DPS for tanks would only make sense if the state machine worked as follows:
1. Enemy spotted
2. Reload shot
3. Fire
4. Go to 2
Instead, it works like:
1. Enemy spotted
2. Fire
3. Reload
4. Go to 2
Basically, DPS completely ignores alpha damage, which is the most crucial part of the equation.
Moreover, DPS completely masks the effects of what happens when you increase the amount of tanks dealing damage. When you have 2 tanks opening up at once, the DPS doesn't simply just double; it goes even beyond that.
For instance, it takes an AT gun 4 shots to kill a T34. That means 3 reload cycles. If you put 2 AT guns on the work, that's still 4 shots, but that takes only one 1 reload cycle (that occurs in parallel between the 2 AT guns). That's 3 times faster, and a DPS calculation would completely ignore that.
Alpha damage is what allows Panther spam to be amazing despite the fact that singular Panthers are shit.
You can get away with DPS calculations for infantry, simply because the reload time is small, and the duration of combat is usually long (especially when cover is involved).
Yup I'll take alpha over DPS any days, which is why Jpz IV and Firefly is the most common TDs, followed by Stugs and M10.
My priority: accuracy>>alpha>>>cost>>>DPS. This is why Jpz IV and Firefly is the most feared TD, Jpz because of the awesome camo shot and Firefly due to lol alpha strike.
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IMHO I would really prefer to have a pause button like vCOH, lots of folks need some breaks in long slug fest matches.
Also 4v4 is pretty much guaranteed bugsplat after ~30 mins of playing so can't blame the players on that.
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vCOH ftw, don't mess with perfection. If Lelic want DLC, they can go the way of alternative units like in ToV. |
RIP G43 upgrade vs all 3 factions (especially Brits).
Now, how do we fix STG curves for Cons to make sense? Do we also make them unusable?
See my suggestion above, the idea is that Cons at long range with Hit the Dirt should be equal to StG Volks and win with Mosin Nagant upgrade. |
I think instead of buffing raw stat, Conscript needs better utility
- Fix Molotov animation and increase the cost to 35 muni
- Merge Molotov and AT-nade in the same package, also Penal Satchel charge will only be available from this upgrade too.
- Trip Wire will be research through HQ (replace AT-nade) - it will be something like "Defense Ops Upgrade" which will give Cons and Penals ability to build small sand-bags like US, wires and trip wire mine
- Give them Hit the Dirt at vet 1
- Ppsh will be available at T3
- Ppsh upgrades from doctrines replaced with Guards-profile Mosin Nagant rifle, effectively upgrade your Conscript to stock Guard squad
The idea is to have a squad that while does not have lots of raw power can still be useful the entire games. |
I think vet1 should be reducing crew reinforce cost from 20mp to like 18mp (10%) or reducing popcap cost, this will make Maxim scale better late game when crazy DPS anti-inf weapons are all around and you won't bleed MP like a pig to keep it alive |
So sherman vs p4 is 50/50, while costing less than p4 and having way superior anti inf (HE rounds, superior .50 cal and fighting mostly smaller squads (4man and HE rounds is fearsome combination)
So jackson is not better than stug because it requires vision? Range is the best stat a TD can have. Try screening with the superior usf infantry?
Well Sherman's vet is meh while P4 vet is awesome so Sherman needs to secure a lot of kills before P4 outclass it with vet.
Also I agree Jackson needs that range because with only 5 extra range over Stug Jackson cannot counter the Stug Spam as effectively as before and Jpz IV will snipe it all days long with extra range + camo. |
Considering the Tiger Ace comes with massive downsides, how exactly is it overpowered when the normal Tiger is not? Let's just say it is overpowered, how exactly would that make the normal Tiger at vet3 not overpowered? And at the same time, how would that make the IS-2 at vet3 not overpowered, as most of the veterancy buffs are percentage based (except the ones where the Tiger has an advantage over the IS-2), and thus the IS-2 actually becomes better with vet than the Tiger?
That downside wound't matter much in 1v1 since by the time TA has rampaged through your army there won't be many things left to counter Axis unit, also the no fuel required is pure BS. |
Also IS-2 still got one of the most useless vet ability in the game compared to the ever useful Blitz from Tiger and lots of OH commanders got smoke with Tiger too so keeping a Tiger alive is much easier than keeping IS-2 alive. |
In this and last weekend I tried to play with IS-2 - not a single rebound, all shots pierced the IS-2. Once I had three consecutive rebeces - it was the blessing of the gods
Same here, in my experience IS-2 armor is unreliable as fuck and when Axis invest in proper AT like Stug or Jadgpanzer IS-2 gets rekted really fast. |