Krieger Blitzer wrote: ↑04 Apr 2022, 05:53
Stripping off the range advantage from bigger TDs (JP, Nashorn, Elefant, etc) would be a severe nerf to all of them altogether for various reasons.
Each tank would also suffer from different issues, so not all would be the same... For example, the Nashorn would be little to null without the range advantage given the weak armor and slow mobility. JagdPanther\Elefant without range advantage would mean that they would have to get in range of AT guns & handheld AT weapons to score hits, risking for more immobilizations or damaged engine specifically by PIATS & Gammon bombs, or by getting flanked much easier.
Where the fuck did i say "stripping off ranges"? The range would simply stay at what they have with camo now. The guns penetrate everything and kill everything at an instant anyways already, regardless of camo or not. I also suggested to buff the accuracy of these tanks to be the same as that of Panther and Tiger guns many times over. So why we have to go over this again now??
So how in fucks name sake am i going to make them more vulnerable to handheld AT when they would have 80-85 range as standard range??!!??
Not to mention that with no range advatnage, flanking a turretless TD (no matter big or small) with 2 Hellcats would be super easy to circle.
Don't forget also that the range advantage was given in the past at the cost of higher reload times & less wide cone of fire for these particular tanks.
Again, except for Jagdpanther and Elephant that had 5,5 second reload nothing else changed. The turretless tanks like stugs, Jagdpanzer IV and Hetzer always have had an extremely long reload, so its not that we changed them "in particular". In Fact stugs and Jagdpanzer IV/70 simply stayed at 7 seconds. Firefly, Pershing, Tigers, Panthers, they all got an increased reload time. But they are not part of this debate apparently.
Dude, the basic range of Jagdpanther, Elephant and KT even got increased from 65 to 70 default range. Elephant reached 75 only in stationary mode which instantly triggered a long tom strike. I fought endlessly long to get this basic range increase for these units years ago and now you are again blaming me that i would want to nerf them again?? Really?
So these tanks have become a lot more deadly due to reworks done without relying on ambush and stationary modes. Now i am suggesting to add their ambush ranges as default ranges and you still come up and complain they would be usless.
CGarr said everything we need to now. Dont label them by their name but look at what they have to achieve in a doctrine.
Currently, these tanks fit the role of long range snipers while being expensive. What you want to do is change this to being rather mediocre units (sacrificing their iconic status as well) while making them cheaper.. which actually does no different in terms of balance apart from changing the game-play and how these tanks are used. You will only get to see more Elefants\JagdPanthers deployed which will die more often as a result of the nerf... Which feeds into the "mobile game-play" style that you are hoping for, as i am aware u hate to see single high vet capable tanks. This, however; goes against the Axis game-play and how these tanks are meant to be utilized.. and most Axis players using these tanks (based on experience from various ww2 games) won't be expecting them to have such a short range.
Yeah, just repeating myself.... Elephants, Jagdpanthers, they all got their all ambush/stationary mode ranges as standard ranges, yet you complain. Where is your problem? The units used to have much less range and being more expensive and people used them with effect. But you make a big fuss out of nothing even when suggesting that parts of their ambush range would stay.
As of now, tanks such as Elefant & JagdPanther or Nashorn do fit their role with no balance issues.. and counters for camo do exist, so i don't see why a change to the ambush system is necessary.
You said yourself, a lot of counters to camo exist. So how does ambush help the elephant exactly when it cant hide from enemie bombardment?
As said, look at what these things have to achieve rather than just labeling them by their names.
You speak saying "IF" tank warfare would have tanks engaging one another at longer distance.. well, currently we don't have this in BK Mod so i think that's another overhaul that you are hoping to submit?? Accordingly at this point, these ambush system suggestions don't go in-line until every other single overhaul you suggested would consecutively have to be implemented eventually, as to completely change the face of the game... That's mad.
Its not a secret that the entire gun system in BK is a mess. Range, range brackets, accuracy stats. Ive been asking for a change here for a long time.
The accuracy for example first doesnt drop at all and then, within a few inches of distance they cover, loses 25% of it most of the time.
The brackets itself are a mess since "point blank shots" are literally impossible to achieve.
So slight range increases along with fixed range brackets and accuracy stats would enhance tank to tank combat a lot as it allows for much better fine tuning.
Do you even ever play with heavy tanks to begin with?? You only use medium tanks, right?
Here is a challenge for you:
---> Now, go play a game with Elefant and use it without camo.. then show me plz how useful it's going to be in your hands.
Now, i dont, esspecially not Elephant since all i can do is to put it into camo and hope it wont get revealed and bombed to dust before it can ever fire a single shot. Most heavies are meme units. Turning them into idle ambush units just makes things worse as it adds up cost for absolutely no gains except being perhaps lucky enough to get a shot against an unexpected careless M20 or sherman. But after that i have to keep it moving anyways.
CGarr already said that heavy tanks survive by moving arround, not by going into ambush modes or stationary modes just to get bombed to dust.
So, if tanks like these in your opinion are already sitting ducks even with these many bonuses that they currently have including the range.. then how are they going to be no longer sitting ducks without nearly 3rd of the bonuses???
I can clearly see how ambush helps them from not being sitting ducks. Impressive logic incoming.
Guess why? Yup, u guessed it.. it's the Flank Speed that makes the M10 not a sitting duck, which allows the M10 to quickly escape when spotted.. or chase down weaker\damaged retreating enemy vehicles. The same Flank Speed ability that u seek to remove.
in addition to the high rate of fire, needless to say.
Most of the time the M10, if it fails to penetrate, gets killed by the enemie. It takes perhaps a second too long to deactivate camo ability and activate flank speed. Most M10 survive a failed ambush by the enemie failing to hit or to oneshot it. The M18 is also not a sitting duck without flank speed.
