has been adjusted appropriately. Furthermore, Engineers are required to use this ability.
-Must now be planted by Engineers.
-CP requirement from 6 to 4.
-Cost reduced from 100 to 45
-Damage from 250 to 80
-AOE distance from 1.5/3/4.5 to 0.25/3/6
KV-2 - Replaces Urban Defense Incendiary Barrage
The KV-2 has received the following changes. This unit will still provide considerable defensive presence, but will also function better in an assault tank capacity, and be more effective against enemy armor.
-Population from 19 to 21.
-Rear armour from 180 to 120.
-Weapon penetration from 200/180/160 to 170/150/140
-Deflection damage to 50%
-Siege mode reload bonus from 0.5 to 0.75.
-AOE from 5 to 6
-AOE distance from 1.25/2.5/3.75 to 0.25/1.1/6.
-Veterancy 3 speed bonus replaced with +160 health bonus.
-152mm non-sieged reload from 10/12 to 9.
-152mm non-sieged bypasses terrain.
-152mm non-sieged angle scatter from 7.5 to 5
-Entering and exiting siege mode no longer increases the KV-2s received accuracy and removes its sight during the transition.
-Capture Point replaced with Inspire: Infantry within 30m will move faster and have their weapon cooldowns reduced by 20%. Costs 25 munitions.
ADDITIONAL SOVIET NOTES
76mm Sherman
-Standardized to USF M4A3 76mm; see above in Mechanized Commander.
OKW
ELITE ARMOUR
Previous Ability Line-Up
Signal Relay
Emergency Repairs
Panzer Commander
Heat Rounds
Sturmtiger
New Ability Line-Up
221
Emergency Repairs
Panzer Commander
Heat Rounds
Sturmtiger
Panzer Commander
This upgrade has been adjusted to allow tanks to spot targets from further away and improve combat performance. The Artillery Barrage has also been adjusted so its shells arrive sooner.
-CP Requirement from 8 to 5.
-Sight bonus from 6 to 10
-Coordinated Barrage delay from 5 to 0
-Coordinated Barrage cost from 120 to 80
-Coordinated Barrage range from 35 to 45
-Now increases main gun accuracy by 10%.
Emergency Repair
Emergency Repairs has been altered to repair a reasonable chunk of health, allowing damaged tanks on the front to get back into the action more quickly.
-Cost reduced from 50 to 35.
-Now restores 300 health over 10 seconds after a 3-second delay; previously it was 100.
-No longer reduces munition income when active.
Sturmtiger
We have aimed to make this unit perform more consistently. The intention is an increased ability to punish dense unit concentrations while not outright destroying infantry squads immediately.
-Hull MG no longer auto attacks enemies.
-AOE radius from 8 to 14
-AOE distance to 1/3.75/8 from 0.25/1.5/8.
-AOE damage from 1/1/0.3 to 1/0.25/0.075
-Rocket suppresses all infantry within 18 meters of the blast; 8 second delay before infantry can start recovering from this suppression.
-Rocket will now automatically destroy ambient structures on hit.
-No longer immobile while reloading. Instead, receives an 60% speed decrease when reloading.
-Veterancy 5 increases the speed of the Sturmtiger when reloading to 3.76 from 1.88.
-Veterancy requirements from 1795/3590/7180/8975/11668 to 1400/2800/5600/7400/8900.
-NaHW Grenade Range from 15 to 25
-Shares the limit of 1 with the King Tiger; neither tank may be called in if the other is on the field.
221/223 -Replace Signal Relay
-221 available from the Command HQ after an SWS halftrack has been built.
-Costs 220 manpower and 20 fuel.
-240 health and 4 armor.
-Can be upgraded for 100 manpower and 10 fuel to a 223; increases health to 320 and armor by 5.
-Medical Kit ability: Deploys a single medical crate at the target location for 15 munitions.
Resource Lockdown ability: Toggle ability. 223 is able to generate additional income when in a friendly sector. Similar to the Opel Blitz. Requires 223 upgrade.
-Signal Relay ability: Passive ability. Automatically detects armoured vehicles on the minimap within range 85 of the vehicle, without needing to lockdown. Requires 223 upgrade.
-Gains shared veterancy.
-Veterancy 1: Unlocks Panzer Tactician, +10% weapon accuracy, -11% Received Accuracy
-Veterancy 2: +30% sight, +30% accuracy
-Veterancy 3:+20% acceleration/deceleration, +20% rotation, +20% speed, +20 health
-Veterancy 4: Reduces incoming damage by 25% when the 223 is in Lockdown.
-Veterancy 5: Allows the 221/3 to plant Riegel Anti-Tank Mines; same ones used by the 251 half-track.
OVERWATCH
Previous Ability Line-Up
Forward Receivers
Early Warning Flares
Goliath
For the Fatherland
Sector Assault
New Ability Line-Up
Early Warning Systems
Jaeger Light Infantry
For the Fatherland
LeFH
Sector Assault
Forward Receivers, Early Warning, Goliath - Now bundled together
-These three abilities have been merged into a single commander slot
-Renamed Early Warning Systems
Jaeger Light Infantry
-Added to the doctrine.
-CP requirement from 2 to 1.
-Must buy their sniper rifle for 45 munitions. Requires 1 truck to be deployed.
-Squad cost from 300 to 250.
-Reinforce from 37 to 31
-Reinforce time from 7.5 to 6
-Salvage ability now available; replaced by Thorough Salvage in Scavenge Doctrine.
-Veterancy requirements from 660/1320/2240/3520/4400 to 520/1040/2080/3120/3970
-Camouflage is now available at Veterancy 0
-Now has First-Strike Bonuses; increases accuracy by 50% for 5 seconds.
-JLI G43 Sniper Rifle light and heavy cover accuracy modifiers from 0.5 to 0.9.
-JLI G43 Sniper Rifle garrison accuracy modifiers from 0.5 to 0.9
-Booby traps standardized to the Soviet version; see Soviet Booby Trap above.
Sector Assault
-Scatter from 80 to 12
-Distance scatter max from 1 to 7
-Reticle UI adjusted to now properly reflect the ability’s coverage.
LeFH
-LeFH added to the doctrine
-Veterancy 1-3 now matches its Ostheer counterpart
-Veterancy 4 reduces Counter Barrage reload time between shots by 60%
-Veterancy 5: Unlocks ‘Direct Fire.’ Allows single fire direct shot up to 50m with minimal scatter. Deals 25% increased damage vs vehicles for 200 and temporarily slows vehicles similar to Firefly Tulip Rocket. No cost.
WEHRMACHT
GENERAL FACTION CHANGES
234 Puma - Mobile Defense Doctrine
-Puma now requires Battlephase 2 and is deployed from the Leichte Mechanized Kompanie
-Puma now costs 270 manpower, 70 fuel
DEFENSIVE DOCTRINE
Previous Ability Line-Up
Trenches
Tank Traps
Pak 43
Hulldown
Sector Artillery
New Ability Line-Up
Osttruppen
Defensive Fortifications
StuG E
Pak 43
Sector Artillery
Tank Traps
-Consolidated into Defensive Fortifications
Osttruppen
Added to doctrine.
Defensive Fortifications
-Allows all infantry the ability to build trenches, sandbags, and wire. Pioneers can build Trenches.
-Allows the construction of Concrete Bunkers.
Concrete Bunkers
-Pioneers can construct Repair Bunkers and Machine Gun Bunker.
-Machine Gun Bunkers take up 2 population.
-Repair Bunker comes with 3 Repair Pioneers.
-Build time at 140; 35 seconds when built by a full Pioneer squad.
-Both bunkers cost 380 manpower.
-960 health and 35 armor.
StuG E
The StuG E has been adjusted to be more durable against enemy fire while its AOE has been adjusted to deal less damage in the center of the blast, but more at the outer edges for consistent damage.
-Health from 480 to 560
-Far AOE distance from 3 to 4
-Projectile speed from 28 to 45
-Target size from 20 to 17
-Veterancy 2 reload bonus from 0.9 to 0.85.
-AOE far damage from 0.15 to 0.2
-AOE distance from 1.5/2.5/4 to 0.5/1.75/4
Pak 43
-New ability: Scuttle Pak 43: The crew will disable the gun and after 20 seconds, the gun will be destroyed. The owning player will be partially refunded 150 manpower and 15 fuel upon completion. This ability cannot be canceled. Sector Artillery
250 Halftrack
Stormtroopers
Veteran Squad Leaders
Assault and Hold
Fragmentation Bombs
Veteran Squad Leaders (New Ability)
In keeping with the Infantry theme of the doctrine, the following ability has been created. This ability provides Wehrmacht line infantry with a five-man upgrade in the case of Pioneers and Grenadiers to increase durability and potency. Panzergrenadiers can be upgraded with a support package to provide support capabilities.
-Requires 2 CPs
-Pioneers can be upgraded to a 5 man squad for 30 munitions.
-Grenadier squad can be upgraded to 5 men for 60 munitions.
-The Grenadier squad leader has a transferable G43 and grants a -15% reduction on weapon cooldowns, -10% received accuracy and reduces the cost of Medical Kits to 0 munitions. This upgrade locks out the MG42 upgrade.
-Panzergrenadiers can be upgraded with the Support Package. Unlocks three abilities for 30 Munitions.
-Rudimentary Repair ability: Allows Panzergrenadiers to repair at a reduced rate of 1.1; Pioneers repair at 1.6.
-Combined Arms ability: Passive ability. Panzergrenadiers gain -10% received accuracy and +20% speed when near vehicles.
-Mark Infantry ability: Targeted ability. Panzergrenadiers can mark hostile infantry; enemy will take +30% received accuracy while the Panzergrenadiers will take +15% received accuracy. 15 second duration. Penalties are disabled when the unit retreats.
Stormtroopers
Stormtroopers have been added to the doctrine. Furthermore, Stormtroopers have undergone a rework, to make them a more attractive choice across doctrines. This redesign intends to differentiate Stormtroopers from Panzergrenadiers, by moving them more towards a potent close-range unit, with strong disruption and ambush abilities.
-StG Package removed
-Bundle Grenade removed.
-Can upgrade to MP40s anywhere on the battlefield. MP40s have a 15 second upgrade time. Unlocks Tactical Assault ability. No cost.
-MP 40 DPS at 0/15/35: 18.69/7.14/0.1; New Shock Troop PPsH is 14.21/4.78/0.11.
-Panzerschreck Cost from 75 to 60
-G43 Package now grants 3 Panzergrenadier G43s; cost from 40 to 60. Disables Tactical Assault and locks out Panzerschreck.
-Decapture rate from 1 to 1.33
-Camouflage now matches those used by commandos; can remained cloak for a short period of time when leaving cover.
-Incendiary Grenade ability: Similar grenade to Volksgrenadiers, but deals additional damage to resource caches. 30 munitions. Starts on cooldown.
-Smoke Grenade ability: Similar to those used by the Jaeger Command Squad.
-Can now place Booby Traps; similar Soviet Urban Defense traps.
-Veterancy 1 Medkits replaced with automatic healing when out of combat.
Assault and Hold - Replaces Tactical Movement
-Increases the accuracy of all infantry by 25% for 45 seconds
-Capture and decapture rate is increased by 100% for infantry squads.
-Costs 70 munitions
-60 second duration.
250 Half-track - Replaces Infantry Doctrine Artillery Officer
-210 manpower and 20 fuel.
-Comes with a 251 MG and gains shared veterancy.
-Dig-In ability: Immobilizes the half-track, but reduces damage by 50%, increases range by 10, and grants moderate weapon suppression.
-Veterancy 1: Can now reinforce nearby infantry, +10% weapon accuracy, -11% received accuracy
-Veterancy 2: +30% accuracy, +20% burst duration
-Veterancy 3: +20% acceleration/deceleration, +20% rotation, +20% speed, +20 health
-Changes affect the half-tracks in Mechanized Assault Groups for Mechanized and Mechanized Assault doctrines; they still come with infantry. Fuel costs also matches the new 251.
USF Tech and Unit Changes
We have made adjustments to the USF teching system to make it easier for the faction to gain its support weapons and diversify its builds. By allowing officers to be deployed sooner, USF will no longer be required to have a large number of infantry units before they are able to start adding team weapons to their composition.
The M15 AA HT and M5 Stuart have also been swapped between the two buildings to emphasize the role of the Platoon Command as an offensive tier and the Company Command geared towards defense and attrition.
Officer weapon upgrades have also been adjusted to lessen the impact of Lieutenant against infantry which is capable of quickly snowballing with its light vehicles.
