On teamgame maps, "attracting" a bunch of ATGs usually attracts a bunch of werfers and stukas right back at you. It's definetely not a no brainer ability but there should have been some sort of delay when going OUT OF hulldown (a couple of seconds). The biggest downside is maybe forgetting that your tank is in hulldown and then getting it killed when you think that you moved it. On all hulldowns (allied and axis) there should have been a delay for going out of hulldown. Hulldown bonuses should be about reinforcing weaknesses (range on axis and armour or something on allies) but you shouldn't be able to immediately exit hulldown
i second this. there should be a delay when exiting hulldowns as trade-off. certainly not overly long as that of the kv-2's alt fire mode, but at least 0.5 - 1 sec would imho be justified |
Ok, that explains a lot. It's just a posted a comment in your thread about it and didn't get an answer, so I went with the notion that it is a bug. If I knew how to precisely calculate MG dps, I could've helped you with updating the DATA tab, since everything else is pretty straight forward.
oh dang, i must have somehow completely missed your comment back then, my apologies!
with respect to the mg dps, i also didn't know exactly how to calculate it properly. hence, i used the weapon report file (and the dps formula in there) you can extract via the mod tools to generate the dps values in the lookup table. |
From my experience from COH1 I can say that giving all units deflection damage it would be a bad change.
Have you even seen or used Tetrarch spam? When units like that get a critical mass they simply overrun everything.
One could give specific units or specific abilities to unit that provided deflection damage but that should be limited.
Yep, I was there when Tetrarch spam was a thing and I shamefully admit to having lost the occasional KT to an M8 as well back in the day. I think no one here disagrees that stuff like this shouldn't have a place in CoH2. However, I'd also wager that it pretty much depends on how and for which units deflection damage gets implemented to prevent scenarios like that from happening again.
LVs, for example, wouldn't need to deal DD at all. This could be restricted to mediums or above where the spam potential is already comparatively limited due to popcap. Also, having a deflection damage multiplier of 0.5, as it is now for most (relevant) units in CoH2 that still have it, would clearly be excessive and could be dialed down to maybe 25% at most. Of course this might also mean that most of the armor/pen values would need an overhaul as well in order to keep the relative power levels of the affected tanks roughly the same. A whole lot of work for sure, but I'm pretty convinced this would both be possible as well as have some benefit - if implemented properly. If it would be worth the time that late in CoH2's life cycle is another story of course.
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Edit: BTW here is an AOE graph specifically for you, since you never bother to look at the numbers and just randomly equate anything to anything that fits your agenda. (*MMX has a bug with the graph, that shows the distance 0.5 larger then it is, but the numbers in the "Data" tab add up. So pretty much move the graph 0.5 units to the left and you get the right number. The Comet's AOE is corrected according the the last change)
Talking about the graph, this is actually rather a feature than a bug, albeit a bit of a confusing one, i have to admit.
The 0.5 m difference comes from the approximated size of the infantry model hitbox, which when added to the nominal AoE values gives the "effective" or in-game AoE radius of the projectile (as in the distance between the point of impact and the center of the infantry model). There's a drop down menu in the spreadsheet that lets you switch between the nominal and effective values and I guess this was set to "effective" while you compiled the data. I've changed this to always display the nominal values in a future release as this is what people are actually used to and refer to when talking about AoE values. For the meantime, you'd probably want to leave this at "nominal" when calculating stuff.
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I acually like the idea of making the armor-pen system a bit less binary by introducing deflection damage as Hannibal and others suggested. Of course the exact value would have to be chosen wisely in order for the game not to become too arcadey, but sth like 1/8 to 1/4 of the regular damage on penetration could be reasonable. Not only would this reduce the reliance on high-pen AT vs heavily armored tanks somewhat and keep mediums relevant in later stages of the game, but it could also kind of break up the rigid HP tiering a bit. Especially the latter would be interesting as it would give other AT options that don't operate by the 80/160 dmg formula, such as some hand-held AT and snares, a bit more room to shine.
Obviously, such a radical redesign is pretty much out of the question for CoH2, but it might be an option worth considering for the sequel nontheless. |
The same conclusion you've reach. IA damage isn't the A&O when comparing sherman and other tanks. If sherman IA damage was such a thing then it would perfectly feet with pathfinders providing vision for the sherman to snipe and deal high casuality damage from max range.
You don't quite seem to understand - or deliberately misinterpret and draw out of context - what both Pip and Sander were saying.
But, in order to get back to the original topic and to put things into perspective; the new Scott barrage (at least if I got the stat changes after the last round of patches right) dishes out roughly the same AI DPS as the HE-Sherman (with pintle and hull/coax firing)... albeit at a range of 75 m instead of the Sherman's 35 m! That should give you a slight hint at least why the Scott-PF combo is so powerful and why any comparison with the Sherman would be nonsense (which no one attempted to do anyway, for that reason). |
but this topic is about Path + Scott. So yeah, path + scott already in game for tooooooo long. But now peole complain it OP ?
actually, this topic is about the jp4. just sayin'... |
+1 to what shadowlink and etherealdragon said. "on me" is a pretty decent ability for the suppression break alone, the added combat buffs are just the icing on the cake. and while i can't say i'm using it very often this is mostly due to not going captain in most of my games, or simply forgetting about the ability in the few ones i do.
yes the forced sprint towards the captain is only situationally useful, but as already mentioned above you can cancel it at any time which adds a lot of flexibility. only want the combat buffs or quickly break suppression? just hit stop right away... want to sprint past an mg during a flank? go the full distance.
considering all this comes essentially for free i'd wager the ability is already quite good (if you know how to properly use it) and doesn't need any further buffs.
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Hmm, interesting. I agree the impact this could have on infantry combat is probably rather minor except for few fringe cases (iirc tactical advance can result in >1 chance to hit before moving accuracy penalties?). |
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