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Jagd: Balance Thread.
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Topic: Jagd: Balance Thread. (Read 28236 times)
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Killer344
The Inquisitor
Posts: 6904
Re: Jagd: Balance Thread.
«
Reply #20 on:
August 09, 2009, 06:17:13 pm »
Quote from: AmPM on August 09, 2009, 06:11:36 pm
Quote from: Killer344 on August 09, 2009, 06:09:55 pm
Says someone who never used them lol, the 25% is needed to make it decent against infantry.
Which they shouldn't be.
If you make them like panthers against infantry no one will use them, about 600fu just to kill tanks? lol no thanks, I'd rather get marders and 50 lahts to do that.
«
Last Edit: August 09, 2009, 06:19:49 pm 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.
Smokaz
Honoured Member
Posts: 11418
Re: Jagd: Balance Thread.
«
Reply #21 on:
August 09, 2009, 06:17:52 pm »
;p
The way the jagd trashes most armor it doesnt really need to rape inf too, and I've used a unvetted hunter killer jagd. It did good even in my clumsy hands. Then again I faced Buliefs jagd with misten and we just trashed it like it was a tuna can. Tank reaper zooks penetrated it sometimes and AP rounds reaper at guns did a big number on it, while normal shots seemed 50%/50%.
I'd rather have PE be good as a whole instead of relying on singular tricks like FSJ spam, jagds etc.
Logged
SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
CafeMilani
Aloha
Posts: 2994
Re: Jagd: Balance Thread.
«
Reply #22 on:
August 09, 2009, 06:23:38 pm »
i dont even know why you guys are crying:
inf doc has tank reapers
AB has raid assault
armor has AP rounds
there are enough t4s to play if u have problems with heavy tanks.
Logged
Mgallun74
EIR Veteran
Posts: 1478
Re: Jagd: Balance Thread.
«
Reply #23 on:
August 09, 2009, 06:25:07 pm »
Quote from: Smokaz on August 09, 2009, 06:17:52 pm
;p
The way the jagd trashes most armor it doesnt really need to rape inf too, and I've used a unvetted hunter killer jagd. It did good even in my clumsy hands. Then again I faced Buliefs jagd with misten and we just trashed it like it was a tuna can. Tank reaper zooks penetrated it sometimes and AP rounds reaper at guns did a big number on it, while normal shots seemed 50%/50%.
I'd rather have PE be good as a whole instead of relying on singular tricks like FSJ spam, jagds etc.
i had 2 TR 57mm hit a jagd panther with 4 ap rounds, and it brought it down.. normal TR with ap rounds doesnt fair as well.. zooks, well you need to get to rear, and even then they still bounce..
it would take 9 57mm TR shots to kill a jagd panther. 11 with normal 57mm.. even rear shots, those are pure penetration..
again, it has too much health imho, along with the kt..
Logged
CafeMilani
Aloha
Posts: 2994
Re: Jagd: Balance Thread.
«
Reply #24 on:
August 09, 2009, 06:26:32 pm »
Quote from: aloha622 on August 09, 2009, 06:23:38 pm
i dont even know why you guys are crying:
inf doc has tank reapers
AB has raid assault
armor has AP rounds
there are enough t4s to play if u have problems with heavy tanks.
allies have enough AT options to deal with german heavy tanks tbfh
Logged
BradAnderson
EIR Veteran
Posts: 1233
Re: Jagd: Balance Thread.
«
Reply #25 on:
August 09, 2009, 06:31:16 pm »
U just quoted urself.
Logged
Mgallun74
EIR Veteran
Posts: 1478
Re: Jagd: Balance Thread.
«
Reply #26 on:
August 09, 2009, 06:34:37 pm »
Quote from: aloha622 on August 09, 2009, 06:26:32 pm
Quote from: aloha622 on August 09, 2009, 06:23:38 pm
i dont even know why you guys are crying:
inf doc has tank reapers
AB has raid assault
armor has AP rounds
there are enough t4s to play if u have problems with heavy tanks.
allies have enough AT options to deal with german heavy tanks tbfh
on weak ass platforms, the m10 and m18 have a great 400hp.. 57mm are countered by anything. it takes 8-10 shots of the best allied guns to kill the heavys, while it take 3-4 to remove a m10, m18 or 57mm.. a pershing takes more, but not everyone can get those.
Logged
EliteGren
EIR Veteran
Posts: 6106
Re: Jagd: Balance Thread.
«
Reply #27 on:
August 09, 2009, 06:35:37 pm »
Of course, everyone can get a Pershing because its 0 PP.
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
AmPM
Community Mapper
Posts: 7978
Re: Jagd: Balance Thread.
«
Reply #28 on:
August 09, 2009, 06:37:15 pm »
Taking another heavy should not be the only viable counter to heavies, nor would any Pershing beat a Jadg.
