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Update 3.0 is now available!

Welcome back to the Eastern Front comrades, Update 3.0 is now available!

Check out our dedicated articles to see what this update brings to Company of Heroes: Eastern Front.

[h2]Part [1/2][/h2]
[h3]Summary & Faction Overhauls[/h3]
https://store.steampowered.com/news/app/317600/view/3328745165989788306

[h2]Part [2/2][/h2]
[h3]Global balance changes, faction balance tweaks, visuals & sound design, maps enhacements, quality of life improvements, bug fixes[/h3]
https://store.steampowered.com/news/app/317600/view/3328745165989795116

Update 3.0 - Release Notes [1/2]

We're excited to announce that the long-awaited Update 3.0 is scheduled to be released on September 16th, 10 am PDT (5 pm GMT, 7 pm CEST)!

This update features faction overhauls for the Soviets, Ostheer, and Panzer Elite, new weapon sounds, UI and visual improvements, map enhancements, quality of life improvements, bug fixes, and more!

Soviets

Characterized as a versatile faction, the Soviets have with a wide variety of units available in their base arsenal. The envisioned faction playstyle revolves around being more static and defensive early on and transition into an offensive powerhouse as the game progresses.

However, this versatility was heavily restricted as many units and upgrades were locked behind an array of highly specific and unique upgrades. The sheer amount of available teching options made it difficult to transition between units, especially when falling behind your opponent. These restrictions limited the amount of viable strategies, leading to repetitive army compositions as certain unit and tech choices were strongly favoured over others. At the same time this allowed the Soviets to snowball massively when getting ahead of their opponent in terms of resourcing. This became most evident in team games, where Soviet players would often out-scale other factions quickly throughout the course of a game.

Many of the faction's units featured a similar playstyle as most infantry squads wield Mosin Nagant rifles. This meant that units often lacked a clear identity and would often fulfill the same roles in battle. A notable example here was the dynamic between Ingenery, Conscripts, Strelky, and the Command Squad. A secondary effect of this was that these units lacked their own distinct audio characterization, making engagements feel unexciting and non-immersive.

Our goal was to improve the versatility and flexibility of the faction by reorganizing the base arsenal, simplifying the teching options, and clarifying unit roles while also reducing unit overlap. Additionally, we aimed to permit a broader range of strategies while tweaking the overall power scaling potential to be more in line with the other factions. Alongside the revised core faction design, all Command Trees have seen significant changes and balance tweaks with the primary goal to improve the synergy with the core faction, while also offering unique playstyles and progression choices.

The basic tech tree is as follows:



The revised Command Trees:



[h2]Headquarters[/h2]

[h3]Ingenery (4)[/h3]
Primary Builders equipped with PPD-38 Sub-Machine Guns. Construct all Base Structures and defenses, and can repair Vehicles/Structures. Can be upgraded with Minesweepers, or a Flamethrower for increased combat effectiveness. Ingenery are good at close range combat.


[h3]Observers (2)[/h3]
Specialized soldiers trained for reconnaissance. Good against Snipers and targets at range. Capable of detecting camouflaged units. Can be upgraded with SVT-40 rifles for increased firepower. May use Flares to reveal areas in the Fog of War.


[h3]Conscripts (7)[/h3]
Light infantry with little combat experience. Can be equipped with DP-28 Light Machine Guns for increased overall firepower. A variety of equipment can be unlocked to handle various threat types, including Molotov Cocktails and VPGS-41 Anti-Tank rifle grenades.

Conscripts now come fully equipped with Mosin Nagant Rifles by default, are generally more effective at combat, and can now gain veterancy. This enables the Soviets to more reliably use this unit throughout the course of a game instead of being phased out completely when Strelky or elite infantry become available.


[h3]Medical Truck[/h3]
The unarmed ZiS-44 Medical Truck can deploy into an Aid Station to heal nearby troops.

[h2]Mustering Tent[/h2]


[h3]SG-43 Heavy Machine Gun Team (3)[/h3]
The air-cooled SG-43 Goryunov is capable of laying down devastating suppressive fire. Good at holding positions or supporting advancing infantry.


[h3]Sniper (1)[/h3]
Specialised anti-infantry unit. Equipped with a Mosin Nagant sniper rifle, Snipers eliminate infantry targets with single shot precision at extreme ranges. Conventional camouflage was reintroduced. Snipers have seen a global rebalance to reduce their overall combat efficiency and oppressive nature.


[h3]Strelky (6)[/h3]
Versatile soldiers equipped with Mosin Nagant rifles that form the backbone of the Red Army. Can be upgraded with PTRS-41 Anti-Tank Rifles or PPSh-41 Sub-Machine Guns to enforce combat effectiveness against all various threat types. Can throw Fragmentation Grenades and be upgraded globally for increased overall combat efficiency.

Strelky are now much more rounded right from the get-go, no longer requiring a multitude of unique upgrades to unlock additional utility and squad upgrades. This enables Strelky to fulfill their intended role as iconic mainline infantry when they first become available, and scale more smoothly throughout the course of a game.

[h2]Support Barracks[/h2]


[h3]Command Squad (4)[/h3]
Commander unit. Imparts global Offensive or Defensive Bonuses towards Infantry with gained veterancy. The Command Squad is an effective combat unit equipped with SVT-40 rifles that also provides additional utility. Can use Mark Target to induce prioritized firing against a selected target. Reduces global Manpower upkeep costs that improves with gained veterancy. Can be equipped with a DP-28 Light Machine Gun for increased overall firepower.


[h3]Mortar Team (3)[/h3]
The M1936 82 mm Mortar provides effective long range indirect fire support. Good for breaching through defenses and deploying smoke to screen units from incoming fire.


[h3]ZiS-3 Anti-Tank Gun (3)[/h3]
Long range Anti-Tank weapon with good armor penetrating capabilities at all ranges. Penetration capabilities can be upgraded globally for increased effectiveness against heavily armored targets, and to initiate Focused Firing to trade rate of fire for greatly increased accuracy, penetration chance, and damage per shot.

The ZiS-3 has received a significant boost in base penetration capabilities versus armored targets, making it an overall much more reliable tool to counter heavy tanks.


[h3]BA-64D Armored Car[/h3]
The BA-64D is a lightly armored but agile vehicle that mounts a DT Machine Gun in a fully traversable turret. Can be upgraded with a DShK Heavy Machine Gun for increased firepower. Good for hunting down snipers or flanking weapon teams.

[h2]War Factory[/h2]


[h3]T-60 Light Tank[/h3]
Agile light tank mounting the rapid-firing 20mm TNSh autocannon and a coaxial DT machine gun. Highly efficient against Infantry and other soft targets, but ineffective against armored threats. Can be upgraded with a Tank Commander for increased sight range.


[h3]BT-7 Cavalry Tank[/h3]
Mounting the 45mm L/46 tank gun, the BT-7 Cavalry Tank is a versatile platform capable of engaging infantry and light vehicles. Can be upgunned with a 76 mm gun for increased firepower against soft targets.


[h3]SU-76[/h3]
Lightly armored tank destroyer that combines good mobility with the powerful 76 mm ZiS-3 Field Gun that is capable of both direct and indirect fire. Good against tanks and vehicles. High-Explosive shells are available for long range indirect fire support that is effective against soft targets and defensive locations.

[h2]Tank Hall[/h2]


[h3]T-34-85[/h3]
Versatile medium tank outfitted with the 85 mm ZiS S-53 tank gun. The T-34-85 is a formidable platform that combines good mobility with solid firepower and reasonable armor protection. Can be upgraded with a Tank Commander for increased sight range, Mine Rollers to clear minefields, and a Flamethrower for added firepower against soft targets and defenses. The T-34-85 excels at using its mobility to flank heavily armored threats.


[h3]SU-100[/h3]
Tank Destroyer that combines the powerful 100 mm D-10S tank gun with sloped armor protection, forming an effective platform capable of handling armored threats at very long range. Can be upgraded with a Tank Commander for increased sight range.


[h3]IS-2[/h3]
Mounting the massive 122 mm D-25T tank gun and thick all-round armor, the IS-2 is a formidable heavy tank capable of handling any threat type. Can be upgraded with a DShK Heavy Machine Gun for added firepower against infantry and soft targets.

Ostheer

The Ostheer can be described as an aggressive faction that relies on building up momentum early on. The faction has a wide range of units available in their base arsenal, and their mainline infantry squad, the Landsers, are adaptable to most combat situations.

Although the faction has the versatility to react to combat situations, the proactive things that players could do to put themselves ahead were restricted due to the underwhelming performance of basic infantry units. This led to a specific issue where the faction was built around using shock units to succeed in battles.

