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2.0.5 Tuning Update Patch Notes

2025-04-29 · Hannah_RE · Steam original ↗

General

Today’s 2.0.5 Tuning Update addresses several multiplayer issues, including a rebalance of the new heavy tanks and new Battlegroups, some minor Faction adjustments, and a refreshed Mignano map. These changes, among others, are detailed below. We’ve added additional developer notes for many of the changes in this update to provide more context on our design or balance intent. We hope you find that helpful! This update will likely invalidate mid-mission Campaign save files and Replay files made before the 2.0.5 update. Campaign progression and saves made outside of missions or skirmishes will still work as expected. We will be monitoring the multiplayer meta and any high priority bugs reported via the help portal for potential hot fixes in the coming days. Be sure to jump into our official Discord to share your feedback with us!

UI/UX

Maps

Mignano Summit (3vs3) Company of Heroes 3 launched back in 2023 with two versions of Mignano — Gap and Summit. It was clear that the 3vs3 version of the map did not meet expectations — the map was too urban for such a small space, chokepoints were plentiful and once players had a stranglehold of the map's high ground, it was challenging to contest. Given our recent 2nd Anniversary, we have taken the opportunity to return to Mignano Summit with a fresh approach to how the map should play and feel. Below are our core goals and changes: Angoville (1vs1) Crossing in the Woods (1vs1) Langres (1vs1) Pachino Stalemate (1vs1) Semois (1vs1) Longstop Hill (3vs3) Black Gold (4vs4) Sousse Wetlands (4vs4)

Replays

We are making a change to how we save replay files on our servers. Currently replays are saved for 5-months. This storage time will change to 3-months (90 days) starting next week on May 6th. Please be sure to download any replay files older than 90 days if you wish to keep them beyond that time window. Replay files will still become invalid any time we introduce a gameplay change in a subsequent hot fix or patch.

Multiplayer Balance

General

Craters Mines Stummel Halftrack, M3 75mm Gun Motor Carriage, 221 Scout Car Light Artillery Pack Howitzer Le.IG 18 Heavy Mortar Field Defenses Build times on field defenses are still too long after recent construction changes related to capturing, resulting in limited use outside of capture points. We are further decreasing build times on certain field defenses to make these options more attractive when units have downtime between combat encounters. We also made changes to the Wehrmacht/Axis Tank Traps, allowing them to provide cover in a radius like those used by the Allies.

US Forces

Air Support Center We made an error when replacing one of the Air Support upgrades. We are correcting this, as the Air Support Center generally suffered from its abilities being gated by munitions, not recharge times. Tank Depot ¼ ton 4x4 Truck M1919 Heavy Machine/M2HB .50cal Heavy Machine Gun M1 81mm Mortar Motor Pool We are reducing the fuel cost of the Motor Pool to allow players to get easier access to anti-tank guns and allow for a sharper timing with light vehicles. M8 Greyhound Armored Car The Greyhound was too expensive for its performance and also required a munition investment. We are reducing its fuel price to allow it to hit the field sooner and speeding up the upgrade times for this unit to allow it to sooner reach its full potential. M18 Hellcat Tank Destroyer We are adjusting the Hellcat’s veterancy, giving it a greater hit chance and weapon penetration as it levels up. We have also made the unit fire slightly faster to improve its direct combat performance against enemy armor in prolonged engagements. M4(105) Sherman Bulldozer We are boosting the Bulldozer’s secondary functionality as a minesweeper by increasing its speed and mine resistance when the dozer blade is down. We have also increased the unit’s potency when it has reached higher veterancy levels.

Advanced Infantry Battlegroup

Artillery Observer Squad Ammunition Storage The bonuses of the ammunition storage were too powerful for its price when paired with friendly artillery and its large aura meant the death explosion was not a concern in most cases. We are adjusting the bonuses and aura radius of the structure, while adding a quality-of-life feature, allowing players to better gauge the influence radius of this structure. Designate Assault Position Ranger Squad

Heavy Weapons Battlegroup

M5 3-inch Anti-Tank Gun The barrage performance of the M5 is being increased to make it a prominent feature of the weapon that trades out some anti-tank performance for an anti-infantry barrage. Because the weapon is a towed cannon, its damage will now be in between the power of light and medium artillery units. As the player must have a halftrack with this call-in, we have reduced the manpower cost to make this unit easier to access. M26 Pershing Heavy Tank

Wehrmacht

Wehrmacht Headquarters Medical Stations The Medical Station has been inferior to the Bunker heal for quite some time, and this has often led players astray in their decision making. The Medical Station also has the least value for the Wehrmacht, as they have healing via the Grenadiers. As such, we’re changing the HQ Medical Stations to have the lowest overall cost. Panzergrenadier Squad The Panzergrenadier Squad, while capable in the early game, has many weaknesses that can be exploited, and they can struggle to fight mid-to-late game Allied infantry despite being a specialist unit. We are increasing their short and mid-range damage to improve their performance at the ranges they are expected to fight. Jager Squad Due to the flexibility of the Jager Squad, we want units like suppression platforms to be one of the primary counters when they are configured for anti-tank. That means they should require un-upgraded or Reconnaissance Package Jager variants to support them. To do this, we are removing this unit’s ability to use smoke grenades when they are upgraded with the Panzerschreck. Grenadier Squad

Breakthrough Battlegroup

Panzer IV Command Tank The Command Tank has had to operate too close to the front despite its limited combat power and high cost, while also competing with powerful Battlegroup options. To make using the Command Tank more appealing, its aura is being increased to allow it to affect additional units at a safer distance.

