* Munitions cost increased from 90 to 110
For all core faction changes released in the December Update, check out the Company of Heroes 2 Changelog.
Infiltration is being adjusted to be less potent by forcing all abilities to be on cooldown. This will prevent players from spawning a unit and throw a grenade before the other player can respond.
All abilities now start on cooldown
A number of units have been changed from call-ins to requiring appropriate tech to be built. This will make the following units less dominant in 1 vs 1 scenarios where the punishment for the lack of teching is not as severe. Equally, these units will now arrive to the field earlier in larger game modes, making them more accessible.
Loiters would sometimes last longer than the denoted duration, and could even acquire targets outside the visual indication.
Shock Troops have been adjusted to have lower bleed effects on a player’s manpower due to their short-range while their grenade has been improved to assist with flanks and dislodging team weapons.
The ISU is being made more reliable against both infantry and armor, while lowering its potential to wipe out squads in a single shot.
IS-2 Heavy Tank
We are adjusting the IS-2 to be more reliable against infantry due to its slow rate of fire.
ML-20 152mm Howitzer
The ML-20’s high manpower cost is being offset by moving a portion of it into fuel. Damage has been adjusted to be more reliable with lower wiping potential.
B4 203mm Howitzer
* Cost from 600 to 400 manpower and 50 fuel
* Population from 20 to 15
Loiters are being adjusted to be more cost effective as they are more vulnerable to being shot down after the first pass.
Repair Stations (Soviet Industry Tactics)
With the general changes to repair, Soviet repair stations are being given a manpower price to limit a player’s ability to mass produce them without sacrificing unit production.
The reduced duration on Rapid Conscription will make the ability more of a tactical choice. The adjustment was necessary due to the altered performance of the Conscript squad.
Soviet Vehicle Crew Repair
* No longer drains munitions income by 50% per tank
* Cost from 30 to 35
For Mother Russia
The ‘For Mother Russia’ ability is having its potency reduced due to how powerful it was compared to similar abilities.
Soviet Forward HQ
We are making the Forward HQ provide fewer bonuses to units fighting around them and requiring these structures to be converted in friendly territory. Cost has been slightly to compensate.
Due to KV-8 now requiring tech, the tank's armour is being increased to improve its role as a breakthrough unit.
DShK 38 HMG
The DShK is being adjusted to be less potent in terms of raw suppression and damage to match its appropriate cost.
M4C 76mm Sherman
* Now requires Support Armor Kompenya to be built
We are reinforcing some of the pre-existing abilities of the commander to also revitalize numerous other overlapping Soviet Commanders. In addition to this, we are introducing the KV-1 tank as an armor option to increase the viability of certain commanders.
Hit the Dirt (passive; available for all Conscript PPSh commander abilities)
Hit the Dirt is being adjusted to allow Conscripts to trade mobility for survivability. Accuracy is lowered to compensate as a trade-off for increased defense and immunity to suppression.
KV-1 Heavy Tank
To give the KV-1 a more defined role as a breakthrough unit, 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.
**Guards Rifle Infantry **
Guards are gaining slight adjustments to their damage against infantry and survivability on the field. Their grenades are also being improved to make them better in line with their intended role and performance.
IL-2 Sturmovik Attack
We are increasing the number of planes to two to improve survivability and increase the number of targets that can be suppressed. Damage and tracking has been adjusted to prevent the IL-2 from wiping lone squads.
In order to add more depth to the doctrine, we are expanding its theme to cover a range of techniques used by the Red army to ambush and destroy Wehrmacht tanks and be less reliant on masses of Conscripts armed with PTRS rifles.
* Conscript PTRS Package (2 CP)
* PMD-6M Light Anti-Vehicle Mines (2 CP)
* Tank Hunter Ambush tactics (2 CP)
* ML-20 152mm Gun-Howitzer (8 CP)
* IL-2 PTAB Anti-Tank Bombing Run (10 CP)
Conscript PTRS Package
PTRS Packages are being changed from a simple weapon upgrade to an item that changes the role of Conscripts into an anti-tank unit that can locate and ambush armour at the cost of anti-infantry and anti-garrison power.
