Company of Heroes 2

Company of Heroes 2

Battleground: Europe
Viser 161-170 af 343 forekomster
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Opdatering: 14. dec. 2017 kl. 19:26

Global
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-Changed all Sprint hotkeys to Z to make them more accessible.

-Reduced burst length of all flamethrowers to 1-2 seconds. Increased damage slightly to compensate.


Americans
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-Removed minimum firing range restriction on Thunderbolt's guns and tightened up firing cone.


British
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-Added Cromwell Cruiser Tank and 3-Inch SP Gun M10 Wolverine as Divisional Support options for Vanguard / Air Landing Commander.

-Air Landing Rifle Sections are now able to upgrade to either Sten SMG's or PIATs. The Sten upgrade itself will replace all rifles with Sten Mk II SMG's.

-Churchill smoke screen ability no longer slows the vehicle when activated.

-Fixed an issue where Air Landing Sapper Teams lacked the ability to repair equipment, structures or vehicles.

-Forward HQ's (Buildable) can now dispatch Air Landing Rifle Sections and HQ teams when Vanguard / Air Landing Commander is chosen.

-Removed minimum firing range restriction on Hawker Typhoon's guns and tightened up firing cone.


Germans (Ostheer)
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-Artillery Observer teams now benefit from shared veterancy.

-Increased turret traverse speed of Panzer IV Ausf. H tanks to 16 from 12.

-Reduced turret traverse speed of Panther tanks to 6 (while moving) and 20 (when halted).*

-Reduced turret traverse speed of Tiger tanks to 6 (while moving) and 10 (when halted).*

-Reduced turret traverse speed of Tiger II tanks to 6 (while moving) and 19 (when halted).*

-Removed minimum firing range restriction on Stuka's guns (including AT cannons) and tightened up firing cone.


Germans (OKW)
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-Artillery Observer teams now benefit from shared veterancy.

-Improved DoT effect and range for Flammpanzer 38(t)'s Flamethrower.

-Increased turret traverse speed of Panzer IV Ausf. H tanks to 16 from 12.

-Reduced turret traverse speed of Panther tanks to 6 (while moving) and 20 (when halted).*

-Reduced turret traverse speed of Tiger tanks to 6 (while moving) and 10 (when halted).*

-Reduced turret traverse speed of Tiger II tanks to 6 (while moving) and 19 (when halted).*

-Removed minimum firing range restriction on Stuka's guns (including AT cannons) and tightened up firing cone.


Soviets
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-Commanders that allow for artillery pieces (such as the 152mm and 203mm heavies) now automatically unlock an Artillery Observer team, regardless of what type of Company has been chosen.

-Removed minimum firing range restriction on IL-2's guns and tightened up firing cone.

-Replaced Hit The Dirt Passive upgrade with a KV-8 call-in (affects Guard Rifle Combined Arms Tactics & Conscript Support Tactics commanders).

-Submachine-gun Squads (regular and Guards) are now unlocked by the Conscript Assault Package unlock (now renamed Submachine-gun Squads).


Designer Notes
---------------

* Adjustments made as per tank training videos seen, wherein the respective vehicles' turrets were traversed in a full circle with power take-off engaged and engines revved up. With just the regular manual system, it took 60 seconds to perform a full traverse. Note: it took a few seconds to switch the engine from the transmission / drive system to the turret power traverse system and then rev the engine up accordingly. This required good coordination between the driver and the gunner. Yes this will make these vehicles more vulnerable in closer range engagements, where the ability to get the main gun on target and score a hit quickly is far more critical. This also rewards players that opt to rapidly outflank these vehicles and/or force them to move.

Opdatering: 18. nov. 2017 kl. 20:27

Global
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-Adjusted a default critical for all targetable aircraft wherein on reaching 0 HP, the plane only had a 20% chance of having its "destroyed" critical being triggered (yes, this is in vCOH2). The critical chance has been raised to 100%, meaning that once health reaches 0 HP, a plane will always be destroyed / shot down.

-Buffed sight range of tanks slightly.

-Fixed some incorrect tooltips.

-HMG and Mortar Teams can now use a Sprint ability to get into position more quickly.*

-Increased the amount of XP needed to level tank crews so that they more consistently level up with their vehicles. Crews now level up when reaching 1440, 2880, and 5760 XP milestones.

-Standardized XP leveling for all tanks. Tanks now level up when reaching 1440, 2880, and 5760 XP milestones.

