I saw why people are asking for playercards here. I don't want to start a debate related to my player card vs his. This is disgusting and people are asking this just to find something to pick on if they disagree to you, no matter how you stats look. So no, I won't show you my player card, not in this kind of discution. Garden off.
im not interested in comparing mine vs yours.
but if you have the gall to say l2p in a thread where i want to discuss unit performance. i want to know what kind of game mode, where you stand in terms of how much you understand, before i take your words seriously, or brand you off as someone who hasnt reached a competitive enough level.
im only having problems with this unit because of its anti infantry capabilities. i want a solid counter for this unit and not rely on luck, isu152, TA player slipping up or playing against a bad opponent. so far i dont have a good answer to the TA.
to the guy who suggested bombing runs on a mobile tank, dude, seriously?
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I never see Tiger aces anymore, but I usually play any game mode that's not 1v1. Maybe the Tiger Ace is a problem in 1v1s but 1v1s is not well balanced anyways. There are flaws in the Tiger Ace doctrine which the allies can exploit. The Elite doctrine does not have any offmap counters to artillery so the artillery can work well against them. They also can't counter an ISU152 which like you said with the Tiger ace can counter everything but with 70 range instead of 50. If you feel like you're going to get abused by a Tiger Ace just abuse the player back with some ISUs.
thats the problem, im trying to stay away from the isu152. seems like i have to use it somehow. guess its either cheese or die.
Nerfing Tiger Ace? Again? What would you like to have instead? A Panzer 4? Would that be fine for you?
Now seriously, you guys can't mean it. There are threads that request nerfs that are somwhat logical: kubel, JagdTiger, ISU. But Tiger Ace? That thing was nerfed in the past. They even added an mp cost for it. AND it comes with penalty for the player who use it.
Actually, regular Tiger needs a little buff. IS2 owns it almost every time.
What's with this nerfing threads anyway? So much bias. Next time I see such a thing I will pick an Allied unit that ennoy me the most and start a nurfing thread.
Basicaly, L2P.
show ur player card before you tell me to l2p. who knows, maybe its because im not facing you, thats why i've got tiger ace problems. maybe if i faced you, i'd get more wins than losses. |
You don't defeat a Tiger Ace by killing the Tiger Ace
You defeat the Tiger Ace by damaging it and trying to kill everything else (preferably starting with his engineers)
The ideal is to have this:
A crippled Tiger Ace sitting in his base or limping back to it, as long as it exists it is tanking his economy, as long as it is crippled it is no threat to you
Kill everything else he owns, preferably starting with his Pios
Take total map control while he desperately tries to save up enough MP to get some Pios to repair it
what kind of logic is that? the TA limping back to its base will get repaired, by his allies and free repair station. so you want to take all that infantry losses/tank losses to damage it, while it goes back for free repairs? already with 50 range, disabling the TA with abilities is almost out of the question, not to mention its not 100% penetration with AT nades anymore.
it will always be a threat as long as its alive. it needs a much more solid counter than the current ones. reducing its range is a good start/reducing its anti infantry would also work. |
There is a big drawback with the OKW tech though... If you destroy that building then they are screwed and have to pay to tech AGAIN - and wait for the truck.
With the USF do you need to pay for the major again if he is killed to get a tank... No.
I know you can destroy base buildings and need to pay again, but because OKW tech and building is the same thing - it's a big more complicated.
yes i know, but the flak gun comes fast and has a HUGE hp pool, before any ballistic weapons can be brought in. the most you have is a single AT gun. by the time you can bring in more guns to bear, the okw play would have already gotten more units, making things alot more miserable.
there is no way i will use direct fire units against the flak truck, not when there are hordes of enemy infantry around.
based on that early availability, that early field presence and that huge lockdown sector, i feel that its too much, way too much. |
i have no idea, seems like the current meta flavor of the month is ober spam with luchs. the best chance are probably well microed snipers
the tactic is to get 2-3 obers, blob up and come from a different angle, snipe a couple of models, retreat and repeat until vetted or enemy infantry force is useless.
plus considering that light tanks for usf and soviets takes a long time to come and arent very viable against luchs, you lose both in the mobility war and infantry war.
