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v1.8.1-1

26 Sep 16:51
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Full Changelog: v1.8.0-1...v1.8.1-1

General
Fixed an issue in the Campaign where aircraft or supply ships moving off the map would count as them being killed and trigger squad death notifications.
⁠Removed debug text from the Loadout screen if running the game with specific command arguments.
Fixed an issue where some players that bought the game during our Free Weekend earlier this year could not buy or use War Bonds.

Multiplayer Balance

Stosstruppen and Guastatori

  • Correctly adjusted armor to be 1 from 1.25 or 1.5

US Forces

M8 Greyhound
A few issues were found when we made our changes to Greyhound’s data, and we’re making some improvements to the performance of its very important 50cal gun so that it is effective while on the move.

  • 37mm moving accuracy to 0.75 from 0.5
  • 50cal moving burst penalty removed
  • 50cal horizontal tracking speed from 35 to 60
  • 50cal firing cone increased from 5 to 10
  • 50cal ready aim time set from 0.5/0.75 to 0.25/0.375

Bazooka Team

  • Build time from 40 to 25

Infantry Assault

  • Ability cooldown increased by 60 seconds
  • Munition cost increased from 100 to 125

Wehrmacht

Panzergrenadiers
This incorrect number increased what was intended to be a gentle ~5% increase in damage-per-second to be a powerful ~15% lethality buff at close ranges, which was unintended.

  • Near range corrected from 10 to 7

LG40 Recoilless Team
The new performance of the High Explosive shell is oppressive when combined with its full range. Rather than making the HE less reliable, we’re reducing the range to increase the risk and counterplay.

  • HE Range from 50 to 40

Sturmpanzer IV Brummbar

  • Fuel cost from 110 to 120

Support Bunkers
We’ve noticed that certain strategies are too powerful at snowballing an early Command Bunker into dominant map control, never letting opponents catch up. This is meant to delay how early Coastal can anchor their defensive line and give opponents more time to counter a player trying to setup.

  • Command Point cost increased from 1 to 2

British Forces

Commando Section

  • Fixed an issue where the Commando Sten was not using the correct stats. Now properly uses the values provided in update 1.8.0.

Deutsches Afrikakorps

Panzergrenadier
The original changes were meant to make Panzergrenadier builds more viable, particularly in smaller game modes. However, the impact on team games was significantly greater than expected, and we’re toning down some of the power we’ve given to them and reducing their scaling speed slightly.

  • DPS revert mid-range buff from 1.6 to 2
  • Build time from 20 to 30
  • Reinforce time increased from 3.375 to 4
  • Veterancy requirements scaling increased by 100, from 900/2700/5400 to 1000/3000/6000

Kradschutzen Motorcycle Team
We’re toning down some of its Recon and its combat endurance. While the changes have increased the build variety of Afrikakorps openers, we’ve found that the value of giving Combined Arms far exceeded expectations, making this unit too efficient early, being good at combat, support and recon.

  • Vision radius reduced from 45 to 35
  • Self repair time changed from 15 to 30 seconds- Health reduced from 200 to 185

2.5 Tonne Medical Truck
We’re increasing the risk of bringing these to the front. It was too difficult to properly punish these builds due to the ability of the Truck to shrug off hits and retreat.

  • Health reduced to 160

L6/40 Light Tank

  • Fuel cost increased from 60 to 70
  • L6 Flamer damage against production buildings reduced to 175% from 350%

v1.8.0-1

17 Sep 17:35
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What's Changed

https://community.companyofheroes.com/coh-franchise-home/company-of-heroes-3/blogs/142-update-1-8-patch-notes

NEW CONTENT & FEATURES

Maps

Audio

Updated several maps with ambience audio. Notably, our launch maps lacked updated environmental ambience that can be heard in quiet moments on the battlefield.

New Maps

Road to Primosole (2vs2)

Added 2vs2 Road to Primosole map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.

Set into the beautiful foothills of Sicily, this manor house and its grounds will play host to vicious fighting. Take command of the manor on its perch, but always remain vigilant not to lose the lower roads and their connection to your headquarters.

We have increased the automatch weighting of Road to Primosole temporarily to coincide with its release. This will be reverted in the coming weeks.

