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- Present access to at least two strategies to reliably reach the end-game for each faction.
- Create an environment where light vehicles are no longer mandatory.
- Provide players with a wider variety of light vehicle counters.
- Allow units from every tier to be both viable and counterable, adding a variety of openings.
| !All the light vehicle changes are great. This will help to balance all factions. Next time, I hope to see the Greyhound in the patch notes. #neverforgetgreyhound2017 |
| !This Mar 28th patch is gonna address and fix a numerous amount of issues which have plagued the game for quite some time. Just the bugfixes and QOL changes are great! We all know there are still lot of things which remained unchanged which are gonna probably be reigning champions in this new patch era, but I remain hopeful that a future patch should be able to address them. |
Squad formations and Clumping
There is a disparity in how squads are assigned formations which impacts performance and game balance. To address this problem, we implemented the below changes.
- Each squad member is given equal space, regardless of the size of the squad.
- Squads no longer clump when issued two opposing orders in quick succession (e.g., forward & backwards to avoid an AoE projectile).
- Stealth-oriented squads now better utilize craters without breaking their formation or clumping together.
- Squads reacting to danger no longer break formation and enter danger unnecessarily.
| !These changes highly reduce the chances that all squad members will die to a single lucky mortar/tank shot. Low health squads and squads in yellow cover will still be in danger against AoE weapons, so do not use yellow cover when you are fighting against explosive type weapons. |
!The squad formations and a reduction to clumping are great changes, nothing more to say about it. ![]() |
Reinforcement Half-tracks/Transports
We want to make these units less frustrating as a reinforcement platform and more reliable to better supplement the Wehrmacht’s field presence.
- Reinforcement Half-tracks now accrue veterancy from nearby infantry squads and weapon teams at the following rates:
- 5% from mortars/indirect fire.
- 10% from HMGs.
- 50% from infantry.
- 0% from anything else.
- 5% from mortars/indirect fire.
- Load Times for all Half-tracks is standardized to 2.
- Added a handbrake ability to prevent unwanted movement.
- 251 Half-tracks may now carry mortar teams.
| !Take in mind that the standardization of loading times will also improve early harassing vehicles such as the Dodge or the M3A1 "Clowncar". Loading troops feels less awkward overall. |
| !These units received significant buffs to their original design. Remember to lock them in place when you are soft retreating to them, and then unlock them as you take territory. Basic infantry will provide the most shared vet, helping the HT vet up and provide its powerful bonuses to reinforcement. However, mortars and MGs can also contribute, albeit at much lower rates. Other units will not be able to share vet, so don't worry about keeping armour close by to buff the HT. |
Snipers
We feel that the ability of all snipers to cloak makes them extremely difficult to counter with infantry.
To address this issue, we made these changes:
- When firing a shot or using an offensive ability when uncloaked, a sniper will be unable to return to camouflage for 10 seconds.
- Snipers cannot cloak until out of combat for 3 seconds.
Stealth Changes
To bring other stealth units in line with those cloaking changes, we will apply the following re-cloaking restrictions.
Anti-tank Guns and Tanks:
- Cannot re-cloak until out of combat for 5.5 seconds.
- Cannot re-cloak within 10 seconds of having fired a shot.
Non-sniper Infantry:
- Cannot re-cloak until out of combat for 4 seconds.
- Cannot re-cloak within 10 seconds of having used an offensive ability (e.g, grenades).
| !Across the board, cloaking has received a nerf and units with it have been brought in line with one another. Keep in mind that using units to attack out of cloak now places real penalties on recloak times. All cloaked units should require at least some micro now when attacking, though their lethality has not been changed so good players will find they are still able to inflict high amounts of damage. |
| !These changes will help players to counter snipers with clever play and flanking instead of just fielding a sniper themselves. Once a sniper reveals himself, you will have time to counterattack because he won´t be able to cloak, as long as you fire on him. Also sniper wars will be much more interesting because a sniper cannot instacloak. |
| !Due to these changes, snipers are more vulnerable since they are visible for longer. Furthermore, they will not be able to escape the frontline as easily. Thus, the USF and OKW - both of which cannot field a countersniper themselves - can eliminate snipers with well executed flanks and ambushes, instead of hoping for a crucial mistake from their opponent. Probably, snipers will be less frequently seen in close combat maps since the effort to keep them alive will be too demanding, but they will remain useful in wide open maps. |
| !The changes to stealth affect the soviet sniper the least, in my opinion, as it already has the worst stealth of all the snipers. Its two model formation means it can sustain the loss of a model. In fact, due to the nerf of the Wehrmacht sniper, the Soviet one has become a far more effective way to counter snipe. Additionally, the AT satchels and PTRS on Penals help the sniper to be less vulnerable to light vehicles, but only marginally so, as the satchel is unwieldy, the PTRS undesirable, and light vehicles typically agile. If the player decides to build a sniper I would suggest not relying on Penals as their only AT. |
Offmap Abilities in Base-Sectors
Fixed an issue where several off-map abilities could be called in on base sectors.
- The change also affects Pathfinder and Major Artillery.
- Paratroopers can no longer be dropped into enemy base sectors.
| !Great change that prohibits cheesy play, killing all your squads when you full retreat. Forward retreat points are still vulnerable |
Ghost Wire/Sand Bags
“Ghost Wire/Sandbags” or otherwise partially completed fortifications were blocking movement. While unfinished fortifications could be destroyed by small arms, it took several seconds of focus fire to destroy something that could be placed instantly. If players want to impede enemy movements with barbed wire and sandbags they must now complete their construction.
