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Update 3.6 - Release Notes [1/2]

[p]We're pleased to announce that the long anticipated Update 3.6 is now available! This update brings fixes to notorious Fatal Scar & AI Errors, comprehensive faction balance tweaks, quality of life improvements, map enhancements, bug fixes, and more![/p][p][/p]
General changes
[p][/p][h3]Stationary Cannons[/h3]
  • [p]Can now be reinforced[/p]
  • [p]Will now always be recrewed by 2 members instead of 3[/p]
  • [p]Affects: 88 mm Flak 36, 20 mm Flakvierling 38, 88 mm Pak 43, M2A1 Howitzer, 85 mm 52K Cannon[/p]
[p][/p][h3]Commonwealth Emplacements [/h3]
  • [p]Weapon Crews can now be killed and emptied emplacements can now be captured[/p]
  • [p]Added Medical Kits to enable crew healing[/p]
  • [p]Affects: MG nest, Mortar Pit, Bofors, 17-Pdr, 25-Pdr[/p][p][/p]
[h3]Slit Trenches[/h3]
  • [p]Significantly improved tank guns and AT launchers performance vs garrisoned units.[/p]
  • [p]Increased overall cover effectiveness vs ballistic weapons, autocannons, mortars and heavy artillery. (note: still much less compared to vanilla)[/p]
  • [p]Manpower cost: 20 → 50[/p]
  • [p]Construction time: 20s → 30s[/p]
  • [p]Significantly reduced overall durability against tank guns, AT launchers, Grenades/throwables[/p][p][/p]
[h3]Minesweepers[/h3][p]Dev Note: this affects all Minesweeper upgrades for Engineers, Sappers, Scouts, Ingenery, Pioneers, Panzergrenadiers, Sturmpioneers, Kettenkrad, Schwimmwagens. Mines provide a lot of value for a very cheap price, and counterplay against 'mine spam' is limited. The changes aim towards addressing the issue that mines cause tremendous damage to everything while countering them with Minesweepers is tedious and requires constant attention.[/p]
  • [p]Upgrade munition cost: 35 → 15 [/p]
  • [p]Mine detection radius: 15 → 18 [/p]
  • [p]Mine clearing radius on idling: 10 → 18[/p]
[p][/p][h3]Mines/S-Mines[/h3]
  • [p]Nearby suppression radius: 15 → 12 [/p]
  • [p]Nearby suppression multiplier: 1.5 → 1 [/p]
  • [p]Unified critical chances vs infantry, infantry_assault, infantry_scout, and infantry_weapon_crew: [/p]
  • [p]Green hp bracket (100-60% hp):[/p]
    • [p]no critical: 95%[/p]
    • [p]make casualty: 5% [/p]
  • [p]yellow hp bracket (60-5% hp):[/p]
    • [p]no critical: 85% → 90%[/p]
    • [p]make casualty: 10% → 5%[/p]
    • [p]killed: 5%[/p]
[h3]Mortars [/h3]
  • [p]Tweaked shell ballistics for better responsiveness and visual appeal: [/p]
    • [p]Speed increment: 2 → 4.5 [/p]
    • [p]Speed distance multiplier: 0.3 → 0.2[/p]
  • [p]No longer cause engine criticals to light vehicles with full hitpoints.[/p]
  • [p]Removed incremental engine damage critical vs light vehicles[/p]
  • [p]Now has chance to cause following criticals:[/p]
    • [p]Green hp bracket (100-60% hp):[/p]
      • [p]75% no critical[/p]
      • [p]25% damaged engine critical [/p]
    • [p]Yellow hp bracket 60-5% hp):[/p]
      • [p]50% no critical[/p]
      • [p]25% damaged engine critical[/p]
      • [p]25% kill gunner[/p]
[p][/p][h3]AA weapons[/h3]
  • [p]Base flakvierlings now deal significantly less damage to planes than those built by Luftwaffe.[/p]
  • [p]Removed 5% critical kill chance vs full hp planes from Quad, Wirbelwind, Flakvierling, Ostwind, Bofors (this reduces the chance of planes being taken down before they even have a chance to appear on the map)[/p]
  • [p]Fixed some target priority issues[/p][p][/p]
[h3]Experience value[/h3]
  • [p]Tweaked and fixed inconsistenties between unit experience points granted when destroyed/killed (those that count towards gaining Command Points): [/p]
    • [p]Ostheer Tiger: 46 → 66 (now same as WH Tiger)[/p]
    • [p]King Tiger: 54 → 66[/p]
    • [p]Tiger Ace: 54 → 66[/p]
    • [p]Elefant: 54 → 66[/p]
    • [p]ISU-152: 61 → 54[/p]
    • [p]Sherman Calliope: 28 → 44[/p]
    • [p]Wespe: 22 → 33[/p]
    • [p]Katyusha: 22 → 28 [/p]
    • [p]Priest: 19 → 33[/p]
    • [p]Zrinyi: 21 → 31[/p]
    • [p]Churchill Croc: 39 → 44[/p]
    • [p]Churchill AVRE: 39 → 44[/p][p][/p]
[h3]Soviet Anti-Tank Rifles (PTRS, PTRD)[/h3]
  • [p]Damage multiplier vs motorcycles: 1.7 → 1.5 (now requires an extra shot to kill)[/p]
  • [p]Transmission damage critical:[/p]
    • [p]Dev note: This critical stacked a lot with Engine Damage and was much easier to apply using the Target Weakpoint ability. Now focuses on lowering axis vehicles ability to chase down units and makes it harder for them to escape AoE abilities.[/p]
    • [p]No longer reduces vehicle speed[/p]
    • [p]Now reduces vehicle acceleration by 60% instead of 30%[/p]
    • [p]Now reduces main gun accuracy while moving[/p]
    • [p]Base damage: 50 → 25[/p]
  • [p]PTRD-41 base penetration (s/m/l): 1.0/0.9/0.8 → 1.0/0.95/0.87[/p]
  • [p]PTRD-41 base accuracy (s/m/l): 1.0/0.8/0.75 → 1.0/0.9/0.8[/p]
[h3][/h3][h3]Boys Anti-Tank Rifle[/h3][p]Dev note: While intended as a tool to engage and zone away early and mid game light vehicles/tanks, The Boys AT rifle is generally overperforming against such units. It often gave the impression of a hard counter once deployed. Previously, the Boys AT Rifle shared the same penetration table as the PTRS/PTRD-41 AT Rifle. It is important to consider that unlike the Soviet counterparts, the Boys AT Rifle is not the primary infantry anti-tank weapon available to the faction, as this is the PIAT. Additionally, the faction gets natural access to the 6-Pounder AT Gun due to a linear tech tree. For this reason, the weapon performance was reduced notably against light vehicles while its current effectiveness against heavier vehicles was mostly retained. Although not as important for game balance decisions, it is worth noting that the Boys AT Rifle also didn't have the same stopping power and armor-penetrating capabilities as the PTRS/PTRD-41, primarily due to the type of ammunition used[/p]
  • [p]Base damage: 25 → 20 [/p]
  • [p]Rebalanced penetration multipliers:[/p]
    • [p]In summary, a notable reduction against light vehicles frontally, especially on max range (up to -20%)[/p]
    • [p]More or less the same chances against heavier vehicles[/p]
