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July 8th Patch Notes

8 Jul 2014, 23:00 PM
#61
avatar of Mr. Someguy

Posts: 4928

Just because Vindi says it's fine doesn't mean it's fine. It's a waste of munitions in every single circumstance. The only thing the unit is good for is sitting in fighting positions or recrewing vehicles and letting your tank crews roam the map instead. (Since they are a far better unit that RE squads, especially with Thompsons)


Rear Echelon troops are only good for manning the rear echelon? Colour me surprised!
8 Jul 2014, 23:02 PM
#62
avatar of REforever

Posts: 314

Good changes all around. The Maxims were definitely on the overpowered side in 2v2, so i'm glad to see that I can actually flank a maxim instead of watching it turn around in less than a second to suppress my flanking squad. The health increase to the Kubel is also welcomed since it died 9 out of 10 times if it got flanked, so perhaps now I can have a bit more time to relocate it.

The only thing Relic needs to buff now is the Obersoldaten and the Jaeger Light Infantry Recon unit.
8 Jul 2014, 23:07 PM
#63
avatar of coh2player

Posts: 1571

Flak Emplacement
• Cost changed from 130/25 to 250/10

This will make lw doctrine even more common than it already is.
8 Jul 2014, 23:11 PM
#64
avatar of braciszek

Posts: 2053

Flak Emplacement
• Cost changed from 130/25 to 250/10

This will make lw doctrine even more common than it already is.


Not really. Its just a flak emplacement, not a ROFLSTOMP flying teleporting flak building. Its so easy to get rid of and misses and hits the ground half the time; people arent picking Luftwaffe Ground Forces for the Flak.
8 Jul 2014, 23:14 PM
#65
avatar of The Shape

Posts: 475

I would love to see one game where volley fire was at all useful for anything since the nerf.

A lone RE squad can't use it on anything because it doesn't have the damageoutput or survivability to actually suppress a squad and force a retreat. I've suppressed fucking pioneers with it before and they just stood there suppressed and managed to force off the RE squad while suppressed. In group settings, it can simply be focus fired long before it suppresses anything.

Just because Vindi says it's fine doesn't mean it's fine. It's a waste of munitions in every single circumstance. The only thing the unit is good for is sitting in fighting positions or recrewing vehicles and letting your tank crews roam the map instead. (Since they are a far better unit that RE squads, especially with Thompsons)


I agree. Volley fire is a complete and utter piece of garbage now. It's 100% useless.

And seriously...a KV-8 nerf? REALLY... It's not like 2 pumas can't kill it...jesus. Heck 1 puma.

KV-8 was one tank the Soviets had to deal with the Germ blobbing problem and now it doesn't. Wow... Soviets are going to be useless. I bet soon it will be 100% germans searching and no opponents.
8 Jul 2014, 23:22 PM
#66
avatar of What Doth Life?!
Patrion 27

Posts: 1664

Soviets will be useless because of KV8 nerf? Whatever you're smoking I want some. how often do you see KV8 in competitive matches?
8 Jul 2014, 23:24 PM
#67
avatar of Sgt.Chickenface
Patrion 310

Posts: 155

Thank god relic didnt change the war spoil system...
Halleluja! :( :(.
8 Jul 2014, 23:25 PM
#68
avatar of braciszek

Posts: 2053

Perhaps some people have never bothered building the nondoctrinal m5 quadmount squad eater...
8 Jul 2014, 23:28 PM
#69
avatar of Dullahan

Posts: 1384



I agree. Volley fire is a complete and utter piece of garbage now. It's 100% useless.

And seriously...a KV-8 nerf? REALLY... It's not like 2 pumas can't kill it...jesus. Heck 1 puma.

KV-8 was one tank the Soviets had to deal with the Germ blobbing problem and now it doesn't. Wow... Soviets are going to be useless. I bet soon it will be 100% germans searching and no opponents.


KV8 will still work fine vs blobs. The damage on it before was crazy high for no good reason. The AoE alone will massacre blobs.
9 Jul 2014, 00:17 AM
#70
avatar of Dullahan

Posts: 1384



Rear Echelon troops are only good for manning the rear echelon? Colour me surprised!


No other unit in the game is as useless. You don't even need them for repair thanks to tank crews. You don't need them to construct buildings because Americans spawn with all their buildings.. All of their construction abilities are available of assault engineers or doctrinal riflemen.


