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 @ 1:23pm
Changelog (Ost)
Ostheer

251 Half-Track

Improved the armour to allow the upgraded 251 to take more small-arms damage and availability of the Half-Track to give Ostheer a risk/reward strategy early game. Furthermore, the 251 can heal soldiers onboard to promote mobile infantry/maintaining map control. Cost and build-time has been increased to slightly reduce its impact when no AT is available.

-Gains + 5 armour when upgraded to a Flame Half-Track
-Now available from the Infantry Company(T1) building after Battlephase 1 has been researched.
-Half-Track heals 0.25 health per second to soldiers loaded onboard.
-Build-Time from 30 to 45 seconds.
-Manpower cost from 200 to 240.

Blitzkrieg (Mediums)

-Speed boost from 1.35 to 1.2.

LefH 105mm

Static artillery changes done to make them more affordable in the late game where manpower is harder to obtain in exchange for fuel.

-Fixed veterancy issues where the scatter bonus did not apply when the lefh reached veterancy 3.
-Price change from 600 manpower to 400 manpower and 45 Fuel.

Brummbar

Fixed a bug with the Brummbar where its Barrages had less damage than its regular shots.

-Bunker-Busting Barrage AOE mid modifer from 0.15 to 0.3

Panzer IV
Slightly improved the penetration of the Panzer IV to increase its anti-armour performance at range while the Allied tanks retain superior short-range penetration.

Penetration from 120/110/100 to 125/115/110

Heavy Panzer Corp

Price reduced to make Ostheer T4 more affordable given the price of the expensive units it houses.

-Cost reduced from 260 manpower and 75 fuel to 200 manpower and 50 fuel.

Support Armour Korp
Slight reduction in terms of cost to make the tier more affordable.

-Price from 260 manpower and 75 fuel to 240 manpower and 60 fuel.

Panther

Accuracy and moving accuracy increased to put it inline with its role of being a mobile tank hunter. Furthermore the damage has been increased due to its role as Ostheer's premieum anti-armour vehicle at the end tier. This change mainly affects how it deals with heavier vehicles.

-Moving accuracy increased from 0.5 to 0.6.
-Accuracy from 0.6/0.04/0.03 to 0.06/0.05/0.04
-Damage from 160 to 200.

Panzerwerfer
Slight reduction on its AOE damage to reduce its devastating effect and a slightly higher cooldown to delay rocket impact.

-AOE distance damaged from 1/0.5/0.3 to 1/0.4/0.2
-Now has 0.1 second cooldown between rockets to make them all land slightly slower between each rocket impact.

Railway Artillery (First shell)

Reducing the power of the railway's first shell which has pin point accuracy so it does not instantly kill howitzers and weapons. Gun can still be wiped by the other shells.

-Damage against team weapons reduced by 50%.

Stuka 37mm Cannons (Single and Loiter)

Reducing non-necessary RNG. Also reduced its powerful to prevent it from one-shotting light vehicles and tanks. Acts primarily as area denial and support against armour rather than being able to destroy vehicles in a single pass.

-Removed critical chance on deflection.
-Damage from 60 to 45. (Loiter)

Ostruppen and Ostruppen Reserves
Adjusted the bonus to avoid Ostruppen from becoming too powerful with weapons.

-Cover bonus and weapon penalties now only apply to the Ostruppen Kar98K.
-One squad from Ostruppen Reserves always comes with an MG42.

Sniper G-43 Incendiary Shot
Reduced the accuracy of the Incendiary shot from 11 to 2 to match regular sniper shots which makes the weapon less powerful vs retreating models.

-Accuracy from 11 to 2.

Pak 40
Removed the stun from the Pak 40, but also made the ability have a longer duration so its harder to avoid the ability.

-Ability duration from 4 to 7 seconds.
-TWP Now disables weapons for 8 seconds, and lowers speed by 25%.
-TWP Accuracy to 0.06/0.06/0.06


Puma Target Weakpoint
Previously the stun was too powerful on a mobile unit, especially when targeting weaker tanks. This has been changed to match the Stug G.

-Changed the stun to a turret jam to match the same critical used by the StuG.

