News Liste Company of Heroes 3

Update 2.2.5
Company of Heroes 3
29.01.26 17:01 Community Announcements
[p][img src="https://clan.akamai.steamstatic.com/images/40883127/473d6783131dcf6208c5b425b6a791f53d9d5bf1.jpg"][/img][/p][p]The 2.2.5 Update focuses on adjustments to the multiplayer metagame following up on the release of Scarlet Bison (2.2.0) in November. The primary goal of this patch is to clean-up outstanding areas of concern in multiplayer and address several existing balance issues, while also fine tuning certain units and abilities.[/p][p]This update also includes some bug fixes and general improvements.[/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 2.3.0 coming at the end of March. [/p][p][/p]

Multiplayer Balance Changes

[p][/p]

General Changes

[p][/p][p]Fixed Gun/Casemate Units  
This is a quality-of-life improvement, allowing this class of unit to display their limited range and arc.[/p]
  • [p]Casemate units will now display their arc when click and drag orders are issued, similar to team weapons  [/p][/*]
  • [p]StuG III D Support Advance, Marder III M Sight Main Gun, Immobilize and Fortify, and Hulldown always show the arc of fixed gun vehicles when the unit is selected[/p][/*]
[p][/p][p]Breach[/p][p]This change prevents players from constantly chain-breaching buildings if the enemy bails-out before the Breach occurs.[/p]
  • [p]Breach now goes on recharge when the building is taken, but no damage has occurred to the enemy exiting [/p][/*]
[p][/p][p]Automatic Rifles and Light Machine Guns -M1918 BARs, M1940 SSF Johnsons, Breda LMG, Brens, MG 34/42s, Vickers K [/p][p]We are partially removing the bonuses certain special weapons had against heavy and garrison cover to increase the value of cover against upgraded squads. [/p]
  • [p]Damage penalty against heavy cover and garrisons increased from 30% to 40% [/p][/*]
  • [p]Accuracy penalty against heavy cover increased from 55% to 50% [/p][/*]
  • [p]Accuracy penalty against garrisons increased from 40% to 45% [/p][/*]
[p][/p][p]Casualty Recovery – Triage Center and Medical Bunkers[/p][p]Casualty recovery could be too efficient over the course of the game and synergizes with units that have high reinforcement costs. We are changing the system so casualties recovered now give a flat amount of manpower which is easier to understand and also makes the value of Triage more consistent depending on what infantry units are fielded. [/p]
  • [p]Each casualty recovered now grants a flat 25 manpower rather than casualty charge [/p][/*]
  • [p]A kicker will now be displayed once a casualty is dropped off indicating the manpower received [/p][/*]
[p][/p][p]Heavy Machine Gun Teams - M1919, M2HB .50cal, Vickers, MG 34, MG 42[/p][p]HMGs are having their set-up time increased, making them less effective at attack-moving or redeploying to reface flanking units. In return, we have increased their long-range damage-per-second (DPS) to make these units more useful on maps with sufficient heavy cover and veteran HMGs will be even better at stopping infantry assaults through improved suppression. [/p]
  • [p]Set-up time increased from 3 to 3.5 [/p][/*]
  • [p]HMG long-range accuracy increased by +15% [/p][/*]
  • [p]Veterancy 2 suppression bonus increased from 30% to 40% [/p][/*]
  • [p]Veterancy requirements increased from 500/1500/3000 to 700/2100/4200[/p][/*]
[p][/p][p]Light Artillery - Pack Howitzer, Le.IG 18, Heavy Mortar[/p][p]Our recent changes caused certain light artillery units to be ineffective on maps as the projectile would always collide with low obstacles. Furthermore, these units took too long to gain veterancy as they generally caused health damage rather than kills. [/p][p]We are reverting the changes to the projectile of these units, allowing them to properly arc over tall obstacles while keeping the speed a little bit higher than they were previously. Far area of effect damage has also been increased to improve performance on non-direct hits. [/p]
