2.4.0 Update Patch Notes
Overview The 2.4.0 Update will be available for Company of Heroes 3 today at 10am PT and includes 4 all-new Battlegroups as part of the Dare & Destroy DLC, 4 new base army cosmetic sets, multiplayer balance changes, and several bug and gameplay fixes. Many of the fixes and changes included in today’s update are thanks to your feedback. Please continue to share your feedback or ask the dev team questions here and report any issues to us at https://help.relic.com.https://store.steampowered.com/app/4523380/Company_of_Heroes_3_Dare__Destroy/New Battlegroups US Forces – Free French Battlegroup Employ robust defenses and stalling tactics to subdue enemy assaults and buy time for a breakout. Form a defensive line with French Rifle Sections, concrete Bastions and Tourelle defenses, while Railway Artillery and the venerable Char B1 Heavy Tank force a rout. Wehrmacht – Siege Breaker Battlegroup Mobilize siegeworks and specialist units to break enemy fortifications and create an opening for the vanguard to exploit. Test the enemy line with additional infantry weapons and Flame Halftracks. Once a breach has been detected, crack apart even the most stubborn defensive line with Siege Specialists and the iconic Sturmtiger Heavy Tank. British Forces – Special Service Battlegroup Deploy elite raiding forces to deny resources and harass the enemy where least expected. Raiding vehicles, Commandos and Snipers will ambush and whittle enemy units down, before fading away into the dust. Scorched Earth tactics will drain the enemy of their vital resources and punish every undefended hole in their frontline. Deutsches Afrikakorps – Elite Forces BattlegroupDevelop an advanced and experienced force of infantry, aircraft and ground vehicles to outpace the enemy. Lead a core of veteran infantry and vehicles with the Command 8Rad Armored Car, dominate the battlefield with Ace Stuka Squadrons, and deliver the killing blow with the mighty Tiger Ace Heavy Tank. New Cosmetics US Forces - Combat Curators Take on the monumental task of protecting these priceless works of art with the Combat Curators legendary cosmetic set - inspired by the Monuments Men Wehrmacht - Bush Wacker Blend in and strike when your enemies least expect it with the Bush Wacker legendary cosmetic set British Forces - Rainy Day in Hell From the mud of the Italian front to squalls on the riviera your soldiers will be prepared to fight for another Rainy Day in Hell with this legendary cosmetic set Includes pants Deutsches Afrikakorps - Jagdkatzen Spot your enemy, load up and hunt them down with the Jagdkatzen legendary cosmetic set Audio Added a new subtle sound effect when units gain Veterancy Multiplayer Balance Changes In update 2.4.0, we're aiming to introduce changes to address issues with anti-air, infantry combat, and the late game. Additionally, we've made improvements to snipers, off-map abilities, and heavy machineguns. The US Forces Partisans and Afrikakorps Espionage Battlegroups have also received a host of changes meant to improve their viability. We’ve heard you on the current systemic issues causing a reliance on massed-infantry (blobbing), and we agree. Players are currently incentivized to mass units together, and there are insufficient counters to respond. We’re working on tackling this incrementally, with a series of wider changes that affect the overall game starting in update 2.5.0. For now, in 2.4.0, we’re aiming to address more isolated issues that can contribute to massing-infantry — such as infantry stutter stepping, delays in cover, and scoped rifles granting moving vision. General Infantry Combat We have done some clean-up to prevent unintended gameplay outcomes between units in and out of cover. We have also adjusted suppression recovery in light cover to make it easier for heavy machineguns to pin units. Majority of rifle weapon ready-aim times adjusted to 0.375/0.875 to limit stutter-stepping and reduce the ability for all squad members to fire Units in cover no longer have an additional firing delay when engaging enemies directly in front of them Light cover suppression recovery modifier reduced from 2.5 to 1 Burst weapons, like machine guns, will reset their burst after 10 seconds when not in combat to prevent cases where the unit only fires a 1-2 second burst before cycling cooldown/reloads Snipers We have adjusted snipers to have some interaction with cover, reducing their fire rate against units in cover, while slightly speeding up rate of fire against units in the open. This allows a player to use cover to reduce how many casualties they take but still allows the sniper to slowly pick away at units in defensive positions. Changes to cost, survivability, and capture speed were made to help improve their general performance and value. Manpower reduced from 340 to 320 Ready aim times for snipers now scale with cover, resulting in longer acquisition and firing times: +50% against units in light cover +100% against units in heavy/

The 2.4.0 Update will be available for Company of Heroes 3 today at 10am PT and includes 4 all-new Battlegroups as part of the Dare & Destroy DLC, 4 new base army cosmetic sets, multiplayer balance changes, and several bug and gameplay fixes.
Many of the fixes and changes included in today’s update are thanks to your feedback. Please continue to share your feedback or ask the dev team questions here and report any issues to us at https://help.relic.com.
Employ robust defenses and stalling tactics to subdue enemy assaults and buy time for a breakout.
