Not sure what the goal is with this? If the range on all tanks is "compressed", then you still have the same range hierarchy, just with slightly smaller gaps between units. If you also reduce the range of ATGs, then the tank:ATG dynamic stays the exact same.
The only thing this would change is make ATGs even more vulnerable (need to be closer to the front, and closer to infantry/arty/mortars), and indirectly buff Infantry based AT.
While I agree that vehicle AT range needs to be looked at, I don't think scaling everything uniformly is the solution; some units need their range (or other stats) reduced, like the M36, while others need their range increased to match similar units (ex. STuG3-G to 60 with slight price increase).
Profile of Doomlord52
Avatar Area
Posts: 959
General Information
Signature
Opinions reflect all team modes (not 1v1)
I often edit my posts several times after posting
I often edit my posts several times after posting
Post History of Doomlord52
Thread: Lets cap range of tanks to 6012 Nov 2019, 20:39 PM
In: COH2 Balance |
Thread: Allied and Axis Doctrinal Heavy Units - Where do we stand?12 Nov 2019, 18:57 PM
So much wrong here. Not really that much "wrong" here. Only one stat was out of date. 1. Valid - that's on me, but someone really needs to make an up-to-date stat website. Going through the patch-notes every single time is exhausting. 2. Them emphasis is that it has high front AND rear armor. 240 front isn't anything incredible, that's true, but 180 rear is around 25% more than any other unit. I also mention the high HP pool being a major factor in its survivability. 3. Again, the important thing was that it's high for the front AND rear. Also, 290 is only 10 less than a Tiger. 4. No one is building a panther to counter infantry blobs. 5. I haven't seen a comet more than 2-3 times in the last 4 or so months. 480mp/175f simply isn't worth it, compared to FFs for AT and/or Cromwell/Churchills for AI. 6. The arc on the AVRE is much, much higher than the ST. It can still "miss", but it's so much less likely. Late-game the ST is essentially unusable since the rocket always hits craters between it and the target. Any slight hill will do the same thing, too. In: COH2 Balance |
Thread: Allied and Axis Doctrinal Heavy Units - Where do we stand?11 Nov 2019, 22:37 PM
This is somewhat hard to answer with a single "good" or "bad", since some units are MUCH stronger (or weaker) in team-games than compared to 1v1s. I'll try to split it as (1v1&2v2) / (3v3&4v4), since that'll probably give a more accurate depiction. Which Allied heavy vehicle is the most effective and difficult to counter as Axis? Pershing: Great / Average Great in 1v1/2v2, especially if your opponent isn't fielding a ton of AT. Average in 3v3/4v4, since its low armor/HP won't let it sit in combat for very long - but it does do a lot of damage against infantry, so that's a plus. IS-2: Great / Good Same as the Pershing, except with more armor/HP, but less AI power. KV-2: Good / Good Very situational. It can either be amazing if your opponent is blobing infantry, or pretty useless if they have any decent AT or are micro'ing their infantry well. ISU-152: Good / Great Decent in smaller games, but incredible in bigger ones. It has the ability to snipe/1-shot smaller axis squads from a good distance, and also has strong AT power. In smaller games it's only held back by its cost, where it might be better to just get SU-85s for AT and some T34s for AI. Churchill Crocodile: Great / Great Does a ton of AI damage at good range, has incredibly high front and rear armor, and a very high HP pool. Even if your opponent has a ton of AT, this thing is still really strong. Churchill AVRE: Good / Good Very situational, but it CAN be good. Unlike the ST, it actually hits where you want, so it can be very effective when used correctly. Downside is that it's still pretty slow, and doesn't have a ton of range. It's fairly easy to dodge as well. What about for Axis factions, which heavy is the most effective available to them now? Tiger: Great / Good It's like a Pershing but better. It's got 240 more HP and 30 more rear armor, in exchange for SLIGHTLY worse AT/AI damage, but a faster reload speed. Only downside is in team games it becomes pretty much irrelevant against M36 spam. Tiger Ace: Great / Good It's a Tiger+. Still the same strengths, still the same weaknesses. King Tiger: Great / Average Quite a game changer in smaller games, simply due to it's high HP/Armor, and great AT/AI power. It can be a bad pick against M36s, but its great against everything else. In bigger team games, its low speed is a real problem, so it's rarely seen in "higher rank" games because of that (easy to beat with M36 spam). Jagtiger: Good / Great Very expensive and high pop, only good against tanks (unless you can use the barrage ability well), also exceedingly slow. In big team games it can be amazing, since it'll likely be well defended from flanking and can simply sit at max range dishing out damage. In 1v1/2v2, it's too expensive to be viable outside of rare situations; but in those rare situations it can be exceedingly powerful. Strum Tiger: Bad / Bad Like the AVRE but worse in every possible way: the rockets often hit the