"Раскрывающийся текст"BALANCE
Balance Goals
Increase the number of viable strategies in the game
Make core tech tree units more desirable
Increase the viability of light vehicle combat.
Promote and Encourage Combined Arms
Reduce negative user-experiences in gameplay
Improve usability and remove unintended behavior from the game
General game balance tuning Опять ви ар со эксайтинг! Как можно усидеть на двух стульях делая Increase the viability of light vehicle combat и двигая пуму ниже на 1 цп ?
General Gameplay Updates
Medium and Heavy Call in Vehicles (Tiger, Tiger Ace, Elefant, IS2, ISU, Jadgtiger, Sturmtiger, KV2)
We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
All heavies get an increase CP of 2 Points
Stug E Call in CP requirement increased from 6 to 7
Puma Call in CP requirement lowered from 6 to 5
M10 Tank Destroyer CP requirement increased from 7 to 8
Bulldozer Sherman CP requirement increased from 9 to 10
M4C Sherman CP requirement increased from 9 to 10 Про пуму уже выше отметился, посмотрите на штуг и м10 - вот это реальные шаги. Если раньше ты мог отконтрить быстрый флак панцер м10, то сейчас ты уверенно жмешь ритрит. Штуг теперь не будет убер пушером на 5 цп, что таки дает время для подготовки. Особенно УСФ.
Buildings:
Splats have been removed certain base buildings which allowed players to see which buildings were being built in the fog of war. Каких-то 3 года прошло...
SOVIETS
Soviet Tech Tree
Tech tree has been adjusted and reformatted to create more diverse and creative strategies with the faction. We felt the Soviet tech tree encouraged a very binary gameplay and created reliance on dispatch abilities. With these changes we anticipate players will be encouraged to explore new combined arms strategies.
T1 (160/50) to (160/40) Penal Battalion / M3 Scout Car / Sniper
No requirements
T2 (160 manpower 50 fuel) Zis AT Gun / Maxim / Mortar
No requirements
T3 (240/60) to (240/80 and 170 seconds) M5 Halftrack / T70 / SU-76
Requires T1 or T2
T4 (240/100) to (240/90 and 150 seconds) T-34-76 / SU-85 / Katyusha
Requires T3 Прощай Т4 и Т34-85, ты был нам очень дорог. Как результат - советы будут бороться против блобов и масс минометов своими минометами-пулеметами и Сучками. Кстати М5 после баффа очень эффективная вещь за 30 топлива.
Conscript
We noticed an irregular value in the causality timer for conscripts which was exceedingly higher than all other infantry. We have brought the timer in line with other infantry causality timers.
Casualty timer brought down from 500 seconds to 30 seconds - "трупы" будут умирать быстрее, а не ползать корчась в муках и давая свет, или занимая здание. Вот это нерф...бага.
T34-76
To compensate for the increase in teching cost to produce t34s
Cost reduced from 310/100 to 300/80 - интересно, надо обкатывать. Нет, не интересно - ибо тайминг тебе не позволит настроить их достаточное кол-во для продавливание массой.
T34-85
We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have commander equipped with a T34-85 Commander ability but also will now require players to build a Mechanized Armor Kampaneya to acquire the T34-85 medium tank.
T34-85 is no longer a call in vehicle
T34-85 is now buildable in the Mechanized Armor Kampaneya
CP changed from 9 to 0 Отличный ход ребята! Теперь эти танки ушли в раздел СУ-76 до патча. Армии, которая несет самый ужасный мп дрэйн КОНЕЧНО же нужен т4 за 240 мп. Хотя, я сейчас играю т3 в т4 через т34 или м5 для пуша и су85 для лейта.
DSHK 38
We removed focus fire from the DSHK 38 as it was preventing the AOE suppression from working properly.
Focus fire removed
M5 Halftrack
Usability improvement.
Removed requirements on Quad upgrade Привет лендлизовая доктрина! Ты теперь стала лучше.
Maxim HMG
We wanted the Maxim HMG to be more reliable at countering infantry blobs.
Maxim nearby suppression multiplier increased from 0.4 to 0.8 - хоть что-то. Неужели? Теперь никто не сможет к нему подползти на бросок гранаты? Дела...
ML 20 152 Artillery
We want to encourage the use of the ML20 which was previously underperforming.
