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Update 2.2.5

2026-01-30 · Greta_RE · Steam original ↗

The 2.2.5 Update focuses on adjustments to the multiplayer metagame following up on the release of Scarlet Bison (2.2.0) in November. The primary goal of this patch is to clean-up outstanding areas of concern in multiplayer and address several existing balance issues, while also fine tuning certain units and abilities.

This update also includes some bug fixes and general improvements.

Please be sure to continue reporting any bugs or gameplay issues via help.relic.com so that we can prioritize fixes and changes for update 2.3.0 coming at the end of March. 

Multiplayer Balance Changes

General Changes

Fixed Gun/Casemate Units   This is a quality-of-life improvement, allowing this class of unit to display their limited range and arc.

Breach

This change prevents players from constantly chain-breaching buildings if the enemy bails-out before the Breach occurs.

Automatic Rifles and Light Machine Guns - M1918 BARs, M1940 SSF Johnsons, Breda LMG, Brens, MG 34/42s, Vickers K 

We are partially removing the bonuses certain special weapons had against heavy and garrison cover to increase the value of cover against upgraded squads. 

Casualty Recovery – Triage Center and Medical Bunkers

Casualty recovery could be too efficient over the course of the game and synergizes with units that have high reinforcement costs. We are changing the system so casualties recovered now give a flat amount of manpower which is easier to understand and also makes the value of Triage more consistent depending on what infantry units are fielded. 

Heavy Machine Gun Teams - M1919, M2HB .50cal, Vickers, MG 34, MG 42

HMGs are having their set-up time increased, making them less effective at attack-moving or redeploying to reface flanking units. In return, we have increased their long-range damage-per-second (DPS) to make these units more useful on maps with sufficient heavy cover and veteran HMGs will be even better at stopping infantry assaults through improved suppression. 

Light Artillery - Pack Howitzer, Le.IG 18, Heavy Mortar

Our recent changes caused certain light artillery units to be ineffective on maps as the projectile would always collide with low obstacles. Furthermore, these units took too long to gain veterancy as they generally caused health damage rather than kills. 

We are reverting the changes to the projectile of these units, allowing them to properly arc over tall obstacles while keeping the speed a little bit higher than they were previously. Far area of effect damage has also been increased to improve performance on non-direct hits. 

Mortars - M1 81mm, 3-inch, 8cm, Mortar Halftrack

Mortars scaling was inconsistent, having high veterancy requirements for a unit that primarily deals health damage, and their early bonuses did not directly improve their combat performance, due to their low scatter. 

To address these issues, we have reduced the veterancy requirements of mortars and have made changes to their bonuses to improve their DPS and damage at higher levels. 

Suppression 

Suppression is having its reload and scatter penalties increased to make weapons such as grenade launchers and bazookas less effective. 

Mobile Heavy Anti-tank Guns - 17-pounder, M5 3-inch, Flak 36 88mm 

The fuel cost of the heavy anti-tank guns has been increased to better reflect their current performance and value.  

Salvage Structure – Fighting Positions, Bofors, 2cm Flak Emplacement, Hardpoints 

Territory Capture Experience  

We are equalizing capture point veterancy to lower the amount gained for capturing neutral territory but increase the rewards for decapturing. 

Observation Posts/Supply Truck Lockdown 

Early manpower from caches could be too efficient in larger modes where they would benefit multiple players and pay-off quickly. To offset the recent changes, we are lowering the amount of manpower generated by caches.  

We will continue to investigate how to make caches more viable in smaller modes while not affecting all teammates. 

All Handheld Anti-tank 

Rangers are receiving a light initial adjustment by lowering the moving performance of handheld anti-tank weapons and increasing their moving scatter to weaken these weapons at long-range.  

Infantry Prioritize Vehicle - Bazooka Team, Panzerjager Squad 

Anti-tank Rifle Upgrades - Boys/Panzerbuchse AT Rifles 

US Forces 

Advanced Logistics 

We are slightly changing all the manpower reduction bonuses in the game to tone down some of their power. 