  • [p]Area of effect far damage increased from 15% to 20% [/p][/*]
  • [p]Experience requirements from 1000/3000/6000 to 850/2550/5100 [/p][/*]
  • [p]Pack and Le.IG projectile arcs reverted to fire over obstacles [/p][/*]
  • [p]Projectile speed increased from 50 to 65[/p][p][/p][/*]
[p]Mortars - M1 81mm, 3-inch, 8cm, Mortar Halftrack[/p][p]Mortars scaling was inconsistent, having high veterancy requirements for a unit that primarily deals health damage, and their early bonuses did not directly improve their combat performance, due to their low scatter. [/p][p]To address these issues, we have reduced the veterancy requirements of mortars and have made changes to their bonuses to improve their DPS and damage at higher levels. [/p]
  • [p]Infantry mortar experience requirements reduced from 1000/3000/6000 to 750/2250/4500 [/p][/*]
  • [p]Mortar halftrack experience requirements reduced from 1000/3000/6000  to 800/2400/4800 [/p][/*]
  • [p]Shell time on target increased from 3 to 3.125 [/p][/*]
  • [p]Veterancy 2 scatter bonus changed to +10% damage [/p][/*]
  • [p]Veterancy 1 health boost replaced with +10% rate of fire [/p][/*]
[p][/p][p]Suppression [/p][p]Suppression is having its reload and scatter penalties increased to make weapons such as grenade launchers and bazookas less effective. [/p]
  • [p]Scatter penalty increased from 33% to 125%  [/p][/*]
  • [p]Reload penalty increased from 25% to 75% [/p][/*]
[p][/p][p]Mobile Heavy Anti-tank Guns - 17-pounder, M5 3-inch, Flak 36 88mm [/p][p]The fuel cost of the heavy anti-tank guns has been increased to better reflect their current performance and value.  [/p]
  • [p]Fuel cost increased from 40 to 50 [/p][/*]
[p][/p][p]Salvage Structure – Fighting Positions, Bofors, 2cm Flak Emplacement, Hardpoints [/p]
  • [p]Ability is interrupted if the building takes damage while salvaging [/p][p][/p][/*]
[p]Territory Capture Experience  [/p][p]We are equalizing capture point veterancy to lower the amount gained for capturing neutral territory but increase the rewards for decapturing. [/p]
  • [p]Capture Experience reduced from 100 to 75 [/p][/*]
  • [p]Decapture Experience increased from 50 to 75 [/p][/*]
[p][/p][p]Observation Posts/Supply Truck Lockdown [/p][p]Early manpower from caches could be too efficient in larger modes where they would benefit multiple players and pay-off quickly. To offset the recent changes, we are lowering the amount of manpower generated by caches.  [/p][p]We will continue to investigate how to make caches more viable in smaller modes while not affecting all teammates. [/p]
  • [p]Manpower reduced from 20 to 15 [/p][/*]
[p][/p][p]All Handheld Anti-tank [/p][p]Rangers are receiving a light initial adjustment by lowering the moving performance of handheld anti-tank weapons and increasing their moving scatter to weaken these weapons at long-range.  [/p]
  • [p]Moving accuracy reduced from 0.5 to 0.35 [/p][/*]
  • [p]Handheld AT moving scatter increased from 25% to 50% [/p][/*]
[p][/p][p]Infantry Prioritize Vehicle - Bazooka Team, Panzerjager Squad [/p]
  • [p]Prioritize vehicle starts active on all squads who gets this ability [/p][/*]
  • [p]Jager Squads upgraded with the Panzerschreck start on Prioritize Vehicle [/p][/*]
[p][/p][p]Anti-tank Rifle Upgrades - Boys/Panzerbuchse AT Rifles [/p]
  • [p]Grants the squad who have these upgrades Prioritize Vehicle ability  [/p][/*]

