OR OR OR OR OR
HEAR ME OUT
OR
We KEEP the assault group call in as an ability, but make Assault Guards buildable from T4 at a higher price than the call in (320mp). |
Aren't you a Brits only player, you just basically tore apart the maps that benefit the factions that thrive on mobility and touted the best map for static range based play....
https://www.coh2.org/ladders/playercard/steamid/76561198121057184
There are so many people that comment on 1v1 maps or balance that have horrendously biased view points but don't clarify their opinions when speaking. Like you know most of your experience comes from playing one faction, yet you don't clarify that.
The “no easy to attack, hard to defend cutoffs” about Langreskaya pretty much screams he has no clue. |
Its brawler....
It outlasts everything within its firing range, excluding ONE allied tank.
You said it doesn't have a role in first sentence and highlighted its role in last...
And like I explained, that’s not a role. Every tank can be a brawler vs a weaker tank.
Hence why I gave two possible avenues for a Panther role:
Better moving accuracy, more top speed = hunt down tanks
Worse mobility, 210 fuel, 60 range, more armour, less health and turret rotation = expensive long range sniper |
Murdering anything that costs less then it and isn't its own dedicated hardcounter.
That’s not a role, that’s the basis of tank combat. P4 beats T34/76 because it costs more but loses to T34/85 because it costs less. Panther beats T34/85 because it costs more but loses to IS2 because it costs less.
A role is different. The FF has a role, as an immobile sniper that’s vulnerable when assaulted directly. The T34/76 has a role as a flank protector, flanker and sacrificial piece with ram. The Tiger has a role as a breakthrough tank with limited mobility that needs support to excel.
The Panther doesn’t have a role other than brawling with mediums and softcountering heavies. |
The current Panther clobbers every medium in the game. It's not cost-efficient versus TDs, but the StuG and JPIV are.
The problem is heavy tanks.
The problem is always heavy tanks.
So what exactly is the Panther so good at? Which role does the current version excel at? |
Not according to me.
I'm casemate TD team.
FF is not bad, but it certainly is not a good designed TD for the fact how it deals damage alone(bursts, muni heavy if you want to finish what you started, requires pretty much 100% accuracy to be reliable at all).
Well which role is best for the Panther then?
Expensive Sniper, weak to flanking
Expensive hunter/diver, weak to flanking
Current version which is underwhelming at everything |
Soooo an axis firefly?
Isn’t the FF supposed to be the best designed TD? Working on similar principles should yield a good result.
OST version of FF, but with armor? Not only acceleration, but reduce overall mobility as well, to be in par with other TD and of course no blietzkrieg (replace other ability, stun shot or something else). You will get more armored and healthy 60 range TD than enemies variants have. It could work, but need overal rework of allied top-tier TD.
What role wiil be play JP4 for OKW in that case? IT already have 60 range and could deal with any allied stock unit (only churchill could make problems due hp pool).
Reason I’d keep top speed but give it shit acceleration is because historically the Panther had a very high top speed.
Other than that I think making the Panther a well armoured, not very mobile, high accuracy and very high cost sniper that’s susceptible to flanking would be a very good way to go.
As for the JP4 it could get a slight mobility boost and slight pen nerf/cost decrease to allow it to be a more mobile sniper useful vs mobile mediums. |
The Panther should get 60 range, cost up to 210 and decreased acceleration. Decrease turret rotation and revert the HP buff while giving it half the armour back.
That way positioning matters above all for Panthers, they are expensive because they are good and their lack of acceleration means counterplay is easier with flanking. Good armour and mediocre HP means you can easily kill a Panther by flanking it, plus its higher cost means it’ll be less supported, so you can’t yolo a panther and have it survive. Its slower turret rotation contributes to all that. |
You do know that the roads on xroads give negative cover right? and the river intersecting te road... like the roads do, is literally the same negative cover besides the recently removed negative cover outside of the bases on xroads?
Except the horizontal road has no hedges/garrisons to hide behind like crossroads and the river is isolated by sight blockers and isn’t a main venue but a side one. |
"An alternative map is Rechnaya" and the inspiration is literally xroads from sid around 1 minute.
So is xroads an alternative map? Cause the maps play really similar. Just looks a bit different with the middle VP being a bit more difficult to play around due to pathing around it.
I don't want to derail, but I'm curious of what you think is alternative about it, tbh.
I thought the huge negative cover river and road sections, with massive cutoffs next to the base entrance and a wide open middle with lots of negative cover were pretty obvious.
Despite it all, it actually works great, a shining example of an alternative map that works. |