Well that would be too early if u want it for free with side tech
Not free. Purchased for a small fee like molitovs and AT nades. Basicly make cons modular. |
Which tuning change are you interested in? I liked the one you had with hvap earlier, about making default a little weaker and relying on hvap more
I guess i can see a lower moving acc than .75, but i feel it should still have more than regular mediums as well
maybe im biased but i personally like the HVAP idea most as well. failing that a slight reduction to moving accuracy or possibly even general accuracy but im not a big fan of making hard counters unreliable so something would need to be done about medium armour as a focus imo. |
Doesn't any help at early game……Maybe can detach this upgrade and move the buff to HQ upgrade,
like upgrade Medic ,Cons refinement cost reduce to 17
upgrade Molotov,Cons can get more EXP
upgrade AT grenade,Cons get in cover bouns
could even split up each component into upgrades in each f the tiers
in t2 you can do cheaper reinforcment to push merging with maxims, t1 maybe put the 7th man, this makes t2 again focused on infantry combat primarily adn makes a choice for munitions on ptrs or increased model count on cons. t3 add the exp buff. t4 could be something like all abilities are a bit cheaper (since oorah is 2x the price of sprint and molitovs are not cheap anymore either.
ideally each tier would even have more, conscript focused upgrades to tie them as the ever evolving spine of the faction. |
You don't have to convince me the Jackson is the best TD, I'm already there...
Like I said before the US has nothing above 800hp except vet 2 105mm sherman. To me that's why you have something like the Jackson. The pershing can struggle 1 on 1 against a panther, and that's the US' best tank period
The lack of super durable tanks is why the usf have self healing tanks.
They put their points in attack power not durability. They simply have to disengage a bit sooner (sort of like osts infantry) but they make up for it with dealing a whopping when they are there.
Furthermore,the Panther has never been easier to push off now due to its lowered armour. And if it's there to hit heavy armour, tune the Jackson against them and tune it against mediums. The issue is the absolute negation of anything with armour on it. I'm open to tuning, but maintain that making it more expensive ain't the right route. |
You mean UKF and USF?
You are wasting your time. If USF had a 200mp nuke in T0 he would complain that pios are also 200 and can repair faster. |
Revamped Luftwaffe Supply doctrine, included the suggested Luftwaffe officer instead of the recon, replaced the air drop with Supply drop from the Osttruppen doctrine to give it some more combat utility and finally the Fallschirmjägers, a good opportunity to add them to the Ostheer finally:
over all i quite like this one, only thing i would look at is the refinement of the officer (i know you copy and pasted the arty officer, but would like to hash out the details on the new one)
adding the medkit air drop (maybe just 1?) to the officer, perhaps the AI strafe as a vet ability? really refine him much like the arty officer is, but defined to his on branch |
I just don't think it's THAT uncounterable. This could be coming down to game type differences though. I play more 2v2 than 1v1 and tanks of all sizes die a lot more often in team games
And of all the TDs which one has the best chance of escaping? Or at the very least dragging a tank down with it...
I maintain that just making it more expensive isn't enough because then the Jackson HAS to be God tier and invalidate armour of all shapes and sizes and then if you do go afk long enough to not save it then GG because you won't be able to scrape enough h fuel together to get another one.
Nerf it a bit and take a look at its alternatives.
I could see dropping some AOE from the sherman AP shells and buffing their pen slightly such that they can fill the role of a more reliable medium counter. |
Both are bad ways to nerf it. Elchino already told you why the range idea is bad. Moving accuracy nerf makes no sense for a unit that's supposed to on-the-move constantly
but thats the thing.... nothing saays it HAS to be on the move all the time anymore. its as durable as say an su85, but has the turret and mobility TO be mobile. it can easily sit and plink pot shots and run away if threatened, or sit and tank if it needs to (using tank liberally here) its mobility was a trait reinforced by its low durability- its now just as durable as anything (more even due to that very mobility as well as self heal) without any real remaining design reason for the mobility remaining. |
Thread: IR Ht8 Aug 2019, 20:02 PM
I never made the point that the IR HT wasn't OP, I have no idea why you're clinging to something we both agree on, but I still think Detect Vehicles is pointless, you can just as easily hear them in the fog of war instead, and it's not much more micro-intensive.
i wasnt arguing that either
i was arguing against this
Of course, the difference here is that the rocket arty / heavy tank is actually useful.
which is arguing that the ability to see the enemy on the map and know what it is is useless, which i whole heartedly disagree. even more so considering it ISNT taking a commander slot and costs next to nothing.
some players who understand that knowing where the enemy is and whats there would find it useful and help them plan and get more out of the game, those that dont would likley find it useless... |
It has 60 range , why do think su 85 and ff work vs panther ?
i fell like people are intentionally neglecting this. it shouldnt be compared to the panther as thats nothing alike. it should be compared to the other 60 range tds that it is leasp and bounds above in self preservation due to things like mobility and crews, while alos being up there in terms of offensive capability |