ML20 no longer gets +1 shell at vet 1. That was baked in. Vet 1 is smoke barrage these days; I've never used it, but it's there. By 80 damage area per barrage, the leFH is more lethal, while the ML/20 has a larger 80 damage area outright. They are pretty darn close at this point. An arty duel would probably be pretty close, and entirely dependent on RNG. Both have GARBAGE accuracy into FOW. Use Priest or Sexton to kill enemy arty, as they have .25 instead of the .75 FoW modifier. Priests slaughter fixed positions, numerically insane.
I've found the ML/20 is a game changer vs mass OKW, as it provides a safe way to annihilate OKW forward retreat points. The ML/20 flings a LOT of damage down range. It also comes with a reasonable commander selection, with the KV-1 and field defenses one my favorite. Guards, KV-1, and ML/20 really punish most Axis cheese strats (not MG spam, that has to be fought the hard way).
Don't build more than 1, as Allied players NEED enough TDs to fight off the Armor Dive, and each ML/20 replaces 1 SU-85. |
I think the easiest solution is to take away it's retreat ability. Keep everything as is but just make it behave like a LEIG. It's a very heavy weapon that should be punished if it is not protected.
Rip retreat off the Rak for me while you're at it please. |
The B-4 Nerf basically made it crap for the value. It no longer consistently suppresses and kills non-retreating squads. Back to lotto fun. For the insane CD and iffy total barrage damage, its not worth the pop.
It used to be the doom lotto machine and a properly scary AT gun, the nerf REALLY hurt it. We saw quickly after the patch that players adjusted to howi games and needing to retreat under B-4 fire. The B-4 lost prevalence after the first few weeks. Then they nerfed it, really nailing its coffin.
If you are getting B-4 shelled, the ML/20 would put better damage down range over time. Literally the only really nasty trait left is the B-4's ability to punish mass retreats. |
Just make all snares 1000 pen 80 damage, it is not something worth having RNG on. I'd also standardize snare fire time across all factions. Nothing is fun about waiting for a rifle snare to go off.
Brit armor is fine. The buffs to the Firefly over time has made them THE late game armor slayer, and the nerfs to the Churchill and Comet give them supporting roles, which is fine. Both are hard countered by non-doc Panther, and soft countered by JP-4 both of which hit the field at or before them. AT guns work great vs both. |
Pagep is godlike. |
This is what we call bias.
The LeFH and ML-20 have the exact same scatter (accuracy) stats on the normal barrages.
They also have practically the same AOE profile, although it's slightly in favour of the ML-20 (94.1 AOE score for LeFH vs 101.5 for ML-20).
However, the ML-20 deals 200 damage on direct hits while the LeFH deals 160, giving the ML-20 a small edge in killing the other because it only needs two direct hits to kill the weapon (400 health) while the LeFH needs three.
It's the ML-20 that ultimately holds the advantage, although not by much.
Actually, I don't believe that's true. Last time I ran the numbers, the leFH has the advantage due to its extra shell and better AoE damage, a larger 80 damage radius letting it kill crews and infantry better.
The ML/20 is more likely to kill the artillery given time.
Baking in Vet 1 into the ML/20 makes it pretty dang close. |
It was improved recently, as it no longer requires the Captain to face the unit.
I haven't tested, does it work on any suppression or only on light suppression?
Also, I would suggest adjust it to trigger the buffs AFTER the unit reaches the Captain.
The change to Heroic Charge on the Assault Officer has been a big deal, as it no longer gimps the AO to use it. |
Close up the Sherman's AP round has higher pen than the P4, though obviously its going against generally higher-armour targets, and the mid-long range pen is indeed worse.
The HE shell is extremely good however, to my knowledge.
Generally, if your Sherman is close enough for the AP to matter, you've made a mistake.
The HE shell IS quite good, with solid AoE and alright scatter, but it lacks something like 25% of the OHK radius of the T-34, KV-1, or P-4.
P-4 has both shells in 1, but no repair crews. |
Other tanks just use the same shell for every target, which is why they're not as good as the shermans' specific-use shells. The ISU-152 has a similar shell switching mechanic, incidentally.
Technically, the Sherman has worse shells than the P-4 in both regards. It is not trading shell selection for better shells, it is trading shell selection for repair crew.
This is why the 76 and the E8 have iffy AI cannons. They get repair crews AND a multipurpose shell. So they made the shell less multipurpose. |
I'm just not sure the value in Total Winrate in a game like CoH, unless it has other info to go along. It should be ~50% for all players not in the top or bottom of the skill level. I'd suggest some kind of combined ELO if possible. At the very least, combined ELO incentives players to get good at more factions.
I'm not sure if your info is thorough enough for that.
I've wanted an actual matchmaking rating for a long time. |