Company of Heroes 2

Company of Heroes 2

Battleground: Europe
Viser 181-190 af 343 forekomster
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Opdatering: 29. okt. 2016 kl. 13:59

Global
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-Engineer / Pioneer Flamethrower upgrades now restricted to 1 per Company. Use that upgrade wisely.

-Infantry stunned by HE rounds are now reduced to crawling, instead of being outright immobilized. Removed "stunned" message on affected infantry.

-Mortar barrage abilities (with the exception of regular smoke shells) can no longer be targeted on areas that are inside the Fog of War.



Germans (OKW)
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-Fixed a bug where the CP points required on the ability to call in a KT ace didn't match up with the requirements on the actual vehicle. Should be 12 CP.

Opdatering: 23. okt. 2016 kl. 12:13

Global
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-Updated various tooltips and unit descriptions.


Americans
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-Added a .50 cal M2HB team as an HQ option for Rifle Companies.

-White Phosphorous smoke now requires more time to start forcing a crew bailout.*


British
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-White Phosphorous smoke now requires more time to start forcing a crew bailout.


Germans (Ostheer)
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-Blendkorper smoke now requires more time to start forcing a crew bailout.*

-Fixed instances where Assault Grenadiers / Jagergruppen couldn't throw grenades.


Germans (OKW)
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-Blendkorper smoke now requires more time to start forcing a crew bailout.*

-Fixed instances where Assault Grenadiers / Jagergruppen couldn't throw grenades.

-Improved AoE capabilities of Stuka zu Fuss' 32cm rockets: They should now spawn more DOT fires over a wider area.

-Sd.Kfz. 251/1 'Stuka zu Fuss' now restricted to Elite Armour Doctrine. it is now a Panzerkompanie option only.


Designer Notes
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*This should give players a more reasonable amount of time to react and pull back any vehicles caught in the smoke.

Opdatering: 20. okt. 2016 kl. 19:54

Global
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-Increased range of all .50 Cal M2HB's to 100*


Americans
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-Fixed an issue where the M1 Carbines used by mortar crews wouldn't display.



Designer Notes
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*The .50 Caliber M2HB (also known by the nickname "Mah Deuce") was noted for its long effective firing range due to its long, heavy barrel and powerful cartridge. A 50 cal could open up on enemy troops at ranges where the enemy couldn't return effective fire and was a weapon that garnered much respect (and probably a fair bit of hate) from German infantry and halftrack crews alike that ran afoul of the weapon.

Opdatering: 19. okt. 2016 kl. 19:42

Global
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-Increased ranges of Rifles and Machine Guns slightly.*

-Increased ranges of mortars, rocket artillery, AT guns, and tank guns by 2x.*


Americans
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-60mm Mortar Teams can now sprint.**

-Mortar Crews now have ammo vests.


Designer Notes
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*An experimental change intended to help promote more tactical gameplay. If the general concensus is that the change benefits gameplay and is balanced, I'll update tooltips to reflect the new values (it's a lot of work). Playing on larger maps is highly recommended.

**The ammunition and the mortar itself were light enough that the team could reposition quickly and easily keep up with advancing Riflemen.

Opdatering: 14. okt. 2016 kl. 16:33

Global
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-Added in code so that AT guns will not automatically fire on infantry targets.*

-Finished converting all weapon upgrades so that they use munitions for cost instead of MP.

-Tweaked AI to make it more responsive to player actions and multi-task better.

-Vehicles using the VVSS suspension system now take more of a movement penalty when moving throw through deep snow, heavy cover, and mud. Applies to all M4A3 variants (NOT M4A3E8), M7 Priest, M10, M36, and Sexton*


Germans (Ostheer)
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-Vehicles using the Panzer III/ IV chassis now take more of a movement penalty when moving through deep snow and mud.**


Germans (OKW)
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-Vehicles using the Panzer III/ IV chassis now take more of a movement penalty when moving through deep snow and mud.**


Soviets
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-Buffed AoE radius of Molotov Cocktails slightly.

-Updated Partisans to use "cammo in cover" code normally reserved for scout troops, meaning they will only become stealthy when in cover and will reveal themselves when moved out of cover or when they become engaged in combat. In addition, all Partisans are now equipped with Molotov Cocktails as a standard ability.***

-Vehicles using the T-34 chassis now take slightly less of a movement penalty when moving through deep snow and mud.****


Designer Notes
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*The narrow track width of these vehicles made them rather sluggish in soft terrain such as deep snow and muddy terrain. In addition, the limited track grip and suspension weren't well suited to rapid manuever through rough terrain.

