First Shot:-60% speed, -70% rotation speed, -70% maximum speed.
Second Shot: Immobilizes for 20 seconds.
https://www.coh2.org/guides/52852/the-coh2-ability-guide#2433
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: Underused Powerful abilities20 Sep 2016, 01:55 AM
In: COH2 Gameplay |
Thread: Tank Destroyer Time to Kill stats18 Sep 2016, 17:51 PM
Finally, the Vet5 stats for JP4 now, kind-of, account for the ambush bonus (I assume that the first shot will always hit and penetrate). You don't need to assume: For first shot fired out of camouflage +150% damage & +150% accuracy & +150% penetration At max range. Smallest target: 14 (dodge/ambu) 14*0.04*2.5 = 140% (70% if on the move) Medium target: 22 (almost all mediums) 22*0.04*2.5*0.5 = 110% on the move Penetration. 500/425: unless you are fighting JT, you wouldn't have any problem. If you want, i can change title from DPS to TTK In: COH2 Gameplay |
Thread: AVRE vs Sturmtiger18 Sep 2016, 17:09 PM
Yep, HEAT is good, but the commander is more like a "win more" rather than filling gaps on the OKW army on stages which is weaker. So you can only pick it whenever you don't really need a commander for most of the game. In: COH2 Gameplay |
Thread: AVRE vs Sturmtiger18 Sep 2016, 07:58 AM
But if you keep your units farther apart, stay mobile, and scout a little, the ST becomes meh. Yeah if someone is blobbing tanks then it's a hero, but the answer is to stop keeping tanks in stationary blobs. Again, what I would like to see is some examples of this unit being used effectively in a tournament setting If the rest of the commanders abilities didn't "suck" or where more "meta"... In: COH2 Gameplay |
Thread: Remove yellow cover bonuses from MOVING infantry17 Sep 2016, 01:31 AM
This would ruin close range infantry in 1v1. Please no. Clever/good use of cover is the sign of a good player and close quarters infantry are already at a major disadvantage, most especially in the late game. What about the state of player generated yellow cover during the late game? I would like seeing player generated yellow cover (most sources being indirect fire) getting a different category (not light) which doesn't grant suppression buff but retains the accuracy values from yellow cover. This way, MG suppression performance doesn't change as much during early game in comparison to late game. In: COH2 Gameplay |
Thread: P.G.s a suggestion for a new vet 1 ability. 14 Sep 2016, 18:02 PM
1-Mark target (alpha?) 2-Received accuracy split from vet 2 3-Same as 2 + smoke nade at higher vet level 4-Same as 2 + Increased vehicle detection at higher vet In: COH2 Gameplay |
Thread: Limit rocket artillery to 1x per player?12 Sep 2016, 19:08 PM
Too further explain: you could have an army which consist of only Tigers/IS2 and engineers. That actually work. You can't have just artillery and expect to win* *Against "proper" opponents. In: COH2 Balance |
Thread: Grenadier 4-man Squad: A thing of the past. 12 Sep 2016, 18:58 PM
ModHat: this thread requires exterminatus, let's give it 1 more chance (if i have to be strict there's like 40 posts which had to be cleanse due to off/flame/trolling). If you don't agree with something, discuss the point, not the person. /Modhat yea but An at gun can still force tiger to back A more realistic approach would be: do you expect a single AT gun without support to stop 3 T70/Luch/222/Aec. Can we go back to grenadiers? In: COH2 Balance |
Thread: Panther(both factions) vs Comet 9 Sep 2016, 19:41 PM
You got it wrong. Code
There's also scatter which i don't remember the values but it was something like USF > OKW PV > rest of tanks. Finally, if you want to hit with OKW PV while moving, use Combat blitz (+100% accuracy, -50% received accuracy, +40% speed.) All that needs to be done to fix the lategame advantage the Allies have: -Change for MGs is not as much at close range, but makes a difference at long range. (Overall it's like +1/+5 dps increase) How much faster should it reload? I know it's not accurate (not going to do the math and file checking) but coh2stats states this reloads times: In order it's PIV > T85/Comet > E8 > PV (5.63/6.28/6.43/7.38) If i had to concede it would be a 0.1-0.25s reload buff, but i'll rather buff the base accuracy and keep it as a slower DPS tank meant to fight heavier tanks which the Stug can't deal with. -I don't think Tiger changes are necessary atm but i do agree on both tank commander upgrade and the PIV one. In: COH2 Balance |
Thread: Relic: Please hand over the balance to the community9 Sep 2016, 18:57 PM
I'll argue that Barton been able to survive to extend the game to 1 hour were due to the map (never liked Crossing as USF against either faction) but specially some miss micro from part of Jesulin when managing their tanks (that middle push with all tanks getting stuck was painful to see). This was balanced by Barton losing infantry squads left and right (those SP with Schreck and zook would had been a pain to deal with if they survived). Anyway, if you could read between lines, you would realize i'm not saying that both units are USELESS. I've said it plenty of times, Scavenge is a great 1v1 commander and i'll argue it's the "Guard Motor" of OKW. I do think normal At guns have less problems than rak to hit light vehicles. Range and aim time makes the difference. A light vehicle moving perpendicular through the arc of an AT gun will get shot at. The same thing can't be said about the rak. Yes, rak and AT guns are completely different units which different pros and cons. Crew survivability, range, aim time vs cloak, garrison, retreat, scaling. I've already said that it's more than questionable the vet 1 bonus (no speed penalty) but i don't think that at vet 0 are such an amazing unit. Cloak is there to offset the vulnerabilities of the rak, but i don't think that's enough to help OKW on the early game. I do think it's an undervalued unit for the medium tank stage, specially if you get a pair of them, but i do get the complains about the unit. In: COH2 Balance |
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