Form a defensive line with French Rifle Sections, concrete Bastions and Tourelle defenses, while Railway Artillery and the venerable Char B1 Heavy Tank force a rout.
Mobilize siegeworks and specialist units to break enemy fortifications and create an opening for the vanguard to exploit.
Test the enemy line with additional infantry weapons and Flame Halftracks. Once a breach has been detected, crack apart even the most stubborn defensive line with Siege Specialists and the iconic Sturmtiger Heavy Tank.
Deploy elite raiding forces to deny resources and harass the enemy where least expected.
Raiding vehicles, Commandos and Snipers will ambush and whittle enemy units down, before fading away into the dust. Scorched Earth tactics will drain the enemy of their vital resources and punish every undefended hole in their frontline.
Develop an advanced and experienced force of infantry, aircraft and ground vehicles to outpace the enemy.
Lead a core of veteran infantry and vehicles with the Command 8Rad Armored Car, dominate the battlefield with Ace Stuka Squadrons, and deliver the killing blow with the mighty Tiger Ace Heavy Tank.
Take on the monumental task of protecting these priceless works of art with the Combat Curators legendary cosmetic set - inspired by the Monuments Men
Blend in and strike when your enemies least expect it with the Bush Wacker legendary cosmetic set
From the mud of the Italian front to squalls on the riviera your soldiers will be prepared to fight for another Rainy Day in Hell with this legendary cosmetic set
Includes pants
Spot your enemy, load up and hunt them down with the Jagdkatzen legendary cosmetic set
Added a new subtle sound effect when units gain Veterancy
In update 2.4.0, we're aiming to introduce changes to address issues with anti-air, infantry combat, and the late game. Additionally, we've made improvements to snipers, off-map abilities, and heavy machineguns. The US Forces Partisans and Afrikakorps Espionage Battlegroups have also received a host of changes meant to improve their viability.
We’ve heard you on the current systemic issues causing a reliance on massed-infantry (blobbing), and we agree. Players are currently incentivized to mass units together, and there are insufficient counters to respond. We’re working on tackling this incrementally, with a series of wider changes that affect the overall game starting in update 2.5.0. For now, in 2.4.0, we’re aiming to address more isolated issues that can contribute to massing-infantry — such as infantry stutter stepping, delays in cover, and scoped rifles granting moving vision.
Infantry Combat
We have done some clean-up to prevent unintended gameplay outcomes between units in and out of cover. We have also adjusted suppression recovery in light cover to make it easier for heavy machineguns to pin units.
Majority of rifle weapon ready-aim times adjusted to 0.375/0.875 to limit stutter-stepping and reduce the ability for all squad members to fire
Units in cover no longer have an additional firing delay when engaging enemies directly in front of them
Light cover suppression recovery modifier reduced from 2.5 to 1
Burst weapons, like machine guns, will reset their burst after 10 seconds when not in combat to prevent cases where the unit only fires a 1-2 second burst before cycling cooldown/reloads
Snipers
We have adjusted snipers to have some interaction with cover, reducing their fire rate against units in cover, while slightly speeding up rate of fire against units in the open. This allows a player to use cover to reduce how many casualties they take but still allows the sniper to slowly pick away at units in defensive positions.
Changes to cost, survivability, and capture speed were made to help improve their general performance and value.
Manpower reduced from 340 to 320
Ready aim times for snipers now scale with cover, resulting in longer acquisition and firing times:
+50% against units in light cover
+100% against units in heavy/garrison
Ready-aim time sped up from 1.75 to 1.625
Cooldown sped up from 6.75 to 6
Reload sped up from 6.75 to 6
Fog of War reveal duration increased from 3 to 6 after firing to allow for counter sniping
Sniper capture rate increased from 1 to 1.33
Target size reduced from 1.5 to 1.33
Repairs
We have adjusted the repair system to make combat repairs more difficult, requiring a full squad to get the maximum repair rate and units that are in-combat will repair slower.
Repairs now scale with the number of squad members that are alive
Example: An Engineer Squad with 4 members repairs at the maximum rate of 8; if the unit is reduced to 1 squad member, repair speed is reduced to 2
Repairs are 75% slower if the unit was recently involved in combat; ends after 10 seconds of being out of combat.
Directional-based Airstrikes and Off-maps
Direction reticules are now directed from end-to-end, rather than from the center
Does not affect Propaganda Leaflets from the Terror Battlegroup
Airdropped Incendiary Bombs – Breakthrough & Air and Sea Battlegroups
The current incendiary bombs act more like a standard bombing run, inflicting good damage on detonation with the fire damage lasting for a short period of time. To focus these strikes on area denial, we have increased the duration of the fire and adjusted the bomb’s initial explosion damage.
Fire lasts for 30 seconds dealing 10 burn damage every 1.25 seconds to infantry and structures
Bomb damage set to 80
Deals 70% less direct hit damage to infantry
Bomb penetration set to 500
Bomb area of effect penetration set to 35
Airborne and Breakthrough Battlegroups Smoke Bombs
Arrival time sped up from 3 to 1
Bomb drop range increased from 120 to 200
Anti-Air Changes
Mobile anti-air units are having their AA range increased, allowing them to lockdown a larger area.