- Unfinished wire/sandbags/tank traps will self-destruct if there is no infantry (owned by the same player) within ten meters of the unfinished fortifications for five seconds.
| ! Keeping unfinished defences alive does not require the engineer squad that constructed them, so make sure to decide if you really need to lose engineer models in combat to finish a construction project. It could be possible to come back if you can win the engagement, provided you can stay close. |
| !Since placing multiple ghost wires/sandbags to deny cover all across the map or access to certain territories will not be possible, players may now focus on more important issues. |
Retreat Point De-Congestion
The base layout of several factions caused retreating infantry units to often congest. This made it difficult for nearby medics to reach injured soldiers, reducing the efficiency of healing. Taking longer to finish the retreat also meant that players couldn't issue orders or reinforce their infantry quickly.
- Squads will halt their retreat within 10 meters from their retreat point.
- In addition, UKF infantry will use the weapon racks as forward retreat points to avoid congestion.
- Forward retreat antennas placed by the MedHQ may now be traversed by units.
Base Structure Rotation
Soviets Engineers and Werhmacht Pioneers will be able to select the rotation of their base buildings to allow players to optimize paths, as well as create unique layouts! Many thanks to Capiqua for implementing this functionality for the balance team.
Veterancy Rates from Infantry-Based Anti-Tank
Anti-tank infantry squads attained veterancy disproportionately compared to anti-infantry squads. This allowed blobs of infantry to scale against armour too easily. It also allowed anti-tank squads to outpace dedicated anti-infantry squads and trade more efficiently than they should. With this change, we aim to streamline veterancy gain for all squads by reducing the rate at which infantry-held anti-tank weapons award veterancy.
- Panzerschrecks, Bazookas, PIATs, PTRS, and Boys AT Rifles (excluding the UKF Sniper) now award three times less experience when damaging a target.
| !This is a long overdue change which will make veterancy more meaningful. In the past, any squad which could get access to AT weapons would have an easier time getting to Vet 3 or Vet5. They are still gonna vet faster than a squad with just small arms however (due to hitting units with greater value aka vehicles) but at least it won't be as fast. |
Mortars (GENERAL)
In a recent patch, all mortars received a +33% range bonus to their auto-attack at Vet 3. Previously it was only applied to the barrage abilities. This escalation made mortars over perform compared to other types of more costly artillery pieces such as pack howitzers and mortar halftracks.
- Vet 3 no longer grants a range increase to auto attacks.
| !The prior unwarranted change which was applied not so many patches ago turned all normal mortars into 120mms once they hit Vet 3. There's a difference between having a barrage ability with extended range and automatic fire at +100 range. |
| ! A tier two opening will remain the predominant choice for Soviet players. The reduction in mortar range won't affect that strategy too much. |
M17 Quad
We want to bring the Quad in-line with light tanks and other suppression platforms. 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 decreased from 120 to 100.
This change affects both the Soviet and USF versions of the Quad.
| !The Quad has been nerfed but will remain useful. It needs to be used more like the OKW Flak Halftrack: moved into position, stopped, and used to blunt and/or drive back an enemy attack. Alternatively, in offense it must be brought up in conjunction with supporting infantry. It can still be used on the move, but be aware it is significantly less powerful. The reduction in moving accuracy shouldn’t have too much effect on its ability to hit other vehicles. |
^- Navigation Index
| !Soviets are the ones affected most by the patch. Tier one openings will be harder to pull off because of the Penal nerf. The T-70 remains good (it can stay on the role as the "capture point police" in late-game). People are divided on the nerf to the Guards, but I think they'll be fine, they are still powerful enough for their price, but I would've loved to see a change in the Shocks price as well. |
| !A tier one opening which heavily utilises Penals will now be a lot more difficult to pull off, while the initial opening will be approximately the same. Penals will no longer scale as well, meaning a transition to supporting units is required. Snipers will remain a very powerful unit for the Soviets and the M3 will only be marginally affected by the changes, especially with the OKW’s earlier access to the Panzerfaust. |
Penal Squads
The combination of the raw bonuses the Penal Battalion Squads received with the power of their flamethrower upgrade gave the squad the capability to win any engagement with very limited avenues for counter play. To address this, we are removing some of the offensive power of the Penal Squads, as well as giving them access to some anti-tank utility, giving Soviet tier one some previously lacking tactical versatility.
- Popcap cost increased from 7 to 8.
- Reduced the received accuracy from 0.77 to 0.85 at Vet 3.
- Vet 3 reduces the cost of Satchel Charges from 45 munitions to 35 munitions.
- Penal Squads no longer have access to “Oorah”.
- Penal Squads no longer have access to the flamethrower upgrade.
- Penal Squads gain access to a (2x) PTRS upgrade.
PTRS x2 upgrade
- Costs 60 Munitions.
- Identical damage output to the Guards PTRS (refer to the Guards changes).
- Accuracy lowered from 0.69/0.575/0.253 to 0.15/0.105/0.06.
- Has a 0.33 drop-rate.
Satchel Charges:
- Damage vs vehicles reduced to 240 (same as AT satchel).
- Friendly fire multiplier increased from 25% to 50%.
- Causes engine damage on targets with 75% HP or lower (after the damage is applied).
- Will stick to vehicles if it hits them on its trajectory to the target.
