Let me guess, you lost your heavy tank to a 2x penals when you rushed into them and they managed to get off the super low range satchel. Then you got snared and lost a lot of HP on the tank. As for the "valid AT squad". You most likely lost a light vehicle to them, maybe made another one and lost that too and then said "penals OP" or sth.
Am I right?
I think you have the events correct, but not in the right order. He lost his first 222, then his second. After that, he dove in his Vet0 KT on 3x PTRS penals because he going to show the Russians who is Boss. Unfortunately, he also did some mine sweeping with his KT followed by getting satcheled. It was made a little worse by clicking slightly too far back and having the KT waddle three times instead of simply reversing. The next thread will be about pathing. |
Hi there,
I am just curious because it seems a bit unjust. Suppose if a player dropped in your 2v2 pvp automatch in the first seconds but you won that match against the other 2 opponents having a dumb A.I. in team, will the dropped the player in your team get win 1+ point in his playercard and rank up?
and is there any rule to report "early dropper" in automatch in relic enforcement about such incidents?
For example this one which I watched :
https://www.coh2.org/replay/108611/automatch-2v2pvp-having-a-i-against-2-opponent-victory
Your text..
I think they get a loss unless they are part of a team with at least one player in the match. |
He's a little busy with his divorce so we might we waiting a while kappa
But I heard he hooked up with a hot little intern so he's looking forward to a lot of happy endings..... |
The gun is an RNG cannon now, it is slow, but it is very durable when supported. With that I'll say it is very good at holding singular points, usually VPs and can hold lanes well when coupled with an elephant/jt etc. Beyond that though it's pretty meh. Sometimes it'll knock 70% HP off squads and sometimes it'll miss entirely. I almost wish it had a substantially worse reload for better scatter because as we all know when we use it, it misses repeatedly, but when our opponent uses it, it wipes squads left and right.
That being said, I think the 2 points I mentioned above is what the KT must be used for in 4v4s; there's too many players and targets for it to move around the map as if it were a 2v2 or 3v3.
TL: DR: Use it as a defensive tank.
It's really good on the top or bottom of Port of Hamburg, as well as the city side of City 17, or almost anywhere on Essen. If I don't YOLO it, I often rack up 50-80 kills. It's mostly worthless on Red Ball, White Ball, etc. unless paired with a teammate that has a JT. It's kind of slow to vet, but once it hits vet 4 it seems pretty good. |
https://www.coh2.org/replay/108611/automatch-2v2pvp-having-a-i-against-2-opponent-victory check this replay out...EARLY DROPPER...But the active player won though. Seriously relic needs to implement rules for EARLY droppers..Because ranks get lost quickly like this without logical reason
Sure, right after they eliminate bug splats, disconnects, and drop hacking........ |
85 minute game... I think my shoulder would give out before I could finish that 😂
If you play 4v4 randoms, you have to expect those to happen sometimes. This was on Hill 400 where I had to fight over the mid while players on both sides wanted an arty fest. Considering the number of Katy or Calliope rounds I took, it felt fine that my JT got over 100 kills. I used the JT barrage to keep them from capping mid while they used their rocket arty to keep me from capping. Eventually I capped it enough to tick down the VP's.
BTW - it's games like that one that make me want arty of any type to not be decrewed or abandoned and a hard cap of 2. When I look up from the scrum in the middle, where it feels like I've been fighting 1v2 for the last 30 minutes, when I see half of some of my teammates pop cap is in arty, it's hard not to get pissed. I then understand why it feels like I've been fighting 1v2. If you watch the replay in the Arty Rant, you'll see the same thing. It's the same when I play allies, look back, and see my teammate running around with 3 Katy's. I then start hoping for the Puma........
Lastly, I've tried diving with the JT and using the barrage to push around AT guns. It doesn't work in a 4v4 as there is always too much AT around. After having both used the ability and fought against it, it really doesn't seem OP. |
It isn't broken, it works as intended.
If you don't like it, you can always reposition your AT guns or not stack them. It uses a lot of ammo, just like the ZIS barrage, which is also a vet 0 ability. |
serealia's site i...snip
oh and i use coh2.com to host images used here, just go to your profile, 'my files' and upload the images directly there.
thx |
I'd just like to stick this note in here, I was using the ML-20 today and the scatter of the shells is actually massive, WAY bigger than the UI indicator would lead on. Maybe it was the FoW penalty after I lost sight but it seems like shells can land exceedingly far from the center of the circle.
I noticed a tendency for the shells to shoot long, even with the FOW off. Also, I've had the same problem with the ML20 so I did the testing with FOW off. The FOW penalty does seem different for the LEFH compared to the ML20. |
just as a heads-up, some of the numbers you used for your comparison are quite a bit off. both the ml-20 and lefh are actually almost carbon copies of each other, though the ml-20 has a bit higher near AoE damage (180 vs 160) and slightly more far AoE damage (not sure exactly, but i think sth like 10 vs 8). unfortunately, Stein's sheet seems to have some of these wrong. this may not represent the real life proportions of their respective shells, but from a gameplay perspective i'd think this is a fair compromise.
another thing is that the AoE usually extends well beyond the value set for AoE far. for example, the b-4's radius is actually 10 instead of 7.5 (and 8 for both the ml-20 and lefh).
as for the new b-4, i think it will be much more potent against infantry, but not so much against tanks. it gets even more max AoE range and higher far AoE damage, but much lower near AoE damage. so the one-shot potential goes down, but since it now fires 3 shells the overall damage output per area will be greater.
I realize that Stein's sheet is out of date at this point, but don't know of anything that is up to date. How did you get the B-4 radius?
What website do you use to host the images you post? |