Platoon Command Post
-Lieutenant can be requisitioned for 200 manpower and 35 fuel; unlocks the M2HB .50cal HMG Team.
-Platoon Command Post can be upgraded after Lieutenant is dispatched. Unlocks M20 and M5 Stuart.
-Upgrade time of 70 seconds.
-Grants 1/4 of a CP upon completion.
Lieutenant
-Starting BAR removed.
-Bazooka can be purchased for 50 munitions.
Company Command Post
-Captain can be requisitioned for 200 manpower and 35 fuel; unlocks the 57mm ATG.
-Company Command Post can be upgraded after Captain. Unlocks Pack Howitzer and M15A1 AA Half-track.
-Upgrade time of 70 seconds.
-Grants 1/4 of a CP upon completion.
Captain
-Bazooka upgrade removed.
-Can now purchase a BAR for 60 munitions.
Platoon and Company Command Post Upgrades
-Costs 50 manpower and 20 fuel
-20 second research time.
-Grants 1/4 of a CP upon completion.
Battalion Command Post/ Major Dispatch
-Major available after one building is fully unlocked or after deploying two officers.
-Cost from 240/120 to 190/120
-Grants 1/3 of a CP upon completion.
USF Starting Resources
-Starting fuel value increased from 15 to 20
M20
The M20 has received some adjustments to increase its ability to scale into the mid game and be easier to replace if lost.
-Manpower cost from 340 to 240
-M20 accuracy from 0.75/0.475/0.2 to 0.55/0.45/0.25
-Weapon accuracy increases with veterancy: +10%/+15%/+15%
-Veterancy requirements lowered from 880/1760/3520 to 500/1000/2000
-Veterancy 3 reduces mine deployment time from 12 to 7 seconds.
-Veterancy 3 increases stealth detection radius by 10; goes up to 35.
Grenade Unlock
Grenade tech is being reduced in price to open additional strategies and make it an option for USF for use in the early-mid game.
-Fuel Cost from 25 to 15
Airborne Doctrine
The following changes were made as the doctrine faced borderline irrelevance in this new tech structure.
-50 cal HMG cost from 260 to 125 manpower - 50 munitions
-57mm ATG cost 270 to 125 manpower - 60 munitions.
-57mm ATG CP requirement from 4 to 3.
Pathfinder
With the changes to USF tech and doctrines like Armor, Pathfinders have been moved to 0 CPs to open additional strategies.
-CP Requirement from 1 to 0.
Bug Fixes
17PDR AT Gun
The following changes were made to prevent an odd bug where units would target the indestructible 17 Pounder Gun, rather than the nest itself.
-17 Pounder Gun target size from 40 to 0
-17 Pounder Gun Weapon priority from 0 to -1000
OKW
-Fixed a bug in which OKW SwS Halftracks had a stealthy mg42 machine gun. SwS meta we hardly knew thee!
-Fixed a bug in which the 221/223 could not pack up from lockdown mode if territory was lost to enemy.
-Fixed an issue where machine gun veterancy bonuses were not applying correctly to the 221
Wehrmacht
-Fixed an issue where machine gun veterancy bonuses were not applying correctly to the 250
-Fixed a weapon priority issue for passengers of the 250 HT
Soviet
-Fixed a bug where all the Commissar model dying would result in all nearby squads becoming instantly pinned.
-Fixed a bug where medic model in commissar squad could not be healed by base medics
USF
-Fixed a bug where Sherman smoke would not fire.
-Fixed a bug where M4C Sherman HVAP rounds would not respond to prioritize vehicle commands
Brits
-Fixed an issue where Valentine Concentrated Sexton Barrage ability could not be triggered in observer mode.
Comments
June 23 Hotfix
Bug Fix
June 29th Hotfix
Bug Fixes
Reported bugs with the USF 81mm Mortar are currently being investigated and will be fixed when possible.
July 4th Hotfix
Bug Fix
July 28th Hotfix
UI
Bug Fixes
August 18th Update
New Content
October 4th Update
New User Experience
Humble Bundle
Oct. 25th Update
A huge thanks goes out to Miragefla, Mr. Smith, and Cruzz for their help identifying and testing bugs for this patch.
New Content
Halloween Event
Bug Fixes
Quality of Life Changes
Dec. 22nd - Holiday Update
NEW CONTENT
MAP UPDATES
IN-GAME STORE UPDATES
Dec. 23rd Hotfix
Bug Fixes
January 11th Hotfix - DELAYED UNTIL FURTHER NOTICE
Bug Fixes
MARCH 28th UPDATE
After over three months of countless posts of forum feedback, numerous surveys and tournaments, and over 10 mod iterations, the final changes put forward in the Winter Balance Preview are ready to be released into the live game.
A massive thank you goes out to community members Mr. Smith, Callum from GeneralsGentlemen, and Miragefla that put in countless hours to make the following balance changes possible. But of course, they did not do it alone. Community members such as Nacho, Cruzz, Le Saucisson Masqué, Capiqua, Osinyagov, and Planet Smasher were instrumental in identifying and helping fix bugs as well as implementing multiple QoL features, top players in the community were crucial for providing high level balance critique and of course the constant vigilance of the entire community that playtested the mod and provided ongoing feedback over these past few months made the iteration process possible. For all your efforts and dedication, we thank you.
As a refresher, the changes below were designed to target specific dominate meta in order eliminate default build orders and promoting strategic diversity. The scope of this patch was focused around two primary pillars:
Light Vehicle Play and
Infantry Scaling, as well as, two secondary areas of
Dominate Meta: Soviet Guards and Penals, and the USF Mortar. Finally, a number of Quality of Life changes such as Squad Formations and “Ghosting” have been targeted to improve gameplay and feel.
GENERAL
We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence.
Shared Veterancy
The following unit types will contribute to shared veterancy to nearby officers/halftracks at the following rates:
We feel that the Sniper’s cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes:
To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions:
Anti-tank gun/Tank stealth changes
Non-sniper stealth infantry changes
Anti-tank infantry squads were attaining veterancy disproportionately fast compared to anti-infantry squads. This was allowing blobs of infantry to scale versus armour too easily. This also allowed anti-tank-equipped squads to outpace dedicated anti-infantry squads and trade more efficiently than they should. With this change we aim to streamline the speed of veterancy gain or all squads.
We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move.
The escalation of mortar power has made them over perform compared to other types of more costly artillery pieces that had not received this bonus such as Pack Howitzers and Mortar Half-tracks.
SOVIETS
The combination of the raw amount of bonuses Penal Battalion squads receive with the power of their flamer upgrade made the squad capable of winning nearly all engagements vs infantry, in almost any situation, creating very limited avenues for counterplay. To address this, we are removing some of the raw power of Penal battalions. At the same time, we are giving Penal Battalions access to some anti-tank utility to give Soviet T1 some tactical versatility, which it previously lacked.
PTRS x2 upgrade
Satchel charges
Penal satchel charges can now also behave as vehicle snares:
Guards were proving to over perform in ratio to their cost, appearing to supplement any strategy, thus, limiting variation in Soviet commanders.
RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks)
We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, not giving the opposing player sufficient time to react, particularly if units are clumped in cover. The changes below will make it so that the T-70 loses its characteristic pinpoint accuracy on the move while maintaining its ability to flank teams weapons and push back infantry squads.
WEHRMACHT
To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad. We are also giving some QoL improvements to the ability.
We felt that pioneer damage output was under-performing and proving ineffective in combat.
Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made them not scale well into the late game. Therefore, to improve their scalability, we have made the following changes:
Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infantry making it difficult for PGs to scale in veterancy vs their opponents.
G43 Package (Also affects Stormtroopers but not Grenadiers)
The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output preventing it from tracking infantry properly. We also felt that the auto-cannon was too reliant on AOE for damage. Another concern with the 222 was that it was too cheap relative to its performance,
Autocannon
MG42
The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle.
Target Weak Point (TWP)
The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun even the heaviest of tanks made it over perform for its cost and mobility.
Target Weak Point (TWP)
USF
The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon.
To improve Wehrmacht's late game infantry scaling, USF Riflemen have received a slight reduction in their vet 3 bonus to their received accuracy.
The USF Mortar barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its barrage until the pack howitzer hits veterancy 2.
Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine.
We felt that the Stuart was over-performing in its role as an anti-infantry unit and as a strong light vehicle counter. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it. Thus, we have made the following changes to solidify its role as primarily an anti-light vehicle unit.
Due to the changes in the opposing factions (most notably 222 changes and Luchs), we are adjusting the performance of M15 to bring it in line with the other light vehicles. This will also help prevent the Lieutenant tier from dominating over the Captain tier.
OKW
Given the changes to light vehicles, we felt that the risk vs reward for the Mechanised HQ as a tech choice would become too high due it not offering any type of healing. To compensate, Sturmpioneers have Medical Supplies available from the start.
OKW’s heavy Panzerfaust cost made them excessively vulnerable to vehicles, especially when compounded with their other anti-tank options.
Due to the changes made to Stealth, the Raketenwerfer has become overly vulnerable to infantry flanks. We feel that this leaves the performance of the Raketenwerfer somewhat lacking against vehicles.
We’ve found that the 251 Half-Track was underperforming in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown.
The following changes aim to make Luchs much more consistent in its damage output (reducing spikes, as well as removing several sources of inconsistency). These changes are intended to keep the unit a strong AI vehicle while giving opposing players enough time to react in an engagement. To do this we are making the main gun of the Luchs ignore suppression modifiers of the target unit. We are also increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)
Veterancy 5 "Suppressive Fire" ability
2cm vs Garrisons
Aimed shot ability
Given the changes to the other factions’ light vehicles, this ability would make it so that the Puma would also be the best vehicle for wiping infantry squads. To mitigate this, we have made the following changes:
BRITISH
We feel that PIAT’s are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed. The following changes will make PIATs feel more consistent and easier to use at all skill levels and in all situations:
We have found that the Sapper squads simply scale too well due to the reduced reinforcement cost bonus they achieve at Vet 3.
We found that the AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, yet its main gun was very inconsistent due to its comparatively large scatter. The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily. Finally, we have made changes to the Treadbreaker ability that will make it considerably more consistent and easier to use.
Treadbreaker
Turret rotation in treadbreaker mode increased from 33 to 40 (makes it more reliable)
QUALITY OF LIFE CHANGES
Squad Formations & Clumping
We feel there is a disparity in how squads are assigned formations which is impacting squad performance. To address this problem we have implemented the following changes:
Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members)
Ghost Wire/Sand Bags
“Ghost Wire/Sandbags” is the name for a common exploit in competitive play which allows partially completed fortifications to block movement. While unfinished fortifications could be destroyed by small arms, they took several seconds of focus fire to destroy what could be placed instantly. If players want to impede enemy movements with barbed wire and/or sandbags, they now have to fully complete constructing them.
Retreat Point De-Congestion
The base layout of several armies makes it so that retreating infantry units often get caught up in high-congestion areas. This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the efficiency of healing.
Base Structure Rotation
Soviets engineers and Werhmacht Pioneers will be able to select the rotation of base buildings to allow players to optimize paths, as well as create unique layouts!
General
MAP UPDATES
Lisores River
Westwall
Hill 400
The following community-made maps have been removed from automatch and the map list
BUG FIXES
UI FIXES
March 30th Hotfix
Bug Fixes
April 13th Hotfix
Bug Fixes
APRIL 25th UPDATE
NEW CONTENT
Dawn of War III Pre-Order Skins
BALANCE CHANGES
A big thank you goes out to the community balance team for once again supplying the curated balance changes described below. Of course, these changes wouldn't be possible without the feedback and dedication of the community so once again, we thank you for your continued support and commitment to this game.
SOVIETS
Maxims
We feel that the dominant Soviet “Maxim-spam” strategy is over performing with the benefits of this strategy heavily outweighing the risks.
To address this issue we will be increasing the arc of the Maxim MG while severely reducing its suppression performance to compensate. We have also removed sprint (which allows MGs to “get away”) and we are increasing the setup time to other MG levels. We are also increasing the reinforcement cost of the original crew to match the reinforcement cost of Conscripts.
To make up for a low base-value suppression (to avoid early-game spam) we've also give the Maxim, we are giving the unit strong multipliers vs light-cover and suppressed squads to allow the Maxim to scale well into the late-game.
The new Vet 1 ability (Sustained Fire) will help the Maxim perform more reliably vs blobs. An improved burst time will allow the Maxim to deal increased suppression vs persistent targets. Reduced cooldown allows the Maxim to switch targets more easily. Finally, the forced reload at the start of the ability can be used to guarantee that the Maxim will not chew through its ammunition belt during a crucial fight.