We have further shifted the core design of the Ostheer to feature a push-and-hold type of gameplay. What this means in practise is that the faction excels at early and mid game aggression, while having to transition into more defensively orientated tactics as the game progresses. The faction now has access to a wide array of defensive options in their core arsenal that further help emphasizing this type of gameplay. These include the mightly 8,8 cm PaK 43 Anti-Tank Gun, garrisonable emplacements, and support weapons.

Likewise the Soviet faction, our goal was to improve the flexibility of the faction by reorganizing the base arsenal, clarifying the teching options, and introducing distinct unit roles with minimal unit overlap. Additionally, we aimed to introduce a broader range of possible strategies that players can apply while playing as the Ostheer.

Several new units were added to bolster army composition choices and increase the diversity of combat situations created when fighting with and against the faction. While certain units like the Panther and Tiger were cut from the faction or moved into a command tree option, other iconic units such as the Elefant were reintroduced. The faction also received completely new units in the form of the Jagdpanzer IV tank destroyer and Wespe mobile artillery!

Alongside the revised core faction design, all Command Trees have seen significant changes to a point of being complete overhauls. The aim here was to improve the overall synergy with the core faction while also offering unique playstyles and progression choices.

The basic tech tree is as follows:



The revised Command Trees:



[h2]Headquarters[/h2]


[h3]Sturmpioneers (3)[/h3]
Combat pioneers equipped with Kar98k rifles. Good for mid-long range combat while screened by other units. Construct all Base Structures and defensive tools, and may repair Vehicles and Structures. Can be equipped with Minesweepers or Granatbuchse 39 Grenade Launchers. Blendkorper 2H Smoke Grenades may be utilized to slow down vehicle threats.

Available defensive tools include the powerful 8,8 cm PaK 43 Anti-Tank Gun and Concrete Emplacements. Concrete Emplacements are neutral structures that may be garrisoned by Infantry, Machine Guns, and Mortar Teams. While garrisoned, Ostheer players can also upgrade these structures to an Anti-Air Battery or Field Hospital.


[h3]Kübelwagen[/h3]
Fast and agile, the unarmed Kübelwagen is ideal for capturing Territory and other Reconnaissance tasks. Can be upgraded with an MG34 Light Machine Gun for fire-support.


[h3]Krankenwagen[/h3]
The unarmed Opel Blitz Krankenwagen can deploy into a stationary Aid Station to heal nearby Infantry.

[h2]Schützen War Camp[/h2]


[h3]Landsers (5)[/h3]
Versatile mainline infantry equipped with Gewehr 43 rifles that excel at medium ranged combat situations. RPzB. 43 Panzerschrecks can improve firepower and provide utility against vehicle threats. Landsers can be upgraded globally with a MG34 Light Machine Gun for increased overall firepower, and Stielhandgranate 39 Grenades for added utility.

Despite losing a squad member, Landsers received a boost in overall squad survivability. They can be a formidable force that can be further emphasised by upgrading squads globally with an MG34 Light Machine Gun. On the contrary, the close range specialty upgrades were removed, giving Landsers are more pronounced unit role overall.

The revised Landsers offer a dynamic which requires allied factions to stay at range or utilize brute force. This gives the overall Ostheer early game infantry dynamics a very different feeling compared to the Wehrmacht and Panzer Elite. All-in-all, Landsers are now able to fulfill their intended role as backbone infantry squad for the Ostheer, while also now having clear boundaries and combat preferences.


[h3]Marksman (1)[/h3]
Specialised anti-infantry unit. Equipped with a Kar98k sniper rifle, Marksmen eliminate infantry targets with single shot precision at extreme ranges. Conventional camouflage was reintroduced. Snipers have seen a global rebalance to reduce their overall combat efficiency and oppressive nature.


[h3]Mortar Team (3)[/h3]
The Kz 8 cm GrW 42 provides effective long range indirect fire support. Good for breaching through defenses and deploying smoke to screen units from incoming fire.

[h2]Ordnance Depot[/h2]


[h3]MG34 Heavy Machine Gun Team (3)[/h3]
The MG34 Heavy Machine Gun can provide devastating suppressive fire, both great for holding positions and supporing advancing infantry.


[h3]Skirmish Commander (3)[/h3]
Commander unit. The Skirmish Commander imparts global bonuses towards Infantry; all Infantry squads gain veterancy faster and are tougher to suppress while present on the battlefield.

The Skirmish Commander is an effective close-range combat unit equipped with Beretta Modello 38 Sub-Machine Guns that also provides additional utility. Can initiate Sector Overwatch to saturate a targeted sector with mortar fire, and initiate Prioritized Defense to defend a selected Territory sector.


[h3]7,5 cm PaK 97/38 Anti-Tank Gun (3)[/h3]
Long range Anti-Tank weapon with good armor penetrating capabilities at all ranges. The PaK 97/38 can fire HEAT shells, trading rate of fire for increased penetration and stopping power.


[h3]Sd.Kfz. 251 Halftrack[/h3]
Armoured troop transport that offers great early and mid-game synergy with infantry orientated tactics. Infantry loaded into the halftrack will visibly occupy the open-top compartment and can independently target enemy units with their own weapons. It can be upgraded with a MG151 "Drilling" autocannon to provide anti-air support and firepower against soft targets.

[h2]Panzer Recon Company[/h2]


[h3]Panzer II Luchs[/h3]
Agile light tank that combines great mobility and reasonable armor protection with a rapid firing 2.0 cm KwK 38 cannon and secondary MG34 Light Machine Gun. Capable of effectively engaging infantry and soft targets.


[h3]Panzer 38(t)[/h3]
Light tank that combines decent armor and good mobility with the 3.7 cm KwK 38(t) L/48.5 main gun. Can effectively engage infantry and lightly armoured threats. Can be upgraded with a Turbocharger for increased overall mobility.


[h3]Panzerwerfer[/h3]
The Panzerwerfer 42 mounts the 15 cm Werferrohren Rocket Launcher, capable of providing effective long range indirect fire support. Can be upgraded with Incendiary Rockets for increased area of effect effectiveness.


[h3]Panzer III Infantry Support Tank[/h3]
Agile medium tank mounting the 7.5 cm KwK 37 L/24 tank gun, capable of handling infantry and light vehicle threats with its High-Explosive ammunition. Can fire HEAT shells for good capabilities against vehicles and tanks. Can be upgraded with a MG34 Light Machine Gun for added firepower, and Coated Optics for improved accuracy on the move. Can be upgraded globally with Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.

[h2]Mechanized Command[/h2]


[h3]Sd.Kfz. 9 "Famo"[/h3]
The Sd.Kfz. 9 can repair and recover Vehicles and Tanks. Additionally, it can also recover some destroyed enemy tanks and turn these into Beutepanzers. These include the American Sherman, the Commonwealth Cromwell, and the Soviet T-34-85. Unlike the Bergetiger, the Famo cannot recover heavy tanks like the Panther or Tiger.


[h3]Panzer IV[/h3]
Versatile medium tank outfitted with the long barreled 7.5 cm KwK 40 L/48 tank gun, capable of adapting to most combat situations. Can be upgraded with an MG34 Light Machine Gun for added firepower, and Coated Optics for improved accuracy on the move. Can be upgraded globally with Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.


[h3]Jagdpanzer IV[/h3]
Tank Destroyer that combines the powerful 7.5 cm PaK 42 L/70 tank gun with thick sloped armor protection. The Jagdpanzer IV is a formidable tank destroyer that can tackle heavily armored target at very long ranges. Can be upgraded with a Tank Commander for increased sight range, and Coated Optics for improved accuracy on the move. May fire APCR shells for better capabilities against heavily armoured tanks. Can be upgraded globally with Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.

[h2]Panzer Elite[/h2]
The Panzer Elite core design revolves around mobile and vehicle orientated gameplay, with limited defensive options. While the tech tree is open and non-linear, the overall base arsenal is cluttered with highly specific and unique vehicles that have little to no purpose in practise. In addition, their main infantry squads lack singular identity, often favoring the base Panzergrenadier unit.

The sheer abundance of impractical and highly situational light vehicles lead to repetitive army compositions that limit gameplay options. This in turn puts a heavy emphasis on other specific and oppressive units.

To summarize the issues:

  • Main infantry lacking singular identity, and are essentially three of the same unit.
  • Main infantry are cluttered with abilities, upgrades and roles they have to fulfill.
  • Main infantry having to fulfill engineer tasks; constructing base structures and repairing vehicles and structures.
  • Lack of proper suppression utility in the base arsenal.
  • Overabundance of highly specific and impractical vehicles.
  • Lack of versatile vehicles and tanks.
  • Lack of basic defensive tools.