Fixed an issue where planes would still drop their payload on death if they made it to the target zone while crashing
Anti-Air Stance range bonus increased from x3 to 3.25
Toggle off recharge from 30 to 15
+75% traverse speed when active
Entering AA mode now also issues a stop command to prevent weapon rotation
Off-Map Artillery, Mines, and Airstrikes
Certain strikes could be too powerful against slower, larger vehicles and rear armor hits from high damaging weapon could be devastating with little counterplay as no unit had to be risked to get behind these vehicles.
Mines have also had this change applied to them as they always penetrate enemy vehicles and do not care about directional facing.
No longer able to gain bonus damage against vehicles when hitting rear armor
Recon Loiters
Planes no longer provide additional vision around themselves. Vision is only provided within the ability radius
Heavy Machineguns
The role of the Heavy Machinegun (HMG) is to quickly suppress enemies that enter their arc. However, certain HMGs failed to achieve this goal.
To improve their performance, the base suppression values are being raised, while their time to pin remains lower than that of the HMG 42 and 50cal.
MG 34 suppression increased from 0.01 to 0.011
M1919 HMG suppression increased from 0.0144 to 0.015
Vickers HMG suppression increased from 0.0144 to 0.0175
Vickers, MG 34, and M1919 HMG suppression damage against suppressed targets reduced from 0.5 to 0.4
Marder III M, 75mm Halftrack, and Archer Tank Destroyer
The following changes improve visual clarity of when these ability trigger and makes it easier for the bonus to be gained when these units are set-up ahead of time, prior to an enemy advance.
First Strike/Stabilized shot set-up time lowered from 6 to 3
First Strike/Stabilized shot now displays a status decorator when counting down
Flamethrowers
We are reducing Flamethrower DPS when they are firing on the move to reduce how powerful flamethrowers are when charging and chasing enemy units. They will still automatically hit enemies in the AOE but deliver less DPS compared to if the unit was stationary.
The damage bonus against emplacements is to make their effectiveness equal against all defensive emplacement types, not just being strong against bunkers.
Handheld flamethrower moving burst reduced from 1 to 0.5
Vehicle flamethrowers - moving burst reduced from 1 to 0.75
Deals +150% extra damage against non-bunker emplacements
Scoped Rifle Packaged - Jager, Australian, and Infantry Section
The role of this change is to make it harder to spot the defender with mobile squads, forcing them to expend flares to spot enemies prior to an attack.
+7 vision is only granted when the unit is stationary for 3 seconds
White Phosphorous and White Phosphorous Barrages
Scott and Pack Howitzer munition cost increased from 25 to 30
Damage over time no longer stacks
Infantry/Mortar/Off-Map Flares - Does not affect SLD Flares
Flare vision radius reduced from 45 to 40
Infantry squad launched flare range increased from 40 to 45
Resource Caches
Deployment changed from double-click to click-drag
Detection
Royal Engineers and US Engineers now detect nearby stealth units when equipped with the Utility Package
Unit Paradrops
Recharge time standardized to 60 across the board - Paratroopers, Anti-Tank Gun, Fallschirmjager
Air Support Center
We have implemented a small cooldown between airstrikes. The goal is to reduce the number of off maps being dropped at once which could overload the opponent. We have also added an initial cooldown to limit how early air strikes can be requisitioned.
All attack runs start on a 60 second cooldown when the structure is complete
When an Air Support Center ability is deployed, all ASC abilities are placed on an immediate 10 second recharge time. Does not apply if the ability is already recharging and would take longer than 10 seconds to recharge
Riflemen Squad
Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost. This will make spamming these abilities over the course of a long game have an impact on the player’s munition economy.
Pour it On 'Em now has a 15 munition cost
Recharge time reduced from 180 to 120
M4(105) Sherman Bulldozer
We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits.
Area of effect far damage increased from 0.15 to 0.25
M8 Scott SPG
Experience requirements lowered from 1800/5400/10800 to 1500/4500/9000
Veterancy 1 bonus changed to 10% ability recharge
Veterancy 2 ability recharge reduced from 35% to 25%
M4A3E8 Sherman Easy Eight
Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks.
Area of effect damage reduced from 0.83/0.35/0.2 to 0.84/0.25/0.15
Scatter angle increased from 7 to 10
Distance scatter max increased from 4 to 6
Distance scatter offset from 0.33 to 0.25
Ranger Squad
We have made a few adjustments to allow Rangers to synergize with other builds and have less bleed on a player’s economy. However, we are toning back Cover to Cover significantly, removing the speed component that allowed the unit to quickly close with enemy, especially in late game scenarios where light cover was prevalent.
Reinforce cost reduced from 50 to 45
Cover to Cover no longer provides a speed bonus when leaving cover
Cover to Cover recharge sped up from 7 to 3 seconds
Can only be converted in the HQ sector
Is now trained from the HQ rather than the Barracks
Artillery Beacon
This change slightly increases the time it takes for the first shell to land.
