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* Non-mortar operators carry one ammunition resupply for mortars. * Players can catch fire from nearby exploding vehicles and world fires. * Most resupply areas are now team specific. * All official maps now have more more historically accurate role allocations. * Unified naming convention for maps with spaces in the name. O Reduced amount of German heavy tanks in first and second spawn.
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O German forces now receive a Funktrupp (radioman) role. O German forces now receive Jagdpanzer IV l/70. O US forces now receive M4A3 Sherman 75mm & 76mm. O German anti-tank units now receive Panzerfausts instead of Panzerschreck O British now receive 2 Cromwell tanks limited to 3 spawns each. O Added more cover to eastern town approach. O Added German anti-tank dugout near North Village. O German anti-tank units now receive Panzerfausts instead of Panzerschrecks. O Sherman M4A3E2 ‘Jumbo’ added with 2 spawns once the North or South bunker is captured. O Flak 36 and Pak 40 guns no longer re-spawn when destroyed. O Widened flanks and increased overall foliage density all trees now “real”. O German reinforcement pool increased by 66%. O Secondary ‘phase line’ objectives added to advance/withdraw spawn areas. O Objective has been redefined as “Destroy Flak Emplacements”. O Completely redesigned defensive perimeter, including the addition of wire obstacles and “real” minefields. O Removed destroyed anti-tank guns from all bunkers. O German resupply areas are now placed in more tactical locations. O Increased the amount and density of beach obstacles. O Reduced intensity of random artillery on the beach.
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O Fixed issue with ‘Western Sandbank’ objective that made it incredibly difficult to capture. O Sturmgewehr 44 removed from weapon selection. O Removed artillery crew and artillery officer roles. O Last Allied spawn moved closer to ‘Hill’ objective. Uppo, ho visto la news su RPS che è uscita la 5.0, trailer:
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