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SEPTEMBER 17TH PATCH NOTES

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15 Sep 2015, 00:32 AM
#1
avatar of nigo
Senior Editor Badge

Posts: 2238 | Subs: 15

http://www.companyofheroes.com/blog/2015/09/15/coh2-september-17th-patch-notes



General Updates:

Community Map Spotlight Rotation:

Adding Surzdorf
Adding Ecliptic Fields
Adding Achelous River
Adding Montherme
Adding Red Ball Express
Removing Bystraya Voda
Removing Wolfs Lair
Removing Eindhoven Country
Removing Pavlov’s House
Cold tech: (Blizzards & Freezing)

Cold Tech is disabled in Automatches
Cold Tech can be enabled/disabled in Custom Matches ( This option does not affect Deep Snow)
Observer Mode:

Observer mode UI layout adjustment


Gameplay Updates:

General

Added support to queue reverse move order via “shift-clicking”
All infantry units that can camouflage no longer camouflage when retreating through cover
Ambient Buildings

To account for the increase in flame damage.

Ambient building flame threshold increased from 240 to 480
Explosive Weapons

Reduced the amount of random squad wipes from grenades/mortars.

Added back the 50% reduce damage modifier to green cover for explosive weapons
Flame Weapon

Updating how flame weapons work to be more impactful in the game.

All Flame Weapon damage over time duration increased from 3 to 20 seconds
Infantry Held Flame Weapons do not leave Flame damage over time
Reduce flame bonus damage to buildings from 1.5 to 1.25
Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25
Handheld Flame Weapons:

Compensating for no longer leaving damage over time effect.

Post firing aim time increased to 0.5
AOE Accuracy changed from 0.6/2.8/5 to 15/15/15
AOE radius changed from 4 to 2
AOE damage changed from 0.4/0.7/1 to 1/1/1
AOE damage friendly changed from 0.25/0.625/1 to 0.25/0.25/0.25
AOE distance changed from 2/1.5/1 to 2/2/2
Reaction radius changed from 2.1 to 2.5
Burst duration changed from 1/0.5 to 1/1
Damage multiplier vs garrison cover increased from 1 to 2
Damage multiplier vs heavy cover increased from 1 to 2
Damage multiplier vs light cover increased from 1 to 1.25
Damage changed from 8 to 16
Weapon tracking speed horizontal changed from 90 to 45
Light Artillery Suppression (Pak Howitzer & LEIG)

Previously the suppression that was added on these units were fairly inconsistent in their result. The data has been adjusted to provide more consistent suppression within its area of effect.

AOE suppression profile changed from 0.1 to 1
Suppression reduced from 0.8 to 0.3
Nearby suppression multiplier reduced from 2.2 to 1
Nearby suppression radius increased from 60 to 70


Balance Updates:

With the introduction of a new allied army “British Forces,” one of the main goals for this balance update were to bring all the factions in line each other. The following update will feature many of the changes that we have been playtesting through our “Balance Preview Mod.” We would like to thank the many community members who have helped us test and provided feedback during this iterative process.



British Forces

Platoon Command Post

We have decided to offset the initial costs for teching-up and offsetting them to the specializations.

Cost reduced from 280/35 to 180/30
Requisition AEC MK III 75mm Armor Car

We have decided to offset the initial costs for teching-up and offsetting them to the specializations.

Cost increased from 50/10 to 100/15
Research time increased from 5 to 30 seconds
Requisition Bofors QF 40mm Emplacement

We have decided to offset the initial costs for teching-up and offsetting them to the specializations.

Cost increased from 50/10 to 100/15
Research time increased from 5 to 30 seconds
Company Command Post

We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations.

Cost reduced from 360/115 to 280/115
Specialization: Hammer

We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing.

Cost increased from 200/25 to 200/50
Research time increase from 5 to 30 seconds
Specialization: Anvil

We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing.

Cost increased from 200/25 to 200/50
Research time cost increased from 5 to 30 seconds
Logistic Glider HQ

We felt the Glider HQ already provided tremendous bonuses to the player and giving extra resources as well was over the top. We have also reintroduce builder medics to allow players a manpower healing option.

No longer grants extra resource bonus
Can now build medics
New bulletin available for Medics (drops through Warspoils)
Artillery Cover

Added a delay and warning smoke to give players a chance to react to the ability. Change the stun critical with a weapon disable to prevent constant stun.

