1. Update v2.2.5.42217:
  2. General Changes
  3. Fixed Gun/Casemate Units  
  4. This is a quality-of-life improvement, allowing this class of unit to display their limited range and arc.
  5.  
  6. Casemate units will now display their arc when click and drag orders are issued, similar to team weapons  
  7.  
  8. StuG III D Support Advance, Marder III M Sight Main Gun, Immobilize and Fortify, and Hulldown always show the arc of fixed gun vehicles when the unit is selected
  9.  
  10. Breach
  11.  
  12. This change prevents players from constantly chain-breaching buildings if the enemy bails-out before the Breach occurs.
  13.  
  14. Breach now goes on recharge when the building is taken, but no damage has occurred to the enemy exiting
  15.  
  16. Automatic Rifles and Light Machine Guns - M1918 BARs, M1940 SSF Johnsons, Breda LMG, Brens, MG 34/42s, Vickers K
  17.  
  18. We are partially removing the bonuses certain special weapons had against heavy and garrison cover to increase the value of cover against upgraded squads.
  19.  
  20. Damage penalty against heavy cover and garrisons increased from 30% to 40%
  21.  
  22. Accuracy penalty against heavy cover increased from 55% to 50%
  23.  
  24. Accuracy penalty against garrisons increased from 40% to 45%
  25.  
  26. Casualty Recovery – Triage Center and Medical Bunkers
  27.  
  28. Casualty recovery could be too efficient over the course of the game and synergizes with units that have high reinforcement costs. We are changing the system so casualties recovered now give a flat amount of manpower which is easier to understand and also makes the value of Triage more consistent depending on what infantry units are fielded.
  29.  
  30. Each casualty recovered now grants a flat 25 manpower rather than casualty charge
  31.  
  32. A kicker will now be displayed once a casualty is dropped off indicating the manpower received
  33.  
  34. Heavy Machine Gun Teams - M1919, M2HB .50cal, Vickers, MG 34, MG 42
  35.  
  36. HMGs are having their set-up time increased, making them less effective at attack-moving or redeploying to reface flanking units. In return, we have increased their long-range damage-per-second (DPS) to make these units more useful on maps with sufficient heavy cover and veteran HMGs will be even better at stopping infantry assaults through improved suppression.
  37.  
  38. Set-up time increased from 3 to 3.5
  39.  
  40. HMG long-range accuracy increased by +15%
  41.  
  42. Veterancy 2 suppression bonus increased from 30% to 40%
  43.  
  44. Veterancy requirements increased from 500/1500/3000 to 700/2100/4200
  45.  
  46. Light Artillery - Pack Howitzer, Le.IG 18, Heavy Mortar
  47.  
  48. Our recent changes caused certain light artillery units to be ineffective on maps as the projectile would always collide with low obstacles. Furthermore, these units took too long to gain veterancy as they generally caused health damage rather than kills.
  49.  
  50. We are reverting the changes to the projectile of these units, allowing them to properly arc over tall obstacles while keeping the speed a little bit higher than they were previously. Far area of effect damage has also been increased to improve performance on non-direct hits.
  51.  
  52. Area of effect far damage increased from 15% to 20%
  53.  
  54. Experience requirements from 1000/3000/6000 to 850/2550/5100
  55.  
  56. Pack and Le.IG projectile arcs reverted to fire over obstacles
  57.  
  58. Projectile speed increased from 50 to 65
  59.  
  60. Mortars - M1 81mm, 3-inch, 8cm, Mortar Halftrack
  61.  
  62. Mortars scaling was inconsistent, having high veterancy requirements for a unit that primarily deals health damage, and their early bonuses did not directly improve their combat performance, due to their low scatter.
  63.  
  64. To address these issues, we have reduced the veterancy requirements of mortars and have made changes to their bonuses to improve their DPS and damage at higher levels.
  65.  
  66. Infantry mortar experience requirements reduced from 1000/3000/6000 to 750/2250/4500
  67.  
  68. Mortar halftrack experience requirements reduced from 1000/3000/6000  to 800/2400/4800
  69.  
  70. Shell time on target increased from 3 to 3.125
  71.  
  72. Veterancy 2 scatter bonus changed to +10% damage
  73.  
  74. Veterancy 1 health boost replaced with +10% rate of fire
  75.  
  76. Suppression
  77.  
  78. Suppression is having its reload and scatter penalties increased to make weapons such as grenade launchers and bazookas less effective.
  79.  
  80. Scatter penalty increased from 33% to 125%  
  81.  
  82. Reload penalty increased from 25% to 75%
  83.  
  84. Mobile Heavy Anti-tank Guns - 17-pounder, M5 3-inch, Flak 36 88mm
  85.  
  86. The fuel cost of the heavy anti-tank guns has been increased to better reflect their current performance and value.  
  87.  
  88. Fuel cost increased from 40 to 50
  89.  
  90. Salvage Structure – Fighting Positions, Bofors, 2cm Flak Emplacement, Hardpoints
  91.  
  92. Ability is interrupted if the building takes damage while salvaging
  93.  
