1. Company of Heroes: Eastern Front
  2. News
  3. Update 3.2 - Release Notes [2/2]

Update 3.2 - Release Notes [2/2]

Part 1

Global changes, Axis Armies
https://store.steampowered.com/news/app/317600/view/3618109754360204669?l=english

[h2]Soviets[/h2]
We noticed that the faction was often struggling to gain an advantage during the early game, while at the same time capable of quickly snowballing with fast access to powerful tanks. In other words, the "tank rushing" strategy was too efficient at the same time that the faction often relied on these shock units as an offset to relatively weak early game options. The following changes aim to push back the timing of the initial T-34/85 tanks while also enabling Soviets an easier transition into a combined arms approach through natural tech progression.

We also aim towards making squad upgrades more accessible, allowing players to equip their forces more easily when falling behind. Furthermore, we also aim to address that the Soviets were lacking early game capping power, often falling behind quickly against an equal opponent, something that became most evident in competitive 1v1 games.

[h3]Armoury[/h3]

  • Fuel cost 50 → 45

[h3]Support Barracks[/h3]

  • Fuel cost 10 → 15

[h3]War Factory[/h3]

  • Fuel cost 55 → 60

[h3]Tank Hall[/h3]

  • Now requires either Support Barracks or War Factory
  • Removed Breakthrough Tankovy tech


[h3]Upkeep[/h3]

  • upkeep threshold 10 → 15
Explanation: This threshold defines when units start to affect your manpower income. Below
15 population units are free of upkeep, after that point each unit that is fielded starts to cost upkeep.

[h3]Shock Strelky[/h3]

  • No longer unlocks PPSh-41 Sub-Machine Gun weapon package.
  • Fuel cost 50 → 40
  • Research time 90s → 60s
  • Added +10% Mosin Nagant weapon damage bonus
  • Removed -15% received damage bonus

[h3]Petrol Bombs[/h3]

  • Manpower cost: 100 → 80
  • Research time: 60s → 45s

[h3]Ingenery[/h3]

  • Reinforce cost: 22 mp → 18 mp (66 total → 54 total)
  • Capture rate multiplier: 0.75 → 1

[h3]Conscripts[/h3]
Conscripts are not meant to be used in large numbers or as aggressive mainline infantry. They thrive in static long range combat and should remain stationary during engagements due to a hefty weapon accuracy penalties while on the move. However, it became evident that Conscripts were a bit too susceptible to light AoE weaponry like Mortars, while also requiring a bit too much planning to be used effectively. This resulted in Conscripts quickly falling apart when caught out in the open or when forced to relocate during combat.

The following changes are aimed to make Conscripts a bit more forgiving to use out of the box, reducing their reliance on the damage output from DP-28 Light Machine Guns, while retaining their overall mediocre combat efficiency.

  • Hitpoints: 45 → 50 (squad hitpoints: 315 → 350)
  • Capture rate multiplier: 1 → 1.25
  • Mosin Nagant damage output (s/m/l): +7%/+5.3%/-
  • Deployment time: 49s → 42s
  • Reinforce time: 7s → 5s (total reinforce time for 6 models: 42s → 30s)
  • Upkeep cost: 5 mp/min → 6 mp/min
  • veterancy requirements for level 1/2/3: 6/12/24 → 6/14/28
  • DP-28 LMG

    • damage output (s/m/l): -6%/-3.6%/-35.7%

  • VPGS Anti-Tank Rifle Grenade

    • Munition cost: 35 → 30
    • Damage multiplier against Sdkfz 250 (PE): 1.3 → 1.5
    • Damage multiplier against Skdfz 251: 1.3 → 1.5
    • Improved weapon responsiveness
    • Ability range 25 → 30
    • Removed Veterancy Rank 2 range bonus

[h3]Observer Team[/h3]

  • capture speed 1.5 → 2.0
  • TT-33 Pistols:

    • Base accuracy (s/m/l): 0.45/0.3/0.2 → 0.7/0.3/0.2
    • Squad damage output (s/m/l): +55%/+67%/+50%

  • SVT damage output (s/m/l): +18%/+36%/+12%
  • SVT upgrade ammunition cost 40 → 30
  • Sight range while camouflaged reduced by 15%
  • Now reveal themselves after 2 shots
  • Added visual indicator when the passive sight range and camouflage detection bonus is active.

[h3]Medic Truck[/h3]

  • Reworked set-up/mobilize functionality to work similar to the Krankenwagen/CW HQ Trucks.

