Перейти к содержанию
Друзья, важная новость! ×

Рекомендуемые сообщения

Дальше читать сил уже не осталось. Хороший повод проститься с игрой.

Все это полная ерудна в сравнении с этими изменениями:

Prevent unwanted clumping when given two opposing orders in quick succession (e.g., forward & backwards to avoid an AoE projectile).

Хороший повод начать играть.

Ссылка на комментарий
Поделиться на другие сайты

  • Ответов 7,1 тыс
  • Создана
  • Последний ответ

Топ авторов темы

Топ авторов темы

Изображения в теме

  • 4 месяца спустя...

Любое тупое животное может выиграть просто взяв бриторасов. Отменный баланс, да - немцы всегда проигрывают.

Ссылка на комментарий
Поделиться на другие сайты

Любое тупое животное может выиграть просто взяв бриторасов. Отменный баланс, да - немцы всегда проигрывают.

Вот это подрыв.

Ссылка на комментарий
Поделиться на другие сайты

Любое тупое животное может выиграть просто взяв бриторасов. Отменный баланс, да - немцы всегда проигрывают.

Войну ведь проиграли, почему тут должны выигрывать? Всё исторично.

Ссылка на комментарий
Поделиться на другие сайты

  • 5 месяцев спустя...
  • 2 недели спустя...

Неожиданно...

На Декабрь запланирован большой патч включающий в себя: р[мордашки]нс карт, р[мордашки]нс командиров, ИИ отрядов и балансные правки.

Сейчас нам демонстрируют первую порцию исправлений в балансе.

"Раскрывающийся текст"

We are happy to announce the December Balance Preview! Please note the changes below are NOT FINAL and will be undergoing weeks of iteration based on the community's feedback and extensive playtesting in the DBP Mod (which will be publicly available on the Steam Workshop later this week). For more info on what will be included in the December Update and the formerly suspended Fall Balance Preview, please check out our Blog.

For any feedback you have regarding the proposed changes below, make sure to post in out DBP Balance Feedback and DBP Bug thread located in the Balance Feedback section of the forums.

DBP Goals

Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch

Tone down the effectiveness of some the Axis’ elite, heavy tanks to make them less spammable and dominant in team games

Tone down the squad wiping effectiveness of some over performing, off-map abilities

Adjust some of meta dominating units (primarily Soviet) to improve strategic / competitive diversity

Improve strategic diversity and quality of life by making minor adjustments to redundant, underused and generalist units

Primary Focus

Revitalizing 2 – 3 underused commanders for each faction (more info to come)

Continuing the work from the Fall Balance Preview’s highest rated changes

Secondary Focus

Adjustments to units dominating the current Soviet meta in competitive play

* Lend Lease Commander

* Maxims & Penals adjustments

* Conscripts

Adjustments to select heavy tanks that are currently over performing in team games

* OKW Panther V

* Elefant

* Jagdtiger

Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy (More info to come)

Adjustments to OKW and UKF Forward Retreat Points to come with a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games)

Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes

General improvements to help with quality of life and strategic diversity

GENERAL

Blitzkrieg/Overdrive/War Speed/Step On It

* These movement boost abilities will now cease when the vehicle receives an engine critical.

Forward Retreat Points

* UKF FRP requires Company Command Post.

* OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established.

* OKW Battlegroup unable to reinforce if cut-off from friendly territory.

* Reinforcement cost increased by 20% while FRP ability is active

* 2 minute cooldown when FRP ability is deactivated

Sandbags and Ghosting

* All sandbags standardized to 240 health and 35 armor.

* Ostheer sandbags build-time from 60 to 45

* Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct

Repair Speeds

USF Rear Echelon & British Royal Engineers:

Vet 0 repair speed reduced from 2 to 1.6

Vet 2 repair bonus decreased from 1 to 0.5

Heavy Sapper upgrade (sappers only) decreases repair speed from 2 to 0.525

Sturmpioneers

Vet 0 repair decreased from 3 to 2

Squad Behaviour

* Added a squad AI behaviour where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground.

* Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons)

* Assist each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique

* Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations.

* Allied squads once again, assign support weapons (e.g., bazookas) to flanks rather than the core of the formation

Smoke Barrages

* Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position

Fuel and Munition Caches

* MP cost increased from 200 to 250

_Garrisoning _

* Load time for buildings increased to 1 (per model)

* Max load time increased to 3.25 (entire squad)

* Unload time for buildings increased to 0.5 (per model)

OKW

Kubelwagon

To decrease the manpower bleed the Kubelwagon can inflict in the early game (primarily vs USF), we have made the following changes:

Decrease rear armor from 4.5 to 1.6

Decrease front armor from 4.5 to 3.5

Increase health form 190 to 240

Jagdtiger

To decrease the on field dominance of the Jagdtiger against Allied tanks, the unit has received the following changes. To help keep the unit useful vs infantry, the Supporting Fire ability has received some performance enhancements.

