-Fixed an issue with Ardennes Assault, in which light vehicles could not be built from their tiers.
OKW Sector Assault
-Adjusted sector assault to drop less bombs in a shorter time window.
SOVIET AT Overwatch
-Shell damage reduced to 60, previously was 120
-Added 3-second delay between smoke and first shell
-Added Penetration value of 260 to shells, so that heavy vehicles can bounce some shells.
-Deflection damage of 30 added to shells
-Fixed issue with USF 76mm Sherman smoke launchers not working
-Made some adjustments to WC51 and Faust interaction to try and resolve Faust miss bug.
-Fixed issue with Soviet KV-2 prioritize vehicle not working properly
-Fixed issue with Wehrmacht field defenses, and certain items not being buildable
-Fixed an issue with cav rifles displaying as 3cp call in units in the menu ui
Jaeger Light Infantry
Combat Group Air Drop
Tactical Support Weapons Drop
These changes will stop USF players being able to field two IRPF squads before LT/ CPT teching, unless they are willing to delay their tech for it. Cost of unit standardized with regular Pathfinders because of their high combat and utility power.
Airdropped Combat Group
However, this ability was synergizing too well with the new 4CP Greyhound, allowing for an aggressive lieutenant opening, followed by an extremely cost efficient AT gun to support the Greyhound, without having to tech CPT. In light of this, the following change has been made.
This will force USF players to tech CPT should they want AT Gun support for their Greyhound. Players will have to forgo an aggressive LT opening, or delay the rate at which they can produce multiple Greyhounds if deploying both officers. This should allow for a more balanced dynamic between the Greyhound and Axis Light Vehicles / counters.
This change was made in order to let the Pack Howitzer retain its strong offensive capabilities, while reducing its survivability a bit so it becomes easier for Axis to counter it.
This ability has received changes to make it perform more consistently and predictably, while removing its ability to obliterate entire armies in some instances.
Minor UI icon and localization text updates will be deployed in the next major patch.
Fixes and updates to maps introduced in the April Map Update.
Urban Assault Kit
Support abilities for infantry fighting in Urban Environments.
Rear Echelon Rifle Grenades
This ability has been introduced as an interesting alternative to flamethrowers while serving a similar role of anti garrison/ cover positions.
Rifleman Incendiary Grenades
M4A3 Assault Package
Unlocks Dozer Blade Upgrade and White Phosphorous shells ability to Sherman Tanks.
The dozer blade will now increase armor to be in-line with tanks such as the Sherman 105.
Cover to Cover
Rangers are being more accessible, while their defensive stats are being adjusted to match all other infantry. Previously, they were the only ones to take less damage from all sources.
The Calliope is being adjusted to provide more reliable damage to units within the target area.
WC 51 Dodge and M3
Rear Echelon Troops
Volley-fire is having its received accuracy penalty reduced to increase its viability in combat.
*Received accuracy penalty reduced from 1.4 to 1.15.
81mm Mortar Team
Vehicle Crew Repair
*Same ability found in Mobile Assault, Vanguard Operations and Royal Engineers. Costs 40 munitions.
M10 Achillies I
With the addition of Anti-Tank Grenades on Royal Engineers, the 6-pounder no longer requires an artificial accuracy boost against light armor.
We have increased the price of the Self-Repair so snares that hit the Universal Carrier evenly trade in terms of munitions. Armor has also been decreased to make it easier to ward off early game with small-arms.
Minimum range has been added to match other grenade abilities.
Weapon Crate Drop
Airborne Rally Point
Upgrade route 1 - DP28s
Upgrade Route 2 - PPSH
IL-2 Rocket Strafe
To improve the performance of Conscripts, while retaining their role as utility infantry that excel at defense and supporting other units, we have added an upgrade to help them scale into the late game. The extra man and reduced reinforce cost will allow them to more effectively trade against opposing infantry while the veterancy bonus will allow fresh Conscript squads to gain veterancy.
Improved Damage Per Second (DPS) with upgrade:
Conscript Rifle: 3.61/2.6/1.98/1.346/1.0
Conscript Rifle in Cover: 3.91/2.87/2.21/1.54/1.22
At range: 0/10/20/30/35
Conscript AT Grenade Package
Due to Conscripts requiring expensive side-tech to fufill one of their primary roles as a utility unit, we are reducing the fuel cost of AT Grenades.
The following change is intended to allow the Maxim to better suppress massed infantry when the player is spotting for veteran Maxims using the Sustained Fire ability prior to engagments.
M-42 Anti-Tank Gun
The range on canister rounds is being reduced to increase infantry-based counterplay against groups of M-42 ATGs. Cost is also being increased to better match its performance.
The M5 is receiving number of changes to improve its role as a support vehicle when upgraded.
The SU-76 is receiving a number of slight changes to improve its role against light and medium vehicles with only a slight reduction against heavy tanks.
M5 Assault Half-Track
Assault Grenadiers are receiving a small number of changes to help them close the distance and increase their scaling in the late game.
MP 40s are having their mid-range power increased to match SMGs like the M3 Grease gun used by Assault Engineers. This change also affects Assault Officer and Volksgrenadier MP 40s, but not other MP40 variants.
Mobile Observation Post
Panzer IV J
The Panzer IV J has more frontal armor by default, is slightly better versus infantry and has more veterancy bonuses compared to Ostheer's regular Panzer IV (H).
The Tiger Ace has undergone a rework with the intention to make the unit less frustrating to encounter and be less crippling to the player that keeps their Tiger Ace alive. Changes to its requirements are meant to make the unit rewarding for those who tech-up rather than as an emergency call-in.
A number of changes have been made to a small group of underused Ostheer units to increase their viability and increase composition diversity. More details can be found below.
We’ve made some significant improvements to the Ostwind to improve its viability over the Panzer IV which was generally chosen as the first tank for Ostheer thanks to its ability to fight both infantry and medium tanks. Its ability to destroy infantry and aircraft at a lower cost compared to the Panzer IV will allow it to find a place against certain builds.
StuG III G
The StuG III is being given increased mobility and a reduced target size to improve its survivability on the field against AT-based units due to its lack of turret and range when compared to other tank destroyers.
Panzergrenadiers are having their timing changed to allow them to gain veterancy sooner and increase diversity in Wehrmacht unit compositions before further changes are made to their performance. Adjustments to veterancy should also allow the unit smoother scaling as the unit levels up throughout the course of the game.
We also want to emphasize their role as mechanized infantry, despite removing them from the Leichte Mechanized Kompanie. As such, we have added the Infantry Doctrine Combined Arms passive as a stock veterancy 1 ability.
250 Mechanized Grenadier Group
250 Panzergrenadier Group
The way Panzerfusiliers are deployed has been changed to better match their role as an alternative mainline infantry to Volksgrenadiers. They will be slightly weaker than Volksgrenadiers at the start but have access to the Anti-Tank Rifle Grenades, slightly better combat veterancy, and more powerful upgrades, giving them increased power in the late game. This should make for interesting choices and compositions.
Upgrade route 1 - Panzershrecks
Upgrade route 2 - Recon Package (G43s)
Infrared STG 44 package
Stuka Smoke Drop
Panzer VI "Command Tiger"
The Kubelwagen is receiving mobility and veterancy changes to allow it to escape from other light vehicles such as the M3 and gain veterancy without needing to be on the front-line where its light armor and low health are a liability.
We have reduced the significant veterancy requirements on the le.IG to match its current performance.
Veterancy requirements from 840/1680/3360/4480/5600 to 560/1020/2040/3060/3825
"Ghost Sandbagging" is now no longer possible. A variety of buildable objects, such as sandbags and barbed wire, are now passable by infantry until the item is fully constructed. Light vehicles will now either pass through or destroy objects that are not fully constructed. Credit to Janne252 for implementing this fix.
Booby traps of all varieties can now be placed on VPs (the one exception being the Soviet Scorched Earth boobytraps as those disable capping for some time).
