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 @ 1:20pm
Changelog (AEF)
AEF

Feature: Paratroopers on Team Weapons

Paratroopers who are on team weapons can now be reinforced by Pathfinder beacons.

M8 Greyhound

Improved 37mm performance/standardized to better reflect its cost and timing. Added smoke to improve survivability and Canister cost reduced due to it no longer instant killing models and requires the vehicle to get close. Armoured skirt cost reduced due to the vehicle's higher cost with some of the benefits now coming stock.

-Reload standardized from 2.8/4.4 to 3.
-Canister shot from 50 to 40 munitions.
-Now has Smokescreen ability. Same as the M20.
-Added .50cal Machinegun upgrade for 50 munitions.
-Skirt cost from 70 munitions to 50. Skirts now only provide 40 health rather than 80.
-Health from 240 to 280.

M36 Jackson
Increased LOS to allow the M36 to better kite, locate and hunt enemy armour without boosting its firepower any further due to its light armour and low health.

-LOS from 40 to 45.

Pack Howitzer

Improved the number of shells and reduced the cooldown time of barrages to make it more effective at barraging positions which is one of its intended roles. Population adjusted.

-HE Barrage from 3 to 4 shells.
-WP Barrage from 3 to 6 shells.
-HEAT Barrage moved from 3 to 4 shells.
-Pack Howitzer population from 5 to 4. Total population with crew now 10 from 11.
-Barrage recharge times for HEAT and HE from 60 to 45.

M15A1 AA Half-Track

Machine guns gained higher penetration and 37mm gained improved tracking and damage against aircraft. Slight manpower cost reduction on the M15 AA HT. With it becoming more vulnerable to its counters such as the increased range of the 222 and improved AA HT along with buffs to units like the Raketen and weakening of the lieutenant as a front-line unit, the AA HT does not need to cost as much MP as a tank.

-Manpower from 350 to 310.
-.50cal Penetration modifer against aircraft set to 20
-37mm maximum up elevation from 70 to 90.
-37mm deals 50% more damage against aircraft.
-Veterancy now properly applies to the AA HT's 37mm and left-side HMG.

Stuart
Increased the manpower price of the Stuart to match other light tanks/vehicles. Alters the vehicle's damage AOE to be less lethal to infantry to reinforce its AT support role.

-Manpower from 240 to 280.
-Can AOE only two models maximum.
-0.75 Damage modifier versus infantry.

M20
Lowered the cost of the M20 once Major teir is unlocked for use as a scout. Furthermore, its veterancy requirements have been reduced due to its reliance on dealing AI damage.

-Veterancy requirement from 880/1760/3520 to 660/1320/2640.

M10

Lowered the M10's rotation rate to make crushing infantry more difficult and to prevent a TD from being used as an AI weapon.

-Rotation Rate from 38 to 34.

M3 Assault Group

Health increased to make it more survivable on the field as it acts more like a half-track than a scout car.

-Health increased from 200 to 320.
-Armour from 5.4/4.2 to 14/7.
-Cost from 520/35 to 490/30

Sherman E8
Raised E8's veterancy requirements. Previously they were lower than the regular Sherman. Now has moving scatter penalty. Previously it was missing for some reason. Replaced Prioritize to Hold-Fire to give the player more control over its shots.

-Veterancy values changed to 2200/4400/8800
-Moving scatter set to 1.5 to match other Shermans.

Sherman Dozer 105mm
Changed moving scatter to match other Shermans at 1.5. Slightly increased the distance of its far AOE and increased penetration so the 105mm has a slight chance vs armour. Adjusted veterancy to better suit the tank and its veterancy rates given its role as an AI support tank.

-Far AOE distance from 3.325 to 3.75
-Penetration from 30 to 80.
-Veterancy 2 now provides 160 health and +5 range.
-Veterancy 3 +35% horizontal traverse moved to veterancy 2.
-Veterancy 2 mobility boosts moved to veterancy 3.
-Veterancy requirements set to 1950/3900/7800
-Moving scatter set to 1.5 from 2.

Pershing

Ready aim-time added to the HVAP ability to prevent immediate double shot. Cost reduced to compensate and recharge time lowered.

-HVAP ready aim time from 0.125 to 2.75.
-HVAP cost from 90 to 70 munitions.
-Recharge time from 120 seconds to 90 seconds.

WC51 Dodge
Reduced fuel cost due to its fragile nature and lack of combat scaling. Health increased from 160 to 200 to prevent it from being one-shotted by AT. Armour decreased to make it more vulnerable to small-arms, similar to the M3. The WC-51 has also recieved a new ability to allow it to be used as a cheap scout in the mid-late game.