    • [p]Fixed a plethora of rear penetration multipliers[/p]
[p][/p][h3]Panzerschreck[/h3]
  • [p]Damage multiplier vs CW emplacements: 0.6 → 0.7 (this translates to it requiring 1 less shot to destroy all emplacement types) [/p]
  • [p]Increased target prioritization vs emplacements (should now be larger than infantry)[/p]
  • [p]Penetration chance against T-60: 100% → 90%[/p][p][/p]
[h3]Bazooka / Panceltoro[/h3]
  • [p]Damage multiplier vs Panzer IV: 1.4 → 1.2 [/p]
  • [p]Penetration chances: [/p]
    • [p]Panzer IV: 80% → 70%[/p]
    • [p]Panzer IV Skirts: 75% → 60% [/p]
    • [p]Panzer III Skirts: 75% → 70%[/p]
    • [p]T-60: 100% → 90%[/p][p][/p]
[h3]M8 Greyhound, T17, Stuart, Staghound, Tetrarch[/h3][p]Dev note: The aim of these changes is to make light vehicles/tanks stay relevant for longer once heavier vehicles and tanks start appearing. The purpose here is to improve the chances for these vehicles to retaliate against various tanks by improving their overall penetration capabilities. Keep in mind that many of these tanks in return deal more damage, have more hitpoints, and have guaranteed penetration chances against these light vehicles.[/p]
  • [p]Unified main cannon statistics[/p]
  • [p]Base damage: 50-65 → 65 [/p]
  • [p]Damage multiplier vs various light vehicles: 1.2 → 1[/p]
  • [p]Long range base penetration: 0.66 → 0.76[/p]
  • [p]Area of effect radius: 0.1-1 → 1 [/p]
  • [p]37 mm main gun improved vs various armor types: [/p]
  • [p]Penetration chances (s/m/l):[/p]
    • [p]Ostwind: 70%/58%/46% → 80%/66%/61%[/p]
    • [p]Panzer IV: 42%/35%/28% → 62%/51%/47%[/p]
    • [p]Marder III: 100%/100%/84% → 100%/100%/100%[/p]
    • [p]Panzer 38t: 100%/83%/66% → 110%/91%/84%[/p]
    • [p]Hotchkiss: 100%/83%/66% → 110%/91%/84%[/p]
    • [p]Panzer III: 48%/40%/32% → 88%/73%/67%[/p]
    • [p]Hetzer: 4%/3%/3% → 25%/21%/19%[/p]
    • [p]Hummel: 38%/32%/25% → 100%/100%/100%[/p]
  • [p]Fixed various abysmal rear penetration multipliers[/p]
[p][/p][h3]Heavy tank Call-ins[/h3]
  • [p]Tiger/Elefant/Pershing/ISU/Jagdpanther: 360s → 240s[/p]
  • [p]King Tiger/Tiger Ace: 900s → 600s[/p][p][/p]
[h3]Flamethrowers[/h3][p]Dev note: Flamethrowers need more area of effect radius in order to be effective vs large buildings where models are spaced out, but also in order to hit spread out squads more consistently. Very high damage output disparity between the various cover types also made Flamethrowers feel incredibly inconsistent, especially when units swap between cover types during an engagement.[/p]
  • [p]Rate of fire: 3 → 2[/p]
  • [p]Burst duration: 4-6 → 3-5[/p]
  • [p]Critical chance: 15 → 20%[/p]
  • [p]Damage: 8-10 → 10-12[/p]
  • [p]Accuracy: 0.9/0.9/0.9 → 1.0/1.0/0.9 [/p]
  • [p]Area of effect:[/p]
    • [p]Damage multipliers: 1/0.5/0.25 → 1/0.6/0.3[/p]
    • [p]Radius: 2 → 4[/p]
    • [p]Accuracy: 1 → 0.9[/p]
  • [p]Tweaked cover multipliers:[/p]
    • [p]Damage vs heavy: 2 → 1.5[/p]
    • [p]Accuracy vs heavy: 1 → 1.5[/p]
    • [p]Damage vs light: 1.5 → 1[/p]
    • [p]Accuracy vs heavy: 1 → 1.5[/p]
    • [p]Damage vs garrisons: 3 → 2[/p]
[p][/p][h3]Weapon Crews[/h3]
  • [p]All team weapon crews received the new weapon crew critical to improve their survivability against certain indirect fire weapons (mainly mortar shells, rockets and heavy artillery)[/p]
[p][/p][h3]Halftrack critical type[/h3]
  • [p]Small arms will no longer kill Gunners within the green hp bracket (100-60% hp)[/p]
[p][/p]
British
[p][/p][h3]General[/h3]
  • [p]Strategic Point spawned in the base sector removed. [/p]
    • [p]Dev note: This means that the faction and its allies no longer have access to an additional territory sector that generated resources (was +3 mp/min) and provided population space (was +2).[/p]
  • [p]Replaced Withdraw to Captain ability with Withdraw to Forward Assembly[/p][p][/p]
[h3]Scouts[/h3]
  • [p]Hitpoints: 70 → 65[/p]
  • [p]Veterancy rank 1:[/p]
    • [p]Received damage: -15% → 0% (removed)[/p]
    • [p]Now grants soldier armor[/p]
  • [p]Veterancy rank 2:[/p]
    • [p]+10% weapon damage → +25% weapon accuracy[/p]
  • [p]Long range cooldown multiplier: 1.5 → 1.75[/p]
  • [p]Mid range accuracy: 0.65 → 0.55[/p]
  • [p]DPS change (s/m/l): -/15%/-5%[/p]
  • [p]Recon Element upgrade now increases capture rate by 25%[/p]
  • [p]Marksman shot munition cost: 30 → 35[/p][p][/p]
[h3]Infantry Section[/h3]
  • [p]Capture speed multiplier: 1 → 1.25[/p]
  • [p]Suppression activation threshold: 0.25 → 0.2[/p]
  • [p]Suppression recovery threshold: 0.2 → 0.15[/p]
  • [p]Pin down activation threshold: 0.65 → 0.6[/p]
  • [p]Pin down recovery threshold: 0.55 → 0.5[/p]
  • [p]Lee Enfield Rifles:[/p]
    • [p]Base accuracy (s/m/l) 0.75/0.55/0.35 → 0.85/0.65/0.45 [/p]
    • [p]DPS change (s/m/l): +13%/+18%/+28% [/p]
    • [p]Fixed scatter values[/p]
  • [p]Bren Light Machine Gun: [/p]
    • [p]Base accuracy (s/m/l): 0.65/0.35/0.15 → 0.75/0.35/0.2 [/p]
    • [p]DPS change (s/m/l): +15%/+8%/+33% [/p]
    • [p]Significantly increased suppression potential[/p]
  • [p]Boys AT Rifle upgrade now requires Field Support Truck[/p]
  • [p]Rifle grenades:[/p]
    • [p]Upgrade munition cost: 75 → 50[/p]
    • [p]Damage: 20-25 → 25-30[/p]
    • [p]Now grants 1 grenade launcher instead of 2[/p]
    • [p]Smoke Rifle Grenades munition cost: 15 → 0[/p]
  • [p]Squad leader will now have Medic visuals once Medical Corps is upgraded as additional visual indicator that the upgrade was purchased.[/p]
  • [p]Veterancy Rank 1: Weapon damage: +10% → +25% [/p]
  • [p]Veterancy Rank 2: +10% weapon damage → +25% weapon accuracy [/p]
  • [p]Veterancy Rank 3: Weapon damage: +10% → +20% (cumulative effect: +21% → +50%) [/p][p][/p]
[h3]Sappers[/h3]
  • [p]Manpower cost: 280 → 300[/p]
  • [p]Reinforce cost: 35 → 38[/p]
  • [p]Upkeep: 6 mp/min → 7.7 mp/min[/p]
  • [p]Suppression activation threshold: 0.25 → 0.2[/p]
  • [p]Suppression recovery threshold: 0.2 → 0.15[/p]
  • [p]Pin down activation threshold: 0.65 → 0.6[/p]
  • [p]Pin down recovery threshold: 0.55 → 0.5[/p]
  • [p]Sten SMG:[/p]
    • [p]Reload frequency: 5 → 3[/p]
    • [p]DPS change (s/m/l): +16%/-/-[/p]
    • [p]Moving accuracy multiplier: 0.5 → 0.2 (same as Volks MP40)[/p]