-Requirements for the Withdraw and Retire ability changed to exclude rocket artillery vehicles.**


Americans
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-Para-dropping Airborne Rifle Squads now spawns two squads instead of one.


British
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-6 Pounder AT Gun Teams can now use a Sprint ability to get into position more quickly.***


Germans (Ostheer)
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-German infantry squads (excluding hmg and mortar teams) now benefit from a higher duration version of the Sprint ability.****

-Increased fuel cost of Sturmpanzer IV slightly from 50 to 56.


Germans (OKW)
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-Corrected an oversight wherein Panzergrenadier squads didn't have the Panzerschreck upgrade that their Ostheer counterparts have access to.

-German infantry squads (excluding hmg and mortar teams) now benefit from a higher duration version of the Sprint ability.****

-Sturm-Morser Tiger now restricted to one vehicle.

-Increased fuel cost of Sturmpanzer IV slightly from 50 to 56.


Soviets
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-45mm AT Gun Teams can now use a Sprint ability to get into position more quickly.***

-Combat Engineers now have the Oorah! ability instead of a regular Sprint ability.

-Revised some vehicle call-in's so that platoons (instead of single vehicles) are called in for the following: M4C "Emcha" (3 tanks), T-34-85 (3 tanks), IS-2 obr. 1944 (2 tanks), ISU-152 (2 Assault Guns).

-Upgrading an IS-2 with a pintle-mounted DSHk Heavy Machinegun now disables use of the rearward-facing MG mount on the turret.*****


Designer Notes
---------------

* The Sprint ability for HMG and Mortar teams is a slightly toned done version of the regular infantry sprint, due to the amount of gear the team has to lug around. The duration is the same but the movement speed modifier is not quite as high.

** This has been introduced to deal with a reported exploit wherein rocket artillery vehicles could be retired after firing off a barrage as a means of circumventing the long cooldown imposed on said vehicles. Note: This includes the Sturm-Morser Tiger.

*** 6 Pounder crews were noted for their skills at being able to get their guns in and out of action quickly, helped in part by the gun's weight and design but mostly due to the crew's constant drilling - and thus high degree of familiarity - with the weapon. With regard to the 45mm AT Gun Team, the weapon itself was relatively light and fairly mobile and a 6-man crew could quickly get the gun into position.

**** As part of the Wehrmacht's adoption of "Mission Tactics", where all soldiers are briefed on the mission and how it relates to the overall battle plan, individual units had a good understanding of what they needed to accomplish. In addition, even non-commisioned officers were encouraged to take initiative and deviate from the overall plan if it was felt necessary, so long as doing so would allow objectives to be met. Thus, when an attack or operation was given the green light, the infantry did't need to wait for special orders or instructions from HQ; They simply moved out to take their objectives. With all that said...To represent German infantry "knowing the plan", I decided to double the duration of the normal sprint but increase the cooldown accordingly in the interests of balance. Note: "Stormtrooper" sprinting does not apply to Osttruppen as the Germans generally didn't place the same level of trust and confidence in foreign auxiliary troops.

***** The rearward facing MG mount on the IS-2's turret was operated solely by the vehicle's commander. Now, seeing as the DSHk upgrade has the vehicle's commander using the DSHk, it really doesn't make sense that both guns would work at the same time...

Opdatering: 21. sep. 2017 kl. 10:51

Global
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-Adjusted behavior of infantry so that they won't automatically use their default weapons on unit types that they wouldn't normally be able to effectively damage, i.e. firing on an armored vehicle or building with an SMG or pistol, etc. You can still order an entire squad to specifically attack such a target though.

-Cleaned up a few bugged requirements.

-Cleaned up UI placement of some units.

-Detonated anti-personnel mines should no longer set off adjacent mines.

-Reduced self attacker reveal time for Snipers and Sniper Teams to 2 seconds.

-Updated some tooltips and UI overlays to more accurately reflect some weapon ranges.



Americans
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-Fixed a bug where M10 Tank Destroyers wouldn't fire out to their intended range.

-Pershing Heavy Tanks are now able to smash through standard tank traps. However, there is a 60% chance of the vehicle becoming immobilized due to a thrown track or damaged running gear.*


British
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-Churchill AVRE crews are now equipped with minesweepers and can plant demo charges.**

-Churchill Heavy Tanks are now able to smash through standard tank traps. However, there is a 60% chance of the vehicle becoming immobilized due to a thrown track or damaged running gear.*

-British / Polish Paratroopers will now drop as a single platoon comprised of two Rifle Sections and an HQ Section.