Longstop Hill (3vs3)

Added 3vs3 Longstop Hill to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.

A steep and daunting mountainside, nestled with defenses and ruins. Choose to fight on the barren high ground or take your chances in the lush valley below.

We have increased the automatch weighting of Longstop Hill temporarily to coincide with its release. This will be reverted in the coming weeks.

Alam el Halfa (4vs4 Official Community Map)

Added community-made 4vs4 Alam el Halfa map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.

A vast open desert, flanked by a militarized airfield and secluded town. Rocky outcroppings break sight lines and encourage ambushes in this otherwise barren and battle-worn landscape.

We have increased the automatch weighting of Alam el Halfa temporarily to coincide with its release. This will be reverted in the coming weeks.

Multiplayer Maps Quality of Life Improvements

We continue to bug fix and add improvements across our Multiplayer Maps, thanks to feedback on the Company of Heroes Official Discord. Further feedback on each map is still welcome, so please be sure to leave comments in the map-feedback section.

Villa Fiore (1vs1) - Stone Archways into the central garden have been adjusted to ensure access to all team weapons, including Anti-Tank guns.

Faymonville (1vs1) - Hedgerows near the central house have been adjusted to ensure there is a guaranteed blind spot on this building. At very specific angles, Heavy Machine Gun teams could occupy this blocked window and fire through the hedges.

Pachino Stalemate (1vs1) - This map has received a considerable territory update, thanks to continued feedback. Fuel points have now been adjusted to the outer edges of the map and territory cut-offs are now more aggressive.

Pachino Farmlands (2vs2) - The Southern Victory Point has received a rework to iron out several issues, including the dominance of the house placed upon the hill, height gameplay bonuses that favor one side of the map, and a lack of sight blocking hedges to mirror the other side of the map. Additionally, a new access route has been added to the farmhouse in this area to improve access.

Gothic Line (3vs3) Updated a section of trench walls on Gothic Line to provide more reliable cover.

FEATURE IMPROVEMENTS

Chat System Improvements

Added Chat Visibility settings to provide players more control over their in-game experience. Chat will default to Disabled until you decide to change it.

Added the Chat Visibility option to Settings. Players can toggle between:

Everyone (Team + All)

Team Only

Disabled

System messages will still be visible in the chat (such as vote to surrender, etc.)

User Interface and User Experience

The ability UI for the US Forces has been adjusted to make the estimated area of effect more accurate to the payloads being delivered.

Reticule sizes have been increased (for the most part) to better communicate what you can expect when using an ability. Keep in mind that the reticule size increases are for visual communication; not everything within the reticule space will be guaranteed to be hit by the ability due therandomness generated by scatter, but the effects of the ability will land within the area shown by the UI.

The following abilities have had their UI reticules adjusted:

Airborne Recon Loiter- made the initial cast more accurate to the sight revealed by the plane.

Airborne Reinforcements - Made the area affected by the ability more accurate to the exact area the ability affects.

Spec Ops Raiding Flares - Made the preview more indicative of the results the player can expect (accounting for potential scatter of the flares)

Spec Ops Smoke Screen - Made the preview more indicative of the results the player can expect (accounting for potential scatter of the shells)

Captain Retinue Off-Map Barrage - Tuned ability indicator according to range to target

Sherman Whizbang Rocket Barrage - Tuned ability indicator according to range to target

M3 75mm Motor Carriage High Explosive Barrage - Tuned ability indicator according to range to target

M1 Mortar Team Delayed Fuse HE Barrage - Tuned ability indicator according to range to target

M1 Mortar Team Delayed Airburst Barrage- Tuned ability indicator according to range to target

M1 Mortar Team Smoke Barrage - Tuned ability indicator according to range to target

Mortar Pit High Explosive Barrage - Tuned ability indicator according to range to target

Mortar Pit Smoke Barrage - Tuned ability indicator according to range to target

M4 105 Sherman Bulldozer Incendiary Barrage - Tuned ability size and indicator according to range from target

M4 105 Sherman Bulldozer White Phosphorus Barrage - Tuned ability size and indicator according to range to target

M8 Greyhound Armored Car Smoke Shot - Increase the size of the reticule UI to account for possible scatter

Rifle Smoke Grenades- increased the size of the reticule to be more accurate to the size of the smoke. This will be applied to all units using the rifle smoke grenades.