All vehicles from which units can fire from the hold have had their moving accuracy reduced to 0.4. Was previously 0.5.
This hotfix aims to address the more problematic bugs introduced in the New Commander Update. Future updates will address more minor issues, and balance items.
Fixed issue where IL-2 AT Rocket Strafe was inflicting less damage than originally intended.
Fixed issue where P47 Rocket Strafe was doing excessive damage.
Fixed issue where the 251 Observation Post would act as a forward retreat point when activated
Fixed issue where the T70 would become camouflaged in recon mode
Tommy Mills Bombs now have a minimum range as intended
Fixed issue where USF soldiers would not fire from fighting pits
Fixed issue where Bunkers and Fighting Pits were passable by all unit types
Trenches should again be available for all units
Spearhead moved to Veterancy 2
Now requires 11 CP in addition to Heavy Panzer Korps
Rear Echelon Grenade Launcher
Sherman WP Rounds
This update is now live! Major thanks to the wider community for their continued interest in this great game. We're both grateful and impressed with the continued passion this community has for the franchise. If you have playtested or given forum feedback it has helped shape this update, and is very much appreciated.
A major shout out goes out to the community balance and mod team. Miragefla, Sander93, Jae4Jett, Tightrope, Sturmpanther, Momo4sho, with modder support from Janne252, Nachocheese and Planetsmasher.
Many of these chaps have invested a serious amount of their own time in this update. Whether it be building mods, taking part in detailed design discussions, testing builds, or scouring forums for feedback and sentiment. Without them, this update simply would not be possible.
This is the third major update this group have delivered inside of a year, and on behalf of Relic and the community, a massive thanks goes out to them.
Additional thanks to Osinyagov, SneakEye and Kasarov for UI support this udpate.
If you have been following the mod process, you can scroll to the bottom of this post to view the changes added since mod 1.3.
All changes are reflected in the main post.
Heavy Tank Call-In Changes for all Factions
We felt the strategy of stalling for a heavy tank call-in without teching stagnated gameplay and was too punishing for players who did tech. In addition we felt that certain heavy tanks came too late in team games. The following changes have been made to all other heavy tanks:
In order to make autonomous medics more responsive, they will now move around at a higher speed, for all factions that have them. The radius in which they follow or walk up to squads has been slightly reduced to further prevent long healing queue times. Player controlled medic squads have had a quality improvement as well.
We feel OKW is in a very dominant position in the very early game, which made them feel a bit too oppressive towards other factions. Changes have been made to reduce their early game power in exchange for a stronger mid-game. This has been done with the intent to maintain their overall strength as a faction, whilst maintaining some of their identity as early game aggressors. The graph below visualizes these intended changes to their power curve:
Starting manpower has been reduced to tone down the rate at which OKW is able to produce squads from the start.
To counteract the lower rate at which they will now be able to cap the map, starting fuel has been increased. Additionally, the cost of SWS trucks have gone down to make up for the manpower changes.
Schwerer Panzer Headquarters
The Panzer Headquarters is being split into two parts to allow certain units to arrive sooner while maintaining the time it takes for OKW to deploy their armor in the mid-to-late game. The adjustments should also make strategies involving Battlegroup Headquarters more viable by allowing units like Obersoldaten to arrive sooner.
General unit & abilities changes
Volksgrenadiers are slightly too cost effective for their price point. Their base cost has been increased to better suit their power and timing.
While Sturmpioneers are strong starting units, they did not scale very well against the increasing strength of Allied infantry as the game progressed. The following changes to their veterancy should help them in the combat role in the mid-to-late game.
MG 34 HMG
The MG 34 performs well in its role as a suppression platform, but its lower damage compared to other HMGs makes it difficult to gain veterancy. Requirements have been lowered to compensate.
Despite the recent changes to the Kubelwagen, the unit still isn’t very popular. In order to reduce the demand on Sturmpioneers, the unit has received adjustments that reduces the time required to be repaired.
Due to the frustrating mechanics of its short-range for the user and its camouflage for the opponent, the Raketenwerfer is being adjusted to function more like a standard anti-tank guns. Range and crew size is being improved, while the camouflage now only works when stationary and requires veterancy 1.
Sd.Kfz. 251/17 Flak Half-Track
The Sdkfz. 251/17 is gaining slight price and veterancy adjustments to incentive the use of Battlegroup Headquarters.
Changes have been made to make its main gun more reliable at forcing off enemy infantry by increasing the amount of health damage dealt, while reducing the radius where it can kill full health models. Furthermore, to help define its unique role, the Spearhead ability has been moved to veterancy 1.
The Opel Blitz lacked a proper role and had came too late in the game to serve as a reinforcement platform. CP requirements have been reduced with boosts to mobility. It will also provide a healing aura to infantry to further its role as a forward reinforcement platform.
Le.IG 18 ISG Incendiary Barrage
The Incendiary Barrage was underperforming for its cost due to its lack of damage, low accuracy and slow rate of fire. The following changes have been implemented to correct these issues:
Flammpanzer 38t ‘Hetzer’
We feel that the Hetzer is in a good spot™, but have slightly lowered its veterancy requirements due to its inability to harm vehicles.
This ability had become too powerful amidst the other improvements to the Overwatch Doctrine, as it provided the doctrine with strong reconnaissance for minimal input. The flares must now be placed on points manually. In return, the ability can be used on territory points captured by allied players.
In order to give this ability more tangible during an assault, the ability now lets infantry move at a slightly higher speed. Ability cost has been increased accordingly.
The Command Panther will now be tied to tech like all other heavy call-in tanks. In addition, its vision has been adjusted to match standard recon units. To compensate for this loss in scouting power and tech requirements, cost has been decreased.
We feel that the price of Infiltration Grenades was too low for their chance at inflicting heavy damage or wiping out squads. Cost has been slightly increased.
Fallschirmjäger have not been very popular due to their high cost, timing and being outclassed by Obersoldaten. Changes have been made to allow them to arrive sooner and scale better with veterancy and tech, at the cost of having less firepower upon deployment.
To better reflect their performance and the changes to OKW's starting manpower, we have reduced the unit's manpower and upgrade costs slightly.
The anti-infantry airplanes of the Sector Assault ability were too effective due to their ability to instantly pin multiple infantry squads in a large area. The suppression on these planes has been significantly toned down to minimize their ability to suppress multiple infantry squads in a wide area. Squads should no longer get pinned on the first pass.
Due to the way Assault Artillery functioned which restricted the barrage to 35m radius around a capture point, the ability often did minimal damage in larger sectors. The ability has been reworked to function as conventional off-map artillery.
The Sturm Offizier has been completely reworked to be an effective combat unit with the addition of veterancy and his retreat-on-death mechanic being removed. To promote his role as a combat unit and to reduce blobbing, his aura has been removed.
Command Tiger I
The Command Tiger will have its main gun anti-infantry damage standardized to deal more reliable damage. Veterancy requirements will be slightly reduced in line with changes to Ostheer’s Tiger I.
The time it takes to complete Thorough Salvage has been reduced. Being a doctrinal ability slot that replaces regular Salvage, we feel that it should not force players into more risky situations.
Adjustments have been made to the Jagdtiger mobility to make this unit more responsive on the battlefield. In exchange, some of it combat stats are being reduced to make it a heavier Elefant that can support an attack with HE rounds. The unit has also been adjusted to require tech.
With the introduction of anti-tank grenades on Royal Engineers, Infantry Sections have been identified to be slightly overperforming.
Infantry Section Lee Enfield damage is being adjusted to maintain its current DPS, while reducing their chance to burst down models in a single volley. Previously, Lee Enfield damage, combined with five man squads, allowed the Infantry Section to quickly kill off infantry models which led to them winning most infantry battles.
The low target size of Infantry Sections also made them difficult to kill with damage and manpower bleed being negated thanks to their medical kits. To address this issue, Infantry Section target size is being increased when the unit is out of cover. This change will make the unit more vulnerable when in the open which should also reduce the power of Tommy blobs.
