#360 Se te ha echado de menos en los dos torneos que han hecho.
Como no se pongan las pilas pinta mal. Yo juego a diario unas cuantas partidas con todos los ejércitos.
me vuelvo al 2, el 3 es infumable por mas que lo he intentado. menuda pedazo de MIERDA que han hecho.
Nueva actualización de balanceo. Pedazo de parche se han currado. Ya tocaba o la cosa iba cuesta abajo. Me gustan los cambios que veo al verdad. Van en buena dirección.
El que quiera ver el video de Twitch: Company of Heroes 3: Balance Update
We are excited to release our first major balance update in 1.1.4. In this update, our team has focused on several key areas to tone down oppressive strategies and increase unit and strategic diversity. We will continue to monitor unit/faction performance for future updates.
In this Update you can expect:
General adjustment to balance for all factions
Balance pass over Battlegroups
Addressing the power of Forward Reinforcement
Significant changes and boosts to Heavy Machine Guns and Anti-Tank Gun teams
Anti-Tank Rifles
Afrikakorps Panzerjager Panzerbusche & British Corps Infantry Section Boys Anti-Tank Rifles
Anti-Tank rifles are overperforming in their ability to shutdown vehicle play and engage targets while under suppression. The following changes address these cases and allow vehicles to kite Anti-Tank Rifle Units.
Range decreased from 40 to 35
Weapon cooldown modifier when suppressed increased by +50%
Auto-Reverse Distance
Auto-reverse distance is being increased to reduce how often a player needs to use the Reverse ability and make it easier to back vehicles up during the heat of battle.
Barbed Wire
Bunkers
Wehrmacht Bunkers & Afrikakorps Heavy Machine Gun Bunker
Button Abilities
Wehrmacht Flak 30 AA Gun, US Forces M16 Multiple Gun Motor Carriage & US Forces M1919 Heavy Machine Gun Team
Button has been overhauled to be less punishing. Buttoned vehicles can now fight back and will no longer be immobilized, allowing them to maneuver or retreat.
Button no longer disables weapons
Button now reduces sight by 50% and speed by 25%; speed penalty is increased to 50% on penetrating hits
Duration set to 15 seconds
Indicator now added when the ability is active
Recharge time standardized to 120 seconds
Forward Reinforcement Times
We have adjusted forward reinforcement to lessen the power of front-line reinforcement, especially during combat. This should dramatically lower the efficiency of forward reinforcing, making it less oppressive in larger games.
Reinforcement time of in-combat units located +45m away from the HQ increased by +100% for a total of +200%
Reinforcement time of units located +45m away from the HQ increased by +100%
Mobile Anti-Tank Guns
Anti-tank guns are seeing improvements across the board, increasing their reliability and performance against vehicles. Additionally, we have implemented key adjustments to minimize the frequency of shells striking the terrain ensuring a more consistent performance at long ranges.
Will hit objects and terrain significantly less
Horizontal traverse speed increased from 16 to 24
Aim-time decreased from 0.5 to 0.125
Build times standardized to 40 seconds
Reinforcement time standardized to 5 seconds
Accuracy at long-range increased by 7%
Mobile Heavy Machine Guns
Heavy Machine Guns are seeing improvements across the board to address their unreliability in their anti-infantry / or “anti-blob” role.
Cost standardized to 240 manpower
Crew health increased from 80 to 90
Horizontal traverse speed increased from 35 to 50
Infantry now become pinned around 17% faster
Reinforcement time standardized to 5 seconds
Suppression radius increased from 13 to 15
Suppression recovery now takes 3 seconds longer
Smoke
Reducing smoke duration serves two purposes: reducing stall times for units contesting capture points while hiding into smoke and decreasing smoke effectiveness when countering Heavy Machine Guns.
Snipers
We are reducing the effectiveness of snipers when operating independently. They will now require spotters to utilize their full range and are more vulnerable to incoming fire. Furthermore, these units will now fire marginally slower.
Aim-times standardized to 1.75 seconds
Target size increased from 1.33 to 1.5
Vision range decreased from 45 to 35
Weapon cooldown increased from 3.5 to 3.75/3.825 seconds
US Forces continues to struggle in team game modes where many of their advantages are less pronounced. Our focus for this patch has been to improve their mid-game options, reduce the price of certain upgrades, and strengthen their light vehicle play.
