Squad formations and Clumping
Unfortunately, there is a disparity in how squads are assigned formations which is impacting performance and game balance. The address this problem we have implemented the following changes:
- Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members)
- Prevent unwanted clumping when given two opposing orders in quick succession (e.g., forward & backwards to avoid an AoE projectile).
- Allow stealth-oriented squads to better utilize crater wherever available, without breaking their formation, but without clumping too much either
- Change unwanted reaction behaviour which would cause squads to break formation and put them unnecessarily into danger.
Reinforcement Half Tracks/Transports
We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence.
- Reinforcement Half-tracks now have shared veterancy from infantry squads and weapon teams
- Load Times for all Half-tracks standardized to 2.
- Given a handbrake ability to prevent unwanted movement
- 251 Half-track can now carry mortar teams
Additional info about Shared Veterancy
The following unit types will contributed shared veterancy to nearby officers/halftracks at the following rates:
- 5% mortars/indirect fire
- 10% HMGs
- 50% infantry
- 0% anything else
We feel that the Sniper’s cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes:
- When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to return to camouflage for 10 seconds
- Snipers cannot cloak until out of combat for 3 seconds
To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions:
Anti-tank gun/Tank stealth changes
- Tanks (e.g., JP4) and anti-tank guns cannot re-cloak until out of combat for 5.5 seconds
- Neither type of unit can re-cloak within 10 seconds of having fired a shot
Non-sniper stealth infantry changes
- Stealth (infiltration) infantry cannot re-cloak until out of combat for 4 seconds
- Stealth infantry cannot re-cloak within 10 seconds of having used an offensive ability (e.g, grenades)
Offmap Abilities in Base-Sectors
Fixed an issue where several Off-map abilities (mostly belonging to Soviets, OST, OKW) could still be targeted in the base sector
- The change also affects Pathfinder artillery and Major artillery
- Paratroopers can no longer be dropped into the enemy base sector.
Ghost Wire/Sand Bags
“Ghost Wire/Sandbags” is the name for a common exploit in competitive play which allows partially completed fortifications to block movement. While unfinished fortifications could be destroyed by small arms, they took several seconds of focus fire to destroy what could be placed instantly. To compound the issue, several infantry-borne weapons would take significantly longer to tear down unfinished obstructions.If players want to impede enemy movements with barbed wire and sandbags, they now have to fully complete constructing them.
- Unfinished wire/sandbags/tank traps (aka ghostbags) will self-destruct automatically if there is no longer an infantry squad (owned by the same player) within 10 meters of the unfinished fortifications for 5 seconds.
Retreat Point De-Congestion
The base layout of several armies makes it so that retreating infantry units often get caught up in high-congestion areas. This, in particular, makes it difficult for nearby-stationed medics to reach injured soldiers, thus reducing the efficiency of healing. Taking longer to finish the retreat also means that players cannot issue orders quick enough to their infantry.
- Squads will halt their retreat within 10 meters from the headquarters for: Soviets/OST/OKW
- For UKF, squads will also use the weapon racks as forward retreat points
We have noticed a similar situation arising in all factions' HQs. Healing performance is further degraded by the fact that activating the forward retreat point ability spawns antennas that inhibit movement. To address this:
- Squads will halt their retreat within 10 yards from an OKW MedHQ base acting as retreat point
- Forward retreat antennas can now be traversed by units
Finally, we have noticed similar patterns emerge with the forward retreat mechanic of the British faction. Like the OKW faction, the entities that act as forward retreat points are large immobile objects. Unlike OKW, there was only one single spot acting as a forward retreat point, creating unnecessary hotspots. To address this:
- Squads will half their retreat within 10 yards from a Forward Assembly or a Vanguard Glider acting as retreat points
Base Structure Rotation
Soviets engineers and Werhmacht Pioneers will be able to select the rotation of base buildings to allow players to optimize paths, as well as create unique layouts! Many thanks to community member Capiqua for implementing this functionality for the balance team.
Veterancy Rates from Infantry-Based Anti-Tank
Anti-tank infantry squads were attaining veterancy disproportionately fast compared to anti-infantry squads. This was allowing blobs of infantry to scale versus armour too easily. This also allowed anti-tank-equipped squads to outpace dedicated anti-infantry squads and trade more efficiently than they should. With this change we aim to streamline the speed of veterancy gain or all squads.
Reduced the rate at which infantry-held anti-tank weapons would award veterancy:
- Panzerschrecks/Bazookas/PIATs/PTRS/BOYS AT Rifles now award 3 times less experience when damaging a target.
- This change does not affect the British Sniper
In a recent patch, all mortars received a +33% range bonus to their auto attack at Vet 3 as where previously it was only on the barrage abilities. This escalation of mortar power made them over perform compared to other types of more costly artillery pieces that had not received this bonus such as Pack Howitzers and Mortar Half-tracks.
