as long as we are messing damage modifier against infantry, might as well give it a bonus against vehicle.
increase the stuart's damage against vehicle to 100.
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Thread: Stuart17 May 2018, 07:09 AM
In: COH2 Balance |
Thread: Firefly need to be cheaper17 May 2018, 07:03 AM
did you saw video and actually see what happened? the panther literally turned 90 degree and shove its cheek right into the patch of the rocket. Then he decided to park just out of range of a FF. The match was looking bad for the axis player in general, but he did the worst thing possible. compared to https://youtu.be/9yaMXWb-NqQ?t=44m5s https://youtu.be/9yaMXWb-NqQ?t=40m40s in both case the one of the tulip rocket missed a King Tiger, one of the biggest target in the game. players don't make a habit of presenting their wide side against a tulip firefly. In: COH2 Balance |
Thread: Firefly need to be cheaper17 May 2018, 06:50 AM
case in point about tulip being the perfect boogeyman, providing an excuse to keep Firefly overpriced. Shadow's success in the video is not the norm. In: COH2 Balance |
Thread: Firefly need to be cheaper17 May 2018, 05:52 AM
@firesparks I think just a price decrease will be fine. Then we can see what happen. I'd rather a price reduction than a tulip reduction. That would be by all accounts really awful to play against I would actually like to see the tulip rocket dealing 80 dmg per rocket, but the Firefly cost go down to 350 mp 130 fuel 12 pop and the tulip ability cost go down to 45 munition. This make the Firefly a cost effective TD despite its shortcoming.
It work both ways. The 200 damage on the FF "negate" the jp4 vet 2 bonus, but the jp4 vet 2 bonus "negate" the FF vet 3 bonus. The 160 hp bonus means the 800 HP jp4 will still take 4 hits from a vet 3 FF to kill. On the other hand the jp4 vet 2 bonus does mean it remain a 4 hit kill against the vet 3 firefly. FF 2x200 + 2x120 = 640 Go look at the UTT video I posted. Some of the best players in the game had trouble landing both tulip hit on a King Tiger. Even in Shadow's video, the axis player made the mistake of broadsiding his panther to the tulip. Landing both hits is a lot more difficult then you suggest. It's not a tracking shot, there's a delay, and the rocket rails are off center on the side of the sherman's turret. in addition, the Tulip no longer completely stun, and the movement debuff only last for 2.5 seconds. The panther in shadow's video managed to back way from the Firefly despite having take both side, but made the mistake of stopping too close to the FF for repair. The scenario you're describing is extremely unlikely. It doesn't happen often enough to be reliable or help the british, but its mere possibility become the perfect excuse to not make the FF cheaper. The Tulip is the perfect boogeyman to be used. did u count the 200 damage or did u miss it ? dps = damage per second so, yes the value take into account the 200 damage, as well as the 8 seconds reload. In: COH2 Balance |
Thread: Firefly need to be cheaper16 May 2018, 05:15 AM
First, again you're using a chart with outdated data. the Post you're linking is from Sep 2016. The Firefly vet 3 was nerfed four months ago. Secondly, half truth is as bad as full false hood. Here's the Full veterancy bonus of the jp4 and FF up to vet 3. jp4 vet 1: cloak ff vet 1 : +15% accel ( to 1.84) and +15% decel jp4 vet2: +160 HP, +20% accu ff vet2: -25% reload time, +25% turret speed ( to 24.3. panther is 33) jp4: +20% top speed, +20 rotation speed, -10% reload time FF vet3: +40 raw damage, +30% accuracy The jp4 get better defense bonus with cloak and HP mixed in with a bit of offensive bonus. The Firefly get mostly offense bonus. They get different bonus to suit their play style, it's call asymmetric balance. Third: The same patch that nerfed the firefly vet 3 also nerfed the tulip as well. It's no longer a complete stun. it decrease its top speed to 25% for 2.5 second. This make a big difference because the tank's movement command is no longer interrupted. this fact is explicitly spelt out in the patch note:
The firefly and tulip you have been quoting no longer exist of course, to quote a certain someone:
yes, 380mp 140f, same pop as the jp4. In: COH2 Balance |
Thread: state of british artillery15 May 2018, 06:25 AM
Could include the howitzer in mortar pit barrage (for small muni cost) to round them out a bit and make the pit a bit more attractive. It's not like the 25lbs are b4s or anything so a slightly stronger barrage could go a long way for both units that was my initial plan, but it would mean the british still need to spend 45 mu to move a mg. which is why I suppose making the 25 pdr barrage a 60mu base ability dependent on sight, and the FOO tommies get a free victor barrage for the mortar. the Victor barrage is free because you need to build and maintain a mortar pit. the 25 pdr barrage being dependent on sight means the FOO tommies still have the responsibility of sighting for it. the FOO upgrade is blindingly obvious to the enemy, and the axis counter british artillery by focusing on the FOO. if the british keep the FOO out of a firefight in the back, he's keeping one of his combat unit out of the fight. In: COH2 Balance |
Thread: Firefly need to be cheaper15 May 2018, 05:12 AM
the firefly might have better penetration, but its dps is so slow that it barely make the difference against the much higher dps jp4. Alternatively, see how the jp4 fare against the highest armor unit for the british (290) verus how well the firefly fare against the panther. as a simple calculation: 170/290 = .5862 * 28.16 = 16.507 210/320 = .6563 * 24.24 = 15.908 the DPS for the firefly is so low, that the lower penetration on the jp4 can keep up just by firing more shots. assuming it's jp4 vs panther (which doesn't really happen) 170/320 = 0.5313 * 30.72 = 16.321536. the long reload on the Firefly effectively keep its dps low. It's the great equalizer. They also nerf the movement stun on the tulips, It's only 2.5 now.
