Company of Heroes 3

Company of Heroes 3

reBALANCE Tuning Pack
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Update: Apr 25, 2023 @ 11:20am

-Reverted most changes that have been affected by 1.1.14 Balance Patch
-Fixed missing smoke launcher abilities
-Added handbrakes to halftracks and trucks

Update: Apr 18, 2023 @ 8:08am

-Fixed Panzerjaeger inventory capacity which remained the same as a 5 man squad despite Relic's Mar 6th balance hot fix reduction to a 4 man squad

Update: Apr 17, 2023 @ 10:21am

GENERAL
-Reinforcement mechanic has been further adjusted
  • Can only be reinforced in friendly territory now on top of being out of combat and out of range from enemy units
  • Recrew team weapons ability now has same restrictions as new reinforcement behavior
  • Wehrmacht Medical Bunkers can now auto reinforce
-Further adjusted vehicle AA performance given planes now have health and armor. Goal is to ensure unit positioning, with their new halved AA range, is just as important as any other unit for their respective role
  • Improved Flakvierling AA performance
  • Improved Crusader AA performance
  • Improved CWT Polsteen AA performance
  • Improved pintel MG performance across all factions as viable soft AA counters with slightly increased damage to aircraft, but decreased halved their range to be in line with universal AA update
-Marders were under tuned after recent suggestion
  • Increased accuracy by 25%
  • Reverted range back to 50

RGBalance GUEST TUNING INTEGRATION
-Bazookas and GrB 39s no longer require initial weapon reload when deployed

US Forces
-Decreased Grenade Package research cost to 20 fuel from 25
-Scouts are under tuned at the moment with little late game viability
  • Smoke Grenade recharge time reverted to 120s from 180
  • Flare range reverted to 50 from 40. Applies to Scouts and Pathfinders
  • Scout build time to 30 from 33

UKF Forces
-4.2in Mortar cost adjusted to 420 manpower and 10 fuel

Wehrmacht
-Jager further tuned
  • Upgrade now gives 2 weaker Panzerschreck (160 split between the two), to reduce the squad’s anti-infantry damage while maintaining their potency against vehicles

DAK
-Panzergrenadier further adjusted
  • Weapon profile updated for more optimal long range combat
-Flammpanzer 3 now affected by the self-repair passive upgrade

GAME FIXES
-Fixed detect mines toggle missing on sappers (was overlapped by breach)
-Grenadier’s merge ability can no longer apply to retreating units
-Added missing towing to DAK medical truck

Update: Apr 10, 2023 @ 10:08am

Clarify role for Panzerbuchse 221 as soft AT/AI, Marder III as light TD, and Stug G as main TD as there’s too much overlap between them
221 Panzerbuchse Scout Car is serving as a stopgap between AI/AT vehicles

  • Decreased damage to 100 to serve new AI/AT role
  • Increased AOE
Marders are over tuned for its cost compared to other TD
  • Increased fuel cost to 35 from 25
  • Decreased range to 40 from 50
  • Decreased damage to 120 from 160
  • Decreased penetration to max 180 to match vanilla Stug
  • Matched DAK reload and acceleration values to Wehrmacht's Marder
  • Increased rotation rate
Stug III Gs are under tuned for its cost as mainline TD
  • Increased max penetration to 210 for base and 250 for tungsten
  • Decreased rotation rate to match vanilla Marder III
Concrete Bunker is under tuned relative to its performance
  • Increased health to 880 to withstand additional damage from indirect and AT
  • Increased build time to 45 seconds
Paratroopers
  • Reverted munitions cost to 90 from 75 with new damage output
Jaegers
  • Reverted all changes
  • Decreased accuracy and reload time of Panzerschreck to be more in line with elite Bazooka performance
M8 Scott
  • Increased AOE to be in line with Pack Howitzer and le.IG performance
M18 Hellcat is under tuned comparatively to other TDs
  • Scaled down by 10% for on screen fluency of threat level
  • Increased max speed to 6.5 to match base PIII speed
Booby trap
  • Decreased cost to 50 to keep in line with specialized plantables like the teller mine
Sherman Whizbang are still under tuned
  • Decreased windup to 0.15 from 0.3 given the limited range of the unit
Panzerschrek and Bazooka is overtuned against infantry
  • Reduced damage to infantry to 0.25 from 1
BUG FIXES
Fixed Motor Pool construction requirement

