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CoH:ToV Patch v2.6.0.1 to v2.6.0.2


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Patch 2.602 is now out

Updates Company of Heroes: Tales of Valor (or the original CoH, or Opposing Fronts) from version 2.601 to version 2.602

STEAM version should auto update the game +expansions when you next launch the STEAM application

For Retail version:

A. Just launch the game and log in, you should then be prompted to download the new patch.

B. Manually D/L (156.6 MB) and update:

http://cohpatch.relic.com/ (Torrents)

http://www.atomicgamer.com/files/91912/company-of-heroes-tales-of-valor-patch-2-601-to-2-602-english

http://www.gameshadow.com/gamepedia/14312b/company_of_heroes/patches/v2601_v2602_of/

http://www.gamearena.com.au/downloads/details.php/company-of-heroes-tales-of-valor-patch-v2601-to-v2602

The complete official release notes for the 2.602 patch for Company of Heroes are now available. We do not acticipate any further changes will be made at this point in the testing process:

v2.602 – Operation Torch Maps

3 new maps have been added to the game:

2p Carpiquet

6p Refinery

6p Steel Pact

3 new community map have been added to the game:

2p Duclair

2p Egletons

4p Alsace Moselle

The following maps have received significant balance changes:

2p Beaux Lowlands

2p Flooded Plains

2p Ruins of Rouen

2p Sturzdorf

2p Wrecked Train

4p Duclair

4p Lorraine

4p McGechaen's War

4p Point Du Hoc

4p Rails and Metal

Bug Fixes

Units no longer continue to crawl after recovering from Suppression

Chance for a kill critical on vehicles is now properly being updated when they've received other non-kill criticals (5% bug)

Unbuilt Tank Traps cannot be repeatedly spawned around enemy vehicles

All vehicles now properly have vehicle cover

Registered Artillery can no longer target field defenses

Registered Artillery can no longer be refunded after use

M18 Hellcat can now be detected

Goliath can now be detected

Recon Squads can now detect camouflage while moving

Teller Mines no longer have a chance to miss vehicles in vehicle cover

The Hotchkiss now properly shares experience with other PE units

ATHT's using Focus Fire now have intended accuracy vs moving British infantry

Hetzer Veterancy requirements reduced to standard

M10 Veterancy requirements increased to standard

Panzer IV Stubby now prioritizes light vehicles over infantry

StuH now prioritizes infantry over vehicles

PE Panzerschrecks no longer convert to Wehrmacht Panzerschrecks when dropped

Geschutzwagen wrecks can now be salvaged for Munitions

Luftwaffe reinforce time reduced to standard

Paks and Nebelwerfers can now use Medkits

AT Grenades now collide with enemy vehicles

Hetzer and Jagdpanther CP reward increased to standard

Panther Battlegroups are much less likely to fail to spawn the second Panther

Medics no longer detect camouflage

Snipers and weapon teams can now pick up Supply Drops

Tank Traps can no longer be placed so close together that they block infantry

105mm Howitzers are now re-crewed with 3 squad members

Removed the chance for the Pak38 support members to one-hit kill infantry

Bombing Run no longer does double damage to Vet 3 StuGs

M10 no longer has increased accuracy vs skirted PanzerIVs

Wehr Officer 81mm Mortar Bombardment can no longer be interrupted to produce false smoke

Panther Battle Groups and OMCGs will not refund their cost if partially called in on an unfinished building

AT Guns no longer avoid their reload time by resetting the gun after a shot

Panthers now properly benefit from Tank Destroyer's APCR upgrade

Nebelwerfer rockets no longer have a chance to instantly kill all occupants of a building

Sappers with the Demolitions & Disposal upgrade are no longer negatively affected by the Lieutenants movement aura

Pioneer Call-in now has proper requirements after the HQ is destroyed

PE Armored Cars are no longer resistant to engine damage from mines

Ranger Bazookas no longer drop with greater frequency than other slot items

Propaganda War's chance to not trigger on targets has been removed in most instances

