Sanders has pretty thoroughly dismantled your perspective on this unit based on complete anecdotes and a tightrope video. Please, just stop. KT is fine, you act like its the only vehicle you can build.
He didn't. There was still weapon stats he left out.
KT being in a good place is important since it's an Legendary Tank and it's getting real tiring going p4, panther every game. |
...you do realise that all heavy tank AOE was recently (as in two weeks ago) completely changed? Their one shot kill radius was reduced but their health damage radius was increased, along with an increase in the chance to hit squads, so that they will deal more consistent damage to infantry instead of being RNG wipe-or-miss fests.
The Tiger II got pretty much the best AOE out of those changes, as shown above, although it's only slightly ahead of the IS-2 and Pershing.
Why do you insist the rate of fire is shitty? The reload is really good for the damage it does compared to most/all other vehicles. 6.25s is a really good reload. A Panzer IV has (160dmg) has 5.75s. The Pershing (160dmg) has 6.75s. The IS-2 (160dmg) has 6.65s. The Tiger has (160dmg) has 5.25s.
There is absolutely no reason to think the Tiger II's reload is "shitty". It's above most other heavy tanks, only second to the Tiger I by 1s, but it deals 50% more damage per shot. The only downside to its reload is that it doesn't get a veterancy reload bonus until vet 5 while most other tanks get it at vet 3.
Again, its AOE and scatter got a major buff in the recent patch, and now it generally forces squads to retreat in ~2 shots. It no longer sucks at fighting infantry.
Not able to absorb damage? It has 375 armor (highest in the game for heavy tanks shared with IS-2, but the IS-2 has less health) AND 1280hp (highest in the game for heavy tanks shared with Tiger Ace, but the Tiger Ace has less armor). It is literally the most durable tank in the game right now.
Your opinion on the Tiger II seems to be pretty much entirely based on misinformation and misconception.
Yes ofc i talk about post patch. Just had a game with KT missing 3 shots in row when stationary against clumped up squads behind sandbags and KT was behind them. That is the most optimal position to fire from and still miss after miss (I didn't hit world objects). That was vs a shitty player who let my KT just keep firing at them for almost 20 seconds which would never happen vs a decent player. And still the KT didn't even manage to do anything.
KT fire rate sucks not only because of its reload but its ready aim time. And if it ever loses sight of a unit due to its long ready aim time it has to rotate its slow ass turret again. It just sucks.
It's armor doesn't matter since its slow as fuck and its the easiest unit in the game to flank. I rather take less health for pershing speed anyday. Not so much a King 'Tiger' but more like King of Engine Damage Trashcan. |
Its reload is 6.25s, which is remarkably high for how much damage it does (240).
For comparison, the Jackson (160dmg) has 6.55s, the Panther (160dmg) has 6.65s, the Firefly (200dmg) has 8s. I believe the KT has the highest DPM of all tanks.
Turret speed is slow, but now it gets Spearhead at a reduced requirement for veterancy 1. Vet 1 is really easy to get now.
Spearhead (amongst other things) gives +60% turret rotation.
Vet 2 (also at a very reduced requirement now) gives an additional +40% turret rotation.
Not true at all.
Tiger II
Damage 240
Scatter angle 5
AOE radius 4
AOE distance 0/1.25/4
AOE damage 0.75/0.25/0.15
(damage is 180/60/36)
Pershing
Damage 160
Scatter angle 6
AOE radius 4
AOE distance 0.25/1.25/3.25
AOE damage 0.75/0.375/0.175
(damage is 120/60/28)
IS-2
Damage 160
Scatter angle 5.75
AOE radius 5
AOE distance 0.25/1/3
AOE damage 1/0.35/0.175
(damage is 160/56/28)
So as you can see, the KT arguably has the better AOE radius with a larger mid AOE than the IS-2 and better scatter, as well as slightly higher damage. Compared to the Pershing it has a much larger mid AOE as well as slightly better near range AOE and slightly higher damage.
Or as Lago presented in a graph:
(red is Tiger II, blue is Pershing)
something doesnt add up, i have played enough to know a IS2, pershing almost fully wipes squads in a single shot while both KT and tiger usually just snipes models. I have better luck with hits from Tiger 1 than the KT.
Also comparing a cheap TD such as jacksons fire rate to the investment of KT is not fair. KT will mostly fight of infantry which is sucks at doing because of its shitty firerate. Tanks will just drive away from the KT and due to its speed it cant catch up. You cant just spearhead into the enemy with the KT because it will die due to not being able to absorb damage. |
KT sucks, very slow fire rate, very slow turret speed and poor AOE comparede to IS2 and pershing. Whats the point even?
It's also slow and clumsy and dies very easy.
It comes way too late and is too expensive for what it gives. 9 times out of ten you are better off with a faster panther. Tiger 1 provides superior firepower because of its rate of fire. |
Panzerfaust keeps bugging out. It shoots but no damage whatsoever even to light tanks. |
How about fixing the bug where AT guns refuse to deploy but remains in the carry state no matter what? Messes up setting up good ambushes. |
Agreed, they made Heavy Tanks fun to use again and a real menace not just a large hitpoint pool and finally finally a proper buff to ostheer. Game feels more and more like vanilla coh so a huge thank you everyone involved. |
Prepatch falls sucked, they were just an other flavour of obers that required much more micro to be as effective AND you wasted a commander pick just to be able to. The buff was straight up necessary. Just increase the vet req a bit and it's fine. |
320 MP for a dedicated anti infantry unit thats also squishy that actually kills infantry is fine.
I remember allies fanboys used that argument for years when shocks was and still are walking terminators.
I have literally killed 3 grenadiers squads and 1 pgren squads with a lone shock squad. All which is "fine" since they are dedicated anti infantry squad.
The only thing that needs changing is the vet requirement for falls, their increased damage makes them vet up really fast. |
This is not a really bug, rather it's an inconsistency with snares.
Axis Faust = minimal AoE + 'damage all in hold' false = no damage to units inside halftracks.
OKW AT riflenade = low AoE + 'damage all in hold' false = minimal damage to units inside halftracks.
USF AT riflenade = high AoE + 'damage all in hold' false = minor damage to units inside halftracks.
AT nades = medium AoE + 'damage all in hold' true = high damage to units inside halftracks.
Now where the snare hits is important and is propably why you thought Pio's don't receive damage inside the 250 while they actually do, it makes positioning of the 250 important:
AT nade hits the front of the 250 = no damage to models inside the vehicle.
AT nade hits either side = high damage to all four models.
AT nade hits the rear = high damage to the two models in the back of the 250.
To the patch team: because AT nades are the real outlier here, I'd propose setting 'damage all in hold' to false as the most easy solution to this problem.
Oh i didnt know that, the inconsistency is really confusing. This kinda thing really puts RNG and luck too much into the equation. This reminds me of coh1 US nuclear grenades which sometimes killed 1-2 models and sometimes nuked the whole squad even when spaced out. |