Company of Heroes 2

Company of Heroes 2

Battleground: Europe
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Update: Apr 2, 2016 @ 5:00pm

Global
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-Reduced cost of Anti-vehicle mines slightly.

-Smoke screens created by White Phosphorus shells now have a small chance per tick of forcing a crew bail out on ANY vehicle in the clould itself, regardless of faction ownership.


Americans
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-M4 Shermans now have the option of firing White Phosphorous rounds as a targeted ability.


British
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-Fixed a glitch with the Churchill Crocodile not being able to switch ammunition types for the OQF 75mm gun as intended.


Germans (OKW)
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-Fixed a bug where recrewing a Panther Ausf. G would result in getting a Panther Ausf. A instead.

-Fixed a bug where recrewing a Tiger I with OKW infantry would result in only having 3 veterancy rank levels instead of 5.

-Changed Sturmtiger call-in for Special Operations doctrine to a Konigstiger call-in.

-Reduced target size for Nachtjaeger Gruppe squad members slightly.


Soviets
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-Increased short range penetration of 76.2mm AP rounds slightly.

-Increased traverse speed for T-34-85 from 20 to 25.

Update: Apr 1, 2016 @ 6:02pm

British
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-Reduced cost of AEC's Smoke Screen ability to 15 MU.


Germans (Ostheer)
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-Added Smoke Screen ability to vehicles equipped with a "Nahverteidigungswaffe" (Close Defense Weapon). This includes the Panther Ausf. G, Tiger Ausf. B, Panzer IV Ausf. J, Sturmmourser Tiger, and Jagdtiger.*

-Fixed an issue where some vehicles could capture points without needing to dismount the crew.

-Pioneere Gruppe MG34 and Flammenwerfer 42 upgrades are now mutually exclusive. Buying one upgrade will exclude the other.

-Replaced "Tactical Movement" ability with "For The Fatherland!" ability.


Germans (OKW)
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-Added Smoke Screen ability to vehicles equipped with a "Nahverteidigungswaffe" (Close Defense Weapon). This includes the Panther Ausf. G, Tiger Ausf. B, Panzer IV Ausf. J, Sturmmourser Tiger, and Jagdtiger.*

-Adjusted the loadout for the Panzerpioneere Gruppe to include 2 extra riflemen.

-Changed Veterancy Rank 2 bonuses slightly for the Jagdtiger. In addition to sight, accuracy and reload buffs, a camouflage toggle ability is also unlocked.

-Changed vet bonuses for Jadgtiger when manned by a non-OKW crew so that they better match OKW vet bonuses.

-Fixed a bug with the Veterancy xp requirements for the Jagdtiger being far higher than intended.

-Pioneere Gruppe MG34 and Flammenwerfer 42 upgrades are now mutually exclusive. Buying one upgrade will exclude the other.


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

*The Nahverteidigungswaffe was more of an accessory than a weapon per say. Designed so that the standard wehrmacht signal / grenade pistol could be fired through it as well as launch smoke canisters, it could be easily used by the vehicle's commander to shoot off signal flares and HE / Frag grenades. As such, the commander could opt to defend his vehicle with smoke and light HE grenades to thwart attackers. Only introduced around mid '44, it was intended to equip the latest versions of german AFV's but production shortfalls meant that some vehicles typically shipped from the factory without them, with the intention that they could be retrofitted in the field at a later date. This was usually the case with late model StuG's and Jagdpanzer IV's - hence the reason why the Jagdpanzer IV only gets the abilities at vet 1.

Update: Mar 13, 2016 @ 10:34am

Global
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-"Bounding" shrapnel mines should no longer penetrate or affect Halftracks on detonation (affects U.S. and British anti-personnel mines and German S-Mines ONLY).

-Fixed Veterancy bonuses not being applied to replacement squad members (as per the March 9th official patch).

-Fixed issue where squads that were supposed to spawn with slot items (light machine guns, AT rifles, etc) no longer spawned with them (issue introduced with March 9th patch due to Relic's reworking of squad_action_apply code).