Snipers are now able to re-enter camouflage after a reasonable duration after exiting a building

"Burst Fire" effects have been reduced on the Ostwind, Puma, and PE Armored Car

Kettenkrad's can now repair resource points that have had Scorched Earth used on them

American Medics are now selectable (to see unit health)

Demolition Charges can now be targeted by weapons

Stickybombs can now be interrupted by retreat commands

Panzerfaust can now be interrupted by retreat commands

General

Speech

Some speech files missing from Wehrmacht and Panzer Elite upgrades have been restored

Medics

Health reduced from 120 to 60

Snipers

Accuracy vs garrisoned units increased from 75% to 100%

Will no longer automatically seek cover before firing

Flamethrowers

Damage vs units in open cover reduced from 1.0x to 0.85x

Damage vs units in negative cover reduced from 1.0x to 0.75x

Damage vs Soldier Armour reduced from 1.0x to 0.95x

Damage vs buildings increased from 0.5x to 0.6x

Infantry Flamethrower max damage reduced from 40 to 30, min damage increased from 15 to 25

Sherman and Churchill Flamethrower max damage reduced from 40 to 35, min damage increased from 20 to 30

Halftrack Flamethrower max damage increased from 30 to 35, min damage increased from 10 to 30

Grenades

No longer have a chance to miss the targeted location

Abilities

Weapon using Abilities can no longer be used while Pinned

Base Buildings

All base buildings can now reinforce

American

Engineers

Suppression threshold increased to match other infantry

Suppression recovery threshold increased to match other infantry

Upgrading with flamethrowers now increases your suppression modifier by 1.5x

Mortar

Barrage scatter angle reduced from 15 to 10

Set-up time reduced from 2.4s to 1.5s

Pack-up time reduced from 2.8s to 1.9s

.30 Cal HMG

Pack-up time reduced from 2.5s to 2.1s

Ready aim time decreased from 0.3 to 0.1 (it will aim faster)

Anti-Tank Gun

Reinforcement cost reduced from 71 to 26

Accuracy vs Anti-Tank guns reduced from 0.5x to 0.1x

Accuracy vs Infantry reduced from 0.15x to 0.05x

Accuracy vs Snipers reduced from 0.15x to 0.02x

Targeting priority vs Snipers reduced from 10 to 5

Weapon health increased from 300 to 390

Sherman Crocodile

Range increased from 20 to 25

Vet 2 1.5x Penetration bonus replaced with a 0.8x Cooldown bonus

M18 Hellcat

Speed increased from 6.0 to 7.2

Acceleration increased from 1.5 to 2.0, Deceleration increased from 3.8 to 4.4

Vet 2 bonus is now 1.5x Penetration rather than +1.25 Range

Hellcat penetration at short range increased from .65x to .75x, medium range from 0.55x to 0.69x, and long range from 0.4x to 0.63x

Target table now identical to the M10's

Damage bonus from camouflage reduced from 2.0x to 1.5x

Penetration bonus from camouflage reduced from 5.0x to 1.5x

M26 Pershing

Cost reduced from 900 Manpower to 800 Manpower

Off-Map Combat Group

M8s and Hellcats now spawn with their upgrades

Population requirement increased from 12 to 15

Off Map Artillery

Damage modifier vs Pak38s reduced from 2.0x to 1.33x

Jeep

Received Accuracy from the Pak reduced from 1.0x to 0.75x

Received Accuracy modifier from the Pak while moving reduced from 0.75x to 0.5x

Received Damage from the 57mm ATG reduced from 1.0x to 0.5x

Strafing Run

Significant changes to make Strafe more effective against groups of units and less effective against single units

Sticky Bombs

Deflection Damage enabled, set to 50%

Accuracy increased to prevent thrown Stickies from missing their intended target

Riflemen

Received XP bonus from BARs and Stickies reduced from 5% to 0%

Received XP bonus from Supply Yard 2 increased from 20% to 30%

T17

Cooldown lowered from 2-2.5 to 0

Reload increased from 1 to 3.5

Health increased from 175 to 265

Vet 1 Health bonus reduced from +175 to +50

Fixed an issue where the T17 had a harder time penetrating the rear armour of some vehicles

