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v1.6.0-1

02 Apr 17:54
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Full Changelog: v1.5.3-1...v1.6.0-1

Patch notes
Community Maps

Operation Eindhoven (2v2)

By Spanky

Added 2v2 Operation Eindhoven map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.

"Operation Eindhoven has been a challenging first project because of the new worldbuilder tool that we got but also a fun learning experience overall. I wanted Op Eindhoven to be as true to the original as It could be and with all the new assets to play around with, it has been a pleasure to re-create this iconic 2v2 map from CoH2. Relic took note of this effort and contacted me which led me to working with Will aka "MonolithicBacon" to bring Op Eindhoven to CoH3 automatch and I have to say, we as a community are very fortunate to have him as our lead map designer. What a Legend!" - Spanky

The Gothic Line 3v3

By Tobeh

Added 3v3 Gothic Line map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.

“Gothic Line started as a chokepoint map featuring a wall of fortifications on a hill, with the focus being on destroying the walls to open avenues of attack. Feedback led to me making more paths up the hill and through the walls, and then Will gave me some great advice, including how to improve the cover and help people approach the center line.” - Tobeh

Oasis Depot (4v4)

By Springrare

Added 4v4 Oasis Depot map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.

"Having had the opportunity to work with Will and Relic has been an amazing experience. Will is an incredible designer, and I have learned so much from our discussions. This type of collaboration with the community is truly commendable, and I hope more people will have the opportunity to participate in it." - Springare

Accolades

Accolades are a brand-new feature that add dedicated Faction progression and offer new rewards at completion.

Accolades add more progression to the game. They are like Challenges except they are completed in a series and never expire.
Each Faction has their own thematic series of Accolades that progress from 1 to 10.
Rewards are earned for each Accolade and consist of Titles, Badges, Banners, and Merit.

Mission Select

Missions from both Italy and North Africa can now be played directly from the main menu.

All missions are unlocked right away regardless of campaign progress.
For the Italy Campaign missions, players can choose either the US Forces or British Forces and an upgraded company will be pre-selected for them.
Missions will begin tracking the hardest difficulty and fastest completion time on that difficulty.

Co-op vs A.I. Difficulty Selection

We have added A.I. difficulty selection in the Co-op vs A.I. game mode. This provides players with greater control over their co-op experience. We have also added new filters in the Player Profile to track Co-op vs A.I. games per A.I. difficulty.

Vote to Surrender

Surrender is a multiplayer feature that allows players to concede a match to their opponents without incurring an Automatch Cooldown or other penalties (more info below in the Automatch Cooldown section).

Starting from the 5th minute mark, each player from either team can start a surrender vote by opening the Pause Menu and clicking the Surrender button.
When a vote is called, a Surrender pop-up appears at the top left of the screen, showing the number of required votes to end a match. Whenever voting criteria are met, the Surrender pop-up disappears.
Players have 30 seconds to vote. Not voting is considered a negative vote.
For a Surrender vote to succeed, a majority of connected players on a team must vote to concede the match.
If a vote is not successful, the player who called the vote will have a 90-second cooldown before being able to start a new vote.
If a Surrender vote is successful, the game immediately ends. A loss is assigned to the team that surrendered, Challenge progression is still calculated, and no penalty is assigned.
Writing /l in chat will start a Surrender vote.

Automatch Cooldown

Automatch Cooldown is a brand-new feature for the Company of Heroes franchise and a part of our effort to improve the experience in Automatch games. By dissuading players from simply disconnecting, without using the Surrender option, we hope to improve disconnection rates and the overall Automatch experience.

Automatch Cooldown will be available in all Automatch game modes (Quick Match & Coop vs AI) and the cooldown will be shared across the two modes.
When players are under an Automatch Cooldown, they are unable to search for an Automatch game until the cooldown duration is over. The Start Match button and a pop up will inform you and display the remaining waiting time before being able to match again.
The system will track disconnections during a match and does not discriminate if a player leaves at the start or near the end of a match. The optimal way to quit matches is by using Surrender.
A built-in grace buffer accounts for occasional crashes or disconnects.
Cooldowns are built on incremental, and exponential, thresholds – the more times a player drops out of matches without surrendering, the longer their cooldown will be.
Any party that has a member with an active cooldown will also share that cooldown unless the player with the cooldown is removed from the party.
When under an Automatch Cooldown, if you try to search and have a cooldown, you’ll see a pop-up telling you that you need to wait for a period which will be displayed. The Start Match button will also display the remaining waiting time.
We built this system to be flexible so we can adjust it when needed. We will be monitoring our data and player feedback to inform future changes.

