General
Veterancy for all units standardized
Vet 2: 50% received damage
Vet 3: 150% damage dealt
All mortar ROF increased, splash increased, scatter decreased
Flamethrower damage buffed significantly against retreating units
Flamethrowers and fire weapons have change to inflict critical instant kills on targets
Vehicles keep veterancy upon abandon, can stack veterancy upon recapture
General purpose mines inflict full damage on all squad members
Maps
Deep snow reinstated
Blizzards reinstated
Map Pool
Pripyat Summer
Pripyat Winter
Langreskaya Winter
Ostheer
LMG42 and G43 upgrade do not lock each other out
Pioneer dps reverted to March Balance levels
Grenadiers inflict small amount of suppression
Assault Grenadiers to 200MP 50muni
Tiger Ace reverted - 1/2 received damage, 2X damage dealt, halts all income permanently
Opel Blitz shares resources with entire team
Stuka pin strafe cost to 120muni
Elefant range reverted to 100
Tiger call in to 11CP
Stuka CAS effectiveness vs infantry increased drastically, provides own LOS
Resource drop in Osttruppen and CAS commanders reverted to fuel-munition conversion
CAS strafes arrive without delay from map edge
P4 Command Tank buffs own received damage
Osttruppen cost 160MP
Blitzkrieg effect on speed and acceleration increased
Pak 40 reload to 2.7 sec
Panzerwerfer aoe increased significantly
Panther HP to 1280
Soviet Union
Sniper squad can sprint at vet 1
Sniper now able to garrison M3A1 Scout Car
ISU HE and AP shells combined
ISU range reverted to 100
82mm, 120mm, ML20, B4, Katyusha gain precision shot at vet 1
For Mother Russia buffs team weapon damage by 50%
Guards, Shocks unlocked at 1CP
T3485 changed to 10CP double call in for 700MP 260F
ML20 damage to 300
IS2 changed to 11CP call in
IS2 damage to 240, scatter reduced
IL2 cannon strafe significantly more accurate and does more damage vs all targets, provides own LOS
Soviet Industry reduces MP income, increases fuel income, reduces vehicle build time by 90%
Maxim to 240MP, reduction in pack-up time
Zis tracking reverted to +30 sight range for 15 muni
T34 ram penetration to 1000, always inflicts main gun destroyed on target and self
Partisan SMGs buffed, cost to 140MP
Hit the Dirt stacks with cover and reduces received accuracy further
SU85 focused sight no longer causes penalty to mobility
Guards Button prevents target firing, reduces speed by 75%
KV8 armor and HP buffed significantly
Mark Target increases target vehicle damage received by 50%
OKW
Jagdtiger able to fire through terrain
Jagdtiger range to 115
OKW receives SWS without cost at the start of the game and after deployment of existing SWS
OKW SWS speed, armor significantly buffed
OKW SWS can crush buildings and infantry
Leig suppress targets on hit
Leig range increased significantly
OKW Scavenge Artillery scales infinitely with munition reserve
Volksgrenadier can purchase Panzershreck upgrade
Kubelwagen MG34 inflicts suppression
USF
P47 significantly more accurate, arrives without delay, larger target area, provides own LOS
USF mortar tracks targets in FOW
Veteran Riflemen can be summoned with Rifle Company
Riflemen can equip flamethrowers with Rifle Company
Easy Eight changed to 10CP call in
Calliope fires 4 additional rockets
Pack Howitzer suppress targets on hit
M8 Scott scatter reduced
Greyhound canister shot guarantees squad death
USF squads can stack On Me by entering and leaving vehicles
Purchase of M1919s allows Riflemen to enter Defensive Stance for suppression
British Forces
British counterbattery reverted- no longer has cost, stays on as long as toggled
Land Mattress changed to 5CP
Churchill (all variants) HP reverted to 1600
Crocodile range to 38
T3 Anvil allows free Vickers K upgrade for Royal Engineers
6pdr cost to 280MP
AEC main gun aoe increased significantly, scatter reduced
Wasp damage increased
Flame area artillery will target and significantly damage OKW trucks
Profile of Strummingbird
Post History of Strummingbird
Thread: It's Time to Put the Bugs and OP Stuff Back in the Game4 Sep 2016, 05:49 AM
In: Lobby |
Thread: 17 Pounder Invincible?5 Jun 2016, 08:30 AM
Apparently the if the gun itself is hit, it often takes no damage. Example: https://www.youtube.com/watch?v=2rv6Ne8casg Original thread: https://www.reddit.com/r/CompanyOfHeroes/comments/4kna8n/be_wary_of_killing_the_17pounder_with_certain/ Apparently allowing vehicles to automatically acquire and shoot the 17pdr 'resolves' the issue. Right clicking on the 17pdr results in the no-damage shots. In: COH2 Bugs |
Thread: What makes Bofors unpleasant to fight?28 May 2016, 09:32 AM
He still pulled out a cromet and a cromwell while his opponent was able to have enough fuel to get 4 Stugs and a tiger of the course of the game. Fair enough- did notice the MP float while watching as well. Overlord had the fuel cache + double fuels for quite awhile though, I guess due to the bofors inability to cover much other than the centre. In: COH2 Balance |
Thread: What makes Bofors unpleasant to fight?28 May 2016, 09:03 AM
