Command Panther
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Posts: 137
And reckon that can not be shot down and is cheapest of all and IR StGs that ignore cover and invalidate shocks play.
4 out of 5 abilities are great in the doctrine.
The flare is alright but the IR guns for obers is meh because it makes them close range shocks rather than PEWPEWPEW long range killers. (and all these abilities are munitions heavy so it is dependent on your muni income)
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The flare is alright but the IR guns for obers is meh because it makes them close range shocks rather than PEWPEWPEW long range killers. (and all these abilities are munitions heavy so it is dependent on your muni income)
You couldn't be any more wrong here.
IR StGs out DPS every single allied squad short of double LMG paras and rifles at long range and they have additional benefit of ignoring cover.
They become lethal at close range, nothing changes for mid range except ignoring cover and they are only about 20% worse then LMGs at long range.
That upgrade literally have no drawback other then being doctrinal.
Also I love Someguys idea, except I would put it on stock panther instead of changing command one, that would give OKW beefed up KV-1 medium/heavy general tank like unit and would be really unique.
OKW isn't on short end when it comes to AT, so exchanging the turret and gun on stock panther would be a nice improvement, it could then get a cost decrease.
Posts: 300
Just replace the Command Panther's turret with a Panzer IV turret, so it doesn't serve as a call-in replacement for the Panther.
looks like you beat me I was fixing to make the same exact suggestion!
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Posts: 137
You couldn't be any more wrong here.
IR StGs out DPS every single allied squad short of double LMG paras and rifles at long range and they have additional benefit of ignoring cover.
They become lethal at close range, nothing changes for mid range except ignoring cover and they are only about 20% worse then LMGs at long range.
That upgrade literally have no drawback other then being doctrinal.
I forgot the numbers as regular obers were OP enough as is, regular Panther is just as good (if not better because it is cheaper and vet abilities buff it more since it isnt an aura), and there were better commanders. With the new nurfs, it could be a top tier commander but the munition heavy nature & late game nature(OKW doesn't need late game help) of commander may keep it from being #1 (as well as obers not being ZOMG OP anymore).
Posts: 1216
I've always thought the buff aura is rather large though, what are it's exact radius stats? It seems huge, even on larger maps. Perhaps a slight reduction will encourage nearby vehicles to stick around closer, or at least make the Command Panther operate in a fire-brigade cheerleader role. The Pz4 Command Tank lacks firepower so it's pretty much forced to be in placed in the rear.
Posts: 4928
Making the CPV very good against infantry by giving it the same gun as the PIV would probably result in it being spammed more, and used a lot more than it is now.
It would have less AI than a Sherman with AP loaded, it wouldn't be too bad. You wouldn't be able to use it as an all-seeing tank hunter that also buffs other tanks if it had a weaker turret.
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I don't see what's the problem. You'd need a good team to actually take advantage of the Command Panther's buff aura to begin with, and might I add the more vehicles the merrier.
The problem still is that the aura is multiplied by the number of units it influences. In teamgames this can be huge numbers of tanks (>5). Effectively it gives you more tanks on the field for no more micro requirement. Meanwhile it rises the micro required for Allied players because they now have to be very careful, and only engage to win.
The tank is cost effective in and of itself without helping your team. It also spots for itself.
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