Imho the Panther is the most cost ineffective unit in thise game. It's either way to expensive or its performance simply is not enough for the cost.
As I see it there are 2 types of tank destroyers: turreted (M36 Jackson, Panther, T34-85) and straight guns (SU85, JgPz4, Elefant, JgTiger).
The turreted qenerally lacking DPS compared to the straight guns but have good mobility with their turret.
Looking at the Jackson really trouble german heavy tanks at 350/125 cost, I don't see the Panther beeing the same threat it should be for its cost. Of course the Panther has much more armor and HP and is meant to poke into the battlefield while Jackson needs to be more backlining, BUT I don't see why the Panther is sooo much more expensive with 490/175.
The same goes for the comparison with the T34-85. The Panther has the better gun and armor and that's it. Why this extremly high price?
I don't see it fit that way. With its current stats the Panther should cost max 145 to 150 fuel. If it should stay in the 170 fuel region it needs more damage (240) and more HP (960) from the start.
Regarding the german attitude with tanks, quality over quantity, I would perfer the second approach to justify its high cost by increasing its battlefield performance.
Regards
ace
Profile of ace4sure
Post History of ace4sure
Thread: Panther13 Jul 2014, 10:22 AM
In: COH2 Balance |
Thread: Soviet TM 35 Mine1 May 2014, 11:46 AM
Fact is the blast damage is tremendous, I underlined this by giving light to the numbers and compare them to other weapons with explosive blast. The TM-35 mine outranges all comparable weapons and falls out of Relics concept for explosive weapons (consistant blast damage drop off). This mine is MUCH more potentent and deadly then any mortar and even more potent than artillery. For 30 munitions and right from them start? I doubt this is intended. I have no problem if the mine kills the models (1 or 2) that happens to stand in the center of the blast and leave the rest that stand in the outer area of the blast heavily damaged. Thats more than enough for 30 munitions if you ask me. But I am still guessing that this is not intended and asking someone at Relic to give some info on this subject. Regards ace P.S. the same goes in some way for the Ostheer Tellermine. It has the same "blast damage profile". The difference is it won't trigger when infantry walks over it. But if a squad heppens to be near when it goes off -> Dead! In: COH2 Balance |
Thread: Soviet TM 35 Mine30 Apr 2014, 00:13 AM
Hi there. Since the last big patch this thing bothers me so hard, I can NOT imagine none else feels the same: your (Panzer-)Grenadier suqad suddenly disappears from your unit bar -> Soviet TM 35 mine ate them! Right now you have to be lucky if your squad survives the blast not vice versa. Considering the very low cost of 30 munitions for this mine indicates more of an support tool for area denial and crippeling vehicles/tanks not for whiping whole squads, which is abused quite heavily right now from what I have seen. As the person I am I did a little research on this subject and started digging the numbers. My result: the TM 35 mine is clearly overpowered statwise. For explosive weapons 4 stats are important in this case: 1. Damage 2. Blast radius 3. Damage modifier for blast zones (near / far) 4. Accuracy modifier for blast zones (near / far) As Relic told us the way damage is dealt within an explosive blast have been changed in an update. Before the update it was RNG (accuarcy varying) if an entity get damaged by a blast at the outer area of a blast radius and if so damage was high. Now there is no RNG (accuarcy 500% fix) at outer blast radius, damage is always dealt but lower. TM 35: 1. 200 2. 5 3. 100% / 100% 4. 500% / 500% So the soviet mine does always 200 damage at a radius of 5 -> Complete DEAD ZONE! (i may remind you all infantry has 80 hitpoints). What this numbers mean is best shown by referencing some other explosive weapons. Ostheer anti personal mine: 1. 40 2. 5 3. 100% / 100% 4. 500% / 500% So it has the same blast radius as the TM 35 and also does full damage inside the complete radius, but it only deals 40 damage (I may remind you all infantry has 80 hitpoints). Another example... Ostheer leFH 18: 1. 200 2. 7.5 3. 100% / 15% 4. 500% / 500% You see the differnce? It has the same damage as the TM 35 mine and an even bigger blast radius but it only deals 15% damage to the outer area of the blast radius. So the damage scales down the more away from the center of the blast. To me it looks like the Soviet TM 35 is missing this down scaling (forgotton? overseen? intended???). In the combination with the cheap cost and availabilty right from the start, this weapong is a real abusive problem and should be patched ASAP! Any word form Relic (hello Pq ) on this subject would be much appreciated. regards ace In: COH2 Balance |
