Company of Heroes 3 is throwing a party, and youโre invited! The 2.0 Anniversary Update, marking two great years since launch, has just dropped, bringing fans a bundle of goodies to enjoy. Get ready for four new Battlegroups from the Fire & Steel DLC. I canโt help but feel nostalgic as some fan-favorite maps from CoH1 and CoH2 are making a comebackโwhatโs not to love about that?
This update isnโt just about nostalgia; it also brings some much-needed improvements to the Italian Campaign alongside multiplayer balance changes. It sounds like a great time for both solo strategists and those who thrive in competitive matches! If you want all the juicy details on whatโs coming, check out our Mission Briefing. Plus, keep an eye on the Known Issues list, so you’re totally prepped for your next battle.
2.0 Anniversary Update Patch Notes (2.0.0)
You can get a summary of what’s coming in this update in ourย Mission Briefingย and find theย Known Issues listย here.
Theย Company of Heroes 3: Fire and Steel Battlegroup DLC pack, available for purchase on Steam, consists of four Battlegroups for Multiplayer, Co-Op vs A.I., and solo Skirmish.
Superior team weapons and halftracks control the battlefield before heavy armor arrives to finish the fight.
Requisition .50 cal heavy machine guns or off-map batteries of the devastating Black Dragon howitzer as part of Weapons Team support. Call in the Cavalry, with Assault half-track variants, 3-inch towed Anti-tank guns, and the implacable M26 Pershing heavy tank.
Shatter the enemyโs willpower with airstrikes, suppression, and superior infantry tactics. Devastating heavy weapons will destroy anything that remains standing.
Use unorthodox Terror Tactics such as field interrogations, the Stukaโs iconic Jericho Trumpet, or V1 Rocket Strikes to force the enemy from the field. Show no quarter with Weapon Superiority and the powerful King Tiger heavy tank.
Seize territory to gain unparalleled momentum on the battlefield and deploy powerful incendiary weapons to displace any who dare deny your movement.
Call upon Canadian Shock Sections and aggressive battlefield tactics to secure ground in a Shock Assault. Deny the enemy what they stubbornly refuse to cede with Incendiary Weapons, including the indefatigable Churchill Crocodile.
Cripple the enemyโs advance with defensive obstacles, enabling powerful anti-armor weapons to make the killing blow.
Use Stalling tactics, including Roadblocks, Minefields, and Defensive Positions, to buy time to deploy your forces. Elite Tank Busters and Tank Hunting tactics, including the Elefant Tank Destroyer, will crush even the strongest enemy armor.
Learn more about these Battlegroups in these videos:
Heavy Weapons & Terror Battlegroup Overview
Canadian Shock & Panzerjรคger Kommand Battlegroup Overview
To celebrate the 2nd anniversary of Company of Heroes 3, we are excited to be reintroducing remakes of several famous classic maps from the franchiseโs history along with an all-new map from the community.
Angoville (1vs1)
Arguably the most cutthroat competitive map in Company of Heroes makes a return. Expect dramatic cut-off gameplay through the mapโs center and along its main roadway, and severe fighting over the opposing Fuel points in the open fields to the West and farmhouses to the East.
The small farming community of Angoville has the potential to be the staging ground of a short but bloody battle. Open fields in the west would allow the swift movement of large squadrons unhindered by the terrain. Medics pray that the shelter found on the eastern end would be enough to hold off an Axis offensive that would surely prove fatal for the wounded too weak for transportation. The farmhouses to the east have been long abandoned, farmers fearing the impending conflict.
Langres (1vs1)
A compact and iconic CoH1 Community map makes a return, blending the designs and aesthetic CoH1 and CoH2 versions. Expect heavy fighting over the mapโs exposed central fields, and tense skirmishes around its flanking groves and farmhouses.
This unassuming curve in the road is the only feature of note for many kilometers in any direction. The nearby fields and small farms have no strategic significance but will ultimately be the last resting place of thousands.
Classic Company of Heroes community map, originally created by Michael Scharhag (m1chi).
Crossing in the Woods (1vs1)
Drawing on inspiration from the Crossingโs original design โBois de Chateletโ, this 1vs1 version uses the same map size as COH1 and COH2 to create an intense competitive map. Players will be hard-pressed to maintain control of their entire frontline along the riverโs edge without ceding the force required to break through.
<Halt called 50km North of Rome. Destination: Po V. Many wounded.
Rear-guard action underway. Casualties unacceptable. Enemy air cover high. Using forest to cover movement.
Fresh water available. Supplies low. Munitions low. Request support.>
Classic Company of Heroes community map, originally created by OnkelSam.
Crossing in the Woods (2vs2)
This 2vs2 version of Crossing required some expansion โ the original size was simply too small for Company of Heroes 3. We have extended the outer borders of the map to include some additional flanking routes and plenty of cover, to better enable a breakout in this classic stalemate map.
โMy NCO drew a line across the map, bisecting some insignificant stream in the middle of the woods. โRight hereโ heโd said, โis where we make them pay for it!โ โ Iโm not convinced it was the enemy who paid a higher price in the end.โ
Classic Company of Heroes community map, originally created by OnkelSam.
Djebel Pass (1vs1)
Djebel Pass is our latest Official Community Map, created by GBPirate. This competitive 1vs1 map rotates around a shallow stream in the depths of a Tunisian canyon. Preparing ambushes in the overgrowth, and flanking around ruins will be the order of the day.
As the American and British forces drive Heeresgruppe Afrika closer to Tunis, the Axis forces are increasingly desperate to blunt the Allied advance. Allied victory here will easily cutoff the Axis armies in Tunisia and ensure defeat while an Axis victory will further frustrate Allied advances and capture desperately needed fuel and matรฉriel.
We have several bug fixes and improvements across our Multiplayer Maps, thanks as always to feedback on theย Official Discord[discord.gg]. Please be sure to leave comments in the map-feedback section if you have any additional map feedback or issues for future updates.
- (1vs1) Gardens โ Invincible hedges have been removed from the map center, enabling the map to better open up into the late-game.
- (1vs1) Pachino Stalemate – Two adjacent buildings have been adjusted to prevent garrisoned units from attacking each other through the adjoining wall.
- (1vs1) Villa Fiore – Some over-large rubble piles have been reduced in size.
- (2vs2) Road to Primosole – Some river rocks have been removed or reduced in size, as they did not provide cover.
- 2vs2) Santuario – Adjustments to various rock formations and cover, improving the flow in the map North. A pile of detritus has been removed from a Western building’s door, as it was blocking access. Various improvements have been made to the map’s water, and fx has been reduced on the map’s out of bounds area, improving performance.
- (2vs2) Torrente – Some over-large sacks have been reduced in size.
- (4vs4) Rapido River Crossing – Road speed modifiers have been added to all major roads map-wide, improving vehicle speed. Shot/sight blockers have been added to the ruined bridge in the map’s South, reducing the ability for AT guns to fire through the terrain beneath these bridges. This was possible if units atop the bridge were providing sight.
- (4vs4) Monte Cavo – Cavo’s atmosphere was still found to be flickering during a transition from night to dawn. This has been fixed.
- (4vs4) Winter Line โ Several visual adjustments to the mapโs foreboding main bunker, and fixes to territory bugs surrounding this area
We have made considerable changes to the Dynamic Italian Campaign experience, including adjustments to Company structure on the Campaign map itself and their unit roster in missions and skirmishes, the loyalty system and detachments, the inclusion of new skirmish maps, and major updates to in-mission unit Veterancy. A detailed run-down of all the changes can be found below.
General improvements have been made to Companies and their costs:
- All new Companies now build from Destroyers or Seaports in 1 turn to enable players to react quicker to their needs
- The resource cost of Companies has been adjusted to better reflect their composition
- Infantry-focused Companies Manpower cost increased from 250 to 275 but reduced Fuel cost from 50 to 25
- Artillery-focused Companies Manpower cost increased from 150 to 225 but reduced Fuel cost from 100 to 50.
