Super heavies TD: they have been niche and i don't mind them been SUPER niche on 1v1 but not stupid units on 2v2+.
Would anybody feel that Elefant/JT are getting butchered with the following changes?
- Damage reduced from 320 to 280-300
- Accuracy reduced (by a lot) to SU-85 levels
The idea here is that JT/Elefant will remain marvelous at countering TD-walls (keeping them in the repair pad). They would also punish Comet/T34/85 spam/etc. They would also be amazing at dealing with allied heavy tanks. However, they wouldn't assassinate veteran medium tanks like it was nobody's business.
(This assumes that Firefly's accuracy/moving accuracy also gets nerfed to SU-85 levels, to keep it even. Tulips should give the new blind TWP critical from Puma, rather than deny movement. Jackson is OK since it's brittle and will still go down to 2 shots)
JT has a lot on its plate too, compared to the elefant:
- Nerf mobility stats so that engine-upgraded JT performance will equal live-version unupgraded performance
- Barrage no longer requires veterancy. Costs 30 munitions and projectiles follow an arc so as not to collide with ground all the time
- Range decrease from both attacks to 80 (because increasing 17pounder range would be a
terrible idea
- Piercing rounds requires Vet5 (Vet5 currently does nothing since stun-removal ninja-buff)
Elefant:
- Can no longer upgrade to spotting scopes (so that we don't have to nerf scopes)
Then, I would trace Elefant/JT popcap as follows:
- Elefant: around 25-26
- JT around 28-29 (since it's a generalist with the barrage)
CalliOP: it was nerf in the wrong way. They just removed the 3rd barrage instead of nerfing and spreading the damage of the first and 2nd barrage.
CalliOP definitely merits a durability nerf first of all. It could go around Priest level.
Then, range should either be reduced a lot (but kept lethal). In that way, you have to be careful not to have your CalliOP murdered, and that would differentiate it from the long-range priest.
Otherwise, change the barrage pattern from 10-8 to 6-6-6.
FRP: make it have a cooldown.
Ex. Upon activation, for the next X seconds, all units who retreat will do so to the FRP. After that there's a 2X seconds of cooldown til the ability can be used again.
That could be an interesting idea. I think that could work.