Thread: ETA29 Jan 2014, 23:42 PM
just installed activated the alpha. I am all alone in ranked 1vs1 looking for games... In: Lobby |
Thread: Artillery officer17 Sep 2013, 19:22 PM
I just checked the numbers again. Yeah it seems right that the Luger compensates its bad accuracy with its faster firing rate, mainly because of no winddown. That just enforces my experience even more: its a really viable unit and by no means inferior to a regular Grenadier squad. Sure no Panzerfaust and no Rifle Grenade but better survivabilty and awesome support abilities. Regards ace |
Thread: Artillery officer16 Sep 2013, 12:56 PM
Hey there. Actually I like the officer. Its a pretty valid unit and I prefer him over a 3rd or 4th Gren squad whenever I can, cause he is an excellent support unit. I will give a brief overview to you statswise. The squad consists as you already mentioned here of said officer and 3 regular Grenadiers (80HP, 1.5 armor, Kar98K). Though having 4 weapon slots the squad is not allowed to pick up weapons. Code
The officer himself: has 80HP, 4 armor, Luger P08 9mm pistol. The armor of 4 is the highest value on an infantry entity. At Vet2 this multiplicates to an armor of 9 (more than a Scout Car) which makes him super resilient to small arms fire (but beware, flame, ballistic, explosive weapons). Vet for the officer squad is granted at the same rate as Grenadiers (480, 960, 1920). Vet1 ability is the Medkit as for all other infantry. The squads abilities are as known Inspire, Smoke Artillery and Victor Target (don't remember the ingame name). These abilities are bound on the officer. when he dies the abilities are lost until reinforce (really no shortage on Wehrmacht officers it seems ) Code
Inspire is what makes the officer such a good support in my eyes. Cost: 15 munition Radius: 20 Durarion: 20 sec Accuracy: *1.15 Reload: *0.85 Cooldown: *0.85 And its granted to ALL allied units inside the radius, not just infantry! The drawback of the officer is most likely his weapon: Damage: 16 Range: 0 - 35 Accuracy: 17% - 0.33% Aim time: 0.5 + 0.5 (before and after, +0.5 near) Cooldown: 1.4 - 1.7 sec Reload: 4 - 4.5 sec (every 7 bullets) It has the same damage and shoots faster than a Kar98K but won't hit that much cause of its worse accuarcy. It's weaker but not that bad at all. Hope I could help you a little. Regards ace |
Thread: Sick/bored of MG42 -.-10 Sep 2013, 12:01 PM
Some people defintly should have a break in these forums. I know this site is quite liberal about member postings but the personal insulting starts to be damaging to this community. @anfsim I never said ecffective flanking makes ifantry spammable. but if basic infantry is a cost effective way to fight anything that enforces spamming. coh1 was be design different here. it worked fine. e.g. rifles or grens were much more combat efficient by default. in coh2 cons and grens only provide moderare damage (and lets not talk about the lmg42 now). their focus is as I much more about movability, field presence, more utility rather than damage. if you wanna execute a hurting infantry flank do it with the right tools. Pgrens, Shocks, Penals (at best supported by basic infantry) should do for a punishing execution. Problem is they don't work very effienct neither. and neither does things like mortars or scout cars. and that's the main issuse in my eyes. maybe durability of weapon teams in general is to high. As suggestion: back to 3 men for german teams, but also down to 4 men for soviet teams. but i don't know if that would be the solution. needs testing. we gonna see what relics feels is fitting. I just wanna underline you won't be able to flank with basic infantry in coh2 like it used to be with coh1 rifle squads. And I prefer the coh2 design approach for said reason -> more deversified weapons. i mean those weapons were used in war for a reason. and remember the first coh2 tournaments? the mass cons/grens gameplay was boring as hell! if you dont like it i am afraid you better stick with coh1. regards ace In: COH2 Balance |
Thread: Sick/bored of MG42 -.-8 Sep 2013, 23:08 PM