- Vet 3 no longer grants range increase to auto attacks.
We wanted to tone down the performance of the Quad to be in-line with Light Tanks and other suppression platforms. In order to make infantry counters to this unit viable, the M17 can no longer suppress enemy squads on the move.
- Moving Burst reduced from 1 to 0.5
- Moving accuracy reduced from 0.4 to 0.25
- Near rate of fire reduced from 1.24 to 1.15
- Accuracy reduced from 0.5/0.3125/0.125 to 0.34/0.28/0.1
- Near Cooldown modifier increased from 0.5 to 0.75
- Cannot suppress units while moving.
- Increased the chance for the Quad to take down an airplane (from 30 in 10000 to 10 in 100)
- Munition cost from 120 to 100
This change affects both the Soviet version and USF version of the Quad upgrade.
Penals (INFANTRY SCALING)
The combination of the raw amount of bonuses Penal Battalion squads receive, in combination with the power of their flamer upgrade make the squad capable in winning all engagements, in all situations with very limited avanues for counterplay. To address this, we are removing some of the raw power of Penal battalions. At the same time, we are giving Penal Battalions access to some anti-tank utility to give Soviet T1 some tactical versatility, which it previously lacked.
- Popcap cost increased from 7 to 8
- Penal Veterancy 3 received accuracy from 0.77 to 0.85
- Veterancy 3 reduces cost of satchel charges from 45 munitions to 35 munitions.
- No longer gains access to the Oorah abillity.
- No longer have access to the flamethrower upgrade
- Now gain access to a (2x) PTRS upgrade
PTRS x2 upgrade
- Cost 60 Munitions
- Same damage as Guards PTRS (refer to Guards changes)
- Accuracy lowered from 0.69/0.575/0.253 to 0.15/0.105/0.06
- Has 0.33 drop-rate
Penal satchel charges can now also behave as vehicle snares:
- Damage vs vehicles reduced to 240 (same as AT satchel)
- Friendly fire multiplier increased from 25% to 50%
- Causes engine snare on targets with 75% HP or lower (after the damage is applied)
- Satchel will stick to vehicles if it hits them on its trajectory to the target
- Satchels can be targeted directly on enemy vehicles. However, the throw will abort if, at any time, the target leaves the range of the ability (unlike other snare abilities that will fire regardless)
Guards were proving to over perform in ratio to their cost, appearing to supplement any strategy, thus, limiting variation in Soviet commanders.
- Manpower cost increased from 330 to 360
- Damage vs non-vehicles reduced from 27 to 20
- Damage vs vehicles on penetration remains 40
- Damage vs vehicles on deflection increases from 13 to 20
Guards can now re-buy lost items and equipment:
- 30 MU per PTRS
- 40 MU per DP-28
RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks)
- AOE far damage reduced from 0.5 to 0.25 (Same as MK2)
- Ready aim time increased from 0.125 to 0.625 (to match MK2 overall delay)
- Munitions cost reduced from 45 to 35
- Vet 2 accuracy bonus reduced from 1.3 to 1.14
- Vet 2 received accuracy bonus decreased from 0.83 to 0.88
- Vet 3 now grants a further 1.14 accuracy (1.3 total)
- Vet 3 now received accuracy bonus increased from 0.77 to 0.75, total received accuracy at vet 3 has been reduced from 0.6391 to 0.66.
When picking up a PTRS rifle from the ground:
- Elite infantry (e.g., Guards, Shocks) receive the guards version of the PTRS
- Non-elite infantry (e.g., Conscripts, Penal) receive the Penal version of the PTRS.
We feel that the T-70’s high damage and AOE allowed it to wipe infantry too effectively, particularly if they are clumped in cover. The changes will make it so that the T-70 loses its characteristic pinpoint accuracy while moving. To get the best out of the unit, players are expected to move in a bit closer to enemy squads, until the T-70 receives the Veterancy 3 bonuses (which dramatically increase its performance)
- Manpower cost increased from 200 to 260
- Health increased from 320 to 400
- Crew repair removed
- Reload speed increased from 1.8 - 2.2 to 2.1 - 2.5
- AoE damage reduced from 1/0.35/0.05 to 0.8/0.35/0.15
- Scatter Max increased from 1.7 to 2.5
- Distance scatter offset reduced from 0.25 to 0.15 (this improves targeting)
- Veterancy 3 decreases weapon scatter by 20% (accuracy vs infantry)
Coaxial MG changes:
- Coaxial MG cooldown decreased from 5 to 3
- Coaxial MG cooldown multiplier changed from 0.5/1/1.5 to 0.75/1/1.25
- Coaxial MG accuracy changed from 0.38/0.33/0.28 to 0.38/0.355/0.33
- Coaxial MG reload duration reduced from 4-6 seconds to 3 seconds
- Fixed an issue where the Coaxial MG would not track targets properly
- T-70 Recon Mode now also allows the T-70 to capture territory with veterancy 1.
