Partisan cost increased from 210 to 250 to bring the unit in line with its cost.
Partisan guns changed from MP44 to MP40s (PPSH for placeholder) they will deal slightly less damage but still be good at dealing with weapon teams
Partisans now have camouflage to gain extra utility after their initial deployment
Added Sniper bonus accuracy to the M20 Utility Car
M20 Utility car detection radius increased from 10 to 25 to help detect camouflage units
UC Detection radius increased from 10 to 25 help detect camouflage units
222 Scout car detection radius increased from 10 to 25 help detect camouflage units
WC51 detection radius increased from 10 to 25 help detect camouflage units
M3 Scout car detection radius increased from 10 to 25 help detect camouflage units
T34 Population increased from 8 to 10 to prevent overwhelming numbers of the tank
Wasp damage reduced from 8 to 4 it was doing too much damage initially
Wasp range reduced from 35 to 32.5 was able to kite units too easily
Churchill Flamethrower range reduced from 38 to 34 was able to attack at to safe of a distance
British Command Tank buffs change to the following because initial modifiers were currently over performing.
Accuracy weapon modifer reduced from 2 to 1.35
Recieve accuracy modifers increased from 0.5 to 0.7
Reload Weapon Modifer increased from 0.5 to 0.7
Cooldown Weawpon Modifer increased from 0.5 to 0.7
Fixed an issue of flame barrage landing on OKW battle group headquarters
Increase range of KT from 40 to 45 to improve its usability into the late game as it can be kited quite easily by tank destroyers
Reduce flame bonus damage to buildings from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage
Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage
Molotov initial damage reduced from 20 to 10 because they were initially killing many entities on the first explosion
Panzerwerfer Damage profile changed from 1/0.35/0.05 to 1/0.75/0.5 which will round out the damage a lot better yielding more consistent results
Comet health reduced from 800 to 720, Scatter increased from 3.2 to 4.2 to bring this unit in line with its other counterparts
Hammer and Anvil upgrades increased from from 200/25 to 250/50 to make players have to decide and invest into specialization, previously it was too easy to rush into one of them and skip all the other tech)
Hammer and Anvil research time increased from 5 to 30 seconds
British Sniper weapon behavior change from wants prone firing to none to improve usability will allow it to shoot / aim quicker
Gammon Bomb damage reduced from 240 to 200 was dealing too much damage
Reduce jadgtiger cost from 800/290 to 720/245 bringing the cost inline with its performance
Glider HQ can now build britsh medics
Fixed issue with infantry section vet 3 scoped rifles providing a dps decrease instead of an increase
Tiger and Tiger Ace Vet 2 sight bonus reduced from 10 to 5
Added more of a stagger of time between the planes of Stuka Close Air Support
Fixed an issue of rifleman sandbag not showing up.
Handheld Flamethrowers ONLY:
Fire Aim Time
Post firing aim time increased to 0.5 AOE
AOE Accuracy changed from 0.6/2.8/5 to 15/15/15
AOE radius changed from 4 to 2
AOE damage distance changed from 0.4/0.7/1 to 1/1/1
AOE damage friendly changed from 0.25/0.625/1 to 0.25/0.25/0.25
AOE distance changed from 2/1.5/1 to 2/2/2 Behaviour
Reaction radius changed from 2.1 to 2.5 Burst
Burst duration changed from 1/0.5 to 1/1 Cover
Dmg multiplier vs garrison cover increased from 1 to 2
Dmg multiplier vs heavy cover increased from 1 to 2
Dmg multiplier vs light cover increased from 1 to 1.25
Dmg changed from 8 to 16 Tracking
Weapon tracking speed horizontal changed from 90 to 45
Flak Weapon Updates: All Flak Weapons This flag was set to false in order to prevent flak weapons from instantly killing all squad members in garrison structures.
Damage all in hold flag set from true to false
Centaur Slight damage reduction in order to allow players to react to this unit. Previously at 20 damage the lethality rate of the Centaur was over performing.
Damage reduced from 20 to 14
Flamethrowers Update Cover Table We are reducing the bonus damage that flamethrowers apply to garrison to give players more to react with their units in garrison. Previously we would see weapon teams be killed before they could ungarrison.
Garrison cover bonus damage reduced from 1.5 to 1.25
Vehicle Flamethrowers We tuned vehicle flamethrowers to make them more consistent across the board. We have reduced the damage on most heavy flame vehicles because it was over performing while increasing the damage on the wasp due to its underperformance.
Churchill Crocodile Flamethrower damage reduced from 12 to 10
KV-8 damage reduced from 16 to 10
Universal Carrier Wasp damage increased from 6 to 10
Flame Damage Over time We are increasing the time per tick for damage over time. This will include all incendiary abilities, Molotov’s, and flamer dots that vehicles leave behind. The tick in game time should translate to about 1 second real time which should help player gauge the amount of damage they will take if they choose to stand in the fire.
Damage frequency reduced from 0.5 to 1.25
Dot radius increased from 3 to 5
Artillery Update Air Superiority Previously the huge blast radius of these bombs made it very difficult for players to dodge.
AOE Radius of bombs reduced from 10 to 5
Heavy Artillery Shells We want to reduce the effectiveness of artillery shells against production buildings.
Now do 25% less damage against base structures
LEIG In our effort to make AOE more consistent we saw a huge jump in performance with indirect fire units such as the LEIG and Pak Howtizer. We are adjusting its stats to bring it more in line with other indirect fire units.
Suppression Amount reduced from 0.3 to 0.23
Auto fire reload Increased from 6 to 7
Barrage reload increased from 3 to 5
Damage far reduced from 0.25 to 0.2
Damage medium reduced from 0.5 to 0.4
Projectile lowest angel increased from 10 to 40
Vet 1 Range bonus reduced from 15% to 5%
Pak Howitzer In our effort to make AOE more consistent we saw a huge jump in performance with indirect fire units such as the LEIG and Pak Howitzer. We are adjusting its stats to bring it more in line with other indirect fire units.
Radius reduced from 6 to 4
Suppression reduced from 0.3 to 0.23
Auto Attack Reload increased from 5.2 to 7
Barrage Reload increased from 3 to 4
Projectile lowest angel increased from 10 to 40
General TBF Balance Tuning Infantry Sections We are addressing the heavy attrition costs that infantry sections have.
Reinforcement cost reduced by 10% (28 per model)
Sten MK Vi Silence SMG We are reducing the overall DPS due to players not being able to react to these units when engaged in close quarters.
Rate of fire reduced from 26 to 14
Churchills Reducing the armor of the Churchill to allow reduce the amount of deflection while maintain the Churchill’s ability to soak up damage.
Default Churchill health reduced from 1600 to 1400
Schwerer Panzer HQ(200/100): JP4, P4, Panther, Obers,
Kubelwagen
Can capture (15% faster capture rate)
Suppression removed
Range reduced from 40 to 35
Cost reduced from 240/5 to 210
Armor increased from 4 to 4.5
Rear armor increased from 2 to 4.5
Combat Package
Cost reduced from 90 to 70 (Reverted)
Sturmpioneers
Cost reduced from 320 to 300
Removed flame explode critical
Volksgreandiers
Added regular grenade back
Kark 98k Rifle increased from 10 to 12
Cost increased from 235 to 250
Panzer II Luchs
Cost increased from 55 fuel to 65 fuel
King Tiger
Removed from tech tree
Now unlockable call in unit
Limited to 1
Population reduced from 26 to 21
Munition / Fuel Transfer
Removed from the game
Veterancy 4-5
All modifiers have been reduce partially to bring their overall performance down
Fallschirmjager vet 4 and 5 weapon accuracy modifier reduced from 1.3 to 1.15
Jaeger Light Infantry vet 4 range reduced from 5 to 2.5, vet 5 cooldown reduced from 0.8 to 0.75, vet 5 received accuracy increased from 0.71 to 0.8
Obersoldaten vet 4 received accuracy increased from 0.71 to 0.8
Volksgrendiers vet 4 Sight radius reduced from 1.4 to 1.2, vet 4 weapon accuracy reduced from 1.3 to 1.15, vet 5 cooldown accuracy increased from 0.7 to 0.8
Raktenwerfer43 vet 4 speed modifier reduced from 1.25 to 1.15, vet 4 increase range reduced from 10 to 5, vet 5 sight modifier reduced from 16 to 12
LEIG vet 5 weapon penetration modifier reduced from 1.3 to 1.15, vet 5 damage modifier reduced from 1.30 to 1.15
MG34 vet 4 received accuracy modifier increased from 0.71 to 0.8, vet 5 weapon accuracy modifier reduced from 1.2 to 1.15, vet 5 sight radius modifier reduced from 11 to 6
251 17 Flak Halftrack vet 4 weapon penetration modifiers reduced from 1.25 to 1.15, vet 5 speed modifier reduced from 1.3 to 1.15, vet 5 rotation speed modifiers reduced from 1.3 to 1.15
Hetzer vet 4 range modifier reduced from 8 to 5
JP4 vet 4 reload modifier increased from 0.75 to 0.85, vet 4 reduced accuracy modifier reduced from 1.3 to 1.15
King Tiger vet 5 reload modifier increased from 0.7 to 0.8
Ostwind vet 4 damage modifier reduced from1.25 to 1.15, Sstwind vet 5 range modifier reduced from 1.25 to 1.15
Panther vet 5 sight modifier reduced from 16 to 12, panther vet 5 accuracy modifier reduced from 1.5382 to 1.25
Panzer IV vet 4 weapon scatter modifier increased from 0.75 to 0.8, vet 5 accuracy modifier reduced from 1.5382 to 1.25
Multiplayer Update
USF
Rifle Company We made some adjustments to Rifle Company to address the ongoing issue of mainline infantry having such a strong anti-garrison weapon. Another thing we wanted to address was the ability to break the intended pacing of veterancy.
Rifle flamers Moved to rear echelons (CP reduced to 0)
Fire Up! Now replaces elite rifleman (Squad will move at maximum speed for a period of time. After the squad will suffer exhaustion after)
Rear Echelons We have scaled up Rear echelons up slightly to reduce spam.
Rear echelons cost up from 160 to 200
Rear echelon rifle damage up from 8 to 10
Rifleman Increased the requirement on rifleman vet to reflect their new current performance at veterancy level 3.
Veterancy 3 requirements from 2240 to 2576
M10 Slight cost increase to reflect the unit’s performance.
Cost increased from 270/80 to 300/90
Bazooka Usability improvement change.
Accuracy increased from 0.029/0.043/0.058 to 0.034/0.048/0.063
P-47 Rocket Strike Ease of life change
Sight reduced to 0
Added mini map ui icon
Can no longer be targeted in base sectors
UKF Emplacements
Can no longer be abandoned
Infantry Section Slight adjustment to Infantry section making them slightly better at fighting out of cover but slightly reduced performance in cover. Also adding the PTRS profile to the Boys AT Rifle to not make it a DPS downgrade against infantry.
Infantry Section reload penalty reduced from 1.5 to 1.4
Infantry Section cooldown penalty reduced from 1.3 to 1.2
Infantry Section damage reduced from 16 to 14
Infantry Section target size increased from 0.8 to 0.9
Infantry Section Veterancy 3 accuracy bonus reduced from 1.4 to 1.2
Boys AT Rfile accuracy Increased from 0.035/0.048/0.063 to 0.253/0.574/0.69
Boys AT Rifle damage reduced from 40 to 27
Boys AT Rifle now has bonus 13 damage against vehicles
Sniper We are adjusting the British Sniper’s veterancy ability and weapon to allow more counter play with light recon vehicles.
Coordinated Fire veterancy requirements removed
Critical Shot now requires veterancy 1
Removed chance to damage engine on penetration
Heavy Engineers Adding appropriate cost and research time to this ability.
Added cost to the upgrade 70 Munitions
Research time increased from 10 to 30 seconds
Churchill Increasing its cost to reflect the unit’s performance
Cost increased from 540/150 to 540/180
Churchill Crocodile
Flame thrower range reduced from 32 to 25
Veterancy 1 requirements increased from 2020 to 2525
Veterancy 2 requirements increased from 4040 to 5050
Veterancy 3 requirements increased from 8080 to 10100
6LB AT Gun
Cost increased from 280 to 320
Valentine Reducing CP point to bring the pacing in line with other light tanks
Command point requirements reduced from 8 to 6
Hawker Typhoons Ease of life change
Rockets now only target vehicles
Strafing runs only target infantry
Sight reduced to 0
Added mini map ui icon
Can no longer be targeted in base sectors
Wehrmacht
Stuka Close Air Support (Loiter) Ease of life change
Only targets vehicles now
Sight reduced to 0
Added mini map ui icon
Can no longer be targeted in base sectors
Strafing Run (Loiter) Ease of life change
Sight reduced to 0
Added mini map ui icon
Can no longer be targeted in base sectors
Elite Troops Removing this ability from the commander tree as it interferes with the general pacing of unit veterancy
Ability replaced with Stormtroopers
Osttruppen Reserves Removing the ability to interfere with the general pacing of unit veterancy
Removed random chance to receive veterancy on spawn
Jaeger Light Infantry Upgrade Allowing players to get this upgrade relatively at the same time as the LMG42.
Command point requirements reduced from 3 to 1
Close Air Support Doctrine, Ostruppen Doctrine Removing this ability that allows players to manipulate their resource with no counter play involved
Replaced with Supply Drop Zone
Soviets
Soviet Industry Removing this ability that allows players to manipulate their resource with no counter play involved.
Ability replaced Allied Supply Drop
IL-2 Strumovik Attacks Ease of life change
Only targets infantry now
Sight reduced to 0
Added mini map ui icon
Can no longer be targeted in base sectors
KV2: Bringing this unit in line with other heavy vehicles
Population reduced from 24 to 19
HP increased from 800 to 1040
Bugfixes:
Updated squad plans on Guards Troops and captain squad to prevent unwanted movement.
Schwerer Panzer HQ(200/100): JP4, P4, Panther, Obers,
Kubelwagen
Can capture (15% faster capture rate)
Suppression removed
Range reduced from 40 to 35
Cost reduced from 240/5 to 210
Armor increased from 4 to 4.5
Rear armor increased from 2 to 4.5
Combat Package
Cost reduced from 90 to 70 (Reverted)
Sturmpioneers
Cost reduced from 320 to 300
Removed flame explode critical
Volksgreandiers
Added regular grenade back
Kark 98k Rifle increased from 10 to 12
Cost increased from 235 to 250
Panzer II Luchs
Cost increased from 55 fuel to 65 fuel
King Tiger
Removed from tech tree
Now unlockable call in unit
Limited to 1
Population reduced from 26 to 21
Munition / Fuel Transfer
Removed from the game
Veterancy 4-5
All modifiers have been reduce partially to bring their overall performance down
Fallschirmjager vet 4 and 5 weapon accuracy modifier reduced from 1.3 to 1.15
Jaeger Light Infantry vet 4 range reduced from 5 to 2.5, vet 5 cooldown reduced from 0.8 to 0.75, vet 5 received accuracy increased from 0.71 to 0.8
Obersoldaten vet 4 received accuracy increased from 0.71 to 0.8
Volksgrendiers vet 4 Sight radius reduced from 1.4 to 1.2, vet 4 weapon accuracy reduced from 1.3 to 1.15, vet 5 cooldown accuracy increased from 0.7 to 0.8
Raktenwerfer43 vet 4 speed modifier reduced from 1.25 to 1.15, vet 4 increase range reduced from 10 to 5, vet 5 sight modifier reduced from 16 to 12
LEIG vet 5 weapon penetration modifier reduced from 1.3 to 1.15, vet 5 damage modifier reduced from 1.30 to 1.15
MG34 vet 4 received accuracy modifier increased from 0.71 to 0.8, vet 5 weapon accuracy modifier reduced from 1.2 to 1.15, vet 5 sight radius modifier reduced from 11 to 6
251 17 Flak Halftrack vet 4 weapon penetration modifiers reduced from 1.25 to 1.15, vet 5 speed modifier reduced from 1.3 to 1.15, vet 5 rotation speed modifiers reduced from 1.3 to 1.15
Hetzer vet 4 range modifier reduced from 8 to 5
JP4 vet 4 reload modifier increased from 0.75 to 0.85, vet 4 reduced accuracy modifier reduced from 1.3 to 1.15
King Tiger vet 5 reload modifier increased from 0.7 to 0.8
Ostwind vet 4 damage modifier reduced from1.25 to 1.15, Sstwind vet 5 range modifier reduced from 1.25 to 1.15
Panther vet 5 sight modifier reduced from 16 to 12, panther vet 5 accuracy modifier reduced from 1.5382 to 1.25
Panzer IV vet 4 weapon scatter modifier increased from 0.75 to 0.8, vet 5 accuracy modifier reduced from 1.5382 to 1.25
Multiplayer Update
USF
Rifle Company We made some adjustments to Rifle Company to address the ongoing issue of mainline infantry having such a strong anti-garrison weapon. Another thing we wanted to address was the ability to break the intended pacing of veterancy.
