Company of Heroes: Eastern Front

Eastern Front Mod (Read-Only) => Balance Discussion => Topic started by: Arcanine on December 13, 2010, 10:35:10 AM

Title: [1.23] ISU-152
Post by: Arcanine on December 13, 2010, 10:35:10 AM
I am think that tank must be unique unit in game, like King.
Because ISU like King: same armor and HP and great firepower. But if King destroyed we will lost him forever, and if we lost ISU - we can easy call a new one.
I think it's not balanced.
Title: Re: [1.23] ISU-152
Post by: cephalos on December 13, 2010, 11:05:12 AM
it's balanced better than you think. It cost a lot of manpower, fires once for century, rotates with snail's speed, and isn't tough as it seems. And I don't see any need making it uniqe: there was 4000 of them build, while there was nearly 500 KTs.
Title: Re: [1.23] ISU-152
Post by: Raider217 on December 13, 2010, 01:52:00 PM
To be honest the only problem i have with it is its beasthunter ability as it seemingly does nothing.
Title: Re: [1.23] ISU-152
Post by: Pauly3 on December 13, 2010, 03:17:29 PM
the whole tank isnt that great imo
you are better off getting a squad of guards and an is-2
Title: Re: [1.23] ISU-152
Post by: GodlikeDennis on December 13, 2010, 04:33:45 PM
I agree. I don't like breakthrough at all really.
Title: Re: [1.23] ISU-152
Post by: IJoe on December 13, 2010, 04:44:48 PM
I agree. I don't like breakthrough at all really.

What about t34 with riders without pop upkeep?
Title: Re: [1.23] ISU-152
Post by: GodlikeDennis on December 13, 2010, 05:33:49 PM
Gimmick. I'd rather build my own T-34/85s and get katyushas or partisans, which are otherwise unavailable outside doctrine choice. Breakthrough doesn't interest me and never really has.
Title: Re: [1.23] ISU-152
Post by: Raider217 on December 13, 2010, 06:06:23 PM
Breakthrough and Propaganda are sort of weak at the moment being as I see... "unfinished" with both having problems Propaganda with GOW and the first selection defences (Trenches and MG) and Breakthrough with Mechanics and as per this topic the ISU-152. That said the only problems I've see or heard about with Urban is the KV-2 which is apparently sort of without use late game apart from being a great base breaker (I wouldnt know I hardly use it).
Title: Re: [1.23] ISU-152
Post by: SavageWorld on December 13, 2010, 06:20:38 PM
Breakthrough and Propaganda are sort of weak at the moment being as I see... "unfinished" with both having problems Propaganda with GOW and the first selection defences (Trenches and MG) and Breakthrough with Mechanics and as per this topic the ISU-152. That said the only problems I've see or heard about with Urban is the KV-2 which is apparently sort of without use late game apart from being a great base breaker (I wouldn't know I hardly use it).
+1

A good summery of the problems with all the Russians doctries.
Title: Re: [1.23] ISU-152
Post by: Pauly3 on December 13, 2010, 09:59:39 PM
i mostly end up with urban cause partisans just rock
they are so sneaky
also, the snniper ace is BRILLIANT
it destroys blobs and loads of nebelwerfers on its own
i once had a wehr enemy who chased it with his whole army
he lost his army in the village on angoville to a load of preplaced democharges and mines
IT WAS AWESOME !! one of my all-time faves in CoH
here a matching song to describe the experience
http://www.youtube.com/user/1taz1waz?feature=mhum#p/f/10/-QoajxbbgFc (http://www.youtube.com/user/1taz1waz?feature=mhum#p/f/10/-QoajxbbgFc) ;D ;D
Title: Re: [1.23] ISU-152
Post by: Jeff 'Robotnik' W. on December 14, 2010, 02:44:21 AM
To be honest the only problem i have with it is its beasthunter ability as it seemingly does nothing.

about this ability there is a bug with it

i looked at the files, and it makes it reload 10% SLOWER.

basically dont use this ability until its fixed




also, changing the shell effect to "150_mm shell" (the one the hummel uses) would be awesome as well, that way it has an explosion effect that matches its power
Title: Re: [1.23] ISU-152
Post by: Raider217 on December 16, 2010, 12:31:54 PM
A good summery of the problems with all the Russians doctries.

