My idea for ram:
-It no longer requires to have an enemy in LoS or to target it.
-Vehicle just goes forward at an increased speed (it can't steer) for a reduced amount of time.
-If it doesn't collide with a vehicle, it receives the same debuffs as of now (engine overdrive which results in momentary speed lost). If it collides with a support weapon or building, it stops with same debuff.
When it rams an enemy vehicle it checks for the following:
-Always proc the stun crit. Double the time the T34 is stunned.
-Removed main gun destroy small chance for the enemy vehicle.
-Engine damage/Heavy engine damage depends strictly on HP of enemy vehicle. If HP is >25% (same HP threshold to trigger main gun destroyed through normal dmg) after ram, it's a heavy engine dmg. If higher, it's engine dmg. If it penetrates.
-Same for the crits on the T34.
480HP >= (basically full health T76 or 1 hit T85), heavy engine damage, turret lock.
320HP >= Immobilize
>320HP Immobilize + Main gun destroy.
Profile of elchino7
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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: T34 Ram9 Oct 2019, 15:44 PM
In: COH2 Balance |
Thread: Axis armor bounce a little to often9 Oct 2019, 14:37 PM
In the same way OP post is bad, the counter argument you brought is equally bad. Mobility and size are equivalent for similar vehicles categories. Pershing been the smallest and most mobile has something to do with how it is priced and vet been equivalent of a heavy tank while having the smallest HP pool as well (same as Panther). In: COH2 Balance |
Thread: Attack ground and target size questions8 Oct 2019, 22:59 PM
Complimenting Sanders response: 1-There's no "debuff" by letting the tank aim at infantry, vehicles or support weapons. ACCURACY: Units using ballistic, to put it simple anything that isn't small arm fire, rolls and checks whether or not you get a hit. Accuracy X Size. Vehicles tend to have "low accuracy" compared to infantry, because they will be facing units which have ± 18/26 bigger size. While there are exceptions (mostly AI vehicles) this is the reason it is largely unlikely for a tank to score a perfect hit on an infantry model. Which is why scatter is important for vehicles. Scatter: Basically, after a miss, how much the shell will deviate from the original target. Low scatter vehicles makes for decent or great AI units. 2-The "bug" applies on either case, be it a normal attack on a vehicle or attack ground. This happen because even on miss rolls, the shell can still impact an enemy vehicle. What determines if a shot counts as frontal or rear is where the shell lands on the hitbox. Angle doesn't play a part. 3- So why attack ground at all? -When you lose sight. Whether it be because the unit hide behind a shotblocker, smoke or way outside of your vehicle LoS. -Against spread out squad models. A vehicle will target a specific model which might not be the most effective in a particular case. -Praying to RNGesus to hit outside your range. Due to overshooting (scatter) or terrain height, you might land lucky shots as the shell can continue to travel forward. In: COH2 Gameplay |
Thread: What are the problems of Soviets in 1v1? 8 Oct 2019, 15:19 PM
Let me put it this way. The best description for the 120mm is a "win more" kind of unit. It's a luxury unit. It won't help you when you are losing. It has enough drawbacks to ever consider it a strictly better version of the 82mm mortar. In: COH2 Balance |
Thread: How are Infantrysections since patch?8 Oct 2019, 14:23 PM
What if: -Bolsters is made cheaper -Bolster occupies a weapon slot. -Bolster is made to be a mp based upgrade, not automatically granted. You can opt to have a 4 man squad with 2x weapons or 1x weapon and 5 man. -Make AT Rifle IS come vanilla as 5 man. You will always struggle if you don't address the elephant on the room. In: COH2 Balance |
Thread: Fallschirmjäger is very OP!7 Oct 2019, 18:28 PM
Guards: the snare is not permanent, can be break down with smoke and requires the unit to be locked down in place. From all units in game, they are the ultimately jack of all trades. Their AI is good, but not excels and it's mostly defensive. Same with their AT. From all elites, they are the least Elite and the closest to been a main line infantry and seen in the past, which can become a problem. Rangers/Paras/PG: the moment they equip a zook/schreck, they end up been useless as AI. Falls doesn't have to carry a model with a panzerfaust, which get's moved from model to model, further reducing potential DPS as the squad starts to die. You can play around units carrying AT weapons, specially with pushing and crushing. Snares which incur in engine damage are dead sentences for vehicles. In: COH2 Balance |
Thread: Volks and Pfs suggestions7 Oct 2019, 18:10 PM
Before giving any squad the Ober Kar98, we could start by actually fixing it. 2 squads with those weapons (3 Obers model wise) would be suppressing squads passively. In: COH2 Balance |
Thread: game unbalanced6 Oct 2019, 18:18 PM
Next time just use the shoutbox. Closed. In: COH2 Balance |
Thread: 【SOVIET】ALL CONSCRIPTS PPSH COMPARED TO MP406 Oct 2019, 18:14 PM
1- Just because you can take out numbers from the modtools, means that you know what they mean in the context of the game. 2- While we have a lot of people whose first language is not English, making a little effort in making your point been understand and more so doing proper formatting to your thread goes miles ahead in getting any constructive discussion going forward. If you force people to go to official forums, no one is gonna care (despite what your opinion might be on a topic). In: COH2 Balance |
Thread: What are the problems of Soviets in 1v1? 6 Oct 2019, 18:09 PM
Did the test. While you lose on RoF, the increased AoE means that the avg dmg done on misses equalises with the RoF of the normal mortar. Then it's a matter of whether you can use the extended 20 range or not. Whether you want a reliable mortar or an unreliable hard hitter. As like 2 years ago after nerfs, if you have T2, just get a normal mortar. If you don't, get the 120mm. If you are not playing 1v1 and have absolute domination over your opponent manpower wise, 2x 120mm might be worth. In: COH2 Balance |
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