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9/9 Balance Patch

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Company of Heroes 2 is getting a slew of balance tweaks in one of the most comprehensive patches in memory. The previous patch produced a flood of fantastic games, but problems with balance remained and a variety of bugs remained to be squashed. The update introduces two new commanders, Wehrmacht Encirclement Doctrine and Soviet Tank Hunter Tactics, and five new, community-made maps into the custom map rotation:

  • Added (2-4) Overgrowth
  • Added (2-4) Karelia Summer
  • Added (4-6) Lemberg Fall 1944
  • Added (6-8) Pinsk Marshes
  • Added (6-8) Narva River

And now, the patch notes. Brace yourself, folks! It's a whole new world out there!

Update September 9th, 2014

War Spoils
War spoil optimizations will result in greater item variation; previously some item categories were weighed heavier than intended resulting in a greater drop frequency. e.g. face plates. In addition, we have enhanced the player’s ability to sort and filter items within the inventory. A new Wehrmacht commander has also been added to the game. It focuses on infiltration tactics, territory control, and offensive maneuvers.

Commanders

Wehrmacht Encirclement Doctrine added to store
Soviet Tank Hunter Tactics added to store

War Spoils

Wehrmacht Encirclement Doctrine added to war spoils
Added 40 new bulletins to war spoils
Added 4 new victory strikes to war spoils

Inventory

Players are now able to hide duplicates items in their inventory
Players can now organize items within the inventory in alphabetical order

Map Rotation Spotlight
As part of our continued support of community created content, we have incorporated five community maps into the custom game list. Our goal is to incorporate more community created maps in the future, so make sure to submit your work into the Steam Workshop as it may be featured next!

Custom Game Maps

Added (2-4) Overgrowth
Added (2-4) Karelia Summer
Added (4-6) Lemberg Fall 1944
Added (6-8) Pinsk Marshes
Added (6-8) Narva River

Units and Abilities
Our intent with changes to units or abilities focuses on broadening the variation in tactics and strategies, while reducing the potential for undesirable or uninteresting gameplay.

Guard Riflemen DP-28 ‘Button’

The intent of these changes is to provide the opposing player an opportunity to react and counter the usage of button. Currently, the ability is very one sided, it provides the Soviet player with a quick and easy to execute vehicle snare without much counterplay in-between. By providing the opposing player with a way to react, the counter-play relative to unit positioning is better defined, thus reducing the receiving player’s frustration when the ability is executed.
Speed reduction from 0.1 to 0.33
Added rotation reduction of 0.33
Acceleration from 0.1 to 0.5
Deceleration from 8 to 2
Main gun set to active
Main gun rate of fire set to fire 1.56x slower

Pack Howitzer

Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
Now uses an arced projectile trajectory; no longer direct fires on target

Dodge WC51

Our intent was to delay the dispatch of this unit in an effort to provide the opposing player more time to prepare for light armor.
Command point cost from 0 to 1

M20 Utility Car

Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
Build time from 60 to 45 seconds

M5A1 Stuart

The functionality of Shell Shock was modified in a number of ways to reduce its potency versus medium and heavy vehicles. Previously, the ability afforded the Stuart a great deal of flexibility in what targets it could frontally engage, limiting the need to flank with the unit. The reduced penetration of Shell Shock helps elevate this issue, while still retaining the value of the ability through deflections. Additionally, the Stuart’s build time was reduced as it is no longer required to regulate the pacing of the unit.
Build time from 75 to 50 seconds
AOE penetration from 60/30/15 to 30/22.5/20
Shell shock stun duration from 5 to 3 seconds
Shell shock ready aim time from 0.125 to 0.25-0.5
Shell shock AOE penetration from 0 to 30/22.5/20
Shell shock penetration from 180/100/30 to 60/45/40
Shell shock turret traverse speed from 100 to 52
Shell shock scatter modified to match main gun scatter
Shell shock range distance modifiers set to match main gun range distance

