Pls check who I quoted and replied to because it was not you.
Fair, but he didn't state that KV-1 "needed a buff" either.
Posts: 1379
Pls check who I quoted and replied to because it was not you.
Posts: 1379
This is just not economic use of your force, considering that this digging in might need to wait another minute for the enemy to push until it pays off. Or it might not happen at all.
Posts: 13496 | Subs: 1
Fair, but he didn't state that KV-1 "needed a buff" either.
Posts: 919
I am not sure why we are focusing on what he did say or did not say.
It is my opinion that changing
+15% reload speed
-20% received damage
for
+25% weapon range
-25% received damage
would be a buff to the KV-1 (it seems that general_gawain also thinks it would be a buff also but I am sure he can clarify his own opinion on matter.)
Asking for buff on KV-1 (balance change) for "quality of live and transparency" reason simply does not make sense to me. If the issue is "quality of live and transparency" changing the name of one of the abilities is a better/safer solution.
Posts: 13496 | Subs: 1
To be clear: I never said soviet hulldown should be buffed to Ostheer hulldown level. I only said I want to have them the same. So transforming Ostheer one in soviet one would do the trick too. You were the one who first assumed that I meant it that way at post #9.
Posts: 919
So why don't you simply say what are actually suggesting?
In you opinion should both abilities provide +15% reload speed -20% received damage or that abilities should provide +25% weapon range -25% received damage.
Either way you are suggesting balance change (either a buff to KV-1 or nerf to Ostheer hulldown) and you main argument is "quality of live and transparency" and that simply does not make sense. A simple name change of the abilities would solve the issue without upsetting balance.
Posts: 307
Having trouble destroying immobile objects?
Posts: 13496 | Subs: 1
So lets break it down to balance if that is your argument:
I do think KV-1 in general is more impactful on 1vs1, because it can hit the field quite a bit before a Panther shows up. If your opponent went for a PZIV you are safe a long time before a Panther shows up. In this situation I do think KV-1 is way better off with the faster RoF. Backed up by double ZIS it doesn't need 50 range, faster ROF will do better at killing infantry and fighting advancing medium tanks.
But I do think more range instead of RoF is better at 3vs3/4vs4, there you will quickly see the first Panther after you got a KV-1 and the extra 10 range help more than some faster RoF in that situation.
I would give all tanks that are hulled down something about a fixed +10 range instead of +20% (partly fixes the elephant problem) and a -20% damage modification.
On the bright side of this change KV-1 would be better in multiplayer and worse in 1vs1. If I look at current winrates in 1vs1 and 3vs3/4vs4 that is excactly how it should be.
Posts: 3114 | Subs: 2
Again I don't disagree with your statements in a 1v1 setting. But for teamgames, VP camping is king, and you don't have to wait long for Allied tanks to try to attack if you set up by a VP or fuel point. Being able to spank Allied tanks at Allied TD range is pretty sexy. I played a round or two with hulldown, to put my money where my mouth is, and in a campy, laney map, the allies didn't have much options to deal with my panther.
I got outnumbered 2:1 by T34:85s a few times, but I was able to break out and back up pretty quickly, panzer tac if it was really close. Other than that, it was just a world of pain for the allies, constantly taking damage at a range they couldn't retaliate at. And don't even get me started on the Elephant. A few times I set it up and watched as Fireflies got bullied away from my friend's lane. Of course that's only going to be one commander though.
I suppose that the price of the ability is that one of them is in a kinda mediocre commander (though still useful in 4v4 for the artillery-destroying offmap) but for the other one, I think the commander is just really good period.
Posts: 919
So are suggesting that KV-1 should trade 10 more range for relaod. Glad that we got that out of the way.
It seem that you are also suggesting to nerf the Ostheer ability.
Imo the extra range for KV-1 would be a straight buff buff for both 1vs1 and 4vs4 and a buff the unit that simply does not need.
Posts: 919
The KV1 situation is different. The KV1 is shit at AT anyway. Hulling down a KV1 and supporting it by an ATG already gives a more or less "complete" package.
Posts: 13496 | Subs: 1
I'm suggesting one possible outcome because you repeatingly asked for it. My first post only was about making the abilities the same, which way ever. There would be many other options too.
Regarding damage reduction: If you have a problem with reducing incoming damage from 25% to 20%, go with 25%. I really don't care about that. KV-1 would need 9 penetrating hits either way so there is no real change.
