Company of Heroes: Eastern Front
Other discussions (Read-Only) => Off Topic => Topic started by: Killar on May 04, 2011, 01:39:39 AM
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http://www.gamereplays.org/community/index.php?showtopic=777157 (http://www.gamereplays.org/community/index.php?showtopic=777157)
but wait for the automatic patch because it isnt official yet
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wooooooooo yeah
whats the news with our EF patch?
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its not the final
only a rc =(
COH Patch Update
Tue, 05/03/2011 - 01:22 PM | by Thunder
As many of you know, we’ve been working on a new patch for Company of Heroes. It will update the retail version of Company of Heroes to 2.602, not 2.700 as mentioned elsewhere, and contain many balance changes for all of the game’s four armies as well as new maps to play on.
Thanks to members of our community as well as our internal testers, a number of bugs have been caught in the upcoming Company of Heroes patch while it’s been in the beta stages of development. These include the Victory Point bug that was found and reported in our beta on one of the new maps that will be included in the patch. A map with malfunctioning Victory Points is obviously a high priority bug, so it was immediately fixed and a new version of the patch was built and testing has continued.
The process for creating a final patch can make it tricky for giving a release date. The developers create a build of the game, or the patch, that they feel could be released to the public. This is a release candidate, and the test team then starts going over it with a fine tooth comb. Once the test team has signed off on the build or patch, only then can it go live. If a bug is found that needs to be fixed, that work will happen and a new release candidate will have to be made. The test team will need to start their work over again on the new build or patch. This is why giving a release date for one of our patches isn’t possible, because you never know when a bug will turn up and the test process restarted.
We’ll do our best to keep you informed of what’s going on as far as our progress goes. When we know when we can release the patch, you’ll be the first to know.
http://www.companyofheroes.com/ (http://www.companyofheroes.com/)
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Cool. I think Obsidian could learn something from relic. ;D ::)
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@evilSpike
+1
It's not the final patch. I visited CoH site just by mistake and read that news and said "meh, another beta update of 2GB download from steam", but looks like was almost the final XD. Well we have a little more time to fix some bugs left.
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Anyway the time to wait is short I hope :D
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and here is the changelog for the new patch
v2.602 – 07/08/2011
Maps
3 new maps have been added to the game:
o 2p Carpiquet
o 6p Refinery
o 6p Steel Pact
3 new community map have been added to the game:
o 2p Duclair
o 2p Egletons
o 4p Alsace Moselle
The following maps have received significant balance changes:
o 2p Beaux Lowlands
o 2p Flooded Plains
o 2p Ruins of Rouen
o 2p Sturzdorf
o 2p Wrecked Train
o 4p Duclair
o 4p Lorraine
o 4p McGechaen's War
o 4p Point Du Hoc
o 4p Rails and Metal
Bug Fixes:
Units no longer continue to crawl after recovering from Suppression
Chance for a kill critical on vehicles is now properly being updated when they've received other non-kill criticals (5% bug)
Unbuilt Tank Traps cannot be repeatedly spawned around enemy vehicles
All vehicles now properly have vehicle cover
Registered Artillery can no longer target field defenses
Registered Artillery can no longer be refunded after use
M18 Hellcat can now be detected
Goliath can now be detected
Recon Squads can now detect camouflage while moving
Teller Mines no longer have a chance to miss vehicles in vehicle cover
The Hotchkiss now properly shares experience with other PE units
ATHT's using Focus Fire now have intended accuracy vs moving British infantry
Hetzer Veterancy requirements reduced to standard
M10 Veterancy requirements increased to standard
Panzer IV Stubby now prioritizes light vehicles over infantry
StuH now prioritizes infantry over vehicles
PE Panzerschrecks no longer convert to Wehrmacht Panzerschrecks when dropped
Geschutzwagen wrecks can now be salvaged for Munitions
Luftwaffe reinforce time reduced to standard
Paks and Nebelwerfers can now use Medkits
AT Grenades now collide with enemy vehicles
Hetzer and Jagdpanther CP reward increased to standard
Panther Battlegroups are much less likely to fail to spawn the second Panther
Medics no longer detect camouflage
Snipers and weapon teams can now pick up Supply Drops
Tank Traps can no longer be placed so close together that they block infantry
105mm Howitzers are now re-crewed with 3 squad members
Removed the chance for the Pak38 support members to one-hit kill infantry
Bombing Run no longer does double damage to Vet 3 StuGs
M10 no longer has increased accuracy vs skirted PanzerIVs
Wehr Officer 81mm Mortar Bombardment can no longer be interrupted to produce false smoke
Panther Battle Groups and OMCGs will not refund their cost if partially called in on an unfinished building
AT Guns no longer avoid their reload time by resetting the gun after a shot
Panthers now properly benefit from Tank Destroyer's APCR upgrade
