KV-2 armor
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cant believe how guys actually defend such a bad unit
Poor KV2 gets very sad for your opinion. Mother russia would not be proud of you
Posts: 187
However, I do still think it needs atleast health bonus at vet 1 or 2 is needed, since a single P4 could blitz behind and kill it if microed well.
Posts: 5279
I do agree on the seige mode being less practical since you could just get it to Vet 2, the range bonus it gets is good enough to attack ground tragets from a safe distance.
However, I do still think it needs atleast health bonus at vet 1 or 2 is needed, since a single P4 could blitz behind and kill it if microed well.
And yet that single p4 would lose is the kv had literally any support... Like it should... Elefant, Jagdtiger, isu, jp4, su85, su76, firefly, brumbar, sturmtiger, even the king tiger will all lose if you let an enemy circle strafe them to death. The game is about supporting your army. Support your army....
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Posts: 187
I am the only one thinking the KV2 range-buff is OP and the siege-units the real handy-cap needs to come back? xD
Not really, on the other hand we have tiger with great mobility and its vet bonuses. So balances it out.
Posts: 366
Not really, on the other hand we have tiger with great mobility and its vet bonuses. So balances it out.
Im not sure but in the attribute editor its vet 3 wep rotation bonus is set to 0.2, im not sure but it may only be a 2% bonus instead of 20%. I can hardly see a difference compared to the Is2. Someone can clarify please.
I dont know much about the editor so I can be very wrong.
Double edit: Im just not sure where to find the bonuses, the extra health bonus is clear as day.
Posts: 1392
Not really, on the other hand we have tiger with great mobility and its vet bonuses. So balances it out.
That are two complete different weapon platforms shouldn't be compared. KV2 is more a Brummbär than Tiger.
Posts: 3166 | Subs: 6
However, I do still think it needs atleast health bonus at vet 1 or 2 is needed, since a single P4 could blitz behind and kill it if microed well.
The KV-2 has 180 rear armor. That means a P4 has a 30% chance to bounce even at point blank range. A P4 would need about 9 shots to kill a KV-2 from the rear, which would take ~46 seconds from the first shot. The KV-2 only needs 3 shots to kill a P4 (with 100% chance to pen a P4H frontally at low range) which would take ~22 seconds from the first shot. The P4J only has a 15% chance to bounce but even so that would take the KV-2 a maximum of ~33 seconds.
TLDR: Panzer IVs do not stand a chance against the KV-2, even when blitzing its rear armor, unless it's very badly microed.
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The KV-2 has 180 rear armor. That means a P4 has a 30% chance to bounce even at point blank range. A P4 would need about 9 shots to kill a KV-2 from the rear, which would take ~46 seconds from the first shot. The KV-2 only needs 3 shots to kill a P4 (with 100% chance to pen a P4H frontally at low range) which would take ~22 seconds from the first shot. The P4J only has a 15% chance to bounce but even so that would take the KV-2 a maximum of ~33 seconds.
TLDR: Panzer IVs do not stand a chance against the KV-2, even when blitzing its rear armor, unless it's very badly microed.
Does that mean that the nerf to rear armor as described n patch notes was not implement?
Posts: 789
Posts: 789
Im not sure but in the attribute editor its vet 3 wep rotation bonus is set to 0.2, im not sure but it may only be a 2% bonus instead of 20%. I can hardly see a difference compared to the Is2. Someone can clarify please.
I dont know much about the editor so I can be very wrong.
Double edit: Im just not sure where to find the bonuses, the extra health bonus is clear as day.
To get the percentage multiply the decimal by 100
So 0.2 x 100 = 20%
0.02 would be 2%
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Permanently BannedPosts: 5279
the brummbaer hits way better it costs less
KV-2 is more durable, has longer range, has a turret, has an ability that allows nearby infantry (including shocks in forward HQ commander) to sprint.
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KV-2 is more durable, has longer range, has a turret, has an ability that allows nearby infantry (including shocks in forward HQ commander) to sprint.
You forgot about the part, where it actually can reliably fight and hit other vehicles.
Posts: 1392
the brummbaer hits way better it costs less
You know that every good Brummbär-player only uses ground attack, and because of bad-angle calculation the shell will need very long for hitting ground most time. Playing Brummbar needs micro and a good enemy can dodge. Brummbär need much love, scots is more effective because it can be used in groupes
KV is way superior xD
Posts: 366
Posts: 255
Permanently BannedPosts: 951
Are you here to throw out random opinions and ignore everyone who has a different opinion than yours? If so, Twitter is your friend. A forum is a place for discussion, where there can be a constructive exchange of ideas.
I must say that none of the 200+ posts you have made are constructive or conducive to discussion (which is what a forum is for). I suggest you refrain from posting until you understand what the forum is for.
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