M8A1 HMC

Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
Now uses an arced projectile trajectory; no longer direct fires on target

M4A3 Sherman

Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
Build time from 75 to 55 seconds

105mm Sherman

Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased.
Now uses an arced projectile trajectory; no longer direct fires on target
AOE radius from 4.5 to 5.5

M36 Jackson

Previously, vehicle build time was used as a means of regulating the pacing of the USF’s vehicles. This is no longer required allowing us to reduce their current build times.
Build time from 90 to 60 seconds

M4A3E8 Sherman

The Easy Eight was previously over performing for its cost, its cost was increased to better reflect its in-game value.
Manpower cost increased from 380 to 400
Fuel cost increased from 135 to 145

Osttruppen

Osttruppen have seen a drastic increase in their performance, they are now effective at mid to long ranges.
Near accuracy from 0.45 to 0.55
Mid accuracy from 0.4 to 0.52
Far accuracy from 0.35 to 0.49
Near aim time modifier from 0.125 to 0.375
Far aim time modifier from 4 to 3.25
Near cooldown modifier from 0.125 to 0.25
Modified cover modifiers to match Grenadier KAR 98
Accuracy cover bonus from 2 to 3
Added a received accuracy modifier of 1.25

Panzer Grenadiers

We wanted to better establish the mid-range role of this unit. We lowered its short range damage output and increased its mid range performance. Additionally, we further increased its durability to reduce damage received on approach.
Received accuracy modifier from 0.87 to 0.8
Near accuracy from 0.56 to 0.5
Near range distance from 8 to 5
Mid range distance from 16 to 19

Brummbar

Modified the main gun behavior such that it functions similar to the M8A1 HMC. The gun will now use an arced shot as opposed to directly firing upon its targets. This enables the unit to fire over certain objects, but also adds a small delay to its time on impact. The added time to impact was an intentional addition which provides the opposing player more room to maneuver and therefore mitigate the damage they take from these potentially squad wiping shots. Since the opposing player now has a means of mitigating the damage, the overall impact of the shell has been increased.
Now uses an arced projectile trajectory; no longer direct fires on target
AOE radius from 5 to 6
Angle scatter from 7.5 to 6
Distance scatter max from 4 to 2.5
Armor from 210 to 260
Target Weak Point replaced with Bunker Busting Barrage

Teller Mines

This removes the possibility of the mine instantly destroying the M36 or M10, something we viewed as undesirable and overly frustrating to the opposing player.
Damage from 500 to 400
Cost from 60 to 50 ammunition

Riegel AT mine

We lowered the damage of the Riegel AT mine to maintain the differences in behavior relative to the Teller.
Damage from 400 to 320
Cost from 60 to 50 ammunition

Luftwaffe Medical Supplies

No longer provides healing during combat; resumes healing once squad is out of combat
Removed bonus damage and armor modifiers
Added received accuracy modifier of 0.87
Added accuracy modifier of 1.15

MG34

The previous update increased the suppression of the MG34 to a level slightly higher than the MG42. Our intent with this change is to positon the MG34 slightly below the MG42, in regards to both damage output and suppression.
Near accuracy from 0.6 to 0.68
Rate of fire from 14 to 12
Rate of fire far modifier from 1 to 0.9
Focus fire from true to false
Reload duration from 8 to 6
Setup duration from 2 to 3 seconds
Nearby suppression radius from 12 to 11.5
Suppression from 0.0159 to 0.012

le.IG 18 Infantry Support Gun

Shells that fired directly upon their target did so with greater speed and potency, which resulted in a mixture of behavior from the unit. Our intent was to clarify the unit’s performance by making the behavior more predictable to the opposing player, allowing them to properly position and react to the oncoming fire.
Now uses an arced projectile trajectory; no longer direct fires on target