ground in front of your target, doing no damage, it slows down when reloading, it has no turret, AND the firing animation is longer/more obvious. Simply not worth the price in any way, and so ineffective that I'd consider it "bugged". Elefant: Good / Great Like the JT, but with the addition of self-spotting thanks to spotting scopes, but at the loss of some frontal armor/HP, as well as range. Then there are sort of non-doc medium-heavies where you can build more than one not sure where they would stand: Standard Churchill: Great / Good It doesn't deal a ton of damage, but enough that its still a threat, while having absurd HP/Armor for a non-doc. Comet: Average / Bad Almost no one uses this thing for a reason. In big team games its basically invalid due to high amounts of AT. In 1v1 or 2v2 it can be strong, but there are better things to spend your resources on. Panther: Great / Good A fantastic AT-only vehicle; very effective in every type of game, UNLESS your opponent is spamming M36s, in which case STuGs are a far better / more cost effective choice. In: COH2 Balance |
Thread: when will we see a new update?7 Nov 2019, 22:43 PM
Soon(tm) - Blizzard/Digital Extremes/GGG Trade Update/Valve In: COH2 Balance |
Thread: Poorly Optimised game - Why?7 Nov 2019, 19:37 PM
In the actual game it feels fine for me. I usually run ~60 FPS with 1080p and my quality is set to pretty as fuck. I only struggle in the lobby with ~15 FPS and when there is a lot of smoke and fire on the screen. As far as I know you can wiggle the settings and get significantly better frames, sadly at the cost of how your game looks. The menu/lobby FPS is low because of the background background videos; it's not actually rendering smoke/fire. Supposedly there is a fix for this, but I'm not sure on the exact details. In: COH2 Balance |
Thread: Poorly Optimised game - Why?7 Nov 2019, 19:12 PM
There's more to performance than just your CPU. What GPU, RAM, etc. are you using? I'm using a fairly old system (i7 2600k @ 4.5ghz, GTX 970), and get quite good performance (50-80fps) at 1440p on nearly max settings, so there's really no reason anyone should be getting sub-30 on a better system. In: COH2 Balance |
Thread: Give USF an intermediate AT 7 Nov 2019, 19:01 PM
The Jackson doesn't need nerfs, though. Not in any meaningful way That's part of my suggestion; by putting the M36 behind another tech, and adding an intermediate AT source for USF, the Panther can be more easily adjusted. 1. If jackson gets price and pop reduction after getting locked behind sidegrade, than TD spam will be even more of an issue in team games. 1. If anything, it's price and/or pop would be increased, since it no longer needs to massively over-perform to keep USF viable (since there would be another intermediate AT) 2. This is a valid concern, but I think commander reworks could fix this. 3. Preferably in the same patch, the M36 would be locked behind an upgrade (or a different solution) and the Panther would also be delayed by a fair bit. Currently the two are "tied" together, since delaying one would make the other far too powerful. By fixing the USF's lack of intermediate AT, we can increase the price / delay the M36, which in turn means we can increase the price / delay the panther.
This is because currently mediums have a tiny window of viability; meaning that the panther is the optimal choice. By delaying both, mediums become more viable. I've updated the chart with Vet 0 / Vet 3 pen, and Vet 0 / Vet 3 (or 5) armor values. I've also added non-doc pen increasing abilities (USF M1 AP, M36 HVAP), and fixed a few minor errors. While it does lessen the need for a USF intermediate AT, I think relying on Muni/cooldown abilities to fill that gap is a bit excessive. It also shows how far ahead the M36 is, especially at vet with HVAP. No m-42 in the Soviet tree? 0/10 I uninstalled CoH2. The chart focuses on non-doc infantry AT, ATG, Light AV, Medium AV, Heavy AV. I could add more, but it might become unreadable. That leaves out the m1 57mm AP rounds. Those pen values do fall in between 150 and 260. Added! In: COH2 Balance |
Thread: Give USF an intermediate AT 7 Nov 2019, 06:16 AM
So how would the stock M10 be implemented? In the Major tech for sure, but with the tech split between M10+M4A3 at first and nerfed/redesigned Jackson+Scott (with Sherman HE rounds) locked behind second tech? These are just rough ideas, and the exact details would need far more thought and consideration: 1. Unlocked when both Cap and LT are researched 2. Replacing the M36 in Major tier (although at a lower cost than the M36), with the M36 then requiring all 3 tiers (Cap/LT/Major) 3. Replacing the M36 in Major tier (although at a lower cost than the M36), with the M36 then requiring an extra upgrade to unlock in Major tier. In: COH2 Balance |
Thread: Give USF an intermediate AT 7 Nov 2019, 05:56 AM
Doesn't every AT gun in the game fill the role of intermediate AT? Yet still everyone else has it in vehicle form as well While I do agree with you, the other point I was making with the chart is that the USF "intermediate AT" isn't very 'intermediate' in terms of pen; they have nothing between 150 and 260, which is where a lot of mediums are in terms of armor.
