Ram also has a lot of "legacy RNG" tied to it that can be a source of extreme frustration.
Assuming the coh2 ability guide is up-to-date (should be since ram has been untouched forever) ram still has a 5% chance of heavy engine damage and 3% chance of immobilization. Those 2 crits are a certain death to any tank and the small chance to dodge an IL2 / rocket strafe combo is reduced to zero.
If nothing more those retarded crits need to go - there isn't any justification for them and they just cause unnecessary bg /leave moments. (unless one wants pure RNG to win fights)
Profile of SweetrollNearTheDoor
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Steam: 76561198042954128
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: SweetrollWerfingNearTheDoor
Steam: 76561198042954128
Residence: Finland
Nationality: Finland
Timezone: Europe/Helsinki
Game Name: SweetrollWerfingNearTheDoor
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Post History of SweetrollNearTheDoor
Thread: Ram + Offmap combo needs to be nerfed6 Apr 2020, 11:57 AM
In: COH2 Balance |
Thread: Question about 120mm mortar31 Mar 2020, 09:15 AM
I feel that 120mm mortar also has a lot of lost DPS potential due to the longer re-setup / refacing times compared to other mortars causing it to lose precious firing time. If the 120mm mortar was more responsive and refaced more quickly I think people could get a lot more value out of it without having to resort to messing with its other stats too much. In addition longer refacing times make the already unresponsive mortar barrages painfully unreliable. The perfectly balanced popcap of the 120mm definitely is an issue as well though. In: COH2 Balance |
Thread: I&R Pathfinder arty is perfectly balanced - change my mind19 Mar 2020, 18:29 PM
A few seconds? It's more like you have only a single second to dodge. Pathfinder arty is a whole different beast entirely - at least with frags and butterfly bombs you get the red smoke and also a plane drop and especially the frag bombing run offers plenty of reaction time if it is used in the middle of the map. Pathtfinder arty on the other hand has the exact same drop time no matter which part of the map so there is even less counterplay. I think I&R pathfinders are the unit equivalent to Jaeger Armor Doctrine - it just has too many terrific abilities with great synergy condensed into a single package. Maybe the artillery call-in could be added as a unit upgrade for the Pathfinders that also removes the camo so the opponent at least has a theoretical chance to dodge that balance delivery. In: COH2 Gameplay |
Thread: I&R Pathfinder arty is perfectly balanced - change my mind19 Mar 2020, 16:09 PM
Howdy! Recently I've been memeing around with USF I&R Pathfinders that have the 140 muni arty that has no tech requirements. Additionally it has a very short drop time, there is no warning shout from the unit it gets dropped on and it can be called in without breaking camo and has a big cast range supported by pathfinders' excellent vision. But naturally there is more. If a single shell hits a tank it gets stunned and gets engine damaged. Recently I also learned that it can KO a heavy TD from full health. Now that sounds a bit too perfectly balanced if you ask me. And I don't think the damage and mental strain caused by this ability is completely fair to the Axis side since they have just a few seconds to dodge an ability that can be basically casted on any unit near cover of any sort. Do you think this ability should get looked at since it is in an already potent commander? Demonstration replay included In: COH2 Gameplay |
Thread: A perfectly balanced ability19 Mar 2020, 16:00 PM
Sneak attack level: perfectly balanced In: Replays |
Thread: Brit AT nade time to throw issue5 Mar 2020, 11:39 AM
Howdy! As a disclaimer I don't play too much Brits since I feel they are a bit too perfectly balanced for my tastes. However I've observed in team games and in shoutcasts that the Royal Sapper AT grenades seem to take a lot longer to throw compared to the soviet AT grenades for example. As a result axis tanks have a a considerably longer period of unhindered movement to get out of AT gun range or get one more shot off before dying. I can't help but feel this has something to do with the old issue with abilities when they were not activated before a previous animation was completed. For example a Pgren would complete the reload sequence of his STG before throwing a bundle grenade so there would be several extra seconds before the ability actually activated and players had no control over that. As a result skill based mechanics like timing nades on retreat paths was frustratingly difficult and unpredictable. This however was successfully patched out quite a while ago but then again the brit AT nades were implemented after the fix. Do you think there is a similar issue with the current Brit At nades or is this my bias towards a perfectly balanced faction playing tricks on me? In: COH2 Gameplay |