These issues combined result in an overall low diversity of possible strategies for the player. A specific issue that emerges is that the faction is built around specific shock units and having access to late game tech much sooner than other factions. This resulted in tendencies in army compositions that are hard to balance and play around. Furthermore, the main infantry unit of the faction served as an engineer unit, which in turn made the faction too flexible at the frontline. This enabled the faction to quickly put itself ahead and it was common to see it snowball massively into the mid and late game.

Our goal was to address all the aforementioned issues, increase the versatility and depth of the faction, while preserving some of the unique faction features. The aim here was to retain the defining faction style intact, while addressing the limited gameplay options and forced playstyles that the faction was experiencing. Lastly, the revised faction remains fully compatible with the Operation Market Garden campaign!

To summarize these changes:

  • Panzergrenadiers, Assault Grenadiers and Tank Busters are now three distinct and unique unit.
  • The main tech tree was reorganized to offer more diverse gameplay options.
  • Removed or revised some of the light vehicles that were cluttering the base arsenal without providing any practical utility.
  • Some upgrades were revised to offer more interesting teching options.
  • Implemented basic defensive tools into the base arsenal.
  • Revised and enhanced Command Trees to synergize with the redesigned faction and offer additional playstyles and interesting progression choices.

The basic tech tree is as follows:



The revised Command Trees:



[h2]Headquarters[/h2]


[h3]Panzergrenadiers (3)[/h3]
A small but adaptable combat pioneer unit equipped with Kar98k rifles. Good for mid-long range combat while screened by other units. Panzergrenadiers synergize well with backbone infantry and early game light vehicles. Construct all Base Structures and some basic defenses, and can repair Vehicles/Structures. Can throw Incendiary Grenades when upgraded globally. Can be upgraded with a Minesweeper, or Gewehr 43 Rifles for improved overall firepower.

The role of Panzergrenadiers was shifted from mainline infantry to support infantry. They can no longer be upgraded with STG44 Assault Rifles or Panzerschrecks. Received an overall reduction in squad survivability, but their deployment cost was also reduced. This makes it easier to field multiple engineer units without also providing the player with a strong infantry unit.


[h3]Kettenkrad[/h3]
An unarmed but agile reconnaissance vehicle. While its primary function is capturing territory, additional utility is unlocked through Command Tree unlocks. With Scorched Earth Tactics, the Kettenkrad can deploy S-Mines, Luftwaffe Tactics enable the vehicle to deploy a concealing smoke screen, and Tank Destroyer Tactics allow for the repairing of structures and vehicles.

[h2]Logistik Kompanie[/h2]


[h3]Scout Car[/h3]
An agile but lightly armored reconnaissance vehicle equipped with an MG42 Light Machine Gun. The Sd.Kfz. 221 can effectively engage infantry and capture Territory. Can lockdown for increased detection capabilities.

The Scout Car will no longer be able to secure territory, but can instead serve as detector unit, spotting units at very far ranges and even through the Fog of War.


[h3]Mortar Halftrack[/h3]
The Mortar Halftrack mounts the Granatewerfer 34 81 mm Mortar in the rear of the vehicle, offering great capabilities for indirect fire support.

The Incendiary Barrage was redesigned to now fire a salvo of three shells to reduce efficiency against weapon teams without reducing the total effectiveness of the ability. The vehicle can now also deploy a smoke barrage to screen units from incoming fire.


[h3]Pioneer Halftrack[/h3]
A Sd.Kfz. 251/7 equipped to conduct Repairs and deliver munition supplies. Can deploy into a stationary Repair Station. Specially trained Pioneers will then automatically repair vehicles within the vicinity of the vehicle. Infantry and vehicles within the support radius will rapidly recharge any abilities that make use of munitions. Can deploy Goliaths.

[h2]Kampfgruppe Kompanie[/h2]


[h3]Assault Grenadiers (4)[/h3]
Versatile mainline infantry equipped with Kar98k Rifles. Excel at long range combat. Can be upgraded with MP44 Assault Rifles to transition into specialized assault infantry. Incendiary Grenades, Anti-Tank Grenades, and global upgrades may further increase combat effectiveness.


[h3]Infantry Halftrack[/h3]
A light Halftrack capable of transporting and reinforcing troops. Infantry inside the Halftrack can use it as mobile fire platform. The base effectiveness of the MG42 Light Machine Gun was reduced significantly, but vehicles may now be upgraded with Optical Sights to improve firepower and enable suppressive fire.


[h3]Light AT Halftrack[/h3]
The Sd.Kfz. 250/10 combines good mobility with the accurate 37 mm PaK 36 Anti-Tank Gun. Capable tackling infantry and lightly vehicles. Can use Focused Fire, and may utilize Stielgranate 41 shells for increased stopping power against vehicles and structures.

[h2]Panzerjäger Kommand[/h2]


[h3]Tank Busters (5)[/h3]
Heavy mainline infantry equipped with Kar98k Rifles and a RPzB. 54 Panzerschreck. Tank Busters are formidable backbone infantry that excel at long range combat and handling armoured threats. Received an overall boost in squad survivability by gaining an extra squad member. Incendiary Grenades, Anti-Tank Grenades, and global upgrades may further increase combat effectiveness.


[h3]Armored Car[/h3]
The Sd.Kfz. 222 combines all terrain mobility with a rapid firing 2,0 cm KwK 38 main gun and secondary MG42 Light Machine Gun, capable of effectively engaging infantry and soft targets.

The Armored Car has seen an increase in overall durability against small arms, and a cost increase to go with that. The vehicle now also requires the Advanced Jäger Kommand upgrade to push back the initial appearance of the vehicle.


[h3]Marder III[/h3]
Lightly armored tank destroyer that combines good mobility with the powerful 7,5 cm Pak 40 Anti-Tank gun. Capable of tackling armored threats at long range. Can lock down to increase weapon performance at the cost of mobility.

The Marder, like all non-turreted tank destroyers, can now fire on the move for improved usability. But the main gun also reloads slower to off-set this increased overall versatility.

[h2]Panzer Support Kommand[/h2]


[h3]Hotchkiss Light Tank[/h3]
Light Tank that combines decent mobility and armor with the SA-37 3,7 cm tank gun. Can be upgraded with a long-barreled 3,7 cm SA-18 gun for increased effectiveness against armored threats. The Hotchkiss can also be equipped with the Wurfrahmen 40 Rocket Launcher , enabling it to provide effective long-range indirect fire support.

The Hotchkiss is a flexible light tank that can pose a formidable threat due to its fairly large hitpoint pool and armor that is impervious to small arms fire. The long-barreled upgun enables the Hotchkiss to effectively engage armored targets.


[h3]Panzer IV Infantry Support Tank[/h3]
A versatile platform outfitted with a short barrel 7,5 cm KwK 37 L/24 main gun that is capable of handling infantry and light vehicle threats with its High-Explosive ammunition. Can be upgraded with an MG42 Light Machine Gun for added firepower, and Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons. Can lock down for increased weapon performance at the cost of mobility.

The Panzer IV Infantry Support Tank can be upgraded globally with the long-barreled 7,5 cm KwK 40 L/48 tank gun for increased weapon range and firepower and effectiveness against vehicles and tanks.


[h3]Bergetiger[/h3]
Repair and Recovery vehicle. A heavy-lift crane and reconfigured turret turn this Tiger chassis into a Bergetiger, enabling it to repair tanks and other vehicles, and recover destroyed vehicles so they can be returned to action.


[h3]Panther[/h3]
The Panther is a highly efficient machine that sports excellent overall dynamics with regards to mobility, survivability and firepower. The Panther can be upgraded with an MG42 Light Machine Gun for added firepower and Schürzen (Armor Skirts) for added protection against infantry anti-tank weapons.

The Panzer Elite no longer has access to the Panther Battlegroup, but may intead field Panthers from this structure at a regular deployment cost. The Panther Battlegroup was deemed too efficient and oppressive, while also forcing the Panzer Elite player to fully unlock their entire tech tree in order to gain access to this late game powerhouse unit.

Part 2
Global balance changes, visuals & sound design, Maps enhacements, quality of life improvements, bug fixes
https://store.steampowered.com/news/app/317600/view/3328745165989795116

Update 3.0 - Release Notes [2/2]

We're excited to announce that the long-awaited Update 3.0 is scheduled to be released on September 16th, 10 am PDT (5 pm GMT, 7 pm CEST)!

This update features faction overhauls for the Soviets, Ostheer, and Panzer Elite, new weapon sounds, UI and visual improvements, map enhancements, quality of life improvements, bug fixes, and more!

Part 1
Summary & Faction Overhauls
https://store.steampowered.com/news/app/317600/view/3328745165989788306

[h2]Global balance & gameplay changes[/h2]

[h3]Snipers[/h3]
Snipers have seen a significant reduction in combat capacity and their camouflage functionality has been tweaked as well. The aim of these changes is to reduce the ability to kite during firefights by making it more difficult to perform the "stop-and-shoot" behaviour. A longer initial aiming time paired with longer cooldown between shots and longer reveal times after shooting should make it easier to catch snipers and reduce the overall dominance that these units could impose against other infantry types.

