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Commander Update Beta 2021 - Soviet Feedback

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Pip
4 Apr 2021, 18:33 PM
#161
avatar of Pip

Posts: 1209


it got nerfed a while back and meanwhile after so many patches it fell behind alot more. what are the stats of the m4c btw?


https://docs.google.com/spreadsheets/d/1H5z6szCfhmAAnDprmgwLzc-viZg4HPhKZshNLErvnck/edit#gid=1638665511

Assuming they're accurate. Check the "Object AOE profiles" tab for the tank's scatter/aoe stats.

4 Apr 2021, 18:44 PM
#162
avatar of Vipper

Posts: 11652 | Subs: 1



Near range will likely be moved from 0 to 2 (with some adjustment to mid) to increase damage dealt to vehicles by near misses. I guess Direct Fire will need its own profile that deals a bit more damage.

Turn AT shot into skill shot it will easier for players to aim vs moving vehicles.
4 Apr 2021, 19:11 PM
#163
avatar of frostbite

Posts: 522

jump backJump back to quoted post4 Apr 2021, 18:33 PMPip


https://docs.google.com/spreadsheets/d/1H5z6szCfhmAAnDprmgwLzc-viZg4HPhKZshNLErvnck/edit#gid=1638665511

Assuming they're accurate. Check the "Object AOE profiles" tab for the tank's scatter/aoe stats.


i found it wow its lower then other mediums and m4c sherman is doctrinal and worse with less hp and armor. just faster rotation slightlty and small amount of reload better.
4 Apr 2021, 19:12 PM
#164
avatar of frostbite

Posts: 522

203 howitzer gun has 300 hp compared to lefh and 152 400 hp. 203 is supposed to be a heavy gun. its waay thicker then the other guns. but shatter like glass lol
4 Apr 2021, 19:42 PM
#165
avatar of Sander93

Posts: 3013 | Subs: 7

203 howitzer gun has 300 hp compared to lefh and 152 400 hp. 203 is supposed to be a heavy gun. its waay thicker then the other guns


The B4 weapon has 400 health too.
4 Apr 2021, 19:45 PM
#166
avatar of frostbite

Posts: 522

Target Size - VehicleHP - Vehicle F Armor - Vehicle R Armor
T-34/76 20 640 150 75
T-34/85 20 800 160 80
M4C Sherman *21* 640 160 80 faster tank but.. higher target size
panzer 4 20 640 180 90
Maingun aoe distance n m f
t76 0.625 1.25 1.875
t85 0.625 1.25 1.875
m4c *0.5* 1 1.5
panzer 4 *0.75* 1.25 1.875

m4c has less aoe distance thenother tanks. less then 1 3rd from close compared to a panzer 4. 25% less from medium and .375 from far. this is a doctrinal units that needs some rework
4 Apr 2021, 19:48 PM
#167
avatar of frostbite

Posts: 522



The B4 weapon has 400 health too.
ok but the stats say 300 hope its 400
4 Apr 2021, 20:01 PM
#168
avatar of ZeroZeroNi

Posts: 1370

ok but the stats say 300 hope its 400

stats say 300 damage.
4 Apr 2021, 20:03 PM
#169
avatar of ZeroZeroNi

Posts: 1370



The B4 weapon has 400 health too.

off topic but what was the motivation behind turning B4 into an on field Railway arty????
4 Apr 2021, 20:07 PM
#170
avatar of ZeroZeroNi

Posts: 1370

I have a weird suggestion about the B4.

Why not make the B4 in Tank hunter doc act more like an AT gun similar to pak43(just with 300 damage) and give it the vet 1 ability to do 3 shot barrage with 300 damage.
4 Apr 2021, 22:15 PM
#171
avatar of Descolata

Posts: 318


off topic but what was the motivation behind turning B4 into an on field Railway arty????


No idea why they included the B-4, historically it was effectively a small railway gun.

Its currently a RNG super heavy AT gun, with the new patch making it a bad ML/20. If they increased firing angle, increased fire rate, and gave it proper homing it could convert to a Pak 43 or 17 lber equivalent.

It needs a unique identity. The 3 shots of iffy AoE 300 dmg does not do that.
5 Apr 2021, 01:10 AM
#172
avatar of MrBananaGrabber.
Social Media Manager Badge
Patrion 26

Posts: 328

'Advanced Warfare Tactics' having a 152mm artillery strike, instead of the IL-2 Sturmovik run, could be a better change.