Overall, the changes are the following:
Suppression changes:
Mobility/Survivability changes:
Sustained fire:
Penal Battalions - Satchel Ability
To prevent unintended behavior, as well as to assist with targeting the ability, we are splitting the functionality of the Penal Satchel ability into two separate abilities. Note that both abilities launch precisely the same projectile with respect to damage and critical effects. The two abilities only behave differently with respect to targeting.
(Manual version)
(Targeted version)
M4C Shermans
To prevent players from over-relying on sherman call-ins and skipping teching, we are increasing the dispatch time between successive Shermans. Moreover, longer recharge time between shermans will prevent players from spamming Shemans, when the Command Point requirements becomes met.
Note that, at the same time, we are not affecting the cost-efficiency of the Shermans. Thus, the doctrine will still reward the players with a highly-efficient USF-made tank. At the same time, the longer recharge time will force the Soviet player to want to field Shermans side-by-side with Soviet-made tanks. We believe this will also add a touch of authenticity to the doctrine.
To encourage strategic diversity, we are reducing the cooldown of the Sherman dispatch ability once T4 has been reached in order to help ensure the doctrine can continue to be useful in multiple strategies.
USF
M10
We find that the M10, which is a highly cost-efficient tank hunter is overperforming with respect to how it deals with infantry due to its potency to crush squads. Therefore, we are taking steps to remedy this, without, however, affecting M10’s mobility.
OKW
Panzerfausts (Volksgrenadiers only)
We found that the early arrival of OKW panzerfaust combined with the complete lack of scaling potential for light vehicles made it prohibitive for players to integrate light vehicle strategies in their games. Moreover, we find that the cost-efficiency improvements on the Panzerfaust were too dramatic.
Command Panther
We feel the Mark Target ability is overperforming relative to its cost. This is primarily due to the +50% damage bonus that the ability bestows on the target. Our changes to the Mark Target ability aim to make it less efficient at “bursting-down” enemy vehicles, while still allowing the ability to perform better in a sustained-fire role. This allows the ability to remain relevant, while offering options for counter-play to the targeted player.
To prevent the vehicle from being too dominant in teamgames, we are making Command Panther mutually exclusive with the King Tiger. Moreover, we are changing the way the Command Panther’s aura affects teammates. We are also increasing the Command Point requirements of the Command Panther to bring its arrival closer in line with its value.
Aura
UKF
Tank Commander Upgrade
We find that the ability is over performing relative to its cost.
Emergency War Speed
We find that the ability is over performing relative to its cost. We are also removing the ability of players to “tune up” the tanks of their teammates with the ability.
AEC Treadshot
To make the ability fire more reliably (i.e., without bugs), we are changing the nature of the ability such that the AEC has to be stationary to fire it. At the same time, we are increasing the responsiveness of the ability to give UKF players that build and preserve their AECs with a reliable snare ability.
Cromwell
We have found find that the Cromwell's ability crush models is far too potent. To help reduce this potency we are reducing the unit's rotation rate. However, to allow the Cromwell to retain the feel a higher-than-average mobility, we are compensating with an increased turret rotation rate.
Secondary to these changes, we are adjusting several other attributes of the Cromwell to bring its cost-efficiency in line with other tanks of its callibre.
Finally, to partly offset a weak British early game, we are giving Cromwells default access to smoke shells.
Comet
The Comet is receiving changes that are similar in-spirit with the ones already described for the Cromwell. In addition to these changes, we are also reducing the range of the main gun of the Comet to 45 to match other anti-infantry-capable tanks (e.g., Pershing, Tiger). We believe that Comet’s higher-than-average armour and mobility will still allow it to overcome the reduced range. At the same time, this will make standoffs with the more-specialist Panther more balanced.
Cromwell/Comet Smoke Shell/White Phosphorus
We find the range of both abilities (80) and the lethality of the White Phosphorus to be over performing. At the same time, we are introducing a critical fix to both abilities to make them more reliable.
Emplacements
To bring UKF emplacements in line with the emplacements of other armies, we are preventing players from building UKF emplacements in the base sector:
Land Mattress
To improve counter play vs the Land Mattress we are allowing anti-tank weaponry (e.g., AT guns and tanks) to target the gun directly in order to destroy the unit without having first to de-crew it. This brings the durability of the Land Mattress down to static howitzer levels. We also feel the rate of fire of the Land Mattress does not give its opponents a sufficient amount of time to react to a barrage.
Artillery Cover Ability
We find that Artillery Cover is an ability that is too efficient for its cost. Therefore, we are significantly reducing the effects vs different types of targets, allowing for greater opportunity of counterplay.
General Changes:
Anti-Vehicle Shells:
Anti-Infantry Barrages:
Air Resupply Operation Ability
To improve usability of this ability, we have made the following changes:
QUALITY OF LIFE
Wreck values normalized
We are adjusting the amount of resources players can attain from vehicles using doctrinal salvage abilities. Previously, certain wrecks would award large amount of munitions/manpower, which wouldn’t correspond to their class. We are now changing salvage so that only fuel and munitions are awarded from salvaging a wreck. Moreover we are normalizing wreck values so that the amount of resources gained now depend on the worth of the vehicle.
(Values are given in Munitions/Fuel)
The changes to salvage affect both Tank Hunter Doctrine (Soviets) and Tactical Support Regiment (UKF) salvage abilities.
Handbrake 2.0
We are further modifying the handbrake ability to make it provide additional utility to the players. The new ability is similar to a hold fire ability. However, instead of preventing firing, it simply prevents the vehicle from automatically rotating to face enemy units. The vehicle will still rotate to attack enemy troops, but only if an explicit attack command is issued. If a movement command is issued, the vehicle will respond to the movement command. At the same time, if the ability is on, the vehicle will stop automatically rotating once the movement is complete. With handbrake v2.0 a maneuver can be executed without having to repeatedly toggle the ability.
In addition to the original affected vehicles (i.e., all transport vehicles), we are also adding handbrake v2.0 to the following vehicles. This will allow players to control whether they want the vehicles to rotate to face the enemy or not:
Nevertheless, the following vehicles retain the original (i.e., immobilize) version of the handbrake. This is because for the following vehicles, unwanted movement incurs a potentially lengthy setup time:
Hold Fire for Tanks/AT Guns
We find that the lack of a proper hold fire ability makes players resort to half-measures to control when their AT-guns or tanks can fire.
The affected units are:
Note: To make UI experience consistent, the doctrinal Soviet AT ambush ability has been moved one row below its previous position.
BUG FIXES
July 13th Hotfix
Bug Fixes
SEPTEMBER 19th 'CHARITY SKIN' UPDATE
In Relic and SEGA's ongoing effort to support the conservation of wildlife and endangered species, we have partnered with Whales and Dolphins Conservation and The David Sheldrick Wildlife Trust to help raise funds for these great causes.
NEW CONTENT
6 new conservation-themed skin sets created by community member RitaRush have been added to the game. All of Relic's / SEGA's associated revenue from the sales of these items will go to their associated charity. If you would like to help protect endangered species and give your favorite COH2 faction a fresh new coat of paint, you can buy the WDC Charity Camo Pack and the David Sheldrick Wildlife Conservation Charity Camo pack on Steam.
Whale and Dolphin Conservation Charity Camo Pack
David Sheldrick Wildlife Conversation Charity Camo Pack
Note: These items are available on their corresponding Steam store pages only and are not available in the in-game store.
SEPTEMBER 26 HOTFIX
OCTOBER 10th PATCH
DECEMBER 19th "COMMUNITY" UPDATE
The December Update comes with a multitude of changes from commanders and core faction balance to new maps and map balance changes. As stated in the December Update blog post, none of these changes would have been possible without the dedication, commitment and support of COH2's core community. This might be a Relic post and Relic might be releasing the update, but make no mistake, today's patch is by the community, from the community, and for the community.
Due to the magnitude of the changes and content included with today's update, the patch notes have been split into three parts. For a detailed overview of all the Commander Changes in today's update, please check out the post Commander Revamp - Final in the December Commander Revamp Changelog thread. For all information regarding the new maps and map balance changes, please go to December Update - Map Revamp Preview thread. For all other changes including new content and core faction changes, please read the notes below.
NEW CONTENT
BALANCE UPDATE
Balance Update Goals
Primary Focus
Adjustments to select heavy tanks that are currently over performing in team games
Secondary Focus
Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy
Adjustments to OKW and UKF Forward Retreat Points to create a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games)
Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes
General improvements to help with quality of life and strategic diversity
GENERAL CHANGES
Model 24 Stun Grenades (Elite Troops/Sturmpioneer Grenade)
We are fixing several issues with the German Stun Grenades while maintaining their current functionality.
Target Weak Point/Treadshot
These abilities have been modified to allow the user to fire on the move. Previously vehicles would need to halt and could lose track of their target when firing these abilities.
Trenches (All variants)
Blitzkrieg/Overdrive/War Speed/Step On It
Forward Retreat Points
Forward Retreat Point timings are being adjusted to arrive in the mid to late game for all factions; reinforcement time has also been adjusted to reduce the power of forward positions.
Sandbags
Repair Speeds
Western Front Armies' repair speeds are being brought in line with the Eastern Front armies.
USF Rear Echelon & British Royal Engineers:
Heavy Sapper upgrade repair bonus from 2 to 0.525
Sturmpioneers
Repair speed from 3 to 2
Squad Behaviour
A squad AI behaviour has been added where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground.
Smoke Barrages
Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position
Fuel and Munition Caches
**Garrisoning **
The lack of delay entering and leaving garrisons made indirect-fire and grenades difficult to perform their anti-garrison role as squads could quickly jump in and out of buildings to dodge these attacks. We found This was particularly problematic for non-EFA factions who lacked flamethrowers on their engineer units.
Demo Charges
Demo charges have been modified to be more focused on being used to demolish obstacles rather than as high explosive anti-personnel devices meant to wipe out squads in the open.
Hold Fire
We are changing the hold fire button for all units in the game for consistency and reachability. Your fingers will thank you.
SOVIET
The changes to Soviets are meant to encourage more diverse strategies by allowing both Conscripts and Weapon Support Kompenya to operate effectively; Rifle Command and the Penal Battalions have also received a slight reduction in power to lower the reliance on mono-strategies.
Conscripts
Conscripts are being adjusted to deal more reliable damage and have some capability of scaling into the late game by bleeding infantry at range when fighting from defensive positions.
Molotov Package Upgrade
The Molotov package upgrade cost has been reduced to improve their accessibility
Penal Battalions
Penal Battalions are losing their Anti-tank "sticky" satchel on squads not upgraded with the PTRS package to increase the number of counters that can be fielded and to create a stronger trade-off between anti-infantry and anti-tank. The unit will also now take longer to reach its full potential through veterancy to match their combat performance.
1910 Maxim HMG
The Maxim is being slightly adjusted to acquire targets more quickly and deal more suppression.
Machine Gun Suppression Intel Bulletin
ZiS-3 Divisional Field Gun
We are improving ZiS-3 access to its barrage ability to make up for its low rate of fire and penetration. This will emphasize ZiS-3’s secondary role as an indirect fire unit that can soften up enemy positions.
PM-42 82mm Mortar
The PM-42 Mortar will now have the ‘Flare’ ability at Vet 0 to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.
T-34/76
Cost of the T-34/76 is being increased to be more in-line with its performance.
WEHRMACHT
Due to the current survivability necessity of the Support Armor Korps (T3), we are improving accessibility for players to tech to the Heavy Panzer Korps (T4) after building T3, as well as increasing the viability of multiple T3 and T4 vehicles.
Tech Cost Restructuring
To allow Wehrmacht players to explore more diverse build orders and have access to a more versatile roster we have moved the majority of tech costs from Tier 3 and 4 buildings to Battle Phase 2. This change does not affect the amount of required resource to unlock T3 or T4 directly, however, it does allow players to better adapt their strategies in the late game by making teching to T4 from T3 or back-teching from T4 to T3 a viable option.
Grenadiers
Grenadiers are receiving a decrease to their population to better match their performance in comparison to other mainline infantry.
251 Half Track Flamethrowers
With the recent changes to garrisons, the 251 is getting a reduction to its damage against entrenched infantry to gives players a chance to react and de-garrison.
Pak 40
The Pak 40 is having its population reduced to better match its performance with other anti-tank guns. Target Weakpoint has been adjusted to allow players to have some control over their vehicle when hit.
