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Steam News20 August 201312y ago

CoH 2 Updates August 20th, 2013 Part 2

Balance Vehicles Focus on improving T34 viability and better balancing RAM for mid-late game. The role of the T34 is that of a flanker meant to exploit enemy weak points with hit and run tactics.

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Full Company of Heroes 2 update

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What changed

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changedBalance Vehicles Focus on improving T34 viability and better balancing RAM for mid-late game. The role of the T34 is that of a flanker meant to exploit enemy weak points with hit and run tactics. RAM has been adjusted to be countered through movement vs. mediums and lower. Against heavier armor, RAM now has a chance to fail based on armor and penetration. This was to account for the fact that heavy vehicles cannot maneuver out of the RAM ability as easily as light and medium vehicles. T34 • Main gun damage from 80 to 120 • Main gun penetration from 75 to 80 • Cost from 240 MP and 95 FU to 280 MP and 85 FU T34 Ram • Ram min range from 10 to 17 • Ram max range from 30 to 35 • Penetration from 1000 to 160 • Damage from 100 to 160 • Deflection damage added, now does 80 damage on deflect • Deflection now results in a crew shock critical to the receiving vehicle • Ram engine overheat from 4 to 2.5s o If the engine overheats, the T34 will be slowed down eventually canceling the RAM • Ram engine overheat now a timed action, lasts 30s • Added in tooltip for engine overheat critical • Removed exhaust engine damage, adjusted critical changes to compensate for this change and keep things relatively the same SU-85 • Focused Sight now reduces movement speed by 50% Unit Abilities AT grenades and Panzerfaust will see reduced effectiveness vs. heavier targets. This change is meant to improve the flow of mid-to-late game tank combat by making aggressive maneuvers less risky. Heavy tanks should be better able to spearhead as a result. Little to no impact vs. medium to light vehicles. AT Grenade • Damage from 80 to 100 • Added deflection damage, now deals 80 damage on deflect • Penetration from 1000 to 100 Oorah! • Cost from 5 to 10 ammunition Panzerfaust • Damage from 80 to 100 • Added deflection damage, now deals 80 damage on deflect • Penetration from 1000 to 140 Rifle-Grenade • Rifle-grenade now cost 25 munitions Sdfkz 222 • The 222 Scout Car now retains its coaxial MG upon upgrading to the 20mm auto cannon Population Cost System Focus on better reflecting unit value through upkeep cost. Previously, fielding a heavy vehicle army was more rewarding than fielding a heavy manpower army due to the low population of vehicles. We are now factoring fuel into the evaluation of a vehicles population. Soviets • M3A1 population from 2 to 4 • M5 Half-track population from 3 to 5 • Katyusha population from 9 to 10 • T70 population from 5 to 6 • SU-76 population from 4 to 6 • SU-85 population from 8 to 12 • T34-76 population from 7 to 10 • T34-85 population from 9 to 12 • KV-8 population from 9 to 14 • IS-2 population from 14 to 24 • ISU-152 population from 17 to 25 Germans • 222 Scout Car population from 2 to 4 • 251 Half-track population from 3 to 5 • Mortar Half-track population from 5 to 6 • Panzerwerfer population from 9 to 10 • Stug population from 7 to 10 • Ostwind population from 8 to 10 • Panzer IV population from 8 to 12 • Panzer IV Command Tank

