Thông tin Update các phiên bản Company of Heroes 2!

Update ngày 12 tháng 11 năm 2013, nhiều Free contents quá, thay đổi hệ thống Veterancy:
[SPOIL]Free Content

World Builder - allows for the creation of user maps
Email registration system - signing up gives 2 free Commanders
Play AI Battles in Co-Op mode
Multiplayer Maps:
Rails & Metal (2-4 players)
Lazur Factory (6-8 players)
Soviet Commanders:
Soviet Community Defense Tactics
Soviet Reserve Army Tactics
German Commanders:
Germany Community Defense Doctrine
German Mechanized Doctrine

Public Chat

Chat channels are based on Steam Groups. Players can join up to 5 channels at a time from among any of the 14 official CoH2 channels or any personal Steam Groups that they belong to. They just click on the chat icon in the lower-left of the lobby to see the available channels.
Personal channels can be bookmarked so that they will be automatically joined the next time they launch CoH2.
Clicking on a Player's name in the chat opens a menu with a variety of options. If a players is in the official Looking for Group channel or any of your personal channels, you can invite other users to your match by selecting the "Invite" option. This should make it much easier to set up custom matches and make new friends with other community members.
Players can type "/help" into any channel to display a list of commands available in that channel.
When players join a Match or log into your Twitch.tv account (via the Broadcasting tab in the Options menu), you will be automatically put into a special channel for that session.
Relic developers are often in the public channels so stop on by and chat with us!


Paid Content

Victory at Stalingrad Theater of War Pack
Kalach Pincer - Co-Op Scenario
Tatsinskaya Raid - Challenge
Bridge Defense - Challenge
Winter Storm - AI Battle
Stalingrad Resistance - AI Battle
Stalingrad Encirclement - Co-Op AI Battle
German Commanders:
Elite Troops Doctrine
Luftwaffe Supply Doctrine
Soviet Commanders:
Soviet Industry Tactics
Partisan Tactics
Skins:
Soviet Two Ton Don Front
Soviet Two Tone Spring Front
Soviet Makeshift Sand Southern Front


Updates

Players can now change your active Loadout while searching for a match without canceling their search
An experimental "-fast_camera" option has been added to the game which dramatically increases the speed at which your in-game camera moves. To try this feature, players must enter "-fast_camera" into the "Set Launch Options..." dialog for CoH2 in Steam. Depending on the community's feedback to this feature, we will be fully supporting this feature in future patches.
Holding down the CTRL key while in-game now displays the name of each squad's owner above the squad. This should make it much more clear who is fighting in larger battles.
The in-game player list and the post-game stats screen now make it more clear when a player has dropped and been taken over by the AI
Players can now add other players directly to their friends list from the post-game stats screen with the "Add Friend" button
The multiplayer setup screen now has a button to take players to our Steam leaderboards page. Players can now keep track of where they stand against their friends friends and against the world!

AI Improvements

Hard AI is now more challenging than Standard AI. (Main change is the units that get built and limits on detecting target in fog of war)
AI squad can now run tactics while moving. (Picking up weapons/items, re-crewing vehicles, etc)
AI squads being repaired or reinforcing will now stop moving.
AI squads can now reinforce from half-tracks and will reinforce in areas outside of their base.
AI controlled units that want to reinforce or repair will now move toward locations that provide reinforcement or repair.
AI controlled half-tracks will now move towards squads that need to be reinforced.
When AI squads fallback, they will fallback to the closest fallback location and not all the way to base.
AI player no longer waits for one command point before trying to choose a commander.
AI takeover for dropped players in multiplayer games will now use the correct AI personality.
Easy and Standard AI difficulties no longer take targets in the fog of war into account when planning which targets to attack.
Removed the AI class for medium vehicles and added the AI class for stationary infantry to better represent actual gameplay roles of different units.
Soviet AI should build the Barracks less often and the Weapon Support Centre more often due to better code for breaking ties in building utility.
AI no longer tries to build units to kill enemy bunkers and base buildings unless it has seen them.(Prevents AI from wanting to build mortars and AT in early game)
AI will spend less resources reinforcing squads that aren’t useful.
AI squads the have waited too long to reinforce will now become aggressive instead of standing in the base forever.
Hard and Expert AI will now build more infantry units at the start of the game before trying to tech up.
Soviet AI will now still build Penal Troops after Guard or Shock Troops become available.
Easy AI no longer buys squad upgrades, and Standard AI now buys less squad upgrades.
AI no longer uses Oorah, sprint, Steady Driving or Mark Target abilities because it wasn’t using them correctly and it was wasting munitions.
AI will now try to use the Infantry Medkits ability on friendly units instead of enemy units.
AI will now use Panzer Blitz less often and only when it is low on health.
Adjusted ratings for Penal Troops, Soviet Team Weapons, Shock Troops, and vehicles with rear mounted weapons.

Balance
Building Functionality
Our goal was to improve the player’s capacity to make decisions when using garrisons within the game. To achieve this, we improved the readability of a garrison’s structural integrity, making damage more consistent and in turn making it easier to calculate the risks associated with the use of said garrison. Buildings will be far less prone to being knocked down to single attacks at full health as a result.
Building Critical System

Removed the random chance for AOE weapons to inflict up to 6x their AOE radius when exploding near a garrison.

Unit Behavior

Infantry flamethrower damage modifier vs. garrisons from 1 to 1.6
Mortar damage modifier vs. garrisons from 0.25 to 0.75

Unit Animation Behavior Modifications
This change enables squads to fire within a 180 degree arc, better enabling them to engage other squads while executing combat maneuvers. Previously, their firing arc was far more restricted which lead to a loss of DPS when ordering squads to move.
Squad Combat Behavior

Entities can now fire within a 180 degree arc

Units and Abilities
Performance and cost adjustments to units and abilities that better align them with their in-game value.
Trenches

Now require friendly territory

T34-85

Penetration from 110 to 120
Reload from 8.5 to 6
Distance scatter max from 2.6 to 5
T34-85 call-in cost from 720 MP and 260 FU to 680 MP and 240 FU

JU-87 Anti-tank Support

Damage from 80 to 120
Deflection damage enabled; now deals 80 damage on deflect
Attacks per plane from 4 to 3

Infantry Flamethrower

Chance of causing entity to explode in a fiery death from 20% to 10%

120mm Mortar

Cost from 360 MP to 400 MP
Range from 120 to 100
Scatter ratio from 0.1 to 0.15
Distance scatter max from 14 to 15

Panzer Tactician

Cost from 15 to 30

For Mother Russia

Bonus/penalty aura from 100% to 50%
Cost from 150 MU to 100 MU

Forward HQ

HQ aura bonus from 100% to 50%
Cost from 420 MP and 80 FU to 300 MP and 60 FU

Assault Grenades

Cost from 60 MU to 45 MU

Mechanized Assault Group

Cost from 560 MP and 55 FU to 520 MP and 40 FU

B4 Howitzer

Precision shot cost from 50 to 90
B4 recharge time from 110 to 55

Minesweeper

Hazard detection range from 15 to 25

Railway Artillery

Recharge duration from 120s to 60s

Veterancy Rework
Our goal is to make veterancy feel more unique and appropriate within the context of Company of Heroes 2. Specifically, we want to remove scenarios where veterancy began to modify a unit’s role and its counters. The new veterancy system focuses on improving a unit within the confines of its core role.
General

Attacking a veteran unit will now reward 1.2x its base experience value per level of veterancy. In other words, attacking a level 3 veteran unit will award 1.6x more experience to better reflect their in-game value.

