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Company of Heroes 2

Current patch notes 2021

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# 1dukejason Apr 8 2021, 01:43 AM

Main Gun Criticals

To lessen the impact of RNG in tank engagements, the chance for a main gun critical has been reduced. This will mainly affect 160 damage sources against 640 health medium tanks.

Main Gun Critical now has a chance to trigger at 20% life rather than 25%
Critical Shot and Aimed Shot against Casemate Vehicles

Sniper Critical Shot and the Puma Aimed Shot are having their critical against casemate vehicles adjusted to be less potent, but still forces these units out of the fight for a short period of time.

Stun now disables weapons and reduces speed by 80% for 5 seconds rather than completely disabling the vehicle for its duration.

Mobile AT Gun Squads

ATG squads are being made more vulnerable to small-arms fires to make it easier for players to punish anti-tank guns that are out of position with infantry and force these units to remain further back and utilize their range advantage or be supported against assaults.

Now have an innate penalty of +10% received accuracy
Infantry-Based AT Rifles - Boys AT Rifles, PTRS-41

AT Rifles are being made more responsive, making it more difficult to dodge the opening volley and in-line with other infantry AT weapons. Furthermore, AT Rifles can now use attack ground and will have a projectile to soft counter abilities such as smoke.

Ready-aim time from 1.25 to 0.5
PTRS Rifles can now attack ground and has a projectile
Mobile Mortar Smoke (M21, 250 Half-Track, USF/British 81mm, Soviet 82mm, Ostheer 81mm)**

To increase the effectiveness and responsiveness of smoke barrages, the speed at which they fire shells and rotate has been adjusted. Furthermore, smoke barrages will no longer share a cooldown with the primary barrage to allow players to have on-demand smoke.

Infantry Mortar pivot time from 2 to 1.25
Smoke Barrage wind down from 2 to 0.375
Number of smoke shells per barrage from 3 to 4
Scatter bonuses at veterancy 3 no longer apply to smoke barrages
Smoke Barrages no longer share a cooldown with the primary barrage

All Heavy Machine Gun Teams

The following change will increase the durability of machine guns when they are in the open with two members of the crew standing forward to draw fire away from the gunner. We have also added a manual reload feature to the unit.

Formation changes; when in the open, two of the crew members will now stand slightly ahead of the MG.

Manual Reload added.

All Non-Squad Based Medics

Medics assigned to structures now have a healing aura. This will make it easier for medics to heal infantry and lessen the healing time lost by medics moving from model to model.

Now have a healing aura that heals 7.5% of an infantry models health per second in an area of 5m; does not stack on itself.

All Snipers

Snipers are receiving nerfs to their base sight to make it harder for them to spot infantry without support in the early game. This should make lone snipers have less of an impact early game, as they must get closer to their target, or have units risks themselves to enemy fire to get sight. To compensate they are receiving a slight price decrease.

Cost from 360 to 340
Sight from 45 to 40
Will no longer auto-target vehicles.
Veterancy 2 +20% sight bonus to +25%; total is now 50 from 54

All Allied Half-tracks: M3 and M5

The following change puts Allied half-tracks in line with the Ostheer 251. This will make these platforms more effective at projecting field control by allowing wounded infantry to heal up when onboard and increases their utility outside reinforcing squads.

All M3 and M5 half-tracks will now heal infantry in their hold, following the same mechanics as the 251
M3 Medical Crates removed

All Panzer V Panthers and Command Panthers

Panthers are receiving an increase to their base accuracy to improve their consistency against vehicles while retaining their slow rate of fire.

Panther accuracy from 0.06/0.045/0.035 to 0.065/0.05/0.04
All Panthers now share the same selection group
All Sherman M2HB (All Variants)

The pintle machine guns are being standardized amongst all the M4 Sherman variants for consistency.

Upgrade time standardized to 35
Cost standardized to 60
Damage profile of the 76mm M4A3 50cal standardized to the M4A3 75mm 50cal

All Plane Crashes

Plane crashes are having their damage against infantry reduced. This will cause considerable damage to infantry, but crashing planes should no longer be able to wipe out full health squads.

No longer deals an instant death critical to infantry
Near AOE from 1 to 0
Damage against infantry reduced by 66%


Trenches are having their target size increased to make them more vulnerable to a variety of weapons such as tank guns and ATGs.

Target size from 2 to 17; target size no longer changes when garrisoned or ungarrisoned
Infantry-Based Flamethrowers

Infantry-based flamethrowers are having the number of bursts required to set a building alight reduced to make it easier to neutralize ambient buildings.

Number of bursts needed to set buildings alight from 30 to 15.


Sandbags for line infantry have been adjusted to take longer to construct. A player must now give up more time to plant sandbags on key locations. The cover radius of sandbags has also been adjusted to make it easier to neutralize sandbags with wire.

Sandbag build time increased from 12 to 18 seconds for Infantry Sections, Riflemen, Conscripts and Volks
Sandbag cover radius modified decreased. Properly placed wire should now stop units from gaining heavy cover, unless they are directly against the sandbags.

Quality of Life

AT Vehicle and AT Gun Vehicle Prioritize (Firefly, M10, M36, SU-76, SU-85, Jagdtiger, Jagdpanzer, Elefant, StuG G, All AT Gun squads)

A number of units will now have Prioritize Vehicle active at the start, reducing the amount of player input needed to ensure dedicated AT units do not engage infantry.

All AT vehicles and mobile ATG squads start with prioritize vehicle active.
All Heavy AA Units (Bofors, 20mm Flak, Centuar, Ostwind, all anti-air Half-tracks)

All AA units now have the 'Prioritize Aircraft' ability: When active, the unit will only fire upon aircraft, ignoring all other targets.

Call-In Infantry in High Resource Games

This change puts 0 CP infantry in High Resource Games in-line with other call-in troops without affecting regular game modes.

All CP 0 call-in infantry can be immediately deployed at the start of the game in High Resource games.

All Barbed Wire and Reinforced Wire

The following change has been made to ensure engineering units do not accidently get caught in their own wire. Occasionally engineers could get caught in wire, even if they were positioned in such a way that appeared to be clear of obstacles.

Will now only begin blocking units when friendly models are not within 2 meters of the object.
All Clip-Based Units and Armored Cars; M15 AA HT, 251 Flak HT, Ostwind, M20, 222, Bofors, Flak Emplacement, Panzer II Luchs, 221, M5 Quad

The following change will allow players to ensure these units have their clip-based weapons fully loaded without needing to force attack or attack ground.

-Manual Reload added.

Formation Changes

The following squads have had their formation changed to the Infantry Section formation: Assault Officer Squads, Pathfinders, Grenadiers, Partisans, Vehicle Crews
Support weapons- ie Panzerschrecks - now go to the front in V-Formations. Affects Panzergrenadiers and Stormtroopers


The following change was done to address the issue of mis-clicks where one could target a neutral structure rather than a vehicle if both objects were close enough. The Panzerfaust already does very limited damage against ambient structure so nothing will change in most circumstances. Panzerfausts will still retain their ability to attack objects like Fighting Positions and faction built structures.

Can no longer target ambient structures.

Hold Fire

The following change was to address the issue of vehicles revealing themselves with their secondary weapons against both land and ground targets. Secondary weapons will not auto-engage unless hold-fire is de-activated. The only exceptions to this rule are the Brummbar and Dozer which excel in attack-ground micro. Their MGs will still target infantry that are within range when hold-fire is active.

Now applies to all weapons on a vehicle

Brummbar and Dozer Pintle MGs will still target infantry on hold-fire; they will not auto-target aircraft.

All Light Vehicle and Light Tank Wrecks

The following change has been implemented so LVs can no longer get trapped if the other LV died right next to the unit.

All light vehicle wrecks are now crushable by other light vehicles

Grenades versus Mines

Explosive Grenades will now always penetrate mines and detonate them

AEF Population Limit

USF is the only faction that can reliably break a population of 100 thanks to their ability to decrew their vehicles. To discourage the player from going over the population and continuing to build vehicles, we are introducing a penalty. When the player breaks 110 population, they will take a further manpower penalty.

At 110 population, the USF player will be penalized -100 manpower until they go below 110 population.

Officer Transfer Orders

Given how USF is given a free officer as part of their teching structure, we are giving players an option to call-off their officers to avoid taking up population. This is primarily for the late game where a player back-techs but does not want to be burdened by a fresh officer squad.

New Ability on Barracks: Officer Transfer Orders

Ability forces the selected Officer squad - Lieutenant, Captain, Major - to withdraw from the map. This ability does not refund any resources.

BAR Drop-Rate

As BARs are often liable to drop when paired up with other weapons when squads are reduced to a single model, the drop rate of the BAR is being reduced.

Drop-rate from 33% to 20%
Vehicle Crews
Vehicle Crews are having their reinforcement price reduced to better reflect their weak stats.

Reinforce cost from 30 to 28


The following change will make the Ambulance take slightly longer to be destroyed when in the base sector from both direct and indirect attack.

Now receives -20% damage when in the HQ sector

Rear Echelon

We are reducing the reinforce cost of Rear Echelon to better match their combat performance. The unit is also receiving a slight increase in veterancy requirements to match their current cost along with their ability to take items from Weapon Racks.

Reinforce from 25 to 23
Veterancy requirements from 320/640/1280 to 400/800/1600


AT grenades are now being made available after USF players have met specific tech requirements. This will make it harder to rush USF infantry with ultra lights that have yet to gain veterancy along with making fresh Riflemen in the late game viable as snare squads.

Veterancy 1 now grants -25% recharge rate
Veterancy 3 -33% ability recharge from 50%; value is multiplicative with veterancy 1
AT Grenades no longer requires veterancy 1. Now requires either Mechanized Platoon, Mechanized Platoon, or Double Officers.

M1 81mm Mortar

Given the weaker stats of the USF mortar in terms of its AOE, the unit is receiving a slight price reduction to better reflect its performance. Barrage accuracy is also being put on par with other mortars.

Cost from 240 to 230
Barrage scatter angle from 10 to 9
Distance scatter max from 8 to 7


This change puts the Lieutenant's smoke ability in-line with other units that have non-lethal smoke and fragmentation grenades.

Smoke now shares a cooldown with Frag Grenades
M7 Light Anti-Vehicle Mine

The build time of the M7 Mine is being decreased to make these cheap mines easier to plant.

Build time from 6 to 5

M2HB 50cal

The M2HB is having its set-up time increased. This should make it easier to outmanoeuvre and punish when caught out of position. Ready aim-time has been adjusted to be more consistent, and the unit should now be harder to 'deathloop' as models remanning the weapon will respond much more quickly. The retreat speed bonus it had over other units has been removed with the adjustment of attach-time.

Ready-aim time from 0.375/1 to 0.5
Setup time from 1.375 to 2.375
Attach time from 1.3 to 0
Retreat speed bonus from 3.15 to 2

The M20 is having its build-time reduced so it can arrive sooner onto the battlefield. Furthermore, its armored skirts are being reduced in price to better match their performance.

Build time from 55 to 45
Skirt cost from 70 to 50
M5 Stuart

Point-Blank Engine Shot is being adjusted to make it useable against mobile vehicles. Previously, the Stuart had to get incredibly close to its targets to cause engine damage which would put the unit in range of snares, anti-tank weapons, and incoming damage that would make short work of the light tank. The effects will be less potent, but the trade-off for usability should allow the tank to have an impact in fights when using this ability.

Engine Shot range from 5 to 15
Engine Shot cost from 60 to 45
Engine Shot now slows vehicle speed by 50% and rotation by 25% for 8 seconds rather than causing engine damage
Engine Shot can now be used on the move
Engine Shot ready aim-time from 0.125 to 1.5

M1 75mm Pack Howitzer

The Pack Howitzer is having the AOE distance of its HE rounds reduced, increasing the damage drop-off of shells. The unit previously did too much damage to infantry within the 1.5-3m mark despite its range and accuracy over mortars. In exchange, the unit is having its crew size increased to improve survivability.

Barrage and Auto-attack HE AOE Distance from 1.5/3/4.5 to 1/2/4.5
Crew size from 5 to 6; population unchanged at 8

M15 AA Half-Track

To give the Captain some anti-sniper power, the machine guns on the M15 are gaining bonuses against snipers. The AA mode for the M15 is also being toned down as the M15 has multiple guns dedicated to killing aircraft while other AA units only have one. The lowered effectiveness of the M15 against aircraft comes from the fact AA mode will now enable the M15 to engage air targets with a 360 degree arc rather than a 270 degree arc, making the unit more effective against planes that fly directly overhead of the unit.

M15 machine guns now have a +15% accuracy bonus against snipers
Machine Gun AA Chance to kill planes from 15% to 8%
AA Mode disables the M15 from engaging ground targets, but grants its weapons the ability to be fired in a 360 degree arc.


The following change was done to match other aerial recon abilities.

The Major is no longer locked in place when using Aerial Recon abilities.
Can now direct which angle the planes come in.
M4A3 75mm Sherman

The experience requirements of the Sherman has been reduced. Previously the value was above the usual experience values for a unit of its price.

