As you all know, mods are pretty busy with deleting multiple spam threads probably by bot accounts every day.
They do a good job, but it's additional work for them and it still clutters the forums. Would it be possible to disable thread opening for new accounts until they made at least a certain number (maybe 5 or 10) of comments to show that they really want to be active?
I know that there are drawbacks in terms of exclusion of newer players that just want to ask a question, but 5 posts or so would not be a huge problem.
I would assume that the accounts spamming are mostly bot accounts that browse internet forums and post automated spam, so maybe they won't recognize the new precondition to open threads. |
I had no idea that veterancy bonuses worked like that. I mean, it makes more sense than having this weird triple decimal bonus out there, but sort of challenges my existing conception of how vet works.
I thought it would multiply against the result of the stat as it exists with the previous veterancy already applied to it.
Is it true for other bonuses as well? Like RA?
Generally, you can assume that everything is multiplied with very rare exceptions.
For the sake of completeness:
Theoretically, there are multiple operators that can be applied (in the editor there are "add", "multiply", "multiply_add" etc. I honestly don't know the difference between the two latter ones). I'm not totally sure how reload buffs are handled, maybe I'll look it up tomorrow. To make everything more confusing, there apparently are instances like the "combined arms" ability of USF, where the buff from the ability completely replaces all other similar buffs. |
The penetration of the ram is 160
Also, it does 160 damage (both to self and target).
You can also see that the Relic intern had to fill in random values in the mask to not produce errors, so funny sidenote: It recharges after 2s, but has a reload of 10s which is both pointless since the T34 can't drive anyway.
Back to topic:
What about a guaranteed normal engine damage and guaranteed main gun destroyed? Would enable to take a heavy tank out of the fight and either mitigate damage to save more valuable units. Alternatively, disable the weapon for a certain amount of time, if the main gun crit is considered to strong.
The ability has a 2,5s delay, doubles the max speed, quintuples acceleration and grants heavy crush. If target is hit and penetrated, then a crit is applied. The immobilized crit is split into engine destroyed and tracks broken (maybe in earlier versions there was an effective difference), while the T34 always gets the main gun destroyed and immobilized. If it does not hit, the crew gets shocked. |
I just saw that the the combined arms modifiers are exclusive, meaning all other similar modifiers are removed. That's pretty shitty |
I also think that it is overprized.
Most straight up buff abilities are 70 mun but only effect infantry usually. I would like this to be 90-100 mun and adjust performance accordingly. That's still an investment, but it makes it easier to use since it gets less "all or nothing".
Slightly off topic:
I once read that this ability can actually worsen your troops under some circumstances. If I remember correctly, this was when you have vet 3 squads, because the ability allegedly overrides other buffs.
I don't know if this is true and it seems pretty weird and unique. But then again it's CoH2, so it might be possible. Does anyone know more about this? |
The 40% accuracy bonus Pfusiliers gets at Vet 2 negates that disadvantage completely as well. Compare Riflemen 30% at Vet 3, Rear Echelons 20% at Vet 1. Just for fun, Sturmpios get a 40% accuracy buff as well, at Vet 4, with Panzergrenadiers getting a wierd 16.7% at Vet 2 and then 20% at Vet 3, for a total of 36.7%.
Just a small clarification here:
Panzergrenadiere had 40% bonus at vet 3 previously. Part of the Panzergrenadier buff apart from them coming earlier was to split the bonus equally to vet 2 and vet 3. The accuracy bonus is not additive, but multiplicative, making 1,167*1,2 = 1,4004 bonus in total at vet 3, which is almost equal to the 40% they got before that. It may look weird at first, but makes sense at second glance. |
StuKa is one way to counter.
But as I said, Ostheer suffers most, and they don't get an early StuKa |
1v1s are not the real problem, I think it is 3v3 and 4v4, where they are incredibly strong. There I usually build 2 of them, they almost always pay off. For 1v1 and 2v2 I usually build none or just one unless the Axis players turtle like hell.
But then again, balance is made for 1v1 and 2v2 for good reason, as these provide more controllable environments where you can make the right conclusions for nerfs and buffs.
I think especially Ostheer suffers from the Scott. Cloaked double Raketenwerfer are crazy good against USF tanks, but Ost always has to dive a tank to push the Scott and suffers more due to smaller squad size and the heavier reliance on static weapons.
I think broadening the AoE damage as DerbyHat suggested might be quite nice and more consistent for both sides. |
Could be. I play 1v1 alomst solely. I have problems with brits as I haven't played them in a year or more. Still they really seem a bit over the top.
Brits are strong, but (in my opinion) that's due to the IS and the bolster. I'd like to see the IS be similar to the grenadiers with different cover mechanics. Probably slightly stronger since they are more expensive and lack utility. Maybe buff their weapons, remove the bolster or just make the bolster work on the engineers (with reduced price as compensation). Then make the Bren be an MG42 cost- and stat-wise and have IS only have one weapon slot. Everything in a sensible way, but I always liked the idea that Brits actually play more like Ostheer, so the Axis face a different tactic than the "total offensive" of USF and SOV. Just like OKW plays more similar to the other two Allied factions than Ostheer.
But that would be another thread.
Maybe we can let this topic now die in piece, I think most of the arguments have been discussed. |
Couldn't agree more. Panzergrens are still very delicate. You invest a lot of manpower plus 100 munitions and they can be too easily wiped. A risky unit. What's more they completely, one may say, lose their anty inf capabilities when upgraded with shrecks. So they become sort of expensive support unit. But to the point: allied ikfantry anti tank options are more varied than those of axis.
That's also why I did not buy them. But I have not played OST very much since the patch, so maybe they're better now? I just feel that in most cases I'm better off with a PaK that costs the same MP, saves mun and has better AT although at the cost of mobility.
Well, the infantry based AT for USF and UKF is better in my opinion since they can put it on cheap engineer squads. Easier to reinforce and it actually buffs their combat value quite a lot.
Axis only have Panzerfüsiliere as a comparable unit. They're great with Panzerschrecks, but doctrinal. Sturmpios are also too expensive for AT in my eyes. |