Intended counter units such as the Jeep, Motorcyle, and Observers are now also significantly more effective at detecting and damaging Snipers. Lastly, an significantly increased manpower upkeep cost should also make it less favourable to field multiple Snipers.

[h3]Off-map artillery[/h3]
Off-map artillery abilities have seen a significant increase in cooldown after use, and some abilities also received a cost increase. The aim of this change is to reduce the overall availability of such abilities so that these cannot be used to dictacte every engagement. Some specific abilities such as the Commonwealth FOO Artillery Strike and Decoy Artillery Strike received additional attention in order to reduce the oppressive nature of these abilities.

  • Cooldown: 20-45 s → 75 s
  • Affects: Howitzer Shoot, Firestorm, Rocket Artillery, Airburst Artillery, Decoy Artillery, Artillery Strike (Forward Observation Officers)


[h3]Resource sharing in team games[/h3]
We have changed the resource distribution inbetween players in larger team games (3v3, 4v4) so it becomes harder to fasttech into the "best" units a faction has to offer. By changing the income we intend that players can utilize basic infantry units, light vehicles and weapon teams more effectively while spamming on- and offmap artillery and heavy tanks becomes harder.

In practise this means that points will deliver less resources per player in gamemodes 3v3 and 4v4. Each captured sector will provide 75% instead of 100% for the team, which results in following numbers:


  • Low resource point income: 5 → 4, with outpost 8 → 6
  • med resource point income: 10 → 8, with outpost 18 → 14
  • high resource point income: 16 → 12, with outpost 26 → 20


[h3]Target Prioritization[/h3]
Reworked unit target prioritization from the ground up:

  • Vehicles and tanks should now prioritize other vehicles over infantry targets in a much more logical sense.
  • Vehicles and tanks should no longer heavily favor targets up close, and may now properly swap to a more important target further away.
  • Units will now continue to consider a manually suggested target (RMB on a unit) even after move commands are issued.
  • Units will now properly prioritize various target types over others, fixing issues such as infantry prioritizing close-by structures instead of infantry target in the distance.
  • Tweaked a plethora of base target prioritization values for all target types.


[h3]Quality of life[/h3]

  • Implemented better vehicle and anti-tank gun turn plans. It should now be easier to reverse vehicles for greater distances, and tanks should generally prefer reversing over U-turns and pivot turns.
  • Non-turreted tank destroyers can now fire while on the move:

    • Affects: Elefant, ISU-152, Marder III, SU-76, Geschützwagen

  • Added gun arc UI for all non-turreted tanks.
  • Fixed an issue where certain Anti-Tank Gun abilities could not be activated during weapon setup.
  • Changed Axis squad formations from staggered column to line formation for ease of use around cover and more consistent combat performance.

    • Affected squads: Volksgrenadiers, Grenadiers, Stormtroopers, Panzergrenadiers, Assault Grenadiers, Tank Busters, Luftwaffe Ground Forces, Fallschirmjägers, Landsers, Honved, Panzerfüsiliers.

  • Anti-Tank Guns, Mortars, Nebelwerfers, and HMG's will now always be recrewed by 2 models. This enables it to safely capture team weapons with 3-men squads without risk of losing the squad to RNG.


[h3]Vehicle combat[/h3]
Disabled "vehicle cover" ability (vehicles receiving a -25% received accuracy bonus when passing through light and heavy cover). This change reduces a significant layer of RNG that mostly causes frustrating moments where tanks shoot into the dirt during crucial moments in battle simply because a vehicle target randomly passes through terrain elements.

  • Fixed a plethora of inconsistent accuracy and penetration modifiers for all tank and anti-tank guns:
  • Tanks and anti-tank guns are now more consistently accurate against vehicles regardless of type.
  • Vehicles on the move are now generally penalized less against individual target types (base -50% accuracy remains).
  • In certain extreme cases Anti-Tank Guns are now vastly more reliable against certain targets penetration-wise.
  • In the specific case of the SU-85, Jagdpanzer IV, Cromwell, and Hetzer, they will now significantly receive hits more consistently (nearly everything had up to -25% accuracy vs these).
  • Captured at guns will generally perform better against their "own" faction/side.
  • Base accuracy and penetration chance remain unchanged.


[h3]Infantry combat[/h3]

  • Reduced the overall cover search radius to prevent units from jumping out of cover too easily in favour of other nearby cover objects.


[h3]Infantry Anti-Tank Weapons[/h3]

  • Greatly increased the overall reliabilty of the M9 Bazooka, Panceltoro 44.M, and Panzerschreck at range. It should now be significantly easier to use these weapons effectively:
  • M9 Bazooka:

    • Scatter angle: 20 → 8
    • Vastly increased penetration capabilities against all vehicles and tanks.

  • Panzerschreck:

    • Scatter angle: 15 → 8
    • Max scatter distance: 20 → 10
    • Normalized base damage: 105/120 → 110

  • Panceltoro 44.M:

    • Scatter angle: 20 → 8
    • Vastly increased penetration capabilities against all vehicles and tanks.


[h3]Field Defenses[/h3]

  • Barbed Wire and Sandbags construction time increased by ~40%
  • when placing multiple mines (in a line via drag&drop) spacing inbetween individual mines was increased (2m -> 8m)


[h3]Light Recon Vehicles[/h3]

  • Reduced durability against small arms fire while moving. This change should make it less efficient to use these types of vehicles to push infantry out of cover during engagements.
  • Affected units: Jeep, Motorcycle, Schwimmwagen, Kettenkrad, Kübelwagen


[h2]Americans[/h2]

[h3]Supply Yard[/h3]

  • Base upkeep reduction: -25% → -15%
  • Level 1 Supply Yard upkeep reduction bonus: -27% → -37%
  • Level 2 Supply Yard now reduces infantry reinforce cost by roughly 10% (affects Airborne, Riflemen and Rangers)


[h3]Jeep[/h3]

  • Veterancy requirements: 8/16/32 → 6/12/24


[h3]M1917 Heavy Machine Gun Team[/h3]

  • AP rounds munition cost: 35 → 20
  • Significantly increased suppressive capabilities.


[h3]Rangers[/h3]

  • Improved M1 Garand rifle effectiveness.
  • Bazookas now once again come by default instead of being available as upgrade.
  • M1 Thompson upgrade now grants 4 Thompsons instead of 6.


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

  • APCR Shells ability:

    • Vastly reduced scatter while active
    • Ability can now be activated before setting up
    • Munition cost: 50 → 35
    • Duration: 11s → 25s (potential amount of shots: 2-3 → 4-5)
    • Weapon damage multiplier: 1.25 → 1.2

  • Deployment time: 60s → 40s
  • Reinforce time: 5s → 8s
  • Recrewed reinforce time: 20s → 8s
  • Reinforce cost: 26 mp → 35 mp
  • Airborne reinforce cost: 84 mp → 35 mp
  • Recrewed reinforce cost: 65 mp → 35 mp


[h3]T17 Armored Car[/h3]

  • Hitpoints: 265 → 350
  • Added .50cal HMG upgrade
  • Normalized main gun performance to be similar to the CW Staghound:

    • Vastly increased penetration capabilities vs all vehicle types.
    • Reload time: 3.5s → 7s
    • Base damage: 50 → 65


[h3]M10 Wolverine[/h3]

  • Removed 25% damage bonus against light vehicles and medium tanks (including Panzer IV)


[h3]M18 Hellcat[/h3]

  • Removed 25% damage bonus against light vehicles and medium tanks (up to Panzer IV)


[h3]Sherman Crocodile[/h3]

  • Vastly increased flame damage output and consistency
  • Fixed missing flame projector sound effect
  • Fuel cost: 110 → 70
  • Fixed overlapping upgrades (.50cal HMG and Bulldozer in the same upgrade slot).
  • Fixed vehicles only being able to purchase one upgrade instead of the intended two.


[h3]M26 Pershing[/h3]

  • Main gun reload time: 6 s → 6-7 s


[h3]Howitzer Shoot[/h3]

  • Reduced overall effectiveness against base buildings
  • Fixed Artillery Shells lacking damage fall-off within its area of effect radius:

    • Base damage: 115 → 120
    • Area of effect damage multipliers (short/mid/long): 1 → 1.5/0.75/0.3
    • Area of effect damage (short/mid/long): 115/115/115 → 180/90/36


[h3]Strafing Run[/h3]

  • Cooldown: 45 s → 75 s (now matching other airstrikes)
  • Weapon consistency pass:

    • Damage output should now be much more consistent across the board.
    • Full squad wipes against mainline infantry being much less frequent (assuming full hitpoints).
    • Damage output versus infantry blobs is now more consistently distributed across the entire blob.
    • Damage output versus cover and (Wehrmacht) veteran infantry is now more consistent.
    • Suppressive effect is now more consistent.
    • Weapon range is reduced to slightly reduce the "instant damage on activation", especially on smaller maps (still very fast).