[h3]Strelky[/h3]

  • Reinforce cost: 29 → 27
  • Mosin Nagant DPS change (s/m/l): +6%/+1%/+10%
  • PTRS-41 Anti-Tank Rifle upgrade:

    • Munition cost: 75 → 60
    • Now available by default (no longer requires Men Against Tanks)

  • PPSh-41 Sub-Machine Gun upgrade:

    • Now unlocked automatically with War Factory (no longer requires Shock Strelky).
    • Moving accuracy multiplier vs heroic infantry armor: 0.9 → 1

[h3]Sniper[/h3]

  • Now equipped with a Mosin Nagant Sniper Rifle instead of SVT-40.
  • buildtime 55 → 45

[h3]SG 43 Heavy Machine Gun Team[/h3]

  • Manpower cost: 250 → 240
  • Capping speed: 0.75 → 1.0

[h3]Command Squad[/h3]

  • SVT-40 DPS change (s/m/l): +34%/+37%/+44%
  • DP-28 LMG DPS change (s/m/l): -16.5%/-3.4%/-2.2%
  • Capture rate multiplier: 1.25 → 1.5

[h3]82 mm Mortar Team[/h3]

  • Manpower cost: 290 → 260
  • Upkeep: 8.7 mp/min → 5.8 mp/min

[h3]107 mm Heavy Mortar Team[/h3]

  • FoW scatter multiplier: 1.1 → 1.25

[h3]BA-64D Armored Car[/h3]

  • Vastly improved damage output vs light recon vehicles (sdkfz 22x, 250 and 251 series)
  • Fixed a plethora of weapon inconsistencies
  • Fixed DShk weapon unresponsiveness after upgrade
  • Fixed DShK weapon sound

[h3]Guards[/h3]

  • PPS-43 SMG weapon package now requires War Factory or Tank Hall.

[h3]Partisans[/h3]
Despite their low manpower cost, Partisans proved difficult to use effectively. As a result the squad performance was generally perceived as underwhelming. That's why we're improving their overall survivability and weapon upgrade package in exchange for a slightly higher manpower cost.

Keep in mind that Partisans, like Conscripts, are ineffective while on the move due to much greater on-the-move accuracy penalties compared to conventional mainline infantry squads.

  • Manpower cost: 220 → 240
  • Reinforcement cost 24 → 27
  • Hitpoints 60 → 70
  • Weapon package

    • Munition cost 50 → 40
    • Grants 1x mp40 + 1x ppd40, can be equipped twice
    • Damage change (s/m/l): +30%/+20%/- (+60%/+40%/- for 2x upgrade)

[h3]Naval Infantry[/h3]

  • PTRD-41 Anti-Tank Rifles weapon package munition cost: 75 → 60
  • Hitpoints: 95 → 80 (squad hitpoints: 380 → 320)
  • Reinforce cost: 42 → 38
  • Increased manpower upkeep from 7mp/min to 9mp/min
  • Can now construct Sandbags, AT mines, Outposts, MG Nests
  • Reworked Resiliance mechanic (Zeal):

    • Bonuses in friendly territory:

      • Health regeneration: +10.56 hp/min
      • Maximum hitpoints: +10
      • Received suppression: -25%

    • less than 4 squad members (stacks with above):

      • Received damage: -10%
      • Received accuracy: -5%
      • Weapon reload: -25%

    • less than 3 squad members (stacks with above):

      • Received damage: -15%
      • Received accuracy: -5%
      • weapon cooldown: -33%


  • Phosphor grenades:

    • Munition cost: 35 → 30
    • Damage: 30 → 30-40
    • Area values:

      • AoE area: 6/2/0.5 → 4.5/2.25/0.75
      • AoE impact damage 0.2/0.5/1 → 0.25/0.5/1

    • damage over time:

      • AoE damage over time 1→ 1-1.25
      • AoE damage over time radius 5 → 5-6

    • Criticals:
      green health: 100% no critical→ 95% no critical, 5% burn death
      Yellow health: 100% no critical → 70% no critical, 10% kill soldier, 20% burn death
      Red health: No changes

[h3]BT-7[/h3]

  • Increased mobility by roughly 10%
  • Increased maneuverability in light cover slightly
  • Hitpoints: 310 → 375
  • Fuel cost: 35 → 40
  • 45 mm Mod. 32 L/46:

    • Reload time: 6s → 5.5-6s
    • Base penetration: 1/0.84/0.6087 → 1/0.86/0.67

  • KT-28 76.2mm:

