White Elefant
Posts: 247
Is there ever a situation where this thing is worth building? While it was perhaps OP at some point in the distant past, that point is long gone after nerfs to its range, rear armour & abilities while allied TDs have all had long-range pen buffs.
If it is indeed a bad unit, what should be done to fix it? My thoughts are that it needs a range buff (possibly alongside a damage nerf), and a small buff to its acceleration so it can move and kite better. An alternative would simply be to reduce the cost, acknowledging the inherent limitations and vulnerabilities of the unit.
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Receiving a buff without somehow lowering their effect in teamgames, would break anything over 1v1s.
I'm voting it's fine, but honestly I don't think so. I would much rather a balance for these units that's more equal across all gamemodes.
Posts: 247
Part of that is due to Elefant being eclipsed by the JT, which is much better while not costing that much more. The extra range makes a huge difference; not only does it give the JT more opportunities to make use of its firepower it also enables it to engage from a safer distance.
Posts: 191
Part of that is due to Elefant being eclipsed by the JT, which is much better while not costing that much more. The extra range makes a huge difference; not only does it give the JT more opportunities to make use of its firepower it also enables it to engage from a safer distance.
Arent the Elefant and the JT on different factions from eachother though?
Posts: 484
See I get what you guys are saying and it sounds great on paper, but I honestly cannot remember the last time I saw the Elefant have a decisive impact on a match in the post-WFA era. All I've seen is it either being called in to seal a game that is already nearly won, or a last-ditch attempt that fails.
But I think this is inevitable for this kind of unit. If you're on the back foot, you don;t have the resources to get it out, and it won't save you anyway. If the situation is balanced, and yet you've got the resources, it might have a decisive effect. And if you're winning, you've got the resources and use it to close the game.
I suggest that the first and last are more common than the one in the middle. This is a finisher unit; it's usually there to close a game out, not to win it. Actually using a unit like this before you are secure is inherently risky because of its weaknesses. I think this is performing perfectly well.
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you are seriously asking "is ele worth to build"? are you kidding me?
Posts: 1217
The high cost makes it incredibly hard to support to begin with. And to counter three T-34s swarming it, you need two Paks. This however is an absolute overinvestment in AT - that additionaly has to be placed in one area - and any smart Allied player will bumrush you with infantry.
Even if it stays alive for some time it mostly delivers one shot and then the enemy can escape. Chasing vehicles is not possible due to low speed and the high inaccuracy when on the move. 70 range is also lackluster.
Not building that unit any longer.
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Don't forget it also has 70 range old target weak point, and spots for itself with scopes, certainly an amazing vehicle.
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If there was a way to balance it for 1v1s without having it absolutely dominate team games, I'd say change it, but I really don't see how that's possible.
It's problem is that it's a unit of only extremes. You could probably reduce those extremes (less health or range), or increase vulnerabilities to counters (more damage from arty, more pen from infantry AT) they could then probably lower the price to make it more attainable.
Posts: 276
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It forces teching for your opponent (AT guns, Zooks/Piats, medium spam) so don't fall in tunnel vision and make the proper counter tech once the Ele has done it's job.
You won't see too much action out this commander due to:
-ISU 152 not as meta as before.
-If using Jaeger armor, Howitzer not been meta (both B4 and 152) therefore not requiring Stuka.
-KV1
-KV2
-Churchill
-Using it to counter IS2/Pershing/Comet is really map and composition (both yours and opponent) dependant.
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Elephant
Hull down
Command Pz 4
Minsk Pocket
Posts: 484
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2v2
Elephant
Hull down
Command Pz 4
Minsk Pocket
y not 3v3
Rzhev Winter
choose Jeager Armor doctrine
Elafant + scope
Send him guarding mid VP
NotLikeThis
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