Company of Heroes 2

Company of Heroes 2

Frontline '44: A Better CoH2
 This topic has been pinned, so it's probably important
404 Not Found  [developer] 16 Dec, 2015 @ 5:39pm
Faction changes
Wherever a unit has been buffed or nerfed which wasn't OP or UP, you can assume that its cost has been adjusted in order to maintain balance.

Note: This list is no longer comprehensive (and in particular lacks almost all the departures from recent official patches - since all the relevant files were already overridden by the mod, I didn't actually have to do anything), but I still do my best to keep it accurate.


GENERAL

+ Vehicle armor and movement values adjusted across the board for increased realism and consistency
+ Medium and long range accuracy somewhat reduced for allied tanks with 75mm, 76mm or 85mm main guns (does not apply to tank destroyers)
+ Cost reduced for most allied tanks (including tank destroyers)
+ The Prioritize Vehicles ability only applies to a vehicle's main gun (my mod did this long before Relic added it to the unmodded game)
+ Anti-aircraft vehicles now have a Prioritize Aircraft ability
+ Vehicle main guns disabled while out of control
+ Vehicle turrets will not recenter when decrewed/abandoned
+ Vehicle top gunner killed critical added where applicable
+ Vehicle abandoned critical chance drastically reduced or otherwise limited
+ Vehicles can receive engine damaged criticals when at or below 50% health
+ Vehicle engine damaged criticals apply to front instead of rear hits where applicable
+ Vehicle minimap icons scaled up or down depending on the vehicle's size; those which had an incorrect minimap icon now have the correct one
+ Scatter increased for all large-caliber vehicular bombardment weapons (to compensate for their area of effect profile improvements)
+ Half-tracks with reinforcement capability reinforce more slowly unless near a glider or reinforcement building
+ Half-tracks which can carry infantry now apply a weapon burst time reduction while moving (because the normal moving modifiers don't apply to carried squads)
+ Non-armored vehicles now have increased armor (contradictory though that may seem)
+ Territory points are now passable by vehicles to improve pathfinding
+ Territory points have somewhat reduced sight radius, but it is increased a lot more by Advanced Warning abilities (Ostheer and British)
+ All vehicular flamethrower range normalized (most reduced) and damage over time set to occur twice as often
+ Camouflage abilities only affect a unit's movement speed while it is actually camouflaged
+ Non-doctrinal infantry and team weapons spawn at the map edge
+ Team weapon crew received accuracy penalty removed; instead, team weapons now capture territory at 80% of the normal rate
+ All HMGs now use one of two new minimap icons and auto-reload when out of combat
+ All HMG squads use more population
+ Higher-caliber HMGs have increased penetration (including vehicle mounted ones)
+ Most mortar squad veterency requirements somewhat increased
+ Standard mortar projectile speed somewhat increased
+ Lighter mortars (76mm/81mm/82mm) maximum area of effect slightly increased
+ Lighter mortars barrage scatter slightly reduced
+ 81mm/82mm mortar team cost and barrage range somewhat increased (vet 3 range bonus reduced to compensate)
+ Smoke barrage abilities only order one unit even if several units are selected
+ Larger mobile anti-tank guns move more slowly
+ Anti-tank guns and their crews are harder to hit
+ Non-Soviet factions now have a camouflage upgrade for their mobile AT guns
+ All anti-tank gun camouflage abilities provide bonus damage for the first shot
+ Snipers reduced in price and population usage
+ Grenades are not able to damage buildings (does not affect Satchel Charge)
+ Anti-personnel grenades have less damage reduction against heavy cover
+ Light machine gun stats have been largely overhauled based on real life stats
+ Mines are not limited in terms of how many squad members they can damage
+ Anti-personnel mines area of effect slightly increased and given a slight damage fall-off
+ Anti-personnel mines cost increased; anti-vehicle mines cost decreased
+ Anti-vehicle mines can still cause destroyed engines or treads/wheels
+ Put Away Minesweeper ability added to all squads which can upgrade with a minesweeper
+ Infantry flamethrower burst damage somewhat increased
+ Infantry flamethrowers do more damage against light and heavy cover
+ Three-man infantry squads can only pick up one slot item
+ Covered Trenches (Ostheer, OKW and British) can hold mortar teams, as originally intended
+ Ambient building conversions (Forward Headquarters, Forward Supply Station and Forward Observation Post) can only be targetted on buildings in connected territory
+ Bunker, Concrete Bunker, Machine Gun Emplacement, Flak Emplacement, Fighting Position, resource caches, tank traps, and all starting base defenses repair twice as fast
+ British emplacements, on-map howitzers and the PaK 43 can be built in base areas
+ On-map howitzers and the PaK 43 have a fuel cost, same as British emplacements
+ On-map howitzers and the PaK 43 take less damage from most off-map abilities
+ All howitzers (on-map and off-map) have an improved area of effect profile
+ Mobile rocket artillery do increased damage against British emplacements
+ Panzerschrek and Bazooka medium and long range accuracy reduced
+ Non-OKW vehicle wreck salvage values completely overhauled (munitions and fuel amounts based directly on the cost of each vehicle)
+ Drop rate of most slot items slightly reduced according to size and weight
+ Fuel Cache and Munition Cache cost reverted to original (200 manpower)
+ Resource cache armor and sight radius somewhat increased
+ Flare abilities reduced in cost


