JP4 has +40 damage, not +40%. Standard mediums have 640HP and standard AT shells deal 160 damage. Note i'm talking about the Jagdpanzer 4, not jagdtiger.
Yeah man, i know you are talking about JP4 first shot out of camo bonus. I made a mistake about percentage. However, even +40 damage for JT would be a big difference, as it is enough for making 2 shot kills. Sometimes, 40 damage is much more important than what it seems.
So, another idea may be revert damage back to 320 at vet5. You should consider the fact that it is not easy to get a JT to vet5. |
JP4 receives +40 damage on a single shot at vet 5 which is literally useless against every target I can think of. It's not that it shouldn't receive something, it's that the odds of it actually getting it are slim to none.
If +40% damage on a single shot seems useless to you, just note that such a useless bonus causes JT to 2shot allied tanks (which it was able to do previously), 300*1.4+300=720>640. i would like to see JT get +40% (even 20%) damage on first shot after being idle for a while
I would like community members to have their say and balance team choose a balanced reward for vet5 giant bastard. |
It doesn't really need a vet 5 to be useful. Should just give it +1% accuracy and call it a day. Yes it's a small almost meaningless buff, but it is at least something.
Considering the fact that King Tiger receives a 20% reload bonus at vet5, which is a great reward for keeping this unit alive to reach there, Jagdtiger should get something special too. Its vet4 performance is already awesome, and that is why i suggest an ability at vet5 rather than a performance boost. |
Hi guys
As far as i know (and i may be wrong), Jagdtiger can no longer be dazed from deflected shots, for a long time now. However, veterancy 5 remains the same, which prevents this unit from being stunned. This bonus is useless now, and should be replaced by something meaningful for this tank destroyer.
It already got 2 reload bonus at vet2 and vet3, plus some speed improvement. I suggest the ability to remove engine criticals after a short period of time, like vet3 bonus of Crocodile. It may help super veteran Jagdtiger to be able to push through enemy lines without fearing heavy critical. Defensive smoke might be another idea. |
Bummer
Not sure about the veterancy shuffling to be honest, seems like an overall nerf. Combat blitz at vet 4 feels very odd. Is it too much to ask that blitz come stock and make vet 4 something else entirely? Smoke cannisters (like Sherman) maybe?
It feels very odd to me too. An ability which is unlocked at vet1 for nearly every axis tank would be unlocked at vet4, if it live long to get there. I think it is better bring back this ability to vet1, alongside aura, and change vet4 to a performance boost or defensive smoke, which seems a good option to save a tiger. |
+1
I found a bug:
Right now the commander starts with only 4 abilities in the commander mod. Observation ability is "unlocked" at 3 CP right now = you see the ability for the first time.
Confirm
Another bug: 251 can upgrade with flamethrowers while deployed. When upgraded, it cant become mobile again and reinforce. Deployment should disable flamethrowers upgrade and vice versa. |
Please no more forward retreat points. I personally hate those because they strengthen blobbing and trivialize the penalty of retreating.
It wont cause any problems in any other faction? Just Ostheer?
Just like any other faction, Ostheer deserves to benefit from it, at least by one specific commander. |
can we please give okw this thing in battlegroup
Would be a nice addition |
Rather than going with lots of complicated auras and stat boosts nobody is going to remember, why not just give it a powerful but simple command-themed ability?
Vet 4, it can call in a recon loiter around itself like a UKF command vehicle.
Vet 5, the plane recharges faster.
I like this idea and submitted something similar before. We have powerful command auras in command panther and sturm officer. Command Tiger can act as luftwaffe command unit with 2 options:
Vet4 : Anti-infantry stuka suppression run (Like wehrmacht)
Vet5 : Anti-tank stuka strafe (Like wehrmacht)
I think these options can fill the void of artillery/air strike options in this commander, though it will be superbly hard to get a 5 star tiger to benefit. |
Nice topic.
IMO, As wehrmacht really lacks well trained elite infantry, instead of reducing costs of this unit, it is better to improve their performance (even at the cost of higher manpower requirement), so they can act as a REAL elite squad in the level of shocks, commandos, paratroopers, obers and falls. I think its better to provide them a separate anti-infantry upgrade path, exactly like what panzerfusiliers got in the new commanders patch:
++ Infrared StG44 upgrade: provides 2 squad members with Infrared StG44 rifles same as spec ops obers, increases squad size by 1 (need reinforce, 90 mun maybe, disables anti tank upgrade)
++ Vet 3 bonus: +passive healing, increases survival chance
With this modification, production and reinforcement costs may be adjusted. |