Yeah USF Mortar is like the old 120mm, it wipes stuff like nobody's business, at only 260mp this baby punches far above its cost. |
About the .50 cal, the patch said:
"Bonus penetration against specific vehicles to ensure the .50cal can harm these vehicles, but not burst down other light vehicles immediately."
Anybody knows which vehicles get specific penetration increase? |
ye that sounds right in the theory but when you are in the game doesn't really work that easy in 1 v 1
maybe in team games it is thet easy
Nope in team games there's bound to be a Stug- Jpz IV sitting behind the blob or if you're unlucky a Panther will chase off your poor Sherman. Volk blob => Panther horde rekts Allied hard. |
+1
Make me remember the time I used OKW. The B4 was lucky enough to land a shot right on medic truck with volk nearby. But unluckily that only one of my squad was wiped.
I'm sure at that moment I did not hear a single B4 shot. Seem like the only one who can hear it clearly is the one who use it. The noise of the battle won't let you hear, or even you do, it's too late.
Also don't forget Stuka Dive Bomb got sound bug too, sometimes you only heard the sound after the bomb is dropped. |
Hardly.
You want to know a game that took it a step further?
Check out Evolve P2win tier monsters and hunters.
Hell, look at Star Wars:The Old Republic to know where "too far, bro" is.
Man I miss the days when we have expansion packs, if only COH2's business model is like SC2 instead of the DLC mess. |
NEW Su85 vs JPIV
Acc: 0.055/0.045/0.04 vs 0.06 / 0.04
Pen: 240/230/220 vs 200.0/185.0/170.0
Reload*: 5.4 vs 4.75
Size: 18 vs 17
Pop: 12 vs 14
Speed: 5.7 (2.85) vs 5.5
Acceleration: 2.1 vs 1.9
Deceleration: 4.3 vs 3.6
Rotation rate: 22 vs 20
Sight: 35 (49/75/105) vs 45
Cost: 350mp/130f vs 400mp/135f
Armor: 140 vs 230
Rear armor: 70 vs 80
Unlocks the 'Tracking' ability
+30% penetration, +30% accuracy
-20% reload, +20% rotation speed, +20% speed, +20% ac/de-celeration
vs
Unlocks the 'Cautious Movement' ability
+10% armour, +25% HP, +35% sight range
+20% rotation speed, +20% speed, -10% reload
-15% reload, +15% accuracy
For first shot fired out of camouflage +150% damage & +150% accuracy & +150% penetration
*I'm stating the reload without the fire/ready aim times which in general is 0.25 the sum of both. For some reason statscohhu states cooldown which has a 0 duration if i'm not mistaken.
Jpz IV still better with uber Klingon cloaking field, Tracking is useless vet ability anyway, at vet 2 Jpz can spot for itself too. The onlything SU-85 is better is pen which is not a concern for Jpz since all Soviet armor are paper armour anyway and first strike bonus means your first shot will always damage. |
Give me bikes please, 222 can be buffed to a T2.5 unit (required BP2). |
Well, someome has to play against SPrice.
Since the price increase, RE blob is a death sentence for USF unless it is team games and you have enough muni to equip RE with LMG. |
I believe I even posted this in the UKF Alpha forums about a while back but nobody paid attention.
My wet dream was to have a sort of Eastern Front Ostheer's gameplay mechanic of switching between Offense and Defense, in the case of the Brits, more static and more mobile gameplay, ever since the Alpha.
Basically my idea was to have Anvil and Hammer be 2 swichable options in the Brit HQ and lock all mobile units in Hammer while locking all emplacements and the Churchill in Anvil, so if you go Anvil you'd get access to the Bofors, 17 pounder emplacement, upgraded trenches (I would just change the model and allow it to garrison mortars, for example) and the mortar pit which like Svanh said would be turned into a defensive position and you would have access to a mobile 3-inch mortar team by default, plus the Churchill and I was hoping that Anvil would also unlock a hull down ability for British tanks but sadly I think lack of animations are preventing that from happening.
While if you choose Hammer you'd get the Universal Carrier, AEC Mk III Armored Car, Comet and Firefly as well as some other offensive ability like the vehicle tracking for example or something.
As for the standard toolset you'd still have the Infantry Section, Vickers, 3-inch mortar team like I already mentioned, Sappers, 6 pounder AT gun, Sniper (altho he would have a Scoped Lee-Enfield by default and be able to upgrade to a boys .55 AT rifle like it was originally intended to be) and Cromwell without the need to invest resources into specializing into either defense or offense, you'd just still get sandbags and trenches by default to hold ground but not really dig in as effectively as if you were to go Anvil or take ground as effectively as you would if you went Hammer.
But yeah, you'd be able to switch at any time but of course would require to invest resources and time again, so researching would need 30 seconds to complete while the cooldown would be like 60 or so before you can switch again, giving the ability to the British Army to adapt to the Battlefield situation instead of locking units and abilities behind senseless side-tech. The only choice that you make that should be locked in is the Commander you choose, not side tech if you ask me, the trade offs are just not worth it.
And yeah sorry for the wall of text but I had to rewrite it and I'm in a bit of a hurry.
This makes too many sense => Lelic will never implement it. |
Can your T70s score as many kills as the Luchs in this screenshot? No. That extra health is the exact reason the PII/Staurt are so effective.
Could this be possible to survive that late into the game without that extra HP? No, that is why you don't see T70s in mid late games that often.
T70 never scores as that many kills because in 1v1 if your T70 got even 2/3 of that kills, Axis player has already gg. Allied absorb losses better than Axis, especially Soviet. |