Great stuff, thanks Jibber! |
This is what happens when the counter is also what the unit is made fight against (like AT infantry vs AI tank). Countering your counter.
ATGs are not meant to be the counter to a T4 150 fuel heavy AI/breakthrough vehicle. TDs and tanks are what counter it, not infantry based AT. |
It seems to work perfectly fine with 1000 munitions in storage. However with 300 munis in storage it only drops the initial 15 shells. Seems like a code hickup where it takes the remaining munitions (stockpile minus 180 mu ability cost) to calculate the extra shells rather than the total that was in the bank at the start.
If Relic ever lets us do another (bugfix) patch, we'll have a look at it... |
Age of Empires 4 has a good UI, not sure why Relic failed so hard in this area with COH 3.
Could it have anything to do with the fact that it's a pre-alpha and that the UI is still a massive WIP?? |
OKW is the perfect example. A very very stylish and interesting faction on paper with a "desperate" aesthetic (literally, the perfect thing for the time period) who got absolutely devastated by the continuous nerfs of "balance team" without any real direction to them. They didn't even bother to adjust the tools or the playstyle. They just straight up downplayed some stats and overplayed some others. They did that to the other factions too. That is not balancing, that is a band aid solution at best. Half the updates from the release of WFA until roughly 2017 were nerfing and upping and nerfing and upping okw units.
This is just blatantly false. Relic released a total disfunctional faction and eventually they had to do a major/total rework of the faction themselves to make it even remotely balanced/playable. The community balance teams have only been putting out the leftover fires ever since, because without full dev tools there isn't much to work with except for some stat tuning and minor changes. |
Though some of the old issues that made old coh kinda awful are coming back (Looking at you call ins, stupid fucking mechanic)
Balance is still in a super early WIP state. I have no idea why the CoH3 devs didn't implement the latest Coh2 QoL fixes (including heavy call-in cooldown upon destruction and tech requirements), but the internal group is discussing it. Seeing how much player suggestions/feedback were already put in, I'm sure this will (eventually) be on the list as well. At least they didn't go back to vCoH manpower-only call-ins lol. |
Not 3.29?
No. Total reload is more than just the base value, it includes other values like wind up/down too (due to animations etc.). And that's the minimum reload value too, it has a variable one between 3.29-3.71s. A veteran Tiger has 3.75s average reload according to Serealia. |
Tiger Ace in vet3 has 3000 DPM, 1280 HP and 50 range, while costing a bit more than a regular Tiger and coming a few minutes later, so I don't quite get your point.
Don't know where you're getting that number, a vet 3 Tiger/Ace has an average reload of 3.75s with 160 damage for a total of 2560 DPM. Nowhere near the 3044 that a 240dmg IS-2 would have. Even the Tiger II only has around 2900 DPM with the vet reload bonus, and that unit is way more expensive and trades its amazing gun against garbage mobility. |
Are you talking about CoH3 here?
Woops, this stuff is getting confusing. Thought this was about CoH2  |
and it can barely win a trade with a Pz4 or Stug
Nvm thought this was about CoH2
|