  94. Territory Capture Experience  
  95.  
  96. We are equalizing capture point veterancy to lower the amount gained for capturing neutral territory but increase the rewards for decapturing.
  97.  
  98. Capture Experience reduced from 100 to 75
  99.  
  100. Decapture Experience increased from 50 to 75
  101.  
  102. Observation Posts/Supply Truck Lockdown
  103.  
  104. Early manpower from caches could be too efficient in larger modes where they would benefit multiple players and pay-off quickly. To offset the recent changes, we are lowering the amount of manpower generated by caches.  
  105.  
  106. We will continue to investigate how to make caches more viable in smaller modes while not affecting all teammates.
  107.  
  108. Manpower reduced from 20 to 15
  109.  
  110. All Handheld Anti-tank
  111.  
  112. Rangers are receiving a light initial adjustment by lowering the moving performance of handheld anti-tank weapons and increasing their moving scatter to weaken these weapons at long-range.  
  113.  
  114. Moving accuracy reduced from 0.5 to 0.35
  115.  
  116. Handheld AT moving scatter increased from 25% to 50%
  117.  
  118. Infantry Prioritize Vehicle - Bazooka Team, Panzerjager Squad
  119.  
  120. Prioritize vehicle starts active on all squads who gets this ability
  121.  
  122. Jager Squads upgraded with the Panzerschreck start on Prioritize Vehicle
  123.  
  124. Anti-tank Rifle Upgrades - Boys/Panzerbuchse AT Rifles
  125.  
  126. Grants the squad who have these upgrades Prioritize Vehicle ability
  127.  
  128.  
  129. US Forces
  130.  
  131. Advanced Logistics
  132.  
  133. We are slightly changing all the manpower reduction bonuses in the game to tone down some of their power.
  134.  
  135. No longer grants increased experience for reinforced squads
  136.  
  137. Manpower reduction reduced from 25% to 20%
  138.  
  139. Bazookas
  140.  
  141. Bazookas are having their ready-aim time increased to allow vehicles slightly more time to back away when engaging Bazookas at max range. Compared to all other handheld AT in-game, the Bazooka is the most difficult to avoid due to its lower values.
  142.  
  143. Ready aim-time increased from 0.5/1 to 1/1.125
  144.  
  145. M1918 Browning Automatic Rifles  
  146.  
  147. We want to allow the US Forces to have an option for dedicated infantry play where they have a couple of minutes to have a major advantage in infantry combat before the first light vehicle arrives. The current timing, however, was too potent.
  148.  
  149. To tackle this issue, the BAR is having its research time increased to give opponents more time to prepare against a timing attack.
  150.  
  151. Research time increased from 30 to 60
  152.  
  153. Riflemen Pour it On 'Em
  154.  
  155. Pour it On’Em had a hidden bonus that allowed the Riflemen squad to perform better against heavy cover than intended. We are removing this bonus as the ability already grants increased DPS and suppression.
  156.  
  157. Damage penalty against heavy and garrison cover increased from 30% to 40% for BARS
  158.  
  159. Damage penalty against heavy and garrison cover increased from 30% to 50% for non-BAR weapon
  160.  
  161. Mortar Pit
  162.  
  163. The Mortar Pit is an impactful defense, able to engage enemies at long-range for a fairly low cost, like AT Bunkers. Because of these traits, we are giving this structure a slight population cost and upkeep.
  164.  
  165. Now takes up 2 population, 1 manpower upkeep per population
  166.  
  167. 4x4 ¼ ton Truck
  168.  
  169. The Dingo and 4x4 are having their side armor slightly reduced to make these units more vulnerable to flank attacks.
  170.  
  171. Side armor reduced from 4.5 to 4.25
  172.  
  173. M3 Armored Personnel Carrier
  174.  
  175. Fortify Position will now cost manpower to make it less efficient to constantly spawn one when off cooldown.
  176.  
  177. Fortify Position recharge reduced from 180 to 120
  178.  
  179. Fortify Position now costs 50 manpower
  180.  
  181. M8 Greyhound Armored Car
  182.  
  183. The Greyhound is a potent light vehicle, able to tackle all targets at its timing with strong veterancy abilities and the speed to disengage from danger. We want to keep its general power, but are giving the unit some adjustments to its cost and bringing its target size in-line with other heavier LVs.
  184.  
  185. We have also moved most of the fire-aim time into the weapon’s reload to prevent the Greyhound from firing faster when switching targets.
  186.  
  187. Fuel cost increased from 45 to 50
  188.  
  189. Reload increased from 2.333/2.333 to 3.25/3.375
  190.  
  191. Fire-aim time reduced from 1 to 0.125
  192.  
  193. Target size increased from 16 to 18
  194.  
  195. M29 Weasel Recon Vehicle
  196.  
  197. We are giving the Weasel some slight adjustments to better reflect its initial value and make its first rank of veterancy more impactful.
  198.  
  199. Veterancy 1 acceleration bonus changed to +7 vision
  200.  
  201. Manpower cost reduced from 240 to 220
  202.  
  203. Captain Retinue
  204.  
