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Steam News10 September 201312y ago

Update September 10th, 2013 Part 1

Units and Abilities Focus on improving the usability and appeal of abilities based on their performance and design. Abilities which were underperforming were improved and vice versa. SU-85 • Acceleration from 2.4 to 2.

Full notes

Full Company of Heroes 2 update

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What changed

1 fix0 additions0 changes0 removals
  • Balance
fixedUnits and Abilities Focus on improving the usability and appeal of abilities based on their performance and design. Abilities which were underperforming were improved and vice versa. SU-85 • Acceleration from 2.4 to 2.1 • Rotation from 20 to 18 • Max speed from 5.3 to 4.8 T-70 • The T-70 can no longer crush infantry Guard Troop RGD 33 Grenade • Cover modifiers set to be consistent with other grenades Shock Troops • Price from 480 MP to 440 MP • Population from 12 to 9 Penal Battalion Flamethrower • Fire aim time max from 1 to 0.5 • Fire aim time min from 1 to 0.125 • Post firing aim time from 1.5 to 0.5 • Ready aim time max from 1.5 to 0.125 • Ready aim time min from 1.5 to 0.125 • Suppressed reload multiplier from 1 to 2 • Horizontal tracking speed from 90 to 45 IL-2 Sturmovik Attack • Loiter area radius from 70 to 60 • Target lead out from 20 to 8 • Target lead in from 20 to 16 • Delay between attack from 4s to 18s • Attack sway width from 4.5 to 3 • Attack sway frequency from 3 to 2 • Search attack target from false to true • Duration time from 40s to 75s • Recharge time from 75s to 165s • Modified UI Barrage Radius to be more noticeable • Rate of fire from 13 to 10 • Damage from 15 to 20 • Penetration from 50 to 42.5 JU-87 Anti-Tank Support • Loiter radius area from 50 to 60 • Delay between attacks from 4s to 18s • Target lead in distance from 12 to 10 • Target lead out distance from 6 to 5 • Loiter timer from 60s to 80s • Duration time from 50s to 100s • Recharge time from 90s to 190s • Modified UI Barrage Radius to be more noticeable • Damage from 100 to 80 • Cooldown from 0.25 to 0.125 Demolition Charge • Damage from 250 to 312 • Additional building damage from 550 to 488 • Area radius from 6 to 8 • Area distance far from 3 to 5 • Area distance near from 1.5 to 2.5 • Recharge time from 30s to 0s Small Arms Weapon Profiles Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game. Grenadier Rifle • Damage from 20 to 16 • Accuracy near from 60% to 65% • Accuracy far from 30% to 35% • Cooldown from 2.2 to 2 • Cooldown modifier near from 0.5 to 0.3 • Cooldown modifier far from 1.5 to 1.4 Panzer Grenadier SMG • Damage from 6.4 to 8 • Accuracy near from 50% to 40% • Accuracy far from 15% to 12% Shock Troops PPSH: • Damage from 9 to 8 • Near Accuracy from 50 to 56% • Far Accuracy from 15 to 17% Penal Troops Rifle: • Damage from 14.9 to 16 • Near Accuracy from 50 to 47% • Far Accuracy from 28 to 26% Reaction System Reduced the degree of reaction squads commit to while in combat to better improve unit control and responsiveness. The reaction radius modifier on all weapons was adjusted to better align with the weapons AOE values. Weapons with very low AOE will no longer cause infantry to take

