Reported bugs with the USF 81mm Mortar are currently being investigated and will be fixed when possible.
A huge thanks goes out to Miragefla, Mr. Smith, and Cruzz for their help identifying and testing bugs for this patch.
After over three months of countless posts of forum feedback, numerous surveys and tournaments, and over 10 mod iterations, the final changes put forward in the Winter Balance Preview are ready to be released into the live game.
A massive thank you goes out to community members Mr. Smith, Callum from GeneralsGentlemen, and Miragefla that put in countless hours to make the following balance changes possible. But of course, they did not do it alone. Community members such as Nacho, Cruzz, Le Saucisson Masqué, Capiqua, Osinyagov, and Planet Smasher were instrumental in identifying and helping fix bugs as well as implementing multiple QoL features, top players in the community were crucial for providing high level balance critique and of course the constant vigilance of the entire community that playtested the mod and provided ongoing feedback over these past few months made the iteration process possible. For all your efforts and dedication, we thank you.
As a refresher, the changes below were designed to target specific dominate meta in order eliminate default build orders and promoting strategic diversity. The scope of this patch was focused around two primary pillars: Light Vehicle Play and Infantry Scaling, as well as, two secondary areas of Dominate Meta: Soviet Guards and Penals, and the USF Mortar. Finally, a number of Quality of Life changes such as Squad Formations and “Ghosting” have been targeted to improve gameplay and feel.
We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence.
The following unit types will contribute to shared veterancy to nearby officers/halftracks at the following rates:
We feel that the Sniper’s cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes:
To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions:
Anti-tank infantry squads were attaining veterancy disproportionately fast compared to anti-infantry squads. This was allowing blobs of infantry to scale versus armour too easily. This also allowed anti-tank-equipped squads to outpace dedicated anti-infantry squads and trade more efficiently than they should. With this change we aim to streamline the speed of veterancy gain or all squads.
We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move.
The escalation of mortar power has made them over perform compared to other types of more costly artillery pieces that had not received this bonus such as Pack Howitzers and Mortar Half-tracks.
The combination of the raw amount of bonuses Penal Battalion squads receive with the power of their flamer upgrade made the squad capable of winning nearly all engagements vs infantry, in almost any situation, creating very limited avenues for counterplay. To address this, we are removing some of the raw power of Penal battalions. At the same time, we are giving Penal Battalions access to some anti-tank utility to give Soviet T1 some tactical versatility, which it previously lacked.
PTRS x2 upgrade
* Cost 60 Munitions
* Same damage as Guards PTRS (refer to Guards changes)
* Accuracy lowered from 0.69/0.575/0.253 to 0.15/0.105/0.06
* Has 0.33 drop-rate
Penal satchel charges can now also behave as vehicle snares:
Guards were proving to over perform in ratio to their cost, appearing to supplement any strategy, thus, limiting variation in Soviet commanders.
RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks)
* AOE far damage reduced from 0.5 to 0.25 (Same as MK2)
* Ready aim time increased from 0.125 to 0.625 (to match MK2 overall delay)
* Munitions cost reduced from 45 to 35
We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, not giving the opposing player sufficient time to react, particularly if units are clumped in cover. The changes below will make it so that the T-70 loses its characteristic pinpoint accuracy on the move while maintaining its ability to flank teams weapons and push back infantry squads.
To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad. We are also giving some QoL improvements to the ability.
We felt that pioneer damage output was under-performing and proving ineffective in combat.
Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made them not scale well into the late game. Therefore, to improve their scalability, we have made the following changes:
Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infantry making it difficult for PGs to scale in veterancy vs their opponents.
G43 Package (Also affects Stormtroopers but not Grenadiers)
* Far aim time multiplayer reduced from 3.5 to 3. (Boosts long range DPS)
* Now increases sight range by 20%
* Fixed an issue with the G43 package interrogation ability that would not reveal all enemy units in a sufficiently-large map.
