About the test, while any effort brought to test anything is appreciated, i think anyone will be skeptical when there is human input on a small sample size. But the results are close enough to what you would expect TBH.
I guess you didn't use Bliz/Combat Blitz (they are different) neither, which i would say count as part of what constitutes mobility for several Axis tanks.
Anyway, i'm not opposed to the idea that under perfect circumstances, on specific cases (fastest RoF vet 3 USF AT gun) PIVs will be shot more times on avg than T76/Cromwell/M4.
Because i think this will be dragging for too long i want to make my point in the subject simple in a TLR; format.
1- OP complaining about bouncing shots, is as pointless as complaining about small mobility (speed, acceleration, rotation) discrepancies or penetration values.
2- In the mobility department, speed is the less important of values. You need a really big difference for it to be noticeable.
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And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
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And if it is, you only care about winning.
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Post History of elchino7
Thread: Axis armor bounce a little to often11 Oct 2019, 02:04 AM
In: COH2 Balance |
Thread: Axis armor bounce a little to often11 Oct 2019, 02:04 AM
snip If you were to take some time to read, you would see that i've already answered your questions. At what point does speed difference become meaningful? "You start to notice a difference with the Cromwell. So i'll say that's the bare minimum for long ranges and values above that for short ranges." Any difference in speed below 0.7 is only noticeable at long range. +1.0 for short ranges. As a rule are allied tanks faster than axis tanks? If you need a general rule with exceptions, sure. Problem comes there are too many exceptions. It's stupid to talk about Axis vs Allies when it's either OH, OKW vs USF, SU, UKF respectively. Each faction has specific vehicles with different values on different roles and "weight" (role, cost, vet, hp pool, armor) Ostwind 6.3 > Centaur 5.2 Cromwell (7) > T3476, M4C, PIV Command tank (6.5) > M4A3, 76mm (6.4) > PIV, T3485, (6.3) > E8 (6.1) OKW PIV (6.0) M10 (7) > Jackson (6.5) > Stug (6) > Su85 (5.7) > JPIV (5.5) > FF (5.3) Scott (7) > Stug E (6) > Brummbar (5.7) > Bulldozer (5.3) > KV2 (4.9) > ISU (4.5) Comet (6.9) > Panther (6.6) > T85 > E8 > Pershing (6) > KV1 (5.1) Pershing (6) > Tiger (5.2) > IS2 (5) > KV2 (4.9) TA (4.7) > Churchill (4) > KT-Croc (3.8) ISU (4.5) > Ele (3.3) > JT (3) I'm asking you these questions because you've first insulted my reasoning with : If you thought i insulted you, that's my bad. I answered in the same manner you were expressing this post: An alt account...? and second I'm not sure you know what equivalent means English is not my first language. From same page: "corresponding or virtually identical especially in effect or function". I used equivalent as similar. In: COH2 Balance |
Thread: M20 over nerf rofl10 Oct 2019, 22:37 PM
If you want a real answer: -It was much more expensive. -It took longer to build -It had higher popcap. -Less utility and less scaling through vet while taking way longer to vet as well. -Mines took ages to plant. -Most of the time, picking an officer meant that you were locked down for several minutes and resources from getting any real AT, as the tier got an MG without AP rounds and the AA HT. The LT had a bar, not a zook. In: COH2 Balance |
Thread: Are bren blob buffs justified?10 Oct 2019, 22:35 PM
the maxim suppress around 1 second slower than the mg 42 at max , i did some test on it u can find them in my post history https://thumbs.gfycat.com/ImperfectRemorsefulArkshell-mobile.mp4 Vet 0, 5 models Volks, open ground. After test on suppression mechanics i believe that the problem starts to arise once units gets increased RA and the map is cluttered with yellow cover. Some MGs are still able to perform as MGs and other simple get overwhelmed by firepower + lightcover + RA vet and just 2 squads "blobbing" frontally. TBH i consider the mechanic FUBAR. It's my personal conspiracy theory, but by making units have armor instead of RA, made the whole mechanic work from start of the game to the end of it. In: COH2 Balance |
Thread: Fragmentation bombing is too powerful10 Oct 2019, 22:20 PM
I noticed elchino is looking at this thread. If you have time, could you show how fast fragmentation hits versus IR pathfinder, IL2, and lastly PTAB using cheat mode? I was not checking the thread, it sometimes get bugged. Other times i might be but it's just that i open several tabs and check hours later. Nah, someone else can do so. In: COH2 Balance |
Thread: Returning to CoH2 - Recent faction changes explained10 Oct 2019, 21:49 PM
Hi folks, If you want a full changelog just ask which faction you want to know more about. OH: The faction got more mp to start with and teching is cheaper. You should check now the values between BP and Tiers as those have been swapped to make T4 more affordable. Pio got increased vision and the minesweeper upgrade helps with repair rates now. MG42 is now at T0. Grens were always at T1 (?). PG requires BP1 but that lets you go for 2 MG42 + 2 Pios into PGs and skipping T1 altogether. Same with T2, as you can use PG with shrecks and rush an Ostwind in that way. Ostwdin is REALLY good now. Grens get a damage reduction at vet3 which lets them survive explosive better at late game. FHT no longer reinforces after the upgrade. Ostwind, use it. T4 is more affordable. Try the Brummbear with attack ground or new PV. Most call if not all call in tanks now require certain degree of tech. Be careful, you can no longer panic call in a vehicle without tech. In: COH2 Gameplay |
Thread: Are bren blob buffs justified?10 Oct 2019, 17:19 PM
I wonder what will happen if you tell in the patch notes that you increase the suppression on the Vickers, but actually you only decrease the damage on it. In: COH2 Balance |
Thread: Axis armor bounce a little to often10 Oct 2019, 16:38 PM
To give you some perspective, on the test range, over 200m range (2 sniper diametre or basically from middle of the map) the difference in speed between a PIV, a M4A3 and a T3476 is less than 5/10m respectively. Tested 5 times with slight difference depending on small adjustment done at the start when the vehicles juggle a bit depending how perfectly i oriented and later gave the order (with a right click drag they keep formation pretty well). You start to notice a difference with the Cromwell. So i'll say that's the bare minimum for long ranges and values above that for short ranges. 5m is basically the lenght of the tank. 150m is around the distance between the exits from each base on Langres. In any real game, top speed is not as important as it's hard to maintain that value constant. Acceleration and rotation are IMO more important values. In: COH2 Balance |
Thread: about the snipers10 Oct 2019, 16:04 PM
Brit Sniper can.. damage vehicles.. You can try to use Incendiary Explosive round to do a measly 50dmg to any light vehicle with IIRC, guaranteed penetration. Like when you hit with 3 shrecks a T70 and you just need 40dmg to kill it. In: COH2 Gameplay |
Thread: Rangers have got to be reduced to 9 pop10 Oct 2019, 15:55 PM
Fallschirmjager and Obersoldaten are 2.3 popcap each, compared to Rangers at 2 each. That's wrong. IIRC all models on infantry squads should be 1 pop each, while the squad as a whole has a different popcap value. Ex: An Ober squad with only 1 model occupies 6 popcap. In: COH2 Balance |
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