-Armour from 8.4 to 5
-Fuel cost from 20 to 10.
-Health from 160 to 200.
-Target-size reduced to 18
-Rotation rate from 30 to 35.
-Initial Delay to 90 seconds.
-Can now toggle into a cloaked mode where all weapons and movement are disabled. Four second delay before it is active.

Assault Engineers

Now gain a fifth man at veterancy 2 to help survivability in the field. Also reduced their reinforce cost per model to better reflect their performance.

-Veterancy 2 provides a fifth man.
-Reinforce from 33 to 30.

Rear Echelon

Slight reduction in cost to better reflect their performance. No longer has penalties when using Volley-Fire to make the ability more useful rather than being instant death when the squad is targeted due to the ability's ramp-up time. Furthermore, Rear Echelon can now place light mines that detonate against infantry and vehicles. They will slow vehicles and cause light damage.

-Price from 200 manpower to 180 manpower. Reinforce from 25 to 23.
-Removed Volley-Fire received accuracy penalty.
-Minesweepers now take up a weapon slot.
-Can now place M7 Mines that slow vehicles upon hit and deals 60 damage, 30 damage to infantry. 10 munitions and requires an officer to be on the field before they can be planted.

Riflemen
Slightly lowered the bonus of Riflemen at veterancy 3 and lowered their smoke range when suppressed to prevent them from smoking off the MG itself. Lowered AT grenade aim-time to be more responsive.

-Veterancy 3 received accuracy from 0.8 to 0.85
-AT Grenade Aim-Time from 2 to 1.25.

Lieutenant

Removed the BAR from the squad to lower the unit's AI effectiveness early on, but granted the unit two new abilities to allow the LT to support units in the field better. The Riflemen in the squad have been nerfed at short-range due to their lower cost at 25 per reinforce vs the 28 of regular riflemen.

-Initial BAR removed.
-Lieutenant now has the 'Push Forward!' ability, allowing a selected non-weapon team unit within 20m to sprint for 10 seconds. 15 munitions.
-Lieutenant now has the 'Spot' ability. This is a toggled ability that forces the squad to remain stationary, but increases sight by 15. Detection range increased by 15 when at Veterancy 2.
-Veterancy 2 25% Weapon Cooldown to 15% Weapon Cooldown.
-Veterancy 1 now also reduces ability recharge by 33%.
-Riflemen Lieutenant M1 Near aim-time from 0.25 to 0.65
-Riflemen Lieutenant M1 Near Cooldown from 0.5 to 0.55
-Riflemen M1 Near Range from 3 to 0.

Combat Support Group

Reworked the ability so there is no RNG involved. One squad will spawn with bazookas while the other is a standard paratrooper squad that can be upgraded. Price is now a mix of munitions and manpower. Previously the manpower requirements were too high.

-Paratrooper stats and veterancy now match standard USF paratroopers and smiliar abilities. Bazooka squad has 0.85 reload modifier at veterancy 3.
-Ability reworked. One squad always comes in with dual bazookas while the other is a standard paratrooper squad. Both squads can plant mines.
-Bazooka Paratrooper squad can "Crippling Shot" vehicles for 25 munitions which reduces a vehicle's speed by 75%. 2 Second aim-time.
-Cost from 900 manpower to 475 manpower and 125 munitions.

IR Pathfinders

Squad given a single M1 Garand Sniper Rifle to provide minor fire support. Reduced the manpower reinforce cost to 33 to better match their performance.

-Now comes with one scoped Pathfinder M1 Garand Rifle.
-Reinforce cost from 37 to 33.

Pathfinders

Reduced the manpower reinforce cost to 33 to better match their performance.

-Reinforce cost from 37 to 33.

Rangers
Altered the Ranger unit to make them different from the other USF call-in infantry while adding a few abilities to make them more unique. They are now better at mid-long range, but are worse at short-range with their basic weapons.

-Added Observation Trap: Plants a flare at a capture point which is detonated and reveals territory should enemies enter the area without a sweeper. No cost.
-Sprint: Standard sprint ability. 15 munitions. Cannot sprint when upgraded or when armed with any weapons.
-Accuracy mid/far to 0.67/0.575
-Damage from 10 to 12
-Cooldown min from 1 to 1.25
-Cooldown near from 0.125 to 0.5
-Reload from 14 to 8.
-Moving accuracy from 0.5 to 0.6
-Moving cooldown to 1.25 from 0.25
-Aim-times from 0.25/0.75/1 to 0.65/1/1.75
-Weapons switch to M1 Garands

M1 81mm Mortar (60mm)
Changed the damage profile and stats to make the mortar closer to a light weapon meant to support and keep up with riflemen and other units while not overlapping with heavier indirect-fire units like the Pack Howitzer. Renamed the mortar for the sake of differentiation and so player understand it is not your typical mortar that the other factions use. Unfortantely the 60mm model in-game has no animation so the 81mm needs to be used in terms of a physical object.