Grenadiers

Veterancy 2
+25% Range on Rifle-grenade
+40% Accuracy

Veterancy 3

+30% Armor
-20% Cooldown
-25% Recharge on Panzerfaust

Panzer Grenadiers
Veterancy 2

+40% Armor
-25% Cooldown
Veterancy 3
+40% Accuracy
+25% Range on bundle grenade

Assault Grenadiers
Veterancy 2

+40% Armor
-25% Cooldown
Veterancy 3
+40% Accuracy
+25% Range on bundle grenade

Artillery Officer
Veterancy 2

+40% Range on Smoke Barrage
+40% Range on Coordinated Barrage
+30% Armor

Veterancy 3

+40% Accuracy
+10% DPS to coordinated fire

Osttruppen
Veterancy 2

+40% Accuracy
-25% Recharge on Panzerfaust

Veterancy 3

+40% Armor
-20% Cooldown

Pioneer
Veterancy 2

+20% Accuracy
+50% Repair Speed

Veterancy 3

Combat Repairs (no penalty for repairing in combat)
-15% Cooldown
+15% Accuracy

Sniper
Veterancy 2

-20% Reload
+20% Sight
-20% Cooldown

Veterancy 3

-30% Reload
+10 Range Incendiary Shot
-30% Cooldown

MG42
Veterancy 2

+20% Suppression
+30% Horizontal Traverse

Veterancy 3

+20% ROF
+30% Accuracy
+10% Horizontal Traverse

81mm Mortar
Veterancy 2

-20% Scatter
-40% Ability Recharge

Veterancy 3

+33% Range

Pak 40
Veterancy 2

+30% Rotation
-30% Reload

Veterancy 3

Camouflage Netting (Gains ZIS camouflage ability)
+30% Penetration
-10% Reload

Pak 43
Veterancy 2

+100% Rotation
-30% Reload

Veterancy 3

+30% Accuracy
-20% Reload

German Howitzer
Veterancy 2

-15% Scatter
+30% Rotation
-25% Ability Recharge

Veterancy 3

+33% Range

Armored Car
Veterancy 2

+30% Sight
+30% Accuracy

Veterancy 3

+20% Accuracy
+20% Rotation
+20% Acceleration
+20% Max Speed

251 Half-track
Veterancy 2

+20% Reinforcement Radius
+20% Acceleration
+20% Max Speed
+20% Rotation

Veterancy 3

+20% Reinforcement Radius
+30% Sight
-20% Cooldown

Brummbar
Veterancy 2

+30% Armor
-10% Reload

Veterancy 3

-30% Reload
+20% Rotation
+20% Acceleration
+20% Max Speed

Elefant
Veterancy 2

+20% Rotation
+20% Acceleration
+20% Max Speed
-20% Reload

Veterancy 3

-30% Reload
+30% Accuracy

Mortar Half-track
Veterancy 2

-20% Scatter
-40% Ability Recharge

Veterancy 3

+33% Range

Ostwind
Veterancy 2

-20% Cooldown
+40% AA Capacity

Veterancy 3

+20% Rotation
+20% Acceleration
+20% Max Speed
-40% Reload

Panther
Veterancy 2

+30% Armor
+40% Turret Rotation

Veterancy 3

-30% Reload
+20% Rotation
+10% Acceleration

Panzer 4
Veterancy 2

+30% Armor
+40% Turret Rotation

Veterancy 3

-30% Reload
+20% Rotation
+10% Acceleration

Panzerwerfer
Veterancy 2

-20% Scatter
-40% Ability Recharge

Veterancy 3

+33% Range

StuG III
Veterancy 2

+30% Armor
-10% Reload

Veterancy 3

-30% Reload
+20% Rotation
+20% Acceleration
+20% Max Speed

Tiger
Veterancy 2

+10 Range
-20% Scatter
+20% Accuracy

Veterancy 3

-30% Reload
+20% Acceleration
+20% Rotation
+20% Max Speed

Conscripts
Veterancy 2

+25% Range on Molotov
+40% Accuracy

Veterancy 3

+30% Armor
-20% Cooldown
-25% Recharge on AT Grenade

Penal Battalion
Veterancy 2

Gains Oorah
-20% Cooldown
+30% Accuracy

Veterancy 3

+30% Accuracy
+30% Armor

Guard Squad
Veterancy 2

+20% Armor
+10% Penetration
+30% Accuracy

Veterancy 3

+25% Button Duration
+30% Armor
-20% Cooldown

Shock Troopers
Veterancy 2

-40% Recharge on Smoke Grenades
+20% Armor
-25% Cooldown

Veterancy 3

+40% Accuracy
+25% Range on RG-42 Grenade

Combat Engineer
Veterancy 2

+20% Accuracy
+50% Repair Speed

Veterancy 3

Combat Repairs (no penalty for repairing in combat)
-15% Cooldown
+15% Accuracy

Partisans - SMG
Veterancy 2

-40% Recharge on Molotov
+20% Armor
-25% Cooldown

Veterancy 3

+40% Accuracy
+25% Range on Molotov

Partisans - LMG
Veterancy 2

-40% Recharge on Molotov
+40% Accuracy

Veterancy 3

+30% Armor
+20% Accuracy
+25% Range on Molotov

Partisans - Rifle
Veterancy 2

-40% Recharge on Molotov
+40% Accuracy

Veterancy 3

+30% Armor
+20% Accuracy
+25% Range on Molotov

Irregulars
Veterancy 2

-40% Recharge on RG-33 Grenade
+40% Accuracy

Veterancy 3

+30% Armor
+20% Accuracy
+25% Range on RG-33 Grenade

Partisan AT - Panzershrek
Veterancy 2

+20% Armor
+10% Penetration
+30% Accuracy

Veterancy 3

+10% Accuracy
+30% Armor
-20% Reload

Partisan AT - PTRS
Veterancy 2

+20% Armor
+10% Penetration
+30% Accuracy

Veterancy 3

+10% Accuracy
+30% Armor
-25% Cooldown

Sniper
Veterancy 2

-20% Reload
+20% Sight
-20% Cooldown

Veterancy 3

+25% Range on Flare
-30% Reload
-30% Cooldown

Maxim
Veterancy 2

+20% Suppression
+30% Horizontal Traverse

Veterancy 3

+20% ROF
+30% Accuracy
+10% Horizontal Traverse

DSHK HMG
Veterancy 2

+20% Suppression
+30% Horizontal Traverse

Veterancy 3

+20% ROF
+30% Accuracy
+10% Horizontal Traverse

82mm Mortar
Veterancy 2

-20% Scatter
-40% Ability Recharge

Veterancy 3

+33% Range

120mm Mortar
Veterancy 2

-20% Scatter
-40% Ability Recharge

Veterancy 3

+33% Range

ZIS AT Gun
Veterancy 2

+30% Rotation
-30% Reload

Veterancy 3

+5 Range on Barrage
-20% Reload
+30% Penetration

53K AT Gun
Veterancy 2

+30% Rotation
-30% Reload

Veterancy 3

+30% Accuracy
+30% Penetration

ML-20 Howitzer
Veterancy 2

-15% Scatter
+30% Rotation
-25% Ability Recharge

Veterancy 3

+33% Range

B4 Howitzer
Veterancy 2

-15% Scatter
+50% Rotation
-25% Ability Recharge

Veterancy 3

+50% Damage

M3A1 Scout Car
Veterancy 2

+30% Sight
+30% Accuracy

Veterancy 3

+20% Accuracy
+20% Rotation
+20% Acceleration
+20% Max Speed

IS-2
Veterancy 2

+50% Turret Rotation
+10 Range
+20% Accuracy

Veterancy 3

-30% Reload
+20% Rotation
+20% Max Speed
+20% Acceleration

ISU-152
Veterancy 2

-30% Reload
-30% Scatter

Veterancy 3

+20% Rotation
+20% Acceleration
+20% Max Speed
+20% Accuracy

KV-1
Veterancy 2

+10 Damage
+35% Turret Rotation
-20% Reload

Veterancy 3

+20% Max Speed
+20% Acceleration
+20% Rotation
-20% Reload

KV-2
Veterancy 2

+50% Turret Rotation
+10 Range

Veterancy 3

-20% Rotation
+20% Acceleration
+20% Max Speed
+20% Turret Rotation

KV-8
Veterancy 2

-25% Reload
+35% Turret Rotation
+20% Max Speed

Veterancy 3

+20% Rotation
+35% Burst Duration
+5 Range (from 25 to 30)
+20% Acceleration

Katyusha Half-track
Veterancy 2

-20% Scatter
-40% Ability Recharge

Veterancy 3

+33% Range

M5 Half-track
Veterancy 2

+20% Reinforcement Radius
+20% Acceleration
+20% Max Speed
+20% Rotation

Veterancy 3

+20% Reinforcement Radius
+30% Sight
-20% Cooldown

SU-76
Veterancy 2

-25% Barrage Recharge
+20 Damage
+30% Accuracy

Veterancy 3

+10 Range on Barrage
-25% Reload
+25% Rotation

SU-85
Veterancy 2

-30% Reload
+30% Accuracy

Veterancy 3

-20% Reload
+20% Max Speed
+20% Acceleration
+20% Rotation

T-34-76
Veterancy 2

+10 Damage
+35% Turret Rotation
-20% Reload

Veterancy 3

+20% Max Speed
+20% Acceleration
+20% Rotation
-20% Reload

T-34-85
Veterancy 2

+50% Turret Rotation
-25% Reload

Veterancy 3

+20% Max Speed
+20% Acceleration
+20% Rotation
-20% Reload

T-70
Veterancy 2

Recon Mode (+40% Sight)
-20% Reload
+20% Accuracy

Veterancy 3

+20% Rotation
+20% Acceleration
+20% Max Speed
+30% Sight[/SPOIL]

Game version: 3.0.0.11349 - 3.0.0.11369
 
Chỉnh sửa cuối:
Hai minor updates cho hai ngày 13 và 14 tháng 11 năm 2013:
[SPOIL]Bug Fixes

Fixed an issue with Bridge Defense where "We Surrender" would cause a crash post Wave 10
Turned chat notifications off by default
if you want to turn back on the chat notification audio and join/leave messages, just run the game with–chat_cue
Turned off audio cue for sending a message in chat
if you want to turn back on the chat notification audio and join/leave messages, just run the game with–chat_cue
-------------------------------------------------------------------------------------------------------

Balance updates

· Molotov cooldown is now present.
· Starting Resources changed to 500 for both races.
· Build time of Soviet Buildings reduced by 50%.


