The Panther is balanced but it isn't exactly your first choice.
For OKW the Panzer IV is almost a no brainer offering way higher damage output in total.
The Ostheer meta seems to evolve into Brummbär rushes. Then the Panther becomes a choice lategame. Not because it is such a great unit but because it is available in the same tier as the Brummbär.
I think the best way to adjust the Panther is to fiddle with its veterancy. The concept of a diving tank hunter with Blitz is strange to balance. Using it "correctly" (aka diving in) means using it "wrong" at the same time (aka exposing your weak rear armor).
Give it another vet 1 ability instead of Blitz that increases the damage output for some time (rate of fire or maingun damage) so it can hit hard. It wouldn't have to dive as far and expose the weakspot since it could deliver the damage faster. This way you would keep the nature of the Panther as a shorter range heavy hitter without mirror balancing it towards other tds.
Profile of Butcher
Post History of Butcher
Thread: Panther15 Apr 2020, 20:31 PM
In: COH2 Balance |
Thread: action on crossing in the wood13 Apr 2020, 17:13 PM
gg wp Sent this to Imperial Dane for a cast earlier. Let's see whether he does it. In: Replays |
Thread: Tiger nerf13 Apr 2020, 09:26 AM
The Tiger held Ostheer together. Now the lackluster performance of Ostheer really comes to light. This is not compensated by a cap buff and Inf reinforcement cost. This "buff" puts Ostheer Inf exactly to the point Tommies are from the start (28 mp and fast cap rate). All in all the patch further nerfed Ostheer by taking away their crutch unit; mind you a faction that was down there close to uselessness with Brits. Brits however got some better buffs. In: COH2 Balance |
Thread: Tiger nerf11 Apr 2020, 11:42 AM
Switch to Brummbär + Paks + Grens. Tiger isn't a good investment now. It can get a few good hits but I don't consider it as reliable any longer. Heavy nerfs hit Ostheer harder than anybody else. The whole faction relied on it and now the cardhouse collapsed. Just like I predicted weeks ago. In: COH2 Balance |
Thread: Are the patches making this game progressively worse?11 Apr 2020, 08:35 AM
Had a few games. Soviets can still steamroll you. Brits are back. Ostheer can cap a bit faster and has no Tiger crutch. The Sturmtiger buff is locked behind vet 1 and costs ammo. It's basically 3 strong allied factions against Germans without siginificant buffs that also have Tigers that hit them harder than anybody else. It's basically what I warned of before. We have to wait what the meta evolves to but from playing about 6 games this is my observation. In: COH2 Balance |
Thread: What's wrong with UKF?9 Apr 2020, 11:43 AM
The thing wrong with Brits is their design as a whole. Whether you beat them or not, playing against them is never fun. Playing as Brits is incredibly dull aswell. Emplacements were cancer. Now with the nerfs you can't really use them though the cancer mortar pit remains a problem on some maps (crossing in the woods, Charkow). The concept of a high HP, high armor vehicle (Churchill) is shit. Especially when there is no non doc Axis high range, high pen td. I consider 50 range insufficient for that. Cover bonus on mainline infantry was a mistake. Hard to balance. You want to attack with your inf, not camp in cover. A t0 heavy vehicle is frustrating to play against aswell. Could continue this rant but long story short Brits will always be annoying (either for the user or the opponent) and not fit the game. In: COH2 Balance |
Thread: What if we made the Flame Hetzer a useful unit? 3 Apr 2020, 13:02 PM
The reason it is so rare is that for only 50 fuel more the Panzer IV does great anti infantry and decent anti tank. The OKW Panzer IV is THE power spike of OKW. Going Flammpanzer usually is a double edged sword. Going for a Flammpanzer in a competitive game means you cripple yourself in the upcoming first tank engagement. Don't know what to do with the unit. Maybe make it more expesive and let it deflect some shots more so it becomes viable in the lategame. In: COH2 Balance |
Thread: "dead" bulletins 3 Apr 2020, 10:31 AM
Imo they should enable bulletin stacking again so you have one large bonus for yoru favourite unit. I'm aware that there were negative aspects about it but it is a chance to support your own playstyle and in the end more choices are good. The way it is currently the only bulletins that have a reasonable effect are the vet ones and snare range (simple because it fucks up peoples estimation of the snare range). In: COH2 Balance |
Thread: Are we still playing Coh2 in 2vs2 or Company of Tigers?30 Mar 2020, 09:40 AM
That is what you get when Ost T4 is not viable and for OKW the KT is a slow lumbering piece of trash that has to face highest pen 60 range TDs. There currently is no other option in a competitive game. In: COH2 Gameplay |
Thread: T7028 Mar 2020, 21:43 PM
It literally threeshot two full hp squads. Read what I wrote. That is indeed a balance issue. If you had a clue of the game you would know that by the time the T70 arrives you usually have one Pak out (more Paks by that time will lose you the inf game). That Pak can cover one spot on the map. Any decent player will chase units with the T70 on the rest of the map and avoid the area the Pak is positioned. Now have fun moving your Pak around, keeping a snare nearby, not overextending the Pak and facing a unit that can kill your stuff in 10 secs. In fact I might call the T70 the most imbalanced thing in the game currently. Can't think of bigger bs. In: COH2 Balance |
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