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OKW September patch discussion

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6 Sep 2019, 00:09 AM
#541
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

but i though it was stuck on the model, i mean there is no axis to move it on like elefant or su


there's no animation for it. I have no idea if it's supposed to have one. I know the JP4 model doesn't have a turret moving animation but it does have one statistically.
6 Sep 2019, 00:18 AM
#542
avatar of Stug life

Posts: 4474



there's no animation for it. I have no idea if it's supposed to have one. I know the JP4 model doesn't have a turret moving animation but it does have one statistically.


WANTED lvl projectile bending :snfPeter:
6 Sep 2019, 02:03 AM
#543
avatar of WAAAGH2000

Posts: 732

Let Ober can upgrade IR.stg44 without T4 upgrade plz,it's used 1 commander ability slot and only a weapon package for a infantry squad,and it didn't better than MG34,give it good timing plz
6 Sep 2019, 06:37 AM
#544
avatar of Smartie

Posts: 857 | Subs: 2

Breakthrough will be finally a real strong commander in team games after the changes to the JT.
Wehr players in mixed axis teams will also be happy because they not always have to use Jaeger Armor;):
6 Sep 2019, 06:55 AM
#545
avatar of Katitof

Posts: 17914 | Subs: 8

but the gun is fixed ?

So is that of a JP4, never stopped it from shooting in a cone.
6 Sep 2019, 15:35 PM
#546
avatar of Sully

Posts: 390 | Subs: 2

I was comparing the stats of the new JT versus the Ele, below are the main differences as far as I can tell. If a stat isn't listed, it's because they match each other.

New JT compared to Elephant:
Fuel Cost +15
HP +80
Front Armor +50

Pen near +110
Pen mid +125
Pen far +140

Scatter angle +2.5
Distance max -3.2

Gun Traverse -3
Top Speed: -0.3
Accel: -0.2

Veterency 1 +2 shells added to supporting fire (total of 5)
Veterency 2 -20% Accel (Elephant gets a 20% bonus, while JT does not)
Veterency 4 -25% Scatter
Veterency 5 TBD


I'd like to see JT vet 2 also get the +20% accel that the Ele receives and an arc added to the supporting fire ability so the vet 1 bonus isn't wasted.

If the vet 1-3 requirements don't match the Ele I'd change that as well.
6 Sep 2019, 15:58 PM
#547
avatar of Stug life

Posts: 4474

the pen is useless tho i think allies have no tank with more than 375 armor
6 Sep 2019, 16:10 PM
#548
avatar of Sully

Posts: 390 | Subs: 2

the pen is useless tho i think allies have no tank with more than 375 armor


Yup, it's overkill.
6 Sep 2019, 16:20 PM
#549
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

jump backJump back to quoted post6 Sep 2019, 16:10 PMSully


Yup, it's overkill.


Off the top of your head do you know if that +80HP crosses the extra shot threshhold? That is what really matters in that case. If you don't I suppose it won't matter too much. 11 shots vs 12 or whatever. If your heavy TD is 1 shot from death you're probably gonna lose it regardless.
6 Sep 2019, 16:46 PM
#550
avatar of Sander93

Posts: 3166 | Subs: 6

Reduce its target size, plz.

Why? Its target size is 26, which is the same as every other superheavy (like King Tiger or Elefant).


overall it’s a nerf, let’s not forget jt can’t move the gun like elefant

The Jagdtiger gun has -8/8 degrees of gun traverse (moving the gun without moving the hull). The Elefant has -15/15 so almost twice as much, which is why we are "overbuffing" the gun traverse from 6 to 12 and the hull traverse from 12 to 16 (which is the same as the Elefant).

So the Jagdtiger should still be slightly less responsive than the Elefant (to compensate for the Jagdtiger's higher armor and hitpoints), but it shouldn't be too far behind now.


Off the top of your head do you know if that +80HP crosses the extra shot threshhold?

Yes and no. For standard AT shots (160 damage), Elefant (6,5 shots) and Jagdtiger (7 shots) will have the same effective health versus most AT weapons / tanks now. However, the +80hp means that the Jagdtiger will not die to 6 shots and a snare, while the Elefant would. So it is slightly more survivable in a chaotic environment with multiple damage sources.


jump backJump back to quoted post6 Sep 2019, 15:35 PMSully
I'd like to see JT vet 2 also get the +20% accel that the Ele receives and an arc added to the supporting fire ability so the vet 1 bonus isn't wasted.

