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russian armor

Buff Volley Fire

12 Jul 2021, 09:09 AM
#21
avatar of JohnSmith

Posts: 1273

It was strong on release but it delayed USF spamming bars/nades. So it was balanced. Now it's useless and USF spams bars asap. Worthless balance changes.
12 Jul 2021, 11:27 AM
#22
avatar of Colonel0tto
Donator 11

Posts: 147

I've also never seen any testing numbers of how this ability works in combination with the 1919 and BAR, which would be very handy context
12 Jul 2021, 12:43 PM
#23
avatar of Colonel0tto
Donator 11

Posts: 147

Volley Fire just needs to scale with Veterancy as it only really makes an impact early on.
(Yes its possible to make progressive scaling with abilities based on Veterancy in the Mod Tools)

Volley Fire
+40% received accuracy, -50% accuracy, +1% suppression, squad moves extra slowly
After 5 seconds of being active: +1% additional suppression, +3% additional accuracy
After 10 seconds of being active: (if the squad is still alive) +3% additional suppression, +4% additional accuracy, -87.5% cool-down



So the ability makes it so that you essentially take 40% more damage while doing 50% less damage yourself.

It's +15% RA not 40%. The ability was buffed in 2019 https://www.coh2.org/guides/88945/the-coh2-ability-guide-mark-2-0#2654
12 Jul 2021, 13:04 PM
#24
avatar of Hannibal
Senior Moderator Badge

Posts: 3114 | Subs: 2

By the way is there any reason why there is some accuracy given back after 5 and 10 seconds? This buff is quite abysmal, it is basically a 3,5% accuracy buff max after 10 seconds. Why does this exist in the first place?
12 Jul 2021, 13:15 PM
#25
avatar of Colonel0tto
Donator 11

Posts: 147

Do they not stack?
12 Jul 2021, 14:15 PM
#26
avatar of Esxile

Posts: 3602 | Subs: 1

The ability has its use to neutralize an early SP push, some people then use it with BARs or LM1919 but I never do it myself.
12 Jul 2021, 15:54 PM
#27
avatar of Hannibal
Senior Moderator Badge

Posts: 3114 | Subs: 2

Do they not stack?

I assume they do, but given that your accuracy gets halved in the first place you're basically going from 50% accuracy to 53,5% compared to the normal value. There is a big CD buff at the last stage. But I was wondering what this tiny accuracy buff is supposed to achieve.
12 Jul 2021, 16:49 PM
#28
avatar of Colonel0tto
Donator 11

Posts: 147

It's probably the case that accuracy modifiers have much bigger in game effects when they're applied to suppression weapons, where the goal is to hit a certain suppression threshold over a set time rather than deal a (larger) amount of damage
12 Jul 2021, 17:17 PM
#29
avatar of KtheZ

Posts: 14

I think the problem with this ability is how all or nothing it is. Either you hit the suppression and volley fire is unbelievably good, or you miss the suppression (they move away, you move your RE, your RE take too much damage) and you actually end up with a critical loss where your REs not only did less damage but took more.

To me volley fire is an example of an not-fun ability, where as the USER you are constantly on the edge of your seat, praying to god the suppression finally lands. There are so many factors that stop the ability from performing well that it honestly feels out of your control as a user (unless you have the very convenient edge case of a sturmpio charging you down). Perhaps there could be a middle ground for volley fire that just adds accuracy / movement debuffs on the targeted unit (like vehicle button) rather than full-on suppression.
12 Jul 2021, 22:48 PM
#30
avatar of BetterDead ThanRed

Posts: 219

british infantry were trained in ww1 (i think) in the ''mad minute'', where they were to unload as much rounds direction enemy as fast as possible, as a form of covering fire.

Why does the brits not have this?
13 Jul 2021, 05:34 AM
#31
avatar of Unit G17

Posts: 498

I have tested it before and slot weapons are affected too! In fact with a M1919 lmg the suppression speed is very close to obersoldaten suppressive fire.

(The grenade launcher is bad for suppression tho, in case anyone is wondering.)
13 Jul 2021, 05:34 AM
#32
avatar of Unit G17

Posts: 498

-double post, nvm-
13 Jul 2021, 06:35 AM
#33
15 Jul 2021, 20:42 PM
#34
avatar of Thamor

Posts: 290

It's a engineer unit with special ability that no other engineer units have. So I think it's ok how it works now, it's a situational ability and shouldn't be skill that you can use in every kind of situation.
18 Jul 2021, 06:57 AM
#35
avatar of NaOCl

Posts: 378

Yeah it's bizarre how this ability has been so worthless for so long. The massive received damage bonus is the weirded thing about it. It makes it a big noob trap.


If they didn't have received damage increase, they could solo obers from neutral cover in the late game, for 20 munis, RE spam would become oppressive as for 20 munis, re could suppress any squad and then move into close range and keep them suppressed. Add 2 bars to this which vastly increase the rate of suppression during suppressing fire and you have a recipe for the strongest squad in the game.
18 Jul 2021, 06:58 AM
#36
avatar of NaOCl

Posts: 378

british infantry were trained in ww1 (i think) in the ''mad minute'', where they were to unload as much rounds direction enemy as fast as possible, as a form of covering fire.

Why does the brits not have this?


Because the BEF trained the "mad minute" in WWI, the BEF was essentially gone by late 1916. It was dropped as a requirement for earning pay and the nature of warfare changed along with the increased use of machineguns. Giving them the mad minute would be anachronistic.
Vaz
7 Nov 2021, 15:37 PM
#37
avatar of Vaz

Posts: 1158

The cost should be lowered from 20. It's not used much, it has low success rate(in terms of a successful suppression). There are better abilities that cost less (like incendiary grenades).
8 Nov 2021, 06:46 AM
#38
avatar of Porygon

Posts: 2779

I agree, the ability is fairly useless.

With the easier accessibility of MGs since the tech rework, it could probably be removed and replaced with something more interesting. Don't know what that could be though.


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