Bazookas 

Bazookas are having their ready-aim time increased to allow vehicles slightly more time to back away when engaging Bazookas at max range. Compared to all other handheld AT in-game, the Bazooka is the most difficult to avoid due to its lower values. 

M1918 Browning Automatic Rifles  

We want to allow the US Forces to have an option for dedicated infantry play where they have a couple of minutes to have a major advantage in infantry combat before the first light vehicle arrives. The current timing, however, was too potent. 

To tackle this issue, the BAR is having its research time increased to give opponents more time to prepare against a timing attack. 

Riflemen Pour it On 'Em 

Pour it On’Em had a hidden bonus that allowed the Riflemen squad to perform better against heavy cover than intended. We are removing this bonus as the ability already grants increased DPS and suppression. 

Mortar Pit 

The Mortar Pit is an impactful defense, able to engage enemies at long-range for a fairly low cost, like AT Bunkers. Because of these traits, we are giving this structure a slight population cost and upkeep. 

4x4 ¼ ton Truck 

The Dingo and 4x4 are having their side armor slightly reduced to make these units more vulnerable to flank attacks. 

M3 Armored Personnel Carrier 

Fortify Position will now cost manpower to make it less efficient to constantly spawn one when off cooldown. 

M8 Greyhound Armored Car 

The Greyhound is a potent light vehicle, able to tackle all targets at its timing with strong veterancy abilities and the speed to disengage from danger. We want to keep its general power, but are giving the unit some adjustments to its cost and bringing its target size in-line with other heavier LVs. 

We have also moved most of the fire-aim time into the weapon’s reload to prevent the Greyhound from firing faster when switching targets. 

M29 Weasel Recon Vehicle 

We are giving the Weasel some slight adjustments to better reflect its initial value and make its first rank of veterancy more impactful. 

Captain Retinue 

In 1 vs 1, the Captain represents a major power spike, having enough firepower to make a significant impact in the early game that allows the US Forces too much of a tempo advantage. To reduce the impact of the early Captain, we are making the light machine gun cost munitions so it competes with other munition options. 

M2HB .50cal Heavy Machine Gun  

Paratrooper Squad 

The Bazooka variant of the Paratrooper was lackluster compared to every other unit capable of receiving Bazookas. To encourage their use, we are giving the squad an additional Bazooka when upgraded, making them a dedicated AT squad rather than a hybrid unit. 

M4(105) Sherman Dozer

Armored Battlegroup 

Veteran Crews 

Veteran Crews is receiving an increase in Command Point (CP)cost to reduce the Armored Battlegroup’s ability to have multiple picks unlocked in the early game. 

Recovery Vehicle 

M8 Scott 

We are giving High Explosive (HE) rounds of the M8 the ability to hit an additional model in the squad to bring this unit more in-line with light artillery units in terms of damage output. 

War Machine  

We are slightly reducing changing all the manpower reduction bonuses in the game to tone down some of their power. 

Special Operations Battlegroup 

Special Operations Mark Target 

M4A1 Sherman Whizbang 

The Whizbang is too potent when it is not tech-locked – especially in smaller game modes -allowing the US Forces the ability to double down on infantry and light vehicles while still getting eventual access to artillery and even a medium tank. 

Command Point cost has also been increased to compensate for the recent changes made to the final tier structure of all factions. 

Partisan Battlegroup 

Several adjustments for the Battlegroup are being made to make it easier to play against the Partisan Battlegroup while also making some of their features less forgiving. 

We want to retain the uniqueness of the mechanics, but in a skilled player’s hands and on certain maps, this Battlegroup became incredibly difficult to deal with. 

Tunnel Network 

OSS Coordination and Resistance Fighter Retreat when in Garrisons 

Partisan Resistance Fighters 

OSS Coordination 

Medical Caches 

Partisan Spy Network 

Partisan Forward Headquarters 

Underground Detonation 

Wehrmacht 

Hulldown  

Hulldown and Immobilize and Fortify are being adjusted to provide greater benefits to fixed/casemate vehicles that are unable to rotate when in this mode. 