- Capture Point ability removed.
- Fixed an issue where a recrewed vet 2 T-70 using recon mode was unable to toggle the ability off.
Bug Fixes & QoL Changes
- Fixed an issue where Soviet AT guns crews would open fire and break stealth (thus ruin ambushes)
- Fixed an issue where camouflaged Soviet AT guns would refuse to open fire at intended targets, when stealth-ed
- Fixed an issue where the M1-57mm gun would not benefit from Soviet AT ambush tactics.
- Fixed an issue where the original crew of the M42 would sometimes drop prone on the ground, thus inhibiting movement
- Anti-infantry partisans no longer display the PPSh icon, to help the player identify any picked-up weapons.
To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad. We are also giving some QoL improvements to the ability.
- Medkits duration increased from 10 seconds to 20 seconds (will now heal to full)
- Cost reduced from 20 munitions to 15 munitions
- Squads can now use the medkit ability on themselves
- It is now possible to interrupt the casting of OST Medkits
- Fixed a bug where OST medic supplies would heal in-combat squads
We felt that pioneer damage output was under-performing and proving ineffective in combat.
- Near accuracy increased from 0.403 to 0.463
- Mid accuracy increased from 0.23 to 0.27
- Population reduced from 6 to 5
- Fixed an issue where OST Pioneers would announce “anti-personnel” mines being built, when in fact building a Teller mine
Whilst they have an initial impact, their damage fall off, manpower bleed, grenades and veterancy scaling made them not scale well or a viable choice in the late game. Therefore, to improve their scaling, we have made the following changes:
- Reinforce cost lowered from 28 to 26
- Grenade Assault munitions cost lowered from 45 to 30.
- Grenade Assault aim-time and ready-aim time reduced by half to allow faster throwing.
- Squad leader armour reduced from 1.5 to 1.
- Medical kits removed.
- Veterancy 1 now Grants -10% received accuracy and reduces recharge on sprint by 25%.
- Fixed an issue where interrupting the Assault Grenadier grenade ability early enough would immediately reset the cooldown
Panzer Grenadiers are a strong unit but their timing means other factions already have veterancy on their infantry making it difficult for PGs to gain their own veterancy in a timely manner.
- Vet 1 now grants 0.84 received accuracy bonus
- Vet 2 received accuracy bonus reduced from 0.71 to 0.84 (~0.71 total)
This affects Stormtroopers but not Grenadiers
- Far aim time multiplayer reduced from 3.5 to 3. (Boosts long range DPS)
- Now increases sight range by 20%
- Fixed an issue with the G43 package interrogation ability that would not reveal all enemy units in a sufficiently-large map.
- Elite Doctrine Stormtroopers now have access to Panzer Grenadier G43s, and can upgrade G43’s in enemy territory
222 Scout Car
The 222 also wasn’t scaling with veterancy as well as other light vehicles and suffered from inconsistent damage output preventing it from tracking infantry properly. We also felt that the auto-cannon was too reliant on AOE for damage. Another major issue with the 222 was that it was too cheap compared to its performance, as well as too cheap compared to the types of units it forces on the field to counter it.
- Manpower cost increased from from 210 to 250
- Fuel cost increased from 15 to 30
- Veterancy requirements increased from 480/960/1920 to 720/1440/2880
- Acceleration increased from 2.4 to 3
- Spotting Scopes Sight bonus reduced from 2 to 1.4
- Veterancy 1 improves received accuracy to 0.889
- Veterancy 3 awards 20 extra HP
- Accuracy from 0.06/0.04/0.02 to 0.05/0.04/0.03
- Autocannon AOE Near damage reduced from 1 to 0.6
- Autocannon Rate of fire multiplier from 1.4/1.2/1 to 1/1/1
- Autocannon penetration increased from 35 to 40
- Mid range distance from 15 to 20
- MG42 now properly tracks infantry
- Accuracy reduced from 0.6/0.425/0.25 to 0.44/0.385/0.275
- Accuracy increases with veterancy: +10%/+15%/+15%
- Range distance near from 10 to 0
- 0.75 Accuracy modifier versus Snipers (down from1.5).
Stug E (LIGHT VEHICLES)
The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle.
To address the disparity this unit has between the game-modes, and make the Stug-E a desirable unit for different map types, the unit now fires a low-arc projectile. Combined with the anti-garrison damage, this will fortify Stug-E’s role as an anti-infantry-only specialist, and will allow Ostheer to reclaim garrisons.