Pyrotechnics have also received a slight adjustment due to the sight bonus Sections get when in cover at veterancy 1.
In order to counteract the slightly reduced performance of Infantry Sections and improve UKF build diversity, the Vickers HMG suppression has been increased.
The British .50cal Sniper had a disproportionately long aim time compared to the other snipers. The aim time has been standardized to match the others, to make the British sniper less frustrating to use. Rate of fire between shots remains slower than other snipers as intended.
The Comet underperforms in its role as a premium late game tank due to lack of combat scaling and weak anti-infantry capabilities outside White Phosphorus shells. These issues have been addressed with the changes below.
We feel that the Cromwell does not stand out compared to other medium tanks for its price. To reinforce its role as a fast cruiser tank, we are slightly increasing its mobility and survivability.
We believe that the Firefly performs well as a tank destroyer, but is slightly too expensive for its low rate of fire and mediocre mobility.
Because of its grenade ability and high health, the Churchill Mk.VII has been slightly overperforming when used against anti-tank guns or when deployed in numbers. In order to make the unit less effective in either scenario, the following changes have been made:
All emplacements can now be torn down by Royal Engineers once they no longer serve their initial purpose, to free up population cap for other units. This should allow British players to deploy emplacements in locations as needed without them eventually becoming a liability.
Churchill Crocodile / Churchill AVRE
Advanced Emplacements Regiment
The following changes are designed to give the Bofors less alpha strike damage versus light vehicles, while remaining very effective at stopping infantry assaults.
Riflemen are solid infantry that scale well, but we would like to put more emphasis on their mid-to-short range capabilities versus those of the long-range focused Axis squads. Their near range has been increased to slightly improve their performance between 3 - 16m.
Chart amended from https://coh2db.com/stats/
The cost of flares is being matched to those used by units such as Panzerfusiliers to incentivise its use.
Previously, Rear Echelon carbines were far too inaccurate, yet dealt somewhat high damage. This made them unreliable in most cases, even at point-blank. To make their carbines perform more consistently, damage has been reduced while accuracy has been increased.
We think the Jackson is slightly overperforming for its cost, but we also recognize it is the backbone of USF's late game anti-tank. Fuel cost has been slightly increased to better match its performance.
The M8 Scott is having its rate of fire reduced as it dealt too much damage for the lack of input required. In return, the unit is having its barrage times reduced to reward those who use its abilities.
Similar to the M8 Scott, we felt that the Pak Howitzer performed too well when given minimal input. This has been toned down slightly by increasing its low scatter during auto-attack. To compensate, barrages will be more readily available.
M21 Mortar Halftrack
The White Phosphorus shells dealt too much damage for how cheap the ability was. The shells have been adjusted to deal less damage over time.
M4 Sherman 105mm Dozer
Like many other call-ins, the M4 105mm Dozer now requires tech to be built. In return, its CP requirements have been reduced to reward those who tech.
With the requirement of tech, the Pershing has received a durability adjustment to improve its survivability. The unit now has more hitpoints, but has reduced frontal armor. The anti-infantry performance of its main gun has also been standardized with all other heavy tanks, although it will still deal the most damage.
Time On Target
In order to make this ability destroy enemy howitzers or other stationary defenses reliably, changes have been made to the last three shells to ensure they land directly in the center of the ability.
We felt that Rifle Company was underused because it had some very mediocre abilities out-weighed the benefits of the good ones. Small changes to the doctrine have been made to make the commander a more attractive choice.
Riflemen Field Defenses
The speed of mines being planted by Riflemen is being increased to be quicker.
Paratroopers / Paratroopers Support Squad
Paratroopers are receiving some minor changes to further solidify their performance. Some of their received accuracy from veterancy is being moved into their target size to improve their survivability when they first arrive. Demo charges will also destroy full health team weapons, allowing Paratroopers to deny them.
Leichte Mechanized Kompanie
Ostheer tech is more manpower demanding than other factions as the faction is required to tech up battlephases and then build its structures. The following change is designed to alleviate this and allow Ostheer to field Lieichte Mechanized Kompanie units sooner.
In order to give the Eastern Front factions repair times that are more in line with those of the Western Front armies, the minesweeper upgrade on Pioneer squads will now give additional repair speed.
We think Grenadiers are well-priced for their combat performance, but with only 4 models and reliance on being stationary to deal damage, it made them very susceptible to artillery and AOE attacks. Their veterancy has been adjusted to allow late game Grenadiers to resist explosives better, while retaining their current survivability against small-arms.
GrW 34 Mortar
The Counter Barrage ability is having its ranged increased to allow mortars to engage targets that would attack forward elements of the Ostheer line and not just the mortar itself.
The coaxial machine gun of the 222 is having its penetration values increased to match the OKW Sd.Kfz. 221/223.
Sd.Kfz. 251 Halftrack
We would like to make the unupgraded Sd.Kfz. 251 Halftrack more integrated into Ostheer’s core support weapons and combined arms gameplay. An increases in sight range will allow it to spot for team weapons, while in-hold healing will allow the smaller Ostheer squads greater field presence. Its new veteran ability will also allow the Half-Track to lay mines that can help blunt incoming attacks.
Panzergrenadier and Stormtrooper G43s
G43s for Stormtroopers and Panzergrenadiers are being improved to improve their capabilities at longer ranges.
Bunker MG 42 upgrade
The MG 42 upgrade’s sight range is being reduced to be slightly below its firing range as its role is to deny attacks into key areas or support a defensive line.
Along with the changes to heavy tanks, the Tiger is receive adjustments to its main gun. The Tiger is the most accurate of the heavy tanks against infantry with a high rate of fire, but lacks raw AOE power. Veterancy requirements have also been reduced to help the Tiger into later stages of the game.
StuG Ausf. E
The StuG E is being moved into tech like other call-in vehicles. In return, we have reduced the amount of CPs to compensate to encourage teching.
An activiation delay has been added to spotting scopes as the immediate vision boost allowed vehicles to quickly get shots off on targets outside of their sight range almost immediately.
Supply Drop - Osttruppen Doctrine
The weapon drop has been slightly reduced in cost, in order to better match costs with similar weapon drops like those in USF Airborne Company. CP timing has also been adjusted.
Command Panzer IV
The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance.
Jaeger Command Squad
The CP timing of this unit has been adjusted to better match the power of other units arriving at this time.
Target Weak Point Ability
In order to make the Target Weak Point abilities less confusing, as they have different effects on different units, the ability has been renamed on several units to help distinguish them. New icons will be placed later for clarity.
Sdf.Kfz 250 Mortart Half-Track
Adjustments have been made to the mortar half-tracks abilities to improve its ability at area denial and countering hostile indirect-fire.
Support Weapon Kampaneya
The cost of the structure has been reduced to improve its pick rate over the Special Rifle Command as a starting building, and make back-teching for team weapons slightly cheaper.
Conscripts Mobilize Reserves - 7th man upgrade
Due to popular sentiment on this upgrade arriving too late, we are allowing players the option to invest in their Conscripts sooner at the cost of additional resources. If players do not want to invest in Conscripts heavily or are looking to rush into medium tanks with Conscript support, Mechanized Armor Kampaneya unlocks the upgrade as normal.
The Maxim is having its performance improved against groups of massed infantry, while retaining its current performance against individual squads. These changes will allow a Maxim to suppress multiple squads faster and in a larger radius.
In order to give the Eastern factions repair times that are more in line with those of the Western front armies, the minesweeper upgrade on Combat Engineer squads will now give additional repair speed. Furthermore, Combat Engineers are having their Mosin Nagants match those of Conscripts to improve their reliability in combat.
We are reducing the drop-rate on the DP-28 due to how quickly they can drop their weapons when the squad losses members.
ZiS-3 and SU-76 76mm HE Barrage
The barrage ability on the ZiS-3 and SU-76 has been changed to have reduced raw killing power and deal more reliable health damage instead.
