Company of Heroes 2

Company of Heroes 2

Battleground: Europe
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Update: Jun 22, 2019 @ 8:08pm

Americans
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- Urban Assault Equipment will now unlock M2 Flamethrowers for A&P / Rear Echelon Teams


British
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- 3 Inch SP M10 Mk II tank destroyers now require the Lend-Lease commander.*

- Changes to Lend-Lease Doctrine: M5 Halftrack call-in replaced with a Stuart VI passive unlock, which will replace the Valentine IX.*

- Changes to Lend-Lease Doctrine: Assault Section Upgrades tweaked so that it gives Pioneer Engineer Teams and Royal Engineers No. 77 Smoke Grenades. Up to 3 Rifle Sections can be converted to Assault Sections, replacing all rifles with Sten Mk II SMG's and the NCO's Stens with M1 Thompson SMG's.

- Fixed a bug where when setting a Stuart VI to Observation mode resulted in a Soviet crewman showing up instead of a British one.

- Infantry Sections can now employ Medium Gammon bombs.

- Moved Valentine IX to Regimental Support. In addition, the Valentine is now a standard Regimental option and requires 4 Command Points to field.


Germans (Ostfront / Wehr)
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- Breakthrough Packages reworked to only affect Pioneers.**

- Reverted an old change where the Hull Down unlock was reworked into an Air Supply drop.***


Germans (Westfront / OKW)
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- Tiger Tank dispatch reworked to call in a Tiger Ace (matches Ostfront Tiger Ace).


Soviets
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- Fixed an oversight where Anti-Tank Grenade Assault ability could be used if the squad is Pinned, which is inconsistent with other grenade abilities.

- Changed DShK Paradrop to an IL-2 Bombing Run that drops 4 FAB-50 bombs in a designated area.

- Changed Guards Airborne Troops so that the squad actually paradrops. Squad loadout changed to 1 NCO armed with a PPSh-41 and 9 enlisted men armed with PPSh-41's as well. The squad has access to an upgrade for a single DP-1928. The squad has access to an RGD-41 grenade ability and an Anti-Tank Grenade Assault ability.****

- Changed Tactical IL-2 Sturmovik Rocket Run to Il-2 Sturmovik Air Support, wherein a pair of Il-2 Sturmoviks loiter over the battlefield and strafe targets of opportunity with 23mm cannons and RS-132 rockets.

- Changed Weapon Crate Paradrop so that it drops two crates: One with a DShK HMG and another with an 82mm PM-41 Mortar for use by VDV Airborne Squads.

- Fixed a bug where T-34-85's only had a dismounted crew size of 4 instead of 5.

- ISU-152 Assault Guns now benefit from a targetted AP round ability, in place of the vehicle's previous ability to switch ammo types. This is similar to the recent change made to IS-2's and should make them more reliable at tank hunting if the situation calls for it.*****


Designer Notes
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* This was the only way I could think of to make the new Lend-Lease commander relevant and actually worth picking. Given that players have access to 17 Pounder emplacements and Fireflies, this shouldn't be too much of a problem. If there is, I'll revert this and think of something else.

** Grenadier and Panzergrenadier platoon sections already get smoke grenades by default, so most of what the default unlock offers is redundant. The only thing that is actually useful are Satchel Charges for Pios, so those are definitely a keeper.

*** This revert suits defensive-oriented armor doctrines better and also serves to free up needed UI space for Pioneer abilities.

**** For all intents and purposes, the squad functions in much the same way as a Guards Rifle Squad and has roughly the same abilities and capabilities. No, they won't be able to call in airstrikes. Yes, the paradrop looks a bit odd but at least they drop in as opposed to walking in from offmap...Note that lack of data on WW2 VDV / Soviet Paratrooper formations prevents me from having a completely accurate loadout, so for now I will have to assume that squads dropped with their smgs and rifles and that LMGs and such would drop in seperate containers due to their weight and bulk. I'm also assuming that the squad was predominantly armed with the SVT-4o, with the exception of the squad's NCO. If anyone has fairly accurate data on Soviet WW2 airborne units and is willing to share, I'd be extremely grateful.

***** Much like the IS-2 heavy tank, the ISU-152 and its predecessor, the IS-152, were NOT originally intended to fight tanks but rather to attack fortifications and dug-in infantry. That being said, they only carried a few rounds of AP - primarily to deal with reinforced bunkers although they could be used to deal with the odd German heavy if needed. The nickname "Beast Killer" came about when it was discovered that even regular HE rounds could inflict enough damage to cripple or even outright destroy German Panther and Tiger I tanks through blast effect alone. The blast was actually powerful enough to lift a Tiger's turret out of its mounting...

Note: Tweaking the new community commanders is still a work in progress - the U.S. one in particular. The Soviet and British ones are for the most part done. Rest assured, I'm still working on the others.

Update: Jun 17, 2019 @ 8:53am

Global
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- Added a new low health / death critical to AFV's to go alongside Vehicle Destroyed, Abandoned, and Out of Control. It is similar to Abandoned, but has the vehicle's crew bailed out and has a 15 - 20% chance of triggering.*

- Booby Traps can now be placed on or near Victory Points.