- Manpower cost increased from 200 to 260
- Health reduced from 540 to 480 (Now Destroyed in 3 ATG shots)
- Reload from 4.8 to 6
- Recharge time between successive Stug-E call-ins increased from 30 seconds to 60 seconds
- Damage vs garrisons increased from 0.25 to 0.5
- Fires a slow-moving projectile in a 20-degree arc
- Weapon type changed from balistic to big explosive (building damage readjusted)
Area of Effect
- AOE damage reduced from 1/0.15/0.05 to 0.75/0.35/0.15
- AoE distance from 1/1.5/2.25 to 1.5/2.5/3
- AOE radius from 3 to 4
- Scatter Max increased from 2.15 to 3
- Scatter Angle increased from 5 to 5.5
- Distance scatter ratio reduced from 1 to 0.075
- Scatter offset turned to 0.
The scatter changes make it so that Stug-E becomes significantly more accurate the closer it gets to the target (like mortars and other artillery)
Target Weak Point changes
- Target Weak Point now applies Stuart Blind (5 seconds: no vision, guns disabled)
- Damage reduced from 80 to 40
- Always penetrates
This does not affect the Stug-G/Elefant/Pak-40 versions of the ability
The Puma serves the role of a anti-vehicle and soft counter to tanks, however, the Target Weak Point’s ability to stun even the heaviest of tanks made it over perform for its cost and mobility.
Target Weak Point
- Target Weak Point now applies Stuart Blind (5 seconds: no vision, guns disabled)
- Damage reduced from 120 to 60
- Always penetrates
- Munitions cost reduced from 40 to 35 to match other TWP variants
This does not affect the Stug-G/Elefant/Pak-40 versions of the ability
Bug Fixes & QoL changes
- Stormtrooper detection ability reverted to Vehicle Detection to fit the unit’s role
- Fixed an issue where the 250 halftrack could not upgrade spotting scopes, if spotting scopes were available from the doctrine.
- Fixed an issue where the AoE of the Brummbar “Bunker Buster” ability was lower than that of the main gun of the Brummbar.
M1919 Light Machine Guns
The ability to equip two M1919 LMG’s on a squad was resulting in over performing long range DPS for a squad as durable as Riflemen or as cheap as Rear Echelon. This feature made two of the most prominent teamgame USF commanders (Tactical Support and Infantry) even more powerful compared to the other commanders, thus limiting commander diversity.
- Can no longer be double equipped via weapon racks.
This does not affect Paratrooper upgrades
To improve Wehrmacht's late game infantry scaling, USF Riflemen have received a slight reduction in their vet 3 bonus to their received accuracy.
- Vet3 Received accuracy was changed from -20% to -15%
The USF Mortar’s barrage, rate of fire and veterancy bonuses have been causing this unit to overperform in most engagements. Furthermore, it has overshadowed the more expensive pack howitzer, lacking only range on its barrage until the pack howitzer hits veterancy 2.
We are also reducing the distance of the near AoE, thus reducing the number of one-hit-kills the unit is likely to produce. With this change we also aim to keep the other indirect fire options of USF relatively competitive to the mortar. To compensate, we have given the mortar the same price as the other mortars, and have increase its mobility (through setup time/pack-up time). Thus, the USF mortar will have mobility to compensate for its poor range and weaker punch.
- Cost reduced from 260MP to 240MP
- Range reduced from 80 to 65
- AoE near distance reduced from 1 to 0.75 (both attack and barrage)
- Reduced the rate of fire of the barrage ability to OST mortar levels
- Pack-up time improved from 1.9 to 1.1
- Set-up duration decreased from 1 to 0.5
- Veterancy 0 now provides access to a Smoke Barrage ability with 65 range
- Veterancy 1 reduced scatter bonus replaced by increase to Smoke Barrage range (80)
- Removed certain accuracy bonuses at Vet3 that would further increase the accuracy of the mortar (over other mortars)
Bugfixes & QoL
- Fixed an issue where the USF mortar would become unresponsive when ordered to fire its smoke rounds
- Fixed an issue with the M1 81mm Smoke barrage UI radius was not properly adjusting with range
Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust or hitting a mine.
- Veterancy requirements increased from 200/400/800 to 650/1300/2800
- Munitions cost increased from 10 to 25
- Delay increased from 0 seconds to 4 seconds.
The M20 has been given hold-fire so players can ensure the M20 does not give away its position either as a scout or mine-layer by firing at enemies within range.
- Hold Fire added
We felt that the Stuart was over-performing in its role as an anti-infantry unit and as a strong vehicle hunter. Furthermore, its stun rounds allowed it to hunt down light vehicles that were designed to counter it.
To improve the Stuart’s performance without making it too strong as an early game shock unit we have increased its penetration, giving it more of an impact against medium tanks, though not enough to fight them head on.
