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 @ 1:24pm
Changelog (General)
General Changes

Snipers

Made the sniper cloak less powerful to further emphasize their use as support units and to make engaging overextended snipers easier. Exposed snipers will also be unble to quickly recloak when firing.

-Can no longer ignore the recloak reversion time when out of cover.
-Sniper cannot recloak when in combat. 3 second delay after combat ends before this ends.

Projectiles
Certain projectiles no longer collide with terrain, but will still collide with obstacles. Currently set mainly for AI projectiles.

-Applies to Ostwind, T-70, Stug E, Jagdtifer Supporting Fire, ISU-152 Piercing Shot, Greyhound 37mm, Sherman HE

Auto-Fire for Mortars and Light Artillery
A slight change to the auto-fire of these weapons to reduce lethality when unmicroed. Furthermore, the auto-fire range veterancy boost to mortars has been removed.

-Pack Howitzer and HM-120mm Mortar Auto-Fire from 80 to 70.
-ISG, Ostheer, British, USF and Soviet Mortars auto-fire damage from 80 to 65.
-Removed the range increase of mortars at veterancy 3.

Comet and Pershing Auto-Fire Grenades
These grenades will no longer stun vehicles on deflection.

-On-Deflected stun action removed.

Population Standardization
Certain infantry units now cost 1 population for their entities with the rest of the population moved into the squad itself.

-Applies to Panzer Grenadiers, Obersoldaten, Fallschirmjager, Commandos, Assault Engineers, Rangers, Paratroopers, Jeagar Infantry. Officers have already been modified in prior patches.

Snares
Can now be used on neutral targets.Made a change that allows all snares to target neutral vehicles to either finish off abandoned vehicles or hit uncrewed USF vehicles.

Grenades

Most grenades except for Assault Grenadier grenades have had their building damage AOE modified to prevent them from leveling Eastern Front/Wooden structures into 1-3 hits.

-AOE building damage modifier from 1/1/1 to 0.9/0.5/0.25

Rear Armour
Many heavier vehicle had their rear armour reduced to allow for flanking action by lighter units to be more effective, particularly the standard medium tanks of each faction. Exact changes are found in the unit changes.

Mines (General-Purpose and Tellers)

Reducing the amount of RNG involved as 30 munition is too cheap for the chance of killing a vehicle's engine. Tellers lost the chance as well due to their higher damage. Mines also deal less damage to infantry to prevent one-hitting full squads.

-Removed the chance to deal heavy engine damage.
-Deals 35% of normal damage against infantry for 70 damage leaving full health models at 10 health. (General-Purpose)
-Deals suppression on squads hit by mines. (General-Purpose)

Starting Weapon Crews for HMGs, Mortars, Raketen and 57mm ATG
-Standardized to 1 from either 0.85 (raketen) or 1.25 (everything else).
-Soviet weapon teams from 1.25 to 1.15.

New ability added to HMGs and vehicles that have clips/magazines for their cannons

Added to ensure players can me sure their units don't reload at the start of the battle after a previous engagement.

-Force Reload ability added.

251/M5/M3 Half-Tracks
These units now gained shared veterancy from infantry units to allow them to gain veterancy faster. While it does affect them when upgraded, these units already rank up quickly. This change is to mainly help the transport and reinforce versions of thes eunits to be more effective.

-Now gain shared veterancy from nearby infantry units.

Planes

Change up their functionality and reduce RNG. Loiter planes should get one pass in before being shot down by AA units in the area. Pintles currently have little purpose in terms of air defense as of this update. Crash damage removed to prevent RNG from killing units when AA does its job.

-All attack aircraft (Stuka, IL-2, Typhoon, P-47) have 200 health and 35 armour to allow for AA units to shoot them down in a consistent manner.
-Cargo planes have 240 health and 35 armour.
-Deflection Chance to instantly killed planes removed from all AA weapons.
-Now deal 0 damage on crash

Prioritize Aircraft
Added to allow the AA units to focus on bringing down planes when they are called in.

-AA units have gained Prioritize Aircraft

Suppression
Adjusted suppression to units to cause grenade abilities to have lower range to limit grenading machine guns when units are attacking frontally.

