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russian armor

[OKW] [All Modes] [Panzer II Luchs Timing]

4 Oct 2015, 19:35 PM
#1
avatar of Dick Cockstone, Ph.D

Posts: 143

Problem: As a solely AI unit, it arrives too late and at a time where there are so many hard counters awaiting. T70, Su76, Double 6pounders/Cenatur. Furthermore, it is being sent against extremely hard to hit blobs, equipped with cheap, spammable AT (PIAT, ZOOK).

Solution:
  • Move it to T3; So there will be a short window of opportunity for it to be useful. It will also make OKW T3 more viable as it is never used nowadays.
  • OR; Increase hitpoints so it can't be easliy chased and destroyed by a T70 or generally be more durable for that late time in the game
  • OR; Reduce scatter so standing and LOLing in front is not an option anymore.

4 Oct 2015, 19:39 PM
#2
avatar of Airborne

Posts: 281

It should never go to Tier 3, it will than come way to early. I would say it needs a small armor buff, not that it can bounce at guns, but bouncing t-70 shots more often.
4 Oct 2015, 20:05 PM
#3
avatar of Flying Dustbin

Posts: 270 | Subs: 1

How do you let your Luch get hit by PIATs?
4 Oct 2015, 20:29 PM
#4
avatar of Dick Cockstone, Ph.D

Posts: 143

How do you let your Luch get hit by PIATs?
A luchs is way too inaccurate on the move. And what about zooks? Also don't try changing the topic and making it about "me"
4 Oct 2015, 20:40 PM
#5
avatar of Firesparks

Posts: 1930

A luchs is way too inaccurate on the move.


except the luch have the smallest moving accuracy penalty in the entire game. Most tanks suffer a 2x scatter modifier penalty on the move. The sherman get a x 1.5 scatter penalty. The luchs get a x1.25 scatter penalty.
4 Oct 2015, 20:59 PM
#6
avatar of Dick Cockstone, Ph.D

Posts: 143

Comparing sherman and luchs, not sure if serious. Also you are reading the stats in the wrong way, check again:lol:
4 Oct 2015, 21:02 PM
#7
avatar of Iron Emperor

Posts: 1653

Although I think the Luch comes a tad too late, I do think it's in the right spot. Perhaps a bit less scatter. Rest fine
4 Oct 2015, 21:15 PM
#8
avatar of Firesparks

Posts: 1930

Comparing sherman and luchs, not sure if serious. Also you are reading the stats in the wrong way, check again:lol:


I am sure I am reading the penalty correctly. the luch only suffer a 25% scatter penalty as compared to 100% on most tank and 50% on American tanks.

Although I think the Luch comes a tad too late, I do think it's in the right spot. Perhaps a bit less scatter. Rest fine

luch need a get out of jail free card. They need the smoke ability.
4 Oct 2015, 21:17 PM
#9
avatar of Dick Cockstone, Ph.D

Posts: 143

You read it wrong. It is 50%
4 Oct 2015, 21:27 PM
#10
avatar of Iron Emperor

Posts: 1653

In my opinion 50% of the times the stealth ability you get at vet 1 is the get out of jail card, but therefore you need to escape the AT/tank/T70/Stuart youŕe fighting. Perhaps give it some more power that it equals the T70 and stuart, but not against infantry. Target Tables.
4 Oct 2015, 21:29 PM
#11
avatar of Rollo

Posts: 738

OKW seem to be a mess when it comes to vehicles, flak HT, Puma and the luch need some changes in balance or price (US tier 3 coming earlier, buffed AAHT, T-70 and SU-76 coming earlier now while OKW units stay the same. Oh and cheap ass M10's everywhere).

T3 in general is just dead which needs to be looked at. The luch could be slightly cheaper imo, other than that it's fine.
4 Oct 2015, 21:29 PM
#12
avatar of Firesparks

Posts: 1930

In my opinion 50% of the times the stealth ability you get at vet 1 is the get out of jail card, but therefore you need to escape the AT/tank/T70/Stuart youŕe fighting. Perhaps give it some more power that it equals the T70 and stuart, but not against infantry. Target Tables.


the stealth at vet 1 doesn't really help when you're still at vet0.
4 Oct 2015, 21:33 PM
#13
avatar of Iron Emperor

Posts: 1653

I agree, but mostly of the time (atleast in my cases) my luch is vet 1. It's not really hard to get it to that point, since it can deliver a huge punch in just a small time, which also gives you enough experience to get it to vet 1. (My experiences). I just don't know if smoke is really the attribute to give to a Luch.
4 Oct 2015, 21:38 PM
#14
avatar of Australian Magic

Posts: 4630 | Subs: 2

A bit cheaper Luchs, or moved to T2/T3 with fuel price increased to 70 with lowering HP so 2 shots fromAT gun can kill it and a bit bigger scatter so 6min Luchs won't mean gg.
4 Oct 2015, 21:42 PM
#15
avatar of l4hti

Posts: 476

lol its fine now
5 Oct 2015, 02:00 AM
#16
avatar of BeefSurge

Posts: 1891

jump backJump back to quoted post4 Oct 2015, 21:42 PMl4hti
lol its fine now
5 Oct 2015, 02:10 AM
#17
avatar of Dick Cockstone, Ph.D

Posts: 143

It's not fine as we are seeing zook blobs and fast T70/Stuarts now. Funny things is it arrives much later, at the same time as a sherman lol.
5 Oct 2015, 02:23 AM
#18
avatar of BeefSurge

Posts: 1891

Luchs punishes soft AT very well, use it to protect/harass flanks, stuff like that.

All earlier luches would do is promote all-in fast luches. It would also make flak track partially redundant.

5 Oct 2015, 02:37 AM
#19
avatar of Corsin

Posts: 600

Flack Track moved to 40 fuel
Luchs moved to 60 fuel with a 30% hp increase and Moved to the Mech truck
Stukka moved to 90 fuel and Moved to the Flack truck.

OR

Swap it with the Jagdpanzer (BUT requires at least 2 trucks built) - To prevent one in 5 mins.

(Main reasons for this would be to give the OKW a solid early game option other than Leig spam, and moving the Stukka to where its probably more viable anyway, in the end game).


Thoughts?
5 Oct 2015, 02:50 AM
#20
avatar of Firesparks

Posts: 1930

the luchs already have 400 hp. 30% more hp to 520 is going to make it more durable than the jackson (480).

just give luch access to smoke and/or 50 sight range, since it's kind of a scout tank.
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