  205. In 1 vs 1, the Captain represents a major power spike, having enough firepower to make a significant impact in the early game that allows the US Forces too much of a tempo advantage. To reduce the impact of the early Captain, we are making the light machine gun cost munitions so it competes with other munition options.
  206.  
  207. Build time sped up from 45 to 30 seconds
  208.  
  209. Must now purchase its M1919 Light Machine Gun for 50 munitions
  210.  
  211. M2HB .50cal Heavy Machine Gun  
  212.  
  213. Munition price reduced from 75 to 60
  214.  
  215. Paratrooper Squad
  216.  
  217. The Bazooka variant of the Paratrooper was lackluster compared to every other unit capable of receiving Bazookas. To encourage their use, we are giving the squad an additional Bazooka when upgraded, making them a dedicated AT squad rather than a hybrid unit.
  218.  
  219. Now has 3 bazookas rather than 2
  220.  
  221. Bazooka munitions cost increased from 80 to 100
  222.  
  223. Armored Battlegroup
  224.  
  225. Veteran Crews
  226.  
  227. Veteran Crews is receiving an increase in Command Point (CP)cost to reduce the Armored Battlegroup’s ability to have multiple picks unlocked in the early game.
  228.  
  229. Command Point cost increased from 1 to 2
  230.  
  231. Recovery Vehicle
  232.  
  233. Command Point cost reduced from 4 to 3
  234.  
  235. M8 Scott
  236.  
  237. We are giving High Explosive (HE) rounds of the M8 the ability to hit an additional model in the squad to bring this unit more in-line with light artillery units in terms of damage output.
  238.  
  239. Standard HE auto-fire and barrage attack model damage limit increased from 3 to 4
  240.  
  241. Command Point cost reduced 3 to 2
  242.  
  243. War Machine  
  244.  
  245. We are slightly reducing changing all the manpower reduction bonuses in the game to tone down some of their power.
  246.  
  247. Manpower reduction reduced from 25% to 20%
  248.  
  249. Special Operations Battlegroup
  250.  
  251. Special Operations Mark Target
  252.  
  253. Now reveals an area of 35m around the target when the loiter is active
  254.  
  255. M4A1 Sherman Whizbang
  256.  
  257. The Whizbang is too potent when it is not tech-locked – especially in smaller game modes -allowing the US Forces the ability to double down on infantry and light vehicles while still getting eventual access to artillery and even a medium tank.
  258.  
  259. Command Point cost has also been increased to compensate for the recent changes made to the final tier structure of all factions.
  260.  
  261. Can no longer be called in. Must be built from the Tank Depot
  262.  
  263. Production Unlock Command Point cost increased from 0 to 2
  264.  
  265. Corrected an issue where the unit’s reverse speed was faster at 6 than its forward speed of 5.5
  266.  
  267. Partisan Battlegroup
  268.  
  269. Several adjustments for the Battlegroup are being made to make it easier to play against the Partisan Battlegroup while also making some of their features less forgiving.
  270.  
  271. We want to retain the uniqueness of the mechanics, but in a skilled player’s hands and on certain maps, this Battlegroup became incredibly difficult to deal with.
  272.  
  273. Tunnel Network
  274.  
  275. Recharge time increased from 15 to 25
  276.  
  277. OSS Coordination and Resistance Fighter Retreat when in Garrisons
  278.  
  279. Now triggers the Tunnel Network cooldown
  280.  
  281. Units will retreat normally, rather than being transported to the Tunnel Network if given a retreat command in garrisons while the Tunnel Network is on recharge
  282.  
  283. Partisan Resistance Fighters
  284.  
  285. Manpower cost increased from 220 to 240 manpower
  286.  
  287. Molotov Assault wind-up increased from 0.875 to 1.125; increases time to throw
  288.  
  289. Molotov Assault area of effect radius reduced from 4 to 3.5
  290.  
  291. Molotov Assault burn damage radius reduced from 6 to 4  
  292.  
  293. Molotov Assault munition cost increased from 30 to 35
  294.  
  295. Ambush accuracy and scatter debuff penalties reduced from 40% to 30%
  296.  
  297. Panzerbuchse ready aim time increased from 0.75 to 1
  298.  
  299. OSS Coordination
  300.  
  301. Command Point cost increased from 1 to 2
  302.  
  303. Autobuild tunnel recharge bonus reduced from 120 seconds to 60 seconds; total of 120 seconds to recharge
  304.  
  305. Medical Caches
  306.  
  307. Command Point cost decreased from 2 to 1
  308.  
  309. Partisan Spy Network
  310.  
  311. Command Point cost increased from 2 to 3
  312.  
  313. Munition cost increased from 40 to 60
  314.  
  315. Partisan Forward Headquarters
  316.  
  317. The garrison rate of fire bonus always requires an active Forward Heardquarters to be on the field before its effects can occur  
  318.  
  319. Garrison rate of fire bonus reduced from 25% to 20%
  320.  
  321. Fixed an issue where the garrison rate of fire bonus ability affects infantry units in vehicle holds
  322.  
  323.  