End Game Flow

As our team worked on Vote to Surrender, we also reviewed what happens when a match ends. In this update, we are improving the End Game flow with a series of changes allowing you to stay on the map and spectate after the match has ended.

After the win or loss videos are played, players are brought back to the match.
At this point, the match is over, and the game is paused on a fully revealed map. In this state, you can still move the camera around the map, click on units, use the tactical map and type in chat.
When you are ready to continue to the Match Stats screen, click the "Stop Spectating Map" button at the top center of the screen. These improvements are also part of the Replay feature.

CHANGES & IMPROVEMENTS

AI

For this patch we wanted to tackle some of the outstanding issues with AI. We identified that when engaging in combat with vehicles, the AI was attempting to move to more "advantageous" locations by ignoring the most optimal armor positioning.

Furthermore, the AI will now be more careful when choosing targets to avoid running past enemy units, as well as positioning team weapons slightly better.

Vehicles are better at deciding when to use reverse, which fixes some of the instances of the AI reversing vehicles into the opponent.
Vehicles will avoid unnecessary movements during combat
Vehicles will aim to position themselves behind the front line
Vehicles now prioritize long range combat
Squads will try to finish their abilities in combat more often (increases chances of repair completing)
Anti-tank guns will position themselves in safer positions and avoid moving into positions that would lend themselves to enemy fire.
AI will recrew team weapons

Co-op vs AI

Added AI Difficulty selection.

Challenges

Several adjustments have been made to the Challenges system. For players that complete all daily and weekly Challenges, there is now more Merit overall every week.

An extra 30 Merit daily challenge has been introduced to provide more opportunities for players to engage in daily tasks.
One of the weekly challenges will now be a Single Player expert challenge.
The remaining weekly challenges have had their Merit increased from 250 to 400 for those players that may choose to not engage with singleplayer missions.

Color Decal Setting

This new option has been added to the Game Settings under Gameplay -> General. The option has two choices:

All = all color decals are visible. This is the default setting players are already experiencing on Company of Heroes 3.
Only Structures = color decals are removed from vehicles and team weapons, while remaining on base buildings. This option allows you to still be able to identify what structures your teammates are building, while increasing the overall immersion of the game.

Pathfinding

Read in detail about the most recent pathfinding changes directly from our Designer here.

Queued Capture Orders

Altered the behavior of Queue'd Capture Orders so that a squad no longer automatically leaves a capture point when it is contested by an enemy squad. This means that queueing up multiple capture orders will force the unit to wait until they finish capturing the point before moving to the next target, instead of leaving when enemies walk into the area.

This behavior impacts all units, which means even a unit like the Kettenkrad, with no combat capabilities, will stick around to capture a point, probably leading to the loss of that squad if left unsupervised.

UI/UX

Gameplay UI Improvements

Added a new animation to Veterancy stars when units gain a Veterancy Level.
All Status Decorators on units have received a visual pass. The background has been changed from white to a dark tone of grey, borders and icons are now both colored and have received a visual pass. A drop shadow ...

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v1.5.3-1

21 Mar 21:24
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What's Changed

NOTHING CHANGED IN THE GAME FILES

v1.5.2-1

10 Mar 19:52
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What's Changed

Full Changelog: v1.5.0-1...v1.5.2-1

https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/104-pc-year-1-anniversary-1-5-1-hotfix-patch-notes

GENERAL

Fixed an issue where the M4A3 Sherman Easy 8 did not benefit from the Fast Deploy ability.
Fixed an issue that allowed players to get the same weapon upgrade twice on a squad.

MULTIPLAYER BALANCE

US Forces

M8 Greyhound Armored Car

Skirts have pushed the Greyhound to be too difficult to deal with for a variety of softer counters, leading to US Forces players gaining a significant advantage when these are on the field. We are gently rolling this back to make it more vulnerable to soft counters like Anti-Tank Rifles and snares.

Armored skirts health bonus decreased from 120 to 80
British Forces

Royal Engineers

We are partially removing some of the changes to the Royal Engineer squad to make them more vulnerable to non-rifle weapons. We want to maintain the increase in capture speed, but also limit how fast Royal Engineers can arrive on the field to gain both map control and field presence.

