Company of Heroes 2

Company of Heroes 2

Battleground: Europe
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Update: Jan 8, 2015 @ 2:32pm

Germans (Wehr)
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-Tweaked Platoon HQ squad's "Inspired Leadership" ability so that it improves accuracy and reload times and reduces suppression of nearby troops. Based off the Assault Officer's "Concentrated Fire" ability.


Soviets
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-Commissar Team added to HQ. In addition to providing passive bonuses to infantry, the Commissar Team is required to field Shtrafniki (Penal Squads).

-Shtrafniki (Penal Squads) now have an NCO armed with an SVT-40 Rifle. Cost of individual squad members lowered from 22.5 MP to 20 MP.


Germans (OKW)
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-Tweaked Platoon HQ squad's "Inspired Leadership" ability so that it improves accuracy and reload times and reduces suppression of nearby troops. Based off the Assault Officer's "Concentrated Fire" ability.

Update: Jan 6, 2015 @ 5:18pm

Global
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-Hot key adjustments.


Americans
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-Increased firing range of 75mm Pack Howitzer to match that of 120mm Mortars (175m).


Germans (Wehr)
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-8.8cm PaK 43/41 unlocked as a Divisional Support option.

-Alterations to Defensive Doctrine Commander. Trench Unlock replaced by Riegel Anti-tank Mines unlock and Defensive Fortifications unlock replaced by Jaeger Light Infantry Package unlock.

-Changed firing behavior for leIG 18 Infantry Gun. Normal "auto-firing" mode uses a straight, direct path for the shell, while the ability barrage allows for lobbed, high angle attacks and indirect fire. Hollow-charge round ability uses a straight, direct path for the shell.

-Erkunder Trupp / Scout squads cammo system revised. It now activates when the squad is in cover.

-Panzer-Zerstörer squads can now lay Teller and Riegel Anti-tank mines (the latter when mines are unlocked).

-Reduced penetration of Flakpanzer Ostwind's 3.7cm FlaK 43 to 20 (from 35).

-Removed Riegel AT mine laying ability from SdKfz 251 halftrack.

-SdKfz 251/8 MP cost increased to 100 to match other ambulances.


Soviets
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-Alterations to Defensive Tactics Commander. M-42 AT gun call-in replaced by Guards Rifle Squad call-in. Tank Traps replaced by a buildable 204mm B-3 Howitzer and Anti-personnel Mines replaced by a buildable 152mm ML-20 Field Gun.

-Guards Rifle Squads now have the same basic construction options as regular infantry.

-Scout SMG squad cammo system revised. It now activates when the squad is in cover.

-Shock Troops can now upgrade to a single DP-1928 light machine gun. Squad now benefits from increased supression resistance.


Germans (OKW)
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-Changed firing behavior for leIG 18 Infantry Gun. Normal "auto-firing" mode uses a straight, direct path for the shell, while the ability barrage allows for lobbed, high angle attacks and indirect fire. Hollow-charge round ability uses a straight, direct path for the shell.

-SdKfz 251/8 MP cost increased to 100 to match other ambulances.

Update: Jan 4, 2015 @ 7:08pm

Global
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-Added slight Fuel upkeep cost for tanks.

-HQ's now generate a small amount of Fuel.

-Tweaks to Fuel, Munitions and Manpower resource income. Capture points now grants a slight increase in Manpower income. Fuel and Munitions income rates per capture point reduced slightly; Munitions and Fuel points remain unchanged.

Update: Jan 4, 2015 @ 1:50pm

Global
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-Tooltip fixes and tweaks.

-Hotkey assignments and fixes.


Germans (Wehr)
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-Changed behavior of German troops so that rifles are no longer fired on the move.*

-Changed firing fx of K43 rifles to match that of Kar 98k rifles.


Soviets
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-Changed behavior of PTRS-armed soldiers to prefer firing from a prone position except when behind certain types of cover.


Germans (OKW)
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-Changed behavior of German troops so that rifles are no longer fired on the move.*

-Changed firing fx of K43 rifles to match that of Kar 98k rifles.

-Moved SdKfz 251/20 "Uhu" to Panzergrenadier Kompanie HQ.


*Part of German infantry doctrine and discipline was an emphasis on only firing when one had a reasonably good chance of hitting a target. As such, firing a rifle on the move was heavily frowned on as it was considered a waste of ammunition due to the very low chance of being able to hit a target. I felt including this would give Germans some interesting flavour.

Update: Jan 3, 2015 @ 9:54pm

Global
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-Tweaks to burst fire durations for light and heavy machine guns: 2.5 seconds at long range and 5 seconds at near range.

-Tooltip fixes and tweaks.

-Hotkey assignments and fixes.


Americans
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-Adjusted range of 75mm Pack Howitzer abilities to match that of the gun's normal firing range.

-75mm Pack Howitzer now has improved vet level bonuses. Abilities no longer require vet levels.

-Heavy Machine Gun Team now has a Bazooka gunner.


Germans (Wehr)
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-Added a larger Panzer-Zerstörer Trupp (6 men with 3 Panzershrecks and 3 MP40's) as a Regimental Support option for Grenadier Kompanies. Capped at 2 squads.

-Added a captured M4A3 Sherman tank as a Regimental Support option for Grenadier Kompanies. Capped at one tank.

-Increased arc of fire for the MG42 team to match that of bunker-mounted MG42's.

-Lowered cost of sMG42 slightly and increased long range accuracy slightly.


Soviets
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-Increased arc of fire of all MG teams to match that of bunker-mounted MG's.