-All grenade abilities that are not snares have their range reduced by 33% when the unit is suppressed.

Abandon Critical
Adjusted the critical so the abandoned vehicle cannot immediately escape or fight back when recrewed.

-Now causes destroyed engine and main gun critical.

Heavy Artillery Off-Map Changes

-Many other artillery abilities have had their strength reduced against team weapons/howitzer to prevent one shotting them when at full. This includes the 155mm artillery strikes, IL-2 Bombing Run, and other heavy artillery abilities.
-Can no longer be used in base sectors.

Territory and Victory Points
Done to improve pathfinding.

-No longer block to help with pathfinding

Sweepers for Soviets and Ostheer

Due to the issue of these units reaching veterancy 2 without flamethrowers, the sweepers now provide a repair bonus to these units to help them in the support role.

-Now provide 0.5 repair speed for pioneers and combat engineers.

Anti-Tank Guns, Piats, Bazookas, and Panzerschrecks
Reduced the damage these weapons deal to infantry to prevent snipes on full health models due to RNG.

-Damage against infantry set to deal only 25% against infantry.

Handheld AT (Bazookas, Piats, Panzerschrecks)
Now grant hold-fire so the squad with an AT weapon can be prevented from wasting shots on the wrong vehicle or target that enters LOS of the unit using these weapons.

-Squads grabbing bazookas, PIATs, and/or Panzerschrecks will be granted the Hold-Fire ability.

Concussion and Stun Grenades
No longer stops units from retreating but will still slow the target momentarily when hit.

-Stun grenades now reduce speed rather than forcing units to the ground where they are unable to act.

LMGs for moving and non-prone users and LMG bug-fixes (Commandos, Paras, Obers)
Adjusted the LMG profile for these units. Previously weapons such as the DP-28 and MG-42 were worse in the hand of these units as their weapon profile was worse. This has been adjusted. Furthermore, the Ober LMG has been adjusted to be on par with the standard Ober LMG, just without the ability to fire on the move.

-MG-34 damage for the non-Ober users changed from 8 to 6.
-LMG profiles should now be on par throughout all files. Previously DPS was reduced for certain LMG users.

Wire, Sandbags, and Tank-traps
Reduced the health of these objects to 10 to 20 hitpoints when being constructed to counteract ghost objects. These objects will have their previous health restored once they are fully constructed.

-Health of most objects set to 10 to 20 hitpoints during construction. Objects must be completed to regain their full health status.

Light Vehicle Pathing

-Removed the 0.001 in the turn plan to prevent 360 degree sudden turns

Vehicle Wrecks
Bugs fixes to ensure that these objects can be properly salvaged.

-All wrecks have been standardized into specific profiles for the case of salvage. All mediums give the same value, all heavies, etc. Previouslt they were all over the place (Ambulance wreck was worth 370 munitions)
-All wrecks now provide fuel and munitions. Previously this was not the case.
-Some wrecks were missing cost values which prevented salvaging by the British and Soviets. This has been fixed.

Building Spawning/Infilitration
The requirement for units spawning out of structures has been changed to only work in friendly territory to prevent suprise attacks and possible wipes when one faction is on the offensive.

-All unit spawning out of structures requires the ability to be targeted in friendly territory.

Demo Charges

-Removed the automatic instant death gib critical should any soldier be caught within the weapon's AOE.
-Standardized the demo charge across all factions.

Call-In Vehicles (Medium and Heavy Armour)

Select call-ins cost 50% more in both fuel and manpower until specific structures or tech items are built to encourage more tech usage.

-Ostheer Heavies require Heavy Panzer Korp for normal price. Panzer IV Command Tanks require Support Armour Korp. Stug E and Puma require Battle phase II for normal price.
-USF requires Major tech for Pershings.
-All Soviet mediums and heavies require the Mechanized Kompenya for normal price.
-OKW requires Schewer Panzer HQ for heavies to be deployed at normal price.
-UKF requires either Hammer or Anvil tech for heavies to be deployed at standard price.

Last edited by miragefla; Nov 8, 2016 @ 7:28pm