#Relic har släppt en uppdatering till #Company of Heroes 2. Den stora nyheten med Aftermath, som uppdateringen kallas, är att man inför egna så kallade battle servers för multiplayerspelande, vilket ska eliminera de laggproblem vissa drabbats av på grund av brister i den tidigare multiplayerlösningen.
Tidigare anslöt spelarna direkt till varandra för att spela online. En stor brist vara att alla spelare drabbades om någons dator eller uppkoppling inte hängde med, detta för att allt var tvunget alla var tvungna att vara i synk. Med fristående multiplayerservrar slipper man detta problem.
Uppdateringen bjussar på en handfull andra trevligheter, som att surrender-systemet arbetats om för att förenkla för den som ger sig under match, den nya community-kartan "Crossing in the Woods", med mera. Hela changeloggen hittar du nedan, och en sammanfattning av Aftermath i filmform ytterligare en bit ner.
Updates for February 18th, 2014
Implementation of the Battle Servers
Improvements to the Surrender User Interface
MP Map selection improvements
Various Bug Fixes
Added community member OnkelSam's “Crossing in the Woods” 2 - 4 player map
AI will no longer detects or attacks mines.
AI will no longer use artillery against targets in the fog of war it has never seen before.
Skirmish AI will now garrison buildings more often.
Skirmish AI will repair bridges and destroyed HQs if it has an engineer nearby.
Skirmish AI interrupts the ambient tactic behaviours much less.
AI will cause team weapons to tear down less often.
Increased retreat and avoidance delays for all AI difficulties.
Command Point Pacing
We wanted to improve the early game ebb and flow by slowing down unit progression. This reduction in progression better highlights the intricate tactics at each stage of the game.
Mortar half-track from 1 CP to 2 CP
Jaeger Infantry Package from 2 CP to 3 CP
Ambush Camouflage from 2 CP to 1 CP
Panzer IV Command Tank from 7 CP to 8 CP
PAK 43 from 7 CP to 8 CP
LeFH 105mm Howitzer from 7 CP to 8 CP
Tiger from 9 CP to 10 CP
Stun Grenade CP cost from 2 to 1
M-42 AT Gun from 1 CP to 2 CP
Dshk HMG from 1 CP to 2 CP
120mm Mortar from 1 CP to 2 CP
Shock Troops from 1 CP to 2 CP
Guard Troops from 1 CP to 2 CP
Conscript Assault Package from 2 CP to 3 CP
T34-85 from 7 CP to 9 CP
B4 203mm Howitzer from 7 CP to 8 CP
ML-20 Howitzer from 7 CP to 8 CP
IS-2 from 9 CP to 10 CP
Incendiary Artillery from 6 CP to 7 CP
KV-1 from 7 CP to 8 CP
Partisan Tank Hunters from 1 CP to 2 CP
Units and Abilities
Better align unit performance with its effectiveness in game. A few notable changes include: reduced lethality on the IL-2, it still has the capacity to wipe out a squad but should be a bit more forgiving now. Combat engineers saw a price decrease to better reflect their in-game value. S-mine fields had a few adjustments to increase their viability as well.
No longer requires Battle Phase 2 to be constructed
Conscript Assault Package
Cost from 10 MU to 30 MU
Conscripts now get 3 PPSH sub machine guns
Precision strike now deals the same amount of damage as the main barrage weapon
Added angle and distance scatter to B4 Precision Strike to bring it in line with similar abilities
IL-2 Sturmovik Attack
Damage from 20 to 8
Target lead in distance from 16 to 12
Target lead out distance from 8 to 10
Cost from 240 MU to 180 MU
Cost from 80 MU to 60 MU
Build time from 40s to 10s
Mine spacing from 13 to 7
Mine field can now be rotated to better enable placement
M5 Anti-air Package
Cost from 90 MU to 120 MU
Damage from 4.8 to 8
Cost from 40 MU to 30 MU
222 Armored Car
20mm cannon damage from 25 to 20
Upgrade cost from 70 MU to 55 MU
Target Weak Point
Target weak point now multiplies penetration by 2 rather than setting it to a static value of 1000
Brummbar target weak point cost from 30 MU to 40 MU
Cost from 240 MP to 210 MP
Cost from 30 MU to 40 MU
Tiger Ace and Soviet Industry were not consistent in terms of value relative to other commander abilities within the game. They were adjusted to better bring them in line while maintaining their unique flair and additional tactical and strategic value to the game. The Tiger Ace has had its extreme damage and health values removed to bring it in line with other units. It now contains the veterancy modifiers granted to a vet 3 Tiger I, maintaining its threat on the field. Soviet Industry has been moved to 3 CP. This reduces the impact of the commander to the early game preventing extremely early vehicle rushes. The increased CP pacing on this ability also makes the commander less punishing, as early manpower attrition is significantly less debilitating to the commander.
Tiger Ace cost from 0 MP to 800 MP
Tiger Ace command point cost from 16 to 14
Tiger Ace no longer reduces all resources to 0. It now reduces MP by 25% and fuel by 90% until the Tiger Ace is destroyed
Tiger Ace previous veterancy modifiers replaced with Tiger veterancy modifiers; this removes the double health and damage in exchange for faster rate of fire, improved accuracy, and improved mobility. Tiger Ace retains its increased sight range and lethal coaxial/hull machine guns
Tiger Ace base acceleration/deceleration from 1.4/3 to 1.8/3.9
Tiger Ace base max speed from 3 to 3.9
Tiger Ace has gained the Target Weak Point ability to chew through enemy armor, drastically increasing its weapon penetration and stunning enemy crews
Model 24 Stun Grenade cost from 15 MU to 20 MU
Troop training recharge time from 2s to 30s
Troop training cost from 55 MP and 20 FU to 80 MP and 25 FU
Soviet Industry CP cost from 0 to 3
Units in garrisons were too vulnerable to small arms fire, reducing the desirability of garrisons. We want to better align the initial goal of softening garrison cover without removing its tactical value.
Small arms damage modifier vs. garrison cover from 0.65 to 0.55
Small arms accuracy modifier vs. garrison cover from 0.65 to 0.55