Company of Heroes 2

Company of Heroes 2

Imperial Japanese Forces
Viser 41-50 af 78 forekomster
< 1 ... 3  4  5  6  7  8 >
Opdatering: 30. mar. 2020 kl. 18:38

Japan now suffers from a “Fuel Shortage” at the beginning of the game. It takes a total of 5 fuel from their income over the first 75 seconds of the game. This delays the second tech by about 30 seconds.

Night Mode compatibility is back!

Balance Changes:
Hohei AT Grenade cost lowered to 15mu from 20.
Default AT gun crews had their received accuracy lowered to 1 from 1.25 (Type 1) and 1.175 (Type 90). Reinforce cost raised to 23 from 20. This matches the game’s other AT gun crews.
Raiders have lost Fire Superiority, but gained ambush camouflage. Their version of it also gives .8x reload time, which benefits their grenade dischargers.
Kōhei Type 100 upgrade now increases Banzai cooldown time by 1.5x from 1.375x (90 seconds vs 82.5).

Veterancy adjustments:
Hohei and Kōhei Vet 2 and 3 received accuracy bonuses improved to .92x and .7065x from .95x and .7158x.
Strike Officer Vet 2 RA bonus to .65x from .68x, Vet 3 accuracy bonus to 1.3x from 1.35x. These values match Hohei veterancy again.
SNLF Vet 3 accuracy bonus lowered to 1.3x from 1.35x.

Bug Fixes:
Infantry ambush camouflage is triggered by T1 again.

Opdatering: 22. feb. 2020 kl. 18:25

7.7mm Ammunition Supplies fuel cost lowered to 15 from 20. Research time lowered to 30s from 40.
AT Grenade Supplies research time raised to 30s from 25.

Hohei/Kōhei long range (35m) accuracy lowered by 6% for all weapons.

Fire Support Team (including AT Support Team):
Veterancy requirements raised to 480/1000/2060 from 480/960/1920.
Vet 1 cooldown bonus to 25% from 20.
Vet 3 accuracy bonus to 25% from 30.
Type 3 AT Grenade range reverted to 20m from 18.
Type 99 Nambu accuracy lowered by 4%.
Type 89 Grenade Discharger reload time to 7s from 6.5. Vet 2 scatter bonus lowered to x.6 from .5 (scatter to 3.75 from 3.125)
Ceramic Grenades now recharge faster at vet 3.

Strike Officer Stand and Fight! Ability no longer causes the squad to sprint towards the officer. Range decreased to 20.

Type 97 Mortar vet 3 now improves RA by 5%.
Type 94 Mountain Gun Emplacement Airburst ability moved to vet 1 from vet 3, cost to 10mu from 20. Rotation speed bonus moved to vet 3 from vet 1.

Gyokusai chance of receiving a flame death critical decreased to 50% from the standard 90.

Kōhei Type 100 upgrade now increases Banzai cooldown time by 1.375x. Satchel charges cannot be used during a Banzai charge. Adding the Banzai charge to this unit increased its viability, at the cost of introducing some cheesy ability combinations. These changes are meant to reduce the dairy content of the unit without affecting its intended power level.

Ceramic Grenades can now be refunded when cancelled. The vanilla versions of this ability are inconsistent: Assault Grenadier grenades can be refunded, but Infiltration Grenades cannot.

Construction Team build speed increased to 1.25x. Overall, this matches the build speed of Kōhei, and is in-between the 1 and 1.5x values that have been tried previously.

Strike Officer Last Ditch Grenades ability fixed and changed to a barrage: the officer and NCO will throw incendiary grenades, while their Hohei bodyguards throw ceramic grenades. Cost to 40mu from 30.

Ho-Ni I weapon animation fixed by adding a windup of .625s and a winddown of 3.125. Reload times are being lowered to compensate. Standard fire to 5.25/5.75 from 6.7/7.2. Barrage to 2.5/3 from 5.5/6. Direct Fire to 2.75/3.25 from 6/6.5. Population raised to 10 from 8.

Opdatering: 17. feb. 2020 kl. 18:18

New Content:
Divine Wind Strategy. The “banzai” commander!

Indirect Fire Overhaul:
Japan’s artillery needed some work. The Type 91 Howitzer was too expensive and powerful, and its limit (of 1 when the Forward Battalion Commander was on the field) was both bugged and confusing. It was also far too similar to what the other Axis factions had available, and (less importantly) did not reflect real-world Japanese tactics very well. Lighter pieces were used much more often.
Another design issue was that every Japanese Commander had access to indirect fire. For variety’s sake, it has been removed from one commander.

