December Balance Preview Changelog

3 years ago
Kyle_REKyle_RE Posts: 484 admin
edited October 2017 in Updates


We are happy to announce the December Balance Preview! Please note the changes below are NOT FINAL and will be undergoing weeks of iteration based on the community's feedback and extensive playtesting in the DBP Mod (which will be publicly available on the Steam Workshop later this week). For more info on what will be included in the December Update and the formerly suspended Fall Balance Preview, please check out our Blog.

For any feedback you have regarding the proposed changes below, make sure to post in out DBP Balance Feedback and DBP Bug thread located in the Balance Feedback section of the forums.

DBP Goals

  • Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch (More info to come - to be included in V2 of the DBP Mod)
  • Tone down the effectiveness of some the Axis’ elite, heavy tanks to make them less spammable and dominant in team games
  • Tone down the squad wiping effectiveness of some over performing, off-map abilities
  • Adjust some of meta dominating units (primarily Soviet) to improve strategic / competitive diversity
  • Improve strategic diversity and quality of life by making minor adjustments to redundant, underused and generalist units

Primary Focus

  • Revitalizing 2 – 3 underused commanders for each faction (more info to come - to be included in V2 of the DBP Mod)
  • Continuing the work from the Fall Balance Preview’s highest rated changes

Secondary Focus

  • Adjustments to units dominating the current Soviet meta in competitive play
      * Lend Lease Commander
      * Maxims & Penals adjustments
      * Conscripts

  • Adjustments to select heavy tanks that are currently over performing in team games
      * OKW Panther V
      * Elefant
      * Jagdtiger

  • Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy (More info to come)

  • Adjustments to OKW and UKF Forward Retreat Points to come with 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


Blitzkrieg/Overdrive/War Speed/Step On It

  • These movement boost abilities will now cease when the vehicle receives an engine critical.

Forward Retreat Points

  • UKF FRP requires Company Command Post.
  • OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established.
  • OKW Battlegroup unable to reinforce if cut-off from friendly territory.
  • Reinforcement cost (global) increased by 20% while FRP ability is active
  • 2 minute cooldown when FRP ability is deactivated
  • 30 sec cooldown when FRP ability is activated (i.e., can't be deactivated for 30s after being turned on)

Sandbags and Ghosting

  • All sandbags standardized to 240 health and 35 armor.
  • Ostheer sandbags build-time from 60 to 45
  • Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct

Repair Speeds
USF Rear Echelon & British Royal Engineers:

  • Vet 0 repair speed reduced from 2 to 1.6
  • Vet 2 repair bonus decreased from 1 to 0.5
  • Heavy Sapper upgrade (sappers only) decreased repair speed from 2 to 0.525


  • Vet 0 repair decreased from 3 to 2

Squad Behaviour

  • Added a squad AI behaviour where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground.
  • Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons)
  • Assist each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique
  • Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations.
  • Allied squads once again, assign support weapons (e.g., bazookas) to flanks rather than the core of the formation

Smoke Barrages

  • Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position

Fuel and Munition Caches

  • MP cost increased from 200 to 250


  • Load time for buildings increased to 1 (per model)
  • Max load time increased to 3.25 (entire squad)
  • Unload time for buildings increased to 0.5 (per model)


To decrease the manpower bleed the Kubelwagon can inflict in the early game (primarily vs USF), we have made the following changes:

  • Decrease rear armor from 4.5 to 1.6
  • Decrease front armor from 4.5 to 3.5
  • Increase health form 190 to 240

To decrease the on field dominance of the Jagdtiger against Allied tanks, the unit has received the following changes. To help keep the unit useful vs infantry, the Supporting Fire ability has received some performance enhancements.

  • Damage reduced from 320 to 300
  • Accuracy reduced from 0.06/0.05/0.04 to 0.055/0.045/0.03
  • Range reduced from 85 to 80
  • Supporting Fire range reduced from 125 to 95
  • Engine upgrade rotation bonus removed
  • Pop-cap increased from 21 to 23
  • Supporting Fire ability now available at Vet 0
  • Vet 1 replaced with Supporting Fire Barrage shells increased from 3 to 5

Supporting fire changes:

  • No longer collides with terrain
  • Mid distance from 2.25 to 1.5
  • Angle scatter from 6 to 8
  • Distance scatter max from 8.4 to 10
  • Distance scatter offset from 0.1 to 0