US Forces 

[p]Advanced Logistics [/p][p]We are slightly changing all the manpower reduction bonuses in the game to tone down some of their power. [/p]
  • [p]No longer grants increased experience for reinforced squads [/p][/*]
  • [p]Manpower reduction reduced from 25% to 20% [/p][/*]
[p][/p][p]Bazookas [/p][p]Bazookas are having their ready-aim time increased to allow vehicles slightly more time to back away when engaging Bazookas at max range. Compared to all other handheld AT in-game, the Bazooka is the most difficult to avoid due to its lower values. [/p]
  • [p]Ready aim-time increased from 0.5/1 to 1/1.125 [/p][/*]
[p][/p][p]M1918 Browning Automatic Rifles  [/p][p]We want to allow the US Forces to have an option for dedicated infantry play where they have a couple of minutes to have a major advantage in infantry combat before the first light vehicle arrives. The current timing, however, was too potent. [/p][p]To tackle this issue, the BAR is having its research time increased to give opponents more time to prepare against a timing attack. [/p]
  • [p]Research time increased from 30 to 60 [/p][/*]
[p][/p][p]Riflemen Pour it On 'Em [/p][p]Pour it On’Em had a hidden bonus that allowed the Riflemen squad to perform better against heavy cover than intended. We are removing this bonus as the ability already grants increased DPS and suppression. [/p]
  • [p]Damage penalty against heavy and garrison cover increased from 30% to 40% for BARS [/p][/*]
  • [p]Damage penalty against heavy and garrison cover increased from 30% to 50% for non-BAR weapon [/p][/*]
[p][/p][p]Mortar Pit [/p][p]The Mortar Pit is an impactful defense, able to engage enemies at long-range for a fairly low cost, like AT Bunkers. Because of these traits, we are giving this structure a slight population cost and upkeep. [/p]
  • [p]Now takes up 2 population, 1 manpower upkeep per population [/p][/*]
[p][/p][p]4x4 ¼ ton Truck [/p][p]The Dingo and 4x4 are having their side armor slightly reduced to make these units more vulnerable to flank attacks. [/p]
  • [p]Side armor reduced from 4.5 to 4.25 [/p][/*]
[p][/p][p]M3 Armored Personnel Carrier [/p][p]Fortify Position will now cost manpower to make it less efficient to constantly spawn one when off cooldown. [/p]
  • [p]Fortify Position recharge reduced from 180 to 120 [/p][/*]
  • [p]Fortify Position now costs 50 manpower [/p][/*]
[p][/p][p]M8 Greyhound Armored Car [/p][p]The Greyhound is a potent light vehicle, able to tackle all targets at its timing with strong veterancy abilities and the speed to disengage from danger. We want to keep its general power, but are giving the unit some adjustments to its cost and bringing its target size in-line with other heavier LVs. [/p][p]We have also moved most of the fire-aim time into the weapon’s reload to prevent the Greyhound from firing faster when switching targets. [/p]
  • [p]Fuel cost increased from 45 to 50 [/p][/*]
  • [p]Reload increased from 2.333/2.333 to 3.25/3.375 [/p][/*]
  • [p]Fire-aim time reduced from 1 to 0.125 [/p][/*]
  • [p]Target size increased from 16 to 18 [/p][/*]
[p][/p][p]M29 Weasel Recon Vehicle [/p][p]We are giving the Weasel some slight adjustments to better reflect its initial value and make its first rank of veterancy more impactful. [/p]
  • [p]Veterancy 1 acceleration bonus changed to +7 vision [/p][/*]
  • [p]Manpower cost reduced from 240 to 220 [/p][/*]
[p][/p][p]Captain Retinue [/p][p]In 1 vs 1, the Captain represents a major power spike, having enough firepower to make a significant impact in the early game that allows the US Forces too much of a tempo advantage. To reduce the impact of the early Captain, we are making the light machine gun cost munitions so it competes with other munition options. [/p]
  • [p]Build time sped up from 45 to 30 seconds [/p][/*]
  • [p]Must now purchase its M1919 Light Machine Gun for 50 munitions [/p][/*]
[p][/p][p]M2HB .50cal Heavy Machine Gun  [/p]
  • [p]Munition price reduced from 75 to 60 [/p][/*]
[p][/p][p]Paratrooper Squad [/p][p]The Bazooka variant of the Paratrooper was lackluster compared to every other unit capable of receiving Bazookas. To encourage their use, we are giving the squad an additional Bazooka when upgraded, making them a dedicated AT squad rather than a hybrid unit. [/p]
  • [p]Now has 3 bazookas rather than 2 [/p][/*]
  • [p]Bazooka munitions cost increased from 80 to 100 [/p][/*]
[p][/p]

Armored Battlegroup 

[p]Veteran Crews [/p][p]Veteran Crews is receiving an increase in Command Point (CP)cost to reduce the Armored Battlegroup’s ability to have multiple picks unlocked in the early game. [/p]
  • [p]Command Point cost increased from 1 to 2 [/p][/*]
[p][/p][p]Recovery Vehicle [/p]
  • [p]Command Point cost reduced from 4 to 3 [/p][/*]
[p][/p][p]M8 Scott [/p][p]We are giving High Explosive (HE) rounds of the M8 the ability to hit an additional model in the squad to bring this unit more in-line with light artillery units in terms of damage output. [/p]
  • [p]Standard HE auto-fire and barrage attack model damage limit increased from 3 to 4 [/p][/*]
  • [p]Command Point cost reduced 3 to 2 [/p][/*]
[p][/p][p]War Machine  [/p][p]We are slightly reducing changing all the manpower reduction bonuses in the game to tone down some of their power. [/p]
  • [p]Manpower reduction reduced from 25% to 20% [/p][/*]
[p][/p]

