*necro*
I hope that we all, now, realize what #VetGate means with respect to Panzergrenadiers.
- Vet3 Panzergrenadiers are absolute beasts vs infantry
- Shrecks (like all slotted weapons) would transfer to the most ancient (and most-vetted) squad members
- Thus, upgraded Pgrens would lose their AI veterancy bonuses much faster than other squads
Post-Vetgate:
- Schrecked Pgrens will keep benefiting from their schreck veterancy
- We'll have to see just how dodgy their AI performance remains post-patch
Corollary (until Vetgate is fixed):
- The G43 upgrade might actually be useful for PGrens nowadays (if you aren't afraid of the weapon-piñata effect)
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You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
Post History of Mr.Smith
Thread: panzergrenadier and the schreck upgrade21 Feb 2016, 13:08 PM
In: COH2 Balance |
Thread: Mortars/Howies: Nerf autoattack, maybe buff barrage21 Feb 2016, 11:34 AM
Why should I use the barrage tho? It doesn't offer more range, more damage or a lot more accurracy. The only useful barrage is smoke and that one seems bugged. The delay is insane. (Let's ignore the bugged UKF mortar pit here). For every other single mortar in the game, a barrage is better than autoattacking: - The reload speed is faster between shots (for the gr34, it puts the turbo in turbomortar) - It gives you much better max-scatter (this is ideal for long-range counterbarrage) - Some weapons can barrage at longer ranges than they can autoattack (The ranges for a vet3 ISG are; autoattack: 105, barrage: 140) In: COH2 Balance |
Thread: Mortars/Howies: Nerf autoattack, maybe buff barrage21 Feb 2016, 11:29 AM
I do not agree with this idea for two reasons. The first is that mortars are already units that require micro if you want to make the most out of them. Sure, you can 'set and forget' about them and they will do damage, but you can also A-move a rifle squad and it will do damage. But just like with other units, mortars get better once you micro them more. To use them to their maximum effectiveness, you have to move them with your army, getting them as close as possible to the enemy to ensure maximum accuracy. You also have to manually target high priority squads so the shells do not get wasted. Proper use of artillery requires thought. You make some very very good points here. First, let me clarify my idea a bit: - I am not saying reduce autoattack damage (e.g., nerf it by X%!) - Instead, I am proposing to nerf the lethal (oneshot) radius of the autoattacks This means, that if an infantry model would take 40 damage or below before the nerf, it will still take the same amount of damage after the nerf. Now, if an autoattack would instantly kill a full-health model before the nerf: - There is a much smaller, but still decent chance that the autoattack will still instakill a model - However, there is now a higher chance that the autoattack will inflict ~65 damage instead The best way to illustrate the difference is to compare Cromwell AoE to AEC AoE: - (let's ignore accuracy. The AEC is 2.3 times better against infantry due to scatter) - Both shells have the same AoE radius - The Cromwell has a much better damage profile though (The damage profile of the AEC is more concentrated) - Thus, a Cromwell shell has decent chance of insta-wiping a full health squad that is clumping up - It is very difficult to pull this off with the AEC in less than 3 shots Now, go find somebody in the community that thinks that AEC damage in the current patch is worthless. (I know am handwaiving here: The major #1 reason why AEC is so good against infantry is that it has ~2.3 times better scatter) This means: - Mortars will still be almost as good at softening enemy infantry (and help you turn fights) - However, you will not be able to get full-health model kills in one-shot unless you use barrages I hope this allays the fears you put down in your second reason. Now, regarding the first reason you listed. If you want to attack using infantry: - You can blob them and A-move; we all know that this only gets you this far - Proper infantry usage means that you need to spread your squads at every step, make sure each squad is behind cover (and not in front of it), dodge grenades etc - You also need to make sure you scout ahead so that you don't walk into an ambush etc - Correct me if I am wrong, but mortars are nowhere near as micro intensive as that (you are screening for them with a scout/MG, right?) PS: If you are specifically referring to USF blobs, the game will be completely different post-patch; USF massively benefited from #VetGate In: COH2 Balance |
Thread: British Mortar range is too damn high21 Feb 2016, 10:47 AM
Just a clarification regarding damage - Both mortars deal normal damage when autoattacking - One mortar deals reduced damage barraging (the one-shotting radius is reduced by 75%) Now, regarding the rate of fire: - The two mortars have different aiming time (0.5 secs vs 1 second) applied between reloads - This means that the 2nd mortar takes 0.5 second extra between shots - Given that the reload time for both around ~8secs, the 1st mortar doesn't fire twice as fast - I am guessing they introduced this so that the two shots don't synchronize to reduce insta-wipe chance Takeaway: In order to utilize the mortar pit to its max potential, never use barrages. Instead, you should set-and-forget like a pro. In: COH2 Balance |
Thread: Mortars/Howies: Nerf autoattack, maybe buff barrage21 Feb 2016, 10:21 AM
