Company of Heroes: Eastern Front

Author Topic: Breakthrough Doctrine- Mechanics  (Read 27700 times)

Offline stealthattack1

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Re: Breakthrough Doctrine- Mechanics
« Reply #60 on: May 31, 2012, 12:24:16 AM »
uhh, just clearing things up, if you guys are talking about wher mortrar, it has increased damage, accuracy, nad fire rate when using barrage. soviet idk.


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Offline Pac-Fish

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Re: Breakthrough Doctrine- Mechanics
« Reply #61 on: May 31, 2012, 12:36:07 AM »
Im pretty sure Axis mortars will always outrange Allied mortars

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Offline Otto Halfhand

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Re: Breakthrough Doctrine- Mechanics
« Reply #62 on: May 31, 2012, 03:20:11 AM »
uhh, just clearing things up, if you guys are talking about wher mortrar, it has increased damage, accuracy, nad fire rate when using barrage. soviet idk.
The 107mm barrage is pretty devastating in terms of damage. It does scatter though, which makes it good against blobs. Do you know about the scatter effects of the Wher 81mm? Number of rounds per barrage?

When speaking of ground attack  for 107mm Iset the target spot on say a VP and let it auto fire. That seems to foil 3 or 4 out of five attempts of the AI to take it. If you just let the sov mortars idle they will autofire but ususally use barrage fire to do so. That means when I want a quick barrage the mortar is frequently in a state of cooldown. Arrrgh!

I'm not sure what you mean by NAD fire rate?
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Offline Pac-Fish

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Re: Breakthrough Doctrine- Mechanics
« Reply #63 on: May 31, 2012, 03:28:05 AM »
Its always advised that you use barrage. However the drawbacks of barrage is the target may move, if you order your mortar to barrage a spot outside of its max fire range it'll move, and it won't target anything else until you cancel the barrage order or it finishes.

It's a typo Otto :P. He meant and but put nad.

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Offline Otto Halfhand

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Re: Breakthrough Doctrine- Mechanics
« Reply #64 on: May 31, 2012, 05:29:23 PM »
Corsix indicates that the max range for mortars in general is 75. Wher 81mm  max is 82 Sov. 107mm is 90.  Some CT upgrades modify these values but mainly for CW. Nebels have a humongus range.
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Offline stealthattack1

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Re: Breakthrough Doctrine- Mechanics
« Reply #65 on: May 31, 2012, 06:12:31 PM »
It's a typo Otto :P. He meant and but put nad.
QFshame.  :-[


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Offline Tankbuster

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Re: Breakthrough Doctrine- Mechanics
« Reply #66 on: May 31, 2012, 06:36:54 PM »
I don't think Humongous is a number
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Offline Otto Halfhand

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Re: Breakthrough Doctrine- Mechanics
« Reply #67 on: May 31, 2012, 07:00:16 PM »
500 -9999
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Offline TheVolskinator

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Re: Breakthrough Doctrine- Mechanics
« Reply #68 on: May 31, 2012, 11:19:14 PM »
M1938 107mm Mortar:

Max/Min range: 90/15.
Damage: 45
Damage Modifiers: N/A.

Gr34 81mm Mortar:
Max/Min range: 85/15.
Damage: 36.
Damage modifiers: N/A.

*The 107 had 2x damage modifiers in previous patches--afaik a carry over from being copied from the M2 60mm Mortar. The M2 actually deals more damage when it hits, because it has a 2x damage modifier against all infantry target types. 20 damage becomes 40, and the increased fire rate means that if you barrage an Axis mortar before you he knows you're there, the higher RoF will kill his mortar before it can counter mortar you or move.
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Offline Pac-Fish

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Re: Breakthrough Doctrine- Mechanics
« Reply #69 on: June 01, 2012, 12:23:51 AM »
In that case you are correct Otto. My bad :P

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Offline stealthattack1

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Re: Breakthrough Doctrine- Mechanics
« Reply #70 on: June 01, 2012, 12:28:49 AM »
In that case you are correct Otto. My bad :P
just covering your back fish, the soviet 83mm mortar only out ranges the wher mortar AFTER it is given the 107mm upgrade bought at the soviet Armory. therefore, as a base, the wher mortar has superior range.  ;)


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Offline Otto Halfhand

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Re: Breakthrough Doctrine- Mechanics
« Reply #71 on: June 01, 2012, 01:20:49 AM »
Thanks volskinator. always looking for more mortar data.

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Offline Yhcrana

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Re: Breakthrough Doctrine- Mechanics
« Reply #72 on: June 02, 2012, 05:47:19 PM »
Quote
On which map is that useful?

You're so right... no one would ever build an MG nest, that's such a fail tactic and is completely useless on every map.
Lol, people would actually build MG nests...? Why do those even exist when nobody uses them?

...of course they have a long range, cover a wide area and are the only Heavy Machine Guns the soviets can build. But what do I know?

Quote
several squads of mechanics will not multiplice production. One mechanics squad improves production speed as same as a officer. I guess you lost several games using your taktik.

Yeah... that explains why they don't improve production the same as a wehrmacht officer and why I've never lost a game due to that 'taktik'... probably because I'm not a retard that uses mechanics for faster tank production.

Quote
yeah and expremely OP

Aww poor baby... you butthurt about Bergetigers too? Oh teh noes someone is repairing the damaged vehicles exactly like how a mechanic would in real life, how will I's evers recover from dis massively OP gameplay?
...I'll make sure only dose Panzer Elite guys I keep fighting against have this ability! Yes! Dat will solvers my problems!


I am 12 and what does mortars have to do with mechanics?

Offline GodlikeDennis

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Re: Breakthrough Doctrine- Mechanics
« Reply #73 on: June 02, 2012, 05:54:38 PM »
Mechanics will not ever be able to resurrect vehicles again. It is A) a PE specific feature and B) extremely OP. Berges are OP.

Trolling is unnecessary and just makes you look like a tool.

Mechanics are under review by the balance team but they won't be getting sparkly new abilities like rebuilding wrecks and such.
If you get into an argument with me, you're wrong.

Offline Pac-Fish

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Re: Breakthrough Doctrine- Mechanics
« Reply #74 on: June 02, 2012, 06:00:16 PM »
@Yhcrana:

The MG nest is only so reliable. Its only good to stall an opponent (like it covers a VP and your enemy has like 50 VP left) or to cover a choke point which is generally only on bridge maps which don't really fall into balance (not to say that other maps dont have choke points). SU gameplay doesn't rely on MGs like Wher and US do. PE does fine without it and so can Brits. IMO it was put in there so that people wouldn't be sad about the lack of a suppression unit.

He said it increases speed the same as a Wher officer. Im not sure why you are upset about it still. Its a 25%-50% increase (not sure which number is correct) which can make a big difference. And unlike Wher which house like 4 random units in a building, the Tank Hall houses 6 tank units. And please don't make fun of the way Killar spells words. That's just not nice :(. He can spell pretty well IMO.

Balance takes Priority over Real Life. PE generally consist of a bunch of weak vehicles. SU on the other hand can build an IS-2 or a bunch of T-34s which beats a Panther. PE can call Panthers in but they require a massive amount of teching.

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