[img]https://clan.cloudflare.steamstatic.com/images//40883127/6d14339e8e99a751bb4461632ec585f434506d9a.jpg[/img] [b]The 1.6.5 PC patch following our Coral Viper update will be releasing in the first week of May[/b], and our team wants to give you a preview of the planned multiplayer balance changes so we can get your early feedback. Overall, we’ve found that the win rates are tightening up with the last round of balance changes (though win rates are only one of several factors we consider in our decision making). Our focus with this update is to buff the lesser used Battlegroup choices to create a wider variety of effective strategic paths. We did a similar preview with our last hot fix and were blown away by the quality of feedback you provided! Just like last time, please review the changes below and let us know what you think. Some feedback we may be able to address before the release of 1.6.5, and everything else we’ll take into consideration for the future. Anything else you feel the power level is too low on? Other critical multiplayer balance issues you would like us to consider? Take a look below and please let us know! - The CoH3 Design Team [h2]Planned Changes [/h2] [h3]General Changes [/h3] [b]Healing and Camouflage [/b] Forward healing and camouflage are powerful tools that were able to re-activate too quickly once the unit had left combat. We are increasing the out of combat duration to make it more difficult to receive healing immediately after encountering the enemy and harder for units to re-camouflage after engagements. [list] [*] Time before they can be retriggered increased from 6 seconds to 10 seconds [*] Healing now only happens when the entire squad is out of combat [/list] [b]Airborne and Breakthrough Smoke Runs [/b] [list] [*] Projectile Speed increased from 0 to 15 [*] Recharge times standardized to 60 seconds [/list] [b]BL 5.5-inch Howitzer, Obice 210, and M2A1 105mm Howitzer[/b] Howitzer emplacements saw minimal use due to their low durability, particularly in artillery duels against mobile artillery. We are partially reverting the health nerf to allow emplaced howitzers to better survive counter-barrage fire from on-map artillery and give players more time to react if they are being raided. [list] [*] Health increased from 480 to 600 [/list] [h3]US Forces [/h3] [b]Rearm and Retrofit [/b] Because of the high barrier to entry that had the opportunity cost of delaying light vehicles, this upgrade was generally purchased in late-game scenarios where resources were less of a concern. To allow for easier integration with light vehicle builds, we are reducing the cost of this upgrade. [list] [*] Rearm and Refit cost reduced from 150 manpower and 30 fuel to 125 manpower and 20 fuel [/list] [b]Engineer Squad[/b] The US Forces tend to struggle more against defenses and garrisons than other factions as they start with the Scout Squad rather than a unit with access to flamethrowers. While we want to keep this asymmetry, we do want standard Engineers to be a viable option. To facilitate this change, we are making Engineers more accessible by reducing their cost and giving them Satchel Charges as part of their kit, granting the US more tools to demolish early garrisons, defenses, and obstacles. [list] [*] Manpower cost reduced from 200 to 180; does not affect Assault Engineer squads. [*] Reinforce time reduced from 6 to 3.75; matches Assault Engineers [*] Now have access to Satchel Charges; costs 45 munitions per use. [/list] [b]Riflemen Pour it On ‘Em [/b] [list] [*] Now properly cancels on retreat like other timed-based abilities [/list] [b]Designate Assault Position [/b] Designate Assault Position is an under-utilized ability that we want to be a viable option against forward retreat and healing. To emphasize the ability’s role in supporting infantry pushes, we are granting suppression resistance to all units affected. [list] [*] Now provides +50% suppression resistance in addition to current bonuses [/list] [b]Spec Ops Mark Vehicle [/b] We are boosting the duration of Mark Target to give the player more time to focus down enemy units that are affected by this ability. The plane is also receiving a significant health increase as it was too easy to shoot down. [list] [*] Duration increased from 35 to 45 [*] Plane health increased from 1000 to 2000 [*] Recharge time increased from 30 to 60 seconds [/list] [b]Free Fire Drills[/b] Free Fire Drills did not offer enough reward to the player when they built their howitzers closer to the front-line where they could be attacked by the enemy if the line was pushed. We are significantly increasing the rate of fire to encourage putting the howitzer closer to