Looks like AT Satchels didn't make it?
Scope too strong
Thread: MARCH 28th UPDATE22 Mar 2017, 14:17 PM
Looks like AT Satchels didn't make it? Scope too strong In: COH2 Gameplay |
Thread: Salvage Farming 21 Mar 2017, 18:30 PM
It's even less, cause you can "use" the medics to cap/fight/recrew something. Can you salvage abandon vehicles right? Is it the same return ? In: COH2 Gameplay |
Thread: The American BAR21 Mar 2017, 16:07 PM
On behalf of the balance team, we not going to bother processing information that is obviously stale / doesn't take the changes of WBP into account. Mind you that this is an Oct 2016 post but still shares my current thought:
IMO, reducing late game upgrades small arm fire DPS coming specially from WFA + UK is a good direction. The DLC factions were released overtuned compared to both OH + SU which lead to having to give buff across the board in order to compensate. In: COH2 Balance |
Thread: Pz.Kpfw. VI - Tiger21 Mar 2017, 15:25 PM
Before reading forward, mind you that i answered you previously from what i remembered. When i check the changelog, i had to go back into APRIL 2014 (BEFORE WFA was released) to see any mention of armor been changed1. I think we can both agree that is irrelevant, heck 2 years ago changes is even stretching it since several things had changed. Those armor "buff" were done with a completely overhaul of the IS2 (remember it used to get 240dmg with a 9s reload and changed it to +6.5 and 160dmg). It also had 960 HP and crap penetration compensated by deflection damage. Calling those changes in isolation is just manipulating the information. Before any further confusion or nitpick is done, i interpret your comment "over the past 2 years" as 2015 onwards. https://community.companyofheroes.com/discussion/67/coh-2-changelog/p3 -KT saw it's armor reduced to IS2 level, not the other way round -Tiger / Tiger Ace / Panther / King Tiger and the Blitzkrieg Ability (nerf) -Super Heavy Call in Vehicles limited to 1 -Prioritise vehicles -All heavies get an increase CP of 2 Points -Tiger Population reduced from 24 to 19 -IS2 Population reduced from 24 to 19 -Tiger Penetration increased from 180/200/220 to 200/220/240 -Tiger range increased from 40 to 45 -Wehrmacht Tiger & Tiger Ace rear armored reduced from 180 to 140 -Soviet IS-2 rear armor reduced from 205 to 140 2 -IS2 Scatter offset adjusted to match other vehicles. -IS2 Penetration increased from 250/220/190 to 250/230/210 3They always had that gun range buff at vet2 which put them at 50 range. The change to the Tiger was a buff at vet0, moving some part of the veterancy bonus. Both units converge to the same point. Unlocks the 'Secure Mode' ability +50% weapon rotation speed, +25% range, +20% accuracy -30% reload, +20% rotation speed, +20% speed, +20% ac/de-celeration Unlocks the 'Blitzkrieg' ability +5 range, +20% accuracy, -20% scatter -30% reload, +20% rotation speed, +20% speed, +20% ac/de-celeration 4 https://www.coh2.org/news/57846/tournament-statistics-allied-meta https://www.coh2.org/news/57812/tournament-statistics-axis-meta From the few times i see games, i barely see people choosing it or even having it on the loadout. Shock frontline (5th) and Armored assault (6th) were picked 7/5 respectively and there were 10 IS2 fielded. In perspective, Guard Motor was picked 26 times, Partisan 11 and Mech support 9. Mech assault was picked 48 times (1st pick), lighting was picked 5 and Elite 3. 23 Tigers and a sigle Ace were fielded. From my limited 2v2 experience, i barely seen Shocks/IS2, when we are living the Penal dream nowadays. Regarding tournament play this is what i found: https://www.coh2.org/news/56975/the-nmc-cup-s02-recap-statistics I don't expect much, but the minimum politeness of actually reading what I wrote... Which i don't agree with. Not saying that the Tiger or IS2 is better than the counterpart. After buffing it's vet 0 performance, IMO, i'll say that they are balanced asymetrically to each other. IS2 still has it drunk main gunner which has edges against 4 man OH squads when RNG is on your side (or when they are against a wall, since IIRC it tends to overshoot). This is offset with steady damage from their HMG gunner. Not as great against OKW. Tiger get's a more consistent performance AI wise, with RoF and scatter but it's less "1 full health squad" shot wipe. AT performance, there's few tanks you would need a higher pen. IS2, ISU, KV2 (not commonly seen), Pershing and Comet. The first 3 are barely seen and the other 2 relies more so in manoeuvrability than on their armor (Comet OP). For the IS2, it helps when facing PV, Tiger or KT but that's not the default unit to get when facing those units. Besides matching an OH Tiger head to head on 1v1, the scenario where you want an IS2 is mass Puma/Stug-E/PIV, specially if you are stuck with T3. AND this is all talking about the units in isolation. When we consider the meta, non doctrinal units and what commanders they are part of, i'll consider the Tiger been in a better spot (not because of the unit per se). Reason? Explained before with the meta commanders and more so in teamgames. In: COH2 Balance |