Automatch Chat

· Automatch match chat should now be working.


Theater of War

· Bridge Defense: Fixed a crash after failing the mission before the secondary objectives started.[/SPOIL]

Game version: 3.0.0.11384 - 3.0.0.11704
 
Chỉnh sửa cuối:
Update cho ngày 10 tháng 12 năm 2013, thêm nhiều Free contents và Paid contents:
[SPOIL]Updates

Improved Invite UI – game invites now appear next to players’ faceplates in the Front End in addition to in the usual Steam overlay notifications. These invites allow you to instantly accept and join a game without having to open the Steam overlay.
Improved unit responsiveness to player commands as squads will no longer wait for a transition animation to finish before carrying out a new command
Added a “Confirm Email” field to the Email Registration when new users boot up game to help prevent people from accidently entering in an incorrect email address.
Improved Replay Functionality – ability to display the resources of all players at once, additional stats (damage/units killed/units lost) display in player list
Chat Improvements
Players can now send game invites from any channel, not just LFG.
Added new chat groups:
Looking for Annihilation
Theater of War
Mods and World Builder
Players can now Favorite official channels
Various Bug Fixes Including:
German Opel Blitz Truck “Disable Lockdown” works again.
German Ambush camouflage ability now applies properly to reinforcements in cover.
The Russian Victory & Defeat Speech lines can now be heard when the locale is set to Russia.
Faceplates are now updated if the user purchases them by entering the store from the game. No longer need to restart client to see new faceplates.
Addressed an issue preventing the cancelling of unbuilt mines – mine construction can now be cancelled.

Mod and Map Making Updates

-Dev mode enabled:
When a user turns on -dev mode (by adding -dev to the launch options), they get access to the in game SCAR console (Alt+Shift+`) and a number of additional Lua functions. They can use these Lua functions to:
Cheat.
Debug their custom scenarios.
Create art (e.g. fullscreen screenshots without the HUD (Taskbar_SetVisibility)).
When -dev mode is turned on, players cannot automatch or earn progress, but they can play custom games against other players who have also have -dev mode turned on.
Closed a LUA exploit to increase in-game security against potential cheat hacks and exploits.
World Builder Updates:
Updated the orientation of the _mm_low.tga to be consistent with the _mm.tga and _mm_preview.tga (it is no longer flipped vertically). Any user generated maps should be updated to reflect this change.
Fixed a bug that prevented the export feature of the World Builder from working for users who had non-ascii characters in their user directory.
Steam Workshop Integration
Allows the sharing of custom player created maps easily from within the game itself
Steam Workshop featured in the main menu
Currently limited to sharing maps

Free Content

Multiplayer Maps:
Hill 331 (6-8 players)
Don River (2-4 players)
Official Leaderboards – Select “Leaderboards” from Game Setup to go to new leaderboards site.
Mud Tech – included in new Theater of War missions and on map Hill 331

Premium Content

Southern Fronts Theater of War Pack
Spring Rasputitia – Challenge
Occupation - Challenge
Retreat to the Donets – AI Battle (Soviet)
Panzer Crossing – AI Battle (Soviet)
No Retreat, No Surrender – AI Battle (Soviet)
Breaking Lines – AI Battle (Soviet)
Storming the Donets – AI Battle (German)
Heavy Rain – AI Battle (German)
General Mud – AI Battle (German)
Kharkov Divide – AI Battle (German)

AI Improvements

AI will no longer attack destroyed HQs or invisible targets.
AI on easy and normal difficulty should clump their units together less.
AI will no longer try to get a damage vehicle repaired by a squad inside a vehicle.

Command Point System Overhaul

Command Points are now earned at twice the rate as before
Commander abilities have had their Command Point requirement doubled

The net effect is that the timing of unlocking Commander abilities should be mostly the same, and players should not expect to see much change from before.

Overall the command point changes are intended to give more variety in when things are available. We previously worked within a 7 point range and have increased that to a 16 point range to allow us more control over this sort of timing. The main driving force behind the change was allowing some units to come out earlier without having them be available immediately at the start of the game, specifically some of the new units. There were some other abilities that also tend to come later than we felt best, but where moving them a whole point sooner would have had to large of an effect on the game’s flow. Examples of this are the weaker tank call ins and economic abilities.

Additionally, we broke up later game abilities a bit more to add variety in when they come out and distinguish them from each other. In general, unit Call-Ins are available sooner than global abilities and upgrades as these are more often gated by resource cost.


Balance

Commander Trees

Soviet Industry
No longer decreases the build times of Soviet buildings
Soviet Repair Station
Building health reduced from 600HP to 300HP
Tiger Ace
CP increased to 16
Income penalty now only last 10 minutes

General Gameplay

Ambient Buildings
Building Cover bonus reduced from 50% reduce damage + 50% reduce accuracy to 35% reduce damage + 35% reduce accuracy
Moving Penalty
Moving vehicles now receive a 2x scatter penalty in addition to the 0.5 accuracy penalty

Germans

German Pak 40 AT Gun
Cost reduced from 360 to 320
German MG42 HMG
Suppression value increased by 10%

Soviets

Soviet Sandbag
Build time reduced from 120 seconds to 80 seconds
Soviet Maxim
Rotation Speed Reduced from 225 degree/sec to 180 degree/sec
Soviet Dshk 38 Sokolov
Damage reduced from 16 to 12
Soviet Z-iS AT Gun
Cost reduced from 360MP to 320 MP
[/SPOIL]

Game version: 3.0.0.11737
 
Chỉnh sửa cuối:
Update cho ba ngày 12, 13 và 17 tháng 12 năm 2013. Kết thúc năm 2013:
[SPOIL]Bug Fixes

Addressed an issue preventing players from saving World Builder Maps after the latest patch
Fixed an issue with The Commisar's veterancy tool tips not displaying properly
-------------------------------------------------------------------------------------------------------

The following changes were included in our December 10th release without being communicated out to players. We apologize and are looking to improve our internal processes to ensure that these sorts of 'ninja' changes do not get included in the game without being included in our changelog.

Bug Fixes

Fixed an issue conscript assault package providing conscripts with a single player PPSH, they now use the same PPSH as shock troops

Balance Changes

Panzer Tactician cost increase from 30 munitions to 40 munitions
Conscript PPSH upgrade coast adjusted to reflect the performance of the new weapon from 20 to 10

CP System Adjustments

Shocktroops CP reduced from 2 to 1
Guards CP reduced from 2 to 1
G43 reduced from 4 to 2
PPSH reduced from 4 to 2
KV8 increased from 8 to 9
Opel Bliz truck moved from 2 to 3

Map Changes

Semoiskiy fuel points moved from mid north south to north and south of player spawn in order to reflect the more classic layout
-------------------------------------------------------------------------------------------------------
Bug Fixes

Player allied AI will now build tanks in Southern Front Co-Op AI Battles, resulting in less infantry built. The AI now examines team infantry to determine if it needs more infantry for map capture
Fixed a bug preventing the Radio Intercept commander ability from functioning until receiving 1 Command Point
Addressed an issue preventing the bookmarking of a public chat channel
[/SPOIL]

Game version: 3.0.0.11811 - 3.0.0.12358 - 3.0.0.12505
 
Chỉnh sửa cuối:
Mở đầu năm 2014 nào, nhiều thứ quá.
Update ngày 11 và 18 tháng 2 năm 2014:
[SPOIL]German Close Air Support Doctrine and Soviet Advanced Warfare Tactics Commanders for the Make War Not Love event.
--------------------------------------------------------------------------------------------------------------------------

Updates

Implementation of the Battle Servers
Improvements to the Surrender User Interface
MP Map selection improvements
Various Bug Fixes
“-fullwindow” option added to run the game as a fullscreen window, must be run with “-window”

Maps

Added community member OnkelSam's “Crossing in the Woods” 2 - 4 player map

AI Updates

AI will no longer detects or attacks mines.
AI will no longer use artillery against targets in the fog of war it has never seen before.
Skirmish AI will now garrison buildings more often.
Skirmish AI will repair bridges and destroyed HQs if it has an engineer nearby.
Skirmish AI interrupts the ambient tactic behaviours much less.
AI will cause team weapons to tear down less often.
Increased retreat and avoidance delays for all AI difficulties.