4x4 Truck
30cal machine gun lethality increased by 13%
Self-repair speed increased from 8 to 12
Self-repair duration increased from 10 to 15
Veteran ability Capture and Decapture speed increased from 100% to 125%
Advanced Logistics
Assault Engineers
Bazooka Team
The Destroy Obstacles ability damage penalty against infantry is increased from 25% to 75%
White Phosphorus Rocket ability cost increased from 25 to 35 munitions
Engineer
Grenade Package
Fuel cost decreased from 25 to 15
Research time decreased from 30 to 25 seconds
High Velocity Armor Piercing Rounds
M4A3E8 Sherman & M18 Hellcat
Can no longer pierce through shot-blocking obstacles
HVAP rounds now use the reload times of the parent vehicle’s main weapon, this is a general reload time decrease of 1 second resulting in increased rate of fire
M3 75mm Gun Motor Carriage
We have adjusted the M3 75mm Gun Motor Carriage to be geared to destroying lighter vehicles and providing fire support against units like dug-in infantry and Heavy Machine Guns.
Aim-time decreased from 1 to 0.125
Barrage range decreased from 60 to 50
Barrage recharge decreased from 70 to 45 seconds
Penetration decreased from 300/250/220 to 200/160/140
Reload time decreased from 4/4.5 to 3.75 seconds
Rotation rate increased from 30 to 50
M3 Half-track
Conversion to M3 75mm Gun Motor Carriage decreased from 75 to 60 munitions
Manpower cost decreased from 270 to 250
Non-converted form now gains Shared Veterancy
M4 Sherman 105mm Dozer
M8 Greyhound
These changes are intended to increase the Greyhound’s performance against infantry in open terrain.
.30cal Coaxial Machine Gun lethality increased by 10% at all ranges
.50cal Pintle Machine Gun lethality increased by 20% at all ranges
Speed increased from 6.4 to 6.75
M8 Scott
Barrage minimum range decreased from 15 to 10
Cost decreased from 320 manpower and 60 fuel to 280 manpower and 50 fuel
High Explosive Barrage reload time decreased from 3/4 to 2/2.75 seconds
Horizontal weapon traverse speed increased from 30 to 45
Reload time decreased from 4.5 to 3.5/4 seconds
Vertical weapon traverse speed increased from 10 to 15
M16 Multiple Gun Motor Carriage
Armor decreased from 12.5/9.375/6 to 10/7/5
Can now use the Prioritize Vehicles ability
Damage against aircraft decreased by -77.5%
Weapon penetration decreased from 2.5/2/1.5 to 2.5/1.5/1.25
M24 Chaffee Light Tank
These changes will make the unit more effective at hunting down other light vehicles, give it better maneuverability to flank heavier vehicles, and disengaging from enemy threats.
Acceleration from 2.5 to 3.5
Deceleration from 3.5 to 5.5
Manpower cost reduced from 320 to 300
Now has medium vehicle pathing and medium crush
Rotation rate from 35 to 40
Reload time decreased from 3.875/4.375 to 3.5/4 seconds
Speed from 5.5 to 6.5
M1918 Browning Automatic Rifles
M1919 Heavy Machine Gun Team
Riflemen
Pour it On’Em has received a heavy adjustment to its suppression. Previously, it allowed Riflemen to win all infantry engagements through suppression while also receiving a damage boost. Browning Automatic Rifles have also had their accuracy slightly increased to improve their effectiveness at range.
Browning Automatic Rifle long-range lethality increased by 15%
Browning Automatic Rifle mid-range lethality increased by 5%
Pour it On’Em Ability
Area suppression removed
Recharge time from 120 seconds to 180 seconds
Weapon suppression adjusted; changes are a general decrease
Browning Automatic Rifle suppression decreased from 0.005 to 0.003
Garand Rifle suppression increased from 0.005 to 0.0075
Thompson SMG suppression decreased from 0.01 to 0.00075
Survival Training
Fuel cost decreased from 80 to 50
Health increase now applies to team weapon crews
M4A3E8 Sherman
To differentiate the Easy Eight from regular 76mm Shermans, the High-Velocity Armor Piercing Rounds ability now comes as default, while also retaining the regular Sherman veterancy abilities, giving the tank excellent flexibility and options.
