Разработчик/Издательство: Relic Entertainment / SEGA Язык интерфейса: EN/FR/DE/ES/IT/PL/CZ + Русский Язык озвучки: EN/FR/DE/ES/PL + Русский Тип издания: RePack Таблетка: Вшита (PLAZA/CODEX)
Описание: Company of Heroes 2 – это продолжение знаменитой серии 'Company of Heroes'. Испытайте себя в новых компаниях 'Армии Западного фронта', 'Наступление в Арденнах' и 'Британской компании'. Выберите свой фронт и одержите победы в главных сражениях Второй Мировой!
ЦитатаКто-то писал: Below you can find the CHANGELOG MARCH 28th UPDATE
GENERAL - Reinforcement Half Tracks/Transports. We wanted to make using these units less frustrating as a reinforcement platform and more reliable in order to better supplement Wehrmacht field presence. The following unit types will contribute to shared veterancy to nearby officers/halftracks at the following rates: * 5% mortars/indirect fire * 10% HMGs * 50% infantry * 0% anything else - Snipers. We feel that the Sniper's cloak ability is over performing, making them extremely difficult to counter with infantry. To address this issues we have made the following changes: When firing a shot or using an offensive ability when not camouflaged, the unit will be unable to become camouflaged for 10 seconds Snipers cannot cloak until out of combat for 3 seconds - Stealth Changes. To bring other stealth units in line with the cloaking changes made to Snipers, we have applied the following re-cloaking restrictions: - Anti-tank gun/Tank stealth changes. Tanks (e.g., JP4) and anti-tank guns cannot re-cloak until out of combat for 5.5 seconds
SOVIETS - Penals. The combination of the raw amount of bonuses Penal Battalion squads receive with the power of their flamer upgrade made the squad capable of winning nearly all engagements vs infantry, in almost any situation, creating very limited avenues for counterplay. To address this, we are removing some of the raw power of Penal battalions. At the same time, we are giving Penal Battalions access to some anti-tank utility to give Soviet T1 some tactical versatility, which it previously lacked. Popcap cost increased from 7 to 8 Penal Veterancy 3 received accuracy from 0.77 to 0.85 Veterancy 3 reduces cost of satchel charges from 45 munitions to 35 munitions. No longer gains access to the Oorah ability. No longer have access to the flamethrower upgrade. Now gain access to a (2x) PTRS upgrade. - PTRS x2 upgrade. Cost 60 Munitions. Same damage as Guards PTRS (refer to Guards changes). Accuracy lowered from 0.69/0.575/0.253 to 0.15/0.105/0.06 Has 0.33 drop-rate. - Satchel charges. Penal satchel charges can now also behave as vehicle snares: Damage vs vehicles reduced to 240 (same as AT satchel). Friendly fire multiplier increased from 25% to 50%. Causes engine snare on targets with 75% HP or lower (after the damage is applied). Satchel will stick to vehicles if it hits them on its trajectory to the target. Satchels can be targeted directly on enemy vehicles. However, the throw will abort if, at any time, the target leaves the range of the ability (unlike other snare abilities that will fire regardless) - Guards. Guards were proving to over perform in ratio to their cost, appearing to supplement any strategy, thus, limiting variation in Soviet commanders. * Manpower cost increased from 330 to 360 * Damage vs non-vehicles reduced from 27 to 20 * Damage vs vehicles on penetration remains 40 * Damage vs vehicles on deflection increases from 13 to 20 * Guards can now re-buy lost items and equipment * Vet 2 accuracy bonus reduced from 1.3 to 1.14 * Vet 2 received accuracy bonus decreased from 0.83 to 0.88 * Vet 3 now grants a further 1.14 accuracy (1.3 total) * Vet 3 now received accuracy bonus increased from 0.77 to 0.75, total received accuracy at vet 3 has been reduced from 0.6391 to 0.66. * RGD-33 Fragmentation Grenade (Affects Partisans, but not Shocks)
WEHRMACHT - Medkits. To give Wehrmacht more staying power on the field, Medkits will now fully heal up a squad. We are also giving some QoL improvements to the ability. Medkits duration increased from 10 seconds to 20 seconds (will now heal to full) Cost reduced from 20 munitions to 15 munitions. Squads can now use the medkit ability on themselves. It is now possible to interrupt the casting of OST Medkits - Pioneers. We felt that pioneer damage output was under-performing and proving ineffective in combat. Near accuracy increased from 0.403 to 0.463 Mid accuracy increased from 0.23 to 0.27. Population reduced from 6 to 5 - Stug E. The Stug E was proving to be overly effective for its cost, especially as a call-in tank that could bypass tech requirements. Furthermore, Target Weak Point allowed the Stug E to have strong anti tank utility even though it's primarily an anti-infantry vehicle. - Sturmpioneer. Given the changes to light vehicles, we felt that the risk vs reward for the Mechanised HQ as a tech choice would become too high due it not offering any type of healing. To compensate, Sturmpioneers have Medical Supplies available from the start.