Fairly easy? It has more HP than Bofors. It's easier to kill a Schwerer, imo, because of the lack of ground target and inability to give attack orders. Cheese it with a tank and a couple zooks, piat attack-ground, smoke + demo bug abuse, etc. Add to that the fact that losing schwerer = losing game in the majority of games, I'd much rather go truck-hunting as Allies than emplacement-hunting as Axis. In contrast, Bofors has less HP, but is made much more difficult to kill by Advanced Emplacements, and more annoyingly Stand Fast (which feels like it has no cooldown- Brace + Stand Fast is obnoxious in damage soak capacity). It's almost disposable with its small cost as well. Take, for example, this game: https://www.youtube.com/watch?v=eCYlKxaOtgI Where Sage built- and lost- 4 Bofors and still pulled out a Comet + Cromwell. In: COH2 Balance |
Thread: Churchill is garbage23 May 2016, 13:14 PM
Churchill is definitely pretty underwhelming when it hits the field, but snowballing 2 or more becomes very tough to deal with. They aren't really killable under most circumstances, and stacked with the absurd rate of repair on upgraded sappers it becomes quite hilarious how much raw HP the brit player can throw at you. Improving the side-benefits of the Anvil package would go a long way to improving the viability of the Churchill. Airburst shells are great, but having them benefit the soon-to-be-buffed Sexton would make both Royal Arty commander and Anvil synergistic. Early warning flares don't seem to work at all, or have minimal impact (I've never noticed its effects ingame). Heavy engineers probably shouldn't change, if only because the repair speed they get is (as mentioned earlier) quite insane. As others have mentioned, an infantry-buff aura for the vehicle could work too, emphasizing its role as an infantry support tank. The Churchill smoke screen is, I assume, meant to shield infantry following the tank from HMG and supporting fire, but the speed penalty is a little too significant to make it useful. I believe it drops the tank's speed by 50%, could be worth trying 75% instead. Lastly the Churchill is just way overshadowed by the very effective Comet. The phos shells on the comet definitely deserve a nerf, the 5 sec reload + 70 range + the fact that they rapidly burn team weapons to death (unlike the inferior Yank phosphorus) is a little too much. In: COH2 Balance |
Thread: Ostheer repair speed14 May 2016, 12:40 PM
They actually have a whole bunch of repair abilities. On top of cheaper engineers to start with, there's also vehicle self-repair, conscript repair, and windustry's repair stations. In: COH2 Balance |
Thread: Balance Preview Mod- Soviet Sniper Woes29 Apr 2016, 17:32 PM
I was unaware of the soviet sniper 'stealth' buff to 128HP total- it seems to have flown under the radar, added to the notes some time after release. With the nerf to the snipers of other factions, it seems odd that they would rebuff the original two-man problem child that caused so many issues. Featuring: me dropping a bunch of guard squads, and retreating my sniper through sturm and ober flanks with little effect. I didn't know of the HP buff through this game, but knowing it now, there were several situations where the sniper would've died without the buff. Also volk fausts are bugged, snaring tanks after one hit from full health. In: Replays |
Thread: Ostheer in a bad spot ? 28 Mar 2016, 11:31 AM
Checked AE, my bad- coh2stats.hu is wrong, they do have the same accuracy. The significantly better moving accuracy still makes the Cromwell clearly superior in vehicle combat though, with the P4 and T34 very obviously inferior in this regard.
Grenades, weapon racks, and squad sizes are very rarely bought before Cromwell, if at all. Source- any Brit 1v1 game. AEC is the real offender here, and adding in one or more 222s brings the Wehr tech cost above the Brit again. MP cost is further tilted in the favour of the Brit player.
I'd take the speed and insane crush over that.
Negligible until Vet 2/3.
Cromwell isn't overpowered in context of faction balance, and I never said it was. On a per-unit basis, it definitely is better than every other medium tank for price. In: COH2 Balance |
Thread: Ostheer in a bad spot ? 28 Mar 2016, 08:21 AM
Cromwell is cheaper, is 50% more accurate on the move on top of having higher base accuracy, extremely good at crushing, faster (and gets ludicrously fast with vet), has a smaller target size than any other medium tank, comes at a significantly lower tech cost, has nondoctrinal smoke, and has a gun that's noticeably better at penetrating other medium tanks. P4 starts to come into its own only after vet 2, and that's only against other medium vehicles and infantry AT weapons. Cromwell is by far the superior vehicle for cost. In: COH2 Balance |
Thread: Land mattress damage26 Feb 2016, 13:10 PM
If you guys haven't tried the white phos rounds yet, you should- they're hilariously broken. Pinpoint precise at max range, doesn't require any vet, cheap cost, and deletes team weapon crews (yes it kills them, unlike the inferior stuff in USF white phos shells). In: COH2 Balance |
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