Thanks for your analysis.
however imo, the problem is shown again. Allies late game is too cost effective in unit price, vet bonus and popcap limited.
If you see the match, a lot of time both sides are near 90+ popcap, but the allies unit composition is superior.
The Okw player could have got a Jp4 instead of 2 rak, i dont think anything else can be done differently. The 2 stuka arty is needed, because Axis cant compete late game infantry.
A lot of Axis tanks were damaged/lost thanks to the range and bonus of FF and Jackson. Simply no response possible as they shutdown large area. The Scott is the icing with the arty attack. The only hope was PG blob. Sadly PG blob is struggle against Brit Eng blob in utility(no repair) and can be stopped easier thanks to allies accurate arty or area denial as you seen.
Basically, Axis in late tanks vs tanks duel, will come out inferior always, matters like crew repair, Engineer piats, all adds up.
Allies TD are now a hard counter against Axis tank, with very little response. Same with Arty units like Scott.
This is same problem i faced in 2v2. This is frustration that the live game balances is causing. |
P4 isn't going to be dealing great against 34/85, easy8 or dozer blade shermans.
Panther isn't going to be cost efficient and will be easily outspammed.
StuG/JP4 will stand up to the task well, stugs especially.
Not just panther, Stug get outspam by T34 and shermans easily too.
So you just admit Axis tanks are overpriced for the performance finally?
I been saying, vet bonus for Axis tanks needs a revamp, either pen/range for stug and rear armor for panther and HE shell for P4.
Allies tank vet bonus are great for tank roles, penetration, speed, self repairs, accuracy, damages.
Allies tank perform stronger AI roles already, and with weaken rear armor of Axis tank, AT role have improved drastically.
Armor skirts vet is a joke now sadly. |
Yes USF was made for mobile and accuracy. But not with jackson buff and corresponding panther nerf.
So Usf now have a powerful Td that scales very well with late game and still retains its mobile and accuracy and self repairs and army size?
You see the problem. On one side, we say Wehr was design for late game and armor, but conveniently dropped just because people complained. Yet you want others to accept Usf design should remain together with buff and cheese units? |
FF can keeps reversing and shooting due to range, just do a 90 degree reverse. Stug need to stop to shoot and to rotate.
Either way, the scenario where 2 stug dive in and kill a FF, with worst case 1 dead stug, is rare in real game, with support units. just a tough play to make. |
Jagdpanzer I am not too sure of its penetration stats but from what I have encountered, has worse penetration than Panther.
Jagdpanzer has the exact same barrel as Panther and penetrates less which is wierd. It should have the same penetration stats. Just saying. Does not make sense to make a duplicate worse than the other.
Stug needs maybe an ability to increase penetration. Its current Stun ability being derelict/useless stun for 1-2 seconds, dealing 80 damage and for what. It needs some ability that serves a purpose. That is what it needs or a change.
Maybe a HE shell for STUG would be interesting. Just saying!
Or maybe just increase the range or penetration on veterancy? The days and theme of vetted armor skirts for axis tanks, are long gone and not enough. |
Imo for 7 popcap, grens make wehr army size struggle.
5 man IS and Rifles only 8 popcap. And they win all day.
For Wehr, you definitely need a brumbar or double pwafer late game, so that takes up your army size for pure infantry duties. And then double pio for repair duties only..
For Usf instance, you can go triple jacksons and shut down wehr tanks, with army size to spare. You can even do crew repair to cap points..
Coming from 2v2 experience |
But two StuGs will completely annihilate a single Firefly. Worst case you lose one Stug and it's still a good trade.
In isolation maybe. You still will lose 1 stug, not a worse case.
But in game, not likely. Diving in with Stugs is going to be tough against supportive cover, you will lose all stugs, just depend how much tanks you get.
Firefly play profile is defensive, not easy to get an opening. Of course with its slower turret, stugs are ok. But for other tanks, stug is a terrible. |
Jp4 is good enough but takes up popcap. Because okw always need to build at least a stuka to clear allies infantry camp. Maybe make jp4 14 popcap, which is double rak.
It is since allies infantry and td are more cost efficient, as axis 2v2 player, you always get overwhelmed late game. |
This is the problem^ that and the panther being nondoc. But you'll never see a change to things like this.
And panther isnt a strong td for its costs, just a generalist tank winning over medium, and often you are left with 160-320 hp, just hope there is not AT behind or snare or another medium tank follow up.
Usf can go triple E8 and really punish 2 panthers as easily. Yet Panthers will get shut down by Jackson ATG inside the Fow. Or throw in IS2/KV/SU85 if Soviet. Or Churchill/Firefly.
|
But double stug is 180 fuel, and it still suck against 60 range Td no?
Is there a need to buff its mg, felt like doing for the sake of giving some buff 'love', whille nerfing its core use...
And is stug too cost efficient even with rof restore? 90 fuel 10 popcap, larger target size than su85, no penetration scaling..
Usf atg have high rof to compensate its poorer pen, but why not stug? |