will you support remove supression from panzerweffer or give me an advice ?
Axis fanboy check? I dont care if PF have suppression or not, just like any other rocket arty if you end up taking damage from it (be it katy,PF, cali or matters) you most likely will have to retreat anyway.
So with or without suppresion PF is still will be just as deadly.
You can open patch notes and check the AOE radius and compare it to other howis and then be a smart guy and remind youself that other howis wont even scratch the enemy with near misses =))))
there are only 3 shots with fucking big scatter. AOE + Damage won't do jack shit. Just dont blob.
And what? I've already said that B4 is worst as area denial weapon, when it comes to dealing raw damage or stopping inf you dont need more then 3 shots, because after third shot of ML20\LeFH enemy would most likely either reteat or move out of an arty zone. And chances of hitting\stoping enemy with B4, even considering scatter, are much highter then with ML20\LeFH.
Also other howis do have scatter aswell, it depens on range you know.
Yeah, it is a fact because you say so, very convincing i have to say.
The patch is just go live for like 3-4 days, normally pp will have to take time to adjust to the changes and data have to be collected before any conclusion, but some pp seem like just cant stand it when a previous meme unit of alies show some sight of may be become viable. Like, Op post is pure wining, nothing more.
Alright we can give a month, what would happen? Sure ppl who complain that B4 is uncounterable might learn how to pick off-maps to counter it.
But I've already pointed out that B4 is not an uncounterable unit, it can be countered just like any other howi. How time will fix short cooldown, how time will fix ridiculous AOE profile and suppresion?
Sure we might say that ppl will adapt and will retreat after they hear B4 shot fired, but isnt it already a sign of overperfomance? Other howis arent forcing you to instantly retreat in order not to lose your units, other howis operate on RNG, unlike B4, which even with near misses already paying for itself.
Unit being viable doesnt mean that it should be overperforming and overbuffed. And even if B4 should be just as good as it is right now, it should at least requare more CP to be unlocked and cost additional 20-30 or so fuel.
OP might be just whining, but I'm not defending nor agreeing with the OP. I'm stating that B4 is by far much better, deadlier and cost-effective unit with minimal RNG involved compared to other howis, dispite being completly equal in terms of cost. There is no way one can present ML20\LeFH to be on pair with B4 or close to B4, unless you bring examples of dark magic where 8 out of 10 shots wiped something in a row.
And whole discussion is now a guideline with ppl explaining how you can pick a commander with offmap to counter B4, how counter barrage is OP dispite being removed from the game and "wow allies have cool howi now, axis players is just jealous".
I like, how dispite all attempts, it is still ignored by most of the people in this thread that the main problem of B4 is the fact that its overperforming, not the fact that it hard to countered by recon+offmap or something like that. Its counterable just like any other Howi.
The fact that it is countarable dosnt mean that it is fine. What matters is that it cost you the same, you have access to it at the same time as you get LeFH and ML20.
Its perfomance is much-much better then other howis. Judging by logic ppl use here "if its counterable then its fine", we can make P4J cost as much as T34\76, because they are both are medium tanks and 76 has better AI, thats why its a justified change, dispate P4J being litterary better by a mile then it in everything else.
I will repeat myself again. B4 is better in everything but zone denial then ML20\LeFH, while having the same cost, availability and counters.
But I don't use it. I used it a couple of times before the patch. Used it 3 times after the patch. Still useless in 3v3. No matter how I use it.
T3485 is cheapter, has 800 HP (so it can tank 4*160 + a 100dmg snare, something the E8 cannot with 720 HP), has much much better AI through MGs, fires faster, rotates faster, accelerates faster, has smaller profile.
T34/85 is probably one of the best tanks there is.
And IMHO the biggest benefits of T34/85 are:
1) Soviets have stock rocket arty
2) In multiple commanders which are great (elites, mortar...)
But 85 still suffers from the same problems EZ8 suffers from anyway. Point is, IF EZ8 came with an overall better commander, it would have been fine addition to the army. But EZ8 is a "selling point" of the Rifle company, because other abilities are garbage. But EZ8 was never supposed to be a selling point of it, its just all the nerfs of the commander made it look like it is.
Its just the fact that EZ8 comes with USF version of ostheer "joint opperations" commander. Very specific, inflexible and fitted only for a specific type of play.
How about you just dont use it, if you dont like it, especially in teamgames. The only problem with EZ8 is that it comes with a meh commander.
T34\85 isnt a panther nor its the best medium tank. But its still good and can deliver a punch where T34\76 cant and its still not useless because soviets have SU-85.
If you cant capitalize on EZ8 advantages (just like some cant capitalize on P4J advantages) dont use it, its not the type of unit, nor the commander it is in. Its not fitting your style of play to begin with.
Ppl think of EZ8 as a Jesus unit, which is supposed to carry you games and be your main always pick tank.
If I had to guess I would say that they game applies damage around the area the fighting take place.
Most likely bullets fly in some sort of an arc, some of them might just fly in the air, some might just unrealistically hit the ground (actually you can see on the video that most of the bullets are hitting ground infront of mortar pit for some reason), some might fly strate forward and might end up hitting objects inbetween. But yes, even if mortar pit wasnt inbween but on the side, it might have been hit aswell, but chances would be very small.
It doesnt really matter in the end, since we are not trying to make our own coh2 by reverse engineering.
My point was, that such system exists in the game and can be applyed to sandbags making them take damage during the fights, and be less of a "build and forget".
And this is same with what I said, there is damage but it is not via a collision check of projectile with an item. It is a separate mechanism.
One can see also world object being destroyed when infatry fight around them.
You operate with coh2 terms of collision in mind. I'm operating with the overall meaning of collision. Not all collision is calculated in realtime during enity lifespan. Thats why we have pre-calculated collision or we have collision in realtime (simulation).
If one object can make effect on the another object, by any means of how it is coded, its still a form of collision. Entity A (being a bullet projectile) hitting enitity B (mortar pit) therefore they are colliding with each other.
It is probably calculated without a collisions check.
There is mode that bullets have projectiles and when I tried it my pc laged like crazy.
Here you go. It doesnt matter if its collision or not, fact is, they still do colide and they still do damage.
Individual bullets might not have collision (there are special string for it, as I said) simular to AT weapons\tanks, but they still do colide with non targeted objects and do damage. They seem to follow different logic, where its calculated what is being hit with bullet projectile, rather then what is stopping the projectile on its path to the target.
To put it more simple, its like a dice roll which decides where end possition of bullet projectile will be and if it rolls on top of the another object bullet retains all its properties and damage, unlike for so called "true" collidable projectiles colision of which is calculated in realtime (thats why mod lagged your PC).
Its a different form of collision, but collision non the less. If they didnt colide then either bullets would had just flying past the object or just had a particle effect without any in game effect.
Well, just in case, not every hit on mortar pit do damage, because not every hit is "penetrating" one and the same would have happen if the mp would have been neutral.
No, they are not. At least maybe not all of them. But when they colide they actually do damage. The same way small fences on the maps sometimes are destoyed by small arms fire.
I myself also thought that they are only visuals (since weapons have a special string allowing them to colide with entities or fly thought them) but it seems like, game is still calculating what is being hit regardless. At least for cover it for sure does.
Thats why mortar pit (or any other emplacement which takes damage from small arms) will be taking damage from bullets hitting it, even if you order your squad to attack unit standing behind it. You can easily test it youself. I'm pretty sure I didnt use any MG weapons when I was testing it back in the day.
I would even say, that if all small arms actually had non-passable bullets, they might have become more effective against blobers, since even misses would have had a chance to hit different soldier enitity. But this need testing.