They don't call him the KING for nothing.
F for Taxboi, he got screwed over by bugs. |
I want the Stug III E to be a relatively early nondoc unit and LT analogue tbh.
I'm not all for it, but if I had to choose between nothing and the Stugie I'd choose the Stugie.
I wouldn't mind the Panzer IV F1 though. |
OST t4 isn't viable in 1v1 because there is no light tank that you can use to pivot into t4. You really need that p4 to give you some breathing room against the other light vehicles that dominate the 222, and man-handle the MGs you need to keep pace with the infantry fight.
I've suggested earlier bringing in the short-barreled p4 into the light tank role. I've also suggested bringing to stug into t2 with or without bp3 requirements.
As is there's no reason to go t4. Two p4s, or a tiger are going to be a better choice in all situations.
I think building a panther in 1v1 will lose you far more games than you win because of it's pop. You won't be able to field the panther, and a AI vehicle, and all the infantry and team weapons you need in 1v1. Even with a huge tempo advantage, you'll just get slowly pushed off the field while sitting on 1,000 something manpower that you can't put to good use because your pop-capped.
Agreed on the light vehicle. It’s a huge shame there’s no panzer III in the game in Leichte Mechanized HQ, it would have made a huge positive difference for Ostheer. |
Since range is out of the question, what about lowering veterancy requirements? It’s easier to get vet in teamgames with the abundance of targets than in 1v1s, and faster vet would make going after the Brummbar more forgiving as you’ll reach vet 2 slightly faster. |
Its range is what got nerfed exactly because that was why it was overperforming in teamgames (besides high armor). It could just camp behind a VP and lob shells into it from a safe distance.
Then make it more mobile. There are ways to make it better, I don’t know why range would be considered the only thing that can change. |
I'm not dodging anything, I simply completely disagree. Ostheer T4 is absolutely meta (I'd say 75% of 2v2/3v3/4v4 games players skip T3 entirely) and very strong in teamgames and it's fine (or rather - there's not much that can be done about it) that it isn't as good in 1v1s. Not everything is meant to be viable in all modes, because not everything can be balanced across all modes. If we'd buff T4 so it'll become viable in 1v1, performance in teamgames would go through the roof.
I didn’t say buff T4, I said make the Brummbar more viable in 1s by giving it +5 range, but give it higher vet requirements to keep it as is in teamgames. |
I agree with Aerafield; all I'll add is that if you do decide to buff/nerf anything here, please keep in mind how it will affect game modes outside of 1v1.
Any buff to the Brummbar would be something along the lines of +5 range (for example) which shouldn’t affect teamgames. If the balance team thinks that’s the case, then maybe the buff could be turned into an adjustment by buffing the range but also increasing veterancy requirements. |
I respect your opinion Honeynuts, so I appreciate you making this thread cuz Sander93 keeps dodging my T4 complaints even tho numerous streamers have expressed distaste for the Brummbar.
I’m gonna skip the werfer which i really like. The Panther all I have to say is a Vet 3 Jackson should not pen a vet 2 Panther 100% of the time. This absolutely needs fixing.
Now, the main issue with T4 is the Brummbar. How the hell am I supposed to use this unit? No mobility, huge pathing issues and low range means you can’t flank and get cheeky shots off and reverse like you can with the StugiE which has very nice mobility. The armour and speed are not sufficient to attack enemy strongpoints, which is the Brummbar’s ROLE. It’s not meant to go after infantry squads unsupported, it’s meant to assault strongpoints, hence the original Brummbar design. Now we’re stuck with a version that cannot do its job properly.
So how does this get fixed? In my view, either endurance needs a slight increase, by increasing armour or mibility, or its firing range needs to buffed to 40.
I also want to address the comments on this unit being there just for teamgames: Not a single stock unit in the game is balanced just around teamgames. The Brummbar is no exception. |
After 2-3 munites ostheer gain map control until i hit 50 cal. When i get a 50 call they are just spamming bunkers. For dealing bunkers i get a at gun. But he get a werfer and game over. Sooo
I have already tried. NEXT!
Your issues have nothing to do with mgs being uncounterable, you just run into better players. |
The Vet 5 bonus used to be op now its marginally good and Vet 5 is extremely difficult to achieve.
And that is faction design vet 5 units are supposed to be better than vet 3 units...
Finally if that is your problem lets remove the hole camo mechanism and replace vet 1 ability camo ability with "tracking" (the same ability SU-85 gets) and then increase it's penetration to the same level and chance vet 5 with penetration bonuses. I am pretty sure that JP4 would see allot more action even without the camo and vet 5 first-strike bonus (which is primarily seen in 4vs4 games).
The hell? I didn’t say change the Jagdpanzer IV, I said it’s not worse than SU85 since it gets way better than it after vet. |