Drop height increased from 350 to 450
Resistance Fighter Squad
We are giving Partisans a slight boost to their survivability and upgrade costs to encourage the anti-infantry variants of the unit.
The AT rifles had their anti-infantry damage further reduced as when combined with Disruption Fire, it allowed the unit to contest other infantry units too easily.
GRB cost reduced from 90 munitions to 80
SMG cost reduced from 50 munitions to 40
Health increased from 85 to 90
AT Rifles penalty against infantry increased from 25% to 60%
Saboteur Squad
The Saboteur Squad will now stay on the field longer, allowing more time and opportunity for the unit to be used for trap-laying, scouting, and the occasional anti-vehicle ambush.
Saboteur timed active duration increased from 80 to 120 seconds
Ability recharge reduced from 120 to 60
Call-in ability only begins recharging once the Saboteur Squad is off the field or destroyed
Underground Detonation
Spark travel speed increased from 10 to 12.5 seconds
Tunnel Medical Caches
Being an end-tier ability that competes with the Battlegroup’s primary damage dealing ability and does not have casualty recovery, this ability has been changed to provide the strongest healing rate in the game.
Healing rate increased from 3.2 to 4.8
False Orders
Radius increased from 30 to 35
Fixed an issue with False Orders debuff aura lasting only 45 of the 60 seconds
Updated reticule to display team color
Tunnels
Tunnel Infiltration cooldown sped up from 25 to 20
Infantry Tunnel build time sped up from 10 to 7 seconds
Can be cancelled for the infantry buildable variant
Pak 40 and LG 40 Ambush Camouflage
Ambush Camouflage no longer has a delay before being able to de-activate
Ambush Camouflage now triggers for all units in the selection group when the ability is toggled
HMG 42 Team
This change is meant to allow the MG 42 to better deter vehicles and combo with other units such as Grenadiers, vehicles or anti-tank guns.
White Phosphorous Rounds slow vehicles by 25% for 2 seconds on hit or deflection
White Phosphorous Rounds duration lowered from 60 to 45
Grenadier Squad
The Breakthrough Package for Grenadiers has very weak scaling, relying on the standard Grenadier veterancy for a hybrid assault unit. We have made a significant change, giving Grenadiers upgraded with the Breakthrough Package different veterancy bonuses focused on direct combat and survivability while still providing some utility support through the Panzerfaust.
Breakthrough Package
Veterancy 1: 10% harder to hit
Veterancy 2: 20% accuracy, 25% harder to hit
Veterancy 3: 20 health, 20% damage, +5 Panzerfaust range
Panzergrenadier Squad
Riflemen and Panzergrenadier Veterancy 1 damage increase abilities are gaining a small munitions cost to make spamming these abilities over the course of a long game have an impact on the player’s munition economy.
Automatic Fire now costs 15 munitions
Automatic Fire recharge time reduced from 180 to 120
Jager Squad
Jagers became very difficult to deal with as the game progressed, gaining substantial survivability bonuses on a long-range squad that did not need to close the distance and could scout positions with flares.
We are toning back some of the unit’s survivability, making the bonus lower, and arrive at Veterancy level 2, requiring Jagers to remain in cover to be most effective. The Reconnaissance Package’s cost has also been increased to reflect the buffs it has gained over several patches regarding its damage output.
Reconnaissance Package munitions cost increased from 50 to 65
Veterancy 1 harder to hit moved to Veterancy 2
Veterancy 2 rate of fire bonus moved to Veterancy 1
Veterancy 2 received accuracy reduced from 20% to 15%
Flak 30 Anti-aircraft Gun Team
Recent changes such as the removal of light cover on the crew have made the Flak 30 too vulnerable to both direct and indirect attacks that need to be positioned and set-up to function. We are improving the AA gun’s survivability and lowering the cost to enable suppression.
Health increased from 90 to 105
Suppressing Fire munition cost reduced from 25 to 15
Flakpanzer IV Wirbelwind
Veterancy 1 acceleration bonus changed to +20% rotation rate
Veterancy 3 rotation rate changed to +80 health
Marder III M Tank Destroyer
We are allowing the Marder to quickly toggle out of Sight Main Gun to help its survivability, but the player will now need to wait a moment for the bonuses to apply to prevent the unit from getting a shot in the moment the ability is trigged.
Speed has also been slightly increased to help the unit traverse the battlefield.
Speed increased from 4.6 to 4.8
Sight Main Gun can be toggled off immediately but has a 3.5 second delay before combat bonuses activate
Sight Main Gun now triggers for all units that are selected if none of the units are on cooldown
Sight Main Gun uses overall attack speed bonuses
StuG III G Assault Gun
Veterancy 3 +15% rotation rate changed to +20% weapon penetration
Panzer IV Command Tanks
Veterancy 1 bonus changed from 25% acceleration/deceleration to 25% rotation rate
Veterancy 2 35% ability recharge speed changed to +20% accuracy
Now uses overall attack speed for its veterancy 2 reload bonus
Panzer IV Medium Tank – Wehrmacht only
Following the route of Wehrmacht’s advanced infantry, we are giving veteran Panzer IVs slightly increased performance to compensate for the unit’s lack of end game offensive upgrades.
