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2.6 to Beta Final Changelog

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# 1Kolaris Feb 17 2011, 05:11 AM
Now consolidated and with easier-to-read formatting. If something appears missing, it's because it didn't actually make it in, or was later reverted to retail.

Now with what map changes I can garner, if there was anything more let me know.

Bug Fixes
  • Units no longer continue to crawl after recovering from Suppression
  • Chance for a kill critical on vehicles is now properly being updated when they've received other non-kill criticals (5% bug)
  • Unbuilt Tank Traps cannot be repeatedly spawned around enemy vehicles
  • All vehicles now properly have vehicle cover
  • Registered Artillery can no longer target field defenses
  • M18 Hellcat can now be detected
  • Goliath can now be detected
  • Recon Squads can now detect camouflage while moving
  • Teller Mines no longer have a chance to miss vehicles in vehicle cover
  • The Hotchkiss now properly shares experience with other PE units
  • ATHT's using Focus Fire now have intended accuracy vs moving British infantry
  • Hetzer Veterancy requirements reduced to standard
  • M10 Veterancy requirements increased to standard
  • Panzer IV Stubby now prioritizes light vehicles over infantry
  • StuH now prioritizes infantry over vehicles
  • PE Panzerschrecks no longer do higher damage once picked up
  • G-Wagon wrecks can now be salvaged for Munitions
  • Luftwaffe reinforce time reduced to standard
  • Paks and Nebelwerfers can now use Medkits
  • AT Grenades now collide with enemy vehicles
  • Hetzer and Jagdpanther CP reward increased to standard
  • Panther Battlegroups are much less likely to fail to spawn the second Panther
  • Medics no longer detect camouflage
  • Snipers and weapon teams can now pick up Supply Drops
  • Tank Traps can no longer be placed so close together that they block infantry
  • 105mm Howitzers are now re-crewed with 3 squad members
  • Removed the chance for the Pak38 support members to one-hit kill infantry
  • Bombing Run no longer does double damage to Vet 3 StuGs
  • M10 no longer has increased accuracy vs skirted PIVs
  • Wehr Officer 81mm Mortar Bombardment can no longer be interrupted to produce false smoke
  • Panther Battle Groups and OMCGs will not refund their cost if partially called in on an unfinished building
  • AT Guns no longer avoid their reload time by resetting the gun after a shot
  • Panthers now properly benefit from Tank Destroyer's APCR upgrade
  • Nebelwerfer rockets no longer have a chance to instantly kill all occupants of a building
  • Sappers with the Demolitions & Disposal upgrade are no longer negatively affected by the Lieutenants movement aura
  • Kettenkrad no longer moves out of the way of other moving vehicles
  • Kettenkrad can now be hit by rolled misses
  • Burst bug effects reduced on Pumas, Armoured Cars, and Ostwinds
  • Units camouflaging after leaving a building are no longer visible for much longer than intended
  • Allied Medics are now selectable
  • Speech files for PE Defensive Operations, PE Field Craft, PE Panther Battlegroup, WM Phase Upgrades, and WM Veterancy Upgrades fixed
  • Engineer Demo Charges can now be targeted and destroyed
  • Rangers no longer drop Bazookas more frequently than intended
  • Units throwing sticky bombs will no longer occasionally become unresponsive
  • Wehr Pioneer call-in ability now properly requires only a destroyed HQ and no living Pioneers
  • Improved the consistency of Propaganda and Force Retreat
  • Scout and Armoured Cars are no longer highly resistant to damaged engines from Mines
  • Kettenkrads can now repair Scorched Points like the Schwimmwagen
  • PE light Halftrack pathfinding improved; far more likely to reverse rather than turn around
  • M10s and M18s are now revealed on the mini-map by Tank Awareness
General