* Elite Doctrine Stormtroopers now have access to Panzergrenadier G43s, and can upgrade G43’s in enemy territory
The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output preventing it from tracking infantry properly. We also felt that the auto-cannon was too reliant on AOE for damage. Another concern with the 222 was that it was too cheap relative to its performance,
* Autocannon accuracy from 0.06/0.04/0.02 to 0.05/0.04/0.03
* Autocannon AOE Near damage reduced from 1 to 0.6
* Autocannon Rate of fire multiplier from 1.4/1.2/1 to 1/1/1
* Autocannon penetration increased from 35 to 40
* Autocannon Mid range distance from 15 to 20
* MG42 now properly tracks infantry
* MG42 accuracy reduced from 0.6/0.425/0.25 to 0.44/0.385/0.275
* MG42 accuracy increases with veterancy: +10%/+15%/+15%
* MG42 range distance near from 10 to 0
* MG42 0.75 accuracy modifier versus Snipers (down from 1.5).
The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle.
Target Weak Point (TWP)
* TWP now applies Stuart Blind (5 seconds: no vision, guns disabled)
* TWP damage reduced from 80 to 40
* TWP Always penetrates
The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun even the heaviest of tanks made it over perform for its cost and mobility.
Target Weak Point (TWP)
* TWP now applies Stuart Blind (5 seconds: no vision, guns disabled)
* TWP Damage reduced from 120 to 60
* TWP always penetrates
* TWP munitions cost reduced from 40 to 35 to match other TWP variants
The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon.
To improve Wehrmacht's late game infantry scaling, USF Riflemen have received a slight reduction in their vet 3 bonus to their received accuracy.
The USF Mortar barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its barrage until the pack howitzer hits veterancy 2.
Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine.
We felt that the Stuart was over-performing in its role as an anti-infantry unit and as a strong light vehicle counter. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it. Thus, we have made the following changes to solidify its role as primarily an anti-light vehicle unit.
Due to the changes in the opposing factions (most notably 222 changes and Luchs), we are adjusting the performance of M15 to bring it in line with the other light vehicles. This will also help prevent the Lieutenant tier from dominating over the Captain tier.
Given the changes to light vehicles, we felt that the risk vs reward for the Mechanised HQ as a tech choice would become too high due it not offering any type of healing. To compensate, Sturmpioneers have Medical Supplies available from the start.
OKW’s heavy Panzerfaust cost made them excessively vulnerable to vehicles, especially when compounded with their other anti-tank options.
Due to the changes made to Stealth, the Raketenwerfer has become overly vulnerable to infantry flanks. We feel that this leaves the performance of the Raketenwerfer somewhat lacking against vehicles.
We’ve found that the 251 Half-Track was underperforming in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown.
The following changes aim to make Luchs much more consistent in its damage output (reducing spikes, as well as removing several sources of inconsistency). These changes are intended to keep the unit a strong AI vehicle while giving opposing players enough time to react in an engagement. To do this we are making the main gun of the Luchs ignore suppression modifiers of the target unit. We are also increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)
Veterancy 5 "Suppressive Fire" ability
* Veterancy 5 passive turned to a timed “Suppressive Fire” ability.
* Suppresses enemy squads
* 10 Munition cost
* 20 seconds duration
* 60 seconds cooldown
* Reduces main gun damage by -50%
2cm vs Garrisons
* Garrison Damage Multiplier from 0.25 to 0.3
* Garrison Accuracy Multiplier from 0.4 to 0.5
* Damage all in hold set to True
Aimed shot ability
Given the changes to the other factions’ light vehicles, this ability would make it so that the Puma would also be the best vehicle for wiping infantry squads. To mitigate this, we have made the following changes:
We feel that PIAT’s are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed. The following changes will make PIATs feel more consistent and easier to use at all skill levels and in all situations:
We have found that the Sapper squads simply scale too well due to the reduced reinforcement cost bonus they achieve at Vet 3.
We found that the AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, yet its main gun was very inconsistent due to its comparatively large scatter. The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily. Finally, we have made changes to the Treadbreaker ability that will make it considerably more consistent and easier to use.