Damage reduced from 320 to 300

Accuracy reduced from 0.06/0.05/0.04 to 0.055/0.045/0.03

Range reduced from 85 to 80

Supporting Fire range reduced from 125 to 95

Engine upgrade rotation bonus removed

Pop-cap increased from 21 to 23

Supporting Fire ability now available at Vet 0

Vet 1 replaced with Supporting Fire Barrage shells increased from 3 to 5

Supporting fire changes:

No longer collides with terrain

Mid distance from 2.25 to 1.5

Angle scatter from 6 to 8

Distance scatter max from 8.4 to 10

Distance scatter offset from 0.1 to 0

Panther V

As arguably the best non-doctrinal heavy tank in COH2, we felt that the unit offered too much benefit to spam and was increasingly dominate when produced in numbers. To encourage players to diversify their late game tech, we have made the following changes:

Pop-cap increased from 16 to 18

Decreased moving accuracy from 0.65 to 0.5

Increased moving scatter from 1.7 to 2

Vet 2 +10 % armor bonus removed (also affects command Panther)

Combat Blitz

+100% accuracy bonus reduced to +20% (affects all OKW vehicles)

Sturmtiger

* Abandon critical now only occurs from ballistic weapons

* The Sturmtiger Abandon Critical while reloading chance reduced from 50% to 25%

* Damage reduced from 640 to 580

* Manpower cost increased from 560 to 620

* Fuel cost increased from 160 to 180

* Population cost increased from 18 to 20

* All random critical types removed except for vehicle stun

Le.ig

* Now has access to a smoke barrage ability

WEHRMACHT

Elefant

Damage has been reduced to prevent the Elefant from two-shotting most Allied tanks.

Damage from 320 to 300

Pop-cap increased from 20 to 22

Panther V

Unlike the OKW Panther, we feel the OST Panther is more or less in a good spot. However, the make it somewhat more reliable in combat, the variable reload time of the main gun has been reduced.

Pop-cap increased from 16 to 18

Vet 2 +10 % armor bonus removed

Reload time decreased from 5.8 - 6.7 to 5.2 - 5.6 (reload time does not include wind-up)

Stuka Dive Bomb

* Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08

* Increased Munitions cost from 160 to 200

* Removed critical hit modifier

Stuka close air support

* CAS loiter no longer deals deflection/penetration criticals on attacked vehicles

SOVIET

M4C Sherman

The M4C Sherman has been tied to Soviet Tier 4 tech to prevent it from being spammed and to encourage players to diversify their tech.

Now required the Mechanized Armor Kompenya to be constructed.

CP cost decreased to 0

Penal

The Penal Squad has received some minor adjustments to bring it more in line with its cost and to reduce its effectiveness as a powerful generalist unit by offering a more distinct choice between anti-infantry and anti-vehicle.

Moving cooldown from 0.5 to 0.75.

Reinforce cost increased from 25 to 27

Veterancy requirements increased from 540/1080/2160 to 640/1280/2560.

Regular Satchels no longer collide with vehicles.

Targeted Anti-Vehicle Satchels now require the PTRS upgrade.

Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range.

Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles.

Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry.

PTRS Ready Aim Time reduced from 2 to 1.25 (affects all PTRS variants)

Dshka

The Dshka HMG has proved to be exceedingly cost effective and thus the adjustments made to the unit below will bring it more in line with its performance and make it less of a spammable unit.

Increased reinforcement cost for vanilla crew from 15 to 20.

Traverse speed decreased from 90 to 38

Suppression decreased from 0.00044 to 0.00030.

Rate of fire multiplier decreased from 2.1/1.5/0.9 to 1.3/1.15/0.9.

Setup time increased from 2 to 2.25.

Fire aim time from 0.125/1 to 0.125 - 0.5.

Ready aim time from 0.375-0.5 to 0.25

Population from 6 to 7

Maxim

To make some slight performance improvements to the Maxim HMG, the following changes have been made:

Suppression from 0.00006 to 0.000065.

Nearby suppression from 1.25 to 1.

Ready-Aim Time to 0.125.

Fire-Aim Time to 0.125.

Fire-Aim Time multipliers standardized to 0.5.

Maxim Suppression Intel Bulletin

Suppression bonus reduced from +5% to +1%

Conscript

To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made:

Damage from 16 to 12

Accuracy from 0.541/0.495/0.334 to 0.7182821/0.6598548/0.55654425

Near range increased from 0 to 10

PPSH accuracy from reduced from 0.621/0.43/0.2 to 0.5645455/0.3909091/0.181818

Molotov upgrade has been merged with the Anti-tank upgrade at the HQ

Veterancy changes:

Vet1: Added a Received Accuracy modifier of 0.92

Vet2: Molotov range replaced with increased Molotov throw speed

Vet3: Reduced Received accuracy modifier modifier from 0.6 to 0.707

ISU-152

To make the ISU more accessible, in-line with its cost and less dominated vs other super heavy tanks such as the Jagdtiger, the following changes have been made.

