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russian armor

Mechanic where penetration below 3% is ignored

11 Oct 2015, 21:53 PM
#1
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
You know how that whole mechanic of 3% chance to penetrate and under is disregarded. I think it would be so much better if it was raised up to anything below 15-20% is disregarded. This would remove a lot of stupid **** like t70s penetratiing king tiger frontal armor and perhaps flak guns not harming heavy tanks like churchills or kv1s. But tank combat between even mediums and heavies would be unchanged. Would remove silly things like this that are just unneeded RNG. What do you think?
11 Oct 2015, 22:03 PM
#2
avatar of Katitof

Posts: 17914 | Subs: 8

It would also make M3 scout car and anything heavier then that impenetrable to small arms fire.

Also, what is wrong with T70 being able to pen KT front armor?
Its not like its going to kill it or even damage it in noticeable way.
11 Oct 2015, 22:21 PM
#3
avatar of daspoulos

Posts: 1116 | Subs: 1

Permanently Banned
jump backJump back to quoted post11 Oct 2015, 22:03 PMKatitof
It would also make M3 scout car and anything heavier then that impenetrable to small arms fire.

Also, what is wrong with T70 being able to pen KT front armor?
Its not like its going to kill it or even damage it in noticeable way.

Hmmm yeah you would be right on that, I have no answer on how to get around that. But as for things like t70 penning king armor, and flak trucks damaging kv1s and churchills, thats just silly stupid RNG.
11 Oct 2015, 22:27 PM
#4
avatar of Katitof

Posts: 17914 | Subs: 8

Well, thats the mechanic you can't have working perfectly in all circumstances, not much choice here and current solution is lesser, mandatory evil.
11 Oct 2015, 22:58 PM
#5
avatar of Dullahan

Posts: 1384

No, soft counters are way better for tactic design. (Even if they are very very soft counters)

No tank should be completely invulnerable to anything, even if it deflects 97/100 shots.
12 Oct 2015, 00:02 AM
#6
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

i don't like the current pen/armour system because it's heavily biased towards pen but i don't think there's an easy fix; particularly with how few units each faction has.
12 Oct 2015, 02:35 AM
#7
avatar of The Big Red 1

Posts: 758

i would have liked it if they had the percentage numbers even with the exception of the number 5.
12 Oct 2015, 02:59 AM
#8
avatar of J1N6666

Posts: 306

i don't like the current pen/armour system because it's heavily biased towards pen but i don't think there's an easy fix; particularly with how few units each faction has.


let's thank the stupid DLC system for how few units we have.
12 Oct 2015, 06:34 AM
#9
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

jump backJump back to quoted post12 Oct 2015, 02:59 AMJ1N6666


let's thank the stupid DLC system for how few units we have.


that and the compressed development schedule :\
12 Oct 2015, 07:32 AM
#10
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post12 Oct 2015, 02:59 AMJ1N6666


let's thank the stupid DLC system for how few units we have.

DAMN that evil DLC commander system limiting amount of units.

It stretches as far as Red Alert series, Warcraft series, CoH1 and DoW2.
12 Oct 2015, 19:39 PM
#11
avatar of J1N6666

Posts: 306

jump backJump back to quoted post12 Oct 2015, 07:32 AMKatitof

DAMN that evil DLC commander system limiting amount of units.

It stretches as far as Red Alert series, Warcraft series, CoH1 and DoW2.


Expansions Katherine, those games have expansions, not DLC. Some even include their very own campaigns.

COH2 excluding (faction) expansions unfortunately has:

Tiger ace / buying vet: 2.99
Party-sans: 2.99
Soviet industry: 2.99
+ others etc.

lol...
12 Oct 2015, 20:04 PM
#12
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post12 Oct 2015, 19:39 PMJ1N6666


Expansions Katherine, those games have expansions, not DLC. Some even include their very own campaigns.

COH2 excluding (faction) expansions unfortunately has:

Tiger ace / buying vet: 2.99
Party-sans: 2.99
Soviet industry: 2.99
+ others etc.

lol...

You completely missed the point.

He believes that DLC commanders are limiting default unit selection amount in any way.
All these games prove him wrong as they have similar/same number of units in them, yet they lack additional ones that commanders bring, therefore its lack of commander that limits the rooster.
12 Oct 2015, 20:51 PM
#13
avatar of J1N6666

Posts: 306

jump backJump back to quoted post12 Oct 2015, 20:04 PMKatitof

You completely missed the point.

He believes that DLC commanders are limiting default unit selection amount in any way.
All these games prove him wrong as they have similar/same number of units in them, yet they lack additional ones that commanders bring, therefore its lack of commander that limits the rooster.


I personally think that the DLC system does limit the default unit selection amount simply due to the fact that the developers are now able to cut out content in order to sell at a later date.

I would have agreed with you if only I had not seen COH 2 at launch.

Examples of units cut out to be sold at a later date:
KV-1 (TOW)
KV-2 (Campaign)
Tiger Ace (vet 3 tiger)
Assualt Grens (Grens with mp40, remodel of the mp40 panzergrens in TOW)
+among others etc.

If some of these could be used in the default tech tree, (excluding extremties like tiger ace) there would be no reason to cut out content. The only factor is, that they could resell the content in order to monetize it at a later date.

Either way, it's not the first time game companies have done it. But really, I've seen many threads at launch asking for something like a KV-1 to go into the default soviet tech trees with very little backlash.
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