My Proposal to change Allied TDs
Posts: 1527
Permanently BannedAllied TDs should be specialists at countering heavy armor (ie. panther and above.) Increase the target size of all heavy armor and nerf the accuracy of allied TDs at ranges 45-60 so that they miss axis mediums around, lets say 30% of the time, while still easily hitting axis heavies. This solution will effectively specialize allied TDs while minimally impacting other units in the game. Now allies will need to use their own mediums and at guns to counter axis medium spam.
I don't know what the numbers should look like, so the bal team can decide how often TDs should miss if 30% is too high/low.
Posts: 1527
Permanently BannedPosts: 3588 | Subs: 3
I disagree on changing accuracy for TDs, I think all mediums need to have their target size reduced a bit. Mediums are overshadowed by the heavy tank meta.
Posts: 4183 | Subs: 4
Agree with stormjager. Jackson needs an actual nerf instead of: who would win? 68 tons on krupp steel vs one open top boi.
Posts: 17914 | Subs: 8
This will change how easily allied AT guns can hit heavies + panthers, making them more accurate as well.
Agree with stormjager. Jackson needs an actual nerf instead of: who would win? 68 tons on krupp steel vs one open top boi.
It would also bump accuracy of handheld AT to pretty much 100% at any distance too.
Posts: 1527
Permanently BannedThis will change how easily allied AT guns can hit heavies + panthers, making them more accurate as well.
Don't at guns already hit heavies 100% of the time?
Posts: 66
Posts: 4183 | Subs: 4
Don't at guns already hit heavies 100% of the time?
Maybe idk. They sure don't hit the panther 100% of the time though.
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Posts: 5279
It would create a neat dynamic where usf is trying to deny the enemy fuel and the axis are trying to deny usf ammo.
I'd sooner MORE things follow the design of the AT gun- great unit, fast ROF, amazing vet AND if you invest the MU you have the best pen.
This has the added element of actively engaging the player vs the passive upgrades the game has turned into and allows a good player to make the usf a great faction. Choosing how to make use of your munitions should be a core of the USF imo as their ability to diversely turn a surplus of munitions into a surplus of dead Germans is among the best in the game
Posts: 3588 | Subs: 3
I've always imagined the usf as the faction that would shine above and beyond with munitions investment vs the usual fuel heavy faction designs. Like, throw up a munitions cache instead of fuel kind of power.
It would create a neat dynamic where usf is trying to deny the enemy fuel and the axis are trying to deny usf ammo.
I'd sooner MORE things follow the design of the AT gun- great unit, fast ROF, amazing vet AND if you invest the MU you have the best pen.
This has the added element of actively engaging the player vs the passive upgrades the game has turned into and allows a good player to make the usf a great faction. Choosing how to make use of your munitions should be a core of the USF imo as their ability to diversely turn a surplus of munitions into a surplus of dead Germans is among the best in the game
That would make for very interesting gameplay, that’s for sure.
You would need to overhaul the faction significantly where:
LVs and tanks are all nerfed in performance, but get significantly beneficial munitions upgrades to bring them to where they are now or more. Their fuel cost would also go down.
Riflemen are slightly nerfed, in exchange for better BARs being available.
Grenades and weapon racks require munitions to unlock
50cal AP rounds become slightly better and more expensive
Vehicle crews could upgrade for munitions to get repair ability.
REs could upgrade to 5men and better rifles for munitions.
LT and Cpt could start as 3man squads and upgrade to 5 for munitions.
In concept this could be interesting, but with how far along we are in the game’s lifespan I don’t think any such overhauls are needed or possible, so usf will remain mostly as is.
Posts: 3260
The SU-85 and Firefly are slow and have low rotation, which is a severe positional limitation. To use one of these vehicles you have to set it up somewhere it can safely escape and you need to support it against anything that tries to flank it. These two vehicles play much more like ATGs than other thanks.