Guards Rifle ‘Hit The Dirt!’ Ability
Ability renamed to prevent confusion with Conscript Assault Package’s “Hit The Dirt!” ability, since either ability has different effects.
Conscript Assault Package
Doctrinal PPSh-41 upgrade for Conscripts has been changed to be available earlier to match other weapon upgrades.
The grenade cooldown on Shocktroopers is being increased to reduce how quickly the unit can use its abilities during combat. This was particularly noticeable with their veterancy 1 bonus that improves their grenade cooldowns.
Due to popular demand, we are giving Assault Guards Thompson SMGs. These changes in performance will better reflect the cost and timing of the Half-Track Assault Group.
Partisan units have received several changes to solidify their role as infiltration, harrasment, and ambush infantry.
Partisan Tank Hunters
Reinforcement cost and timing reduced to match those of anti-infantry Partisans.
The KV-1 has received changes to make it better suited as a defensive tank at later levels of veterancy, and threaten infantry that attempt to bypass the tank.
Along with the heavy tank changes, the IS-2's gun has been altered to have the largest AOE out of all heavy tanks, but is the least accurate and slowest to fire. Furthermore, veterancy 1 has been changed to improve its role at smashing team weapons and groups of infantry. CP requirement is higher than the Tiger due to its heavier armor.
Like all heavy tanks, the KV-2 has been adjusted to require teching in exchange for lower CP requirements.
To improve the viability of this commander, two of the commander's abilities are being merged to make room for Anti-Tank Overwatch. This will give the commander improved performance in the late game.
In order to maintian the Perhings role as the most lethal anti infantry havy tank, we have added the following change to it's near AOE.
Note - future balance tuning will happen in a later mini patch once the community has had time to adapt and objectively assess the live changes.
This hotfix is for problem bugs only.
The following maps have been improved for the 1v1 World Championship 2019 tourney. Originally, these maps were supposed to be included as part of large and exciting community mapping update coming later this month. A big thanks to all involved in getting these maps ready for the tourney!
The following changes have been made to moderately reduce USF's overly manpower efficient early game, while allowing for slightly faster officer deployment, but with a small delay to M20 and Stuart timings.
Lieutenant and Captain
Platoon Command Post Upgrade
Company Command Post Upgrade
M20 Utility Car
The M20 has repeatedly been reported as a problem unit by top players, particularly in 1v1. The Bazooka has been removed, as it was seen to make the m20 too difficult to counter, given it already has mines, high speed, smoke, and potential Lieutenant bazooka support in its favour.
50 Cal Machine Gun
Update - The wrong version of this map is currently live. This map will not be used for the first round of the tournament.
Snow is falling... all around us.... Soviets slayyying.... having fun! Tis the season.... war and much comandinnnng, merry Christmas... everyone!
Awesome community members strike again! This time, map maestro MononlithicBacon brings us a brand new winter (AKA Christmas) 4v4 Map called Nordwind, for all to enjoy!
Not only that, but intrepid mappers Rosbone and Sturmpanther have been busy bug fixing and balancing various maps from the November update. You can see the full list of changes below.
MonolithicBacon's new map has been specifically designed with no deep snow, and limited snow FX, so that performance will be much better for all players compared to other winter maps.
Here are a couple of screenshots to whet your appetites.
Crossroads Winter - New 1v1 Map by Whitelflash
This time, Whiteflash brings the festive cheer with an interesting twist on his extremely popular 1v1 staple, Crossroads.
Crossroads Winter isn't just a winter reskin, there are some cool design changes that will make the map different to play, while maintaining the competitive excellence that Crossroads is known for.
The Winter Balance Patch is now live!
A massive thanks to the wider community for engaging in discussion, testing mods, and providing feedback. Much of this update is informed by community input, and we're confident that this patch will freshen up the game and result in a more enjoyable experience overall! Again, thanks for your continued passion.
A special thanks to Miragefla and Sander93 is in order. Aside from being leading contributors to the overall balance team process, they've taken on a lot of additional responsibility and dedicated a tonne of personal time to this patch. Shout out to Miragefla for extensive mod building, technical support, bug fixing, and patch implementation. Shout out to Sander93 for meticulously organizing and leading the testing process both in the mod and live build process, as well as acting as the internal coordinator, and external spokesperson.
Of course, a big thanks to the rest of the community balance team; Reporogue, Sturmpanther, Tightrope, Jae4Jett and support modders Nachocheese and Janne252. For the fourth major patch in a row, these chaps once again dedicated a lot of time and energy reading comments, discussing problems, and proposing soloutions. Here here!
Finally, big props to Osinyagov, Kasarov, and Sneakeye for UI art support, as well as for valuable testing input. Additionally, Sneakeye also provided a couple of nifty technical solutions for the update.
In order to stop players from calling on heavy armor immediately after it is destroyed, all heavy tanks, heavy tank destroyers, and heavy assault guns now have the following:
Tiger - All variants
Due to the Tiger's low scatter and rate of fire, we are adjusting the unit's veterancy bonuses and AOE to make the Tiger less potent against infantry. In return, it will be gaining increased traverse speed with veterancy to compensate.
Command Tiger - OKW
The Command Tiger for OKW is seeing one of its upgrades removed due to how potent the mobile Tiger is when self-spotting and calling down artillery when encountering anti-tank guns. In return we are removing one of the penalties of its 'Command Tiger' ability, to encourage its use.
The high armor of the IS-2 is being reduced slightly to allow Axis tank destroyers such as the StuG G, Jagdpanzer IV, and anti-tank guns to better counter this heavy tank. Its AOE damage is also being reduced due to how powerful heavy tanks currently are against all infantry types.
We are reducing the AOE damage on the Pershing as a general reduction amongst the majority of heavy tanks.
The KV-2 is getting some minor mobility buffs at veterancy 3 to have some of its bonuses become more in-line with other heavy tanks.
In order to make generalist medium tanks more viable, we are lowering their target size to make them more difficult to hit. The changes will not apply to Tank Destroyers and specialist vehicles based on a medium tank chassis. Units like the Sherman Firefly and Sherman 105mm will remain the same due to their role.
These changes should reduce the chance to get hit by 7-10 percentage points from medium to far range - ex: an 88% chance to get hit becomes an 80% chance.
Panzer IV, Panzer IV Command Tank, and Panzer IV J
Sherman M4A3, Sherman M4A3 (76), Sherman M4A3E8
T34/76 and T34/85
Because of the above changes, the Cromwell is losing its target size advantage over other medium tanks. This is being compensated by increasing the power of its MGs to be on-par with the Panzer IV's hull and coaxial, improving its anti-infantry effectiveness.
Overall sentiment suggests Tommies are too punishing to use, especially in fights where they need to maneuver. These changes are designed to make them less difficult to use in the open and on the move, while keeping their overall power level relatively the same.
Additionally, in order to give the UKF an easier time to engage static defenses, the Pyrotechnics upgrade has received an off-map smoke barrage ability, allowing UKF players the ability to bypass defenses during assaults.
Assault Infantry Section (Assault Section Package)
In order to give the UKF more starting build options, particularly in urban maps, Assault Sections have been reworked as a separate call-in squad:
Tank Hunter Infantry Section
Tank Hunter Sections will now be deployed with 5 models due to their CP and cost requirements. Furthermore, they can now be upgraded with PIATs to increase their effectiveness against tanks in the mid-to-late game.
British Platoon and Company Command
To put their CP gain on-par with other factions, UKF will now gain CPs upon teching up.
Assault Officer (Previously Was Airlanding Officer)
The Brits lack a dedicated close quarters squad. In order to mitigate this somewhat, we have repurposed the underused Airlanding Officer into an offensive utility option for this period of the game. This should give Brit players the ability to handle close-quarters situations, but only comes in limited numbers. His Recon Run ability is also being increased in cost to match his USF counterpart.
The following change has been made to make the Wasp more effective in its role of dislodging garrisoned MGs.