Medics
  • Health reduced from 120 to 60
Snipers
  • Accuracy and Damage vs garrisoned units increased from 75% to 100%
  • Sniper auto-cover distance reduced
Flamethrowers
  • Damage vs units in open cover reduced from 1.0x to 0.85x
  • Damage vs units in negative cover reduced from 1.0x to 0.75x
  • Damage vs Soldier Armour reduced from 1.0x to 0.95x
  • Damage vs buildings increased from 0.5x to 0.6x
  • Infantry Flamethrower max damage reduced from 40 to 30, min damage increased from 15 to 25
  • Sherman and Churchill Flamethrower max damage reduced from 40 to 35, min damage increased from 20 to 30
  • Halftrack Flamethrower max damage increased from 30 to 35, min damage increased from 10 to 30
Grenades
  • No longer scatter
Abilities
  • Weapon using Abilities can no longer be used while Pinned
Base Buildings
  • All base buildings can now reinforce
Off-Map Artillery
  • Damage against Paks and ATGs reduced from 2.0x to 1.33x
American

Engineers
  • Suppression threshold increased to match other infantry
  • Suppression recovery threshold increased to match other infantry
  • Upgrading with a Flamethrower increases Received Suppresion by 50%
Mortar
  • Barrage scatter angle reduced from 15 to 10
  • Set-up time reduced from 2.4s to 1.5s
  • Pack-up time reduced from 2.8s to 1.9s
.30 Cal HMG
  • Pack-up time reduced from 2.5s to 2.1s
  • Ready aim time reduced from 0.3s to 0.1s
Anti-Tank Gun
  • Reinforcement cost reduced from 71 to 26
  • Accuracy vs Anti-Tank guns reduced from 0.5x to 0.1x
  • Accuracy vs Infantry reduced from 0.15x to 0.05x
  • Accuracy vs Snipers reduced from 0.15x to 0.02x
  • Targeting priority vs Snipers reduced from 10 to 5
  • Weapon health increased from 300 to 390
Sherman Crocodile
  • Range increased from 20 to 25
  • Vet 2 1.5x Penetration bonus replaced with a 0.8x Cooldown bonus
M18 Hellcat
  • Speed increased from 6.0 to 7.2
  • Acceleration increased from 1.5 to 2.0, Deceleration increased from 3.8 to 4.4
  • Vet 2 bonus is now 1.5x Penetration rather than +1.25 Range
  • Hellcat penetration at short range increased from .65x to .75x, medium range from 0.55x to 0.69x, and long range from 0.4x to 0.63x
  • Target table now identical to the M10's
  • Damage bonus from camouflage reduced from 2.0x to 1.5x
  • Penetration bonus from camouflage reduced from 5.0x to 1.5x
M26 Pershing
  • Cost reduced from 900 Manpower to 800 Manpower
Off-Map Combat Group
  • M8s and Hellcats now spawn with their upgrades
  • Population requirement increased from 12 to 15
Jeep
  • Received Accuracy from the Pak reduced from 1.0x to 0.75x
  • Received Accuracy modifier from the Pak while moving reduced from 0.75x to 0.5x
  • Received Damage from the 57mm ATG reduced from 1.0x to 0.5x
Strafing Run
  • Significant changes to make Strafe more effective against groups of units and less effective against single units
Sticky Bombs
  • Deflection Damage enabled, set to 50%
  • Accuracy increased to prevent thrown Stickies from missing their intended target
Rifles
  • Received XP bonus from BARs and Stickies reduced from 5% to 0%
  • Received XP bonus from Supply Yard 2 increased from 20% to 30%
T17
  • Cooldown lowered from 2-2.5 to 0
  • Reload increased from 1 to 3.5
  • Health increased from 175 to 265
  • Vet 1 Health bonus reduced from +175 to +50
  • Fixed an issue where the T17 had a harder time penetrating the rear armour of some vehicles
  • Fixed an issue where the T17 would fail to penetrate Snipers
Wehrmacht

