Problem:
With the JagTigers recent price change and the fact that we will be seeing more of them, I believe it's time to talk about it and it's little brother the Elephant. Notably it's general lack of any true counters.
Given these unit's huge armor, health, and range they are a extremely hard unit to take out. While they have a big price and rightfully dominate armor vs armor battles this leaves them extremely resistent to just about everything in the game. Leaving the only true way to combat them to completely overwhelm them with the very unit they are strong against.
Fighting them often requires the enemy player having a lack of support and if even moderately supported can be a impossible feat to actually damage in any way. And while in 1v1 a player can choose to fight elsewhere or exploit the lack of support it's cost might take, this situation becomes less and less likely in 2v2+ settings where allies can easily support them and their usage is more numerous.
Solution
All I would like is for some counterplay to be introduced so that players can effectively fight back and damage the super heavy TDs when completely routing it's support or overwhelming it with large numbers of tanks isn't possible. Which may look something like this:
Bazookas/PTRS/Piats +100% Penetration vs Elephant and JagdTiger
Zis-3/57mm/6-pounder +50% Penetration vs Elephant and JagdTiger
ML-20/Priest/Sexton/25-pounder +50% Damage vs Elephant and JagdTiger
*Numbers should not be taken exactly and are only meant to display intention
The intention being to allow infantry AT to actually do consistent damage to the Heavy TDs if they manage to flank or get within range. The TDs still will have large health pools and wouldn't be at too much risk but could be atleast damaged and forced away for repairs to allow allies a few moments with armored support to fight back.
As well the artillery changes, would give a more solid way to damage them in deadlocks if they opt for those. Especially in those more clustered 3v3+ modes where flanking isn't an option. Considering the low accuracy on artillery this should only allow them to premptively damage or finish off a weakened heavy TD as no more then 1-2 shots can usually hit per volley.
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