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Smokaz
Honoured Member
Posts: 11418
Re: Jagd: Balance Thread.
«
Reply #29 on:
August 09, 2009, 06:39:44 pm »
How do AP rounds T4 for armor do against tigers and Jagds? I've heard conflicting stories, some people say it totally wtfpwns them but when I tested AP rounds on m18s and m10s it didnt seem to do that much damage to a panther or a p4.
Logged
AmPM
Community Mapper
Posts: 7978
Re: Jagd: Balance Thread.
«
Reply #30 on:
August 09, 2009, 06:43:54 pm »
The AP rounds own tanks with low health high armor, or in the same size category.
The Tiger, Panther, P4, Hetzer, STuG all go down pretty easy. The Marder will lose but does enough burst damage to hurt.
KT's and Jadgs are hard, the KT you have to ambush and stun, the Jadg....well, you just avoid it. It will kill you much faster than you can kill it, and its too fast to lure in.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Jagd: Balance Thread.
«
Reply #31 on:
August 09, 2009, 06:48:00 pm »
Does AP rounds allow m10s or m18s to attack a p4 and beat it? How many AP round m10s would you need to bring down a panther?
Logged
AmPM
Community Mapper
Posts: 7978
Re: Jagd: Balance Thread.
«
Reply #32 on:
August 09, 2009, 06:51:35 pm »
I don't use M10s usually, I can kill a P4 with an m18 pretty easily if its ambushing, if not it takes me to about half health depending on doctrines.
Vs a Panther, well, the only time I fought a Panther solo was an M18 and I let it pass by, then shot it in the ass with my ambush shot, then hit AP rounds. By the time my m18 got to 25% hp the Panther was dead. Thats why you go after high armor, low HP tanks, they are fast kills.
Logged
CrazyWR
EIR Veteran
Posts: 3616
Re: Jagd: Balance Thread.
«
Reply #33 on:
August 09, 2009, 06:53:17 pm »
im not sure armor company m10's need AP rounds to beat p4's...with the t2's, they can usually come pretty close if they don't misfire. All it would take would be one miss by a p4 I think, especially if the m10 gets first shot.
Logged
Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
RCA-land where shells fall like raindrops and the Captain is an invincible god
AmPM
Community Mapper
Posts: 7978
Re: Jagd: Balance Thread.
«
Reply #34 on:
August 09, 2009, 06:55:52 pm »
The problem I have with the m10's has been that the enemy can see them coming a mile off and shift AT to cover. The M18's you have no chance to see them prior to firing the first round.
Shermans also get much better vs high armor low HP tanks with these, beating Hetzers and STuGs convincingly and able to put some hurt on Panthers.
Just remember, its 3 shots and then 5 minutes of waiting, whereas HEAT and Tank Hunter t4's are constant and give about an equal performance boost.
Logged
Smokaz
Honoured Member
Posts: 11418
Re: Jagd: Balance Thread.
«
Reply #35 on:
August 09, 2009, 06:58:42 pm »
Someone should send a PM to the devs how to fix the m10 misfire bug, AFAIK I have read that relic has admitted this to be a bug. Couldnt they just remove the windup or whatever it is that is causing it?
Logged
CommanderHolt
EIR Veteran
Posts: 600
Re: Jagd: Balance Thread.
«
Reply #36 on:
August 09, 2009, 07:15:34 pm »
I think if the windup was removed then the gun apparently plays the cannon sound about 2.6 seconds after it has fired (or something like that).
Logged
gamesguy2
Honoured Member
Posts: 2238
Re: Jagd: Balance Thread.
«
Reply #37 on:
August 09, 2009, 07:31:30 pm »
57mm firing at long range has a 15% chance to penetrate a jagd.
57mm firing AP long range has a 75% chance to penetrate a jagd.
Problem is AP shells is so bad atm. You only get two shots total and realistically the jagd being faster than a panther with better acceleration, will only get hit once at the most, and then wait 10 seconds and come back and kill your 57mm while the AP rounds is on cooldown.
Panzer fear removes the only weakness to jagds, the lack of a turret.
Logged
anthony210
EIR Veteran
Posts: 1016
Re: Jagd: Balance Thread.
«
Reply #38 on:
August 09, 2009, 07:35:11 pm »
THE JAGDPANTHER IS A PANTHER THAT TRAVELS AT LIKE 400 MPH AND KILLS EVERYTHING!
Logged
Tymathee
Donator
Posts: 9741
Re: Jagd: Balance Thread.
«
Reply #39 on:
August 09, 2009, 09:33:36 pm »
Quote from: CommanderHolt on August 09, 2009, 07:15:34 pm
I think if the windup was removed then the gun apparently plays the cannon sound about 2.6 seconds after it has fired (or something like that).
Yup. M10 just can't be microed too heavily lol
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.
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