Special Operations Battlegroup 

[p]Special Operations Mark Target [/p]
  • [p]Now reveals an area of 35m around the target when the loiter is active [/p][/*]
[p][/p][p]M4A1 Sherman Whizbang [/p][p]The Whizbang is too potent when it is not tech-locked – especially in smaller game modes -allowing the US Forces the ability to double down on infantry and light vehicles while still getting eventual access to artillery and even a medium tank. [/p][p]Command Point cost has also been increased to compensate for the recent changes made to the final tier structure of all factions. [/p]
  • [p]Can no longer be called in. Must be built from the Tank Depot [/p][/*]
  • [p]Production Unlock Command Point cost increased from 0 to 2 [/p][/*]
  • [p]Corrected an issue where the unit’s reverse speed was faster at 6 than its forward speed of 5.5 [/p][/*]
[p][/p]

Partisan Battlegroup 

[p]Several adjustments for the Battlegroup are being made to make it easier to play against the Partisan Battlegroup while also making some of their features less forgiving. [/p][p]We want to retain the uniqueness of the mechanics, but in a skilled player’s hands and on certain maps, this Battlegroup became incredibly difficult to deal with. 
[/p][p]Tunnel Network [/p]
  • [p]Recharge time increased from 15 to 25 [/p][/*]
[p][/p][p]OSS Coordination and Resistance Fighter Retreat when in Garrisons [/p]
  • [p]Now triggers the Tunnel Network cooldown [/p][/*]
  • [p]Units will retreat normally, rather than being transported to the Tunnel Network if given a retreat command in garrisons while the Tunnel Network is on recharge [/p][/*]
[p][/p][p]Partisan Resistance Fighters [/p]
  • [p]Manpower cost increased from 220 to 240 manpower [/p][/*]
  • [p]Molotov Assault wind-up increased from 0.875 to 1.125; increases time to throw [/p][/*]
  • [p]Molotov Assault area of effect radius reduced from 4 to 3.5 [/p][/*]
  • [p]Molotov Assault burn damage radius reduced from 6 to 4  [/p][/*]
  • [p]Molotov Assault munition cost increased from 30 to 35 [/p][/*]
  • [p]Ambush accuracy and scatter debuff penalties reduced from 40% to 30% [/p][/*]
  • [p]Panzerbuchse ready aim time increased from 0.75 to 1 [/p][/*]
[p][/p][p]OSS Coordination [/p]
  • [p]Command Point cost increased from 1 to 2 [/p][/*]
  • [p]Autobuild tunnel recharge bonus reduced from 120 seconds to 60 seconds; total of 120 seconds to recharge [/p][/*]
[p][/p][p]Medical Caches [/p]
  • [p]Command Point cost decreased from 2 to 1 [/p][/*]
[p][/p][p]Partisan Spy Network [/p]
  • [p]Command Point cost increased from 2 to 3 [/p][/*]
  • [p]Munition cost increased from 40 to 60 [/p][/*]
[p][/p][p]Partisan Forward Headquarters [/p]
  • [p]The garrison rate of fire bonus always requires an active Forward Heardquarters to be on the field before its effects can occur  [/p][/*]
  • [p]Garrison rate of fire bonus reduced from 25% to 20% [/p][/*]
  • [p]Fixed an issue where the garrison rate of fire bonus ability affects infantry units in vehicle holds[/p][p] [/p][/*]
[p]Underground Detonation [/p]
  • [p]The moving fuse now has an additional audio cue that plays and intensifies for the opponent as it approaches its destination [/p][/*]
  • [p]Munition cost increased from 125 to 140[/p][p] [/p][/*]

