Heroes & Generals - Reto.Hades


Since last year we have been making large changes to the balance of our game. So far the focus has been on infantry weapons, but with the latest build we have finally made our first changes to the vehicles. In this blogpost we want to take a deep dive into why we wanted to make changes, what we changed and how this should effect the gameplay.

This patch holds some of the biggest changes we have made to tank combat in a very long time. It is therefore possible some elements are a little rough and some changes may have some foreseen consequences. In the future more patches will be made for the tank balance to make sure issues are resolved and we make the game as balanced as possible.

Based on the communities feedback we have already released a hotfix to solve the most pressing matters. We are currently not planning to hotfix any other aspects of the tank changes, yet! We need to see how the current settings affect gameplay. Future changes will be based on both community feedback and our statistics.

AP shells versus APCR shells!
Why would you ever use AP shells once you have unlocked APCR shells for your tanks? Well in the previous build, there was no reason to. Well, they were a bit cheaper in use but if you wanted quality, you had to use APCR shells.

In this build we have changed that. Both AP shells and APCR shells now have their own strengths and weaknesses. We will not go into every single detail of what we changed, but we will take a look at the most important differences.

A change that we have made to both shells, is to increase minimum values and decrease maximum values. If a shell used to do a minimum of 1000 and a maximum of 1600 damage, now they do a minimum of 1200 damage and a maximum of 1400 damage. This decreased the randomness and makes combat more predictable and with that more controllable.

When we look specifically at the AP shells, we have decreased the tanks penetration values. This means that it will be more difficult to take on a tank with thick armor. In exchange however, we have massively increased the damage this weapon does. On every tank in the game, AP shells now do 20% more damage than APCR shells. Which in some cases means, AP shells now do 50% more damage than they did in the previous build! AP shells are at their best, when taking on an enemy tank that is lightly armor. When you are driving a medium tank and your enemy is in a light tank, using AP shells can kill the enemy quite a bit faster than using APCR rounds.

When it comes to the APCR shells, the penetration values are on average about the same as they were before. As they were always higher than that of AP shells, that is of course still the case. Damage has been increased by a small percentage compared to the previous build. When an AP shells is unable to get through the armor of an enemy tank, the APCR shells in many cases will be able to! It may do less damage on paper, if the AP shell does not penetrate but the APCR shell does, APCR is certainly the way to go!



Penetrating the enemy tank!
As mentioned before, APCR has better chances to penetrate the enemy thank AP shells. But how does penetrating an enemy work exactly? Let's take a look.

The basis is very simple, every shell has a minimum and maximum penetration. If the armor is lower than the minimum penetration value, it penetrates. If the armor is higher than the maximum penetration, it does not penetrate. If it is between the two sometimes it penetrates and sometimes it does not.

There are however more elements to this system. The first one being the angle at which you hit an enemy tank. We have decreased the 'angle correction value', meaning that the angle is now more important that it used to be. When the angle at which a shell hits the tank is too large, the shell may completely bounce off. If it does hit the tank properly, a high angle can still effect the difficulty a shell has to penetrate. The higher the angle, the further you increase your 'effective armor', so the higher the angle, the smaller the chance your shell goes through the enemy armor.

The last important factor is the 'Armorhull degradation' system. After every shot, both when penetrating and without penetrating a certain percentage of the damage goes to the armor of the tank. The more damage the armor takes, the thinner the armor becomes. If you take on an enemy tank which you cannot penetrate on your first shot, hit him several times and you will wear his armor down, until you can penetrate him!

This system was introduced quite a few years ago, however a complaint often was that armor went down too quickly and a thick armor just didn't really help you that much in combat anymore. We have tripled the health of the armor, meaning it will now take a lot more shells to penetrate a well armored opponent.

So be careful when engaging a tank with strong armor, he may be able to penetrate you even if you cannot penetrate him! Flanking is always a good option, as the armor on the side or at the back is always thinner than the armor in the front.


The side armor may be weaker than the front, 37MM AP rounds still won't penetrate

A purpose for every tank!
Just like replacing AP-shells with APCR shells, in former builds it was always better to eventually change to the highest tier tank of a certain class. The Panther tank would always be better than the PZIII tank. We wanted to create a system, where every tank is useful in it's own way. Every tank, has it's own role, strengths and weaknesses.

The system we have introduced mostly targets light tanks and medium tanks, but does also influence tank destroyers. The heavy tanks have seen some other reforms, which will be talked about later.