Americans
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-Added cammo toggle ability for M8 Greyhound as a Veterancy Rank 1 ability.*


British
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-Increased damage and blast radius of artillery strikes from Precision Barrage ability. Increased strike radius slightly and increased cooldown between shots.


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

-Added cammo toggle ability for Panzer II Ausf. L "Luchs" as a default ability.*

-Added cammo toggle ability for Sd.Kfz. 234/2 "Puma" as a Veterancy Rank 1 ability.*

-Adjusted Observer Mode ability for Panzer II Ausf. L "Luchs" and Sd.Kfz. 234/2 "Puma" so that when active, the coaxial MG will not fire.

-Pz.Gr. 40 Anti-tank round ability for Sd.Kfz. 234/2 "Puma" now requires Veterancy Rank 2 to use. Munitions cost reduced to 20 and cool down time increased to 12 seconds.


Germans (OKW)
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-Added cammo toggle ability for Panzer II Ausf. L "Luchs" as a default ability.*

-Added cammo toggle ability for Sd.Kfz. 234/2 "Puma" as a Veterancy Rank 1 ability.*

-Adjusted Observer Mode ability for Panzer II Ausf. L "Luchs" and Sd.Kfz. 234/2 "Puma" so that when active, the coaxial MG will not fire.

-"Aimed Shot" ability for Sd.Kfz. 234/2 "Puma" changed to match Ostheer "Puma's" Pz.Gr. 40 Anti-tank round ability.

-Fixed a bug where the crew for the Panzer IV Ausf. H was unavailable for disembarking.


Soviets
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-Added cammo toggle ability for T-70m Light Tank as a Veterancy Rank 1 ability.*

-Adjusted Observer Mode ability for T-70m so that when active, the coaxial MG will not fire.

-Adjusted Precision Bombing Run ability for better scatter and AoE. Adjusted damage spread of FAB-50 bombs to be more even and gradual. Reduced Munitions cost to 150 MU.

-Removed T-70 "repair mode" ability.*


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

*These changes are meant to help increase the survivabilty and usefulness of these vehicles as forward observers and intelligence gatherers.

**I meant to yank this a while back with the introduction of vehicle crews for Soviets. My bad.

Update: Feb 28, 2016 @ 5:19pm

Global
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-Minor tweaks to model reference files and tooltips.


British
-------

-Added Counter Battery abilities to the Mortar Emplacement and Regimental and Brigade Support buildings.

-Added Improved Fortifications upgrades to emplacements and Forward HQ as part of the Advanced Emplacement commander.

-Added Repair Depot upgrade to the Brigade Support building. This takes the place of the Advanced Assembly upgrade for the Forward HQ as part of the Advanced Emplacement commander.*


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

*Apparently you can't stack field repair and medic extensions on buildings, so this is a decent compromise.

Update: Feb 26, 2016 @ 5:40pm

Global
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-Increased armor penetration of all AP rounds at close range by 10%.*

-Removed the Engine Destroy critical inflicted on abandoned vehicles.

-Sight radius removed from all captured points and fuel / munitions caches.**

-Updated tooltips for infantry units to include range and penetration information (where applicable).

-Updated some code pertaining to facing orders and capture rates for some HMG teams to keep them all consistent.


Americans
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-40mm Automatic Gun M1 AA Emplacement now requires a Divisional Support Building.

-Fixed an issue where 75mm HE rounds for pack howitzers would not temporarily stun infantry squads.


British
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-All "base stamps" for British MG nests and forward HQ's should now be eliminated.

-Land Mattress barrage tweaked to reduce scatter radius by half but range increased to match that of other rocket artillery abilities. Damage and blast radius adjusted to match that of RP-3 rockets fired by Hawker Typhoons.

-Land Mattress teams capped at 4.

-Updated Infiltration Commandos ability cost, population requirement, and recharge time for new Commander to match values used in the existing Commando dispatch ability. The old ability has also been updated with speech code used in the new ability.


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

-Reduced range of StG 44 Assault Rifles from 50 to 45m.

