Company of Heroes 2

Company of Heroes 2

Battleground: Europe
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Update: Dec 16, 2015 @ 2:14pm

Global
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-Buildable production structures can now be rotated when placing them for construction.


Americans
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-Slight changes to Divisional Support options. Rifle Companies can now be supported by up to 4 M1 Bofors AA Emplacements, while M15 and 16 AA Halftracks are an option for Armored Rifle Companies.

-AT and AI Mines can now be laid in rows, similar to wire fences.*


British
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-AT and AI Mines can now be laid in rows, similar to wire fences.*


Germans (Ostheer)
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-AT Mines can now be laid in rows, similar to wire fences.*


Germans (OKW)
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-AT Mines can now be laid in rows, similar to wire fences.*


Soviets
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-AT and AI Mines can now be laid in rows, similar to wire fences.*


Designer Notes
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*This is similar to how mines could be laid in COH1 in that you could easily string mines across roads and only worry about munitions costs. Should make life a bit easier for those of you that like to set up in-depth defenses but don't want all the hassle of having to queue up individual mines.

Update: Dec 14, 2015 @ 6:01pm

Global
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-Adjusted accuracy vs certain cover types for small arms. Firing against infantry in light cover now incurs a 50% accuracy penalty, while firing against infantry in heavy cover incurs a 75% accuracy penalty. Note that this is in addition to any received accuracy defensive bonuses certain squads may already have.

-Decreased target sizes for trenches and sandbag walls.*

-Fixed a bug where some sandbags could be crushed by halftracks.

-Increased armor for sandbags, trenches and emplacements.


Designer Notes
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*Reduced target size means the target is harder to hit.

Update: Dec 13, 2015 @ 3:11pm

Global
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-Combat medics can no longer be auto-targeted by units.*

-Hotkey fixes and tweaks.

-Removed "building stamps" from all base buildings.**

-Tooltip tweaks and revisions.


Germans (Ostheer)
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-Added 'Dragon's Teeth' Tank Traps as an unlock for Defensive Doctrine.***


Germans (OKW)
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-Added 'Dragon's Teeth' Tank Traps as an unlock for Fortifications Doctrine.***


Designer Notes
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*If you wish to shoot down medics, you can manually target them.

**This is intended to prevent building locations from being revealed in Fog of War for bombardment purposes if the area itself hasn't been previously revealed.

**A very resilient type of tank trap used by the Germans, they were largely impervious to artillery and resistant to demolitions. Unlike the ubiquitous "Czech Hedgehog", "Dragon's Teeth" required more effort to emplace and dislodge.

Update: Dec 11, 2015 @ 7:16pm

British
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-Air Landing Rifle Sections can now dig trenches and build sandbag walls.

-Air Landing Rifle Sections can now upgrade to PIAT launchers via an in-squad upgrade.

-Gammon Bombs now detonate on impact.* In addition, the cool-down for Gammon Bombs has been lowered significantly and penetration has been increased (for both medium and heavy varieties). The medium Gammon Bomb also has a slightly longer throwing distance.


Designer Notes
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*Once armed, Gammon Bombs always detonated on impact due to their fuse design. The Heavy version is capable of penetrating up to 90mm of armour.

Update: Dec 10, 2015 @ 1:56pm

Global
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-Increased the timer delay on some grenades slightly.


British
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-Fixed an instance where rifles would not display on Air Landing troops.


Germans (OKW)
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-Fixed an instance where AP rounds fired by the Jagtiger's PaK 44 could penetrate buildings, walls and / or terrain.

Update: Dec 8, 2015 @ 6:27pm

Global
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-Changed accuracy for all Heavy Machine Guns so that targets will always be hit at point blank range, with accuracy gradually falling off over range.*


Soviets
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-Added 2 riflemen to the Platoon HQ teams.

-Improved damage of PTRS AT rifles vs Goliath tracked mines.

-Tweaked burst lengths and reload frequencies for DShK heavy machine guns. At close range, the gun will fire for up to 5 seconds. The gun itself will reload after 2 bursts, requiring 5-6 seconds until it can fire again.**

-Tweaks to requirements for Soviet heavy tanks (call-in tanks only).***


Designer Notes
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*This should make frontal assaults against positions defended by HMG's a lot more punishing the closer one gets, especially considering burst lengths get longer when enemies are closer. Note that all HMG's have a 5-6 second pause while they reload, a delay that can be exploited to seek cover or charge the position.

**The DShK was fed by 50 round belts, which restricted its usefulness as an infantry suppression weapon but kept the air-cooled barrel from overheating.

