Company of Heroes 2

Company of Heroes 2

Imperial Japanese Forces
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Update: Apr 9, 2021 @ 4:31pm

58: Kintsugi Update
Field Infirmaries are squads once again. The Critical Repair Team spawning issue was resolved to allow this.
Magnetic mine timer decreased to 1s from 1.5. Changed from tp_homing to tp_sticky. This is Experimental! Let me know if this leads to fewer wall-hits than before. Or if there are weird bugs.
Weapon Team Type 99 damage lowered to 14 from 16, accuracy increased to maintain DPS.

Gyokusai:
Banzai Charge duration increased to match other units, 15s from 10. Cooldown to 37.5 from 25.
Formation made looser.
Rifles switched to Weapon Team versions, for .7x dps.
RA decreased to 1 from 1.35. Health lowered to 105 from 126, RD to .625 from .75, which maintains effective health but increases healing speed.
Reinforcement time to 9.5s from 9, matching Infiltrators. Build time not affected.
Banzai aura moved to vet 0 from 1. Instead, vet 1 reduces reinforce time back to 9, and gives .933x banzai cooldown time (-2s at vet 3)
Infiltrators:
Banzai aura added. Most other changes apply.
Final Assault Squad:
Target size to 1 from 1.175.

Landing Force Commander:
Observant gives 15 vision in cover instead of 25.
Warrior Spirit no longer gives Tenacious Defense, but adds a cover combat bonus.

Chi-Ha and Ka-So:
Acceleration to 2.5 from 2.6.

Ho-Ni:
Weapon adjustments: reload speed nerf reverted. However, default fire’s reload time has been increased by .5s. Its new longer winddown should make the animations look nicer. Projectile speed to 32 from 29. AoE radius to 5 from 5.5, distances to .25/1/4.5 from .425/1/5. Distance_scatter_max to 5 from 2.5. Distance_scatter_ratio to .5 from 1. Crater size increased to 3-5 from 1-3.
Direct Fire available at vet 0. Cooldown to 45s from 50. No longer disables weapon for 4 seconds, instead forces a reload. Fx changed.
75mm Barrage renamed for not being “Mobile”. Fires 3 rounds, from 4. Cooldown to 60 from 45. Minimum range to 15 from 10.
Movement now matches Chi-Ha (accel to 2.5 from 2.3, speed to 6.9 from 7).
Vet to: accel, -10mu Direct Fire / .75x reload, ability recharge / -20% RA, -20% scatter, +20% accuracy, +20% max speed
From: Direct Fire / -20% Scatter, ability recharge / -10% RA, +25% health
Breakthrough Tuning now available. Tank Ambush also available; .4x rotation allowed.
Missing camouflage_ext and marker_ext added.

Type 3 Chi-Nu:
Reload time lowered by .25s.
Default range lowered to 40 from 45. Siege Mode added, replacing a +5 range bonus at vet 1. Siege Mode provides 20 range, but slows the tank, much like Defense Mode.
Tank Ambush and Breakthrough Tuning now available, for consistency.

For the Emperor! -10 weapon range penalty removed, since reduced-range units are no longer present in the mod (or vanilla factions).

Art:
Tank Crew models standardized to USF version. UI positions set so there is a set order for vehicles.
Ho-Ni and Chi-Nu Haiku added and voice types updated.
Critical Repair Team and Field Workshop text improved.
Ability order modified for Ka-So and Radio Post.

Bug Fixes:
THE INFAMOUS STUCK ZONE BUG IS FIXED. The ability will now properly end with the death of its caster. This also fixed the ability for Radio Posts as well. Not sure how, but I will not question it.
FBC no longer spawns to middle of map, population requirement corrected to 7 from 8.
Marker_ext added to Ha-Go.
Type 90 AT Gun vet 3 +10 range and 1.2x penetration bonuses removed as intended.

Update: Mar 18, 2021 @ 3:04pm

57
Field Workshop cost increased by 5fu, Battalion Support cost decreased by 5fu.
7.7mm and AT grenade upgrades to 25s from 30.
Log Traps now provide light, rather than heavy, cover.
Bloodlust now works, and has new UI.

