Yeah, while we are at it, why not do the same with s-mines and bundled nades?
inb4 all the werhaboos giving all sorts of excuses to why those are balanced...
"urd durr look at mee im annn allllyyy fanboiiiiiiiii fuck the werabooossss why do they play acxisss they should play cooollll faction ..... oh wait who do i fight after all play thea lliii boiiiissss ?"
please just stop its 2 year of your second accounr AAA do you want this one banned too ?
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This won't work.
People will just put their ambulance a bit further from their major amd it will change nothing.
To avoid the penalty, just deactivate the frp once your army has finished retreating, and the penalty is gone.
The cooldown is so that you can't do this non-stop.
how about a sector one where all but base sector are affected ?
or make an aura around base where they get 20% reduce reinforce cost when frp is active
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hahaha, you know when the werhaboos around here have no idea how to play the game when they say that stugs are bad... stugs are good but panther is still bad with no role ally fanboy
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You spend 60 amo for late tank (taht is not problem, lets image that you need pay for gun for luchs ? that will be some problem), that mean, not, how many its cost, but did you have access for it. Axis have, soviet dont have, USF dont have.
So when you play 2v2 on reils and metal in late game you see many green covers ? i dont think so, maybe only brits trench. Coz in that time are heavy pushing with tanks, infatry, arty, adn green cover will be EZ counter. You can see more wave battles.
Can somobody make same video test in this patch ?
someone did y1 ago post a video about comet vs panther in all cover panther won only in negative and no cover at 0 vet
in gren yellow and vet 3 inf comet won by a long shoot
edit: cant find the treadh it was abou pather or axis something it was 10 page long at least
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Rule #1 on coh2 is that allies can't have anything fun.
I can't believe it took this long to fix the demo trick.
RIP 1 shotting panthers and Flaktrucks ;_; dude do i have to link the treadh where you were arguing that old comet was same as panther ? Or do we stop here with the ally fanboy ? |
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Could you provide me with reasonable arguments as to why you think why the proposed Panther changes will cause the Panther to underperform. Also in what way do you think that the changes reduce the performance of the OST Panther, rather than enhance it?
My argumentation is as follows
Live-version vet2 OST Panther is a great unit. It just takes so long to get there, and it's too big of an investment until then.
In the live version, if you've managed to get your OST Panther to Vet2, it's a great unit. It's more than great; Now you're also one breath away from Vet3, where you get a nifty reload bonus. You are probably going to get it now because the Vet2 bonus significantly increases the survivability of the Panther.
The reason is that Vet2 boosts the following stats:
- +10% Armor; that's a relatively minor bonus
- +20% Hitpoints; that's a major bonus, as it now requires 6 penetrating hits to kill your Panther
The HP bonus is always valid and can never be bypassed; regardless of the penetration of enemy weapons, deflection damage, or even if your Panther is facing the wrong way.
Sidenote:
The DBP doesn't remove the major +20% HP bonus. It only removes the minor +10% armor bonus from Vet2
The only problem with OST Panther Vet2 is that it takes some time to get there. That's because:
- The Panther has low DPS (thus, low potential to accumulate veterancy)
- If T3 is not skipped, the Panther comes very late into the game, and has little time to accumulate veterancy
- Worse yet, there is not much time left to use your Vet2 bonuses before the time ends
Thus, in the live game, your Panther will spend most of the time being a meh unit, and very little time being a good unit until the game ends.
To address this, DBP changes the Panther to make it:
- A good unit from the moment it hits the field (upgraded from meh unit)
- Make it remain a good (but not OP) unit from Vet2 onwards
Now, why is the OST Panther meh at Vet0? The most important reason for the Panther being meh is that it comes out too late, if you cannot afford to skip T3. Everything else has gained more vet at this point, and the Panther has a lot to do to catch up.
Secondly, the OST Panther is meh at Vet0 because it has low DPS. The gun has very high penetration, but it fires too slow. Even if you flank a heavy-armoured target with the Panther, there's no pay-off; you're probably now showing your rear armour too, so now you lost your advantage.
How does DBP achieve that? From Vet0 onwards, the Panther now benefits from:
- Faster reload. This improves Panthers DPS vs all targets, from the difficult-to-hit light vehicles, to the trivial-to-hit heavy vehicles
- More consistent reload. This will allow people to use glide-shot micro to improve their chances of hitting.
The latter is crucial since previously, Panther shots could drift up to one second. Even if your micro is on par, you'd have to, sometimes, spend 1 second stationary, seeing your target run away and your momentum diminished.
With tiger reload times, the OST Panther can finally benefit from glide-shots, just like every other tank in the game
Finally, since both buffs take effect from Vet0:
Your OST Panther is now a much better unit during the miserable timeframe between Vet0 and Vet2, where your Panther used to suck.
Moreover, since your Panther hits much more frequently, and more consistently, the veterancy gain speed will improve.
This means that the OST Panther will spend even less time at lower veterancy levels, where it used to suck
The Vet0 buffs do not go away with veterancy. The new Vet2 Panther will still fire faster than the old Vet2 Panther. The Vet0 reload buffs will also stack with the Vet3 bonus.
Finally, no. We don't know if the reload speed bonus will be enough without testing it extensively first. If the reload speed buff is too small, we'll increase it; if it's too big of a buff, we'll decrease it.
So, stay tight and give us feedback based on your in-game experiences with the new Panther
Now, repeat after me:
- The big #1 reason why Panther sucks in 1v1 is almost exclusively because of teching cost, and teching synergy in OST
- It is completely absurd to expect the Panther to be fixed without fixing teching costs. Otherwise we're just breaking the late-game
ok, what do you propose to change for the tier cost ? |
Are they being ignored? Smith is not the only one and I've mentioned if additional changes need to be made to compensate the Panther, those will be looked at. This is just the first set of changes.
yes they are being ignored |
they are heroes |
Just make OST T4 cheaper and the problem you mentioned is gone. No?
OK Mr smith i generally concord with your changes but here we are arguing about facts and what we see, do you see a price reduction to tier 4 in the DBP ? If not that means that no one will use the panther
you could reduce the range and buff the accuracy both standing and moving so it's more like a close and personal tank hunter and not the drunk sniper that is now
edit : or even more make it that it has 50 range while immobile and 45 while moving so you can juggle with stats of the weapons |