Veterancy 1 and 2 accuracy and penetration bonuses increased from 20% to 25%
Stosstruppen Squad
Stosstruppen are being adjusted, weakening their Veterancy 1 ability in exchange for having improved veterancy stats as the unit levels up. Their Veterancy 1 bonus has also been adjusted to focus on damage rather than survivability.
Fixed an issue where Veterancy 2 did not provide the correct 20%
Veterancy 1 harder to hit moved to Veterancy 2
Veterancy 2 rate of fire bonus moved to Veterancy 1
Veterancy 3 Accuracy bonus increased from 20% to 25%
Range of all grenades increased from 20 to 25
Shock Assault now increases moving accuracy by 30%, provides suppression immunity, and breaks suppression for 20 seconds. Combat bonuses removed.
Sturmpanzer IV Brummbar
We are increasing the minimum damage the Dozer and Brummbar does to infantry, allowing them to deal more health damage on non-direct hits.
Area of effect far damage increased from 0.15 to 0.2
LG 40 Anti-tank Gun
Accuracy increased from 0.075/0.045/0.04 to 0.075/0.05/0.04625
Penetration reduced from 160/120/80 to 160/100/70
HE damage distance reduced from 0.5/1.25/2 to 0.25/0.75/2
Panther Heavy Tank
The following change is meant to allow the Panther to be easier to access as in late game scenarios where manpower is a greater limiting factor than fuel.
Cost changed from 550 manpower and 100 fuel to 450 manpower and 125 fuel
Pantherturm
Weapon can now be given facing orders
Can now gain veterancy
Veterancy 1: +120 health
Veterancy 2: + 25% rate of fire and accuracy
Veterancy 3: +20% damage reduction +20% damage
Infantry Section
The following changes are meant to reduce how powerful the Recce Package. Other units will now need to be mixed in to provide vision, and the unit cannot immediately push team weapons with the artillery barrage before the opponent can react.
Recce Package no longer provides detection bonuses
Forward Observer Artillery Barrage must now be thrown at the target position, and artillery only begins to fire once the flare has landed; affects Gurkhas as well
Humber Armored Car
Mark Area ability range increased from 45 to 50
M3 Stuart Light Tank
The following change is to slightly increase the Stuart’s reliability against infantry and improve the unit’s veterancy scaling.
Angle scatter reduced from 5.5 to 5
Distance scatter max reduced from 3.5 to 3
Veterancy 1 acceleration changed for +20% rotation rate
Veterancy 2 rotation rate bonus changed to +15% accuracy
Veterancy 3 accuracy bonus changed to +20% speed
M3 Grant Medium Tank
Grants and E8s are having their main gun anti-infantry performance reduced to be in-line with other medium tank guns. This change is to allow anti-tank guns and infantry AT to better counter these vehicles and encourage the usage of dedicated anti-infantry tanks.
The Grant is also having its base fuel cost increases to make additional tanks harder to field.
75mm area of effect adjusted from 0.75/0.3/0.15 to 0.8/0.25/0.15
75mm area of effect distances adjusted from 1/2/3 to 0.25/0.75/4.5
Scatter angle increased from 7.5 to 10
Distance scatter max increased from 5 to 6
Distance scatter ratio increased from 0.5 to 1
Fuel cost increased from 90 to 100
Unlock cost reduced from 50 to 40 fuel
Matilda Heavy Tank
Health increased from 900 to 960
17-pounder Anti-tank Gun
The 17-pounder is having its base cost reduced as the first gun is already expensive to field, requiring side-tech access.
Manpower cost from 400 to 360
Fuel cost reduced from 60 to 50
Centaur IV Medium Tank
The Centaur is having its area of effect distance increased to increase the chances of killing infantry models, rather than wounding them if the shell does not directly hit them.
Area of effect distance increased from 0.25/0.35/1.5 to 0.5/0.75/1.5
Polish Lancer Section
Damage bonus reduced from 20% to 15%
Attacking Spirit
Attacking Spirit has been adjusted, so the combat healing of the ability only happens on the trigger of the pulse, and the additional healing provided can now be interrupted by combat.
This should increase counterplay, allowing the opponent to keep units with Attacking Spirit in-combat or off capture points to prevent healing during combat.
Immediately heals 15 health on decapture when infantry enter the pulse
Heals 75 health over 45 seconds afterwards; healing is paused when in combat, but ability duration continues to tick down even when healing is paused.