Turret rotation in treadbreaker mode increased from 33 to 40 (makes it more reliable)
We feel there is a disparity in how squads are assigned formations which is impacting squad performance. To address this problem we have implemented the following changes:
Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members)
“Ghost Wire/Sandbags” is the name for a common exploit in competitive play which allows partially completed fortifications to block movement. While unfinished fortifications could be destroyed by small arms, they took several seconds of focus fire to destroy what could be placed instantly. If players want to impede enemy movements with barbed wire and/or sandbags, they now have to fully complete constructing them.
The base layout of several armies makes it so that retreating infantry units often get caught up in high-congestion areas. This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the efficiency of healing.
Soviets engineers and Werhmacht Pioneers will be able to select the rotation of base buildings to allow players to optimize paths, as well as create unique layouts!
The following community-made maps have been removed from automatch and the map list
A big thank you goes out to the community balance team for once again supplying the curated balance changes described below. Of course, these changes wouldn't be possible without the feedback and dedication of the community so once again, we thank you for your continued support and commitment to this game.
We feel that the dominant Soviet “Maxim-spam” strategy is over performing with the benefits of this strategy heavily outweighing the risks.
To address this issue we will be increasing the arc of the Maxim MG while severely reducing its suppression performance to compensate. We have also removed sprint (which allows MGs to “get away”) and we are increasing the setup time to other MG levels. We are also increasing the reinforcement cost of the original crew to match the reinforcement cost of Conscripts.
To make up for a low base-value suppression (to avoid early-game spam) we've also give the Maxim, we are giving the unit strong multipliers vs light-cover and suppressed squads to allow the Maxim to scale well into the late-game.
The new Vet 1 ability (Sustained Fire) will help the Maxim perform more reliably vs blobs. An improved burst time will allow the Maxim to deal increased suppression vs persistent targets. Reduced cooldown allows the Maxim to switch targets more easily. Finally, the forced reload at the start of the ability can be used to guarantee that the Maxim will not chew through its ammunition belt during a crucial fight.
Overall, the changes are the following:
* Arc of fire increased from 60 degrees to 90 degrees (other MGs have 90-120 degrees)
* Setup time from 2 to 3 (other MGs have 3)
* Burst duration from 2.25 to 4.5
* Damage reduced from 4 to 3 (the DPS of the Maxim remains the same)
* Tracking speed from 35 to 28
* Reinforcement cost from 15 to 20
* Sprint removed from Vet1
* Sustained fire ability added at Vet1
* Suppression reduced from 0.00015909 to 0.00006
* Suppression versus light cover from 0.5 to 0.75
* Suppression versus heavy cover from 0.1 to 0.2
* Suppression vs suppressed targets increased from 0.5 to 0.65
* Nearby suppression modifier from 0.8 to 1.25
* Nearby suppression radius increased from 10 to 13
* Maxim squad formation changed
* Rotation changed from 120 to 225
* Acceleration/Deceleration increased to infinite
* Removed cover-traversal penalties from the Maxim
* Increases burst length duration by x2
* Reduces reload time by 0.5 (multiplicative)
* Reduces cooldown time by 0.5 (multiplicative)
* Forces a reload at the beginning of the ability
* Cancels (with no refund) if the Maxim moves
* 30 second duration
* 50 seconds cooldown
* Costs 20 munitions
To prevent unintended behavior, as well as to assist with targeting the ability, we are splitting the functionality of the Penal Satchel ability into two separate abilities. Note that both abilities launch precisely the same projectile with respect to damage and critical effects. The two abilities only behave differently with respect to targeting.
* This ability targets a location on the ground.
* If the satchel collides with a vehicle, the satchel will stick to the vehicle
* This ability can only be targeted on enemy vehicles
* If the vehicle remains within range while the ability is casting, the satchel will home-in on the enemy vehicle
To prevent players from over-relying on sherman call-ins and skipping teching, we are increasing the dispatch time between successive Shermans. Moreover, longer recharge time between shermans will prevent players from spamming Shemans, when the Command Point requirements becomes met.
