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russian armor

@ Relic why was Tiger nerfed ????

10 Sep 2013, 18:11 PM
#1
avatar of panzerjager2

Posts: 168

ok I get it IS2 needed a buff, but what logic did you think that this had to be done ...


Armor from 350 to 300

Max speed from 4.7 to 3.9



So in other words .... it got a pretty bad armor reduction and speed decrease. No upgrade to its dmg output like the IS2 or the range. So this makes getting it absolutely stupid since at least earlier it was able to soak up damage and act as a breakthrough tank.
10 Sep 2013, 18:45 PM
#2
avatar of OnkelSam
Honorary Member Badge

Posts: 1582 | Subs: 4

You gotta show all changes not just the nerfs

Reload from 6.25 to 5
Armor from 350 to 300
Acceleration from 1.25 to 1.8
Max speed from 4.7 to 3.9
Deceleration from 4.2 to 3.9
Price from 600 MP and 250 FU to 720 MP and 200 FU

Especially the reload reduction will increase the damage output significantly and the acceleration increase will also make it more responsive. And the fuel reduction makes it much more effortable.

I don't think it has been a plain nerf, but a good trade off in favor of the Tiger.
10 Sep 2013, 18:47 PM
#3
avatar of AmiPolizeiFunk
Admin Black Badge
Patrion 15

Posts: 16697 | Subs: 12

Acceleration buff will be very good for the Tiger I. Quicker reload is big too, and 50 less fuel.
Hux
10 Sep 2013, 18:48 PM
#4
avatar of Hux
Patrion 14

Posts: 505

^ I agree. And that 50 reduction cost of fuel means it hits the field a bit earlier, meaning it's value as a shock unit also increases.
10 Sep 2013, 18:49 PM
#5
avatar of MorgolKing

Posts: 148

I don't understand why it was nerfed in the ways it was. IS2 and Tiger both needed buffs. IS2 go the buffs and Tiger's acceleration is negated by slower speed and less armor.

Don't understand.
10 Sep 2013, 18:49 PM
#6
avatar of Cardboard Tank

Posts: 978

- Price from 600 MP and 250 FU to 720 MP and 200 FU

As a Tiger doc + T1 + T2 player this is a nerf for me. The manpower increase makes it less attractive and the fuel decrease doesn´t help me as I almost always float it by the time I reach 5 CPs.

Even slower Tiger with less range than the SU-85? How is that thing going to fight?

Probably going for more T3 Panzer IVs now instead of Tigers.
10 Sep 2013, 18:51 PM
#7
avatar of OnkelSam
Honorary Member Badge

Posts: 1582 | Subs: 4

*whine* *whine*

How about you try it out before you cry?
10 Sep 2013, 18:54 PM
#8
avatar of WiFiDi
Honorary Member Badge

Posts: 3293

*whine* *whine*

How about you try it out before you cry?


^
10 Sep 2013, 19:01 PM
#9
avatar of BartonPL

Posts: 2807 | Subs: 6

I don't know what is Tiger penetration and damage but i think that reload speed is okay and those speed changes were unnecessary
10 Sep 2013, 19:02 PM
#10
avatar of Nullist

Posts: 2425

Permanently Banned
Idgaf about Tiger.

Im concerned about those Gren Rifle changes. Whats up with that.
I thought Cons/Grens was supposed to be solid.
10 Sep 2013, 19:35 PM
#11
avatar of Enkidu

Posts: 351

jump backJump back to quoted post10 Sep 2013, 19:02 PMNullist
Idgaf about Tiger.

Im concerned about those Gren Rifle changes. Whats up with that.
I thought Cons/Grens was supposed to be solid.


I'm honestly kind of surprised that they didn't touch the Mosin Nagants at all... Conscript damage output feels so bad, especially as you transition into mid and late game. Perhaps that responsiveness change will make a difference though as they won't constantly be jumping around with every little thing. I do like the increased accuracy for grens at range though, guess we'll just have to see how it plays out.

P.s. When is this patch supposed to go live?
10 Sep 2013, 19:53 PM
#12
avatar of Cardboard Tank

Posts: 978

jump backJump back to quoted post10 Sep 2013, 19:35 PMEnkidu

I do like the increased accuracy for grens at range though, guess we'll just have to see how it plays out.
So they are supposed to be used like Volksgrenadiers vs. Riflemen in Coh1? Keeping the range at maximum? Sry for the offtopic.
10 Sep 2013, 20:26 PM
#13
avatar of UGBEAR

Posts: 954

actually, let' do a math here:

Tiger health: 1280

Alpha: 160

Reload 5.0

Frontal Armor 300

Chance of Penetrating JS-2:154/325=0.474

Shoots(which penetrated) needed to finish off a JS-2: 960/160=6

Shoots needed in total to finish off a JS-2: 6/12.65~=~13

Average time for a Tiger to finish off a JS-2: 13*5.0=65sec

Cost:720 MP and 200 FU

--------------------------------------------------------------------
JS-2 health:960

Damage Alpha: 240

Reload: 9.0

Frontal Armor:325

Chance of Penetrating Tiger: 170/300=0.5667

Shoots(which penetrated) needed to finish off a tiger 1280/240=5.3 ~=~ 6

Shoots needed in total to finish ooff a Tiger: 5.3/0.5667=9.35~=~10

Average time for JS-2 to finish off a Tiger:10*9=90sec

COST: 760 MP and 240 FU


SUM:
Tiger needs 65 sec to finish off a JS-2 while JS-2 took 90 sec to finish off a Tiger
Tiger costs 40MP/40FU less than a Tiger,a nerf to Tiger?