Strike Officer:
Vet requirements raised to 640/1280/2560 from 620/1040/2480.
Rally upgrade replaced with Holdout upgrade.

Gyokusai moved back to HQ, still require T3.5. Now spawn from off-map, idea courtesy of FunnyFruit.

Ho-Ni:
Unlisted changes from last patch: Now non-doctrinal. Reload to 7/8 from 5.5/6. Barrage reload to 3.5/4 from 2.5/3.

Ha-Go:
Reload time to 3.3/3.7 from 3/3.4. AoE near damage range to .875 from 1.
HE Salvo now disables vehicle weapons for 2.5s. Damage to 20 from 40. Visuals changed. Reload bonus decreased to .75x from .6875x.
Vet is now: HE Salvo / +20% max speed, -30% reload / -30% RA, -15% scatter, -5mu Salvo Cost
From: HE Salvo / +20% max speed, -20% reload, -20% scatter / -20% RA, +20% pen, +20% AoE

Ka-Mi:
Weapon changes match Ha-Go. On-Board Mechanic Training is now a passive from T3. The upgrade was convoluted, and the later timing of the Field Workshop made its research time less important.
Base speed lowered to 5.6 from 5.9.
Vet is now: Detection, -12.5% reload / HE Salvo, -20% reload / -30% RA, -15% scatter, +20% max speed
From: Detection, -10% reload / +20% max speed, +20% accel, -20% scatter / -20% RA, +25% armor, -20% reload
Mechanics gives +1.3 speed from .7, and 1.35x accel from 1.25.
(overall, acceleration to 2.7 from 3, speed to 6.9 from 6.6.)

Construction Team:
Builder reinforce cost to 12 from 11. Description is no longer too long.
Vet 1 now improves rate of fire instead of received suppression, to match Strike Officers and maintain the unique suppression penalty.
Vet 2 added: .75x reinforce cost, guard receives 1.3x accuracy.

Type 4 Ke-Nu upgrade added to Prototype Weapons Strategy.

Ambush Team costs adjusted. Crit sniper now matches the LFC and Holdout Officer version. Accuracy is about 20% lower.
LFC crit sniper close range acc to .675 from .575

Bug Fixes:
Type 1 upgrades removed and ability restored. A rework is coming, consider that a preview!
Repair type 94 onboard heal removed, this was another experiment gone live.
Infiltrator reinforce time corrected.
Ho-Ni scatter increases when moving, like other vehicles. Breakthrough Tuning now available.
Chi-Ha 120mm Upgun requires being in territory.

Art:
Type 11s no longer make their users go prone. This is to help convey their role as an automatic rifle class weapon.
Building Text updated to match current tech.
120mm Chi-Ha text improved.

Update: Mar 2, 2021 @ 6:19pm

56: Consistency Update
Changes to match patch: (based on guesses, since the attribute editor hasn’t been updated)
Type 92 MG: Attachment time, formation (?), and retreat speed changes implemented. Setup time to 2.25 from 1.375.
Type 97 Mortar: Rotation and smoke barrage buffs added.
Marksman cost to 320mp from 330. Sight decreased to 40/50 from 45/52. Genso cost to 20mu from 30, time decreased to 15s from 25 to match 7.7mm.
Trench: target size changed.
More changes are planned, but will need to wait for the attribute editor update.

T1 Overhaul:
“Defensive Construction” passive removed. Tank Traps, Barbed wire, MG Nest, and Trench Type 11 no longer require T1.
Critical Repair Team:
Moved to T1 from HQ. Cost to 40mp/4fu from 50mp. Repair no longer requires T3.5.
No longer sprints permanently. Like Gyokusai, the squad now has a free banzai charge and cannot retreat.
Critical Repair no longer automatically causes the squad to withdraw; a new withdraw command does this.
The goal is to make T1 a less obvious starting tech choice, since its passives both came online immediately. Other tech starts will benefit from having construction items available. Previously, some squads had the ability to produce these structures without T1, and this change eliminates another inconsistency. The repair team is useful later in the game. It’s being changed to feel more controllable and consistent with Gyokusai.