Note that, at the same time, we are not affecting the cost-efficiency of the Shermans. Thus, the doctrine will still reward the players with a highly-efficient USF-made tank. At the same time, the longer recharge time will force the Soviet player to want to field Shermans side-by-side with Soviet-made tanks. We believe this will also add a touch of authenticity to the doctrine.
To encourage strategic diversity, we are reducing the cooldown of the Sherman dispatch ability once T4 has been reached in order to help ensure the doctrine can continue to be useful in multiple strategies.
We find that the M10, which is a highly cost-efficient tank hunter is overperforming with respect to how it deals with infantry due to its potency to crush squads. Therefore, we are taking steps to remedy this, without, however, affecting M10’s mobility.
We found that the early arrival of OKW panzerfaust combined with the complete lack of scaling potential for light vehicles made it prohibitive for players to integrate light vehicle strategies in their games. Moreover, we find that the cost-efficiency improvements on the Panzerfaust were too dramatic.
We feel the Mark Target ability is overperforming relative to its cost. This is primarily due to the +50% damage bonus that the ability bestows on the target. Our changes to the Mark Target ability aim to make it less efficient at “bursting-down” enemy vehicles, while still allowing the ability to perform better in a sustained-fire role. This allows the ability to remain relevant, while offering options for counter-play to the targeted player.
To prevent the vehicle from being too dominant in teamgames, we are making Command Panther mutually exclusive with the King Tiger. Moreover, we are changing the way the Command Panther’s aura affects teammates. We are also increasing the Command Point requirements of the Command Panther to bring its arrival closer in line with its value.
* +range, +sight, +speed bonuses removed from infantry-affecting bonus of the aura (Vet5 aura still awards +accuracy/+reload to infantry)
* +sight/+range parts of vehicle-affecting aura no longer affect teammates
* Vet 5 infantry-affecting aura no longer affects teammates
We find that the ability is over performing relative to its cost.
We find that the ability is over performing relative to its cost. We are also removing the ability of players to “tune up” the tanks of their teammates with the ability.
To make the ability fire more reliably (i.e., without bugs), we are changing the nature of the ability such that the AEC has to be stationary to fire it. At the same time, we are increasing the responsiveness of the ability to give UKF players that build and preserve their AECs with a reliable snare ability.
We have found find that the Cromwell's ability crush models is far too potent. To help reduce this potency we are reducing the unit's rotation rate. However, to allow the Cromwell to retain the feel a higher-than-average mobility, we are compensating with an increased turret rotation rate.
Secondary to these changes, we are adjusting several other attributes of the Cromwell to bring its cost-efficiency in line with other tanks of its callibre.
Finally, to partly offset a weak British early game, we are giving Cromwells default access to smoke shells.
The Comet is receiving changes that are similar in-spirit with the ones already described for the Cromwell. In addition to these changes, we are also reducing the range of the main gun of the Comet to 45 to match other anti-infantry-capable tanks (e.g., Pershing, Tiger). We believe that Comet’s higher-than-average armour and mobility will still allow it to overcome the reduced range. At the same time, this will make standoffs with the more-specialist Panther more balanced.
We find the range of both abilities (80) and the lethality of the White Phosphorus to be over performing. At the same time, we are introducing a critical fix to both abilities to make them more reliable.
To bring UKF emplacements in line with the emplacements of other armies, we are preventing players from building UKF emplacements in the base sector:
To improve counter play vs the Land Mattress we are allowing anti-tank weaponry (e.g., AT guns and tanks) to target the gun directly in order to destroy the unit without having first to de-crew it. This brings the durability of the Land Mattress down to static howitzer levels. We also feel the rate of fire of the Land Mattress does not give its opponents a sufficient amount of time to react to a barrage.
We find that Artillery Cover is an ability that is too efficient for its cost. Therefore, we are significantly reducing the effects vs different types of targets, allowing for greater opportunity of counterplay.
* The radius of the ability now properly drawn on the battlescape
* Delay until the barrage begins increased from 4 seconds to 8 seconds
* Decreased the AoE radius of anti-vehicle shells from 8 to 6.
