V1.6 UPDATE
The V1.6 Update continues with some minor iterations to the Soviet, USF, and British as well as the Commander Revamp Part 3 - The Western Front Armies
SUBSCRIBE NOW
GENERAL
Demo Charge
We are removing the defuse option on demo charges to prevent engineers from automatically attempting to defuse the charge, leaving them extremely vulnerable to detonation.
Detection radius increased from 7 to 13
Can no longer be defused
Hold Fire
We are changing the hold fire button for all units in the game for consistency and accessibility.
All Hold Fire to Q and at grid position 22 (all units)
Reverted Tommy medkit and coordinated fire hotkey & grid position
Heavy Sapper upgrade hotkey reverted
Conscript Merge position change reverted
Conscript Oorah hotkey reverted
Light Mines (Affects both Soviet Commander mines and Rear echelon mines)
We are improving the cost-efficiency of light mines, but we are increasing the planting time to something substantial to offset this.
Cost decreased from 15MU to 10MU
Stun Duration from 5 seconds to 8 seconds
Full squad plan time increased from 5s to 25s
SOVIET
Zis-3
We are adjusting barrage to match its new price.
Barrage shells from 6 to 4
IS-2
* Population cost increased from 19 to 20.
USF
Pop-Cap Adjustments
* Ambulance population cap from 4 to 2
* Pak Howitzer population cap from 11 to 9
* 50cal population cap from 5 to 7
USF Captain & Major
We find that swapping smoke grenades from Riflemen to Rear Echelons makes it too restrictive for the faction to fully benefit from the grenade upgrade. Thus, to increase the number of potential smoke grenade holders, we are also allowing the USF Captain and Major to carry smoke grenades.
Now gets access to the M23 smoke rifle grenade ability
On-me hotkey changed to V, moved to grid position 34 (to mesh in better when selecting the Captain with riflemen/lieutenant squads)
Sherman
We are reducing the extremes in performance for the Sherman HE shell to improve consistency and reliability.
HE shells now ignore terrain
HE shell AOE distance changed to 0.75/1.5/2.25 to 0.5/1.25/3
HE far AOE from 0.05 to 0.15
Sherman Easy-8
To make the Easy-8 less effective at wiping squads on the move, we have made the following change:
Moving scatter increased from 1 to 1.35
P47/Typhoon Rockets
The following change is intended to make rocket plane attacks more consistently accurate, especially vs stationary targets.
Rocket origin point from 5/5 to 3.5/-3.5 (affects consistency)
OKW
Raketenwerfer
* Sight and range bonuses have been removed from veterancy 4 and 5 (other vet bonuses remain)
MG 34
We found that the MG34 struggled at achieving veterancy at a sufficient rate and generally under performed vs units behind cover. To alleviate these problems we have made the following changes:
Damage increased from 2 to 3
Popcap increased from 5 to 6
Cost increased from 230 to 250
Veterancy 4 received accuracy bonus reduced from 0.8 to 0.95
Veterancy 5 accuracy bonus reduced from 1.15 to 1.08
251 Flak Half-Track
We find that the unit generally has a difficult time reaching its key Veterancy 2 level, which bestows mobility to the unit. To assist with this, vet requirements are being reduced:
Reduced veterancy requirements from 1100/2200/4400/5500/7315 to 880/1760/3520/4750/5750
King Tiger
Given the high lethality of the KT's main gun, we found that the squad wiping capabilities of this unit made it generally over perfrom vs late-game infantry and AT guns. To compensate for this, we are reducing the main gun's accuracy vs non-vehicle units.
Angle scatter increased from 4 to 7.5
Distance scatter max increased from 4 to 5.7
Scatter offset decreased from 0.25 to 0.185
Population cap increased from 21 to 23
BRITISH
Universal Carrier
We are improving the performance and reliability of the Universal Carrier to give the British faction early and reliable access to anti-garrison capabilities. These changes also intend to offset the other changes made to the UKF’s early game.
Now benefits from shared veterancy
WASP cost reduced from 90MU to 70MU
AEC
We would like to experiment with giving the British faction reliable access to snare enemy vehicles to help offset their weakened early game.
Treadshot available from Vet 0; now fires one shot that slows enemy vehicles
Veterancy 1 restores treadshot to its original state (fires two shots; second shot immobilizes)
Forward Assembly
We found that the cost of the medic upgrade was too expensive on top of the already significant costs of the assembly.
Medics upgrade cost reduced from 50MP/60MU to 60MU
BUG FIXES & QUALITY OF LIFE
Adjusted salvage values of some wrecks that were yielding too many resources
Addressed friendly fire disparity with respect to certain weapons (FF generally now causes 25% dmg)
Reverted USF teching progress bar fix (due to unresolvable knock-on side-effects)
Soviet Capture Mode hotkey changed from C to X
The V1.6 Update continues with some minor iterations to the Soviet, USF, and British as well as the Commander Revamp Part 3 - The Western Front Armies
SUBSCRIBE NOW
GENERAL
Demo Charge
We are removing the defuse option on demo charges to prevent engineers from automatically attempting to defuse the charge, leaving them extremely vulnerable to detonation.