Sturmpioneer Medical Supplies

No longer enables healing during combat

Jaeger Light Infantry

We wanted to better define the role of the Jaeger Light Infantry as a recon unit while improving its provided utility to the player. The single G43 rifle enables the squad to ‘snipe’ enemy infantry, performing effectively at long range. Combined with its above average sight range, ability to spawn behind enemy lines, and booby trap ability, this squad enables the player to harass the opposing players infantry and economy.
Squad no longer fully equipped with the G43 rifle; base rifle switched to KAR 98
Squad now equipped with one G43 sniper rifle; instantly kill entities at or below 75% health on hit
Added ‘Infiltration Tactics Grenade’ ability to the squad
Manpower cost from 340 to 300

Obersoldaten

We converted the unit’s armor into received accuracy, as received accuracy blends in better with the current structure of infantry combat. Units can negate the received accuracy through veterancy and positioning; whereas, armor is only negated through penetration which heavy weapons possess. Additionally, the damage of the KAR 98 was increased to offset the damage reduction on the LMG34.
KAR 98 damage from 14 to 16
Armor from 1.25 to 1
Received accuracy modifier from 0.87 to 0.7

Kubelwagen

This change is geared towards improving the suppressive performance of the Kubelwagen versus larger groups of units. Previously, it was too easily overwhelmed and therefore failed to function as a reliable suppression platform. The unit still retains its vulnerability to flanking and anti-tank weaponry, requiring the user to be mindful of its limited firing arc and position.
Population cost from 4 to 6
Mid accuracy from 0.55 to 0.5
Far accuracy from 0.35 to 0.16
Rate of fire from 8 to 12
Moving accuracy from 0.5 to 0.75
Moving burst multiplier from 0.1 to 0.5
Moving cooldown multiplier from 0.125 to 0.25
Range from 35 to 40
Mid range distance from 20 to 25
Far range distance from 35 to 40
Nearby suppression multiplier from 0.6 to 0.75
Nearby suppression radius from 10 to 12
Suppression from 0.008 to 0.0053
Firing arc from 45 degrees to 30 degrees

251 Flak Half-track

This unit suffered from extremely low life expectancy due to its unresponsiveness when engaged by a threat. By removing the tear down, the unit is less likely to be destroyed by an advancing threat. However, the increased setup time prevents the player from using this unit in an overly aggressive manner, reinforcing its design as a defensive platform.
Setup time from 3 to 4 seconds
Tear down time from 2 to 0 seconds

Panther Variants

The Panther currently under performs within the current meta. We attribute this largely to the addition of new counters, such as the M36, as well as the high research cost associated to unlocking this unit. Overall, the unit did not feel like a reliable counter to medium armor. We believed this to be a result of its low accuracy and durability. Our intent is to reposition the Panther as an effective counter to medium and heavy vehicles. It should be a dominating force when engaging in a frontal assault, but remain vulnerable when flanked from the rear.
Frontal armor from 290 to 320
OKW Panther accuracy from 0.025/0.0375/0.05 to 0.035/0.045/0.06
Wehrmacht Panther accuracy from 0.025/0.0375/0.05 to 0.03/0.045/0.06

Sturmtiger

The Sturmtiger previously suffered from a number of usability issues related to its ability to hit its target. The shell tended to collide prematurely with world objects resulting in an unintended ignition of the ammunition. By modifying the shell to ignore shot blocking and pierce, these occurrences will no longer occur. However, this has resulted in an improvement to the unit’s efficiency and utility, as it can now be used to fire through anything within the world.
Now ignores shot blocking
Now pierces through world objects
Barrage can no longer be used on a specific target; it will only take a position within the world. This prevents it from homing in on a selected unit.
Barrage range from 45 to 40

Jagdtiger/Elefant

Increased the projectile speed of the main gun to improve the visuals and responsiveness

Off-maps and Loiters
Off-maps with the loiter functionality will now display their activation zone, illustrating potential dangers on the battle field.