Nebelwerfer rockets no longer have a chance to instantly kill all occupants of a building
Sappers with the Demolitions & Disposal upgrade are no longer negatively affected by the Lieutenants movement aura
Pioneer Call-in now has proper requirements after the HQ is destroyed
PE Armored Cars are no longer resistant to engine damage from mines
Ranger Bazookas no longer drop with greater frequency than other slot items
Propaganda War’s chance to not trigger on targets has been removed in most instances
Snipers are now able to re-enter camouflage after a reasonable duration after exiting a building
“Burst Fire” effects have been reduced on the Ostwind, Puma, and PE Armored Car
Kettenkrad’s can now repair resource points that have had Scorched Earth used on them
American Medics are now selectable (to see unit health)
Demolition Charges can now be targeted by weapons
Stickybombs can now be interrupted by retreat commands
Panzerfaust can now be interrupted by retreat commands
General
Speech
Some speech files missing from Wehrmacht and Panzer Elite upgrades have been restored
Medics
Health reduced from 120 to 60
Snipers
Accuracy vs garrisoned units increased from 75% to 100%
Will no longer automatically seek cover before firing
Flamethrowers
Damage vs units in open cover reduced from 1.0x to 0.85x
Damage vs units in negative cover reduced from 1.0x to 0.75x
Damage vs Soldier Armour reduced from 1.0x to 0.95x
Damage vs buildings increased from 0.5x to 0.6x
Infantry Flamethrower max damage reduced from 40 to 30, min damage increased from 15 to 25
Sherman and Churchill Flamethrower max damage reduced from 40 to 35, min damage increased from 20 to 30
Halftrack Flamethrower max damage increased from 30 to 35, min damage increased from 10 to 30
Grenades
No longer have a chance to miss the targeted location
Abilities
Weapon using Abilities can no longer be used while Pinned
Base Buildings
All base buildings can now reinforce
American
Engineers
Suppression threshold increased to match other infantry
Suppression recovery threshold increased to match other infantry
Upgrading with flamethrowers now increases your suppression modifier by 1.5x
Mortar
Barrage scatter angle reduced from 15 to 10
Set-up time reduced from 2.4s to 1.5s
Pack-up time reduced from 2.8s to 1.9s
.30 Cal HMG
Pack-up time reduced from 2.5s to 2.1s
Ready aim time decreased from 0.3 to 0.1 (it will aim faster)
Anti-Tank Gun
Reinforcement cost reduced from 71 to 26
Accuracy vs Anti-Tank guns reduced from 0.5x to 0.1x
Accuracy vs Infantry reduced from 0.15x to 0.05x
Accuracy vs Snipers reduced from 0.15x to 0.02x
Targeting priority vs Snipers reduced from 10 to 5
Weapon health increased from 300 to 390
Sherman Crocodile
Range increased from 20 to 25
Vet 2 1.5x Penetration bonus replaced with a 0.8x Cooldown bonus
M18 Hellcat
Speed increased from 6.0 to 7.2
Acceleration increased from 1.5 to 2.0, Deceleration increased from 3.8 to 4.4
Vet 2 bonus is now 1.5x Penetration rather than +1.25 Range
Hellcat penetration at short range increased from .65x to .75x, medium range from 0.55x to 0.69x, and long range from 0.4x to 0.63x
Target table now identical to the M10's
Damage bonus from camouflage reduced from 2.0x to 1.5x
Penetration bonus from camouflage reduced from 5.0x to 1.5x
M26 Pershing
Cost reduced from 900 Manpower to 800 Manpower
Off-Map Combat Group
M8s and Hellcats now spawn with their upgrades
Population requirement increased from 12 to 15
Off Map Artillery
Damage modifier vs Pak38s reduced from 2.0x to 1.33x
Jeep
Received Accuracy from the Pak reduced from 1.0x to 0.75x
Received Accuracy modifier from the Pak while moving reduced from 0.75x to 0.5x
Received Damage from the 57mm ATG reduced from 1.0x to 0.5x
Strafing Run
Significant changes to make Strafe more effective against groups of units and less effective against single units
Sticky Bombs
Deflection Damage enabled, set to 50%
Accuracy increased to prevent thrown Stickies from missing their intended target
Riflemen
Received XP bonus from BARs and Stickies reduced from 5% to 0%
Received XP bonus from Supply Yard 2 increased from 20% to 30%
T17
Cooldown lowered from 2-2.5 to 0
Reload increased from 1 to 3.5
Health increased from 175 to 265
Vet 1 Health bonus reduced from +175 to +50
Fixed an issue where the T17 had a harder time penetrating the rear armour of some vehicles
Fixed an issue where the T17 would fail to penetrate Snipers
Wehrmacht
Kampfkraft Center
Now requires a built base structure or a FHQ
Pak 38
Number of camouflage shots reduced from 3 to 1
Cost reduced from 310 Manpower to 290 Manpower
Reinforcement cost reduced from 57 to 23
Accuracy vs Anti-Tank Guns reduced from 0.5x to 0.1x
Accuracy vs Infantry reduced from 0.15x to 0.05x
Accuracy vs Snipers reduced from 0.15x to 0.02x
Accuracy vs Shermans increased from 1.0x to 1.1x
Accuracy vs Cromwells increased from 0.8x to 1.0x
Accuracy vs Pershings increased from 1.08 to 1.15
Targeting priority vs Snipers reduced from 10 to 5
Weapon health increased from 300 to 390
Panzerschreck
Accuracy vs M8 Greyhound Armour increased from 0.73x to 0.85x
Accuracy vs M3 Halftrack Armour reduced from 1.0x to 0.85x
Accuracy vs Stuart Armour reduced from 1.0x to 0.85x
Damage vs Stuart Armour reduced from 1.0x to 0.7x
88mm Flak 36
Accuracy vs Infantry reduced from 0.5x to 0.15x
Accuracy vs Snipers reduced from 0.25x to 0.05x
Targeting priority vs Snipers reduced from 10 to 5
Puma
Received Accuracy bonuses while moving from Vet removed