Update: Apr 6, 2023 @ 8:44am

-Fixed missing 221 gunner

Update: Apr 5, 2023 @ 4:48pm

-Fixed issue with Chaffee pathing

Update: Apr 5, 2023 @ 3:53pm

-Mechanized Zeroing Artillery Barrage is overperforming for its cost and leaves little reaction time for players

  • Decreased damage to 50 from 200 which guaranteed army wipes

Update: Apr 5, 2023 @ 3:42pm

FACTION CHANGES
US Forces
-Bazooka squads are underperforming with their low health and firepower
  • Increased damage to 75 from 60
  • Increased health to 110 from 90
  • Increased cost to 320 from 250
-Heavy Machine Gun Paradrop needs tuning relative to their timing
  • Can only be dropped within LOS
-SSF Commandos can be improved in performance
  • Added camouflage ability to keep in line with other Special Operations units
-Captain
  • Improved QoL for “Rally to Me!” ability to set on squad position rather than requiring a target
  • Reduced cooldown to 60 from 120
-M8 Scott role changed to a mobile ranged howitzer unit to expand indirect options for USF
  • Increased base range to 75 from 60, just out of reach of AT guns
  • Increased “Barrage” range to 75 from 60
  • Increased “White Phosphorus” range to 75 from 60
  • Decreased scatter to 0.05 to be in line with other light howitzers
  • Increased reload time to 5 from 4
-Chaffee
  • Increased AOE area radius from 1.5-4 for better anti-infantry.
  • Can now medium crush to improve vehicle pathing
-Greyhound
  • Decreased fuel cost from 40 to 35
  • Increased acceleration to 5 from 4.5
  • Can now medium crush to improve vehicle pathing
-1⁄4-Ton 4x4 Truck is missing key upgrade
  • Added command truck ability to allow mid/late game utility
-M16 Multiple Gun Motor Carriage is overperforming against aircraft
  • Decreased effectiveness against aircraft
  • Decreased rate of fire to 14 from 24
  • Decreased burst duration to 2 from 6
  • Added deflection damage to adjust base dps
-M3 75 MM Gun Motor Carriage is underutilized
  • Decreased reload time to 3.25 from 4.5
  • Decreased distance scatter to 6 to match Chaffee
-Sherman Whizbang is greatly under performing
  • Increased range to 75, just out of reach of AT guns
  • Changed cost to match Bulldozer at 420 manpower and 90 fuel
  • Added 0.15 deflection damage for armored area denial
  • Increased penetration to 300
  • Improved precision barrage scatter as it is worse than regular barrage
-Sherman Easy 8 - Cost does not currently match unit performance and is outshined by 76mm Shermans
  • Decreased CP cost to 6
  • Increased accuracy to match Sherman 76mm to 0.047 far from 0.45
  • Increased armor to 234/132/96 from 195/110/80
  • Decreased cost to 620 manpower from 800
  • Decreased popcap to 20 from 21
  • Increased acceleration to 2.7 from 2.5
British Forces
-Engineer SMG profile is overturned
  • Increased cooldown duration to 2.5 from 1.375
-Infantry Sections are over performing and over utilized
  • Gated Boys “Anti Tank Rifle Package” and “Bren Light Machine Gun” upgrades to T2 building
  • Increased cooldown to 3.5 from 2.5 to reduce ROF for “Boys Anti Tank Rifle”
-LMG Commandos are missing key ability for Special Operations units
  • Added camouflage ability to keep in line with other Special Operations units
-Vickers are under tuned against massed units
  • Increased nearby suppression multiplier to 0.9 from 0.75
-CMP 15cwt Anti Air Truck is under tuned against aircraft and infantry
  • Increased damage to 20 from 15 to improve AA & AI performance
  • Added deflection damage to 0.15
-Towed ML 4.2-inch Heavy Mortar refund exploit needs fix
  • Adjusted manpower cost to 340 from 440 and fuel to 20 from 0
-Bishop Self-Propelled Artillery is over tuned compared to other Artillery
  • Reduced recharge time to 45 from 30
DAK
-Timing of Armored Reserves does not align with current match cadence
