Take it from a 4v4 scrub like myself.
Regardless of performance the main offenders for AT inf blobbing are the OST. No idea why but there is a plague of players who spam them.
Doesn't bother me though as I play mostly ussr as allies so they're a simple katyusha barrage to make run back to base or drop if you get a few good wipes in.
With the UKF/USF who lack nondoc rocket arty they can be a greater pain to deal with.
The REAL villain in this situation isn't the blob it's usually the awful pathing of the vehicle trying to escape it/stay out of range.
They're hard to wipe. Three squads will insta-wipe standard Allied tanks. They have a great grenade and can sometimes for the retreat of AI infantry. Maxims don't slow them down enough if you play Soviet. Your only counter is to get a Katy and hope you get a good strike in quickly. Even KV-8's aren't good against them if there are enough squads. |
Supporting Fire actually has 95 range.
I was just guessing at the range. I knew I could shoot it a long ways into the fog of war. To be honest, I haven't used that feature much because the only thing that isn't going to move is an emplacement and that would be an awfully expensive way to remove emplacements. I'll start trying it on weapons teams. |
To clarify, it's not a timed ability, it fires a set number of shots every time assuming you do not give it another command mid barrage. 3 at vet 0, 5 at vet 1. The main issue with it is its inconsistency finding the target. If it's a totally open firing lane with not even a hint of debris/shot blockers it can be good, otherwise a lot of the shots collide with objects/terrain early and do nothing.
Doesn't matter though, they're not going to change it now so no point discussing its merits. It is what it is.
I retarget sometimes during the barrage. The icon has a timer and the JT use HE for the duration of the timer but in watching a replay, it was always 3 shots at Vet 0 so the "timer" was just a visual indicator that it is shooting HE. There are only a few maps that I use it on, and they're mostly flat so I hadn't noticed the terrain much.
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Looking at the release notes and testing in game, I have a few questions.
- Are the veterancy requirements the same as the Elephant (vet levels 1-3 at least)?
- Does Vet 2 now give the JT 20% more Acceleration like the Ele receives?
- What does the 60 Munition engine upgrade do now?
- What does Vet 5 do?
- Were any changes made to the Supporting Fire ability?
Supporting fire:
It has roughly 4x the area as the Greyhound's cannister fire. They compensated for the 4x area by making the ability active long enough for 3-4 shots, giving it 70 range, and allowing it to shoot into the fog of war at 70 range. At least the price is the same as cannister fire. If you get bored, try a 4v4 and use this and Assault Arty and see how well you can rek shit. It really should have had world-piercing also. I can see why players call it garbage./sarcasm
The only thing about this that doesn't seem crazy good is requiring all three trucks and 15 CP. |
The stuart may have taken more damage (which is not reported) and that could affect your results. To my understanding damage taken is compared with damage dealt for the efficiency number.
I would also add the damage dealt statistic in the results screen is a made up number with no inherent meaning.
Say you shoot a scout car to death which has 190 hp with sturmpioneers. The game will say you did something like 470 damage to vehicles, which is obviously impossible.
Both the efficiency stat and damage don't seem to work correctly. It does seem like it uses a multiplier for vehicle damage. The USF vehicle efficiency's normally seem really low.
I think the end of match stats were an interesting idea but it ran into problems when confronted with decrew/recrews/captures, etc. The number of kills and losses does seem to work correctly except for the occasional "teamkill" by an ambulance. A lot of times I think it tells a more accurate story of what happens. Most of the time if you have a terrible KDR, you probably also lost the game. (I did have one game as Soviet where I lost over 400 models including 9 T34's and still won, but those are rare and the stats were a little misleading because the 260 kills included 3 Elefants plus a bunch of other armor.)
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A valid point, but it was a rather last minute change and the Elefant is (imo) a proven concept. I honestly don't know what else could've been done to make the unit more attractive without making it overpowered again.
These changes should make the Jagdtiger a lot more user friendly and will hopefully have a good impact on the meta by making it a viable choice for OKW in team games, which would allow Ostheer to pick something other than Jeager Armor.
I tried it in a 4v4 last night. I'm probably in the minority here but I like the new JT. The improved speed helps it get around the map much better and improves survivability to the point that I never felt in danger of losing it. I had to back it out of combat a couple times to repair. The new arty in the doctrine feels almost too good.
The 4v4 was on Port of Hamburg. We were down 464 to 9 at around the 21 minute mark. Two of my teammates got "garbage" KT's and I got a "garbage" JT. We got what must be a "garbage" victory at 45 minutes with the 9 VP's still intact. When I had to back off the center VP, being able to drop the off-map arty on the center VP kept them from being able to get it and was a game saver. |
Imo Ram/off map is way too effective while relatively easy to pull even frontally (in 2vs2 games and 1vs1).
I would try moving redesigning Ram to be a skill shot that scale with veterancy.
There are many ways to counter or avoid being rammed. If you tried playing Soviets then you'd know how. Or you can just keep whining on the forums. Anyway, what does this have to do with the JT? |
Sorry but without a replay provided, I must assume that it only worked in an easy AI comp stomp match for you
I think OP is just trying a different flavor of Troll-bait for Allied players. |
Maybe there is some bug that counts the shot at the end of a rotation towards target as still moving? I noticed that it's usually those that the JT misses. Like when you order it to attack, it rotates the vehicles then once the vehicle is in range it shoots and misses. I dont't think it's a coincidence either. I sometimes used the JT for casual fun games before the last changes and it was insane how often it would miss. The "new" JT did the same when I played today. Even on ranges around 20-30 or sometimes even lower than that.
IIRC, Stugs were losing their spotting scope ability when rotating to shoot. I think rotation does count as movement for anything without a turret. I haven't tried a spotting scope on a Stug in awhile so I can't say for certain. |
isu reload is 10 JT reload is 9
yes 2 su 85 will be better than a JT too (as they deal 320 damage but much faster dire rate)
isu has more rear armor tho and speed too
If you think two SU-85's have more of an impact than a JT then you've gone completely loony.
Also, why do you keep infatuating on rear armor? Newsflash - if the other side is shooting at the rear of either an ISU or a JT, then you messed up. |