About Heavy Tanks
Posts: 3260
Posts: 65
Heavy tanks are already too powerful against medium armour for their cost. If we made them as you suggest, they'd need a hefty price increase too.
Yes you are right about that, we can componsate that with high resources requirement or high cp.
maybe its makes them some kind of "hero" units with less right click with more utilies and more baby sitting.
Giving rear armor penalty with dmg engine and stuff also makes dangerous for losing tank to enemy hands (with decrew content) I dont know just brain storming.
Posts: 3260
Yes you are right about that, we can componsate that with high resources requirement or high cp.
maybe its makes them some kind of "hero" units with less right click with more utilies and more baby sitting.
Giving rear armor penalty with dmg engine and stuff also makes dangerous for losing tank to enemy hands (with decrew content) I dont know just brain storming.
I think, if the AoE nerfs work out, they'll be fine. The best designed heavy in the game right now is the Comet.
Trying to make these in game-defining hero units is how they went wrong: they work best as slow, tough, 200ish FU tanks that are balanced well against medium armour.
Posts: 65
I think, if the AoE nerfs work out, they'll be fine. The best designed heavy in the game right now is the Comet.
Trying to make these in game-defining hero units is how they went wrong: they work best as slow, tough, 200ish FU tanks that are balanced well against medium armour.
Yes In my opinion we can try something like what I proposed earlier but u are not wrong..
Posts: 3260
Yes In my opinion we can try something like what I proposed earlier but u are not wrong..
Honestly, I'd do something like cut the Tiger's armour down to 280, its health down to 960, give its main gun anti-infantry performance like the Comet, and cut it to 200 FU. Maybe even raise the cap from one on the field to two.
The Panther and the Comet are the model heavies in my opinion.
Posts: 65
Honestly, I'd do something like cut the Tiger's armour down to 280, its health down to 960, give its main gun anti-infantry performance like the Comet, and cut it to 200 FU. Maybe even raise the cap from one on the field to two.
The Panther and the Comet are the model heavies in my opinion.
I dont encounter too much with comet in team games only rare, mostly IS/bren and firefly so I really dont now latest situation with comet and only faction didnt play with because did'nt bought ..If I understand what your try to say correctly, Nerfing the Cannon and buffing mgs is againts AI can be really proper way to balance the heavies I think, but lowering armor is not the good idea. Allied Ranged high dmg and penetration TD's will give hard time to tiger. If we bufff the speed MAaaaybe I can accept that is proper..ish I dunno
Posts: 3260
I dont encounter too much with comet in team games only rare, mostly IS/bren and firefly so I really dont now latest situation with comet and only faction didnt play with because did'nt bought ..If I understand what your try to say correctly, Nerfing the Cannon and buffing mgs is againts AI can be really proper way to balance the heavies I think, but lowering armor is not the good idea. Allied Ranged high dmg and penetration TD's will give hard time to tiger. If we bufff the speed MAaaaybe I can accept that is proper..ish I dunno
Tank destroyers will rip through heavy generalists armour or not: that's what tank destroyers are for.
Rebalancing heavies around the Panther and Comet would make them substantially cheaper, which in turn would mean fewer tank destroyers per heavy tank. From a certain perspective, it'd be a buff vs TDs.
Posts: 65
Tank destroyers will rip through heavy generalists armour or not: that's what tank destroyers are for.
but this is COH , Yes TD's job is that but There gonna lots of abusive stuff going to happen
But Yeah Cheaper and more than one Heavy can be good with stabilized stats...
Posts: 3588 | Subs: 3
Honestly, I'd do something like cut the Tiger's armour down to 280, its health down to 960, give its main gun anti-infantry performance like the Comet, and cut it to 200 FU. Maybe even raise the cap from one on the field to two.
Why stop there? I believe this should also entail a reduction to 185 fuel, 18 population and further nerfs to reload speed.
Hmmmmm this sounds familiar...