**The narrow track width of these vehicles made them rather sluggish in soft terrain such as deep snow and muddy terrain.

***What Soviet Partisans lacked in terms of training, discipline and perhaps equipment, they made up for in determination, cunning and ingenuity. By striking at and harassing supply lines with whatever materiale they could find, they forced the Germans and their allies to expend much valuable effort and attention on hunting them down.

****Being designed with Generals Mud and Winter heavily in mind, the T-34 was famous for its ability to manuever rapidly through almost any terrain, thanks to its Christy suspension and wide tracks - the latter giving excellent "flotation" on soft ground.

Opdatering: 8. okt. 2016 kl. 13:38

Global
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-All "caustic smoke" abilities (White Phosphorous, etc.) now have more descriptive warnings and longer duration to give players time to react.

-Updated stun criticals to use new mechanics.

-Veteran levels now increase Sprint duration by 2 seconds per Veteran level. For example, at Veteran level 3, a squad's base Sprint speed is increased by 6 seconds.*


Americans
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-Changed mechanics of all White Phosphorous Rounds: Enemy vehicles that are left in WP smoke for more than 5 seconds will be decrewed instead of being inflicted with a random "on-hit" but delayed de-crew critical.**


British
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-Added No. 77 White Phosphorous grenade ability to Rifle Sections.

-Air Landing Officer's "Recon Sweep" ability no longer requires Veterancy Rank 1.

-Air Landing Officer should now be able to "reposition" (retreat) to a Glider if one is close by.


Germans (Ostheer)
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-Blendkörper 2H smoke grenades are now standard issue for Tank Destroyer Teams / Panzer-Zerstörer Truppen.***

-Minor tweaks to Blendkörper 2H smoke grenades:
Buffed AOE to 10m.
Can now affect defensive buildings in the same way they affect vehicles.
Enemy vehicles that are left in smoke for more than 5 seconds will be decrewed.**


Germans (OKW)
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-Blendkörper 2H smoke grenades are now standard issue for Tank Destroyer Teams / Panzer-Zerstörer Truppen.***

-Minor tweaks to Blendkörper 2H smoke grenades:
Buffed AOE to 10m.
Can now affect defensive buildings in the same way they affect vehicles.
Enemy vehicles that are left in smoke for more than 5 seconds will be decrewed.***


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

*This reflects improved stamina brought about through rigorous training and experience.

**When hit with WP or BK-2h smoke, interior spaces of vehicles and bunkers could quickly fill up with caustic, blinding smoke, forcing any occupants to evacuate; Although lacking the incendiary nature of White Phosphorous, Titanium Tetrachloride smoke is noted for its ability to irritate eyes and breathing passages. However, the effectiveness of the smoke vs vehicles in that regard was restricted in that a smart and disciplined driver...could, you know, always drive out of the cloud.

***Seeing as the BK-2H was made in very large numbers and was considered an anti-tank weapon, this change makes a lot of sense.

Opdatering: 28. sep. 2016 kl. 16:36

Global
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-Various tooltip fixes.


Americans
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-Increased damage and blast radius of P-47 Thunderbolt rockets.


Soviets
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-Changed IL-2 Combat Air Patrol ability slightly. Each Sturmovik now expends its entire payload of 4 rockets on its first pass.*

-Changed Guards Tank-Rider team loadout to match that of regular Tank-Rider teams (with the exception of the rifles being SVT-40's).

-Fixed a bug where the DP-28 upgrade for Guards Tank-Riders wouldn't start.

-Reduced penetration of Il-2's RS-132 rockets by 25%.


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

*According to research, this is apparently true of all ground attack aircraft equipped with air-to-ground rockets.

Opdatering: 10. sep. 2016 kl. 18:49

Global
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-Addressed a bug where on rare occasions some Vet 3 tank crews were nearly impossible to hit (and thus kill) when dismounted and fighting on foot.

-Various tooltip fixes.


Germans (Ostheer)
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-Slight change for the Defensive Doctrine: Replaced the (rather redundant) PaK43 emplacement unlock with a Jagdtiger call-in.

