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Company of Heroes Eastern Front

 
Update 3.5 - Release Notes [1/3]Apr 1, 2024 - Community AnnouncementsWe're pleased to announce that Update 3.5 is heading your way. This update brings fixes to desync and major changes to AI difficulty scaling, Commonwealth faction overhaul, balance tweaks, quality of life improvements, bug fixes, and more! Desync & Saved games Update 3.4 brought major fixes to desync and saved games. Nevertheless, some reports since Update 3.4 revealed that players were still were experiencing regular desync issues during multiplayer games with a mix of human and AI players, and that some saved games were not working. Thanks to your continued feedback we were able to identify the issues and as such were able to fix the issues at hand. Unified all AI display names across all languages (CPU - Easy, CPU - Normal, CPU - Hard, CPU - Expert). Fixed a desync issue that would occur in team games with a mix of human and AI players if players were using different localization settings. Fixed an issue tied to custom AI scripts not updating properly after loading a saved game. Fixed AI difficulty settings not being applied properly for languages with non-ansi characters. (e.g. Russian, Chinese). AI Update 3.4 introduced many fixes and improvements to the AI. These changes had a significant impact on the overall competence and difficulty of the AI. Consequently, we have noted concerns about the AI difficulty, most notably the Easy AI. Previously, the AI difficulty scaling was exponentially. With Normal AI being the baseline (no bonuses), it meant that the Easy AI, while penalized compared to the player, was only marginally easier than the Normal AI. Additionally, the step up from Normal to Hard, and Hard to Expert were generally speaking much steeper. Starting from Update 3.5, the AI difficulty scaling will now be linear. In practice this means that Easy AI should now be significantly easier compared to the Normal AI, Hard AI will be slightly more difficult than before, while both the Normal and Expert AI remain more or less the same. We hope that this change in difficulty scaling will enhance the player experience when playing against the various AI difficulties. AI bonuses reworked: Reworked difficulty scaling from exponential to linear. Normal AI is still the baseline (no income bonuses whatsoever) Population cap override removed. Was: 79/81/97/125 (Easy/Normal/Hard/Expert) Base population addition bonus added (Easy/Normal/Hard/Expert): 0/+10/+20/+30 General changes Repair Stations Dev note: Unlike Infantry units that can withdraw to the base sector to reinforce and heal up, vehicles and tanks are completely reliant on other units in order to restore hitpoints. While this is an iconic dynamic in CoH gameplay and gives opportunities to keep vehicles rolling on the frontline, we also recognize that it often can lead to a snowballing effect in situations where engineer units are busy elsewhere, or eliminated. In such situations players are not only losing a unit, they also lack the means to get other existing units back into the action. We ar...Update 3.5 - Release Notes [2/3]Apr 1, 2024 - Community AnnouncementsPart 1 Desync, AI, General changes, Commonwealth https://store.steampowered.com/news/app/317600/view/3982938673437067888 Soviets Starting unit: Ingenery → Observer Team Dev note: Soviets have quite a complex starting unit roster with many options available. Some of these are very bad in terms of momentum building and ultimately result in the faction falling behind from the start. This is quite different from all other factions that generally have fewer choices available. This in turn means that players are much less likely to make a major mistake in their initial army composition. Observers are a mandatory unit to ensure good capping power and early game map presence, but it is difficult to gauge when exactly to field them alongside Ingenery and Conscripts. At the same time, the T1 options of the HMG team and Sniper aren't as vital to be fielded immediately as they usually need one or two support squads to be useful. Observers coming as a starting unit should help smooth out the initial unit choices, while also ensuring early game capping power. Full update for all Infantry models and textures (courtesy of Halftrack & S42 mod), this includes: More distinct (unique) visuals for Observers Less performance demanding unit models More varying and unique visuals for Naval Infantry, Partisans, Weapon Crews Ingenery Deployment time: 28 s → 16 s Conscripts Veterancy rank 1 now also provides -10% received accuracy SG-43 Heavy Machine Gun Team Teardown time: 2.6s → 2.1s Command Squad Manpower cost: 300 → 240 Reinforce cost: 38 → 30 Reinforce time multiplier: 1.5 → 1 Now receives shared veterancy from Infantry and Weapon Crews (similar to CW officers): Units share 50% of their own veterancy gain with the Command Squad in a 40 m radius Veterancy requirements: 8/16/32 → 12/24/48 Upkeep reduction bonus: Vet 0: -5% → -15% Vet 1: -5% → -10% (cumulative effect: -10% → -23.5%) Vet 2: -5% (cumulative effect: -14% → -27%) Vet 3: -5% (cumulative effect: -19% → -31%) Now come with DP-28 LMG by default DP-28 LMG can no longer be dropped For The Motherland now affects every own Infantry unit on the map. Tank Hall Added T-34/76: Cost: 360 mp, 70 fuel T-34/85 moved to reward unit status as alternative for the T-34/76. T-34/76 and T-34/85 Fixed inversed vertical hull mg animations ATo-42 Flamethrower: Fixed broken horizontal and vertical animations. (This caused the flamethrower to be practically unusable as