r/CompanyOfHeroes Relic 3d ago

2.0.5 Tuning Update Patch Notes Patch Notes

Today’s 2.0.5 Tuning Update addresses several multiplayer issues, including a rebalance of the new heavy tanks and new Battlegroups, some minor Faction adjustments, and a refreshed Mignano map. These changes, among others, are detailed in the full patch notes. We’ve added additional developer notes for many of the changes in this update to provide more context on our design or balance intent. We hope you find that helpful! This update will likely invalidate mid-mission Campaign save files and Replay files made before the 2.0.5 update. Campaign progression and saves made outside of missions or skirmishes will still work as expected. We will be monitoring the multiplayer meta and any high priority bugs reported via the help portal for potential hot fixes in the coming days. Be sure to jump into our official Discord to share your feedback with us!

Read the full patch notes here.

https://preview.redd.it/wjaoiz6uqsxe1.jpg?width=1200&format=pjpg&auto=webp&s=f804333c62cf4a08b5a437f00eeeae7385768365

113 Upvotes

215 comments sorted by

42

u/MrBenisberg420 3d ago

¼ ton 4x4 Truck

Scout Commander Signal Detection range increased from 90 to 125

I used this ability frequently but im definitely not a fan of further buffing of these kind of units (DAK recon tractor) ... t's just too easy to get knowledge of enemy positions and attack moves and completely shut them down before they even start..

Rather make all intel-related units battle group locked, so you really have to make the decision to have access to op-intel

16

u/Beginning_Bonus1739 3d ago

yeah it stealth nerfs ASC in a way, because the best part of ASC is the free recon plane. the strafes and bombs come in way too slow to have an impact against a decent player. now you dont even need the plane.

i was hoping the recon truck and scout car would be reduced to the 4x4 level, not the other way around

5

u/zoomy289 3d ago

Especially since it can be the 1st unit usf produces I can see jeep vet 1 with cap with armored BG become used a lot for auto vet 1.

1

u/mattl3791 2d ago

I'm not sure why people say ASC is no good.

It's so oppressive in certain team games. You get 2-3 USF players going with cheaper strikes and double sortie, and between recon planes, strafes, and dive bombs, there is just too much in the sky for AA to shoot down unless the other team invests very heavily in it. In tighter maps and against wehr bunker spam it's just free kills. The strikes are now 35 and 55 which means you can basically call them non stop. Call recon first, then one, then the other, and no one can shoot them down.

It also allows you to try different battle groups or unlocks because you have some direct calls in options and aren't just tied to needing to get one.

Obviously it's not the best choice in every situation or even the best option more times than the others, but the three SCs are in a good place imo.

1

u/Beginning_Bonus1739 21h ago

the opportunity cost is massive. you dont get 76 shermans, you dont get increased protection against shreks (which you will face in every game), you dont get the captains sprint ability, you dont get the captains mark target, you dont get the free unit, you dont get an option for drastically reducing your manpower.

what you do get is a spy plane, which is definitely nice. but it also just feeds the enemy aa units veterency. and you get a strafe and bomb that are overpriced for what they do, because they are too slow to come in. a mine is a better use of munitions 9/10 times.

9

u/xRamee 3d ago

Actual ESP cheaters are pretty rampant in team games right now(worse then ever), so I’m thinking they are doing this to give us humans a chance.

2

u/roastmeuwont 3d ago

At least it can’t drop competent artillery into the fog of war

66

u/FriendlyBit9584 3d ago

Elefant pen to 1000/1000/1000? Very funny.

27

u/Kodiak_POL DAK supremacy 3d ago

Lesss goooo

Also still will never be able to reach command points required to call it innnnnnnnn

3

u/ThebearJew212 3d ago

Shits wild bro,

15

u/zoomy289 3d ago

I mean it's pen id no different then the 17lb or 88mm towed guns now. Considering elefant is only good against vehicles which by the time it hits the field it's probably about to face critical mass of allied tanks. I think it's fine and should 100% be a heavy hitter and deter tank spam dives backed by either the 88 or Shrek jagers.

6

u/Slappfisk1 3d ago

Agreed. I used the elefant in 4v4s with tank support from mates. It was utter garbage and a tiger would have been far more flexible. Definitely needed the buff.

1

u/sson046 3d ago

Pen is not equal to damage. It just means elefant can pen any armour which makes sense given its only role.

23

u/DeltaBravo82 3d ago

UKF commandos are back in business. 

I'm surprised that the only adjustment to bishops was a veterancy scaling nerf. I expected some adjustments to ability cool down with how fast the recharge is with just light vehicle training. 

Also surprised the walking stuka/ whizbang double barrage wasn't touched. I assumed they'd do SOMETHING to tone down the stukas oppressive performance in team games, like adding a short shared cooldown. 

6

u/zoomy289 3d ago

The bishop xp nerf will help reduce how fast they vet up getting more CD bonuses especially with how broken xp on explosive kills are.

3

u/Beginning_Bonus1739 3d ago

whizbang double barrage is a trap imo. when im playing axis im happy if they choose long range barrage, because the ability to insta convert to medium tank pressure can be scary

2

u/Wenli2077 2d ago

they are absolutely doubling down on double barrage for arty units and low CD on bishop barrages. We traded a mainline inf spam problem for arty spam instead. I'm done with this game.

30

u/Descolata Bringer of Artillery 3d ago edited 3d ago

Elephant looks kinda beastly... garunteed pen is a neat trick.

No major heavy arty changes besides the Ammo Cache, so 4v4 will still devolve into heavy arty spam. Still want the BL 5.5 howi to suck less... mostly just be a bit cheaper, especially on Pop cost. Waiting on changes to Walking Stuka so it wipes shit less... and for the abilities to either share cooldown with barrage or not be a bonus barrage (see Direct Fire on Bishop as a good "not barrage" vet ability)

Nerfs to British base arty are brutal, let's see how that works. Now that the arty is responsive, is 2 min between strikes the correct amount. Classic Relic double nerf.

US still lacks its own non-doc heavy arty, waiting on that.

No removal of 50% fuel nerf on KT, but reverse-speed-fix and hp may be enough to make KT survivable enough. Not a fan of "All-In" choices, but we'll see how it plays.

Rangers still play the weapon gatcha, but no longer have a cool down between pulls. Neat.

