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russian armor

Stupa (Brummbar poll)

19 Feb 2020, 19:14 PM
#21
avatar of NorthFireZ

Posts: 211

jump backJump back to quoted post19 Feb 2020, 11:02 AMVipper

Modifier vs garrison
M1 pak howi Garrison damage 0.5
M8 A1 Garrison damage 0.25
Stup Garrison damage 0.25
Leig Garrison damage 0.5


Is this a multiplier on top of the original building damage modifers?

It's very interesting that the Stupa and M8 multipier is much lower than the Howi and Leig. I expected it be sort of the same as barrage weapons.
19 Feb 2020, 19:27 PM
#22
avatar of Doomlord52

Posts: 960

Is this a multiplier on top of the original building damage modifers?

It's very interesting that the Stupa and M8 multipier is much lower than the Howi and Leig. I expected it be sort of the same as barrage weapons.


It brings their effective damage down to 40 (or less).

M1 Pak - 80dmg x 0.5 garrison = 40dmg
M8A1 - 100dmg x 0.25 = 25dmg (??)
Brumbarr - 160dmg x 0.25 = 40dmg
LeiG - 80dmg x 0.5 = 40dmg

Most mortars also deal 80 damage, and have a 0.5 garrison multiplier. There are a few outliers (rocket arty, M8A1, Zis3/Su76 barrage, etc. deal less than 40, KV-2 deals 60), but that seems to be the general pattern.
21 Feb 2020, 21:50 PM
#23
avatar of Reverb

Posts: 319

Brummbar is fine.
It went from mega cancer to a really good unit.
21 Feb 2020, 22:22 PM
#24
avatar of distrofio

Posts: 2358

IMO an HP buff would be ideal, a stupa should tackle without trouble 1-2 ATGs, since its a luxury AI unit. Any tank can reliably force it to back off because its rear armor is not as high as heavy tanks.
21 Feb 2020, 22:31 PM
#25
avatar of Kubelecer

Posts: 403

Any tank can reliably force it to back off because its rear armor is not as high as heavy tanks.


I'm sorry but what? Do you drive your brummbar backwards?
22 Feb 2020, 04:02 AM
#27
avatar of distrofio

Posts: 2358



I'm sorry but what? Do you drive your brummbar backwards?

How funny, if it were a churchill it could go straight backwards and it would make no difference. But we are talking about axis units, they require some skill to play, you know?
22 Feb 2020, 09:53 AM
#29
avatar of wongtp

Posts: 647

Brumbar is fine.

What is not fine is assuming brumbar to be effective at all situations. If i have 2x td, the idea is to flood the field with superior infantry and using panzerwerfer to clear out allied infantry blobs.

The brumbar has amazing armor and an extremely potent infantry killing potential.

Fire ground behind shot blockers is an amazing way to use the brumbar.

If you are driving up into an open field directly into the sights of 2x td. Brummbar has not failed you. You failed the brummbar.
22 Feb 2020, 09:58 AM
#30
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

IMO an HP buff would be ideal


Agreed, either that or a damage reduction modifier like the KV1 has to prevent longer repair times.

Let’s wait and see how it performs with the armour buff first.
22 Feb 2020, 15:41 PM
#31
avatar of thedarkarmadillo

Posts: 5279



Agreed, either that or a damage reduction modifier like the KV1 has to prevent longer repair times.

Let’s wait and see how it performs with the armour buff first.


Idk know about the damage reduction on the brumbar...the kv has a damage reduction because its only job is to soak damage its not a high impact unit like the brumm.
A brum that can repair and be back quickly would be too mucj given how hard ot hits.
22 Feb 2020, 15:42 PM
#32
avatar of mrgame2

Posts: 1794



Agreed, either that or a damage reduction modifier like the KV1 has to prevent longer repair times.

Let’s wait and see how it performs with the armour buff first.


There is no armor buff technically. It will perform like back in 2018 or 2019, but with shorter range.
23 Feb 2020, 06:57 AM
#35
avatar of mrgame2

Posts: 1794

jump backJump back to quoted post23 Feb 2020, 06:54 AMblancat



If you change the subject of what you just said to axis fanboy, that's you.


well said. I dont get his rant which is off topic.
people are trying hard to contribute towards making coh2 balance.
This dude is whining about something else.

Anyway back to topic, the +20 armor vet seems really good now. Sturmpa will bounce ATg and handheld AT more readily. Which is its purpose to dislodge them.

Good buff! It is free without any nerfs. Stop whining, this poll is asking for too much.
23 Feb 2020, 23:52 PM
#37
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

I voted projectile speed/vehicle rotation. Might not need both but definitely one at least imo
24 Feb 2020, 00:11 AM
#38
avatar of distrofio

Posts: 2358

Projectile speed means less reaction time, thus more wipes (or potential wipes).

More frontal armor means a bigger time and space for a stupa to charge into ATGs and contested frontlines.

Better maneuverablility/rotation means better rewards for microing.

Better spread will make stupa more consitent, but not able to predict shots. I find this last option better suited since RNG is being cut off slowly.
24 Feb 2020, 00:25 AM
#39
avatar of SkysTheLimit

Posts: 3423 | Subs: 1

It's already easy to dodge brumbar shots if you're paying attention. Opponent has to use attack ground to make it work efficiently

It's possible for there to be too much reaction time
24 Feb 2020, 01:38 AM
#40
avatar of thedarkarmadillo

Posts: 5279



It brings their effective damage down to 40 (or less).

M1 Pak - 80dmg x 0.5 garrison = 40dmg
M8A1 - 100dmg x 0.25 = 25dmg (??)
Brumbarr - 160dmg x 0.25 = 40dmg
LeiG - 80dmg x 0.5 = 40dmg

Most mortars also deal 80 damage, and have a 0.5 garrison multiplier. There are a few outliers (rocket arty, M8A1, Zis3/Su76 barrage, etc. deal less than 40, KV-2 deals 60), but that seems to be the general pattern.

So bump the modifier up so the stupa does 60 to units in cover like the kv-2 seems like a good thing if not already there
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