Actually it´s still unrealistic. With a 20mm cannon or a high rate of fire MG you could achieve this. But definitely not with a DP and its small magazine. Will it disturb the crew? Of course, but nothing they can´t simply shrug off. 20mm guns however will make you bleed from your eyes and ears - but even that takes some time.
Thus I also think the idea of guards buttoning tanks is bullshit, but it´s ingame already. So what can one do anyways?
It´s silly to see a Panzer IV stop while guards sit directly on the road in front of them. Every sane Panzer IV driver would just knock those guys over.
Well, in this game generally tanks are so polite they will drive carefully around your enemies infantry instead! |
The MG42 have a little good time after the patch... But with shock's and Maxim spam, they dont pin nothing, just get pinned or on fire...
I had a MG42 set up and the enemy walked in with his Maxim, set up and supressed my MG42 before his Maxim got supressed. Ok, he walked into yellow cover whereas my MG42 was not, but still... maybe I just don't know how to use MG42s properly, but every time I use them they are just being useless. Conscripts just Oorah and run straight through the middle of the firing arc, throw a molotov and win the fight, surely this shouldn't be ever, ever possible at all, yet it happens regularly. I stopped using the unit completely for that reason. |
That's the correct one.
Chance to penetrate armor is penetration / armor
Therefore chance to penetrate IS2 from the front with Stug is
140 / 325 = 0.4307 = 43%
Thanks for that answer, now I know more again |
I wanted to ask if someone knows how front / back armor works in CoH2. What part of the tank starts to count as the back armor? I will try to draw it.
Is it like that (red = back)?
-----
|....|
|....|
|....|
|....|
-----
Or more like that?
-----
|....|
|....|
|....|
|....|
-----
Or more like that?
-----
|....|
|....|
|....|
|....|
-----
Also, when we are already at it, how do you calculate the chance to penetrate the armor of a tank? Like, lets say it is a StuG IIIG with 140 penetration against an IS-2 with 325 armor, how high is the chance to penetrate with a shot? |
I lost a lot of infantry (you can lose whole squads in the first strafe) and stuff like StuG (not full health, but it had still a significant amount of health left)) or Panzerwerfer to this ability already. It also seems to be very good at destroying tank engines. I even tried to build now an Ostwind because it is the only AntiAir so I thought maybe it works, but it took too long to shoot down the plane that I already lost my infantry. Not to mention the Ostwind is not exactly a cheap solution for just countering a munition ability.
I understand 240 munition is quite an investment so it has to be powerful at that cost, but maybe it would be more sensible if they made it somehow less effective but cheaper in return. I wouldn't have a better idea at least. |
But I did mention that Blitzkrieg and Target weak point are really good
I guess I will concede my point on the Medkit. At least you agree with me on Counterbarrage and the Sniper ability, so it is not just me |
Hello,
I am just a casual player in CoH2 and I am not pretending to be any good, so maybe you will tell me that my observations are inaccurate and that some people actually think very differently. If that will be the case I am happy about advice.
What I observed is that several of the German abilities (I am not talking about Soviets because I don't play them much) which unlock on your units when you reach veterancy level 1 seem to be not really useful. There are also some good ones like the Blitzkrieg on Panzer IV etc. or the Stun shot on StuG III. But the following abilities don't seem on par:
Medkit: Grenadiers and Panzergrenadiers get a Medkit which costs like 20 or 30 munition. They cannot restore fallen comrades, so when your guys are wounded you probably have to retreat to reinforce anyway where your Medic Bunker is. I don't feel it is worth wasting so much munition for this.
Counter-Barrage: On first look this seems useful. It lets your artillery units shoot automatically on enemy artillery, so it lets me spend my attention somewhere else. However it is cumbersome to use because for some reason you cannot move units when they activate that. It also seems to have a huge cooldown when it uses the barrage with this ability, at least my Panzerwerfer needed a lot longer to recharge after a counter barrage than with a normal barrage, so it seemed counterproductive actually. I don't know if there is any bonus over a manual barrage, it didn't seem so... so overall it seems better to just target manually.
Incendiary Rounds: Sniper has this, it kills one squadmember of the enemy and stuns the rest. This is really expensive, the stun is really short so not very useful and the ability seems bugged. Often my sniper will just stand around aiming on the moving target forever but never shooting. This reminds me a lot of the High-Powered Shot ability of the Techmarine in Dawn of War 2 which is very similar in its function and has also the same bugged behaviour.
Infantry spotting ability (don't remember name): Scout Cars and Halftracks have this. The range doesn't seem to be very good and the problem is obviously that those cars don't really last a lot of time in general. The Soviet counterpart Overdrive seems a lot more useful in comparison and lets it actually survive easier, which seems ideal on such a vehicle. |
So if I understand this right, around half of the wall of text post is about the fact that Relic doesn't seem to have put much thought behind the cost of several items and thus not really balanced them, but rather used an arbitrary placeholder value of for example 60 munition? If so then this seems true to me. |
I am not playing CoH2 very zealously, just occassionally and casually in 3on3 currently with friends. But well, I like to win still so I give it some thought here and there.
What I am not really sure about is what bulletins to pick (esp. for Germans, since I am playing those). They don't seem to be extremely game changing, but maybe I am underestimating them? Anyway, for the most part I picked the infantry bulletins simply because I didn't have many other bulletins unlocked (many of them are quite hard to unlock actually, like killing 5 heavy tanks with Grenadiers...).
Taking infantry bulletins seems reasonable because you always buy infantry in every game and profit from it immediately in early game, whereas you don't know if you always get a Panther for example. On the other hand I feel I want my late game units also as good as possible, so since I like to use StuGs, I took the +4% penetration bulletin and I recently unlocked the Panther +3% armor bulletin so I am trying that as well.
What is your thought about bulletins, which are most useful or does it not matter at all? |
I think the Tiger Ace should be repleaced with a King Tiger, it would be more unique and awesome. It must be slower, better armor than the Tiger Ace.
Resource wise I think it should cost some mp and some fuel I say(500 maybe) and stop all income for like 10 minutes except ammo, because the tank needs ammo for it's abilities.
Edit: "It should cost 500 mp and some fuel (dunno how much)
The Tiger II wouldn't make much sense in the setting because the multiplayer game is meant to play in 1943 from what I know (correct me if I am wrong). The Tiger II didn't enter war before 1944. Not that I wouldn't like to have a Königstiger! |