it could only target units directly in front of the weapon.) Rebalanced flamethrower damage output from the ground up. (Now similar to Churchill Crocodile flamethrower.) SU-100 Focused Firing ability also increases weapon range to 55m Removed +14% damage multiplier against medium tanks/assault guns (Stug, hetzer, zrinyji, ostwind, panzer iii, panzer iv) IS-2 Heavy Tank Hitpoints 764 → 840 Fuel cost: 140 → 130 Hull traverse speed: 26 → 24 Top speed: 3.8 → 4.0 Acceleration: 2.2 → 1.8 122 mm D-25T: Base accuracy (s/m/l): 1/0.85/0.7 → 1/1/0.8 Area of Effect radii: (s/m/l): ...Update 3.5 - Release Notes [3/3]Apr 1, 2024 - Community AnnouncementsPart 1 Desync, AI, General changes, Commonwealth https://store.steampowered.com/news/app/317600/view/3982938673437067888 Part 2 Soviets, Ostheer https://store.steampowered.com/news/app/317600/view/3982938673437071316 Panzer Elite Panzergrenadiers Gewehr 43: Damage multiplier vs heavy cover: 1.25 → 1 Accuracy multiplier vs heavy cover: 1 → 0.5 Damage multiplier vs light cover: 1.25 → 1 20 mm Flakvierling Population cost: 3 → 5 Vehicle Veterancy Offensive: Removed -5% reload time bonus Added +10% mobility bonus Defensive: Removed +10% speed bonus Added +2.5 m sight range bonus Jagdpanther Slightly increased overall mobility and traverse rate. Horizontal gun traverse speed: 25 → 35 Moving accuracy multiplier: 0.5 → 0.65 Main gun range: 45 → 47.5 Inner range brackets: 10/20/45 → 10/35/47.5 Hummel Lockdown (rapid fire): Removed -25% received accuracy bonus Lockdown/Mobilize cooldown: 5/15 s → 20 s Hotchkiss Light Tank Traverse speed: 40 → 45 Max speed: 4.2 m/s → 5.2 m/s Luftwaffe Infantry Hitpoints: 55 → 60 Fallschirmjägers Hitpoints: 60 → 65 Luftwaffe Tactics Removed Henschel Panzerknacker Overwatch Added Henschel Overwatch Henschel Overwatch For a period of time Henschel Hs. 129 ground-attack aircraft will fly air coverage over the designated area, targeting all visible enemy units with 75 mm APHE ammunition. Cost: 175 munitions Bordkanone 7,5: Vastly increased area of effect damage Base damage: 225 → 200 Swapped shell explosion FX to match the AoE Added a small suppression effect Fixed a potential issue that caused planes to miss a lot Scout Car Rebalanced armor effectiveness from the ground up; generally the vehicle should be sturdier against (automatic) small arms fire. A plethora of inconsistencies were also fixed where certain weapons were excessively strong against this armor type. Added Suppressing Fire ability (cost: 20 munitions) Acceleration: 4 → 3 Hitpoints: 225 → 275 Manpower cost: 280 → 230 Fuel cost: 0 → 10 Radio upgrade now increases sight range by 15 m Light Anti-Tank Halftrack Hitpoints: 250 → 295 Manpower cost: 270 → 260 Moving accuracy multiplier: 0.5 → 0.75 Accuracy multiplier vs infantry: 0.25 → 0.6 Area of Effect radius: 0.5 → 1 88 mm Flak 36 AA/AT Damage multiplier vs US Halftrack: 1.35 → 1 Damage multiplier vs BA64: 1.35 → 1 Marder III Damage multiplier vs US Halftrack: 1.5 → 0.75 (will no longer 2 shot them consistently) Infantry Halftrack Hitpoints: 250 → 295 Manpower cost: 220 → 230 Fuel cost: 20 → 15 Added Funkwagen upgrade: Cost: 30 munitions Enables capture of territory Adds a camouflage detection radius Disables troop transporation Rebalanced armor effectiveness from the ground up; generally the vehicle should a bit less sturdy against all small arms fire. However, a plethora of inconsistencies were also fixed where certain weapons were excessively strong against this armor type. Logistics Kompanie Manpower cost: 160 → 140 Fuel cost: 15 → 10 Removed Scout Car Added Infantry Halftrack Kampfgruppe Kompanie Removed Infant...Leaderboards and Ranked Play now availableOct 24, 2023 - Community AnnouncementsThe new rank system is now available on the discord server! Feel free to join and start playing games to save yourself a spot on the leaderboards! https://steamcommunity.com/games/317600/announcements/detail/5859804391132227136Leaderboards and Ranked PlayOct 21, 2023 - Community AnnouncementsWe're proud to present you a discord-exclusive ranking and matchmaking system for Company of Heroes: Eastern Front mod. Thanks to the ranking/ELO bot system NEATQUEUE from NeatZ we can finally provide a proper matchmaking system through discord. If you want to play a match, you simply join our discord, go to one of our matchmaking channels and queue in as axis or allies. Our discord bot will match you up with people who also search for games. When enough players are available, a custom lobby is created in which you can see the players and the map to be played (yes, we have a random map generator). After that you can join voice channels and play the game in our Eastern Front client. the last thing required is to report the game result, after that your rating (called MMR) changes accordingly. Depending on your rating you will be assigned a special Discord rank: MMR 2200 and higher: Grand Marshal (only one player per Ladder) MMR 2199-2000: General MMR 1999-1700: Major MMR 1699-1400: Captain MMR 1399-1200: Lieutnant MMR 1199-1000: Junior Lieutnant MMR 999 or less: Officer Cadet Planned game modes: Supremacy The classic way Company of Heroes is played in multiplayer. Victory Points and a set of balanced maps on the Eastern Front. Team Size: 1 vs. 1 and 3 vs. 3 Rules: Victory Points 500, fixed starting positions, standard ressources Map Pool 1v1 (2) Mstow (2) Kotelnikovo (2) Cologne (2) Demyansk (2) Karski (2) Wrecked Train Map Pool 3v3 (6) Kiev (6) Konvoi (6) Seelow Heights (6) Prokhorovka King of the Hill Opposed to classic Victory Point game mode, King of the Hill only features a single Victory Point in