Germans (Ostheer)
-----------------

-Added a motorized version of the Panzergrenadier Kompanie as an option. The Panzergrenadier squads themselves are larger, as are the HMG teams, but infantry units now rely on trucks for transport instead of the Sd.Kfz. 251 Halftrack - in fact the Kompanie has no access to any halftracks. There are two regular mortar teams in place of the 2 mortar halftracks and up to 4 12cm mortars and a pair of light Infantry Guns are available as Regimental Support options.

-Fixed missing SS-Kompanietrupp unit option from the HQ when a Waffen-SS Kampfgruppe was chosen.

-Fixed mis-assigned icons for a couple of Waffen-SS units.

-Elefant Tank Destroyers are now able to smash through standard tank traps. However, there is a 60% chance of the vehicle becoming immobilized due to a thrown track or damaged running gear.*

-HQ Anti-tank teams are now capped at 1.

-Panther Medium Tanks are now able to smash through standard tank traps. However, there is a 60% chance of the vehicle becoming immobilized due to a thrown track or damaged running gear.*

-Tiger / Tiger II Heavy Tanks are now able to smash through standard tank traps. However, there is a 60% chance of the vehicle becoming immobilized due to a thrown track or damaged running gear.*

-Tiger I Heavy Tanks are now a standard Divisional / Corps support option.


Germans (OKW)
-------------

-HQ Anti-tank teams are now capped at 1.

-Jagdtiger Heavy Tank Destroyers are now able to smash through standard tank traps. However, there is a 60% chance of the vehicle becoming immobilized due to a thrown track or damaged running gear.*

-Panther Medium Tanks are now able to smash through standard tank traps. However, there is a 60% chance of the vehicle becoming immobilized due to a thrown track or damaged running gear.*

-Sturmtiger Heavy Assault Mortars are now able to smash through standard tank traps. However, there is a 60% chance of the vehicle becoming immobilized due to a thrown track or damaged running gear.*

-Tiger / Tiger II Heavy Tanks are now able to smash through standard tank traps. However, there is a 60% chance of the vehicle becoming immobilized due to a thrown track or damaged running gear.*

-Tiger I Heavy Tanks are now a standard Divisional / Corps support option.


Soviets
-------

-Added BA-64 Armored Car as a Regimental Support option for Soviet Tank Companies.***

-Changed out model used for Tank Traps.

-Increased minium firing range for SU-76m HE barrage to 100.

-Increased minium firing range for 76mm ZiS-3 HE barrage to 100.

-IS-2 Heavy Tanks are now able to smash through standard tank traps. However, there is a 60% chance of the vehicle becoming immobilized due to a thrown track or damaged suspension.

-ISU-122 & ISU-152 Assault Guns are now able to smash through standard tank traps. However, there is a 60% chance of the vehicle becoming immobilized due to a thrown track or damaged suspension.

-Reduced Commmand Point requirement for Lend-Lease M4C "Emcha" from 9 to 8 points.

-Replaced DSHk HMG Team call-in for Lease-Lease Tactics with an M3A1 Scout Car.****


Designer Notes
---------------

* A bit of research revealed that "Czech Hedgehog" tank traps, while capable of stalling standard light and medium tanks, could be crushed by IS chassis tanks, Tigers and even Panthers with a 40% success rate. That being said, there was still a good chance of the 13mm thick angled steel bars wreaking havoc with the mobility of even the heaviest tanks with the most powerful engines, notably by tearing apart tracks and / or jamming the road wheels and drive sprockets. That being said, heavy tanks were breakthrough vehicles, designed to punch through enemy defensive lines. At the same time, using them to bust through a line of tank traps should be a calculated risk and completely invalidating regular tank traps late game would not be cool. Be sure to have combat engineers nearby to help support your heavies just in case.

** The Churchill AVRE was actually crewed by a team of specially trained Royal Engineers, not regular tankers. As such, they were trained in demolitions use and disposal. The AVRE itself carried demo charges for the crew and hand-held minesweeping gear for use outside the tank.

*** Yeah - the model for the SdKfz 221 Light Armored Car is being used as a stand-in. That being said, the BA-64's design was actually loosely based on the 221, so here you go. This addition is per a user request btw!

**** Admittedly this has bugged me for the longest time...why is a weapon of Soviet design and manufacture showing up as an option for a commander based around equipment acquired through the Lend-Lease program? I figured it would make more sense to have the M3A1 moved here because it was actually a vehicle acquired through the Lend-Lease program.