StuG E
Manpower of the StuG E has also gone up to better match its effectiveness. Previously the stun was too powerful on a mobile unit, especially when targeting weaker tanks. This has been changed to match the Stug G.

-Changed to lower vehicle's stats (reload, sight, speed) by 25% for 15 seconds.
-TWP cost from 35 to 25.
-Manpower cost to 260. 390 when no tech is active.

Stuka Dive Bomb

Reducing the power of the stuka dive bomb against guns and team weapons to allow for full health howitzers and field guns to survive and be recrewed.

-Damage against team weapons reduced by 50%.
-Removed the ability to instant kill infantry should it cause any harm.
-AOE from 15 to 13.75

Ostwind

Improved its effectiveness against aircraft due to its long reload after the initial shots. Will down aircraft in a full clip. Lowered the moving scatter to help the Ostwind better kite infantry.

-Non-vetted weapon gives 100% bonus damage against aircraft.
-Veterancy 2 weapon now gives 150% bonus damage against aircraft.

Panzer Grenadiers
Improved the G43 upgrade to have more use over the STG44 by improving long range damage further at further expense at close-range to further differentiate the two weapons. Vet 1 Changed as a revamp and the squad now gains part of its RA at vet 1.

-G43 cooldown from 0.25/0.75/1.5 to 0.35/0.85/1.15
-G43 Aim Times from 0.5/1.5/3.5 to 0.25/1.5/2.15
-G43 Accuracy from 0.78/0.624/0.564 to 0.78/0.65/0.6
-G43 range from 6/18/35 to 0/22/35
-G43 Moving cooldown from 0.5 to 1.25.
-"Field Medical Kit" changed to "Mark Target". This ability is used on hostile infantry causing them to take 15% additional received accuracy. During this time, the Panzer Grenadiers also receive this de-buff.
-Cost properly adjusted so reinforce is the same, even when manning weapon teams.
-0.8 RA modifier at veterancy 1
-0.71 RA at Veterancy 2 changed to 0.875.

Stormtroopers
Granted 4 G43s that use the PGs version at a higher price to make them more unique over Grenadiers. Adjusted experience levels as they were previously too high.

-Now have access to G43s. Old Panzergrenadier version. Gains four for 75 munitions
-Experience levels set to 540/1080/2160.

Pak 43

Changed the pricing to make the Pak 43 less heavy on manpower, but require fuel to be placed. Gun health increased to help the gun itself survive single artillery strikes.

-Cost changed from 500 manpower to 380 manpower and 30 fuel.
-Gun health from 470 to 600

250 Half-Track

Cost adjustment to the 250 and weapon changes to make it slightly more useful without its garrison. Can also now gain spotting scopes.

-Dispatch fuel cost from 30 to 20.
-Now has an MG. Uses 251 pintle stats. (Position on the 250 slightly bugged/ gun floats without a mount)
-Can now be upgraded with spotting scopes.
-Now Gains Veterancy

Vet 1: +10 Sight
Vet 2: +25% Burst Duration, +20% Accuracy, -20% Reload, +20% De/Acceleration
Vet 3: +30% LOS, +20% Speed and Rotation

250 LMG Grenadiers
Equalized them with the standard Grenadier profile for consistency.

-No longer gain the 25% range increase for the rifle grenade to match regular Grenadiers.
-Now has consctruction penalties.

Assault Grenadiers

Modified their cost to bleed slightly less manpower due to their need to be up close to deal damage and reduced grenade cost to make it more viable which relies on the number of members to be effective. Panzergrenadier squad leader armour from 1.5 to 1 for standardization. Veterancy 1 replaced to diversify the squad as a start towards revamping unit veterancy for Eastern Front Armies.

-Reinforce cost from 28 to 26
-Grenade ability cost from 45 munitions to 30.
-Panzergrenadier squad leader armour from 1.5 to 1.
-Medical kits replaced. Gains -10% received accuracy and faster recharge on sprint by 25%.
-Aim-time and ready-aim times adjusted for the grenades to allow for faster throwing.

Sdfkz 222

Previously the 222's Coaxial MG had no rotation with only a 10 degree firing cone with no ability to traverse making it difficult to track targets it chases after, particularly at close-range. The reload has been shortened the reload on the MG to reduce the length the MG is not firing.
Increased health, cost, armour, range, and acceleration to help the 222 kite other light vehicles.

