Recently played quite a lot of 2v2 to evaluate that and I really have to say I cannot share those impressions.
Mixed teams on both sides, I was with Twister vs PQ and Breaking Brad I think. I went for T3 first and got several T34 while Twister went for Jacksons. This caused the Axis to massively ramp up their AT (more PaK40, a Jagdpanzer IV) to the point where the T34 were becoming useless. Switching to T4 to get a Katyusha (and later a second and a SU-85) allowed us to focus on their infantry and basically ignore the PaKs / Jagdpanzer. Since those lack offensive capabilities, they were basically dead weight. A bit later we actually started to play more aggressively, decrewing the PaKs and turning them to take out their trucks.
T4 is not that great in a 1v1 I feel, but in a 2v2 there are certainly ways for it to shine. |
Regarding 2. and 3. I have not heard of them prior. Would be good if you save the replay next time to send it to Relic so they can take a look at it. It's sometimes really hard to reproduce a bug.
Regarding 1. - I've noticed sometimes that if you issue commands they do not get done. I assume that's a minor lag spike / packet loss problem. Several times clicked retreat, had the icon flashing but a second later it was gone and the squad never retreated. Your problem sounds more like a selection problem though.
If you select a group and press "tab" you can select single squads inside that group. If you press retreat in that selection only this squad will retreat, not the whole group. |
Meh, I try to not post those stats anymore since a big part of the community just misuses them / lacks an understanding what it actually means. That's why I wrote down exactly where you find the bonus in the files, but not the actual bonus. |
It's called "Battle Group" in the stats / gamefiles, ingame description and name is radio net though. |
Panther underperforms against medium tanks. It's fine vs heavy tanks (or high class medium tanks), yet against really cheap tanks it's gun is so much overkill that it is actually far less effective per cost then the PIV. The second problem of the Panther is that call-ins are not tied to any tech, meaning that while the Panther is really good against those the high teching cost negates it to a degree. It basically makes the role that the Panther fills harder to achieve. |
Extremely unlikely to happen. Can you supply a replay? |
You are blind.
\attrib\slot_item\aef\sherman_battle_group_item_mp |
Tested it a few times and it seems fine, definitely stronger than the old one. Pretty reliably wipes squads if you use it from closer range as it has such a small scatter, but most of the time the first volley of rockets will deal almost all damage it can do. Subsequent ones hit an empty area if you use it from closer range (since they are so tightly packed and anything that was there is already dead). Long range saturation fire requires several Katyushas to actually have an effect, but I'm fine with that. Same happens to the Panzerwerfer - using it from max range results in almost no damage dealt. Compared to Werfer I actually find the Kat better (lower flight time, better accuracy at the same ranges), yet the Werfer is a far better anti-blobbing tool.
Walking Stuka - Not sure about that one since I haven't tested it, but the deflection damage might be a good idea. It's really hard to actually hit single units with it (but damn easy to hit blobs), which means counterbarraging against other rocket artillery was quite hard. Might be better now. |
In bullet points (sort of TL;DR),
the ideal Panther (at the current 175 FU price tag) is:
-Comparable offensive stats to the Jackson, but keep the range at 50 to keep it from being a mini Elefant, maybe even 45 or 40 if it becomes an issue, so it's not so much of a sniper tank as it is a flanker/hunter, but I think that 50 range is pretty good for it
-Armor and HP equal to or around that of the Panzer IV, we don't want this to be a particularly tough tank
-Keep speed, acceleration and cost values the same
Actually your suggestion would greatly nerf the Panther. It already has similar offensive power to the Jackson, but it has far better armor/hp than the PIV. So all that would do is make it easier to kill and decrease realism. |
120 damage Katyusha would still oneshot the Flak HT and deal massive damage to the other OKW trucks (1920 dmg vs 2000 HP). Even if you cannot reliably fire from a position where all shots will hit, 2 of them should be able to instakill all trucks or one + a tank.
120 damage doesn't solve the problem, it just slightly decreases ist. |