Confirmed patch notes for Sept 17th! (Delete if repost)

General Updates:

Community Map Spotlight Rotation:

Adding Surzdorf

Adding Ecliptic Fields

Adding Achelous River

Adding Montherme

Adding Red Ball Express

Removing Bystraya Voda

Removing Wolfs Lair

Removing Eindhoven Country

Removing Pavlov’s House

Cold tech: (Blizzards & Freezing)

Cold Tech is disabled in Automatches

Cold Tech can be enabled/disabled in Custom Matches ( This option does not affect Deep Snow)

Observer Mode:

Observer mode UI layout adjustment

Gameplay Updates:

General

Added support to queue reverse move order via “shift-clicking”

All infantry units that can camouflage no longer camouflage when retreating through cover

Ambient Buildings

To account for the increase in flame damage.

Ambient building flame threshold increased from 240 to 480 Explosive Weapons

Reduced the amount of random squad wipes from grenades/mortars.

Added back the 50% reduce damage modifier to green cover for explosive weapons

Flame Weapon

Updating how flame weapons work to be more impactful in the game.

All Flame Weapon damage over time duration increased from 3 to 20 seconds

Infantry Held Flame Weapons do not leave Flame damage over time

Reduce flame bonus damage to buildings from 1.5 to 1.25

Reduce flame bonus damage against commonwealth emplacements from 1.5 to 1.25

Handheld Flame Weapons:

Compensating for no longer leaving damage over time effect.

  • Post firing aim time increased to 0.5
  • AOE Accuracy changed from 0.6/2.8/5 to 15/15/15
  • AOE radius changed from 4 to 2
  • AOE damage changed from 0.4/0.7/1 to 1/1/1
  • AOE damage friendly changed from 0.25/0.625/1 to 0.25/0.25/0.25
  • AOE distance changed from 2/1.5/1 to 2/2/2
  • Reaction radius changed from 2.1 to 2.5
  • Burst duration changed from 1/0.5 to 1/1
  • Damage multiplier vs garrison cover increased from 1 to 2
  • Damage multiplier vs heavy cover increased from 1 to 2
  • Damage multiplier vs light cover increased from 1 to 1.25
  • Damage changed from 8 to 16
  • Weapon tracking speed horizontal changed from 90 to 45
  • Light Artillery Suppression (Pak Howitzer & LEIG)

Previously the suppression that was added on these units were fairly inconsistent in their result. The data has been adjusted to provide more consistent suppression within its area of effect.

  • AOE suppression profile changed from 0.1 to 1
  • Suppression reduced from 0.8 to 0.3
  • Nearby suppression multiplier reduced from 2.2 to 1
  • Nearby suppression radius increased from 60 to 70

Balance Updates:

With the introduction of a new allied army “British Forces,” one of the main goals for this balance update is to bring all the factions in line with each other. The following update will feature many of the changes that we have been playtesting through our “Balance Preview Mod.” We would like to thank the many community members who have helped us test and provided feedback during this iterative process.

British Forces

Platoon Command Post

We have decided to offset the initial costs for teching-up and offsetting them to the specializations.

  • Cost reduced from 280/35 to 180/30

Requisition AEC MK III 75mm Armor Car

We have decided to offset the initial costs for teching-up and offsetting them to the specializations.

  • Cost increased from 50/10 to 100/15
  • Research time increased from 5 to 30 seconds
  • Requisition Bofors QF 40mm Emplacement

We have decided to offset the initial costs for teching-up and offsetting them to the specializations.

  • Cost increased from 50/10 to 100/15
  • Research time increased from 5 to 30 seconds
  • Company Command Post

We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations.

  • Cost reduced from 360/115 to 280/115

Specialization: Hammer

We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing.

  • Cost increased from 200/25 to 200/50
  • Research time increase from 5 to 30 seconds

Specialization: Anvil

We have decided to offset the initial manpower costs for teching-up and offsetting them to the specializations. We also are delaying the hammer and anvil upgrades to bring their units in line with other late vehicle pacing.

  • Cost increased from 200/25 to 200/50
  • Research time cost increased from 5 to 30 seconds

Logistic Glider HQ

We felt the Glider HQ already provided tremendous bonuses to the player and giving extra resources as well was over the top. We have also reintroduce builder medics to allow players a manpower healing option.