***Intended to deal with reported issues of the AI "cheating" with them. Hope this works.

Update: Dec 6, 2015 @ 2:09pm

Americans
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-Heavy revisions to the M4A3 Sherman "Calliope". HP and Armor stats now match the regular M4A3 Sherman. The T34 launcher now fires a barrage of 60 rockets and does NOT require that the tank face where the barrage is aimed. Note: The barrage ability DOES cost munitions to fire and requires 5 minutes to recharge.*


Soviets
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-Added Tank-rider SMG Teams as a company support option for the Tankovy Kompanya (see below). 8-man team armed with PPSh-41's: one soldier can exchange his PPSH-41 for a DP-1928 light machinegun.**

-Replaced the Motostrelky Kompanya with a Tankovy Kompanya. The Kompanya is able to field up to 9 T-34 Obr. 1942 tanks. Up to 9 Tank-rider squads can be called in as well for support. Three T-70 light tanks can be requisitioned as an early scouting option and three ZSU-M17 AA HT's can be requisitioned to provide AA and AI defense.**


Designer Notes
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*The turret was aimed in the direction of the target area and the tubes were elevated by simply elevating the main gun via a hinged link / armature.

**Yes. Tank Riders. As in infantry that can actually ride on tanks. The T-34's that are part of the company can indeed accommodate the Tank-rider teams. As you all probably already know, the ZSU-M17 is a formidable counter to HT's as well as aircraft and infantry. This is definitely a powerful Company, but can be readily countered with skill and early AT options. Note: An additional 3 T-34-85's are allotted as a Divisional / Corps support option (instead of the usual T-34 Obr. 1942's), and a further 3 "85's" can be acquired via commander abilities.

Update: Dec 4, 2015 @ 3:11pm

Germans (Ostheer)
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-Added Sd.Kfz. 303 'Goliath' remote demolition vehicle as a standard HQ option. Up to 3 can be built, but requires a Goliath Control Box upgrade on at least one Pioneer Gruppe. The Goliath has no "sight" of its own and requires a nearby Pioneer Gruppe to "see" for it. In addition, if a Goliath is too far away from a Pioneer Gruppe with a Control Box and / or said squad is killed, the Goliath will stop moving. Moving another Pioneer Gruppe with a Control Box close to it will re-enable movement. Note: The Goliath CAN be guided blind.*


Germans (OKW)
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--Added Sd.Kfz. 303 'Goliath' remote demolition vehicle as a standard HQ option. Up to 3 can be built, but requires a Goliath Control Box upgrade on at least one Pioneer Gruppe. The Goliath has no "sight" of its own and requires a nearby Pioneer Gruppe to "see" for it. In addition, if a Goliath is too far away from a Pioneer Gruppe with a Control Box and / or said squad is killed, the Goliath will stop moving. Moving another Pioneer Gruppe with a Control Box close to it will re-enable movement. Note: The Goliath CAN be guided blind.*


Designer Notes
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*The Sd.Kfz. 303 'Goliath' was actually a wire-guided device, but for the sake of the game, I'm treating as though it's radio-controlled. The Goliath was protected by 10mm thick mild steel, rendering it *mostly* bullet-proof. That said, it was insufficient to stop any form of AT weapons or heavy calibre MG's like the .50 Cal M2HB or the 12.7mm DSHk.

Update: Nov 30, 2015 @ 1:52pm

Global
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-Increased max pop cap for all races to 230.


Hotfix
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-Fixed instances of MG34 HMG's being crushed by some vehicles.

-Removed population requirement for OKW Luftwaffe Ground Forces' Stuka AT strafing run.

Update: Nov 29, 2015 @ 3:56pm

British
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-Royal Engineer Sapper Teams / Pioneer MG Teams (the starting ones) buffed to include a Bren gunner.

-Reduced Wasp Flamethrower Carrier's chance of decrewing enemy vehicles to match that of infantry-held flamethrowers.


Germans (Ostheer)
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-Barrage ability for 10.5cm leFH 18 Howitzer changed slightly. A 3 round barrage is fired at a cost of 45 Munitions.

-Erkunder Truppe Assault Rifle upgrade now requires Veterancy Level 1.

-Railway Cannon / 24cm K5(e) ability tweaked so that a direct hit on a vehicle will stun the crew. There is also a chance of the vehicle losing a track or wheel.

-Slight changes to 10.5cm leFH 18 Howitzer's vet bonuses. The gun and crew now gradually increase rate of fire in addition to increasing accuracy and sight range. The cooldown for the barrage ability is reduced as the howitzer gains vet as well.


Soviets
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-Added 122mm A-19 Field Gun as a standard Divisional Support option (using 152mm M1937 Gun-Howitzer as a placeholder). Up to 4 A-19's can be deployed at any given time.*

-Increased population size of BM-13n Katyusha to 6.


Germans (OKW)
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-Increased rate of fire of Jagdtiger's 12.8cm PaK44 slightly.


Designer Notes
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*The Red Army was noted for its heavy use of artillery, so I figured I ought to throw in something non-doctrinal to make the faction more interesting.