Company of Heroes 2

Company of Heroes 2

Battleground: Europe
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Update: Sep 8, 2015 @ 2:17pm

Global
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-Increased population cap to 200.

-More Armour / Penetration tweaks.

-Reduced armour of most bridges significantly.


Americans
---------

-Increased spread of bombs dropped by B-26 tactical bombers. Updated map UI effect.


British
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-Anvil or Hammer Tactics now required to requisition core infantry. Either "tactic" costs 150 MP and 15 Fuel.*

-Increased research times for Regimental and Brigade Support unlocks.*

-Reduced Munitions cost of Gammon Bombs.

-Sappers can now cut wire after completing the Hazard Removal Upgrade.


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

-Increase damage effect by 28cm K5 (E) Railway Artillery Gun vs buildings.

-Pioneer Gruppe no longer starts with an lMG34 - the lMG is now an upgrade.

-Reduced suppression of some German MG's by half due to their rate of fire.


Soviets
-------

-Improved suppression for tank-mounted machine guns.


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

-Reduced suppression of some German MG's by half due to their rate of fire.


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

*This is akin to Ostheer needing to build a structure to acquire core troops and is intended to put the British on par with other factions in terms of escalation pace. it's been pointed out that right now, the British have a significant advantage in teching speed and ability.

Update: Sep 7, 2015 @ 10:17am

Global
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-Fixed instances of demo charges not doing damage to unoccupied ambient buildings when detonated.*

-Increased damage of demolition charges.

-Reworked bridges so that when demo charges are placed on a bridge, all points on the bridge are wired (click on the edge of the bridge about midway across it - the bridge will then "blink" to let you know it's being setup for demolition and 4 points will be wired).*


Americans
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-.50 cal HMG's now only have a 6% chance of penning emplacements.


British
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-.50 cal HMG's now only have a 6% chance of penning emplacements.

-Fixed a minor unit type discrepancy with the Forward HQ building


-Most infantry squads now get the Hit the Dirt ability.


Germans (Ostheer)
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-Increased chance of 2cm AA guns shooting down aircraft from 16% to 25%.


Soviets
-------

-DSHk HMG's now only have a 6% chance of penning emplacements.


Germans (OKW)
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-Changed hotkey of Fallschirmjaeger Blendkörper Smoke Grenades to match that used by Ostheer troops.

-Increased chance of 2cm AA guns shooting down aircraft from 16% to 25%.

-Rebuilt Fallschirmjaeger Squad call-in to deal with an apparent AI bug that CTD's the game if the AI attempts to deploy the squad (hopefully this will work).


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

*This issue is in the base game.

Update: Sep 6, 2015 @ 5:17pm

Global
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-Fixed a stone wall type that shows up on Semois / Semoskiy that was impervious to crushing by medium tanks.


British
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-Added an extra man and a PIAT Launcher to the Platoon HQ section.

-Added AP / HE round-switching capabilities to the Comet.

-Added AP / HE round-switching capabilities to the Firefly.

-Added APDS Round ability to the Firefly. Fires a round that grants very high penetration.

-Added separate 3-Inch Mortar Team (using German 8cm GrW 34 as a placeholder for now).*

-Added Sherman V as a Brigade Support option (M4A3 Sherman is being used as a placeholder).

-Added suppression to Bren LMG's and Besa vehicle MG's.

-Churchill AVRE capped at 2 vehicles. Improved Spigot mortar's damage vs buildings and armour.

-Churchill Crocodile capped at 3 vehicles.

-Fixed AoE Damage for Centaur AA's 20mm Polsten cannons.

-Improved AoE damage for 25 Pounder Guns.

-Increased casting range of Forward HQ Coordinated Fire ability to match that used by Platoon HQ Sections.

-Increased suppression of Vickers HMG to match that of Maxim HMG's.

-Mortar Emplacement now treated as being equipped with 4.2" Mortars (Damage + Range boost) and an Anvil Tactics / Rifle Company option.**

-Removed Smoke Shell ability from Comet. Replaced with APDS Round ability that grants very high penetration.