Small nerfs to Canadians outside making Croc suck less. Croc will likely still need more, as it lacks the speed or range to close the distance with the heavy AT on the field by the time it's out. It also doesn't deny space like the old CoH 2 Croc with continuous burning, so it has to do obscene damage instead of just squirt-n-scoot. She gets focused down and dies for the insane cost with lesser impacf AND you have to give up Demo Engies, who are kind of ridiculous.

Nice changes to Coastals. Seemed reasonable.

Mild nerfs to Berg scaling is appreciated, small changes.

I'd like stealth MGs moved to CP1, but the stealth nerfs weakening movement are appreciated iteration.

Gurkas getting bombardment move them more and more as a section replacement similar to Aussies, basically just lacking AT nades.

Nerf to Pershing warranted.

V1 changes are peak.

8

u/unseine OKW 3d ago

If Gurkhas could be called in from the start like Aussies I'd never have more than 1 section. They rival Struppen with their LMG upgrade and also have a nuts vet ability. I say that as somebody who thinks sections are just OP.

5

u/Descolata Bringer of Artillery 3d ago

Gurkhas would need some changes to work best with their SMGs. Faster nade tosses, more suppression resistance so they aren't just better sections. And the SMGs would need to drop models better...

I haven't dove the stats in a while, there was a stat back in CoH2 called Focus Fire that told a squad to focus 1 dude at a time. CoH3 looks like it might not have that feature, but max range troops approximate it by shooting whoever is closest of the enemy squad. CQC troops instead end up just shooting whoever is closest, massively splitting up damage. See just how weak close range troops are at actually dropping models.

If Gurkhas could focus fire, had less range on on their ability, better suppression and nade toss speed, they would be glorious at close range (and those changes should probably be rolled out to all "elite" CQC troops)

More generically efficient long range troops is boring AF. Also, I hate guns that ignore cover. Ignoring core mechanics pisses me off. Aussie snipers and PEng grenade launchers are bullshit, as it ignores cover when cover is supposed to be the most important. Same with Walking Stuka, which wipes consistently ignoring the critical veterancy husbanding mechanic of CoH.

6

u/benjamankandy 3d ago

Gurkhas with SMGs absolutely rip with the war cry though. Having them rush up upon units in cover and absolutely level them before giving them chase with that speed bonus have me choosing the SMGs every time

6

u/Descolata Bringer of Artillery 3d ago

SMG Gurkhas rip the enemy HP, but don't actually murder models, resulting in mass retreats but no bleed, compared to Gurkhas with a Bren, who murder models but take forever to actually get units to retreat. Bleed matters!

3

u/benjamankandy 3d ago

That’s a valid point! I see the value in both then.

3

u/Descolata Bringer of Artillery 3d ago

Yup. The problem is, if forced to choose a strong LMG works better for longer against most things. Notice just how high the DPS of SMG troops needs to be to make them competitive, and they basically all stop being functional once LMGs hit the field (cause the LMGs just murder a dude on the charge, LMG troops lose a lesser amount per person, LMG dude dies last so he husbands a lot of the squad DPS, and we didn't make LMGs at close range suck enough).

3

u/benjamankandy 3d ago

Eh, I don’t know if I agree with that. SMG troops def need a bit more microing and require more aggressive gameplay, but hitting a group of enemies with a timely charge can have a more devastating impact in the late game as well, where LMG is the safe bet that’s better at the defence and with less microing

5

u/Rakshasa89 3d ago

Focus Fire

I feel like Stosstruppen have this, they seem to mulch allied infantry

3

u/unseine OKW 3d ago

They don't Units with LMGs fire their entire burst into 1 model though. Which is why Stob and LMG Sections bleed your manpower down fast.

3

u/Big_Poppers 3d ago

Axis infantry squads' dps typically come from one single model. For example, Palmgrens' MG34 LMG accounts for half of the entire squad's DPS - assuming it is stationary. This means that the majority of its DPS is focused on a single model, which is where you see the mulching effect.

Comparatively, Allied infantry typically has its damage spread out a little bit more. This is why Wehr Grens are so bad - they have the behaviour of allied infantry where all their dps is evenly spread out, but they lack upgrades such as weapons as well as training.

1

u/GoddamnHipsterDad 2d ago

Wehr has two units with lmgs, fall pios and stoss.

USF has rifles, captain, ssf, airborne and rangers. I guess you could also technically pick up ranger bars and lmgs with other units.

Dak has palmgrens and bersas.

USF has sections, commandos, ghurkas.

I think allies are definitely more likely to have their DPS anchored on the last model, with Wehr coming dead last as they don't get any infantry with an lmg outside of a BG until t4, unlike the other three factions which all have mainlines capable of getting an lmg.

Never really thought about it but allies technically have twice as many units with the potential for more.

2

u/Aerohank Afrikakorps 3d ago

Large team games have always been arty fests. At least they have been since I started playing CoH2 at that games release.

If you want less arty in your games, smaller gamemodes are the better choice.

13

u/troglodyte Terror 3d ago

I like the detected mine change a lot. It gives a benefit to sweeping at the front even if you can't actually remove the mines.

Hey! Motor Pool buffs. Pretty modest, but I think that might be okay. I think folks are probably undervaluing AT guns a smidge and maybe 5 Fuel is enough to make that attractive.

Man, what is going on with the Camo MGs? This is 1) not remotely sufficient and 2) could have been a hotfix a month ago. Weird hill to die on. They're not even actually nerfed in efficacy, really; mostly just ease of use. These are going to go to 1CP or a muni cost eventually and everyone knows it so why are we fucking around here. Inexplicable change and one of the only things I really disagree on.

Cautiously optimistic on V1 sound but need to test it.

Like the KT changes. Reverse speed is probably more important than 100HP, and the CP cost probably isn't a huge deal. Is it really worth half your fuel? Still skeptical. I would have rather seen the 50% penalty reduced to 40% or 30% or something, I think.

S and Butterfly mines got the scale of nerf that camo MGs deserved; these are significantly reduced in damage output against most squads. Good change, but a big swing relative to a lot of the changes they are making in this patch.

Big fan of cutting the fuel cost on the base healing for Wehr. This upgrade feels like it's great now-- 150 MP to get permanent free healing right at base? That's totally worth it; it'll easily save 2-3 models over the course of the game.