Thanks! While I did consider adding abilities such as the M1's, I really wanted to focus on "base-line" performance, that's why there's no abilities, doc-bonuses (ex. OKW's HEAT), or vet bonuses included, and also why there's no armor bonuses either (again, vet based). If I have the time, I might make a 2nd version, although figuring out how to show that much data on a graph might be a bit tricky. And yea, I was also surprised at how stacked OKW is. In: COH2 Balance |
Thread: Give USF an intermediate AT 7 Nov 2019, 03:02 AM
Yes, this is another "M36 OP, Also Panther" thread (now there's 4 of them!); but I think I've found a solution to the problem that isn't simply nerfing the M36/Panther/Etc. That solution comes from the realization of a problem in the core USF design: USF has no intermediate AT Stats may be slightly old, but it should explain the point This chart should help explain what I mean. It lists each faction's main infantry AT weapon, ATG, Light-AT vehicle, Medium-AT vehicle, and Heavy-AT vehicle, and compares their pen against a bunch of enemy front armor values. What you'll notice is that the USF has a giant gap no other faction has, between pen values of 150 and 260. That means, if the USF runs into a vehicle with over ~150 armor, the ONLY reliable answer is the M36. That means against an Ost P4, JP4, OKW P4, Panther, Tiger, KT, Ele, JT, etc. - the answer is always "M36". This is a problem, especially when trying to figure out what to do with the M36. Essentially it needs to be available to counter those vehicles, despite the fact that those 'targets' usually come much earlier and cheaper. In turn, this means that for the USF to not be completely out of luck against anything stronger than an OST P4, the M36 (by design) needs to over-perform. My suggestion is that, rather than redesigning half a dozen vehicles, we simply fill that gap; give USF an intermediate AT source so that the M36 doesn't need to over-perform to keep the USF faction viable. From what I can see, this can be done in one of two ways: A) Make the M10 a non-doc vehicle (currently 180-140 pen close/far) B) Add a "big" ATG; a clone of the Pak40 / 6 Pounder (210-190 pen close/far) Once that's done, the M36 can have its price increased (and/or pop), as it will no longer need to be the USF's main source of AT. From there, we can more easily look at the panther, since it no longer needs to stand up to a cheap, very powerful, TD. In: COH2 Balance |
789324789301789136788331788296788293788291788079788072788028
Latest replays uploaded by Doomlord52
Livestreams
52 | |||||
5 | |||||
19 | |||||
8 | |||||
2 | |||||
1 | |||||
1 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.1217499.709-1
- 2.16798.630+7
- 3.456179.718-1
- 4.505407.554+1
- 5.187110.630+1
- 6.296193.605+2
- 7.10520.840+3
- 8.18372.718+2
- 9.783384.671+5
- 10.336200.627+3
- 1.2033873.700+2
- 2.403275.594-1
- 3.18693.667-1
- 4.21474.743+2
- 5.10825.812+4
- 6.20373.736+3
- 7.15154.737+1
- 8.639341.652+10
- 9.494259.656+5
- 10.356293.549+3
- 1.1382718.658+1
- 2.445210.679+11
- 3.340267.560+1
- 4.478325.595+1
- 5.762446.631-3
- 6.300190.612-1
- 7.305136.692+6
- 8.474200.703+22
- 9.395188.678+4
- 10.184117.611+7
- 1.355126.738+7
- 2.342169.669+5
- 3.316127.713+6
- 4.282165.631+1
- 5.238123.659-2
- 6.328135.708+21
- 7.808223.784+20
