That's a shame it was scoped out but I feel like KV1 for it's price and being doctrinal is a bit underperforming when compare to Churchill:
KV costs 420/145 while Churchill 490/160.
Sure, it's a bit more expensive but not that much, yet for those extra 70 MP and 15 F it gets huge, fat 1400 HP (440 more), 30 less armor which is hardly any difference between KV1. It also has lower scatter, better accuracy on move and better penetration.
I guess KV1 should be balanced accordinly to Churchill since they fill the same role of a damage sponge.
If not hull down, maybe vet 2 HP and armor buff for KV1? So at vet 2 it would get 1040 HP and 290-300 armor? Or just HP buff to 1200?
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Thread: [DBP] Guard Rifle Combined Arms Tactics feedback6 Dec 2017, 16:55 PM
In: COH2 Balance |
Thread: [DBP] Guard Rifle Combined Arms Tactics feedback6 Dec 2017, 16:40 PM
Oh so that's all. I thought that there might be something else like. I haven't tested this commander but extra 160hp is not a big deal for a KV1 I guess. I don't see any reason to go for a KV1 over T34/85. It's gun itnt that great, armor is medicore, it's slow. But since it needs to be something like damage sponge, did you consider giving it on default, instead of secure mode, something like hull down? That would add great flavor to this unit and how it's used imo. In: COH2 Balance |
Thread: [DBP] Guard Rifle Combined Arms Tactics feedback6 Dec 2017, 16:33 PM
I'm looking at those chanelogs from DBP and can't find anything about KV-1. Where it is? In: COH2 Balance |
Thread: [DBP] Luftwaffe Ground Forces feedback thread5 Dec 2017, 20:45 PM
Great changes in 1.7. I love the idea of reinforcing Falsch during Airborne Assault. In: COH2 Balance |
Thread: December Balance Preview5 Dec 2017, 20:36 PM
Wow, and I just thought that counter-attack cannot be even more useless ![]() In: Lobby |
Thread: [DBP] Luftwaffe Ground Forces feedback thread4 Dec 2017, 05:42 AM
3-man squad is a horrible change. Falschs are the core of this commander and they should stay great 4-man, elite infantry, which are useful all the time, not just during spawning. 3-men squad is killing entire commander. If you want to nefr infiltration, make it possible only from building in a controled territory. In: COH2 Balance |
Thread: [DBP] Mechanized Doctrine feedback thread3 Dec 2017, 20:24 PM
Could you explain what does it mean that I will be able to survive double pak wall? I mean, extra HP, aye? But how much? Just to survive, or maybe 160? 200? 340? In: COH2 Balance |
Thread: [DBP] Firestorm Doctrine feedback thread3 Dec 2017, 20:18 PM
I'd rather see Hetzer as a tough unit, with good armor, HP and AI for an increased cost, which can be only dealt with a vehicle or multiply AT guns. Of course, we don't want another Croc but it should be on pair with KV8 in terms of durability imo. It should be worth to call it, vet it and easy enough to keep alive in a late-game. In: COH2 Balance |
Thread: Storm doctrine broken in new patch V1.6.13 Dec 2017, 16:35 PM
Stormtroopers are already a niche unit, too overlapping with PzGrens and putting them here, despite the name "storm", will make this doctrine medicore, like it is now, with wasted opportunity for making quite good meta commader. This doctrine needs something ammo-free, and since it is "storm" it also should be offensive: - Command Pz4 - Stuge E - Tiger (I can feel that meta already :kreygasm: ) - New arty officer - Anything ammo free which suits whole doctrine - In: COH2 Balance |
Thread: Storm doctrine broken in new patch V1.6.12 Dec 2017, 10:08 AM
To be honest, this is my favourite OST doctrine casue of how situational all abilites are. Nothing truly meta but at the same time all of them are useful. Recon pass would a top for this doctrine but like mentioned above, too many ammo abilities. I guess Command PzIV would make this doctrine really viable option for all game modes. In: COH2 Balance |
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