Jaegers beat almost everything in green cover. The .9 accuracy on the g43 is incredibly strong.
And then stack it with the 50% accuracy bonus from first strike out of camo.
That's something unique to them right? Like paths don't have .9 on heavy cover with their snipers? |
No, that doesn't work, has never worked and will never work.
The only reason it works with Partisans is that they are cheap to spawn just to troll the opponent when is rushing a building.
Nerfing the infiltration to this point for other units was a mistake to begin with.
Instead the idea of investing micro and munition to counter it was perfect and made sense, you secured your rear with demolition charges, mines and burning infrastructure.
The game is getting closer and closer to being an overglorified facebook game with 4 mainline into generalist and td meta and people strive to make doctrines, heavy and elite units even more irrelevant.
Hell, this isn't the game i bought, give me a refund at this point.
So 5 man commando squads popping out of buildings and immediately throwing a grenade was balanced?
Falls jumping out a building with fg42s,fausts, and bundled nades was fine and balanced?
Edit: stormtroopers and commandos are my favorite units in the game and even I think the system now is way better than it used to be. |
Stnadardizing all infiltration units to have to upgrade (most likely for free like stormtroopers if balanced) to their weapons and having abilities on cooldown upon spawning would be a good idea to minimize the cheesing potential while still keeping the value of infiltration, not just of a cheesy wipe or sniper kill.
Also, having played with both the new stormtroopers and infiltration commandos IMO the route they took with stormtroopers is much better since it rewards infiltrating with good planning, whereas frankly infiltration commandos suck for actually infiltrating since there's no way for them to be raised to full combat potential with only 3 men even with good planning or whatever, so they are reduced to attempts to be used to wipe squads on retreat or kill snipers, or just spawning them ofmap, which still costs you a lot of manpower since they're 3 men still for some reason. |
With soviets you can countersnipe. USF you really do either have to get lucky with the wc51 or hope he really screws up at some point. |
Current allii-tankhunters are countering everything. Having same range as a PaK, killing german defensive structurs and have more range.
So, Panther and StuG should get 60 range? It that what you want? The game is about balance.
And like I said. IF there is 10 or 5 range more or less can be huge.
Current allii-tankhunters have 1/3 more range than Panzer4. 1/5 more range than Panther.
With the nerf only ~1/4 more than Panzer4. 1/10 more range than Panther.
Oh god tank destroyers counter tanks. The horror.
Didn’t know range was literally the only stat in this game. The panther can have 60 range as soon as the Jackson has 960 hp, like 300 armor, and blitz, and the stug can have 60 range as soon as the firefly has like a 4 second reload and costs 90 fuel. The game is about balance.
With your nerf their range is impossible to take advantage of against the units they’re specifically designed to counter. I’m sounding a lot like a broken record and I’m probably going to stop replying at some point because such a nerf makes absolutely no sense.
a small point that i think is important, allies dont really have units designed to "hunt" armour per say, they are all designed to brute force through it. imo something like the puma or even panther are more "hunter" like due to their mobility, turret speed and otherwise shorter range. i know its not a defined role, but i think its important to have some sort of designation.
Agreed. IIRC Jackson sight range was nerfed specifically so it couldn’t pull the same kind of stunts that the puma can since it isn’t really meant to do so. |
Because they still out-range all the tanks they have to.
StuG G is a tankhunter, Panther is a Tankhunter. Tiger and Königtiger are Allrounder but they get their range buff with Vet. But you know what? They will still be outranged. But you know what? They will not be outranged by 1/5, only by 1/10.
You’re still missing the point that 5 range is literally less than half of the length of a tank. It’s not enough to use effectively period. Even as it is now, you don’t have to go that far forward to be able to fire on TDs (it’s obviously enough to make it a bit difficult but still), and at the end of the day, TDs are supposed to counter heavies, not the other way around. |
Could we ask you questions on this thread too? I’m too lazy to make a reddit account. |
That is exactly how the game works. If the enemy gets a Tankhunter, you build a AT-gun. You can build more Tank-Hunters, but be sure you will need more Micro than the enemy. That is why PaKs have more range als normal tanks and normally should have more range as a mobile tankhunter (as Panther is).
And if you read corret, I have no problems with King-Tiger. And I also want a nerf for all heavy tank-hunters like Ele, Jagdtiger or ISU. While Elefant is more balanced than Jagdtiger or ISU. Jagdtiger needs a massive speed nerf. ISU needs some longer reload. While for Ostheer the Scope has to be removed to put Ele in line.
I don’t see why you think at guns having longer range than tanks is totally fine (which I agree with), but TDs, which cost fuel and whose sole purpose is to counter tanks, should be made worse at their only job by pretty much not outranging other tanks. Vet3 paths and vet4(?) jaegers outrange other infantry but even on an infantry scale it’s so negligible that it doesn’t matter. And again, limitations of vehicle pathfinding would make utilizing such a small difference in ranges impossible even with a single tank. It already takes more micro to handle 2-3 TDs with almost no armor and normal health than it does to for 1 heavy tank with like 1000 health and good armor; I don’t see why that should be accentuated. |
Because a unit that penalizes you for preserving it is counterintuitive and flies against the design of the rest of the game. Just raise the price to what the Tiger Ace is actually worth.
IMO the whole immediately vet3 concept is counterintuitive to the game design too. Veterancy bonuses should be earned, not just given out for a cost. It was eventaken off the infantry side of elite troops and usf rifle company because it was stupid. It annoys me that the thing is faster right out the gate than most mediums and reloads faster as well the same way a 3 second reload on Pershing just by paying more (hypothetically speaking) right out the gate would annoy me.
I actually like OP’s suggestion. That way the gist of having a powerful callin heavy arguably better than the regular tiger is preserved without the shitty-on-both-sides mechanics of the tiger ace. |
Thats is it. 5 isn't much, 10 will become noticeable.
That mean that one tank with micro can use it. Multible tanks will get a problem.
Over all, tanks without turret should still have the range benefit, so SU76 and SU85 should perform better than Firefly and Jackson = stay with 60 range to outrange all german tanks (only Jagdpanzer, Elefant and Jagdtiger are same or more).
Don't forget that Brits normal PaK has same DPS as PaK40 and US-PaK also perform good with heat-ability. Also all large german Cats got nerfed over the time. There is no reason for outranging that much. Also Brummbär got range and armor nerf. PaKs are now more effective.
With the nerf of 55 Jackson outranges as new Tiger by 10 range, after Tiger with Vet2 only 5. StuG and Panther will be outranged by 5.
Lmao so the more TDs you make the less effective at their job they should be? No other unit in the game works like that. The range advantage is supposed to be an advantage, which TDs need because tanks like the tiger and KT have like double the health and enough armor to bounce even some TD shots. The disadvantage of TDs is that unlike tanks, they can’t fight infantry, so you’re investing a heavy amount of resources into something that doesn’t provide any anti infantry pressure at all (not even as much as the panther). They’re also unable to bounce anything but small arms and die in 4 normal tank gun shots (3 from the KT or ele/jagdtiger).
If you can’t deal with the usf at gun with a KT I don’t know what to tell you lol. It still has a decent chance to bounce even if the atg is using the AP rounds and the KT is pretty good at killing AT guns.
Also worth noting that the jagdpanzer 4 has the same range as the allied TDs and nobody complains about that. It even has armor and decent camouflage and is cheaper than the jackson and firefly too. |