Where is the starting fuel included?
It's a flat substraction to the required fuel.
Posts: 644
Thread: T-34/76 feels plain pathetic 20 Jul 2013, 12:36 PM
Where is the starting fuel included? It's a flat substraction to the required fuel. In: COH2 Balance |
Thread: T-34/76 feels plain pathetic 20 Jul 2013, 12:32 PM
You tend to omit quite a lot. Cry not, I have added the starting resources in the sheet and unsuprisingly enough, they did not alter the times in a significant way. More importantly, I also added the base fuel generation rate of the HQ (which is +4), that changed the times around somewhat, but unsurprinsingly (again!) since it's the same for both races, the relative numbers did not change. ![]() Also, before you call out people on being "disruptive" and biased, you should get your facts straight. Soviet starting fuel is 50, not 30. In: COH2 Balance |
Thread: T-34/76 feels plain pathetic 20 Jul 2013, 12:26 PM
Did you include Sovs 30 free fuel at start? I dont see it on the chart. You're right, I have omitted that. But it will only affect the absolute numbers not the relative distance in time. I am also collecting statistical data, to get a better time dependant function of fuel rate, because right now in the spreadsheet it's flat from the start of the game (which isn't very realistic, but since it affects both races the same way it would just increase the times across the board, again leaving the realtive numbers intact). Edit: Soviet starting fule is 50, german is 20. In: COH2 Balance |
Thread: T-34/76 feels plain pathetic 20 Jul 2013, 11:50 AM
That's your opinion. Fact is you got to work with what you got. True, and I decide to not work with the T-34, because there is no compelling reason to use it, not at this price.
It actually comes a little later than the PzIV. Time to field, assuming 5 territory points + 1 upgraded + 1 fuel point held: PzIV: 9.3m T-34: 9.4m I shit you not. Equally funny is that the T-70 comes at the 8min mark, so it has a whopping 1 1/2 minutes to drive around and deal damage before it gets owned by the PzIV. Bottom line is, Soviet T3 does not come early. Here's the sheet: https://docs.google.com/spreadsheet/ccc?key=0ApUR3Nu-vMvddHduS0VwZGo4bVh5OUloY01CQ2wtc0E&usp=sharing In: COH2 Balance |
Thread: Satchel Charges don't even kill a Bunker...20 Jul 2013, 11:39 AM
Let's forget that it kills all the infantry inside a bunker. You can't kill the infantry of an upgunned bunker, wtf is up with that. I mean, the game shows they're just a bunch of infantry holding a HMG, but no, they're invincible. That's pretty strange.
Err, the range is fairly short and the timer is 4 seconds. As others have already pointed out the PB will usually blow itself up with it, so I wouldn't actually use the satchel charge on enemy infantry unless I belong to the set of people that likes to waste ammunition and manpower. (I don't)
It actually kills suprisingly few things. It's only useful against houses, really. In: COH2 Balance |
Thread: SU-85; The Thread20 Jul 2013, 11:29 AM
tbh, the SU-85 drivers are drunk on too much vodka and have already lost a couple of higher brain functions. The driving AI is so. retarded. that every move order feels like boxing with the SU-85. But when they manage to comprehend a reverse oder as exactly that, instead of driving around the scenery, playing carousel and/or driving straight into the middle of fucking Berlin, they do reverse damn fast. It's a little wonder every time, putting a smile on my face. In: COH2 Balance |
Thread: T-34/76 feels plain pathetic 20 Jul 2013, 11:23 AM
The real issue is that a tank that is "decent against tanks" is worthless. Noone invests 100+ fuel to counter infantry. The idea itself is retarded in the context of this game. I think that's bad game design, sorry to say. In: COH2 Balance |
Thread: Satchel Charges don't even kill a Bunker...20 Jul 2013, 11:18 AM
360 is cheap now?
they actually do the same as conscripts ![]()
monsters at dying... In the end, they're just one more general purpose infantry that instantly dies to everything like the conscript, without any speciality that makes them worthwhile to call in (like guards). But for dying I malready have the conscript at 240MP who actually gets a couple of useful abilities (like AV nade). The only thing PB are useful for is rooting out infantry nests, but in light of the fact that they already have a flamethrower (redundancy to engineers for 240MP) and that their redundant-on-themselves satchel charges can't even deal with bunkers makes them fairly worthless imo. In: COH2 Balance |
Thread: Satchel Charges don't even kill a Bunker...20 Jul 2013, 10:02 AM
Yeah, I just had the same experience and was like "wtf?". Don't know what to do with them man, looks like years of forced labor have shaped them into a useless bunch of cannonfodder. Mortar it is, then. Mortar the shit out of everything. In: COH2 Balance |
Thread: Satchel Charges don't even kill a Bunker...20 Jul 2013, 09:46 AM
...Penal Batallions now completely useless~ In: COH2 Balance |
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