RPG-40 Anti-Tank Grenade Assault
Replaces RPG-43 Anti-Tank Grenade when Conscript PTRS package is upgraded
* Cost from 8 to 10
* No longer stuns vehicles; instead, slows vehicle movement and rotation by 50% for 8 seconds
* Can now be built by Penals and Conscripts
Tank Hunter Ambush Tactics
To benefit other aspects of the army, Tank Hunters is gaining a new ability to allow the commander’s vehicles to also ambush hostiles. Credits for implementing the bush animations (AKA "Bush Tech") go to the “Wikinger: European Theater of War” mod team.
Anti-Tank Gun Ambush Tactics (affects all relevant Soviet Commanders)
AT Gun Ambush Tactics is being given a First-Strike Bonus to improve the ability’s potency when firing from stealth.
The Elefant is having its damage adjusted to be less capable of quickly bursting down medium tanks, in turn it is receiving improved accuracy to compensate.
The leFH’s high manpower cost is being offset by moving a portion of it into fuel.
Pak 43 Anti-Tank Gun (Both variants)
The Pak 43 high manpower cost is being offset by moving a portion of it into fuel.
Stuka Dive Bomb
The dive bomb is being made less potent and more costly due to its pinpoint nature and lack of warning flares.
Stuka Close Air Support
Stuka CAS will now punish armor for being in the area, but be less capable of knocking tanks out in a single loiter attack.
Stuka Anti-Tank Strafe
We have adjusted the AT strafe to be less potent against non-vehicle targets to prevent it from wiping out infantry, howitzers, and structures in one pass.
We have lowered the duration to make the choice more tactical for the player using this ability. Model death count increased due to the stacking effects of later Osttruppen squads.
Loiters are being adjusted to be more cost effective as they are more vulnerable to being shot down after the first pass.
Stuka Smoke Drops
Smoke has been adjusted to be a multi-purpose ability and strengthen the doctrines it is in.
The doctrine primarily relies on strong field presence with Osttruppen. However, the lack of scalability of the Osttruppen into the late game hurts the viability of the commander. Thus, to give this commander some staying power, we are changing how the Artillery Officer, Osttruppen, Trenches, and Supply Drop operate.
Osttruppen (affects all Osttruppen variants)
Osttruppen have been adjusted to limit their ability to swarm the field in the early game and be less potent with fallen weapons. In return they can be upgraded to allow them to scale into the late game.
Artillery Field Officer
The AF officer has received a major overhaul to allow this unit to not only provide a potent support role, but also act as a unit that can lead an assault to help breakthrough the enemy lines and push away infantry units at close range.
Supply Drop (Replaces Supply Drop Zone for this commander only)
Given the doctrine’s reliance on support weapons to deal damage in the later stages, we are giving a supply drop that allows players to make use of the Osttruppen’s ability to cheaply recrew team weapons. Credits to Wilderstreit for the animator set up.
We are increasing the utility gained from the doctrine by allowing all infantry to construct defenses. This will give the doctrine more staying power as Osttruppen start to become obsolete.
The newly-introduced Jaeger Infantry Command Squad will allow players to overcome the traditional munitions-heavy bottleneck the commander has been traditionally suffering from while additional changes have increased this doctrine’s focus on heavy infantry play.
Jaeger Light Infantry Upgrade (G43)
G43s are having their timing adjusted to be more in line with other weapons, while being made more useful for elite German troops.
Ambush Camouflage (Affects Storm, Jaeger Infantry and Encirclement)
* Renamed Ambush Training
* Camouflage cost from 30 to 20.
* Camouflage now works when moving. Requires all squad members to be in cover.
* Infantry can now use the Sprint ability. No upgrade required. Snipers and weapon teams cannot sprint.
* Ambush bonus requires squad to be stationary and must have been out of combat for 10 seconds.
Light Artillery Barrage (also affects Mechanized assault and German Infantry)
* Cost from 110 to 100
* 67% damage penalty against team weapons and structures.
Jaeger Infantry Command Squad
As a way to supplement troops in the field, the doctrine is being given a special Panzergrenadier squad that has a number of abilities to support attacks.
Pathfinder have been adjusted to better reflect their in-game performance.
The Priest has been adjusted to deal more reliable damage outside of direct hit, but can no longer be decrewed, similar to the Calliope.
M10 ‘Wolverine’ Tank Destroyer
* Now built from the Battalion Command Post; requires Major
M4A3 76mm ‘Easy-Eight’
The Easy-Eight will still have lower moving scatter than most other tanks; previously the E8 had no scatter penalties for moving.
