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  1.  
  2. Gameplay Updates
  3. Call in Heavy Vehicles (Tiger, Tiger Ace, Elefant, IS-2, ISU-152, Jagdtiger, Sturmtiger, KV-2)
  4.  
  5. We are limiting Heavy Vehicles to a field limit of 1. We want the players to use the Heavy Tanks to support core units or have core units support the Heavy Tanks. We are anticipating this change will encourage players to spend their fuel on other units within their tech tree as it will be in-efficient to continue accumulating fuel. This also severely effects 3v3 and 4v4 games where players can see up to 12 Heavy Vehicles in a match.
  6.  
  7. Limited to 1 on the field at a time
  8.  
  9. Flamethrowers, Mortars, and Artillery
  10.  
  11. Flamethrowers, Mortars, and Artillery weapon types will do bonus damage to British Emplacements. These weapon types were supposed to perform much better versus the British Emplacements than its current form. Players are encouraged to "Brace Structure" if they feel threatened by these abilities.
  12.  
  13. Deals bonus damage against emplacements
  14.  
  15. UKF
  16.  
  17. More Commanders!
  18.  
  19. Engineer Regiment and the Royal Artillery Regiment unlocked for everyone
  20.  
  21.  
  22. British
  23. Mortar, Bofor, and 17-Pounder Emplacement
  24.  
  25. We felt all Emplacements were much too cheap for its performance and much too durable. This made features like "Brace Structure" take a back seat when it was intended to be one of the core interactions you make with your emplacements.
  26.  
  27. Increasing cost of British Mortar Emplacement from 240MP to 380MP/30FU
  28. Increasing cost of British 17-Pounder from 260MP/25FU to 400MP/75FU
  29. 17 Pounder AT Gun Emplacement health reduced from 1500 to 900
  30. Bofor Emplacement health reduced from 1000 to 700
  31.  
  32. Infantry Section
  33.  
  34. We felt because of the build time and cost of the Infantry Section, the British had a difficult time early game establishing a foothold without having to build an Emplacement.
  35.  
  36. Cost reduced from 300 to 280 MP
  37. Build time per entity reduced from 9 to 7
  38.  
  39. Bolster Infantry
  40.  
  41. One of our goals we’ve had for all faction is to increase the viability of all strategies. Prior to this change we saw lack of viability in infantry section openers. By allowing this upgrade to be enabled at the start players are now given an alternative choice to where they can invest their initial fuel.
  42.  
  43. British Bolster Infantry Upgrade now no longer has a requirement to have a platoon Command Post
  44.  
  45. Universal Carrier
  46.  
  47. We saw this unit severely underperforming in the damage dealing department. Also in order for this unit to get an early repair option before royal engineer it needs to gain veterancy. By increasing its damage we hope this will allow UKF players to get more aggressive early on.
  48.  
  49. Accuracy increased from 0.5 /0.55 /0.6 to 0.6 / 0.7 / 0.8
  50. Damage Profile far increased from 0.25 to 0.35
  51. Vickers K LMG Accuracy increased from 0.41/0.44/0.47 to 0.5/0.55/0.6
  52.  
  53. Air Superiority
  54.  
  55. We have made cost and cool down adjustments relative to this abilities power. We understand this might be an overnerf but we are testing out some extremes to understand where belongs and trying to encourage more creative use of other abilities in this commander.
  56.  
  57. Air Superiority cost increased from 175 munitions to 250 munitions. Recharge time increased from 360 seconds to 600 seconds
  58.  
  59.  
  60. Werhmacht
  61.  
  62. General
  63.  
  64. We decided to increase the Werhmacht’s starting manpower to 420 to compensate for lack of starting base infantry. This should also give more options for Wehrmacht players to diversify their build.
  65.  
  66. Starting manpower increased from 360 to 420
  67.  
  68. Battle Phases
  69.  
  70. One of the Design Goals for the Wehrmacht was to give the faction flexibility in which they could tech. However, that was not the case due to the expensive nature of their battle phases. By offsetting the costs to the buildings instead of the upgrade it gives players an easier time to upgrade through battle phases.
  71.  
  72. Battle Phase 1 decreased from 200/45 to 100/40
  73. Battle Phase 2 decreased from 200/55 to 100/45
  74. Battle Phase 3 decreased from 200/60 to 100/50
  75.  
  76. Tech Buildings
  77.  
  78. Building 2 increased from 120/15 to 200/20
  79. Building 3 increased from 160/25 to 240/40
  80. Building 4 increased from 160/30 to 260/50
  81.  