- May target enemy vehicles directly; the throw, however, will abort if the target leaves the throwing range at any time.
| !The sticky satchels will force enemy vehicles to stay back and kite the Penals. They have a fairly slow attack, and short range, which means it will be very difficult to hit a vehicle if a player is paying attention. What this will do is let Penals cause massive damage to already weakened tanks, such as those hit by a mine or buttoned by guards. These will be much more effective AT than the PTRS upgrades. |
| !Penals are less viable given their poor scaling into the late game, although they will remain a strong anti-infantry unit. Due to the slow nature of a tier one start, it is now very important to win the first engagement so you do not lose all map control. Since their lack of flamers does not allow them to push the Axis out of strong positions as easily. The new anti-tank capabilities of Penals does mean light vehicles can’t bully Penals as much. This can also mean a combination of conscripts AT nades and Penals could be quite effective. |
| !PTRS Penals bring whole new strategic possibilities. I wouldn't be surprised if we are going to see more Shock Troops now in combination with PTRS Penals. |
Guards
Guards were over performing relative to their cost, appearing to supplement any strategy; thus, limiting the variation in Soviet commanders.
- Manpower: cost from 330 to 360.
Guards PTRS:
- Damage vs non-vehicles reduced from 27 to 20.
- Damage vs vehicles on penetration remains 40.
- Damage vs vehicles on deflection increased from 13 to 20.
Guards may now re-buy lost items and equipment:
- 30 munitions per PTRS.
- 40 munitions 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.
Veterancy:
- 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).
- The received accuracy bonus awarded at Vet 3 has increased from 0.77 to 0.75, while the total received accuracy at Vet 3 has been reduced from 0.6391 to 0.66.
| !These changes will allow the Wehrmacht to fight Guards on equal terms. The OKW may have an edge against Penal + Guard builds right now, so going Maxims against OKW is advised. Guards remain a very useful squad and are still better than Shocks in a typical game. |
| !Guards remain a very strong unit with all-round capability and will complement any build despite their nerf. |
PTRS
When picking up a PTRS from the ground:
- Elite infantry (e.g. Guards, Shocks) receive the Guard’s version of the PTRS.
- Non-elite infantry (e.g. Conscripts, Penals) receive the Penal version of the PTRS.
T-70
We feel that the T-70’s high damage and AOE allowed it to wipe infantry far too effectively, particularly if they were clumped in cover. These changes remove the T-70’s characteristic pinpoint accuracy while moving. To get the best out of the unit, players are expected to close in to enemy squads until the T-70 receives Vet 3 bonuses which dramatically increase its performance.
- Increased the manpower cost from 200 to 260.
- Health increased from 320 to 400.
- Crew repair has been 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.
- Maximum scatter increased from 1.7 to 2.5.
- Distance scatter offset reduced from 0.25 to 0.15 (this improves targeting).
- Vet 3 decreases weapon scatter by 20% (accuracy vs infantry).
Coaxial MG changes:
- Cooldown decreased from 5 to 3.
- Cooldown multiplier changed from 0.5/1/1.5 to 0.75/1/1.25.
- Accuracy changed from 0.38/0.33/0.28 to 0.38/0.355/0.33.
- Reload duration reduced from 4-6 seconds to 3 seconds.
- Fixed an issue where the Coaxial MG would not track targets properly.
QoL/Bugfixes:
- The T-70’s Recon Mode now also allows the T-70 to capture territory after achieving Vet 1.
- Removed the Capture Point ability.
- Fixed an issue where a recrewed Vet 2 T-70 using recon mode was unable to toggle the ability off.
| !These changes will turn the T-70 into a multirole light tank that can take more punishment rather than a short lived squad wiper. The T-70 will be more effective in the late game as flank cover against lone squads thanks to the vet bonuses, and capping options, or as a spotter for the Soviet tank destroyers. The nerfs to its AI capacity will decrease its ability to wipe squads, but the T-70 will still be dangerous after achieving veterancy or if left on the field without a counter. |
| !The T70 will change roles, but still be a highly effective and useful little tank. It is still capable of wiping units on retreat, and forcing off harassing squads, but it will not instantaneously wipe out full heath squads or anti-tank guns. This is due to the improved coaxial MG which provides a more consistent damage output, allowing more time for players to react. Its increase in health will also allow it to survive two PaK40 shots, meaning the player doesn’t have to babysit it as much; however, a larger health pool has been exchanged for the self-repair ability. Meaning that damaged engines or other critical hits will cause more problems without the ability to self-repair at any time. |
Bug Fixes & QoL Changes
- Fixed an issue where Soviet AT gun crews would open fire and break stealth.
- Fixed an issue where camouflaged Soviet AT guns would refuse to open fire at intended targets, when cloaked.
- Fixed an issue where the M1-57mm gun would not benefit from Soviet AT ambush tactics.
- Fixed an issue where the original crew of an M-42 would sometimes drop prone on the ground, inhibiting movement
- Anti-infantry Partisans no longer display the PPSh icon to help the player identify any picked-up weapons.
