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Свой Катитоф у нас есть, осталось своего Алексазавра завести и будет такой миниCoh2.org.

[черт] alexandvar. [черт] you guys who paws up him. [черт] you assholes. [черт] all of you faggot ass mother[черт]ing bitches

Теперь он у нас в тимспике.

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"ESHE BOLSHE SEKRETOV"
Alpha News

Company of Heroes 2 Development Team would like to express its gratitude to all testers who volunteered to take part in the UKF Private Alpha Test. Wednesday May 27th marks the final date for the UKF Private Alpha Test. We would like to thank all those who participated for their diligence and invaluable contributions. We will continue to iterate internally based on the tremendous amounts of feedback you have given us. We humbly ask that you continue in your testing efforts for the final private alpha test, and keep the feedback coming!


Gameplay Updates

Criticals

We found that receiving an engine destroy critical at 25% was too penalizing for the player. We have decided to remove it from the damage critical table. Vehicles will still be able to get a destroyed engine from mines or explicit engine destroying abilities.

Removed Destroyed Engine Critical at 25%


OKW

General

We saw some interesting strategies arise after the OKW tech tree updates we made last patch. The goal we wanted to achieve with the updates we made to the OKW was to open them up to more combined arms tactics and to encourage more aggressive playstyles. We feel we are on the right path towards the intent and plan to further develop it internally. For now we have decided to revert some of the early game changes that we made to the OKW to direct more focus towards the British.

Sturmpioneers are now the starting unit of the faction
Volksgrenadiers moved from Battlegroup Headquarters to HQ
Kubelwagen changes reverted


Infantry Support Gun

Cost reduced from 430 to 330


Soviets:

With the recent updates to the Soviet tech tree we found the pacing was a little off. This resulted in light and medium armored vehicles being fielded too early. We have readjusted the cost of these buildings to better reflect their significance in the game.

Special Rifle Command (Tier 1)

Cost reduced from 160/ 50 to 160 /40


Tankoviy Battalion Command (Tier 3)

Cost increase from 240/60 to 240/80



Mechanized Armor Kampaneya (Tier 4)

Cost increased from 240/100 to 320/110



120mm Mortar

We have decided to reduce its base damage to reduce
the 120mm lethality against infantry.

Damage reduced from 100 to 80



SU-76

The SU-76 received numerous changes to improve its performance last patch. The changes to its cost is to better reflect its performance.

Cost increased from 240/70 to 320/75



T34-85

The T34-85 is a better version of the T34-76 in all areas. We felt there was never a reason to build a T34-76 over the 85 when it was available through a Commander option and by leaving this option open, we felt we were leading the player into making a bad choice. By changing the CP cost to 0 and replacing the T34-76 completely; this will minimize the confusion for other players.

CP changed from 9 to 0
T34-85 now replaces the T34-76


Wehrmacht

General:

After updating the cost of the Wehrmacht buildings and battle phases last patch, we found that players were able to field medium armor a lot faster than other factions. We have increased the cost of Support Armor Korps(Tier 3) and Heavy Panzer Korps(Tier 4) to bring their pacing in line with the other factions.



Support Armor Korps(Tier 3)

Cost increased from 240/40 to 260/75



Heavy Panzer Korps(Tier 4)

Cost increased from 260/50 to 300/80



Stug III G

In the last patch we gave the Stug III G a new profile. We are now adjusting the cost of this unit to better reflect that profile

Cost increased from 230/80 to 280/90


USF

M15A1 AA Halftrack

We wanted to create more dynamics between the units available in the Lieutenant tier and the Captain Tier by moving the M15A1 AA Halftrack to the Captain building. We have also reduced the cost on the M15A1 AA halftrack to account for the additional cost of the captain.

Moved to Captain Building
Cost reduced from 350/60 to 350/50


UKF

Commando Glider Insertion

We have increased the cost of the Commandos to bring it more in line with their performance. We have also lowered the CP cost required to call in this ability; as the timing in which commandos appeared was quite late in the game.

Cost increased from 350 to 450
CP Reduced from 6 to 4



British Call in Vehicles

All British Call in vehicles now have appropriate manpower and fuel costs in relation to their power.

Valentine Light Tank

Cost changed from 400 manpower to 360/90

Sexton Self-Propelled Artillery

Cost changed from 500 to 480/115



Churchill AVRE

Cost changed from 750 to 600/140



Churchill Crocodile

Cost changed from 700 to 600/180



Churchill MK. VII Infantry Tank

The Churchill MK. VII Infantry Tank best shines when used to support specialist units. Because of its hefty cost, we found that often the better choice was to make more specialist units than to explore the option to support them. We have reduced to cost of the Churchill MK. VII Infantry Support Tank to make this a better desirable option.

