"Elefant/Jagdtiger
2-shots -> medium tank/TD dead
Damage needs to go down from 320 to 280 to:
- Prevent these tanks from wiping veterancy left and right
- Keep them relevant vs advanced mediums/heavies
- Reworked to keep remotely relevant for smaller modes (e.g., cheaper, barrage at vet0, etc)"
"Firefly
Fireflies are mostly OK for 1v1. However:
- They have too good accuracy and moving accuracy making vehicle-play impossible against them
- This is, unless, OST/OKW use heavy-TDs (which will be getting nerfed, btw)
Solution:
- Reduce accuracy/moving accuracy to SU-85 levels
- Remove movement-stun from Tulips
- Remove damage bonus from Vet3 (too good vs mediums; might require cost decrease though)
- Maybe add Tulip use to a GLOBAL cooldown"
"JP4
- Good luck countering this unit with Soviets/USF if it's vetted
- Just nerf its Vet2 stats (HP/sight)"
"Stugs
- For the time being, just nerf its OP TWP ability to Puma/Stug-E levels
- Popcap to 10"
:MrSmith
----------------------------------------------------------------------------------------------
Imo the issue of the effectiveness of TD with range 60 and 60+ should be solved via accuracy. Allot of these units with Firefly as they bigger offender are simply to accurate at max.
Suggestions:
1) Reduce the size of medium tanks
2) Create a "category" of vehicles designed as "flanker" vehicles with even smaller size. This unis could have good speed and have high ROF/penetration only close
3) Increase the size of Super heavy vehicles
4) Adjust accuracy so that TD with accuracy 60, 60+ plus have about 90% chance to score a "hit" at max range (chance without collision).
Specific:
Firefly change Tullips to cause stun only in deflection so that this happen mostly vs supper heavies. (Maybe reserve Tullips for hammer only and maybe reserve 17p for hammer only.)
Elephant/Jagtiger/ISU-152/Dozer
Maybe try a different approach reduce range to 60 (accept dozer) add an ability similar to KV-2 where the unit has to lock down to gain extra range. (Remove penalties vision and received accuracy from KV-2, remove minimum range)
JP4
The units is problematic. It too expensive has to high pop as a counter to medium tanks has to low penetration as counter to heavy tanks. It need a specific role defined. It also needs its vet bonuses toned down.
Stug
Although stug is op it the only unit that keep Ostheer floating. TWP should help the unit survive so instead of blind a slow might work better. If pop goes up to 10 the pop of the T-34/76 should go up to 12 and the valentine pop should go down to 10.
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