    • Damage: 87.5 → 80
      [
    • Reload time: 6-7s → 5.5-6s
    • base penetration: 1/0.84/0.607 → 1/0.905/0.767
    • significantly increased penetration capabilities against vehicles, especially Panzer III

[h3]T-60 Light Tank[/h3]

  • 20 mm Schwak-T main gun against Marder III armor type

    • Damage multiplier: 0.5 → 0.3
    • Penetration multiplier: 0.887 → 0.687

  • DPS change (s/m/l): +15%/17%/+13%
  • Increased maneuverability in light cover slightly

[h3]SU-76[/h3]

  • Main gun reload time: 4-5s → 5-5.5s
  • Base penetration: 1/0.95/0.85 → 1/0.9/0.8
  • increased mobility by roughly 10%
  • Weapon range 50 → 55
  • Artillery ammunition upgrade:

    • Salvo: 5 → 4
    • Range: 150 → 130
    • scatter -25%
    • ammo cost 150 → 120
    • added UI indicator for upgrade
    • requires Soviet Tank Hall

[h3]Tank Riders[/h3]

  • infantry now has -25% weapon accuracy while riding tanks
  • infantry received accuracy while raiding tanks 0.5 → 1.1

[h3]Katyusha Rocket Launcher[/h3]

  • Base damage: 25/35 → 30/40

[h3]T-34/85[/h3]

  • Reduced overall speed and acceleration by 10%
  • Reduced chassis turning speed by 13%

[h3]IS-2[/h3]

  • Slightly increased top speed on roads
  • manpower cost 600 → 640
  • fuel cost 135 → 140
  • Now requires War Factory

[h3]ISU-152[/h3]
We've implemented a refurbished visual model for the ISU-152, Aside from the vehicle being slightly taller and truer to its historical silhouette, the main gun now has proper horizontal and vertical traverse animations. This greatly improves the comfort of use and reliability during combat, fixing instances of the gun massively overshooting targets.

  • Implemented a refurbished visual model.

[h3]KV-2 Artillery Tank[/h3]

  • Reduced accuracy when shooting into the FoW by ~20%

[h3]IL-2 ASh-4 Incendiary Carpet Bombing[/h3]

  • reduced overall damage by ~20%

[h3]Molotov Cocktails[/h3]

  • chance to ignite models upon impact:

    • green health: 20% → 10%
    • yellow health: 60% → 50%
    • red health: no change

[h3]VPGS Anti-Tank Rifle Grenade[/h3]

  • Munition cost: 30 → 35

[h3]Breakthrough Assault ability[/h3]

  • Enemy special abilities/minimap are disabled for 15sec
  • Duration 40s → 45s
  • Effects on Vehicles:

    • Received penetration 0.75
    • Vehicle maximum speed 1.25 → 1.15
    • Applied proper suppression values to guns

  • Effects on Infantry:

    • Instant ability recharge
    • Received damage 0.6
    • Received suppression 0.1 → 0.35

  • No longer affects weapon teams

[h3]Target Weakpoint (PTRS-41/PTRD-41 Anti-Tank Rifles)[/h3]

  • Damaged Transmission critical now shows up as green engine on the vehicle blueprint.

    • Damaged Transition critical now reduced mobility by 30% and turret traverse speed by 50%.

  • Removed Main Gun Destroyed critical from the yellow hp bracket (60%-5% hp.
  • Removed Damaged engine critical from frontal hits within the green hp bracket (100%-60% hp)

[h3]Infantry Storm[/h3]

  • Reinforce cost discount now dynamic per squad instead of a flat -20% decrease:

    • Conscripts (19mp): 12 → 17 (-10%)
    • Strelky (27mp): 22 → 24 (-10%)
    • Guards (44mp): 35 → 38 (-15%)

[h3]The Red Flag[/h3]

  • Hitpoint bonus: +15% → +10%

[h2]Americans[/h2]
[h3]Riflemen[/h3]

  • Suppressive Fire:

    • Summary: Reworked the suppression potential into a more staggering effect. The result is that suppression no longer happens instantaneous on activation, but becomes more powerful throughout the ability duration (thus making it better vs heroic/assault infantry types).
    • Added a slow movement penalty while the ability is active.
    • Added a visual indicator
    • Duration: 15s → 20s

[h3]Heavy Machine Gun Team[/h3]
Despite a high theoretical damage output, the the Heavy Machine Gun Team has quite underwhelming performance. The suppressive potential was further increased to make it a worthwhile support unit alongside Riflemen and other Infantry, and cheaper AP rounds should allow for more opportunities to counter light vehicles.

