Company of Heroes 3 has received Hot Fix 2.1.2, which introduces a variety of multiplayer balance changes and bug fixes aimed at improving gameplay. Some of these updates may invalidate replays saved after the previous 2.1.1 patch, so players should keep this in mind. The developers have also addressed community feedback and urge continued bug reporting via the Relic Help Portal.
General Changes
Light Mortars such as the M1 81mm, 3-inch, GrW 34 8cm, and Mortar Halftrack have had their shell speed slightly reduced to give infantry more time to react. They also now do less damage to vehicles, which they were not meant to counter effectively. Mortars will always penetrate barbed wire, allowing them to clear these obstacles over time.
- Time to hit target increased from 2.5 to 3 seconds for all lethal munition types (flares and smoke unaffected)
- Fixed mortar incendiary rounds from the 250 Mortar Halftrack not receiving speed change
- 50% damage penalty against vehicles except for Delayed Fuze Rounds
- +150% penetration bonus against Barbed Wire
Paradrops with Heavy Machine Gun and Fallschirmpioneer squads have been adjusted to reduce early-game pressure. They now start on a 30-second timer, giving opponents a better chance to prepare or intercept. Recharge times have been lowered, and manpower cost for Fallschirmpioneers reduced.
- Cooldown starts at 30 seconds from game start, even before unlocking ability
- Cooldown no longer applies after 30 seconds of game time
- Recharge time reduced from 75 to 60 seconds
- Fallschirmpioneer Paradrop cost reduced from 280 to 260 manpower
Production bonuses from Armored and Breakthrough Battlegroup FastDeploy/Rapid Production abilities have been toned down from 75% to 50% to avoid overwhelming rush tactics.
Several field defenses like wire cutters, grenades, tank traps, sandbags, and barbed wire have been tweaked. Wire cutters now cut barbed wire faster, grenades deal more damage to wire, and some defenses have increased target sizes or altered armor and build times.
- Wire Cutters cut wire in 1.25 seconds after animation starts
- Non-white phosphorous grenades deal +250% damage to Barbed Wire
- Tank Traps build time increased from 6 to 7 seconds; target size increased from 20 to 25
- Sandbags and Sangar Walls target size increased to 25
- Barbed Wire target size increased from 1 to 25; armor reduced from 35 to 20
- Reinforced Wire target size increased from 1 to 25; armor reduced from 35 to 20; health reduced from 250 to 240
Faction Updates
US Forces
The M1919 Machine Gun Team now has a received accuracy bonus instead of a damage reduction passive, making it more vulnerable to mortars but still resilient to small-arms fire.
- Defensive Set-up changed from 20% damage reduction to 20% received accuracy (harder to hit)
The M3 Assault Carrier’s health has been slightly reduced to 380 to increase vulnerability to anti-tank weapons.
Wehrmacht
Jager Squad’s scoped rifle damage has been bumped up, and veterancy bonuses improved to make the unit stronger in infantry combat, addressing concerns that it felt weak in its role.
- Scoped Rifle damage increased from 16 to 18
- Veterancy 1 and 2 received accuracy bonuses increased from 15% to 20%
The Infanterie Kompanie Officer Quarters upgrade now costs less fuel to better support early rush or prolonged Tier 1 fights.
- Fuel cost reduced from 35 to 25
The 221 Armored Car has improved pivot and rotation speeds, better accuracy, and no longer has a wind-up delay on its Panzerbuchse gun. It can now equip both the Panzerbuchse and Radio Antenna upgrades simultaneously, adding a scouting role once it outgrows the anti-vehicle function.
- Pivot/Rotation increased from 50/60 to 55/66
- Panzerbuchse wind-up time reduced from 0.125 to 0
- Panzerbuchse firing cone increased from 5 to 12.5 degrees
- Panzerbuchse accuracy improved
- White Phosphorous Shot ready-aim time reduced from 1 to 0.125 seconds
- Panzerbuchse and Radio Antenna upgrades can now be purchased together
Deutches Afrikakorps
The Panzerjager Kommand Anti-tank Overwatch now has a 1.75 second delay before firing, giving enemy vehicles a better chance to move. The cooldown to reacquire targets has been sped up slightly.
- Initial delay of 1.75 seconds before firing
- Cooldown to reacquire target reduced from 0.5 to 0.4 seconds
The Elefant Tank Destroyer has received a reduction in both command point and resource costs, eager to make it a more viable specialist anti-tank choice.
- Command Point cost reduced from 9 to 6
- Cost reduced from 700 manpower and 180 fuel to 600 manpower and 160 fuel
Map Adjustments
- Headquarters territories adjusted to reduce risk of Heavy Tanks getting trapped behind HQ buildings
- Automatch map weights normalized for several maps including Tuscan Vineyards, Lorraine, El Alamein, Gabés Gap, and Red Ball Express
- Wehrmacht HQ footprint reduced to improve tank and team weapon movement between HQ and production buildings
Cosmetics
- Updated cosmetic names to match in-game unit names
- Improved Load Out, Inventory, and Store images with in-game screenshots
- Additional Fallen Leaf cosmetics will arrive in a future update; apologies for the delay
Bug Fixes
- Heavy Barrels from Mechanized Support Center now apply correctly to existing units on the field
- Fixed Kradschutzen Motorcycle Team Binoculars not working at Veterancy 3
- Addressed issue where towing could be aborted early, causing anti-tank gun to remain stuck in towed mode
- Corrected King Tiger Veterancy 3 accuracy bonus display
- Fixed Forward Observer Barrage from Dingo not triggering BL 5.5’s supporting barrage
- US M1 Mortar Team’s Delayed Fuse HE Barrage now works properly on out-of-range targets
- V1 damage to emplacements corrected with +50% modifier
- Rapid Repairs no longer reduce Forward Repair Station cost
- Defensive Positions now activate correctly for infantry in cover
- 210 Obice crew no longer causes manpower drain
- Focus Vehicle now turns off correctly after weapon swaps like grenades
- Automatch UI improved to prevent players leaving during matchmaking window
- Italy Campaign autosaves fixed in Russian and Ukrainian to avoid restart loops
- Additional logging added to investigate hard-to-reproduce campaign issues
What do you think about these changes? Have you noticed any difference in your matches or campaigns? Let me know your thoughts in the comments below—I’m curious to hear how these tweaks are affecting your Company of Heroes 3 experience.