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reBALANCE-Tuning-Pack

With the current state of balance in Company of Heroes 3, my co-dev and I decided to develop a soft COH3 balance tuning pack for consideration in assisting with multiplayer balancing.

Highlights

  • Aircraft and AA revamp
    • Replaced all Attack Loiters with Strafes with reduced 3CP requirement
    • Re-standardized max AA distance to 200 from 270
    • Re-standardized max AA distance to 200 from 270
    • Recon plane health increased from 480 to 1280 to balance to new AA damage
    • High-Altitude bomber plane health increased from 480 to 720 to new AA damage
  • All medium and heavy vehicle callins have been replaced with T4 unlocks similar to COH2. All CP requirements reduced by 1 to keep in line with COH3 match timings
  • Limited ability for either factions to paradrop starting units at the start of the match
    • Wehrmacht Medical Bunkers can now auto reinforce
    • Grenadier’s merge ability should not be applicable to retreating units
  • Added “Breach” ability to all grenade throwing units which include Gurkhas, Footguards, Commandos, Grenadiers, Stosstruppen, and Paratroopers.
  • Emplacements, towable heavy artillery, and offmaps should no longer attack HQs
    • Includes BL5.5 Artillery Emplacement, Cannone Da 105/28 Howitzer, Infantry Section’s Forward Observer Artillery Barrage, and Dingo’s Forward Observer Artillery Barrage
  • Changed requirements for USF support companies to lock T4 rather than T2/3 to open more viable strategies.
    • Increased fuel price of T3 to 55 from 45
  • Reduced hitpoints of 17pdr and Flak 36 to 350 from 600 to keep in line with standard heavy team weapons hitpoints
  • Bazookas and GrB 39s no longer require initial weapon reload when deployed
  • Updated SBPS and EBPS names of MG34 and MG42 to keep consistent with existing set naming conventions
  • Fixed detect mines toggle missing on sappers (was overlapped by breach)
  • Added missing towing to DAK medical truck
  • Added handbrakes to Halftracks and Trucks
  • Smoke added to units that were missing its upgrades
    • Fixed USF vehicle smoke launchers that canceled after additional player actions and is now brought in line with DAK vehicle smoke launchers
    • Added Smoke Launchers have to the Whizbang as it’s classified as a Sherman
    • Fixed missing smoke ability for DAK’s Mortar Halftrack
    • Added missing smoke ability to Carro Armato M13/40 Light Tank and Tiger
  • Standardize ultra light vehicle camo detection range
    • Increased Dingo’s range to 4 from 1
    • Decreased Kettenkard’s range to 4 from 15
    • Decreased 221’s range to 4 from 15
  • Increased Scout and Pioneer squad sizes to 4 from 3 to increase survivability, offensive power increase is minimal
  • Decreased target size of Snipers back to 1.33 from 1.5
  • Removed deflection damage to Boys and Panzerbusche39, but increased ROF, and increased max penetration by 10% to compensate for decreased DPS due to change
  • Added Recon Sight ability for Pathfinders and Scouts at Vet 1 which gives them 10 extra LOS when stationary
  • Fixed typos and missing effectiveness infos

Faction Changes

US Forces

  • Replaced Armored Battlegroup’s “Veteran Crews” with “Rigorous Vehicle Training”
  • Air Support Center required rework
    • P-47 Strafing Run cost reverted to 60 from 50
    • P-47 Dive Bomb cost reverted to 90 from 70
    • P-47 Strafing Run Damage decreased to 20 from 30
    • Replaced ASC’s “Double Sortie” with “Improved Munitions”
    • P-47 Strafing Run can be upgraded with rockets, cost increased to 120 from 50
    • Dive bomb can be upgraded with a heavier 2,500 lb bomb, cost increased to 150 from 70
  • P-47 Rockets now cause light suppression on impact to replace reduced damage to infantry
  • Scouts
    • Revert Smoke Grenade recharge time to 120s from 180
    • Revert flare range to 50 from 40. Applies to Scouts and Pathfinders
    • Reduce Scout build time to 30 from 33
  • Heavy Machine Gun Paradrop needs tuning relative to their timing
    • Can only be dropped within LOS
  • Riflemen performance can be reduced
    • Removed 2nd BAR upgrade to encourage combined arms builds
  • Assault Engineers required rework as USF lacked reliable SMG units
    • CP cost increased to 2 from 1
    • Health increased to 100 from 90
    • Added Thompson (Gurhka stats) upgrade
    • Build time increased to 30 seconds from 25 seconds
    • Manpower cost increased to 280 from 200
  • SSF Commandos can be improved in performance
    • Added camouflage ability to keep in line with other Special Operations units
  • Captain
    • Improved QoL for “Rally to Me!” ability to set on squad position rather than requiring a target
    • Reduced cooldown to 60 from 120
  • 1/4-Ton 4x4 Truck needs tuning
    • Increased cost to 250 from 240
    • Added Command Truck upgrade to improve mid/late game utility
    • Increased Command Truck upgrade cost to 50 from 25
  • M8 Scott role changed to a mobile ranged howitzer unit to expand indirect options for USF
    • Increased base range to 75 from 60, just out of reach of AT guns
    • Increased “Barrage” range to 90 from 60
    • Increased “White Phosphorus” range to 90 from 60
    • Decreased scatter to 0.05 to be in line with other light howitzers
    • Increased reload time to 5 from 4
    • Can only fire when stationary
    • Updated name to M8 Scott Howitzer Motor Carriage
  • M18 Hellcat is under tuned comparatively to other TDs
    • Scaled down by 10% for on screen fluency of threat level
    • Increased max speed to 6.5 to match base PIII speed
    • On the moving accuracy from 0.65 to 0.75
  • Unlockable Easy 8 cost reduced to 440 manpower from 640, and CP cost reduced further to 5CP