Doesn't the GrW34 still have its old rate of fire (2.4 seconds, I think) when using barrage? Might need adjusting a bit if the damage profile on the ability is increased. The damage profile on barrages should stay as it is. Mortars can receive other buffs to compensate. What I am proposing, instead, is to decrease lethal (instakill) radius on autoattacks. That way, only the model that eats the mortar shell in the face will die, and not the whole squad. Another reason behind the proposed changes is that it will not be easy to mass mortars/leigs/pits and utilize them all to their max efficiency: - If you make them all barrage at the same location, the enemy can easily dodge them, and you've just wasted the cooldown - Instead, you need to select different barrage locations for each mortar individually (and refresh them, once the barrage is over) In: COH2 Balance |
Thread: JU-87 vs P-4721 Feb 2016, 01:24 AM
The JU-87 also causes some handy criticals on the vehicles it targets (provided that the vehicles survive, lol). Does anybody remember what exactly those criticals are? In: COH2 Gameplay |
Thread: Mortars/Howies: Nerf autoattack, maybe buff barrage20 Feb 2016, 12:32 PM
TL;DR: - Nerf the lethality of mortar/howlitzer autoattack. - MAYBE buff barrage rate-of-fire/cooldown to compensate. The micro tax argumentI have the feeling that autoattacking indirect fire units have simply too much wipe potential in this game. Especially so for a no-micro unit. When you buy 1-2 mortars/leigs/pits you benefit from the following: - This imposes a micro tax on your opponent, as they have to keep their infantry moving at all times - This reduces the accuracy of their infantry, as all infantry (apart form shocks) suffers from reduced DPS while on the move All of this is perfectly fine. However, what's not fine is that there is no micro-tax placed on the guy that bought the mortars/pits: - You only need to screen your mortars with an MG (for suppression) or an infantry unit (for vision) - Then, as you spot your opponent, you have enough time to retreat/brace your mortars Enter the UKF mortar pit barrage bugIf you've ever used the barrage ability on the UKF mortar pit, you would immediately notice that it's not that great. The reason behind this is that one of the mortars is bugged and deals LESS damage while it is barraging than when it is auto-attacking. You can read more about this here: https://www.coh2.org/topic/47514/ukf-mortar-emplacement-barrage-bug-mortar-inconsistency This is wrong in so many ways: - People expect the barrage to increase the DPS on your mortar (not decrease it!) - Barraging incurs a micro tax on the player, whereas autoattack doesn't - If autoattack is almost as good (or better in the UKF mortar case) as barrage, why would you ever spend your time barraging? Just let your enemy do the dodging instead! A modest proposal1. Swap the damage profile of UKF mortar pit autoattack and barrage 2. Apply a similar damage pattern to all indirect-fire weapon teams 3. (Maybe!) in order to compensate, increase the rate-of-fire / reduce the cooldown of barrages What will this achieve? - Mortar autoattack will still be able to soften enemy targets; only very slightly worse than before. - However, it will be almost impossible to get filthy full-squad wipes with autoattack; you will need to (consciously) use barrage for that. - Autoattack will still be almost as good at clearing garrisons. - Barrage will be as potent as ever, so that you can use your mortars offensively. In: COH2 Balance |
Thread: No fuel cost for UC....20 Feb 2016, 01:40 AM
Kubel is no fuel, i don't see the problem Well. If you don't see a problem with no-fuel early-game light vehicles, then I am willing to bet that you haven't played CoH1 after the release of Opposing fronts: Pushing wins games. In: UKF Strategies |
Thread: Some easy bug fixes for the Feb 25 patch20 Feb 2016, 01:07 AM
Why does autoattack deal more damage than barrage then? Hmm? Read the linked thread. This is definitely a bug. PS: For all I care, they could flip the damage stats of the mortar for autoattack and barrage. There is no justification for having the autoattack (set-and-forget) deal more damage than a barrage (user input needed & long cooldown). In: COH2 Bugs |
Thread: Sexton, Valentine and 17-Pounder20 Feb 2016, 00:53 AM
Suxton There is no denying that this unit need straight buffs. Or removal of its fuel cost to reflect its actual performance. Valentine If it stays as it is (maphacks + range increase for the Suxton), it should definitely not cost 12 Popcap. Also, it would be a good idea to make the Coordinated barrage a vet0 ability (you need to build a Valentine AND a Suxton to make it work damn it!) 17-pounder This unit is so weird in so many ways: - With 900HP, 5 Armour, it is hardcountered by anything greater than a medium (the very tanks it is supposed to counter) - 20 Popcap would be fine, but only if you could tear-down the emplacement and relocated it (sorta like Miragefla's mod) - It has a wall-piercing ability, but only at vet1... and you can't relocate the 17pounder. A simple idea for a fix would be to move the wall-piercing ability to vet0 (or make it a garrison bonus - it should still cost munitions). That way the player has the option to place the thing behind a shotblocker in order to keep it alive. That way, we won't have to buff its range to extreme levels (like the JT). Also give it a self-destruct/relocate ability so that it can free up the Popcap. (btw the Elephant, which has 70 range also hardcounters the 80-range 17pdr; that's due to the damage output). In: COH2 Balance |
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