  • Fixed artillery warning sound cues.
  • Slightly tweaked the targeting box size to better represent the ability area of effect.


[h3]Bombing Run[/h3]

  • Vastly increase area of effect radius.
  • Weapon damage consistency pass; damage output should now be much more consistent across the board.
  • Cooldown: 45 s → 75 s (now matching other airstrikes)


[h3]Air Reconnaissance[/h3]

  • Cooldown: 20 s → 60 s


[h3]War Machine[/h3]

  • Cooldown: 60 s → 90 s


[h3]Field Repairs[/h3]

  • Cooldown: 25 s → 90 s


[h2]Wehrmacht[/h2]

[h3]150 mm Nebelwerfer Rocket Battery[/h3]

  • Manpower cost: 325 → 320
  • Deployment time: 46s → 40s
  • Reinforce time: 5s → 7s
  • Recrewed reinforce time: 20s → 7s
  • Reinforce cost: 26 mp → 35 mp
  • Recrewed reinforce cost: 65 mp → 35 mp


[h3]50 mm Pak 38 Anti-Tank Gun[/h3]

  • Manpower cost: 290 → 280
  • Deployment time: 46s → 40s
  • Recrewed reinforce time: 20s → 7.5s
  • Reinforce cost: 26 mp → 35 mp
  • Recrewed reinforce cost: 65 mp → 35 mp


[h3]150mm Nebelwerfer 41[/h3]

  • Manpower cost: 325 => 320
  • Deployment time: 46s => 40s
  • Reinforce time: 5s => 7s
  • Recrewed reinforce time: 20s => 7s
  • Reinforce cost: 26 mp => 35 mp
  • Recrewed reinforce cost: 65 mp => 35 mp
  • Veterancy level 2 now grants -25% weapon scatter


[h3]Officer[/h3]

  • Now available in Reich Headquarters instead of Sturm Armory


[h3]StuH 42[/h3]

  • Command point cost: 2 → 3
  • Completely redesigned the main gun functionality:

    • The weapon will no longer fire in a howitzer-type fashion but instead fire in direct-fire mode.
    • Rate of fire reduced significantly
    • Incresaed damage consistency against infantry and vehicles

  • Manpower upkeep cost increased significantly


[h3]Panther[/h3]

  • Fuel cost: 110 → 125
  • Main gun base damage: 137.5 → 115
  • Slightly reduced overall mobility


[h3]King Tiger[/h3]

  • Main gun reload time: 4.5-5.5s → 6-7s
  • Vastly increased area of effect damage against infantry (similar to the Tiger)


[h3]Kampfkraft Center[/h3]

  • Veteran Tanks upgrade costs:
  • Veterancy 1:

    • Manpower: 100 → 140
    • Fuel: 30 → 40

  • Veterancy 2:

    • Manpower: 300 → 250
    • Fuel: 50 → 70

  • Veterancy 3:

    • Fuel: 70 → 90


[h2]Panzer Elite[/h2]

[h3]Panther[/h3]

  • Main gun base damage: 137.5 → 115
  • Slightly reduced overall mobility


[h3]Jagdpanther[/h3]

  • Hitpoints: 1600 → 942
  • Traverse rate: 32 → 27
  • Main gun reload time: 4.5-5.5s → 6-7s
  • Vastly increased area of effect damage against infantry (similar to the Tiger)
  • Manpower upkeep cost: 11.5 mp/min → 31 mp/min


[h2]Commonwealth[/h2]

[h3]Stuart Light Tank[/h3]

  • Canister Ammunition:
  • Slightly tweaked initial responsiveness (hopefully reducing a misfire issue).
  • Main gun is now disabled for 4 seconds after firing a Canister Shell (can no longer quickly fire canister and another shot in quick succession).
  • Fixed crucial bugs with the weapon that resulted in regular squad wipes at full hitpoints:

    • Removed criticals that caused the weapon to have a high chance of wiping models from full hp.
    • Fixed bugged area of effect damage.
    • Base damage: 40 → 30


[h3]Forward Observation Officers (FOO) Artillery Barrage[/h3]

  • Initial volley:

    • Shell count: 2 → 1
    • Fixed shell dropping height (caused the shell to appear before any audio cues)
    • Chance to kill infantry within the green hp bracket: 20% → 5% (now matching other artillery shells)
    • Change to kill infantry within the yellow hp bracket: 35% → 15% (now matching other artillery shells)

  • Delay between initial shot and second volley: 3 s → 2 s
  • Second volley:

    • Delay between shells: 0.125-0.75 s → 1.75-2.25 s
    • Shell count: 3 → 6

  • Third volley (3 shells) removed (prevents shells from landing simultaneously)
  • Cooldown: 30 s → 75 s (now matching other barrages)
  • Added missing barrage preview UI
  • Barrage UI now properly previews the barrage area.
  • Munition cost: 150 → 125
  • Cooldown: 45 s → 75 s


[h3]Decoy Artillery (real barrage)[/h3]

  • Initial delay: 1.8 s → 3 s (now matching Howitzer Shoot).
  • Delay between shells: 1-2 s → 2-2.5 s
  • Added missing barrage preview UI.
  • Cooldown: 30 s → 75 s (now matching other barrages)
  • Barrage UI now properly previews the barrage area.


Decoy Artillery

  • Cooldown: 25 s → 75 s


[h2]Sound design and Visuals[/h2]

  • Implemented new weapon sounds for:

    • Mosin Nagant Rifle
    • SVT-40 Rifle
    • PPSh-41 SMG
    • PPD-38 SMG
    • PPD-40 SMG
    • SG-43 HMG
    • Maxim M1910 HMG
    • DP-28 LMG
    • MG34 HMG/LMG
    • Beretta Modello 38 SMG
    • Mannlicher 33.M Rifle
    • Danuvia 43.M SMG
    • Gewehr 33/40 Rifle

  • Enabled additional Grenadier/Stormtrooper voice lines:

    • Squads upgraded with MG42 LMG first will make machine gun call-outs
    • Squads upgraded with Panzerschrecks first will make anti-tank unit call-outs

  • Updated/new visual models and textures for:

    • T-60 Light Tank
    • IS-2
    • ISU-152
    • Krankenwagen
    • Jagdpanzer IV
    • Panzerwerfer
    • Sd.Kfz. 9 Famo
    • T-34-85
    • Scout Car
    • M26 Pershing
    • 52K 85 mm AT/AA Cannon
    • Panzer III
    • Panzer II Luchs

  • Updated/new icons and symbols for a plethora of units, upgrades, and abilities, including:

    • Landsers
    • Sturmpioneers
    • Observers
    • Assault Grenadiers
    • Tank Busters
    • Panzer 38(t)
    • Panzer II Luchs
    • SU-100
    • T-34-85
    • SU-76
    • T-60 Light Tank
    • BT-7 Cavalry Tank
    • Cromwell
    • M26 Pershing
    • Hotchkiss
    • Marder III
    • Wespe
    • Elefant

  • Updated and improved names and descriptions for most units, abilities, and upgrades.


[h2]Maps[/h2]
Numerous maps have seen significant visual improvements and balance tweaks. These include:


  • Kotelnikovo (2)
  • Dom Pavlova (4)
  • Lemberg (4)
  • Sevastopol (4)
  • Tali Ihantala (6)


Furthermore, 5 completely new maps were added!:

  • Cologne (2)
  • Constantaport (4)
  • Nokolaevka (4)
  • Anapa (6)
  • Convoy (6)
  • Pitomnik (6)


[h2]Bug fixes[/h2]

  • Fixed weapon coordinates for a multitude of squads and vehicles, which were causing potential risks for subpar performance:

    • Affected units: Ingenery, Strelky, Conscripts, Soviet Weapon Crews, SG-43 HMG, MG34 HMG, BA-64, Kübelwagen.

