Company of Heroes: Eastern Front
Eastern Front Mod (Read-Only) => General Discussion => Topic started by: Gogo on June 07, 2011, 12:30:13 AM
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Hello every one ;D
I am just wondering what do you guys think of the new reward unit nashorn ?
Is it worthy buying it?
Do you think 15 sec to lock down are WAY TOO much,i know i do.
Try to change my mind or something,but i don't think it's worthy of buying it.
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I think that's enough time, if it had less time would be OP. Nashorn isn't supposed to be an assault unit, like you don't build a flak 88 in front of an enemy tank.
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Use it like a mobile flak 88.
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I am aware of that i am not a begginer :-\
The lock down is a different case i understand the 15 sec.
I am just curious what you guys think of it and i still didn't got my answer.
Is it worth buying it ?
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I personally prefer the stationary .88, but that's just me.
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I haven't used it but from the sounds of it I would prefer it to the regular FlaK 36 for the following reasons, and correct me if I'm wrong about any of them: Unsnipable, harder to arty, and able to react to changing front lines.
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nashorn also has 30% more penetration than the 88
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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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I was wondering, which has more range?
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I was wondering, which has more range?
Same range.
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nashorn is a gamechanger I use them whenever possible
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I saw a game (EF 2v2 replay) where w KV (I think it was a faster 85 version) circlstrafed Nashorn but that was some insane micro and KV drove near it when it was still deploying. But with a gun much more powerfull than anything ingame It is an easy choice.
P.S. Germans lost that game becouse they used it like a Marder and didnt build it again when IS-2 spam attacked them.
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nashorn can'y shoot planes ;P
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nashorn can'y shoot planes ;P
Yep, they arent distracted by planes and shot down P-47 wont drop on your own troops. Another advantage. ;D :P
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nashorn is a gamechanger I use them whenever possible
Yep, it's just awesome. When used in pairs, with a recon unit to spy targets, no enemy tank is able to get too close.
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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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Nashorn all the way. Flak not being mobile sucks hard against a decent opponent. Immune to snipe is another awesome reason.
+1
Nashorn is my puppy! ;D ;D
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Could someone explain to me what penetration in COH is.
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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.
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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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if you can get a nashorn supported by a panther battle group youve got your self quite a potent little attack force
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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.
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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
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I prefer choose nashorn when the map is big because on a small one, a 88 can cover a huge part of the map.
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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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Than what is the advantages of a Flak 88?
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Less fuel cost ;D
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flak88 has a cooler firing sound!
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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).
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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.