Kampfkraft Center
  • Now requires a built base structure or a FHQ
Pak 38
  • Number of camouflage shots reduced from 3 to 1
  • Cost reduced from 310 Manpower to 290 Manpower
  • Reinforcement cost reduced from 57 to 23
  • Accuracy vs Anti-Tank Guns reduced from 0.5x to 0.1x
  • Accuracy vs Sherman Armour increased from 1.0x to 1.1x
  • Accuracy vs Cromwell Armour increased from 0.8x to 1.0x
  • Accuracy vs Pershing Armour increased from 1.08x to 1.15x
  • Accuracy vs Infantry reduced from 0.15x to 0.05x
  • Accuracy vs Snipers reduced from 0.15x to 0.02x
  • Targeting priority vs Snipers reduced from 10 to 5
  • Weapon health increased from 300 to 390
Panzerschreck
  • Accuracy vs M8 Greyhound Armour increased from 0.73x to 0.85x
  • Accuracy vs M3 Halftrack Armour reduced from 1.0x to 0.85x
  • Accuracy vs Stuart Armour reduced from 1.0x to 0.85x
  • Damage vs Stuart Armour reduced from 1.0x to 0.7x
88mm Flak 36
  • Accuracy vs Infantry reduced from 0.5x to 0.15x
  • Accuracy vs Snipers reduced from 0.25x to 0.05x
  • Targeting priority vs Snipers reduced from 10 to 5
Puma
  • Received Accuracy bonuses while moving from Vet removed
  • Vet 2 Sight Range bonus increased from +4 to +10
Officer
  • Build Time reduced from 45s to 25s
StuG
  • Acceleration increased from 1.7 to 2.5, Deceleration increased from 2.0 to 3.0
G-Wagon
  • Damage lowered from 250 to 185
  • Tracking speed increased from 10 to 20
  • Tracking arc increased from 38 degrees to 44 degrees
  • MG Gunner now requires Vet 2
  • Vet 3 bonus reduced from 0.5x Reload to 0.75x Reload
  • Accuracy vs Anti-Tank Guns reduced from 0.65x to 0.2x
Nebelwerfer
  • AoE Reduced from 18 to 13.5
StuH
  • CP cost lowered from 3 to 2
  • Cost lowered from 600 Manpower to 500 Manpower
Tiger
  • CP cost increased from 4 to 5
  • Cost lowered from 900 Manpower to 800 Manpower
Assault Grenades
  • Maximum damage lowered from 35 to 25, minimum damage lowered from 25 to 10
  • Low health kill critical chance increased from 0% to 30%
Knights Cross Holders
  • Now passively regenerate 21.12 Health per Minute
  • Received Damage from BARs, Brens, and Thompsons reduced from 0.85x to 0.78x
Firestorm
  • Damage vs 105mm Howitzers reduced from 1.0x to 0.35x
Medkits
  • Cost reduced from 35 Munitions to 30 Munitions
Goliaths
  • Goliaths can no longer be Buttoned
  • Goliath rotation speed increased from 45 to 65
Rocket Barrage
  • Long AoE increment damage increased from 0.1x to 0.2x
  • AoE accuracy increased to 100%
Panzerfaust
  • Damage vs Bren Carriers increased from 1.3x to 1.45x
  • Accuracy increased from 100% to 200% at all ranges
  • Accuracy vs infantry halved
Blitzkrieg
  • Cost reduced from 150 Munitions to 125 Munitions
Manpower Blitz
  • Cost reduced from 200 Munitions to 175 Munitions
MG42
  • Cost reduced from 260 Manpower to 250 Manpower
  • Build time reduced from 40s to 35s
  • Pack-up time reduced from 2.5s to 2.1s
  • Weapon health increased from 300 to 390
Halftrack
  • Received Accuracy bonuses while moving from Vet removed
Motorcycle
  • Received Accuracy bonuses while moving from Vet removed
Schwimmwagen
  • Received Accuracy bonuses while moving from Vet removed
  • Cost reduced from 240 Manpower to 225 Manpower
  • Build time reduced from 45s to 40s
Volksgrenadiers
  • Reinforce percentage reduced from 0.5x to 0.4x
  • Capture speed increased from 1.0x to 1.25x upon reaching Skirmish Phase
Light MG42
  • Drop chance reduced from 60% to 30%
  • Long Range Accuracy increased from 0.1x to 0.13x
Commonwealth