- Armor-focused Companies Manpower cost reduced from 200 to 150 and Fuel cost has remained the same, at 100.
US Armored Companies are now more effective on the attack but will rely on Infantry support to protect them from overwhelming numbers, major counterattacks, or infantry ambushes.
- Heal and Repair abilities removed.
- US Armored Companies now rely on the Repair ability of other Companies to heal.
- Patrol ability removed.
- Loot ability for Armored Companies will now heal 40 health when they capture an enemy location.
- Heavy Machinegun Detachments removed.
Unit unlocks have been adjusted to give US Armored Companies a unique unit composition in missions and skirmishes:
- Scout Squads are unlocked by default.
- Captain Retinue removed.
- Riflemen Squad unlock cost has been increased from 0 Skill Points to 2.
- Pershing Heavy Tanks have been added, at a Skill Point cost of 4.
Similar to the US Armored Company, UK Armoured Support have also become more effective as a breakthrough Company, with improved movement and healing that relies on the capture of enemy cities, ports, and airfields.
- Heal and Repair abilities removed.
- UK Armoured Support Companies now rely on the Repair ability of other Companies to heal.
- Patrol ability removed.
- Loot ability for UK Armoured Support Companies will now heal 40 health when they capture an enemy location.
- Heavy Machinegun Detachments removed.
- The Trained Medics upgrade has been replaced by Enhanced Engines.
- Enhanced Engines doubles movement points gained from Veterancy from 3 to 6.
- An additional upgrade, Specialization is also available, granting a second random trait to the Company.
Unit unlocks have been adjusted to give UK Armoured Companies a unique unit composition in missions and skirmishes:
- Bishop Self-Propelled Artillery unlock cost reduced from 3 Skill Points to 1.
- Humber Armoured Car unlock cost reduced from 3 Skill Points to 1.
- Footguard Section unlock cost increased from 0 Skill Points to 3.
- Churchill Heavy Tank unlock cost reduced from 5 Skill Points to 2.
- Churchill Crocodile Heavy Tanks have been added, with an unlock cost of 4 Skill Points.
- Sherman Medium Tanks have been removed from the Company roster.
The Airborne Company has been granted a new passive ability, Paratroopers, to enable them to better travel between friendly locations. Coupled with paradrops at friendly Airfields, this enables them to make considerable leaps across the Campaign map, avoiding counterattacks and emplacements if employed well.
- Paratrooper ability added.
- Grants movement to any player-owned city, port or airfield within 60km of the Company.
- Removes unit from the map and deploys them over the location via paradrop.
- Garrisons the target location and places the Company on cooldown for the remainder of the turn.
- Costs 20 Fuel.
- Added Elite Paratroopers Trait, increasing the Paratrooper radius by 20km and reduces the cost from 20 Fuel to 10.
- March ability removed.
- May now construct Anti-Tank, Anti-Air, and Heavy Machinegun Detachments.
Unit unlocks have been adjusted to give US Airborne Companies a unique unit composition in missions and skirmishes:
- Chaffee Light Tank unlock cost reduced from 3 Skill Points to 2.
- Sherman Medium Tank unlock cost reduced from 4 Skill points to 3.
- Hellcat Tank Destroyer is now unlocked by default (reducing Skill Point cost from 4 to 0).
The British Air and Sea Company has also been granted a new passive ability, enabling it to traverse the coastal locations of the Italian campaign map with ease, even without the presence of allied ships.
- Amphibious Assault ability added.
- Grants the ability to deploy from any coastal location to another coastal location, without being garrisoned on an Allied ship.
- May deploy to any coastal location within 100km, provided the Company is already on a coastal location.
- Must target a valid location on the coast (same requirements as Deploy Company)
- Immune to Coastal Batteries.
- March ability removed.
- May now construct Anti-Tank, Anti-Air, and Heavy Machinegun Detachments.
Additional changes have been made to the British Air and Sea unit unlocks, including:
- Dingo Scout Car unlock cost from 2 Skill Points to 1.
- 6 Pounder Anti-Tank Gun has been replaced with 2 Pounder Anti-Tank Gun, which is more affordable but lacks the penetration of heavier weapons.
- Footguard Section unlock cost reduced from 3 Skill Points to 0.
- Sherman Medium Tanks have been removed from the Company roster.
The US Special Forces Company has been granted a new passive Trait emphasizing its supporting role alongside other Companies. It has also been granted improved mobility through rough terrain to better enable it to outmanoeuvre enemy emplacements.
- Supporting Fire Trait added.
- Grants an additional +8 to nearby Auto-resolve scores, helping to turn negative engagements to your favour.
- Elite Commandos Trait removed.
- The Commandos ability has been updated to now completely remove the penalty for moving through rough terrain, instead of partially negating it.
- March ability removed.
- May now construct Anti-Tank, Anti-Air, and Heavy Machinegun Detachments.
Additional changes have been made to the US Special Forces unit unlocks, including:
- Scout Squad has been replaced with the Artillery Observer Squad.
- 4×4 truck unlock cost has been reduced from 2 Skill Points to 1.
- Sherman Medium Tank unlock cost has been reduced from 4 Skill Points to 3.
- Hellcat Tank Destroyer unlock cost has been reduced from 4 Skill Points to 3.
The British Indian Artillery Companyโs role has also been adjusted to that of fire support rather than direct offence. It now lacks the ability to heal itself, emphasising the need to barrage from afar in support of other Companies.
- The Trained Medics upgrade has been replaced by Master Mechanics.
- Master Mechanics restores 25 health if the Company didn’t use their action point this turn.
- Company Barrage ability no longer uses the Companyโs action point.
- Patrol, March, Heal and Repair abilities have been removed.
Additional changes have been made to the British Indian Artillery unit unlocks, including:
- Mortar team unlock cost reduced from 3 Skill Points to 0.
- Sherman Medium Tanks have been removed from the Company roster.
To align these changes, we have also readjusted the hotkeys on each Companyโs command panel.
- Infantry-focused Companies should all have emplacement construction buttons at the bottom of the command panel, using default hotkeys Z/X/C.
- Indian Artillery Company Barrage ability has been adjusted to the W key so the abilities aren’t spaced as far apart.
Further to changing which Companies can construct detachments, we have also adjusted their cost. Notably, we have removed the population requirement on Detachments, as they are far more vital in defending friendly territory from counterattacks.
- All Detachment Fuel costs increased from 25 to 50.
- Detachment Population requirement and cost removed.
A minor adjustment has been made to Hospitals on the Italian Dynamic Campaign Map, improving their viability in line with the changes to Company healing.
- Hospital capture points heal nearby units at the start of the turn instead of providing a free healing ability.
- Hospitals may still be upgraded to enable targeted healing at a cost.
- Healing radius has been updated with a more suitable reticle.
Adjustments have been made to the variety of Skirmishes across the Dynamic Italian Campaign Map, notably the inclusion of 2vs2 skirmishes in major cities that do not include a dedicated mission. These larger skirmishes pit the player and a single Allied A.I. against two enemy combatants.
The following locations now include a 2vs2 Skirmish:
- Naples
- Termoli
- Atena Lucana
- Castello Di Lagopesole
- Campagna
Additionally, we have introduced several new skirmish maps to the Italian Campaign, including Day 101, Elst Outskirts, Crossing in the Woods, Road to Primosole, and Angoville.
Veterancy changes from multiplayer have been implemented into the single-player campaign experience. Players will now be able to see the exact values units get and be able to plan around their veteran units. Furthermore, the Veterancy bonuses have been refreshed for single-player units to better fit their role.
Added to Single-player:
- Unique unit abilities and interactions
- Veterancy 2.0
- Certain weapon adjustments
- Tool-tip updates
We have changed several units, standardizing them to their multiplayer variants. This change makes units more unique in RTS battles.
- Sherman Smoke Launcher is now available by default on both British Italy and US variants of the standard M4A1 Sherman Medium Tank
- Scouts now drop smoke on retreat as part of one of their veterancy options; replacing self-healing
- Bazooka Team now has Steady Fire. Veterancy options are Anti-Tank Satchel and White Phosphorous Rocket. Destroy Cover removed.
