a bofors kill your 222/ luchs faster than you can it drive out of range
Someone has a really awful reaction time.
If you stop a-moving all your units you will see that bofors is really useless right now.
Posts: 930
a bofors kill your 222/ luchs faster than you can it drive out of range
Posts: 2636 | Subs: 17
Tellers? Reigels? Fausts and schrecks? Those also damage Jacksons and are affected by changes to its health.
A 640 health Jackson can eat a teller and a standard round and still survive. That is huge.
Posts: 2066
It's not that big a deal. After you've eaten a teller, you have your engine damage over enemy territory (because nobody can afford to plant 50MU mines all over the place), and you're going to die anyway.
Posts: 2066
Someone has a really awful reaction time.
If you stop a-moving all your units you will see that bofors is really useless right now.
Posts: 2742
It's not that big a deal. After you've eaten a teller, you have your engine damage over enemy territory (because nobody can afford to plant 50MU mines all over the place), and you're going to die anyway.
Posts: 2636 | Subs: 17
It is a huge deal...
You're making a gross assumption on gameplay here.
The tank may die, yeah, sure. But it gets time to fire another round. It takes another round to kill that isn't going towards other advancing tanks. And of all factions, usf can hop out and superglue the engine damage if the axis forces have to pull back.
I place tellers all over the place. It's one of the ways I play teamgames when I'm the sole ostheer player.
But if you say it's not a huge deal, who the hell am I to disagree, eh?
Posts: 2742
OKW will still have an easy way of dealing with the Jackson using JP4, or stealthed raketens. They have a lot of options.
I just want to make sure that OST also has counter options available to them, other than "USF player failed to minesweep the area".
Posts: 1323 | Subs: 1
Ah shit.
Let me just pop out my crew, crit repair and drive away.
Posts: 930
Ah shit.
Let me just pop out my crew, crit repair and drive away.
Your brain seems more useless at the moment lol
Posts: 2066
and yet I'm not the one that gets rekt by bofors.
Posts: 930
That is easily explained, you never play axis lol.
Posts: 2636 | Subs: 17
How does increasing the jacksons health to 640 accomplish this? The proposed changes only serve to reduce ostheer options for counterplay.
Putting the Jackson to 520 or 560 keeps the teller mine as a viable counterplay to the standard critical mass of stugs/paks.
Posts: 930
Posts: 2636 | Subs: 17
Mr. smith, is there any chance that you guys could change the cons sandbags to the smaller one? That huge sandbag is just retarded, you can't use against the points to deny cover and it get smashed very easily by vehicles because they occupy so much space.
Not to mention they cant fit on most places.
Posts: 930
Posts: 13496 | Subs: 1
The Panther has much better AT than the forementioned units, but worse AI. Panther MGs are no joke and can cause a lot of bleed. Depending on the terrain, and also given that Panther AI doesn't care about elevation, Panther can deal more AI output than the Comet.
That's also taking into account that the Panther can offer engage units that don't have AT capabilities (e.g., Penals, Tommies and doctrinal USF infantry).
Posts: 2742
Only bad or greedy players will sacrifice their range advantage to chase after an OST tank and be lured to a teller mine.
n 20+ DBP games where I've used or played against the Jackson against the very best and very worst of players, I doubt I've ever seen once a case where Jackson survived with less than 160HP (which would make a case for lowering the amount of HP).
As OST, it seemed OK that Jackson could threaten my Brummbar or Panther. However, I didn't have any choices apart from luring the Jackson in a pak TWP-ambush, and that didn't feel OK.
It's just that the the disparity of the performance of the Jackson against OST and against OKW is too great, and lowering the HP won't fix any of it. Lowering HP to 560 won't help OST at all. However, it will make Jackson even shittier to doctrinal OKW options.
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Posts: 320
The reasons for moving smoke from RE to Riflemen are multiple:
- Giving smoke to RE gives them a combat role, where they lacked any before
- Removing smoke from Riflemen, makes them less of an 1-unit army that puts elite infantry into shame, but still allows them to perform well for cost
- This increases the added value of USF Elite Infantry, which were massively overshadowed by Riflemen; rather than being the non-meta option you go for to surprise people, those doctrines now actually become more competitive to non-elite infantry doctrines
- It allows RE to better synergise with USF Elite Infantry
- It prevents lategame USF play from degrading into Jacksons & Riflemen
- It turns USF army synergy from Riflemen-centric to Infantry-centric
- It allows USF late-game to transition to lower-upkeep Rear Echelons, without abandoning their smoke
- Incentivising players to build tanks other than Jacksons (since both M4 and M8 have access to smoke)
Posts: 13496 | Subs: 1
The idea seems to be that instead of going riflemen focused, you'd get a bunch of rear echelons and hold out until you can get rangers or paratroopers correct?...
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