Every player who's not completely biased knows that it's a bad idea to go against a Jagdtigerwith with infantry (slower than JT) equipped with Bazookas (35 range).
JT is useless vs Inf. You can easily push back with inf blob.
Engine upgrade tied with its 85 range, high armor, high health pool, HE (vet rounds), and Shot blocking rounds, makes this unit over preforming in its Heavy anti-tank tank role. Not only is it hard to counter due to its range but its hard to out get behind due to its reverse speed. The stun that people often cite is being the way you counter it, only lasts 2.5 seconds and slows the tank/locks gun.
Jagtiger needs to -
- Match range of other Heavy TD. Range from 85-70
- Perceing rounds that avoid shot blockers shouldn't be allowed in coh2. Remove round from jag, 17pndr, and pak43
- Reduce health pool but keep high front armor, match with ele or isu
- Remove HE rounds or reduce damage/aoe (counters AT guns currently)
- engine upgrade should increase turn rate
- As such the damage for jag should match ele to compensate for 70 range
- price should stay the same
- Remove stun on pen
EDIT: People talking about sim city but have yet to try the nerf. Jagtiger shouldn't out range 17pndr as much as isu shouldn't out range pak43.
Tl;DR: Nerf Jagdtiger out of the game. |
FP spam for cheap cover? Not a problem for OKW, because flame nades, not a problem for Ost, because vet1 HMG and 222 will make a short work of them.
That's a load of crap. How is OKW going to be able to afford all these flame nades, fausts and STGs now plus whatever other necessary abilities? It's totally unnecessary, FPs are fine and already very cheap.
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JT is completely fine but the Elefant needs a bit of a buff. Speed and rotation would be ok. |
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For such a cheap cost it can destroy :
Katy which costs 85 Fuel
What is this supposed to mean? A Kubelwagen can too
Terrible post L2P |
So I've seen the upcoming patch and agree with some of the changes (not all of them, OKW might be getting a little more than bargained for in nerfs). One of the biggest things that needs to be changed is the panzerfaust ability. Not only does it do massive damage to light vehicles but it also damages the engine basically guaranteeing a kill. As it stands it only takes 2 fausts to destroy a light vehicle and with the added engine damage it makes it pointless to even bother making light vehicles.
The panzerfaust ability is *supposed* to be a desperation ability if you are on the field and don't have any anti-tank weapons out, but as it stands it is all you need to eliminate light vehicles instantly from the field.
So suggested changes (which need to be implemented if you want a balanced game and a diverse army instead of just blobbing units) are this:
1. Remove engine damage from the panzerfaust ability.
OR
2. Reduce damage significantly and leave engine damage.
It should be one or the other, not both.
Riflemen & Conscript AT nades??
L2P hypocrite |
Yes but Hummel for OKW first please |
Agreed retarted ability in my opinion.
Maybe as Brad suggested remove barrage and let it suppress infantry with its normal firing mode.
That sounds ok since you have to retreat from it anyway since troops = dead
Why does it exist? Because unlike the okw flak HQ which has quite a bit of range and can suppress, the bofors has rather low range and can't suppress.
This means that once the bofors is seen an enemy would have to be rather stupid to actually get within it's range again and the bofors would become mostly useless.
So to help the bofors be able to actually have more then a one time effect on the game, they gave it a indirect ability so it can also still contribute to the game outside of it's measly range.
The Bofors costs 30 fuel and isn't a tech building... |
Can someone please explain this to me... why is this in the game? I don't see how it is balanced and it just seems completely ridiculous and OP. I mean you have this unit which can absolutely murder anything in its radius outside of medium and heavy tanks, yet it can also counter things outside its radius trying to attack it like Pak, Mortar etc. It just seems so wrong and goes against the ethos of what CoH is, units are really only supposed to do one thing. It's like if only one type of tank could also do a barrage or an AT gun could load HE shells to do a barrage against a mortar outside of its usual range. Just because it could do it doesn't mean it should. Units are supposed to have weaknesses and this barrage goes against that. You could argue there are some similar abilities in the game like ZiS Barrage or B4 AT shot but they don't seem blatantly OP like this is.
This ability needs to be removed from the game, its just frankly ridiculous. |
In both lt and cap you can by the .50 cal and the atg.
so in both starting tiers you have access to both heavy weapons.
what do you guys think?
No, there is supposed to be a decision |