The new Warden super tank does look a bit too fast for it's size. It's twice the length of a BT! Hopefully it's tweaked a bit before Sept 28th. The amount of new content coming in this patch is insane!
Yeah, kinda reminds me of another tank way too fast for it size and makes no sense. The Chieftain is as fast as a light tank. I know this because I watched a Chieftain chase down a light tank on a TH-cam video. Honestly, I just feel gibbed again as Colonial. That duel barrel tank is ugly as heck, and has no anti infantry options. Whereas the Warden super tank can do drive-by grenade spam. At least put a machinegun on it, for peat sakes. Wardens have how many tanks with machineguns compared to Colonials? Come on, the Colonial super tank, if no other tank, should have a machinegun. And none of this hull mounted or turret facing BS, it needs a 360. It remains to be seen how good the Boneturret will be. However, I think Colonials have the advantage in terms of combat rail cars. A thing the devs LOVE to ignore when balancing their vehicles is the population caps in regions. Colonials can get away with effectively manning their combat cars with two crew (One 40mm, One multirole machinegun/spotter), while the Warden combat car will require three crew (Two turret operators, one spotter) and has no anti-infantry besides passengers that can jump out.
also something to note, when you shot the new rpg outlaw with the collie super tank, one of the shots bounced, so a single shot did 3/4 of its health, and if the other one penned it would have died
Wait, I really hope those 94.5 and 75mm field guns aren't cheap to produce if they can one shot outlaws like that... Like I guess it's fine for it to one shot LTs or HTs, but if it can one shot MPTs, Outlaws, HTDs, or BTs... then there is going to be a huge meta problem if those FGs are easy to produce at facilities.
@@zhu_zi4533 Infantry can only kill one tank if about 9 people ambush it organised - it would be far more effective if those 9 people crewed 3 or 4 tanks. Tanks aren't always avalible, early on, but later there are so many of them on every front you just run around feeling obsolete uselessly scratching tanks with your ATR or rpg.
@@varvarith3090 Not to mention tanks are much more mobile than infantry, and have a disadvantage only if partially crewed. To kill a tank as infantry you need to carry specialized ordnance, which is heavy, and then get into range, at which point the tank can just back away or kill you.
Total misconception. The chance to penetrate a tank is a percentage (for example, Bardiche is 23% base chance), and the penetration multipliers are, well, multipliers of that. This means that the ARC/RPG, which has penetration multiplier of 250%, is multiplied by the tank's armor penetration chance to get the final chance of the shell penetrating (again with the Bardiche example, 23% * 250% = 57.5% chance to penetrate). ARC/RPG also has the special property of not receiving any penetration bonuses from range or angling, so the 250% penetration chance is fixed no matter where you hit a tank. This can be seen in the video when ARC/RPG shells are fired at the Colonial Super-Heavy Tank. A few of the shells bounce, because the +100% penetration chance is just a multiplier and doesn't actually mean that the shell has a 100% chance to penetrate.
@@astronautpug728 Ah, the wiki says that antitank damage has 100% chance to pen, but ive seen it not pen so it is a bit confusing. I also didnt know that bonesaws arnt effected by angle. Also do you know how range calculates into AP chance?
@@ranikimo You don't know how risky for push gun. It look powerful, but it also fragile. Pistol can threat it Sharpel can thread it Even fist can threat it When meet a veteran tank crew with 40mm gun, they can hurt the operator by 40mm shell splash damage.
Do NOT, under ANY circumstances, underestimate the RAW POWER of a birch tree.
The new Warden super tank does look a bit too fast for it's size. It's twice the length of a BT! Hopefully it's tweaked a bit before Sept 28th. The amount of new content coming in this patch is insane!
I imagine (hope) it’s not final land the balance is that the collonial super tank is faster than the warden.
Bro wtf are u guys saying look at the collonial AT
Yeah, kinda reminds me of another tank way too fast for it size and makes no sense. The Chieftain is as fast as a light tank. I know this because I watched a Chieftain chase down a light tank on a TH-cam video.
Honestly, I just feel gibbed again as Colonial. That duel barrel tank is ugly as heck, and has no anti infantry options. Whereas the Warden super tank can do drive-by grenade spam. At least put a machinegun on it, for peat sakes. Wardens have how many tanks with machineguns compared to Colonials? Come on, the Colonial super tank, if no other tank, should have a machinegun. And none of this hull mounted or turret facing BS, it needs a 360.
