Just make both heavy destroyer (j.tiger , elephant) operate similar to vCOH panzer elite marder 3
Site Main Gun
The Marder III receives a significant bonus to its attack damage, Penetration, reload times and sight-range.
The unit is rendered immobile.
Costs nothing.
Duration: Permanent until deactivated.
Cooldown: 10 seconds (activation) / 3 seconds (deactivation)
- mobile mode with range 60
- immobile mode (rotatable) mode with range 85 + faster reload
5 seconds activation / 3 seconds deactivation
That could be a nice idea. At the same time, however, this possibility already exists, and it comes with cool animations too! It's called Hull Down
Mostly agree with Heavy_Gamer.
The only thing that needs immediate fix is brace/mortar pit. I'd agree that Demo's are also a pretty lame mechanic that should be fixed.
As much as we would love to fix Brace/trenches etc, fixing this is more involved. That is to say, if we are to be objective, there is no single no-brainer change we can make to these issues without breaking synergy elsewhere.
AKA, those will definitely have to be investigated in the process of a balance-preview mod.
You can't nerf Stuka DB without also nerfing the allied equivalents.
There's no allied equivalent to the Stuka Dive Bomb, especially considering cost and mode of operation.
Cant nerf Ele or JT without nerfing T34/85 and Mark Target.
Damage nerf to 280 means that T34/85's will take an equal number of shots to die as before the damage nerf. This change will only affect the survivability of stock medium allied T3 tanks.
Sure. Mark Target could do with a nerf, though.
Calli and ST can both be dealt with, both are powerful but don't need to be messed with. Especially st considering the rest of the doc is trash.
Trash doctrines and abilities will have to be reworked. From my perspective (and all of us share this viewpoint) is that doctrines should not be "carried" by a single OP ability (see artillery cover).
Ideally, the doctrine should be composed of useful abilities that also make sense when bundled together. Thankfully, both Tactical Support and Elite Armour have useless abilities that can be buffed to make doctrines feel more thematic, rather than make singular units define the doctrine.
Agree except the Elefant/Jagdtiger one.
That tank is such a huge investment. It should be good at what it's made for. It's already easy to swarm them with comets/shermans. The 3-shot change will make it even easier for comets to break through.
It's tricky to scout for ele/JT and micro them all the time and cover flanks, while being constantly under artillery fire (elefant usually means there are already 2 calliopes/katys/land mattresses on the field).
Damage nerf means that cost can go down, by a lot.
Comets already require 3 shots to go down to Elefant/JT, and they will still require 3 shots to go down post-change.
This is similar to demo-charges, which are 90MU all-or-nothing investments.
With Elefant/JT damage nerf we merely want to avoid those things from being too good at wiping things.