About the Game

Company of Heroes 3 brings the series' acclaimed authentic and tactical gameplay to a stunning new setting. Immerse yourself in two epic campaigns, four unique multiplayer & co-op factions, and a breathtaking new theatre spanning from the sweeping deserts of North Africa to the rolling hills of Italy. Join the Fight with new features such as Full Tactical Pause and our Dynamic Campaign Map, which enable you to take complete control of the battlefield.

The legendary strategy franchise is back! Company of Heroes 3 is the ultimate package of action, tactics and strategy. Take charge in the heat of real-time battle, then command as a General guiding the overall campaign where every decision matters.
Overwhelm your opponents with four unique factions and all-new international Battlegroups. Command ground, air and naval forces and build supply lines to crush enemy advances on the new Dynamic Campaign Map - no two playthroughs are ever alike! Play at your own pace across campaign and skirmish modes before diving into blistering multiplayer action. Discover the untold stories of a stunning Mediterranean theatre featuring next-generation destructible environments, all powered by Relic's proprietary Essence Engine.

Company of Heroes 3 delivers the next generation of acclaimed tactical gameplay. Beloved combat mechanics collide with authentic new gameplay features, making for the deepest tactical experience to date.
Make use of daring flanking moves to expose enemy side armor, experience all new infantry breaching mechanics allowing you to flush enemy units from their garrisons, and master elevation to enhance your line of sight and gain the upper hand.

Welcome to the Mediterranean - a breathtaking new theatre filled with untold stories of war. Engage ferocious enemy forces across Italian mountain passes, breathtaking coastal vistas and the sweeping deserts of N Africa. Stunning visuals deliver authentic and highly diverse environments designed to keep you on your toes.
Mountainous maps will require uniquely different strategies from coastal towns, with verticality now greatly affecting units’ line of sight (True Sight). Desert plains will call for careful reconnaissance and daring armored maneuvers. On this new frontline, intelligence trumps speed and clever use of local terrain will let you bewilder your opponents and route them from the field.

Experience the biggest single-player campaign in franchise history. The new Dynamic Campaign Map delivers full ‘sandbox-style’ gameplay, allowing players to command the overall war effort and experience an unprecedented level of strategic choice.
Establish vital supply lines before deploying rear guard defenses to secure your advance. Launch air and naval strikes to weaken and scatter enemy forces or liberate a nearby town to develop a Partisan spy network. Choose your forces and upgrade your veteran companies to match your playstyle. Meanwhile, the optional Full Tactical Pause feature allows players total control over the pacing of single-player action. Plan your attacks, then effortlessly queue up lethal precision plays that will give you the edge in battle.

Company of Heroes 3 promises to delight even the most ardent WW2 enthusiasts thanks to the largest number of launch factions in the series to date.
New army customization mechanics will allow you to call in the help of a varied cast of specialist units. Take up the fight with new elite squads including the American-Canadian Special Service Forces, the revered Gurkhas from the Commonwealth and many more.
From devastating tank destroyers to clandestine recon vehicles, Company of Heroes 3 features the largest roster in the series to date. The super-light Weasel, the armor-sniping Nashorn, and the Chaffee Light Tank are just a few of the units making their debut. Also, let's not forget revamped classics like the M3 Recovery Vehicle Halftrack, which can now be used to repair and steal abandoned enemy vehicles!

Feel the blistering impact of every mortar shell and naval bombardment with Relic's state-of-the-art Essence Engine. In Company of Heroes 3, every location becomes a fully destructible sandbox, opening up limitless tactical gameplay options for you or your enemy to exploit.
Bring fortified buildings crashing down onto enemy squads, then witness enhanced destruction mechanics at play as soldiers exploit fresh ruins as dynamic cover. Stunning new rendering and particle FX technology depicts fire, sand and smoke like never before. Brilliant new soldier animations combine with enhanced AI, delivering realistic squad reactions to the battlefield. Optimized for DirectX 12 and multi-core CPUs, Relic's new engine technology will deliver cinematic action to rival any Hollywood blockbuster.
Screenshots
21 images
Version Information
Steam Patch Notes
Official update history
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Today’s Hot Fix addresses several gameplay issues. Thank you to everyone who has submitted feedback; you can continue reporting any additional issues by visiting the Relic Help Portal and submitting a new request.
General Changes
Fixed an issue where the Flakvierling Halftrack was able to suppress units while moving
Fixed an issue where the Battlefield Espionage Battlegroup applied additional offensive bonuses to certain units that were camouflaged
Fixed an issue where the 251/16 Flammpanzerwagen got the 251 Medium Carrier's veterancy bonuses for planting Riegel mines at Veterancy 3
A.I. will no longer use the Skirmisher Package Rifle Grenades without the Skirmisher Package
Fixed an issue where the Sturmtiger was failing to destroy abandoned team weapons and emplacements at the point of impact as intended
Fixed an issue where Tungsten Rounds caused the Panzer III N's short 75mm to fire a direct-fire projectile
Fixed issue where Elite Forces - Crack Armor weapon swap can cause loss of tungsten core weapon on that vehicle
We are partially fixing a bug with the SSB Commandos that saw them get more bonuses than intended from camouflage, however, we are keeping their ambush bonuses higher than other ambush troops due to their low durability, high opportunity cost to make them strong, and the Battlegroup lacks a traditional strong late game.
Fixed an issue where the SSB Commandos would get a speed boost when attacking from camouflage at Veterancy 3
Fixed an issue where the unit got two First-Strike bonus modifiers
SSB Commando camouflage First-Strike modifiers increased from 25% damage and 40% accuracy to 40% damage and 75% accuracy (could previously reach +56.3% damage and +96% accuracy)
Known Issues Under Investigation
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. Thank you for all your submissions to help.relic.com. To see a comprehensive list of the issues we are currently tracking, please refer to the 2.4.0 Update Patch Notes.
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Today’s Hot Fix addresses several issues related to Gameplay/A.I., UI/UX, and stability. Thank you to everyone who has submitted feedback; you can continue reporting any additional issues by visiting the Relic Help Portal and submitting a new request.
Gameplay/A.I.
