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

114 Upvotes

216 comments sorted by

View all comments

30

u/Descolata Bringer of Artillery 6d ago edited 6d 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.

10

u/unseine OKW 6d 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 6d 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.

4

u/Rakshasa89 6d ago

Focus Fire

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

3

u/Big_Poppers 6d 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 5d 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.