Experience requirements from 2020/4040/8080 to 1780/3560/7120

M8 Scott

The M8 Scott is having its auto-fire range reduced to force the unit to move further up when it is used for direct-fire missions. In exchange, the barrage of the M8 Scott has been reworked. While the shells do not have the OHK radius of auto-fire shells, the lower scatter, increased rate of fire and reduced damage drop-off should allow the M8 Scott to function as an artillery unit, something USF lacks in the late game.

Auto-fire range from 60 to 50
HE Barrage scatter max from 10 to 7
HE Barrage Damage from 100 to 80
HE Barrage AOE damage from 1/0.25/0.1 to 0.75/0.4/0.2
HE Barrage AOE distance from 1/2/3 to 0.75/2/4
HE Barrage Angle scatter from 7 to 6
HE Barrage shell count from 4 to 5
HE Barrage reload from 2.75/2.9 to 1.75/2.9
Barrage shells now use mortar explosion effects to distinguish them from auto-fire rounds.
Veterancy 2 scatter bonus now applies to the barrage instead of the unit's autofire
Smoke no longer shares a cooldown with the main barrage
Human Crush removed

M36 Jackson Tank Destroyer

The Jackson is having its veterancy 3 penetration bonus decreased to reduce the unit's impact against the heavy armor of Axis vehicles that have gotten lower over the years. Players will still have the option of HVAP to penetrate the heaviest tanks.

Veterancy 3 penetration bonus from +30% to +20%

WC 51

The WC-51 is receiving adjustments to make it easier to fight early game. The lack of self-repair and reduced ability to kite infantry should lower the WC51's ability to dominate early infantry fights and force a Rear Echelon unit to repair the vehicle. Shared veterancy has been added to allow the WC51 to scale, in addition to the unit already having a number of late game abilities that other ultra lights lack.

Step on it from 0 to 15 munitions
WC 51 MG range from 45 to 35
Veterancy 1 now increases range by 5
Can no longer decrew; crew changed to Riflemen models to represent this change
Now gains shared experience
Experience requirements from 300/600/1200 to 530/1060/2120


The following change was done to match other rocket artillery which have received lower bonuses from veterancy.

Veterancy 1 -10 second ability recharge removed.

This post has been edited by dukejason: Jun 21 2021, 21:54 PM

Posts: 2,214

Game: Company of Heroes 2

# 2dukejason Apr 8 2021, 02:02 AM

British HQ Structures
To make it easier to utilize other healing options, infantry will now retreat directly towards the HQ,
rather than to the Platoon or Company Command Post.

Infantry will now rally towards the HQ Truck rather than to other base structures.

AEC and Bofors Tech

The AEC and Bofors upgrade will no logner lock each other out. The resource requirement for each unit did not warrant a lock-out, particularly for the Bofors

AEC and Bofors tech are no longer mutually exclusive

Forward Assembly

The Forward Assembly is seeing a reduction in its build-time. This should make it easier to establish a Forward Assembly as a reinforcement and healing point.

Build time from 45 to 37.5


The PIAT is having its cost reduced due to the limited number of British troops that are effective with the weapon. The accuracy increase should also improve its performance at range to help zone out vehicles.

Accuracy from 0.025 to 0.028
Munition cost from 50 to 45

Mill Bombs

The Mill Bomb is having its fuse time increased to match other non-elite fragmentation grenades.

Mill bombs fuse time from 1 to 1.25

Royal Engineers

Royal Engineers are being moved to the HQ to encourage different builds from the British, help provide map control over the more expensive Infantry Section, and provide a cheaper supporting unit. A number of their abilities and construction options are being pushed back to avoid having a significant impact in the early game.

Now trained in the HQ rather than the Platoon Command Post
Destroy Cover, Heat Grenade, and Forward Assembly require Platoon Command Post
Capture rate from 1 to 1.25
Royal Engineers and Recovery Sappers now share the same selection group

Infantry Section

The capture rate of Infantry Sections is being lowered to reduce the ability of the British faction to snowball their map control through pure Section builds. The munition cost of medical kits has also been increased to match their performance and ability for Sections to sustain themselves on the battlefield.

Capture bonus from 1.25 to 1.15
Medical Kit cost from 30 to 45; upgrade time from 10 to 25

Vickers Heavy Machine Gun

The Vickers HMG is having its veterancy 1 ability modified to allow it to be used in more situations that do not require the unit to be placed in a garrison. It will also give the British an option to ward of light vehicles with their machine gun.

Veterancy 1 Garrison bonus replaced with 'Take Aim!' ability
Take Aim: Timed ability. Improves accuracy by +15%, adds +6 to penetration, and improves range by +7. 30 second duration. 15 munitions. Can be used in garrisons.


Given the changes to Royal Engineers and the timing of most healing options for other factions, Medics are being moved into the Platoon Command Post.

Automatic healing removed
Moved to Platoon Command Post from HQ
Population from 3 to 2; models no logner take population
Can no longer recrew team weapons
Healing abilities replaced with ambulance-like AOE healing ability that locks squad into place and slowly heals units in proximity over time. Heals 0.25 in a range of range 15.

Universal Carrier

The Universal Carrier is receiving a slight nerf by adding a fuel cost to the unit. Its effectiveness in the early game warrants a slight delay to British teching. Suppresive Fire is also having its price increased to match other on-demand suppression abilities.

Fuel cost to 5
Vickers K 'Suppressive Fire' ability munition cost from 10 to 20

Assault Officer

The British Assault Officer is having his capture rate increased to compensate for the nerf to Sections. His experience requirements have also been reduced to decrease the time needed to gain veterancy.

Capture rate from 1 to 1.25
Experience requirement from 720/1440/2880 to 680/1360/2720


The AEC is seeing a build-time increase to push the unit back slightly to give other LVs more opportunities to roam before the unit appears. The sight is also being reduced to make it more difficult for the AEC to hunt for targets on its own.

Build time from 45 to 60
Sight from 50 to 42; veterancy 2 returns sight to 50


The Cromwell is having its veterancy adjusted to provide more mobility to the unit early on for a slight reduction in offensive power. The unit has also received a new veterancy 1 ability to improve the Cromwell's abilities at finding vulnerable vehicles and finishing them off.

Added 'Hunt' ability: Increases penetration and moving accuracy by 20% and detects vehicles within 60 range in the FoW for 25 seconds for 30 munitions. Available at veterancy 1.
Veterancy 1 Smoke recharge bonus removed.
Veterancy 2 +35% weapon traverse speed and +30% reload bonuses moved to veterancy 3
Veterancy 3 +20% reload speed, +20% rotation speed, +20% de/acceleration, and +20% maximum speed moved to veterancy 2
Experience requirements adjusted from 1820/3640/7280 to 1780/3560/7120


The Centaur is seeing increases in its mobility and speed. Previously, unit's poor movement stats made it difficult to use with its average survivability. The unit's veterancy requirements have also been reduced due to its nature as an AI tank.

Speed from 5.2 to 5.6
Acceleration from 1.8 to 2.2
Rotation rate from 28 to 32
Experience requirements from 1720/3440/6880 to 1440/2880/5760

M4A2 Sherman Firefly

The Firefly is having its turret rotation improved. Its current turret rotation speed makes it track slower than most case-mate tank destroyers. The unit's speed at veterancy is also being improved. These changes should make the unit feel more responsive.

Veterancy 1 now grants a +10% speed boost
Turret horizontal and vertical traverse speed from 18 to 22
Veterancy 2 Turret traverse speed bonus from 1.35 to 1.15

Churchill Infantry Tank

The Churchill is seeing improvements to its main gun which will now always use the shortest reload value. The unit has also gained the ability to be upgraded with the tank commander to improve sight and accuracy. The unit has also gained a fixed machine gun to improve its AI value late game, though its rear armor has been reduced to make it more vulnerable to being flanked - the rear armor, however, is still higher than usual when compared to other tanks.

Tank Commander upgrade added
Rear armour from 180 to 150
Veterancy 1 now grants a Vickers K pintle; weapon follows the rotation of the turret:
DPS at 0/10/15/20/25/30/35:

Reload from 6.125/7 to 6.125


The Comet has received slight nerfs to its scatter to make the unit less potent against infantry. The turret traverse has also been reduced which was too high compared to most other vehicles which included M4 Shermans.

Fixed an issue where the Comet's near AOE damage was incorrectly set at 1 rather than 0.75
Scatter from 5.25 to 5.75
Comet turret traverse from 45 to 40

Mortar Emplacement

The Mortar Emplacement has received a number of changes to make it more usable by being cheaper to initially put down. By granting only one mortar to the player, the UKF player does not need to expend a large amount of resource to get access to basic indirect-fire. The addition of the heavy mortar barrage will give the British a long-range late game artillery unit in the core. The 2nd mortar has also received a slight increase in auto-fire ready aim-time so both shells do not land immediately.

Cost from 350 to 250
Mortar 2 auto-fire ready aim-time from 1 to 2
Now starts with one mortar active.
2nd Mortar can be activated by upgrading the Emplacement for 100 manpower. 20 second research.
Can now fire a Heavy Mortar Barrage up to range 150 once Hammer or Anvil have been unlocked.
Heavy Barrage fires a total of 8 rounds into the target area with a 100 second recharge; affected by veterancy.

Bofors AA Emplacement

The population of the Bofors is being reduced to match its effectiveness and cost.

Population from 10 to 8

17 Pounder Emplacement

The 17 Pounder Emplacement's world piercing rounds are being reduced in cost to better match their performance.

Piercing Rounds from 90 munitions to 60 munitions

Valentine Mk IX

The Valentine must now be built from the HQ as a delay mechanism. Previously it could arrive too quickly for the amount of damage it could cause along with its good survivability.

Now needs to be built in HQ after being unlocked at 5CPs

50 Second build time

This post has been edited by dukejason: Apr 8 2021, 14:24 PM

Posts: 2,214

Game: Company of Heroes 2

# 3dukejason Apr 8 2021, 02:05 AM

Infantry Medical Kits

Medical kits are receiving a lower cost to incentivise their use.

Cost from 15 to 10 munitions.


Pioneers are having their veterancy requirements slightly adjusted due to mediocre combat potential. Received accuracy is also replacing an accuracy bonus as the unit is not meant to be on the offensive without support.

Veterancy 3 +15% accuracy bonus replaced with -23% Received Accuracy
Veterancy requirements from 400/800/1600 to 340/680/1440


Grenadiers are having their formation changed to make it more difficult to focus a single model, given their four man squad size. Veteran Squad Leader upgrade is also being adjusted to make the squad less potent, rather than a straight improvement over the LMG 42 upgrade.

Formation changed to Tommies; mentioned above in the formation changes.
Received Accuracy bonus from Veteran Squad Leader removed
Veteran Squad Leader G43 exchanged for Volksgrenadier StG 44

Sniper Incendiary Shot

The Sniper's incendiary shot has been modified. It will no longer fire faster the closer a hostile unit is to the sniper and it will no longer allow the sniper to snap off another shot immediately after firing the incendiary round. In exchange, the stun should now always go off on targets reliably and its price has been reduced.

Incendiary Shot aim-time multipliers from 0.25/0.625/1 fro 1/1/1
Incendiary Shot cost from 45 to 40
Incendiary Shot will now reliably stun infantry squads, even if the unit is spread out.
Incendiary Shot now forces a reload upon completion


Panzergrenadiers are having their grenade range exchanged for a recharge bonus due to the lethality of the bundle grenade.

Veterancy 3 Grenade Range bonus changed to a -25% ability recharge on Bundle and Smoke Grenades

The Ostwind is having its experience requirements lowered due to its role as an anti-infantry tank/AA tank.

Experience requirements from 1790/3580/7160 to 1530/3060/6120


Given that the StuG G must cycle a reload before it can fire TWP for a fairly weak blind, we are increasing the ability's damage. Previously, it was better for the StuG G to not use this ability as raw damage was more important against most targets.

Target Weakpoint damage from 80 to 160

Sturmpanzer IV Brummbar

The Brummbar is having its veterancy 2 armor bonus slightly reduced and the Bunker Buster barrage is receiving a munitions cost to better reflect its power. The recharge bonus on the Bunker Buster Barrage has been lowered to compensate.

Veterancy 2 armor bonus from 1.2 to 1.154; total from 312 to 300
Bunker Buster Barrage munition cost set to 30
Bunker Buster Barrage recharge from 120 to 90
Bunker Upgrades

Due to the nature of these upgrades, the exclusivity has been reduced.

Medic and Command bunker upgrades no longer mutually exclusive


In general, rocket artillery is receiving reduced veterancy recharge bonuses to lessen the impact of veteran rocket artillery which could recharge extremely quickly for the amount of damage they could cause. The Panzerwerfer itself is having its Counter Barrage veterancy ability removed and being given a low angle barrage which will allow it to get individual rockets on target faster.

