Thanks for all the replies so far.
Its seems like the general consensus is that it needs *something* to make it worth getting. I honestly prefer the PIV for AI and the JPIV/Panther for AT. It would be nice for super-heavies to have a more impacting role. |
I think that's why you find them underwhelming. You seem to expect them to be a straight replacement for volks, and that's simply not how they function. Rather than being a mainline unit, they're a utility/scout unit.
Sprint, scouting, and camo are all examples of utility that they provide.
Besides the obvious applications for these things, this also translates to them doing very well against HMGs. They have the sight range to avoid or flank them, and sprint ensures that the HMG cant reface its arc of fire quickly enough, even if the player reacts quickly.
Beyond that, their vet is much better than volks, meaning that they still retain relevant long range damage even in the late game.
As for discussions about possible changes, what role would you give them, how is that not currently (or on the commander revamp mod) their role, and how would you make them fit that role?
For one, the snipe shot was discussed as a possible change...and shot down really quickly. Imagine how strong jaegers would be if they had a snipe ability. UKF would especially suffer from this change, with sections starting at 4 models. They would also hardcounter snipers, a traditional OKW weakness. The idea sounds really cool, but when you actually have to think about how this kind of change would play it, the fantasy falls apart really quickly.
In defense of the changes that did make it to the preview mod, I think they're practical and give the unit the sort of QOL that they really needed.
Firstly, thank you for such a detailed and well thought out answer. If they had snipe, It could be locked behind vet and make it only slightly longer range than their current max range, yet shorter than sniper range so that it couldn't be abused, act as a soft-counter, and would only punish snipers that are out of position, or, give it a long cooldown (~30-45 sec).
Also, they are a doctrinal unit, so its not like their snipe ability would be ubiquitous.
In regards to vet, I can never seem to get them past vet 3, the game is over too soon with the jaegers never getting enough kills to vet past that, in my tests they need to kill 65+ models to get to vet 5, although I am aware at vet 5 they have very small target size as a reward, this doesn't seem achievable in most games.
Finally, if the snipe ability would actually break the game, what about giving them commando style stealth so that they can flank more effectively?
Thanks again! |
Jaegers,
Commando style stealth?
Let them keep infiltration Grenades, or give them a grenade in overwatch doctrine, so that they can still flank.
Or short range, long CD snipe ability? |
The complaints about hte Brum is the same as the complaints about the 222. The 222 spam meta was dead in a month because allied players especially the USF/SU players finally located the "buy at gun" button on the screen instead of thinking a single zook or pair of ptrs is gonna hold back double 222s. Allies have more than enough tools to deal with the old Brum. To sum it up the complaining is simply EXAGGERATION.
The 222 is cancer against brits and wipes retreating squads way too easily.
Brum often 1-shots AT guns
It needed lower armour. |
I'm not really sure about the role of this unit in game, they snipe models, but they don't really seem to impact combat, especially for a unit that is 300mp, they consistently are out-performed by my volks. In the next patch, they have a cost reduction and come earlier, but have to buy their upgrade, yet, they wont be able to replace volks, as they are not as effective as a volks squad, even for the same price.
They can't really do anything better than another squad. I don't understand how the changes will make them a relevant squad and with this upcoming patch, now is a perfect time to give them a role.
Maybe they should be the same as a standard g43 gren squad, with a active snipe ability that costs muni?
Perhaps i'm seeing this all wrong. Any feedback would be awesome.
Cheers |
Just make melee combat visual only.
Make it exactly the same as shooting point blank in CoH2, but with visual indicators for fighting, then you could have melee combat to control garrisons, similar to napoleon total war. |
Snip.
The Brummbar was way too strong though. |
Not fire, there needs to be less fire in this game.
What about an over-watch ability, similar to Brits in CoH 1,
You mark an area and upon enemy troops entering, it automatically fires a barrage, which doesn't put your main barrage on cooldown (to stop it being baited easily) |
I don't think soviets are OP, they just cover all roles well, or rather have less holes in their faction design that can be easily exploited.
This just make the holes in other factions more obvious.
Also, nerf wehr flame-222 its disgusting. |
Not really in a 1v1, sometimes in a 2v2, situationally great in larger team games.
I don't buy the "it's useless, a single allied tank destroyer nullifies" it argument, but it's not an insta-win either and you do have to support it.
I don't feel like a single allied tank nullifies it. That is not at all my argument, I'm just saying I don't struggle to use allied TD (of which I have more experience)
I feel like, If I have bought 2 panzer 4, they cost almost identical to a KT, they do more damage (to both infantry and vehicles), and are more maneuverable whilst still being survivable.
Thus, for its price, shouldn't it be similar in performance to 2 panzer IV? or fill a role more effectively than mediums, so it has a distinct use?
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