Build time increased from 20 to 30 seconds
Reinforce cost increased from 24 to 26
Health change reverted from 95 to 85

Training Center Upgrades

The Training Center upgrades are being locked behind the Platoon Command Post to require the British Forces to tech up to gain the powerful upgrades available to the faction. With the recent changes to both the British and Axis factions, the Training Center upgrades no longer need to be available from the start.

Now requires the Platoon Command Post to be constructed

Centaur Medium Tank

With a stronger early game available to the British Forces, some mid game call-ins have become far too powerful and can often catch Axis players at a point where they cannot field a reasonable counter. The costs on the Centaur and AA are meant to slow down the acquisition of these units and force a deeper investment into them if the player wants a powerful midgame.

Fuel cost increased from 75 to 90
Crusader AA

Fuel cost increased from 70 to 80

Deutsche Afrikakorps

Panzerjager Squad

This change was meant to be part of the rest of the Panzerbuchse changes as we wanted to improve the effectiveness of the Panzerjager against vehicles through its rate of fire, but not its infantry efficacy. By increasing both, the unit is far too efficient against all targets, which we are now toning down.

Panzerbuchse 39 AT Rifle now has a -25% accuracy penalty against infantry.

STABILITY

Fixed a crash when transitioning out of a match.
Fixed a crash when completing a daily or weekly objective.
Fixed 3 instability crashes.
We are still investigating reported lag and audio issues.


General

Partial fix to audio processing to alleviate frame issues.
As an exception, this update allows Replays from 1.5.1 to be played with the 1.5.2 version of the game

v1.5.0-1

27 Feb 19:40
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What's Changed

Full Changelog: v1.4.2-1...v1.5.0-1

https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/102-pc-year-1-anniversary-1-5-0-patch-notes


NEW CONTENT & FEATURES

Maps

Semois – 1v1

Added 1v1 Semois map to Quick Match, Skirmish and Custom game modes.

An official remake of a favored CoH1 map. This idyllic river village has seen some of the most aggressive, competitive games in the franchise’s history. Fight carefully around the central village and overextend at your own peril.

Elst Outskirts – 2v2

Added 2v2 Elst Outskirts map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.

Lovingly converted from CoH2, this heavily forested location has become overgrown and decayed since it was first released in 2016. While there are vital resources to the bombed South and industrial North, commanders cannot neglect the vital roads that connect the map and risk leaving them stranded.

Montherme – 3v3

Added 3v3 Montherme map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.

Return to where it all began in this faithful recreation of a CoH1 classic. Four Commanders will face off across this hilltop town, fighting street by street for control, while two Commanders fight their own desperate gambit across the river. Do you pull resources to ensure their victory, but risk losing the town?

Sangro River Crossing – 3v3

Added 3v3 Sangro River Crossing map to Co-op vs A.I., Skirmish and Custom game modes.

Introducing a new variant of Day 101. This six-player, casual version features player-friendly territory and chokepoints, with pre-destroyed bridges and a flooded river to buy you more time and freedom to lock the map.

Sousse Stronghold – 4v4

Added 4v4 Sousse Stronghold map to Co-op vs A.I., Skirmish and Custom game modes.

A variant of the existing Sousse Wetlands map, split into two major lanes by rising floodwater. Fight over the ancient walled city or the desert village to the South with player-friendly territory layouts and chokepoints galore.

Community Maps

We are pleased to introduce the first round of Community maps as part of Company of Heroes 3's first anniversary. The following maps have been hand-selected and invited into a program of feedback and iteration, before receiving a final polish from our design and art teams. Official Community Maps are recognizable by a green badge, author credit, and a hand symbol in Custom Match and Skirmish lobbies, Map Selection and the Loading Screen.

Faymonville – 1v1

Added 1v1 Faymonville Community map to Quick Match, Skirmish and Custom game modes.

Return to a CoH2 classic, faithfully restored by community members Kpen and AE. This competitive slice of countryside has seen countless battles across its open fields – we expect many more.

Steppes – 4v4
Added 4v4 Steppes Community map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.

Beautifully reimagined by community mapmaker TheSphinx, this CoH2 map trades the plains of the Eastern Front for the North African desert. Vast and open, with only key chokepoints to fall back to, this map is a mechanized commander’s dream come true.

Profile Customization

The Year-1 Anniversary Update adds the ability to customize the Player Profile. Under the Loadout panel, players are presented with a new “Profile” tab.

