M16 Half Track vs Axis (Strafes & Loiters) | Unit Test | Company of Heroes

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  • čas přidán 22. 05. 2024
  • Stuka Strafing Run - Wehr (0:00)
    Stuka Loiter - Wehr (0:09)
    Incendiary Bombing Run - Wehr (0:19)
    Fragmentation Bombs - Wehr (0:35)
    Strafing Run - DAK (0:45)
    Stuka Dive Bomb - DAK (0:56)
    Stuka Anti-Tank Loiter - DAK (1:06)
    Umber Wasp - Patch Notes
    Anti-Air
    We have made significant changes to the balance of anti-air and airstrike abilities. In general, anti-air units will be significantly more effective at stopping airstrikes within their vicinity. Furthermore, anti-air can now engage planes beyond the protected border regions of the map, giving anti-air more time to respond.
    Most mobile anti-air units have been standardized to output similar damage to aircraft. The following units have been changed:
    CWT 15CMP AA Truck
    Crusader AA
    M16 Quad Halftrack
    Flakpanzer IV Wirbelwind
    Flak 30 20mm AA Gun Team
    Flakvierling Halftrack
    Airstrike Abilities have also been separated into general classes of durability. The list below goes from least durable to most durable:
    Strafing Runs (P-47 Strafing Run from the ASC, Luftwaffe Strafing Run)
    Close-in/Dive Bombs (P-47 Dive Bomb from the ASC, Fragmentation Bombs)
    Loiter (Hawker Typhoon Anti-tank loiter)
    Reconnaissance versions of Strafing, Dive Bombs, and Loiters (Recon Artillery, P-47 Reconnaissance Loiter)
    Heavy Bomber Runs (Carpet Bombing Run, Breakthrough Incendiary Bombing Run)
    A single anti-air unit will be able to deny nearby Strafes, but multiple anti-air units are required to deny higher durability abilities. Two AA units will generally be able to lock down an area, while three will deny all but the Heavy Bomber Runs, which are designed to be largely unaffected by AA. Keep in mind this will have minor differences by map, direction of the airstrike, and when the anti-air unit faces its target.
    These relationships only matter when the anti-air is covering a specific area. While anti-air can cover a significant area, they have been tuned that additional anti-air units are required to cover the larger 4 vs 4 maps. This is something we’ll keep an eye on and rebalance in the future as necessary, but the intended goal is that airstrikes should be counterable even in smaller game modes such as 1 vs 1, but not to the point they become irrelevant in larger game modes where players can more easily specialize into airstrikes or anti-air.
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Komentáře • 6

  • @onEmEmbErstudios
    @onEmEmbErstudios Před 5 měsíci +1

    1:00 "I'm coming down"
    "But you are coming with me"

  • @peacemen6460
    @peacemen6460 Před 7 měsíci +1

    now gonna wait for the 75% discount.

    • @tidaltv
      @tidaltv  Před 7 měsíci

      I'm curious, did this make you more interested or less?

    • @peacemen6460
      @peacemen6460 Před 7 měsíci +1

      @@tidaltv i play coh2 im interested but the bugs issue, missing features and lack of players hold me back.

  • @sawassasin7471
    @sawassasin7471 Před 7 měsíci +1

    this now balance now you have to micro your units but not worry to much for loiters to stay for long time
    they should keep it as is since there isn't any game braking on the aircraft ang the anti aircraft units like the flak, m16 half, wirbelwind, anti tank and the britt anti air cant just outright 1 shot the aircraft call in like the m16 half so this is a good patch and they should keep it as is no need for further adjustment on this department now its time for them to check on the other problems

    • @HolyRedEye
      @HolyRedEye Před 7 měsíci

      Wait how is this balanced? I mean wouldn’t it be way worse since some people usually built more than one anti air. And even in a 3v3 or 4v4 if you all build only one wouldn’t air be useless.