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Jadgpanther
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Topic: Jadgpanther (Read 21774 times)
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EliteGren
EIR Veteran
Posts: 6106
Re: Jadgpanther
«
Reply #60 on:
June 12, 2009, 04:02:46 pm »
Right now I dont think KT is viable either, run over a mine and you'll have to waste your repair just for repairing the engine.
Same with Jagd.
Logged
Quote from: deadbolt on December 30, 2010, 09:14:16 am
i prefer to no u
Quote from: deadbolt on July 30, 2012, 08:08:48 am
Don't knock it til uve tried it bitchface, this isn't anything like salads version. Besides u said a semois conversion would never work, now look that's the most played map, ohgodwhy.jpg r u map lead
Guderian
EIR Veteran
Posts: 817
Re: Jadgpanther
«
Reply #61 on:
June 12, 2009, 04:03:52 pm »
Quote from: EliteGren on June 12, 2009, 04:02:46 pm
Right now I dont think KT is viable either, run over a mine and you'll have to waste your repair just for repairing the engine.
Same with Jagd.
Okey fuck it, i'm going to play monkey island
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Eir customer support staff.
Schultz
EIR Veteran
Posts: 679
Re: Jadgpanther
«
Reply #62 on:
June 12, 2009, 04:29:17 pm »
As mentioned before, it will be a total waste of resources to use this unit. With the new repair system as much as i would want to use it again you cant afford to have it immobilized by a stickie or mine.
Jagd cant defend itself against infantry rushes, its range is low etc etc.
Its really a waste. Giving it a major decrease in pop maybe solve it, if you are given enough pop to support it.
I think the problem lies in seeing it as a big tank (tiger, kt) when in reality its just a strong at weapon and nothing more.
If this definition is what you are planning to keep then buff its AI capabilities somehow at least, along with its range and pop..
Logged
Scyn
EIR Veteran
Posts: 1011
Re: Jadgpanther
«
Reply #63 on:
June 12, 2009, 04:43:03 pm »
Well.. It is a big tank.. lower it's pop too much, comes on the field too soon and the allies can't field enough AT to kill it.
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God is a genetically induced obsession that we interpret in such a way as to maintain our obedience.
Killer344
The Inquisitor
Posts: 6904
Re: Jadgpanther
«
Reply #64 on:
June 12, 2009, 04:52:05 pm »
Wow, just backcap him then, the jagd can´t effectively kill infantry, a panther start is a lot more hard to deal with.
Logged
Quote from: brn4meplz on April 18, 2013, 01:23:05 am
If I get shot and it's a gay medic fixing me up, he's not gonna be fondling my balls while he does it. You can't patch a chest wound and suck a cock at the same time.
Smokaz
Honoured Member
Posts: 11418
Re: Jadgpanther
«
Reply #65 on:
June 12, 2009, 04:53:59 pm »
I disagree, a half-dead vet 1 rifle squad, a jeep and a 57mm can keep the jagd away indefinitely. It can't circle effectively, it can't hit infantry very well and it has a neglible splash, it can't spot on its own, as proven to me by the hilarious moans of schultz in a game I played with him: "Repair the jagd! Spot for the jagd! Support the jagd! Help the jagd! I cant use the jagd" and so on.
You need very little at to keep a jagd away, I would go as far to say that a panther is a bigger threat to your non-armor units because of the lack of a turret and its sluggishness.
I agree with Schultz that its a definition issue. Either put it down to panther population cost (which still would be much for whats basically a beefy marder) or make it all-purpose. At any rate, give the Jagd a prominent role in the TB doctrine. Right now I wouldn't dream of doing anything but spamming fin stabilized double shrek clowncars for AT in that doctrine with the occasional hetzer support.
Why not move the veterancy +range values you guys had for the PE panthers to the jagd? At vet 3 it will be a beast against at guns and other armor while retaining a unique flavour and a serious weakness to infantry and swarms and tank disablers. Just keep the sight range so that you need spotters.
