Latest Company Of Heroes 3 News

Posted by John_RE on 23/May/2024

Overview

As many of you will know, Relic has become an independent studio! While we're incredibly excited about our future, the transition was (and continues to be) a huge adjustment for us. That said, the dust is certainly settling, and we can now update all of you on some of our plans for Company of Heroes 3 in the months ahead. First up, we want to thank everyone that took part in our first Steam Free Weekend. The response from everyone was tremendous, and we’re happy to see new players and longtime franchise fans jumping into CoH3 for the first time. The feedback from the Free Weekend helped us validate not just the work that we’ve done over the last year, but also several key items that we’re already planning to improve.

Console Edition

Going independent is incredibly exciting for us. It presents us with new challenges and opportunities that the team is eager to tackle in the coming years. However, being independent also means we no longer have access to certain resources that we had in the past, which leaves us with some difficult decisions. One of those decisions is that moving forward, we will no longer be releasing further updates for the Company of Heroes 3 Console Edition. The team will still conduct regular server maintenance and, if need be, make any critical game fixes should an issue arise in the future. This was an incredibly difficult decision to make, but one we felt was necessary for our future success given the new reality we find ourselves in. The CoH3 Console Edition will remain available for any players that wish to play it on PlayStation 5 or Xbox Series X or S. We will be targeting a hot fix for the Console Edition as soon as possible to remove the erroneous Havok license warning pop-up.

PC Edition

The first half of 2024 was a roller coaster for the studio as we transitioned to independent status. We know players have wanted to see a Company of Heroes 3 roadmap for 2024, but due to these changes at the studio, we haven't been able to commit to and communicate content plans with a high degree of confidence. With key plans and items now in place and our transition now well underway, we can start calling some shots. Though we can’t provide a full roadmap, we want to let you know what we’re working on for the rest of 2024. Our team hopes to deliver the following three PC updates before the year’s end:
  • 1.7.0 in late June
  • 1.8.0 targeting the Fall
  • 1.9.0 targeting early Winter
Both our 1.8.0 and 1.9.0 patches are still in flux as we determine the changes, improvements, new maps, fixes, etc. we can deliver in that timeframe. Once we have a better sense of what’s coming in both 1.8.0 and 1.9.0, we will be sure to let you know. With our 1.7.0 update coming in late June, we have a ton of gameplay and quality of life improvements that we can’t wait for you to see. As a teaser, you can expect:
  • Enhanced and redesigned abilities on two units per Faction
  • A new 4v4 map for all modes
  • Italian Campaign Map improvements
  • Towing & Vehicle improvements
  • And much more
We’ll share more details on the June 1.7.0 PC update soon, so be sure to stay tuned to our forums and social channels. Thank you to all our players for their ongoing support! It’s what drives our team to continue making Company of Heroes 3 better and better every day.
Posted by John_RE on 16/May/2024
  • Fixed a high frequency crash affecting many players.
  • Reduced performance issues such as hitching or stuttering when playing with multiple A.I. team mates or opponents.
  • Fixed invisible unit decorators on campaign map entities.
Posted by John_RE on 09/May/2024
Company of Heroes 3 is FREE to try until May 13th! Experience the Mediterranean theatre through authentic mechanics and tactical gameplay in single player, multiplayer or co-op. Now is the perfect time to download the game as we've built upon community-requested features and improvements, which are all now live. Grab your friends or join the community by participating in our Drawing the Victory Event, which runs until May 14th. Completing it will unlock exclusive profile items for all players! If you like the game during the free weekend, you can purchase Company of Heroes 3 for a 50% discount until May 16th as part of our Franchise Sale, our biggest discount to date! There's never been a better time to play Company of Heroes 3 and we can't wait to see you on the battlefield, Commander.
Posted by John_RE on 09/May/2024
  • Fixed an issue that could lead to a crash after turn 6 of the Italian Campaign.
Posted by John_RE on 08/May/2024
  • Fixed an issue where Flamethrowers were causing performance and framerate issues. This was more notable when playing with other players.
  • The enemy A.I. was using an incorrect artillery option in defense missions causing unintended difficulty spikes.
  • Fixed the Night Fighters Kettenkrad cosmetic so it appears correctly.
  • Fixed a black screen that was appearing after missions in the North African Operation.
  • Additional crash fixes.
Posted by John_RE on 07/May/2024
Drawing the Victory, our latest community event, starts NOW and runs until May 13th. We're calling on all Company of Heroes 3 players to play 400,000 matches on community-made maps over the next week. This includes all community maps in the official automatch map pool for Quick Match and Co-op vs A.I. and any Steam workshop maps played in Custom Games. If the community can rally together and achieve this goal, we will unlock an exclusive Epic Banner, Badge and Title for all players to use on their Player Profile. Enlist your friends for our latest community event! Drawing the Victory starts now!