-Vehicles now benefit from accuracy, sight and penetration bonuses when achieving veteran levels.


Soviets
-------

-Fixed an issue where DSHk HMG's were doing unintended damage against tanks.


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

-Fix a bug with the SdKfz 251/18 "Uhu"'s IR searchlight only illuminating targets on the minimap.

-SdKfz 251/1 'Stuka zu Fuss' ('Walking Stuka') 32cm Incendiary rockets can now be fired as a "creeping barrage" (same as 28cm HE rockets). Bombardment path widened a bit to give better coverage. The Barrage abilities now also cost munitions to fire (180 for HE and 210 for Incendiary).


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

*The British Rifle Company SORELY needs a mortar team that can shift positions to provide indirect fire support to friendlies as needed. The model of the actual 3-Inch Mortar is really nice...but it's part of the actual emplacement itself and unusable by itself.

**Figured I'd use the emplacement for something until something better comes to mind or custom models are supported. At least it gives British some decent ranged fire support that's a notch higher than 3-Inchers.

Update: Sep 3, 2015 @ 8:15pm

Global
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-Fixed some Demo Charges not dealing explosive damage.

-Tooltip Fixes and Hotkey assignments for Brits.


Americans
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-Dramatically reduced armour pen of 37mm AA cannons vs medium tanks.


British
-------

-PIAT shots now have a slightly arced flight path.*

-Comet I's HP now correctly matches other medium tanks. Armour values adjusted as well.

-Dramatically reduced armour pen of Bofors AA cannon vs medium tanks.

-Increased HP of all Churchills to 750, matching similar sized Heavy Tanks.

-Royal Engineers now get normal demolition charges. Basic repair ability now makes that of other engineer / pioneer repair abilities.

-Updated AVRE's Vet 3 Mortar round.


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

-Dramatically reduced armour pen of 37mm AA cannons vs medium tanks.


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

-Dramatically reduced armour pen of 37mm AA cannons vs medium tanks.


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

*By popular demand.

Update: Sep 3, 2015 @ 11:33am

Global
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-Blizzard conditions now reduce vehicle sight and speed by 50%.*

-Major overhaul to ambient building HP. It is now based on size as opposed to having a flat value for all. A 1x1x1 Shed will have 300 HP as opposed to a 5x6x2 Church which will have 3300 HP.

-Major ongoing overhaul to weapon penetration. Note: this a work in progress, but you'll notice some immediate changes.

-Removed crush mechanic for team weapons. It was causing more trouble than it was worth due to friendly vehicles crushing allied weapon teams.

-Updated critical tables of all used units to take advantage of new code.


Americans
---------

-Fixed a bug where certain infantry squads could "over-crew" a vehicle and still be able to disembark.

-Increased AoE of M4A3(75) HE rounds to 7.5m.

-Increased penetration of all .50 cal M2HB's to 10.

-M10 can now switch to HE rounds to deal with "soft" targets.


British
-------

As part of the overhaul of British forces, all infantry benefit from exceptional morale to reflect their determination. In gameplay terms, they're harder to supress, their abilities take less time to recharge, and they don't succumb to injuries as easily.

-Added a Platoon HQ Section to complement Rifle Sections.

-All Ordnance QF 75mm gun-armed vehicles can switch between AP and HE rounds. Performance is identical to U.S. 75mm rounds used on M4A3 Shermans.**

-Fixed Churchills so that they count as being directional cover (like other tanks).

-Forward HQ can now be upgraded to serve as an first aid station as well.

-Hammer / Anvil Tactics moved to HQ. Hammer Tactics unlocks M5A1 Half-tracks for infantry to use and Cromwell Tanks as Brigade support. Anvil Tactics locks out Cromwells in favor of Churchills.

-M5 Stuart added as a Brigade-level option.

-Mills Bombs unlocked.

-OQF 17 Pounder AT Guns can now auto-face and set up to engage an opponent that's outside of its arc of fire.

-PIAT projectiles now travel in a flat line like other infantry AT weapons.

-Players now start out with a Royal Engineer Sapper Section.

-Squad sizes adjusted.

-Rifle Sections now start with a Bren Gun.

