Company of Heroes 3 combines heart-pounding combat with deeper strategic choices in a stunning Mediterranean theatre of war. In Company of Heroes 3, every battle tells a story...what's yours?
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[h1]General [/h1]
[list]
[*] Fixed an issue in the Campaign where aircraft or supply ships moving off the map would count as them being killed and trigger squad death notifications.
[*] Removed debug text from the Loadout screen if running the game with specific command arguments.
[*] Fixed an issue where some players that bought the game during our Free Weekend earlier this year could not buy or use War Bonds.
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[h1]Multiplayer Balance[/h1]
[b]Stosstruppen and Guastatori [/b]
- Correctly adjusted armor to be 1 from 1.25 or 1.5
[h2]US Forces [/h2]
[b]M8 Greyhound [/b]
A few issues were found when we made our changes to Greyhound’s data, and we’re making some improvements to the performance of its very important 50cal gun so that it is effective while on the move.
- 37mm moving accuracy to 0.75 from 0.5
- 50cal moving burst penalty removed
- 50cal horizontal tracking speed from 35 to 60
- 50cal firing cone increased from 5 to 10
- 50cal ready aim time set from 0.5/0.75 to 0.25/0.375
[b]Bazooka Team [/b]
- Build time from 40 to 25
[b]Infantry Assault [/b]
- Ability cooldown increased by 60 seconds
- Munition cost increased from 100 to 125
[h2]Wehrmacht [/h2]
[b]Panzergrenadiers [/b]
This incorrect number increased what was intended to be a gentle ~5% increase in damage-per-second to be a powerful ~15% lethality buff at close ranges, which was unintended.
- Near range corrected from 10 to 7
[b]LG40 Recoilless Team [/b]
The new performance of the High Explosive shell is oppressive when combined with its full range. Rather than making the HE less reliable, we’re reducing the range to increase the risk and counterplay.
- HE Range from 50 to 40
[b]Sturmpanzer IV Brummbar [/b]
- Fuel cost from 110 to 120
[b]Support Bunkers [/b]
We’ve noticed that certain strategies are too powerful at snowballing an early Command Bunker into dominant map control, never letting opponents catch up. This is meant to delay how early Coastal can anchor their defensive line and give opponents more time to counter a player trying to setup.
- Command Point cost increased from 1 to 2
[h2]British Forces [/h2]
[b]Commando Section [/b]
- Fixed an issue where the Commando Sten was not using the correct stats. Now properly uses the values provided in update 1.8.0.
[h2]Deutsches Afrikakorps [/h2]
[b]Panzergrenadier [/b]
The original changes were meant to make Panzergrenadier builds more viable, particularly in smaller game modes. However, the impact on team games was significantly greater than expected, and we’re toning down some of the power we’ve given to them and reducing their scaling speed slightly.
- DPS revert mid-range buff from 1.6 to 2
- Build time from 20 to 30
- Reinforce time increased from 3.375 to 4
- Veterancy requirements scaling increased by 100, from 900/2700/5400 to 1000/3000/6000
[b]Kradschutzen Motorcycle Team [/b]
We’re toning down some of its Recon and its combat endurance. While the changes have increased the build variety of Afrikakorps openers, we’ve found that the value of giving Combined Arms far exceeded expectations, making this unit too efficient early, being good at combat, support and recon.
- Vision radius reduced from 45 to 35
- Self repair time changed from 15 to 30 seconds- Health reduced from 200 to 185
[b]2.5 Tonne Medical Truck [/b]
We’re increasing the risk of bringing these to the front. It was too difficult to properly punish these builds due to the ability of the Truck to shrug off hits and retreat.
- Health reduced to 160
[b]L6/40 Light Tank[/b]
- Fuel cost increased from 60 to 70
- L6 Flamer damage against production buildings reduced to 175% from 350%