Company of Heroes 2

Company of Heroes 2

Battleground: Europe
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Update: May 6, 2018 @ 1:34pm

Global
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-Increased Command Point requirement for Company level tanks from 1 to 2.

-Reduced damage and AoE from plane crashes by 50%. In addition, plane crashes will no longer insta-kill infantry caught in the blast.*


Americans
---------

-Moved WC 50 Dodge (50 cal) to HQ building and cap increased to 4 vehicles when Armored Company is chosen.


British
-------

-Decreased MP cost of Valentine XI to 340.


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

-Decreased MP cost of Opel Blitz trucks to 30.

-Increased MP cost of Kubelwagen Scout Teams to 120.


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

-Decreased MP cost of Opel Blitz trucks to 30.

-Increased MP cost of Kubelwagen Scout Teams to 120.


Soviets
-------

-Decreased MP cost of Valentine IX to 300.



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

* Sorry this took so long...but better late than never. Trust me, I know the pain and rage of losing an entire platoon of infantry to a pilot intent on revenge for being shot at.

Update: May 5, 2018 @ 3:46pm

Global
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-Increased fuel cost of Company support buildings slightly to 20.

-Tanks made available as part of an Armored / Tankovy / Panzer company now require 1 Command Point to deploy.*


Americans
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-Replaced the model used for the Divsional Support building.


British
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-Picking a Nationality / Region now costs time and resources equivalent to building a barracks / Company support building.**


Germans (Ostheer)
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-Increased Fuel cost of Panzer IV J's and Command Tanks slightly to 50.


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

-Increased Fuel cost of Panzer IV J's and Command Tanks slightly to 50.


Soviets
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-Slight change to Soviet Industry Tactics commander. Due to popular demand, the original KV-2 call-in is back.***



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

* This is partly to help prevent tank companies from building up strength too quickly.

** The reason for this is due to the fact that British players do not need to construct a company support building / barracks to get their core troops while other factions do.

**** By EXTREMELY popular demand I may add. Note that the KV-2 has been given the same level of historical stat and performance tweaking that other vehicles have been given, so it should perform much as it did during the war (to the best of my knowledge and research). All I'll say is the KV-2 was produced in rather small numbers for good reasons. Have fun!

Update: May 3, 2018 @ 10:53am

Global
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-Command Tanks now require a completed Company Support structure.


Americans
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-P-47 Thunderbolt Combat Air Patrol now requires 8 Command Points to use.*


British
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-Hawker Typhoon Combat Air Patrol now requires 8 Command Points to use.*


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

-Increased Command Point requirements for Stuka Combat Air Support abilites to 8 CP's*


Germans (OKW)
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-Reduced Command Point requirements for Stuka Combat Air Support abilites to 8 CP's


Soviets
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-Reduced Command Point requirements for IL-2 PTAB Anti-Tank Bombing Run to 8 CP's.

-Reduced Command Point requirements for IL-2 Bombing Run to 8 CP's.

-Reduced Command Point requirements for Il-2 Sturmovik Air Support to 10 CP's.

-Increased penetration chance of 85mm AP rounds vs Panther frontal armor to 90%.

-Increased rate of fire for the ISU-122's 122mm A-19s gun to 22 seconds.**

-Replaced Allied Air Supply ability with a call-in for a Valentine IX tank.***



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

* This is to ensure that players are able to field adequate counters to CAP abilities in a timely manner.

** I think this is fair, given that the ISU-122 had two loaders. Also, the rate of fire is now more comparable to the far more expensive Jadgtiger which has two loaders as well and a similar caliber gun firing seperate charge ammo. The Jadtiger's rate of fire is still going to be faster as the 12.8cm PaK 44 had a faster, drop slide breach mechanism despite firing .

*** The Valentines were the more popular of the Lend-Lease tanks that the U.K. shipped to the Soviet Union, due to their reliabilty, toughness, low profile and small crew size. The IX was a replacement for the V, dropping the V's 2-pounder gun and coax Besa machinegun for the more powerful 6-Pounder gun. The IX in turn was updated further to include a coax MG and the OQF 75mm Gun. Using the model for the Valentine XI works out nicely, because the IX and XI were almost completely identical in appearance (except the IX didn't have an MG and lacked a muzzle brake for the 6-pounder).