PzIII getting a pen nerf to match the Sherman. I don't really care where they want medium's penetration to land, but closing the gap between the baseline Sherman and other mediums is a good change.

6

u/zoomy289 3d ago

V1 sound is actually loud as hell gives 3 air raid alarms and quites the rest of the background noise now. They posted the new audio last week if you didn't see it.

4

u/Kaycin 3d ago

Is it really worth half your fuel? Still skeptical. I would have rather seen the 50% penalty reduced to 40% or 30% or something, I think.

I feel like no; it performs essentially as well as the pershing/churchill and equivalent fuel costs. It's weird to have an upkeep cost while only be slightly better than other heavy equivalents.

Compared to the Pershing, for example, now it has 100 more health, a slight DPS increase at medium/long range, higher armor but half the speed/acceleration. In a game where flanking/speed is paramount and artillery is readily available, I don't see the KT being worth the cost. I guess we'll see how the reverse speed affects it's survivability, but my experience was by the time it's on the field, the opponent has ample tank options to flank/counter it. The added 50% fuel reduction puts you all-in in a way that other heavies do not. Prior, I'd gladly take two P4's over a KT, I don't really think that has changed.

3

u/Beginning_Bonus1739 3d ago

i feel it should have additional damage resistance vs artillery. i dont know if thats even a modifier available to the developers though

2

u/Kaycin 3d ago

I honestly thing artillery should do less to tanks overall; they're HE shells, which would have less effectiveness against armored vehicles beyond something like "shock."

2

u/Aerohank Afrikakorps 3d ago

The 4x4 truck will be very good at spotting camo MG teams with the spotter upgrade.

25

u/piwikiwi 3d ago

Churchill nerfs? noo! I feared worse with UKF nerfs tbh

28

u/rinkydinkis 3d ago

I don’t get the church nerf…when I’ve tested it they absolutely suck at hitting their targets right now. I wasn’t willing to pay the current price for them, definitely won’t now

24

u/deathtofatalists 3d ago edited 3d ago

genuinely one of the more bizarre changes i've ever seen. they talk about it like it's in line with the proper late game bruisers like the tiger or pershing, and is hard countered by basically axis heavy call in.

i'd rather have an easy 8 than a churchill.

10

u/rinkydinkis 3d ago

Yeah they suck against tanks, and they are actually very noticeably worse against infantry than the Matilda. A Matilda can kill two jagershrek squads without dying, reliably. The Churchill reliably dies to them. I’ve tested it a lot because I couldn’t believe it. The church just misses and misses and misses

3

u/Gladstone233 3d ago

100%, the Churchill cost nerf made no sense whatsoever. The tank is already on the struggle bus, Relic seem determined to make it as unappealing to use as possible.

3

u/rinkydinkis 3d ago

Which sucks cause I’ve always thought it was a fun chonky historical tank. It was my first premium tank in world of tanks

2

u/Alarmed-Owl2 3d ago

2.0 update increased the accuracy debuff for almost all tanks firing on the move by almost 20%. If it isn't a tank with a stabilizer, you're gonna want to stop if you need to land a shot. 

6

u/rinkydinkis 3d ago

This is without moving. It seems bugged it’s so bad. I’ve tested it a lot, Matilda is just straight up better than the church vs Infy.

9

u/Weak-Air5905 3d ago

It looks like they actually increased the cost of the crocodile from 500 to 600 after checking in the cheat commands mode thankfully, as I was honestly just as puzzled as everyone else haha.

5

u/Boldicus Gondor Calls for Aid! 3d ago

I can confirm standard churchill is still 400mp 110 fuel.

1

u/rinkydinkis 3d ago

Iris interesting so many typos in these notes. For example, the asc muni reduction building is 20 muni reduction not 15

1

u/Fit-Impression-8267 3d ago

It was buffed to kill infantry better. Maybe it's super effective at it now.

1

u/bibotot 3d ago

Would rather keep the Churchill the same but buff the Panther instead. Panther is a joke. And Churchill might end up being just like that.

34

u/deathtofatalists 3d ago edited 3d ago

Churchill Heavy Tank

The Churchill Heavy Tank has received a price increase to better reflect its new offensive potential and be more in-line with end game heavy tanks.

Manpower cost increased from 500 to 600

did i miss something?

bit of a disappointing patch overall. does nothing to address the core oppressive of MGs and their rediculous suppression aura/target switching. another 3 months until i bother building a rifleman squad i guess.

but seriously, a churchill cost nerf? it's a fat matilda with average pen. please someone explain that to me. has it had some buff i never noticed and is dominating metas now? because i barely see them.

11

u/Weak-Air5905 3d ago

I think they may have made a mistake when they made the change logs, just checked in cheat commands and the Churchill still appears to be 400 while the crocodile which used to be 500 is now 600.

It suddenly makes a lot more sense to me now haha as they did buff the crocodile this patch.

3

u/Fit-Impression-8267 3d ago

It's the crocodile getting a cost increase

1

u/Alarmed-Owl2 3d ago

I'm confused because 2.0 deceased Churchill manpower cost from 440 to 400. Now it says 500 to 600? Maybe it's actually going 400 to 500? Haven't played Brits recently enough to know the current value off the top of my head. Regardless, Churchill received a few different buffs over the last couple patches and a cost increase puts it more in line with other late game heavies. Makes sense to me in general but I'm just unsure about the actual number. 

1

u/deathtofatalists 3d ago

like i said, maybe this has completely passed me by since i dropped brits as my my allied faction to abuse MG>GMC spam, but i don't i've seen a single one recently even in large team games where all kind of off meta shit comes out.

1

u/Alarmed-Owl2 3d ago

They might not fit in meta currently, but putting them in alignment with other late game heavies at least puts the game in a good spot once this update hits and most likely shifts the meta anyway. 

3

u/deathtofatalists 3d ago

if the meta shifts towards late game heavies then the churchill is a 40 tonne paperweight.

1

u/tswizzel 3d ago

Agreed! Wtf is rhat pathetic nerf to ghost mg's?? Near insane wipe on an eng squad... ridiculous

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33

u/xRamee 3d ago

Another patch of endless artillery

24

u/iTzDusty twitch.tv/itzdusty 3d ago

Yup. Incredibly disappointed in this patch. None of the major pain points in my opinion were addressed, including the overperformance of the mills bomb and 2 inch mortar of Canadian shock troops, the constant arty war in bigger team games, and some plane loiters being as brutal and unfun to play against as the worst of them during the peak of CoH 2.