Performing weapon conversions/upgrades no longer rewards extra veterancy if the unit was under the influence of an experience modifier
A.I will no longer target structures or points with damaging abilities, such as capture points
US Forces
Free French Battlegroup
Fixed an issue where Old Guard caused units to take more damage on retreat rather than less
Wehrmacht
Fixed a case where the Sturmtiger was dealing more damage than intended to non-squad entities like buildings
British Forces
Fixed an issue with the British Forces Canadian Shock - Offensive Resupply not generating its pulse aura
Special Service Battlegroup
Lewes Bombs will no longer stick to friendly vehicles should they intercept the ability’s trajectory
Desert Raider tooltip now correctly shows that it is a passive ability, instead of Offensive/Timed Ability
Deutsches Afrikakorps
Fixed a case where Combined Arms attack speed bonus on team weapons was overriding other bonus sources, such as from veterancy
Fixed an issue where the Espionage Battlegroup allowed both Disruption Operation and Transfer Depots to be simultaneously picked instead of the options being exclusive
Elite Forces Battlegroup
Fixed an issue where the Stuka Ace could keep firing its autocannons, even on death
Ace Squadron
The area of effect on the Ace Squadron was set incorrectly too high, causing the ability to deal massive overlapping damage to units in the middle of their target zone, and overall being too difficult to avoid
Autocannon area of effect radius reduced from 6 to 4
Skirmisher Package
Between the powerful grenade and high base performance, the early power this grants is far too efficient. This is enabling players to go for massive concentrations of Panzergrenadiers too easily, so we're immediately toning this down.
Upgrade cost increased from 60 to 75
Skirmisher Package for Panzergrenadiers no longer allows additional weapons to be picked up and the upgrade cannot be purchased or will cancel if weapons are already in the squad's inventory.
Panzergrenadier squads with the Skirmisher Package should now reinforce at the same rate as standard Panzergrenadiers when reinforcing outside the base
UI/UX/Art
Fixed the 251 Flamethrower Halftrack visual effect shooting at a downward angle
Players who do not own Dare & Destroy, should now see it as an option in the Battlegroups menu, informing them that it is available to purchase
Crashes/Stabilization
Fixed an issue where our Japanese players were crashing when loading into matches with cosmetics
Known Issues Under Investigation
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. Thank you for all your submissions to help.relic.com. To see a more comprehensive list of the issues we are currently tracking, please refer to the 2.4.0 Update Patch Notes.
Investigating an issue where rarely the SSB Sniper will stay in a prone position while moving, until the unit either stops completely, or holds before it returns to a normal walk state
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Today’s Hot Fix fixes several issues related to Gameplay, Maps, and more.
These changes will likely have a higher rate of sync errors when viewing saved Replay files made after the launch of the 2.3.0 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.
General
Crashing/Stability
Fixed the Italy campaign sometimes crashing during A.I.'s turn
Fixed a crash when resuming campaign mission from the main menu
US Forces
Fixed paratroops failing to recrew team weapons
Fixed an issue where the Air Support Center could affect ally munition income
Wehrmacht
Fixed an issue where the Grenadier Medical Kit failed to function
Maps
Égletons
A number of benches and crates have been adjusted away from a doorway on Égletons' West side, enabling better access. Heavy cover near the Northeast cut-off point has also been slightly adjusted, to ensure it fairly mirrors the cutoff in the Southeast
Pisa Centrale
Pisa Centrale featured station platforms that did not allow the construction of mines, tunnels, and other defenses. This has been fixed. Impass has also been added to inaccessible ruins, to prevent paradropped units from becoming trapped within them
UI/UX
Fixed an issue with Asian fonts being rendered incorrectly
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The 2.2.5 Update focuses on adjustments to the multiplayer metagame following up on the release of Scarlet Bison (2.2.0) in November. The primary goal of this patch is to clean-up outstanding areas of concern in multiplayer and address several existing balance issues, while also fine tuning certain units and abilities.
This update also includes some bug fixes and general improvements.
Please be sure to continue reporting any bugs or gameplay issues via help.relic.com so that we can prioritize fixes and changes for update 2.3.0 coming at the end of March.
Multiplayer Balance Changes
General Changes
Fixed Gun/Casemate Units
This is a quality-of-life improvement, allowing this class of unit to display their limited range and arc.
Casemate units will now display their arc when click and drag orders are issued, similar to team weapons
StuG III D Support Advance, Marder III M Sight Main Gun, Immobilize and Fortify, and Hulldown always show the arc of fixed gun vehicles when the unit is selected
Breach
This change prevents players from constantly chain-breaching buildings if the enemy bails-out before the Breach occurs.
Breach now goes on recharge when the building is taken, but no damage has occurred to the enemy exiting
Automatic Rifles and Light Machine Guns - M1918 BARs, M1940 SSF Johnsons, Breda LMG, Brens, MG 34/42s, Vickers K
We are partially removing the bonuses certain special weapons had against heavy and garrison cover to increase the value of cover against upgraded squads.
Damage penalty against heavy cover and garrisons increased from 30% to 40%
Accuracy penalty against heavy cover increased from 45% to 50%
Accuracy penalty against garrisons increased from 40% to 45%
Casualty Recovery – Triage Center and Medical Bunkers
Casualty recovery could be too efficient over the course of the game and synergizes with units that have high reinforcement costs. We are changing the system so casualties recovered now give a flat amount of manpower which is easier to understand and also makes the value of Triage more consistent depending on what infantry units are fielded.
Each casualty recovered now grants a flat 25 manpower rather than casualty charge
A kicker will now be displayed once a casualty is dropped off indicating the manpower received
Heavy Machine Gun Teams - M1919, M2HB .50cal, Vickers, MG 34, MG 42
HMGs are having their set-up time increased, making them less effective at attack-moving or redeploying to reface flanking units. In return, we have increased their long-range damage-per-second (DPS) to make these units more useful on maps with sufficient heavy cover and veteran HMGs will be even better at stopping infantry assaults through improved suppression.
Set-up time increased from 3 to 3.5
HMG long-range accuracy increased by +15%
Veterancy 2 suppression bonus increased from 30% to 40%
Veterancy requirements increased from 500/1500/3000 to 700/2100/4200
Light Artillery - Pack Howitzer, Le.IG 18, Heavy Mortar
Our recent changes caused certain light artillery units to be ineffective on maps as the projectile would always collide with low obstacles. Furthermore, these units took too long to gain veterancy as they generally caused health damage rather than kills.
We are reverting the changes to the projectile of these units, allowing them to properly arc over tall obstacles while keeping the speed a little bit higher than they were previously. Far area of effect damage has also been increased to improve performance on non-direct hits.
Area of effect far damage increased from 15% to 20%
Experience requirements from 1000/3000/6000 to 850/2550/5100
Pack and Le.IG projectile arcs reverted to fire over obstacles
Projectile speed increased from 50 to 65
Mortars - M1 81mm, 3-inch, 8cm, Mortar Halftrack
Mortars scaling was inconsistent, having high veterancy requirements for a unit that primarily deals health damage, and their early bonuses did not directly improve their combat performance, due to their low scatter.
To address these issues, we have reduced the veterancy requirements of mortars and have made changes to their bonuses to improve their DPS and damage at higher levels.
