I do want the Tiger tank like all heavy tanks to be a slow but powerful machine but what I really don't want are tanks that are just repeatedly getting hit by smaller cheaper and longer range tanks while the large monsters just crawl towards the enemy just to get in range.
It's like whoever designed this unit doesn't know why the Germans and Soviets use tanks that are so big slow and heavy. It's to carry that big gun of course! The Germans did put the big guns on the slow tanks for a reason! The long range compensates for it's lack of speed. Dueling out with AT guns from a range that the AT gun can't possibly penetrate the heavy tank's armor.
Remember, that Heavy tanks are expensive and are often overwhelmed by numbers? Now what is the price cost between a Tiger and two SU85s? Two Sus for one Tiger? pfft not really the win by numbers I would be able to pull off at these prices.
I would like to have the Tiger tanks to have a range buff instead of blitzkreig ability so they could duel out with the SU85s and Jacksons. In turn the Jacksons would be able to 100 pct penetrate any tank or 90 pct whatever.... chance and SU85s be cheaper forming a PAK front to defeat any heavy threat by numbers. Perhaps a periscope ability?
and just to think that a few patches ago they were the best tank destroyers. Over buff over nerf. However, I can't say for myself if the SU85 is underpowered or not, I never see people using it and I rarely use it myself since I go exclusively as Americans I'm going to spam them out to see how they fare.
Today, not kidding, 98% searching axis, and to think people say things like that number doesn't mean anything.
Yea, it doesn't mean anything with balance. When the Soviet Katyusha was wiping out OKW buildings with one barrage and ISU was taking out elefants. When the Soviets were dominating Axis there were still more Axis players playing CoH2. What you think it's because of balance when it actually means players just like to play as Germans.
Yes, fighting ISU is annoying, no, its not OP, I've fought quite a few as both okw and wehr, no, they are not as dangerous as you try to make them seen if you were not roflstomped in early game.
2 Pumas or panzers with infantry push and they are scrap metal. Hell, a pair of normal PaK40 can scare them away.
L2P. Seriously, its nothing more.
This funny thing about this comment is that you can counter the jadgtiger the same exact way. So what are we arguing about now? If you can flank an unsupported super tank it will die?
I think the tools you are talking about is pretty much the only tools people use in late game. Artillery and heavy tanks. Both of which the US lacks. In 3v3s and 4v4s I almost never see players just spamming out more medium tanks unless it's the t3485 or panther, it's always the Tigers, the IS2s, the ISUs and Elefants. And the B4, the katyusha, the stuka.
I think every team is stuck with the same one minded idea "GET ALL THE ARTILLERY AND SAVE FOR THE HEAVIES" no one spams medium tanks when it get's to late game and everyone goes for some short of artillery.
Other than this I don't think the lack of heavy tanks is really the American problem. It's probably the lack of artillery. By late game it's always the same thing people just sitting back and bombing each other. Sending out minesweeper to clear the lane before attacking is suicide and most of the time it's not worth it because of the tendency of heavy tanks wiping out infantry before they could get close to any mine. This is where the artillery comes in. It does pretty much anything weaken defences, forces retreat, removing mines, all of this from a safe distance. This is what the Americans truly lack.
As for voltardarks suggestions I do agree the bazooka needs a damage buff but the Jackson should not be more durable to shrecks.
I think what we are really arguing about is not whether or not RNG is good but if Relic implemented RNG appropriately for it to be a good competitive game. In this respect I don't think Relic did a good job with the RNG.
There is too much of a difference between having a full HP tank get a engine destroyed or no effect at all that could change the outcome of the game, because of this poor play may be rewarded if the player is lucky enough, like rushing a tank in a suicide rush bounce off all AT rounds and kill every thing behind. There is also a chance where a player that outsmart his opponent only to have his shots bounce of the rear repeatedly.
These maybe extreme cases but this is the game where the unlikely things may occur.
Things I would like to see removed are flame crits, especially when the flamethrower squads have a chance of have their flamethrower explode on them even if the squad is at full hp.
Inaccurate mortars that does massive damage. In vCoH the mortars have a much smaller barrage circle and most of the rounds falling fall in the circle as opposed to the German mortar that sometimes fall way off the circle. A smaller circle with less damage will make mortars more consistent because even though mortars do less damage they hit more often giving the player a time to escape but would be dangerous if he stayed there too long. There has been too many times i've seen players just stick there mg in one place without moving it and mortars are just falling all around it.
There are also other things to mention but these are some of my main grips.
Also squad wiping mines, Jeezus they still do that. I don't see this game being a good esport game when RNG has been poorly implemented to this game. Relic should fix this game first.
I think an OKW trying to save fuel from not purchasing tanks does leave them very vulnerable. The raketenwerfer is pretty rubbish and sometimes it can even be killed in one shot from a Sherman. Volk Shrecks aren't really good at killing tanks unless the enemy tank wants to stick around too long but there is a better chance of the tank wiping out the volks squad than dying.
The OKW doesn't have a lot of equipment that can take on buildings no flame throwers or mortars, I don't see the 75mm howitzer performing well against buildings. The Stuka is pretty much the only thing the OKW has against buildings but even then it's 100 fuel, or 150 fuel if you count the fuel decrease.