[/p][p]This update also includes several gameplay bug fixes and map improvements for Langres, Angoville, and Gabès Gap.
[/p][p]Please be sure to continue reporting any bugs or gameplay issues via help.relic.com so that we can prioritize fixes and changes for update 2.2.0 coming later this year.
[/p]
General
- p]Automatch cooldown has been removed from the 1v1 game mode. Quitting the match without using Vote-to-Surrender will no longer incur a cooldown penalty. You are free to quit a 1v1 match at any point. [/p][/*]
Multiplayer Balance
[p] [/p]General
[p]Constructable Defenses [/p][p]Some buildable objects are having their construction time increased to slow down how quickly areas could be locked down or fortified. This makes builder units easier to catch out of position when establishing defenses in frontline sectors.[/p][p]Tank Traps [/p]
- p]Build time increased from 7 to 9 seconds [/p][/*]
- [p]Build time increased from 4 to 5 seconds [/p][/*]
- [p]Build time increased from 2 to 3 seconds [/p][/*]
- [p]Build time increased from 3 to 4 seconds [/p][/*]
- [p]Detection range reduced from 125 to 100 [/p][/*]
US Forces
[p]The US Forces Weapons Support Center has been the go-to tech choice and has been dominant in high level 1v1s. We have reduced the power on some key enablers such as the Bazooka Team, Scouts and the M3 Halftracks.[/p][p]We are acutely aware that the Barracks tech choice has been languishing despite the changes given to BARs from update 2.1.0. We have attacked this problem by going after some of the Axis counters, but we intend to make deeper changes in the future in update 2.2.0 [/p][p] [/p][p] Scout Squad [/p][p]Scouts were too efficient in combat due to their veterancy which allowed them to reach Veterancy rank 1 in the early game before the first encounter. We are increasing the time it takes for them to gain veterancy by one additional capture and reducing their first combat bonus. [/p]
- p]Veterancy requirements increased from 500/1500/3000 to 600/1800/3600 [/p][/*]
- [p]Veterancy 1 received accuracy bonus reduced from 15% to 10% [/p][/*]
- [p]Cost increased from 150 to 160 [/p][/*]
- [p]Manpower upkeep increased from 1 to 1.5 per population [/p][/*]
- [p]Population cost increased from 5 to 6 [/p][/*]
- [p]Reinforce cost increased to match Pathfinders at 32 [/p][/*]
Pathfinder and Artillery Observer Veterancy [/p]
- p]Veterancy 1 received accuracy bonus reduced from 15% to 10% [/p][/*]
- [p]Veterancy 2 accuracy bonus reduced from 30% to 25% [/p][/*]
- [p] Veterancy requirements reduced from 950/2850/5700 to 900/2700/5400 [/p][/*]
- [p]Veterancy requirements corrected from 600/2400/4800 to 600/1800/3600 [/p][/*]
- [p]Veterancy requirements increased from 800/2400/4800 to 1000/3000/6000 [/p][/*]
- [p]Steady-fire set-up time increased from 3.5 to 7 seconds [/p][/*]
- [p]Health reduced from 320 to 300 [/p][/*]
- [p]Frontal armor reduced from 10 to 7.5 [/p][p][/p][/*]
- [p]Frontal armor reduced from 10 to 7.5 [/p][/*]
- [p]Penetration reduced from 200/160/140 to 200/150/120 [/p][/*]
- [p]75mm Anti-tank Conversion upgrade time increased from 30 to 40 seconds [/p][/*]
- [p]75mm Anti-tank Conversion upgrade cost increased from 60 to 75 munitions [/p][/*]
- [p]Armor reduced from 5 to 3 [/p][/*]
Paratrooper Squad [/p][p]We want to improve the Paratrooper unit’s performance as it scales throughout the game. To do this, the experience requirements are lowered and we are improving their bonus veterancy, to increase their offensive potential. [/p]
