The way I see it, every life is a pile of good things and bad things. The good things don’t always soften the bad things, but vice versa, the bad things don’t always spoil the good things and make them unimportant.
try europe it's even worse for us 40euro's aka 60$ and while it does feature a conquest map akin to dark crusade which was awesome (tho took mods to be super) i'm not holding up my breath
and ever since wfa the game has suffered from a pretty heavy memory leak to boot
I keep reading how bad COH2 is compared to COH1. Is it better now? I dont really care about the historical accuracy I probly wouldnt play the campaign anyway.
FFS: why everyone avoids doing games about the "Forgotten War"....It was an interesting conflict, a conflict that used a mix of old tech and new tech. New tactics had to be learned, first contact with the modern guerilla warfare. A lot of stuff to be brought back into attention and everyone is ignoring it.
Except Theatre of War 3, MiG Alley and Korea: Forgotten Conflict, we don't have anything treating the subject. There are a few other games, but those mentioned are the decent ones. Would love to see a proper game, though.
To anyone interested, Britbongs are coming soon and a patch is due in two weeks.
Here's some leaked changelogs:
Spoiler:
UK Forces
For King and Country!
UKF army available
UKF Commando Regiment Commander available
37 UKF Intel Bulletins available
4 New Maps available (Across the Rhine, Arnhem Checkpoint, Gelsenkirchen Refinery, Heidelberg Crossings)
4 New UKF Victory Strikes Available
Other Factions
Welcome to the Alpha!
All Commanders, and Intel Bulletins unlocked
Weapon Teams and Force Facing Feature in Ambient Buildings
New Feature!
Weapon Teams garrisoned in an ambient building can now be given a manual facing order to force face a direction. This toggle option is called "Direct Face Team Weapon". To undo this and revert back to automatic facing, players must toggle the "Cancel Direct Face Team Weapon" option
Gameplay Updates
Medium and Heavy Call in Vehicles (Tiger, Tiger Ace, King Tiger, Elefant, IS2, ISU, Jadgtiger, Sturmtiger, KV2)
We are making pacing adjustments to increase the length of Infantry/light vehicle combat phase.
All heavies get an increase CP of 2 Points
Stug E Call in CP requirement increased from 6 to 7
Puma Call in CP requirement lowered from 6 to 5
M10 Tank Destroyer CP requirement increased from 7 to 8
Bulldozer Sherman CP requirement increased from 9 to 10
Vehicle Criticals
The change in moving the chance to receive Main Gun / Engine Destroy critical to a higher health threshold will now prevent vehicles from “cheating death” at 0% Health. We have also made it easier to recover from getting engine damage from snares as you will be able to repair the critical at 75% health instead of 100%
Main Gun Destroy critical chance moved from 0 health to 25% health
Engine Destroy critical chance moved from 0 health to 25% health
Engine Damaged critical can be repaired at 75% health
Flamethrowers
A goal that we started with last patch was to reduce the amount of squad wiping moments in which the player had no time to react to.
Units with flamethrowers will no longer have a chance to explode until they are the last unit in the squad
No more flame criticals above 50% health.
Flame AOE Damage increased from 0.25 / 0. 625 / 1 to 0.4 / 0.7 /1
Planes
The chance of planes crashing into one of your units was extremely rare but when it it can be devastating and game changing for the player. Although we feel this is a spectacular event, we want the effects to be less punishing to both Players.
Plane crash AOE radius reduced from 15 to 6
Plane crash damage reduced from 750 to 240
Weapon teams
We’ve decided to prevent weapon teams from being killed while manned. This will prevent team weapon squads from being wiped because the weapon team got destroyed. Weapon teams will continue to take damage while manned, however will only receive its death critical when it is abandoned.
Can no longer be destroyed when manned
All HMGs
We felt blob counter units weren’t performing as well as we wanted and needed a performance boost to deal with Blobs of units better.
Incremental accuracy multiplier changed to 1.15
Incremental search radius changed to 10/12.5/15
Nearby suppression radius changed to 13 (except maxim HMG)
Infantry Anti-Tank Abilities (Panzerfaust, AT-Grenade, AT Rifle Grenade)
We are retuning how infantry snares work; as they act as a big deterrent to using light vehicles. We hope this will encourage more cover and positional play with infantry to deal with vehicles.