    • [p]Dev note: Sappers are too efficient in the role of assault infantry. This change will make Sappers less effective while on the move, also differentiating them from Commandos. [/p]
  • [p]Grenade cooldown time: 30s → 35s[/p]
  • [p]Veterancy Rank 1: Weapon damage: +10% → +20% [/p]
  • [p]Veterancy rank 2: +10% weapon damage → +15% weapon accuracy[/p]
  • [p]Veterancy Rank 3: Weapon damage: +10% → +15% (cumulative effect: +21% → +38%) [/p]
  • [p]XP value per model: 2 → 1.5 [/p]
  • [p]Over-Repair repair speed: 7.5 hp/s → 10 hp/s[/p][p][/p]
[h3]PIAT [/h3]
  • [p]Fixed missing +25% damage multiplier on close range AoE [/p]
  • [p]Fixed abysmal damage multipliers Sd.Kfz. 234 and 251 (0.7 → 0.9)[/p]
  • [p]Base damage: 90 → 80[/p]
  • [p]Ambush bonuses:[/p]
    • [p]Accuracy: +300% → removed [/p]
    • [p]Damage: +50% → +25%[/p]
    • [p]Penetration: +50% (added)[/p]
  • [p]Penetration chance vs T-60: 100% → 90%[/p][p][/p]
[h3]6-Pounder ATG[/h3]
  • [p]APDS Shells now requires Armoured HQ[/p][p][/p]
[h3]Universal Carrier[/h3]
  • [p]Wasp upgrade munition cost: 50 → 75[/p]
  • [p]Mortar Carrier upgrade munition cost: 50 → 75[/p]
  • [p]Removed Bren Carrier upgrade[/p]
  • [p]Bren LMG (Forward and pintle mounted):[/p]
    • [p]Moving accuracy multiplier: 0.5 → 0.2[/p]
  • [p]Reinstated MMG Carrier upgrade:[/p]
    • [p]Dev note: Despite doubling the vehicle's firepower, the Bren Carrier upgrade was often an unappealing choice compared to the Wasp or Mortar Carrier. The MMG Carier upgrade will allow the Universal Carrier to combat other light vehicles such as Halftracks and Armored Cars, or provide moderate suppression capabilities. [/p]
    • [p]Cost: 50 munitions[/p]
    • [p]Adds a Vickers MMG and unlocks Armour-Piercing Burst ability[/p]
    • [p]Unlocks Armour-Piercing Burst ability:[/p]
      • [p]Cost: 20 munitions[/p]
      • [p]Vastly increases penetration power vs light vehicles, but also slows down the vehicle while active.[/p]
      • [p]Vickers MMG rebalanced from the ground up.[/p]
      • [p]Fixed Vickers MMG missing horizontal/vertical animations. [/p]
  • [p]Removed -25% received accuracy from rifles while on the move[/p]
  • [p]Wasp Flamethrower:[/p]
    • [p]Fixed missing horizontal/vertical animations.[/p]
    • [p]Base damage: 12-14 → 10-12[/p]
    • [p]Reduced overall damage output[/p]
    • [p]Reduced effectiveness against units in the open and in negative cover.[/p][p][/p]
[h3]Stuart Light Tank [/h3]
  • [p]Hitpoints: 340 → 320[/p][p][/p]
[h3]Lieutenant[/h3]
  • [p]Capture speed multiplier: 2 → 1.5[/p]
  • [p]Experience value: 3 → 5[/p]
  • [p]Fuel cost: 30 → 20[/p]
  • [p]Deployment time: 40s → 35s [/p]
  • [p]Population cost: 2 → 1 [/p]
  • [p]Veterancy requirements: 8/16/32 → 6/12/24[/p]
  • [p]Now increases the veterancy gain rate of infantry squads by 15% by default. [/p]
  • [p]Command Bonus:[/p]
    • [p]Now requires veterancy rank 1[/p]
    • [p]Increases veterancy gain rate of infantry squads by another 10% (cumulative effect: +26.5%)[/p]
    • [p]Now also provides a -5% received accuracy bonus.[/p]
    • [p]Weapon accuracy bonus: +10% → +5%[/p]
  • [p]Additional command influence stars will now be visible when Enhanced (vet 2) and Supreme (vet 3) bonuses are unlocked:[/p]
    • [p]Command bonus (Vet 1) - 1 star[/p]
    • [p]Enhanced Command bonus (Vet 2) - 2 stars[/p]
    • [p]Supreme Command bonus (Vet 3) - 3 stars[/p]
    [p][/p]
[h3]Captain[/h3]
  • [p]Capture speed multiplier: 2 → 1.5[/p]
  • [p]Manpower cost: 250 → 200[/p]
  • [p]Fuel cost: 50 → 30 [/p]
  • [p]Deployment time: 60s → 45s [/p]
  • [p]Population cost: 2 → 1 [/p]
  • [p]Veterancy requirements: 8/16/32 → 6/12/24[/p]
  • [p]Command bonuses now apply in all territory instead of only friendly. [/p]
  • [p]Now increases the veterancy gain of infantry squads by 15% by default.[/p]
  • [p]Command Bonus:[/p]
    • [p]Now requires veterancy rank 1[/p]
    • [p]Now increases veterancy gain rate of infantry squads by another 10% (cumulative effect: +26.5%)[/p]
    [p][/p]
[h3]NEW: Supply Truck[/h3]
  • [p]The Supply Truck secures sectors which increases resource production and prevents enemy units from capturing that sector. Can convert into a Forward Assembly to establish a retreat and reinforce point. [/p]
  • [p]Cost: 240 manpower[/p]
  • [p]Can be upgraded to Forward Assembly (220 mp, 25f):[/p]
    • [p]Convert this truck into a Forward Assembly. The Forward Assembly acts as a forward retreat and reinforce point that infantry can withdraw to.[/p]
    • [p]Increases hitpoints[/p]
[p][/p][h3]Commandos[/h3]
  • [p]Hitpoints: 75 → 70[/p]
  • [p]Grenade throw range: 22 → 15[/p]
  • [p]Grenade cooldown time: 15s → 35s[/p]
  • [p]Capture speed multiplier: 1 → 1.25[/p][p][/p]
[h3]Tank Hunters (Commandos)[/h3]
  • [p]Removed Demolition Charges[/p]
  • [p]Now requires Field Support Truck (primarily to prevent instant PIATs on High Resources games)[/p]
  • [p]Weapons: Sten SMG → Lee Enfield[/p][p][/p]
[h3]Heavy Machine Gun Commandos[/h3]
  • [p]Concealing Smoke removed[/p]
  • [p]Sten SMG dps (s/m/l): -47%/-50%/-[/p][p][/p]
[h3]Mortar Commandos [/h3]
  • [p]Concealing Smoke removed [/p]
  • [p]Sten SMG dps (s/m/l): -47%/-50%/-[/p][p][/p]
[h3]Humber Armoured Car[/h3]
  • [p]Fixed an issue where some shell types would phase through the vehicle[/p]
  • [p]Population cost: 6 → 4[/p][p][/p]
[h3]Cromwell Command Tank[/h3]
  • [p]Removed Flank Speed[/p]
  • [p]Removed Victor Target[/p]
  • [p]All Command Bonuses (vet0, vet2, vet3) no longer increase sight range (this is what the Tank Commander upgrade is for).[/p]
  • [p]Combat Bonus (vet0) reload bonus: -10% → -15%[/p]
  • [p]Fixed missing Supreme Command Bonus (vet3)[/p]
  • [p]Command Bonus visual indicator now has different visualizations with acquired veterancy.[/p]
  • [p]Veterancy Rank 1: +25% Mobility → +50% Penetration[/p][p][/p]
[h3]Cromwell[/h3]
  • [p]Veterancy Rank 1: +25% Mobility → +50% Penetration[/p][p][/p]
[h3]Sherman Firefly[/h3][p]Dev note: APDS is meant as a tool to combat the heaviest of vehicles, or veteran tanks with reduced received penetration by guaranteeing penetration capabilities for a duration of time. The increased damage per shot meant it would also improve performance against targets it's already strong against.[/p]
