Company of Heroes 2

Company of Heroes 2

Competitive Edition Version 3.35
 This topic has been pinned, so it's probably important
miragefla  [developer] Nov 3, 2016 @ 1:13pm
Changelog (OKW)
OKW

Weapon Crews
Adjusted the weapon crew base weapon to be in line with other weapon teams. Previously it was set to the Volk rifle.

-Now use a different weapon from Volks that is less effective at all ranges to match other crew weapons.

Volksgrenadier
Adjsuted Volksgrenadier veterancy as part of the OKW veterancy rework and improved some of their early veterancy stats to be on-par with other infantry. Furthermore, Volks can now pick up weapons when upgraded.

-Panzerfaust cost from 35 to 25 munitions
-Veterancy 4 and 5 offensive bonuses removed.
-Veterancy 2 Weapon accuracy to 1.35 from 1.3.
-Received accuracy at veterancy 3 from 0.9 to 0.86.
-Veterancy 4 decreases Faust and Incendiary recharge by 33%.
-Veterancy 5 grants 'Dig-in'. Volks receive 15% less received accuracy and receive a unique LMG 34 that deals roughly 6 DPS at all range after 6 seconds of having their weapons
-StGs now only take up a single weapon slot rather than both.

Raketenwerfer
Now has pinned penalties to match other weapons and a delay on cloak. The delay was to stop Raketens from hiding the moment they see sight of the enemy. Aim-time changed to match other ATGs.

-Now has weapon penalties when pinned.
-Added a 6 second delay before the camouflage activate when the ability toggled.
-Aim-Fire set to 0.125.

Combat Blitz

Reduced the bonuses on Combat Blitz to match Ostheer's version given OKW's munition expenditure is now the same.

-Speed modifier reduced from 40% to 20% to match Ostheer Blitzkrieg.
-Accuracy bonuses from 200% to 50%.
-Received accuracy reduction from 50% to 25%.

ISG 75mm
Boost to the ISG's distance profiles to improve mid and far AOE and slightly improved AOE radius to improve the weapon's performance at its intended role of indirect fire. ISGs can now also launch smoke to block LOS to aid with OKW assaults.
Modified the ISG's veterancy while re-introducing a new version of the Hollow Charge Rounds ability. Auto-Fire values remain the same to emphasize the ISG's role as a barrage weapon.

-Veterancy 2 modifiers to 0.75 reload on Barrages.85 on Auto-Fire while smoke range increased by 33%.
-Veterancy 1 1.05 range boost to Hollow Charge. A single hollow Charge round is fired at a single target area and deals 120 damage to armoured vehicles with 400 penetration. Projectile has very fast speed and no scatter, but does not track vehicles, deals less damage to infantry and has low AOE. Low cooldown.
-Veterancy 5 changed to fire double Hollow Charge Rounds.
-Barrage AOE Distance profile from 0.75/1.5/2.25 to 0.75/2/3.5
-Barrage AOE from 3 to 3.5.
-Can now launch smoke from a three round barrage.
-Auto-fire range from 100 to 80.
-Damage versus building profile changed to match mortars.

Hetzer
Improved its damage slightly and range due its fixed gun nature, specialization as well as its mediocre mobility.
-Damage from 10 to 12.
-Burst from 2 seconds to 3.
-Range from 32 to 35.
-Now has the 'Assault

Fallschirmjager

Due to the high cost of the unit, the squad's received accuracy has been reduced to improve survivability to match other Axis elite infantry. Veterancy reworked to match other units and adjusted to match the OKW rework.

-Received accuracy modifier from 0.87 to 0.83.
-Cost properly adjusted so reinforce is the same, even when manning weapon teams
-Veterancy 3 received accuracy bonus removed.
-Weapon accuracy and range boost at veterancy 4 and 5 moved to veterancy 3 for +30% weapon accuracy and +5 range.
-Veterancy 4 increases Panzerfaust range by 5 and damage by 20.
-Veterancy 5 grants 'Go to Ground'. Allows Fallschirmjager to cloak, even in the open, but disables weapons, limits movement speed, and drastically limits ability range. Gives -15% Received Accuracy.


