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Thoughts on OKWs Flak Half Track

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31 Aug 2019, 10:02 AM
#61
avatar of Katitof

Posts: 17914 | Subs: 8



It cant flee instantly since it takes a short moment before it moves.


No, it doesn't for couple of years now.

Smoke is good for concealing but the reason why it has while the USF AA does not is because it has to be stationary.

USF AAHT also has to be stationary for main cannon to fire and it can't turn 360 degree around.

Does not neccessarily make it better.

Nope, but it gives it more utility that can help save not only itself, but other retreating squads as well, its not like it wasn't used like that when fielded on tournaments.

I guess many took it the wrong impression and that is why it was nerfed as it currently is. Cuz it has smoke while the other does not.

It was nerfed, because it murderfucked everything while pinning in first burst.
The nerfs were all justified after it was overbuffed.

There is nothing wrong with it at the moment.
31 Aug 2019, 10:05 AM
#62
avatar of Balanced_Gamer

Posts: 783



sincerely disagree. I still remember how it was before I needed to fold to move, now it only takes about half a second to march back, although I think if you need a small suppression buff


When I meant a moment, it is a window of undeploy similar to an MG but shorter.

USF AA Halftrack can just accelerate faster because it does not have to do that.


Surpression buff is what it may need on top of other things. Rate of fire would fix that too honestly.

It needs damage set to 20 instead. Also accuracy buff.

For all that, increase the smoke price by 10 ammo.

OR just even Simply move all Vet 2 bonuses to Vet 0.
31 Aug 2019, 10:10 AM
#63
avatar of Divisionario

Posts: 32



When I meant a moment, it is a window of undeploy similar to an MG but shorter.

USF AA Halftrack can just accelerate faster because it does not have to do that.


Surpression buff is what it may need on top of other things. Rate of fire would fix that too honestly.

It needs damage set to 20 instead. Also accuracy buff.

For all that, increase the smoke price by 10 ammo.

OR just even Simply move all Vet 2 bonuses to Vet 0.


or simply reduce the value of vet to make it a little easier to get veteran
31 Aug 2019, 10:14 AM
#64
avatar of Balanced_Gamer

Posts: 783



or simply reduce the value of vet to make it a little easier to get veteran


It already got that a while ago (a decrease in Vet requirements).
https://community.companyofheroes.com/discussion/67/coh-2-changelog/p5
Go to comment #140
States the following:



What it did not get is a real improvement in performance.

Performance increase is required and necessary.
31 Aug 2019, 10:18 AM
#65
avatar of Divisionario

Posts: 32



It already got that a while ago (a decrease in Vet requirements).

What it did not get is an improvement in performance.

Performance increase is required and neccessary.


but the flack with maximum veterania is a good unit, you cannot have the perfect unit but flack need a buff bit, but what you ask for is exaggerated
31 Aug 2019, 10:20 AM
#66
avatar of Balanced_Gamer

Posts: 783



but the flack with maximum veterania is a good unit, you cannot have the perfect unit but you do need a buff bit, but what you ask for is exaggerated


Buff the performance in turn nerf the vet bonuses.


Veterancy means nothing if it does not have the proper means to get to there!
31 Aug 2019, 22:58 PM
#67
avatar of aerafield

Posts: 3035 | Subs: 3

I think shifting vet2 boni around would cause new and more problems for this unit, same goes for the P2 which is kinda weak until it reaches vet2. The rather late full combat effectiveness stops them from completely dominating the field if the enemy is a bit late with own tech or did a stupid tech decision.


Thats true, however its pretty hard to "dominate the battlefield" with a unit that has to stand still in order to shoot. AT guns, light tanks and more than 1 AT inf squad hardcounter it
2 Sep 2019, 14:40 PM
#68
avatar of Balanced_Gamer

Posts: 783



Thats true, however its pretty hard to "dominate the battlefield" with a unit that has to stand still in order to shoot. AT guns, light tanks and more than 1 AT inf squad hardcounter it


+1

Improvements and buffs are needed in order to make such a unit viable.

At least viable enough to counter infantry and lights even more properly.
3 Sep 2019, 13:33 PM
#69
avatar of Balanced_Gamer

Posts: 783

Both the USF Halftrack and OKW Halftrack need a buff considering how vulnerable they can be, they need to see more action and to scale properly.

OKW FHT is underperforming. It states that it is supposed to be "efficient vs infantry, lights and AA.

It is definitely good against AA but infantry not so much but terrible against lights.

That is why it needs a damage buff in order for it to better combat against infantry and lights. Especially when its accuracy is not so good at range among other factors that make it unreliable against infantry.

It has a hard time Vetting due to the performance. It only vets well when shooting planes but against any other forms, it is unreliable.

Currently FHT cant deal with infantry properly in mid nor long range. Close range is its main and only opportunity really to get kills.

Either increase AoE to 2 (to improve just against infantry) or increase damage to 20 (to better combat infantry and lights).

Move effectively the Vet 2 stats to Vet 0. It needs that change. Just the damage and accuracy. Surpression on Vet 2 shall remain.



USF AA Halftrack is great against infantry although it has a hard time doing AA but in a good position it is great. Can simply combat lights better than FHT.

Its current performance is good and it means that its veterancy gain is good which it is, since acquires faster and more efficiently than the FHT does. Imo.

Set ups faster that it can pull of shots with main gun faster against lights and does drastically even more damage. Main gun does 40 damage per shot and including the 2 other guns sums it up to a max total of 80 damage per second (Depending on the lights armour), this damage is effectively useful against vehicles but infantry it does around 40 damage per burst and lower.