Finally, the Stuart tank receives some interesting bonuses with its veterancy that would allow it to scale into the late-game as a scout, and as a harassment tool. To ease Stuart’s transition into the late-game, we reducing the veterancy requirements of the stuart, which are currently too high, compared to other vehicles.
- Manpower cost increased from 240 to 270
- Main gun damage vs infantry set to -25%
- Main gun penetration increased from 65/50/45 to 75/60/55
- MG Accuracy from 0.6/0.45/0.25 to 0.4/0.3/0.16667 (Hull & Coaxial)
- MG Incremental accuracy from 1.04 to 1 (Hull & Coaxial).
- Stun rounds only disables weapons and sight. Does not affect movement.
- Veterancy requirements reduced from 1170/2340/4680 to 870/1740/3480
M15 AA Half Track
In the live version, the M15 is almost never fielded. This is a combination of the facts that the Stuart is significantly more overpowering, as well as the fact that Lieutenant tier is currently unviable, due to the over-prominence of light vehicles. Due to the changes in the opposing factions (most notably 222 changes and Luchs changes), we are adjusting the performance of M15 to bring it in line with the other light vehicles. This will prevent Lieutenant tier from dominating over Captain tier.
The changes we are making to the M15 are so that the unit becomes a bit less overpowering in its shock value. At the same time, the unit remains efficient and becomes more powerful if preserved, in the long-run.
- Manpower cost reduced from 350 to 310
- Main gun damage vs infantry set to -50%
- Vet requirements reduced from 1290/2580/5160 to 870/1740/3480
- Maximum health increased by 40HP at Veterancy 3.
- 50 cal MG accuracy increased by 10%/15%/15% at vet levels 1-through-3 respectively
- Veterancy 3 bonuses (accuracy/penetration) now apply to the main gun
Bugfixes & QoL
- Attack ground added
- Handbrake added
Note that in order to use attack ground more efficiently, you should first “dock” the M15 using the handbrake ability. This will prevent the M15 from rotating to face its rear on the target (the autocannon does not fire while the unit is moving/rotating).
Bug Fixes & QoL Changes
- Fixed an issue where Paratrooper models had 1.5 popcap, as opposed to the intended 1 popcap per model.
- Fixed an issue where Paratroopers would receive an involuntary move command when reinforcing near a beacon.
- Fixed an issue where re-crewed M8 Scotts would lose access to their auto-attack when de-crewed when “Hold Fire” was active
- Fixed an issue where the Sherman Bulldozer “Hold Fire” ability had no effect
- Fixed an issue where the default crew of the USF anti-tank gun were easier to hit than other default crews (target size removed from 1.25 to 1)
- Paratroopers can now rebuy dropped 30-cal LMGs
- Added prioritise vehicles to Greyhound
- Fixed an issue where captured M3 halftracks would display an incorrect healthbar
- Fixed an issue where M8 Scott abilities would not trigger reliably
Given the changes to light vehicles, we felt that the risk vs reward for the Mechanised HQ as a tech choice would become too high due it not offering any type of healing. To compensate, Sturmpioneers have Medical Supplies available from the start.
- Medical Supplies available at Vet 0
- Medical Supplies munitions Cost reduced from 40 to 30
- 50% of the vet 3 construction bonus moved to vet 1
- Fixed a bug where it was possible to make OKW Medical supplies have infinite duration
OKW are the only faction in the game to have snares which cost 35 munitions. This heavy Panzerfaust cost made them too vulnerable to vehicles, especially when compounded with their other inferior anti-tank options. The delay on OKW unlocking Panzerfausts compared to Wehrmacht made them helpless versus early light vehicles such as the M3 and M20. This, additionally made the prospect of going for a Mechanised HQ less viable.
- Volksgrenadier Panzerfaust Munitions cost reduced from 35 to 25
- Requires an sWS being summoned into the field (as opposed to truck being set-up
Due to the changes made to Stealth, the Raketenwerfer has become overly vulnerable to infantry flanks. We feel that this leaves the performance of the Raketenwerfer somewhat lacking against vehicles. To address these issues, we are improving the reliability of the Raketenwerfer through some quality-of-life changes.
- Reduced the ready-aim-time of the raketenwerfer from 0.25-0.375 seconds to 0.125 seconds
- Increased the fire-aim-time of the raketenwerfer from 0.125-0.25 seconds to 0.25-0.375 seconds
- Fixed an issue where Raketenwerfer guns crews would sometime open fire and break stealth (thus ruin ambushes) despite user's preferences (prioritisation)
- Fixed an issue where Raketenwerfer would sometimes not open fire from stealth at an intended target
- The Raketenwerfer can now pick up medical supply drops from Sturmpioneers
Swapping the ready-aim-time delay with the fire-aim-time delay will have the effect of the Raketenwerfer acquiring new targets faster, once it has set up. This should significantly cut down the time the raketenwerfer will have to wait until it finishes tracking the target.
