Company of Heroes 2

Company of Heroes 2

Statistiken ansehen:
Patch going live tomorrow! [Final patch notes]
These are the final notes of the patch that arrives tomorrow, Thursday May 17th. Note that there have been several adjustments to the original preview notes from 2 months ago.

https://www.coh2.org/topic/4307/company-of-heroes-2-changelog/page/6#post_id671680

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

COMMANDER ABILITIES
USF

USF M83 Cluster Bombs
The following changes have been made to reduce the cluster bomb’s capability to wipe out squads upon deployment.
• Scatter changes and drop height changes

BRITISH

Commando Doctrine Assault
The following changes have been made to make this 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 to 5
• Units built after the ability has been activated will now be affected by Smoke Raid

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

WEHRMACHT

Hull Down
To increase the usability of this ability, the following changes have been made
• Cast time from 15 secs to 7.5 secs
• Reload bonus removed; range bonus unchanged

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 10

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

WEHR
• Tiger: 20 to 21
• Puma: 8 to 7
• 250: 5 to 3
• StuG G: 8 to 10
• 222: 5 to 4
• Grenadiers: 6 to 7
• Pak40: 8 to 7

OKW
• Command Panther: 18 to 19
• Jagpanzer IV: 14 to 15
• Stuka: 14 to 12
• Puma: 8 to 7
• Luchs: 8 to 6
• 251 Flak halftrack: 7 to 6
• Kubelwagen: 4 to 3

USF
• Pershing: 16 to 19
• Jackson: 14 to 16
• M15 AA HT: 8 to 6
• Stuart: 8 to 6
• Major: 5 to 3
• WC51: 4 to 3
• M20: 6 to 4

SOV
• IS-2: 19 to 21
• SU-85: 12 to 15
• T-70: 7 to 6
• M3 Scout Car: 5 to 3
• Conscripts: 6 to 7
• Guards Rifle Infantry: 8 to 9

BRIT
• Firefly: 14 to 16
• AEC: 8 to 6
• UC: 5 to 3
• Tommies: 6/7 to 7/8 (second number for 5 man squads)

MORTAR CHANGES
A number of general changes have been applied to a number of light indirect-fire options to reduce their squad wipe potential, improve anti-garrison counterplay, and reduce their range in the late game.
• Damage to garrisoned squads increased from 0.25 to 0.5
• AOE near damage multiplier decreased from 1 to 0.85
• Veterancy barrage range bonuses replaced by barrage scatter reduction for the majority of light indirect fire options.

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 from 0 to 1.25
• Auto-attack reload increased from 4 to 6
• Veterancy 2 auto-attack scatter bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages except smoke
• Smoke barrage ranged changed to 85

250 Mortar HT
Similar to the Wehrmacht mortar, we have reduced the halftrack's 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 from 0 to 1.25
• Fuel cost decreased from 40 to 30
• Smoke barrage range changed to 85
• Veterancy 2 barrage accuracy bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages
• Minimum range increased from 25 to 40; does not affect smoke barrage

OKW

Le.IG 18
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 - 125
• Veterancy 1 range bonus now applies a 25% bonus to smoke barrage range only
• Veterancy 3 range bonus removed
• Veterancy 5 20% scatter reduction bonus added

USF

M21 Mortar HT
Similar to the Wehrmacht Mortar HT, we have reduced the halftrack's rate of fire.
• Reload increased from 5/5 to 6/7
• Barrage reload increased from 0 to 1.25
• Smoke barrage max range reduced from 106 to 85
• Veterancy 2 barrage accuracy bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages
• Minimum 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 damage is reduced to act as a support unit that’s primary role is anti-garrison and smoke.
• Range increased 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
• Smoke barrage range changed to 15 (min) - 85 (max)
• Veterancy 2 auto-attack scatter bonus removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy; applies to all barrages
• AOE distance changed from 1/2/3 to 0.75/1.5/3