  • [p]No longer requires Command Tank[/p]
  • [p]APDS Armour Piercing:[/p]
    • [p]Munition cost: 35 → 50[/p]
    • [p]No longer increases damage per shot by 20%[/p]
    • [p]Implemented APDS piercing state visual (barrel will glow + larger smoke cloud when firing)[/p]
    • [p]Duration: 20s → 25s (makes it easier to fire 4 shells with a vet0 Cmd Tank present) [/p]
  • [p]17-Pounder main gun:[/p]
    • [p]Now deals -10% dmg vs skirted tanks (now in line with other tank guns)[/p]
    • [p]Damage multiplier vs Panther, Jagdpanzer IV, Jagdpanther, Tiger, Elefant, King Tiger: +10% → +25% (Now deals same damage per shot as an M10)[/p]
  • [p]Veterancy Rank 1: +25% Mobility → +50% Penetration[/p][p][/p]
[h3]Comet[/h3]
  • [p]No longer requires Command Tank[/p]
  • [p]Significantly improved penetration chances vs heavy armor (now more or less the same as the Firefly)[/p]
  • [p]Same changes to the main gun as the Firefly.[/p]
  • [p]Top speed: 5 → 5.2 [/p]
  • [p]Main gun weapon range: 40 m → 45 m[/p]
  • [p]Veterancy Rank 1: +25% Mobility → +50% Penetration[/p][p][/p]
[h3]Churchill Mk.IV[/h3]
  • [p]Reload time: 7s → 6s[/p]
  • [p]Veterancy 3 Bonus: -25% Rec. Penetration → -15% Rec. Damage[/p][p][/p]
[h3]Churchill AVRE[/h3]
  • [p]Population cost: 14 → 12[/p]
  • [p]Veterancy 1 Bonus: +25% Mobility → +50% Penetration[/p]
  • [p]Veterancy 3 Bonus: -25% Rec. Penetration → -15% Rec. Damage[/p]
[p][/p][h3]Churchill Crocodile[/h3]
  • [p]Hitpoints: 836 → 1036 [/p]
  • [p]Reload time: 7s → 6s (now same as Cromwell) [/p]
  • [p]Veterancy 1 Bonus: +25% Mobility → +50% Penetration[/p]
  • [p]Veterancy 3 Bonus: -25% Rec. Penetration → -15% Rec. Damage [/p]
  • [p]Now restricted to 2.[/p]
[p][/p][h3]Churchill Mine Plow [/h3]
  • [p]Now has to be activated through a toggle similar to the Sherman Crab. [/p]
  • [p]Now reduces mobility while deployed. [/p]
  • [p]Mine Plow now has crush collision OBB. [/p]
  • [p]Implemented missing upgrade voice lines.[/p]
  • [p]Fixed broken Mine Plow animations and added smoke dust effects while the Plow is deployed.[/p]
[p][/p][h3]Hull-Down[/h3]
  • [p]Now also increases main gun range by 5 meters.[/p]
  • [p]Now also increases main gun reload time by 20%.[/p][p][/p]
[h3]Creeping Barrage[/h3]
  • [p]Sped up barrage sequence (time between first and last shell landing) by roughly 30%[/p]
[p][/p][h3]Victor Target[/h3]
  • [p]Munition cost: 50 → 35[/p]
  • [p]Salvo per howitzer: 3 → 4[/p]
[p][/p][h3]M7 Priest[/h3]
  • [p]Damage multiplier vs tanks: 0.75 → 1 [/p]
  • [p]Fixed various inconsistent target table parameters[/p][p][/p]
[h3]Radio Triangulation Beacons[/h3]
  • [p]Munition cost: 0 → 15[/p]
[p][/p][h3]Typhoon Airstrike[/h3]
  • [p]Cooldown time: 120s → 180s [/p]
  • [p]Munition cost: 160 → 175[/p]
  • [p]3" RP-3 Rockets:[/p]
    • [p]Area of effect radius: 10 → 7[/p]
    • [p]Area of effect inner radii: 3/5/7/10 → 2/4/7[/p]
    • [p]Base damage: 100 → 80[/p]
[p] [/p][h3]17-Pounder Emplacement[/h3][p]Dev note: Generally speaking the 17-pounder should be less efficient on max range (>60m), now having a much higher chance to bounce both medium and heavy tanks. However, its "medium" range is also extended to the default AT gun range (60m), which should help retaining reliable stopping power against incoming threats. All-in-all, this is more similar to how a Flak 36 behaves rather than having near-guaranteed penetration on all ranges. It also puts more emphasis on using the APDS ability that otherwise saw little usage, and the +50% penetration bonus acquired at veterancy 2. [/p]
  • [p]Manpower cost: 300 → 400[/p]
  • [p]Fuel cost: 50 → 60[/p]
  • [p]Base damage: 180 → 165[/p]
  • [p]Long range reload time multiplier: 1 → 1.5[/p]
  • [p]Long range reload time: 6-6.5 s → 8.5-9.25 s[/p]
  • [p]Weapon range brackets (s/m/l): 20/45/90 → 30/60/90[/p]
  • [p]Base penetration (s/m/l): 1.25/0.92/0.835 → 1.25/0.92/0.635[/p]
  • [p]Removed +10% damage multiplier vs Panther[/p]
  • [p]Now deals -10% damage vs tanks equipped with armor skirts (schurzen)[/p]
  • [p]Rebalanced target tables from the ground up[/p]
  • [p]APDS Shells now requires Armoured HQ [/p][p][/p]
[h3]25-Pounder Howitzer[/h3]
  • [p]Barrage range: 200 → 160[/p]
  • [p]Supercharge barrage range: 250 → 200[/p]
  • [p](Supercharge) Barrage ranges now increase with veterancy: +20/+20/+10 (to 180/200/210 and 220/240/250 respectively)[/p][p][/p]
[h3]FOO Artillery (CW Lieutenant/Captain) [/h3]
  • [p]First shell no longer instantly pins infantry[/p]
  • [p]Salvo: 7 → 5[/p]
  • [p]Now requires Officer to be in LoS of the target[/p]
  • [p]Added visual Binoculars animation while targeting the barrage[/p]
[p][/p][p][/p][h3]Casualty Clearing Station[/h3]
  • [p]Fuel cost: 15 → 10[/p]
[p][/p][h3]Triangulation radios[/h3]
  • [p]Munition cost: 35 → 15[/p]
[p][/p]
Soviets
[p][/p][h3]Ingenery[/h3]
  • [p]Minesweepers no longer unlock Demolition Charges [/p]
  • [p]Demolition Charges now require a global Demolitions upgrade available in the HQ (cost: 100 mp, 15 fuel)[/p][p][/p]
[h3]Observer Team[/h3]
  • [p]Detection range: 18 m → 22 m [/p]
  • [p]Damage taken from Sniper Rifles: 50% → 33%[/p][p][/p]
[h3]Conscripts[/h3]
  • [p]Veterancy 1 now also grants -20% weapon cooldown, increasing rate of fire on both the Mosin rifles and DP-28 LMG (This translates to a DPS increase of 7-10%) [/p]
  • [p]Now have a unique squad leader[/p]
  • [p]DP-28 Light Machine Gun:[/p]
    • [p]No longer requires Armoury[/p]
    • [p]Munition cost: 50 → 60[/p][p][/p]
[h3]Strelky[/h3]
  • [p]Suppression recover rate: 0.012 → 0.009[/p]
[p][/p][h3]Navals[/h3]
  • [p]Suppression recover rate: 0.012 → 0.010[/p]
[p][/p][h3]Guards[/h3]
  • [p]Suppression recover rate: 0.012 → 0.010[/p]
[p][/p][h3]SG-43 Heavy Machine Gun Team[/h3]
  • [p]Slightly reduced supression against units in cover and on maximum range [/p]
  • [p]No longer almost instantly pins infantry that have been suppressed [/p]
  • [p]Hitpoints 60 → 65[/p][p][/p]
[h3]Sniper[/h3]
  • [p]Upkeep cost: 12 mp/min → 10.8 mp/min [/p]
  • [p]Weapon base cooldown 8s → 7s[/p]