Rifle flamers Moved to rear echelons (CP reduced to 0)
Fire Up! Now replaces elite rifleman (Squad will move at maximum speed for a period of time. After the squad will suffer exhaustion after)
Rear Echelons We have scaled up Rear echelons up slightly to reduce spam.
Rear echelons cost up from 160 to 200
Rear echelon rifle damage up from 8 to 10
Rifleman Increased the requirement on rifleman vet to reflect their new current performance at veterancy level 3.
Veterancy 3 requirements from 2240 to 2576
M10 Slight cost increase to reflect the unit’s performance.
Cost increased from 270/80 to 300/90
Bazooka Usability improvement change.
Accuracy increased from 0.029/0.043/0.058 to 0.034/0.048/0.063
P-47 Rocket Strike Ease of life change
Sight reduced to 0
Added mini map ui icon
Can no longer be targeted in base sectors
UKF Emplacements
Can no longer be abandoned
Infantry Section Slight adjustment to Infantry section making them slightly better at fighting out of cover but slightly reduced performance in cover. Also adding the PTRS profile to the Boys AT Rifle to not make it a DPS downgrade against infantry.
Infantry Section reload penalty reduced from 1.5 to 1.4
Infantry Section cooldown penalty reduced from 1.3 to 1.2
Infantry Section damage reduced from 16 to 14
Infantry Section target size increased from 0.8 to 0.9
Infantry Section Veterancy 3 accuracy bonus reduced from 1.4 to 1.2
Boys AT Rfile accuracy Increased from 0.035/0.048/0.063 to 0.253/0.574/0.69
Boys AT Rifle damage reduced from 40 to 27
Boys AT Rifle now has bonus 13 damage against vehicles
Sniper We are adjusting the British Sniper’s veterancy ability and weapon to allow more counter play with light recon vehicles.
Coordinated Fire veterancy requirements removed
Critical Shot now requires veterancy 1
Removed chance to damage engine on penetration
Heavy Engineers Adding appropriate cost and research time to this ability.
Added cost to the upgrade 70 Munitions
Research time increased from 10 to 30 seconds
Churchill Increasing its cost to reflect the unit’s performance
Cost increased from 540/150 to 540/180
Churchill Crocodile
Flame thrower range reduced from 32 to 25
Veterancy 1 requirements increased from 2020 to 2525
Veterancy 2 requirements increased from 4040 to 5050
Veterancy 3 requirements increased from 8080 to 10100
6LB AT Gun
Cost increased from 280 to 320
Valentine Reducing CP point to bring the pacing in line with other light tanks
Command point requirements reduced from 8 to 6
Hawker Typhoons Ease of life change
Rockets now only target vehicles
Strafing runs only target infantry
Sight reduced to 0
Added mini map ui icon
Can no longer be targeted in base sectors
Wehrmacht
Stuka Close Air Support (Loiter) Ease of life change
Only targets vehicles now
Sight reduced to 0
Added mini map ui icon
Can no longer be targeted in base sectors
Strafing Run (Loiter) Ease of life change
Sight reduced to 0
Added mini map ui icon
Can no longer be targeted in base sectors
Elite Troops Removing this ability from the commander tree as it interferes with the general pacing of unit veterancy
Ability replaced with Stormtroopers
Osttruppen Reserves Removing the ability to interfere with the general pacing of unit veterancy
Removed random chance to receive veterancy on spawn
Jaeger Light Infantry Upgrade Allowing players to get this upgrade relatively at the same time as the LMG42.
Command point requirements reduced from 3 to 1
Close Air Support Doctrine, Ostruppen Doctrine Removing this ability that allows players to manipulate their resource with no counter play involved
Replaced with Supply Drop Zone
Soviets
Soviet Industry Removing this ability that allows players to manipulate their resource with no counter play involved.
Ability replaced Allied Supply Drop
IL-2 Strumovik Attacks Ease of life change
Only targets infantry now
Sight reduced to 0
Added mini map ui icon
Can no longer be targeted in base sectors
KV2: Bringing this unit in line with other heavy vehicles
Population reduced from 24 to 19
HP increased from 800 to 1040
Bugfixes:
Updated squad plans on Guards Troops and captain squad to prevent unwanted movement.
NEW INTEL BULLETINS
* Boom Goes Me! intel bulletin for the Goliath added
* Champagne or a Super Nova intel bulletin for the Calliope added
Misc
* Updated the pop cap in tool tips to reflect actual pop cap numbers (all factions)
LEADERBOARDS UPDATE
* The Leaderboards are now accessible in-game via the Player Card and Automatch lobby.
* Your leaderboard level and level icon are now displayed on your Player Card as well.
In addition, you can now also check your recent stats on your Player Card for info such as your Recent Match History and W/L ratio per time.
PATHFINDING IMPROVEMENTS
* Specifically better pathfinding when moving a unit backwards (better reversing behavior).
OBERKOMMANDO WEST UPDATE
To learn more about the reasoning and design decisions behind these changes, check out our OKW Revamp blog.
GENERAL CHANGES
* Resource income increased from 66% to 100%
* Starting Fuel decreased from 40 to 10
* Starting Manpower increased from 240 to 340
TECH TREE CHANGES
The buildable units, abilities and costs in the OKW's Headquarter structures have been altered.
Battlegroup Headquarters
* Fuel cost decreased from 40 to 25
* Self-Destruct ability removed
* Buildable Units
* 7.5cm le.IG 18 Infantry Support Gun
* SdKfz 251/20 Half-Track w/ Infrared Searchlight
* SdKfz 251/17 Flak Half-Track
Mechanized Regiment Headquarters
* Fuel cost increased from 40 to 50
* Munitions Transfer ability removed
* Fuel Transfer ability removed
* Self-Destruct ability removed
Buildable Units:
* Panzer II Ausf. L “Luchs” Light Tank
* SdKfz 234 “Puma” Heavy Armored Car
* SdKfz 251 “Stuka zu Fuß” Half-Track
Schwerer Panzer Headquarters
* Fuel cost increased from 80 to 120
* Self-Destruct ability removed
* Buildable Units:
* Obersoldaten
* Jagdpanzer IV/70 (V)
* Panzer IV Ausf. J Medium Tank
* Panther PzKpfw V Medium Tank
COMMANDER CHANGES
Feuersturm Doctrine
* Flammenwerfer 35 Co* mmand Point requirement decreased from 1 to 0
UNIT CHANGES
Volksgrenadiers
* Manpower cost increased from 235 to 250
* Kark 98k Rifle Damage increased from 10 to 12
* Veterancy Rank 4 Squad Sight Radius buff decreased from 1.4 to 1.2
* Veterancy Rank 4 Weapon Accuracy buff decreased from 1.3 to 1.15
* Veterancy Rank 5 Weapon Cooldown buff increased from 0.7 to 0.8
Sturmpioneers
* Manpower cost decreased from 320 to 300
* Flame Explode critical removed
* Fallschirmjäger
* Veterancy Rank 4 Weapon Accuracy buff decrease from 1.3 to 1.15
* Veterancy Rank 5 Weapon Accuracy buff decrease from 1.3 to 1.15
Jäger Light Infantry
* Veterancy Rank 4 Weapon Range buff decreased from 5 to 2.5
* Veterancy Rank 5 Weapon Cooldown buff increased from 0.75 to 0.8
* Veterancy Rank 5 Squad Received Accuracy buff increased from 0.71 to 0.8
Obersoldaten
* Veterancy Rank 4 Squad Received Accuracy buff increased from 0.71 to 0.8
* MG34 Heavy Machine Gun Team
* Veterancy Rank 4 Squad Received Accuracy buff increased from 0.71 to 0.8
* Veterancy Rank 5 Weapon Accuracy buff decreased from 1.2 to 1.15
* Veterancy Rank 5 Squad Sight Radius buff decreased from 11 to 6
****Raktenwerfer 43 Anti-Tank Rocket Launcher **
* Veterancy Rank 4 Squad Movement buff decreased from 1.25 to 1.15
* Veterancy Rank 4 Weapon Range buff decreased from 10 to 5
* Veterancy Rank 5 Squad Sight Radius buff decreased from 16 to 12
7.5cm le.IG 18 Infantry Support Gun
* Suppression removed
* Can now autoface
* Veterancy Rank 5 Weapon Penetration buff decreased from 1.3 to 1.15
* Veterancy Rank 5 Weapon Damage buff decreased from 1.5 to 1.15
* Garrison) cover damage multiplier increased from 0.25 to 0.35
Kübelwagen
* Capture added (15% faster capture rate)
* Suppression removed
* Range decreased from 40 to 35
* Manpower & Fuel cost decreased from 240/5 to 210/0
* Armor increased from 4 to 4.5
* Rear armor increased from 2 to 4.5
sWS Supply Half-Track
* Manpower & Fuel cost increased from 0/0 to 100/15
SdKfz 251/17 Flak Half-Track
* Veterancy Rank 4 Weapon Penetration buff decreased from 1.25 to 1.15
* Veterancy Rank 5 Squad Movement buff decreased from 1.3 to 1.15
* Veterancy Rank 5 Squad Rotation buff decreased from 1.3 to 1.15
Panzer II Ausf. L “Luchs” Light Tank
* Fuel cost increased from 50 to 65
* Penetration reduced from 25 to 20
Flammpanzer 38 “Hetzer”
* Veterancy Rank 1 requirements decreased from 2730 to 1560
* Veterancy Rank 2 requirements decreased from 5460 to 3120
* Veterancy Rank 3 requirements decreased from 10920 to 6240
* Veterancy Rank 4 requirements decreased from 13650 to 7800
* Veterancy Rank 4 Weapon Range buff decreased from 8 to 5
* Veterancy Rank 5 requirements decreased from 18155 to 10375
Flakpanzer IV Ostwind
* Veterancy Rank 4 Weapon Damage buff decreased from 1.25 to 1.15
* Veterancy Rank 5 Weapon Range buff decreased from 1.25 to 1.15
Jagdpanzer IV/70 (V)
* Veterancy Rank 4 Weapon Reload buff increased from 0.75 to 0.85
* Veterancy Rank 4 Weapon Accuracy buff decreased from 1.3 to 1.15
Panzer IV Ausf. J Medium Tank
* Veterancy Rank 4 Weapon Scatter buff increased from 0.75 to 0.8
* Veterancy Rank 5 Weapon Accuracy buff decreased from 1.5382 to 1.25
Panther PzKpfw V Medium Tank
* Veterancy Rank 5 Squad Sight Radius buff decreased from 16 to 11
* Veterancy Rank 5 Weapon Accuracy buff decreased from 1.5382 to 1.25
Tiger B “Königstiger”
* Now unlockable call in unit
* Limited to 1
* Population cost decreased from 26 to 21
* Veterancy Rank 5 Weapon Reload buff increased from 0.7 to 0.8
Elite Troops Doctrine
Removing the Elite Troops ability from the commander tree as it interferes with the general pacing of unit veterancy.
Elite Troops ability replaced with Stormtroopers call-in
Close Air Support Doctrine & Osttruppen Doctrine
Removing the Redistribute ability that allows players to manipulate their resource with no counter play involved.
Redistribute Resources ability replaced with Supply Drop Zone ability
ABILITY CHANGES
Stuka Close Air Support
Ease of life changes.
Only targets vehicles now
Sight decreased to 0
Mini map icon added
Can no longer be targeted in base sectors
**Strafing Run **
Ease of life change.
Sight decreased to 0
Mini map icon added
Can no longer be targeted in base sectors
Osttruppen Reserves
Removing the veterancy bonus from the ability as it interfere with the general pacing of unit veterancy.
No longer provides a random chance to receive veterancy on spawn
Jaeger Light Infantry Upgrade
Allowing players to get this upgrade relatively at the same time as the LMG42.
Command point requirement decreased from 3 to 1
US Forces
COMMANDER CHANGES
Rifle Company
We made some adjustments to Rifle Company to address the ongoing issue of mainline infantry having such a strong anti-garrison weapon. Another thing we wanted to address was the ability to break the intended pacing of veterancy.
M2 Flamethrower upgrade moved from Riflemen to Rear Echelon Troops
M2 Flamethrower Command Point requirement decreased from 1 to 0
Elite Rifleman call-in replaced with Fire Up! ability
Fire Up! - Squad will move at maximum speed for a period of time, then after will suffer from exhaustion for a period of time
ABILITY CHANGES
P-47 Rocket Strafe
* Ease of life change.
* Sight decreased to 0
* Mini map icon added
* Can no longer be targeted in base sectors
UNIT CHANGES
Rear Echelon Troops
We have scaled up Rear Echelon Troops slightly to reduce spam.
Manpower cost increased from 160 to 200
M1 Carbine Rifle Damage increased from 8 to 10
Rifleman
Increased the requirement on rifleman veterancy to reflect their new current performance at veterancy level 3.
Veterancy Rank 3 requirements increased from 2240 to 2576
M1 75mm Pack Howitzer
* Suppression removed
* Can now autoface
* Garrison cover damage multiplier increased from 0.25 to 0.35
M10 “Wolverine” Tank Destroyer
Slight cost increase to reflect the unit’s performance.
Manpower & Fuel cost increased from 270/80 to 300/90
Weapon Accuracy increased from 0.029(F)/0.043(M)/0.058(N) to 0.034(F)/0.048(M)/0.063(N)
Added infantry target table modifier of 0.5
UK FORCES
STRUCTURE CHANGES
Field Headquarters
* Bolster Infantry Squads Manpower & Fuel cost increased from 100/25 to 150/35
EMPLACEMENTS
* Can no longer be abandoned
ABILITY CHANGES
Strafing Support
Ease of life change.
Rockets now can only target vehicles
Strafing runs can only target infantry
Sight decreased to 0
Mini map icon added
Can no longer be targeted in base sectors
UNIT CHANGES
Infantry Section
Slight adjustment to Infantry section making them slightly better at fighting out of cover but slightly decreased performance in cover. Also adding the PTRS profile to the Boys AT Rifle to not make it a DPS downgrade against infantry.
Lee Enfield Rifle Reload penalty decreased from 1.5 to 1.4
Lee Enfield Rifle Cooldown penalty decreased from 1.3 to 1.2
Lee Enfield Rifle Target Size increased from 0.8 to 0.9
Veterancy Rank 2 Received Accuracy buff increased from 0.66 to 0.76
Veterancy Rank 3 Weapon Accuracy buff decreased from 1.4 to 1.2
Tank Hunter Infantry Section
* Boys AT Rifle Accuracy increased from 0.035(F)/0.048(M)/0.063(N) to 0.253(F)/0.575(M)/0.69(N)
* Boys AT Rifle Damage decreased from 40 to 27
* Boys AT Rifle Bonus Damage vs. Vehicles increased to 13
* Veterancy Rank 2 Received Accuracy buff increased from 0.66 to 0.76
* Veterancy Rank 3 Weapon Accuracy buff decreased from 1.4 to 1.2
Royal Engineers
* Adding appropriate cost and research time to this ability.
* Heavy Engineers Upgrade Munitions cost increased from 0 to 70
* Heavy Engineers Upgrade Research Time increased from 10 to 30 seconds
.55 cal Armor-Piercing Sniper
We are adjusting the British Sniper’s veterancy ability and weapon to allow more counter play with light recon vehicles.
Churchill Mk. VII Infantry Tank
Increasing its cost to reflect the unit’s performance.
Fuel cost increased from 150 to 180
Churchill Crocodile
Bringing experience in line.
Flamethrower Range decreased from 32 to 25
Command point requirement increased from 12 to 13
Manpower cost decreased from 700 to 640
Fuel cost increased from 180 to 230
Veterancy Rank 1 requirements increased from 2020 to 2525
Veterancy Rank 2 requirements increased from 4040 to 5050
Veterancy Rank 3 requirements increased from 8080 to 10100
Ordnance QF 6-Pounder Anti-Tank Gun
Cost alignment with its performance.
Manpower cost increased from 280 to 320
Valentine Mk. XI Tank
Reducing Command Point requirement to bring the pacing in line with other light tanks.
Command Points requirement decreased from 8 to 6
SOVIET
COMMANDER CHANGES
Soviet Industry Tactics
Removing the Soviet Industry ability that allows players to manipulate their resource with no counter play involved.
Soviet Industry ability replaced with Allied Supply Drop ability
** ABILITY CHANGES**
IL-2 Sturmovik Attacks (Loiter)
Ease of life changes.