  82. HMG
  83.  
  84. To encourage and diversify builds we have decided to move the HMG to the HQ. We expect this change will prompt more Werhmacht opening strategies.
  85.  
  86. Moved to HQ
  87.  
  88. Stug G
  89.  
  90. We found the Stug G was missing a clear identiy leading it to be a unit that was very underused. The changes we made will give the Stug G a role of a light tank destroyer.
  91.  
  92. Health increased from 400 to 560
  93. Range increased from 50 to 55
  94. Penetration increased from 110/120/130 to 170 / 185 / 200
  95. AOE Penetration to match other tank destroyers profiles
  96. Scatter Max reduced from 10 to 8
  97. Radius reduced from 1.5 to 0.5
  98. Reaction Radius reduced to 0.5
  99. Distances adjusted to match other tank destroyer profiles
  100.  
  101. Stug E Call in
  102.  
  103. We felt the Stug E was over performing against infantry so we are reducing its rate of fire. We have also decided to bring its health in line with the Stug G
  104.  
  105. Reload increased from 3.8 to 4.8
  106. Health increased from 400 to 560
  107.  
  108.  
  109. Soviets
  110.  
  111. Tech Tree
  112.  
  113. Tech tree has been adjusted and reformatted to create more diverse and creative strategies with the faction. We felt the Soviet tech tree encouraged a very binary gameplay and created reliance on dispatch abilities. With these changes we anticipate players will be encouraged to explore new combined arms strategies.
  114.  
  115. T1 (160 manpower 50 fuel) Penals / M3 Scout Car / Sniper
  116. No requirements
  117. T2 (160 manpower 50 fuel) Zis AT Gun / Maxim / Mortar
  118. No requirements
  119. T3 (240 manpower 60 fuel and 170 seconds) M5 Halftrack / T70 / SU-76
  120. Requires T1 or T2
  121. T4 (240 manpower and 100 fuel) T-34-76 / SU-85 / Katyusha
  122. Requires T3
  123.  
  124. DSHK
  125.  
  126. The DSHK which was currently underperforming as a heavier machine gun option for Soviets was given increase suppression as well as armor penetration to improve its utility against light vehicles.
  127.  
  128. AOE suppression modifier increased from 0.4 to 0.8
  129. Penetration increased from 1.5/2/2.5 to 1.5/3/4.5
  130.  
  131. SU-76
  132.  
  133. The performance of the Su-76 was not meeting our expectations. We felt its biggest problem was its lack of define role. We decided to improve the stats of the SU-76 so it can serve as a light tank destroyer along with its tier adjustment. The SU-76 will still retain its versatility through the use of its barrage ability.
  134.  
  135. Health increased from 320 to 400
  136. Penetration increased from 90 / 100 / 110 to 180 / 190 / 200
  137.  
  138. M5-Halftrack
  139.  
  140. The Quad performance was severely lacking compared to other AA / AI vehicles. We’ve adjusted the stats to bring it in line with other AA Halftracks.
  141.  
  142. Quad 50 Cal suppression increased from 0.003 to 0.009
  143. Quad 50 Cal damage increased from 8 to 12
  144. Improved AA capabilities to be in line with Flak-Halftrack & AA Halftrack
  145.  
  146. T34-85 Call in
  147.  
  148. We decided to take a different approach with Medium Call-ins and have them tie into the core tech tree. This will now require players to tech to acquire this medium generalist tank.
  149.  
  150. T34-85 no longer calls in a vehicle but now allows the t34-85 to be built in T4
  151.  
  152.  
  153. OKW
  154.  
  155. Kubelwagen
  156.  
  157. We have decided to redesign the Kubelwagen to encourage different opening strategies. We’ve made the Kubelwagen the starting squad for the OKW and gave it the ability to capture territories. With this change, we expect players to get more agressive earlier and open up possibilities for an all vehicle starting build to be viable in competitive play. We increased its mobility slightly to allow it to escape unfavorable engagements.
  158.  
  159. Increase acceleration and turn rate
  160. Delayed Suppression action and suppression from its mg34 pintle removed.
  161. Health increased from 190 to 200
  162. Can now capture territories and has a 10% faster capture rate
  163. Is now the starting squad
  164. Various weapon stats has been changed to support its new combat role
  165. Fuel cost removed
  166. Can no longer receive criticals other than a Death Critical
  167.  
  168. Shwerer Panzer HQ
  169.  
  170. We felt the OKW lacked a Generalist Tank and force them to play more defensive in middle and late game. With this change we anticipate the player could have more armor options than to save for an expensive Panther or King Tiger.