Through this panel, you will be able to customize three profile elements:

Badge
Title
Banner

These elements will be visible on a player’s Profile, as well as in any other section of the game where a player name is displayed. For the first batch of items, we have decided to explore a few different themes.

For badges, we have been looking at some of the most beloved unit symbols, applying to each medal a unique treatment. You may notice different colors, fingerprints, or weathering effects.

For banners, our artists drew inspiration from our official trailer, taking scenes and applying unique backgrounds and weathering elements.

For titles, we decided to follow three main themes: unit names, military ranks, and humorous references.

We will continue to expand on the current themes and explore new ones in the future. However, as part of our Anniversary celebration, we are going to gift all current and future players the following profile content:

Four Badges

Bersaglieri
Grenadier
Half Screw
Rifleman
Six Titles

Rifleman
Bersaglieri
British Rifleman
Grenadier
Private First Class
General Errands
Two Banners

Air Cav
MG 42

We have reworked the standard banner that every player has unlocked by purchasing Company of Heroes 3. Premium Edition Exclusive badges, banners and titles will still be available in the Profile menu for those who unlocked them. .

As a final note, this is our first iteration for Profile Customization, and we are looking at further improvements and additions for this feature in the future.

Challenges

Three new challenges are available for our Anniversary week in addition to the regular daily and weekly challenges. These Challenges can only be completed between February 27th and March 5th, 2024.

Anniversary Competitor: Complete 5 Multiplayer or Custom matches on any of the seven new maps
Anniversary Campaigner: Complete 5 Italian Campaign missions
Anniversary Demolitionist: Destroy 50 vehicles in Single Player or Multiplayer

Each of these challenges is worth 800 Merit (2,400 total).

GAMEPLAY & FEATURE IMPROVEMENTS

Maps

Adjusted audio in multiple maps, increasing reverb near tall buildings or in walled compounds.
Adjusted heavy cover near the Western entrance to Monte Cavo's compound, enabling easier light vehicle access to the region. This will in turn create larger holes for infantry to enter this area in the early game.
Bridges will no longer appear as icons on the minimap and tactical map, as they are visible on the new style of minimaps.
Updated cover on the concrete trenches found on Winter Line and other maps, making them one-sided (only benefitting units inside the trench).
Updated Pachino Stalemate with audio tracks and combat music.
Updated Villa Fiore atmosphere to have more contrast.
Various updates to Taranto Coastline, including updating cut-off territory to be considerably less aggressive; height gameplay around center line of the map has also been reduced significantly, improving gameplay and pathfinding in this area.

Pathfinding

We continue to work on pathfinding improvements and will be releasing changes as they are ready. For this update, we wanted to address vehicle reversing. When issuing forward movements, we want vehicles to follow a path with small direction deviations (smooth curve), so they do not lose speed.

This means that our path searching algorithm doesn't follow the shortest path. However, for reverse movement, precision and direct movement it is often more important to get out of harm’s way quicker. As such, for reverse movements our path searching algorithm will try to stick to the shortest path when possible.

Vehicles now follow tighter paths when force-reversing

We will have additional pathfinding improvements in our next PC update (1.6.0).

Replays

We are happy to see that players have responded positively to CoH3’s implementation of the Replay feature, and we have been reviewing your feedback as we work to continually improve it.

We are happy to announce two new features coming to Replays, along with various bug fixes that should make the experience more consistent and enjoyable.

Playback Panel can now be faded out when in “Collapse and Hide Player Elements” mode through a dedicated option in the game settings. This feature works similarly to the Cinematic Mode button. Find this option in the Settings menu.
A new “Reveal Map: All Players” option has been introduced in the Playback Panel. This is a very popular feature in other Strategy titles, as it reveals the vision of all players, while retaining fog of war on areas where none of the players can see. This will provide better information on what players can and cannot see, while also helping to create tension and excitement while watching replays.

Replay Bug Fixes

During Replays the tactical map can now be opened when the free camera is off, meaning you are following a player's camera.
Fixed the icons for the Italian Combined Arms Battlegroup and the Italian Infantry Battlegroup.

Vehicle Acceleration

Our recent acceleration changes to vehicles were meant to improve the responsiveness of the game. While we think controlling vehicles ended up feeling snappier, it was slightly over-tuned making it difficult to land snares on them. We're now halving the values as a middle ground, which should alleviate these issues, but still ensure vehicles feel snappy with realistic acceleration.