Veterancy 1 Counterbarrage ability removed
Low Angle Rocket barrage added at veterancy 1 for 30 munitions. Fires 10 rockets into the target area at low angle with a 0.25 cooldown between each rocket. These rockets do not deal suppression.
Veterancy 2 recharge bonus from 40% to 20%

S-Mines are receiving suppression to lessen their ability to wipe out squads without warning that accidentally step into larger fields. Squads will still need to step on 2-3 mine patches to be suppressed.

Now deals 0.2 suppression.


Osttruppen have been moved to the Infanterie Kompanie. Previously, the unit allowed for very potent tech rushes into either Panzer Grenadiers or light vehicles that certain factions had issues responding to. Their panzerfaust range has also been reduced due to their larger squad size over Grenadiers while slot weapons given to Osttruppen will now deal more damage when the unit is in cover. The latter should improve the mid-late game performance of Osttruppen.

No longer called-in
Now available from Infanterie Kompanie; build time of 21 seconds. Costs 200 manpower
Now gains +25% weapon accuracy with slot items when in cover
Panzerfaust range from 18 to 15

Assault Grenadiers

Assault Grenadier Sprint will now require Battlephase 1. This should make early engagements against Assault Grenadiers more meaningful, allowing infantry to disengage and maneuver around this unit without immediately being rushed down.

Sprint locked behind Battlephase 1

Jaegar Armor Commander

The following change was to address the issue of the Jaegar Armor commander being able to both spot and hardcounter artillery units which would be able to pressure the Elefant.

Stuka dive-bomb replaced with JU-87 Anti-tank Strafe from the Close Air Support Commander.

Posts: 2,214

Game: Company of Heroes 2

# 4dukejason Apr 8 2021, 02:09 AM

OKW Heavy Tanks, Sturmtiger, Jagdtiger, and Command Panther Dispatch
Due to the number of heavy tanks in the OKW arsenal, all these units will share a cooldown to prevent a player from immediately building a replacement should they have the available resources.

All abilities share cooldown with each other when one is destroyed
Battlegroup Headquarters

The OKW Battlegroup has been split into two parts. This will allow OKW to have an easier time backteching to medics or indirect-fire if they went Mechanized or for faster access to HMGs. Prices have been adjusted on all upgrade items available in the Battlegroup Headquarters.

150 manpower and 10 fuel: Offers Le.IG upon completetion which now comes from off-map rather than spawning at the Truck.
Medic Upgrade Cost: 50 manpower and 10 fuel
Battle Group Upgrade: 100 manpower and 20 fuel: unlocks 251 Flak Half-track, the UhU Searchlight Half-Track, Infantry Weapon Upgrades, and ability to reinforce: 15 second research time
Forward Retreat Point cost from 300 to 250

Schwerer Panzer Headquarters

The following changes will allow OKW doctrinal vehicles to arrive sooner, giving the player more options over the standard OKW Panzer IV which they previously competed with. Earlier, upgraded Obersoldaten should also make more of an impact in the infantry battles in the mid-game.

Fuel cost from 60 to 90
Panzer Authorization fuel cost from 60 to 30


As with flamethrowers, the Volksgrenadier flame grenade is being altered to make it easier to set buildings alight.

Flame grenade bonus damage against ambient structures to 60. Will now take 4-5 grenades to ignite a structure.


The following changes will make the Kubelwagen more effective on the move focused primarily on sniper. Previously, a Kubelwagen would do no damage when chasing down a sniper due to its extremely high penalties on its burst duration. The general improvement should not impact most infantry engagements outside extreme cases where there is a very low health squad being pursued by the Kubelwagen.

Kubelwagen moving burst duration from 0.1 to 0.75
Kubelwagen moving cooldown from 0.1 to 0.8

The following changes should make the Raketenwerfder more responsive when new models replace members of the gun team and also make it easier to reverse move the unit. The target size of the gun has also been increased to match other ATG, making it easier to destroy when decrewed.

Target size from 10 to 20; all units will still target the crew over the weapon
Will now attempt to reverse to positions at least 60m away
Attach time from 0.73333 to 0


Adjustments are being made to Stumpioneers to allow their Panzerschrecks to be a functional upgrade and diversify OKW builds. Their high costs and fall-off in the AI role mid-game makes it impractical for multiple Sturmpioneers to be fielded. Population is also being reduced to help OKW's population issues in the late game.

Panzerschreck and minesweepers no longer mutually exclusive with each other; Panzerschreck can be rebought if dropped
Panzerschreck cost from 70 to 60
Population from 8 to 7
Concussion grenade cost reduced to 20 at veterancy 4
251 Flak Half-Track

With the changes to the Battlegroup Headquarters, the Flak Half-Track is receiving a build-time decrease to maintain its timing.

Build time from 60 to 45
Le.IG 18

The following change will make the Le.IG more responsive when firing its smoke barrages.

Smoke ready-aim time from 1.75 to 0.125
Weapon vertical speed when firing smoke from 15 to 35
Smoke reload from 2.3/3.6 to 0.5/1.25

251 IR Half-Track

Adjustments have been made to the 251 IR Half-Track to allow it to better spot camouflaged units given its role as a spotting unit. We are also giving the unit a reconnaissance ability to allow the 251 to operate better on maps with significant LOS blockers.

Passive camouflage detection from 10 to 25
Detection ability improves camouflage spotting from 25 to 35
Recon plane ability added for 50 munitions

Panzer II Luchs

The Luch's veterancy 5 Suppressive Fire ability is being improved by allowing its coaxial to deal suppression in addition to the main gun. This will allow the Luchs to pin infantry after several seconds of sustained fire. The Luchs will also be more effective against units in heavy cover and garrisons. Previously, the unit did too little damage to troops in strong cover, despite its AI role. The Luchs has also gained an improvement in stealth detection, allowing it to be a capable scout/infantry hunter.

Coaxial MG now deals suppression during 'Suppressive Fire' ability.
Coaxial burst length increased by 300% during Suppressive Fire and accuracy reduced by 50%.
Now is detected by enemy units within 15m rather than 20m when Cautious Movement is active
Detection range from 5 to 25; reduced to 15 when cloaked
Damage penalty against heavy cover and garrison cover from 0.25/0.3 to 0.5/0.4

Sd.Kfz 234 Puma

The following change will make the early Puma less dominant against other light vehicles by reducing its ability to self-sight.

Sight from 50 to 42
Veterancy 2 now grants +8 sight
251 'Walking Stuka' Rocket Half-Track

Adjustments have been made to the Stuka Half-Track to improve its consistency against armoured vehicles. Direct hits from the rocket will now cause a penetrating hit, rather than the unit being reliant on AOE penetration to harm vehicles. Furthermore, the Napalm Rockets have been reworked to arrive earlier, hit more accurately, be less powerful, cheaper, and cause suppression. This change will make the rockets effective against clustered weapon teams which the creeping barrage cannot hit or as a weapon to halt massed infantry assaults.

Rocket direct hit penetration from 0 to 60
AOE penetration from 200/180/162 to 40/40/40
Rocket +50% bonus damage versus emplacements removed; damage from 300 to 200 against these targets
Rocket now has -25% damage against vehicles; damage from 200 to 160 against these targets
Napalm Rocket Suppression from 0.2 to 0.1
Napalm Rocket scatter from 16 to 12
Napalm scatter max from 15 to 10
Napalm Rocket FOW scatter from 3/2 to 1.25
Napam rocket DOTs spawns from 6 to 2
Napalm Rocket munition cost from 90 to 40
Napalam Rocket veterancy requirements from 4 to 1
Now deals Suppression to units hit by the initial AOE
Veterancy 1 recharge moved to veterancy 4
Veterancy 2 recharge from -30% to -20%

With the increased price of the base Schwerer Panzer Headquarters, the upgrades for Obersoldaten no longer need to be locked behind Panzer Authorization.

MG-34 and StG 44 IR upgrades no longer require Panzer Authorization

Tiger II King Tiger

The King Tiger is receiving adjustments to its veterancy. This will put its bonuses in line with other tanks, with the reload combat bonus being available within the first 3 levels of veterancy.

Combat blitz now requires veterancy 5 from 3
Veterancy 5 reload bonus moved to veterancy 3


No longer requires Panzer Authorization


With the earlier timing of the Hetzer, the target size of the unit has been increased until veterancy 1 to make the unit easier to ward off with AT weapons.

No longer requires Panzer Authorization
Target size from 15 to 17
Veterancy 1 now also provides 0.8824 Received accuracy, returning its target size back to 15.

Panther Ausf. G

The OKW Panther is being standardized with its Ostheer counterpart, receiving a nerf to its acceleration bonuses in exchange for lower veterancy requirements all-around.

Veterancy 3 de/acceleration bonus from +30% to +10%
Experience requirements from 2730/5460/10920/13650/18155 to 2530/5060/10120/13460/16825

Jeagar Light Infantry

The following is a consistency change to make JLI match other OKW infantry in terms of their combat bonuses when fully vetted. Previously JLI received another combat bonus in addition to their previous received accuracy bonus at veterancy 2.

Veterancy 5 -20% received accuracy modifier removed

This post has been edited by dukejason: Apr 8 2021, 02:12 AM

Posts: 2,214

Game: Company of Heroes 2

# 5dukejason Apr 8 2021, 02:13 AM

Special Rifle Command

The Special Rifle is having its build time decreased to allow its expensive units to arrive to the battlefield slightly sooner to make up for the tier's lack of map control.

Build time from 20 to 12

Tankiovy Battalion

The following change to the Tankiovy Battalion and Mechanized Armor Kampenya keeps the tech timing of Soviets the same for late-game vehicles, but allows light vehicles to be deployed slightly sooner.

Cost from 240 Manpower and 85 fuel to 200 manpower and 75 fuel

Mechanized Armor Kampenya

See above.

Cost from 240 Manpower and 90 fuel to 280 manpower and 100 fuel

Headquarters Medic Upgrade

Medics are having their price reduced to compensate for the fact Soviets gain few bonuses through tech compared to other factions along with the requirement of needing grenade tech later on.

Manpower cost from 250 to 200

Grenade Package

We are merging Molotovs and AT grenade into one package. This will make both grenade abilities cheaper compared to them being offered seperately.

AT Grenades and Molotovs merged into "Grenade Package" upgrade found on the Soviet HQ.
Costs 150 manpower and 15 fuel

Mobilize Reserves Global Upgrade

Mobilize Reserves is being changed to give Soviet players an option to improve their infantry in the mid-game, without having to pay a high resource cost to access the upgrade. Furthermore, Penal Battalions will now be affected by this tech to reduce their manpower bleed in the late-game.

Mobilize Reserve Upgrade now reduces Penal Battlion reinforce by 2, from 27 to 25, and increases experience gain by 25%. These bonuses also apply if the upgrade is gained through the construction of the Mechanized Armor Kampenya.
No longer requires Conscript Molotov and AT Grenade upgrade tech items

Tripwire Flare Mines

Given how cost effective Tripwire Flare mines can be thanks to their ability to inflict a model loss, provide vision, and are readily available on Conscripts and Combat Engineers, their cost is being increased to better reflect their performance.

Cost from 10 to 15

Soviet Mortar and ZiS-3 Crews

This change will make Soviet weapon teams provide more experience as they previously provided too little experience to non-infantry units. This brings them on-par with Maxim crews, but less than other weapon crews.

Experience value from 30 to 40

Combat Engineers

Received accuracy is replacing the weapon accuracy bonus at veterancy 3. This will make late game Combat Engineers more survivable.

Veterancy 3 +15% accuracy bonus replaced with -23% Received Accuracy


The sandbag changes that were applied to the other factions will now apply to Conscripts in the early game to encourage more mobility and positioning. Conscripts will build items faster once they have veterancy as they are reliant on their sandbags during the mid-game period. Their veterancy 3 bonuses have also been reduced due to how cost-effective Conscripts are in the late game when it comes to trading with other infantry.

Veterancy 1 grants +35% increased build speed
Veterancy 3 +10% accuracy bonus removed

Penal Battalion

Penal Battalions have received a number of changes to improve their performance. Some of their late game accuracy has been shifted to received accuracy to improve their survivability on top of the previously mentioned global bonuses provided by Mobilize Reserves. Their initial cost and reinforce time has also been reduced to better reflect their numbers and initial performance. In addition, the PTRS upgrade has been altered to serve as a true AT package. Penals with AT Rifles should now be able to ward away most early game light vehicles while being more potent against heavier armor. AI effectiveness with the PTRS rifles will maintain the same DPS as previously, though, the AT rifles will not be as consistent as the more accurate and faster-firing SVT against infantry.

Cost from 300 to 290
Reinforce time from 5.4 to 4.5
Veterancy 3 weapon accuracy from +30% to +20%
Veterancy 2 Received accuracy from -15% to -23%
PTRS upgrade now grants an additional PTRS which does not drop
PTRS Rifle upgrade cost from 60 to 70
Penal PTRS accuracy from 0.15/0.105/0.06 to 0.3/0.21/0.16
Penal PTRS drop rate from 33% to 20%
UI card now shows each stage of 'To The Last Man'

M3 Scout

The M3 scout car is having armour exchanged for health, giving it more survivability against lightcannons and mines while having minimal impact against small-arms. The scaling of the M3 is also being improved by allowing it to gain veterancy faster and capture territory, rewarding unit preservation into the mid-late game.