Retains 2 CP cost
Logistical Supremacy Changes
Artillery Tripwire Flares and Reinforced Resource Caches moved up to the 1st tier of Logistical Supremacy
CMP 15cwt Supply Run moved to the 2nd tier of Logistical Supremacy

Australian Light Infantry
Australians can now repair buildings to better synergize with the defenses they can build and will be easier to gain veterancy with, matching other standard infantry squads. Moving accuracy on the Scoped Lee Enfield has been lowered, however, to make them less effective on the move.
Can now repair structures at a speed of 8 health per second
Experience requirements lowered from 1000/3000/6000 to 900/2700/5400
Scoped Rifle moving accuracy reduced from 75% to 50%
Artillery Tripwire Flares
Fixed an issue with flare duration not extending to the intended 15 seconds
Carro, L6/40, Flakvierling Halftrack, DAK 8 rad
DAK combat light vehicles are receiving a change that allows them to gain health when they gain veterancy, allowing them additional survivability when used properly, but still vulnerable when they first arrive on the field or are rebuilt.
We want DAK to still be able to play heavy on light vehicles compared to the other factions, rather than the best option generally being massed infantry.
Veterancy 1 acceleration bonuses replaced with +40 health
Panzerpioneer Squad
Capture speed increased from 1 to 1.15
250 Mortar Halftrack
Now fires 6 incendiary shells during a barrage that scatter, dealing 30 damage on impact before causing burning damage over 10 seconds for each shell
250 Light Carrier and 250/9 Halftrack
The following change is to increase utility and survivability of the 250 as it levels up. The autocannon’s cost has also been slightly lowered to bring back some of DAK’s capability to play more heavy on light vehicles than other factions.
Veterancy 1 acceleration bonus replaced with +25% ability recharge
Veterancy 2 ability recharge replaced with +40 health
Kwk 38 Autocannon Conversion fuel cost lowered from 20 to 15
Flak 36 Anti-tank Gun Team
We are giving back range to the 88, allowing it more room to zone out enemy armor as it is one of the core end-game anti-tank units for the faction.
Range increased from 70 to 75
Now auto deploys when dropped off by the truck
Cannot be given a facing order when in AA mode
Bersaglieri Squad
The Bersaglieri squad is being adjusted to scale with other standard infantry and have slightly more offensive potential when leveling up.
Veterancy requirements from 1025/3075/6150 to 900/2700/5400
Veterancy 2 rate of fire bonus reduced from +20% to +15%
Now uses overall attack speed for rate of fire veterancy bonuses
Semovente da 75/18 Assault Gun
Now uses overall attack speed for veterancy rate of fire bonuses
Disruption Tree Changes
The right-side of the tree has been slightly adjusted, allowing a choice between an economic/efficiency upgrade against off-map abilities.
Plunder and Disruption positions exchanged in the Battlegroup tree

250/3 Funkpanzerwagen
To simplify some of the functions of the Funkpanzerwagen, we are causing its camouflage aura to always be active as that is one of the main roles.
When a target position is selected to deploy the Goliath, the Funkpanzerwagen will spawn the Goliath at its current position and then the Goliath will drive off too the position.
Camouflage aura is always active
Results in speed reduced from 7.2 to 6.1
Sector Subterfuge Beacon
The following addition to the Subterfuge Beacon is to allow these to be planted in the backline for defensive purposes, when not placed in enemy territory.
When in a friendly sector, the territory point becomes 50% harder to capture when a Siphon Beacon is in that zone
Transfer Depot
The Transfer Depot’s power could greatly change depending on map layout. The abilities are also difficult to manage as the player needs to select the structure without any indication of its current cooldown.
To adjust the structure’s power to be consistent across all game modes and make it easier to keep track of cooldown on Transfer abilities, the following changes have been made:
Two Transfer abilities now appear on the global command bar: Fuel or Munitions
One set conversion rate: 40 fuel for 200 manpower or 80 munitions for 200 manpower
Triggering either one places both abilities on cooldown
Transfer abilities are greyed out until a Transfer Depot is placed on the appropriate point type
Command Point cost increased from 1 to 2
Plunder
Plunder’s position being shifted to the final tier allows us to grant it more power by providing resources on return.
Plunder also salvages the wreck for resources. Still cannot be used if the unit is at maximum weapon slots
Firestorm
Firestorm has been reworked to be a more traditional area-of-denial off-map, incorporating the change made to incendiary bombing runs. The previous iteration overlapped too much with Disruption that was also an area debuff.
Now deals light damage on shell detonation
Fire lasts for 30 seconds dealing 10 burn damage every 1.25 seconds to infantry and structures
No longer debuffs enemies in the flames
Munition cost increased from 100 to 120
Engineer Units
Fixed engineers using incorrect tools when repairing emplacements or structures
Fixed engineers getting stuck in incorrect construction/repair animations
Fixed engineers using welding animation instead of sandbag repair animation
Mortar Teams
Fixed High-Explosive Barrage ability swap causing T-posing when decrewed
Improved leIG 75mm gun aiming visuals/gun height across distances
Grenadiers
Fixed Merge ability going on cooldown when targeting full squads
Fixed Medkit ability canceling when merging into another squad
Sturmpioneers
Fixed Grenade Assault ability causing reinforced soldiers to retain grenade weapons after the ability ends
US Forces Infantry
Fixed Breach ability canceling if the breaching soldier is killed mid-animation
Italian Partisans
Fixed Saboteur timed squad ability not forcing retreat when duration expired
Fixed Partisan Garrison bonus not applying from Partisan Headquarters
Salvage
UI resources kickers for salvage have been corrected to the appropriate amount when salvage is complete.