Opdatering: 28. juli 2017 kl. 13:07

Global
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-Removed "shoot-down" critical mechanic from AA guns. Aircraft now rely on HP / armour / speed for survival.

-Slight tweaks to AI.


Germans (Ostheer)
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-Reduced traverse speed for Sd.Kfz. 223's MG34 turret to 50.

-Reduced traverse speed for Sd.Kfz. 222's 2cm KwK38 cannon to 15.


Germans (OKW)
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-Elite Armor / Panzerkompanie Doctrine now unlocks a Kubelwagen scout team at the HQ.*

-When Elite Armor / Panzerkompanie is chosen, instead of building the requisite command tank, research choices are now used to determine what type of Panzerkompanie the player wants to field.*



Designer Notes
---------------

*These changes are meant to give the doctrine balance and consistency with the new Ostheer Panzerkompanie. I also felt that a simple upgrade choice for the type of tank company would make things a bit simpler and easier for players, allowing an early choice to made regardless of the player's current resources.

Opdatering: 22. juli 2017 kl. 8:18

Global
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-Lowered requistion time for snipers / sniper teams slightly.


Germans (Ostheer)
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-Increased cost of Grenade Assault ability to 40 MU.

-Sniper team now available as an HQ option when picking Waffen-SS.


Germans (OKW)
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-Increased cost of Grenade Assault ability to 40 MU.


Soviets
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-Increased cost of AT Grenade Assault ability to 40 MU.

Opdatering: 17. juli 2017 kl. 17:41

Global
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-AA guns tuned so that their chances of inflicting a "shoot down" critical on enemy aircraft have been increased by 2x.

-Dedicated AA vehicles now have an "Anti-Aircraft Mode" where the vehicle exclusively targets aircraft and locks down the vehicle but provides increased weapon and sight range and faster tracking speed.

-Increased time delay for spawning ground attack aircraft by 5 seconds.

-Increased range of SMG's from 25 to 30.

-Increased range of Assault Rifles from 40 to 50.

-Increased nearby suppression multipliers for all heavy machine guns. This includes HMG's that are intergrated with MG nests / bunkers.

-Players no longer start with Pioneers / Engineers.*

-Reduced the "instant-kill zone" vs infantry of AA HE rounds by 50%.

-Reduced duration of LOS / shot-blocking effects of some smoke grenades.


Americans
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-Increased penetration of 37mm AP rounds from 35mm to 46mm.

-Increased range of 60mm M1A1 Bazooka from 40 to 50.

-Increased traverse speed of M16 MMGC slightly.

-M5A1 Stuart Light Tanks can now switch between AP and HE rounds.

-M8 Greyhound Armored Cars can now switch between AP and HE rounds.


British
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-Valentine Mk. XI now has a commander aura.

-Cooldown time for Churchill AVRE's spigot launcher reduced to 20 seconds.

-Increased range of PIAT Launcher from 40 to 50. Increased damage from 150 to 178.

-Increased range of Churchill Crocodile's flamethrower from 40 to 60.

-Players now have the option of picking Commonwealth nationalities for their company; Polish, Canadian, South African and British - with British sub-divided into English, Irish, Scots or Welsh formations. Note: Some nationalities have unit/company restrictions and/or additions.

-Reduced penetration of 20mm Hispano Cannons vs medium and heavy tanks.

-Selecting Commando Regiment now unlocks British Commando Regiment.

-Selecting Vangard Doctrine now unlocks a Paratrooper Regiment - with the option to choose either a Polish or British para formation. All Paratrooper squads are treated as being cammouflaged when in or moving through heavy cover.

SPECIAL NOTE: Due to the extensive changes made, at this point in time it is highly recommended that players do not enlist British as an AI ally or opponent as the AI will randomly trigger a crash to desktop. Hope to have this resolved at a later date.


Germans (Ostheer)
-----------------

-Doctrines with tank commanders now lock out Grenadier and Panzergrenadier units and options. Instead, the company is now treated as being a Panzerkompanie with appropriate units. On unlocking the Panzerkompanie, players can decide on fielding a company of Panthers or Panzer IV's, complete with an appropriate company command tank available at the HQ.

-Decreased reload time of Elefant's 8.8cm PaK 43 cannon from 8 seconds to 6.

-Increased cooldown for Panzerschrecks slightly.

-Increased range of 7.5cm leIG18 from 80 to 100 (direct fire only).

