So allied players are forced to deal with all the ADVANTAGES of JT, but the axis player is not supposed to deal with its sole VULNERABILITY.
"Hans, zis is ze pride of German engineering! It's all fine and dandy while the uberarmoured supergun of doom is twoshotting everything, across half the map, through seven hedgerows, three brick houses and a small mountain, while vet3 Jackson's HVAP rounds bounce off its frontal armour."
"Sounds too good to be true, Hans? Well, it is. It's slow as fuck und zere are Soviet heavy howitzers about."
Normal universe Hans : "Oh shucks. Guess it does make sense zat a unit zat powerful should have drawbacks and hard counters. Better keep on my toes if I sense a howitzer nearby"
Hans in this thread: "Artillerie is clearly unfair."
There is only one dedicated hardcounter that resides at the top of a single doctrine (and is itself hardcounterable by almost any offmap strike). For this hardcounter to oneshot, the JT must be stationary and its position known, and the b4 has to have veterancy, and a damage-boosting ability should be used, and the OKW player should not consider maneuvering it, and...
Yes, CoH2 is built around unit preservation. Yes, oneshotting supertanks is contrary to gameplay principles and ultimately toxic. But JT has enough advantages as it stands. For players to continue to benefit from these advantages while simultaneously consider the only threat to it to be overpowered and unfair - well, that seems just a bit hypocritical to me.
The hardcounter is as overpowered as the unit it hardcounters.
Nerf the JT and you can nerf the B4 vet3. No sooner.
Lets not forget all the other stuff that can be 1 shot that is under 960 HP
JT is a separate issue, Everyone knows its OP and should have its terrain ignoring shot nerfed. |
We have here people with more hours played and not a single allied game on their playercard.
Just saying.
http://www.coh2.org/ladders/playercard/viewBoard/0/steamid/76561197965143555
Not good at looking up my playercard eh? Well here let me help you;
I play not only axis but allies in 3's and 4's AT were allies 'suck'
I direct you to my Teams with Best is on water/Best is on Fire/Pocheesy.
A little more games with axis but we play both quite regularly.
Research better before you try to call me out,
Just saying.
(Also I think some games are missing from when before ladder's came out)
Nefring vet 3 B4 means that you still won't move JT. Get hit, 2 strimpio to repeair, whili this you still can snipe and befire B4 is ready you have fresh Jadgtiger.
If you hit with the B4 directly on and didn't move in with your team's mediums when it was half health in this scenario you failed to take advantage of it being around 60%. |
So you never have used the unit before.
Your right ive never touched the B4 have absolutely no idea how the commander works
Or the math behind the B4, FMR or how the unit interacts with the world. |
If the B4 gets nerfed the whole Counter Attack commander will never see daylight again.
Those of you who cry for a nerf, how do you suggest Allies to effectively counter Jagdtigers in the future? The B4 is already hard countered by any Ostheer player with a Stuka commander.
If the B4 gets nerfed the Axis won't have to have an Ostheer player prepared to get a commander with Stuka Bombing Strike = more Tigers. IMO a nerf to this unit will be the last nail in the coffin for Allied 3v3 + 4v4 play.
Oh just stop.
People are asking for a vet 3 nerf on it, Not nerfing the unit.
It will still be very strong, just not 1 shot capable. |
Also people saying drive it close...lol. To get it close enough to reduce scatter it has to be in Zis range. One single pathfinding bug and that thing is toast since even CE's can damage it effectively.
This, you can drive it close but you put it at considerable risk doing so depending on the map and commanders of the opponent.
Its a artillery piece guys. it should be effective at max range as well as more effective at close range if you drive it up that close. (lol)
Right now its drive up close or don't kill anything at a max range barrage unless you have like 3 of them. |
Anyway, I believe panzerwerfer needs to be fixed somehow.
Buff AoE - death to all allied troops
Reduce scatter - seems like a high angle katyusha barrage
Move to T3 - seems the best but then again, is it too early?
Choose.
I choose all.
I think just reducing the scatter would be enough,
That or undo its damage nerf, it was fine before that. |
It actually does do slightly more damage to the marked target. Unless it underwent a ninja change...
I did test the command panther on IS-2's and the IS-2 definitely took more damage when marked.
But the command panther itself can only mark, and i believe that ability has a radius.
35% isn't 'slightly more' that a pretty huge damage increase, If you ever played a MMO 35% increase to your class is normally on a 10 min+ cooldown because it can swing raid fights in such a profound way. |
a brummbar isnt going to instantly clear an at gun position.
Neither is the panzerwerfer half the time |
Katyushas are anti-blob and wherfers are anti-set-up teams. This is an apples and oranges issue.
Then what is Ostheers anti heavy blob? Its not the brummbar it has to get too close to at guns to do it.
For an artillery piece it's not to bright. Ok, it should close to the target area in order to be effective, no doubt, but this should an artillery piece do? Artillery in general must be effective from far range. Reduce a little the distance scatter.
Ding ding ding! You shouldn't have to close to super close range with Rocket artillery for it to be effective. Counter battery a kat is already hard enough with the werfers lower range.
Not to mention kat is effective at max range. panzerwerfer is not in addition to having lower range.
Right now its almost better to go elite troops and vet a bummbar to vet 1 and use that. |
I'm fairly certain that both units fire identical rockets. One fires 16 of them in volleys of 4, the other fires 10 in 1 volley. There was a time when the panzerwerfer rockets did more damage; back then it was 1 volley = 1 squad. The near-instant landing of all 10 rockets gave no chance to escape.
Agreed but as opposed to now were you can almost stand in it. |