There are a lot of ways to deal with a 1600 HP tank. I think people need time to learn how to deal with it. More sources of damage, a snare like TWP and fausts, and just using your speed to keep up with it while it's retreating are some.
Unlike Panthers, Tigers, or KTs, who can get lucky and perpetually be in battle and deflect shots, Churchills have a time limit the moment they enter the field. 1600 sounds like a lot, but keeping it in your sights even a couple of seconds longer than it would like to be in battle for, and your AT will get a whole nother volley off. 2 shots from any tank or AT gun would be 320 damage already, which is almost 25% of that 1600. What is the other option? More armor, so those shots bounce? |
The video showed the Panther at 640 health, sorry guys. I find it weird that people are literally disputing the raw, hard data a game provides. It's not like a game is a being with feelings that can change its mind about how much dmg an AVRE can do depending on its mood.
On topic, I suggest nerfs to both AVRE and Sturmtiger, but if Sturmtiger avoids the nerf bat, then AVRE should get a fuel increase. 180 maybe? It does perform similarly to a Sturmtiger, yet it's 150 fuel instead of 200. I think its performance should be untouched because UKF's thing is good tanks. |
Both AVRE and Sturm needs a nerf, but IF the Sturmtiger does not get a nerf, then I propose to raise the fuel cost for AVRE. It does perform similarly to Sturmtiger, and a 150 fuel price is pretty cheap compared to Sturms 200+. Keep its performance, because UKF's thing is good tanks. Can't just undo a good tank just because it's doing its job. |
I agree. Back in the alpha, it was originally a toggle ability. The fact that a person could perpetually brace and then turn it off at will was a bit much, so a week or two in, Relic changed it into an activated ability with a duration. But if the duration has no cooldown, what makes it any different than the original toggle ability that Relic has already deemed was too much? I think making the ability 1 min long with 2 min CD or 30s long with 1m CD is good. |
I feel like it's pretty balanced in the fact that you know exactly how to handle it every time since most if not all of your shots will penetrate. 1v1 against a churchill might be tough, but having 2-3 sources of even light AT will bring it down FAST. It's not OP; it just requires a different mindset to engage.
Also, Axis should breathe a sigh of relief in the fact that they don't have to face RNG. Having every shot bounce off a tank that should have been yours is one of the most rage-inducing aspects of this game. |
Hi,
Just wondering what's the range on the AEC armoured car? It might be glitched or I might be bad, but every time I right click a vehicle from very far away with LoS and a clear field, it drives up to 20 range or so anyway and I don't really know what to do.
Also, just so this thread isn't just a dumb question, what are your thoughts on the AEC? I feel like it's a bit weaker than Puma, but that might be because it has to face stronger tanks than the Puma. |
>Allies get gutted
>Axis get slap on the wrist, some buffs with unit spacing
What else is new? |
Yeah, something needs to be done against WM sniper. It's already overperforming currently, and if it stays the same on 9/3 then UKF will never find its footing in this game. |
I used to feel pretty locked out of real AT before the July patch when going T1, but now I know that, whenever I do, I can repel vehicles with soft AT and rush an SU-76. |
I only see OKW being good early if Kubel loses suppression but can cap territory. Then you could really harass the enemy.
Ha. Haha. You're really insightful.
I was so mesmerized by the information for this infographic that I made a thread in the official forums asking Relic to explain themselves:
http://community.companyofheroes.com/forum/company-of-heroes-2/company-of-heroes-2-general-discussion/199491-request-developer-response-re-faction-infographic
I hope it doesn't get closed by a moderator or something dumb like that. |