US Scout Recon Flares - increased the size of the UI reticule to be more accurate to the area revealed by the flare.

Smoke Shells - increased the minimum and maximum UI radius values to be more accurate to the size and scatter of the payload. Affects the Chaffee, Sherman, and Sherman Bulldozer.

M8 Scott SPG High Explosive Barrage - increased the max UI radius to account for potential scatter of the payload

M8 Scott SPG Smoke Barrage - increased the min and max UI radius to account for potential scatter of the payload

M8 Scott SPG White Phosphorus Barrage- increased the min and max UI radius to account for potential scatter of the payload

M8 Scott SPG Bunker Buster Barrage - increased the min and max UI radius to account for potential scatter of the payload

The ability UI for the Wehrmacht has been adjusted to make the estimated area of effect more accurate to the payloads being delivered.

The following abilities have had their UI reticules adjusted:

GRM-34 Mortar Team HE Barrage increased size to be more accurate to the areas hit (accounting for scatter)

GRM-34 Mortar Team Smoke Barrage - increased UI maximum size to reflect the areas affected by the ability

GRM-34 Mortar Team Veterancy Flare - increased the UI size to reflect the area revealed by the ability

Nebelwerfer 42 Rocket Launcher Incendiary Barrage - increased UI at all ranges for accuracy (Accounting for scatter)

Nebelwerfer 42 Rocket Launcher White Phosphorus Barrage - increased the UI at maximum range to account for scatter

Stormtrooper Stick Grenade Assualt - increased the UI to better reflect where the grenades can land at all ranges

Stormtrooper Red Phosphorus - increased the UI size to better reflect the size of the ability payload

Mechanized Battlegroup Zeroing Artillery Barrage - increased the ability UI to better reflect the area that can be affected by it.

Luftwaffe Battlegroup Stuka Loiter - increased the UI to better show the area that will be affected by the loiter

Wespe Self Propelled Artillery HE Barrage - adjusted the UI to account for the potential scatter at all ranges

Stummel Half Track HE Barrage - increased the maximum range UI slightly to account for potential scatter.

High Contrast Mode

Updated the High Contrast values for text. This will allow text to be more readable to those players that need to use High Contrast. Also added a black background.

Added a High Contrast Background to the town text and the battle type text.

Updated the selection card to use proper High Contrast Values. T.

Updated the background for the text on the objectives and objectives pop up in High Contrast mode.

Updated the background for the Unit Text and the background for the Veterancy text.

GAMEPLAY CHANGES

A.I.

With the release of Onyx Shark (1.7.0) we noticed that player feedback regarding the A.I. predominantly noted it was not as active around the map. For this update, we've taken another look at how we can further improve the A.I to tackle this problem. One of the biggest changes made was to re-adjust how the A.I. perceives the frontline and how units are positioned. This should make the A.I. feel like they are overall more aggressive and ready to help nearby engagements.

Here is a more comprehensive rundown of the changes:

A.I. has a stricter definition for the frontline and units will prefer positions near the border of owned and enemy territory.

Adjusted more vehicle behaviors so that vehicles will prefer to go to the frontlines whe...

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v1.7.2-1

01 Aug 12:59
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Full Changelog: v1.7.0-1...v1.7.2-1

v1.7.0-1

16 Jul 18:30
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Full Changelog: v1.6.10-1...v1.7.0-1

Relic changelog:
Onyx Shark (1.7.0) Patch Notes

Find our Known Issues list here.

Get a summary of what's coming in this update in our Mission Briefing.

NEW CONTENT & FEATURES

Maps

Black Gold (4vs4)

Added 4vs4 Black Gold map to Quick Match, Co-op vs A.I., Skirmish and Custom game modes.

An oil refinery and its oil fields sit isolated among the salt flats and creeping desert. Commanders will be required to bring every tool in their repertoire, including towing, tank riding and combined arms to take control of this vast space.

We have increased the automatch weighting of Black Gold temporarily to coincide with its release. This will be reverted in the coming weeks.

