The advantage of making panther an anti mediums are
1) It opens a WORLD of strategies based on mobility and flanking
2) jackson and FF and Su will be able to target panther with 15-20 range of distance from panther maximum range
3) because of point 2 panther gunner doesn't need to be blind
4) stug/jadgpanzer 4 loses rof for penetration and damage, no more stug spam as most effective units, those casamate TD will get 60 range to counter allies TD and heavies, like FF, Jackson and su.
It might eventually work. However I don't think that the end result will be interesting.
If you're making the Panther into some kind of a medium tank hardcounter allies will just go "fuck it" and never invest in medium tanks. That means there's never going to be absolutely anybody interested in doing flanks vs axis heavy armour, which has been a mainstay of the CoH franchise.
Instead, what you're going to get is TD spam vs Panthers, which will be the inverse of Heavy TDs vs allied mediums that you see in teamgames; only that you're going to see the same tired shit in every game and every mode, and in every faction match-up. It won't even matter whether you're playing Brits or USF or Soviets; you've have to get that TD to counter the OKW/OST Panther.
OKW Panther is better suited for hunting mediums; but then again JP4 is also pretty good vs mediums. OST already has Stug for that job, and the new Panther will make it a bit better vs heavies too.
If you doubt this, I'd recommend that you queue up for 4v4 Redball Express immediately. That should give you a good insight as to how boring the game can get if it devolves into a specialist-vs-specialist type of warfare.
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To @Mr.Smith too
Please note that generalist = AOE for main gun
No.
Generalist = can mess up infantry really badly.
Specialist = Jackson, SU85, Stug
If you replace Panther MGs with Firefly-level DPS, then yes; Panther would become a specialist.
By buying a Panther you get the DPS of an entire Vet3 LMG-grenadier squad on top of a high-armour unit. Are you implying that this DPS counts for nothing?
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Okw panther: I was aware of it (accuracy, mg...), I wasn't aware of price decrease.
It will still miss terribly,
I don't know what mode you play and what level you are in that mode. However I have a feeling you are not "microing" your OKW Panthers properly.
The proper way to micro the Panther is to activate Combat Blitz and make sure you keep moving. It will never miss that way.
I'm not being sarcastic here. I'm actually serious. OKW Panther is 30% more accurate when moving than when it's not moving. That's on top of SU-85+ baseline level accuracy.
Similar such magick feats also occur with all OKW vehicles that have Combat Blitz, except for the Ostwind.
The accuracy nerfs on the Panther mainly aim to address the ridiculouslness of that issue.
OST Panther and Comet are a low-micro units. OKW Panther is a no-micro unit.
Post-patch, OST Panther main focus will be firing more frequently, whereas OKW Panther will hit more accurately and have better MGs while being more expensive.
FRP changes are poorly implemented with all these cooldowns and nerfs. One of the things i like about FRP is on big maps without it, games just become long and dull thought it is unfair only some factions have FRP so cant FRP be an option for all factions? Also out of all the factions it seems OKW FRP has been specifically targeted
There's no other way to implement this without cooldowns. Otherwise serious resource-cheating abuse can occur.
OKW did lose their early FRP, but they did gain smoke on their LeIGs. That should be more than even.
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I miss the improved dps, you reduced moving accuracy and increased scatter, and less than a second of reload difference should mean improved dps ?
Nah you just straight up nerfed it.
Further add that okw one will still cost 25 more fuel apparently...and only got nerfs because is "the best nondoc vehicle" (you know how much people laughed at this ?)
My misunderstanding then. I thought you were referring to the OST Panther.
OKW Panther has better accuracy than OST Panther. It always had and it will still have better accuracy than the OST Panther; it fact it has the best accuracy in live game, if you know how to use it. It also has better MGs than the OST Panther. The OKW Panther is straight up the best generalist tank in the game in live with no reservations.
Ideally OKW Panther fuel price should drop (to ~185-ish, like the Comet). However, OKW repairs, OKW Combat Blitz and Panther Vet4 should also be further reduced, as we're not even halfway towards what should be considered mainline.
OKW Panther has never had any real downsides that people usually associate with the OST Panther. They are two completely different vehicles.
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With the threat of snares that lingers in 2v2s
That's where you're wrong.
The Panther has always performed as a generalist tank vs Brits, and will perform even better in that role now that Tulip stun is gone, and Brits will no longer have pre-dug rabbit holes everywhere.
Secondly, Riflemen lost their smoke, so Riflemen is no longer the 1-unit army the Panther has to content with. USF will have to divest in other units, and there will be fewer riflemen with snares running amokk.
Thirdly, Penals lost their snare and Conscripts become squishier with the patch; their main boon is that they hit a lot more reliably. Both units will simply bleed more when a Panther is threatening them.
The panther HAS NO ROLE EVER, it's just an overarmored brick...
If I get this right is that you're complaining that the Panther has low DPS, yet has too much HP.
Now you get a patch that reduces some of the durability (with Vet), but not the important bits (the health bonus at Vet2 is still there), and increases the DPS.
Yet, without taking the time to even trial the changes you start complaining? If you know precisely which values we should fix, why not spit them out so that we can see them.
Otherwise, I think it's better we go with the testing-and-feedback approach. Don't you think so too?
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Panther needs to be stationary, shooting at infantry out of cover and quite close to the panther.
The comet needs to shoot once at a 4 man squad at max range with a change of a lovely instagib.
Squad formations have been reworked, and you would be amazed at how well those 4-men squads can spread out, or how fast they can exit garrisons.
The Panther is more durable than the Comet and has better AT. The patch doesn't change that. The Comet has to nagivate around 18-range panzerfaust. Panther has to worry about 15-range AT nades only from certain select squads.