* Reduced speed of anti-vehicle shells, so that it is now possible to dodge them
* Reduced the duration of loader-injured critical from 10 seconds to 5 seconds
* Suppression vs infantry reduced, so that incoming anti-infantry barrages no longer pin infantry squads, but rather only suppress them.
To improve usability of this ability, we have made the following changes:
We are adjusting the amount of resources players can attain from vehicles using doctrinal salvage abilities. Previously, certain wrecks would award large amount of munitions/manpower, which wouldn’t correspond to their class. We are now changing salvage so that only fuel and munitions are awarded from salvaging a wreck. Moreover we are normalizing wreck values so that the amount of resources gained now depend on the worth of the vehicle.
(Values are given in Munitions/Fuel)
The changes to salvage affect both Tank Hunter Doctrine (Soviets) and Tactical Support Regiment (UKF) salvage abilities.
We are further modifying the handbrake ability to make it provide additional utility to the players. The new ability is similar to a hold fire ability. However, instead of preventing firing, it simply prevents the vehicle from automatically rotating to face enemy units. The vehicle will still rotate to attack enemy troops, but only if an explicit attack command is issued. If a movement command is issued, the vehicle will respond to the movement command. At the same time, if the ability is on, the vehicle will stop automatically rotating once the movement is complete. With handbrake v2.0 a maneuver can be executed without having to repeatedly toggle the ability.
In addition to the original affected vehicles (i.e., all transport vehicles), we are also adding handbrake v2.0 to the following vehicles. This will allow players to control whether they want the vehicles to rotate to face the enemy or not:
Nevertheless, the following vehicles retain the original (i.e., immobilize) version of the handbrake. This is because for the following vehicles, unwanted movement incurs a potentially lengthy setup time:
We find that the lack of a proper hold fire ability makes players resort to half-measures to control when their AT-guns or tanks can fire.
The affected units are:
Note: To make UI experience consistent, the doctrinal Soviet AT ambush ability has been moved one row below its previous position.
In Relic and SEGA's ongoing effort to support the conservation of wildlife and endangered species, we have partnered with Whales and Dolphins Conservation and The David Sheldrick Wildlife Trust to help raise funds for these great causes.
6 new conservation-themed skin sets created by community member RitaRush have been added to the game. All of Relic's / SEGA's associated revenue from the sales of these items will go to their associated charity. If you would like to help protect endangered species and give your favorite COH2 faction a fresh new coat of paint, you can buy the WDC Charity Camo Pack and the David Sheldrick Wildlife Conservation Charity Camo pack on Steam.
Note: These items are available on their corresponding Steam store pages only and are not available in the in-game store.
The December Update comes with a multitude of changes from commanders and core faction balance to new maps and map balance changes. As stated in the December Update blog post, none of these changes would have been possible without the dedication, commitment and support of COH2's core community. This might be a Relic post and Relic might be releasing the update, but make no mistake, today's patch is by the community, from the community, and for the community.
Due to the magnitude of the changes and content included with today's update, the patch notes have been split into three parts. For a detailed overview of all the Commander Changes in today's update, please check out the post Commander Revamp - Final in the December Commander Revamp Changelog thread. For all information regarding the new maps and map balance changes, please go to December Update - Map Revamp Preview thread. For all other changes including new content and core faction changes, please read the notes below.
Adjustments to select heavy tanks that are currently over performing in team games
Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy
Adjustments to OKW and UKF Forward Retreat Points to create a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games)
Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes
General improvements to help with quality of life and strategic diversity
Model 24 Stun Grenades (Elite Troops/Sturmpioneer Grenade)
We are fixing several issues with the German Stun Grenades while maintaining their current functionality.
Target Weak Point/Treadshot
These abilities have been modified to allow the user to fire on the move. Previously vehicles would need to halt and could lose track of their target when firing these abilities.
Trenches (All variants)
* All trenches revert to neutral control when they are no longer garrisoned
* Can only be built in friendly, secured territory
* Target size from 2 to 20 when neutral (to allow AT guns and tanks to clear them from the battlefield)
Blitzkrieg/Overdrive/War Speed/Step On It
* These movement boost abilities will now cease when the vehicle receives an engine critical.