  • Adjusted manpower cost to 220 from 200 and fuel cost to 100 from 150
-Panzergrenadiers are underperforming relative to their cost
  • Decreased cost to 290 from 300
-Panzerjaegers are under tuned after losing a squad member and is locked behind a callin
  • Now buildable in T3 and gated by Support Armored Elements upgrade
  • Increased health to 100 from 85 to better align with other AT infantry
-Bersaglieris are overperforming early game with their permanent sprint passive ability
  • Decreased cost to 300 from 320
  • Removed “Quick March” ability
  • Swapped “Urra” with “Sprint” ability as it is not meant to be a CQC unit
-Flakvierling effectiveness against vehicles is undertuned
  • Increased damage to 6
  • Improved “Armor Piercing Ammunition” deflection to 0.35 from 0.15
-8 Rad is over tuned relative to their timing and unit type
  • Reduced base health to 360 from 420 same as Greyhound
-254 Reconnaissance Tractor are currently being exploited
  • Changed off map mortar barrage and smoke barrage to only be accessible via lockdown mode
  • Increased shared veterancy range to 45 from 35
-Marder overperforms for its cost compared to other TD
  • Increased manpower cost to 320 from 280 and fuel cost to 45 from 25
  • Decreased acceleration to 1.5 to match Wehrmacht performance
  • Decreased reload speed to 4.5 from 4 to match Wehrmacht performance
-Semovente is underperforming in their TD roles
  • Armor Increased from 100/55/40 from 60/45/30
-Walking Stuka Rocket Artillery should be tuned against vehicles as well
  • Added 0.15 deflection damage for armored vehicle area denial
  • Increased penetration to 300
-Flak 36 currently overperforms compared to Allied counterparts due to AA and AT role, alongside full 360 auto targeting
  • Increased reload to 4.25 seconds from 2.125
  • Increased manpower cost to 380
-Infantry Battlegroup’s HMG bunker were overperforming for cost
  • Increased munition cost to 60 from 0
  • Increased build time to 45 from 15 to keep in line with standard bunker build time
Wehrmacht
-Grenadier is under tuned relative to their role and cost with little late game viability
  • Reduced upgrade grenadier to elite cost to 50MP
  • Added LMG42 upgrade to open late game options
  • Swapped “Sprint” with Bersaglieri’s “Urra!” ability
-Jaeger is overperforming against other infantry with the Panzerschreck upgrade
  • Decreased squad size to 4 from 5
  • Increased accuracy
  • Increased health to 115 from 110
-Fallschirmpioneer Squad is over tuned relative to their timing
  • Can only be dropped within LOS
-Fallschirmjäger is overperforming for its cost comparatively to other elite paradrop units
  • Decreased cost to 400 from 420
  • Decreased health to 95 from 115 to match standard elite paradrop unit health
-Flak 30 suppression is not in line with similar abilities of other units
  • Decreased Button duration to 10 sec from 15 seconds
-LG40 Recoilless Rifles are not viable in their AT role
  • Increased penetration to 130/180/300 to match Panzerschrek values
-221 Scout Car is underperforming for its cost
  • Scaled model to approx. size of Humbar given the similar role for on screen fluency.
  • MG34 damage increased to 4 from 3
  • Enabled MG34 as an AA weapon to match Dingo’s performance
  • Decreased Panzerbuchse reload time from 3.5 to 3
  • Increased Panzerbuchse penetration to max 200 from 120
  • Increased scatter
-8 Rad is under tuned relative to it's DAK counterpart
  • Increased health to 440 from 420 to match upgraded 8 Rad
  • Increased acceleration to 6 from 4.5 to match DAK 8 Rad
  • Increased rotation rate to 50 from 45 to match DAK 8 Rad
-Marder overperforms for its cost compared to other TD
  • Increased manpower cost to 320 from 280 and fuel cost to 45 from 25
-Stummel Half-Track is under tuned against massed infantry[list
  • Decreased scatter ratio to 0.025