Company of Heroes 2

Company of Heroes 2

Frontline '44: A Better CoH2
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Update: 4 Jun, 2018 @ 10:05am

So... wow. Yesterday's large-caliber main gun changes were a bit much, weren't they?
Area of effect distances reduced and reload increased for 105mm Sherman, Brummbar, KV-2 and ISU-152 (w/HE round)
Area of effect damage profile reduced for Sturmtiger
Outer area of effect radius reduced for Churchill AVRE
Scatter increased for all of the above weapons
Brummbar movement stats somewhat reduced
Conscript Repair ability moved to a different slot

Update: 3 Jun, 2018 @ 3:20pm

Heavy machine gun (DShK and M2HB, including mounted variants) distance scatter and initial cost reduced
M1910 Maxim HMG squad initial training cost somewhat increased and suppression amount somewhat reduced
KV-2 Heavy Assault Tank dispatch ability cost and command point requirement decreased
KV-2 and ISU-152 main gun area of effect profile substantially improved (the AoE for these kinds of weapons didn't get buffed when the howitzers and off-map artillery AoE got buffed) [Experimental]
KV-2 and ISU-152 main guns get increased damage modifier against production buildings
Grenadier Rifle Grenade Shot ability cost reduced
Osttruppen Throw Model 24 Grenade ability cost reduced
Brummbar main gun area of effect distances and maximum distance scatter increased; additional flame damage against British emplacements removed; increased damage modifier against production buildings added; cost increased to compensate
Panther medium tank (both Ostheer and OKW versions) cost somewhat increased
Riflemen, Lieutenant, Captain and Cavalry Riflemen squad population usage somewhat reduced
105mm Bulldozer Sherman dispatch ability cost increased; main gun AoE profile substantially improved; reload time somewhat increased; anti-building bonus damage changed to a lower bonus damage against production buildings
'Sturmtiger' Heavy Assault Gun dispatch ability command point requirement increased
Sturmtiger main gun outer AoE radius increased (to keep up with AoE increases to similar weapons)
Comet heavy tank cost somewhat increased
Demolition Specialists “AVRE” dispatch ability command point requirement decreased
Churchil AVRE petard mortar outer AoE radius increased (to keep up with AoE increases to similar weapons)

Update: 2 Jun, 2018 @ 4:49pm

Heavy machine gun squad population usage increased and normalized at 8
T-70 light tank scatter values normalized with those of the M5 Stuart
T-70 light tank gains better coaxial machine gun accuracy at vet 1
Incendiary Artillery Barrage ability cost increased to match Incendiary Bombing Run
Repair Station munition cost changed to a manpower plus fuel cost
Grenadier target size very slightly increased
StuG III Ausf. E Light Barrage ability recharge time reduced and shots fired increased
Sturmpanzer IV Bunker Busting Barrage ability recharge time reduced and shots fired increased
Trench and Concrete Bunker commander abilities combined into one new one: Defensive Fortifications
Covered Trenches can now only be built by Pioneers
Osttruppen Reserves ability command point requirement reduced to 1
SdKfz 250 half-track (both basic and mortar) hitpoints increased
Incendiary Bombing Run weapon type changed from ballistic to flame
Incendiary Bombing Run damage over time frequency increased to match other incendiary commander abilities
M2 Flamethrower upgrade for Rear Echelon is no longer doctrinal
Riflemen M1 Garand rifle accuracy very slightly increased
BAR light machine gun accuracy slightly increased
Pack Howitzer rate of fire with HEAT shells and while barraging increased
M5 Stuart light tank turret rotation rate significantly increased
M5 Stuart light tank gains better machine gun accuracy at vet 1
M8 Scott barrage rate of fire somewhat increased
M21 mortar half-track M56 Delayed Fuse HE Barrage ability scatter and detonation delay reduced
M21 mortar half-track dispatch cost somewhat reduced
M21 Mortar Half-track dispatch ability moved to Tactical Support Company
Mechanized Company gets Raid Tactics - now a passive ability at 2 CP which applies only to light vehicles
Coordinated Fire abilities recharge much faster
Vickers HMG angle scatter reduced and accuracy brought up to Maxim HMG level
Universal Carrier Vickers K Mounted Variant upgrade weapon accuracy somewhat increased
AEC armored car penetration increased to Cromwell level
Flame Mortar Support ability cost increased to match Incendiary Bombing Run
Flame Mortar Support initial AoE damage profile improved