Balance

Command Point Pacing

We wanted to improve the early game ebb and flow by slowing down unit progression. This reduction in progression better highlights the intricate tactics at each stage of the game.

German

Mortar half-track from 1 CP to 2 CP
Jaeger Infantry Package from 2 CP to 3 CP
Ambush Camouflage from 2 CP to 1 CP
Panzer IV Command Tank from 7 CP to 8 CP
PAK 43 from 7 CP to 8 CP
LeFH 105mm Howitzer from 7 CP to 8 CP
Tiger from 9 CP to 10 CP
Stun Grenade CP cost from 2 to 1

Soviet

M-42 AT Gun from 1 CP to 2 CP
Dshk HMG from 1 CP to 2 CP
120mm Mortar from 1 CP to 2 CP
Shock Troops from 1 CP to 2 CP
Guard Troops from 1 CP to 2 CP
Conscript Assault Package from 2 CP to 3 CP
T34-85 from 7 CP to 9 CP
B4 203mm Howitzer from 7 CP to 8 CP
ML-20 Howitzer from 7 CP to 8 CP
IS-2 from 9 CP to 10 CP
Incendiary Artillery from 6 CP to 7 CP
KV-1 from 7 CP to 8 CP
Partisan Tank Hunters from 1 CP to 2 CP

Units and Abilities

Better align unit performance with its effectiveness in game. A few notable changes include: reduced lethality on the IL-2, it still has the capacity to wipe out a squad but should be a bit more forgiving now. Combat engineers saw a price decrease to better reflect their in-game value. S-mine fields had a few adjustments to increase their viability as well.

PAK 43

No longer requires Battle Phase 2 to be constructed

Conscript Assault Package

Cost from 10 MU to 30 MU
Conscripts now get 3 PPSH sub machine guns

Precision Strike

Precision strike now deals the same amount of damage as the main barrage weapon
Added angle and distance scatter to B4 Precision Strike to bring it in line with similar abilities

IL-2 Sturmovik Attack

Damage from 20 to 8
Target lead in distance from 16 to 12
Target lead out distance from 8 to 10
Cost from 240 MU to 180 MU

S-Mine Field

Cost from 80 MU to 60 MU
Build time from 40s to 10s
Mine spacing from 13 to 7
Mine field can now be rotated to better enable placement

M5 Anti-air Package

Cost from 90 MU to 120 MU
Damage from 4.8 to 8

Panzer Tactician

Cost from 40 MU to 30 MU

222 Armored Car

20mm cannon damage from 25 to 20
Upgrade cost from 70 MU to 55 MU

Target Weak Point

Target weak point now multiplies penetration by 2 rather than setting it to a static value of 1000
Brummbar target weak point cost from 30 MU to 40 MU

Combat Engineer

Cost from 240 MP to 210 MP

Blitzkrieg Tactics

Cost from 30 MU to 40 MU

Commanders

Tiger Ace and Soviet Industry were not consistent in terms of value relative to other commander abilities within the game. They were adjusted to better bring them in line while maintaining their unique flair and additional tactical and strategic value to the game. The Tiger Ace has had its extreme damage and health values removed to bring it in line with other units. It now contains the veterancy modifiers granted to a vet 3 Tiger I, maintaining its threat on the field. Soviet Industry has been moved to 3 CP. This reduces the impact of the commander to the early game preventing extremely early vehicle rushes. The increased CP pacing on this ability also makes the commander less punishing, as early manpower attrition is significantly less debilitating to the commander.

Elite Troops

Tiger Ace cost from 0 MP to 800 MP
Tiger Ace command point cost from 16 to 14
Tiger Ace no longer reduces all resources to 0. It now reduces MP by 25% and fuel by 90% until the Tiger Ace is destroyed
Tiger Ace previous veterancy modifiers replaced with Tiger veterancy modifiers; this removes the double health and damage in exchange for faster rate of fire, improved accuracy, and improved mobility. Tiger Ace retains its increased sight range and lethal coaxial/hull machine guns
Tiger Ace base acceleration/deceleration from 1.4/3 to 1.8/3.9
Tiger Ace base max speed from 3 to 3.9
Tiger Ace has gained the Target Weak Point ability to chew through enemy armor, drastically increasing its weapon penetration and stunning enemy crews
Model 24 Stun Grenade cost from 15 MU to 20 MU
Troop training recharge time from 2s to 30s
Troop training cost from 55 MP and 20 FU to 80 MP and 25 FU

Soviet Industry

Soviet Industry CP cost from 0 to 3

Garrison Cover

Units in garrisons were too vulnerable to small arms fire, reducing the desirability of garrisons. We want to better align the initial goal of softening garrison cover without removing its tactical value.

Small arms damage modifier vs. garrison cover from 0.65 to 0.55
Small arms accuracy modifier vs. garrison cover from 0.65 to 0.55
[/SPOIL]


Game version: 3.0.0.12564 - 3.0.0.12598
 
Chỉnh sửa cuối:
Hai update tiếp theo cho hai ngày 21 và 25 tháng 2 năm 2014 fix những lỗi lặt vặt:
[SPOIL]Bug Fixes

Crash when loading certain types of saved games from the previous version of CoH2
Soviet Industry commander passive ability being active before the ability is unlocked through command points
Advanced Warfare commander set to the wrong year for Theater of War load outs
MP44 weapon SFX not playing correctly
-------------------------------------------------------------------------------------------------------

Bug Fixes

Addressed an issue with localization
Fixed a Match Chat being generated every time a user watches a replay
[/SPOIL]

Game version: 3.0.0.12754 - 3.0.0.12781
 
Chỉnh sửa cuối:
Tháng 3 mở đầu bằng một update cỡ vừa ngày mùng 6, thêm một super big update ngày 25 và kết thúc bằng một update cỡ vừa ngày 28 như đồ thị hình sin:4cool_oh::
[SPOIL]UI

Facing cones now appear in minimap.
Modal facing thresholds are now tuned to be more sensitive than non-modal facing thresholds. (Players don’t have to move the mouse as far to select facing when building bunkers)
Removed intermediate vertex cache and improved batching for a ~70% speedup in rendering UI visuals (also reduces memory pressure).
Aliased cursors and deleted duplicates for a small improvement in load times (also reduces memory pressure).
The Match chat window was not remembering its position/size from session to session. This should now be fixed.
The Match chat was not correctly joined when viewing a replay or starting a campaign mission. Players should now be put into a Match chat session whenever they host/join a Party or whenever you go into game (whichever comes first). Players will be automatically disconnected from the Match chat whenever they exit game or leave their Party (whichever comes last).

Networking

Various networking improvements

AI Optimizations

Optimized calculation of AI data so that it only occurs once on game load and not every frame.
Optimized SpawnEntityAction code so that it only looks up the blueprint by name once.
Optimized MapEntryPoint code sot that it only looks up the blueprints by name once.

AI Behaviour

Skirmish AI now uses player abilities to produce called in units and no longer uses hidden units in the HQ.
AI no longer thinks that targets a squad can't damage are good targets.
Soviet skirmish AI now uses merge ability.
AITasks try harder to prevent interrupting abilities.
AITaskFallbackState now clears old paths when it is done moving so that units arriving at the HQ no longer oscillate.
AIForceAttackTactic understands units with limited firing angles should stay farther back.
AICombatTask no longer forces indirect fire weapons into the target area when the squad does not have a target or assigned position.
Code that checks if AI squads are in combat now understands that targeted abilities are attacks.
AIAbilityTactic now suggests assigned or current good targets to the LUA filter functions.
AICombatUtil has better stationary squad detection for abilities that barrage clumps of stationary squads.
AICaptureTask now runs tactics while capturing when possible.

AI Combat Ratings

Updated AI class and anti-class calculations to not use dynamic ranges that were causing problems.
Removed heavy/light structure AI class from data and replaced with one structure class.
AI now generates the AI info from Upgrades by reading the actions in Upgrades and no longer needs hard coded values.
AI CombatRatings now better detect which weapons cause suppression.
AI now checks ability based weapons in addition to the primary weapon to determine if a squad uses indirect fire.
-----------------------------------------------------------------------------------------------------

Maps​
Additional maps to the automatch map pool.