Not all the problems however people have complained about the arrangement of some of the abilities like the "Dual Rok-3's" - "Not one step back" as one's more suited to early game use than the other. But those have to do with arrangement not the abilities themselves.
Title: Re: [1.23] ISU-152
Post by: GodlikeDennis on December 16, 2010, 02:06:29 PM
Propaganda's issue is with the 1st ability on either side which should be combined into one ability on the right and a new zeal type power ability on the left. Also, GoW is shit atm but is being worked on.

I'm intersted to see the final changes that will be made to breakthrough in the next patch. Perhaps it might make the doctrine more interesting and unique rather than just the "tank callin" doctrine.

Urban is a great doctrine IMO. While flamers and NOSB need their CP cost and arrangement sorted, all other powers of the tree are great. Some of you clearly don't use the KV-2 enough as it is an amazing tank. It has fantastic suppression, so big blobs endgame aren't really a threat to you, obliterates all buildings, and is even effective against Paks, flaks and tanks if you get a hit.
Title: Re: [1.23] ISU-152
Post by: Raider217 on December 16, 2010, 03:10:08 PM
Propaganda's issue is with the 1st ability on either side which should be combined into one ability on the right and a new zeal type power ability on the left. 

Couldnt it instead be an ability like Rapid deployment but instead reduces the cost of units (probably only infantry) not to any massive degree but enough to support more early-mid game infantry use and faster teching which to me goes well with the Red tide. 
Title: Re: [1.23] ISU-152
Post by: Paciat on January 03, 2011, 08:01:45 PM
I am think that tank must be unique unit in game, like King.
Because ISU like King: same armor and HP and great firepower. But if King destroyed we will lost him forever, and if we lost ISU - we can easy call a new one.
I think it's not balanced.
ISU will be different. ;D
It will recive a barrage ability. Finally its going to be a multi perpose gun.
Title: Re: [1.23] ISU-152
Post by: Headlock on January 11, 2011, 03:37:52 PM
I'd agree that the ISU is too easy to get.

On prokhorovka for instance, I ended up facing 10 of the damn things.

Considering how lethal they are to panthers, I'd prefer some increase in their cost, eg 25%.

This will reduce the ISU spam i've come across several times.

Title: Re: [1.23] ISU-152
Post by: GodlikeDennis on January 12, 2011, 02:41:38 AM
They're limited to one though. Really ISUs aren't that tough. They're slow and vulnerable. Prokhorovka is a crap map too.
Title: Re: [1.23] ISU-152
Post by: TacticalNuke on January 12, 2011, 03:05:05 AM
I love them. I find they are great at picking off units I engage with a t34. the reloading speed doesn't matter if it outranges just about anything. Without support however, I agree with them being useless.
Title: Re: [1.23] ISU-152
Post by: GodlikeDennis on January 12, 2011, 03:08:45 AM
Anyone here who likes the ISU now will love the next patch. It even made me start to like the rolling turd.
Title: Re: [1.23] ISU-152
Post by: TacticalNuke on January 12, 2011, 03:10:13 AM
Great... if I was dying of the wait before...
Title: Re: [1.23] ISU-152
Post by: Panocek on January 22, 2011, 04:35:24 PM
Well, in 1.30 ISU is awesome in compstomp, but in PvP might be too powerful - now it can destroy Stug without vet in one hit, vetted Stug and Panzer 4, when hit with the ISU, literally in one piece are held together by the driver shoelaces. Panther its just matter of 2 hits, and it annihilates infantry around tank thanks to AOE. Against neutral buildings, is inconstant - sometimes ISU can level entire building in one shot, sometimes it deals less damage than AT guns.

