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russian armor

Churchills HP (1400-1600) over the top

28 Sep 2015, 17:29 PM
#61
avatar of Alexzandvar

Posts: 4951 | Subs: 1



105/120/135 penetration is not regularly penetrating panther front armor. :snfPeter:


Because after you've successfully flanked a churchill you face probably an other good at option which UKF has. -.-


Luckily Brit's have an AT gun that's an exact copy of the Pak40 but cheaper :romeoHairDay:

28 Sep 2015, 17:39 PM
#62
avatar of adrian23

Posts: 87

Can my tiger tank also soak up that much dmg for it's cost?


why do i have the feeling you were a big fan of the old Tiger Ace :snfPeter:
28 Sep 2015, 17:47 PM
#63
avatar of Alexzandvar

Posts: 4951 | Subs: 1

Also probably should mention Churchill's have, really, really good acceleration. Meaning that chasing them isn't exactly the easiest thing in the world (they also have their own upgraded pathing system!)


| | acceleration: 3.5f;
| | deceleration: 3.5f;


Compare that to...

Panther:

| | acceleration: 2.4f;
| | deceleration: 4.5f;

Tiger II:


| | acceleration: 1.4f;
| | deceleration: 1.8f;


Tiger I:


| | acceleration: 1.5f;
| | deceleration: 1.8f;


Panzer IV:

| | acceleration: 2.1f;
| | deceleration: 4.3f;


M10:


| | acceleration: 3.2f;
| | deceleration: 4.4f;


In conclusion: lol Churchill has one of the best acceleration values in the entire game while having 1600 health and 280 frontal armor for 150 fuel :hansWUT:
28 Sep 2015, 17:47 PM
#64
avatar of synThrax
Donator 11

Posts: 144

28 Sep 2015, 18:04 PM
#65
avatar of ThatRabidPotato

Posts: 218

I have never seen a Churchill nade fail to wipe a squad. Ever. Pak? *blam* dead. Grenadier squad trying to faust? *blam* dead. Flamer or Mg in church? *blam* dead.

They're like Satchels or gammon bombs with less SFX.
28 Sep 2015, 18:08 PM
#66
avatar of Alexzandvar

Posts: 4951 | Subs: 1

I have never seen a Churchill nade fail to wipe a squad. Ever. Pak? *blam* dead. Grenadier squad trying to faust? *blam* dead. Flamer or Mg in church? *blam* dead.

They're like Satchels or gammon bombs with less SFX.


That's because Relic messed up and made it's near distance damage the exact same as it's Radius (4) so it does 120 damage perfectly in a radius of 4 from it's explosion center. Also it's classified as light artillery for ~reasons~

So yeah it's basically a gammon bomb but with a better AoE profile :sibHyena:
28 Sep 2015, 19:22 PM
#67
avatar of Porygon

Posts: 2779

jump backJump back to quoted post28 Sep 2015, 16:04 PMatouba
The stock Churchill HP should be decreased to 1280, and cost increased to 180 fuel. Yes it really needs a heavy nerf. Churchill spam ruined late team games. Just no fun to play against the Churchill spam.


It is laughable, God forbid Allies having a tank that can stand longer than 10 seconds?

Axis got no Ele, Jadgtiger in late teamgame? So tell me how do Churchill "spam" roll over the Jadg?
28 Sep 2015, 19:49 PM
#68
avatar of GhostTX

Posts: 315

jump backJump back to quoted post28 Sep 2015, 19:22 PMPorygon


It is laughable, God forbid Allies having a tank that can stand longer than 10 seconds?

Axis got no Ele, Jadgtiger in late teamgame? So tell me how do Churchill "spam" roll over the Jadg?

This.

Not to mention Pak walls, Raketen, Shrek blobs and the "standard" fair of tanks.

Axis just isn't used to actually having to "work" at killing a tank, nor the disappointment of expending a crap load of resources trying to kill it only to have it get away.
28 Sep 2015, 22:19 PM
#69
avatar of Chet

Posts: 46

Big difference between "working to kill a tank" and combating often multiple 1600 hp "cheap-ish" tanks backed by fireflies.

Try a pak wall vs a croc and see how that works for you.

I was not aware allied tanks are so bad that they require a minimum of 1400 to 1600 HP to be considered viable.