Furthermore, we are giving the StuG an exception when in hulldown to increase its range due to the limitations imposed upon the vehicle. 

Kettenkrad  

Jager Squad 

With the removal of camouflage, we can now allow Jagers to gain increased attack speed for their Panzerschrecks. 

StuG III G Assault Gun 

The range penalty on Point-blank Blast was too restrictive, resulting in situations where the vehicle would struggle to engage targets.  

Nebelwerfer Team 

The Nebelwerfer is having its veterancy ability updated to a high-explosive rocket barrage that trades out flame damage over time for increase blast radius and power. While white phosphorous could be useful, it overlapped too much with the standard barrage in terms of how damage was dealt. 

We have also toned down the Nebelwerfer’s anti-vehicle damage to prevent it from one-shotting units like the Bishop as its primary targets should be infantry, team weapons, and defenses. 

Sturmpanzer IV Brummbar 

Being an expensive anti-infantry unit, the Brummbar could struggle to engage the units designed to counter it such as Handheld AT squads due to its short-range and its fixed weapon that forces it to expose its weaker sides when squads are even a little spaced out. 

Furthermore, we have revamped the veterancy of this unit to be significantly more impactful. 

Veterancy updated to the following: 

Veterancy 1  + 20% rotation rate 

Veterancy 2  + 20% rate of fire  + 20% weapon scatter accuracy 

Veterancy 3  + 80 health  + 50 frontal armor  + 15% attack speed 

2cm Flak Emplacement  

Pak 40 Anti-tank Gun and LG 40 Recoilless Gun 

This change is to prevent immediately toggling between modes for these units. 

Panther Production Unlock 

Command Point cost has been increased to compensate for the recent changes made to the final tier structure of all factions. 

Artillery Officer  

Heavy Gunnery 

The following change is to improve the suppression of heavy gunnery for late game vehicles as the prior version required vehicles to have a pintle to get suppression off. 

King Tiger Heavy Tank 

We are reducing some of the penalties associated with King Tiger and speeding up reload to bring it closer in-line with other heavy tanks.  

Infantry Reserves 

Last Stand Battlegroup 

Nebelwerfer Overwatch 

Borgward IV Wanze 

Immobilize and Fortify/Hull Down 

British Forces 

Team Weapon Training 

The price increase better reflects the power this upgrade gives to all team weapons. 

Field Infirmary 

The cost of the Field Infirmary is being slightly reduced, allowing the British Forces easier access to healing. The previous cost was too high when compared with the US Forces Triage Center which also recovered casualties. 

Royal Engineer Section 

Infantry Section 

The Infantry Section is having its build time sped up to match other mainline infantry units. 

Their rate of fire bonuses have also been updated to now affect all rate of fire stats. This helps their basic weapons and AT rifles scale better with veterancy. We have slightly reduced their Veterancy 2 bonuses, however, to prevent a major DPS increase as the unit already gets an accuracy bonus at that level. 

Dingo 

Vickers HMG Team 

Focused Gunnery is having the vision bonus reduced as it could be too potent in certain situations where the Vickers could fully utilize the additional range and engage targets without receiving return fire/requiring a true spotter. 

CMP 15cwt AA Truck 

We have done a slight shuffling of the unit’s weapon range to make the unit a little bit more effective on the move and better able to kite certain threats like AT grenades. 

4.2 Inch Heavy Mortar Team 

The heavy mortar is receiving similar changes to the Pack Howitzer and le.IG to increase its effectiveness and scaling. 

The Airburst Barrage has been given wider scatter as the ability was too effective at destroying other team weapons due to the large area the blast covered. 

Churchill Black Prince Heavy Tank 

The Black Prince is receiving a health increase to allow it to survive longer on the battlefield against all threats. This includes off-map strikes/artillery that excel against the Black Prince due to its slow speed which we want to retain. 