^- Navigation Index
| !For the Wehrmacht, the Mechanized Assault Commander will probably see the same amount of usage, since Assault Grenadiers are worthy now (as well as starting pioneers, that one made me smile :') ), StuG Es are mobile howitzers with relatively nice pen (on direct hits against vehicles), and the Tiger is still a go-to choice (still, call ins > teching), also the light howitzer barrage is still great, don't even need to say anything about it. |
| ! Significant nerfs have been levelled against the Allies meaning the Wehrmacht no longer must solely rely on arguably their strongest units: The Sniper, 222 and the StuG E, allowing a player to instead trust in conventional units. I suggest Wehrmacht players adopt a style that synergizes unit types. Spamming StuG Es or 222s is no longer advisable. |
| !With Assault Grenadiers being buffed, I think we will still see a lot of players pick Mechanized Assault. It will be a nice opportunity to see how the new StuG E will work out. |
Medkits
To give the Wehrmacht more field presence, medkits will now fully heal a squad. The ability will also be easier to use.
- Cost reduced from 20 munitions to 15 munitions.
- Squads may use the ability on themselves.
- It is now possible to interrupt a medkit’s use.
- Fixed a bug where medkits would heal squads in combat.
| !This change opens up the possibility of interesting strategies where a player might implement medkits instead of the med bunker early on; thus saving the MP for more units, as well as providing more map control via on-field healing. A player will still have to back tech to a med bunker later if he doesn´t want to bleed munitions in the late game however. |
| !Players will have a reason to use this ability after almost 4 years! What a time to be alive. |
Pioneers
We felt that Pioneers were ineffective in combat, with particularly poor damage output which we will address with the following:
- 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 Pioneers would announce the laying of anti-personnel mines despite planting teller mines.
| !This minor buff in accuracy will actually greatly improve Pioneer performance in the early game. If you can ambush properly, they should now be trading roughly evenly with USF Riflemen at close range. This will make it much easier to defend MGs and other support weapons at close range. |
| !Pioneers received a small buff, making them not totally useless in a fight. They are far from over-powered and will not be viable as a core combat unit. |
Assault Grenadiers
While they had an initial impact, they fell off later; their damage went down, they bleed manpower, their grenades and veterancy bonuses made them scale poorly. All of these things made them a bad choice in the late game.
Changing that, we changed the following:
- Reinforce cost lowered from 28 to 26.
- Grenade Assault's munitions cost lowered from 45 to 30.
- Grenade Assault's aim-time and ready-aim time reduced by half to allow faster throws.
- Squad leader armour reduced from 1.5 to 1.
- Medkits removed.
- Vet 1 now Grants -10% received accuracy and reduces the cool down on sprint by 25%.
- Fixed an issue where interrupting the Assault Grenadier grenade ability early enough would immediately reset the cool down.
| !The cheaper assault grenades will make the Assault Grenadiers much more interesting, especially against the Soviet maxim builds or the UKF. |
| !Assault Grenadiers haven’t changed a great deal, but they have become slightly more viable in the long run and something other than an early game shock unit; however, due to the changes of the StuG E it will no longer be easy to ride the coattails of a limited tech strategy utilising Assault Grenadier heavy starts into StuG E into Tiger. |
Panzer Grenadiers
Panzer Grenadiers are a strong unit, but their timing means other factions already have veteran infantry, making it difficult for the Panzer Grenadiers 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).
G43 Package
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 may upgrade G43s in enemy territory.
| !While this change seems small, it makes the unit perform much better at the time it arrives. This closes the gap in performance between stock and Vet 2 PGs, making the unit more attractive in the AI department and not just a platform for Panzerschrecks. Proud to say that I personally asked for this change more than two years ago. |
| !Panzer Grenadiers will have a slightly easier time upon entering the battlefield. The change to the G43s will be ever so slightly more tempting, but only really useful in specific and specialised builds which are not currently (and are) unlikely to be common. |
222 Scout Car
The veterancy of the 222 made it scale poorly, as well as suffering against other light vehicles due to an inconsistent damage output which also prevented it from tracking infantry properly. In addition, we felt that the auto-cannon was too reliant on AOE for damage. Another major issue with the 222 was how cheap it was compared to its performance and that this price was incomparable to the types of fielded to counter it.
- Manpower: from 210 to 250.
- Fuel: 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.
- Vet 1 improves received accuracy to 0.889.
- Vet 3 awards 20 extra HP.
20mm Autocannon:
- Accuracy changed from 0.06/0.04/0.02 to 0.05/0.04/0.03.
- AOE Near damage reduced from 1 to 0.6.
- Rate of fire multiplier reduced from 1.4/1.2/1 to 1/1/1.
- Penetration increased from 35 to 40.
- Mid-range distance from 15 to 20.
Coaxial MG42:
- 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%.
- Near range changed from 10 to 0.
- Accuracy modifier against Snipers reduced from 1.5 to 0.75.
| !The reign of the 222 is over, allowing the USF and UKF to explore more strategies, like the Lieutenant or AEC. |
| !The 222 is still in an awkward position as a unit that doesn’t have a direct role. It is reasonable at both fighting infantry and fending off, or finishing off other light vehicles; however, it does not excel in any capacity. Now that its cost has been increased it is no longer sensible to spam them. Although, the improved and more consistent MG, and auto cannon damage mean its price hike is not so painful. All in all, this unit is still a good complement to a diverse Wehrmacht army. |
StuG E
The StuG E was 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 role was as an anti-infantry vehicle. To address this discrepancy, and to make the StuG E a desirable unit for different map types, the StuG E now fires a low-arc projectile. Combined with the anti-garrison damage, this will fortify the Stug E's role as an anti-infantry-only specialist and allow the Ostheer to reclaim garrisons.
- Manpower: from 200 to 260.
- Health reduced from 540 to 480 (Now Destroyed in 3 ATG shots).
- Reload time increased 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 ballistic to big explosive (building damage readjusted).