the center of the map. Points will trickle down much slower and allow for more drawn out games. High starting ressources allow players to push and attack more fiercely in the beginning of the match. Team Size: 2 vs. 2 Rules: King of the Hill, fixed starting positions, high ressources Map Pool (4) Kotelnikovo (4) Zmievka (4) Kursk (4) Sevastopol (4) Constanta Port (4) Nikolaevka (4) Rails and Metal Release Date The ladder system will be available shortly. We'll start off with the ladders described above, with working custom ladder ranks in our Discord Server, Leaderboards and playercards with stats. The system is planned to be improved and expanded in the future. Community Discord Server: Click here to join our Community DiscordUpdate 3.4 is now available!Oct 21, 2023 - Community AnnouncementsUpdate 3.4 is now available! Check out our dedicated articles to see what this update brings to Company of Heroes: Eastern Front. Part Desync & Saved games, Game stability, AI, General changes, Soviet & Ostheer https://store.steampowered.com/news/app/317600/view/5466859616674036407 Part Panzer Elite, Wehrmacht, Americans, Commonwealth, Maps, Sound Design, Quality of Life & Bug fixes https://store.steampowered.com/news/app/317600/view/3686814404781284876Update 3.4 - Release Notes [1/2]Oct 16, 2023 - Community AnnouncementsWe're pleased to announce that Update 3.4 is heading your way, and will be released in the near future! This update brings fixes to desync and saved games, game stability improvements, major AI fixes and enhancements, balance tweaks, quality of life improvements, bug fixes, and more! Desync & Saved games One of the major issues that has been reported since the release of Update 3.3 was that players were experiencing desynchronization (desync) during multiplayer games, and that saved games were not working. Desync refers to a situation where the game state becomes inconsistent or out of sync between different players or the server. This means that what one player sees or experiences in the game may differ from what others are experiencing. Desync issues can result in gameplay problems, such as units behaving incorrectly, actions not registering correctly, or players perceiving events differently. This eventually results in very odd game behavior, lag, and in some cases game crashes. Ultimately Desync ruins the match outcome and player experience. Thanks to your continued feedback we were able to isolate the issues and as such were able to fix the issues at hand. Fixed a desync issue that was especially prevalent when teams had a mix of human and AI players. Fixed an issue tied to custom AI scripts not updating properly after loading a saved game. Note that a poor internet connections with high ping and severe packet loss, low end systems, and poor in-game performance can also lead to desync and lag. Game stability issues The Eastern Front mod suffered from game stability issues since quite some time. While some of these were related to the newly introduced AI scripts that were introduced with Update 3.3, there were other issues that would cause frequent crash-to-desktop errors and game freezes. In a very time consuming process we managed to identify and fix two critical sources of the crashes. As a direct result, the game should now run much more stable than it used to. Unfortunately one of these sources related to our custom implementation of Steam Achievements. We therefore decided to disable the achievements completely until we can figure out a way to implement them without causing game instability issues. The achievements will remain visible on the Steam page, but for the time being it will no longer be possible to complete them. We hope you understand this decision and that our priority is first and foremost to make Eastern Front an enjoyable gaming experience. Fixed a major issue that would cause the game to crash to desktop without errors. Temporartily disabled Steam Achievements functionality due to causing critical game stability Fixed various Fatal AI and Scar errors related to custom scripts. Fixed various bugs, black screens, and crashes that would occur duing the Tutorial, Performance Test, and various campaign missions. Lastly, it should be noted that Company of Heroes has game instability issues unrelated to the Eastern Front mod. T...Update 3.4 - Release Notes [2/2]Oct 16, 2023 - Community AnnouncementsPart 1 Desync & Saved games, Game stability, AI, General changes, Soviet & Ostheer https://store.steampowered.com/news/app/317600/view/5466859616674036407 Panzer Elite Dev note: We've noticed that the Panzer Elite has a difficult time maintaining a healthy manpower income during the later stages of the game. Since the faction has no means of reducing its unit upkeep costs, it means the faction had a tendency to lack the manpower to sustain a reasonable army growth over time. This in turn led to limited momentum building capabilities, making it difficult to reach critical power spikes throughout the course of a game. We aim to address the issue by increasing the base population threshold as well as tweaking some unit upkeep costs. What this means in practise is that it should enable players to field their two initial Panzergrenadier squads without a steep income reduction, and the faction should have an easier time building momentum while also having to maintain losses. Base upkeep threshold: 5 → 7 Unit upkeep costs (mp/min): Panzergrenadiers: 8.2 → 7.2 Assault Grenadiers: 9.6 → 8.0 Tank Busters: 11 → 8.6 Fallschirmjägers: 11 → 8.0 Infantry Halftrack: 6.7 → 5.4 Light AT Halftrack: 6.7 → 5.4 Armored Car: 6.7 → 5.4 Pioneer Halftrack: 