It's not. It's easily the most reliable heavy tank in terms of AI power now. It has very good scatter and massive AOE. So it will deal damage with almost every shot, usually at the very least 40% damage to a squad per shot but generally even more. https://youtu.be/2FUa7u4B8aY?t=2062 as just an example (not just this moment but the entire match it did massive AI damage). It got 30 kills in like 8 minutes.
most reliable =/= reliable. In my experience I'd call it equal with other heavies. They can be great, but they don't land every shot.
It is. If it wasn't it would be the same as the old KT in terms of scatter, landing every hit. But when the AI decides to target models on the fringe of the squad, it can miss quite easily. Not to mention elevation also creates bigger issues. |
The gun is an RNG cannon now, it is slow, but it is very durable when supported. With that I'll say it is very good at holding singular points, usually VPs and can hold lanes well when coupled with an elephant/jt etc. Beyond that though it's pretty meh. Sometimes it'll knock 70% HP off squads and sometimes it'll miss entirely. I almost wish it had a substantially worse reload for better scatter because as we all know when we use it, it misses repeatedly, but when our opponent uses it, it wipes squads left and right.
That being said, I think the 2 points I mentioned above is what the KT must be used for in 4v4s; there's too many players and targets for it to move around the map as if it were a 2v2 or 3v3.
TL: DR: Use it as a defensive tank. |
I really struggle to understand how a memory leak issue has lasted so long in a retail product like this.
Just poor coding, and to not point fingers to relic directly, a rushed project because of THQs collapse and SEGA's demand for a return on investment. But unless the code is rewritten which could cause a plethora of problems (see 64bit initially), it isn't leaving anytime soon. |
Restart CoH2 after every game. The game has an exponential demand for RAM until your OS kills the program from excessive use. Closing the game frees the used RAM and then when it's restarted it demands less until it builds up again. |
- Top right under name, hover your mouse
- My files
- Upload
- Select file
- Name file
- Send
- Top right under name, hover your mouse
- My files
- Find your file
- Open it via the hyperlink
- Copy the link
- Open message to whom you are replying or sending
- Above the message box there is a bar of icons with functions. Icon #6 and #7 allow you to insert files to the text box.
- Insert link into browser box.
- click ok.
Should be good from there. |
Ardennes assault bug: I can't deploy pathfinders from airborne company because it requires the "LT to be deployed" Even deploying the LT doesn't allow for them to be used. Probably has to do with the new USF split tech. |
I'd just like to stick this note in here, I was using the ML-20 today and the scatter of the shells is actually massive, WAY bigger than the UI indicator would lead on. Maybe it was the FoW penalty after I lost sight but it seems like shells can land exceedingly far from the center of the circle. |
It's definitely worse than the tiger in a 1v1, but it's not that bad. I think the doctrine is a bit lackluster for teamgames because you really want calliope or priest, but that's about it. |
The firefly is fine. You’re comparing the panther which is 185F to the 145F firefly. Of course it’s going to lose in a 1v1. Put it behind sappers and mines and supporting armor/at guns. Panthers can’t dive if you prep for the dive.
Firefly can get a survivability buff when it loses the ability to 11second combo any 640hp medium. The fact that it can bounce P4 rounds with the same chance as a Sherman medium is dumb enough. |
Thread: RK 43 7 May 2021, 17:43 PM
Btw, just looking at the camo bonus of the Raketenwerfer:
Is there any scenario where the damage bonus of the first shot fired from camo is actually useful?
You deal 200 damage instead of 160. The only way this will ever have effect is two camouflaged Raks firing at a T70, but this is almost going to make a difference in a real game. Other scenarios? Double Rak on dozer Sherman? But by far and large, that's about it?
I think this could be changed to something more useful. +100% accuracy for a guaranteed first hit or so. I'm not saying the Rak really needs it, but those additional 40 damage seem fairly useless, even if you run around with two of them at all times.
I've tried getting the JP4 vet 5 damage changed for about 4 years. Eventually I gave up because they're just placeholding it on the veterancy slot. Even though it's useless they don't really want it to have something because both units generally do "ok" and are not in need of any bonus. 1% boost in accuracy would be better than this. |