-Reduced blast damage done by 8.8 cm AT rockets vs infantry squads. In addition, they should no longer damage entire squads garrisoned in a vehicle or building - only squad members that are actually hit and that are within the blast radius.***


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

-Fixed instances where immobilized Jagdtigers have their defensive grenade ability icon "move" to the upper left corner of the unit menu.

-Reduced range of StG 44 Assault Rifles from 50 to 45m.

-Reduced blast damage done by 8.8 cm AT rockets vs infantry squads. In addition, when firing on squads that have been garrisoned, they should only damage squad members that are actually hit by the rocket and that are within the rocket's blast radius.***


Soviets
-------

-IS-2 heavy tanks now default to firing HE rounds.****

-Reduced PPSh-41 upgrade cost to 30 MP.

-T-70 Light Tanks can now switch between firing HE-Frag rounds and AP rounds.


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

*This does not apply to HEAT / Hollow-Charge / Shaped-charge warheads, as range and muzzle velocity do not dictate the penetration capabilities of these munitions.

**This includes VP's as well. The idea is to add more realism, allow for more flanking / infiltration opportunities and increase the importance of having rearguard and patrol units to watch for incursions.

***This should help reduce instances of 'Schrecks being able to "chunk" small squads out in the open and any squads that have been garrisoned.

****Makes sense for a breakthrough tank whose primary role is punching through defensive lines and taking out bunkers and emplacements.

Update: Jan 15, 2016 @ 5:26pm

Global
------

-HE shells should no longer stun garrisoned infantry.*


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

-Added Waffen-SS variant of 8.8cm PaK 43 emplacement as a Divisional-level support option for Waffen-SS Panzergrenadier companies.

-Added Waffen-SS Panzergrenadier Sturmgruppe as a Company-level support option.**

-'Dragons Teeth' tank traps now replace regular tank traps. Command Points are no longer required to build them - only the relevant Commander.


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

-'Dragons Teeth' tank traps now replace regular tank traps. Command Points are no longer required to build them - only the relevant Commander.

-Pioneer build menus reorganized to match that of Ostheer build menus for consistency.

-Volksgrenadiers now equipped to plant Schu-Mines instead of S-Mine fields.***

-Schu-Mine cost reduced to 15 Munitions.


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

*This is still a little experimental. If something's off, please let me know in the appropriate discussion thread on the mod page on Steam. Thanks in advance.

**Pretty much the same as the OKW Sturmgruppe, but with better morale but more expensive to field.

***This suits their stop-gap defensive role a bit better I think.

Update: Jan 7, 2016 @ 1:00pm

Global
------

-All infantry caught within an HE shell's blast's AoE are stunned for a short period of time, the duration being based on shell weight and caliber.*

-Reinforcement times for all infantry squads reduced by 50%.


British
-------

-Increased accuracy and suppression for Bren LMG slightly.


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

-Reduced Munitions cost for Panzerwerfer barrage to 110 MU.


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

-Reduced Munitions cost for Panzerwerfer barrage to 110 MU.


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

*Adds a bit of realism and should aid in helping countering infantry blobs without being too OP (hopefully). Note that this applies to all artillery as well, including mortars.

Update: Jan 3, 2016 @ 9:04am

Global
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-Cleaned up terrain deformation for trenches.

-Hotkey fixes.

-Increased cammo detection range of of all squad leaders slightly.


Americans
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-40mm AA gun emplacements can now switch between firing AP or HE rounds. On construction, the default ammuntion type is HE.


British
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-40mm AA gun emplacements can now switch between firing AP or HE rounds. On construction, the default ammuntion type is HE.


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

-2cm FlaK 38 AA gun emplacements can now switch between firing AP or HE rounds. On construction, the default ammuntion type is HE.

-Replaced "Combat Blitz" ability for Panzer IV's and Ostwinds with a camouflage toggle that unlocks at Veterancy Rank 2.*


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

-2cm FlaK 38 AA gun emplacements can now switch between firing AP or HE rounds. On construction, the default ammuntion type is HE.