  • No longer grants extra resource bonus
  • Can now build medics
  • New bulletin available for Medics (drops through Warspoils)

Artillery Cover

  • Added a delay and warning smoke to give players a chance to react to the ability. Change the stun critical with a weapon disable to prevent constant stun.
  • Added warning smoke
  • Added 4 second delay
  • Vehicle Stun Critical removed from penetration table replaced with Main Gun Loader Injured

Command Tank Buffs

The initial bonuses were dialed up at extreme levels we are bringing the bonuses in line with other auras.

  • Accuracy weapon modifier reduced from 2 to 1.35
  • Receive accuracy modifier increased from 0.5 to 0.7
  • Reload Weapon modifier increased from 0.5 to 0.7
  • Cooldown Weapon modifier increased from 0.5 to 0.7
  • Command Tank Debuffs

With the adjustment to the bonuses we are also reducing the penalties so they are not so severe.

  • Reload Weapon modifier reduced from 4 to 2
  • Cooldown modifier reduced from 4 to 2
  • Accuracy modifier increased from 0.25 to 0.5
  • Receive Accuracy modifier reduced from 4 to 2
  • Emplacements

Slight adjustment to emplacements to prevent HMG weapon teams from garrisoning to prevent odd behavior. Brace has been given a cooldown to allow opportunity of attack for opposing players. 75 seconds actually means 45 seconds due to the 30 second duration time.

  • Can no longer garrison HMG weapon teams
  • Brace cool down increase from 15 to 75 seconds (45 seconds in game)

Churchill Crocodile

Reducing the durability slightly to help players deal with this slow moving tank. With the changes to how flame weapons work we are adjusting the Crocodile’s stats accordingly.

  • Flame Weapon damage over time damage reduced from 4 to 2
  • Flame Weapon max range reduced from 35 to 32
  • Flame Weapon damage reduced from 16 to 12
  • Health reduced from 1600 to 1400

  • Churchill AVRE

Reducing durability slightly to help players deal with this slow moving tank. Reducing its damage to compensate for its high durability.

  • Health reduced from 1600 to 1400
  • Petard damage reduced from 640 to 440
  • Petard bonus damage multiplier vs buildings 1.45

AEC MK III 75mm Armor Car

  • Slight pacing adjustment.
  • Cost reduced from 60 to 50 fuel

Gammon Bomb

  • Bringing its damage in line with other explosive weapons.
  • Damage reduced from 240 to 200

Universal Carrier

Adjusting its Wasp Flame Weapon to bring the unit in line with the rest of the flame weapon changes. Initial damage was reduce significantly to prevent instant model killing however the damage over time damage remains potent as ever. In addition we have added multiple things to help the UC deal with snipers.

  • Wasp Flame Weapon damage over time damage reduced from 4 to 2
  • Added 50% bonus accuracy against sniper types
  • Increase detection radius from 10 to 25
  • Wasp Damage reduced from 16 to 6
  • Wasp range reduced from 35 to 32
  • Wasp research time reduced from 45 to 30 seconds
  • Vickers research time reduced from 45 to 30 seconds
  • Command Sten MK VI Silence SMG

These guns were very lethally at close range with provided almost no time to react.

  • Damage near reduced from 1 to 0.85

Bofors

Unit was over performing.

  • Accuracy reduced from 0.875/0.818/0.76 to 0.775/0.46/0.36
  • Damage reduced from 40 to 30
  • Vs building garrison cover damage multiplier changed from 0.5 to 0.2
  • Distance_scatter_max changed from 2.15 to 5.15

Crew Repair Operations

The repair rate was so high it allowed players to disengage, repair and reengage before the enemy had time to prepare or recover.

  • Repair rate reduced by 30% (16 per tick to 11)

Sniper

This should improve usability.

Weapon Behavior Change from wants prone firing moved to none

Comet

Slightly increasing its scatter to bring the unit in line with its generalist counter parts. Also increasing its pop cap as it was previously under costed.

  • Scatter increased from 3.2 to 4.2
  • Population increased from 12 to 16
/r/CompanyOfHeroes Thread Link - companyofheroes.com