So it seems despite the fact the Tiger is better in nearly every way, it's still not being used. So I guess either it's lack of mobility is a massive problem, or it's too expensive for it's role? Perhaps both.
I think the Tiger's main drawback is low range at 45, while not having enough armor nor speed to make that work against Allied TDs. It has to get close and personal to do damage, but then it can't get out. Perhaps buff range a bit to 50.
IMO the solution is the Brummbar treatment: ditch the high scatter and squash their AoE profile to be broader but shallower. That makes them less wipey but more consistent, something the Brummbar has proven makes them much more useful.
I agree for KT and IS-2, but I think Tiger's AI is generally fine. It has pretty good accuracy/scatter and AOE versus infantry.
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A lot of the issues with these heavy tanks, (Pershing, Tiger 1, IS2) isn't with themselves, it's that their peers are so much more potent or cost effective. The issue with the IS2 for example is that it's not an SU-85. The IS2 is still great, but it's not an SU-85 so it's not worth it. Same with the pershing with the Jackson. The Tiger's issue is that the panther is far more cost effective.
The Tiger is pretty good compared to the Panther, but I think the main problem is that on most maps the Tiger just becomes an XP pinata for Allied TD meta and unlike the Panther can't reverse fast enough to escape bad encounters. |
Revised it a bit.
OKW
Tank Hunter doctrine / Anti-tank doctrine
Partly based on CoH's Panzer Elite tank destroyer doctrine.
Aiming to fill some gaps in OKW's line up to add diversity in gameplay and strategies.
1cp) Teller mines.
- Now available to Sturmpioneers.
2cp) Passive tank awareness.
- All infantry squads now display the location of armored vehicles within XX meters of their position on the minimap and on tactical map.
OR
2cp) Pak 40.
- Pak 40 now buildable at Headquarters.
- Same stats / cost as Ostheer.
3cp) Volksgrenadiers double Panzershreck package.
- Can't be combined with StG44 package.
- Lose Panzerfaust and flame grenade ability.
- Maybe double Panzershreck for Sturmpioneers instead (no upgrade for Volks then).
OR
3cp) Panzerjäger heavy anti-tank infantry.
- 4 men squad (JLI models) with 2x Kar 98K and 2x Panzershreck.
- Alternatively, it can be a 100 MU Panzershreck upgrade for Obers.
10cp) APCR ammunition.
- Grants a permament +XX% penetration bonus to Puma, Panzer IV, Jagdpanzer IV, Panther and Tiger.
OR
12cp) Stuka Close Air Support.
- Anti-tank strafes, identical to Ostheer's.
13cp) Tiger I Ausf. E.
- Late war variant of Ostheer's Tiger. Same model.
- More mobile and versatile alternative to the King Tiger, but slightly less powerful.
- Comes equiped with MG 42 and/or Panzer Tactician as standard. Perhaps Panzer Commander instead of pintle. Has APCR shells.
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What's happening in 2 weeks?
Big map revamp patch coming
https://www.coh2.org/forum/125/maps-for-summerpatch-2018 |
I think the M10 could be made a stock unit and put in with the Captain, serving a similar role as the SU-76. This way both tiers would have access to reliable AT.
Then suffle the other units around to make both tiers attractive with the choice for which one coming down mostly to player preference, like OKW's teching. |
Infiltration units pay a premium for being able to instantly appear in the battlefield.
What? Only Commandos do? They pay full price for a 3/5 men squad and have to pay for reinforcement on top of that. Partisans and Jaegers all spawn at full potential while Stormtroopers only pay munitions.
In the spawn with rifles solution, the premium they pay is having to wait on the weapons upgrade to become fully effective so planning and cunning are required. Just like the new Stormtroopers. |
or simply add the option to be built from HQ at the normal price of the unit.
But that doesn't adress the disproportional MP price of infiltration spawning them as 3-men nor their severely restricted combat effectiveness (and survivability on retreat) while doing so? |
I think nobody really knows how it works.
But it doesn't matter anymore really, because it's being replaced in the upcoming Commander Revamp Patch.
Sector Assault - Removed
LeFH
-LeFH added to the doctrine
-Veterancy 1-3 now matches its Ostheer counterpart
-Veterancy 4 reduces Counter Barrage reload time between shots by 60%
-Veterancy 5 - Allows single fire direct shot up to 50m
See https://community.companyofheroes.com/discussion/245307/commander-revamp-preview-changelog#latest |
So in conclusion having them spawn with rifles (with a few tweaks) would fix most issues.
- Spawn at 5 men with 5x Lee Enfield. No more disproportional manpower cost.
- Free upgrade to Sten guns, similar to CRP Stormtrooper MP 40 package.
- Spawning with rifles should prevent mass wipes on retreat, while 5 men spawn with the free upgrade ultimately rewards good planning and cunning by being to infiltrate with a full strength squad.
- Nerf commando Brens DPS to a level that 3x Lee Enfield + 2x Commando Bren have the same long range DPS as 2x Commando Brens (and 3x Stens) have now.
- This would give Commandos two distinct roles as either CQC or elite long range, depending on player preference or strategic choice.
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Wops yeah my bad rofl, brainfart. Needs to be the other way around obviously.
UKF<USF<OKW=OST=SOV |