-Added Jagdpanzer IV/70 as a company-level option for the Panzerkompanie.**

-Replaced "Combat Blitz" ability for Panzer IV's and Ostwinds with a camouflage toggle that unlocks at Veterancy Rank 2.*

-Divisional Support conversion of the sWS HT can now switch between firing AP or HE rounds. On construction, the default ammuntion type for the 3.7cm FlaK 37 is HE.


Soviets
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-BM-13n 'Katyusha' Rocket Launchers now require the Guards Troops upgrade.**


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

*The German Flakpanzers were always intended to function as defensive units, so this just made sense to me. As for the Panzer IV, it took on an increasingly defensive role towards the end of the war due to the type's restricted top speed and slow turret traverse.

**Due to the ever-growing shortage of actual tanks, some tank platoons were equipped with assault guns and tank destroyers to fill the gap. While the firepower and armor they provided was welcome, their limited arcs of fire made them less than stellar substitutes for actual tanks with turrets.

***While some regular Divisions did get support from independant rocket artillery detachments, Divisions with the Guards title were always allocated 'Katyushas' on a Divisional / Corps level. I want the katyusha to be a bit more special, and non-Guards units get some nice sustained-fire artillery options as is.

Update: Dec 23, 2015 @ 6:52pm

Hotfix
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-Reduced damage of Rocket Artillery vs production buildings by 50%.


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

-Replaced passive Goliath unlock for OKW Overwatch Doctrine with a Gebirgsjager Gruppe call-in. This was actually in the last update but I forgot to mention it.

Update: Dec 23, 2015 @ 5:08pm

Global
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-Fixed a conflicting hotkey for Recon / Observation mode for some scout squads if the player is using "classic" hotkeys as opposed to Relic's "grid" hotkey layout.

-Increased number of pickup slots for some squads.


Americans
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-Ranger Teams now have an extra BAR and can now auto-camouflage in cover.


British
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-Commando Squads are now equipped with two Vickers K lmg's. Squad formation adjusted so there's less "bunching up".*

-Increased penetration of Sniper's Boys AT rifle vs vehicles to 25mm and decreased cool down and aim time slightly to improve rate of fire. Buffed damage vs unarmoured scout vehicles and Golaiths. Note: A successful pen on a Goliath demolition vehicle will destroy it.**

-Reduced cost of Forward HQ's to 100 MP and 10 Fuel. Build time reduced to 60 seconds.

-Pioneer Teams / Sappers now have access to flamethrower upgrades.

-Doubled squad size for regimental Royal Engineers.


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

-Added the ability to choose between playing as a Heer or Waffen-SS battlegroup at the HQ. Company, Regimental and Divisional support buildings unlock once the player has chosen their battlegroup type. Regimental and Divisional support options for a Waffen-SS battlegruppe are very similar to that of a Heer Panzergrenadierkompanie, with the exception that Tiger I heavy tanks are also included as an option for the Waffen-SS battlegroup.***

-Long range accuracy for StG44's reduced by 50%.

-Reduced damage done by Panzerfausts by 50%. Increased recharge time slightly.


Germans (OKW)
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-Fixed cap limit for Fallschirmjaeger Gruppe to 3 squads.

-Long range accuracy for StG44's reduced by 50%.

-Reduced damage done by Panzerfausts by 50%. Increased recharge time slightly.

-Reduced squad cap of Volksgrenadier Gruppe to 2.

-Reduced squad cap of Volksgrenadier Sturmgruppe to 1.


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

*The Vickers K had comparable ROF to the German MG34, so this is most definitely a buff. Although primarily employed as an aircraft weapon, a variant of the Vickers K was developed for ground combat and was used by Commando units in Europe.

**The reduction to aim time and cooldown time is to make him perform a bit better in his intended role.

***At the start of the match, go to your HQ, click the Heer or SS "research" in the upgrade area and all relevant buildings and units will unlock. Note that Waffen-SS troops are highly resistant to suppression and tend to shrug off injuries that would affect their Heer counterparts. That said, a Waffen-SS Kampfgruppe is slower to build up strength due to higher troop costs and losses susequently tend to be more expensive to replace. If everyone likes this, I'll extend these changes to OKW.