We don't have many maps for 3v3. is not a meme tournament. If you read the rules about how is the way to pick maps will be understandable. thank you for your suggestion and I hope you can participate to show your skills with your friends.
Thank you for being so polite. I read the rules, so if I am an allied main player and I win the toss and choose allies then my opponents get to pick the map as axis so in this scenario wont they always choose essen steelworks or ettelbruck where axis are stronger? Considering this scenario the allied main players will always be at a disadvantage due to the map selection. Across the Rhine is one beautiful open map I believe that is even more neutral axis and allies both win on that map but that was not considered. Even Fields of winnekendonk is a better map than essen steel works but again its upto you I just wanted to state my points as a concerned player. |
Please improve the map pool. Essen Steelworks is no way a tournament worthy map unless this is a meme tournament or something not serious. But its upto the organizer obviously to decide, I just wanted to put in my suggestion. |
Wait until you find out about the sight range of Kubels, M3s, Pathfinders and snipers who all have essentially the same timing
you cant be serious lmao. Pios are present in the game since 00:00 minutes. Kubels cost 210 mp and are a dedicated scout unit. M3s cost 15 fuel+ T1 cost. Pathfinders are doc based and you risk no indirect like Calliope or Priest. Snipers duh again scout units. Pios? They classify as engineer units, they build stuff, repair stuff. Sov engineers? same classification no vision, royal engis no vision, echlons... like come on. Plus like sov build structure OSTs do make 2x pios so you have 2 ultra cheap units with extended vision.
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Seems pretty idiotic to me. Pios should not have extended vision. Like there is an entire faction of USF which does not have sights and often have to play the entire game without it. So why the special treatment to ost? Given OST has the best answers to probably anything in the game. You can make a gren wall to demolish units at long range, pzgrens to demolish units at close range. Even flame pios destroy riflemen in close range before they can deal enough damage to make them retreat. UKF has it in the form of Pyro upgrade or whatever it is called. Russians not so much but mortar flares, t70 vision, su85 self spotting does help but still none of the factions have such extended vision for a unit that is so cheapily and readily available. Even the osts make 2x pios so you have good vision over your map if they are spread out. |
I believe that increasing their vision should be enough to make them viable again. Just like what happened with a 3 man Major with a very bad RA. Increasing their vision would work in the favor of USF not requiring vision to spot TWs and be over dependent on Pathfinders or M20 Utility or the weak major. That's about it.
On offensive stats I believe they still lose to Vet 5 volks if they are vet 3 5 man 2xBar squad. Volks still pretty much win. |
In my opinion the Kv2 struggles against anything that is not a panzer 4, even the deflection damage from the first shot is not enough to snare a panther (840 HP is above the snaring limit I guess, not sure). This is the profile of an allied heavy tank. It does make the infantry squad retreat with one but that is the same thing with the stock brummbar which is 75 fuel cheaper. I dont have much information in the TTK stuff everyone is discussing but what I see is that it has 10 less range than the panther, it overcomes that range difference at vet 2 but the veterancy requirements of KV2 are that of a heavy tank much more than panther since panther shoots only at vehicles thus giving it higher veterancy at a faster rate. KV-2 does tons of damage to even think of reaching vet 2 since it is mostly used against infantry blobs which provide very low to little veterancy. This can be compared to the USF M15 halftrack which will almost never reach vet 3 if there is no axis light vehicle on the field. My point being even to deal with panther at max range it needs quite some time on the field. Unlike the Tiger or Tiger 2, whatever it shoots at needs to retreat whether it be comet, churchill, vetted infantry squad, so getting veterancy with such heavies is easier as compared to Kv2 or ISU for that fact.
What everyone is missing about the horrible siege mode is the time to hit a unit, the flying duration of the shell is so long, I literally had an instance where my siege mode Kv-2 shot at mg42 when it started packing up, the mg was outside the AOE I guess before the shot even hit the place where mg was set up. The setup and packup time of siege mode is too much of a penalty to even use that ability, this makes it even worse to fight infantry from a safe range. |
That sight has calculated the ROF similar to other vehicles and has not factored in the 0.75 reload bonus in siege mod. If you are still skeptical you can test it in cheat mode and time it.
The modifier make little sense since they could simply apply the desired reload. It probably a left over from an earlier version of the vehicle where the two modes would probably use the same weapon.
Yeah but if you read my original topic I also mentioned that it should get a reload duration reduction regardless of the siege mode. The reload duration at vet 0 and vet 3 non-siege mode are the same at 9 which seems odd to me and thats why I shared the examples of brummbar, scott, stug 3.
Misleading as to what? I didn't come to any conclusion, I simply brought up more parameters one should factor in. The chance to penetrate where already included.
Is this "presentations" "highly misleading" also?