Slope of "Speed increase" from 0.8 to 0.4
Start Speed from 0.3 to 0.15 - These are percentages of the vehicles maximum speed
Time before vehicle acceleration kicks in from 0.625s to 0.250s

MULTIPLAYER BALANCE

Anti-Infantry Strafing Runs

Recent fixes to strafing runs and how they apply damage has resulted in these abilities doing less damage than intended for the anti-infantry strafes. The following change brings them back up to their previous power level.

Damage increased from 20 to 35

Call-ins

We’re trying out a new experimental change in the beloved world of Call-ins. For the Wehrmacht Mechanized Panther and the US Armored Easy 8, we have added alternative picks in their ba...

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v1.4.2-1

12 Dec 19:25
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What's Changed

Full Changelog: v1.4.1-1...v1.4.2-1

v1.4.1-1

11 Dec 16:50
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What's Changed

  • Add game data changes from patch 1.4.1
  • Export daily and weekly challenges data by @KingDarBoja in #42

Full Changelog: v1.4.0-1...v1.4.1-1

v1.4.0-1

05 Dec 18:52
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What's Changed

Full Changelog: v1.3.1-2...v1.4.0-1

v1.3.1-2

31 Oct 21:40
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Full Changelog: v1.3.1-1...v1.3.1-2

v1.3.1-1

31 Oct 17:49
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Update 1.3.1 - Umber Wasp

General

Pachino Stalemate (1vs1) and Sousse Wetlands (4vs4) have had their Automatch selection weight reset so they no longer have a higher chance of appearing. Our team will continue experimenting with this weighting in the future to try to find the best balance as we showcase new maps.

Heavy Machine Guns

Crew health decreased from 90 to 80.
HMG 42 Team suppression dealt to suppressed targets reduced from 0.35 to 0.3.
Vickers, M1919 Browning, and MG 34 suppression dealt to suppressed targets reduced from 0.5 to 0.4.
HMG Incremental Accuracy standardized to 1.12.
Infantry pin threshold increased from 0.5 to 0.65.
Wide arc machine gun arcs reduced from 125 to 110.

US Forces

Riflemen

M1 Garand cooldown modifier when in close quarters is reduced from 0.2 to 0.15.

M24 Chaffee Light Tank

Changes from 1.3.0 update reverted.
Reload time decreased from 4/4.25 to 3.5/4

M8 Greyhound

Area of Effect model cap increased from 2 to 3.

The tracking speed of the turret increased by 33%.

Wehrmacht

Flak 30 20mm AA Gun

Area of Effect model cap reduced from 3 to 2.
Incremental accuracy bonus removed.

Kettenkrad

Communication Cables sight range now properly affects all resource points.
Decapture rate from Communication Cables removed.
No longer gains bonus sight range from veterancy. (Tooltip will be adjusted in a future update).

Deutches Afrikakorps

Axis 8 Rad Armored Car

Main gun Area of Effect model cap reduced from 3 to 2.
Receives +50% damage bonus to its coaxial machine gun rather than +100% from Armored Support Battlegroup’s Superior Fire Drills

Panzergrenadiers

Kar98k cooldown multiplier at close range has been increased from 0.35 to 0.45.

Panzerjaegers

Manpower cost increased from 250 to 275.
Tear Gas Shot now requires Veterancy 1.
Tear Gas Shot duration reduced from 10 to 3 seconds.

Veteran Leaders

Manpower cost increased from 200 to 250.
No longer automatically reinforces Panzergrenadier Squads upon completion.

Flak 36 Anti-Tank Gun Team

Armor when decrewed reduced from 100 to 70; standardized with other team weapons
Reload speed increased from 2.5/2.75 to 2.875/3.15; reload time increased by 15%

Bug Fixes

250 Halftrack - Heal ability is no longer hidden under the Smoke Dischargers ability.
Axis Loiters now have their health at their correct value of 1800 instead of 280.
Axis Tigers Veterancy requirements now require 25% more XP to level
(from 2200/6600/13200 -> 2750/8250/16500).
Fixed an issue where "Framerate Limit" was locked to 30 FPS on machines where lower CPU specifications or hardware were detected
Dingo can now fire on the move.
Fixed British Supply Surplus Cache and Infirmary upgrades being able to be built on top of existing Supply Caches.
Fixed an issue where the StuG D's veterancy requirement was not set properly to 1000/3000/6000.
Fixed M29 Weasel's Signal Layer ability not giving bonus resources.
Using Focused Gunnery with the Vickers HMG no longer prevents group / band-box selection.

v1.3.0-1

04 Oct 17:51
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What's Changed

Full Changelog: v1.2.5-1...v1.3.0-1

https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/81-pc-umber-wasp-1-3-0-patch-notes

NEW CONTENT, FEATURES AND IMPROVEMENTS

New Map

Sousse Wetlands – 4v4

Added 4v4 Sousse Wetlands map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.