Construction Team NCO weapon changed to a Fire Support Type 38 from a much-more-powerful FBC Bodyguard Type 99. This was a holdover from when he was the only armed member of the squad.

SNLF and Mainland Veterans:
SNLF Vet 1 modified, Cover Combat Bonus added, RA bonus to .95 from .9. Mainland Veteran Vet 4 RA bonus also to .95 from .9. Requirement reverted to 2900xp.
Assault Specialization AT Grenades (Type 3 for SNLF, Type 99 for Mainland Veteran) replaced with Bloodlust. 25 mu, 15 sec, +25% acc, +35% RA, rifles heal 4 per hit, Type 11 heals 1 per hit.
Removing the anti-vehicle capabilities from these squads helps make them distinct from Hohei.

Smoke abilities standardized to UI space 32.

Ho-Ni is now non-doctrinal and Gyokusai are built from the HQ again. This was meant for the next patch, but now you get a preview!

Update: Feb 14, 2021 @ 6:27pm

55: Supply Update
Hohei 7.7mm rifle upgrade cost to 50mu from 60.
Banzai Charge cost to 25mu from 30. User now receives .5x suppression. This includes units in the Coordinated Strike Zone.
Fuel Shortage reverted to 75 seconds from 150, or 5 fuel lost instead of 10. This restricted build orders too much, which I apparently forgot about from months ago when adjusting these tech prices.
Battalion Support cost increased to 80fu from 65. Japan’s late-game power has increased, so the timing is being pushed back.

Gyokusai and Infiltrator rifle cooldown to 1.5/2.5 from 1.25/1.5 seconds. Close range cd multiplier to .25x from .125x. population raised to 9 (10 at vet 3) from 8 (9).
Gyokusai reinforce time to 9s from 8. Infiltrators to 9.5s from 8.5. Final Assault Team to 12.5 from 11.

Forward Battalion and Landing Force Commander population to 7 from 8.
FBC Suppressive Fire cooldown to 40s from 30.
Coordinated Strike Zone now disables camouflage and gives the casting unit an overhead icon.
This will require a rebalance of the Forward Battalion Commander’s Insight upgrade.

Radio Post cost raised to 10fu from 5.
Ambush Team Suppressive Fire cooldown to 40s from 30. Range to 40 from 45. Crit Sniper suppression to .09 from .12. Machine Gun suppression to .009 from .01. Accuracy is now multiplied by .4x, lowering both damage and suppression. Cover is now an effective counter to this ability.
Well-Supplied once again provides .6 healing, but this is reduced to .4 for Gyokusai and Final Assault Teams.
Chi-Ha Kai Breakthrough Tuning adjusted to 1.2x health, 1.1x armor from 1.35x armor.
Final Assault Team is now permanently invulnerable to suppression.

Concealment Network Bugs fixed.

Update: Jan 31, 2021 @ 12:12pm

54
Type 97 Anti-Tank Rifle renamed to Automatic Cannon, because the translation is better and it sounds scarier.
Emplaced Weapons now allows trenches to upgrade with the Type 97 Automatic Cannon.

Provide Supplies healing rate lowered to .5 from .6. Should no longer be usable on retreating squads.
Gyokusai (and Infiltrator) .477 received damage modifier reduced to .75. Health increased to 126 from 80. This gives the same effective health value of 168, but healing will take longer.
Final Assault Squad .65 received damage modifier removed, health increased to 126. Previous effective health was 123.
Lunge Mines now give their users half as much xp.

Fixed Repair Station visual issue.
Suicide Barrage visibility bug fixed.
Stun grenade requirements fixed.

Update: Jan 30, 2021 @ 1:27pm

53: Island Defense Update
Fuel Shortage now lasts 150 seconds, from 75. 10 fuel is lost instead of 5. This delays the second tech.
Battalion Support fuel cost to 65 from 70.
Tier 1 and 2 Structure build time to 72s from 80.

