I think it's most balanced. Sure it's killing power and rof is kinda meh but it has 6 men and a vet 0 flare
IMO all mortars should have the killing power of the soviet mortar as the baseline. They should be a utility and barrage thing rather than the rampant automatic infantry killer that all other mortars basically are (even the soviet mortar to a very very low degree). My issue with them is for basically next to no user input, they can devastate or at least damage squads with very high efficiency. Mortars are basically better than snipers 90% of the time because they don't really require any micro to kill effectively (and they're way more durable), and basically fill the same role as snipers, which shouldn't really be the case imo (as in snipers should be better able to hit mobile infantry squads and team weapons who are constantly repositioning while mortars shouldn't without careful barrage use). |
Thread: Comet27 Jan 2018, 14:42 PM
Meh I think it's still pretty good. It has a good combination of speed, armor, and serviceable firepower IMO, and still does a lot better than most other allied mediums (discounting TDs) against axis armor. It is a bit inconsistent against infantry though, especially for a tank of its cost and role. In addition, I think WP shells are one of the best tank abilities in the game. |
LOL why in the hell? Hey, lets put elefant gun upgrade on it for 60mu too.
Yes plz.
In all seriousness, the luchs gets camo with vet, so it's not like it'd be horrendously broken or something. IDK if it would be a perfectly balanced or "good" change, or if it is needed, but it'd sure be cool IMO. |
Jacksons weakness is that there's basically nothing bigger. It's the end of the line for usf at, and it doesn't really have anything to screen for it (shermans are too squishy). Riflemen's snare is also the slowest in the game after brits' (hue hue). This means it needs diligent support and micro just like the other TDs you mentioned.
EDIT: It also gets penned by literally anything other than small arms lol |
I can't have an opinion on a non existant unit, because a unit with no role at all may aswell not exist.
1) Long range fighter: It sucks in long range stationary tank sniping, it has a terribly low dps compared to FF, Jackson, jadgpanzer 4...
2) Cqb hunter tank: it won't benefit from it's armor at that range most of the time, the dps is still ridicolously low and moving to actually hunt enemies makes it even worse.
Piece of trash need some moving accuracy AND accuracy buff.
I think its not supposed to have a designated role it excels in, but rather be a jack of all trades, high tier at unit. I'm not saying its balanced perfectly as is, or is a perfect idea in the first place, just that that seems to be the intention. It's also notably tough for a tank of that cost while stil having a decent balance of speed and firepower (as opposed to, i.e., the churchill).
IIRC range doesn't affect firepower that much
They should have replaced the HP vet they removed with an accuracy one.
+1
I think if it had a bit higher base accuracy, a .5 moving accuracy modifier would be perfectly fine, since almost all other tanks have the same modifier.
EDIT:
Allied players should be a bit worried when they see a panther but at the moment it feels underwhelming. The problem with having the lower acc on the move is that it doesn't have the frontal armor that it should and needs to have to use the better acc when stationary. The rear armor should be the con of having above average frontal armor making allies have to flank instead of going head on.
Rear armor isn't really a con per se though, since even a kt or elefant can be reliably penetrated in the rear by a sherman or a bazooka. It's just the way things are. It'd be like if you said "well the con of using riflemen is that they die to bullets" in the sense that all infantry dies to bullets, and all tanks get rear penned by pretty much every at source in the game. Just wanted to point that out. |
One very interesting suggestion I saw in another thread is to make them work like the rest of the game's artillery - they've got a very good barrage ability but no autoattack at all.
If you combine that with the suggestions in this thread (two barrage abilities, rapid light and sustained) you'd get a unit that serves the same role but which has the similar micro requirements to the game's other team weapons.
+1 |
I feel like Volks are pretty on-par with the rest of the standard Allied infantry. The five man count per squad is really nice and is something I think the Wehrmacht Grenadiers could benefit from, unless there's some unknown damage buff they receive to offset their missing unit model that I don't know about. Sturmgewehr is still good and fairly priced for what it does.
It's been said plenty of times in the forum posts I've read so far, but I'm inclined to agree that the OKW needs either a Raketenwerfer adjustment or another AT unit. It's true that everything the OKW needs they get right from the start, but that all quickly becomes obsolete once the Allies transition from light to medium/heavy vehicles and more specialized infantry. Panzerschreck on Pioneers is alright but really risky especially on a unit that's supposed to fulfill two huge roles simultaneously (AT and engineer). If they weren't so expensive I suppose it would be alright, but then again that would make them rather overpowered (anything less than three-hundred manpower for four Sturmgewehrs is stupid). Giving the Med truck access to a dedicated AT unit (like a Pak variant) would also mean there's more flexibility in choosing between Med and Armor truck, as right now it seems that most people just go straight for armor since the retreat point was nerfed.
Some of OKW's heavier stuff is still pretty damn expensive (Panzer IV, for instance) but overall I think the patch did the faction as a whole some good. If anything it's a step in the right direction because they do still have that "gimmick" vibe of Relic wanting them to be quirky and unique instead of smooth and natural.
This may be a "noobish" question (all of this coming from someone who sucks with the only two factions he plays) but why were they never able to build caches, and why can't they still? To me that's one of the biggest things holding them back. It would surely justify the huge fuel costs if they were able to build caches like every other faction, especially now that the cost has been bumped up by fifty.
Ostheer grenadiers have superior damage output per man, which offsets the extra model volks have. IIRC vanilla grens actually have better dps overall than vanilla volks, but vanilla volks are obviously tougher, especially against indirect fire, since they have an extra man.
Rak should be much more consistent, but not if it can still retreat and move while cloaked imo, because aggressive raks sneaking around cloaked can pretty easily take out damaged tanks when doubled up, even with the inconsistency they have right now. |
I like those proposals.
If there is no limit to number of radar valentine the pop need to remain high.
Really have you ever seen someone with more than one valentine? |
I always said L2flank heavy TDs in old patch, but people said that wasn't possible. How did flanking become possible in 1 patch?
Flanking heavy TDs is significantly harder. They don't have a setup time and used to 2 shot most tanks (all nondoc tanks except comet). It would also never be cost efficient against a team that knows how to control their units at all, as losing 2 mediums is around the same, but you would usually lose more. You can also just blow up a maxim with a mortar, or snipe it, and once you flank you can nade it. Heavy TDs have over 1000 health and more armor than most other tanks period. And again, they don't have a setup time and can move, and have a huge range. So not really comparable to maxims. JT could also double tap, which is pretty lulzy when it kills a tank in 2 shots.
Sorry about the rant, but I was a bit triggered. It's also not even relevant anymore because they got nerfed pretty decently this patch. |
Don't they have a target size of over 1? Or am I mistaken/did they get buffed in that department?
Also, don't most axis players complain about how measly one schreck is? I mean, no one runs around vaunting the at power of stormtroopers and sturms right? AT partysans do have more at tools, but they also couldn't even beat a stock weapon crew and don't have stuff like bundled nades or concussion nades and stgs like stormtroopers and sturms respectively (the other 2 single schreck squads).
Also it's silly that they have the same popcap as stormtroopers. |