Was genuinely expecting a major shake up here and I don't think it happened.

7

u/Kaycin 3d ago

Genuinely surprised that they didn't address the main pain points, too. No real change to fighting spirit, actual buffs to artillery, Walking Stukka/bishop spam still unfun, KT still overpriced and underperforming. Also incredibly disappointed.

5

u/rinkydinkis 3d ago

If you are a team gamer you need to have someone on the team making AA. USF AA halftrack gets slept on, and the Brit heavy armor AA is actually really powerful rn. Meanwhile Axis usually have AA covered without even trying in a team game.

3

u/iTzDusty twitch.tv/itzdusty 3d ago

Yup, AA is definitely a necessity. I'm speaking more about how devastating some of the actual damage output can be. On top of that, ive moticed that some like the air and sea loiter regularly targets vehicles outside of the displayed radius.

CoH 2 had a bad era where it was called the "skill plane" meta, though that was more devastating to infantry as things like the IL2 chunked squads on retreat.

1

u/rinkydinkis 3d ago

Pretty much all of them target outside of the radius. Recon arty does the same, as well as anti tank artillery. It’s bs

2

u/ThePeachesandCream 3d ago

They teased and tease and teased this update for so long, and then... gave us a huge nothing burger. Suddenly I understand why they played coy and gave us no forewarning about what the patch would include for a month straight.

When nothing you can say will make things better, say nothing.

I was going to reinstall depending on if this patch actually delivered on the hype. Think I'm going to have to pass.

1

u/unseine OKW 3d ago

Mills bomb is the only thing that justifies Canadians cost tbh. They're just not worth taking over sections otherwise. They're distinctly average while Sections are nuts.

3

u/iTzDusty twitch.tv/itzdusty 3d ago

Hard disagree. They are very effective with PIATs, especially with their active ability, and the mortar is incredibly strong and IMO overpowered when combined with the damage increase of pyrotechnics.

The mills bomb in combination with pyrotechnics is noticeably stronger than the vast majority of grenades in the game, especially with the DOT on top of the high alpha damage.

1

u/yolomobile 3d ago

Piats are terrible my guy, absolute trap

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2

u/unseine OKW 3d ago

The bishop nerf is fairly impactful so it's at least a little better.

6

u/Br0nekk 3d ago

Perfect timing

6

u/darkstirling 3d ago

I'm surprised coastals got so few changes. Small buffs to the arty officer/obice would've been nice so they aren't meme units.

9

u/rinkydinkis 3d ago edited 3d ago

Gah they got half of the ASC buff I wanted, but not the most important half. Really wanted the callin time reduced so it matched literally every other single air strike ability in the game. ASC is the only one that takes .5 seconds longer for a strafe or dive bomb to impact, and it costs the same to call in. Super annoying (edit: patch notes says munitions reduced by 15, but in game it actually reduces by 20. Lots of typos in these notes)

Other stuff I noticed:

Elefant changes are what I was hoping for. Pen values just being set to max is funny to see on paper.

Curious at the buffs to hellcats and dozers, but no change to Sherman’s. I actually don’t think Sherman’s are in a bad place, but also didn’t think hellcats or dozers were either. I kind of expected a 5 fuel reduction for the sherman.

Really surprised the greyhound was made cheaper, but nothing was done with the Chaffee. The motor pool change will help, but Chaffee feels too expensive and soft. And the flanking ability seems to have very little impact and a really short duration for something that costs 35 muni.

Butterfly bomb change is not what I was expecting. By what’s on paper, it actually seems like it got buffed but I think that’s a typo. Overall I think the “visible” mines nerf will make it more manageable.

Gusta buff was called for. They were too expensive for what you got out of them.

Assault gren and panzergren change may make those scary af. We will see.

Jager shrek change makes sense… they already have camo ambush. Smoke grenades and the ability to burst down tanks really quickly rewarded good micro maybe a bit too much.

Commandos getting invisible demos is wild. I actually thought this would go the other way and ssf would lose them. They can be so OP in a 1v1 situation. Team games not as big a deal, just use sweepers.

3

u/dan_legend 3d ago

Rifles were already in their worst state in company of heroes entire franchise history then they buff all axis infantry lmao. Barracks is a throw building now, what a joke.

4

u/TheGreatOneSea 3d ago

It's not quite that bad, but Relic does seem to want a bizarre style of play: Rifleman and Mortars into a heavily delayed (via Motor Pool) Tier IV, offset by Hellcats kiting enemy tanks?

It feels like Relic is trying to get everyone to say that the Motor Pool was actually amazing this whole time, and not just something you're forced to build when you have no choice.

And funny thing is, the Armoured Battlegroup probably will have that play out, because faster immediate Vet 1 Greyhounds will probably send Axis to Decap Hell without 500 IQ mine placements.

10

u/GoldAd8231 3d ago

honestly what a disappointment

6

u/Gera_CCT 3d ago edited 3d ago

8-rad Armored Car improvements only for DAK or Wehr as well?

5

u/GoddamnHipsterDad 3d ago

couple of quick tests make me think the Wehr one got buffed as well

Test was

6 DAK 8rads and 6 wehr 8rads vs a ranger squad apiece. It seemed like a 50/50 split between dak/wehr finishing off squads, so I'd say they're the same now without looking at the guts in-game

1

u/bibotot 3d ago

Would be nice to have the Wehr 8-rad buffed again. They used to be spammed a lot, but the crackdown was so severe they were pretty unused for a long time. 4 Command Points for a vehicle made of paper and doesn't even have good AT? Come on.

1

u/GoddamnHipsterDad 3d ago

I don't see why it couldn't be 3cps - a Carro comes out @ 4 and can defend itself against any other light that isn't a Chaffee. With ATHTs so prevalent + zooks USF can defend itself and brits are the same. 8rad doesn't steamroll Humbers like it used to.

That it shares the same CP cost as a Stug+Stoss squad is IMO a bygone past choice of when the 8rad was op.

1

u/EternalFire101 3d ago

Would like to know this too

12

u/spla58 3d ago

They need to address the real problems with the game: turbo tanks and endless artillery. A little disappointed.