Type 94 75mm Mountain Gun Emplacement is now non-doctrinal. Type 91 10cm Howitzer removed.
Type 94 cost increased to 15fu from 0. Barrage penetration increased to 180 from 85. Vet 1 now increases weapon rotation by x1.5. Airburst Barrage moved to vet 3 from 1, price decreased to 20mu from 25. Vet 3 health bonus lowered to x1.3 from x1.5.
Emplaced Weapons, instead of unlocking the Type 94, gives it the “Supported Barrage” ability. This adds heavier artillery shells to the 94’s barrage. The concept is taken from the ability that Light Gun Barrage used to grant the Type 91.
Engineering Strategy gained Type 4 40cm Rockets, lost Light Gun Barrage.
Prototype Weapons Strategy gained Last Ditch Grenades, lost Type 4 40cm Rockets.
Type 4 Rocket delay increased to 7 seconds from 3.5.

Balance Changes:
Suppression no longer increases Fire Support Team weapon scatter.
Gyokusai rifle cooldown to 1.25-1.5s from 1-1.5.
Type 90 75mm penetration raised by 10. Vet 3 range bonus raised to 10m from 5.

Bug Fixes:
Type 1 AT Gun AP Rounds now have 60 range rather than 50, as intended.
Type 97 Mortar vet 3 setup/teardown bonus is now functional and does not cause animation issues.
Mountain Gun Smoke Barrage projectiles fixed. UI improved.

Art Improvements:
T1 has a new icon. The new kanji design matches T2 better, and the previous sun design is now being used by the Final Assault Squad.
Improved Coordinated Fire Icon.
Type 97 Grenade reticule now matches its explosion radius.
More haiku! Infiltrators and MG Nests got new ones. I may have missed my true calling.

Opdatering: 5. feb. 2020 kl. 21:50

Tech Change:
Type 92 Machine Gun and Type 97 Mortar have swapped buildings: 92 to T1, 97 to T2. The original concept was for T1 and T2 to each provide smoke and suppression (Officer’s smoke candle, Mortar’s smoke barrage, MG squad, MG nest), but the Officer and MG were a much more attractive choice in 1v1s than the Sniper and Mortar. I didn’t want game size to determine tech choice.
Machine Gun Nests no longer require T1, and the MG upgrade requires the nest to be in friendly territory.
Type 92 Machine Gun now receives Ambush Camouflage from T3 instead of T1.

Balance Changes:
Type 97 Mortar has a new vet 1 ability: Assault Barrage. Vet 3 has been changed from the standard barrage accuracy bonus; the vet 3 Type 97 speeds its setup and teardown times to .25 and 1.5 from 1 and 2. These changes make the mortar a little more aggressive, fitting its new appearance in T2.

Type 93 Land Mine moved to Fire Support Teams (and doctrinal Anti-Tank Support Teams) from Hohei and Kōhei Squads.
Type 3 Anti-Tank Grenade (Fire Support snare) range reduced to 18m from 20.

Marksman vet 3 RA bonus reverted to .8 from .85. Cooldown and reload bonuses lowered to .85 from .8. Sniper Hides now provide sight and weapon range.

Type 95 Ha-Go High Explosive Salvo cost increased to 30mu from 20.
Chi Ha Defense Mode now decreases sight by 10m. Armor bonus increased to 35% from 30.

Kōhei Squads are now built from the HQ rather than called in. This makes them easier to fit into a build order and is consistent for their role as an alternative mainline infantry unit.
Repair bonus moved to vet 3 from vet 2. The bonus is also lowered to .5 from 1, matching Rear Echelons rather than Combat Engineers. Japanese on-field repair is meant to be limited, and faster repair with vet is not fitting for a mainline infantry unit due to the ease of vet gain.
(TEST CHANGE) Destroy Cover ability removed.

Infiltrators now require T3.5.
Construction Team call-in now begins on cooldown, cooldown time reduced to 15 seconds from 30. Building repair speed lowered to 2.1 from 3.2.

Opdatering: 25. jan. 2020 kl. 16:07

Fixed a bug that was game breaking, and pretty funny:
Deploying a second Coordinated Fire Area (possible with a Mk 6 Radio Post) killed every unit that the player owned, including their HQ.