Level 2 Veterancy sight bonus increased from 4 to 10
Officer
Build Time reduced from 45s to 25s
StuG
Acceleration increased from 1.7 to 2.5, Deceleration increased from 2.0 to 3.0
G-Wagon
Damage lowered from 250 to 185
MG Gunner now requires Vet 2
Vet 3 bonus reduced from 0.5x Reload to 0.75x Reload
Accuracy vs Anti-Tank Guns reduced from 0.65x to 0.2x
Nebelwerfer
Suppression radius reduced from 18 to 13.5
StuH
CP cost lowered from 3 to 2
Cost lowered from 600 Manpower to 500 Manpower
Tiger
CP cost increased from 4 to 5
Cost lowered from 900 Manpower to 800 Manpower
Assault Grenades
Maximum damage lowered from 35 to 25, minimum damage lowered from 25 to 10
Low health kill critical chance increased from 0% to 30%
Knights Cross Holders
Now passively regenerate 21.12 Health per Minute
Received Damage from BARs, Brens, and Thompsons reduced from 0.85x to 0.78x
Firestorm
Damage vs 105mm Howitzers reduced from 1.0x to 0.35x
Medkits
Cost reduced from 35 Munitions to 30 Munitions
Goliaths
Goliaths can no longer be Buttoned
Goliath rotation speed increased from 45 to 65
Rocket Barrage
Long AoE increment damage increased from 0.1x to 0.2x
AoE accuracy increased to 100%
Panzerfaust
Damage vs Bren Carriers increased from 1.3x to 1.45x
Accuracy increased from 100% to 200% at all ranges
Accuracy vs infantry halved
Blitzkrieg
Cost reduced from 150 Munitions to 125 Munitions
Manpower Blitz
Cost reduced from 200 Munitions to 175 Munitions
MG42
Cost reduced from 260 Manpower to 250 Manpower
Build time reduced from 40s to 35s
Pack-up time reduced from 2.5s to 2.1s
Weapon health increased from 300 to 390
Halftrack
Received Accuracy bonuses while moving from Vet removed
Motorcycle
Received Accuracy bonuses while moving from Vet removed
Schwimmwagen
Received Accuracy bonuses while moving from Vet removed
Cost reduced from 240 Manpower to 225 Manpower
Build time reduced from 45s to 40s
Volksgrenadiers
Reinforce percentage reduced from 0.5x to 0.4x
Capture speed increased from 1.0x to 1.25x upon reaching Skirmish Phase
Light MG42
Drop chance reduced from 60% to 30%
Long Range Accuracy increased from 0.1x to 0.13x
Commonwealth
Kangaroo
Cost increased from 240/10 to 300/45
Health reduced from 650 to 550
Speed reduced from 6.5 to 5.85
Build time increased from 35s to 45s
Staghound
Damage vs Infantry Armour reduced from 1.75x to 1.5x
Damage vs Airborne Armour reduced from 1.0x to 0.75x
Damage vs Heroic Armour reduced from 0.85x to 0.75x
Damage vs Sniper Armour reduced from 1.5x to 1.0x
Damage vs Soldier Armour reduced from 1.5x to 1.0x
Accuracy vs Elite Armour reduced from 1.0x to 0.75x
Accuracy vs Soldier Armour reduced from 1.0x to 0.75x
Sappers
Now have the Wirecutters ability
17 Pounder
Health increased from 400 to 450
Accuracy vs Anti-Tank Guns reduced from 0.5x to 0.1x
Accuracy vs Infantry reduced from 0.15x to 0.05x
Accuracy vs Snipers reduced from 0.15x to 0.02x
Targeting priority vs Snipers reduced from 10 to 5
Lieutenants
Now receive a 0.85x Received Damage modifier at Vet 1
Vet 2 Received Accuracy modifier increased from 0.9x to 0.75x
Now receive a 0.75x Received Accuracy modifier at Vet 3
Lieutenants' aura's stackable damage modifier at veterancy level 1 has been reduced from 1.125 to 1.04
Lieutenants' aura's non-stackable damage modifier at veterancy level 1 has been increased from 1.025 to 1.11
Lieutenants' aura's stackable damage modifier at veterancy level 2 has been increased from 1.025 to 1.065
Lieutenant's aura radius increased from 25 to 30
PIATs
Penetration modifier at short and medium range reduced from 2.0x to 1.0x
Reload modifier at long range reduced from 1.6x to 1.2x
Projectile speed increased from 10 to 15
Penetration vs skirted Panthers reduced from .15 to .112
Penetration vs skirted PIV reduced from .449 to .337
Penetration vs skirted StuG reduced from .332 to .249
Damage vs Infantry Armour reduced from 0.5x to 0.33x
Damage vs Heroic Armour reduced from 0.5x to 0.33x
Damage vs Elite Armour reduced from 0.5x to 0.2x
Damage vs Sniper Armour reduced from 1.0x to 0.2x
Damage vs Soldier Armour reduced from 1.0x to 0.33x
Mortar Pit
Build Time reduced from 90s to 60s
While under construction received damage modifier increased from 0.5x to 0.75x
Damage reduced from 20 to 18
Supercharged range decreased from 100 to 90
Recon Section
Recon Sections can no longer build Trenches
Churchills
Churchill and AVRE Population lowered from 14 to 8
Churchill Crocodile Population lowered from 16 to 10
Churchill 6 Pounder gun AoE distance increased from 0.1/0.25/0.5 to 0.15/0.5/1.0
Bofors
Build time reduced from 90 seconds to 60 seconds
Bren Carrier
Self-Repair ability is disabled while the Carrier is garrisoned
Garrison disabled while Self-Repair is active
Panzer Elite
Halftracks
All Panzer Elite halftracks have received an update to their pathfinding
Panzer-Jaeger Kommand
Build time increased from 115 to 135
Gewehr 43
Maximum cooldown reduced from 1.8 to 1.65, minimum cooldown reduced from 1.25 to 1.15
Suppressive Volley Fire now Suppresses the target
Suppressive Volley Fire slow duration reduced from 20s to 5s
Incendiary Grenade
Hotkey changed from “Y” to “N”
Kettenkrad
Sight Range increased from 35 to 55
No longer autotamically moves out of the way of other vehicles
Schwimmwagen
Sight Range increased from 35 to 55
Mark Target cooldown increased from 10 seconds to 45 seconds
Mark Target Munitions cost increased from 0 to 15
Incendiary Trap trigger radius increase from 0.5 to 2