Mini map icon added
Can only target infantry
Can no longer be targeted in base sectors
UNIT CHANGES
KV-2 Heavy Assault Tank
Bringing this unit in line with other heavy vehicles.
Population cost decreased from 24 to 19
Health increased from 800 to 1040
MAP UPDATES
Sturdorf
* Minor balance Improvements from community creator
* Tac-map art added
Achelous River
* Tac-map art added
Minsk Pocket
* Minor balance improvements
* Tac-map art updated
** Road to Kharkov **
* Major balance improvements
* Tac-map art updated
Faymonville Approach
* Minor balance improvements
* Tac-map art updated
BUG FIXES
GENERAL
* "Remove" Text in Polish is now present when right-clicking on an intel bulletin in the inventory screen
* Fixed a crash that would occur when using the Request Artillery Barrage ability in a saved game from the Elsenborn Ridge - Ardennes Assault campaign mission
* Rounded off all infantry population cost
OKW
* Sturmpioneer Squad’s backpack is now replaced when a flamethrower is equipped
* 7.5cm le.IG Infantry Support Gun now targets properly when barraging buildings
* Volksgrenadier’s can no longer skip the Panzerschreks reload time by building sandbags
* Fallschirmjäger’s FG42 Rifle reload animation now appears correctly
* SdKfz 251 “Stuka zu Fuß” Half-Track’s vet 3 Weapon Range buff now properly increases with the UI
* SdKfz 251/17 Flak Half-Track can no longer receive engine criticals from small arms
* Flammpanzer 38 “Hetzer” side deflect VFX has been added
* Flammpanzer 38 “Hetzer”’ now uses the proper medium tank mini map icon
* Flammpanzer 38 “Hetzer” decals now appear right-side up
* Jagdpanzer IV side deflect VFX has been added
* Sturmtiger’s vet 3 Weapon Reload buff now properly takes affect
WEHRMACHT
* Festung Armor Doctrine, the Pak 43 Emplacememt and the Command Tank call-in now appear in the correct order on the command bar
* Jaeger Armor Doctrine, the Stuka Bombing Strike ability and the Elefant Tank Destroyer call-in now appear in the correct order on the command bar
* German Mechanized Doctrine, the leFH 18 Artillery emplacement and the Command Tank now appear in the correct order on the command bar
* Supply Drop Zone ability now has proper SFX when the planes fly overtop
SOVIET
* Guard Rifle Infantry will no longer move to cover when given an attack move order
* Guard Rifle Infantry will now display the PPSh-41 Submachine Gun indicator when equipped with one
* M4C Sherman’s Hull MG and Co-axle MG VFX have been added
* KV-2 Heavy Assault Tank hatch now properly closes when it’s Firing Position Mode is active
* Partisan Tactics, the Spy Network ability and the Partisan Tank Hunters call-in now appear in the correct order on the command bar
* IL2-2 Sturmovik Attacks ability will no longer target infantry casualty
US FORCES
* Infantry units that recrew a Raktenwerfer 43 Anti-Tank Rocket Launcher now cloak when using the Camouflage ability
* Lieutenant will no longer move to cover when given an attack move order
* Captain will no longer move to cover when given an attack move order
* Major will no longer move to cover when given an attack move order
* The M3 Grease Gun and Thompson SMG have proper reload animations
* M4A3E8 Sherman “Easy Eight” wrecked texture now appears correctly
* M26 Pershing Heavy Tank call-in now works when your pop-cap is 84
UK FORCES
* Fixed an issue where shots from the Comet, Firefly, or 17 Pounder would fail to damage enemy vehicles
* The BAR Rifle now has a proper reload animation when held by Infantry Sections
* Air Landing Officer will no longer move to cover when given an attack move order
* The Sten SMG now has VFX when firing
* QF 17-Pounder Anti-Tank Gun Emplacement’s reload animation now matches it’s reload time
* The Hold the Line ability now plays the proper speech
OKW
After analyzing play data from the weekend we saw an increase in early tank usage for the Oberkommando West. We are releasing a targeted change to directly reduce that usage and to bring the OKW on par with the other four factions.
Panzer IV Ausf. J Medium Tank
* Fuel cost increased from 135 to 150
Panther PzKpfw V Medium Tank
* Fuel cost increased from 175 to 200
Panther PzKpfw V Command Tank
* Fuel cost increased from 200 to 225
Tiger B “Königstiger”
* Fuel cost increased from 260 to 310
“Jagdtiger” Panzerjäger Tiger Ausf. B
* Fuel cost increased from 245 to 280
BUG FIXES
We have adjusted the squad and entity population values of infantry. This will allow all infantry to retain their previous population value pre-patch without the use of decimal values. Previously having decimal population values would cause issues with call-in units. This is now resolved. All infantry entities will now have a population of 1 with the difference added onto their squad population extension.
GENERAL
* Fixed an issue in the Leaderboards where sometimes players would appear as level 0
* Updated several tool tips around the Oberkommando West rework
* Reverted a change that caused ability speech to be spammed under certain conditions
* Fixed an issue where chat text colours wouldn’t appear correctly
* Fixed an issue with the ~ key no longer opening chat history
* Fixed an issue where sometimes player names would be missing in the game setup lobby
OKW
* Swapped the positions of the Volksgrenadiers and Sturmpioneers in the Command Headquarters build menu
* Volksgrenadiers’ overall population cost increased from 5 to 7
* Population per entity unchanged at 1
* Population per squad increased from 0 to 2
* Obersoldaten’s overall population cost increased from 8 to 10
* Population per entity unchanged at 2
* Population per squad increased from 0 to 2
* Pak 43 88mm Anti-Tank Gun population cost decreased from 13 to 10
* Panzerfusilier’s Anti-Tank Rifle Grenade damage increased from 40 to 100
* Fixed a rare crash when using Goliath’s Detonate ability
* Goliaths no longer provide light cover
* Goliaths will now camouflage in deep snow
WEHRMACHT
* Pioneer’s overall population cost increased from 4 to 6
* Population per entity unchanged at 1
* Population per squad increased from 0 to 2
* Grenadiers’ overall population cost decreased from 8 to 7
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 3
* Grenadiers’ Rifle Grenade ability’s weapon delay decreased from 3 to 2.125
* Stormtroopers can now purchase the Jaeger Infantry Package
* Stormtroopers can now acquire the Model 24 Stun Grenade ability
SOVIET
* Shock Troops’ overall population cost decreased from 12 to 8
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 2
* Guards Rifle Infantry’s call-in population cost now properly displayed at 8
US FORCES
* Rear Echelon Troops’ overall population cost increased from 4 to 5
* Population per entity unchanged at 1
* Population per squad increased from 0 to 1
* Riflemen’s overall population cost unchanged at 7
* Population per entity decreased from 1.4 to 1
* Population per squad increased from 0 to 2
* Lieutenant’s overall population cost unchanged at 8
* Population per Lieutenant entity unchanged at 2
* Population per Riflemen entity decreased from 1.5 to 1
* Population per squad increased from 0 to 2
* Captain’s overall population cost increased from 7 to 8
* Population per Captain entity unchanged at 2
* Population per Rear Echelon Troop unchanged at 1
* Population per Riflemen entity decreased from 1.5 to 1
* Population per squad increased from 0 to 2
* Renamed the ZSU M17 MGMC to M16 Half-Track
* Rear Echelon Troops’ Volley Fire ability’s munition cost decreased from 35 to 20
UK FORCES
* Infantry Section’s overall population cost decreased from 8 to 7
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 3
* Tank Hunter Infantry Section’s overall population cost decreased from 8 to 7
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 3
* Royal Engineers’ overall population cost decreased from 8 to 6
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 2
* Royal Engineers Recovery Squad’s overall population cost decreased from 8 to 6
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 2
* Fixed an issue with the Command Vehicle Air Support ability not providing sight
Introducing the Curated Pathway for Skins in the Steam Workshop
Updating Company of Heroes 2 Tools Data with UKF Substance designer source files
Updating Company of Heroes 2 Tools Data with USF/OKW DLC unit PSD source files
Updating modding wiki with info on curated mod types.
BALANCE UPDATES
UK FORCES
Infantry Section
We are reverting a change from the previous update which reduced the durability of Infantry Sections. This will bring Infantry Sections in line with their cost.
Target size reduced from 0.9 to 0.8
BUG FIXES
General
* Fixed an issue with lobby Chat not working
OKW
* The Tiger B “Königstiger” and the “Jagdtiger” Panzer jäger Tiger Ausf. B can no longer be called in at the same time
* The Tiger B “Königstiger” can no longer purchase both the Pintle-mountaed MG42 Machine Gun and the Panzer Commander
UK FORCES
* Fixed an issue with the Assault ability’s Recon Planes not revealing fog of war
* Universal Carrier’s Suppressing Fire ability is now a timed ability
* Projectiles added to the QF 17-Pounder At Gun
* Projectiles added to the Sherman Firefly
AEC 75mm Gun
Small buff to UKF intended to bring faction in line with the other four factions in 1v1.
Area of Effect Radius increased from 0.5 to 2.5
Area of Effect Damage Far increased from 0.1 to 0.2
Area of Effect Damage Mid increased from 0.25 to 0.4
BUG FIXES
GENERAL
* Replaced buildings “multisub_3x3x2_01” & “multisub_3x3x2_02” on Faymonville Approach, Vaux Farmlands, and Trois-Ponts
* Fixed an issue in Ardennes Assault Railsplitters mission that prevented the AI from building additional sWS Half-Tracks
UK FORCES
* Fix to prevent HQ cancellation exploit to get cheap units.
The highly anticipated February Updates is scheduled to be released on February 25th and will include two new British Commanders, a multitude of bug fixes, a variety of balance changes based on feedback from the community, updates to pathfinding and more. Check out all the changes in more detail below.
NEW COMMANDERS
Added two new UK Forces Commanders into the game that can be acquired via Warspoils and the in-game store
UK FORCES
Mobile Assault Regiment
* M2 Flamethrowers
* Advanced Cover Combat
* Infiltration Commandos
* Land Mattress
* Vehicle Crew Repairs
You can read more about these commanders in our Know Your Commanders blog post.
GENERAL UPDATES
GRAPHICS OPTIONS
We have added a “Historical Skins” On/Off Option to the Graphics Tab. This Option is for Users who don’t want to see non historical skins such as the blood soaked Make War not Love Skins.
Added Historical Skins Option to Graphics Options Tab
ABANDON CRITICAL
We would like to add more risk associated the abandoned function. Now in order to successfully retrieve an abandoned vehicle you will need to repair it to 100% HP.
Now causes engine destroy critical on abandoned
AMBIENT BUILDINGS
Grenades, Satchel Charges, and other Explosives can now damage buildings
VEHICLE PATHFINDING IMPROVEMENTS
* Preferred Reverse distance for Vehicles changed from 50 to 40
* Forced Facing before moving when executing the following commands added: attack move, facing command, right clicking on an enemy unit, and when moving a group of vehicles.
INTEL BULLETIN IMPROVEMENTS
Made updates to Intel Bulletins that no longer awarded a bonus because of Design and Balance Changes
Wehr - Shoot For the Stars – now increases the range of the officers coordinate barrage by 8%
OKW - Sharpen Those Claws – now reduces the reload of the Jadgtiger by 3%
USF - Veteran Medic – The Ambulance now builds 10% faster
Wehr - Get To the Gun – Now makes the 222 Scout car cost 3% less
Wehr/Russian - Medium Tank Production I – Now makes the T34-85 build 10% faster instead of 10% faster recharge
BALANCE UPDATES
UK FORCES
Tactical Support Regiment - Artillery Cover:
We wanted to dial back this ability as it was over performing and created frustrating experiences to the receiving player.
Engine damage critical on impact removed
Turret jam critical replaced with Loader Injure critical. (Weapon reload increase by 2x)
Special Weapon Regiment - Concentrated Fire Operation
We are reducing the number of salvos by 1 to prevent the one-shot killing of OKW Base Structures.
Salvo reduced from 5 to 4
AEC
Previously we wanted to improve the AEC’s role to better combat infantry. However the way in which it was implemented resulted in the AEC over performing against its very own counters. We are reverting the main gun profile change and implementing a buff to its coaxial machine gun. This will now increase the AEC performance against infantry while maintaining its previous combat relationships.
Main Gun profile change reverted
Cost changed from 320/60 to 280/70
Coaxial accuracy far increased from 0.35 to 0.46
Coaxial accuracy medium increase 0.55 to 0.6
Burst increased from 1 / 0.75 to 2.25
Rate of Fire increased from 8 to 10
Universal Carrier
* Fuel cost removed
US FORCES
Calliope
We are reducing the amount of rockets fired per barrage to help reduce potential squad deaths. We are also removing the Calliope’s ability to de-crew to prevent players from artificially decreasing their upkeep while their barrage is on cooldown.
Barrage Salvo reduced from 24 to 18
Can no longer be de-crewed
WEHRMACHT
Panzerwerfer
Reducing the damage profile slightly at far and medium range to prevent squad deaths in that area.
Damage profile reduced from 1 / 0.5 / 0.3 to 1 /0.4/ 0.15
222 Scout Car
We are increasing the HP of the 222 to allow it to better combat other light vehicles and infantry.
HP increased from 240 to 320
MAP UPDATES
COMMUNITY MAP SPOTLIGHT ROTATION
Adding permanently previous spotlight maps:
(2 - 6) Achelous River
(6 - 8) Red Ball Express
Rotating out previous spotlight maps:
(4 - 6) Montherme
(2) Sturzdorf
(2 - 4) Ecliptic Fields
Rotating In:
(2) Crossroads
(2) Lost Glider
(4) Hamlet
(4) Chateau de Luvnest
(8) Hill 400
Additional Changes:
Adding (6 - 8) Montargis Region - Relic remade CoH1 map coincides with the ending of the Community remade CoH1 map spotlight rotation
Fixing (2 - 4) Rails and Metal - Wrecking buildings in Southern base
Fixing (2 - 4) Minsk Pocket - Adjusting soft map edge around Northern base so bunker can be destroyed
Fixing (2 - 4) Road to Kharkov - Moving Fuel cut-offs slight closer to the center of the map
BUG FIXES
The Stuart's "Point Blank Engine Shot" & "Shell Shock" can no longer be used at the same time.
Curated pathway text no longer bleeds outside of the Overlay in Russian and German
Added a new Icon for the IL-2 Sturmovik Attacks that Loiter
Engineers, Sturmpioneers, Rear Echelons, & Royal Engineers can no longer repair sandbags (Will Vault now)
Added Prioritize Vehicle to the Churchill Infantry Tank
Removed Prioritize Vehicle from Churchill AVRE
Mechanized Grenadier Group Ability is no longer using the Mechanized Assault Group's Icon
Fixed issue where Dropped Team Weapons would become unusable if the Weapon was dropped by a Stunned, Retreating Squad.
"Crew Defense" is now consistent on the Comet and Churchill Infantry Tank
Fixed issue where Sturmpioneers would build Slower after reaching Vet 3
Stormtrooper Veterancy requirements have been set to the correct levels
Rifle Company - M2 Flamethrowers - Removed the Misleading flamethrowers speech
Fixed issue where the Wehrmacht 234 Puma icon would appear as a 222 scout car, when re-crewed by Soviet and USF
Stun Grenades no longer Stop enemy Squads from Retreating
HMG Teams that Retreat while Stunned, no longer receive a permanent Range Penalty modifier
Weapon Racks now animate when the Weapon Racks Unlock is purchased
The UKF Sniper's Critical Shot can now cause a Turret Jam Critical on Ostwinds
The Scoped Lee Enfield Rifle have the correct damage setting
Dropped M2 Flamethrowers are now using the correct Portrait
Feuersturm Doctrine text now refers to incendiary abilities
Fixed issue where two Shock Troop Squad members would move to cover before they will start shooting.
German Sniper is now using the correct Camouflage Portrait Icon
Added the missing SFX and VFX on Defected Shots from the M-42 AT Gun
Fixed USF base rotation issue. Weapon racks now face towards the battlefield
Tweaked the Rotation & Capped the Scatter on the UKF 25 Pounder Howitzers, Air Burst Shell Damage now matches the Visual FX
Captured Vickers HMG's can no longer be upgraded with Ambush Camouflage
Soviet Intercept ability no longer shows the location of Enemy Mines
Stormtrooper ability renamed to Detection (from Vehicle Detection), Icon for ability changed to reflect name.
Sherman Firefly Tulip Rockets should no longer deflect off of Enemy Armor
Updated the text on the Royal Engineer’s Vet 1 Tool Tip
Matchmaking improvements have been made to help ensure match-ups between players of similar skill are made on a more regular and consistent basis. As a result of these changes, automatch wait times may slightly increase.
