gg |
Depends on who're facing and if you feel your lead is far enough to rush for P4. Against Soviets or USF then go ahead and get a light vehicle if you haven't locked down double fuel for a sufficient time to delay their light vehicles. If you have had double fuel for a significant amount of time then rush for P4 as it's very strong against infantry and counters most medium armor.
Against Brits I would advise against as nearly every brit player goes AEC and AT IS. If or when they get the AEC that's 50 something fuel for a unit that isn't good at killing infantry so you can have the infantry advantage and rush for your T4. |
Defense is best for countering enemy light vehicles especially if the map is very urban where AT guns are hard to move and Shreck PGs are expensive and slow to move around the map. Imo only one that is stronger is Elite troops as stun grenade allow you to punish players that rush your Grenadiers in close engagements. |
Thread: 22223 Apr 2018, 19:52 PM
222 will be fine. Don't know what's this huge worry as the 222 lethality and fuel cost is the exact same. 444 will be 400 mp and 60 fuel and any AT weapon will quickly force it off and you have use Pioneer to repair it. Not USF tank crews, Sturmpioneers, Sappers, etc. Not like anyone was seriously using rifle fire to ward of a scout car before now, it forces Allies to go AT weapons just like against OKW or Axis against any Allied faction.
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Always enjoy these type of articles. Well done and keep it up |
USF have the tools to deal with medium armor and below via bazooka's, AT gun, Shermans, M10s, and to a extent Stuart. Issue with Jackson is it deals with all armor and makes the M10 redundant. What I'd suggest is not reducing the range but making the Jackson become similar to the FF but with high mobility, high damage, and low rate of fire. HVAP can still provide higher penetration and accuracy but no added damage bonus. Course the Jackson damage must be enough to require one less shot for heavier armor but doesn't three shot medium armor.
This way you keep the mobile aspect of it and make it more vulnerable to medium tank rushes while still providing a counter to heavy armor for USF. It also makes the M10 more relevant as a medium tank hunter.
The reload could be around eight seconds with the reload bonuses from veterancy being removed aside from veterancy 3. Reload can be fine tuned to see the best balance between countering heavy armor but still not high enough to destroy medium armor. |
Also a big thing that would be great is a lockdown button for HMGs like AA Half tracks. |
Even with these changes Panther imo is still not worth it for either faction as why bother with a unit that can't chase nor do a significant amount of damage. Every time I get a Panther as OKW I regret not getting a P4 or JP and as OST, not getting double Stugs for cheaper. Yes Stugs are getting nerfed but only a small rate of fire change so for AT purpose double Stugs will still be more desirable.
One can make the argument of it being a stand off tank and having greater durability than Stug or Jagdpanzer but what's the point of it taking up such a large amount of pop cap if it's only purpose to ward off tanks NOT being able to chase and destroy them while not being that effective against infantry.
Sure buff it's overall durability but if it can't destroy or chase enemy tanks effectively than it'll still be never used outside of Command Panther. Course this is solely in ones so maybe team games it's stronger but find it never paying off in ones especially as OST.
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Tbh the only issue I have with Soviet sniper is chasing it and having no damage being done. I'd be fine if they just made their RA much worse so they can't just soft retreat all day while Conscript and/or Guards shoot up your squads. This also makes flanking them workable as who else flanks a sniper squad with a squad only for it to escape with half HP? |
Need a preview mod in workshop would be great. |