A lot of people fail to take into account that if the Panther is nerfed, and it stops being built. What exactly do we have left?
The PIV still cannot operate effectively anymore with the Jackson on the field and Zook spam, the Panther for Ost is gated behind large teching costs.
And for OKW, the Panther is all that they have to counter large amounts of medium armor, shreks are still only carried by fragile and crushable infantry, and the JPIV isn't mobile enough to provide support.
The Panther becoming non-viable would only result in the JPIV being mandatory, and Mechanized being thrown to the wasteside, but would leave you with no early game counters to blobbing.
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Post History of Alexzandvar
Thread: Real Talk: Panther24 Mar 2015, 18:38 PM
In: Lobby |
Thread: Real Talk: Panther24 Mar 2015, 18:29 PM
Except the Panther shouldn't be hitting your Jacksons, letting a Tank Hunter get at you TD's is like letting the wolf get at your sheep. You have AT guns, rifle nades, and fast moving tanks for a reason. If he overextends to chase you then punish him. Not to mention 1 hit from the Jackson chops a large amount of health off the Panther, making it very potent. In: Lobby |
Thread: Real Talk: Panther24 Mar 2015, 18:19 PM
Yes, the Panther has less DPS, which was exactly my point. It's good for facing off against single tanks and being used defensively, but it ain't no Assault Gun or Tiger when it comes to pushing enemy fortified positions. In: Lobby |
Thread: Real Talk: Panther24 Mar 2015, 18:17 PM
If we are comparing with 240 to 160 it's 66%, but 160 to 240 it's 50% ![]() but it doesn't change that it's the best tank hunter in every way. Maybe, uh, and I'm just talking a shot in the dark here...maybe that's because it's the only Tank Hunter in the game. In: Lobby |
Thread: MG's in buildings24 Mar 2015, 18:15 PM
All team weapons which can be garrisoned within a building now share the same setup/re-position time of 4 seconds. This means a MG42 will take 4 seconds to switch windows and begin firing, as opposed to their old functionality which relied on their reload time. This creates more consistent behavior between team weapons and prevents some weapons from having delays as high as 6 or 7 seconds. But the initial set up time of the MG (with out switching windows) is the same is it not? I also seem to be able to get my maxims unsetup and out of the building much faster than I can with the 42 In: Lobby |
Thread: Real Talk: Panther24 Mar 2015, 18:11 PM
Not by the Panther, a Ober squad can sometimes decrew a MG squad without any effort. Panthers are not going to decrew your AT guns unless your blind and sit the AT gun next to the Panthers MG's. A Panther is a Tank Hunter, it preforms poorly versus infantry. Shocks + Cons + ZiS = sad day for Panther spammer. In: Lobby |
Thread: New Veteran Abilities for Allied Vehicles24 Mar 2015, 18:09 PM
Again; everything is a gimmick. The Sturmtiger is a gimmick, trucks are a gimmick, Scavenge is a gimmick, sipers are a gimmick. Iv said multiple times I think Axis abilities need to be reworked, not just nerfed outright because people enjoy their revenge porn. In: COH2 Gameplay |
Thread: Real Talk: Panther24 Mar 2015, 18:06 PM
The thing is, Obers do to much DPS over to high a range and out preform it's counters in the form of MG's. The Panther doesn't out preform AT guns. In: Lobby |
Thread: New Veteran Abilities for Allied Vehicles24 Mar 2015, 18:05 PM
All tracking needs is a cost of 0. Like Kübelwagen have it. Instead of slower speed, you get cooldown between usage. Everything in this game is a gimmick, god forbid Vet abilities be unique. In: COH2 Gameplay |
Thread: OST Panzerwerfer: Truly Underpowered24 Mar 2015, 18:04 PM
Do you understand what "effective" means? yes it has the same range as the Katyusha but it's effective range is much, much smaller. Pwerfer: Scatter angle: 10.0 Min tilt angle: 0.0 Distance obj hit min: 0.0 Distance offset: 0.1 Fow angle multi: 1.25 Tilt max distance: 0.0 Tilt scatter chance: 0.0 Distance ratio: 0.156 Burst pattern: false Max tilt angle: 0.0 Delay bracket change chance: 0.0 Distance max: 20.0 Fow distance multi: 1.25 Kat: Scatter Scatter angle: 10.0 Min tilt angle: 0.0 Distance obj hit min: 10.0 Distance offset: 0.1 Fow angle multi: 1.25 Tilt max distance: 0.0 Tilt scatter chance: 0.0 Distance ratio: 0.1667 Burst pattern: false Max tilt angle: 0.0 Delay bracket change chance: 0.0 Distance max: 15.0 Fow distance multi: 1.25 In: COH2 Balance |
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