- M1919 Heavy Machine Gun for the US now has Defensive Set-up ability which can be upgraded via one of the veterancy paths and Button Vehicle is now a timed ability
- Paratroopers have Packed Explosive and Seize Ground abilities. Can also reinforce when out of combat.
- SSF Commandos now Camouflage by default. Hidden Devils ability increases camouflage first-strike damage and accuracy by 15%
- Extra Parts from Recovery Vehicle branching tree changed from Self-repair – which was already standard on the unit – to increase repair speed by +4 health per second.
- 6-pounder Anti-tank Gun, ML-3 Inch Mortar and 17-pounder Anti-tank Gun veterancy abilities have both been changed to Entrenchment
- M8 Greyhound veterancy abilities changed to a Canister Shot timed ability and Raider.
- M18 Hellcat Tank Destroyer now has Open-Topped as a stock ability. Veterancy abilities replaced with HVAP and Shoot and Scoot. This matches its multiplayer variant.
- British CMP 15CWT Polsten AA Truck now changed to gain increased range when stationary after 3 seconds. It has reduced range when moving.
- MSC Rearm and Refit removed, replaced by upgrade allowing the Engineer to salvage.
- British Forces Training Center upgrades in multiplayer are now available on the British Headquarters in singleplayer. Requires the Platoon Command Post before players can purchase upgrades.
- Mechanized Advance ability now replaces Focused Fire for Afrikakorps Panzergrenadier Squads.
- Afrikakorps Assault Grenadiers now have access to Assault Disembark in singleplayer.
- The Cannone da 105/28 can now auto-fire at nearby enemies.
- Scouts, Pathfinders, Weasel, 4×4, Kradschutzen and Kettenkrad now gain experience for capturing territory. 100 for capture, 50 for neutralization.
- The Panzer IV Assault Group now comes with Assault Grenadiers in the single-player, rather than the Panzerjager Squad.
The following global changes have been made to the Loyalty Rewards system:
- Loyalty can no longer be lost once it has been gained.
- Buckram/Norton/Valenti Loyalty (which enables their support in the Winter Line finale) is now the last reward on each tree, decreasing the likelihood that players will have the support of all three characters by the end of their playthrough, meaning you will need to plan ahead before the final assault.
General Buckram
Buckramโs Loyalty Rewards have been adjusted and updated to better suit the theme of air superiority and air support.
- Anti-Air Support reward removed, to be replaced by Logistics Chain
- Grants an additional +35 Fuel with each supply delivery
- Updated Advanced Landing Fields
- Rewards +60 Munitions for destroying an enemy emplacement with a Bomber
General Norton
Nortonโs Loyalty Rewards have been adjusted and updated to better suit the theme of naval support, veterancy and rapid Company advancement.
- Amphibious Operations has been removed.
- Navigator reward has gained the ability for ships to repair regardless of whether they are in port.
- Added a new reward, Boot Camp.
- All newly trained units start with 2 Skill Points.
- Added a new reward, Training Manual.
- Increases Company Veterancy gain by 100%, until a Company attains Veterancy level 2.
- Added a new reward, Expert Generals.
- Veterancy level 3 Companies that gain further veterancy instead transfer it to the closest allied Company.
- End Turn hotkey has been adjusted from shift+space to space
- Added mouse-over tooltip for End Turn button
- Recon loiter cost reduced from 25 Fuel to 10
- Players will no longer be reminded that they have Companies with movement points remaining if these Companies are intentionally garrisoned in ships, ports, cities or airfields.
- Movement and rotation rates of Companies have been adjusted to make movement snappier and smoother, reducing downtime.
- Company attack and aim times have also been adjusted to quicken gameplay and reduce downtime.
- The length of the Campaign tutorial has been reduced to get players into the Campaign map sooner.
- Successfully defending Salerno now grants fewer resources, as you would previously be granted more than you can store.
- Adjusted income from Salerno Defend mission from 400 Munitions and 100 Fuel to 200 Munitions and 200 Fuel.
Saved games on the Italian Dynamic Campaign should still be functional after the update. However, the systemic changes above may cause some abilities to disappear and others to appear.
As a result, expect any Companies that have unlocked removed abilities or units to be granted a refund of Skill Points. Loyalty that you have achieved with Buckram, Norton and Valenti should remain, though the abilities that have been unlocked by this progress may have changed since the save was made.
As the Campaign changes in 2.0 are substantial, we recommend beginning a new playthrough, however, you have the option to resume any campaign already in progress.
- Two additional musical tracks have been added to the rotation in the main menus. These will be selected at random, so they do not play in the same order every time.
- In-game music now escalates near the end of a Victory Point match when players are about to win/lose.
- This is followed by Victory/Defeat music stingers that are now in sync with the Victory/Defeat animation. Previously the momentum of this music did not carry over to the post match screen.
- Added new audio FX for new Battlegroup abilities and Intel voice lines.
- Added a new voiceover for the US Forces Intel announcer.
- Added new US Forces Heavy Tank voiceover.
- Added a new audio queue when a Quick Match and Co-op vs A.I. game starts.
- Recorded new unique Intel voice lines for all factions for pre-existing abilities and upgrades that were using generic lines.
- Initial shot audio for all weapons will be louder than the impacts and heard at a greater distance. The attenuation is now tuned to inform the player of the threat of the attack versus the impact.
- Added hotkeys for toggling live stats in Replays & Observer Mode, as well as for switching views in Tournament Mode.
- The leaderboardsโ search box will now display a spinning icon to indicate a search is in progress.
- Under the default keyboard profile, View Event Cue has been changed from Delete to N and Control+Space.
- Updated the in-game credits for Year 2 of Company of Heroes 3.
Pathing
- Reverted pathing changes back to pre-1.9 values.
End Game Structure Cost Changes
End-game tech structure costs have been increased to give mid-game vehicles a bigger window to operate. It was previously too easy to tech into the final tier to punish builds that revolved around light vehicles. Do note the increase is not equal to all factions.
- US Forces Tank Depot fuel cost increased from 120 to 145
- Wehrmacht Panzer Kompanie fuel cost increased from 110 to 135
- British Forces Company Command Post fuel cost increased from 110 to 120
- Deutches Afrika Korp Panzer Kommand fuel cost increased from 100 to 110
Demolition Charges & Goliath
Demolition charges and the Goliath are having their area of effect increased to make these traps more devastating when units are not directly on top of them. Previously, players could detonate demolition charges near enemy units and deal lackluster damage despite appearing to be a very powerful explosion and the weaponโs role as an activatable trap.
- Fixed an issue where area of effect reticule did not match the blast radius
- Area of effect damage increased from 1/0.25/0.075 to 1/0.5/0.45
- Near area damage distance increased from 1.25 to 2
Heavy Machinegun Bunkers, Fighting Positions, and Heavy Machinegun Nests
Heavy Machinegun (HMG) defenses are having their nearby area of effect suppression standardized. This change makes them as effective as normal machine guns at suppressing large groups of infantry.
- Nearby suppression modifier increased from 0.75 to 1.0
Capturing and Construction
We find that field defenses are rarely used outside of sandbags on capture points due to the amount of time a squad has to be idle and the long build times of the objects. However, without removing capturing it reinforces the pattern where capture points are always the ideal location to build field defense due to the squad being idle and building them anywhere else costs the player too much time.
- Units can no longer capture points and construct at the same time. Any progress will be paused until construction is complete.
Field Defenses
Barbed Wire Fence
- now blocks ultra-light vehicle movement
- now slows light vehicles when crushed. This effect can stack
Reinforced Barbed Wire
- build time reduced from 5 to 3.5 seconds
- now slows heavier vehicles that can crush it.
Sandbags
- build time reduced from 10 to 6 seconds.
- now damaged more by Grenades
Tank Traps
- build time reduced from 12 to 9 seconds.