Infantry mortar experience requirements reduced from 1000/3000/6000 to 750/2250/4500
Mortar halftrack experience requirements reduced from 1000/3000/6000 to 800/2400/4800
Shell time on target increased from 3 to 3.125
Veterancy 2 scatter bonus changed to +10% damage
Veterancy 1 health boost replaced with +10% rate of fire
Suppression
Suppression is having its reload and scatter penalties increased to make weapons such as grenade launchers and bazookas less effective.
Scatter penalty increased from 33% to 125%
Reload penalty increased from 25% to 75%
Mobile Heavy Anti-tank Guns - 17-pounder, M5 3-inch, Flak 36 88mm
The fuel cost of the heavy anti-tank guns has been increased to better reflect their current performance and value.
Fuel cost increased from 40 to 50
Salvage Structure – Fighting Positions, Bofors, 2cm Flak Emplacement, Hardpoints
Ability is interrupted if the building takes damage while salvaging
Territory Capture Experience
We are equalizing capture point veterancy to lower the amount gained for capturing neutral territory but increase the rewards for decapturing.
Capture Experience reduced from 100 to 75
Decapture Experience increased from 50 to 75
Observation Posts/Supply Truck Lockdown
Early manpower from caches could be too efficient in larger modes where they would benefit multiple players and pay-off quickly. To offset the recent changes, we are lowering the amount of manpower generated by caches.
We will continue to investigate how to make caches more viable in smaller modes while not affecting all teammates.
Manpower reduced from 20 to 15
All Handheld Anti-tank
Rangers are receiving a light initial adjustment by lowering the moving performance of handheld anti-tank weapons and increasing their moving scatter to weaken these weapons at long-range.
Moving accuracy reduced from 0.5 to 0.35
Handheld AT moving scatter increased from 25% to 50%
Infantry Prioritize Vehicle - Bazooka Team, Panzerjager Squad
Prioritize vehicle starts active on all squads who gets this ability
Jager Squads upgraded with the Panzerschreck start on Prioritize Vehicle
Anti-tank Rifle Upgrades - Boys/Panzerbuchse AT Rifles
Grants the squad who have these upgrades Prioritize Vehicle ability
US Forces
Advanced Logistics
We are slightly changing all the manpower reduction bonuses in the game to tone down some of their power.
No longer grants increased experience for reinforced squads
Manpower reduction reduced from 25% to 20%
Bazookas
Bazookas are having their ready-aim time increased to allow vehicles slightly more time to back away when engaging Bazookas at max range. Compared to all other handheld AT in-game, the Bazooka is the most difficult to avoid due to its lower values.
Ready aim-time increased from 0.5/1 to 1/1.125
M1918 Browning Automatic Rifles
We want to allow the US Forces to have an option for dedicated infantry play where they have a couple of minutes to have a major advantage in infantry combat before the first light vehicle arrives. The current timing, however, was too potent.
To tackle this issue, the BAR is having its research time increased to give opponents more time to prepare against a timing attack.
Research time increased from 30 to 60
Riflemen Pour it On 'Em
Pour it On’Em had a hidden bonus that allowed the Riflemen squad to perform better against heavy cover than intended. We are removing this bonus as the ability already grants increased DPS and suppression.
Damage penalty against heavy and garrison cover increased from 30% to 40% for BARS
Damage penalty against heavy and garrison cover increased from 30% to 50% for non-BAR weapon
Mortar Pit
The Mortar Pit is an impactful defense, able to engage enemies at long-range for a fairly low cost, like AT Bunkers. Because of these traits, we are giving this structure a slight population cost and upkeep.
Now takes up 2 population, 1 manpower upkeep per population
4x4 ¼ ton Truck
The Dingo and 4x4 are having their side armor slightly reduced to make these units more vulnerable to flank attacks.
Side armor reduced from 4.5 to 4.25
M3 Armored Personnel Carrier
Fortify Position will now cost manpower to make it less efficient to constantly spawn one when off cooldown.
Fortify Position recharge reduced from 180 to 120
Fortify Position now costs 50 manpower
M8 Greyhound Armored Car
The Greyhound is a potent light vehicle, able to tackle all targets at its timing with strong veterancy abilities and the speed to disengage from danger. We want to keep its general power, but are giving the unit some adjustments to its cost and bringing its target size in-line with other heavier LVs.
We have also moved most of the fire-aim time into the weapon’s reload to prevent the Greyhound from firing faster when switching targets.
Fuel cost increased from 45 to 50
Reload increased from 2.333/2.333 to 3.25/3.375
Fire-aim time reduced from 1 to 0.125
Target size increased from 16 to 18
M29 Weasel Recon Vehicle
We are giving the Weasel some slight adjustments to better reflect its initial value and make its first rank of veterancy more impactful.
Veterancy 1 acceleration bonus changed to +7 vision
Manpower cost reduced from 240 to 220
Captain Retinue
In 1 vs 1, the Captain represents a major power spike, having enough firepower to make a significant impact in the early game that allows the US Forces too much of a tempo advantage. To reduce the impact of the early Captain, we are making the light machine gun cost munitions so it competes with other munition options.
Build time sped up from 45 to 30 seconds
Must now purchase its M1919 Light Machine Gun for 50 munitions
M2HB .50cal Heavy Machine Gun
Munition price reduced from 75 to 60
Paratrooper Squad
The Bazooka variant of the Paratrooper was lackluster compared to every other unit capable of receiving Bazookas. To encourage their use, we are giving the squad an additional Bazooka when upgraded, making them a dedicated AT squad rather than a hybrid unit.
Now has 3 bazookas rather than 2
Bazooka munitions cost increased from 80 to 100
M4(105) Sherman Dozer
Armor increased from 240 to 270
Armored Battlegroup
Veteran Crews
Veteran Crews is receiving an increase in Command Point (CP)cost to reduce the Armored Battlegroup’s ability to have multiple picks unlocked in the early game.
Command Point cost increased from 1 to 2
Recovery Vehicle
Command Point cost reduced from 4 to 3
M8 Scott
We are giving High Explosive (HE) rounds of the M8 the ability to hit an additional model in the squad to bring this unit more in-line with light artillery units in terms of damage output.
Standard HE auto-fire and barrage attack model damage limit increased from 3 to 4
Command Point cost reduced 3 to 2
War Machine
We are slightly reducing changing all the manpower reduction bonuses in the game to tone down some of their power.
Manpower reduction reduced from 25% to 20%
Special Operations Battlegroup
Special Operations Mark Target
Now reveals an area of 35m around the target when the loiter is active
M4A1 Sherman Whizbang
The Whizbang is too potent when it is not tech-locked – especially in smaller game modes -allowing the US Forces the ability to double down on infantry and light vehicles while still getting eventual access to artillery and even a medium tank.
