Mark Target Change: Damage to Penetration
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(I believe Thunderhun was the first to suggest the change with others adding onto it, don't quote me on that though.)
Currently Mark Target is a rather frustrating ability to see given that it has no counter play (Shooting down the plane doesn't stop the ability), it results in one less shot to kill for most tanks (medium tanks suffer greatly from this as one less shot is huge. Difference between escaping or exploding in a fireball), and is rather RNG dependent. You can get four penetrating shots in a row and destroy a Panther or nothing penetrates at all. It does reward flanking and overwhelming a target but this benefits mainly Call Ins units of Soviets due to their generally higher penetration and HP.
Instead of doing increased damage Mark Target would rather increase penetration of a target. Call Ins would benefit less of this considering their penetration but will help against the heaviest tank. The main bonus of this change however would be Soviet stock units. Suddenly T-34-76s can assuredly take on both Panzer 4 variants on equal terms. Two T-34-76s can hunt down a Panzer 4 without constantly bouncing shots. SU-85s and 76s will be able to penetrate King Tigers and Panthers reliably rather than let RNG take the reigns. This change would be more geared toward making a more consistent, less RNG gameplay. I do not know how much the increased penetration would be. Enough for Tank Destroyers to penetrate any German tank (Not all the time however) with Soviet medium tank being able to penetrate most German tanks consistently.
This would encourage more combined arms plays given a Soviet player can confidently deal with German tanks combined with this ability and not of a RNG battle.
Of course shooting down the plane will result in the effect wearing off. I'd suggest covering the Tank in smoke would also postpone the effect until it wears off but I think that might be too far.
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First lets "fix" Germanys get out of jail free card blitz and smoke on tanks, then talk about mark target.
Attack ground and snares are hard
EDIT: On topic I think is an excellent idea and the plane being shot down causing the effect to wear off would off interesting counter play. Do you think that the Command Panzer V should have it's mark target function differently or the same way?
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What exactly does this ability do in terms of stats?
I think one way to "diversify" this ability's usefullness is that it does things like increase the threshold for critical hits (re normally you have to be like below 75% health for AT grenade to critically damage, so a Marked vehicle removes this requirement.
Or just make it deal additional base damage AND double penetration power. It would be lame to have a Marked Vehicle that can still run away to still bounce off shells and the only consistent solution is rely on call-in vehicles.
You can also conversely change the effects to high chance of vehicle stun when hit, so that the enemy player needs to keep their tank far from a fight and either forfeit the ability to make use of that unit, or greatly risk having it be a shell magnet and that prevents it from run away. Besides the circumstantial Button, there is no other means for Soviet players to stun enemy vehicles. TWP on the other hand operates per every non-doct Ostheer unit (plus AT gun) but costs munitions and one-time use per spend. IMO that's a big enough difference, certainly bigger than Panzerfaust vs. AT grenade.
I mean I for one would love an opportunity to negate the effects of Blitzkireg Tactics on a Tiger rather than several seconds of being able to do more damage IF I actually penetrate.
An even simpler solution would be that instead of a classic Stun, a Marked vehicle just gets temporarily immobilized by stunning the driver whenever it gets hit it, and becomes a sitting duck for a few seconds, and you must keep scoring heads to keep it that way until the Marked Target effect wears off. Since it is just immobile it can still fight back, requiring Soviet players to either overwhelm or rely on flanking. ANd because it can still shoot,the vehicle still has a chance to escape once the threat destroyed long enough for Mark Target wears off, forcing affected players to enact a different tactic than "click Blitz ability for freedom and repairs". I believe this is actually the opposite of Stuart's Stun shot, which stops the target vehicle from attacking, but it can still move.
This also might end up benefiting the opponent as well: if his Marked tank is still able to ward off your attacks, he can just have artillery or covering fire can smash your units if you're not careful.
Still at the same time, a sitting duck of a Tiger is far easier to disable, flank and destroy than if it can take more base damage than usual but can still Blitz away. I don't think this would be that overpowered seeing as it's one doctrinal ability that negates the vet1 ability of three non-doc medium tanks (and a heavy), and the ability itself is found in only three Soviet commanders, one gives Guards and the other Shocks, and the third shitty Parisans.
Th only problem with this idea is that it replaces T-34 ramming, but really who the hell uses that? And if they do, this offers a munitions-based alternative, plus far less RNG dependent.
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I would like to see the Panther Mark Target get tweaked as well due the high penetration of Germany weaponry. It's rather harsh give most of Allied tanks relative fragile armour. With the bonus damage OKW tear through those affected. But I'd suggest that be another topic considering this is of the Soviet Mark Target.
I think it's 50% more damage instead of 35%. You can cast it if you have vision, the only difference is the plane.
I'm not 100% sure but marked targets have higher priority.
Attack ground and snares are hard
Attack ground has less accuracy as you rely on scatter hits and snares don't prevent Blitz*
*(only mines)
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the problem with the plane getting shot down is OKW and to a lesser extend OKH pintel mounts (the AA system in coh2 is far too simplistic...).
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"RERIK NURF PTRS! MAH TIGURZ AND PANZORS GIT SHREDDED!"
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If it was changed would happily take say, 20% extra penetration, 35% increased damage as then hits would be more reliable - and you should only be using the ability on heavy tanks so the penetration bonus would cater it more to heavy tanks.
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As you point out, it'll make flanks (hitting rear armor) and overwhelming armor less effective in oposition to give more steady results and benefiting frontal engagements (TD and AT guns).
It will also be a nerf against combination of abilities with teammates, offmaps and artillery.
I'm gonna clarify. If this is meant to be done then theres other features which requires a rework:
-PV Mark vehicle
-Heat shells (despite they also need fixing)
-Ambush camouflage 150% damage bonus
Some food for thought.
Mark vehicle > Chance to pen > Average number of shots
T3476 vs OKW PIV
>35% +damage (3 hits)>> 51.3%/34.2% >>> 5.84/8.77
>35% +penetration (4hits)>> 69.2%/46.2% >>> 5.78/8.65
>35% -armor (4hits) >> 78.9%/52.6% >>> 5.07/7.60
Su85 vs KT
>35% +damage (6h) >> 53.3%/48% >>> 11.26/12.5
>35% +penetration (8h) >> 72%/64.8% >>> 11.11/12.34
>35% -armor (8h) >> 82.1%/73.8% >>> 9.74/10.84
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What of PV Mark Vehicle? I am not familiar with that ability unless you mean Command Panther? That is quite the combo I recall basically two shot a KV-2 but it is a rare combo simply due the fact of needing two doctrines. Also of requiring a coordinated team but I am not saying that should be looked at as well. Considering I play every faction I would like to see things be given and taken from both Axis and Allied for a more even battlefield.
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Just make it stops when plane is shooted down.
no way.
i like playing 3v3+.
and in those modes, allies recon plane barely survives one pass.
i.e. this happended to me in sittard
me: ok, i'm going to recon. get ready to bomb the lefh. it's here (i ping the location).
teammate: i'm ready.
me: here it goes.
as the recon plane was crossing the middle river,
teammate: it got shot down.
me: yeah i saw. . .. . .
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