Health from 200 to 240
Armor from 5.4/4.2 to 3.8/3.5
Now gains shared veterancy
Can now capture territory at veterancy 2

M1910 Maxim Heavy Machine Gun

The following changes will help alleviate the deathloop issue the Maxim has by reducing the time it takes for a new gunner to responsd to orders/act. Sustained Fire is also losing its veterancy requirement to give early Maxims an on-demand suppression boost.

Attach time from 1.3 to 0
Suppressing Fire ability now available without veterancy; the -50% reload bonus of the ability has been moved to veterancy 1.
Retreat speed bonus from 3.15 to 2

ZiS-3 Field Gun

The HE barrage is having its reload time increased to give team weapons more time to react when being barraged.

HE Barrage reload from 2 to 3

M5 Half-Track

The M5 is having its AA chance reduced. Previously it would immediately destroy planes due to its high rate of fire.

AA chance from 10% to 5%
Gains 'Force Reload' ability when upgraded to the M5 Quad


The T-70 is having some of its potential slightly lowered, particularly in the AI role. Recon Mode has also been adjusted to have a delay before the main gun activates, reducing its effectiveness when caught out of position.

Reload from 2.1/2.5 to 2.6
AOE capped at 3 models per squad
Recon mode forces a reload cycle upon being disabled


The SU-76 has receieved a large number of changes to improve its performance. The firing cone has been increased, allowing SU-76s to be able to track targets more effectively and the unit will now rotate faster at lower veterancy levels. General mobility at veterancy has also been improved for acceleration boosts. The veteran ability has also been replaced with Camouflage, allowing the SU-76 to remain hidden until targets come into range.

Firing cone from 2 to 5
Camouflage delay from 5 to 2
Camouflage rotation penalty from 75% to 50%
Rotation rate from 32 to 34
Veterancy 1 Tracking replaced with SU-76 Tank Hunter Camouflage; +20% accuracy and +20% penetration on the first shot from camouflage.
Veterancy requirements from 870/1740/3480 to 1044/2088/4166
Veterancy 2 now provides +20% acceleration and deceleration
Veterancy 3 rotation bonus from 1.25 to 1.175
Can no longer crush infantry
T-34 Ram Ability

The following change has been done to lower the impact of RNG for the Ram ability and allow vehicles hit by ram to still have a chance to move away when hit to avoid incoming airstrikes.

Random Ram inflicted criticals: Main Gun Destroyed, Heavy Engine Damage and Immobilized removed
Ram no longer deals a complete stun on penetration and deflection. Instead, it will now slow target by 75% for 5 seconds and disables weapons.


With the reduction of armour on certain Axis tanks, along with the SU85 receiving improved penetration from previous patches, the unit no longer needs high veterancy bonuses for penetration. Furthermore, the Focus Sight ability has had a reduction in vision due to how potent the ability is when paired with artillery, or other AT assests.

Veterancy 3 Penetration from +30% to +20%
Focus Sight radius from 75 to 65


The cost of Creeping Barrage is being slightly reduced to better reflect its performance - even with the bug fixes applied. The recharge bonus of veterancy 2 has also been reduced due to how fast veteran rocket artillery was capable of firing in the late game.

Creeping Barrage cost from 45 to 40
Veterancy 2 barrage ability recharge bonus from -40% to -20%


The following changes are in line with other HMGs that have had their attach time adjusted.

Attach time from 1.3 to 0
Retreat speed bonus from 3.15 to 2


The ISU-152 has received adjustments to make the unit less potent in team games. The unit's ability to shell infantry from extreme range made it difficult to attack the unit when it was paired with AT support and mines which the unit could hide behind. The range of the ISU in HE mode is being reduced to make it easier to catch the ISU out of position. Concrete rounds have also been adjusted to always penetrate armor and cost less munition, though the weapon's one hit kill radius has been reduced. The bug-fix to Concrete Rounds should also make it easier to use now as the unit no longer needs to cycle a reload if it has fired a standard shell and then follows up with a Concrete Round.

HE range from 70 to 60
Rear armor from 150 to 110
ISU Piercing Shot cost from 70 to 60
ISU Piercing Shot penetration now set to 1000
Concrete Piercing AOE damage from 1/0.25/0.05 to 1/0.25/0.15
Conrete Piercing AOE distance from 1.25/2.75/4.5 to 0.25/1.5/6

Soviet Mechanized Support and Shock Motor Commanders

Similar to the Jaegar Armor Commander, we are removing the abilities of these commanders to knock out heavy artillery pieces that would otherwise put pressure on the ISU and Elefant. The Sturmovick Attack Strafe has been added to gives these commanders potent AI power.

IL-2 Bombing Runs exchanged for IL-2 Sturmovik Attack Strafe from the Advanced Warfare Commander

UI Adjustments

Critical Damage Icons

A small number of icons have been updated to address the differences between the levels of damage the vehicle has taken. The changes apply to immobilized and engine damage caused by snares. This will help better differentiate their icons from engine damage caused by mines and other sources.

Snare engine damage colour changed to yellow to represent the item being removable at above 75% life.
Immobilized icon changed to a broken tread to better differentiate itself from the different levels of engine damage.
Panzerfausts, AT Grenades for Mainline Infantry

For consistency across all factions, the snares for these infantry units have been standardized for all mainline infantry.
All positions standardized to UI location 32 in the command bar

HMG Timed Abilities

All HMG timed will now show an offensive buff indicator over the HMG when using timed combat boost abilities
HMG AP Rounds - M2HB/DhSk - will now use a Phosphorous effects when they have swapped ammo for the ability's duration

Stealth Detection

Units that have increased stealth detection radius now have a UI indicator in the command bar
Mine Sweepers for AEF, UKF, Soviets, and Ostheer

The following factions have received new unit shield icons when these units are given minesweepers. Previously, it was impossible to tell what weapons their units had if the minesweeper icon blocked the weapon icons.

Unit shield symbols that can be equipped with minesweepers will now be updated when upgraded with the minesweeper upgrade.

Minesweepers no longer as a weapon slot icon


Fixed an issue where the Katyusha Creeping Barrage was using the wrong weapon.
Fixed an issue where German weapon teams could not pick up medical crates.
Hold the Line should now trigger on friendly sectors controlled by Allies
Hold the Line now highlights sectors for all players when active
Opel Blitz Heal hotkey from D to V
Fixed an issue where the 120mm Mortar would need to reset during the initiation of barrages if the target area was offset with the mortar, despite being in the arc.
Fixed inconsistencies where the 120mm Mortar in AOE and fire-times between auto-fire and barrage.
250 LMG Grenadier Halftrack veterancy 3 received accuracy changed to received damage to match regular Grenadiers
Fixed an issue where the Land Mattress veterancy 2 bonuses were not applying correctly.
Fixed an issue where the Commissar Command Squad veterancy 2 accuracy bonus was not applying correctly.
Fixed an issue where the Officer Recon Sweeps for the British were invulnerable and had no entity.
Fixed an issue where Pathfinder Airborne Beacons counted as shot blockers.
Fixed an issue where Stormtrooper Interrogation did not work.
Fixed an issue where Stormtroopers slot items would go missing when armed with MP40s.
Fixed an issue where Valentine Smoke did not fire when not in line with the turret.
Fixed an issue where demolition charges would terraform the ground.
Fixed an issue where the ISU-152 would need to wait a full reload cycle if it fired a round then attempted to use Concrete Piercing rounds.
Fixed an issue where the ZiS-3 and SU-76 could fire a shell immediately after completing their HE barrage.
Fixing an inconsistency where tripwire flare could not kill Grenadiers that had reached veterancy 3.
Fixed an issue where the Vicker K LMG had an unreasonably long reload time at 8/9 seconds; value changed to 6.
Fixed an issue where Conscripts would carry invisible weapons when merging into Assault Guards
Fixed an issue where Panzergrenadiers could Mark retreating units, despite the ability not taking any affect.
Fixed an issue where the Commissar's revolver did not have the same effective range as other pistols.
Fixed an issue where the Commissar's model reinforce did not match the rest of the squad.
Fixed an issue where the Commissar's Grenade ability did not take a range penalty during suppression.
Fixed an issue where the Command Panther could be called-in immediately upon death.
Fixed an issue where the Sturmtiger could be called-in immediately upon death.
Fixed an issue where the Churchill had less gun depression than other tanks, set to -90 from -15.
Fixed a bug where the PM-41 82mm Mortar did not receive bonuses to its ability recharge at veterancy.
Fixed an issue where vehicle crews would lose their increased experience gained from Elite Vehicle Crews when decrewing.
Fixed an issue where the Major Recon Overflight ability would change hotkeys upon gaining veterancy.
Fixed an issue where Rear Echelon Volley fire greatly lowered accuracy during its 2nd and 3rd stage of Volley Fire. Corrected to +3% and +4% respectively rather than -97% and -96%.
Fixed an issue where the M5 Quad would announce a Crocodile has been destroyed when used by the British faction
Fixed an issue where the M5 Quad icon would vanish on the USF M5 when decrewed.
Fixed an issue regarding Combined Arms was triggering without infantry on certain maps.
Fixed an issue where Sextons would cease their Coordinated Valentine Barrage when they destroyed a target within the barrage area.
Fixed an issue with the KV-2's tooltip regarding population; will now properly state 21 rather than 19.
Fixed an issue with the 120mm Mortar tooltip regarding population; will now properly state 9 rather than 10.
Fixed an issue with the Guards Rifle Infantry tooltip regarding population; will now properly state 9 rather than 8.
Fixed an issue with the Jagdtiger tooltip regarding population; will now properly state 22 rather than 23.
Fixed an issue where Assault Engineers were 8 population rather than the intended 7
Fixed an issue where the Tiger Ace in Spearhead mode would autofire on infantry even when priortize vehicle was on.
Fixed an issue where the OKW Panzer IV would get additional sight bonuses at veterancy 5
Fixed an issue where Radio Silence's speed boost would affect units while retreating.
Fixed an issue where Stuka Smoke Drop was at 4 CPs for Wehrmacht rather than 2 CPs
Fixed an issue where the Headquarters Glider required the player to have 9 population available.
Fixed an issue where the 251 Radio beacon could block units
The British Command Vehicle ability should now properly go on cooldown if the Command Vehicle is abandoned.
Fixed an issue where there Pathfinder Beacon Self-Destruct ability had no hotkey; set to E
Fixed an issue where the Land Mattress' reinforce value was set to 1 rather than 0.5
Fixed an issue where the Land Mattress would automatically set-up when enemies were nearby.
Fixed an issue where the M2HB gunner was not affected by the movement penalty for suppression
Fixed an issue where the M1 Garand for crew weapons used bolt-action animations during cooldown.
Fixed an issue where the British 'Assault' ability could make team weapon barrages unuseable when captured during the ability.
Fixed an issue where the single pass Stuka recon run had limited sight.
Fixed a number of voice-related callout issues
Fixed an issue where the Kubel could not repair criticals on itself when at veterancy 3
Fixed an issue where the Ostheer Puma's projectile was not visible.
Fixed an issue with the Comet's projectile not appearing
Radio Silence will no logner stack with retreat speed bonuses
Fixed an issue where the Raketenwerfer and M42 45mm had a smaller target size than other ATGs when decrewed.
Fixed an issue where Panzerfusilier AT grenades did not track properly; standardized with USF AT Grenades
Fixed an issue where the T-34/76 coaxial machine gun had no FX.
Fixed an issue where Sappers would get a sight bonus when in cover at veterancy 1.
Fixed an issue where Airborne Rally Points did not cause a penalty to reinforce time.
Fixed an issue where OKW Panzer IV J and 221 could not upgrade when out of territory; matches other OKW units.
Fixed an issue where Coordinated Barrage could be used on units that were exposed in the FOW.
Fixed a bug where Recovery Sappers costs more to reinforce than normal sappers.
Fixed a bug where the 50cal gunner was not affeted by suppression movement penalties.
Fixed an issue where smoke and AT grenades for Recovery Sappers would share a cooldown.
Fixed an issue where the Royal Artillery Coordinated Barrage would not drop warning flares into the target zone when activated.
Fixed a number of UI issues where abilities buffs and debuffs would not appear on the unit card for a number of units.