Fire Support Team veterancy requirements reverted (lowered to Grenadier levels).
Grenade discharger explosion delay to .5s from .25. Stowing has improved UI and a bug fix.

Weapon team rifles adjusted slightly (better at close range, worse at long)
AA Type 92s have had their tracking speeds increased: 48 from 36 for the mobile version, 96 for the emplacement version. For simpler tech requirements, the AA machine gun nest upgrade now requires T3 (like its ground fire ability did) instead of 2 techs.
Type 94 Mountain Gun Airburst Barrage recharge time increased to 50s from 30, matching the standard. That was a relic of a design or two ago.
Field Infirmary now has a ‘Can Reinforce’ icon (like the ambulance or Horsa glider) that appears after the Field Workshop (T3) is built. Critical Repair Engineer spawn fixed. Unfortunately, this means it is back to being an entity instead of a squad. Like other buildings, it can no longer be selected when dragging left click. Credit to FunnyFruit for pointing this out!

Chi Ha Kai Defense Mode reworked: it is more effective against enemy medium tanks, but offers no protection from tank destroyers. This should give Allied TDs more to do against the Japanese.
.75x Damage Reduction removed, armor bonus to 2x from 1.35x, .5x traverse penalty removed.

FBC Ancestral Weapon upgrade now unlocks Suppressive Fire instead of Button Vehicle. This is more consistent with the LFC’s Ancestral Weapon ability (Explosive Round) in function. Since another version of the ability appears on Ambush Marksman Teams, I believe this also makes the faction feel less convoluted. More changes like this are planned.
Gyokusai Flame Critical resistance now should work as intended.

Provide Supplies healing speed increased by 50%.
Smoke Rounds from grenade dischargers now have 35 range, from 30, to match their usual range.
Raiders now build standard Field Infirmaries (doesn’t require T3.5). Again, less convoluted.
Radio Post ability range increased to 80 from 70. Rapid Barrage calldown time decreased.
Lunge Mine cost to 15mu from 10.

SNLF and Mainland Veteran Squads:
1CP from 2. Upgrades locked behind T3.
Vet 3 ability recharge multipliers to .75x from .8, for consistency with other units and to assuage my perfectionism.
SNLF:
Assault Specialization no longer gives .95 RA.
SNLF HMG Bunker normalized with others, can now purchase Dug In upgrade.
Mainland Veterans:
Type 91 Stun Grenade is now a default ability. Assault Specialization unlocks elite Type 99 AT Mines instead.
Gains a Cover Combat Bonus at Vet 1, which improves RA by .93 and reload time by .8.
Vet 4 now increases the range of stun grenades by 5m, requires 3000 xp from 2900.
Building Repair UI position changed to make room and match Hohei.

Doctrine Reworks:
Hidden Fortress Strategy: This rework was meant to increase the power level of the doctrine, especially against tanks. The Type 90 was an original part of this doctrine. These changes also fit better with its inspiration, Iwo Jima.
Construction Team removed, Type 90 AT Gun added.
Emplaced Weapons reworked. No longer provides the Type 94 Mountain Gun Emplacement’s Supported Barrage ability. CP reduced to 0 from 2, because its bonuses are now fully tied to tech. HMG Bunkers require T3. More features will be added soon, but this patch has taken long enough as it is.

Steel Typhoon Strategy: This rework is more comprehensive. This doctrine has needed more ability swaps than most because its themes (heavy fire support, swarming infantry) could be expressed in many ways. I decided to cut back on defensive heavy weapons so I could build on the idea of desperate infantry. Suicide Explosives was difficult to add is unique, so I wanted to see it more. The doctrine was already named for Okinawa, and these changes help the doctrine invoke aspects of that battle.
Type 90 AT Gun removed, Suicide Explosives added.
Emplaced Weapons removed (technically).
Construction Team added, which can build the HMG Bunkers once provided by Emplaced Weapons. Unit redesigned to have light combat potential. And to avoid weird ethics situations. Uses weapon team rifles. Reinforcement cost to 11 from 7. Cost to 150 from 130. Vet reqs to 620 from 440.
The Supported Barrage ability now requires the Forward Observers doctrinal ability instead of Emplaced Weapons. Barrage requirement raised to 8cp from T3.5, one shell added.
Type 94 Repair Truck Provide Supplies munitions discount now applies to Lunge Mines. Recharge time to 50 seconds from 40. 2CP from 3.
Ka-So Command Tank Sector Bombardment replaced with Rapid Barrage.

