Why would you want to nerf it to the ground? You find it really that OP?
The vetted Stug in its current state is quite THE best all-rounder vehicle, cost based its better than get them than Panthers for AT duties and the high suppression on the MG enable to act as very decent AI and coupled with its low cost and and popcap (4!) its quite spammable and this is the one of the main reasons the WM T4 is skipped I think. |
Yeah, this isn't an argument. Lots of units can die in the blink of an eye.
Yes, the quad dies fast to a Pak. But it also builds quicker, and for less fuel. And trust me, a quad in the Whermacht base when there is no Pak around is much, much scarier than an M8.
Actually a vanilla HT with a gunner IS scarier than an a Quad It even has better incremental accuracy than a Quad vs grouped infantry. (that's not factored in the following DPS sheets)
Vanilla 50.cal DPS:
http://kepfeltoltes.hu/140123/mh2b_dps_www.kepfeltoltes.hu_.jpg
Quad DPS:
http://kepfeltoltes.hu/140123/quad_dps_www.kepfeltoltes.hu_.jpg
M8 with a 50cal upgrade is also slightly better DPS wise. (while the situation usually happens at short weapon range)
37mm DPS:
http://kepfeltoltes.hu/140123/grey_37mm_www.kepfeltoltes.hu_.jpg
50cal DPS:
http://kepfeltoltes.hu/140123/grey_50cal_www.kepfeltoltes.hu_.jpg
(these values are against non-elite infantry, while the DPS dealer is not moving, if it moves it is multiplied by 0.5x for each above value, than you get the DPS on the move) |
Totally out of the thread.
@Kiraye Does a double simultaneous hit (from faust, tank, at) cause more damages than 1 after the other ? I feel like it does.
As previously have been stated it does not cause more damage. I think that you maybe experiencing that most light vehicles can be penetrated by regular rifles. Lets use the Halftrack for example: 10% chance to penetrate at all sides with full weapon damage (10, 12 or 15 depending on Axis infantry) and that if it took 2 penetrated rifle shots, it can go down to 2 faust shots. (Faust have greater damage multiplier vs Halftracks than M8s: 1.95x vs 1.3x)
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Even if it had a 88 instead of the quad nobody would use that crap, because it takes only 2 panzerfausts to kill it. I think it would be more useful with lesser damage output and more health.
Base Health: 315
Bonus from Quad Upg : +60
Total: 375
Faust damage: 75
Multiplier vs Hafltrack: 1.95x
1 Faust damage: 146,25
Actually it takes 3 fausts. I think you meant the PaK AT gun which kills it with 2 shots (if 1 is from camo, otherwise 3). There lies the issue I think.
I have the suspicion that they intended the HT to take 3 PaK shots overall but not calculated in the damage bonus from Camouflage's first shot.
Because a platform worth 220 mp 25 fuel and 100 munitions shouldn't go down to 2 Pak shots, which is easy as pie to execute.
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Don´t you think you are changing abit too much? Fixing the snipers and some other errors, which were not fixed by relic by last patch, would have been already enough imho.
Well there are dozens of bugs which when fixed, can be perceived as buffs or nerfs and have a significant side effect on balance. Where would one draw the line between what is "too much"?
Maybe Tommy's intro to the new contets of the next update could be misinterpreted. Hearing "New *this* and redesined *that*" can strike fear into the conservative ones.
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http://www.twitch.tv/d3vm/b/489168242
at about 1:05:15
I can't give you replay i don't have the replay.
Note that out of vision, as soon as the calli spawned i tried the first time it failed (you don't see this on video), then my second attempt (you see) doesn't fire again. The third attempt it does fire correctly.
It not related to the interruptibility of the barrage, its a common bug where artillery units cannot fire due to uneven terrain.
The road where the callins come in upside Angoville is uneven, it is quiet easy to encounter the bug there. |
how much pop and upkeep do the snipers cost at the moment?
4 population per Sniper with an upkeep of 5.376 for WM and 9.6 for US (this gets reduced with Supply Yard upgrades) |
Although it's is yet to be tested and coded, theoretically I could code the following:
Make countersnipes 50% on move with heroic criticals on retreat.
Make the sniper have differing accuracy values against different cover types
I could make a passive ability which can change the armor type to another one in certain cover types, (a 2.0 version of sniper armor) so sniper accuracies can be set on unit-to-unit basis this way, but there can be issues that may arise, but I will test it out.
Make the sniper have differing damage values against in different cover types
Green: 50% of max health as damage suffered.
Yellow: 90% of max health as damage suffered.
None and Red: instant death
Also I will look at Pepsi's suggestion's, how can they be implemented (differing recloack time in different cover etc.)
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Yes it sucks you had the odds in your advantage, but got behind. But that can happen a lot over the course in the game. Arty barrages, lucky mortars, 5%, dat one crucial zook that misses. (I remember a game Seb vs Aimstrong(?), where Aimstrongs rangers ate pumas for breakfast, but Seb his Zooks missed a low health Puma.)
The last example you gave have already had dicerolls prior to them.
Well what I said would look more like this: a reversing full health StuG could be killed with 37.5% chance by an at gun. This is what more resembles the situation I aim to address. |
No this is offset by negative zeal.
People are way too focused on just the (counter)snipers, forgetting the box around it.
What Aimstrong is saying, with the dance of snipers, is you pick of targets each time, you are still taking a risk, but you can still trade in kills and actually USE your investment.
Sometimes you just need snipers (vet gren spam) if the Wehr player gets a sniper, you can't use the US sniper anymore because the risk is too great. So with 100% countersnipe, each sides snipers nullify the other one, there is no more talk of trading. And your 340mp investment just sits there.
You wouldn't care about negative zeal either anymore because it's a 100% anyways, so the one with the biggest amount of snipers does indeed win in this situation.
So you risk 340 mp for 24/27/35/etc mp every time you gamble, which investment was negated as you said in scenarios " Sometimes you just need snipers (vet gren spam) if the Wehr player gets a sniper, you can't use the US sniper anymore because the risk is too great." , so what does 100% accuracy vs moving snipers change on that? Who would risk that much mp(the sniper itself) for that less(for a single infantry kill) with 50% to lose? As Oktarnash said (you can still "dance" as before, calculating heroic armor retreat into the equation too which although enables snipers to reliably escape but giving free reign to enemy snipers to go ahead in kills) is whats the case and was even before 100% accuracy change was implemented and still is the way "dancing" would work now, but hey I am in for adding even more choices to the player, so the moving accuracy can be restored to what it was, but the retreating countersnipes must be addressed (predictability on retreating sniper), which I described in my previous post:
("" The major issue is in the randomness of countersnipes, most noticeably the following issue: you bait his sniper to shot preparing a countersnipe but it misses, you retreat your sniper but his other sniper kills it on retreat."")
Negative zeal does not really remove this from happening.
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