Area of Effect Changes (AoE):
- Damage reduced from 1/0.15/0.05 to 0.75/0.35/0.15.
- AoE distance increased from 1/1.5/2.25 to 1.5/2.5/3.
- Increased damage radius from 3 to 4.
Scatter:
- Maximum increased from 2.15 to 3.
- Angle increased from 5 to 5.5.
- Distance ratio reduced from 1 to 0.075.
- Scatter offset removed.
The scatter changes will make the StuG E significantly more accurate the closer it moves to the target, like mortars and other artillery.
Target Weak Point:
- Target Weak Point now mimics the Stuart’s Blind ability (No vision and a disabled gun for 5 seconds).
- Damage reduced from 80 to 40.
- Always penetrates.
Note: this does not affect the StuG G/Elefant/Pak40 versions of the ability.
| !The StuG E changes from a model sniper to a mini Brummbär. Only time will tell how this new unit settles into the current meta. A creeping Wehrmacht strategy, mid-game, with LMG Grenadiers against infantry in the open, StuG Es for infantry in cover, and Pak40s against tank flanks may be a really interesting strategy. |
| !The StuG E projectile now only reliably hits static targets. Hitting something on the move requires finessing an attack ground shot. The StuG E is still very effective, but shouldn't be wiping squads if your opponent is paying attention anymore. |
| !The projectile changes significantly alter the StuG E’s role, turning it into a specialist for specific situations: garrisons, entrenched infantry, support weapons and generally keeping your opponent moving. The StuG E’s tremendous range allows you to sit back and use attack ground to soften up the enemy, but your StuGs will now be destroyed by three AT gun shots, so don't leave them unattended for too long. Don’t rely on them to carry you through a game without tier 3, since the StuG E is nearly useless against vehicles now that target weak point now allows targets to escape. |
Puma
The Puma serves the role of an 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 mimics the Stuart’s Blind ability (No vision and a disabled gun for 5 seconds).
- Damage reduced from 120 to 60.
- Always penetrates.
- Munitions cost reduced from 40 to 35 to match other TWP variants.
| !Hopefully these changes won´t allow the Puma and StuG E to combine to counter their counters. |
| !The target weak point ability is being nerfed,but it doesn’t really change the role of the unit, You simply can’t disable outrageously superior tanks with the click of a button anymore. |
Bug Fixes & QoL changes
- Stormtrooper detection ability has been reverted to vehicle detection to fit the unit’s role.
- Fixed an issue where the 250 halftrack could not receive the spotting scopes upgrade.
- Fixed an issue where the AoE of the Brummbär’s “Bunker Buster” ability fired below the main gun.
^- Navigation Index
| !The USF now really needs to rely on combined arms to see great success. The Lt. tier vehicles have been buffed to be useful, and the Axis units returning to a balanced state. Players will now have to choose whether to go for a Lt. or Cpt. depending on the situation, but I would say the Cpt. will still be the go-to as it contains the ATG, which is essential for most games. Removing the double LMGs from the weapon racks and reducing received acc is a nice way of reducing the effectiveness of blobbed Riflemen. |
M1919 Light Machine Guns
The ability to equip two M1919 LMGs on a squad resulted in excessive long range DPS for USF infantry. This feature made two of the most prominent USF commanders in team game (Tactical Support and Infantry) even more powerful compared to other commanders, limiting commander diversity.
- Squads may no longer equip two M1919s from the weapon racks. (This does not affect Paratrooper upgrades).
| !These LMG changes are a hard nerf for the USF since the BAR and LMG together is counterproductive, and 2 BARs may be stronger than 1 M1919, especially for aggressive USF players which will benefit from the BAR’s short range and mobile DPS. There is still the possibility that LMG-Zook blobs will arise in larger game modes. |
| !The double M1919 LMGs affected team games the most. Therefore, this change will have a greater impact there than in 1v1s. This nerf especially affects the Tactical Support Company - one of the most, if not the most utilized commander by the USF in team games. Taking into account that the Tactical Support Company already had a very strong and reliable anti infantry counter available in the shape of the fearsome Calliope, this change is more than appropriate. If USF players want to field superior long ranged infantry-based firepower they will have to choose Paratroopers; hopefully promoting new playstyles with the Airborne Company catching sight of the battlefield once again. |
| !Blobbing double M1919 units and A-moving them became far less effective and might even be unadvisable as MGs in heavy cover will have a good chance of suppressing the blob before being laser-beamed down. |
Riflemen
To improve the Wehrmacht's late game infantry scaling, USF Riflemen have received a slight reduction in their Vet 3 bonuses to their received accuracy.
- Vet 3 Received accuracy was decreased from -20% to -15%.
| !Riflemen’s received accuracy nerf requires players to micro Riflemen more in the late game, but that's about it; players should keep a closer eye on them until they are used to the changes. |
81mm Mortar
The USF Mortar’s barrage, rate of fire, and veterancy bonuses allowed it to overperform in most engagements, overshadowing the more expensive Pack Howitzer, with the only drawback being barrage range until the Pack Howitzer hits Vet 2. We are also reducing the distance of the near AoE, reducing the number of one hit kills the unit is likely to produce. With this change, we also aim to keep the USF’s other indirect fire options relatively competitive to the mortar. To compensate, we have given the mortar the same price as the mortars fielded by other factions, and have increased 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 mimic the GrW 34.
- Pack-up time improved from 1.9 to 1.1.