Germans (OKW)
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-Increased arc of fire for the MG42 team to match that of bunker-mounted MG42's.

Update: Jan 1, 2015 @ 4:56pm

Global
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-AT guns and Pack Howitzers / Infantry Guns can be retreated back to HQ's.

-Tooltip fixes and tweaks.

-More tweaks to hotkey assignments.


Americans
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-Added M16 MGMC AA Half-track as a Divisional Support option to compliment the M15 CGMC.

-Fixed an oversight where Platoon HQ squads were still capped at 1. The cap is now 3 as intended.

-Fixed an incorrect build time setting for the 81mm Mortar Team.

-81mm Mortar Team can now use White Phosphorous rounds.

-Operating Squads / Assault Engineers can now sprint.


Germans (Wehr)
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-Changed firing behavior of the 8cm mortar slightly to more closely match that of other mortars.

Update: Dec 31, 2014 @ 1:35pm

Global
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-Campfire / Fire Pit cost removed.

-Core infantry units can now construct simple slit trenches that can accomodate infantry squads and HMG teams.

-Tightened the cone of fire of numerous tank / anti-tank guns.

-Tooltip fixes and tweaks.

-Tweaked hotkey assignments.


Americans
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-Engineers can now construct simple emplacements for use by heavy machine guns and light to medium mortars.

-Fighting Position's cost removed.

-Reduced tracking speeds for some tank turrets.


Germans (Wehr)
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-Changed sight range modifier for Focused Sight ability so that it multiplies the vehicle's existing sight radius, instead of just adding a set value to it. This way, the ability scales better with veterency level sight bonuses.

-Infantry Dugout's cost removed.

-Sturmpanzer IV will no longer fire on the move.

-StuG III will no longer fire on the move.

-Squad cost and build time adjustments for Grenadiers, Panzergrenadiers, and Pioneers.*


Soviets
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-Added an Ambulance to the HQ building (two allowed). Players can still upgrade the HQ with a First Aid station.

-Changed sight range modifier for Focused Sight ability so that it multiplies the vehicle's existing sight radius, instead of just adding a set value to it. This way, the ability scales better with veterency level sight bonuses.

-Combat Engineers can now construct simple emplacements for use by heavy machine guns and light to medium mortars.

-Reduced cost of MG nest to 200 MP.

-Reduced cost of M-42 AT Gun call-in to 117 MP (to match buildable guns)

-Reduced cost of DSHk HMG call-in to 202 MP. Increased penetration slightly.

-SU-85 will no longer fire on the move.

-Squad cost and build time adjustments for Rifle Squads.*


Germans (OKW)
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-Changed sight range modifier for Focused Sight ability so that it multiplies the vehicle's existing sight radius, instead of just adding a set value to it. This way, the ability scales better with veterency level sight bonuses.

-Panzer IV/70 will no longer fire on the move.

-Squad cost and build time adjustments for Panzergrenadiers and Pioneers.*


*Using a method that's not ideal (due to reinforcement costs for one or two squad members being too high) but at least it gives proper costs and build times. The previous squad costs couldn't take into account the added costs of included "slot" weapons such as light machine guns and anti-tank rockets due to a bit of code that doesn't actually work in the game...at least for now.

Update: Dec 27, 2014 @ 9:17am

Global
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-Tooltip fixes and tweaks.


Americans
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-Reduced penetration for Pack Howitzer.


Germans (Wehr)
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-Reduced penetration for Infantry Gun.

-Slight tweaks to M24 grenade penetration.

-Sturmpanzer IV's HEAT round ability no longer "vet locked".


Soviets
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-Slight tweaks to grenade penetration.


Germans (OKW)
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-Fixed a bug where multi-click selecting regular SdKfz 251 halftracks would also select any nearby SdKfz 251/8 halftracks as well.

-Fixed a bug where regular SdKfz 251 halftracks would still have crewed rear MG's on spawn.

-Reduced penetration for Infantry Gun.

-Slight tweaks to M24 grenade penetration.

-Sturmmörser Tiger now replaces the Command Panther Special Operations Doctrine call-in. The call-in costs 980 MP, 130 Fuel and 5 Pop. Only two "Sturmtigers" are allowed at any given time.

-Sturmmörser Tiger's defensive grenade ability tweaked to have better AoE range (10m) and lobbing distance (up to 60m) but reduced penetration. It should only be effective vs infantry now.

Update: Dec 24, 2014 @ 2:02pm

Global
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-Increased armour of ambient buildings to make them largely impervious to small arms fire and more resilient to small caliber vehicle weapons. Their armour is based on materials and construction methods.

Wood panel: 10 - 20 armour
Wood Log: 25 armour
Brick / Plaster: 25 armour
Stone: 30 armour
Concrete: 35 armour

To put this in perspective, most HE rounds fired by tanks and artillery have 25- 50 penetration, depending on calibre. Blast grenades have 5 penetration.

-Tooltip fixes and tweaks.


Germans (Wehr)
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--SdKfz 251/16 "Flammpanzerwagen" now has a forward MG.*


Soviets
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-Increased SU-76m's vet level requirements to match that of the StuG III's.


Germans (OKW)
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-SdKfz 251/16 "Flammpanzerwagen" now has a forward MG.*

-SdKfz 251/20 "Uhu" population reduced to 4.



*Missing MG shield is a known issue due to how the model itself is animated.



Happy holidays everyone!

Update: Dec 22, 2014 @ 8:10pm

Americans
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-Fixed an issue where Engineer Squads wouldn't build properly.