- Handbrake added to prevent accidental movement.
251 Flak Half Track
We’ve found that the 251 Half-Track was under-performing in its role as an anti-infantry unit due to its immobility and vulnerability to vehicle rushes, lack of infantry support, and inability to counter some of OKW’s primary threats such as MG lockdown. Given the early arrival potential arrival of the flakHT, we are increasing its build-time to prevent it from being rushed to cut an opponent off their resources, before it can be countered. At the same time, we are significantly improving the FlakHT’s reliability vs garrisons.
- Penetration increased from 20 to 30
- Defensive Smoke no longer requires vet 1
- Defensive Smoke munitions cost increased from 0 to 25
- Vet 1 now reduces cost of Defensive Smoke from 25 to 10
- Build-time from 45 to 60
- Garrison Damage Multiplier increased from 0.25 to 0.35
- Garrison Accuracy Multiplier increased from 0.4 to 0.5
- AoE far reduced from 1 to 0.05 (only affects anti-garrison performance)
- Damage all in hold set to True
- Minimum Range Removed
- Given handbrake ability to prevent accidental movement
- The FlakHT now displays the max range of the weapon when selected
- Fixed an issue where the OKW FlakHT could setup on the move
- Fixed an issue where the setup timer would reset (prolong) when given new attack commands
Panzer 2 Luchs
The Panzer 2 is a powerful unit with high AI damage, though was still a risky build order due to the lack of healing that came with the Mechanised HQ tech choice. The changes aim to make Luchs much more consistent in its damage output (reducing spikes, as well as removing several sources of inconsistency).
- Manpower cost reduced from 315 to 265
- Fuel cost reduced from 65 to 60
- AoE damage reduced from 1/1/1 to 0.6/0.5/0.1
- AoE distance reduced from 1/1/1 to 1/0.9/0.25
- Fixed an issue where a large portion of the shots would miss into the air
- Accuracy reduced from 0.775/0.66/0.56 to 0.65/0.5/0.4
- Vet2 accuracy reduced from 0.875/0.76/0.66 to 0.78/0.6/0.48
- Moving accuracy at Vet0-Vet1 increased from 0.25 to 0.3
- Moving accuracy at Vet2-Vet5 increased from 0.4 to 0.5
- Luchs MG incremental accuracy from 1.04 to 1.
- Incremental accuracy modifier reduced from 1.04 to 1
- Veterancy requirements lowered from 1170/2340/4680/5850/7781 to 870/1740/3480/4350/5786
Veterancy 5 "Suppressive Fire" ability
- Veterancy 5 passive turned to a timed “Suppressive Fire” ability.
- Suppresses enemy squads
- 10 Munition cost
- 20 seconds duration
- 60 seconds cooldown
- Reduces main gun damage by -50%
2cm vs Garrisons
- Garrison Damage Multiplier from 0.25 to 0.3
- Garrison Accuracy Multiplier from 0.4 to 0.5
- Luchs is given access to the Prioritize Vehicles ability.
- Fixed an issue where Luchs Hold Fire would not prevent the MG from opening fire.
- Damage all in hold set to True
We are making the main gun of the Luchs ignore suppression modifiers of the target unit. This is to make the performance of the Luchs consistent with non-accuracy-based anti-infantry units (e.g., T70/Ostwind).
We are increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)
Aimed shot ability
We are changing how OKW Aimed Shot performs in relation to infantry. In the live version, Puma’s aimed shot is able to reliably kill any infantry model, regardless of the circumstances (e.g., a moving Puma has 100% accuracy vs a squad retreating, even when it is hugging the best kind of cover). Given the changes to the other factions’ light vehicles, this ability would make it so that the Puma (the best anti-tank vehicle) was also the best vehicle for wiping infantry squads.
- Accuracy vs infantry suffers additional penalties while the Puma is moving.
- Puma now suffers from the same accuracy penalties as OST sniper vs retreating squads
Bug Fixes & QoL changes
- Fixed an issue where Schu mines were not applying suppression
- Fixed an issue where the Vet1 ability (Target Weak Point) on OKW Pak43 had no effect
- Fixed an issue where the Sturmtiger would complete its reload instantly, if abandoned while reloading
- Fixed an issue where Obersoldaten would not use their specific voice lines with the infrared-StGs
- Fixed an issue where the MG34 did not use the correct lines for the Incendiary Armour Piercing rounds ability
- Added handbrake to the infrared searchlight halftrack
- Fixed a bug where the Puma would use the wrong type of projectile after finishing using HEAT shells (fix provided by Cruzz)
We feel that PIAT’s are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT’s also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed. At the same time, a well-aimed PIAT was too overpowering vs certain late-game threats. The new PIATs will function, pretty much, like shorter-range but harder-hitting bazookas.
