by someone on coh reedit:
great info, thanks |
None of you, sans Kat, seem to grasp the point.
It doesn't matter if a unit costs, say, 9999 Fuel. It's still broken as all hell if this imaginary unit could 1-shot your base with impunity from across the map, and then even if you got to attacking it, it was incredibly easy to keep alive.
Both the Elefant and ISU are bad, bad concepts. Kiting was a big thing in vCoH; proper M10 and Firefly micro could drop a nice shit into anyone's bowl of cornflakes. But 100 range units? Why not give us auto-fire howitzers? It's a bad idea, and the FlaK 88/36 was feared because of its ability. But the FlaK 88 was also immobile, almost defenseless against infantry, could be destroyed with little effort (except the part where it regularly bounces non-upgunned Sherman shots) and it could be de-crewed and turned against its original owner.
None of those statements can be leveled at the Elefant or ISU, and on top of that, both of these derp units can spot for themselves.
If we dropped the range to 60-75 and worked from there I think both units would be fine. For those of you wondering, the ISU-152's standard APHE shell could penetrate something on the order of 150ish mm 105mm of armor at any range (due to the 'HE' in APHE). However, because it's an effing howitzer on treads, it wasn't incredibly accurate and was often used in batteries of 5 vehicles to pour shells into an area to ensure that the target, whatever it was, was good and dead. On top of this, each vehicle could only carry 14 rounds of ammunition and separate powder bags (propellant), and because of the separate shell and charge, even the most experienced crews could coax a 30 second reload out of the gun.
My fix idea would therefore be to keep the gun's power as is, increase the scatter values (I don't have the numbers with me right now, but I'll try and find them) and reload time. It has a meh chance of hitting you, but if it does, it hits like a Mac truck.
As for the Elefant, it just needs a range and armor (or health) reduction. If it's range and health, you just need to hope to god your opponent doesn't get a lucky pen roll (so using it as LEL unkillable troll deathstar would get it dead in short order). It can deflect most rounds, but if it gets penetrated, it hurts. That would encourage pouring much AT into it as possible, because sooner or later you're going to penetrate it and that's going to sting.
EDIT: Here's the pen tables I'm working with, used as part of a realism mod I'm working on in vCoH, with proceeding example of what everything means:
1st value (millimeters of penetration at 100m) = (percentage of total penetrating power; example below)
2nd value (millimeters of penetration at 500m) = (percentage of total penetrating power; example below)
3rd value (millimeters of penetration at 1000m) = (percentage of total penetrating power; example below)
4th value (millimeters of penetration at 1500m) = (percentage of total penetrating power; example below)
P4 L43 75mm
(PzGr 39 (APCBC)
99 = 1 (99mm is the maximum rated penetrating power, so: 99 ÷ 99 = 1 (100% of total penetrating power)
91 = 0.919 (99mm is the maximum rated penetrating power, so: 91 ÷ 99 = 0.919 (91.9% of total penetrating power)
82 = 0.828 (99mm is the maximum rated penetrating power, so: 82 ÷ 99 = 0.828 (82.8% of total penetrating power)
71 = 0.717 (99mm is the maximum rated penetrating power, so: 71 ÷ 99 = 0.717 (71.7% of total penetrating power)
152mm M-1937 ML-20 L/28.8
(BR-540 (APHE)
105 = 1
105 = 1
105 = 1
105 = 1
For reference, the APHE shell of the T-34 obr 1942 (T-34/76), from the same document:
76.2mm F-34 L/41.5
(BR-365 (APHE)
90 = 1
69 = 0.767
61 = 0.678
56 = 0.617
+1: both units are very cheesey
+2: range decrease for both, and a medium AI capabiliy nerf for ISU sounds great |
When googling "Artillery Field Officer" or "Joint Operations" very little CoH2 related appear, so I have to post here.
I thought that the Officer's artillery ability ("combined something...") became more useful as recharge time of the Panzerwerfer and Lefh 18 became worse but I often still find the artillery pieces ready to shoot when I need it, so in my last test game I had to be quite trigger happy if to exploit the Officer's artillery ability.
