You are right, kubel itself wasn't the problem but when you multiply it's survivability and capping power with sturmpioneers which can rush any squad down that kubel drives over and volks than can go toe to toe with rifles and with 5 minute luchs you'll get a force that USF no matter what it does it cannot defeat it (even more on some maps with a) retarded cut offs b) not enough garrisons)
Teching grenades and smoke to counter kubel will just set you back. You can even call it a gg when luchs shows then
sooo okw are not supposeed to be able to go toe to toe with riflemen so they should just get roflstomped now matter what? lel. FYI, riflemen beat volks in 1v1 so idk what nonsense ur pulling but the only time i seen 1v1 volks beat riflmen is when ther 4-5 with stg going against NON-upgraded rifles. ur problem if u get stingy with ur munitions, dont blame OKW |
Probably not, but when you have 3 6 pounders in front of KT at mid range and KT is just sitting there taking all bullets and at the same time slowly wiping at guns one by one, then you know there is something wrong because none tank should win vs 2-3 at guns head on.
never seen that happen. Though i have seen KT wipe lone AT guns |
lol no |
1.3V USF changes:
RE volley fire
Good to RE volley fire toned down as it was a bit much suppressing anything and everything that was flanking.
Captain On Me
Honestly don't know how I feel of this change. One hand I used it for it's combat bonuses and sprint more then breaking suppression but on the other it won't decrease blobbing at all as the whole point for most player who use is to break suppression to allow their blob to remain effective. Honestly I'd support a change for it be applied to one unit like say a Ranger or Rifle squad to quickly move up on a flank and shred supporting weapons. That way On Me doesn't support blobs anymore while remaining a unique and useful ability. Could add a munitions cost to it too.
Jackson
Why these changes? With the nerf to damage it'll take another shot to destroy heavies enemy tanks which the whole purpose of the Jackson is to counter heavy axis armor. How does having a extra 6% pen (at long range where a Jackson should be unless supported and against a Panther the most common "heavy" axis armor) compensate the lowered amount of damage as now a extra shot is needed to take out a Panther unless you get to veterancy one at which you have to deal with the long aim time. It's taking another key strength of the Jackson away as that 200 damage lets that AT grenade or bazooka shell knock off that last little piece of HP which I can attest to that can be the difference between a tank limping away or turning into a hunk of scrap.
Jackson still has its HVAP or whatever ability to increase it damage, so its good to use then when dealing with heaving like KT.
Overall some nice changes |
ohhh booo hooo OKW is the only faction that can stand against my glorious allied factions so lets just nerf it like we do to ostheer so we can roftstomp them too |
The USF need its 57mm AT Gun buffed to the level of British one. Surely its not historical accuracy but at least USF have chance in late game again armor spam.
and what about its cost, Firing arc, range and rate of fire? keep those the same? |
OKW tbh shouldn't be given a good HMG, just decrease the reinforce cost |
A panther is a generalist tank. Do you know why? Because we already have tank hunters. Jagdpanzers and jagdtigers are tank hunters. The former literally translates to hunter tank.
I suspect what you want is a fast heavy tank to blaze through enemy lines and solo 3 jacksons. That isn't a tank hunter. That's a push to win button. The panther isn't as shit against infantry as you think. It just isn't an instant wipe machine, nor should it be since it is also good (yes good) vs tanks.
The panther is a heavy tank. It is there to be the backbone of a line and help dominate an area. And it does a damn fine job.
yh for OKW but what about OST, what reliable tank hunters they got Stug? lol that 480hp junk that gets out ranged |
We talking about MG's or crushing? Crushing with the Comet is superior. I just told you the dps of the Panthers mg which is undeniably way higher then the comet. It's harder to crush with the panther sure but not impossible, you can also use combat blitz to increase your crush effectiveness.
In that video a german player blobbed towards a wall. Fun fact did you know any tank can crush really well if troops have no where to run? Even like an IS-2 could of wiped them all out with crush.