-Royal Engineer Sapper Sections can now construct Tank Traps and Fuel / Munitions Caches, and weapon emplacements for use by MG or Mortar teams or small combat groups (same one Pioneers and Engineers can build).

-Tulip upgrade for the Sherman VC "Firefly" removed.***

-Wasp Carrier now a seperate unit as opposed to an upgrade to the regular Carrier.

-Weapon Lockers no longer require Platoon HQ.


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

-Fixed a bug where the Puma took more infantry than intended to recrew if abandoned.

-Reverted system for firing Panzerwerfer rockets due to AI issues.


Soviets
-------

-Added APCR Round ability to T-34 Obr. 1942. Allows the T-34 to punch through up to 132mm worth of armour.

-Fixed issue where 203mm B-4's vet 3 bonuses weren't applying properly.

-Increased range of 203mm B-4 to 250m. Corrected recharge time to 60 seconds for default barrage ability.

-Increased penetration of all DSHk Heavy MG's to 10.

-Reduced penetration of ISU-122's HE rounds to 30 (to match those of IS-2 HE rounds).

-Reverted system for firing Katyusha rockets due to AI issues.


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

-Fixed issue with Sturmmorser Tiger call-in not showing up for certain Commanders.

-Reverted system for firing Panzerwerfer rockets due to AI issues.


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

*In terms of gameplay, it's been pointed out that vehicle-heavy forces were at a serious advantage over infantry-only builds in blizzard conditions, only suffering from a 25% loss in speed, increase in scatter for weapons, and with no restrictions to visibilty. This is not only unbalanced but it is unrealistic as well.

**The Ordinance QF 75mm gun was an OQF 6 Pounder Tank Gun re-chambered and bored out to use U.S. 75mm ammo.

***The so-called "Tulip" 3-Inch Rocket Launchers were only added to a few Sherman V's of the 1st Coldstream Guards during the Rhine crossings of 1945 - not Sherman VC's.

Update: Aug 19, 2015 @ 5:22pm

Global
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-All Anti-tank guns can now auto-face targets outside of their arc of fire.

-Fixed a bug where certain weapons were doing unintended deflection damage.

-Bombs and heavy caliber (105mm+) HE rounds now have a 33% chance of inflicting mobility kills on vehicles regardless of whether the round penetrates or not. On penetration, there's also 33% chance of inflicting Crew Stun.*


Americans
---------

-Decreased reload time for 60mm mortars to 3 seconds.

-Increased reload time for 81mm mortars to 4 seconds.


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

-Increased reload time for 8cm mortars to 4 seconds.

-Increased reload time for 12cm mortars to 10 seconds.


Soviets
-------

-122mm AP rounds now have a 33% of inflicting a 5 second Crew Stun on hit.

-204mm B4 Howitzer rounds can now inflict Crew Stun on vehicles.**

-Increased reload time for 81mm mortars to 4 seconds.

-Increased reload time for 120mm mortars to 10 seconds.


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

-12.8cm PaK 44 AP round now has a 33% of inflicting a 5 second Crew Stun on hit.

-Increased reload time for 8cm mortars to 4 seconds.

-Increased reload time for 12cm mortars to 10 seconds.


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

*This also includes artillery abilities. Mobility kill refers to inflicting damage that renders a vehicle incapable of movement, i.e. breaking tank tracks, destroying road wheels, etc.

**Crew Stun here lasts for 10 seconds.

Update: Aug 15, 2015 @ 3:06pm

Global
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-Increased HP of sandbag walls and trenches.

-Increased HP and armour of "Belgian Gate" map objects.*

-Mortars now have a damage / AoE radius formula based on caliber and blast radius is divided into 3 damage areas; 2x for point of impact, 2/3 for the next zone and 1/3 for the outer zone. For example, a 120mm round will do 240 damage at point of impact out to 2m, 80 damage between 4-8m and 40 damage between 8-12m. This is intended to keep mortars useful and powerful while curbing the outer edges of their blast damage a bit.

-Tweaks to accuracy for tank guns.

-Tweaks to projectile speeds for tank / anti-tank guns.