Update: Apr 26, 2018 @ 1:15pm

Global
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-Knocking out lightly armored / open topped artillery vehicles now has a 50-60% chance of triggering a catastrophic AoE explosion that will damage nearby units.*


Germans (Ostheer)
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-Knocking out a Sturmpanzer IV now has a 50-60% chance of triggering a catastrophic AoE explosion that will damage nearby units.*


Germans (OKW)
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-Knocking out a Sturmtiger now has a 50-60% chance of triggering a catastrophic AoE explosion that will damage nearby units.*


Soviets
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-Knocking out an ISU 122 or 152 now has a 50-60% chance of triggering a catastrophic AoE explosion that will damage nearby units.*



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

* No, you really don't want to have friendly units too close to the vehicle when this happens. Note that despite the fact they're enclosed and fairly well armored vehicles, ISU's and Sturmtigers / Sturmpanzers IV's are included due to the large ammount of HE ammo and propellant they carried...and the fact said ammo could be easily struck by a succesful side penetration and detonated. ISU's were particularily susceptable to ammo rack detonations that would, quite literally, blast the upper superstructure apart.

Update: Apr 24, 2018 @ 4:45pm

Hotfix
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British
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-Cleaned up the UI placement for HQ building items.

-Fixed an issue with Artillery Regiment unlocks. To make life easier, the Valentine OP and Sexton are proper call in's again.

Update: Apr 24, 2018 @ 3:10pm

Global
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-Damage done by HE rounds vs infantry reduced by 25%.*

-HQ buildings now have an ability that allows players to designate an occupied building as a reinforcement / repair point. This FHQ can be used to reinforce squads and repair damaged vehicles.

-Divsional Support structures now require 8 Command Points to unlock.**

-Regimental Support structures now require 4 Command Points to unlock.**


British
-------

-Reduced delay for Smoke Raid slightly.


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

-Fixed a bug where ammo switching for the Panzer II Ausf. L wasn't working as intended.

-Removed Panther Company as an option. Picking a Tank Commander Doctrine now simply unlocks a Medium Tank Company that has Panzer IV's by default.***

-Sd.Kfz 251/16 Flammpanzerwagens now have a high chance of inflicting a flamethrower DoT affect over a small area when destroyed, similar to when British Wasp Carriers are destroyed.

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

-Fixed a bug where ammo switching for the Panzer II Ausf. L wasn't working as intended.

-Removed Panther Company as an option. Picking Elite Armor Doctrine now simply unlocks a Medium Tank Company that has Panzer IV's by default.***

-Sd.Kfz 251/16 Flammpanzerwagens now have a high chance of inflicting a flamethrower DoT affect over a small area when destroyed, similar to when British Wasp Carriers are destroyed.


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

* This is being done primarily to prevent the more commonly encountered 75mm - 76mm HE rounds from performing possible squad wipes. The idea is to prevent Tank / Armored Companies from being able to completely dominate players focusing on infantry-heavy builds early on with only a handful of tanks but still giving them the ability to defend themselves against AT teams.

** This is intended to address the issue of "fast teching", in which a player could hoard resources and get Divisional assets faster than intended while only utilizing a handful of Company-level units.

*** This decision was not taken lightly, but to be quite honest the Panther is simply too good to be fielded so early - and despite the tank's high build time and cost, it was a no-brainer to pick. I'd rather keep its power where it is and restrict it to being a Divisional asset rather than turn it into a slighty better but more expensive Panzer IV. Important Note: Panthers are still available as Divisional support options!

Update: Apr 18, 2018 @ 11:05am

Global
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-Tweaked AI so that all tanks / AFV's should switch ammo types depending on the target(s) they're confronted with and their threat level. For example, when faced with numerous Panzergrenadiers, an AI-controlled T-34 will more than likely switch to firing HE rounds to counter them.


Americans
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-Added 4.2" Mortar Emplacement as a Divisional Support option.

-Added Operating Squads as a Regimental Support option. Unlike A&P Squads, Operating Squads can set up tank traps and emplacements and use Satchel Charges, but cannot set up base structures.

-Changed HQ Engineer squads back to "Rear Echelon" squads (renamed A&P Squads).

-Changed Armored Company slightly so that up to two Armored Rifle Squads can be called in instead of up to 2 Armored Operating Squads.

-M21 MMC Halftrack's barrage ability should now be visible in the UI.

-Rifle Squads can now exchange an M1 Garand rifle for an M1A1 Thompson SMG at Vet 1 for 10 Munitions. This includes Armored Rifle Squads as well.


British
-------

-Pioneer MG Teams now spawn with a Bren Gun.


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

-Increased hold capacity of Sd.Kfz. 251 Halftracks to 10 soldiers.*

-Motorized Panzergrenadier companies (Heer and Waffen-SS) can now requisition Light Infantry Gun teams from the heavy company support building.