Company of Heroes 2 changes

fixedUnits and Abilities Focus on improving the usability and appeal of abilities based on their performance and design. Abilities which were underperforming were improved and vice versa. SU-85 • Acceleration from 2.4 to 2.1 • Rotation from 20 to 18 • Max speed from 5.3 to 4.8 T-70 • The T-70 can no longer crush infantry Guard Troop RGD 33 Grenade • Cover modifiers set to be consistent with other grenades Shock Troops • Price from 480 MP to 440 MP • Population from 12 to 9 Penal Battalion Flamethrower • Fire aim time max from 1 to 0.5 • Fire aim time min from 1 to 0.125 • Post firing aim time from 1.5 to 0.5 • Ready aim time max from 1.5 to 0.125 • Ready aim time min from 1.5 to 0.125 • Suppressed reload multiplier from 1 to 2 • Horizontal tracking speed from 90 to 45 IL-2 Sturmovik Attack • Loiter area radius from 70 to 60 • Target lead out from 20 to 8 • Target lead in from 20 to 16 • Delay between attack from 4s to 18s • Attack sway width from 4.5 to 3 • Attack sway frequency from 3 to 2 • Search attack target from false to true • Duration time from 40s to 75s • Recharge time from 75s to 165s • Modified UI Barrage Radius to be more noticeable • Rate of fire from 13 to 10 • Damage from 15 to 20 • Penetration from 50 to 42.5 JU-87 Anti-Tank Support • Loiter radius area from 50 to 60 • Delay between attacks from 4s to 18s • Target lead in distance from 12 to 10 • Target lead out distance from 6 to 5 • Loiter timer from 60s to 80s • Duration time from 50s to 100s • Recharge time from 90s to 190s • Modified UI Barrage Radius to be more noticeable • Damage from 100 to 80 • Cooldown from 0.25 to 0.125 Demolition Charge • Damage from 250 to 312 • Additional building damage from 550 to 488 • Area radius from 6 to 8 • Area distance far from 3 to 5 • Area distance near from 1.5 to 2.5 • Recharge time from 30s to 0s Small Arms Weapon Profiles Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game. Grenadier Rifle • Damage from 20 to 16 • Accuracy near from 60% to 65% • Accuracy far from 30% to 35% • Cooldown from 2.2 to 2 • Cooldown modifier near from 0.5 to 0.3 • Cooldown modifier far from 1.5 to 1.4 Panzer Grenadier SMG • Damage from 6.4 to 8 • Accuracy near from 50% to 40% • Accuracy far from 15% to 12% Shock Troops PPSH: • Damage from 9 to 8 • Near Accuracy from 50 to 56% • Far Accuracy from 15 to 17% Penal Troops Rifle: • Damage from 14.9 to 16 • Near Accuracy from 50 to 47% • Far Accuracy from 28 to 26% Reaction System Reduced the degree of reaction squads commit to while in combat to better improve unit control and responsiveness. The reaction radius modifier on all weapons was adjusted to better align with the weapons AOE values. Weapons with very low AOE will no longer cause infantry to take

Units and Abilities Focus on improving the usability and appeal of abilities based on their performance and design. Abilities which were underperforming were improved and vice versa. SU-85 • Acceleration from 2.4 to 2.1 • Rotation from 20 to 18 • Max speed from 5.3 to 4.8 T-70 • The T-70 can no longer crush infantry Guard Troop RGD 33 Grenade • Cover modifiers set to be consistent with other grenades Shock Troops • Price from 480 MP to 440 MP • Population from 12 to 9 Penal Battalion Flamethrower • Fire aim time max from 1 to 0.5 • Fire aim time min from 1 to 0.125 • Post firing aim time from 1.5 to 0.5 • Ready aim time max from 1.5 to 0.125 • Ready aim time min from 1.5 to 0.125 • Suppressed reload multiplier from 1 to 2 • Horizontal tracking speed from 90 to 45 IL-2 Sturmovik Attack • Loiter area radius from 70 to 60 • Target lead out from 20 to 8 • Target lead in from 20 to 16 • Delay between attack from 4s to 18s • Attack sway width from 4.5 to 3 • Attack sway frequency from 3 to 2 • Search attack target from false to true • Duration time from 40s to 75s • Recharge time from 75s to 165s • Modified UI Barrage Radius to be more noticeable • Rate of fire from 13 to 10 • Damage from 15 to 20 • Penetration from 50 to 42.5 JU-87 Anti-Tank Support • Loiter radius area from 50 to 60 • Delay between attacks from 4s to 18s • Target lead in distance from 12 to 10 • Target lead out distance from 6 to 5 • Loiter timer from 60s to 80s • Duration time from 50s to 100s • Recharge time from 90s to 190s • Modified UI Barrage Radius to be more noticeable • Damage from 100 to 80 • Cooldown from 0.25 to 0.125 Demolition Charge • Damage from 250 to 312 • Additional building damage from 550 to 488 • Area radius from 6 to 8 • Area distance far from 3 to 5 • Area distance near from 1.5 to 2.5 • Recharge time from 30s to 0s Small Arms Weapon Profiles Focus on better aligning infantry small arms within our health/damage system. This reduces the amount of overkill and better enables us to control how small arms functions within the game. Grenadier Rifle • Damage from 20 to 16 • Accuracy near from 60% to 65% • Accuracy far from 30% to 35% • Cooldown from 2.2 to 2 • Cooldown modifier near from 0.5 to 0.3 • Cooldown modifier far from 1.5 to 1.4 Panzer Grenadier SMG • Damage from 6.4 to 8 • Accuracy near from 50% to 40% • Accuracy far from 15% to 12% Shock Troops PPSH: • Damage from 9 to 8 • Near Accuracy from 50 to 56% • Far Accuracy from 15 to 17% Penal Troops Rifle: • Damage from 14.9 to 16 • Near Accuracy from 50 to 47% • Far Accuracy from 28 to 26% Reaction System Reduced the degree of reaction squads commit to while in combat to better improve unit control and responsiveness. The reaction radius modifier on all weapons was adjusted to better align with the weapons AOE values. Weapons with very low AOE will no longer cause infantry to take

Source

Steam News / 10 September 2013

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