Salvos increased from 4 to 8
Removed precision strike at veterancy 1
Veterancy 1 now increases the number of salvos of the ML 20 by 2 (10 Total) - в целом, тоже интересно. Т.е. с 3-мя бильками на кучность они будут сносить ОКВшные здания за 1 обстрел? фигня какая-то
USF
Weapon Rack
We combined both upgrades to make it easier for the players to access their weapon racks.
Bar & Bazooka Upgrades are now combined into one. (150/15) - вот это баф, так баф. Отлично, можно передамажить гренок в ерли.
Major
We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
Cost increased from 90 Fuel to 120 Fuel
Captain
We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
Cost reduced from 200/80 to 200 / 60 Фигня по большому счету, разницы особо не будет. Уже опробовал в альфе.
Pak Howitzer
The Pak Howitzer was currently underperforming for cost we have made a slight adjustment to bring it in line with its performance.
Cost reduced from 480 to 380
Changed reinforce cost discount from 1.0 to 0.5 to match existing weapon crews Джи айная 120-ка выглядит более привлекательной. На 2х звездах она имеет отличные характеристики, если вы ей не играли до этого - попробуйте.
Sherman Easy Eight
We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This change still require the player to have the Rifle Company Commander but also will now require players to unlock the Battalion Command Post to acquire the M4A3E8 Sherman ‘Easy Eight).
M4A3E8 Sherman ‘Easy Eight’ is now a buildable Tank in the Battalion Command Post
CP requirement reduced to 0 Тайминг увеличился. Но не цена.
P47 – Rocket Strike
The huge loiter size made it difficult to get out of Loiter zone during the P47 Rocket Strike. The reduce radius should make it easier for players to avoid P47 Loiter area.
Loiter radius reduced from 60 to 50 Правильный шаг, п47 иногда делали какие-то совсем адские вещи.
OKW
Stumtiger / Panzer IV Ausf J
We felt the OKW lacked a Generalist Tank that wasn’t extremely expensive and can reliably deal with both Infantry and Tanks. With this change we anticipate the players could have more armor options than to save for an expensive Panther or King Tiger.
Sturmtiger removed from core tree added to Elite Armor Tree
Added Panzer IV Ausf J to the Schwerer Panzer Headquarters
OKW Panzer IV Ausf J Medium Tank:
We felt the Panzer IV was slightly underperforming so we made some adjustments
Now starts off with Side Skirts
Stats aligned with other Panzer IV
Sturmtiger
With the Sturmtiger's inability to do auto-fire this makes it very difficult to gain veterancy in its current form. We want to keep the Sturmtiger’s unit functionality and by reducing its veterancy requirements we hope to see this unit scale better into the late game. We also improved the usability of this unit by making its damage more consistent as well as improving its range.
Penetration increased from 150 to 1000
Range increased from 40 to 45
AOE Penetration increased to 1000
Damage at Far increased from 0.05 to 0.30 О, теперь ОКВ будет проседать по личке. Это, с одной стороны хорошо, но с другой стороны это средний танк с 5! уровнями опыта и базовым бафом на хиты-армор.
Sturm Pioneers
One of the biggest problems the Sturm Pioneers faced was the expensive manpower cost to reinforce. With the overall design changes to the OKW early game we wanted to make reinforcing Sturm Pioneers less penalizing on the player which will encourage their use in various builds.
Reinforce cost reduced from 40 to 32
Reinforce time reduced by 20% Первый шаг норм, второй отвратительный. Лопаты стали еще лучше.
Infantry Support Gun
The Infantry Support Gun was currently underperforming for cost we have made a slight adjustment to bring it in line with its performance.
Cost reduced from 430 to 330 Цена позволяет построить их 2-3 и взять под контроль большую часть точек. Но, тут мы вспоминаем про Пз4 и погружаемся в раздумье - СапГан или танчик?
Wehrmacht
General
We decided to increase the Wehrmacht’s starting manpower to 420 to compensate for lack of starting base infantry. This should also give more options for Wehrmacht players to diversify their build.
Starting manpower increased from 360 to 420 Гитлеровские оправдания основанные на переносе МГ в т0. Филд презенс улучшен.
Battle Phases
One of the Design Goals for the Wehrmacht was to give the faction flexibility in which they could tech. However, that was not the case due to the expensive nature of their battle phases. By offsetting the costs to the buildings instead of the upgrade it gives players an easier time to upgrade through battle phases.
