I wonder why you aren't a top 10 Axis player considering how easy the game is for you. Just for your information, JT and Ele aren't used 70 meters behind enemy lines because they have to protect your infantry against things like Scotts, Pershings, IS2, T34, Crocodiles etc. If they are 70 meters behind your infantry and other tanks they won't do shit. There are some things where I do agree micro fuck-ups are to blame (like getting your tank satcheled by Penals) but ramming T34s are not one of them. Anyone semi-realistic will realize that.
I said 70 range unit behind your lines not 70 range behind your lines. And for the math, a 40range unit hitting the front and a 70 range unit hitting them leaves 30range of lines needing to be pushed through to get to the JT. although that doesn't matter a whole lot because if they get to you frontally then you didn't have a proper army composition in place and deserve to take some damage and if the flanked you again, it's a matter of deserving it. If a t34 is diving through your lines and Ramming your JT so the enemy can follow up with a penal blob to plink your tank away or satchel the shit out of it that isn't by any metric a balance issue. The JT is better in every metric but range. If you could use an elefant you can use a JT. Especially with the new, better raketen to back it up with a bit of buffer range.
By all means if there is an actual balance issue I'll offer solutions but the enemy getting to and destroying one of the longest range and the most heavily armored unit via dives and combined arms isn't one... |
That's silly. There is no way you will always have enough units in front of a JT to kill a ramming T34. AT-guns will do nothing because unless you have 4 of them they cant kill the T34 fast enough. It's also not realistic to have every single inch of the map covered up with mines.
I understand a lot of legit arguments against OKW units being too good (like old Command Panther for example) but trying to somehow make JT look like it's too good or easy to use is just stupid. JTs were never used in 1v1 and 2v2 and only very rarely in 3v3 and 4v4. There is a reason for that.
The changes made the JT easier to use so there is a chance it will be used more often now but at the same time I also feel the balance approach was very lazy and made the game more boring because it reduced the few existing differences between JT and Ele even more.
all you need is literally 1 volks squad if the tank is coming from the front, or 2 if coming from a flank (Assuming you didnt do anything to protect the flank of your nearly 300 fuel case mate unit) the jt takes sligtly less than half a normal tanks heath off leaving it WELL beneath the threshold for a snare. snared tanks dont ram and snared tanks that were diving to get a 70 range unit bhind your lines are dead tanks, assuming you have done literally anything at all aside from call in the JT and expect that to win for you.
if the enemy gets their tanks or infantry that far behind your lines you are supposed to get punished for it, im sorry getting punished for fucking up feels like a balance team attack against you...
i know they do a shit job of showing it sometimes, but this gme is supposed to be about combined arms. support your units and they will do much better |
it isnt this hard when u flank it with some t34 and ramm it or use mother russia and satchel it....not this hard when u play smart...
Well there is your problem! Try learning how to play the game instead of holding out for wunderwaffe to win it for you. Lay a mine? Have an infantry screen. There is no reason aside from being out played that a t34 and pile of infantry should be getting at your 70 range TD. Do you also suffer from infantry constantly knocking out your arty with small arms perhaps? |
If your 70 range TD with 450 frontal armour is getting snared I don't know what to tell you... |
What a big nerf to this unit! I got surprised.
Veterancy 5 added back to the unit as nerf? Joking? 1120 HP and less armor? Just bring the old JT back. New movement bonuses added and upgrade bonus only when out of combat
Just google for jagdtiger and get some information regarding its armor and its gun performance, which was a model to follow for years to design new armors. It may help you to understand how unique this TD was.
If 1120hp on the highest armored unit in the game with 70 range and new mobility buffs isn't enough for you idk what to tell you
Also while you are googling the Jagdtiger also Google the outcome of the war. Obviously you want realism over balance so next patch axis automatically loses at the end of the match. Cause realism for the flowers that don't realise its a game |
Yes. You want cons to be trash mobs to cap and then upgrade them as you go to fit your playstyle.
As I pointed out before, axis have competent to great combat units from minute 0.
Buying upgrades takes time and resources, so you will spend the early game hiding from the enemy because your units can't fight (currently regular pios, the weakest starting unit of the axis, can force out conscripts if they start the engagement at point blank range)
This in time would mean conceding the initiative of the early game to the enemy which would be devastating in any kind of competition, but specialy on a game like CoH2. By the time you could get your cons to the level of the unit axis can field from the start of the game they will upgrades of their own and more unit veriety (which means more roles covered).
In short, if you start from behind (said having no combat infantry in the early game) you will never recover from an enemy that constantly ups his game. That's how conscript builds worked before the patch that improved their dps, and even after that Penals rule the soviet meta
Just a quick question here.... How do the Soviet manage now with crumbly cons? Right! They have 2 tiers they can build from the word go to make their proper line infantry or support weapons. Nobody starts the game with only cons.
Geting a con and a penal would be 40mp less with the rough numbers proposed, that's 4x the colossal nerf that volks are getting. The game would be played more or less the same as now but cons would be cheap enough to fit into a build and IF you want more out of cons you can get it, if you just want something to grab territory and merge you can have that too. Or if you just want something to be a pain in the enemy ass you could pick and chose the upgrades that would align to that role. The idea is to make cons flexible enough to be the backbone of the faction they were supposed to be. Something that is useful no matter how you want to play and not JUST a sprinting AT nade thrower like they have been for literally years. |
This unit actually exists, its called combat engineer, costs 170mp, and currently has no combat value without flamers
Just curious, did you read the OP or..... |
Agreed.
But what about scouting and tracking abilities? What if they could reveal creeping camo units? (They might already do it and im just being dumb)
Not sure what you mean.
Some recon abilities do reveal units but others don't it's strange. I wouldn't mind a normalization in that regard.
Camo wouldn't be such a big deal if there were more and reliable ways to dispel it. |
I don't think this would work well because of how Cons perform across the different game modes. Having 200 mp cons would be too cheap in 1v1's. Players with good micro would cover the map with them. Also, making Oorah vet 1 would make it much harder for Cons to get to vet 1, at least in larger team games. Right now, you can use it sometimes to get outside the arc of MG's and not get suppressed. Not having it on maps like Crossing or Red Ball means that cons will spend even more time getting suppressed and retreating.
Moving some of their Vet 3 RA bonus to vet 1 would help. They bleed a lot of manpower before vet 3. Usually grens are starting to get their LMG's by that time so it wouldn't upset balance too much.
Decreasing the side-tech costs a little more would help also, and not significantly affect balance.
Lastly, most squads like Grens, PF's, etc, can still pick up a weapon after they do their upgrade. It would be helpful if a 7-man con squad could still pick up a weapon (while still making Mobilize and doctrinal weapon upgrades mutually exclusive).
That's actually the idea. The Soviet would be able to grab ground, but not really hold it as cons would be less effective than they are now. This would mean they would need something else to actually fight OR double up squads OR invest in cons to improve them. Of course this is just a concept and if needed the values could be adjusted but I'm not seeing how 200mp cons would break the game when 200mp pios or 210mp RE or 200mp ostroppen or 170mp combat engies don't. |
No performances is low enough to justify keeping creeping death cheese. If it's not deemed good enough without it fix it. |