-Sorted out the 8.8cm PaK 43/1 emplacement so that only the gun and its crew can be selected, making repairs and realigning much easier.


Germans (OKW)
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-Overhauled the Fortifications Doctrine with the following changes:*

1. Replaced the PaK43 emplacement unlock with a Jagdtiger call-in.
2. The doctrine now unlocks a Volksgrenadier Kompanie. Instead of having Volksgrenadier call-ins, all HQ, Company and Regimental assets will be replaced by Volksgrenadier equivalent assets on picking the doctrine itself. Note: The training and morale of all Volksgrenadier units is randomized.

-Sorted out the 8.8cm PaK 43/1 emplacement so that only the gun and its crew can be selected, making repairs and realigning much easier.


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

*I thought "Eh - why not?" It certainly shakes up OKW a bit - changing it from a highly mobile and fairly elite battlegroup to a very defensively focused one that requires a bit of careful use. To simulate the varying quality that could be found in actual Volks units, I incorporated some code that gives each squad a 50% chance of them benefiting from prior experience / training (better than average accuracy, evasive bonuses) and good morale (supression resistance, etc.). The default is very basic training (average accuracy etc.) and no morale bonuses.

Opdatering: 3. sep. 2016 kl. 18:17

Global
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-Increased damage per tick of flamethrower "puddles".


Americans
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-Added an HQ Bazooka Team armed with two Bazookas as an HQ option for Rifle and Armored Rifle Companies.

-Moved regular Bazooka Team to Company Support building.

-Removed Armored Rifle Company building.

-Reworked Light Machinegun Squad for Armored Rifle Company. The squad is now comprised of 8 men, armed with two Garands, three carbines, two M191A6 lmg's, and a Bazooka. A maximum of 3 LMG squads are allowed.

-Updated Armored Company Doctrine so that it unlocks an Armored Company, replacing all standard Rifle Company options with Armored Company ones.*

-Updated Mechanized Company Doctrine so that it unlocks an Armored Rifle Company, replacing all standard Rifle Company options with Armored Rifle Company ones.*


Germans (Ostheer)
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-Defensive Doctrine now unlocks concrete Bunkers, buildable by Pioneers. Can be upgraded with an MG42 and can serve as a fallback point.**

-Fixed a bug where "Dragon's Teeth" tank traps couldn't be repaired.


Germans (OKW)
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-Fixed a bug where "Dragon's Teeth" tank traps couldn't be repaired.

-Fortification Doctrine now unlocks concrete Bunkers, buildable by Pioneers. Can be upgraded with an MG42 and can serve as a fallback point.**

-Removed self-destruct ability from production buildings.


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

*I decided to do this to make the U.S. doctrines a bit more interesting and meaningful.

**An old favorite of German players from CoH1 has returned...This Bunker is way tougher than the old one though and flamethrowers have no effect on them (they can kill any infantry inside though). Oh and this kind of benefits Soviet players...they finally get a target for which their IS-2 and ISU's were really intended to crack open ;)

Opdatering: 17. aug. 2016 kl. 17:40

Global
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-Company HQ teams can now use their artillery abilities inside buildings and trenches.

-Snipers should now be able to auto-heal when out of combat.

-Updated some vehicle critical tables so that small arms and flamethrowers can't inflict main_gun_destroyed criticals.


Americans
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-Operating Squads are now equipped with satchel charges instead of demolition charges.


Germans (Ostheer)
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-Fixed instances where regular and bundled grenades couldn't be thrown.


Germans (OKW)
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-Addressed an issue where Panzerpioneers wouldn't spawn with an lMG34.

-Changed Elite Armor Doctrine slightly so that it unlocks a medium Panzerkompanie and locks out both Panzergrenadierkompanie options. This replaces the mechanic where requisitioning the command tank unlocks the company.*

-Fixed instances where regular and bundled grenades couldn't be thrown.


Soviets
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-Addressed an issue where DP-28 upgrades for Guards Rifle Squads weren't working.

-Guards Status unlock is now passive and automatic. On picking a Commander / Doctrine that has Guards Troops, all infantry options will be automatically replaced with equivalent Guards options.


Designer Notes
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*I figured this would make everyone's lives a bit easier. It also meshes well with the idea of having certain commanders / doctrines altering a player's build options.