Company of Heroes: Eastern Front

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Luke115

Pages: [1]
1
Balance Discussion / Re: Save the Tigers!
« on: August 25, 2012, 05:51:48 PM »
So the Tiger's damge is increased substantially during Blitzkrieg, as long as you can stick to the enemy, which you should be able to do, because the tiger becomes really fast... Until you face a Vet1 Pershing, which will happily kite your Tiger into oblivion because it's faster yet.
Thanks for the information ^^

2
Balance Discussion / Re: Save the Tigers!
« on: August 25, 2012, 05:15:11 PM »
Did you not read this?

I was mostly interested in the comparison, thanks for pointing me to the fire rate modifiers anyway, somehow failed to see them  :P.

One thing about the weapon though... the fire rate increase is a 33% increase in overall damage output... and the accuracy penalty is a 25% decrease... so wouldn't that actually mean that the Tiger's overall damage output stays the same?
Let me elaborate: The Tiger would usually shoot 60/6=10 times a minute. With Blitzkrieg it shoots 60/4,5=13,33333 times a minute.
Out of the 10 no Blitz shots, 10*1=10 hit (I'll take the short range values). Out of the 13,33333 shots during Blitz, 13,33333*0.75= 10 hit.
It's the same. Now GodlikeDennis mentioned accuracy bonuses and hits on misses due to splash damage (i think?), but the actual increase in damage output should be really, really small...

EDIT:
Fire rate is above. Moving modifier is always in effect (while moving of course) and isn't part of the Blitz effect. Blitz gives a 0.75 modifier to accuracy.

Speed:
TigerPershingIS-3Tiger Ace
Acc/deceleration2/42/42/42.2/4
Max Speed4(6 Blitz)555.5

Thanks for these values... One more question though... I thought the Pershing, like the Sherman, got a speed boost through veterancy. Was I wrong there?

3
Balance Discussion / Re: Save the Tigers!
« on: August 25, 2012, 03:57:16 PM »
I've got a few questions concerning the tiger in blitzkrieg assault, and I figured they'd fit into this topic:
How fast does a tiger actually fire while blitzkrieg is on? How fast does it fire without Blitzkrieg?
How fast does it move in comparison to a tiger ace, a pershing and the IS-3?
Is the accuracy penalty while moving always there, or only during blitzkrieg assault?

4
Ostheer Suggestions / Re: Unit suggestion thread:
« on: April 26, 2012, 10:10:46 PM »
Well, I do see a few problems with your MG34-suggestions. Firstly, the Bipod-Mode would essentially turn the unit in some kind of standard elite-infantry while on the field, providing stronger fire support than most early units while not being vulnerable to flanking. Also, unlike the Gren LMG, you stated that it could be fired while moving, and while you implied that it would rarely hit anything, even a weapon that doesn't hit still supresses targets. Also, the Gren LMG has some decent supression even at longer ranges... What that means for this unit? Well, an early blob of two to three teams would give you a great early infantry advantage as enemy squads, even if they had greater short-range firepower, couldn't afford to get near the blob at all. At long range, the LMG-fire would quickly supress them, while any attempt to get close could be countered by just walking backwards with the LMG-blob, resulting in supression once again. There are some reasons for the ridiculous requirements and costs of wehr-LMGs, i guess.

So, while the idea seems interesting to me, I guess that it doesn't quite fit into tech level one. The team should, at the very least, be imcapable of firing on the move. Other options to prevent them from being OP would be to either reduce their damage and supression or their durability to ridiculous levels (like on coaxial tank MGs or Riflemen), but that would somehow render the entire Bipod-Mode feature useless...

Concerning the other features: The idea of turning the MG into an emplacement is interesting, but doesn't the Ostheer already have such a thing? Stormpioneers can construct something that, if you use the current version of the MG34, could do exactly what you are suggesting, but in a different way, and if you upgrade said emplacement, it becomes a Flak in and for itself (correct me if I'm wrong here). So the only niche for the second dig-in ability would be early AA, and honestly... Why would you ever need that? The earliest aerial units I can think of are those Airborne guys, and even they come at 2 CP and only offer a tiny window of opportunity to kill them with AA, and while a Puma can easily exploit this, a static emplacement can't.

The last suggestion seems pretty cool as well, but given that Ostheer seems to be a lot more reliant on their field HQs than any other faction so far, there seems to be little reason to just make a strategically important building repairable instead of simply getting a HQ there. Also, the only things that can destroy field HQs reasonably fast are heavy artillery units, and when the enemy has those already, repairing becomes slightly suicidal anyway.

So to sum it up, While some of the suggestions for the MG34 are rather interesting, I don't believe that the current state of weapon-team-MGs leaves much to be desired, and the Ostheer will get plentiful LMG34s anyway, so I guess that your ideas aren't too much of a great asset to the game.

And now, I'm too tired too comment on the other two units at all  :P
The Kennel seems funny though, snipers suck if you want to use Wehr Flak36s...

5
General Discussion / Re: Soviet Infantry armour types
« on: April 10, 2012, 12:32:35 AM »
Now, that' s something I'd like to know as well. When I used navals today they didn't feel all that tough, but certainly not as squishy as, say, riflemen. My experiences with Strelky were quite similar, and I always like to know as much about my units as possible. So if there's anything like a list of unit stats or a program to look at them, it would be cool if someone posted it ^^

Pages: [1]