6.7 → 0 Hotchkiss Light Tank: 6.7 → 5.4 Panther Battlegroup Dev note: With Update 3.0 that brought the initial rework of the Panzer Elite faction the Panther Battlegroup call-in was removed. This because its power spiking potential was deemed too efficient and toxic in conjunction with common strategies performed by the faction. The game plan of the Panzer Elite often revolved around reaching the Panther Battlegroup as quickly as possible, after which it became a repetitive gameplay loop of solely relying on this call-in ability. The overall oppressiveness and momentum building potential of the faction was reduced significantly compared to the original faction, and we've noted concerns from the community that certain strategies have a difficult time transitioning into late game options that can reliably deal with the power spikes of other factions. We are therefore reinstating this iconic ability to the faction, albeit with some tweaks. While we want to avoid players solely relying on this call-in ability once available, we recognize its importance as an initial power spike when performing certain strategies (most notably, a strong mid game focus on T3). Reinstated Panther Battlegroup call-in: Requires Advanced Kampfgruppe Kompanie, Advanced Panzerjäger Kommand, Advanced Panzer Support Kommand AND Panther Support Can only be used once per battle. Cost: 1000 manpower Schwimmwagen Type 128 Dev note: We're also reintroducing a familiar unit to the faction as an optional replacement for the Kettenkrad. Reinstated Schwimmwagen Type 128 reward unit (replacing Kettenkrad). Abilities: Incendiary Trap (Scorched Earth Tactics) Mark Target (Luftwaffe Tactics) Mine Drop (Tank Destroyer Tactics) Booby Traps (Scorched Earth Tactics) ...Greetings from the Eastern Front - Developer InterviewOct 1, 2023 - Community AnnouncementsWe recently had the opportunity to have a chat with Capt.Sedaris and talk about Company of Heroes, the origins (and future!) of the Eastern Front mod, the people behind it, hurdles during development, modding Company of Heroes, and more! So are you curious to learn more about the development and history of Company of Heroes: Eastern Front, or to get to know the developers? Check out the full interview on their YouTube channel: p.s. playback speed can be increased!Update 3.3 is now available!Feb 2, 2023 - Community AnnouncementsComrades, This update brings balance tweaks, AI enhancements, major overhauls to two of our featured maps, bug fixes, and more! General changes Ambient objects Fixed various map objects lacking object cover and impass completely (certain statues, hay bails and large rubble piles). Tractors now provide heavy cover instead of light cover. Standardized metal fuel barrels to all provide heavy cover instead of a mixture between light and heavy. Ostheer Kubelwagen MG34 upgrade ammo cost: 25 → 15 Landsers Damage output (short/mid/long): -7%/+9%/-4% Panzer III Dev note: Panzer III upkeep was lowered in an earlier version, and due to the last set of buffs it is reasonable to revert the upkeep back to the original values. All Panzer III variants upkeep: 8.08 → 10.75 Spearhead Operations Panzerfusiliers Now use reliable Kar98k rifles (visual change only) Scoped MP44 package ammo cost: 50 → 75 Siege Operations Riegel mines CP cost: 2 → 1 Flammpanzer III Flamethrower will now launch multiple, shorter bursts with a small pause inbetween Elefant CP cost: 4 → 5 Accuracy against antitank guns: 50% → 20% Joint Operations Dev note: In some situations the abilities of the right side of the doctrine tree proved to be too spammable. Honved Combatgroup Call in cost: 260 mp → 270 mp Hungarian Strategic Reserves Recharge time: 180s → 300s Soviets Conscripts Dev note: dp 28 will now be slightly more effective against large groups of infantry. Veterancy requirements rank 1/2/3: 6/14/28 → 6/12/28 DP-28 light machine gun acc incr. 1.03 → 1.05 Strelky Veterancy requirements rank 1/2/3: 10/20/40 → 9/18/36 Observer Team Now use their own armourtype tp_infantry_scout. This fixes an issue with Observers not dying except when they're on extremely low health in some situations. Enemy sniper shots will no longer one-shot-kill Observers with full health Squad will be slightly harder to hit while they are on the move Hitpoints 65 → 70 SU-76 76mm Artillery Barrage Increased the overall damage area by 12% SU-100 Manpower cost: 450 → 400 Fuel cost: 100 → 90 Improved ammunition tech affects SU-100 (+10% penetration) Urban Combat Strategy Naval Infantry Hitpoints: 80 → 85 (squad health 320 → 340) Resilience mechanic now also reduces weapon reload by 10% 52K 85mm cannon Base penetration (short/mid/long): 1.0/0.92/0.88 → 1.25/0.83/0.66 Base damage: 200 → 180 Dev note: This might look like a major nerf, but it isn't. The gun had some unintentionally high penetration values which are put in line with other flak and long range AT weapons Breakthrough Strategy M1937 107mm Heavy Mortar CP cost: 2 → 1 Call-in recharge time: 90 s → 180 s Breakthrough Artillery CP cost: 2 → 3 Panzer Elite Upkeep Threshold Dev note: this value determines how many population points are free of upkeep. Required population points: 8 → 5 Panzer Grenadiers Dev note: The weapon is mostly meant as an anti-garrison weapon that can be used in addition to incendiary grenades. Playtests showed it was slightly too powerful in op...1v1 Tournament - The Winter ConflictJan 8, 2023 - Community AnnouncementsGreetings Eastern Front fans, We are glad to announce the first Company of Heroes: Eastern Front 1v1 Tournament! The Winter Conflict {STEAM_CLAN_IMAGE}/28620813/9c269fabcc2d9dedee4328c6afaf12e95f17d481.png