

V1.7 UPDATE

GENERAL CHANGES

Base Structure Rotation



Soviets engineers and Wermacht Pioneers will be able to select the rotation of base buildings to allow players to optimize paths, as well as create unique layouts! Many thanks to community member Capiqua for implementing this functionality for the balance team.

Retreat Point Decongestion



Retreating infantry now stop their retreats within 10 yards from the respective armyâs HQ. This applies to the following armies:



Soviets

Wermacht

OKW (already applied in a previous version)

UKF



For USF, due to their USF base layout, retreating infantry will stop within 5 yards from the closest weapon rack.



To optimise healing performance, Wermacht players are strongly advised to place their healing bunkers as close to the broad side of their HQ as possible.

Handbrake Ability



Handbrake cooldown between toggle reduced from 1 second to 0.125 seconds (instant)



SOVIETS

T-70



We found that the projectile QoL change we added to the T-70 (projectile ignoring elevation), was causing the targeting system to become extremely unreliable, making it very difficult (and unintuitive) to get good performance out of the unit.



Moreover, we are improving the targeting of T-70 (distance_scatter_offset), so that it doesnât overshoot by as much as it currently does. With the previous targeting profile of the T-70, it was very difficult for the T-70 to engage infantry targets that were moving towards the T-70 (e.g., to faust it). This made kiting infantry particularly difficult to pull off.



Terrain-ignoring projectile QoL change reverted (this increases T-70 reliability)

Distance scatter offset reduced from 0.25 to 0.15 (this improves targeting)



WEHRMACHT

Medkit Ability (veterancy 1)



To put Wermacht Medkit cost more in-line with other healing abilities, we are reducing their cost.



Munitions cost reduced from 20 to 15



OKW

Panzer 2 'Luchs'



We are increasing the consistency of the damage output of the Luchs by eliminating sources of inconsistency other similar units do not normally suffer from.



We are increasing the moving accuracy multiplier the Luchs gets at Vet2, to compensate for the reduction of the base accuracy we introduced in the balance patch..



We are making the main gun of the Luchs ignore suppression modifiers of the target unit. This is to make the performance of the Luchs consistent with non-accuracy-based anti-infantry units (e.g., T70/Ostwind).



We are increasing the performance of Luchs when it closes in on enemy squads. With this change, the Luchs will ignore cover of nearby infantry units if driven up within 10m from them, (similar to small-arms fire weapons, i.e. the Point Blank mechanic)



With respect to scaling, we find the Veterancy 5 bonus of the Luchs to be over performing. Thus, we are changing the strong passive suppression of the Luchs to a weaker ability with a cooldown.



Finally, to ensure that Luchs has easier access to the entire array of veterancy bonuses, we are reducing the veterancy requirements to be more in line with other light tanks.



Veterancy 2 main gun moving accuracy multiplier increased from 0.4 to 0.5

Main gun suffers no accuracy penalty for firing against suppressed/pinned squads

Main gun ignores cover if driven within 10m from enemy squad (like all small-arms weapons)

Veterancy requirements lowered from 1170/2340/4680/5850/7781 to 870/1740/3480/4350/5786

Veterancy 5 passive turned to a timed âSuppressive Fireâ ability.

Suppresses enemy squads

10 Munition cost

20 seconds duration

60 seconds cooldown

Reduces main gun damage by -50%



BRITISH

AEC



With the PIATs opening up as an option for Brits, we feel that an AT-only AEC will see very little use. This is because both the PIATs and the AEC are meant to be used defensively. At the same time, fielding an AEC presents the Brit player with a higher risk than simply investing in infantry upgrades that can stay with them until the end of the game.



To avoid restoring AECâs generalist-tank status (which would make AEC-tech an one-way), we are modifying AECâs abilities to make its strengths and weaknesses more pronounced, and allow the AEC to be used more offensively (where PIATs would be lacking).



The new AEC is a Puma-like vehicle, with very little AI. It is supposed to assist infantry pushes with its smoke screen (rather than with raw firepower, as is the case in the live version). As added utility to the British faction, the AEC is supposed to provide the snares the faction, otherwise, lacks.



Compared to the Puma, the AEC has lower range, and worse mobility. However, the AEC makes up for that with better on-the-move accuracy, and better turret traverse. That way, the AEC is meant to be the close-range âflankerâ counterpart to the long-range âkiterâ Puma.



As a final note, we expect that the turret traverse improvements will make it easier for the AEC to line the shots needed to trigger the treadshot âimmobilizeâ critical.



Smoke cooldown reduced from 120 seconds to 40 seconds (puma cooldown is 38 secs)

AEC moving accuracy multiplier increased from 0.5 to 0.6 (only affects the main attack)

AEC turret rotation increased from 35 to 40 (affects both the main gun and the treadshot ability)



