The funny part is that the Tiger is suckier, despite requiring significantly more resources. And is doctrinal.
I should say limit Comet to 1, until Tiger receives a proper buff, because it hilariously underpowered tank or make Tiger unlimited like Comet. xD
Comet needs nerf, but the tiger is laughably bad. It was designed (in game balance, anyway) to fight t34s and kvs and the occasional is2 so it just doesn't balance well with any other non-TD tanks (because they're supposed to threaten heavies anyway) bigger than shermans. Yet another eastern front to DLC matchup inconsistency. |
Simply calculate how many mediums allies can have before an Ostheer Panther appears.
That's assuming there's no building of lights or teching upgrades? Because that can set allies pretty far back. Also assuming allies lose no mediums (which isn't that uncommon/ridiculous I guess). Still, hard for shermans or t34/76s to swarm even one panther, especially during team games, where medium swarming can actually happen (1v1s average what, like 2-4 tanks a side at the most). |
Imo Churchill should be closer to historical role of an "infantry support heavy tank" and should be used with infantry support.
To achieve this I would suggest 2 changes for start:
1) Move WP smoke from Comet to Churchill and reduce range to 40.
Reasons:
Comet already can easily deal with infantry and ATGs so it does not need the WP smoke. In addition that would allow the Churchill to dislodge hmgs that would pin its supporting infantry.
2) Change the "covering smoke" to actually be useful to infantry (maybe remove the speed penalty or make the speed of vehicle 4 when active).
Reasons:
Instead of vision blocker (that mostly benefit that tank itself)it should enable attack cover bonuses for infantry allowing better synergy. A similar ability is already in game in the commandos "Cover Smoke Grenade". Since this might actually be a bit strong I would start with a smoke that simply act as if the UKF infantry are in cover and they get their firing bonuses.
Imo these changes will allow the unit to be useful when used with supporting infantry.
+1
It'd be nice if it actually bounced something once in a while as well, to solve the stupid xp vending machine issue. Maybe decrease the hp pool to have about the same survivability. |
I would rate Comet as unit most in need of balance right now, especially after balance patch.
The unit is deadly to infantry because at any time it could snipe them from its main gun or destroy them with a cheap WP round which recharges so quickly it can hit the AT gun again before it can fire if it moves. On top of that the extreme damage against tanks in such an AI platform is unacceptable. It has no trouble dealing with all of T3, T4 has nothing of interest to stop it for Wehr. To make matters worse it has cheap gimmicky vet, which makes it even less likely you can use anything but tank based AT. Its war speed would normally be fine, but combined with a tank that already deals with all targets with ease it just means that high vet comets cannot be killed and so inflict massive bleed.
The comet needs a nerf in one of its roles, and it should be done soon, since its play is not terribly uncommon. At higher teams games this unit can be easily abused, much as the Panther was in yesteryear.
I vote panther main gun for it and either give it a panther level pintle and better vet and take out the grenade and wp shell or increase wp cool down to like 20-30 (I like the second option because otherwise it's just a panther). |
No you do not use the Panther to counter the M-36, the FF or Su-85, but then again you do not built them to counter anything, only to support other units.
It is too expensive and fires too slow to fight mediums that can swarm it and it is moderate against heavy tanks like the IS-2, Pershing even the Comet.
On the Other hand units like the M-36 the firefly and Su-85 can counter most allied tanks.
A vet 3 firefly can one shoot a kubel at range 60 with 100% accuracy (the thing has accuracy at range 45 similar to the accuracy smgs have at 35).
Mediums shouldn't be able to swarm a panther (unless there's a disproportionate amount of them) because panther has fast reverse speed, very good frontal armor, a good (if slow and inaccurate) main gun and fausts out the ass on its supporting infantry. |
The other ones are a no-brainer. However, out of curiosity, what part of Ostheer sniper you consider bullshit (that hasn't been fixed by WBP stealth nerfs)?
Ost sucks compared to other factions right now so therefore the sniper is overall fine but against the brits and usf especially the sniper bleeds them disproportionately because it has a rate of fire meant to kill 20mp conscripts or 15mp (opieop) maxim crewmen, but is shooting at 28mp core infantry and weapon teams vs. brits and usf. |
It's just a remnant of the poorly thought out rework of OKW ages ago.
Originally OKW had some unique mechanics regarding fuel/munitions as I'm sure you know. When the rework was done it pretty much totaly devalued improved salvage as an ability and on top of that it appears no thought was put into the need for caches.
Sad face.
I guess this is true. Although (it may however just be my allied bias) I think there's something to be said about the fact that the faction with one of the most cost effective mainline infantry, arguably the best tanks, and a nondoctrinal heavy does not get to build caches. |
assuming the raketen hits, which doesn't happen
Yeah that's dumb and needs fixing (I think they did something about it in the wbp, am I right?). For now, I just use it at fairly close range to hopefully hit more, dince or can camo and retreat anyway, but still. |
Excuse me, I did not express myself adequately. What I meant is that OKW - most of the times - gets a lesser fuel income than the other factions because of the lack of caches. Especially in team games you see lots of those things, especially on allied side.
Well especially on 3v3+ the whole map usually eventually gets filled with caches, but most of the time allies are more manpower-stricken in my experience. Although this might be due to the fact that when I play okw I play aggressive like allies and try to bleed them as much as I can, since it's annoying as hell as allies to have that done to you (and I'm tbh mostly an allies player). It did also sound like you were saying okw still got that reduced fuel income, but that's just a simple misunderstanding.
Okw does also get to salvage their own kubelspam and other people's shitty team weapon spam, as stated above. |
Are you trolling? Soviets are why I don't play 1v1 as OKW right now. Penal spam into 1-2 Guards followed by T70. Wide-open maps aren't so bad but all of the new city maps with sight blockers make this match-up suck.
The thread has nothing to do with penals though; it's talking about the raketenwefer, and a Faust and/or 1-2 well-played raks can shut down a t70 real fast. I don't think the thread is about the entire soviet/okw matchup is balanced/tipped one way or the other, it's just asking how to deal with a specific aspect of fighting okw- the rak.
Sidenote: vet5 raketens are beasts, but super hard to get. |