Company of Heroes 2

Company of Heroes 2

All Units (170 added)
Showing 41-50 of 238 entries
< 1 ... 3  4  5  6  7 ... 24 >
Update: Mar 29, 2021 @ 9:52pm

Hotfix,

- Commandos had free sprint, this now costs 10 ammo
- Infiltration Commandos could not use assault grenades while being camouflaged

Update: Mar 28, 2021 @ 9:58pm

Brits:
- Forward Observation Officer, Heroic Charge replaced with Recon Sweep
- Assault Officer, Recon Sweep replaced with Heroic Charge; Advanced Cover Combat requires vet 1
- Infiltration Commandos, Light Gammon Bomb replaced with Assault Grenades; de-capture rate increased to 1,33
- Royal Marine Commandos, Assault Grenades replaced with Light Gammon Bomb
- Vickers, Added an indicator to avoid confusion that the vet 1 bonus is intentionally different than vanilla

USF:
- WC51 (both variants), capture and de-capture rate increased to 1,15
- Sherman E8, spotter no longer reduces received damage

Wehrmacht:
- Opel Blitz, heal ability now has an aura instead of medics
- Brandenburgers, vet 1 medic kits replaced with passive heal; de-capture rate increased to 1,33

OKW:
- 251 Halftrack, heal ability now has an aura instead of medics
- Jeager Light Infantry, de-capture rate increased to 1,33
- Fallschirmjager, first strike bonus added

Soviets:
- Partisan Sniper and Ania, vet 2 now increases sight range
- Partisans, capture and de-capture rate increased to 1,25
- Field camp, range for medical supplies increased from 15 to 100

Bug fixes:
- Soviet AI should build the last tier structure earlier
- Hetzer, first strike bonus icon was not visible at vet 3
- Stuka zu Fuss, napalm barrage had no suppression
- Artillery Officer, ability 'Diversion' was not available without the commander selected
- Breakthrough ability did not apply on new units while the ability was active
- Royal Marine Commandos, attached marksman used the sniper rifle sound
- Dodge and M3, ability 'Step On It!' could be used while having an engine critical
- The .50 cal HMG could pickup a weapon
- Sniper teams had stationary camouflage instead of delayed camouflage
- Several Hold Fire hotkeys changed to Q
- Typos fixed

Update: Mar 18, 2021 @ 10:57pm

Overall: Fixes and more fixes :)

The main game update had a lot of impact this time. This in combination with the outdated modtools made it a challenge to merge and fix everything. I think all issues are resolved now, but don't hesitate to report any bugs.

Most changes from the winter patch are merged, highlights:
- All stats and veterancies are updated
- Low Angle barrage added to Panzerwerfer
- German bunkers can upgrade with Medics and Command post at the same time
- MG can manual reload
- Medics no longer have automatic healing, this is replaced by a toggle ability which is reliable
- Scout vehicles with increased detection have an indicator

Additional changes for this mod:

Global:
- Light vehicles now use different crew models
- USF and OKW sniper rifles have louder sound, like other snipers
- Formations tweaked, especially 7men squad are now less cluttered
- Several British and Soviet tank icons resized to match others

US:
- M3A1 Scout Car no longer requires Mechanized Platoon Command Post
- Sniper, vet 1 Incendiary Round replaced with increased survivability
- WC51 changes:
1st variant: spawns with a 30. cal and can transport infantry.
2nd variant: spawns with canopy and can transport infantry who cannot shoot outside. Can upgrade with 50. cal which suppresses infantry, but disables transport. Detection now requires veterancy 1. Cost from 180 to 200/5
This fixes all animation issues and adds more utility to the second variant.

OKW:
- Panzerjäger squadsize from 4 to 5 men. Cost from 280 to 300
- Nachtjäger, Booby trap removed. Rapid fire now requires vet 1

Soviets:
- Airborne Guards PPSh upgrade now costs 80 ammo. The Fire Superiority ability will be unlocked with the DP-28 upgrade instead
- Assault Guards Trip Wire Flare replaced with F1 Assault Grenades

+ Too many bugfixes to write down.