Wehrmacht 

[p]Hulldown  [/p][p]Hulldown and Immobilize and Fortify are being adjusted to provide greater benefits to fixed/casemate vehicles that are unable to rotate when in this mode. [/p][p]Furthermore, we are giving the StuG an exception when in hulldown to increase its range due to the limitations imposed upon the vehicle. [/p]
  • [p]Reload and cooldown bonuses changed to overall attack speed  [/p][/*]
  • [p]Casemate units gain +10 range when in hulldown, rather than +5; applies to the StuG III G [/p][/*]
  • [p]Increases the cone of fire for fixed gun/casemate vehicle by 10 and weapon traverse by 5[/p][p] [/p][/*]
[p]Kettenkrad  [/p]
  • [p]Trip Wire Flare build time reduced from 7.5 to 5[/p][p] [/p][/*]
[p]Jager Squad [/p][p]With the removal of camouflage, we can now allow Jagers to gain increased attack speed for their Panzerschrecks. [/p]
  • [p]Veterancy 2 20% cooldown changed to 15% overall attack speed [/p][p][/p][/*]
[p]StuG III G Assault Gun [/p][p]The range penalty on Point-blank Blast was too restrictive, resulting in situations where the vehicle would struggle to engage targets.  [/p]
  • [p]Point-blank Blast range increased from 15 to 20 [/p][/*]
  • [p]Point-blank Blast displays a reticule when the ability is active [/p][p][/p][/*]
[p]Nebelwerfer Team [/p][p]The Nebelwerfer is having its veterancy ability updated to a high-explosive rocket barrage that trades out flame damage over time for increase blast radius and power. While white phosphorous could be useful, it overlapped too much with the standard barrage in terms of how damage was dealt. [/p][p]We have also toned down the Nebelwerfer’s anti-vehicle damage to prevent it from one-shotting units like the Bishop as its primary targets should be infantry, team weapons, and defenses. [/p]
  • [p]Bonus damage against vehicles reduced from 100% to 50% [/p][/*]
  • [p]New Ability -  High-explosive Rocket Barrage - replaces White Phosphorous Barrage. Has increased blast radius and damage over standard rockets but does not leave damage over time flame patches. 40 Munitions per barrage [/p][p][/p][/*]
[p]Sturmpanzer IV Brummbar [/p][p]Being an expensive anti-infantry unit, the Brummbar could struggle to engage the units designed to counter it such as Handheld AT squads due to its short-range and its fixed weapon that forces it to expose its weaker sides when squads are even a little spaced out. [/p][p]Furthermore, we have revamped the veterancy of this unit to be significantly more impactful. [/p]
  • [p]Range increased from 30 to 35 [/p][p][/p][/*]
[p]Veterancy updated to the following: [/p][p]Veterancy 1 
+ 20% rotation rate 
[/p][p]Veterancy 2 
+ 20% rate of fire 
+ 20% weapon scatter accuracy 
[/p][p]Veterancy 3 
+ 80 health 
+ 50 frontal armor 
+ 15% attack speed 
[/p][p]2cm Flak Emplacement  [/p]
  • [p]Accuracy increased from 0.61/0.51/0.36 to 0.75/0.63/0.48 [/p][/*]
  • [p]Vision range increased from 35 to 40 [/p][/*]
  • [p]Emplacements can be salvaged [/p][p][/p][/*]
[p]Pak 40 Anti-tank Gun and LG 40 Recoilless Gun [/p][p]This change is to prevent immediately toggling between modes for these units. [/p]
  • [p]Camouflage toggle on/off time set to 5/15 [/p][p][/p][/*]
[p]Panther Production Unlock [/p][p]Command Point cost has been increased to compensate for the recent changes made to the final tier structure of all factions. [/p]
  • [p]Command Point cost increased from 0 to 2 [/p][p][/p][/*]
[p]Artillery Officer  [/p]
  • [p]Targeted Supervision bonus increased from 100% to 150% and fire rate bonus from Targeted Supervision now affects overall attack speed [/p][/*]
  • [p]Manpower cost reduced from 250 to 220 [/p][p][/p][/*]
[p]Heavy Gunnery [/p][p]The following change is to improve the suppression of heavy gunnery for late game vehicles as the prior version required vehicles to have a pintle to get suppression off. [/p]
  • [p]Panzer IV and King Tiger tank coaxial and hull gun suppression increased from 0.00216 to 0.00325 [/p][p][/p][/*]
[p]King Tiger Heavy Tank [/p][p]We are reducing some of the penalties associated with King Tiger and speeding up reload to bring it closer in-line with other heavy tanks.  [/p]
  • [p]Initial manpower cost reduced from 1040 to 910; matches other heavy tanks [/p][/*]
  • [p]Fuel penalty reduced from 50% to 25% [/p][/*]
  • [p]Reload sped up from 5.5/6 to 5.25/5.625[/p][p] [/p][/*]
[p]Infantry Reserves [/p]
  • [p]Manpower reduction reduced from 25% to 20% [/p][p][/p][/*]

Last Stand Battlegroup 

[p]Nebelwerfer Overwatch [/p]
  • [p]Center of the target zone now immediately drops flares upon activation to give a warning to enemies [/p][p][/p][/*]
[p]Borgward IV Wanze [/p]
  • [p]Rockets will now always attempt to scatter behind the initial target zone rather than being equally distributed front and back. This should increase the chance rockets scatter into the target when they are directly in the center of the ability. [/p][/*]
  • [p]Experience requirements reduced from 1250/3750/7500 to 1000/3000/6000 [/p][p][/p][/*]
[p]Immobilize and Fortify/Hull Down [/p]
  • [p]Increases the cone of fire for fixed gun/casemate vehicle by 10 and weapon traverse by 5 [/p][/*]
[p] [/p]