Bundle Grenade (affects both Wehrmacht and OKW)
Due to the changes to Gammon Bombs, we are also adjusting the Bundle grenade to match its counterpart’s performance:
Panzer IV
The Panzer IV is having its ranged penetration increased to better combat medium tanks at a distance where it has the advantage of stronger frontal armour and faster rate of fire.
Ostwind (also affects OKW doctrinal variant)
The following changes make it so that Ostwind becomes a more reliable anti-infantry platform, regardless of the map and at a cheaper cost.
StuG III Ausf G
The StuG G’s ‘Target Weakpoint’ ability's potency is being reduced, in return the StuG G machine gun is being boosted to have better use in defending the vehicle against infantry.
*MG 42 range from 35 to 40
Panzer V Panther
The Panther's veterancy has been adjusted to bring its scaling better in-line with its counterparts while improvements have been made to its rate of fire and MGs to help it achieve veterancy quicker and better fend off infantry assaults.
250 Mortar Halftrack
Panzer VI Tiger (does not affect Tiger Ace)
The Tiger is receiving mobility boosts to allow the Tiger to navigate the battlefield more easily and disengage from threats such as anti-tank guns or tank destroyers.
USF
We are reworking the M36 Jackson tank destroyer to give it more survivability in order to allow it to face late-game threats. In exchange for the Jackson changes, USF Riflemen now lose access to smoke grenades. This change will ensure that players continue fostering a mixed-squad army well into the late-game, and will also reward players more for using USF's elite infantry.
Rear Echelons
Rear Echelon have been updated to provide a more supportive role by allowing them to use smoke grenades and deploy mines to slow incoming armor.
Riflemen
Ambulance
Population has been adjusted due to the Ambulance’s role as a healing station with limited combat functions outside of reinforcing troops on the field.
M1 81mm Mortar
Given the loss of Rifle smoke, we are improving this unit’s ability to deploy smoke at range to promote diverse build orders and allow aggressive pushes in the early game.
M2HB 50cal HMG
The population has been adjusted to better match the unit’s performance.
Captain
‘On Me!’ will no longer provide combat bonuses to better represent the ability’s lack of munitions cost and to limit the power of blobbing infantry around the Captain.
Pack Howitzer
The population has been adjusted to better match the unit’s performance.
Major
M4A3 Sherman
The Sherman's HE shells have been adjusted to be more reliable at dealing damage, but also less capable at wiping out squads.
M36 Jackson
The M36 is having its damage modified to be more reliable against tanks, including heavies, but less potent in terms of burst damage against lower health vehicles.
OKW
OKW Veterancy
With the changes to OKW veterancy, the high values OKW units awarded when damaged are no longer necessary.
Veterancy 5 for select units no longer increases the unit’s current value, reducing the amount of experience they give to other enemy units that hit them.
Combat Blitz
Combat Blitz is being modified to be less potent as an escape tool, particularly on the heavy vehicles while reinforcing its role as an offensive ability.
Schwerer Panzer Headquarters
Due to the nature of the Panzer Headquarters flak cannon, we are limiting its ability to shut down aerial-based abilities without some form of trade-off.
Base 20mm Flak Emplacement
Can no longer target aircraft; only applies to the base defenses, not the doctrinal variant
Kubelwagon
The Kubelwagon has been adjusted to be more vulnerable to small-arms fire, limiting its ability to solo infantry squads in the early game through the RNG nature of armor.
Sturmpioneers
We are expanding OKW’s options for starting infantry units by making pioneers take up less population, being cheaper to build and reinforce and allowing the squad to gain veterancy more quickly to scale into the mid-late game.
Volksgrenadiers
Volksgrenadier late game strength is being toned down by modifying their veterancy while their Incendiary Grenades are being adjusted to give opposing players time to react.
Raketenwerfer
The Raketenwerfer has been adjusted to be less potent at veterancy, but more reliable and more difficult to lockdown by HMGs.
Projectile no longer collides with terrain
MG 34 Heavy Machine Gun
The MG-34 has been adjusted to deal more damage against infantry and to allow it to gain veterancy more quickly. Cost and population adjusted appropriately.
Le.IG 18
The Le.IG is being made to require more micro to use at its full potential, but will now be more readily available and will now allow OKW players to be aggressive against support heavy builds through the deployment of smoke.
251 Flak Halftrack
The 251 is receiving changes to be able to respond more quickly to incoming threats and be easier to vet up.
Panzer II ‘Luchs’
The Luchs is being delayed in its timing while its accuracy against vehicles has been greatly lowered. Previously, the Panzer II could not miss the smallest of light vehicles, even while on the move.
251 Wurferman Stuka
The Stuka is being put in line with other rocket artillery pieces by lowering its health and being less capable of outright destroying structures and teams weapons with a single volley of rockets.
Obersoldaten
Obersoldaten are being made more accessible through a number of changes with only some slight adjustment regarding their late game veterancy to prevent them from over performing in the late game if the unit well preserved by the player.
Obersoldaten MG 34 LMG
Jagdpanzer IV
The Jagdpanzer veterancy bonuses and abilities have been adjusted to be more in-line with other vehicles.
Panzer IV
The Panzer IV for the OKW is being modified to have more powerful anti-infantry capabilities with a cost reduction to match its performance.
Panzer V Panther
The Panther has received adjustments to make it more accessible in 1v1 but less attractive to field groups of Panthers in team games due to increased fire on the move penalties and increased population.
King Tiger
To prevent the unit from wiping full health squads at range and while on the move, the following changes have been made:
BRITISH
We are tuning Infantry sections, Sappers, Mortar Pits, Fireflies and the Crocodile down to appropriate levels for their cost. At the same time, we are increasing British army availability to proper smoke and anti-garrison tools through improvements to the WASP, the 25 pounders and Mortar Pit smoke.
British Infantry Received Accuracy Cover bonus
We have removed the cover bonus from British infantry. Previously British infantry would be harder to kill, even if flanked due to the nature of the bonus.
MK II Mills Bombs
Bren and PIAT Weapon Racks
Infantry Section (All variants)
We feel that Tommies come out of the gate with too much raw power but also lack the offensive ability to assault positions. Therefore, to make Tommies feel more reliable and to improve their consistency on the battlefield, we've made the following changes:
Royal Engineers
We felt that Sappers tend to scale to well for their cost due to their low received accuracy and reinforcement costs.
Universal Carrier
We are improving the performance and reliability of the Universal Carrier to give the British faction reliable access to anti-garrison, and to also offset other changes to UKF’s early game. We are also addressing the issue where the universal carrier is too good at tanking anti-infantry damage with its self-repair ability.
AEC MK III
The AEC has been modified to be able to snare vehicle without requiring veterancy and allow the AEC to better function into the late game.
Centaur
The Centaur has been adjusted to be more reliable against garrisons and has been given increased speed and mobility to allow it to disengage more easily.
Sherman Firefly
To preserve the Firefly's role as a long range, accurate tank destroyer while making the vehicle less potent at hunting down and killing enemy tanks on the move, the following changes have been made:
Forward Assembly
The aura is being removed to decrease the potency of massed emplacements while the structure is given utility to provide more reliable healing over Infantry Sections.
Heavy Gammon Bomb
The Gammon Bomb is being brought more in-line with Satchel Charges to make it more accessible while preserving its role of denying area and clearing garrisons.
PIATs
Given the lack of infantry snares, the PIAT is having its range increased to allow it to deter light vehicles.
25 Pounder Base Howitzers
We are changing 25 pounders so that they become effective as a fast-response artillery that can be used to negate buildings or take down enemy emplacements reliably.
Airburst shells
British Trench
Brace
We have modified Brace to be less rewarding by shortening its duration and limiting the heal an emplacement receives when under these effects.
Mortar Pit
The Mortar Pit was too efficient at locking large portions of the map compared to the minimal amount of user input required to operate it.
17 Pounder Anti-Tank Nest
Churchill MK IV Infantry Support Tank
Given its role as breakthrough unit that can soak up incoming fire. Smoke has also been adjusted to allow the tank to move ahead and cover the advance or to pull back from danger.
BUG FIXES & QUALITY OF LIFE
DECEMBER 21st HOTFIX
USF
Cluster Mines
BUG FIXES
March 21st Hotfix
Bug Fix
Update: 17th of May 2018 (Updated with the additional intended changed from hotfix post)
GENERAL CHANGES
Squad Formations
• Drift cap/rate removed (was causing garrison bug)
• Arrow formation removed -> replaced with Paratrooper formation
• Squad AI removed due to player complaints
COMMANDER ABILITIES
USF
USF M83 Cluster Bombs
The following changes have been made to reduce the cluster bomb’s capability to wipe out squads upon deployment.
• Scatter changes and drop height changes
BRITISH
Commando Doctrine Assault
The following changes have been made to make this abilities cost better match its value and increase its usability.
• Weapon accuracy increased from 1.15 to 1.25
• Speed boost no longer applies to units in combat
• Cost reduced from 80 to 70
• Recharge time increased from 90 to 120
Smoke Raid
• Activation delay from 10 to 5
• Units built after the ability has been activated will now be affected by Smoke Raid
Royal Engineer’s Stand Fast
The make this commander less situational, the following change has been made.
• Replaced with Sapper flamethrowers
WEHRMACHT
Hull Down
To increase the usability of this ability, the following changes have been made
• Cast time from 15 secs to 7.5 secs
• Reload bonus removed; range bonus unchanged
Elite Troops Doctrine
Damage is being greatly reduced on stun grenades to solidify their role as a stun platform.
• Model 24 stun grenade damage from 40 to 10
OKW
• Valiant Assault recharge time has been increased from 60 to 120 seconds.
POPULATION CHANGES
Population has been adjusted across a number of units to encourage more diverse unit compositions.
WEHR
• Tiger: 20 to 21
• Puma: 8 to 7
• 250: 5 to 3
• StuG G: 8 to 10
• 222: 5 to 4
• Grenadiers: 6 to 7
• Pak40: 8 to 7
OKW
• Command Panther: 18 to 19
• Jagpanzer IV: 14 to 15
• Stuka: 14 to 12
• Puma: 8 to 7
• Luchs: 8 to 6
• 251 Flak halftrack: 7 to 6
• Kubelwagen: 4 to 3
USF
• Pershing: 16 to 19
• Jackson: 14 to 16
• M15 AA HT: 8 to 6
• Stuart: 8 to 6
• Major: 5 to 3
• WC51: 4 to 3
• M20: 6 to 4
SOV
• IS-2: 19 to 21
• SU-85: 12 to 15
• T-70: 7 to 6
• M3 Scout Car: 5 to 3
• Conscripts: 6 to 7
• Guards Rifle Infantry: 8 to 9
BRIT
• Firefly: 14 to 16
• AEC: 8 to 6
• UC: 5 to 3
• Tommies: 6/7 to 7/8 (second number for 5 man squads)
MORTAR CHANGES
A number of general changes have been applied to a number of light indirect-fire options to reduce their squad wipe potential, improve anti-garrison counterplay, and reduce their range in the late game.
• Damage to garrisoned squads increased from 0.25 to 0.5
• AOE near damage multiplier decreased from 1 to 0.85
• Veterancy barrage range bonuses replaced by barrage scatter reduction for the majority of light indirect fire options.
WEHRMACHT
Grw34 81mm Mortar
The Wehrmacht mortar is receiving adjustments to its rate of fire to discourage builds of multiple mortar squads and reduce the rate they can push back enemy assaults.
• Barrage reload increased from 0 to 1.25
• Auto-attack reload increased from 4 to 6
• Veterancy 2 auto-attack scatter bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages except smoke
• Smoke barrage ranged changed to 85
250 Mortar HT
Similar to the Wehrmacht mortar, we have reduced the halftrack's rate of fire; in exchange, the unit has received a cost reduction to match the USF mortar halftrack.
• Reload increased from 4 to 6
• Barrage reload increased from 0 to 1.25
• Fuel cost decreased from 40 to 30
• Smoke barrage range changed to 85
• Veterancy 2 barrage accuracy bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages
• Minimum range increased from 25 to 40; does not affect smoke barrage
OKW
Le.IG 18
The AOE of the le.IG has been increased to match other indirect-fire units.
• AoE radius increased from 3 to 4
• Number of incendiary shells decreased from 5 to 4 per barrage
• Smoke barrage range change from 35 - 150 to 25 - 125
• Veterancy 1 range bonus now applies a 25% bonus to smoke barrage range only
• Veterancy 3 range bonus removed
• Veterancy 5 20% scatter reduction bonus added
USF
M21 Mortar HT
Similar to the Wehrmacht Mortar HT, we have reduced the halftrack's rate of fire.