Blinder Alley (1vs1)

Added 1vs1 Blinder Alley to Skirmish and Custom game modes.

Drawing on the tight, urban combat of Torrente, this revised map is intended as a haven for our first-time players. Commanders should expect a long, narrow field of play to reduce the amount of frontline they must control, with plentiful garrisons and cover between them and the enemy.

Player Profile - Match History

Added Match History as a new section to the Player Profile. This feature allows players to find, watch and save replays from other players right in the game. For each player, the last ten games played in Multiplayer (Quick Match, Co-op vs AI, Custom Games) will automatically be saved and stored in the cloud. A button located on the top right of the HUD allows players to toggle their Match History between Public (default) and Private. When accessing the Match History, the following actions are available:

Save Replay allows a local copy of the selected game to be saved, either keeping the default name or renaming it. These games will then be accessible inside the Replay List to be watched at any time.

Watch allows directly watching the selected game without a download

If the downloaded match requires a specific mod to run, and the mod is still available, it will also be downloaded with the replay. Past matches available in the player profile are subject to the same limitations as local replays, meaning they will be invalidated when a new patch affecting gameplay data is released.

New Battlegroup & Commander Points Panel

Battlegroups are a premium component of Company of Heroes 3 and are considerably more complex than our previous games’ iterations of similar systems. However, we felt we did not fully do justice to how they were visually represented in the game. For this reason, we decided to rework the Battlegroup Panel to provide a new, more refined and polished version that we are releasing in Onyx Shark, coming with a new Design, improved Art and Quality of Life improvements. This is the first step of our Battlegroup Panel rework, specifically targeting the look & feel of the panel during RTS matches.

As with Battlegroups, we felt that our Commander Points system could benefit from a visual rework — after all, we are talking about a unique resource type that is crucial to unlock some of the most powerful abilities and units in the game! We went back to the drawing board and, inspired by both historical assets and previous games’ iterations, we designed a new Commander Points button. Our goal is to create something polished and new, yet familiar to our players.

Added visual improvements to all elements of the Battlegroup Panel.

Added a newly redesigned Commander Points button located in the bottom right of the screen.

Updated XP kickers to more intuitively match the Commander Points

The default way to select Battlegroup abilities has been changed: instead of a "one-click purchase" behavior, each ability will be initially pre-purchased when clicked, temporarily unlocking it in the panel. You will also see your total Commander Points adjust based on your decision. These choices will then need to be confirmed or cancelled. Confirming will unlock the selected abilities. When cancelling a pre-purchase, Command Points are given back to the player and any pre-purchased ability is reverted to its previous state. We designed this system to help new and less experienced players pick the right ability. Pre-purchasing new abilities and closing the panel without confirming will result in the purchase being reverted.

We are adding a new Gameplay Setting called "Deliberate Battlegroup Unlocking" that you can toggle off to continue using our legacy single click purchase behavior, in case the new system is not to your taste. Our goal with this work is to create a more friendly system without adding new friction points to players who are used to the legacy Battlegroup system.

Random Faction Selection

Random Faction Selection makes its debut in Company of Heroes 3. Players will be able to use it in Quick Match to search with all the factions simultaneously, with the goal of getting into a match as quickly as possible. Matches and ELO gains/losses will count towards the faction & map type combination played. This feature will not be available in Skirmish.

To use a random faction, simply open the faction's selection panel from the Quick Match lobby and click on the Random button. The last equipped Battlegroup loadout will automatically be plugged in when queuing as Random. To change Battlegroups, select a different faction, adjust the Battlegroup selection and then select Random.

Random Faction selection is also available when queuing as a party. The Party Leader will be the only player allowed to select Random, while other party members will be given a faction that is consistent with the side the party leader is eventually assigned (Axis / Allies). This is the first iteration of Random faction selection, and we will explore additional improvements in the future as we monitor our matchmaking health.

FEATURE IMPROVEMENTS

Audio

Audio improvements in Onyx Shark have targeted small arms weapon firing, vehicles, and specific voice over moments. Rifles, sub-machine guns, light machine guns, and heavy machine guns were all streamlined to optimize their overall playback. In addition to sounding cleaner and more distinct, it also means there will be much less audio dropping where sounds were supposed to play but didn’t.

