Its intended, and it deals 750 damage. vCoH had it as well, but it doesn't necessarily hit troops. |
I dont think this solves the issue of Sniper in Scout cars because players who know what they are doing stay at max range and never even get close to Grens and adding 25% health that makes them even harder to kill.
*Make Snipers in scout cars snipeable. Introduce the unintended bug/mechanic of vcoH: sniper fire kills two men instead of just one when inside scout cars/half tracks.
Someone would cry OP, but think about it: scout cars can already kill snipers by themselves, and getting a sniper out is a massive 360 investment early on. I think it'd make for some interesting cat and mouse. |
I agree with most of these.
I wouldn't mind the stug being spammable, but I really liked when it ad a strong frontal armor. Make the sides thinner to compensate and suck its turn rate, and you've got yourself a nice assault gun.
Pathing problems aside (when being caught in a molotov blast), I think if the initial damage is increased and dmg over time decreased, the throwing animation should be a little bit shorter.
I would add that the ISU-152 needs to be nerfed.Its prohibitely expensive, but it wins against a Tiger 1v1, decimates any medium tank in around two shots, murders infantry faster than a KV-8, and it has the longest of all tank ranges in the game. Did I mention it stuns any tank regardless of vet, very often? I would simply nerf its reload rate to be slower, and decrease the stun critical chance to 1 in 5. |
I thinkt the major problem with this ability is the fact I actually can not aim it effectively.
The bombs drop in a rectangular formation (like a CoH1 bombing run), however you get given a circle off-map target strike. This is wrong and should be changed in my opinion.
Secondly, you can not influence the direction of the plane, but it will always come from your base. This means bombs will only ever drop up-down the field with reference to your base and never across the field.
Both these factors contribute together to really make it harder for you to hit that sweet spot when dropping the fragmentation bombs.
I just noticed that in a game (the rectangular thing).
/storytime!
Some may recall that vCoH's strafing run ability was originally like this: a circular radius instead of a rectangular aiming point. Of course, after the strafe was patched, it became über (and it was not until 2.602 that it became what we know now). |
You can't overwrite saved files.
Its a very, very simple, basic feature in any AAA title. It wont break the game sure, but its worth noting. |
Thread: Tiger29 Jun 2013, 02:17 AM
So, can we do something about the end game doctrinal tanks? I have not once been able to call in a tiger or is 2 (also isu 152 and elephant) in a game that I was not already winning by a mile. And both the tiger and IS 2 are borderline worthless, basically they are panthers with increased ai capabilities, which is not worth 250+ fuel. I think price should be reduced to 220ish and armor/health increased.
EDIT:dammit meant to make the title Tiger and IS-2
Posted something similar here, if they reduced their cost, they would arrive sooner, and under different circumstances.
They need to be true linebacker sin the army, and people watching an enemy using that doctrine should expect them to arrive and change the game.
Perhaps giving reducing the fuel cost to 170-200, drastically increase the manpower cost (700 or so) and giving them a higher pop cost to drain some of that manpower income and prevent spam. |
I was playing a 2v2 match yesterday, where we managed to call in several Tigers.
They are very strong... but something's off.
I remember back in the beginning days of vCoH a single Tiger or Pershing literally had you shuffling and repositioning your forces, because these tanks packed a real punch. Up front, you had to outnumber them at least 3 or 4 to one in a frontal fight, and even then.
Right now, if I was able to call in a tiger, either my opponent isn't calling ANYTHING, because he lost, or the game is a team battle stalemate where nothing but heavy tanks will make a difference.
The ISU-52 kills a Tiger, in most scenarios. Not because its stronger, but because its stun mechanic is akin to the Brummbar I think (1 every three to stun) and it has a massive range. If there's any measure of enemy infantry in the field, it will also gain vet fast, and then you have yourself a dedicated AI tank duking it out with your supposed end gamer.
Like I said: they are statistically strong, but something feels off. They require a huge fuel sacrifice to the Tank Gods to bring into the game, but they become tactically worthless at that point, because you are either already spearheading through the enemy, or at a stalemate. |
yes German Armour should be better and more expensive but the difference between the cost's of the t 34 and the P4 and the difference between there effectiveness do not match up, the t34 is only good as AI and useing ram(but only when you have another source of good AT, which you Dont get from t3) and the AI German tank I.E. the ostwind does it alot lot better than the t 34.
i think a big problem is the inability to tech both t3 and t4 for soviets, if i could get both an su 85 and a t 34 i would not mind how bad its AT was due to ram.
Should ram remain?? or should it be ditched for a much more effective tank, lower cost increased damage + penetration perhaps.
I personally don't like Ram from a pure design perspective, but even if it stays, it has a place in the game. It's true that, bang for buck, the PIV is far more efficient than the T34. |
Accuracy, Penetration, Damage, Suppression. Attacks against suppressed and pinned targets have other modifiers and might for example only have half accuracy (0.5) vs. a suppressed target.
I thought suppressed targets had a bonus against accuracy, but pinned targets became even easier to hit. If I'm reading right, pinned targets are insanely hard to hit? (.25 acc) |
I'd say either buff their armor and leave their weapon the same, or buff their weapon and leave their armor the same. Not both.
A smart Soviet player trying to have an AT solution will go for the SU-85 which single-handedly negates Axis T3 problems except the Panther (which incidentally is an AT nade and ram magnet). Of course, the SU-85 is expensive and weak to shreks.
I think people want their T-34's to be PIV's, and this should not be the case. German armor should be better, but more expensive. Soviet armor should be cheap, versatile and aggressive. Its the general path other units in the soviet army take.
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