Bulletin Fixes

Fixed the KV-1 Armor bulletin providing received accuracy rather than an armor bonus
Fixed an issue with the M1 57mm bulletin increased reload times rather than decreasing it.
Fixed an issue where the Molotov range bulletin did not affect molotovs at veterancy 2

This post has been edited by dukejason: Jun 23 2021, 22:10 PM

Posts: 2,214

Game: Company of Heroes 2

# 6dukejason Apr 8 2021, 02:17 AM
Hotfix - March 2nd 2021

Resolved issue with missing Mod Tools .exe
Resolved incorrect map Loc strings.
Resolved issue with OKW Battlegroup HQ could not reinforce outside the base sector when upgraded with the Mechanized Battlegroup upgrade.
Resolved an issue where the OKW Panzer IV could be upgraded with a tank commander and pintle mount.
Resolved an issue where the MG-34 was not available when the Battlegroup was constructed.
Resolved a bug where British medic squad members could move when reinforced while their healing ability was active.
Resolved an issue where the M5 British Halftrack crew repair shared a hotkey with AA Mode, M5 Crew Repair changed to X.
Resolved an issue where the UI card of Obersoldaten upgraded with IR StG 44s overlapped with reinforced; item moved to unit portrait.
Resolved an issue where the upgrade for the OKW forward retreat upgraded shared a hotkey with the Mechanized Battlegroup upgrade; OKW Forward Retreat upgrade changed to E.
Resolved a UI issue where the British Platoon Command Post upgrade displayed the ability to produce Royal Engineers. Will now display medics.
Resolved an issue where the ISU-152 Concrete Piercing Rounds were incorrectly set to 70 munitions rather than 60.
Resolved an issue where the Panzerwerfer Low Angle Barrage used B as a hotkey; set to V.

This post has been edited by dukejason: Jun 23 2021, 22:03 PM

Posts: 2,214

Game: Company of Heroes 2

# 7dukejason Jun 17 2021, 06:02 AM
Commander Update June 2021

Commander Changes


Advanced Emplacements

Counter-Battery replaced with Hold the Line

Crew Repair replaced with Strafing Run

Mobile Assault

Flamethrower replaced with Recovery Royal Engineers

Advanced Cover Combat replaced with 81mm Mortar Team

Royal Engineers

Flamethrower replaced with Recovery Royal Engineers

Tactical Support

Recovery Royal Engineers replaced with Raid Section



Field Defenses replaced with For the Fatherland

Special Operations

Artillery Flares replaced with Sturm Offizier


Festung Armor

Command Panzer IV replaced with Panzer IV Ausf. J

Festung Support

Stuka Smoke Bombs replaced with Resupply Station

LeFH replaced with Command Panzer IV

German Mechanized

Mechanized Grenadier Group replaced with 250/1 Halftrack

Stuka Smoke Drop replaced with Vehicle Crew Repair

Jaeger Armor

Stuka Anti-Tank Run replaced with Breakthrough Equipment

Joint Operations

Light Artillery Barrage replaced with Resupply Station

Luftwaffe Supply Doctrine

Supply Drop Zone replaced with Air Supply Drop

Stuka Reconnaissance Run replaced with Luftwaffe Field Officer

Stuka Dive Bomb replaced with Heavy Bombing Run

Mobile Defense Doctrine

Ostruppen Reserves replaced with Mobile Observation Post.

Storm Doctrine

Riegel AT mine replaced with Jaeger Command Squad


Advanced Warfare

IL-2 Strafing Run replaced with IL-2 Sturmovik Attack

Conscript Support Tactics

Incendiary Barrage replaced with 152mm Howitzer Strike

Guard Rifle Combined Arms Tactics

PPSh-41s replaced with Anti-Infantry Fortification

IL-2 Sturmovik Attack replaced with IL-2 Strafing Run

Lend-Lease Tactics

Allied Supply drop replaced with ZIS-6 Supply Truck

M5 Combat Assault Group replaced with Assault Guards

Partisan Tactics

Tank Hunter Partisans replaced with Anti-Tank Gun Camouflage

Reserve Army Tactics

Tank Hunter Partisans replaced with Commissar

Infantry Repair kits replaced with Air Supply Drop

Soviet Anti-Infantry Tactics

Shock Troops replaced with Assault Guards

Soviet Industry Tactics

Vehicle Crew Repairs replaced with Recon Overflight

Allied Supply Drop replaced with ZIS 6 Supply Truck

Soviet Shock Army Tactics

ML-20 Howitzer replaced with T-34/85

IL-2 Sturmovik Attack replaced with 152mm Howitzer Strike

Conscript Assault Package replaced with Armored Vehicle Detection

Tank Hunter Tactics

ML-20 Howitzer replaced with B-203mm Howitzer

Terror Tactics

Shock Troops replaced with Airborne Guards


Rifle Company

Fired-Up replaced with M3 Half-track

General Changes

Barbed Wire for Mainline Infantry

With a number of infantry units gaining barbed wire through specific commanders, the build time for mainline infantry to build wire is being increased.

Construction time from 3 to 5 seconds


This change will move Officers in-line with other mobile infantry units that can recrew team weapons.

All Officer units can now recrew team weapons

Open-Topped Half-Tracks - M5 Half-track and M3 Half-Track

The following change will allow large half-tracks to be garrisoned with small-sized team weapons and snipers. This will give players the option to safely retreat into these vehicles as needed.

Can now be garrisoned by HMGs, Snipers, and Mortar Teams. Team weapons will not appear in the hold and cannot fire out of the half-track when garrisoned. Crew models not manning the gun will still appear and fire at nearby enemies.

Snipers cannot fire out of half-tracks when garrisoned.

Plane Crashes

While the previous changes helped reduce the impact of plane crashes, they did not stop hostile planes from wiping out squads on the opposing side due to their ability to crush.

The following change fixes that issue.

Planes can no longer crush infantry


Air Resupply Operation

The following change to this ability gives the player more control over where the items will land.

Can now be dropped into any part of a friendly sector. Is no longer reliant on being dropped directly onto the flag point.


Assault is being adjusted to match other infantry combat boosts. The accuracy bonus is being reduced in exchange for received accuracy. The cost of the ability is also being increased due to the recon planes which no other infantry combat boost has.
Cost from 70 to 90
+25% accuracy boost change to +15% weapon accuracy and -10% received accuracy for all line infantry.

Assault Section

While the Assault Section is a potent squad, its lack of tools to close with the enemy in late game scenarios makes it difficult for them to operate. The unit is being given a smoke grenade to allow them to assault positions. No.77 WP Grenade range has also been increased to match other damage over time grenade abilities.

Received accuracy from 1 to 0.97
No.77 WP Grenade range from 15 to 20

Now has access to Smoke Grenades; shares a cooldown with Fragmentation Grenades and gains reduced cost at veterancy 3. 15 munitions. Requires the Thompson upgrade.

No.77 WP Grenade requirement changed from Thompson upgrade to veterancy 1.

British M10 and M5 Halftracks
With the changes to Lend-Lease, the M10 and M5 for the British faction have received a self-repair ability to help keep these units on the field without the need for Royal Engineers.

Both units can Self-Repair for 35 munitions. They do not gain smoke cover when this ability is active.

Churchill AVRE

The following change will stop unwanted movement of the AVRE's turret when the unit is not on hold-fire.

AVRE's turret will no longer rotate to targets unless given an attack command. MGs will still engage targets within range when the unit is not on hold-fire.
Churchill Crocodile

As with other heavy tanks, the Crocodile is having its CP requirements reduced to arrive slightly earlier.

CP requirement from 12 to 11

Main gun criticals now apply to the 75mm rather than the flamethrower.


The extra grenade range at veterancy is being reduced. Similar to Panzergrenadiers, the extra range made the gammon bomb too potent, particularly against team weapons, even when suppressed. Gliders have also been adjusted to allow for the production of Commandos.

Veterancy 2 +25% grenade range to -25% recharge rate on Gammon and Smoke grenades

Commando Gliders can now train additional Commandos when in friendly territory

Concentrated Fire Operation

Concentrated Fire Operation has been modified to be somewhat similar to Railway Artillery with the first shell being pin-point. However, unlike Railway Artillery, 25 pounder shell will now saturate the target area rather than additional super heavy shells.

Now fires a single heavy artillery shell that is pinpoint and 15 25pdr shells that are launched in rapid succession into the target area.

Defensive Operations

Infantry Sections can now build mines and barbed wire.

Sapper can construct trenches and sandbags

Early Warning

Early Warning's ability to light up all front-line sectors made it very efficient, particularly in large game modes with minimal input. The changes below will make Early Warning a choice of which area they want to target.

Cost from 50 to 35
Now a targeted ability that can only light up one frontline sector; can be used on hostile or friendly sectors

Forward Assembly

Minor changes will make the Forward Assembly more user friendly and resource efficient as one will not need multiple Assemblies for the Forward HQ and healing. Advanced Assembly is also having its cost adjusted to make it less manpower heavy and similar to the Soviet Repair Station in terms of cost.

Medics and Forward Command HQ upgrades no longer mutually exclusive.

Advanced Assembly Repair upgrade cost from 200 manpower to 100 manpower and 45 munitions

Forward Observation Post

The Forward Observation Post has received a significant number of changes to improve its capabilities. Artillery Barrage has been removed for Air Dropped Medical Supplies due to Strafing Run and Artillery Cover already being available. Strafing Run has also been modified to be mainly a suppression ability. The ability is now also available earlier, though the late-game off-maps are locked behind tech.

CP requirement from 10 to 5

Strafing Run and Artillery Cover abilities require Hammer or Anvil to be used.

Artillery Barrage ability replaced with Airdropped medical supplies; same ability as the Soviet Airdropped medical supplies. This applies to both converted buildings and upgraded assemblies.

Strafing Run cost from 150 to 125
Strafing Run suppression from 0.0135 to 0.035
Suppression radius from 10 to 20
Strafing Run damage from 14 to 7

Hawker Typhoon Attack

The following change will make the rockets of the Hawker more reliable. Currently the Hawkers overshoot their targets by a considerable margin. The Hawker cannons have also been improved to cause more damage to infantry given how there is only one AI plane in the ability.

Rocket plane speed from 175 to 140
Rocket plane lead in distance from 20 to 8; lead out from 20 to 10
Hawker cannon damage from 10 to 14

Headquarters Glider

The following is mainly an aesthetic change to have airdropped gliders producing units based around Commandos. A mortar has been added, however, to give UKF players more options.

Weapon teams produced from the glider now use commando models that carry crew weapon Lee Enfields; this is only an aesthetic change.
Can now produce 81mm Mortar Teams

Hold the Line

Hold the Line is being adjusted to be cheaper due to its very expensive nature. In exchange, only a maximum of two attacks per sector are allowed and the rocket planes now will only attack vehicles.

Cost from 250 to 150
Initial plane delay from 30 to 20
Plane interval delay from 10 to 30
Rocket planes now only target vehicles

Improved Fortifications

Improved Fortifications has been modified to provide different bonuses for the emplacements. These changes will give Mortar Emplacements and 17 Pounders new abilities that do not impact their survivability against direct attacks, but allow them to debilitate/force away certain unit types that are within range.

Improved Fortifications upgrade removed from Mortar Emplacement and QF 17 Pounder.

Now grants White Phosphorous Barrage to the Mortar Emplacement. Fires 4 rounds per mortar. 25 munitions.

QF 17 Pounder can fire a direct barrage of HE shells with moderate scatter. 6 Shells. 40 Munitions

Bofors still retains the Improved Fortifications upgrade that improves armor and health.

Land Mattress

The Land Mattress has been adjusted to be more mobile on the battlefield, which should make escaping off-maps easier and gain veterancy faster. The white phosphorous barrage cost has also been reduced to match its performance.

WP Barrage from 50 to 40 munitions
Teardown from 3 to 2
Set up from 3 to 2
Veterancy requirements from 1256/2512/5024 to 1000/2000/3000

M3 Resupply Halftrack

The M3 Halftrack is having its CP requirement reduced to better match its performance and timing. The weapon rack restriction has also been removed to incentivize the use of the half-track. Furthermore, with the recent change to the weapons that the M3 can drop, we are changing it so only the owning player's units can receive weapon upgrades.

Armor from 8.4 to 11
Weapon drop delay from 3 to 1.5
Weapon Drop abilities no longer requires weapon racks
Weapon drops can now only be targeted on squads owned by the player. Gives weapons directly to the squad rather than dropping them on the ground.
CP requirement from 4 to 3

Raid Section

0 CP; Starts as a 5 Man squad. Does not get the received accuracy cover bonus of regular infantry sections, but also does not get the weapon penalties when fighting out of cover. Captures/decapatures points 25% faster over normal sections. 280 manpower.
Entire squad now carries Lee Enfields that excel at mid to short range with 60% moving accuracy.
DPS at ranges 0/10/15/20/25/30/35: 6.2/4.73/3.53/2.87/2.39/2.00/1.686

Has Sprint ability. 15 munitions

Has a fast-throwing Molotov for 25 munitions

Molotov and Sprint locked behind the Platoon Command Post

Target size of 0.97
Vickers K behind weapon racks. Option to buy 2 for 120, or 1 for 60 when equipped with another slot item.
Capture and decapture rate from +33% to +25%
Veterancy 1 unlocks 'Modified M6 Mine' - allows squad to plant a standard mine at the target area.
Veterancy 2 bonuses changed to: -25% ability recharge, -23% Received Accuracy, and -20% weapon cooldown.
Veterancy 3 bonuses changed to +30% weapon accuracy and -15% Received Accuracy.

