Flakvierling vs Allies (Strafes & Loiters) | Unit Test | Company of Heroes

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  • čas přidán 22. 05. 2024
  • P-47 Strafing Run - US (0:00)
    P-47 Dive Bomb - US (0:07)
    Dual P-47 Rocket Strike - US (0:15)
    Incendiary Bombing Run - UK (0:27)
    Anti-Tank Rocket Loiter - UK (0:46)
    Carpet Bombing Run (vs 4 Flakvierling) - US (1:12)
    Carpet Bombing Run (vs 6 Flakvierling) - US (1:31)
    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 • 3

  • @Vas1
    @Vas1 Před 7 měsíci +3

    I'm beginning to wonder if the carpet bombing run can even be completely shot down before it drops at least one payload. Over the last couple of days I've been playing vs 4 expert AI with a friend with a tuning pack allowing for 500 pop cap. We kept on getting hit pretty hard from the carpet bombers, while we were able to shoot down most of the other air strikes before they could even reach us.
    So today I said: "I'll keep on building flaks until it doesn't get through anymore", mostly to try it out. Since we had so much available pop cap, I built about 20 mobile flak, several flak encampments (through german air-dropped pioneers) and even got around 6 Wirbelwind AA-tanks after that. Still, the carpet bombers were able to deal quite a lot of damage, dropping 1 - 2 of their 3 payloads.
    Do you have any insight on if this type of air strike behaves differently in terms of being able to damage it? It feels like they fly higher (can't see them until they've flown past you, even with max zoomout using a zoom mod) and that our AA start shooting at them later compared to other planes.