- cover spot width reduced from 1.75 to 1.25
- spacing when built successively increased from 1.0 to 1.2
Neutral Buildings
We have reduced the health of medium and large garrisonable buildings by 25%. This change is independent of the following changes affecting specific weapon bonuses vs buildings.
We have also reduced the health of each section of all buildings, causing buildings to enter a visually damaged state earlier into combat โ and example would be a shell from a Sherman creating a sizeable hole. Roof tiles have been dramatically reduced in health to help express that a building has sustained damage from the default camera height.
- Mortar damage against neutral ambient buildings reduced by 40%.
Alternatively, Demolition Charges and Goliaths were found to be dealing insufficient damage to buildings and bridges, despite that being their core purpose.
- Demolition Charge and Goliath bonus damage versus Buildings and Bridges increased from 100% to 150%.
Paradrop Planes
When paradrop planes were made invulnerable, they still remained targetable, allowing them to draw fire from AA units. The following change prevents these units from being targeted and acting like decoys.
- Will no longer be targeted by anti-air units
Button Abilities
The debuff duration of Button was too short for most units that needed to trigger the effects through an ability. We are increasing its duration to make it harder for Buttoned units to escape.
- Debuff duration for deflection and penetration hits increased from 5 to 7.5 seconds
Tank Machine Guns
We are increasing the damage-per-second (DPS) for the majority of tank machine guns which includes the pintle mounts. These weapons were found to be lacking against infantry and we did not want to increase the anti-infantry potency of tank guns. This will also increase the importance of keeping the front of a tank facing the enemy to maximize the unitโs firepower.
The standard M4A1 Sherman will still retain the most powerful hull and coaxial machine gun as part of its trait.
Wehrmacht Panzer IV and Tiger pintle mount
- far accuracy increased from 0.2 to 0.3
- moving accuracy reduced from 0.6 to 0.5
- moving burst increased from 0.5 to 1
Deutches Afrika Korp Panzer III and Tiger pintle mount
- far accuracy increased from 0.2 to 0.35
- mount moving accuracy reduced from 0.6 to 0.5
- pintle mount moving burst increased from 0.5 to 1
US Forces Sherman and Hellcat 50cal pintle mounts
- mid and far rate of fire increased from 0.883/0.667 to 1
- far accuracy standardized from 0.15 to 0.25
M4A3 Sherman Easy 8 hull and coaxial
- accuracy increased from 0.35/0.15/0.1 to 0.6/0.45/0.25
Churchill hull and coaxial
- accuracy increased from 0.35/0.15/0.1 to 0.45/0.35/0.2
Matilda coaxial
- accuracy increased from 0.41/0.37/0.33 to 0.7/0.525/0.33
Panzer IV hull and coaxial
- accuracy increased from 0.35/0.25/0.1 to 0.35/0.3/0.175
Panzer III hull and coaxial
- accuracy increased from 0.35/0.25/0.1 to 0.35/0.3/0.175
Vehicle Holds and Tank Riding
We are reducing some of the limitations regarding tank-riding to make it easier to use. The changes include weapon auto-targeting no longer being disabled as players want their vehicle to engage targets upon contact and overlapped with the Hold-fire ability. The horizontal traverse limit has also been increased on turreted vehicles to make it easier to track targets while units are onboard. Note that infantry will still dismount if the tank enters combat.
Loading and unloading values have also been adjusted to speed up the time it takes for a squad to embark or disembark a vehicles
- Load distances increased from 1 to 5 for all vehicles
- Turret rotation limit for turreted vehicles increased from 8 to 60 for tank riding degrees
- Tank-riding no longer causes vehicles to be on Hold-fire
- Load time standardized to 0.25 for all vehicles
- Maximum load time per entity sped up from 1 to 0.25
- Maximum unload time from 2 to 1 for transport vehicles
Global Medium and Heavy Vehicle Changes
Armor facing is important in Company of Heroes 3, but we have found that players who reach the side armor of a vehicle, have no incentive to get behind a target as side hits from mid to late game vehicles will often penetrate. To increase risk-reward gameplay for both attacker and defender, we are making medium and heavy vehicles take additional damage on rear hits, to incentivize hitting rear armor.
- All medium and heavy vehicles take 33% increased damage on rear armor hits.
Medium and Heavy Tank Guns
Most tank guns have had their scatter on the move increased to a new standardization of 50% from generally 33%. This is to better differentiate the performance of stationary and non-stationary vehicles to promote more positional play.
- Movement Scatter angle and distance standardized to 1.5
- Centaur, M4A3 Sherman Easy 8, and both Crusader variants are unaffected.
- Does not impact autocannon-based weapons like the Crusader AA Medium tank and the Flakpanzer IV Wirbelwind
Un-upgraded Fighting Position
The standard Fighting Position is often only used as a garrison until it can be upgraded. The following change encourages un-upgraded Fighting Position by allowing players to refund the majority of their cost when the position is no longer needed.
- New Ability: Salvage Fighting Position – Refunds 75% of Manpower invested after 10 seconds.
Air Support Center
Weโre adding the option for players to invest into the durability of the ASC planes, both the offensive abilities and the recon ability. This should increase the amount of anti-air (AA) an opponent must field to deny air abilities.
- New Upgrade: Improved Aircraft Armor โ Replaces Air Supply upgrade โ Increases the health of all aircraft by +50%. Costs 100 manpower and 25 fuel.
- Advanced Air Reconnaissance upgrade health bonus to the Grasshopper Recon plane increased from 1000 to 1500
Mechanized Support Center
Weโve noticed that the outcome of having the more expensive upgraded halftrack options in the WSC is not great, as it heavily promotes spam while also somewhat disincentivizing varied vehicle play. The goal of this change is to make MSC more conducive to general light vehicle play by removing the cost premium of the additional options,
- Upgraded Halftrack variants are now unlocked in Motor Pool instead of Weapon Support Center
- M16 Quad Halftrack build cost reduced from 280 manpower, 40 fuel to 250 manpower, 30 fuel
- M3 75mm Gun Motor Carriage build cost reduced from 280 manpower, 40 fuel to 250 manpower, 30 fuel
Weapon Support Center
With Weapon Support Center now being a powerful structure in its own right, we are slightly increasing its base fuel cost to slow down the US Forcesโ ability to get units like the M3 Armored Personnel Carrier, before counters can reach the field.
- Fuel cost increased from 10 to 15
Forward Repair Depot
The Forward Repair Depot is having its repair rate increased to further incentivize the Mechanized Support Center and delay the need for an Engineer Squad.
- Repair speed increased from 6 to 8
Scout Squad
Scouts are having their build time increased to slow down the momentum the US Forces can build in the early game. This will also slow down Pathfinder builds that were building 3-4 Scouts and then converting them to avoid the longer build time.
- Build time increased from 20 to 30 seconds
M1919 Machine Gun Team
This reduces the general durability of the M1919 team when not positioned in defensive positions.
- Improved Defensive Set-Up 30% damage reduction bonus only triggers in cover or garrisons
M3 Armored Personnel Carrier
We have increased the build time of the M3 to weaken the rush timing and give the opposition more time to prepare. We have also refreshed one of the veterancy abilities for this unit which was previously unused.
- Build time increased from 30 to 45 seconds
- Fortify Positions changed to now cause the Halftrack to place down a free fighting position at the target position that will construct itself over 15 seconds. 180 second cooldown. Does not provide resources if Salvaged.
- Medical Variant: Fortify Positions changed to Advanced Medical Crews. Increases the medical aura healing rate from 3.2 to 4
M3 75mm Gun Motor Carriage
Target Weakpoint ability has been adjusted to a targeted ability with a single shot to prevent this unit from stunlocking enemy vehicles while still dealing good anti-tank damage.
- Target Weakpoint now only fires 1 shot and is a targeted ability
- Target Weakpoint no longer shares a cooldown with barrages
M8 Greyhound Armored Car
Greyhounds are having their total munitions investment reduced, making it less costly to allow this unit to reach its full potential.
- Side skirt cost reduced from 70 to 50 munitions
M24 Chaffee Light Tank
The Chaffee is receiving several changes to increase its viability without raising raw damage potential through better mobility and lower cost. We have also given this unit a smoke shot ability, allowing the Chaffee to support other units on the battlefield.
