The December Update comes with a multitude of changes from commanders and core faction balance to new maps and map balance changes. As stated in the December Update blog post, none of these changes would have been possible without the dedication, commitment and support of COH2's core community. This might be a Relic post and Relic might be releasing the update, but make no mistake, today's patch is by the community, from the community, and for the community.
Due to the magnitude of the changes and content included with today's update, the patch notes have been split into three parts. For a detailed overview of all the Commander Changes in today's update, please check out the post Commander Revamp - Final in the December Commander Revamp Changelog thread. For all information regarding the new maps and map balance changes, please go to December Update - Map Revamp Preview thread. For all other changes including new content and core faction changes, please read the notes below.
Adjustments to select heavy tanks that are currently over performing in team games
Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy
Adjustments to OKW and UKF Forward Retreat Points to create a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games)
Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes
General improvements to help with quality of life and strategic diversity
Model 24 Stun Grenades (Elite Troops/Sturmpioneer Grenade)
We are fixing several issues with the German Stun Grenades while maintaining their current functionality.
Target Weak Point/Treadshot
These abilities have been modified to allow the user to fire on the move. Previously vehicles would need to halt and could lose track of their target when firing these abilities.
Trenches (All variants)
* All trenches revert to neutral control when they are no longer garrisoned
* Can only be built in friendly, secured territory
* Target size from 2 to 20 when neutral (to allow AT guns and tanks to clear them from the battlefield)
Blitzkrieg/Overdrive/War Speed/Step On It
* These movement boost abilities will now cease when the vehicle receives an engine critical.
Forward Retreat Points
Forward Retreat Point timings are being adjusted to arrive in the mid to late game for all factions; reinforcement time has also been adjusted to reduce the power of forward positions.
* All sandbags standardized to 240 health and 35 armor.
* Wehrmacht sandbags build-time from 60 to 45
Western Front Armies' repair speeds are being brought in line with the Eastern Front armies.
USF Rear Echelon & British Royal Engineers:
Heavy Sapper upgrade repair bonus from 2 to 0.525
Repair speed from 3 to 2
A squad AI behaviour has been added where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground.
Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position
Fuel and Munition Caches
* Manpower cost from 200 to 250
The lack of delay entering and leaving garrisons made indirect-fire and grenades difficult to perform their anti-garrison role as squads could quickly jump in and out of buildings to dodge these attacks. We found This was particularly problematic for non-EFA factions who lacked flamethrowers on their engineer units.
Demo charges have been modified to be more focused on being used to demolish obstacles rather than as high explosive anti-personnel devices meant to wipe out squads in the open.
We are changing the hold fire button for all units in the game for consistency and reachability. Your fingers will thank you.
The changes to Soviets are meant to encourage more diverse strategies by allowing both Conscripts and Weapon Support Kompenya to operate effectively; Rifle Command and the Penal Battalions have also received a slight reduction in power to lower the reliance on mono-strategies.
Conscripts are being adjusted to deal more reliable damage and have some capability of scaling into the late game by bleeding infantry at range when fighting from defensive positions.
Molotov Package Upgrade
The Molotov package upgrade cost has been reduced to improve their accessibility
Penal Battalions are losing their Anti-tank "sticky" satchel on squads not upgraded with the PTRS package to increase the number of counters that can be fielded and to create a stronger trade-off between anti-infantry and anti-tank. The unit will also now take longer to reach its full potential through veterancy to match their combat performance.
1910 Maxim HMG
The Maxim is being slightly adjusted to acquire targets more quickly and deal more suppression.
Machine Gun Suppression Intel Bulletin
* Suppression bonus reduced from +5% to +1%
ZiS-3 Divisional Field Gun
We are improving ZiS-3 access to its barrage ability to make up for its low rate of fire and penetration. This will emphasize ZiS-3’s secondary role as an indirect fire unit that can soften up enemy positions.
PM-42 82mm Mortar
The PM-42 Mortar will now have the ‘Flare’ ability at Vet 0 to provide vital scouting information and to give the Soviet mortar a more utility oriented role when it is deployed.
Cost of the T-34/76 is being increased to be more in-line with its performance.
