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[Winter Balance Update] SOV Feedback

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20 Dec 2020, 23:28 PM
#781
avatar of vgfgff

Posts: 177

About T34-76.

Currently T-34-76
-Did not effective vs any tank even puma.

-It arrived time is in **Late game**[after PZIV].

-AI capability.
They are not good either.
panzer IV are far better in both roles.

-flanking.
Nope, They are slower than panther. and Its gun are unreliable with very bad moving ACC, low pen rate and damage.

-Ramming
Sucide Ability only temporary stunt target but powerful with IL-2 rocket. without IL-2. They generally use for stunt enemy tank . or use it to cover SU-85.
Now ramming need 50% hp or below so only more 2 hit while ramming they died. AT and panther have longer fire range so T34 will have high chance to get destroyed before they can hit enemy vehicles.




Suggestion about Ram changes.
-Need 60 Ammunition for Activate.
-Remove stunt but Garuntee engine damage.[IL-2 rocket won't be an issue anymore].



21 Dec 2020, 00:27 AM
#782
avatar of Descolata

Posts: 486

jump backJump back to quoted post20 Dec 2020, 23:28 PMvgfgff
About T34-76.

Currently T-34-76
-Did not effective vs any tank even puma.

-It arrived time is in **Late game**[after PZIV].

-AI capability.
They are not good either.
panzer IV are far better in both roles.

-flanking.
Nope, They are slower than panther. and Its gun are unreliable with very bad moving ACC, low pen rate and damage.

-Ramming
Sucide Ability only temporary stunt target but powerful with IL-2 rocket. without IL-2. They generally use for stunt enemy tank . or use it to cover SU-85.
Now ramming need 50% hp or below so only more 2 hit while ramming they died. AT and panther have longer fire range so T34 will have high chance to get destroyed before they can hit enemy vehicles.




Suggestion about Ram changes.
-Need 60 Ammunition for Activate.
-Remove stunt but Garuntee engine damage.[IL-2 rocket won't be an issue anymore].





I agree on 60 muns, maybe 80 (so its kinda like FF rockets without BS rng).

Make it just do engine damage to BOTH TANKS and have 1000 pen. Maybe break the T34 gun, its pen is still crap close up. T34 is slow as hell, so itll limp away really slowly.

Maybe disable Blitz on tanks with broken engines, being unable to chase a broken tank is weird.

Ram should punish over extension without just losing the tank.
21 Dec 2020, 01:11 AM
#783
avatar of mrgame2

Posts: 1793

jump backJump back to quoted post20 Dec 2020, 20:16 PMVipper


What I would like to point out is that in WC2019 Soviet where not weak and once ostheer "crutch" commander are fixed they might prove to be ok.


Yes this. I don't understand when sov have been weak suddenly.

They are probably strongest late game faction still, in team games at least.

I don't believe ele need nerf in 2v2, it hardly call in to win, mostly used to counter isu/is2 or churchills, mostly in laney maps.
21 Dec 2020, 01:17 AM
#784
avatar of mrgame2

Posts: 1793

Imo how about not only make t3476 cost less, make it build faster, but also t4 tech cost less, but make katty build longer to prevent arty too soon.

Imo too much emphasis on ram here.
21 Dec 2020, 06:26 AM
#785
avatar of Mr Carmine

Posts: 1289

jump backJump back to quoted post21 Dec 2020, 01:17 AMmrgame2
Imo how about not only make t3476 cost less, make it build faster, but also t4 tech cost less, but make katty build longer to prevent arty too soon.

Imo too much emphasis on ram here.


That would make the t34 and t4 to strong in 1v1. There ram is less of an issue because the t34 doesnt suck as much in 1v1, its damage output is noticable because it isent wrecked in seconds, because in turn axis recourse inflation is not at play in 1v1, thus panthers/tigers arent spammed.
21 Dec 2020, 06:45 AM
#786
avatar of Olekman
Modmaker Badge

Posts: 208



That would make the t34 and t4 to strong in 1v1. There ram is less of an issue because the t34 doesnt suck as much in 1v1, its damage output is noticable because it isent wrecked in seconds, because in turn axis recourse inflation is not at play in 1v1, thus panthers/tigers arent spammed.