- Manpower cost reduced from 300 to 270
- Rotation rate and pivot rate increased from 50/40 to 55/45
- New ability: Smoke Shot โ Fires a single smoke shell at the target position. Unit retains movement commands while active.
- Veterancy 1 acceleration bonus replaced with +35% turret traverse speed
- Veterancy 2 turret traverse bonus replaced with +20% weapon accuracy
- Near penetration reduced from 150 to 140
M4A1 Sherman Medium Tank
As part of some vehicle adjustments, we are lowering the penetration of this unit, as it was previously too high against targets like other medium tanks at point-blank.
- Near penetration reduced from 180 to 140
M18 Hellcat Tank Destroyer
The Hellcat is having its point-blank penetration adjusted to be in-line with other tank destroyers. In exchange, we have corrected an issue with HVAP and made the speed boost from Scoot and Shoot significantly stronger.
- Near penetration reduced from 360 to 310
- HVAP Rounds moving accuracy increased from 0.6 to 0.75; matches the regular weapons
- Scoot and Shoot speed bonus increased from 15% to 25%; Acceleration bonus increased from 25% to 50%
Assault Engineer Squad
Assault Engineers in the early game, combined with the updated Weapon Support Center, could create cheap and difficult compositions to crack in the early game, allowing the US to snowball. We are slightly reducing their close-range damage and increasing their reinforce so it is a little less efficient at the start of the game.
- Grease gun near accuracy reduced from 0.495 to 0.456; matches the standard Engineer Grease Gun
- Reinforce cost increased from 24 to 28
M8 Scott SPG
This puts the Scott in-line with other light vehicle call-ins, delaying the unit and weakening the snowball effect of this unit in smaller game modes.
- Command Point cost increased from 2 to 3
M4A3 Sherman Easy 8 Production
- Command Point cost increased from 0 to 1
Field Repairs
- Command Point cost decreased from 2 to 1
Ranger Squad
- Veterancy 2 rate of fire bonus increased from 25% to 30%
SSF Commando Squad
- Health slightly increased from 100 to 105
Smoke Screen
To incentive this ability against Raiding Flares, we are making Smoke Screen free, but with a long cooldown, giving players who go this option, a readily available smoke drop for major engagements.
- Munitions cost removed
- Recharge time increased from 120 to 180 seconds
Mark Vehicle
- Plane health increased from 2000 to 2500
M1 Pack Howitzer Team
The following change speeds up the fire rate of the Pack Howitzerโs White Phosphorous barrage and gives the projectile more scatter, allowing the damage over time effect to cover a wider area.
- White Phosphorous Barrage wind down sped up from 1.5 to 0.75
- Distance scatter max increased from 7 to 10
M4A1 Sherman Whizbang
The Whizbang took too long to begin its barrage for a unit that had short-range. We are speeding up aim-time and vertical speed, to allow for quicker salvos. We have also sped up the standard barrage and given the long-range barrage similar treatment to other artillery units like the Stuka.
- Rocket launcher vertical traverse speed increased from 15 to 45
- Standard barrage reload time sped up from 0.675 to 0.5
- Ready-aim time reduced from 0.25/0.675 to 0.25/0.375
- Long-range Barrage no longer shares a cooldown with the main barrage
- Long-range Barrage cost increased from 35 to 50
Side Skirts
The following change is to help extended plays with the upgraded Panzergrenadier and Luftwaffe Kompanie. Previously, units like the StuG and Wirbelwind lacked their primary scaling upgrade for the mid-late game resulting in them dropping off unless the player could purchase both the Panzer Kompanie in addition to the Side Skirts upgrade.
- Now available in Luftwaffe or Panzergrenadier Kompanie buildings after Support Elements has been upgraded
- Now benefits the Panzer IV Command Tank
MG 42 Machine Gun Team
- Suppression increased from 0.01 to 0.0115 per bullet.
Panzergrenadier Squad
With the veterancy changes, Panzergrenadiers were disproportionally impacted as they lost a number of key bonuses. We are bringing back some of their offensive potential by boosting their Veterancy 2 bonus. We have also adjusted the penalties during Automatic Fire, allowing the unit some mobility during the early stages of the ability.
- Veterancy 2 rate of fire bonus increased from 25% to 35%
- Automatic Fire speed penalties decreased from 60 minimum and 85 maximum to 35 minimum and 70 maximum
Flakpanzer IV Wirbelwind
The increase in far accuracy is meant to improve the Wirbelwindโs performance against infantry when dueling with units such as Anti-Tank Guns (ATGs) or anti-tank infantry.
- Far accuracy increased from 0.37 to 0.4225
StuG III G Assault Gun
We have slightly increased the penetration of the StuG III at distance as the unit is intended to counter medium tanks in head-on engagements
- Weapon penetration increased from 250/180/160 to 250/200/180
Panzer IV Medium Tank
Focused Fire has been reworked to now grant the unit a high rate of fire bonus with no penalties when activated but now comes with the caveat of the unit becoming slowed afterwards, leaving it vulnerable if it cannot win or escape from an engagement.
- Focused Fire ability reworked: Now provides +40% rate of fire for 15 seconds. Once the ability duration has been completed, the unit speed and rotation rate is 50% slower for 15 seconds afterwards.
Stumpanzer IV Brummbar
The Brummbar was too effective against vehicles on direct hits due to its penetration and high damage. We are reducing its damage and weapon penetration to make the unit less effective against enemy vehicles, particularly those with higher armor values.
- Now has a 25% damage penalty against vehicles dealing only 120 damage from 160
- Penetration reduced from 120 to 80 at all ranges
Tiger Heavy Tank
This change standardizes both Tiger tanks and gives the Wehrmacht Tiger a viable ability. The previous ability was unnecessary due to the Tigerโs high anti-infantry damage from its main gun.
- Timed Fuze Shot replaced with S-mine Launchers
Artillery Officer
- Manpower cost reduced from 280 to 250
Coastal Reserves
- Build-time bonus increased from +25% to +33%
- Sandbags now build at the same speed of all other infantry prior to their bonus build speed
Designate Defensive Line
Designate Defensive Line is gaining a boost to improve nearby bunkers to make this ability synergize with other elements of the Coastal Battlegroup.
- Now affects nearby bunkers
Obice da 210/22 Artillery Emplacement
This change brings the Obice up to the levels of other howitzers. Originally it was meant to be lower due to items like the Command Bunker boosting it, but its large hitbox made it very easy to destroy with counterbattery fire.
- Veterancy 3 damage reduction increased from 15% to 30%
Fallschirmpioneer Squad
We have made changes to the GrB, improving its anti-garrison and anti-cover performance, pushing the weapon into the role of a long-range flamethrower, meant to dislodge units from cover. We have also reduced the cost of the MG 15 that reflects its current performance and the competition it faces with the GrB.
- MG 15 Light Machine Gun cost reduced from 90 to 80 munitions
- GrB far aim-time modifier reduced up from 1.25 to 1
- GrB far damage increased from 0.1 to 0.2
- GrB now deals +33% damage against units in heavy and light cover
- GrB bonus damage against units in garrison increased from 50% to 100%
Stuka Loiter
We are reducing the damage of most anti-tank loiters so follow-up is required to capitalize on the damage while retaining the abilityโs fast projectiles.
- Anti-vehicle plane bonus damage against vehicles reduced from 125% to 40%
- Anti-vehicle strafe no longer pins or suppresses infantry.
Panther Heavy Tank Production
- Command point cost increased from 0 to 1
Wespe SPG
The Wespe had an issue where the regular barrage was more effective than intended. This change has been reverted and Tracking Barrage has also been adjusted to be less accurate, cost additional munitions, and the projectile will take longer to hit the target. The fuel cost has also been increased as this unit only requires Command Points to unlock.