  • Fixed weapon coordinates for a multitude of weapons, which were causing potential risks for subpar performance:

    • Affected weapons: DP-28, Beretta 1938, MG34 LMG, MG26t, Grb.39, FG42 (ostheer)

  • Fixed an issue with some DP-28's being allowed to fire on the move (while there is no animation for this).
  • Fixed unintended high area of effect radius for 76 mm ZiS-3 Anti-Tank Gun.
  • Fixed Comet Reward unit not working.
  • Fixed 52K 85 mm AT/AA causing the game to crash.
  • Fixed model LOD issues on Ostheer base structures.
  • Fixed LOD issues with Pak97/38 and Hungarian Mannlicher 31.M rifle.
  • Fixed Beutepanzer T-34-85 main gun not working.
  • Fixed a general inconsistency with weapon crews (at guns, nebelwerfers) reinforce cost and timings. Recrewed guns now also have proper costs and reinforce timings.
  • Fixed game lobby faction flag UI size.
  • Fixed Hotchkiss Light Tank UI icon alignment.
  • Fixed missing smoke barrage for Soviet 82 mm mortar.
  • Fixed recaptured heavy mortars UI (all factions).
  • Fixed recaptured soviet mortars having heavy mortar name and symbol.
  • Fixed missing smoke barrages on recrewed mortars (all factions).
  • Fixed Group Zeal bonuses, visuals, and description.
  • Fixed VPGS-41 invisible projectile.
  • Fixed upgunned Shermans missing firing animations.
  • Fixed Sd.Kfz. 9 "Famo" recover ability ui slot
  • Fixed recovered Panzer III wrecks causing the game to crash.
  • Fixed Panzerwerfer not being recoverable by Famo.
  • Fixed Wespe not being recoverable by Famo.
  • Fixed recovered Panzer 38(t) causing the game to crash.
  • Fixed Concrete Emplacement target type (slit_trench → bunker_emplacement)
  • Fixed StuH42 unable to target buildings.
  • Fixed Recoilless Rifle projectiles phasing through Sd.Kfz. 222.
  • Fixed Hetzer call-in population requirements (6 → 8)
  • Fixed Conscript DP28 LMG UI slot.
  • Fixed Scout Car detection radius: (0 → 9)
  • Fixed minor target table inconsistencies for the Marder III.
  • Fixed Observer Team Fire-Up ability name, description, icon, and functionality.
  • Fixed Observer Team SVT-40 rifle upgrade description and icon.
  • Fixed Observer Team camouflage functionality.
  • Fixed Beutepanzer T-34 main gun and armor type.
  • Fixed Honved being able to purchase Panceltorro twice.
  • Fixed Armoury not having a reinforce radius.
  • Fixed missing squad leader for Honved infantry.
  • Fixed Infantry Storm not reducing unit reinforcement time.
  • Fixed broken tracers for 43M Sub-Machine Guns, MP44 squad leader weapon.
  • Fixed missing vehicle badge UI for several Ostheer, Panzer Elite, and Soviet vehicles
  • Fixed incorrect shell spawning markers for Panther, Puma 50mm, Geschützwagen, Light Anti-Tank Halftrack
  • Fixed Armored Car coaxial MG42 tracers
  • Fixed Scout Car MG42 tracers
  • Fixed broken PPHs-41/MP-40 SMG tracers (tracers disappearing before reaching their target)
  • Fixed Soviet Repair Engineers appearing as white boxes on the minimap
  • Fixed Sd.Kfz. 250 halftrack series turn plan (jeep_i → halftrack_i)
  • Fixed PPD-38/PPD-40 SMG having excessive muzzle flash.
  • Fixed T-60 missing coaxial machine gun.
  • Fixed Panzer IV infantry Support Tank missing hull and coaxial machine guns.
  • Fixed Wirbelwind missing hull machine gun.
  • Fixed Panzer III not being affected by the global Schürzen Armor Skirts upgrade.
  • Fixed Kettenkrad/PE Schwimmwagen taking excessive damage from small arms
  • Fixed Panzerwerfer weapon Y coordinate to ease barraging close to tall objects.
  • Panzer Elite Panther now properly receives the correct target type at veterancy 3 (which grants Schürzen) instead of a flat -25% received penetration multiplier.
  • Fixed a bug where Breakthrough Artillery would remain available after the HQ is destroyed.
  • Fixed recrewed 52K AA/AT Gun name and icons.
  • Fixed Panzergrenadiers not being able to purchase veterancy upgrades.
  • Fixed Skirmish Commander not being able to heal.
  • Fixed a bug where Satchel Charges (Breakthrough Assault Strategy) would reduce certain ability munition costs.
  • Fixed Snipers being unable to target Pak 43 gun crews.
  • Soviet squads/abilities/upgrades that require the Armoury will now remain available even if the Armoury is destroyed.
  • Fixed Ostheer tank experience values.
  • Fixed Outpost not being in slot 1 for all construction menus.
  • Fixed PTRS weapon symbol.
  • Fixed KV-2 Shell projectile sound (now sounding like artillery).
  • Fixed Panzer 38(t) not spawning a wreck when destroyed.
  • Fixed an issue where Men Against Tanks bonuses would only affect Strelky and Naval Infantry.
  • Fixed an issue where planes would not fire weapons in the second hardpoint slot.
  • Fixed Panzerwerfer 42 firing sound bug (sound disappearing after first barrage).
  • Fixed Zrinyi II Assault Gun gun arc UI
  • Fixed Zrinyi II projectile spawning at incorrect marker, causing in poor shell ballistics and thus subpar weapon consistency.
  • Fixed Zrinyi II firing angle (shells no longer leave the barrel at highly odd angles).
  • Fixed Landser Gewehr 43 missing firing sound.
  • Fixed Sherman 105 projectile ballistics.
  • Panzer II "Luchs" will no longer make puma specific callouts.
  • Panzer 38t will no longer make Hotchkiss specific callouts.
  • Flammpanzer III no longer receives a double movement bonus from Panzerkrieg (Army Elite).
  • Fixed a bug with Commonwealth Rifle Grenades min/max damage being reversed. Weapon now deals 20/35 as intended.
  • Fixed PaK 43 shell sounding like artillery shells.
  • Fixed and improved USF veterancy icons (above unit healthbars and on the taskbar)
  • Fixed clipping Wehrmacht veterancy icons for both infantry and vehicles.
  • Fixed missing tracers for Sd.Kfz. 251/21 Drilling.
  • Fixed Sd.Kfz. 251/21 Drilling broken tracer references and orientation, resulting in faulty tracers.
  • Fixed incorrect weapon coordinates for the Sd.Kfz. 251/21 Drilling, causing the weapon to underperform.
  • Fixed incorrect weapon coordinates for the MG34 Heavy Machine Gun, causing the weapon to have subpar performance.
  • Fixed incorrect weapon coordinates for the MG151 Emplacement, causing the weapon not deal suppression as intended (and as a result deal too much damage).
  • Fixed Ostheer turret mounted MG34 Gunners not being killable.
  • Fixed Traverse Mechanism critical showing up as destroyed main gun on the vehicle blueprint.
  • Fixed M7 Priest wrecks being recoverable as Beutepanzer Shermans.
  • Fixed an exploit that allowed antitank guns to fire faster than intended

Time for a tactical pause - Eastern Front at the Gamescom 2022



After the Covid pause, the Gamescom has finally returned to Köln (Cologne, Germany).

We, LordRommel (Historian), evilSpike (2D Art), DarcReaver (Game Design) and DonXavi (Level Design), members of the Eastern Front Mod Development Team, were invited by Relic to join a nightly coming-together to chat about CoH3 and to get our hands on the game at the SEGA Relic booth during Gamescom.

Before we talk about impressions, we really want to express our gratitude to John Tabbernor, Community manager of Relic Entertainment, who invited us to the SEGA community event and who had the passion and time to chat with us, not only about the new alpha content Relic brought to Gamescom, but also Company of Heroes and modding-related matters in general.

Well then, now it is time to take a Tactical Pause and to talk about Band of B....Company of Heroes 3 (regards!).



Our trip to Gamescom started with the "Tactical Pause" event. Being able to meet and talk to lots of folks from SEGA, Relic, and their respective communities. It was a relaxing evening in an impressive location with a panoramic view on Cologne. Accompanied by cool drinks and a variety of tasty snacks, we had a lot of conversations and a lot of fun. I do have the feeling that there might appear some footage from the party sometime later. But don’t ask me why…



With all that said, it is now time to have a look into the CoH3 Gamescom presentation.

At their booth in hall 9, Relic had prepared an array of gaming stations to let the visitors get their hands on CoH3. Either in a 2vs2 AI skirmish match to take command of the British African Forces (BAF) against the Deutsche Afrika-Korps (DAK) - or to dive into an episode of the Allied Italian campaign. The matches were 20min long and they were focused on a skirmish match or scripted engagement.

Next up, the four of us having visited the Gamescom together will share our thoughts on the experiences made. Grab a drink and have fun!



[EFDev]DarcReaver
I am grateful that I was able to attend the gamescom and the 'Tactical Pause' event this year. Being able to speak to developers and other people from the industry about various different topics and ideas was a refreshing experience, even though I have to admit my english speaking skills have become pretty rusty. Luckily, it became better throughout the evening (at least I hope so and it wasn't solely the beer blurring my self perception). Playing CoH 3 was, surprisingly, quite a lot of fun. I usually am - let's say - 'reserved' when it comes to playing a good game's sequel that has been advertised with 'enhanced and refreshing new gameplay features', because unfortunately more often than not those new things do not improve the game, and in the worst case do more harm than good.