"Regarding Kv2 vs Panther:
I dont believe my points could be misleading since what I have shared are straight facts. I have not made any statement from my personal opinion. Kv2 4 shotting a panther is a statement since most of the time it will not be true and this statement is based on probability to be true whereas 73% pen of panther is a fact.
The reload speed listed at serealia's site is kind of correct, as the weapon profile itself states a reload of 10 - 12 s (11 average). However, for whatever obscure reason this value gets multiplied by 0.75 upon activating siege mode, giving the ~8.5 s total mentioned before.
Yeah as I said above, the reload duration should decrease with vet regardless of the siege mode. I get that it receives a minor buff in reload duration in siege mode but it should also receive a reload duration reduction as it vets up to vet 3 in tank mode too. Currently, its set at 9 for vet 0 as well as vet 3. Brummbar, scott, mobile arty, static arty, scotts all receive reload duration reduction with vet so I believe there is no reason for Kv2 to be left out.
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The stat on KV-2 are probably inaccurate, KV-2 has weird reload bonus that applies in siege mode and ROF should be about equal on siege and Tank mode.
What I find most irritating about the siege mode is the obscenely long tear-down time. IIRC none of the other set up / hulldown abilities have a 5 s delay before being able to issue commands again, which makes it very easy to get caught with your pants down. A reduction or even an outright removal of this delay would make the ability much more usable.
With regard to the reload, Vipper is correct:
There is a 0.75 reload duration multiplier upon activating siege mode that cuts down the average reload to ~8.5 s, slightly below that of the normal shell. So you could say the crew is at least a tiny bit more focused on reload while not in their driving seats, although their aim still seems to suffer for some reason (Vodka?). At similar distance, the indirect shots have noticeably higher scatter than the normal rounds, which is somewhat strange considering the immobilized tank should have an easier time bringing the payload down range with high accuracy.
I don't quite agree to the assertion that the KV-2 is useless against anything bigger than a PzIV, though. In a head-to-head stand-off vs a Panther at 40 m it should come out on top in about 2 out of 3 confrontations. For a mainly AI-focused tank this is really good, not sure if it should be even more potent than that.
I dont know how are you guys fetching the reload speed but I got it from here: https://coh2.serealia.ca/. It says 9 reload duration for non siege mode and 10-12 for siege mode which would mean obviously the reload is slower in siege mode for some reason. This is what I based my issue on.
Regarding Kv2 vs Panther:
- Range: Panther trumps KV-2 here. Kv2 cannot even fight a panther at max range that is 50.
- Armor: Panther has a 73% chance of penetrating a Kv2 while Kv-2 has a 53% chance of penetrating a Panther which goes down to 49% when Panther hits vet3. So I guess in a Kv2 vs Panther fight, Panther will come out on top as you stated.
Kv2 is rather a dedicated anti infantry tank but it should be able to fend off attacks from panthers. Obviously it shouldnt destroy panther in a 1v1 but atleast deal enough damage to cancel the dives.
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There is no reload duration decrease as KV-2 vets up to vet 3. The reload duration stays the same at 9. Now I understand that it is a howitzer on wheels but why does the Brummbar, Stug3, Scotts have reduction in reload speed as they vet up but the Kv-2 does not? Even the super heavies like ISU has reduced reload duration with vet 3 for the HE shells, mobile artys also get the reload duration reduction with vet. Static howitzers like Ml-20 and Lefh also get the reload duration reduction, so I dont understand why Kv-2 does not get the reload duration buff at vet. Giving it a buff will make it actually helpful in fending of panther dives so that it can actually contribute in the AT engagements regardless of it bouncing off.
The siege mode is beyond broken for me. Since the crews are not focusing on moving the tank you would believe that it would be used in increasing reload speed or something else. But in siege mode the reload duration is further increase to 11 as compared to before. The 70 range howi shells are so slow that it rarely does anything good, the trajectory is visibly slow if you watch the shell travel through air and then you have 11 reload for the next slow shot. Now Kv2 in siege mode is a sitting duck since it cannot fend for itself and makes it easier for enemies to push and get a snare of on it. So now when Kv2 is pushed in siege mode there is a heavy delay in making the tank mobile for some reason. There is absolutely no benefit in using the siege mode for this vehicle.
Now I understand removing these issues will make the vehicle overkill and dominating but the changes could be made on reload speed for both these two points mentioned above. Now if you believe that will make the unit absolute monster against infantry than thats exactly what it should be since its a heavy tank and does not fare good against anything better than panzer 4. Brummbar at vet3 has more frontal armor, slower reload rate and the bunker buster ability and its a stock unit so you can pair it up with panzer tactician to for evasion.
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A unit which was broken now requires skills to be useful is over nerfed booo hooo. |