Incendiary Trap’s damage-over-time modifier vs British infantry increased from 1.0 to 1.25
Infantry Halftrack
Accuracy vs Light Cover increased from 0.75x to 0.8x
Panzerschreck
Accuracy vs M8 Greyhound Armour increased from 0.73x to 0.85x
Accuracy vs M3 Halftrack Armour reduced from 1.0x to 0.85x
Accuracy vs Stuart Armour reduced from 1.0x to 0.85x
Damage vs Stuart Armour reduced from 1.0x to 0.7x
Scout Car
Detection radius increased from 9 to 18
Vampire Halftrack
Divert Supplies now camouflages the Vampire while active
Population reduced from 4 to 2
Munitions Halftrack
Cost reduced from 200/15 to 200
Population reduced from 4 to 2
Armoured Car
Detection radius lowered from 9 to 0
Accuracy vs garrisoned units increased from 0.4x to 0.45x
Vet 2 and Vet 3 increase Health by 20 each
Build time increased from 45 to 55
Overdrive ability hotkey changed from “O” to “V”
Marder III
Sight Main Gun LoS bonus increased from +5 to +10
Tracking speed increased from 10 to 20
Accuracy vs Anti-Tank Guns reduced from 0.65x to 0.2x
Population reduced from 8 to 5
Anti-Tank Halftrack
Accuracy vs M8 Greyhound Armour increased from 1.0x to 1.05x
Treadbreaker cost increased from 40 Munitions to 50 Munitions
Population reduced from 6 to 4
Hotchkiss
Accuracy vs Infantry increased from 0.5x to 0.6x
Stuka upgrade cost reduced from 150 Munitions to 100 Munitions
Stuka Barrage cooldown reduced by 10 seconds per Vet level
Bergetiger
Population reduced from 10 to 8
Hummel
Population reduced from 12 to 10
Base-Sector Flakvierlings
Population reduced from 3 to 0
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Vampire Halftrack :o this is going to be awesome :D
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Well 2 out of 3 ain't bad... :(
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yes finaly the vampire isn´t so sensless
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Well there's nothing in there about it actually diverting supplies, so i still think it's pretty senseless. :(
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he diverts supplys as it always did.
The vampir is a underestemated unit. It can build Goliats(which is very surprisin for allies) and has the biggest detection radius in the game. That means it is the best unit to detect snipers
The supply stealing ability is not so important in my opinion
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Always? Since when? ???
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The vampir is a underestemated unit. It can build Goliats(which is very surprisin for allies) and has the biggest detection radius in the game. That means it is the best unit to detect snipers
True, sometimes in 1v1 games I use it for break down allied blob!
Take camo in a hole and....BOOOOM! :D
@Pariah: since Panzer Elite has been released ;)
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O.K., this is really starting to piss me off now. So does that stupid Divert Supplies ability work for everyone but me? ??? >:(
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You need to lock it down on enemy territory :P. You'll see how your resources are slightly increased.
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You need to lock it down on enemy territory :P. You'll see how your resources are slightly increased.
Yes, but infiltrate an HT in enemy territories is not easy so 99.9% of players doesn't build the Vampire. :)
Myself I use it only for Goliath.
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I have tried repeatedly locking and unlocking them, and it make no difference to my (or my enemies) income. Its only real use seems to be to continually produce Goliaths until it dies (Which shouldn't take long, since it's stuck in enemy territory.). :(
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you should position in an enemy sector thas preferrably either the first or second capped enemy sector.
you will deny them the supply(-50%) from all the sectors capped after that one, thus maximizing the 'damage'
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you should position in an enemy sector thas preferrably either the first or second capped enemy sector.
you will deny them the supply(-50%) from all the sectors capped after that one, thus maximizing the 'damage'
???
I'm not sure I get the mechanics. Can you describe it in detail, that would be appreciated, and, I'm sure, not by me alone.
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I think it would help if you were to provide a map, as well. ;)
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This should satisfy your insatiable apetites for knowledge ;D
http://forums.relicnews.com/showthread.php?222205-2.502-Funkwagen-Vampire-Halftrack-Guide-%28Incomplete-last-updated-July-22-2009%29&p=3474577 (http://forums.relicnews.com/showthread.php?222205-2.502-Funkwagen-Vampire-Halftrack-Guide-%28Incomplete-last-updated-July-22-2009%29&p=3474577)
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Oooo, lovely. I'll read through it. Thanks. :)
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it must be placed properly.
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This should satisfy your insatiable apetites for knowledge ;D
http://forums.relicnews.com/showthread.php?222205-2.502-Funkwagen-Vampire-Halftrack-Guide-%28Incomplete-last-updated-July-22-2009%29&p=3474577 (http://forums.relicnews.com/showthread.php?222205-2.502-Funkwagen-Vampire-Halftrack-Guide-%28Incomplete-last-updated-July-22-2009%29&p=3474577)
Hmm...