Detection radius increased from 7 to 13
Can no longer be defused
Hold Fire
We are changing the hold fire button for all units in the game for consistency and accessibility.
All Hold Fire to Q and at grid position 22 (all units)
Reverted Tommy medkit and coordinated fire hotkey & grid position
Heavy Sapper upgrade hotkey reverted
Conscript Merge position change reverted
Conscript Oorah hotkey reverted
Light Mines (Affects both Soviet Commander mines and Rear echelon mines)
We are improving the cost-efficiency of light mines, but we are increasing the planting time to something substantial to offset this.
Cost decreased from 15MU to 10MU
Stun Duration from 5 seconds to 8 seconds
Full squad plan time increased from 5s to 25s
SOVIET
Zis-3
We are adjusting barrage to match its new price.
Barrage shells from 6 to 4
IS-2
* Population cost increased from 19 to 20.
USF
Pop-Cap Adjustments
* Ambulance population cap from 4 to 2
* Pak Howitzer population cap from 11 to 9
* 50cal population cap from 5 to 7
USF Captain & Major
We find that swapping smoke grenades from Riflemen to Rear Echelons makes it too restrictive for the faction to fully benefit from the grenade upgrade. Thus, to increase the number of potential smoke grenade holders, we are also allowing the USF Captain and Major to carry smoke grenades.
Now gets access to the M23 smoke rifle grenade ability
On-me hotkey changed to V, moved to grid position 34 (to mesh in better when selecting the Captain with riflemen/lieutenant squads)
Sherman
We are reducing the extremes in performance for the Sherman HE shell to improve consistency and reliability.
HE shells now ignore terrain
HE shell AOE distance changed to 0.75/1.5/2.25 to 0.5/1.25/3
HE far AOE from 0.05 to 0.15
Sherman Easy-8
To make the Easy-8 less effective at wiping squads on the move, we have made the following change:
Moving scatter increased from 1 to 1.35
P47/Typhoon Rockets
The following change is intended to make rocket plane attacks more consistently accurate, especially vs stationary targets.
Rocket origin point from 5/5 to 3.5/-3.5 (affects consistency)
OKW
Raketenwerfer
* Sight and range bonuses have been removed from veterancy 4 and 5 (other vet bonuses remain)
MG 34
We found that the MG34 struggled at achieving veterancy at a sufficient rate and generally under performed vs units behind cover. To alleviate these problems we have made the following changes:
Damage increased from 2 to 3
Popcap increased from 5 to 6
Cost increased from 230 to 250
Veterancy 4 received accuracy bonus reduced from 0.8 to 0.95
Veterancy 5 accuracy bonus reduced from 1.15 to 1.08
251 Flak Half-Track
We find that the unit generally has a difficult time reaching its key Veterancy 2 level, which bestows mobility to the unit. To assist with this, vet requirements are being reduced:
Reduced veterancy requirements from 1100/2200/4400/5500/7315 to 880/1760/3520/4750/5750
King Tiger
Given the high lethality of the KT's main gun, we found that the squad wiping capabilities of this unit made it generally over perfrom vs late-game infantry and AT guns. To compensate for this, we are reducing the main gun's accuracy vs non-vehicle units.
Angle scatter increased from 4 to 7.5
Distance scatter max increased from 4 to 5.7
Scatter offset decreased from 0.25 to 0.185
Population cap increased from 21 to 23
BRITISH
Universal Carrier
We are improving the performance and reliability of the Universal Carrier to give the British faction early and reliable access to anti-garrison capabilities. These changes also intend to offset the other changes made to the UKF’s early game.
Now benefits from shared veterancy
WASP cost reduced from 90MU to 70MU
AEC
We would like to experiment with giving the British faction reliable access to snare enemy vehicles to help offset their weakened early game.
Treadshot available from Vet 0; now fires one shot that slows enemy vehicles
Veterancy 1 restores treadshot to its original state (fires two shots; second shot immobilizes)
Forward Assembly
We found that the cost of the medic upgrade was too expensive on top of the already significant costs of the assembly.
Medics upgrade cost reduced from 50MP/60MU to 60MU
BUG FIXES & QUALITY OF LIFE
Adjusted salvage values of some wrecks that were yielding too many resources
Addressed friendly fire disparity with respect to certain weapons (FF generally now causes 25% dmg)
Reverted USF teching progress bar fix (due to unresolvable knock-on side-effects)
Soviet Capture Mode hotkey changed from C to X











