The unit does pay for itself.
No one uses it, because its not in overpowered meta doctrine.
I disagree. The unit is underwhelming. Its hard to fit it into army compositions 1v1 or otherwise. If it were a standard P4 with an aura it might be used.
Thread: Command Panzer 419 Dec 2020, 13:42 PM
I disagree. The unit is underwhelming. Its hard to fit it into army compositions 1v1 or otherwise. If it were a standard P4 with an aura it might be used. In: COH2 Balance |
Thread: Why not add more rng to this game16 Dec 2020, 23:51 PM
Your commanders are selected at random. At the start of the match, the game selects a random commander from your load out and thats what you get to play with. Your units spawn with random weapons. You might get a conscript squad armed with STG44s or armed with m1911s. No two matches would ever be the same. In: COH2 Balance |
Thread: It's time for Main Gun Crits to go16 Dec 2020, 23:41 PM
Ammo rack detonations exist in wargames. If you've played warthunder or any of wargamings titles you'll be familiar with them. Its a good example as the more competitive or performance based players dislike them as a mechanic while more casual players prefer the "realism". The point was that if RNG like main gun destroyed or planes crashing into and destroying your troops is ok, at what point does it not become ok. Because its been said that RNG is what sets apart CoH from other strategy games, if this is the case why wouldn't relic double down on this strength? I mean the bigger the RNG "payout" the bigger the impact, the more interesting to experience it. For that matter, why not have commander selection be random? It would force the players to adapt, and that would be good wouldnt it? For me, rng like main gun crits or planes crashing is something entirely out of the player's ability to influence. That aspect of the RNG is something I have an issue with. But I dont have an inherent issue with rng in its entirety. For example, its true that when you fire a katyusha, the shots are going to be randomly dispersed within the barrage indicator. But you can reduce the maximum shot deviation by moving the katyusha closer. This creates a risk vs reward scenario that adds depth and rewards player skill. This is an example of how rng can be implemented well. In: COH2 Balance |
Thread: It's time for Main Gun Crits to go16 Dec 2020, 17:48 PM
What about leaving them in but removing the random aspect similar to engine crits? Originally snares like panzerfausts were based on rng penetration, but were changed to be reliable, but only if the targeted vehicle was at 75% or less hp. This left the mechanic in the game but making them something you have to plan and create tactics before hand to access. I guess for me, with something as impactful as main gun destroyed, if RNG in this style is so valuable, why not add Ammo rack detonations? When shooting at an enemy vehicle, a small chance upon successful penetration at any HP that the "Ammo rack is hit" and the vehicle is blown up. Or give all infantry a small chance to "snipe" another infantry model. Or a chance that if your HQ is hit with a shell, there's a small chance it injures your commander thus locking out some abilities temporarily-or if it roles an even smaller chance, your commander is killed locking out your doctrine for the remainder of the match. In: COH2 Balance |
Thread: It's time for Main Gun Crits to go15 Dec 2020, 22:37 PM
One thing I'm not sure about is whether or not people like just having an RNG chance for something(anything) to occur, or if its just specifically main gun crits are cool. Because If its just that you want rng of any type, couldn't you just swap out "main gun crit" for "chance to lock turret for 2 seconds" or "chance to knock out pintle gunner"-something that will be less impactful. Or if its the semi realistic concept of Main guns being damaged that you like, why does it have to be attached to rng? Wouldnt a predictable but complex set of conditions to replace the rng actually increase the depth of the game, not water it down? If main gun crits were replaced with a less punishing rng effect, It would be a fair compromise to me. And if the main gun crits stayed but became a conditional and exploitable but predictable mechanic, I would also be ok with this as a compromise. In: COH2 Balance |
Thread: It's time for Main Gun Crits to go14 Dec 2020, 10:17 AM