(1-2) Stalingrad
(6-8) Angermuende
Special thanks to community map maker Stahlhagel

​​
Hot Keys and Input Changes
The following Hot Keys have been added:

Home: Move camera to starting position.
Semicolon: Select all of your units on screen.
Control+Alt+Comma/Control+F1: Select all idle builders.
Control+Alt+Period: Select all idle infantry.
Control+Alt+Comma: Select all idle vehicles.
Control+F2: Select all units.

Other input changes:

The Shift key can be used to modify all hotkeys that set your selection. For example, Control+1 sets a control group to your selection, Control+Shift+1 adds or removes your selection from a control group.
When holding the Control key down and clicking a unit in the global unit control, all units of that type will be selected.
State, duration and proximity heuristics have been added to the code that selects the single squad caster to cast an ability, generally improving distribution. This means that if you rapidly issue three grenade tosses, and have three squads selected that can throw a grenade, you will throw three grenades, and generally the squad closest to each target will do the throwing. This improves several situations where it felt like your abilities were not being cast, but really a single squad was being told to do multiple things.
Demo charges have been set to single squad caster.

Updates and Bug Fixes
Resolution to a number of UI and gameplay related issues.

Addressed an issue where Loadout changes were not being saved when the game was exited
Fixed various translation and text issues
Addressed a bug preventing Team Chat from working properly
Addressed issues with improper text display
Fixed an issue with map entry points not functioning correctly
Fixed an issue preventing some players from inviting friends to a game
Addressed an issue where the Opel Blitz could block line of sight when wrecked
German Tanks can no longer Target Weak Point ability with a main gun critical
Fixed various bugs with UI

Small Arms Weapon Profiles
The goal is to improve tactics by better defining unit roles; thereby, increasing the importance of unit positioning relative to cover. A weapon profile defines the distribution of damage over distance. Previously, the profiles were generally flat and did not fully characterize the strengths and weaknesses of a squad. Now, a Pioneer squad with a MP40 submachine gun has a very high damage output at close range but a substantially lower damage output at max range. The distribution of damage is no longer blended between ranges; this combined with the increased weapon lethality should reduce the tendency to rush infantry at one another.

Keep in mind the weapon profiles represent the damage output of only a handful of units in live. Each profile will see an increase or decrease in damage output depending on the squad’s value. For example, a 100 manpower pioneer squad might do less close range damage than a 300 manpower Grenadier squad despite the pioneer MP40 submachine gun being a close range weapon. Hence, the value of a unit scales the weapon profile accordingly.

Germans

KAR 98 now uses the bolt-action rifle weapon profile
MP40 now uses the submachine gun weapon profile
MP44 now uses the assault rifle weapon profile
G43 now uses the carbine rifle weapon profile
LMG42 now uses the light machine gun weapon profile
Luger 9mm pistol now uses the pistol weapon profile

Soviets

Mosin Nagant now uses the bolt-action rifle weapon profile
SVT now uses the carbine rifle weapon profile
PPSH now uses the submachine gun weapon profile
DP-28 now uses the light machinegun weapon profile

http://community.companyofheroes.com...-modifications​

Grenade Explosive Profiles - Grenades
This change removes the chance of grenades missing targets on the outer radius of their explosions. The average damage done to units in this outer radius under the previous structure was converted into a set value to reduce edge cases that resulted in extremely high or low damage being dealt. Grenades will feel more consistent in their damage output as a result.

Units and Abilities
A number of iterations were made on infantry and light vehicles to improve interplay between factions; thereby, encouraging a diversity of strategies and tactics.

Osttruppen

Cost from 120 MP to 200 MP
Population from 3 to 5
Hit points from 48 to 80
Can now shoot on the move
Bonus accuracy in cover from 2 to 1.75

Grenadier

Armor from 1.5 to 1
Updated AOE profile on Rifle Grenade
LMG42 now requires Battle Phase 1 to unlock
Panzerfaust weapon range from 20 to 25
This does not affect the ability range

Assault Grenadier

Cost from 320 MP to 280 MP
Population from 6 to 7
Armor from 1.5 to 1
Updated AOE profile on Model 24 Stielgranate Grenade Assault
Assault Grenadiers now gain sprint

Panzer Grenadier

Armor from 1.5 to 1.2
Cost from 360 MP to 340 MP
Updated AOE profile on Bundle Grenade
G43 cost from 60 MU to 40 MU

Artillery Officer

Officer armor from 4 to 1

German Sniper

Armor from 2 to 1
Hit points from 40 to 48
Sight range from 50 to 45
Aim time slightly increased, reload reduced to compensate

222 Scout Car

Cost from 80 MP and 25 FU to 240 MP and 10 FU
Health from 160 to 200
20mm autocannon range from 35 to 40
20mm autocannon accuracy from 0.025/0.0375/0.05 to 0.02/0.04/0.06
20mm autocannon max distance scatter from 10 to 6
20mm autocannon distance scatter ratio from 1 to 0.15

250 Half-track

Snipers can no longer garrison 250 Half-track
Health from 320 to 240
Population from 7 to 5

251 Half-track

Flame projector upgrade now requires battle phase 2
MG gunners damage per second increased by 265%
Armor from 11 to 9
Cost from 120 MP to 200 MP

Mechanized Assault Group

Cost from 520 MP and 40 FU to 490 MP and 30 FU

Mechanized Grenadier Group

Cost from 520 MP and 40 FU to 500 MP and 30 FU

Combat Engineers

Cost from 210 MP to 190 MP
Population from 6 to 5

Penal Battalion

Cost from 360 MP to 270 MP
Population from 9 to 7

Shock Troopers

Armor from 2.25 to 1.5
Cost from 440 to 390 MP
Population from 9 to 10

Guard Rifle Infantry

DP-28 cost from 60 MU to 100 MU
DP-28 research time from 20s to 40s
Updated AOE profile of RGD-33 Fragmentation Grenade
Armor from 1.5 to 1

Conscript

Assault Package cost from 30 MU to 40 MU
AT grenade weapon range from 50 to 20
This prevents ‘Thor’ like throws

M3A1 Scout Car

Cost from 80 MP and 20 FU to 230 MP and 5 FU
Armor from 8.4 to 5.4
Health from 160 to 180
Snipers can no longer garrison M3A1 Scout Car

M5 Half-track

Snipers can no longer garrison M5 Half-track
Cost from 120 MP to 270 MP

Irregulars

Cost from 250 MP to 180 MP

Anti-infantry Partisans

Cost from 250 MP to 210 MP

Anti-Armor Partisans

Cost from 260 MP to 270 MP

Soviet Sniper

Hit points from 40 to 48
Flare cost from 60 MU to 40 MU
Scout now fires at a similar rate to sniper
Sight range from 50 to 45
Aim time slightly increased, reload reduced to compensate

Radio Intercept

No longer intercepts mines or bunker construction
Now intercepts the dispatch of Osttruppen squads

Small Arms Lethality
Reinforce the value of cover and unit positioning.

Small arms lethality increased by 15%

Retreat Modifiers
This change helps counteract the increased lethality on small arms; enable players to better preserve their units.

Received accuracy from 0.5 to 0.4; increasing squad durability against small arms fire on retreat

Veterancy
Veterancy that previously provided increased armor has been replaced with received accuracy. The received accuracy variable functions almost identical to the use of armor. However, it also acts to reduce unit accuracy over-capping – i.e. units that currently have more accuracy than they. As units gain veterancy, their additional accuracy values will be countered by the received accuracy reduction on other units.

Infantry veterancy which provided armor was replaced with received accuracy
e.g. 1.30x armor now provides 0.77x received accuracy
Units which received price adjustments have had their required experience per level adjusted accordingly.

Vehicle Pathing
This addresses an issue where vehicles would potentially move away from the ordered position as part of their three point turn plan. This could potentially confuse the player causing them to issue another order which would further antagonize the issue by causing the vehicle to move further away from the objective.

Light Vehicle Turn Plan

Removed three point turns from light vehicles

Pacing and Tech Progression
The goal of this change is to slow down the introduction of medium and heavy vehicles within the game and better integrate light vehicles into early combat scenarios. This results in medium and heavy armor being set back by about 2 minutes across the board.

Soviet Starting Resources

Manpower from 490 to 350

Soviet Base Structures

Motor Depot fuel cost from 90 FU to 140 FU
Tank Depot fuel cost from 90 FU to 140 FU

German Starting Resources

Manpower from 520 to 360

German Battle Phases

Battle phase 1 from 25 FU to 45 FU
Battle Phase 1 research time from 32.5s to 45s
Battle Phase 2 from 35 FU to 55 FU
Battle Phase 2 research time from 37s.5 to 60s
Battle Phase 3 from 50 FU to 60 FU
Battle Phase 3 research time from 40s to 60s

Commander Card Layout
The order of abilities within the commander card is now consistent with the order of abilities in game.