The way it works, is that the higher tier tank you pick, the better the tank is in tank versus tank combat. They tend to have thicker armor, their shells can penetrate more enemy armor and they even do more damage! If you see a hostile PZIII and you yourself are driving an E8 tank, you can have a good laugh before firing your first shell. That enemy tank doesn't stand a chance! But when the enemy only has light tanks, or no tanks at all I would rather drive a PZIII than an E8 tank into combat. When shooting HE-shells at enemy infantry, the shells of you PZIII have an explosive range of 12 meters! While the E8 only has an explosive range of 8 meters. The actual kill range? If an enemy is within 6,5 meters from the explosion of a PZIII shell, he's dead! The E8 tank only kills you 3 meters away from where the shell lands.

So to put it very short, if the enemy has tanks of the same or even higher class as your team does, you probably want to spawn the highest tier tank you can. But if you are facing infantry, the lowest tier tank is much more effective. Of course in most trees there are three tanks, so what does that one do? Well that one is simply in the middle. The Soviet T34/76 has some decent anti-tank capabilities and can also kill infantry in a 5 meter radius when firing his HE shells.

One specific tank to mention is the SU-76! A Soviet tank-destroyer. The SU-76 is the only tank destroyer that is counted as tier 1 medium tank. Just like the T-28 Soviet tank, they both have a kill-range of 7.0 meters! These two tanks have the strongest HE shells in the game. So while the SU-85 may be your best pick when taking on enemy tanks, the SU-76 may now also be interesting to use in certain situations.



Rock paper heavy tank!
The heavy tanks are the group that will need the most fine-tuning in the future. In the last hotfix we have already increased the penetration values of the Tiger II, the IS-2 and the Pershing. This way they can in most situations penetrate each other. The Tiger II should because of that lose some of it's dominance.

So how does the balance work on the highest level? Well they are balanced by a rock paper scissor system:

Tiger I > IS 2 > Tiger II > KV-85 > Tiger I
Tiger I > Pershing > Tiger II > Jumbo > Tiger I
Pershing > IS2 > Jumbo > KV-85 > Pershing

The Tiger I does less damage than the IS-2, but due to a much faster loading time it has a small advantage over the IS-2. The IS-2 with APCR can penetrate the Tiger II and because of it's much higher damage, should win that fight. The Tiger II doesn't have the highest damage, but does have very thick armor, the KV-85 will not be able to penetrate that. But the KV-85 has the fastest rate of fire of any heavy tank and should be able to do damage quicker than the Tiger I can.

The Tiger I also does more damage than the Pershing, the pershing does more damage than the Tiger II, the jumbo cannot penetrate the Tiger II and the Tiger I cannot penetrate the Jumbo. And last but not least, the Pershing does more damage than the IS-2, the IS-2 does more damage than the Jumbo, the KV-85 cannot penetrate the Jumbo but does more damage than the Pershing.

This is at least the theory and in the coming months we will see if the changes to the heavy tanks will actually have the effect we hope for. In most cases it also does not mean a tank is completely unable to fight another tank. We do at least hope that the current changes make sure that all the heavy tanks can perform well and we do not have a tank that can almost not be defeated.

More changes have yet to be be made to the tanks, but these were the biggest and most important changes. We hope to have informed you enough on how the system works and how to use it to your advantage.

Now it is time to use this information in combat!
Equip your tanks with the correct munition, spawn them into combat and wreck havoc!

*Images used are made by community members: Apcio, Nukio_Sorioka & Whisherz
Heroes & Generals - Reto.Hades


Soldiers!
Welcome to the Community Creators blog! Every week we will scroll through YouTube, our Discord media page and our Community Hub on Steam to find your best creations!

Unfortunately we had to dealy this blogpost due to the new build, Pentecost and a lot of other blogposts. But now it's finally here! Community creations number 34!

Content Creator Program
Last year we have launched our brand new Content Creator Program. With this program we hope to show Heroes & Generals to the world with the help of our Creators. While at the same time help them to grow their channels and attract bigger audiences. Every week we start off the Community Creations blog by showing some of their footage. Do you think you have what it takes to join the content creator program? Take a look at the requirements and sign up!

Content Creators of the week!
Is it a bird? Is it a plane? NO! It's a BOMB! Evade Eva... Tricksho[T] is showing off his pilot skills in the epic video below! Be sure to check out this and his other videos!



Do you prefer to watch footage live? polski_ziomek may be up to your liking, be sure to check him out!

The impossible battle!
Soviet forces moving up, no support, no help. But that did not stop these brave American soldiers, giving their lives to slow down the enemy forces! Thank you Whisherz for sharing this image on our discord server.

They are coming!
After the push through the mountains, the Soviets have arrived at the town occupied by German troops. Will Claus and his fellow men be able to stop them? Thank you Infestica for sharing this image on discord.