The penetration chance can be directly effected. The crit chance is tied to the penetration chance. Its a chance within a chance. You can control the first chance-that of the penetration rate. You cannot control the second chance, that of the crit rate. There's no "AHAH! Now that I have successfully fulfilled condition 1, I can attempt to fulfill condition 2." There is no attempt involved, there's no "attack ground, RNG skillshot" which despite being rng, still relies on a degree of player skill and control. There is no way to change your chance to crit on pen. It would be like having damage be variable. Instead of a tank doing 160 damage per shot, it would instead do 0-320. You have no way of controlling that aspect. Sure you can get hits in, but you don't know if you'll two shot the enemy tank, or barely do any damage at all. Of course the chances of actually two shotting a tank would be really low, so that would make it ok.... Right? I'm fine with there being RNG. Most aspects of RNG in this game can be directly effected- you can INCREASE your accuracy, you can INCREASE your penetration chance, you can REDUCE your scatter. These forms of RNG are perfectly fine. In: COH2 Balance |
Thread: It's time for Main Gun Crits to go14 Dec 2020, 06:15 AM
There is RNG who's chances can be directly influenced and RNG that can't. Accuracy is going to be RNG almost no matter what(unless your "chance to hit" is at least 100%), but you can control HOW accurate your unit is by changing the distance between it and its target, by ordering it to stop moving, by applying ability buffs such as For Mother Russia. Main gun crits currently cannot be controlled or effected by the attacking player. There is no way to increase your chance to crit ON ATTACKS if you are attacking, or decrease the chance to crit if you are defending. A similar situation exists in world of warships and world of tanks. Ammunition detonations have a very low chance to simply one shot the player when struck. Both WoT and WoWS are full of RNG, but its RNG that has many instances in a single battle which means a player will usually end up with an average of sorts. Nobody is really bothered if a panzergrenadier misses 10 shots in a row because he may well fire 5,000 rounds a match. It's going to even out eventually. Main gun crits are at an unpredictable percentage with no way for the players to really govern the frequency they occur, but worse is that they are often game changing when they do occur. My proposal is a compromise, leaving main gun crits as a concept in game, but restricting the RNG aspect, to dealing damage to the unit before being able to apply the crit. "Deal at least 76% damage to a unit(which has an RNG aspect to it), if the unit has an engine critical, any further damage dealing abilities that apply a mobility impeding effect will also(or instead) apply a main gun crit." In: COH2 Balance |
Thread: Infantry, mortars and MGs: relationship and scaling. 13 Dec 2020, 10:01 AM
Not in my tests. In: COH2 Balance |
Thread: Infantry, mortars and MGs: relationship and scaling. 13 Dec 2020, 08:54 AM
How are you all so consistently wrong about things? I ran tests as well. I tested ONLY the mortar teams. I tested once with barrage only, once with autofire only and once with a single barrage then autofire. Time to kill a full hp penal squad at 60 range, Barrage/Autofire/Barrage+Autofire 120mm: 0:32/1:52/1:24 GrW34: 0:47/2:04/2:14 PM41: 0:57/1:02/1:04 M1: 1:03/1:22/1:41 Some things to take away. Both the AOE and range characteristics of the GrW34 are superior to the M1 as well as the barrage scatter. Yet the M1 Outperformed the GrW34 in 2 of the 3 tests. The 120mm was really lucky in the barrage only and landed 2 immediate direct hits, the second one killing 5 models. It failed to repeat this feat. The PM41 appears very consistent here, perhaps due to its superior scatter characteristics despite a lower overall rate of fire allowing it to more easily single out straggler models. As MMX put, you cannot just take a single test and say "Yes, this is representative of the relative performance of these units." Look at how my results different from yours, and how they differed from each other even within my own testing. Edit: Just to show I was actually running the tests and not just making numbers up. ![]() In: COH2 Balance |
Thread: Infantry, mortars and MGs: relationship and scaling. 13 Dec 2020, 02:53 AM
Its ironic that you think others don't know what they are talking about when you say things like "damage lost from the mg on par with damage lost from the crew." The entire crew even on a soviet weapons team does less damage then the mg by itself. At range 35, x5 maxim crew does about 1.2 dps while the gun does 11 and stays at a roughly 10-1 ratio all the way through close range where it gets even worse. This relationship is even worse with other factions. I also don't know why you used the 120mm mortar since its damage output compared to other mortars is actually hampered by its rate of fire. In both cases(standard and 120) I hope you used the barrage. Id also recommend retesting using 1.0 RA units instead of a unit with 1.09 that inherently favors mg accuracy over mortar aoe. In: COH2 Balance |
|
|
|
11 | ||
|
|
|
25 |
cblanco ★
보드카 중대
VonManteuffel
Heartless Jäger
United States