High-Velocity Armor Piercing Rounds veteran ability is now a default ability
Veterancy abilities changed to the match standard M4A1 Sherman – High Explosive Rounds and White Phosphorous Rounds
Sherman Whizbang
Cost reduced from 400 manpower and 100 fuel to 380 manpower and 80 fuel
Population cost decreased from 14 to 13
US Forces Battlegroups
Armored Battlegroup
Rapid Production Command Point cost decreased from 1 to 0
Seek and Destroy Command Point cost increased from 2 to 3
Strength in Steel Command Point cost decreased from 2 to 1
Field Repairs
Field Repairs has been reworked to be easier to use and have a greater impact.
Ability duration increased from 30 to 45 seconds
Health restored per second increased from 11 to 20
Munitions cost decreased from 125 to 100
Will now activate if the vehicle is on the move
M4A3E8 Sherman Combat Group
The cost of the combat group has been significantly reduced to better reflect the capabilities of the Sherman Easy Eight, its timing, and its position in the Battlegroup.
Cost decreased from 800 manpower and 120 fuel to 640 manpower and 100 fuel
Command Point cost decreased from 8 to 7
The Sherman Easy Eight will now enter the field carrying a Veteran Level 1 Assault Engineer Squad instead of the standard Rifleman Squad
Special Operations Battlegroup
The Wehrmacht is receiving boosts to its early game with improvements focused on the Panzergrenadier Kompanie to increase build and composition diversity. We are also addressing the dominance of Jägers across all game modes.
251 Medium Carrier
Conversion to Stummel cost decreased from 90 to 60 munitions
Non-converted form now gains Shared Veterancy
Riegel Mines now properly camouflage and trigger
Riegel Mine damage increased from 300 to 500
Riegel Mine deployment time from 11.5 seconds to 7.5 seconds
Armored Car 221
Cost decreased from 280 manpower and 30 fuel to 220 manpower and 25 fuel
Panzerbusche mid-range accuracy increased by 18%
Panzerbusche far-range accuracy increased by 43%
Speed increased from 6 to 7.75
Fallschirmjaeger
Fallschirmpioneers
Reinforcement cost increased from 28 to 30 manpower
Flak 30 20mm Anti-Air Gun
Build time decreased from 50 to 45 seconds
Grenadiers
Grenadiers have received several adjustments to slightly improve their performance, so they are in-line with other early game infantry.
Assault Package cost from 45 to 50 munitions
Assault Package Sprint ability munition cost removed
Sprint recharge time increased from 35 to 180
Manpower cost decreased from 270 to 260
Medical kit healing duration increased from 15 to 30 seconds
Medical kit healing rate per second reduced from 8 to 6
Veterancy Level 2 accuracy bonus multiplier increased from 10% to 15%
Veterancy requirements decreased from 900/2700/5400 to 800/2400/4800
Hulldown Ability
This ability now has a delayed activation to prevent immediate defensive boosts.
Hulldown bonuses are activated 10 seconds after the ability is triggered.
An indicator was added to represent the countdown before the bonus triggers.
Jäger Light Infantry
The Panzerschreck Jägers high flexibility, powerful base stats, and superior anti-tank capabilities have made them dominant in all modes. We are shaving off a significant amount of power from the unupgraded Jäger and Panzerschreck Jägers, emphasizing tradeoffs when opting out of the Reconnaissance Package.
Capture and decapture rate decreased from 150%/125% to 133%/100%
Smoke grenade range decreased from 45 to 35
Sight reduced from 42 to 35
Reconnaissance Package now increases vision by +7 and capture and decapture rate back to 150%/125%
Panzerschreck
Accuracy against infantry decreased by 50%
Area of effect damage removed
Long-range aim-time multiplier increased from +50% to +100%
Ready-aim time increased from 1/1.25 to 1.25/1.5 seconds
Scatter increased; rockets should no longer reliably scatter into vehicles at longer ranges
Marder III M Tank Destroyer
MG 42 Heavy Machine Gun Team
Officer Quarters Upgrades
Infanterie Kompanie, Luftwaffe Kompanie, Panzergrenadier Kompanie & Panzer Kompanie
Panzer IV Command Tank
Acceleration increased from 1.9 to 2.5
Deceleration increased from 3 to 4
Speed increased from 5 to 5.5
Panzergrenadier Squad
StuG III G Assault Gun
We have made major changes to the StuG III to make the vehicle more attractive in larger and later games where it was unreliable at fighting enemy armor.