Once in a while, I'm all surprised: I never felt like getting too much into PE, and now I see, I definitely should've payed a lot more attention to studying this faction,- I'm almost about to claim this "sucker" OP ;D
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Well i think the Axis armies have always been overpowered anyway, especially versus Brits. Just sayin'.
Anyway, that certainly was a great guide. Now i'm just waiting for them to finish it...
I'll have to do some more experimenting with the Funkwagen when i can. See if i can figure out why the hell it doesn't work...
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Well i think the Axis armies have always been overpowered anyway, especially versus Brits. Just sayin'.
I've always agreed with players of this opinion, not PE but wehr always was a little cheesy and OP
so have many other players of "elite" status so its not just a rumor or propoganda
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"Unbuilt Tank Traps cannot be repeatedly spawned around enemy vehicles"
Awwwww, Me and Killer had fun with that one!
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So can unbuilt Barbed Wire still be used to stop infantry?
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if you attack move near unfinished barbed wire your guys shoot it and it goes away
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i have a question with this.
all the people who has the Easter Front mod installed will have to unninstall the entire game, then reinstall it and put the 2.602 patch on?
it would be pretty much a pain.
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I see no reason for you to have to uninstall Eastern Front just to install a patch for the base game... :-\
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@pariah
He meant the whole game, not EF.
@EduardoSY
Nah, once 2.602 is out we are going to release you'll only need to update EF to 1.40 and everything should be fine.
Unless you downloaded the snatched and "very early" official 2.602 patch you won't have to install again CoH.
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the thing that i meant is, Oshteer is gonna be made with the 2.602 patch or will continue with the 2.601 like the Easter front
About the Patch of the Base game, if i have the mod installed and I try to install a patch of Relic's it says that the vercion is different and that i should reinstall everything, so, in other words, if i whant this patch i would have to uninstall everything.
unless its not needed to keep playing Easter front and the upcoming Oshteer Mod.
thats my doubt.
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I assume it would just be a simple download and install. I see no reason why you would have to uninstall anything. Not that i would know how this stuff works, but that would just be really stupid.
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the thing that i meant is, Oshteer is gonna be made with the 2.602 patch or will continue with the 2.601 like the Easter front
About the Patch of the Base game, if i have the mod installed and I try to install a patch of Relic's it says that the vercion is different and that i should reinstall everything, so, in other words, if i whant this patch i would have to uninstall everything.
unless its not needed to keep playing Easter front and the upcoming Oshteer Mod.
thats my doubt.
That problem will be faced by those users who use pirate version of CoH. Not really our concern, since we don't support piracy.
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After setting, game take off...
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and here are the final changes
v2.602 – Operation Torch Maps
3 new maps have been added to the game:
2p Carpiquet
6p Refinery
6p Steel Pact
3 new community map have been added to the game:
2p Duclair
2p Egletons
4p Alsace Moselle
The following maps have received significant balance changes:
2p Beaux Lowlands
2p Flooded Plains
2p Ruins of Rouen
2p Sturzdorf
2p Wrecked Train
4p Duclair
4p Lorraine
4p McGechaen's War
4p Point Du Hoc
4p Rails and Metal
Bug Fixes
Units no longer continue to crawl after recovering from Suppression
Chance for a kill critical on vehicles is now properly being updated when they've received other non-kill criticals (5% bug)
Unbuilt Tank Traps cannot be repeatedly spawned around enemy vehicles
All vehicles now properly have vehicle cover
Registered Artillery can no longer target field defenses
Registered Artillery can no longer be refunded after use
M18 Hellcat can now be detected
Goliath can now be detected
Recon Squads can now detect camouflage while moving
Teller Mines no longer have a chance to miss vehicles in vehicle cover
The Hotchkiss now properly shares experience with other PE units
ATHT's using Focus Fire now have intended accuracy vs moving British infantry
Hetzer Veterancy requirements reduced to standard
M10 Veterancy requirements increased to standard
Panzer IV Stubby now prioritizes light vehicles over infantry
StuH now prioritizes infantry over vehicles
PE Panzerschrecks no longer convert to Wehrmacht Panzerschrecks when dropped
Geschutzwagen wrecks can now be salvaged for Munitions
Luftwaffe reinforce time reduced to standard
Paks and Nebelwerfers can now use Medkits
AT Grenades now collide with enemy vehicles
Hetzer and Jagdpanther CP reward increased to standard
