*

Account

Welcome, Guest. Please login or register.
Did you miss your activation email?
December 03, 2024, 09:58:55 am

Login with username, password and session length

Resources

Recent posts

[November 01, 2024, 12:46:37 pm]

[October 05, 2024, 07:29:20 am]

[September 05, 2024, 01:54:13 pm]

[July 16, 2024, 11:30:34 pm]

[June 22, 2024, 06:49:40 am]

[March 08, 2024, 12:13:38 am]

[March 08, 2024, 12:12:54 am]

[March 08, 2024, 12:09:37 am]

[December 30, 2023, 08:00:58 pm]

[February 04, 2023, 11:46:41 am]
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 Offline
Honoured Member
*
Posts: 11418



« 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 Offline
Steven Spielberg
*
Posts: 3713


« Reply #61 on: August 10, 2009, 04:59:36 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 Offline
Honoured Member
*
Posts: 11418



« 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 Offline
Tired King of Stats
*
Posts: 9028


« 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 Offline
Chess master
EIR Veteran
Posts: 1850



« 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
« 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 Offline
EIR Regular
Posts: 18


« Reply #66 on: August 10, 2009, 06:13:42 am »


just limit the availability of ALLheavy 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 Offline
Tired King of Stats
*
Posts: 9028


« Reply #67 on: August 10, 2009, 06:14:53 am »

Firefly and panther are both medium tanks, my dear Wink.

Jagd, Pershing, KT and Tiger are the heavies.
Logged
Baine Offline
Steven Spielberg
*
Posts: 3713


« 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 Offline
EIR Veteran
Posts: 1256


« Reply #69 on: August 10, 2009, 06:20:19 am »

Firefly and panther are both medium tanks, my dear Wink.

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 Tongue

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 Offline
Chess master
EIR Veteran
Posts: 1850



« 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 Offline
EIR Veteran
Posts: 1256


« Reply #71 on: August 10, 2009, 06:28:34 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 Tongue
Logged
Draken Offline
Chess master
EIR Veteran
Posts: 1850



« 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 Offline
Tired King of Stats
*
Posts: 9028


« Reply #73 on: August 10, 2009, 06:38:19 am »

Firefly and panther are both medium tanks, my dear Wink.

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 Offline
EIR Veteran
Posts: 1256


« Reply #74 on: August 10, 2009, 08:32:24 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 Tongue

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 Offline
Aloha
*
Posts: 2994



« 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 Offline
Donator
*
Posts: 9741



« Reply #76 on: August 10, 2009, 09:23:04 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

"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 Offline
Chess master
EIR Veteran
Posts: 1850



« Reply #77 on: August 10, 2009, 09:40:49 am »

Or increase price and pop on super heavies?
Logged
sgMisten Offline
Donator
*
Posts: 778


« Reply #78 on: August 10, 2009, 09:58:53 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 Offline
The Inquisitor
*
Posts: 6904



« Reply #79 on: August 10, 2009, 10:49:58 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

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:  

TinyPortal v1.0 beta 4 © Bloc
Powered by MySQL Powered by PHP Powered by SMF 1.1.9 | SMF © 2006-2009, Simple Machines LLC
Valid XHTML 1.0! Valid CSS!
Page created in 0.079 seconds with 35 queries.