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|Company of Heroes 2 .::. 23. Juni Update|
26.06.2015 um 00:31 Uhr - [KSK]WestMc002
Diese Woche erschien ein umfangreiches Balancing Update für Company of Heroes 2.
Hier der komplette Changelog:
June 23rd Update
Welcome, one and all… to the patch notes for our June 23rd Update! We’ve got some very tantalizing details for you, we hope you’ll enjoy perusing our latest offerings for the community. There are several components to this awesome update, and we hope there will be something that excites everyone. This update focuses on a few key areas:
Further Modding Support
An In-Game Store & Centralized Modding Hub
Each section is colour-coded, so if there is one area you care about more than others, you can scroll directly to that section. If you’ve got thoughts, reactions, feedback – we’re setting up an official thread for you to share your thoughts directly with us. Want clarification on something? Let us know right here:
In addition to these patch notes, stay tuned for a series of blog posts that we’ll be rolling out over the coming days to further explain all of these changes! First up, our Modding Support post goes live tomorrow morning.
The game servers will be down from 2pm to 6pm PDT to accommodate for these changes. The in-game store and modding hub content will go live the following day.
FURTHER MODDING SUPPORT
More tools and features for especially creative and bright-minded community members!
We are very much looking forward to what you all come up with using these tools! If you’re not a member of Those That Mod, yet are a member of our wider community, this is still something to get excited about. These tools will allow your peers to create new content for you, in order to make the COH2 world even more enjoyable.
The following types of mods have been added:
The Live Games and Public Game List screens have also been revamped.
The Attribute Editor has been reworked, highlights include:
IN-GAME STORE AND USER GENERATED CONTENT HUB
Our main game menu has been reworked to make room for a new content distribution system. The goal behind this feature is to further highlight the work of our modding community, and make it easier for more players to enjoy this amazing work.
Our team’s latest work in this area focused on two key areas of improvement: increasing the number of viable strategies in the game, and reducing negative user experiences in gameplay. It goes without saying (but we’ll say it to ease your concerns, JUST in case ) that this is an ongoing process and we don’t ever assume that we are in a ‘finished’ state with our balance. The team has been working hard to take into account player feedback, Alpha testing, and statistics pulled by our Business Insights team in order to ensure we are continually moving forward and progressing the gameplay experience for our players. Thank you to everyone that has taken the time to share constructive criticism with us. We look forward to more of your feedback in the future!
Here’s a quick breakdown of how we are working to achieve these two goals:
Increase the Number of Viable Strategies in the Game
General Gameplay Changes
Weapon Teams and Force Facing Feature in Ambient Buildings
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.
For ease of use, we wanted to give players more control over their vehicle targeting.
In an effort to reduce frustrating RNG, we have decided to move the received Main Gun Destroy critical to a higher health threshold and removed the Engine Destroy Critical from the critical table. This change will prevent vehicles from “cheating death” at 0% Health. We have also made it easier to recover from getting engine damage from snares as you will be able to repair the critical at 75% health instead of 100%.
We wanted to reduce the amount of squad wiping moments caused by flamethrowers where player had no time to react.
The chance of planes crashing into one of your units was extremely rare but when it does, it can be devastating and game changing for that player. Although we feel this is a spectacular event, we want the effects to be less punishing to both Players.
We’ve decided to make changes in order to prevent weapon teams from being killed while manned. This will prevent team weapon squads from being wiped because the weapon team got destroyed. Weapon teams will continue to take damage while manned, however will only receive its death critical when it is abandoned.
Previously when we increased the lethality of infantry it was done with a blanket modifier of weapon accuracy and received accuracy. What we have done is adjusted the data so that the actual weapon stats are relative to its lethality. The performance of the unit and weapons are not changed. This is simply a data cleanup effort.
We are retuning how infantry snares work; as they act as a big deterrent to using light vehicles. We hope this will encourage more cover and positional play with infantry to deal with vehicles.
We felt blob counter units weren’t performing as well as we wanted and needed a performance boost to deal with Blobs of units better.
PM-41 82mm Mortar:
Precision Strike is an ability that generated a lot of negative gameplay experience for players playing against it. The ability has a high probability to generate squad wipes with little tell to the opposing player.
Precision Strike is an ability that generated a lot of negative gameplay experience for players playing against it. The ability has a high probability to generate squad wipes with little tell to the opposing player. The 120 Mortar squad previously having 100 damage also generated high probability of squad wipes. We have brought the damage down and adjusted its cost to compensate for the reduction.
This weapon drop rates were set way higher than other weapons; basically setting the drop rate in line with other weapons. The Guard Troops carry a lot of droppable weapons so they always seem to drop a lot more weapons than any other Infantry squads. We’ve decided to reduce the drop rate to compensate for this.
The DSHK which was underperforming as a heavier machine gun option for Soviets. We decided to increase suppression as well as armor penetration to improve its utility against light vehicles.
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.
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. The SU-76 will still retain its versatility through the use of its barrage ability.
Fixed a small issue that made it possible for the B4 shots to not penetrate a tank using direct fire
Direct Fire penetration increased from 340 to 600 to prevent an issue of the shot not doing any damage to high armored units
We found the Stug G was missing a clear identity leading it to be a unit that was much underused. The changes we made will give the Stug G a role of a light tank destroyer.
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
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.
Ease of use change; it was very hard to detect mines because Sturmpioneers needed to be so close.
The Reinforced Wires were a source of frustration. The Community asked for a more reliable way to deal with reinforced wires other than explosives so we decided to make some changes.
Ease of use change to allow Fallshirmjagers to be more effective when they gain camouflage through veterancy.
Ease of use change to allow Jaeger Light Infantry to be more effective when they gain camouflage through veterancy.
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.
To promote use we have decided to reduce its fuel cost hopefully this will encourage more of its use in OKW Build orders.
In its current form the Stuka is a great mobile artillery unit; however it has a very difficult time gaining Veterancy because of its high veterancy requirements and its high recharge time on its barrage ability. While the reason its recharge time is so high is due to its high potency (which we would like to keep) reducing its veterancy requirements should help this unit scale more into the late game.
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.
Fixed an exploit that allowed players to snipe and steal OKW base defenses.
50 Cal HMG
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.
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.
We had feedback from the community members regarding AA mode and the AA Halftrack. It was expressed that AA mode would be better as a default ability in order to combat Axis airplanes.
BUG FIXES AND MINOR FEATURES
A tip of the helmet to our amazing Alpha testers who reported dozens of bugs resolved by designers in their balance tuning efforts. Live also received many minor text bug fixes across English and our supported languages: French, Italian, German, Spanish, Russian, Czech and Polish. Thanks to everyone who took the time to report an issue!
Some players will be happy to note that we have added support for 4k Monitors – the HUD will no longer appear ‘tiny’ when playing at the highest resolution.
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