-Coaxial MG now has 10 degree traverse to the left, right, and up.
-Coaxial MG Reload from 6/6.5 to 4/4.5.
-2cm autocannon accuracy at far from 0.025 to 0.035
-Moving accuracy of the 2cm accuracy from 0.5 to 0.75
-Health from 240 to 280.
-Autocannon range from 40 to 45.
-Cost from 210mp/15fuel to 280mp/45fuel
-Acceleration from 2.4 to 2.8
-Armour from 9/4.5 to 12/6.
-Coaxial MG now gains accuracy bonuses at veterancy 2.
-222 autocannon can now attack ground.
-Coaxial Range from 35 to 40.
-Spotting scope bonus from 2 to 1.5

Tiger

Increased the movement speed of the Tiger to be more in-line with the less armoured heavy tanks to aid the tank.

-Speed from 4.7 to 5.3.
-Acceleration from 1.5 to 1.7/deceleration from 1.8 to 2.

Pioneers

Minor addition of sandbags to give the faction some ability to build heavy cover outside of their 150mp bunker. Furthermore, the squad's population has been slightly reduced to match other engineers.

-Can now construct sandbags.
-Population from 6 to 5.

Assault Officer

Reduced population of the unit due to its single limit, veterancy being focused on support, and its reliance on abilities over other combat squads. Slight cost reduction on Coordinated Barrage. Vet 1 modified to be a smaller version of Light Artillery Barrage.

-Population from 9 to 6.
-Coordinated Barrage from 80 munitions to 70.
-Veterancy 1 Medical-Kits replaced by Light Barrage.

Grenadiers
Changed their veterancy for more diversity amongst the Ostheer infantry roster.

-"Field Medical Kit" changed to "Model 24 Grenade". Allows the Grenadier squad to throw a single Model 24 allowing the squad to have some sort of self-defense against units that close in.

Bunker

Will no longer automatically kill units inside when destroyed to match other garrisonable objects that can be constructed and improved the functionality of the command bunker to give it more use and a reason to place it on the field due to how easy it is to destroy.

-Chances to survive from 0 to 75% per entity.
-Command bunker now grants a 10% improved accuracy and reload to nearby units with 35 meters.

Field Medical-Kit
Adjusted the ability as it is found now only on the pioneers and Ostruppen so it has better value per use.

-Now heals 60 health in total from 40.
-Cost from 20 munitions to 10.

Ostheer Trenches
Rather than just providing a single trench with the ability, it also allows Grenadiers, Ostruppen and Panzer Grenadiers to construct sandbags and wire to provide more defensive use.

-Panzer Grenadiers, Ostruppen and Grenadiers are allowed to build sandbags and wire with this ability.

Hulldown (Defensive Doctrine)
Unique to defensive doctrine, Hulldown allows Panzer IV and StuGs to be camouflaged when hulled down and are in friendly territory to reinforce the defensive posture of this ability.

-Regular Panzer IVs and StuG will be camouflaged in friendly territory when hulled down using the Defensive Doctrine. 2x accuracy from first-strike. Six second delay before the cloak activates.

Jaegar Light Infantry (Jeagar Light Infantry Doctrine - 1 CP)
Added a new unit to the doctrine to add more utility to doctrine that is heavily invested on munition upgrades.

-Jaegar Light Infantry can be called from off-map for 270 manpower. This squad moves slightly faster than other infantry, has camouflage, and decaps territory 30% faster than most infantry. Only carries unique Kar98ks and can sprint.
-0.9 Received Accuracy Base. Kar98K DPS(0/15/35): 4.3/3.8/2.9. 40 Sight.
-Veterancy 1: Self-Healing when out of combat
-Veterancy 2: Sprint duration increased by 25%, 50% first-strike bonus, +40% weapon accuracy
-Veterancy 3: +5 Weapon Range, -20% Receieved Accuracy
-Can now 'Siphon Resources'. Reduces a point's income by 50% and adds the amoount to the player using the ability. 30 range. Unit cannot move or be ordered to attack else the ability disengages.








Last edited by miragefla; Nov 8, 2016 @ 6:15pm