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Company of Heroes 3 March 2024 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 March 2024 5.1 are below.

Company of Heroes 3 March 2024 Patch Notes

This console update introduces several new features, quality of life improvements and new exciting content to the Console Edition of Company of Heroes 3. Additionally, the Hammer & Shield Expansion Pack is now available for players who wish to augment their forces on the battlefield. This update marks a significant improvement to the Company of Heroes experience on console, and a great time to jump back in to check out the new maps, Battlegroups, balance adjustments and improvements.

NEW CONTENT & FEATURES 


Hammer & Shield Expansion Pack 

Battlegroups

Campaign Company

Cosmetic Bundle 

Maps 

Villa Fiore – 1v1  

Added 1v1 Villa Fiore map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.  

Day 101 – 2v2 

Added 2v2 Day 101 map to Automatch, Co-op vs A.I., Skirmish and Custom game modes.  

Benghazi – 3v3 

Added 3v3 Benghazi map to Automatch, Co-op vs A.I., Skirmish and Custom game modes. 

Monte Cavo – 4v4  

Added 4v4 Monte Cavo map to Automatch, Co-Op vs A.I., Skirmish and Custom game modes. 

Sousse Wetlands – 4v4  

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

Player Profile  

Added a new Player Profile feature. The Player Profile displays information about ranked match rating, player rank and additional statistics about matches. You can find a Q&A and our full write-up on this new feature here

FEATURE IMPROVEMENTS 


End of Match Results  

Match Stats  

Social Interaction Options  

Visual Improvements 

Ambient Occlusion, Atmospheric Fog, Fog of War, Lens Bloom, Tone Mapping, and Lighting improvements have combined to update visuals across all maps and modes.  

Front End and Navigation  

Starting with a revamped Front-End Menu experience, the overhauled UI Menu now aligns with the franchise’s legacy, in conjunction with stronger immersion and a consistent experience.   

Additional UI/Navigation Changes  

 GENERAL GAMEPLAY CHANGES


Event Cues  

Heavy Machine Guns 

Maps 

Taranto Coastline 1v1  

Twin Beaches 1v1   

Campbell’s Convoy – 2v2   

Catania Crossing 3v3  

Mignano Summit – 3v3   

Monte Cavo – 4v4  

Pachino Stalemate – 1v1 

Reworked 1v1 Pachino Stalemate map. This map is available in Automatch, Co-op vs A.I., Skirmish and Custom game modes.  

Winter Line – 4v4  

Minimap & Tactical Map  

Off-Map Abilities – Multiplayer  

The intent of the changes to off-map abilities is to deliver a more robust, reliable and responsive system, while also improving the experience by providing more tells from both a visual and audio standpoint.    

Off-Map Audio  

Flares   

Both off-map and flight abilities will now use an expanded set of flares, which will indicate the danger level of an ability.  

Sector Off-Maps  

Ability Reticles  

Ground Deformation  

Pathfinding 

Pings  

Ping cooldown  

Selection 

Tactical Map  

Team Weapons   

Aim while on reload/cooldown cycles  

Idle state  

Prioritization  

Teardown    

Turn in place range  

Vehicle Mobility  

End of Movement   

Infantry and Vehicle Blocking  

Front-Facing Movement Preference  

Formation Movement  

Phasing Through Units  

Preference to not go around even if path is blocked  

Road Preference   

Turning  

Vehicle Speed

All the vehicles in the game had their speed, acceleration and rotation rates adjusted. This change helps improve the responsiveness of a number of vehicles and creates a differentiation between all vehicle classes.   

US Forces

VehicleSpeedRotation RateAccelerationDeceleration
4X4 Truck9.75708.7510
M29 Weasel8655.57
M3 Armored Personal Carrier7.2502.55
M16 Quad Half-track6.9502.55
M3 75mm Gun Motor Carriage6.9502.55
M8 Greyhound Armored Car6.75504.56
M24 Chaffee Light Tank6.5403.55.5
M8 Scott SPG6.75403.54.5
M31 Recovery Vehicle64535
M4A1 Sherman Medium Tank5.5352.34
M4A3 Sherman Bulldozer5.5342.34
M4A3 Sherman Easy 85.75362.54
M18 Hellcat6.6383.54.5