Additionally, the team has done an attenuation pass to these weapons. Our goal was to clean up the CoH3 soundscape and create a more focused game experience. This means you’ll hear audio for things happening on screen, and as you scroll further and further away the sound will be fainter and fainter. As the audio is more localized, it means you’ll be less overwhelmed with attacks happening all over the map and it will provide a more understandable picture of the battle. You should have an easier time hearing what is happening and determining where sounds are coming from on the map. A similar pass was done for vehicles with a focus on optimizing sound playback and attenuation tuning. This should put a stronger focus on vehicles during gameplay, with new optimizations allowing important sounds to come through reliably.

On the speech side, we've addressed missing squad voice over on weapon pickups, death exertions, and we have polished medium armored vehicle responses from mine damage. Additionally, we did some minor tuning on the Intel voice over to reduce repetition when announcing victory points.

The audio work in Onyx Shark focused on updating the foundation of the audio experience, which was necessary for any further audio improvements in the future.

Fixed an issue where the MP40 sometimes was looping sounds when it wasn’t being fired

Attenuation of the GRB 39 Grenade Launcher explosion cut in half

Added attenuation for the Garand Ping

Vehicle engines now play when loading a saved game

Reoptimized and added attenuation for SMG, LMG, HMG, flamethrower, small cannon, and 20mm AA gun.

Re-tuned volume and attenuation on vehicle audio for all factions

Added voice lines for British Forces sappers when they build a field infirmary

Added death exertions for Gurkhas and Pioneers

Added unique voice over lines for when units are ordered to pick up weapons and after they are picked up

Italian Campaign

We wanted to make the campaign more difficult, but in a way that adds more nuanced strategy and interesting obstacles to navigate. Several gameplay adjustments have been made with the intention of encouraging a more cautious but rewarding approach on the Campaign Map. Instead of relying on the brute force, your success will depend on clever use of employing aircraft, abilities, and detachments to deal with issues. Skirmish missions will offer a much greater variety of obstacles to keep you on your toes. Difficulty curve should be more even over time instead of becoming much too easy as time goes by.

Emplacements now deal increased damage to Companies, based on the player’s difficulty selection. On expert units will take double damage, so be careful, commander!

Some towns have had the number of “shields” increased, increasing the length of time it takes to capture some settlements

Companies can now only use their Heal ability while in allied territory

With the increased difficulty noted above, using planes is now more critical. Therefore, we have removed their population cost so a larger force can be deployed...

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v1.6.10-1

29 May 17:26
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Full Changelog: v1.6.9-1...v1.6.10-1

[PC] Hot Fix 1.6.10
This hot fix will be going live shortly after 10am PDT today or 26 minutes ago.
Fixed an issue where some matches would not be recorded correctly or would display incorrect ELO changes as a result of a surrender vote.
Fixed an issue where the Italian Campaign would sometimes soft lock when a Partisan Objective failed.
Fixed an issue where the Italian Campaign would soft lock when multiple ships finished production on the same turn.
Fixed an Italian Campaign soft lock that would occur after capturing two ports with the Capture Target Partisan ability.
Improved logging to track GPU crashes.
Improved soft lock identification and logging in the Italian Campaign. This new system will identify when you encounter a soft lock and will send us your save file so we can quickly identify and fix these issues.

v1.6.9-1

29 May 16:06
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New Contributors

Full Changelog: v1.6.6-1...v1.6.9-1

v1.6.6-1

03 May 19:13
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Full Changelog: v1.6.5-1...v1.6.6-1

v1.6.5-1

01 May 17:50
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Full Changelog: v1.6.1-2...v1.6.5-1

v1.6.1-2

20 Apr 17:41
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  • Regenerate the data & run the function in parallel by @petrvecera in #51

Full Changelog: v1.6.1-1...v1.6.1-2

v1.6.1-1

12 Apr 14:56
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Full Changelog: v1.6.0-1...v1.6.1-1

PC] 1.6.1 Coral Viper Hot Fix

Today’s hot fix includes some minor multiplayer balance adjustments along with several crash fixes and bug fixes. This is our first set of multiplayer changes following the 1.6.0 Coral Viper update, with additional changes planned for subsequent hot fixes and patches.