Sometimes it's good to go 'back to the roots' and reflect of what made the game great in the first place, focus on these strengths and polish the game as much as possible with meaningful additions. I hope CoH 3 will focus on the strengths that made the Company of Heroes franchise great in the first place.
But regardless of how great of a success CoH 3 will be, we'll continue supporting the Eastern Front mod. We're still working behind the scenes and you can expect some information about our plans in the near future.

Hendrik



[EFDev]EvilSpike
My first game was the skirmish match as well. The British Forces are well rounded and definitely more interesting than their CoH1 or CoH2 versions. My second round on the game was the scripted Italian campaign mission as US Airborne (like John suggested us, btw thx John for the tip ;-) ). As it was a campaign mission, not all units of the MP were available, but it was fun, impressive and sometimes not that easy :P
The faction itself felt more like the CoH1 Americans than the Coh2 ones, and this was something I liked on them.
I’m looking forward to the final version and Relic really caught me with CoH3.

Alex



[EFDev]LordRommel SKIRMISH
My first game was the African skirmish game as the "British African Forces" (BAF) against the "Deutsches Afrika-Korps".
The game was played on a new 2v2 desert map in a 200 ticket VP mode. The map was cut in half by a road connecting the Axis and the Allied starting positions. The flanks were dominated by high ground positions and hills. The map had some large open areas for vehicle movement and for long range engagements.

With the experience from the previous alphas, I was curious to see the BAF in action. The BAF is the new British multiplayer faction for CoH3. It is an "easy to learn - hard to master” - faction (John, Relic). The faction is close to the CoH1 Wehrmacht layout and design concept. The faction had a lot of toys to play with. Beside the flamethrower pioneers, you could build the infantry section that could use upgrades like a scoped rifle, Bren gun or the Boys AT rifle. You could also build a 3-inch infantry mortar, a Vickers MG team, a Daimler Dingo (non-fuel, manpower only), Humber Armoured Car, a Stuart light tank, a Bishop SPG, a Crusader tank, a Matilda Mk. II tank, a 17pdr AT gun with a 15cwt towing truck and an M3 Lee medium tank. The preselected battlegroup offered Gurkha elite call-in infantry, a heavy vehicle-towed infantry mortar and a 5.5-inch medium gun emplacement plus some off-map abilities and unit abilities. The faction line up and structure felt much like the CoH1 Wehrmacht. It was intuitive and well structured. At the British HQ, you could build a "Logistics Centre" where u could buy veterancy for your units (but the units on the field can still earn vet by combat experience).

The DAK fielded some new stuff too! Early in the game, the DAK pushed with SdKfz. 250 halftracks, SdKfz. 250/9 halftracks with a 2cm KwK armed turret (the turret of the SdKfz. 222), SdKfz. 7 with 2cm Flakvierling and the SdKfz. 254, an austrian wheel-track artillery observation vehicle. In my game, I met a single SdKfz. 231 8-Rad heavy AC but unfortunately, my AI sidekick was faster and killed the heavy AC before I could take a closer look.

The game was pretty good. It had a good balance of speed, movement, action and sound design. Mortar salvos of the 3inch mortar were whistling over the map. You could feel the danger that was caused by the mortar! The 2cm gun armed SdKfz. 250 chased for my poor infantrymen. Infantry clashed in small skirmished all over map. The new voice lines were decent and hitting the spot. The new graphic filters allowed for better unit visibility.

For the gameplay, I had the feeling that units needed more time to capture territory compared to CoH2. Battles weren’t that fast compared to CoH2. Infantry lost one to two squad members in an open shootout but in cover, they could take a fight. Unit abilities like hand grenades were nasty and caused some damage. And when you hadn’t looked after your infantrymen, they could be caught off guard by German infantry units armed with MP40s. Vehicles felt better overall as well. Flanking really paid off, as you could hit or be hit from the side or behind, highlighting the effectiveness of a thought-out manoeuvre using the momentum of surprise.

My most loved unit of the BAF was the M3 Lee tank; With its 75mm gun, it felt like a British "super-StuG". The 37mm was working too, but while playing, I encountered some coding problems with both guns aiming at one target, keeping it in sight. With the aiming issue being fixed, the M3 Lee might become a nasty opponent in game. It will be interesting to see the multi-gun concept in a PvP match. With a 17-pounder gun that is protecting the Lee's flank, it could be a tough enemy for the German Panzer III and StuG III tanks of the DAK.

All in all, the skirmish game was pretty good. There were some small bugs like the M3 aiming problems/glitch, some sound mixture problems (sound hierarchy), one or two model bugs (don’t look at the DAK base defence) and some other situational bugs. For an alpha, it is a very solid base with all elements in place that will be needed for the game release. Brits are inspired by the CoH1 Wehrmacht faction but with some new toys and abilities to play around with. One thing that concerns me is the fact that the BAF has 3 tanks. One tank could be out of place in the current setup but that would need more games to see the faction meta, timing and gameplay. Perhaps Relic will push the M3 Lee more into the direction of an assault gun, with the secondary 37mm gun support or they will tweak one tank into a dedicated soft target counter because that spot is currently missing for the BAF from my perspective.
The next weeks will be decisive. If Relic is able to find and eliminate the bugs and they’ll implement all missing UI and 2D assets, CoH3 will be in a good shape at release. I think the current Alpha build will be relabelled into a Beta build once Relic has implemented all mission 2D and audio stuff. CoH3 will be in better shape at release compared to the rough start of CoH2. John told us, that the game is tested by the SEGA and Relic QA team all the time and the coding team is working hard, fixing all the reported bugs.

CAMPAIGN
For the second round enqueueing at Relic’s booth, I tried the adjusted strategic campaign. CoH3 will get an Allied strategic campaign. The new campaign mode is to be compared with the one the Total War Franchise provides. You can plan your campaign progress on a strategic level, recruiting new land, air, and naval units in a meta menu, being able to attack different provinces and areas to receive strategical advantages and to push back the German to finally get hold of Italy.

At Gamescom, the strategic campaign started at the Salerno Bay in late 1943. There were several companies on the map (thanks at John for the hint with the US airborne company here). Two major objectives were to be dealt with within the meta menu. An airfield mission and an urban mission. I selected my tank company and ordered them to attack a German fortified position in front of the targeted airfield. The position collapsed under the tank company's fire. Subsequently, I ordered my tank company into the airfield area.

With my tank company attacking the airfield, the actual in-game battle started. My mission target was a small airfield at the other side of a river with just a sole bridge providing a connection. The first obstacle was a small courtyard with some stone houses and a lot of walls, fences, and cover objects. Here, the German forces had prepared a defensive position with their infantry and armoured cars. I sent in my GI squad and a flamethrower equipped pioneer squad plus a supporting M8 Grayhound. With the German units stationed in the houses, this would be a suitable scenario to test the new breach mechanic - but unfortunately, I decided to send in my flamethrower squad. Fortunately, though, the flamethrower was a good choice. The battle ended with a full retreat of the German forces in the area.

The next step was the river crossing. With a single bridge ahead, I knew that there would be something waiting for me at the other side. I ordered my units to attack. On the other side, I met some fierce resistance by German MG and mortar fire. It was here where I lost my already damaged Grayhound against a German infantry squad that made use of its ability to fire a Panzerfaust. With the remaining infantry, I could establish a bridgehead at the other side of the river. By expanding my base with another building, it was time to get my first M24 Chaffee tank to attack the airfield ahead.

And here the trouble started. From the mission briefing, I knew that there were 8,8cm Flak 36 guns somewhere on the airfield - but feeling a tad too lucky, my Chaffee drove straight to the airstrip - and was knocked out by the 8,8cm Flak. Well, that escalated quickly. The next minutes were dominated by a raging battle for the airfield. My infantry got some heavy hits by advancing German infantry and by the bombardment of an SdKfz. 251/9 with its 7,5cm KwK 37 L/24 gun. To get the full control, I had to capture both territory points of the airfield. With the first point being taken, the AI sent in their first Panzer IV - and that marked the end of my next Chaffee tank, because it was hit in the rear. With all units concentrated, I could capture the second point. With the second point in my hands, I had to prepare for a German counterattack. For some reason, I thought that the Germans would attack from the east side of the airfield, so I built an MG bunker facing eastwards. I added an M3 halftrack with a 75mm GMC upgrade to stop additional German armour. With the timer hitting the 0:00 mark, I realized my failure. Suddenly, German formations swarmed in from the west end of the airfield. Supported by armoured cars, assault guns and Panzer IV tanks with veterancy level, the Germans pushed hard. Long retreating paths and falsely placed stationary weapons forced me to abandon one of the two airfield points. To be honest, that was the point where I started sweating. With more German infantry on the airfield, I got desperate and sent in everything I had at hand. My battlegroup allowed me to call in M3 Stuarts - with a Stuart and a Chaffee tank plus some captured German Panzerschrecks I launched a counterattack on my foe. The battle raged and a couple of seconds before the offmap US reinforcement arrived, I could recapture the airfield. With the arrival of the US reinforcements, the mission ended, just before the Relic and SEGA stuff told us the time was over.