Fixed vehicles driving over electric poles causing erratic behavior
Flakvierling Halftrack
Fixed Smoke Canisters ability failing to deploy while in Anti-Aircraft Mode
Sherman Whizbang
Fixed Jettison Launcher ability allowing the main gun to fire during the jettison process
Fixed incorrect aim timing on the following units that caused them to have long delays before they fired their first shot when barraging:
M2A1 105mm Howitzer
Cannone da 105/28
BL 5.5 Artillery
GrB 39 Grenade Launcher
Maximum height angle now caps out at 45 degrees
Basic weapons no longer take priority over the GrB when firing from garrisons/vehicle holds.
Fixed engine damage logic not applying for:
M6 Mines
Teller Mines
Heavy Anti-Tank Mines
Engine damage and heavy engine damage:
Now properly applies and persists as intended
Captain Retinue – Flanking Maneuver
Bonuses no longer stack from multiple different Captains
Reapplying the buff now refreshes duration instead
M8 Greyhound
Raider ability properly continues to decapture if the unit leaves and then re-enters the capture circle
M8 Scott
Fixed Veterancy recharge bonus increased cooldowns instead of reducing them
Mortar Pit
Fixed incorrect Veterancy 2 range tooltip
M1 Anti-Tank Gun
Fixed incorrect Armor-Piercing Rounds tooltip penetration percentage
Survival Training
No longer stacks on infantry units when they are converted to Pathfinders, Artillery Observers, and Rangers
M5 3-inch Anti-tank Gun
M5 Anti-Tank Gun Barrage now deals the correct friendly fire damage to owned units
LG40 Anti-Tank Gun
Updated High-Explosive Shell ability tooltip to state 33% rather than 5%
Australian Defense – Supply Run
Fixed inconsistent resource scaling based on distance
CMP 15cwt Anti-Air Truck
Fixed unintended movement interaction with:
Handbrake Toggle
Anti-Air Mode
Pillage
Fixed Pillage applying from kills obtained by vehicles
Emergency Repair Kits
Now correctly applies to the 2.5 Tonne Utility Truck
Vehicle Aura Bonuses
The following bonuses now properly apply from all vehicle types (including light vehicles, recovery trucks, and utility trucks):
Combined Arms
Secure Flanks
Force Recon
A.I. can now:
Use self-targeting abilities correctly during combat
Build structures facing the correct direction
Use proper build orders again (restored variety) for German and American factions
Avoid using ineffective grenades vs vehicles
Improved ability usage frequency (e.g., gun swapping)
Fixed A.I. not recruiting certain units (e.g., Panzergrenadiers, and Engineers)
All 2.3 maps have been reduced back to standard weighting, meaning all maps in Quick Match have the same chance to be selected
(2) Blinder Alley
Restored missing vista and improved out-of-bounds visuals
(2) Egletons
Minor territory adjustments
(4) Pisa Centrale
Fixed vehicle interaction with wired poles causing physics bugs
Corrected floating fire VFX
Improved the damage and death states of passenger train cars, so they act more like weak buildings
Adjusted several buildings to be garrisonable. These appeared healthy, but were not garrisonable
Cranes have been adjusted to have increased health and to no longer block sight
Placeholder assets have been removed from underneath the train station platforms. These assets were visible is artillery caused craters deep enough
Floating flags removed
Train track assets have been adjusted to reduce the chance of “z-fighting” which caused flickering textures
Adjusted central courtyard so that nearby buildings can cover the area equally
(4) Santuario
Wooden crates removed from the back of a flatbed truck, which caused the truck to appear to have light cover instead of heavy
(6) Sangro River Crossing
Increased space for HQ building placement
(6) Sedjenane Marshes
Removed duplicate buildings which were overlapped. This enabled opposing squads to seemingly occupy the same building
Fixed wooden planks, which could instantly kill vehicles or infantry if they collapse with units on top of them
(8) Castello Della Nebbia
Replaced a pair of trucks that were not interactive assets with versions which can be crushed and used as cover
Adjusted strategic point locations to be less aggressive. These were found to be too close to each other and it proved too easy to control both at once
Filled small holes in impass (under large rock formations), that some auto-contructed buildings could be dropped within
(8) Sousse Stronghold
Updated lighting for improved visibility.