The following change will make rocket attacks more accurate, against stationary targets that could previously avoid rockets by being centered with the incoming plane.
Our changes aim to allow Recon the ability to have potent scouting units on the field with the advantage of light armor and combat groups that can provide rapid reinforcement, particularly in the late game when squads need to be replaced and/or additional Anti-tank is needed.
Raid Tactics (available to both Recon and Mechanized)
The goal of this ability is to allow players to capitalize on the presence of light armour and allow infantry to better scout out positions before attacks.
We find that this unit is too valuable for Recon company to only provide utility. Thus, the changes allow the unit to perform basic combat roles and scale better into the mid to late game.
We are improving the combat capacity of the Greyhound, allowing it to perform as a powerful anti-personnel unit. The arrival time of the unit has been pushed off to allow for opponents to defend against it due to its potency.
M83 Cluster Mines
We’ve given the commander a light form of artillery. While much less potent than Pathfinders and easily dodged, this ability will help the commander shift defensive positions and deny territory.
**Air Dropped Combat Group **
We are changing the air-dropped combat group ability to allow players greater flexibility and add onto their current army composition.
Support Paratrooper Upgrades
The commander has been altered towards heavy vehicle play thanks to improvement to the WC51's scalability, M3’s utility and the late game power via more powerful tanks. Furthermore, the commander now includes the benefit of a mortar half track to bring rapid indirect fire to the battlefield and to support mobile advances.
WC51 Military Truck
The WC51 has been modified to be able to fulfill a support / transport role at a low cost by hitting the field with no combat capabilities. Furthermore, The low cost will also allow the WC51 to be repurchased late game to act as a support unit with its MG upgrade and abilities.
155mm Artillery Barrage
M21 Mortar Half Track
With the M32 Mortar HT, the goal is to give the Mechanized Doctrine the ability to maintain a strong vehicle composition rather than be forced to rely on infantry based support teams.
M3 Halftrack Assault Group
We are making this unit a more attractive purchase by lowering the cost and making the Assault Engineers more of a side addition to the ability. The half-track has also been improved to provide better support capabilities.
Assault Engineers (All variants)
Assault Engineers are being boosted to better reflect their short-range nature and their support role.
The addition of this ability will give the commander better late game power through the use of more powerful Shermans and ensure that obstacles cannot stall the commander's mechanized nature in the late game.
* Now requires the Schwerer Panzer Headquarters to be built
Panzerfusiliers have been adjusted to better reflect their performance as a six man squad that can deal with a variety of situations when upgraded.
The unit's dominance in team games vs allied armour has been toned down while its Supporting Fire capabilities have been improved to assist the unit's viability against infantry heavy builds.
* CP requirement from 11 to 12
The Sturmtiger is being adjusted to better match its performance to its cost while making it more consistent.
Pak 43 Anti-Tank Gun
* Cost from 500 manpower to 350 manpower and 45 fuel
* Veterancy requirements now on-par with its Ostheer counterpart for levels 1-3
We find that Luftwaffe Air Support is overly centered around Fallschirmjager squads to the detriment of the rest of the doctrine's abilities. We are making modifications to the doctrine to allow for a combination of defensive play and abilities that assist in taking other territories.
Fallschirmjager are being adjusted to have better stock performance with only minor changes to their veterancy.
Luftwaffe Recon Run
Recon run is being adjusted to provide more utility.
Heavy Fortifications (does not affect base Flak Emplacements)
We are improving the performance of field fortifications to allow greater flexibility to the doctrine. In order to avoid needless experimentation, we are giving the emplacement an identical weapons used by the 251 variant.
20mm Flak Emplacement
* Cost from 200/10 to 220/25
* Build time from 120 to 100
* Can pick-up nearby Med Kits
* Now uses 251 Flak Half-track’s 20mm flak weapon
* Range indicator added
* Minimum range removed
* Can operate at 1 man and cannot be decrewed by small arms
A cost decrease with a moderate duration decrease will allow the ability to be used more more often as a core part of the doctrine to support offensives.
We are removing Fallschirmjager drops from the Airborne assault activity of the doctrine to make the ability more accessible.
We are changing the main focus of the doctrine from primarily fire related abilities to allow it to support aggressive close combat engagements. In order to make up for the doctrine’s lack of late-game heavy armour, we are adding mobile reinforcement options and smoke.