Through fire and flames
Last up we have an epic image from Muqq on steam. I'm not entirely sure what is going on in this image, but it looks hot as hell!



Paratroopers a 1944 movie!
Staying with FeedDunk has done a lot of work in creating an epic 1944 story!



Don't forget to show some love to the creators of the videos, screenshots and artwork!
Do you want to be featured in the next instalment? Simply upload your screenshots or artwork to steam or join our discord and share your creations there.

Are you a twitch streamer? Make sure your viewers create some clips of your most epic moments!
Lastly, if you are a youtuber, don't forget to tag your videos with 'Heroes and Generals' as this is the tag we search on to find your videos! (only videos below 10 minutes have the chance to be featured).

See you next week!
RETO MOTO
Heroes & Generals - Reto.Umbra


Soldiers!
Update 1.22.2 – Vehicle Rebalance brings significant improvements to vehicles, new vehicle paint jobs, reworked rocks for hills and forests, new shooting positions for co-gunners taking cover and much more!
Vehicle Rebalance
Based on community feedback we have worked on the vehicle balance, mainly tanks.

We have given each tank their advantages and disadvantages by making lower tier tanks more interesting to use. Lower tier tanks now tend to be stronger against infantry, while higher tier tanks tend to be better against other tanks.

Increased Firepower
Furthermore we have massively increased the damage of AP shells, they now do more armor damage than APCR shells, however without the penetration advantage that APCR shells bring.

In order to make tank combat more fun for everyone, we have increased the damage output in/for tank versus tank combat.
Decreased Armor Damage
Thick armor stays thick just a little bit longer! Your armor now takes longer to break down.

Increased Speed
To take on the tanks with the most armor, flanking is key and for flanking, speed is key! We have tweaked the speed of many tanks and most of them received a speed boost (especially off-road).

Other tweaks
We have also tweaked the HE-shells, cone-fire, tank models, turret turning speeds and many other aspects of our tanks!

But wait! There’s more!
All the improvements we want to make could not make it to this update. ore changes will follow to improve the tank gameplay even further and we are always looking to your feedback to improve!

A big thanks to everyone who made suggestions and who helped test the changes on our prototype server!

New Vehicle Paint Jobs
In order for all tanks to have the same amount of paint jobs we have added quite a few!

Single-Color Paint Jobs
(Here's a few images showcasing some of them, click to make large!)

  • M10
  • M36
  • M4A3E8
  • M20 recon car

Multi-color Paint Jobs
(Here's a few images showcasing some of them, click to make large!)

  • M36
  • M20

Shooting While Taking Cover
In order to address being too exposed as co-gunner in tanks and terrain vehicles you are now able to shoot away while taking cover!

Anti-Air Vehicles
We have moved Anti-Air guns to terrain vehicle category to prevent conflict with APCs. Additionally we raised the minimum depression angle but increased the deploy time.

Updated Rocks on Mountain Terrain

We have taken a look at the rocks on hard to reach places, hills and forests.
Bigger rocks can now be used as cover and are more visible than the stealthy small rocks tankers used to get stuck on!

BRING YOUR WRENCH AND DESTROY THE ENEMY!

Enjoy!
RETO MOTO

Changelog
{LINK REMOVED}
Heroes & Generals - Reto.Hades
The prototype test is now open! You can download the prototype server through https://prototype.heroesandgenerals.com/

This test was all about vehicle balancing, specifically about tank balance. Seeing the rebalancing proved such a massive undertaking, we have split it into two parts. In this part we are mostly focussing on the basic mechanics, in the next part we will fine-tune it more and give certain tanks more individuality. The second part does not have a release date just yet, but should follow in a few months. Further in the future we will also address planes as well as anti-tank weapons.

Due to the fact we are already quite close to release, we will have 2 test rounds, the first one will be from today till Friday. The second one will be over the weekend. On Friday we will make some tweaks based on your feedback and based on the feedback over the weekend we will make some more changes for release. We are limited to what we can change due to limited time, but everything we cannot fix right away will be taken into account in the second tank balancing update.

The main goals of the changes have been:
- Give lower tier tanks in the same category a better function, so all tanks have their strengths and weaknesses
- Increase overall damage, to speed up tank versus tank combat
- Increase the value of armor thickness, to make it more difficult for lighter cannons to penetrate thick armor
- Increase the chance of shells bouncing off of armor (partially done)
- Massively reduce the damage HE-shells do, and increase the explosion radius based on the cannon size
- A ton of other tweaks related to tank speeds, turret speeds etc.