I don't think adding an arc is possible because we don't have access to animations etc. We can have a better look at the veterancy bonuses though.
6 Sep 2019, 16:59 PM
#551
avatar of Sully

Posts: 390 | Subs: 2



Off the top of your head do you know if that +80HP crosses the extra shot threshhold? That is what really matters in that case. If you don't I suppose it won't matter too much. 11 shots vs 12 or whatever. If your heavy TD is 1 shot from death you're probably gonna lose it regardless.


New JT will survive 1 extra shot from an AEC and Anti-Tank Overwatch. Everything else appears to be the same number of shots to kill:

ISU (240 dmg) - 4.6 shots for JT  / 4.5 for Ele  
Jackson/Firefly (200 dmg) - 5.6 shots for JT  /  5.2 for Ele
SU-85, IS2, Medium tanks, IL-2 Rockets, and AT guns (160 dmg) - 7 shots for JT  / 6.5 for Ele
AEC (120 Dmg) - 9.3 for JT  / 8.6
Soviet AT Overwatch (60 dmg) -  18.6 shots for JT  /  17.3 for Ele
6 Sep 2019, 17:07 PM
#552
avatar of Vipper

Posts: 13496 | Subs: 1


...

Since the front armor is being nerfed how about increasing the rear armor to a bit lower than ISU-152 levels?
6 Sep 2019, 17:26 PM
#553
avatar of Sully

Posts: 390 | Subs: 2


I don't think adding an arc is possible because we don't have access to animations etc. We can have a better look at the veterancy bonuses though.


If an arc can't be added, I'd take a look at its AOE/Damage profile so direct/near hits do more HP damage. Wouldn't hate to see some AOE suppression thrown in either for some anti blob utility.
6 Sep 2019, 18:45 PM
#554
avatar of Jilet

Posts: 556

jump backJump back to quoted post6 Sep 2019, 17:26 PMSully


If an arc can't be added, I'd take a look at its AOE/Damage profile so direct/near hits do more HP damage. Wouldn't hate to see some AOE suppression thrown in either for some anti blob utility.


Thats actually a real good idea.
6 Sep 2019, 19:35 PM
#555
avatar of addvaluejack

Posts: 261


Why? Its target size is 26, which is the same as every other superheavy (like King Tiger or Elefant).


To compensate the HP and Armor nerf.

I feel TDs should have smaller target sizes than their tank versions, like SU-85 and Jagdpanzer.
7 Sep 2019, 07:19 AM
#556
avatar of Sander93

Posts: 3166 | Subs: 6

I feel TDs should have smaller target sizes than their tank versions, like SU-85 and Jagdpanzer.


That's because those vehicles actually are quite small (low profile) due to their casemate design. The Jackson and Firefly actually have Panther/Pershing level 23-24 target size.

The Jagdtiger is literally the biggest vehicle in the game and even after these changes it will still arguably be the most durable (frontally) one too. I don't really see a reason to give it a smaller target size than the Tiger/KT/Elefant/IS-2/ISU-152/Churchills.
7 Sep 2019, 07:39 AM
#557
avatar of Vipper

Posts: 13496 | Subs: 1

any changes affecting ostheer bunker should also affect OKW ones.
7 Sep 2019, 08:46 AM
#558
avatar of Grim

Posts: 1096

jump backJump back to quoted post7 Sep 2019, 07:39 AMVipper
any changes affecting ostheer bunker should also affect OKW ones.


Agreed, otherwise it will be a nightmare guessing which ones are completely self spotting and which ones are not.

Not sure if the UF bunker has the same sight range but if so same applied to that too.
7 Sep 2019, 09:41 AM
#559
avatar of Stug life

Posts: 4474

jump backJump back to quoted post7 Sep 2019, 08:46 AMGrim


Agreed, otherwise it will be a nightmare guessing which ones are completely self spotting and which ones are not.

Not sure if the UF bunker has the same sight range but if so same applied to that too.
wish they give the reinforce and medic bunker to that doc too tho
9 Sep 2019, 05:00 AM
#560
avatar of WAAAGH2000

Posts: 732

Increase PanzerFusserlier K98k damage to 12 plz
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