Relic are porting the Langres map from the old Company of Heroes engine into the newer, sparklier Company of Heroes 2 engine. Marking the Russification of the update, the map will be called Langreskaya and released to the populace for free.
According to the press release Relic have sent us, Langres has been the site of more than 3.2 million matches. It's a surprise there's even a scrap of land left after that frequent a bombardment. Battle has waged across it for a cumulative 1.2 million hours, more than 136 years of warfare for a small plot of land.
The new iteration of the map will be released later today for all owners of Company of Heroes 2.
Along with the map comes a number of balance changes:
General
Fixed 1 frame delay between input and unit movement
Updates to vehicle pathing
Langreskaya Spring and Winter maps added (1v1 in automatch and 1v1 and 2v2 in custom game)
Balance
Commander Ability Changes
The following abilities had their command point () cost reduced to increase commander appeal. In contrast to the majority of Soviet Commanders a number of German doctrines did not have abilities available at 1 .
Panzer Tactician: Command point cost from 2 to 1
Mortar-Half-track: Command point cost from 2 to 1
Artillery Field Officer: Command point cost from 2 to 1
Riegel 43 AT Mine: Command point cost from 2 to 1
Fear Propaganda Artillery: Command point cost from 5 to 3
Rapid Conscription
The following changes were made to improve the usability of Rapid Conscription and Relief Infantry. Overall, it was very difficult to recover your cost on investment to both abilities due to their relatively low duration time. The goal was to increase the rate at which players could recover their cost and provide a possibility to earn back more than the initial resource investment.
Maximum replaced squads from 6 to 2
Duration from 30s to 120s
Recharge time from 90s to 180s
Cost from 200 MU to 160 MU
Ability now replaces lost squads with Conscripts rather than Penal Battalions
Updated tooltip to better reflect ability functionality
Relief Infantry
Maximum replaced squads from 6 to 3
Duration from 60s to 120s
Recharge time from 90s to 180s
Updated tooltip to better reflect ability functionality
Hit the Dirt
Previously, Hit the Dirt had the capacity to have its modifier stack with cover. This led to extremely durable units at very little cost to the . It also impacted many of our combat systems, leading to inconsistent or undesirable behavior such as snipers missing the infantry.
Hit the dirt now provides light cover rather than a 0.5 received accuracy modifier.
JU-87D Strafing Run
The JU-87D Strafing Run now functions as a suppression ability. The loiter behavior was modified to improve the visuals of the off-map and make it more susceptible to anti-air weapons.
Attacks per aircraft from 5 to 3
Delay between attacks from 3s to 18s
Duration time from 48s to 75s
Target lead in from 50 to 20
Target lead out from 60 to 20
Target attack distance from 150 to 225
Target attack time from 2.125 to 4.25
Modified UI barrage radius to match the loiter radius of the JU-87D
Damage from 8 to 2.5
Rate of fire from 32 to 16
Suppression from 0.12 to 0.25
Max range from 175 to 225
Opel Blitz Cargo Truck
Previously, the cargo truck was multiplying a sectors value by a factor of 2. This resulted in extreme edge cases where fuel and munition incomes were higher than expected. To resolve this, supply trucks will only add a set amount of resources to sectors.
A cargo truck setup within a sector now adds 3 fuel and 5 munitions per minute, rather than multiplying the sectors value by 2
Cargo truck cost from 200 to 300 manpower
Adjustments to Scatter Distance
The following units had their scatter distance refactored to better match their performance and design. Higher scatter values generally implies weapons are less accurate.
IS-2
Scatter distance max from 7.5 to 2.86
Panzer IV
Scatter distance max from 6 to 9.5
T70
Scatter distance max from 1.84 to 1.7
T34-85
Scatter distance max from 3.4 to 2.6
Tiger
Scatter distance max from 6.8 to 4.3
Ostwind
Scatter distance max from 1.98 to 2.15
Brummbar
Scatter distance max from 4.55 to 1
HMG Suppression Modifiers
HMG teams no longer function efficiently while pinned. This discourages tactics such as moving a HMG team into a setup HMG team unless on the flank. Pinned HMG squads now have the following modifiers applied to their squad:
Weapon accuracy is now reduced by 75%
Weapons reload has been increased by 100%
Weapon cooldown has been increased by 100%
Weapon scatter has been increased by 320%
The Maxim HMG now properly has its movement reduced while suppressed
Correction from Patch on June 13
Stug target size set from 20 to 14
Riegel AT Mine recharge from 30s to 0s
Bug Fixes
Command tank now properly validates, this prevents the from using the call in when they are near max pop.
Incendiary barrage duration now better matches its deployment time.