Command Panzer IV
Posts: 221
I feel like this unit got 'nerfed' by not making it a call-in.
Back in the day, this unit could be called in NP I don't even think you needed t2 tech.
Now you need the tech and build the building if I'm not mistaken.
You've also got brumbarr and ostwind(t2) wich both got a buff.
Therefore there's no point making it IMO.
I know we wanted the call-in meta removed but I don't think this tank was such a pain when it was a call-in.
It was rarely made in fact.
Maybe we can make it a call-in again BUT you need to have t2 tech? I don't think this unit is gone be made otherwise. I think that is quite clear atm.
I think that's a simple change that doesn't change the stats of the unit but still makes it have a use.
I would like to know what you think.
Posts: 3588 | Subs: 3
Balance team knows best though so expect all feedback to be laughed at.
Posts: 1527
Permanently BannedGive it 20% Damage Reduction and don't allow teammates to benefit from it. Then give its shells minimum penetration and more anti-infantry.
Balance team knows best though so expect all feedback to be laughed at.
+100 I think the only reason it was nerfed to 10% was that it also helped teammates. But now, it's just an overpriced ostwind.
Posts: 221
Give it 20% Damage Reduction and don't allow teammates to benefit from it. Then give its shells minimum penetration and more anti-infantry.
Balance team knows best though so expect all feedback to be laughed at.
K, interesting. You think that will change people's opinion on using a brum or ostwind instead of cmdp4?
What do you mean with bottum line? I know they never probably never look here, but would just like to know what you guys think.
Posts: 3588 | Subs: 3
You think that will change people's opinion on using a brum or ostwind instead of cmdp4?
Brummbar = heavy breakthrough AI vehicle that can be your army's spearhead
OstWind = medium AI vehicle with good anti air that's super effective at patrolling your flanks and bringing AI help where needed but can't fight at the front because everything pens it.
Command P4 = With this change you would need to have it at the front to benefit most from it and it would function alongside infantry at fighting enemy infantry as a support vehicle you'd have to protect from being focused so positioning would be big. It would also be useless at anti tank. Ostwind can hurt mediums from rear armour and Brummbar can damage armour pretty well if you micro the shot.
Posts: 13496 | Subs: 1
Posts: 127
Brummbar = heavy breakthrough AI vehicle that can be your army's spearhead
OstWind = medium AI vehicle with good anti air that's super effective at patrolling your flanks and bringing AI help where needed but can't fight at the front because everything pens it.
Command P4 = With this change you would need to have it at the front to benefit most from it and it would function alongside infantry at fighting enemy infantry as a support vehicle you'd have to protect from being focused so positioning would be big. It would also be useless at anti tank. Ostwind can hurt mediums from rear armour and Brummbar can damage armour pretty well if you micro the shot.
I agree with this completely. Especially with the tank cost being pretty much the same with the normal PIV.
I forgot, does it have armoured skirts from Vet 2?
Posts: 500
I forgot, does it have armoured skirts from Vet 2?
Yes it does.
Posts: 127
Yes it does.
What about it has them after Vet 1 instead? I bet it will die easily if focused properly, and it doesn't really have a punch, so...
Posts: 731
Posts: 1614 | Subs: 3
A) Aura buff
Make the damage reduction -20% again, but only -10% for Allies. Current CP4 sadly doesn't even let a Stug survive an extra shot, which is mostly what's holding me back from using it. Could optionally go for an inbetween value like -15% DR (or -14% if you don't want Panther to survive 2 extra shots).
B) Timing buff
Remove the CP requirement so you can get it as alternative to the Ostwind. You'd trade AA and a bit of AI for better veterancy (skirts), better AT (good as LV hunter) and an aura that's not overpowering anymore.
C) Rework
This would obviously be the coolest solution, but also the most laborsome in terms of implementation and testing. You'd remove the aura and replace it with supportive abilities that fit a command tank. Some ideas of what it could get:
- Timed damage reduction aura that scales with veterancy.
- Ability to fire a smoke shell barrage.
- Ability fo fire an HE barrage (like Stug E).
- Recon plane overflight.
Posts: 5279
Posts: 833
If the damage reduction is just put up to 20 again you'll just see people camping it in a support weapon wall with double sniper. Which was the issue before it was nerfed.
So the mobility buffs with 10% DR would be much better, especially on maps like steppes for those deep flanks. The teamwork role of the unit would be kept too.
Posts: 4183 | Subs: 4
Buff the aura to provide acceleration and speed buffs, this combined with the 10% damage reduction will make it a vehicle to help in the "blitzkrieg" role allowing your medium panzers to close in vs allied TDs
If the damage reduction is just put up to 20 again you'll just see people camping it in a support weapon wall with double sniper. Which was the issue before it was nerfed.
So the mobility buffs with 10% DR would be much better, especially on maps like steppes for those deep flanks. The teamwork role of the unit would be kept too.
I like this idea, although I’d change the speed buff value. 10% of an acceleration is like 0.5 at the most. Not really worth mentioning a lot of times.
Posts: 833
I like this idea, although I’d change the speed buff value. 10% of an acceleration is like 0.5 at the most. Not really worth mentioning a lot of times.
Truth be told I stole this idea off another twitch user. But a mobility buff to the aura would certainly fit the "mobile" theme of mobile defence.
Posts: 2693 | Subs: 1
Truth be told I stole this idea off another twitch user. But a mobility buff to the aura would certainly fit the "mobile" theme of mobile defence.
But will it fit the theme of Festung Armor?
Posts: 13496 | Subs: 1
Posts: 3588 | Subs: 3
C PzIV should simply be removed mobile defense. The unit has been nerfed to oblivion because of a singe commander dominating the meta at some point.
As much as I agree, cp4 fits the mobile defense theme quite well.
Also as far as I recall the damage reduction nerf was because of teamgames where 20% DR on allied units was oppressive.
Posts: 13496 | Subs: 1
As much as I agree, cp4 fits the mobile defense theme quite well.
It might the theme well but is was bad from a design point of view having both AI and AT vehicle available with no tech was a recipe for trouble.
Also as far as I recall the damage reduction nerf was because of teamgames where 20% DR on allied units was oppressive.
C PzIV would never enter the scope if it was not for mobile defense.
Posts: 186
It shouldn't be similar to the CP5 for that matter but the command panther is a great example how the scaling aura could work.
As the straight damage reduction buff seems too strong if it work for teammates at the current timing/price tag it could be moved to a higher veterancy in the rework or into a timed ability if it is impossible to limit it to own troops.
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