Additional tech upgrade in T4 called "Production Streamlined" or something, costing approximately as much as a single T-34/76, that cuts the MP and fuel cost of T-34/76 by 10-15% would work. Basically, you would trade the shock factor for reaching the critical mass easier. In 1v1 and to lesser extent 2v2, giving so much momentum to your opponents would give them huge advantage, but I'm 3v3 and 4v4 it would be much more viable and even preferable (unless all Soviet players decide to go for it at the same time).

vCoH Americans had quartermaster upgrades that made their upkeep costs smaller, so maybe similar discount would work for Soviets. 15% discount would pay for itself after 7th T-34/76 built, 20% after 5th. Much easier to achieve those numbers in larger game modes.
21 Dec 2020, 07:03 AM
#787
avatar of Clarity

Posts: 479

Since Shock Troops are 8 pop cap I feel like Guards should be 8 pop cap as well just to put them in line with Panzergrenadiers and Shocks.
21 Dec 2020, 07:38 AM
#788
avatar of Descolata

Posts: 486

8 cap for Guards would follow the trend, all other elite infantry are 8. As well as Sturmpios and IS of course.
21 Dec 2020, 07:42 AM
#789
avatar of vgfgff

Posts: 177

Another suggestion for T4

Adjust soviet Tech 4 by separate Its price to
-building T4 for able to call t-34-76
then upgrade for unlock Su-85 and Kat..

Reason : T34-76 arrived time are too slow compare with other vehicle in same type that perform better.
21 Dec 2020, 07:54 AM
#790
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post21 Dec 2020, 07:42 AMvgfgff
Another suggestion for T4

Adjust soviet Tech 4 by separate Its price to
-building T4 for able to call t-34-76
then upgrade for unlock Su-85 and Kat..

Reason : T34-76 arrived time are too slow compare with other vehicle in same type that perform better.

It the other mediums that arrive to early not the T-34 that arrives to late.

https://www.coh2.org/topic/107166/medium-tanks
21 Dec 2020, 09:08 AM
#791
avatar of mrgame2

Posts: 1793

jump backJump back to quoted post21 Dec 2020, 07:54 AMVipper

It the other mediums that arrive to early not the T-34 that arrives to late.

https://www.coh2.org/topic/107166/medium-tanks


Not sure if relic wants to drag out the game by delaying medium as that would mean 60td and t4 heavies need push back too.

Just make t3476 a little earlier and cheaper at stug timings
21 Dec 2020, 09:11 AM
#792
avatar of mrgame2

Posts: 1793



That would make the t34 and t4 to strong in 1v1. There ram is less of an issue because the t34 doesnt suck as much in 1v1, its damage output is noticable because it isent wrecked in seconds, because in turn axis recourse inflation is not at play in 1v1, thus panthers/tigers arent spammed.


If it's 1v1, got to ask top players why they prefer earlier t70 and not t3476 when p4 is the preferred choice when using axis.

Still t3476 is not a bad unit itself. The timings just need a tweak. With t70 nerf, perhaps t3476 can see more trial uses
21 Dec 2020, 09:30 AM
#793
avatar of Crecer13

Posts: 2182 | Subs: 2

jump backJump back to quoted post21 Dec 2020, 09:11 AMmrgame2


If it's 1v1, got to ask top players why they prefer earlier t70 and not t3476 when p4 is the preferred choice when using axis.

Still t3476 is not a bad unit itself. The timings just need a tweak. With t70 nerf, perhaps t3476 can see more trial uses


I don’t think so, I can play without the T-70 and even without building the T-70, the T-34-76 comes along with the Pz.4, which automatically makes the T-34 useless. And nerfing the T-70 will not have a positive effect on the T-34.
21 Dec 2020, 09:40 AM
#794
avatar of Vipper

Posts: 13476 | Subs: 1

jump backJump back to quoted post21 Dec 2020, 09:08 AMmrgame2


Not sure if relic wants to drag out the game by delaying medium as that would mean 60td and t4 heavies need push back too.

Just make t3476 a little earlier and cheaper at stug timings

Half of the problem of the game begin from pushing this earlier latest being PGs.

Allowing T-34/76 to arrive earlier will solve nothing and will just increase the overlap with T-70.
21 Dec 2020, 11:36 AM
#795
avatar of Mr Carmine

Posts: 1289

jump backJump back to quoted post21 Dec 2020, 09:11 AMmrgame2


If it's 1v1, got to ask top players why they prefer earlier t70 and not t3476 when p4 is the preferred choice when using axis.

Still t3476 is not a bad unit itself. The timings just need a tweak. With t70 nerf, perhaps t3476 can see more trial uses


The t34 is not bad perse, in 1v1 its a good tank, its just that its weaknesses are massivly increased in 4v4 to the point that ram is its only real viable use. Because axis dont bother with p4 ostwind that much a go straight for panthers and tigers wich come way to soon, the t34 76 is outmatcht the moment it hits the field in 4v4.

