Its effects are pretty good:
Range: x1.25
Received damage: x0.75
Reload time: x0.8
Overall, I'd say those are also good for assault guns because of their longer range and because of the stug's fast reload (becoming even faster). However, its use on assault guns certainly is very situational (need right map, right spot, right enemy...).
If they'd change it, I think it should be something like a *2 fire cone multiplier (10° instead of 5°). This basically achieves the same thing as letting it rotate slightly. |
Should be the same for everyone, according to
http://coh2-stats.herokuapp.com/squads/grenadier_squad_mp
(the capture and revert rate multipliers are in the raw data part)
I only checked 3 or 4 squads, but from the ones I checked, only Osttruppen had a deviating multiplier. |
Personally, I'd also say that I have the impression that Soviets are slightly harder in mid+- play. However, when I look at my replays and check the APM and map (field presence) in the replay analyzer, there really doesn't seem to be any correlation between those or the faction played.
I also just downloaded a bunch of replays posted by some of the best players of this game and the (average) APM often was within 5-10% of each other, often times the German player even having higher APM. Overall, it seems to make much more of a difference who is the player than what faction he plays. Some have very high APM (some use Autohotkey, though, so I needed to filter those) and others rather low APM (e.g. VonIvan).
Overall, I'd say that Germans and Soviets probably require a slightly different skill set but the "amount of micro" seems to be roughly equal and the required skill set is probably such that low/mid players are having a slightly easier time with one side, either because of preference or because they don't have the very balanced skill set of high level players (or haven't honed it yet).
The evidence from high skilled replays, however, suggests that for those good players, the faction plays a rather secondary role. |
RNG really is just a problem with this one because its AoE radius is so huge.
I'm not a huge fan of those large impact RNGs of some abilities/weapons we have in the game and for this unit all of the other (possible) problems stem from its large AoE radius.
Neither its range nor survivability nor Precision Strike ability would be a problem if it didn't have this high tendency to either miss completely or to one-shot a squad.
This unit behavior is bad for both sides. The Ostheer player can't really adapt to it because the mortar might be firing anywhere on the map (missing "tell") and the one-hit removes any chance for him to adapt to it by retreating in time (e.g. squad is down to 2 men, or 4men squad gets shot to 1 man -> retreat either as prevention or as reaction). The Soviet player on the other hand simply can't count on that unit. In some matches it'll be the best unit ever and in others it'll be a complete waste of resources. The Soviet player can't even really compensate or profit from the unit using his player skill. The scatter is just too high to reliably use Attack Ground or Barrage because it can still miss a lot. This means you can't compensate bad luck or even achieve the same results as good luck does. If it wipes a squad, it normally isn't because of the Soviet player's skill but because he got lucky so the skill of the Soviet player barely plays any role. Someone good at the game should always get better results from the unit than someone just letting it sit next to base at 120 range.
Of course this stems partially from the small German squads but the real culprit is the 120 mm's large AoE radius.
I'd suggest turning it pretty much into a 82 mm mortar stat-wise, just with larger range. This means compared to now it'd be more accurate, fire slightly faster but its AoE radius would also be the same as the 82mm's. Of course it'd just cost 240 mp, so it'd really just be a 82mm mortar with longer range that and doesn't require a T2 building.
However, I also understand if some people wouldn't like this suggestion because they either fear it'd be "useless"/"too weak" or because they like the feeling/game impact of those large explosions (though those are partially just animations).
It wouldn't be a change Relic would do, either way. |
Assuming I found the right thing (ability files are a mess), it isn't in any ability file but in the camouflage_ext of infantry entities (e.g. attrib/sbps/races/german/soldiers/mg42_heavy_machine_gun_squad/mg42_heavy_machine_gun_squad_mp.json).
*1.5 weapon damage for 5 seconds
|
Also works well when you want replays of certain players, e.g. "site:coh2.org/replays siberian"
Does anyone know a way to filter google results by date? So for example sort it so newest (not most popular) is at the top. Or so it only displays results of the last 7 days. |
I think one possibility is to give Combat Engineers a build speed buff in the first 60 seconds of the game. This way you could go for a strategy with fewer Conscripts if you want to. |
His stats are correct, you don't know how the scatter mechanics work.
The scatter stats of Su-85s are much better than most other tanks.
Because it nearly always rolls a "miss" against the crew men, which are likely to be on the other side of the AT gun, it will do a scatter shot basically every time.
Because of a low scatter angle (little deviation to the left or right) the shot is likely to pass through the gun.
The crewman standing behind the gun means that more of the potential area to be hit is also behind the gun.
The AT gun is a shot blocking object so if a shot passes through it, it will be hit. Exceptions are when the shot goes very short (and thus doesn't pass through the gun) or when the shot goes very far, in which case the shot will go over/through it).
Overall, this means Su-85s are more likely to hit the gun compared to other tanks. If the AT gun is repaired between engagements, the Su-85 still won't be able to destroy it so easily. However, since you say you use two Su-85s, this of course doubles the number of shots, meaning you'll land more hits, destroying it quicker.
The bug when the Su-85 was targeting the gun instead of the crew was fixed a few patches ago. |
I think making it 2 clicks is a good idea. It only happened to me once or twice but I can see how some people would accidentally hit the wrong commander. |
It is a problem with small patches of water. A tank should get stuck in there instead of sinking. |