It's a consequence of no longer having low / medium / high points. In 1v1 maps you had mediums and the rare high, and team maps are mostly low points. |
Yep. Here's a quick run-down courtesy of Wikipedia:
http://en.wikipedia.org/wiki/Waffenfarbe
Arty is red, Panzer crew pink, Pioneers black, and all other infantry White. |
Hi. I recently noticed the uniform for the German Panzer crew operating the top MG is incorrect.
Here is an image from the game, the gunner uniform common across all tanks:
You'll notice on the shoulder straps are lined red. Red denotes artillery.
The proper corps color for the Wehrmacht for Panzer crew is actually pink, and with pink trim.
P.S. Brummbars are awesome. |
In that case, it's as simple as 120mm at 60*, or effective 240mm. Which means Panther can only penetrate the turret.
I don't see what there is to argue about. |
Look.
The 1943 IS2 has a frontal lower glacis of 60mm at 72* from vertical, (effective 194mm), front upper hull at 120mm at 30* (effective 138mm) and a mantlet of 100mm at 0* (vertical). The IS2 has had historically poor turret protection, but superb hull, leading to most losses due to turret penetration or turret jamming at the turret ring.
The Panther Ausf. G has 80mm at 55* from vertical (effective 139mm), and a turret mantlet of 100mm at 12* (effective 102mm).
The IS-2 (1943) is armed with a 122mm D-25T L/43 gun, which with APCBC rounds can penetrate 204mm at 0* at 1000m, or 130mm at 30* at 1000m.
The Panther Ausf. G is armed with a 7.5cm KwK42 L/70, which with APCBC can penetrate 149mm at 0* at 1000m, 111mm at 30* at 1000m, or with APCR rounds, penetrate 170 at 0* at 1000m and 149mm at 30* at 1000m. The latter were often in short supply, so it's safe to assume the Panthers are(were) firing APCBC.
Settling the quality of steel aside and assuming homogeneous plates, projectile deflections or partial deflections, and disregarding battle conditions such as optics, ambush, visibility, or accuracy, what does this mean?
- The IS-2 can penetrate the Panther's turret at distances over 1000m, but not the front glacis plate (the hull).
- The Panther Ausf. G, with APCBC ammunition, can penetrate the IS-2's turret and upper hull at distances over 1000m, but not the lower glacis plate.
- Both of you are fucking retarded for arguing off-topic for three pages.
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If Relic goes the way of Riot, then what you'll end up with is a few good commanders for the metagame, and a whole slew of worthless commanders. Out of Riot's what, 110+ champions, only a dozen are used in top-tier gaming, and that's reflected on the ladder. |
Maybe they should rename "Commanders" into "Champions", and every week there's a different rotation of 3 commanders available for everyone to use. If you want to use a non-preselected commander, you buy it.
If you want to grind it out, you spend the XP you've gained from your games. |
Two words: map awareness. |
Balance would be very difficult, especially around NKVD and Partisans, where their effectiveness directly hinges on the opponent's mechanics. Newbies will absolutely get devastated because they lack map awareness and APM to multi-task; pros won't get affected at all and make these specialty units useless.
If they only release "core" doctrines - Festung, Grossdeutschland, LSSAH, Schwere Panzer - Guard Rifle, Shock Army, Conscription Army, Deep Operations - and then slowly reintroduce new doctrine/commanders one by one, I think they can get a good balance going. Because they'll balance around the standard, not guess which unit is OP and which unit is UP.
The problem with Relic now, besides not beta testing new commanders, is that they haven't allowed the current metagame to stabilize before introducing new elements. What they should really be doing is to wait two months, release a bunch of commanders, then wait two more months while fixing bugs for another release. It's only been 3 months since release with highly unstable balance. They should have fixed all the problems with the default set of units before adding new stuff. People can't bitch about no new content if they don't know it exists. The Sept. 10 patch did make CoH2 closely balanced with oddities here and there, they should have left it alone more than 14 days (Sept 24 Case Blue) to allow players to discover new strats. |
- Shermans were essentially one of the most exported tanks via lend-lease. The only other real mid/late game tank option is the British/Canadian Valentine Mk. IX which is also an infantry support tank. My intention was to make it perform similarly to the T34/85, but with more utility because it has smoke.
You do bring up a very valid point on unit overlap. The Soviet units are very defined except the conscript. I will have to do more research and find a unit that fits a role that no other tanks do.
- Only 1 Shock Troops: I believe that Soviet play should not hinge on a singular decision: do I want Guards or Shock troops? These proposed docs are an attempt (good or bad) to shift CoH2's train of thought into a more diverse gameplay. In the same vein, the argument whether PPSh should be available to all commanders, I believe it shouldn't happen, because that leads to less variety. Not having PPSh shouldn't make the commander unusable, but the commander should have benefits in other areas (having other utilities) such that it is equivalent, but different, from PPSh's advantages. |