Loiter Abilities

Now display an in-game reticle which reveals the engagement zone of the plane

P47 Rocket Strafe

We added a second P47 Thunderbolt to reduce the extremes this off-map tended to produce. Previously, it was either fairly effective or would completely miss its target. This change makes the off-map feel more consistent in terms of damage output while also providing the opposing player the opportunity to react before losing a unit.
Now dispatches two P47 Thunderbolts
Second plane dispatched 4 seconds after first
Damage from 160 to 80
Plane attack delay from 5 to 8 seconds
Number of attacks per plane from 2 to 3
Time range between planes maximum from 10 to 4
Recharge time from 60 to 120 seconds

Stuka Suppression Run

The recharge timer was significantly increased to prevent the player from pinning the opposing player into their base. Additionally, the cost was increased to better reflect the value of this ability.
Recharge duration from 93 to 180 seconds
Cost from 120 to 150 ammunition

USF 155mm Howitzer Off-map

This change prevents the destruction of a full health OKW base structure.
Shells fired from 15 to 12
Damage from 130 to 120

OKW 105mm Howitzer Off-map

Adjusted the performance of this ability so it no longer destroys the USF base when used at maximum potency. Also reduced the length of time it can deny an area by reducing the total shell count and activation time of each salvo in the barrage.
Increased required ammunition for each additional salvo by 200
Reduced the number of shells fired from each additional salvo from 15 to 5
Barrage radius now tightens as it progresses to each new tier
Ability no longer triggers if ammunition requirement is met at a later point in the game

Prioritize Vehicles
We have created a new ability similar to hold fire which enables the user to restrict main gun fire based on target type. For example, an Elefant with priority targeting activated would no longer fire on infantry; instead, the unit would only engage vehicles. This greatly enhances the usability of a unit by restricting unwanted vehicle rotation and enhancing weapon efficiency.

Prioritize Vehicles

Added a new ability on anti-tank units which only restricts fire against non-vehicle targets. This should greatly improve the usability of these units as they will now only fire on vehicles when set to this restricted firing state.

Hand Held AT
Our intent is to reduce the accuracy of hand held AT versus infantry, reducing the number of killing blows it is capable of dealing. Additionally, we want to put a greater emphasis on positioning the squad as close as possible to the opposing armored unit; discouraging the use of these weapon types at max range.

M9 Bazooka

Accuracy reduced from 0.03/0.0425/0.055 to 0.025/0.0375/0.05
Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad.
Angle scatter from 7.5 to 18
Distance scatter max from 10 to 14

Panzershrek

Weapon scatter increased as it was previously too tight, resulting in frequently missed shots resulting in a hit versus armored targets. The increased scatter also reduces the likelihood of a shot hitting a stationary squad.
Angle scatter from 7.5 to 16
Distance scatter max from 10 to 15

Weapon Priority Tuning
Weapon priority determines what target is automatically engaged when a unit is not given an explicit attack order. We have modified the values of each weapon such that it more intuitively engages targets of interest relative to its effectiveness.

Modified Units

StuG III E
StuG III G
Panzer IV
Panzer IV Command
Tiger
Brummbar
222 Scout Car
Elefant
Panther
IS-2
ISU-152
KV-1
KV-2
KV-8
M4C Sherman
SU-76
SU-85
T34-76
T34-85
T70
Stuart

Unit Weapon Priority Modifications

This increases the perceived value of these units, increasing the likelihood they will be automatically targeted by another unit.
Katyusha
Panzerwerfer

Suggested Target

Explicit user orders will now always be executed so long as sight is maintained and no shot blocker is present to prevent the shot from being fired.
Suggested target weapon priority set to 1000

Infantry Combat Tuning
The intent of these changes is to better define the strengths and weaknesses of each core unit relative to one another. We wanted to better define how each core unit should engage their perspective targets. For example, in a Grenadier vs. Riflemen match up, the Grenadiers want to maintain range. This is now a valid tactic, where in the past it was not. An integral element to this iteration is the introduction of received accuracy in place of raw damage. This was used in instances where additional fire power was not necessary in maintaining the established unit relationships. For example, Grenadier long range fire power is high enough to establish the unit’s relative relationship with other units, allowing us to increase their durability instead. As a by-product of this shift, short and mid range units should have an easier time closing in on their target.

