its a mathematical equivalent to the area covered by a certain shape... draw a torus around a unit with a maximum radius of 30 and a minimum of 20 and you will find it have more area than a circle with the radius 10... it also means there is significantly more area u can put your unit at where it can be effective against an opposing unit...
the unit that needs to close distance has the advantage the more "surface area" since you have more choices of approach. Its when you have a lane with a SMALL surfafe area that forces troops to come down an area with poor cover that gives a surface area advantage to long ranged combatants. However, I don't think surface area is really relevant here anyway as we are not talking about map design.
i both agree and disagree with this... yes generalist units are the preferred choice to specialist units as it is easy to defeat the opposing unit by moving out of its preferred combat distance... but a difference of 17% dps at all ranges really does pale in comparison to a +37.48% to +46.091% damage boost at range 20-30....
its kinda why shocks are considered good units despite being specialist units... they are really really good at what they do (thanks to dps and body armor) to the point that they are worth using...
tldr: being a specialist doesnt automatically make the upgrade worse... sometimes the specialized upgrade is simply soo large that it simply overtakes the standard one...
The advantage that generalist units have is that they will almost always be better than specialist units at some range which means a good player can find ways to put his troops there and cancel the specialist advantage. You mentioned yourself that your playstyle is long ranged. Inherently you are just going to have issues trying to use units that need flexibility when picking their engagement ranges.
its a bolster that provides +17% increase in stats instead of +25%... it also needs 50 muni per unit and needs an upgrade of 18mp to reach full squad size and is not automatically done...
It also costs zero fuel if you wait until tier 4. It also provides a veterency gain bonus. It also reduces reinforcement cost. It also gives 7 men to a squad that can merge allowing you to fully crew weapon teams. And yes this is actually done.
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Thread: The maxim thread28 Oct 2020, 06:57 AM
In: COH2 Balance |
Thread: The maxim thread27 Oct 2020, 17:21 PM
Its like bolster and a individual weapon upgrade rolled into one with some juicy extras on the side. Makes sense at tier 4, not at tier 3. Not without additional expenditure anyway. In: COH2 Balance |
Thread: [OKW] FlammPanzer Hetzer 27 Oct 2020, 17:00 PM
I think it says it all when at a similar timing, ostwind might be broken but hetzer should be ok. In: COH2 Balance |
Thread: The maxim thread27 Oct 2020, 16:57 PM
If you removed the vet bonus and cover bonus I could see the 7 man upgrade at tier 3. In: COH2 Balance |
Thread: The maxim thread27 Oct 2020, 16:48 PM
The dps increase also scales down to nothing the closer the range and reduces mobile dps by 25%. The extra model provides 17% extra dps at ALL ranges AND on the move plus the extra damage output from the cover bonus. In: COH2 Balance |
Thread: The maxim thread27 Oct 2020, 16:37 PM
In: COH2 Balance |
Thread: The maxim thread27 Oct 2020, 16:20 PM
Kinda a lot across the board. But In particular regarding soviets.
Granted, lately I haven't been playing as much as I used to. But I know I'm at least a decent player and honestly I look at some of your suggestions, ideas and opinions and I just can't understand where they come from. In: COH2 Balance |
Thread: The maxim thread27 Oct 2020, 15:55 PM
Nobody decent would go with this absolute mess of a build order. And the reason you go M3 against OKW isn't because maxims suck, its because M3 is extremely strong against okw. This is not exactly advanced knowledge here... In fact, i'd argue maxims against OKW can be a viable counter meta since OKW players often preload fusiliers expecting M3s and lacking incendiary grenades, they won't be able to root out maxims from key buildings- think maps like lost glider or Langres. I'm also not sure who all these "experts" you are referring to who "agree" that soviets are the weakest faction, I don't know any of them. Now I do think the maxim is weak and could use a buff, but I fundamentally disagree with so much of what you've said. Oh and I am a soviet main. In: COH2 Balance |
Thread: M4A3E8 - Rifle Company USF27 Oct 2020, 05:18 AM
I don't even.... In: COH2 Balance |
Thread: [OKW] FlammPanzer Hetzer 26 Oct 2020, 15:44 PM
Its awkward because unlike pretty much any other tank with a main weapon-including ai specialists- the hetzer has literally zero anti vehicle capability. Coupled with the lack of turret, this means the vehicle is vulnerable to a T70 or hell, an M3 with penals. If you need a medium tank to get breathing room against allied lights, the hetzer simply cannot offer it. Sure its great against AT guns, the damage output is fine against infantry in general but often around that medium tank timing you need something to scare off your opponents light vehicles or something that can even just provide support against your opponents soon to arrive medium tank. Honestly I wish it could just be a generalist medium with no turret but longer range. But ughh its got that ridiculous flamethrower. Seriously, it would be great if it was a P4 gun(it literally is) with 50 range but no turret. The truth is I have no good suggestions about what could reasonably be done to make the vehicle more then just a meme tank. Maybe it could be turned into a command vehicle where its primary draw would be the support functions. Maybe you could give it a super hard nerf and stick it in battlegroup at a reduced cost-think like a UC wasp on steroids. But realistically, I think best thing to do would just be remove it and replace it with something more useful. In: COH2 Balance |
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