Command Point cost has also been increased to compensate for the recent changes made to the final tier structure of all factions.
Can no longer be called in. Must be built from the Tank Depot
Production Unlock Command Point cost increased from 0 to 2
Corrected an issue where the unit’s reverse speed was faster at 6 than its forward speed of 5.5
Partisan Battlegroup
Several adjustments for the Battlegroup are being made to make it easier to play against the Partisan Battlegroup while also making some of their features less forgiving.
We want to retain the uniqueness of the mechanics, but in a skilled player’s hands and on certain maps, this Battlegroup became incredibly difficult to deal with.
Tunnel Network
Recharge time increased from 15 to 25
OSS Coordination and Resistance Fighter Retreat when in Garrisons
Now triggers the Tunnel Network cooldown
Units will retreat normally, rather than being transported to the Tunnel Network if given a retreat command in garrisons while the Tunnel Network is on recharge
Partisan Resistance Fighters
Manpower cost increased from 220 to 240 manpower
Molotov Assault wind-up increased from 0.875 to 1.125; increases time to throw
Molotov Assault area of effect radius reduced from 4 to 3.5
Molotov Assault burn damage radius reduced from 6 to 4
Molotov Assault munition cost increased from 30 to 35
Ambush accuracy and scatter debuff penalties reduced from 40% to 30%
Panzerbuchse ready aim time increased from 0.75 to 1
OSS Coordination
Command Point cost increased from 1 to 2
Autobuild tunnel recharge bonus reduced from 120 seconds to 60 seconds; total of 120 seconds to recharge
Medical Caches
Command Point cost decreased from 2 to 1
Partisan Spy Network
Command Point cost increased from 2 to 3
Munition cost increased from 40 to 60
Partisan Forward Headquarters
The garrison rate of fire bonus always requires an active Forward Heardquarters to be on the field before its effects can occur
Garrison rate of fire bonus reduced from 25% to 20%
Fixed an issue where the garrison rate of fire bonus ability affects infantry units in vehicle holds
Underground Detonation
The moving fuse now has an additional audio cue that plays and intensifies for the opponent as it approaches its destination
Munition cost increased from 125 to 140
Wehrmacht
Hulldown
Hulldown and Immobilize and Fortify are being adjusted to provide greater benefits to fixed/casemate vehicles that are unable to rotate when in this mode.
Furthermore, we are giving the StuG an exception when in hulldown to increase its range due to the limitations imposed upon the vehicle.
Reload and cooldown bonuses changed to overall attack speed
Casemate units gain +10 range when in hulldown, rather than +5; applies to the StuG III G
Increases the cone of fire for fixed gun/casemate vehicle by 10 and weapon traverse by 5
Kettenkrad
Trip Wire Flare build time reduced from 7.5 to 5
Jager Squad
With the removal of camouflage, we can now allow Jagers to gain increased attack speed for their Panzerschrecks.
Veterancy 2 20% cooldown changed to 15% overall attack speed
StuG III G Assault Gun
The range penalty on Point-blank Blast was too restrictive, resulting in situations where the vehicle would struggle to engage targets.
Point-blank Blast range increased from 15 to 20
Point-blank Blast displays a reticule when the ability is active
Nebelwerfer Team
The Nebelwerfer is having its veterancy ability updated to a high-explosive rocket barrage that trades out flame damage over time for increase blast radius and power. While white phosphorous could be useful, it overlapped too much with the standard barrage in terms of how damage was dealt.
We have also toned down the Nebelwerfer’s anti-vehicle damage to prevent it from one-shotting units like the Bishop as its primary targets should be infantry, team weapons, and defenses.
Bonus damage against vehicles reduced from 100% to 50%
New Ability - High-explosive Rocket Barrage - replaces White Phosphorous Barrage. Has increased blast radius and damage over standard rockets but does not leave damage over time flame patches. 40 Munitions per barrage
Sturmpanzer IV Brummbar
Being an expensive anti-infantry unit, the Brummbar could struggle to engage the units designed to counter it such as Handheld AT squads due to its short-range and its fixed weapon that forces it to expose its weaker sides when squads are even a little spaced out.
Furthermore, we have revamped the veterancy of this unit to be significantly more impactful.
Range increased from 30 to 35
Veterancy updated to the following:
Veterancy 1
+ 20% rotation rate
Veterancy 2
+ 20% rate of fire
+ 20% weapon scatter accuracy
Veterancy 3
+ 80 health
+ 50 frontal armor
+ 15% attack speed
2cm Flak Emplacement
Accuracy increased from 0.61/0.51/0.36 to 0.75/0.63/0.48
Vision range increased from 35 to 40
Emplacements can be salvaged
Pak 40 Anti-tank Gun and LG 40 Recoilless Gun
This change is to prevent immediately toggling between modes for these units.
Camouflage toggle on/off time set to 5/15
Panther Production Unlock
Command Point cost has been increased to compensate for the recent changes made to the final tier structure of all factions.
Command Point cost increased from 0 to 2
Artillery Officer
Targeted Supervision bonus increased from 100% to 150% and fire rate bonus from Targeted Supervision now affects overall attack speed
Manpower cost reduced from 250 to 220
Heavy Gunnery
The following change is to improve the suppression of heavy gunnery for late game vehicles as the prior version required vehicles to have a pintle to get suppression off.
Panzer IV and King Tiger tank coaxial and hull gun suppression increased from 0.00216 to 0.00325
King Tiger Heavy Tank
We are reducing some of the penalties associated with King Tiger and speeding up reload to bring it closer in-line with other heavy tanks.
Initial manpower cost reduced from 1040 to 910; matches other heavy tanks
Fuel penalty reduced from 50% to 25%
Reload sped up from 5.5/6 to 5.25/5.625
Infantry Reserves
Manpower reduction reduced from 25% to 20%
Last Stand Battlegroup
Nebelwerfer Overwatch
Center of the target zone now immediately drops flares upon activation to give a warning to enemies
Borgward IV Wanze
Rockets will now always attempt to scatter behind the initial target zone rather than being equally distributed front and back. This should increase the chance rockets scatter into the target when they are directly in the center of the ability.
Experience requirements reduced from 1250/3750/7500 to 1000/3000/6000
Immobilize and Fortify/Hull Down
Increases the cone of fire for fixed gun/casemate vehicle by 10 and weapon traverse by 5
British Forces
Team Weapon Training
The price increase better reflects the power this upgrade gives to all team weapons.
Fuel cost increased from 20 to 25
Field Infirmary
The cost of the Field Infirmary is being slightly reduced, allowing the British Forces easier access to healing. The previous cost was too high when compared with the US Forces Triage Center which also recovered casualties.
