December Commander Revamp Changlog

#1
3 weeks ago
Kyle_REKyle_RE Posts: 428 admin
edited November 17 in Updates

COMMANDER REVAMP PART 1 - THE BRITISH FORCES

We kick off the first round of changes coming with the Commander Revamp by looking at the British Forces. As with all December Balance Preview changes, the changes proposed below are NOT FINAL and will be put through weeks of iteration as we listen to your feedback and continue to test the changes in action. We encourage the community to test and play these changes as much as possible and give any feedback they may have in the Commander Revamp Feedback thread located in the Balance Feedback section of these forums.

If you would like to test these and all upcoming Commander Revamp changes, make sure to SUBSCRIBE to the December Balance Preview on the Steam Workshop.

Please note that you can only test the DBP changes via Custom Games by selecting the mod in the lobby's Options menu under
"Tuning Pack".

BRITISH

Commandos Regiment

The major limiting factors of the Commandos Regiment commander is that, most of the abilities are extremely map-dependent. At the same time, we feel that the low accessibility of the Commandos, as well as Commando’s poor synergy with the faction hurts the commanders versatility.

While Mortar Cover and Air Supremacy are extremely strong abilities by themselves, we feel this commander fails to provide any long-term sustainable abilities. The commander has been reworked to support aggressive infantry-oriented play. Since the commander is extremely munitions based, most of the abilities have been reworked to provide a smaller, but more concentrated effect for an affordable cost.

Commando Glider
We feel that one of the issue of infantry-oriented British builds is the lack of field presence that stems from lack of on-map reinforcement options.

  • Cost decreased from 500 to 390
  • CP decreased from 4 to 3
  • Cooldown decreased from 240 secs to 60 secs
  • Infantry can now reinforce from glider in enemy territory

Commandos (affects all variants)
Commandos’ most powerful ability is throwing gammon bombs. We find that the Commando SMGs suffer from poor moving performance and tends to typically under perform. At the same time, Commandos’ ambush “bonus” which triggers a non-voluntary sprint is extremely powerful vs weapon teams and Grenadiers, but is becomes a liability vs OKW infantry. Finally, Commandos earn little benefit in terms of combat bonuses with their veterancy.

Base stats

  • Moving accuracy from 0.65 to 0.75
  • Reinforcement time reduced from 8.5 seconds to 7.25 seconds
    *Popcap reduced from 10 to 9

Light Gammon Bombs

  • Gammon bomb timer increased from 1 to 1.25
  • Damage decreased from 120 to 100
  • AoE distance decreased from 1.25/2.5/3.75 to 1/2.1/3.75
  • AoE damage far increased from 0.25 to 0.3
  • Cost increased from 35 to 40

Smoke Grenade Ability

  • Moved from Vet 1 to Vet 0
  • Now blocks fire and vision
  • Cost increased to 25 from 15
  • Does not break stealth when fired
  • Shares a cooldown with Gammon bomb ability

Ambush

  • Sprint bonus from ambush (+50% speed for 5 seconds) changed to +35% speed for 2.5 seconds
  • Commandos can now fire their weapons while moving when the Ambush bonus is active
  • Sprint bonus now requires Veterancy 2

Veterancy

  • Self heal moved from Veterancy 3 to Veterancy 1
  • Vet 2 accuracy modifier increased from +25% to +30%
  • Vet 3 now provides a Receive Accuracy bonus of 0.9

Smoke raid
We are changing this ability to benefit all British squads but, again, keep its scope small, targeted and sustainable. The ability now revolves around ambushing, and making advances over enemy territory using smoke.

  • Now a targeted ability that affects a large area (can only be targeted in enemy sector or frontline territory, so as not to conceal the stealth effect)

Smoke

  • Delivers LOS blocking smoke at the target location
  • All infantry units will cloak during the duration of this ability, when in cover.
  • Light cover smoke is dropped on non-commando infantry every 15 seconds. Does not apply to commandos.

Decap speed

  • Now applies properly to all squads

Assault
We are changing the way the ability works to give it a more offensive nature.

  • Accuracy bonus and speed increase now affects all infantry squads.
  • Sprint replaced by 25% speed increase allowing units to fire on the move
  • Accuracy bonus reduced from 25% to 15%
  • Tommies gain +100% accuracy on the move. Does not apply to heavy weapons
  • Cost reduced from 100MU to 90MU
  • Duration from 60 seconds to 45

Mortar Cover
* Now covers a selected area with a radius of 25m (no longer an entire sector)
* Recharge time reduced from 240 seconds to 120 seconds
* Cost decreased from 150MU to 130MU

Air Supremacy
A recon plane will now fly over the area before being followed by autocannon armed Typhoons that will strafe vehicles and infantry once. Three heavy bombers will follow up afterwards, bombing the area.