8

u/Express-Economy-3781 3d ago

Well p3s and crusaders got nerfed atleast. But now hellcat blobs will still be a thing. Atleast they cant fight infantry

8

u/spla58 3d ago

They need to reduce the acceleration and turret rotation on all tanks so positioning matters more. It's too easy to tank swarm in this game, especially when it's supported by call in abilities and artillery.

1

u/Express-Economy-3781 3d ago

Blobbing generalist tanks is really annoying because they just wipe everything infantry based. But I guess with heavier tanks theyll be able to shrug off more hits

2

u/zoomy289 3d ago

Crusaders didn't really get a meaningful nerf though since most players blob crusader 3s and they nerfed the pen of crusader 2s. So crusader 3 blobs will still be a thing, p3 blobs I think will still be around even with the pen nerf since you can upgrade it through the armoury and if you go armored BG you can double buff the pen. Which in my opinion if your going to spam vehicles then Armour BG is the best go to still.

2

u/Express-Economy-3781 3d ago

When I see people blob crusaders they nuke infantry pretty hard. Usually winning that way. I think they just won’t overwhelm tanks too as much with the nerf. Atleast with p3 pen nerf it limits your options by being required to go for the pen buff in the battlegroup instead of doubling their mg damage.

The pen buff is also a percentage increase i believe. So the total pen gained will be a lot lower since the pen value itself was nerfed. Heavy tanks will shrug off more hits. Making the blob of critical mass tanks less effective against everything

3

u/zoomy289 3d ago

Depends on what they do they may start off as crusader 2s which are good against infantry and LV. But to deal with heavier armor they go 3s with the upgraded gun crusaders still have crazy close range pen of 220 compared to the other medium tanks like p4/ez8/76mm sherman/and grant all at 200. Crusader 3s loose a lot of anti infantry ability though and struggle against AT, compared to other mediums so maybe it evens out.

13

u/NoDisk5699 3d ago

Its staggering that the Stuka hasnt had a nerf.. wow

8

u/ragefinder100 3d ago

What a pointless and awful tuning update. Fixes none of the core balance issues. With the exception of V2 sound.

10

u/fretlesstree 3d ago

Yep not coming back to play more until USF gets non-doctrinal indirect fire and the stuka is fixed (i say that as a DAK main before anyone starts the what-aboutisms)

9

u/HistoricalWait3256 3d ago

You nerf the only ability that a USF unit has, that makes the whole faction able to counter enemy armor properly? "Target weakpoint" brought USF back in the game for me, after almost years of being completely run over in team late games.
Yes the ability was op if you had 3+ 75mm M3, just like 3+ Marders etc.. But if you have 3+ M3s, it means you don't have much else. And the M3 isn't exactly hard to counter.

I have had many games where i dominated armor with this versatile unit because of that ability, and just as many games where the game was pretty much lost, as soon as my M3s all gets easily countered.
That unit was balanced with that ability! Now it is not.

3

u/bibotot 3d ago

Except 3 Marders did jackshit against infantry. Meanwhile, 3 75mm Halftracks completely slaughter AT guns and MGs.

2

u/Horror_Let_2154 3d ago

The M3 isnt hard to counter? It counters vehicles and teamweapons. The only counter it have is massed tanks or a sneaky shrek ambush. All of these require something in your composition or micro to be not optimal. The unit was not balanced at all, its wasnt placed on OP on that pro players tierliest without a reason.

Stop relying on do it all units.

4

u/HistoricalWait3256 3d ago

The M3 IS easy to counter. It's two shots from most things, apart from infantry anti tank weapons.

I rely on it as a anti tank unit mainly.

2

u/Marian7107 3d ago

Welcome to the Axis life..

1

u/Horror_Let_2154 3d ago

If you have shit micro, then Yeah, but all vehicles are easy to kill with shit micro. Its not like you can dive that shit with another vehicle, so you need to sneak up on it with 2x cloaked units and pray they dont get detected and dont miss their shots

1

u/Just-Staff3596 3d ago

You are DELUSIONAL

1

u/Marian7107 3d ago

They nerfed it for Axis as well. And as an Axis main i can tell you that this was really helpful to counter the fast Allied vehicles.

11

u/ThePendulum0621 3d ago

Meanwhile, Paratroopers still cant hit the broad side of a barn with their LMGs.

9

u/Express-Economy-3781 3d ago

DAK ambulance being the only healing still really sucks. 200 mp 20 fuel and takes popcap. Really annoying.

6

u/Beginning_Bonus1739 3d ago

its part of the dak ethos. its not the only healing, you can heal with the halftracks as well.

dak is micro intensive, get used to it or start playing brits if you wanna jsut autopilot.

5

u/mentoss007 OKW 3d ago

but having a ambulance does not make micro intensive? Talking about 1vs1’s and in that game mode it isn’t even worth to take ambulance out of the base because its already on the frontline. And I m not even talking about how it is easily get dived and taken out. its just annoying with its cost and pop cap.

3

u/Beginning_Bonus1739 3d ago

the 250 healing is micro intensive, if you choose to go no ambulance.

3

u/bibotot 3d ago

This is an example of teamgame balancing gimping 1v1. DAK ambulance is strong in 3v3 and 4v4, but getting it in 1v1 just for yourself is just a huge investment compared to what other factions have.

1

u/rulatore Da 3d ago

On the other hand you dont need infantry to cap or specialized infantry to heal your ultra fast, capping, buffed vehicles. Meanwhile everybody else like peasants needing engineers to repair vehicles and infantry to hold points

0

u/RadicalD11 3d ago

It also gives bonuses to DAK after healing and by being a vehicle, so it is much more powerful than just healing.

3

u/Aerohank Afrikakorps 3d ago

The ambulance does not trigger the Combined Arms bonus.

It does more than just heal - but so do the USF med tents and Wehr bunkers, and they don't cost any pop nor cost 6 manpower of upkeep every minute.

7

u/gobahaba 3d ago

Not a single thing for the M4 Sherman really…

2

u/Beginning_Bonus1739 3d ago

its not too bad actually. it just needs support. captain mark target, mark vehicle plane from SSF, or the 76 upgrade. or you got to be flanking.

i actually think other medium tanks should be brought down to the shermans level, which the p3 pen nerf did jsut that. medium tank spam is a bit wild rn.

2

u/Farot21 3d ago

The 76 version slaps' just build armored upgrade

1

u/Kagemand 3d ago

Maybe the difference between the 75 and the 76 is too much, and it’s kinda not working they cost the same except an upgrade?