Cost reduced from 125 manpower and 20 fuel to 100 manpower and 15 fuel
Royal Engineer Section
Experience requirements reduced from 800/2400/4800 to 650/1900/3800
Infantry Section
The Infantry Section is having its build time sped up to match other mainline infantry units.
Their rate of fire bonuses have also been updated to now affect all rate of fire stats. This helps their basic weapons and AT rifles scale better with veterancy. We have slightly reduced their Veterancy 2 bonuses, however, to prevent a major DPS increase as the unit already gets an accuracy bonus at that level.
Build time sped up from 25 to 20 seconds
Rate of fire bonus now uses overall attack speed for Veterancy 2 and 3; this increases rate of fire
Veterancy 2 rate of fire bonus reduced from 15% to 10%
Dingo
Side armor reduced from 4.5 to 4.25
Vickers HMG Team
Focused Gunnery is having the vision bonus reduced as it could be too potent in certain situations where the Vickers could fully utilize the additional range and engage targets without receiving return fire/requiring a true spotter.
Vickers HMG Focused Gunnery Vision range bonus reduced from 15 to 7.5
CMP 15cwt AA Truck
We have done a slight shuffling of the unit’s weapon range to make the unit a little bit more effective on the move and better able to kite certain threats like AT grenades.
Range increased from 25 to 30
Deployed range bonus reduced from 25 to 20
4.2 Inch Heavy Mortar Team
The heavy mortar is receiving similar changes to the Pack Howitzer and le.IG to increase its effectiveness and scaling.
The Airburst Barrage has been given wider scatter as the ability was too effective at destroying other team weapons due to the large area the blast covered.
Removed acceleration from the heavy mortar team; this makes the unit faster to move around the battlefield
Heavy mortar airburst scatter angle and max increased from 8 to 9
Heavy mortar airburst scatter ratio increased from 0.135 to 0.15
Area of effect far damage increased from 15% to 20%
Experience requirements from 1000/3000/6000 to 850/2550/5100
Churchill Black Prince Heavy Tank
The Black Prince is receiving a health increase to allow it to survive longer on the battlefield against all threats. This includes off-map strikes/artillery that excel against the Black Prince due to its slow speed which we want to retain.
Health increased from 1200 to 1300
Centaur Medium Tank
We are improving the Centaur’s HE range to allow the unit to be better at tackling infantry squads due to its role as a late game anti-infantry tank. We have also revamped the unit’s veterancy to be much more impactful.
HE shell range increased from 30 to 35
Veterancy updated to the following:
Veterancy 1
+20% rotation rate
Veterancy 2
+ 20% rate of fire
+ 20% weapon scatter accuracy
Veterancy 3
+ 80 health
+ 20% speed
+15% rate of fire
Bofors Anti-air Emplacements
We are improving anti-aircraft emplacements by increasing their anti-infantry firepower and vision, allowing them to control an area within weapon range. We are also allowing these emplacements to be salvaged for resources as they taper off mid-to-late game, being primarily anti-light weapons, and not all Battlegroups have aircraft call-ins.
Accuracy increased from 0.7/0.6/0.5 to 0.85/0.75/0.7
Vision range increased from 35 to 40
Emplacements can be salvaged
Indian Artillery War Cry
War Cry is being changed to Overall Attack Speed to allow the ability to affect a greater variety of weapons. Rifle weapons were not recieving any major benefit as time between shots was held back by other stats not related to reload or cooldown.
War Cry now affects Overall Attack Speed rather than just reload and cooldown; speeds up rate of fire
BL 5.5 Artillery Emplacement
Experience requirements increased from 1200/2400/4800 to 1500/4500/9000
Volunteer Infantry
Manpower reduction reduced from 25% to 20%
Sherman VC Firefly Tank Destroyer
We are slightly increasing the DPS of the Firefly to better reflect its current cost as a premium tank destroyer. We are also increasing the range of its Sabot ability, allowing the Firefly to expend munitions to either get the first shot in-combat or finish off a retreating vehicle.
Sabot Round range increased from 45 to 50
Reload sped up from 6.75/7.25 to 6.375/6.875
Deutsches Afrikakorps
Panzerbuchse AT Rifle
Following the changes to Bazookas, we are increasing ready-aim time to allow vehicles an easier time kiting squads armed with these weapons.
Ready aim time increased from 0.75 to 1
Tungsten Rounds
We are slightly reducing the bonus damage of Tungsten rounds to reduce the impact this upgrade has against certain unit groups such as Hellcats/Crusaders.
Damage bonus against vehicles reduced from 25% to 20%
Panzerjager and Assault Grenadier Halftrack Call-ins
We are placing the two infantry halftrack based call-ins behind tech requirements to prevent the Afrikakorps from being able to field additional units without having to sacrifice time and resources to tech. Previously, an Afrikakorps player could overwhelm the opponent at a certain stage of the game while still fighting on tier 1 tech while their opponent is forced to tech up to counter.
Now require Fire Support or Mechanized Kompanie completed before they can be called in
Panzerpioneer Squad
Panzerpioneers were too efficient, able to trade out at long-range with other infantry very cost effectively. We are increasing their reinforce cost, while retaining their low base price.
Reinforce cost increased from 25 to 28
Kradschutzen Motorcycle Team
We are bringing back the reverse of the Kradschutzen to make it easier to micro the unit in infantry engagements without needing to rotate the entire vehicle.
Can now reverse at a slower rate of 4.5; top forward speed is 13
Note the unit always prefers to drive forward and only reverses when given a manual reverse order
Panzergrenadier Squad
We are lowering the experience requirements of Afrikakorps Panzergrenadiers to bring them in-line with other infantry and are also lowering the cost of their Light Machine Gun to make it easier to arm multiple squads.
Experience requirements decreased from 1000/3000/6000 to 900/2700/5400
MG 34 cost reduced from 100 to 90 munitions
250/9 Armored Halftrack
250/9 horizontal Tracking speed increased from 60 to 90
250 Mortar Halftrack
The mortar halftrack is having its health increased to help improve its survivability against certain weapon types, while still keeping the unit relatively fragile when caught out of position.
Health increased from 120 to 160
8rad Armored Car
The followings changes brings the target size of the unit in-line with other heavier armored cars and prevents the player from immediately turning its ability on and off without consequence.
Command mode recharge for toggling on/off set to 15/15
Target size increased from 16 to 18
Elefant Tank Destroyer
We are making the Engine Burnout less punishing if the Elefant is kept above a certain threshold, making retreating/moving around the battlefield easier without the engine always needing repairs afterwards.