The tweaked version of the run performs a lot better, and is a great improvement, but having artillery seems more useful with this commander.
MMX
5 Apr 2021, 07:00 AM
#173
avatar of MMX

Posts: 661 | Subs: 1



Near range will likely be moved from 0 to 2 (with some adjustment to mid) to increase damage dealt to vehicles by near misses. I guess Direct Fire will need its own profile that deals a bit more damage.


i think this is a good call and should make the new AoE profile a lot better against vehicles without being too good against inf.

any chance to keep the old direct fire projectile as is? i know it would be kind of odd to have both abilities deal quite a different amount of damage per shot, but given the limited use of the direct fire mode it might still be worthwhile to keep it at its current power level.
5 Apr 2021, 07:16 AM
#174
avatar of Vipper

Posts: 11652 | Subs: 1

jump backJump back to quoted post5 Apr 2021, 07:00 AMMMX


i think this is a good call and should make the new AoE profile a lot better against vehicles without being too good against inf.

any chance to keep the old direct fire projectile as is? i know it would be kind of odd to have both abilities deal quite a different amount of damage per shot, but given the limited use of the direct fire mode it might still be worthwhile to keep it at its current power level.

It should be an AP round using target tables with little AI.
5 Apr 2021, 13:34 PM
#175
avatar of Vipper

Posts: 11652 | Subs: 1

Partisans:
Scrap Concussive Trap allow Partisans so "scavenger" enemy sectors gaining resources with a long CD, player should become warned having the sector about the attempt.
5 Apr 2021, 17:56 PM
#176
avatar of KT610

Posts: 69

Penals should get access to the PPSh upgrade
6 Apr 2021, 05:41 AM
#177
avatar of Unit G17

Posts: 444

I'm still not a fan of the partisan reworks, however it gave me an idea: how about using the proposed rework in this beta for bringing back irregulars in Reserve army doctrine? Instead of the ppsh upgrade path they would have an lmg path. Afaik irregulars weren't meant to be infiltration troops but rather frontline combatants.
Lmg irregulars would have no camo while schreck irregulars would gain camo so they stay similar to the current AT partisans.
6 Apr 2021, 06:21 AM
#178
avatar of Crecer13

Posts: 1806 | Subs: 2

I'm still not a fan of the partisan reworks, however it gave me an idea: how about using the proposed rework in this beta for bringing back irregulars in Reserve army doctrine? Instead of the ppsh upgrade path they would have an lmg path. Afaik irregulars weren't meant to be infiltration troops but rather frontline combatants.
Lmg irregulars would have no camo while schreck irregulars would gain camo so they stay similar to the current AT partisans.


The only one who fits the classification of irregular troops in the Red Army is the People's Militia Division. Then it should be a 6-man squad (because they were formed as divisions). But with a variety of weapons. The weapons that are in the game are BAR and Lee-Enfield, SVT-40 and Mosin rifle.
6 Apr 2021, 06:27 AM
#179
avatar of Unit G17

Posts: 444



The only one who fits the classification of irregular troops in the Red Army is the People's Militia Division. Then it should be a 6-man squad (because they were formed as divisions). But with a variety of weapons. The weapons that are in the game are BAR and Lee-Enfield, SVT-40 and Mosin rifle.


I haven't checked any historical background, all I know is that Reserve army doctrine used to have irregulars, low durability troops with lmgs. One can try them with the all units mod too.

(There is even an achievement for irregulars, now only obtainable with the all unit mods.)

https://www.coh2.org/topic/10637/whats-the-difference-between-irregulars-and-partisans
https://www.coh2.org/topic/10604/let-s-talk-about-irregulars
6 Apr 2021, 06:34 AM
#180
avatar of Crecer13

Posts: 1806 | Subs: 2



I haven't checked any historical background, all I know is that Reserve army doctrine used to have irregulars, low durability troops with lmgs. One can try them with the all units mod too.

(There is even an achievement for irregulars, now only obtainable with the all unit mods.)

https://www.coh2.org/topic/10637/whats-the-difference-between-irregulars-and-partisans
https://www.coh2.org/topic/10604/let-s-talk-about-irregulars


To be honest, I see no point in the return of the irregulars. To make them authentic, this requires the addition of WW1 weapons and the irregulars were quickly transformed into rifle divisions with standard weapons, because there are no resources to supply all this WW1 stuff.
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