SOVIET

+ Field Infirmary (HQ upgrade) now has a small fuel cost and spawns 4 Medics
+ Fuel cost and build time of tier 3 & 4 buildings is reduced (once) after the first is built
+ ZiS-6 Transport Truck replaces Fuel and Munitions Caches (it can set up on a territory to increase resource income, same as the Opel Blitz)
+ Trip Wire Mine is no longer a veterency ability for any squad; POMZ Flare Trip Mine can be constructed normally by Combat Engineers
+ Combat Engineers can always build PMD-6 anti-personnel mines, and the TM-35 anti-tank mine can only be triggered by vehicles (both mines do increased damage)
+ Combat Engineers can build Machine Gun Emplacements
+ Combat Engineer given same weapon profile as Conscripts and veterency requirements reduced
+ Combat Engineer population usage decreased and their construction rate is increased at vet 1
+ Conscript received accuracy reduced at vet 1 (lesser reduction at vet 3 now)
+ Conscript Mosin-Nagant near and far accuracy increased
+ Conscripts now have a squad upgrade which reduces their reinforcement cost
+ Conscript sandbag wall hitpoints and target size somewhat increased
+ RPG-43 Anti-Tank Grenade is now the vet 1 ability for Conscripts
+ Molotov Cocktail winds up more quickly and does more damage over time
+ M-42 45mm AT gun is buildable from the Regimental Field Headquarters
+ M-42 45mm AT gun can always camouflage and can retreat
+ Penal Battalion combat effectiveness improved and population usage decreased
+ Penal Battalion received accuracy reduced at vet 1 (lesser reduction at vet 3 now)
+ Penal Battalion symbol modified to better differentiate it from the Conscript symbol
+ Satchel Charge countdown time reduced
+ Sniper Team spotter's rifle removed
+ ROKS-3 flamethrower fire aim time reduced to match other infantry flamethrowers
+ Weapon crew reinforcement cost increased
+ M1910 Maxim HMG stats partially normalized with Vickers HMG, somewhat improving its performance
+ Sustained Fire now also somewhat increases Maxim accuracy
+ ZiS-3 anti-tank gun population usage reduced
+ ZiS-3 anti-tank gun Light Artillery Barrage ability significantly buffed and can be used for free, but now requires an upgrade to unlock
+ M3 scout car armor, speed and range increased
+ M3 scout car veterency requirements somewhat reduced
+ M3 scout car vet 2 accuracy bonus partially moved to vet 1
+ M5 half-track armor slightly increased and default MG range increased
+ M5 half-track, without upgrade, gains an area heal ability at vet 2
+ M5 half-track, without upgrade, can act as a retreat point at vet 3
+ M5 half-track quad gun upgrade reduces rate of veterency gain
+ M5 half-track quad gun has its own veterency bonuses
+ T-70 hitpoints increased to match other light tanks and scatter normalized with M5 Stuart
+ T-70 main anti-infantry effectiveness somewhat improved
+ T-70 light tank gains better coaxial machine gun accuracy at vet 1
+ SU-76M build time and penetration reduced and reload time increased
+ SU-76M Light Artillery Barrage ability improved
+ SU-76M veterency requirements and build time somewhat increased
+ Several T-34/76 stats normalized with T-34/85 (slightly less eficient combat performance to reflect that it only had a 4-person crew, unlike the 85)
+ T-34 armor, acceleration and anti-infantry effectiveness somewhat improved
+ T-34 ramming now always stuns both tanks
+ T-34/76, SU-85, and T-34/85 get a new Camouflage Ambush ability (works the same way as Tank Ambush in vanilla) after purchasing an upgrade
+ SU-85 mobility, armor and damage improved
+ SU-85 reload time and populatrion usage increased
+ SU-85 veterency requirements somewhat decreased
+ SU-85 given a new vet 1 ability, "APCR Shells"
+ Katyusha armor and speed somewhat decreased
+ Katyusha barrage area of effect profile somewhat improved
+ Katyusha creeping barrage recharge time reduced and scatter significantly reduced
+ Tanks using Secure Mode capture territory more quickly
+ After Soviet tier 3 and tier 4 buildings have been built once, the cost and build time are reduced to match those of Ostheer tier 3 and tier 4 buildings

