Company of Heroes 2

Company of Heroes 2

Battleground: Europe
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Update: Jul 10, 2015 @ 4:50pm

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.

-Dropped suppression a bit for SMG's and Assault Rifles.


Americans
---------

-Increased cost of Strategic Bombing Run to 400 Munitions.

-Altered cost of Flanking Speed to 10 Fuel.

-Ranger Teams now start off with a Bazooka.


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

-Reduced chance of Panzerfausts inflicting engine damage to 50%. Increased base damage to 300.


Soviets
-------

-Reduced chance of RPG-43 Anti-tank Grenades inflicting engine damage to 50%. Increased base damage to 150, decreased cost to 15 munitions and decreased recharge to 20 seconds.


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

-Dropped suppression amount for MG34 to match MG42.

-Reduced chance of Panzerfausts inflicting engine damage to 50%. Increased base damage to 300.

Update: Jul 8, 2015 @ 1:33pm

Americans
---------

-Fixed a nasty bug in the criticals table where M5A1 tanks couldn't be destroyed on reaching 0 HP.

Sorry about that. Incorrect game data in the update to the tools that resulted in the critical tables for the M5 being broken. A group of criticals that should have been set to trigger at 25% health was set to 0%, meaning that the group that was supposed to trigger at 0% (the group that included vehicle destroy etc.) were being completely ignored.

Update: Jul 5, 2015 @ 12:56pm

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.

-Flamethrowers now have a 20% chance per hit of forcing an enemy vehicle's crew to bail out except where noted.*

-Tweaked veterancy bonuses for reload times.

-Working on updating vehicle criticals for all factions (WIP).


Americans
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-Buffed AoE damage for M8 Scott's 75mm pack howitzer. It should now match that of other 75mm light howitzers in terms of anti-infantry performance.

-Halftracks now take engine damage criticals from frontal attacks.**

-Moved M20 Utility Car to Divisional Support.

-M8 HMC Scott is now strictly a Regimental option for Armoured Rifle Companies.

-75mm Pack Howitzer is now strictly a Regimental option for Rifle Companies.

-Reduced penetration of the M15's 37mm cannon by half. It should still be able to reliably punch through light armour though.


Germans (Ostheer)
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-Halftracks now take engine damage criticals from frontal attacks.**

-Railway Artillery Strike damage reduced to 560 damage with a 28m blast radius. Recharge time reduced to 3 minutes.***

-SdKfz 251/16 Flammpanzerwagen's flamethrowers tweaked so that each has a 40% chance per hit of forcing an enemy vehicle's crew to bail out.*


Soviets
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-Adjusted deflection damage of ISU-152's HE rounds so that they always inflict a Crew Stunned critical. In addition, the shells now do 75% damage when deflected.

-Adjusted range of PTRS AT Rifles to match that of normal rifles.

-Buffed HP of Partisans.

-Halftracks and Trucks now take engine damage criticals from frontal attacks.**

-KV-8 flamethrower tweaked so that it has a 40% chance per hit of forcing an enemy vehicle's crew to bail out.*


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

-Fixed an issue where Pioneer wirecutters wouldn't work on completing the upgrade.

-Halftracks now take engine damage criticals from frontal attacks.**

-Reduced range of Sturmmorser Tiger's 38cm mortar by 40%.

-SdKfz 251/16 Flammpanzerwagen's flamethrowers tweaked so that they have a 40% chance per hit of forcing an enemy vehicle's crew to bail out.*


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

*Flamethrowers were occasionally used as improvised anti-vehicle weapons by firing at any openings in the hopes that the burning liquid could get into the crew compartment and force the occupants to bail out. The trick was getting close enough to accomplish this.

**Because...front mounted engines.

***I think you all have had enough fun with Gustav. Time to play with a 28cm Kanone 5 (E).

Update: Jun 27, 2015 @ 6:22pm

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. Note: WIP.

-Added set facing ability for all HMG teams when garrisoned in buildings.

-Increased hitpoints of sandbag wall sections from 300 to 450. This should include all sandbags that are map objects as well. In addition, all sandbags should be uncrushable by light vehicles (including halftracks and armoured cars).