Reason crushing can be risky in my opinion is because of AT guns, mines and fausts. What looks like an appealing crush could actually be a trap. Crushing is great otherwise.
lol comet has superior AI then panther even with the 60 munition upgrade. |
Could you provide me with reasonable arguments as to why you think why the proposed Panther changes will cause the Panther to underperform. Also in what way do you think that the changes reduce the performance of the OST Panther, rather than enhance it?
My argumentation is as follows
Live-version vet2 OST Panther is a great unit. It just takes so long to get there, and it's too big of an investment until then.
In the live version, if you've managed to get your OST Panther to Vet2, it's a great unit. It's more than great; Now you're also one breath away from Vet3, where you get a nifty reload bonus. You are probably going to get it now because the Vet2 bonus significantly increases the survivability of the Panther.
The reason is because Vet2 boosts the following stats:
- +10% Armor; that's a relatively minor bonus
- +20% Hitpoints; that's a major bonus, as it now requires 6 penetrating hits to kill your Panther
The HP bonus is always valid and can never be bypassed; regardless of the penetration of enemy weapons, deflection damage, or even if your Panther is facing the wrong way.
Sidenote:
The DBP doesn't remove the major +20% HP bonus. It only removes the minor +10% armor bonus from Vet2
The only problem with OST Panther Vet2 is that it takes some time to get there. That's because:
- The Panther has low DPS (thus, low potential to accumulate veterancy)
- If T3 is not skipped, the Panther comes very late into the game, and has little time to accumulate veterancy
- Worse yet, there is not much time left to use your Vet2 bonuses before the time ends
Thus, in the live game, your Panther will spend most of the time being a meh unit, and very little time being a good unit until the game ends.
To address this, DBP changes the Panther to make it:
- A good unit from the moment it hits the field (upgraded from meh unit)
- Make it remain a good (but not OP) unit from Vet2 onwards
Now, why is the OST Panther meh at Vet0? The most important reason for the Panther being meh is that it comes out too late, if you cannot afford to skip T3. Everything else has gained more vet at this point, and the Panther has a lot to do to catch up.
Secondly, the OST Panther is meh at Vet0 because it has low DPS. The gun has very high penetration, but it fires too slow. Even if you flank a heavy-armoured target with the Panther, there's no pay-off; you're probably now showing your rear armour too, so now you lost your advantage.
How does DBP achieve that? From Vet0 onwards, the Panther now benefits from:
- Faster reload. This improves Panthers DPS vs all targets, from the difficult-to-hit light vehicles, to the trivial-to-hit heavy vehicles
- More consistent reload. This will allow people to use glide-shot micro to improve their chances of hitting.
The latter is crucial since previously, Panther shots could drift up to one second. Even if your micro is on par, you'd have to, sometimes, spend 1 second stationary, seeing your target run away and your momentum diminished.
With tigher reload times, the OST Panther can finally benefit from glide-shots, just like every other tank in the game
Finally, since both buffs take effect from Vet0:
Your OST Panther is now a much better unit during the miserable timeframe between Vet0 and Vet2, where your Panther used to suck.
Moreover, since your Panther hits much more frequently, and more consistently, the veterancy gain speed will improve.
This means that the OST Panther will spend even less time at lower veterancy levels, where it used to suck
The Vet0 buffs do not go away with veterancy. The new Vet2 Panther will still fire faster than the old Vet2 Panther. The Vet0 reload buffs will also stack with the Vet3 bonus.
Finally, no. We don't know if the reload speed bonus will be enough without testing it extensively first. If the reload speed buff is too small, we'll increase it; if it's too big of a buff, we'll decrease it.
So, stay tight and give us feedback based on your in-game experiences with the new Panther
Now, repeat after me:
- The big #1 reason why Panther sucks in 1v1 is almost exclusively because of teching cost, and teching synergy in OST
- It is completely absurd to expect the Panther to be fixed without fixing teching costs. Otherwise we're just breaking the late-game
At vet 2 do we still get the cool visual armoured plate skirts?
I guess these changes could work but regarding the OKW panther it didn't get the reload buff? it got a straight nerf and no price decrease to compensate? it still costs 200 fuel that's ridiculous. Combat blitz was also nerfed and no price decrease? |