Panther V
As arguably the best non-doctrinal heavy tank in COH2, we felt that the unit offered too much benefit to spam and was increasingly dominate when produced in numbers. To encourage players to diversify their late game tech, we have made the following changes:

  • Pop-cap increased from 16 to 18
  • Decreased moving accuracy from 0.65 to 0.5
  • Increased moving scatter from 1.7 to 2
  • Vet 2 +10 % armor bonus removed (also affects command Panther)

Combat Blitz

  • +100% accuracy bonus reduced to +20% (affects all OKW vehicles)


  • Abandon critical now only occurs from ballistic weapons
  • The Sturmtiger Abandon Critical while reloading chance reduced from 50% to 25%
  • Damage reduced from 640 to 580
  • Manpower cost increased from 560 to 620
  • Fuel cost increased from 160 to 180
  • Population cost increased from 18 to 20
  • All random critical types removed except for vehicle stun


  • Now has access to a smoke barrage ability


Damage has been reduced to prevent the Elefant from two-shotting most Allied tanks.

  • Damage from 320 to 300
  • Pop-cap increased from 20 to 22

Panther V
Unlike the OKW Panther, we feel the OST Panther is more or less in a good spot. However, to make it somewhat more reliable in combat, the variable reload time of the main gun has been reduced.

  • Pop-cap increased from 16 to 18
  • Vet 2 +10 % armor bonus removed
  • Reload time decreased from 5.8 - 6.7 to 5.2 - 5.6 (reload time does not include wind-up)

Stuka Dive Bomb

  • Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08
  • Increased Munitions cost from 160 to 200
  • Removed critical hit modifier

Stuka close air support

  • CAS loiter no longer deals deflection/penetration criticals on attacked vehicles


M4C Sherman
The M4C Sherman has been tied to Soviet Tier 4 tech to prevent it from being spammed and to encourage players to diversify their tech.

  • Now required the Mechanized Armor Kompenya to be constructed.
  • CP cost decreased to 0

The Penal Squad has received some minor adjustments to bring it more in line with its cost and to reduce its effectiveness as a powerful generalist unit by offering a more distinct choice between anti-infantry and anti-vehicle.

  • Moving cooldown from 0.5 to 0.75.
  • Reinforce cost increased from 25 to 27
  • Veterancy requirements increased from 540/1080/2160 to 640/1280/2560.
  • Regular Satchels no longer collide with vehicles.
  • Targeted Anti-Vehicle Satchels now require the PTRS upgrade.
  • Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range.
  • Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles.
  • Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry.
  • PTRS Ready Aim Time reduced from 2 to 1.25 (affects all PTRS variants)

The Dshka HMG has proved to be exceedingly cost effective and thus the adjustments made to the unit below will bring it more in line with its performance and make it less of a spammable unit.

  • Increased reinforcement cost for vanilla crew from 15 to 20.
  • Traverse speed decreased from 90 to 38
  • Suppression decreased from 0.00044 to 0.00030.
  • Rate of fire multiplier decreased from 2.1/1.5/0.9 to 1.3/1.15/0.9.
  • Setup time increased from 2 to 2.25.
  • Fire aim time from 0.125/1 to 0.125 - 0.5.
  • Ready aim time from 0.375-0.5 to 0.25
  • Population from 6 to 7

To make some slight performance improvements to the Maxim HMG, the following changes have been made:

  • Suppression from 0.00006 to 0.000065.
  • Nearby suppression from 1.25 to 1.
  • Ready-Aim Time to 0.125.
  • Fire-Aim Time to 0.125.
  • Fire-Aim Time multipliers standardized to 0.5.

Maxim Suppression Intel Bulletin

  • Suppression bonus reduced from +5% to +1%

To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made:

  • Damage from 16 to 12
  • Accuracy from 0.541/0.495/0.334 to 0.7182821/0.6598548/0.55654425
  • Near range increased from 0 to 10
  • PPSH accuracy from reduced from 0.621/0.43/0.2 to 0.5645455/0.3909091/0.181818
  • Molotov upgrade has been merged with the Anti-tank upgrade at the HQ

Veterancy changes:

  • Vet1: Added a Received Accuracy modifier of 0.92
  • Vet2: Molotov range replaced with increased Molotov throw speed
  • Vet3: Added accuracy modifier of 1.1 & Reduced Received accuracy modifier from 0.6 to 0.707

To make the ISU more accessible, in-line with its cost and less dominated vs other super heavy tanks such as the Jagdtiger, the following changes have been made.