-Increased horizontal tracking speed of dedicated AA weapons slightly.

-Reverted a change that forcibly disabled teamcolours for vehicles. With the new decal system in place (some decal sets offer the option of getting rid of teamcolours altogether), I feel this should be a player choice rather than one imposed by me.


Americans
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-37mm AA gun should now have a 24% chance of shooting down enemy aircraft. Reduced maximum range to 60 to match other AA weapons.

-Dropped reload time for 57mm M1 AT gun to 3.5 - 4 seconds.

-Dropped reload time for M5 Stuart and M8 Greyhound 37mm guns to 2.5 - 3 seconds.

-"Firebase" setup has been eliminated. Players now construct production buildings similar to how other factions do and start off with an HQ. Yes, Weapon racks are buildable.

-Fixed instances where Radio Net aura was overriding certain vet bonuses.**

-Fixed / updated requirements for the M5 Stuart.

-Players can now choose between a regular Rifle Company or an Armoured Rifle Company at the Company HQ. Unlocking the Armoured Rifle Company grants

fewer Rifle Squads and LMG and Mortar Sections - but each has a dedicated Bazooka operator for dealing with armoured vehicles. In addition, the Company gains access to plenty of M3 Halftracks to transport troops and replaces the 81mm mortar teams with M21 Mortar Halftracks.


Germans (Ostheer)
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-2cm AA guns should now have a 17% chance of shooting down enemy aircraft.

-3.7cm AA guns should now have a 24% chance of shooting down enemy aircraft.

-Stuka Bombing Run: Adjusted SC50 bombs to do slightly increased damage and 33% deflection damage on non-penetrating hits vs vehicles. Explosion FX changed to resemble light artillery strikes. In addition, The Stuka should now drop 4 bombs along the target path.*


Soviets
-------

-Dropped reload time for 45mm guns down to 3-3.5 seconds (with the exception of the T-70's).

-Sniper Teams now receive the same sprint capabilities as normal infantry.**


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

-2cm AA guns should now have a 17% chance of shooting down enemy aircraft.

-3.7cm AA guns should now have a 24% chance of shooting down enemy aircraft.

-Updated Fusiliers and Nachtjaegers to use new method of constructing sandbag walls.


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

*The SC50 was a 50kg general purpose HE bomb, packing 25kg worth of Amatol or TNT and relied on blast effect for damage.

**Sorry, oversight on my part.

Update: Jun 23, 2015 @ 4:18pm

Global
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-All Factions now start with 30 Fuel and 450 MP.

-Changed Sandbag model / construction method so that sandbag walls can be set up much like barbed wire.

-"Invisible weapons" issues should now be completely resolved.

-Maximum population now capped at 150.


Americans
---------

-Added Recon Rifle Team as a Regimental option.

-Airborne Rifle Squads now armed with M1 Garand Rifles.

-AT Rifle Grenades removed.**

-Changed Armoured Company doctrine slightly: Replaced M4A3(105) call-in with an M4A3(76).

-M1 Garand Rifle corrected to have an 8-round clip (up from 5).

-M3A1 Scout Car now spawns with a Recon Rifle Team in the troop compartment when requisitioned.

-M5 Light Tank moved to Divisional Support.

-M15 AA halftrack's veterancy requirement for AA mode removed.


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

-Increased damage done by Fragmentation Bombing Run (Now Stuka Bombing Run).*

-Kubelwagen now has a 2-man crew that can dismount. The crew can use stick grenades and Panzerfausts and count as Scouts.

-Reduced HP of Bunkers from 600 to 450.


Soviets
-------

-Increased damage done by PTAB shaped-charge bombs from 80 to 120.

-Increased squad cap of Guards Rifle Squads to 9 from 3.

-Reduced HP of MG Nests from 600 to 450.


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

-Removed "Prowl" ability from Jagdpanzer IV. Instead, the vehicle can now employ short range anti-personnel grenades against infantry after reaching Vet level 1.

-Removed HE/AP round switching for Jagdpanzer IV/70. Instead, the vehicle can load and fire a Pzgr.40 round which does increased armour penetration for 35 Munitions.***

-Kubelwagen now has a 2-man crew that can dismount. The crew can use stick grenades and Panzerfausts and count as Scouts.