- Fixed some incorrect tooltips.


Germans (Ostfront / Wehr)
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- Heavy AT Mine Unlock now applies to Pioneers as well as Panzerjaeger teams.


Designer Notes
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* There are recorded instances of tanks taking crippling / knockout hits with the crew surviving and being able to bail out and flee. I figured adding this critical action would add a nice touch of realism. If there's no negative feedback to this change, I'll apply it to other vehicles as well.

** As someone pointed out, players that go for Panzer Kompanie don't benefit at all from this unlock. So instead of spending time figuring out a replacement, why not make the unlock more inclusive for now?


My apologies for the delay in getting this fairly simple update out: Computer issues.

Update: Jun 1, 2019 @ 7:52am

Global
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- HEAT warheads will now inflict one of 3 possible criticals on a successful penetrating hit: Damaged Engine, Immobilized, or Destroyed Main Gun.


Soviets
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- Decreased targetting scatter of 203mm B-4's barrage ability by 50%.

- Increased penetration of SU-100's AP rounds to 208mm.

- Replaced ammo-type switching capability for the IS-2's with a targetted AP round ability.*

- Replaced Incendiary Artillery Barrage with a passive unlock for the 203mm B-4 Howitzer.**


Designer Notes
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* IS-2's were intended to function as break-through tanks who's primary goal was to crack open defensive lines, although they could engage enemy tanks as needed. This was reflected heavily in their ammo loadout: Out of the 28 rounds of ammunition carried by a given IS-2, only 8 of those rounds were Armor Piercing. Not to worry, the ability itself is pretty much guaranteed to hit a target so this is actually a buff to the IS-2's AT capabilities.

** Soviets should be an artillery-heavy faction imo, but honestly incendiary rounds don't strike me as being a Red Army thing. That being said, I think the B-4 (aka "Stalin's sledgehammer" to the Germans) should have a bit more representation in the game.

Update: May 27, 2019 @ 9:28am

Soviets
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- Added a "focused sight" ability to the SU-76.*

- Increased penetration of ISU-122's 122mm AP rounds to 196mm.**

- Increased penetration of IS-2's 122mm AP rounds to 196mm.**

- Increased penetration of IS-2 obr. 1944's 122mm AP rounds to 201mm.**

- The cammo toggle for the SU-76 is now a standard ability instead of a commander unlocked ability.

- The cammo toggle for ISU Assault Guns is now a standard ability instead of a commander unlocked ability.


Designer Notes
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* This is the same sight toggle ability that the SU-85 has, which dramatically increases the sight radius in front of the vehicle, but substantially reduces max speed as well as peripheral vision.

** Some recent research indicates that these AP rounds were a bit better at punching holes in armor than previously thought.

Update: May 24, 2019 @ 3:53pm

Soviets
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- ISU-152 Heavy Assault Gun should now actually unlock when either the Soviet Industry Tactics or Urban Defense Tactics commander is chosen. *


Designer Notes
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* My apologies for this oversight. To make up for it, I'm giving out extra virtual Vodka rations for Soviet players!

Update: May 23, 2019 @ 8:24pm

Update: May 23, 2019 @ 5:26am

Global
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- Increased defensive bonuses for gun crew members that are behind a heavy weapon equipped with an armored shield (AT Guns, etc). Small arms and HE shells now have a 85% penalty to hit gun crew members that are using the shield as cover and take 75% less damage if hit.

- Reduced armor of all targettable aircraft by 50%.


Germans (Ostfront / Wehr)
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- Experimental AI Changes for SdKfz 222. When firing AP rounds, infantry should be ignored after reaching vet 1. When firing HE rounds, vehicles should be ignored.

- Experimental AI Changes for SdKfz 251/17. When firing AP rounds, infantry should be ignored after reaching vet 1. When firing HE rounds, vehicles should be ignored.


Germans (Westfront / OKW)
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- Experimental AI Changes for SdKfz 222. When firing AP rounds, infantry should be ignored after reaching vet 1. When firing HE rounds, vehicles should be ignored.

- Experimental AI Changes for SdKfz 251/17. When firing AP rounds, infantry should be ignored after reaching vet 1. When firing HE rounds, vehicles should be ignored.

Update: May 21, 2019 @ 1:39pm

Americans
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- Added a replacement tank crew squad to the barracks when Armored Company is chosen.

- M1 Mortar Barrage ability now costs 32 Munitions to use (on par with other similar caliber mortar barrage abilities).

- Reduced the guaranteed kill range of Mk 2 Frag Grenades from 5m to 2.5m.


British
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- Reduced the guaranteed kill range of No. 36M (Mills Bomb) Grenades from 5m to 2.5m.


Germans (Ostfront / Wehr)
------------------------------------

- Panzerspahwagen II 'Luchs' now defaults to firing AP rounds.

- Reduced the veteran level requirements for the Sd.Kfz 234/2 "Puma" by 50%.

- Reduced AoE damage of 20mm HE rounds by 50%.

- Reduced AoE damage of 37mm HE rounds by 50%.