- Regular barrage angle scatter reverted from 5 to 8
- Regular barrage distance scatter max reverted from 7 to 12
- Regular barrage scatter offset reverted from 0.125 to 0.3
- Tracking barrage angle scatter increased from 4 to 6
- Tracking barrage distance scatter max increased from 5 to 8
- Tracking barrage distance scatter offset increasd from 0.125 to 2
- Tracking Barrage cost increased from 35 to 50 munitions
- Tracking Barrage now always fires at a High Angle, increasing the time it takes for shells to arrive on target
- Fuel cost increased from 60 to 75
25-pounder Base Howitzer – Forward Observer Barrage Ability
The base howitzer was ineffective against stationary targets, having a long delay prior to firing, limited payload, and slow rate of fire. To address these issues, we are increasing the number of shells, speeding up how quickly the base howitzer starts firing, and increasing its rate of fire.
- Now starts deployed and no longer needs to teardown to face targets
- Reduce ready aim time reduced from 2 to 0.125
- Fire-aim time set from 0.125 to 0
- Updated weapon to now have an area of effect damage model cap of 4 from 3
- Far damage increased from 0.15 to 0.2
- Barrage count increased from 6 to 8
- Wind down decreased from 2 to 1
- Reload sped up from 3.5/4 to 2.5/2.75
Light Vehicle Training
We have adjusted this upgrade to focus more on the utility aspect of British light vehicles which rely on their abilities, while still providing a considerable offense bonus.
- Accuracy, Rotation, and acceleration bonuses replaced with the following: +25% rate of fire and +25% ability recharge
Infantry Section
Infantry Sections are having their close-range damage and their Base of Fire bonus increased to make it harder to rush Sections when they are in good positions, particularly during that early-to-mid game phase. We have also adjusted the Boys AT rifle so it benefits more from rate of fire bonuses that unit gets at later veterancy levels.
- Lee Enfield near accuracy increased from 0.69 to 0.725
- Revolver near accuracy increased from 0.73 to 0.7665
- Scoped Rifle near accuracy increased from 0.76 to 0.798
- Base of Fire accuracy bonus increased from 15% to 20%
- Boys AT Rifle Fire-aim time of 0.5/1 removed.
- Boys AT Rifle weapon cooldown increased from 2/2.5 to 2.5/3.5
Platoon Command Post
We are reducing the initial manpower cost of the Platoon Command post to make it easier for the British to reach their next tier structure in the early game.
- Manpower cost reduced from 240 to 200
M3 Stuart Light Tank
Due to the unlock requirements that makes the first Stuart expensive for a light vehicle, we are reducing its fuel cost per unit reduced.
- Fuel cost reduced from 45 to 40
CMP 15CWt Truck
We are reducing the manpower cost of the CWT truck because the unit requires munition upgrades to reach its full potential.
- Manpower cost reduced from 240 to 200
- Population cost reduced from 5 to 4; affects all variants
Foot Guards Section
- Veterancy 2 rate of fire bonus increased from 25% to 30%
17-pounder Anti-tank Gun
17-pounders and units equipped with this weapon are receiving a penetration buff to allow them to reliably penetrate Axis heavy armor except at the longest ranges.
- Penetration increased from 340/320/300 to 400/375/320
Gurkha Rifle Section
- Thompson damage increased from 4.5 to 5
Heavy Machinegun Nest
We are reducing the cost of the British HMG nest to make it easier to set-up defensive positions.
- Manpower cost reduced from 250 to 200.
Archer Tank Destroyer
The Archer is receiving a cost reduction due to its low health and vulnerability to anti-tank weapons. We now also allow this unit to fire on the move like other fixed gun tank destroyers.
- Fuel cost reduced from 110 to 95
- Can now fire while moving
- Penetration increased from 340/320/300 to 400/375/320
17-pounder Emplacement
- Penetration increased from 340/320/300 to 400/375/320
Sangar Defensive Wall
- Build time reduced from 20 to 16 seconds.
Naval Bombardment
- Command Point cost increased from 4 to 7
Assault Flares
- Command Point cost increased from 2 to 5
Command Support Section
- Veterancy 2 ability recharge bonus moved to veterancy 3 and increased from 25% to 50%
- Veterancy 2 now grants +20% weapon accuracy
M1 Pack Howitzer Team
- White Phosphorous Barrage wind down sped up from 1.5 to 0.75
- Distance scatter max increased from 7 to 10
Centaur IV Medium Tank
We have adjusted the Centaur to now require the Company Command Post. In exchange, this allows us to reduce the cost and population of this unit and have room for further improvement if required.
- Now built at the Company Command Post rather than being called-in
- Command Point cost reduced from 4 to 1
- Cost reduced from 360 manpower and 90 fuel to 320 manpower and 80 fuel
- Population cost reduced from 12 to 10
- Veterancy 2 turret traverse bonus replaced with +15% rotation speed
Typhoon Anti-tank Loiter
The Typhoon Anti-tank Loiter suffers from its inability to hit moving targets due to the lack of area of effect damage, slow projectile speed, and the rockets having a predictable line. Changes have been made that reduce raw damage but increases area of effect damage and the unpredictability of rocket scatter will ensure enemy vehicles in the area take some damage from this ability, even when moving.
- Area of effect no longer has damage drop off
- Damage reduced from 100 to 60
- Rocket scatter increased from 4 to 20
- Projectile speed increased from 100 to 150
Rigorous Vehicle Training
- Veterancy rate bonus rate increased from 25% to 33%
Engineer Detachments
We are increasing the Command Points required for this ability as it made it too easy for players to mass and replace Royal Engineers in the early game.
- Command point cost increased from 1 to 2
Churchill IV Heavy Tank and Churchill Black Prince Veterancy Ability
We have added a new ability to the Churchills that allows them to restore some of their health, allowing these vehicles to quickly get back into the action or recover health after probing the enemy line. This falls in line with the Churchillโs role as a durable platform.
- New ability – Emergency Combat Repairs – Disables the main gun and reduces speed by 50% for 12 seconds. Once the duration ends, the unit gains +320 health. Replaces Vehicle Critical Repair
- Black Prince veterancy 3 adds an additional 120 to the healing; replaces previous veterancy 3 bonus regarding Vehicle Critical Repair
Churchill IV Heavy Tank
- Manpower cost reduced from 440 to 400
Churchill Black Prince Heavy Tank
We want to distinguish the Black Prince from other heavy tanks where it is one of the slowest vehicles in the game, but still has an advantage over the faster Tiger. We have made changes to side armor and now the unit cannot be slowed by Crew Shock critical. We have also adjusted the unit to lean more towards the anti-tank role, but it will still pose a significant threat to enemy infantry through stronger machine guns and general main gun damage output.
- Side armor increased from 240 to 340
- Now immune to Shock Criticals
- Reload speed sped up from 6 to 4.5/5
- Area of effect mid distance reduced from 1 to 0.75
- Area of effect damage reduced from 0.6/0.33/0.1875 to 0.5/0.33/0.15
- Command Point cost increased from 10 to 11.
Crusader AA Medium Tank
The Crusader AA is receiving a significant number of changes to correspond with its shift to the Company Command Post. These changes increase the unitโs firepower to enforce its role as an end-game anti-infantry unit.
- Fuel cost reduced from 80 to 70
- Damage increased from 20 to 30
- Fire aim-time of 0.125 removed
- Accuracy increased from 0.5/0.4/0.3 to 0.5/0.45/0.375
- Reload frequency from 7 to 9
- Area of effect damage reduced from 1/0.75/0.5 to 0.66/0.5/0.33
- Now built at the Company Command Post rather than being called-in
- Command Point cost reduced from 4 to 1
Repair Assembly
- Position swapped with the Crusader AA Medium Tank
Panzerpioneer Squad
We have made changes to the GrB, improving its anti-garrison and anti-cover performance, pushing the weapon into the role of a long-range flamethrower, meant to dislodge units from cover. The weapon is also available earlier due to its high cost and the limitations of it being on a support unit.