Fixed issue where Loitering Stuka and IL-2 Planes could attack long after the ability had ended.
Fixed issue that was not allowing Users to update their Mod.
Fixed issue where User could use an exploit to detect Enemy Mines
Fixed an issue with the Panzerwerfer having incorrect cover table against garrison type
Reverted fix for Reinforcements not coming in with Proper Veterancy Modifier as this was causing multiple undesired behaviours when reinforcing upgraded units as well as various other related bugs
Fixed an issue with the Land Mattress being able to reinforce to 6 members when recrewed
Fixed an issue with the Advance Assembly repair engineers costing population
Added a target table modifier that reduces damage against buildings on the land mattress
Reduced the medium and far AOE profile on the land mattress main barrage slightly
Updated various icons on call in units that can spawn from buildings
Addressed several minor bugs and did some housecleaning regarding data related to veterancy (including fixing the community highlighted issues with AT guns and the MG34).
This patch was implemented to address some major bugs in Ardennes Assault as well as some issues in matchmaking. A larger update is scheduled for later this month.
Fixed issue in Ardennes Assault with several upgrades not functioning correctly.
Fixed issue with Automatch to reduce wait times in certain circumstances.
Fixed exploit that allowed players to equip items that weren’t for their faction.
Maxim HMG
We felt the Maxim HMG was overperforming in the early game due to its fast set-up. We also made adjustments to its build time and cost so it takes longer to reach the field and so it doesnt replace mainline infantry.
Set-up from 1.5 to 2.
Build-time from 24 seconds to 28 seconds.
Cost from 240 manpower to 260.
UKF
Improved Fortification Upgrade
We have decided to reduce the durability bonuses this upgrade provides. We have also decided to increase the time it takes Infantry Section to build these Emplacements since they are not dedicated builders.
Infantry Section now take 30 seconds longer to build Emplacements and the Forward Assembly.
Improved Fortification upgrade now increases max health by 20% and armor by 10. Changed from increase in max health by 30% and armor by 40.
WAR PAINT SKINS RELEASE
10 Warpaint Competition skin sets have been added to the game and will be available to purchase from the in game store as of April 21st at 10:00 AM PDT.
30% of the proceeds from these skins go directly to the creators while an additional 20% is funneled back into funding COH2 tournament prize pools and community events to keep the game alive and well. The first tournament to be funded by the sale of these skins sets will begin early this Summer!
Balance updates to maps Hamlet and Crossroads by respective community map makers.
BUGS
Additional speech calls for Land Mattress unit.
Animator fixes to the T70 and the 222 scout car.
Normalized pop-cap on 120 mortar team.
Fixed a bug with hold fire not being passed to reinforcements correctly in every case.
Shock Troop's RG-42 Grenade now damages buildings and does full damage to units inside buildings.
Fixed a hotkey issue on airlanding officer.
Fixed an issue with the comet tank projectiles.
UPCOMING AWESOMENESS
BALANCE PREVIEW MOD
Next week we will be launching a Balance Preview Mod that includes a variety of balance changes based on feedback from the community. Stay tuned for release notes regarding this mod coming later this week.
WAR SPOILS OPEN BETA
In early May we will be running an Open Beta for all those who are interested in testing out and giving feedback on the pending changes to the current War Spoils system. The main goal of this beta will be to stress-test this system in order to find any remaining bugs and to gather feedback regarding any potential last minute tweaks to the system that can be made.
April 20 – Addendum
Hide decals option added to graphics options. This hides all vehicle decals on the players local PC even if they are equipped. Useful for players with highly detailed skins or skins that include markings.
Two new Valkyria Chronicles-themed skins sets for the Soviet and the OKW factions will be given to everyone who logs in on May 17th (and to anyone who logs in the 30 days after) for free, to celebrate the release of Valkyria Chronicles Remastered on PS4.
Gallian Squad 7 Skin (Soviet)
Eastern European Alliance Skin (OKW)
Modding
You can now submit Decals and Faceplates to the Curated Pathway in the Steam Workshop for a chance to have these items integrated into the live game and used in Automatch.
Fixed a bug that blocked any race being chosen as an AI opponent (previously, if you didn't own the race you couldn't play against it in matches against AI).
Firstly the system will no longer drop duplicate items. Additionally, you now only receive items for factions that you own (Prior to this update drops were biased towards the currently played army but were possible for all armies.). You may now also receive a new currency called Supply as a Warspoils drop. You can use Supply to buy items from the in game store such as bulletins, skins, or commanders.
Changes to the Post Game Rewards Screen
You can tell exactly when you will get your next reward from the loot bar which is shown in the player card.
Each game you play you will receive 1500 points. 500 Bonus Points are awarded to the match winners.
Once you have 6000 loot points you’ll get a loot drop that will contain a random item from an army you own, or an amount of Supply.
Changes to the In-game Store
You can now purchase Intel Bulletins, Victory Strikes, and Decals from the in game store using Supply. Simply go to the items tab and select the category you are interested in. There is a drop down filter so you can easily browse bulletins of the type you are interested in. You can also use the search feature to find what you are looking for.
Changes to Inventory
Players can have only 1 type of any item equipped in a single loadout now. This is mostly in reference to Intel Bulletin stacking since players now have quick and easy access to the entire bulletin set via the in game store.
Converting Your Duplicate items to Supply
You will have the option to convert all your existing duplicates into Supply from the Inventory Screen. Simply select Show Salvageable Items and then click the Salvage All button. Optionally, you can also salvage your duplicates one by one by right clicking on a duplicate and clicking "Salvage".
Supply Value for Salvaging Duplicates
All duplicates are salvaged at 500 Supply each. This was done because we want to reward the time players invested into the game over how lucky they may have been. Indeed, while the number of items you ended up getting is a direct function of time / how much you have played, the nature of those items that dropped was really purely random – and it will still mostly be this way after the update (we will just ensure you don’t get drops for factions you don’t own). Therefore, how many commanders you may have gotten out of playing the game compared to another player, for instance, is really just the result of sheer luck. On the opposite, the number of items you ended up accumulating overall compared to another player is the direct result of your difference in commitment to playing the game on a regular basis – which is what we want to reward you for.
Match Validation
A new validation system is in place to make sure that only players who play a fair game receive Loot Points after a match. This is – you won’t get loot points if you go AFK or don't significantly contribute to a game. A daily Loot Point Limit (24,000 Loot Points or 12 wins) has been applied to modded games to help minimize War Spoils farming.
UI IMPROVEMENTS
Automatch/Leaderboard Level Up
If you increase your leaderboard level after an automatch game there is now a post game acknowledgement to celebrate!
Map Select Screen
We’ve redone the Map select screen so that maps can be filtered and displayed by game type and ordered alphabetically. This makes it much easier to find the maps your looking for.
Match Select Screen
Match select screen now allows filtering by match type
A quick shoutout to "miragefla" for his contribution to this Balance Update and everyone that participated and gave feedback during the Balance Preview.
BALANCE GOALS
Increase Strategic Diversity
In order to add to CoH2’s current strategic diversity, the changes outlined below are designed to Increase the depth within factions by improving unit viability, creating diverse options for build orders and bringing factions in line with one another. This will create more diverse and viable strategies for players at a variety of different skill levels.
Match Gameplay Expectations to Outcomes (Quality of Life)
There currently are a variety of gameplay outcomes that do match player expectations which is creating a degree of frustration within the player base. A number of the changes outlined below attempt to address this by matching these outcomes to acceptable expectations such as through the removal of “bad” RNG and balancing specific units/abilities' cost vs reward that are currently out of tune.
GENERAL
Heavy armored Tanks
Developer Comments: We felt the risk associated with flanking a Heavy Armored Vehicle was much too great because of the high rear armor. To help balance this risk vs reward we are reducing rear armor on all heavy armor across the board.
Soviet IS-2 rear armor reduced from 205 to 140
Wehrmacht Tiger & Tiger Ace rear armored reduced from 180 to 140
Wehrmacht Elefant rear armor reduced from 150 to 110
OKW Jagdtiger rear armor reduced from 150 to 110
OKW King Tiger rear armor reduced from 225 to 150
British Comet Tank rear armor reduced from 180 to 130
Mines (General-Purpose and Tellers)
Developer Comments: We often saw mines wipe full health squads when planted in front of building entry points or cripple enemy vehicles. We also tried in the Balance Preview trying to reduce the damage of mines to deal with this issue but it made mines feel very underwhelming. We wanted the keep the satisfaction of some casualties without the squad wipes, thus we have ensured mines kill some models in a squad but not wipe the entire squad out completely. We are also removing all engine destroy and Tread Breaking Criticals from all mines. These changes will bring the reward of an enemy unit hitting a mine in line with the cost of placing it.
Soviet Field Craft Mines damage increased to 80
Soviet Field Craft Mines can do damage to a maximum of 1 member in a squad
All other general purpose mines do damage to a maximum of 2 member in a squad.
Deals suppression on squads hit by mines. (General-Purpose)
Engine destroy and Tread Break Criticals removed from all mines.
Random Engine Damage
Developer Comments: We feel engine damage should always be caused by explicit actions and not randomly through a critical table. We are removing random engine criticals from occurring above 5% health. Engine damage now only occur above 5% health from mines, and from specific abilities that always cause engine damage.
Removed all random engine damage criticals from vehicles above 5% health
Suppression
Developer Comments: We felt it was too easy to charge into suppressive fire and simply throw a grenade to knock out a HMG team. This was not an intended counter and thus suppression will now reduce the range of grenade abilities.
All grenade abilities that are not snares have their range reduced by 33% when the unit is suppressed.
Anti-Tank Guns (AT guns, Piats, Bazookas, and Panzerschrecks)
Developer Comments: To alleviate the effects of some frustrating RNG from anti-tank weapons firing on infantry squads, we have decided to reduce the damage these weapons deal to infantry to prevent snipes on full health models.
Damage set to deal only 25% against infantry.
Snipers
Developer Comments: We felt Snipers, even when caught out of position, felt too durable. We also wanted to standardize all sniper rifles to use the maximum amount of time for aim-time and cooldown. These weapons will no longer fire faster the closer the squad approaches them.
Target size from 1 to 1.15.
Cooldown, and all aim-time always uses the max amount of time and has been standardized for all distances meaning snipers do not fire more quickly the closer the target is.
Deflection Stun Criticals
Developer Comments: Some heavy armored vehicles had an extremely rare critical that could stun enemy vehicles on deflection. We feel this is frustrating RNG and should be removed from the game.
Deflection criticals from Heavy Armor removed
Core Infantry/Small Team Weapon Spawn Points
Developer Comments: We felt by allowing smaller team weapons and core infantry to spawn from corresponding base buildings, it could slightly speed up initial engagements, and allow for more meaningful base placements for Soviets , Wehrmacht, and OKW factions.
All Core Infantry Squads and Core Small Weapon Teams now spawn from its corresponding building rather than from Off-Map.
Last man dead
Developer Comments: Team weapon gunners will have the lowest priority to get targeted. Players can still attack the gunner first if they manually target that entity but automatically they will always target the gunner last. We are hoping this will help with the death loops where weapon teams constantly try to man their team weapons as they retreat.
Team weapon gunners target priority lowered
Intel Bulletins
Developer Comments: We wanted to make a few adjustments to some Intel Bulletins
Hetzer 57 now has a 50% faster weapon reload and applies to the Flammpanzer 38
Grim Reaper Tool now applies to the Sturmpioneers
Heavy Tank Production I now recharges Tiger PzKpfw VI , IS-2, and Elefant dispatch abilities 50% faster
Artillery Production Inow builds BM-13 Katyushas and Panzerwerfers 50% faster.
Artillery Production II now builds ML-20 152mm Gun-Howitzers and leFH 18 Artillery 50% faster.
Anti-tank Gun Production I now builds Pak40, Pak43, and ZiS-3 Field Guns 50% faster
All over a London Darby!now recharges the Churchill AVRE dispatch ability 50% faster
Boys will be Boys now recharges sniper's Critical Shot ability 25% faster
Ready For Another Roundrecharge the le.IG 18 Support Gun's Barrage ability 25% faster
Area Denialnow recharges the M8A1 Howitzer Motor Carriage's barrage ability 25% faster
Mobile Bombardmentrecharges the SdKfz 250/7 Mortar Half-track's abilities 25% faster
Light Vehicle Production II builds M5 Half-tracks and SdKfz 251 Half-tracks 25% faster
Bigger is Better recharges HM-38 120mm Mortar team dispatch ability 50% faster
Search & No Recue! builds 251/20 Infrared Halftracks 75% faster
… & Roll Out! recharges the M3 Half-track dispatch ability 50% faster
Plow your way through! recharges the 105mm Bulldozer Sherman dispatch ability 50% faster
SOVIETS
T-34/76
Developer Comments: We felt the T-34/76 was under performing and needed some improvements to help deal with infantry.
Hull Machine gun burst duration changed from 2/1 to 2/2.
Hull Machine gun accuracy increased from 0.3/0.35/0.4 to 0.4/0.45/0.5
Hull Machine gun cooldown reduced from 5/5 to 3/2
Coaxial Machine gun burst duration changed from 3/2 to 3/3.
Coaxial Machine gun accuracy increased from 0.28/0.33/0.38 to 0.43/0.48/0.53
Coaxial Machine gun cooldown reduced from 5/5 to 3/2
Main gun reload from 6.2/6.8 to 6.1.
SU-85
Developer Comments: We saw that the Soviets had to rely on Doctrines or would have a difficult time dealing with heavy armored vehicles. We wanted slightly improve the SU-85 to be stronger against heavy armored vehicles while being slightly weaker against flanking vehicles.
Accuracy from 0.05/0.0375/0.25 to 0.055/0.045/0.04
Penetration from 200/190/180 to 240/230/220
Reload increased from 3.8/4.2 to 5.4.
Target size reduced from 22 to 18
Rotation rate from 20 to 22
Cost increases from 340 manpower and 120 fuel to 350 manpower and 130 fuel.
Veterancy two -30% reload modifier replaced with +30% weapon penetration modifier.
IS-2
Developer Comments: Modified to put it in line with other vehicles and slight boost to its penetration to help it better engage heavier armor.
Scatter offset adjusted to match other vehicles.
Penetration increased from 250/220/190 to 250/230/210
Trip-Wire Flare Mine
Developer Comments: Adjusted the mine to prevent one-hit kills at full health. Mainly done to prevent squad wipes of units leaving buildings. Plant time was lowered and the mine now deals damage to compensate.
Damage from 20 to 80.
Is now a Small Explosive Weapon type
Does damage to only one entity in the squad
Plant time from 9.5 to 7.5
Soviet Sniper
Developer Comments: The Soviet Sniper had the lowest health amongst all the Snipers. Because we are increasing the unit size of all Snipers, we have made adjustment to the health the Soviet Sniper to compensate.
Health increased from 48 to 64
RPG 43 AT Grenade
Developer Comments: This ability's current wind up time made it feel unresponsive, thus we have reduced its wind up time alleviate this issue.
Wind up reduced from 0.25 to 0.125
Penal Battalion
Developer Comments: Due to the lack of anti-tank in the Special Rifle Command, we are giving Penal Battalions a more focused roll as a dedicated anti-infantry unit.
SVT accuracy to .7/.65/.45
SVT damage from 8 to 10.
Cooldowns and aim-times adjusted.
Squad cost increased to 300 manpower from 270 manpower.
Reinforce time from 4.5 to 5.4. Build time from 27 to 32 seconds.
"Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost.
USF
57mm ATG
Developer Comments: In order to bring the 57mm AT Gun in line with other AT Guns from other factions in the same Tier, we have increased the base penetration to improve performance when not using AP rounds. Take Aim shifted to a timed ability to reflect its power. Accuracy changed to match other anti-tank guns.
Penetration from 140/125/115 to 150/140/130
Take Aim! now a timed ability. 20 seconds, 60 second recharge.
Accuracy changed from 0.05/0.0425/0.03 to 0.055/0.05/0.04
M2HB HMG Team
Developer Comments: Increased penetration to make it a more viable soft counter to light vehicles as well as more distinct from other HMGs due to its later timing. We also wanted to give the lieutenant tier a deterrent against light vehicles without needing to invest in bazookas. Bonus penetration against specific vehicles to ensure the .50cal can harm these vehicles, but not burst down other light vehicles immediately.
M2HB .50cal HMG penetration from 3/2/1 to 7/6/5.
New Ability: Armored Piercing Rounds - Timed ability that loads AP rounds for 25% increased damage and +10 pentration.