Kangaroo
  • Cost increased from 240/10 to 300/45
  • Health reduced from 650 to 550
  • Speed reduced from 6.5 to 5.85
  • Build time increased from 35s to 45s
Staghound
  • Staghound moving accuracy modifier increased from 0.5x to 0.75x
  • Damage vs sdkfz 251 Halftrack and sdkfz 22x Light Armoured Car Armour reduced from 2.0x to 1.0x
  • Accuracy vs Snipers increased from 0.5x to 0.75x
  • .50 Cal Damage vs Infantry Armour reduced from 1.75x to 1.5x
  • .50 Cal Damage vs Airborne Armour reduced from 1.0x to 0.75x
  • .50 Cal Damage vs Heroic Armour reduced from 0.85x to 0.75x
  • .50 Cal Damage vs Sniper Armour reduced from 1.5x to 1.0x
  • .50 Cal Damage vs Soldier Armour reduced from 1.5x to 1.0x
  • .50 Cal Accuracy vs Elite Armour reduced from 1.0x to 0.75x
  • .50 Cal Accuracy vs Soldier Armour reduced from 1.0x to 0.75x
Forward Observation Officers
  • Delay increased from 2s to 2.75s
Stuart
  • Stuart moving accuracy modifier increased from 0.5x to 0.75x
  • Stuart Reload time reduced from 5-6.5s to 4-5.5s
  • Stuart accuracy vs Infantry increased from 0.5x to 0.75x
  • Damage vs sdkfz 251 Halftrack and sdkfz 22x Light Armoured Car Armour reduced from 2.0x to 1.0x
Sappers
  • Now have the Wirecutters ability
17 Pounder
  • Health increased from 400 to 450
  • Accuracy vs Anti-Tank Guns reduced from 0.5x to 0.1x
  • Accuracy vs Infantry reduced from 0.15x to 0.05x
  • Accuracy vs Snipers reduced from 0.15x to 0.02x
  • Targeting priority vs Snipers reduced from 10 to 5
Lieutenants
  • Now receive a 0.85x Received Damage modifier at Vet 1
  • Vet 2 Received Accuracy modifier increased from 0.9x to 0.75x
  • Now receive a 0.75x Received Accuracy modifier at Vet 3
  • Lieutenants' aura's stackable damage modifier at veterancy level 1 has been reduced from 1.125 to 1.04
  • Lieutenants' aura's non-stackable damage modifier at veterancy level 1 has been increased from 1.025 to 1.11
  • Lieutenants' aura's stackable damage modifier at veterancy level 2 has been increased from 1.025 to 1.065
  • Lieutenant's aura radius increased from 25 to 30
PIATs
  • Penetration modifier at short and medium range reduced from 2.0x to 1.0x
  • Reload modifier at long range reduced from 1.6x to 1.2x
  • Projectile speed increased from 10 to 15
  • Penetration vs skirted Panthers reduced from .15 to .112
  • Penetration vs skirted PIV reduced from .449 to .337
  • Penetration vs skirted StuG reduced from .332 to .249
  • Damage vs Infantry Armour reduced from 0.5x to 0.33x
  • Damage vs Heroic Armour reduced from 0.5x to 0.33x
  • Damage vs Elite Armour reduced from 0.5x to 0.2x
  • Damage vs Sniper Armour reduced from 1.0x to 0.2x
  • Damage vs Soldier Armour reduced from 1.0x to 0.33x
Mortar Pit
  • Build Time reduced from 90s to 60s
  • Received Damage while under construction increased from 0.5x to 0.75x
  • Damage reduced from 20 to 18
  • Supercharge range reduced from 100 to 90
Recon Section
  • Recon Sections can no longer build Trenches
Churchills
  • Churchill and AVRE Population lowered from 14 to 8
  • Churchill Crocodile Population lowered from 16 to 10
  • Churchill 6 Pounder gun AoE distance increased from 0.1/0.25/0.5 to 0.15/0.5/1.0
Bofors
  • Build time reduced from 90 seconds to 60 seconds
Bren Carrier
  • Self-Repair ability is disabled while the Carrier is garrisoned
  • Garrison disabled while Self-Repair is active
Commandos
  • Demo Charges are now revealed by Minesweepers rather than Camouflage Detectors
Tetrarch
  • Tetrarch moving accuracy modifier increased from 0.5x to 0.75x
  • Tetrarch accuracy vs Infantry increased from 0.5x to 0.75x
Panzer Elite

