That's probably because LMG34 already has beastly stats, even on Vet0 obersoldaten.
I think it should be fixed nontheless with some modifier, especially if volks will retain an additional weapon slot.
Posts: 1660
That's probably because LMG34 already has beastly stats, even on Vet0 obersoldaten.
Posts: 2636 | Subs: 17
I think it should be fixed nontheless with some modifier, especially if volks will retain an additional weapon slot.
Posts: 13
Panther's veterancy is what makes it a real problem in team games. It gets Blitz, armor/HP and reload speed.
It is easy to rank it up due to the fact that chasing is not an option in 4vs4 so the monstrous armor can usually back out despite driving into tank-destroyers and AT weapons. The panther might not kill your tanks, but it will always penetrate where all but tank destroyers are going to bounce a lot.
Panther (in team games) is a beast because:
• High Mobility
• Heavy Tank stats
• Tank Destroyer (50 range)
• Ok anti-infantry
• Spammable
• Hard to vet-up against it
Panther renders all ally generalist tanks (T34 85, E8 and even Comet) obsolete because only AT weapons/tank destroyers can reliably penetrate Panther's front armor.
The solution could be making the popcap 22/24 or giving it veterancy bonuses like Comet's (Vet 1 Blitz, Vet 2 Targeting bonuses, Vet 3 additional mobility).
Posts: 144
Posts: 13
Map without flanking options -> just go for ATGs and support them with MGs. Panther's ain't exactly great against those.
Posts: 2742
Posts: 1124
Posts: 1660
Sorry to say, I'm just hoping there is a late winter/spring Patch as well. Never liked the multiple buffs/nerfs to a wide variety of units. Thought we figured out shortly after WFA that large patches don't work. That the community likes multiple small patches.
I hope I'm wrong, but history tells me there is an unforseen broken unit/strategy/bug that won't be discovered till about 24 hours after Patch release.
I'm not being doubtful, just real. Now I understand I might have entered a particular mods safe space with this post on well. Just not looking forward for another 6 months of cheese.
Posts: 1124
Posts: 1304 | Subs: 13
Swapping the durability and rate of fire of the panther and stug may prove to be worthwhile, though likely distasteful to the powers that be.
What i mean is ro reduce the health of the panther to 720 like other "advanced mediums" as they're being called. The vet 2 health bonus could be reduced or even removed as well. Give the panther a rate of fire like stugs.
Reduce stug rate of fire to current panther levels, and boost its health and armor to match the p4.
I toyed around with this in a test mod and I felt it functioned rather well. Osheer suddenly had a unit that could buy time and field presence without being a total crutch, and the panther became a frightening tank hunter, but not a damage sponge.
But it's a significant change that would require serious playtesting, which isn't really possible.
Posts: 144
Posts: 2742
Wouldn't the Panther then be more powerful in most cases to overrun most tanks and win in most DPS races while packing superior health and armour?
Unless you're getting hit by snares or non-160/200 weapons,
you're just as durable against the majority of weapons as you are at 800 hp and now you have a tank that puts out a round every 4-5 seconds with 320 armour and one of the fastest speeds.
StuG G at that point might as well be a SU-85 or Jagpanzer IV and 560-640 hp is mainly a change vs 200+ damage TD from 3 to 4.
Posts: 1660
This is the point of the change. I should reiterate that I spoke of reducing the health to 720, and potentially reducing or removing the vet2 health bonus. The panther would, indeed, be the best tank hunter, (given that the cost would be unchanged) but it would retain its weakness to anything infantry.
Also known as infantry handheld AT.
Perhaps with vet the panther might achieve 800 health in this scenario. That's a big part of this idea: reducing the capacity for the panther to absorb damage. The panther currently only achieves this at vet 2 when it starts sporting 960 health.
StuG G is in ostheer t3. Not OKW flak truck or in Soviet t4. It's a unit that has been hardcore crutched on as one of the only cost efficient anti tank measures available to ostheer.
Neither the su85 or the jp4 are meant to be damage sponges, which is what I am suggesting here. And as far as I'm concerned the jp4 and the su85 is what the stug has been made into for a long time.
The idea is to migrate that sense of critical mass of armored health (with vet) onto stugs, which are much less capable of roving around 4v4 maps wiping everything with wheels or tracks.
But like I said, this is a change that affects the core backbone of ostheer at this point, so it would have to be playtest ed rather extensively. We're pretty late in the game, for both DBP and COH2 alike, though. A lot of reinvention is already taking place.
Posts: 393
Guys, there is no need to reinvent the wheel. Just look at Coh 1 Panther. It was perfect. Avarage to slower firing, but dealing tons of damage to tanks.
IMO Just keep the live RoF, but increase damage to 200. More alpha damage, Better against prediums and lights, but pretty much the same against TDs and mediums (4 shots). Equalize moving accuracy to .65 to both OKW/OST version.
Posts: 818
Posts: 2636 | Subs: 17
Posts: 4183 | Subs: 4
Posts: 2636 | Subs: 17
Why not rework OKW vet 4 & 5 to be equal to all other factions vet 3 and make the vet requirements equal. Vet 5 now = to vet 3 and still retains its "fancy" vet 5 cosmetic.
Posts: 4183 | Subs: 4
That would be a worthwhile thing to consider. However you'd probably need to give performance/price adjustments to some units; and that's going to be a headache.
At this point, we're triaging the problems of the game from highest-priority to lowest-priority. Thus, instead of wasting all our credit on fixing every single unit in OKW arsenal, we prefer spreading our resources to liven up the other factions as well.
I can't think of any OKW vet5 unit in DBP that is still fundamentally broken. If you can think of any, let us know.
Yeah, ok sure, a vet5 mg-34 might be on the OP side, but that's extremely rare, too.
Posts: 2636 | Subs: 17
I find vet 5 raks OP. But they're not unkillable. Cloaking 75% movespeed with fast RoF. Get lucky they don't hit the dirt and you can wipe things quick. However they still have the issue where all the models bunch up on retreat. So easy wipes for howitzer carries like the bulldozer.
6 | |||||
220 | |||||
21 | |||||
3 | |||||
2 | |||||
1 |