Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
December 03, 2024, 09:58:55 am
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 0
Battles in progress: 0
Battles waiting: 5
Download the mod from Steam
Join our Discord server
Recent posts
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
Hello, New guy in the mod
by
Olazaika1
[March 08, 2024, 12:09:37 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
Balance & Design
>
Jagd: Balance Thread.
Pages:
1
2
3
[
4
]
5
6
Go Down
Print
Author
Topic: Jagd: Balance Thread. (Read 28309 times)
0 Members and 3 Guests are viewing this topic.
Smokaz
Honoured Member
Posts: 11418
Re: Jagd: Balance Thread.
«
Reply #60 on:
August 10, 2009, 04:56:16 am »
Quote
You got to keep in mind that the game we played we (the 3 allies)
[1] Were defending, had territory advantage -> Pop cap advantage -> own heavy tank
[2] Were very aggressive
[3] Keeps, you and me have higher than average skill levels
[4] Fought the KTs and Jagds in a small, open area where AT could hit them easily
I can guarantee you in a M/E game with more average skill sets super heavy tanks on more open maps where they can direct their fire power it's a lot more painful.
Just attacked against the jagd blobber and myst, same result. Mines, stickies etc. Once there was nothing but heavy tanks left on the field with engine damage we just capped the map and drank coca cola like true american players. IT IS RIDICOLOUSLY HARD TO KILL THOUGH, as when draken sent 1000 shermans to kill a 20% hp immobilized jagd and he just couldnt. I even howitzered it, its a bit too tough when it can survive all that crap trying to kill it. (Not saying it wasnt well supported.) And this was ST winn which generally is a bad map for at guns. (Good map for handheld AT, stickies and mines though)
In a open map it's 9000% perfect easier for me to play with Mgs and at guns. In that game you were in you saw what happens if a good player gets enough mgs and at guns in the open. I controlled over half of the map and the entire combat with those.
As long as you got some flank stoppers and enough mg's, open territory is better cause it means you can control what the mg is firing on + you cant get raped by building garrison-flanks.
«
Last Edit: August 10, 2009, 04:59:00 am by Smokaz
»
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
Baine
Steven Spielberg
Posts: 3713
Re: Jagd: Balance Thread.
«
Reply #61 on:
August 10, 2009, 04:59:36 am »
Quote from: Smokaz on August 10, 2009, 04:56:16 am
Quote
You got to keep in mind that the game we played we (the 3 allies)
[1] Were defending, had territory advantage -> Pop cap advantage -> own heavy tank
[2] Were very aggressive
[3] Keeps, you and me have higher than average skill levels
[4] Fought the KTs and Jagds in a small, open area where AT could hit them easily
I can guarantee you in a M/E game with more average skill sets super heavy tanks on more open maps where they can direct their fire power it's a lot more painful.
Just attacked against the jagd blobber and myst, same result. Mines, stickies etc. Once there was nothing but heavy tanks left on the field with engine damage we just capped the map and drank coca cola like true american players. IT IS RIDICOLOUSLY HARD TO KILL THOUGH, as when draken sent 1000 shermans to kill a 20% hp immobilized jagd and he just couldnt. I even howitzered it, its a bit too tough when it can survive all that crap trying to kill it. (Not saying it wasnt well supported.) And this was ST winn which generally is a bad map for at guns. (Good map for handheld AT, stickies and mines though)
In a open map it's 9000% perfect easier for me to play with Mgs and at guns. In that game you were in you saw what happens if a good player gets enough mgs and at guns in the open. I controlled over half of the map and the entire combat with those.
As long as you got some flank stoppers and enough mg's, open territory is better cause it means you can control what the mg is firing on + you cant get raped by building garrison-flanks.
Replay?
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Jagd: Balance Thread.
«
Reply #62 on:
August 10, 2009, 05:02:54 am »
Ask draken for it or PM me on xfire, I thought it was a sloppy game from all involved so I had no intention of posting it here, in the end we just outcapped them after disabling their heavy armor.
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: Jagd: Balance Thread.
«
Reply #63 on:
August 10, 2009, 05:30:27 am »
In my oppinion, it's not the jagd, or the T4 that's OP for the jagd.
It's the "what happens when you stack 6 damage bonuses on one unit" factor that's making the jagd seem OP. Change up the vet and doctrinal bonuses not to stack into 300 damage per shot, then it'll be all good ^^.
