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 @ 1:16pm
Changelog (Soviets)
Soviets

HM-120 38
Changed population to match other indirect-fire pieces. Previously set too high for it performance.

-population from 7 to 4. Total population with crew now 10 from 13.

Dhsk HMG

AP rounds improved to match the MG-42s and to make the ability more likely to be used. Sprint removed to make this powerful MG easier to flank and displace if caught out of position. The improved AP rounds replaces this ability.

-AP Rounds now increase damage by 25% and add 10 penetration. Previously the penetration was multiplied by 3.
-AP ability moved to veterancy 1 and replaces Sprint.
-AP Rounds now cost 20 munitions.
-Can no longer suppress when pinned.

ML-20 Howitzer
Static artillery changes done to make them more affordable in the late game where manpower is harder to obtain in exchange for fuel. Slight boost to mid AOE to improve damage output.

-Price change from 600 manpower to 400 manpower and 45 Fuel.
-Mid AOE Profile from 0.15 to 0.25.

T-34/76

Updated veterancy 1 to be more in line with the rest of the EFA rework.

-Veterancy 1 now increases accuracy and reduces cooldowns on the hull and coaxial machine guns. 1.15 Accuracy and 0.85 to cooldown.

Sniper

Health was increased on the snipers to improve survivability, especially with the change to sniper received accuracy. Unit modified to have a sniper and a spotter. Sniper rifle will no longer transfer to the next model as it's only useable by the sniper of the squad

-Health increased to 82 for the sniper model. Spotter model has 64 health.
-Spotter and Sniper now separate. Sniper carries the actual sniper rifle which can no longer be transferred to the spotter on death.
-UI for the sniper rifle on appears when the Sniper model is alive and disappears when they die. Reappears when the model is reinforced.

SU-76

Reduced penetration due to not overlap with the SU-85s role in destroying heavier armour unless its used in groups. Still has enough penetration to engage mediums and barrage weapon improved to compensate by reducing damage drop-off between short and mid range of the AOE. This reinforces its role as a versatile support weapon.

-Penetration reduced from 200/190/180 to 180/165/150
-Barrage mid distance from 2 to 3.
-Barrage mid distance modifier from 0.15 to 0.2

T-70
Increased the manpower price of the T-70 to match other light tanks/vehicles. Its AOE has also been modified to be less deadly to bunched up squads.

-Manpower cost from 200 to 260.
-Can only AOE 2 models maximum.


B-4 Howitzer

Changed to match the other howitzer changes. Adjusted B-4 population to properly match other team weapons. Adjusted the B4 to make it more effective at area denial through a long and slow barrage while toning down its damage to be less of a massive RNG cannon.

-Price change from 600 manpower to 400 manpower and 45 Fuel.
-Gun population from 0 to 11
-Crew population from 3 to 1
-Barrage from 1 shell to 3.
-Barrage damage from 640 to 320.
-Barrage from 1 shell to 2.
-Far AOE from 7.5 to 10. Far modifer from 0.5 to 0.1.
-Mid AOE modifer from 0.15 to 0.3.

IL-2 Loiter Ability

Given two planes and damage reduced to match other loiter abilities, though will still be more powerful than a single strafe previously. Penetration improved to make it more effective against vehicles.

-Two planes per loiter attack.
-Damage from 8 to 5
-Penetration from 42.5 to 60
-Now targets infantry and vehicles.

M-42 Anti-Tank Gun

Significant improvements through abilities to make it more useable and unique and closer to a Raketen than the larger anti-tank guns. Price has been slightly increased.

-Crews can now cloak the gun with 25% reduced speed.
-Can retreat.
-Gains 100% increase to penetration when firing its first shot from camouflage with 25% increased accuracy.
-Cost from 200 to 220.
-Can now be suppressed.
-Penetration from 100/80/60 to 110/90/75
-Gun health standardized with other basic team weapons.
-Population from 6 to 7.

M5 Quad Mount

Reduced its damage heavily against aircraft, but gave it a massive boost to penetration against air to ensure it doesn't shoot them down instantly due to its very high rate of fire, but can deals consistent damage.

- Damage against aircraft set to 0.6.
- Penetration multiplier against aircraft set to 35.

M3 Scout Car
Improved the rate at which the M3 gains veterancy due to its limited combat effectiveness when ungarrisoned and improved its survivability when vetted up. M3s also receive a cost reduction when the Tankiovy Battalion is constructed.