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Smokaz
Honoured Member
Posts: 11418
Re: Jadgpanther
«
Reply #66 on:
June 12, 2009, 04:54:27 pm »
Quote from: Scyn on June 12, 2009, 04:43:03 pm
Well.. It is a big tank.. lower it's pop too much, comes on the field too soon and the allies can't field enough AT to kill it.
I disagree, a half-dead vet 1 rifle squad, a jeep and a 57mm can keep the jagd away indefinitely. It can't circle effectively, it can't hit infantry very well and it has a neglible splash, it can't spot on its own, as proven to me by the hilarious moans of schultz in a game I played with him: "Repair the jagd! Spot for the jagd! Support the jagd! Help the jagd! I cant use the jagd" and so on.
You need very little at to keep a jagd away, I would go as far to say that a panther is a bigger threat to your non-armor units because of the jagds lack of a turret and its sluggishness.
I agree with Schultz that its a definition issue. Either put it down to panther population cost (which still would be much for whats basically a beefy marder) or make it all-purpose. At any rate, give the Jagd a prominent role in the TB doctrine. Right now I wouldn't dream of doing anything but spamming fin stabilized double shrek clowncars for AT in that doctrine with the occasional hetzer support.
Why not move the veterancy +range values you guys had for the PE panthers to the jagd? At vet 3 it will be a beast against at guns and other armor while retaining a unique flavour and a serious weakness to infantry and swarms and tank disablers. Just keep the sight range so that you need spotters.
/pats himself on the back for a good idea
Logged
Scyn
EIR Veteran
Posts: 1011
Re: Jadgpanther
«
Reply #67 on:
June 12, 2009, 04:55:58 pm »
Well if we follow that logic.. I may as well increase the Panther to 20 pop since it's so god damn useful in comparsion, right?
And no.. I'm not giving any tank 70 range.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Jadgpanther
«
Reply #68 on:
June 12, 2009, 05:00:14 pm »
Eh, panther isn't exactly the master of anti inf and at gun combat. It also doesnt have much more HP than a sherman. If you are struggling against panthers, well.. I doubt you are but you shouldn't be. I have never seen panthers being put to good use in EIRR cause any allied player worth his salt just pulls back the type of armor which can't beat the panther and then 1 or 2 at guns just completely nullifies it.
Dogma of the current EIRR: Big pop specialist units fails, small pop specialist units own, medium pop generalist units spammed owns
The same dogma in example units
Big pop specialist fail: Tigers, Panther, jagdpanther, firefly+cct (FF can excel against other big pop specialist units but not in general for pop)
Exception: King tigers and pershings. King tiger because, yo you cant damage me and all your attention goes my way. Pershings because of attrition tied to doctrine/repairs/buffs
Small pop specialist units that own: piat commandos, mgs, paks, at guns, snipers, mortars, nebels, inf hts, commandos
medium pop generalists that own: p4s, shermans, hetzers, cromwells, grenadiers, airborne*
*spammed and with nade
I wasn't saying the Panther was any good, I was comparing the Jagd and the Panther which overall are both crappy units here with the Panther being slightly better. The previous range of the vet 3 PE panther was ridicolous because it outranged at guns, but its a huge difference between all PE doctrines having access to super panther and tank busters having a long-range jagd, imho
«
Last Edit: June 12, 2009, 05:16:35 pm by Smokaz
»
Logged
Scyn
EIR Veteran
Posts: 1011
Re: Jadgpanther
«
Reply #69 on:
June 12, 2009, 05:02:53 pm »
If it really comes down to it, I'd probably move for tuning down all medium tanks so that heavy tanks fill their role more effectively.
Logged
Killer344
The Inquisitor
Posts: 6904
Re: Jadgpanther
«
Reply #70 on:
June 12, 2009, 05:03:21 pm »
lmao.