It remains to be seen how good the Boneturret will be. However, I think Colonials have the advantage in terms of combat rail cars. A thing the devs LOVE to ignore when balancing their vehicles is the population caps in regions. Colonials can get away with effectively manning their combat cars with two crew (One 40mm, One multirole machinegun/spotter), while the Warden combat car will require three crew (Two turret operators, one spotter) and has no anti-infantry besides passengers that can jump out.
Love that people are already calling that tank the kv-2
Just really hope the Aries and Talos get a range buff
For the power it packs, I think they reduced range to compensate with the meta. It looks like a mid-late game tank.
Well she got it
that new collie F.A.T is gonna be a menace if used correctly but I think it needs its damage brought down a bit
also something to note, when you shot the new rpg outlaw with the collie super tank, one of the shots bounced, so a single shot did 3/4 of its health, and if the other one penned it would have died
5:40 thats kinda terrifying tbh
Time to load Foxhole back up!
Its Not Out yet, that was a streamer only preview
oh shit these are CoH2 AT guns, more efficient than the tanks three fold
Love the weird FCM 2C
Hans. Sees battle bus* the war is lost*
Super video HH mate keep up the good work.
Wait, I really hope those 94.5 and 75mm field guns aren't cheap to produce if they can one shot outlaws like that... Like I guess it's fine for it to one shot LTs or HTs, but if it can one shot MPTs, Outlaws, HTDs, or BTs... then there is going to be a huge meta problem if those FGs are easy to produce at facilities.
Half a month into the update i think it's fine, the AT gun does its job and it still has it's flaws
I can't wait!
Town halls now fire Anti tank?
Buildings upgraded at T3 garrisons have 20mm rifles
They have done for a while now
@@HelpingHans How the hell have I never noticed that it was Ai lmfao, Literally been playing for so long and always thought it was players...
Really unbelievable and confusing damage data
I would actually love to see tanks and armor be more vunerable - infantry feels kind of obsolete lategame.
@@varvarith3090 I don't think so, the infantry is still the father of the tank. Especially specialized infantry anti-tank squads
None of the damage data is final
@@zhu_zi4533 Infantry can only kill one tank if about 9 people ambush it organised - it would be far more effective if those 9 people crewed 3 or 4 tanks. Tanks aren't always avalible, early on, but later there are so many of them on every front you just run around feeling obsolete uselessly scratching tanks with your ATR or rpg.
@@varvarith3090 Not to mention tanks are much more mobile than infantry, and have a disadvantage only if partially crewed. To kill a tank as infantry you need to carry specialized ordnance, which is heavy, and then get into range, at which point the tank can just back away or kill you.
WHY warden ARC/RPG has 100% of penetration?
It does anti tank damage, which always pierces, instead of anti armor damage, which has +50% to pierce
Total misconception. The chance to penetrate a tank is a percentage (for example, Bardiche is 23% base chance), and the penetration multipliers are, well, multipliers of that. This means that the ARC/RPG, which has penetration multiplier of 250%, is multiplied by the tank's armor penetration chance to get the final chance of the shell penetrating (again with the Bardiche example, 23% * 250% = 57.5% chance to penetrate). ARC/RPG also has the special property of not receiving any penetration bonuses from range or angling, so the 250% penetration chance is fixed no matter where you hit a tank.
This can be seen in the video when ARC/RPG shells are fired at the Colonial Super-Heavy Tank. A few of the shells bounce, because the +100% penetration chance is just a multiplier and doesn't actually mean that the shell has a 100% chance to penetrate.
@@astronautpug728 Ah, the wiki says that antitank damage has 100% chance to pen, but ive seen it not pen so it is a bit confusing. I also didnt know that bonesaws arnt effected by angle. Also do you know how range calculates into AP chance?
Warden is imba they need to make the double barrel 40-45 and make the warden BT slower shit is way too fast
Cope
@@codstary1015 You play warden or don't play enough of the game so why you coping?
@@edbusta5982 lmao they should nerf the AT gun in collonial too
@@ranikimo the one single thing they actually have thats good, AY goes to show its imba with people like you.
@@ranikimo You don't know how risky for push gun.
It look powerful, but it also fragile.
Pistol can threat it
Sharpel can thread it
Even fist can threat it
When meet a veteran tank crew with 40mm gun, they can hurt the operator by 40mm shell splash damage.