Login

russian armor

OKW's 221 is too weak for its 20 fuel cost

PAGES (7)down
22 Dec 2018, 04:28 AM
#1
avatar of addvaluejack

Posts: 261

Here is the reference, 221 can not win one-on-one with M3 (which cost 15 fuel) or UC (which cost 0 fuel).




Sorry, I can't test with M3 micro. But according to the video, 221 can not out run M3 while M3 is reversing. So if both players are microing, 221 will lose to M3.

Suggestion to balance:
I think relic should reduce its fuel cost or increase its mg's penetration.

Please support me in official site if you have same feeling with me.

https://community.companyofheroes.com/discussion/245523/okw-all-221-is-too-weak-for-its-20-fuel-cost
22 Dec 2018, 05:16 AM
#2
avatar of gbem

Posts: 1979

thats odd i tested it vs the M3A1 aswell and the 221 came out on top... ill conduct further testing with a sample size of 5 to confirm
22 Dec 2018, 05:34 AM
#3
avatar of gbem

Posts: 1979

conducted the test in a sample size of 5 instead of the original 3
long range... 221 won 2 times m3a1 3 times
short range 221 won 1 times M3A1 4 times

heres the interesting part...
the M3A1 actually loses to the 221 initially at long range battles... the problem is the m3a1 gains veterancy halfway through the battle while the 221 doesnt... 221 then proceeds to lose vs a vet 1 M3A1...

solution = reduce the exp needed for the 221 to reach vet 1
22 Dec 2018, 05:40 AM
#4
avatar of gbem

Posts: 1979

also note that the 221 can circle strafe and chase the m3a1 relatively easily as its turreted...

lastly it also stomps out the early aggression of the M3A1 of sov... delaying the game long enough for okw to throw out obers and wipe sov from the face of the earth...

as for UKF i dont know... i barely played the faction since IS were nerfed to near irrelevance...
22 Dec 2018, 05:53 AM
#5
avatar of addvaluejack

Posts: 261

jump backJump back to quoted post22 Dec 2018, 05:34 AMgbem
conducted the test in a sample size of 5 instead of the original 3
long range... 221 won 2 times m3a1 3 times
short range 221 won 1 times M3A1 4 times

heres the interesting part...
the M3A1 actually loses to the 221 initially at long range battles... the problem is the m3a1 gains veterancy halfway through the battle while the 221 doesnt... 221 then proceeds to lose vs a vet 1 M3A1...

solution = reduce the exp needed for the 221 to reach vet 1

If you did any tests, please post your video here. Because according to my tests, 221 will always lose.

For reference:
22 Dec 2018, 05:57 AM
#6
avatar of gbem

Posts: 1979

ohh and the 221 also gets smoke and healing to compensate for the inability to garrison infantry...
22 Dec 2018, 06:01 AM
#7
avatar of gbem

Posts: 1979


If you did any tests, please post your video here. Because according to my tests, 221 will always lose.

For reference:


i dont have a youtube account or any streaming capability... try engaging at maximum range and use conscript sandbags as a measuring stick

also your tests are similar to mine... M3A1 gets vet 1 and whacks the 221 as a result... i think veterancy may be the issue here
22 Dec 2018, 06:04 AM
#8
avatar of addvaluejack

Posts: 261

jump backJump back to quoted post22 Dec 2018, 06:01 AMgbem


i dont have a youtube account or any streaming capability... try engaging at maximum range and use conscript sandbags as a measuring stick

also your tests are similar to mine... M3A1 gets vet 1 and whacks the 221 as a result... i think veterancy may be the issue here


I think you are a terrible SOV player because M3A1's ve1 has nothing to do with accuracy or received accuracy. It only unlock its ability.

Please play more games before commenting.
22 Dec 2018, 06:18 AM
#9
avatar of gbem

Posts: 1979



I think you are a terrible SOV player because M3A1's ve1 has nothing to do with accuracy or received accuracy. It only unlock its ability.

Please play more games before commenting.


the loss of COH2 hu has impacted my stat collection... i can neither confirm nor deny this...
if i am mistaken in my assessment then fine... but it doesnt change anything... giving the 221 easier access to vet 1 gives it smoke... it can disengage from bad situations while still providing healing

mind you you are not exempt from mistakes aswell since you stated the M3A1 costs 5 fuel when it costs 15...

also regardless the 221 is turreted and can chase the m3a1 more reliably than the m3a1 can chase the 221.... and is perfect for chasing down retreating squads snipers etc... i reliably use the 221 to kill penal battalions retreating on low HP...
22 Dec 2018, 06:24 AM
#10
avatar of thedarkarmadillo