Forward Retreat Points
Forward Retreat Point timings are being adjusted to arrive in the mid to late game for all factions; reinforcement time has also been adjusted to reduce the power of forward positions.
* All sandbags standardized to 240 health and 35 armor.
* Wehrmacht sandbags build-time from 60 to 45
Western Front Armies' repair speeds are being brought in line with the Eastern Front armies.
USF Rear Echelon & British Royal Engineers:
Heavy Sapper upgrade repair bonus from 2 to 0.525
Repair speed from 3 to 2
A squad AI behaviour has been added where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground.
Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position
Fuel and Munition Caches
* Manpower cost from 200 to 250
The lack of delay entering and leaving garrisons made indirect-fire and grenades difficult to perform their anti-garrison role as squads could quickly jump in and out of buildings to dodge these attacks. We found This was particularly problematic for non-EFA factions who lacked flamethrowers on their engineer units.
Demo charges have been modified to be more focused on being used to demolish obstacles rather than as high explosive anti-personnel devices meant to wipe out squads in the open.
We are changing the hold fire button for all units in the game for consistency and reachability. Your fingers will thank you.
The changes to Soviets are meant to encourage more diverse strategies by allowing both Conscripts and Weapon Support Kompenya to operate effectively; Rifle Command and the Penal Battalions have also received a slight reduction in power to lower the reliance on mono-strategies.
Conscripts are being adjusted to deal more reliable damage and have some capability of scaling into the late game by bleeding infantry at range when fighting from defensive positions.
Molotov Package Upgrade
The Molotov package upgrade cost has been reduced to improve their accessibility
Penal Battalions are losing their Anti-tank "sticky" satchel on squads not upgraded with the PTRS package to increase the number of counters that can be fielded and to create a stronger trade-off between anti-infantry and anti-tank. The unit will also now take longer to reach its full potential through veterancy to match their combat performance.
1910 Maxim HMG
The Maxim is being slightly adjusted to acquire targets more quickly and deal more suppression.
Machine Gun Suppression Intel Bulletin
* Suppression bonus reduced from +5% to +1%
ZiS-3 Divisional Field Gun
We are improving ZiS-3 access to its barrage ability to make up for its low rate of fire and penetration. This will emphasize ZiS-3’s secondary role as an indirect fire unit that can soften up enemy positions.
PM-42 82mm Mortar
The PM-42 Mortar will now have the ‘Flare’ ability at Vet 0 to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.
Cost of the T-34/76 is being increased to be more in-line with its performance.
Due to the current survivability necessity of the Support Armor Korps (T3), we are improving accessibility for players to tech to the Heavy Panzer Korps (T4) after building T3, as well as increasing the viability of multiple T3 and T4 vehicles.
Tech Cost Restructuring
To allow Wehrmacht players to explore more diverse build orders and have access to a more versatile roster we have moved the majority of tech costs from Tier 3 and 4 buildings to Battle Phase 2. This change does not affect the amount of required resource to unlock T3 or T4 directly, however, it does allow players to better adapt their strategies in the late game by making teching to T4 from T3 or back-teching from T4 to T3 a viable option.
Grenadiers are receiving a decrease to their population to better match their performance in comparison to other mainline infantry.
251 Half Track Flamethrowers
With the recent changes to garrisons, the 251 is getting a reduction to its damage against entrenched infantry to gives players a chance to react and de-garrison.
The Pak 40 is having its population reduced to better match its performance with other anti-tank guns. Target Weakpoint has been adjusted to allow players to have some control over their vehicle when hit.
Bundle Grenade (affects both Wehrmacht and OKW)
Due to the changes to Gammon Bombs, we are also adjusting the Bundle grenade to match its counterpart’s performance:
The Panzer IV is having its ranged penetration increased to better combat medium tanks at a distance where it has the advantage of stronger frontal armour and faster rate of fire.
Ostwind (also affects OKW doctrinal variant)
The following changes make it so that Ostwind becomes a more reliable anti-infantry platform, regardless of the map and at a cheaper cost.