Pack Howitzer
The pack howitzer has been adjusted to be more affordable and effective at barraging defensive positions.
• Barrage increased from 3 to 4
• Manpower cost reduced to 340
• Veterancy 3 range bonus removed
• AOE damage from 1/0.25/0.1 to 0.85/0.5/0.25

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 mortar during barrage from 4 to 3

SOVIET

82mm Mortar
• Smoke barrage range decreased from 106 to 85
• Veterancy 2 auto-attack scatter bonus removed
• Veterancy 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
• Veterancy 2 20% increase to barrage accuracy removed
• Veterancy 3 range bonus replaced by 20% increase to barrage accuracy
• Smoke barrage ranged changed to 120

SNIPER RELATED CHANGES
• 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
• OKW: Puma, Panzer II

The 222 Scout car has had its coaxial MG34 accuracy penalty vs snipers removed, thus making this unit a stronger counter to snipers.

PANTHER CHANGES
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 CHANGES
222 Armored Car
The 222 is receiving a cost 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
• Coaxial MG far accuracy increased from 0.27 to 0.32
• 20mm main gun no longer creates light cover
• Coaxial MG now obeys attack commands

Panzergrenadiers
• Panzerschreck upgrade munitions cost reduced from 120 to 100

Brummbar
The Brummbar is having its AOE adjusted to reduce its ability to wipe out full health units on the first shot, but still able to deal significant damage on misses.
• AOE distance changed from 1.25/2.5/3.75 to 0.625/1.25/6; applies to both auto-attack and bunker-buster
• AOE damage changed from 1/0.3/0.05 to 1/0.35/0.2; applies to both auto-attack and bunker-buster

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 G
The Stug’s high rate of fire is disproportionate to its cost, particularly when produced in numbers.
• Reload from 3.5/4.5 to 4.5/5.5

Tiger Ace
• Cost increased from 800 Manpower to 800 Manpower and 150 Fuel.

OKW CHANGES
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 reduce from 20 to 10

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 immediately pinning squads; smoke cost has been increased to make quick escapes more costly
• Suppression reduced from 0.3 to 0.15
• Concealment smoke increased from to 25/15 to 35/25 at veterancy 0/1

SOVIET CHANGES
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..
• 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

Conscript PPSh
• PPSh upgrade cost increased from 40 to 60

SU-76
The reload time of the SU-76 is being increased to reduce its performance against armored vehicles.
• Reload speed increased from 2.9/3.4 to 3.9/4.4

SU-76 Barrage Ability
The barrage ability on the SU-76 is being changed to match that of the ZiS-3 76mm Anti-tank gun barrage in terms of cost, scatter and AOE.
• Barrage ability now costs 35 Munitions
• AOE distance increased from 1/2/4 to 1.5/3/4.5
• AOE radius increased from 5 to 6
• Damage reduced from 120 to 80
• Angle scatter decreased from 15 to 8
• Distance scatter decreased from 7 to 5
• Distance scatter ratio increased from 0.125 to 0.167
• Tilt max distance from 0 to 10

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

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

BRITISH CHANGES
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 from 28 to 25

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 2 have also been added to help this unit scale into the late game.
• Cost reduced to 260
• Build time increased by 4 seconds
• Veterancy 2 now provides a 20% bonus to suppression
• Veterancy 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 armor adjusted; these changes should also allow small-arms to penetrate the vehicle more frequently, increasing counterplay.
• Hit points increased from 200 to 240; WASP & Vickers upgrade no longer increase HP
• 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 Drop ability (Vickers/PIATs) now require Weapon Racks to be unlocked.

