It should also be immobile when reloading, the crew literally opens the hatch and loads the rockets with the attached crane.
That way it's counterable with AT off maps and on-field artillery if poorly positioned. Seems totally fair to me.
this! |
Alright, so the tiger should have the worst AI, but then, in basically every single game, it consistently snipes infantry models due to the accuracy of the main gun.
"IS-2 has the best AI profile"
Yeah, no, just...no, the IS-2 has the "damn i missed yet another shot" profile
accuracy of the main gun practically doesn't matter in tank vs infantry fights. in fact, the pershing even has 20% higher base acc than both the tiger and the is-2, but the chance to directly hit a model are still only 4-5%.
what you probably mean is the main gun scatter, which basically determines how far from the target position the fired rounds stray on average. here the tiger is king as it has the lowest scatter out of all heavies, plus it receives a 10% reduction at vet2 on top of that which neither the is-2 nor the pershing get.
and speaking of the is-2, the tank does indeed have the worst scatter out of all heavies, but it's only slightly inferior to that of the pershing and still much lower than that of almost all medium tanks. in fact, the HE sherman has nearly identical scatter to the is-2, and i rarely ever hear anyone calling the sherman an rng cannon. |
The Pershing could use a slight buff in the AI department. Right now all heavies, maybe with the exception of the KV-2, are pretty much on level terms when it comes to sustained AI damage and kills/sec - some have more punch on a per shot basis (IS-2, Pershing), others make up for the lower AoE by greater rate of fire (Tiger variants). If the Pershing is supposed to stand out as an AI-focused generalist it should outperform its contemporaries by more than just the 5-10% it does currently.
That or a slight price adjustment would be a decent call IMHO.
|
The Brummbar had a similar treatment as well. This along with a CP and cost increase should be good.
When and how did this happen? IIRC the Brummbär is still totally capable of wiping any number of models as long as they're bunched up closely enough or have low enough health - which both the ST and AVRE should also be able to do.
Now you can argue that the OHK radius of these heavy caliber shells may be a tad bit too large, but giving it the T-70 or Ostwind treatment would IMHO cause more problems than it would solve. The model kill limit may work well for units with high rate of fire that don't rely on alpha damage to be effective, but if a unit that fires one shell per minute doesn't even have the chance to nuke a squad on any occasion it will be rendered useless. On top of that, where would you even draw the line - 4 models? 5 models? or better 6? The effectiveness of the ST/AVRE would heavily depend on the squad size of the target you're facing, with low-model count units like (p)grens, pathfinders or 4-man sections likely drawing the short end of the stick while the already durable 7-man cons get a huge survivability boost. Not a good solution in my book and there are better ways to tune down the ST, like revisiting cost/timing, range, mobility (especially when reloading) or, if absolutely necessary, the AoE values. |
awesome work, once again! a true boon for the coh2 community. |
Yes it was beeing exploited.
People even fired on their own ST to de-crew it.
If you search you can even find videos of Top players playing with multiple ST.
Things could even uglier in teamgames where one could supply ST to his teammates.
(https://www.youtube.com/watch?v=CbEEBCFQdno)
Removing the abandon mechanism was a step in the right direction.
i think only the part of gifting STs to your teammates ever really had the potential to be exploited. two STs per player would eat up too much popcap to be viable, especially in a 1v1, so that's never been a huge problem. i guess the abandon mechanic did allow to get both the KT and the ST in the past, but since these are no longer mutually exclusive it would't be an issue if abandon got reintroduced.
however, it's still a rather random and unpredictable mechanic that didn't really add much to the game. imho immobilizing the tank for the duration of the reload, plus maybe a received damage debuff would be a better approach to make the ST a bit easier to hunt down and more risky to use. |
as a matter of fact, now, after the revamp, it is far easier and faster to get at nades on all your rifleman squads than it used to be. in an average game you'll meet the tech requirements just as fast if not faster than it takes to get one of your squads to vet 1. if anything this change made usf early game against light vehicles a lot easier and less rng dependent, so i'm not exactly sure what you're complaining about. |
I don't do teamkilling or excess flaming business ingame. But if someone is disrespectful ingame, he or she gets roasted in chat from me. Pretty simple
well then... there you have it, i guess. the chat function is part of the game and 'roasting' people repeatedly might just be what got you in trouble (again).
i have no idea what ban dodging means specifically, but if you played on a 2nd account while your main is locked due to a previous ban it shouldn't be hard to imagine that this results in a second strike right away. |
Otherwise, i think the st can be roll back to being stationary while reload and i can bear with it.
This. Or make it so that taking damage while reloading restarts the reload from the beginning.
Requiring the ST to remain stationary while reloading would be my preferred solution as well. Easy to implement and forcing a bit more strategic thought when and where to press the reload button as it will leave the tank a sitting duck for about a minute. Not sure if resetting the timer upon taking damage is possible, but a bit of extra damage during reload might do the trick already.
|
I'd like to update the table with stats, do you know the damage at max range and how it behaves after 8m? Or is it just 44 at 8m and 0 at 14?
Yeah it should be 44 at both 8 m and 14 m, meaning the damage stays constant between these points and is zero anywhere beyond 14 m. A bit counterintuitive, but that's how I found it to work after running some tests a while ago (more details here). |