Nope, Ostheer is meant to be disatvantaged this way
Ah yes. Because, as we all know, only Ostheer put MGs in buildings. Please, please, just stop.
Anyway. So far as I know there's no way to avoid the random MG window facing. Just gotta accept the mixro tax and spin it once yourself. |
Your analogy is not as smart as you think it is. |
I think it's fair to say there's nothing of value left in this thread besides laughing at the OP, at this point.
Yes, the ZiS can do a barrage. It costs MU and does some damage. Hooray. |
You can't have a King Tiger and a Sturm Tiger out at once. Unless one gets abandoned, you call in the other one and recapture the abandoned one.
Can you still delibrately attack a reloading one to exploit that? |
How about we let them have a passive molotov weapon, the same way the REs in the new american get to fire rifle grenades.
They still need to be in spitting distance to throw it so it'll hardly matter, but at least it would look cool
Jokes aside. A tier 4 upgrade that just gave consctips combat training / veteran leadership? In practical terms it could just be a swap of the usual conscript mosin for one with better long range accuracy, and drops their target size back to normal levels?
No idea if an Icon Swap is possible but the campaign already has three different consctipt icons.
You could even bundle the hideously overpriced molotovs and AT grenades into one upgrade that you need to get the second upgrade |
Every emplacement buff is a bad thing
I would swap it for a Tortoise in a heartbeat.
But as we only have the emplacement to work with, and its a dedicated but stationary counterpart to the Jagd, how about we address the range issues between the two?
You can make the issue worse attacking ground. The 17pdr is too low to the ground to scatter particularly long but a Jagd or Elephant can skip their shells further forwards, from their lofty casemate gun positions. |
Its also disingenous to suggest that a non-penetrating hit 'does nothing' in the real world.
Crew shock, or even crew deaths, can be caused by non-penetrating rounds
Mobility kills can be caused by non-penetrating round
Turret rings can be jammed by non-penetrating rounds
Gun barrels can be destroyed or damaged beyond use by non-penetrating rounds
A series of non-penetrating rounds, particularly from high calibre guns, will fatigue the metal of your armour and leave it much more vulnerable to further hits
If your case for 0 damage deflections is 'realism' we should have the option for sustained AT fire to cause all sorts of hell to a vehicle. A single round through a vehicle should be more or less fatal. Molotovs should be fatal (finally, a late game use for conscripts)
Rather than introduce dozens of different random criticals, where a single churchill round could render a Tiger's turret inoperable, deflection damage on all AT weapons would simulate all of the above in a much lighter fashion.
If you fire enough decent size shells at any vehicle it will, eventually, break.
It would take a lot of stat tweaking, and its sure as hell not in the scope of this commander patch. But I would like it as a design change, I think. May it see some testing in CoH3. |
The commander will still lack offmap arty, a huge boon for countering on map field guns
The commander will still lack a heavy tank
The commander will still lack any scouting
The commander will still lack dedicated long range combat squads (m1919s, paras (with m1919s), pathfinders)
The commander still won't have a priest, which is a big deal in some team maps, for its range
There will be plenty of reason to use other commanders. |
In team games particularly, the reason the KT doesn't dominate is just because allies have no reason to ever keep more than one AI vehicle built. After that it's nothing but tank destroyers.
And yes, a field full of Jacksons, SU-85s and Fireflies is indeed a bad time for a KT. As it should be. And when that's what the allies are forced into - why not Jagdtiger? (Well, because command panther and flares, mostly.)
I think 2v2 is peak KT territorry. Not so dominated by TDs, and a little more breathing room to tech up and call one down. |
I've had good luck with a sturmtiger before. Sadly, I lost the game (by a handful of VPs, clutch fight), but I shall cherish my replay of the Vet 5 Sturmtiger and all the wipes it gained me. Including (but not limited to) a centaur with all its repairing engineers.
The range increase makes it substabtially more deadly for firing from outside LoS. But it still does what it needs to really well. Which is theaten wipes or force retreats.
I'm conflicted on it locking out KTs, but I can see why.
Still miles more dangerous than the gimped dustbin launcher of the AVRE, IMO. |