Flak Emplacement

Significant improvements to the flak emplacement due to its fragile nature and its inability to brace and its vulnerability to being decrewed. Attack now uses accuracy like the Flak Half-Track to improve its chances to hit targets. Range increased to better respond to incoming attacks and its AA ability has been improved. Suppression value adjusted due to its higher accuracy to avoid instant-pinning. Initial crew cannot be sniped.

-Gun health from 470 to 560.
-Initial crew cannot be sniped.
-Now has higher accuracy value. 0.05/0.0375/0.025 to 0.775/0.5/0.46.
-Range from 40 to 45.
-25% increased penetration against aircraft.
-30% increased damage against aircraft.
-Cooldown reduced to 1.75 seconds
-Gun now has a higher target priority. Units will now focus on shooting the gun over the crew.
-Increased the number of cooldowns required before reloading from 1-2 to 5.
-Accuracy against targets in heavy cover/garrisons from 0.5 to 0.8. Light cover to 0.9.
-Crew should now take 50% less damage.
-Can now use attack ground.
-Damage versus garrison cover from 0.25 to 0.375
-Crew from 2 to 4.

10.5cm leFH

Adjusted the veterancy of the OKW leFH to match its Ostheer counterpart with two abilities added to veterancy 4 and 5.

-Veterancy adjusted to match leFH veterancy.
-Veterancy 4 provides Zeroing Barrage. This barrage increases in rate of fire and accuracy the longer the howitzer fires.
-Veterancy 5 provides Rapid Barrage. 3 standard howitzer shots, but the cooldown for the next barrage is reduced to 33 seconds.

Base Flak Defense

Being the starting base defense, removed their ability to engage air to avoid downing planes instantly that may come over the OKW base which other factions cannot do.

-Can no longer target aircraft.

Ostwind

Improved its effectiveness against aircraft due to its long reload after the initial shots and slow rate of fire compared to other AA units which fire long bursts.

-Non-vetted weapon gives 100% bonus damage against aircraft.
-Veterancy 2 weapon now gives 150% bonus damage against aircraft.
-Moving scatter from 2 to 1.5.

Pak 43

Changed the pricing to make the Pak 43 less heavy on manpower, but require fuel to be placed.

-Cost changed from 500 manpower to 380 manpower and 30 fuel.

MG34 HMG Team

Adjusted the MG-34 veterancy to match other units in the OKW's rework of Veterancy 4 and 5.

-Model reinforce corrected from 25 to 22 for the initial team.
-Veterancy 4 now provides +6 sight.
-Veterancy 5 grants 'Sustained Fire'. Drastically improves durst length by 50%, burst rate of fire by 25%, and redced reload time by 75%. 15 munitions and 15 second duration.

251 Flak HT

AOE boost to make it more effective against grouped infantry and reduced its non-vet set-up time to better allow it to deploy and redeploy to areas it is required to be. Smoke given a munition price due to OKW now having full income. Penetration improved to help deter approaching light vehicles.

-AOE increased to 1.3 from 1
-Initial set-up time reduced from 4 seconds to 2.75.
-Smokescreen costs 20 munitions from 0.
-Damage versus garrison cover from 0.25 to 0.375.
-Non-vet and vetted weapon have 100% increase in damage against aircraft and 50% increased penetration.
-Weapon penetration from 20 to 35.
-Receives -20% less received damage when stationary for 7 seconds. Side shields will drop to represent this.
-Veterancy 4 movement modifiers, 15% speed, rotation and 30% de/acceleeration moved to veterancy 2.
-Veterancy 4 changed to automatic self-repair when the vehicle is stationary and out of combat.
-Veterancy 5 increases sight by 12 when the unit is stationary.