Added warning smoke
Added 4 second delay
Vehicle Stun Critical removed from penetration table replaced with Main Gun Loader Injured
Command Tank Buffs

The initial bonuses were dialed up at extreme levels we are bringing the bonuses in line with other auras.

Accuracy weapon modifier reduced from 2 to 1.35
Receive accuracy modifier increased from 0.5 to 0.7
Reload Weapon modifier increased from 0.5 to 0.7
Cooldown Weapon modifier increased from 0.5 to 0.7
Command Tank Debuffs

With the adjustment to the bonuses we are also reducing the penalties so they are not so severe.

Reload Weapon modifier reduced from 4 to 2
Cooldown modifier reduced from 4 to 2
Accuracy modifier increased from 0.25 to 0.5
Receive Accuracy modifier reduced from 4 to 2
Emplacements

Slight adjustment to emplacements to prevent HMG weapon teams from garrisoning to prevent odd behavior. Brace has been given a cooldown to allow opportunity of attack for opposing players. 75 seconds actually means 45 seconds due to the 30 second duration time.

Can no longer garrison HMG weapon teams
Brace cool down increase from 15 to 75 seconds (45 seconds in game)
Churchill Crocodile

Reducing the durability slightly to help players deal with this slow moving tank. With the changes to how flame weapons work we are adjusting the Crocodile’s stats accordingly.

Flame Weapon damage over time damage reduced from 4 to 2
Flame Weapon max range reduced from 35 to 32
Flame Weapon damage reduced from 16 to 12
Health reduced from 1600 to 1400
Churchill AVRE

Reducing durability slightly to help players deal with this slow moving tank. Reducing its damage to compensate for its high durability.

Health reduced from 1600 to 1400
Petard damage reduced from 640 to 440
Petard bonus damage multiplier vs buildings 1.45
AEC MK III 75mm Armor Car

Slight pacing adjustment.

Cost reduced from 60 to 50 fuel
Gammon Bomb

Bringing its damage in line with other explosive weapons.

Damage reduced from 240 to 200
Universal Carrier

Adjusting its Wasp Flame Weapon to bring the unit in line with the rest of the flame weapon changes. Initial damage was reduce significantly to prevent instant model killing however the damage over time damage remains potent as ever. In addition we have added multiple things to help the UC deal with snipers.

Wasp Flame Weapon damage over time damage reduced from 4 to 2
Added 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
Wasp Damage reduced from 16 to 6
Wasp range reduced from 35 to 32
Wasp research time reduced from 45 to 30 seconds
Vickers research time reduced from 45 to 30 seconds
Command Sten MK VI Silence SMG

These guns were very lethally at close range with provided almost no time to react.

Damage near reduced from 1 to 0.85
Bofors

Unit was over performing.

Accuracy reduced from 0.875/0.818/0.76 to 0.775/0.46/0.36
Damage reduced from 40 to 30
Vs building garrison cover damage multiplier changed from 0.5 to 0.2
Distance_scatter_max changed from 2.15 to 5.15
Crew Repair Operations

The repair rate was so high it allowed players to disengage, repair and reengage before the enemy had time to prepare or recover.

Repair rate reduced by 30% (16 per tick to 11)
Sniper

This should improve usability.

Weapon Behavior Change from wants prone firing moved to none
Comet

Slightly increasing its scatter to bring the unit in line with its generalist counter parts. Also increasing its pop cap as it was previously under costed.

Scatter increased from 3.2 to 4.2
Population increased from 12 to 16


Wehrmacht

GRW34 81mm Mortar

Unit was over performing with a tremendous rate of fire.

Reload increased from 2.4 to 4
Panzergrenadiers

We are looking to minimize the heavy attrition cost of this unit.

Reinforce cost reduced by 10%
Sniper

Slightly reducing the rate of fire of German sniper as the base unit was slightly over performing.

Cooldown unified from 3.2/1.7 to 3/3
Reload min increased from 3 to 4
StuG III E/G

With the resurgence of StuG use we are looking at changing the way target weak point to prevent chain stunning scenarios which provided a frustrating experience for players.

Target weak point will now disable main gun temporarily no longer causes vehicle stun.
Ambush Camouflage

Changing unwanted behavior.