General

We have implemented a server-side change to alleviate the issue of Automatch Cooldown false positives on PC. We will continue monitoring this system, but please let us know if you encounter further false positives in the days ahead.
Fixed several issues that were leading to crashes.

Multiplayer Balance

US Forces

Improved M9 Bazooka Rockets – As this tech is intended to have lower impact than the Browning Automatic Rifle upgrade, we wanted a cost that is closer to the intended power level of this technology.

Fuel cost reduced from 40 to 30

Wehrmacht

Grenadier Squad – In general we feel the buffs given to this unit were a bit too much, especially with the power spike timing of their assault package. As such, we are reverting the cost change from 1.6.0 and standardizing the upgrade timing to match other units more closely.

Assault Package munition cost increased from 45 to 50
Assault Package research time increased from 20 to 30 seconds
Sprint now prevents the unit from firing on the move.

Infanterie Kompanie Officer Quarters – The Infanterie Kompanie Officer Quarters is having its price and research time increased to slow down the momentum of Wehrmacht players going this research, and to give Allied players more time to get tools to counter veteran Axis infantry.

Fuel cost increased from 25 to 35
Research time increased from 30 seconds to 45 seconds

Breakthrough – This battlegroup has been performing a bit too well and we have identified this ability as one of the most egregious ones.

Duration reduced from 90 to 60

British Forces

Australian Light Infantry – The Australian Light Infantry are having their short and mid-range power increased to better reflect their early-game role as aggressive, anti-infantry combatants.

Accuracy increased from 65/55/35 to 72/61/35 (short/medium/far).
Increased Sharpshooter penetration from 1 to 2.

Archer Tank Destroyer – For this unit to hit the field in time to counter big tanks, we’re slightly reducing the Command Point cost.

Reduced command point cost from 7 to 6

Bofors Emplacement – As it is pretty expensive and immobile, we wanted to give the Bofors some more presence on the map and increase its general effectiveness versus infantry.

Health increased from 600 to 720
Reload time sped up from 4 to 3 seconds
Area of effect increased from 1 to 2.5
Area of effect far damage increased from 0.25 to 0.4
Area of effect distance increased from 0.5/0.75/1 to 0.5/1.25/2
Area of effect penetration increased from 1 to 5
Angle scatter increased from 2 to 5
Angle scatter max increased from 2 to 4

Deutsche Afrikakorps

250/3 Funkpanzerwagen - The Funkwagen being able to hide tanks, medical trucks, and Tigers was too powerful. We are removing the ability to camouflage vehicles to make the Funkwagen more infantry and team weapon focused and create less overlap with Operation Skorpion.

Can no longer camouflage vehicles within its aura.

Afrikakorps Tiger Deployment Call-In – We love that this unit is seeing more play! However, it is hitting the battlefield too quickly and does not allow enough time for the proper counterplay. We are increasing the cost to make this unit a bit less cost effective. This will also make teching straight for it riskier.

Fuel cost increased from 180 to 220

Panzerjeager Squad – We wanted this unit to function similarly to other units in this role like the British Anti-Tank (AT) rifles.

Panzerbuchse AT Rifle now deals 50% less damage to buildings; except bunkers.
Panzerbuchse AT Rifle deals 75% less damage to destructible ambient objects.

Bug Fixes

Changed the visual effects of the Australian Light Infantry Sharpshooter ability to distinguish it from their standard attack.
Fixed an issue where certain Team Weapons could not be targeted by infantry or vehicles.
Fixed an issue where other players could benefit from the Afrikakorps’ Vehicle Awareness ability, allowing them to detect in the Fog of War.
Fixed an issue where Anti-Tank Grenades and Panzerfaust abilities would trigger/finish their animation and then fire once the target has exited the unit's weapon range.
Fixed several localization text errors.
Fixed an issue where the incorrect menu options would appear during a match.
Fixed an issue where duplicate surrender prompts could appear during a surrender vote.
Fixed an issue where the Continue button would not appear in the post-match stats screen of the tutorial.