Update: 28 May, 2018 @ 11:32am

Cavalry Riflemen squad increased back up to five men, but weapon burst time in a moving half-track has now been reduced (because the normal moving modifiers don't apply)
Sturmtiger dispatch cost increased
Churchill AVRE spigot mortar maximum range increased

Update: 27 May, 2018 @ 9:59pm

LeePriest thinks Infantry Sections don't get hit often enough, so their target size has been very slightly increased. Also hopefully fixed an issue involving Lieutenant and Captain vet 3 sprinting bonus.

Update: 27 May, 2018 @ 9:43am

Experience Transfer didn't work with the previous method; trying a different one (my modding partner LeePriest is better at testing this then me, it seems).

Update: 27 May, 2018 @ 12:05am

New resource toggle ability added to Mechanized Regiment Headquarters: Experience Transfer - increases experience gain at the cost of munitions [Experimental]

Update: 26 May, 2018 @ 9:52pm

Stormtrooper squad extra text updated (effective at close range now instead of long range)
Volksgrenadier squad training and reinforcement cost slightly increased
Infantry Support Gun area of effect profile reduced

Update: 26 May, 2018 @ 8:33pm

Put Away Minesweeper ability added to all squads which can upgrade with a minesweeper
Three-man infantry squads can only pick up one slot item
Sniper squad population usage somewhat reduced
Heavy armored car turret rotation increased
Penal Battalion squad population usage decreased
SU-76M barrage recharge time increased
Irregulars squad veterency bonuses adjusted (still had Trip Wire Flares as the vet 1 bonus)
Assault Grenadier cost and MP40 accuracy slightly increased
Panzerwerfer barrage recharge time reduced
Jäger Infantry Upgrade G43 rifle accuracy slightly increased
Stormtroopers start out with MP40s
Breakthrough ability cost decreased
Lieutenant and Captain squad vet 3 Sprint ability no longer requires being out of combat
On Me! is now the vet 1 ability for the Lieutenant (removed from Captain)
Supervise is now the vet 1 ability for the Captain
M23 Smoke Screen Grenade ability removed from Captain squad (oversight)
OKW now get a free Volksgrenadier squad at the start of a match (instead of a Sturmpioneer squad); starting manpower somewhat increased to compensate
Volksgrenadier long distance aim time with Kar-98K rifle reduced to Grenadier level
Volksgrenadier MP40 accuracy slightly increased
Sturmpioneer squad population usage somewhat reduced and target size slightly reduced
Sturmpioneer MP44 weapon profile brought a little close to Panzergrenadier MP44 profile (i.e. buffed); Sturmpioneer squad build time and cost somewhat increased to compensate
Note that the Sturmpioneer squad uniquely had lower reinforcement cost/time multipliers; this has been corrected now, so Sturmpioneers will take a bit longer to reinforce at a bit of a higher cost
OKW Razor Wire takes significantly less time to build
Infantry Support Gun area of effect increased
Infantry Section vet 2 LMG accuracy bonus halved
British weapon rack item costs restored
Bofors emplacement and AEC armored car requisition no longer costs anything, but takes longer
Flame Mortar Support ability scatter reduced to Incendiary Artillery Barrage level

Update: 20 May, 2018 @ 11:59am

The Soviet Machine Gun Emplacement is no longer doctrinal
POMZ Flare Trip Mine can now be constructed normally by Combat Engineers
Combat Engineers vet 1 ability changed to faster construction rate
RPG-43 Anti-Tank Grenade is now the vet 1 ability for Conscripts (replacing Trip Wire Flares)
Camouflage Ambush ability added to SU-85
Camouflage Ambush ability now also includes a Hold Fire toggle
Transfer Orders no longer causes team weapon abandonment (holdover from SP campaign)
Katyusha Creeping Barrage ability recharge time reduced
Ostheer incendiary mortar round scatter significantly reduced
M1 57mm AT gun Take Aim! ability changed to a free toggle but with a much narrower cone of sight
M23 Smoke Screen Grenade ability removed from Major squad (oversight)
Obersoldaten infrared StG44 mid and near range accuracy slightly increased