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Hot Fix 2.1.2

2025-07-17 · Hannah_RE · Steam original ↗

Today’s Hot Fix makes several changes to multiplayer balance and includes bug fixes to improve the overall gameplay experience. These gameplay changes will likely invalidate any saved Replay files made after the launch of the 2.1.1 update. Thank you to everyone who has submitted feedback; you can continue reporting any additional bugs by visiting the Relic Help Portal and submitting a new request.   

General

Light Mortars – M1 81mm, 3-inch, GrW 34 8cm, Mortar Halftrack  

We are slightly toning back the speed of offensive mortar shells to give mobile infantry more time to maneuver while allowing these weapons to remain effective team weapon counters. 

These weapons have also proven to be too effective against vehicles which they are not intended to counter, so we are implementing a significant damage reduction against these targets.  

Mortars will now also always penetrate barbed wire objects, allowing them to eventually clear these obstacles when given time. 

Heavy Machine Gun Paradrop and Fallschirmpioneer Squad Paradrop 

Paradrops were meant to provide variety to early game strategies, however, on certain maps they could be oppressive as there was no way to stop or intercept the unit being paradropped. 

We are adjusting the two early game paradrop abilities so the opposing player will have more time to intercept or prepare for paradrop. 

Armored and Breakthrough Battlegroup FastDeploy/Rapid Production 

We are reducing the production bonus of these abilities as they could be a little overwhelming when used correctly for rush times, or getting a new vehicle to the front where it can influence an ongoing battle. 

Field Defenses 

We are making light changes to several field defenses to make them easier to remove when targeted directly. They are currently too resistant to certain weapon types and/or can be established too quickly. 

Wire Cutters 

This is a significant improvement to enable units with wire-cutters to quickly cut holes through barbed wire. 

Grenades  

Tank Traps 

Sandbags and Sangar Walls 

Barbed Wire 

Reinforced Wire 

US Forces

M1919 Machine Gun Team 

We are changing the M1919’s damage reduction passive to received accuracy/harder to hit. The original intention was to make the American HMG the most resilient to incoming damage, however, this made the unit too resistant to certain weapons like mortars. We are now changing it so the American heavy machine gun is only more resilient to small-arms fire rather than to all damage types. 

M3 Assault Carrier 

The slight health reduction to the assault carrier is to increase its vulnerability to getting snared by weapons like the panzerfaust and anti-tank grenades. Previously, if no additional damage got through, the second panzerfaust/anti-tank grenade would fail to cause an engine critical on this unit thanks to its Reckless Assault passive. 

Wehrmacht

Jager Squad 

The changes to Jagers stripped a little too much power from the unit. While the fear was that increasing its power too much would lead to the unit being much more efficient to spam, it has caused the Luftwaffe Kompanie to have a somewhat weak advanced infantry unit in the anti-infantry role. 

We still want to focus on the scoped variants being the primary way the unit should fight infantry leading to their damage being further increased. Jagers will now also scale better into the mid-late game as the unit gains veterancy, similar to Panzergrenadiers. 

Infanterie Kompanie Officer Quarters 

The changes to how veterancy functions has removed significant power from the Infanterie Kompanie as it only provides units with a single stat boost, whereas prior they could have two to three additional combat bonuses. 

As early veterancy bonuses are less potent, the cost of the upgrade no longer needs to be as high as it used to be and make it easier for the player to rush or backtech this upgrade to allow for strategies that rely more on prolonged fighting in Tier 1. 

221 Armored Car 

The 221 Armored Car with the Panzerbuchse struggled to deal with enemy light vehicles due to a combination of factors like accuracy and rotation rate. Furthermore, this unit did not scale into the mid-to-late game being a purely anti-vehicle unit. 

To remedy this, we are improving the unit’s accuracy, rotation rate, and removing the wind-up delay to allow the unit to be effective against fast moving light vehicles. Tracking has been adjusted so it’s based on a firing cone which should allow the unit to get onto target faster. 

Players will now also be able to upgrade the Panzerbuchse variant to have the Radio Antenna, allowing the unit to fulfill the scouting/reconnaissance role once it has become too dangerous to hunt enemy vehicles. 

Deutches Afrikakorps

Panzerjager Kommand Anti-tank Overwatch 

The addition of a slight delay to this ability will give vehicles, like the Bishop, more time to move once the ability has been triggered. Previously, the projectile arrived immediately after the target area was set. 

Cooldown has been adjusted so the Anti-tank Overwatch will still fire the same amount of shells for its full duration if enemies remain within vision. 

Elefant Tank Destroyer 

The Elefant arrived too late and was too costly for its role as a specialist anti-tank vehicle that could not maneuver effectively on the map to contest enemy incursions or quickly respond to flanking attack. To make the Elefant a more reliable choice as a specialist, we have made significant command point changes along with a cost decrease. 

Maps

Cosmetics

Bug Fixes