Armor increased from 310 to 340

MP cost decreased from 720 to 680

HE Far damage increased from 0.05 to 0.15.

HE AOE Distances decreased from 1.25/2.75/4.5 to 0.25/1.5/6.

Concrete-Piercing and HE rounds can now bypass landscape/terrain.

Scatter Distance max increased from 8.7 to 10.

Angle scatter increased from 5 to 6.5.

AP Shells deal 50% deflection

USF

Calliope

To bring the Calliope more in line with other mobile artillery and less dominant at mid to short range, the following changes have been made:

Pop-cap increased 16

Delay between rockets fired of 0.125 added

Near AOE increased from 0.5 to 0.75

Removal of Reload Frequency

HP decreased from 640 to 480

Priest

The Priest has received the following changes to make it less abusive and spammable in team games.

Mid AOE from 0.15 to 0.28

Creeping Barrage weapon now shares the same stats as the standard barrage weapon.

Population decreased from 16 to 15.

Can no longer be de-crewed.

Jackson

The Jackson has received a slight buff to its health to allow players to be a bit more aggressive and utilize its speed to perform more hit and run tactics. Cost increased to match performance.

Health increased from 480 to 640

Fuel increased from 125 to 140

Manpower increased from 350 to 400

Rear- Echelons / Riflemen

To improve Rear Echelons as a support unit and improve their usefulness at different stages of a match, the following changes have been made:

Smoke moved from Riflemen to Rear Echelon (Lieutenant retains smoke)

Now have access to the Light M7 mine at a cost of 15 Munitions per mine

BRITISH

British Trench

* British Trench now capturable by enemy troops

* Cost reduced from 10 MP to 0 (free)

* Can only be built in captured territory (also affects OST trench)

Firefly

Due to the Firefly's range and accuracy, when combined with the Comet or when multiple Firefly's are fielded, this combination of tank power can prove to be overly dominate (primarily in team games). To compensate, the following changes have been made:

Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.4

Moving accuracy from 0.75 to 0.55

Tulips no longer cancels move commands upon stun when hit

Tulips now deal 33% damage versus infantry.

Mortar Pit

* Now has access to smoke barrage at Vet 0

* Vet 1 reduces smoke barrage cooldown

BUG FIXES & Quality of Life Changes

Fixed an issue where several vehice units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path.

Fixed an issue where remanned howitzer crewmembers would cost more to reinforce

Fixed an issue where certain infantry models were immune to death from flame weapons

Pak43 and 17 pounder now have Prioritise Vehicles permanently on

Grenadier LMG 42 now uses the proper upgrade icon.

Maxim Sustained Fire now uses the proper ability icon.

KV-8 Call-In ability now uses the proper unit icon.

Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts.

Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers

Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer

Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger

120mm Mortar flare ability not matching the weapon’s auto-fire range

Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration.

Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy

Fixed an issue where the AI would not upgrade healing or repairs for their respective structures.

Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health.

Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman.

Fixed an issue where officer cost and reinforce times did not match with the rest of their squad.

Fixed an issue where Firefly tulips could apply their effects on infantry.

The Priest no longer requires 4 models to recrew. Now requires 3.

Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned.

Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply.

Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown.

Fixed an issue where certain units could ‘double shot’.

Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured.

Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.]

Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track.

Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat.

Fixed an issue where it was possible to hide the Sturmtiger aiming its shell.

Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover.

Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates)

Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on.

Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies.

Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed.

Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus.

Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage.

Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached.

Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars

Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire.

Fixed an issue where it was possible to stack multiple booby traps together on the same location.

Fixed an issue where Prioritise vehicles would, sometimes, not show when multiple AT guns were selected together

Emplacement range is now visible both when setting up and after they have been built

Fixed Hammer vehicle tracking (wouldn’t refresh properly); duration decreased from 15 secs to 7 secs to compensate

Recovery Sappers (UKF doctrinal) can now upgrade to heavy sappers and build structures, like vanilla sappers (QoL)

Fixed an issue where some infantry squad models would cost more than 1 popcap (affected recrewed AT guns)

Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry

Increased medic search radius for MedHQ and made it impossible for players to place it too close to pathblocking objects (to prevent squads from being stuck)

https://www.coh2.org/topic/64970/december-balance-preview

https://community.companyofheroes.com/discu...ngelog/p1?new=1

Эта версия обновлений уже доступна в стим мастерской.

Ссылка на комментарий
Поделиться на другие сайты

Неожиданно...

На Декабрь запланирован большой патч включающий в себя: р[мордашки]нс карт, р[мордашки]нс командиров, ИИ отрядов и балансные правки.

Сейчас нам демонстрируют первую порцию исправлений в балансе.

"DECEMBER BALANCE PREVIEW V1.0"

We are happy to announce the December Balance Preview! Please note the changes below are NOT FINAL and will be undergoing weeks of iteration based on the community's feedback and extensive playtesting in the DBP Mod (which will be publicly available on the Steam Workshop later this week). For more info on what will be included in the December Update and the formerly suspended Fall Balance Preview, please check out our Blog.