-Increased range of 8.8cm Rackettenwerfer from 80 to 100.

-Increased reload time of Konigstiger's 8.8cm KwK 43 cannon from 8 seconds to 9.5 seconds.

-Konigstiger heavy tanks now capped at 2 vehicles.

-Panzergrenadier Gruppen can now upgrade to a Panzerschreck.**

-Range of Sturmpanzer IV's indirect fire barrage increased to 260.

-Reduced Command Points requirement for Light Artillery Barrage ability from 8 points to 6.

-Reduced fuel cost of Panthers from 90 to 84. Increased turret traverse time slightly when stationary.

-Reorganized tech path. Germans now have a single company building that has upgrades that unlock either a Grenadier Kompanie or a Panzergrenadier Kompanie. In addition, the company building also unlocks an optional "heavy company" building (Schwere Kompanie Gebaude) that provides access to HMG and mortar teams for Grenadiers and HMG teams, and mortar and AA halftracks for Panzergrenadiers. Note: The heavy company building is NOT required to unlock Regimental-level support and has the same build time and cost as the regular company building.

-Sd.Kfz 234/2 Dispatch changed so that it is now a passive unlock. When unlocked, the Sd.Kfz 234/2 replaces the Sd.Kfz. 123 "Luchs" as a Regimental recon option.

-Sd.Kfz. 251/8 Ambulance moved to HQ building.

-Tiger Ace Call-in no longer restricted to a single tank for the duration of the game. In addition, the tank no longer spawns with maxed out Veterancy, although the crew itself is considered an "ace" crew that conveys appropriate bonuses to the tank itself.


Germans (OKW)
-------------

-Increased range of 8.8cm Rackettenwerfer from 80 to 100.

-Increased cooldown for Panzerschrecks slightly from 9 to 10 seconds.

-Increased reload time of Konigstiger's 8.8cm KwK 43 cannon from 8 seconds to 9.5 seconds.

-Konigstiger heavy tanks now capped at 2 vehicles.

-Panzergrenadier Gruppen can now upgrade to a Panzerschreck.**

-Reduced fuel cost of Panthers from 90 to 84. Increased turret traverse time slightly when stationary.

-Sturmtiger now requires 40 munitions to reload.

-Sturmtiger rocket attack now requires line of sight of the target area. The ability may no longer be targeted on any area affected by "fog of war".


Soviets
-------

-Anti-tank rifles now have a 25% chance of inflicting a tread destroyed critical and 5% chance of inflicting a vehicle blinded critical when firing on tanks. Range increased from 80 to 100.***

-Anti-tank Teams and Rifle and SMG squads can now use Panzerfausts if a doctrine featuring Shock Troops is chosen.****

-AT Grenade ability changed so that multiple grenades are thrown at close range. Throw mechanic changed so that it's an arcing throw matching that of normal grenades. Damage per grenade increased to 190.

-Increased traverse speed of ZSU-M17 MMGC slightly.

-Increased range of KV-8's flamethrower from 40 to 60.

-Increased range of 76mm cannons to 160.*****

-Platoon HQ teams now include a Sharpshooter. The sharpshooter is treated as being armed with a sniper rifle in terms of capability.

-Reduced Fuel cost of T-34's by 5.

-Reduced cost of KV-8 to 410 MP and 80 Fuel.


Designer Notes
---------------

*A potentially controversial change, it was necessary due to the extensive reworking of British Commanders. The game will play out a bit longer, but this allows more options for other factions in the future.

**Although by early Fall 1944 operational guidelines called for Panzerschrecks to be held in reserve for special tank hunter teams, some Panzergrenadier companies were able to retain some of these weapons for use by regular PzGren squads. No, Sturmgruppen will not get this upgrade. The squad is intended to fire on the move.

***I think it's reasonable to assume that most Soviet AT rifle teams would have been painfully aware of their rifles' extremely limited effectiveness vs most tanks and that the riflemen would have been smart enough to try and shoot out their tracks and optics if possible. That said, optics are a very tricky thing to target and tracks are pretty solid, hence the low chances.

****In their advances against the Germans, Soviet forces would occasionally come across unused Panzerfausts - either found in abandoned / disabled supply trucks or taken from captured / dead soldiers. Due to the somewhat variable numbers that were acquired at any given time, instead of being retained for on-demand/as needed use by the units that found them, Panzerfausts would be stockpiled for later use in large scale attacks and offensives by Shock Armies.

