Attack order (right click)
82mm w by +5%
82mm by 10%
I felt that attack order also undershoot so i run the following test:
(82mm vs 120mm attack order) vs same against attack ground.
82mm attack ground slightly further from the center Wins.
120mm AG at 10%
82mm with attack order at 10%
120mm attack order at 25-30%
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My controls weren't working
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
And if they were, you were playing dishonorably,
And if you weren't, you were playing without skill,
And if you were, it's not fun to play that way,
And if it is, you only care about winning.
Bible of Scrublord, Psalt 3:16.
Post History of elchino7
Thread: 82mm vs 120mm Mortar against Flak HQ12 Jan 2020, 23:50 PM
In: COH2 Gameplay |
Thread: 82mm vs 120mm Mortar against Flak HQ12 Jan 2020, 23:33 PM
Barrage and attack ground. I can do a test with attack order but it would be pointless to do so. If you lose LoS with the target the order is cancelled therefore that test will be run without FoW. In: COH2 Gameplay |
Thread: The Cancer That Is Soviet Field HQ12 Jan 2020, 23:24 PM
Unless mortar performance vs Soviet HQ, go to this thread. https://www.coh2.org/topic/103343/82mm-vs-120mm-mortar In: COH2 Balance |
Thread: 82mm vs 120mm Mortar against Flak HQ12 Jan 2020, 23:23 PM
Keeping the other thread clean. Snip I did test it previously and what i gathered was that they were dead even. Previous comment before testing: Unless the relative safe by using the extended range means something, there's not much difference between using the stock mortar and the 120mm. Conclusion: Barrage is way better than attack ground or attack order/auto fire for obvious reasons (better rof and scatter). Unless you can make use of the extended range or that is the difference between using it safely or exposed, the 82mm is clearly better against the 120mm static emplacements (or at least the Flak HQ specifcally if the goal is destroying it). Attack ground is far better than attack order. Attack order seems to undershoot by quite a big margin, so issuing an attack ground command in the middle or slightly behind it provides far better results. It would also make for a more likely hit on engineers repairing. Finally, reminder that "Monstrous size has no intrinsic merit, unless inordinate exsanguination be considered a virtue" In: COH2 Gameplay |
Thread: The Cancer That Is Soviet Field HQ12 Jan 2020, 19:57 PM
I did test it previously and what i gathered was that they were dead even. But i can't remember if they were both vet 3 and using non FoW. So i did retest them. 120mm vs 82mm against Flak HQ Notes: -The xp value requirements are 960 and 480 respectively for vet1 and they double at each vet level. Therefore by the time the 120mm is vet 1, the 82mm will be vet 2. By the time it takes to get to vet2 the 82mm will be vet 3. Test 1: FoW, Barrage, range 75 (enough that the circle isn't outside the maximum range or dead center of truck is at 75) Vet 0 82mm wins by 10-5% remaining HP left on Flak HQ. 82mm wins by 5% Vet 3 vs vet 2 82mm wins by 10% Test2: Barrage Without FoW Vet0 82mm wins by 10-5% Vet2 vs vet 1 82mm wins by 10-5% Test 3: AA, FoW Vet0 82mm wins by >5% 120mm wins by >5% 82mm wins by 10-5% 82mm wins 10% Test 4: AA, Non Fow 82mm by 10% 82mm by 10-5% Test 5: 3 82mm vs 2 120mm (roughly equivalent mp/popcap cost. 240mp/6p vs 340mp/9p) 720mp/18p vs 680mp/18p FoW 82mm by 50-40% 82mm by 40% PD: i bias slightly towards the 120mm by starting to set order first (control group and hotkey usage made it less than 1-2s) and let any shot mid air count once any truck was killed. In: COH2 Balance |
Thread: State of Heavies11 Jan 2020, 01:10 AM
IS2 doesn't need 45 nor 50 range to operate. The unit is doing more than fine at vet 0/1. Once it reaches vet 2 it means it nullifies any non doctrinal TD for OH. Guess which commander was the most common in the last tournament against OH. On the contrary, against OKW Armored assault wasn't used as much. Tiger/KT can be left at 45 cause the 3 main TDs for allied factions all have 60 range. In: COH2 Balance |
Thread: The Cancer That Is Soviet Field HQ10 Jan 2020, 15:23 PM
Unless the relative safe by using the extended range means something, there's not much difference between using the stock mortar and the 120mm. They both do the same damage. In: COH2 Balance |
Thread: Incendiary barrage for panzerwer 10 Jan 2020, 06:12 AM
But USF has to go TD and skip ai tanks because their AT gun has 55 range and terrible penetration USF? OKW? The USF AT gun has 60 range, the 55 one is the OKW. The penetration is poor (struggling against anything higher than non skirt PIV) but it has faster RoF and access to Sabot rounds which increase pen by 50% which should put it on par or higher than normal AT guns while retaining a faster RoF. It also doesn't cost the same as other AT guns. In: COH2 Gameplay |
Thread: High moving accuracy on Panzerfusilier G4310 Jan 2020, 06:02 AM
Because that's how they are meant to be? Semi-auto excel at short-mid while not been as great as SMG at close. They will retain decent-equal performance to basic bolt action rifles at long range.
I think you are confused. All weapons have penalties on the move. Different type of weapons have their accuracy values going down depending on how effective the weapon is meant to be (bolt are cut down half while others by only a quarter) SMG/Semi auto should be firing faster on the move cause the cooldown duration is reduced while in the move- In: COH2 Balance |
Thread: Panzerwerfer fix10 Jan 2020, 05:51 AM
The "area denial" the Werfer does, is not by kill potential but by suppression. The thing is, you need units in the area to keep the combat status, so as suppression levels don't reduce fast. In: COH2 Balance |
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