Recovery Sappers

To give the British players an option of going for a heavier Sapper squad early on with its commander, Recovery Sappers are now available from the start of the match.

Available at the start of the game for 250 manpower; five models. No longer affected by Bolster. Initial cooldown of 35 seconds.
Free sweeper removed; must now be manually upgraded for 30 munitions; mutually exclusive with the flamethrower.
Can be upgraded with a flamethrower for 60 munitions. Locks out Smoke Grenade ability.
Smoke grenade locked behind Platoon Command Post
Spotting flare removed at target location.

Royal Engineers - All Variants

Due to the limited number of Royal Engineers that are deployed to act as a snare squad, the HEAT grenade is having its recharge time reduced.

HEAT grenade cooldown from 30 to 20
Can now build caches without requirements

Tank Hunter Infantry Section

Tank Hunter Infantry Sections have been adjusted to be better against vehicles by not being dependant on cover for their AT weapons. Their veterancy has also been adjusted to be geared towards fighting vehicles.

Veterancy 2 now provides +15% Weapon penetration
Veterancy 3 now provide -20% weapon reload
No longer has penalties when fighting out of cover with AT Rifles
Ability cooldown from 120 to 45

Vickers K Light Machine Gun

To differentiate this weapon from the Bren Light Machine Gun, the Vickers K is being tuned to a weapon capable of fighting at medium and short-range that can also be fired on the move.

Vickers K can now fire on the move with 60% moving accuracy, -25% weapon cooldown and -25% weapon burst.

Weapon no longer wants to go prone when out of cover.
DPS at ranges 0/10/15/20/25/30/35: 12.53/10.81/8.44/7.13/5.99/4.93/3.97


105mm Artillery Barrage

Since off-map abilities cannot be targeted in the base sector, the amount of munitions needed for additional shells has been reduced. Previously, the requirements were put in place as it could destroy the entire US base at a certain level. The number of shells will be lower than the old values, but it will be easier to max out the artillery barrage.

Requirements for every additional shell from 300/400/500/600 to 225/250/275/300
Additional shells per level from 5 to 3
280mm Off-Map Rocket Barrage

The increase in penetration will ensure that the Off-Map Rocket Barrage found in Firestorm can destroy howitzers. Previously, the rockets could deflect off the gun and fail to kill it.

Penetration from 0 to 80
AOE penetration to 70

Buildable 20mm Flak Emplacement

The following change makes the Flak Emplacement on-par with other defensive structures. Population has also been decreased due to its lack of durability and role as a defensive building.

Population from 4 to 3
Can no longer be decrewed. Must be destroyed

Command Panther

The following change somewhat compensates for the lose of Artillery Flares in the commander, while still having some counterplay against its reconnaissance ability unlike the old ability.

Now has access to Artillery Flares; same ability as the 251 with Mobile Observation Post. 50 munition.

Command Tiger

The Command Tiger changes focus on improving vehicles with no penalty to the Tiger itself. The unit has also had its CP requirements reduced to match other heavy tanks that have had a CP reduction.

Aura now only affects vehicles. Vehicle bonuses now moved to the first version of the ability.

Aura range from 25 to 35

Veterancy 2 Improved Command Tiger ability improves the aura radius from 35 to 40 and increases the accuracy of vehicles by +20%.
Command Tiger ability no longer debuffs the tank
Command Tiger ability cost to 35
CP Requirement from 12 to 11
Veterancy 2 now provides -10% weapon scatter

Early Warning Flare Traps

The deployment time of Early Warning Flare traps is being reduced to make using the ability less time consuming.

Plant time from 8 to 4

Emergency Repairs

The repair rate of Emergency Repairs is being reduced while the duration is being increased to make the repairs take longer, but restore the same amount of hit points. The ability restored hit points too quickly and got vehicles back into the fray after an incredibly short period of time, in comparison to most other repair abilities.

Repair rate from 30 to 20
Duration from 15 to 21

For the Fatherland

The duration of For the Fatherland is being increased while the combat speed bonus is being removed to match other infantry combat boosts.

Duration from 30 to 45
Recharge from 60 to 90
No longer provides a speed boost

Heavy Fortification and Field Defenses

The following change was done to give more options to players in terms of their field defenses and to allow the Fortifications commander to retain all its defensive options, while gaining another ability in the form of 'For the Fatherland'.

Both abilities now merged together.
S-Mines moved to Sturmpioneers

Volksgrenadiers can build barbed wire

Incendiary Munitions for Le.IG

The cost of the incendiary rounds are being reduced to be a more viable option when compared with the standard HE barrage.

Cost from 35 to 20


Piercing Shell cost from 70 to 60

Jaeger Light Infantry

Entity sight bonus from 50 to 45; squad still maintains 50 sight.

King Tiger

The following change to veterancy is to keep the King Tiger's turret relatively slow. Previously, the old bonus did not apply due to a bug. The pintle cost has also been moved in line with other tank pintles.

MG 42 cost from 70 to 50
Veterancy 2 Horizontal Traverse bonus from +40% to +25%

Le.FH 105mm

The Le.FH's counter barrage ability has been removed and replaced by Airbust Shells. The old ability could cover a massive area and pressure any artillery unit on the map with minimal input. The Airburst Shells are an option meant to allow the Le.FH to force away massed infantry assault, or cover a wide area with debuffing shells.

Counter Barrage veterancy 1 ability replaced with Airburst Shells

Airburst shells have a larger damage radius, but less direct damage and low penetration. Causes vision damage on vehicles and suppresses infantry; no cost. Share a cooldown with the main barrage.

Veterancy 4 reload bonus changed to affect Airburst Shells rather than Counter Barrage.

Opel Blitz

The following change will make the Opel Blitz more vulnerable to attack from infantry units and machine guns when caught out of position.

Armor from 7/5 to 4/4

Pak 43

The gun health of the Pak 43 is being increased to make the weapon more difficult to destroy, though the weapon will still be vulnerable to decrewing. Penetration has also been increased to match other heavy ATGs.

Gun health from 570 to 640

Penetration from 380/340/300 to 1000 at all ranges


G43s now take up both weapon slots.

Radio Silence

Radio Silence is receiving significant adjustments. Its speed bonus is being limited to only activate when units are out of combat. We still want to maintain the ability's purpose of hiding units from the mini-map as it fits with the commander theme and provides a different sort of effect compared to most other abilities. We do want to add counterplay, however, with the ability now giving a warning to all players when the ability activates.

Speed Boost now disabled in combat
Speed Boost from +20% to +40%
Increased cooldown from 90 to 120
Duration to 45 from 55
Cost from 40 to 70
Now plays radio static at the start of the ability when activated for all hostile players

Sdfkfz 221/223

The 221 is having its veterancy requirements lowered. Previously it took too long for this unit to gain veterancy, even when near front-line troops.

Veterancy requirements from 720/1440/2880/3850/4750 to 540/1080/2160/2870/3580
Riegel AT Mines ability now requires veterancy level 4 rather than 5
-25% damage during Lockdown now requires veterancy level 5 rather than 4
Can now fire at aircraft

Sector Assault

Cost from 250 to 275

Sturm Offizier

The Officer Forced Retreat has been modified to place a penalty on the squad, rather than improving the performance of nearby enemies.

50 sight range moved from officer model to squad; 35 sight on squad models
Forced Retreat no longer improves the performance of hostile infantry near the retreating squad.
Now has a penalty of +20% Received Accuracy when using Forced Retreat for 10 seconds
Mark Target no longer forces units to automatically target the marked squad

Sturmpioneer Flamethrower

Due to the high cost of Sturmpioneer which leads to only a maximum of two squads being produced at best, the flamethrower is losing its exclusive nature. Players can now choose either to go with the flamethrower for anti-cover and anti-garrison work, or the Panzerschreck to deter vehicles.

No longer mutually exclusive with the minesweeper


The Sturmtiger has received changes to prevent the vehicle from being decrewed when reloading. It was too punishing in larger game modes when the veterancy of the Sturmtiger could be removed due to stray artillery shells or rockets. The rocket of the Sturmtiger has also received changes to help prevent it from colliding into terrain

Can no longer be abandoned if hit when reloading
Projectile speed from 40 to 25
Attack delay from 3 to 2.5
Projectile sim-box resized to match the actual shell

Thorough Salvage

Thorough Salvage is a fairly weak ability that offers only benefits in select circumstances where there are objects to salvage. We are giving the ability an additional option to allow OKW more repair options early on, allowing their Sturmpioneers to take on other tasks.

Grants upgrade for Volksgrenadiers: Repair Kit upgrade for 20 munitions. Allows Volksgrenadiers to repair when upgraded. Does not take up any weapon slots.
Volksgrenadier repair at a speed of 1.25 per model for a total of 6.25.

Valiant Assault

Valiant Assault is having its offensive power reduced to lower the power of veterancy infantry under its influence. To compensate, squads will be more difficult to hit when the ability is active.

Bonuses from +25% weapon accuracy to +15% weapon accuracy and -10% Received Accuracy

Zeroing Artillery

Zeroing Artillery has been adjusted to be cheaper which should see the ability used more. Like other overwatch abilities that track their targets, however, there will now be a warning on the mini-map of the area that it covers.

Now displays its area on the tactical map in addition to the in-game battle map

Cost from 300 to 250


Assault and Hold

Assault and Hold is having its offensive power reduced to lower the power of veterancy infantry under its influence. To compensate, squads will be more difficult to hit when the ability is active.

+25% Weapon accuracy bonus change to +15% weapon accuracy and -10% received accuracy

Assault Officer

The Assault Officer is having its reinforce cost reduced to better reflect the squad's lack of combat power for its timing when compared to other officer squads. The squad is also gaining increased vision radius to provide support without needing to be on the front-line.

Reinforce cost from 30 to 26

Officer squad now has 50 vision range from 35; does not transfer to crewed team weapons

Increased smoke cooldowns from 50 to 90


To encourage the use of this ability which requires fuel, a reload bonus is being added to allow vehicles to make an aggressive push.

Now provides a +15% reload bonus when active

Command Panzer IV

The Command Tank has received a number of changes to emphasize the unit's support role and allow it to come at an early timing.

Can now fire a smoke shell. 20 munitions. Shares a cooldown with Panzer Tactician.

CP Requirement removed; has a build-time of 45 seconds, available from the HQ when the correct tech structures - Support Armor or Heavy Panzer Korp - are built
Blitzkrieg ability removed.

New Veterancy 1 ability - Mark Target: Mark a hostile vehicle for 30 seconds. Target vehicle is 25% easier to hit and has -20% reduced armor. 35 Munitions.

Concrete Bunker

The following changes will make the bunkers more efficient as platforms to rally a defense around and as repair stations.

MG bunker can now reinforce in a radius of 15
Repair bunker repair model count from 3 to 4

Counter Attack Tactics

To promote this ability's use, Counter Attack Tactics will now allow squads to decapture territory quickly. This will make the ability more potent in the later stages of the game when most territory points are under a player's control.

Capture Rate from 3 to 2.5
Now provides a Revert Rate of 1.5


The following change prevents the Elefant from being capable of self-sighting.

Can no longer be upgraded with spotting scopes

Forward Resupply Station

This is a new ability which allows Ostheer to establish Forward HQs that focus on maintaining nearby vehicles. Repair Bunkers were added to this ability for when there is a lack of garrisons.

Converts a garrisoned building in friendly territory to a Forward Resupply Station. Converted buildings have 6 Pioneers that will repair vehicles and reinforces nearby infantry.

Provides a +15% reload bonus to owned vehicles that are nearby - radius of 25
Costs 200 manpower and 45 fuel
Unlocks Repair Bunkers
Requires 5 CPs

Grenadiers and Jaeger Command Squad

The range at which Grenadiers and the JCS can be detected by non-detector units have been increased. The reason for this change is to make it harder for mainline infantry that are available in numbers to remain completely hidden compared to specialists like MG 42s and Panzergrenadiers.

Self camouflage detection radius from 4 to 20

Grenadier Jaeger Light Infantry Package

Given the frailness of Grenadiers who rely on fighting at range, the G43 upgrade was often a downgrade to the unit, especially in late game scenarios against most infantry squads. To compensate for this weakness, the Jaeger Light Infantry Package will now provide a survivability boost to Grenadiers and also give them a standard Grenade for offensive and defensive use.

Unlocks Model 24 Grenade ability. Deals damage similar to the Volksgrenadier and Panzerfusilier HE grenades. 25 munitions. Replaces Rifle Grenade.
Now grant -10% received accuracy
Munition cost from 45 to 60
Now takes up 1 weapon slot


Hulldown is being adjusted to no longer require infantry. This will make the ability easier to use as a tank can find a good position to set-up without needing to wait for an infantry squad.

Vehicles can now use Hulldown without infantry squads. 10 second delay before the bonuses activate once the vehicle has toggled this ability.

Delay and duration from 6 to 4

JU-87 Suppression Loiter

The JU-87 Anti-Infantry suppression strafe is having its cost reduced due to its mediocre anti-infantry damage and reliance on a single plane unlike most other loiters.

