there has been people who claimed their Tiger was shooting a lot of shots against inf (blobs) yet the Tiger got 0 or 1 kills. These and other people basically claimed the Tiger has no anti inf anymore, which obviously isnt the case.
From what I get using it and your video in this thread backing it up a bit. Main tiger AI damage comes from MG and AOE.
It cant kill inf strate of the bat if its a full HP squad, if its a not a direct hit, but it can harrass it damage and eventually kill it. When squad is damaged, tiger provide reliable AI.
Its a honestly good design in general. Thing is compare to Pesrhing\IS-2\ISU\KV-2\HE Sherman\KT which are just strate off wiping and killing models, Tiger might feel kinda meh.
QOL? X-ray sight is not exactly QOL bud. That's a big buff for really no reason. Thing is already constant recon in a really big radius and it doesn't even get one shot. It's not exactly the worst unit in the game, it was wildly OP before it got nerfed.
Bud, you should re-read thread more carefully before triggering to a specific words.
Firstly there is a justification why correct version of this unit is not working.
Secondly there are plenty of nerf suggestions along side with this change.
Welp ye, but I didnt say that its stats shouldnt be ajusted.
Ones again it simply could have
1) Lower HP to die in 1 hit against tanks and in 2 against LVs.
2) Lower armor (so inderect fire units can pottentially harras it)
3) Set up time like 221
4) When activated it can even always have a main-gun crit (breaking the glass) upon taking damage so it will always need a repair. Buffing inderect fire units against it.
5) Small fuel ajustment or even MP ajustment
As I said there are plenty of ways you can balance it out. Just pick few and its good to go really.
That is a noice idea in general.
However I'd say this implementation would make the unit's design almost worse than it was before the fix, since you could now park it behind shot blockers AND use it to spot for artillery. While the previous implementation also uncovered hidden units, at least there was no real spotting.
I could see some use as a timed muni ability though, probably with tweaks to sight range, cone etc
Thing is, you are still in range of any arty\mortar shotblockers might be a problem, but they are not persistant across all the maps and usually not in the best spots. And pretty much still sit close to the front line so you are vunerable to rushes anyway.
But it always can work like before with cone actually rotating with the scope (and it could be make smaller) itself, in this case it would make it harder to spot for arty.
Not to mention that price of IR HT could just simply be increased to match better perfomance and be limited to 1 per player.
Also it could have same pack\un-pack time as OKW 221 on point (or close to this). Aswell health can be reduced to make it more vunerable to LVs rush.
There are a lot of ways to balance it out without making it garbage.
Considering IGS general perfomance and how its in general considered support soft counter, I dont see the problem in this synergy honestly.
Yes its strong, but why it shouldn't be? At least there would be another option to counter heavy support weapons spam without brainlessly going for stuka.
So yeah. This unit has been butchered pretty badly, because of the bug. I really dont know why balance team decided to make it into what it is right now, because it feels like it was more of a excuse fix rather then a fix.
Here is my suggestions
Sight:
Well firstly because it gives you 90 range sight WHICH can be blocked by sight blocks. Which is already limits use of the unit dramatically and makes it potentially vunerable, since you need to baby sit it, in order not to get focused.
Here is what I did in a attrib editor:
And here is the result:
What its pretty much does, it gives you same 90 range as right now, but in 180* cone and ignores sight blocks.
I think if someone who knows how attrib editor works do it, its even possible for it to follow the cone effect and rotate.
Ability:
And regarding its ability to spot for muni? Again its pointless, considering you have free spoting on vet 1 kubel which more or less gives the same results.
I would rather give it marktarget ability or even a smoke call in barage, to make it more impactfull.
Becase for real, getting kubel to vet 1 is very easy.
Cost:
I think it would be more or less alright as it is with new sight mechanic.
Right now it cost you 200 MP and 10 fuel and 5p, while fuel is some what alright 200MP is a huge invesment just for a spotting unit, which have to sit on the front line.
5 population is a different topic since OKW population is already messed up badly.
I agree that the ST could use a minor buff, in my eyes as already stated a defensive one, but I also think that you are using the unit wrong judging by what you have written.
Nah I'm using it defensively just like you say. My point is its still has too many gimmics, very map dependant and its a common situation where you should have had wiped something, but it didnt. And additional 40 AOE damage and 5 more range and all other stuff, doesnt really cover all other disadvantages it has.
In comparasent, AVRE is just much more plesent and easy to use and can be used effectively in both defence and offence just as good, for the same timings and cost.
Then you're using the unit completely wrong. You're suppose to drive it, take a shot, preferably at weapon team and back out, if you're doing anything else then that, you're not using the unit properly.
Yeah if only we didnt have excamples where is fails to wipe weapon crews when they are not perfectly in the center.
Again tunnel vision. While its faster then AVRE it takes it almost x2 time to reach maximum speed and rotate.
Longer range is only an aurgument when you are ambushing something. In offence this longer range wont change much, since against someone who is paying attention you need to take into consideration delay before the shot.
Only in a perfect scenario, where you will move ST at the perfect angle so it wont take time to rotate, and there will be no spotting units and crews wont be moving, then it might have a difference
So in general you want to move close at about same 30-35 to make a somewhat effective shot.
Yes, this is exactly my point. You said the ST were sitting in combat more than the AVRE, which is not the case. The AVRE is much less vulnerable and quite a bit slower. It's meant to drive forwards and sit there while sustaining all the damage.
I still dont see why AVRE need to sit in combat. I was saying that ST sitting in combat more, due to the fact it takes him longer to aim and longer to rotate.
Regarding speed, I wouldnt say its slower, because max speed is not > then accel decel and totation.
If you take scenarious where you need to drive forward, shoot and drive back. It would take ST longer to do all of this, meaning it will spend more time potentially under fire and it would be more dangerous for it, since it cant bounce