Jackson sight is equal to range of all tanks.
Its no advantage in any way really.
There are exactly two "tanks" (they actually aren't tanks) in the game with a sight range of 40, the Jackson and the Jagdpanzer IV, all other vehicles of a similar role have less (scouting vehicles are of course exempted from that comparison). The only vehicles to have a higher gun range than the Jackson's 60 are the Elefant and the ISU-152 (both sitting at 70). In fact, the Ostheer's only anti-armour vehicle to have a gun range of more than 50 is the Elefant. |
And Tellerminen are still bugged against British tanks. Sometimes they trigger, sometimes they don't. Sometimes the triggered mines will deal damage, sometimes they won't. For a mine as expensive as that, there shouldn't be any randomness on a weapon that already relies on you opponent randomly driving over it... |
does anybody know if relic will fix it?
But comrade, they already did... |
Some advice: Keep moving
Right, I'll just keep moving my infantry that suffers from greater accuracy penalties while moving, and that also can't fire its standard MG while moving. |
Oh great, yet another axis whine thread
Right, people complaining about the USF mortar is bad enough. Fucking whiners...
The mortar is fine. It's just ostheer babies shocked USF is pitching back |
but 42 is the best MG in the game (for symbolicaly 20MP lower cost than it's weaker counterparts)
Can we finally stop that lie? Would you just take a look at the data once, before posting that bollocks?
No, the MG 42 is not the best MG in the game anymore. The Vickers outclasses it in every aspect, except for the veterancy ability of the MG 42. Using that as an argument to claim that the MG 42 is the best MG in the game is like claiming that the Panzer IV's Blitzkrieg ability makes it the best tank in the entire game. And the .50 cal will easily compete in every aspect now, especially as it is the most mobile MG in the game - and no, that it is locked behind the LT is not an argument, just like the fact that Ostheer has four Tiers to tech is not an argument for anything.
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Could it be something with the 'time to aim' function? A light vehicle moving at full speed could possibly traverse the cone before a target is even acquired?
Allegedly that was lowered to appropriate levels quite some time back with the first phase of the OKW rework. I never noticed any change though, so perhaps that was just too little...
I would have to go through the changelog to prove this though, so until I find it take this with the appropriate amount of salt. |
That was fixed.
You mean like the 222's MG was fixed 1 1/2 years ago?
And no, I don't mean the bug back from the time when the 221->222 upgrade simply removed the MG... |
So the roadmap we have in regards to them releasing mod tools is void? How am I expected to take anything they say seriously anymore, if they simply ignore their past statements instead of even giving an explanation ("Sorry, won't happen, too much work to implement."). Sure, an explanation wouldn't change the facts, but it would at least achieve what Relic has failed most at: Customer relations.
Anyone remember when last year, Relic seemed to get out of their shell and started sharing information with us on a scale considered unimaginable before? |
The reason why the Luchs has a higher lower detection range is its ability to fight infantry. It popping out right next to your infantry would be extremely bad in terms of impact on your units.
The Jagdpanzer IV is capable only of fighting vehicles. All the other tank destroyers in the game with that argument have something to make up for it (except the ISU-152 and the Elefant, but who uses those?), be it mobility and good visibility, or be it an ability to self-spot. These points all come with a trade-off of course, with the Jackson being fragile and the SU-85 being slow when spotting for itself.
The Jagdpanzer has neither of those, it can't spot for itself, it isn't mobile, it doesn't have superior range or anything. Instead it has that stealth ability, with the tradeoff being even less mobility.
So a complete removal simply is out of the question, unless the vehicle is reworked to make up for it. What should be done is giving it a longer re-cloak counter and a slightly higher detection radius. Additionally, I would like to see a rework of the ability as a whole, making the vehicle immobile while used, but refraining from adding a cooldown. |