British Forces

VehicleSpeedRotation RateAccelerationDeceleration
Dingo Scout Car8.56078
CMP 15CWT Truck and variants7.55535.5
Humber Armored Car8.15057.1
Stuart Light Tank6.5453.754.5
Crusader AA Tank6.5353.54.4
Bishop SPG5.2301.83.1
Crusader II & III6.7383.754.8
Centaur6.33534
M3 Grand Medium Tank5282.14
Matilda Heavy Tank3.85221.752
Churchill Heavy Tank3.5251.52
Churchill Black Prince Heavy Tank3251.51.5

Deutsches Afrikakorps*

VehicleSpeedRotation RateAccelerationDeceleration
Kradschutzen Motorcycle Team11.5751012
250 Light Carrier & Mortar variant7.35754.57.5
250/9 Halftrack (2cm autocannon)7.6754.57.5
Flakvierling halftrack6.9503.257.5
2.5 Tonne Trust & Medical variant7.4553.256
L6/70 Light Tank7.5504.257
8 Rad Armored Car6.755045.5
Marder III4.6282.254
254 Reconnaissance Tractor6.8402.64
Famo Recovery Halftrack6.3503.57
M13/40 Light Tank6.63535
Semovente 75/18 Assault Gun 6.53535
Panzer III & variants6.254034.5

*Refer to Wehrmacht for the unit speed for the StuG IIIs, Tiger, and Panzer IVs 

Wehrmacht

VehicleSpeedRotation RateAccelerationDeceleration
Kettenkrad10.5858.510
221 Armored Car8.45067
251 Half-tracks and variants7.2502.54
Marder III M4.6282.254
StugG II G & StugG III D5282.254
Flakpanzer IV Wirbelwind5.75352.33.5
Panzer IV5.253223
Panzer IV Command Tank5.5342.53
Brummbar4.25281.93.25
Wespe SPG5.43023.5
Panther Heavy Tank5.2341.84
Tiger Heavy Tank3.8251.52

MULTIPLAYER GAMEPLAY CHANGES


Maps  

Twin Beaches  

Queue flow  

Tactical Map & Minimap  

Minimap  

Tactical Map  

Responsiveness  

Weapon Upgrades  


SINGLE PLAYER GAMEPLAY CHANGES 


Dynamic Italian Campaign  

With these changes, we’re improving the Italian Campaign experience and adding a new layer of strategic play. We want Company selection to be a meaningful choice for players and the Campaign Map to be a driver of these choices.  


Auto-Resolve Formula Update 

Our goal with this change is to bring damage and health values into easier interactions and remove some repetitive skirmish gameplay. Combats between Companies in the field are now automatically resolved, without an option to start a skirmish.  


Foggia Airfield Mission  

Adjusted difficulty.  

Traits  

Medic Trait Changes  

New Traits  

Gela Tutorial  

Gela has been reworked from the ground up. Now a far more streamlined mission, the player will begin by assaulting a fortified beach before continuing on to capture the courtyard in the city. The Tutorial experience offers a new atmosphere, lighting, environment art, and intro cinematics.  

MULTIPLAYER BALANCE 


General  

Accuracy Changes   

We have standardized accuracy across the board for the various tank guns. We have noted that our tank guns were too accurate at maximum range. This resulted in situations where vehicles chasing at maximum range would often land their shots while on the move, more than intended. This change goes along with our fixes to projectile-based weapons. 

Anti-Air 

We have made significant changes to the balance of anti-air and airstrike abilities. In general, anti-air units will be significantly more effective at stopping airstrikes within their vicinity. Furthermore, anti-air can now engage planes beyond the protected border regions of the map, giving anti-air more time to respond.   

Most mobile anti-air units have been standardized to output similar damage to aircraft. The following units have been changed:  

Airstrike Abilities have also been separated into general classes of durability. The list below goes from least durable to most durable:  

A single anti-air unit will be able to deny nearby Strafes, but multiple anti-air units are required to deny higher durability abilities. Two AA units will generally be able to lock down an area, while three will deny all but the Heavy Bomber Runs, which are designed to be largely unaffected by AA. Keep in mind this will have minor differences by map, direction of the airstrike, and when the anti-air unit faces its target.  

These relationships only matter when the anti-air is covering a specific area. While anti-air can cover a significant area, they have been tuned that additional anti-air units are required to cover the larger 4 vs 4 maps. This is something we’ll keep an eye on and rebalance in the future as necessary, but the intended goal is that airstrikes should be counterable even in smaller game modes such as 1 vs 1, but not to the point they become irrelevant in larger game modes where players can more easily specialize into airstrikes or anti-air.   

