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russian armor

Tank destroyer interactions

24 Jul 2019, 09:05 AM
#1
avatar of KiwiBirb

Posts: 789

I personally don’t like the range VS health mechanic, because it is disproportionately infuened by map design, and because it causes problems in team games.

So here is an alternate way to balance tank destroyers

Cromwell: 40 range, 640hp, 5.5-6s reload, 160/80 armour, 135 - 120 - 105 pen
Panzer (Ost): 40 range, 640hp, 5.3-5.7s reload, 180/90 armour, 120 - 115 - 110 pen

Panther: 50 range, 960hp, 5.2-5.6s reload, 260/90 armour, 260-240-210 pen

Jackson: 60range, 640hp, 4.5-5s reload, 130/60 armour, 260 - 240 -210 pen



Proposal:

Mediums: increased close penetration (70% pen chance) vs panthers, standard 5.3s -5.7s reload

Panther: 50 range 960hp, 6.6 - 7.2s reload, 270/90 armour 135 - 120 - 115 pen

Jackson: (focus fire mode) 50 range 640hp 4.3 - 4.5s reload 160/80 armour 200- 180- 160 pen 120degree field of fire, high accuracy
Non focus fire: 5.3- 5.7 reload

Focus fire is there because it functions like the panther’s low rear armour & incetivises hard flanks
The reason why I propose increasing the panther’s reload instead of lowering HP is to normalize 2 panthers vs 2 Jacksons

So: 2 panther shots for every 3 Jackson shots, Jackson has 33% more DPS. Panther has 33% more HP, TTK will be equal for both. They are both have 1 shot faster ttk than mediums because of their faster fire rate / more HP, and are even better at long range due to better pen/ accuracy




This would also mean Jagdtiger/ elephant could be nerfed

While I don’t like the range vs HP mechanic, it’s fine with Panthers & su85s / fireflys, I think the Jackson is still too good
24 Jul 2019, 09:10 AM
#2
avatar of Katitof

Posts: 17895 | Subs: 8

Boi....
24 Jul 2019, 09:23 AM
#3
avatar of KiwiBirb

Posts: 789

jump backJump back to quoted post24 Jul 2019, 09:10 AMKatitof
Boi....


Uncomplicated problems require overcomplecated solutions
24 Jul 2019, 10:09 AM
#4
avatar of SeductiveCardbordBox

Posts: 591 | Subs: 1



Uncomplicated problems require overcomplecated solutions


How many hoops can I set up such that I can find an in game way to justify making sure nothing outranges my panther?
24 Jul 2019, 10:30 AM
#5
avatar of WAAAGH2000

Posts: 730

Actually Panther reload time is 5.2(+1)~5.6(+1)
24 Jul 2019, 11:15 AM
#6
avatar of blvckdream

Posts: 2458 | Subs: 1

"Panther: 50 range 960hp, 6.6 - 7.2s reload, 270/90 armour 135 - 120 - 115 pen"

?????????????????????????????????
24 Jul 2019, 18:06 PM
#7
avatar of elchino7
Senior Moderator Badge

Posts: 8154 | Subs: 2

That moment OP put so much effort, even though his idea is bad and the information he based his decisions and stats on are incorrect.


1- Reload is only a component of a tank's RoF. You are still missing this values: Aim and ready times, wind up and wind down.

Jackson: 6.56
PV: 6.66

2- I don't think you realise how TTK works, specially when you base your decisions in scenarios when you take into account more than 1 source of AT.

No tank has to reload before shooting for the first time. This makes so that in a 2v2 Jackson vs PV scenario, you are gonna end up with a dead Jackson after the first reload cycle.

3- You are making anti heavy tank destroyers into medium brawlers/TD, when the both factions already have them in the form of Stug and M10 (and non doctrinally USF has plenty of options for anti medium).

24 Jul 2019, 19:15 PM
#8
avatar of Sander93

Posts: 3166 | Subs: 6

Actually Panther reload time is 5.2(+1)~5.6(+1)


Panther reload is 6.65 seconds.

The Jackson's is 6.55 seconds.
24 Jul 2019, 19:56 PM
#9
avatar of Katitof

Posts: 17895 | Subs: 8



Panther reload is 6.65 seconds.

The Jackson's is 6.55 seconds.

Jackson confirmed insanely op once again! :sibPheasant:
24 Jul 2019, 20:14 PM
#10
avatar of ShadowLinkX37
Director of Moderation Badge

Posts: 4183 | Subs: 4

"Panther: 50 range 960hp, 6.6 - 7.2s reload, 270/90 armour 135 - 120 - 115 pen"

?????????????????????????????????


lmao
24 Jul 2019, 21:55 PM
#11
avatar of Jae For Jett
Senior Strategist Badge

Posts: 1002 | Subs: 2

My favorite part is:

Mediums: increased close penetration (70% pen chance) vs panthers, standard 5.3s -5.7s reload

Where he suggests giving mediums ~200 close pen...
25 Jul 2019, 18:17 PM
#12
avatar of Lago

Posts: 3260

My favorite part is:

Where he suggests giving mediums ~200 close pen...


That's not necessarily a bad idea if you make Range Mid really short too. Like, 5 to 10 short.

You'd create a Point Blank mechanic for tanks: their penetration spikes if they drive into effectively melee range.

That'd cleverly solve a lot of issues with the armour system without rocking the boat too much.
25 Jul 2019, 19:13 PM
#13
avatar of thedarkarmadillo

Posts: 5279

Yea tbh I don't hate it at all. Could actually be really cool on light tanks as well. Takin chip damage with a Stuart up your bung hole.
25 Jul 2019, 20:05 PM
#14
avatar of Stug life

Posts: 4474

jump backJump back to quoted post25 Jul 2019, 18:17 PMLago


That's not necessarily a bad idea if you make Range Mid really short too. Like, 5 to 10 short.

You'd create a Point Blank mechanic for tanks: their penetration spikes if they drive into effectively melee range.


That'd cleverly solve a lot of issues with the armour system without rocking the boat too much.
this
25 Jul 2019, 21:37 PM
#15
avatar of distrofio

Posts: 2358

I agree with lago and stuglife too
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