I dunno about that- 80mm of armor, half of it bolted on.. is just cutting it too close as the 76mm gun's penetration is around there. The P4 was nicknamed 'Razor blades' due to its thin armor.- The T-34/76 could penetrate it. Same thing with the tank angling- very situational.
I would prefer a weaker Panther (sides penetrable by 45mm gun and 800 HP) but with 60 Range. Tiger I prefer with 960 HP and 55 Range. Panzer IV with 640 HP and 50 range, penetrable by 76mm from the front, sides penetrable by 45mm.
So:
Stug III: 480 HP, 50 Range
Panzer IV: 640 HP, 50 Range
Panther: 800 HP, 60 Range
Tiger: 960 HP, 55 Range
Elefant: 960 HP, 80 Range (matches ISU)
T-34/76: 640 HP, 40 Range (matches the P4)
T-34/85: 640 HP, 50 range (counters Panther/Tigers from rear)
SU-85: 640 HP, 50 Range (counters Panther/Tigers from rear)
IS-2: 800 HP, 60 Range (counters Tiger and Panther)
ISU-152: 800 HP, 70 Range (matches Elefant)
The idea is that Soviet armor is cheaper, and outnumbers the German 1.5 to 1 (like the infantry). German has no blitz, no 3rd MG, and P4 and Tiger are slower than the 3 Soviet armor.
So a pop cap half filled would see maybe 5 x P4 or 3 x Panther vs. 6 x T-34/76/SU-85 or 5 x T-34/85.
Germans numerical weakness however benefits from range and tactical refinement: -spotting scopes, accuracy, turret rotation, smoke shells, rate of fire.
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The armor strength of the tiger, elefant and panther bugs me too (but in a WW2 enthusiast sort of way).
Panzer IV was easily penetrated by the T-34/76 from the front.
The Panther's side armor was easily penetrable by all major Soviet AT weapons, even the ubiquitous 45mm gun. The Zis 3 had no problem at all, and neither did the SU-76 and the T-34/76.
The Tiger/Elefant's sides could, on the other hand, deflect Soviet 76mm tank guns but it could not deflect the 85mm shots from the SU-85/T-34/85. |
I find static defenses without 360 degree firing ability to be largely a waste in COH.
German Bunkers, especially. They can be flanked, they can be destroyed with indirect fire, they can be blown up with a few tank shells. |
Agreed: I've largely learned to keep a mid game manpower float (for buying Zis guns) and always maintaining a mid game Zis pair whenever I'm playing against Elite Troops. This makes my present forces by late game less effective as I have fewer units than I would otherwise have. |
The Tiger I propose is going to be weaker than the current one and be incapable of base annhilation. The current one has 50 range, btw. |
I wouldn't be surprised if the Tiger Ace got a major change in the upcoming patch.
When I first used the Tiger Ace, I found it to be just silly (double everything- what were they thinking??).
A balanced and more interesting Tiger Ace IMO: A bit like the Tiger from the DLC. This tiger would reflect the abilities of the 'elite ace crew'.
-Same HP, damage, and armor as a normal Tiger so it can't be used as a battering ram for a base annihilation. It can be destroyed with normal tactics, and its' power is based on how player plays to its strengths.
-Fast moving, and faster turning than the normal tiger. So a Tiger that moves like the Panzer IV G.
-60 range, faster firing, better turret rotation, and more accurate than a normal Tiger.
-Some of the special abilities like vehicle self repair and smoke.
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I find that the tanks and the infantry all seem more durable so firefights are longer. This makes the game more noob friendly as mistakes are not punished so quickly.
For instance, we have heavy tanks with 900+ HP and they can take numerous hits. Same with infantry. |
Heavy armor doctrine, tank hunters, and overwhelming armor will probably be the most popular of the six as they address current and pressing issues with the game. I'm sure that, like elite troops- they'll get criticized for being OP in their current form.
Heavy armor basically lets one skip T4 and gives the command panther instead of a slow and more expensive Tiger. The Command panther helps T3 with bonuses and also T3 gets the tungsten rounds so Panzer IV's get buffed.
Overwhelming armor lets one skip T3 and then gives the Soviet version of the tiger ace....so one goes T4, and then gets T3 call-ins.....so you'll have an army of weaker T-34/76s with SU-85s, and then double elite T-34/85's ala Tiger Ace.
Tank hunters solves the problem of soviet infantry AT and it looks like it helps the Soviet become less dependent on Zis and SU-85s. The PTAB looks like it's going to be the strongest anti-tank munitions strike.
The PTABs historically were cluster bombs dropped by IL-2's that could penetrate up to 70mm of armor. This was sufficient to destroy any German tank.
A tank hunters build would probably be conscripts heavy, since the manpower normally used for Zis guns will be diverted. |
It'll definitely 2 Jaeger lights max per game and no mortars & snipers will be bought. The rest of the manpower will have to go to grenadiers. Even 2 jaegers is pushing it as it'll eat into T2 Anti-tank ability.
So probably 1 Jaeger will become standard. |
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I meant the other 2 CP one- I may be wrong though, as I was told that it was PPSH. If it's AT rifles for conscripts, then that's a damn good thing..
Out of all supposed 'new commanders', I'm looking forward to the Tank busters ones the most. The RPG-40 volley better be good, and good enough to guarantee a tiger engine critical.
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I tried Jaeger Light Infantry in the 'Tiger Battle' steam workshop map. It, in its current form, is extremely Op and expensive. It's 5 G43 Grenadiers with de-caping abilities. Imagine having 2 G43 grenadier squads and you have one Jaeger light infantry squad. Very frequently, they kill entire retreating squads.
The whole unit costs around 560+ Manpower, making it the most expensive infantry unit in the whole game. It also has bundle grenades..
I'm sure they'll change it later on but the 2 JLI squad I used killed around 40 each. All you need to do is to combine 1 grenadier squad with 1 Jaeger and decap super fast, and then cap... |