Panzer II Luchs

-Veterancy 4 modifiers replaced with 'Light Mortar Barrage' ability. The Luchs can call in a light mortar barrage of twelve shells to the area. Low damage, but can be used in stealth. Range 45 and 40 munitions.
-Veterancy 5 modifiers replaced with 'Suppressive Barrage' ability. The Panzer II will deal 50% less damage, but deal 0.09 suppression per shot to infantry. Toggle ability.


Jagdpanzer IV

Added a delay to the Jagdpanzer's cloak to prevent it from being able to cloak in the midst of combat. Cloak revert time also increased to make it more difficult for the vehicle to return to camouflage after firing. Increased its detection radius to make the vehicle easier to detect while in combat or when chased. Veterancy of the Jagdpanzer has been modified as part of the OKW veterancy rework. Veterancy 3 has received a slight boost to the reload to compensate for the lost of vet 4.

-Vet 5 First-strike bonus removed.
-Cloak Revert time from 4 to 12
-Radius from when it gets detected from 10 to 15.
-6 second delay before the cloak activates.
-Veterancy 3 Reload modifier from 0.9 to 0.8.
-Veterancy 4 bonuses changed to 'Shatter Defense'. This ability fires a shot that lowers the target's armour by 35%.

Panzer IV Ausf J
Slight cost reduction from its previous state to be better in line with other more advanced medium tanks. Increased penetration to improve effectiveness at range vs medium tanks.

-Fuel cost from 150 to 145.
-Penetration from 120/110/100 to 125/115/110.
-Veterancy 5 sight from 16 to 12.
-Veterancy 4 modifiers replaced with 'S-Mine Launchers'. This ability hits all infantry around the tank for a moderate amount of damage for 25 munitions. 3 second delay before it activates. Disables pintle-mg for 3 seconds.

Jagdtiger

-Veterancy 4 modifers replaced with 'Full Power' ability. Increases rotation rate by 30% and de/acceleration by 20%. No cost, but the Jagdtiger will take engine damage after 10 seconds.

Sturmtiger

-Veterancy 4 modifier replaced with the Sturmtiger no longer be vulnerable to decrewing when the tank is reloading.

Panther
Slight cost reduction to be better in line with other more advanced medium tanks. Improved the vehicle's range accuracy to reflect its performance with other TDs/AT vehicles.Panther hunt mode was given to allow the Panther some ability to engage tank destroyers at range in environment where there are simply too many AT vehicles and attacking/diving in or flanking would be unideal due to its lower DPS. While the Panther does lose a significant amount of speed, it is able to hold back in fights it would otherwise be unable to participate in.

-Vet 5 sight bonus from 11 to 10.
-Vet 4 modifiers changed to grant 'Hunt' ability. Panther losses 50% speed for 25% increased range. Toggle ability with a 10 second cooldown.
-Fuel cost from 200 to 190.
-Accuracy from 0.06/0.045/0.035 to 0.06/0.05/0.04.

Panther Command Tank
Adjusted Mark Target to better represent its performance as it can be used in an instance and previously allow the Panther Command Tank or its support to burts down medium tanks and below with minimal escape chance.

-Command Panther Mark Target Price from 35 to 50 munitions.
-Mark Target Stats on Target to: +25% Received Damage, -25% Armour, +25% Received Accuracy for the duration

Kubelwagon
Slightly lowered the Kubel's armour to make the vehicle easier to force away with small-arms with less RNG involved in forcing it off. Gave the kubel increased moving stats upon completion of a truck to help it hunt snipers. Moved its veterancy around and adjusted to be in line with other OKW units. Furthermore, the Kubel has had its veterancy requirements lowered for the later levels to allow it to reach those ranks.

-Veterancy requirements from 530/1060/2120/2650/3525 to 530/900/1600/2250/2650
-Veterancy ranks 3 and 4 swapped around.
-Veterancy 5 modifers changed to 0.75 addition to the units capture and de/rate for a total of 2.
-Armour from 4.75 to 3.25.
-Kubelwagon now gains 0.5 increased burst and 1.25 accuracy while moving after the first truck has been deployed.
-Bonus vs snipers from 1.5 to 1.75.