Prize pool Thanks to our tournament sponsor Relic Entertainment we can offer the following prize pool: 1st place: Company of Heroes 3 Digital Premium Edition Steam™️ key 2nd place: Company of Heroes 3 Steam™️ key 3rd place: Company of Heroes 3 Steam™️ key 4th place: Company of Heroes Franchise Steam™️ key Participation & Sign-ups The tournament has free entry. There are 32 player slots in total. So be sure to sign up as soon as possible to secure a chance to arise as winner of this event and claim a key for the upcoming title Company of Heroes 3! Sign-ups start January 8th, 2 pm CET and close January 29th, 12 pm CET. Click here to go to the sign-up page. Tournament brackets will be made public after the sign-ups are closed. Time & Dates The tournament comprises of four rounds that will start on February 3rd and end on February 12th. Feb 3 :: Round 1 Feb 4 :: Round 2 Feb 10 :: Round 3 (Quarter Finals) Feb 11 :: Round 4 (Semi Finals) Feb 12 :: Round 5 (Finals) Participants have time to play their games from 5 pm CET until 12 pm CET. Players must check-in 1 hour beforehand. Terms & Conditions Full tournament rule set: Allowed Factions: Ostheer and Soviets. Match rules: 500 VPC Random Starting Positions Standard Starting Resources Rounds 1-4 are played in Best-of-Three (BO3) format. Map pool: Game 1: Cologne (2) Game 2: Kotelnikovo (2) Game 3: Karski (2) Round 5 is to be played i Best-of-Five (BO5) format. Map pool: Game 1: Cologne (2) Game 2: Kotelnikovo (2) Game 3: Karski (2) Game 4: Karachev (2) Game 5: Demyansk (2) Game organization: Both players bear responsibility to contact the other to organize their game. The player in the upper bracket should host the game lobby and set it up i accordance to the match rules. If a participant does not show up after the time runs out, the win goes automatically to the opponent. No substitutes are allowed. Faction picking: First Match (BO3/BO5): The Tournament referee will use the Coin Flipping method to decide who picks first. Players in the upper bracket are Heads, Players in the lower bracket are Tails. Second Match (BO3/BO5): The player who did not pick first the previous match may now pick a faction first. Third Match (BO5): The player who did not pick first the previous match may now pick a faction first. Fourth Match (BO5): The player who did not pick first the previous match may now pick a faction first. Tiebreaker Match (BO3/BO5): If both participants won an equal amount of matches, the player with the most remaining Victory Points in all matches may pick their faction for the final battle. Grid hotkeys are permitted. Zoom Mods are not permitted. All participants must join the Eastern Front Discord for ease of communication between the tournament organization and its participants. All participants m...Update 3.2 is now available!Dec 23, 2022 - Community AnnouncementsUpdate 3.2 is now available! Check out our dedicated articles to see what this update brings to Company of Heroes: Eastern Front. Part Global changes, Axis Armies https://store.steampowered.com/news/app/317600/view/3618109754360204669 Part Allied Armies, Maps, AI, User Interface, Bug Fixes https://store.steampowered.com/news/app/317600/view/3308481413922153782 Happy holidays!Update 3.2 - Release Notes [1/2]Dec 21, 2022 - Community AnnouncementsComrades, As the holidays appear on the horizon, we're coming back to you with another update announcement. We're pleased to announce that Update 3.2 is scheduled to be released on December 23rd, 10 am PDT (5 pm GMT, 7 pm CET)! Global balance & gameplay changes Flamethrowers Flamethrowers were improved in Eastern Front and provide a more steady and reliable damage output which makes them less powerful against fully healed infantry units while more deadly against low health models. Playtests showed that Flamethrowers currently overperform in certain situations due to these changes, so we decided to reduce their effectiveness against squads with ~30-50% hitpoints slightly. In return, we increased the damage that flamethrowers do to garrisoned infantry. They will still be much less RNG dependant than vCoH flamethrower units. Chance to burn models on yellow health bracket: 30% → 20% Damage multiplier against garrison cover: 2.0 → 2.5 Affected units: M2 Flamethrower (Engineer) Flammenwerfer 42 (Pioneers) Roks3 (Ingenery) vehicle flamethrowers (Flammpanzer III, Sherman Crocodile, Churchill Crocodile, Sdkfz 251 Halftrack Flamer, Ato42 T34) Anti-Air weapons Fixed a plethora of inconsistencies between various Anti-Air Weapons Panzerfaust Base damage: 70/85 → 100 Rebalanced and fixed all target table inconsistencies: Panzerfausts generally will deal significantly more damage against tanks, but the penetration chance remains unchanged. Damage against light vehicles remains similar but may be a bit higher in specific cases. Ostheer Teching adjustments The Ordnance Depot stands central in many Ostheer strategies, offering critical counter units that help establishing a foothold against a multitude of threat types. However, the structure proved too cheap and we therefore decided to increase its overall cost to reduce momentum building potential and mitigate an identified snowballing effect. At the same time, the Panzer Recon Company was often discarded in favour of the Mechanized Command due to missing vital Anti-Tank options, and a unit roster that was too focused around handling soft targets. We adjusted this issue by moving the Panzer 38(t) to the Mechanized Command, and made the remaining units in the Panzer Recon Company much more appealing. Panzerwerfers are more accessible, and the Panzer III can now