honestly, i have no idea how to counter that. |
What veterancy were the squads at? Vet3 rifles can be competitive with fresh obers, but when the obers start piling up vet...
nah, obers have to stand right out in the open. in equal cover, fresh obers will still rape, unless that vet3 rifles have browning lmg. |
i think its also about time this is discussed.
for the cheapest teching cost in the game, they do get the best stuff from their buildings while other factions have to pay more to get the same. medical truck gives free heals, mechanized gives free repairs and the worst of all, the flak gun truck.
the flak gun truck needs a really good looking at. im fine with free repairs, free healing but not this, not when it has such a huge presence on the field.
it comes fast, relatively cheap and most importantly, it has a huge direct impact on the field. it guards a massive range, able to suppress and penetrate medium tanks. it has a HUGE hp pool and takes a long time to destroy even with AT guns and satchel charges. impossible to demo charge due to invulnerable gun crew. to make life even more miserable, it calls in obersoldatens and luchs.
this thing really needs to go or make it so that it can be decrewed and have to be constantly manned by the player's own troops. |
i would love to see more regular tigers than tiger aces. i would prefer if people stick to discussing primarily about the unit performance, rather than its cost.
there's a limit to where things can cost are bomb but being game winners they are still purchased, things like KT/JT and tiger aces.
@australianmagic, idk, i fear the JT because as usf i have no counters, KT isnt so bad since it has only 40 range, im quite comfortable with using jacksons to pound it from afar and drive it off.
but against the TA, i cant quite do that because i only outrange it by 10range, im more likely to enter a slugfest with the TA before i can bring it down to half HP and probably lose my jacksons/su85 to a couple of TA shots while it scoots away after popping smoke. so in that scenario, i'd take a loss while he only has to head back to repairs.
this is the problem for me, i can never match a well managed tiger ace and its not because i lack the capacity to match in micro and tactics. but more likely i have to spend so much more resources, to get dedicated anti tank units that are more vulnerable than the tiger aces is to them. |
Is it December 2013 again? If you want to whine about the Tiger Ace, you come far too late.
I'm sorry about the game you lost... Next time use mines.
not really bitter about the game i lost, im more bitter about the games im going to lose because of tiger aces in the future.
mines are not a good counter to everything when tiger ace can fight head on. if tiger aces have to rely on flanking to get effective hits then you are right. you cover flanks with mines but ur frontline is still going to be direct combat units. problem is tiger ace is still much more powerful than any of the AT units that allies can field.
im sorry but mines are not a counter and neither is it a good argument. you might as well suggest mines as a prepatch isu152 counter. please try harder. |
i think its high time this unit its brought back into the spot light and discussed thoroughly.
sporting a good amount of hp, on a decent chassis with a truckload of abilities and most importantly, that 50 range dual purpose gun. with generally careful heavy tank play style, this tank is a monster, often sniping infantry, tanks AND AT GUNS from a good distance away without exposing itself to much counter fire.
while expensive and a resource hog, i think it brings in way too much for what its worth and often turn games around by playing the attrition war, killing enemy units from a mile away and drag the game on to a victory.
it has all the benefits of the panther(50 range) but its with that kind of anti infantry that makes this tank a total horror to fight against. unlike the panther, the tiger ace can tackle anti tank guns and push back infantry without much of an issue because of its anti infantry power.
because of that huge AI and AT, its counters are either jacksons, su85s or having overextended itself. as for jacksons and su85, while somewhat effective, they are countered much harder by the tiger ace than them countering the tiger ace, which puts the tiger ace at an extremely advantageous position.
now, that plethora of abilities it has, most importantly, the smoke and blitz. even more disgusting is having these 2 abilities. when fighting at 50 range isnt enough, if its threatened by jacksons or su85, it can pop smoke to gtfo, or blitz in to counter that 10 range advantage. more often than not, that 10 range advantage isnt going to do a whole lot and the su85/jackson is likely to get destroyed or will not be able to finish off the tiger ace.
i think tiger ace need a good toning down, either it should have a 40 range gun with all its current capabilities, or a 50 range gun with a huge nerf to anti infantry capabilities.
what do you guys think? |