Fixed an issue where the T17 would fail to penetrate Snipers

Wehrmacht

Kampfkraft Center

Now requires a built base structure or a FHQ

Pak 38

Number of camouflage shots reduced from 3 to 1

Cost reduced from 310 Manpower to 290 Manpower

Reinforcement cost reduced from 57 to 23

Accuracy vs Anti-Tank Guns reduced from 0.5x to 0.1x

Accuracy vs Infantry reduced from 0.15x to 0.05x

Accuracy vs Snipers reduced from 0.15x to 0.02x

Accuracy vs Shermans increased from 1.0x to 1.1x

Accuracy vs Cromwells increased from 0.8x to 1.0x

Accuracy vs Pershings increased from 1.08 to 1.15

Targeting priority vs Snipers reduced from 10 to 5

Weapon health increased from 300 to 390

Panzerschreck

Accuracy vs M8 Greyhound Armour increased from 0.73x to 0.85x

Accuracy vs M3 Halftrack Armour reduced from 1.0x to 0.85x

Accuracy vs Stuart Armour reduced from 1.0x to 0.85x

Damage vs Stuart Armour reduced from 1.0x to 0.7x

88mm Flak 36

Accuracy vs Infantry reduced from 0.5x to 0.15x

Accuracy vs Snipers reduced from 0.25x to 0.05x

Targeting priority vs Snipers reduced from 10 to 5

Puma

Received Accuracy bonuses while moving from Vet removed

Level 2 Veterancy sight bonus increased from 4 to 10

Officer

Build Time reduced from 45s to 25s

StuG

Acceleration increased from 1.7 to 2.5, Deceleration increased from 2.0 to 3.0

G-Wagon

Damage lowered from 250 to 185

MG Gunner now requires Vet 2

Vet 3 bonus reduced from 0.5x Reload to 0.75x Reload

Accuracy vs Anti-Tank Guns reduced from 0.65x to 0.2x

Nebelwerfer

Suppression radius reduced from 18 to 13.5

StuH

CP cost lowered from 3 to 2

Cost lowered from 600 Manpower to 500 Manpower

Tiger

CP cost increased from 4 to 5

Cost lowered from 900 Manpower to 800 Manpower

Assault Grenades

Maximum damage lowered from 35 to 25, minimum damage lowered from 25 to 10

Low health kill critical chance increased from 0% to 30%

Knights Cross Holders

Now passively regenerate 21.12 Health per Minute

Received Damage from BARs, Brens, and Thompsons reduced from 0.85x to 0.78x

Firestorm

Damage vs 105mm Howitzers reduced from 1.0x to 0.35x

Medkits

Cost reduced from 35 Munitions to 30 Munitions

Goliaths

Goliaths can no longer be Buttoned

Goliath rotation speed increased from 45 to 65

Rocket Barrage

Long AoE increment damage increased from 0.1x to 0.2x

AoE accuracy increased to 100%

Panzerfaust

Damage vs Bren Carriers increased from 1.3x to 1.45x

Accuracy increased from 100% to 200% at all ranges

Accuracy vs infantry halved

Blitzkrieg

Cost reduced from 150 Munitions to 125 Munitions

Manpower Blitz

Cost reduced from 200 Munitions to 175 Munitions

MG42

Cost reduced from 260 Manpower to 250 Manpower

Build time reduced from 40s to 35s

Pack-up time reduced from 2.5s to 2.1s

Weapon health increased from 300 to 390

Halftrack

Received Accuracy bonuses while moving from Vet removed

Motorcycle

Received Accuracy bonuses while moving from Vet removed

Schwimmwagen

Received Accuracy bonuses while moving from Vet removed

Cost reduced from 240 Manpower to 225 Manpower

Build time reduced from 45s to 40s

Volksgrenadiers

Reinforce percentage reduced from 0.5x to 0.4x

Capture speed increased from 1.0x to 1.25x upon reaching Skirmish Phase