Camouflage Ambush Bonuses  

Casemate Tank Destroyers  

 Marders, StuG IIIs, Brummbars, Semovente, 75mm Halftrack Gun Motor Carriage  

Cover Combat  

Field Defenses 

Buildable defenses have been adjusted to be cheaper to construct, reflecting their base and opportunity cost. We have also added a new ability for all constructed garrisonable structures where infantry squads garrisoned in these structures will have higher offensive stats.  

The Wehrmacht Bunkers have also received several changes to their upgrades to better reflect their high upgrade cost and give them more flexibility when deployed forward in the field.  

Fighting Position   

Wehrmacht Bunkers  

Wehrmacht Fighting Nest  


Grenades  

The following change to grenades makes grenades lethal against all infantrymen in the game with greater damage in the center of the blast zone, but a higher damage drop-off around the edges. Previously, high health troops were able to stand on-top of a grenade and survive the explosion.   

Gammon and Bundle Grenades 

Regular Fragmentation Grenades 
US Forces and British Thrown Grenades   

Rifle Grenades
Infantry Section and Pathfinder Grenades   

Stick Grenades
Axis Grenades (excluding bundles)   

Hazard Removal Package
US Forces, British Forces, and Wehrmacht  

Infantry-Based Timed and Passive Healing Abilities  

Indirect Fire 

We are strengthening the power of mortars by reducing their barrage recharge times, increasing their rate of fire when not barraging, and the number of entities they can damage. Auto-fire and barrage range have also been standardized, allowing mortars to cover their full range while the barrage is on recharge. Area of effect damage in the center of the blast has been reduced due to the increases in damage limits.  

Other artillery units have also been improved by increasing their model damage limits. Rocket Artillery has been tuned to be more threatening to vehicles willing to stay stationary within a barrage, making them more relevant with dealing with large concentrations of armor.   

Light Mortars 

Medium Artillery
Pack Howitzer, 4.2-Inch Mortar, Le.IG 18  

Howitzer Emplacements
Obice 210, BL 5.5, M1A1 105mm Howitzer  

Bishop, Wespe, Cannone da 105mm 

BL 5.5 Inch Howitzer   

Pack Howitzer, le.IG 18, 4.2 Heavy Mortar  

Rocket Artillery   

Medium Anti-Tank Guns – M1, 6-Pounder, Pak 40, Pak 38  

This change coincides with the responsiveness improvements for anti-tank guns regarding packing up which no logner forces the gun to slowly reset to neutral facing before being allowed to pack-up 

Projectiles  

Direct-fire projectiles such as direct-fire tank guns, anti-tank guns, autocannons, and flamethrowers were reviewed. These changes will increase the reliability of vehicles when firing over low obstacles and prevent exploits when firing through objects.  

Repairs   

Reveal Area  

Snipers  

Strafing Runs
P47, JU-87s  

Suppression   

Uncrewed Machine Guns and Mortars  

Veterancy  


Off-map Artillery against Defenses and Buildings  

We have reduced the damage of certain off-maps against defenses, primarily against the Wehrmacht Bunker. The reason for this change is to allow Bunkers under the influence of either Bulwark or the Command Bunker aura to have a chance of surviving when undamaged, requiring a follow-up to destroy them. Regular bunkers will still be destroyed as normal by these off-maps.  

Note the P-47 Dive-Bomb requires the Double Sortie upgrade to destroy a bunker.  

FACTION BALANCE 


US FORCES

¼-ton 4×4 Truck  

The 4×4 is having its Commander upgrade returned in a different form, giving the US Forces a more powerful reconnaissance unit in the mid-late game.  

New Upgrade – Scout Commander  

75mm Halftrack Gun Motor Carriage 

We have made adjustments to the barrage to be more accurate and have increased range, allowing the 75mm Half-track to safely engage units like anti-tank guns and give the US Forces a light artillery unit. Reload times for the barrage have been increased to give players time to respond once the unit has begun firing in exchange for reliable accuracy.  

Barrage Area of effect    

Barrage Scatter   

Air Support Center  

Dive Bomb 

Strafing Run 

Bazooka Team  

We have made the Bazooka Team’s launchers as effective as those carried by elite infantry due to their role as a dedicated anti-vehicle squad. The removal of Precision Shot was done to focus the unit’s role at fending off vehicles.  