Update: Feb 18, 2021 @ 9:48pm

Soviets:
Faction design tweaked,

- Starting resources increased from 20 to 25 fuel
- T1 from 10 to 20 fuel
- T2 from 15 to 20 fuel
- 'Tankograd' (renamed upgrade in T3) from 70 to 65 fuel
- T4 from 80 to 90 fuel

- Defensive Training removed from HQ, Hit the Dirt now requires any weapon upgrade on the squad
- Vehicle Crew Repair Training moved from T3 to HQ
- Scorched Earth & Booby Traps cost from 80/0 to 80/5 mp/fuel
- Tank Hunter Ambush Tactics cost from 100/15 to 100/10 mp/fuel
- Field Infirmary cost from 250 to 200 manpower
- Commissar moved from T2 to HQ and requires two production buildings
- M42 moved from T2 to T1 and penetration slightly increased
- M42 has a new ability: Rapid Maneuvers
- Field Engineers moved from HQ to T2, more changes below
- ZIS Truck moved from T1 to T2
- HM-38 moved from T2 to T3
- HM-38 and Assault Guards no longer require 3CP
- Partisan team weapons crew size from 4 to 3 and cost reduced with 20 manpower
- Anti-Tank Conscripts renamed to Tank Hunter Penal Battalion and 7th men upgrade removed
- PTRS upgrade for Conscripts cost increased from 50 to 75 ammo
- Isakovich now gains shared veterancy

Field Engineer,
- Spawns with Salvage Kit
- New Upgrade: Heavy Engineers, increase construction and repair speed and adds armor
- Can construct small defenses
- Cost from 170 to 230

Combat Engineers,
- Salvage Kit upgrade removed

Officers,
- Paradrop M-42 added to Ground Support Officer
- Mark Vehicle moved from Ground Support Officer to Air Support General
- IL-2 Sturmovik Strafing Run removed from Air Support General

- T4 no longer requires the upgrade within T3. T4 now provides access to: Katyusha, SU-85, KV-1 and KV-8
- 'Stalingrad Tractor Plant' renamed to 'Tankograd' and is now present at T3 and T4 (Similar to OKW Panzer Manufacturing)
The upgrade provides access to: T3-34/76, T-34/85 and M4C Sherman in T3; IS-2, KV-2 and ISU-152 in T4

Wehrmacht:
- T2 from 15 to 10 fuel
- T3 from 80 to 100 manpower
- T4 from 60 to 100 manpower
- T4 from 20 to 25 fuel
- Battle Phase 3 from 40 to 50 fuel

- Puma moved from T3 to T2
- Command Panzer IV moved from T4 to T3
- Panzer IV ausf. H requires Battle Phase 3 instead of 'German Supplies'

OKW:
- Tiger I no longer requires 'German Supplies'

UKF:
- Airlanding officer can now camouflage and has a new ability: 'Forward Logistics Glider' (requires vet 1)
- Demolition charge re-added to Commandos
- Royal Engineer Salvage Team can construct small defenses

USF:
- Rifle Company commander: 'Fire Up!' replaced by Forward Observers

Global:

Call-ins,
- Call-ins no longer require tech structures, with exception for generalist heavy tanks (Pershing, Tiger I and IS-2)
- Several call-ins were deemed to expensive or too situational, these are therefor reverted to their original unit:
Hetzer, KV-1, KV-8, SturmTiger and Puma
- A few call-in groups are changed (old -> new):
2x T-34/85 -> Red Banner T-34/85
Panzer IV ausf. H + Ostwind -> Panzer IV Command Tank
Sherman E8 + M5 + Cavalry Rifleman -> Sherman 76 + Rangers
221 + Panzerfusilier -> 223
M5 + Assault Guards -> Assault Guards
ZiS-6 Truck -> Paradrop M-42 AT gun

Weapon rack adjustements,
- No more limits on the lmg42, lmg34, Panzershreck and Rifle grenade launcher, only slot item space is required
- Panzershreck from 80 to 70 ammo
- Rifle grenade launcher from 75 to 60 ammo