British Medic Squad
With recent updates shifting UKF build orders more towards a varied roster of units, the average amount of Infantry Sections with the medical kits is likely to be decreased. In order to give UKF more options to fully heal their squads before sending them back into combat, a Medic Squad has been added to the HQ from the HQ Glider.
Sexton and Valentine
The following changes have been made to balance the removal of the Airlanding Officer. This will allow the glider to act as a forward position and also call-in team weapons as required.
With the increase in UKF CP gain, we are moving the M5 back to reduce the power of the M5 Quad rush before counters are available.
-Population from 15 to 13
In order to slightly reduce strength of the Mobilize Reserve upgrade, a number of changes have been made.
This change puts the barrage from ZiS-3 weapons inline with other direct-fire weapons and mortars that receive penalties when striking units in heavy cover.
Airborne Weapon Crate Drop
The cost of the weapon crate is being increased to match the performance of the weapons it gives, particularly Conscripts with their SVTs.
Minor changes are being made to encourage the use of Airborne Guards and their SMG package.
For Mother Russia
Standardization change to bring in line with other similar abilities.
Due to the large size of the headquarters building, the search range for the medics is being increased so that squads are more likely to be within range.
Cluster bombs previously arrived too fast for team weapons to avoid, even if they began packing up on smaller maps. The delay has been increased to allow players to dodge out of the way.
USF Grenade Package unlock
In order to make the Jackson slightly more vulnerable to medium tanks when caught out of position, its armor has be decreased.
OKW Battlegroup Headquarters
Due to all the recent changes to all heavy tanks, the previously established restriction of mutual exclusion with the Tiger II has been removed.
The Jagdtiger is receiving some changes to make its cost and veterancy more in line with its recently adjusted performance.
LE.IG/Mortar Half-Track Incendiary Barrage
The DOT against emplacements has been slightly reduced. Previously a full salvo would almost kill an emplacement if it was at full health.
The increased range to AT Grenades from veterancy 2 made it too difficult to kite against Panzerfusiliers and gave them too much range against most vehicles when combined with their 5 to 6 man squad. This is being addressed. Furthermore, units will now callout Panzerfusilier grenades that are being thrown.
The Panzerfaust is being removed from Fallschirmjager to increase their vulnerability to vehicles.
IR 251 Half-track
Due to an unfixable bug that severely affects gameplay, the IR halftrack has been reworked. The searchlight can no longer spot enemies in the fog of war, and instead the unit will now serve as a recon tool that provides a considerable direct vision.
OKW LeFH 18
Heavy Panzer Korps
In an attempt to increase the power of Ostheer's late game without increasing the power of its units, we are giving the structure a passive bonus for the army. This will reward players for teching to T4 and allow Ostheer to be more aggressive by reducing the bleed on core infantry units. The increased capture speed should also allow Ostheer players to retake sections of the map more quickly in the late game.
Sentiment suggests that Ostheer tier 4 is too prohibitive to use. In order to facilitate an easier transition for Ostheer T3 to T4 builds, we have implemented the following:
Credit to Derbyhat AKA Jibberjabber for originally proposing this change.
Due to Ostheer's weakness to light vehicles, we are slightly boosting the horizontal tracking speed of the Pak 40 to allow it better track fast-moving vehicles.
Due to its cost, lower than usual range, and casemate design, the Brummbar is having its armor nerf partially reverted to allow the unit to engage fortified positions.
Panzerfaust - all variants, including OKW
The speed of the Panzerfaust projectiles being lowered as an attempt to remove the issue of Panzerfausts occasionally missing their targets.
The following changes are in order to make fragmentation bombs less effective at the edges of the map, where they can wipe team weapons without a chance to react, while keeping their potency against targets in the center of the map.
Ostheer LeFH 18
As always: a huge thanks to all the community members who have reported bugs so that the team could identify them and look into fixes.
This update is to address minor bugs and non-balance issues from the Winter Balance Patch.
We are monitoring unit performance as well as overall player sentiment and will make any necessary minor balance adjustments in the coming weeks.
Additionally, localization for a few non-English text strings will also be added in the near future.
The following are minor changes that are intended to mitigate a few oppressive or frustrating aspects of the British faction, without reducing their overall effectiveness.
Bolster is being pushed back to require the Platoon Command Post. This change should delay the power spike of fast 5 man squads by forcing them to purchase tech, rather than additional units.
Universal Carrier Vickers
The Vickers K is being delayed to reduce its impact in the early game. This will delay an upgraded UC if a player opts to build a larger number of units instead of teching.
Perimeter Overwatch is having its duration reduced to prevent the UKF from locking out large portions of the map for an extended period of time. The sight bonus has also been altered to reduce its impact without spotters.
Commando Regiment Assault Ability
This change will put the Assault ability on-par with other infantry combat boosts abilities in terms of its timing.
British M5 AA upgrade
Standardization of AA upgrades across all M5 Half-Tracks.
IL-2 AT Rocket Run
IL-2 Rocket Run is getting a slight munition increase to match its performance. We will continue to monitor the ability for the future.
The population of the Half-Track is being reduced to better match its performance as a support unit.
All Out War Passive
Due to the nature of this issue overriding other capture bonuses provided by ability, we are removing the capture bonus.
Credit to Sneakeye, Miragefla and Janne252 for engineering fixes for the following issues.
Hotfix - Jan 25 2021
Update: A server side fix has now been deployed for leaderboards and playercards.
We're continuing to look into other issues.
Hotfix - Feb 3rd 2021
Additionally, we have a temporary leaderboards issue fix - Unrelated to Hotfix
A special thanks to Miragefla for leading the balance team, test mod implementation, and patch integration process.
Of course, a big thanks to the rest of the community balance team; Sander93, Sturmpanther, Tightrope, JibberJabberJobber, Aerafield, Stark_PL, and Whorunbartertown, with mod and UI support from Osinyagov, and Janne252. These folks have invested a lot of time and effort designing, discussing, testing, and surfacing your feedback for consideration.
We hope you enjoy the update.
Main Gun Criticals
To lessen the impact of RNG in tank engagements, the chance for a main gun critical has been reduced. This will mainly affect 160 damage sources against 640 health medium tanks.
Critical Shot and Aimed Shot against Casemate Vehicles
Sniper Critical Shot and the Puma Aimed Shot are having their critical against casemate vehicles adjusted to be less potent, but still forces these units out of the fight for a short period of time.
Mobile AT Gun Squads
ATG squads are being made more vulnerable to small-arms fires to make it easier for players to punish anti-tank guns that are out of position with infantry and force these units to remain further back and utilize their range advantage or be supported against assaults.
Infantry-Based AT Rifles - Boys AT Rifles, PTRS-41
AT Rifles are being made more responsive, making it more difficult to dodge the opening volley and in-line with other infantry AT weapons. Furthermore, AT Rifles can now use attack ground and will have a projectile to soft counter abilities such as smoke.
Mobile Mortar Smoke (M21, 250 Half-Track, USF/British 81mm, Soviet 82mm, Ostheer 81mm)**
To increase the effectiveness and responsiveness of smoke barrages, the speed at which they fire shells and rotate has been adjusted. Furthermore, smoke barrages will no longer share a cooldown with the primary barrage to allow players to have on-demand smoke.
All Heavy Machine Gun Teams
The following change will increase the durability of machine guns when they are in the open with two members of the crew standing forward to draw fire away from the gunner. We have also added a manual reload feature to the unit.
All Non-Squad Based Medics
Medics assigned to structures now have a healing aura. This will make it easier for medics to heal infantry and lessen the healing time lost by medics moving from model to model.
Snipers are receiving nerfs to their base sight to make it harder for them to spot infantry without support in the early game. This should make lone snipers have less of an impact early game, as they must get closer to their target, or have units risks themselves to enemy fire to get sight. To compensate they are receiving a slight price decrease.
All Allied Half-tracks: M3 and M5
The following change puts Allied half-tracks in line with the Ostheer 251. This will make these platforms more effective at projecting field control by allowing wounded infantry to heal up when onboard and increases their utility outside reinforcing squads.