The HP is just unreasonable, no tank should have above 1280. That simple.
28 Sep 2015, 22:23 PM
#70
avatar of Iron Emperor

Posts: 1653



why do i have the feeling you were a big fan of the old Tiger Ace :snfPeter:


Normal Tiger ;) I wasnt a huge fan of killing my economy for 1 tank
28 Sep 2015, 22:27 PM
#71
avatar of Iron Emperor

Posts: 1653



That's because Relic messed up and made it's near distance damage the exact same as it's Radius (4) so it does 120 damage perfectly in a radius of 4 from it's explosion center. Also it's classified as light artillery for ~reasons~

So yeah it's basically a gammon bomb but with a better AoE profile :sibHyena:


That nade is indeed insane, now I understand why they kill it so badly. RELIC NERF!!
28 Sep 2015, 22:39 PM
#72
avatar of drChengele
Patrion 14

Posts: 640 | Subs: 1

jump backJump back to quoted post28 Sep 2015, 22:19 PMChet

The HP is just unreasonable, no tank should have above 1280. That simple.
Nicely put, good sir. I wish to subscribe to your newsletter.
29 Sep 2015, 02:01 AM
#73
avatar of GhostTX

Posts: 315

jump backJump back to quoted post28 Sep 2015, 22:19 PMChet
Big difference between "working to kill a tank" and combating often multiple 1600 hp "cheap-ish" tanks backed by fireflies.

Try a pak wall vs a croc and see how that works for you.

I was not aware allied tanks are so bad that they require a minimum of 1400 to 1600 HP to be considered viable.

The HP is just unreasonable, no tank should have above 1280. That simple.


Like ATs vs an Elefant, Tiger or King Tiger? :rolleyes:

29 Sep 2015, 02:12 AM
#74
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

Churchills are fine. the variants may be a bit much due to having functional weapons but the base version is doesn't actually kill anything.
29 Sep 2015, 02:19 AM
#75
avatar of ThatRabidPotato

Posts: 218

Churchills are fine. the variants may be a bit much due to having functional weapons but the base version is doesn't actually kill anything.
Other than any weapon team it sees, sure.
29 Sep 2015, 02:50 AM
#76
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

Other than any weapon team it sees, sure.


if you're losing weapon teams to a churchill then you need to practice positioning and support. that nade takes forever to go off.
29 Sep 2015, 02:54 AM
#77
avatar of ThatRabidPotato

Posts: 218



if you're losing weapon teams to a churchill then you need to practice positioning and support. that nade takes forever to go off.
What? It has the fuse of a standard infantry grenade, less than a second. You can't dodge because your squad literally cannot move out of the kill radius before it goes off, even if you start moving the second you see the hatch come open- the equivalent to a throw animation.

I've played maybe twenty or so Brit games in pvp. Out of those, I have gone Hammer exactly once. Churchill nades are half the reason to buy the tank.
29 Sep 2015, 03:07 AM
#78
avatar of Alexzandvar

Posts: 4951 | Subs: 1



if you're losing weapon teams to a churchill then you need to practice positioning and support. that nade takes forever to go off.


Churchill nades act like regular ones timer wise but do 120 damage over a perfect area of 4 with 0 drop off. Their bugged or Relic needs to uh, work on some stuff.
29 Sep 2015, 04:16 AM
#79
avatar of Nuclear Arbitor
Patrion 28

Posts: 2470

they take forever to fire though and have a tiny range on top of the churchill being slow as fuck. just back up, it won't hit anything moving. it is a strong ability but it's easier to dodge then any other grenade.
29 Sep 2015, 04:17 AM
#80
avatar of ThatRabidPotato

Posts: 218

they take forever to fire though and have a tiny range on top of the churchill being slow as fuck. just back up, it won't hit anything moving. it is a strong ability but it's easier to dodge then any other grenade.
Churchill has better acceleration than an M10, as Alex will be quick to tell you. It's a lot more agile than you'd think.

Edit:

Let me put it this way. Recently in a 3v3 on La Gleize, I took a single Churchill and ordered it to drive up a Pak 43's cone of fire. It made it all the way to the gun, tossed a nade, wiped the Pak, and reversed back to my FOB without going under half health.
That's really all you need to know right there.
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