ShiftDelete.Net Global

Company of Heroes 3 1.5.0 Patch Notes

Ana sayfa / Patch Notes

Company of Heroes 3 is a real-time strategy game developed by Relic Entertainment and published by Sega. It’s a sequel to Company of Heroes 2; it features new mechanics and modes and is set in World War II’s Italian and North African theaters. The game received a new update a while ago, focusing on things increasing the gameplay experience. The patch notes of the Company of Heroes 3 1.5.0 are below.

Company of Heroes 3 1.5.0 Patch Notes

NEW CONTENT & FEATURES 

Maps 

Semois – 1v1 

Added 1v1 Semois map to Quick Match, Skirmish and Custom game modes. 

An official remake of a favored CoH1 map. This idyllic river village has seen some of the most aggressive, competitive games in the franchise’s history. Fight carefully around the central village and overextend at your own peril. 

Elst Outskirts – 2v2  

Added 2v2 Elst Outskirts map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes. 

Lovingly converted from CoH2, this heavily forested location has become overgrown and decayed since it was first released in 2016. While there are vital resources to the bombed South and industrial North, commanders cannot neglect the vital roads that connect the map and risk leaving them stranded. 

Montherme – 3v3  

Added 3v3 Montherme map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes. 

Return to where it all began in this faithful recreation of a CoH1 classic. Four Commanders will face off across this hilltop town, fighting street by street for control, while two Commanders fight their own desperate gambit across the river. Do you pull resources to ensure their victory, but risk losing the town? 

Sangro River Crossing – 3v3  

Added 3v3 Sangro River Crossing map to Co-op vs A.I., Skirmish and Custom game modes. 

Introducing a new variant of Day 101. This six-player, casual version features player-friendly territory and chokepoints, with pre-destroyed bridges and a flooded river to buy you more time and freedom to lock the map. 

Sousse Stronghold – 4v4 

Added 4v4 Sousse Stronghold map to Co-op vs A.I., Skirmish and Custom game modes. 

A variant of the existing Sousse Wetlands map, split into two major lanes by rising floodwater. Fight over the ancient walled city or the desert village to the South with player-friendly territory layouts and chokepoints galore.   

Community Maps 

We are pleased to introduce the first round of Community maps as part of Company of Heroes 3’s first anniversary. The following maps have been hand-selected and invited into a program of feedback and iteration, before receiving a final polish from our design and art teams. Official Community Maps are recognizable by a green badge, author credit, and a hand symbol in Custom Match and Skirmish lobbies, Map Selection and the Loading Screen.  

Faymonville – 1v1  

Added 1v1 Faymonville Community map to Quick Match, Skirmish and Custom game modes.  

Return to a CoH2 classic, faithfully restored by community members Kpen and AE. This competitive slice of countryside has seen countless battles across its open fields – we expect many more. 

Steppes – 4v4  
Added 4v4 Steppes Community map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.  

Beautifully reimagined by community mapmaker TheSphinx, this CoH2 map trades the plains of the Eastern Front for the North African desert. Vast and open, with only key chokepoints to fall back to, this map is a mechanized commander’s dream come true. 

Profile Customization  

The Year-1 Anniversary Update adds the ability to customize the Player Profile. Under the Loadout panel, players are presented with a new “Profile” tab. 

Through this panel, you will be able to customize three profile elements: 

These elements will be visible on a player’s Profile, as well as in any other section of the game where a player name is displayed. For the first batch of items, we have decided to explore a few different themes. 

For badges, we have been looking at some of the most beloved unit symbols, applying to each medal a unique treatment. You may notice different colors, fingerprints, or weathering effects. 

For banners, our artists drew inspiration from our official trailer, taking scenes and applying unique backgrounds and weathering elements. 

For titles, we decided to follow three main themes: unit names, military ranks, and humorous references. 

We will continue to expand on the current themes and explore new ones in the future. However, as part of our Anniversary celebration, we are going to gift all current and future players the following profile content: 

Four Badges 

Six Titles 

Two Banners 

We have reworked the standard banner that every player has unlocked by purchasing Company of Heroes 3. Premium Edition Exclusive badges, banners and titles will still be available in the Profile menu for those who unlocked them. . 