Below you will find the changelog, please note that we cannot specify every change made as that list would simply be too long. But we will try to provide some more details

Changelog:

General tank changes:
- All APCR shells have received an increased damage of 7,5% or more
- All AP shells now do 20% more damage than APCR shells
- Both AP shells and APCR shells have received higher min. damage and lower max. damage so damage is more predictable
- Max penetration from AP shells has been decreased
- Min penetration of most APCR shells has been increased, most max penetration have been increased. On average penetration values should be around the same (but less random)
- AP shells do more damage than APCR, APCR has better penetration than AP

Changes regarding HE-shells:
Formerly all tanks had a 7,5 meter radius, light tanks with 330 damage, other tanks 700+ damage
- Light tanks now do 220 damage, with 6 meter radius
- PZII L & C now do 300 damage with 3 meter radius
- T1 medium tanks now do 250 damage with 9 meter radius
- Chaffee, Lee & T2 medium tanks now do 200 damage with 9 meter radius
- T3 medium tanks now do 175 damage with 9 meter radius
- Tank destroyers vary, based on medium/heavy tank cannon
- Su-76 now does 250 damage with 9 meter radius
- Tier 1 heavy tanks do 175 damage with 9 meter radius
- Tier 2 heavy tanks do 195 damage with 12 meter radius (IS-2 210 damage)

Speed adjustments:
- Road speed increased: Tiger I, SU-76
- Road speed decreased: M2A2, Tiger II
- Offroad speed increased: (L) T-38, PZIIC, T26, PZ38, M24, T70, (M) PZIII, T-28, T34/76, PZIV, T-34/85, (H) Tiger I, KV-85, M26 (TD) Hetzer, SU-76, STUG
- Off-road speed decreased: (L) M5A1, (H) IS-2 (TD) M10
- Reverse speed increased: (L) T-26, BT-7, M24, PZIIL (M) M3, PZIII, M4A1, M4A3E8, Panther, (H) M36, Jagdpanther
- Reverse speed decreased: (M) T34/76, T34/85 (H) Jumbo, SU-85, SU-100

baseConeFire:
- Light tanks from 0.06 to 0.25 or 0.3
- Medium tanks from 0.06 to 0.2 or 0.25
- Heavy tanks from 0.06 to 0.2 or 0.15
- Tank destroyers from 0.06 to 0.1 or 0.15

ArmorHullHP (armor degration health *1000):
- Light Tanks: 3 -> 10
- Medium Tanks: 5 -> 15
- Heavy: 7 - 20
TD:
- SU-76, Hetzer, M18: 3 -> 8
- M10, M36: 5 -> 12
- Stug III, SU-85: 5-> 15
- M36B1, JagdPanther, SU-100: 5-15
Recon:
- General: 1.5 -> 3
- T8: 5 -> 8
- BA-11: 2 -> 4
- Half-Track: 1.5 -> 3
Armorpenetration angles:
- Decreased armorcorrection across the board
- (further changes planned for round 2)

Hitbox changes:
- M26 Fuel tank size reduced.
- Tiger I barrel diameter reduced.
- Panzer II L ammo split up into two components.
- T-70 Fuel tank size reduced.
- Panther ammunition hitboxes reclassified: Medium->Small, Large->Medium.

ammoSpeedMod:
- PzIV H: 0.747475 -> 1
Misc:
- M24 Chaffee deploypoolcost reduced from 800 to 700
- Halftrack and recon vehicle hitpoints increased from 750 to 900.
- Turret rotation speed tweaked.
- Self Propelled AA gun depression limited to 10º
- Added armor damage decrease over distance for shots (default set to 50% at max penetration range. 10% for AT rifles. 100% for HEAT rockets)

- Some other changes related to the new build may also be present, but are not ‘important’ for this test.


We will mostly look at our discord server for feedback, so if you want to make sure your feedback gets heard, join our discord at: https://discord.com/invite/heroesandgenerals
Heroes & Generals - Reto.Umbra

Heroes & Generals WWII now in Japanese

The Japanese localization of Heroes & Generals WWII is now LIVE!

Soldiers!
Our community keeps growing all over the world and we would like to thank all our Japanese players who now have the ability to play the ultimate WWII experience in Japanese!

Team up with other Japanese-speaking Heroes & Generals WWII gamers around the world and recruit your family and friends into your squad!

GRAB YOUR WEAPONS, STORM THE FRONT AND FIGHT TO WIN!

Cheers!
RETO MOTO
May 18, 2021
Heroes & Generals - Reto.Umbra

Soldiers!
It is time to gear up and expand your arsenal with Ingame Bundles, Limited time only!
30% OFF Ingame Bundles with Gold
GEAR UP AND HEAD FOR WAR!

