For some reason I think they have very good close range DPS, which shouldn't be the case considering they have G43s. The same for Panzerfusiliers with G43s I think. In CoH1 the G43s were very effective at long range and would tear up anything plus they had that awesome suppressing ability (great for pinning flamers)
In this game G43s are classed as carbines (no bearing on reality, but this is COH2). Carbines excel at close/mid range for cost- for example the Grenadier G43 outstrips the normal Kar98k at close, improves somewhat at mid, and drops DPS at max range. With Panzerfusiliers the same applies- huge close range boost, negligible long range increase in performance. So with JLI, closing in is not advisable with normal rifle-armed squads. There's no similarity with the COH1 upgrade, so drawing parallels with the original G43 is kinda pointless.
Of course the downside is that besides Guards, nothing in the Soviet arsenal can really take advantage of the 'poor' performance of carbines at range, since their units are all geared to close range anyway... but that's a separate issue to be dealt with. |
They've got deceptively high close range DPS, despite having carbines instead of assault rifles- charging JLI is pretty much the same as rushing towards Panzergrenadiers/sturmpios/Falls, and accordingly they cost about as much as panzergrens and sturms. judging from statistics, staying at mid-range would allow two conscript squads to win pretty decisively.
Making up for their high DPS is a lack of direct damage output in every other aspect- no grenades (not even infiltration nades) or fausts. Sprinting is nice against weapon teams and guards/squads with LMGs, but other than that what you see is what you get. I don't think they're particularly overpowered, especially without vet since they're quite fragile for cost. |
Credit where it's due to Detroy for the nonstandard double (or was it triple?) penal opening. Later on in the game, double snipers and guards mashed my infantry force into the ground despite me managing to kill a couple, and the whole combo was inevitably followed up by 85's... lots of 85's. Featuring a 1000% efficiency Command Panther, held together by spit, glue, and RNG at many points, a captured T-34 Beutepanzer, and a Sturmtiger, against a total of 6 T-34s at various stages of the game.
GGWP Detroy. |
I actually worked out a direct comparison between the two awhile back, with average time to kill for vet 0 jagd vs vet 0 su85, vet 2 vs vet 2, etc etc. I'll dig it up and post the numbers later.
The gist of it is, the Jagd emphasizes defence and the SU85 offense, especially through veterancy. They have the same HP- 640- but the Jagd has 230 armor vs the SU85's 140. The Jagd has a much higher base accuracy though, 0.03 to 0.06 against the SU85's 0.025 to 0.05. The SU85 has a reload of 4.25 sec on average, the Jagd 4.75. The SU85 has slightly higher penetration, 200-180 vs 200-170. Damage is the same at 160, though Jagd does 320 out of cloak at vet 5. Good luck getting it to vet 5 though. Jagd can't see behind itself, and SU85 gets a very useful focus sight ability. The Jagd gets more sight at vet 2 to make up for it. Speeds are roughly the same, as is pathfinding.
SU85 gets a very bad vet 1, while the Jagd gets a handy invisibility cloak. The Jagd gets 10% more armor and 160 more HP at vet 2, while the SU 85 gets a very significant 30% reload deduction and 30% more accuracy, and by vet 3 the su85 does huge amounts of DPS while the jagd doesn't improve offensively by much. Naturally vet 4-5 allow the Jagd to outperform the SU85.
Overall though, I think the Jagd is much better. The reason?
Tier. Virtually no tech cost for the Jagd, comes in a useful tier (and indeed, a vital building for healing). SU85 comes later, from an expensive building, with poorer companion units.
AT guns. German AT guns like the Pak, and veteran Raketens, absolutely decimate the SU85. It gets no defensive bonuses from vet so a vet 3 SU is just as weak. The Jagd has the armor and with vet, HP to operate even where the slow firing Zis and nonpenetrating 57mm are situated.
German vet. German tanks get blitz, smoke, target weakpoint, all the good stuff, that directly works against the SU. Allied tanks get nigh worthless vet.
Tank destroyers. Elegant and Jagd hardcounter any number of SU85s, end of story. Only the ISU beats the Jagd head to head, and two Jagds beat the ISU.
Veterancy. Self explanatory, Jagd gets 5 levels of vet so scales better in theory.
Handheld AT. The hardcounter to these tank destroyers, the allies have none for Soviets and poor AT for USF. Panzerschrecks, are, well, panzershrecks, and every volks squad can force away an su85 which doesn't have the armor to bounce a shreck, whereas bazookas take a long time to kill a Jagd. Double schreck panzergrenadiers, especially with tactical movement, laugh at SU85s. Vice versa, a Jagd with Schreck support is nigh impossible to flank. The same cannot be said of an SU85 with bazookas.
Edit- dammit, ninjaed by the corporal. Oh well. |
This is something new. I've had drops due to internet connection before, but in this case a) my own connection was perfectly fine- browsers could load pages and play videos even as 'disconnected' and 'defeat' appeared b) there was no 'freeze time' that always precedes a drop- the game was running and suddenly 'defeat' popped up, before claiming I was disconnected. Naturally I got the loss, and this- of course- took place in a game I where I was running all over him and pretty much had assured victory.
Anyone else encountered this? Very annoying, it is. |