+ Conscript Assault Package now provides a full six PPSh submachine guns
+ Combat Engineer Salvage Kit upgrade is no longer exclusive
+ Shock Troops' anti-personnel grenade damage fall-off improved
+ Shock Troops given a new vet 1 ability (borrowed from the singleplayer campaign), "Fire Superiority"
+ Guards Rifle Infantry given a new vet 1 ability, "Stand Ground"
+ Guards Assault Infantry can upgrade to receive two Bazookas
+ PTRS damage somewhat increased and ready-aim time reduced
+ Partisan squads cost more to deploy and their grenades start out on cooldown
+ Partisan squads can build PMD-6 anti-personnel mines
+ Partisan squads now gain a fifth member at vet 2
+ Partisan Tank Hunters come with PTRS AT rifles instead of Panzerschreks
+ Partisan Tank Hunters population usage reduced
+ Commissar death does not cause surrounding infantry to be suppressed
+ DShK (including mounted variants) combat effectiveness and firing cone improved
+ HM-38 120mm mortar team population usage reduced
+ HM-38 120mm mortar combat effectiveness improved, especially when barraging
+ M-42 AT gun anti-infantry effectiveness improved
+ M-42 AT gun gets Ambush Tactics by default
+ B-4 203mm howitzer increased in cost but cheaper to reinforce
+ B-4 203mm howitzer has a wider area of effect
+ T-34/85 damage and penetration increased
+ M4C Sherman penetration significantly increased
+ All KV tank armor and speed normalized; speed overall reduced
+ All KV tank hitpoints increased (now same as the Churchill)
+ KV-1 main gun normalized with main gun of T-34/76 (buffed vs. infantry)
+ KV-1 given a new vet 1 ability, "Hull Down"
+ KV-2 main gun combat effectiveness improved but reload time increased
+ KV-2 turret spotter now only appears in stationary bombardment mode
+ KV-2 main gun rate of fire with Firing Positions! ability significantly decreased
+ KV-8 flamethrower adjusted to be more in line with other vehicular flamethrowers
+ KV-8 tank gun combat effectiveness improved
+ KV-8 now limited to 2 at a time
+ IS-2 armor, hitpoints, area of effect and scatter improved
+ IS-2 reload time increased and damage significantly increased
+ IS-2 does deflection damage and can shock an enemy vehicle crew
+ IS-2 veterency requirements increased accordingly
+ ISU-152 armor slightly increased
+ ISU-152 main gun combat effectiveness improved but reload time increased
+ ISU-152 with HE ammo does higher deflection damage and can shock an enemy vehicle crew


OSTHEER

+ Pioneer combat effectiveness somewhat improved
+ Pioneer population usage and veterency requirements decreased
+ Pioneers can now always build tank traps
+ S-mines are no longer built as a mine field with warning signs
+ Bunker hitpoints increased (OKW version also)
+ Grenadiers moved to Kampfgruppe Headquarters and MG42 weapon team moved to Infanterie Kompanie
+ MG42 HMG suppression slightly increased
+ Grenadiers increased in cost, population usage reduced and target size very slightly reduced
+ Grenadier rifle accuracy increased at vet 1 (lesser increase at vet 2 now)
+ Grenadier rifle grenade now has limited scatter but a slightly better AoE damage profile
+ Grenadiers can build sandbags (instead of Pioneers)
+ LMG42 upgrade requires the Leichte Mechanized Kompanie to be built
+ Panzerfaust maximum range reduced
+ Panzergrenadiers moved to Kampfgruppe Headquarters (still require Battle Phase 1)
+ Panzergrenadier population usage and reinforcement time reduced
+ Panzergrenadier vet 2 received accuracy reduction partially moved to vet 1
+ Panzerschrek penetration somewhat increased and upgrade cost reduced
+ Infantry Medkit now provides more healing at a lower cost and can be targeted on the casting squad
+ GrW 34 mortar has reduced scatter
+ Pak 40 anti-tank gun can camouflage after buying an upgrade
+ Pak 40 anti-tank gun population usage reduced
+ SdKfz 222 scout car armor, speed and autocannon accuracy increased
+ SdKfz 222 scout car built time and veterency requirements increased
+ SdKfz 251 half-track armor, speed and default MG somewhat improved
+ SdKfz 251 half-track, without upgrade, gains an area heal ability at vet 2
+ SdKfz 251 half-track, without upgrade, can act as a retreat point at vet 3
+ SdKfz 251 half-track flamethrower upgrade reduces rate of veterency gain
+ SdKfz 251 half-track flamethrower normalized with other vehicular flamethrowers; combat effectiveness reduced to account for having two
+ SdKfz 251 half-track flamethrower has its own veterency bonuses
+ StuG III Ausf G armor increased and speed / reload time somewhat increased
+ StuG III Ausf G penetration and range somewhat decreased (but regains the range with vet 3) and skill shot slightly nerfed
+ StuG III Ausf G population usage and main gun area of effect increased
+ New unit - Panzer IV Ausf F1 - buildable from the Kampfgruppe Headquarters once Battle Phase 2 has been researched
+ Panzer IV Ausf G armor and speed slightly decreased
+ Panzer IV Ausf G penetration somewhat increased
+ Flakpanzer Ostwind stats normalized with Panzer IV
+ Flakpanzer Ostwind rate of fire increased when stationary
+ Panther moving accuracy somewhat increased and far accuracy slightly increased
+ Panther reload somewhat decreased at mid and near range
+ Brummbar rotation rate slightly increased but other movement stats slightly reduced
+ Brummbar population usage increased
+ Brummbar area of effect profile improved; reload time increased to compensate
+ Brummbar damage increased and can shock an enemy vehicle crew upon deflection
+ Brummbar crush level changed back to medium; vehicle geometry width reduced instead (no lazy fixes in this mod!)
+ Brummbar Bunker Busting Barrage ability recharge time reduced
+ Panzerwerfer armor, damage, area of effect and penetration somewhat increased
+ Panzerwerfer barrage recharge time reduced
+ Panzerwerfer will now turn to face a target when using its MG
+ Vehicle Blitzkrieg ability somewhat nerfed
+ Target Weak Point now causes one of five possible criticals: Blind (30%), Driver Injured (20%), Gunner Injured (20%), Loader Injured (20%) or Crew Shock (10%)
+ Several vehicles received veterency requirement adjustments
+ Upgradeable and Panzerwerfer MG42 damage increased and rate of fire normalized
+ Battle Phase 3 now also provides mechanics at the Kampfgruppe Headquarters