- p]Veterancy requirements reduced from 1200/3600/7200 to 1000/3000/6000 [/p][/*]
- [p]Veterancy 2 rate of fire bonus increased from 15% to 20% [/p][/*]
- [p]Veterancy 2 rate of fire bonus now properly affects all attack speed stats [/p][/*]
- [p]Increased scatter from 0 to 8 meters [/p][/*]
- [p]Command Point cost increased from 3 to 4 [/p][/*]
- [p]Cost reduced from 180 to 150 munitions [/p][/*]
- [p]Increased scatter from 0 to 8 meters [/p][/*]
- [p]Now always fires in a low arc [/p][/*]
- [p]Rocket speed set to 60 [/p][/*]
Wehrmacht
[p]The Wehrmacht is having some key dominant units and abilities reduced in power, while seeing underperforming units gain some improvements. [/p][p] [/p][p]Headquarters [/p][p]The low cost of Medical Stations made the mid-game transition for Wehrmacht far too sharp. This along with other changes intends to give Allies more breathing room. [/p]- [p]Medical Stations upgrade cost increased from 150 to 200 manpower [/p][/*]
- [p]Build time reduced from 30 to 20 [/p][/*]
- [p]Experience requirements reduced from 800/2400/4800 to 750/2250/4500 [/p][/*]
- [p]Radio Antenna cost increased from 35 to 50 munitions [/p][/*]
- [p]Panzerbuchse damage decreased from 120 to 110 [/p][/*]
- [p]Blinding Shot damage reduced from 120 to 80 damage [/p][/*]
Marder III M Tank Destroyer [/p]
- p]Experience requirements reduced from 1500/4500/9000 to 1300/3900/7800 [/p][/*]
- [p]Frontal armor decreased from 100 to 90 [/p][/*]
- [p]Shock Assault received accuracy bonus reduced from 20% to 5% [/p][/*]
- [p]Penetration increased from 220/140/125 to 220/170/140 [/p][/*]
- p]Veterancy 2 rate of fire bonus now properly affects all attack speed stats [/p][/*]
- [p]Manpower cost reduced from 380 to 360 [/p][/*]
- [p]Reinforce cost reduced from 44 to 40 [/p][/*]
- [p]Veterancy requirements reduced from 1200/3600/7200 to 1000/3000/6000 [/p][/*]
- [p]Manpower cost increased from 650 to 660 [/p][/*]
- [p]Veterancy 2 armor bonus now only affects frontal armor [/p][/*]
- [p]Reload speed reduced from 3.5/4 to 4.5/5 [/p][/*]
- [p]Duration decreased from 60 to 45 seconds [/p][/*]
- [p]Munition cost increased from 40 to 60 seconds [/p][/*]
- [p]Cost increased from 520 manpower and 20 fuel to 600 manpower and 30 fuel [/p][/*]
British Forces
[p]We are addressing the wide disparity in effectiveness between 1v1s and team games for Canadian Shock Battlegroup. Some additional changes are made to smooth out the early game. [/p][p] [/p][p]Dingo Scout Car [/p][p]The Dingo is having its early game vision reduced to make aggressive action riskier, preventing it from easily seeing enemy positions before it engages. It will regain the vision bonuses as it reaches veterancy. [/p]- [p]Vision reduced from 50 to 40 [/p][/*]
- [p]Veterancy 2 now also grants + 5 vision in addition to existing bonuses [/p][/*]
- [p]Veterancy 3 vision and detection bonus increased from 5 to 10 [/p][/*]
- [p]Build time reduced from 30 to 25 seconds [/p][/*]
- [p]Weapon reload sped up from 3.75/4.25 to 3.75 [/p][/*]
- [p]Barrage recharge sped up from 50 to 45 seconds [/p][/*]
Canadian Shock Battlegroup
[p]We are making changes to how the pulse effects from the Canadian Shock Battlegroup work. While potent in 1 versus 1, the Battlegroup is weak in team games, unable to provide any benefits to allies, lacks the direct firepower and powerful off-maps of other Battlegroups, and point captures are more difficult to achieve. [/p][p]The following abilities now also apply to teammates: [/p]- [p]Attacking Spirit [/p][/*]