Due to the current survivability necessity of the Support Armor Korps (T3), we are improving accessibility for players to tech to the Heavy Panzer Korps (T4) after building T3, as well as increasing the viability of multiple T3 and T4 vehicles.
Tech Cost Restructuring
To allow Wehrmacht players to explore more diverse build orders and have access to a more versatile roster we have moved the majority of tech costs from Tier 3 and 4 buildings to Battle Phase 2. This change does not affect the amount of required resource to unlock T3 or T4 directly, however, it does allow players to better adapt their strategies in the late game by making teching to T4 from T3 or back-teching from T4 to T3 a viable option.
Grenadiers are receiving a decrease to their population to better match their performance in comparison to other mainline infantry.
251 Half Track Flamethrowers
With the recent changes to garrisons, the 251 is getting a reduction to its damage against entrenched infantry to gives players a chance to react and de-garrison.
The Pak 40 is having its population reduced to better match its performance with other anti-tank guns. Target Weakpoint has been adjusted to allow players to have some control over their vehicle when hit.
Bundle Grenade (affects both Wehrmacht and OKW)
Due to the changes to Gammon Bombs, we are also adjusting the Bundle grenade to match its counterpart’s performance:
The Panzer IV is having its ranged penetration increased to better combat medium tanks at a distance where it has the advantage of stronger frontal armour and faster rate of fire.
Ostwind (also affects OKW doctrinal variant)
The following changes make it so that Ostwind becomes a more reliable anti-infantry platform, regardless of the map and at a cheaper cost.
StuG III Ausf G
The StuG G’s ‘Target Weakpoint’ ability's potency is being reduced, in return the StuG G machine gun is being boosted to have better use in defending the vehicle against infantry.
Panzer V Panther
The Panther's veterancy has been adjusted to bring its scaling better in-line with its counterparts while improvements have been made to its rate of fire and MGs to help it achieve veterancy quicker and better fend off infantry assaults.
250 Mortar Halftrack
* Smoke cooldown on separate cooldown from offensive abilities
Panzer VI Tiger (does not affect Tiger Ace)
The Tiger is receiving mobility boosts to allow the Tiger to navigate the battlefield more easily and disengage from threats such as anti-tank guns or tank destroyers.
We are reworking the M36 Jackson tank destroyer to give it more survivability in order to allow it to face late-game threats. In exchange for the Jackson changes, USF Riflemen now lose access to smoke grenades. This change will ensure that players continue fostering a mixed-squad army well into the late-game, and will also reward players more for using USF's elite infantry.
Rear Echelon have been updated to provide a more supportive role by allowing them to use smoke grenades and deploy mines to slow incoming armor.
* No longer has access to M23 Smoke Grenades
Population has been adjusted due to the Ambulance’s role as a healing station with limited combat functions outside of reinforcing troops on the field.
M1 81mm Mortar
Given the loss of Rifle smoke, we are improving this unit’s ability to deploy smoke at range to promote diverse build orders and allow aggressive pushes in the early game.
M2HB 50cal HMG
The population has been adjusted to better match the unit’s performance.
‘On Me!’ will no longer provide combat bonuses to better represent the ability’s lack of munitions cost and to limit the power of blobbing infantry around the Captain.
The population has been adjusted to better match the unit’s performance.
* Now has access to the M23 Smoke Grenade; requires Grenade Package from the Rifle Command
The Sherman's HE shells have been adjusted to be more reliable at dealing damage, but also less capable at wiping out squads.
The M36 is having its damage modified to be more reliable against tanks, including heavies, but less potent in terms of burst damage against lower health vehicles.
With the changes to OKW veterancy, the high values OKW units awarded when damaged are no longer necessary.
Veterancy 5 for select units no longer increases the unit’s current value, reducing the amount of experience they give to other enemy units that hit them.
Combat Blitz is being modified to be less potent as an escape tool, particularly on the heavy vehicles while reinforcing its role as an offensive ability.
Schwerer Panzer Headquarters
Due to the nature of the Panzer Headquarters flak cannon, we are limiting its ability to shut down aerial-based abilities without some form of trade-off.