AI,
- Decreased limits on Katyusha, Panzerwerfer, Calliope and Stuka zu Fuss

Icons,
- New icon for the 'Tankograd' upgrade
- Retreat point symbol added to the Soviet Field Camp upgrade icon
- New icons and portraits for the abandoned HMG42 and HMG34
- More detailed icon for the LMG34 upgrade
- More detailed icon for the M42 AT gun unit

Miscellaneous,
- Minesweepers and weapon upgrades can be unlocked at the same time
- Research times for late game tech standardized
- Call-in cooldowns standardized
- ZiS-6 truck and both Opel Blitz trucks can now only reinforce while not moving and in friendly territory (Same as Ambulance)
- Repair and Recovery Truck can now drive away while recovering a wreck, this will automatically cancel the ability
- Salvage Truck's ability changed from toggle to timed, driving away will automatically cancel the ability
- Royal Engineers, Field Engineers and Salvage Truck: Salvage no longer depends on the size/hp of the tank, this fixes the incorrect ui bug
- Royal Engineers and Field Engineers can now use salvage on team weapons
- Major's recon is now directional and the squad can move while the ability is active

Bug fixes,
- Airborne Guards did not equip PPSh's when buying the upgrade
- Abilities on the Artillery Officer ignored cooldown
- KV-1 hulldown sandbags triggered the occlusion effect
- Some visual fire-cones from MG bunkers were misaligned from the real weapon
- Royal Engineer Demolition Team became more expensive after unlocking Trench Warfare
- Partisan team weapons had outdated settings (Could vault, had old vets and got singleplayer bonuses)
- 'LMG Weapon Supplies' provided the generic weapon variant on elite units who should get the moving weapon variant
- Speed modifiers for negative cover and mud were not applied on the Churchill
- USF Elite Vehicle Crew additional XP disappeared after decrewing
- Jagdtiger could select Supporting Fire when it had a destroyed main gun
- Soviet AT pit prioritize vehicles was ignored after upgrading the gun
- Gebirgsjagers' lmg42 could be unlocked while having the G43 upgrade
- Bazookas had an increased chance to apply a crit
- The B4 didn't show up in the aftermatch stats
- Abilities from the UKF Mobile Assault Regiment commander were positioned in the wrong order
- LefH an 25pdr didn't have a cooldown between counter barrages
- 25pdr had unlimited range for counter barrage
- Salvage could cause 'Brew up' vehicles to become invisible and could be salvaged again
- Sturmovik strafing run had a strange target table which might caused lag

- Several descriptions improved

Update: Dec 21, 2020 @ 10:32pm

Vehicle criticals adjustments:
- New criticals (re-)added.
- Criticals are now directional.
- Rear hits cause more severe criticals than frontal hits.

Full details at the end of this post.

Global:
- Anti-tank weapon toggle now forces reload.
- Requirements for weapon upgrades tweaked to be more consistent.
- Buildtimes for infantry tweaked to match their performance.
- Repair debuff equalized to the construction debuff.
(received damage modifier removed, received accuracy modifier remains).
- Attached models with SMG's (Sergeant/Ammunitions Bearer/Unteroffizier) won't wield slot items.
The slot items will be moved to the other squadmembers.

USF:
- Medic tent cost from 350 to 200 mp.

Wehr:
- Searchlight re-added to Pioneers, this new version reveals an area in the Fog of War.
- Medic bunker cost from 350 to 250 mp.
- Defensive Fortifications added to the Support Pioneers.

Bug fixes:
- AI will buy less Rifle Grenade Launchers for Rear Echelon.
- AI can build the MG34 again.
- Brandenburgers, Hold Fire hotkey from H to Q.
- Wehrmacht Watchtower did not apply cover bonus.
- Wooden bunker can now be destroyed by small arms.
- Pak43 and Howitzers can be destroyed by small arms during construction.
- AT rifles had double the chance to apply a critical.
- Luftwaffe field officer did not receive shared veterancy.
- Several British tanks lost their command symbol when its gun/armor upgrade was in progress.
- Tanks which had its abandon critical triggered shouldn't keep moving which causes the killer to be un-selectable and the tank to be destroyed eventually.