  • [p]Veterancy bonuses:[/p]
    • [p]vet 2: +30% accuracy / +15% Hitpoints → +10% weapon range / +15% Hitpoints[/p]
    • [p]vet 3: -10% received accuracy / +25% damage → -10% received accuracy / -25% weapon reload[/p]
[p][/p][h3]Guards[/h3]
  • [p]SVT-40 DPS (s/m/l): -18%/-%/-%[/p]
  • [p]Experience points per model: 2 → 2.5[/p]
[p][/p][h3]Partisans[/h3][p]Dev note: Partisans low cost and early appearance paired with the ability to be spawned anywhere on the map made them overly efficient at dictating early game engagements and building tempo. A low investment cost also made it easy to quickly field multiple squads. As a compensation of their reduced initial durability and higher cost, veterancy rank 1 will now provide a stronger overall bonus.[/p]
  • [p]Call-in manpower cost: 240 → 300 [/p]
  • [p]Reinforcement cost: 27 → 33 [/p]
  • [p]Suppression activation threshold: 0.24 → 0.2 [/p]
  • [p]Infantry armor: Infantry → Conscript (easier to suppress, more damage from machine guns)[/p]
  • [p] Veterancy rank 1 equalized to Conscripts: [/p]
    • [p]Now changes infantry type from Conscript to Regular [/p]
    • [p]Received damage: -15% → -10% [/p]
    • [p]NEW: Received Accuracy: -10% [/p]
    • [p]Weapon cooldown: -10% → -20% (this translates to a roughly 6-10% DPS increase with all weapons, previously this was 2-3%)[/p]
  • [p]PPD-40/MP40 SMG moving accuracy multiplier: 0.35 → 0.2[/p]
  • [p]Scorch Point Ability:[/p]
    • [p]Munition cost: 35 → 15[/p]
    • [p]no longer useable on neutral points[/p]
    • [p]Point disabling is no longer instant[/p]
  • [p]Weapon packages munition cost: 40 → 60[/p][p][/p]
[h3]ZiS-44 Medical Truck[/h3]
  • [p]Can now reinforce Infantry once deployed[/p]
  • [p]Heal rate outside base 60 hp/min → 45 hp/min[/p][p][/p]
[h3]76 mm ZiS-3 ATG[/h3]
  • [p]Base penetration (s/m/l): 1.25/1/0.85 → 1.25/0.85/0.75[/p]
  • [p]Improved Ammunition penetration bonus: +30% → +20%[/p]
[p][/p][h3]F-1 Fragmentation Grenades[/h3][p]Dev note: To make Soviet infantry blobs less effective against pushing into heavy machine guns[/p]
  • [p]Throw range: 21 → 19[/p]
[p][/p][h3]RPG-43 Anti-Tank Grenades[/h3][p]Dev note: While the grenade is intended to be very strong it should not be as spammable as it currently is.[/p]
  • [p]Munition cost: 35 → 50[/p]
[p][/p][h3]BT-7[/h3]
  • [p]BT-7A upgrade:[/p]
    • [p]Munition cost: 125 → 100[/p]
    • [p]Now slightly decreases vehicle acceleration[/p]
    • [p]76 mm KT-28 gun:[/p]
      • [p]Range: 35m → 30m[/p]
      • [p]AoE radii (s/m/l): 1/3/7 → 1.75/3.5/7[/p]
    • [p]Upgrade now increases the experience value of the vehicle by 100% (5 → 10)[/p]
    • [p]Fixed target tables inconsistencies against some axis light vehicles and tanks[/p]
  • [p]45 mm 20K:[/p]
    • [p]Base damage: 60 → 65[/p]
    • [p]Damage multiplier vs various light vehicles: 1.2 → 1[/p]
    • [p]Area of effect radius: 0.8 → 1[/p]
    • [p]Long range base penetration: 0.66 → 0.76[/p]
    • [p]Penetration chances (s/m/l):[/p]
      • [p]Ostwind: 70%/58%/46% → 80%/66%/61%[/p]
      • [p]Panzer IV: 42%/35%/28% → 62%/51%/47%[/p]
      • [p]Marder III: 100%/100%/84% → 100%/100%/100%[/p]
      • [p]Panzer 38t: 100%/83%/66% → 110%/91%/84%[/p]
      • [p]Hotchkiss: 100%/83%/66% → 110%/91%/84%[/p]
      • [p]Panzer III: 48%/40%/32% → 78%/74%/70%[/p]
      • [p]Hetzer: 4%/3%/3% → 25%/21%/19%[/p]
      • [p]Hummel: 38%/32%/25% → 100%/100%/100%[/p]
      • [p]Fixed various abysmal rear penetration multipliers[/p]
[p][/p][h3]T-60[/h3][p]Dev note: The changes intend to make the T-60 more useful against large amounts of infantry with antitank weaponry since it does not have access to Cage Armour.[/p]
  • [p]Manpower cost: 320 → 310[/p]
  • [p]Manpower upkeep: 8.6 mp/min → 6.5 mp/min[/p]
  • [p]Build time: 50 s → 45 s[/p]
  • [p]Armour now has a chance to deflect infantry AT rockets[/p]
  • [p]Hull traverse speed: 45 → 35[/p]
  • [p]Acceleration/Deceleration: 4/4 → 3/3[/p]
  • [p]20mm Shvak-T autocannon:[/p]
    • [p]burst duration 3.5-4.5s → 3-4s[/p]
    • [p]damage s/m/l -%/-%/+2%[/p]
    • [p]acc incr. 1.00 → 1.04[/p]
    • [p]nearby suppression radius 7m → 8m[/p]
    • [p]suppression s/m/l -%/+25%/-%[/p]
    • [p]Critical brackets[/p]
      • [p]yellow hp bracket (60-5% hp): kill soldier 10% → 12.5%[/p]
    • [p]Penetration multiplier vs Sd.Kfz. 250: 2.9 → 1.15 [/p]
    • [p]Rear penetration multiplier vs Sd.Kfz 250: 0.8 → 1.2[/p]
[p][/p][h3]SU-100[/h3][p]Dev note: The SU-100 has been on the rader for a while for overperforming. Featuring very high penetration, top tier damage per shot, very long weapon range (especially with focused firing), reliable armor, and a good amount of hitpoints. In essence, the SU-100 performed much like a vCoH Firefly, with the added benefit of good armor and even higher damage per shot. This not only made the SU-100 immensely cost effective against larger threats but also made it oppressive against equal and lesser targets. This often led to players gravitating to fielding multiple SU-100 rather than using either of the T-34 tanks. The above changes are intended to make the vehicle less manpower efficient while also reducing some of its overall stopping power. Keep in mind, the effects of Focused Firing remain unchanged, temporarily guaranteeing penetration capabilities up to range of 55(!) meters.[/p]
  • [p]Focused Firing:[/p]
    • [p]Munition cost: 35 → 50[/p]
    • [p]Penetration bonus: +300% → +140%[/p]
    • [p]+25% damage bonus replaced with +15% weapon range.[/p]
    • [p]Implemented Focused Firing state visual (barrel will glow + larger smoke cloud when firing)[/p]
  • [p]Accuracy multiplier vs infantry: 0.6 → 0.5[/p]
  • [p]Manpower cost: 400 → 420[/p]
  • [p]Deployment time: 50s → 60s[/p]
  • [p]Base penetration (s/m/l): 1/1/0.86 → 1/0.94/0.83[/p]
  • [p]Penetration chances (s/m/l):[/p]
    • [p]Panzer IV: 100%/100%/95% → 100%/100%/89%[/p]
    • [p]Stug IV: 100%/100%/86% → 100%/95%/83%[/p]
    • [p]Hetzer: 100%/100%/86% → 85%/80%/71%[/p]
    • [p]Tiger: 85%/79%/73% → 70%/65%/60%[/p]
    • [p]King Tiger 60%/55%/52% → 45%/42%/39%[/p]
    • [p]Jagdpanther 60%/55%/52% → 50%/46%/43%[/p]
    • [p]Elefant 70%/65%/60% → 40%/37%/34%[/p]