As a final note, this is our first iteration for Profile Customization, and we are looking at further improvements and additions for this feature in the future. 

Challenges 

Three new challenges are available for our Anniversary week in addition to the regular daily and weekly challenges. These Challenges can only be completed between February 27th and March 5th, 2024. 

Each of these challenges is worth 800 Merit (2,400 total).    

GAMEPLAY & FEATURE IMPROVEMENTS 

Maps 

Pathfinding 

We continue to work on pathfinding improvements and will be releasing changes as they are ready.  For this update, we wanted to address vehicle reversing. When issuing forward movements, we want vehicles to follow a path with small direction deviations (smooth curve), so they do not lose speed.  

This means that our path searching algorithm doesn’t follow the shortest path. However, for reverse movement, precision and direct movement it is often more important to get out of harm’s way quicker. As such, for reverse movements our path searching algorithm will try to stick to the shortest path when possible. 

We will have additional pathfinding improvements in our next PC update (1.6.0). 

Replays 

We are happy to see that players have responded positively to CoH3’s implementation of the Replay feature, and we have been reviewing your feedback as we work to continually improve it.  

We are happy to announce two new features coming to Replays, along with various bug fixes that should make the experience more consistent and enjoyable. 

Replay Bug Fixes 

Vehicle Acceleration 

Our recent acceleration changes to vehicles were meant to improve the responsiveness of the game. While we think controlling vehicles ended up feeling snappier, it was slightly over-tuned making it difficult to land snares on them. We’re now halving the values as a middle ground, which should alleviate these issues, but still ensure vehicles feel snappy with realistic acceleration. 

MULTIPLAYER BALANCE 

Anti-Infantry Strafing Runs  

Recent fixes to strafing runs and how they apply damage has resulted in these abilities doing less damage than intended for the anti-infantry strafes. The following change brings them back up to their previous power level. 

Call-ins 

We’re trying out a new experimental change in the beloved world of Call-ins. For the Wehrmacht Mechanized Panther and the US Armored Easy 8, we have added alternative picks in their battlegroups that allow you to directly build them from your tech structures. 

The idea here is to separate the channels where players simply want to access powerful unique vehicles and where players want to tech skip, giving us the ability to now balance both behaviors separately. Before they were separated, we always had to balance around the more powerful strategy in its most disruptive mode (so often tech skipping in 1v1) while overly punishing all other alternative employments, which often disadvantaged team-game players. It also meant the best way to use these Battlegroups with these call-ins would be to tech skip, forcing a certain style of play to maximize efficiency. 

We want these units and abilities to be interesting and accessible to as many playstyles and modes as possible, so the intent here is that by separating them into exclusive options with different costs, we can achieve proper balance in a variety of scenarios. 

This is experimental and we will be keeping a close eye on how this affects the game and player experience. All that we ask is that players approach it with an open mind and try it out! 

FACTION BALANCE 

US Forces 

Only a few changes are being made this patch to the US Forces to improve the viability of the Air Support Center, slightly nerf the Chaffee, and adjust the strength of the Armored Battlegroup which has taken over as the dominant strategy in certain modes and skill brackets. 

4×4 Scout Commander 

Air Supply Upgrade 

American Air Support Center P-47 Strafing Run 

With anti-air in a better state, we’re reintroducing some power to the ASC Strafes, giving US Forces players more punch but with the possibility of counterplay. 

Grasshopper Recon Run 

We’ve reworked the way the ASC recon works, giving it vision at all levels and reversing the high-level and low-level planes. Before, the tradeoffs were not intuitive and often could be detrimental to the player, so we’re simplifying this so that the upgraded version is a strictly better version of the non-upgraded recon run. 

M4A1 Sherman Medium Tank 

M4(105) Sherman Bulldozer 

M8 Scott 

M24 Chaffee Light Tank 

We’ve noted the power of the Chaffee tank in certain modes and matchups, but we’re currently going after some of the enablers (US Armored Battlegroup) that make employing these units so strategically powerful. However, we are toning down the Chaffee slightly by making hard anti-tank options more effective against them by increasing their target size. 

M2A1 105mm Howitzer Emplacement 

US Forces Battlegroups 

P-47 Special Operations Strafing Run 

The Special Operations Strafing Run has been overhauled to be an anti-infantry Loiter. 