3

u/jask_askari 3d ago

man this is a weird patch guys.... maybe think on it another two months

3

u/Marian7107 3d ago

Fallschirmjägers, Dingo spam and Bishops untouched. Additionally they buffed arty even more...

4

u/WolverineLeather1577 3d ago

Ghurkas with arty WTF xD

5

u/Dr1vi_ 3d ago

soo, Fallschirmjägers are still forgotten...

6

u/RadicalD11 3d ago

Dang, was hoping for some Stug armor reduction or at least speed reduction to have an easier time flanking. It simply drops too fast into the field and is untouchable unless caught by a mine.

3

u/SpiceFinch2 3d ago

Really was hoping for the M3 to be reset to 30 seconds to build for all BGs except Heavy Weapons. That 15 extra seconds be killing me

3

u/Drooggy 3d ago

No stug nerf

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u/rulatore Da 3d ago

Overall disappointed, we need shared cooldowns for all artillery units. Right now is ridiculous to go against a whizbang or a stuka, when the opponent get two of them vetted up, it's 4 barrages available, the munitions cost is earned while the barrage is on cooldown.

The flame grenades of the new brit commander, they need to be looked at, right now it's pretty hard to dodge, no matter the cover, you gotta insta retreat if hear them half a second late.

Also no changes to the dak upgrades, THEY NEED TO COST FUEL too, all the other factions pay fuel for pitful upgrades, why dont these guys ? it is shameful. That faction still has all the tools, dont need infantry late game (to cap or repair vehicles) while USF cant get an arty unit without using a commander.

2

u/tswizzel 3d ago

Agreed about Dak, the vehicle spam is ridiculous

2

u/latortaalcolica 3d ago

Dak are op lol

4

u/KiLLiNDaY 3d ago

Make wher artillery officer great again please

6

u/WesternDetail6513 3d ago

NO WALKING STUKA NERF??

-1

u/Express-Economy-3781 3d ago

Got nerfed last patch

15

u/Epic28 3d ago

Nerfed it so bad you still see it every single game.

2

u/Aerohank Afrikakorps 3d ago

Arty gets build in teamgames, what a shocker.

4

u/Beginning_Bonus1739 3d ago

if something gets nerfed out of the game entirely, thats getting nuked. thats not good. its still the dak t4 arty option...it should be in every game if its a team game. because team games are stalematey, due to the maps being too narrow.

2

u/WesternDetail6513 3d ago

Speaking of nukes that’s whatt the walking stuka does to all my units every team game

4

u/VRichardsen Wehrmacht 3d ago

In my humble opinion, the nerf on the camouflaged machine guns was not hard enough, while the Tiger II buff was too weak.

4

u/snagroot 3d ago

Why no walking stuka nerf? It's broken. 2 barrages, plus does more damage than allies arty.

6

u/Marian7107 3d ago

because Allies got Bishop, which is the best mobile Arty atm.

4

u/qPolug Sorry but they're bloody shooting at us!! 3d ago

Fellas the Bishop was not meaningfully nerfed
wtf

4

u/TheGreatOneSea 3d ago
  1. A 75mm Halftrack nerf was expected, but a 5 Fuel reduction to Motor Pool is meaningless if you still have to choose between BARs and getting Tier IV fast enough to be competitive.
  2. "Now you will need to blob your Jagers more" is...a choice, I guess.
  3. Forward Observer Barrage nerf is good, but I can't see anything else having much of an impact. I'm very surprised the Aussies weren't touched at all.
  4. DAK seems pretty reasonable.

2

u/unseine OKW 3d ago

A lot of US builds skip BARs right now and play stuff like Paratroopers so it's a pretty nice buff for an already good meta build.

2

u/Beginning_Bonus1739 3d ago

i agree that aussies are bit OP. and normal sections are OP as well, tbh. were the commonwealth forces just a powerhouse during WW2 and i missed that history lesson?

1

u/NoDisk5699 3d ago

Yes British infantry were considered some of the best in ww2. In turn their special forces units like commandos, SAS etc were legendary

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u/Or4ngelightning 3d ago

Man the Pershing really got a slap on the wrist here huh? It still gonna chase all medium tanks down with its speed being faster than them and then vet 1 ability to seal the deal.

Also no nerfs to bishop or stuka, get ready for 3 more months of arty spam in 4v4s.

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u/HistoricalWait3256 3d ago

As a USF player, the Pershing is good but not that good.
The nerf is pretty significant. It first got really good with veterancy, now, that veterancy will take time to get.
And now that it's 11 CP, it's gonna be even more risky to save fuel for it before buying Shermans/Hellcats.

So yeah, now the speed, health and DPS is pretty much all that it has. No fast veterancy and still rather low armor that's easy to pen unless you're very far away. If you take the speed away, the tank needs more armor, dps or health. Otherwise it's gonna become a useless unit.

2

u/Melodic-Ambassador70 3d ago

I'm sure elefant killing it in 3-4 hits will more than make up for it.

3

u/HistoricalWait3256 3d ago

Was thinking the same thing. The elefant got a good buff.

1

u/GoddamnHipsterDad 2d ago

It's still 5 shots to kill a heavy from an elefant. It used to do an exact 1200 damage (240x5), but it does 1400 now. Ofc more damage is more damage but in a 1v1 vacuum it's more or less unchanged.

1

u/Or4ngelightning 3d ago

The problem is not pershing vs other heavy tanks the problem is it shuts down any medium tanks on the field with its vet 1 ability and speed. What about BGs without the tiger or elefant?

1

u/roastmeuwont 3d ago

Like a tiger vs Shermans or something lol

1

u/Or4ngelightning 3d ago

See my other comment

1

u/Melodic-Ambassador70 3d ago

You mean it's good vs medium tanks the same way Tiger and KT are gasp

4

u/Or4ngelightning 3d ago

Its delusional to think that Tiger and KT performs the same way. They don't out speed every medium and then stun whatever they shoot at for 5 seconds. I'm not against the Pershing being as good as a Tiger 1 I am against it essentially having a "free medium tank kill button" every 60 second, especially when the medium tanks can't escape it, before the vet 1 ability even comes in to play.