Ost doenst have light tank so there is the reason for going p4, and the p4 is quite good in ai and at. Despite both axis having good ai vehicles prior to the p4.

Pro players in 1v1 go for a t70 over a fast t34 because the t70 even after the tripple nerf is miles better in ai. Zis covers at department better then a t34 can. Imo 1 t34 equals no t34, it shines in numbers mostly and up intil now on ramming as well.
21 Dec 2020, 18:05 PM
#796
avatar of Letzte Bataillon

Posts: 195

Does anyone else find it strange that the KV-2 when mobile has the commander with binoculars looking out from the hatch, but when it sets down increasing to increase firing range the commander goes back down?

Should it not be the other way around?

I know this is a detail, but it always stuck out to me badly.
21 Dec 2020, 18:21 PM
#797
avatar of Vipper

Posts: 13476 | Subs: 1

Does anyone else find it strange that the KV-2 when mobile has the commander with binoculars looking out from the hatch, but when it sets down increasing to increase firing range the commander goes back down?

Should it not be the other way around?

I know this is a detail, but it always stuck out to me badly.

Kv-2 used to have vision penalty when in siege mod

I guess one could combine the officer with aura so that officer comes out when the aura is active.
22 Dec 2020, 11:09 AM
#798
avatar of Goldenpunch

Posts: 124

Still useless t-34 nerf. Endless debates will not solve this braindead t-34 ram nerf. Why the hell i will use t-34 then ? Whats the point ? Answer is only for meme play.
22 Dec 2020, 11:42 AM
#799
avatar of thedarkarmadillo

Posts: 5279

Played a 4s the other day and tried to make a point not to use ram to see how soviet fair in the late game. Ended up against 2 elefants and a JT. the funny thing about elefants and JTs is they deal a hair under half health so you will be unable to ram after eating a shot from them AND you are completely helpless at fighting them any other way.
Ram is annoying for sure, but it's going to be even more annoying fighting elefants and JTs every single game and knowing that if you have any soviet team mates they will become completely dead weight.
22 Dec 2020, 20:21 PM
#800
avatar of Sander93

Posts: 3166 | Subs: 6

V4 changes

Soviets

Grenade Package
We are merging Molotovs and AT grenade into one package. This will make both grenade abilities cheaper than they once were seperately.
- AT Grenades and Molotovs merged into "Grenade Package" upgrade found on the Soviet HQ.
Costs 150 manpower and 15 fuel

Tripwire Flare Mines
Given how cost effective Tripwire Flare mines thanks to their ability to inflict a model loss, provide vision, and are readily available on Conscripts and Combat Engineers, their cost is being increased to better reflect their performance.
- Cost from 10 to 15

Conscripts
The sandbag changes that were applied to the other factions will now apply to Conscripts in the early game to encourage more mobility and positioning. Conscripts will build items faster once they have veterancy as they are reliant on their sandbags during the mid-game period.
- Sandbag build time from 13 seconds to 18
- Veterancy 1 grants +35% increased build speed

Mobilize Reserves (Conscript Munition Upgrade)
- Reverted change to veterancy gain; now once again gain +20% veterancy when upgraded.

Mobilize Reserves (Global Upgrade)
The Mobilize Reserves changes for Conscripts and the Mechanized Armor Kampenya are being reverted. While the upgrade could have stood on its own, it did not give an incentive for players to rush towards their final tier. The bonus to Conscripts is also being removed.
- Changes to Conscript global veterancy reverted
- Reverted change to Mechanized Armor Kampenya; now grants upgrade for free for once more.

M5 Half-Track
The AA chance for the M5 are still being fine-tuned to be more reliable, without the ability to instant destroy planes.
- AA chance from 2% to 3%
- Gains 'Force Reload' ability when upgraded to the M5 Quad.

T-34 Ram Ability
The majority of changes to ram are being reverted. The main issues are linked to certain off-map abilities, though, we are replacing the complete stun ram provided to give vehicles hit by this ability some ability to maneuver out of off-maps.
- Reverted changed all changes; see below for updated list
- Ram inflicted criticals: Main Gun Destroyed, Heavy Engine Damage and Immobilized removed
- Ram no longer deals a complete stun on penetration and deflection. Instead, it will now slows target by 75% for 5 seconds and disables weapons.
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