Base 20mm Flak Emplacement
Can no longer target aircraft; only applies to the base defenses, not the doctrinal variant
The Kubelwagon has been adjusted to be more vulnerable to small-arms fire, limiting its ability to solo infantry squads in the early game through the RNG nature of armor.
We are expanding OKW’s options for starting infantry units by making pioneers take up less population, being cheaper to build and reinforce and allowing the squad to gain veterancy more quickly to scale into the mid-late game.
Volksgrenadier late game strength is being toned down by modifying their veterancy while their Incendiary Grenades are being adjusted to give opposing players time to react.
The Raketenwerfer has been adjusted to be less potent at veterancy, but more reliable and more difficult to lockdown by HMGs.
Projectile no longer collides with terrain
MG 34 Heavy Machine Gun
The MG-34 has been adjusted to deal more damage against infantry and to allow it to gain veterancy more quickly. Cost and population adjusted appropriately.
The Le.IG is being made to require more micro to use at its full potential, but will now be more readily available and will now allow OKW players to be aggressive against support heavy builds through the deployment of smoke.
251 Flak Halftrack
The 251 is receiving changes to be able to respond more quickly to incoming threats and be easier to vet up.
Panzer II ‘Luchs’
The Luchs is being delayed in its timing while its accuracy against vehicles has been greatly lowered. Previously, the Panzer II could not miss the smallest of light vehicles, even while on the move.
251 Wurferman Stuka
The Stuka is being put in line with other rocket artillery pieces by lowering its health and being less capable of outright destroying structures and teams weapons with a single volley of rockets.
Obersoldaten are being made more accessible through a number of changes with only some slight adjustment regarding their late game veterancy to prevent them from over performing in the late game if the unit well preserved by the player.
Obersoldaten MG 34 LMG
The Jagdpanzer veterancy bonuses and abilities have been adjusted to be more in-line with other vehicles.
The Panzer IV for the OKW is being modified to have more powerful anti-infantry capabilities with a cost reduction to match its performance.
Panzer V Panther
The Panther has received adjustments to make it more accessible in 1v1 but less attractive to field groups of Panthers in team games due to increased fire on the move penalties and increased population.
To prevent the unit from wiping full health squads at range and while on the move, the following changes have been made:
We are tuning Infantry sections, Sappers, Mortar Pits, Fireflies and the Crocodile down to appropriate levels for their cost. At the same time, we are increasing British army availability to proper smoke and anti-garrison tools through improvements to the WASP, the 25 pounders and Mortar Pit smoke.
British Infantry Received Accuracy Cover bonus
We have removed the cover bonus from British infantry. Previously British infantry would be harder to kill, even if flanked due to the nature of the bonus.
MK II Mills Bombs
* Upgrade cost from 150/15 to 100/10
* No longer requires Platoon Command Post to upgrade
Bren and PIAT Weapon Racks
* No longer requires Platoon Command Post to upgrade
Infantry Section (All variants)
We feel that Tommies come out of the gate with too much raw power but also lack the offensive ability to assault positions. Therefore, to make Tommies feel more reliable and to improve their consistency on the battlefield, we've made the following changes:
We felt that Sappers tend to scale to well for their cost due to their low received accuracy and reinforcement costs.
We are improving the performance and reliability of the Universal Carrier to give the British faction reliable access to anti-garrison, and to also offset other changes to UKF’s early game. We are also addressing the issue where the universal carrier is too good at tanking anti-infantry damage with its self-repair ability.
AEC MK III
The AEC has been modified to be able to snare vehicle without requiring veterancy and allow the AEC to better function into the late game.
The Centaur has been adjusted to be more reliable against garrisons and has been given increased speed and mobility to allow it to disengage more easily.
To preserve the Firefly's role as a long range, accurate tank destroyer while making the vehicle less potent at hunting down and killing enemy tanks on the move, the following changes have been made:
The aura is being removed to decrease the potency of massed emplacements while the structure is given utility to provide more reliable healing over Infantry Sections.
Heavy Gammon Bomb
The Gammon Bomb is being brought more in-line with Satchel Charges to make it more accessible while preserving its role of denying area and clearing garrisons.
Given the lack of infantry snares, the PIAT is having its range increased to allow it to deter light vehicles.