The Jackson plays like a medium tank without AI. It can fight on the move, flank, dive, do all the dangerous shit mediums do slow casemates wouldn't dream of.
If a Jackson gets caught out of position, it's fine. It can fire back accurately and zoom away like a medium. It's even got a fair chance of winning that fight. If an SU-85 or Firefly gets caught out of position, it's probably dead.
You can't balance the Jackson like an SU-85 or Firefly when it doesn't behave like an SU-85 or Firefly.
Posts: 3114 | Subs: 2
I think the SU-85 is fine. Firefly is a bit iffy with it being gimmicky but i think its pretty solid. The Jackson is quite strong at its current position but only because its the only thing keeping USF alive late game. I think nerfing that if u want to nerf the Jackson . USF AT gun needs to be buffed as it requires a muni dumb to reliably pen anything stronger than Ostwind and the USF sherman just isnt worth getting compared to a jackson or scott . Maybe nerf the jackson pen/remove HVAP/ decrease speed and buff USF sherman AT rounds and or buff M1 At gun?
This, exactly this.
The Jackson is a unit that performs better than its cost, but mostly because it has to. The USF AT gun is great against LV, but even against OST P4 it starts to become unreliable, especially because the snare often takes a while to cast. You can invest munitions to make it good against it, but that will bleed you quite heavily on your mun. Bazookas are good, but mostly when enmassed. They also suffer a bit from unreliable penetration against mediums (72% long range against OST P4).
USF will probably become unviable if Jackson gets a significant AT nerf without buffing something else.
Posts: 3260
This, exactly this.
The Jackson is a unit that performs better than its cost, but mostly because it has to. The USF AT gun is great against LV, but even against OST P4 it starts to become unreliable, especially because the snare often takes a while to cast. You can invest munitions to make it good against it, but that will bleed you quite heavily on your mun. Bazookas are good, but mostly when enmassed. They also suffer a bit from unreliable penetration against mediums (72% long range against OST P4).
USF will probably become unviable if Jackson gets a significant AT nerf without buffing something else.
I think it needs to retain its net effectiveness.
What it needs to lose is its positional flexibility.
How is the hard part.
Posts: 3114 | Subs: 2
I think it needs to retain its net effectiveness.
What it needs to lose is its positional flexibility.
How is the hard part.
I agree with you.
I think it could do with a speed/rotation debuff and get utility. Quickly popped smoke like the smoke canisters or (although I don't like the lack of delay on the ability) Panzer Tactician to make up for less survivability, but only if microed well.
Posts: 13496 | Subs: 1
One can simply nerf it and check what happens and adjust.
Posts: 1527
Permanently BannedPosts: 3260
I agree with you.
I think it could do with a speed/rotation debuff and get utility. Quickly popped smoke like the smoke canisters or (although I don't like the lack of delay on the ability) Panzer Tactician to make up for less survivability, but only if microed well.
Cutting its rotation and speed hard would do it, but it'd also turn it into a Firefly clone.
Restoring its old health value of 480 would also do it for 1v1, but might be too harsh in teamgame slugging matches.
There's also the question of what USF has to protect it from dives if it no longer protects itself? SOV has satchel Penals or the ZiS gun. UKF has the 6-pounder no matter what.
USF either has the USF ATG or the Stuart.
Posts: 2458 | Subs: 1
Cutting its rotation and speed hard would do it, but it'd also turn it into a Firefly clone.
Restoring its old health value of 480 would also do it for 1v1, but might be too harsh in teamgame slugging matches.
There's also the question of what USF has to protect it from dives if it no longer protects itself? SOV has satchel Penals or the ZiS gun. UKF has the 6-pounder no matter what.
USF either has the USF ATG or the Stuart.
Why is it considered a big deal to back-tech for either LT or CPT in late game? You get a unit for 250 MP 35 fuel. It's not like you invest into a tech building that gives you nothing of value.
Posts: 1794
And why you see many Axis tanks don't chase Jackson these days.
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