LeFH versus the ML-20
Posts: 658
The ML-20, on the other hand, needs one adjustment: less shells per barrage.
The original design besically was:
LeFH: more shells, less damage
ML-20: less shells, higher damage
In its current state, the ML-20 fires almost the exact same amount of shells per barrage (8 vs 10 at vet 0) while also dealing way more damage than the LeFH (300 vs 160).
5 shells at vet 0; 7 shells at vet 1 would be fine.
EDIT: According to the CoH2 Vet Guide, the ML-20 gets a damage boost of 150% at vet 3. I hope that's a mistake.
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Posts: 658
No arty gets any dmg boost anymore with vet.
That might be true for the ML-20 but I'm pretty sure that the LeFH gets a 25% damage boost at vet 3.
http://www.coh2-stats.com/team_weapons/howitzer_105mm_le_fh18_mp
Several of its weapons actually deal 200 damage (including one called "main gun V3"). I don't know if those are actually used tho.
Posts: 4951 | Subs: 1
No arty gets any dmg boost anymore with vet.
The LeFH's gun when it's vet 3 is an entirely different gun then when it's vet 1 or vet 2.
I'm confused with people having success with counter-barrage? Like Iv never had it work except when facing really terrible opponents who refuse to ever move their shit ever.
A nerf to the ML-20's shells might work.
At Vet 3 the LeFH has practically zero cool down time between barrages. Coupled with a Arty Officer which can over ride any cool down with his ability (and increased range!) and I think the LeFH is in a wonderful spot.
This is because it fires so many shells. But if the opponent moves and you need to reposition you get the same cooldown.
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Permanently BannedPosts: 17914 | Subs: 8
Fuck arty, all need nerf.
I find this comment quite amusing since its about 25 hours since they were buffed.
Posts: 8154 | Subs: 2
I find this comment quite amusing since its about 25 hours since they were buffed.
He just have the need to post on every single thread that he doesn't like artillery.
IMO arty needs to be cheaper, have less range, not be able to be built inside sector base (now you can disable offmap inside of it) and shoot less shells.
We have just rollback their role into base saturation.
Posts: 1116 | Subs: 1
Permanently Banned
He just have the need to post on every single thread that he doesn't like artillery.
IMO arty needs to be cheaper, have less range, not be able to be built inside sector base (now you can disable offmap inside of it) and shoot less shells.
We have just rollback their role into base saturation.
Artillery was in its infancy where it belonged. Now we got base barraging and random one shots anywhere on map. This is quite serious and will only get worse when the british arrive. I agree with your changes though we share the same opinion of what needs to be done. Though no less than 500 mp.
Back to brits. They get 2 howitzers inside their base structure. So unless this is changed (likely will no be) unfortunately artillery and off maps cannot be disabled for good when trying to target a base.
Posts: 8154 | Subs: 2
Artillery was in its infancy where it belonged.
No it wasn't. If you complain about the actual changes, it seems you don't remember seeing Joint Operation been part of the meta on 2v2.
See the changelog:
These changes reduce the viability of artillery saturation on the opposing player’s base. Additionally, howitzers should feel more organic with the changes to reload.
105mm Howitzer
Reload time from 2.75 to 2.25-2.75
Shots fired per barrage from 12 to 6
Crew size from 3 to 4
Shots fired per barrage from 8 to 4
Reload time from 3 to 2.8-3.2
Barrage recharge time from 120s to 90s
Crew size from 3 to 4
Health from 350 to 400
Salvos increased from 4 to 8
Removed precision strike at veterancy 1
Veterancy 1 now increases the number of salvos of the ML 20 by 2 (10 Total)
Salvos increased from 6 to 10
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Instead of starting a barrage and praying for the first-shot wipe, they should work like this:
-Greatly reduced damage versus infantry
-Increased damage versus buildings and weapon teams
-Large AoE suppression.
Posts: 17914 | Subs: 8
Whats next? Railway arty should just suppress? Incendiary strikes should give bad tan instead of... incinerate?
Lets also make AT guns do like 40 damage, because having your armor 2 shotted is lame.
Seriously, when did so many coh2 community members became a proud citizens of Pussyland. Hell, they even have a fucking king around here.
Aren't you going too far with casualism? You want to turn it into a blizzard game, where they would do anything and everything to just keep that additional casual scrub playing?
Come fucking on!
If suppression would to be added to arty, it should be an addition, not trade for something.
Posts: 155
Posts: 2779
Artillery was in its infancy where it belonged. Now we got base barraging and random one shots anywhere on map. This is quite serious and will only get worse when the british arrive. I agree with your changes though we share the same opinion of what needs to be done. Though no less than 500 mp.
Back to brits. They get 2 howitzers inside their base structure. So unless this is changed (likely will no be) unfortunately artillery and off maps cannot be disabled for good when trying to target a base.
Dude, those two 25 Pounders are just, for good looking, because the King liked them.
Posts: 830
Posts: 65
Then later ML-20 shells blot out the sun and you explode. So I guess players got trolled by Relic.
...
Posts: 2779
First Relic tells they want players to be encouraged to place OKW structures outside from the safety of base. And you think, allright Relic, high risk, high reward, im all for that, ill play ball.
Then later ML-20 shells blot out the sun and you explode. So I guess players got trolled by Relic.
...
Putting truck in your base doesn't stop ML-20 killing it.
Posts: 65
Putting truck in your base doesn't stop ML-20 killing it.
I talk of 2v2.. if the ML-20 can reach even the base area from a safe zone then...
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