Furthermore the artillery ability seemed to work no matter how far I moved the Officer from the artillery pieces - they also seemed to shoot further than their normal maximum range. The Panzerwerfer also didn't move to stay in range of the target I think, but can people back this up? Also, how close does the Officer has to be to the artillery pieces?
On a great 6-8 players map the artillery pieces all shot every time I used the ability. Will try another test game where I place them in my base and use the artillery ability in the enemy base.
It was quite overwhelming to use the ability and see the combined fire power of 2 Panzerwerfers and 2 LeFH 18 artillery pieces land at one spot just after I used them individually elsewhere on the map - of course the rest of my army wasn't much.
Does anyone successfully use the Artillery Field Officer and/or the Joint Operations commander?
thx for the tip(facts i did not know) on coordinated barrage.
i like the artillery officer. his smoke is thick as hell and much easier to use than mortar smoke , thus making usage of smoke when attacking/retreating easy. i also like the focus fire although i do not know the exact buff it gives. but it seems to work. i think AO is the coolest unit in the game. i hope soviet has a unit like him.
i love pak 43, although while playing ppl who know how to play in 3v3+, they always seem to have bombing strike to counter it. LeFH 18 105mm is decent at least and with AO, it would shine more. |
Since the patch I always go Tiger/ Elefant combo in 2v2 as Germans.
Usually I´ll mix in a StuG or two on the way to the CPs.
The two times I did build T4 the Panther was obliterated by Su-85s it couldn´t reach or Sherman-spam. With a Panther that has less range than the Russian tank hunter and less health than pre patch, is more expensive and can´t blitz and a nerfed Panzerwerfer there is no reason any longer to go T4 instead of Tiger or Elefant. Honestly German T4 is a joke.
no......
german t4 was a joke before the patch in 2v2+.
before this patch, in 2v2, one guy stall for t4 then get a panther and it was a definite win for german(unless germans are getting pummeled absolutely before hand). or 2 guys somehow stall for t4 then get 2 panthers rolling or panther/panzerwerfer, it was a most definite win. in 3v3+, at least two guys stall for t4, by the time which opels and caches are up for both sides, germans would've had greatest advantage.
that's how german t4 was in 2v2+ before the patch. hard to reach, but once you get it and manage to pull a panther out of it, the game became yours to win or lose. now, you have to think before using panthers, think before barraging with panzerwerfers. |
There's no way you dodged rifleman grenades if you can't dodge molotovs.
word.
I think the Russians have a huge advantage early game since Grenadiers die like flies. The armor nerf to 1 for the Grenadiers would be okay, if at least the MG42-team was useful in supressing units.
1) Right now I see conscripts running up to it and getting suppressed only after the third volley. Meanwhile the Maxims pin with one burst.
2) Another unit that does underperform - with 2/3rd the survivability of a Conscript - (Panzergrenadier) is not worth 340 mp. Point. You are giving away free Schrecks to the enemy right now.
Those are my two main issues this patch.
1. did suppression stats or mechanic even change? mg42 works fine for me.
2. i do agree while it may be nice to have pgrens for super stg44s, it is much easier to just make one more gren and get an lmg. (not saying pgrens are either up or op) |
great work and good luck on your tournament! |
cohbros/ might be in depending on what time we have to play the games.
|
Thread: ISU-1524 May 2014, 02:58 AM
I've heard it argued that if Hitler hadn't been indecisive during the initial phase of the push into Russia, the Red Army may have been smashed for good. What does this have to do with the ISU?
+1 |
I've been playing Sovs all day, and man they feel like easy mode. The first couple of games were vs noobs but the last 5 were against decent players. i was just trying to farm mg bulletins but ended up winning every match by just spamming maxims up to their base, then a endless stream of inc barrage, kv8s, and is2s. I have yet to face an elefant but have faced what Panthers they could manage to buy. Think Im gonna stick with Sovs for a minute to see why Sov players feel Germans are so massively op.
LOL |
i rather have su76 more like stug and have its barrage ability changed to more like 82mm precision strike with hang time, etc... I hate relying on ability to access anti infantry power of su76 then wait more than a minute while su76 becomes more or less of a micro drain. it also takes only two hits most of the time before death, which makes it really hard to use in a tight game. |