Enjoy!
RETO MOTO

* Sale ends Tuesday, May 25th 2021 @ 10AM CEST
Heroes & Generals - Reto.Hades


Soldiers!
Welcome to the Community Creators blog! Every week we will scroll through YouTube, our Discord media page and our Community Hub on Steam to find your best creations!
Content Creator Program

Last year we have launched our brand new Content Creator Program. With this program we hope to show Heroes & Generals to the world with the help of our Creators. While at the same time help them to grow their channels and attract bigger audiences. Every week we start off the Community Creations blog by showing some of their footage. Do you think you have what it takes to join the content creator program? Take a look at the requirements and sign up!

Content Creators of the week!
Canal do Neo is our Portuguese streamer and is ready for some action! Check out hit latest video below.



Do you prefer to watch footage live? wolfbane may be up to your liking, be sure to check him out!

Night raid!
With the sun and moon back in the skies, back on discord we held an event to create a screenshot of the sun or the moon. Montebaldo won the challenge (and with that a special helmet skin!) with this epic image. Of course it is slightly edited, but the result is amazing.

Speaking off the challenge, we have a new challenge every week! Be sure to check out our discord and participate in the current challenge!
https://discord.com/invite/heroesandgenerals

Into the light!
The second winner, CorvoAttano, also shared an awesome image for the challenge. A friendly soldier happens to be exactly in front of the sun when this screenshot was made. That is some timing!



United States Infantry
The last image comes from discord user Ohora, which looks pretty darn cool. I don't know exactly how he made it, but the result is amazing.



The German faction!
Staying with Oroha he has also create a pretty darn epic video with some amazing effects! Be sure to check his video out and subscribe to his channel!


 
Don't forget to show some love to the creators of the videos, screenshots and artwork!
Do you want to be featured in the next instalment? Simply upload your screenshots or artwork to steam or join our discord and share your creations there.

Are you a twitch streamer? Make sure your viewers create some clips of your most epic moments!
Lastly, if you are a youtuber, don't forget to tag your videos with 'Heroes and Generals' as this is the tag we search on to find your videos! (only videos below 10 minutes have the chance to be featured).

See you next week!
RETO MOTO
Heroes & Generals - Reto.Umbra

Event Concluded. Post Updated 17/05 4:00PM
Soldiers!
Thank you to everyone who participated. You fought hard and you fought bravely!

All winners have now received their reward!

Cheers!
RETO MOTO
________________

Soldiers!
We need you on the frontlines to fill whatever role is needed!
Join ‘Quick Battle – Any Soldier, Any Faction’ and fight to win!

Choose your own pace and reach the reward tier you want!

Objective:*
Fight battles using the ‘Quick Battle – Any Soldier, Any Faction’ and stay for the whole duration of the battle.

Rewards:
Depending on how many battles you have completed, the following rewards are given out.
All rewards will be given out after the event has been concluded.

15 Battles Completed
  • 15.000 Credits
30 Battles Completed
  • 30.000 Credits
  • 15.000 Warfunds
  • 1x Tactical Ribbon Booster
  • 1x Physical Training Ribbon Booster
50 Battles Completed
  • 1 Day Veteran Membership
  • 50.000 Credits
  • 30.000 Warfunds
  • 2x Tactical Ribbon Boosters
  • 2x Physical Training Ribbon Boosters
JOIN THE BATTLE AND FIGHT FOR YOUR REWARDS!

Enjoy!
RETO MOTO

* Event runs from 10th May. to 17th May. 10AM CEST
** A battle will only be counted if you stay until the end and have at least 1 kill

Heroes & Generals - Reto.Umbra

Soldiers!
We’d like to apologize for the increased maintenance downtime last week. Additionally the recent update introduced a login issue for some of you. We have since then applied a fix and everything should be up to speed now.

We’d like to compensate with a 3 Days of Veteran Membership voucher for everyone.

Voucher Code:
SERVERS2105

Thank you for your patience,
RETO MOTO

* Voucher code is redeemable ingame until 10/05/2021 @ 10AM CEST


HOW DO I ACTIVATE THE VOUCHER CODE?
  1. Start the game
  2. Log in
  3. Click the Menu button (looks like a cogwheel) in the top right corner
  4. Click on the “Redeem Voucher” button
  5. Paste or type in the voucher code and click “OK”

Heroes & Generals - Reto.Umbra

Soldiers!
Your weapons look like they are in poor condition, take care of your guns in the next 24 hours and save yourself some of your hard earned cash!
30% OFF Weapon Repair with Credits and Gold in the next 24 hours!

Cheers!
RETO MOTO

* Sale ends 6th May 2021 @ 10:00am CEST
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