Smokie, you know as well as we do that draken chose the map because it benefitted your team. St. Winn has never been good for PE, it wasn't good in this case either - just ask buli : he said numerous times urban maps are death for the jagds.
And yeah, it was just a back-cap after a massacre of poor micro.
Logged
Draken
Chess master
EIR Veteran
Posts: 1850
Re: Jagd: Balance Thread.
«
Reply #64 on:
August 10, 2009, 06:05:37 am »
Quote
And yeah, it was just a back-cap after a massacre of poor micro.
I agree if you had no arty you would have killed shit.
Logged
Smokaz3
Guest
Re: Jagd: Balance Thread.
«
Reply #65 on:
August 10, 2009, 06:06:58 am »
I agree myst. Its the accuracy buff from hunter killer that makes it hit inf. Its that one that needs to be changed first. I hear BAINE!!! bragging alot about gearbox jagd being supertough to kill too, but I havent seen those in action yet. My comment to this: HAVE YOU SEEN KILLERS? IT NEEDS A FLAW, IT SHOULD BE SLOW!
And Draken always puts on a gay map where he has the advantage, but you can't really say AT guns are good on ST.WINN with all those stupid corners and streets and god knows what.
As it stands now - ITS LIKE A PANTHER GOING 400 MILES PER HOUR KILLING EVERYTHING!
Try using a tiger.
Logged
Lutefisk44
EIR Regular
Posts: 18
Re: Jagd: Balance Thread.
«
Reply #66 on:
August 10, 2009, 06:13:42 am »
Quote from: aloha622 on August 09, 2009, 06:16:10 pm
just limit the availability of
ALL
heavy tanks to 1.
everything else which is written in this thread is BS imo
If this case was to happen do you think the firefly should be limited to 1 too?
considering the jagd and the firefly are supposed to be the counters of eachother (they both snipe other tanks).
Logged
Quote from: Glacko
What?! A box! Ilove boxes
Mysthalin
Tired King of Stats
Posts: 9028
Re: Jagd: Balance Thread.
«
Reply #67 on:
August 10, 2009, 06:14:53 am »
Firefly and panther are both medium tanks, my dear
.
Jagd, Pershing, KT and Tiger are the heavies.
Logged
Baine
Steven Spielberg
Posts: 3713
Re: Jagd: Balance Thread.
«
Reply #68 on:
August 10, 2009, 06:17:08 am »
Panther and Firefly should have the same availability.
Like mentioned earlier, restricting players to only 1 heavy tank might solve a lot of problems and even encourage combined arms play more often.
Logged
Ununoctium
EIR Veteran
Posts: 1256
Re: Jagd: Balance Thread.
«
Reply #69 on:
August 10, 2009, 06:20:19 am »
Quote from: Mysthalin on August 10, 2009, 06:14:53 am
Firefly and panther are both medium tanks, my dear
.
Jagd, Pershing, KT and Tiger are the heavies.
1. Firefly doesn't have 9 billion Armour and HP
2. Stacking bonuses.
While we all like them stacking bonuses are exactly the same as non-stacking ones. If you keep all your bonused units on the field then you have max efficiency.
If you bonus all your riflemen then you never have a peak force but your peak force cant be disable since its non-existant.
Thats why I personally prefer small wide buffs because then I win but somehow it looked like you were winning the whole time
Not so say i wouldn't like having one or 2 units (IE pershing/rangers/AB) to help me combat an enemy peak force or wear it down so my minibuffed units can handle it.
Logged
Quote from: shockcoil
Quote from: CrazyWR
My tigers get penetrated by everything. Its really really frustrating.
Your tiger is a whore
Draken
Chess master
EIR Veteran
Posts: 1850
Re: Jagd: Balance Thread.
«
Reply #70 on:
August 10, 2009, 06:23:17 am »
In vCoH enviroment panther is heavy tank, in real it was medium. Imo heavy tank is tank with heavy crush.
Logged
Ununoctium
EIR Veteran
Posts: 1256
Re: Jagd: Balance Thread.
«
Reply #71 on:
August 10, 2009, 06:28:34 am »
Quote from: Draken on August 10, 2009, 06:23:17 am
In vCoH enviroment panther is heavy tank, in real it was medium. Imo heavy tank is tank with heavy crush.
Then nerf the croc dozer too
Logged
Draken
Chess master
EIR Veteran
Posts: 1850
Re: Jagd: Balance Thread.