Light MG42

Drop chance reduced from 60% to 30%

Long Range Accuracy increased from 0.1x to 0.13x

Commonwealth

Kangaroo

Cost increased from 240/10 to 300/45

Health reduced from 650 to 550

Speed reduced from 6.5 to 5.85

Build time increased from 35s to 45s

Staghound

Damage vs Infantry Armour reduced from 1.75x to 1.5x

Damage vs Airborne Armour reduced from 1.0x to 0.75x

Damage vs Heroic Armour reduced from 0.85x to 0.75x

Damage vs Sniper Armour reduced from 1.5x to 1.0x

Damage vs Soldier Armour reduced from 1.5x to 1.0x

Accuracy vs Elite Armour reduced from 1.0x to 0.75x

Accuracy vs Soldier Armour reduced from 1.0x to 0.75x

Sappers

Now have the Wirecutters ability

17 Pounder

Health increased from 400 to 450

Accuracy vs Anti-Tank Guns reduced from 0.5x to 0.1x

Accuracy vs Infantry reduced from 0.15x to 0.05x

Accuracy vs Snipers reduced from 0.15x to 0.02x

Targeting priority vs Snipers reduced from 10 to 5

Lieutenants

Now receive a 0.85x Received Damage modifier at Vet 1

Vet 2 Received Accuracy modifier increased from 0.9x to 0.75x

Now receive a 0.75x Received Accuracy modifier at Vet 3

Lieutenants' aura's stackable damage modifier at veterancy level 1 has been reduced from 1.125 to 1.04

Lieutenants' aura's non-stackable damage modifier at veterancy level 1 has been increased from 1.025 to 1.11

Lieutenants' aura's stackable damage modifier at veterancy level 2 has been increased from 1.025 to 1.065

Lieutenant's aura radius increased from 25 to 30

PIATs

Penetration modifier at short and medium range reduced from 2.0x to 1.0x

Reload modifier at long range reduced from 1.6x to 1.2x

Projectile speed increased from 10 to 15

Penetration vs skirted Panthers reduced from .15 to .112

Penetration vs skirted PIV reduced from .449 to .337

Penetration vs skirted StuG reduced from .332 to .249

Damage vs Infantry Armour reduced from 0.5x to 0.33x

Damage vs Heroic Armour reduced from 0.5x to 0.33x

Damage vs Elite Armour reduced from 0.5x to 0.2x

Damage vs Sniper Armour reduced from 1.0x to 0.2x

Damage vs Soldier Armour reduced from 1.0x to 0.33x

Mortar Pit

Build Time reduced from 90s to 60s

While under construction received damage modifier increased from 0.5x to 0.75x

Damage reduced from 20 to 18

Supercharged range decreased from 100 to 90

Recon Section

Recon Sections can no longer build Trenches

Churchills

Churchill and AVRE Population lowered from 14 to 8

Churchill Crocodile Population lowered from 16 to 10

Churchill 6 Pounder gun AoE distance increased from 0.1/0.25/0.5 to 0.15/0.5/1.0

Bofors

Build time reduced from 90 seconds to 60 seconds

Bren Carrier

Self-Repair ability is disabled while the Carrier is garrisoned

Garrison disabled while Self-Repair is active

Panzer Elite

Halftracks

All Panzer Elite halftracks have received an update to their pathfinding

Panzer-Jaeger Kommand

Build time increased from 115 to 135

Gewehr 43

Maximum cooldown reduced from 1.8 to 1.65, minimum cooldown reduced from 1.25 to 1.15

Suppressive Volley Fire now Suppresses the target

Suppressive Volley Fire slow duration reduced from 20s to 5s

Incendiary Grenade

Hotkey changed from "Y" to "N"