- Set-up duration decreased from 1 to 0.5.
- The mortar now has access to a Smoke Barrage ability with 65 range.
- Vet 1 reduced scatter bonus has been replaced by a increase to the added Smoke Barrage’s range to 80.
- Removed certain accuracy bonuses at Vet 3 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 when the Smoke Barrage’s UI radius was not properly adjusting with range
| !Finally the lifespan of the double -mortar wipe everything "strategy" is over. |
| !I think the USF mortar is finally in a great place. The short range and faster pack up collaborates really good with the playstyle of most players. |
| !After these heavy nerfs the mortar will no longer annihilate squads, and because of its very short range, and unresponsive movement (through improved), the mortar is highly susceptible to being wiped itself. The mortar is still a great tool to have in maps with lots of buildings and against MG heavy strategies but it is no longer a no brainer. |
Vehicle Crews
Critical repair allowed USF vehicles to escape too easily after getting caught by a Panzerfaust, mine or other snare.
- Veterancy requirements increased from 200/400/800 to 650/1300/2800.
Critical Repair:
- Munitions cost increased from 10 to 25.
- Delay increased from 0 seconds to 4 seconds.
| !No more USF superglue. Now tanks hit by teller mines in the middle of a fight will be doomed to perish. Tanks hit by unprotected mines will be fine, so covering your mines with Pak40s is the key to success. |
!Vehicle crews are still able to critical repair their USF vehicles if they have enough veterancy. It seems like Relic still hasn't accepted that superglue doesn't exist. ![]() |
M20
The M20 has received a hold-fire command so players can ensure the M20 does not give away its position either as a scout, or mine-layer by accidentally firing at enemies.
- Hold Fire added.
Stuart
We felt that the Stuart was over-performing 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 now earns some interesting veterancy bonuses that allow it to scale into the late-game as a scout, and as a harassment unit. To ease this transition, we have reduced the veterancy requirements bringing the Stuart in line with other vehicles.
- Manpower: 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 reduced from 0.6/0.45/0.25 to 0.4/0.3/0.16667 (Hull & Coaxial)
- MG Incremental accuracy reduced from 1.04 to 1 (Hull & Coaxial).
- Stun rounds now only disable weapons and sight for 5 seconds.
- Veterancy requirements reduced from 1170/2340/4680 to 870/1740/3480,
| !The changes to the Stuart make it much less of a no-brainer. Now it is harder for the USF to stay on the Captain tier and wait for the Pershing without some form of medium tank in between. The Lt. tier will also be more attractive for the .50 cal which could make up for the loss of the huge AI advantage the Stuart provided, potentially increasing build diversity. |
| !This little tank may have been nerfed hard, but it is still fantastic, capable of turning the tide of a tank battle and wiping squads. Its improvements in penetration make it more of a vehicle hunter-assistant. The Stuart is unlikely to be targeted first if moving with other heavier tanks but can actually cause more problems for the enemy than the heavier tanks if the Stuart can manoeuvre behind an enemy tank, which it may do easily given its mobility. |
M15 AA Half Track
In the live version, the M15 is almost never fielded since the Stuart is significantly more powerful. As well, the prominence of Axis light vehicles make the Lieutenant tier unviable. Therefore, we are adjusting the M15 to bring it in line with the other light vehicles, lowering its shock value, and increasing its efficiency if preserved, balancing the Lieutenant and Captain tiers.
- Manpower: 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 Vet 3.
- 50.cal MG accuracy increased by 10%/15%/15% at Vet 1-through-3.
- Vet 3 bonuses (accuracy/penetration) now apply to the main gun.
Bugfixes & QoL:
- Attack ground added.
- Handbrake added.
Note: in order to use attack ground more efficiently, you should first halt the M15 using the handbrake ability. This will prevent the M15 from rotating to bring its gun to bear on the target (the autocannon does not fire while the unit is moving/rotating).
| !While the damage output of this unit has been nerfed, arguably its biggest problem has been fixed; its awkward movement and repeated setup, and the 222 has been adjusted so that it can no longer be spammed. As such, the M15 is unlikely to be swamped by cheaper units and destroyed before a USF player can get their worth out of it. Attack ground is also a wonderful addition to make this unit something the player has a good degree of control over. |
| !The Handbrake ability will make this vehicle much easier to use now. It will actually be very good at destroying its main competition, the 222, now that the gun wont bug-out trying to track the vehicle. The new vet bonuses to the MGs will drastically improve its performance as well |
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 would not hold fire.
- Fixed an issue where the default crew of the USF anti-tank gun were easier to hit than other default crews (target size changed from 1.25 to 1).
- Paratroopers can now rebuy dropped M1919s.
- Added prioritise vehicles to the Greyhound.
- Fixed an issue where captured M3 halftracks would display an incorrect health bar.
- Fixed an issue where “Hold Fire” would not work properly on the M21 Mortar Halftrack
- Fixed an issue where the M21 Mortar Halftrack could fire at the enemy without having to rotate towards it
- Fixed an issue that USF mortars would not “mix” with other types of mortars when double-click selecting all mortars in an area.