Centaur  Medium Tank 

We are improving the Centaur’s HE range to allow the unit to be better at tackling infantry squads due to its role as a late game anti-infantry tank. We have also revamped the unit’s veterancy to be much more impactful. 

Veterancy updated to the following: 

Veterancy 1  +20% rotation rate 

Veterancy 2  + 20% rate of fire  + 20% weapon scatter accuracy 

Veterancy 3  + 80 health  + 20% speed  +15% rate of fire 

Bofors Anti-air Emplacements 

We are improving anti-aircraft emplacements by increasing their anti-infantry firepower and vision, allowing them to control an area within weapon range. We are also allowing these emplacements to be salvaged for resources as they taper off mid-to-late game, being primarily anti-light weapons, and not all Battlegroups have aircraft call-ins. 

Indian Artillery War Cry 

War Cry is being changed to Overall Attack Speed to allow the ability to affect a greater variety of weapons. Rifle weapons were not recieving any major benefit as time between shots was held back by other stats not related to reload or cooldown. 

BL 5.5 Artillery Emplacement 

Volunteer Infantry 

Sherman VC Firefly Tank Destroyer 

We are slightly increasing the DPS of the Firefly to better reflect its current cost as a premium tank destroyer. We are also increasing the range of its Sabot ability, allowing the Firefly to expend munitions to either get the first shot in-combat or finish off a retreating vehicle. 

Deutsches Afrikakorps 

Panzerbuchse AT Rifle 

Following the changes to Bazookas, we are increasing ready-aim time to allow vehicles an easier time kiting squads armed with these weapons. 

Tungsten Rounds 

We are slightly reducing the bonus damage of Tungsten rounds to reduce the impact this upgrade has against certain unit groups such as Hellcats/Crusaders. 

Panzerjager and Assault Grenadier Halftrack Call-ins 

We are placing the two infantry halftrack based call-ins behind tech requirements to prevent the Afrikakorps from being able to field additional units without having to sacrifice time and resources to tech. Previously, an Afrikakorps player could overwhelm the opponent at a certain stage of the game while still fighting on tier 1 tech while their opponent is forced to tech up to counter. 

Panzerpioneer Squad 

Panzerpioneers were too efficient, able to trade out at long-range with other infantry very cost effectively. We are increasing their reinforce cost, while retaining their low base price. 

Kradschutzen Motorcycle Team 

We are bringing back the reverse of the Kradschutzen to make it easier to micro the unit in infantry engagements without needing to rotate the entire vehicle. 

Panzergrenadier Squad 

We are lowering the experience requirements of Afrikakorps Panzergrenadiers to bring them in-line with other infantry and are also lowering the cost of their Light Machine Gun to make it easier to arm multiple squads. 

250/9 Armored Halftrack 

250 Mortar Halftrack 

The mortar halftrack is having its health increased to help improve its survivability against certain weapon types, while still keeping the unit relatively fragile when caught out of position. 

8rad Armored Car 

The followings changes brings the target size of the unit in-line with other heavier armored cars and prevents the player from immediately turning its ability on and off without consequence. 

Elefant Tank Destroyer 

We are making the Engine Burnout less punishing if the Elefant is kept above a certain threshold, making retreating/moving around the battlefield easier without the engine always needing repairs afterwards. 

Propaganda War 

The following change prevents certain out-of-combat events from occurring when hit by Propaganda War and units should reach their pinned/retreat threshold faster. 

Armored Support Battlegroup 

Rapid Salvage 

Superior Fire Drills 

Panzerstorm 

Panzerstorm is being adjusted to be unable to bypass the engine damage caused by mines or snares. In exchange, the ability is being made cheaper. 

We want to make vehicle assaults still vulnerable to weapons designed to slow them. 

Kriegsmarine Battlegroup 

Supply Reserves 

Fritz X Guided Bomb 

Naval Intervention 

Bug Fixes 

Art & Animation 

Audio 

UI/UX 

Gameplay 

US Forces 

Wehrmacht 

British Forces 

Deutsches Afrikakorps