First strike bonus damage changed to accuracy
JU87 Close Air Support Loiter

We are spreading out the damage of the JU87 Close Air Support to allow players to better react to this ability.

Increased the number of planes to loiter from 1 to 2
Damage reduced from 120 to 60
Radius reduced from 60 to 50
Elefant

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight. We would like to encourage use of other units that provide vision.

Focus sight removed
Population reduced from 25 to 20
Tiger

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also increase the penetration to allow for the tiger to deal more consistent damage against other heavy vehicles. The increase range was to improve the usability of these slow moving tanks. With the compensation to their veterancy bonuses, tank destroyers will still be able to out range them.

Population reduced from 24 to 19
Range increased from 40 to 45
Penetration increased from 180/200/220 to 200/220/240
Veterancy 2 range bonus reduced from 10 to 5
Tiger Ace

We removed target weak point from this unit because it provided too much utility for an already potent vehicle.

Veterancy 2 range bonus reduced from 10 to 5
Range increased from 40 to 45
Target Weak Point Removed
222 Scout Car

We wanted to introduce some counter player against snipers.

Now has 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
251 Flame Halftrack

Increasing the range slightly to help the flammenwerfer be more effective. We are also removing its ability to reinforce once players get the upgrade. This provides the player with a distinct choice in how they want their unit to perform.

Range increased from 25 to 30
Loses reinforce
Panzerwerfer

Reducing the scatter slightly and adding suppression to the rockets to improve the unit’s effectiveness.

Distance scatter reduced from 20 to 17
Rockets now deal suppression
Damage profile changed from 1/0.35/0.05 to 1/0.5/0.30


Soviets

Starting Resources

We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.

Starting Fuel reduced from 50 to 20
Special Rifle Command

We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.

Fuel cost reduced from 40 to 10
Support Weapon Kampaneya

We are reducing their starting resources as well as the cost of their starting buildings to open up more versatility among early game compositions. Pacing has not been affected.

Fuel cost reduced from 50 to 20
Tankovivy Battalion Command

We are slightly delay this building to allow players to have more time to prepare for any early vehicle rushes.

Fuel cost increased from 80 to 85
Partisan

We wanted to give some consistency and utility to Partisans.

Anti-Infantry Partisans will always be equipped with PPSH
Partisan PPSH Damage increased from 2 to 4
Anti-Tank Parisians will always be equipped with Panzershrecks
Anti-Tank Partisans now replace irregulars
Added Partisan Grenade to Anti Infantry Partisan
Added Camouflage to both Partisans
Conscripts

Previously conscripts did not scale too well in the late game. We are increasing their survivability as they vet up.

Veterancy 3 Receive accuracy modifier increased from 33% to 40%
Molotov Cocktail

Reducing the initial damage that the Molotov does on explosion because it was killing models instantly due to the additional changes to flamers.

Initial damage reduced from 20 to 10 (damage over time damage remains the same)
Research cost reduced from 25 to 15
Conscript PPSH

Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall damage per second.

Near accuracy increased from 0.518 to 0.621
Mid accuracy increased from 0.23 to 0.43
Far accuracy increased from 0.115 to 0.2
M3 Scout Car

We wanted to introduce counter play against snipers

Now has 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
M5 Halftrack

Reducing penetration slightly to allow for dedicated light vehicle counters to excel more at facing the M5. Also reducing its moving accuracy to reduce its ability to chase and shoot. We are also removing its ability to reinforce once players get the upgrade. This provides the player with a distinct choice in how they want their unit to perform.

Quad penetration reduced from 1.5/2/2.5 to 1.25/1.5/1.75
Moving accuracy reduced from 0.5 to 0.4
Quad removes reinforce
T34-76

Compensating for the unit’s reduce cost in the last update allowing players to easily a mass their army.

Population cost reduced from 12 to 10
ML-120

Bringing its damage in line with other artillery pieces

Damage increased from 160 to 200
ISU-152

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also removed focus sight as gaining the ability to self-sight for such a long range unit was unnecessary.

Focus Sight Removed
Population cost reduced from 25 to 20
IS-2

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player

Population reduced from 24 to 19
Katyusha Rocket Truck

The previous scatter was set fairly low which gave units little chance to doge any of the rockets.