BRITISH - PIAT's. We feel that PIAT's are a primary influencer to why the British are experiencing a disparity in the early and late game anti-tank capability. PIAT's also pose a problem between game modes, skill levels and maps due to the fact they must be manually and precisely aimed. The following changes will make PIATs feel more consistent and easier to use at all skill levels and in all situations: Gave PIAT homing projectile, if there is no obstruction between the PIAT and the target. PIATs have the same accuracy as bazookas for ranges between 0 and 30. Range reduced from 45 to 30.
QUALITY OF LIFE CHANGES - Squad Formations & Clumping. We feel there is a disparity in how squads are assigned formations which is impacting squad performance. To address this problem we have implemented the following changes: Give all squad members a roughly equal breathing space, regardless of the size of the squad (be it 2 members or 6 members)
MAP UPDATES - Lisores River - Wooden docks removed, Extra large vehicles no longer get blocked when crossing the Western bridge; Westwall - Improvements made to LoS and cutoff points; Hill 400 - Fixed an issue that removed it from the map list The following community-made maps have been removed from automatch and the map list
BUG FIXES - Fixed a bug where firing at non-infantry targets would suppress nearby infantry. Now suppression platforms will only deal AoE suppression if the primary target is an infantry model. - Fixed a bug where AI-controlled non-Con Soviet squads would, sometimes, get access to anti-tank grenades - Fixed an issue with multiple infantry-borne AT snares (e.g., Panzerfausts) sometimes failing to hit their intended target (thanks to Cruzz and Le Saucisson Masquй for helping identify the issues behind this). - Fixed an issue where team weapons dying when under the effects of suppression, would have their stats permanently diminished. This bug affected all MGs, mortars and the raketenwerfer (many thanks to Cruzz for identifying and fixing the bug). - Fixed an issue where certain vehicles would receive engine damage criticals when hit from non-snare weapons (OKW Panzer4/OKW Puma/Universal Carrier) Fixed an issue where certain types of mines (most infamously, Teller mines) would trigger too early, thus failing to cause damage on enemy targets (Fix provided by NachoCheese) - Fixed an issue with players being able to double-buy certain upgrades using macro-based cheats. - Fixed an issue where static Howitzers (e.g., B4, ML-20, LeFH) would sometimes become temporarily unresponsive when given consecutive direction-facing commands. - Fixed an issue where Snipers would avoid engaging infantry units when the Sniper was cloaked without “hold fire” on, even when issued the attack-move command - Fixed an issue where USF/UKF medic squads would, sometimes, stop healing nearby wounded troops. - Fixed an issue where the suppression -33% distance modifier was not affecting the following squads: Airlanding officer (Light Gammon Bomb)
КУЛЬТОВАЯ СЕРИЯ Знаменитая стратегическая игра, удостоенная самых высоких оценок, возвращается с инновационными решениями, меняющими все каноны жанра. ТАКТИЧЕСКОЕ КОМАНДОВАНИЕ Разрабатывайте и применяйте собственные схемы ведения боя, основанные на уникальных способностях ваших командиров. Погружайтесь в атмосферу жестоких фронтовых сражений с помощью системы динамической тактики. СЕТЕВЫЕ БАТАЛИИ Напряженные бои в сети - динамичные режимы совместной и состязательной игры полностью оправдают ожидания самых взыскательных ценителей сетевых баталий.
ОсновноеУстанови и играй! За основу взята лицензия Steam (ID: 231430) EN/RU Инсталлер Запуск игры с рабочего стола Присутствуют все языки и озвучки Смена языка через language.changer.exe Качество аудио 100% Качество видео 100%Дополнения CoH 2 - The Western Front Armies: Oberkommando West CoH 2 - The Western Front Armies: US Forces CoH 2 - Ardennes Assault CoH 2 - Case Blue Mission Pack CoH 2 - Southern Fronts Mission Pack CoH 2 - The British Forces CoH 2 - Victory at Stalingrad Mission PackПрочее