For any feedback you have regarding the proposed changes below, make sure to post in out DBP Balance Feedback and DBP Bug thread located in the Balance Feedback section of the forums.

DBP Goals

Tune select underused / undervalued commanders to increase and diversify the number of viable strategies available in automatch

Tone down the effectiveness of some the Axis’ elite, heavy tanks to make them less spammable and dominant in team games

Tone down the squad wiping effectiveness of some over performing, off-map abilities

Adjust some of meta dominating units (primarily Soviet) to improve strategic / competitive diversity

Improve strategic diversity and quality of life by making minor adjustments to redundant, underused and generalist units

Primary Focus

Revitalizing 2 – 3 underused commanders for each faction (more info to come)

Continuing the work from the Fall Balance Preview’s highest rated changes

Secondary Focus

Adjustments to units dominating the current Soviet meta in competitive play

* Lend Lease Commander

* Maxims & Penals adjustments

* Conscripts

Adjustments to select heavy tanks that are currently over performing in team games

* OKW Panther V

* Elefant

* Jagdtiger

Adjustments to vet 4 and 5 of select OKW units that trade too cost effectively at higher veterancy (More info to come)

Adjustments to OKW and UKF Forward Retreat Points to come with a trade-off and become an interesting choice for the player rather than a guaranteed decision (primarily affects team games)

Adjustments to select Off-map abilities to reduce the effectiveness of frustrating, one-click squad wipes

General improvements to help with quality of life and strategic diversity

GENERAL

Blitzkrieg/Overdrive/War Speed/Step On It

* These movement boost abilities will now cease when the vehicle receives an engine critical.

Forward Retreat Points

* UKF FRP requires Company Command Post.

* OKW FRP requires either a Mechanized or Schwerer Panzer Headquarters established.

* OKW Battlegroup unable to reinforce if cut-off from friendly territory.

* Reinforcement cost increased by 20% while FRP ability is active

* 2 minute cooldown when FRP ability is deactivated

Sandbags and Ghosting

* All sandbags standardized to 240 health and 35 armor.

* Ostheer sandbags build-time from 60 to 45

* Units that have been in combat in the past 3 seconds will cause all unfinished enemy ghostbags within 4 radius to immediately deconstruct

Repair Speeds

USF Rear Echelon & British Royal Engineers:

Vet 0 repair speed reduced from 2 to 1.6

Vet 2 repair bonus decreased from 1 to 0.5

Heavy Sapper upgrade (sappers only) decreases repair speed from 2 to 0.525

Sturmpioneers

Vet 0 repair decreased from 3 to 2

Squad Behaviour

* Added a squad AI behaviour where individual models in squads assume varying postures while fighting the enemy (without changing their position) - i.e. Elite squads will prefer a crouching animation for some of their members, whereas non-elite squads will also drop prone to the ground.

* Fixed a disparity where low-member squads also suffered from the most densely-packed formations (making them even more vulnerable to AoE weapons)

* Assist each squad in their role (e.g., the new reinforced wedge formation will make paratrooper squads always have their thompsons at the front line) - Make each squad feel more unique

* Squad formations are now, once again, more fluid while the squad is moving. In addition to improving immersion, this will also help the individual squads spread out better to make a better use of their formations.

* Allied squads once again, assign support weapons (e.g., bazookas) to flanks rather than the core of the formation

Smoke Barrages

* Activating smoke barrages will now only order one unit at a time. Previously if multiple mortars were selected, all units would fire smoke at the target position

Fuel and Munition Caches

* MP cost increased from 200 to 250

_Garrisoning _

* Load time for buildings increased to 1 (per model)

* Max load time increased to 3.25 (entire squad)

* Unload time for buildings increased to 0.5 (per model)

OKW

Kubelwagon

To decrease the manpower bleed the Kubelwagon can inflict in the early game (primarily vs USF), we have made the following changes:

Decrease rear armor from 4.5 to 1.6

Decrease front armor from 4.5 to 3.5

Increase health form 190 to 240

Jagdtiger

To decrease the on field dominance of the Jagdtiger against Allied tanks, the unit has received the following changes. To help keep the unit useful vs infantry, the Supporting Fire ability has received some performance enhancements.

