Do you like the command panzer?
Posts: 469
Yet when i watch streamers pick a doctrine with it, they never build it.
Why is that?
Posts: 1794
i think streamers rather get a p4 in 1v1, or even 2v2 against soviets.
Posts: 3114 | Subs: 2
Later on, Ostheer can transition into a very efficient T4 build. In smaller modes the unit forces you to concentrate into a small area while the mode rewards flanking and spreading out.
In larger modes, I find the unit to be okay. But this was still before they switched a lot of abilities within commanders, can't remember using it in the "new" commander lineup.
One issue I had was that it was always a bit hard to fit into your build population wise. Yes, it helps infantry as well, but one issue might be that first you don't really see it so you don't realize, and second the bonusses to vehicles are effectively much larger than for infantry. Given that you have 40-50 POP for vehicles and the Command P4 takes 12, you have roughly ~33 left. Since you just built a unit for pure AI use, you'd need to follow up with a Panther (-18 POP, 15 left). Giving you one other vehicle of your choice. The most effective way in that regard is to spam mediums, which is not the most effective way to play larger modes.
The utility buffs back then were quite nice. I think it is still a bit hard to fit into builds, especially since it always needs quite some micro to be on the front line, but safe from enemy tanks as well as always needing to target enemy infantry.
Posts: 823 | Subs: 3
Posts: 13496 | Subs: 1
Vet bonus should also reflect the role of the unit.
The unit could also get a bonus in accuracy so it can at least hit light tank since it has low damage and penetration.
Posts: 474
Posts: 13496 | Subs: 1
So what's the latest damage reduction % value applied to friendly units? 10% or 20%?
10%
Posts: 474
10%
Thanks I found an old thread from 2019 claiming it's still actually 20%. Has that been fixed?
Posts: 13496 | Subs: 1
Thanks I found an old thread from 2019 claiming it's still actually 20%. Has that been fixed?
September 2019 Balance Update - September 10th 2019
Command Panzer IV
The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance.
CP requirement from 9 to 7; now requires either Support Armor Korps or Heavy Panzer Korps built in order to be deployed.
Fuel cost from 125 to 100
Aura damage reduction modifier from 0.8 to 0.9, as previously intended.
Posts: 474
September 2019 Balance Update - September 10th 2019
Command Panzer IV
The Command Panzer IV will now require either tier 3 or tier 4 in order to be called in. Additionally there will be some changes to its performance.
CP requirement from 9 to 7; now requires either Support Armor Korps or Heavy Panzer Korps built in order to be deployed.
Fuel cost from 125 to 100
Aura damage reduction modifier from 0.8 to 0.9, as previously intended.
Thanks!
Posts: 13496 | Subs: 1
Posts: 319
The smoke shell fires too slow and it gets caught on things in the way occasionally (something I've not seen happen with other tank smoke shells).
Is the game being updated anymore with unit changes?
Posts: 786 | Subs: 1
It should have greater AOE/Damage against infantry, maybe have a HEAT shell with increased pen ability for a couple seconds to get off one shot for AT that costs 40 muni or something.
The smoke shell fires too slow and it gets caught on things in the way occasionally (something I've not seen happen with other tank smoke shells).
Is the game being updated anymore with unit changes?
lets give the command panzer laser rangefinder and the L/55 smoothbore gun of the leopard 2A6 as well, 30 rounds a minute and AoE of three 152mm guns at once
+ the smoke behaves as with other (ukf) smoke shells do
Posts: 321
Set the command P4 up so it covers the fuel (or a VP). Then put it in hull down.
Extra range to keep enemy infantry off the point and the reduced received damage gets your mortar(s) or Pwerfer enough time to kill enemy AT-guns.
Posts: 1197
99% of the time I picked the doctrine I will not pick it, since I play with decent players who do not spam anything and having extra AI abilities with them would be useless and put me in a disadvantageous position.
That said, when I play against some UKF IS spamming moron ofcourse I will employ it to negate the effects of the terrible mortar spamming and also to push through and kill any and all emplacements.
The received damage accuracy in that case is life saving.
Posts: 919
In 4v4 games with fortified armor doctrine.
Set the command P4 up so it covers the fuel (or a VP). Then put it in hull down.
Extra range to keep enemy infantry off the point and the reduced received damage gets your mortar(s) or Pwerfer enough time to kill enemy AT-guns.
It is like he said. Command PzIV is really strong in 4vs4 in Fortified doctrine. While the 10% damage reduction let sustain your Panther one hit more while mobile it can take two more 160 damage hits because of command P4 damage reduction if hulled down.
Panther: 6 penetrating hits
Panther within command PzIV aura: 7 penetrating hits
Panther hulled down: 8 penetrating hits
Panther hulled down and within command PzIV aura: 10 penetrating hits
62,5 range + 260 armor + the equivalent of something more than 1440hp. This is total madness.
If targeted by artillery/offmap you can quickly reposition because there is no delay when going out of hull down. In addition you have Panzer Tactican and the high speed of Panther if you are in need to draw back. You can't have a unit with more survivability.
Posts: 1197
It is like he said. Command PzIV is really strong in 4vs4 in Fortified doctrine. While the 10% damage reduction let sustain your Panther one hit more while mobile it can take two more 160 damage hits because of command P4 damage reduction if hulled down.
Panther: 6 penetrating hits
Panther within command PzIV aura: 7 penetrating hits
Panther hulled down: 8 penetrating hits
Panther hulled down and within command PzIV aura: 10 penetrating hits
62,5 range + 260 armor + the equivalent of something more than 1440hp. This is total madness.
If targeted by artillery/offmap you can quickly reposition because there is no delay when going out of hull down. In addition you have Panzer Tactican and the high speed of Panther if you are in need to draw back. You can't have a unit with more survivability.
You just gave me an idea for my next OST game cheers mate have a good weekend take care.
Posts: 3114 | Subs: 2
It is like he said. Command PzIV is really strong in 4vs4 in Fortified doctrine. While the 10% damage reduction let sustain your Panther one hit more while mobile it can take two more 160 damage hits because of command P4 damage reduction if hulled down.
Panther: 6 penetrating hits
Panther within command PzIV aura: 7 penetrating hits
Panther hulled down: 8 penetrating hits
Panther hulled down and within command PzIV aura: 10 penetrating hits
62,5 range + 260 armor + the equivalent of something more than 1440hp. This is total madness.
If targeted by artillery/offmap you can quickly reposition because there is no delay when going out of hull down. In addition you have Panzer Tactican and the high speed of Panther if you are in need to draw back. You can't have a unit with more survivability.
Small correction though, Panther can survive "only" 9 penetrating hits with all bonuses combined. Strong thing though is that you don't need the Command P4 close by all the time. You could wait until your Panther has eaten 7 shots, then drive it close and jump up to 9 shots.
The only drawback is that this build takes quite a while to get going. You basically need the Panther, Command P4 and at least a PWerfer for fencing off ATGs, better yet a Brummbar. Potentially you need to build a normal P4 for the mid game, which would put the game at the 30 min mark until you have everything together. On the positive side, you can create the build from a standard, unspecialized Ostheer one by just adding a Command P4 once the normal P4 dies.
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