IS-2 main gun went thru many changes like low penetration but deflection damage and stun, to high penetration.
Updates for June 11th, 2013
IS-2:
...
- Reload time from 8.25s to 9s
- Scatter from 10m to 7.5m
...
- 1 in 6 chance of 5 second crew shocked critical on target deflections
- Penetration increased from 110 to 140
- 25% of the shell’s damage is applied on non-penetrating rounds against enemy armor.
Updates July 30th, 2013
IS-2
• Scatter distance max from 7.5 to 2.86
Update September 10th, 2013
IS-2
..
• Damage from 160 to 240
• Penetration from 140 to 170
• Deflection damage removed from the main gun
Update April 24th, 2014
IS-2
Penetration from 170 to 220
Damage from 240 to 160
Reload from 9 to 6.2-6.6
Distance scatter max from 2.86 to 5.7
JUNE 21st BALANCE UPDATE
IS-2
Scatter offset adjusted to match other vehicles.
Penetration increased from 250/220/190 to 250/230/210
|
Rangers perform better at close range than riflemen do. That doesn't mean that riflemen aren't ideal at close range.
Grens perform better at close range than pioneers do. That doesn't mean that pioneers aren't ideal at close range.
If pioneers were shifted towards a more generalist weapon profile (like combat engineers and REs) then they would have their (close) damage nerfed to the level of combat engineers and REs (read: bad at all ranges instead of okay at close and really bad anywhere else).
IMO, pioneers and sappers are examples of engineer units done right. Their combat power is overall very low, but if they're used at the right range, then they approach the combat power of a mainline unit.
Sappers are far superior for only 10 manpower more. |
Sturmpionier is the German name of this troup.
a. my Excel isn't correct
b. something else isn't correct.
Do you have a working calculator?
Both weapons exist in game and are different.
OKW sturmpioneer use "assault_pioneer_mp44_smg_mp" |
My point was that it's an easy mistake for someone not completely versed in history to mix up volkssturm and volksgrenadiers.
And regardless on which suffixed volks unit we are dealing with they are over performing for cost creating balancing issues.
But at any rate this is about cons. Cons vs grens has generally been the gold standard for infanty match ups, that has had to be altered because of volks which has lead to over buffed penals which has further led to the disuse of cons. A price reduction is the easiest way I can see to make cons attractive without creating a massive upset in balance. Even at 20mp cheaper than grens they would still lose when the weapon upgrades hit as they do now, so they won't be punching a over their weight by any means yet they allow instead for slightly better map control and make replacing them a lightly less damaging (keeping in mind they have 0 ways to boost performance to make up for lost vet unlike all other mainline without certain doctrines)
And again, if 220mp ppsh infantry is too effecient we can introduce them as their own t0 unit or adjust the price of the upgrade accordingly.
Or one can simply roll back in some of the changes to Penals and VG and thus one will not have to redesign USF and then UKF and the probably the OKW.
I am not sure why their is tendency not to roll back a bit if a change does not actually work but to move to uncharted territory.
...
Why should they? Pios have a scouting ability they didn't get a price increase for and their MP40s are always a threat to weapon crew at the very least. Do you really think they are only worth 10mp more than combat engies?
Pioneer are 200 and CE 170 that 30 manpower more not 10.
|
https://1drv.ms/x/s!Auba63jVJDDGnMg3POMqaxgjrHz5TQ
That is my try to calculate the DPS. But after I saw that my calculcation isn't the same as the tools I stoped to evaluating.
First of all make sure you are looking at the correct weapons:
Stupioneer use "assault_pioneer_mp44_smg_mp" and not "sturm_pioneer_mp44_smg_mp"
for range 3///15///28 according to relic the DPS should be:
15.89///7.64///1.22
|
Do you know how they calculate the DPS?
well you can see the equation in spread sheet but is allot characters... |
At the very least remove all cooldown veterancy bonusses so arty has to be used strategically rather than spamming it all over the map continuously.
I suggest you test UKF revamped arty commander and provide your feedback, Sexton has some of the lowest CD and can even be by passed with a Valentine.
While commander can bring a number of other arty with 25 pounders. |
Im not saying even MORE damage im saying in the hypothetical change, it can't 1HK squads but has bonus damage VS structures, aka, the same/slightly less damage than it does now.
So artillery pieces are there to counter emplacements, OKW trucks and base buildings right?
What counters ATG walls? |
Bonus damage vs structures.
Mortars require you to get a lot closer than a howitzer and they only 1hk if a squad is low on health, too many times I have had a full health squad moving into battle for it to only be wiped out by a stray arty shot.
They fire very fast too which adds to the problems when vet gets involved, removing 1hk on full health squads would be a start IMO then adjust from there.
And that would force OKW to build in base and UKF not use emplacements. |
All arty is broken due to the sheer amount of damage it does when it hits with no immediate risk and counters requiring a specific doctrine or luck.
Make enemy retreat, arty base. It only takes the first shot to hit where the group point is and its a dead squad.
Relic seem to say one thing but do a complete opposite, they dont want cheese 1HK so remove mine killing squads, kill Demos, slow down the AVRE shoot timer, make the Sturmtiger need to actually see the units, lower KT's wipig potential but keep arty the same BS that it is.
Ok we are making some progress now.
The reason arty exist in the game is so prevent defensive turtleing game. So what exactly would you propose to counter that king of static game-play? |