All Panzer V Panthers and Command Panthers
Panthers are receiving an increase to their base accuracy to improve their consistency against vehicles while retaining their slow rate of fire.
All Sherman M2HB (All Variants)
The pintle machine guns are being standardized amongst all the M4 Sherman variants for consistency.
All Plane Crashes
Plane crashes are having their damage against infantry reduced. This will cause considerable damage to infantry, but crashing planes should no longer be able to wipe out full health squads.
Trenches are having their target size increased to make them more vulnerable to a variety of weapons such as tank guns and ATGs.
Infantry-based flamethrowers are having the number of bursts required to set a building alight reduced to make it easier to neutralize ambient buildings.
Sandbags for line infantry have been adjusted to take longer to construct. A player must now give up more time to plant sandbags on key locations. The cover radius of sandbags has also been adjusted to make it easier to neutralize sandbags with wire.
AT Vehicle and AT Gun Vehicle Prioritize (Firefly, M10, M36, SU-76, SU-85, Jagdtiger, Jagdpanzer, Elefant, StuG G, All AT Gun squads)
A number of units will now have Prioritize Vehicle active at the start, reducing the amount of player input needed to ensure dedicated AT units do not engage infantry.
All Heavy AA Units (Bofors, 20mm Flak, Centuar, Ostwind, all anti-air Half-tracks)
Call-In Infantry in High Resource Games
This change puts 0 CP infantry in High Resource Games in-line with other call-in troops without affecting regular game modes.
All Barbed Wire and Reinforced Wire
The following change has been made to ensure engineering units do not accidently get caught in their own wire. Occassionally engineers could get caught in wire, even if they were positioned in such a way that appeared to be clear of obstacles.
All Clip-Based Units and Armoured Cars; M15 AA HT, 251 Flak HT, Ostwind, M20, 222, Bofors, Flak Emplacement, Panzer II Luchs, 221, M5 Quad
The following change will allow players to ensure these units have their clip-based weapons fully loaded without needing to force attack or attack ground.
-Manual Reload added.
The following change was done to address the issue of mis-clicks where one could target a neutral structure rather than a vehicle if both objects were close enough. The Panzerfaust already does very limited damage against ambient structure so nothing will change in most circumstances. Panzerfausts will still retain their ability to attack objects like Fighting Positions and faction built structures.
The following change was to address the issue of vehicles revealing themselves with their secondary weapons against both land and ground targets. Secondary weapons will not auto-engage unless hold-fire is de-activated. The only exceptions to this rule are the Brummbar and Dozer which excel in attack-ground micro. Their MGs will still target infantry that are within range when hold-fire is active.
All Light Vehicle and Light Tank Wrecks
The following change has been implemented so LVs can no longer get trapped if the other LV died right next to the unit.
Grenades versus Mines
AEF Population Limit
USF is the only faction that can reliably break a population of 100 thanks to their ability to decrew their vehicles. To discourage the player from going over the population and continuing to build vehicles, we are introducing a penalty. When the player breaks 110 population, they will take a further manpower penalty.
Officer Transfer Orders
Given how USF is given a free officer as part of their teching structure, we are giving players an option to call-off their officers to avoid taking up population. This is primarily for the late game where a player back-techs but does not want to be burdened by a fresh officer squad.
As BARs are often liable to drop when paired up with other weapons when squads are reduced to a single model, the drop rate of the BAR is being reduced.
Vehicle Crews are having their reinforcement price reduced to better reflect their weak stats.
The following change will make the Ambulance take slightly longer to be destroyed when in the base sector from both direct and indirect attack.
We are reducing the reinforce cost of Rear Echelon to better match their combat performance. The unit is also receiving a slight increase in veterancy requirements to match their current cost along with their ability to take items from Weapon Racks.
AT grenades are now being made available after USF players have met specific tech requirements. This will make it harder to rush USF infantry with ultra lights that have yet to gain veterancy along with making fresh Riflemen in the late game viable as snare squads.
M1 81mm Mortar
Given the weaker stats of the USF mortar in terms of its AOE, the unit is receiving a slight price reduction to better reflect its performance. Barrage accuracy is also being put on par with other mortars.
This change puts the Lieutenant's smoke ability in-line with other units that have non-lethal smoke and fragmentation grenades.
M7 Light Anti-Vehicle Mine
The build time of the M7 Mine is being decreased to make these cheap mines easier to plant.
The M2HB is having its set-up time increased. This should make it easier to outmanoeuvre and punish when caught out of position. Ready aim-time has been adjusted to be more consistent, and the unit should now be harder to 'deathloop' as models remanning the weapon will respond much more quickly. The retreat speed bonus it had over other units has been removed with the adjustment of attach-time.
The M20 is having its build-time reduced so it can arrive sooner onto the battlefield. Furthermore, its armoured skirts are being reduced in price to better match their performance.
Point-Blank Engine Shot is being adjusted to make it useable against mobile vehicles. Previously, the Stuart had to get incredibly close to its targets to cause engine damage which would put the unit in range of snares, anti-tank weapons, and incoming damage that would make short work of the light tank. The effects will be less potent, but the trade-off for useability should allow the tank to have an impact in fights when using this ability.
M1 75mm Pack Howitzer
The Pack Howitzer is having the AOE distance of its HE rounds reduced, increasing the damage drop-off of shells. The unit previously did too much damage to infantry within the 1.5-3m mark despite its range and accuracy over mortars. In exchange, the unit is having its crew size increased to improve survivability.
M15 AA Half-Track
To give the Captain some anti-sniper power, the machine guns on the M15 are gaining bonuses against snipers. The AA mode for the M15 is also being toned down as the M15 has multiple guns dedicated to killing aircraft while other AA units only have one. The lowered effectiveness of the M15 against aircraft comes from the fact AA mode will now enable the M15 to engage air targets with a 360 degree arc rather than a 270 degree arc, making the unit more effective against planes that fly directly overhead of the unit.
The following change was done to match other aerial recon abilities.
M4A3 75mm Sherman
The experience requirements of the Sherman has been reduced. Previously the value was above the usual experience values for a unit of its price.
The M8 Scott is having its auto-fire range reduced to force the unit to move further up when it is used for direct-fire missions. In exchange, the barrage of the M8 Scott has been reworked. While the shells do not have the OHK radius of auto-fire shells, the lower scatter, increased rate of fire and reduced damage drop-off should allow the M8 Scott to function as an artillery unit, something USF lacks in the late game.
M36 Jackson Tank Destroyer
The Jackson is having its veterancy 3 penetration bonus decreased to reduce the unit's impact against the heavy armor of Axis vehicles that have gotten lower over the years. Players will still have the option of HVAP to penetrate the heaviest tanks.
The WC-51 is receiving adjustments to make it easier to fight early game. The lack of self-repair and reduced ability to kite infantry should lower the WC51's ability to dominate early infantry fights and force a Rear Echelon unit to repair the vehicle. Shared veterancy has been added to allow the WC51 to scale, in addition to the unit already having a number of late game abilities that other ultra lights lack.
The following change was done to match other rocket artillery which have received lower bonuses from veterancy.
British HQ Structures
To make it easier to utilize other healing options, infantry will now retreat directly towards the HQ,
rather than to the Platoon or Company Command Post.
AEC and Bofors Tech
The AEC and Bofors upgrade will no logner lock each other out. The resource requirement for each unit did not warrant a lock-out, particularly for the Bofors
The Forward Assembly is seeing a reduction in its build-time. This should make it easier to establish a Forward Assembly as a reinforcement and healing point.
The PIAT is having its cost reduced due to the limited number of British troops that are effective with the weapon. The accuracy increase should also improve its performance at range to help zone out vehicles.
The Mill Bomb is having its fuse time increased to match other non-elite fragmentation grenades.
Royal Engineers are being moved to the HQ to encourage different builds from the British, help provide map control over the more expensive Infantry Section, and provide a cheaper supporting unit. A number of their abilities and construction options are being pushed back to avoid having a significant impact in the early game.