Vehicle criticals adjustments:

New criticals (re-added):
- Loader injured, reloadtime x2 for 6 seconds.
- Driver injured, movement speed x0,25 for 6 seconds.
- Engine burning, movement speed x0,6 for 10 seconds.
- Turret traversal jammed, main gun cannot rotate for 6 seconds.
- Crew shock, movement and all guns disabled for 5 seconds.

Open-topped tanks have a higher chance to abandon upon death.

Abandon has randomized engine criticals:
- 35% Engine destroyed (was 100%)
- 35% Engine damage
- 30% Nothing

Panzerfausts and Anti-tank grenades have randomized criticals:
- 50% Engine damage (was 100%)
- 25% Engine burning
- 25% Crew shock

Criticals are now directional, depending on the location of the engine. This is customized for each unit!
Abilities ignore the direction due to modding limitations.

Tanks:
[45%-25%hp] Frontal hits can only cause temporary criticals; Rear hits can cause temporary and permanent criticals.
[24%-0%hp] Frontal hits can cause temporary and permanent criticals; Rear hits can only cause permanent criticals.

Light vehicle with engine located at the rear:
[35%-0%hp] Rear can cause a permanent critical.

Light vehicle with engine located at the front:
[25%-0%hp] Frontal hits can cause a permanent critical.

> Old situation: All vehicles [25%-0%hp] Front and rear hits can cause a permanent critical.

Update: Nov 4, 2020 @ 10:06pm

AI:
- Buildlimit of mortars further adjusted to reduce their indirect fire usage
- Will not build duplicate tier structures after it takes over a dropped player

Tweaks:
- OKW/UKF Trucks can no longer become mobile while in combat
- Stug G HEAT shell changed from a timed ability to a target ability, equal like the Stug E
- Airborne Guards and Brandenburger no longer have initial recharge on their grenades
- Wehr/OKW mortar bunker counter barrage range from 75 to 100
- Satchel charge and Molotov for Penals no longer share cooldown and have swapped grid places
- Critical repair from Support Pioneers moved to a different grid position
- Descriptions improved based on feedback

Bugfixes:
- Ability usage in trenches is fixed! Even mortars are able to use their abilities
- OKW and UKF forward HQ's now provide xp to units who deal damage to it
- Flak emplacements and medic bunkers will be repaired by the Mechanized HQ/repair bunkers
- Wehrmacht Fallschirmjager camouflage fixed
- Some demo charges costed 80 ammo instead of 90 ammo

Update: Oct 25, 2020 @ 10:44pm

Wehrmacht:
- 2nd FG42 upgrade re-added to Fallschirmjagers
- Unteroffizier:
. 3CP requirement removed
. Costs from 80mp to 60mp
. Buildtime from 60 sec to 24 sec
. Reverted changes to buffs to justify the limited Unteroffiziers (improved durability)

OKW:
- StG44 upgrade from Volksgrenadiers adds an additional StG & cost from 60 to 70

Soviets:
- Tank Hunter Conscripts:
. Slot item limit from 2 to 3
. New upgrade to add a 3rd PTRS, costs 30 ammo.
. Anti-Tank grenade replaced by AT Satchel
. Vet 1 Trip Wire Flare replaced by Forward Observers
- Penal Battalion:
. PTRS upgrade and PMD-6M mine removed
. Molotov added
- Field Camp added to Airborne Guards

OKW:
- Luftwaffe Ground Squad changed to non-infiltration & initial recharge removed

Bugfixes:
- Panzerfusiliers call-in ability could spawn from buildings
- Fixed the visual scope for the attach marksman of Royal Marine Commandos
- Different method implemented to prevent anti-tank rifles still not being able to destroy the Fallschirm HQ in some cases
- Command Valentine can finally show all its abilities at once (hides decrew button when disabled)
- Osttruppen now use the correct cover icon with cover bonus
- Postioned an invisible object between the trailer and structure in the US base to prevent units getting stuck
- Few improved unit descriptions