M36 Jackson
Developer Comments: Increased LOS to allow the M36 to better kite, locate and hunt enemy armor without boosting its firepower any further.
LOS from 35 to 40
Tank acceleration increased from 2.5 to 3
Veterancy 2 sight radius bonus changed from 30% to add 5
M8 Motor Carriage
Developer Comments: We felt the M8 HMC was under-performing and needed a slight stat boost to improve survivability and effectiveness. The AOE drop-off for the mid-far range was lessened to improve the M8's damage output against troop targets when its shells do not land direct hits. The damage drop-off was incredibly harsh given that the mid-range of the shells are set to 2 meters.
AOE mid modifer from 0.15 to 0.25
AOE far modifier from 0.05 to 0.10
Build-time from 80 seconds to 50 seconds.
Health from 320 to 400.
Major
Developer Comments: We have significantly boosted the artillery ability in power and lowered cost to give USF some form of non-doctrinal artillery to help break concentrations of enemy units and structures. Recharge time increased to compensate and match other artillery units.
Artillery delay reduced from 7 seconds to 5.5
Shells increased from 3 to 6.
Time delay between shells set to 2 for maximum and minimum.
Veterancy 2 Artillery delay reduced from 7 seconds to 5
Veterancy 2 Shells increased from 5 to 9 Veterancy 2 time delay between shells set to 1.75 for maximum and minimum.
Artillery cost reduced to 60 munitions from 120 munitions.
Recharge time from 60 seconds to 90.
Range reduced from 85 to 60.
Captain
Developer Comments: The Captain squad gave USF a very easy access to light Anti-Tank and made the Captain the most valuable officer in the game. We removed the Bazookas on the Captain squad to allow for light vehicle play to be more effective.
On Me! no longer provides suppression resistance to prevent negation of MGs or suppression based platforms, but will break suppression making it ideal for getting units out of suppression or beaking pin status.
Captain no longer comes with free Bazookas. Captain now has a squad upgrade to purchase 1 bazooka
On Me! No longer provides suppression immunity for its duration, but will still break suppression. No longer affects Team Weapons.
M1 81mm Mortar
Developer Comments: We wanted to give USF more means to counter garrisons without grenades and a mobile smoke platform as well as diversify their opening.
Added M1 81mm Mortar to USF Starting Building
Sherman Bulldozer
Developer Comments: We are adding a hold fire toggle button so the Sherman Bulldozer doesn’t fire at units when not intended.
Added Hold Fire
WEHRMACHT
251 Flame Half-Track
Developer Comments: We made some slight adjustments to the Flamethrower aim times to allow for the vehicle to be better at kiting, reduced the cost to make it more affordable and in line with its performance. We have also reduced the garrison damage to avoid the vehicle instantly wiping garrisoned squads.
Upgrade cost reduced from 120 to 90
Ready aim time from 1.5 to 1
Flamethrower damage versus garrison from 1.25 to 1.
Veterancy 3 cooldown bonuses now benefits the Flamethrowers.
Support Armor Korp
Developer Comments: We felt the Support Armour Korp was slightly too expensive in comparison to other faction Tier 3 and needed a slight reduction in terms of cost to make the tier more affordable.
Price from 260 manpower and 75 fuel to 240 manpower and 60 fuel.
Brummbar
Developer Comments: Due to its clunky movement, the Brummbar would often get blocked against world objects. We decided to give this vehicle Heavy Crush to improve pathfinding and make it more maneuverable. Reload time standardized to make it more consistent and AOE has been adjusted to improve consistency as the damage quickly drops off by 2 meters. To adjust for these changes. Resource costs have been updated to bring it in line with its current performance.
Cost decreased from 470 manpower and 160 fuel to 420 manpower and 150 fuel
Reload standardized from 7.5/9 seconds to 8.25.
AOE mid modifer from 0.15 to 0.3
Medium crush changed to Heavy Crush.
Veterancy requirements from 2740/5480/10960 to 2040/4080/8160
Added hold fire
Heavy Panzer Korp
Developer Comments: We felt the Heavy Panzer Korp was slightly too expensive given the price of the high cost units it currently houses.
Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel.
Panzer IV Command Tank
Developer Comments: The Panzer IV Command Tank was much too durable because it benefitted from its own aura. To make it more vulnerable, the tank will no longer receive a defense buff from its aura.
No longer receives benefits from its own aura.
Pioneers
Developer Comments: Even though the Wehrmacht can build a trench, this is not as flexible as other forms of heavy cover such as sandbags. To increase the faction's heavy cover options, Pioneers have now been given the ability to build sandbags.
Can now construct sandbags.
Bundled Grenade (Panzer Grenadiers)
Developer Comments: We felt that Bundled Grenades have been under-performing and not meeting their original design intentions. To bump up their performance we have made the following changes.
AOE increased from 4 to 5
AOE distance adjusted from 3/2/1 to 3.75/2.5/1.25
Damage increased to 120
OKW
Battlegroup Headquarters
Developer Comments: This change was driven from a popular idea that was expressed by the community. Battlegroup HQ no longer comes with Medics but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel.
Medics must now be purchased as an upgrade. Cost 100 manpower and 15 Fuel.
Medics heal rate increased from 5 to 8
Mechanized Headquarters
Developer Comments: This change was driven from a popular idea that was expressed by the community. Mechanized HQ no longer comes with Repair Pioneers but must upgrade to get them. Due to OKW now having full resource income and to bring this ability in line with other factions, this upgrade costs a small amount of fuel.
Repair Pioneers must now be purchased as an upgrade. Cost 100 manpower and 15 Fuel.
Volksgrenadier
Developer Comments: This change was driven from a popular idea that was expressed by the community. In an attempt to break up the Volksgrenadier blobbing we are removing the Panzershrek upgrade. This has been replaced by a package that improves their AI at short-mid range whilst still maintaining some anti-tank to deal with armor that rushes behind ATGs or other units. While the upgrade is not that powerful to start off with, they do gain considerable power as the Volks gain veterancy which has many offensive boosts.
Panzershrek Package removed.
Added StG 44 Package. Grants the squad two StG 44s that improve short-mid range combat for 60 munitions.
Panzerfaust ability added which is unlocked after a truck is built. (Panzerfaust works just like the Grenadier Panzerfaust)
MG34 HMG Team
Developer Comments: This change was driven from a popular idea that was expressed by the community. Community has voiced their opinion that they feel the OKW needs a suppression platform to deal with enemy blobs but also to have additional options other than always blobbing more Volksgrenadiers. To address this we have raised the MG 34s accuracy to improve its damage output against targets at range and reduced its cooldown to improve damage output at engaging multiple targets. MG-34s are now standard in the OKW arsenal.
Mid accuracy from 0.41 to 0.5
Far accuracy from 0.14 to 0.28
Cooldown from 2.5/3 to 1.75/2.5
Cost increased from 210MP to 230MP
Available in the H.Q but requires a Battle Group H.Q or Mechanized H.Q.
Fortification Doctrine
Developer Comments: Replaces the MG 34 in the Doctrine
Replaced MG34 call in for LeFH 18 Artillery
Luftwaffe Ground Forces Doctrine
Developer Comments: Replaces the MG 34 in the Doctrine
Replaced the MG34 call in for Reconnaissance Overflight
Goliath
Developer Comments: We felt the damage output from a Goliath against an emplacement was too small. It’s a high investment, high risk unit and we feel it should pay off if it manages to reach its target.
Added a target table 5x damage multiplier against British Emplacements
Raketenwerfer
Developer Comments: We felt the Raketenwerfer was a little too easy to flank with vehicles once revealed. We are increasing the firing arc slightly to help address this issue.
Weapon firing arc increased from 60 to 70
Sturmpioneers
Developer Comments: With the removal of the Panzershreck package from the Volksgrenadiers we are happy to see how the OKW is currently playing. We do however notice the OKW struggle against armor if they are not ahead in resources. We are giving the Panzershreck package to the Sturmpioneers to help deal with this issue.
Panzershreck upgrade package added
Bundled Grenade (Fallschirmjagers and Obersoldaten)
Developer Comments: We felt that Bundled Grenades have been under-performing and not meeting their original design intentions. To bump up their performance we have made the following changes.
AOE increased from 4 to 5
AOE distance adjusted from 3/2/1 to 3.75/2.5/1.25
Damage increased to 120
Sturmtiger
Developer Comments: We felt the 50% chance to abandon a vehicle when at 50% health was too random and frustrating so we are removing this critical
Removing a critical that abandons the Sturmtiger at 50% health when damaged.
BRITISH FORCES
Starting Resources
Developer Comments: The British early game can often be very difficult due to the high cost of their Infantry. We increased the starting manpower to match other factions and to somewhat compensate their early game for their high manpower cost per unit.
Starting manpower increased from 290 to 340
Universal Carrier
Developer Comments: We felt the Universal Carrier wasn't a viable option and felt we needed to make some adjustments. We gave it self-repair on stock so it no longer requires an engineer to be repaired, made it more durable through an upgrade purchase, and made significant improvements to the Vickers K.
Cost increased from 210MP to 260 MP
Vickers K range from 35 to 40
Cooldown from 1.5/2.0 to 1.25/1.5
Burst duration and rate of fire standardized to 1 at all ranges for Vickers K.
Health improved by 40 when upgraded with Vickers K or Flame Projector.
Has Self-Repair stock.
Counter Battery
Developer Comments: We felt the Counter Battery's cost vs reward was not well balanced and required tuning to bring it in line with other similar artillery options. We also want players to make decisive gameplay decisions where using this ability had virtually no risk associated with it.
Is now a timed ability. Lasts 45 seconds and recharge time is 90 seconds.
Costs 30 munitions
Land Mattress
Developer Comments: Based off its effectiveness, we felt this unit could be called in too early. To help bring it in line with other Doctrine artillery we have increased its required CP. The White Phosphorus rounds was precision striking weapon teams too easily due to their low scatter values.
Increase CP requirement from 5 to 8
AOE damage reduced from 0.2/0.4/1 to 0.1/0.25/1
White Phosphorus round angle scatter increased from 5 to 15
White Phosphorus round distance scatter max increased from 10 to 15
White Phosphorus round distance scatter obj hit min increased from 0 to 10
White Phosphorus round scatter offset reduced from 0.8 to 0.1
White Phosphorus round min tilt angle reduced from 25 to 15
Sexton
Developer Comments: We feel the Sexton is one of the UKF's most underperforming units. Therefore, to improve the Sexton's performance we have increased the unit's AOE damage, increased the number of shells it fires, and made it fire a little faster.
AOE distance damage changed from 1/0.15/0.05 to 1/0.25/0.1
Wind Down from 4.67 to 3.125
Number of shells for barrage increased from 5 to 8
Firefly
Developer Comments: We felt the reload on the main gun was hurting the unit's performance and the Tulip Rocket ability's role was redundant with the tank's main gun. To compensate for this we have reduced the reload time on the main gun and changed the role of the Tulip Rocket to be a temporary snare.
Reload from 10 seconds to 8.
Tulip Rockets now deal 120 damage from 240.
Tulips now cause a blind critical on penetration and stuns the tank for 2.5 seconds. (Vehicle LOS reduced to 0 for 8 seconds)
Tulip Rocket ability cost from 100 to 80.
Tulip Recharge time from 120 to 80.
Infantry Section (Both variants)
Developer Comments: Due to the extremely short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target. Infantry Sections also accrued Veterancy faster than any other core infantry unit so we have slightly increased the Veterancy requirements for these units.
Artillery flare range increased from 20 to 30
Veterancy requirements from 480/960/1920 to 560/1120/2240.
Tank Hunter Infantry Section
Developer Comments: The damage from the HEAT Grenade was under performing and we wanted to bring it in line with all other infantry anti-tank abilities.
Heat Grenade damage from 50 to 100.
Sniper
Developer Comments: Due to the short range of Artillery flares, a unit often put themselves at high risk when trying to use this ability. To bring its cost vs reward more in tune, we have added a slight increase to the range of this ability so it can be used slightly further away from the intended target.
• Artillery flare range increased from 30 to 35.
Bofor QF 40mm “Suppressive Barrage” ability
Developer Comments: The Suppressive Barrage was meant to be used to pre-emptively lock out a choke point for a short period of time through suppression. We found it was wiping weapon teams much too easily due to its small scatter and high AOE. With the reduction in AOE and higher scatter, players can expect this ability to wipe squads less but do suppression over a large area. White Phosphorus round distance scatter max increased from 10 to 15
Suppressive Barrage weapon AOE reduced from 5 to 3
Suppressive Barrage weapon Scatter angle increased from 5 to 15
Suppressive Barrage weapon suppression reduced from 0.3 to 0.2
Cromwell
Developer Comments: The Size of the Cromwell was smaller than other Medium Tanks. We are slightly increasing its size value to match other Medium Tanks.
Target size increased from 18 to 22
Churchill MK. VII Infantry Support Tank
Developer Comments: We felt the Churchill costs too much for its current performance so we are reducing its cost.
Cost reduced from 540 Manpower and 180 Fuel to 490 Manpower and 160 Fuel.
Bug Fixes
BUG FIXES
Fixed a bug where the Vet 1 weapon reload modifier on the Royal Engineers was applying to all weapons. It now only applies to the Stens.
Don’t step on the Grass Intel Bulletin now properly reduces the cost of Teller Mines.
Fixed a bug that made LMG 34 that was picked up have different stats than the LMG 34 that was dropped.
Fixed a data issue where some artillery veterancy was not applying properly to the right weapons
Fixed a bug where the USF and British M3 HT was missing vet 2 and vet 3 bonuses
Comments
Recieve accuracy modifers increased from 0.5 to 0.7
Reload Weapon Modifer increased from 0.5 to 0.7
Cooldown Weawpon Modifer increased from 0.5 to 0.7
- Fixed an issue of flame barrage landing on OKW battle group headquarters
- Increase range of KT from 40 to 45 to improve its usability into the late game as it can be kited quite easily by tank destroyers
- Reduce flame bonus damage to buildings from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage
- Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25 because they killed buildings too quickly especially the dot damage
- Molotov initial damage reduced from 20 to 10 because they were initially killing many entities on the first explosion
- Panzerwerfer Damage profile changed from 1/0.35/0.05 to 1/0.75/0.5 which will round out the damage a lot better yielding more consistent results
- Comet health reduced from 800 to 720, Scatter increased from 3.2 to 4.2 to bring this unit in line with its other counterparts
- Hammer and Anvil upgrades increased from from 200/25 to 250/50 to make players have to decide and invest into specialization, previously it was too easy to rush into one of them and skip all the other tech)
- Hammer and Anvil research time increased from 5 to 30 seconds
- British Sniper weapon behavior change from wants prone firing to none to improve usability will allow it to shoot / aim quicker
- Gammon Bomb damage reduced from 240 to 200 was dealing too much damage
- Reduce jadgtiger cost from 800/290 to 720/245 bringing the cost inline with its performance
- Glider HQ can now build britsh medics
- Fixed issue with infantry section vet 3 scoped rifles providing a dps decrease instead of an increase
- Tiger and Tiger Ace Vet 2 sight bonus reduced from 10 to 5
- Added more of a stagger of time between the planes of Stuka Close Air Support
- Fixed an issue of rifleman sandbag not showing up.
Handheld Flamethrowers ONLY:Fire Aim Time
Post firing aim time increased to 0.5
AOE
AOE Accuracy changed from 0.6/2.8/5 to 15/15/15
AOE radius changed from 4 to 2
AOE damage distance changed from 0.4/0.7/1 to 1/1/1
AOE damage friendly changed from 0.25/0.625/1 to 0.25/0.25/0.25
AOE distance changed from 2/1.5/1 to 2/2/2
Behaviour
Reaction radius changed from 2.1 to 2.5
Burst
Burst duration changed from 1/0.5 to 1/1
Cover
Dmg multiplier vs garrison cover increased from 1 to 2
Dmg multiplier vs heavy cover increased from 1 to 2
Dmg multiplier vs light cover increased from 1 to 1.25
Dmg changed from 8 to 16
Tracking
Weapon tracking speed horizontal changed from 90 to 45
Bugs
Flak Weapon Updates:
All Flak Weapons
This flag was set to false in order to prevent flak weapons from instantly killing all squad members in garrison structures.
- Damage all in hold flag set from true to false
CentaurSlight damage reduction in order to allow players to react to this unit. Previously at 20 damage the lethality rate of the Centaur was over performing.
- Damage reduced from 20 to 14
Flamethrowers UpdateCover Table
We are reducing the bonus damage that flamethrowers apply to garrison to give players more to react with their units in garrison. Previously we would see weapon teams be killed before they could ungarrison.