Speed bonus during Engine Burnout increased from 30% to 40%
Engine Burnout causes Crew Shock critical if health is above 50% - after the health damage occurs from the ability - when the buff ends
Propaganda War
The following change prevents certain out-of-combat events from occurring when hit by Propaganda War and units should reach their pinned/retreat threshold faster.
Units hit by the ability now count as being in-combat
Suppression penalty against suppressed targets reduced from 50% to 25%
Armored Support Battlegroup
Rapid Salvage
Command Point cost increased from 1 to 3
Superior Fire Drills
Bonus damage reduced from 100% to 50%
Panzerstorm
Panzerstorm is being adjusted to be unable to bypass the engine damage caused by mines or snares. In exchange, the ability is being made cheaper.
We want to make vehicle assaults still vulnerable to weapons designed to slow them.
Cost reduced from 100 to 80
No longer prevents Engine Damage, prevents Crew Shock criticals
Recharge time increased from 80 to 120
Kriegsmarine Battlegroup
Supply Reserves
Now generates an additional random crate
Recharge time reduced from 120 to 60 seconds
Fritz X Guided Bomb
Munition cost reduced from 200 to 175
Naval Intervention
Munition cost increased from 180 to 200
Bug Fixes
Art & Animation
Fixed some animation issues with Flags on the Campaign Map
Audio
The Goliath is now audible when it turns/rotates and moves even if it is camouflaged or in the fog of war
UI/UX
Fixed an issue where the Quick Match screen could lock-up if too many map vetos were combined with random faction selection
Fixed Error Code 13 on purchase for the Fallen Leaf and Blocking Force cosmetic sets
Gameplay
US Forces
Fixed a case where Partisan Tunnels sometimes used the incorrect cooldown value
Wehrmacht
Fixed an issue where objects could be built inside a vehicle model under the effects of Immobilized and Fortify
Fixed an issue where the tool-tip for the King Tiger Wreck used the incorrect name
Fixed an issue where Sturmpioneer Recovery, when active, would take double the population requirement of the vehicle they were recovering
Fixed an issue where Stosstruppen Shock Assault could be activated again when a Scavenge Doctrine crate was picked up
Fixed an issue where the Kettenkrad would be revealed when camouflage by capture points and at distances that were further away than normal detection range
British Forces
Fixed an issue where the 17-pounder Anti-tank Gun Team's experience requirements were set to 1000/3000/6000 rather than 1800/5400/10800
Polish Lancer can no longer do long-distance team weapon recrewing while Range-In is activated
Fixed an issue where the Churchill Black Prince could be Crew Shocked by Crew Shock Tactics
Deutsches Afrikakorps
Fixed an issue where Panzerjager Squads did not gain First Strike Ambush Bonuses
Fixed an issue where Panzerjager Squads did not benefit from Battlefield Espionage Ambush Tactics
Fixed an issue where Panzerjager Squads could not camouflage when under the influence of Funkpanzerwagens or Intel Radio Beacons
Fixed an issue where Hardpoint and Observation Post upgrades would stall if the point it was on was cut-off
Fixed an issue where Forward Retreat could be upgraded in cut-off territory
Fixed the upgrade weapon icon not showing up on some units after completing the weapon upgrade such as Kriegsmarine with StG 44
[img src="{STEAM_CLAN_IMAGE}/40883127/923919383dddda5d53e4b82f919b486992d10657.jpg"]
Fixed an issue where certain Battlegroup units for Wehrmacht stopped getting experience or the associated experience bonus after researching Panzergrenadier or Luftwaffe Officer Quarters
Fixed an issue where Resource Caches and Hardpoints would take burn damage that would not stop until they were destroyed
[img src="{STEAM_CLAN_IMAGE}/40883127/0300955f9aedd6345bbcf8727c0123d052d3c2e1.jpg"]
General
Fixed a bug where clothing-style decals/patches were on a Kriegsmarine helmet
Improved/Reduced the chance for Loiter abilities to not always disappear after they have completed. This is a partial fix, we are still investigating additional issues of them persisting for future updates
In-Game Store
Fixed an issue with "Error Code 13" that was preventing the purchase of War Bonds and several cosmetic sets, such as Fallen Leaf and Blocking Force
A.I.
45-second cooldown applied to newly spawned supply crates, preventing the A.I. from acquiring them in team games too quickly. Health crates are not affected by this cooldown but the A.I. will no longer pick them up when at full health
Added a limit to the number of the same constructed items for emplacements and for mines. Additionally, they are now more strict about positions where they can place them. For example: further apart from each other, and away from friendly bases
Gameplay
Fixed an issue where non-King Tiger heavy tank call-ins showed the incorrect population requirement
US Forces
Italian Partisans
Partisan Tunnel Hideouts can no longer be permanently hidden if constructed within a Greek Ruin floor piece
Fixed a tool-tip issue with the Resistance Fighter's Beretta submachinegun stating it only gave two
Fixed an issue where Tunnel Hideouts could be constructed in the enemy base sector
Wehrmacht
Transfer Orders
Fixed an issue where the Officer Quarters bonus would apply after the unit had been transferred resulting in more experience earned
Fixed an issue where units that transferred at Veterancy level 3 would allow for Advanced Infantry to arrive at Veterancy 3
Fixed an issue where the Utility Truck from the Breakthrough Battlegroup still took up population and could not bring in trucks at maximum population
Sturmpioneer Squad
Reinforce cost increased from 30 to 35
Infrared Detection Kit munitions cost increased from 50 to 75
Urban Assault Kit munition cost increased from 50 to 60
Veterancy requirements increased from 700/2100/4200 to 850/2550/5100
Fixed the cost of recovery being refunded when Sturmpioneers are used to recover vehicles
Fixed an issue where Sturmpioneers entities took up 1.5 population, not 1
Fixed an issue where the upkeep for Sturmpioneer entities was 1, not 1.5
Propaganda Tower
Decapture and Capture penalty reduced from 50% to 33%
Fixed an issue where the Wehrmacht Tiger call-in tool-tip incorrectly stated 30% for the discount, not 20%
British Forces
Australian Defense
Fixed Royal Engineers with Australian Defense Battlegroup "Vehicle Over Repair" ability getting stuck in their repair behavior after maxing out the over-repair amount. This also fixes being able to shift+queue the ability
M4A4 Firefly Tank Destroyer
Speed increased from 3.9 to 4.25
Acceleration increased from 1.5 to 2.25
Deceleration increased from 2 to 3
Deutsches Afrikakorps
Fixed an issue where Combined Arms and Panzerjager Defensive Positions would stack
Fixed an issue where the L6/40 could lose its flamethrower when Tungsten Rounds were upgraded
[img src="{STEAM_CLAN_IMAGE}/40883127/6bd130c3dbcb0c194b8e3bbd78cba5a8563ace0c.jpg"]
Gameplay
Fixed infantry sometimes losing their equipped weapons such as engineer losing their flamethrower after repairing something
Fixed an issue where the A.I. would get stuck trying to pick up a weapon
Transfer Orders
Fixed Transfer Orders to Grenadiers to require the unit to be in the HQ Sector
Sturmpioneer Transfer now requires a fully reinforced Pioneer Squad
Sturmpioneer Transfer ability recharge set to 120 from 0
Fixed an issue where Sturmpioneer Transfer could be applied to Sturmpioneers
Fixed an issue where Transfer Orders could spam duplicate units
Fixed an issue where Resistance Fighters could be called in at maximum population
Fixed an issue where Crew Shock sped up rate of fire rather than reducing it
Fixed an issue where Crew Shock criticals could stack
Fixed an issue where the Propaganda Tower was increasing the attack speed of enemies, not reducing it
UI/UX
Fixed a bug where A.I. slots in the game lobby which have Battlegroups equipped (that the local player does not own) would show a grey icon instead of the correct battlegroup icon
Removed a debug message that would appear when viewing a friendly casualty on the tactical map that can be revived by the Polish Cavalry's No Man Left Behind ability
Some debug text that would appear when Sturmpioneer Squads construct Sandbag Shoring has been removed
Art/VFX/Audio
Fixed an issue where sometimes the Borgward Wanze explosion VFX would not play
Borgward Wanze was spawning with a demo charge - this was a visual issue. They should appear without their charge and obtain it after unlocking
The BAR SFX could loop continuously even when the weapon was not firing if the player zoomed in during its firing sequence
Campaign
Fixed A.I. sometimes not ending their turn and soft locking the Italy campaign
Please note that this hot fix will invalidate replay files and potentially any mid-mission saves created before 2.2.1.