The capture rate of Infantry Sections is being lowered to reduce the ability of the British faction to snowball their map control through pure Section builds. The munition cost of medical kits has also been increased to match their performance and ability for Sections to sustain themselves on the battlefield.
Vickers Heavy Machine Gun
The Vickers HMG is having its veterancy 1 ability modified to allow it to be used in more situations that do not require the unit to be placed in a garrison. It will also give the British an option to ward of light vehicles with their machine gun.
Given the changes to Royal Engineers and the timing of most healing options for other factions, Medics are being moved into the Platoon Command Post.
The Universal Carrier is receiving a slight nerf by adding a fuel cost to the unit. Its effectiveness in the early game warrants a slight delay to British teching. Suppresive Fire is also having its price increased to match other on-demand suppression abilities.
The British Assault Officer is having his capture rate increased to compensate for the nerf to Sections. His experience requirements have also been reduced to decrease the time needed to gain veterancy.
The AEC is seeing a build-time increase to push the unit back slightly to give other LVs more opportunities to roam before the unit appears. The sight is also being reduced to make it more difficult for the AEC to hunt for targets on its own.
The Cromwell is having its veterancy adjusted to provide more mobility to the unit early on for a slight reduction in offensive power. The unit has also received a new veterancy 1 ability to improve the Cromwell's abilities at finding vulnerable vehicles and finishing them off.
The Centaur is seeing increases in its mobility and speed. Previously, unit's poor movement stats made it difficult to use with its average survivability. The unit's veterancy requirements have also been reduced due to its nature as an AI tank.
M4A2 Sherman Firefly
The Firefly is having its turret rotation improved. Its current turret rotation speed makes it track slower than most case-mate tank destroyers. The unit's speed at veterancy is also being improved. These changes should make the unit feel more responsive.
Churchill Infantry Tank
The Churchill is seeing improvements to its main gun which will now always use the shortest reload value. The unit has also gained the ability to be upgraded with the tank commander to improve sight and accuracy. The unit has also gained a fixed machine gun to improve its AI value late game, though its rear armor has been reduced to make it more vulnerable to being flanked - the rear armor, however, is still higher than usual when compared to other tanks.
Veterancy 1 now grants a Vickers K pintle; weapon follows the rotation of the turret:
DPS at 0/10/15/20/25/30/35:
Reload from 6.125/7 to 6.125
The Comet has received slight nerfs to its scatter to make the unit less potent against infantry. The turret traverse has also been reduced which was too high compared to most other vehicles which included M4 Shermans.
The Mortar Emplacement has received a number of changes to make it more usable by being cheaper to initially put down. By granting only one mortar to the player, the UKF player does not need to expend a large amount of resource to get access to basic indirect-fire. The addition of the heavy mortar barrage will give the British a long-range late game artillery unit in the core. The 2nd mortar has also received a slight increase in auto-fire ready aim-time so both shells do not land immediately.
Bofors AA Emplacement
The population of the Bofors is being reduced to match its effectiveness and cost.
17 Pounder Emplacement
The 17 Pounder Emplacement's world piercing rounds are being reduced in cost to better match their performance.
Valentine Mk IX
The Valentine must now be built from the HQ as a delay mechanism. Previously it could arrive too quickly for the amount of damage it could cause along with its good survivability.
Infantry Medical Kits
Medical kits are receiving a lower cost to incentivise their use.
Pioneers are having their veterancy requirements slightly adjusted due to mediocre combat potential. Received accuracy is also replacing an accuracy bonus as the unit is not meant to be on the offensive without support.
Grenadiers are having their formation changed to make it more difficult to focus a single model, given their four man squad size. Veteran Squad Leader upgrade is also being adjusted to make the squad less potent, rather than a straight improvement over the LMG 42 upgrade.
Sniper Incendiary Shot
The Sniper's incendiary shot has been modified. It will no longer fire faster the closer a hostile unit is to the sniper and it will no longer allow the sniper to snap off another shot immediately after firing the incendiary round. In exchange, the stun should now always go off on targets reliably and its price has been reduced.
Panzergrenadiers are having their grenade range exchanged for a recharge bonus due to the lethality of the bundle grenade.
The Ostwind is having its experience requirements lowered due to its role as an anti-infantry tank/AA tank.
Given that the StuG G must cycle a reload before it can fire TWP for a fairly weak blind, we are increasing the ability's damage. Previously, it was better for the StuG G to not use this ability as raw damage was more important against most targets.
Sturmpanzer IV Brummbar
The Brummbar is having its veterancy 2 armor bonus slightly reduced and the Bunker Buster barrage is receiving a munitions cost to better reflect its power. The recharge bonus on the Bunker Buster Barrage has been lowered to compensate.
Due to the nature of these upgrades, the exclusivity has been reduced.
In general, rocket artillery is receiving reduced veterancy recharge bonuses to lessen the impact of veteran rocket artillery which could recharge extremely quickly for the amount of damage they could cause. The Panzerwerfer itself is having its Counter Barrage veterancy ability removed and being given a low angle barrage which will allow it to get individual rockets on target faster.
S-Mines are receiving suppression to lessen their ability to wipe out squads without warning that accidentally step into larger fields. Squads will still need to step on 2-3 mine patches to be suppressed.
Osttruppen have been moved to the Infanterie Kompanie. Previously, the unit allowed for very potent tech rushes into either Panzer Grenadiers or light vehicles that certain factions had issues responding to. Their panzerfaust range has also been reduced due to their larger squad size over Grenadiers while slot weapons given to Osttruppen will now deal more damage when the unit is in cover. The latter should improve the mid-late game performance of Osttruppen.
Assault Grenadier Sprint will now require Battlephase 1. This should make early engagements against Assault Grenadiers more meaningful, allowing infantry to disengage and maneuver around this unit without immediately being rushed down.
Jaegar Armor Commander
The following change was to address the issue of the Jaegar Armor commander being able to both spot and hardcounter artillery units which would be able to pressure the Elefant.
OKW Heavy Tanks, Sturmtiger, Jagdtiger, and Command Panther Dispatch
Due to the number of heavy tanks in the OKW arsenal, all these units will share a cooldown to prevent a player from immediately building a replacement should they have the available resources.
The OKW Battlegroup has been split into two parts. This will allow OKW to have an easier time backteching to medics or indirect-fire if they went Mechanized or for faster access to HMGs. Prices have been adjusted on all upgrade items available in the Battlegroup Headquarters.
The following changes will allow OKW doctrinal vehicles to arrive sooner, giving the player more options over the standard OKW Panzer IV which they previously competed with. Earlier, upgraded Obersoldaten should also make more of an impact in the infantry battles in the mid-game.
As with flamethrowers, the Volksgrenadier flame grenade is being altered to make it easier to set buildings alight.
The following changes will make the Kubelwagen more effective on the move focused primarily on sniper. Previously, a Kubelwagen would do no damage when chasing down a sniper due to its extremely high penalties on its burst duration. The general improvement should not impact most infantry engagements outside extreme cases where there is a very low health squad being pursued by the Kubelwagen.
The following changes should make the Raketenwerfder more responsive when new models replace members of the gun team and also make it easier to reverse move the unit. The target size of the gun has also been increased to match other ATG, making it easier to destroy when decrewed.
Adjustments are being made to Stumpioneers to allow their Panzerschrecks to be a functional upgrade and diversify OKW builds. Their high costs and fall-off in the AI role mid-game makes it impractical for multiple Sturmpioneers to be fielded. Population is also being reduced to help OKW's population issues in the late game.
251 Flak Half-Track
With the changes to the Battlegroup Headquarters, the Flak Half-Track is receiving a build-time decrease to maintain its timing.
The following change will make the Le.IG more responsive when firing its smoke barrages.