«
Reply #72 on:
August 10, 2009, 06:31:39 am »
lmao that's a upgrade same as blitz on p4s that doesn't make them heavy tanks.
Logged
Mysthalin
Tired King of Stats
Posts: 9028
Re: Jagd: Balance Thread.
«
Reply #73 on:
August 10, 2009, 06:38:19 am »
Quote from: Ununoctium on August 10, 2009, 06:20:19 am
Quote from: Mysthalin on August 10, 2009, 06:14:53 am
Firefly and panther are both medium tanks, my dear
.
Jagd, Pershing, KT and Tiger are the heavies.
1. Firefly doesn't have 9 billion Armour and HP
Neither do panthers. Panthers have good armor, but just 742 HP. Shermans got 636, Firefly has 550.
Logged
Ununoctium
EIR Veteran
Posts: 1256
Re: Jagd: Balance Thread.
«
Reply #74 on:
August 10, 2009, 08:32:24 am »
Quote from: Draken on August 10, 2009, 06:31:39 am
lmao that's a upgrade same as blitz on p4s that doesn't make them heavy tanks.
yeah so while blitz is active your P4s are heavy tanks
so i just tried a jagd and what a dozer.
I have to say its long repair and horrible pathing make it kinda downsided but pricewise its not much more expensive than a regular panther +8pp and you save munitions because 80 mun repair is cheaper than skirts +60.
Logged
CafeMilani
Aloha
Posts: 2994
Re: Jagd: Balance Thread.
«
Reply #75 on:
August 10, 2009, 08:33:32 am »
REDUCE AVAILABILITY OF ALL HEAVY TANKS TO 1.
that solves every problem we have
Logged
Tymathee
Donator
Posts: 9741
Re: Jagd: Balance Thread.
«
Reply #76 on:
August 10, 2009, 09:23:04 am »
Quote from: aloha622 on August 10, 2009, 08:33:32 am
REDUCE AVAILABILITY OF ALL HEAVY TANKS TO 1.
that solves every problem we have
most heavy tanks dont even have an availability. They have none in reserve and have to buy them in supply and pay pp for them so stfu already about that.
Logged
Quote from: nikomas on October 04, 2012, 09:26:33 pm
"I want proof!"
"I have proof!"
"Whatever, I'm still right"
Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
Draken
Chess master
EIR Veteran
Posts: 1850
Re: Jagd: Balance Thread.
«
Reply #77 on:
August 10, 2009, 09:40:49 am »
Or increase price and pop on super heavies?
Logged
sgMisten
Donator
Posts: 778
Re: Jagd: Balance Thread.
«
Reply #78 on:
August 10, 2009, 09:58:53 am »
Quote from: Draken on August 10, 2009, 09:40:49 am
Or increase price and pop on super heavies?
Just up the Jagd's cost. It's only slightly more expensive in MP and Fuel than a Panther. The KT is already very expensive and has the massive downside of being slow.
Logged
Killer344
The Inquisitor
Posts: 6904
Re: Jagd: Balance Thread.
«
Reply #79 on:
August 10, 2009, 10:49:58 am »
Quote from: Tymathee on August 10, 2009, 09:23:04 am
Quote from: aloha622 on August 10, 2009, 08:33:32 am
REDUCE AVAILABILITY OF ALL HEAVY TANKS TO 1.
that solves every problem we have
most heavy tanks dont even have an availability. They have none in reserve and have to buy them in supply and pay pp for them so stfu already about that.
Use your head or GTFO.
Back on topic.
Proposed changes:
700MP/600FU/17 POP, remove defensive bonuses from veterancy (at the moment a vet 3 jagdpanther has better armor and almost the same HP than a KT).
Remove PanzerFear (it fixes stupidity basically) and PanzerCommand (stacks like hell with other buffs)
Improved Gearbox should affect light vehicles only.
Keep Tank Hunters as it is.
Allow only 1 KT/1 Jagd per player.
Remove the 50mm LAHT from this doctrine, its low pop cap cost makes it way too effective at supporting a jagd (when you have 40 pop cap the 2x50mm LAHT, 1xJagd, 2xIHTs, 2xmp44 combo is made of win).
«
Last Edit: August 10, 2009, 10:52:41 am by Killer344
»
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.
Pages:
1
2
3
[
4
]
5
6
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...