Can no longer deal Engine Destroy critical
Can no longer generate critical to units over 75% HP for Medium and Heavy Vehicles
USF Major
Adjust Medium and Heavy tank Pacing
Cost increased from 90 Fuel to 135 Fuel
Balance Update
--Soviet--
Soviet PTRS Rifle & DP28-LMG
This weapon drop rates were set way higher than other weapons; basically setting the drop rate in line with other weapons. The Guard Troops carry a lot of droppable weapons so they always seem to drop a lot more weapons than any other Infantry squads. We’ve decided to reduce the drop rate to compensate for this.
Drop rate for Ptrs rifle and Dp-28 lmg reduced from 33% to 10%
Soviet Conscripts
We recently made some changes to the PTRS rifle to improve its AI capabilities. The after effect of these changes proved to be extremely beneficial to conscripts when used in conjunction with the Tank Hunter Doctrine. We decided to create a separate weapon specifically with conscripts that has reduce accuracy and cannot be dropped.
Conscripts PTRS Rifle Accuracy Profile changed to 0.15/0.39/0.48. This is a much lower Accuracy Profile than the Guard Troop PTRS Rifle.
The Conscript PTRS Rifles cannot be dropped for pickup.
Soviet 82mm and 120mm Mortar:
Precision Strike is an ability that generated a lot of negative gameplay experience for players playing against it. The ability has a high probability to generate squad wipes with little tell to the opposing player.
Precision Strike Removed
Added Flares for Vet 1 Ability
Soviet Katushya:
Precision Strike is an ability that generated a lot of negative gameplay experience for players playing against it. The ability has a high probability to generate squad wipes with little tell to the opposing player.
Precision Strike Removed
Added Creeping Barrage as Vet 1 ability
Soviet B4
Fix a small issue that made it possible for the B4 shot to not penetrate a tank using direct fire
Direct Fire penetration increased from 340 to 600 to prevent an issue of the shot not doing any damage to high armored units
Ease of use change; it was very hard to detect mines because Sturmpioneers needed to be so close.
Range increased to match other faction's minesweeper detection radius
OKW Reinforced Wire
The Reinforced Wires were a source of frustration. The Community asked for a more reliable way to deal with reinforced wires other than explosives so we decided to make some changes.
Is now cut table
OKW Fallshirmjagers
Ease of use change to allow Fallshirmjagers to be more effective when they gain camouflage through veterancy.
Now have the ability to toggle Hold Fire
OKW IR Halftrack:
To promote use we have decided to reduce its fuel cost hopefully this will encourage more of its use in OKW Build orders.
Cost reduced from 200/25 to 200/0
OKW Stuka zu Fuss
In its current form the Stuka is a great mobile artillery unit; however it has a very difficult time gaining Veterancy because of its high veterancy requirements and its high recharge time on its barrage ability. While the reason its recharge time is so high is due to its high potency (which we would like to keep) reducing its veterancy requirements should help this unit scale more into the late game.
Veterancy Requirements reduced by 20%
OKW Base defensive
Fixed an exploit that allowed players to snipe and steal OKW base defenses.
Can no longer be sniped
OKW Panzer IV Ausf J Medium Tank:
We felt the Panzer IV was slightly underperforming so we made some adjustments
Now starts off with Side Skirts
Stats aligned with other Panzer IV
--US Forces--
USF AA Halftrack
We had feedback from the community members regarding AA mode and the AA Halftrack. It was expressed that AA mode would be better as a default ability in order to combat Axis airplanes.
Removed AA mode veterancy requirement
Gain increase acceleration at vet 1
Miscellaneous
Data Clean Up
Previously when we increased the lethality of infantry it was done with a blanket modifier of weapon accuracy and received accuracy. What we have done is adjusted the data so that the actual weapon stats are relative to its lethality. The performance of the unit and weapons are not changed. This is simply a data cleanup effort.
Removed accuracy weapon and receive accuracy modifiers that was used to increase infantry lethality and create a class type. Move respective values into the accuracy of the weapons and the size of the unit
You can find more info and pics on the Russian community forums.
They are tweaking the useless units such as the Stug III and Stuart tanks. Eastern Germans start with more manpower too.
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