Opdatering: 25. jan. 2020 kl. 15:58

Accidentally uploaded ancient version of the mod.

Opdatering: 25. jan. 2020 kl. 8:09

Balance Changes:
(TEST CHANGE) Healing slowed to .2 from .25. Improved Medical Kit (Type 94 and FBC abilities) healing slowed to .4 from .5. “Provide Supplies” healing duration increased to 18s from 15. Field Infirmary reinforcement radius to 25m from 30.

Fire Support Team Arisaka rifle long range performance adjusted. DPS is the same, but the cooldown is faster and accuracy is lower. The Team's high-accuracy (+62.5%) veterancy had pushed the rifles' accuracy well over 100%. Accuracy over 100% is only useful against units in cover, so the squad's rifles should be better with veterancy in most circumstances.

Field Assault Officer renamed to Strike Officer. Cost to 260mp from 210, squad starts with 5 men, NCO cost to 29mp from 27. 7.7mm upgrade cost to 40mu from 30. Vet bonuses to:
Stand and Fight!, -25% cooldown / -32% RA, +5 grenade range / 35% acc, +25% ability duration
from:
Stand and Fight!, 20% acc / +1 squad size (Hohei), 12.5% acc, +5 ability range / -32% RA, -25% cooldown
These changes are meant to make T2 a bit less attractive as a first tech choice. Also, now that there’s going to be another “Assault Officer” in the game that gains a member with vet, these changes will help keep this squad unique.

Forward Battalion Commander bodyguard RA to .732 from .784.
Warrior Spirit reinforcement cost reduction to 40mp from 35, but now also lowers reinforce time by .78.
Sector Priority now provides 20% reduced damage while active. Medical Kit aura changed to Improved Medical Kit: healing speed increased to .4 from .25, matching the Type 94’s “Provide Supplies” ability.
Landing Force Commander bodyguard RA to .9 from .849.
Aim Unerring Explosive Round cost to 45mu from 40. Recharge time to 60s from 30.
Warrior Spirit Banzai Aura lowered to 20m from 25m. Tenacious Defense recharge time increased to 150s from 90.
Sector Priority improvements apply to this squad variant as well.

SNLF Grenade Cooldown bonuses moved to vet 3 from 2.
Type 4 Ceramic Grenades are no longer available to Hohei. The commander has a bit too much to work with. Besides, why would the Navy share their weapons with the Army?
Dive Bomb updated to match Winter Balance Preview; delay and flight speed increased to normalize performance on different parts of the map.

Construction Team CP requirement lowered to 0 from 5. This allows them to be used for early base construction. Population lowered to 3 from 4. Capture rate lowered to .75, which means they will take 1/3 longer to capture than normal squads. Guard reinforce cost to 29 from 27.

Type 4 Weapon Racks now require 3cp, from 2. Fire Support Type 4 moving cooldown multiplier raised to 1.25 from 1. It turns out that a 4-man squad with 1.05 RA actually can be OP if their weapons are good enough!

Ho-Ni I acceleration reverted to 2.3.
Ho-Ni I weapons adjusted. Direct Fire reload slowed to 6.5/6 from 6/5.5. Normal and Barrage modes now deal 160 damage (from 100, and matching Direct Fire damage), have a wider AoE, and reload much more slowly. This matches the loud sound of the cannon a bit better.

Bug Fixes:
Fire Support Type 100 SMGs now work as intended when 2 Type 4 rifles are picked up.
Type 91 Howitzer limit (with FBC on the field) should work more consistently, but Japanese indirect fire will be revamped soon.

Art/Audio Improvements:
Voice callouts added or improved for many abilities and upgrades.
Type 92 MG and Strike Officer have switched positions in T2; looks nicer this way.
Ka-Mi On Board Mechanic now has UI on the tank itself, reminding you of its upgrade status.

Opdatering: 17. dec. 2019 kl. 13:28

AI Improvements:
Japanese AI should now use Banzai Charges, Frag Grenades, Coordinated Fire, Ha-Go High Explosive Salvo, Chi-Ha Defense Mode, Isuzu Truck Provide Supplies, and Critical Repair Operation.