Sousse Wetlands is a vast Tunisian map with three distinct locations:

The ancient walled city to the North
Featuring exciting urban combat and flanking routes galore

The wetlands and causeway
Featuring masses of foliage and water where combat is long-ranged, and maneuverability is key

The desert village to the South
Where cover can rapidly deteriorate, and defenders can easily be outflanked

Reworked Map

Pachino Stalemate – 1v1

Reworked 1v1 Pachino Stalemate map. This map is available in Automatch, Co-op vs A.I., Skirmish and Custom game modes.

A redesign of the existing 1vs1 map for all game modes, including:
Considerable changes to territory and accessibility
Large rock formations have been removed map-wide enabling better mid to late game pathfinding (which should open the map up as larger vehicles hit the field)
Updated cover around central resource points
Updated map textures to improve visibility around key areas
Updated atmosphere

Match stats

Quitting a match will no longer exit the Match Stats screen.
If a player gets disconnected from a match, they will now still be able to view the match stats.

GAMEPLAY IMPROVEMENTS AND BALANCE

Pathfinding

Adjusted vehicle pathfinding to take more direct paths to the requested location.
Infantry will now do less pathing adjustments when friendly soldiers are in the way.
Infantry will no longer prefer to take paths with denser cover distribution, which has often led to unpredictable behaviours.
Infantry will now be able to path through allied infantry and team weapons. When traversing through blocking vehicles, infantry will now think they can path through, but will be physically stopped until the vehicles move out of the way for more predictable behavior.
Retreating infantry will no longer get stuck in place when pathing into vehicles, squads, and team weapons.
Team weapons (whether abandoned, set-up, or idle) will no longer be able to block chokepoints for allied units. The space under team weapons is now considered a pathing space.
Units executing attack orders will more consistently approach their target in a straight line.
Vehicles doing a Move order at longer distance will now follow a straight path opposed to following a path that is aligned with their orientation.
Vehicles will no longer be allowed to stop while phasing.

Pings

On map communication pings will now feature a new visual effect, that includes a uniquely colored tear drop effect lasting for 10 seconds.
New features for ping visibility
A colored light beam will appear on pings to improve visibility at distance and when used next to tall assets like high vegetation, trees and buildings.
Previous pings will be removed when a new ping of the same type is issued.
Each ping type will have a unique cursor when selected.
New animation effects on both minimap and tactical map have been added to drastically improve ping readability.

Ping cooldown

Introduced a cooldown period during ich a player can no longer issue pings, which is activated when a given player issues multiple pings in rapid succession.
When on cooldown, trying to use pings again will display a message in the chat visible to the player.
Continuously using pings when on cooldown will further increase the cooldown itself.

Map Updates

HQ Sector bunker positioning has been adjusted across various maps to prevent bunkers from unintentionally covering resource points, whilst also reducing the number of blind spots that might be exploited by the enemy player.
Many heavy-crush rock piles have been removed across Africa maps, including but not limited to Road to Tunis - 1v1 and Gazala Landing Ground - 3v3
Heavy-crush rock piles have been replaced in many cases by Sangars, which still provide heavy cover, but are less resilient to damage and are medium-crush

Taranto Coastline 1v1

Rebalancing of buildings near Victory Points.
Removal of several large rock outcrops to enable late-game crush to open the map.
Territory layout adjusted to be more appropriate for competitive gameplay.

Twin Beaches 1v1

Added an infantry-only “gitty” between Mount Bacon and the Northern beach
Adjusted the placement and number of rocks and tank traps on the Southern beach, to better improve vehicle flow and pathfinding
Minor adjustments to cover around Mount Bacon
Terrain adjusted to rebalance height gameplay around Mount Bacon

Campbell’s Convoy – 2v2

Readjusted cover placement along the central resource points, particularly around the most contested resources.

Catania Crossing 3v3

Returned the baby truck to its home, where it belongs.
Updated the two rail bridges to one double length bridge, reducing the number of bridges to destroy/repair in this area of the map from 4 to 2.