Damage reduced from 320 to 300

Accuracy reduced from 0.06/0.05/0.04 to 0.055/0.045/0.03

Range reduced from 85 to 80

Supporting Fire range reduced from 125 to 95

Engine upgrade rotation bonus removed

Pop-cap increased from 21 to 23

Supporting Fire ability now available at Vet 0

Vet 1 replaced with Supporting Fire Barrage shells increased from 3 to 5

Supporting fire changes:

No longer collides with terrain

Mid distance from 2.25 to 1.5

Angle scatter from 6 to 8

Distance scatter max from 8.4 to 10

Distance scatter offset from 0.1 to 0

Panther V

As arguably the best non-doctrinal heavy tank in COH2, we felt that the unit offered too much benefit to spam and was increasingly dominate when produced in numbers. To encourage players to diversify their late game tech, we have made the following changes:

Pop-cap increased from 16 to 18

Decreased moving accuracy from 0.65 to 0.5

Increased moving scatter from 1.7 to 2

Vet 2 +10 % armor bonus removed (also affects command Panther)

Combat Blitz

+100% accuracy bonus reduced to +20% (affects all OKW vehicles)

Sturmtiger

* Abandon critical now only occurs from ballistic weapons

* The Sturmtiger Abandon Critical while reloading chance reduced from 50% to 25%

* Damage reduced from 640 to 580

* Manpower cost increased from 560 to 620

* Fuel cost increased from 160 to 180

* Population cost increased from 18 to 20

* All random critical types removed except for vehicle stun

Le.ig

* Now has access to a smoke barrage ability

WEHRMACHT

Elefant

Damage has been reduced to prevent the Elefant from two-shotting most Allied tanks.

Damage from 320 to 300

Pop-cap increased from 20 to 22

Panther V

Unlike the OKW Panther, we feel the OST Panther is more or less in a good spot. However, the make it somewhat more reliable in combat, the variable reload time of the main gun has been reduced.

Pop-cap increased from 16 to 18

Vet 2 +10 % armor bonus removed

Reload time decreased from 5.8 - 6.7 to 5.2 - 5.6 (reload time does not include wind-up)

Stuka Dive Bomb

* Increase AoE damage multiplier from 1/0.35/0.05 to 1/0.35/0.08

* Increased Munitions cost from 160 to 200

* Removed critical hit modifier

Stuka close air support

* CAS loiter no longer deals deflection/penetration criticals on attacked vehicles

SOVIET

M4C Sherman

The M4C Sherman has been tied to Soviet Tier 4 tech to prevent it from being spammed and to encourage players to diversify their tech.

Now required the Mechanized Armor Kompenya to be constructed.

CP cost decreased to 0

Penal

The Penal Squad has received some minor adjustments to bring it more in line with its cost and to reduce its effectiveness as a powerful generalist unit by offering a more distinct choice between anti-infantry and anti-vehicle.

Moving cooldown from 0.5 to 0.75.

Reinforce cost increased from 25 to 27

Veterancy requirements increased from 540/1080/2160 to 640/1280/2560.

Regular Satchels no longer collide with vehicles.

Targeted Anti-Vehicle Satchels now require the PTRS upgrade.

Targeted Anti-Vehicle Satchels will continue to track targets, even after they have moved out of range.

Fixed an issue where Targeted Anti-Vehicle Satchels would deal high damage to passengers onboard vehicles.

Fixed an issue where satchels were dealing more damage to friendly infantry than enemy infantry.

PTRS Ready Aim Time reduced from 2 to 1.25 (affects all PTRS variants)

Dshka

The Dshka HMG has proved to be exceedingly cost effective and thus the adjustments made to the unit below will bring it more in line with its performance and make it less of a spammable unit.

Increased reinforcement cost for vanilla crew from 15 to 20.

Traverse speed decreased from 90 to 38

Suppression decreased from 0.00044 to 0.00030.

Rate of fire multiplier decreased from 2.1/1.5/0.9 to 1.3/1.15/0.9.

Setup time increased from 2 to 2.25.

Fire aim time from 0.125/1 to 0.125 - 0.5.

Ready aim time from 0.375-0.5 to 0.25

Population from 6 to 7

Maxim

To make some slight performance improvements to the Maxim HMG, the following changes have been made:

Suppression from 0.00006 to 0.000065.

Nearby suppression from 1.25 to 1.

Ready-Aim Time to 0.125.

Fire-Aim Time to 0.125.

Fire-Aim Time multipliers standardized to 0.5.

Maxim Suppression Intel Bulletin

Suppression bonus reduced from +5% to +1%

Conscript

To make Conscript squads scale better into the mid to late game, as well as, be able to trade better vs comparable Axis squads such as Volksgrenadiers, the following changes have been made:

Damage from 16 to 12

Accuracy from 0.541/0.495/0.334 to 0.7182821/0.6598548/0.55654425

Near range increased from 0 to 10

PPSH accuracy from reduced from 0.621/0.43/0.2 to 0.5645455/0.3909091/0.181818

Molotov upgrade has been merged with the Anti-tank upgrade at the HQ

Veterancy changes:

Vet1: Added a Received Accuracy modifier of 0.92

Vet2: Molotov range replaced with increased Molotov throw speed

Vet3: Reduced Received accuracy modifier modifier from 0.6 to 0.707

ISU-152

To make the ISU more accessible, in-line with its cost and less dominated vs other super heavy tanks such as the Jagdtiger, the following changes have been made.