• Reload increased from 5/5 to 6/7
• Barrage reload increased from 0 to 1.25
• Smoke barrage max range reduced from 106 to 85
• Veterancy 2 barrage accuracy bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages
• Minimum range increased from 25 to 40; does not affect smoke barrage
81mm Mortar
The USF mortar’s range is being brought back in-line with other factions’ mortars. However, due to its early arrival and synergy with Riflemen squads, their AOE distance has been reduced to act as a support unit that’s primary role is anti-garrison and smoke.
• Range increased from 25 (min) - 65 (max) to 25 (min) - 75 (max)
• Reload speed increased from 4 to 6
• Setup increased from 0.5 to 1
• Teardown increased from 1.1 to 2
• Barrage reload increased by 1.25 seconds
• Smoke barrage range changed to 15 (min) - 85 (max)
• Veterancy 2 auto-attack scatter bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages
• AOE distance changed from 1/2/3 to 0.75/1.5/3
Pack Howitzer
The pack howitzer has been adjusted to be more affordable and effective at barraging defensive positions.
• Barrage increased from 3 to 4
• Manpower cost reduced to 340
• Veterancy 3 range bonus removed
• AOE damage from 1/0.25/0.1 to 0.85/0.5/0.25
BRITISH
3inch Mortar
Cost and barrage cooldown has been reduced to make the Mortar Pit more affordable and attractive as a source of indirect-fire.
• Barrage weapon cooldown increased by 1.25 seconds
• Manpower cost decreased from 400MP to 350MP
• Barrage cooldown from 40 seconds to 20 seconds
• Shots per mortar during barrage from 4 to 3
SOVIET
82mm Mortar
• Smoke barrage range decreased from 106 to 85
• Veterancy 2 auto-attack scatter bonus removed
• Veterancy 3 range bonus replaced by a 20% increase to barrage accuracy
120mm Mortar
The 120mm is losing a member of its crew to make it more vulnerable to assaults and to compensate for its ability to operate at one man.
• Squad size reduced from 6 to 5
• Veterancy 2 20% increase to barrage accuracy removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy
• Smoke barrage ranged changed to 120
SNIPER RELATED CHANGES
• Fixed an issue where the Soviet sniper would be able to return to stealth fast
• Anti-garrison accuracy standardized to 100% for all snipers
A number of units have been given additional boosts to their MGs against snipers, increasing the number of mobile counters to these units.The following units’ hull MGs now have a 1.5 accuracy multiplier vs snipers
• USF: Stuart and Greyhound
• British: AEC
• Soviet: T-70
• Wehrmacht: Puma
• OKW: Puma, Panzer II
The 222 Scout car has had its coaxial MG34 accuracy penalty vs snipers removed, thus making this unit a stronger counter to snipers.
PANTHER CHANGES
Both Panthers are being standardized in reload and accuracy to improve performance; the health bonus at veterancy 2 has been shifted to the unit’s stock performance to improve its survivability against tank destroyers. Now possibly in its best spot yet.
• Wehr Panther fuel cost from 175 to 185
• Wehr far accuracy increased from 0.03 to 0.035
• HP increase from 800 to 960 (all variants)
• Front armour reduced to 260
• Veterancy 2 +160 HP bonus replaced by +10% armour bonus
• OKW Panther reload from 6.1 - 6.4 to 5.2 - 5.6
• Rear armour reduced from 110 to 90 (all variants)
WEHRMACHT CHANGES
222 Armored Car
The 222 is receiving a cost adjustment to make it more viable early-mid game and easier to replace in the later stages should it be destroyed.
• Manpower cost reduced from 250 to 200
• Coaxial MG far accuracy increased from 0.27 to 0.32
• 20mm main gun no longer creates light cover
• Coaxial MG now obeys attack commands
Panzergrenadiers
• Panzerschreck upgrade munitions cost reduced from 120 to 100
Brummbar
The Brummbar is having its AOE adjusted to reduce its ability to wipe out full health units on the first shot, but still able to deal significant damage on misses.
• AOE distance changed from 1.25/2.5/3.75 to 0.625/1.25/6; applies to both auto-attack and bunker-buster
• AOE damage changed from 1/0.3/0.05 to 1/0.35/0.2; applies to both auto-attack and bunker-buster
Command Panzer 4
We are reducing the bonuses of the Command Panzer IV’s aura to decrease its potency around units such as the Stug G and Panther that are either incredibly cost effective with increased durability or have high durability to begin with.
• Damage reduction lowered from 20% to 10%
StuG G
The Stug’s high rate of fire is disproportionate to its cost, particularly when produced in numbers.
• Reload from 3.5/4.5 to 4.5/5.5
Tiger Ace
• Cost increased from 800 Manpower to 800 Manpower and 150 Fuel.
OKW CHANGES
Starting Resources
• Starting fuel reduced from 10 to 5
Sturmpioneers
Concussion grenades have been adjusted to be less lethal; their main value will be their ability stun squads.
• Stun Grenade damage reduce from 20 to 10
Mechanized Regiment HQ
The Mechanized HQ is having its fuel cost slightly lowered to maintain current tech timings and make back-teching a more viable option.
• Fuel cost reduced from 50 to 45
Panzer II Luchs
The Luchs is having its build time reduced to give the unit more shock value upon arrival and to increase its window of opportunity.
• Build time reduced from 75 to 60
SdKfz 251/17 Flak Halftrack
The 251 flak is having its suppression reduced to prevent it from immediately pinning squads; smoke cost has been increased to make quick escapes more costly
• Suppression reduced from 0.3 to 0.15
• Concealment smoke increased from to 25/15 to 35/25 at veterancy 0/1
Flame Grenade - Volksgrenadiers
• Volksgrenadiers Flame Grenade now requires an SWS Supply Halftrack to be called to the field. The Halftrack does not need to be set up.
Sturmpioneer Medkits
• Medkits from Sturmpioneers now have an area of affect healing radius.
SOVIET CHANGES
Sniper
The Soviet sniper is becoming a 1-man/woman squad similar to the Wehrmacht and British snipers to allow more counter-sniper play from Wehrmacht players..
• Squad size reduced from 2 to 1
• Camouflage combat reset time from 16 to 10
• Camouflage revert time from 3 to 6
• Hitpoints increased from 64 to 82
• Population increased from 8 to 9
• Ready aim time changed to 1 (incorrectly stated as 1.5 previously)
• Cooldown changed to 3.5 (min) - 4 (max)
• Reload duration decreased from 5 to 4.5
• Reload frequency increased from 4 to 9
• Population from 8 to 9
• Out of cover camouflage decloak time increased by 2 seconds
Conscript PPSh
• PPSh upgrade cost increased from 40 to 60
SU-76
The reload time of the SU-76 is being increased to reduce its performance against armored vehicles.
• Reload speed increased from 2.9/3.4 to 3.9/4.4
SU-76 Barrage Ability
The barrage ability on the SU-76 is being changed to match that of the ZiS-3 76mm Anti-tank gun barrage in terms of cost, scatter and AOE.
• Barrage ability now costs 35 Munitions
• AOE distance increased from 1/2/4 to 1.5/3/4.5
• AOE radius increased from 5 to 6
• Damage reduced from 120 to 80
• Angle scatter decreased from 15 to 8
• Distance scatter decreased from 7 to 5
• Distance scatter ratio increased from 0.125 to 0.167
• Tilt max distance from 0 to 10
PTRS (all variants)
We are lowering the PTRS’ deflection damage to reduce their impact against heavily armoured vehicles when attacking from the front.
• Deflection damage reduced from 20 to 10
IL-2 Loiter
The IL-2 Attack Loiter is having its damage reduced to lessen its ability to wipe infantry squads at full health.
• Damage from 5 to 3
BRITISH CHANGES
Bren Mk. II Light Machine Gun
Bren Guns are being adjusted to be less potent at range, though their price is being reduced to match their new performance.
• Sappers now use Tommy Bren Gun on pick up
• Cost from 60 to 45
• Accuracy reduced from 0.575/0.518/0.46 to 0.575/0.4144/0.391
• Mid range from 28 to 25
Sappers
The Heavy Sapper upgrade is having its price reduced to better reflect its price.
• Sapper Heavy Sapper upgrade munition cost reduced from 70 to 60
Vickers HMG
The Vickers is receiving a slight cost reduction to promote diverse build openings; suppression bonuses at veterancy 2 have also been added to help this unit scale into the late game.
• Cost reduced to 260
• Build time increased by 4 seconds
• Veterancy 2 now provides a 20% bonus to suppression
• Veterancy 1 garrisoned range and sight bonus reduced from +25% to +15%
BOIS Anti-Tank Infantry Sections
The AT Infantry Section will no longer be able to purchase upgrade kits due to their existing versatility.
• Can no longer upgrade Medkits/Pyro supplies
• AT nade range from 20 to 15
Universal Carrier
The UC is having its armor adjusted; these changes should also allow small-arms to penetrate the vehicle more frequently, increasing counterplay.
• Hit points increased from 200 to 240; WASP & Vickers upgrade no longer increase HP
• Front armor reduced from 10 to 7
• Rear armor reduced from 5 to 4.1
• WASP upgrade cost increased from 70 to 75 MU
• WASP range reduced from 32 to 30
M3 Resupply HT
• Weapon Drop ability (Vickers/PIATs) now require Weapon Racks to be unlocked.
Cromwell
The Cromwell is having its cost reduced to better reflect its performance.
• Fuel cost from 120 to 110
AEC - Treadshot Ability
• Treadshot is once again an aimed ability
• Reading aim time increased from 1.5 to 2
• Far accuracy increased from 0.3 to 0.35
• Speed horizontal from 40 to 60
• Speed vertical from 17 to 25
Centaur
Scatter is being increased to reduce the Centaur’s offensive capabilities and ability to wipe units, even on retreat.
• Scatter angle/distance increased from 5/2.15 to 7.5/4.15
• 20mm Strafing Fire ability now has a minimum traverse of 15 meters
• 20mm Strafing Fire ability cost reduced from 50 to 30
6-pounder
The 6-pounder is having its bonus against heavy vehicles removed; it will still be capable of reliably striking light vehicles, but will no longer have a guaranteed chance to hit tanks.
• +50% accuracy bonus now only applies to light vehicles
Sapper Bren Guns
• Sappers are now able to equip 2x Bren Guns from weapon racks.
USF CHANGES
M2HB .50cal Heavy Machine Gun Team
To improve counterplay, sprint is being removed from veterancy 1.
• Sprint veteran ability removed
• Suppression reduced from .00006 to 0.00054
• Veterancy 1 increases suppression by multiplier of 1.1
P47 Rocket Loiter
The P47 rocket attack was causing too much damage for its cost, particularly against larger vehicles where rockets had a low chance of missing.
• Damage from 80 to 65
M8 Greyhound
The M8 is having its damage lowered to make it less effective against vehicles; its performance against infantry will remain unaffected.
• Damage from 60 to 40
• AoE damage changed from 0.8/0.28/0.04 to 1/0.42/0.06
Jackson
We are removing the M36’s extra sight bonuses. The Jackson will still be an effective tank destroyer due to its high mobility, penetration, range and damage.
• Sight reduced from 40 to 35
• Veterancy 2 sight bonus removed
MAP CHANGES AND FIXES
1vs1
Semoskiy Winter
• Wooden fence in the cemetery was passable for infantry. This has been corrected.
2vs2
Semoskiy Winter
• Wooden fence in the cemetery was passable for infantry. This has been corrected.
Poltawa
• A patch of the map near the South West fuel point did not display fog of war properly. This has been corrected.
Rhzev Winter - Custom Games Only
• An additional map entry point in the South has been removed.
• Graphical issues with the new shoreline have been adjusted so that everything blends more smoothly. This includes height mapping issues on several roads.
• HQ markers, territory points, map entry points and bunker markers in the area of the North spawn have all been adapted to ensure ownership belongs to players 3 and 4. This should prevent the errors on this map with player 1 having ownership of the North territory.
• Deep snow has been removed across the entire map, as many areas were completely missed. Areas of snow will still leave footprints and tracks, but won’t affect gameplay at all.
3vs3
Port of Hamburg
• Tweaked pathing from North and South side from the bases to the middle of the map
• Some missing texture bugs from the live version have been fixed
• Removed two spawns for consistency.
Rzhev Winter
• An additional map entry point in the South has been removed.
• Graphical issues with the new shoreline have been adjusted so that everything blends more smoothly. This includes height mapping issues on several roads.
