I still stand with what I wrote a couple of months back.
The way tank destroyers deal damage should be changed completely:
1. They should deal a fraction of vehicle heath's damage, not a fixed hp value. They should, for example, deal 25% damage to any vehicle. This will mean that they will kill every vehicle in 4 shots. It would be the same for medium and a heavy tanks (or even lights). By 25% I mean the hp value based on the full vehicle health, not what was left on the health bar (however, one could also experiment with this). If balance team decided that it would be better for them to deal, for example, 20% damage, it would mean that all vehicles will die to 5 shots.
2. Tank destroyers dealing damage this way would finally be balanced as they would never be a better answer to mediums than other medium tanks. Players would have to decide if they prefer an all rounder (AI capable as well) or a tank destroyer. In some scenarios it would be actually better to have a premium medium to deal with other mediums than a tank destroyer.
I hope what I wrote is clear enough
a target table would be much more better. |
The problem on example jackson is: this thing counter every vehicle. even a full speed kubel.
it is so fast, high speed turret, high accu, good reload, high penetration.
this is how it should be:
all faction get anti-medium- tds and anti-heavy-tds.
anti heavy tds have less accu vs mediums or smaller targets. so a kubel will only get hit by luck.
for this targets you have handheld AT, medium-td, AT guns and mediums.
for heavy targets you have your jackson, SU85, firefly, panther etc |
Most argue from this forum was always:
because the sturmpios can backpack their sweeper and asymmetric balance |
You want to say that you never once got mobility upgrade for JT?
These stats are valid for whole 30 seconds it takes for the upgrade to kick in.
Panzerfussiliers never were more meta then they are right now, especially for team games.
Oh would you look at that! They are in team games popular JT commander!
Also, you do realize that mark target never increased penetration of anything? Shows how much you know about things you're trying to talk about.
ISU is generalist unit while JT is AT specialist with AI ability.
Obviously ISU will have better AI, are you trying to say something here or just wanted to point out the obvious?
oh my god... this mobilty buff works only in noncombat. Tell us: when will u need seriously need speed and mobility? Going to front....or when the enemy dive in and want to kill your big cat?
hm? |
Side to side of ISU and JGDT:
Armour and HP: Jagd wins with 110 more frontal armour and 80 more hp and 45 less rear armour
Damage and Penetration AT: Jagd wins with 60 more dmg and 100% penetration vs all targets
Damage and penetration AI: ISU 152 wins with switchable ammunition which takes %d seconds to swap making it impossible to target both AI and AT at the same time. HE ammo is exceptionally good vs soft targets.
Rate of Fire: Jagd wins with 8.55 vs 9-11 seconds reload.
Abilities: Jagd has more if I'm not mistaken. The 128mm howitzer shell for infantry and APCBC for long range through buildings.
Maneuverability: Pretty much the same
So. Raw stats you can see that Jagd denies all allied armour while ISU denies Axis infantry charges. Seems pretty asymmetrically balanced to me. The commanders in which the units are is a different story and should be looked at separately.
Point is: You would not choose ISU to fight tanks due to the long ammo swap and difficulty staying on target (eg fast Panthers and P4s) and you wouldn't choose Jagd to fight infantry.
Soviets for AT have 85 and OKW for infantry has stukas and obers. ISU 152 complements AI power for soviets and Jagd complements AT for OKW. Although with the existance of Jagdpanzer in OKW, Jagd in smaller modes is useless. Jagdpanzer has 230 armour and 60 range making it excellent vs ally tank destroyers as the ally TDs won't penetrate 100% and JgdPanzer will.
Jagdtiger is pointless in weak hands.
1. Maneuverability: not really pretty much the same:
ISU vet3: Speed: 5.4 Accel: 1.7 Rotate: 19.2
jgtiger vet5: Speed: 3.6 Accel: 0.5 Rotate: 14.4
this both units are completely out of incomparable in Maneuverability. one is super slow, one is really mobile for the heavy tank tag
2. ISU comes in meta commander with mark target and bombing run. which gives u 100% pene on jgtiger and more dmg. and it gives u the one-click-abiltys to delete a jgtiger easily
3. jagtiger has only one barrage. ISU has switchable shells and really good mg on top. |
For the TD role alone a pair of elite armour jagdpanzers seem more viable with the heat rounds and self repair. More mobile and less risky to use, only downside is spotting, unless you got a 221 around.
correct.
But no one would say: 2 SU85 are better than an ISU.
you would choose every time the ISU. because of the high wiping potential and more range...and even good AT.
a jgtiger is a shot in the own knee...when playing vs smart enemies |
I already suggested improve stock damage of SU-76 to 160 when T4 is built. But lock SU-85 and katy further away in terms of timing and resources. Current pen and 160 damage is more than enough to fight against P4. While it still fragile "3 shots to die" thing. Good against mediums and lower, very bad choice against top-tier guys.Without AI it also could be easily counter by infantry and ATG. While smoke shot instead of HE barrage give few utility.
Problem of SU-76 is timing. T3 tier for soviets is barrier on the road to T4. While this position there is, no any chances to make SU-76 playable.
is to cheap for the 160dmg tag and AI wiping potential. have in remind it has 60 range.
and look to penals which deny any div-in trough satchel. so in best case you only their SU76 and AT penals and run around the battlefield and dont need fear anything... until panthers hit the field.
stug has 160 dmg..but is only AT, 50 range. and cost 90fuel. no wiping potential on squads.
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Maybe just making the barrage free again will help give it some utility. It won't be a hard-AT unit, it won't be a StuG E, it won't be replacing the T-70. It'll just be something you can grab one or two of to barrage enemy lines, and it's mediocre AT let's it defend itself slightly.
yeah...no. It was nobrainer...since this shit hold even p4 back when spamed and killed all the squads and team weapons like hell. |
If the game was IRL-ready then pretty much every Axis tank except P4s would regularly break down.
There is no reason to play Jagd or elefant in 2v2 unless the enemy fields an ISU152. ISU152 can also be countered by pretty much anything. It's just a semi-stationary cannon in HE mode and mediocre TD in AP mode. Problem is, people expect to blob against it and win. Some maps are heaven for ISU152, even in 2v2 where you have a lot of unobstructed vision to snipe (same goes for axis HTD)
if this is true, that ISU can be countert by pretty much anything....than the jagtiger should be countert by even more than anything, since it is slower, has nearly no AI and no AA.
ISU has a much bigge advantage over the jgtiger: the great vs all targets option. Jgtiger let u stay with great AT. and a lot of popcap ....and than u need a lot of AI unit and even AT to support the slow jgtiger vs flanks. and even then a coming-out-of-nowhere-t34-ram-with-IL2 action can bring it down in less than 10sec. with no big effort or skill. u click 2 buttons. |
Jagd is seldom seen in such modes since you don't need it in such modes. Getting it in 3v3 and 4v4 is great. Don't think there is a teamgame where elefant of jagd are not present at some point in time. It's a unit you get to deny every ally armour, including ISU (500-550 penetration vs 340 armour, 100% penetration at all ranges on all units). ISU also can't touch it due to high armour and higher HP. Same as how ISU is often taken in teamgames and less so in 2v2 and never on 1v1, so are elefant and jagd. Great team game tanks.
elefant is seen much, yes. but jgtiger? never seen it in weeks |