+ Assault Grenadier target size reduced
+ Assault Grenadier damage increased and accuracy slightly increased
+ Sprint is now the vet 1 ability for Assault Grenadiers
+ Assault Grenadier veterency bonuses tweaked
+ Artillery Field Officer squad population usage reduced and now gains shared veterency
+ Artillery Field Officer bodyguard target size reduced to match Grenadiers
+ All original Artillery Field Officer abilities buffed
+ Artillery Field Officer has a new vet 1 ability, Nebelwerfer Barrage
+ Coordinated Barrage expanded to use any captured USF, OKW or British indirect-fire units
+ Artillery Field Officer squad can now pick up dropped weapons
+ Model 24 Grenade is now the vet 1 ability for Ostruppen
+ Ostruppen received accuracy reduced at vet 1 (lesser reduction at vet 3 now)
+ Ostruppen reinforcement time slightly increased
+ Ostruppen now have a squad upgrade which reduces their reinforcement cost
+ Ostruppen starting rifle stats have been improved - especially damage
+ Ostruppen cover bonus applies only to their starting rifles and is not as extreme
+ Stormtroopers start out with MP40s and their grenade starts on cooldown
+ Stormtrooper veterency requirements reduced
+ G43 rifle (Jäger Infantry Package) cooldown time somewhat reduced and accuracy slight increased
+ Covered Trenches can now only be built by Pioneers
+ Pak 43 initial crew is invulnerable but the emplacement has a small chance of becoming abandoned at low health (OKW version also)
+ Pak 43 damage reduced and range and rotation rate increased
+ Opel Blitz speed somewhat increased and it can tear down more quickly after setting up
+ SdKfz 250 half-track armor, hitpoints and speed increased (including mortar half-track)
+ SdKfz 250/7 mortar half-track scatter slightly reduced
+ GrW 34 mortar incendiary round weapon profile normalized with that of SdKfz 250/7
+ Both incendiary mortar barrages cost less and have less recharge time
+ Both incendiary mortar rounds scatter signficantly decreased
+ Command Tank main gun damage increased
+ StuG III Ausf E reload time reduced and damage and cost increased
+ StuG III Ausf E skill shot replaced with a bombard ability a la Brummbar
+ SdKfz 234/2 Puma stats normalized with OKW version (armor and speed increased)
+ Tiger I damage and cost increased
+ Tiger I has a new timed ability which temporarily improves its armor effectiveness
+ Elefant armor increased and damage, reload time, penetration decreased
+ Elefant can now shoot through buildings same as PaK 43
+ Elefant and PaK 43 slightly less useless against infantry


