All you need to do is to switch tech cost with building cost but I think it's too hard for relic to do this
Would have worked in the old meta, but not anymore. Teching is simply more expensive than USF and OKW.
its OP right now due to Ostheer "call-in no-teching"commander. Other than that its a fragile tank.
Great news, it was actually designed to be a "no tech" Commander. That's why it comes with Infantry, AT, AI Vehicle, Artillery, and Heavy Vehicle. |
Clarification: If you want to charge into infantry and blow them up with s-mine launchers (because infantry in this game sure as hell dont climb onto tanks nor go near them), then everything might as well be coated with Zimmerit and not be stopped by mines so the carnage wont end.
But none of the in-game Soviet AT is magnetic anyway. |
Might as well have every vehicle and tank coated in Zimmerit because if you want to simply drive into infantry and blow them all up, you might as well not be stopped from doing so.
Zimmerit doesn't blow up infantry, it's paint... |
Give that with CoH1 tiger ace random engine breakdowns as well.
Yeah we need more RNG in this game. Praise RNGesus |
Ignore this, my internet is shitting itself. Thank god for flood control |
That isn't the solution and I didn't say it was. I think once the Jackson vs OKW issue is fixed we can look at how to balance it relative to Ostheer. Just my opinion though.
I'm just saying, no matter how you fix it vs OKW, as long as it does 240 damage with a decent rate of fire, and Ostheer T3 has 400 - 640 HP units, it won't mesh well. Either M36 damage or ROF would need to be lowered, or T3 units need a health increase, which is not the desirable outcome. |
To everyone making the argument that Jackson is OP relative to Ostheer, that's just because Ostheer sucks and needs buffs in general which most players are aware of.
So the solution to Jackson damage nullifying Ost T3 is to buff Ost T3, and the only buff that would help against high damage is high health. Does this mean we're gonna pave the way for the 800HP Panzer IV? |
the t-34 is still a better ai tank then the p4 because of the lower scatter and the fact that ost/okw has less men per squad. It has worse AI actually, Panzer IV's MG 34's are better than the T-34's DT's, the Panzer IV had better AoE and slightly less scatter, and fires faster. It also has the roof MG upgrade, there's no contest.
you really have to explain this one and the source as well. - He's Cruzz, he knows the game files better than you.
- Panzer IV Ausf. G:
- Scatter: 7.5 x 6.4
- Reload: 5.3 - 5.7
- KwK 40
- MG 34
- MG 42
T-34/76 M1943:
- Scatter: 7.5 x 6.9
- Reload: 5.2 - 5.8
- F-34
- DT
- N/A NO TURRET
|
Everybody here is suggesting balance changes. Balance changes aren't going to do shit. Sure, they'll mix up the meta for a while, but eventually you're always going to end up with the two or three most optimal unit compositions because the game's tech structure is so linear. The only way to construct a more diverse metagame is to give players more options, and to make those options fundamentally different. Just throwing more units at the problem and making changes to the units that already exists isn't going to change a thing. The game is still going to be linear, the line is just going to be a little bit longer is all.
Relic isn't going to remake the whole game, you shouldn't be asking for or expecting that to happen. |
I don't think you understand, the tanks didn't plant the S-Mines, the crewmen put S-Mines in the smoke launchers. When enemy infantry got too close to the tank, the S-Mines launched out of the tubes and exploded in the air. It was like an improvised airburst grenade defense. |