LMG Weapon Profiles

We adjusted the LMG profile by scaling its damage output down. We found that the value of long range damage, which the LMG was designed around, was more valuable than we had previously anticipated. In addition to scaling the weapon down, we lowered the damage output at short and mid ranges to make the unit more vulnerable to other units that excel at these ranges.
DP-28
Near accuracy from 0.62 to 0.56
Mid accuracy from 0.5 to 0.45
Far accuracy from 0.44 to 0.39
Near rate of fire modifier from 1 to 0.82
Weapon Rack M1919
Near accuracy from 0.64 to 0.57
Mid accuracy from 0.52 to 0.47
Far accuracy from 0.47 to 0.42
Near rate of fire modifier from 1 to 0.82
Suppression from 0.004 to 0
Paratrooper M1919
Near accuracy from 0.6 to 0.53
Mid accuracy from 0.48 to 0.43
Far accuracy from 0.43 to 0.38
Near rate of fire modifier from 1 to 0.82
Suppression from 0.006 to 0
Grenadier LMG42
Near accuracy from 0.56 to 0.5
Mid accuracy from 0.44 to 0.39
Far accuracy from 0.38 to 0.33
Near rate of fire modifier from 1 to 0.82
Obersoldaten MG34
Near accuracy from 0.57 to 0.51
Mid accuracy from 0.45 to 0.4
Far accuracy from 0.39 to 0.34
Near rate of fire modifier from 1 to 0.82

Browning Assault Rifle

Damage output was reduced at long range to reinforce this weapon’s short to mid range role. Previously, equipping the BAR enabled Riflemen to excel at long range relative to other infantry, reducing the importance of positioning when using this weapon upgrade.
Near accuracy from 0.65 to 0.56
Mid accuracy from 0.5 to 0.44
Far accuracy from 0.35 to 0.3
Mid rate of fire modifier from 1.16 to 1
Far rate of fire modifier from 1.33 to 1
Mid cooldown modifier from 1 to 1.25
Far cooldown modifier from 1.25 to 1.5

SMG Weapon Profile

We found that effective use of a SMG weapon required the user to fire at near point blank ranges. This increased the difficulty in properly executing this weapon against opposing units. By modifying the weapon’s range distance, we are able to ease this requirement therefore improving usability. Consequently, the performance of the listed SMG weapons has been improved.
Partisan PPSH
Moving accuracy from 0.6 to 0.7
Wehrmacht Weapon Crews MP40
Range distance near from 8 to 10
Range distance mid from 15 to 17
Captain Thompson
Range distance near from 8 to 10
Range distance mid from 16 to 19
Conscript PPSH
Moving accuracy from 0.8 to 0.75
Assault Grenadier MP40
Range distance near from 8 to 10
Range distance mid from 16 to 17
Assault Engineer M3
Range distance near from 8 to 10
Range distance mid from 14 to 18
Moving accuracy from 0.6 to 0.75
Rate of fire near modifier from 0.7777 to 1
Rate of fire far modifier from 1 to 0.7777
USF Weapon Crews M3
Range distance near from 8 to 10
Range distance mid from 14 to 18
Paratrooper Thompson
Range distance near from 8 to 10
Range distance mid from 16 to 19

Grenadiers

Intended to excel at long range
Highest long range damage output for its tier
Abilities load out geared towards long range combat
Vulnerable at short range to all other unit types
Versus Conscripts
Advantaged at long ranges
Even at mid ranges
Disadvantaged at short ranges
Versus Riflemen
Slightly disadvantaged at long ranges
Disadvantaged at mid ranges
Disadvantaged at short ranges
Changes
Near accuracy from 0.7 to 0.65
Mid accuracy from 0.65 to 0.575
Far accuracy from 0.6 to 0.52
Far aim time multiplier from 4 to 3.25
Near cooldown modifier from 0.125 to 0.25
Added a received accuracy modifier of 0.91