USF

+ Rear Echelon cheaper to reinforce, population usage and veterency requirements reduced and rifle damage slightly increased
+ Rear Echelon Volley Fire ability costs more and no longer has increased received accuracy
+ Rear Echelon Volley Fire ability shortened to 10 seconds
+ Rear Echelon can now always upgrade with M2 Flamethrower
+ Fighting Position hitpoints increased
+ Riflemen somewhat reduced in cost and M1 Garand rifle accuracy very slightly increased
+ Riflemen received accuracy reduced at vet 1 (lesser reduction at vet 2 now)
+ Rifleman smoke grenade reduced in cost and no longer affects vehicles specifically
+ Lieutenant and Captain squad target sizes somewhat reduced
+ Lieutenant and Captain squad vet 3 Sprint ability no longer requires being out of combat
+ On Me! ability moved from Captain to Lieutenant and requires vet 1
+ Captain's Supervise ability now requires vet 1
+ Riflemen, Lieutenant, Captain and Major squad population usage somewhat reduced
+ Officer reinforcement time reduced
+ M1 81mm mortar now a doctrinal call-in unit
+ M2HB (including mounted variants) combat effectiveness improved
+ M2HB HMG vet 1 ability replaced with a reduction in cooldown
+ M20 utility car armor, speed, damage and burst duration increased
+ M20 utility car can lay anti-tank mines more quickly
+ M15A1 half-track moved to Captain building
+ M15A1 half-track speed somewhat increased
+ M1 57mm anti-tank gun moved to Lieutenant building
+ M1 57mm anti-tank gun can camouflage after buying an upgrade
+ M1 57mm anti-tank gun penetration and accuracy slightly decreased
+ M1 57mm anti-tank gun Take Aim! ability changed to a free toggle but with a much narrower cone of sight
+ Pack Howitzer barrage abilities now fire 5 shells instead of 3
+ Pack Howitzer shell arc will be higher or lower depending on shot blockers
+ Pack Howitzer scatter reduced and auto fire range increased
+ Pack Howitzer auto fire now also uses HEAT shells at vet 2
+ Pack Howitzer rate of fire with HEAT shells and while barraging increased
+ Pack Howitzer population usage and veterency requirements reduced
+ Ambulance speed increased
+ M5 light tank turret rotation rate significantly increased
+ M5 light tank gains better machine gun accuracy at vet 1
+ M5 light tank Shell Shock critical reduces speed instead of stopping all movement
+ M4A3 tank penetration somewhat reduced
+ M4A3 tank acceleration/deceleration somewhat improved
+ M4A3 tank veterency requirements somewhat reduced
+ M4A3 tank smoke grenade distance and fog of war scatter increased
+ M36 TD stats partially normalized with M10 TD
+ M8A1 HMC non-weapon stats normalized with M5 light tank
+ M8A1 HMC area of effect, penetration, range and rate of fire improved
+ M8A1 HMG barrage range increased and scatter decreased
+ M8A1 HMC auto fire can now both fire directly at a target (i.e. no arc) or indirectly over a shot blocker
+ Vehicles no longer share veterency
+ Vehicle crew veterency requirements increased

+ Assault Engineers have a smaller target size and their "grease guns" do more damage
+ Assault Engineer veterency requirements reduced
+ Assault Engineers now gain a fifth member at vet 2
+ M5 mine area of effect profile improved
+ Pathfinders (not I&R) population usage decreased
+ Paratroopers have a somewhat smaller target size
+ Paratrooper Thompson SMG upgrade now provides one for every squad member
+ Rangers now come with Thompson SMGs
+ Ranger reinforcement time increased
+ Infantry cannot equip two M1919A6 LMGs from the weapon rack
+ WC51 armor and target size reduced; hitpoints and speed increased
+ WC51 machine gun damage increased
+ M3 half-track armor and speed somewhat increased (including mortar halftrack)
+ M3 half-tracks now gain shared veterency (including British version)
+ M21 mortar half-track scatter slightly reduced
+ M21 mortar half-track M56 Delayed Fuse HE Barrage ability detonation delay reduced
+ M8 armored car speed and combat effectiveness improved
+ M8 armored car comes with side skirts and given a new top gunner upgrade
+ M8 armored car now also has M20 smoke ability
+ M10 TD stats partially normalized with M36; penetration increased
+ M10 Flanking Speed ability no longer requires vet 2
+ M4A3 bulldozer speed slightly decreased and veterency requirements reduced
+ M4A3 bulldozer main gun combat effectiveness improved but reload time increased
+ M4A3 bulldozer does deflection damage and can shock an enemy vehicle crew
+ M4A3 bulldozer veterency requirements reduced
+ M4A3E8 armor and hitpoints somewhat decreased; penetration increased
+ M26 heavy tank armor and hitpoints increased and speed decreased
+ M26 heavy tank damage and cost increased
+ M26 heavy tank veterency bonuses overhauled
+ M26 heavy tank can now be decrewed
+ M7B1 SPG armor somewhat increased
+ M7B1 SPG veterency requirements signficantly reduced
+ M7B1 SPG Creeping Barrage only fires 3 rounds (recharge time reduced to compensate)
+ M4 T34 stats normalized with M4A3
+ M4 T34 rocket count and damage increased and AoE profile improved
+ M4 T34 given a manual reload and can now be decrewed
+ M4 T34 build limit reduced from 3 to 2