Nobody reasonable ever complained why Conscript DPS doesn't equal Grenadier DPS (because grenadiers are squishier), so I don't get why people get so hung up with the Panther.
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I just hope that people won't pick commanders that are completely unsalvageable, and pick commanders that have the potential to be upgraded to top-tier status. That's because meta will always revert to cheese, and ideally every faction should have access to 6-8 commanders that have roughly equal chance of being picked.
I'd also like to see that doctrines that are defined by their one sole ability get picked and be fleshed out like real commanders, with a set of strong abilities, rather than one single ability (e..g, turn the "Mother Russia" doctrine into a "Counterattack" doctrine, or the "Falls doctrine" into a "Luftwaffe support" doctrine).
I also hope that at least one Shock troop and one Guards troop commander get picked, as this will resurect a bigger number of doctrines than the 2 afforded by relic.
Most of the suck in OST doctrines come from a few select crappy abilities that are spread among a large number of doctrines. Fixing 8 individual useless OST commander abilities, rather than 2 distinct doctrines would achieve a lot more. However, if I were to pick 2 commanders, I'd pick 2 of them that can be upgraded to become equals to the "Lightning War" doctrine.
For Soviets, I'd pick:
- Guard Rifle Combined Arms tactics
- Counterattack
That's because given commander overlap, this would affect nearly every single Soviet commander, and would bring all guards doctrines and most shock doctrines to top-tier status. Also because new Conscripts & Mother Russia will be too OP.
For OST, it's tricky. I'd definitely pick Festung Support because the doctrine has enough unique abilities to have good potential as a meta non-Tiger doctrine. Then I'd pick Joint Operations support due to OST emplacements and the high overlap with other abilities.
Those two commanders will also bring Spearhead and Assault Support on par with Lightning War. That way we won't have to suffer another X months of Lightning-War auto-picks.
Otherwise, I'd really like something to be done with the 250 call-ins and Stormtroopers, but if it's only 2 commanders, I wouldn't pick any of them.
For USF, I'd obviously pick Mechanized and Recon due to their potential.
OKW, I'd definitely pick Firestorm and buff the non-flamer abilities; again also due to overlap.
For the 2nd doctrine, I'd definitely not pick Overwatch, due to it being completely unsalvageable. I'd pick Fallschirmjager doctrine though, to fix the non-fallschirmjager abilities and allow that doctrine to scale past infiltration cheese.
UKF top pick should be artillery doctrine. Then, I'd pick Commandos doctrine to revamp the first 3 abilities of the doctrine and bring them up to par with the top contender doctrines, and also the fact that there is a big overlap with Commandos that can help other doctrines.
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Have you ever compared the panthers AI capabilities to the following units: EZ8, Pershing, Tiger, comet, cromwel, and heck even a p4?
On what basis do you judge the panther to belong in that list?
The Panther has much better AT than the forementioned units, but worse AI. Panther MGs are no joke and can cause a lot of bleed. Depending on the terrain, and also given that Panther AI doesn't care about elevation, Panther can deal more AI output than the Comet.
That's also taking into account that the Panther can offer engage units that don't have AT capabilities (e.g., Penals, Tommies and doctrinal USF infantry).
I'm trying very hard to be polite here, but this claim seems ludicrous to me, same as the claim the panther is " more or less good in the first place".
"More or less in a good place" is Relic-speak for "We don't consider OST Panther to be too OP".
The context comes from the secondary focus statement that "Adjustments to select heavy tanks that are currently over performing in team games". Therefore the "good place" refers to the fact that the OST Panther doesn't belong to late-game overperforming armour.
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But isn't it going to make flamthrower too good vs garrisoned units? Same question for any type of bundle grenade that can wipe wooden houses in one stroke.
Hopefully Relic will revert anti-building grenade damage to original levels, so that you can't use grenades to level them. Flamethrowers we'll see.
You can still survive a building collapse btw. The first few guys will still come out instantly, so your entire squad won't get wiped. It's mostly larger squads that will have part of their squad die with the building.
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Care to explain why a tank hunter should stop-shooting
That's because we had something called Comet spam that was ruining the game for 1.5 years, and we're not going to add Panther spam to replace Comet spam.
The Panther, at its core, is a low micro generalist unit with high durability and good range and fast speed that can threaten all tank types and infantry. If you can't see why also having pinpoint accuracy on top of that will be an issue, I can't help you.
Comet spam was addressed just fine with moving accuracy changes and popcap changes (neither OP nor UP), and it will remain the same for the Panther, given the buffs it has received.
The main issue remaining for OST Panther, imo, is T4 teching cost.
No one still spotted this small but very important change that may turn the garrison meta upside down and thus greatly impact the early game
Why not give mobile mortar to brits instead of mortar pit? And also why not give non doctrinal flame thrower?
While every faction should have all tools available to them, it's better that they don't have these tools available in the same format.
Yeah. Garrison-hoping fixes & Repair speed fixes are probably the two most significant changes in the update so far.
Garrison-hoping was this great "feature" that made mortars & grenades useless vs garrisons, and had been driving the community in droves to crucify mapmakers everytime they would add a building that wouldn't die in two hits.
While the option of non-doc flamers is on the table, we first want to see whether grenade tech, mortars and smoke will be enough to dislodge occupied positions.
In the Revamp mod, where we had been trialing this change for over a few months, grenades were more than enough. That's because if you're foolish enough to try to jump-dodge a grenade while a squad is shooting at you, your squad will be giving up garrison bonus for a full 4.5 seconds being grazed with bullets point-blank, and returning little fire in return.
Thus, if you don't have flamers, the best counterplay to garrisons will be cover all exits and throw a grenade. Or walk up to the door and throw a grenade, then try to steal the garrison.
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