Cost from 150 to 125

Le.FH 105mm

The Le.FH's counter barrage ability has been removed and replaced by Airbust Shells. The old ability could cover a massive area and pressure any artillery unit on the map with minimal input. The Airburst Shells are an option meant to allow the Le.FH to force away massed infantry assault, or cover a wide area with debuffing shells.

Counter Barrage veterancy 1 ability replaced with Airburst Shells

Airburst shells have a larger damage radius, but less direct damage and low penetration. Causes vision damage on vehicles and suppresses infantry; no cost. Share a cooldown with the main barrage.

Veterancy 4 reload bonus changed to affect Airburst Shells rather than Counter Barrage.

Luftwaffe Field Officer

Added to the Luftwaffe Supply Commander, the officer acts as a variation of the Artillery Officer with the same stats, but with different abilities.

Officer squad with Artillery soldiers replaced with Fallschirmjager. Same MP 40s and defensive stats.

Smoke artillery barrage replaced with Stuka Smoke Drop; grants no line of sight but has no munitions cost. 90 second cooldown.

Coordinated Barrage replaced with Stuka Reconnaissance Pass. 40 Munitions.

Heavy Mortar Barrage replaced with Stuka Suppression Pass. 50 Munitions.

Mobile Observation Post

Riegel Mines now merged into the Mobile Observation Post
Mobile Observation Post ability does not function when the vehicle has Spotting Scopes.
Flare Ability range from 60 to 70.
Flare ability now launches 1 additional flare after 28 seconds.

Mortar Halftrack Incendiary

The cost of this ability is being reduced to better match its performance when compared with the standard mortar barrage.

Cost from 35 to 20


Ostruppen have been adjusted to have their early game power reduced. This change will allow units like Infantry Sections to win versus Ostruppen early on in ranged battles and make them less potent against units in mid-range cover wars. Their late game has been improved, however, by having a more potent LMG that arrives earlier.

MG 42 upgrade now locked behind Battlephase 2 rather than Battlephase 3

Accuracy from 0.633/0.598/0.564 to 0.633/0.5681/0.5076

Cover bonus from +300% to +250%

Veterancy 1 returns the cover bonus back to +300%

Weapon accuracy bonus with slot items from +25% to +50%; brings the total accuracy when using slot items from +62.5% to +75%

Relief Infantry Ostruppen can build sandbags without needing a commander ability

Pak 43

The gun health of the Pak 43 is being increased to make the weapon more difficult to destroy, though the weapon will still be vulnerable to decrewing. Penetration has also been increased to match other heavy ATGs.

Gun health from 570 to 640
Penetration from 380/340/300 to 1000 at all ranges

Panzer Grenadier Support Package

The initial cost of the upgrade is being reduced because two of the three abilities provided already require additional munitions to function. Rudimentary Repair is also seeing a boost to make repairing somewhat viable and worth the cost of pulling the Panzer Grenadier squad from the frontline.

Munition cost from 30 to 20
Rudimentary Repair Rate from 1.1 to 1.4

Panzer Tactician

Panzer Tactician is gaining a slight delay to its activation to make it slightly harder to instantly block line of sight against anti-vehicle weapons.

Now has a 0.5 second delay before the smoke activates


Due to the late CP timing of the Puma which is geared to fight vehicles, its build-time is being reduced to allow it to arrive onto the battlefield sooner.

Build time from 40 to 30

Relief Infantry

The number of squads it can grant is being lowered. In exchange, Relief Infantry will provide other boosts such as improvements to build-times and reinforcement speed. Cost and CP requirements have also been adjusted to reflect these changes.

Squad count from 3 to 1

Osttrupen Squad that arrives always has an MG 42 LMG

Now speeds up reinforce and build times of all units by 50%

Cost from 120 munitions to 90

CP requirement from 6 to 5

Sector Artillery

To make it more difficult to enter areas being protected by Sector Artillery, the delay of the first shell being launched when a target has been sighted is being reduced.

Interval delay from 4 to 3

Spotting Scopes

Now have a UI indicator on the unit portrait when upgraded and will display the recon symbol over the 3d model of the unit when active.


Vehicle detection is having its cost reduced to match other mini-map detection abilities.

Vehicle Detection cost from 25 to 15

Strategic Bombing Run

Drops a mixture of HE and incendiary bombs over a large area
250 Munitions
Plane immune to AA fire.
12 command points

StuG E

To give the StuG E more utility, the unit is gaining a smoke barrage to cover assaults. An anti-infantry machine gun can also be added to provide additional firepower.

Can now be upgraded with a pintle for 30 munitions; same version used by the StuG G; will auto target infantry even if the vehicle is on hold-fire mode
Now has access to an 80 range smoke barrage. 4 shells with a 50 second cooldown.

Stuka Close Air Support

Cost from 200 to 225

Stuka Incendiary Bombing Run

The Incendiary Bombing Run is being adjusted to be more lethal against infantry by increasing how fast the damage will accumulate when one is standing in the flames.

DOT tick rate from 1.25 to 0.75
Team Weapon Supply Drop

Manpower cost from 400 to 375


The Tiger is receiving a CP reduction along with the majority of other heavy tanks. The unit is also regaining some of its scatter bonus at veterancy that was removed in a previous patch to improve its AI performance.

CP Requirement from 12 to 11
Veterancy 2 now provides -10% weapon scatter

Tiger Ace

The following change puts the Tiger Ace's cost on-par with other super heavy tanks such as the King Tiger.

Manpower cost from 800 to 720
Veterancy 2 now provides -10% weapon scatter

Vehicle Crew Repair

4 CP ability. Acts like the OKW Emergency Repair. 35 munitions.


120mm Mortar
The 120mm mortar is having its delayed HE rounds have less scatter to improve its effectiveness against stationary targets. The AOE radius has been reduced to focus this ability into a primarily bunker-busting role rather than as an infantry killer.

Barrage Reload from 5.175 to 3.25

Veterancy 1 Flares replaced by Delayed Fuse Rounds

Delayed Fused Rounds will always penetrate vehicles and deal more direct damage to targets, making them ideal against fortified positions, but ineffective against mobile infantry. 3 second detonation fuse upon landing. 35 Munition cost.

152mm Howitzer Strike

Drops 12 Artillery shells into the target area; these shells are the same ones used by the ML-20 Howitzer. Requires line of sight to use.
180 Munitions

Advanced Fortifications

Advanced Fortifications is having a defensive bunker added to the ability to improve the defensive options of the Soviet Army.

Engineers can now construct Bunkers. This defensive structure uses the Soviet base MG nest model which has similar stats to the Ostheer Bunker and can be upgraded with a DHsK-38 heavy machine gun for 60 munitions which has the same stats as the USF M2HB 50cal from the Fighting Position. Cannot be garrisoned with HMGs.

Airborne Guards

The timing of Airborne Guards is being improved. Their Assault Package upgrade has also been modified to make the unit a potent ambush unit with many abilities, rather than a lighter Shock Troops unit.

CP requirement from 3 to 2
PPSh-41 Tactical Assault removed
Now camouflages when stationary and has a +25% ambush bonus when upgraded with the Assault Package upgrade.
Fire Superiority ability cost from 25 to 20

Air Supply Drop

325 manpower
Airdrops a ZiS-3 Field Gun and a M1910 Heavy Machine Gun to the area

Armored Vehicle Detection

This ability has received a major change to promote its use. By allowing tank guns to track vehicle targets for a short period of time, it should allow Soviets to maintain line of sight on vehicles for additional follow-up shots.

All tank weapons gain FOW Tracking similar to UKF Hammer Tracking when they hit vehicle targets while this ability is active.

Cost from 60 to 45
Recharge time from 60 to 90

Assault Guards

Assault Guards have been heavily adjusted to be a standalone unit that does not require an M5 to bring the squad to the battlefield. They will now have two upgrade paths they can choose from to fulfill certain battlefield roles. Their abilities and veterancy has also been adjusted to make the unit stand out from other units in the Soviet army.

Are now deployed standalone. M5 Halftrack removed from the call-in.
Price from 510 manpower and 30 fuel to 340 manpower
CP requirement from 3 to 2
Population from 8 to 9
Target size from 1 to 0.97
Unit now comes in as a six man unit with SVTs
Can be upgraded to 3 Thompson SMGs for 70 or 2 Elite Bazookas for 100
RDG-33 Grenade with RDG-33 Grenade Assault. Ability is similar to the Assault Grenadier Grenade Volley ability.
Veterancy 1 trip-wire flare replaced with self-healing when out of combat.
Veterancy 2 now adds -20% reload to the squad.

B4 203mm Howitzer

The B4 has received significant changes. Its shells will now be focused around three powerful shells that are fired every 8 seconds after the first shot. This makes the B4 have more alpha damage than the ML-20 and make it better at smashing infantry assault. While the unit has less potential against armored vehicles, we believe this change will make the B4 a more viable unit that is not as reliant on RNG to perform.

Number of shells during barrage from 1 to 3
Barrage AOE mid from 5 to 2.5
Barrage AOE distance near to 0
Reload from 7.3 to 3
Barrage Damage from 640 to 400
Barrage AOE damage from 1/0.325/0.15 to 1/0.24375/0.08
Barrage AOE from 10 to 12
Barrage recharge from 60 to 80
Barrage shells now cause suppression to nearby infantry within 14m of the blast zone.
Direct Fire damage from 320 to 400
Direct Fire cost from 70 to 60
Direct Fire will now have 100% accuracy against moving targets.

See Fear Propaganda Artillery changes
Conscript Assault Package
Conscripts are gaining another submachine gun to their PPSh-41 upgrade to reinforce their role as cheap close-quarter combat troops, rather than having an equal mix of rifles and SMGs.

Now adds a 4th PPSh-41
Now take up all weapon slots

Conscript Repair Package
Conscript Repair Package is being renamed and adjusted to allow Penals to repair vehicles. This should make this commander ability more useful for Penal Battalion builds.

Renamed to Infantry Repair Package

Penals can now repair objects.

Fear Propaganda

Fear Propaganda has been adjusted to make the start of the ability more reliable with a guaranteed chance of a slow.

Now has warning smoke

First shell of the Fear Propaganda now automatically slows units and causes +25% received accuracy rather than random chance for an effect. Debuff duration from 30 to 15.

Fear Propaganda now also adds a received accuracy debuff of +25% when it slows infantry.

For the Motherland

For the mother Land has had its bonus changed to match other infantry combat boosts.

For the Motherland bonus to infantry from +50% weapon accuracy to +15% weapon accuracy.

For the Motherland now provides -10% received accuracy for infantry under its effects.

Forward Headquarters

The timing of the Forward Headquarters is being pushed back slightly to make it harder to immediately lock out an area of the map in the early game.

CP requirement from 1 to 2

IL-2 Rocket Run

Given the high damage of this ability, we are lowering the penetration of the ability to make the ability less potent - particularly against the heaviest tanks that have limited mobility. Players will now need to set up the rocket run to hit the rear of hostile vehicles to deal high amounts of damage.

Rocket penetration from 340 to 80

IL-2 Sturmovik Strafing Run

The Advanced Warfare Commander Strafe is being adjusted to provide reliable damage within a target area. Cost has been adjusted to reflect the ability's power, and its potency against soft targets.

CP requirement from 10 to 8
Now strafes the target zone rather than units within; deals consistent damage throughout the radius.
Damage from 20 to 5
AOE from 0 to 4; no damage drop-off
Cost from 90 to 100


The IS-2, like other heavy tanks, is seeing its CP requirement reduced. Furthermore, its experience requirements are being lowered to be closer with the veterancy requirements of other heavy tanks.

CP requirement from 12 to 11
Fragmentation Shell ability cost from 45 to 40
Veterancy requirements 3920/7840/15680 to 3530/7060/14120


The KV-1's damage reduction has been removed for raw hit points to increase the amount of time the unit needs to be repaired. Population has been increased to better reflect the unit's performance and the hulldown bonuses have been slightly reduced to retain the number of shots required to kill a KV-1 due to its increased number of hitpoints.

Health from 800 to 1040
-20% received damage removed
Population from 14 to 16
Hull down damage reduction from 0.8 to 0.85
Hull Down delay before the bonuses become active from 5 seconds to 10

ML-20 152mm
To give the ML-20 some utility, the unit is receiving a Creeping Smoke Barrage that will not share a cooldown with the main barrage. This will give Soviet players the ability to block LOS from long-range and give the ML-20 some use when the primary barrage is on cooldown.

Veterancy 1 from +1 shells to a Creeping Smoke Barrage; does not share a cooldown with the main barrage. 30 Munitions
HE Barrage shell count from 8 to 9

Partisans - All Variant

Partisans have received significant changes to be more potent after their initial shock value and have been merged into a single unit. This comes through the changes to abilities and improvements to the Concussive Trap.