    • [p]Now deals -10% damage vs skirted tanks[/p][p][/p]
[h3]T-34/76[/h3]
  • [p]Manpower cost: 360 → 340[/p]
  • [p]Hitpoints: 450 → 470[/p]
    • [p]Dev note: this puts it above an important threshold where it now requires the intended 6 shots to be destroyed by 87.5 dmg cannons as opposed to 5 in practise, due to how the last 5% hp work[/p]
  • [p]76mm F-34 gun:[/p]
    • [p]Area of effect radius: 2.6 → 3 [/p]
    • [p]Area of effect damage (s/m/l): (87.5/40/22 → 87.5/44/31) [/p]
    • [p]Moving accuracy multiplier: 0.5 → 0.65[/p]
    • [p]Moving accuracy vs infantry (s/m/l): 80%/36%/28% → 75%/44%/34%*[/p]
  • [p]Improved Ammunition penetration bonus: +20% → +50%[/p]
    • [p]Dev note: This translates to a net effect of roughly +10-20% due to how multiplications work, whereas previously this was ~5% only.[/p]
[p][/p][h3]T-34/85[/h3]
  • [p]Fuel cost: 80 → 75[/p]
  • [p]85mm ZiS-53 Gun:[/p]
    • [p]Accuracy multiplier vs Infantry: 0.8 → 0.75 [/p]
    • [p]Moving accuracy multiplier: 0.5 → 0.65: [/p]
    • [p]Moving accuracy vs infantry (s/m/l): 80%/36%/28% → 75%/44%/34%[/p][p][/p]
[h3]BM-13 Katyusha [/h3]
  • [p]Experience value: 5 → 10[/p][p][/p]
[h3]ISU-152[/h3]
  • [p]Hitpoints 964 → 764[/p]
  • [p]Movement Speed 3.7 → 4.1[/p]
  • [p]Traverse speed 23 → 25[/p]
  • [p]Acceleration 1.4 → 2.0[/p]
  • [p]Removed +25% damage multiplier vs Jagdpanther[/p][p][/p]
[h3]Heavy Mortar [/h3][p]Dev note: Tweaked shell ballistics for better responsiveness and visual appeal.[/p]
  • [p]Acceleration: 40 → 25[/p]
  • [p]Speed: 25 → 20 [/p]
  • [p]Speed increment: 2 → 4.5 [/p]
  • [p]Speed distance multiplier: 0.3 → 0.2[/p][p][/p]
[h3]Infantry Weapons[/h3][p]Dev note: These changes are intended to allow PPSh and DP-28 to suppress enemy infantry when using For The Motherland ability.[/p]
  • [p]PPSh-41[/p]
    • [p]Suppression (s/m/l): +20%/+33%/-[/p]
  • [p]DP-28[/p]
    • [p]DPS change (s/m/l): +9%/-%/-%[/p]
    • [p]Suppression (s/m/l): +33%/+33%/-%[/p][p][/p]
[h3]For the Motherland[/h3]
  • [p]Reworked ability to provide following bonuses/penalties:[/p]
    • [p]Infantry will sprint upon activation[/p]
    • [p]Received suppression: -85%[/p]
    • [p]Received damage: +10%[/p]
    • [p]Weapon reload: -40%[/p]
    • [p]Weapon accuracy: -40%[/p]
    • [p]Weapon suppression: +100%[/p]
[p][/p][h3]Inspiring Speech[/h3][p]Dev note: This change allows Soviet infantry to charge into enemy lines more reliably. Heroic criticals will prevent them from taking lethal damage unless very low on health. removed overlapping bonuses with For the Motherland and Breakthrough Assault[/p]
  • [p]No longer limited to friendly territory[/p]
  • [p]No longer provides sprint[/p]
  • [p]changed bonuses to:[/p]
    • [p]-25% received damage[/p]
    • [p]-15% received accuracy[/p]
    • [p]infantry receives heroic criticals[/p]
    • [p]Duration: 25 s[/p]
[p][/p][h3]Urban Combat[/h3]
  • [p]Incendiary Bombing CP cost: 3 → 2[/p]
  • [p]KV-2 CP cost: 3 → 4[/p][p][/p]
[h3]52K 85mm AA/AT Cannon[/h3]
  • [p]Can now be reinforced[/p]
  • [p]Reload time: 5-5.5s → 4.5-5s[/p]
  • [p]Weapon range brackets: 22/45/90 → 30/60/90[/p]
  • [p]Weapon penetration: 1.25/0.83/0.66 → 1.5/0.87/0.66[/p]
  • [p]Weapon health: 375 → 430[/p]
  • [p]Experience value: 3 → 4[/p][p][/p]
[h3]KV-2[/h3]
  • [p]Slightly adjusted barrage scatter[/p][p][/p]
[h3]Outpost[/h3]
  • [p]Reinforce Point upgrade munition cost: 50 → 25[/p]
[p][/p][h3]Large Scale Assault[/h3]
  • [p]No longer affects infantry[/p]
  • [p]Reworked the way enemy infantry is suppressed by tanks/vehicles:[/p]
    • [p]Suppression is now applied from coaxial machine gun(s) [/p]
    • [p]Light vehicles suppress less than heavy tanks[/p]
    • [p]The total bonuses: [/p]
      • [p]All vehicles get 20% faster reload [/p]
      • [p]All tanks (IS-2, SU-100, T-34s, ISU-152) additionally get -25% rec. penetration and -15% rec. damage [/p]
      • [p]all coaxial machine guns deal increased suppression at 30m range instead of 22m [/p]
      • [p]enemy special abilities and minimap are disabled for 30 seconds [/p]
      • [p]ability duration 60 seconds[/p][p][/p]
[h3]Breakthrough Artillery[/h3]
  • [p]Recharge time: 120s → 180s[/p]
  • [p]Duration time: 40s → 30s[/p]
  • [p]now uses a new unique 203mm explosion FX[/p][p][/p]
[h3]PTAB Airstrike [/h3]
  • [p]Munition cost: 150 → 200[/p][p][/p]
[h3]Molotovs[/h3]
  • [p]Flame FX duration: 7s → 9s[/p]
[p][/p][h3]VPGS-41[/h3]
  • [p]Improved accuracy against moving targets[/p]
  • [p]Damage multiplier vs light/medium/heavy tanks: 1 → 1.5[/p][p][/p]
[h3]Ammunition Supplies[/h3]
  • [p]Molotov cooldown reduction: 50% → 67% [/p][p][/p]
[h3]Mark Target [/h3]
  • [p]Munitions cost: 0 → 15[/p][p][/p]
[h3]Shock Infantry[/h3]
  • [p]Fuel cost: 40 → 70[/p]
[p][/p][h3]Improved Ammunition[/h3]
  • [p]Manpower cost: 100 → 150[/p]
  • [p]Fuel cost: 30 → 50[/p]
[p][/p][h3]Men Against Tanks[/h3]
  • [p]Fuel cost: 20 → 30[/p]
[p][/p]
Ostheer
[p][/p][h3]General[/h3]
  • [p]Upkeep threshold: 10 → 11[/p]
  • [p]Dev Note: this is the amount of population that is free of unit upkeep.[/p]
[p][/p][h3]Sturmpioneers[/h3]
  • [p]Minesweepers no longer unlock Demolition Charges[/p]
  • [p]Demolition Charges now require a global Demolitions upgrade available in the HQ (cost: 100 mp, 15 fuel)[/p][p][/p]
[h3]Mortar Team[/h3]
  • [p]Veterancy 1 now also reduces Airburst recharge time by 15s[/p]
  • [p]Airburst Barrage:[/p]
    • [p]Airburst barrage range 80m → 85m[/p]
    • [p]Improved overall suppression consistency[/p]
    • [p]Base suppression (s/m/l): 0.2/0.2/0.1 → 0.1 [/p]
    • [p]Suppression multipliers: [/p]
      • [p]vs light cover: 0.6 → 1[/p]
      • [p]vs heavy cover: 0.4 → 0.75[/p]
      • [p]Area of effect suppression (s/m/l/d): 1/1/0.5/0.25 → 1[/p][p][/p]
[h3]Marksman[/h3]
  • [p]Upkeep: 12mp/min → 13.2mp/min[/p]
  • [p]Weapon base cooldown: 8s → 7s[/p]
  • [p]Veterancy bonuses:[/p]
    • [p]vet 2: +10% rec. damage / +20% weapon accuracy → +10% rec. damage / -20% weapon reload[/p]
    • [p]vet 3: -15% rec. accuracy / -20% weapon reload / -20% weapon cooldown → -15% rec. accuracy / -20% weapon cooldown[/p]
    • [p]vet 4: weapon accuracy x1.2 / weapon damage x1.25 → range +5m[/p][p][/p]