Panther Battlegroups are much less likely to fail to spawn the second Panther
Medics no longer detect camouflage
Snipers and weapon teams can now pick up Supply Drops
Tank Traps can no longer be placed so close together that they block infantry
105mm Howitzers are now re-crewed with 3 squad members
Removed the chance for the Pak38 support members to one-hit kill infantry
Bombing Run no longer does double damage to Vet 3 StuGs
M10 no longer has increased accuracy vs skirted PanzerIVs
Wehr Officer 81mm Mortar Bombardment can no longer be interrupted to produce false smoke
Panther Battle Groups and OMCGs will not refund their cost if partially called in on an unfinished building
AT Guns no longer avoid their reload time by resetting the gun after a shot
Panthers now properly benefit from Tank Destroyer's APCR upgrade
Nebelwerfer rockets no longer have a chance to instantly kill all occupants of a building
Sappers with the Demolitions & Disposal upgrade are no longer negatively affected by the Lieutenants movement aura
Pioneer Call-in now has proper requirements after the HQ is destroyed
PE Armored Cars are no longer resistant to engine damage from mines
Ranger Bazookas no longer drop with greater frequency than other slot items
Propaganda War's chance to not trigger on targets has been removed in most instances
Snipers are now able to re-enter camouflage after a reasonable duration after exiting a building
"Burst Fire" effects have been reduced on the Ostwind, Puma, and PE Armored Car
Kettenkrad's can now repair resource points that have had Scorched Earth used on them
American Medics are now selectable (to see unit health)
Demolition Charges can now be targeted by weapons
Stickybombs can now be interrupted by retreat commands
Panzerfaust can now be interrupted by retreat commands
General
Speech
Some speech files missing from Wehrmacht and Panzer Elite upgrades have been restored
Medics
Health reduced from 120 to 60
Snipers
Accuracy vs garrisoned units increased from 75% to 100%
Will no longer automatically seek cover before firing
Flamethrowers
Damage vs units in open cover reduced from 1.0x to 0.85x
Damage vs units in negative cover reduced from 1.0x to 0.75x
Damage vs Soldier Armour reduced from 1.0x to 0.95x
Damage vs buildings increased from 0.5x to 0.6x
Infantry Flamethrower max damage reduced from 40 to 30, min damage increased from 15 to 25
Sherman and Churchill Flamethrower max damage reduced from 40 to 35, min damage increased from 20 to 30
Halftrack Flamethrower max damage increased from 30 to 35, min damage increased from 10 to 30
Grenades
No longer have a chance to miss the targeted location
Abilities
Weapon using Abilities can no longer be used while Pinned
Base Buildings
All base buildings can now reinforce
American
Engineers
Suppression threshold increased to match other infantry
Suppression recovery threshold increased to match other infantry
Upgrading with flamethrowers now increases your suppression modifier by 1.5x
Mortar
Barrage scatter angle reduced from 15 to 10
Set-up time reduced from 2.4s to 1.5s
Pack-up time reduced from 2.8s to 1.9s
.30 Cal HMG
Pack-up time reduced from 2.5s to 2.1s
Ready aim time decreased from 0.3 to 0.1 (it will aim faster)
Anti-Tank Gun
Reinforcement cost reduced from 71 to 26
Accuracy vs Anti-Tank guns reduced from 0.5x to 0.1x
Accuracy vs Infantry reduced from 0.15x to 0.05x
Accuracy vs Snipers reduced from 0.15x to 0.02x
Targeting priority vs Snipers reduced from 10 to 5
Weapon health increased from 300 to 390
Sherman Crocodile
Range increased from 20 to 25
Vet 2 1.5x Penetration bonus replaced with a 0.8x Cooldown bonus
M18 Hellcat
Speed increased from 6.0 to 7.2
Acceleration increased from 1.5 to 2.0, Deceleration increased from 3.8 to 4.4
Vet 2 bonus is now 1.5x Penetration rather than +1.25 Range
Hellcat penetration at short range increased from .65x to .75x, medium range from 0.55x to 0.69x, and long range from 0.4x to 0.63x
Target table now identical to the M10's
Damage bonus from camouflage reduced from 2.0x to 1.5x
Penetration bonus from camouflage reduced from 5.0x to 1.5x
M26 Pershing
Cost reduced from 900 Manpower to 800 Manpower
Off-Map Combat Group
M8s and Hellcats now spawn with their upgrades
Population requirement increased from 12 to 15
Off Map Artillery
Damage modifier vs Pak38s reduced from 2.0x to 1.33x
Jeep
Received Accuracy from the Pak reduced from 1.0x to 0.75x
Received Accuracy modifier from the Pak while moving reduced from 0.75x to 0.5x
Received Damage from the 57mm ATG reduced from 1.0x to 0.5x
Strafing Run
Significant changes to make Strafe more effective against groups of units and less effective against single units
Sticky Bombs
Deflection Damage enabled, set to 50%
Accuracy increased to prevent thrown Stickies from missing their intended target
Riflemen
Received XP bonus from BARs and Stickies reduced from 5% to 0%
Received XP bonus from Supply Yard 2 increased from 20% to 30%
T17
Cooldown lowered from 2-2.5 to 0
Reload increased from 1 to 3.5
Health increased from 175 to 265
Vet 1 Health bonus reduced from +175 to +50
Fixed an issue where the T17 had a harder time penetrating the rear armour of some vehicles
Fixed an issue where the T17 would fail to penetrate Snipers
Wehrmacht
Kampfkraft Center
Now requires a built base structure or a FHQ
Pak 38
Number of camouflage shots reduced from 3 to 1
Cost reduced from 310 Manpower to 290 Manpower
Reinforcement cost reduced from 57 to 23
Accuracy vs Anti-Tank Guns reduced from 0.5x to 0.1x
