It just sucks, it dies too fast. I think it has a +25% received accuracy modifier that really just makes it useless. I don't see anyone build it, it usually never pays for itself because of how fast it dies late game to everything.
I just don't like useless units, and this thing goes ignored for pretty good reason in my opinion. I wish that it was made to be more viable, or made accessible earlier on. |
Every vehicle should have a fuel cost, end of story.
I think it'd be better if the gunner could shoot 360 degrees and maybe make the suppression an activated muni ability. Might make it more interesting for harassment purposes and be similar to the COH1 jeep with some more utility. |
The problem is once again relic not sticking to their design principles. All vehicles cost fuel, and this should be no exemption from that rule. It needs a fuel cost for how good it is, around 10 should suffice.
The kubel is defeatable - on SOME maps. Adding a fuel cost will not alleviate this problem since it is the very nature of the unit being a motorized suppression platform that causes the problem.
They can tweak the suppression and damage modifiers, but the main thing is that it NEEDS a fuel cost. Stick to the fundamental rules you put in place in this game. Does the unit have an engine? Yes? -> make it cost fuel.
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Please explain how Jacksons are constantly hitting my Jagdtigers from miles away, despite me not having vision of them. Jacksons outrange the Jagdtiger from my experiences.
Why don't you explain why you're ignoring facts? go look up the ranges. perhaps the problem is you. either that, or you're trolling. |
Jagdtiger definitely isn't game breaking. I would argue that it needs a buff since 2 Jacksons or a handful of T-34's can decimate easily even if you have Volks with shreks supporting it. I lost countless Jagdtigers even when supported with shreked Volks to Jacksons and T-34's. The Jagdtiger is simply too weak and either needs to have an armour increase or a speed increase. It also has no anti-infantry capability which is puzzling; why doesn't a 800 MP and 300 petrol unit have the capability to kill infantry? If the Jagd could actually kill infantry then the price would almost be worth it, but as of now I don't ever use it because it's simply not worth it.
well clearly you're misusing the unit. It can shoot through obstacles, so if you're losing it to jacksons you aren't doing something correctly. Also please tell me how they managed to get through your infantry screen, since jacksons have no AI whatsoever either.
You're frankly out of touch asking for this monster wall shooting through tank destroyer to have AI capability or more armor.
Compare the fuel cost of 2 jacksons and a "handful" of t-34s, or did you mean t34/85? and understand why what you're saying is unreasonable. |
You can clearly use artillery to counter the jagtiger such as the m8 scott or the Pack howitzer, unless the Jagtiger outranges both of these units...
you're joking right? ...right? Please tell me you are. These are in no way shape or form counters to it. The scott would be obliterated in a second and the pack howitzer is outranged and meant for infantry and...I'm not even sure what its purpose is.
This unit is the most broken, idiotic thing in this game. It is worse than the ISU by far. It violates the truesight system and other game mechanics that this game is founded upon. At least the ISU doesn't do that. It is so idiotic it honestly boggles my mind. |
Pro tip: Make arguments that support your case, not ones that highlight the weakness of it.
It's one of the most basic principles of human psychology that given enough time at a repetitive task we gravitate towards the path of least resistance, not the 'coolest looking' or 'most challenging'.
We back-dash everywhere in castlevania SotN because it's faster than walking. We use combat rolls everywhere in LoZ: OoT because it's faster than walking. We take the shortest & most convenient paths to work.
And in CoH2 the overall population gravitates towards the fraction that strikes the best balance between ease and power to match our play styles..
Claiming anything other than is pretty silly. As it stands, OKW is super powerful and easy to play in 4v4, ergo 4v4 is full of it and full of it winning.
There is no way to claim the bias of play being so large is anything but an imbalance issue. Stop trying.
Nonsense.
German equipment at the beginning of WWII was trash. It was trash because it had to be assembled and prepared under the eye of a world still unimpressed with what it had been doing in WWI (and it lost at).
German start of the war tanks were terrible, their infantry armament was mediocre, and their infantry no better trained than the rest of the world.
Good leadership and a modern approach to war against a France trying desperately to fight like it was WWI won them the fight. Not technological or training superiority.
If people actually spent ten sodding minutes researching history with attention to real world performance and statistics and introduction dates? This whole 'Omg Germany super engineer WIZZARDS' myth wouldn't be so prevalent.
It bugs me. Learn your history, people.
In 1945, specifically, Germany was suffering massive resource shortages, manpower shortages, poor quality and often disrupted production, and the burden of a government sinking huge amounts of cash into white elephants like the Maus project (Lol @ that hilarious waste of space). Their air superiority was gone, their indirect fire batteries scattered, their armies divided or gone.
So yeah, no. Germany should arguably be the army with the least access to vehicles and elite troops. And yet, the perpetuation of poorly understood recounts of history means we get the exact opposite. It's sad.
the least resistance argument was EXACTLY the same I was going to make.
It's been true in every game I've ever played, and this one is certainly no different. Time for people to stop deluding themselves and accept reality. |
It's nice having your gut feelings verified. |
Asymmetric balance my ass.
Imagine an RTS where not every faction had a siege unit. Heavy artillery in this game IS the equivalent of a siege weapon. The Scott and pack howitzer are glorified mortars with relatively short range.
The only true heavy siege weapon the US gets is the priest, which is doctrinal only. This isn't sufficient. |
You don't need 'heavy classes' of units to balance the game. Most 4v4 problems are caused by the maps not the units.
Nah, totally disagree, but it is a mix of both. In late game when the fuel flows like water, one faction completely not having a heavy, let alone super-heavy class vehicle is not acceptable in this game. The maps don't allow flanking, it's part of the problem, but when one side can build king tigers non-doctrinally relatively fast and has a supertank that can shoot through LOS blockers, it's a big problem when the real heavies steamroll and the game becomes quite lopsided.
Deny it all you want, but it's why teamgames are flawed and faction preference is the way it is. People like building big tanks and smashing stuff, it's a fact of life, and one side has more of them than the other. |