- GrB 39 Grenade Launcher no longer has tech requirements; available at the start of the game
- GrB far aim-time modifier reduced up from 1.25 to 1
- GrB far damage increased from 0.1 to 0.2
- GrB now deals +33% damage against units in heavy and light cover
- GrB bonus damage against units in garrison increased from 50% to 100%
Panzergrenadier Squad
- Mechanized Advance duration increased from 15 to 30 seconds
Assault Grenadier Squad
- Veterancy 2 rate of fire bonus increased from 25% to 30%
Guastatori Squad
- Veterancy 2 rate of fire bonus increased from 25% to 30%
2.5 Tonne Medical Truck
- Population reduced from 5 to 4
Pak 38 Mechanized Group
- Cost increased from 275 to 300
Walking Stuka Rocket Launcher
We are increasing the cost of the Stuka to make it harder to obtain and replace while still retaining its high damage output.
- Fuel cost increased from 70 to 85
Panzer III Medium Tank
We have made changes to the Veterancy 1 ability of the Panzer III to better fit the Afrikakorpโs mobile gameplay. The updated ability now encourages aggression before disengaging from the combat whereas the previous ability would slow the Panzer III.
- Turret traverse speed increased from 37.5 to 45
- Rapid Fire ability reworked: Now provides +40% rate of fire for 15 seconds. Once the ability duration has been completed, the unit will fire 50% slower for 15 seconds afterwards.
Semovente da 75/18 Assault Gun
The Semovente is receiving major adjustments to improve its anti-armor and anti-infantry performance to improve its efficiency against both target types. Prior to these changes, the unit had to compete with specialist vehicles in the DAK roster while having all the weaknesses of a fixed weapon with mediocre firepower.
- Manpower cost reduced from 300 to 280
- Penetration adjusted from 110/140/180 to 150/150/150
- Reload sped up from 3 to 3/3.5
- Barrage weapon damage increased 100 to 120
- Barrage reload sped up from 3.5/4 to 1.5/2
- Barrage area of effect damage changed from 1/0.15/0.05 to 0.35/0.3/0.25
- Barrage area of effect distance from 1/.25/4 to 0/1.5/5
- Barrage area of effect model damage limit increased from 3 to 4
- Barrage deflection damage reduced from 0.5 to 0.25
- HEAT Rounds renamed to Target Weak Point
Anti-tank Incendiary Munitions
This change is being done to make the damage over time less punishing to higher health vehicles such as heavy tanks.
- Burn damage reduced for 2% maximum life per second to 1.5%
Armored Support Stuka Anti-tank Loiter
We are reducing the damage of most anti-tank loiters so follow-up is required to capitalize on the damage while retaining the abilityโs fast projectiles.
- Bonus damage against vehicles reduced from 125% to 40%
- No longer pins or suppresses infantry.
Heavy Machinegun Nest
These changes put the machinegun bunker in line with other defenses, able to cover a wide area at a low cost, but not able to immediately pin down enemy units. We have also fixed the issues regarding Prepared Positions which can be found in bug-fixes.
- Cost reduced to from 220 to 200 MP.
- Suppression rate reduced from 0.02 to 0.012
- Weapon Firing cone increased from 75 to 125
We are continuing to gradually roll out improved or new map objects into our maps. These new assets will be available in the Essence Editor for our Community Mappers to also make use of. If you are at all interested in creating your own maps for Company of Heroes 3, be sure to check out our tutorial series, or jump into the CoH3 map-making channel on the Official Discord.
Included in this update are the following:
- Various VIS (non-interactive) modular building components, including ladders, railings, searchlights, vents, fans, doors and windows, to better enable the construction of custom German bunkers
- Further aqueduct assets have been added for flexibility
- Railyard cover, including piles of railway sleepers and spare rails will provide large sections of heavy cover in industrial maps
- A new, damaged barbed wire variant has been added to better sell areas of crushed wire
- The British tank trap (ice cube) has also been added as a cover object
- Autumnal foliage has now been rounded out with a number of small trees and bushes to complete the set. There are still plans to make autumnal vistas for Out of Bound areas, but this is to be expected in future updates
- Fixed an issue with the US 75mm Halftrack where the cool down of barrage ability could be bypassed.
- Captain Retinue will now use the rally point of the Headquarters when granted for free on construction complete.
- Fixed an issue where veteran Stummel Halftracks could not fire their abilities if using them at maximum range.
- Fixed an issue where the Artillery Officer Veterancy 3 Observer Overwatch bonus tooltip was incorrect. Corrected from 5 to 7.5.
- Garrisoned HMGs are now required to finish their current weapon setup before switching windows.
- The Obice will now appear in end of match statistics.
- Tactical map shields for hovered or selected production buildings now have unique icons.
- Fixed an issue where models not hit by the Panzerpioneer Stun Grenade would still be able to fire, despite the entire squad being affected by the stun penalties.
- Very short-range infantry abilities that are cast by individual soldiers in the squad will no longer get stuck if the squad is so spread out that the caster(s) are not close enough when the squad reaches the target.
- Fixed an issue where quitting while waiting to observe a match locks the game.
- Prepared Position from Italian Infantry no longer stacks damage reduction on the HMG Nest.
- Resolved an issue making vehicle physics apply inconsistently to vehicles in some specific cases.
- Updated the 221 Armored Car’s Panzerbuchse projectile. Auto-fire now uses an updated tracer while Critical Shot uses the standard White Phosphorous Smoke Trail.
- Fixed passive abilities not activating on unload if the squad was spawned directly inside a building or vehicle.
- Sped up towing approach by removing unnecessary wait for target weapon teardown.
- Casemate/Fixed Gun Vehicles – corrected an issue where right clicking behind for reverse commands would result in driving forward and turning around to get to destination.
- Fixed an issue where Panther Mark Target could affect friendly units.
- British Anti-Tank Rocket Loiter will stop marking their targets as soon as the loiter is over instead of waiting until the planes leave the map.
- Camouflaged Heavy Weapon crews such as the LG40 Anti-tank Gun, PAK 40 Anti-tank Gun, and German MG 42 Machine Gun will no longer reveal themselves by attacking enemies with crew weapons. Only the main weapon will fire at enemies from camouflage, and even this can be toggled off with “Hold Fire” to wait for the right moment to strike!
- Fixed a case where detaching towed team weapons causes it to teleport.
- Fixed an issue where veteran BL 5.5-inch Artillery Emplacements could not fire out to its maximum range.
- Fixed an issue where the 2-pounder got less health then intended from Veterancy 1
- Fixed an issue where the Afrikakorps Panzer IV Command Tank Armored Leadership ability vanished at Veterancy 3.
- Tank traps and barbed wire now only block pathing when fully constructed.
- Allowed building closer to the edges of bridges and slopes, to aid with field defense placement.
- Road Blocks sim box sized has been shrunk down to more appropriately fit its model, allowing easy layering of things like barbed wire nearby.
- Barbed Wire width sim box increased from 1 to 1.3 to assist with preventing infantry from blocking entrances/doors to buildings.
- Fixed Forward Observer Artillery Barrage failing to fire if the unit is moved quickly after using the ability.
- Fixed transferred squads from Infanterie Kompanie not moving to rally point.
- Heavy Machinegun suppression no longer applies to squads behind shot blockers
- Special Operation Mark Target now always keeps the enemy target vehicle revealed, even if it would be camouflaged while the ability is active.
- Fixed the Kettenkrad’s communication cables ability sometimes not working when the player had multiple Kettenkrads with communication cables upgrades.
- Fixed an issue where the “Brewed Up” US Accolade challenge would not trigger correctly.
- Fixed an issue where Ultra-Light Vehicles could pass through certain unintended objects if they were owned by the same player, such as buildings and wrecks.
- Fixed an issue where Skirmish mode A.I. would use US Special Forces company “Supply Drop” repeatedly on their HQ.
- Fixed an issue with paradropped M1919 Machine Gun Team from the US Airborne Battlegroup would deploy missing one of the squad members, causing the whole squad to get stuck.
- Fixed an issue where the Infantry Reserves ability from the German Luftwaffe battlegroup did not apply to Fallschirmjรคger Squads and LG40 Anti-tank Gun Teams created after the ability is unlocked.
