To be make the KT more reliable:
- give it back 45 range...even 50 range wouldnt be op
- make the turret turn faster
- give it smoke for HIGH price ( thats right: high! mininum 60 muni)
Smoke wouldn't help it, its too slow to escape anyway, the enemy will just attack ground.
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My take away from this thread, is that buying the KT is "situational" being never ever do it. I've had the opportunity to play a few games where I don't save fuel for it and build a panther and PZIV instead, which is in every sense of the word, more effective and versatile.
To those (the majority) who unironically answered yes or situationally in the poll, would you please provide situations were the KT is more useful than a single panther?
Also, the KT cannot dodge tulips.
Thanks |
Vetted JLI are monsters.
Vetted volks are alright.
JLI also are not volks replacement in any way, pfussies are, JLI are force multipliers, they don't work well on their own especially unvetted, but once vetted, they will outperform volks easily.
I really struggle to get them vetted over the duration of a standard game ~30 mins, I've been using a single squad of them supporting 4x volks. Not sure if its an issue with me or the unit.
Apparently their vet requirement is getting lower and they come out earlier now, hopefully this helps.
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My concern with putting the snipe behind vet is that it sounds like a fairly impactful ability, which I actually think can be kind of dangerous. This ability would likely take up a sizeable part of jaeger's "power budget." What this means is that jaegers without the ability (without vet) could end up feeling underwhelming. The idea is that it shouldn't feel like you don't get to actually use your unit until a certain vet level. Basically, my concern is that either the ability could only be watered down to the point of being near pointless, or strong enough that it feels impactful and satisfying, but makes jaegers that don't have access to it feel useless.
I'd argue that a snipe ability that actually has impact would necessarily end up being ubiquitous.
I've seen a few of your replays online and have picked up a few tips, do you have any or would you be able to upload one where you use the Jaegers effectively so that I can see? Would be really helpful. What do you think about them getting camo initially and then getting the same camo as fallschirmjaeger at vet 2?
Thanks.
To everyone,
If the unit is indeed fine, then its my issue and a L2P issue, thanks for all the feedback guys its definitely helpful. |
Thanks guys, I'll try it out |
Good meme, lol |
Check for yourself bro, luftwaffe doesnt, soviet does. Soviet also will target inf in base sector if you put it on the edge. Anti inf loiter only. I dont think axis has an anti inf loiter? |
KT used to be an insta win. Now you need atleast 1 JP4 additionally. Nothing wrong with this unit.
I think we should disregard those with names such as yours, your clear bias shows.
You shouldn't need 1000+mp and 330+fuel to deal with allied vehicles that have been purchased for half, not to mention that is more than 25% of your popcap |
Soviet skill planes target base sector, suppressing infantry and wiping squads if it is targeted on the edge of base sector.
Also, it attacks well outside of its circle.
I tested luftwaffe planes for okw, doesn't target vehicles in the same way and if they move out of circle it wont follow them.
Change soviet planes to match OKW ones. As it is they are way too good.
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They're Pathfinders. Long sight range, utility ability, half-sniper rifles that roll to instakill sufficiently injured models.
If they're taking damage, they'll be less effective than Volks in combat, but the idea is a Volks squad up front and a JLI firing away from the back'll be more effective than two Volks.
My issue was, I found 4x Volks to be far more effective than 3x Volks and 1xJLI. My JLI barely gets any kills, also, it fights at 35 range also so it can be focus fired down, not that the enemy targets it because then volks can get into range. |