Accuracy vs Infantry reduced from 0.15x to 0.05x
Accuracy vs Snipers reduced from 0.15x to 0.02x
Accuracy vs Shermans increased from 1.0x to 1.1x
Accuracy vs Cromwells increased from 0.8x to 1.0x
Accuracy vs Pershings increased from 1.08 to 1.15
Targeting priority vs Snipers reduced from 10 to 5
Weapon health increased from 300 to 390
Panzerschreck
Accuracy vs M8 Greyhound Armour increased from 0.73x to 0.85x
Accuracy vs M3 Halftrack Armour reduced from 1.0x to 0.85x
Accuracy vs Stuart Armour reduced from 1.0x to 0.85x
Damage vs Stuart Armour reduced from 1.0x to 0.7x
88mm Flak 36
Accuracy vs Infantry reduced from 0.5x to 0.15x
Accuracy vs Snipers reduced from 0.25x to 0.05x
Targeting priority vs Snipers reduced from 10 to 5
Puma
Received Accuracy bonuses while moving from Vet removed
Level 2 Veterancy sight bonus increased from 4 to 10
Officer
Build Time reduced from 45s to 25s
StuG
Acceleration increased from 1.7 to 2.5, Deceleration increased from 2.0 to 3.0
G-Wagon
Damage lowered from 250 to 185
MG Gunner now requires Vet 2
Vet 3 bonus reduced from 0.5x Reload to 0.75x Reload
Accuracy vs Anti-Tank Guns reduced from 0.65x to 0.2x
Nebelwerfer
Suppression radius reduced from 18 to 13.5
StuH
CP cost lowered from 3 to 2
Cost lowered from 600 Manpower to 500 Manpower
Tiger
CP cost increased from 4 to 5
Cost lowered from 900 Manpower to 800 Manpower
Assault Grenades
Maximum damage lowered from 35 to 25, minimum damage lowered from 25 to 10
Low health kill critical chance increased from 0% to 30%
Knights Cross Holders
Now passively regenerate 21.12 Health per Minute
Received Damage from BARs, Brens, and Thompsons reduced from 0.85x to 0.78x
Firestorm
Damage vs 105mm Howitzers reduced from 1.0x to 0.35x
Medkits
Cost reduced from 35 Munitions to 30 Munitions
Goliaths
Goliaths can no longer be Buttoned
Goliath rotation speed increased from 45 to 65
Rocket Barrage
Long AoE increment damage increased from 0.1x to 0.2x
AoE accuracy increased to 100%
Panzerfaust
Damage vs Bren Carriers increased from 1.3x to 1.45x
Accuracy increased from 100% to 200% at all ranges
Accuracy vs infantry halved
Blitzkrieg
Cost reduced from 150 Munitions to 125 Munitions
Manpower Blitz
Cost reduced from 200 Munitions to 175 Munitions
MG42
Cost reduced from 260 Manpower to 250 Manpower
Build time reduced from 40s to 35s
Pack-up time reduced from 2.5s to 2.1s
Weapon health increased from 300 to 390
Halftrack
Received Accuracy bonuses while moving from Vet removed
Motorcycle
Received Accuracy bonuses while moving from Vet removed
Schwimmwagen
Received Accuracy bonuses while moving from Vet removed
Cost reduced from 240 Manpower to 225 Manpower
Build time reduced from 45s to 40s
Volksgrenadiers
Reinforce percentage reduced from 0.5x to 0.4x
Capture speed increased from 1.0x to 1.25x upon reaching Skirmish Phase
Light MG42
Drop chance reduced from 60% to 30%
Long Range Accuracy increased from 0.1x to 0.13x
Commonwealth
Kangaroo
Cost increased from 240/10 to 300/45
Health reduced from 650 to 550
Speed reduced from 6.5 to 5.85
Build time increased from 35s to 45s
Staghound
Damage vs Infantry Armour reduced from 1.75x to 1.5x
Damage vs Airborne Armour reduced from 1.0x to 0.75x
Damage vs Heroic Armour reduced from 0.85x to 0.75x
Damage vs Sniper Armour reduced from 1.5x to 1.0x
Damage vs Soldier Armour reduced from 1.5x to 1.0x
Accuracy vs Elite Armour reduced from 1.0x to 0.75x
Accuracy vs Soldier Armour reduced from 1.0x to 0.75x
Sappers
Now have the Wirecutters ability
17 Pounder
Health increased from 400 to 450
Accuracy vs Anti-Tank Guns reduced from 0.5x to 0.1x
Accuracy vs Infantry reduced from 0.15x to 0.05x
Accuracy vs Snipers reduced from 0.15x to 0.02x
Targeting priority vs Snipers reduced from 10 to 5
Lieutenants
Now receive a 0.85x Received Damage modifier at Vet 1
Vet 2 Received Accuracy modifier increased from 0.9x to 0.75x
Now receive a 0.75x Received Accuracy modifier at Vet 3
Lieutenants' aura's stackable damage modifier at veterancy level 1 has been reduced from 1.125 to 1.04
Lieutenants' aura's non-stackable damage modifier at veterancy level 1 has been increased from 1.025 to 1.11
Lieutenants' aura's stackable damage modifier at veterancy level 2 has been increased from 1.025 to 1.065
Lieutenant's aura radius increased from 25 to 30
PIATs
Penetration modifier at short and medium range reduced from 2.0x to 1.0x
Reload modifier at long range reduced from 1.6x to 1.2x
Projectile speed increased from 10 to 15
Penetration vs skirted Panthers reduced from .15 to .112
Penetration vs skirted PIV reduced from .449 to .337
Penetration vs skirted StuG reduced from .332 to .249
Damage vs Infantry Armour reduced from 0.5x to 0.33x
Damage vs Heroic Armour reduced from 0.5x to 0.33x
Damage vs Elite Armour reduced from 0.5x to 0.2x
Damage vs Sniper Armour reduced from 1.0x to 0.2x
Damage vs Soldier Armour reduced from 1.0x to 0.33x
Mortar Pit
Build Time reduced from 90s to 60s
While under construction received damage modifier increased from 0.5x to 0.75x
Damage reduced from 20 to 18
Supercharged range decreased from 100 to 90
Recon Section
Recon Sections can no longer build Trenches
Churchills
Churchill and AVRE Population lowered from 14 to 8
Churchill Crocodile Population lowered from 16 to 10
Churchill 6 Pounder gun AoE distance increased from 0.1/0.25/0.5 to 0.15/0.5/1.0
Bofors
Build time reduced from 90 seconds to 60 seconds
Bren Carrier