Captain Retinue  

Engineers  

Infantry Support Center 

M1 57mm AT Gun 

M1 81mm Mortar  

The Delayed Fuse ability is primarily meant to demolish emplacement bunkers. However, its current power allows it to devastate team weapons when abilities such as Airburst are meant to be the premiere anti-infantry ability of the mortar.  

M3 Personnel Carrier 

M1919 Machine Gun Team  

M24 Chaffee Light Tank 

M3 Armored Personnel Carrier 

M4A1 76mm Conversion Upgrade  

M4A3 Sherman Bulldozer  

The Centaur, Dozer, and Brummbar are being adjusted to be even more potent against infantry due to their specialist role that are also effective at cracking defenses. We have also adjusted scatter so these units will overshoot their targets rather than undershoot, allowing for more scatter hits on stationary vehicles. 

Canister Shot – M4A1 Shermans and M8 Greyhounds 

M8 Greyhound Armored Car 

Having lower health than other light vehicles of its cost, we are giving players the option to increase survivability of their Greyhounds against autocannons and weaker anti-tank weapons by spending munitions. 

New Upgrade: Side Skirts   

M18 Hellcat Tank Destroyer 

The Hellcat is having its reload time increased so units like the Panzer IV will slightly win in a head-on fight without maneuvering. Previous improvements to the units such as speed and accuracy have made the Hellcat too efficient when engaging more costly units head-on.  

Scouts 

Riflemen 

Weapon Support Center  

US Forces Battlegroups 

Airborne Battlegroup  

Airborne Reinforcement 

Carpet Bombing Run  

HMG Paradrop  

P-47 Rocket Strafe  

Paratroopers  

Smoke Run 

Supply Drop  

Armored Battlegroup 

Fast Deploy  

M31 Recovery Vehicle 

M4A3 Sherman Easy 8  

 M8 Scott  

Seek And Destroy 

War Machine 

Special Operations Battlegroup  

M29 Weasel 

Flamethrower Engineer Weasel Replaced with Weasel Towing M1 Pack Howitzer  

Due to the limited use cases of the Weasel carrying Engineers, we have changed the ability to bring in a M1 Pack Howitzer, giving Special Operations access to early light artillery to pressure defensive positions.  

Off-map Smoke Barrage 

Raiding Flares  

SSF Commandos  

Whizbang   

Renamed ability: Long-range Barrage. Replaces Precision Barrage 

This ability has been changed from a short-range, high accuracy ability to a slow firing long-range ability that allows the Whizbangs to hit targets at much further distances. 


BRITISH FORCES

3-Inch Mortar Team 

17-pounder Anti-tank Gun 

Bishop Self-propelled Gun  

CMP 15 CWT Truck 

Crusader MK III Cruiser Tank 

We have increased the scatter and lowered the area of effect damage of upgraded Crusaders to make Crusaders less effective against infantry at range. For its cost, the Crusader was too effective against infantry from long-range.  

CWT 15CMP Anti-Air Truck  

Dingo Armored Car  

Foot Guards  

Infantry Section  

Forward Observer Base Howitzer   

M3 Grant Medium Tank 

M3 Stuart Light Tank  

Reconnaissance Scan  

Mathilda Heavy Tank 

The penetration of the Matilda’s main gun is being reduced to be less effective against armored vehicles. We want to retain the Matilda’s high health and armor, but make the unit less effective at engaging heavier vehicles.  

Training Center  

Vickers Heavy Machine Gun Team  

British Forces Battlegroups

Air and Sea Battlegroup  

Assault Flares  

Centaur 

The Centaur, Dozer, and Brummbar are being adjusted to be even more potent against infantry due to their specialist role that are also effective at cracking defenses. We have also adjusted scatter so these units will overshoot their targets rather than undershoot, allowing for more scatter hits on stationary vehicles.  

Commandos – Both Variants  

Commandos are receiving minor passive healing, allowing for successive ambushes and granting Commandos greater flexibility when operating on their own.  

Commando Squad 

Commando LMG Section  

Incendiary Bombing Run  

Naval Blockade  

Naval Bombardment  

Supply Surplus  

British Armored Battlegroup  

Crusader AA 

Designate Targets 

Forward Repair Assembly 

Due to the ready access of Royal Engineer Sections found in the battlegroup, we are increasing the repair rate of the Forward Assembly and allowing it to repair itself and friendly structures.  