Battle Phase 1 decreased from 200/45 to 100/40
Battle Phase 2 decreased from 200/55 to 100/45
Battle Phase 3 decreased from 200/60 to 100/50
Tech Buildings
Building 2 increased from 120/15 to 200/20
Building 3 increased from 160/25 to 260/75
Building 4 increased from 160/30 to 260/80 Это выглядит как бафф, но на самом деле это небольшой нерф по бензу. Личка осталась нетронутой. Тайминг появления техника увеличен. Но играя через штуг или пуму - мы можем выйти в т4 без особых проблем.
Grenadiers
The increase ability max range modifier allowed grenadiers to fire their rifle grenades at such a range that players would not be able to react to the incoming grenade.
Removed ability max range modifier at veterancy level 2 - у наконец-то. Еще бы они ее урон понизили и было бы вообще ок. Потерять отряд от 35 аммо как-то совсем не то.
MG42 HMG:
To encourage and diversify builds we have decided to move the HMG to the HQ. We expect this change will prompt more Wehrmacht opening strategies. We have adjusted the MG42’s cost and build time to bring it more in line with its performance.
Moved to HQ
Cost increased from 240 to 260
Build time increase from 30 seconds to 36 seconds какмилогитлер.джепег Пионеры с огнеметами и куча МГ, быстрый т2 или даже т3. Дип финкинг оф баланс тим.
Panzerwerfer
Ease of use change to allow the Panzerwerfer to gain veterancy at a more reasonable rate.
Reduce veterancy requirements by 20% Когда такой бафф дадут "Катюше" ? Отвечает Максим Поташев!
Stuka JU-87D Anti-Infantry Strafe
We are increasing the delay slightly to give players more time to react to the JU-87.
Delay increased by 1.5 seconds
Stuka JU-87D Anti-Tank Strafe
We are increasing the delay slightly to give players more time to react to the JU-87.
Delay increased by 1.5 seconds На края карты это не влияет - техника все так же умирает пачками. Тупые ублюдки - за 180 аммо мы можем потерять 3-4 танчика общей стоимостью 1300 мп и 520 топлива. БАЛАНС.
Redistribute Resource
We found that Redistribute Resources was providing too high of a munition yield for cost. - все 3 - нерф CAS'а, надо смотреть насколько сильный.
Munition gain from conversion reduced from 150 to 125 munitions Все те же фаст 3 мг для гренок. 60 вы копите, 125 получаете.
Command Tank
The command tank aura provided in territory created too many inconsistent instances due to different territory sizes. This should improve usability.
No Longer requires territory to provide defense Aura
Now is radius based (45) Офигительный нерф. Неужели кто-то задумался на размером территорий и действия абилки коммандного танка? По факту - ничего не меняется, 45 - радиус чуть меньше действия нового п47.
LEFH 105 Artillery
We want to encourage the use of the ML20 which was previously underperforming.
Salvos increased from 6 to 10 2 такие гаубицы и союзиник с оффмапом полностью закрывают доступ к 1 критичной точке. Веллдан Релик.
----This concludes tuning pack changes----
BUG FIXES
June 21 Update Additional Bug Fixes
These issues may not be present in the tuning pack but will be deployed in the July 21 update.
Minor Warspoils update – this will add the retrofit skins and newly added skins to the pool of items that can be dropped.
Soviet northwesternfront heavy winter was not granting players the correct variant skin.
Small UI changes – Fixed small UI issues in the public games list.
All COH2 logos have been replaced with the updated versions.
Fixed some text and localization strings.
Fixed a bug where the Maxim HMG incremental accuracy wasn’t increased along with other HMGs.
Fixed a bug where Raketenwerfer reload and ready aim time duration min/max values were switched.
Fixed an issue where the OKW Officer pistol "Luger p8 9mm pistol" did not receive a 15% accuracy increase when the weapon accuracy modifier that was previously on the squad was moved over to its weapon.
Fixed an issue where Paratrooper Support Squad from the Recon Commander lost +25% accuracy on squad level but only gained +15% on weapon level so -10% accuracy on all weapons.
Fixed an issue where KV-1, KV-8 still has old vehicle criticals instead of new ones.
Fixed an issue where For Mother Russia was buffing from +25% accuracy to +50% accuracy for AT guns only.
Removed suppression modifers on Grenadier Kar96k Rifle.
Fixed an issue where causality sight modifiers were either too high or too low. Партизаны все так же отсасывают со своими штрафами. Фальшимягеры все так же бегают в невидимости и выдают увеличенный урон на всех дистанциях. Ягдпанцер из невидимости сносит любой средний танк за выстрел. А аое штуки выигрывает игру за 1 удачный выстрел. Клево чо.