Armored Battlegroup 

New Ability – Unlock M4A3E8 Sherman Production 

Fast Deploy 

We have reverted the command point change of Fast Deploy to reduce the pressure double 4×4 trucks can apply to the opponent before they can get an equal number of units out to contest.  

Seek and Destroy 

Seek and Destroy and Panzerstorm are having their speed bonuses reduced to make it easier to intercept or rundown units under the effects of these combat boosts. These abilities have received slight increases to their bonuses in other areas to compensate. 

M4A3E8 Sherman Combat Group 

M8 Scott 

British Forces

The British Forces are receiving many changes that are primarily targeting underused units and upgrades to improve build diversity and strategies. Units like the Humber and Grant have received significant changes to improve viability and to have greater impact on battles. Upgrades like the Bren Gun, Team Weapon/Light Vehicle Training have also gained improvements, allowing upgraded British armies to perform better. 

Churchill IV Heavy Tank 

Crusader AA Medium Tank 

We are reverting the majority of the prior changes to the Crusader AA which was previously on-par with the Wirbelwind’s effectiveness despite costing more and being locked to a Battlegroup. 

CWT AA Truck 

Dingo Scout Car 

We want to keep the unique aspect of the Dingo being a combat scout vehicle, meaning its main changes are focused on weapon responsiveness and increased firepower. We have slightly increased the cost of the Dingo due to its potency against early game threats. With Royal Engineers having increased capture rates, this allows the British to take map control while the Dingo keeps the enemy on the defensive.  

Foot Guards 

Foot Guards are receiving some minor improvements to increase their survivability and damage that better reflects their status as elite end-game infantry. 

Humber Armored Car 

The Humber is gaining significant improvements to make it a cheap, effective anti-infantry scout vehicle that can better resist autocannons, allowing it to engage units like the Flakvierlinghalf-track. The Humber will remain fragile to anti-tank weapons but will have increased vision range and speed to escape threats.We have also raised the accuracy of the Humber to be reliable against all infantry units. Previously, the Humber’s accuracy depended on the current squad’s size, despite not being geared to engaging massed infantry formations. 

Infantry Section 

We are increasing the power of Infantry Sections when they are armed with Bren Guns. Bren Guns are the primary combat upgrade for the Infantry Section that allows them to scale into the late-game, providing a significant damage boost over all other upgrades at the cost of utility. 

Light Vehicle Training 

Light Vehicle Training has been adjusted to provide significant experience bonuses to light vehicles, allowing them to reach veterancy sooner, while the bonuses improve hit reliability and mobility bonuses. 

M3 Grant Medium Tank 

We want the M3 Grant to be an advanced medium tank that is worth its unlock cost and makes it stand-out from other vehicles in the game. Changes are meant to focus the Grant’s role as a vehicle that excels in frontal assaults, challenging most units head-on with its improved durability and high firepower. 

The turret 37mm weapon has been reworked to be more focused on defeating light vehicles that can occasionally penetrate tanks at distance. Its anti-infantry performance is now like that of the Stuart’s main gun. 

M3 Stuart Light Tank 

Given how quickly vehicles can move, having three separate effects for Tread Shot depending on the range was difficult for players to gauge what effect they would get. We are reducing it to a single effect, allowing the Stuart’s veterancy ability to always impact any vehicle in a major way. 

Requisition 17-pounder Anti-tank Gun Unlock 

Royal Engineer Section 

Royal Engineers are having their capture speed increased to help diversify the British early game by granting them better map control early on at the cost of long-term scaling.  

Team Weapon Training 

The bonuses from Team Weapon Training have been reworked to now provide significant bonuses that can be impactful to the outcome of a battle. The upgrade focuses on improving the survivability and rate of fire for all units involved.  

Vickers Focused Gunnery  

Vickers HMG 

British Forces Battlegroups

Heavy Armor Battlegroup 

Light Vehicle Withdrawal 

With Light Vehicle Withdrawal always being available and the improved performance of British Forces light vehicles, we are reinstating the munitions cost to this ability to limit  how fast units can be traded in early game where there are multiple units competing for munitions. 