Volksgrenadiers

Performs moderately well at long range combat
Extremely vulnerable at short range, moderately vulnerable at mid-range
Versus Riflemen
Disadvantaged at long ranges
Extremely disadvantaged at short-mid ranges
Versus Conscripts
Advantaged at long ranges
Disadvantaged at mid ranges
Disadvantaged at short ranges
Changes
Mid accuracy from 0.6 to 0.62
Far accuracy from 0.55 to 0.59
Moving cooldown from 1 to 1.5

Sturmpioneers

Excels at short-mid ranges
Vulnerable at long ranges
Versus Riflemen
Disadvantaged at long ranges
Advantaged at mid ranges
Advantaged at short ranges
Versus Conscripts
Disadvantaged at long ranges
Advantaged at mid ranges
Advantaged at short ranges
Changes
Added a received accuracy modifier of 0.87
Near range distance from 8 to 3
Mid range distance from 16 to 15
Far mid distance from 35 to 28

Conscripts

Performs modestly at mid to short range, does not excel at any range
Ability load out geared towards short-mid
Vulnerable to long range units
Versus Grenadiers
Disadvantaged at long ranges
Even at mid ranges
Advantaged at short ranges
Versus Sturmpioneers
Advantaged at long ranges
Disadvantaged at mid ranges
Disadvantaged at short ranges
Changes
Near accuracy from 0.45 to 0.47
Mid accuracy from 0.39 to 0.43
Far accuracy from 0.3 to 0.29
Near range distance from 4 to 0
Mid range distance from 20 to 25
Added a received accuracy modifier of 1.087

Riflemen

Performs moderately at all ranges; excels against other rifled units at short-mid
Vulnerable at long ranges
Versus Grenadiers
Slightly advantaged at long ranges
Advantaged at mid ranges
Advantaged at short ranges
Versus Sturmpioneers
Advantaged at long ranges
Disadvantaged at mid ranges
Disadvantaged at short ranges
Changes
Near accuracy from 0.6 to 0.62
Mid accuracy from 0.55 to 0.58
Far accuracy from 0.5 to 0.45
Near range distance from 6 to 3
Far cooldown modifier from 1 to 1.25
Added a received accuracy modifier of 0.97
Build time from 25 to 28 seconds

Bug and Gameplay Fixes

T34

Reload time set to correct value, was unintentionally lowered when the KV-1 was modified
Reload time from 5.2-5.8 to 6.2-6.8 seconds

53K 45mm AT Gun

Target size from 1 to 16; this increases the likelihood of the gun itself being hit when decrewed and manually targeted.

Barrage Abilities

Fixed an issue which caused the main gun to become disabled if the unit’s barrage ability was interrupted before completion. e.g. M8A1 HMC.
Resolved an issue which allowed players to subvert the recharge timer if they canceled the barrage at a certain point in its animation. e.g. B4 Howitzer Barrage

Ability Refunds

Interrupted or canceled abilities now properly refund the cost and reset the cooldown timer of the ability.

Salvage

Salvage can no longer be activated on a team weapon which is in the process of being recrewed

Recrewing

Reduced sim side delay when a squad is attempting to recrew a weapon; recrewing should occur 0.25 seconds quicker as a result.

Major ‘Establish a Treat Point’ Ability

No longer allows the major to recrew an abandoned vehicle

HMG

Resolved a number of gameplay issues related to heavy machine guns. This includes issues with selection, positioning, and retreating.

Unit Speech

Resolves a number of issues related to unit speech or missing speech

Pathfinding

Vehicles will now be better at driving through narrow passages, they will be less likely to get stuck
Vehicles will now be less likely to enter a tight spot, thereby reducing the occurrences of on-the-spot pivots
Improved the way three point turns are executed
Improved the way vehicles respond to facing orders


That's a regular boatload of changes! So, COH2 player, what are your thoughts on the new patch? Are you delighted that the B4 bug is fixed, or catatonic with rage? Let us know in the comments!
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