Company of Heroes: Eastern Front

Author Topic: Nashorn  (Read 5950 times)

Offline Walentin 'Walki' L.

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Re: Nashorn
« Reply #15 on: June 07, 2011, 10:54:38 AM »
invisible Kettenkrad ftw.

The main thing why I use the Nashorn is that it can't be sniped and used against you.
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Offline Desert_Fox

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Re: Nashorn
« Reply #16 on: June 07, 2011, 02:23:09 PM »
Nashorn all the way. Flak not being mobile sucks hard against a decent opponent. Immune to snipe is another awesome reason.

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Offline Tankbuster

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Re: Nashorn
« Reply #17 on: July 08, 2011, 06:59:31 PM »
Could someone explain to me what penetration in COH is.
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Offline Max 'DonXavi' von B.

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Re: Nashorn
« Reply #18 on: July 08, 2011, 07:05:44 PM »
Penetration is the factor if a shot is penetrating the armour of a specific vehicle or not. If it's penetrated, then the full amount (or a slightly lower value, depending on the distance and whether the front or back side of the vehicle is hit) of damage is inflicted to that vehicle, if it isn't penetrated, there may also be a decent amount of damage, but not as serious as if the shot penetrated your tank.
« Last Edit: July 08, 2011, 10:49:24 PM by MaxiKing6 »

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Offline Otto Halfhand

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Re: Nashorn
« Reply #19 on: July 08, 2011, 10:00:10 PM »
In EF is pentration damage reduced via cosine law for sloped armor? (Both T34 and Panther would classify as sloped armor).
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Offline jeff the mighty

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Re: Nashorn
« Reply #20 on: July 08, 2011, 11:58:30 PM »
if you can get a nashorn supported by a panther battle group youve got your self quite a potent little attack force

Offline GodlikeDennis

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Re: Nashorn
« Reply #21 on: July 09, 2011, 01:00:05 AM »
Penetration is purely a probability figure. It is a base value modified by other factors slightly. For example, tank A has 0.8 base penetration. Its range modifiers are:
Short 0.9
Medium 0.85
Long 0.8

Say its target is a Panther at long range, its base penetration is 0.64 at LR. If it has a 0.5 penetration mod vs Panthers, it will have 0.32 penetration at this range against that Panther which is the same as saying 32% chance to penetrate. If it were to engage that Panther at SR, its penetration would now be 0.36 or 36% (0.8 X 0.9 X 0.5).

If it deals 100 Damage base and has a 0.9 damage mod vs Panthers, a penetrating shot will deal 90 damage. If we presume tank A has a 0.15 deflection mod, it will deal 13.5 damage if it fails to penetrate.

When balancing, we usually adjust the target tables rather than the base weapon. So if tank A is too weak against Panthers, rather than increase base damage (which would affect performance vs every unit and could unbalance other areas) we could just increase the damage mod specifically against Panthers. In this case we might increase the damage mod from 0.9 to 1.

Rear penetration multipliers are used for rear armour shots. Tank A might have a 3.5 rear penetration modifier against Panthers, which will increase his penetration substantially with rear hits.
« Last Edit: July 09, 2011, 01:06:49 AM by GodlikeDennis »
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Offline Tankbuster

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Re: Nashorn
« Reply #22 on: July 09, 2011, 05:25:38 AM »
Penetration is the factor if a shot is penetrating the armour of a specific vehicle or not. If it's penetrated, then the full amount (or a slightly lower value, depending on the distance and whether the front or back side of the vehicle is hit) of damage is inflicted to that vehicle, if it isn't penetrated, there may also be a decent amount of damage, but not as serious as if the shot penetrated your tank.
Penetration is purely a probability figure. It is a base value modified by other factors slightly. For example, tank A has 0.8 base penetration. Its range modifiers are:
Short 0.9
Medium 0.85
Long 0.8

Say its target is a Panther at long range, its base penetration is 0.64 at LR. If it has a 0.5 penetration mod vs Panthers, it will have 0.32 penetration at this range against that Panther which is the same as saying 32% chance to penetrate. If it were to engage that Panther at SR, its penetration would now be 0.36 or 36% (0.8 X 0.9 X 0.5).

If it deals 100 Damage base and has a 0.9 damage mod vs Panthers, a penetrating shot will deal 90 damage. If we presume tank A has a 0.15 deflection mod, it will deal 13.5 damage if it fails to penetrate.

When balancing, we usually adjust the target tables rather than the base weapon. So if tank A is too weak against Panthers, rather than increase base damage (which would affect performance vs every unit and could unbalance other areas) we could just increase the damage mod specifically against Panthers. In this case we might increase the damage mod from 0.9 to 1.

Rear penetration multipliers are used for rear armour shots. Tank A might have a 3.5 rear penetration modifier against Panthers, which will increase his penetration substantially with rear hits.
Hmm, May take some time to digest.
if you can get a nashorn supported by a panther battle group youve got your self quite a potent little attack force
potent little (read t-34, IS-2, M26 Pershing killing base blowing, depression causing) attack force indeed. ;D
« Last Edit: July 09, 2011, 05:28:04 AM by Tankbuster »
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Offline gilioni

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Re: Nashorn
« Reply #23 on: July 13, 2011, 04:06:25 PM »
I prefer choose nashorn when the map is big because on a small one, a 88 can cover a huge part of the map.

Offline Max 'DonXavi' von B.

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Re: Nashorn
« Reply #24 on: July 13, 2011, 04:11:33 PM »
Nashorn and 88s have the same range, so there is no difference ;)
You may be right though because you need to be more mobile on bigger maps.

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Offline SavageWorld

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Re: Nashorn
« Reply #25 on: July 14, 2011, 02:33:33 AM »
Than what is the advantages of a Flak 88?

Offline Max 'DonXavi' von B.

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Re: Nashorn
« Reply #26 on: July 14, 2011, 02:34:54 AM »
Less fuel cost  ;D

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Re: Nashorn
« Reply #27 on: July 14, 2011, 02:52:23 AM »
flak88 has a cooler firing sound!

Offline DrRockzo1986

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Re: Nashorn
« Reply #28 on: July 14, 2011, 04:48:02 AM »
The Nashorn is accurate enough to knock out any pesky M1s or ZiS-2s that get within range with only a couple of shots. The Flak 36 can do this as well but its somethin Im glad for. The Nashorn isnt really more difficult to Arty, its thin armor makes it vulnerable to pretty much any arty call-in other than light arty like the Wehr Officer or SU command squad (before it gains Lvl3).
« Last Edit: July 14, 2011, 04:53:05 AM by DrRockzo1986 »
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Re: Nashorn
« Reply #29 on: July 14, 2011, 04:52:49 AM »
There's a lot more "second chances" with the 88.  If your 88 gets hit by artillery you can still reman it.  With the Nashorn if you lose it you lose it.  Sure there's the Berge to recover it, but its still risky.  Also 15 seconds is a LOT of time in CoH.  It could mean life or death whether your Nashorn shoots in time.  Aside from the Jagdpanzer IV, I personally think all the PE reward units are useless.