Armor increased from 310 to 340

MP cost decreased from 720 to 680

HE Far damage increased from 0.05 to 0.15.

HE AOE Distances decreased from 1.25/2.75/4.5 to 0.25/1.5/6.

Concrete-Piercing and HE rounds can now bypass landscape/terrain.

Scatter Distance max increased from 8.7 to 10.

Angle scatter increased from 5 to 6.5.

AP Shells deal 50% deflection

USF

Calliope

To bring the Calliope more in line with other mobile artillery and less dominant at mid to short range, the following changes have been made:

Pop-cap increased 16

Delay between rockets fired of 0.125 added

Near AOE increased from 0.5 to 0.75

Removal of Reload Frequency

HP decreased from 640 to 480

Priest

The Priest has received the following changes to make it less abusive and spammable in team games.

Mid AOE from 0.15 to 0.28

Creeping Barrage weapon now shares the same stats as the standard barrage weapon.

Population decreased from 16 to 15.

Can no longer be de-crewed.

Jackson

The Jackson has received a slight buff to its health to allow players to be a bit more aggressive and utilize its speed to perform more hit and run tactics. Cost increased to match performance.

Health increased from 480 to 640

Fuel increased from 125 to 140

Manpower increased from 350 to 400

Rear- Echelons / Riflemen

To improve Rear Echelons as a support unit and improve their usefulness at different stages of a match, the following changes have been made:

Smoke moved from Riflemen to Rear Echelon (Lieutenant retains smoke)

Now have access to the Light M7 mine at a cost of 15 Munitions per mine

BRITISH

British Trench

* British Trench now capturable by enemy troops

* Cost reduced from 10 MP to 0 (free)

* Can only be built in captured territory (also affects OST trench)

Firefly

Due to the Firefly's range and accuracy, when combined with the Comet or when multiple Firefly's are fielded, this combination of tank power can prove to be overly dominate (primarily in team games). To compensate, the following changes have been made:

Accuracy from 0.08/0.07/0.05 to 0.06/0.05/0.4

Moving accuracy from 0.75 to 0.55

Tulips no longer cancels move commands upon stun when hit

Tulips now deal 33% damage versus infantry.

Mortar Pit

* Now has access to smoke barrage at Vet 0

* Vet 1 reduces smoke barrage cooldown

BUG FIXES & Quality of Life Changes

Fixed an issue where several vehice units would prefer moving backwards than forwards. Backwards movement in right-click mode will only be engaged if reverse yields a significantly faster path.

Fixed an issue where remanned howitzer crewmembers would cost more to reinforce

Fixed an issue where certain infantry models were immune to death from flame weapons

Pak43 and 17 pounder now have Prioritise Vehicles permanently on

Grenadier LMG 42 now uses the proper upgrade icon.

Maxim Sustained Fire now uses the proper ability icon.

KV-8 Call-In ability now uses the proper unit icon.

Soviet and USF ATGs are no longer slowed by cover to match their Axis and British counterparts.

Soviet Roks 3 no longer has higher aim-times compared to other flamethrowers

Fixed an issue where Hold Fire would not work properly on mortars/Le.IG and the Pack Howitzer

Fixed an issue where the Veterancy 1 Soviet mortar flare ability would sometimes not trigger

120mm Mortar flare ability not matching the weapon’s auto-fire range

Fixed an issue where the T-34 Ram ability would stun on deflection, but not on penetration.

Fixed an issue when 250 LMG Grenadiers did not have penalties when constructing objects and gained increased range on their grenade with veterancy

Fixed an issue where the AI would not upgrade healing or repairs for their respective structures.

Fixed an issue with infantry handheld AT weapons would not properly apply death criticals to vehicles when the target reaches 0% health.

Fixed an issue where the Bulldozer would fire less smoke rounds compared to the regular Sherman.

Fixed an issue where officer cost and reinforce times did not match with the rest of their squad.

Fixed an issue where Firefly tulips could apply their effects on infantry.

The Priest no longer requires 4 models to recrew. Now requires 3.

Fixed an issue where M2HBs and Dshka HMGs could not be targeted when abandoned.

Fixed an issue where certain infantry units awarded more experience than their actual entity cost would imply.

Fixed an issue where SU-85 Focus Sight and T-70 Recon abilities were not properly highlighted when on cooldown.

Fixed an issue where certain units could ‘double shot’.

Fixed an issue where certain MGs could not be upgraded with Ambush Camouflage when captured.

Fixed an issue where Ambush Camouflage did not properly apply at 1 CP. [An increase in CPs does not affect how the upgrade ambush camouflage is being applied to units.]

Fixed an issue where the Grenadier 250 Half-Track was 7 population versus the 5 of the Panzergrenadier 250 Half-Track.

Fixed an issue where Commandos previously took too long to regain their ambush bonuses when out of combat.

Fixed an issue where it was possible to hide the Sturmtiger aiming its shell.

Fixed an issue that the Soviet Sniper would camouflage when only a single model was in cover.