  • Cost decreased from 325 to 250

Royal Engineer Regiment

We find that the primary downsides of this commander are poor synergy with the faction, as well as highly-situational abilities. To improve its viability and utility, we have made the following changes:

Stand Fast
* The player now must target an emplacement they would like the ability to affect
* Brace and healing is reduced during combat by 50%
* Cost reduced from 50 to 40.

Vehicle Repair
* The player now must target a vehicle they would like the ability to affect
* Recharge time from 120s to 45s
* Cost from 100 to 40
* Effects end when the vehicle is fully healed.

Command Vehicle
We are readjusting some of the most extreme risk-reward elements of the ability to allow it to be integrated in more strategies.

  • Command Vehicle no longer affected by a speed penalty or a received accuracy penalty. Still retains the -50% accuracy and the +100% reload time modifier.
  • AVRE Petard mortar abilities now affected by the reload time increase
  • Aura no longer affects emplacements
  • Command Vehicle recon cost to 50 munitions
  • Loiter time reduced from 90 to 45.

Command Vehicle Aura
* Accuracy decreased from +35% to +20%
* Cooldown bonus decreased from -30% to -20%
* Reload bonus reduced from -30% to -20%
* Received accuracy modifier removed

AVRE
Projectile arc changed to match Sturmtiger (will not fly over most obstacles, but will almost always collide with vehicles in front of the AVRE)

  • Reload time increased from 30 secs to 40 secs
  • Cost changed from 600MP/140FU to 560MP/160FU
  • Rotation rate from 35 to 30
  • HP reduced from 1400 to 1080
  • Armour increased from 240 to 270

Anti-Building Mortar Support
We find that the ability is extremely map dependent and thus limited in use. The building-destroying aspect of the ability is often unneeded, as the ARE can perform similar duties with greater flexibility. To improve the abilities usefulness and effectiveness, the following changes have been made:

  • Steadily drops 8 shells over 12 seconds at the target position.
  • Cost decreased from 150 to 140
  • Damage over time frequency decreased from 3 to 1
  • Mortar near AOE distance from 1.5 to 0
  • Recharge time from 240 to 120

Comments

  • #2
    2 weeks ago
    Kyle_REKyle_RE Posts: 428 admin
    edited November 23

    COMMANDER REVAMP PART 2 - EASTERN FRONT COMMANDERS

    Part 2 of the Commander Revamp hits the battlefield with some changes coming to the Eastern Front Commanders. As always, we encourage everyone to playtest and give feedback on these changes via the December Balance Preview mod (V1.5 now available) found on the Steam Workshop.

    SUBSCRIBE NOW

    GENERAL

    Eastern Front Commanders
    Recon Loiters are being adjusted to be more cost effective given their likelihood of being shot down after their first pass.

    • Recoin loiter ability costs reduced from 80 to 60

    SOVIET

    GENERAL

    Shock Troops (All Commanders)
    We are enhancing the utility of Shock Troops to reduce their long-time bleed and make them equally viable against both Axis factions. We are also improving the performance of the Shock Troops’ grenade to be on par with other anti-infantry specialists.

    • Reinforcement time reduced from 6.5 secs to 5.5 secs
    • Reinforcement cost reduced from 33 to 31
    • Tripwire flares removed
    • Veterancy 1 reduces smoke grenade cost 15 to 10
    • Smoke grenade and HE grenade now share cooldown
    • Veterancy 2 smoke recharge (-40%) moved to Veterancy 1; now also affects normal grenades
    • HE Grenade far AOE increased from 0.15 to 0.5
    • HE Grenade damage type changed from small explosive to big explosive (now damages buildings)

    GUARD RIFLE COMBINED ARMS TACTICS

    Hit the Dirt
    Hit the Dirt is being adjusted to allow Conscripts to better hold their positions behind cover. Accuracy is lowered to compensate as a trade-off for increased defense and immunity to suppression.

    • Cover changed from yellow-cover to -25% received accuracy
    • Accuracy decreased by 20% while active

    Guards Rifle Infantry
    We are giving Guards a slight adjustment to improve their damage against infantry and survivability on the field. Their grenades are also being improved to make them better in line with their intended role and performance.