- Gave PIAT homing projectile, if there is no obstruction between the PIAT and the target
- PIATs have the same accuracy as bazookas for ranges between 0 and 30
- Range reduced from 45 to 30
- Damage reduced from 120/80 (penetrating hit/deflected hit) to 100/25
- Munitions cost increased from 40 to 50
- Fire-aim time reduced from 2.4 to 0.625 (reduces delay to fire)
- Post firing aim time increased from 0 to 1.25
- Reload time increased from 4.5 to 5.75 (same as bazooka)
- Increased scatter, so that PIATs in indirect-fire mode are unreliable (especially when the user is suppressed)
- Adjusted scatter offset, so that misses are centered around an immobile target
We have found that the Sapper squad simply scales too well due to the reduced reinforcement cost bonus they achieve at Vet3. Their bonus, combined with the fact that infantry units can attain veterancy extremely fast when carrying handheld AT often leads to the creation of PIAT-totting Sapper blobs.
To address this:
- Sapper Vet3 reinforcement cost increased from 13MP to 20MP.
- Can now only equip 1 Bren gun per squad
- Fixed an issue where Recovery Sappers would still apply their Vet1 Cover Bonuses to picked up weapons.
- Now, the ability correctly only applies to Sapper Sten guns only.
The command vehicle ability allow vehicles to have access to cost-free recon. We found this to be an extremely cost-efficient benefit to inexpensive light vehicles such as the UC.
- Universal Carrier is no longer a valid host for the Command Vehicle ability
The AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capability, yet its main gun was very inconsistent due to its comparatively large scatter. The AEC also suffered from extremely low armour causing it to be destroyed by S Mines and HMG teams too easily.
The new AEC is a Puma-like vehicle, with very little AI. It is supposed to assist infantry pushes with its smoke screen (rather than with raw firepower, as is the case in the live version). As added utility to the British faction, the AEC is supposed to provide the snares the faction, otherwise, lacks.
Compared to the Puma, the AEC has lower range, and worse mobility. However, the AEC makes up for that with better on-the-move accuracy, and better turret traverse. That way, the AEC is meant to be the close-range “flanker” counterpart to the long-range “kiter” Puma.
Finally, the changes to the Treadbreaker ability, will make it considerably more consistent/easier to use.
- Frontal Armour increased from 40 to 55
- Medium crush replaced with light crush
- Smoke cooldown reduced from 120 seconds to 40 seconds (puma cooldown is 38 secs)
- Veterancy3 now also awards +20% bonus to acceleration/deceleration (to match all other vehicles)
- Main gun accuracy far increased from 0.025 to 0.03125 to match Puma
- Range profile changed from 0/20/40 to 10/30/40 to match Puma
- Moving accuracy increased from 0.5 to 0.6 (does not affect the treadbreaker ability)
- Turret rotation increased from 35 to 40
- Main gun AoE reduced from 1/0.25/0.1 to 1/0.15/0.05 (to match Puma)
- Max scatter increased from 1.7 to 9.5
- Machine gun accuracy reduced from 0.7/0.6/0.46 to 0.48/0.47/0.46
- MG incremental accuracy decreased from 1.04 to 1
- Turret rotation in treadbreaker mode increased from 33 to 40 (makes it more reliable)
- Added a projectile
- Scatter changed from 7.5/1.7 to 6/6.5 (horizontal/vertical) -- this makes treadshot more reliable
- Cone of fire increased from 5 to 10
- Stationary accuracy increased by 20% from the main gun
- Duration reduced 20 to 7
Bug Fixes & QoL changes
- Fixed an issue with certain squads breaking formation and leaving cover involuntarily (Sappers, Commandos, Officer).
- Fixed an issue where the UKF “Command Vehicle” ability would become permanently unavailable when the previous vehicle would become abandoned.
- Fixed an issue with UKF infantry gaining access to the wrong version of their intended Bren gun, when picking up a Bren gun from the ground.
- Fixed an issue with Anvil “Early Warning” not giving sight over captured territory. Note that the scope of the ability has been restricted: the only territory points that the player gains access to are those that the player captured themselves (i.e., not allied-captured territory), just like the similar OKW
Overwatch commander ability
- Fixed an issue where the second mortar belonging to the mortar pit would deal reduced damage while barraging.
- Fixed an issue where the damage Sexton Creeping Barrage had not been increased to match the AoE damage of the normal barrage ability.
- Fixed an issue where UKF HEAT anti-tank grenades would, sometimes, fail to apply their snare.