Regarding range: Panther and StuG go from 62,5 to 60 range (still enough), all other lower ranged tanks tanks stay the same. Its only a real nerf for Elephant, but it would still have 80 range and could kill 7pdr emplacement with attacking ground (which it shouldn't do). Are you okay with an Elephant with 87,5 range? You would cry out pretty loudly if you could hull down the ISU-152 that way. If I remember correctly 80 range was already too much. So again, i'm asking you directly: Do you think a Super Heavy TD with 87,5 range should exist in this game?
I explained with examples already why I do think RoF is better in 1vs1 and it is a nerf for 1vs1. In 4vs4 it would be a needed buff if I look at allied winratio in that game mode.
Posts: 599
Posts: 3114 | Subs: 2
I do think you only get this complete package at 1vs1 with a KV-1 and double Zis. Very hard to dislodge if there is a point that is worth defending. Higher RoF will make sure that KV-1 will kill or chase off infantry and deal damage to advancing mediums.
In 4vs4 this is different. The high count of Panthers in this game mode makes hull down for KV-1 obsolete. You will always be picked off by Panthers which vet themselves at your hulled down KV-1. It is similar to a hulled down Panther without range bonus vs allied TDs. The high number of indirect firing units in this game mode leads to more vulnerable AT-Guns in addition.
50 range would be a lot more useful here for KV-1 to deal some damage versus Panthers and support other AT weaponary that wasn't decrewed by indirect fire.
Posts: 3166 | Subs: 6
An immobilized Panther is being outranged by Allied TDs and ATGs. ATGs can be countered by indirect or retreating from the position, but there is nothing really stopping an Allied TD from pot shotting a hulled down 50 range Panther.
Posts: 3114 | Subs: 2
Ostheer hull down gives a firing range bonus, giving the Panther 62.5 range, allowing it to fire back at Allied TDs at their max range.
Which can be useful, especially because with the added durability it can out-DPM up to two Allied TDs with a bit of luck, but it's not that practical because a stationary Panther usually just attracts a bunch of ATGs or artillery and is then forced to move.
Panther hull down can come in handy sometimes, in scenarios like having to defend a victory point to stall out the last few VPs, but most of the time mobility is more valuable than being stationary with a bunch of bonuses. It's definitely not a no brainer ability, which is good.
Posts: 1515
Ostheer hull down gives a firing range bonus, giving the Panther 62.5 range, allowing it to fire back at Allied TDs at their max range.
Which can be useful, especially because with the added durability it can out-DPM up to two Allied TDs with a bit of luck, but it's not that practical because a stationary Panther usually just attracts a bunch of ATGs or artillery and is then forced to move.
Panther hull down can come in handy sometimes, in scenarios like having to defend a victory point to stall out the last few VPs, but most of the time mobility is more valuable than being stationary with a bunch of bonuses. It's definitely not a no brainer ability, which is good.
Posts: 999 | Subs: 1
On teamgame maps, "attracting" a bunch of ATGs usually attracts a bunch of werfers and stukas right back at you. It's definetely not a no brainer ability but there should have been some sort of delay when going OUT OF hulldown (a couple of seconds). The biggest downside is maybe forgetting that your tank is in hulldown and then getting it killed when you think that you moved it. On all hulldowns (allied and axis) there should have been a delay for going out of hulldown. Hulldown bonuses should be about reinforcing weaknesses (range on axis and armour or something on allies) but you shouldn't be able to immediately exit hulldown
Posts: 3114 | Subs: 2
Posts: 1515
I also think it is sometimes a bit odd how all those sand backs just fall off and everything is back to normal, but that's more a visual thing.
Gameplay wise, I think a tiny nerf after getting out of hull down would be beneficial. It is just strange that this tank can instantly pounce on you once your tank got hit once or twice. However, I don't like those delays very much that prohibit your unit from movement. Maybe those can be implemented in different ways, but for example the USF ambulance has a small window of time where it won't accept orders. I have often forgotten to move it because I ordered the move command too quickly after ending the AoE heal ability.
My suggestion for hull down would be an accerelation nerf for the first 1-3 seconds. This would also simulate that these tanks have been dug in below ground level (not sure about the visuals in CoH2 apart from sandbags, but at least in reality this was the case) so they have to move slightly uphill when getting out of their position.
91 | |||||
15 | |||||
1 | |||||
122 | |||||
109 | |||||
20 | |||||
18 | |||||
14 | |||||
7 | |||||
2 |