Logged
Scyn
EIR Veteran
Posts: 1011
Re: Jadgpanther
«
Reply #71 on:
June 12, 2009, 05:05:27 pm »
I'm just really not that interested in turning the Jadg into an unkillable marder.. because how would you kill an impenetrable tank that has more range than your AT guns?
And try to be realistic, the odds of getting the chance to circle a jadgpanther and getting it are slim and none.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Jadgpanther
«
Reply #72 on:
June 12, 2009, 05:20:02 pm »
If you wanna make the bigger tanks more effective, increasing pak and at gun population to 5 or 6 would help a lot. As I tried in my edit in the post, the problem lies in that the counters to most of the big tanks (tigers, pershings, jagds etc) are so much more effective in general roles and for population that the big tanks become a joke.
Logged
Scyn
EIR Veteran
Posts: 1011
Re: Jadgpanther
«
Reply #73 on:
June 12, 2009, 05:23:09 pm »
And I agree, but the population of the mobile AT weapons is being able to field multiple AT weapons in support of the rest of your army. Not accentuate the usefulness of a tank by saying 'that for the population of x.. I could have x, therefor it's usefulness is crap'
Logged
AmPM
Community Mapper
Posts: 7978
Re: Jadgpanther
«
Reply #74 on:
June 12, 2009, 05:55:06 pm »
Its not a Tank, its a Marder with more HP, better armor, less range, less damage output, and lower speed.
And yes, its role is the EXACT same as the Hetzer or Marder, it just does it worse for a more survivability. They fill the same role, its not a tank, it cannot kill infantry, it cannot support infantry except against tanks.
For this ROLE, there are other units that are much better for it due to range advantage, damage advantage, pop advantage, and cost advantage.
Logged
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gamesguy2
Honoured Member
Posts: 2238
Re: Jadgpanther
«
Reply #75 on:
June 12, 2009, 06:24:37 pm »
Quote from: Scyn on June 12, 2009, 05:23:09 pm
And I agree, but the population of the mobile AT weapons is being able to field multiple AT weapons in support of the rest of your army. Not accentuate the usefulness of a tank by saying 'that for the population of x.. I could have x, therefor it's usefulness is crap'
I think we'd see a much more dynamic game if we just increased MGs to pop 4(mg nests to pop 3), AT guns to 5 or even 6, and mortars to 5.
You can even lower their resource cost a little more to compensate.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Jadgpanther
«
Reply #76 on:
June 12, 2009, 06:31:59 pm »
Increase of population costs for mgs, at guns and mortars would be AWESOME and completely overthrow the current metagame.
Logged
gamesguy2
Honoured Member
Posts: 2238
Re: Jadgpanther
«
Reply #77 on:
June 12, 2009, 06:43:42 pm »
Quote from: Smokaz on June 12, 2009, 06:31:59 pm
Increase of population costs for mgs, at guns and mortars would be AWESOME and completely overthrow the current metagame.
This warrants a seperate thread.
Though I dont think it will happen. God knows I've tried.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Jadgpanther
«
Reply #78 on:
June 12, 2009, 06:46:02 pm »
Quote from: gamesguy2 on June 12, 2009, 06:43:42 pm
This warrants a seperate thread.
Though I dont think it will happen. God knows I've tried.
It would be a EIRR rebellion, a uprising, a artsy outbreak of magnificence. All the old Gods like Odin-42, Triage-Loki and Thor with the medikit would be destroyed in a epic explosion of new ideas.
The current population costs seem to reflect a decision that gave generalist power way too much credit while while not taking account the extreme power of well played specialist combined arms, low pop recrewing etc.
Seriously, this would rock the block so hard its almost sexually arousing.
«
Last Edit: June 12, 2009, 06:52:09 pm by Smokaz
»
Logged
AmPM
Community Mapper
Posts: 7978
Re: Jadgpanther
«
Reply #79 on:
June 12, 2009, 08:19:52 pm »
Epic indeed
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