OKW

+ Volksgrenadier is now the starting squad (instead of Sturmpioneer); starting manpower somewhat increased to compensate
+ Base defenses and Schwerer Panzer Headquarters significantly less likely to shoot down aircraft
+ Resource penalties restored, now with a reduced fuel penalty (starting fuel somewhat reduced to compensate)
+ sWS half-track automatic call-in restored (but the first one takes much longer to arrive in order to help prevent abuse); armor slightly increased
+ sWS half-tracks can now be deployed on victory point territories
+ Self-destruct ability for deployed sWS halftracks restored
+ Battlegroup Headquarters comes with medics by default
+ Battlegroup Headquarters must be in owned, connected territory to provide reinforcement
+ Retreat Point Unlock upgrade requires either Mechanized Regiment Headquarters or Schwerer Panzer Headquarters
+ Mechanized Regiment Headquarters comes with mechanics by default
+ Resource swapping abilities for Mechanized Regiment Headquarters restored
+ New resource toggle ability added to Mechanized Regiment Headquarters: Experience Transfer - increases experience gain at the cost of munitions
+ Schwerer Panzer Headquarters comes with flak cannon by default
+ Schwerer Panzer Headquarters flak cannon rate of fire and reload time increased; suppression amount decreased
+ Schwerer Panzer Headquarters flak cannon penetration and damage now have fall-off
+ All infantry and vehicle veterency requirements adjusted (mostly somewhat decreased)
+ Kübelwagen speed increased and armor, hitpoints and veterency requirements reduced
+ Kübelwagen passive suppression ability restored (capture now requires vet 3)
+ Kübelwagen given a self-repair ability at vet 1 (Detection ability no longer requires vet)
+ Kübelwagen rate of fire and sniper damage bonus increased and scatter reduced
+ Sturmpioneer squad training time and reinforcement time decreased
+ Sturmpioneer squad population usage somewhat reduced and target size slightly reduced
+ Sturmpioneer MP44 weapon profile brought a little close to Panzergrenadier MP44 profile (i.e. buffed)
+ Sturmpioneers can now always upgrade to flamethrowers
+ Sturmpioneer flamethrower explode critical restored
+ Sturmpioneers can build the Riegel 43 anti-tank mine
+ Razor Wire takes significantly less time to build
+ Volksgrenadier rifle accuracy somewhat increased and long distance aim time reduced
+ Volksgrenadier standard grenade restored; flame grenade is now doctrinal
+ Volksgrenadier flame grenade initial damage and damage over time frequency increased
+ Volksgrenadiers can now upgrade with 5x MP40s (instead of 2x StG 44s), trading long-range firepower for close-range firepower and gaining a smoke grenade and reduced received accuracy
+ Obersoldaten target size, reinforcement time and population usage reduced
+ Obersoldaten rifle accuracy increased at vet 1 (lesser increase at vet 2 now)
+ Team weapon crew use MP40 SMGs (instead of Volksgrenadier rifles)
+ Raketenwerfer 43 cost and rotation rate slightly increased and range somewhat decreased
+ MG34 HMG moved to Battlegroup Headquarters
+ MG34 HMG accuracy increased to match MG42 and suppression slightly increased
+ MG34 HMG squad veterency requirements increased (they were too low compared to other HMGs)
+ le.IG 18 rate of fire increased and minimum range and damage profile reduced
+ le.IG 18 area of effect profile somewhat improved
+ le.IG 18 population usage and veterency requirements reduced
+ le.IG 18 barrage scatter reduced and given a smoke barrage
+ le.IG 18 Hollow Charge Round ability restored but now fires a single accurate shot and does not require veterency
+ SdKfz 251/17 half-track veterency requirements and setup time reduced
+ SdKfz 251/17 weapon stats partially normalized with those of flak emplacements
+ SdKfz 251/20 IR half-track armor and speed somewhat increased
+ SdKfz 234/2 Puma armor, speed, moving accuracy and turret rotatation rate increased
+ SdKfz 234/2 Puma near penetration decreased and far penetration increased
+ SdKfz 234/2 Puma given a Recon Mode (works same as T-70M)
+ Wurfrahmen 40 half-track armor somewhat increased and speed decreased
+ Wurfrahmen 40 half-track barrage scatter somewhat reduced and AoE increased
+ Wurfrahmen 40 half-track barrage scatter increased in the fog of war
+ Wurfrahmen 40 rockets do less damage to British trenches and Forward Assembly but can now penetrate and apply one of five possible criticals to vehicles
+ Panzer II Ausf L build time increased and limited to 2 at a time
+ Panzer II Ausf L Cautious Movement ability replaced with Combat Blitz
+ Panzer II Ausf L main gun accuracy somewhat decreased
+ Panzer IV Ausf J armor and speed slightly decreased
+ Panzer IV Ausf J penetration somewhat increased
+ Panzer IV Ausf J turret traverse speed slightly reduced to reflect that it was historically changed to manual to facilitate more efficient production late in the war
+ Jagdpanzer IV/70 requires Battlegroup Headquarters
+ Jagdpanzer IV/70 frontal armor and rotation rate increased
+ Jagdpanzer IV/70 Cautious Movement vet 1 ability changed to Camouflage
+ Jagdpanzer IV/70 vet 5 first-strike damage bonus reduced
+ Panther Ausf. G requires Mechanized Regiment Headquarters
+ Panther Ausf. G and Konigstiger no longer use unique MG42 weapon profiles
+ Konigstiger moved back to the HQ
+ Konigstiger frontal armor increased and veterency bonuses overhauled
+ Konigstiger main gun reload time increased and penetration significantly increased
+ Konigstiger damage reduced and anti-infantry performance slightly reduced
+ An abandoned Konigstiger requires at least a 4 man squad to crew
+ Vehicle Cautious Movement ability nerfed
+ Vehicle Combat Blitz ability nerfed