Company of Heroes 2 changes

changedBalance Vehicles Focus on improving T34 viability and better balancing RAM for mid-late game. The role of the T34 is that of a flanker meant to exploit enemy weak points with hit and run tactics. RAM has been adjusted to be countered through movement vs. mediums and lower. Against heavier armor, RAM now has a chance to fail based on armor and penetration. This was to account for the fact that heavy vehicles cannot maneuver out of the RAM ability as easily as light and medium vehicles. T34 • Main gun damage from 80 to 120 • Main gun penetration from 75 to 80 • Cost from 240 MP and 95 FU to 280 MP and 85 FU T34 Ram • Ram min range from 10 to 17 • Ram max range from 30 to 35 • Penetration from 1000 to 160 • Damage from 100 to 160 • Deflection damage added, now does 80 damage on deflect • Deflection now results in a crew shock critical to the receiving vehicle • Ram engine overheat from 4 to 2.5s o If the engine overheats, the T34 will be slowed down eventually canceling the RAM • Ram engine overheat now a timed action, lasts 30s • Added in tooltip for engine overheat critical • Removed exhaust engine damage, adjusted critical changes to compensate for this change and keep things relatively the same SU-85 • Focused Sight now reduces movement speed by 50% Unit Abilities AT grenades and Panzerfaust will see reduced effectiveness vs. heavier targets. This change is meant to improve the flow of mid-to-late game tank combat by making aggressive maneuvers less risky. Heavy tanks should be better able to spearhead as a result. Little to no impact vs. medium to light vehicles. AT Grenade • Damage from 80 to 100 • Added deflection damage, now deals 80 damage on deflect • Penetration from 1000 to 100 Oorah! • Cost from 5 to 10 ammunition Panzerfaust • Damage from 80 to 100 • Added deflection damage, now deals 80 damage on deflect • Penetration from 1000 to 140 Rifle-Grenade • Rifle-grenade now cost 25 munitions Sdfkz 222 • The 222 Scout Car now retains its coaxial MG upon upgrading to the 20mm auto cannon Population Cost System Focus on better reflecting unit value through upkeep cost. Previously, fielding a heavy vehicle army was more rewarding than fielding a heavy manpower army due to the low population of vehicles. We are now factoring fuel into the evaluation of a vehicles population. Soviets • M3A1 population from 2 to 4 • M5 Half-track population from 3 to 5 • Katyusha population from 9 to 10 • T70 population from 5 to 6 • SU-76 population from 4 to 6 • SU-85 population from 8 to 12 • T34-76 population from 7 to 10 • T34-85 population from 9 to 12 • KV-8 population from 9 to 14 • IS-2 population from 14 to 24 • ISU-152 population from 17 to 25 Germans • 222 Scout Car population from 2 to 4 • 251 Half-track population from 3 to 5 • Mortar Half-track population from 5 to 6 • Panzerwerfer population from 9 to 10 • Stug population from 7 to 10 • Ostwind population from 8 to 10 • Panzer IV population from 8 to 12 • Panzer IV Command Tank

Balance Vehicles Focus on improving T34 viability and better balancing RAM for mid-late game. The role of the T34 is that of a flanker meant to exploit enemy weak points with hit and run tactics. RAM has been adjusted to be countered through movement vs. mediums and lower. Against heavier armor, RAM now has a chance to fail based on armor and penetration. This was to account for the fact that heavy vehicles cannot maneuver out of the RAM ability as easily as light and medium vehicles. T34 • Main gun damage from 80 to 120 • Main gun penetration from 75 to 80 • Cost from 240 MP and 95 FU to 280 MP and 85 FU T34 Ram • Ram min range from 10 to 17 • Ram max range from 30 to 35 • Penetration from 1000 to 160 • Damage from 100 to 160 • Deflection damage added, now does 80 damage on deflect • Deflection now results in a crew shock critical to the receiving vehicle • Ram engine overheat from 4 to 2.5s o If the engine overheats, the T34 will be slowed down eventually canceling the RAM • Ram engine overheat now a timed action, lasts 30s • Added in tooltip for engine overheat critical • Removed exhaust engine damage, adjusted critical changes to compensate for this change and keep things relatively the same SU-85 • Focused Sight now reduces movement speed by 50% Unit Abilities AT grenades and Panzerfaust will see reduced effectiveness vs. heavier targets. This change is meant to improve the flow of mid-to-late game tank combat by making aggressive maneuvers less risky. Heavy tanks should be better able to spearhead as a result. Little to no impact vs. medium to light vehicles. AT Grenade • Damage from 80 to 100 • Added deflection damage, now deals 80 damage on deflect • Penetration from 1000 to 100 Oorah! • Cost from 5 to 10 ammunition Panzerfaust • Damage from 80 to 100 • Added deflection damage, now deals 80 damage on deflect • Penetration from 1000 to 140 Rifle-Grenade • Rifle-grenade now cost 25 munitions Sdfkz 222 • The 222 Scout Car now retains its coaxial MG upon upgrading to the 20mm auto cannon Population Cost System Focus on better reflecting unit value through upkeep cost. Previously, fielding a heavy vehicle army was more rewarding than fielding a heavy manpower army due to the low population of vehicles. We are now factoring fuel into the evaluation of a vehicles population. Soviets • M3A1 population from 2 to 4 • M5 Half-track population from 3 to 5 • Katyusha population from 9 to 10 • T70 population from 5 to 6 • SU-76 population from 4 to 6 • SU-85 population from 8 to 12 • T34-76 population from 7 to 10 • T34-85 population from 9 to 12 • KV-8 population from 9 to 14 • IS-2 population from 14 to 24 • ISU-152 population from 17 to 25 Germans • 222 Scout Car population from 2 to 4 • 251 Half-track population from 3 to 5 • Mortar Half-track population from 5 to 6 • Panzerwerfer population from 9 to 10 • Stug population from 7 to 10 • Ostwind population from 8 to 10 • Panzer IV population from 8 to 12 • Panzer IV Command Tank

Source

Steam News / 20 August 2013

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