Day 1

Players started the first day of Drawing the Victory strong! 16,500 matches played so far on player-made maps. But we'll need to recruit some friends to kick it up a notch!

Day 2

Players made great progress in Drawing the Victory overnight! With the CoH3 Free Weekend, let's make short work of this goal!

Day 3

With the Free Weekend now in full swing, let's kick things into high gear and crush this goal!

Day 6

Looks like our Free Weekend players all earned their stripes! We saw a staggering number of matches on community maps and in custom games helping us Draw the Victory. One day left to hit our goal!

Day 7

Drawing the Victory has come to a close and players knocked the goal out of the park! All players will unlock the exclusive Banner, Badge and Title for their profiles later this week. Thanks to everyone for participating during the Free Weekend!
Posted by John_RE on 02/May/2024

OVERVIEW

This hot fix focuses on resolving GPU related crashes and introduces additional logging so we can get our crash rate down even further. We have also fixed the matchmaking queue estimations being stuck at 50/50. We are still investigating a few outstanding issues. You can find our Known Issues thread here and the previous 1.6.5 patch notes here.  

GENERAL 

  • Fixed matchmaking queue estimations. Not all players were receiving accurate information based on which match type they were queueing for. 
  • Improvements in GPU related crashes where GPUs on a hardware level report as missing, lost or hanging. These are often referred to as D.R.E.D. crashes. 
  • Fixed an issue that caused the Semovente's barrage to go on cooldown when using smoke launchers. 
  • Fixed an issue where modded maps that had the same filename as maps in the quick match pool could cause the Map Preference dialog to show duplicates. 
  • The names of cosmetics for the Dark Brown and Charcoal units in the store have been fixed. Localized names will be fixed in a future update.
Posted by John_RE on 01/May/2024
The 1.6.5 Patch following our Coral Viper update includes several multiplayer balance changes that focus on improving some of the infrequently used Battlegroup choices to create a wider variety of effective strategic paths. This patch also includes highly requested quality of life improvements such as Map Preference voting and reduced input latency.

Read the full list of gameplay and quality-of-life changes here.

As always, we will update our Known Issues thread with any issues we are tracking.
Posted by John_RE on 30/Apr/2024

Overview

The 1.6.5 PC Patch following our Coral Viper update will be available for Company of Heroes 3 this week. Here's a quick rundown of what's coming. This patch includes notable quality of life improvements as requested by our players, such as Map Preference voting and improvements to input latency. Based on player feedback, our team has also implemented several multiplayer balance adjustments, matchmaking improvements, and refreshed the in-game store with requested cosmetics and bundles, and as always, addressed many pesky bugs. Let’s get to the good stuff!

New Features

Map Preference

Map Preference makes its debut in Company of Heroes 3 with a simple yet effective tool to define a list of maps you would prefer not to play on. This will be present in all Automatch modes (Quick Match and Co-op vs A.I.). Through a dedicated map selection screen, you will be able to downvote the maps you would prefer not to play on. These votes will be saved until they are changed again, and a recap of all voted on maps will be available in the Automatch Search Screen.
It is important to note that votes are not vetoes, they simply reduce the priority of a map.
  • The matchmaking system will first form games and match together players based on several factors related to ELO, wait time, ping, servers, and more. In this phase, Map Preference votes are not considered.
  • After groups are formed, the matchmaking system will analyze each player's votes, collecting all the maps with the lowest number of (or zero) votes and then randomly pick a map between them. Therefore, it is still possible to play on downvoted maps, if they are one of the least voted on. This is more likely in larger team games, where the number of players and votes can be high enough for that to happen.
  • Map Preference will also work together with the map weighting system introduced in late 2023. After the downvotes are applied and the possible map pool is generated, map weight will be factored to increase the chances of a new map being picked if it is in the generated map pool list.
The number of votes has not changed compared to Company of Heroes 2, equaling 30% of the maps rounded down. However, different from CoH2, the vote pool is per Map Type, meaning that votes are separate across 1vs1, 2vs2, 3vs3 and 4vs4 instead of being all in one big pool. For parties, all members will copy the votes of the Party Leader.