Self-Repair ability is disabled while the Carrier is garrisoned
Garrison disabled while Self-Repair is active
Panzer Elite
Halftracks
All Panzer Elite halftracks have received an update to their pathfinding
Panzer-Jaeger Kommand
Build time increased from 115 to 135
Gewehr 43
Maximum cooldown reduced from 1.8 to 1.65, minimum cooldown reduced from 1.25 to 1.15
Suppressive Volley Fire now Suppresses the target
Suppressive Volley Fire slow duration reduced from 20s to 5s
Incendiary Grenade
Hotkey changed from "Y" to "N"
Kettenkrad
Sight Range increased from 35 to 55
No longer autotamically moves out of the way of other vehicles
Schwimmwagen
Sight Range increased from 35 to 55
Mark Target cooldown increased from 10 seconds to 45 seconds
Mark Target Munitions cost increased from 0 to 15
Incendiary Trap trigger radius increase from 0.5 to 2
Incendiary Trap's damage-over-time modifier vs British infantry increased from 1.0 to 1.25
Infantry Halftrack
Accuracy vs Light Cover increased from 0.75x to 0.8x
Panzerschreck
Accuracy vs M8 Greyhound Armour increased from 0.73x to 0.85x
Accuracy vs M3 Halftrack Armour reduced from 1.0x to 0.85x
Accuracy vs Stuart Armour reduced from 1.0x to 0.85x
Damage vs Stuart Armour reduced from 1.0x to 0.7x
Scout Car
Detection radius increased from 9 to 18
Vampire Halftrack
Divert Supplies now camouflages the Vampire while active
Population reduced from 4 to 2
Munitions Halftrack
Cost reduced from 200/15 to 200
Population reduced from 4 to 2
Armoured Car
Detection radius lowered from 9 to 0
Accuracy vs garrisoned units increased from 0.4x to 0.45x
Vet 2 and Vet 3 increase Health by 20 each
Build time increased from 45 to 55
Overdrive ability hotkey changed from "O" to "V"
Marder III
Sight Main Gun LoS bonus increased from +5 to +10
Tracking speed increased from 10 to 20
Accuracy vs Anti-Tank Guns reduced from 0.65x to 0.2x
Population reduced from 8 to 5
Anti-Tank Halftrack
Accuracy vs M8 Greyhound Armour increased from 1.0x to 1.05x
Treadbreaker cost increased from 40 Munitions to 50 Munitions
Population reduced from 6 to 4
Hotchkiss
Accuracy vs Infantry increased from 0.5x to 0.6x
Stuka upgrade cost reduced from 150 Munitions to 100 Munitions
Stuka Barrage cooldown reduced by 10 seconds per Vet level
Bergetiger
Population reduced from 10 to 8
Hummel
Population reduced from 12 to 10
Base-Sector Flakvierlings
Population reduced from 3 to 0
http://www.companyofheroes.com/forums/community-news-feed/topics/COH-2602-Release-Notes (http://www.companyofheroes.com/forums/community-news-feed/topics/COH-2602-Release-Notes)
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Still haven't fixed the Kangaroo hot keys?! Dammit... :(
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Still haven't fixed the Kangaroo hot keys?! Dammit... :(
We can fix it in EF at least :P... what's the problem?
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I reported them when i was very new here. When Tales Of Valor was released, they changed some hotkeys for no apparent reason, creating conflicts:
Panzer Grenadiers - 'Y' to place Booby Traps and throw Incendiary Grenades.
Incendiary Grenade
Hotkey changed from "Y" to "N"
Armored Car - 'O' to activate Overdrive and upgrade offensive veterancy.
Armoured Car
Overdrive ability hotkey changed from "O" to "V"
Kangaroo Carrier - 'D' to Hull Down and unload.
(Still not fixed.)
It would be nice if you guys could fix it, but it's relics fault, so they should fix it. ;)
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Well, about the kangaroo hotkey I can't reassign Unload key so, we need to change Hull Down:
- I can assign a different key to Kangaroo's Hull Down, but if you select more units different than Kangaroo the abilities won't be triggered by the same key.
- I can reassign hulldown hotkey for all units
Don't know what would be the best choice ???
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@blackbishop
i think your question get more answers if you post it in general discussions because i think the cw players will read it more there
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Why can't you change the unload key? It was always 'U' until Tales Of Valor, when they not only changed it to 'D', but also added the Kangaroo, so i think they changed it just to further fuck with the fans. ;D
If you must you could change the Hull Down key for all units, but i would rather you return the unload key to the original.
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The problem is, that i don't know where the Unload thingy is. Otherwise i would change it.
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Maybe you could ask the other Eastern Front devs if they know where it is?
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New informations about patch 2.602. http://www.companyofheroes.com/. (http://www.companyofheroes.com/.) I hope that they will release it in this month or in beginning of may :).
Post Merge: [time]czw, 19 maj 2011, 11:17:18[/time]
Sorry for double post :( but patch 2.602 will be released in 24 may :P.
http://www.companyofheroes.com/ (http://www.companyofheroes.com/)
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Oooooooooooooooooh YESSSSSSSSSSSSSSSSS!!!!!!!!!!!!!! :D
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Means that EF 1.4 can't be that far away anymore :D
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the official release date posted under news section when you log on