Panzer-Jaeger Kommand
  • Build time increased from 115 to 135
Gewehr 43
  • Maximum Cooldown reduced from 1.8 to 1.65, minimum Cooldown reduced from 1.25 to 1.15
  • Suppressive Volley Fire now Suppresses the target
  • Suppressive Volley Fire slow duration reduced from 20s to 5s
Kettenkrad
  • Sight Range increased from 35 to 55
Schwimmwagen
  • Sight Range increased from 35 to 55
  • Mark Target cooldown increased from 10 seconds to 45 seconds
  • Mark Target Munitions cost increased from 0 to 15
  • Incendiary Trap detonation radius increased
  • Incendiary Trap DoT damage vs Soldier Armour increased from 1.0x to 1.25x
Infantry Halftrack
  • Damage vs Light Cover increased from 0.75x to 0.8x
Panzerschreck
  • Accuracy vs M8 Greyhound Armour increased from 0.73x to 0.85x
  • Accuracy vs M3 Halftrack Armour reduced from 1.0x to 0.85x
  • Accuracy vs Stuart Armour reduced from 1.0x to 0.85x
  • Damage vs Stuart Armour reduced from 1.0x to 0.7x
  • Target table now matches WM Panzerschreck (Damage increase against OPs, CW HQs, and CW Mortar Pits and 25 Pounders)
Scout Car
  • Detection radius increased from 9 to 18
Vampire Halftrack
  • Divert Supplies now camouflages the Vampire while active
  • Population reduced from 4 to 2
Munitions Halftrack
  • Cost reduced from 200/15 to 200
  • Population reduced from 4 to 2
Armoured Car
  • Detection radius lowered from 9 to 0
  • Accuracy vs garrisoned units increased from 0.4x to 0.45x
  • Vet 2 and Vet 3 increase Health by 20 each
  • Build time increased from 45 to 55
  • Overdrive hotkey changed from O to V
Marder III
  • Sight Main Gun LoS bonus increased from +5 to +10
  • Tracking speed increased from 10 to 20
  • Tracking arc increased from 38 degrees to 44 degrees
  • Accuracy vs Anti-Tank Guns reduced from 0.65x to 0.2x
  • Population reduced from 8 to 5
Anti-Tank Halftrack
  • Accuracy vs M8 Greyhound Armour increased from 1.0x to 1.05x
  • Treadbreaker cost increased from 40 Munitions to 50 Munitions
  • Population reduced from 6 to 4
Hotchkiss
  • 37mm moving accuracy modifier increased from 0.5x to 0.75x
  • 37mm accuracy vs Infantry increased from 0.5x to 0.6x
  • Stuka upgrade cost reduced from 150 Munitions to 100 Munitions
  • Stuka Barrage cooldown reduced by 10 seconds per Vet level
Bergetiger
  • Population reduced from 10 to 8
Hummel
  • Population reduced from 12 to 10
Base-Sector Flakvierlings
  • Population reduced from 3 to 0
Incendiary Grenades
  • Hotkey changed from Y to N
Maps

2p Langres
  • Various visual improvements
  • Gap opened in hedgerow along the Northern call-in point
  • Stone wall overlooking the Northern base replaced with a wooden fence
  • Strategic point to the northwest of the Southern base moved further northwest
  • Low fuel point to the west of the Southern base moved further west
2p Flooded Plains
  • Territory Sectors completely redrawn
  • Amount of water throughout the map reduced
  • Land area increased on the High fuel points
2p Beaux Lowlands
  • The central bridge is now indestructible
2p Wrecked Train
  • Various visual improvements
  • Negative cover areas touched up and reduced
  • Vehicle pathfinding through the center area improved
  • Fixed an issue where train cars would stop providing cover
  • Fixed several issues where direct line of sight was being blocked unintentionally
2p Sturzdorf
  • Southern Strat point outside the large building replaced with a +10 Munitions point
  • New +10 Munitions sector disconnected from HQ
  • Northeastern +10 Munitions replaced with a Strat point
  • Northwestern +16 Munitions switched with Northeastern +16 Munitions
  • New Northeastern +16 Munitions point moved towards the center of the map
  • Northwestern Strat point removed
  • Western +10 Fuel sector lengthened to connect with Southern Strat point
  • Western +10 Fuel point moved slightly South
  • +5 Munitions outside the Northern base moved out of MG range
  • +5 Fuel outside the Southern base moved out of MG range
  • Southern HQ rotated to face the middle of the map
2p Ruins of Rouen
  • Territory Sectors completely redrawn
  • Fence in the Northwest corner extended to the maps edge
4p Duclair
  • Various visual improvements
  • Hedgerow to the right of the middle VP removed
4p Pointe du Hoc
  • Salvageable wrecks removed
  • Southern bunkers replaced with bunkers with firing slots only opening onto the beach
  • Far Eastern +5 Munitions point removed
  • Hedgerow and Fence extended to limit undefended access to Northern bases
  • Fence opened to allow easier access out of the Western base
4p McGechean's War
  • Several openings made in hedgerows around the map
  • Switched Western +10 Munitions with Center +5 Munitions
  • +5 Munitions outside the Southern base moved out of MG range
4p Lorraine
  • Several paths opened around the Western bases
  • Cover around the middle Western base exit reduced or made one-directional
  • Northwestern +10 Munitions switched with Northwestern +5 Munitions
  • New +5 Munitions replaced with a +5 Fuel
  • Southeastern +5 Munitions replaced with a +5 Fuel
  • Westcenter +10 Munitions sector redrawn to extend less to the East
4p Rails & Metal
  • Several paths opened in the Southcenter and East
  • Southeastern HQ rotated to face the middle of the map
2p Carpiquet
  • Added to the game
2p Egletons
  • Added to the game
2p Duclair
  • Added to the game
4p Alsace Moselle
  • Added to the game
6p Refinery
  • Added to the game
6p Steel Pact
  • Added to the game


