Nice! |
https://coh2.win/guide/machine-guns-specifications
check this, goosey
Yep. The only significant differences between MG42 and Vickers is the 0 range accuracy (MG-42 flatlines like a SMG), about 33% suppression, and Vet 1 abilities. Damage is about the same.
Its absolutely a nerfed reskin.
Interestingly, the Vickers does MASSIVE damage at point blank, which makes it REALLY BAD at close range suppression due to kills. |
The 120mm exists at 2CP to hard counter MG and Mortar openings, which generally reach full form about then (6 min into game). This means it hits the field just after double MG double Mortar does, giving that combo some time to accrue value. I find IF you can survive till the 120mm on really constrained maps, it can save the mid game.
Generally, this is about when LVs hit the field, and calling in a 120mm mortar requires giving up the elite infantry or AT gun needed to zone those. It punishes turtling aggressively, which is fantastic, but that comes with significant sacrifice. Using 120mms vs a highly mobile spread out OKW infantry isn't very effective.
The 120mm is only found in 3 commanders, none of which have heavy tanks or tube artillery. Its the only tool I've seen that flips the early indirect paradigm of Axis superiority. So yea, it gives Soviets a big power bump vs Team Weapons in exchange for sacrificing the super late game tools to win, as 120mms get slaughtered by rocket arty (similar design space as Mortar Pits).
Seems fine, paradigm shifting doctrinal units are what Commanders are best for and not uncommon. Assault Grens, Veteran Squad Leader, and the SHTDs are all paradigm shifting commander abilities.
I don't think it needs any changes. |
120mm Mortar.
LMG Guards and Shocks do their jobs better.
7 man conscript doesn't really have a comparison. Its really nice.
Lastly, the T-70 has no contender. there's a reason its mandatory in 1v1. |
I wish all SMG troops could be forced to hold fire and manually reload, as getting screwed on a reload is rough. 2.5 seconds or so on Shocks. Especially as SMG troops are designed to burn their approach time on worthless low duration low damage bursts that rapidly count up the reload counter. This is one reason Mandos are incredible.
Maybe forcing reloads in general, or units just reloading automatically out of combat. |
Now that I stare at it, yup. The numbers are pretty dang close. I'd like the graph blown up, but otherwise its fine. |
Quick example calc for RMS:
Winrates are done as absolutes as they are squared right away. In the actual, I would leave the negatives.
I chose Whiteball, because its pretty darn close, La Gleize because it aint, and Ettelbruck because its weird.
Whiteball
2.78 7.7284
0.83 0.6889
0.37 0.1369
3.36 11.2896
0.97 0.9409
SUM:4.15694 SQRT:2.038857523
La Gleize
5.48 30.0304
10.78 116.2084
7.6 57.76
7.1 50.41
10.98 120.5604
SUM:74.99384 SQRT:8.659898383
Ettlebruck
3.17 10.0489
4.33 18.7489
3.76 14.1376
1.64 2.6896
7.14 50.9796
SUM:19.32092 SQRT:4.395556848
What we see here is:
Whiteball at a 2% deviation. Seems legit.
La Gleize at a 8.6% deviation. Holy moly.
Ettlebruck at a 4.4% deviation. In between.
As we collect more data, the more accuracy we will get.
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HELL YES. God, this is heaven.
Pagep, can you include a balance ratio for me?
I'd suggest a Root-Mean-Square using 50% as your theoretical data.
The equation is:
RMS = Sqrt[ (1/5) * Sum of (winrate% - 50%)^2 ]
This will show balance error per map, faction agnostic. So if you want a fun game, play the maps with the lowest number.
Quick pulls:
Turns out Lienne Forest is Allies favored 3v3 map. Who knew?
Also, I'm surprised at just how balanced Whiteball is. Jesus.
For 3 bans, if you want to win more::
Allied bans:
Essen Steelworks
La Gleize
Either Oka River or General Mud. I prefer playing Oka over General Mud.
Axis bans:
Ettlebruck Station
Lienne Forest
Steppes |
The leIG already does that. Instead of a stun, it forces units to go prone messing with cover and firing cycles.
Suppression on indirect was tried and it made the game REALLY stale. |
Id suggest just dont implement in CoH3, as Stuka Dive Bomb does cause accessibility issues. |