King Tiger
Added CP requirement to be in-line with the timing of other heavy tanks. Fuel adjusted for OKW side-tech. Veterancy has been shifted around to fit into an ongoing design where veterancy 1-3 provide regular stats while veterancy 4 and 5 provides utility and abilites.

-Veterancy 4 and 5 bonuses moved to level 3.
-Spearhead ability moved to veterancy 4.
-Long Shot ability added for veterancy 5. This ability allows the KT to fire a single shot at a vehicle at range 60 after a 4.75 ready-aim time.
-Requires 14 CPs to call in.
-Deflection stun removed.
-Fuel cost from 310 to 280.

Panzer HQ

Added an upgrade to enable the Schewer Panzer HQ to fire to make it more difficult for OKW players to immediately lockdown a sector once they have deployed this structure.
The HQ can now also arrive earlier for the deploymen of Obersoldaten, but requires an upgrade to bring in tanks.

-Flak Cannon must now be purchased before it become active. 100 munitions.
-Removed random deflection chance to down aircraft.
-Can now manually target as the cannon must now be purchased.
-Schewer Panzer HQ Set-Up from 240/120 to 100/60
-Upgraded added to Panzer HQ called "Medium Panzer Authorization". Costs 100/60 and allows the deployment of Panthers, Jagdpanzers, and Panzer IVs.

Jeagar Recon Squad
Adjusted veterancy to match the OKW veterancy 4-5 rework.

-Veterancy 4 changed to give the 'Snipe' ability. For 30 munitions, the squad can snipe a single model. Rifle has a 3.5 second aim-time.
-Veterancy 5 now allows the squad to detect units with a range of 35, even in the FOW.

Obersoldaten

Weapon price adjusted due to OKW's full income and the power of their weapon upgrade. Reduced their manpower cost and reinforce so they can be fielded more easily and are in-line with their stock stats and weapons. Passive suppression removed and changed for an ability to significantly reduce the power of Veterancy 4 Obers in prolonged engagements.

-LMG 34 cost from 60 to 80 munitions.
-Infrared STG44 cost from 60 to 80 munitions.
-Price reduced from 400 manpower to 360. Reinforce cost remains unchanged.
-Reinforce time from 12.5 seconds to 9. Build-time to 36 seconds from 50.
-Cost properly adjusted so reinforce is the same, even when manning weapon teams.
-Veterancy 4 Recieved Accuracy removed.
-Vet 4 passive suppression removed along. Replaced by a timed ability similar to the Paratrooper's LMG Suppression ability. Free, but has a long cooldown and reduces damage dealt.

Sturmpioneers
Adjusted for consistency while veterancy 1 requirements were lowered and medical-kit cost was lowered as OKW is the only faction locked into a specific tech path for healing. Panzerschreck made cheaper, but reduces repair rate as Sturmpioneers will quickly gain veterancy with this weapon.

-Cost properly adjusted so reinforce is the same, even when manning weapon teams.
-Medical-kit from 40 to 25.
-Veterancy 1 requirement set to 480 from 640.
-Can be equipped with a single panzerschreck for 70 munitions. Locks-out Support package and reduces repair rate by 1.
Last edited by miragefla; Nov 5, 2016 @ 3:35pm
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miragefla  [developer] Nov 3, 2016 @ 1:14pm 

Vehicle Emergency Repair

This ability has been boosted as previously it did very little aside from removing criticals and provided minor and little else for a high amount of munitions.

-Cost from 50 munitions to 35.
-Amount of health restored from 10 to 20 per second.

Forward Retreat Point
Slight reduction on the cost of the forward retreat point due to introduction of side-tech.

-Cost from 300 to 240.

Infilitration Grenades
Increased the price of infilitration grenade. Previously they were too cheap and spammable for an ability that could saturate an entire area, particuarly when used by larger squads. If it becomes too costly for some units, a different variant will be made for 4 man squads.

-Price from 15 to 25.
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