Reduced the impass of metal rail signals from Heavy Crush to Medium Crush, to better align them with other street poles
Adjusted the sight blocking on shipping containers
Adjusted the sight blocking of tall barrel stacks
Improved display of large currency values for Merit and Warbonds
Improved Warbond purchase cancellation flow
Fixed incorrect cursor usage for grenade attacks
Rebalanced Veterancy sound effects to prevent overlap with unit speech
Fixed airplane voice lines being cut off after strafing runs
Fixed speech interruption when entering buildings
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. These are some of the issues we are currently tracking for our upcoming patches. Thank you for all your submissions to https://help.relic.com.
A.I. does not upgrade Tiger Heavy Tank to Tiger Ace Heavy Tank
When the LG40 gets destroyed the voice over mentions the Obice
Team weapons will explode if the crew gets reduced to 1 at the same time it is towed
Flack 30 Anti Air attacking and damaging aircraft will cause infantry under the aircraft to take damage
Machine gun firing arc scope changes size between setup and completion
Basalt Grey cosmetic granting did not roll out for all units
A.I. targets enemy points that cannot be damaged with mortar barrage
Grenadier A.I. will sometimes throw a grenade at its feet when capturing a territory
Units cannot be group selected during paradrop reinforcement animation
Breach can be used on Fighting Nests and Fighting Positions
Scrollable UI components created with the SCAR function UI_AddChild are no longer able to receive mouse scroll wheel input
Camouflaged infantry will not attack enemies that are behind them
If a Paratrooper squad is hit by a stun grenade right after landing, the debuff will persist on retreat
In certain instances, infantry do not return fire against the enemy
Tourelles upgrades may not complete if the sector they were in is de-captured and only continues once the sector is recaptured
De-crewed Mortars from A.I. cannot be targeted using Attack-Ground or picked up
When 250 Light Carrier fast disembarks units and attempts to reverse, the vehicle ignores the command
M18 Hellcat Tank Destroyer missing notification and audio cue for added Heavy Machine Gun during heavy action
Tank Buster anti-Tank Grenade Assault does not always activate while under the effect of Concealment
A.I. that takes over a player who left causes Marder III M Tank Destroyer to stay in front of enemy bunkers when in combat
Allied forces crewed MG42 Machine Gun Team has VO lines changed to Wehrmacht after using White Phosphorus rounds
Completing upgrades on fighting positions or bunkers says "research complete" instead of "upgrade complete”
Player sometimes unable to start new campaign due to stall in scar initialization
Attempting the Anzio Mission as the US Special Forces/Devil's Brigade Company may not grant you the correct Support Center buildings.
When recrewing the 251 Medium Carrier with British squads in the mission the crew will be broken and appear to be floating above carrier
Certain neutral bunkers on the map will return to full health if damaged and then garrisoned
A.I. does not deploy Churchill Crocodile
King Tiger and Elephant Tank Destroyer can get trapped by player buildings
Enemy A.I. spams Retreat on units once player enters enemy HQ sector
Air Support trait sometimes does not work when unlocked through "specialization" upgrade on US Armored units
Heavy Machinegun Teams in garrisoned buildings may not always fire in certain instances
Gameplay - Wehrmacht HQ medical station upgrade is still active when HQ is destroyed
ELO changes in Match Stats screen are broken
Enemy A.I. is not picking up munition crates after using Supply Drop
Tank Busters’ Anti-tank Grenade Assault does not function on vehicles when in cover
Fire rate bonuses affect reload speed instead of fire rate on magazine-based weapons
Using abilities on bridges may cause target reticles to be misplaced and the ability to be mistargeted
Medical bunker may prevent Annihilation victory
Heavy Machineguns can get stuck when attempting to retreat from a building
A.I.-controlled Italian Partisan Underground Detonation can target and follow units
Some buildings have windows that are not used correctly by garrisoned units
A.I. does not use the Critical Location ability
A.I. does not use the No Man Left Behind left behind ability
Panzergenadier Squad - Expert level A.I. can use their Rifle Grenades even though they have not unlocked it
Attempting to stream Company of Heroes 3 via Discord may result in a black screen or “Stream is paused” instead of streaming gameplay
Units in the production queue on the Global Unit Command (GUC) will change to a different location when they are finally spawned in, rather than remaining in place of where they are on the GUC
A.I. Engineers are planting mines inside HQ territory
Unable to move camera with middle mouse button while holding Shift key
The Improved First Aid Kit tooltip on hospitals is ambiguous
There is a chance that two A.I. players can rebuild buildings on the same location despite protections to prevent overlaps
Show Unit Occlusion - Setting doesn't work when a squad garrisons a building even if it was turned on
0 health can appear on the health bar, rather than appearing as an integer/rounding upwards (for example 0.9 or below), so it appears that a unit survives at 0 health instead of being destroyed
Mods - UI_AddChild(…) causes a severe FPS drop/memory leak
The title has disappeared from the final mission in the Mission Select screen
Abilities cannot use the minimap to target territory points with caches built on them System tray search indicator only works for the first game in a session
Random Faction selection does not save and reverts to the previous selections after Quick Match
The matchmaking cancel button continues to show for a few seconds after a match is found but is no longer functional
Loiter affected areas are inaccurate on the Tactical map
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