-Removed Panzergrenadier Kompanie (gep) research/unlock from the company support building. Instead, the Mechanized Assault Doctrine now unlocks Gepanzerte(Armored) Panzergrenadier companies for Heer and Waffen-SS. This replaces the Jaeger Gruppe call-in for that commander / doctrine specifically.**

-Waffen-SS Kampfgruppe now defaults to a motorized Panzergrenadier Kompanie as a core formation when chosen.


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

-Increased hold capacity of Sd.Kfz. 251 Halftracks to 10 soldiers.*


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

* Technically they could hold up to 10 soldiers and ALL their gear, but sources say it was a really tight fit. Earlier incarnations (circa '41-'42) of the mechanized Panzergrenadier squads had 10 men, but that squad size was reduced to 8 in subsequent KStN's, with the squad size remaining at 8 (at least on paper) even at the end of the war. While it's possible this drop was due to manpower shortages the Germans were already starting to experience, it seems more reasonable to deduce that this was intended to accommodate the restrictions imposed by the halftrack's interior space, especially considering that the motorized version of the Panzergrenadier squads remaining at 10 men in size for the rest of the war.

** Yeah, this is a very big change that might not be very popular but it's been bugging me for a while. The reasoning behind locking almost all German HT's behind a commander / doctrine is pretty simple: In reality, only 11% of the Panzergrenadier Regiments were ever fully mechanized / had access to armored halftracks and I felt that needed to be reflected in a meaningful way. All that said, if this proves to be highly unpopular or ultimately too restrictive, I'll switch things back. Note: Despite being an armored HT, the Sd.Kfz 251/17 has been left as a mobile AA option simply because there's no model for an unarmored German AA HT in-game at present.

Update: Apr 12, 2018 @ 4:33pm

Global
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-Increased accuracy of small arms at ranges of 10m and less to a minimum of 66%. Accuracy at long range will drop more dramatically to a minimum of 15%.*


Americans
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-Increased cooldown time of MK 2 Frag grenades to 20 seconds.**

-Reduced the number of Thompson SMG's in Rifle Squads to 1.***

-Lieutenant is now equipped with an M1 Carbine.***

-Weapon team NCO's are now equipped with M1 Garands instead of M1 Carbines.***


British
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-Increased cooldown time of Mills Bombs to 20 seconds.**


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

* The idea is make small arms combat more lethal at close range, but with the accuracy curve dropping more dramatically the further out the squad is. Note that this change is rather experimental and will change as needed based on feedback.

** This is intended to reduce the potential for grenade spam while keeping the damage at a decent level.

*** Historically, the M1 Thompson doesn't seem to have been as prolific a weapon as say the Sten, MP40 and the PPSh-41, although it did see heavy use in Airborne and Ranger units. The M1 was certainly standard issue to squad leaders in Rifle Squads, but the 2iC's weapon was more often than not a Garand - in fact the Garand appears to have been the standard weapon of most frontline NCO's in the U.S. Army. On the topic of the M1 Carbine, it was definitely issued to rear echelon units, engineers and weapon team members - but it was apparently also issued to commisioned officers.

Update: Apr 5, 2018 @ 11:14am

Global
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-Updated tooltips for infantry units that gain combat bonuses from fighting near or from friendly vehicles to properly indicate this.


Americans
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-Increased movement penalties of M3-based halftracks when traversing rough terrain by 15%.


British
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-Cleaned up the UI placement and requirements for various commander abilities.

-Fixed a bug where the AEC's defensive smoke ability's requirements couldn't be met.

-Fixed a bug where PIAT's only inflicted 50% damage at point of impact instead of 100%.*

-Fixed a requirement bug for buildable MG nests.

-Increased movement penalties of M5-based halftracks when traversing rough terrain by 15%.

-Increased casting range of call ins for Glider gun sections so that said gliders can be landed anywhere (except Command sectors).

-Picking the Vanguard Operations commander should now automatically complete and unlock Airborne options only.

-Special Weapons Regiment commander should now allow proper company options based on the region chosen.


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

-Sturmpanzer IV will now bounce U.S. / British 75mm AP rounds and Soviet 76.2mm AP rounds more frequently when struck from the front.

-Updated penetration tables for small arms so that some light machine guns have a slight chance of punching through the side armor of M3/M5 based halftracks at close range.**


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

-Sturmpanzer IV will now bounce U.S. / British 75mm AP rounds and Soviet 76.2mm AP rounds more frequently when struck from the front.

-Updated penetration tables for small arms so that some light machine guns have a slight chance of punching through the side armor of M3/M5 based halftracks at close range.**


Soviets
-------

-Increased movement penalties of M5-based halftracks when traversing rough terrain by 15%.


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

*Basically they only did 50% of intended damage, regardless of what they hit. This bug is in vCOH2 as well...and has been there since British were introduced. Apologies for missing that for so long!