  • Armor increased from 310 to 340
  • MP cost decreased from 720 to 680
  • HE Far damage increased from 0.05 to 0.15.
  • HE AOE Distances decreased from 1.25/2.75/4.5 to 0.25/1.5/6.
  • Concrete-Piercing and HE rounds can now bypass landscape/terrain.
  • Scatter Distance max increased from 8.7 to 10.
  • Angle scatter increased from 5 to 6.5.
  • AP Shells deal 50% deflection


To bring the Calliope more in line with other mobile artillery and less dominant at mid to short range, the following changes have been made:

  • Pop-cap increased 16
  • Delay between rockets fired of 0.125 added
  • Near AOE increased from 0.5 to 0.75
  • Removal of Reload Frequency
  • HP decreased from 640 to 480

The Priest has received the following changes to make it less abusive and spammable in team games.

  • Mid AOE from 0.15 to 0.28
  • Creeping Barrage weapon now shares the same stats as the standard barrage weapon.
  • Population decreased from 16 to 15.
  • Can no longer be de-crewed.

The Jackson has received a slight buff to its health to allow players to be a bit more aggressive and utilize its speed to perform more hit and run tactics. Cost increased to match performance.

  • Health increased from 480 to 640
  • Fuel increased from 125 to 140
  • Manpower increased from 350 to 400

Rear- Echelons / Riflemen
To improve Rear Echelons as a support unit and improve their usefulness at different stages of a match, the following changes have been made:

  • Smoke moved from Riflemen to Rear Echelon (Lieutenant retains smoke)
  • Rear Echelon now have access to the Light M7 mine at a cost of 15 Munitions per mine


British Trench

  • British Trench now capturable by enemy troops
  • Cost reduced from 50 MP to 0 (free)
  • Can only be built in captured territory (also affects OST trench)

Due to the Firefly's range and accuracy, when combined with the Comet or when multiple Firefly's are fielded, this combination of tank power can prove to be overly dominate (primarily in team games). To compensate, the following changes have been made:

  • Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.4
  • Moving accuracy from 0.75 to 0.55
  • Tulips no longer cancels move commands upon stun when hit
  • Tulips now deal 33% damage versus infantry.

Mortar Pit

  • Now has access to smoke barrage at Vet 0
  • Vet 1 reduces smoke barrage cooldown

BUG FIXES & Quality of Life Changes

  • Fixed an issue where several vehice units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path.
  • Fixed an issue where remanned howitzer crewmembers would cost more to reinforce
  • Fixed an issue where certain infantry models were immune to death from flame weapons
  • Pak43 and 17 pounder now have Prioritise Vehicles permanently on
  • Grenadier LMG 42 now uses the proper upgrade icon.
  • Maxim Sustained Fire now uses the proper ability icon.
  • KV-8 Call-In ability now uses the proper unit icon.
  • Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts.
  • Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers
  • Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer
  • Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger
  • 120mm Mortar flare ability not matching the weapon’s auto-fire range
  • Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration.
  • Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy
  • Fixed an issue where the AI would not upgrade healing or repairs for their respective structures.
  • Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health.
  • Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman.
  • Fixed an issue where officer cost and reinforce times did not match with the rest of their squad.
  • Fixed an issue where Firefly tulips could apply their effects on infantry.
  • The Priest no longer requires 4 models to recrew. Now requires 3.
  • Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned.
  • Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply.
  • Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown.
  • Fixed an issue where certain units could ‘double shot’.
  • Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured.
  • Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.]
  • Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track.
  • Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat.
  • Fixed an issue where it was possible to hide the Sturmtiger aiming its shell.
  • Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover.
  • Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates)
  • Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on.
  • Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies.
  • Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed.
  • Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus.
  • Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage.
  • Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached.
  • Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars
  • Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire.
  • Fixed an issue where it was possible to stack multiple booby traps together on the same location.
  • Fixed an issue where Prioritise vehicles would, sometimes, not show when multiple AT guns were selected together
  • Emplacement range is now visible both when setting up and after they have been built
  • Fixed Hammer vehicle tracking (wouldn’t refresh properly); duration decreased from 15 secs to 7 secs to compensate
  • Recovery Sappers (UKF doctrinal) can now upgrade to heavy sappers and build structures, like vanilla sappers (QoL)
  • Fixed an issue where some infantry squad models would cost more than 1 popcap (affected recrewed AT guns)
  • Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry
  • Increased medic search radius for MedHQ and made it impossible for players to place it too close to pathblocking objects (to prevent squads from being stuck)


  • #6
    3 years ago
    Kyle_REKyle_RE Posts: 484 admin
    edited November 2017

    V1.5 UPDATE

    The V1.5 Update continues with some minor iterations to the Soviet, British and Wehrmacht as well as the Commander Revamp Part 2 - The Eastern Front Armies.



