its funny how even sturmpios cant get rid of their own wire even with upgraded tools. many a squad of mine found himself trapped by his own doing until a püppchen arrived to save them
Well, I just had this used on me and man is it cheap! My Jackson took 1 hit from KT and then the stuka instantly destroyed it, while the Jackson was on the reverse. The p47 is more expensive, dodgeable, and delivers the damage slower over time. This ability needs an adjustment. I'm not against it doing it's job, but this level of accuracy and damage is beyond the p47. If we are ok with this, that's fine, but the p47 needs to meet or exceed this accuracy and damage, considering higher costs. When I launch a p47 attack, I expect some damage will be done, but mostly I want to cause confusion and drown out the other players sounds. That I seem to be able to count on. If I could count on every rocket landing on the armor target, things would be so much easier. The rockets will miss even stationary targets. So, there is a large performance divide between these attacks now. Here is the replay of me getting wtfpwned and ironically a mega fail p47 strike that barely did anything in a a battle between 2 jacksons and 2 panzerIV (hint: Jacksons lost )
so after getting shot at by the heaviest tank the axis got in coh2 you suspect it to survive an attack with a 200 munitions ability? in my humble opinion an ability that wasnt able to kill a jackson that was shot by an KT is not worth bothering with at all (at a cost of 200 ammo that is)
Can make new crits as much as you want. Simple requirements like "unit type" "health level" etc work fine.
More complex requirement chains don't work so fine, or maybe I'm just trying to implement them incorrectly. Had huge difficulties getting an abandon chance tied with crit types to work properly so I just threw the attempt away.
too bad. i would have really liked it, if abandon was tied to heavy engine crit. so you cant steal a vehicle and just drive to your base with it at full speed
reality disproves you i ve seen plenty of shots missing by a mile not much aoe can do when the shot crashes at a distance from the sqaud , ofc the recieved accuracy plays a role , its not like every shot that doesnt hit the target crashes immediately next to them and i am pretty sure that accuracy does play a role for the top gunner mg
small weapons as the pintle mg indeed suffer from -recieved accuracy modifiers, but again the role it plays when it comes to the weapons of most tanks its rather insignificant:
this for example:
Accuracy far:
0.025
Accuracy near:
0.05
is the accuracy of the sherman with HE shells. at best it has a 5% chance to hit a model (close range and not moving). so even a high rec acc mod wont do that much to that number. scatter is what decides how far off your shot is when it misses. it might miss the model and land in the middle of the squad and still wipe it. even though it actually missed
Vaz first of all let me be clear hear , but i do use the he shells , wouldnt make the thread if i wasnt .
and trust me i do back my sherman off when its at half health against pgrens the problem with that shermans is that pgrens get fast vet with schrecks and even faster with elite commander and soon you just cant land a shot on them
ehm. i guess im bursting your bubble here, when i tell you that recieved accuracy doesnt do much vs tanks with explosive weapons. they rarely hit models anyways. they basically always miss, but scatter (preferably low) and aoe make them kill things inspite of that
3. RE mines still use the small size they had when they were meant to be stacked. fairly minor, the real concern is the fact that the US faction has cheap guaranteed engine damage mines, which is certain to be a huge balance factor. I think people haven't been testing the mod, and in particular this feature enough- it does seem to be a very, very big deal, and I don't think even one person has commented thus far on this (I may be mistaken, in which case I apologize).
imo it is quite short-sighted to give the usf engine-crit mines. paired with the ability to repair any vehicle anywhere on the map at any given time, this makes it close to impossible to chase down damaged usf vehicles. i would like the usf to have some sort of AP mines, yes, but this is too much i guess. jacksons will dominate any armor, because no tank will be able to chase them down or flank them
unfortunately is was only able to play 3 games so far and my friend isnt the best usf player, but i can imagine, that in the hands of a very capable player, this change will be the most rage inducing. time will tell
its tough to rate this... like someone else said: if you take the 3-4 commanders per faction that actually work, youll have a "pretty" balanced game... in 1v1 that is. but if you play anything else than those established doctrines... may god have mercy on the souls of your soldiers
so i would rate 8/10 for 1v1 with said commanders... but if you consider all the modes (which i hear are overall pretty messed up) and all the commanders its a 4/10