Yes, I figured so. But I'm pointing out that it doesn't feel intuitive.
I think this applies to most if not all scatter weapons. Some are more extreme than others.
Thread: AVRE Petard Mortar Round Does Not Hit Center of Circle6 Mar 2021, 22:02 PM
I think this applies to most if not all scatter weapons. Some are more extreme than others. In: COH2 Bugs |
Thread: New penal ptrs feels a bit much5 Mar 2021, 22:41 PM
That was only possible because back then, you could target the support weapon rather than the crew, and if the weapon was destroyed, it was immediately destroyed. Con PTRS was not a great weapon against infantry, but the size of the support weapons meant that they would never miss, making any of the debuffs from been suppressed almost meaningless. Suppression cuts DPS down to 15%/20% if the squad doesn't need to reload. 5 Squads of anything are more than likely to be able to destroy frontally any MG if they can volley fire the gunner. More so if you enjoy a little bit of light cover and the squad is vetted. Don't forget MGs don't get any defensive RA and the crew already has 1.25 size. In: COH2 Balance |
Thread: Opponent started with high army value (bug? hack?)5 Mar 2021, 19:19 PM
Damage is misleading because you can't translate it to any sort of useful metric. Infantry have 80 hitpoints, but doing 80 damage (Or any multiple of 80) to infantry doesn't mean you've killed x numbers of infantry, as they may simply be wounded and subsequently heal. The damage numbers aren't even divided between infantry and vehicles, and the latter have the lion's share of HP. The only thing you can really glean from high "damage" is that a player has damaged a lot of vehicles... but not that he's necessarily even killed any of them. It's not even that. Check this. https://www.coh2.org/topic/107338/improved-postmatch-stats/page/1#post_id848620 All normal AT guns do 160dmg. They were all shooting at the same target and the live stats you can get out of a replay showed that the dmg tracker counted different values for each shot. Pak: 550 - 826/1376 - 2203 - 3029 Zis: 550 - 1376 - 2203 - 3029 Pounder: 275/826 - 1376 - 1927 - 2478 Rak: 550 - 826/1376 - 1652/2203 - 2478/3029 57mm: 550 - 826/1376 - 1652/2203 - 2478/3029 There were 4 shots and each one is separated by a "-". The cases on which there's a "/" is because the game registered 2 values and updated immediately on the same shot. In: Lobby |
Thread: New penal ptrs feels a bit much5 Mar 2021, 17:12 PM
I don't think removing the cheese is good, but i wouldn't mind if another modifier is added to units firing from vehicles (they currently have minus 50% acc) in the form of cooldown. And then further buffs, specially utility wise for those lights vehicles which are the most affected been added. But i don't think this is a priority at all as they are not meta problems on the foreseable future. I'm disappointed that on this last patch, they didn't went full head on making Penals PTRS a full AT squad, nerfing their AI even more when upgraded and adjusting their satchel/snare availability. I think by giving Soviets an alternative non doctrinal way to deal with heavy TDs, any adjustments to cheese ram + offmaps would been more than fine.
Check when the video was uploaded. Porygon just want to complain as this has already been fixed (years ago). In: COH2 Balance |
Thread: Opponent started with high army value (bug? hack?)5 Mar 2021, 17:07 PM
That unfortunately the stats page is useless. I would love to have SC2 levels of stats but the way we have it, it's just better use of your time to just skip it whenever you end a game. The only time people bring out the stats page is when they want to brag out about the damage they did or how they are getting dragged down by team mates who have a low KD or damage done. Why it is useless? Either because of bugs (kill/damage tracking, emplacements not appearing, efficiency been bugged, etc.) or due to how you need to understand the context behind the game you played in order to extrapolate any useful information. At which point, you might as well just watch the replay. In: Lobby |
Thread: Opponent started with high army value (bug? hack?)5 Mar 2021, 16:47 PM
My suggestion if you want to really improve rather than look at who you can blame on your loss, is that you ignore the stats graph. It's FUBAR. Just watch your replay. In: Lobby |
Thread: Opponent started with high army value (bug? hack?)5 Mar 2021, 15:38 PM
Those are just the OKW flak base bunkers which are credited to army value. In: Lobby |
Thread: New penal ptrs feels a bit much5 Mar 2021, 15:37 PM
Deflection damage is 25% of the original damage. PS: 30/120 Elite zook: 25/100 Piat: 25/100 Zook: 20/80 PTRS: 10/40 For those who don't understand why the values of infantry AT is low on the stats page, it's because the game uses target tables to give bonus damage depending on target. This was done so AT weapons don't have effective AI and reduce xp gain (IIRC). snip I made a small test during the patch preview. https://www.coh2.org/topic/106984/winter-balance-update-sov-feedback/page/49#post_id846108 The problem with the current state of Penals PTRS is that it still doubles down on cheesy play to be effective (M3 combination against LV) while been decent against medium tanks on a defensive stance, a role which already is fulfilled by a miriage of other units. For all other 4 factions, if someone is spamming FF, Stug/PV/JPIV, Jackson, Su85 or the big heavy TDs, you consider getting infantry AT to put pressure on them. I don't think you can ever justify back teching T1 or getting Penals just for their PTRS. In: COH2 Balance |
Thread: Winter 2021 Balance Patch - Discussion 4 Mar 2021, 20:07 PM
Sarcasm is really hard to understand through textual cues. Add that there are people who might really think in that way, tip it with language barriers and you have a hell of a cocktail combo. In: COH2 Balance |
Thread: IR HT's broken ability to come back4 Mar 2021, 20:04 PM
Should had word it different in order to avoid confusion. Let me explain in details as there are several degrees of problems. -The "green search light", be it in a cone like the UHU or on a circular area like the old Valentine used to have, are the ones that produced the permanent maphack detection. That mechanic will never re-appear in the game. -The UHU had some other bug which made you able to put the beam in a fixed position although not reliable to do so. Probable any kind of pendulum behaviour is not gonna make it back if possible. -The Puma didn't provide vision around sightblockers but highlighted units which were close. It was not an issue cause it required vet5. It's been several years and i might be wrong as i only saw it a couple of times. Right now, the vet5 Puma reveals units in the minimap. Olekmans mod looks good but it would probable require people to test ALL sorts of combinations of status changes before re-introducing any sort of new mechanic for a unit which has limited used and is generally fringe. The game has historically had problems with stacking issues. In: COH2 Gameplay |
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