Fausts apparently can be dodged, by retreating behind hard cover, which results in the initially targetted projectile impacting on the cover instead.
This is rather difficult to reproduce. I saw it happen on StephennJF's stream as well as 1-2 other times, but it doesn't seem to work on a regular basis. I've occasionally tried to drive behind cover to avoid the faust, but so far without success. In one of the games between Barton and OMGPOP! in the recent Wifi's gamekeys tournament a gren squad managed to pfaust a M3 right through a building - so maybe it depends on what type of shot-blocker there is?
Honestly, it would be best if AT nades and fausts were functionally identical. Having the chance of AT nades hitting the opposite side of the tank is just an unnecessary RNG increase, especially if it means lowering the penetration so much. |
AT guns are just one example of what appears to be a general theme for the asymmetric balance between the two factions: the German version does its main role better (i.e. more damage), while the Soviet one has a wonky ability and often extra health. Other examples are P4 vs T34 (ram); grens (+lmg) vs conscripts (+oorah/merge); panzergrens (+shrecks) vs guards (+button); panzergrens (-shrecks) vs penal troops (+satchel); ostwind vs T70 (self-repair/recon); sk222 (+upgun) vs M3 (+garrison); etc etc. The Soviets generally get all the cool abilities at the cost of units that are somewhat inferior otherwise.
In the case of the AT guns, I'm not really a fan of the differences. I honestly would be happier if the two guns had the same squad size and the barrage ability were replaced by AP rounds, but I suppose they want it to be different than vCOH.
Barring that, both AT guns should be reduced in price and population size. They really aren't as cost effective vs tanks as they need to be. |
You probably haven't noticed the times when a AT grenade was thrown on your tanks and it didn't penetrate. It definitely will fail to work a majority of the time when thrown on heavy armor.
Actually, AT grenade penetration is much lower than the panzerfaust (100 vs 140), though I have no idea why. It makes sense from a realistic angle, but then they should make the AT grenade cost less - since currently the two abilities both cost 25 munitions, and the ATG even requires an upgrade to unlock. |
As Ostheer, I think Shocky are extremely annoying
even my vet 3 Grens with G43 and LMG42 can't stop those six men knight cross from raping my Grens
Really? I would honestly be rather surprised if vet 3 grens with G43 + LMG42 lost to a fresh shock squad, unless they landed some miracle grenade. |
I think flame units like the KV8 still need work. There needs to be some drastic reduction of flame efficacy against retreating units, since losing retreating squads to FHTs/KV8s/flamers in clown cars is pretty lame. Apparently the normal accuracy reduction during retreat does not apply to flame attacks, which should really be addressed.
However, I think the T70 is fine at this point. If you wanted the Pak40 to hit it more, its hit size would need to be increased - but it's already as big as the stug.
That said, I really do think AT guns are not as good as they need to be - certainly not as good as they were in vCOH. I really think a price and population size reduction is in order for both of them - something like 280 or 300 mp and 6 population. I would also favour a penetration increase, because honestly shouldn't AT guns be the best option for fighting tanks head on? |
Thread: Maxim9 Sep 2013, 01:04 AM
the maxim still has a 2.09 second head start. i cant say if that is enough to compensate for turning like a motorcycle though
Well, the big difference is that the riflenade does all its damage up front, unlike the molotov. You would need to stand in the fire for a while before soaking up an equivalent amount of damage.
A real big problem of the maxim is what is it supposed to counter? Presumably grenadiers, but the grens can always fire a riflenade off even if they get suppressed, since the ability has such long range. Then the maxim will need to retreat, or it will potentially go down when it faces the next gren & rifle nade. I don't see how the maxim can possibly be tweaked to avoid this problem. |
Are people really going to argue that putting in a auto-repair option would ruin the game by removing micro? You guys know that even Starcraft has this option put in, and that player base worships APM and micro-intensive stuff more than any other.
I don't really feel too strongly about this either way, but I honestly think it would be a nice addition if you could toggle pios/engis to auto-repair nearby units. Even better would be if you could toggle a unit to auto-reinforce (which I think I heard was already implemented in DoW?). |
This thread is about 120mm being able to retreat at one man, whereas other mortars cannot. That's it.
If that's all there is to discuss, I don't think there's much to really say. I personally think it's fine as is, but those who think the mortar is OP will of course want it changed.
Yes it can retreat with 1 man while the others can't, but it has 3 disadvantages that the others don't: it's doctrinal, it costs 360 manpower, and it costs a whopping 12 population - which is twice as much as the others (even the mortar halftrack only costs 6 population!). The bottom line is that the 120 mm mortar is different than the others in many ways, so why get so hung up on this particular difference?
I keep hearing the argument that it's unreasonable for one man to carry that mortar - but to fix that "problem" they would actually need to change the animation itself. But moreover, why should we care about soldiers lifting more than is realistically possible? If we did, the AT guns would be damn near immobile. |
I think this discussion suffers from a basic mistake that many balance-discussions do these days; they assume the fix should work with the LMG as it is now. The problem seems to be more with the LMG than all the Soviet infantry.
First Relic needs to look at German weaponteams and the LMG-upgrade, then we'll see where the (meta)game takes us.
The LMG upgrade is really off-the-hook. With it, gren squads become beastly anti-infantry, and can beat or trade favourably with supposed counters (penals, and even shocks), and of course they simply slaughter conscripts. It's strange that the basic german infantry has such a powerful upgrade, and really should be brought more in-line with the level of the LMG in vCOH. |
Watch this from 11:00. It sums up CoH2 for me. All it needs is some Benny Hill music to accompany the MG42 being chased across the whole map. -.-
Wow, that really is atrocious, tagging behind him all the way across the map and it still has half health. Pursuing an MG42 is so time-consuming as well, since if you pay any attention elsewhere it might set up and immediately pin you. |