[img src="{STEAM_CLAN_IMAGE}/40883127/3abc8217cfb6436287b4af10ded079519e5d7914.jpg"]
Yesterday’s hot fix introduced server connection issues for some players, which this hot fix aims to resolve. If you continue to experience connection issues, please submit a ticket to help.relic.com including your Steam ID, any error codes, and warning logs.
[img src="{STEAM_CLAN_IMAGE}/40883127/9894dcad063fe69dd9f413bb4bc1cb53737b7ab9.jpg"]
Today's hot fix for Company of Heroes 3 reinforces a change we made earlier this year to the servers, which alleviated connection issues in certain regions.
[img src="{STEAM_CLAN_IMAGE}/40883127/a62223f4364ed19367cb8f56c01f4150f83787d3.jpg"]
Today’s Hot Fix fixes several issues related to Localization, Cosmetics, Gameplay, and more.
These changes will likely invalidate any saved Replay files made after the launch of the 2.1.3 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.
General
Fixed an issue where Medics for the US Forces medical tents station and the Wehrmacht medical bunkers were not collecting casualties
Fixed an issue where the "Brewed Up" US Accolade challenge would not trigger correctly
Addressed several bugs and issues with Towing
Campaign
Fixed a soft lock on the campaign map related to the Aircraft Carrier not moving, and preventing any further actions
Localization
Fixed issues where credits were appearing in languages other than English
Improved contextual/missing translations for the Ukrainian and Russian languages after internal and community feedback
Cosmetics
Added Fallen Leaf Infantry and Team Weapon Bundle, Vehicle and Tank Bundle, and Ultimate Bundle to the store
Added the Blocking Force Infantry Bundle and the Ultimate Bundle to the store
Updated sorting order for several cosmetics and profile badges in the store and inventory
[img src="{STEAM_CLAN_IMAGE}/40883127/c87717e37be1756d5eeab07c85054e0588a3cde8.jpg"]
Hot Fix 2.1.3 is out now and addresses an issue where engineers interacting with team weapons could cause points to be uncapturable or have the weapon crew stuck.
[img src="{STEAM_CLAN_IMAGE}/40883127/e3c5d1831109cf0057e2af30025b821e8eb4de5b.jpg"]
Today’s Hot Fix makes several changes to multiplayer balance and includes bug fixes to improve the overall gameplay experience. These gameplay changes will likely invalidate any saved Replay files made after the launch of the 2.1.1 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.
General
Light Mortars – M1 81mm, 3-inch, GrW 34 8cm, Mortar Halftrack
We are slightly toning back the speed of offensive mortar shells to give mobile infantry more time to maneuver while allowing these weapons to remain effective team weapon counters.
These weapons have also proven to be too effective against vehicles which they are not intended to counter, so we are implementing a significant damage reduction against these targets.
Mortars will now also always penetrate barbed wire objects, allowing them to eventually clear these obstacles when given time.
Time to hit target increased from 2.5 to 3 for all lethal munition types; flares and smoke unaffected
Fixed an issue where mortar incendiary rounds from the 250 Mortar Halftrack did not receive the speed change
Now have a 50% damage penalty against vehicles except for Delayed Fuze Rounds
Now have a +150% penetration bonus against Barbed Wire
Heavy Machine Gun Paradrop and Fallschirmpioneer Squad Paradrop
Paradrops were meant to provide variety to early game strategies, however, on certain maps they could be oppressive as there was no way to stop or intercept the unit being paradropped.
We are adjusting the two early game paradrop abilities so the opposing player will have more time to intercept or prepare for paradrop.
Now starts on a 30-second timer at the start of the game; applies even before the ability is unlocked
After 30-seconds of game time, the cooldown will no longer apply, even if the ability has not been unlocked
Recharge times lowered from 75 to 60 seconds
Fallschirmpioneer Paradrop reduced from 280 to 260 manpower
Armored and Breakthrough Battlegroup FastDeploy/Rapid Production
We are reducing the production bonus of these abilities as they could be a little overwhelming when used correctly for rush times, or getting a new vehicle to the front where it can influence an ongoing battle.
Production rate speed bonus reduced from 75% to 50%
Field Defenses
We are making light changes to several field defenses to make them easier to remove when targeted directly. They are currently too resistant to certain weapon types and/or can be established too quickly.
Wire Cutters
This is a significant improvement to enable units with wire-cutters to quickly cut holes through barbed wire.
Wire Cutters now only need 1.25 seconds to cut wire after the model has pulled out the wire cutters and began their animation
Grenades
All non-white phosphorous explosive Grenades now deal +250% increased damage to Barbed Wire
Tank Traps
Build time increased from 6 to 7
Target size increased from 20 to 25
Sandbags and Sangar Walls
Target size increased to 25
Barbed Wire
Target size increased from 1 to 25
Armor reduced from 35 to 20
Reinforced Wire
Target Size increased from 1 to 25
Armor reduced from 35 to 20
Health reduced from 250 to 240
US Forces
M1919 Machine Gun Team
We are changing the M1919’s damage reduction passive to received accuracy/harder to hit. The original intention was to make the American HMG the most resilient to incoming damage, however, this made the unit too resistant to certain weapons like mortars. We are now changing it so the American heavy machine gun is only more resilient to small-arms fire rather than to all damage types.