-M1 81mm renamed to M2 60mm.
-AOE from 1/0.5/0.25 to 1/0.4/0.15
-AOE distance from 1/2/3 to 0.5/1.5/3
-Cost from 260 to 240.
-0.75 Windown from 2.
-Can interrupt set-up time.
-Veterancy 1 changed to WP Rounds.
-Angle scatter to 7 and scatter max to 7. Barrage scatter max to 5.
-Auto-fire reload from 4 to 2.8
-Minimum range to 20, maximum range to 65 for auto-fire and non-vetted barrage.

Crew Critical Repair
Added a delay and increased the cost of this ability due to its potency. While bailing out the crew is risky, especially while under-fire, it allows USF vehicles to negate certain criticals and escape extremely quickly for a low cost.

-Price from 10 munitions to 30.
-Delay added at 4 seconds.

Elite Vehicles Crews
Ability given to RE due to increase its utility. It was not given to Rifle due to their grenades, smoke, and the potential they have at Veterancy 3 with their low received accuracy modifiers. Did not go with the chance for the crew to survive due to either RNG nature or being too powerful late game where a potentially high vet crew could be impossible to kill and make any vehicle they man Vet 3. Moved the ability back as it has no effect early game except on the Rear Echelon now.

-Rear Echelon can now be equipped with Greasegun SMGs at 2 CPs. Replaces 3 carbines in the squad. These SMGs have a 0.75 damage and a 0.6 accuracy modifer versus garrisoned troops versus 0.55/0.5.

Calliope

Adjusted its AOE profile to make the rockets less lethal as it fires the most rockets of any rocket artillery unit. May reduce price in the future if it proves to be too expensive for its power.

-AOE damage from 1/0.5/0.15 to 1/0.35/.1
-AOE near distance from 1.5 to 1.25
-Now has 0.065 second cooldown between rockets to make them all land slightly slower between each rocket impact.
-Crew can no longer bail out.

Priest
Adjusted veterancy requirements to be lower and slightly improved mid AOE profile to help with consistency. Fixed a bug where scatter modifers previously did not apply to the main barrage.

-Mid AOE from 0.15 to 0.25
-Veterancy 2 Scatter now uses the proper hardpoint.
-Veterancy requirement from 2110/4220/8440 to 1850/3900/7800.

M1919 (Weapon Rack)
M1919s can no longer be dual-equipped on basic units as dual LMGs is generally much more potent than BARs or other AI options, particularly on five man squads that gain significant durability boosts.

-Only one M1919 may be picked-up from the weapon rack.

Forward Observer

Now the ability activates on the squad rather than for various entities of the squad to make the ability more consistent and not break should the model with the ability be killed. Also grant riflemen flares to improve the ability.

-Now activates based on the squad rather than the entity.
-Also provides Flares for riflemen.

Veteran Riflemen added to Rifle Company Flares

Grants Riflemen a squad leader for 60 munitions. Improves the stats of the squad.

-Rifle squads can now purchase Veteran Squad Leaders. This upgrade improves the squad's weapon cooldown by 10%. This ability locks out one slot item. Leader is armed with M1 Carbine with M1 Garands stats except it deals 10 damage over 8 and has 55% long-range accuracy. 60 Munitions.

Armour Company 240mm Barrage
Adjusted AOE profile to be more effective over distance while the instant kill to infantry was removed.

-Mid profile from 0.15 to 0.35.
-Far profile from 0.05 to 0.25.
-Removed instant death critical against infantry.

Para-Dropped .50cal HMG
Reduced the cost of the .50cal drop as the weapon comes with no initial crew.

-Manpower cost from 260 to 210.

Para-Dropped 57mm ATG
Reduced the cost of the 57mm ATG drop as the weapon comes with no initial crew.

-Manpower cost from 270 to 240.

P-47 Rocket Strafe
Changed the origin of the P-47 rockets so they are able to hit targets. Previously the rockets were too spaced out where units could dodge rockets by simply staying centered with the P-47. Projectile has been slowed to compensate to prevent it from being too effective versus moving vehicles as the tightening of the origin means rocket damage quickl accumulates.

-Origin from 5/-5 to 3.45/-3.45.
-Projectile speed from 50 to 35.

BARs

There is now a unique version of the BAR for USF elite infantry who pick up the weapon to better emphasize their stats and to make BARs and weapon racks a viable option for elite infantry which is a core USF feature.

DPS 0/10/15/20/25/30/35

Regular BAR:

13.9/10.5/8.0/7.0/6.03/5.2/4.4

Paratrooper/Ranger BAR:

15.0/12.9/11.0/9.5/7.9/6.5/5.3