Acceleration increased from 1.9 to 2.67
Cost adjusted from 360 manpower and 50 fuel to 300 manpower and 60 fuel
Deceleration increased from 3 to 4
Long-range accuracy increased from 0.045 to 0.0475
Rotation rate increased from 30 to 40
Reload time decreased from 4/4.5 to 3.5/4 seconds
Weapon penetration increased from 180/140/110 to 250/180/140
Stosstruppen
Stosstruppen have received a number of improvements to make them the premiere anti-infantry squad for their cost and timing.
Armor increased from 1 to 1.25
Overall DPS output increased by 13%
G43 accuracy increased from 62% / 61%/ 57% to 70% / 67% / 64%
G43 now properly reloads after 10 rounds fired, not 9
LMG accuracy from 46%/ 45%/ 40% to 48% / 47% / 44%
LMG will no longer spread damage on the targeted squads but instead focus down individual entities
Reinforcement cost increased from 39 to 40
StuG III D Assault Gun (Short Barreled)
Acceleration increased from 1.9 to 2.67
Deceleration increased from 3 to 4
Rotation rate increased from 30 to 40
Stummel Half-track
The Stummel has been adjusted to make it a more effective fire-support unit against infantry through increased range and area of effect damage.
Auto-fire range increased from 40 to 45
Auto-fire minimum range removed
Area of Effect radius from 5 to 6
Area of Effect damage increased from 33% / 25% / 15% to 35 % / 25% / 20%
Penetration for barrage and auto-fire standardized to 20
Sturmpanzer IV Brummbar
Build time decreased from 55 to 45 seconds
Cost decreased from 440 manpower and 120 fuel to 440 manpower and 110 fuel
Rotation rate increased from 25 to 28
Reload time decreased from 8.25 to 6/6.25 seconds
Speed increased from 4 to 4.25
Wespe Self-Propelled Gun
Barrage recharge time reduced from 60 to 45 seconds
Creeping Barrage recharge time reduced from 180 to 70 seconds
Wehrmacht Battlegroups
Breakthrough Battlegroup
Panzer IV Command Tank
Luftwaffe Battlegroup
Luftwaffe is adjusted to be in-line with the other battlegroups.
Lg 40 Paradrop and Reserve Infantry abilities positions are now interchanged in the Battlegroup tree
Fallschirmjager Paradrop
Fallschirmpioneer Paradrop
Manpower cost increased from 260 to 280
Recharge time increased from 60 to 75 seconds
Mechanized Battlegroup
8 Rad Armored Car Command Point cost reduced from 3 to 2
Stosstruppen Assault Package Command Point cost reduced from 2 to 1
StuG III D Assault Group Command Point cost reduced from 4 to 3
Mechanized Assault
The British Forces’ dominance with massed infantry backed by powerful upgrades led to oppressive gameplay and reduced build and unit diversity. We have significantly reduced the effectiveness of these strategies, requiring the faction to rely on combined arms to get the most out of their units.
Bishop Self-propelled Gun
B.L. 5.5 Inch Artillery Emplacement
Centaur
The Centaur has been improved to push the unit towards a mobile anti-infantry vehicle that deals steady damage to infantry, while being able to disengage from most threats.
Area of Effect radius increased from 4 to 6
Cost decreased from 380 manpower and 80 fuel to 360 manpower and 75 fuel
Horizontal traverse speed increased from 25 to 50
Reload speed decreased 6 to 4.5 seconds
Smoke Shot veteran ability now only fires 1 round
Speed increased from 5.2 to 6
CMP15 CWT AA Truck
We have adjusted the CMP15 CWT AA Truck to primarily be geared to shooting down aircraft. We will be revisiting this unit in future updates.