FBC and LFC UI positions moved. Suppressive Fire/Explosive Round to 32 from 21, Halt Retreat to 34 from 32, Recon to 21 from 34.
Chi-Ha Defense Mode hotkey changed to Z from D. This had overlapped with its smoke ability. Booby Trap hotkey to P from H, matching other Axis squads and avoiding conflict with the Banzai hotkey for Kohei. Thanks to FunnyFruit for the issue reports.
HMG Bunker Cave Rock now should go away when the bunker does.
Hardpoints set in weapon req actions, possibly better performance.
Various UI improvements.

Update: Oct 14, 2020 @ 8:13pm

52: Mechanical Update
AI Improved! Expect to see Critical Strike Zones and Field Infirmaries! Charging Gyokusai! Maybe they won’t be so inept! I now rank them below human but above 4v4 random teammates.

Field Infirmaries are now squads, so they can be looked after more easily (and so the AI can build them). They can also build Critical Repair Teams.
Critical Repair Team is now able to repair vehicles once Battalion Support (T3.5) is researched. Population to 3 from 1.
Chi-Ha Defense Mode no longer decreases acceleration and deceleration by half.

The Type 94 Mountain Gun Emplacement has had a hidden mechanic removed. T3.5 gave all barrages 1.5x range, and this was not mentioned in the UI. This is a major bugfix, and the unit will be watched. Auto attack range to 90 from 80.

Breakthrough Tuning health and armor values adjusted again. Supply Truck gets 1.33x health (240 default, 320 tuned) from 1.5, and 2x armor (7, 14) from 1.5. Ha-Go gets 1.2x health (400, 480) from 1.25, and 1.4x armor (50, 70) from 1.2. Chi-Ha gets 1.35x armor (120, 162) from 1.2, 1.1x health bonus removed.
Breakthrough duration increased to 45s from 35. Cooldown to 90 from 70.

Ho-Ni reload time increased by .25s.

Steel Typhoon Strategy: Senninbari replaced with Swift Repositioning. This gives MG and Mortar teams the ability to Banzai charge. Too many commanders had infantry upgrades, and I felt the infantry upgrade here ran counter to the heavy weapon theme. Since the new ability is weaker, other parts of the commander have been improved.
Type 90 AT Gun Site In ability UI implemented, renamed from Dug In.
Type 94 Repair Truck overhauled. Cost increased by 5 fuel to match Type 94 Supply Truck (Engineering Strategy version). Repair Station now slowly heals the truck itself. Healing Station removed, replaced with Provide Supplies. Cooldown is 40 seconds instead of 30 as on the other truck. Veterancy removed, vet 3 performance is now default. Health adjusted to 320 from 240/360. The two trucks now look distinct from each other: the supply truck is now half full, and the repair truck is entirely full.
Ka-So Command Tank has gained Sector Bombardment. Cooldown to 140 from 180, shared between the Forward Battalion Commander and the Ka-So. Ki-84 Bomb cost to 20mu from 25.

Various text improvements.

Update: Sep 19, 2020 @ 10:59am

51
AA MG Nest Ground Fire ability cost removed, 0mu from 10. Cooldown to 45 seconds from 60. No longer missing from Construction Team MG Nests.
Sniper Hide renamed from “Set up Sniper Hide”. Range bonus (7.5m) removed. Sight bonus to 20 from 10. Now has a UI indicator to show when it’s active. Sniper Hide is now selectable. This may be reverted if it makes them too easy to spot.
Coordinated Fire Zone minimap size increased slightly to match its actual radius.