- Fixed an issue where Commando Ambush bonuses would apply inconsistently (sometimes none at all, other times permanently). The reworked Ambush requires commandos to be out-of-combat for 25 seconds, for 5 seconds of sprint & +50% accuracy on their Sten guns.
- AVRE given a “Hold Fire” command to make the bombard ability more responsive.
- Due to interference with UKF teching, it will be no longer possible to call Gliders or Air Resupply operation in the base sector.
- Fixed an issue where the UI would misinform the players about the nature of bonuses involved in Commando Ambush.
- Fixed a bug where Churchill and AEC abilities would not trigger reliably
- Fixed a bug where the Churchill could still move while priming and throwing a grenade
GENERAL BUG FIXES/QoL
- Fixed an issue where the Panzerfaust would occasionally fail to hit targets. (thanks to Cruzz and Le Saucisson Masqué for helping identify the issues behind this).
- Fixed an issue where Conscript/Tank Hunter Infantry section anti-tank grenades would occasionally disappear without effect
- Fixed a bug where Rifleman AT grenades were unresponsive under certain conditions
- Fixed an issue where team weapons dying when under the effects of suppression would have their stats permanently diminished. This bug affected all MGs, mortars and the raketenwerfer (many thanks to Cruzz for identifying and fixing the bug).
- Fixed an issue where certain vehicles (OKW Panzer4/OKW Puma/Universal Carrier) would receive engine damage criticals when hit from non-snare weapons
- Fixed a bug where firing at non-infantry targets would suppress nearby infantry
- Fixed a bug where AI-controlled non-Conscript Soviet squads would, sometimes, get access to anti-tank grenades
- Fixed an issue where certain types of mines (most infamously, Teller mines) would trigger too early, thus failing to cause damage on enemy targets (Fix provided by NachoCheese)
- Fixed an issue with players being able to double-buy certain upgrades using macro-based cheats.
- Fixed an issue where static Howitzers (e.g., B4, ML-20, LeFH) would sometimes become temporarily unresponsive when given consecutive direction-facing commands.
- Fixed an issue where Snipers would avoid engaging infantry units when the Sniper was cloaked without “hold fire” on, even when issued the attack-move command.
- Fixed an issue where USF/UKF medic squads would, sometimes, stop healing nearby wounded troops.
- Fixed an issue where the suppression -33% distance modifier was not affecting the following squads:
Airlanding officer (Light Gammon Bomb), Stormtrooper (Stun grenade), Obersoldaten (Bundle grenade), Tank Hunter Infantry Sections (Heavy Gammon Bomb).
- Fixed an issue where several squads would cost more manpower to reinforce when crewing a teamweapon.
- This bug was also causing the affected squads to award more experience to the enemy when hit. This affects the following squads: Panzergrenadiers, Tommies, Fallschirmjaegers, Sturmpioneers and Obersoldaten.
- Fixed an issue where firing a Panzerfaust would fulfill the requirements for counter-barrage.
- Pak43/Pak40 production bulletin now works (previously did not affect pak43 production time as intended)
Quality of Life Changes
Prioritize Vehicle now only affects the main gun of the affected tank, but not the MGs. Thus, vehicles with the Prioritize Vehicles ability active will continue to engage infantry with their MGs.
Base medics (OKW/Soviet/OST) will no longer chase after retreating units.
Troop transports are given the “Handbrake” ability. This ability disables the unit from moving or rotating to make the following tasks easier: (i) loading/unloading troops (ii) setting up as a forward reinforcement point.
- Infantry units can target their snares at de-crewed/abandoned vehicles.
- USF/UKF Medics are given an auto-heal toggle. This way, the player can control whether they wish these medics to go after wounded units or not (e.g., to avoid putting the medics in danger)
- USF/UKF Medics will not chase after moving squads, to avoid unwanted long chases.
- Vehicle minimap icon sizes have been scaled according to the vehicle type to help players better identify their forces on the battlefield.
- Updated abandoned M1 81mm Portrait
- Updated M1 81mm squad portraits for their respective factions.
- Updated 120mm Mortar Shield Symbol to a different variant
- DShka shield icon updated to the correct version for non-EFA armies.
- Panzerfusilier G43 extra text should now state: G43s improve mid-short range effectiveness, moving accuracy and sight range.
- Ranger Squad Extra Text now state: Effective versus infantry at medium range. Can be upgraded with Thompson SMGs.
- Fixed description issues with the 222 when upgraded with the autocannon.
- M5 UI text modified for better clarification.
- Planting the Soviet demo charge will show a radius of explosion, like other similar abilities while planting it (similar to USF/UKF abilities)
From 1.8 to 1.9
We thank all the developers and modders(Mr. Smith, TheMachine and Miragefla) and constructive community members for this on going work and I hope to see the live version soon and next patch soon after!