Deutsche Afrikakorps

The Deutsche Afrikakorps is receiving some changes to reduce the impact of their shock vehicle timings, specifically the anti-infantry power of the L6/40 and limiting the mobility of the Flakvierling. In return, the Afrikakorps will have easier access to late game units with the primary focus on the deployment costs of Armored Reserves to improve its viability and provide discounted medium armor over the course of a longer game. 

254 Armored Tractor 

250 Light Carrier 

The standard 250 is having its front armor reduced to allow infantry to push back the 250 Light Carrier with concentrated small-arms fire.  

Armored Reserves  

The cost of non-Tiger call-ins has been reduced. Afrikakorps players already pay a significant number of resources to unlock units that have earlier timings in other armies or already exists in Panzer Armee Kommand.  

Carro Armato M13/40 Light Tank 

We are making some minor changes to the Carro to reduce its performance against infantry. 

Famo Recovery Half-track  

Flak 36 88mm Anti-tank Gun 

Flakvierling Half-track 

We are reducing the Flakvierling Half-track’s speed and acceleration, making it more difficult for the unit to escape its counter, and less effective at responding to enemy incursions across the map. 

Flammpanzer III Medium Tank 

Panzer III Assault Group 

Panzerjaeger replaced with a Panzerpioneer Squad that is upgraded with the  GrB 39 Grenade Launcher 

Panzer III L Medium Tank 

We have fixed an issue where the Panzer III’s machine gun upgrade was significantly weaker than all other machine guns in the game. This puts it on-par with the Panzer IV’s MG 42 upgrade. 

Panzer IV and StuG G Assault Groups 

Panzerarmee Kommand  

Panzerjäger Squad  

We are significantly improving the Panzerjäger’s role as an anti-vehicle unit by increasing their rate of fire and responsiveness when acquiring a target. Their durability has also been slightly increased to help them against area of effect weapons they often encounter. 

Semovente 

StuG D  

Deutsche Afkikakorps Battlegroups 

Italian Infantry 

L6/40 Double Call-in 

L6/40s are receiving a major adjustment that greatly reduces their anti-infantry performance when used without the flamethrower. This makes the standard L6/40 rush less likely to immediately end the game and more geared to countering early light vehicles when used in pairs.  

We have chosen to go this route as the Afrikakorps already have many anti-infantry light vehicles that can put pressure on the opponent, and we wanted to keep synergy with the Guastatori also being available from the same part of the unlock tree who are strong anti-infantry units. 

Armored Support
Battlefield Salvage 

Panzer IV Command Tank 

Panzerstorm 

Seek and Destroy and Panzerstorm are having their speed bonuses reduced make it easier to intercept or rundown units under the effects of these combat boosts. These abilities have received slight increases to their bonuses in other areas to compensate. 

Vehicle Awareness  

We have reworked this ability to be a global active, allowing us to increase the range of the detection aura, without providing constant reconnaissance of enemy vehicles through the fog of war. 

Italian Combined Arms 

Italian Combined Arms Strafing Run 

Italian Combined Artillery Cover 

Pact of Steel 

Secured Flanks and Force Recon abilities 

Wehrmacht 

Wehrmacht is receiving gentle adjustments this patch mainly to address issues regarding early game map control. 

Artillery Officer 

Flakpanzer IV Wirbelwind 

Grenadier Squad 

Grenadier capture rate is being increased to match other infantry squads. 

Kettenkrad  

Kettenkrad has been overperforming as the main capture tool for Wehrmacht players. We’re making some changes that should distribute a bit of capture power away from the Kettenkrad, making builds without it a bit more viable. 

MG 42 White Phosphorous Rounds 

Nebelwerfer 42 Rocket Launcher 

This adjusts the direct damage caused by the Nebelwerfer rockets on defensive structures, bringing them in-line with other artillery units that also have this penalty.  

Panther Heavy Tank 

Panzergrenadiers 

Stummel Half-track

Wehrmacht Battlegroups 

Mechanized Battlegroup 

New Ability – Unlock Panther Heavy Tank Production 

Coastal Battlegroup 

Command Bunker 

BUGFIXES

Art/Animation 

Audio 

Gameplay 

Performance/Stability 

Single Player 

Gela 

Calabria 

Dynamic Italian Campaign 

UX/UI 

Yorum Ekleyin