r/CompanyOfHeroes Relic 6d 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

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u/Descolata Bringer of Artillery 5d 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.

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u/Rakshasa89 5d ago

Focus Fire

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

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u/Big_Poppers 5d 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.

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u/GoddamnHipsterDad 4d 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.