I really don't like the way you have worded the poll. Am I saying no that the avre is not in a good spot or am I saying no it dosnt have an advantage over the sturmtiger?
Anyway, I think its range at vet 4 is bugged as well as the increase range for the grenade ability.
The grenade ability is in my opinion, quite good now (I wish you could use it when reloading). Besides fixing the vet I would like to bump up its rotation and increase its acceleration/deceleration slightly as they are very low.
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Thread: Sturmtiger vs AVRE - in a very good spot right now?21 Jun 2020, 09:01 AM
In: COH2 Gameplay |
Thread: US Pak Howitzer Is Out Of Control 21 Jun 2020, 03:06 AM
120mm mortar Range:25-100 Damage:80 (68 near/40 mid/20 far) Aoe:1.5 near/3 mid/4.5 far Reload: 8.9 seconds Scatter:10 max (barrage is set at 8 max) For reference the auto attack max scatter on the pack is set at 8. So the 120mm mortar isnt to bad in comparison but you really see the effects of the increase scatter and especially the higher reload. I think the 120mm mortar projectile moves faster but because it fires at a higher angle takes longer to travel, that's just my assumption considering the 120mm projectile travels faster than the packs but fires at a higher angle. In conclusion, the 120mm is a poor mans pack howie (compared to how the pack performs) in my opinion as it takes forever to land a round, large scatter,large barrage times and considering soviet artillary options, the 120mm just isnt pratical which is why they are extremely rarely used. Edit: for some reason the 120mm barrage aeo near is 1.1 compared to the packs 1.5. Ill also throw this in, the reload on ethe 120mm mortar is 5.175 compared to the packs 3 seconds (leig is 2.3-3.6). Sorry for being abit off topic. In: COH2 Balance |
Thread: The Churchill14 Jun 2020, 12:03 PM
It lost its advantage of having a smaller target size from the last patch so it's mgs was increased to the panzer coaxial and hull levels. In: Lobby |
Thread: Please explain this....11 Jun 2020, 11:41 AM
The mine has 20 health and 35 armor so its untouchable by small arms ( goes for every mine as far as im concerned). Not a clue how the mine went off. Edit: I might be looking at the wrong mine but its hard to miss. In: COH2 Bugs |
Thread: SU-76 - A Slight Adjustment10 Jun 2020, 15:37 PM
Try not to over complicate it. Switching vet 2 with the 3 so its mobility buffs come earlier and its damage (brought up to 160 at vet 3, this will somewhat increase its vet without effecting its current value) to come later. If thats not desirable, just tinkle with barrage and rotations as said before, also changing vet 1 to be more orientated towards the unit. The su76 is cheap enough already dosnt need to be any cheaper. In: COH2 Balance |
Thread: SU-76 - A Slight Adjustment8 Jun 2020, 11:54 AM
After playing around with the su76 for awhile, the unit isnt too bad but just needs a small bump (with what has already been suggested). One thing that I don't think fits the unit is the tracking ability. Even through the ability is good, I would prefer something to reinforce its use of its range. Ideally camo would be decent applying a buff like the camo at you find in the commanders. Annoyingly this already exist in the anti-tank commander that no one had ever used. In: COH2 Balance |
Thread: SU-76 - A Slight Adjustment2 Jun 2020, 02:52 AM
I dont see a reason why the human crush could just be changed to false so it can keep medium crush. Like no one will miss it. Besides that, I would prefer faster cool down on the barrage and better rotation more than speed. I mean, its not like new patches are tested before released anyway so adjustments could be made. In: COH2 Balance |
Thread: Panther14 Apr 2020, 01:28 AM
I'd personally would like the Panther more geared to killing premium medium tanks, heavies and non-640 medium tanks. Axis already have a lot of units geared to killing mediums and since Axis don't have anti-heavy TDs, that should be the Panthers role. I like the idea of 200 damage but I don't like the idea of a highly durable, manuvable tank. Especially taking in blitz, it would be too much (command panther with Mark vehical and panther using heat round). In: COH2 Balance |
Thread: Winter patch Buglist 11 Apr 2020, 04:28 AM
Seriously is no one else noticing the UK AI are hardly attacking anymore? Has the AI been touched? I guess this could be tested on a private match but I also have seen some strange behavior. In a 3v3 a Britt allie left and the ai spammed RE and mortars. They did nothing but go to one are of the map and don't move. In: COH2 Bugs |
Thread: ISU-152 HE shell range should be reduced?24 Mar 2020, 02:01 AM
The AOE damage is 1,0.25,0.15 (near, mid far). The AOE distance (damage done in those ranges) is 0.25,1.1,6 (near mid far) Therefor its total AOE damage is... .240 dmg at 0.25 near .60 dmg at 1.1 mid .36 dmg at 6 far Damage is even less for vet 3 grenadiers, the possibility for one shots is suppose (and is) to be rare(This also applies to the kv2 as they share the same AOE stats) Ill just show the brummbars aoe anyway AOE damage is 1,0.35,0.2 (near,mid,far) AOE distance is 0.625,1.25,6 (near,mid,far) .160 dmg at 0.625 .56 dmg at 1.25 .32 dmg at 6 Its interesting the brummbar has a higher near OHK radios and a slighting better but less damage mid aeo. Edit: this is most likely due to the brummbar having lower range and fighting Allie squads which tend to have a higher modal count. In: COH2 Balance |
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