Elite Mod set out to achieve three key objectives:

Schedule



Elite Mod 1v1 Tournament

64-slot Single Elimination, $200 prize pool



Saturday, February 1st, 5pm GMT

R1) Angoville

R2) Langres

R3) Semois



Sunday, February 2nd, 5pm GMT

Quarter-Final) Langres

Semi-Final) Angoville

Final) Langres/Semois/Angoville



Each round will be a best-of-three, with the exception of the final, which will be a best-of-five.



Prizes

1. $125

2. $50

3. $25



Show Spoiler



Bug Fixes

- M10 misfire bug fixed

- Stormtrooper exploit fixed

- Strafe no longer usable in base sectors

- BAR multiplier against Knights Cross Holders increased from 0.75 to 0.78 (corrected, incorrectly changed in 2.602)

- Flammenwerfer minimum and maximum damage equalized at 30 (previously minimum = 35 maxium = 30, illogical)

- Hellcat coaxial MG accuracy modifier against snipers fixed from 65 to 0.65

- Snipers will no longer automatically fire on light vehicles





Balance



General:

- Snipers now have a negative zeal radius of 20 (same as pioneer antispam) where recived accuracy modified by 1.5x for each additional sniper



Whermacht:

- King Tiger and Tiger immobilzaion chance from full (green) health by mine explosion removed

- Stuh damage vs base buildings from x1.5 to x1

- Pumas no longer do friendly fire

- Motorbike priority vs snipers = 100

- Flammewerfer damage increased from 30 to 35

- Battle phase (T4 tech) cost from 200mp 50fu to 150mp 50fu

- Wher T4 building cost from 260mp 50fu to 200mp 50fu

- Rangers now come equipped with Ranger M1 Garands instead of rifleman Garands (more accurate)

- Inspired Assault cost from 50mu to 40mu

- Inspired Assault recieved accuracy penalty from 1.5x to 1.25x

- LMG42 search radius increased from 5/5/4/3 to 8/8/6/4 (better vs blobs)

- For The Fatherland recieved damage from 0.7x to 0.8x, recieved accuracy from 0.8 to 0.75 (all weapons slightly more effective at close range but small arms less effective at long range, buff to indirect fire ie grenades/flames)

- FTFL cooldown added +15s

- Whermacht Officer is now purchasable from HQ (still requires T3 tech)

- Blitz grenades reworked: stun effect removed, crits identical to regular gren grenades)



US:

- OMCG now more reliable, will not give both an MG and a mortar at once, higher odds of extra rifle or M8 (removal or mortar and MG from 'step 3' of the unit pool)

- Jeep priority vs snipers = 100

- Jeep damage from 5 to 6

- Jeep damage modifier vs motorcycle from 0.6 to 0.5 (making Jeep/Bike matchup equal to pre Jeep damage buff)

- Calliope can now be interrupted mid-barrage

- RR upgrade time reduced from 45 seconds to 30 seconds

- Ranger veterancy from 12/24/44 to 10/20/40

- Sherman smoke upgrade from 150mp/25fu to 100mp/15fu

- Sherman smoke ability from 50 munitions to 30 munitions

- Rifleman reinforcement lowered from 27mp to 24mp

- Sherman croc can now use tank smoke

- Croc can now upgrade to both dozer and .50 cal

- Croc bulldozer cost from 75 mu to 50 mu

- Croc main weapon 1.5 aim time to 0.1

- Croc damage multiplier against bunkers increased from 0.5 to 1

- Croc area of effect increased from 4 to 5

- Bombing run now drops 8 rockets instead of 4, but each rocket does 100 damage instead of 200 (more even spread)

- Airborne reinforce from 45mp to 40mp (0.72 to 0.64)

- Airborne ATG reinforce from 85mp to 45mp (0.72 to 0.35)





Gameplay

- Squad AI tweaked, will no longer 'dance' into cover (Kolaris)

- XP kickers will continue to be displayed after the last CP unlock



Ladies and Gentlemen, it is my pleasure to introduce the latest rejuvenating modification for Company of Heroes; Elite Mod. For those of you who haven't followed the design process over the last three months, Elite Mod is the culmination of work between Tommy and Kolaris, alongside help from Kiraye and Khorney and input from the entire competitive CoH community to create the ultimate version of CoH.- To bring the game to the most precise point of balance yet- To fix any and all lingering bugs and exploits- To add tactical options and enhance depth by making previously unattractive options more useful, and dialing back 'overpowered' units and tacticsI am proud to say that although there may yet be a few outstanding issues to resolve in the future, the mod has met these aims completely.Of course, the ultimate test to see just how these changes affect the game in real terms is to watch the very best players duke it out in classic 1v1 fashion. To this end, The Frontline Network will be hosting the first Elite Mod 1v1 tournament on the 1-2 February with a livecast of the semi-finals and grand finale at 7pm GMT on Sunday February 2nd.Sign ups will open on Friday 17th January at 5pm GMT in Events Central Sign ups have now opened! http://www.coh2.org/topic/13050/elite-mod-1v1-sign-ups No invites and no reserves- be there or be square! Sign ups will then close the following Friday 24th at 5pm GMT, and the seeds will be published shortly afterwards with more details about the TFN broadcast show.Until then, get out there, and get practicing!Check out the changelog in the spoiler:For any questions about the mod including troubleshooting technical issues, post in the official Elite Mod thread found here: http://www.coh2.org/topic/10886/elite-mod-coh--download-and-changelog