  324.  
  325. Underground Detonation
  326.  
  327. The moving fuse now has an additional audio cue that plays and intensifies for the opponent as it approaches its destination
  328.  
  329. Munition cost increased from 125 to 140
  330.  
  331.  
  332.  
  333. Wehrmacht
  334.  
  335. Hulldown 
  336.  
  337. Hulldown and Immobilize and Fortify are being adjusted to provide greater benefits to fixed/casemate vehicles that are unable to rotate when in this mode.
  338.  
  339. Furthermore, we are giving the StuG an exception when in hulldown to increase its range due to the limitations imposed upon the vehicle.
  340.  
  341. Reload and cooldown bonuses changed to overall attack speed  
  342.  
  343. Casemate units gain +10 range when in hulldown, rather than +5; applies to the StuG III G
  344.  
  345. Increases the cone of fire for fixed gun/casemate vehicle by 10 and weapon traverse by 5
  346.  
  347.  
  348.  
  349. Kettenkrad 
  350.  
  351. Trip Wire Flare build time reduced from 7.5 to 5
  352.  
  353.  
  354.  
  355. Jager Squad
  356.  
  357. With the removal of camouflage, we can now allow Jagers to gain increased attack speed for their Panzerschrecks.
  358.  
  359. Veterancy 2 20% cooldown changed to 15% overall attack speed
  360.  
  361. StuG III G Assault Gun
  362.  
  363. The range penalty on Point-blank Blast was too restrictive, resulting in situations where the vehicle would struggle to engage targets.  
  364.  
  365. Point-blank Blast range increased from 15 to 20
  366.  
  367. Point-blank Blast displays a reticule when the ability is active
  368.  
  369. Nebelwerfer Team
  370.  
  371. The Nebelwerfer is having its veterancy ability updated to a high-explosive rocket barrage that trades out flame damage over time for increase blast radius and power. While white phosphorous could be useful, it overlapped too much with the standard barrage in terms of how damage was dealt.
  372.  
  373. We have also toned down the Nebelwerfer’s anti-vehicle damage to prevent it from one-shotting units like the Bishop as its primary targets should be infantry, team weapons, and defenses.
  374.  
  375. Bonus damage against vehicles reduced from 100% to 50%
  376.  
  377. New Ability -  High-explosive Rocket Barrage - replaces White Phosphorous Barrage. Has increased blast radius and damage over standard rockets but does not leave damage over time flame patches. 40 Munitions per barrage
  378.  
  379. Sturmpanzer IV Brummbar
  380.  
  381. Being an expensive anti-infantry unit, the Brummbar could struggle to engage the units designed to counter it such as Handheld AT squads due to its short-range and its fixed weapon that forces it to expose its weaker sides when squads are even a little spaced out.
  382.  
  383. Furthermore, we have revamped the veterancy of this unit to be significantly more impactful.
  384.  
  385. Range increased from 30 to 35
  386.  
  387. Veterancy updated to the following:
  388.  
  389. Veterancy 1
  390. + 20% rotation rate
  391.  
  392. Veterancy 2
  393. + 20% rate of fire
  394. + 20% weapon scatter accuracy
  395.  
  396. Veterancy 3
  397. + 80 health
  398. + 50 frontal armor
  399. + 15% attack speed
  400.  
  401. 2cm Flak Emplacement 
  402.  
  403. Accuracy increased from 0.61/0.51/0.36 to 0.75/0.63/0.48
  404.  
  405. Vision range increased from 35 to 40
  406.  
  407. Emplacements can be salvaged
  408.  
  409. Pak 40 Anti-tank Gun and LG 40 Recoilless Gun
  410.  
  411. This change is to prevent immediately toggling between modes for these units.
  412.  
  413. Camouflage toggle on/off time set to 5/15
  414.  
  415. Panther Production Unlock
  416.  
  417. Command Point cost has been increased to compensate for the recent changes made to the final tier structure of all factions.
  418.  
  419. Command Point cost increased from 0 to 2
  420.  
  421. Artillery Officer 
  422.  
  423. Targeted Supervision bonus increased from 100% to 150% and fire rate bonus from Targeted Supervision now affects overall attack speed
  424.  
  425. Manpower cost reduced from 250 to 220
  426.  
  427. Heavy Gunnery
  428.  
  429. The following change is to improve the suppression of heavy gunnery for late game vehicles as the prior version required vehicles to have a pintle to get suppression off.
  430.  
  431. Panzer IV and King Tiger tank coaxial and hull gun suppression increased from 0.00216 to 0.00325
  432.  
  433. King Tiger Heavy Tank
  434.  
  435. We are reducing some of the penalties associated with King Tiger and speeding up reload to bring it closer in-line with other heavy tanks.  
  436.  
  437. Initial manpower cost reduced from 1040 to 910; matches other heavy tanks
  438.  
  439. Fuel penalty reduced from 50% to 25%
  440.  
  441. Reload sped up from 5.5/6 to 5.25/5.625
  442.  
  443.  
  444.  
  445. Infantry Reserves
  446.  