the front-line when this Battlegroup ability is selected. [list] [*] Command Point cost reduced from 3 to 2 [*] Reload speed decreased from 15 to 10 seconds [*] Ready-aim time reduced from 2 to 1 [/list] [b]Ammunition Storage [/b] Ammunition Storage has languished due to a combination of opportunity cost, extremely low durability, and inability to support front-line forces. We are increasing the health and radius to give the Ammunition Storage increased survivability against direct and indirect fire while the bonuses have also been increased to solidify this structure’s role as a major force multiplier. [list] [*] Ability recharge, weapon cooldown, and reload bonuses increased from 25% to 33% [*] Health increased from 280 to 480 [*] Aura radius increased from 30 to 35 [/list] [b]Infantry Assault [/b] The cost of Infantry Assault was a little too high, both in opportunity cost against the passive bonuses of Ranger Weapon Training and how quickly the ability could be shut down in certain circumstances. We are reducing the Command Point and munitions costs to increase accessibility given the high munition costs already required by the Advanced Infantry Battlegroup in the form of its Rangers. [list] [*] Command Point cost reduced from 4 to 3 [*] Munitions cost reduced from 120 to 100 [/list] [h3]Wehrmacht [/h3] [b]Grenadier Squad [/b] We want the decision of Merge to be more of a calculated choice, rather than a player immediately using Merge to reinforce combat squads every time it takes a single casualty. The delay will force players to decide when they want to Merge during combat situations. [list] [*] Merge now has a 15 second cooldown [/list] [b]2.5 Tonne Cargo Truck [/b] [list] [*] Cost changed from 240 manpower and 15 fuel to 250 manpower [*] Now only provides resources to the owning player. Set at +8 munitions or +5 fuel depending on the point. [*] Only one truck can be active at a signal resource point. [/list] [b]Call the Reserves! [/b] We are reducing the cost of ‘Call the Reserves!’. While the ability is powerful, the requirements to set it up in advance, and the opportunity cost with the passive Bulwark ability made its current price too high. [list] [*] Munitions cost reduced from 125 to 100 [/list] [h3]British Forces [/h3] [b]Requisition Stuart Unlock [/b] With the reduction in the Stuart’s power, the fuel cost of the Stuart unlock can now be reduced. [list] [*] Fuel price decreased from 30 to 25 [/list] [b]Crusader 6-pounder Gun Conversion Upgrade [/b] We are increasing the point-blank penetration of the 6-pounder Crusader to make this unit stronger once it has closed the distance with enemy vehicles. [list] [*] Point-blank penetration increased from 180 to 220 [/list] [b]Foot Guards Section [/b] While Foot Guards could be powerful in the right circumstances, model losses affected them disproportionately compared to other infantry squads due to their Bazookas. We are further increasing the damage done by their SMGs to remedy their fast loss in DPS when taking casualties. [list] [*] Thompson SMG damage increased from 4 to 5 [/list] [b]Requsition Grant Unlock [/b] We want to maintain the Grant’s role as a very powerful tank once it has been unlocked that is more in line as a tier 4.5 tank, but it still comes too early, outcompeting other options even with the current costs. [list] [*] Fuel cost increased from 35 to 50 [/list] [b]CMP 15cwt Supply Run [/b] The CMP 15cwt Supply Run was too risky for what it offered despite it being a core ability to the Battlegroup. We are improving the ability by slightly reducing the cost and increasing the speed of the truck when it is returning to base. [list] [*] Loaded speed penalty decreased from 66% to 56% [*] Manpower cost reduced from 150 to 125 [/list] [b]Indian Artillery War Cry [/b] We are reversing the Command Point cost of War Cry and Valour. [list] [*] Command Point Cost from 2 to 1 [*] Munition cost reduced from 125 to 100 [/list] [b]Indian Artillery Valor [/b] [list] [*] Command Point cost increased from 1 to 2 [/list] [h3]Deutsche Afrikakorps[/h3] [b]Goliath [/b] [list] [*] Rotation speed increased from 45 to 55 [/list] [b]8- Rad Commander Mode[/b] – both Wehrmacht and Afrikakorps variants The bonuses provided by the 8-Rad's Commander mode were far too powerful in addition to the 8-Rad being able to spot targets from afar. The following change puts the 8-Rad's Commander mode to where its intended power should be. [list] [*] Reload and accuracy bonuses set to 20% from 30/40% [/list] [b]Italian Infantry Sound the Alarm [/b] [list] [*] Command Point cost reduced from 2 to 1 [/list] [b]Propaganda War [/b] [list] [*] Munition cost reduced from 150 to 120 [/list]