  • Increased weapon suppression potential by ~20%
  • Range 40m → 42m
  • AP rounds munition cost 35 → 20

[h3]M3 Halftrack[/h3]

  • Maxson M45 Quadmount:

    • Upgrade time 45s → 30s
    • Accuracy multiplier against aircraft 1.25 → 0.6

[h3]M1 57 mm Anti-Tank Gun[/h3]

  • Fixed a plethora of accuracy multipliers vs various vehicle targets.
Dev note: The US Anti-Tank Gun is now more comfortable to use and more efficient at handling light vehicles. Most notably against veteran Pumas and Panzer Elite light vehicles with defensive veterancy.
[h3]M8 Greyhound:[/h3]

  • Hitpoints: 150 → 200
  • Armour Skirts hitpoint multiplier: 2 → 1.5 (net difference is the same, now being 200 → 300 as opposed to 150 → 300)
  • Damage multiplier vs Marder III: 2 → 1.2 (now requires 5 shots instead of 3)
  • Fixed minor target table inconsistencies
Dev note: The M8 is too reliant on the Armour Skirts upgrade, being a OHK for the pak 38 with first strike bonus (shooting out of camouflage). With more reliable Panzerschrecks in EF it also became too easy to take down unskirted M8's. This change ensures that the dynamic of the Armour Skirts remains untouched, but also makes the M8 a bit more forgiving to use before upgrading.
[h3]T17 Armored Car[/h3]

  • Hitpoints: 350 → 250
  • Damage multiplier vs Marder III: 2 → 1.2 (now requires 5 shots instead of 3)
  • Fixed minor target table inconsistencies

[h3]M26 Pershing[/h3]

  • Call-in cooldown time: 15s → 360s
  • Now has the unique minimap icon

[h3]Sticky Bombs[/h3]

  • Throwing range: 14 → 16
Dev note: While strong when pulled off, Sticky Bombs are much harder to use than other vehicle snare abilities. Vehicles are often able to kite away from Riflemen even when a throw is initiated, cancelling the animation. This change should enable easier snaring of vehicles, thus making Sticky Bombs more effective at careless vehicle usage.
[h2]Maps[/h2]
We've updated a selection of

  • New map: [EF] Karski (2) - A tweaked version of a map from our friends at Back to Basics mod.

  • Updated [EF] Cologne (2) - Updated sector and victory point layout, and better passability in across the map center.
  • Updated [EF] Pripyat Marshes (2) - Disabled passability across the ice sheets, minor pathfinding fixes.
  • Updated [EF] Constanta Port (4) - Improvements to map flow around the eastern city area.
  • Updated [EF] Kharkov (4) - Significant changes to overall map flow, cover balance, and sector layout.
  • Updated [EF] Lemberg (4) - Minor pathfinding and passability fixes.
  • Updated [EF] Sevastopol (4) - Minor pathfinding and passability fixes.
  • Updated [EF] Zmievka (4) - Significant changes to overall map flow, cover balance, and sector layout.
  • Updated [EF] Danzig (8) - Significant changes to overall map flow, cover balance, and sector layout.
  • Updated [EF] Stalingrad (8) - Significant improvements to overall passability and pathfinding.

[h2]AI[/h2]
[h3]Behaviour Adjustments[/h3]

  • Enabled deployment of the Cromwell Command Tank so that the AI can deploy the Firefly.
  • Adjusted purchasing logic for assault grens for PE AI, will prefer them more over regular grens
    once available for purchase
  • Removed Pantherturm from defense purchasing decisions for AI.

[h2]Localization[/h2]

  • Updated English localization
  • Updated German localization
  • Updated Russian localization
  • Updated Traditional Chinese localization

[h2]User Interface[/h2]

  • Updated vehicle cover shield icon.
  • Added visual indicator to Focused Firing.
  • Added visual indicator to Suppressive Fire, Volley Fire.
  • Tweaked UI radius for Molotow.
  • Fixed mine placement for Allied and axis mines to 5m spacing for regular and 7m for special
    mines.
  • Fixed Kettenkrad Mine detector requirement description.
  • Improved US veterancy icon visibility.
  • updated honved smg upgrade icon
  • added visual effect to Axis Zeal and Resilience
  • updated Naval Fire Up ability indicators
  • Fixed Panzergrenadier wire cutters overlapping with Incendiary Grenades.
  • Fixed Tank Buster help text (now: Good vs Infantry, Tanks)
  • Added Eastern Front logo to the taskbar


[h2]Hotkeys[/h2]