  447. Manpower reduction reduced from 25% to 20%
  448.  
  449. Last Stand Battlegroup
  450.  
  451. Nebelwerfer Overwatch
  452.  
  453. Center of the target zone now immediately drops flares upon activation to give a warning to enemies
  454.  
  455. Borgward IV Wanze
  456.  
  457. Rockets will now always attempt to scatter behind the initial target zone rather than being equally distributed front and back. This should increase the chance rockets scatter into the target when they are directly in the center of the ability.
  458.  
  459. Experience requirements reduced from 1250/3750/7500 to 1000/3000/6000
  460.  
  461. Immobilize and Fortify/Hull Down
  462.  
  463. Increases the cone of fire for fixed gun/casemate vehicle by 10 and weapon traverse by 5
  464.  
  465.  
  466.  
  467. British Forces
  468.  
  469. Team Weapon Training
  470.  
  471. The price increase better reflects the power this upgrade gives to all team weapons.
  472.  
  473. Fuel cost increased from 20 to 25
  474.  
  475. Field Infirmary
  476.  
  477. The cost of the Field Infirmary is being slightly reduced, allowing the British Forces easier access to healing. The previous cost was too high when compared with the US Forces Triage Center which also recovered casualties.
  478.  
  479. Cost reduced from 125 manpower and 20 fuel to 100 manpower and 15 fuel
  480.  
  481. Royal Engineer Section
  482.  
  483. Experience requirements reduced from 800/2400/4800 to 650/1900/3800
  484.  
  485. Infantry Section
  486.  
  487. The Infantry Section is having its build time sped up to match other mainline infantry units.
  488.  
  489. Their rate of fire bonuses have also been updated to now affect all rate of fire stats. This helps their basic weapons and AT rifles scale better with veterancy. We have slightly reduced their Veterancy 2 bonuses, however, to prevent a major DPS increase as the unit already gets an accuracy bonus at that level.
  490.  
  491. Build time sped up from 25 to 20 seconds
  492.  
  493. Rate of fire bonus now uses overall attack speed for Veterancy 2 and 3; this increases rate of fire
  494.  
  495. Veterancy 2 rate of fire bonus reduced from 15% to 10%
  496.  
  497. Dingo
  498.  
  499. Side armor reduced from 4.5 to 4.25
  500.  
  501. Vickers HMG Team
  502.  
  503. Focused Gunnery is having the vision bonus reduced as it could be too potent in certain situations where the Vickers could fully utilize the additional range and engage targets without receiving return fire/requiring a true spotter.
  504.  
  505. Vickers HMG Focused Gunnery Vision range bonus reduced from 15 to 7.5
  506.  
  507. CMP 15cwt AA Truck
  508.  
  509. We have done a slight shuffling of the unit’s weapon range to make the unit a little bit more effective on the move and better able to kite certain threats like AT grenades.
  510.  
  511. Range increased from 25 to 30
  512.  
  513. Deployed range bonus reduced from 25 to 20
  514.  
  515. 4.2 Inch Heavy Mortar Team
  516.  
  517. The heavy mortar is receiving similar changes to the Pack Howitzer and le.IG to increase its effectiveness and scaling.
  518.  
  519. The Airburst Barrage has been given wider scatter as the ability was too effective at destroying other team weapons due to the large area the blast covered.
  520.  
  521. Removed acceleration from the heavy mortar team; this makes the unit faster to move around the battlefield
  522.  
  523. Heavy mortar airburst scatter angle and max increased from 8 to 9
  524.  
  525. Heavy mortar airburst scatter ratio increased from 0.135 to 0.15
  526.  
  527. Area of effect far damage increased from 15% to 20%
  528.  
  529. Experience requirements from 1000/3000/6000 to 850/2550/5100
  530.  
  531. Churchill Black Prince Heavy Tank
  532.  
  533. The Black Prince is receiving a health increase to allow it to survive longer on the battlefield against all threats. This includes off-map strikes/artillery that excel against the Black Prince due to its slow speed which we want to retain.
  534.  
  535. Health increased from 1200 to 1300
  536.  
  537. Centaur  Medium Tank
  538.  
  539. We are improving the Centaur’s HE range to allow the unit to be better at tackling infantry squads due to its role as a late game anti-infantry tank. We have also revamped the unit’s veterancy to be much more impactful.
  540.  
  541. HE shell range increased from 30 to 35
  542.  
  543. Veterancy updated to the following:
  544.  
  545. Veterancy 1
  546. +20% rotation rate
  547.  
  548. Veterancy 2
  549. + 20% rate of fire
  550. + 20% weapon scatter accuracy
  551.  
  552. Veterancy 3
  553. + 80 health
  554. + 20% speed
  555. +15% rate of fire
  556.  
  557. Bofors Anti-air Emplacements
  558.  
  559. We are improving anti-aircraft emplacements by increasing their anti-infantry firepower and vision, allowing them to control an area within weapon range. We are also allowing these emplacements to be salvaged for resources as they taper off mid-to-late game, being primarily anti-light weapons, and not all Battlegroups have aircraft call-ins.