Creeping barrage scatter increased from 2.5 to 5.5


US Forces

Ambulance

Improving usability.

Healing ability changed to toggle ability, must be in territory and disables movement.
Build time reduced from 45 to 30
Assault Engineers

Improve usability as we found very little use out of the small anti-tank mines

Replaced M7 Mine with Regular mine
Rifleman

We are adding more survivability to rifleman at vet3 to help them scale into the late game more.

Veterancy 3 now grants reduce receive accuracy by 25%
Dodge WC51

We wanted to introduce counter play against snipers

Now has 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
M15A1 AA Half track

AA Mode removed
Will have Anti-Aircraft capabilities by default and have been improved to compensate
M20 Utility Car

We wanted to introduce counter play against snipers

Now has 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
HMG 50 Cal

Previously the 50cal had an additional weapon that was activated at vet2. That weapon was not effected with the previous HMG changes. We are also improving usability of the HMG.

VET 2 50 Cal weapon has had its stats adjusted in relation to the previous changes to HMGs
Focus fire set to false
M1918 Browning automatic rifle

We are increasing the BAR rifle on the move accuracy and cooldown to promote more aggressive tactics when units are equipped with this weapon.

Accuracy multiplier reduced from 0.6 to 0.7
Cooldown multiplier reduced from 0.25 to 0.1
Bazookas

Small cost adjustment to bring the weapon in line with its performance.

Cost reduced from 60 to 50 Munitions
Defensive Stance

After heavy testing we found this ability not suited for rifleman.

Removed from the game
Rifle Company

With the improvements to rifleman and their veterancy we found it was overly excessive to allow vet 2 rifleman to be called in.

Will only call in VET1 Rifleman
M1 Thompsons

Increase their mid and far range profile so the weapon itself is not an immediate downgrade in overall damage per second.

Mid accuracy increased from 0.173 to 0.43
Far accuracy increased from 0.115 to 0.2
M4A3 Sherman

With the delay in tech to the USF we are increasing the power of some of their vehicles.

Penetration increased from 80/100/120 to 100/120/140
M4A3 Easy Eight

Now that the Easy Eight requires tech to build it we are adding additional stats to diversify the unit from the regular M4A3 Sherman.

Health increased from 640 to 720
Near penetration increased from 175 to 200
M56 Delayed Fuse HE Barrage

Improving the ability to allow it to effectively deal against stationary targets.

Weapon building damage changed from mortar to HE Shell
Accuracy increased from 0 to 11
AOE Penetration increased from 105 to 1000
Penetration increased from 105 to 1000
M7B1 Priest

Bringing the priest in line with other heavy artillery weapons.

Salvos increased from 5 to 7
240 Howitzer Artillery Barrage

Reducing the AOE radius of the shell to match the shells explosive fx. We have also added additional UI to indicate the area in which the shells will be landing in.

AOE reduced from 12 to 9
Added UI indicator of ability range
Added extra SFX to the shell


Oberkommando West

Infantry Squad Upgrades

Ease of use change

All squad upgrades are able to be upgraded out of territory
Volksgrenadiers

We wanted to give OKW a soft building counter options. This should help OKW deal against garrisoned enemies.

Grenade replaced with incendiary grenade
IR Halftrack

Adding a small fuel investment to this vehicle.

Cost increased by 5 fuel
Fallschirmjäger

We are looking to minimize the heavy attrition cost of this unit.

Reinforcement cost reduced by 10%
Obersoldaten

We are looking to minimize the heavy attrition cost of this unit

Reinforcement cost reduced by 10%
IR STG

Bringing this upgrade cost in line with this weapons performance.

Cost reduced from 90 to 60
LEIG

We found through feedback and playtesting that the Hollow Charged ability was very cumbersome to use. We have decided to remove the ability from the unit and substitute it with weapon stats.

Hollow charges removed
Now gains increased weapon and barrage range by 15%
Kubelwagen

Now has 50% bonus accuracy against sniper types
Increase detection radius from 10 to 25
Walking Stuka

Due to the creeping nature of the Walking Stuka, you would really only ever have two rockets hit an emplacement. The bonus damage is to compensate for that.