[h3]Bk2h Blinding Devices[/h3]
  • [p]Now also appplies a received accuracy modifier during the initial blinding for 5 seconds (+100%) [/p]
[p][/p][h3]MG34 Heavy Machine Gun[/h3]
  • [p]Base suppression (s/m/l): 0.0014/1.0014/0.001 → 0.00165/0.0015/0.0011[/p]
[p][/p][h3]MG34 Light Machine Gun[/h3][p]Dev Note: This improves the weapon's ability to more effectively damage and kill infantry that move in large groups.[/p]
  • [p]Incremental accuracy: 1.03 → 1.04[/p]
  • [p]Incremental Accuracy search radii (s/m/l): 5/4/3 → 10/8/6[/p]
  • [p]Base suppression (s/m/l): +15%/+33%/-%[/p]
  • [p]Burst duration: 1-2s → 1.25-2s[/p][p][/p]
[h3]Honveds[/h3]
  • [p]Changed DPS (s/m/l): +4/+9%/+1%[/p]
  • [p]Reinforcement cost: 29 mp → 25 mp[/p]
  • [p]Upkeep cost: 15.9 mp/min → 12.4 mp/min[/p]
  • [p]Panceltoro reload time: 7.5-8.5 → 6.5-7.5[/p]
  • [p]M43 Danuvia SMG upgrade[/p]
    • [p]damage s/m/l -4%/+2%/-%[/p]
    • [p]upgrade requirement Army Assault Troops → Army Support Troops[/p]
    • [p]ammunition cost 80 → 90[/p]
[p][/p][h3]Panzerwerfer[/h3]
  • [p]Manpower cost: 310 → 340[/p]
  • [p]Fuel cost: 25 → 35[/p]
  • [p]Manpower upkeep: 10.9 mp/min → 12.4 mp/min[/p]
  • [p]Experience value: 5 → 10[/p]
  • [p]Significantly reduced armour effectiveness vs small arms[/p]
  • [p]15 cm Rockets:[/p]
    • [p]Reworked Rocket ballistics - Rockets are now fired at a steeper angle so they will less likely collide with tall objects such as buildings and hedges.[/p]
    • [p]Base damage: 25-30 → 40-50[/p]
    • [p]Rockets now deal double damage vs tanks[/p]
  • [p]Veterancy 4 Barrage cooldown bonus: -10s → -5s[/p]
  • [p]Rocket barrage:[/p]
    • [p]Salvo: 10 → 5[/p]
    • [p]Rebalanced overall barrage scatter[/p]
    • [p]Barrage range: 125 m → 115 m[/p]
  • [p]Removed Incendiary Rockets upgrade[/p]
  • [p]Added Extended Rocket Supplies upgrade:[/p]
    • [p]Cost: 150 munitions[/p]
    • [p]Enable the Panzerwerfer to ripple fire all ten rockets at once during a barrage.[/p][p][/p]
[h3]43M Zrinyi II[/h3]
  • [p]CP cost: 4 → 3[/p]
  • [p]Hardcap: 3 → 2[/p]
  • [p]Hitpoints: 620 → 480[/p]
  • [p]New Ability: High Explosive Incendiary Barrage[/p]
    • [p]Bombards the targeted area with incendiary artillery shells [/p]
  • [p]Default HEAT-shell:[/p]
    • [p]Tweaked projectile ballistics to make it more reliable against vehicles[/p]
    • [p]Damage: 120 → 145[/p]
    • [p]Reload time: 7-8s → 6-7s[/p][p][/p]
[h3]75 mm Pak 97/38 ATG[/h3]
  • [p]After selecting Joint Operations newly constructed AT guns are crewed by Honveds (visual difference only).[/p]
  • [p]Damage multiplier vs most light vehicles: 1 → 0.9[/p]
  • [p]Dev note: This fixes dealing excessive damage against such targets, as well as 2-shotting US Halftracks. Note that with HEAT enabled, 2-shots can still occur.[/p]
[p][/p][h3]88 mm PaK 43 AT Gun[/h3][p]Dev note: Generally speaking the Pak 43 should be less efficient on max range (>60m), now having a higher chance to bounce both some medium and heavy tanks. However, its "medium" range is also extended to the default AT gun range (60m), which should help retaining reliable stopping power against incoming threats. All-in-all, this is more similar to how a Flak 36 behaves rather than having near-guaranteed penetration on all ranges. [/p]
  • [p]Can now be reinforced[/p]
  • [p]Weapon range brackets (s/m/l): 20/45/90 → 30/50/80[/p]
  • [p]Zeiss Optics increases weapon range by 10m[/p]
  • [p]Base penetration (s/m/l): 1/0.9/0.835 → 1.25/1/0.725[/p]
  • [p]Removed -25% damage multiplier vs Churchill[/p]
  • [p]Now deals -10% damage vs tanks with cage armour[/p]
  • [p]Rebalanced target tables from the ground up[/p]
  • [p]Hitpoints 390 → 450[/p]
  • [p]Crew size: 3 → 4[/p]
[p][/p][h3]Concrete Emplacement[/h3]
  • [p]Garrisoned units will now partly survive the building being scuttled/destroyed as opposed to retaining full hitpoints.[/p]
  • [p]Field Hospital upgrade muniton cost removed[/p]
  • [p]Field Hospital now has access to a timed area healing ability (cost: 25 munitions)[/p]
  • [p]Manpower cost: 20 → 50 [/p]
  • [p]Construction time: 15s → 30s[/p]
  • [p]Field Hospital manpower cost: 150 → 120[/p]
  • [p]Anti-Air Battery manpower cost: 150 → 120[/p][p][/p]
[h3]Opel Krankenwagen[/h3]
  • [p]Can now reinforce infantry upon reaching Division Support Troops.[/p]
  • [p]Heal rate outside base 60hp/min → 45hp/min[/p][p][/p]
[h3]Luchs[/h3]
  • [p]Fuel cost: 35 → 30[/p]
[p][/p][h3]Panzer 38(t)[/h3]
  • [p]Hitpoints: 350 → 320[/p]
  • [p]Fuel cost: 35 → 40[/p]
  • [p]37 mm main gun rebalanced and improved vs various armor types:[/p]
    • [p]Base damage: 50 → 65[/p]
    • [p]Damage multiplier vs various light vehicles: 1.2 → 1[/p]
    • [p]Area of effect radius: 0.8 → 1[/p]
    • [p]Penetration chances (s/m/l):[/p]
      • [p]M10/M18: 60%/52%/40% → 100%/86%/76%[/p]
      • [p]Sherman: 23%/20%/15% → 33%/29%/25%[/p]
      • [p]Churchill: 2%/2%/2% → 20%/17%/15%[/p]
      • [p]Cromwell: 21%/18%/14% → 51%/44%/39%[/p]
      • [p]Priest: 83%/72%/55% → 100%/100%/100%[/p]
      • [p]Stuart: 100%/86%/66% → 100%/93%/82%[/p]
      • [p]T-34: 20%/17%/13% → 43%/37%/33%[/p]
      • [p]KV-2: 19%/16%/12% → 72%/62%/55%[/p]
      • [p]Fixed various abysmal rear penetration multipliers[/p][p][/p]
[h3]Panzer III Infantry Support Tank[/h3][p]Dev note: The Panzer III Infantry Support Tank is a formidable unit against other light vehicles due to the combination of good armor effectiveness, hitpoints, firepower, and decent mobility. This often led to situations where such units had few ways to retaliate and compete against these tanks. While these tanks still retain their overall edge against light vehicles, a reduction in penetration chances should help these units stay competitive during engagements. On the flip side, the vehicle was too ineffective against the mobile tank destroyers, so an increase in penetration chances should aid in combating these tanks.[/p]
  • [p]75 mm KwK 37 penetration chances (s/m/l): [/p]
    • [p]M10/M18: 16%/15%/12% → 46%/41%/35%[/p]
    • [p]Stuart: 80%/71%/61% → 70%/62%/53%[/p]
    • [p]SU-76: 93%/82%/70% → 83%/74%/63%[/p]
    • [p]BT-7: 98%/87%/75% → 88/79%/67%[/p]