Unit Responsiveness

Units will be much more responsive in 1.6.5, with input latency for both offline and online matches being reduced by approximately half. Commanding units and issuing move orders should now feel snappier and more fluid. This change may affect visual smoothness, but we will be monitoring the change for future adjustments if need be. You can find a video showcasing the before/after comparisons, along with a technical write up from our team here.

Animation

Several improvements have been made to unit animations so that their gameplay affecting behaviors are less prone to breaking the immersion of our players. This includes things like infantry not aiming at their target properly and fixes for units that have their animations glitch or become stuck. These are only some of the behaviors that we have corrected, and we hope the result is a more immersive experience for all our players. We have additional fixes to known animation issues coming in subsequent patches.

Matchmaking

Now, while looking for a game in Automatch modes, the game will display the percentage of players queuing as Allies versus Axis. This will help you make an informed decision about which faction to choose from, while improving the overall matchmaking experience. For example, in the image below, it would likely be faster to find a match as the Allies.
Another highly requested improvement coming in 1.6.5 will put an end to the days of spawning away from party members. Should a player be in a game mode where their party does not fill all the available slots (for example a party of two in a 4v4 match), they will now always be placed next to one another. This means friends can now play together regardless of their team size, allowing for better strategy and communication. Finally, we introduced a quality-of-life improvement to automatically save Match Types and A.I. difficulty settings between matches and sessions, effectively requiring you to set them only once.

Cosmetics

The in-game store is being refreshed with new cosmetic sets. Previously, all items in a cosmetic set might not be available at once, or a player would need to acquire multiple bundles to complete the set. Based on player feedback, we have decided to release all items in a set at once instead of releasing them in smaller bundles over time. Many items can be acquired now individually, along with “Ultimate” bundles that contain everything included with a set. We have also repackaged several previous sets to match this new model. We are still planning on supporting our rotating offers as well, so stay on the lookout for those!

Multiplayer Balance Changes

The multiplayer balance changes in 1.6.5 are focused on improving some of the infrequently used Battlegroup choices to create a wider variety of effective strategic paths. We previewed many of these changes two weeks ago and have made a few adjustments based on your feedback. Find all the final balance changes in the patch notes on release day.

Community Event

Keep an eye out for our next community event starting next week! Once again, we will be challenging all our players to work towards a common goal to earn new exclusive items for their profiles. Get your friends together and prepare for Drawing the Victory! The 1.6.5 Patch is releasing in the next couple of days! Be sure to jump into our official forums or Discord to discuss the update, find others to play with, and to leave us your thoughts.
Posted by KJB_RE on 27/Apr/2024
We've updated our licences as a result of going independent. You should no longer see a warning pop up upon booting Company of Heroes 3.
Posted by John_RE on 18/Apr/2024
The 1.6.5 PC patch following our Coral Viper update will be releasing in the first week of May, and our team wants to give you a preview of the planned multiplayer balance changes so we can get your early feedback. Overall, we’ve found that the win rates are tightening up with the last round of balance changes (though win rates are only one of several factors we consider in our decision making). Our focus with this update is to buff the lesser used Battlegroup choices to create a wider variety of effective strategic paths. We did a similar preview with our last hot fix and were blown away by the quality of feedback you provided! Just like last time, please review the changes below and let us know what you think. Some feedback we may be able to address before the release of 1.6.5, and everything else we’ll take into consideration for the future. Anything else you feel the power level is too low on? Other critical multiplayer balance issues you would like us to consider? Take a look below and please let us know! - The CoH3 Design Team