-Veterancy requirements to 380/760/1520 from 460/920/1840.
-Veterancy 2 provides the M3 with -25% Receieved accuracy.
-Fuel cost to 5 when Tankiovy Battalion is constructed.

ISU-152

Improved the ISU-152 far penetration to have less deflection chance against heavier vehicles at range. To allow the ISU-152 to be less hindered by elevation, the unit will lob its shells in a similar fashion to the Brummbar/M8 Scott. AOE was modified to lower OHK radius significantly yet far AOE was modifed ensure the ISU-152 will always cause significant damage to infantry within its HE range. Penetration for HE also received a boost, though is still poor at engaging anything armoured.

-AOE Far Modifier from 0.05 to 0.15
-AOE distance from 1.25/2.75/4.5 to 0.5/2/6
-HE Projectile E Projectile set to lowest_noncollide_angle.
-Non_colldie angle set to 35 from 89
-Scatter max from 8 to 5.
-HE max up from 15 to 30.

-Penetration at far set from 200 to 220.
-Rear armour from 155 to 110.

KV-1

Increased the tank's health to improve its survivability to offset its mediocre damage output. Veterancy changed to be more unique to emphasize that KV-2's role as a support/meatshield tank used to anchor a line.

-Veterancy 2 Horizontal Traverse Speed removed. Replaced by an aura that boosts nearby infantry, increasing accuracy by 10% while reducing received accuracy and cooldowns by 10%. 25 meter radius.
-Veterancy 3 Reload modifier removed.
-Veterancy 3 Speed and rotation modifier from 1.2 to 1.15.
-Veterancy 3 allows the KV-1 to repair 1.25 health every second when out of combat and increases the tank's health by 160.
-Health from 800 to 960
-Vet 1 to "Defense Mode" from "Capture Point". Defense mode halts all movement of the tank in exchange for 0.8 recieved damage and lowers reload speed by 0.85.

IS-2

Updated its veterancy 1 ability to be more unique as part of a general EFA veterancy 1 rework.

-Gains "HE Shot" ability. Gives the IS-2 the ability to fire a shell at that target location that has significant AOE but less damage over the standard shot and will stun vehicles for 2.5 seconds on hit. Requires 4 seconds of aim time before it fires.

Ram

Now causes stun on both vehicles on hit to be less all in. Instead the ability acts more like a tank-guided Target Weakpoint. Increased recharge time as the T-34 no longer cripples itself and to prevent chain rams.

-Changed Ram to now deal vehicle stun critical on penetration. This stun is shorter if it deflects at 2.5 seconds versus 5. T-34 is always stunned at the maximum time of five seconds.
-Engine overheat on the T-34 time reduced from 30 seconds to 12.
-Ram recharge from 12 seconds to 30.

Assault Guards

Changed their veterancy one ability for more diversity amongst the Soviet infantry roster while their weapons have been modified for increased mid-range. A new ability has been added to make them unique and able to adapt to combat situations due to their lack of snares and costly requirement to bring in.

-"Tripwire Flare" changed to "To The Last Man!" This ability is a passive that increases the power of the squad as they lose members. Modifiers are +4% accuracy, -2% weapon cooldown and -3% received accuracy per member lost.
-Squad is can now swap its 3 PPsH-41s to a single DP-28. The can then swap back to the PPsH-41s using a timed ability. 20 second cooldown.
-PPsH Accuracy from 0.782/0.265/0.115 to 0.782/0.46/0.22. Mid aim-time to 0.75.
-Mid Cooldownto 1 from 1.25
-Burst Duration to 0.875/0.6/0.45 from 0.875/0.375/0.125
-PPsH-41 near range to 10.
-Veterancy 3 now provides 0.9 Received Accuracy.

Conscripts

Changed their veterancy for more diversity amongst the Soviet infantry roster. Moved part of their veterancy down to vet 1 as a change to reinforce cost would be too powerful early game. This change was the reinforce the role Conscripts as utility meatshield who should be up front absorbing damage for damage dealing troops without bleeding out the Soviet player. Can now be upgraded with a Serzhant after T4 is built for 60 munitions to improve late game performance.