Posts: 5279

M3a1 overdrive ability actually reduces the target size by 25% according to the ability guide so it COULD impact the outcome I think. Need someone more in tune with the numbers to tell us if ability even helps against small arms or just projectiles
22 Dec 2018, 06:33 AM
#11
avatar of gbem

Posts: 1979

wheres COH2.hu when you need it?
22 Dec 2018, 09:41 AM
#12
avatar of Stug life

Posts: 4474

jump backJump back to quoted post22 Dec 2018, 06:18 AMgbem


the loss of COH2 hu has impacted my stat collection... i can neither confirm nor deny this...
if i am mistaken in my assessment then fine... but it doesnt change anything... giving the 221 easier access to vet 1 gives it smoke... it can disengage from bad situations while still providing healing

mind you you are not exempt from mistakes aswell since you stated the M3A1 costs 5 fuel when it costs 15...

also regardless the 221 is turreted and can chase the m3a1 more reliably than the m3a1 can chase the 221.... and is perfect for chasing down retreating squads snipers etc... i reliably use the 221 to kill penal battalions retreating on low HP...
here download it and use it https://drive.google.com/open?id=0B7gwy65JLbSRMEJ3M2ZPandMMW8
22 Dec 2018, 12:15 PM
#13
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

here download it and use it https://drive.google.com/open?id=0B7gwy65JLbSRMEJ3M2ZPandMMW8


Not up to date i think since last patch.

You might as well use this instead which is the same without needing to download and reopening in a browser.

https://coh2db.com/stats/

Also, it doesn't have the stats for vet.
22 Dec 2018, 12:43 PM
#14
avatar of Stug life

Posts: 4474

if only someone could update the 2 year old vet guide
22 Dec 2018, 13:44 PM
#15
avatar of gbem

Posts: 1979

or better yet resurrect coh2.hu
22 Dec 2018, 14:20 PM
#16
avatar of addvaluejack

Posts: 261

M3a1 overdrive ability actually reduces the target size by 25% according to the ability guide so it COULD impact the outcome I think. Need someone more in tune with the numbers to tell us if ability even helps against small arms or just projectiles


But neither me nor AI has activate this ability in the videos, so there is nothing to with the ability.
22 Dec 2018, 14:33 PM
#17
avatar of gbem

Posts: 1979



But neither me nor AI has activate this ability in the videos, so there is nothing to with the ability.


we still dont know what vet 1 truly has in store for the M3... none of those stat pages show anything regarding vet changes unlike coh2.hu
22 Dec 2018, 14:49 PM
#18
avatar of Mittens
Donator 11

Posts: 1276

The .50 cal weapon profile is better than the MG42 for starters as far as anti-vehicle.
Another thing to note is that to get an m3 t1 must be built and as such should be considered as part of the cost of the unit.

As such this is a fair match up cost wise. Design wise maybe a 222 upgrade could be a thing but the unit as I understood was supposed to give OKW a way to counter snipers and chase down retreating units.... not combat M3s.

As a side note it does rather well vs WC51 (so long as the player isn't smart enough to use marked target but he has to muni sink for it).
22 Dec 2018, 15:41 PM
#19
avatar of Serrith

Posts: 783

jump backJump back to quoted post22 Dec 2018, 14:49 PMMittens
The .50 cal weapon profile is better than the MG42 for starters as far as anti-vehicle.
Another thing to note is that to get an m3 t1 must be built and as such should be considered as part of the cost of the unit.

As such this is a fair match up cost wise. Design wise maybe a 222 upgrade could be a thing but the unit as I understood was supposed to give OKW a way to counter snipers and chase down retreating units.... not combat M3s.

As a side note it does rather well vs WC51 (so long as the player isn't smart enough to use marked target but he has to muni sink for it).



221 needs a truck called in so that should be factored into cost as well.
22 Dec 2018, 15:42 PM
#20
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post22 Dec 2018, 14:33 PMgbem


we still dont know what vet 1 truly has in store for the M3... none of those stat pages show anything regarding vet changes unlike coh2.hu


You just get overdrive with vet1.

CoH2.hu would also only show you something along the lines of:

experience_value=400
Apply_modifier_action:
modifiers
usage_type: multiplier add
value: 0.2
something something: veterancy_experience modifier.

This just means that you are giving more experience to the enemies with every level of vet.

So nope, it doesn't matter for the discussion purposes.
PAGES (7)down
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

843 users are online: 843 guests
0 post in the last 24h
5 posts in the last week
33 posts in the last month
Registered members: 49147
Welcome our newest member, TalgatCoh
Most online: 2043 users on 29 Oct 2023, 01:04 AM