Updates – August 20th, 2013
General
Added Map Veto for Automatch – Party hosts can now veto up to 1/3rd of applicable maps before beginning the automatch process. A veto counts as a vote against a map and the automatcher will only select among the maps with the fewest number of votes
Replays now store build version in header to allow filtering out of old replays that will cause a sync error
Changed method of determining local player when loading a saved game
Added ability to change Faceplate and added two new faceplates to select from
Gameplay
Guard Rifle Infantry ‘Button’ Ability will now be disabled if the squad is pinned
Canceling building in progress of the 152mm gun-howitzer will now refund the full cost
Guard Rifle Infantry that drop both their DP-28s can now repurchase the weapon
Mines can now be killed by flamethrowers
Conscripts with the repair ability can now repair abandoned vehicles, matching the behavior of the engineer repair ability
Increasing the pop cap cost of team weapons so re-manned weapons do have a lower pop cap cost
Balance
Vehicles
Focus on improving T34 viability and better balancing RAM for mid-late game. The role of the T34 is that of a flanker meant to exploit enemy weak points with hit and run tactics. RAM has been adjusted to be countered through movement vs. mediums and lower. Against heavier armor, RAM now has a chance to fail based on armor and penetration. This was to account for the fact that heavy vehicles cannot maneuver out of the RAM ability as easily as light and medium vehicles.
T34
Main gun damage from 80 to 120
Main gun penetration from 75 to 80
Cost from 240 MP and 95 FU to 280 MP and 85 FU
T34 Ram
Ram min range from 10 to 17
Ram max range from 30 to 35
Penetration from 1000 to 160
Damage from 100 to 160
Deflection damage added, now does 80 damage on deflect
Deflection now results in a crew shock critical to the receiving vehicle
Ram engine overheat from 4 to 2.5s
If the engine overheats, the T34 will be slowed down eventually canceling the RAM
Ram engine overheat now a timed action, lasts 30s
Added in tooltip for engine overheat critical
Removed exhaust engine damage, adjusted critical changes to compensate for this change and keep things relatively the same
SU-85
Focused Sight now reduces movement speed by 50%
Unit Abilities
AT grenades and Panzerfaust will see reduced effectiveness vs. heavier targets. This change is meant to improve the flow of mid-to-late game tank combat by making aggressive maneuvers less risky. Heavy tanks should be better able to spearhead as a result. Little to no impact vs. medium to light vehicles.
AT Grenade
Damage from 80 to 100
Added deflection damage, now deals 80 damage on deflect
Penetration from 1000 to 100
Oorah!
Cost from 5 to 10 ammunition
Panzerfaust
Damage from 80 to 100
Added deflection damage, now deals 80 damage on deflect
Penetration from 1000 to 140
Rifle-Grenade
Rifle-grenade now cost 25 munitions
Sdfkz 222
The 222 Scout Car now retains its coaxial MG upon upgrading to the 20mm auto cannon
Population Cost System
Focus on better reflecting unit value through upkeep cost. Previously, fielding a heavy vehicle army was more rewarding than fielding a heavy manpower army due to the low population of vehicles. We are now factoring fuel into the evaluation of a vehicles population.
Soviets
M3A1 population from 2 to 4
M5 Half-track population from 3 to 5
Katyusha population from 9 to 10
T70 population from 5 to 6
SU-76 population from 4 to 6
SU-85 population from 8 to 12
T34-76 population from 7 to 10
T34-85 population from 9 to 12
KV-8 population from 9 to 14
IS-2 population from 14 to 24
ISU-152 population from 17 to 25
Germans
222 Scout Car population from 2 to 4
251 Half-track population from 3 to 5
Mortar Half-track population from 5 to 6
Panzerwerfer population from 9 to 10
Stug population from 7 to 10
Ostwind population from 8 to 10
Panzer IV population from 8 to 12
Panzer IV Command Tank population from 9 to 12
Panther population from 11 to 16
Brummbar population from 13 to 16
Tiger population from 13 to 24
Elefant population from 16 to 25
Target Weak Point
Improved the usability of target weak point to correct a number of functionality issues.. Ready aim time represents the time to fire upon activating the ability.
Elefant Target Weak Point
Fire aim time from 2 to 1
Ready aim time from 2 to 2.75
Damage from 120 to 320
Distance scatter max from 5 to 10
Pak 40 Target Weak Point
Ability range from 80 to 60
Weapon range from 80 to 60
Fire aim time from 2 to 1
Ready aim time from 2 to 1.5
Damage from 80 to 160
Pak 43 Target Weak Point
Fire aim time from 2 to 1
Ready aim time from 2 to 1
Damage from 80 to 320
Stug Target Weak Point
Ability range from 45 to 50
Fire aim time from 2 to 1
Ready aim time from 2 to 1.5
Area effect radius from 0.5 to 1.5
Area distance far from 0.25 to 0.75
Area distance near from 0.125 to 0.375
Area suppression far from 0 to 0.1
Area suppression near from 0 to 0.2
Damage from 80 to 160
Weapon range from 60 to 50
Distance scatter max from 5 to 6.5
Brummbar Target Weak Point
Fire aim time from 2 to 1
Post firing aim time from 4 to 0
Ready aim time from 2 to 2.625
Area radius from 0.5 to 5
Area distance far from 0.25 to 2.5
Area distance near from 0.125 to 1.25
Area suppression fear from 0 to 0.1
Area suppression near from 0 to 0.2
Damage from 80 to 160
Bug Fixes
Various campaign issues addressed
Fixed idling animation for wrecked Panzer IV
Fixed tracer issue with Elefant hull gun
Addressed various audio issues
Victory target can no longer be cast at no cost
Rifle-grenade will now refund when cancelled
Fixed refund not working for the German rifle grenade
Artillery Officer Barrage now properly triggers cool down on cancelation
Removing the single player ptrs teardown time – the time was causing the grenade ability to fail
Fixed Grenadier Damage Intel Bulletin so it applies to the correct squad
Fixed satchel charge refund issue when the ability is cancelled while throwing
Fixed stacking armour modifiers for the Tank Training Intel Bulletins
Fix for scatter weapons targeting the team-weapon. Other weapons respect target priorities, so the rest of the spec rules are implicitly followed
Fix for holding 2 weapons after using a substitute weapon with a non-substitutable source
Fix for getting stuck shooting at an empty building
Fix for point blank range not counting bonus accuracy
Fixed issues with Theater of War
Various text changes
Fixed Twitch crash on receiving chat
Removed Rangers reference from Shock Troops in Post Game Stats
Fixed some issues on Langreskaya