- Garrison cover bonus damage reduced from 1.5 to 1.25
Vehicle FlamethrowersWe tuned vehicle flamethrowers to make them more consistent across the board. We have reduced the damage on most heavy flame vehicles because it was over performing while increasing the damage on the wasp due to its underperformance.
- Churchill Crocodile Flamethrower damage reduced from 12 to 10
- KV-8 damage reduced from 16 to 10
- Universal Carrier Wasp damage increased from 6 to 10
Flame Damage Over timeWe are increasing the time per tick for damage over time. This will include all incendiary abilities, Molotov’s, and flamer dots that vehicles leave behind. The tick in game time should translate to about 1 second real time which should help player gauge the amount of damage they will take if they choose to stand in the fire.
- Damage frequency reduced from 0.5 to 1.25
- Dot radius increased from 3 to 5
Artillery UpdateAir Superiority
Previously the huge blast radius of these bombs made it very difficult for players to dodge.
- AOE Radius of bombs reduced from 10 to 5
Heavy Artillery ShellsWe want to reduce the effectiveness of artillery shells against production buildings.
- Now do 25% less damage against base structures
LEIGIn our effort to make AOE more consistent we saw a huge jump in performance with indirect fire units such as the LEIG and Pak Howtizer. We are adjusting its stats to bring it more in line with other indirect fire units.
- Suppression Amount reduced from 0.3 to 0.23
- Auto fire reload Increased from 6 to 7
- Barrage reload increased from 3 to 5
- Damage far reduced from 0.25 to 0.2
- Damage medium reduced from 0.5 to 0.4
- Projectile lowest angel increased from 10 to 40
- Vet 1 Range bonus reduced from 15% to 5%
Pak HowitzerIn our effort to make AOE more consistent we saw a huge jump in performance with indirect fire units such as the LEIG and Pak Howitzer. We are adjusting its stats to bring it more in line with other indirect fire units.
- Radius reduced from 6 to 4
- Suppression reduced from 0.3 to 0.23
- Auto Attack Reload increased from 5.2 to 7
- Barrage Reload increased from 3 to 4
- Projectile lowest angel increased from 10 to 40
General TBF Balance TuningInfantry Sections
We are addressing the heavy attrition costs that infantry sections have.
- Reinforcement cost reduced by 10% (28 per model)
Sten MK Vi Silence SMGWe are reducing the overall DPS due to players not being able to react to these units when engaged in close quarters.
- Rate of fire reduced from 26 to 14
ChurchillsReducing the armor of the Churchill to allow reduce the amount of deflection while maintain the Churchill’s ability to soak up damage.
LEIG / Pak Howitzer
Sten MK VI Silence
- Burst duration increased from 0.325 / 0.425 to 0.6 / 0.4
ChurhillsLEIG / Pak Howitzer
Mod available @ http://steamcommunity.com/sharedfile.../?id=557952243
OKW Revamp
- Resource income increased to 100%
- Starting fuel reduced from 40 to 0
- Self-Destruct removed
Tech Tree- HQ: Kubelwagen, Volksgreandiers, Sturms, Raktenwerfer, sWS Truck
- Battlegroup HQ (200/30): IR, ISG, Flak
- Mechanized Regiment HQ (200/40): Puma, Luch, Walking Stuka
- Schwerer Panzer HQ(200/100): JP4, P4, Panther, Obers,
Kubelwagen- Can capture (15% faster capture rate)
- Suppression removed
- Range reduced from 40 to 35
- Cost reduced from 240/5 to 210
- Armor increased from 4 to 4.5
- Rear armor increased from 2 to 4.5
Combat Package- Cost reduced from 90 to 70 (Reverted)
Sturmpioneers- Cost reduced from 320 to 300
- Removed flame explode critical
Volksgreandiers- Added regular grenade back
- Kark 98k Rifle increased from 10 to 12
- Cost increased from 235 to 250
Panzer II Luchs- Cost increased from 55 fuel to 65 fuel
King Tiger- Removed from tech tree
- Now unlockable call in unit
- Limited to 1
- Population reduced from 26 to 21
Munition / Fuel Transfer- Removed from the game
Veterancy 4-5- All modifiers have been reduce partially to bring their overall performance down
- Fallschirmjager vet 4 and 5 weapon accuracy modifier reduced from 1.3 to 1.15
- Jaeger Light Infantry vet 4 range reduced from 5 to 2.5, vet 5 cooldown reduced from 0.8 to 0.75, vet 5 received accuracy increased from 0.71 to 0.8
- Obersoldaten vet 4 received accuracy increased from 0.71 to 0.8
- Volksgrendiers vet 4 Sight radius reduced from 1.4 to 1.2, vet 4 weapon accuracy reduced from 1.3 to 1.15, vet 5 cooldown accuracy increased from 0.7 to 0.8
- Raktenwerfer43 vet 4 speed modifier reduced from 1.25 to 1.15, vet 4 increase range reduced from 10 to 5, vet 5 sight modifier reduced from 16 to 12
- LEIG vet 5 weapon penetration modifier reduced from 1.3 to 1.15, vet 5 damage modifier reduced from 1.30 to 1.15
- MG34 vet 4 received accuracy modifier increased from 0.71 to 0.8, vet 5 weapon accuracy modifier reduced from 1.2 to 1.15, vet 5 sight radius modifier reduced from 11 to 6
- 251 17 Flak Halftrack vet 4 weapon penetration modifiers reduced from 1.25 to 1.15, vet 5 speed modifier reduced from 1.3 to 1.15, vet 5 rotation speed modifiers reduced from 1.3 to 1.15
- Hetzer vet 4 range modifier reduced from 8 to 5
- JP4 vet 4 reload modifier increased from 0.75 to 0.85, vet 4 reduced accuracy modifier reduced from 1.3 to 1.15
- King Tiger vet 5 reload modifier increased from 0.7 to 0.8
- Ostwind vet 4 damage modifier reduced from1.25 to 1.15, Sstwind vet 5 range modifier reduced from 1.25 to 1.15
- Panther vet 5 sight modifier reduced from 16 to 12, panther vet 5 accuracy modifier reduced from 1.5382 to 1.25
- Panzer IV vet 4 weapon scatter modifier increased from 0.75 to 0.8, vet 5 accuracy modifier reduced from 1.5382 to 1.25
Multiplayer UpdateUSF
Rifle Company
We made some adjustments to Rifle Company to address the ongoing issue of mainline infantry having such a strong anti-garrison weapon. Another thing we wanted to address was the ability to break the intended pacing of veterancy.
- Rifle flamers Moved to rear echelons (CP reduced to 0)
- Fire Up! Now replaces elite rifleman (Squad will move at maximum speed for a period of time. After the squad will suffer exhaustion after)
Rear EchelonsWe have scaled up Rear echelons up slightly to reduce spam.
- Rear echelon rifle damage up from 8 to 10
RiflemanIncreased the requirement on rifleman vet to reflect their new current performance at veterancy level 3.
- Veterancy 3 requirements from 2240 to 2576
M10Slight cost increase to reflect the unit’s performance.
- Cost increased from 270/80 to 300/90
BazookaUsability improvement change.
- Accuracy increased from 0.029/0.043/0.058 to 0.034/0.048/0.063
P-47 Rocket StrikeEase of life change
- Sight reduced to 0
- Added mini map ui icon
- Can no longer be targeted in base sectors
UKFEmplacements
- Can no longer be abandoned
Infantry SectionSlight adjustment to Infantry section making them slightly better at fighting out of cover but slightly reduced performance in cover. Also adding the PTRS profile to the Boys AT Rifle to not make it a DPS downgrade against infantry.
- Infantry Section reload penalty reduced from 1.5 to 1.4
- Infantry Section cooldown penalty reduced from 1.3 to 1.2
- Infantry Section damage reduced from 16 to 14
- Infantry Section target size increased from 0.8 to 0.9
- Infantry Section Veterancy 3 accuracy bonus reduced from 1.4 to 1.2
- Boys AT Rfile accuracy Increased from 0.035/0.048/0.063 to 0.253/0.574/0.69
- Boys AT Rifle damage reduced from 40 to 27
- Boys AT Rifle now has bonus 13 damage against vehicles
SniperWe are adjusting the British Sniper’s veterancy ability and weapon to allow more counter play with light recon vehicles.
- Coordinated Fire veterancy requirements removed
- Critical Shot now requires veterancy 1
- Removed chance to damage engine on penetration
Heavy EngineersAdding appropriate cost and research time to this ability.
- Added cost to the upgrade 70 Munitions
- Research time increased from 10 to 30 seconds
ChurchillIncreasing its cost to reflect the unit’s performance
- Cost increased from 540/150 to 540/180
Churchill Crocodile- Flame thrower range reduced from 32 to 25
- Veterancy 1 requirements increased from 2020 to 2525
- Veterancy 2 requirements increased from 4040 to 5050
- Veterancy 3 requirements increased from 8080 to 10100
6LB AT Gun- Cost increased from 280 to 320
ValentineReducing CP point to bring the pacing in line with other light tanks
- Command point requirements reduced from 8 to 6
Hawker TyphoonsEase of life change
- Rockets now only target vehicles
- Strafing runs only target infantry
- Sight reduced to 0
- Added mini map ui icon
- Can no longer be targeted in base sectors
WehrmachtStuka Close Air Support (Loiter)
Ease of life change
- Only targets vehicles now
- Sight reduced to 0
- Added mini map ui icon
- Can no longer be targeted in base sectors
Strafing Run (Loiter)Ease of life change
- Sight reduced to 0
- Added mini map ui icon
- Can no longer be targeted in base sectors
Elite TroopsRemoving this ability from the commander tree as it interferes with the general pacing of unit veterancy
- Ability replaced with Stormtroopers
Osttruppen ReservesRemoving the ability to interfere with the general pacing of unit veterancy
- Removed random chance to receive veterancy on spawn
Jaeger Light Infantry UpgradeAllowing players to get this upgrade relatively at the same time as the LMG42.
- Command point requirements reduced from 3 to 1
Close Air Support Doctrine, Ostruppen DoctrineRemoving this ability that allows players to manipulate their resource with no counter play involved
- Replaced with Supply Drop Zone
SovietsSoviet Industry
Removing this ability that allows players to manipulate their resource with no counter play involved.
- Ability replaced Allied Supply Drop
IL-2 Strumovik AttacksEase of life change
- Only targets infantry now
- Sight reduced to 0
- Added mini map ui icon
- Can no longer be targeted in base sectors
KV2:Bringing this unit in line with other heavy vehicles
- Population reduced from 24 to 19
- HP increased from 800 to 1040
Bugfixes:Mod available @ http://steamcommunity.com/sharedfile.../?id=557952243
OKW Revamp
- Resource income increased to 100%
- Starting fuel reduced from 40 to 0
- Self-Destruct removed
Tech Tree- HQ: Kubelwagen, Volksgreandiers, Sturms, Raktenwerfer, sWS Truck (100/15)
- Battlegroup HQ (200/30): IR, ISG, Flak
- Mechanized Regiment HQ (200/40): Puma, Luch, Walking Stuka
- Schwerer Panzer HQ(200/100): JP4, P4, Panther, Obers,
Kubelwagen- Can capture (15% faster capture rate)
- Suppression removed
- Range reduced from 40 to 35
- Cost reduced from 240/5 to 210
- Armor increased from 4 to 4.5
- Rear armor increased from 2 to 4.5
Combat Package- Cost reduced from 90 to 70 (Reverted)
Sturmpioneers- Cost reduced from 320 to 300
- Removed flame explode critical
Volksgreandiers- Added regular grenade back
- Kark 98k Rifle increased from 10 to 12
- Cost increased from 235 to 250
Panzer II Luchs- Cost increased from 55 fuel to 65 fuel
King Tiger- Removed from tech tree
- Now unlockable call in unit
- Limited to 1
- Population reduced from 26 to 21
Munition / Fuel Transfer- Removed from the game
Veterancy 4-5- All modifiers have been reduce partially to bring their overall performance down
- Fallschirmjager vet 4 and 5 weapon accuracy modifier reduced from 1.3 to 1.15
- Jaeger Light Infantry vet 4 range reduced from 5 to 2.5, vet 5 cooldown reduced from 0.8 to 0.75, vet 5 received accuracy increased from 0.71 to 0.8
- Obersoldaten vet 4 received accuracy increased from 0.71 to 0.8
- Volksgrendiers vet 4 Sight radius reduced from 1.4 to 1.2, vet 4 weapon accuracy reduced from 1.3 to 1.15, vet 5 cooldown accuracy increased from 0.7 to 0.8
- Raktenwerfer43 vet 4 speed modifier reduced from 1.25 to 1.15, vet 4 increase range reduced from 10 to 5, vet 5 sight modifier reduced from 16 to 12
- LEIG vet 5 weapon penetration modifier reduced from 1.3 to 1.15, vet 5 damage modifier reduced from 1.30 to 1.15
- MG34 vet 4 received accuracy modifier increased from 0.71 to 0.8, vet 5 weapon accuracy modifier reduced from 1.2 to 1.15, vet 5 sight radius modifier reduced from 11 to 6
- 251 17 Flak Halftrack vet 4 weapon penetration modifiers reduced from 1.25 to 1.15, vet 5 speed modifier reduced from 1.3 to 1.15, vet 5 rotation speed modifiers reduced from 1.3 to 1.15
- Hetzer vet 4 range modifier reduced from 8 to 5
- JP4 vet 4 reload modifier increased from 0.75 to 0.85, vet 4 reduced accuracy modifier reduced from 1.3 to 1.15
- King Tiger vet 5 reload modifier increased from 0.7 to 0.8
- Ostwind vet 4 damage modifier reduced from1.25 to 1.15, Sstwind vet 5 range modifier reduced from 1.25 to 1.15
- Panther vet 5 sight modifier reduced from 16 to 12, panther vet 5 accuracy modifier reduced from 1.5382 to 1.25
- Panzer IV vet 4 weapon scatter modifier increased from 0.75 to 0.8, vet 5 accuracy modifier reduced from 1.5382 to 1.25
Multiplayer UpdateUSF
Rifle Company
We made some adjustments to Rifle Company to address the ongoing issue of mainline infantry having such a strong anti-garrison weapon. Another thing we wanted to address was the ability to break the intended pacing of veterancy.
- Rifle flamers Moved to rear echelons (CP reduced to 0)
- Fire Up! Now replaces elite rifleman (Squad will move at maximum speed for a period of time. After the squad will suffer exhaustion after)
Rear EchelonsWe have scaled up Rear echelons up slightly to reduce spam.
- Rear echelon rifle damage up from 8 to 10
RiflemanIncreased the requirement on rifleman vet to reflect their new current performance at veterancy level 3.
- Veterancy 3 requirements from 2240 to 2576
M10Slight cost increase to reflect the unit’s performance.
- Cost increased from 270/80 to 300/90
BazookaUsability improvement change.
- Accuracy increased from 0.029/0.043/0.058 to 0.034/0.048/0.063
P-47 Rocket StrikeEase of life change
- Sight reduced to 0
- Added mini map ui icon
- Can no longer be targeted in base sectors
UKFEmplacements
- Can no longer be abandoned
Infantry SectionSlight adjustment to Infantry section making them slightly better at fighting out of cover but slightly reduced performance in cover. Also adding the PTRS profile to the Boys AT Rifle to not make it a DPS downgrade against infantry.
- Infantry Section reload penalty reduced from 1.5 to 1.4
- Infantry Section cooldown penalty reduced from 1.3 to 1.2
- Infantry Section damage reduced from 16 to 14
- Infantry Section target size increased from 0.8 to 0.9
- Infantry Section Veterancy 3 accuracy bonus reduced from 1.4 to 1.2
- Boys AT Rfile accuracy Increased from 0.035/0.048/0.063 to 0.253/0.574/0.69
- Boys AT Rifle damage reduced from 40 to 27
- Boys AT Rifle now has bonus 13 damage against vehicles
SniperWe are adjusting the British Sniper’s veterancy ability and weapon to allow more counter play with light recon vehicles.
- Coordinated Fire veterancy requirements removed
- Critical Shot now requires veterancy 1
- Removed chance to damage engine on penetration
Heavy EngineersAdding appropriate cost and research time to this ability.
