Time. Time is an asset in this game. The longer something takes to be destroyed or die the more time the opposing player has time to react. Remember the day's of the German MG42 bunkers that required a ZiS to destroy? It would take a very long time for that bunker to go down and the risk to that ZiS dying in the process was very high.
Now, the KV8 is going to take a longer time to destroy or kill it's target. The opposing player will have time to react and send a hard counter (which there is plenty of I might add). The KV8 has become less effective at it's job.
I'd argue that the KV8 should get a price reduction to reflect its current performance.
PS: Pretty cool to see bC_ posting here. Thanks dude.
Profile of Napalm
General Information
Last Visit Time: 28 Dec 2021, 23:55 PM
Broadcast: https://www.twitch.tv/theangrybearstv
Steam: 76561197993726353
Nationality: Canada
Game Name: Napalm
Last Visit Time: 28 Dec 2021, 23:55 PM
Broadcast: https://www.twitch.tv/theangrybearstv
Steam: 76561197993726353
Nationality: Canada
Game Name: Napalm
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The views and opinions expressed in my posts and topics are solely those of the Napalm. These views and opinions do not necessarily represent those of Relic, the developers, The Angry Bears and/or any/all contributors to this site.
Post History of Napalm
Thread: KV-8 40% damage nerf?9 Jul 2014, 20:27 PM
In: COH2 Balance |
Thread: Infantry Blobs9 Jul 2014, 20:23 PM
That is a pretty cool idea right there. In: COH2 Balance |
Thread: Infantry Blobs9 Jul 2014, 20:14 PM
You got it. That is the fine act of balancing. My personal opinion is that it is impossible to deal with blobs at a balance level. There will always be blobs in this game and they will be effective. In: COH2 Balance |
Thread: Infantry Blobs9 Jul 2014, 20:03 PM
Blobbing is actively being encouraged by Relic. In order to reduce the amounts of blobs there needs to be checks in place. Units such as stuka half tracks, god-cannon tiger; abilities such as off map artillery; and to a lesser extent suppression are examples of checks. Over the past patches these checks are becoming less effective for blob control. KV8, German rocket half track, Katyusha have been adjusted and no longer effectively counter the blobs. So whats a player left to do? You get creative. You mass your own units and you throw them against the opponents blob. 2 Uber squads? I raise you my 3 shock troop squads. It's an arm race for the ultimate blob May the largest blob win. There is the catch though. If Relic reverts a lot of the adjustments there will be a whole lot of whines about units getting one shotted. ISU, love it and hate it, was an effective blob counter. Obviously, that was over powered and corrected. In: COH2 Balance |
Thread: What War Spoils have you won?9 Jul 2014, 17:18 PM
Has anybody gotten anyone of the new soviet commanders?! In: Lobby |
Thread: July 8th Patch Notes9 Jul 2014, 17:02 PM
It's not just Americans that are affected by this. All factions seem to be suffering from priority issues. In: Lobby |
Thread: KV-8 40% damage nerf?9 Jul 2014, 16:54 PM
Cross post but I think this should be posted here. Let's take a look at the history of the KV8 adjustments. KV-8 Health increased from 640 to 960 Armor decreased from 360 front/225 rear to 240 front/120 rear Cost from 440mp/120 fuel to 360mp/135 fuel KV-8 population from 9 to 14 KV-8 Specialist (KV-8) from +7% damage and +10% experience to +10% experience The KV-8 has seen its damage profile adjusted such that it no longer front loads the majority of its damage over a 10 second period. This will result in more of a reaction period for players under fire. The overall DPS of the KV-8 was also reduced from 18 to 15 damage per second. Other abilities have had their cost adjusted to better reflect their value in game. KV-8 Damage from 40 to 27 Ready aim time from 1.5s to 0.75s Reload form 5s to 3s KV-8 Veterancy 2 -25% Reload +35% Turret Rotation +20% Max Speed Veterancy 3 +20% Rotation +35% Burst Duration +5 Range (from 25 to 30) +20% Acceleration KV8 increased from 8 to 9 The KV-8 saw a significant decrease in its health to better align its performance to cost. Rear armor from 120 to 145 Health from 960 to 720 KV-8 Heavy Flamethrower Tank Health increase from 720 to 800 Price increase from 360 / 135 to 390 / 145 Flamethrower damage reduced from 27 to 16 Over all change to KV8 since release is 40 to 16 damage (nerf), health from 640 to 800 (buff), 360 front/225 rear armor to 240 front/145 rear (nerf), price increase 360/135 to 390/145 (nerf) Price needs to come down. The 120MM mortar shares a similar story. In: COH2 Balance |
Thread: July 8th Patch Notes9 Jul 2014, 03:33 AM
Great news on the map adjustments. Way cool to see that being done. Indifferent towards the others but the KV8 and 120MM thing bothers me. Both of these are purpose built units and are great at anti-blob killing. Let's take a look at the history of the KV8 adjustments. KV-8 Health increased from 640 to 960 Armor decreased from 360 front/225 rear to 240 front/120 rear Cost from 440mp/120 fuel to 360mp/135 fuel KV-8 population from 9 to 14 KV-8 Specialist (KV-8) from +7% damage and +10% experience to +10% experience The KV-8 has seen its damage profile adjusted such that it no longer front loads the majority of its damage over a 10 second period. This will result in more of a reaction period for players under fire. The overall DPS of the KV-8 was also reduced from 18 to 15 damage per second. Other abilities have had their cost adjusted to better reflect their value in game. KV-8 Damage from 40 to 27 Ready aim time from 1.5s to 0.75s Reload form 5s to 3s KV-8 Veterancy 2 -25% Reload +35% Turret Rotation +20% Max Speed Veterancy 3 +20% Rotation +35% Burst Duration +5 Range (from 25 to 30) +20% Acceleration KV8 increased from 8 to 9 The KV-8 saw a significant decrease in its health to better align its performance to cost. Rear armor from 120 to 145 Health from 960 to 720 KV-8 Heavy Flamethrower Tank Health increase from 720 to 800 Price increase from 360 / 135 to 390 / 145 Flamethrower damage reduced from 27 to 16 Over all change to KV8 since release is 40 to 16 damage (nerf), health from 640 to 800 (buff), 360 front/225 rear armor to 240 front/145 rear (nerf), price increase 360/135 to 390/145 (nerf) Price needs to come down. The 120MM mortar shares a similar story. In: Lobby |
Thread: Umm US Jeep?8 Jul 2014, 15:57 PM
Perhaps bumping this unit up to 1 CP would address the issue as it sounds like timing is the primary concern. In: COH2 Balance |
Thread: Bearcruitment8 Jul 2014, 15:45 PM
Add us on steam! rawr In: The Angry Bears |
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