• HQ markers, territory points, map entry points and bunker markers in the area of the North spawn have all been adapted to ensure ownership belongs to players 3 and 4. This should prevent the errors on this map with player 1 having ownership of the North territory.
• Deep snow has been removed across the entire map, as many areas were completely missed. Areas of snow will still leave footprints and tracks, but won’t affect gameplay at all
LaGleize
• Removed some pieces of fencing on left and right VP to make pathing more balanced for both sides.
• Removed one fence on the right hand of the map between Munitions and VP to provide better pathing
• Removed the windows on the house near the western cutoff to better balance the map.
• Improved general pathing near the central VP
4vs4
Port of Hamburg
• Tweaked pathing from the North and South side from the bases to the middle of the map
• Some missing texture bugs from the live version have been fixed
LaGleize
• Removed some pieces of fencing on left and right VP to make pathing more balanced for both sides.
• Removed one fence on the right hand of the map between Munitions and VP to provide better pathing
• Removed the windows on the house near the western cutoff to better balance the map.
• Improved general pathing near the central VP
Spring Update - Hotfix - May 18th
USF FIXES
• Fixed an issue in which Recon Company Raid Tactics would give +7 vision to infantry indefinitely.
• Jackson far range set to 60 as originally intended in patch notes.
• Pack Howitzer Heat Barrage damage and AOE damage reverted to pre- Spring Update values (unintentional change)
• USF 81mm mortar auto attack distance scatter reverted from 0.0875 to 0.08.
BRIT FIXES
• Universal Carrier front armour changed to 7 from 8 as intended.
• Sappers Vickers K accuracy reverted to pre- Spring Update values.
• Fixed an issue where Bren guns still cost 60 munitions from the Forward Assembly.
• Bren Gun mid-range accuracy changed as intended in patch notes.
SOVIET FIXES
• Fixed an issue where a recrewed 120mm Mortar could be recrewed with up to six men, as opposed to the intended 5 men.
• Fixed an issue with Engineers not being able to plant demolition charges.
• Fixed and issue where Guard Squads were requiring 3 Command Points for call in, despite the UI saying 2. Guards are now available from 2 Command Points.
• Fixed an issue where PTRS Rifles for Penals and Guards were doing 50% reduced damage vs buildings.
OKW FIXES
• Fixed an issue where Panzer IV and Panther tanks were getting a 50% accuracy increase against snipers.
• Fixed an issue where MP40 Volksgrenadiers would still have access to the flame grenade in the Firestorm Doctrine. Volksgrenadiers now only have access to a regular grenade after upgrading to the Assault Package.
• Battlegroup HQ cost has been reverted to 25 fuel.
WEHRMACHT FIXES
• Fixed an issue where Hull Down would automatically cancel and not activate after completion. Hull Down should now work as intended. Note: The animation for the sandbags will continue to run after the squad has completed building for a few additional seconds.
• Panther Veterancy 2 text now states its increased amour bonus correctly.
• Fixed an issue where Panzer Grenadiers could no longer re-buy their Panzershrecks if lost. Cost adjusted accordingly.
• Wehmacht Mortar Half Track cost changed from 40 to 30 fuel, as originally intended.
ADDITIONAL INTENDED CHANGES
Due to multiple people working from the same document, some intended changes were not communicated in the patch notes. The following changes are intended, and are live in game. They will be added or amended in the changelog patchnotes.
• Valiant Assault recharge time has been increased from 60 to 120 seconds.
• Volksgrenadiers flame grenade now requires an SWS Supply Halftrack to be called to the field. The Halftrack does not need to be set up.
• Medkits from Sturmpioneers now have an area of affect healing radius.
• Sappers are now supposed to be able to equip 2x Bren Guns from weapon racks. This was not included in the patch notes.
• The Soviet Snipers ready-aim time was incorrectly stated as 1.5 when it is actually set to 1.
Spring Update - Hotfix 2 - May 29th
GCS2 Map Update - July 10th
Balance modifications for the following 1vs1 Maps
Balance modifications for the following 2vs2 Map
New community made 1vs1 map
Map Revamp Patch - Oct 26th 2018
Full details here: http://www.companyofheroes.com/blog/2018/10/26/map-revamp-patch-2018
Two surprise maps have been reworked and are returning to automatch
Two surprise maps have been reworked and are returning to automatch
Balance modifications for the following 1vs1 Maps
Removed 1v1 Maps
Balance modifications for the following 2vs2 Maps
Removed 1v1 Maps
Removed 2v2 Maps
Balance modifications for the following 3vs3 Maps
Balance modifications for the following 4vs4 Maps
Anniversary Classic Mini Balance Update
Clarification regarding Stalingrad/ Westwall bug
The recent update to Westwall was incompatible with the live game client. As a result, the game client was defaulting to Stalingrad when Westwall was selected by automatch.
Westwall has been removed from automatch pending further investigation. Stalingrad should no longer be a stealth automatch map.
Brumbar
-Armour reduced to 240 from 260
-Veterancy 2 armour bonus from 1.3 to 1.2
-This equates to 288 armour when vetted as opposed to 320
-Bunker Buster Barrage second and third shot scatter distance from 2.5 to 9
-Bunker Buster second and third shot scatter from 6 to 10
-Brumbar Range from 40 to 35
251
-Veterancy gain when upgraded with flamethrowers reduced by 50%
T-70
-Veterancy 2 recon mode bonus removed (68.5 sight from 95 when fully vetted)
Zis Gun Bug Potential Fix
There are a couple of bug variants involving de-crewed zis guns in the game. This bug has been very hard to replicate and tackle, as it is related to animation states and would require a programming and animation fix.
However, a Designer has devised a potential workaround should this bug occur. A requirement/ check has been added to the Zis gun and its crews which works as follows.
Naturally uncrewed Zis guns count as "entities" and not "squads" and are therefore not affected by this new check. This bug only occurs when Zis guns are in the "squad" state.
-Zis guns now run a persistent squad count check when they are in the "squad" state. If a Zis gun in the "squad" state is registered to have 1 or fewer crew members, it will self-destruct after a few seconds.
-If this happens, a new Zis gun entity will spawn in the same location to replace the loss caused by the bug.
-This check will not result in any performance issues whatsoever. It is a simple and isolated check
-The check will not affect in-game Zis gun bug performance, and should not cause any unintended side effects.
Mini Map Updates
-Mini maps updated for Caen, Eindhoven Country, Elst Outskirts and Hill 400
Map changes
-Minor changes to issues with Lost Glider
Clarification regarding Stalingrad/ Westwall bug
The recent update to Westwall was incompatible with the live game client. As a result, the game client was defaulting to Stalingrad when Westwall was selected by automatch.
Westwall has been removed from automatch pending further investigation. Stalingrad should no longer be a stealth automatch map.
December 12th 2018 - Commander Revamp and USF Tech Update Final Notes
Temporary note - Patch will be live imminently
USF
ARMOUR COMPANY
Assault Engineers
To diversify USF starts and the squad’s durability issue in the mid-late game, Assault Engineers are being given an extra man.
-Squad size from 4 to 5.
Elite Vehicle Crews
We have modified this ability to now grant a constant bonus that improves Armour Company’s ability to get vehicles back into action and gain veterancy.
-Passive ability.
-Vehicle crews automatically gain two Thompson SMGs
-Increases vehicle and vehicle crew veterancy gain by 15%.
-Increases Vehicle Crew repair speed by 0.5; repair speed of 2.1 (Pioneers have 1.6)
M10 Tank Destroyer
Adjustments to cost and Flanking Speed should make the M10 a cheap and efficient unit for dealing with most armored vehicles, despite also being in the Battalion Command with its bigger brother, the M36 Jackson.
-Fuel cost from 90 to 80.
-Flanking Speed no longer requires Veterancy 2.
Sherman 105mm Dozer
The Dozer has had some significant changes to improve its anti-infantry performance, while reducing its OHK radius against units that are at full health.
-AOE from 5.5 to 6
-AOE damage from 1/0.35/0.0.5 to 1/0.35/0.175
-AOE distance from 1.125/2.25/3.375 to 0.425/1/5
-Now deals 50% deflection damage
-Range from 40 to 35
-Distance scatter max from 4.8 to 2.5
-Veterancy 2: +160 health, -15% weapon reload, +20% rotation; was previously +20% speed, +20% rotation, +30% Accuracy, +20% Accel/Decel.
-Veterancy 3: +35% weapon rotation, -10% weapon reload, +30% Accel/Decel; was previously +35 weapon rotation, -20% Reload.
240mm Artillery
We have increased the number of shells while decreasing the delay between shots to make this ability more potent at area denial. Damage has been modified to prevent instant kills on infantry while retaining high damage at the edges of the shell’s AOE.
-Number of shells from 5 to 7
-Duration between shells from 12 to 8
-Instant kill crit against infantry removed
-AOE damage from 1/0.15/0.05 to 1/0.2/0.15
-Far distance from 9 to 10
MECHANIZED COMPANY
Previous Ability Line-Up
Reserve Armor
WC-51
M3 Halftrack
Raid
M21 Mortar Halftrack
New Ability Line-Up
Reserve Armor
Mechanized Groups
Cavalry Riflemen
M21 Mortar Halftrack
Combined Arms
Mechanized Group
-WC-51 and M3 Halftrack consolidated and available from the Rifle Command.
-M3 Halftrack requires either Platoon or Company Command Posts to be fully unlocked or two officers to be deployed.
-Please see the new USF Tech Changes below for more information.
WC-51
-Can now be built from the Rifle Command with a build time of 22.
-MG cooldown duration from 1.25/2 to 1.25/1.5
-MG Rate of fire multiplier from 1/0.8333/0.6667 to 1/1/1
-HMG upgrade cost from 60 to 45
-Veterancy requirement from 360/720/1440 to 300/600/1200
-Can now capture territory; Capture and decapture rate of 1.
-Mark Target and 155mm Artillery barrage range from 50 to 60.
M21 Mortar Half Track
Timed shells for the M21 should now be more reliable when used to demolish fortifications which is their primary role.
-Delayed Shells AOE from 4 to 5
-Delayed Shells fuse from 2.8 to 2
-Delayed Shells scatter from 12 to 9
-Delayed Shells distance scatter max from 14 to 10
-Delayed Shells scatter ratio from 0.175 to 0.0857
Cavalry Riflemen
Cavalry Riflemen have been added to give the commander a versatile squad that excels at short-range, meshing commander’s theme on Mechanized units.
-280mp; 5 man squad with Assault Engineer M3 Greaseguns and 0.97 received accuracy.
-Can be upgrade with two Thompsons for 70 munitions. Takes up a single weapon slot.
-Has two weapon slots.
-Requires 1 CP.
-Abilities: M23 Rifle Smoke Grenades, AT Satchels, Covering Fire
-M23 Smoke Grenade: Similar to Officer and Rear Echelon Smoke. Smoke locked behind Grenade Package.
-AT Satchel: Similar to Penal AT satchel.
-Covering Fire ability: Reduces the Cavalry Riflemen's accuracy by 90%, but targeted infantry unit receives a 55% accuracy penalty and are reduced to walking speed for 11 seconds or until the ability ends. Ability disengages when unit is told to move. 25 munitions.
-7 population.
-Veterancy 1: Reduces recharge of all abilities by 25%.
-Veterancy 2: -20% weapon cooldown, -23% Received accuracy.
-Veterancy 3: +25% smoke range, -15% Received Accuracy, +30% weapon accuracy.
Combined Arms
-Added in place of Raid of Mechanized Doctrine; does not affect Recon
M4A3 76mm Sherman
We have changed the 76mm Sherman by focusing its AT role. HVAP rounds will give the unit the ability to threaten heavier vehicles while still retaining its ability to have engage infantry and lighter vehicles.
-Population from 14 to 12
-Cost from 380/135 to 380/125
-Can now swap between regular ammunition and HVAP.
-HVAP penetration at 220/180/165; standard rounds have a penetration of 140/130/120.
-HVAP accuracy at 0.06/0.0425/0.035; standard rounds have 0.05/0.0375/0.025.
-HVAP reload at 6.1; standard rounds have 4.1/4.5 reload.
-HVAP AOE radius at 0.25; standard rounds have a radius of 2.
-Speed from 6.4 to 6.5; speed matches Soviet Sherman
-Soviet Sherman now has the exact same abilities and veterancy as the American M4A3 76mm.
-Veterancy Three 0.8 reload modifier replaced with +25% main gun penetration.
BRITISH
GENERAL FACTION CHANGES
The following changes were made to give the British to give the faction some breathing room against vehicles and tanks that attempt to rush in.
