The 57mm anti tank gun is (in my opinion) actually the best anti tank gun with a huge but. Why is that?
It comes quite early and is cheap at 270 manpower.
It has the biggest arc (+/- 40° to each side, others have +/- 30°).
It shoots rather fast (bit slower than PaK, faster than ZiS).
It has an acceptable (115 / 125 / 140) penetration that allows you to fight low-tech vehicles. This penetration massively increases when it vets up. At Vet3 it's (149.5 / 162.5 / 182) and if you pop the AP rounds at that level it's (224.5 / 243.75 / 273). That's sufficient to pen almost everything.
It has 60 range and at Vet1 gets 70 range with the ability.
Now why do these things make it great? It's one of the most cost-effective ATGuns. Due to the big arc usually one ATG is sufficient to cover a part, where others often need two. The pen is sufficient to take on the light Oberkommando vehicles, and Ostheer HTs and the Ostwind. Against the Stug (140 armor) it also penetrates rather often, only vs PIV you should pop the AP rounds. Usually one (or at least two) penetrating shells will already give you Vet1 at which point in time it covers an area almost as big as two other ATGs*. Besides that just think about it. 70 range - that's as much as an Elefant or an ISU-152. Due to it's really low cost it will vet up quickly and at vet3 with popped AP rounds it can combat even the Panther or German heavy tanks. Still at just 270 value.
Those things offer a protection comparable to the other anti tank guns in all stages of the game at a far lower price point. Yes, losing it hurts more as a fresh one lategame is not as good, but with the additional free MP / popcap you should be able to field something to protect it better
*For the mathnerds:
circle_radius(70) * 80/360 = 3420
circle_radius(60) * 60/360 = 1885 (*2 = 3770)
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Steam: 76561198005831154
Birthday: 1989-05-11
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
Steam: 76561198005831154
Birthday: 1989-05-11
Residence: Germany
Nationality: Germany
Timezone: Europe/Berlin
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Post History of MilkaCow
Thread: Special Anti-tank rounds for 57mm11 Jul 2014, 12:23 PM
In: COH2 Gameplay |
Thread: OKW Panther11 Jul 2014, 11:59 AM
Am I the only one who is a little disappointed with the inclusion of this unit? I think it's really dependent on gamesize and player preference. If you take a look at for example ImperialDane, he dislikes the Puma and hates the Jagdpanzer/Jagdtiger. I on the other hand agree with you, that Puma (vs Soviets) or Jagdpanzer (vs USF) are sufficient. I don't need to spent an additional 35 fuel (and similar MP) to get a Panther who then performs worse against Jacksons than the Jagdpanzer. I rarely tech to T4 and if I do, then usually for the Sturmtiger and the Obersoldaten, not the Panther. In: COH2 Gameplay |
Thread: Official Obersoldaten OP Thread10 Jul 2014, 19:13 PM
Maxim has a rather weak splash suppression (small radius, low splash modifier). That's why it's usually better to target squads individually. This is one of the major differences between the MG42 and the Maxim, as the MG42 has incremental accuracy (higher accuracy depending on the amount of entities close to the target) and a really good splash damage modifiers and radius. Let's just have numbers speak: MG42: | | | nearby_suppression_multiplier: 0.8f; | | | nearby_suppression_radius: 11.5f; Maxim: | | | nearby_suppression_multiplier: 0.4f; | | | nearby_suppression_radius: 10f; MG34: | | | nearby_suppression_multiplier: 0.8f; | | | nearby_suppression_radius: 12f; .50 cal: | | | nearby_suppression_multiplier: 0.8f; | | | nearby_suppression_radius: 10f; Keep in mind that these are just modifiers for the splash suppression. In: COH2 Balance |
Thread: Toughts of a veteran on the airborne company10 Jul 2014, 19:00 PM
I said it several times now already. Fallschirmjäger cost 440 MP to deploy. The squad costs only 380 MP itself, 60 MP is for the opportunity cost (deploy from buildings). The upkeep (popcap) is the one for a 380 MP squad. The reinforcement is the one for a 380 MP squad. Besides that one initial 60 MP they are a 380 MP squad. Same for Paratroopers. Those are 6 entities with each 56 MP cost, (Riflemen are 5 entities with each 56 MP cost). 6 * 56 = 336 manpower. That's the actual value of the squad. 44MP are for the opportunity cost of them dropping out of the sky. Why I say they overperform with upgrades? Cause already without upgrades they deal similar damage to PGrens. With the upgrades they are flat out better, even though they are cheaper. Comparing them to Grenadiers: As usual from 0 to 35 range in 5 range steps the DPS for the whole squads 25.49 23.19 21.48 20.14 19.03 18.08 16.84 15.79 Grenadiers + LMG42 46.24 43.69 33.80 28.80 25.72 24.67 24.70 24.67 Paras + 2 * M1919A6 Grens are 7 popcap and Paras are 9 popcap. Grens have 30 reinforcement cost and 240 value, Paras have 28 reinforcement cost and 336 value. If you divide it by value that means: 0.11 0.10 0.09 0.08 0.08 0.08 0.07 0.07 DPS@range/MP LMGGren 0.14 0.13 0.10 0.09 0.08 0.07 0.07 0.07 DPS@range/MP