1/It is vet 1 ability.
2/It's bug like hell.
3/You have to stop your comet to fire it.
4/And it takes forever just to fire a single shot until you realize the ability stucks. |
Having a good killing stats does not mean you are better than others. Look closely, the 2nd one managed with his best to aid you, while the least killing one in your team has best capture/decapture points, which mean he was doing point capping task in your place.
In the end, your team lost is because of VP, which came from point capping, yet you have least stats about it. Which means, it's your own fault.
That is all I can analyze from your evidence(stats screen).
Next time, post the replay in strategy room so everyone can see what is going on and give better advises.
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most viable option would be "removing brits as a whole"
unfortunately it isnt there
Unless you can reimburse the money to everyone who pay for brit, it 100% never ever happens. |
I've been thinking about lately how to fix the insanely good USF mortar and i found out that it's the same mortar as OST one except vet 1 gives %20 less scatter, so how about the idea of giving the mortar WP for vet 1 just like in Ardennes Assault campaign...
What do you guys think about the idea?
Do you want to add one more reason to trash Infantry Company Commander (The one with mortar halftrack and Priest)?
Just remove the mortar, give US WC51 non-doctrinal and add Pershing to Mechanized Company Commander. That is the best idea I met so far.
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The reason I added Firefly with Tulips is because, from my experience, it appears that Tulips enable the Firefly (with the reduced reload time, and the vet bonuses on top of that) to deal a ridiculous amount of damage in very short time.
To provide the time-to-kill stats of the Firefly, without also providing the time-to-kill stats of the Firefly with Tulips (which is such a commonly-used ability) would leave a gaping hole in in the dataset. This is why I include both Firefly with tulips and firefly without tulips.
Finally, note that I am also providing data for how those TDs perform when paired (where alpha-strike damage is crucial). From my experience, even pre-patch Fireflies would perform well for their cost when two of them are involved.
I am merely providing the data, where there was none available before. People can form their own subjective opinions about it. However, now, behind those opinions there will be hard data to support or disprove those opinions.
Finally, and most importantly, this thread is not necessarily directed at people that want to read some numbers, and then argue about said numbers. It's also for new players, to help them guide towards which TDs they should be favouring, and which abilities they should be using. e.g.,:
- Do I get my value for money when I use M10 HVAP shells? (no you don't, you should be flanking)
- If I am in a team with a USF player and a UKF player, should we be building Fireflies or should we be building Jacksons instead?
PS: You are right that I should include TWP and Pershing HVAP in my table. I just didn't have the time.
Hmm, okay, I understand why you put tulip in.
What's about last conclusion about "- The Firefly probably doesn't need its Tulips that much anymore"? Could you elaborate further the reason? |
Since when is more information bad?
- This is about tank destroyer dps, so stuka CAS is not a factor
- Tulips are available vet 0 and change the dps from the base model significantly if it hits; therefore he shows both values
- TWP doesn't change the fire rate or damage, it's a standard shot with more penetration. The turret lock itself doesn't impact dps in this model, neither does the tulip stun
Are you just looking for things to be mad about?
"More information" is bad since there is significantly lack of information about this "More information". 150 munition is not easy to earn.
And is this game World of Tank Destroyer? We can include anything available to aid tank destroyer if tulip is included.
And last, I ask OP, not your consideration, thanks. |
If somebody believes that there's any single datapoint missing from my table, please, state, concretely what that is (e.g., "why didn't you include the performance of Command Panther without mark target on?" -- in fact I have; it performs exactly the same as the vanilla Panther). I believe I have included the performance of all mentionworthy tanks, when both when their abilities are used, and without.
I just wonder why you add Firefly with tulip. That thing costs 150 ammo just to fire once. The said ammo can be used by axis with stun shot and stuka anti-tank/cas.
Firefly without tulip is just an overpriced M36. Without it, everyone will just use comet/cromwell for better efficiency.
With that, I have really bad impression of your OP. Sorry for misunderstanding last time again. |
Peoples immersion won't break for Protos vs Protos or England vs England. Ageof... Serries, Cossacks, Tzar, Rise of Nations and all RTS have mirror matches.
At some point you got to ask yourself as a company: Am I making games for "WW2 nerds" or strategy lovers?
I guess I have to quote from myself again.
Except that Relic already made Mirror in CoH2 beta and the game rate went down extremely quickly. Luckily they have realized thing before it's too late and fixed it up.
Your mention of the games are not comparable to CoH, not even a single bit, especially when it come to reality immersion. I play many RTS games more than just what you said. And to this day, nothing has surpassed CoH yet. Especially the original.
Edit: Oops, it seems that this go off the rail. Please open another topic, add the poll if you want to discuss further about this. |
The Problem is there are no mirror matches allowed in matchmaking.
I understand It is huge problem for most of the community but I think It is essential to break this "allies vs axis" mentality in community.
No "Faction" are willing to tolerate their weaknesses or admit their OP ways. If two OKW or Soviet people were competing with each other we could talk more serious balance talks or actually achieve It.
It is a strategy game after all.
Mirror match-up destroy game immersion and turn this game into nothing more than trash. This is the same as making German discover magic and suddenly regain power with favor of Chaos Gods.
This game has only little problems remaining. All factions give you same chance of winning or losing, depending on your skill and your opponent. But it's terrible if you cannot accept that the lose is completely your own fault (remember you choose your own teammate, whether random or friend). |
It's simple: name a role of unit that OKW does not have.
If OKW cannot solve a situation by themselves, then who can help him? Or you want to rely on Wehrmacht teammate?
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