+ Jäger Light Recon Squad veterency requirements increased
+ Fallschirmjäger received accuracy and reinforcement time decreased
+ Fallschirmjäger FG42 accuracy very slightly increased
+ Sturm Offizier death does not force surrounding squads to retreat
+ Sturm Offizier reinforcement time decreased
+ Flak Emplacement initial crew is invulnerable but the emplacement has a small chance of becoming abandoned at low health
+ Flak Emplacement cheaper to reinforce
+ leFH 18 artillery given proper vet 4 & 5 bonuses (by default are copies of vet 2 & 3)
+ Goliath damage dramatically increased; armor and build time some increased; speed somewhat decreased
+ Goliath cost changed from munitions to manpower + fuel
+ Flammen Hetzer rear armor and population usage decreased
+ Flammen Hetzer veterency bonuses overhauled and requirements reduced
+ Flammen Hetzer now limited to 2 at a time
+ Flammen Hetzer given new Camouflage ability
+ Flakpanzer Ostwind stats match those of Ostheer version
+ Flakpanzer Ostwind limited to 2 at a time
+ Command Panther no longer has a top gunner upgrade
+ Sturmtiger stats normalized with Tiger I; armor increased and reload time decreased
+ Sturmtiger rocket and grenade ranges increased; rocket scatter increased
+ Sturmtiger can shock an enemy vehicle crew upon deflection
+ Jagdtiger armor significantly increased and mobility slightly increased (engine improvement upgrade removed)
+ Jagdtiger can now shoot through buildings same as PaK 43
+ An abandoned Jagdtiger requires at least a 4 man squad to crew
+ Emergency Repairs repair time reduced (same effect still)
+ HEAT Rounds increase damage but at the cost of penetration


