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Spring Update- Balance Preview Changelog

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17 Apr 2018, 22:23 PM
#1
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

We've been working with the community balance team on a new balance update for the spring season. These notes are not yet final and are intended as a preview of the pending changes before their final version and in-game implementation. We will publish a final version before integration.

Feel free to discuss these proposed balance changes in the linked thread https://community.companyofheroes.com/discussion/244966/spring-update-balance-discussion/p1?new=1

GENERAL CHANGES


Squad Formations
• Drift cap/rate removed (was causing garrison bug)
• Arrow formation removed -> replaced with Paratrooper formation
• Squad AI removed due to player complaints

OKW/M3 medkits
To help make the OKW faction less reliant on its medical truck upgrade, resolve an existing exploit and improve forward healing capabilities, the following changes have been made.
• Now heals all squads in a radius around the squad that picks up the medkit
• Duration 30 seconds
• Cost increased to 45 munitions

COMMANDER ABILITIES

USF

USF M83 Cluster Bombs

The following change has been made to decrease instant squad wipes while still conducting damage to squads caught unawares.
• Scatter changes and drop height changes

BRITISH

Commando Doctrine Assault
The following changes have been made these abilities cost better match its value and increase its usability.
• Weapon accuracy increased from 1.15 to 1.25
• Speed boost no longer applies to units in combat
• Cost reduced from 80 to 70
• Recharge time increased from 90 to 120

Smoke Raid
• Activation delay from 10 secs to 5 secs
• Filter actions -> future units: true (bugfix)

Stand Fast
The make this commander less situational, the following change has been made.
• Replaced with Sapper flamethrowers

Hull Down

To increase the usability of this ability, the following changes have been made
• Cast time from 15 secs to 7.5 secs
• Offensive bonuses removed (defensive bonuses remain)

WEHRMACHT


Elite Troops Doctrine

Damage is being greatly reduced on stun grenades to solidify their role as a stun platform.
• Model 24 stun grenade damage from 40 to 5

POPULATION CHANGES

Population has been adjusted across a number of units to encourage more diverse unit compositions.

USF

• Pershing: 19
• Jackson: 16
• AAHT: 6
• Stuart: 6
• Major: 3
• M3: 5
• M5: 5
• WC51: 3
• M20: 4

OKW
• Command Panther: 19
• JP4: 15
• Panzer IV: 14
• Stuka: 12
• Puma: 7
• Luchs: 6
• Flak HT: 6
• Kubel: 3
• Sturmpios: 8

WEHR
• Tiger: 21
• Puma: 7
• 250: 3
• 251: 5
• Stug: 10
• 222: 4
• Grenadiers: 7
• Pakj40: 7 popcap (like other AT guns)

SOV
• IS2: 21
• SU85: 15
• M4C Sherman: 14
• T-70: 6
• T34/76: 10
• M5 HT: 5
• M3 Scout Car: 3
• Cons: 7

British
• Firefly: 16
• AEC: 6
• UC: 3
• Tommies: 7 (5-man: 8)

MORTAR CHANGES
Nearly all indirect fire platforms are receiving a tuning pass to decrease lethality across the board and move these units further into their role as support platforms. In addition, mortars are becoming stronger anti-garrison tools to discourage static play and improve flow throughout a match. Finally, mortar barrage range bonuses at veterancy have been replaced by bonuses to barrage accuracy to promote dynamic mortar play that involves re-positioning mortars into optimal positions and makes arty spam a higher risk strategy.
• Damage to enemies in yellow cover decreased from 1 to 0.9
• Damage to garrisons increased from 0.25 to 0.5
• Building AOE damage equalized to 1 at all ranged
• AOE near damage multiplier decreased from 1 to 0.85
• Min range increased to 30 (unless already set to over 30)

Wehrmacht

Grw34 81mm Mortar

The Wehrmacht mortar is receiving adjustments to its rate of fire to discourage builds of multiple mortar squads and reduce the rate they can push back enemy assaults.
• Barrage reload increased by 1.25 seconds
• Reload increased from 4 to 6
• Vet 3 range bonus replaced by 20% increase to barrage accuracy
• Smoke barrage ranged changed to 85

Mortar HT
Similar to the Wehrmacht mortar, we have reduced the halftracks rate of fire; in exchange the unit has received a cost reduction to match the USF mortar halftrack.
• Reload increased from 4 to 6
• Barrage reload increased by 1.25 seconds
• Fuel cost decreased from 40 to 30
• Smoke barrage range changed to 85
• Vet 2 barrage accuracy bonus removed
• Vet 3 range bonus replaced by 20% increase to barrage accuracy
• Min range increased from 25 to 40 (does not affect smoke barrage)