Posts: 3260
Why stop there? I believe this should also entail a reduction to 185 fuel, 18 population and further nerfs to reload speed.
Hmmmmm this sounds familiar...
185's probably too far. A six hit, high armour premium med is about the point I'd aim for.
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Posts: 17914 | Subs: 8
I would like to request to have the Command Panther no longer auto-lockout the KT upon entering the field. Between the -extreme- fuel costs of getting two and the 260 armor Panther, it's time to bring the duo back imho.
KT 2 shooting mediums?
I see nothing imbalanced with that.
Posts: 8154 | Subs: 2
KT 2 shooting mediums?
I see nothing imbalanced with that.
You would be short 40dmg but yeah.
The bonus is no longer 50%.
This reminds me of the old heavy cheese.
JPIV vet 5: 400dmg
Mark vehicle: 600dmg
Heat shells: 780dmg.
Posts: 956
KT 2 shooting mediums?
I see nothing imbalanced with that.
It is as elchino7 says.
Mind you, KT could still 3-shot mediums in all situations 3*240=720HP. KT + CoordFire + Commanther can still be used by teammates to achieve the same 600 dmg combo as well.okw
Now sure, I don't particularly fancy facing vet IV KT(s) with >60 sight range (spearhead+view aura), Tiger fire rate, 50 range, and the mobility of a fat med , but you kinda deserve to lose if they have all that stuff. There's enough MP and FU to make a TD horde, nvm the xp required to get that far.
You would be short 40dmg but yeah.
The bonus is no longer 50%.
This reminds me of the old heavy cheese.
JPIV vet 5: 400dmg
Mark vehicle: 600dmg
Heat shells: 780dmg.
Tbh I was never a fan of that OP combo and I'm glad it's been nerfed.
Does the Command Panther aura apply to other axis players now? I keep seeing the aura icon pop up on friendly tanks but it was nerfed back in 2016 or something. Reverted?
Posts: 8154 | Subs: 2
It is as elchino7 says.
Mind you, KT could still 3-shot mediums in all situations 3*240=720HP. KT + CoordFire + Commanther can still be used by teammates to achieve the same 600 dmg combo as well.okw
Now sure, I don't particularly fancy facing vet IV KT(s) with >60 sight range (spearhead+view aura), Tiger fire rate, 50 range, and the mobility of a fat med , but you kinda deserve to lose if they have all that stuff. There's enough MP and FU to make a TD horde, nvm the xp required to get that far.
Tbh I was never a fan of that OP combo and I'm glad it's been nerfed.
Does the Command Panther aura apply to other axis players now? I keep seeing the aura icon pop up on friendly tanks but it was nerfed back in 2016 or something. Reverted?
https://www.coh2.org/guides/88945/the-coh2-ability-guide-mark-2-0#2663
Aura
+range, +sight, +speed bonuses removed from infantry-affecting bonus of the aura (Vet5 aura still awards +accuracy/+reload to infantry)
+sight/+range parts of vehicle-affecting aura no longer affect teammates
Vet 5 infantry-affecting aura no longer affects teammates
So you can still get speed, acceleration, reload and accuracy.
Posts: 1484
Posts: 956
https://www.coh2.org/guides/88945/the-coh2-ability-guide-mark-2-0#2663
Aura
+range, +sight, +speed bonuses removed from infantry-affecting bonus of the aura (Vet5 aura still awards +accuracy/+reload to infantry)
+sight/+range parts of vehicle-affecting aura no longer affect teammates
Vet 5 infantry-affecting aura no longer affects teammates
So you can still get speed, acceleration, reload and accuracy.
Thanks, wasn't aware that guide is up-to-date. Think a few things don't line up with the in-game vet descriptions like spearhead's speed though.
Still very potent either way but not outrageous
Posts: 31
Panther also needs a buff since a comet is much more cost efficient and deals more damage both against vehicles and infantry for the exactly same cost
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