    • Guard PTRS damage vs infantry increased from 20 to 27
    • Target size decreased from 1 to 0.97
    • Grenade ready-aim time reduced from 0.625 to 0.125
    • Grenade cost reduced from 35MU to 30MU
    • New ability: Hit the Dirt (replaces Tripwire Flares)

    Guards Hit the Dirt (Veterancy 1 ability)
    The purpose of the new Veteran ability is to allow Guards to provide additional firepower when they are being used in their intended role as a ranged support unit.

    • Grants -25% weapon cooldown (with a delay of 2 seconds) (25 second recharge before able to go-to-ground if cancelled)
    • Increases range by +2.5 to ensure all Guard models can engage targets units on the edge of their maximum range.

    IL-2 Sturmovik Attack
    We are increasing the number of planes to two to improve survivability and increase the number of targets that can be suppressed. Damage and tracking has been adjusted to prevent the IL-2 from wiping lone squads.

    • Now spawns 2 airplanes, damage reduced from 8 to 5
    • Tracking reduced from 90 degrees to 25 degrees
    • Minimum range (of 45) lifted
    • Airplanes now attack both infantry and light vehicles

    TANK HUNTER TACTICS

    In order to add more depth to the doctrine, we are expanding its theme to cover a range of techniques used by the Red army to ambush and destroy Wehrmacht tanks and be less reliant on masses of Conscripts armed with PTRS rifles.

    Conscript Anti-Tank Package
    PTRS Packages are being changed from a simple weapon upgrade to an item that changes the role of Conscripts into an anti-tank unit that can locate and ambush armour at the cost of anti-infantry and anti-garrison power.

    • Conscript PTRS stats now made equal to Penal PTRS stats
    • Conscripts upgraded with PTRS gain access to multiple new abilities (see below)
    • Cost increased from 50 to 80
    • CP requirements from 3CP to 2CP

    Tank Detection

    • Replaces Molotov Cocktails
    • Costs 30 munitions

    Camouflage

    • Detectable at 10 range
    • Requires the squad to be stationary.
    • First strike bonus to penetration of 25%
    • Conscripts gain access to the Hold Fire ability

    RPG-40 Anti-Tank Grenade Assault

    • Replaces RPG -43 Anti-Tank Grenade
    • Damages vehicle engines at 75% HP
    • Grenades can be avoided by leaving the radius before they are tossed
    • Damage reduced from 80 to 50
    • Always penetrates and always hits vehicles when the grenades are tossed

    Engineer Salvage Kits
    We are combining Salvage Kits and PMD-6M Mines into one package and reducing the high cost of the Salvage Kits due to the changes in wreck values.

    • All Engineers now get access to the PMD-6M Light Anti-Vehicle Mine (regardless of Kit Upgrade)
    • PMD-6m Light Mine no longer stuns, instead now reduces movement speed and rotation by 75% for 8 seconds
    • PMD-6M Light AT Mine cost now 15 MU
    • Salvage kit cost reduced from 100MU to 35MU
    • Salvage kit cost no longer mutually-exclusive with other upgrades

    Anti-Tank Gun Ambush Tactics
    AT Gun Ambush Tactics is being given a First-Strike Bonus to improve the ability’s potency when firing from stealth.

    • Moved from 5CP to 3CP
    • First strike bonus: +20% damage, +20% accuracy, +20% penetration

    Tank Ambush Tactics
    To benefit other aspects of the army, Tank Hunters is gaining a new ability to allow the commander’s vehicles to also ambush hostiles. Credits for the animations go to the “Wikinger: European Theater of War” mod team.

    • Detection range of 20 for medium/heavy tanks, 15 for light armor.
    • Revert time on par with Jagdpanzer
    • First strike bonus +20% damage, +20% accuracy, +20% penetration
    • All vehicles gain +5 range when hulled down

    WEHRMACHT

    OSTTRUPPEN DOCTRINE

    The doctrine primarily relies on strong field presence with multiple Osttruppen squads. However, the lack of scalability of the Osttruppen into the late game hurts the viability of the commander. Thus, to give this commander some staying power, we are changing how the Artillery Officer, Osttruppen, Trenches, and Supply Drop operate.

    Ostruppen (affects all Osttruppen variants)
    Ostruppen are a cost-efficient utility-oriented infantry that performs well for their cost. To prevent Ostruppen from becoming too powerful when picking up weapons, we are restricting their accuracy bonus to only apply to their rifles. At the same time, we are giving them access to weapon upgrades at Battle Phase 3 to improve their late game scalability.