[*Fixed an issue where M8 Scott abilities would not trigger reliably]
^- Navigation Index
| !The OKW will become more diverse and versatile (at least for me), because of how you won't be tied to only one core strategy. Capping and holding a munitions point will be viable as a strategy instead of rush the fuel and T4. Also, the Luchs' changes, which I mentioned to Mr. Smith, are looking to get into the live game (hopefully!). To continue, the Raketenwerfer was just a shadow of any other ATG in the game. With its ground-shooting fetish removed so it'll actually hit stuff, its value is greatly increases. |
Sturmpioneer
Given the changes to the light vehicles, we felt that the risk vs reward for the Mechanised HQ as a tech choice would become too high due to it lacking 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.
| !It is now a bit more practical to skip the healing base with the OKW. The cheaper cost and removal of the veterancy requirement allows a few cheap uses of healing on your critically wounded squads while you wait for the vet 3 healing to kick in on most squads. Mechanized will be a little easier to use as a result. |
| !Sturmpioneers having access to medical crates with no vet opens up early Mechanised HQ strategies because the player will still have access to at least one form of healing even if its expensive. |
Panzerfausts
The 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 the 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).
| !The cost reduction is welcome and reasonable since Volksgrenadiers' and Ostheer Grenadiers' Fausts do not differ much in practice. So why should one Faust be more expensive than the other one? Fausts being available when one sWS hits the field allows OKW to react earlier to light vehicle play, particularly against Soviet Tier I Scout Cars. Besides, the window of general Allied light vehicle play against the OKW has been significantly reduced. |
| !Panzerfausts are now 25 munitions, inline with Wehrmacht's and can be used when an SWS truck enters the field, allowing the OKW to fend off light vehicles without the need for a raketten. |
Raketenwerfer
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 from 0.25-0.375 seconds to 0.125 seconds.
- Increased the fire-aim-time from 0.125-0.25 seconds to 0.25-0.375 seconds.
- Fixed an issue where the crew would sometime open fire and break stealth (thus ruin ambushes) despite user's preferences (prioritisation).
- Fixed an issue where it 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 it will have to wait until it finishes tracking the target.
| !The panzerfaust and rakettenwerfer changes as well as the nerfs to multiple allied light vehicles will give the OKW the ability to survive midgame without fielding light vehicle on their own. The new rakettenwerfer works more like a normal AT gun than a sneaky tank killer, a welcomed change. |
| !The changes to the raketenwerfer will make it a bit less awful. This change in conjunction with the nerf to light vehicles means that OKW players will have a much easier time keeping their squads alive. |
Infrared Half-track
- Handbrake added to prevent accidental movement.
251 Flak Half Track
We 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. Given the early arrival potential 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 Flak HT’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.
Anti-garrrison performance:
- 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.
Bugfixes/QoL changes:
- Minimum Range Removed.
- Given handbrake ability to prevent accidental movement.
- The Flak HT now displays the max range of the weapon when selected.
- Fixed an issue where the OKW Flak HT could setup on the move.
- Fixed an issue where the setup timer would reset (prolong) when given new attack commands.
| !The Flak Half-Track will finally be a serious option in 1v1s with its new penetration and veterancy free smoke. |
| !This unit's changes make it a thing of great value to a faction that is suppression, anti-garrison and (if the player goes Med HQ) vehicle light in the early game. Now that it has greater access to defensive smoke, the unit can survive assaults from other vehicles and when backed up with the improved raketen, can actually play a part in destroying an attacking light vehicle. It also has the same great ease of use changes the USF equivalent has making this unit much easier to use, especially in micro taxing engagements. |
Panzer 2 Luchs
The Panzer 2 is a powerful unit with high AI damage, though was still a risky build due to the lack of healing that came with the Mechanised HQ tech choice. The below changes aim to make the Luchs much more consistent in its damage output by reducing spikes, as well as removing several sources of inconsistency.
- Manpower: from 315 to 265.
- Fuel: 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.
- Vet 2 accuracy reduced from 0.875/0.76/0.66 to 0.78/0.6/0.48.
- Moving accuracy at Vet 0-1 increased from 0.25 to 0.3.
- Moving accuracy at Vet 2-5 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.
Reliability
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).
In addition, we are increasing the performance of the Luchs when it closes in on enemy squads. With this change, the Luchs will ignore the cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic).
| !This unit has undergone the same changes all the other light tanks have had; less lethality/more consistency and fairer vet requirements. This unit will now not be as devastating to infantry but also will not be thwarted by elevation and garrisons. The player should use the Luchs as a tool, at range, to fend off or bleed a push by an opponent or to force off harassing squads. It is still a very useful unit when committing to an all out attack to get behind AT guns, but players should be careful until they know the units limits. |
Puma
Aimed shot ability
We are changing how the OKW Aimed Shot performs in relation to infantry. In the live version, the Puma’s Aimed Shot reliably kills 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.
- Now has the same accuracy penalties as the OST sniper vs retreating squads.
| !The Puma can no longer get guaranteed wipes on infantry models using aimed shot. |
Bug Fixes & QoL changes
- Fixed an issue where Schu mines were not applying suppression.
- Fixed an issue where the Vet 1 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.
| !The OKW light vehicle meta shifts to a medium tank one. New rakettenwerfer and panzerfausts are able to hold light vehicles on their own, while Panzer IVs gives the OKW solid midgame without obsoleting later on. Light vehicles are still useful, mostly as counters to certain allied builds like Soviet T1 or USF lieutenant. |
^- Navigation Index
| !The UKF got a few "bug" and bug fixes. The Command Vehicle ability is now unusable on the UC. The treadbreaker ability of the AEC is fixed, so it can become a good support vehicle for the late-game. Making the PIATs homing rockets is a so-so change, I would say it's balanced out by the fact that it has 2/3 of its original range. |
PIATs
We feel that PIATs are why the British have a disparity in their early and late game anti-tank capability. PIATs are also 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.