  560.  
  561. Accuracy increased from 0.7/0.6/0.5 to 0.85/0.75/0.7
  562.  
  563. Vision range increased from 35 to 40
  564.  
  565. Emplacements can be salvaged
  566.  
  567. Indian Artillery War Cry
  568.  
  569. War Cry is being changed to Overall Attack Speed to allow the ability to affect a greater variety of weapons. Rifle weapons were not recieving any major benefit as time between shots was held back by other stats not related to reload or cooldown.
  570.  
  571. War Cry now affects Overall Attack Speed rather than just reload and cooldown; speeds up rate of fire
  572.  
  573.  
  574.  
  575. BL 5.5 Artillery Emplacement
  576.  
  577. Experience requirements increased from 1200/2400/4800 to 1500/4500/9000
  578.  
  579. Volunteer Infantry
  580.  
  581. Manpower reduction reduced from 25% to 20%
  582.  
  583. Sherman VC Firefly Tank Destroyer
  584.  
  585. We are slightly increasing the DPS of the Firefly to better reflect its current cost as a premium tank destroyer. We are also increasing the range of its Sabot ability, allowing the Firefly to expend munitions to either get the first shot in-combat or finish off a retreating vehicle.
  586.  
  587. Sabot Round range increased from 45 to 50
  588.  
  589. Reload sped up from 6.75/7.25 to 6.375/6.875
  590.  
  591.  
  592.  
  593. Deutsches Afrikakorps
  594.  
  595. Panzerbuchse AT Rifle
  596.  
  597. Following the changes to Bazookas, we are increasing ready-aim time to allow vehicles an easier time kiting squads armed with these weapons.
  598.  
  599. Ready aim time increased from 0.75 to 1
  600.  
  601. Tungsten Rounds
  602.  
  603. We are slightly reducing the bonus damage of Tungsten rounds to reduce the impact this upgrade has against certain unit groups such as Hellcats/Crusaders.
  604.  
  605. Damage bonus against vehicles reduced from 25% to 20%
  606.  
  607. Panzerjager and Assault Grenadier Halftrack Call-ins
  608.  
  609. We are placing the two infantry halftrack based call-ins behind tech requirements to prevent the Afrikakorps from being able to field additional units without having to sacrifice time and resources to tech. Previously, an Afrikakorps player could overwhelm the opponent at a certain stage of the game while still fighting on tier 1 tech while their opponent is forced to tech up to counter.
  610.  
  611. Now require Fire Support or Mechanized Kompanie completed before they can be called in
  612.  
  613. Panzerpioneer Squad
  614.  
  615. Panzerpioneers were too efficient, able to trade out at long-range with other infantry very cost effectively. We are increasing their reinforce cost, while retaining their low base price.
  616.  
  617. Reinforce cost increased from 25 to 28
  618.  
  619. Kradschutzen Motorcycle Team
  620.  
  621. We are bringing back the reverse of the Kradschutzen to make it easier to micro the unit in infantry engagements without needing to rotate the entire vehicle.
  622.  
  623. Can now reverse at a slower rate of 4.5; top forward speed is 13
  624.  
  625. Note the unit always prefers to drive forward and only reverses when given a manual reverse order
  626.  
  627.  
  628.  
  629. Panzergrenadier Squad
  630.  
  631. We are lowering the experience requirements of Afrikakorps Panzergrenadiers to bring them in-line with other infantry and are also lowering the cost of their Light Machine Gun to make it easier to arm multiple squads.
  632.  
  633. Experience requirements decreased from 1000/3000/6000 to 900/2700/5400
  634.  
  635. MG 34 cost reduced from 100 to 90 munitions
  636.  
  637. 250/9 Armored Halftrack
  638.  
  639. 250/9 horizontal Tracking speed increased from 60 to 90
  640.  
  641. 250 Mortar Halftrack
  642.  
  643. The mortar halftrack is having its health increased to help improve its survivability against certain weapon types, while still keeping the unit relatively fragile when caught out of position.
  644.  
  645. Health increased from 120 to 160
  646.  
  647. 8rad Armored Car
  648.  
  649. The followings changes brings the target size of the unit in-line with other heavier armored cars and prevents the player from immediately turning its ability on and off without consequence.
  650.  
  651. Command mode recharge for toggling on/off set to 15/15
  652.  
  653. Target size increased from 16 to 18
  654.  
  655. Elefant Tank Destroyer
  656.  
  657. We are making the Engine Burnout less punishing if the Elefant is kept above a certain threshold, making retreating/moving around the battlefield easier without the engine always needing repairs afterwards.
  658.  
  659. Speed bonus during Engine Burnout increased from 30% to 40%
  660.  
  661. Engine Burnout causes Crew Shock critical if health is above 50% - after the health damage occurs from the ability - when the buff ends
  662.  
  663. Propaganda War
  664.  
  665. The following change prevents certain out-of-combat events from occurring when hit by Propaganda War and units should reach their pinned/retreat threshold faster.
  666.  
  667. Units hit by the ability now count as being in-combat
  668.  