  • Soviet Sniper: H → E
  • Command Squad: H → S
  • Ostheer Outpost: W → P

[h2]Bug fixes[/h2]

  • Fixed Fallschirmjager reinforce description
  • Fixed a bug where T-60 20mm shells would not damage 105mm howitzers and AT guns
  • Fixed a bug where T-60 20mm shells would bounce off motorcycles
  • Fixed a bug where Panzer IV would have increased chance to hit targets that move through
    cover.
  • Fixed BA-64D DP-28 tracers
  • Fixed BA-64D Dshk sound volume and sound looping
  • Fixed T-60 performance against airplanes
  • Fixed various weapon team recrew count requirements (2/3 → 2)
  • Fixed a bug that allowed KV-85 to snipe infantry units too reliably
  • Fixed a bug where recovered Jagdpanzer IV had no proper armortype
  • Fixed several inconsistencies with Soviet Breakthrough Infantry Storm
  • Fixed a bug where Soviet infantry would gain veterancy too quickly with the Red Flag Bonus
  • Fixed a bug that showed Ostheer units 'Hot Barrel' with Soviet heavy machine guns
  • Fixed Ingenery with Minesweepers not being able to group repair
  • Fixed a bug that allowed Panzergrenadiers and Sturmpioneers with Minesweeper to pick up
    weapons.
  • Fixed a weapon range inconsistency on Mg151 emplacement
  • Fixed a bug that allowed Ostheer units to use 'Hot Barrel' with Soviet heavy machine guns
  • Fixed Kettenkrad and Panzergrenadiers unable to defuse mines
  • Fixed a bug where Artillery Spotter veterancy 2 + 3 bonuses were not applied properly
  • Fixed a major bug with PTRS/PTRD, causing them to consistently miss vehicles up close
  • Fixed Tank Commander upgrades missing "required in territory" requirements
  • Fixed Landsers not receiving scopes when Forward Observers (Siege Operations) is unlocked.
  • Fixed a bug where Panzer II could equip Coated Optics without researching Division Assault troops
  • Fixed a bug where units retreating out of camouflage would move at a lower pace compared to other retreating units.
  • Fixed a bug where MP44 Sturmgewehr (Assault Rilfes) would become unavailable if both the Panzerjäger Kommand and Panzer Support Kommand are destroyed.
  • Fixed Command Squad default squad formation (wedge instead of column), making it much easier to position the squad effectively.
  • Fixed an issue where certain Soviet small arms were lacking the "point blank" mechanic.
  • Fixed an issue where certain Soviet small arms were listed as support weapons, affecting squad formation stance.
  • Fixed Conscript icon & portrait shadows.
  • Fixed Men Against Tanks upgrade description.
  • Fixed a bug where Infantry were able to garrison Ostheer outposts.
  • Fixed Tank Buster help text (now: Good vs Infantry, Tanks).
  • Fixed a bug where the Damaged Traverse Mechanism critical could be applied multiple times.
  • Fixed a bug where the Destroyed Main Gun critical could be applied multiple times.
  • Fixed a bug where the Soviet Sniper had a much higher firing rate than other Snipers.
  • Fixed some bugs with Naval Resilience
  • Fixed SVT-40 Sniper Rifle (currently unused) unintended fast aim time and high rate of fire (now equal to Gewehr 43 Sniper Rifle).
  • Fixed Panzer Elite starting Position Flak veterancy UI.
  • Fixed an bug where Panzerfusiliers could be spawned from ambient buildings.
  • Fixed a bug where VPGS antitank riflegrenades would occasionally do less damage to light vehicles than intended.
  • Fixed ISU-152 'jump' animation when firing.
  • Fixed M1 57 mm Anti-Tank Gun damage multiplier vs Puma, Sd.Kfz. 251 Halftrack.
  • Fixed a bug where Strelky could not construct Sandbags.
  • Fixed a bug where Ostheer Outposts are garrisonable.
  • Fixed several target table inconsistencies for BT-7A, Panzer III IST, Panzer IV IST.
  • Fixed sight range accuracy inconsistencies on Panzer III, Panzer II, 52k AA gun, SU 100, SU 76.
  • Fixed Flammpanzer III being recovered as a regular Panzer III (also fixes UI effectiveness numbers).
  • Fixed a bug where Stielgranate 39 dealt low damage in certain situations.
  • Fixed Command Squad hitpoints inconsistency, now every squad member has 75 hitpoints as
    intended.
  • Fixed a bug where the V1 would deal very low damage against the 52K 85mm AT/AA Cannon.