Cost reduced from 580/180 to 540/150



AEC Mk. III 75mm Armored Car

Because of the early availability of the AEC Armored Car and the cheap cost to man it on the field, we found that players were able to dispatch an AEC Armored Car very early. This made it very difficult for players to deal with this unit. We have increased its fuel cost to give players more time to build a counters for this vehicle.

Cost increased from 340/45 to 340/60



Hammer/Anvil Specialization

Because of the hefty fuel cost of specializations, the benefits to specializing wasn’t worth its cost relative to manning another unit. We hope to encourage its use with the reduced fuel cost.

Fuel cost reduced from 50 to 25



British 0.55 cal AP Sniper

We have given the Sniper a small health increase to prevent the unit from being killed instantly by various explosive weapons. We anticipate this will give the player more time to react.

Health increased from 80 to 82



Sherman Firefly

We wanted to further develop the role of the Firefly as a Sniper. In order to keep the units high damage against vehicles; we have increased the reload speed on the unit significantly. This means the firefly will be able to initiate first strike damage but will need supporting units to follow up. This should also create numerous counter play situations.

Reload increased from 7.5 to 12
Armor reduced from 215 to 160



Tulip Rockets

The Tulip rockets were designed to generate strong alpha strike damage towards vehicles. We found through playtesting that the rockets themselves were very potent against infantry and anti-tank guns. This made the Sherman Firefly not a specialist unit but with the purchase of the Tulip Rockets a very strong generalist unit. We have made the ability target vehicles only to prevent this. We have also reduced its damage on the rockets to prevent instant death for some vehicles.

Rocket Left Damage reduced from 240 to 160
Rocket Right damage reduced from 240 to 160
Recharge time increased from 90 seconds to 120 seconds
Target vehicles only



Brace Structure

With the changes to emplacements in the last update. ”Brace Structure” now plays a critical role in insuring emplacement survivability. Through observations and playtests we found the ability to toggle the ability gave very little room for counter play. By making Brace Structure a timed ability it opens up more consistent opportunity against emplacements.

Is now a timed ability that last 30 seconds


Air Superiority

We recently increased the cost of this ability to a 10 minutes shared cooldown. We found that 10 minute cooldown was too heavy of a price for the ability.

Reduced cooldown from 10 minutes to 6 minutes



Anti-building Flame Mortar Support

We found this ability to be extremely potent against OKW base buildings that were setup on forward positions. We have removed the targeting option of OKW buildings as it was providing an unfair experience against the OKW.

Does not target OKW Buildings


Maps

General

Lots of minor tweaks to world assets, which affect all maps
Adding (2) Kholodny Ferma and (2 - 4) Moscow Outskirts to the map lists



Essen Steelworks

New loading screen
New Mini/Tacmap



Port of Hamburg

New loading screen
New Mini/Tacmap
Adjusted several territory points to try and balance out distances



Arnhem Checkpoint

Adjusted the terrain around the furthest East point so caches can be built on it now



Kholodny Ferma

Area was opened up around the west cutoff section of the map.



Moscow Outskirts

Refinements were isolated to the north cutoff section of the map.



Known Issues:

Port of Hamburg

The mini/tac map doesn’t properly fit the size
Flood gate is blocking pathing



Across the Rhine

Cliff rocks are shot blocking unit garrisoned in bunkers



Bugs:

Fixed an issue that allowed players to call in multiple heavy tanks
Fixed an issue of emplacements costing being not accurate
Fixed an issue that caused weapon teams to re-face unintentionally
Fixed an issue that caused certain weapon teams to be invulnerable
Fixed an issue that allowed Signal Relay to be permanently active
Fixed an issue that allowed Spy Network to be permanently active
Изменено пользователем Mr Carloff
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OKW

General

Sturmpioneers are now the starting unit of the faction

Volksgrenadiers moved from Battlegroup Headquarters to HQ

Kubelwagen changes reverted

Мухахахаха. Вот так, незаметненько вернули все взад.. кроме заниженной стоимости на реинфорс штурмачей. Браво релики!

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Эти два патча показали, в очередной раз, что там НИКТО не понимает что делать с БАЛАНСОМ. Вместо работы над пехотой, они работают над танчиками.

Ну и СУ-76 за 320!!!!!-75 это победа.

Супорт ган за 330 вторая победа, теперь их будут строить по 2. И сапресить пехоту через 3 экрана.

Вы хотели выйти в Пантеру? Да вот фиг вам. Теперь только Т3 и в Тигра.

With the recent updates to the Soviet tech tree we found the pacing was a little off. This resulted in light and medium armored vehicles being fielded too early. We have readjusted the cost of these buildings to better reflect their significance in the game.