Planned Changes

General Changes

Healing and Camouflage Forward healing and camouflage are powerful tools that were able to re-activate too quickly once the unit had left combat. We are increasing the out of combat duration to make it more difficult to receive healing immediately after encountering the enemy and harder for units to re-camouflage after engagements.
  • Time before they can be retriggered increased from 6 seconds to 10 seconds
  • Healing now only happens when the entire squad is out of combat
Airborne and Breakthrough Smoke Runs
  • Projectile Speed increased from 0 to 15
  • Recharge times standardized to 60 seconds
BL 5.5-inch Howitzer, Obice 210, and M2A1 105mm Howitzer Howitzer emplacements saw minimal use due to their low durability, particularly in artillery duels against mobile artillery. We are partially reverting the health nerf to allow emplaced howitzers to better survive counter-barrage fire from on-map artillery and give players more time to react if they are being raided.
  • Health increased from 480 to 600

US Forces

Rearm and Retrofit Because of the high barrier to entry that had the opportunity cost of delaying light vehicles, this upgrade was generally purchased in late-game scenarios where resources were less of a concern. To allow for easier integration with light vehicle builds, we are reducing the cost of this upgrade.
  • Rearm and Refit cost reduced from 150 manpower and 30 fuel to 125 manpower and 20 fuel
Engineer Squad The US Forces tend to struggle more against defenses and garrisons than other factions as they start with the Scout Squad rather than a unit with access to flamethrowers. While we want to keep this asymmetry, we do want standard Engineers to be a viable option. To facilitate this change, we are making Engineers more accessible by reducing their cost and giving them Satchel Charges as part of their kit, granting the US more tools to demolish early garrisons, defenses, and obstacles.
  • Manpower cost reduced from 200 to 180; does not affect Assault Engineer squads.
  • Reinforce time reduced from 6 to 3.75; matches Assault Engineers
  • Now have access to Satchel Charges; costs 45 munitions per use.
Riflemen Pour it On ‘Em
  • Now properly cancels on retreat like other timed-based abilities
Designate Assault Position Designate Assault Position is an under-utilized ability that we want to be a viable option against forward retreat and healing. To emphasize the ability’s role in supporting infantry pushes, we are granting suppression resistance to all units affected.
  • Now provides +50% suppression resistance in addition to current bonuses
Spec Ops Mark Vehicle We are boosting the duration of Mark Target to give the player more time to focus down enemy units that are affected by this ability. The plane is also receiving a significant health increase as it was too easy to shoot down.
  • Duration increased from 35 to 45
  • Plane health increased from 1000 to 2000
  • Recharge time increased from 30 to 60 seconds
Free Fire Drills Free Fire Drills did not offer enough reward to the player when they built their howitzers closer to the front-line where they could be attacked by the enemy if the line was pushed. We are significantly increasing the rate of fire to encourage putting the howitzer closer to the front-line when this Battlegroup ability is selected.
  • Command Point cost reduced from 3 to 2
  • Reload speed decreased from 15 to 10 seconds
  • Ready-aim time reduced from 2 to 1
Ammunition Storage Ammunition Storage has languished due to a combination of opportunity cost, extremely low durability, and inability to support front-line forces. We are increasing the health and radius to give the Ammunition Storage increased survivability against direct and indirect fire while the bonuses have also been increased to solidify this structure’s role as a major force multiplier.
  • Ability recharge, weapon cooldown, and reload bonuses increased from 25% to 33%
  • Health increased from 280 to 480
  • Aura radius increased from 30 to 35
Infantry Assault The cost of Infantry Assault was a little too high, both in opportunity cost against the passive bonuses of Ranger Weapon Training and how quickly the ability could be shut down in certain circumstances. We are reducing the Command Point and munitions costs to increase accessibility given the high munition costs already required by the Advanced Infantry Battlegroup in the form of its Rangers.
  • Command Point cost reduced from 4 to 3
  • Munitions cost reduced from 120 to 100

Wehrmacht

Grenadier Squad We want the decision of Merge to be more of a calculated choice, rather than a player immediately using Merge to reinforce combat squads every time it takes a single casualty. The delay will force players to decide when they want to Merge during combat situations.
  • Merge now has a 15 second cooldown
2.5 Tonne Cargo Truck
  • Cost changed from 240 manpower and 15 fuel to 250 manpower
  • Now only provides resources to the owning player. Set at +8 munitions or +5 fuel depending on the point.
  • Only one truck can be active at a signal resource point.
Call the Reserves! We are reducing the cost of ‘Call the Reserves!’. While the ability is powerful, the requirements to set it up in advance, and the opportunity cost with the passive Bulwark ability made its current price too high.
  • Munitions cost reduced from 125 to 100