-Sappers, and Recovery Sappers have access to HEAT Grenades; the same grenades used by AT Infantry Sections.
BRITISH ARTILLERY
Sexton
We have improved the AOE and range of the Sexton to strengthen its role as an artillery unit.
-AOE damage from 1/0.25/0.1 to 1/0.5/0.2
-AOE distance from 1.5/3/4.5 to 1.25/2.5/6
-Range from 135 to 160
-Supercharge Victor Creeping Barrage no longer shares a cooldown with the main barrage
-Standard barrage recharge from 90 to 110
Valentine
Changes to this unit are intended to make it more potent in combat and capitalize on the unique abilities it provides.
-Main gun damage from 80 to 120.
-Population from 12 to 7.
-Reload from 5.6/6 to 5.
-CP requirement from 6 to 5.
-Observation now increases base unit sight by 50%; no longer scans for units in the FOW and does not disable movement. Main gun unuseable when active.
-Veterancy requirements from 1820/3640/7280 to 1020/2040/4080.
-Concentrated Sexton Barrage price from 15 to 35.
-Sexton Creeping Barrage no longer requires veterancy 1.
-Veterancy 1 now increases sight by 7.
Perimeter Overwatch
We have adjusted the Perimeter Overwatch to now deploy off-map shells to help Artillery Regiment defend territory and either force enemies to capture the territory or retreat when the ability is active.
-Now launches a single mortar shell every 8 seconds at enemies in a friendly sector.
-Now launches a 25 pounder shell every 16 shells at enemies in a friendly sector.
-Applies on a sector-by-sector basis.
TACTICAL SUPPORT
Air Resupply Operation
Recovery Sappers
Command Vehicle
Artillery Cover
Forward Observation Post
New Ability Line-Up
Air Resupply Operation
Recovery Sappers
Command Vehicle
Forward Observation Post
Churchill Crocodile
Air Resupply Operation
-Cost from 150 munitions to 100 manpower and 75 munitions
-Vickers HMG replaced by M1 81mm Mortar; same version used by the USF.
Artillery Cover
Churchill Crocodile
The Crocodile has been adjusted to have its gun match other tanks. Smoke has also been added to allow the Crocodile to provide combat support.
-Main gun damage from 80 to 160
-Can now fire smoke shells; ability similar to Comet and Cromwell’s Smoke Shot.
-Replaces Artillery Cover.
Recovery Sapper Squad
Recovery Sappers have been adjusted to be a versatile support unit that does not require a heavy manpower investment and giving the player two squads when they would only want one.
-Only deploys one squad rather than two.
-CP requirement from 4 to 1.
-Cost from 450 to 230.
-Can throw smoke grenades for 15 munitions.
-Repair speed from 1.6 to 1.85
Forward Observation Post
We have modified this ability to be less reliant on ambient buildings. Furthermore changes were made to increase the utility of this ability when buildings are converted.
Forward HQ Abilities
-Abilities can no longer be deployed in Base Sectors.
-All abilities now share a player-wide cooldown.
Forward Observation HQ
-Cost from 300/40 to 250/30
-Ambient Buildings that are converted can now reinforce nearby troops
-Converted command structure no longer limited to 1.
Forward Assembly Conversion
-Costs 100 manpower and 10 fuel
-Locks out Medical Stations
SOVIETS
NKVD RIFLE DISRUPTION TACTICS
Previous Ability Line-Up
Radio Intercept
Recon Overflight
Rapid Conscription
Fear Propaganda
IL-2 Strafing Loiter
New Ability Line-Up
Radio Intercept
KV-8
Commissar Squad
Scorched Earth Policy
Anti-Tank Overwatch
New Unit: Commissar Squad
We have added a powerful officer unit to the Soviets. The Commissar serves as a both a potent combatant and support unit.
-5 Man Squad: Commissar Officer armed with a pistol and escorted by three Guards Riflemen and a medic wielding Penal SVTs. 0.87 Received Accuracy.
-Cannot crew team weapons or be merged with.
-Requires 2 CPs.
-Stand Your Ground ability: Grants a friendly targeted squad -30% received accuracy and -10% received damage. The squad has reduced movement speed unless told to retreat during its 20 second duration; shares a cooldown with Fight to the Death. 30 second cooldown.
-Fight to the Death ability: Grants a friendly targeted squad +20% weapon accuracy and 0.5 cooldown. Increases received accuracy by 20%; shares a cooldown with Stand Your Ground. 30 second cooldown.
-Propaganda Barrage ability: Deploys 4 fear propaganda shells over the target area. 45 munitions
-Medical Kits ability: Timed ability. Able to heal nearby infantry within 20m radius when out of combat; this matches Infantry Section medical kits. 30 second duration. Medic does not need to be alive to activate this ability.
-RGD-33 Grenade ability: Same grenade used by guards.
-Veterancy 1: Increases squad size by 1. Adds a Guard model.
-Veterancy 2: +40% weapon accuracy. Increases Propaganda, Stand Your Ground, and Fight to the Death range by 5.
-Veterancy 3: -29% weapon cooldown, - 23% Received Accuracy.
New Ability: Scorched Earth Policy
Allows Engineers to place a trap on points; when triggered an incendiary charge will detonate. The main role of this ability is to stall enemies from capturing territory.
-Costs 35 Munitions
-Available from 3 CPs
-Detected by minesweepers and removed when the point is captured.
-Instantly detonates when triggered
-Denies resources for 120 seconds.
-Points cannot be captured for 90 seconds.
-Cannot be placed on Victory points.
KV-8
-Added to the doctrine
-Health from 800 to 960.
-Flamethrower range from 25 to 30
-45mm penetration from 50/50/50 to 140/80/60
-45mm AOE from 2.5 to 0.5
-45mm AOE distance from 0.625/0.9375/1.25 to 0.15/0.2/0.25
-Capture Point replaced with Inspire: Infantry within 30m will move faster and have their weapon cooldowns reduced by 20%. Costs 25 munitions.
New Ability: Anti-Tank Overwatch
Given the abundance of anti-infantry abilities in this commander, Anti-Tank Overwatch has been added to balance out the commander’s late game utility.
-Costs 200 munitions
-Requires 12 CPs.
-Covers a 50 radius.
-45 second duration.
-120 damage per shell; limited AOE.
-Only targets vehicles.
-Barrage increases with intensity the longer the target is in sight and in the ability’s radius.
URBAN DEFENSE TACTICS
Previous Ability Line-Up
Forward HQ
M-42 ATG
Booby Traps
Armored Vehicle Detection
Incendiary Barrage
New Ability Line-Up
Forward HQ
Shock Troops
M-42 ATG
Booby Traps
KV-2
Shock Troops
In keeping with the Urban theme of this doctrine, Shock Troops have been added. Furthermore, Shock Troops have received moderate buffs to their mid-range capabilities.
-Cost from 390 to 360.
-PPsH-41 mid range accuracy from 0.276 to 0.35
-PPsH-41 aim-time multiplier from 1.25 to 0.85
-PPsH-41 cooldown duration multiplier from 1.25 to 0.85
-PPsH-41 mid burst duration multiplier from 0.325 to 0.65
-Mid-range from 16 to 17
-Grenades no longer share a cooldown.
45mm Anti-Tank Gun
Changes were made to increase this unit’s ability to scale and potency versus vehicles. The ability to swap to canister rounds was also added to give this unit a role when there are either no vehicles to target or there are heavy tanks roaming around the battlefield.
-Able to swap between AP and Canister rounds; canister rounds are a low damage round that are effective against infantry. Canister rounds rely on rate of fire and AOE.
-Canister has a range of 50
-Weapon arc from 30 to 40.
-Rotation speed from 100 to 135.
-Horizontal Tracking speed from 12 to 20.
-AP round penetration from 140/80/60 to 140/100/80.
-Now has Ambush Camouflage ability by default: First-strike bonus of +20% accuracy, +20% penetration and -25% reload; 50% speed penalty.
-Tracking veteran ability replaced; now vehicle units hit by a veteran 45mm ATG with AP shells will be temporary visible for 10 seconds, even in the FOW.
Forward Headquarters
This ability has been modified to reduce its dependency on maps, but has been made less potent without player input.
-CP requirement to 1.
-FHQ Aura is now a 30 second timed ability with a 90 second cooldown; free ability. Player-wide cooldown.
As an alternative to designating a command building, this ability now also allows the player to build a Field Base; this structure reinforces and heals nearby infantry.
Field Camp
-Costs 200 manpower and 25 fuel.
-Comes with 3 medics and can reinforce nearby squads when in friendly territory.
-640 health and 10 armor.
-Can use the FHQ aura.
Booby Trap
The Booby Trap is being adjusted to deal more damage over a larger area, whilst being incapable of destroying full squads. Cost has been adjusted appropriately. Furthermore, Engineers are required to use this ability.
-Must now be planted by Engineers.
-CP requirement from 6 to 4.
-Cost reduced from 100 to 45
-Damage from 250 to 80
-AOE distance from 1.5/3/4.5 to 0.25/3/6
KV-2 - Replaces Urban Defense Incendiary Barrage
The KV-2 has received the following changes. This unit will still provide considerable defensive presence, but will also function better in an assault tank capacity, and be more effective against enemy armor.
-Population from 19 to 21.
-Rear armour from 180 to 120.
-Weapon penetration from 200/180/160 to 170/150/140
-Deflection damage to 50%
-Siege mode reload bonus from 0.5 to 0.75.
-AOE from 5 to 6
-AOE distance from 1.25/2.5/3.75 to 0.25/1.1/6.
-Veterancy 3 speed bonus replaced with +160 health bonus.
-152mm non-sieged reload from 10/12 to 9.
-152mm non-sieged bypasses terrain.
-152mm non-sieged angle scatter from 7.5 to 5
-Entering and exiting siege mode no longer increases the KV-2s received accuracy and removes its sight during the transition.
-Capture Point replaced with Inspire: Infantry within 30m will move faster and have their weapon cooldowns reduced by 20%. Costs 25 munitions.
ADDITIONAL SOVIET NOTES
76mm Sherman
-Standardized to USF M4A3 76mm; see above in Mechanized Commander.
OKW
ELITE ARMOUR
Previous Ability Line-Up
Signal Relay
Emergency Repairs
Panzer Commander
Heat Rounds
Sturmtiger
New Ability Line-Up
221
Emergency Repairs
Panzer Commander
Heat Rounds
Sturmtiger
Panzer Commander
This upgrade has been adjusted to allow tanks to spot targets from further away and improve combat performance. The Artillery Barrage has also been adjusted so its shells arrive sooner.
-CP Requirement from 8 to 5.
-Sight bonus from 6 to 10
-Coordinated Barrage delay from 5 to 0
-Coordinated Barrage cost from 120 to 80
-Coordinated Barrage range from 35 to 45
-Now increases main gun accuracy by 10%.
Emergency Repair
Emergency Repairs has been altered to repair a reasonable chunk of health, allowing damaged tanks on the front to get back into the action more quickly.
-Cost reduced from 50 to 35.
-Now restores 300 health over 10 seconds after a 3-second delay; previously it was 100.
-No longer reduces munition income when active.
Sturmtiger
We have aimed to make this unit perform more consistently. The intention is an increased ability to punish dense unit concentrations while not outright destroying infantry squads immediately.
-Hull MG no longer auto attacks enemies.
-AOE radius from 8 to 14
-AOE distance to 1/3.75/8 from 0.25/1.5/8.
-AOE damage from 1/1/0.3 to 1/0.25/0.075
-Rocket suppresses all infantry within 18 meters of the blast; 8 second delay before infantry can start recovering from this suppression.
-Rocket will now automatically destroy ambient structures on hit.
-No longer immobile while reloading. Instead, receives an 60% speed decrease when reloading.
-Veterancy 5 increases the speed of the Sturmtiger when reloading to 3.76 from 1.88.
-Veterancy requirements from 1795/3590/7180/8975/11668 to 1400/2800/5600/7400/8900.
-NaHW Grenade Range from 15 to 25
-Shares the limit of 1 with the King Tiger; neither tank may be called in if the other is on the field.
221/223 -Replace Signal Relay
-221 available from the Command HQ after an SWS halftrack has been built.
-Costs 220 manpower and 20 fuel.
-240 health and 4 armor.
-Can be upgraded for 100 manpower and 10 fuel to a 223; increases health to 320 and armor by 5.
-Medical Kit ability: Deploys a single medical crate at the target location for 15 munitions.
Resource Lockdown ability: Toggle ability. 223 is able to generate additional income when in a friendly sector. Similar to the Opel Blitz. Requires 223 upgrade.