After updating the cost of the Wehrmacht buildings and battle phases last patch, we found that players were able to field medium armor a lot faster than other factions. We have increased the cost of Support Armor Korps(Tier 3) and Heavy Panzer Korps(Tier 4) to bring their pacing in line with the other factions.

PROSTO PROIGRAL

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Я не верю, что немецкий пазик 4 в прошлом альфа-патче выходил раньше амеровского шермана.

Разве смысл не в том, чтобы вывести среднюю технику пораньше, прежде чем она станет ненужной?

Короче опять химичат с течем.

ОКВ понятно почему всё изменили обратно. Но вот суппорт ган за 330, это немного перебор.

Добавили британцам цену в топливе на доктринную технику. Похоже посчитали это имбой)

Ждём дальнейших патчей.

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Я не верю, что немецкий пазик 4 в прошлом альфа-патче выходил раньше амеровского шермана.

Значительная часть цены ушла в домики, пропускаем их - получаем ранний Т3, в командных можно даже идти через МГ42+инжи или МГ42+оструппены, для прямого выхода нам понадобится 125 топлива, в последнем патче один только майор стоил дороже - 135.

Изменено пользователем lordVigo
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Значительная часть цены ушла в домики, пропускаем их - получаем ранний Т3, в командных можно даже идти через МГ42+инжи или МГ42+оструппены, для прямого выхода нам понадобится 125 топлива, в последнем патче один только майор стоил дороже - 135.

МГ и ассаулт гренадеры в т3, да хоть т4.

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Хахах, как всегда - фашистам баффы, советам нерф, бедные -ои фатерлянда никак не могут достичь 100% винрейта, надо им помочь.

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Хм... Я не знаю как реагировать на это, поэтому просто спрошу.

Кому нибудь из вас приходил ключик на альфу недавно?

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Что там апнули сушке 76й? Ионные щиты и лазор смерте? Чойта она дороговата стала).

Хп и пенетрейшн.

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Hello ,

You are officially invited to the Company of Heroes 2 - Alpha Test.

REMEMBER - You are now bound to the terms and conditions of the non-disclosure agreement as part of the application process.

The Alpha content is still in development and cannot be shared or discussed publicly under any circumstances.

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Hello ,

You are officially invited to the Company of Heroes 2 - Alpha Test.

REMEMBER - You are now bound to the terms and conditions of the non-disclosure agreement as part of the application process.

The Alpha content is still in development and cannot be shared or discussed publicly under any circumstances.

Поэтому и спрашивал выше. Тоже прислали.

Можно будет сыграть вместе, если захочешь. Сейчас только пару боёв отыграл против компа за бритов)

У бритов есть своя птрс-спам доктрина

Изменено пользователем apocalipsis
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У бритов есть своя птрс-спам доктрина

Помимо непосредственного нерфа ПТРСов конскриптов, в бэте нельзя убивать орудия расчета, пака у него есть хотя бы 1 модель, так что - теперь не комильфо.

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"Раскрывающийся текст"
получил альфу
какая же [censored] эти бриты
просто нет минусов
[ой!]ец
грейд на гренки 100-15
гренка за 25
кидает на полэкрана
грейд в танчик за 25 командира
улучшает все стрельбу и помогает спотить невидимок
[мамочки!] за 25 аммо
просто [ой!]ец
за 220-15 у тебя в т0 есть транспорт с мг и БРОНЕЙ
с самопочинкой за 15 аммо
какие там 60 у советов? они сосут! 15 аммо [ну уж нет]
САМОПОЧИНКА за 15 АММО
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Норм так. Даже у фрицев такого нет, чтобы сразу и самопочинка, и броня, и 15 стоимость).

Потому что фрицы не джентльмены!

Изменено пользователем DarthM
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Норм так. Даже у фрицев такого нет, чтобы сразу и самопочинка, и броня, и 15 стоимость).

Там она с первой звезды, это якобы балансится тем, что до звезды - ремонта вообще нет, на уже с 2*2 это не существенно.

Фаерфлай и минометы - такая имба, как и выглядят? Огнемет на бронировке доступен сразу, просто 90 муниции?

Изменено пользователем lordVigo
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Там она с первой звезды, это якобы балансится тем, что до звезды - ремонта вообще нет, на уже с 2*2 это не существенно.

Фаерфлай и минометы - такая имба, как и выглядят? Огнемет на бронировке доступен сразу, просто 90 муниции?

В 2х2 ты приезжаешь за МГ42 и высаживаешь Томми.

Фаерфлай нет, минометы да. Но против ванильных не катит - куча оффмапов.

90 и ты жаришь.

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