-Eliminated the "smoke trail" for most shells.*


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

-12cm Mortar Teams now have a selection group that is seperate from 8cm mortar teams.

-Artillery observers now auto-cammo when in cover and can be ordered to hold fire.

-Fixed a bug where an leIG18 gun team could crush other team weapons and some walls while being moved.

-German tanks now have reduced accuracy when re-crewed by regular infantry.

-Reduced cost of HEAT shell ability for 7.5cm leIG18 to 25 munitions.

-Sturmpanzer IV HE rounds now have a 50% chance of killing a vehicle's crew on impact, leaving the vehicle abandoned (if the vehicle isn't destroyed by the blast itself). Increased cooldown / reload to 25 seconds.


Soviets
-------

-ISU-152 HE rounds now have a 50% chance of killing a vehicle's crew on impact, leaving the vehicle abandoned (if the vehicle isn't destroyed by the blast itself).

-Replaced ISU-152 call-in for Soviet Industry doctrine with an IS-2 Obr. 1944 from a Guards Heavy Tank Company. As such, the crew are combat veterans, with the vehicle enjoying better accuracy and reload times compared to a regular IS-2 Obr. 1944.

-Replaced SVT-40 rifles used by Kommissar bodyguards with PPSh-41 smg's.


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

-Artillery observers now auto-cammo when in cover and can hold fire.


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

*Belgian Gates were large 3x2 meter steel fence sections mounted on a rolling framework and used as mobile anti-vehicle barricades. First used by the Belgian army in an attempt to halt the German advance in 1940, the Germans employed several thousands of them along the Atlantic Wall and to help defend areas of key cities.

*I'm keeping smoke trails for rocket projectiles, including Panzerfausts, Panzershcrecks, and rocket artillery projectiles.

**This is to emphasize the better training that German tankers in general received.

Update: Jul 30, 2015 @ 1:59pm

Global
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-Grenades no longer suffer from a 50% damage penalty against units in heavy cover.

-HE rounds under 105mm caliber no longer inflict damage to vehicle HP if they do not or cannot penetrate the target's armour. However, they can still inflict certain movement-based criticals (where applicable).*

-Significant reductions to armour for team weapons. Yes, they can be destroyed more readily now...Especially with HE rounds.**

-Tooltip tweaks and updates.

-Tweaks to armour ratings of some map objects (applies to walls, buildings, cars, etc.).

-Tweaks to certain abandoned team weapons so that they can be crushed by vehicles.**
Mortars, HMG's: Can be crushed by Armoured Cars, Haltracks and Tanks.
Light and medium AT guns and artillery pieces: Can be crushed by Tanks.

-Tweaks to some vehicle wrecks. Armoured vehicle wrecks can't be crushed, not even by tanks (with the exception of the Sherman Dozer). Regular cars and trucks can however be crushed by tanks.***

-Tweaks to infantry movement through cover. Most infantry will move 10% slower when moving through water or light cover, 25% slower when moving through heavy cover. Elite troops like Rangers and any airborne infantry are not subject to this rule however due to their physically demanding training.


Americans
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-Adjusted M1C rifle (Platoon HQ Marksman's rifle) to behave more like other sniper rifles (no fire on the move, longer cool down between shots, slower tracking, etc.)

-Airborne infantry should now be able to sprint.

-Lowered cost of WC51 truck w/ mounted .50 cal to 60 MP.

-Platoon HQ team can now set up sandbags, trenches and campfires.


Soviets
-------

-Added a speed reduction modifier to the T-34-85 when crushing some objects so that it matches the regular T-34 (missing in vCOH2).

-Adjusted Corps / Divionsional Support options slightly. ISU series Assault Guns are now restricted to the Strelkovy Kompanya.

-Fixed a bug where the T-34's hull MG had no firing sound fx.

-Increased Fuel cost of T-34-85 slightly to 70.

-Increased Fuel cost of SU-76 to 20.


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

*Most armour plate tends to merely absorb the blast of low yield explosives.

**Wanted to add some realism and address scenarios such as instances where a lone adandoned HMG can successfully prevent a tank from crossing a bridge etc...

