I'm making this post give a glimpse about how we (the balance team) feel teamgame dominant meta could be changed to be more fun and more diverse.
Part of the reason I'm making this post is to openly declare our intentions to the community and get some feedback.
Highest priority changes
Elefant/Jagdtiger
2-shots -> medium tank/TD dead
Damage needs to go down from 320 to 280 to:
- Prevent these tanks from wiping veterancy left and right
- Keep them relevant vs advanced mediums/heavies
- Reworked to keep remotely relevant for smaller modes (e.g., cheaper, barrage at vet0, etc)
First off: You say "our [the balance team] intentions". How.many people in the balance team care about larger team games?
I respect your input greatly however I feel like you should consider your own bias a bit here as you obviously dislike these units.
Second: you want feedback from the community regarding these issues. Could you add a poll and see what every thinks as opposed to just those who reply to posts? More feedback from the community eliminates the bias of single individuals ( myself included ).
Third: you say both the jagdtiger and elephant are over powered in team games.
I disagree and here's why:
They are purely AT units with zero anti infantry capabilities. All three allied factions have very reliable infantry with tools to deal heavy damage to vehicles including satchels, AT nades, gammon bombs, flares, piats, and zooks.
Other notably useful abilities against these heavy TDs include: mark target, IL2 bomb strike, AEC tread shot, smoke, tulip rockets, most off map artillery units (due to horrible mobility to dodge it), ISU AP rounds (really need to start being used again), calliope actually does good dmg to it and wipes repairing squads, RAM.
Have you considered units with high HP and armor which have huge survivability as is (namely the Churchill's and IS2s).
These are all tools the Allies can use if they are trying to counter these tanks many of which don't require vehicles.
The other option Allies can take is to negate the effectiveness of these vehicles. How? Invest in indirect fire which will wipe infantry and supporting weapons. These units are a huge investment and if the enemy plays their cards right, they can use tanks without ever having to fear these slow moving beasts that can't react to more mobile units.
One reason the axis need these unjts especially ostheer, is because without them they have an even harder time dealing withied tank destroyers which all out range the low health stug and less range panther. Plus they are far more mobile than the heavy TDs.
My final questions to OP are these:
-do the Allies have the tools necessary for taking out heavy TDs?
-must the Allies engage the TDs with TDs of there own or can they play around them on other parts of the map before deciding to attack them outright?
- what's the specific problem with these tank destroyers? Too much dmg? Too much range? Too.much health or armor?
-do you propose straight nerfs or simply changes (ex. Less dmg more ROF or less range but more LOS?).
-are heavy TDs still OP on maps like Lienne forest, Lorch Assault, Montargis Region, La Gleize, Essen Steelworks, ettelbruck station, and many other 2v2 and 3v3 maps? If something is only very effective in specific scenarios then I don't think it's fair to call it OP in general.
I hope you consider my arguments and find some common ground !
I'm open to discussion.