*****This includes the ZiS-3 Field Gun in direct fire mode. Note that the range of 76mm cannons is now consistent with other weapons of similar caliber.

Opdatering: 29. apr. 2017 kl. 17:00

Global
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-Increased duration of clouds and effects (shot blocking, etc.) of smoke rounds, grenades, and cannisters.

-COH1 "Slit Trenches" are back and working properly, with 360 degree weapon coverage by all occupants (with the exception of HMG's). Note: HMG Teams can be entrenched, but not Mortar Teams. This is intended.*


Americans
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-Increased recharge time of White Phosphorous Barrage off-map abilty to 4 minutes. Increased time between shells fired to 3-6 seconds and reduced the number of shells fired per salvo to 4.*

-Reduced initial damage vs infantry of 75mm WP rounds fired by Pack Howitzers.


British
-------

-Reduced damage of Centaur's 20mm Polsten cannon vs garrisoned / entrenched units.


Germans (Ostheer)
-----------------

-Fixed an issue where Mortar Teams couldn't fire Smoke Rounds.


Germans (OKW)
-------------

-Fixed an issue where Mortar Teams couldn't fire Smoke Rounds.


Designer Notes
---------------

* Special thanks to SneakEye of the All Units mod for his help with this.

** This ability has the potential to be massively spammed, hence the changes.

Opdatering: 15. apr. 2017 kl. 16:14

HOTFIX
-----------

Addressed a requirement bug with the Tiger Ace.

Opdatering: 15. apr. 2017 kl. 14:20

Global
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-AA HE rounds now have reduced accuracy and damage when firing on infantry in cover.

-AA guns now have a minumum firing range of 5m.

-Reduced recharge time for "Hit The Dirt!"


Americans
---------

-Updated Heavy Cavalry Doctrine's "Combined Arms" auras to provide more balanced bonuses.*


British
-------

-Updated Churchill "Crocodile"'s flamethrower to match other heavy flamethrowers in terms of capabilities.


Germans (Ostheer)
-----------------

-Elite Troops doctrine altered slightly. Replaced Konigstiger call-in with a "Veteran Tiger" call-in at 8 CP. The crew's performance in-vehicle is treated as being Veterancy Rank 3 and the Tiger I has an APBCR round ability unlocked by default.**

-Lowered the chances of the Sd.Kfz 251/16's Flamethrowers inflicting a "decrew" critical to 10% per hit.

-Panzergrenadiers now benefit from sight and accuracy bonuses and are harder to hit when fighting in close proximity to friendly armored vehicles.***

-Replaced Tiger I's "Blitzkrieg" vet ability with an APBCR round abilty that unlocks at Veterancy Rank 2.


Germans (OKW)
-------------

-Lowered the chances of the Sd.Kfz 251/16's Flamethrowers inflicting a "decrew" critical to 10% per hit.

-Lowered the chances of the Flammpanzer 38t's Flamethrower inflicting a "decrew" critical to 10% per hit.

-Moved SdKfz. 251/1 mitt Wurfrahmen ("Walking Stuka") to Firestorm Doctrine, replacing the off-map rocket barrage ability.

-Panzergrenadiers now benefit from sight and accuracy bonuses and are harder to hit when fighting in close proximity to friendly armored vehicles.***

-Replaced Tiger I's "Blitzkrieg" vet ability with an APBCR round abilty that unlocks at Veterancy Rank 2.


Soviets
-------

-Lowered the chances of the KV-8's Flamethrower inflicting a "decrew" critical to 10% per hit.

-Re-introduced ramming ability for T-34 Obr. 1942.

-Tank Rider Teams now benefit from sight and accuracy bonuses and are harder to hit when fighting in close proximity to friendly armored vehicles.***


Designer Notes
---------------

*At least one of the bonuses resulted in a very high rate of fire for Sherman 75mm and 76mm guns.

**It has been pointed out that due to the amount of MP that a player will need or should spend on the infantry call-in's, a KT call-in is simply too prohibitive in terms of cost, yet a decent heavy tank is warranted to support the infantry call-ins. That said, I figured I'd throw in a Tiger I with a highly experienced crew.

***The term armored vehicles includes armored cars, tanks, tank destroyers, assault guns, light tanks, and halftracks. This does NOT apply to Universal Carriers due to their small size.

Opdatering: 12. apr. 2017 kl. 18:38

HOTFIX
-----------

-Fixed incorrect ability cost for SdKfz 251/1 mitt Wurfrahmen