Added a 50% damage bonus against British emplacements
Sturmtiger

Fixing unintentional behavior

Can no longer reload it’s gun through repair critical
King Tiger

The increase range was to improve the usability of these slow moving tanks.

Range increased from 40 to 45
Jagdtiger

With the limit added to heavy tanks we are reducing the total population cap to give extra army room to the player. We have also reduce its cost to bring the unit in line with its performance since its default piercing capabilities were removed in a previous update.

Population reduced from 26 to 21
Cost reduced from 800/290 to 720/245


Map Updates:

Sittard Summer

Added as a permanent map in the Custom Match map list
Lienne Forest

Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points
Lienne Forest Winter

Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points
Langreskaya

Adjusted map entry points to prevent units from pathing outside of the battlefield to reach territory points
Minsk Pocket

Adjusted the map edge near Slot1 and Slot2 HQ Territory so UKF and USF bases weren’t clipping outside of the playable area
Langreskaya Winter

Reduced/Reworked deep snow
Kholodny Ferma Winter

Reduced/Reworked deep snow
Semoskiy Winter

Reduced/Reworked deep snow
Moscow Outskirts Winter

Reduced/Reworked deep snow
Rzhev Winter

Reduced/Reworked deep snow
Port of Hamburg

Adjusted a building near the center bridge to allow medium tanks to path through
Dusseldorf

Adjusted rubble in the South-East area to allow infantry to path through


Bug Fixes:

Fixed a bug with the British Forces’ brace ability not having a cooldown
Fixed a bug with the British Forces’ Anti-Building Flame Mortar Support ability targeting the Oberkommando West Battle Group Headquarters
Fixed a bug with the British Forces’ Scoped Lee Enfield providing a debuff at Veterancy rank 3
Fixed a bug with the Wehrmacht Grenadiers receiving an extra modifier
Fixed a bug with the Wehrmacht Assault Grenadiers’ assault grenades not scattering when thrown
Fixed a bug with the Soviet DSHK HMG suppression and incremental accuracy values
Fixed a bug with the Soviet HM-38 120mm Mortar squad’s cost
Fixed a bug with the Soviet Conscript’s abilities conscript repair and anti-tank grenade sharing hotkeys
Fixed a bug with the US Forces’ mine not using a proper mine
Fixed a bug with the US Forces Riflemen Field Defenses CP requirement
Fixed a bug with the Oberkommando West’s Sturmtiger’s area of effect profile being reverted to a previous revision
Fixed a bug with the Oberkommando West’s Panzerfusilier’s Anti-Tank Rifle Grenade ability projectile life time
Fixed a bug with the Oberkommando West’s Panzer II Luchs Light Tank when receiving a brew-up critical
Fixed a bug with the Victory Point ticker in Observer mode
Fixed a bug with some big explosive weapons not destroying building panels
Fixed a bug with heavy cover modifiers not providing right percentage of damage modifiers to explosive weapons
Fixed a bug with map objects Panzer Haul, Panzer Turret, and Panzer Barrel allowing them to be salvageable
Fixed a bug with several medium tank wrecks so they can be crushed by other medium tanks
Fixed a bug with the map object Haystacks so it is now removed from the battlefield when destroyed
Fixed a bug with the map object Opel Blitz wreck so it now crushes properly
Fixed a bug so The Eastern Front Army Maps are now playable for Demo users
Fixed a bug so the maps Langreskaya and Langreskaya Winter no longer require the standard game to play
Fixed a crash that occurred at the end of the Ardennes Assault – Siegfried Line mission
Added prioritize vehicle back to medium tanks
Adjusted the map object Opel Blitz truck so it can be crushed by medium tanks
Data Optimization
15 Sep 2015, 00:35 AM
#2
avatar of Neffarion

Posts: 461 | Subs: 1

No ColdTech, now every one of my soldiers have vodka and whisky in their pockets Kappa
15 Sep 2015, 00:38 AM
#3
avatar of BeefSurge

Posts: 1891

YES
15 Sep 2015, 00:48 AM
#4
avatar of van Voort
Honorary Member Badge

Posts: 3552 | Subs: 2

jump backJump back to quoted post15 Sep 2015, 00:32 AMnigo
Cold Tech is disabled in Automatches
Cold Tech can be enabled/disabled in Custom Matches ( This option does not affect Deep Snow)
Observer Mode:



15 Sep 2015, 00:52 AM
#5
avatar of Flying Dustbin

Posts: 270 | Subs: 1

15 Sep 2015, 00:53 AM
#6
avatar of Banillo

Posts: 134

whats the point of the cold immunity with the shreks now?
will the cost of the new volks nade be 30 muni while the molotov costs 15?
15 Sep 2015, 00:55 AM
#7
avatar of Lemontree

Posts: 67

Curious to see how this affects British the most and how their early game will play out.