British Forces

Requisition Stuart Unlock With the reduction in the Stuart’s power, the fuel cost of the Stuart unlock can now be reduced.
  • Fuel price decreased from 30 to 25
Crusader 6-pounder Gun Conversion Upgrade We are increasing the point-blank penetration of the 6-pounder Crusader to make this unit stronger once it has closed the distance with enemy vehicles.
  • Point-blank penetration increased from 180 to 220
Foot Guards Section While Foot Guards could be powerful in the right circumstances, model losses affected them disproportionately compared to other infantry squads due to their Bazookas. We are further increasing the damage done by their SMGs to remedy their fast loss in DPS when taking casualties.
  • Thompson SMG damage increased from 4 to 5
Requsition Grant Unlock We want to maintain the Grant’s role as a very powerful tank once it has been unlocked that is more in line as a tier 4.5 tank, but it still comes too early, outcompeting other options even with the current costs.
  • Fuel cost increased from 35 to 50
CMP 15cwt Supply Run The CMP 15cwt Supply Run was too risky for what it offered despite it being a core ability to the Battlegroup. We are improving the ability by slightly reducing the cost and increasing the speed of the truck when it is returning to base.
  • Loaded speed penalty decreased from 66% to 56%
  • Manpower cost reduced from 150 to 125
Indian Artillery War Cry We are reversing the Command Point cost of War Cry and Valour.
  • Command Point Cost from 2 to 1
  • Munition cost reduced from 125 to 100
Indian Artillery Valor
  • Command Point cost increased from 1 to 2

Deutsche Afrikakorps

Goliath
  • Rotation speed increased from 45 to 55
8- Rad Commander Mode both Wehrmacht and Afrikakorps variants The bonuses provided by the 8-Rad's Commander mode were far too powerful in addition to the 8-Rad being able to spot targets from afar. The following change puts the 8-Rad's Commander mode to where its intended power should be.
  • Reload and accuracy bonuses set to 20% from 30/40%
Italian Infantry Sound the Alarm
  • Command Point cost reduced from 2 to 1
Propaganda War
  • Munition cost reduced from 150 to 120
Posted by John_RE on 11/Apr/2024
Today’s hot fix includes some minor multiplayer balance adjustments along with several crash fixes and bug fixes. This is our first set of multiplayer changes following the 1.6.0 Coral Viper update, with additional changes planned for subsequent hot fixes and patches.

General

  • We have implemented a server-side change to alleviate the issue of Automatch Cooldown false positives on PC. We will continue monitoring this system, but please let us know if you encounter further false positives in the days ahead.
  • Fixed several issues that were leading to crashes.

Multiplayer Balance

US Forces

Improved M9 Bazooka Rockets As this tech is intended to have lower impact than the Browning Automatic Rifle upgrade, we wanted a cost that is closer to the intended power level of this technology.
  • Fuel cost reduced from 40 to 30

Wehrmacht

Grenadier Squad In general we feel the buffs given to this unit were a bit too much, especially with the power spike timing of their assault package. As such, we are reverting the cost change from 1.6.0 and standardizing the upgrade timing to match other units more closely.
  • Assault Package munition cost increased from 45 to 50
  • Assault Package research time increased from 20 to 30 seconds
  • Sprint now prevents the unit from firing on the move.
Infanterie Kompanie Officer Quarters The Infanterie Kompanie Officer Quarters is having its price and research time increased to slow down the momentum of Wehrmacht players going this research, and to give Allied players more time to get tools to counter veteran Axis infantry.
  • Fuel cost increased from 25 to 35
  • Research time increased from 30 seconds to 45 seconds
Breakthrough This battlegroup has been performing a bit too well and we have identified this ability as one of the most egregious ones.
  • Duration reduced from 90 to 60