251 IR Half-Track
Adjustments have been made to the 251 IR Half-Track to allow it to better spot camouflaged units given its role as a spotting unit. We are also giving the unit a reconnaissance ability to allow the 251 to operate better on maps with significant LOS blockers.
Panzer II Luchs
The Luch's veterancy 5 Suppressive Fire ability is being improved by allowing its coaxial to deal suppression in addition to the main gun. This will allow the Luchs to pin infantry after several seconds of sustained fire. The Luchs will also be more effective against units in heavy cover and garrisons. Previously, the unit did too little damage to troops in strong cover, despite its AI role. The Luchs has also gained an improvement in stealth detection, allowing it to be a capable scout/infantry hunter.
Sd.Kfz 234 Puma
The following change will make the early Puma less dominant against other light vehicles by reducing its ability to self-sight.
251 'Walking Stuka' Rocket Half-Track
Adjustments have been made to the Stuka Half-Track to improve its consistency against armoured vehicles. Direct hits from the rocket will now cause a penetrating hit, rather than the unit being reliant on AOE penetration to harm vehicles. Furthermore, the Napalm Rockets have been reworked to arrive earlier, hit more accurately, be less powerful, cheaper, and cause suppression. This change will make the rockets effective against clustered weapon teams which the creeping barrage cannot hit or as a weapon to halt massed infantry assaults.
With the increased price of the base Schwerer Panzer Headquarters, the upgrades for Obersoldaten no longer need to be locked behind Panzer Authorization.
Tiger II King Tiger
The King Tiger is receiving adjustments to its veterancy. This will put its bonuses in line with other tanks, with the reload combat bonus being available within the first 3 levels of veterancy.
With the earlier timing of the Hetzer, the target size of the unit has been increased until veterancy 1 to make the unit easier to ward off with AT weapons.
Panther Ausf. G
The OKW Panther is being standardized with its Ostheer counterpart, receiving a nerf to its acceleration bonuses in exchange for lower veterancy requirements all-around.
Jeagar Light Infantry
The following is a consistency change to make JLI match other OKW infantry in terms of their combat bonuses when fully vetted. Previously JLI received another combat bonus in addition to their previous received accuracy bonus at veterancy 2.
Special Rifle Command
The Special Rifle is having its build time decreased to allow its expensive units to arrive to the battlefield slightly sooner to make up for the tier's lack of map control.
The following change to the Tankiovy Battalion and Mechanized Armor Kampenya keeps the tech timing of Soviets the same for late-game vehicles, but allows light vehicles to be deployed slightly sooner.
Mechanized Armor Kampenya
Headquarters Medic Upgrade
Medics are having their price reduced to compensate for the fact Soviets gain few bonuses through tech compared to other factions along with the requirement of needing grenade tech later on.
We are merging Molotovs and AT grenade into one package. This will make both grenade abilities cheaper compared to them being offered seperately.
Mobilize Reserves Global Upgrade
Mobilize Reserves is being changed to give Soviet players an option to improve their infantry in the mid-game, without having to pay a high resource cost to access the upgrade. Furthermore, Penal Battalions will now be affected by this tech to reduce their manpower bleed in the late-game.
Tripwire Flare Mines
Given how cost effective Tripwire Flare mines can be thanks to their ability to inflict a model loss, provide vision, and are readily available on Conscripts and Combat Engineers, their cost is being increased to better reflect their performance.
Soviet Mortar and ZiS-3 Crews
This change will make Soviet weapon teams provide more experience as they previously provided too little experience to non-infantry units. This brings them on-par with Maxim crews, but less than other weapon crews.
Received accuracy is replacing the weapon accuracy bonus at veterancy 3. This will make late game Combat Engineers more survivable.
The sandbag changes that were applied to the other factions will now apply to Conscripts in the early game to encourage more mobility and positioning. Conscripts will build items faster once they have veterancy as they are reliant on their sandbags during the mid-game period. Their veterancy 3 bonuses have also been reduced due to how cost-effective Conscripts are in the late game when it comes to trading with other infantry.
Penal Battalions have received a number of changes to improve their performance. Some of their late game accuracy has been shifted to received accuracy to improve their survivability on top of the previously mentioned global bonuses provided by Mobilize Reserves. Their initial cost and reinforce time has also been reduced to better reflect their numbers and initial performance. In addition, the PTRS upgrade has been altered to serve as a true AT package. Penals with AT Rifles should now be able to ward away most early game light vehicles while being more potent against heavier armor. AI effectiveness with the PTRS rifles will maintain the same DPS as previously, though, the AT rifles will not be as consistent as the more accurate and faster-firing SVT against infantry.
The M3 scout car is having armour exchanged for health, giving it more survivability against lightcannons and mines while having minimal impact against small-arms. The scaling of the M3 is also being improved by allowing it to gain veterancy faster and capture territory, rewarding unit preservation into the mid-late game.
M1910 Maxim Heavy Machine Gun
The following changes will help alleviate the deathloop issue the Maxim has by reducing the time it takes for a new gunner to responsd to orders/act. Sustained Fire is also losing its veterancy requirement to give early Maxims an on-demand suppression boost.
ZiS-3 Field Gun
The HE barrage is having its reload time increased to give team weapons more time to react when being barraged.
The M5 is having its AA chance reduced. Previously it would immediately destroy planes due to its high rate of fire.
The T-70 is having some of its potential slightly lowered, particularly in the AI role. Recon Mode has also been adjusted to have a delay before the main gun activates, reducing its effectiveness when caught out of position.
The SU-76 has receieved a large number of changes to improve its performance. The firing cone has been increased, allowing SU-76s to be able to track targets more effectively and the unit will now rotate faster at lower veterancy levels. General mobility at veterancy has also been improved for acceleration boosts. The veteran ability has also been replaced with Camouflage, allowing the SU-76 to remain hidden until targets come into range.
T-34 Ram Ability
The following change has been done to lower the impact of RNG for the Ram ability and allow vehicles hit by ram to still have a chance to move away when hit to avoid incoming airstrikes.
With the reduction of armour on certain Axis tanks, along with the SU85 receiving improved penetration from previous patches, the unit no longer needs high veterancy bonuses for penetration. Furthermore, the Focus Sight ability has had a reduction in vision due to how potent the ability is when paired with artillery, or other AT assests.
The cost of Creeping Barrage is being slightly reduced to better reflect its performance - even with the bug fixes applied. The recharge bonus of veterancy 2 has also been reduced due to how fast veteran rocket artillery was capable of firing in the late game.
The following changes are in line with other HMGs that have had their attach time adjusted.
The ISU-152 has received adjustments to make the unit less potent in team games. The unit's ability to shell infantry from extreme range made it difficult to attack the unit when it was paired with AT support and mines which the unit could hide behind. The range of the ISU in HE mode is being reduced to make it easier to catch the ISU out of position. Concrete rounds have also been adjusted to always penetrate armor and cost less munition, though the weapon's one hit kill radius has been reduced. The bug-fix to Concrete Rounds should also make it easier to use now as the unit no longer needs to cycle a reload if it has fired a standard shell and then follows up with a Concrete Round.
Soviet Mechanized Support and Shock Motor Commanders
Similar to the Jaegar Armor Commander, we are removing the abilities of these commanders to knock out heavy artillery pieces that would otherwise put pressure on the ISU and Elefant. The Sturmovick Attack Strafe has been added to gives these commanders potent AI power.
Critical Damage Icons
A small number of icons have been updated to address the differences between the levels of damage the vehicle has taken. The changes apply to immobilized and engine damage caused by snares. This will help better differentiate their icons from engine damage caused by mines and other sources.
Panzerfausts, AT Grenades for Mainline Infantry
For consistency across all factions, the snares for these infantry units have been standardized for all mainline infantry.
HMG Timed Abilities
Mine Sweepers for AEF, UKF, Soviets, and Ostheer
The following factions have received new unit shield icons when these units are given minesweepers. Previously, it was impossible to tell what weapons their units had if the minesweeper icon blocked the weapon icons.
Hotfix - March 2nd 2021
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.