**The side armor of the U.S. M3 Halftrack was comprised of 8mm thick homogenous plate steel, which was quite sufficient to stop pistol rounds and regular rifle and mg rounds. However, the Germans had introduced a series of special AP round for use primarily with vehicle-mounted machineguns but which could also be used with other machineguns and even rifles - the Patrone S.m.K. These rounds had a decent chance of punching through 8mm steel at distances of 100m or closer: This is part of the reason why M3 Halftracks were sometimes derisively referred to as "Purple Heart boxes" by G.I's when the type first saw service.

Update: Mar 31, 2018 @ 6:36pm

Global
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-Updated code for Hit The Dirt abilities so they are less likely to inhibit the squad's ability to return fire or do reduced damage.

-Updated explosion fx of rocket artillery explosions to match that of regular medium artillery guns (eg. 105mm guns).


Americans
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-Increased the rate of fire of M1 Garand rifles slightly.

-.30 Cal M1919A6 light machine guns now fire in 5 round bursts, reloading after 50 bursts.*

-Raid Tactics should now be available for the Mechanized Company commander / doctrine as intended. Ability requires 2 Command Points to unlock and 20 Fuel to use.

-The Mechanized Company commander / doctrine now unlocks an Armored Rifle Company when picked. The passive unlock indicator replaces the Dodge WC-51 callin.


British
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-Air Landing Anti-tank and Howitzer Sections are now airdropped via gliders.

-Commando Platoon HQ Teams now have the Officer Charge and Smoke Grenade abilities.

-Commando squads, including weapon teams, can now sprint for longer periods of time.**

-Prioritize Fire should now affect Valentine tanks that have AP rounds toggled.

-Prioritize Fire should now affect M10C Achilles SP guns.

-Reinstated British HQ building as a starting structure. Call-ins for Commando units and such will be done through the HQ now.

-Updated Royal Navy Fire Support for Commando Regiment so that a pair of shells are stagger-fired at targetted area with a follow-up volley 12 seconds later. Target area radius and scatter increased to 30m and shell damage and AoE reduced to match that of other 152mm shells.


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

-Changed upgrades for buildable Infantry Dugouts so that only 2 Dugouts are allowed to be upgraded to Heavy Machine Nests.***

-Increased the rate of fire of K43 rifles slightly. Note: this does NOT affect sniper rifles.

-Panzer II "Luchs" now defaults to firing 2cm HE rounds instead of AP rounds.

-Replaced Elite Troops Doctrine's Smoke Grenades unlock. It now unlocks the ability to use stick grenades fitted with fragmentation sleeves.

-Updated lMG 34's and 42's to fire in 5 round bursts, reloading after 10 bursts have fired.

-Updated sMG 34's and 42's to fire in 10 round bursts, reloading after 25 bursts have fired.


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

-Changed upgrades for buildable Infantry Dugouts so that only 2 Dugouts are allowed to be upgraded to Heavy Machine Nests.***

-Increased the rate of fire of K43 rifles slightly. Note: this does NOT affect sniper rifles.

-Panzer II "Luchs" now defaults to firing 2cm HE rounds instead of AP rounds.

-Reduced squad size of Fallschirmjaeger Gruppe to 10.****

-Updated lMG 34's and 42's to fire in 5 round bursts, reloading after 10 bursts have fired.

-Updated sMG 34's and 42's to fire in 10 round bursts, reloading after 25 bursts have fired.


Soviets
-------

-Buildable DShK HMG Nests are now capped at 2. Note: Due to changes made to make this happen, the AI is now more likely to actually build them to defend important points.

-Increased the rate of fire of SVT-40 rifles slightly.


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

*To minimize the need to change out barrels due to overheating and given that changing barrels on the M1919A4 and A6 was apparently a slight pain in the ass, light machine gun crews were instructed to fire in 5 round bursts. Given that the weapon was fed by a 250 round belt, that works out to 50 bursts before needing to reload.

**As Commandos were expected to go into situations with little initial backup and reserves and were often required to improvise on the fly to achieve mission objectives, all the men being deployed were required to "know the plan" and were drilled accordingly. This was one of the few military formations in the Commonwealth forces to adopt the use of Mission Tactics, aside from - to a certain extent - the Airborne divisions. All that being said, Commandos get the same extended "stormtrooper sprint" that all German infantry benefit from.

***The cap is intended to restrict the turtling / defensive power of German factions, given that an unrestricted number of Dugouts can be built (and thus an unrestricted number of MG nests can be set up). I felt that capping the number of upgrades was better than capping the number of Dugouts themselves.

****Based on KStN 8121(L) dated May 1, 1944.