USF

Mortar HT
Similar to the Wehrmacht Mortar HT, we have reduced the halftracks rate of fire.
• Reload increased from 5 - 5 to 6 (min) - 7 (max)
• Barrage reload increased by 1.25 seconds
• Smoke barrage max range reduced from 106 to 85
• Vet 2 barrage accuracy bonus removed
• Vet 3 range bonus replaced by 20% increase to barrage accuracy (applies to all barrages except smoke)
• Min range increased from 25 to 40 (does not affect smoke barrage)

81mm Mortar
The USF mortar’s range is being brought back in-line with other factions’ mortars. However, due to its early arrival and synergy with Riflemen squads, their price is being increased and their damage reduced to act as a support unit that’s primary role is anti-garrison and smoke.
• Range changed from 25 (min) - 65 (max) to 25 (min) - 75 (max)
• Reload speed increased from 4 to 6
• Setup increased from 0.5 to 1
• Teardown increased from 1.1 to 2
• Barrage reload increased by 1.25 seconds
• Damage multiplier to garrisons increased from 0.25 to 0.5
• Smoke barrage range changed to 15 (min) - 85 (max)
• Vet 3 range bonus replaced by 20% increase to barrage accuracy

Pack Howitzer
The pack howitzer has been adjusted to be more affordable and effective at barraging defensive positions; its barrage range has been reduced to make it more vulnerable to pushes.
• Auto-attack range changed to 80
• Barrage shells fired increased from 3 to 4
• Manpower cost reduced to 340
• Vet 3 range bonus removed

British
3inch Mortar
Cost and barrage cooldown has been reduced to make the Mortar Pit more affordable and attractive as a source of indirect-fire.
• Barrage weapon cooldown increased by 1.25 seconds
• Manpower cost decreased from 400MP to 350MP
• Barrage cooldown from 40 seconds to 20 seconds
• Shots per barrage from 4 to 3 (per mortar)

Soviet

82mm Mortar
• Smoke barrage range decreased from 106 to 85
• Vet 3 range bonus replaced by a 20% increase to barrage accuracy

120mm Mortar
The 120mm is losing a member of its crew to make it more vulnerable to assaults and to compensate for its ability to operate at one man.
• Squad size reduced from 6 to 5
• Vet 2 20% increase to barrage accuracy removed
• Vet 3 range bonus replaced by 20% increase to barrage accuracy
• Smoke barrage ranged changed to 120

OKW
Volksgrenadiers
Flame Grenade
• Now requires any completed HQ building

LeIG
The AOE of the le.IG has been increased to match other indirect-fire units.
• AoE radius increased from 3 to 4
• Number of incendiary shells decreased from 5 to 4 per barrage
• Smoke barrage range change from 35 - 150 to 25 - 100
• Vet 1 range bonus now applies a 25% bonus to smoke barrage range only
• Vet 3 range bonus removed
• Vet 5 20% scatter reduction bonus added

SNIPERS

Snipers are being adjusted across the board to be more vulnerable to flanks from infantry; the aim time changes will reduce their ability to snap off a shot and soft retreat against incoming threats. To improve anti-garrison tactics, all snipers now benefit from 100% accuracy vs garrisons.
• Retreat received accuracy modifier from 0.4 to 0.65
• Ready aim time increased from 1 to 1.5
• Fixed an issue where the Soviet sniper would be able to return to stealth fast
• Anti-garrison accuracy standardized to 100% for all snipers

A number of units have been given additional boosts to their MGs against snipers, increasing the number of mobile counters to these units.The following units’ hull MGs now have a 1.5 accuracy multiplier vs snipers
• USF: Stuart and Greyhound
• British: AEC
• Soviet: T-70
• Wehrmacht: Puma, 222 Armored Car
• OKW: Puma, Panzer II

PANTHERS

Both Panthers are being standardized in reload and accuracy to improve performance; the health bonus at veterancy 2 has been shifted to the unit’s stock performance to improve its survivability against tank destroyers. Now possibly in its best spot yet.
• Wehr Panther fuel cost from 175 to 185
• Wehr far accuracy increased from 0.03 to 0.035
• HP increase from 800 to 960 (all variants)
• Front armour reduced to 260
• Veterancy 2 +160 HP bonus replaced by +10% armour bonus
• OKW Panther reload from 6.1 - 6.4 to 5.2 - 5.6
• Rear armour reduced from 110 to 90 (all variants)

WEHRMACHT


222 Armored Car
The 222 is receiving a cost and armor adjustment to make it more viable early-mid game and easier to replace in the later stages should it be destroyed.
• Manpower cost reduced from 250 to 200
• Front armour increased from 9 to 14
• Rear armour increased from 4.5 to 7

Panzergrenadiers
Panzergrenadiers are being given increased versatility; cheaper and more accurate panzerschreck will allow an alternative to the Pak40 that can support assaults with smoke grenades.
• Now have access to the Model 24 Smoke Grenade
• Panzerschreck upgrade munitions cost reduced from 120 to 100
• Panzerschreck far accuracy increased from 0.028 to 0.032

