You fail to see how durable tanks with super high armor and HP on one side force tank destroyers with high penetration and range on other side? Great, you are just like relic who thought giving usf shit tanks and forcing them to use things like p47 loiter to deal with armor was a good idea. Thankfuly we moved on from that genius design philosophy.
You are correct in that heavy armour on one side forces high pen on the other, with the current system. I think instead of nerfing one side or he other the system should be changed. If you add deflection damage into the equation, the time to kill decreases and you don’t need as much penetration. This has a beneficial side effect on mediums that were penned every time before, so you’re making them more viable while keeping super heavies from being too oppressive. |
To be honest, there is so much potential in this doctrine yet it doesn’t live up to it like it should. I’d rather see something like:
0CP Osttruppen squad call in
2CP Infantry can construct sandbags, pioneers can build concrete bunkers
5CP 251 HTs can act as forward retreat points (100 muni, locks out flamer, 20 sec set up and pack up times, aura heal)
5CP Veteran support units (pioneers and support weapon crews can upgrade to 5 men)
8CP Defensive operations (All infantry receive -25% incoming accuracy and -25% damage received for 30 seconds, but cannot retreat. Weapon crews receive -20% damage. 120 muni) |
I would just remove this unit from the game since it has a gamebreaking bug. |
An interesting idea would be to halve its speed, 2sec delay on smoke and give it 0.25x its current setup speed, in exchange for slightly better anti inf damage and some actually good penetration.
That way with good positioning and supporting it you can be rewarded with a unit worth its cost. |
Mediums need to have smaller target sizes, so they become more survivable, while TDs get a pen nerf while also introducing deflection damage chance when they fail to pen. This will both help mediums have a good, well defined role, while TDs do their job and heavies don’t get shut down by TDs. |
The main issue I see with the map is once you win the middle you secure your fuel and cutoff your opponent’s fuel with ease. |
The main issue I have with the 120mm is it’s only useful vs emplacements/okw T4. Its rate of fire is laughable so everything is too mobile to be hit by it. Plus at 340mp it’s not worth the price tag. |
There is a sligtly simple solution.
Increase reload time for TDs, increase damage dealt for TDs and reduce target size for mediums.
Mediums tend to fight close to each other so they wont get as affected as much as TDs.
A good spot would be one with a medium tank receiving two hits by TDs and have some sliver of HP left. Simply because 2 TD in the current meta is not too hard to get and its even easier on Teamgames.
That would work, while another feature would be to have a good amount of deflection damage vs targets where you don’t have 100% pen, so for instance 80% chance to pen and if it doesn’t pen you then have 50% chance for deflection damage.
I disagree on reload time though, TDs had very fast reload times historically. Target size decrease for mediums and deflection damage on heavies would be enough. |
What are you talking about?
If target moves or not doesn't impact accuracy, unless you have activated blitz or combat blitz, which decrease temporarily target size.
If Jackson MOVES, agains P4 at 60 range it has whooping 38% to hit.
Moving SU-85 has 44% to hit.
Moving FF has 48%.
I wouldn't call it exceptionally high.
Impossible, the M36 has 0.75 moving accuracy compared to the other two since it’s a USF vehicle. It also has a turret, meaning it can chase at full speed instead of having to rotate to get a shot off. |
but mediums need to get rekt, so you won't keep charging them into the frontlines, mediums are infantry support tanks they aren't meant to stand on the front lines for long.
The Pz4 already overperform as it is, if you nerf the allied counters it will break late game balance.
Wrecking a PZ4 with a Jackson with max range shots on the move isn’t balance, it’s garbage. At max range TDs/AT guns should’t have as much accuracy vs mediums, thus it would require you to either get a lot of shots in quickly, vet up your units or get closer, which would get rid of the current stagnant TD meta. |