be deployed without the need for the Division Assault Troops update, and now has access to permanent Anti-Tank capabilities. Division Assault Troops Fuel cost 60 → 45 Ordnance Depot Manpower cost 180 → 230 Fuel cost 10 → 20 Mechanized Command fuel cost 80 → 95 MG34 Light Machine Gun Upgrade Fuel cost: 60 → 50 Krankenwagen Fuel cost: 15 → 20 Kubelwagen The Kubelwagen currently overperforms its role as mobile fire support unit. We're correcting some of its basic statistics to put it more in line with other early recon vehicles. MG34 Light Machine Gun: Range brackets (s/m/l): 10/20/35 → 6/15/35 DPS (s/m/l): -7.5%/-9%/-9.6% Mobility: Acceleration: 10 → 6 Decele...Update 3.2 - Release Notes [2/2]Dec 21, 2022 - Community AnnouncementsPart 1 Global changes, Axis Armies https://store.steampowered.com/news/app/317600/view/3618109754360204669?l=english Soviets We noticed that the faction was often struggling to gain an advantage during the early game, while at the same time capable of quickly snowballing with fast access to powerful tanks. In other words, the "tank rushing" strategy was too efficient at the same time that the faction often relied on these shock units as an offset to relatively weak early game options. The following changes aim to push back the timing of the initial T-34/85 tanks while also enabling Soviets an easier transition into a combined arms approach through natural tech progression. We also aim towards making squad upgrades more accessible, allowing players to equip their forces more easily when falling behind. Furthermore, we also aim to address that the Soviets were lacking early game capping power, often falling behind quickly against an equal opponent, something that became most evident in competitive 1v1 games. Armoury Fuel cost 50 → 45 Support Barracks Fuel cost 10 → 15 War Factory Fuel cost 55 → 60 Tank Hall Now requires either Support Barracks or War Factory Removed Breakthrough Tankovy tech Upkeep upkeep threshold 10 → 15 Explanation: This threshold defines when units start to affect your manpower income. Below 15 population units are free of upkeep, after that point each unit that is fielded starts to cost upkeep. Shock Strelky No longer unlocks PPSh-41 Sub-Machine Gun weapon package. Fuel cost 50 → 40 Research time 90s → 60s Added +10% Mosin Nagant weapon damage bonus Removed -15% received damage bonus Petrol Bombs Manpower cost: 100 → 80 Research time: 60s → 45s Ingenery Reinforce cost: 22 mp → 18 mp (66 total → 54 total) Capture rate multiplier: 0.75 → 1 Conscripts Conscripts are not meant to be used in large numbers or as aggressive mainline infantry. They thrive in static long range combat and should remain stationary during engagements due to a hefty weapon accuracy penalties while on the move. However, it became evident that Conscripts were a bit too susceptible to light AoE weaponry like Mortars, while also requiring a bit too much planning to be used effectively. This resulted in Conscripts quickly falling apart when caught out in the open or when forced to relocate during combat. The following changes are aimed to make Conscripts a bit more forgiving to use out of the box, reducing their reliance on the damage output from DP-28 Light Machine Guns, while retaining their overall mediocre combat efficiency. Hitpoints: 45 → 50 (squad hitpoints: 315 → 350) Capture rate multiplier: 1 → 1.25 Mosin Nagant damage output (s/m/l): +7%/+5.3%/- Deployment time: 49s → 42s Reinforce time: 7s → 5s (total reinforce time for 6 models: 42s → 30s) Upkeep cost: 5 mp/min → 6 mp/min veterancy requirements for level 1/2/3: 6/12/24 → 6/14/28 DP-28 LMG damage output (s/m/l): -6%/-3.6%/-35.7% VPGS Anti-Tank Rifle Grenade Munition cost: 35 → 30 Damage multiplier a...Update 3.1 is now available!Sep 30, 2022 - Community AnnouncementsUpdate 3.1 is now available! This update brings game balance changes, AI difficulty tweaks, language support for Traditional Chinese, bug fixes, and more! Check out the release notes to see what has changed: https://store.steampowered.com/news/app/317600/view/3302850737223779994Update 3.1 - Release NotesSep 29, 2022 - Community AnnouncementsAs we remain in awe of the enthusiasm around Update 3.0, we look forward to the road ahead. We also want to take this opportunity to show our gratitude towards you as a community for staying with us all these years and for your continued support and enthusiasm around Company of Heroes: Eastern Front! Getting the opportunity to share and play our creation with many of you is a great reward after all these months of development and internal playtesting. Thanks to your valuable feedback and bug reports we were able to track down and address many balance concerns and other issues. We are therefore happy to announce that Update 3.1 is scheduled to be released on September 30th, 10 am PDT (5 pm GMT, 7 pm CEST)! The update brings game balance changes, AI difficulty tweaks, language support for Traditional Chinese, bug fixes, and more! Before we dive into the details of this update, we want to give a shout-out to our community translators. Without your efforts we would be unable to support localization for languages other than English and German. Support for additional languages is planned, but we also are still looking for translators that can aid in this process for currently unsupported languages. If you think that you are up for the task, make sure to get in contact with us! Global balance & gameplay changes Infantry Anti-Tank Weapons In Update 3.0 the M9 Bazooka and 44M Panceltoro received major improvements to their overall reliability and penetration capabilities. While we are