Company Of Heros All Inclusive Patch
Now OKW has the same income than every other faction maybe scavenge may need to be lowered even if this faction can't build cache. If i'm not wrong one cache gives you +3 ammo/fuel per minutes, for 200 mp/cache. Territory + cache (T+C)= 6/3 Scavenge bring 5fu on a weapon team according to description, 12 on a abandonned vehicule (= 2min income T+C). Suggestions: Weapon team's scavenge give 5 ammo instead of fuel if it wasn't changed before; Lower scavenge income of vehicules. I think 6 so it equal 1 min income T+C. Add 3-6 ammo income.
Company of Heroes v1.71 All. Request a new password if you have an account on the old megagames.com. This website would like to store cookies in your browser, one of which is used by this age verification gate in order to ensure that we communicate our products.
If it's not the case already add an bonus system like 12 Fuel for heavy tanks and tank destroyers for example. Edit: For the scavenge doctrine you would have the 12fu for all wrecked vehicule then.
An unexpected large patch - changes to non-OKW factions mainly look okay, though I question whether the Churchill should cost as much as 180 fuel even if it is still overperforming, and was removing abandonment from emplacements necessary? I don't personally like the sniper change (justifying the changes made as allowing the very things it counters to counter it?), but I don't see that it will have much practical impact - engine damage from standard criticals was so rare I can't recall seeing it (but presumably Critical Shot will still damage engines) and Coordinated Fire's short range was always out of keeping with the sniper's role. No other sniper has a pre-vet ability, so moving Critical Shot to vet 1 makes sense.
Onto OKW - this is going to be hard to evaluate as rermoving the resource penalty is huge and will make units that may previously have underperformed more attractive even without other changes. Tech tree: The supply truck now seems to be listed as an HQ unit. What is the cost for building it, on top of the tech cost? Why has the Sturmtiger vanished? What is meant by the KT being an unlockable call-in? No existing doctrines include it and there are no doctrine changes to add it - does this mean that OKW has an effective tier 5, where they can unlock KT access akin to Brits unlocking Churchills or Comets, save that the tank will arrive as a call-in unit? Kubelwagon: This direction feels a mistake.
Kubelwagon is an HMG - without moving MG34 to the main roster, it seems unreasonable that OKW lacks access to a direct-fire suppression platform. Making it a fast capping unit is at odds with its role as a weapon. It might well be a capable unit, and certainly it needed to lose something if it gets a substantial armour buff, I'm just not sure it's what OKW wants particularly.
Sturmpioneers: Why can these not explode when flame-equipped when everyone else with flamers can? This note is attached to the unit rather than the weapon - can captured Sturm flamers explode? Volksgrenadiers: Grenade is welcome - does this replace the incendiary, or do they still have that as an option as well? Overall, I wonder how this will make the faction as a whole feel and play - it still has two vehicles shared with or similar to those of Ostheer (Panther and PIV) and has now lost the heavy tanks that distinguished it.
I worry that it may just end up playing out like Ostheer only with generally better units at each point in the tech tree where they diverge (Sturms vs. Pioneers, Luchs vs. Ostwind), as the major remaining differences seem to be that Ostheer have a sniper and a static HMG in their core roster. An unexpected large patch - changes to non-OKW factions mainly look okay, though I question whether the Churchill should cost as much as 180 fuel even if it is still overperforming, and was removing abandonment from emplacements necessary? I don't personally like the sniper change (justifying the changes made as allowing the very things it counters to counter it?), but I don't see that it will have much practical impact - engine damage from standard criticals was so rare I can't recall seeing it (but presumably Critical Shot will still damage engines) and Coordinated Fire's short range was always out of keeping with the sniper's role. No other sniper has a pre-vet ability, so moving Critical Shot to vet 1 makes sense.
I think he had a better chance of damaging the engines of lighter vehicles but that sounds wrong to me. Maybe so that he can't just cripple something like a 222 but why not just make 222 more useful? Kubelwagon: This direction feels a mistake. Kubelwagon is an HMG - without moving MG34 to the main roster, it seems unreasonable that OKW lacks access to a direct-fire suppression platform. Making it a fast capping unit is at odds with its role as a weapon.
