5.1.8c Heavy/Specialized Tank Viability Updates

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kwok
Team Member
Posts: 2516
Joined: 29 Mar 2015, 05:22

5.1.8c Heavy/Specialized Tank Viability Updates

Post by kwok »

We heard a lot of feedback regarding special tanks, their roles, and their counter options. One of the most common complaints received was the viability of the ace units. We hope a couple of buffs to the ace tanks will make them a more desired option on the field. In doing so, however, we want to make sure that doctrines are properly equipped to handle the stronger tanks, specifically we’ve heard Airborne doctrine struggles to keep up with spammed late game tanks. We made some tweaks to better equip Airborne players to handle late game tanks, opening up some more reliable options that will require some skill to use.
- Tiger, Panther and Pershing Aces now start at Vet2
- Tweaked the MGs on top of tanks to have lower chance to "one-shot" full-HP planes
- Tweaked the US and CW rocket planes effectiveness (a little bit bigger AoE, effectiveness in AoE, overall less damage to infantry to underline its AT role)
- Super Pershing now properly displays a Tank Commander
- Added Accurate Long Range Shot to Panther Ace in BK doctrine (requires Vet3)
- Added "Assault" ability to Panther Ace (same as Panther D)
- Rapid Fire is available immediately for Panther Ace
- Panther Ace received stat buffs just as other Ace units have (small accuracy, reload speed and HP buffs)
- Rocket Air Strike now fires 8 rockets per use (from 6)
- Lowered the minimum damage of Recoilless Rifle to 70 (from 80)
- Lowered the damage of Recoilless Rifle against vehicles and tanks
- Increased the chances of various critical hits of Recoilless Rifle against vehicles and tanks (engine damaged/destroyed, main/secondary weapon destroyed)
Tarakancheg: I want volkssturmm to upgrade to knights cross holders at vet 5 so that I can just show players how bad they are.

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