All in all, it is more efficient.

Can kill infantry far better close range and even in mid range. Can do so while on mobile and stationary. Does not really matter but it does the job better.

I think in addition what both Halftracks needs, is an upgradable purchase where they can increase both armour and health which costs 60 ammo. Would be nice for them to be able to scale late game.

Oh, when you acquire last tech, the upgrade option is free. Just to create more incentive in order to use it even late game.

·
3 Sep 2019, 15:09 PM
#70
avatar of Serrith

Posts: 783

I would take an M5 with a quad any day over the FHT.

The armor on it is equal to an un-upgraded m20 which makes it quite vulnerable to small arms.
The inability to fire on the move is bad enough making it vulnerable to chase downs by anything that can fire on the move, the setup time just compounds the issue.

It is quite expensive fuel wise for its performance and utility(again, see m5 for comparison).


Some buff ideas (not necessarily all of them) -

-Reduction in recieved accuracy
-increase in armor
-Reduction in setup time
-Larger aoe, less damage per shot to make it easier to supress
5 Sep 2019, 13:13 PM
#71
avatar of Balanced_Gamer

Posts: 783

I would take an M5 with a quad any day over the FHT.

The armor on it is equal to an upgraded m20 which makes it quite vulnerable to small arms.
The inability to fire on the move is bad enough making it vulnerable to chase downs by anything that can fire on the move, the setup time just compounds the issue.

It is quite expensive fuel wise for its performance and utility(again, see m5 for comparison).


Some buff ideas (not necessarily all of them) -

-Reduction in recieved accuracy
-increase in armor
-Reduction in setup time
-Larger aoe, less damage per shot to make it easier to supress


All viable points.

Especially the suggested buffs that describe its inconsistency as well as weaknesses.
5 Sep 2019, 15:01 PM
#72
avatar of Serrith

Posts: 783



All viable points.

Especially the suggested buffs that describe its inconsistency as well as weaknesses.



I made a typo-the FHT has armor equal to an UN-upgraded m20 not an upgraded one.
6 Sep 2019, 17:19 PM
#73
avatar of Balanced_Gamer

Posts: 783




I made a typo-the FHT has armor equal to an UN-upgraded m20 not an upgraded one.


Wow, seriously that bad the armour. I did not realise that.

No wonder it is prone to firearms.

Checked the stats to see, and it is true. Same armour as M20 unupgraded, lol.

USF AA FHT has better slightly better armour and it is not as prone to firearms in comparison.

6 Sep 2019, 20:12 PM
#74
avatar of CODGUY

Posts: 888



Then explain bofors. It comes MUCH earlier, is MUCH more powerful to lock down areas and is even MUCH cheaper.


How's it's mobility?
6 Sep 2019, 20:54 PM
#75
avatar of Jilet

Posts: 556

jump backJump back to quoted post6 Sep 2019, 20:12 PMCODGUY


How's it's mobility?


Who needs mobility when you can completely deny an area and have button to get out of trouble free...
6 Sep 2019, 21:22 PM
#76
avatar of Katitof

Posts: 17914 | Subs: 8

jump backJump back to quoted post6 Sep 2019, 20:54 PMJilet


Who needs mobility when you can completely deny an area and have button to get out of trouble free...

Something in your post tells me you struggle with immobile things more then you should, likely not being able to counter upgunned fighting positions as well.
6 Sep 2019, 22:16 PM
#77
avatar of Jilet

Posts: 556


Something in your post tells me you struggle with immobile things more then you should, likely not being able to counter upgunned fighting positions as well.


At least bunkers don't have the "you can hit me but you can't hurt me" button. If they remove the brace BS from emplacements it is fine even if they give them x10 damage of the current ones.
6 Sep 2019, 22:21 PM
#78
avatar of KiwiBirb

Posts: 789

jump backJump back to quoted post6 Sep 2019, 20:12 PMCODGUY


How's it's mobility?


The main problem is, neither of them can chase down weakened squads, so they are both defence only tools


And While the Bofors cannot reposition, it has 2 times better offensive damage and 3 times more health
6 Sep 2019, 22:32 PM
#79
avatar of Katitof

Posts: 17914 | Subs: 8



The main problem is, neither of them can chase down weakened squads, so they are both defence only tools


And While the Bofors cannot reposition, it has 2 times better offensive damage and 3 times more health

Would you like to consider cost and the fact that you can't have light vehicle if you go for it as well or will you keep conveniently ignoring it?

Sorry mate, but emplacements work exclusively vs noobs, if you have hard time against them, I've got some bad news for you.

OKW AAHT was effectively used by and against top players, so if you're complaining about it, problem is somewhere between chair and a keyboard.
7 Sep 2019, 21:36 PM
#80
avatar of Serrith

Posts: 783


Would you like to consider cost and the fact that you can't have light vehicle if you go for it as well or will you keep conveniently ignoring it?

Sorry mate, but emplacements work exclusively vs noobs, if you have hard time against them, I've got some bad news for you.

OKW AAHT was effectively used by and against top players, so if you're complaining about it, problem is somewhere between chair and a keyboard.


Just because someone uses it well occasionally does not mean it shouldnt recieve buffs. I see top players making good use of the comet, that doesn't mean it's in a good state.

Besides, the primary use for it in tournaments is as an AA battery which it is good at, but 50 fuel for AA alone is criminal.
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