Thread: Cease your retreat bug21 Feb 2020, 12:38 PM
Howdy! In a recent match I encountered a bug I've never seen before. I've included the replay in question. The feature occurs at 17:50 when a vet 2 volksgrenadier starts retreating but suddenly the retreat just ends leading to a squad wipe. Forward retreat point was active at the time but it was neither activated or deactivated around the time when the bug occurred so I don't think it has much to do with it. (Complimentary B4 memes included) Has anyone else encountered this feature or do you all have your Retreat Permits in order? In: COH2 Bugs |
Thread: Do you have a permit for that retreat21 Feb 2020, 12:33 PM
A weird retreat bug that affects the vet 2 STG volksgrenadier retreating at 17:50 making the retreat end in the middle of nowhere for no reason causing a squad wipe. In: Replays |
Thread: What would you do about the 120mm mortar?13 Aug 2019, 06:16 AM
Every single Soviet indirect fire piece had a precision strike as a vet 1 ability. For example a vet 1 B4 could one shot a full health Jagdtiger or a King Tiger when For Mother Russia was active with a pinpoint accuracy shot. All of the precision shot abilities were removed and replaced for obvious balance and gameplay reasons. In: COH2 Gameplay |
Thread: What would you do about the 120mm mortar?11 Aug 2019, 06:08 AM
The consensus seems to have clearly formed around a reasonable cost reduction. It would definitely make the unit more accessible since all of the doctrines that include the 120mm mortar also have other manpower heavy call-ins like shocks, guards, dushkas and peashooter AT guns. In addition, when made more affordable players can call it in more often hopefully making it easier to evaluate its performance from the Allied and Axis point of view. I never paid much attention to it but the popcap of the 120mm is definitely inconsistent with other artillery units at whopping 10 popcap a piece. Using several of these mortars would tie a heavy tanks worth of popcap into 2 units and considering the current performance that is quite ridiculous. For comparison late game artillery like the panzerwerfer cost 12 popcap while early game options like the Soviet standard mortar costs 6 popcap and the USF pack howizer costs 8 popcap. I'd argue the popcap reduction is also warranted either from the balance point of view or from the perspective of making the popcap of early game indirect fire consistent. 120mm should work like a *looks around* Pack Howitzer. This is a great point. I wonder how much of the potential DPS of the 120mm mortar is lost during the constant refacing and setting up. I think most mortars are a bit clumsy especially regarding their smoke barrages which can take ages to activate but the issue is definitely highlighted in the 120mm. (also especially the USF mortar seems to be prone to being completely broken when using the smoke barrage and after that it becomes unresponsive but that is another topic for another day) Other ways to change the unit could be an increase in utility or an increase in doctrine synergy. For example one of the 120mm mortar doctrines - shock army tactics I believe - also includes shocks and PPSH conscripts. I think the CQC nature of the commander would benefit if the 120mm mortar smoke barraged was replaced with the creeping smoke barrage of the British mortar pit. That would enable shocks and cons to traverse the battlefield under the cover of smoke reducing manpower bleed on advance. In addition the Creeping smoke barrage would require coordination and good timing while not being an outright damage buff for the mortar. In: COH2 Gameplay |
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VSMark SweetrollWerfingNearTheDoor 유파_YUPA XinYingStevevokhe The Bored Guy IdontspareGirls I am GrootWe call these Surprise Mechanicsby: SweetrollNearTheDoor map: City 171-570
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VStitty twister 4 ur sister Sgt.Legend SweetrollWerfingInAGoodSpot[NS] YGNOW [NS] Sanya V.Litvyak fuckerExample Of USF Mortar HT Spamby: SweetrollNearTheDoor map: Rzhev Winter1-986
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VSLu3yfer SweetrollWerfingInAGoodSpot Degreez Dick JohnsonIce?Isthatwhatuwant?youwantice? ***nub ☠Dead Morose☠ 百变萌新First SU76 buildby: SweetrollNearTheDoor map: Unknown1-966
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VSSCHWVEN[KOR] SweetrollWerfingInAGoodSpot M-Reimu Shifty:-: xxxxxxxxxxx 101st Airborne Division VG qwe055137Trying to make SU76 work on a map with pathing issuesby: SweetrollNearTheDoor map: Essen Steelworks1-914
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VScoatol5 SweetrollWerfingInAGoodSpot Chairman meow Degreez☠Dead Morose☠ ★Dr_Feelgood93★ necromency CCOOHHUtility and synergy of SU76 spamby: SweetrollNearTheDoor map: Unknown1-943
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