Also curious as to OKW being generally weak in 1v1, how the USF and various other changes will effect them.

I'm glad USF are finally getting some buffs and change ups, but USF are clearly performing better than OKW in 1v1 currently based on stats, so with these buffs just kind of feel that OKW will be struggling even worse.
15 Sep 2015, 00:55 AM
#8
avatar of Robbie_Rotten
Donator 11

Posts: 412

Data optimization PogChamp
DeC
15 Sep 2015, 00:55 AM
#9
avatar of DeC

Posts: 102

Lol. Brits nerfed to hyperborea 1-2 weeks after release. Competent balance team.
15 Sep 2015, 00:57 AM
#10
avatar of braciszek

Posts: 2053

Defensive stance removed.

Probably for the better.

Cant wait for this patch. 720 hp E8's... Yes... As well as everything else making USF less of a chore, of course.
15 Sep 2015, 00:58 AM
#11
avatar of SpaceHamster
Patrion 14

Posts: 474

Well with cold tech gone, all I have to worry about is the unconventional(assymetrical, lol?) deep snow on some maps; where one side has to clog its way out of the map as the other can walk more freely in its terrain/home base area.
15 Sep 2015, 01:02 AM
#12
avatar of Robbie_Rotten
Donator 11

Posts: 412

Well with cold tech gone, all I have to worry about is the unconventional(assymetrical, lol?) deep snow on some maps; where one side has to clog its way out of the map as the other can walk more freely in its terrain/home base area.


Only masochists don't veto Kholodeny Ferma winter. :megusta:
15 Sep 2015, 01:10 AM
#13
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Awesome changes, I agree with pretty much all of them! It's nice that they fixed the Sturmtigers AoE especially. I just hope they fix the rest of the bugs in Elite Armored soon!
15 Sep 2015, 01:11 AM
#14
avatar of moetschi

Posts: 27

On paper most of these changes look great. Vet 3 Buff for rifles seems a bit much, but USF desperately needed a buff, so we'll see how this will turn out. Bonus accuracy against snipers looks promising and the brit-sniper changes were needed. Would have loved to see a reduced cloaking time for him aswell tho, so you can counter ost-snipers more effectively.

Deleting cold-tech from automatches? Have all my love! That's great news.

Also intrigued about the flamer changes and new maps. Definitley excited for this patch. Keep up the good work, Relic! :)
15 Sep 2015, 01:16 AM
#15
avatar of luvnest
Strategist Badge
Patrion 39

Posts: 1094 | Subs: 20

It's gonna be Rifle Company of Heroes 2. But overall it looks good. Looking forward to the new maps.
15 Sep 2015, 01:16 AM
#16
avatar of ThatRabidPotato

Posts: 218

But I LIKED Blizzards....
15 Sep 2015, 01:20 AM
#17
avatar of FestiveLongJohns
Patrion 15

Posts: 1157 | Subs: 2

Looks great, can't wait for the patch!
15 Sep 2015, 01:22 AM
#18
avatar of ghey boi

Posts: 61

jump backJump back to quoted post15 Sep 2015, 00:32 AMnigo

Cold Tech is disabled in Automatches


While cold tech looked "cool" on paper I think we could all agree that it was annoying and unwanted. Since cold tech will be irrelevant in automatches could there be a cost decrease in shrecks for volks?

Everything looks great though, can't wait for the patch! :thumbsup:
15 Sep 2015, 01:26 AM
#19
avatar of Jenova.Projekt

Posts: 37

"Added support to queue reverse move order via “shift-clicking”"

well, its possible since i get used to queue-movement related stuff on tanks, nothing to add about that, already works :P
15 Sep 2015, 01:28 AM
#20
avatar of ClassyDavid

Posts: 424 | Subs: 2

Any mind telling me how much the OST sniper rate of fire has been effected?
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