Commander abilities in the customizer now display from lowest to highest, top to bottom

Ability Barrage Radius
This feature adjusts the size of an abilities barrage radius based on the approximate amount of scatter that will occur. Scatter generally increases based on distance to target, firing from max range will result in reduced accuracy.

Barrage abilities from mortars or artillery units now display increases in weapon scatter based on distance
-----------------------------------------------------------------------------------------------------

Updates

UI Fix on Faceplat when Automatching
Repair Engineer issue addressed

Balance


Grenade AOE Profile

Now correctly average out the damage based on old AOE profile

German Snipers

Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
Sight now correctly set to 45

Soviet Sniper

Resolved a miscalculation in the aim time to cooldown conversion, snipers should feel more responsive as a result.
Sight now correctly set to 45

Penal

Corrected weapon profile to properly scale with unit cost
Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output

Shock Trooper

Corrected weapon profile to properly scale with unit cost
Moving accuracy from 0.5 to 0.8
Corrected weapon profile to properly scale with unit cost; this resulted in a slight increase in damage output

Guard Rifles

Fixed an issue which caused the DP-28 to burst for long periods of time; damage output remains relatively the same.

Special Rifle Command

Manpower cost from 200 to 120
Build time from 95 to 80

Support Weapon Kampaneya

Manpower cost from 240 to 160

Bunker

Health from 600 to 480
[/SPOIL]

Game version: 3.0.0.13006 - 3.0.0.13106 - 3.0.0.13444
 
Chỉnh sửa cuối:
Gần hết tháng mới có update, tháng 4 khởi đầu bằng một very big update ngày 24 + một hotfix bé tẹo ngày 25 và kết thúc ngày 30/4/2014 bằng một cái update bé tẹo nữa cho tank Panther:5cool_still_dreamin:
[SPOIL]Updates

Added the German Doctrine: Mobile Defense Commander
Added the Soviet Tactics: Lend and Lease Commander

Main Menu Redesign

The main menu has been reformatted to improve flow and readability and to better highlight important new features and community events.
A new Menu widget has been added globally to the bottom left of the screen that provides quick access to Options, Player Profile, and other features.
A new Store dialog is now accessible from the Main Menu to allow users easier access to and navigation through all additional content available for Company of Heroes 2

World Builder Updates

Custom maps can now include a <scenarioname>.scar file for custom scripts. Simply create this file alongside your <scenarioname>.sgb and it will get included in the archive when you export your map.
Improved Steam Workshop quota related error messages.

Bug Fixes

Fix an issue causing a compatibility message to appear for users playing on Windows 8.1
Addressed an issue where equipped skins and bulletins wouldn’t load in saved games
Maps not selectable in Automatch no longer appear in the Automatch map list
Fixed an issue where the Advance Warfare Tactics Commander’s T-34/85 ability didn’t gain bulletin buffs
Fixed a bug that would prevent the Panzergrenadiers from gaining the Casualty Interrogation ability when equipped with the Jaeger Infantry Package
Fixed an issue where the AI would sometimes stop retreating units outside of a base’s reinforce area
Fixed an issue where the AI would sometimes drive vehicles into engineers when trying to get repaired
Fixed an issue where the AI would sometimes try to get a vehicle repaired by an engineer that was busy constructing or repairing another vehicle

Balance Changes

Command Point Pacing
All heavy vehicle dispatches have had their command point cost increased by 1 to better align them with the pacing and tech progression changes and goals. Saving for a heavy vehicle should remain a viable strategy, the goal is to increase the risk of such a strategy to better reflect its potential value if pulled off successfully.

Tiger command point cost from 10 to 11
Tiger Ace command point cost from 14 to 15
Elefant command point cost from 11 to 12
IS-2 command point cost from 10 to 11
ISU-152 command point cost from 11 to 12
KV-2 command point cost from 11 to 12
StuG III E command point cost from 5 to 6

Units and Abilities
A number of iterations were made to weapon profiles and abilities to improve early game infantry combat.

Attachment

Osttruppen

The low accuracy on the Osttruppen rifle led to their weapon output feeling very inconsistent. This was addressed by increasing their accuracy while reducing the damage done per shot. Additional modifications were made to improve the viability of the Osttruppen at all stages of the game, such as increasing their capture rate to 1. Osttruppen will remain slightly combat inefficient relative to Grenadiers.
Cover bonus from 1.75x accuracy to 2x accuracy
Accuracy from 0.21/0.2/0.19 to 0.45/0.4/.35
Damage from 16 to 8
Cooldown from 0.5-1 to 0.75-1.25
Cooldown near modifier from 0 to 0.125
Wind down from 1.625 to 1.3
Moving cooldown from 2 to 1.5
Capture rate from 0.5 to 1

Grenadier

The LMG42 had its weapon profile adjusted so that it performs stronger at long range and weaker at short range. In its previous form, it made assaults by short range units very difficult to execute due to its extreme close range damage output. This further strengthens the long range orientation of the LMG42 and the counterplay between itself and short range weaponry.
LMG42 accuracy from 0.47/0.44/0.41 to 0.56/0.44/.038
LMG42 Aim time multiplier from 0.5/0.75/1 to 0.75/0.875/1
LMG42 Fire aim time from 0.25-0.625 to 0.25-0.5
LMG42 Post firing aim time from 0.5 to 0.25
LMG42 Ready aim time from 1.25-2 to 0..625-1
LMG42 Burst duration multiplier from 3/2/1 to 0.75/1.25/1.5
LMG42 Burst length from 0.5-0.75 to 0.5-1
LMG42 range distance mid from 20 to 28
LMG42 Rate of fire multiplier from 1/0.875/0.9375 to 1/1.125/1.25
LMG42 Cooldown duration multiplier from 0.5/0.675/0.85 to 0.75/0.875/1
LMG42 Reload frequency from 4 to 6
This adjusts the G43 to more closely function as a carbine type weapon profile. It reduces the Grenadier long range damage output while increasing mid to short range DPS. Additionally, this weapon now performs better on the move, making it ideal for tactical flanks.
G43 accuracy from 0.55/0.5/0.45 to 0.55/0.42/0.37
G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover
G43 Moving accuracy from 0.6 to 0.8
G43 Moving cooldown from 2 to 0.5
G43 Range distance near from 0 to 6
G43 Range distance mid from 25 to 18
G43 upgrade cost from 60 MU to 45 MU
Rifle-grenade cost increased to better align it with similar grenades, such as the RGD-42 which cost 30 munitions. Although the rifle-grenade has a greater range than the RGD-42, its explosive radius is smaller and less lethal.
Rifle-grenade munition cost from 25 to 30
These changes slightly reduce the efficiency of the Grenadier squad. The intent is to reduce Grenadier blobbing and encourage the use of combined arms.
Population from 6 to 7
Grenadiers can now only upgrade to either the LMG42 or G43, not both.

Panzer Grenadier

This adjusts the G43 to more closely function as a carbine type weapon profile. It increases the Panzer Grenadier long range damage output while decreasing its mid to short range DPS. Additionally, this weapon now performs better on the moving, making it ideal for tactical flanks.
G43 Accuracy from 0.65/0.6/0.55 to 0.65/0.52/0.47
G43 no longer gains a bonus accuracy vs. light, heavy, and garrison cover
G43 Moving accuracy from 0.6 to 0.8
G43 Moving cooldown from 2 to 0.5
G43 Range distance near from 0 to 6
G43 Range distance mid from 25 to 18
The Panzer Grenadier squad over performed for its cost. These two changes lower its performance to better reflect its cost to value.
Armor from 1.2 to 1
MP44 accuracy from 0.58/0.45/0.4 to 0.56/0.45/0.4

Pioneer

These changes reduced the combat potency of Pioneers to better reflect their intended role as a utility unit. The Pioneer squad still remains combat viable, but do so at a premium cost.
Bonus accuracy from 1.2 to 1.15
Accuracy from 0.45/0.2/0.1 to 0.35/0.2/0.1

Combat Engineer

Combat Engineers were under performing for cost; similar to the Pioneer changes above they will perform at a slight cost premium to reflect their role as a utility unit.
Manpower cost from 190 to 170
Build time from 19 to 17

Conscript

This change helps resolve the long range damage disparity between Grenadiers and Conscript. As a result, Conscripts can now engage Grenadiers on more equal footing.
Mosin Nagant accuracy from 0.45/0.35/0.25 to 0.45/0.39/0.30
Moving accuracy from 0.4 to 0.5
This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter the received damage.
PPSH moving accuracy from 0.5 to 0.8