British Forces

Australian Light Infantry The Australian Light Infantry are having their short and mid-range power increased to better reflect their early-game role as aggressive, anti-infantry combatants.
  • Accuracy increased from 65/55/35 to 72/61/35 (short/medium/far).
  • Increased Sharpshooter penetration from 1 to 2.
Archer Tank Destroyer For this unit to hit the field in time to counter big tanks, we’re slightly reducing the Command Point cost.
  • Reduced command point cost from 7 to 6
Bofors Emplacement As it is pretty expensive and immobile, we wanted to give the Bofors some more presence on the map and increase its general effectiveness versus infantry.
  • Health increased from 600 to 720
  • Reload time sped up from 4 to 3 seconds
  • Area of effect increased from 1 to 2.5
  • Area of effect far damage increased from 0.25 to 0.4
  • Area of effect distance increased from 0.5/0.75/1 to 0.5/1.25/2
  • Area of effect penetration increased from 1 to 5
  • Angle scatter increased from 2 to 5
  • Angle scatter max increased from 2 to 4

Deutsche Afrikakorps

250/3 Funkpanzerwagen - The Funkwagen being able to hide tanks, medical trucks, and Tigers was too powerful. We are removing the ability to camouflage vehicles to make the Funkwagen more infantry and team weapon focused and create less overlap with Operation Skorpion.
  • Can no longer camouflage vehicles within its aura.
Afrikakorps Tiger Deployment Call-In We love that this unit is seeing more play! However, it is hitting the battlefield too quickly and does not allow enough time for the proper counterplay. We are increasing the cost to make this unit a bit less cost effective. This will also make teching straight for it riskier.
  • Fuel cost increased from 180 to 220
Panzerjeager Squad We wanted this unit to function similarly to other units in this role like the British Anti-Tank (AT) rifles.
  • Panzerbuchse AT Rifle now deals 50% less damage to buildings; except bunkers.
  • Panzerbuchse AT Rifle deals 75% less damage to destructible ambient objects.

Bug Fixes

  • Changed the visual effects of the Australian Light Infantry Sharpshooter ability to distinguish it from their standard attack.
  • Fixed an issue where certain Team Weapons could not be targeted by infantry or vehicles.
  • Fixed an issue where other players could benefit from the Afrikakorps’ Vehicle Awareness ability, allowing them to detect in the Fog of War.
  • Fixed an issue where Anti-Tank Grenades and Panzerfaust abilities would trigger/finish their animation and then fire once the target has exited the unit's weapon range.
  • Fixed several localization text errors.
  • Fixed an issue where the incorrect menu options would appear during a match.
  • Fixed an issue where duplicate surrender prompts could appear during a surrender vote.
  • Fixed an issue where the Continue button would not appear in the post-match stats screen of the tutorial.
Posted by John_RE on 09/Apr/2024
Our team wants to share a preview of potential multiplayer balance changes for Company of Heroes 3 on PC. Often with balance patches, things get tighter over time, and then new content will cause turbulence. We’d like to address this turbulence with a hot fix coming soon! As always, this hot fix will address some technical issues, however, we also want to get a jump on multiplayer balance feedback. This is why we’re sharing this with you today. We would like to get some feedback from you about our current planned direction. This first set of changes is on target for our next hot fix (1.6.1), with additional changes planned for subsequent hot fixes and updates as necessary (release dates to be determined). Please review the below changes and let us know what you think. Your feedback will help us determine if we should proceed with these changes as planned (with or without minor adjustments), or if we need to address larger concerns in our next hot fix or update. Are there any critical changes you’d like to see added to an upcoming balance hot fix or update? Is there anything on this list that you think might cause issues? Please provide us with all your feedback! Keep in mind, that these changes are planned for a hot fix, so it is not targeting large sweeping changes. There are still longer-term initiatives we are working on when it comes to gameplay and multiplayer balance. - The CoH3 Design Team

