News Liste Company of Heroes 3

1.6.1 Coral Viper Hot Fix
Company of Heroes 3
11.04.24 16:22 Community Announcements


Today’s hot fix includes some minor multiplayer balance adjustments along with several crash fixes and bug fixes. This is our first set of multiplayer changes following the 1.6.0 Coral Viper update, with additional changes planned for subsequent hot fixes and patches.

General


  • We have implemented a server-side change to alleviate the issue of Automatch Cooldown false positives on PC. We will continue monitoring this system, but please let us know if you encounter further false positives in the days ahead.
  • Fixed several issues that were leading to crashes.

Multiplayer Balance



US Forces



Improved M9 Bazooka Rockets – As this tech is intended to have lower impact than the Browning Automatic Rifle upgrade, we wanted a cost that is closer to the intended power level of this technology.
  • Fuel cost reduced from 40 to 30

Wehrmacht



Grenadier Squad – In general we feel the buffs given to this unit were a bit too much, especially with the power spike timing of their assault package. As such, we are reverting the cost change from 1.6.0 and standardizing the upgrade timing to match other units more closely.
  • Assault Package munition cost increased from 45 to 50
  • Assault Package research time increased from 20 to 30 seconds
  • Sprint now prevents the unit from firing on the move.

Infanterie Kompanie Officer Quarters – The Infanterie Kompanie Officer Quarters is having its price and research time increased to slow down the momentum of Wehrmacht players going this research, and to give Allied players more time to get tools to counter veteran Axis infantry.
  • Fuel cost increased from 25 to 35
  • Research time increased from 30 seconds to 45 seconds

Breakthrough – This battlegroup has been performing a bit too well and we have identified this ability as one of the most egregious ones.
  • Duration reduced from 90 to 60

British Forces



Australian Light Infantry – The Australian Light Infantry are having their short and mid-range power increased to better reflect their early-game role as aggressive, anti-infantry combatants.
  • Accuracy increased from 65/55/35 to 72/61/35 (short/medium/far).
  • Increased Sharpshooter penetration from 1 to 2.

Archer Tank Destroyer – For this unit to hit the field in time to counter big tanks, we’re slightly reducing the Command Point cost.
  • Reduced command point cost from 7 to 6

Bofors Emplacement – As it is pretty expensive and immobile, we wanted to give the Bofors some more presence on the map and increase its general effectiveness versus infantry.
  • Health increased from 600 to 720
  • Reload time sped up from 4 to 3 seconds
  • Area of effect increased from 1 to 2.5
  • Area of effect far damage increased from 0.25 to 0.4
  • Area of effect distance increased from 0.5/0.75/1 to 0.5/1.25/2
  • Area of effect penetration increased from 1 to 5
  • Angle scatter increased from 2 to 5
  • Angle scatter max increased from 2 to 4

Deutsche Afrikakorps



250/3 Funkpanzerwagen - The Funkwagen being able to hide tanks, medical trucks, and Tigers was too powerful. We are removing the ability to camouflage vehicles to make the Funkwagen more infantry and team weapon focused and create less overlap with Operation Skorpion.
  • Can no longer camouflage vehicles within its aura.

Afrikakorps Tiger Deployment Call-In – We love that this unit is seeing more play! However, it is hitting the battlefield too quickly and does not allow enough time for the proper counterplay. We are increasing the cost to make this unit a bit less cost effective. This will also make teching straight for it riskier.
  • Fuel cost increased from 180 to 220

Panzerjeager Squad – We wanted this unit to function similarly to other units in this role like the British Anti-Tank (AT) rifles.
  • Panzerbuchse AT Rifle now deals 50% less damage to buildings; except bunkers.
  • Panzerbuchse AT Rifle deals 75% less damage to destructible ambient objects.

Bug Fixes


  • Changed the visual effects of the Australian Light Infantry Sharpshooter ability to distinguish it from their standard attack.
  • Fixed an issue where certain Team Weapons could not be targeted by infantry or vehicles.
  • Fixed an issue where other players could benefit from the Afrikakorps’ Vehicle Awareness ability, allowing them to detect in the Fog of War.
  • Fixed an issue where Anti-Tank Grenades and Panzerfaust abilities would trigger/finish their animation and then fire once the target has exited the unit's weapon range.
  • Fixed several localization text errors.
  • Fixed an issue where the incorrect menu options would appear during a match.
  • Fixed an issue where duplicate surrender prompts could appear during a surrender vote.
  • Fixed an issue where the Continue button would not appear in the post-match stats screen of the tutorial.
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