There weren't many split matches so I don't think you could conclude anything about balance.
Even with VonIvan/Brosras's match that was split, I don't think you could make any general balance statements. I'm betting that double WC51's doesn't become part of the meta for most people. |
I'm not sure exactly what you're proposing to make it not conflict with the PPSH or PTRS upgrade, but am sure that you won't get any traction trying to add any of the mobilize reserves upgrades to the PPSH upgrades, and probably not the PTRS upgrades either.
The bigger problem with cons is the cost of all the side-tech. Roughly 230/25 for grenades and molos, 250 for healing, and 50 muni for the 7th model.
I doubt Relic would agree to eliminating the side tech, but lowering the cost to something like 50/10 for molos, 100/15 for ATG, and 30 munis for mobilize would go a long way towards helping cons. Lowering Con costs to 230 would help. Maybe offset this by increasing the reinforce of mobilize from 17 to 18. That might not sound like a lot, but late game Soviets can be really manpower efficient. I've lost 400+ models in hour-long 2v2's or 4v4's and still won. Having to pay even just an extra 1mp/model would make that more difficult. |
The fact that you test these things in game speaks volumes since many users post without checking stats or testing. Well done.
The time to kill PF is really high and seems out of ordinary, it should be less, around half of that 10-15 secs. The only thing I can guess is that they where on water or snow where they take reduced damage...
Flamer does work better vs entities close together due to AOE.
Damage for the gun is 80.
Thanks. The AOE wasn't that large and only affected some models at first. Having to move to hit the rest added a lot to the time because it is slow.
Somebody garrisoned a squad in front of it. That squad went up quickly.
Honestly, after using it, I'm not sure that it needs any nerfs or buffs but it is a really strange unit. It doesn't kill infantry fast enough to be an effective blob counter. The AT is credible but not great (I killed a snared Puma with it). It's okay as a damage sponge if you don't have an IS2. It seems mediocre at doing a lot of things but not good at doing any one thing. |
This was my suggestion which is more likely to only be possible on CoH3.
Sorry for not referencing your post. I remembered the post but not the author and couldn't find it. It was the only suggestion that I liked. It would fix a couple problems that I run into. |
Not true, the amount of sectors is similar across all gamemodes, although some maps (across all modes) have more than others. A map like Red Ball Express has 5 standard territory points per side (and 1 fuel and 1 munitions point), Essen Steelworks has 6 standard territory points per side. That's actually less than maps like Crossroads and Nexus, that have 5 points per side, but an extra two interchangeable ones in the middle.
Territories are capped faster in larger game modes so the income reaches max value much faster. I think this is why people think there is more income in larger team games. Even large maps get capped faster because each side starts with 4 capping units instead of 1. |
KV-8 flamer weapon has x1 vs all cover type and x1.25 vs garrison.
I have not checked about the DOT...
I tried the KV8 in a game that was already decided last night. The DOT is pretty low. I don't know if all flamethrowers are equal, but it only has one compared to the two that the OST flamer has. It took 28-30 seconds to kill a single Panzerfusilier squad that the owner didn't realize was being attacked. I did have to move the tank once which added to the time because the flamethrower stopped. In any event, it isn't what I would consider OP but everybody has different definitions.
I think it works better against AT guns because of the green cover. You could always try putting screening infantry in front of the AT gun.
Late game, the other team tried a rush with P4 against a Pershing and my IS2 and KV8. They got the Pershing and KV8, but not the IS2. The KV8 did regularly penetrate the rear armor of the P4's so I think the pen value is what you listed. I didn't see any notes on the damage but think it is still 80.
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Exactly this. The idea of scaling either caches, prices, upkeep or ability cost has been brought up numerous times, but (iirc) the problem is there is no way to change any stats on a per-game-mode basis. Any stat in 1v1 is going to be exactly the same as it is in 4v4, etc.
At best, it might be possible to create new "ultra-low" resource points, and then use them exclusively in the larger maps. It would be require a TON of work to replace all the resource points, though.
If they made any changes, I'd like to see that caches benefit only the builder, and that people can build their own cache on top of someone else's cache, including being a different type of cache.
This would probably be a significant rework and I'm not sure it would affect balance so I doubt anyone will work on it soon. |
1) Check you stat penetration values of KV-8 is not 50 but 140/80/60.
2) PzIV firing at KV-8 max range will need above 2 minute of firing before killing, maybe in your book that counts as an effective counter but not in mine.
I checked https://coh2db.com/stats/. TBH, I didn't check patch notes to see if the website was out of date. I've used a KV8 only once in the last couple of months and it seemed to bounce a lot and not do full damage (160) so I assumed the website was correct.
When I tried it, it seemed only marginal for shrek blobs due to their AT plus any ATG, TD, or tank that was around. The main gun is either/or so it can't deal with any sort of combined arms. Ultimately, it really just means that you're delaying a IS2 by 4-5 minutes for a very situational unit. It's better to wait a couple more minutes and get the IS2. Part of the reason why you don't see Brummbars so much is the same as the KV8. Why get a mostly AI tank when you can get a Tiger after another couple minutes. |
Good luck trying to counter a KV-8 with a PzIV, PzIV J or PzIV H, unless you mean a Tiger.
Because you can take on a P4 J with a tank that does 80 damage with 50 pen? Time to kill any of those tanks would be all day.
Unless I'm playing with friends, I mostly play 2v2 OKW now. I can't remember the last time I saw a KV8, and don't ever remember having a problem with one. |
The Kv-8 has damage reduction passive, too much hp and burns AT-gun and Panzer Shrek infantry too quickly
Kv-8 is not problem to shrek because he have damage reduction and he melts AT infantry faster than Panzer Shrek fires
Pak gun cant stop the Kv-8 even with two of them, unless Pak gun uses a TWP
nowadays KV-8 is really hard to kill
You can't build a tank?
Does your shrek blob have to melt everything, including the 140 fuel AI vehicle that someone bought to counter your shrek blob? |