what i liked about coh1 is the tactical usage of combined arms. positioning and manouvering certainly is a part of it and specificly flanking is very effective but also isn't the dominating factor in coh1. i also feel that the performance of nosin nagant and kar98k is pretty bad at closer ranges. the result is as seen in many vids: you flank a team weapon, get close, nothing happens. team weapon packs up, runs away, you chase, still nothing happens. true, this looks stupid and it feels stupid. and though i hope this will change but it is not going to be like in coh1 ever (design decision). the reason why i think it is a good decision is because i dont like the alternative scenario you describe. the "infantry play" as you name it is nothing else than plain inf spam. its boring and for me though a suberb game coh1 was missing a little in deverisfied weapons besides basic infantry. seeing the basic infantry (= cons/grens) in coh2 their perks are movability and field presence. counters to these perks are supression and pinning which is what an MG can provide. so for me it's counter-intuitive to react with even more regular infantry to a weapon which is meant to negate their main perks. A mortar would fit much better in my eyes cause it can exploit the weakness of MGs being stationary, or a scout car which is not effected by supression, and etc. and those units are no hard counters. they are all combat effective besides the said scenario. start to mix them up and we have combined arms gameplay with importance shifted towards more deversified weapons instead of basic infantry doing all the damage. Regards ace In: COH2 Balance |
Thread: Sick/bored of MG42 -.-8 Sep 2013, 11:22 AM
pretty quiet here now... i agree with you on the patch progression so far. as i said before it feels very professional and straight forward. I also much appriciate pq's and all other devs effort to keep this process as transparent as possible. and as you i am also looking forward to the development of the game once the basic elements are straightend and balanced out and more facettes are brought to the game by the commanders. like i said in a different thread: the design and implementation of coh2 from what i have seen so far looks very promising to me that this gonna happen quite fluidly. on topic i just want point out that relic is working on a patch regarding all weapon teams and to me thats the completely right approach. i also feel that the mg42 is too dominant right now but as i see it and as i already wrote i dont feel its a problem to nail only on this weapon even if the supression might be heavy not speaking of that stupid Bulletin. but the problem is not that you get instantly killed by the mg42 (like by a KV-8). the problem is to counter the mg42 and since its the first weapon team that hits the field the issue starts to shine here. flanking as s counter is pretty unrewarding in general with regular infantry not only vs the mg42. as already noted thats a intended design decision by relic cause flanking in coh1 is more deadly than anything. though i think that nosin nagant and the kar98k could be a little more effective, i like it cause it enforces counter units instead of playing with 5 to 6 Conscripts/Grenadiers and to me thats always a good thing. the problem is that the counters arn't that effective neither. Mortars, scout cars, CC infantry, snipers for example can't pressure enough on enemy team weapons in my eyes. So either look at those counter units or look at weapon teams in general instead if hammering on the mg42 alone. and thats what relic is doing and i am looking forward to what they come up with. regards ace In: COH2 Balance |
Thread: Give me a reason why KV8 is OP?7 Sep 2013, 15:06 PM
right now i only remember the damage values of flame weapons i posted in some other thread. it was 13 damage for hand-held flamers, 20 (2x10) damage for the SdKfz 251 dual flamer and 40(!) damage for the KV-8 flamer. that number alone is op by all means. the weapon performance of the 251 flamer is already pretty bad ass in my eyes and the KV-8 doubles this performance. that's insane. a single damage tick brings down any infantry man to 50% health and therefore have a 10% chance to brun-crit him right away. if not, the second tick will grill an infantry nevertheless. i don't clearly remember the rate of fire of flamers but i think it is simply 1 over the board. that's just enough for the KV-8: 40 damage -> 1sec -> 40 damage .... all infantry men only have 80 health, so there will be a kill crit with the 2nd hit. so its no joke when people are talking about "killing within a sec". in addition to this come the general, reliable characteristics of flame weapons basicly always hitting, doing area damage and surpassing infantry armor, as well as the pretty nice and resilient platform this weapon comes on. i havn't found any other weapon yet that is soo cleary op by its stats alone. thank god the meta isnt encouraging players to get KV-8s which doesnt mean they definitly need an adjustment. as a personal note: i often see poeple arguing "yeah its op but XYZ is also op and that 'balances' this out." I think cant even express to you how stupid and wrong by itself such an statement is. sorry but it is soo dumb. just don't do it. No. Just don't. regards ace In: COH2 Balance |
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