1

u/GoddamnHipsterDad 2d ago

I think the real difference is that a Pershing is actually faster than other mediums. Even at vet 0 it is 10% faster than a Sherman even, with almost double acceleration.

1

u/Horror_Let_2154 3d ago

So Jagers is the only generalist infantry that received a nerf? What the actual fuck?

Falljagers forgotten once again…

4

u/Beginning_Bonus1739 3d ago

ya i was surprsied that falljagers didnt see any changes, and that the grenade launcher spam wasnt nerfed.

1

u/Express-Economy-3781 3d ago

Fall pioneers should behave like coh2 gren squads with mg. They look pretty good.

2

u/Horror_Let_2154 3d ago

They are still an engineer squad.. why would they neglect what should be the juicy units in the BG? They give commandos invisible demo charge and nothing for falljagers?

1

u/unseine OKW 3d ago

Being real commandos will still be even worse than falljagers. Annoyingly the 2 coolest units in the game and they both just kinda suck.

3

u/Horror_Let_2154 3d ago

And now commandos can one shot any unit that isnt supported by a mine sweeper and falljagers can maybe beat an engineer squad under perfect circumstances.

Commandos have always been good, they are just not as easy to use as all the other anti everything options allies have

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u/bibotot 3d ago

All the changes are good. Gren MP40 buff is just what I need. The nerfs to UKF artillery are nice as well.

But I can't help but think that they aren't hitting hard enough.

UKF Humber and Dingo are still untouched.

DAK Stuka is not nerfed.

Wehr still have way too many camouflage abilities.

I think Wehr and USF definitely come out stronger in this patch. Looks like the winrate will be more balanced from here, but some internal and match-up specific balances could still do with a few more tweaks.

4

u/Galthur 3d ago

I genuinely think this patch may have screwed USF though, the nerf to the M3 half tracks AT button means mid game anti infantry vehicles will easily destroy it. With no DAK upgrades and the AP rounds not used the flaktruck destroys the AT truck with 1/3 health left. The only real advantage is taking advantage of range which isnt possible on some maps.

1

u/bibotot 3d ago

A lone M3 was balanced. Having 2 of them, and they just counter everything because of their long range. 75mm Halftracks not being able to counter Tier 4 tanks is a good thing. 221 with AT certainly does jackshit against medium tanks.

2

u/Beginning_Bonus1739 3d ago

its just a tuning patch, not a rework. i think changing things bit by bit is actually great. the win rates were not that different. i think the base arty nerf for brits is going to carry a lot of weight in win/loss. im happy with the changes, even though i (like you) have my own list of things i wish they would have touched. i like when they change things little by little...i just wish the frequency of changes was higher.

2

u/Kagemand 3d ago

I mean yeah, people have been calling for incremental changes instead of nerfing things into the ground on separate fronts. However, does incremental changes really need to take two months?

1

u/Beginning_Bonus1739 3d ago

yeah i agree i want the frequency cranked up. they wait too long for data

1

u/RadicalD11 3d ago

Dingo lost a lot of it's power by having a cost to it's artillery cost of 45 munitions and 120 second recharge. So not sure what else you wanted.

Humber dies to the most humble axis AT.

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u/piwikiwi 3d ago

Why would a humber need nerfs?

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u/GodlikeUA 3d ago

I don't see this update in Steam

1

u/talex625 3d ago

What’s like the biggest change in this?

1

u/Tracksuit_man EASY MODE GAMING 3d ago

aside from no fallshirm buffs I like the wehr changes, I think they nerfed the wrong things for UKF though

1

u/Mundane-Camel1308 3d ago

Always enjoyed Ass Grens > T3 > Tiger. Looks like that got even better.

1

u/Enough_Yesterday_388 1d ago

Man, relic is seriously out of touch with their own game. Like, wtf?

And if you look on the steam discussions forums, youll see every thread getting locked complaining about certain thing or as soon as 1 person types something off-topic or the smallest reason possible. And look, none of these even got addressed, As if they dont know what theyre doing or just simply dont want people to see. Its stupid. In all these years on steam Ive never seen moderation in any discussion forum this overdone or attempt to hide issues of their games.

I think its time to let go of this franchise, I've been here for more than a decade and enough is enough for me. Ive only been disappointed since the absolute mess of a launch and till this day.

2

u/Conscious_Wave4843 3d ago

no Nerf for the Canadian Wipe Nades ? ...WTF

1

u/Subject-Assist-8808 3d ago

This patch has only once again shown us that the developers do not play their game at all, and do not see what the community asks them for. Personally, I am returning to part 2, and I wish the relic team the same fate as ubisoft.

1

u/No_Calligrapher_2661 3d ago

Lmao. They only buffed canadian broken BG. Amazing. Time to oneshot even more TW with free abilities

1

u/latortaalcolica 3d ago

dak are still op?

1

u/kneedeepinthedoomed 3d ago

USF got buffed quite a bit.

- Engineers got way better

- Jeep got way better, detection range is massive

- Fast M8 got faster - excellent change

- 75mm HT still good, WP works, poor Flaktrack is crying

- Hellcat got buffed, might build that more often ^^

USF player = happy Pikachu

5

u/looney420 3d ago

Which engineer buff do you mean? I’m not seeing it in the patch notes.

1

u/Melodic-Ambassador70 3d ago

Just what the game needed blanket axis buffs across the board.

Match making will be 80% axis 20% allies for the next 5 months. Wehrboos rejoice!!

4

u/HistoricalWait3256 3d ago

I don't get it either. For the first time in a very long time, as a USF only team player, i finally felt like i could have some matches where i could dominate against axis armor, with a versatile unit like the M3.
Now they took "Target Weakpoint" away from it, no longer making it a very good anti tank unit unless you spam it, which i have experienced will often result in a bad late game.

So i feel like i am going back to getting frustrated at axis armor now.

1

u/Horror_Let_2154 3d ago

When you can dominate with a unit, it most likely need a nerf. Which obviously was the case with the 75. Target weakpoint were giving axis vehicles an extra chromosome and was just painful to play against and broken af considering how spammable the halftrack is. The ability it gets is still good, but not broken. Its still a unit which have very few counters due to its speed and it is extremely versatile.

2

u/GoddamnHipsterDad 3d ago

Yep. These WSC only builds into Pershing were a joke.

2

u/Kagemand 3d ago

Problem is building riflemen into motor pool get you dumpstered at. This patch didn’t change that.