technically the tulips isn't on by default. You need to pay munition for it. really, if nerfing the tulip damage to 80 per rocket and lower cost (~50 mu) mean the Firefly get a cost reduction to 350 mp 135 fuel 12 pop, it's a fair trade off. Try this with a JP4 which is a poor example since the panther was stationary both time. The panther was sitting in front of a vicker trying to kill it, allow the firefly to take shot at it own leisure. Then it remain stationary as firefly drive up to it again Even after taking both tulip rocket the panther still manage to back up, and would have likely retreated back to base if he didn't stop. lastly, the panther was wounded already. 200+240+200 = 640, which isn't enough to kill the panther's 800 hp. The panther would have need to have been wounded already. You did everything right, but it's not not a sign of how the firefly is worth 440 mp 155 fuel.
Okay, the turret does provide advantage, but it is also important to acknowledge that even with a turret, the Firefly is still vulnerable to flanking. Any axis player who used the tiger should know that having a turret doesn't make you immune to flanking. There's faster turret, and then there's slow turret. The firefly have a slow turret. The firefly is as vulnerable to flanking as the tiger, given their turret speed and chassis speed are almost identical similar. It's not like the jackson whose fast turret and body make it "impossible" to flank. In: COH2 Balance |
Thread: about grens rifle nade.15 May 2018, 04:49 AM
Rifle nade is fine? Not sure why it would need a change. Yes, it has more range, but it also has an incredibly obvious animation You're almost always in range of the rifle nade, considering it has a range of 30. enemy trying to throw a nade is blindingly obvious, because they are aggressively try to get close enough to throw it. Most player is wary of enemy squad getting with 20 meter. meanwhile the riflenade can happen anytime there's a firefight since most fireflght happen under 30m. In: COH2 Balance |
Thread: state of british artillery15 May 2018, 04:40 AM
the 25 pounder isn't "free". you at the least need to spend munition on the barrage. Neither the 25 pounder nor the major measure up to the axis rocket artillery, much less the on map howitzer. And it's not like the panzerwerfer or the stuka are "weaker" than the howitzer. The howitzer's main advantage is safety. On most map you can plant a howitzer next to your base and still cover most of the map. Rocket artillery require the unit to get closer. Neither the British nor the US IRL really used rocket artillery, during WW2 or afterward. Both countries had already mastered the art of fire mission and there was no real need for rocket artillery. By contrast both the german and soviet gravitated toward rocket artillery because it was easy to use and have a low skill floor. The soviet lack radio equipment and rely mostly on pre-planned barrage. The german were hardy better and moved toward Western howitzer doctrine post war. This is why both the british and USF in game have Howitzer as their strongest tech artillery, because it was what they were good at. Instead of rocket artillery or on map howitzer, both the USF and UKF get pseudo off map howitzer. In: COH2 Balance |
Thread: better british grenade(WP and rifle grenade) 15 May 2018, 02:43 AM
I think the importance of building counters is largely overestimated in ballance discussions. People seem to expect countering better positioned opponent with only one squad and a cheap ability. That only supports blobbers more and more. the british's only building counter early one is the mortar pit and the wasp, neither of which are reliable. There's a whole world of difference between having even just one single reliable garrison and having none. And British have poor peak DPS early on. The whole segment about building to building fight apply mostly to the US rifle (garand) or the sturmpio (stg44). (ignoring the fact they have 81mm mortar) In: COH2 Balance |
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