IS2 vet is similar to the Kv-2 but it seems to be better overall. I don't really feel the tanks perform equally at the moment especially considering the fuel cost is equal. You see Is2 all the time and the Kv2 is not nearly as popular.
KV2 Vet 2
+50% weapon rotation speed, +25% direct fire range, +14.3% indirect fire
IS2 Vet 2
+50% weapon rotation speed, +25% range, +20% accuracy
Kv2 Vet 3
+20% weapon rotation speed, +20% rotation speed, +20% speed, +20% ac/de-celeration, +180 hp
Is2
-30% reload, +20% rotation speed, +20% speed, +20% ac/de-celeration
Kv2 vet 3 speed bonus was replaced with the health bonus in the commander revamp. |
Been testing out the IS-2. Fragmentation does nothing to garrison units, not sure if intended.
More importantly, Im abit worried that the changes will push the kv2 back into obscurity. While the kv2 has massive aeo, the new is-2 does enough damage allowing the mg to pick infantry off like flies which is a problem because the kv2 is really only good against infantry.
The kv2 only real advantage is range (as it improves with vet 2). |
Thanks for the reports, something seems to have gone wrong with the release version of the mod causing several issues with hitboxes and other ballistics. We're looking into these issues and hope to release a fixed version as soon as possible.
False alarm on the veterancy, I think on the first time playing the mod it must of happened (I was extremely convinced). Rebooting the game and I cant get the same results. |
All units after gaining any experience will continue to gain experience even out of combat automatically.
Sometimes at grenades and snare weapons in general wont go off e.g conscripts will do the at grenade throw animation but there is no grenade or impact ( I thought for a second they were doing the Molotov animation). |
we both agree perfectly then. There is not a single building necessary to OH, only BP enables new ones and let the player enable their strategies because of the game needs. Therefore buildings are to be considered side techs by the previous definition.
Omg. To clarify further, having to purchase upgrades within a tech building (regardless of tech level) to improve units is SIDE TECH.
Edit: you have never played aoe have you? |
Of course it can! Silly me.
Not a single tech required. What a surprise! //////////////////////s
OH pays SIDE TECH to get units... #AxisOP
What the heck are you complaining of then? Cons only pay a crappy side tech to enable a single skill.
Thats why factions have restrains, otherwise OH would just skip T1 and T2 to get Pz4+OstW and win every single time. But that implies your hands are tied to anything on wheels.
The BPs are linear giving you options to build what you need, like choosing going caption or lieutenant, going battle hq first ect.
Just pointing that out. |
This thread has crash and burned. Cannot be bothered seriously. |
The fun part is that for OH, teching is BF only and buildings are its "side tech". In order to get/use faust OH player MUST build either T1 or T2. Thats clearly a side tech concept.
And you get access to more units, not improving upon one unit. Far out your all thick. |
basic example for ukf it takes 30 + 115 to reach tanks , osther have 40 + 90 + tier 1 tier 2 and tier 3, so tier 2 and 3 are extra cost that are built in weapon and nade upgrades (like ukf can pay more for nades and weapons)
Can I ask what's your example that is about the Soviets and about conscripts in question? Not about a faction that is irrelevant to the thread. |
so do we just ignore the cost increase for teching ?
Okay now you have lost me.
As far as I remember, cost for osther teaching was only reshuffled main thing making BP2 costing more to ok make tier 4 viable.
If your relating this to grens (tier one) I don't know what you mean by cost increase. Please explain.
Edit: I assume you were relating to osther. |