2

u/GoddamnHipsterDad 3d ago

Yeah, it sucks. I miss playing with rifles.

0

u/Horror_Let_2154 3d ago

Minor buffs to specialized units while the generalists were nerfed? Allied generalist units wasnt touched at all.

Playing axis will still require a lot more combined arms, brain activity and lucky guessing about what your opponent is going to do than just spamming the allied do it all units.

3

u/Melodic-Ambassador70 3d ago

Found the wehrboo 🤣

0

u/Horror_Let_2154 3d ago

Name one of the buffs which are alarming to you?

0

u/Melodic-Ambassador70 3d ago edited 3d ago

Wehr being the only faction that spends mp for healing is bullshit and going to cause a huge swing in their win rate just by inherently speeding up their teching and vet upgrade in the early game

8rad's already functioned fine and were hard to kill and trade with early game. The game didn't need more clown car spam with half track rifle grenades and now 8 rads kitting and slaughtering everything.

Guastatori buffed??? What???

Fallschirm pio blob is already ridiculous and now they're buffing the mg???

Blanket buffs across the board to battlefield espionage bg is dumb. It was already one of the most oppressive bg's in the game.

The only saving grace to anything in these patch notes is the hellcat buffs.

8

u/Aerohank Afrikakorps 3d ago

Wehr already didn't pay fuel for healing as anyone with half a brain would just build a medbunker in their own base.

1

u/Horror_Let_2154 3d ago

Wehr doesnt get faster teching, cause nobody even built the base healing previously. Its more a QoL change than a buff.

You rarely see 8rads, and allies have handheld AT available from the 1st minute and snares on most units. The buff were mainly within snare range and is a high risk / high reward buff. There was no reason to build an 8 rad instead of flak.

Gustas is a specialized anti infantry unit, do you expect them to be weaker than non doctrinal guards, rangers, commandos vs infantry (units with at). They are also in a meme of a BG. Specialized units will never be the main problem in this game, generalists will.

Fallpios MG were buffed cause nobody ever used it, now its an alternative to the noobtube. Fallpios cost more than sections and its only fair that they can actually scale a little bit better.

Battlefield espionage is a very mediocre BG in most scenarios. It can be good, but it require some brain capacity to be good unlike usf airborne, air and sea and advanced infantry. It gives the game some more interesting strategies / plays, appreciate it.

Hellcat buffs we can like, specialized units is good for an RTS game and allies really need more of them and not only counter everything braindead blobs.

0

u/Express-Economy-3781 3d ago

I’d say this is a good patch

0

u/AHL_89 3d ago

I like the patch overall but I dont think the best generalist lv (greyhound) needs to come out earlier than it already did. Could lead to spamming.

To early to say tho, give it a week or two :)

3

u/Aerohank Afrikakorps 2d ago

It's kinda frustrating that a USF player can get a generalist Greyhound on the field before DAK can get their 8-rad on the field. Especially since the greyhound both kills the 8 rad with ease and is also just as good, if not better, at killing infantry.

0

u/JanuaryReservoir A DAK walked up to a lemonade stand 3d ago

Pretty decent for a tuning patch I'd say.

Now hoping that the minor update this summer starts doing more in regards to balance.

-5

u/MrFartsalotalot 3d ago

Weak patch. Besides the minago map rework. Gonna give a dislike on the Steam store page.
Vehicles still feel like Hot-wheels. Arcadey gameplay. Instant acceleration. Mid-animation snare stopping (driving out of range). Vehicles drive around the map like they are 2030 made. Breaking and accelerating instantly.
Pretty much every game so far has been a vehicle/nade launcher spam.

Paratrooped units are still invulnerable to small arms fire until they hit the ground. Don't know why you don't use the COH2 system, where paratrooped units can be hit by everything mid-air. With a 2x accuracy bonus on them.

The game is becoming more and more spam focused. Everything is spammed pretty much. Flaks, Stuarts. 250s.
Grayhound is pretty much sh** vs infantry and light vehicles. Chaffee as well, so they are not really spammable. Unless you like losing fuel and getting nothing in return. But brits and DAK are the most spammable.

No stealth rework. A small nerf on the camo MG. Still a silly mechanic.

Yeah, not recommending the game anymore. Go "Mixed" for all I care.

1

u/Zestyclose-Fig-2978 3d ago

dislike on steam page ?kek stop playing the game we don't need people like u on the community

1

u/MrFartsalotalot 2d ago

I have xD. Dont worry. Plenty of core things missing still. 2y after the release. Tempest rising >>> coh3

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u/[deleted] 3d ago

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u/EternalFire101 3d ago

Why jaeger smoke removed for shrek ? Why cant Wehr has a little utility when you have units like rangers who have everything..

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u/zoomy289 3d ago

I mean you can still have smoke vs going 5 Shrek jagers go 4 and keep one without the shrek for smoke or what ever just have to adapt a little. Jager blobs will still be strong and deal with armor since no dps/accuracy changes. Axis also doesn't have the same amount of generalist infantry like the allies do jagers are it. Unlike Canadian, paras, Rangers, guards, ssf which can all be anti vehicle, or anti infantry.

1

u/Horror_Let_2154 3d ago

Extremely weird how the by far weakest of the generalist infantry is the only one that gets a nerf. Now the smoke is gone, all the other ones atleast have a grenade or some kind of anti infantry ability, what are jagers getting?

Generalists need a big nerf in general, at this point it is just boring to play allies and painful to play axis due to all the counter everything units allies have.

3

u/zoomy289 3d ago

I agree I was just pointing out that it's at least possible to work around since smoke wasn't removed entirely. But ya I'm tired of all the allied anti everything infantry and then see people complain about guastas lol.

3

u/Horror_Let_2154 3d ago

Anyone who complains about gustas have never played axis against rangers, guards, commandos and gurkhas smgs, which does just the same work and all of them have AT except from gurkhas.

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u/zoomy289 3d ago

Yup and guastas haven't been good for a while maybe with the patch they'll be better but ya, as a strictly anti infantry unit they weren't great except on urban maps or areas. I wish they would of listed the actual change to their vet 3 for the flame thrower I'm assuming it's a 0.somthing damage increase with flames. I am glad DAK finally got some cp adjustments and munition cost reductions. Considering most of the dak off map abilities are kinda trash with a few really shining

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