***Wanted to add a bit more realism here. So what to do if there's a tank wreck blocking the way and you're not playing U.S.? Hint: Demo charges can be very handy here.

Update: Jul 20, 2015 @ 2:44pm

Global
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-Adjusted movement cover modifiers for team weapons (affects speed when moving them through terrain).

-Adjust veteran level requirements for some units.


Americans
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-Added movement cover modifiers for 75mm pack howitzer (missing in vCOH2).

-Added a toggle ability to the M4A3(76) and M4A3E8 Sherman that switches the Loader between manning the .50 cal M2HB MG or loading the 76mm gun.


Germans (Ostheer)
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-Changes to Encirclement Doctrine: Changed fx and damage done by Break Supply Line ability to match that of Stuka Dive Bomber Strike.

-Changed Stuka Dive Bomber Strike so that SC250 bomb relies purely on AoE damage to kill infantry.*

-Fixed vet levels of 12cm mortar team to match that of Soviet 120mm mortar team.

-Fixed an issue where some squads were taking longer to build than their costs would seem to indicate.

-Panzerschreck upgrades limited to 3 per player.


Soviets
-------

-Fixed an issue where some squads were taking longer to build than their costs would seem to indicate.

-Heavy Mortar Teams now available as a Regimental Support option.

-Moved T-70 Light Tank to Regimental Support. Still restricted to Motostrelky.

-Moved ZiS-6 trucks to HQ.


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

-Fixed an issue where some squads were taking longer to build than their costs would seem to indicate.

-Panzerschreck upgrades limited to 3 per player.


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

*The weapon was originally set up so that any and all troops within the AoE would automatically die, regardless of HP and if they were in cover or not.

Update: Jul 16, 2015 @ 8:56pm

Global
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-Adjusting order in which unit icons show up in the upper right hand corner of the UI so that units types are grouped better / easier to find.

-Changes to sight ranges for casualties.

-Fixed a wall type used on Angoville that was allowing tanks to smash through it when it shouldn't have. It should now be impervious to almost all tanks (Sherman Dozers can still charge through it though).

-Lowered chances of flamethrowers forcing a crew bailout by 50%.

-Removed some stock modifiers that were making MG nests and bunkers tougher / weaker than intended.


Americans
---------

-Doubled cammo detection range of Recon Rifle Teams to match other factions' scout troops.

-Increased damage of Grenades slightly.

-Increased sight range of Ranger Teams slightly.


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

-28cm K5 E Railway Gun shot now inflicts Crew Shocked criticals on vehicles. Dropped blast radius slightly and increased damage vs buildings.

-Changed reload mechanic of 15cm Panzerwerfer 42 auf Sf: After firing, the Panzerwerfer 42 must be reloaded, which renders the vehicle immobile for a while.*

-Increased build time for 10.5cm leFH 18 howitizers to 45 seconds.

-Increased damage of Grenades slightly.

-Increased speed of Panzerspahwagen II 'Luchs' to 8 from 6.5**

-SdKfz 223 Armoured Radio Car may now be used to capture territory without dismounting the crew.

-Updated Stormtrooper call-in for Encirclement Doctrine. Similar in loadout and organization to Jaeger Gruppen, but can cammo.**


Soviets
-------

-Changed firing / reload mechanic of BM-13 Katyusha: All 16 rockets now fire off in a continuous ripple salvo. After firing, the launcher must then be reloaded, which renders the vehicle immobile for a while.*

-Changed out the Leytenant's SVT-40 rifle for a PPSh-41.


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

-Changed reload mechanic of 15cm Panzerwerfer 42 auf Sf: After firing, the launcher must be reloaded, which renders the vehicle immobile for a while.*

-Changed reload mechanic of SdKfz 251/1 "Stuka zu Fuss": After firing, the launchers must be reloaded, which renders the vehicle immobile for a while.*

-Increased damage of Grenades slightly.

-Increased speed of Panzerspahwagen II 'Luchs' to 8 from 6.5**


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

*I took a cue from the Sturmmorser's "reload ability" and went from there.

**Oversight on my part. Pardon the delay.