M1919A6Paras Looking at the values you see that the Paras do more damage than Grens per point manpower. Why is that problematic? Because the squad is also bigger. Usually a bigger squad should have a comparably lower damage (See gren vs Conscripts balance. Cons have less than half as much dmg as Grens, yet both squads are pretty even until LMGs). So yes, they have a higher up front cost (~44 MP) and yes their upgrade is 120 munition. Yet those costs are really really small comparable to how great their performance is. The initial cost is usually only important in the beginning, while performance per cost is important mid/lategame, as a better performance per manpower will allow you to not only field but also sustain a stronger army (less MP upkeep, less popcap). Besides that value / worth of a squad is important for the speed at which they gain veterancy, but also for the speed others gain experience when fighting them. A better performance per MP means that the squad vets faster and gives the opponent less experience. And just as a hint (since I guess this interests a few people) let's do the DPS per cost comparison again, but also with Obersoldaten: 0.11 0.10 0.09 0.08 0.08 0.08 0.07 0.07 DPS@range/MP LMGGren 0.14 0.13 0.10 0.09 0.08 0.07 0.07 0.07 DPS@range/MP M1919A6Paras 0.08 0.08 0.08 0.08 0.08 0.07 0.07 0.07 DPS@range/MP Obersoldaten As you can see, Obers are the worst out of them. 10 popcap, 400 MP value. This is only DPS, they still can take a lot more damage than Grens, why they perform better than those usually, but still worse per cost than Paras. I really hope that explanation helps to show you why I think paras are overperforming. It's off topic, but after putting so much time into writing it I felt it would be a bit of a waste to just sent it via private message. Please continue with the original DESIGN discussion after this post. If you want, open a balance thread on paratroopers to continue this discussion. Thank you. Edit: @Burts - It's a major difference between bringing a unit in line for performance with other infantry and nerfing it to make it useless. Right now they are hands down superior and allow for a strong lategame infantry presence. M1919A6 paras are not earlygame, but mid/lategame. In: COH2 Gameplay |
Thread: Toughts of a veteran on the airborne company10 Jul 2014, 17:47 PM
The way I use them is usually twofold. Either I have the paras in their defensive role, being able to reinforce on the field and just hold a certain position. Their M1919A6 is perfect for the role, but also the beacon reinforcing and the passive out of combat heal. The alternative use is having them as units dropped behind enemy lines. Got an Ostheer player investing heavily in support weapons? Drop behind his line. Have an Oberkommnado player heavily investing in high value elite troops? Defensive line and drop Airborne behind his line to try to wipe the retreating units or destroy his trucks. If he has a lot of high value units he needs to split and put a far more valuable squad to defend. After those drops behind enemy lines I usually retreat them and use them more or less similar to normal Riflemen (with the few bonuses that they actually perform better per cost). @Cookiezncreem: Paratroopers are ~336 manpower. Without the upgrade they perform fine for their cost, with the upgrade they overperform. They are one of the units which have an opportunity cost added to them (like Fallschirmjäger or Assault Grens). This means you pay a bit extra to call them in (60MP for Fallschirms, ~45MP for Paras). In: COH2 Gameplay |
Thread: M10: Does it need buffs?10 Jul 2014, 17:45 PM
Now you want to change it to exactly the ability it is. Vehicle crew has the same HP and the same armor and the same modifiers as Sturmpioneers. The ability feels weak because the unit does not profit much from veterancy and since it's a 4 men squad, not 5 or 6 like many others. If you make vehicle crews gain normal bonuses from vetting, then people would get a M20, use for a while till the crew is Vet3, pur Rear Echelon inside and upgrade the squad with Thompsons. That would give them an extremely strong squad for low cost. The upgrade itself is massive. The Thompson is better than the weapon of the Assault Engineers, but the vehicle crew is far less expensive to maintain In: COH2 Balance |
Thread: Official Obersoldaten OP Thread10 Jul 2014, 17:44 PM