And barrage ability is nice counter against Paks and mortars ;D
Title: Re: [1.23] ISU-152
Post by: Xantor on January 22, 2011, 05:15:18 PM
With Barrage I destroyed Jagdpanther- normal ISU shot followed by Barrage and then- instantly normal ISU shot :D
Title: Re: [1.23] ISU-152
Post by: Ghost on January 22, 2011, 05:30:30 PM
With Barrage I destroyed Jagdpanther- normal ISU shot followed by Barrage and then- instantly normal ISU shot :D
if it is so, than giving it a short cool down (making it unable to fire after using it's ability) should be enough, cause 1on1 a call-in unit should not be able to destroy a one-time call-in unit so easily ;) but i haven't tried it out yet...
Title: Re: [1.23] ISU-152
Post by: Xantor on January 22, 2011, 05:35:49 PM
Well, it was very lucky shot at rear armor- all 4 shots hit jagdpanther. Other stupid thing with ISU-152 is fact, that non-direct hit from barrage that hits the earth near Panther deals more damage that direct hit from normal shot:/ Same goes to KV-2.
Title: Re: [1.23] ISU-152
Post by: Zerstörer on January 22, 2011, 05:41:52 PM
That don't sound right...the 152 has the same damage as a US howie. 4 Howie shots wouldn't kill a jagdpanther...something's fishy
Title: Re: [1.23] ISU-152
Post by: Xantor on January 22, 2011, 06:07:11 PM
Maybe a bug or something? And what's going on with super high damage from indirect hits from KV2 to Panther(and probably other tanks)? AoE have greater dmg than direct hit?
Title: Re: [1.23] ISU-152
Post by: Joshua9 on January 23, 2011, 06:07:07 PM

ISU is definitely interesting right now.  I can't comment on balance yet, but my friend pulled one out and nuked my 75% health king tiger, head to head(it survived with minor damage).  KT's maneuverablity is a little wanting..so there was no circling.  Right after that I came out with a panzer IV that did run circles around it, and had it nearly killed in a very short time....not quite though. something  got my tank(ap rounds on the shermans now?)  Then I got to watch a squad of grens explode to the isu's howie ability.

kv-2 is nifty.  I like that it comes before street-fighting now, mostly because streetfighting overruns seemed vastly op in the last build(came so early)    kv-2 eats up stugs...I guess close in grens would take it out??  I'm pretty sure paks aren't the counter.  That leaves t4 otherwise, at which point pIV's semed to have no problem with it.
Title: Re: [1.23] ISU-152
Post by: Zerstörer on January 23, 2011, 06:24:04 PM
Sadly, we've screwed up the values for the ISU gun and the damage is 'mental'. We'll amend it in a patch very soon

KV2s used to come too late to be any useful really. Now they're just in time. 1-2 shreck squads will usually rip it apart.You need to keep moving when facing it as the slow turret makes it hard to lock on a target.
The barrage also needs some adjustments as its a bit too good


Shermans do get AP rounds at a cost, yes. It keeps them fragile but useful.
Title: Re: [1.23] ISU-152
Post by: Wilson on January 23, 2011, 07:44:16 PM
Sadly, we've screwed up the values for the ISU gun and the damage is 'mental'. We'll amend it in a patch very soon

KV2s used to come too late to be any useful really. Now they're just in time. 1-2 shreck squads will usually rip it apart.You need to keep moving when facing it as the slow turret makes it hard to lock on a target.
The barrage also needs some adjustments as its a bit too good


Shermans do get AP rounds at a cost, yes. It keeps them fragile but useful.

I like the KV2 now, it's pretty neat I think. Glad to hear the damage is messed up on the ISU, it's pretty crazy to one-shot a stug.
Title: Re: [1.23] ISU-152
Post by: Panocek on January 23, 2011, 08:21:52 PM
Sadly, we've screwed up the values for the ISU gun and the damage is 'mental'. We'll amend it in a patch very soon

One 0 (zero) too much? ;D
I wonder, how ISU will perform, with barrage modified to fire 4 shells, but with longer cooldown between shots (dunno, 1/2 or 3/4 of "standard" rate of fire) and corrected damage.
Title: Re: [1.23] ISU-152
Post by: Xantor on January 23, 2011, 10:43:07 PM
Hmm, maybe a fact, that US howie has 1.5 AoE damage in Short range is a problem with Super-powerful indirect hits?
Title: Re: [1.23] ISU-152
Post by: Flanker1949 on February 24, 2011, 09:25:47 PM
Why is very body hate the ISU-152 so much? It is not that powerfull. Firstly is have a embarrass little range. (I am sure that in real life it has much longer range)
I tried it a few times. Its shell is highly inaccurate, I have hit anything with that thing. I agree with Pauly3, we better off get a IS-2. But I would actually suggest getting a IS-3.
Title: Re: [1.23] ISU-152
Post by: Blackbishop on February 24, 2011, 09:29:32 PM
... that's because you are reading a thread that belongs to [1.23] version, hence, it's outdated. And currently IS very powerful due to its main gun stats were messed up(two-shots a KT). Besides it can fire again immediately after using his ability.

Topic locked.