Luftwaffe Battlegroup

Fallschirmpioneer Squad We want Fallschirmpioneers to be a viable combat unit when upgraded in the later stages of the game, however, players often picked the grenade launcher due to its burst damage and ability to bypass cover. We are improving the performance of the MG 15, allowing this unit a damage-per-second profile similar to the Infantry Section’s Bren Gun, making them a high damage unit at range when screened correctly.

Italian Coastal Battlegroup

Coastal Reserves Coastal Reserves, despite arriving earlier than Grenadiers, had issues controlling and capturing the map due to their need to fight from cover and remain stationary. We are increasing their capture speed to match other frontline units to help secure the map in the early game, while giving them access to their anti-tank grenades via Infanterie Kompanie Officer Quarters, opening new strategies.

Terror Battlegroup

Heavy Gunnery Machine Gun Camouflage We are reducing the power of Machine Gun Camouflage by making it more difficult to move from cover to cover while remaining camouflaged, while also making it easier to catch a Heavy Machine Gun that has just entered camouflage – it was previously too difficult to catch a machine gun out of position and the unit could even enter camouflage right in front of another unit without consequence and gain the first strike bonus. We still want to maintain the theme that Terror can initiate early ambushes with their machine guns when in good positions in the early game. Some changes are targeted at the camouflage duration when leaving cover and the delay before camouflage is active. V1 Rocket Strike A bug was fixed where the sound of the rocket flying would frequently not play. The readability of the launch sound for the V1 rocket was improved with the addition of 3 short alarms. The audio mix was improved to focus the V1 approach sounds and lower other game play sounds. King Tiger Heavy Tank The King Tiger was too easy to destroy despite being the only heavy tanks with a fuel penalty and having many other drawbacks associated with it. We are increasing its health, allowing the vehicle to take more punishment. We have also fixed an issue where the King Tiger would reverse slower, that led to the unit having difficulties retreating from combat. The Command Point cost has been increased, however, to slow down how quickly this unit can hit the field.

British Forces

Forward Observer Barrage The Forward Observer Barrage was too accessible, as its recharge would be finished after the base howitzer had completed its barrage and its low munition price made it too readily available. We are increasing the recharge times and munition cost to limit how often this ability is deployed, while retaining its current power. Centaur IV Medium Tank Crusader II Medium Tank Bishop Self-propelled Gun

Indian Artillery Battlegroup

Gurkha Rifle Section To give the Gurkha unit some additional power without directly increasing their combat performance, we are allowing this unit to have access to the Forward Observer Barrage ability.

Air & Sea Battlegroup

Commando Section

Canadian Shock Battlegroup

Attacking Spirit Attacking Spirit recovered too much health, allowing most early game units to fully heal from its effects. We are reducing the total health gained to not only make it take longer for a unit to heal, but limit how often they will be restored to full health. Burnout Due to Burnout having to compete with Incendiary Munitions we are decreasing Command and munition costs, allowing it to be used as a powerful early game tool to clear territory points and decapture positions. Point Assault Point Assault did not give the player enough time to decapture territory. Unless the player was immediately on higher value resource points, they would be unable to gain the benefits of Point Assault. Furthermore, the short buff duration gave players very limited time to benefit from the bonus which is hindered by units needing to be in the area when the pulse begins. Crocodile Heavy Tank The Crocodile’s flamethrower struggled to control large groups of infantry directly in front of the tank despite being an anti-infantry specialist unit – against this unit, the opponent should be required to spread out their infantry, rather than tackling the Crocodile through brute force. We have changed the flamethrower to now deal damage in a circle, greatly increasing the number of targets it can hit in an area. The Crocodile Heavy Tank has received a price increase to better reflect its new offensive potential and be more in-line with end game heavy tanks.

Deutsches Afrikakorps

8-rad Armored Car We are improving the 8-rad’s combat performance when fighting at close-range with infantry. We want this unit to be an aggressive light vehicle that is most dangerous once it has closed the distance to its target, while also being able to run down wounded squads. Panzer III Medium Tank The Panzer III was intended to have its near penetration adjusted similarly to the Sherman, making the units more focused on flanking heavier vehicles.

Italian Combined Arms Battlegroup

Semovente da 75/18 Assault Gun Bersagileri We’ve noted that Bersagileri builds are out-scaling other standard infantry builds, which is not the intention considering their early power. We’re reducing the speed at which they scale to compensate. Strafing Run

Italian Infantry Battlegroup

Guastatori Squad Guastatori had some of the lowest damaging elite submachine guns in the game for a dedicated anti-infantry unit. Their final veterancy level has been adjusted to improve the performance of their flamethrowers, a key weapon of the unit. Their submachine guns are also gaining improvements. Territory Booby Traps Sound the Alarm Propaganda War

Armored Support Battlegroup

Stuka Anti-tank Loiter Vehicle Awareness Command Panzer IV F Medium Tank

Battlefield Espionage Battlegroup

Firestorm Subterfuge Siphon Beacon Operation Skorpion

Panzerjager Kommand Battlegroup

Road Blocks S-minefields S-minefields were causing too much damage to enemy squads, especially if they bunched up during their movement. We are reducing the amount of damage caused by S-mines to bring them more in line with their low munitions cost. Butterfly Mine Paradrop Butterfly Mines were too effective against infantry squads. While we want these weapons to still be able to slow infantry assaults, their ability to hit multiple unit models in a wide area made them quite powerful against retreating units. These mines are meant to be geared towards anti-vehicle work with some anti-infantry effectiveness. Elefant Tank Destroyer Despite being a specialist vehicle, the Elefant did not kill enemy vehicles faster than other heavy tanks meaning the unit only had a range advantage on a slow platform. We have made changes to make the Elefant the best anti-armor vehicle. It can now 3-shot premium vehicles like the Easy 8 and Grant while also being reliable against the toughest heavy tanks.

Bug Fixes

General

Campaign

UI/UX