- Fixed squads moving to their target’s location after destroying it when targeting abandoned team weapons.
- Fixed an issue where a crash would sometimes occur after purchasing an item from the store.
- Fixed campaign missions showing unlock rewards for Companies that are already available.
- The Observer Lock Down ability challenge can now be completed properly.
- Replaced Pheasants in Gazala mission with Africa-tinted 17 Pounders, which are more appropriate.
- 222 Armored Car now gains the Hit and Run ability in singleplayer
- Fixed the game crashing when a new battle plan was selected very quickly after confirm was clicked when starting a new Italy Campaign.
- Fixed an issue during the mission Wreckoning where vehicles recovered during the mission by the British would show American or German crews rather than British crews.
- Fixed an issue in mission Signals Crossed where the first Panzer III had the incorrect machine gun upgrade.
- Fixed heal target ability disappearing after loading game in Calabria
- Fixed Master Mechanics always healing Companies.
- Campaign map towns with upgraded resource production now display the correct resource gain
- Fixed the Italy Campaign sometimes soft locking when emplacements under construction were destroyed via Partisan ability.
- Fixed an issue that caused the “Behind Enemy Lines” upgrade on US Airborne Companies to not trigger its effect.
- Fixed an issue that caused Afrikakorps Assault Grenadiers to fail to throw their smoke grenades in single player campaign.
- Fixed multiple speech audio playing during supply drop ability.
- Engines should be heard now when loading a skirmish from a save file.
- Fixed projectiles with delayed detonation continuing to play their falling “whistling” audio even after landing on the ground.
- Stopped the projectile sound from playing after it landed and added a pre-explosion warning sound.
- Fixed an issue where some grenades such as the Panzergrenadier’s “Bundled Grenade” would trigger the warning audio cue for enemies too late to effectively respond to it.
- Fixed doubled up visuals for flamethrowers.
- Fixed visual for M4A3 Sherman Easy 8 to use the correct suspension system
- Adjusted the atmosphere on Shoreline Cleanup from a 90 second transition to a 1200 second transition, preventing clouds from flying by at Mach speed.
- Updated the intro cameras on Anzio Defend mission, which was automatically zooming into the ground at the start of the mission.
- Fixed Indian Artillery Company in Italy Campaign sometimes not playing their attack animations.
- Fixed malaria mosquito swarm vfx going missing upon loading a save game in Italy Campaign during the event.
- Fixed random terrain decals flickering when zooming in or rotating the camera in some maps
- Rally flag FX speed tuned to be a bit snappier.
- Fixed crate sets that were leaving floating crates once destroyed.
- Updated the quality of the healing FX
- Fixed Gurkha Rifle Sections showing attack ground when using grenade abilities. Also fixes Grenade Assault animation to move weapon to other hand correctly.
- Fixed satchels sticking to team weapons.
- US Forces Vehicle portraits have been adjusted to more accurately represent the default green skins of their in-game models.
- Fixed capture point circles not matching team colour when in observer mode.
- Fixed shaky Boys AT Rifle fire animation.
- Fixed an issue where Steady Fire for the Bazooka Team did not properly update the reticule range at Veterancy 3.
- Updated explosive projectiles (including artillery, rockets and satchels) to now damage nearby buildings in their area of effect. Previously, buildings received health damage, but no visual damage to the structure itself unless hit directly.
- Vegetation shadows are no longer blocky on the low shadow setting
- Fixed a visual issue where Churchill tanks were sometimes missing wheels inside their treads.
- Fixed a visual issue with several weapons including mortars and some tank turrets that would cause muzzle FX to appear before the shell left the barrel of the weapon.
- Fixed a visual issue that would cause resource caches to flicker for a moment when destroyed rather than play their correct destruction animation sequence.
- Fixed an issue where one of the soldiers in a mortar squad would vanish if the squad became pinned in the middle of setting up or tearing down the weapon.
- Added status decorators to strategic points when under the effects of buffs or debuffs
- Cleaned up the reticules on the campaign map hospitals to use the correct reticule when selected.
- Fixed Advanced Landing Fields text.
- Fixed out of range text for paradrop ability.
- Fixed an issue where sometimes the FX flag for setting a rally point would not appear correctly.
- Fixed a tool-tip bug for Transfer Stations displaying the incorrect amount of resources being exchanged for medium and high munition points.
- Fixed an issue in Campaign where the upgraded version of Advanced Air Reconnaissance did not properly provide vision.
- Adjusted leaderboard column widths and added tooltips to column headers.
- Fixed an issue where a player’s custom lobby was visible in the list of joinable matches after they quit the lobby.
- Fixed an issue where incorrect stats would appear when viewing a player’s profile page from the leaderboard.
- Fixed not being able to return to a skirmish lobby after looking at the Loadout.
- Improved performance when camera movements caused squads to be moved in and out of the camera view.
- Updated North African campaign text for Korean so the line breaks don’t conflict with the translations.
- Corrected the alignment of the player’s country icon in the leaderboards.
- Fixed an issue where targeting reticules would linger when casting Battlegroup abilities offscreen using the minimap.
- Fixed disabled status of search box and bar when not viewing global leaderboards.
- Fixed the tooltip for the Flammpanzer III which incorrectly stated it gave 0.8 damage at veterancy 2 and 3 and not 0.75
- Fixed a leaderboards issue where clearing the search box would not trigger the default behavior of searching for the current user.
- Fixed an issue in the leaderboards where the player’s row would sometimes not be shown below the first page of results.
- Fixed an issue where the “Level” icon in the leaderboards would sometimes be smaller than expected.
- Fixed not being able to leave the leaderboards if accessed from the post-match screen.
- Updated entity hover over tool-tip card – such as building – to be in-line with infantry and vehicle squads.
- Fixed truncation of visual elements in the infantry skills window.
- Fixed text formatting error in news feed articles.
- Fixed a bug where toggling screenshot mode on and off would cause a pending settings change next time you open the menu
- There were fixes to the binding of the keys NumLock, Pause, and ScrollLock.
- Added an alert explaining why a save cannot be loaded
- Fixed an issue where new item pips sometimes do not get displayed on the Loadout tab
- Disabled command panel hotkeys while viewing Loyalty and Skills menus on the Campaign map
- Fixed an issue where hitting “Ctrl+A” in a text box would delete the text that was entered.
- Fixed an issue where selected text was not rendered correctly.
- Fixed an issue where the selected text in a text-entry field could be deleted when toggling fullscreen mode.
- British Field Infirmaries now appear on the Minimap and Tactical Map in the player’s color.
- Fixed an issue where the total time displayed while observing a match wouldn’t smoothly increment.
- Fixed alignment of resource and population values in Tournament mode in a replay or observed match.
- The performance of the tactical map during late game has been improved.
- Changed chat disabled warning to appear as soon as you begin to type in chat
- Fixed the “Error Connecting to Profile” screen appearing behind the profile
- Enabled Skirmish screen to save A.I. difficulty choice between sessions
- Corrected map preview icons – starting points, territory points- to be where they should be
- Swapped Mission Select and Skirmish options on the Single Player home page for better visual consistency with the Skirmish page.
- Fixed visual feedback for vehicle Engine Damage.
- Fixed a case where the construction placement preview indicates failure even though the actual construction ghost shown is in a valid position and orientation.
- In the Co-op vs A.I. loading screen, when the human team are in slot 2, A.I. team member names were displayed as duplicates of the human team player names. A.I. team members now display their correct names.
- Fixed match stats displaying the wrong A.I. Battlegroup choice.
- In the post-match stats, Anti-tank Bunkers will now display how many are produced/constructed and its total damage and kills.
- Unit and call-in tooltips now use a bullet point format to highlight key strengths of the unit.
- Fixed an issue where searching leaderboards would briefly show incomplete results.
- Players can now change the sort order of their chosen sorting option in the Observer Mode Game List
- Fixed an issue where the Command Point progress bar would not update in Replays or Observer mode.
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