This post has been edited by Kolaris: Apr 15 2011, 21:25 PM

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# 2Deepend Feb 17 2011, 06:22 AM
Kolaris,
What about -

Hotchkiss 37mm gun reload time min to 4 seconds

Was this removed in Beta 5?

Posts: 29

Game: Company of Heroes


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# 3Kolaris Feb 17 2011, 06:27 AM
There were a couple changes, I think the Hotchkiss and Tetrarch reload, and the Stuart Cannister Shot accuracy, that I didn't include because the listed patch note was the existing value.

Hotchkiss reload is already 4 seconds min in 2.6.

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# 4abhilohia Feb 17 2011, 07:04 AM
Sigh Kolaris mate, i really don't know how to thank you enough for compiling this.. smile.gif

I mean, it was such a pain trying to keep in mind the various back-and-forth changes that i wasn't even sure if some of the changes were increasing or bringing back to the earlier value...

You've even included some changes that i wasn't aware of or weren't included in the release notes, like the things on langres except the visual improvements ( its certainly become better for amer at top with the hedge cutting.. ) and also the visual improvements on wrecked, etc.

Anyway thanx a lot smile.gif

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# 5Dwighty Feb 17 2011, 07:31 AM
Thank you, Kolaris! This is perfect!

Worth a mention: They gave the Sherman Crocodile usefull vet II!

Edit: And bren autorepair fixed!

This post has been edited by Achillion: Feb 17 2011, 07:31 AM

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# 6BasileusHotshot Feb 17 2011, 08:00 AM
^You've got 2 17 pounders in your list ohmy.gif

Thanks, good job and remind Seb to update the stickied thumb.gif wink.gif

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# 7wrdaniel Feb 17 2011, 10:41 AM
Thanks!

PE Section contains a [Kettenkrad/Schwimmwagen] and [Schwimmwagen] section. Maybe you could keep the Krad seperated. If you take a quick look you could miss the second Schwimmwagen section.

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# 8Kolaris Feb 17 2011, 16:42 PM
Thanks, fixed those.

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# 9Tom21a Feb 18 2011, 10:15 AM
Messing with T1 sad.gif

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# 10DaRealRocky Feb 18 2011, 12:28 PM
Prolly it's gonna be reverted, or at least a couple of those t1 changes.

but anyways, Stuart armor taking 0.7 damage, meeh. Staghounds ftw.

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# 11BasileusHotshot Feb 18 2011, 14:38 PM
QUOTE(DaRealRocky @ Feb 18 2011, 15:28 PM) *

Prolly it's gonna be reverted, or at least a couple of those t1 changes.

but anyways, Stuart armor taking 0.7 damage, meeh. Staghounds ftw.