British Forces 

[p]Team Weapon Training [/p][p]The price increase better reflects the power this upgrade gives to all team weapons. [/p]
  • [p]Fuel cost increased from 20 to 25 [/p][p][/p][/*]
[p]Field Infirmary [/p][p]The cost of the Field Infirmary is being slightly reduced, allowing the British Forces easier access to healing. The previous cost was too high when compared with the US Forces Triage Center which also recovered casualties. [/p]
  • [p]Cost reduced from 125 manpower and 20 fuel to 100 manpower and 15 fuel [/p][p][/p][/*]
[p]Royal Engineer Section [/p]
  • [p]Experience requirements reduced from 800/2400/4800 to 650/1900/3800 [/p][p][/p][/*]
[p]Infantry Section [/p][p]The Infantry Section is having its build time sped up to match other mainline infantry units. [/p][p]Their rate of fire bonuses have also been updated to now affect all rate of fire stats. This helps their basic weapons and AT rifles scale better with veterancy. We have slightly reduced their Veterancy 2 bonuses, however, to prevent a major DPS increase as the unit already gets an accuracy bonus at that level. [/p]
  • [p]Build time sped up from 25 to 20 seconds [/p][/*]
  • [p]Rate of fire bonus now uses overall attack speed for Veterancy 2 and 3; this increases rate of fire [/p][/*]
  • [p]Veterancy 2 rate of fire bonus reduced from 15% to 10% [/p][p][/p][/*]
[p]Dingo [/p]
  • [p]Side armor reduced from 4.5 to 4.25 [/p][p][/p][/*]
[p]Vickers HMG Team [/p][p]Focused Gunnery is having the vision bonus reduced as it could be too potent in certain situations where the Vickers could fully utilize the additional range and engage targets without receiving return fire/requiring a true spotter. [/p]
  • [p]Vickers HMG Focused Gunnery Vision range bonus reduced from 15 to 7.5 [/p][p][/p][/*]
[p]CMP 15cwt AA Truck [/p][p]We have done a slight shuffling of the unit’s weapon range to make the unit a little bit more effective on the move and better able to kite certain threats like AT grenades. [/p]
  • [p]Range increased from 25 to 30 [/p][/*]
  • [p]Deployed range bonus reduced from 25 to 20 [/p][p][/p][/*]
[p]4.2 Inch Heavy Mortar Team [/p][p]The heavy mortar is receiving similar changes to the Pack Howitzer and le.IG to increase its effectiveness and scaling. [/p][p]The Airburst Barrage has been given wider scatter as the ability was too effective at destroying other team weapons due to the large area the blast covered. [/p]
  • [p]Removed acceleration from the heavy mortar team; this makes the unit faster to move around the battlefield [/p][/*]
  • [p]Heavy mortar airburst scatter angle and max increased from 8 to 9 [/p][/*]
  • [p]Heavy mortar airburst scatter ratio increased from 0.135 to 0.15 [/p][/*]
  • [p]Area of effect far damage increased from 15% to 20% [/p][/*]
  • [p]Experience requirements from 1000/3000/6000 to 850/2550/5100 [/p][p][/p][/*]
[p]Churchill Black Prince Heavy Tank [/p][p]The Black Prince is receiving a health increase to allow it to survive longer on the battlefield against all threats. This includes off-map strikes/artillery that excel against the Black Prince due to its slow speed which we want to retain. [/p]
  • [p]Health increased from 1200 to 1300 [/p][p][/p][/*]
[p]Centaur  Medium Tank [/p][p]We are improving the Centaur’s HE range to allow the unit to be better at tackling infantry squads due to its role as a late game anti-infantry tank. We have also revamped the unit’s veterancy to be much more impactful. [/p]
  • [p]HE shell range increased from 30 to 35 [/p][p][/p][/*]
[p]Veterancy updated to the following: [/p][p]Veterancy 1 
+20% rotation rate 
[/p][p]Veterancy 2 
+ 20% rate of fire 
+ 20% weapon scatter accuracy 
[/p][p]Veterancy 3 
+ 80 health 
+ 20% speed 
+15% rate of fire 
[/p][p]Bofors Anti-air Emplacements [/p][p]We are improving anti-aircraft emplacements by increasing their anti-infantry firepower and vision, allowing them to control an area within weapon range. We are also allowing these emplacements to be salvaged for resources as they taper off mid-to-late game, being primarily anti-light weapons, and not all Battlegroups have aircraft call-ins. [/p]
  • [p]Accuracy increased from 0.7/0.6/0.5 to 0.85/0.75/0.7 [/p][/*]
  • [p]Vision range increased from 35 to 40 [/p][/*]
  • [p]Emplacements can be salvaged [/p][p][/p][/*]
[p]Indian Artillery War Cry [/p][p]War Cry is being changed to Overall Attack Speed to allow the ability to affect a greater variety of weapons. Rifle weapons were not recieving any major benefit as time between shots was held back by other stats not related to reload or cooldown. [/p]
  • [p]War Cry now affects Overall Attack Speed rather than just reload and cooldown; speeds up rate of fire [/p][/*]
[p] [/p][p]BL 5.5 Artillery Emplacement [/p]
  • [p]Experience requirements increased from 1200/2400/4800 to 1500/4500/9000 [/p][p][/p][/*]
[p]Volunteer Infantry [/p]
  • [p]Manpower reduction reduced from 25% to 20% [/p][p][/p][/*]
[p]Sherman VC Firefly Tank Destroyer [/p][p]We are slightly increasing the DPS of the Firefly to better reflect its current cost as a premium tank destroyer. We are also increasing the range of its Sabot ability, allowing the Firefly to expend munitions to either get the first shot in-combat or finish off a retreating vehicle. [/p]
  • [p]Sabot Round range increased from 45 to 50 [/p][/*]
  • [p]Reload sped up from 6.75/7.25 to 6.375/6.875 [/p][/*]
[p] [/p]