Anti-aircraft range bonus from +600% to +1000%
Horizontal traverse speed increased from 120 to 160
Now deals +50% extra damage against aircraft
Range reduced from 45 to 40
Commando Light Machine Gun Section
Manpower cost reduced from 350 to 320
Population cost reduced from 9 to 8
Commandos
Reinforcement cost decreased from 40 to 31
Crusader II
Fuel has been increased to better reflect the performance of the Crusader.
Dingo
Coordinate Barrage and Decoy Flare range decreased from 60 to 45
Coordinated Barrage cost decreased from 45 to 35 munitions
Distribute Medical Supplies duration increased from 15 to 45 seconds
Distribute Medical Supplies recharge time decreased from 180 to 120
Infantry Section
The following change now forces Infantry Sections to be in cover to gain their veterancy 1 ability bonuses, making them less effective when in the open.
Base of Fire passive veteran ability now requires the unit to be in cover to activate
Coordinated Barrage cost decreased from 45 to 35 munitions
Matilda II Heavy Tank
Royal Engineer Section
Training Center Upgrades
The Training Center provided excessive value for its cost, could be confusing for players and enabled Veteran British units to heavily out scale their opponents. We have streamlined the combat bonuses to only apply once and removed the damage bonus. This significant reduction should maintain British units’ early-to-mid game power but result in a noticeable drop in late-game scaling.
Combat bonuses now only apply once to units with at least 1 level of Veterancy
Damage bonuses from all upgrades removed
No longer stacks per veterancy level. It is now a consistent 10% bonus that is applied only once
Vicker Heavy Machine Gun Team
British Forces Battlegroups
Air and Sea Battlegroup
Hawker Typhoon Anti-Tank Loiter Command Point cost increased from 3 to 5
Incendiary Bombing Run Command Point cost increased from 1 to 3
Naval Blockade
Duration reduced from 60 to 30 seconds
Munitions cost reduced from 80 to 50
British Armoured
These changes to the Battlegroup better reflect the power of Volunteer Infantry and its role as a middle to late game option that requires the player to commit to the end of the Battlegroup tree.
War Cry and Volunteer Infantry positions swapped; command point costs for both abilities unchanged
4.2 Inch Heavy Mortar
Cost increased from 440 manpower to 440 manpower and 20 fuel
Perimeter Monitor
The Afrikakorps were oppressive in its middle and late game while also being overly vulnerable early on. We are making minor adjustments to even this out by strengthening its early game and reducing the power of their Armory upgrades.
250 Light Carrier
These changes should allow Afrikakorps players to delay building dedicated healing.
20mm autocannon conversion cost reduced from 75 to 60 munitions
Build time reduced from 40 to 35 seconds
Distribute Medical Supplies duration increased from 15 to 45 seconds
Distribute Medical Supplies recharge time decreased from 180 to 120
Advanced Field Repairs
Booby Trap
Emergency Repair Kits
Fire Support Elements
Flak 36 88mm Anti-Tank Gun
Flakvierling Half-track
The Flakvierling Half-track is having its effectiveness increased to better reflect its timing and role as a low durability, but high firepower unit.
Accuracy increased from 40% / 35% / 30% to 44% / 42% / 36%
Angle scatter reduced from 8 to 3
Burst duration increased from 1.75/2.5 to 3.5/4 seconds
Weapon cooldown reduced 2/2.5 to 1.5 seconds
Weapon long-range cooldown multiplier increased by 50%
Guastatori
Guastatori have been adjusted to remove their anti-vehicle snare, focusing their role as an anti-infantry and anti-garrison unit. Their cost has been reduced to reflect this.
Anti-tank satchel ability removed
Manpower cost reduced from 440 to 400
Now able to plant regular mines
T.35 Gas Mask ability now requires Veteran Level 1
Kradschutzen Motorcycle Team
Build times are being reduced to improve the standard Afrikakorps openings, that include Panzergrenadiers.
L6/40
The armor of the L6/40 has been increased, pushing this unit towards a low health vehicle that is immune to Heavy Machine Guns and small arms.
Armor increased from 40/20/15 to 50/40/25
Flamethrower munition cost reduced from 75 to 50
Le.IG 18 Support Gun
MG 34 HMG Team
Pak 38 Anti-Tank Gun Team
Panzerjaeger
Panzergrenadier Squad
Build times are being reduced to improve the standard Afrikakorps openings, that include Panzergrenadiers.