The mission was fun to play. To put things in a nutshell, it was a good mixture between offensive and defensive actions. It felt a bit like the good old Carentan mission from CoH1. The mission script was working and the German AI was a tough nut to crack. Unfortunately, by the end I had to realise my second big error; I hadn’t taken any usage or advantage of the "tactical pause" feature. The mission would have been less stressful utilizing this new feature (pressing spacebar to temporarily pause the game, queueing up commands for your units to execute once you unpause the game). On the other hand, without the new function, it was a tough battle that generated its joy by the games speed, presentation, and pressure. I think here, we have a good point for the advantages and disadvantages of the "tactical pause" feature. For me, it was fun to play without but I think it is a great feature for new players and players who want to reduce the game speed and stress. All in all, the mission was well scripted and entertaining. When all missions are of similar quality, the strategic campaign will provide for a unique and fun experience. I can’t wait to see more content, especially big battles like Monte Cassino and Anzio.

After this impressive insight of the game, we had the opportunity to share our thoughts on our experience with John. It was a pleasure to reflect the match, addressing unit balancing, meta data, and many other details. It was fun to talk to an expert and to "nerd" about CoH and the upcoming new game version.

MY OPINION
Based on the 2 testing runs, I got the impression that CoH3 is on a good way. Sure, the game will need some polishing and minor adjustments. But once the development team will have added the missing UI and 2D content, - fixing audio overall (hierarchy and placeholders), making good use of the time remaining until release - if they keep up their good job - CoH3 will be in a good position for launch in November.

CoH3 will be an amazing experience for both CoH veterans and new players. The campaign has the potential to entertain both alike. For the multiplayer, I can’t give you any versatile information. The skirmish match was really fun, but it doesn’t allow for an all-embracing feedback for the potential of the PvP or PvE.

With all the experience gathered at Gamescom, I am really looking forward to the release of CoH3. Relic earned our trust and I feel confident to say that Company of Heroes 3 could turn into a successful RTS game laying the foundation for the next years.

Relic; Keep up your work! Thank you very much!

Gerrit



[EFDev]DonXavi
It’s been 13 years now since I have started designing levels for Company of Heroes, 14 years since I have begun playing and 16 years since its initial release. 11 years ago, I joined the Eastern Front Mod Development Team, driven by the pure joy of exploring the possibilities that level design brings, not only when it comes to modding.

However soon, it wasn’t solely about creating new content anymore, it was also about getting to know people from all over the world, working together and making true friends - many of whom I may still call that today.

And as weird as it may sound - metaphorically speaking, CoH itself is like one of these old friends as well. Changing looks, moving to other places/theatres, but still being there through all the years, staying true to its old self.

To be honest, I wouldn’t have gone to Cologne this year if it hadn’t been about an invitation from Relic Entertainment Community Manager John Tabbernor: The so-called Tactical Pause, was an event hosted by SEGA’s Strategy Studios to provide some space and time to exchange experiences and thoughts on games (and mods) for Amplitude, Creative Assembly, Relic, and SEGA strategic games. Being supplied with snacks and drinks throughout an evening during the Gamescom week above the roofs of cologne, this was a pure pleasure and highlighted Relic’s and SEGA’s appreciation for the overall community.

The next day led the four of us to Gamescom itself. Trying our best as early birds, we enqueued at the SEGA exhibition stand to get our hands on one of the two playable features Relic provided for the weekend.

The first being a skirmish scenario, taking control of the British African forces in a 500 victory points game against a Deutsches Afrika Korps AI opponent. It was set on a quadratic 2 vs 2 desert map, coming with a country road connecting the base sections, framed by old ruins from Roman times and sparse vegetation that added dots of green to the dusty scenery.
I particularly enjoyed the way the gameplay felt. Taking strategical points and producing units takes longer than in the games predecessors, making it more important to choose your array of units wisely, look after them and keep them alive. This experience was surprisingly well underlined by the number of buildable vehicles that fulfilled their individual purposes nicely. The general impression the British faction made is to be compared with the Wehrmacht from CoH1.

Of course, we couldn’t have left without having play tested the second sample of the game, which was a single player campaign mission. The latter was embedded in a sort of meta-menu where you can deploy your companies, order airstrikes or naval bombardments, and, of course, select your next tactical object to attack. For the Gamescom, Relic chose to let us conquer an Airfield as the US forces, held by some Wehrmacht units that not only defended the perimeter of the airfield, but also regularly strafed the player from the air. Yet again, the slower but tactically more appealing style of the game made itself felt. The mission was far from static though, when I started taking my time piling up troops to get the upper hand conquering sectors, I was continuously ambushed by scouting Axis units. Although witnessing minor bugs and glitches (which, as John said, where already known to the team and fixed in the internal version) and sadly not having gotten as far to witness the counterattack after successfully conquering the airfield, the mission was a lot of fun to play. The American faction felt equal to CoH1’s Allied forces, causing a pleasant feeling of nostalgia.

To put things in a nutshell, I’d say that CoH3 manages to combine both the advantages of its two predecessors. On the one hand the clean, clear, and simple UI of CoH1 accompanied by its rather slow teching and playstyle - on the other, the crisp, sharp graphics and textures of CoH2 coming with its dynamic effects like TrueSight or dynamic weather.

13 years of more or less active contribution in the different stages the Company of Heroes franchise went through speak for themselves I guess - it’s, in a way, again a metaphor for how this RTS series manages to maintain a high level of quality and entertainment for a loyal community that will hopefully persist for another 16 years or even more.

I do want to thank SEGA, Relic, but first and foremost John Tabbernor for having us in Cologne. It was a pleasure - and an experience, that we surely will retain fond memories of.

PS.: Having eagerly awaited a level design tool for Company of Heroes 2 and luckily having gotten it some time after the release, I now hope that the community will be provided with it again for CoH3. That’d top off the already promising impression the new chapter of the Company of Heroes franchise.

Max



PREORDER COMPANY OF HEROES 3 OR JOIN THE COMMUNITY!

When you are interested in the new Company of Heroes 3 game, go and check out
the Company of Heroes Website or have a look at the CoH3 steam Website.

Alternatively, you can join the Company of Heroes 3 Discord Server where you can have chat with the Relic Devs. It’s a perfect place to talk and discuss all the new CoH3 stuff!

So take your chance and join the growing CoH3 army!
Company of Heroes 3 will be released on 17th November 2022.

Once again - Thanks to Relic and John for the day at Gamescom!

Lord Rommel, Eastern Front Developer

Upcoming EF Patch - Ostheer



Greetings soldiers!

Today we want to present you the second batch of information for the upcoming Company of Heroes Eastern Front Patch.

Based on your feedback we were able to work on a new multiplayer focused update, which will include a total rework of the Ostheer doctrines. And with it the return of quite a few iconic eastern front units that were not present in earlier versions of the mod. We hope that this will make the Ostheer more variable and fun to play, especially in teamgames.

We have prepared some concept art for you to show you the upcoming faction changes
and to give you some information about the new faction design.

Today we will show you some concept art for the upcoming Ostheer:

T > Technology
C > buildable



Release notification:
At the moment we are working on the translations and are fixing bugs. The concept presented is not 100% final yet and some details may still change until the patch has been released.

For more information you can join our Discord server!
Discord: https://discord.gg/HBunW7yEyu

Honorable mentions and final words:

In the name of the Oberkommand we will grant the Iron Balancer Cross to

- ASD.90275
- Ben
- Dreamer
- ExScum
- ivsh84
- Koenekekoen
- maxcov4
- rrrr4201
- Squirrel Salesman
- TotalCore
- Zahn

We, as a team, want to thank everybody who participated in the balancing process. It may have been rough at times when different opinions clashed onto each other, but it was well worth all the time and effort. The feedback was crucial and helped a lot in the design and balancing process.

We also want to thank you, the community, for all the support and enthusiasm. EF was released in 2010. It has been a long way, and a lot has happend in 11 years of EF development. 11 years are a long time for a mod project, and the reason why this project is still alive is its trusting and caring community.

We wish you a lot of fun with the upcoming EF patch.

Your EF-Dev Team