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

*The bombs are actually SC50's, not AB23's. The AB23 was actually a submunition dispenser used for carrying and dispersing SD-2 "Butterfly Bomb" anti-personnel submunitions / air-dropped mines.

**First, the M31 AT Rifle Grenade only saw service during the Korean War and secondly, Riflemen can be readily equipped with Bazookas.

***Aparently half of the ammunition stocks on the Jagdpanzer IV/70 were comprised of APBCR rounds - not HE, making the Jagpanzer IV/70 (at least officially) a dedicated tank destroyer.

Update: May 21, 2015 @ 1:04pm

Global
------

-Hotkey fixes (classic key layout only).

-Vehicle Crews may only repair criticals and a slight amount of regular damage now. Extensive repairs require either pios / engineers or a repair depot. With that said, the veterancy level 1 requirement for Repair Critical ability for vehicle crews has been removed.

-Extensive weapon range tweaks to accommodate players that prefer smaller maps and thus shorter weapon ranges. Instead of detailing every weapon change, I'll summarize the weapon classes and the new ranges for them.

Flamethrowers: 20m
AT Rockets: 30m
SMGs: 30m
Carbines, Assault Rifles: 40m
Rifles, MG's: 60m
Light infantry guns: 60m (direct fire), 120m (barrage)
AA / AT / Tank guns up to 60mm: 60m
AA / AT / Tank guns 75mm+: 80m
60mm mortars - 80m
80 - 82mm mortars: 100m
120mm mortars: 140m
Rocket Artillery: 160m
On-map Artillery / Field guns / Artillery Barrage abilities: 200m

Any exceptions will be listed below. Constructive feedback on the new ranges is most welcome.


Americans
---------

-Armoured Car crews can now use frag grenades.

-M8 Greyhound Call-in modified so that an M3A1 Scout Car can be deployed instead.


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

-HQ can now be upgraded so that it can function as a medical station as well.

-Hulldown capabilities now restricted to Pioneers.

-Reduced range of Sturmpanzer's 15cm gun to 40m.


Soviets
-------

-Anti-Tank Tactics doctrine modified / updated slightly. An SU-100 Tank Destroyer can now be called in (using SU-85 placeholder for now) and PTRS rifle upgrade for Rifle Squads (Conscripts) has been fixed.

-Fixed an oversight where the M5 Halftrack that's called in via the Lend-Lease Commander could be upgraded to serve as a ZSU M17 AA Halftrack.

-Increased rate of fire of IS-2 Obr 1944's 122mm gun slightly.

-Motostrelkovy Kompanya modified a little in that the M5 Halftrack has now been replaced by the ZiS-6 Truck.**

-Replaced KV-2 call-in with an ISU-152 call-in.***


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

-Fixed a bug where the SdKfz 234 Armoured Car's coaxial MG wouldn't fire on enemy infantry.

-Increased rate of fire of Jagdtiger's 128mm gun slightly.

-Reduced range of 'Stuka zu Fuss' rocket barrage abilities to 100m.


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

*The ranges for the M36's 90mm gun, the Panther's 7.5cm gun and German 88mm and 128mm guns will stay at their current range of 100m, due to the high velocity AP rounds they used.

**The Motostrelky were motorized infantry as opposed to mechanized / armoured infantry and relied heavily on what trucks could be scrounged up for mobility...and contrary to popular myth, true Soviet mechanized infantry formations were aparently very rare. Yes the M5 halftrack is now a doctrinal unit only - being restricted to the Lend-Lease Tactics commander when IMO it really belongs. Guards units tended to get all the good stuff anyway.

***The KV-2 was an early war vehicle produced in low numbers and who's use didn't extend past 1943 -if that. Despite their firepower and armour, the vast majority of KV-2's built were either destroyed in action or were abandoned by their crews (KV-2's were notoriously underpowered for their weight and easily outflanked). Those that did survive were ultimately rebuilt / refitted to serve as regular KV-1 tanks.

Update: Apr 25, 2015 @ 7:44pm

Global
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-Adjusted resistance of some walls to crushing by vehicles. If it looks really thick...your vehicle's probably not going to plow through it. I also made some bushes uncrushable so you can park a tank destroyer in there and cammo it.