Defensive Set-up 20% damage reduction changed to 20% received accuracy/Harder to hit
Improved Defensive Set-up bonus also changed to received accuracy
M3 Assault Carrier
The slight health reduction to the assault carrier is to increase its vulnerability to getting snared by weapons like the panzerfaust and anti-tank grenades. Previously, if no additional damage got through, the second panzerfaust/anti-tank grenade would fail to cause an engine critical on this unit thanks to its Reckless Assault passive.
Health decreased from 400 to 380
Wehrmacht
Jager Squad
The changes to Jagers stripped a little too much power from the unit. While the fear was that increasing its power too much would lead to the unit being much more efficient to spam, it has caused the Luftwaffe Kompanie to have a somewhat weak advanced infantry unit in the anti-infantry role.
We still want to focus on the scoped variants being the primary way the unit should fight infantry leading to their damage being further increased. Jagers will now also scale better into the mid-late game as the unit gains veterancy, similar to Panzergrenadiers.
Scoped Rifle damage increased from 16 to 18
Veterancy 1 Received Accuracy bonus increased from 15% to 20%
Veterancy 2 Accuracy bonus increased from 15% to 20%
Infanterie Kompanie Officer Quarters
The changes to how veterancy functions has removed significant power from the Infanterie Kompanie as it only provides units with a single stat boost, whereas prior they could have two to three additional combat bonuses.
As early veterancy bonuses are less potent, the cost of the upgrade no longer needs to be as high as it used to be and make it easier for the player to rush or backtech this upgrade to allow for strategies that rely more on prolonged fighting in Tier 1.
Fuel cost reduced from 35 to 25
221 Armored Car
The 221 Armored Car with the Panzerbuchse struggled to deal with enemy light vehicles due to a combination of factors like accuracy and rotation rate. Furthermore, this unit did not scale into the mid-to-late game being a purely anti-vehicle unit.
To remedy this, we are improving the unit’s accuracy, rotation rate, and removing the wind-up delay to allow the unit to be effective against fast moving light vehicles. Tracking has been adjusted so it’s based on a firing cone which should allow the unit to get onto target faster.
Players will now also be able to upgrade the Panzerbuchse variant to have the Radio Antenna, allowing the unit to fulfill the scouting/reconnaissance role once it has become too dangerous to hunt enemy vehicles.
Pivot and Rotation increased from 50/60 to 55/66
Panzerbuchse wind-up time reduced from 0.125 to 0
Panzerbuchse tracking to left and right remove
Panzerbuchse firing cone increased from 5 to 12.5
Panzerbuchse accuracy increased from 0.1/0.055/0.045 to 0.12/0.66/0.54
White Phosphorous Shot ready-aim time reduced from 1 to 0.125
White Phosphorous Shot now properly tracks targets that leave the gun's arc; previously the unit would get stuck when they exited the unit’s tracking cone
Panzerbuchse and Radio Antenna upgrades can now both be purchased together; no longer mutually exclusive options
Deutches Afrikakorps
Panzerjager Kommand Anti-tank Overwatch
The addition of a slight delay to this ability will give vehicles, like the Bishop, more time to move once the ability has been triggered. Previously, the projectile arrived immediately after the target area was set.
Cooldown has been adjusted so the Anti-tank Overwatch will still fire the same amount of shells for its full duration if enemies remain within vision.
Now has an initial delay of 1.75 seconds
Cooldown to reacquire a target sped up from 0.5 to 0.4 seconds
Elefant Tank Destroyer
The Elefant arrived too late and was too costly for its role as a specialist anti-tank vehicle that could not maneuver effectively on the map to contest enemy incursions or quickly respond to flanking attack. To make the Elefant a more reliable choice as a specialist, we have made significant command point changes along with a cost decrease.
Command Point cost reduced from 9 to 6
Cost reduced from 700 manpower and 180 fuel to 600 manpower and 160 fuel
Maps
Headquarters territories have been slightly adjusted, reducing the risk of call-in Heavy Tanks (such as the King Tiger and Tiger) becoming trapped behind the HQ
Reduced the automatch map weight back to normal on the following maps:
(2) Tuscan Vineyards
(4) Lorraine
(4) El Alamein
(6) Gabés Gap
(8) Red Ball Express
All multiplayer maps should now have the same chance to appear in your Quick Match playlist
Wehrmacht HQ has been given a reduced footprint, better enabling tanks and team weapons to move around and between the HQ and other production buildings
Cosmetics
Updated cosmetic names that had inconsistent unit names compared to their in-game equivalent
Updated several Load Out/Inventory and Store images with in-game images
Known Issues: Additional Fallen Leaf cosmetics will be released in a later release. Apologies for the delay
Bug Fixes
Heavy Barrels from Mechanized Support Center now properly applies to existing units on the field
Fixed an issue where the Kradschutzen Motorcycle Team Binoculars failed to function at Veterancy 3
Fixed a case where towing can be aborted before the crew is loaded into the tractor, causing the anti-tank gun to be permanently stuck in towed mode
Fixed an issue where the King Tiger had an incorrect veterancy tool-tip stating it gained +100% accuracy at Veterancy 3
Fixed an issue where Forward Observer Barrage from the Dingo did not trigger the BL 5.5's Forward Observer Supporting Barrage ability
Fixed US Forces M1 Mortar Team's Delayed Fuse HE Barrage not working properly on out-of-range targets
Fixed an issue where the V1 did less damage to emplacements. Now has the correct modifier of +50% against emplacements
Fixed an issue where Rapid Repairs from the Mechanized Support Center reduced the price of Designate Forward Repair Station
Fixed an issue where Defensive Positions did not activate for infantry in cover
Fixed an issue where the crew on the 210 Obice would have a population cost and drain 1 manpower per minute
Fixed a case where Focus Vehicle would not turn off after using weapon swap abilities such as grenades
In Automatch modes, changed the "waiting" message to "found" and greyed out leave and cancel buttons which no longer work during the window in which a player is joining a match. This should result in a better player experience when finding and joining a match, resulting in less matches being flagged for "leaving"
Fixed Italy Campaign autosaves not working in Russian and Ukrainian languages, which caused a campaign restart loop blocking progression
Added additional logging to help collect info on potential hard to reproduce campaign issues
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
20.3 GB
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