- Sd.Kfz 222 Armored Car now defaults to firing AP rounds at ground targets. The ability to switch ammo types now unlocks when the vehicle reaches Vet 1.

- Sd.Kfz 251/17 AA Halftrack now defaults to firing AP rounds at ground targets. The ability to switch ammo types now unlocks when the vehicle reaches Vet 1.


Germans (Westfront / OKW)
--------------------------------------

- Panzerspahwagen II 'Luchs' now defaults to firing AP rounds.

- Reduced the veteran level requirements for the Sd.Kfz 234/2 "Puma" by 50%.

- Reduced AoE damage of 20mm HE rounds by 50%.

- Reduced AoE damage of 37mm HE rounds by 50%.

- Sd.Kfz 222 Armored Car now defaults to firing AP rounds at ground targets. The ability to switch ammo types now unlocks when the vehicle reaches Vet 1.

- Sd.Kfz 251/17 AA Halftrack now defaults to firing AP rounds at ground targets. The ability to switch ammo types now unlocks when the vehicle reaches Vet 1.


Soviets
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- Added a replacement tank crew squad to the Tankovy Kompanya building.

Update: May 5, 2019 @ 1:35pm

Americans
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- M20 Utility Car now has an ability that marks an enemy vehicle, improving the accuracy of all nearby friendly units that fire on it. In addition, the vehicle is now treated as having a Spotting Scope upgrade installed (2x sight range when not moving).*

- 40 mm Automatic Gun M1 AA Emplacement now only requires the Divisional Support building.


Germans (Ostfront / Wehr)
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- Engine Damaged criticials should now prevent Panther and Tiger tanks from gaining increased turret traverse speed when stationary.**

- Increased Panzerfaust damage from 190 to 300. Increased recharge time to 20 seconds.***


Germans (Westfront / OKW)
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- Engine Damaged criticials should now prevent Panther and Tiger tanks from gaining increased turret traverse speed when stationary.**

- Increased Panzerfaust damage from 190 to 300. Increased recharge time to 20 seconds.***


Soviets
-------

- Increased frontal armor of IS-2 obr. 1944 to 160.****

- Increased barrage range of 203mm B-4 Howitzer to 300m.

- Soviet War Machine now replaces any and all destroyed medium tanks with T-34-85s and any and all destroyed heavy tanks with IS-2's. Eg. a destroyed IS-2, KV-1 or KV-8 will be replaced with an IS-2. "Watch" time increased to 1 minute. Up to 3 medium tanks and up to 2 heavy tanks will be replaced.


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

* M20's were used as spotting / scouting vehicles for Tank Destroyer sections, looking for enemy tanks for the M10 TD's in each section to ambush and destroy. That said, these changes make sense for the M20 and put more utility into the Utility Car.

** These vehicles employed a hydraulic power traverse take off system that helped spin the turret faster when the vehicle wasn't moving. The turret traverse speed was dependant on how fast the engine was being revved and as someone pointed out, if the engine wasn't working...the power traverse system wouldn't either and the turret would have to be manually traversed (hand-cranked). Thanks for the reminder SpardaSon21!

*** We're talking about a 149mm diameter warhead that could punch a 70mm hole through up to 200m thick armor. According to reliable sources, the behind-armor blast effect was quite lethal: A single, well placed hit could kill the entire crew and render most of the equipment inside heavily damaged.

**** LOS thickness was actually 200m but the glacis plate was a single cast steel piece and cast steel is not as hard / resistant as rolled plate. Still, that's a lot of steel you need to drill through and it should bounce most medium calibre AP rounds aimed at the front at standard combat ranges.

Update: Apr 20, 2019 @ 4:02pm

Germans (Ostfront / Wehr)
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- Picking a StuH 42 Assault Howitzer (if available) will now lock out the StuG III Assault Gun.*

- Removed MG34 upgrade from Fallschirmjaeger Gruppe. Instead, a crate containing 2 MG34's paradrops with the squad for pick-up by the squad.**

- Tweaked Sturmpanzer IV's Indirect Fire ability (this should reduced instances of the ability not doing anything).


Germans (Westfront / OKW)
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- Picking a StuH 42 Assault Howitzer (if available) will now lock out the StuG III Assault Gun.*

- Replaced Recoup Losses ability for Spec Ops Doctrine with a Fallschirmjaeger Paradrop.***

- Tweaked Sturmpanzer IV's Indirect Fire ability (this should reduced instances of the ability not doing anything).


Designer Notes
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* Each Sturmartillerie Batterie had 3 platoons of vehicles - 2 comprised of 4 StuG IIIs each and the remaining platoon comprised of 4 StuH 42s. That being said, the player has one platoon to choose from. Hint: You really want to use the StuH 42 if the Jagdpanzer 38(t) is a buildable option, because a StuH is better at swatting infantry and bunkers than a StuG.

** Due to the weight and length of the MG34, these weapons and their ammo were dropped in a seperate container along with the squad when the squad jumped. On landing, the squad would then retrieve the container.

*** Honestly, I feel this suits the Doctrine MUCH better than Recoup Losses. While Luftwaffe Gound Forces does give you an FJ Company...those FJ's are deployed like regular infantry.