-Reduced damage done by crashing planes from 750 to 600. In addition, the damage is more evenly spread over the crash area.

-Rifle Grenades now inflict stun on enemy troops.

-Tanks, Assault Guns / Tank Destroyers, Anti-tank guns and MG teams can now be ordered to Hold Fire, allowing players to turn off auto-targetting to allow for controlled and ambush attacks.

Americans
---------

-Reduced Fuel cost of Pathfinder and Paratrooper airdrops to 15 Fuel.

-Tank Destroyers can now be camouflaged when in cover.


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

-Combat Blitz removed from Konigstiger.*

-StuG's can now be camouflaged when in cover.


Soviets
-------

-Slight adjustments to Soviet Tank Hunters doctrine. Instead of unlocking AT Mines, a concealment ability for Assault Guns is now unlocked.

-SU-85 Tank Destroyers can now be camouflaged.

-Fixed a bug where the IS-2's coaxial DT-28 machine gun had a wider cone of fire than it should have had.

-RG-42 grenades can now stun squads.


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

-Combat Blitz removed from Konigstiger.*

-Panzer IV/70's can now be camouflaged when in cover.

-Slight adjustments to Special Operations doctrine. Replaced Infiltration Grenades with an SdK 251/20 call-in and Infrared Equipment with a Nachtjaeger Gruppe call-in.


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

*Considering this is a 68 ton vehicle with a 700 HP engine and a top speed of 35 km/h on open roads...yeah.

Update: Apr 4, 2015 @ 4:31pm

Global
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-Overhauled anti-aircraft weapons, which previously relied on a small chance of inflicting critical damage to shoot them down. Aircraft are now treated much like vehicles in terms of how they can be damaged.


Americans
---------

-Anti-tank Teams now have an overlay for their icon showing they're equipped with bazookas.

-Increased delay time for Airborne demo charges. Should give the squad enough time to clear the area before the charge goes off.

-M7 Priest is now available as a Divisional Support option. Choosing the Priest however locks out the ability to build M8 HMC's and vice versa.

-M7 Priest off-map call-in replaced by a Tactical Bombing Strike, where the abilty calls in a small flight of B-26 Marauders to bomb a designated area.

-M10 Wolverine's Flanking Speed ability now unlocked at Vet level one. HVAP rounds no longer vet locked.

-M36 Jackson now gains Flanking Speed ability at Vet level one. HVAP rounds no longer vet locked.

-Pack Howitzer Teams can now be retreated like other crewed weapons. In addition they're now properly capped at 4 guns.


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

-Hull Down Release hotkey changed.

-Decreased reload time for Panther's 7.5cm KwK 42 to 4-5 seconds

-Increased damage of Riegel Mines to 450. Increased trigger range to 1m.

-Racketenwerfer Teams can now automatically reposition to engage targets out of their cone of fire. The weapon also now provides a bit of cover for the gunner and loader.

-Reconnaissance Overflight cost modified to include 25 Fuel.

-Reduced damage of SdKfz 215/16's flamethrowers by 50%.

-Reduced scatter of 8.8cm cannons from 5 to 2. Shots now also have an equal chance of falling shot or overshooting instead of mostly overshooting.

-Removed counter-battery abilty from Panzerwerfer 42*

-SdKfz 222 Armoured Car can now switch between firing AP and HEF-I rounds.

-Tellermines now always immobilize vehicles with a track / wheel loss critical. Reduced damage to 300 and increased trigger range to .3m


Soviets
-------

-Adjusted the scatter of the Katyusha's 132mm rockets to match that of the Panzerwerfer's 15cm rockets.

-Anti-Tank Rifle teams can now use the Button Vehicle ability. In addition, they now have an overlay for their icon showing they're equipped with PTRS Rifles. PMD mines replaced with TM-35 AT mines.

-Changed KV-1 call-in slightly so that it calls in a KV-1c, which has heavier side and rear armour.

-Guards Rifle Squads no longer equipped with PTRS rifles and can no longer use Button Vehicle. However, ALL Guards infantry now gain a 15% increase to accuracy for any weapons they use and enjoy a 15% defensive bonus against all incoming fire (enemies have reduced accuracy when firing on Guards).

