For heavens sake - just be calm!
You are making an ass of yourself.
He's talking about "FUN"- the joy of playing the game!
Variety, new things, new toys .....F U N!
Why we play, most of us. We are NOT spastic obssessed with the minutae of which faction has an unfair advantage...night and day, day and night and on and on in a never ending spiral into infinity
balance is important, because playing against OP stuff is the opposite of fun. One thing you are losing because you are worse then your opponent/made mistakes the other thing is playing again and again with disadvantage, because something is overperforming. And believe me, if something is OP it will be spammed to death. |
We need to wait and see about OKW and USF both faction fluctuate a lot, especially OKW.
During last 3 weeks in 1v1 at top 200 OKW had lost 1073 matches and won 1075. This is as close to 50/50 as you can get.
USF on the other hand had lost 887 times and won 812 (47.7% win rate).
USF stayed consistently below 50% winrate during those weeks, while OKW had ups and downs.
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ROF. Mainly because of that. Pershing with it's wind-up has a much slower rate of fire than the Panther. They will both penetrate each other the same, on average. So that's the main reason. Side by side, they are quite similar. 260 armour on Panther vs 270 on Pershing. Penetration the same. Effective HP the same. ROF in favour of the Panther.
Still this is not "shutting down" level of difference, especially if you have a jackson covering it permanently. So that is why I was always wondering about origin of this myth |
It is, eh? Interesting, could have really done with that knowledge last game vs the Soviet conscript and weapons team tide. Very good to know. What exactly about the slower projectile makes it so lethal? People really walk into the new shell? I tried it out but came under the impression that it was still very easily dodged (even if it doesn't collide with a twig anymore). Maybe I'm missing something....
It became more reliable.
For example I played vs OKW 2v2, owned dude whole game, but ST stalled it a lot. If you can't listen to its engine noise every second of the game, it becomes very problematic, especially vs HMG. It just kills it faster then you are able to retreat it.
Elpern with Kpen are now spamming the doctrine and Elpern came to a conclusion that it is definitely overperforming with current timing, price and performance. Jibber also wasn't happy with new ST, when he played vs it. |
I always wondered, where the myth that a single panther can shut down a pershing? Maybe if it is vetted, but otherwise other then extra 5 range over M26, panther has no edge at all. |
Well fixed Sturmtiger is actively destroying people's keyboards. So at least OKW have that going for them. |
The numbers you have come from three different things. The 0.5/1.25/2.25 are ranges, in the same way that most AT guns have 60 range. It's the distance from shell impact to the individual model. The next set of numbers is 1/0.35/0.1 which is the multiplyer. To get Serelia's numbers, multiply 1/0.35/0.1 by 160 to get 160/56/16, which is the damage that is done for a 160 damage tank. I'd believe Serelia's numbers for the M4A3.
I know what those numbers are. Should've clarified.
By Serelias numbers sherman's AOE damage is 160/56/16 at 0.5/1.25/2.25 ranges. It's just according to numbers from patch note damage at far range should be 1.6, but not 16. |
It's always been good, that was the whole point of having HE and AP rounds. I don't think the numbers I found from that patch are correct, because 0.01 would only be 1.6 damage and it seems like it's a lot more.
I think that's because PIV, for example, is 0.75/1.25/1.875, while M4A3 is 0.5/1.25/2.25. Maybe Sir MMX can elaborate on those stats. Not in a mood for geometry, lol.
Also according to Serelia M4A3 is 160/56/16. Pretty wierd though |
stock guards > airguards imo. Very versatile with vehicle crowd control.
shocks are too micro intensive to my liking, but otherwise a good squad CQC.
rangers are weird. Can be very baller with excellent RA, but still pretty micro intensive. Could become a 5 men shrek squad. With new m1s are very potent at holding green cover. Still not sure if BARs is a good upgrade for them. Come in a bundle with a panther with AOE of a heavy tank lol.
Airborne are top tier. The best long range squad in terms of DPS, super versatile. Always forget to use abilities with tommygun upgrade
Stormtroopers are not my cup of tea.
Panzer grenadiers and obers are exellent. Falls are good, but imo not worth building over obers after t4 instalment.
Commandos are S tier infantry. Double Bren A-move all day everyday lmao. Cheekiest bois in COH2.
Haven't had a lot of experience with assguards though. |
It was gutted in this patch:
M4A3 Sherman
The Sherman's HE shells have been adjusted to be more reliable at dealing damage, but also less capable at wiping out squads.
Projectile now bypasses terrain/landscape.
HE shell AOE distance from 0.75/1.5/2.25 to 0.5/1.25/2.25
HE far AOE damage from 0.05 to 0.01
The first sentence was utter rubbish. They decreased the AOE to 20% of what it was, which didn't make it more reliable. It never had a significant problem with colliding with terrain.
I wasn't playing back then yet, but nowadays sherman has the best AOE, in my opinion, with HE shells out of medium tanks. Guessing it used to be quite a beast. |