Are you high? The flak trak is probably one of the best lights in the game. Attracting lights means securing a kill against a light as OKW as you have the best of all worlds (OK raks are kind of a crap shoot but let's all advocate for an improvement and a removal of creeping death!) you have a cheap camo AT gun, cheap mines and a durable squad, with a snare AND an upgrade that allows them to combat squads up to 20% more expensive than they... Lights are easy as okw as long as you accept the fact that they are coming and prepare. Something med truck puts you in a good place to do. |
Adds minesweeper as the cheapest option on the HANDS DOWN worst unit in the game, solves problem entirely... |
I think E8 is the only useful in the commadner and all the others are trash exept from the flamer and E8 is only on 1 doc making it rare in a game to see thats why i think it should perform like comet and a lot of people said that they want it
The E8 is great as is tho. If the rest of the doctrine is underwhelming it hardly makes sense to change the only unit that is performing well! As it goes is it worth tacking on 50 fuel for a 80 points more health and some armour? And if so what do we do with the Pershing now?
Fix what's broken don't over adjust what's working to compensate. |
You know what i hate kids like you thinkign they are good E8 is a COMMADNER UNIT it should be like COMET it underperformes for a commander unit that gives you flamer throwers and loses smoke and when EVER you want 1v1
Who has decided it should perform like a comet? The t34/85 does not perform like a comet. Oven though it's a commander unit, one with more pen, health and armour (yes 10 whole points!) over the unit it's supposed to replace.
Its important to not only compare to what it's facing but what it's slated to replace. The sherman is a fine tank but for a little more you get a much much more potent tank. The rest of the commander is supposed to be about making rifles more dominant, and the E8 picks up the AT slack and does it bloody well. |
There isn’t a TD that performs poorly overall against other any other tanks though. Why only the Jackson should be made to be such doesn’t really make sense. Sure, it’s faster and has a turret, but all the other TDs have some sort of advantage as well. JPIV can camo and has good armor, making it riskier to attempt to engage frontally, while the SU85 has very long range free self spotting and the firefly has tulips and somewhat longer sight range with the tank commander upgrade . Even stug has TWP and is at least very cost effective and puts out a lot of raw DPS still. It also has a pintle and can shoot down planes (sometimes) but that’s largely irrelevant. Jackson is also the second most expensive TD after the firefly (why firefly is still the most expensive is beyond me but whatever).
Jackson has mobility. Something other 60 range TDs lack. It has the freedom to engage in favour able terms. It can be used on the offensive if you want.
Thing is if you treat it like the other slow case mate TDs it still performs quite well, but the skill cap on the Jackson is above and beyond all other TDs. Any other TD that gets jumped is likley dead, the Jackson not only has a chance to escape, but bloody well might win. |
Panther has always been a pseudo TD. It's cannon has a tank destroyer profile. The only reason it has any capacity to fight infantry is because of its 3 mgs. Where lacks a proper 60 range TD and the panther was intended to fill that role, the role of TD. |
In order to finish my statement, the post is called "Panzer Tactician too strong, prove me wrong." so. This is a command ability only focused on panzers and vehicles. Its a good one, I get it, but its a command ability that defines a playstyle, and what i mean is: IT DEFINES THAT THE PLAYER IS FOCUSING ON TANKS...
If so, then get proper counters: snares, mines, attack ground (yea it cost a little of microing, i know, but its worth it), deny fuel, focus on AT...
If you do it i can guarantee you will have an edge in the game.
Therefore, i prove you wrong because, if only an commander ability wreks your game, then your way of thinking or planing ahead game is bad, and as i stated earlier, wrong.
. Thing it, it also works on lights. Dove for that pwerfer? Smoked so you have to dive further. Flame halftrack vulnerable? Nooooooope. And you say "just add more micro" like it's nothing. No abikity in game forces so much extra for so little. Ptac also breaks button, which is more expensive to start but also requires and upgrade!
Maybe Ptac should be an upgrade instead of a global? |
@loop that actually makes a lot of sense, thank you for relieving that frustration for me. |
since this post complaints about some synergy of axis tanks, also pointing out that the smoke is doctrinal... then in order to "balance" things out then also remove the self spotting ability of SU85 or make it doctrinal. Im saying that many changes should be made, because 2 abilitys of axis are considered ""Overpowered"" doesnt make its winrate skyrise neither.
OP isnt posting a fair point I must address...
SU85 SHOULD lose self sight, no unit should have it. Let alone the new, actually not a joke su85 that counters armour.
Panzer tac has been complained about long as 2 man snipers, seems having a way to escape situations you rightfully don't desire to is a bad design decision.. |
Wait, people actually invest 90 munitions into a vehicle that dies to two AT gun hits and can't move fast enough to avoid the second AT gun hit after the first lands even at max AT gun range?
I always thought people bringing up "but the flame halftrack" as some kind of argument about Ostheer's T2 being potent was a joke/troll.
The lines when you set up an AT gun is the firing arc. If you are outside of that it can't shoot you (this rule doesn't apply to machine guns for some reason) after you take the first hit, move OUT of the arc instead of remaining in it, your units will survive much longer. Exit arc stage left, not backwards. You can thank me later for revolutionizing you game experience. |