UKF September patch discussion
- This thread is locked
Posts: 450
Posts: 393
Posts: 1220 | Subs: 1
I'm getting kinda worried about the pop cap increase of three honestly. That's 39 Pop Cap for the Churchill and 17 Pounder alone...
For a long time I'm usually limited myself to only 1 or 2 churchill, with the new pop cap, it will be 38 pop for 2 churchill, sure take up alot, but not the end of the world.
Actually, with the price decrease of firefly, a combo of 1 churchill and 1 firefly is 5 fuel cheaper now. I think i will adjust my built to more focus around 1 churchill + 1 firefly.
Posts: 393
Posts: 1220 | Subs: 1
I stand corrected for my info is outdated. It's 14 Pop Cap for the 17 Pounder, not 20.
Meaning 52 pop for 2 churchill and a 17 pdr. but, personally, if i intended to built a 17 pdr, i will only buy 1 churchill anyway .
Posts: 450
Meaning 52 pop for 2 churchill and a 17 pdr. but, personally, if i intended to built a 17 pdr, i will only buy 1 churchill anyway .
Just build the special churchills and tech hammer instead. I would still stay away from the comet though. Build fireflies and cromwells to compliment your new build.
Posts: 5
It's almost trivial that if hammer-tech cost no manpower or fuel that the comet would be a good tank (I know call-ins would be affected). It would come out 2-3 minutes earlier and it basically acts as a slightly weaker call-in. This would give it time to vet up before a panther appeared.
Similarly moving accuracy would increase the likelihood that it could win any engagement since it would have the DPS advantage on a chase both while running away or diving in for the kill. At 1.0 moving accuracy it would be a death machine running around the field at full speed killing until it got low, then war-speeding away.
Obviously those are the two extremes but it shouldn't be difficult to find a happy medium between the two. Even if call-ins are available slightly earlier due to the reduced fuel cost of hammer, the trade off is ... well you're using hammer lol. No Heavy REs, no airburst shells, no extra sight.
Personally I would just reduce hammer cost by half to 100/25 and boost the moving accuracy of the comet to 0.75 and test from there. This makes the first comet effectively 580/210 which is similar to what call-ins are now. However since the Comet is effectively half-way between a heavy like the Pershing and a medium like the Cromwell this seems to fit the bill perfectly timing wise. For reference a Churchill is 690/215 and a crocodile w/ hammer would be 740/255.
Even if this is too fast, worse timing mistakes have been made *cough* most call-ins in CoH2's history *cough*. Also even if these changes somewhat revert past changes made by relic there is no reason not to consider them as the game has changed significantly since UKF launch. For those who don't remember the Comet used to have 0.75 moving accuracy and hammer and anvil both used to cost 200/25. However the comet at the time also used to have 180 rear armour, 50 range, lethal white phosphorous, and cost only 16 pop.
Posts: 261
Posts: 4474
Could we give Cromwell a better moving accuracy multiplier?do u remember when Cromwell was op ?
they only nerfed the scatter a little bit, removed the moving accuracy , and reduced rotation
this patch already buffing the acceleration (so crushing too) and target size
if we give it back the moving acc too i think we would be back to old cromwell
Posts: 5279
do u remember when Cromwell was op ?they also reduced the range if I recall. Pen too?
they only nerfed the scatter a little bit, removed the moving accuracy , and reduced rotation
this patch already buffing the acceleration (so crushing too) and target size
if we give it back the moving acc too i think we would be back to old cromwell
Posts: 393
they also reduced the range if I recall. Pen too?
I'm pretty sure AoE was hit too, wasn't it?
Posts: 4474
they also reduced the range if I recall. Pen too?no that's comet
Posts: 261
no that's comet
50 -> 45 If my memory is correct.
Posts: 4928
Posts: 8154 | Subs: 2
do u remember when Cromwell was op ?
they only nerfed the scatter a little bit, removed the moving accuracy , and reduced rotation
this patch already buffing the acceleration (so crushing too) and target size
if we give it back the moving acc too i think we would be back to old cromwell
Nah, acceleration is not the main concern on whether you are a good crusher or not. The real deal is rotation as it allows you to crush squad once they move to a side.
Cromwell been OP was a compound factor.
-Tank commander granting xp gain, therefore faster vet.
-Cheap cost. Small size (18 which is equal to T70). 80 range smoke shells.
-Rotation equal to old M10. USF levels of moving acc. Better scatter.
The AI from the Cromwell didn't come from the gun, it was the mobility for crushing.
Posts: 1220 | Subs: 1
Nah, acceleration is not the main concern on whether you are a good crusher or not. The real deal is rotation as it allows you to crush squad once they move to a side.
Cromwell been OP was a compound factor.
-Tank commander granting xp gain, therefore faster vet.
-Cheap cost. Small size (18 which is equal to T70). 80 range smoke shells.
-Rotation equal to old M10. USF levels of moving acc. Better scatter.
The AI from the Cromwell didn't come from the gun, it was the mobility for crushing.
And most of these factors are gone, now cromwell is a mediocre tank but have a pretty small window of opportunity before p4 come.
Posts: 1220 | Subs: 1
Posts: 4474
Nah, acceleration is not the main concern on whether you are a good crusher or not. The real deal is rotation as it allows you to crush squad once they move to a side.
Cromwell been OP was a compound factor.
-Tank commander granting xp gain, therefore faster vet.
-Cheap cost. Small size (18 which is equal to T70). 80 range smoke shells.
-Rotation equal to old M10. USF levels of moving acc. Better scatter.
The AI from the Cromwell didn't come from the gun, it was the mobility for crushing.
this 2 have already been reverted and is now faster +smoke comes at vet 0
Posts: 8154 | Subs: 2
this 2 have already been reverted and is now faster +smoke comes at vet 0
You keep repeating the same point.
Size is not 18, tanks don't have base 38 rotation (magic number) and smoke don't outrange AT guns.
You said we would have old Cromwell back with further buffs, i'm saying it would take more than that to have the old "OP" cromwell. Things which would probably never return (80 range smoke, 38 rotation and increased xp gain).
Posts: 888
Livestreams
42 | |||||
120 | |||||
6 | |||||
3 | |||||
3 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.35057.860+15
- 3.1110614.644+11
- 4.921405.695+5
- 5.634229.735+8
- 6.276108.719+27
- 7.306114.729+2
- 8.262137.657+3
- 9.1045675.608+3
- 10.722440.621+4
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
6 posts in the last week
34 posts in the last month
Welcome our newest member, manclubgayote
Most online: 2043 users on 29 Oct 2023, 01:04 AM