Ontopic: wouldn't it be more productive that instead of discussing labels (flanker, kiter, recon, tank destroyer, tank hunter, etc.) just discuss how it's used ingame ? AKA, you make a Puma to preventively or proactively kill light vehicles, bully lone single damaged squads. And while the game drags on if you are either locked on mech tech or your mid game Puma survives, you can deal with medium tanks, specially with vet.
CoH is all about taking opportunities when on sight. Puma can do a lot of things, but not at all times. Puma against mediums, is like PTRS against them. You don't really expect to kill them, but if the chance appears, you might as well take it.
Profile of elchino7
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: The OKW Puma6 Mar 2018, 23:16 PM
In: Lobby |
Thread: The OKW Puma6 Mar 2018, 23:06 PM
If it's still too hard, try flipping a coin and determine how often you can correctly predict the outcome. The coin flip is 50/50. The coin could still fall off edge and there's variables due to weight on each side. This also doesn't take into account the entity who throws the coin nor the environment Yeah i'm been pedantic really low chance if u want u can do the math 300 FA vs 120/160 pen + 30% pen and 0.5 moving acc TBH, i was amused at first for that lucky chance, but then i dig in and realised it's not as unlikely for the scenario of a vet 5 Heat Puma killing a vet 0 Pershing. The specific scenario on which it doesn't take any damage on top of it is rare though. Puma is vet 5. Get's 20% acc + 10% range (not sure if it helps). Fires 7 shots, 1 normal, 1 from aimed shot and 5 from heat. The first 3 deflect at max range. The other 4 pens (1 far, 3 mid/close). Calculating accuracy is by far more complicated since you can't really calculate scatter into it. For simplicity sake just take into account the 5 heat shots. 1/2- Far and still: 0.025 * 24 * 1.2 = +0.72 (cause it's closer than max range since Pershing can fire back) 3/4- Mid and move: 0.0375 * 24 * 1.2 * 0.5 = +0.54 (it looks a bit closer than 2 soviet sandbag range for the 4th shot) 5- Mid/close still: +100% Penetration: 1/2: +35% Compound chance for 1 out of 2 to pen is +45.5% 3/5: ±60% each. 3 out of 3 at that pen is around 21.6% Pershing: 1st: 28% to miss (18 x 0.04) 2nd: 40% to miss (0.045 x 18 x 0.75) 3rd: it's the HVAP round, which is a skill shot. Not saying that i'll face head on a Pershing with a Puma but put context (overextended alone chasing Pershing), add micro into the mix (Puma can wiggle with 10 range, shooting at least 6 shots with heat for 200dmg) and been mobile and having smoke, you could at least take half HP from the Pershing and then escape if the Pershing lands 1 or 2 hits. From a situation which seems at first like 1 out 100, analysing it, looks more like 1 out of 5 or more. In: Lobby |
Thread: OKW Handheld AT solution.5 Mar 2018, 00:46 AM
The PTRS is the Molotov of AT. it will kill, if the enemy is actually hellen keller and sits there while you do DOT to them. It denies the area to armour but lacks the burst potential of other AT all of whom can hip fire laser guided rockets if they get in range for a fraction of a second. Perfectly explained. Burst damage > DoT. I'll further expand on my previous post about the test of Penal PTRS vs Grens and how it can be misleading although i was just presenting raw fact/test. I'll start by saying i only did it because i was smelling BS on the claim that Grens would lose 100% of the time on a controlled environment. If you want the results, you can check some post behind. The thing is, this was a laboratory 1v1 engagement without regard of how many models were left fighting, at how low HP nor how long it would take. This are all aspects which have weight in real games. A full HP single model gren will probably take 2 Penal models with PTRS, but that's not a gamble i'll like to take. Because the game doesn't work with isolated cases. Fighting with 2 models grens against a 3/4 Penal PTRS can get scary even if you are gonna end up winning the engagement. What would happen if we add a 2nd Penal/Gren to the fight? The PTRS model is dead weight Ai wise, but it makes the player feel "safer" when they have to retreat. Going back to PTRS as an AT weapon. No one playing this game will sit down units for more than 30s without any kind of input