- Shots are now homing projectiles, if there is no obstruction between the PIAT and the target.
- PIATs have the same accuracy as bazookas for the ranges between 0 and 30.
- Range reduced from 45 to 30.
- Damage reduced from 120/80 (penetrating hit/deflected hit) to 100/25.
- Munitions: 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.
| !You don´t have to rely on the AC anymore, PIATs and AT guns together can now keep vehicles at bay. Axis players can easily counter PIATs either with infantry or by kitting. |
| !The PIAT is now pretty similar to a bazooka because it will actually hit a moving target. PIATs are still bad, however, and a British player (if they can) should probably rely on AT guns and vehicles. |
Royal Engineers
We found that the Sapper squad scales too well due to the reduced reinforcement cost bonus they achieve at Vet 3. Their bonus, combined with the fact that infantry units can attain veterancy extremely fast when carrying handheld AT often lead to the creation of PIAT-totting Sapper blobs.
- Sapper Vet 3 reinforcement cost increased from 13MP to 20MP.
- May only equip 1 Bren gun per squad.
- Fixed an issue where Recovery Sappers would still apply their Vet 1 Cover Bonuses to picked up weapons. Now, the ability correctly applies to the Sapper Sten guns only.
| !REs will not be so spammable but this will only really affect the most cancerous of British strategies. Players using Infantry Sections and one or two REs will not have to change their play style because of this change. |
Universal Carrier
The Command Vehicle ability allow vehicles to have access to a cost-free recon. We found this to be an extremely cost-efficient to an inexpensive light vehicles such as the UC.
- Universal Carrier is no longer a valid host for the Command Vehicle ability.
| !The UC not being able to become a command vehicle anymore is a great, but slightly forgotten change. This will mean that the UKF now can't just spam recon anymore without feeling the consequences of it, like a slower Cromwell or AEC. |
| !The UC can no longer be a Command Vehicle meaning the ability will now hamper a mid to late game combat effective unit like the AEC. |
AEC
The AEC’s anti-infantry damage was too potent for a vehicle with so much anti-tank capabilities, 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 and easier to use.
- Frontal Armour: from 40 to 55.
- Medium crush replaced with light crush.
- Smoke cooldown reduced from 120 seconds to 40 seconds (Puma cooldown is 38 secs).
Main gun:
- Main gun accuracy far increased from 0.025 to 0.03125 to match the Puma.
- Range profile changed from 0/20/40 to 10/30/40 to match the 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 the Puma).
- Max scatter increased from 1.7 to 9.5.
Coaxial MG:
- 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.
Treadbreaker:
- 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.
| !The AEC's role will shift from a rush always vehicle if you want to survive into a vehicle that helps you to counter some Axis strategies like new the 222 or OKW luchs spam. Also, in the lategame an AEC can be a great adition to your army as a command vehicle, thread breaker or as an expendable flanking unit. |
| !The AEC is now in effect a British Puma, use it to support infantry against opposing light vehicles or even medium armor. The unit will be a great choice for the Command Vehicle ability in the late game to carry on its usefulness past the mid-game. Alternatively, use it to annoy an enemy vehicle as its rapidly recharging smoke makes it great at running away. Treadbreaker is also now more reliable, try it out. |
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 the 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 of the Sexton Creeping Barrage had not been increased to match the AoE damage of the normal barrage ability.
- Fixed an issue where the UKF HEAT anti-tank grenades would, sometimes, fail to apply their snare.
- Fixed an issue where the 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.
- The AVRE was given a “Hold Fire” command to make the bombard ability more responsive.
- Due to interferences with UKF teching, it will be impossible to call Gliders or Air Resupply operations into the base sector.
- Fixed an issue where the UI would misinform the players about the nature of the bonuses involved in a Commando Ambush.
- Fixed a bug where the Churchill's (grenade) and AEC's (treadbreaker) abilities would not trigger reliably
- Fixed a bug where the Churchill could still move while priming and throwing a grenade
^- Navigation Index
Bug Fixes
- 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 the Conscript/Tank Hunter Infantry section anti-tank grenades would occasionally disappear without effect.
- Fixed a bug where the Rifleman AT grenades were unresponsive under certain conditions.
- Fixed an issue where team weapons dying 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 the 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
- Obersoldaten
- Fixed an issue where firing a Panzerfaust would fulfill the requirements for counter-barrage.
- The Pak43/Pak40 production bulletin now works (previously it did not affect the pak43 production time as intended).
- 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 a bug where the Puma would use the wrong type of projectile after finishing using HEAT shells (fix provided by Cruzz).
- Fixed an issue where the AT Partisans did not have access to AT grenades (bug introduced in v1.9.1).
- Fixed a bug where firing at non-infantry targets would suppress nearby infantry. Now suppression platforms will only deal AoE suppression if the primary target is an infantry model.
| !Good stuff |
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.
UI FIXES
- Vehicle minimap icon sizes have been scaled according to the vehicle type to help players better identify their forces on the battlefield.
- Updated the abandoned M1 81mm Portrait.
- Updated the M1 81mm squad portraits for their respective factions.
- Updated the 120mm Mortar Shield Symbol to a different variant.
- The DShka shield icon was 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 the explosion, like other similar abilities.










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cblanco ★
보드카 중대
VonManteuffel
Heartless Jäger