    • Reinforcement time increased from 2 seconds to 3.5 seconds per model
    • Captured slot items now suffer from a -50% accuracy penalty, and +300% accuracy bonus in cover no longer applies to them
    • Can now upgrade to LMG42’s when Battle Phase 3 is researched (All variants)

    Artillery Field Officer
    We find that the Artillery Officer has low synergy with the rest of the faction (including all of the doctrines the officer is in). To address this, we are giving the officer a better combat-oriented role, which will allow Wehrmacht players to be slightly more aggressive, even when picking a defensive-oriented doctrine such as the Osttruppen.

    • Population reduced from 9 to 7
    • CP increased from 1 to 2
    • Squad size increased from 4 to 5.
    • Assault Grenadier MP40s on Field Artillery Piece models
    • Smoke is now free but has a cooldown of 70
    • Victor Artillery cost reduced from 80 to 45
    • Can temporarily increase squad’s own RA and moving bonuses to allow the officer to assault/draw fire.
    • Medical Kits replaced by Heavy Mortar Barrage:
    • Cost of 30 munitions on a 60 second recharge
    • Does not share a cooldown with smoke.
    • Uses 5 120mm mortar shells
    • Gains Shared experience.
    • Veterancy requirements increased by 20% to 580/1060/2120
    • All abilities but Victor artillery remain active should the officer go down.
    • Squad can pick up dropped weapons with 1 weapon slot.

    Supply Drop (Formerly Supply Drop Zone)
    Given the doctrine’s reliance on support weapons to deal damage in the later stages, we are giving a supply drop that allows players to make use of the Osttruppen’s ability to cheaply recrew team weapons.

    • Now drops 1 unmanned MG 34, 1 unmanned AT gun, 1 munitions crate (50 munitions) and 1 fuel crate (25 fuel)
    • Cost changes to 450 manpower

    Defensive Tactics (Formerly Trench)
    We are increasing the utility gained from the doctrine by allowing all infantry to construct defenses. This will give the doctrine more staying power later into a match.

    • CP decreased from 2 to 1
    • Allows grenadiers, Osttruppen & Panzergrenadiers to build trenches, sandbags and wire
    • Max engineers: 4

    JAEGER INFANTRY DOCTRINE

    Jaeger Light Infantry Upgrade
    G43s are having their timing adjusted to be more in line with other weapons, while being made more useful for elite German troops.

    • CPs increased from 1 to 2
    • Panzergrenadiers and Stormtroopers now gain 3 G43s for 60 munitions
    • Now takes up both weapon slots for Panzergrenadiers and Stormtroopers.

    Ambush Tactics
    * Camouflage and Sprint bundled into one package (affects both Encirclement and Storm Doctrine)
    * Moved from 1 CP to 0 CP

    Camouflage upgrade

    • Cost reduced from 30 to 20
    • Stealth works when moving, but require all squad members to be in cover

    Light Artillery Barrage (also affects Mechanized assault and German Infantry)
    * Cost reduced from 110 to 90
    * Reduced damage to team weapons by 25% to prevent it from destroying howitzers

    Panzergrenadier Command Squad (New)
    As a way to supplement troops in the field, the doctrine is being given a special Panzergrenadier squad that has a number of abilities to support attacks.
    Limited to one squad on the battlefield
    5-man squad including 4 Panzergrenadiers (MP44) & 1 squad leader (MP40)
    Squad has access to smoke grenade (vet0) and flares (vet1)
    Cost 360MP to call to the battlefield; 37MP to reinforce; 10 popcap

    BRITISH (Tuning)

    COMMANDO REGIMENT

    Smoke Raid
    * Can now be used in fog of war
    * Green smoke warning added
    * Desynchronized smoke patterns for infantry; smoke now drops near all infantry
    * Cost reduced from 75MU to 60MU

    Commandos
    * Ambush sprint duration increased from 2.5 secs to 3.25 secs

    ROYAL ENGINEER REGIMENT

    Anti-Building Barrage
    * Reduced amount of initial shells to 5 with low scatter
    * Damage versus ambient structures increased to x1.5
    * Penetration against trucks and structures increased from 35 to 70

    AVRE
    * Shells now always penetrate
    * Shells now always stun tanks

    Command Vehicle
    We are giving a separate vehicle-affecting aura to the command vehicle. Vehicles affected by the command aura now get the following bonuses (this doesn’t affect the infantry and team-weapon part of the aura):

    • -30% reload time
    • -30% cooldown
    • +30% accuracy
    • +15% penetration
  • #3
    2 weeks ago
    Kyle_REKyle_RE Posts: 428 admin

    V1.5.1 UPDATE

    The following changes iterate on the changes released in the Commander Revamp Part 2.

