

V1.2 UPDATE

WEHRMACHT

Stug-E



The Stug E has been modified to have lower damage drop-off through AOE Distance to allow the unit to be deal more consistent damage to units that are spread out or are not in cover. This ensures the Stug E can fulfill its role as an anti-infantry vehicle. The Distance scatter ratio has also been modified to make the Stug E more accurate at shorter distances.



The primary reason we are trading AoE radius for reload time is because, although we feel that the Stug-E will become a more micro-heavy unit, when it comes to engaging moving targets, we did not feel that the micro invested per shot was worth it. Thus, we increased the power per-shot and compensated by prolonging the reload cycle.



The scatter ratio change, in particular, will give the player the tactical option to close the distance with the fragile Stug-E to create a wedge on the enemy lines.



AoE radius from 3 to 4

AoE distance from 1/1.5/2.25 to 1.5/2.5/3

Distance scatter ratio from 1 to 0.075

Anti-garrison damage increased

Reload from 4.8 to 6

Fixed an issue where Stug-E was able to fire through obstacles



SOVIET

PTRS Penals



To further emphasize a PTRS Penal squadâs role as a light AT unit, the PTRS anti-infantry damage and accuracy has been reduced to prevent the unit from excelling in both roles. These changes do not affect the PTRSâ performance against vehicles.



Damage versus infantry reduced to 10

Accuracy reduced to 0.06/0.105/0.15



To ensure PTRS Penals are still a major threat to heavier vehicles in the mid-late game, the unit has gained a new ability in the form of a Sticky AT Satchel. This ability does not track targets, but will stick to vehicles should they collide with them. While short-ranged and mainly meant for defense, it pairs very well with AT Grenades, Mines or Guard Button due to its high damage and ability to cause criticals.



The purpose of the sticky AT satchel charges is to give late-game Penal squads to thwart enemy tanks manoeuvering to crush them.



As a consequence, the long fuse time of the satchel charge, combined with the short range can cause a high number of fatalities on the assaulting squad.



Gains Sticky AT Satchel ability with PTRS upgrade.

Sticky AT Satchel

Deals 240 Damage

Causes engine criticals on a smaller radius (1.5)

Guaranteed to cause Engine Damage if the charge âsticksâ on the enemy tank

Causes Destroyed Engine critical (Heavy engine damage) at 10% HP or below

Friendly fire damage set to 50%

Anti-tank satchel shares cooldown with vanilla satchel

Affected by munitions cost reduction at Vet3 (from 45 munitions to 35 munitions)



T-70



The T-70 has received a slight increase to its reload speed to lower its damage potency and allow players to react while maintaining its AOE profile to ensure the unit can deal with squads in the open.



Reload speed increased from 1.8 - 2.2 to 2.1 - 2.5



Quad



The munition cost on the Quad mount has been lowered to better reflect the Quadâs new performance.

Munitions cost from 120 to 100



USF

M20



The M20 has been given hold-fire so players can ensure the M20 does not give away its position either as a scout or mine-layer by firing at enemies within range.

Hold Fire added

M15



Attack ground added



Handbrake added



When using the attack ground command, the M15 will attempt to rotate to face its back to the target. To avoid this kind of behaviour, players are advised to combine attack ground commands with the handbrake ability.



OKW

Panzer 2 âLuchsâ



With the increase of option in Allied light AT that has lowered the Luchâs shock value along with its specialised role as an AI unit, the Luchs has received a slight price reduction to better reflect the unitâs performance and impact on the battlefield.

Fuel cost reduced from 65 fuel to 60 fuel

Flak Half-Track



Fixed an issue where the OKW FlakHT could setup on the move

Fixed an issue where the setup timer would reset (prolong) when given new attack commands

Due to the nature of the bugfix, the setup timer will only be visible in Vet0/Vet1 (where the setup is 4 seconds). At vet2 and higher, the setup timer will no longer be displayed



Bug Fixes

Panzerfaust Bug



We have identified a potential value that might be causing the panzerfaust bug and have modified this value in an attempt to fix it. However, since this bug is very difficult to reproduce, we are asking people to playtest the mod and report if the bug is experienced. Constant vigilance!



-Pak43/Pak40 production bulletin now works (previously did not affect pak43 production time as intended)



-Fixed an issue where the penalties of the Engine Destroy critical would not apply on a vehicle with the Engine Damage critical on

