Exactly. Too soon and you risk heavy punishment from FHT and likely the first P4. Too late and it won't be on the field long enough for it to really shine and cause serious MP damage. The price increase messed with the timing window a bit for me.
I typically liked it best after my first guard squad and before my first SU85 would roll out.
Actually it still would be a good late game unit, even with FHT and P4 on the field, some of the maps have so many narrow points, if you can defend it properly you won't have to worry about them. Also when an FHT or P4 do arrive, the FHT relys on crits to kill while the P4 is horribly inaccurate, so either of them will take a while to kill a 120mm mortar so the mortar can easily retreat. The real way to counter them is a well placed nebelwerfer barrage but, you don't normally see them in 1v1s.
The one hit ability would ruin the German ability to cap late game. Therefore, there would be less possibility of Germans harrassing your fuel, vps and cut offs. I've seen so many late games where Germans only have a few infantry squads left surviving because of the Soviet one hit wonders in all game modes.
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the 120mm precision is actually stronger than the 82mm, though not by much. the 120mm does 200 damage with 9 AOE (the same stats as the german howitzer....) but the 82mm only does 160 damage. same range, same AOE. that means the 120mm with wipe squads more consistently with its precision, but even the 82mm can wipe squads easily.
That explains why there doesn't seem to be a difference between the two precision strike abilities. Thanks for clearing that up, though it doesn't make a difference to what it does to an infantry squad. |
the 120mm has squad wipe potential, and have that powerful precision strike ability. If it's made to be any more accurate there would be too many german squads wiped out, hence an imbalance issue.
You seem to be underestimating the precision strike ability. It cost the same as a grenade, it's not as easy to dodge and it has a lot bigger AOE and damage than grenades.
You can wipe out unsuspecting squads capping from very long range with that ability, you can accurately wipe out a German mortar from ranges far beyond their range. Thus forcing the German player to re position every couple of seconds just because of the threat of precision strike. Meanwhile, the 120mm mortar can just re position when it's been fired upon or can respond with the more accurate ability while under fire, since it is able to take more hits than the German mortar. It's because of these reasons the 120mm is superior than the German Mortar.
The only thing that makes the 120mm mortar useless, is the Soviet 82mm mortar. The Soviet mortar is more accurate and their precision strike ability is just as powerful. Really, the 82mm precision strike does the same damage and AOE as the 120mm mortar, makes the 120mm useless in comparision except the longer range. |
i think the primary reason for this is that, sometimes people just don't surrender they just go to the task bar and close the reliccoh2.exe |
CoH2 is going up or down.
lag has been reduced ( yet still present when you play against people with shit connections of course )
more maps, and custom maps are available at steam workshop.
better balance, buildings are no longer impenetrable fortresses.
chatrooms so you can play with strangers on custom games ( yet no one use them )
However,
the pay commanders are too gimmicky, and are shit.
relic still wants to stick to their gimmicky abilities that ruin balance like sniper sprint and ram.
the maps are imbalanced.
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This game isn't a WW2 sim. It's a completely unrealistic computer game. At least in Starcraft, people don't try to use "realism" as reasoning for balance.
ironically balancing around real life is better than what relic is doing. |
i dont think paid vet is not that much of a problem, because it delays teching. however, i think the ability is too cheap and gives too much xp.
sure, for a panther you have to use the ability multiple times so its more like paying for a more expensive panther, but for infantry or support like grenadiers and mortars it's instant vet 3.
the ability is practically free manpower wise, this the cost of the ability should increase to 100 and 30 fuel, and not add so much veterancy.
Tiger Ace should be removed, a free tank is not something that deserves to be in this game, even if it is stoppable.
soviet industry also needs to change, tanks already come out too quickly right now, there shouldn't be a doctrine that makes them come out even faster. |
how bout remove the precision strike ability from the 120mm mortar barrage.
or decrease the price but decrease the damage and increase the splash radius.
increase price on soviet mines.
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Thread: KV-81 Jan 2014, 03:53 AM
i think one of the problems is the kv8 is just too hard to kill.
even when you get a tank out to counter the kv8 it still takes a damn long time to kill it. long enough for the tank to retreat back to its anti tank defences even when its out of position.
the other big problem is that it kills way to quickly. of course its a counter to infantry, but there is a line that says that it does too good to a point of being unbalanced.
would you like it if the elefant has super great accuracy, shoots 30 rounds per minute and does 640 damage?
see, even if the kv8 is meant to be good against infantry its too good. even with the recent changes the kv8 still obliterate full hp infantry squads. add this with retreat lag and flame crits its like you lose a couple guys just as you see one.
proposed nerfs.
get rid of flame crits.
and either slightly reduce the damage of the tank OR reduce the armor. |
relic is supposed to allow players to use customizable hotkeys from the start!
what is wrong with them |