Unlocks dual upgrades; Flamethrowers for Sturmpioneers and Assault Package for Volksgrenadiers
Volksgrenadier Assault Package
Volksgrenadier infantry can buy the upgrade to change their role and support the aggressive nature of the doctrine.
Allows le.IG 18s to fire 5 incendiary rounds into the target area; molotov damage over time, moderate scatter when fired in the FOW. 35 munitions.
Opel Blitz Reinforce Truck
In order to assist the doctrine’s aggressive role, we are adding a mobile reinforcement option.
Due to the unit's fixed turret and low maneuverability, we found it to be highly situational, struggled on close quarters maps and generally under performed for its price.
280mm Rocket Barrage
* Now fires two additional rockets that will always land in the center of the ability’s radius
* Flamethrowers standardized to range 32
* Flamethrowers damage from 9/12 to 6/7
* Population from 18 to 20
* Health from 1400 to 1080
* Armor from 240 to 290
* Rotation rate from 35 to 30
Tank Hunter Infantry Section
* Detection is now non-passive and costs 25 munitions to activate
To prevent Infiltration Commando squads from being too efficient at killing squads without warning, we are reducing the squad's initial potency. A lower member-count on spawn will both allow the target a better chance to flee, and also make poorly-planned infiltration missions riskier. We are adjusting Infiltration Commando squad performance to match that of other Commando squads.
* Heroic Charge has been adjusted to match other aura based buff.
* Heroic charge now shares a cooldown with Gammon Bomb
* Heroic Charge received accuracy bonus from -75% to -20
* Heroic Charge cost from 15 to 30
* Officer target size from 1 to 0.7
Vanguard HQ Glider
* Will now spawn a commando squad if an Airlanding Officer is on the field
Artillery Commander Concentration Barrage
The Artillery’s regiment’s Concentration Barrage has been adjusted to be like other artillery abilities that require LOS while also being less reliant on Anvil to be used to its full potential.
The change will make rocket attacks more accurate, against stationary targets that could previously avoid rockets by being centered with the incoming plane.
We have adjusted the commander so the abilities are less map dependent to support heavy infantry play with the Commando Glider now playing a key component. Abilities have also been adjusted to be less costly, but also less potent, shifting them from an ‘All or Nothing’ scenario.
The glider is being made cheaper to deploy and will now allow the player to be aggressive when using Commando Regiment through its ability to reinforce infantry anywhere on the field.
Commandos (affects all variants)
Commandos have been adjusted to be more potent and less reliant on throw their Gammon Bomb to deal damage. They will now scale slightly better with veterancy and be able to blind enemies through their improved smoke grenade.
We have adjusted Smoke Raid to allow for the Commando Regiment to launch incursions into hostile territory while keeping their enemy guessing by providing infantry with smoke cover during the duration of this ability. Smoke has been adjusted to provide cover and the stealth mechanic now requires squads to be in cover.
We are changing the way the ability works to give it a more offensive nature.
Mortar Cover has been made less potent in terms on strength, but has also been modified to be less map dependent and can be used in conjunction with an assault to displace enemy forces.
We have adjusted Air Supremacy to be less powerful in terms of damage, but now the ability will be more readily available with Typhoons being launched to lead the air raid.
The abilities have been adjusted to now be more readily available to the player; they now have greater control of their repair abilities and now have access to a reliable off-map that will support their command vehicle and AVRE.
Stand Fast has been adjusted to be more of a support tool that will allow a player to repair their emplacements during a brief lull while their engineers can deal with other tasks
Vehicle Crew Repair
Crew Repair has been adjusted to be more focused on individual vehicles to provide greater control of which vehicles need to be repaired for a considerably lower munitions cost.
We have adjusted the Command Vehicle to be more in-line with other aura-based command vehicles. Given that the player must sacrifice a vehicle’s combat potential, we have lowered the direct penalties on the vehicle itself while providing a potent aura to other vehicles to compensate.
Command Vehicle Aura
The AVRE has been modified to be more durable against head-on attacks, but also more vulnerable to flanks, requires the tank to expose itself to fire its mortar, and with more down time between shots.
9.75 Inch Anti-Building Mortar Support
This situational ability has been adjusted to be less map dependent and will act as a tool which can displace infantry and weaken structures prior to an assault.
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.
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