Common Wooof if they nerf the speed of SU-85 no skill will be required to sucesfuly flank one. It's still a mobile AT gun after all.
everyones complained about the su85s speed for a long time now. the last patch did nothing to fix that. the only time the change to focus sight makes any difference is if an su85 is trying to chase a tank down at long range with it on. for reversing away, it just turns off sight and its as fast as ever. pqumsieh even said in his stream theyre just trying out focus sight change, if its not enough theyll do more. well just have to see what they do next patch |
yea like everyones saying, vet doesnt increase armor. so t34s will penetrate just as often when the p4 has vet. vet2 just gives german vehicles a .45 recieved damage modifier.
vet 3 on both tanks doesnt actually balance out though, but this seems to be a bug. i was just talking to pqumsieh about it tonight. germans have .45 recieved damage and 1.78 damage dealt at vet 3. soviets get .525 damage recieved and 1.78 damage dealt. so its close, but not quite. |
Even Elephant is rubbish? I just don't know what to say...
well he didnt exactly say the elefant is rubbish and the accuracy bit is obviously not meant to be taken literally. what happened to him is partly bad use of an elefant and bad luck, but it doesnt change the fact the su85 is really really powerful for its cost. but i dont think it needs any changes except maybe its speed (since the last change isnt really much of a nerf if the soviet can remember to run off forward sight). i was curious so heres some numbers.
an su85 shooting an elefant at max range has a 65% chance to hit. it fires every 4.25 seconds and penetrates 42.5% of the time. su85 deals 160 damage, 240 with mark target, and 427 damage with mark target AND vet 2. thats crazy, even if it doesnt penetrate often.
elefant shooting an su85 at 66m has a 74% chance to hit. it fires every 8.8 seconds and penetrates 94% of the time. elefant deals 320 damage.
honestly, that elefant would put up a fight, but if they get some lucky penetrating shots it didnt stand much of a chance. assuming lucky shots, those su85s can deal 1334 damage before elefant can even reload after the first shot. elefant shouldnt have been alone in that fight to begin with though. |
Thread: Maxim9 Sep 2013, 23:48 PM
In my experience, if aimed at the middle of the crew, a rifle grenade will usually do some damage and take out 2-3 men. I've had some experiences where it took out none, though.
thats because of how AOE works in this game. the overall radius of the nade may be large, but only a small area does the full 80 damage. the AOE has a radius of 4m, but a near radius of only 1m. so entities within 1m of the impact recieve the full 80 damage and die. from 1m to 2m is linear from 80 damage down to 20, then from 2m to 4m is all 20 damage.
molotov damage functions the same way, but the big difference is the flame crits. damage for the molotov isnt as important and crits work just as well at 4m as they do at 1m. so the molotovs AOE is more effective even though they both have a 4m radius.
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So reversing vehicles are just as fast as driving forward!?
Then why does every tank driver insist on turning 180 degrees when you give a move command to some far location in the back?
This is pretty dumb, atm I always give a reverse command but I was under the impression forward driving tanks were faster. I figured tanks would turn around as soon as driving the distance forwards would be faster.
It feels like necessary micro because of bad AI...
yes its just fast going backwards. its very easy to test. just put 2 of the same tank next to each other and give a move order to one and reverse order to the other. theyll stay even with each other. i have no idea what the tanks turn around randomly, but i hate that too. if youre fighting, you definitely dont want to turn around to drive away forwards. you wont go any faster, but youll expose your weaker rear armor. |
Who is whining now?
If it would nerf reverse speed on all vehicles(including German,let's be unbiased,no?),then I would agree with you
there is no reverse speed stat in the game so this change is impossible to make. all tanks are just as fast going forward as backward. the only thing that could be done is an acceleration/rotation/max speed nerf.
This man in all his wisdom is rightthe sniper always dances forward out of cover before shooting
he was right when he said it can happen occasionally. it doesnt always dance forward. and it doesnt dance out of cover, it dances in to cover. |
Thread: Maxim8 Sep 2013, 20:47 PM
Maxims avoiding rifle nades is harder than an MG42 dodging a molotov aswell due to the spin the Maxim must do to go back and if you go forward the rear crew members are hit. I quite often nowadays just take the nade and hope it only kills 1-2, unless I know my men are really clumped in which I retreat.
i take it back, this point is actually something new i havent heard anyone make before. i actually noticed this when i was putting stats into the spreadsheet.
for the maxim:
| | turn_plan: "motorcycle_i";
so the poor maxim thinks hes a motorcycle just because he has wheels. im not sure thats enough to make it harder to dodge a nade though. the rifle nade is fired .6 seconds slower than the molotov is thrown and the mg42 takes 1.49 seconds longer to tear down. that means if the two reacted at the exact same second, the maxim still has a 2.09 second head start. i cant say if that is enough to compensate for turning like a motorcycle though |
Thread: Maxim8 Sep 2013, 19:55 PM
what a useful thread full of insightful discussion. except for TensaiOni, hes just posting useless things like stats.
really though, theres no point to threads like this. how many times have people discussed that the mgs arent working right. relic has even said that this is going to change in the next patch. nothing new is going to be said in here.
germans: flank! mg42 is fine! l2p!
soviets: but maxim has no arc! setup time isnt enough! generic sarcastic post about how the mg42 needs buffs!
these discussions go nowhere. wait for the next patch before making more threads to bring up issues everyone is already aware of. if they dont fix it, then you have every right to bring this up. but it will be fixed. |
Panthers had heavy crush in COH1 AFAIR. But that could just be changed.
I don't see the relevance of what the germans cant put behind tank traps. If there's a balance problem with some weapons, that should be looked into anyway.
Besides, you could also argue TTs would favour the SU because TTs would be an effective way to hinder the classic early game GER HT or SC.
Bottom line, it would hardly favour any particular side.
hm i guess youre right. just looked at the stats. default crush mode is heavy for panther, even though its a medium tank.
i agree tank traps would certainly be useful for both sides. i dont think its possible to claim which side would have better uses for it.
i think i read somewhere that they didnt add tank traps because the AI couldnt handle it. i forget where i read that, may not be true, so take it with a grain of salt. even so, i dont think tank traps are really needed. i think fights are more fun when armies are mobile, not when it turns into a camping artillery battle. just look at pripyat. i played a game vs 2 german joint op doctrines. over the course of the game they had 8 pak 43s and 4-5 howitzers. not a fun game. |
well i try not to be bias. i prefer to let the stats speak for themselves. that being said, mg42 is not a counter to snipers. mg42 has a 3 second set up time. soviet snipers fire at most 10 seconds apart. that means youll probably lose half your squad in the time you walk forward, set up, try to shoot, and then hit retreat. plus snipers have 50 range and 50 sight. mg42 has 45 range and 35 sight. the sniper will see and shoot the mg42 without the mg even seeing the sniper. even if the mg sees the sniper, a good soviet would have that sniper just out of its range, but still killing the mg.
Not just the MG42 but the maxim as well. If you try to fire from within their arc they actually have the same range. I've killed several enemy snipers this way on both sides.
emphasis on IF. you shouldnt be within that arc, because snipers have 5 more range |