  669. Suppression penalty against suppressed targets reduced from 50% to 25%
  670.  
  671. Armored Support Battlegroup
  672.  
  673. Rapid Salvage
  674.  
  675. Command Point cost increased from 1 to 3
  676.  
  677. Superior Fire Drills
  678.  
  679. Bonus damage reduced from 100% to 50%
  680.  
  681. Panzerstorm
  682.  
  683. Panzerstorm is being adjusted to be unable to bypass the engine damage caused by mines or snares. In exchange, the ability is being made cheaper.
  684.  
  685. We want to make vehicle assaults still vulnerable to weapons designed to slow them.
  686.  
  687. Cost reduced from 100 to 80
  688.  
  689. No longer prevents Engine Damage, prevents Crew Shock criticals
  690.  
  691. Recharge time increased from 80 to 120
  692.  
  693. Kriegsmarine Battlegroup
  694.  
  695. Supply Reserves
  696.  
  697. Now generates an additional random crate
  698.  
  699. Recharge time reduced from 120 to 60 seconds
  700.  
  701. Fritz X Guided Bomb
  702.  
  703. Munition cost reduced from 200 to 175
  704.  
  705. Naval Intervention
  706.  
  707. Munition cost increased from 180 to 200
  708.  
  709.  
  710.  
  711.  
  712.  
  713. Bug Fixes
  714.  
  715. Art & Animation
  716. Fixed some animation issues with Flags on the Campaign Map
  717.  
  718. Audio
  719. The Goliath is now audible when it turns/rotates and moves even if it is camouflaged or in the fog of war
  720.  
  721.  
  722.  
  723. UI/UX
  724. Fixed an issue where the Quick Match screen could lock-up if too many map vetos were combined with random faction selection
  725.  
  726. Fixed Error Code 13 on purchase for the Fallen Leaf and Blocking Force cosmetic sets
  727.  
  728. Gameplay
  729.  
  730. US Forces
  731.  
  732. Fixed a case where Partisan Tunnels sometimes used the incorrect cooldown value
  733.  
  734. Wehrmacht
  735.  
  736. Fixed an issue where objects could be built inside a vehicle model under the effects of Immobilized and Fortify
  737.  
  738. Fixed an issue where the tool-tip for the King Tiger Wreck used the incorrect name
  739.  
  740. Fixed an issue where Sturmpioneer Recovery, when active, would take double the population requirement of the vehicle they were recovering
  741.  
  742. Fixed an issue where Stosstruppen Shock Assault could be activated again when a Scavenge Doctrine crate was picked up
  743.  
  744. Fixed an issue where the Kettenkrad would be revealed when camouflage by capture points and at distances that were further away than normal detection range
  745.  
  746. British Forces
  747.  
  748. Fixed an issue where the 17-pounder Anti-tank Gun Team's experience requirements were set to 1000/3000/6000 rather than 1800/5400/10800
  749.  
  750. Polish Lancer can no longer do long-distance team weapon recrewing while Range-In is activated
  751.  
  752. Fixed an issue where the Churchill Black Prince could be Crew Shocked by Crew Shock Tactics
  753.  
  754.  
  755.  
  756. Deutsches Afrikakorps
  757.  
  758. Fixed an issue where Panzerjager Squads did not gain First Strike Ambush Bonuses
  759.  
  760. Fixed an issue where Panzerjager Squads did not benefit from Battlefield Espionage Ambush Tactics
  761.  
  762. Fixed an issue where Panzerjager Squads could not camouflage when under the influence of Funkpanzerwagens or Intel Radio Beacons
  763.  
  764. Fixed an issue where Hardpoint and Observation Post upgrades would stall if the point it was on was cut-off
  765.  
  766. Fixed an issue where Forward Retreat could be upgraded in cut-off territory
  767.  
  768. Fixed the upgrade weapon icon not showing up on some units after completing the weapon upgrade such as Kriegsmarine with StG 44
  769.  
  770. Update v2.2.2.41028:
  771. Fixed an issue where certain Battlegroup units for Wehrmacht stopped getting experience or the associated experience bonus after researching Panzergrenadier or Luftwaffe Officer Quarters
  772.  
  773. Fixed an issue where Resource Caches and Hardpoints would take burn damage that would not stop until they were destroyed
  774.  
  775. Update v2.2.2.40931:
  776. General
  777. Fixed a bug where clothing-style decals/patches were on a Kriegsmarine helmet
  778.  
  779. Improved/Reduced the chance for Loiter abilities to not always disappear after they have completed. This is a partial fix, we are still investigating additional issues of them persisting for future updates
  780.  
  781. In-Game Store
  782. Fixed an issue with "Error Code 13" that was preventing the purchase of War Bonds and several cosmetic sets, such as Fallen Leaf and Blocking Force
  783.  
  784. A.I.
  785. 45-second cooldown applied to newly spawned supply crates, preventing the A.I. from acquiring them in team games too quickly. Health crates are not affected by this cooldown but the A.I. will no longer pick them up when at full health
  786.  