Brummbar
The Brummbar is having its scatter increased to reduce its squad wiping potential and allow it to better push back multiple squads grouped together.
• Scatter from 2.5/6 to 4.8/7.5
• Bunker buster (vet1 ability) scatter from 2.5/6 to 6.4/7.5

Command Panzer 4
We are reducing the bonuses of the Command Panzer IV’s aura to decrease its potency around units such as the Stug G and Panther that are either incredibly cost effective with increased durability or have high durability to begin with.
• Damage reduction lowered from 20% to 10%

Stug
We feel the Stug’s strong DPSC is disproportionate to its cost. This combination of high rate of fire, strong and armour make the unit over perform in certain situations, especially when produced in numbers. To improve counter play, the following change has been made.
• Reload delay at Veterancy 0 increased by 1.5 seconds

SOVIET

Sniper

The Soviet sniper is becoming a 1-man/woman squad similar to the Wehrmacht and British snipers to allow more counter-sniper play from Wehrmacht players and reduce frustrating misses from the Soviet sniper.
• Squad size reduced from 2 to 1
• Camouflage combat reset time from 16 to 10
• Camouflage revert time from 3 to 6
• Hitpoints increased from 64 to 82
• Population increased from 8 to 9
• Ready aim time changed to 1.5
• Cooldown changed to 3.5 (min) - 4 (max)
• Reload duration decreased from 5 to 4.5
• Reload frequency increased from 4 to 9
• Population from 8 to 9
• Out of cover camouflage decloak time increased by 2 seconds

Katyusha
Reload time between salvos have been increased to give more time for players to react to Katuysha volleys.
• Reload time increased from 2.5 to 3 (delay between each volley in the barrage)

Conscript PPSh
Conscripts are now only upgraded with 2 PPsh’s per squad to reduce their close range lethality, improve counter play and increase reaction time for the opposing player.
• Number of PPSh slot items awarded from 3 to 2

SU-76

The SU-76 is having its range penetration reduced and accuracy increased. This will make the SU-76 more suited towards countering light and medium vehicles, but less effective against heavy tanks.
• Penetration reduced to 200 / 160 / 140
• Accuracy increased from 0.05/0.035/0.025 to 0.06/0.05/0.04

SU-85
Focused Sight Ability
• Sight activation bonus applies with a delay of 5 seconds
• Speed penalties remain for 5 seconds after deactivation

PTRS (all variants)
We are lowering the PTRS’ deflection damage to reduce their impact against heavy armoured vehicles when attacking from the front.
• Deflection damage reduced from 20 to 10

Penal Battalions
Given that the AT Satchel no longer cancels when units exit its range, we are reducing its range of activation.
• Targeted satchel charge range reduced from 10 to 5

Guards
Guards are having their timing adjusted through a CP increase due to their over effectiveness against a wide range of targets at the time they hit the field; their population is also being increased to match other elite squads.
• Popcap from 8 to 9
• CP requirements from 2 to 3

ISU
The ISU is receiving a slight increase in scatter to lower its potency against infantry at medium and far ranges.
• Scatter angle/ratio from 6.5/0.087 to 7.5/0.11

IL-2 Loiter
The IL-2 Attack Loiter is having its damage reduced to lessen its ability to wipe infantry squads at full health.
• Damage from 5 to 3
• Loiter time for each plane reduced by 3 seconds

Tank Hunters Doctrine
To help make this commander applicable in a larger variety of situations, the following change has been made.
• Replaced ML-20 with B4

OKW
Starting Resources
• Starting fuel reduced from 10 to 5

Sturmpioneers
Concussion grenades have been adjusted to be less lethal; their main value will be their ability stun squads.
• Stun Grenade damage reduced from 20 to 5

Sturmtiger
• Stun duration reduced from 5 secs to 3 secs

Mechanized Regiment HQ
The Mechanized HQ is having its fuel cost slightly lowered to maintain current tech timings and make “back-teching” a more viable option.
• Fuel cost reduced from 50 to 45

Panzer II Luchs
The Luchs is having its build time reduced to give the unit more shock value upon arrival and to increase its window of opportunity.
• Build time reduced from 75 to 60

SdKfz 251/17 Flak Halftrack
The 251 flak is having its suppression reduced to prevent it from instant-pinning squads; smoke cost has also been increased to make escaping danger more costly.
• Suppression reduced from 0.3 to 0.15
• Concealment smoke increased from to 25/15 to 35/25 (vet 0/1)