Well Supplied now gives the Hohei Type 99 AT Grenade a 5mu discount.
Field Infirmary boxes finally camouflage themselves in Concealment Networks!
HMG Nest Dug In upgrade cost to 50mp/10fu from 150mp.
Ambush Team Type 99 LMG suppression output (with ability) halved. .01 suppression per shot from .02. This prevents instant pins and makes the second man’s sniper suppression more important.
Type 4 Rocket Launcher reload to 6s from 5.5, penetration increased by 10.

Senninbari-equipped squads now give more experience when killed (Experience value to .9x from .85x). Availability bug fixed.
Final Assault Squad received damage multiplier to .65x from .8x. Reinforcement cost to 16mp/4fu from 15/3. They are worth less experience to kill (20 from 25, now the same as Gyos). Minimap icon size increased.
Call Banzai Assault renamed to Final Banzai Assault. The ability is no longer requires 3 or fewer Final Banzai Teams to be present. Instead, it forces all Final Banzai Teams on the field to withdraw. Attack move is now enabled during the charge, as intended.
Final Banzai Teams now use Hohei rifles, which have slightly higher DPS and better range (important for a stationary squad) Their experience value has also decreased.
For the Emperor UI floaty fixed.

Random Strategy Selector sped up to 1s from 4.

UI improved for Ha-Go “HE Salvo” and Divine Wind Strategy “For the Emperor!” abilities.

Update: Aug 15, 2020 @ 10:22am

Fire Support Team Type 89 Grenade Discharger Stowage bugs fixed. Ability UI positions moved around again.

Update: Aug 15, 2020 @ 9:52am

Coordinated Fire has been reworked. It is now named Coordinated Strike Zone. It no longer affects enemy infantry, but your infantry in the area will Banzai Charge for free. This applies to all squad types, except for the Critical Repair Team and Construction Team. Radius reverted to 25m from 30.
This should increase the amount of counterplay available to opponents. For instance, in team games, your infantry will have to be present in the zone in order to lower the performance of enemy infantry. Your opponent can prevent this. The effects against infantry are different as well: Banzai charges work by decreasing offensive capability. The CSZ lowers defenses, which led to cheap-feeling wipes and a loss of armor for Shock Troopers. I think the ability still serves its intended purpose of ambush or area denial.
This change also provides a reason to use the CSZ with Gyokusai, who have perfect accuracy and good penetration without the zone’s help.
Also, I made another attempt at removing the “doesn’t go away when the caster dies” bug. This is like a Carboniferous Era bug. Like a Starship Troopers level bug. The biggest one.

Fire Support Team rifle accuracy raised 10%. Sight increased to 42 by default. Vet 2 sight bonus removed. Vet 3 ability cooldown bonus moved to Vet 2. This should make them more viable in the early game, and better for crewing team weapons.
Fire Support Team 7.7mm Upgrade cost to 30mu from 20. Now allows Type 89 Grenade Dischargers to be stowed.
Mountain gun vet req to 900/1800/3600 from 700/1400/2800.
MG Nest AA Upgrade now raises sight to 35, like the MG Upgrade.
Concealment Network sight to 42 from 35.
Field Infirmary sight to 35 from 42.
Gyokusai and Infiltrators have had their reinforce costs doubled.
Type 4 Weapon Rack cost to 40mp from 0.
Hohei Type 4 moving cooldown multiplier to 1.25x from 1.5x. Mid-range accuracy lowered by 5%. Fire Support Type 4 long range accuracy increased 10%.
Type 3 Chi-Nu target size decreased by 1, to 19. Same for Type 1 Ho-Ni I, to 18. Ho-Ni population to 9 from 10.
Final Assault Squad deployment no longer recharges until the unit is lost, much like base game heavy tanks. Recharge time is still 90 seconds. In return, the squad gets a Banzai aura when charging.
Final Assault Teams now have a permanent Banzai aura.

UI:
T1 and T2 buildings now have indicators for their passive abilities, like Wehrmacht’s T4.
Tenacious Defense has a new icon.
Fixed Grenade Discharger Upgrade visibility.
Weapon priority removed from Ho-Ni.