realy hope Donnie in here with his signature question,
Playercard plz
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realy hope Donnie in here with his signature question,
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Official forums up when rerik?
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...makes trying to assault these units extremely risky....
I would suggest lowering the damage....
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The damage should be dropped to something like 280 or 300 so it wouldn't two shot basic medium tanks, this wouldn't really make them more or less effective against heavies but would give a greater chance of your mediums to survive against those units
Lowering the damage to 200 as some people said would be too low, it would take four shots to kill a basic medium tank and that means that a basic at gun will do the same job just as well
Gun caliber isn't the sole determining factor in a gun's effectiveness.
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This is where i got problems with this whole topic.
It's supposed to be risky, and you're supposed to (in worst case) throw away a cheap unit to get an expensive one. It's not just about trading manpower & fuel, in the long run you will also be able to regain the same tank way earlier than your opponent.
SO if I propose Penals dps buff to 30 at long-rage, and give satchel rifle nade's range we gonna discuss it?
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This is where i got problems with this whole topic.
It's supposed to be risky, and you're supposed to (in worst case) throw away a cheap unit to get an expensive one. It's not just about trading manpower & fuel, in the long run you will also be able to regain the same tank way earlier than your opponent.
All the units you mention got several things in common:
- only good for anti tank, and nothing (!) else. And even there only for extra support or against highly armored targets.
- stationary or super slow (snare & indirect fire anyone?)
- very pricy = you commit to a hard counter in your own punishing way. Which brings me to...
- needs support all the time. Unsupported heavy AT will lose against any two mediums easily, in a vacuum even vs. just one. You need a spotter or you can't make use of the range. You need support or you get screwed. You need to constantly repair or the enemy will shell it to death, overrun it with infantry, and so on...
IMHO: those units mentioned are pretty much in a sweet spot right now. You commit a lot to hard counter something the enemy may or may not build.
I would even go the other route, and suggest to buff them a little tiny bit.
Think this is very good reply. Any changes on the damage should also be followed by changes to make this vehicle less vulnerable to being swarmed.
For instance by removing the stun for JT or increasing the mobility of these units...
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The Jagtiger Simply needs a range reduction to 70 like ALL other Heavy AT tanks.
The stun it gets only slows it down, gun isn't locked down, and it gets better movements abilities with vet.
I think dropping it to 250-300 damage would be a more fair approach than to simply drop them to 200. These are super heavy tanks and in 1v1s need to do a lot but the simply should stop all late game armor pushes.
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As far as I know, there are 4 anti tank units that do 320 (Jagdtiger, Elefant, Pak43 88mm, 17 pounder). I think this amount of damage is excessive and is too punishing, especially for the low health Allied tanks. It doesn't give players enough time to react and makes trying to assault these units extremely risky. Having a Jackson 2 shotted, for example, is just depressing.
I would suggest lowering the damage, while compensating by increasing range and decreasing reload time. I realise this is risky. Giving these units extra range will allow them to sit further back in the lines, but at the same time, decreasing the upfront damage they do will allow allied players to feint and assess how assaults are going easier.
For example:
Jagdtiger:
Damage from 320 to 240. Range from 85 to 90. Reload from 8.55s to 7.5s.
Elefant:
Damage from 320 to 200 (edit). Range from 70 to 80. Reload from 8.5s to 6.2s.
Pak43 88mm: Damage from 320 to 200 (edit). Range from 80 to 95. Reload from 3.65s to 3s.
17 Pounder: Damage from 320 to 160 (this is only 76mm gun). Range from 80 to 95. Reload from 7.3s to 5s.