Recon Artillery  

 
Indian Artillery Battlegroup 

Airburst Artillery  

BL 5.5 Inch Howitzer  

Off-Map Airburst Barrage 

Perimeter Monitor  

Volunteer Infantry 


DEUTSCHE AFRIKAKORPS

8 Rad Armored Car  

250 Half-track  

Mortar half-track 

250/9 20mm Half-track 

Advanced Optics 

Advanced Repairs 

Armored Reserves  

Assault Grenadiers  

Combined Arms Ability  

Combat Half-Track 

Famo Recovery Vehicle   

Flak 36 Anti-Tank Gun Team  

Flakvierling Halftrack  

Grenade package 

Light Support Kompanie 

Le.IG 18 Howitzer  

Marder III Tank Destroyer 

Panzer III L Medium Tank 

The Panzer III is gaining increased frontal armor to be able to withstand lighter AT weapons such as the Chaffee when being attacked head-on from distance.  

Panzergrenadiers  

Panzergrenadiers will now be more powerful without Combined Arms while retaining the same overall strength. This was to help address the significant difference in viability of the unit in small vs large games while still incentivizing Combined Arms play.  

Panzerjaeger Squad   

StuG III (All Variants)  

StuG III D 

Tiger  

Veteran Leaders 

Walking Stuka Rocket Launcher  

Deutsche Afkikakorps Battlegroups 

Armored Support Battlegroup  

Command Panzer IV 

Vehicle Awareness  

Italian Combined Arms Battlegroup  

Armored Support Stuka Anti-Tank Loiter 

Artillery Cover  

Bersaglieri Squad 

Breda Model 30 LMG 

Combined Arms Strafe 

Semovente 75/18 Assault Gun  

Secure Location 

Italian Infantry Battlegroup  

Booby Traps  

Cannone da 105/28 Howitzer   

Sound The Alarm 

Guastatori  

L6/40 Light Tank Combat Group 

New ability: Emergency Speeds. Replaces Italian Brotherhood 

Obice 305mm Barrage  

Propaganda War  

Registered Artillery  


WEHRMACHT

221 Armored Car  

251 Halftrack and Variants 

251 Strummel Conversion 

Armored Skirts 

Flak 30 AA Gun Team 

Flak 36 Anti-tank Emplacement  

Flakpanzer IV Wirbelwind  

New ability: White Phosphorous Rounds. Replaces Tactical Advance 

Grenadiers   

Hull Down Ability 

Jaeger 

Kettenkrad Reconnaissance Vehicle  

Marder M III  

MG 42  

The MG 42 is gaining increased accuracy, improving its damage output. We want the MG 42 to be a key unit of the Wehrmacht and one of their primary anti-infantry damage dealers.  

Nebelwerfer 

Panzer Kommand 

Pionneer Squad 

Stoßtruppen Squad 

StuG III (All Variants)  

StuG III G  

Sturmpanzer IV Brummbar 

The Centaur, Dozer, and Brummbar are being adjusted to be even more potent against infantry due to their specialist role that are also effective at cracking defenses. We have also adjusted scatter so these units will overshoot their targets rather than undershoot, allowing for more scatter hits on stationary vehicles.  

Wehrmacht Marder III M 

We have adjusted the Marder to be more effective when fighting from a defensive position, but at a higher fuel cost. The unit can now ‘deploy’ to increase its range and firepower at the cost of mobility.  

New ability: Sight Main Gun. Replaces Hulldown  

Wehrmacht Battlegroups 

Breakthrough Battlegroup  

Blitzkrieg 

Incendiary Bombing Run  

Panzer IV Command Tank 

Rapid Production 

Luftwaffe Battlegroup  

20mm Flack Emplacement 

88mm Anti-tank Emplacement 

Fallschirmpioneers 

Luftwaffe Strafing Run 

Fragmentation Bombs  

Mechanized Battlegroup 

Mechanized 8Rad   

Panther Heavy Tank 

Stoßtruppen StG 44 Ambush Package 

Stug Assault Group 

Wespe Self-Propelled Artillery 

Zeroing Artillery Barrage 

BUGFIXES 


Art/Animation 


Audio 


Gameplay 


Performance/Stability 


Single Player 

General  

Dynamic Italian Campaign 

Campaign Companies will no longer offer an option to change battle and mission affectors if there is none available.

North African Operation  


UI/UX 

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