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

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 CHANGES
M2HB .50cal Heavy Machine Gun Team
To improve counterplay, 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 Loiter
The P47 rocket attack was causing too much damage for its cost, particularly against larger vehicles where rockets had a low chance of missing.
• Damage from 80 to 65

M8 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. The Jackson will still be an effective tank destroyer due to its high mobility, penetration, range and damage.
• Sight reduced from 40 to 35
• Veterancy 2 sight bonus removed

------------------------------------------------------------------------

One addition: I just tested Valiant Assault (OKW Luftwaffe Ground Forces doctrine) and they nerfed its cooldown from 15sec to 75sec THANK GOD (as mentioned in the preview notes).

They just forgot to put it into the notes and I already wondered the entire time why this change got removed.



Zuletzt bearbeitet von Sanest Black Noir Fanatic; 17. Mai 2018 um 14:33
< >
Beiträge 151163 von 163
okw p4 has really solid frontal armor for none doctrinal MBT though but yes their tanks a bit later in compairison to wehr who gets practically all their armor T3 with t4 armor being specialist options. also 90% sure Jp4 also has more range a stug since the stug has short range for a TD.
Jag 20. Mai 2018 um 23:12 
Ursprünglich geschrieben von ITArchaon The Never-Chosen:
okw p4 has really solid frontal armor for none doctrinal MBT though but yes their tanks a bit later in compairison to wehr who gets practically all their armor T3 with t4 armor being specialist options. also 90% sure Jp4 also has more range a stug since the stug has short range for a TD.

Frontal armor I don't know about that, it feels the same even the damage it does. Slower movement and slow rate of fire vs Stug. The camo feature it gets it's pointless, unlike the first CoH were the camo give you bonus points in damage here they remove why?? Plus it's more expensive. As for the view range, often times I have to get closer cus it won't detect jack (s)hit. Now I only play skirmish with the AI hard/expert maybe they nerf it on those settings perhaps?
okw P4 has 234 frontal armor in compairison to wehrs 180 frontal armor and 160 it seems for the sherman
Jag 20. Mai 2018 um 23:19 
Ursprünglich geschrieben von ITArchaon The Never-Chosen:
okw P4 has 234 frontal armor in compairison to wehrs 180 frontal armor and 160 it seems for the sherman

Wow, they must be lying. Because sure as hell I can't tell the difference, it gets pen very easly by t-34 and Zis. Hardly bounces shots.
Jag 20. Mai 2018 um 23:23 
Ursprünglich geschrieben von Faflon:
Ursprünglich geschrieben von -Wu-Jaguar:

Frontal armor I don't know about that, it feels the same even the damage it does. Slower movement and slow rate of fire vs Stug. The camo feature it gets it's pointless, unlike the first CoH were the camo give you bonus points in damage here they remove why?? Plus it's more expensive. As for the view range, often times I have to get closer cus it won't detect jack (s)hit. Now I only play skirmish with the AI hard/expert maybe they nerf it on those settings perhaps?
He's talking about p4 when mentioning armor which is higher than OST p4. And Jp4 does get higher pen and damage when firing out of camo but only when vetted up.


I haven't notice it and if they do funny they don't mention about it.
the t34-76 can barely pen the wehr P4 let alone the okw one, its pen value is 100
Ursprünglich geschrieben von nemO:
Ursprünglich geschrieben von DarTH ShodaN:

Right there is the reason the community should have never taken this up in the first place. It's obvious that CoHs engine and its utilization are one hell of a mess. Even its creator Relic themselves repeatedly had major problems when implementing seemingly simple changes. What did they think some people outside the company would be able to do with it?

Hi . .

remember 'that' conversation we had?

Karma, right?

Glad you're beginning to see my p.o.v.

It's not your point of view at all, since you used to say leave everything as is. I said multiple times it's the devs that should have taken this up and this very argument you replied to was about implementation issues.
Ursprünglich geschrieben von =AlphaGirl=:
Ursprünglich geschrieben von NS aerafield:
Well maybe not in your rank 1000 4v4 games :P

WOW YOU GOT HIM.
I REALLY THINK THAT GETTING A GOOD COH RANK WILL MAKE HIM GET A GOOD JOB WITH A GOOD PAYMENT.
HOLY FACK! WE SHOULD ALL DO OUR BEST TO BECOME PROFESSIONAL PLAYERS IN THIS GAME.