Partisans and Irregulars

This maintains consistency in the functionality of the Partisan LMG42 and DP-28 relative to the Grenadier LMG42 and Guard Riflemen DP-28 upgrade. It also better defines the units long range role.
LMG42 weapon profile adjusted to be consistent with changes to Grenadier LMG42
DP-28 weapon profile adjusted to function similar to the LMG42
This change better aligns the risk vs. reward of using assault type weapons. More damage will be inflicted on approach to counter balance received damage.
PPSH moving accuracy from 0.375 to 0.6
With the LMG profile adjustments, Irregulars are worth slightly more.
Irregulars cost from 180 to 190
Reinforcement time from 2.25 to 2.375

Guard Riflemen

Guard Riflemen were underperforming for their cost. The range of the PTRS was also inconsistent with other hand held AT weaponry such as the Panzerschreck – which is currently set to 35. This avoids scenarios were skilled players could leverage this range to damage vehicles without taking reciprocating fire. The Mosin Nagant also saw an increase to its long range damage output to reduce the disparity between the Mosin and the Kar 98.
Manpower cost from 360 to 330
Population from 9 to 8
DP-28 rescaled to use the new LMG42 weapon profile
DP-28 upgrade cost from 100 MU to 75 MU
Guard Mosin Nagant accuracy from 0.7/0.55/0.45 to 0.65/0.58/0.46
Guard Mosin Nagant Moving accuracy from 0.6 to 0.75
Guard Mosin Nagant Moving cooldown from 1.25 to 0.5
PTRS range from 45 to 40

Blitzkrieg

Blitzkrieg enabled German armor to escape potentially deadly situation at a fairly low cost. This placed German armor in a very advantageous position relative to Soviet armor, as they could take greater risk while sustaining lower casualties on average. Other issues, such as awkward movement behavior or unrealistic accuracy, made the ability feel a bit cheap and magical. This change synergizes well with the recent modifications to acceleration, as vehicles will be far more responsive while the ability is active.
Now provides 1.6x acceleration
Received accuracy modifier from 0.5 to 0.75
Speed and accuracy modifier removed
Munition cost from 40 to 30

Overdrive

The reduction in max speed helps prevent awkward movement behavior on the M3 and M5.
Now provides 1.6x acceleration
Received accuracy modifier from 0.5 to 0.75
Cost from 0 MU to 10 MU

Ram

Currently, ram is being used as a crowd control measure to disable other vehicles. The intent isn’t for a full health T34 to ram other vehicles; instead, ram should be used when the T34 is near death to highlight its usage as a last resort type ability.
No longer causes instant main gun destroyed critical
Now has a chance to cause one of the follow criticals to occur: light engine damage, heavy engine damage, immobilization, or main gun destroyed. The chance is weighed such that light engine damage has the highest occurrence where main gun destroyed has the lowest.

Marked Vehicle

These changes prevent an issue where units could be destroyed in 1 or 2 hits from multiple marked targets on the enemy vehicle applying simultaneously. It also reduces the impact of the ability as we felt it provided too great an advantage to Soviet armor in the previous state.
No longer stacks multiple times
Reduced bonus damage modifier from 50% to 35%

Support Team Modifications
A number of modifications were made to support weapons designed to increase their utility on the battle field. For example, heavy machine guns were given increased penetration enabling them to act as a soft counter to light vehicles.

Weapon Teams

Previously, weapon teams would receive +25% more damage from all sources. This modifier has been replaced with a +25% received accuracy value. Tank fire and grenades will be less effective vs. weapon teams as a result; small arms fire remains relatively unchanged.

AOE Profiles

Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of support teams to better align them with their intended performance.

105mm Howitzer

These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.
Reload time from 2.75 to 2.25-2.75
Shots fired per barrage from 12 to 6
Crew size from 3 to 4

152mm Howitzer

These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.
Shots fired per barrage from 8 to 4
Reload time from 3 to 2.8-3.2
Barrage recharge time from 120s to 90s
Crew size from 3 to 4

PAK 40

Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
Reload time from 2.9 to 2.7-3.1
Penetration from 170 to 190

PAK 43

Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
Reload time from 3.65 to 3.5-3.8
Penetration from 400 to 340
Crew size from 3 to 4
Population from 21 to 18
Now has hold fire

ZIS 76mm Field Gun

Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns. The damage output of the ZIS Field Gun barrage will now feel more consistent as a result of the new AOE profiles.
Accuracy from 0.055/0.0425/0.03 to 0.06/0.05/.04
Penetration from 170 to 180

B4 203mm Howitzer

Adjusted performance of B4 to be more in line with the ISU-152.
Direct fire penetration from 1000 to 300
Direct fire is now on a shared recharge timer with barrage and precision strike
Recharge timer on barrage from 55 to 60

MG42

HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.
Penetration from 1/1/1 to 2.2/1.8/1.4

53K 45mm AT Gun

Medium and heavy vehicle potency has been increased with this update, these changes help offset this increased potency by improving the performance and reliability of AT guns.
Accuracy from 0.03/0.0425/0.055 to 0.04/0.05/0.06
Reload time from 2.625 to 2.5-2.75

DSHK HMG

HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game. Refactored the performance of the Dshk HMG and resulting cost to make it easier to field.
Penetration from 1/1/1 to 2.5/2.0/1.5
Armor piercing rounds now provides 3x penetration rather than an additional +9 penetration at all ranges
Properly received the +25% received accuracy like all other team weapons
Damage from 12 to 10
Manpower cost from 360 to 300

Maxim HMG

HMG teams now act as a soft counter to light vehicles. This diversified the tactics available to players when encountering heavy use of light vehicles in the early game.
Penetration from 1/1/1 to 1.6/1.4/1.2

Vehicle Top Gunner
Increased damage output of vehicle top gunners, previously the upgrade added little value to the unit. The cost has been increased to better account for the value of this upgrade.

German Mounted MG42

Munition cost from 30 to 50

Soviet Mounted Dshk

Munition cost from 30 to 60

Vehicle Modifications
A number of modifications were made to medium and heavy vehicles to better align the units relative to one another. German vehicle penetration tended to be fairly high, resulting in a devaluation of Soviet armor values. These changes also seek to solidify unit roles and remove any ineffective units from the game.

AOE Profiles

Very similar to the changes made to grenade AOE profiles. Long and mid-range AOE no longer has a chance to miss its target, the weapon profile damage has been averaged out to compensate. Slight adjustments to AOE radius or distance values were made on a number of vehicles to better align them with their intended performance.

Mobility

The goal was to better distinguish light, medium and heavy vehicles from one another. By increasing the applicable speed range, we can better define light vehicle mobility relative to heavier units. Vehicle acceleration has also been adjusted to accomplish this goal.
Increased max speed by 1.2, tuned rotation to ensure smooth pathing
Negative cover from 1.4x to 1.5x max speed; vehicles move faster on roads
Adjusted vehicle terrain performance based on type. For example, vehicles with tracks can move through heavy and light cover easier than wheeled vehicles.
Acceleration is now properly functioning within the game; previously, vehicles incorrectly used deceleration to define the rate at which they accelerated, resulting in near instant max speed.

Vehicle Penetration

Vehicle penetration is now based on distance to target. High velocity weapons have a lower drop off than low velocity. High explosive weapons do not drop off over distance.

Vehicle Criticals

Engine damage criticals will only occur on the front or rear armor of a vehicle depending on engine position. For example, a Panzer IV no longer receives an engine critical if hit from the front. However, this does not impact weapons like the AT grenade which force criticals. Main gun destroyed criticals function in a similar manner, a SU-85 can no longer gain a main gun destroyed from a rear penetrating shot.
Rear armor hits now display a kicker to indicate to the player that the enemy tank has been exposed; similar to Company of Heroes.