It might well be a capable unit, and certainly it needed to lose something if it gets a substantial armour buff, I'm just not sure it's what OKW wants particularly. No clue what they were thinking for this. Did they want to make a smaller scout car?
I guess it will coax people into making more sturmpioneers or something. What is meant by the KT being an unlockable call-in? No existing doctrines include it and there are no doctrine changes to add it - does this mean that OKW has an effective tier 5, where they can unlock KT access akin to Brits unlocking Churchills or Comets, save that the tank will arrive as a call-in unit?
Looks to me like once they have built all four tech vehicles they will be allowed to call in a KT, which allows them to limit to one I guess. Reminds me of Panzer Elite panther battlegroup thing. Sturmpio cost decrease was unnecessary, many okw units still have worthlessly huge veterancy requirements. Kubel change looks ok considering how okw now has no suppression options aside from isg. Okw teching requirements wayyyyyy too low. Shrecks are now way cheaper, need to be removed and put on a whole new anti-tank team from medic HQ. Blanket nerfing vet 4-5 is stupid, because if you think about it, how much does that actually change?
Incendiary nade needs to be moved to sturmpioneers. Churchill nerfed into oblivion.
Units need more in depth changes. Honestly a bad, very short sighted balance change. Lets pray to christ the balance preview gets some of this changed.
Sturmpio cost decrease was unnecessary, many okw units still have worthlessly huge veterancy requirements. Kubel change looks ok considering how okw now has no suppression options aside from isg. Okw teching requirements wayyyyyy too low. Shrecks are now way cheaper, need to be removed and put on a whole new anti-tank team from medic HQ. Blanket nerfing vet 4-5 is stupid, because if you think about it, how much does that actually change? Incendiary nade needs to be moved to sturmpioneers. Churchill nerfed into oblivion.
Units need more in depth changes. Honestly a bad, very short sighted balance change. Lets pray to christ the balance preview gets some of this changed. Well, it is a balance pre-view and as we have seen in the past Relic will put overbuffs and Nerfs intentionally in trials to zero in on the effects they desire.
Company Of Heroes All Cutscenes
I'm holding judgement until I play it a few times. Off the cuff I share some of your reservations.we may see a 5 minute Luch's. Soviet Industry may be the bomb now.
I very much appreciate the chance to look at it. There are some unexpected changes, but they do have much more avenues to receive analytical data from than normal players. If Henry Ford would have listened to those around him what they needed they would have said a faster horse. This patch I'm sure like the last patch is not stand alone and is in a series of patches of immediate and long term modifications.
Sturmpio cost decrease was unnecessary, many okw units still have worthlessly huge veterancy requirements. Kubel change looks ok considering how okw now has no suppression options aside from isg. Okw teching requirements wayyyyyy too low. Shrecks are now way cheaper, need to be removed and put on a whole new anti-tank team from medic HQ. Blanket nerfing vet 4-5 is stupid, because if you think about it, how much does that actually change?
Incendiary nade needs to be moved to sturmpioneers. Churchill nerfed into oblivion.
Units need more in depth changes. Honestly a bad, very short sighted balance change. Lets pray to christ the balance preview gets some of this changed. Definitely a concern that a change this major was not put forward as a balance preview, and so has had no external testing.
Kubel may be okay, but does OKW actually want a scout car rather than a suppression platform? Teching requirements presumably adjusted to account for the cost of supply trucks (which Teryo says above are 200/100). Now I've thought on it more I'm concerned about the Churchill as well - the tank was never the main issue, heavy engineers were. That's been fixed (possibly too aggressively - 70 munitions is a lot for the British given their late-game reliance on call-in support), so Anvil already looks less attractive without any change to the tank. Gosh, that OKW re-design. I really don't know what to say. I wasn't too happy with their current status, but now they are pretty much stripped of almost anything that made them special.
I was a fan of their original Alpha design, which I can't talk about due to NDA, unfortunately. But a lot of the people complained its going to promote a campy play style, so they were re-arranged several times, to the point I stopped liking something that was about to be my fave faction. It really felt they were doing something different, hard and very unusual play style that gave the impression of a super-elite faction starved with resources (believe me, in that period you hardly would forget to use that scavenge ability they have), with super-tough units (even tougher than now) that were very hard to obtain, but once you managed - they were almost unstoppable. Reminds me on Necrons from DoW a bit in that regard. Like I said, very hard to play, but very rewarding. Now, they are just another faction. But ok, I shouldn't cry too hard before trying, but that's something of my current impression after reading the notes, one can certainly comment on the design decisions after past experiences.