Fixed a UI issue where the building preview was displaying longer MG weapon range than the actual one. This applies to Bunkers and Fighting Positions. (Seems fine on Bunkers, Fighting Pits has more range then UI indicates)

Fixed an issue where pinned squads under the effects of Raid Operation would be able to capture points with the ability on.

Fixed an issue where it was not possible to access the same abilities between certain units. This includes, Lieutenants, Sappers and Tommies.

Fixed an issue where machine guns that had the Ambush Camouflage Hold-Fire ability active upon death would not auto-acquire targets when they were recrewed.

Fixed an issue where the Bofors Barrage would continue, even if the Bofors lost its garrison bonus.

Fixed an issue where Mortar Pit Smoke Barrages left gaps within in its creeping barrage.

Fixed an issue where certain team weapons sometimes could have suppression modifiers permanently attached.

Fixed an issue where certain veterancy bonuses would not apply correctly to certain MGs and certain mortars

Fixed an issue where demo charges would deal double damage if detonated by weapons’ fire.

Fixed an issue where it was possible to stack multiple booby traps together on the same location.

Fixed an issue where Prioritise vehicles would, sometimes, not show when multiple AT guns were selected together

Emplacement range is now visible both when setting up and after they have been built

Fixed Hammer vehicle tracking (wouldn’t refresh properly); duration decreased from 15 secs to 7 secs to compensate

Recovery Sappers (UKF doctrinal) can now upgrade to heavy sappers and build structures, like vanilla sappers (QoL)

Fixed an issue where some infantry squad models would cost more than 1 popcap (affected recrewed AT guns)

Fixed an issue where OKW starting weapon crew stats were superior to other faction weapon crews, and on-par with mainline infantry

Increased medic search radius for MedHQ and made it impossible for players to place it too close to pathblocking objects (to prevent squads from being stuck)

"DBP V1.1 UPDATE"

In light of recent feedback, our goals and the direction we would like to take the existing changes in the DBP, we have made the following changes to the DBP mod prior to release. The DBP mod is now available for download on the Steam Workshop. As always, please play the mod and give us your feedback in the Balance Feedback section of the forums.

SUBSCRIBE NOW

WEHRMACHT

Tech Cost Restructuring

To allow Wehrmacht players to explore more diverse build orders and have access to a more versatile roster we have moved the majority of tech costs from Tier 3 and 4 buildings to Battle Phase 2. This change does not affect the amount of required resource to unlock T3 or T4 directly, however, it does allow players to better adapt their strategies in the late game by making teching to T4 from T3 or back-teching from T4 to T3 a viable option.

Battle Phase 2 costs increased from 100MP/45FU to 200MP/90FU

Battle Phase 3 costs decreased from 100MP/45FU to 100MP/25FU

Support Armor Korps costs decreased from 240MP/60FU to 140MP/15FU

Heavy Panzer Korps costs decreased from 200MP/50 to 100MP/25FU

OKW

Sturmpioneer

We are toning down the efficiency of Vet 0 repair speed (with or without the minesweeper) to further promote aggression and risk-taking, much like for the Soviet and Wehrmacht factions (i.e., keep the engineers in the front line so that they can accumulate veterancy, as opposed to keeping them safe).

Sturmpioneers are receiving a reduction to their repair speed to better match other factions. Their veterancy 0 repair speed with or without the minesweeper has been reduced to promote aggression with Sturmpioneers to vet up.

Base Repair speed to 2

Veterancy 2 Repair rate to 0.75

Minesweeper Repair rate to 25% rather than a flat bonus of 1.

Vet0 repair: 2

Vet2 repair: 0.75

Minesweeper repair: +25% (so that its power is spread more evenly between stock and vet)

Panther V

Due to the performance reductions noted in V1.0 of the DBP changelog, the Panther V has received a fuel cost reduction to bring its performance better in-line with its value.

Fuel cost from 200 to 185

Combat Blitz

We are changing Combat Blitz to bring it more in line with similar abilities (e.g., Blitzkrieg/Emergency Warspeed). The changes will make it so that Combat Blitz remains a valuable asset to be used offensively. However, it will not be able to be used as readily to retreat.

Received accuracy modifier increased from 0.5 to 0.75 (to match Wehrmacht variant)

Now increases main gun reload speed by 25% (even when not moving)

Speed bonus for Panther/Command Panther/King Tiger decreased from +40% to +20%

USF

Jackson

* Jackson moving accuracy from 0.75 to 0.65 (affects all guns)

Rear Echelon

The received accuracy penalty for Volley-Fire is being reduced to allow this ability to be viable in more situations when Rear Echelon come under-fire. This allows Rear Echelon in cover to suppress approaching troops without taking high amounts of damage in return.

Volley-Fire Received Accuracy Penalty from 40% to 15%.