RE squads can get minesweepers and shoot in fighting positions shooting rifle grenades randomly. Volley Fire made them a useful unit with pros and cons. Oh and I suppose they're okay for crewing weapons teams, but riflemen are better and literally almost as cheap to reinforce anyway.

Again, they're the shittiest unit in the game. Their cheap cost doesn't really make up for the fact that they are complete garbage with very limited utility.



9 Jul 2014, 00:32 AM
#71
avatar of JHeartless

Posts: 1637

jump backJump back to quoted post8 Jul 2014, 22:11 PMKhan
Hard Counter != ROFLINSTAPWNBBQOMGWTF?


For what it costs? Yes. Same should be with the Stuka Zu Fub. There should be a punishing unit designed to whipe out blobs. Its becoming company of Blobs. KV8 is as specialized as Ubersoldaten. Its a one trick Pony. It should at least be good at this trick. If they want it worse at this trick as in 50% worse then at LEAST lower the fuel cost by 25%.

9 Jul 2014, 01:15 AM
#72
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



For what it costs? Yes. Same should be with the Stuka Zu Fub. There should be a punishing unit designed to whipe out blobs. Its becoming company of Blobs. KV8 is as specialized as Ubersoldaten. Its a one trick Pony. It should at least be good at this trick. If they want it worse at this trick as in 50% worse then at LEAST lower the fuel cost by 25%.



If you use the stuka on one squad you are wasting an opportunity to smash a blob, the stuka is really only effective versus a blob. The kv-8 however will smash single squads and chase them down on the retreat; you can mitigate the effects of the stuka by spreading out, the only option with the kv-8 is to run away but it can still chase you down.
9 Jul 2014, 01:26 AM
#73
avatar of JHeartless

Posts: 1637

jump backJump back to quoted post9 Jul 2014, 01:15 AMTobis


If you use the stuka on one squad you are wasting an opportunity to smash a blob, the stuka is really only effective versus a blob. The kv-8 however will smash single squads and chase them down on the retreat; you can mitigate the effects of the stuka by spreading out, the only option with the kv-8 is to run away but it can still chase you down.


Show me a replay of a Stuka getting more than 30 kills (about Average for my ISG in most games) in a 1v1 or 2v2 and ill buy it. No really I would honestly like to see this. Because although I have seen plenty of people say how great it is I havent seen a single replay of it doing really well (not well enough to invest 100 fuel at least)

I know what the KV8 is good at its been around since release. Its been nerfed several times already. It could have used it ages ago when the game wasnt company of blobs. But now it is. And personally the only reliable blob smasher left standing after all arty got nerfed was the KV8. Its like the Devs want to encourage blobbing. I find this game play stale. The most boring meta since this game came to be in my eyes.

I would like to see MORE punishment tools not less.
9 Jul 2014, 01:47 AM
#74
avatar of Tobis
Senior Strategist Badge
Donator 11

Posts: 2307 | Subs: 4



Show me a replay of a Stuka getting more than 30 kills (about Average for my ISG in most games) in a 1v1 or 2v2 and ill buy it. No really I would honestly like to see this. Because although I have seen plenty of people say how great it is I havent seen a single replay of it doing really well (not well enough to invest 100 fuel at least)


I don't know what you mean, surely you agree that using a stuka barrage is more effective on a blob than on a lone infantry squad? My point is that the stuka is more punishing on players using shitty tactics, the kv-8 is punishing against everything.
9 Jul 2014, 01:54 AM
#75
avatar of Kyle

Posts: 322

God damn people need to chill out.

1) Think of the KV-8 like the ostwind and T70

- They only good against infantry and light vehicles.
- Mostly get fucked if enemy tank roll out
- Very good at anti-infantry.
- T70 can turn on recon and auto repair/ Ostwind can be anti-air/ KV-8 can burn down building and take more hit.

2) Why do you even compare the Stuka with KV-8 ? Is this just because they deal with blobs ? If you want to compare stuka then compare it to panzerwerfer / BM-13 Katyusha Rocket Truck.

- They are all mobile arty piece that good to deal against infantry.
- Very easy to die. Just 1 shoot from tank and they are dead.
- Required cool down after every time fire.


And no, just because you people don't use panzerwerfer anymore doesn't mean it no good.

