Are we just gonna ignore the fact he wants 9 Axis nerfs and 8 Allied buffs?
I don't think we should really pay attention to that, I think we need to look at each suggestion and think how it would impact the game instead. |
3 or 4 cp for 250 with pgrens would make it irrelevant again, the whole point of it is to come early, you will have snares by 2cp(maybe not if you are usf) and access to a light vehicle or AT gun, so I don't think it's much of a problem.
Don't see a reason to nerf the ostwind, lower fire rate could make it undesirable again and lower speed would diminish its advantage, when compared to centaur.
The riflemen don't need a rollback imo
Svt40s could stand to be available at cp2, like g43, ppsh41, but I don't think they need to be 60 muni.
I don't think that bofors should get a rollback, but perhaps a tweak.
The arty officer nerf is not needed imo.
Falls at 3cps will become undesirable again most likely. They just need a couple of adjustments, like getting rid of Faust imo.
222 shouldn't get the riegel imo. Riegel is amazing in late game, 222 isn't really all that useful in late game anyway, so this change would just give 222 a teller to delete lights.
Don't think that the aa half track should get the bonus at vet1, when it's faced with mostly AT guns.
Ptrs cons not getting their throw cancelled could be fine, but not 100% sure, they might need a slight range reduction so that it's similar to penal satchel.
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Well it's an Axis unit, they always deserve special treatment.
I don't think all axis units get special treatment, and it's not like allied units don't have any special traits. |
Mainly is because it is wehr only nondoc 60 range unit.
Besides P4 have poor pen
Stug is fixed gun at 50 range.
So pak40 needs more work than allies ATG.
Well, it's true that Wehrmacht doesn't have a 60 range TD, and personally, I would prefer that over the panther, the stug and panther cover all fronts of the vehicular AT department, and while there are vehicles like the m4 Sherman, which can decrew at guns better than most Wehrmacht vehicles(though brummbar and ostwind are quite good), those vehicles lack AT power, so naturally, they are meant to be countered with tanks, rather than AT guns. |
All at guns have deathloop, so I don't see why pak40 needs special treatment for having it. |
Their veterancy requirement should be increased, I think, with the buffed FG42s they scale a bit too quickly. |
4 g43s I think would be good and make the upgrade more attractive, but I don't think that tactical advance should come with it. It gives a 100% accuracy boost, which would be a bit too powerful on a weapon that is decent at long range, this ability is supposted to be used to wipe squads on retreat by getting in the retreat path with short range weapons, not for combat from heavy cover. |
I feel that the strength of pgrens AI and AT is being overestimated. Only conscripts and riflemen really struggle with pgrens. But the USF has plenty of tools to fight pgrens, if you go LT an m20 and 50. cals will be a big problem for pgrens to deal with. If you go captain, the AAHT will shut them down aswell, also leaving no room to counter with shrecks (unless they use camo, and even then actually chasing and taking down the AAHT is impossible, you would need 2 shreck squads in camo to kill it).
Brit IS only loose to pgrens at short-mid range, if they are in cover they can totally beat advancing pgrens with bolster, they still got mgs and UC to cause problems aswell.
Penals aren't that terrible against pgrens, since they are better at long range than riflemen and soviets have shocks which work quite well against pgrens. Snipers are always helpful too, 2 shots and pgren has to retreat.
If an OST player is going for gren/pgren mix, he will have 2 pgrens at most, he simply won't have the manpower to afford more, then forcing 1 of them to get shrecks means that the OST player has 2 grens and 1 pgren left for AI, their MG42s are still a problem, so getting a mortar or 2 would really help out. Skipping T2 means no LVs for OST, unless they go for 250 in a specific doctrine, which isn't that strong against your mainlines with snares or penals with ptrs anyway. Pgrens with shrecks are also not hard to outmaneuver with an LV. Don't just wait for them to show up and fire their volley at you, think about where they are and avoid them, there is only 1, if your opponent will go for more shrecks he won't have enough infantry to fight your infantry. The reason the OST player doesn't necessarily loose at this point is MG42s, which you would have enough MP to counter with mortars/sniper, unless you bled a lot. |
Thank you, this will help. M1A1 carbines are surprisingly potent on paras, but as expected not as potent as PPShs (on Shock). Guess there's something to my hypothesis after all. Anything similar for armor values, AT penetration etc? I've been to that site but never realized it had stats too.
When you select a unit, it will not only display all weapons available to them and their stats, but their armor(if not shown, its the default value of 1), target size and health(except for infantry, all of which, except for snipers, have 80 health), for vehicles it also shows max speed, acceleration and rotation rate.
All weapons have penetration at near, mid and far ranges in their stat list in the "Basic" section. |
RNG values are affected by distance/veterancy. The closer the target, the higher the chance to hit and penetrate. Veterancy often increases accuracy(multiplier applied to the chance to hit value at all times, if 50% chance to hit at long range and the multiplier from vet is 1,4(40% increased accuracy) then it becomes 70% chance to hit, at short range if the base value was 80%, it becomes 112%(quaranteed to hit))
Damage is completely normalized and is never random in coh2, unlike coh1.
Here is an example of the p4 main gun stats. When a unit fires at another, the chance to hit is determined by the value of accuracy*target size(of the enemy unit), in this case, at a range farther than 40, the p4 has a 0,025 accuracy value. Multiply that by the 1 target size of infantry, and you will pretty much never hit them directly, but multiply it by the target size of 22 of p4, and a you get 55%(0,025*22) chance to hit a p4 at long range. If a shot hits, there is also a need to determine whether it has penetrated the armor or not, the chance is calculated by dividing the penetration value by the armor value, in this case, the p4 will have 110 penetration at long range against another p4's 180 armor, so the chance to penetrate is 0,61(110/180). Both the accuracy value and the penetration are higher at close range, so naturally, the chance to hit/penetrate goes up. |