Balance Changes:
Nambu pistols (for all squads) have been adjusted for better mid-range performance.
Battalion Support fuel cost raised to 70 from 60.
Gyokusai may no longer enter transports or buildings.
Anti-Tank Support Team vet 2 accuracy bonus raised to 30% from 20.
Kōhei Type 100 flamethrower package no longer includes a Type 100 SMG.
Breakthrough Tuning extra armor lowered to 1.2x, 1.2x and 1.5x for the Chi-Ha, Ha-Go, and Isuzu truck, from 1.3x, 1.25x, and 2x.
SNLF Rifle damage lowered to 15 from 16. Accuracy increased slightly to maintain DPS. Assault Specialization RA bonus lowered to 5% from 10. Voice changed to Panzergrenadier from Grenadier.
D3A1 Smoke Pots global recharge time to 60s from 45.
120mm Chi-Ha Upgun bugs fixed.
Ambush Team Type 99 LMG Suppressing Fire value lowered to .02 from .04.

Weapon Rack Improvements:
Type 4 Automatic Rifle long range cooldown multiplier corrected.
Fire Support Type 4 rifle moving cooldown lowered to 1 from 1.5. To reduce the munitions cost of this loadout option, picking up a Type 4 rifle now re-equips the rest of the squad with non-slot item Type 100/40 SMGs, and locks out the 7.7mm upgrade.
Forward Battalion Commander receives a more powerful version of the Type 4 rifle; it is now actually better than their default Arisakas.
Type 4 Rocket Launcher no longer becomes an M9 Bazooka when dropped. Text corrected.
Build animation is now functional.

Art Changes:
Fire Support Teams now have an indicator for their passive detection/mineclearing ability.
Ka-2 Autogyro now has a fitting minimap symbol.

Opdatering: 26. nov. 2019 kl. 18:12

Balance Changes:
Type 99 Magnetic Mine damage lowered to 135 from 160. Deflection damage to 50 from 39. Penetration to 230 from 200. All variants are affected. For the Gyokusai version, time between throws has been reduced to 4.3-4.6s from 5.5. This gives them slightly higher DPS overall, but allows well-controlled enemy tanks to escape with less damage taken.
Hohei (and Kohei) 7.7mm Arisaka damage lowered to 15 from 16, accuracy increased to .96 of standard rifle accuracy from .90. This maintains the same DPS, but means that Hohei are less likely to kill an enemy soldier on their first volley. Previously, only 5 of the members had to hit a soldier simultaneously to kill them. It is not ideal that Hohei can still kill in one volley, so I will be looking into more comprehensive solutions.
Hohei vet 2 accuracy bonus lowered to 30% from 35%.
Kohei vet 1 accuracy bonus lowered to 12.5% from 17.5%.
Gyokusai received suppression lowered to 16% from 25%. UI improved with a cool bayonet picture.
Type 90 now uses its own weapon profile, instead of pak40/6lbr stats. Weapon crew given 7.7mm rifles (more damage, less accurate, 20% higher DPS), and lower RA, to 1.175 from 1.25.
Concealment network radius increased to 50 from 45, and is now able to camouflage team weapons.
Type 1 Ho-Ni I mp cost to 280 from 260, acceleration to 2.5 from 2.3, rotation to 40 from 36. Direct Fire reload time increased to 5.5-6s from 5-5.5.

Bug Fixes:
Concealment Networks no longer make all Field Infirmaries invisible. As intended, the effects only apply within the Network’s radius.
Tank Ambush is available in Hidden Fortress Strategy, and now works as intended.

Opdatering: 7. nov. 2019 kl. 14:24

Balance Changes:
Critical Repair Operation cost reduced to 10mu from 20, considering its unreliability and low speed.
7.7mm Ammunition Supplies upgrade cost raised to 60mu for Hohei and 50 for Kōhei, both from 40.
Kōhei and Construction Teams are no longer able to defuse land mines.
Construction Team laborer reinforce cost lowered to 7mp from 9.
SNLF Assault Specialization cost raised to 50mu from 40.
Type 4 20cm Rocket Barrage increased to 6cp from 5.

Bug Fixes:
Fire Support Team minesweeping fixed.
Anti-Tank Support Team extra vet 3 penetration removed.
Raider veterancy 2 experience requirement corrected; it had been set too low during their rework.

UI Changes:
A couple hotkey conflicts have been resolved. I don’t catch them often because I play with Grid Keys.
The Chi-Ha’s Button Up ability has been renamed to Defense Mode.
Various Text improvements.