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This would be NICE, so we can be less reliant on mainline sandbag spam for cover throughout the game (not that you WANT to lose vehicles...).
Give me 100% health wrecks! Or more!
For Vipper: The panther is a general heavy tank, so its good vs everything. Which it is. Better vs tanks, but still good vs inf. |
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The Panther is a heavy tank, not a premium medium. Max health on a premium medium is 800. Panther has 960, same as the KV-1 or Pershing. As such, being good at AT and alright at AI is common. She's not a TD.
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I know the patch is basically done, but:
Why is the Panzer Commander in two doctrines that offer a special tank, but none of them gets the ability?
wasn't that because it made the Tiger an all-purpose god? AT guns would be forced to move, and then get shot due to arti. |
THAT'S way cool. Quick takeaways, USF is incredible at 3v3, UKF is... bad, and somehow a balanced mixed comp is the best in 4v4 for both Allies and Axis. Its pretty significant.
Jesus, 2v2 looks problematic. All matchups with UKF are 45% or less, more UKF more bad. Soviets look pretty close, if still weak. The exception is double USF, which seems to hard counter homogenous axis teams.
The 1v1 stats look amazingly balanced, with UKF in front. Has some top UKF mains gone crazy lately? Normally UKF is 45% or less 1v1. |
If i'm reading this right, Vipper means if you get a specialized shell on top of an already perfectly fine generalist shell, its a buff. If you get 2 non-generalist shells that must be swapped between, its a compromise. The HE shell is pretty good at AoE, while the AP shell has absolute garbage AI. The M4A3 Sherman has 2 specialist shells that seriously cannot do each other's job. The 76mm Sherman has 1 generalist shell and 1 high pen shell, which doesnt make the 2 jobs really diversified.
The 76mm base ammo is actually quite good AT for a medium tank, with strong pen, better than any base medium. It just has miserable AI. The tank relied on its RoF to overcome its worst-in-class AoE characteristics. Its the worst AoE of any medium tank. It has 60% of the P4's 80 damage area.
The high pen ammo lets the 76mm fight with the big lads, with 165 far pen and a monstrous 220 near pen with INCREDIBLY superior accuracy. It has no real AoE to speak of.
HVAP is basically an early attempt at the new E8 Focused Gunnery, because (I assume) the 76mm was hitting the field too close to Panthers, so it had no shock value especially with its crappy AI gun.
I suggest give the base gun some AI AoE to make up for the RoF nerf. Or juice its MGs. I'd prefer a reasonable AoE on the gun, something closer to P4 grade. Especially with how glass cannon the 76mm is for its timing/value. |
Its better than it was. Its not fixed, or fixable via modding I think. Weird coding. |
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The easy solution is adding a pintle. Its good consistent dps.
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I'm pretty sure I posted about this already. What we are discussing is Shock Artillery, which is basically entirely Rocket Artillery. Quality shock artillery is all about rapid area saturation. That's about 4 rockets/second with the scatter of a shotgunning Calliope. The Calliope and Pwerfer do this naturally if forward positioned aggressively. The Katy does this for the first salvo, but the other 3 salvos come much too slow for shock.
The Land Mattress shoots something like 2.5 rockets/second over a massive area. It is area denial, NOT shock artillery.
This all changes if you stack rocket arty. the more arty, the farther and more area one can saturate with that critical "wipe" quantity. This is why 2 LM is about able to properly act as shock arty, why 2 Calliopes just murders blobs instantly, why 2 Pwerfers seem to hit everything they shoot at.
There's a point where your shock arty gets so nasty it kills tanks. All rockets deflect for 40 damage, so thats 16 rockets to kill a medium. With 4 Calliopes/Pwerfers that's a reasonable chance. The old Stukas used to (inconsistently) murder tank lines due to huge AoE pen and damage.
The balance is tricky. Too much saturation ensures wipes, too little means no bleed. See shotgunning Calliope/Pwerfer for one side and Land Mattress for the other. Pwerfer and Calliope look alright at the moment as long as there is only 1. LM looks alright as long as there is 2.
I suggest just ensure they are really pop-intensive. There isn't any great options to counter mechanized rocket arty, so the rocket arty should really take up space in a late game build to punish spamming. |
Snares in general should be tuned to scale with Veterancy. For example Vet 0 units don't snare at all, while Vet 1 would be any vehicle below 50% HP, Vet 2 would be 75% and Vet 3 always snare. Granted these values can be adjusted but the point is Snaring should scale with the Unit Veterancy.
This would make diving a more tactical choice since you can estimate the risk vs your tank as opposed to random RNG for German Vehicles (as allied Handheld AT fails to penetrate sometimes) vs German almost always snaring allied tanks.
Id just give all snares 1000 pen and be done with it. |
It has the worst penetration of all Allied TDs so no it doesn't have "great pen".
You're right, that's weird. Id suggest bump it to 240 far so it always pens P4s. |