Anecdotally, a few days ago I build my first JT in a long while and got it to vet 5. Churchills basically hand vet to a JT. It's fantastic vs brits who go any of the churchill variants as their main tank of choice, due to their slow speed + crazy health pools the JT has more chances to gain vet than anything else
I have never seen them used in a game vs British so maybe that is why as British tanks will give more XP than other allies ones. Highest rank I have even seen on JT was rank 3 and it was an hour long multiplayer game. I think JT is great for 3v3 but one most 2v2 and all 1v1 you can do so much better for high cost and pop cap plus the fact that it's literally worthless against infantry and support weapons |
Anyone else think it's ridiculous that a sniper can jam the turret of a heavy tank? |
They should make it like it was in real life which it kind of is now but could be a lot closer and provide historical flavor and assymetrical balance.
In real life the firefly had insanely high penetration and range, highest of any medium built allies tank it could penetrate a Tiger's frontal armor at 1750 M (I will try to post the picture I have) whereas a T-34/85 had to close within 500 meters to penetrate. M4A4 Sherman 76 mm gun wasn't much better needing to close within 700 m to have a shot. So firefly should have great range and have a very flat damage profile such that it penetrates most armor even at max range, however it should also be very inaccurate at long range and not great at medium range because in real life the gun was so large for a turreted tank (and Sherman turret wasn't designed for such a big gun) that it was very inaccurate at long range. It would lead to lots of RNG bit it would be cool to see a British tank with massive range and penetration but also be very inaccurate so you have to decide to sit back and poke away at max range or try to close in to medium range where other tanks can hit back. My 2 cents. |
The only things that need to change with these two, alongside every other heavy, is the rear armour should be lower. If you manage to get a flank off with even just a T-34/Sherman/P4/Bazookas, you should penetrate 100% of the time. Currently the rear armour on some of these monsters is so huge that you bounce shots point black with rear armour, which is silly. It's already far too risky to flank given the accessibility of Shreks, AT Guns and Snares that a Flank should be even more rewarded.
They probably didn't since those heavies also had very thick read armor relative to all other tanks. That is why there speed is so slow and their rotation is so slow. Make weaker rear armor but it shouldn't be 100% penetrable to every single medium unless you also make it turn a little faster. |
i just hate the stupid stun mechanic on jadtiger everything constantly dazes it...they should remove it and replace vet 5 with 50% damage or he rounds
Vet 5 is pointless due to super high XP requirements to get every level of vet. The one JT I saw built in OCF was on Langres and it lasted all game vs many KV 8's yet never got past vet 2. Part of that was good shot block usage by soviet player but I noticed each connecting shot barely brought up the XP bar |
It's more like all snipers should have 6 sec cloak instead because small arms are so bad against instacloak
I agree with that. It was insane how much snipers dominated OCF main event and even with good flanks the only way snipers seemed to get killed was counter snipe and of course several commando ambushes. Thankfully they can't stay cloaked anywhere like they used to in vCOH but I would like to see their cloaking all nerfed a bit because it seems like it's the most important unit in any battle every time it's built and takes the focus off of everything else. |
Just played a 4v4 last night and let's just say a 75% health KT with Mark Target and engine damage is no match for Air Supremacy! It was epic watching it go down in a veritable firestorm. Seriously though, the damage should probably be reduced a little bit so it can't one shot a FULL Health OKW truck but it should keep its wide range of bombs and saturation level to force dug in Axis to up and relocate for a time. |
To clarify if I use the assault Gren +3% accuracy bonus it will then grant that accuracy to both grenadier and assault grenadier infantry?
I also have a vanilla grenadier +3% accuracy...do both of those then affect both types so I 'm getting 6% accuracy on both units? |
A lot of good suggestions. Only one that is way off base is halving the health of the Churchill and its variants. Your Volks mp blob cost doesn't need fuel or tech just some
Munitions. That Being said the crocodile needs its flame damage reduced a bit and probably range. I could agree to bringing health down to ~1250 ish but not more than that |
Why are we talking about a topic that clearly no one cares about and feels is fine, when i have 2 pack howitzers beating my anus to a pulp with no lube?
I would strongly suggest you get some lube sir! |