- 8.280266.513-1
- 9.922387.704+4
- 10.23451070.687+3
- 1.2542916.735+5
- 2.1346631.681+1
- 3.862236.785+28
- 4.508224.694+9
- 5.490191.720+32
- 6.714389.647+12
- 7.737.913+1
- 8.547316.634+18
- 9.552290.656-1
- 10.886553.616-1
- 1.333121.733+4
- 2.27481424.659+1
- 3.246123.667-1
- 4.14975.665+1
- 5.12741.756+1
- 6.354169.677+3
- 7.413253.620+6
- 8.700364.658+1
- 9.1240763.619+2
- 10.14940.788+6
- 1.663347.656-1
- 2.657285.697+2
- 3.16193.634+3
- 4.423213.665-1
- 5.20788.702+1
- 6.8627.761-1
- 7.437371.541+4
- 8.9840.710+1
- 9.16671083.606+5
- 10.16683.667+4
- 1.198188.513+2
- 2.391310.558+2
- 3.239116.673+1
- 4.481227.679+2
- 5.538497.520+2
- 6.373305.550+1
- 7.403266.602+1
- 8.296281.513+3
- 9.338313.519+4
- 10.412288.589+1
- 1.910310.746+13
- 2.432256.628+3
- 3.601335.642+4
- 4.605195.756+8
- 5.3593806.817+1
- 6.421275.605+5
- 7.347190.646+10
- 8.391265.596+4
- 9.22497.698+12
- 10.393171.697+5
- 1.1374615.691+4
- 2.2012668.751+13
- 3.15071068.585-1
- 4.18070.720+6
- 5.634245.721+10
- 6.466237.663+2
- 7.16851198.584+17
- 8.1028640.616+3
- 9.935518.643+1
- 10.1159536.684+2
- 1.390163.705+5
- 2.683301.694+3
- 3.414132.758+8
- 4.22392.708+13
- 5.1919520.787+1
- 6.650279.700+2
- 7.291102.740+28
- 8.408230.639-1
- 9.309129.705+2
- 10.595278.682+1
- 1.1621791.672+7
- 2.328152.683+6
- 3.639207.755+6
- 4.31991218.724+3
- 5.182117.609+13
- 6.807408.664+3
- 7.1193558.681+1
- 8.606291.676+2
- 9.695282.711+20
- 10.572212.730-1
- 1.843331.718+9
- 2.460140.767+6
- 3.23476.755+10
- 4.383201.656+2
- 5.1871662.739+5
- 6.34512181.613+1
- 7.315140.692+2
- 8.410182.693-1
- 9.209108.659+7
- 10.34191721.665+2
- 1.25001407.640+5
- 2.404165.710-1
- 3.450190.703+1
- 4.291149.661+1
- 5.220108.671+13
- 6.464219.679+2
- 7.310213.593+3
- 8.193113.631-1
- 9.9936.733-1
- 10.21489.706+2
- 1.322172.652+8
- 2.1480575.720-1
- 3.2437807.751+1
- 4.16968.713+3
- 5.436161.730+1
- 6.384178.683-2
- 7.239172.582+3
- 8.683230.748-2
- 9.15174.671-1
- 10.848649.566+7
- 1.179143.556-4
- 2.290191.603+4
- 3.421288.594+2
- 4.289296.494-3
- 5.150129.538+2
- 6.13859.701-1
- 7.13857.708+2
- 8.11201198.483+5
- 9.410313.567-1
- 10.13041084.546+1
- 1.968562.633+23
- 2.555227.710+11
- 3.29446.865-1
- 4.278110.716+16
- 5.269144.651+1
- 6.253150.628+14
- 7.22491.711+11
- 8.250135.649+1
- 9.8119.810+1
- 10.13556.707+3
- 1.1568886.639+6
- 2.914277.767+15
- 3.463229.669+2
- 4.308146.678+8
- 5.1942868.691+1
- 6.740594.555+2
- 7.14656.723+9
- 8.289147.663+9
- 9.357183.661+3
- 10.16190.641-2
- 1.884390.694+8
- 2.647252.720-1
- 3.1055437.707-1
- 4.535155.775+2
- 5.16294.633+1
- 6.316127.713+4
- 7.287125.697-1
- 8.334147.694-1
- 9.35158.858+1
- 10.7231.699+4
- 1.480354.576+4
- 2.344258.571+3
- 3.432344.557+1
- 4.204146.583-2
- 5.470372.558+1
- 6.15281235.553+8
- 7.177172.507-3
- 8.20521867.524-1
- 9.976682.589+1
- 10.210150.583+2
Data provided by
Relic Entertainment
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
7
Download
765
uploaded by XXxxHeartlessxxXX
Board Info
560 users are online:
560 guests
1 post in the last 24h
25 posts in the last week
141 posts in the last month
25 posts in the last week
141 posts in the last month
Registered members: 45163
Welcome our newest member, twicsycom
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, twicsycom
Most online: 2043 users on 29 Oct 2023, 01:04 AM