StuG III Ausf G
The StuG G’s ‘Target Weakpoint’ ability's potency is being reduced, in return the StuG G machine gun is being boosted to have better use in defending the vehicle against infantry.
Panzer V Panther
The Panther's veterancy has been adjusted to bring its scaling better in-line with its counterparts while improvements have been made to its rate of fire and MGs to help it achieve veterancy quicker and better fend off infantry assaults.
250 Mortar Halftrack
* Smoke cooldown on separate cooldown from offensive abilities
Panzer VI Tiger (does not affect Tiger Ace)
The Tiger is receiving mobility boosts to allow the Tiger to navigate the battlefield more easily and disengage from threats such as anti-tank guns or tank destroyers.
We are reworking the M36 Jackson tank destroyer to give it more survivability in order to allow it to face late-game threats. In exchange for the Jackson changes, USF Riflemen now lose access to smoke grenades. This change will ensure that players continue fostering a mixed-squad army well into the late-game, and will also reward players more for using USF's elite infantry.
Rear Echelon have been updated to provide a more supportive role by allowing them to use smoke grenades and deploy mines to slow incoming armor.
* No longer has access to M23 Smoke Grenades
Population has been adjusted due to the Ambulance’s role as a healing station with limited combat functions outside of reinforcing troops on the field.
M1 81mm Mortar
Given the loss of Rifle smoke, we are improving this unit’s ability to deploy smoke at range to promote diverse build orders and allow aggressive pushes in the early game.
M2HB 50cal HMG
The population has been adjusted to better match the unit’s performance.
‘On Me!’ will no longer provide combat bonuses to better represent the ability’s lack of munitions cost and to limit the power of blobbing infantry around the Captain.
The population has been adjusted to better match the unit’s performance.
* Now has access to the M23 Smoke Grenade; requires Grenade Package from the Rifle Command
The Sherman's HE shells have been adjusted to be more reliable at dealing damage, but also less capable at wiping out squads.
The M36 is having its damage modified to be more reliable against tanks, including heavies, but less potent in terms of burst damage against lower health vehicles.
With the changes to OKW veterancy, the high values OKW units awarded when damaged are no longer necessary.
Veterancy 5 for select units no longer increases the unit’s current value, reducing the amount of experience they give to other enemy units that hit them.
Combat Blitz is being modified to be less potent as an escape tool, particularly on the heavy vehicles while reinforcing its role as an offensive ability.
Schwerer Panzer Headquarters
Due to the nature of the Panzer Headquarters flak cannon, we are limiting its ability to shut down aerial-based abilities without some form of trade-off.
Base 20mm Flak Emplacement
Can no longer target aircraft; only applies to the base defenses, not the doctrinal variant
The Kubelwagon has been adjusted to be more vulnerable to small-arms fire, limiting its ability to solo infantry squads in the early game through the RNG nature of armor.
We are expanding OKW’s options for starting infantry units by making pioneers take up less population, being cheaper to build and reinforce and allowing the squad to gain veterancy more quickly to scale into the mid-late game.
Volksgrenadier late game strength is being toned down by modifying their veterancy while their Incendiary Grenades are being adjusted to give opposing players time to react.
The Raketenwerfer has been adjusted to be less potent at veterancy, but more reliable and more difficult to lockdown by HMGs.
Projectile no longer collides with terrain
MG 34 Heavy Machine Gun
The MG-34 has been adjusted to deal more damage against infantry and to allow it to gain veterancy more quickly. Cost and population adjusted appropriately.
The Le.IG is being made to require more micro to use at its full potential, but will now be more readily available and will now allow OKW players to be aggressive against support heavy builds through the deployment of smoke.
251 Flak Halftrack
The 251 is receiving changes to be able to respond more quickly to incoming threats and be easier to vet up.
Panzer II ‘Luchs’
The Luchs is being delayed in its timing while its accuracy against vehicles has been greatly lowered. Previously, the Panzer II could not miss the smallest of light vehicles, even while on the move.
251 Wurferman Stuka
The Stuka is being put in line with other rocket artillery pieces by lowering its health and being less capable of outright destroying structures and teams weapons with a single volley of rockets.