Thread: Salvage Farming 20 Mar 2017, 21:58 PM
Is that out of whack with other salvage values? I mean if Relic intended them to be worth that much, wouldn't it just be poor balance? If someones wants to point out where are the salvages values for vehicles i'll gladly look at some of them (cause i'm not sure if what i'm looking at is correct) If what i'm looking at is correct, while i not know 100% how much salvage gives you and how it works , the values are all over the place. For MOST vehicles it seems to share certain resemble of the original cost of the unit (mp and fuel wise). In the case of certain light vehicles, i think someone screw around. Try to salvage Kubel, IR HT, Flak HT, 251 HT, 250 HT for Axis and M20, M15 AA HT, Bren Carrier or Dodge. Old but gold: A ton of wrecks are missing wreck values and are thus unsalvageable for soviet tank hunter & brit tac ops salvaging. Wreck values are nonsensical in many cases (USF Ambulance is highest value salvage for munitions in the game, panther wreck is less valuable than a sherman wreck, etc). Numbers shown while salvaging don't really make any sense to the player either. In: COH2 Gameplay |
Thread: Salvage Farming 20 Mar 2017, 19:12 PM
Is it an exploit to farm other vehicles to salvage them with recovery sappers, and then use the resources to spam arty cover? Nope Is it an exploit to farm ambulances Definitely. Why? They are 200 MU each The reason. In: COH2 Gameplay |
Thread: SBP release date?20 Mar 2017, 17:31 PM
http://www.space.com/881-date-changed-start-spring.html In: COH2 Gameplay |
Thread: Matchmaking - constantly against higher lvl opponent. Why?19 Mar 2017, 23:44 PM
Also number of games > quality of opponents in order to rank up. If you are "decent" and spam games, you'll get to higher ranks than people who might be better than you by quite a margin. In: COH2 Gameplay |
Thread: Faction Rankings18 Mar 2017, 02:56 AM
Mediums are able to "dodge" shots at max range, more so if they use blitz. The big and slow cats are the ones on which are guaranteed a hit (unless they use combat/blitz). Note that this is accuracy hits not counting "scatter lucky" shots. Also, what you were describing before (222/P2) is exactly what happens when USF/SU rush clowncar early on against OKW and your rak misses. Although after WBP it's gonna be easier to fend off with the SwS unlocking faust. If you ask me what i would like to have it would be: OKW: -Remove flak base bunkers. -SP can get both sweeper and schreck -SwS unlocks faust ---but it doesn't snare but it's cheaper, and slightly more range. ---or STG locks out faust -Rak doesn't hit as much ground nor misses as much, specially when shooting out of cammo. UKF: -Sniper gets crit shot at vet 0 again. Against light vehicles, it's a temporary engine debuff not permanent. -Grenade also unlocks AT nade on IS. It has a smaller range although (15). In: COH2 Gameplay |
Thread: Faction Rankings18 Mar 2017, 02:17 AM
snip Damage model in the game follows similar values. For infantry it goes from 2-4-6-8-10-12-16. This is per bullet, so while a bolt action rifle deals 16, a faster firing AR or HMG which does 4 per bullet will be doing more DPS. This is why RNG wise, there are chances that a single volley from a squad might get a kill on a single model. Early on it's relevant (when fighting 1v1 squads) but as the game drags it's less important as multiple damage sources are combined. On the AT role, MOST sources are set at 160, which is 1/4 of the health of a medium tank (T3476, Sherman, PIV, Cromwell). Then you have "soft" AT at 80-100-120 (small AT gun, Puma, Schreck, Zook, Piat, Su76 and snares) and hard AT at 200-240-280-320. (Jackson, KT/ISU, Firefly vet3, JT/Ele). REALLY low are set at 16-20-40 (PTRS, Flak HT, 222, Luch). The difference is set mostly on penetration vs armor, RoF and range. This is how you balance and understand most tanks engagements. HOW MANY penetration shots you can survive. If you have a PIV fighting a Jackson, it will survive the same amount of shots if it was fighting a T34-85 (4) (200*3 = 600 HP. You still need an extra shot to finish it off). Something as small as increasing 2 HP (cof sniper cof), makes a unit "OP" or not, cause it can survive things which would generally kill (grenade, mortar shell or rocket) or survive an extra shot. This is also the reason people use the auto repair on the T70 (they can survive an extra pak shot even if the ability only heals for 1 HP). Again, this damage and HP thresholds are what makes or breaks a unit. Stug/M10 are really effective because, while they have "lower" HP than mediums (560HP vs 640HP) it's basically the same when fighting (most) tanks and AT gun walls. They all die to 4x160 shots. In: COH2 Gameplay |
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