PanzerJager, your name clearly shows which faction you play only
10 Sep 2013, 20:27 PM
#14
avatar of Enkidu

Posts: 351

So they are supposed to be used like Volksgrenadiers vs. Riflemen in Coh1? Keeping the range at maximum? Sry for the offtopic.


Well, it's a per bullet decrease but an accuracy and rof increase so it's just more consistent damage.
10 Sep 2013, 21:02 PM
#15
avatar of CptEend
Patrion 14

Posts: 369

jump backJump back to quoted post10 Sep 2013, 20:26 PMUGBEAR
actually, let' do a math here:

Tiger health: 1280

Alpha: 160

Reload 5.0

Frontal Armor 300

Chance of Penetrating JS-2:154/325=0.474

Shoots(which penetrated) needed to finish off a JS-2: 960/160=6

Shoots needed in total to finish off a JS-2: 6/12.65~=~13

Average time for a Tiger to finish off a JS-2: 13*5.0=65sec

Cost:720 MP and 200 FU

--------------------------------------------------------------------
JS-2 health:960

Damage Alpha: 240

Reload: 9.0

Frontal Armor:325

Chance of Penetrating Tiger: 170/325=0.523

Shoots(which penetrated) needed to finish off a tiger 1280/240=5.3 ~=~ 6

Shoots needed in total to finish ooff a Tiger: 5.3/0.523=10.13~=~11

Average time for JS-2 to finish off a Tiger:11*9=99SEC

COST: 760 MP and 240 FU


SUM:
Tiger needs 65 sec to finish off a JS-2 while JS-2 took 99 sec to finish off a Tiger
Tiger costs 40MP/40FU less than a Tiger,a nerf to Tiger?


PanzerJager, your name clearly shows which faction you play only


An IS-2 isn't meant to counter a Tiger though (or at least that's how I understood it). An IS-2 is far better at killing infantry, and a little worse at killing tanks. Seems fair to me, I might actually build the IS-2 sometime now.
10 Sep 2013, 21:18 PM
#16
avatar of wooof

Posts: 950 | Subs: 1

jump backJump back to quoted post10 Sep 2013, 19:02 PMNullist
Idgaf about Tiger.

Im concerned about those Gren Rifle changes. Whats up with that.
I thought Cons/Grens was supposed to be solid.


it really doesnt change anything significantly

before the patch
k98 3.80 near 2.42 mid 1.03 far

after the patch
k98 3.78 near 2.40 mid 1.03 far


jump backJump back to quoted post10 Sep 2013, 20:26 PMUGBEAR
actually, let' do a math here....



you accidentally gave the tiger 325 armor instead of 300. also, for the sake of accurate numbers, the tiger takes 5.25 seconds to shoot and the is2 takes 9.25. thats because it takes .125 seconds to aim and the shot itself takes .125 seconds. pretty minor but i thought id point it out.
Hux
10 Sep 2013, 21:19 PM
#17
avatar of Hux
Patrion 14

Posts: 505

jump backJump back to quoted post10 Sep 2013, 21:02 PMCptEend


An IS-2 isn't meant to counter a Tiger though (or at least that's how I understood it). An IS-2 is far better at killing infantry, and a little worse at killing tanks. Seems fair to me, I might actually build the IS-2 sometime now.


Agreed. The IS2 is always used as a soviet approximation for an equivalent of a tiger. But it's role is infantry support and should be used as a breakthrough tanks at the centre of an attack. As it stands now (Thank you for the info UGBEAR) I think the two units are pretty close to where they should be.. at least in relation to each other.

I look forward to using both of them
10 Sep 2013, 21:36 PM
#18
avatar of UGBEAR

Posts: 954

jump backJump back to quoted post10 Sep 2013, 21:18 PMwooof
you accidentally gave the tiger 325 armor instead of 300. also, for the sake of accurate numbers, the tiger takes 5.25 seconds to shoot and the is2 takes 9.25. thats because it takes .125 seconds to aim and the shot itself takes .125 seconds. pretty minor but i thought id point it out.


Thx, corrected, I think the aiming time will be included in the loading time, otherwise it's 68.25 vs. 92.5 still tiger favored(not much of a different here)
10 Sep 2013, 21:46 PM
#19
avatar of wooof

Posts: 950 | Subs: 1

aim time is not included in reload time. the full shooting cycle is this:

wind up, fire aim time, shot, wind down, cooldown, reload(if necesarry)

tanks (besides ostwind) have 0 wind up, wind down and cooldown currently. if it was infantry they would be relevant though. for the first shot on a new target, fire aim time is replaced by ready aim time. this also only really matters for inf, since tanks ready aim=fire aim. all tanks (besides ostwind again) will reload after every shot, inf obviously varies a lot in how many times it can shoot before a reload.

its off topic but just a little mechanics explanation for those who care.
10 Sep 2013, 21:50 PM
#20
avatar of Tristan44

Posts: 915

I'm happy we are getting patches so quickly! Regardless of how I feel about the changes these patches are great for the future of Coh2. I have found myself playing less and less (especially with the release of Rome 2) but just knowing there is a effort to make the game better gives me a lot of confidence. Coh2 will be here for the duration, along with the dev teams who improve it. At least I know that if I do decide to take a break I will come back to a more polished and balanced game! Way to go Relic!!
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