Donno if it's just the increased acc or a combo of all the buffs they've been given, but (I never expected to say that) Volks are borderline(?) OP ATM. In 80%-90% of my 20+ games as US this patch, I see WM players replacing their early game losses with more Volks instead of transitioning to Grens from their T2, and put them behind sandbags and wire whenever given the chance. Although this is still counterable by arty, I don't like the direction WM T1 has taken TBH. On the brighter side, I must admit, that I've encountered much more differentiated BOs in this patch. Paks, Pumas and sometimes even P4s are combined, given that WM now saves fuel from not going Vet2 inf and Grens. Another "snowball" effect of this, is that with the nothing lv experience that Volks are giving and the minor adjustments to US Rifle Vet, US rarely gets vet on their Rifles when the vehicles hit the field and it just seems like 2.301 to me again, when vet0,1 rifles were engaging WM armor with catastrophic results most of the time. Vet1 Volks, seem very cost-effective to me ATM, although this could also be cos of their combo with WM buffs, I don't know... wacko.gif

*EDIT*
Just realised I've highjacked a thread with a diff topic tongue.gif Soz Kolaris wacko.gif

This post has been edited by BasileusHotshot: Feb 18 2011, 14:57 PM

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# 12Q77 Feb 18 2011, 14:54 PM
Great work there..
G-wagon buildtime was changed as well right? Or has it been reverted?

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# 13DaRealRocky Feb 18 2011, 14:57 PM
Well ye, Volks are heavily OP now, no doubt about it. They are cheap, come sooner, are very easy to reinforce and they give more damage, while in the first place the old volks weren't really that bad. Imo in the next patch at least 3 of the 4 changes have to be reverted. The capping speed bonus at tier 2 I think is a very good thing.

And HMG42 cost decrease was over the top. Built time decrease is ridiculous. No need for mg's to hit the field that fast.

The packing up buff was kinda good I guess, it now reflects that engineers are much harder to surpress. And it kinda makes Wehr a little less campy.

Rifle veterancy is now what it should be.

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# 14wrdaniel Feb 18 2011, 15:24 PM
kolaris said it's one more kill to vet3 Rifles with the changes. Maybe the rifles vet is ok now because they have more problems dominating the field and shooting only volks which give less exp?! So reverting to much of the wehr changes would also push the rifles vet again?!

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# 15DaRealRocky Feb 18 2011, 15:33 PM
It are actually 2 kills.

And no Wehr T1 changes: most of them should not stay.

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# 16Warsreborn Feb 18 2011, 20:04 PM
From the few 2 v 2's i played, i gotta say i do think wehr are a bit OP at the moment, there much stronger at the start, which filters along, and once you start getting into the late game, it's very hard as US to match those vet units without loosing a lot more men

Dont get me wrong I dont want to see everything reverted, the schwimm change was good IMO, i'm not sure which is best now, to go the cheap quick bike or more powerful schwimm, so thats a good sign, before it was bike no question

The MG change is only 10 mp so i guess no real harm

The building cost reductions seem ok aswell, i dont think there was anything wrong with those

Volks though do seem to cheap now IMO, especially as they got buff's aswell, i think they should keep the buff's (cap speed/acc boosts) and revert the cost back to 280 MP, or maybe give them cost parity with rifles and revert the acc buff's

But making them cheaper as well as buffing them was a boost to far IMO

This post has been edited by Warsreborn: Feb 18 2011, 20:07 PM

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# 17Rudo Feb 18 2011, 22:38 PM
Werh is fine now at least no more stupid idiot porn gay x5group rifles dominating al in the first 10 min . Now US players needs to use brains and i like it .Thx kolaris .


Posts: 708

Game: Company of Heroes


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# 18DaRealRocky Feb 19 2011, 14:41 PM
Lol, you don't know what you are talking about.

Posts: 4,711

Clan: SoldiersofLiberty

Game: Company of Heroes


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# 19Boo the Hamster Feb 19 2011, 15:45 PM
hurr durr. Now it's stupid idiot porn x5 volk groups. Seriously, most combat and cost buffs to volks are retarded. WQ are cheaper now, this is enough.

Posts: 290

Game: Company of Heroes


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# 20BasileusHotshot Feb 19 2011, 16:34 PM
Wasn't HK pop cost also reduced? eyebrow.gif

Posts: 2,372

Clan: Reign of Madness

Game: Company of Heroes


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