    • [p]T-60: 100%/94%/80% → 80%/71%/61%[/p]
    • [p]M8/T17/Staghound/Tetrarch: 100%/100%/88% → 100%/89%/76%[/p]
  • [p]HEAT Shells: [/p]
    • [p]Fixed base damage per shot being higher than intended (109 → 87.5) [/p]
    • [p]Fixed missing damage reduction vs T-34 with cage armour (-10%) [/p]
    • [p]Penetration chances: [/p]
      • [p]vs Churchill: 52% → 63%[/p]
      • [p]vs Sherman: 88% → 78%[/p]
      • [p]vs Cromwell: 94% → 87%[/p]
    • [p]Now has a visual in the taskbar UI for easier identification[/p][p][/p]
[h3]Flakpanzer IV Kugelblitz[/h3]
  • [p]Fixed various model LOD issues[/p]
  • [p]Implemented new weapon sound while PzGr ability is active as additional audio cue that the ability is activated[/p]
  • [p]Twin-mounted 30 mm MK103:[/p]
    • [p]Base accuracy: 0.45/0.45/0.3 → 0.75/0.65/0.45[/p]
    • [p]Close range cooldown multiplier: 0.75 → 1[/p]
    • [p]DPS change (s/m/l): +30%/+22%/+33%[/p]
    • [p]RoF change (s/m/l): -10%/-/-[/p]
    • [p]Base suppression: 0.007 → 0.03[/p]
    • [p]Suppression multiplier vs light cover: 0.3 → 0.75[/p]
    • [p]Suppression multiplier vs heavy cover: 0.1 → 0.5[/p]
    • [p]Nearby suppression radius: 18 → 12[/p]
[p][/p][h3]Jagdpanzer IV[/h3][p]Dev note: The Jagdpanzer IV was too cost effective within its intended role as a defensive tank destroyer, and Pzgr40 were too spammable.[/p]
  • [p]Fuel cost: 95 → 110[/p]
  • [p]Deployment time: 50s → 70s[/p]
  • [p]Upkeep cost (mp/min): 20 → 24[/p]
  • [p]Now has heavy crush[/p]
  • [p]Penetration chances: [/p]
    • [p]vs Sherman (s/m/l): 100%/100%/94% → 100%/91%/84% (now same as Panther) [/p]
    • [p]vs Churchill (s/m/l): 100%/97%/89% → 67%/61%/56% (now same as Panther) [/p]
  • [p]Veterancy xp value: 10 → 14[/p]
  • [p]Panzergranate 40 APCR:[/p]
    • [p]Munition cost: 35 → 50[/p]
    • [p]Implemented APCR piercing state visual (barrel will glow + larger smoke cloud when firing) [/p]
  • [p]Implemented new, higher quality visual model.[/p]
[p][/p][h3]Elefant[/h3][p]Dev note: Reduced overall efficiency against Infantry to make it harder to quickly accumulate veterancy when engaging such targets, while also making the Lockdown a more appealing choice to use strategically and in a defensive manner. Previously, even with Zeiss Optics, locked down Elefants would still get outranged by the SU-100 with Focused Firing, and units like the ISU-152 and Sherman Firefly could easily match its range or kite the Elefant without having to sacrifice mobiliy. The changes are aimed to put further emphasis on using the Lockdown to engage targets from farther distances beyond normal sight ranges, while also making it less oppressive to push into. This should also make it harder to target an Elefant with off-maps.[/p]
  • [p]88 mm Pak43:[/p]
    • [p]AoE radius: 5.3 → 4 [/p]
    • [p]Inner AoE radii (s/m/l): 0.5/2/5.3 → 0.25/1.5/4 [/p]
    • [p]Mid range AoE damage multiplier: 0.3 → 0.25[/p]
    • [p]Range brackets (s/m/l): 10/20/40 → 15/30/40[/p]
  • [p]Lockdown Ability: [/p]
    • [p]Main gun range bonus: +10 m → +15 m[/p]
    • [p]Main gun reload time: -10% → +15% (now slows down reload by ~2 seconds)[/p]
    • [p]Increased accuracy bonus replaced with reduced scatter[/p]
  • [p]Hull traverse speed: 22 → 25[/p]
  • [p]Reduced damage taken from PTAB, 203 mm B-4 and Typhoon RP-3 Rockets[/p]
[p][/p][h3]NEW: Tiger Tank "S13"[/h3][p]We're introducing a new reward unit for the Ostheer, replacing the default Tiger call-in in Spearhead Operations[/p]
  • [p]Statistically identical to the default Tiger, the only difference being a Tank Commander upgrade (increases view range) instead of the MG34 Gunner.[/p]
[p][/p][h3]Flammpanzer III[/h3]
  • [p]Manpower call-in cost: 550 → 480[/p]
  • [p]Flamethrower:[/p]
    • [p]Removed reload time to streamline damage output (flamethrowers only rely on a cooldown time between bursts)[/p]
    • [p]Improved overall weapon responsiveness[/p]
    • [p]Fixed broken flame fx animation (flame jet stream did not align with where the weapon was firing)[/p]
[h3]Wespe [/h3]
  • [p]Fixed various inconsistent target table parameters[/p]
  • [p]Experience value: 5 → 12[/p][p][/p]
[h3]Pervitin[/h3]
  • [p]Moved from HQ to Ordnance Depot[/p][p][/p]
[h3]Zeiss Optics[/h3]
  • [p]Renamed from Coated Optics[/p]
  • [p]Main gun range bonus: +5m → +2.5m[/p]
  • [p]Now affects Luchs, Panzer 38(t)[/p]
  • [p]Updated description[/p]
  • [p]Now adds +1 to Infantry, Vehicles, Structures and Tanks as visual indicator that this upgrade was purchased.[/p][p][/p]
[h3]Panzerkrieg [/h3]
  • [p]No longer provides heavy crush for Panzer IV, Jagdpanzer IV[/p][p][/p]
[h3]Priority Defense[/h3]
  • [p]significantly improved weapon suppression effect[/p]
[p][/p][h3]Counterassault[/h3]
  • [p]No longer provides a -25% weapon cooldown/reload bonus[/p]
  • [p]Duration 35s → 55s[/p]
[p][/p][h3]Stuka Dive Bomb[/h3]
  • [p]Munition cost: 150 → 125[/p]
  • [p]CP cost: 2 → 3[/p]
  • [p]Removed sight range while flying, plane path no longer shown on the minimap[/p]
  • [p]Reworked flight parameters to be more closely to an actual dive now.[/p]
[p][/p][h3]44M Panceltoro[/h3]
  • [p]Slot item size: 1 → 2[/p][p][/p]
[h3]Incendiary Airburst Barrage[/h3]
  • [p]Barrage delay 3s → 2.5s[/p]
[p][/p][h3]Joint Operations[/h3]
  • [p]Adjusted left tree:[/p]
    • [p]1cp : Medical Airdrop[/p]
    • [p]2cp : Luftbrücke Supplies[/p]
    • [p]2cp : JU88 Bombardment[/p][p][/p]
[h3]Luftbrücke Supplies[/h3]
  • [p]Manpower cost: 200 → 300[/p]
  • [p]Duration: 60s → 40s[/p]
  • [p]Total munition amount: 200 → 150[/p]
  • [p]Recharge time: 300 → 180[/p]
  • [p]Minimap icon replaced with a different visualization[/p]
[p][/p][h3]JU88 Bombardment[/h3]
  • [p]Number of bombs per plane: 3 → 4[/p]
  • [p]CP cost: 2 → 3 (total: 6 → 5)[/p][p][/p]
[h3]Hungarian Strategic Reserves[/h3]
  • [p]Command Point cost: 2 → 3[/p]
  • [p]Now instantly grants 50 fuel and 500 manpower instead of an over-time-bonus[/p]
  • [p]Recharge time: 300s → 420s[/p]
  • [p]Munition cost: 125 → 150[/p]
[p][/p]
Part 2
[p]Panzer Elite, Wehrmacht, Americans, AI, Quality of Life, Visuals, Maps, Bug fixes[/p][p][dynamiclink][/dynamiclink][/p]