-"Trip Wire Mine" changed to 0.9 received accuracy.
-Received accuracy at veterancy 3 changed to 0.67 to 0.6. Received accuracy at vet 3 remains the same as it was previously.
-Now at veterancy 3, the squad gains reduced reinforce cost. 20 manpower to 16 manpower.
-Can purchase a Serzhant for 60 munition after T4 is built, reducing weapon cooldown by 15% and adds a model with a Conscript PPsH. Cannot purchase PPsH afterwards if locked in.

Penal Battalion

Slight adjustments to the Penal Battalion in terms of their veterancy gain to match their new cost and a slight reduction of their power at end-game veterancy.

-Veterancy 3 Accuracy bonus from 1.3 to 1.2.
-Veterancy Rate from 540/1080/2160 to 600/1200/2400


Guard Rifle
Changed their veterancy for more diversity amongst the Soviet infantry roster and allowed them to rebuy weapons if they are dropped to their nature as a heavy weapon squad.

-"Trip Wire Mine" changed to "Take Cover!". This ability is similar to "Hit the Dirt!" but does not provide suppression resistance. Instead it improves accuracy by 10% when used.
-Guards can rebuy the DP-28 for 35 munitions and the PTRS for 20 munitions.

Shock Troops
Changed their veterancy for more diversity amongst the Soviet infantry roster.

-"Tripwire Flare" changed to "Assault". Increases burst length and rate of fire by 13.5% for 15 seconds as well as increasing their movement speed. Causes a received accuracy de-buff during the ability by 15% afterwards. The penalty also occurs 8 seconds after the combat buffs have ended. 35 Munitions.

Tracking
Reduced the cost of the ability. While it does reveal enemies in the FOW, it was too pricey as a scouting ability as the LOS buff is not as substantial as it used to be.

-Reduced cost from 35 to 25 munitions.

KV-2
Improved the weapon on the KV-2 to make the tank more viable against armour by adding deflection damage. No longer losess sight when in siege mode as it is an unnecessary penalty when the tank loses all movement and gains received accuracy penalties. Reduced the time the KV-2 requires to set-up and redeploy due to its slow nature.

-"Capture Point" replaced with "Tracking".
-Sight penalty removed from siege mode.
-Reload of direct fire from 10-12 seconds to 9.
-Deals 40% deflection damage for both weapons.
-Set-up time from 10 to 8. Pack up from 5 to 4.
-Rear armour from 180 to 120.

KV-8
-Gains "Canister Shot" ability replacing "Capture Point". Similar to the M8 Greyhound.

Tracking
-Reduced cost from 35 to 25 munitions.

T-34-85/M4C
-Capture Point Modified. Now only reduces main gun reload speed by 50% and accuracy by 25% rather than shutting down all weapons.

Katyusha
Adjusted Creeping Barrage price to better reflect its performance and the fact it shares a cooldown with the main barrage. While the rockets have significantly less scatter, there is still a time delay between each volley of rockets.

-Creeping Barrage from 45 munitions to 30.

Soviet Mechanized Kompenya (T4)
Very slight reduction in cost to come closer to matching the medium tank tier of other factions in total fuel costs.

-Fuel cost from 90 to 85.

AT Grenades and Molotovs
Slightly reduced the fuel cost of the Conscript upgrades to match the other grenade upgrades of the other factions.

-Molotov fuel from 15 to 10.
-Molotov manpower from 125 to 100.
-AT Grenade fuel cost from 25 to 20.

Soviet Tank Traps
To make this item more useful, the ability also grants the ability to build bunkers that can be upgraded with a DShK HMG and is bundled with the anti-personnel mines.

Incendiary Overwatch
Replaces the anti-personnel mines for Soviet Defensive Doctrine.

-This ability targets a friendly sector. Enemies in the sector will be bombarded with incendiaries for a 60 second duration.

Anti-Tank Gun Ambush
The ZiS will now gain a first-strike bonus when using this ability as the ZiS cloak leaves the unit nearly completely stationary. Furthermore, the ability offers camouflage to the SU-76 which also gains a first-strike bonus.

-First-Strike bonus for ZiS and SU-76 at 1.25 accuracy and 1.25 penetration.
-SU-76 receives a 95% speed reduction when the ability is active and requires six seconds before the cloak activates. Must be purchased for 45 munitions.

ZiS-6 Truck (Conscript Support Tactics -Experimental- 3CP)
An Opel Blitz clone, this truck is designed to give doctrines with lackluster mid-late game with some ability to bolster their resources to tech to and produce stock units.
Last edited by miragefla; Nov 3, 2016 @ 1:16pm