Planned Changes

Grenadier Squad In general we feel the buffs given to this unit were a bit too much, especially with the power spike timing of their assault package. As such, we are reverting the cost change from 1.6.0 and standardizing the upgrade timing to match other units more closely. Assault Package munition cost increased from 45 to 50 Assault Package research time increased from 20 to 30 seconds Infanterie Kompanie Officer Quarters Cost of this is increasing to account for the increased power level it provides to Grenadiers. Fuel cost increased from 25 to 40 fuel Breakthrough This battlegroup has been performing a bit too well and we’ve identified this ability as one of the most egregious ones. Duration reduced from 90 to 60 Afrikakorps Tiger Deployment Call-In We love that this unit is seeing more play! However, it’s appearing a bit too quickly on the battlefield and doesn’t allow enough time for the proper counterplay. We’re increasing the cost to make this unit a bit less cost effective and makeg teching straight for it more risky. Fuel cost increased from 180 to 220 Panzerjeager Squad We wanted this unit to function similarly to other units in this role like the British Anti-Tank (AT) rifles. Panzerbuchse AT Rifle now deals 50% less damage to buildings; except bunkers. Panzerbuchse AT Rifle deals 75% less damage to destructible ambient objects. Improved M9 Bazookas Rockets As this tech is intended to have lower impact than the BARs, we wanted a cost that’s closer to the intended power level of this technology. Fuel cost reduced from 40 to 30 Australian Light Infantry The Australian Light Infantry are having their short and mid-range power increased to better reflect their early-game role as aggressive, anti-infantry combatants. Accuracy increased from 65/55/35 to 72/61/35 (short/medium/far). Archer Tank Destroyer For this unit to hit the field in time to counter big tanks, we’re slightly reducing the Command Point cost. Reduce command point cost from 7 to 6 Bofors Emplacement As it’s pretty expensive and immobile, we wanted to give the Bofors some more presence on the map and increase its general effectiveness versus infantry. Health increased from 600 to 720 Reload time sped up from 4 to 3 seconds Area of effect increased from 1 to 2.5 Area of effect far damage increased from 0.25 to 0.4 Area of effect distance increased from 0.5/0.75/1 to 0.5/1.25/2 Area of effect penetration increased from 1 to 5 Angle scatter increased from 2 to 3 Angle scatter max increased from 2 to 4
Posted by Chaotic Raccoon on 02/Apr/2024
You can find the full patch notes here and the Mission Briefing here. Enjoy the update!
Posted by kami_ni on 01/Apr/2024
Introducing the Coral Viper (1.6.0) update for PC, available for Company of Heroes 3 on Tuesday, April 2nd. Prepare for a series of notable improvements, including the introduction of new Battlegroups, new maps, refined vehicle pathfinding, and strategic balance adjustments. In addition to these improvements, players can look forward to new features such as the vote to surrender option, automatch cooldowns, mission selection, and the debut of the Accolades system. This update represents a change in gameplay dynamics by incorporating new elements and improving existing features.

New Battlegroups

British Forces - Australian Defense

Defensive battlegroup designed around the exploits of the Australian 9th Division in North Africa. Despite being made of entirely volunteer infantry, this division was the first Allied army to successfully repel Germany's Blitzkrieg tactics, notably at Tobruk and El Alamein.
  • Light Infantry
  • Defensive Emplacements
  • Economy Boost
  • Anti-Tank

Deutsche Afrikakorps - Battlefield Espionage

Conceal your force's movement to plunder resources from your enemy and strike where they are weakest. Establish ambush operations and force the enemy to be cautious of where your army might be.
  • Economy Manipulation
  • Area Disruption
  • Ambush Gameplay
  • Stolen Equipment

New Features

Our team continues to work to improve the multiplayer experience, and the introduction of Vote to Surrender and Automatch Cooldown is the next step in that ongoing process.

Vote to Surrender

The preferred way for players to now leave an automatch game is to use the Vote to Surrender system. This will be available in both Quick Match and Coop vs AI. Voting to surrender becomes available at the 5th-minute mark, with a requirement of over 50% positive votes. If a vote succeeds, the initiating team is issued a loss. If the vote fails, Vote to Surrender goes on cooldown for 90-seconds. Players will still be able to complete challenges and achievements, however, we are also introducing an automatch cooldown to deter quitting.