    Cost of these howitzers and the Pak 43 more accessible in smaller game modes while less potent when shelling into a base without spotters.

    • Scatter penalty when firing into fog of war increased from 1.25 to 1.75 (affects both vertical and horizontal scatter); doesn’t affect B4
    • Prices changed from 600MP to 400MP / 50FU


    • Extra shells received at Veterancy 1 barrage reduced from +2 to +1
    • Mid damage modifier increased from 0.015 to 0.028


    • Damage no longer increases at Vet3
    • LeFH weapon change at Vet 3 removed (improved scatter & range bonuses remain)


    • Population reduced from 20 to 15

    Pak 43

    • Price changed from 500MP to 350MP/45FU
    • OKW Pak43 now earns veterancy at the same rate as the Wehrmacht Pak 43


    Repair Stations (Soviet Industry Tactics)
    Due to the general changes to repair, Soviet repair stations are being given a manpower price to limit a player’s ability to mass produce them without sacrificing unit production.

    • Cost increased from 75MU to 120MP/45MU


    • Oorah ability cost increased from 10MU to 15MU


    Command Post
    We are reducing the cost of Tommy grenades to improve viability of this upgrade purchase. In addition to this, we are lifting the Command Post requirements to buy grenades to allow for more diverse T1 openings.

    • Grenade upgrade cost reduced from 150MP/15FU to 100MP/10FU
    • Weapon Rack unlock and Grenade unlock no longer require Tech structures built

    We are improving the responsiveness of Vickers_K to match its intended performance

    • Ready aim-time max increased from 0.5 to 1

    Mortar Pits
    We are improving the responsiveness of the Mortar Pit when in barrage mode and making barrage timings less tight to allow the mortars to desynchronize.

    • Barrage aim-time for both mortars decreased from 0.5/1 to 0.125
    • Barrage Reload time changed from 4-4 to 3-5 for both mortars


    With the recent changes to its AI performance and cost, we feel the increased penetration at range was causing the unit to slightly over perform vs vehicles.

    • Penetration decreased from 55/50/45 to 55/40/35

    Pak40 Target Weak Point Ability

    • Stun changed to -75% speed and rotation rate

    Bundle Grenade (affects both OST and OKW)
    With the changes to Gammon Bombs, we are also adjusting the Bundle grenade to match its counterpart’s performance:

    • 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 decreased from 45 to 40


    • Churchill smoke ability UI position changed from 24 to 34
    • Fixed an issue where Obersoldaten bundle grenades used to be inaccurate
    • Readjusted pathfinding to improve performance
    • Fixed an issue with the British Air Supremacy ability where the anti-infantry strafe in bombing run failed to engage infantry
    • Demos can no longer be planted near capture points (as intended in V1.4)
    • Reverted DBP ghostbag changes (over concerns for performance drop)
    • Fixed an issue where Vanguard Doctrine aircraft would not engage infantry (introduced in DBP)
    • Fixed an issue with 17 piercing shots that allowed the gun to double-shoot (introduced in DBP)
    • OKW Overwatch Sector Planes will no longer target casualties
    • Conscript squad models no longer all do the oorah animation at the same time (visual; doesn’t affect performance)
  • #7
    3 years ago
    Kyle_REKyle_RE Posts: 484 admin
    edited December 2017

    V1.6 UPDATE

    The V1.6 Update continues with some minor iterations to the Soviet, USF, and British as well as the Commander Revamp Part 3 - The Western Front Armies



    Demo Charge
    We are removing the defuse option on demo charges to prevent engineers from automatically attempting to defuse the charge, leaving them extremely vulnerable to detonation.

    • Detection radius increased from 7 to 13
    • Can no longer be defused

    Hold Fire
    We are changing the hold fire button for all units in the game for consistency and accessibility.