Kettenkrad

Sight Range increased from 35 to 55

No longer autotamically moves out of the way of other vehicles

Schwimmwagen

Sight Range increased from 35 to 55

Mark Target cooldown increased from 10 seconds to 45 seconds

Mark Target Munitions cost increased from 0 to 15

Incendiary Trap trigger radius increase from 0.5 to 2

Incendiary Trap's damage-over-time modifier vs British infantry increased from 1.0 to 1.25

Infantry Halftrack

Accuracy vs Light Cover increased from 0.75x to 0.8x

Panzerschreck

Accuracy vs M8 Greyhound Armour increased from 0.73x to 0.85x

Accuracy vs M3 Halftrack Armour reduced from 1.0x to 0.85x

Accuracy vs Stuart Armour reduced from 1.0x to 0.85x

Damage vs Stuart Armour reduced from 1.0x to 0.7x

Scout Car

Detection radius increased from 9 to 18

Vampire Halftrack

Divert Supplies now camouflages the Vampire while active

Population reduced from 4 to 2

Munitions Halftrack

Cost reduced from 200/15 to 200

Population reduced from 4 to 2

Armoured Car

Detection radius lowered from 9 to 0

Accuracy vs garrisoned units increased from 0.4x to 0.45x

Vet 2 and Vet 3 increase Health by 20 each

Build time increased from 45 to 55

Overdrive ability hotkey changed from "O" to "V"

Marder III

Sight Main Gun LoS bonus increased from +5 to +10

Tracking speed increased from 10 to 20

Accuracy vs Anti-Tank Guns reduced from 0.65x to 0.2x

Population reduced from 8 to 5

Anti-Tank Halftrack

Accuracy vs M8 Greyhound Armour increased from 1.0x to 1.05x

Treadbreaker cost increased from 40 Munitions to 50 Munitions

Population reduced from 6 to 4

Hotchkiss

Accuracy vs Infantry increased from 0.5x to 0.6x

Stuka upgrade cost reduced from 150 Munitions to 100 Munitions

Stuka Barrage cooldown reduced by 10 seconds per Vet level

Bergetiger

Population reduced from 10 to 8

Hummel

Population reduced from 12 to 10

Base-Sector Flakvierlings

Population reduced from 3 to 0

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:o

Amazing that they continue to support this game after so long, but then also not surprising, because it is simply the best, never been surpassed, and hard to imagine how to could ever be bested!

Anyway, downloading now, I was thinking about playing this only a few days ago.

Thanks!

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Yeah, this might be the final patch and it's mostly the fixes and balance changes learnt from the Company of Heroes Online Beta

Some details of the 6 new maps for anyone who isn't aware of them (click the images for larger version)

2p Duclair

duclair2p4_sm.jpg

2p Egletons

eggletons3_sm.jpg

2 Player Egletons features a village on the left hand side of the map with a church next to a Victory Point. While it’s tempting to use the village to establish a hold on the Victory Point, the village is easily cut off from your base and the other two Victory Points could easily fall into enemy hands

4p Alsace Moselle

alsace03_sm.jpg

4 Player Alsace Moselle is a narrow map. As with the Carpiquet map, two of the Victory Points are surrounded by buildings which can be used for defensive purposes while the centre Victor Point remains largely open. The right hand Victory Point is likely the easiest to defend, so either you want to rush to establish control over that and work on capturing one of the others, or possibly ignore it and try to hold the other two.

2p carpiquet

carpiquet03_sm.jpg

2 Player Carpiquet is set at an airfield, with the Victory Points located on the left, right and centre of the map. The centre Victory Point is wide open and can be difficult to hold whereas the Victory Points on either side are flanked by buildings which can allow players to fortify defensive positions. If a player can dig in on the two sides of the map they can control those Victory Points and leave the centre alone

6p Refinery

refinery_sm.jpg

8p Steel Pact.

steelpact10_sm.jpg

The 8 Player Steel Pact map sees a centre Victory Point that will be heavily contested. It is natural that most of the fighting will focus on that single centre Victory Point, though it can be dangerous to ignore the sides of the map where properly executed flanking maneuvers can allow enemies to launch attacks on improperly defended bases or to snatch the unprotected rear Victory Point.
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