BRITISH

+ British given an uncovered trench (like in CoH1) - be careful, though, as facing it correctly is particularly important due to an issue with the model
+ Price of tier 2 upgrade reduces if other upgrades are researched first (this is to prevent tanks from coming out too soon without the increased cost being too much of a burden)
+ British on-map artillery substantially buffed but does less damage to OKW forward bases, OKW buildable flak emplacements, and ambient buildings
+ British airburst barrages arrive after a delay and do less damage to OKW forward bases and vehicles
+ Coordinated Fire abilities (Infantry Section, Armor-Piercing Sniper and Forward Assembly) recharge time decreased (further decreased upon researching either Specialization: Hammer or Specialization: Anvil)
+ Infantry Coordinated Fire abilities no longer use an intermediate smoke marker
+ Bofors emplacement and AEC armored car requisition upgrades no longer cost anything, but take longer to research
+ Foward Assembly hitpoints increased and armor somewhat increased
+ Forward Assembly now gets a Field Infirmary upgrade
+ Chance of abandonement restored to all three emplacements
+ All flamethrowers' bonus damage against British emplacements removed
+ Emplacements go up in cost as more are built (cost reverted if construction cancelled)
+ Mortar emplacement given a fuel cost (manpower cost reduced to compensate)
+ Mortar emplacement ammo switching restored (alpha feature); defaults to heavier but shorter range HE rounds and can switch to lighter but longer range HE rounds
+ Mortar emplacement ranges adjusted to favor barraging
+ Mortar emplacement veterency requirements significantly increased
+ Bofors emplacement veterency requirements significantly decreased
+ Bofors emplacement population usage decreased
+ Bofors emplacement penetration somewhat increased and AoE profile improved
+ Bofors Suppressive Barrage does reduced damage against everything but infantry
+ Bofors Suppressive Barrage area of effect increased
+ 17-pounder emplacement hitpoints increased and population usage decreased
+ 17-pounder emplacement damage and reload time significantly reduced
+ 17-pounder emplacement range increased (still a bit less than Pak 43)
+ 17-pounder emplacement given penetrating rounds by default; Fire Flare ability moved from garrison bonus to vet 1 bonus
+ Infantry Section target size and Lee Enfield rifle accuracy slightly increased
+ Infantry Section cover bonus (which is in reality a negative bonus when out of cover) changed to affect only their Lee Enfield rifles (this is to match the Royal Engineers, whose cover bonus already only affected their Sten SMGs)
+ Infantry Section cover bonus includes increased sight range by default (Royal Engineer cover bonus already had this, so it made sense)
+ Infantry Sections now have HEAT Grenades as their vet 1 ability
+ Infantry Sections gain somewhat increased accuracy with British LMGs at vet 2
+ Vickers HMG angle scatter reduced and accuracy brought up to Maxim HMG level
+ Royal Engineers now build fuel and munitions caches instead of Infantry Sections
+ Royal Engineer Sten gun near accuracy improved
+ Royal Engineers have the ability to salvage unwanted emplacements
+ PIAT projectiles no longer have homing but they have higher speed and acceleration
+ 6 pounder anti-tank gun can camouflage after buying an upgrade
+ Universal Carrier armor and hitpoints increased (no hitpoints gained from upgrading)
+ Universal Carrier increased in cost and Vickers K upgrade improved
+ British tanks which had curiously high moving accuracy have had it reduced
+ AEC armored car armor, speed, penetration, range and turret rotation rate increased
+ AEC armored car main gun effectiveness against infantry improved
+ Centaur anti-air tank armor reduced and combat performance slightly nerfed
+ Cromwell medium tank acceleration/deceleration improved and speed slightly increased
+ Cromwell anti-infantry effectiveness buffed to Churchill level
+ Sherman Firefly tank destroyer speed slightly increased to match other Shermans
+ Comet heavy tank acceleration, penetration and damage improved
+ Churchill heavy tank armor increased but movement and hitpoints reduced
+ Churchill heavy tank main gun has improved effectiveness against infantry
+ Churchill heavy tank crew defense burst duration doubled
+ Churchill heavy tank population usage decreased
+ Churchill heavy tank (standard version only) can get the Tank Commander upgrade
+ Churchill Infantry Support Smoke ability speed reduction significantly decreased
+ Cromwell and Churchill main gun damage reduced (closer to AEC and Valentine now)
+ Tank Commander upgrade no longer adds detection of camouflaged units
+ Tank smoke shell range reduced (it was excessively long) but fires more quickly
+ Tank grenade detonation time reduced
+ Manually-fired tank grenade range increased
+ Track Vehicle (Specialization: Hammer bonus) effect lasts longer

+ Gliders are now repairable
+ Commando Glider can train both regular Commandos and new Rifle Commandos
+ Forward Logistics Glider now has a healing ability and can train Commando weapon teams
+ Commandos reinforce faster and take significantly less time to regain their ambush bonus
+ Commando population usage reduced (all variants)
+ Airlanding Officer target size reduced to match Commandos
+ Boys AT rifle damage somewhat increased and ready-aim time reduced
+ Officer Charge ability somewhat nerfed
+ Activating Counter Barrage on a base howitzer incurs a munitions income penalty
+ Land Mattress veterency requirements, repositioning time, and area of effect reduced
+ M3 resupply half-track stats updated to match USF M3
+ M3 resupply half-track drops weapons faster
+ Valentine tank armor slightly increased and combat effectiveness improved
+ Churchill Crocodile heavy tank main gun uses the same weapon profile as the standard Churchill
+ Churchill AVRE heavy support tank population usage decreased
+ Churchill AVRE spigot mortar range increased but scatter increased
+ Area of effect profile improved for all 25 pounders (including Sexton)
+ Sexton SPG now fires 7 rounds per barrage, same as Priest
+ Sexton SPG veterency requirements significantly reduced
+ Sexton SPG Creeping Barrage only fires 3 rounds (recharge time reduced to compensate)
Last edited by 404 Not Found; 17 Jun, 2018 @ 11:59am
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Showing 1-1 of 1 comments
Super Mean Agent 11 Mar, 2016 @ 7:07am 
USF m15 half truck is OP. i mean the damage is too high to anything. pls nerf em.
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