- Added cost to the upgrade 70 Munitions
- Research time increased from 10 to 30 seconds
ChurchillIncreasing its cost to reflect the unit’s performance
- Cost increased from 540/150 to 540/180
Churchill Crocodile- Flame thrower range reduced from 32 to 25
- Veterancy 1 requirements increased from 2020 to 2525
- Veterancy 2 requirements increased from 4040 to 5050
- Veterancy 3 requirements increased from 8080 to 10100
6LB AT Gun- Cost increased from 280 to 320
ValentineReducing CP point to bring the pacing in line with other light tanks
- Command point requirements reduced from 8 to 6
Hawker TyphoonsEase of life change
- Rockets now only target vehicles
- Strafing runs only target infantry
- Sight reduced to 0
- Added mini map ui icon
- Can no longer be targeted in base sectors
WehrmachtStuka Close Air Support (Loiter)
Ease of life change
- Only targets vehicles now
- Sight reduced to 0
- Added mini map ui icon
- Can no longer be targeted in base sectors
Strafing Run (Loiter)Ease of life change
- Sight reduced to 0
- Added mini map ui icon
- Can no longer be targeted in base sectors
Elite TroopsRemoving this ability from the commander tree as it interferes with the general pacing of unit veterancy
- Ability replaced with Stormtroopers
Osttruppen ReservesRemoving the ability to interfere with the general pacing of unit veterancy
- Removed random chance to receive veterancy on spawn
Jaeger Light Infantry UpgradeAllowing players to get this upgrade relatively at the same time as the LMG42.
- Command point requirements reduced from 3 to 1
Close Air Support Doctrine, Ostruppen DoctrineRemoving this ability that allows players to manipulate their resource with no counter play involved
- Replaced with Supply Drop Zone
SovietsSoviet Industry
Removing this ability that allows players to manipulate their resource with no counter play involved.
- Ability replaced Allied Supply Drop
IL-2 Strumovik AttacksEase of life change
- Only targets infantry now
- Sight reduced to 0
- Added mini map ui icon
- Can no longer be targeted in base sectors
KV2:Bringing this unit in line with other heavy vehicles
- Population reduced from 24 to 19
- HP increased from 800 to 1040
Bugfixes:Mod available @ http://steamcommunity.com/sharedfile.../?id=557952243
Mod available @ http://steamcommunity.com/sharedfile.../?id=557952243
DECEMBER 3 UPDATE
GENERAL UPDATES
NEW COMMANDERS
Oberkommando West – Overwatch Doctrine
* Goliath
* Forward Receivers
* Early Warning
* For the Fatherland
* Sector Assault
US Forces – Tactical Support Company
* M1919A6 Light Machine Gun
* P47 Recon Run
* M5 Half-Track Transport
* P47 Strafing Run
* M4 Sherman Calliope
Learn more about these new commanders in our Know Your Commanders blog post.
NEW INTEL BULLETINS
* Boom Goes Me! intel bulletin for the Goliath added
* Champagne or a Super Nova intel bulletin for the Calliope added
Misc
* Updated the pop cap in tool tips to reflect actual pop cap numbers (all factions)
LEADERBOARDS UPDATE
* The Leaderboards are now accessible in-game via the Player Card and Automatch lobby.
* Your leaderboard level and level icon are now displayed on your Player Card as well.
In addition, you can now also check your recent stats on your Player Card for info such as your Recent Match History and W/L ratio per time.
PATHFINDING IMPROVEMENTS
* Specifically better pathfinding when moving a unit backwards (better reversing behavior).
OBERKOMMANDO WEST UPDATE
To learn more about the reasoning and design decisions behind these changes, check out our OKW Revamp blog.
GENERAL CHANGES
* Resource income increased from 66% to 100%
* Starting Fuel decreased from 40 to 10
* Starting Manpower increased from 240 to 340
TECH TREE CHANGES
The buildable units, abilities and costs in the OKW's Headquarter structures have been altered.
Command Headquarters
* Buildable Units
* Volksgrenadiers
* Sturmpioneers
* Kübelwagen
* Raktenwerfer 43 Anti-Tank Rocket Launcher
* sWS Supply Half-Track
Battlegroup Headquarters
* Fuel cost decreased from 40 to 25
* Self-Destruct ability removed
* Buildable Units
* 7.5cm le.IG 18 Infantry Support Gun
* SdKfz 251/20 Half-Track w/ Infrared Searchlight
* SdKfz 251/17 Flak Half-Track
Mechanized Regiment Headquarters
* Fuel cost increased from 40 to 50
* Munitions Transfer ability removed
* Fuel Transfer ability removed
* Self-Destruct ability removed
Buildable Units:
* Panzer II Ausf. L “Luchs” Light Tank
* SdKfz 234 “Puma” Heavy Armored Car
* SdKfz 251 “Stuka zu Fuß” Half-Track
Schwerer Panzer Headquarters
* Fuel cost increased from 80 to 120
* Self-Destruct ability removed
* Buildable Units:
* Obersoldaten
* Jagdpanzer IV/70 (V)
* Panzer IV Ausf. J Medium Tank
* Panther PzKpfw V Medium Tank
COMMANDER CHANGES
Feuersturm Doctrine
* Flammenwerfer 35 Co* mmand Point requirement decreased from 1 to 0
UNIT CHANGES
Volksgrenadiers
* Manpower cost increased from 235 to 250
* Kark 98k Rifle Damage increased from 10 to 12
* Veterancy Rank 4 Squad Sight Radius buff decreased from 1.4 to 1.2
* Veterancy Rank 4 Weapon Accuracy buff decreased from 1.3 to 1.15
* Veterancy Rank 5 Weapon Cooldown buff increased from 0.7 to 0.8
Sturmpioneers
* Manpower cost decreased from 320 to 300
* Flame Explode critical removed
* Fallschirmjäger
* Veterancy Rank 4 Weapon Accuracy buff decrease from 1.3 to 1.15
* Veterancy Rank 5 Weapon Accuracy buff decrease from 1.3 to 1.15
Jäger Light Infantry
* Veterancy Rank 4 Weapon Range buff decreased from 5 to 2.5
* Veterancy Rank 5 Weapon Cooldown buff increased from 0.75 to 0.8
* Veterancy Rank 5 Squad Received Accuracy buff increased from 0.71 to 0.8
Obersoldaten
* Veterancy Rank 4 Squad Received Accuracy buff increased from 0.71 to 0.8
* MG34 Heavy Machine Gun Team
* Veterancy Rank 4 Squad Received Accuracy buff increased from 0.71 to 0.8
* Veterancy Rank 5 Weapon Accuracy buff decreased from 1.2 to 1.15
* Veterancy Rank 5 Squad Sight Radius buff decreased from 11 to 6
****Raktenwerfer 43 Anti-Tank Rocket Launcher **
* Veterancy Rank 4 Squad Movement buff decreased from 1.25 to 1.15
* Veterancy Rank 4 Weapon Range buff decreased from 10 to 5
* Veterancy Rank 5 Squad Sight Radius buff decreased from 16 to 12
7.5cm le.IG 18 Infantry Support Gun
* Suppression removed
* Can now autoface
* Veterancy Rank 5 Weapon Penetration buff decreased from 1.3 to 1.15
* Veterancy Rank 5 Weapon Damage buff decreased from 1.5 to 1.15
* Garrison) cover damage multiplier increased from 0.25 to 0.35
Kübelwagen
* Capture added (15% faster capture rate)
* Suppression removed
* Range decreased from 40 to 35
* Manpower & Fuel cost decreased from 240/5 to 210/0
* Armor increased from 4 to 4.5
* Rear armor increased from 2 to 4.5
sWS Supply Half-Track
* Manpower & Fuel cost increased from 0/0 to 100/15
SdKfz 251/17 Flak Half-Track
* Veterancy Rank 4 Weapon Penetration buff decreased from 1.25 to 1.15
* Veterancy Rank 5 Squad Movement buff decreased from 1.3 to 1.15
* Veterancy Rank 5 Squad Rotation buff decreased from 1.3 to 1.15
Panzer II Ausf. L “Luchs” Light Tank
* Fuel cost increased from 50 to 65
* Penetration reduced from 25 to 20
Flammpanzer 38 “Hetzer”
* Veterancy Rank 1 requirements decreased from 2730 to 1560
* Veterancy Rank 2 requirements decreased from 5460 to 3120
* Veterancy Rank 3 requirements decreased from 10920 to 6240
* Veterancy Rank 4 requirements decreased from 13650 to 7800
* Veterancy Rank 4 Weapon Range buff decreased from 8 to 5
* Veterancy Rank 5 requirements decreased from 18155 to 10375
Flakpanzer IV Ostwind
* Veterancy Rank 4 Weapon Damage buff decreased from 1.25 to 1.15
* Veterancy Rank 5 Weapon Range buff decreased from 1.25 to 1.15
Jagdpanzer IV/70 (V)
* Veterancy Rank 4 Weapon Reload buff increased from 0.75 to 0.85
* Veterancy Rank 4 Weapon Accuracy buff decreased from 1.3 to 1.15
Panzer IV Ausf. J Medium Tank
* Veterancy Rank 4 Weapon Scatter buff increased from 0.75 to 0.8
* Veterancy Rank 5 Weapon Accuracy buff decreased from 1.5382 to 1.25
Panther PzKpfw V Medium Tank
* Veterancy Rank 5 Squad Sight Radius buff decreased from 16 to 11
* Veterancy Rank 5 Weapon Accuracy buff decreased from 1.5382 to 1.25
Tiger B “Königstiger”
* Now unlockable call in unit
* Limited to 1
* Population cost decreased from 26 to 21
* Veterancy Rank 5 Weapon Reload buff increased from 0.7 to 0.8
Panzershrecks
* Reduce infantry sniping.
* Added infantry target table modifier of 0.5
MULTIPLAYER UPDATES
COMMANDER CHANGES
Elite Troops Doctrine
Removing the Elite Troops ability from the commander tree as it interferes with the general pacing of unit veterancy.
Close Air Support Doctrine & Osttruppen Doctrine
Removing the Redistribute ability that allows players to manipulate their resource with no counter play involved.
Redistribute Resources ability replaced with Supply Drop Zone ability
ABILITY CHANGES
Stuka Close Air Support
Ease of life changes.
**Strafing Run **
Ease of life change.
Osttruppen Reserves
Removing the veterancy bonus from the ability as it interfere with the general pacing of unit veterancy.
Jaeger Light Infantry Upgrade
Allowing players to get this upgrade relatively at the same time as the LMG42.
US Forces
COMMANDER CHANGES
Rifle Company
We made some adjustments to Rifle Company to address the ongoing issue of mainline infantry having such a strong anti-garrison weapon. Another thing we wanted to address was the ability to break the intended pacing of veterancy.
ABILITY CHANGES
P-47 Rocket Strafe
* Ease of life change.
* Sight decreased to 0
* Mini map icon added
* Can no longer be targeted in base sectors
UNIT CHANGES
Rear Echelon Troops
We have scaled up Rear Echelon Troops slightly to reduce spam.
Rifleman
Increased the requirement on rifleman veterancy to reflect their new current performance at veterancy level 3.
M1 75mm Pack Howitzer
* Suppression removed
* Can now autoface
* Garrison cover damage multiplier increased from 0.25 to 0.35
M10 “Wolverine” Tank Destroyer
Slight cost increase to reflect the unit’s performance.
Bazooka
Usability improvement change. Reduce infantry sniping.
UK FORCES
STRUCTURE CHANGES
Field Headquarters
* Bolster Infantry Squads Manpower & Fuel cost increased from 100/25 to 150/35
EMPLACEMENTS
* Can no longer be abandoned
ABILITY CHANGES
Strafing Support
Ease of life change.
UNIT CHANGES
Infantry Section
Slight adjustment to Infantry section making them slightly better at fighting out of cover but slightly decreased performance in cover. Also adding the PTRS profile to the Boys AT Rifle to not make it a DPS downgrade against infantry.
Tank Hunter Infantry Section
* Boys AT Rifle Accuracy increased from 0.035(F)/0.048(M)/0.063(N) to 0.253(F)/0.575(M)/0.69(N)
* Boys AT Rifle Damage decreased from 40 to 27
* Boys AT Rifle Bonus Damage vs. Vehicles increased to 13
* Veterancy Rank 2 Received Accuracy buff increased from 0.66 to 0.76
* Veterancy Rank 3 Weapon Accuracy buff decreased from 1.4 to 1.2
Royal Engineers
* Adding appropriate cost and research time to this ability.
* Heavy Engineers Upgrade Munitions cost increased from 0 to 70
* Heavy Engineers Upgrade Research Time increased from 10 to 30 seconds
.55 cal Armor-Piercing Sniper
We are adjusting the British Sniper’s veterancy ability and weapon to allow more counter play with light recon vehicles.
Churchill Mk. VII Infantry Tank
Increasing its cost to reflect the unit’s performance.
Churchill Crocodile
Bringing experience in line.
Ordnance QF 6-Pounder Anti-Tank Gun
Cost alignment with its performance.
Valentine Mk. XI Tank
Reducing Command Point requirement to bring the pacing in line with other light tanks.
SOVIET
COMMANDER CHANGES
Soviet Industry Tactics
Removing the Soviet Industry ability that allows players to manipulate their resource with no counter play involved.
** ABILITY CHANGES**
IL-2 Sturmovik Attacks (Loiter)
Ease of life changes.
UNIT CHANGES
KV-2 Heavy Assault Tank
Bringing this unit in line with other heavy vehicles.
MAP UPDATES
Sturdorf
* Minor balance Improvements from community creator
* Tac-map art added
Achelous River
* Tac-map art added
Minsk Pocket
* Minor balance improvements
* Tac-map art updated
** Road to Kharkov **
* Major balance improvements
* Tac-map art updated
Faymonville Approach
* Minor balance improvements
* Tac-map art updated
BUG FIXES
GENERAL
* "Remove" Text in Polish is now present when right-clicking on an intel bulletin in the inventory screen
* Fixed a crash that would occur when using the Request Artillery Barrage ability in a saved game from the Elsenborn Ridge - Ardennes Assault campaign mission
* Rounded off all infantry population cost
OKW
* Sturmpioneer Squad’s backpack is now replaced when a flamethrower is equipped
* 7.5cm le.IG Infantry Support Gun now targets properly when barraging buildings
* Volksgrenadier’s can no longer skip the Panzerschreks reload time by building sandbags
* Fallschirmjäger’s FG42 Rifle reload animation now appears correctly
* SdKfz 251 “Stuka zu Fuß” Half-Track’s vet 3 Weapon Range buff now properly increases with the UI
* SdKfz 251/17 Flak Half-Track can no longer receive engine criticals from small arms
* Flammpanzer 38 “Hetzer” side deflect VFX has been added
* Flammpanzer 38 “Hetzer”’ now uses the proper medium tank mini map icon
* Flammpanzer 38 “Hetzer” decals now appear right-side up
* Jagdpanzer IV side deflect VFX has been added
* Sturmtiger’s vet 3 Weapon Reload buff now properly takes affect
WEHRMACHT
* Festung Armor Doctrine, the Pak 43 Emplacememt and the Command Tank call-in now appear in the correct order on the command bar
* Jaeger Armor Doctrine, the Stuka Bombing Strike ability and the Elefant Tank Destroyer call-in now appear in the correct order on the command bar
* German Mechanized Doctrine, the leFH 18 Artillery emplacement and the Command Tank now appear in the correct order on the command bar
* Supply Drop Zone ability now has proper SFX when the planes fly overtop
SOVIET
* Guard Rifle Infantry will no longer move to cover when given an attack move order
* Guard Rifle Infantry will now display the PPSh-41 Submachine Gun indicator when equipped with one
* M4C Sherman’s Hull MG and Co-axle MG VFX have been added
* KV-2 Heavy Assault Tank hatch now properly closes when it’s Firing Position Mode is active
* Partisan Tactics, the Spy Network ability and the Partisan Tank Hunters call-in now appear in the correct order on the command bar
* IL2-2 Sturmovik Attacks ability will no longer target infantry casualty
US FORCES
* Infantry units that recrew a Raktenwerfer 43 Anti-Tank Rocket Launcher now cloak when using the Camouflage ability
* Lieutenant will no longer move to cover when given an attack move order
* Captain will no longer move to cover when given an attack move order
* Major will no longer move to cover when given an attack move order
* The M3 Grease Gun and Thompson SMG have proper reload animations
* M4A3E8 Sherman “Easy Eight” wrecked texture now appears correctly
* M26 Pershing Heavy Tank call-in now works when your pop-cap is 84
UK FORCES
* Fixed an issue where shots from the Comet, Firefly, or 17 Pounder would fail to damage enemy vehicles
* The BAR Rifle now has a proper reload animation when held by Infantry Sections
* Air Landing Officer will no longer move to cover when given an attack move order
* The Sten SMG now has VFX when firing
* QF 17-Pounder Anti-Tank Gun Emplacement’s reload animation now matches it’s reload time
* The Hold the Line ability now plays the proper speech
DECEMBER 10th HOTFIX
BALANCE UPDATES
OKW
After analyzing play data from the weekend we saw an increase in early tank usage for the Oberkommando West. We are releasing a targeted change to directly reduce that usage and to bring the OKW on par with the other four factions.