-Signal Relay ability: Passive ability. Automatically detects armoured vehicles on the minimap within range 85 of the vehicle, without needing to lockdown. Requires 223 upgrade.
-Gains shared veterancy.
-Veterancy 1: Unlocks Panzer Tactician, +10% weapon accuracy, -11% Received Accuracy
-Veterancy 2: +30% sight, +30% accuracy
-Veterancy 3:+20% acceleration/deceleration, +20% rotation, +20% speed, +20 health
-Veterancy 4: Reduces incoming damage by 25% when the 223 is in Lockdown.
-Veterancy 5: Allows the 221/3 to plant Riegel Anti-Tank Mines; same ones used by the 251 half-track.
OVERWATCH
Previous Ability Line-Up
Forward Receivers
Early Warning Flares
Goliath
For the Fatherland
Sector Assault
New Ability Line-Up
Early Warning Systems
Jaeger Light Infantry
For the Fatherland
LeFH
Sector Assault
Forward Receivers, Early Warning, Goliath - Now bundled together
-These three abilities have been merged into a single commander slot
-Renamed Early Warning Systems
Jaeger Light Infantry
-Added to the doctrine.
-CP requirement from 2 to 1.
-Must buy their sniper rifle for 45 munitions. Requires 1 truck to be deployed.
-Squad cost from 300 to 250.
-Reinforce from 37 to 31
-Reinforce time from 7.5 to 6
-Salvage ability now available; replaced by Thorough Salvage in Scavenge Doctrine.
-Veterancy requirements from 660/1320/2240/3520/4400 to 520/1040/2080/3120/3970
-Camouflage is now available at Veterancy 0
-Now has First-Strike Bonuses; increases accuracy by 50% for 5 seconds.
-JLI G43 Sniper Rifle light and heavy cover accuracy modifiers from 0.5 to 0.9.
-JLI G43 Sniper Rifle garrison accuracy modifiers from 0.5 to 0.9
-Booby traps standardized to the Soviet version; see Soviet Booby Trap above.
Sector Assault
-Scatter from 80 to 12
-Distance scatter max from 1 to 7
-Reticle UI adjusted to now properly reflect the ability’s coverage.
LeFH
-LeFH added to the doctrine
-Veterancy 1-3 now matches its Ostheer counterpart
-Veterancy 4 reduces Counter Barrage reload time between shots by 60%
-Veterancy 5: Unlocks ‘Direct Fire.’ Allows single fire direct shot up to 50m with minimal scatter. Deals 25% increased damage vs vehicles for 200 and temporarily slows vehicles similar to Firefly Tulip Rocket. No cost.
WEHRMACHT
GENERAL FACTION CHANGES
234 Puma - Mobile Defense Doctrine
-Puma now requires Battlephase 2 and is deployed from the Leichte Mechanized Kompanie
-Puma now costs 270 manpower, 70 fuel
DEFENSIVE DOCTRINE
Previous Ability Line-Up
Trenches
Tank Traps
Pak 43
Hulldown
Sector Artillery
New Ability Line-Up
Osttruppen
Defensive Fortifications
StuG E
Pak 43
Sector Artillery
Tank Traps
-Consolidated into Defensive Fortifications
Osttruppen
Defensive Fortifications
-Allows all infantry the ability to build trenches, sandbags, and wire. Pioneers can build Trenches.
-Allows the construction of Concrete Bunkers.
Concrete Bunkers
-Pioneers can construct Repair Bunkers and Machine Gun Bunker.
-Machine Gun Bunkers take up 2 population.
-Repair Bunker comes with 3 Repair Pioneers.
-Build time at 140; 35 seconds when built by a full Pioneer squad.
-Both bunkers cost 380 manpower.
-960 health and 35 armor.
StuG E
The StuG E has been adjusted to be more durable against enemy fire while its AOE has been adjusted to deal less damage in the center of the blast, but more at the outer edges for consistent damage.
-Health from 480 to 560
-Far AOE distance from 3 to 4
-Projectile speed from 28 to 45
-Target size from 20 to 17
-Veterancy 2 reload bonus from 0.9 to 0.85.
-AOE far damage from 0.15 to 0.2
-AOE distance from 1.5/2.5/4 to 0.5/1.75/4
Pak 43
-New ability: Scuttle Pak 43: The crew will disable the gun and after 20 seconds, the gun will be destroyed. The owning player will be partially refunded 150 manpower and 15 fuel upon completion. This ability cannot be canceled.
Sector Artillery
-Now affects adjacent friendly sectors
GERMAN INFANTRY
Previous Ability Line-Up
Artillery Officer
Tactical Movement
Relief Infantry
Light Artillery Barrage
Fragmentation Bombs
New Ability Line-Up
250 Halftrack
Stormtroopers
Veteran Squad Leaders
Assault and Hold
Fragmentation Bombs
Veteran Squad Leaders (New Ability)
In keeping with the Infantry theme of the doctrine, the following ability has been created. This ability provides Wehrmacht line infantry with a five-man upgrade in the case of Pioneers and Grenadiers to increase durability and potency. Panzergrenadiers can be upgraded with a support package to provide support capabilities.
-Requires 2 CPs
-Pioneers can be upgraded to a 5 man squad for 30 munitions.
-Grenadier squad can be upgraded to 5 men for 60 munitions.
-The Grenadier squad leader has a transferable G43 and grants a -15% reduction on weapon cooldowns, -10% received accuracy and reduces the cost of Medical Kits to 0 munitions. This upgrade locks out the MG42 upgrade.
-Panzergrenadiers can be upgraded with the Support Package. Unlocks three abilities for 30 Munitions.
-Rudimentary Repair ability: Allows Panzergrenadiers to repair at a reduced rate of 1.1; Pioneers repair at 1.6.
-Combined Arms ability: Passive ability. Panzergrenadiers gain -10% received accuracy and +20% speed when near vehicles.
-Mark Infantry ability: Targeted ability. Panzergrenadiers can mark hostile infantry; enemy will take +30% received accuracy while the Panzergrenadiers will take +15% received accuracy. 15 second duration. Penalties are disabled when the unit retreats.
Stormtroopers
Stormtroopers have been added to the doctrine. Furthermore, Stormtroopers have undergone a rework, to make them a more attractive choice across doctrines. This redesign intends to differentiate Stormtroopers from Panzergrenadiers, by moving them more towards a potent close-range unit, with strong disruption and ambush abilities.
-StG Package removed
-Bundle Grenade removed.
-Can upgrade to MP40s anywhere on the battlefield. MP40s have a 15 second upgrade time. Unlocks Tactical Assault ability. No cost.
-MP 40 DPS at 0/15/35: 18.69/7.14/0.1; New Shock Troop PPsH is 14.21/4.78/0.11.
-Panzerschreck Cost from 75 to 60
-G43 Package now grants 3 Panzergrenadier G43s; cost from 40 to 60. Disables Tactical Assault and locks out Panzerschreck.
-Decapture rate from 1 to 1.33
-Camouflage now matches those used by commandos; can remained cloak for a short period of time when leaving cover.
-Incendiary Grenade ability: Similar grenade to Volksgrenadiers, but deals additional damage to resource caches. 30 munitions. Starts on cooldown.
-Smoke Grenade ability: Similar to those used by the Jaeger Command Squad.
-Can now place Booby Traps; similar Soviet Urban Defense traps.
-Veterancy 1 Medkits replaced with automatic healing when out of combat.
Assault and Hold - Replaces Tactical Movement
-Increases the accuracy of all infantry by 25% for 45 seconds
-Capture and decapture rate is increased by 100% for infantry squads.
-Costs 70 munitions
-60 second duration.
250 Half-track - Replaces Infantry Doctrine Artillery Officer
-210 manpower and 20 fuel.
-Comes with a 251 MG and gains shared veterancy.
-Dig-In ability: Immobilizes the half-track, but reduces damage by 50%, increases range by 10, and grants moderate weapon suppression.
-Veterancy 1: Can now reinforce nearby infantry, +10% weapon accuracy, -11% received accuracy
-Veterancy 2: +30% accuracy, +20% burst duration
-Veterancy 3: +20% acceleration/deceleration, +20% rotation, +20% speed, +20 health
-Changes affect the half-tracks in Mechanized Assault Groups for Mechanized and Mechanized Assault doctrines; they still come with infantry. Fuel costs also matches the new 251.
USF Tech and Unit Changes
We have made adjustments to the USF teching system to make it easier for the faction to gain its support weapons and diversify its builds. By allowing officers to be deployed sooner, USF will no longer be required to have a large number of infantry units before they are able to start adding team weapons to their composition.
The M15 AA HT and M5 Stuart have also been swapped between the two buildings to emphasize the role of the Platoon Command as an offensive tier and the Company Command geared towards defense and attrition.
Officer weapon upgrades have also been adjusted to lessen the impact of Lieutenant against infantry which is capable of quickly snowballing with its light vehicles.
Platoon Command Post
-Lieutenant can be requisitioned for 200 manpower and 35 fuel; unlocks the M2HB .50cal HMG Team.
-Platoon Command Post can be upgraded after Lieutenant is dispatched. Unlocks M20 and M5 Stuart.
-Upgrade time of 70 seconds.
-Grants 1/4 of a CP upon completion.
Lieutenant
-Starting BAR removed.
-Bazooka can be purchased for 50 munitions.
Company Command Post
-Captain can be requisitioned for 200 manpower and 35 fuel; unlocks the 57mm ATG.
-Company Command Post can be upgraded after Captain. Unlocks Pack Howitzer and M15A1 AA Half-track.
-Upgrade time of 70 seconds.
-Grants 1/4 of a CP upon completion.
Captain
-Bazooka upgrade removed.
-Can now purchase a BAR for 60 munitions.
Platoon and Company Command Post Upgrades
-Costs 50 manpower and 20 fuel
-20 second research time.
-Grants 1/4 of a CP upon completion.
Battalion Command Post/ Major Dispatch
-Major available after one building is fully unlocked or after deploying two officers.
-Cost from 240/120 to 190/120
-Grants 1/3 of a CP upon completion.
USF Starting Resources
-Starting fuel value increased from 15 to 20
M20
The M20 has received some adjustments to increase its ability to scale into the mid game and be easier to replace if lost.
-Manpower cost from 340 to 240
-M20 accuracy from 0.75/0.475/0.2 to 0.55/0.45/0.25
-Weapon accuracy increases with veterancy: +10%/+15%/+15%
-Veterancy requirements lowered from 880/1760/3520 to 500/1000/2000
-Veterancy 3 reduces mine deployment time from 12 to 7 seconds.
-Veterancy 3 increases stealth detection radius by 10; goes up to 35.
Grenade Unlock
Grenade tech is being reduced in price to open additional strategies and make it an option for USF for use in the early-mid game.
-Fuel Cost from 25 to 15
Airborne Doctrine
The following changes were made as the doctrine faced borderline irrelevance in this new tech structure.
-50 cal HMG cost from 260 to 125 manpower - 50 munitions
-57mm ATG cost 270 to 125 manpower - 60 munitions.
-57mm ATG CP requirement from 4 to 3.
Pathfinder
With the changes to USF tech and doctrines like Armor, Pathfinders have been moved to 0 CPs to open additional strategies.
-CP Requirement from 1 to 0.
Bug Fixes
17PDR AT Gun
The following changes were made to prevent an odd bug where units would target the indestructible 17 Pounder Gun, rather than the nest itself.
-17 Pounder Gun target size from 40 to 0
-17 Pounder Gun Weapon priority from 0 to -1000
Hotfix Patch #1 - December 14th 2018
OKW
-Fixed a bug in which OKW SwS Halftracks had a stealthy mg42 machine gun. SwS meta we hardly knew thee!
-Fixed a bug in which the 221/223 could not pack up from lockdown mode if territory was lost to enemy.
-Fixed an issue where machine gun veterancy bonuses were not applying correctly to the 221
Wehrmacht
-Fixed an issue where machine gun veterancy bonuses were not applying correctly to the 250
-Fixed a weapon priority issue for passengers of the 250 HT
Soviet
-Fixed a bug where all the Commissar model dying would result in all nearby squads becoming instantly pinned.
-Fixed a bug where medic model in commissar squad could not be healed by base medics
USF
-Fixed a bug where Sherman smoke would not fire.
-Fixed a bug where M4C Sherman HVAP rounds would not respond to prioritize vehicle commands
Brits
-Fixed an issue where Valentine Concentrated Sexton Barrage ability could not be triggered in observer mode.