  787. Added a limit to the number of the same constructed items for emplacements and for mines. Additionally, they are now more strict about positions where they can place them. For example: further apart from each other, and away from friendly bases
  788.  
  789. Gameplay
  790. Fixed an issue where non-King Tiger heavy tank call-ins showed the incorrect population requirement
  791.  
  792. US Forces
  793. Italian Partisans
  794.  
  795. Partisan Tunnel Hideouts can no longer be permanently hidden if constructed within a Greek Ruin floor piece
  796.  
  797. Fixed a tool-tip issue with the Resistance Fighter's Beretta submachinegun stating it only gave two
  798.  
  799. Fixed an issue where Tunnel Hideouts could be constructed in the enemy base sector
  800.  
  801. Wehrmacht
  802.  
  803. Transfer Orders
  804.  
  805. Fixed an issue where the Officer Quarters bonus would apply after the unit had been transferred resulting in more experience earned
  806.  
  807. Fixed an issue where units that transferred at Veterancy level 3 would allow for Advanced Infantry to arrive at Veterancy 3
  808.  
  809. Fixed an issue where the Utility Truck from the Breakthrough Battlegroup still took up population and could not bring in trucks at maximum population
  810.  
  811. Sturmpioneer Squad
  812.  
  813. Reinforce cost increased from 30 to 35
  814.  
  815. Infrared Detection Kit munitions cost increased from 50 to 75
  816.  
  817. Urban Assault Kit munition cost increased from 50 to 60
  818.  
  819. Veterancy requirements increased from 700/2100/4200 to 850/2550/5100
  820.  
  821. Fixed the cost of recovery being refunded when Sturmpioneers are used to recover vehicles
  822.  
  823. Fixed an issue where Sturmpioneers entities took up 1.5 population, not 1
  824.  
  825. Fixed an issue where the upkeep for Sturmpioneer entities was 1, not 1.5
  826.  
  827.  
  828. Propaganda Tower
  829.  
  830. Decapture and Capture penalty reduced from 50% to 33%
  831.  
  832. Fixed an issue where the Wehrmacht Tiger call-in tool-tip incorrectly stated 30% for the discount, not 20%
  833.  
  834.  
  835.  
  836. British Forces
  837.  
  838. Australian Defense
  839.  
  840. Fixed Royal Engineers with Australian Defense Battlegroup "Vehicle Over Repair" ability getting stuck in their repair behavior after maxing out the over-repair amount. This also fixes being able to shift+queue the ability
  841.  
  842.  
  843. M4A4 Firefly Tank Destroyer
  844.  
  845. Speed increased from 3.9 to 4.25
  846.  
  847. Acceleration increased from 1.5 to 2.25
  848.  
  849. Deceleration increased from 2 to 3
  850.  
  851. Deutsches Afrikakorps
  852. Fixed an issue where Combined Arms and Panzerjager Defensive Positions would stack
  853.  
  854. Fixed an issue where the L6/40 could lose its flamethrower when Tungsten Rounds were upgraded
  855.  
  856. Update v2.2.1.40715:
  857. Gameplay
  858. Fixed infantry sometimes losing their equipped weapons such as engineer losing their flamethrower after repairing something
  859.  
  860. Fixed an issue where the A.I. would get stuck trying to pick up a weapon
  861.  
  862. Transfer Orders
  863.  
  864. Fixed Transfer Orders to Grenadiers to require the unit to be in the HQ Sector
  865.  
  866. Sturmpioneer Transfer now requires a fully reinforced Pioneer Squad
  867.  
  868. Sturmpioneer Transfer ability recharge set to 120 from 0
  869.  
  870. Fixed an issue where Sturmpioneer Transfer could be applied to Sturmpioneers
  871.  
  872. Fixed an issue where Transfer Orders could spam duplicate units
  873.  
  874. Fixed an issue where Resistance Fighters could be called in at maximum population
  875.  
  876. Fixed an issue where Crew Shock sped up rate of fire rather than reducing it
  877.  
  878. Fixed an issue where Crew Shock criticals could stack
  879.  
  880. Fixed an issue where the Propaganda Tower was increasing the attack speed of enemies, not reducing it
  881.  
  882.  
  883.  
  884. UI/UX
  885. Fixed a bug where A.I. slots in the game lobby which have Battlegroups equipped (that the local player does not own) would show a grey icon instead of the correct battlegroup icon
  886.  
  887. Removed a debug message that would appear when viewing a friendly casualty on the tactical map that can be revived by the Polish Cavalry's No Man Left Behind ability
  888.  
  889. Some debug text that would appear when Sturmpioneer Squads construct Sandbag Shoring has been removed
  890.  
  891. Art/VFX/Audio
  892. Fixed an issue where sometimes the Borgward Wanze explosion VFX would not play
  893.  
  894. Borgward Wanze was spawning with a demo charge - this was a visual issue. They should appear without their charge and obtain it after unlocking
  895.  
  896. The BAR SFX could loop continuously even when the weapon was not firing if the player zoomed in during its firing sequence
  897.  
  898. Campaign
  899. Fixed A.I. sometimes not ending their turn and soft locking the Italy campaign