BRITISH

HQ
A number of British upgrades have been adjusted in their cost to better reflect their current value.
• Research Weapon Racks manpower cost reduced from 150 to 100
• Research Weapon Racks fuel cost increased from 15 to 25
• Bolster Infantry Squads manpower cost reduced from 150 to 125
• Bolster Infantry Squads manpower fuel cost increased from 35 to 40
• Bolster Infantry Squads no longer applies to AT Infantry Sections

Tommy Infantry Sections
Infantry Sections capture rate has been adjusted to match other squads; their veterancy has also been adjusted to make them less dominating at veterancy 2 without losing their overall durability at veterancy 3.
• Territory Capture rate reduced from 1.25 to 1
• Vet 2 received accuracy bonus decreased from 0.78 to 0.88
• Vet 3 received accuracy bonus of 0.89 added

Bren Mk. II Light Machine Gun
Bren Guns are being adjusted to be less potent at range, though their price is being reduced to match their new performance.
• Sappers now use Tommy Bren Gun on pick up
• Cost from 60 to 45
• Accuracy reduced from 0.575/0.518/0.46 to 0.575/0.4144/0.391
• Mid range reduced from 28 to 25

PIATs
PIATs are receiving a slight boost in their accuracy to help deter vehicles at range.
• Far accuracy increased from 0.25 to 0.28

Sappers
The Heavy Sapper upgrade is having its price reduced to better reflect its price.
• Sapper Heavy Sapper upgrade munition cost reduced from 70 to 60

Vickers HMG
The Vickers is receiving a slight cost reduction to promote diverse build openings; suppression bonuses at veterancy have also been added to help this unit scale into the late game.
• Cost reduced to 260
• Build time increased by 4 seconds
• Vet 2 now provides a 20% bonus to suppression
• Vet 1 garrisoned range and sight bonus reduced from +25% to +15%

BOIS Anti-Tank Infantry Sections

The AT Infantry Section will no longer be able to purchase upgrade kits due to their existing versatility.
• Can no longer upgrade Medkits/Pyro supplies
• AT nade range from 20 to 15

Universal Carrier
The UC is having its price and armor adjusted; these changes add a choice to delay tech to field strong early-game anti-infantry but also allow small-arms to penetrate the vehicle more frequently, increasing counterplay.
• Hit points increased from 200 to 240 (WASP & Vickers upgrade no longer increases HP)
• Cost changed from 260MP to 200MP/10FU
• Front armor reduced from 10 to 7
• Rear armor reduced from 5 to 4.1
• WASP upgrade cost increased from 70 to 75 MU
• WASP range reduced from 32 to 30

M3 Resupply HT
• Weapon drops (Vickers/PIATs) now require HQ research before deployment

Cromwell
The Cromwell is having its cost reduced to better reflect its performance.
• Fuel cost from 120 to 110

AEC - Treadshot Ability
• Treadshot is once again an aimed ability
• Reading aim time increased from 1.5 to 2
• Far accuracy increased from 0.3 to 0.35
• Speed horizontal from 40 to 60
• Speed vertical from 17 to 25

Centaur
Scatter is being increased to reduce the Centaur’s offensive capabilities and ability to wipe units, even on retreat.
• Scatter angle/distance increased from 5/2.15 to 7.5/4.15
• 20mm Strafing Fire ability now has a minimum traverse of 15 meters
• 20mm Strafing Fire ability cost reduced from 50 to 30

AVRE
• Stun duration reduced from 5 secs to 3 secs

6-pounder
The 6-pounder is having its bonus against heavy vehicles removed; it will still be capable of reliably striking light vehicles, but will no longer have a guaranteed chance to hit tanks.
• 50% accuracy bonus now only applies to light vehicles

USF
M2hb .50cal Heavy Machine Gun Team
To improve counter play vs the .50 cal mortar, sprint is being removed from veterancy 1.
• Sprint veteran ability removed
• Suppression reduced from .00006 to 0.00054
• Veterancy 1 increases suppression by multiplier of 1.1

P47 Rocket Attack (Loiter)
We felt the P47 rocket attack was causing too much damage for its cost.
• Damage from 80 to 65

Greyhound
The M8 is having its damage lowered to make it less effective against vehicles; its performance against infantry will remain unaffected.
• Damage from 60 to 40
• AoE damage changed from 0.8/0.28/0.04 to 1/0.42/0.06

Jackson
We are removing the M36’s extra sight bonuses and slightly reducing its range. The Jackson will still be an effective tank destroyer due to its high mobility, penetration and damage.
• Range reduced from 60 to 55
• Sight reduced from 40 to 35
• Vet 2 sight bonus removed
18 Apr 2018, 08:33 AM
#2
24 Apr 2018, 13:50 PM
#3
avatar of Sturmpanther
Lead Strategist Badge

Posts: 5441 | Subs: 35

To make this clear one more time: This patchnotes are not final. They are getting reworked right now atm.
So soon an Updated will come!
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