Here's a replay of my 2vs2 game that Damage went to 68000 !. panzerwerfer was able to wipe out 3 rifleman vet 3 squad together!.

http://www.coh2.org/replay/20015/epic-tank-battle-with-crazy-panzerwerfer

Sure, a stuka is better then the other two but it's also a hard punishment for OKW and cool down time is way too long.
9 Jul 2014, 02:22 AM
#76
avatar of Lichtbringer

Posts: 476

Sooo, what could we do to make the KV8 good against blobs, but not a squadwiper against single squads?

Because right now the only thing that is "anti blob" at the KV8 is that it is uber anti infantry and very tanky. That is not anti blob.

Anti blob would be, if it had a huge aoe so that it could hit 3 squads at once.


Btw, anyone else not getting vet with the OKW Stuka even if it has 30+ kills and has damaged tanks?
9 Jul 2014, 02:37 AM
#77
avatar of Jay Guo

Posts: 25

jump backJump back to quoted post8 Jul 2014, 18:49 PMfranko
Yes relic buff nazi even more. Because 80 vs 20% is not enough, and US and soviets are still too good...


Cause only Russian like evil communist Soviet , only Murican like evil capitalist US.
PPL love cool German. No mater they loss war in reality or UP/OP in game.
9 Jul 2014, 02:46 AM
#78
avatar of Jay Guo

Posts: 25

jump backJump back to quoted post8 Jul 2014, 18:17 PMm00
Does anyone have the stats of the maxim vs the mg42? I always thought since the maxim didn't have the arc of the MG42 is was supposed to be quicker at tearing down/setting up. But now if they nerfed it, is it better in any way compared to the mg42?


Maxim already better by all mean. MG42 turn so slowly even in it's arc , you never see mg42 spam nowadays right.
Why you can see maxim spam?why they are spammable? They have high damage high speed. Fast setting up/tearing down speed. 6 men for good survivability. It better than MG42 in any way. So you can see maxim spam, and they are work quite good.
9 Jul 2014, 03:22 AM
#79
avatar of vietnamabc

Posts: 1063

Or more on the fact that people spam Maxim because Cons are already crap and with the intro of OKW is even more of a joke. Guards needs 90 muni to be effective and they drop weapons like crazy, shocks are only good at close range and being damn expensive so if Soviet have anything better at killing inf than Maxim and Sniper, I'll be happy to oblige. This is a problem from day 1 with Soviet: bad faction design.
9 Jul 2014, 03:33 AM
#80
avatar of Napalm

Posts: 1595 | Subs: 2

Great news on the map adjustments. Way cool to see that being done.

Indifferent towards the others but the KV8 and 120MM thing bothers me. Both of these are purpose built units and are great at anti-blob killing.

Let's take a look at the history of the KV8 adjustments.

KV-8
Health increased from 640 to 960
Armor decreased from 360 front/225 rear to 240 front/120 rear
Cost from 440mp/120 fuel to 360mp/135 fuel

KV-8 population from 9 to 14

KV-8 Specialist (KV-8) from +7% damage and +10% experience to +10% experience

The KV-8 has seen its damage profile adjusted such that it no longer front loads the majority of its damage over a 10 second period. This will result in more of a reaction period for players under fire. The overall DPS of the KV-8 was also reduced from 18 to 15 damage per second. Other abilities have had their cost adjusted to better reflect their value in game.

KV-8
Damage from 40 to 27
Ready aim time from 1.5s to 0.75s
Reload form 5s to 3s


KV-8
Veterancy 2
-25% Reload
+35% Turret Rotation
+20% Max Speed

Veterancy 3
+20% Rotation
+35% Burst Duration
+5 Range (from 25 to 30)
+20% Acceleration

KV8 increased from 8 to 9

The KV-8 saw a significant decrease in its health to better align its performance to cost.
Rear armor from 120 to 145
Health from 960 to 720

KV-8 Heavy Flamethrower Tank
Health increase from 720 to 800
Price increase from 360 / 135 to 390 / 145

Flamethrower damage reduced from 27 to 16

Over all change to KV8 since release is 40 to 16 damage (nerf), health from 640 to 800 (buff), 360 front/225 rear armor to 240 front/145 rear (nerf), price increase 360/135 to 390/145 (nerf)

Price needs to come down. The 120MM mortar shares a similar story.
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