mostly satisfied with these changes, we deem the weapons to overperform against certain targets. M9 Bazooka/44M Panceltoro Damage multipliers: SdKfz 22x series: 1 → 0.9 SdKfz 250 series: 1 → 0.9 SdKfz 251 series: 1 → 0.9 SdKfz 234 Puma: 1 → 0.9 Stug skirts: 0.9 → 0.7 Panzer IV: 1.6 → 1.4 Panzer IV skirts: 1.2 → 1.1 Panzer III: 1.6 → 1.2 Panzer III skirts: 1.2 → 1 Jagdpanzer IV: 1.5 → 1.4 Jagdpanzer IV skirts: 1.125 → 1.1 Panther: 1.5 → 1.4 Panther skirts: 1.125 → 1.1 Jagdpanther: 1 → 1.2 Penetration multipliers: Panzer III: 0.85 → 0.75 Panzer III skirts: 0.8 → 0.7 Jagdpanther: 0.2 → 0.15 Accuracy multipliers: SdKfz 234 Puma: 1 → 0.85 SdKfz 250 series: 1 → 0.85 SdKfz 251 series: 1 → 0.85 Panzer II Luchs: 1 → 0.85 M8 Greyhound: 1 → 0.85 Target moving accuracy multipliers: SdKfz 234 Puma: 1 → 0.8 SdKfz 250 series: 1 → 0.8 SdKfz 251 series: 1 → 0.8 Panzer II Luchs: 1 → 0.8 M8 Greyhound: 1 → 0.8 Vehicle Cover The vehicle cover mechanic was disabled completely with Update 3.0, addressing a significant layer of RNG in vehicle-to-vehicle combat. However, this mechanic also served as an important factor for the survivability of stationary cannons like Howitzers and Flaks. We have therefore decided to re-enable it for these types of units. Flak 88, 52k-AA/AT, M2A1 Howitzer, Pak 43/41, LeFH, Flakvierling will benefit from a -25% rec. accuracy modifier when placed close to light or heavy cover. Soviets VPGS-41 Anti-Tank Rifle Grenade damage multiplier vs Motorcycle/Kubelwagen/Schwimmwag...Update 3.0 is now available!Sep 16, 2022 - Community AnnouncementsWelcome back to the Eastern Front comrades, Update 3.0 is now available! Check out our dedicated articles to see what this update brings to Company of Heroes: Eastern Front. Part Summary & Faction Overhauls https://store.steampowered.com/news/app/317600/view/3328745165989788306 Part Global balance changes, faction balance tweaks, visuals & sound design, maps enhacements, quality of life improvements, bug fixes https://store.steampowered.com/news/app/317600/view/3328745165989795116Update 3.0 - Release Notes [1/2]Sep 10, 2022 - Community AnnouncementsWe're excited to announce that the long-awaited Update 3.0 is scheduled to be released on September 16th, 10 am PDT (5 pm GMT, 7 pm CEST)! This update features faction overhauls for the Soviets, Ostheer, and Panzer Elite, new weapon sounds, UI and visual improvements, map enhancements, quality of life improvements, bug fixes, and more! Soviets Characterized as a versatile faction, the Soviets have with a wide variety of units available in their base arsenal. The envisioned faction playstyle revolves around being more static and defensive early on and transition into an offensive powerhouse as the game progresses. However, this versatility was heavily restricted as many units and upgrades were locked behind an array of highly specific and unique upgrades. The sheer amount of available teching options made it difficult to transition between units, especially when falling behind your opponent. These restrictions limited the amount of viable strategies, leading to repetitive army compositions as certain unit and tech choices were strongly favoured over others. At the same time this allowed the Soviets to snowball massively when getting ahead of their opponent in terms of resourcing. This became most evident in team games, where Soviet players would often out-scale other factions quickly throughout the course of a game. Many of the faction's units featured a similar playstyle as most infantry squads wield Mosin Nagant rifles. This meant that units often lacked a clear identity and would often fulfill the same roles in battle. A notable example here was the dynamic between Ingenery, Conscripts, Strelky, and the Command Squad. A secondary effect of this was that these units lacked their own distinct audio characterization, making engagements feel unexciting and non-immersive. Our goal was to improve the versatility and flexibility of the faction by reorganizing the base arsenal, simplifying the teching options, and clarifying unit roles while also reducing unit overlap. Additionally, we aimed to permit a broader range of strategies while tweaking the overall power scaling potential to be more in line with the other factions. Alongside the revised core faction design, all Command Trees have seen significant changes and balance tweaks with the primary goal to improve the synergy with the core faction, while also offering unique playstyles and progression choices. The basic tech tree is as follows: {STEAM_CLAN_IMAGE}/28620813/53f5b5cddc76de1a8b326397eb5832f058cbc284.png The revised Command Trees: {STEAM_CLAN_IMAGE}/28620813/e3cdcfcf12dd223c278a5293c4f633801ac75c9e.png Headquarters {STEAM_CLAN_IMAGE}/28620813/f74a4bf6b38fba4b79c8ebd8fb0f7db5df50fb19.pngIngenery (4) Primary Builders equipped with PPD-38 Sub-Machine Guns. Construct all Base Structures and defenses, and can repair Vehicles/Structures. Can be upgraded with Minesweepers, or a Flamethrower for increased combat effectiveness. Ingenery are good at close range combat. {STEAM_CLAN_IMAGE}/28620813/a71...Update 3.0 - Release Notes [2/2]Sep 10, 2022 - Community AnnouncementsWe're excited to announce that the long-awaited Update 3.0 is scheduled to be released on September 16th, 10 am PDT (5 pm GMT, 7 pm CEST)! This update features faction overhauls for the Soviets, Ostheer, and Panzer Elite, new weapon sounds, UI and visual improvements, map enhancements, quality of life improvements, bug fixes, and more! Part 1 Summary & Faction Overhauls https://store.steampowered.com/news/app/317600/view/3328745165989788306 Global balance & gameplay changes Snipers Snipers have seen a significant reduction in combat capacity and their camouflage functionality has been tweaked as well. The aim of these changes is to reduce the ability to kite during firefights by making it more difficult to perform the "stop-and-shoot" behaviour. A longer initial aiming time paired with longer cooldown between shots and longer reveal times after shooting should make it easier to catch snipers and reduce the overall dominance that these units could impose against other infantry types. Intended counter units such as the Jeep, Motorcyle, and Observers are now also significantly more effective at detecting and damaging Snipers. Lastly, an significantly increased manpower upkeep cost should also make it less favourable to field multiple Snipers. Off-map artillery Off-map artillery abilities have seen a significant increase in cooldown after use, and some abilities also received a cost increase. The aim of this change is to reduce the overall availability of such abilities so that these cannot be used to dictacte every engagement. Some specific abilities such as the Commonwealth FOO Artillery Strike and Decoy Artillery Strike received additional attention in order to reduce the oppressive nature of these abilities. Cooldown: 20-45 s → 75 s Affects: Howitzer Shoot, Firestorm, Rocket Artillery, Airburst Artillery, Decoy Artillery, Artillery Strike (Forward Observation Officers) Resource sharing in team games We have changed the resource distribution inbetween players in larger team games (3v3, 4v4) so it becomes harder to fasttech into the "best" units a faction has to offer. By changing the income we intend that players can utilize basic infantry units, light vehicles and weapon teams more effectively while spamming on- and offmap artillery and heavy tanks becomes harder. In practise this means that points will deliver less resources per player in gamemodes 3v3 and 4v4. Each captured sector will provide 75% instead of 100% for the team, which results in following numbers: Low resource point income: 5 → 4, with outpost 8 → 6 med resource point income: 10 → 8, with outpost 18 → 14 high resource point income: 16 → 12, with outpost 26 → 20 Target Prioritization Reworked unit target prioritization from the ground up: Vehicles and tanks should now prioritize other vehicles over infantry targets in a much more logical sense. Vehicles and tanks should no longer heavily favor targets up close, and may now properly swap to a more important target further away. Uni...Time for a tactical pause - Eastern Front at the Gamescom 2022Aug 29, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/28620813/ef7a805986446a0c38286c7f1683a78264e64f1d.jpg After the Covid pause, the Gamescom has finally returned to Köln (Cologne, Germany). We, LordRommel (Historian), evilSpike (2D Art), DarcReaver (Game Design) and DonXavi (Level Design), members of the Eastern Front Mod Development Team, were invited by Relic to join a nightly coming-together to chat about CoH3 and to get our hands on the game at the SEGA Relic booth during Gamescom. Before we talk about impressions, we really want to express our gratitude to John Tabbernor, Community manager of Relic Entertainment, who invited us to the SEGA community event and who had the passion and time to chat with us, not only about the new alpha content Relic brought to Gamescom, but also Company of Heroes and modding-related matters in general. Well then, now it is time to take a Tactical Pause and to talk about Band of B....Company of Heroes 3 (regards!). {STEAM_CLAN_IMAGE}/28620813/da3de38482385278082638f69a87d8735219a779.png Our trip to Gamescom started with the "Tactical Pause" event. Being able to meet and talk to lots of folks from SEGA, Relic, and their respective communities. It was a relaxing evening in an impressive location with a panoramic view on Cologne. Accompanied by cool drinks and a variety of tasty snacks, we had a lot of conversations and a lot of fun. I do have the feeling that there might appear some footage from the party sometime later. But don’t ask me why… {STEAM_CLAN_IMAGE}/28620813/1fca3a34dc3d61c91958b9987752b8a7cc4772bc.jpg With all that said, it is now time to have a look into the CoH3 Gamescom presentation. At their booth in hall 9, Relic had prepared an array of gaming stations to let the visitors get their hands on CoH3. Either in a 2vs2 AI skirmish match to take command of the British African Forces (BAF) against the Deutsche Afrika-Korps (DAK) - or to dive into an episode of the Allied Italian campaign. The matches were 20min long and they were focused on a skirmish match or scripted engagement. Next up, the four of us having visited the Gamescom together will share our thoughts on the experiences made. Grab a drink and have fun! {STEAM_CLAN_IMAGE}/28620813/3328e9fa6ffd8c060ad9ed67470e11ac4df5a969.jpg DarcReaver I am grateful that I was able to attend the gamescom and the 'Tactical Pause' event this year. Being able to speak to developers and other people from the industry about various different topics and ideas was a refreshing experience, even though I have to admit my english speaking skills have become pretty rusty. Luckily, it became better throughout the evening (at least I hope so and it wasn't solely the beer blurring my self perception). Playing CoH 3 was, surprisingly, quite a lot of fun. I usually am - let's say - 'reserved' when it comes to playing a good game's sequel that has been advertised with 'enhanced and refreshing new gameplay features', because unfortunately more often than not those new things do not improve the game, and in ...