My understanding is that it's a whole sale import so I will bring in the notes
Raketenwerfer
Now has pinned penalties to match other weapons and a delay on cloak. The delay was to stop Raketens from hiding the moment they see sight of the enemy. Increased the arc and range of the raketen for better field control to engage vehicles due to the lack of panzerschrecks.
-Now has weapon penalties when pinned.
-Added a 6 second delay before the camouflage activate when the ability toggled.
-Arc from 30 to 35.
-Range from 50 to 55.
-Cost from 270 to 300.
-Camouflage now arrives at veterancy 1 with the speed boost in stealth moved to veterancy 4.
The Rak isn't bad. It is prone to getting wiped by AOE but it gets to retreat where other atgs don't.
Ideally it should always be supported by a squad of volks or it should atleast be turning tail to run WITH them should it come up.
I am not suggesting the PanzerJaeger because the Rak isn't doing its job, I'm suggesting it to make the medical truck a more worthwhile investment that helps keep you mobile against things like penals into guard-car which can really ruin a flaktrack's day.
They fill a small niche of mobile, somewhat decent AT early game and later on they can become more useful, the popcap cost means they are going to generally be inefficient compared to a single well used rak.
PanzerJaegers - A few questions.
25 Apr 2016, 21:38 PM
#41
Posts: 70
25 Apr 2016, 22:31 PM
#42
Posts: 928
Raketenwerfer
Now has pinned penalties to match other weapons and a delay on cloak. The delay was to stop Raketens from hiding the moment they see sight of the enemy. Increased the arc and range of the raketen for better field control to engage vehicles due to the lack of panzerschrecks.
-Now has weapon penalties when pinned.
-Added a 6 second delay before the camouflage activate when the ability toggled.
-Arc from 30 to 35.
-Range from 50 to 55.
-Cost from 270 to 300.
-Camouflage now arrives at veterancy 1 with the speed boost in stealth moved to veterancy 4.
See, this is the changes the Rak needs, but it currently doesn't appear on the Relic notes. With the Relic notes currently I can see that OKW will have a weakness against light vehicles like Stuarts, AEC, T-70 due to the kiting ability of these vehicles against Raks in its current state would be amplified.
Although I agree with Panzerjagers in principle, the need for it is amplified by the current state of Raks
28 Apr 2016, 15:10 PM
#43
Posts: 70
I've been playing the mod more with some friends and my over all observation of the rak is that it's closer inline with what other ATGs are while being a lighter version.
At vet 1 it is better than it was previously because you can hide lure in vehicles with its newfound range and firing arc.
The direct comparison to soviet AT dynamics I think is flawed. Cons DO provide much the same service as volks (snare) for the AT gun to finish the target. Soviets can get their own (better) version of PanzerJaeger with a call in (which is almost like a tech choice in the Soviet tree) to help supplement those particularly pesky vehicles which are always just out of reach of the ATG even snared.
While locking a soviet player into a doc to get Guards is a pretty heavy investment, there are ALOT of docs with Guards to choose from and they are likely to be picked anyway.
Locking an OKW player into Medtruck is less of an investment (you were likely going to build it just for the healing later) and is a direct tech choice. They also get a much diminished form of Guards for nearly the same price. They are not an efficient option if you don't NEED them early game. You could have gotten a rak killed for example and you are being overwhelmed by light vehicles.
A good example of this is as a Soviet player using double penal car into Guard car to help deal with the luchs or flak HT you know is going to be coming. A single squad of Jaegers could deter alot of the ballsy run-ins you can get away with right now as Soviet.
Much of the same could be said for an early jeep from the US (not that many folks use it) where it is a complete surprise until you engage it and its maneuverable enough to invalidate a single rak. Your option is to be kited until you can get its pathing to do something dumb and then faust.
Yes, Fausts help and if they drive at you and don't kite the faust is SUPER cost efficient but if they kite you're kinda out of luck unless you can make it walk into your rak's line of fire.
Ultimately I don't think they are a make or break unit, just something that would make the tier more attractive and reduce the overt effectiveness of some particular openers vs OKW.
At vet 1 it is better than it was previously because you can hide lure in vehicles with its newfound range and firing arc.
The direct comparison to soviet AT dynamics I think is flawed. Cons DO provide much the same service as volks (snare) for the AT gun to finish the target. Soviets can get their own (better) version of PanzerJaeger with a call in (which is almost like a tech choice in the Soviet tree) to help supplement those particularly pesky vehicles which are always just out of reach of the ATG even snared.
While locking a soviet player into a doc to get Guards is a pretty heavy investment, there are ALOT of docs with Guards to choose from and they are likely to be picked anyway.
Locking an OKW player into Medtruck is less of an investment (you were likely going to build it just for the healing later) and is a direct tech choice. They also get a much diminished form of Guards for nearly the same price. They are not an efficient option if you don't NEED them early game. You could have gotten a rak killed for example and you are being overwhelmed by light vehicles.
A good example of this is as a Soviet player using double penal car into Guard car to help deal with the luchs or flak HT you know is going to be coming. A single squad of Jaegers could deter alot of the ballsy run-ins you can get away with right now as Soviet.
Much of the same could be said for an early jeep from the US (not that many folks use it) where it is a complete surprise until you engage it and its maneuverable enough to invalidate a single rak. Your option is to be kited until you can get its pathing to do something dumb and then faust.
Yes, Fausts help and if they drive at you and don't kite the faust is SUPER cost efficient but if they kite you're kinda out of luck unless you can make it walk into your rak's line of fire.
Ultimately I don't think they are a make or break unit, just something that would make the tier more attractive and reduce the overt effectiveness of some particular openers vs OKW.
28 Apr 2016, 16:22 PM
#44
Posts: 10
Ober shouldn't need another unit in its roster it would also go against its play style as a faction, If panzer jaegars are to ever be added I could see them being used in a doctrine(I don't say that willingly) its just it would make the most sense since this it what Ober is designed around when considering doctrines, your army can be supplemented with nice specialised infantry even a mg(this is how it should theoretically work and I'am not saying the system is good or bad just different), the mod whilst nice in some areas (shreck removal) still kinda goes against this by giving volks access to panzerfaust and putting a mg in t1 but whatever, Ober have long lost their identity since the transfer system was taken from them anyway so it doesn't really matter any more.
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