Siddolio vs Oziligath
Game One
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VS
Siddolio
oziligath
Game Two
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VS
oziligath
Siddolio
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gg |
gg |
Thread = revived |
So this change is somewhat on me, the 7.5 setup time was being pushed by Relic/Smith so I put forward that with all the offensive bonuses at a halfed set-up time all the drawbacks of the ability start to dissipate.
A hulled down panther with 960 HP on current Hull Down stats would be completely broken, if you could set hull-down in half the time people would actually start seeing how op the stats it gives actually are.
I'd rather not see the ability changed at all but if it's forced down to 7.5 seconds it cant have the offensive buffs it'd just be too OP. If you can constantly be setting up and tearing down hulldown quickly it starts removing the bad elements.
Onlive Hull-Down fits a niche, the only reason it doesn't typically see plays in 1s is that the 3 most viable Ostheer commanders are around pushing early game and countering light vehicles (ostheer's main problem). I've been using it in my 2v2 loadout for a long time as have a lot of other high rank 2v2 people, Festung and Ele Comm in particular can combine CT's damage reduction with all the bonuses from Hull Down, total aids with Panther and Ostwind.
But yeah i'm pushing for it to go untouched because it's actually a sort of well-designed ability, 15 seconds of set-up is a fairer risk-reward than 7.5 seconds if you get all the buffs you do on live. It has over-synergy with Ostwind, Panther and Command Tank |
do not try to pretend to be a professional player when every time you speak you looks like an ignorant...
xd |
obviously, more than you...
VET 0 and 1
800hp 320 armour
vs 120 pen:
120/320 = 0,375
1/0,375=2,6667 x5(shoots required to kill 800hp)= 13,333 shoots
vs 240 pen:
240/320= 0,75
1/0.75= 1,3333x5(shoots required to kill 800hp)= 6,667 shoots
960hp 260 armour
VS 120 pen
120/260 = 0,461
1/0,461 = 2,169 x6(shoots required to kill 960hp)= 13,015 shoots
VS 240 pen
240/260 = 0,923
1/0,923 = 1,083 x6(shoots required to kill 960hp)= 6,5 shoots
VET 2 and 3
960hp 320 armour
vs 120 pen:
120/320 = 0,375
1/0,375 = 2,667x6(shoots required to kill 960hp)= 16,002 shoots
vs 240 pen:
240/320 = 0,75
1/0.75 = 1,333x6(shoots required to kill 960hp)= 7,998 shoots
960hp 286 armour
VS 120 pen:
120/286 = 0,419
1/0,419 = 2,386 x6(shoots required to kill 960hp) = 14,319 shoots
VS 240 pen:
240/286 = 0,839
1/0,839 = 1,191 x6(shoots required to kill 960hp) = 7,151 shoots
can you understand this? maybe I'm wrong or maybe you are a little troll, but numbers don't lie
even in vet 0 and 1 this change is a nerf in survivability of the panther, and in vet 2 and 3 its a huge NERF specially against medium tanks.
Practical vs Theoretical, you can't play around RNG and numbers in COH2. You'd know this if you actually played the game at a competent level
https://clips.twitch.tv/EnchantingTangentialLyrebirdTooSpicy
Just happened upon this in ed's stream, maybe you can do the math on KT being penned 3 times in a row max range by SU85s, or 2 pens in a row from a ZIS. I'll take the 100% predictability of HP thanks |
from 320 to 260 in armour value, for 1 more guaranteed hit until vet2? and you still thinking than this is a survivability buff?? really???
you must go to school to learn something about maths and statistics, I'm wasting my time with you, and you are wasting your time playing this game.
Do you know what RNG is? Do you know how armour works in COH2? Did you ever use Churchill pre its armour/hp swap? Do you know what consistency means? |
I hope you can see the irony that you call some of my statements neanderthal or extremist yet completely lambaste the patch in your own way with some pretty sophomoric references. I'm sure you're right, but you do kind of do the exact thing you criticise within your post.
This patch has gaping holes all over it yet people are up in arms about mini-nerfs. Also I feel totally vindicated on the stuff i've been trying to get into the patch for the last 2 months thats been disregarded in place of some truly shit change, so im quite salty |
obviously the accuracy and reload time will be better after patch. in general terms maybe is a buff, but more HP per less armour? this a survivability NERF, especially if you consider the tank in vet 2 and the time repairing to reach vet 2
i don't remember the actual armour of the panther, 300 or 325 i think, assuming its 300:
now in vet2
960hp 300 armour
after patch in vet 2
960hp 286 armour
Stop showing off knowledge that you don't have, it seems you do not know how to count...
So you'd rather rely on RNG than have a reliable value to play around? Brilliant. You'd probably be a great Hearthstone player.
It really isn't more or less survivable, comparing vet 2s next to each other is redundant, especially how often Panthers die with their coveted 'high' armour on live (they still get penned all the time on live, dont know if you've used one recently)
The change adds consistency to a high value unit, that is something you should want when you make a big investment in a unit. The repairs could be a problem for Ostheer in 1v1 if you lose your pios over and over again but that usually doesn't happen and ost's crappy repairs are usually a early-mid game problem. in 2v2+ and for OKW its a moot point because of non-doc repair stations.
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