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russian armor

No Penetration Buffs On Vehicles

27 Jan 2020, 12:37 PM
#21
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post27 Jan 2020, 12:15 PMKatitof

Well, its your opinion, not metrics supported fact.

Actually fact support my opinion:
"Heat shell" force reload, cost 30 and does 80 damage
A single Tulip Rocket slow normal fire less ,cost 40 munition and does 120 damage (160 vet 3)

The main difference is the mechanism of aiming.

Even other members of community have pointed out that "heat rounds" are currently UP.
jump backJump back to quoted post27 Jan 2020, 12:15 PMKatitof

Its not like StuG needs to fight 350+ armor vehicles you know.

Read more carefully I was not referring to M36's "T30E16 HVAP-T Armor Piercing Rounds".

Now can you pls stop sinking more into the rabbits hole while drugging the tread with you? This thread is about the penetration vet bonuses and not about "I am katitof and I never make mistakes".
27 Jan 2020, 21:04 PM
#22
avatar of Lago

Posts: 3260

jump backJump back to quoted post27 Jan 2020, 12:15 PMKatitof
Its not like StuG needs to fight 350+ armor vehicles you know.


It's not like we need to have 350+ armour vehicles in the game either.

Looking at you, Jagdtiger.
27 Jan 2020, 22:10 PM
#23
avatar of T.R. Stormjäger

Posts: 3588 | Subs: 3

jump backJump back to quoted post27 Jan 2020, 21:04 PMLago
Looking at you, Jagdtiger.


In fairness it's historically accurate for it to have so much armour.

Now if only it got immobilized after running for 5 seconds...
27 Jan 2020, 23:50 PM
#24
avatar of Katitof

Posts: 17891 | Subs: 8



In fairness it's historically accurate for it to have so much armour.

Now if only it got immobilized after running for 5 seconds...

It is.
But it wasn't mandatory to put it in game for it to create endless problems.

CoH series wouldn't lose anything if vehicle like KV-2 was a pinnacle of armor, it didn't needed to be KT/JT.
28 Jan 2020, 01:00 AM
#25
avatar of Lago

Posts: 3260



In fairness it's historically accurate for it to have so much armour.

Now if only it got immobilized after running for 5 seconds...


It is, but that just leads to Tank Destroyer penetration getting buffed to deal with it, making their penetration too high against nondoctrinal targets. That leads to situations like heavies being moved to CP9 so they don't get vapourized the moment they hit the field.

It'd be way better IMO to balance doctrinal units around the nondoctrinal roster rather than having doctrinal heavy armour warp the balance even in its absence.
28 Jan 2020, 01:40 AM
#26
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

jump backJump back to quoted post28 Jan 2020, 01:00 AMLago


It is, but that just leads to Tank Destroyer penetration getting buffed to deal with it, making their penetration too high against nondoctrinal targets. That leads to situations like heavies being moved to CP9 so they don't get vapourized the moment they hit the field.

It'd be way better IMO to balance doctrinal units around the nondoctrinal roster rather than having doctrinal heavy armour warp the balance even in its absence.


This is what happens when you release 2 OP factions (for different reasons and game modes) and one of them has a non doctrinal heavy tank.

If vet penetration is lowered down, there would be no issue with heavies arriving later as the performance between vet 0 and vet 2/3 wouldn't just make the situation so binary. If the enemy has plenty of TDs in their mix, then don't freaking bring a heavy tank into the battle when they are basically prepare for it.

It's like crying that the enemy picked a recon + Stuka commander and i just want to play with static Howitzers.
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