  171.  
  172. Sturmtiger removed from core tree added to Elite Armor Tree
  173. Added Panzer IV Ausf G to the building
  174.  
  175. General
  176.  
  177. With the design change to the Kubelwagen and Volksgrenadier being move to the Battlegroup Headquarters we felt the OKW would require some more manpower at the start to allow for more flexibility in build orders.
  178.  
  179. Starting resource increased from 240 to 320
  180.  
  181. Volksgrenadiers
  182.  
  183. To reduce the amount of mass infantry strategies; we have decided to move the Volksgrenadier unit into the Battlegroup Headquarters. With the improved Raktenwerfer they should not have a problem deterring early vehicles.
  184.  
  185. Unit moved from HQ to Medic Truck
  186.  
  187. Sturm Pioneers
  188.  
  189. One of the biggest problems the Sturm Pioneers faced was the expensive manpower cost to reinforce. With the overall design changes to the OKW early game we wanted to make reinforcing Sturm Pioneers less penalizing on the player which will encourage their use in various builds.
  190.  
  191. Reinforce cost reduced from 40 to 32
  192. Reinforce time reduced by 20%
  193.  
  194. MG34
  195.  
  196. Currently does the least amount of suppression and is not an effective crowd control unit. We’ve decided to increase the suppression so it can fulfill its role as a crowd control unit.
  197.  
  198. Suppression increase by 15%
  199. Min / Max Bursts unified
  200. Damage reduced from 4 to 2
  201.  
  202. Raktenwerfer
  203.  
  204. We found OKW had a difficult time engaging enemy armor with Infantry and Team Weapons. Panzershrecks were the only effective option which resulted in players using army compositions primarily based off of Volksgrenadiers with Panzershrecks. The Rakentenwerfer, because of its fragility would often just die before it was able to set up in a range where it could engage enemy vehicles even with support. By giving Raketenwerfers a toggle ability to camouflage we are anticipating it will give the OKW other options than to rely so heavily on Panzershrecks.
  205.  
  206. Now has a toggle ability that allows the squad to camouflage (Can move at 40% speed while cammo)
  207. Veterancy bonuses adjusted to account for no camouflage now grants improved movement speed in camouflage
  208.  
  209. Sturmtiger
  210.  
  211. With the Sturmtiger's inability to do auto-fire this makes it very difficult to gain veterancy in its current form. We want to keep the Sturmtiger’s unit functionality and by reducing its veterancy requirements we hope to see this unit scale better into the late game. We also improved the useability of this unit by making its damage more consistent as well as improving its range.
  212.  
  213. Penetration increased from 150 to 1000
  214. Range increased from 40 to 50
  215. AOE Penetration increased to 1000
  216. Damage at Far increased from 0.05 to 0.30
  217.  
  218.  
  219. USF
  220.  
  221. Tech Tree
  222.  
  223. We made some slight changes to the USF tech tree which will allow them more flexibility in their teching choices. One of the main problems the faction had were their inability to use in-direct fire. We have decided to add a 60mm Mortar into the LT building as a soft in-direct fire option. Moving the AT-Gun to the HQ but requiring an LT or captain made a lot of sense in giving the USF a reliable choice to counter vehicles apart from rushing to Major.
  224.  
  225. AT Gun moved to HQ but requires LT or Captain
  226. 60mm mortar added to HQ Building.
  227.  
  228. 50 Cal HMG
  229.  
  230. We felt the 50.cal HMG was lacking in damage at far distances. The increase in damage from far will allow it to threaten and deal damage to squads at farther ranges. .
  231.  
  232. Damage increased at far from 0.25 to 0.5
  233.  
  234. Stuart
  235.  
  236. With our goals to increase the usage and viability of light vehicles we found the Stuart was slightly under performing. As it is a very mobile tank that fires on the move quite frequently its previous accuracy and scatter values were set way too high to really make this unit combat efficient.
  237.  
  238. Health increased from 320 to 400
  239. Moving accuracy increased from 0.5 to 0.75
  240. Penetration increased from 45/50/60 to 45/50/65
  241. FOW Scatter multiplier penalty reduced from 300% to 25%
  242.  
  243. Easy Eight Call in
  244.  
  245. We wanted to reduce the reliance of call-in strategies by making this a passive upgrade. We are anticipating this change will encourage players to explore the tech tree further.
  246.  
  247. Easy Eight is now a buildable Sherman Tank in the Major building and is available once the player has reached the required CPs and has the commander equipped.
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