- [p]Offensive Resupply [/p][/*]
- [p]Churchill Crocodile Tip of the Spear [/p][/*]
- [p]Point Assault [/p][/*]
- [p]Total healing reduced from 70 to 55 [/p][/*]
- [p]Mortar barrage range increased from 45 to 52.5 [/p][/*]
- [p]PIAT ready aim time reduced from 1.75/2 to 1.5/1.75 [/p][/*]
- [p]Command Point cost increased from 1 to 2 [/p][/*]
- [p]Fixed the accuracy tool-tip to properly state that it reduces accuracy by 20% [/p][/*]
- [p]Speed debuff reduced from 25% to 20% [/p][/*]
Deutsches Afrikakorps
[p]Mechanized Kompanie [/p][p]The Mechanized Kompanie is having its fuel cost reduced to be a more attractive option against Support Elements and allows units like the 8 Rad to hit the field sooner. [/p]- [p]Fuel cost reduced from 55 to 50 [/p][/*]
- [p]Cost reduced from 250 to 200 manpower [/p][/*]
- [p]Assault Disembark duration reduced from 15 to 10 [/p][/*]
- [p]Health reduced from 280 to 120 [/p][/*]
- [p]Fuel cost increased from 35 to 40 [/p][/*]
- [p]Experience requirements reduced from 1500/4500/9000 to 1300/3900/7800 [/p][/*]
- [p]Veterancy 2 armor bonus now only affects frontal armor [/p][/*]
- [p]Reload speed reduced from 3.5/4 to 4.5/5 [/p][/*]
- [p]Fuel cost increased from 220 to 245 [/p][/*]
- [p]Now remains hidden for 4 seconds when leaving cover; matches other camouflage units [/p][/*]
- [p]Manpower cost reduced from 200 to 150 [/p][/*]
- [p]Passive sprint speed bonus reduced from 40% to 30%; veterancy 3 total speed unchanged [/p][/*]
Bug Fixes
Gameplay
- p]As previously noted, Canadian Shock Pyrotechnics no longer stacks its debuff numerous times on flamethrower application [/p][/*]
- [p]Changed behavior of Artillery Radio Beacon to retain cooldown progress when monitored and not monitored by Artillery Observer Squad. Cooldown time remaining will now be based on percentage of cooldown which has progressed and whether the beacon is monitored (maximum 15 seconds) or unmonitored (maximum 45 seconds) [/p][/*]
- [p]Fixed engineer units having extra 15 weapon range when minesweeper is active [/p][/*]
- [p]Fixed Battlegroup paradrop ability audio playing at the start of map even if abilities aren't unlocked [/p][p] [/p][/*]
Localization
- [p]Fixed issue where players were unable to join or start a custom match with the "Lorraine" map when the game was launched in Russian[/p][/*]
- [p]Fixed a number of blank strings for Ukrainian and Russian[/p][/*]
Maps
[p]Langres/Angoville [/p]- [p]Updated oak hedges to ensure units pressed close against them cannot be seen through them. This was occurring on Langres and Angoville [/p][/*]
- [p]Removed line of sight from two additional capture points (the small strategic point featured in Angoville/Langres, and the Territory Victory Point on Langres). These two types were not included in 2.1's pass to remove all sight from capture points in Multiplayer [/p][/*]
- [p]Updated small Strategic Points and Victory Points to no longer provide sight, aligning them with other capture points [/p][/*]
- [p]Two Northern buildings have been adjusted/replaced to better rebalance the number of windows. Territory connecting the West Fuel to the Northern HQ has also been adjusted so that only a single strategic point is required, identically to the South layout. [/p][/*]
- [p]Removed specific walkable rocks from impassible rock formations on Gabès Gap, preventing paradrops from landing within them [/p][/*]
- [p]Improved the walkable rock formations on Gabès Gap, reducing the risk of vehicles being left floating or teetering when they park on them [/p][/*]