222 Scout Car

The armor reduction increases the vulnerability of the Scout Car to small arms fire, increasing the overall risk associated with its use vs. these targets. The fuel increase furthers the risk to the player’s tech progression and overall use of this unit en masse.
Armor from 11 to 9
Manpower cost from 240 to 210
Fuel cost from 10 to 15

Panzer IV

The Panzer IV will continue to dominate the T34 in the anti-armor role but will perform worse versus infantry. That said, compared to the Panther, the Panzer IV does perform better vs. soft targets including infantry and light vehicles.
Armor from 160 to 180
Rear armor from 80 to 90
Reload from 5.75 to 5.3-5.7

Ostwind

Relative to the Panzer IV, the Ostwind performs extremely well vs. soft targets but is vulnerable to other medium vehicles. Relative to the T70, the Ostwind provides greater fire power at reduced mobility and increased durability. It also provides anti-air support.
Armor from 105 to 110
Rear armor from 52.5 to 55
Penetration from 35 to 40
Cooldown from 0.6 to 0.5-0.7
Distance scatter max from 2.15 to 2.9
Manpower from 320 to 280
Fuel from 115 to 100

StuG III G

The StuG III G fulfills the role of assault gun. These changes make it more effective vs. infantry and slightly worse versus medium and heavy vehicles. Relative to the T34, the StuG III G provides extremely high damage output but is fairly vulnerable to being flanked.
Armor from 160 to 140
Rear armor from 80 to 70
Penetration from 140 to 120
Health from 480 to 400
Reload time from 4 to 3.5-4.5
Distance scatter max from 6.5 to 4
Scatter angle from 7.5 to 5
Manpower from 280 to 230
Fuel from 95 to 80

StuG III E

The short barrel of the StuG III E makes it ideal vs. soft targets. An assault gun dedicated more towards the anti-infantry role relative to the StuG III G; these changes drastically improve its performance relative to cost.
Armor from 120 to 140
Rear armor from 35 to 70
Health from 320 to 400
Reload from 5.25 to 3.2-3.8
Manpower 160 to 200
Fuel from 55 to 75

Panther

The Panther provides the perfect combination of mobility and anti-tank capacity, making it the ideal counter to heavy armor. Its cutting edge suspension enables it to easily traverse even the roughest of terrain, enabling it to execute flanking maneuvers on unsuspecting armor.
Penetration from 170 to 240
Rear armor from 112.5 to 110
Reload from 6.45 to 5.8-6.7
Health from 960 to 800
Manpower from 520 to 490
Fuel from 145 to 175
Vet 2 now provides 10% armor and 160 health

Bummbar

Relative to the StuG III G, the Brummbar provides unparalleled infantry support and remains effective vs. medium vehicles.
Armor from 200 to 210
Rear armor from 87.5 to 105
Penetration from 75 to 120
Reload from 8.25 to 7.5-9
Distance scatter max from 1 to 4
Manpower from 560 to 470
Fuel from 140 to 160
Build time from 60 to 55

Panzerwerfer

The increased recharge timer offsets higher than desired artillery saturation.
Recharge time from 54 to 90

Tiger

Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. Additionally, the new AOE profile on the Tiger has significantly increased its anti-infantry performance.
Rear armor from 250 to 180
Penetration from 154 to 200
Reload from 5 to 4.7-5.3
Manpower from 720 to 640
Fuel from 200 to 230

Elefant

Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
Penetration from 170 to 400
Scatter angle from 7.5 to 5
Reload from 8.55 to 8-9
Health from 1280 to 1040
Now has hold fire

M3A1 Scout Car

The intent was to increase the durability of the M3A1 to better balance the risk vs. reward that comes with the use of this unit. The added penetration on the top gunner will increase the performance of this unit vs. other lightly armored units, such as the 222 Scout Car or 251 Half-track. Additionally, we wanted to increase the impact of fielding light vehicles on the player’s tech progression.
Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5
Health from 180 to 200
Manpower cost from 230 to 190
Fuel cost from 5 to 10

M5 Half-track

Penetration was added to both the 50 cal and Quad mounted gunner to bring this units performance in line with changes to other heavy weapons (MG42, Maxim, etc).
Penetration on front gunner from 1/1/1 to 3.5/2.5/1.5
Quad penetration from 1/1/1 to 2.5/2.0/1.5

T70

The T70 saw a number of changes to bring it in line with other light vehicles. The new AOE profiles improve the damage output of the T70 vs. infantry. Additionally, its mobility was improved to better enable its recon role and offensive capacities. This unit functions as a very effective hit and run unit or on the flank.
Armor from 55 to 70
Manpower from 160 to 200
Reload from 2.15 to 1.8-2.2
Fuel from 55 to 70

T34-76

The goal was to improve the anti-armor capacity of the T34 to open up the number of viable strategies available to Soviets. We wanted to improve the appeal of the third building by reducing its dependence on additional anti-tank units. Relative to the Panzer IV, the T34 will lose the majority of engagements unless it is able to capitalize on its superior mobility. However, the T34 outperforms the Panzer IV against soft targets. The previously low armor of the T34 provided it very little protection against most German anti-tank sources; the increase to 150 significantly changes this relationship.
Armor from 115 to 150
Rear armor from 70 to 75
Reload from 4.75 to 6.2-6.8
Damage from 120 to 160
Manpower from 280 to 310
Build time from 45 to 50
Fuel from 85 to 100
Penetration from 80 to 100

T34-85

Similar to the T34 in role, the T34-85 has gained a significant increase in anti-tank performance.
Armor from 124 to 160
Rear armor from 70 to 80
Penetration from 120 to 140
Reload time from 6 to 6-6.3
Manpower from 360 to 400
Fuel from 130 to 140
Double T34-85 call in manpower from 680 to 740
Double T34-85 call in fuel from 240 to 260

SU-76

The SU-76 fulfills the role of indirect fire support as well as anti-tank support. The AOE profile changes have improved the performance of its barrage, making it better suited at indirect fire vs. stationary targets.
Armor from 100 to 70
Rear armor from 50 to 35
Penetration from 93 to 100
Damage from 80 to 120
Reload from 2.375 to 2.9-3.4
Min range from 5 to 0
Scatter angle from 5.5 to 5
Distance scatter max from 10 to 4.7
Manpower cost from 160 to 210
Fuel cost from 55 to 75

SU-85

The SU-85 has been made more potent vs. medium and heavy armor while seeing a slight reduction in its durability. The mobility of the SU-85 has also been slightly improved to counter act the increase in mobility to other medium tanks.
Armor from 180 to 140
Rear armor from 80 to 70
Penetration from 170 to 190
Reload time from 4 to 3.8-4.2
Manpower from 320 to 340
Fuel from 115 to 120
Now has hold-fire

IS-2

Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle. The IS-2’s anti-infantry capabilities have been reduced and compensated with increased anti-armor.
Armor from 325 to 340
Rear armor from 225 to 205
Penetration from 170 to 220
Damage from 240 to 160
Reload from 9 to 6.2-6.6
Distance scatter max from 2.86 to 5.7
Manpower from 760 to 640
Fuel from 240 to 230

ISU-152

Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
Armor from 200 to 310
Rear armor from 100 to 155
Penetration from 150 to 230
Reload from 10 to 9-11
Health from 960 to 1040
Distance scatter max from 13.2 to 8.7
Manpower from 760 to 720
Now has hold fire

KV-1

The potency of its main gun has been increased in a similar manner to that of the T34. The KV-1 functions as a heavier variant to the T34 which is better able to engage medium armor. The KV-1 is also more accurate on the move vs. infantry than the T34, making it slightly more effective against soft targets.
Rear armor from 120 to 145
Reload from 4.75 to 6.2-6.8
Damage from 120 to 160
Health from 960 to 720
Manpower from 440 to 370
Moving scatter penalty from 2 to 1.75

KV-2

Heavy armor saw an increase in performance to better highlight its tech placement. When a player transitions from light to medium armor, there is a very clear differentiation in the power of medium vehicles vs. light. This change better highlights the transition from medium to heavy while still retaining the role of medium vehicles in the late game. Lower rear armor maintains the value of flanking while increased combat potential better addresses the tech level of the vehicle.
Rear armor from 87.5 to 180
Penetration from 140 to 180
Damage from 320 to 240
Reload time from 16.75 to 10-12
Health from 960 to 800
Distance scatter max from 1 to 7.4
Manpower from 440 to 630
Fuel from 250 to 230

KV-8

The KV-8 saw a significant decrease in its health to better align its performance to cost.
Rear armor from 120 to 145
Health from 960 to 720

Katyusha

The increased recharge timer offsets higher than desired artillery saturation. Its recharge is still lower than the Panzerwerfer to better represent its distributed saturation.
Recharge time from 60 to 70

Pacing and Tech Progression
The higher cost on the T70 and SU-76 this update meant that a lower cost on T3 and T4 could be implemented.

Tankoviy Battalion Command

Manpower cost from 275 to 240
Fuel from 140 to 120

Mechanized Armor Kampaneya

Manpower cost from 275 to 240
Fuel from 140 to 120

Bug Fixes
A number of minor bugs were fixed to improve gameplay.

German 105mm Howitzer

Now properly set to 8 command points

Panzer Grenadier Jaeger Infantry Package

Now has speech attached to the upgrade
Now requires friendly territory for upgrade
Now provides Interrogation ability

Acceleration

Acceleration was not properly being read by the engine, resulting in the value being ignored. This is no longer the case.

Snipers

Now automatically fire when in cover

Tiger Ace

Target weak point no longer requires the Tiger to face the target
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Bug Fixes

Addressed an issue where XP was not being granted outside of multiplayer
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Balance

Panther - Penetration from 170 to 240
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Game version: 3.0.0.13482 - 3.0.0.13500 - v3.0.0.13559
 
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