whatsoever. Units move, cut LoS, chase, retreat. A Panzerschreck, zook or PIAT poses an immediate threat. If i send a PIV, T34, Sherman or Cromwell to an area on where there is more than one of them, i know i'll take some heavy damage guaranteed. A Tommy AT rifle or PTRS ? If i don't give the rear and stay for too long there's no risk. Better AT (handheld) for OKW ? Start with Sturmpios, rak, T4 and getting JPIV sooner. Sturmpios: -Let them get both Pschreck and minesweeper. If both sweeper bolster could be disabled. -Try with a double schreck at T4 after unlocking AA gun. Rak: -Remove some power from stealth and move it into baseline. You can be creative from, going 45 range while stealth but 55 normal, 82HP models, a bigger AT gun hitbox for blocking/protecting crew, whatever. T4: -Make Obers and JPIV arrive faster or without as much of an investment. Split T4 cost so you can unlock them sooner and leave the upgrade for PIV/PV and the gun. In: COH2 Balance |
Thread: OKW Handheld AT solution.3 Mar 2018, 18:18 PM
Cheat commands v2, game ai expert: 3 Test. Vet0, range 30 3 win Gren. 2x3m ; 1x1m 6test Vet3, range 30 4 Gren wins: 2x1m ; 1x4m ; 1x2m. 2 Penal wins: 1x6m ; 1x4m 3test Vet3, range 12, LMG, destroyable cover 2 Gren win: 1x2m ; 1x1m. 1 Penal win: 1x4m. 6test No cover, vet 3, range 30 3 Penal win: (1x3m ; 1x4m ; 1x2m). 3 Gren wins: (1x3m ; 1x2m ;1x1m) All i can say is there is high variance. But saying Penals/Gren always win is false. In: COH2 Balance |
Thread: OKW Handheld AT solution.3 Mar 2018, 17:36 PM
I think either you test them with cover been destroyed on grens side (due to PTRS) or you don't know what long range is. 6 test each. Vet 0, range 30 (2 soviet sandbag range), Vanilla Grens vs PTRS Penals: 5/1 in favour of grens. 2 times 2 models left for grens, 2 times 4 models (with low HP), 1 time 1 model, 1 time 2 models Penals (extremely low HP). In the case of the Penal victory, grens model were sniped early for a 2v4 model count fight. Same with the 4 model victory on Grens. 12 test, cause it was close to 50/50. Vet 3, range 30: 1st batch: 3 Penals wins (2x2m ; 1x3m). 3 Gren wins (1x1m ; 1x2m ; 1x3m) 2nd batch: 4 Penal wins (2x4m ; 1x5m ; 1x3m). 2 Gren wins (1x1m ; 1x3m) 6test Vet3, range 22: 3 Penals wins (2x3m ; 1x1m). 3 Gren wins (1x3m ; 1x2m ; 1x1m) 6test Vet0, range 22: 5 Gren win: (2x1m ; 2x2m ; 1xgm). 1 Penal win (1x4m). Note: in all cases, all squads had extremely low HP for model count. In the case of 1 model gren winning for ex: it basically won after been going 1v2 against the 2 PTRS models. 6test Vet3, range 30, sandbag destroyable cover: 5 Penal win: (2x2m ; 1x3m ; 1x4m ; 1x6m). 1 Gren win (1x4m) 3test Vet3, range 30, LMG: 3 Gren win with 3 models. 3test Vet3, range 22, LMG: 3 Gren win (2x3m ; 1x1m) 6test Vet3, range 10, LMG: 5 Gren win (3x2m ; 1x1m ; 1x3m). 1 Penal win (1x2m) Unless cheatcommands v1 is flawed or easy CPU has something to do with it, test has too much variance with your results. Gonna try with cheatcommands v2 but less test cause it takes more time. In: COH2 Balance |
Thread: OkW is balanced2 Mar 2018, 19:32 PM
Not enough Capslock, smilies, twitch slang or smoke n flank. 1/10 poor attempt. Thread closed. In: COH2 Balance |
Thread: Request for Relic: No Matching with Blocked players27 Feb 2018, 14:30 PM
You can't block anyone on 1v1. You should be able to block up to 3 people from been on the SAME team as you for 24hs. In: Lobby |
Thread: OKW infantry anti-tank is not sufficient26 Feb 2018, 19:00 PM
Plus, that is my exact point, why get JP4 when panther was vastly superior and barely more expensive back then? Back then, cammo micro + possibility of practically auto win tank combats at vet 5 (specially against USF) was the reason you would pick a JPIV. Not 100% sure but stealth changes only fixed the component of been able to insta toggle the cammo, not the "invulnerable" component. Couldn't find it on the changelog. In: COH2 Balance |
Thread: OKW infantry anti-tank is not sufficient26 Feb 2018, 18:42 PM
Quite positive Warp Shift ability was removed from it some time ago. I thought we were talking about back in the past. In: COH2 Balance |
Thread: OKW infantry anti-tank is not sufficient26 Feb 2018, 16:01 PM
For the predator cammo and disappearance from reality. In: COH2 Balance |
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