British Forces

  • Replaced British Armored Battlegroup’s “Light Vehicle Withdraw and Refit” with “Rapid Salvage”
  • Infantry Section requires tuning
    • Gated Boys and Bren upgrades behind T2
    • Decreased cost of Bren LMG to 75 from 100
  • Gurkhas manpower cost have been increased to 380 from 360 to reflect their performance
  • Increased CMP 15cwt AA damage to infantry by 30%, DPS now nearly comparable to 8rad
  • Increased Centaur base range to 40 from 35 to kite AT Infantry more effectively
  • Increased armor of M3 Grant to 195 from 170 to improve survivability of unit and attractiveness of unlock
  • Increased Churchill IV Tank penetration by 15%
  • Perimeter Monitor cost have been reduced to 225 from 250 to reflect performance

DAK

  • Armored Reserve upgrade moved to T4 and increased manpower cost to 250 from 100
  • Exchanged “Rapid Advance” with “Veteran Squad Leaders” upgrade positions at T2 and raised cost manpower to 400 from 360 to improve DAK’s map presence
  • Armored Support reworked to address “free” upgrades
    • Replaced Superior Fire Drills with Teller Mines
    • Replaced Vehicle Awareness with Spotting Scopes
  • Kradschützen requires tuning to increase mid-late game utility
    • Included as a unit that provides combined arms
    • Increased cost to 240 from 200 as a result of new utility
  • Panzerjaeger is undertuned after losing a squad member and is locked behind a call-in
    • Now buildable in T3 and gated by Support Armored Elements upgrade
    • Increased health to 100 from 85 to better align with other AT infantry
  • Bersaglieri are overperforming early game with their permanent sprint passive ability
    • Decreased cost to 300 from 320
    • Removed “Quick March” ability
    • Swapped “Urra” with “Sprint” ability as it is not meant to be a CQC unit
    • Added fast capture to Bersaglieri to replace Vet 1 ability
    • Added combined arms ability to Bersaglieri to improve combined arms tactics
  • 8 Rad is overtuned relative to their timing and unit type
    • Reduced base health to 360 from 420, same as Greyhound
  • Semovente is underperforming in their TD roles
    • Armor increased from 100/55/40 to 60/45/30
  • Flak 36 currently overperforms compared to Allied counterparts due to AA and AT role, alongside full 360 auto-targeting
    • Increased reload to 4.25 seconds from 2.125
    • Increased manpower cost to 380
  • Infantry Battlegroup’s HMG bunker was overperforming for cost
    • Increased munition cost to 60 from 0
    • Increased build time to 45 from 15 to keep in line with standard bunker build time
  • Booby trap is under performing relative to cost - Decreased cost to 50 from 55 to keep in line with specialized passive defense like the teller mine

Wehrmacht

  • Luftwaffe Battlegroup requires update after callin changes
    • Fallschirmjäger Squad Paradrop now replaces Luftwaffe Combat Group, CP increased to 2 from 1
    • Smoke Bombing Run now replaces Stuka Strafing Run, which has now been replaced Fallschirmjäger Squad Paradrop’s previous position
  • Grenadier is undertuned relative to their role and cost with little late game viability
    • Reduced upgrade Grenadier to elite cost to 50MP
    • Added LMG42 upgrade to open late game options
    • Swapped “Sprint” with Bersaglieri’s “Urra!” ability
  • Jaeger is overperforming against other infantry with the Panzerschreck upgrade
    • Give 2 weaker Panzerschreck (160 split between the two) to reduce the squad’s anti-infantry damage while maintaining their potency against vehicles
  • Fallschirmpioneer Squad is overtuned relative to their timing
    • Can only be dropped within LOS
  • Stoßtruppen needs tuning
    • Increase Stoßtruppen’s STGs ready aim time from 0.5 to 0.25 to improve upgrade desirability
  • 221 Scout Car is underperforming for its cost and should serve as a stopgap between AI/AT vehicles
    • Scaled model to approx. size of Humbar given the similar role for on-screen fluency.
    • Decreased damage to 100 to serve the new AI/AT role
    • Increased AOE
  • MG42 cost increased to 280 from 240 to reflect performance
  • Flak 30 Anti-Aircraft Gun Team increased damage towards aircraft can deal with head on strafes
  • Nebelwerfer scatter reduced to 8 from 12 so it’s DOT is less oppressive
  • Decreased reload time of Stummel from 5 to 4 to improve upgrade desirability
  • Revert fuel costs of Panzer IV to 90 from 100 to match medium tank price to performance ratio
  • Updated Panzer Officer Quarters text to “Promotes all non-unlockable units“ from “Promotes all units”
  • Panther performance can be adjusted to be more dedicated against vehicles
    • Increased range to 45 from 40
    • Reduced speed to 5 from 5.2
    • Manpower cost reduced to 500 from 550
  • Increased Brummbar base range to 40 from 30 to kite AT Infantry more effectively

Potential Future Changes

  • Remove on the move repair with the USF Field Repairs ability (blocked by editor restrictions)
  • Update veteran abilities of certain units to better reflect their roles (blocked by editor restrictions)

Known Issues

  • 221 Scout Car gunner and Hellcat crew are scaled incorrectly after unit scale change
  • ASC’s “Improved Munitions” incorrectly calls in double P47’s for rocket strafe and a JU-87 for for Heavy Dive Bomb
  • Incorrect VO playing with new Strafe update

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A soft COH3 balance tuning pack for consideration in assisting with multiplayer balancing

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