MarKr wrote:Warhawks97 wrote:crap, really? i thought we got rid of all that tread braker nonsense aka magical harry potter immobilizing spell.
Jeez, every time the Treadbreaker gets mentioned you come up with this kind of talk. You act as if it was some sci-fi thing but since you often come up with the "realism" argument,
Oh, really, do you really think its just bc of realism?
wasn't it the tactics with many inferior AT weapons to target the tracks of a superior tank to disable it?
Yes, but that way i would make it for all of them. Why picking certain units? Every tank and anti tank unit, let it be schrecks/zooks or guns would aim for tracks when they know the enemie armor is too thick. I would really like to see the reaction when everytime a tank more than 400 MP shows up would be instantly stopped just like that without any skill required from the cheapest unit on earth. I am not saying it should be impossible but tactics should play a key role and not simply driving up, outrange the target, pay a piss and have 100% immobilization hit. Thats quite the opposite of that what i consider as "skill".
Also i would rather add some sort of "button" you can switch. Aim for tracks and engines "on" would drop the damage but increase chance to immobilize targets. switching it "off" would cause more damage as the AT unit would aim for hull/turret and thus higher chances to deliver a fatal blow.
Isn't the effectiveness in imobilising the late game tanks one of the main reasons to keep this unit over the one that replaces it in the reward menu? If it gets nerfed, then there will really be no reason to go for this unit (probably because of the overlap with 28mm as you described).
Yes, but as we can see we have tons of better ways to make these units worthy. We made it possible for rifle squads, for shermans and haltracks by boosting performance or adding new stuff (like perma HE on stubby 75 mm HT´s).
There is no need to add harry potter abilities.
Besides that, where is this unit not usefull in late game? There were games with skilled players that killed three pershings with this unit in a game using the rocket shot. I dont see how this unit needs this ability to be late game cost effective. Of all t2 vehicles only the 20 mm units are perhaps more late game worthy but compared to all other units of its class/role and tier this unit is already on the top.
Ambush ability and rocket shot would make enough difference between its reward unit and between the 28 mm.
Furthermore the ammount of complains about "expensive late game units arent worth it" exceeds those of "our t2 units suck in late game, pls buff" by far.
Also why do you always come with this exagerated reaction about Treadbreaker but not complain about the "Let's pay some ammo and magically increase the range of our gun and also borrow the accuracy Chris Kyle for the next shot" ability a.k.a. "ALRS" or about the "Let's pay some ammo to quickly modify the next shot so that it has a guidance system and it magically hits the ammo storage of any enemy vehicle and blows them up every single time" ability of Jagdpanther or the "Let's ignore the range on all our artillery pieces and make them all fire for a fixed cost (no matter if it is one or 10 guns) just because this one spotter pointed his dirty finger on the map" ability a.k.a "VT".
Bc having a 1000 MP unit in late game that requires lots of tec, ressources and veterancy in order to get an ability is something totally different than a t2 300 MP halftrack that already is quite usefull against every target due to the rocket shot.
The Gun mounted in the Jagdpanther was probably the most formidable anti gun during the entire war. Bigger guns sometimes lacked the good accuracy or took long to reload. It was kind of perfectly balanced between size, power and accuracy. That was combined with an advanced german gunsight technology. So its pretty likely that this combo in hands of a veteran crew can knock out any tank of the war with a skillfull shot over a long range.
Sure, we could also increase basic range of Tigers etc to fire accross the half map but that would break the game. So having these abilties for tigers alike is a balance between gameplay and realistic performance (which people and fans of such units like to see).
The tigers ALRS is also quite a normal shot so far. It can bounce of or simply not killing a target outright. And as mentioned its rare due to all the stuff required in tec and skill.
Having a 37 mm HT that kills the engine of a churchill/jumbo with a hit right into their front outright is is nonsense when compared to the jagpanther kill shot or ALRS of Tigers.
The VT thing: Well, having howitzers (105 and 150 mm and 25 pdr) that fire accross the map and react to VT´s would be quite nice but nobody would want it. If you want to extend range, feel free, if you want to remove VT, feel free, if you want to make howitzers shoot only by VT, feel free. I would be the last stopping you from that. At the end you made the "mixed balance" between normal short range shooting and limitless VT shooting.
Conclusion:
This halftrack is not worthy in late game without treadbreaker?
- Untrue bc it has rocket shot. There are other low tier units with worse problems.
Early tier units need to be better vs late tier units?
- When i go through forum and check the complains it seems that most would say its the other way arround.
Anti tank guns need to be able to aim for tracks etc?
- Well, make it for all or non. Better add a button that allows to switch for higher damage chance or higher immobilization hit chances instead of magic abilities.
What would make this unit different from the wheeled 28 mm vehicle and its 75 mm reward unit?
- Ambush, rocket shot.