Well, it is a balance pre-view and as we have seen in the past Relic will put overbuffs and Nerfs intentionally in trials to zero in on the effects they desire. I'm holding judgement until I play it a few times.
Off the cuff I share some of your reservations.we may see a 5 minute Luch's. Soviet Industry may be the bomb now. I very much appreciate the chance to look at it.
There are some unexpected changes, but they do have much more avenues to receive analytical data from than normal players. If Henry Ford would have listened to those around him what they needed they would have said a faster horse. This patch I'm sure like the last patch is not stand alone and is in a series of patches of immediate and long term modifications. Is it a preview?
That's not specified in the notes, so I'm assuming these are changes that are now live or will be very soon. It's not something I often feel compelled to say, but I think daspoulos is on the mark here. They know issues exist with OKW but really don't seem to know what to do with the faction (scout cars that cap? Hey, Panzer Elite had that so it must be good!). Resource starvation proved to be badly-represented by the 'two-thirds income' approach, so instead they drop the idea altogether instead of looking into ways to make it work.
Company Of Heroes All Tanks
Is this even a late-game faction any more? My off-the-top-of-my-head idea: replace OKW-specific resource rules with OKW-specific supply line rules. Say, OKW gets depressed resource income per sector initially, but that increases over time to the conventional level as they keep supply chains intact.
Promotes active harassment of supply lines by their opponents, and active protection by OKW - perhaps give them some static defensive structure they can place on points, similar to a supply cache (which they still don't get with this patch), but without the resource income. That would definitely promote a unique play style. And, yes, find a way to make salvage relevant again - I remember when I found it important too. Noclue why okw will become wehrmacht 2.0. They need to make it an actual elite, but starved faction. Current okw is poorly designed.
Yes, the Dec patch makes the OKW work very similar to Ostheer, and not necessarily in a good way. For instance, pre-patch timer for each truck ensured a certain wait time; post-patch, you pay then wait, and then add further expense to set up 'retreat.' IMO, this is too much, too many hindrances. I like the infantry cost increase; but there's a BUG in the cold-tech/panzerschreck (still at 90 not 70).
Kubel wagen is a def winner, now. Without OP supression, it now is fair sniping unit that has to be better tended. I do miss the King Tiger!!!!! I too thought of OKW as the elite resource starved faction. A lot of those changes sound meh to me right now. Perhaps some will grow on me. Not really sure if decreasing cost for panzerschrecks on one of the cheapest units in the game is a good idea either.
Add that with the capable surmpioneers(imo) being decreased and you will have a lot of infantry spam.(my guess anyways) I don't remember all the tech costs off the top of my head, would be nice if they changed to have listed the before and after. Perhaps this is there way of making the LT for USF more viable.(was something i skipped more often that not.) Needing that MG, LT and or AA truck to take on that infantry.
I'm not sure what the objectives behind these changes are. Of all things Kubel needed, it wasn't removing suppression. About 90% of the time I and I presume most people who get Kubel, get it for the suppressive capability.
Making HQ trucks a buildable vehicle just makes it too similar to Ostheer teching. Making King Tiger call-in is also very strange, it adds six abilities to the player's bar, which looks odd. If the scheme was to make teching take up queue space, it negates that change by being able to instantly call in KT without building it from T0. I'm also starting to see a lot of similarities with the changes done in the alpha. And because of that I can't help but feel like they're just trying to creep it in by making us get used to them bit by bit. Removing abilities from a DLC commander has convinced me to never buy their stuff again.
Company Of Heroes All Uinets
Isn't that technically bait and switch? Making King Tiger call-in is also very strange, it adds six abilities to the player's bar, which looks odd. If the scheme was to make teching take up queue space, it negates that change by being able to instantly call in KT without building it from T0. I presume being call-in means only that, when you unlock the KT ability and pay the resources, it instantly materialises like other call-in units rather than having a build time. They don't need to add it to the commander bar. It's also not clear what tech requirements there will be for unlocking it.