Well realistically, the Pershing has thinner armor (102 vs 120), but sloped. Not sure if the "effective" armor is 102mm or if that's the actual thickness. Someone will have to help me out here. The Pershing is 46 tons vs 54 on the Tiger, so I suspect the Tiger does indeed have better protection. The Tiger is slightly faster according to wiki, not sure if that's correct. In game terms probably identical speeds.
The 90mm gun is as I understand less potent than the 88mm gun on the Tiger in AP terms.
I would suggest that the Tiger and Pershing have the same HP, the Tiger gets slightly more armor and has moderately higher pen on the main gun but either identical damage, or the Persh has identical gun stats to the M36. An HVAP ability at Vet 1 would give the Pershing extra penetration.
90mm HE shells are a possibility, but I'm unsure if that's a good idea. Either the 90mm performs more like a tiger shell and has solid AI performance, or it's like the Jackson and has anti-armor focus w/ non-existent anti-inf performance. an HE/AP switch might be ok, but it might be too good, I'm not sure. In theory a 90mm HE shell is a beast, but balance and all that.
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Thread: Pershing in demand26 Mar 2015, 00:40 AM
In: Lobby |
Thread: Pershing in demand25 Mar 2015, 23:33 PM
I don't see why they wouldn't have the Pershing get crew repairs, the high HP will mean the repairs won't be fast. Repair critical is powerful for sure, but most factions get powerful survival abilities E.g. blitzing and insta-smoking away from combat, huge armor on IS2 etc. It would be an advantage for sure but not necessarily imbalanced. In: Lobby |
Thread: Pershing in demand25 Mar 2015, 23:10 PM
The OPs ideas are a little odd. Cheaper caches are the last thing this game needs. Maybe it could be "listening posts", sectors with caches in them reveal all enemies on the minimap while the cache is alive. Could be an interesting utility ability but not super effective or anything. Recovery vehicle resurrecting vehicles do not fit hte design of CoH2, which allows for repair/recovery, but not resurrection. There are no medic stations for a good reason, and adding a USF bergetiger would be a bad idea IMO. A good salvage vehicle might be reasonable, e.g. it gives you 25-33% of the fuel of the salvaged vehicle back or something like that. But it would need to be cheap for that to be useful and IMO it would be better to have that ability on rear ech, not a dedicated recovery vehicle. Rear ech with 1919s is wierd, I would rather have bazookas, but I wouldn't really want that ability at all. USF is often strained for manpower and popcap, one RE squad is usually plenty, one extra at most. Pershing should IMO be more like 210-220 Fuel and be slightly inferior to a Tiger. Vet 1 ability should be HVAP rounds to make it more competitive with the heavies for a munition cost. In: Lobby |
Thread: Real Talk: Panther24 Mar 2015, 23:12 PM
Side armour and front/reverse speed differences would combine to actually solve half of the problems with heavies, callins etc. "Flanking" is meaningless if "flanking" actually requires you to hit the rear of the tank at point blank range. Panthers had beastly front armour, but their sides could be penetrated by 75mm Sherman from large distances. Modelling this in the game would help promote the use of the Panther as a "sniper" and frontal slugger, while allowing it to be vulnerable to attacks on its sides and helping mediums flank it without actually having to get BEHIND it. Similarly, the idea that a tank can reverse away at the same speed as it accelerates forward means that a fast tank like the Panther does not have to expose its rear armour to take advantage of its full speed in an escape. It also means that blitz causes you to have WARP SPEED REVERSE. It's honestly too forgiving and tanks should have slightly lower acceleration and top speed for their reverse gears. Both things require Relic to make modifications to their engine, modifications that I can't believe didn't make it into CoH2 to begin with. Some tooltips even imply that side armour exists ![]() In: Lobby |
Thread: 2 new USF commanders (ideas)24 Mar 2015, 23:03 PM
I can't even imagine the fanboy tears if the CAS AT strafe was in an allied doctrine. "My tank was instakilled by a strafe because I sat next to the edge of the map NERF NERF NERF" ![]() In: Lobby |
Thread: 2 new USF commanders (ideas)24 Mar 2015, 22:43 PM
Since it's the bloody US forces, I think they should have some kind of "air power" doctrine. They certainly (thematically) deserve it more than the Ostheer does. - Recon Run - Some sort of manpower-> munitions or fuel-> munitions ability (For maximum cheese) - Air Superiority - no hostile air-strikes or air drops can be used for duration (60s maybe). Acts like blizzard for the enemy team only. - Anti-inf strafe - P47 strike Too powerful possibily, maybe swap out p47 strike for a weaker anti-vehicle abilitiy of some kind, mark target or something similar perhaps. Or a bombing run! Obviously, Pershing doctrine too, pls. ![]() In: Lobby |
Thread: RELIC-how about you tell us what is in the march 31 patch!22 Mar 2015, 23:20 PM
Maybe the new patch removes Obers from the game, they were an april fools joke 12 months in the making. In: Lobby |
Thread: The B4 and Commander roulette21 Mar 2015, 07:55 AM
The problem with B4 is twofold. The first issue is that if you've got nothing to counter it, it's game-winning in competent hands. The second issue is that if they do have a doctrinal counter to it, the B4 is completely useless. CAS doctrine being part of the team game meta for Axis now means that realistically the B4 isn't very effective overall. But when I see a team composed solely of OKW it's party time, because they don't get doctrinal hard-counters to static artillery. The B4 needs to be made less easy to hard counter just by going the right doctrine, but also less of a game-winning unit. Doctrines shouldn't just neutralize setpiece units from other doctrines, esp. when one team doesn't have to pick as early as the other. In: COH2 Gameplay |
Thread: Beta imminent?19 Mar 2015, 03:16 AM
Cynthia said the beta was going to be for big things that couldn't be properly tested with a small sample size. So it needs to be for more then just a normal balance patch. Last time they did it was to test the spectator mode. Let's hope the warspoil revamp is big enough to warrant it too. British faction ![]() Pershing tank ![]() Radical balance patch to kill the callin meta ![]() ![]() ![]() ![]() ![]() In: COH2 Gameplay |
Thread: Five man grenadier squads are exactly what Ostheer need.15 Mar 2015, 09:27 AM
If you can successfully lob 3 Molotov cocktails at close range into the engine block of an M1A3 then you deserve to be awarded an order of Lenin from the ghost of Stalin himself. In: COH2 Balance |
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