Automatch Cooldown

A new feature, Automatch Cooldown, is being introduced for the first time in the CoH franchise to discourage players from quitting team games without using the surrender option. The penalty applies to automatch game modes (Quick Match & Coop vs AI) and is shared across modes. Quitting at any point in a match without using Vote to Surrender can garner a cooldown. The system incorporates a built-in grace buffer for occasional crashes or disconnects, and cooldowns are based on incremental and exponential thresholds, extending with repeated quitting. This means cooldowns will be minimal at first but can quickly ramp up in severity. Parties with a member under cooldown share the penalty. This system is designed with flexibility in mind, so we will adjust cooldowns based on our data and player feedback. At the end of the day, this system is meant to discourage players from repeatedly abandoning games, while not penalizing players that occasionally have a disconnect or need to quickly close the game to deal with something in their real life.

Mission Select

Mission Select lets players explore the individual single-player missions within the Italian Dynamic Campaign and North African Operation, offering the option to revisit specific scenarios at will. Flexibility is in your hands select missions instantly without the need for unlocking them, and play through them in the provided sequence or handpick your favorites. Choose your preferred difficulty level and, for Italian Campaign missions, decide between the British and US Forces to align with your thematic choice. Experience a soft progression system, gaining additional abilities and unlocks as you progress deeper into each set of missions. This new feature provides players with more autonomy, allowing them to tailor their gaming experience according to their preferences.

Accolades

We aim to offer players new progression goals, thus introducing long-term challenges that remain accessible forever. Each faction now features its own Accolades series, fostering an incentive for players to diversify and familiarize themselves with distinct faction playstyles. These challenges provide a continuous pursuit, showcasing faction-specific nuances and teaching certain mechanics. Accolades need to be completed in order, and will offer several rewards, including Merit and new Profile customization options.

Daily & Weekly Challenges

Several adjustments have been made to the Challenges system.
  • For players that complete all daily and weekly Challenges, there is now more Merit overall every week.
  • An extra 30 Merit singleplayer daily challenge has been introduced to provide more opportunities for players to engage in daily missions.
  • One of the weekly challenges will now be a Single Player expert challenge.
  • The remaining weekly challenges have had their Merit increased for those players that may choose to not engage with singleplayer missions.

Maps

Our team has once again worked closely with several community map makers to overhaul and update their creations to get them ready for the official CoH3 map pool.

Operation Eindhoven (2v2) by Spanky

Spanky has revitalized the most popular 2v2 map in CoH2, Operation Eindhoven. "Operation Eindhoven has been a challenging first project because of the new worldbuilder tool that we got but also a fun learning experience overall. I wanted Op Eindhoven to be as true to the original as It could be and with all the new assets to play around with, it has been a pleasure to re-create this iconic 2v2 map from CoH2. Relic took note of this effort and contacted me which led me to working with Will aka "MonolithicBacon" to bring Op Eindhoven to CoH3 automatch and I have to say we as a community are very fortunate to have him as our lead map designer. What a Legend!" - Spanky

Gothic Line (3v3) by Tobeh

Tobeh's Gothic Line, a runner-up in Greyshot’s 4v4 map making competition, underwent redesigns for better competitive play. “Gothic Line started as a chokepoint map featuring a wall of fortifications on a hill, with the focus being on destroying the walls to open up avenues of attack. Feedback led to me making more paths up the hill and through the walls, and then Will gave me some great advice, including how to improve the cover and help people approach the center line.” - Tobeh

Oasis Depot (4v4) by Springare

Springare's Oasis Depot, winner of Greyshot’s 4v4 map making competition, saw extensive reworks for competitive play. Major adjustments were made to urban areas to enhance flow, while map-wide pathfinding improvements, especially in forested regions, were implemented. "Having had the opportunity to work with Will and Relic has been an amazing experience. Will is an incredible designer, and I have learned so much from our discussions. This type of collaboration with the community is truly commendable, and I hope more people will have the opportunity to participate in it." - Springare

Multiplayer Balance Changes

As with all updates, we have included various balance adjustments and fixes with the goal of encouraging strategic diversity. You can learn more by tuning into our Balance Discussion with the team tomorrow at 9am PT on Twitch, or by reviewing the full patch notes releasing at the same time. The Coral Viper Update is releasing tomorrow for PC on Steam at 10am PT! Be sure to jump into our official forums or Discord to discuss the update, find others to play with, and to leave us your thoughts.
Source: Official Relic Steam News for COH3
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