USF Mortar

* Smoke barrage range increased from 65 to 80

* Vet 1 smoke barrage range increase removed

* Vet 1 decreases cooldown of smoke barrage by 25%

Firefly

* Vet 3 damage bonus reduced from +80 to +40

Bug Fixes & Quality of LIfe

Crocodile main-cannon will now respond to attack commands. Added Hold Fire and Prioritise Vehicles abilities that the main cannon can benefit from.

A number of issues have been fixed revolving around the glider should it crash-land. The Headquarters Glider will now also be able to rebuild the Airlanding Officer should the unit be destroyed.

We are reducing the amount of unnecessary clicks surrounding stealth abilities by allowing the following units to move at their full speed when they have been revealed whilst the ability is still active:

Raketenwerfer

Doctrinal Soviet AT gun ability

Jagdpanzer4

Luchs

Half-tracks are being given slightly more utility by allowing them to transport the majority of weapon teams. Do note weapon teams will not fire their crewed weapons out of open-topped half-tracks.

Model 24 Stun Grenades

We are fixing a couple issues with the German Stun Grenades while maintaining their current functionality.

Stunned squads are immobilized for the duration of the 5 second stun.

Fixed an issue where stun nades would permanently break team weapons

This affects both OKW stun nades and OST stun nades

Target Weak Point/Treadshot (Quality of Life)

This change affects the mode of operation for TWP that applies to StuG Gs, Pak guns, Pumas and the Elefant. Target Weak Point should now only fire one shot, but the player has more time to aim the ability and can be used on the move.

Target Weak Point now last for 10 seconds or until the unit fires its first shot while using this ability.

Activating the ability forces the unit to reload before being able to fire

The similar-to-operate AEC treadshot ability behaves in a similar way (2 shots within 15 seconds)

https://www.coh2.org/topic/64970/december-balance-preview

https://community.companyofheroes.com/discu...ngelog/p1?new=1

Эта версия обновлений уже доступна в стим мастерской.

https://youtu.be/Ie7Elm6kb4o

https://youtu.be/WsZPC4Jdg78

Изменено пользователем lordVigo
Ссылка на комментарий
Поделиться на другие сайты

О, это в который раз конскриптам 12 дамаги выдают в надежде на баланс? :)

Ссылка на комментарий
Поделиться на другие сайты

Мне интересно, есть еще люди, которые серьезно воспринимают этот булшит криворуких канадских бандеровцев обезьян с клавиатурой?

Только на моей памяти были уже три или четыре МЕГА-АПДЕЙТА МЕНЯЮЩИХ МЕТУ!!11, меняющих шило на мыло.

И постоянно одни и те же чейнджи одних и тех же юнитов в разные стороны. Баффнули МГ42, понерфили МГ42. Баффнули конскриптов, понерфили конскриптов. Баффнули Максим, понерфили Максим. Баффнули пантеру, понерфили пантеру.

Как будто мартышке дали клавиатуру, где каждая клавиша забайндена на бафф или нерф юниту, и она выстукивает на ней патчлог. Игра в 2013 году вышла, до сих пор не можем даже базовый баланс юнитов без ДЛС наладить.

Когда уже Сега закроет эту шарашкину контору. Зачем они вообще их купили :ork-cry:

Ссылка на комментарий
Поделиться на другие сайты

12 это много или мало?

Качельки балансные в исполнении реликов мне нравятся.

Сейчас 16.

Ссылка на комментарий
Поделиться на другие сайты

Все очень плохо вобщем

Увы кохам надо было как то понерфить ракетную артиллерию

Играть против катюше калиопо матрасов как то уже начинает надоедать

И против 10 мг 10 минометофрицев тоже

Опять же лимиты штрафников и мл20

Или штрафники под дояркой прямо наводят грусть печаль

Но опять же я в 4 на 4 играю, может это только там

Ссылка на комментарий
Поделиться на другие сайты

До сих пор не пойму, почему в кохе есть партизаны и гвардия у СССР

А у фрицев нет ни фолькс штурма ни ссовцев

Жаль, что не развили тему

Ссылка на комментарий
Поделиться на другие сайты

До сих пор не пойму, почему в кохе есть партизаны и гвардия у СССР

А у фрицев нет ни фолькс штурма ни ссовцев

Жаль, что не развили тему

Если бы был СС, игру не продавали бы в Германии. А это где-то 100к+ копий игры. Поэтому есть ИЛИТА, а не СС.

Ссылка на комментарий
Поделиться на другие сайты

Понял

Спасибо

Хотя у меня оберы вызывают ощущение ветов, а не ссовцев

Но опять же фрицевские партизаны (вольксштурм) были бы в тему вермахту кмк

Хотя вот вопрос почему не продавалось бы

В вульфе есть прямо указания на [эх жаль]шечки СС как у нлав гадов, так и у элит солдат

И игра продается же в германии

Изменено пользователем Iron Duke
Ссылка на комментарий
Поделиться на другие сайты

Пожалуйста, войдите, чтобы комментировать

Вы сможете оставить комментарий после входа в



Войти

×
×
  • Создать...