-Heavy Machinegun Teams can now automatically reposition to engage targets out of their cone of fire. The machinegun mounts themselves also now provide a bit of cover for the gunner...because, armoured shield and all.

-Increased range of Button Vehicle ability slightly.

-KV series of heavy tanks now properly treated as medium crushers.

-M-42 AT Gun Teams can now automatically reposition to engage targets out of their cone of fire.

-PMD-6 mines can no longer inflict any meaningful damage on vehicles or inflict engine damage crits. Increased blast radius slightly to improve its effectiveness vs infantry.

-TM-35 AT mines now always immobilize vehicles with a track / wheel loss critical. Increased damage to 300 and increased trigger range to .2m

-Removed ability for certain tanks to be able to capture territory after reaching a certain vet level**


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

-Decreased reload time for Panther's 7.5cm KwK 42 to 4-5 seconds

-Decreased reload time for Panzer IV/70's 7.5cm PaK 42 to 4-5 seconds

-Increased cost of Airborne Assault abilty to 420 MP, 150 MU, and 50 Fuel. Increased loitering time and patrol area of Stukas.

-Nachtjaeger Gruppen now available as a Company option - unlocked through Special Operations commander.

-Racketenwerfer Teams can now automatically reposition to engage targets out of their cone of fire. The weapon also now provides a bit of cover for the gunner and loader.

-Removed counter-battery abilty from Panzerwerfer 42*

-Reduced damage of SdKfz 215/16's flamethrowers by 50%.


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

*The Panzerwerfer was very rarely used for counter-battery fire, as the rockets weren't terribly accurate to begin with. This also brings the Panzerwerfer more in line with the Katyusha in terms of functionality.

**You can do this by disembarking tank crews anyway, so the ability is a bit pointless to be honest.

Update: Mar 15, 2015 @ 10:16am

Global
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-Slight tweak to flamethrowers so that they use a different AoE mechanic.

-Vehicle crews now employ cover training and can auto-cammo in deep snow like regular infantry.


Americans
---------

-Fixed a bug (I believe) where recrewing the 75mm M1 Pack Howitzer would always give you American squad members even if recrewed by German or Soviet squads. This bug can apparently be found in vCOH2 as well.

-Halftrack and Armoured Car crews can now use grenades.

-M20 and M8 vehicle crews can now lay mines. The minelaying ability of the M20 itself however has been removed.

-Reduced speed of 75mm M1 Pack Howitzer from 3.6 to 2.75 to match that of other mobile crewed weapons.*

-Regimental Support building now comes with a 3-man vehicle repair crew.**


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

-Changed Elite Infantry Doctrine's M24 Stun Grenade ability so that it uses a Blendkorper Smoke Flask instead***

-Regimental Support building now comes with a 3-man vehicle repair crew.**


Soviets
-------

-Buffed range of SU-76's indirect fire HE barrage slightly.

-Buffed range of ZiS-3's indirect fire HE barrage slightly.

-Buffed frontal armour of KV-1s to 115.

-Regimental Support building now comes with a 3-man vehicle repair crew.**


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

-Buffed DOT inflicted by "Walking Stuka's" incendiary rockets.


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

*Forgot to change movement speed for this when editing team weapons.

**In case anyone is wondering why OKW doesn't seem to get this change...it's because they already have this feature. In fact, they get it in vCOH2 when you build the Mechanized Regiment Headquarters. I just decided to extend that feature to everyone else.

***This is the same vet ability used by Fallschirmjaeger squads - a smoke grenade that also does DOT to any infantry in the cloud. Considering the fact that the file name of the ability used is named blinding_grenade, it makes sense that the ability should, you know, blind enemies? German infantry grenades stun anyway so the vanilla ability was a bit redundant.

Update: Mar 10, 2015 @ 1:06pm

Global
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-Fixed some instances of weapons ignoring shot blocking elements in maps.

-Removed some redundant files.



Germans (Ostheer)
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-Fixed a weapon assignment bug with the PaK 40 that caused it to not animate properly.



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

-Fixed a weapon assignment bug with the PaK 40 that caused it to not animate properly.