Starts with Kar 98ks; slightly worse than Guard Mosins in terms of reload and moving accuracy
All Partisan variants merged into one; now has two seperate upgrade paths.
AT Package: Grants 1 Panzerschrek, Vehicle Detection, AT Grenades. 60 munitions. 15 Second upgrade time.
PPsH Upgrade: Unlocks Molotovs, Frag grenades, PPsH-41s and increase squad size from 4 to 5. 45 Munitions. 15 Second upgrade time.
Now has Field Medical Kit ability. Same as the Grenadier Medical kit which can be applied to friendly squad including self. 10 munitions
Concussive Trap now stops the units ability to capture the point for 5 seconds.
Concussive Trap damage from 10 to 20
Concussive Trap Far AOE from 0.25 to 0.5
PMD-6 Light Anti-Tank Mines

Renamed Anti-Tank Fortifications

Allows engineers to build tank-traps, PMD-6 Light AT mines and bunkers from Advanced Fortifications.
PTRS Conscripts

CP requirements from 2 to 1

Rapid Conscription

Rapid Conscription is being adjusted. The number of squads it can grant is being lowered. In exchange, Rapid Conscription will provide other boosts such as improvements to build-times and reinforcement speed. Cost and CP requirements have also been adjusted to reflect these changes.

Squad count from 2 to 1
Now speeds up reinforce and build time by 50%
CP requirement from 6 to 5
Munitions cost from 120 to 90

Shock Troops

The following change puts Shock Troops inline with other Red Army elites.

Population from 8 to 9

Spy Network

Now only affects the owning player.

SVT Crates

The following change is to delay the SVT Rifles to put this upgrade's timing on par with other weapon upgrades.

CP requirement from 1 to 2
Ability cooldown from 27 to 40

ZIS-6 Cargo Truck

The ZIS-6 Truck has been added to the Soviet faction as their version of the Ostheer Opel Blitz Supply Truck. This unit will allow select Soviet commanders to generate resources over-time, as long as the truck is protected.

200 manpower

Acts like the Wehrmacht Opel Blitz truck. Unit can improve the resource gain of territory points it is set-up on.

USF Changes

240mm Barrage

The 240mm Barrage is being adjusted to allow it a guarantee kill on howitzers. The pin-point accuracy of the first shell will allow it to pressure team weapons and force enemies to move from the center of the target zone. Cost has also been reduced due to how slow additional shells fall aftwards.

First shell damage from 320 to 400
First shell will always land directly in the center of the target zone.
Cost from 250 to 200

Advanced Infantry Equipment

Fired-Up has been combined with Advanced Infantry Equipment to make room for the M3 Half-Track. The flamethrower for Rear Echelon will also improve the unit's durability due to how few Rear Echelon are fielded.

Fired-Up ability moved into Advanced Infantry Equipment.
Flares and Fired-Up abilities require either an unlocked Platoon or Company Command Post before these abilities can be used.
Flares now gain +35% range when Riflemen are veterancy 3
Rear Echelon Flamethrower package now provides -10% received accuracy

Cavalry Riflemen

The cost of Covering Fire has been reduced to better reflect its performance of trading the squad's DPS to force a debuff on another unit.

Covering Fire cost from 25 to 20

Combined Arms

Combined Arms has been adjusted to no longer allow units to self-sight and have the same timing as other combat boost abilities.

CP requirement from 4 to 8
Sight Bonus Removed from both infantry and vehicles
Munition cost from 125 to 110
Heavy Cavalry Company Smoke Barrage
The price of this ability is being reduced to better reflect its performance in comparison to items such as Stuka Smoke Drop and Cover to Cover.

Smoke cost from 50 to 40

IR Pathfinder Barrage

Due to the power of the IR Pathfinder Barrage, the ability has been adjusted to be more in-line with other artillery call-ins, giving players time to dodge.

Delay from 5 to 6

Artillery warning flares now appear at the start of the ability rather than at the launch of the first shell.

M3 Half-Track

The M3 is having its medical crates returned to allow the half-track to heal support weapons and provide a support role without needing to load troops into its hold.

Now available to Rifle Company; same requirements to build as Mechanized Company
Medical Crates ability returned; 45 munitions, drops 3 medical crates that will heal infantry that pick up the crate, similar to those dropped by Sturmpioneers.

M4A3 Sherman 105mm Dozer

The following change improves the mobility and survivability of the unit. Veterancy 1 has also been modified, allowing the Dozer to pressure defenses from afar and giving Armor Company a unit that can help break defensive lines.

Frontal armor from 200 to 215
Speed from 5.3 to 5.5
Acceleration from 1.6 to 1.8
Now has access to a range 70 barrage at veterancy 1. Fires 5 shells into the target area with moderate scatter. Costs 35 munitions.
Veterancy 3 reload bonus from -10% to -20%
Radio Net removed

M4A3 Sherman 76mm

The Sherman 76mm is seeing its rate of fire decreased to be more in-line with other turreted tanks.

Standard shell reload from 4.1/4.5 to 4.85/5.25

M4A3 Sherman Calliope

To make it easier to eliminate the Calliope when it is caught out of position, the unit is having its health and armor reduced.

Armor reduced to 110 from 160
Health from 400 to 320

M4A3 Sherman E8

The following changes will allow the E8 to scale into the late game with veterancy against heavier vehicles. A tank commander has also been added to give players an option if they want their E8 to focus on anti-vehicle work, or have additional protection against infantry.

Veterancy 1: Focused Gunnery replaces Radio Net
Focused Gunnery: Toggled ability. Increases range by 10 and improves penetration by 20%, but decreases speed, rotation rate, and acceleration/deceleration by 25%. 5 Second delay before range and weapon penetration bonuses activate.
Veterancy 3 reload modifier from -20% to -30%
Can now be upgraded with a tank commander mutually exclusive with the M2HB 50cal. Grants +10 sight and +10% weapon accuracy
Speed from 6.1 to 6.3
Rotation rate from 32 to 34

M8 Greyhound

Canister ability cost from 40 to 35

M2HB upgrade munition cost from 60 to 45


The M10 will now reload faster at veterancy as the unit is impacted by wind-down which is not modified by the unit's reload bonus. Flanking Speed has also been improved to allow the M10 to keep pace with even the fastest vehicles in the game, and quickly track targets as it closes in.

Veterancy 3 Reload bonus from -20% to -35%
Flanking Speed bonus from +10% to +30%
Flanking Speed now provides +20% horizontal traverse speed

M26 Pershing

Health has been adjusted to allow the Pershing to be repaired faster while retaining the same number of shots required to kill off the unit. HVAP and veterancy have also been improved to improve the unit's capabilities. The reload bonus was improved to compensate for wind-down.

Health from 960 to 800
15% damage reduction to retain 6 shot kill but faster repair times
HVAP Shot penetration from 400/350/300 to 1000/1000/1000
Veterancy 2 provides +10% speed bonus
Veterancy 3 reload bonus from +30% to +35%
CP requirement from 12 to 11

Mortar Half-Track WP Shells

White Phosphorous Barrage cost from 25 to 15

P-47 Anti-Infantry Strafe

The P-47 has been heavily adjusted to be an ability that reliably damages all targets in the area it attacks with a focus being on suppressing targets, while still dealing good damage to infantry targets.

Has now been adjusted to evenly distribute its damage in a line. Will no longer single out a particular target when attacking an area. Units outside of this line will not be attacked.
Damage from 6 to 3
Suppression from 0.018 to 0.025
Cost from 110 to 90

Paratroopers - All Variants

All upgrades now shared amongst the Paratrooper varieties; mines and demo charges still stay unique to their respective variants.

Pathfinders - All Variants

Pathfinders have received adjustments to improve their anti-sniper capabilities. Sight has also been adjusted to make Pathfinders less potent on team weapons, but still having more sight than standard infantry.

M1 Carbines and M1 Scoped Garands now have +25% weapon accuracy and +25% weapon damage against Snipers.

Entity sight bonus from 50 to 45; squad still maintains 50 sight.

Raid Tactics

The following change will give this ability increase usage in the late game where light vehicles are generally not rebuilt. The capture bonus has been reduced due to the increased number of units that benefit from Raid Tactics.

Now affects all vehicles types; this includes tanks and armored gun carriers
Capture bonus from 2.5 to 1.5


Ranger starting weapons have been changed to give the unit different combat role before they are upgraded with various weapons. The new profile allows them to engage most infantry at range and differentiate them from Riflemen early-on. Their veterancy has also been adjusted to give them increased survivability earlier.

Weapons changed to M1 Garands
DPS at range 0/10/15/20/25/30/35: 7.29/5.84/4.63/3.86/3.36/2.94/2.59 vs the old 9.99/6.26/4.48/3.28/2.61/2.19/1.83
Veterancy 2 bonuses - +25% accuracy, +25% grenade range and self-healing moved to veterancy 3
Veterancy 3 bonuses - -29% Received Accuracy and -20% weapon cooldown moved to veterancy 2

Reserve Armor

The dozer blade has been removed from Reserve Armor due to the effectiveness of the 76mm Sherman.

Renamed to 'M4A3 76mm Sherman'
Removed the dozer blade; ability now only provides the 76mm Sherman

Rifle Company White Phosphorous Barrage

The cost of the White Phosphorous Barrage is being reduced to match other light artillery abilities such as Wehrmacht Light Artillery Barrage and Recon Support's Butterfly bombs.

Cost from 130 to 110


To bring bring back the mobile repair aspect found in the faction, the WC-51 is gaining a self-repair ability.

Now has access to Crew Self Repair ability for 20 munitions

This post has been edited by dukejason: Jun 17 2021, 06:27 AM

Posts: 2,214

Game: Company of Heroes 2

# 8dukejason Jun 17 2021, 06:32 AM

Observer mode and replay crashes - workaround fix

Statemet by Relic:

We appreciate everyone's patience as it took us far longer to address this than we would have liked. After the 64-bit update, the observer mode and replay crash issue was caused by the deprecation of third-party middleware. We spent significant time trying to re-engage with this unsupported system, but could not resolve the underlying issue. As a result, we have decided to workaround the issue by removing some of the offending elements of this system. The functionality of observer mode should be restored with some visual changes to the UI.

A fix for the issue where users are unable to see games in the Custom and Friends games lists will be released in a subsequent patch.


Panzerfusilier 'Hurry Up and Move!' now affects the unit's build time rather than dispatch time.
M3 Halftrack '... & Roll Out' now affects the unit's build time rather than dispatch time.
Osttruppen 'Someone needs to Man those Guns!' now affects the unit's build time rather than dispatch time.
Fixed an issue where the Panzer IV did not display the 3D sight buff icon over the model.
Fixed an issue where the M26 Pershing used an MG 34 sfx for its hull and coaxial machine guns rather than the 30cal sfx.
Fixed an issue where the M8 Greyhound, Luchs, and KV-2 lacked Prioritize Vehicle icons over the 3D model when the ability was active.
Fixed an issue where the Riflemen Molotov are not placed in UI position 33 after the AT grenade change; the ability should now appear beside the AT grenade rather than at the top of the command bar.
Fixed an issue where the 251 could camouflage immediately upon activating Mobile Observation Post during combat.
Fixed an issue where Stuka Air Superiority Anti-Tank Strafe could cause random criticals on deflection.
Fixed an issue where Sector Artillery targeted casualties.
Fixed an issue where Delayed HE shells did full damage to units in heavy cover.
Fixed an issue where the British Assault Officer would not get Hold-Fire when Smoke Raid activated.
Fixed an issue where the Valentine would freeze when launching smoke.
Fixed an issue where Combat Engineers did not benefit from Vehicle Detection.
Fixed: Bunker upgrade sight bonuses no longer stack.
Fixed: M-15 Halftrack machine guns should now obey hold-fire when active.
Fixed an issue where garrisoned bunkers and fighting position would be difficult to hit by ballistic weapons when garrisoned.
Fixed an issue where the Opel Blitz for OKW could not garrison MG teams.

Performance issues addressed

This post has been edited by dukejason: Jun 21 2021, 21:58 PM

Posts: 2,214

Game: Company of Heroes 2

# 9dukejason Jun 25 2021, 17:11 PM
Hotfix - June 25, 2021

Bug Fixes

OKW 'Set-Up Warning Flare' ability hotkey from X to Z.
Soviet Tank Trap hotkey from R to T.
Command Panther Artillery Flare ability hotkey from B to C.
Recovery Sapper Flamethrower hotkey from F to V.
Recovery Sapper Salvage ability hotkey from C to X.
Penal Battalion Repair ability from X to V.
Focus Gunnery should now use the correct icons.
Strafing Run from the British Forward Command HQ will now only target infantry.
Fixed an issue where the ML-20 could not fire smoke if a section of the creeping smoke barrage line was outside the unit's range.
Fixed an issue where Spotting Scopes could be accessed at 2 CPs. Now set back to 5.
Fixed an issue where the Soviet Field Camp could be accessed at 1 CP. Value set to 2.
Fixed an issue with Hold the Line where infantry would retain the bonuses when the ability ended while the squad was out of friendly territory.
Fixed an issue where Hold the Line could crash the game.
Fixed a number of UI text issues.

Posts: 2,214

Game: Company of Heroes 2


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