Deutsches Afrikakorps 

[p]Panzerbuchse AT Rifle [/p][p]Following the changes to Bazookas, we are increasing ready-aim time to allow vehicles an easier time kiting squads armed with these weapons. [/p]
  • [p]Ready aim time increased from 0.75 to 1 [/p][p][/p][/*]
[p]Tungsten Rounds [/p][p]We are slightly reducing the bonus damage of Tungsten rounds to reduce the impact this upgrade has against certain unit groups such as Hellcats/Crusaders. [/p]
  • [p]Damage bonus against vehicles reduced from 25% to 20% [/p][p][/p][/*]
[p]Panzerjager and Assault Grenadier Halftrack Call-ins [/p][p]We are placing the two infantry halftrack based call-ins behind tech requirements to prevent the Afrikakorps from being able to field additional units without having to sacrifice time and resources to tech. Previously, an Afrikakorps player could overwhelm the opponent at a certain stage of the game while still fighting on tier 1 tech while their opponent is forced to tech up to counter. [/p]
  • [p]Now require Fire Support or Mechanized Kompanie completed before they can be called in [/p][p][/p][/*]
[p]Panzerpioneer Squad [/p][p]Panzerpioneers were too efficient, able to trade out at long-range with other infantry very cost effectively. We are increasing their reinforce cost, while retaining their low base price. [/p]
  • [p]Reinforce cost increased from 25 to 28 [/p][p][/p][/*]
[p]Kradschutzen Motorcycle Team [/p][p]We are bringing back the reverse of the Kradschutzen to make it easier to micro the unit in infantry engagements without needing to rotate the entire vehicle. [/p]
  • [p]Can now reverse at a slower rate of 4.5; top forward speed is 13 [/p][/*]
  • [p]Note the unit always prefers to drive forward and only reverses when given a manual reverse order[/p][p] [/p][/*]
[p]Panzergrenadier Squad [/p][p]We are lowering the experience requirements of Afrikakorps Panzergrenadiers to bring them in-line with other infantry and are also lowering the cost of their Light Machine Gun to make it easier to arm multiple squads. [/p]
  • [p]Experience requirements decreased from 1000/3000/6000 to 900/2700/5400 [/p][/*]
  • [p]MG 34 cost reduced from 100 to 90 munitions [/p][p][/p][/*]
[p]250/9 Armored Halftrack [/p]
  • [p]250/9 horizontal Tracking speed increased from 60 to 90 [/p][p][/p][/*]
[p]250 Mortar Halftrack [/p][p]The mortar halftrack is having its health increased to help improve its survivability against certain weapon types, while still keeping the unit relatively fragile when caught out of position. [/p]
  • [p]Health increased from 120 to 160 [/p][p][/p][/*]
[p]8rad Armored Car [/p][p]The followings changes brings the target size of the unit in-line with other heavier armored cars and prevents the player from immediately turning its ability on and off without consequence. [/p]
  • [p]Command mode recharge for toggling on/off set to 15/15 [/p][/*]
  • [p]Target size increased from 16 to 18 [/p][p][/p][/*]
[p]Elefant Tank Destroyer [/p][p]We are making the Engine Burnout less punishing if the Elefant is kept above a certain threshold, making retreating/moving around the battlefield easier without the engine always needing repairs afterwards. [/p]
  • [p]Speed bonus during Engine Burnout increased from 30% to 40% [/p][/*]
  • [p]Engine Burnout causes Crew Shock critical if health is above 50% - after the health damage occurs from the ability - when the buff ends [/p][p][/p][/*]
[p]Propaganda War [/p][p]The following change prevents certain out-of-combat events from occurring when hit by Propaganda War and units should reach their pinned/retreat threshold faster. [/p]
  • [p]Units hit by the ability now count as being in-combat [/p][/*]
  • [p]Suppression penalty against suppressed targets reduced from 50% to 25% [/p][p][/p][/*]