25 Pounder Base Howitzers
We are changing 25 pounders so that they become effective as a fast-response artillery that can be used to negate buildings or take down enemy emplacements reliably.
* Now counts as neutral when abandoned; can be captured
* Cost from 50 to 0
* Requires unit to be in friendly territory to be constructed
We have modified Brace to be less rewarding by shortening its duration and limiting the heal an emplacement receives when under these effects.
The Mortar Pit was too efficient at locking large portions of the map compared to the minimal amount of user input required to operate it.
17 Pounder Anti-Tank Nest
* Population from 20 to 14
* Reload from 5.7 to 5.5
* Can no longer garrison troops
* Weapon range UI indicator added
* Flares moved to veterancy 1
* Piercing Rounds now available at veterancy 0
Churchill MK IV Infantry Support Tank
Given its role as breakthrough unit that can soak up incoming fire. Smoke has also been adjusted to allow the tank to move ahead and cover the advance or to pull back from danger.
V2.0 of the December Balance Preview marks the final public update for the mod, focusing on some last iterations and adjustments to the Soviet, Wehrmacht, and OKW. Although no additional public versions of the balance preview mod will be released from this point forward, your feedback is still valuable to us as we continue to finalize and adjust some of the existing changes between now and when the December Update goes live.
Based on feedback and data we've collected, it seems clear that although some changes might be somewhat controversial, the overall direction of the changes are widely accepted and approved by the community at large. As of today, the DBP mod has nearly a 90% approval rating on Steam which is a great sign that the changes are on the right track.
We would like to thank everyone for their incredible dedication over the past 6 weeks for all their amazing feedback and contributions. This December Update is largely by the community; for the community and would not have been possible without your passionate commitment to COH2 and the countless hours of testing, tuning and integration of the balance mod from community members Mr. Smith and Miragefla.
Loiters would sometimes last longer than the denoted duration, and could even acquire targets outside the visual indication.
The ML-20 is too effective at wiping infantry models.
To give the KV1 a more defined role (soaking damage), we are slightly increasing its durability, and significantly increasing the rate at which it can get repaired. The following changes will result in KV-1’s being 25% faster to repair.
G43 upgrade (Stormtroopers only)
The change to the Stormtrooper G43 upgrade only benefited Elite Troops doctrine (which is already dominant) at the expense of other doctrines, which goes against the intent of fostering more strategic diversity.
To normalize the XP value for OKW squads (i.e,. How much XP enemy units gain from attacking OKW squads), the OKW units that have had their performance adjusted no longer award additional XP when transitioning from Veterancy 4 to Veterancy 5
Panzer II 'Luchs'
We want to delay the arrival time of the luchs, without delaying the arrival of the MechHQ building, or the cost-efficiency of the unit to prevent it from dominating the battlefield if rushed.
We want to delay the arrival time of the Command Panther to prevent the Spec Ops doctrine from dominating opposition in 1v1 and overshadowing all OKW doctrine’s due to the call-in mechanic.
The 1.9 update continues the DBP by targeting some of the remaining dominant call-in meta to bring these strategies in line with the existing faction design and relationships.
The following vehicles are now available 0 CP, but buildable only at each of the factions’ respective tech buildings. The reason why OKW call-in vehicles have been moved to T4 rather than the HQ is to level the playing field for all OKW doctrines and ensure that call-in options continue to make T4 placement relevant.
Tying the following vehicles to tech will achieve the dual goal of making call-in vehicles less dominant in 1v1 (since they generally arrive earlier than their corresponding core tech), and making the same vehicles more relevant in 2v2+, as they can now arrive earlier in these gamemodes (i.e. Command Points accumulate at a slower pace than relative fuel income)
Volksgrenadier STG Upgrade
We feel that the combination of STG upgrades and the potential to pick up and deny additional weapons makes Volkgrenadier late-game potentially too strong for cost, considering how powerful the unit is in the early game.
Due to the Sprint ability merging with Ambush Camouflage, Tactical movement became a redundant ability for the commander. Thus, we are replacing it with an ability of similar strength that provides better synergy.
We felt that popcap of the ISU was not in-line with its improved performance.
The V1.4 Update continues with some minor iterations to the Soviet, USF, OKW and Wehrmacht as well as some significant changes to the British Forces.