I dont even know what you wanted to say here. You came up that most TD are expensive and need the massive ambush boosts. I just said that not all are expensive..... but anyways.
The cost u written belongs to the JT, the Elefant currently is at 1000 MP \ 150 F which is very reasonable and not very expensive for 5 CPs.
This again shows that you nearly never used anything bigger than a Pz4, so show me some Elefant gameplay without camo and prove me wrong.
Yeah, as i said, i dont pick it since the Nashorn is more important to have.
Why would i use a 1000 MP / 150 fuel unit just for an ambush when a ~580 MP/ 85 fuel TD with the same gun can do exactly the same?
Do you see the tragedy in front of your eyes. Nobody needs a 1000 MP 150 fuel unit with 200 mm of armor as an ambush unit when an unarmored unit for half the cost is doing this job just as well.
This is why we give both units into this doc but in different branches. One for camoed ambushes, the other for aggressive pushes.
1. This basic cannon takes ages to reload, they are usually also helpless vs inf rushing with Gammon bombs.
2. As stated, when you think TDs with current camo bonuses are already sitting ducks.. then reducing camo bonuses only expands the problem.
How does reducing camo bonuses make camo more useful & no longer sitting ducks??
3. Already addressed... Armor doesn't save u from immobilization.
1. Congrats, you just learned that these tanks need nonstop infantry support. In BK as well as in real life.
And how does camo fix it? When they know your location they rush you with gammon anyways unless you cover it with inf. So learn to cover these tanks with your inf rather than praying that nobody locates you.
I mean since you are interested in ww2 tank warfare, you would see that this is exactly their main weakness. Hence you have to provide infantry cover at all cost. The tank was meant to drive behind or together with infantry and support those during attacks.
The reload is also not as long as you might think and it doesnt really matter since all targets you engage with it are usually dead with the first shot while being immun to incoming counter-gun-fire.
2. As stated above. How does damage and pen boost to an already oneshot and everything penetrating gun help here exactly?
I repeat what i already brought up:
Heavy Tank A: Gets bombed to dust by arty
Heavy Tank B: Goes into ambush mode and gets super STrOnK ambush bonuses. Gets more pen to its already everything penetrating gun, more damage to its already oneshotting gun, gets more range to its alreadys superior range, gets more accuracy and a faster reload and OMG, its a Godzilla like unit...... Gets bombed to dust by arty anyways.
3. Dude, really, you make irrational comments here.
You are a sitting duck, camo or not. You are vulnerable to arty and planes, camo or not, your weakness is infantry, camo or not, your gun pens everything, camo or not, it kills 90% of all units in an instant, camo or not.
Use the Elephant along with supporting inf, hence we put it together with an infantry upgrade in one branch to underline how it should work. It got put in a line with infantry and stuh for a reason. They are meant to complement each other.
Let me remind you that the current doctrines are a result of the re-work that was agreed on by most players based on polls back then.
Your suggestions only lead to more overhauls, a never ending cycle of overhauls.. some players never get satisfied and will always complain.
There was some sort of referendum iirc with some overall ideas. But the designs of the doctrines were not debated long. I brought some ideas up for TH doc on how it could look like.
But from what i gathered here is that docs like Prop or SE are not really loved docs. SE hasnt changed too much compared to the old version except for having gotten even more and more nasty artillery and an Elephant that is an sitting duck. Most seem to prefer the nashorn today when it became a reward unit.
So far i agreed roughly to how BK and Luft doc looked like and armor doc.
However i for my part would have never agreed to doctrines like current SE. Tank support doctrine is a nice concept but the unlock design is pretty garbage. The idea there is a much better suited as faction design rather than doctrine design.
And def doc? I would have never agreed to 2 CP howitzers at this low cost.
So we had an talk about rough doc ideas but we never got design pictures prior to their actual release. At least not that i would remember.
it's because i prefer to give up arguing with people posting walls of text(s) and complaining nonstop for endless balance crusades.
Wiser that way.
We are debating things that we see as problematic. Thats why forums exist.
I mean we can either type the entire day long "yes, i want changes" or "no, its fine as it is". But this isnt going to get us anywhere.
I for my part gave up going from campers arty party to another arty party to yet another arty party with always the same unlock sequence.
Its always the same procedure. Small, sometimes intense early game skirmish for ressource points. Then dig yourself in and perpare for artillery before medium tanks start rolling out in huge numbers, even when there is no fuel.
As for the Pz4 with camo, it's simply a suggestion that is completely out of place.. not even worth discussing to be fair.
That said;
Going to completely ignore last post by CGAR, i don't discuss people with this attitude.
it's not like i didn't try to explain him my viewpoint in details before.. i still remember the Panther topic (
viewtopic.php?p=38493#p38493) when i literally posted an essay with even precise values\numbers provided.. but he still never got it, so; not going to waste my time discussing him again.
both sides brought up values. And it was a debate about Panthers role in BK which to this point was simply treated like a "Tiger 2.0" and heavy.
You always see everything as an "balance complain" which is not. We are talking about designs of doctrines and how and what units should accomplish.
For me it seems that everything is fine for you as long as there is an damn expensive bad ass tank that can potentially whipe an entire army on its own. For me and many others such "solo super tanks", kind of "put all on one card units" are just boring. Because they either win an entire war on their own or a bad RNG ruins your entire game. The SP is probably the very best example of such a BS solo warrior tank where everything comes really down on RNG.
But from a gameplay perspective such units are always problematic for an RTS game that has various where success isa actually a matter of unit composition and effectively bringing together different assets.