We are discussing on the premise of Tigers and Panthers having 200 dmg as in the Balance Mod. The Jackson having 600hp is part of the balance mod too. The connection is obvious.
Theres no other reason why the Jackson should deviate so much from the hp norm (160, 240, 320, 400, 480, 560, 640, 720, 800, 960, 1040, 1280) in the FBP.
Panzerschrecks also don't follow the 80-damage increment convention you mention. With 600HP, it will take 5 schrecks to kill the jackson.
600HP is also just enough for the Jackson to survive 2KT hits and a faust (albeight with 20HP). 600HP is also just enough to survive 2 Elefant/JT shots in the mod.
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I just saw the replay again to watch how it happened, its close to the 6.30-7.20 min mark, it didnt get supress but it got stunned by a stun granede from the elite troops doctrine, then got killed, recrewed and it didnt work anymore
Ok, the stun nade bug happens if the teamweapon is killed while the stun is active. This also affects deathloop weapons.
Non-deathloop weapons are more susceptible to this though since, if you finish packing up while the stun is active, this prolongs the duration of the stun. Gonna be fun fixing this one
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Aren't mortars and other weapon teams affected by suppression but as well ?
Yeah, those too, but not the 120mm, since it is protected by the deathloop.
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? Piat are meant to be used against vehicles, so equipping piat to Tommies turns them from AI to AT similar to PGs.
I don't see how does their ability to fire on infantry on the move affects their ability vs vehicles.
That's because PIATs are meant to be used vs tanks and Enfields are meant to be used vs supporting infantry.
Only noobs send their tanks unsupported in the frontlines. Only noobs will voluntarily send their tanks close enough to be hit by PIATs.
Vs a half-decent opponent, Tommies will be forced to chase after the tank, to at least, force the tank to move and prevent it from pounding Tommies so hard.
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The jackson needs enough HP to survive 2 heavy-TD shots with at least 20HP (to prevent abandon RNG), so that the jackson doesn't become useless.
(Note that jackson still has a massive 24 target size, which makes it a shell-magnet)
The jackson also requires 60 range still, because there's no other way USF can survive vs 55-range OKW Panther.
Finally, USF requires a unit that has decent penetration up close, because there's nothing else that USF can throw at a King Tiger camping at the "wrong" type of maps.
The jackson should have good enough cost-efficiency so that USF can fight it out vs heavy armour in the late-game.
Finally, the jackson should have low enough accuracy and low enough cost-efficiency to prevent Jackson from hardcountering everything on wheels.
So, that's what the design of v1.1 Jackson looks like.
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I just saw the replay again to watch how it happened, its close to the 6.30-7.20 min mark, it didnt get supress but it got stunned by a stun granede from the elite troops doctrine, then got killed, recrewed and it didnt work anymore
ok, I'll watch then.
I know how to solve the suppression bug, but not how to solve the stun nade bug, and have been looking into this for a while.
Thx!
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What has piat have to do with the moving accuracy of tommies? Do you mean that Piat will not hit a tank because Tommies have low moving accuracy?
PIATs have to close in to enemy tanks to fire. If Tommy moving accuracy is garbage, the squad contributes no DPS whatsoever while they're moving.
This, effectively, makes anti-tank capabilities of Tommies even more useless than their reload penalties and slotted Enfields already do in the live version.
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The bug is a bit more complicated than that and only affects MG34/MG42/Vickers (i.e., the ones without deathloop).
If you get suppressed while you're setup, and suppression wears off while you're moving, bam; your MG is now permanently useless.
Best way to stay safe is avoid soft-retreats with your MGs while suppressed.
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I've actually been meaning to ask you something regarding brace. why are brace not being touched in FBP?
Because in one of your post you made some good arguments for why and how brace could be removed from the game.
is it because of the scope™?
Scope ate brace and sim city commander changes. So, I guess we're stuck with a pit design that's extremely situational; either be completely annoying on certain maps, or be completely useless on others.
I don't know how the pit can be in the scope but the brace not, but we've had that before (e.g., Quad upgrade being in scope, and M5 not in scope, or USF/Sov infantry being in scope for infantry scaling changes, and Tommies/OKW infantry not).
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Tell me how the Stug will serve you when you have to fight usf blobs and a far more effective and survivable Jackson? It won't. You need a p4 to deal with the infantry, which means you will be kited by the Jackson forever. This means you need to invest in a stug, which means you will never ever get a Panther, which means the Jackson can raom freely since Stugs are more vulnerable to handheld at too.
We'll have to see about the jackson.
My apologies, however, I was just calling bullshit at:
Ah yes the holy argument that the Jackson's far accuracy was nerfed too. The problem is that the Panther is in the most expensive tier 4 and the god of tier 3, the stug, is now nerfed beyond being able to crutch Ostheer. ...
At best, the new Stug is stronger than the old one vs USF because of cheaper and better HMG, and a TWP that can be used on the move.
If your main issue vs USF was infantry all along, why not add Ostwind to your HMGs and snipers?
Did you try building Ostwinds in the mod? Have you actually played the mod?
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