Update: Oct 15, 2020 @ 10:02pm

USF:
- Sergeant re-added to Rangers, Cavalry Riflemen and Assault Engineers.
Apologies for the drastic change from last patch
- All bazookas changed to a new variant, a mix between the regular and elite bazookas from vanilla.
(damage from 80 to 100 and penetration from 120 to 140)

Soviet & Wehrmacht
- HQ's can construct only one building at a time

Soviet, Wehrmacht and OKW:
- Small tweaks for lategame tech costs

Standardization:
- Descriptions with equipped weapons added to engineers and officers
- Luftwaffe ground squad, cooldown to 70 sec and starts on initial recharge
- 25pdr Howitzer, cost increased from 400/35 to 400/50
- Field defenses (except mines) removed from Brandenburgers

Bugfixes:
- Sound added to the rifles from Royal Marine Commandos
- The recon ability from the Command Valentine is now always visible
- The Panzer IV Battle Group had no armored skirts
- Rangers could not always fire LMGs on the move
- Rangers had a small durability buff leftover from the campaign.
- Both variants Riflemen no longer show a Garand after throwing a grenade while carrying a different weapon

Update: Oct 11, 2020 @ 1:22am

Hotfix,

- Icons above lmg weapon racks are restored.
- Missing upgrades, wrong weapons and typos fixed in the recent added infantry descriptions.

Update: Oct 10, 2020 @ 6:02am

User experience:
- Over 100 new specific texts to tell which weapons and upgrades a squad has.

Wehrmacht:
- Unteroffizier: has a limit of 3 on the field at the time
- Veteran Squad leader removed (conflicted with the officer limit)
- Veteran Squad Leader commander extends the Unteroffizier limit with 2
- Support Pioneers:
. Cost from 230 to 200
. Can unlock a second upgrade at vet 1
- Fallschirmjägers:
. Squadsize from 5 to 4 & cost from 400 to 340
. Blendkörper grenade removed & Panzerfaust now requires vet 1
. Second FG42 upgrade removed
- Osttruppen: MP40 upgrade removed
- Brandenburgers: StG44 upgrade changed to MP40 upgrade & cost reduced from 100 to 45 ammo, still unlocks Tactical Assault
- Urban Assault Panzer Grenadiers: weapons changed from MP40 to StG44
- Gebirgsjägers: cost from 360 to 340

OKW:
- Fallschirmjägers:
. Squadsize from 5 to 4 & cost from 400 to 340

UKF:
- Royal Marine Commandos: Attach Flamer changed to Attach Marksman
- Infiltration Commandos: Thompson upgrade and Demolition charge added
- Default Commandos: Demolition charge removed
- PIAT Commandos: Light gammon bomb removed
- Royal Engineer Demolition Team:
. Decoy barrage, destroy cover and tripwire flares removed
. New abilities: Coordinated Barrage & Light gammon bomb
. New upgrade: 2x Flamethrowers
- Royal Engineer Recovery Team: destroy cover removed

Soviet,
- Attach Ammunition Bearer: Upgrade time from 3 to 10 sec
- Field Engineers: Decoy barrage removed

USF:
- Attach Sergeant/Medic: removed from Rangers, Paratroopers, Cavalry Riflemen and Assault Engineers
- Attach Sergeant/Medic upgrade time from 3 to 10 sec
- Attach Sergeant decreases reload times instead of increasing xp gain
- New symbol for the sergeant upgrade
- New icon for the Calliope
- Rangers and Paratroopers: spawn with Garands; Garand upgrade removed
- Paratroopers: Thompson upgrade changed to Carbine upgrade, still unlocks Tactical Assault
- Riflemen: Thompson upgrade removed

Global:
- Many buildable defenses removed from strong infantry

Bugfixes:
- Jäger Survival Training added more armor than intended
- Fallschirmtruppe HQ can now be destroyed with all weapon types
- All custom weapon racks now provide the correct weapon according to the unittype. (fire on the move/prone/generic)
- Volksgrenadiers can no longer fire their LMG34 on the move
- Brandenburgers can no longer get more slotitems than squadmembers
- Several duplicate hotkeys adjusted
- Incorrect population requirements in a few abilities fixed