Rapid Advance
StuG III D Assault Gun
Acceleration increased from 2.5 to 2.67
Deceleration increased from 3 to 4
Rotation rate increased from 30 to 40
Support Advance ability range reduced from 60 to 45
Support Advance ability toggle recharge now from 0 to 5
Tungsten Rounds
Tungsten Rounds is having its damage bonus removed as they added too much passive power for Afrikakorps vehicles against infantry and vehicles. Penetration bonuses have been slightly increased to compensate.
Damage bonus removed
Penetration bonus increased from 20% to 25%
Vehicle Survival Package
We are lowering the durability bonus so most vehicles, when combined with Emergency Repair Kits, can survive one additional hit rather than two.
Afrikakorps battlegroups
Armored Support
Assault Salvage Command Point cost reduced from 3 to 2
Panzer III Flame Tank Command Point cost increased from 3 to 4
Panzer Storm Command Point cost reduced from 3 to 2
Superior Fire Drills Command Point cost reduced from 2 to 1
Stuka Anti-Tank Loiter Command point increased from 3 to 5
Veteran Gunners Command Point cost reduced from 2 to 1
Italian Combined Arms
Force Recon Command Point cost reduced from 2 to 1
Secure Location Command Point cost reduced from 2 to 1
Dingo is now properly affected by Training Center upgrades
Fixed an issue where all Marders would take additional damage on rear-hits
Fixed an issue where Improvised Armor did not apply to M4A1 Sherman 76mms and Sherman Whizbangs
Fixed an issue where mines would suppress retreating units
Fixed an issue where Paratrooper carbines did not ignore cover at short-range
Fixed an issue where the Commando Grenade had minimum range
Fixed an issue where the Training Center Upgrades would not apply
Fixed an issue where the Wehrmacht 8 Rad Armored Car did not share the same mobility or autocannon stats with its Afrikakorps counterpart
Fixed an issue where the White Phosphorous Rounds for the MG 42 would cause a Blind effect on vehicles
Fixed an issue where veterancy 3 was not providing the correct bonus to Anti-Tank Guns
Riegel Mines now properly camouflage and trigger
Para el que quiera ver este video:
El parche no está mal, pero el juego necesita otro tipo de parche, mejora gráfica y sonora, más contenido y todo el tema competitivo (ELO MM, ranks, ladders, torneos, spectaror mode, etc etc).
#369 xD casi casi, pero la verdad, todo y la basura de juego que es, las partidas son dinámicas y entretenidas, yo creo que si se ponen es totalmente salvable, si se ponen, he dicho.
#372 Esta vez estoy de acuerdo contigo. Que feo usar a sus fieles seguidores de la SAGA en PC los que le han dado de comer de conejillos de indias para sacarlo mas decente en consola. Triste
Esperable
Al final la gente se cansa de juegos sacados a medias.
https://www.reddit.com/r/CompanyOfHeroes/comments/13en66r/coh_2_now_has_2500_more_players_on_average_than/
#375 El coh3 es un juego mediocre siendo generosos. Mira que CoH2 ha tenido fallos a lo largo de su historia, pero al menos la base era buena.
Que disfruten las migajas que conseguirán de las consolas
#377 si estoy seguro que JOHN_RE quiere que el juego sea mejor, pero cuando acaben de fixear la version de consola, veremos cuanta gente se queda sacando cosas del COH3.
#378 Ostras a ti te han regalado una subscripción a Tightrope en Twitch hoy xD
Como no espabilen… es que el juego se nota mejor que COH2 jugablemente, visualmente y demás pero es que le falta de todo. La lista es demasiado larga.
#379 Sí, pero de todo lo que le falta, yo creo que lo primordial es sacar mapas y ELO con ranks. Es que no puede ser que siempre juegues los mismos mapas y que un juego que está encarado al PvP no tenga un sistema con ranks y ladders y tal en el juego. Pero es lo que dice #378, para cuando lo arreglen, aquí no queda ni el tato. Esto que digo lo tendrían que sacar pero ya, es decir la semana que viene máximo si tienen la más mínima implicación.
#381 Yo jugué al 2 bastante y estaba bastante mejor que esta castaña consolera, además a mi el cold tech me encantaba y era de lo que más me molaba.