Panzer IV Ausf. J Medium Tank
* Fuel cost increased from 135 to 150
Panther PzKpfw V Medium Tank
* Fuel cost increased from 175 to 200
Panther PzKpfw V Command Tank
* Fuel cost increased from 200 to 225
Tiger B “Königstiger”
* Fuel cost increased from 260 to 310
“Jagdtiger” Panzerjäger Tiger Ausf. B
* Fuel cost increased from 245 to 280
BUG FIXES
We have adjusted the squad and entity population values of infantry. This will allow all infantry to retain their previous population value pre-patch without the use of decimal values. Previously having decimal population values would cause issues with call-in units. This is now resolved. All infantry entities will now have a population of 1 with the difference added onto their squad population extension.
GENERAL
* Fixed an issue in the Leaderboards where sometimes players would appear as level 0
* Updated several tool tips around the Oberkommando West rework
* Reverted a change that caused ability speech to be spammed under certain conditions
* Fixed an issue where chat text colours wouldn’t appear correctly
* Fixed an issue with the ~ key no longer opening chat history
* Fixed an issue where sometimes player names would be missing in the game setup lobby
OKW
* Swapped the positions of the Volksgrenadiers and Sturmpioneers in the Command Headquarters build menu
* Volksgrenadiers’ overall population cost increased from 5 to 7
* Population per entity unchanged at 1
* Population per squad increased from 0 to 2
* Obersoldaten’s overall population cost increased from 8 to 10
* Population per entity unchanged at 2
* Population per squad increased from 0 to 2
* Pak 43 88mm Anti-Tank Gun population cost decreased from 13 to 10
* Panzerfusilier’s Anti-Tank Rifle Grenade damage increased from 40 to 100
* Fixed a rare crash when using Goliath’s Detonate ability
* Goliaths no longer provide light cover
* Goliaths will now camouflage in deep snow
WEHRMACHT
* Pioneer’s overall population cost increased from 4 to 6
* Population per entity unchanged at 1
* Population per squad increased from 0 to 2
* Grenadiers’ overall population cost decreased from 8 to 7
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 3
* Grenadiers’ Rifle Grenade ability’s weapon delay decreased from 3 to 2.125
* Stormtroopers can now purchase the Jaeger Infantry Package
* Stormtroopers can now acquire the Model 24 Stun Grenade ability
SOVIET
* Shock Troops’ overall population cost decreased from 12 to 8
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 2
* Guards Rifle Infantry’s call-in population cost now properly displayed at 8
US FORCES
* Rear Echelon Troops’ overall population cost increased from 4 to 5
* Population per entity unchanged at 1
* Population per squad increased from 0 to 1
* Riflemen’s overall population cost unchanged at 7
* Population per entity decreased from 1.4 to 1
* Population per squad increased from 0 to 2
* Lieutenant’s overall population cost unchanged at 8
* Population per Lieutenant entity unchanged at 2
* Population per Riflemen entity decreased from 1.5 to 1
* Population per squad increased from 0 to 2
* Captain’s overall population cost increased from 7 to 8
* Population per Captain entity unchanged at 2
* Population per Rear Echelon Troop unchanged at 1
* Population per Riflemen entity decreased from 1.5 to 1
* Population per squad increased from 0 to 2
* Renamed the ZSU M17 MGMC to M16 Half-Track
* Rear Echelon Troops’ Volley Fire ability’s munition cost decreased from 35 to 20
UK FORCES
* Infantry Section’s overall population cost decreased from 8 to 7
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 3
* Tank Hunter Infantry Section’s overall population cost decreased from 8 to 7
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 3
* Royal Engineers’ overall population cost decreased from 8 to 6
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 2
* Royal Engineers Recovery Squad’s overall population cost decreased from 8 to 6
* Population per entity decreased from 2 to 1
* Population per squad increased from 0 to 2
* Fixed an issue with the Command Vehicle Air Support ability not providing sight
December 17th Modding Update
MODDING UPDATES
BALANCE UPDATES
UK FORCES
Infantry Section
We are reverting a change from the previous update which reduced the durability of Infantry Sections. This will bring Infantry Sections in line with their cost.
BUG FIXES
General
* Fixed an issue with lobby Chat not working
OKW
* The Tiger B “Königstiger” and the “Jagdtiger” Panzer jäger Tiger Ausf. B can no longer be called in at the same time
* The Tiger B “Königstiger” can no longer purchase both the Pintle-mountaed MG42 Machine Gun and the Panzer Commander
UK FORCES
* Fixed an issue with the Assault ability’s Recon Planes not revealing fog of war
* Universal Carrier’s Suppressing Fire ability is now a timed ability
* Projectiles added to the QF 17-Pounder At Gun
* Projectiles added to the Sherman Firefly
JANUARY 14th UPDATE
BALANCE UPDATES
UK FORCES
AEC 75mm Gun
Small buff to UKF intended to bring faction in line with the other four factions in 1v1.
BUG FIXES
GENERAL
* Replaced buildings “multisub_3x3x2_01” & “multisub_3x3x2_02” on Faymonville Approach, Vaux Farmlands, and Trois-Ponts
* Fixed an issue in Ardennes Assault Railsplitters mission that prevented the AI from building additional sWS Half-Tracks
UK FORCES
* Fix to prevent HQ cancellation exploit to get cheap units.
FEBRUARY 25th UPDATE
The highly anticipated February Updates is scheduled to be released on February 25th and will include two new British Commanders, a multitude of bug fixes, a variety of balance changes based on feedback from the community, updates to pathfinding and more. Check out all the changes in more detail below.
NEW COMMANDERS
Added two new UK Forces Commanders into the game that can be acquired via Warspoils and the in-game store
UK FORCES
Mobile Assault Regiment
* M2 Flamethrowers
* Advanced Cover Combat
* Infiltration Commandos
* Land Mattress
* Vehicle Crew Repairs
Advanced Emplacement Regiment
* Defensive Operations
* Improved Fortification
* Advanced Assembly
* Counter Battery
* Precision Barrage
You can read more about these commanders in our Know Your Commanders blog post.
GENERAL UPDATES
GRAPHICS OPTIONS
We have added a “Historical Skins” On/Off Option to the Graphics Tab. This Option is for Users who don’t want to see non historical skins such as the blood soaked Make War not Love Skins.
ABANDON CRITICAL
We would like to add more risk associated the abandoned function. Now in order to successfully retrieve an abandoned vehicle you will need to repair it to 100% HP.
AMBIENT BUILDINGS
Grenades, Satchel Charges, and other Explosives can now damage buildings
VEHICLE PATHFINDING IMPROVEMENTS
* Preferred Reverse distance for Vehicles changed from 50 to 40
* Forced Facing before moving when executing the following commands added: attack move, facing command, right clicking on an enemy unit, and when moving a group of vehicles.
INTEL BULLETIN IMPROVEMENTS
Made updates to Intel Bulletins that no longer awarded a bonus because of Design and Balance Changes
BALANCE UPDATES
UK FORCES
Tactical Support Regiment - Artillery Cover:
We wanted to dial back this ability as it was over performing and created frustrating experiences to the receiving player.
Special Weapon Regiment - Concentrated Fire Operation
We are reducing the number of salvos by 1 to prevent the one-shot killing of OKW Base Structures.
AEC
Previously we wanted to improve the AEC’s role to better combat infantry. However the way in which it was implemented resulted in the AEC over performing against its very own counters. We are reverting the main gun profile change and implementing a buff to its coaxial machine gun. This will now increase the AEC performance against infantry while maintaining its previous combat relationships.
Universal Carrier
* Fuel cost removed
US FORCES
Calliope
We are reducing the amount of rockets fired per barrage to help reduce potential squad deaths. We are also removing the Calliope’s ability to de-crew to prevent players from artificially decreasing their upkeep while their barrage is on cooldown.
WEHRMACHT
Panzerwerfer
Reducing the damage profile slightly at far and medium range to prevent squad deaths in that area.
222 Scout Car
We are increasing the HP of the 222 to allow it to better combat other light vehicles and infantry.
MAP UPDATES
COMMUNITY MAP SPOTLIGHT ROTATION
Adding permanently previous spotlight maps:
Rotating out previous spotlight maps:
Rotating In:
Additional Changes:
BUG FIXES
FEBRUARY 19th HOTFIX
FEBRUARY 25th HOTFIX
FEBRUARY 26th HOTFIX
MARCH 9th HOTFIX
MARCH 10th HOTFIX
MARCH 11th HOTFIX
April 6th – Bug Fix Patch
This patch was implemented to address some major bugs in Ardennes Assault as well as some issues in matchmaking. A larger update is scheduled for later this month.
APRIL 20th UPDATE
BALANCE
SOVIET
Maxim HMG
We felt the Maxim HMG was overperforming in the early game due to its fast set-up. We also made adjustments to its build time and cost so it takes longer to reach the field and so it doesnt replace mainline infantry.
UKF
Improved Fortification Upgrade
We have decided to reduce the durability bonuses this upgrade provides. We have also decided to increase the time it takes Infantry Section to build these Emplacements since they are not dedicated builders.
WAR PAINT SKINS RELEASE
10 Warpaint Competition skin sets have been added to the game and will be available to purchase from the in game store as of April 21st at 10:00 AM PDT.
30% of the proceeds from these skins go directly to the creators while an additional 20% is funneled back into funding COH2 tournament prize pools and community events to keep the game alive and well. The first tournament to be funded by the sale of these skins sets will begin early this Summer!
War Paint Historical Bundle
* British - Desert Rats Bundle by Choccy Starfish
* Soviet Two Tone 1941 Blue Steel Bundle by Puppeteer
* German - Assorted 3 Color Ambush Bundle by Starbuck
* US – Operation Husky Bundle by F_X
* OKW – Ardennes Improvised Ambush Pattern Bundle by Rita Rush
War Paint Fantasy Bundle
* British - Wood and Iron Bundle by Shriken
* US – Tiger Shark Bundle by Soul5tice
* OKW – Dazzle Bundle by Paid Player
* OKW – Anaconda Bundle by Soul5tice
* Soviet Hellbound Bundle by Grumpntug
MAP CHANGES
Balance updates to maps Hamlet and Crossroads by respective community map makers.
BUGS
UPCOMING AWESOMENESS
BALANCE PREVIEW MOD
Next week we will be launching a Balance Preview Mod that includes a variety of balance changes based on feedback from the community. Stay tuned for release notes regarding this mod coming later this week.
WAR SPOILS OPEN BETA
In early May we will be running an Open Beta for all those who are interested in testing out and giving feedback on the pending changes to the current War Spoils system. The main goal of this beta will be to stress-test this system in order to find any remaining bugs and to gather feedback regarding any potential last minute tweaks to the system that can be made.
April 20 – Addendum
Hide decals option added to graphics options. This hides all vehicle decals on the players local PC even if they are equipped. Useful for players with highly detailed skins or skins that include markings.
April 27th Patch
A minor update has been applied to fix an issue in Ardennes Assault and provide support for the upcoming balance preview mod.
April 28th Minor Patch
May 17th Update
New Content
Two new Valkyria Chronicles-themed skins sets for the Soviet and the OKW factions will be given to everyone who logs in on May 17th (and to anyone who logs in the 30 days after) for free, to celebrate the release of Valkyria Chronicles Remastered on PS4.
Modding
* [Summer] Skin Preview Image Creator
* [Winter] Skin Preview Image Creator
Bugs
May 18th Hotfix
Bug Fix
May 24th Hotfix
Bug Fix
War Spoils 2.0 Update - June 7th
NEW WAR SPOILS SYSTEM
Changes to Loot Drops
Firstly the system will no longer drop duplicate items. Additionally, you now only receive items for factions that you own (Prior to this update drops were biased towards the currently played army but were possible for all armies.). You may now also receive a new currency called Supply as a Warspoils drop. You can use Supply to buy items from the in game store such as bulletins, skins, or commanders.

Changes to the Post Game Rewards Screen
You can tell exactly when you will get your next reward from the loot bar which is shown in the player card.
Changes to the In-game Store
You can now purchase Intel Bulletins, Victory Strikes, and Decals from the in game store using Supply. Simply go to the items tab and select the category you are interested in. There is a drop down filter so you can easily browse bulletins of the type you are interested in. You can also use the search feature to find what you are looking for.

Changes to Inventory
Players can have only 1 type of any item equipped in a single loadout now. This is mostly in reference to Intel Bulletin stacking since players now have quick and easy access to the entire bulletin set via the in game store.
Converting Your Duplicate items to Supply
You will have the option to convert all your existing duplicates into Supply from the Inventory Screen. Simply select Show Salvageable Items and then click the Salvage All button. Optionally, you can also salvage your duplicates one by one by right clicking on a duplicate and clicking "Salvage".
Supply Value for Salvaging Duplicates
All duplicates are salvaged at 500 Supply each. This was done because we want to reward the time players invested into the game over how lucky they may have been. Indeed, while the number of items you ended up getting is a direct function of time / how much you have played, the nature of those items that dropped was really purely random – and it will still mostly be this way after the update (we will just ensure you don’t get drops for factions you don’t own). Therefore, how many commanders you may have gotten out of playing the game compared to another player, for instance, is really just the result of sheer luck. On the opposite, the number of items you ended up accumulating overall compared to another player is the direct result of your difference in commitment to playing the game on a regular basis – which is what we want to reward you for.
Match Validation
A new validation system is in place to make sure that only players who play a fair game receive Loot Points after a match. This is – you won’t get loot points if you go AFK or don't significantly contribute to a game. A daily Loot Point Limit (24,000 Loot Points or 12 wins) has been applied to modded games to help minimize War Spoils farming.
UI IMPROVEMENTS
Automatch/Leaderboard Level Up
If you increase your leaderboard level after an automatch game there is now a post game acknowledgement to celebrate!

Map Select Screen
We’ve redone the Map select screen so that maps can be filtered and displayed by game type and ordered alphabetically. This makes it much easier to find the maps your looking for.

Match Select Screen
JUNE 21st BALANCE UPDATE
A quick shoutout to "miragefla" for his contribution to this Balance Update and everyone that participated and gave feedback during the Balance Preview.
BALANCE GOALS
Increase Strategic Diversity
In order to add to CoH2’s current strategic diversity, the changes outlined below are designed to Increase the depth within factions by improving unit viability, creating diverse options for build orders and bringing factions in line with one another. This will create more diverse and viable strategies for players at a variety of different skill levels.
Match Gameplay Expectations to Outcomes (Quality of Life)
There currently are a variety of gameplay outcomes that do match player expectations which is creating a degree of frustration within the player base. A number of the changes outlined below attempt to address this by matching these outcomes to acceptable expectations such as through the removal of “bad” RNG and balancing specific units/abilities' cost vs reward that are currently out of tune.
GENERAL
Heavy armored Tanks
Mines (General-Purpose and Tellers)
Random Engine Damage
Suppression
Anti-Tank Guns (AT guns, Piats, Bazookas, and Panzerschrecks)
Snipers
Deflection Stun Criticals
Core Infantry/Small Team Weapon Spawn Points
Last man dead
Intel Bulletins
SOVIETS
T-34/76
SU-85
IS-2
Trip-Wire Flare Mine
Soviet Sniper
RPG 43 AT Grenade
Penal Battalion
USF
57mm ATG
M2HB HMG Team
M36 Jackson
M8 Motor Carriage
Major
Captain
On Me! no longer provides suppression resistance to prevent negation of MGs or suppression based platforms, but will break suppression making it ideal for getting units out of suppression or beaking pin status.
M1 81mm Mortar
Sherman Bulldozer
WEHRMACHT
251 Flame Half-Track
Support Armor Korp
Brummbar
Heavy Panzer Korp
Panzer IV Command Tank
Pioneers
Bundled Grenade (Panzer Grenadiers)
OKW
Battlegroup Headquarters
Mechanized Headquarters
Volksgrenadier
MG34 HMG Team
Fortification Doctrine
Luftwaffe Ground Forces Doctrine
Goliath
Raketenwerfer
Sturmpioneers
Bundled Grenade (Fallschirmjagers and Obersoldaten)
Sturmtiger
BRITISH FORCES
Starting Resources
Universal Carrier
Counter Battery
Land Mattress
Sexton
Firefly
Infantry Section (Both variants)
Tank Hunter Infantry Section
Sniper
• Artillery flare range increased from 30 to 35.
Bofor QF 40mm “Suppressive Barrage” ability
Cromwell
Churchill MK. VII Infantry Support Tank
Bug Fixes
BUG FIXES