Armored Support Battlegroup 

[p]Rapid Salvage [/p]
  • [p]Command Point cost increased from 1 to 3 [/p][p][/p][/*]
[p]Superior Fire Drills [/p]
  • [p]Bonus damage reduced from 100% to 50% [/p][p][/p][/*]
[p]Panzerstorm [/p][p]Panzerstorm is being adjusted to be unable to bypass the engine damage caused by mines or snares. In exchange, the ability is being made cheaper. [/p][p]We want to make vehicle assaults still vulnerable to weapons designed to slow them. [/p]
  • [p]Cost reduced from 100 to 80 [/p][/*]
  • [p]No longer prevents Engine Damage, prevents Crew Shock criticals [/p][/*]
  • [p]Recharge time increased from 80 to 120 [/p][p][/p][/*]

Kriegsmarine Battlegroup 

[p]Supply Reserves [/p]
  • [p]Now generates an additional random crate [/p][/*]
  • [p]Recharge time reduced from 120 to 60 seconds [/p][p][/p][/*]
[p]Fritz X Guided Bomb [/p]
  • [p]Munition cost reduced from 200 to 175 [/p][p][/p][/*]
[p]Naval Intervention [/p]
  • [p]Munition cost increased from 180 to 200 [/p][/*]
[p] [/p][p] [/p]

Bug Fixes 

Art & Animation 

  • [p]Fixed some animation issues with Flags on the Campaign Map [/p][p][/p][/*]

Audio 

  • [p]The Goliath is now audible when it turns/rotates and moves even if it is camouflaged or in the fog of war [/p][/*]
[p] [/p]

UI/UX 

  • [p]Fixed an issue where the Quick Match screen could lock-up if too many map vetos were combined with random faction selection [/p][/*]
  • [p]Fixed Error Code 13 on purchase for the Fallen Leaf and Blocking Force cosmetic sets [/p][p][/p][/*]

Gameplay 

[p]US Forces [/p]
  • [p]Fixed a case where Partisan Tunnels sometimes used the incorrect cooldown value [/p][p][/p][/*]
[p]Wehrmacht [/p]
  • [p]Fixed an issue where objects could be built inside a vehicle model under the effects of Immobilized and Fortify [/p][/*]
  • [p]Fixed an issue where the tool-tip for the King Tiger Wreck used the incorrect name [/p][/*]
  • [p]Fixed an issue where Sturmpioneer Recovery, when active, would take double the population requirement of the vehicle they were recovering [/p][/*]
  • [p]Fixed an issue where Stosstruppen Shock Assault could be activated again when a Scavenge Doctrine crate was picked up [/p][/*]
  • [p]Fixed an issue where the Kettenkrad would be revealed when camouflage by capture points and at distances that were further away than normal detection range [/p][p][/p][/*]
[p]British Forces [/p]
  • [p]Fixed an issue where the 17-pounder Anti-tank Gun Team's experience requirements were set to 1000/3000/6000 rather than 1800/5400/10800 [/p][/*]
  • [p]Polish Lancer can no longer do long-distance team weapon recrewing while Range-In is activated [/p][/*]
  • [p]Fixed an issue where the Churchill Black Prince could be Crew Shocked by Crew Shock Tactics [/p][/*]
[p] [/p][p]Deutsches Afrikakorps [/p]
  • [p]Fixed an issue where Panzerjager Squads did not gain First Strike Ambush Bonuses [/p][/*]
  • [p]Fixed an issue where Panzerjager Squads did not benefit from Battlefield Espionage Ambush Tactics [/p][/*]
  • [p]Fixed an issue where Panzerjager Squads could not camouflage when under the influence of Funkpanzerwagens or Intel Radio Beacons [/p][/*]
  • [p]Fixed an issue where Hardpoint and Observation Post upgrades would stall if the point it was on was cut-off [/p][/*]
  • [p]Fixed an issue where Forward Retreat could be upgraded in cut-off territory [/p][/*]
  • [p]Fixed the upgrade weapon icon not showing up on some units after completing the weapon upgrade such as Kriegsmarine with StG 44[/p][/*]
Logo for Company of Heroes 3
Release:23.02.2023 Genre: Strategie Entwickler: Relic Entertainment Vertrieb: Sega Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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