Mignano Summit – 3v3

Updated territory layout, reducing the number of high resource points and spreading their value more evenly across the map. This should reduce the chances of games ending too soon from dominating the central areas of the map.

Monte Cavo – 4v4

Updated camera mesh to make it adhere closer to the terrain, which will prevent the camera from elevating too high near rocky outcrops.
Updated atmosphere to transition into Dawn after around 30 minutes of gameplay.

Winter Line – 4v4

Updated cover placement around the central bunker complex.
Replaced a number of trenches with sangars, improving the pathfinding of tanks in these areas.

Tactical Map

Scaled down unit decorators, they now act as position icon.
Removed the Unit position icon (circle).

New Cosmetics

Eight new cosmetics will be released in October, with four releasing in each of the first two weeks.

British Forces

Mud Brown Foot Guards
Mud Brown Matilda II
US Forces

Sea Blue M18 Hellcat
Sea Blue Sniper
Wehrmacht

Dark Brown Brummbar
Dark Brown Nebelwerfer
Afrikakorps

Basalt Grey Stug III D
Basalt Grey Anti-Tank Gun Team

GENERAL BALANCE CHANGES

Accuracy Changes

We have standardized accuracy across the board for the various tank guns. We have noted that our tank guns were too accurate at maximum range. This resulted in situations where vehicles chasing at maximum range would often land their shots while on the move, more than intended, especially after the fix to projectiles that made it easier for scatter hits to avoid low obstacles.

76mm halftrack and 221 Panzerbüchse accuracy set 0.1/0.055/0.045
Anti-armor vehicle accuracy set to 1/0.05/0.04
Crusader II and III accuracy set to 0.1/0.05/0.04
General medium, heavy and light tank accuracy set to 0.075/0.0475/0.035
Hellcat, Marder III and variants accuracy set to 0.1/0.055/0.4
Sherman 76mm accuracy set to 0.1/0.05/0.04

Anti-Air

We have made significant changes to the balance of anti-air and airstrike abilities. In general, anti-air units will be significantly more effective at stopping airstrikes within their vicinity. Furthermore, anti-air can now engage planes beyond the protected border regions of the map, giving anti-air more time to respond.

Most mobile anti-air units have been standardized to output similar damage to aircraft. The following units have been changed:

CWT 15CMP AA Truck
Crusader AA
M16 Quad Halftrack
Flakpanzer IV Wirbelwind
Flak 30 20mm AA Gun Team
Flakvierling Halftrack

Airstrike Abilities have also been separated into general classes of durability. The list below goes from least durable to most durable:

Strafing Runs (P-47 Strafing Run from the ASC, Luftwaffe Strafing Run)
Close-in/Dive Bombs (P-47 Dive Bomb from the ASC, Fragmentation Bombs)
Loiter (Hawker Typhoon Anti-tank loiter)
Reconnaissance versions of Strafing, Dive Bombs, and Loiters (Recon Artillery, P-47 Reconnaissance Loiter)
Heavy Bomber Runs (Carpet Bombing Run, Breakthrough Incendiary Bombing Run)

A single anti-air unit will be able to deny nearby Strafes, but multiple anti-air units are required to deny higher durability abilities. Two AA units will generally be able to lock down an area, while three will deny all but the Heavy Bomber Runs, which are designed to be largely unaffected by AA. Keep in mind this will have minor differences by map, direction of the airstrike, and when the anti-air unit faces its target.

These relationships only matter when the anti-air is covering a specific area. While anti-air can cover a significant area, they have been tuned that additional anti-air units are required to cover the larger 4 vs 4 maps. This is something we’ll keep an eye on and rebalance in the future as necessary, but the intended goal is that airstrikes should be counterable even in smaller game modes such as 1 vs 1, but not to the point they become irrelevant in larger game modes where players can more easily specialize into airstrikes or anti-air.

Notes:

Loiters are currently bugged, and are able to be shot down easier than intened. We hope to address this in a future patch.

Mortars

Wehrmacht, Deutsche Afrikakorps, British Forces Light Mortars

HE Barrage cooldown reduced from 0.75 to 0
HE Barrage reload rate standardized to US Forces mortar

Veterancy Adjustments

Anti-tank Gun veterancy requirements reduced from 1300/3900/7800 to 1000/3000/6000
Panzerpioneer and Royal Engine...

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