* Can no longer be planted on territory points
* Fuse timer change reverted
* Demo charges are now revealed by all units within 7m.
In light of the recent changes made to Conscripts, to prevent them from scaling too well at higher veterancy with picked up weapon upgrades, the following change has been made:
To make the IS-2 more reliable at range, the following changes have been made:
Due to the recent performance enhancements made to the Ostwind, we reverting the range increase to make it slightly more vulnerable.
To further increase the required management of the unit, the following changes have been made:
Auto-attack range reduced from 85 to 80
Veterancy 3 smoke recharge moved to veterancy 2
Captain On Me
To prevent the "get out of jail free card" this ability provides to blobbing, the following changes have been made:
M36 Jackson Tank Destroyer
To improve the Jackson's tank hunter capabilities, the following changes have been made:
UKF Artillery Commander Concentration barrage
* Can no longer fire through the FOW
* Now always fires Airburst shells, regardless of Anvil tech
To increase vulnerability of emplacement to their counters, the following changes have been made:
* Garrison bonus changed from reload bonus to barrage recharge bonus (-25% recharge)
* Mortar Pit autoattack reduced from 90 to 85
To increase diversity and utility of the FA while decreasing the benefits of emplacement clumping, the following changes have been made:
* Popcap reduced from 20 to 14
* Arc indicator added
* No longer possible to garrison the 17-pounder
* Reload speed normalized from 5 - 7 to 5.5
* Flares from garrison bonus to veterancy 1.
* Piercing rounds moved from Vet 1 to Vet 0
Tommies (also affects Tank Hunter Infantry Sections)
We feel that Tommies come out of the gate with too much raw power but also lack the offensive ability to effectively assault a position. Therefore, to make Tommies feel more reliable and to improve their consistency on the battlefield, we've made the following changes:
British Infantry Cover bonus
* Sappers, Sniper and Commandos no longer gain -10% RA bonus when in cover
We felt that Sappers scaled too well and become too cost effective as the game progressed compared to the British's mainline infantry. To compensate for this, the following changes have been made:
To increase the appeal of Anvil to be more on par with Hammer and to bring its cost better in-line with its benefits / performance, the following changes have been made:
* Movement speed penalty reduced from -50% to -25%
* Armor bonus reduced from +1 to +0.25
* Population cap reduced from 18 to 16
* Smoke projector speed penalty removed
* Veterancy 1 side-hatch SMGs moving accuracy penalties increased from 0.5 to 0.85.
* Now fire at randomized intervals between 5-10 seconds
* Now have a 15 radius scatter
Heavy Gammon Bomb
To make the Heavy Gammon Bomb a better building clearing tool and more in-line with the Satchel charge, the following changes have been made:
To brine the Crocodile's performance better in-line with its cost, the following changes have been made:
We felt that the Centaur lacked needed anti-garrison abilities and suffered from low mobility which made the unit ineffective on certain maps. To resolve theses issues, the following changes have been made:
25 Pounder (Base Howitzers)
We are changing 25 pounders so that they become effective as a fast-response artillery that can be used to negate buildings or take down enemy emplacements. Airburst changes make it so that teching Anvil will allow the 25 pounder barrage to also double as an area-denial ability.
For more details on the British Commander changes as part of the December Update's Commander Revamp, check out the December Commander Revamp Changelog.
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
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.
We are changing the hold fire button for all units in the game for consistency and accessibility.
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.
We are adjusting barrage to match its new price.
* Population cost increased from 19 to 20.
* 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.
We are reducing the extremes in performance for the Sherman HE shell to improve consistency and reliability.
To make the Easy-8 less effective at wiping squads on the move, we have made the following change:
The following change is intended to make rocket plane attacks more consistently accurate, especially vs stationary targets.
* Sight and range bonuses have been removed from veterancy 4 and 5 (other vet bonuses remain)
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:
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:
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.
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.
We would like to experiment with giving the British faction reliable access to snare enemy vehicles to help offset their weakened early game.
We found that the cost of the medic upgrade was too expensive on top of the already significant costs of the assembly.
It looks like you're new here. If you want to get involved, click one of these buttons!