    • All Hold Fire to Q and at grid position 22 (all units)
    • Reverted Tommy medkit and coordinated fire hotkey & grid position
    • Heavy Sapper upgrade hotkey reverted
    • Conscript Merge position change reverted
    • Conscript Oorah hotkey reverted

    Light Mines (Affects both Soviet Commander mines and Rear echelon mines)
    We are improving the cost-efficiency of light mines, but we are increasing the planting time to something substantial to offset this.

    • Cost decreased from 15MU to 10MU
    • Stun Duration from 5 seconds to 8 seconds
    • Full squad plan time increased from 5s to 25s


    We are adjusting barrage to match its new price.

    • Barrage shells from 6 to 4


    • Population cost increased from 19 to 20.


    Pop-Cap Adjustments

    • Ambulance population cap from 4 to 2
    • Pak Howitzer population cap from 11 to 9
    • 50cal population cap from 5 to 7

    USF Captain & Major
    We find that swapping smoke grenades from Riflemen to Rear Echelons makes it too restrictive for the faction to fully benefit from the grenade upgrade. Thus, to increase the number of potential smoke grenade holders, we are also allowing the USF Captain and Major to carry smoke grenades.

    • Now gets access to the M23 smoke rifle grenade ability
    • On-me hotkey changed to V, moved to grid position 34 (to mesh in better when selecting the Captain with riflemen/lieutenant squads)

    We are reducing the extremes in performance for the Sherman HE shell to improve consistency and reliability.

    • HE shells now ignore terrain
    • HE shell AOE distance changed to 0.75/1.5/2.25 to 0.5/1.25/3
    • HE far AOE from 0.05 to 0.15

    Sherman Easy-8
    To make the Easy-8 less effective at wiping squads on the move, we have made the following change:

    • Moving scatter increased from 1 to 1.35

    P47/Typhoon Rockets
    The following change is intended to make rocket plane attacks more consistently accurate, especially vs stationary targets.

    • Rocket origin point from 5/5 to 3.5/-3.5 (affects consistency)



    • Sight and range bonuses have been removed from veterancy 4 and 5 (other vet bonuses remain)

    MG 34
    We found that the MG34 struggled at achieving veterancy at a sufficient rate and generally under performed vs units behind cover. To alleviate these problems we have made the following changes:

    • Damage increased from 2 to 3
    • Popcap increased from 5 to 6
    • Cost increased from 230 to 250
    • Veterancy 4 received accuracy bonus reduced from 0.8 to 0.95
    • Veterancy 5 accuracy bonus reduced from 1.15 to 1.08

    251 Flak Half-Track
    We find that the unit generally has a difficult time reaching its key Veterancy 2 level, which bestows mobility to the unit. To assist with this, vet requirements are being reduced:

    • Reduced veterancy requirements from 1100/2200/4400/5500/7315 to 880/1760/3520/4750/5750

    King Tiger
    Given the high lethality of the KT's main gun, we found that the squad wiping capabilities of this unit made it generally over perfrom vs late-game infantry and AT guns. To compensate for this, we are reducing the main gun's accuracy vs non-vehicle units.

    • Angle scatter increased from 4 to 7.5
    • Distance scatter max increased from 4 to 5.7
    • Scatter offset decreased from 0.25 to 0.185
    • Population cap increased from 21 to 23


    Universal Carrier
    We are improving the performance and reliability of the Universal Carrier to give the British faction early and reliable access to anti-garrison capabilities. These changes also intend to offset the other changes made to the UKF’s early game.

    • Now benefits from shared veterancy
    • WASP cost reduced from 90MU to 70MU

    We would like to experiment with giving the British faction reliable access to snare enemy vehicles to help offset their weakened early game.

    • Treadshot available from Vet 0; now fires one shot that slows enemy vehicles
    • Veterancy 1 restores treadshot to its original state (fires two shots; second shot immobilizes)

    Forward Assembly
    We found that the cost of the medic upgrade was too expensive on top of the already significant costs of the assembly.

    • Medics upgrade cost reduced from 50MP/60MU to 60MU


    • Adjusted salvage values of some wrecks that were yielding too many resources
    • Addressed friendly fire disparity with respect to certain weapons (FF generally now causes 25% dmg)
    • Reverted USF teching progress bar fix (due to unresolvable knock-on side-effects)
    • Soviet Capture Mode hotkey changed from C to X
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