BUT YOU M8, YOU ARE THE GOD WITH YOUR COH2 LVL. AND WE SHOULD PRAISE YOU AS OUR LORD.


















Or maybe just stfu about ranks. Most of the times, even on 3v3 or 2v2, it depends on your teammate.
Also, not everyone plays this game seriously. Most people dont, because we uh... have jobs?
does studying count as job for you? ;D Tho I know man(or girl?), with my INSANE less than 15 hours playtime per week I definitely need to search a doctor for my extreme gaming addiciton.

But hey, I dont want to know how much playtime is hidden behind your acc you private-profile hero.

Rank DOES matter in a balance discussion, why the ♥♥♥♥ would you balance the game around a level where 99% of all issues are being caused by lack of skill and not because of unit unbalance??

Oh and thanks for giving me a hint[www.companyofheroes.com] about why you got so salty, good luck on breaking those top 4000 as brits in the future ;DDDDDDDDDDD There are only 4700 ranked brit players in 4v4 btw :~D
Zuletzt bearbeitet von Sanest Black Noir Fanatic; 21. Mai 2018 um 6:38
Ursprünglich geschrieben von Julius:
Ursprünglich geschrieben von Gubernub:
Did they fix the pose glitches

i think so,i mean they were caused by the squad AI whcih got removed

No it didn't get fixed I still see the glitch
Julius 19. Juni 2018 um 3:53 
Ursprünglich geschrieben von Gubernub:
Ursprünglich geschrieben von Julius:

i think so,i mean they were caused by the squad AI whcih got removed

No it didn't get fixed I still see the glitch

which do you mean? the t-pose or the model going to the ground while still having the staning up animation?
Ursprünglich geschrieben von Gubernub:
Ursprünglich geschrieben von Julius:

i think so,i mean they were caused by the squad AI whcih got removed

No it didn't get fixed I still see the glitch
the glitch where models sometimes get stuck in a T-pose while firing exists since forever, it's a very old bug that happens in CoH1 as well. (note that it's just a graphical glitch tho, the model still fires and deals damage normally)

What got fixed was the graphical glitch when a model was walking
I am not surprised by all the grief in this thread, but I don't understand it. Patches come and go, some units get stronger, other get weaker. I don't like all the changes in every patch, but I generally like every patch because it keeps the game fresh. Forces me to find new ways to play. I may largely abandon an old favorite (ex. AEC), but discover a new favorite unit or commander (ex. Flame Hetzer).

As for addressing the game's underlying "problems." I see this complaint frequently after a patch, but have no idea what people mean by the game's underlying problems. What does that mean? Regardless, no company is going to pull apart the bones of a 5 year old game (excluding MMO's) and redo the game root and branch. I'm just happy a game this old is still regularly updated. It's a lot of fun to play.
Ursprünglich geschrieben von Zapp Brannigan:
I am not surprised by all the grief in this thread, but I don't understand it. Patches come and go, some units get stronger, other get weaker. I don't like all the changes in every patch, but I generally like every patch because it keeps the game fresh. Forces me to find new ways to play. I may largely abandon an old favorite (ex. AEC), but discover a new favorite unit or commander (ex. Flame Hetzer).

As for addressing the game's underlying "problems." I see this complaint frequently after a patch, but have no idea what people mean by the game's underlying problems. What does that mean? Regardless, no company is going to pull apart the bones of a 5 year old game (excluding MMO's) and redo the game root and branch. I'm just happy a game this old is still regularly updated. It's a lot of fun to play.
+1
< >
Beiträge 151163 von 163
Pro Seite: 1530 50

Geschrieben am: 16. Mai 2018 um 12:12
Beiträge: 163