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russian armor

KV-2 needs some adjustments

16 Dec 2014, 17:40 PM
#21
avatar of Katitof

Posts: 17884 | Subs: 8

Did they change KV-2 recently?
If they didn't then I don't think any buff is required. It used to 2 shoot Panther.
Soviet Industry may need some adjustment though. I don't use it that often so I have no idea.


Last change it got was a handful of nerfs and increasing MP cost by 50% while doing nothing to the mp penalty.

And it used to 3 shot panthers with pathetic penetration chance.
16 Dec 2014, 17:47 PM
#22
avatar of Tatatala

Posts: 589



I love it how this KV2 still misses when it's stationary for 30 secs and also targetting a stationary unit.

#Relogic <444>3


I love how a Panther beats it head on, at any range, without even need to flank it.

#Relogic

17 Dec 2014, 04:45 AM
#23
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

the KV-2 has been shit since its accuracy got nerfed. it has a hard time hitting an OKW base building in siege mode, let alone infantry. to make matters worse it's incredibly expensive shit (possibly the most, manpower wise) on a shit doctrine.
17 Dec 2014, 04:53 AM
#24
avatar of NinjaWJ

Posts: 2070

it should get buffs or the manpower penalty from selecting the doctrine reduced
17 Dec 2014, 07:56 AM
#25
avatar of Alexzandvar

Posts: 4951 | Subs: 1

The manpower penalty should be removed from the doctrine all together, the basic soviet infantry scale so poorly to late game that having no elite infantry call in is a giant weakness. It would make more sense to me to change the fuel reduction to a munitions reduction.

On the subject of the KV-2 itself; it should be a lot more powerful for it's cost. Considering the fact a tank being hit by a large artillery piece is going to get messed up even if the shot doesn't penetrate the armor.
17 Dec 2014, 08:39 AM
#26
avatar of ungodlike

Posts: 62

Would be nice if they buffed the KV2 this doctrine back up to a level where it is usable.
17 Dec 2014, 15:34 PM
#27
avatar of WingZero

Posts: 1484

soviet windustry (ability) must be toggled off and on (no cost of that) so after reaching CP3 soviet player can choose to get normal MP or higher fuel


Why Relic did not make this changes (or any) to the Soviet Industry commander but they made adjustment to Elite Troops? Right now, Industry commander is a huge risk type commander and almost dead due to Shrek blobs.
17 Dec 2014, 15:39 PM
#28
avatar of TensaiOni

Posts: 198



I love how a Panther beats it head on, at any range, without even need to flank it.

#Relogic



Actually, the Ostheer Panther has about 22% to lose to a KV-2 from the front, if KV-2 is in indirect fire mode.
17 Dec 2014, 15:48 PM
#29
avatar of rafiki

Posts: 108

You just have to go close to the tank. It can't shoot at 0 range. Even so i don't think also KV2 will win against a panther. Or you need to be very lucky because it is not at all accurate.

It is a fun tank but easy to counter
17 Dec 2014, 18:03 PM
#30
avatar of broodwarjc

Posts: 824

KV-2 needs to cost less resources, yes I know Soviet Industry gives a big fuel boost, but it costs over 230 fuel! Which is a lot for a tank with good AI, but questionable AT.
17 Dec 2014, 18:21 PM
#31
avatar of NinjaWJ

Posts: 2070

KV-2 needs to cost less resources, yes I know Soviet Industry gives a big fuel boost, but it costs over 230 fuel! Which is a lot for a tank with good AI, but questionable AT.


230 fuel is okay because by that point of the game, you are probably stockpiling some fuel. However, you will probably only have around ~100 mp per minute. Building the KV-2 for 630 mp is going to clean out your reserves. It basically is a double whammy
17 Dec 2014, 19:29 PM
#32
avatar of TensaiOni

Posts: 198

jump backJump back to quoted post17 Dec 2014, 15:48 PMrafiki
You just have to go close to the tank. It can't shoot at 0 range. Even so i don't think also KV2 will win against a panther. Or you need to be very lucky because it is not at all accurate.

It is a fun tank but easy to counter


Once enemy gets close, just turn off the indirect fire mode.

But really, just use the tank as an artillery piece - behind shot blockers and with spotters so you can use it's range. Or is Stuka now underpowered, because it can be killed by a T-70?

Much bigger problem than the KV-2 (which stats are overall fine) is - which was already mentioned - the whole Soviet Industry doctrine and it's MP gain.
17 Dec 2014, 19:35 PM
#33
avatar of PanzerErotica

Posts: 135

I´d like kv-2 to be more like coh1 stuh42, with a turret (check eastern front mod if you are not sure what I mean). We already have isu-152 which performs the role of a long range howitzer, so this would only make sense. You could remove the long range mode altogether and make it little cheaper in the process, with adjustments to the fire rate as well of course.
17 Dec 2014, 23:04 PM
#34
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

Commander never got updated after the overhauling on tank prices and tech.
18 Dec 2014, 01:27 AM
#35
avatar of gman1211

Posts: 133

I might be wrong is saying this, but I'm pretty sure that the kv-2 is literally the worst heavy tank you can make.
18 Dec 2014, 02:27 AM
#36
avatar of braciszek

Posts: 2053



Once enemy gets close, just turn off the indirect fire mode.


I have managed to kill the darn thing in the time it takes for it to unpack. You can simply walk/drive under its minimum range as well and not be shot by it.

But it is pretty powerful if you make use of its max range against a fortified enemy since its RoF set up is pretty fast.

The main problem at the present is that you have no mp late game and units get extremely hard to come by.
18 Dec 2014, 02:29 AM
#37
avatar of Strummingbird
Honorary Member Badge

Posts: 952


I have managed to kill the darn thing in the time it takes for it to unpack. You can simply walk/drive under its minimum range as well and not be shot by it.


It no longer has an unpack time iirc.
18 Dec 2014, 02:53 AM
#38
avatar of NinjaWJ

Posts: 2070



It no longer has an unpack time iirc.


it is not instant. i tried it out a couple days ago
18 Dec 2014, 03:03 AM
#39
avatar of Strummingbird
Honorary Member Badge

Posts: 952

jump backJump back to quoted post18 Dec 2014, 02:53 AMNinjaWJ

it is not instant. i tried it out a couple days ago


How many seconds is it? I'm sure the time is significantly lower than what it was on release.
18 Dec 2014, 05:12 AM
#40
avatar of NinjaWJ

Posts: 2070



How many seconds is it? I'm sure the time is significantly lower than what it was on release.


vet 0 it is about 7 seconds
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