Obersoldaten are being made more accessible through a number of changes with only some slight adjustment regarding their late game veterancy to prevent them from over performing in the late game if the unit well preserved by the player.
Obersoldaten MG 34 LMG
The Jagdpanzer veterancy bonuses and abilities have been adjusted to be more in-line with other vehicles.
The Panzer IV for the OKW is being modified to have more powerful anti-infantry capabilities with a cost reduction to match its performance.
Panzer V Panther
The Panther has received adjustments to make it more accessible in 1v1 but less attractive to field groups of Panthers in team games due to increased fire on the move penalties and increased population.
To prevent the unit from wiping full health squads at range and while on the move, the following changes have been made:
We are tuning Infantry sections, Sappers, Mortar Pits, Fireflies and the Crocodile down to appropriate levels for their cost. At the same time, we are increasing British army availability to proper smoke and anti-garrison tools through improvements to the WASP, the 25 pounders and Mortar Pit smoke.
British Infantry Received Accuracy Cover bonus
We have removed the cover bonus from British infantry. Previously British infantry would be harder to kill, even if flanked due to the nature of the bonus.
MK II Mills Bombs
* Upgrade cost from 150/15 to 100/10
* No longer requires Platoon Command Post to upgrade
Bren and PIAT Weapon Racks
* No longer requires Platoon Command Post to upgrade
Infantry Section (All variants)
We feel that Tommies come out of the gate with too much raw power but also lack the offensive ability to assault positions. Therefore, to make Tommies feel more reliable and to improve their consistency on the battlefield, we've made the following changes:
We felt that Sappers tend to scale to well for their cost due to their low received accuracy and reinforcement costs.
We are improving the performance and reliability of the Universal Carrier to give the British faction reliable access to anti-garrison, and to also offset other changes to UKF’s early game. We are also addressing the issue where the universal carrier is too good at tanking anti-infantry damage with its self-repair ability.
AEC MK III
The AEC has been modified to be able to snare vehicle without requiring veterancy and allow the AEC to better function into the late game.
The Centaur has been adjusted to be more reliable against garrisons and has been given increased speed and mobility to allow it to disengage more easily.
To preserve the Firefly's role as a long range, accurate tank destroyer while making the vehicle less potent at hunting down and killing enemy tanks on the move, the following changes have been made:
The aura is being removed to decrease the potency of massed emplacements while the structure is given utility to provide more reliable healing over Infantry Sections.
Heavy Gammon Bomb
The Gammon Bomb is being brought more in-line with Satchel Charges to make it more accessible while preserving its role of denying area and clearing garrisons.
Given the lack of infantry snares, the PIAT is having its range increased to allow it to deter light vehicles.
25 Pounder Base Howitzers
We are changing 25 pounders so that they become effective as a fast-response artillery that can be used to negate buildings or take down enemy emplacements reliably.
* Now counts as neutral when abandoned; can be captured
* Cost from 50 to 0
* Requires unit to be in friendly territory to be constructed
We have modified Brace to be less rewarding by shortening its duration and limiting the heal an emplacement receives when under these effects.
The Mortar Pit was too efficient at locking large portions of the map compared to the minimal amount of user input required to operate it.
17 Pounder Anti-Tank Nest
* Population from 20 to 14
* Reload from 5.7 to 5.5
* Can no longer garrison troops
* Weapon range UI indicator added
* Flares moved to veterancy 1
* Piercing Rounds now available at veterancy 0
Churchill MK IV Infantry Support Tank
Given its role as breakthrough unit that can soak up incoming fire. Smoke has also been adjusted to allow the tank to move ahead and cover the advance or to pull back from danger.
* Munitions cost increased from 90 to 110
It looks like you're new here. If you want to get involved, click one of these buttons!
© SEGA. SEGA, the SEGA logo, Relic Entertainment, the Relic Entertainment logo, Company of Heroes and the Company of Heroes logo are either trademarks or registered trademarks of SEGA Holdings Co., Ltd. or its affiliates. All rights reserved. SEGA is registered in the US Patent and Trademark Office. All other trademarks are the property of their respective owners.