    GENERAL

    Sprint
    Sprint is being removed from team weapons and snipers to ensure flanks are rewarded.

    • Team weapons and snipers can no longer use sprint

    SOVIET

    Tank Hunter Tactics

    MD-6M Light AT Mine
    We are increasing the way the commander enhances the utility of Soviet squads to provide better anti-tank support.

    • Now also available to Penals and Conscripts

    Assault Grenades
    To prevent Assault Grenades from being a downgrade to the standard Anti-tank grenade, we are reducing their aim time so that more grenades can hit the intended target.

    • Aim time max from 2 to 1
    • Wind-up from 0.25 to 0.125
    • Range increased from 15 to 18

    AT Ambush
    The AT Ambush damage bonus is being replaced by a bonus to reload speed, reducing the time to kill approaching vehicles.

    • First strike damage bonus removed
    • Successful first strike now also reduces the reload time by 25%

    Tank Ambush
    The damage bonus is being removed due to its potency against infantry. In return, vehicles will be allowed to slowly rotate, allowing assault guns to adjust should units be out of their arc.

    • Tanks can now rotate while the ability is active (rotation penalty of 85%)
    • Range bonuses removed
    • First strike damage bonus removed (accuracy and penetration remain)

    Guard Rifle Combined Arms Tactics

    IL-2 Strafe
    The IL-2 strafe is being adjusted to be more effective in its role as an anti-infantry weapon that causes suppression. Further adjustments have also been made to spread out the damage inflicted more evenly.

    • Nearby suppression radius from 13 to 20
    • Damage reverted from 5 to 8
    • Max-down tracking from -25 to -20
    • Max-up tracking form 90 to 20
    • Fire cone angle from 8 to 15
    • No longer attack light-vehicles

    WEHRMACHT

    Osttruppen Doctrine

    Artillery Officer
    * Fixed an issue where the Artillery Officer wasn’t benefiting from shared veterancy (as previously advertised)
    * Coordinated fire now no longer affects mortars
    * Coordinate fire now causes all on-map Panzerwerfers and LeFH artillery pieces to fire at the desired location, on a separate cooldown, and ignoring max range

    Osttruppen
    Osttruppen are receiving adjustments to allow weapons they pick up to scale better. Their LMG's price is also being adjusted to better match its value.

    • Slot weapons now benefit from partial application of the cover bonus: Out-of-cover: -50% accuracy; In-cover: -25% accuracy
    • Faust now requires either T1 or T2 built (previously required T1 only)
    • LMG from 60MU to 45MU
    • Fixed an issue where the accuracy bonus would apply inconsistently
    • Fixed an issue where Veteran Osttruppen would be unable to upgrade LMGs

    Jaeger Infantry Doctrine

    Jaeger Officer (Formerly Panzergrenadier Command Squad)
    We are adjusting this unit to be less powerful while making it more accessible. The squad now better fills its intended role as a utility and disruption unit.

    • Squad base changed from 5-man Panzergrenadiers to 5-man Grenadier squad
    • Squad retains all grenadier squad abilities (except for medkits)
    • Squad retains smoke and flare
    • CP from 4 to 3
    • Cost from 360MP to 300MP
    • Reinforcement cost from 36MP to 30MP
    • Popcap from 10 to 8
    • Comes with G43 rifles and Camouflage upgraded

    Bug Fixes & Quality of Life

    • Changed hotkey for OST Sprint from I to Z (more accessible)
    • Changed hotkey for OST Officer smoke hotkey from R to X (overlap with reinforce)
    • Changed hotkey for soviet Tracking from I to Z (more accessible)
    • Changed hotkey for Quad from F to U (reduces chance of accidental upgrade when reinforcing)
    • Multiple UI fixes
    • Fixed an issue where Panzerwerfer counter barrage would cause the unit to autorotate
    • Fixed an issue where MG teams would sometimes not benefit from camouflage
    • Fixed an issue where Camouflage still required 1 CP
    • Fixed an issue where Ostwind projectile was not benefiting from intended QoL projectile-phasing changes
    • Fixed an issue where the Soviet Forward HQ aura shield would not always display reliably
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