Yes and no. Accuracy does not affect suppression against the squad itself, but it affects splash suppression. Basically: For every bullet shot at the target squad it will receive the suppression value of the bullet multiplied with the cover modifier and modifier if the squad is suppressed, regardless if it hits or not. Suppression_amount * cover_table_entry * squad_state_entry = Suppression per shot on target squad For every bullet hitting the target squad all squads in an area around it will suppress all all squads in an area around it depending on the cover modifier of the targeted squad (not the ones nearby!), the state modifier (pinned/suppressed) of the targeted squad the splash modifier. Suppression_amount * cover_table_entry * nearby_suppression_multiplier * squad_state_entry = Suppression per hit on target squad for all squads in a nearby_suppression_radius area around the squad. Keep the "targeted" and "hit" in mind. Accuracy matters for splash suppression and both splash and target suppression depend on the cover and state of the target squad. Complicated? A bit Now look at what that means: If you are shooting at a pinned/suppressed squad, others in the area will receive lower suppression! If you have two squads as targets, one in the open, one in green cover and you shoot at the one in the open, both will quickly get suppressed. If you shoot at the one in cover, none will get suppressed. If you fire at a house, nearby units will not receive noticeable suppression. And now comes the really trick part where knowledge shines. If you fire at an Oberkommando truck or a tank, it will deal no damage, but massively suppress all squads around it since usually cover, state and accuracy are all < 1. For a tank as target they are all 1, meaning you have a huge splash suppression! ;p In: COH2 Balance |
Thread: Toughts of a veteran on the airborne company10 Jul 2014, 14:34 PM
| | | apply_modifiers_action: { | | | | $REF: "action\apply_modifiers_action.lua"; | | | | 0x3251A3EE: 349634; | | | | duration: 0f; | | | | modifiers: [ | | | | | received_accuracy_modifier: { | | | | | | $REF: "modifiers\received_accuracy_modifier.lua"; | | | | | | application_type: "apply_to_entity"; | | | | | | exclusive: false; | | | | | | modifier_id: ""; | | | | | | negative_tooltip: 11001782; | | | | | | positive_tooltip: 11001783; | | | | | | target_type_name: ""; | | | | | | usage_type: "multiplication"; | | | | | | value: 0.75f; | | | | | }; | | | | ]; | | | | permanent: false; | | | }; They actually have 25. Guess the changelog is wrong. In: COH2 Gameplay |
Thread: Toughts of a veteran on the airborne company10 Jul 2014, 14:14 PM
I really do not care for the design changes or suggestions, but just balance wise a few comments: Pathfinders actually have a lot of damage. They are somewhat a glass cannon, but their headshot criticals (Instakill any entity below 40% health) really make up for that, especially if they are giving long range fire support to charging infantry. Paratroopers are quite overperforming at the moment in my opinion. Let's first look at the upgrades - the M1919A6 is having the same DPS as the LMG42, but the para version can be fired on the move and has suppression. The Thompson greatly increases their firepower in a range they are already strong. I think it's the less useful of the two upgrades as it only really shines on close combat maps. Now the basic Paratrooper entity is somewhat similar to the normal Riflemen. Same cost, same stats, but a weapon that is more focused on close range and better on the move. The squad does lack some of the Rifles general purpose abilities (smoke, AT-Rifle grenade), but has a grenade that does not need to be researched. Besides that near beacons they can reinforce on the field and at vet2 they actually get self healing, so unless you need to hard retreat you can keep them on the field pretty well. "Now some people compared these guys to UberSoldaten (lol), Shocks and PzGren. After checking the numbers, unupgraded they have the lowest DPS of all these guys and only have frags" This is only true to a degree. Compared to PGrens they have a bit less close range, a lot less midrange and more long range damage. Yet keep in mind that Paratroopers are also a bit more resilient (6 entities instead of 4 / .75 = 5.33 entities roughly). PGrens are overperforming at the moment, so I'd be careful taking too much out of that comparison. Compared to Shocks they deal a lot less damage below ~13 range (from 60% to roughly 30% depending on range), but far more on any ranges above. I think that's acceptable and simply different weapon profiles. Shocks are definitely harder to kill with their 1.5 armor, but at 380 MP vs 336 MP are also more expensive. They also lack the upgrades. If the squad is upgraded with Thompsons, they have pretty much the same close range damage, but a bit less at 10 range due to the different profiles. I'll only make the comparison to Obersoldaten with the M1919A6 upgrade researched, since otherwise you have a short range focused vs a long range focused squad which is hard to compare. With the M1919A6 they deal slightly less damage on long range (24 instead of 27), but a lot more close range damage (46 vs 33). Both squads have roughly the same HP, behavior (LMG firing on the move) and also DPS drop upon entity losses. So those two units are actually really really similar in performance. The difference is Obers have .5 instead of .4 accuracy vs retreating squads, but Paras are cheaper to maintain and suppress. In most 1v1 trials on long range I made the Paras actually one as the Obers were suppressed at some point (even w/o the ability). In: COH2 Gameplay |
Thread: M10: Does it need buffs?10 Jul 2014, 13:34 PM
Kyle - Why do you want to nerf that ability? I thought it was underused / useless already In: COH2 Balance |
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